renderer_d3d9.cpp 123 KB

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  1. /*
  2. * Copyright 2011-2017 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  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. static const char* s_primName[] =
  30. {
  31. "TriList",
  32. "TriStrip",
  33. "Line",
  34. "LineStrip",
  35. "Point",
  36. };
  37. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  38. static const D3DMULTISAMPLE_TYPE s_checkMsaa[] =
  39. {
  40. D3DMULTISAMPLE_NONE,
  41. D3DMULTISAMPLE_2_SAMPLES,
  42. D3DMULTISAMPLE_4_SAMPLES,
  43. D3DMULTISAMPLE_8_SAMPLES,
  44. D3DMULTISAMPLE_16_SAMPLES,
  45. };
  46. static Msaa s_msaa[] =
  47. {
  48. { D3DMULTISAMPLE_NONE, 0 },
  49. { D3DMULTISAMPLE_2_SAMPLES, 0 },
  50. { D3DMULTISAMPLE_4_SAMPLES, 0 },
  51. { D3DMULTISAMPLE_8_SAMPLES, 0 },
  52. { D3DMULTISAMPLE_16_SAMPLES, 0 },
  53. };
  54. struct Blend
  55. {
  56. D3DBLEND m_src;
  57. D3DBLEND m_dst;
  58. bool m_factor;
  59. };
  60. static const Blend s_blendFactor[] =
  61. {
  62. { (D3DBLEND)0, (D3DBLEND)0, false }, // ignored
  63. { D3DBLEND_ZERO, D3DBLEND_ZERO, false }, // ZERO
  64. { D3DBLEND_ONE, D3DBLEND_ONE, false }, // ONE
  65. { D3DBLEND_SRCCOLOR, D3DBLEND_SRCCOLOR, false }, // SRC_COLOR
  66. { D3DBLEND_INVSRCCOLOR, D3DBLEND_INVSRCCOLOR, false }, // INV_SRC_COLOR
  67. { D3DBLEND_SRCALPHA, D3DBLEND_SRCALPHA, false }, // SRC_ALPHA
  68. { D3DBLEND_INVSRCALPHA, D3DBLEND_INVSRCALPHA, false }, // INV_SRC_ALPHA
  69. { D3DBLEND_DESTALPHA, D3DBLEND_DESTALPHA, false }, // DST_ALPHA
  70. { D3DBLEND_INVDESTALPHA, D3DBLEND_INVDESTALPHA, false }, // INV_DST_ALPHA
  71. { D3DBLEND_DESTCOLOR, D3DBLEND_DESTCOLOR, false }, // DST_COLOR
  72. { D3DBLEND_INVDESTCOLOR, D3DBLEND_INVDESTCOLOR, false }, // INV_DST_COLOR
  73. { D3DBLEND_SRCALPHASAT, D3DBLEND_ONE, false }, // SRC_ALPHA_SAT
  74. { D3DBLEND_BLENDFACTOR, D3DBLEND_BLENDFACTOR, true }, // FACTOR
  75. { D3DBLEND_INVBLENDFACTOR, D3DBLEND_INVBLENDFACTOR, true }, // INV_FACTOR
  76. };
  77. static const D3DBLENDOP s_blendEquation[] =
  78. {
  79. D3DBLENDOP_ADD,
  80. D3DBLENDOP_SUBTRACT,
  81. D3DBLENDOP_REVSUBTRACT,
  82. D3DBLENDOP_MIN,
  83. D3DBLENDOP_MAX,
  84. };
  85. static const D3DCMPFUNC s_cmpFunc[] =
  86. {
  87. (D3DCMPFUNC)0, // ignored
  88. D3DCMP_LESS,
  89. D3DCMP_LESSEQUAL,
  90. D3DCMP_EQUAL,
  91. D3DCMP_GREATEREQUAL,
  92. D3DCMP_GREATER,
  93. D3DCMP_NOTEQUAL,
  94. D3DCMP_NEVER,
  95. D3DCMP_ALWAYS,
  96. };
  97. static const D3DSTENCILOP s_stencilOp[] =
  98. {
  99. D3DSTENCILOP_ZERO,
  100. D3DSTENCILOP_KEEP,
  101. D3DSTENCILOP_REPLACE,
  102. D3DSTENCILOP_INCR,
  103. D3DSTENCILOP_INCRSAT,
  104. D3DSTENCILOP_DECR,
  105. D3DSTENCILOP_DECRSAT,
  106. D3DSTENCILOP_INVERT,
  107. };
  108. static const D3DRENDERSTATETYPE s_stencilFuncRs[] =
  109. {
  110. D3DRS_STENCILFUNC,
  111. D3DRS_CCW_STENCILFUNC,
  112. };
  113. static const D3DRENDERSTATETYPE s_stencilFailRs[] =
  114. {
  115. D3DRS_STENCILFAIL,
  116. D3DRS_CCW_STENCILFAIL,
  117. };
  118. static const D3DRENDERSTATETYPE s_stencilZFailRs[] =
  119. {
  120. D3DRS_STENCILZFAIL,
  121. D3DRS_CCW_STENCILZFAIL,
  122. };
  123. static const D3DRENDERSTATETYPE s_stencilZPassRs[] =
  124. {
  125. D3DRS_STENCILPASS,
  126. D3DRS_CCW_STENCILPASS,
  127. };
  128. static const D3DCULL s_cullMode[] =
  129. {
  130. D3DCULL_NONE,
  131. D3DCULL_CW,
  132. D3DCULL_CCW,
  133. };
  134. static const D3DTEXTUREADDRESS s_textureAddress[] =
  135. {
  136. D3DTADDRESS_WRAP,
  137. D3DTADDRESS_MIRROR,
  138. D3DTADDRESS_CLAMP,
  139. D3DTADDRESS_BORDER,
  140. };
  141. static const D3DTEXTUREFILTERTYPE s_textureFilter[] =
  142. {
  143. D3DTEXF_LINEAR,
  144. D3DTEXF_POINT,
  145. D3DTEXF_ANISOTROPIC,
  146. };
  147. struct TextureFormatInfo
  148. {
  149. D3DFORMAT m_fmt;
  150. };
  151. static TextureFormatInfo s_textureFormat[] =
  152. {
  153. { D3DFMT_DXT1 }, // BC1
  154. { D3DFMT_DXT3 }, // BC2
  155. { D3DFMT_DXT5 }, // BC3
  156. { D3DFMT_UNKNOWN }, // BC4
  157. { D3DFMT_UNKNOWN }, // BC5
  158. { D3DFMT_UNKNOWN }, // BC6H
  159. { D3DFMT_UNKNOWN }, // BC7
  160. { D3DFMT_UNKNOWN }, // ETC1
  161. { D3DFMT_UNKNOWN }, // ETC2
  162. { D3DFMT_UNKNOWN }, // ETC2A
  163. { D3DFMT_UNKNOWN }, // ETC2A1
  164. { D3DFMT_UNKNOWN }, // PTC12
  165. { D3DFMT_UNKNOWN }, // PTC14
  166. { D3DFMT_UNKNOWN }, // PTC12A
  167. { D3DFMT_UNKNOWN }, // PTC14A
  168. { D3DFMT_UNKNOWN }, // PTC22
  169. { D3DFMT_UNKNOWN }, // PTC24
  170. { D3DFMT_UNKNOWN }, // Unknown
  171. { D3DFMT_A1 }, // R1
  172. { D3DFMT_A8 }, // A8
  173. { D3DFMT_L8 }, // R8
  174. { D3DFMT_UNKNOWN }, // R8I
  175. { D3DFMT_UNKNOWN }, // R8U
  176. { D3DFMT_UNKNOWN }, // R8S
  177. { D3DFMT_L16 }, // R16
  178. { D3DFMT_UNKNOWN }, // R16I
  179. { D3DFMT_UNKNOWN }, // R16U
  180. { D3DFMT_R16F }, // R16F
  181. { D3DFMT_UNKNOWN }, // R16S
  182. { D3DFMT_UNKNOWN }, // R32I
  183. { D3DFMT_UNKNOWN }, // R32U
  184. { D3DFMT_R32F }, // R32F
  185. { D3DFMT_A8L8 }, // RG8
  186. { D3DFMT_UNKNOWN }, // RG8I
  187. { D3DFMT_UNKNOWN }, // RG8U
  188. { D3DFMT_UNKNOWN }, // RG8S
  189. { D3DFMT_G16R16 }, // RG16
  190. { D3DFMT_UNKNOWN }, // RG16I
  191. { D3DFMT_UNKNOWN }, // RG16U
  192. { D3DFMT_G16R16F }, // RG16F
  193. { D3DFMT_UNKNOWN }, // RG16S
  194. { D3DFMT_UNKNOWN }, // RG32I
  195. { D3DFMT_UNKNOWN }, // RG32U
  196. { D3DFMT_G32R32F }, // RG32F
  197. { D3DFMT_UNKNOWN }, // RGB8
  198. { D3DFMT_UNKNOWN }, // RGB8I
  199. { D3DFMT_UNKNOWN }, // RGB8U
  200. { D3DFMT_UNKNOWN }, // RGB8S
  201. { D3DFMT_UNKNOWN }, // RGB9E5F
  202. { D3DFMT_A8R8G8B8 }, // BGRA8
  203. { D3DFMT_UNKNOWN }, // RGBA8
  204. { D3DFMT_UNKNOWN }, // RGBA8I
  205. { D3DFMT_UNKNOWN }, // RGBA8U
  206. { D3DFMT_UNKNOWN }, // RGBA8S
  207. { D3DFMT_A16B16G16R16 }, // RGBA16
  208. { D3DFMT_UNKNOWN }, // RGBA16I
  209. { D3DFMT_UNKNOWN }, // RGBA16U
  210. { D3DFMT_A16B16G16R16F }, // RGBA16F
  211. { D3DFMT_UNKNOWN }, // RGBA16S
  212. { D3DFMT_UNKNOWN }, // RGBA32I
  213. { D3DFMT_UNKNOWN }, // RGBA32U
  214. { D3DFMT_A32B32G32R32F }, // RGBA32F
  215. { D3DFMT_R5G6B5 }, // R5G6B5
  216. { D3DFMT_A4R4G4B4 }, // RGBA4
  217. { D3DFMT_A1R5G5B5 }, // RGB5A1
  218. { D3DFMT_A2B10G10R10 }, // RGB10A2
  219. { D3DFMT_UNKNOWN }, // R11G11B10F
  220. { D3DFMT_UNKNOWN }, // UnknownDepth
  221. { D3DFMT_D16 }, // D16
  222. { D3DFMT_D24X8 }, // D24
  223. { D3DFMT_D24S8 }, // D24S8
  224. { D3DFMT_D32 }, // D32
  225. { D3DFMT_DF16 }, // D16F
  226. { D3DFMT_DF24 }, // D24F
  227. { D3DFMT_D32F_LOCKABLE }, // D32F
  228. { D3DFMT_S8_LOCKABLE }, // D0S8
  229. };
  230. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  231. static ExtendedFormat s_extendedFormats[ExtendedFormat::Count] =
  232. {
  233. { D3DFMT_ATI1, 0, D3DRTYPE_TEXTURE, false },
  234. { D3DFMT_ATI2, 0, D3DRTYPE_TEXTURE, false },
  235. { D3DFMT_DF16, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, false },
  236. { D3DFMT_DF24, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, false },
  237. { D3DFMT_INST, 0, D3DRTYPE_SURFACE, false },
  238. { D3DFMT_INTZ, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, false },
  239. { D3DFMT_NULL, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, false },
  240. { D3DFMT_RESZ, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, false },
  241. { D3DFMT_RAWZ, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, false },
  242. { D3DFMT_ATOC, 0, D3DRTYPE_SURFACE, false },
  243. };
  244. static const GUID IID_IDirect3D9 = { 0x81bdcbca, 0x64d4, 0x426d, { 0xae, 0x8d, 0xad, 0x1, 0x47, 0xf4, 0x27, 0x5c } };
  245. static const GUID IID_IDirect3DDevice9Ex = { 0xb18b10ce, 0x2649, 0x405a, { 0x87, 0xf, 0x95, 0xf7, 0x77, 0xd4, 0x31, 0x3a } };
  246. typedef HRESULT (WINAPI *Direct3DCreate9ExFn)(UINT SDKVersion, IDirect3D9Ex**);
  247. static Direct3DCreate9ExFn Direct3DCreate9Ex;
  248. typedef IDirect3D9* (WINAPI *Direct3DCreate9Fn)(UINT SDKVersion);
  249. static Direct3DCreate9Fn Direct3DCreate9;
  250. static PFN_D3DPERF_SET_MARKER D3DPERF_SetMarker;
  251. static PFN_D3DPERF_BEGIN_EVENT D3DPERF_BeginEvent;
  252. static PFN_D3DPERF_END_EVENT D3DPERF_EndEvent;
  253. inline bool isLost(HRESULT _hr)
  254. {
  255. return false
  256. || _hr == D3DERR_DEVICELOST
  257. || _hr == D3DERR_DRIVERINTERNALERROR
  258. #if !defined(D3D_DISABLE_9EX)
  259. || _hr == D3DERR_DEVICEHUNG
  260. || _hr == D3DERR_DEVICEREMOVED
  261. #endif // !defined(D3D_DISABLE_9EX)
  262. ;
  263. }
  264. struct RendererContextD3D9 : public RendererContextI
  265. {
  266. RendererContextD3D9()
  267. : m_d3d9(NULL)
  268. , m_device(NULL)
  269. , m_flushQuery(NULL)
  270. , m_swapChain(NULL)
  271. , m_captureTexture(NULL)
  272. , m_captureSurface(NULL)
  273. , m_captureResolve(NULL)
  274. , m_maxAnisotropy(1)
  275. , m_initialized(false)
  276. , m_amd(false)
  277. , m_nvidia(false)
  278. , m_atocSupport(false)
  279. , m_instancingSupport(false)
  280. , m_occlusionQuerySupport(false)
  281. , m_timerQuerySupport(false)
  282. , m_rtMsaa(false)
  283. {
  284. }
  285. ~RendererContextD3D9()
  286. {
  287. }
  288. bool init()
  289. {
  290. struct ErrorState
  291. {
  292. enum Enum
  293. {
  294. Default,
  295. LoadedD3D9,
  296. CreatedD3D9,
  297. CreatedDevice,
  298. };
  299. };
  300. ErrorState::Enum errorState = ErrorState::Default;
  301. m_fbh.idx = invalidHandle;
  302. bx::memSet(m_uniforms, 0, sizeof(m_uniforms) );
  303. bx::memSet(&m_resolution, 0, sizeof(m_resolution) );
  304. D3DFORMAT adapterFormat = D3DFMT_X8R8G8B8;
  305. // http://msdn.microsoft.com/en-us/library/windows/desktop/bb172588%28v=vs.85%29.aspx
  306. bx::memSet(&m_params, 0, sizeof(m_params) );
  307. m_params.BackBufferWidth = BGFX_DEFAULT_WIDTH;
  308. m_params.BackBufferHeight = BGFX_DEFAULT_HEIGHT;
  309. m_params.BackBufferFormat = adapterFormat;
  310. m_params.BackBufferCount = 1;
  311. m_params.MultiSampleType = D3DMULTISAMPLE_NONE;
  312. m_params.MultiSampleQuality = 0;
  313. m_params.EnableAutoDepthStencil = TRUE;
  314. m_params.AutoDepthStencilFormat = D3DFMT_D24S8;
  315. m_params.Flags = D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL;
  316. #if BX_PLATFORM_WINDOWS
  317. m_params.FullScreen_RefreshRateInHz = 0;
  318. m_params.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
  319. m_params.SwapEffect = D3DSWAPEFFECT_DISCARD;
  320. m_params.hDeviceWindow = NULL;
  321. m_params.Windowed = true;
  322. RECT rect;
  323. GetWindowRect( (HWND)g_platformData.nwh, &rect);
  324. m_params.BackBufferWidth = rect.right-rect.left;
  325. m_params.BackBufferHeight = rect.bottom-rect.top;
  326. m_d3d9dll = bx::dlopen("d3d9.dll");
  327. if (NULL == m_d3d9dll)
  328. {
  329. BX_TRACE("Failed to load d3d9.dll.");
  330. goto error;
  331. }
  332. errorState = ErrorState::LoadedD3D9;
  333. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  334. {
  335. D3DPERF_SetMarker = (PFN_D3DPERF_SET_MARKER )bx::dlsym(m_d3d9dll, "D3DPERF_SetMarker");
  336. D3DPERF_BeginEvent = (PFN_D3DPERF_BEGIN_EVENT)bx::dlsym(m_d3d9dll, "D3DPERF_BeginEvent");
  337. D3DPERF_EndEvent = (PFN_D3DPERF_END_EVENT )bx::dlsym(m_d3d9dll, "D3DPERF_EndEvent");
  338. BX_CHECK(NULL != D3DPERF_SetMarker
  339. && NULL != D3DPERF_BeginEvent
  340. && NULL != D3DPERF_EndEvent
  341. , "Failed to initialize PIX events."
  342. );
  343. }
  344. m_d3d9ex = NULL;
  345. m_deviceEx = NULL;
  346. Direct3DCreate9Ex = (Direct3DCreate9ExFn)bx::dlsym(m_d3d9dll, "Direct3DCreate9Ex");
  347. if (BX_ENABLED(BGFX_CONFIG_RENDERER_DIRECT3D9EX)
  348. && NULL != Direct3DCreate9Ex)
  349. {
  350. Direct3DCreate9Ex(D3D_SDK_VERSION, &m_d3d9ex);
  351. if (NULL != m_d3d9ex)
  352. {
  353. HRESULT hr = m_d3d9ex->QueryInterface(IID_IDirect3D9, (void**)&m_d3d9);
  354. if (FAILED(hr) )
  355. {
  356. BX_TRACE("Failed to query D3D9 interface 0x%08x.", hr);
  357. DX_RELEASE(m_d3d9ex, 0);
  358. }
  359. else
  360. {
  361. m_pool = D3DPOOL_DEFAULT;
  362. }
  363. }
  364. }
  365. if (NULL == m_d3d9)
  366. {
  367. Direct3DCreate9 = (Direct3DCreate9Fn)bx::dlsym(m_d3d9dll, "Direct3DCreate9");
  368. if (NULL == Direct3DCreate9)
  369. {
  370. BX_TRACE("Function Direct3DCreate9 not found.");
  371. goto error;
  372. }
  373. m_d3d9 = Direct3DCreate9(D3D_SDK_VERSION);
  374. m_pool = D3DPOOL_MANAGED;
  375. }
  376. if (NULL == m_d3d9)
  377. {
  378. BX_TRACE("Unable to create Direct3D.");
  379. goto error;
  380. }
  381. errorState = ErrorState::CreatedD3D9;
  382. {
  383. m_adapter = D3DADAPTER_DEFAULT;
  384. m_deviceType = BGFX_PCI_ID_SOFTWARE_RASTERIZER == g_caps.vendorId
  385. ? D3DDEVTYPE_REF
  386. : D3DDEVTYPE_HAL
  387. ;
  388. uint8_t numGPUs = uint8_t(bx::uint32_min(BX_COUNTOF(g_caps.gpu), m_d3d9->GetAdapterCount() ) );
  389. for (uint32_t ii = 0; ii < numGPUs; ++ii)
  390. {
  391. D3DADAPTER_IDENTIFIER9 desc;
  392. HRESULT hr = m_d3d9->GetAdapterIdentifier(ii, 0, &desc);
  393. if (SUCCEEDED(hr) )
  394. {
  395. BX_TRACE("Adapter #%d", ii);
  396. BX_TRACE("\tDriver: %s", desc.Driver);
  397. BX_TRACE("\tDescription: %s", desc.Description);
  398. BX_TRACE("\tDeviceName: %s", desc.DeviceName);
  399. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  400. , desc.VendorId
  401. , desc.DeviceId
  402. , desc.SubSysId
  403. , desc.Revision
  404. );
  405. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  406. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  407. if (D3DADAPTER_DEFAULT == m_adapter)
  408. {
  409. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  410. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  411. && ( 0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  412. {
  413. m_adapter = ii;
  414. }
  415. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  416. && 0 != bx::strnstr(desc.Description, "PerfHUD") )
  417. {
  418. m_adapter = ii;
  419. m_deviceType = D3DDEVTYPE_REF;
  420. }
  421. }
  422. }
  423. }
  424. DX_CHECK(m_d3d9->GetAdapterIdentifier(m_adapter, 0, &m_identifier) );
  425. m_amd = m_identifier.VendorId == BGFX_PCI_ID_AMD;
  426. m_nvidia = m_identifier.VendorId == BGFX_PCI_ID_NVIDIA;
  427. g_caps.vendorId = 0 == m_identifier.VendorId
  428. ? BGFX_PCI_ID_SOFTWARE_RASTERIZER
  429. : (uint16_t)m_identifier.VendorId
  430. ;
  431. g_caps.deviceId = (uint16_t)m_identifier.DeviceId;
  432. uint32_t behaviorFlags[] =
  433. {
  434. D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE | D3DCREATE_PUREDEVICE,
  435. D3DCREATE_MIXED_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE,
  436. D3DCREATE_SOFTWARE_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE,
  437. };
  438. for (uint32_t ii = 0; ii < BX_COUNTOF(behaviorFlags) && NULL == m_device; ++ii)
  439. {
  440. if (NULL != m_d3d9ex)
  441. {
  442. DX_CHECK(m_d3d9ex->CreateDeviceEx(m_adapter
  443. , m_deviceType
  444. , (HWND)g_platformData.nwh
  445. , behaviorFlags[ii]
  446. , &m_params
  447. , NULL
  448. , &m_deviceEx
  449. ) );
  450. m_device = m_deviceEx;
  451. }
  452. else
  453. {
  454. DX_CHECK(m_d3d9->CreateDevice(m_adapter
  455. , m_deviceType
  456. , (HWND)g_platformData.nwh
  457. , behaviorFlags[ii]
  458. , &m_params
  459. , &m_device
  460. ) );
  461. }
  462. }
  463. }
  464. if (NULL == m_device)
  465. {
  466. BX_TRACE("Unable to create Direct3D9 device.");
  467. goto error;
  468. }
  469. errorState = ErrorState::CreatedDevice;
  470. m_numWindows = 1;
  471. if (NULL != m_d3d9ex)
  472. {
  473. DX_CHECK(m_device->QueryInterface(IID_IDirect3DDevice9Ex, (void**)&m_deviceEx) );
  474. }
  475. {
  476. IDirect3DQuery9* timerQueryTest[3] = {};
  477. m_timerQuerySupport = true
  478. && SUCCEEDED(m_device->CreateQuery(D3DQUERYTYPE_TIMESTAMPDISJOINT, &timerQueryTest[0]) )
  479. && SUCCEEDED(m_device->CreateQuery(D3DQUERYTYPE_TIMESTAMP, &timerQueryTest[1]) )
  480. && SUCCEEDED(m_device->CreateQuery(D3DQUERYTYPE_TIMESTAMPFREQ, &timerQueryTest[2]) )
  481. ;
  482. DX_RELEASE(timerQueryTest[0], 0);
  483. DX_RELEASE(timerQueryTest[1], 0);
  484. DX_RELEASE(timerQueryTest[2], 0);
  485. }
  486. {
  487. IDirect3DQuery9* occlusionQueryTest;
  488. m_occlusionQuerySupport = true
  489. && SUCCEEDED(m_device->CreateQuery(D3DQUERYTYPE_OCCLUSION, &occlusionQueryTest) )
  490. ;
  491. DX_RELEASE(occlusionQueryTest, 0);
  492. }
  493. DX_CHECK(m_device->GetDeviceCaps(&m_caps) );
  494. // For shit GPUs that can create DX9 device but can't do simple stuff. GTFO!
  495. BX_WARN( (D3DPTEXTURECAPS_SQUAREONLY & m_caps.TextureCaps) == 0, "D3DPTEXTURECAPS_SQUAREONLY");
  496. BX_WARN( (D3DPTEXTURECAPS_MIPMAP & m_caps.TextureCaps) == D3DPTEXTURECAPS_MIPMAP, "D3DPTEXTURECAPS_MIPMAP");
  497. BX_WARN( (D3DPTEXTURECAPS_ALPHA & m_caps.TextureCaps) == D3DPTEXTURECAPS_ALPHA, "D3DPTEXTURECAPS_ALPHA");
  498. BX_WARN(m_caps.VertexShaderVersion >= D3DVS_VERSION(2, 0) && m_caps.PixelShaderVersion >= D3DPS_VERSION(2, 1)
  499. , "Shader Model Version (vs: %x, ps: %x)."
  500. , m_caps.VertexShaderVersion
  501. , m_caps.PixelShaderVersion
  502. );
  503. if ( (D3DPTEXTURECAPS_SQUAREONLY & m_caps.TextureCaps) != 0
  504. || (D3DPTEXTURECAPS_MIPMAP & m_caps.TextureCaps) != D3DPTEXTURECAPS_MIPMAP
  505. || (D3DPTEXTURECAPS_ALPHA & m_caps.TextureCaps) != D3DPTEXTURECAPS_ALPHA
  506. || !(m_caps.VertexShaderVersion >= D3DVS_VERSION(2, 0) && m_caps.PixelShaderVersion >= D3DPS_VERSION(2, 1) ) )
  507. {
  508. goto error;
  509. }
  510. BX_TRACE("Max vertex shader 3.0 instr. slots: %d", m_caps.MaxVertexShader30InstructionSlots);
  511. BX_TRACE("Max vertex shader constants: %d", m_caps.MaxVertexShaderConst);
  512. BX_TRACE("Max fragment shader 2.0 instr. slots: %d", m_caps.PS20Caps.NumInstructionSlots);
  513. BX_TRACE("Max fragment shader 3.0 instr. slots: %d", m_caps.MaxPixelShader30InstructionSlots);
  514. BX_TRACE("Num simultaneous render targets: %d", m_caps.NumSimultaneousRTs);
  515. BX_TRACE("Max vertex index: %d", m_caps.MaxVertexIndex);
  516. g_caps.supported |= ( 0
  517. | BGFX_CAPS_TEXTURE_3D
  518. | BGFX_CAPS_TEXTURE_COMPARE_LEQUAL
  519. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  520. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  521. | BGFX_CAPS_FRAGMENT_DEPTH
  522. | BGFX_CAPS_SWAP_CHAIN
  523. | ( (UINT16_MAX < m_caps.MaxVertexIndex) ? BGFX_CAPS_INDEX32 : 0)
  524. | ( (m_caps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES) ? BGFX_CAPS_TEXTURE_BLIT : 0)
  525. | BGFX_CAPS_TEXTURE_READ_BACK
  526. | (m_occlusionQuerySupport ? BGFX_CAPS_OCCLUSION_QUERY : 0)
  527. );
  528. g_caps.limits.maxTextureSize = uint16_t(bx::uint32_min(m_caps.MaxTextureWidth, m_caps.MaxTextureHeight) );
  529. m_caps.NumSimultaneousRTs = uint8_t(bx::uint32_min(m_caps.NumSimultaneousRTs, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  530. g_caps.limits.maxFBAttachments = uint8_t(m_caps.NumSimultaneousRTs);
  531. m_caps.MaxAnisotropy = bx::uint32_max(m_caps.MaxAnisotropy, 1);
  532. if (BX_ENABLED(BGFX_CONFIG_RENDERER_USE_EXTENSIONS) )
  533. {
  534. BX_TRACE("Extended formats:");
  535. for (uint32_t ii = 0; ii < ExtendedFormat::Count; ++ii)
  536. {
  537. ExtendedFormat& fmt = s_extendedFormats[ii];
  538. fmt.m_supported = SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter, m_deviceType, adapterFormat, fmt.m_usage, fmt.m_type, fmt.m_fmt) );
  539. const char* fourcc = (const char*)&fmt.m_fmt;
  540. BX_TRACE("\t%2d: %c%c%c%c %s", ii, fourcc[0], fourcc[1], fourcc[2], fourcc[3], fmt.m_supported ? "supported" : "");
  541. BX_UNUSED(fourcc);
  542. }
  543. m_instancingSupport = false
  544. || s_extendedFormats[ExtendedFormat::Inst].m_supported
  545. || (m_caps.VertexShaderVersion >= D3DVS_VERSION(3, 0) )
  546. ;
  547. m_atocSupport = false
  548. || s_extendedFormats[ExtendedFormat::Atoc].m_supported
  549. ;
  550. if (m_amd
  551. && s_extendedFormats[ExtendedFormat::Inst].m_supported)
  552. { // AMD only
  553. m_device->SetRenderState(D3DRS_POINTSIZE, D3DFMT_INST);
  554. }
  555. if (s_extendedFormats[ExtendedFormat::Intz].m_supported)
  556. {
  557. s_textureFormat[TextureFormat::D24].m_fmt = D3DFMT_INTZ;
  558. s_textureFormat[TextureFormat::D32].m_fmt = D3DFMT_INTZ;
  559. }
  560. s_textureFormat[TextureFormat::BC4].m_fmt = s_extendedFormats[ExtendedFormat::Ati1].m_supported ? D3DFMT_ATI1 : D3DFMT_UNKNOWN;
  561. s_textureFormat[TextureFormat::BC5].m_fmt = s_extendedFormats[ExtendedFormat::Ati2].m_supported ? D3DFMT_ATI2 : D3DFMT_UNKNOWN;
  562. g_caps.supported |= m_instancingSupport ? BGFX_CAPS_INSTANCING : 0;
  563. g_caps.supported |= m_atocSupport ? BGFX_CAPS_ALPHA_TO_COVERAGE : 0;
  564. }
  565. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  566. {
  567. uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  568. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  569. , m_deviceType
  570. , adapterFormat
  571. , 0
  572. , D3DRTYPE_TEXTURE
  573. , s_textureFormat[ii].m_fmt
  574. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_2D : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  575. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  576. , m_deviceType
  577. , adapterFormat
  578. , D3DUSAGE_QUERY_SRGBREAD
  579. , D3DRTYPE_TEXTURE
  580. , s_textureFormat[ii].m_fmt
  581. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  582. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  583. , m_deviceType
  584. , adapterFormat
  585. , 0
  586. , D3DRTYPE_VOLUMETEXTURE
  587. , s_textureFormat[ii].m_fmt
  588. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_3D : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  589. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  590. , m_deviceType
  591. , adapterFormat
  592. , D3DUSAGE_QUERY_SRGBREAD
  593. , D3DRTYPE_VOLUMETEXTURE
  594. , s_textureFormat[ii].m_fmt
  595. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  596. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  597. , m_deviceType
  598. , adapterFormat
  599. , 0
  600. , D3DRTYPE_CUBETEXTURE
  601. , s_textureFormat[ii].m_fmt
  602. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_CUBE : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  603. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  604. , m_deviceType
  605. , adapterFormat
  606. , D3DUSAGE_QUERY_SRGBREAD
  607. , D3DRTYPE_CUBETEXTURE
  608. , s_textureFormat[ii].m_fmt
  609. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  610. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  611. , m_deviceType
  612. , adapterFormat
  613. , D3DUSAGE_QUERY_VERTEXTEXTURE
  614. , D3DRTYPE_TEXTURE
  615. , s_textureFormat[ii].m_fmt
  616. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  617. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  618. , m_deviceType
  619. , adapterFormat
  620. , bimg::isDepth(bimg::TextureFormat::Enum(ii) ) ? D3DUSAGE_DEPTHSTENCIL : D3DUSAGE_RENDERTARGET
  621. , D3DRTYPE_TEXTURE
  622. , s_textureFormat[ii].m_fmt
  623. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  624. support |= SUCCEEDED(m_d3d9->CheckDeviceMultiSampleType(m_adapter
  625. , m_deviceType
  626. , s_textureFormat[ii].m_fmt
  627. , true
  628. , D3DMULTISAMPLE_2_SAMPLES
  629. , NULL
  630. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  631. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  632. , m_deviceType
  633. , adapterFormat
  634. , bimg::isDepth(bimg::TextureFormat::Enum(ii) ) ? D3DUSAGE_DEPTHSTENCIL : D3DUSAGE_RENDERTARGET
  635. , D3DRTYPE_TEXTURE
  636. , s_textureFormat[ii].m_fmt
  637. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_MIP_AUTOGEN : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  638. g_caps.formats[ii] = support;
  639. }
  640. m_fmtDepth = D3DFMT_D24S8;
  641. #elif BX_PLATFORM_XBOX360
  642. m_params.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
  643. m_params.DisableAutoBackBuffer = FALSE;
  644. m_params.DisableAutoFrontBuffer = FALSE;
  645. m_params.FrontBufferFormat = D3DFMT_X8R8G8B8;
  646. m_params.FrontBufferColorSpace = D3DCOLORSPACE_RGB;
  647. m_d3d9 = Direct3DCreate9(D3D_SDK_VERSION);
  648. BX_TRACE("Creating D3D9 %p", m_d3d9);
  649. XVIDEO_MODE videoMode;
  650. XGetVideoMode(&videoMode);
  651. if (!videoMode.fIsWideScreen)
  652. {
  653. m_params.Flags |= D3DPRESENTFLAG_NO_LETTERBOX;
  654. }
  655. BX_TRACE("Creating device");
  656. DX_CHECK(m_d3d9->CreateDevice(m_adapter
  657. , m_deviceType
  658. , NULL
  659. , D3DCREATE_HARDWARE_VERTEXPROCESSING|D3DCREATE_BUFFER_2_FRAMES
  660. , &m_params
  661. , &m_device
  662. ) );
  663. BX_TRACE("Device %p", m_device);
  664. m_fmtDepth = D3DFMT_D24FS8;
  665. #endif // BX_PLATFORM_WINDOWS
  666. {
  667. IDirect3DSwapChain9* swapChain;
  668. DX_CHECK(m_device->GetSwapChain(0, &swapChain) );
  669. // GPA increases swapchain ref count.
  670. //
  671. // This causes assert in debug. When debugger is present refcount
  672. // checks are off.
  673. setGraphicsDebuggerPresent(1 != getRefCount(swapChain) );
  674. DX_RELEASE(swapChain, 0);
  675. }
  676. // Init reserved part of view name.
  677. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  678. {
  679. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  680. mbstowcs(s_viewNameW[ii], s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED);
  681. }
  682. if (NULL != m_deviceEx)
  683. {
  684. int32_t gpuPriority;
  685. DX_CHECK(m_deviceEx->GetGPUThreadPriority(&gpuPriority) );
  686. BX_TRACE("GPU thread priority: %d", gpuPriority);
  687. uint32_t maxLatency;
  688. DX_CHECK(m_deviceEx->GetMaximumFrameLatency(&maxLatency) );
  689. BX_TRACE("GPU max frame latency: %d", maxLatency);
  690. }
  691. postReset();
  692. m_initialized = true;
  693. g_internalData.context = m_device;
  694. return true;
  695. error:
  696. switch (errorState)
  697. {
  698. case ErrorState::CreatedDevice:
  699. if (NULL != m_d3d9ex)
  700. {
  701. DX_RELEASE(m_deviceEx, 1);
  702. DX_RELEASE(m_device, 0);
  703. }
  704. else
  705. {
  706. DX_RELEASE(m_device, 0);
  707. }
  708. case ErrorState::CreatedD3D9:
  709. if (NULL != m_d3d9ex)
  710. {
  711. DX_RELEASE(m_d3d9, 1);
  712. DX_RELEASE(m_d3d9ex, 0);
  713. }
  714. else
  715. {
  716. DX_RELEASE(m_d3d9, 0);
  717. }
  718. #if BX_PLATFORM_WINDOWS
  719. case ErrorState::LoadedD3D9:
  720. bx::dlclose(m_d3d9dll);
  721. #endif // BX_PLATFORM_WINDOWS
  722. case ErrorState::Default:
  723. break;
  724. }
  725. return false;
  726. }
  727. void shutdown()
  728. {
  729. preReset();
  730. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  731. {
  732. m_indexBuffers[ii].destroy();
  733. }
  734. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  735. {
  736. m_vertexBuffers[ii].destroy();
  737. }
  738. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  739. {
  740. m_shaders[ii].destroy();
  741. }
  742. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  743. {
  744. m_textures[ii].destroy();
  745. }
  746. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexDecls); ++ii)
  747. {
  748. m_vertexDecls[ii].destroy();
  749. }
  750. if (NULL != m_d3d9ex)
  751. {
  752. DX_RELEASE(m_deviceEx, 1);
  753. DX_RELEASE(m_device, 0);
  754. DX_RELEASE(m_d3d9, 1);
  755. DX_RELEASE(m_d3d9ex, 0);
  756. }
  757. else
  758. {
  759. DX_RELEASE(m_device, 0);
  760. DX_RELEASE(m_d3d9, 0);
  761. }
  762. #if BX_PLATFORM_WINDOWS
  763. bx::dlclose(m_d3d9dll);
  764. #endif // BX_PLATFORM_WINDOWS
  765. m_initialized = false;
  766. }
  767. RendererType::Enum getRendererType() const BX_OVERRIDE
  768. {
  769. return RendererType::Direct3D9;
  770. }
  771. const char* getRendererName() const BX_OVERRIDE
  772. {
  773. if (NULL != m_d3d9ex)
  774. {
  775. return BGFX_RENDERER_DIRECT3D9_NAME " Ex";
  776. }
  777. return BGFX_RENDERER_DIRECT3D9_NAME;
  778. }
  779. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) BX_OVERRIDE
  780. {
  781. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags);
  782. }
  783. void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  784. {
  785. m_indexBuffers[_handle.idx].destroy();
  786. }
  787. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
  788. {
  789. m_vertexDecls[_handle.idx].create(_decl);
  790. }
  791. void destroyVertexDecl(VertexDeclHandle _handle) BX_OVERRIDE
  792. {
  793. m_vertexDecls[_handle.idx].destroy();
  794. }
  795. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t /*_flags*/) BX_OVERRIDE
  796. {
  797. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle);
  798. }
  799. void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  800. {
  801. m_vertexBuffers[_handle.idx].destroy();
  802. }
  803. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  804. {
  805. m_indexBuffers[_handle.idx].create(_size, NULL, _flags);
  806. }
  807. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  808. {
  809. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  810. }
  811. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  812. {
  813. m_indexBuffers[_handle.idx].destroy();
  814. }
  815. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t /*_flags*/) BX_OVERRIDE
  816. {
  817. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  818. m_vertexBuffers[_handle.idx].create(_size, NULL, decl);
  819. }
  820. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  821. {
  822. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  823. }
  824. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  825. {
  826. m_vertexBuffers[_handle.idx].destroy();
  827. }
  828. void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
  829. {
  830. m_shaders[_handle.idx].create(_mem);
  831. }
  832. void destroyShader(ShaderHandle _handle) BX_OVERRIDE
  833. {
  834. m_shaders[_handle.idx].destroy();
  835. }
  836. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
  837. {
  838. m_program[_handle.idx].create(m_shaders[_vsh.idx], m_shaders[_fsh.idx]);
  839. }
  840. void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
  841. {
  842. m_program[_handle.idx].destroy();
  843. }
  844. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
  845. {
  846. m_textures[_handle.idx].create(_mem, _flags, _skip);
  847. }
  848. void updateTextureBegin(TextureHandle _handle, uint8_t _side, uint8_t _mip) BX_OVERRIDE
  849. {
  850. m_updateTexture = &m_textures[_handle.idx];
  851. m_updateTexture->updateBegin(_side, _mip);
  852. }
  853. 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) BX_OVERRIDE
  854. {
  855. m_updateTexture->update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  856. }
  857. void updateTextureEnd() BX_OVERRIDE
  858. {
  859. m_updateTexture->updateEnd();
  860. m_updateTexture = NULL;
  861. }
  862. void readTexture(TextureHandle _handle, void* _data, uint8_t _mip) BX_OVERRIDE
  863. {
  864. TextureD3D9& texture = m_textures[_handle.idx];
  865. D3DLOCKED_RECT lockedRect;
  866. DX_CHECK(texture.m_texture2d->LockRect(_mip
  867. , &lockedRect
  868. , NULL
  869. , D3DLOCK_NO_DIRTY_UPDATE|D3DLOCK_NOSYSLOCK|D3DLOCK_READONLY
  870. ) );
  871. uint32_t srcWidth = bx::uint32_max(1, texture.m_width >>_mip);
  872. uint32_t srcHeight = bx::uint32_max(1, texture.m_height>>_mip);
  873. uint32_t srcPitch = lockedRect.Pitch;
  874. uint8_t* src = (uint8_t*)lockedRect.pBits;
  875. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  876. uint8_t* dst = (uint8_t*)_data;
  877. uint32_t dstPitch = srcWidth*bpp/8;
  878. uint32_t pitch = bx::uint32_min(srcPitch, dstPitch);
  879. for (uint32_t yy = 0, height = srcHeight; yy < height; ++yy)
  880. {
  881. bx::memCopy(dst, src, pitch);
  882. src += srcPitch;
  883. dst += dstPitch;
  884. }
  885. DX_CHECK(texture.m_texture2d->UnlockRect(_mip) );
  886. }
  887. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips) BX_OVERRIDE
  888. {
  889. TextureD3D9& texture = m_textures[_handle.idx];
  890. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  891. const Memory* mem = alloc(size);
  892. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  893. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  894. bx::write(&writer, magic);
  895. TextureCreate tc;
  896. tc.m_width = _width;
  897. tc.m_height = _height;
  898. tc.m_depth = 0;
  899. tc.m_numLayers = 1;
  900. tc.m_numMips = _numMips;
  901. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  902. tc.m_cubeMap = false;
  903. tc.m_mem = NULL;
  904. bx::write(&writer, tc);
  905. texture.destroy(true);
  906. texture.create(mem, texture.m_flags, 0);
  907. release(mem);
  908. }
  909. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) BX_OVERRIDE
  910. {
  911. // Resource ref. counts might be messed up outside of bgfx.
  912. // Disabling ref. count check once texture is overridden.
  913. setGraphicsDebuggerPresent(true);
  914. m_textures[_handle.idx].overrideInternal(_ptr);
  915. }
  916. uintptr_t getInternal(TextureHandle _handle) BX_OVERRIDE
  917. {
  918. // Resource ref. counts might be messed up outside of bgfx.
  919. // Disabling ref. count check once texture is overridden.
  920. setGraphicsDebuggerPresent(true);
  921. return uintptr_t(m_textures[_handle.idx].m_ptr);
  922. }
  923. void destroyTexture(TextureHandle _handle) BX_OVERRIDE
  924. {
  925. m_textures[_handle.idx].destroy();
  926. }
  927. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) BX_OVERRIDE
  928. {
  929. m_frameBuffers[_handle.idx].create(_num, _attachment);
  930. }
  931. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) BX_OVERRIDE
  932. {
  933. uint16_t denseIdx = m_numWindows++;
  934. m_windows[denseIdx] = _handle;
  935. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  936. }
  937. void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
  938. {
  939. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  940. if (UINT16_MAX != denseIdx)
  941. {
  942. --m_numWindows;
  943. if (m_numWindows > 1)
  944. {
  945. FrameBufferHandle handle = m_windows[m_numWindows];
  946. m_windows[denseIdx] = handle;
  947. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  948. }
  949. }
  950. }
  951. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
  952. {
  953. if (NULL != m_uniforms[_handle.idx])
  954. {
  955. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  956. }
  957. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
  958. void* data = BX_ALLOC(g_allocator, size);
  959. bx::memSet(data, 0, size);
  960. m_uniforms[_handle.idx] = data;
  961. m_uniformReg.add(_handle, _name, data);
  962. }
  963. void destroyUniform(UniformHandle _handle) BX_OVERRIDE
  964. {
  965. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  966. m_uniforms[_handle.idx] = NULL;
  967. m_uniformReg.remove(_handle);
  968. }
  969. void requestScreenShot(FrameBufferHandle _handle, const char* _filePath) BX_OVERRIDE
  970. {
  971. #if BX_PLATFORM_WINDOWS
  972. IDirect3DSwapChain9* swapChain = isValid(_handle)
  973. ? m_frameBuffers[_handle.idx].m_swapChain
  974. : m_swapChain
  975. ;
  976. if (NULL == swapChain)
  977. {
  978. BX_TRACE("Unable to capture screenshot %s.", _filePath);
  979. return;
  980. }
  981. D3DPRESENT_PARAMETERS params;
  982. DX_CHECK(swapChain->GetPresentParameters(&params));
  983. IDirect3DSurface9* surface;
  984. D3DDEVICE_CREATION_PARAMETERS dcp;
  985. DX_CHECK(m_device->GetCreationParameters(&dcp) );
  986. D3DDISPLAYMODE dm;
  987. DX_CHECK(m_d3d9->GetAdapterDisplayMode(dcp.AdapterOrdinal, &dm) );
  988. DX_CHECK(m_device->CreateOffscreenPlainSurface(dm.Width
  989. , dm.Height
  990. , D3DFMT_A8R8G8B8
  991. , D3DPOOL_SCRATCH
  992. , &surface
  993. , NULL
  994. ) );
  995. HWND nwh = params.hDeviceWindow;
  996. SetWindowPos(nwh, HWND_TOPMOST, 0, 0, 0, 0, SWP_NOMOVE|SWP_NOSIZE);
  997. DX_CHECK(m_device->GetFrontBufferData(0, surface) );
  998. SetWindowPos(nwh, HWND_NOTOPMOST, 0, 0, 0, 0, SWP_NOMOVE|SWP_NOSIZE);
  999. D3DLOCKED_RECT rect;
  1000. DX_CHECK(surface->LockRect(&rect
  1001. , NULL
  1002. , D3DLOCK_NO_DIRTY_UPDATE|D3DLOCK_NOSYSLOCK|D3DLOCK_READONLY
  1003. ) );
  1004. RECT rc;
  1005. GetClientRect(nwh, &rc);
  1006. POINT point;
  1007. point.x = rc.left;
  1008. point.y = rc.top;
  1009. ClientToScreen(nwh, &point);
  1010. uint8_t* data = (uint8_t*)rect.pBits;
  1011. uint32_t bytesPerPixel = rect.Pitch/dm.Width;
  1012. g_callback->screenShot(_filePath
  1013. , params.BackBufferWidth
  1014. , params.BackBufferHeight
  1015. , rect.Pitch
  1016. , &data[point.y*rect.Pitch+point.x*bytesPerPixel]
  1017. , params.BackBufferHeight*rect.Pitch
  1018. , false
  1019. );
  1020. DX_CHECK(surface->UnlockRect() );
  1021. DX_RELEASE(surface, 0);
  1022. #else
  1023. BX_UNUSED(_handle, _filePath);
  1024. #endif // BX_PLATFORM_WINDOWS
  1025. }
  1026. void updateViewName(uint8_t _id, const char* _name) BX_OVERRIDE
  1027. {
  1028. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1029. {
  1030. mbstowcs(&s_viewNameW[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1031. , _name
  1032. , BX_COUNTOF(s_viewNameW[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1033. );
  1034. }
  1035. bx::strlcpy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1036. , _name
  1037. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1038. );
  1039. }
  1040. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
  1041. {
  1042. bx::memCopy(m_uniforms[_loc], _data, _size);
  1043. }
  1044. void setMarker(const char* _marker, uint32_t _size) BX_OVERRIDE
  1045. {
  1046. #if BGFX_CONFIG_DEBUG_PIX
  1047. uint32_t size = _size*sizeof(wchar_t);
  1048. wchar_t* name = (wchar_t*)alloca(size);
  1049. mbstowcs(name, _marker, size-2);
  1050. PIX_SETMARKER(D3DCOLOR_MARKER, name);
  1051. #endif // BGFX_CONFIG_DEBUG_PIX
  1052. BX_UNUSED(_marker, _size);
  1053. }
  1054. void invalidateOcclusionQuery(OcclusionQueryHandle _handle) BX_OVERRIDE
  1055. {
  1056. m_occlusionQuery.invalidate(_handle);
  1057. }
  1058. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
  1059. void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
  1060. {
  1061. uint32_t width = m_params.BackBufferWidth;
  1062. uint32_t height = m_params.BackBufferHeight;
  1063. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1064. setFrameBuffer(fbh, false, false);
  1065. D3DVIEWPORT9 vp;
  1066. vp.X = 0;
  1067. vp.Y = 0;
  1068. vp.Width = width;
  1069. vp.Height = height;
  1070. vp.MinZ = 0.0f;
  1071. vp.MaxZ = 1.0f;
  1072. IDirect3DDevice9* device = m_device;
  1073. DX_CHECK(device->SetViewport(&vp) );
  1074. DX_CHECK(device->SetRenderState(D3DRS_STENCILENABLE, FALSE) );
  1075. DX_CHECK(device->SetRenderState(D3DRS_ZENABLE, FALSE) );
  1076. DX_CHECK(device->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS) );
  1077. DX_CHECK(device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE) );
  1078. DX_CHECK(device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE) );
  1079. DX_CHECK(device->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER) );
  1080. DX_CHECK(device->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED|D3DCOLORWRITEENABLE_GREEN|D3DCOLORWRITEENABLE_BLUE) );
  1081. DX_CHECK(device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID) );
  1082. ProgramD3D9& program = m_program[_blitter.m_program.idx];
  1083. DX_CHECK(device->SetVertexShader(program.m_vsh->m_vertexShader) );
  1084. DX_CHECK(device->SetPixelShader(program.m_fsh->m_pixelShader) );
  1085. VertexBufferD3D9& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1086. VertexDeclD3D9& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1087. DX_CHECK(device->SetStreamSource(0, vb.m_ptr, 0, vertexDecl.m_decl.m_stride) );
  1088. DX_CHECK(device->SetVertexDeclaration(vertexDecl.m_ptr) );
  1089. IndexBufferD3D9& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1090. DX_CHECK(device->SetIndices(ib.m_ptr) );
  1091. float proj[16];
  1092. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1093. PredefinedUniform& predefined = program.m_predefined[0];
  1094. uint8_t flags = predefined.m_type;
  1095. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1096. m_textures[_blitter.m_texture.idx].commit(0, BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER, NULL);
  1097. }
  1098. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
  1099. {
  1100. const uint32_t numVertices = _numIndices*4/6;
  1101. if (0 < numVertices)
  1102. {
  1103. m_indexBuffers[_blitter.m_ib->handle.idx].update(0, _numIndices * 2, _blitter.m_ib->data, true);
  1104. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1105. DX_CHECK(m_device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST
  1106. , 0
  1107. , 0
  1108. , numVertices
  1109. , 0
  1110. , _numIndices / 3
  1111. ) );
  1112. }
  1113. }
  1114. void updateMsaa()
  1115. {
  1116. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_checkMsaa); ++ii)
  1117. {
  1118. D3DMULTISAMPLE_TYPE msaa = s_checkMsaa[ii];
  1119. DWORD quality;
  1120. HRESULT hr = m_d3d9->CheckDeviceMultiSampleType(m_adapter
  1121. , m_deviceType
  1122. , m_params.BackBufferFormat
  1123. , m_params.Windowed
  1124. , msaa
  1125. , &quality
  1126. );
  1127. if (SUCCEEDED(hr) )
  1128. {
  1129. s_msaa[ii].m_type = msaa;
  1130. s_msaa[ii].m_quality = bx::uint32_imax(0, quality-1);
  1131. last = ii;
  1132. }
  1133. else
  1134. {
  1135. s_msaa[ii] = s_msaa[last];
  1136. }
  1137. }
  1138. }
  1139. void updateResolution(const Resolution& _resolution)
  1140. {
  1141. m_maxAnisotropy = !!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY)
  1142. ? m_caps.MaxAnisotropy
  1143. : 1
  1144. ;
  1145. const uint32_t maskFlags = ~(0
  1146. | BGFX_RESET_HMD_RECENTER
  1147. | BGFX_RESET_MAXANISOTROPY
  1148. | BGFX_RESET_DEPTH_CLAMP
  1149. | BGFX_RESET_SUSPEND
  1150. );
  1151. if (m_resolution.m_width != _resolution.m_width
  1152. || m_resolution.m_height != _resolution.m_height
  1153. || (m_resolution.m_flags&maskFlags) != (_resolution.m_flags&maskFlags) )
  1154. {
  1155. uint32_t flags = _resolution.m_flags & (~BGFX_RESET_INTERNAL_FORCE);
  1156. m_resolution = _resolution;
  1157. m_resolution.m_flags = flags;
  1158. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1159. m_textVideoMem.clear();
  1160. #if BX_PLATFORM_WINDOWS
  1161. D3DDEVICE_CREATION_PARAMETERS dcp;
  1162. DX_CHECK(m_device->GetCreationParameters(&dcp) );
  1163. D3DDISPLAYMODE dm;
  1164. DX_CHECK(m_d3d9->GetAdapterDisplayMode(dcp.AdapterOrdinal, &dm) );
  1165. m_params.BackBufferFormat = dm.Format;
  1166. #endif // BX_PLATFORM_WINDOWS
  1167. m_params.BackBufferWidth = _resolution.m_width;
  1168. m_params.BackBufferHeight = _resolution.m_height;
  1169. m_params.FullScreen_RefreshRateInHz = BGFX_RESET_FULLSCREEN == (m_resolution.m_flags&BGFX_RESET_FULLSCREEN_MASK) ? 60 : 0;
  1170. m_params.PresentationInterval = !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
  1171. updateMsaa();
  1172. Msaa& msaa = s_msaa[(m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1173. m_params.MultiSampleType = msaa.m_type;
  1174. m_params.MultiSampleQuality = msaa.m_quality;
  1175. preReset();
  1176. DX_CHECK(m_device->Reset(&m_params) );
  1177. postReset();
  1178. }
  1179. }
  1180. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true, bool _needPresent = true)
  1181. {
  1182. if (isValid(m_fbh)
  1183. && m_fbh.idx != _fbh.idx)
  1184. {
  1185. FrameBufferD3D9& frameBuffer = m_frameBuffers[m_fbh.idx];
  1186. frameBuffer.resolve();
  1187. }
  1188. if (!isValid(_fbh) )
  1189. {
  1190. m_needPresent |= _needPresent;
  1191. DX_CHECK(m_device->SetRenderTarget(0, m_backBufferColor) );
  1192. for (uint32_t ii = 1, num = g_caps.limits.maxFBAttachments; ii < num; ++ii)
  1193. {
  1194. DX_CHECK(m_device->SetRenderTarget(ii, NULL) );
  1195. }
  1196. DX_CHECK(m_device->SetDepthStencilSurface(m_backBufferDepthStencil) );
  1197. DX_CHECK(m_device->SetRenderState(D3DRS_SRGBWRITEENABLE, 0 != (m_resolution.m_flags & BGFX_RESET_SRGB_BACKBUFFER) ) );
  1198. }
  1199. else
  1200. {
  1201. m_frameBuffers[_fbh.idx].set();
  1202. }
  1203. m_fbh = _fbh;
  1204. m_rtMsaa = _msaa;
  1205. }
  1206. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1207. {
  1208. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1209. {
  1210. DX_CHECK(m_device->SetPixelShaderConstantF(_regIndex, (const float*)_val, _numRegs) );
  1211. }
  1212. else
  1213. {
  1214. DX_CHECK(m_device->SetVertexShaderConstantF(_regIndex, (const float*)_val, _numRegs) );
  1215. }
  1216. }
  1217. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1218. {
  1219. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1220. }
  1221. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1222. {
  1223. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1224. }
  1225. void reset()
  1226. {
  1227. preReset();
  1228. HRESULT hr;
  1229. do
  1230. {
  1231. hr = m_device->Reset(&m_params);
  1232. } while (FAILED(hr) );
  1233. postReset();
  1234. }
  1235. void flush()
  1236. {
  1237. m_flushQuery->Issue(D3DISSUE_END);
  1238. m_flushQuery->GetData(NULL, 0, D3DGETDATA_FLUSH);
  1239. }
  1240. bool isDeviceRemoved() BX_OVERRIDE
  1241. {
  1242. return false;
  1243. }
  1244. void flip(HMD& /*_hmd*/) BX_OVERRIDE
  1245. {
  1246. if (NULL != m_swapChain)
  1247. {
  1248. if (NULL != m_deviceEx)
  1249. {
  1250. DX_CHECK(m_deviceEx->WaitForVBlank(0) );
  1251. }
  1252. for (uint32_t ii = 0, num = m_numWindows; ii < num; ++ii)
  1253. {
  1254. HRESULT hr = S_OK;
  1255. if (0 == ii)
  1256. {
  1257. if (m_needPresent)
  1258. {
  1259. hr = m_swapChain->Present(NULL, NULL, (HWND)g_platformData.nwh, NULL, 0);
  1260. m_needPresent = false;
  1261. }
  1262. else
  1263. {
  1264. flush();
  1265. }
  1266. }
  1267. else
  1268. {
  1269. hr = m_frameBuffers[m_windows[ii].idx].present();
  1270. }
  1271. #if BX_PLATFORM_WINDOWS
  1272. if (isLost(hr) )
  1273. {
  1274. do
  1275. {
  1276. do
  1277. {
  1278. hr = m_device->TestCooperativeLevel();
  1279. }
  1280. while (D3DERR_DEVICENOTRESET != hr);
  1281. reset();
  1282. hr = m_device->TestCooperativeLevel();
  1283. }
  1284. while (FAILED(hr) );
  1285. break;
  1286. }
  1287. else if (FAILED(hr) )
  1288. {
  1289. BX_TRACE("Present failed with err 0x%08x.", hr);
  1290. }
  1291. #endif // BX_PLATFORM_
  1292. }
  1293. }
  1294. }
  1295. void preReset()
  1296. {
  1297. m_needPresent = false;
  1298. invalidateSamplerState();
  1299. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  1300. {
  1301. DX_CHECK(m_device->SetTexture(stage, NULL) );
  1302. }
  1303. DX_CHECK(m_device->SetRenderTarget(0, m_backBufferColor) );
  1304. for (uint32_t ii = 1, num = g_caps.limits.maxFBAttachments; ii < num; ++ii)
  1305. {
  1306. DX_CHECK(m_device->SetRenderTarget(ii, NULL) );
  1307. }
  1308. DX_CHECK(m_device->SetDepthStencilSurface(m_backBufferDepthStencil) );
  1309. DX_CHECK(m_device->SetVertexShader(NULL) );
  1310. DX_CHECK(m_device->SetPixelShader(NULL) );
  1311. DX_CHECK(m_device->SetStreamSource(0, NULL, 0, 0) );
  1312. DX_CHECK(m_device->SetIndices(NULL) );
  1313. DX_RELEASE(m_backBufferColor, 0);
  1314. DX_RELEASE(m_backBufferDepthStencil, 0);
  1315. DX_RELEASE(m_swapChain, 0);
  1316. capturePreReset();
  1317. DX_RELEASE(m_flushQuery, 0);
  1318. if (m_timerQuerySupport)
  1319. {
  1320. m_gpuTimer.preReset();
  1321. }
  1322. if (m_occlusionQuerySupport)
  1323. {
  1324. m_occlusionQuery.preReset();
  1325. }
  1326. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1327. {
  1328. m_indexBuffers[ii].preReset();
  1329. }
  1330. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1331. {
  1332. m_vertexBuffers[ii].preReset();
  1333. }
  1334. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1335. {
  1336. m_frameBuffers[ii].preReset();
  1337. }
  1338. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1339. {
  1340. m_textures[ii].preReset();
  1341. }
  1342. }
  1343. void postReset()
  1344. {
  1345. DX_CHECK(m_device->GetSwapChain(0, &m_swapChain) );
  1346. DX_CHECK(m_swapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &m_backBufferColor) );
  1347. DX_CHECK(m_device->GetDepthStencilSurface(&m_backBufferDepthStencil) );
  1348. DX_CHECK(m_device->CreateQuery(D3DQUERYTYPE_EVENT, &m_flushQuery) );
  1349. if (m_timerQuerySupport)
  1350. {
  1351. m_gpuTimer.postReset();
  1352. }
  1353. if (m_occlusionQuerySupport)
  1354. {
  1355. m_occlusionQuery.postReset();
  1356. }
  1357. capturePostReset();
  1358. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1359. {
  1360. m_indexBuffers[ii].postReset();
  1361. }
  1362. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1363. {
  1364. m_vertexBuffers[ii].postReset();
  1365. }
  1366. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1367. {
  1368. m_textures[ii].postReset();
  1369. }
  1370. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1371. {
  1372. m_frameBuffers[ii].postReset();
  1373. }
  1374. }
  1375. void invalidateSamplerState()
  1376. {
  1377. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  1378. {
  1379. m_samplerFlags[stage] = UINT32_MAX;
  1380. }
  1381. }
  1382. static void setSamplerState(IDirect3DDevice9* _device, DWORD _stage, D3DSAMPLERSTATETYPE _type, DWORD _value)
  1383. {
  1384. DX_CHECK(_device->SetSamplerState(_stage, _type, _value) );
  1385. if (4 > _stage)
  1386. {
  1387. DX_CHECK(_device->SetSamplerState(D3DVERTEXTEXTURESAMPLER0 + _stage, _type, _value) );
  1388. }
  1389. }
  1390. void setSamplerState(uint8_t _stage, uint32_t _flags, const float _rgba[4])
  1391. {
  1392. const uint32_t flags = _flags&( (~BGFX_TEXTURE_RESERVED_MASK) | BGFX_TEXTURE_SAMPLER_BITS_MASK | BGFX_TEXTURE_SRGB);
  1393. BX_CHECK(_stage < BX_COUNTOF(m_samplerFlags), "");
  1394. if (m_samplerFlags[_stage] != flags)
  1395. {
  1396. m_samplerFlags[_stage] = flags;
  1397. IDirect3DDevice9* device = m_device;
  1398. D3DTEXTUREADDRESS tau = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  1399. D3DTEXTUREADDRESS tav = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  1400. D3DTEXTUREADDRESS taw = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  1401. D3DTEXTUREFILTERTYPE minFilter = s_textureFilter[(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  1402. D3DTEXTUREFILTERTYPE magFilter = s_textureFilter[(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  1403. D3DTEXTUREFILTERTYPE mipFilter = s_textureFilter[(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  1404. setSamplerState(device, _stage, D3DSAMP_ADDRESSU, tau);
  1405. setSamplerState(device, _stage, D3DSAMP_ADDRESSV, tav);
  1406. setSamplerState(device, _stage, D3DSAMP_ADDRESSW, taw);
  1407. setSamplerState(device, _stage, D3DSAMP_MINFILTER, minFilter);
  1408. setSamplerState(device, _stage, D3DSAMP_MAGFILTER, magFilter);
  1409. setSamplerState(device, _stage, D3DSAMP_MIPFILTER, mipFilter);
  1410. setSamplerState(device, _stage, D3DSAMP_MAXANISOTROPY, m_maxAnisotropy);
  1411. setSamplerState(device, _stage, D3DSAMP_SRGBTEXTURE, 0 != (flags & BGFX_TEXTURE_SRGB) );
  1412. if (NULL != _rgba)
  1413. {
  1414. if (needBorderColor(_flags) )
  1415. {
  1416. DWORD bc = D3DCOLOR_COLORVALUE(_rgba[0], _rgba[1], _rgba[2], _rgba[3]);
  1417. setSamplerState(device
  1418. , _stage
  1419. , D3DSAMP_BORDERCOLOR
  1420. , bc
  1421. );
  1422. }
  1423. }
  1424. }
  1425. }
  1426. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  1427. {
  1428. m_occlusionQuery.resolve(_render);
  1429. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  1430. }
  1431. void capturePreReset()
  1432. {
  1433. if (NULL != m_captureSurface)
  1434. {
  1435. g_callback->captureEnd();
  1436. }
  1437. DX_RELEASE(m_captureSurface, 1);
  1438. DX_RELEASE(m_captureTexture, 0);
  1439. DX_RELEASE(m_captureResolve, 0);
  1440. }
  1441. void capturePostReset()
  1442. {
  1443. if (m_resolution.m_flags&BGFX_RESET_CAPTURE)
  1444. {
  1445. uint32_t width = m_params.BackBufferWidth;
  1446. uint32_t height = m_params.BackBufferHeight;
  1447. D3DFORMAT fmt = m_params.BackBufferFormat;
  1448. DX_CHECK(m_device->CreateTexture(width
  1449. , height
  1450. , 1
  1451. , 0
  1452. , fmt
  1453. , D3DPOOL_SYSTEMMEM
  1454. , &m_captureTexture
  1455. , NULL
  1456. ) );
  1457. DX_CHECK(m_captureTexture->GetSurfaceLevel(0
  1458. , &m_captureSurface
  1459. ) );
  1460. if (m_params.MultiSampleType != D3DMULTISAMPLE_NONE)
  1461. {
  1462. DX_CHECK(m_device->CreateRenderTarget(width
  1463. , height
  1464. , fmt
  1465. , D3DMULTISAMPLE_NONE
  1466. , 0
  1467. , false
  1468. , &m_captureResolve
  1469. , NULL
  1470. ) );
  1471. }
  1472. g_callback->captureBegin(width, height, width*4, TextureFormat::BGRA8, false);
  1473. }
  1474. }
  1475. void capture()
  1476. {
  1477. if (NULL != m_captureSurface)
  1478. {
  1479. IDirect3DSurface9* resolve = m_backBufferColor;
  1480. if (NULL != m_captureResolve)
  1481. {
  1482. resolve = m_captureResolve;
  1483. DX_CHECK(m_device->StretchRect(m_backBufferColor
  1484. , 0
  1485. , m_captureResolve
  1486. , NULL
  1487. , D3DTEXF_NONE
  1488. ) );
  1489. }
  1490. HRESULT hr = m_device->GetRenderTargetData(resolve, m_captureSurface);
  1491. if (SUCCEEDED(hr) )
  1492. {
  1493. D3DLOCKED_RECT rect;
  1494. DX_CHECK(m_captureSurface->LockRect(&rect
  1495. , NULL
  1496. , D3DLOCK_NO_DIRTY_UPDATE|D3DLOCK_NOSYSLOCK|D3DLOCK_READONLY
  1497. ) );
  1498. g_callback->captureFrame(rect.pBits, m_params.BackBufferHeight*rect.Pitch);
  1499. DX_CHECK(m_captureSurface->UnlockRect() );
  1500. }
  1501. }
  1502. }
  1503. void commit(UniformBuffer& _uniformBuffer)
  1504. {
  1505. _uniformBuffer.reset();
  1506. IDirect3DDevice9* device = m_device;
  1507. for (;;)
  1508. {
  1509. uint32_t opcode = _uniformBuffer.read();
  1510. if (UniformType::End == opcode)
  1511. {
  1512. break;
  1513. }
  1514. UniformType::Enum type;
  1515. uint16_t loc;
  1516. uint16_t num;
  1517. uint16_t copy;
  1518. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  1519. const char* data;
  1520. if (copy)
  1521. {
  1522. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  1523. }
  1524. else
  1525. {
  1526. UniformHandle handle;
  1527. bx::memCopy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  1528. data = (const char*)m_uniforms[handle.idx];
  1529. }
  1530. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  1531. case UniformType::_uniform: \
  1532. { \
  1533. _type* value = (_type*)data; \
  1534. DX_CHECK(device->SetVertexShaderConstant##_dxsuffix(loc, value, num) ); \
  1535. } \
  1536. break; \
  1537. \
  1538. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  1539. { \
  1540. _type* value = (_type*)data; \
  1541. DX_CHECK(device->SetPixelShaderConstant##_dxsuffix(loc, value, num) ); \
  1542. } \
  1543. break
  1544. switch ( (int32_t)type)
  1545. {
  1546. case UniformType::Mat3:
  1547. {
  1548. float* value = (float*)data;
  1549. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3, value += 9)
  1550. {
  1551. Matrix4 mtx;
  1552. mtx.un.val[ 0] = value[0];
  1553. mtx.un.val[ 1] = value[1];
  1554. mtx.un.val[ 2] = value[2];
  1555. mtx.un.val[ 3] = 0.0f;
  1556. mtx.un.val[ 4] = value[3];
  1557. mtx.un.val[ 5] = value[4];
  1558. mtx.un.val[ 6] = value[5];
  1559. mtx.un.val[ 7] = 0.0f;
  1560. mtx.un.val[ 8] = value[6];
  1561. mtx.un.val[ 9] = value[7];
  1562. mtx.un.val[10] = value[8];
  1563. mtx.un.val[11] = 0.0f;
  1564. DX_CHECK(device->SetVertexShaderConstantF(loc, &mtx.un.val[0], 3) );
  1565. }
  1566. }
  1567. break;
  1568. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT:
  1569. {
  1570. float* value = (float*)data;
  1571. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3, value += 9)
  1572. {
  1573. Matrix4 mtx;
  1574. mtx.un.val[ 0] = value[0];
  1575. mtx.un.val[ 1] = value[1];
  1576. mtx.un.val[ 2] = value[2];
  1577. mtx.un.val[ 3] = 0.0f;
  1578. mtx.un.val[ 4] = value[3];
  1579. mtx.un.val[ 5] = value[4];
  1580. mtx.un.val[ 6] = value[5];
  1581. mtx.un.val[ 7] = 0.0f;
  1582. mtx.un.val[ 8] = value[6];
  1583. mtx.un.val[ 9] = value[7];
  1584. mtx.un.val[10] = value[8];
  1585. mtx.un.val[11] = 0.0f;
  1586. DX_CHECK(device->SetPixelShaderConstantF(loc, &mtx.un.val[0], 3) );
  1587. }
  1588. }
  1589. break;
  1590. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  1591. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  1592. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  1593. case UniformType::End:
  1594. break;
  1595. default:
  1596. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  1597. break;
  1598. }
  1599. #undef CASE_IMPLEMENT_UNIFORM
  1600. }
  1601. }
  1602. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
  1603. {
  1604. IDirect3DDevice9* device = m_device;
  1605. uint32_t numMrt = 1;
  1606. FrameBufferHandle fbh = m_fbh;
  1607. if (isValid(fbh) )
  1608. {
  1609. const FrameBufferD3D9& fb = m_frameBuffers[fbh.idx];
  1610. numMrt = bx::uint32_max(1, fb.m_num);
  1611. }
  1612. if (1 == numMrt)
  1613. {
  1614. D3DCOLOR color = 0;
  1615. DWORD flags = 0;
  1616. if (BGFX_CLEAR_COLOR & _clear.m_flags)
  1617. {
  1618. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  1619. {
  1620. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_COLOR_PALETTE-1, _clear.m_index[0]);
  1621. const float* rgba = _palette[index];
  1622. const float rr = rgba[0];
  1623. const float gg = rgba[1];
  1624. const float bb = rgba[2];
  1625. const float aa = rgba[3];
  1626. color = D3DCOLOR_COLORVALUE(rr, gg, bb, aa);
  1627. }
  1628. else
  1629. {
  1630. color = D3DCOLOR_RGBA(_clear.m_index[0], _clear.m_index[1], _clear.m_index[2], _clear.m_index[3]);
  1631. }
  1632. flags |= D3DCLEAR_TARGET;
  1633. DX_CHECK(device->SetRenderState(D3DRS_COLORWRITEENABLE
  1634. , D3DCOLORWRITEENABLE_RED
  1635. | D3DCOLORWRITEENABLE_GREEN
  1636. | D3DCOLORWRITEENABLE_BLUE
  1637. | D3DCOLORWRITEENABLE_ALPHA
  1638. ) );
  1639. }
  1640. if (BGFX_CLEAR_DEPTH & _clear.m_flags)
  1641. {
  1642. flags |= D3DCLEAR_ZBUFFER;
  1643. DX_CHECK(device->SetRenderState(D3DRS_ZWRITEENABLE, TRUE) );
  1644. }
  1645. if (BGFX_CLEAR_STENCIL & _clear.m_flags)
  1646. {
  1647. flags |= D3DCLEAR_STENCIL;
  1648. }
  1649. if (0 != flags)
  1650. {
  1651. RECT rc;
  1652. rc.left = _rect.m_x;
  1653. rc.top = _rect.m_y;
  1654. rc.right = _rect.m_x + _rect.m_width;
  1655. rc.bottom = _rect.m_y + _rect.m_height;
  1656. DX_CHECK(device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE) );
  1657. DX_CHECK(device->SetScissorRect(&rc) );
  1658. DX_CHECK(device->Clear(0, NULL, flags, color, _clear.m_depth, _clear.m_stencil) );
  1659. DX_CHECK(device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE) );
  1660. }
  1661. }
  1662. else
  1663. {
  1664. DX_CHECK(device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE) );
  1665. DX_CHECK(device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE) );
  1666. DX_CHECK(device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE) );
  1667. if (BGFX_CLEAR_COLOR & _clear.m_flags)
  1668. {
  1669. DX_CHECK(device->SetRenderState(D3DRS_COLORWRITEENABLE
  1670. , D3DCOLORWRITEENABLE_RED
  1671. | D3DCOLORWRITEENABLE_GREEN
  1672. | D3DCOLORWRITEENABLE_BLUE
  1673. | D3DCOLORWRITEENABLE_ALPHA
  1674. ) );
  1675. }
  1676. else
  1677. {
  1678. DX_CHECK(device->SetRenderState(D3DRS_COLORWRITEENABLE, 0) );
  1679. }
  1680. if (BGFX_CLEAR_DEPTH & _clear.m_flags)
  1681. {
  1682. DX_CHECK(device->SetRenderState(D3DRS_ZWRITEENABLE, TRUE) );
  1683. DX_CHECK(device->SetRenderState(D3DRS_ZENABLE, TRUE) );
  1684. DX_CHECK(device->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS) );
  1685. }
  1686. else
  1687. {
  1688. DX_CHECK(device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE) );
  1689. DX_CHECK(device->SetRenderState(D3DRS_ZENABLE, FALSE) );
  1690. }
  1691. if (BGFX_CLEAR_STENCIL & _clear.m_flags)
  1692. {
  1693. DX_CHECK(device->SetRenderState(D3DRS_STENCILENABLE, TRUE) );
  1694. DX_CHECK(device->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE) );
  1695. DX_CHECK(device->SetRenderState(D3DRS_STENCILREF, _clear.m_stencil) );
  1696. DX_CHECK(device->SetRenderState(D3DRS_STENCILMASK, 0xff) );
  1697. DX_CHECK(device->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS) );
  1698. DX_CHECK(device->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE) );
  1699. DX_CHECK(device->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE) );
  1700. DX_CHECK(device->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE) );
  1701. }
  1702. else
  1703. {
  1704. DX_CHECK(device->SetRenderState(D3DRS_STENCILENABLE, FALSE) );
  1705. }
  1706. VertexBufferD3D9& vb = m_vertexBuffers[_clearQuad.m_vb->handle.idx];
  1707. VertexDeclD3D9& vertexDecl = m_vertexDecls[_clearQuad.m_vb->decl.idx];
  1708. uint32_t stride = _clearQuad.m_decl.m_stride;
  1709. {
  1710. struct Vertex
  1711. {
  1712. float m_x;
  1713. float m_y;
  1714. float m_z;
  1715. };
  1716. Vertex* vertex = (Vertex*)_clearQuad.m_vb->data;
  1717. BX_CHECK(stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", stride, sizeof(Vertex) );
  1718. const float depth = _clear.m_depth;
  1719. vertex->m_x = -1.0f;
  1720. vertex->m_y = -1.0f;
  1721. vertex->m_z = depth;
  1722. vertex++;
  1723. vertex->m_x = 1.0f;
  1724. vertex->m_y = -1.0f;
  1725. vertex->m_z = depth;
  1726. vertex++;
  1727. vertex->m_x = -1.0f;
  1728. vertex->m_y = 1.0f;
  1729. vertex->m_z = depth;
  1730. vertex++;
  1731. vertex->m_x = 1.0f;
  1732. vertex->m_y = 1.0f;
  1733. vertex->m_z = depth;
  1734. }
  1735. vb.update(0, 4*stride, _clearQuad.m_vb->data);
  1736. ProgramD3D9& program = m_program[_clearQuad.m_program[numMrt-1].idx];
  1737. device->SetVertexShader(program.m_vsh->m_vertexShader);
  1738. device->SetPixelShader(program.m_fsh->m_pixelShader);
  1739. float mrtClear[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS][4];
  1740. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  1741. {
  1742. for (uint32_t ii = 0; ii < numMrt; ++ii)
  1743. {
  1744. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_COLOR_PALETTE - 1, _clear.m_index[ii]);
  1745. bx::memCopy(mrtClear[ii], _palette[index], 16);
  1746. }
  1747. }
  1748. else
  1749. {
  1750. float rgba[4] =
  1751. {
  1752. _clear.m_index[0] * 1.0f / 255.0f,
  1753. _clear.m_index[1] * 1.0f / 255.0f,
  1754. _clear.m_index[2] * 1.0f / 255.0f,
  1755. _clear.m_index[3] * 1.0f / 255.0f,
  1756. };
  1757. for (uint32_t ii = 0; ii < numMrt; ++ii)
  1758. {
  1759. bx::memCopy(mrtClear[ii], rgba, 16);
  1760. }
  1761. }
  1762. DX_CHECK(device->SetPixelShaderConstantF(0, mrtClear[0], numMrt));
  1763. DX_CHECK(device->SetStreamSource(0, vb.m_ptr, 0, stride) );
  1764. DX_CHECK(device->SetStreamSourceFreq(0, 1) );
  1765. DX_CHECK(device->SetStreamSource(1, NULL, 0, 0) );
  1766. DX_CHECK(device->SetVertexDeclaration(vertexDecl.m_ptr) );
  1767. DX_CHECK(device->SetIndices(NULL) );
  1768. DX_CHECK(device->DrawPrimitive(D3DPT_TRIANGLESTRIP
  1769. , 0
  1770. , 2
  1771. ) );
  1772. }
  1773. }
  1774. #if BX_PLATFORM_WINDOWS
  1775. D3DCAPS9 m_caps;
  1776. #endif // BX_PLATFORM_WINDOWS
  1777. IDirect3D9Ex* m_d3d9ex;
  1778. IDirect3DDevice9Ex* m_deviceEx;
  1779. IDirect3D9* m_d3d9;
  1780. IDirect3DDevice9* m_device;
  1781. IDirect3DQuery9* m_flushQuery;
  1782. TimerQueryD3D9 m_gpuTimer;
  1783. OcclusionQueryD3D9 m_occlusionQuery;
  1784. D3DPOOL m_pool;
  1785. IDirect3DSwapChain9* m_swapChain;
  1786. bool m_needPresent;
  1787. uint16_t m_numWindows;
  1788. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  1789. IDirect3DSurface9* m_backBufferColor;
  1790. IDirect3DSurface9* m_backBufferDepthStencil;
  1791. IDirect3DTexture9* m_captureTexture;
  1792. IDirect3DSurface9* m_captureSurface;
  1793. IDirect3DSurface9* m_captureResolve;
  1794. IDirect3DVertexDeclaration9* m_instanceDataDecls[BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  1795. void* m_d3d9dll;
  1796. uint32_t m_adapter;
  1797. D3DDEVTYPE m_deviceType;
  1798. D3DPRESENT_PARAMETERS m_params;
  1799. uint32_t m_maxAnisotropy;
  1800. D3DADAPTER_IDENTIFIER9 m_identifier;
  1801. Resolution m_resolution;
  1802. bool m_initialized;
  1803. bool m_amd;
  1804. bool m_nvidia;
  1805. bool m_atocSupport;
  1806. bool m_instancingSupport;
  1807. bool m_occlusionQuerySupport;
  1808. bool m_timerQuerySupport;
  1809. D3DFORMAT m_fmtDepth;
  1810. IndexBufferD3D9 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  1811. VertexBufferD3D9 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  1812. ShaderD3D9 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  1813. ProgramD3D9 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  1814. TextureD3D9 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  1815. VertexDeclD3D9 m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  1816. FrameBufferD3D9 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  1817. UniformRegistry m_uniformReg;
  1818. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  1819. uint32_t m_samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  1820. TextureD3D9* m_updateTexture;
  1821. uint8_t* m_updateTextureBits;
  1822. uint32_t m_updateTexturePitch;
  1823. uint8_t m_updateTextureSide;
  1824. uint8_t m_updateTextureMip;
  1825. TextVideoMem m_textVideoMem;
  1826. FrameBufferHandle m_fbh;
  1827. bool m_rtMsaa;
  1828. };
  1829. static RendererContextD3D9* s_renderD3D9;
  1830. RendererContextI* rendererCreate()
  1831. {
  1832. s_renderD3D9 = BX_NEW(g_allocator, RendererContextD3D9);
  1833. if (!s_renderD3D9->init() )
  1834. {
  1835. BX_DELETE(g_allocator, s_renderD3D9);
  1836. s_renderD3D9 = NULL;
  1837. }
  1838. return s_renderD3D9;
  1839. }
  1840. void rendererDestroy()
  1841. {
  1842. s_renderD3D9->shutdown();
  1843. BX_DELETE(g_allocator, s_renderD3D9);
  1844. s_renderD3D9 = NULL;
  1845. }
  1846. void IndexBufferD3D9::create(uint32_t _size, void* _data, uint16_t _flags)
  1847. {
  1848. m_size = _size;
  1849. m_flags = _flags;
  1850. m_dynamic = NULL == _data;
  1851. uint32_t usage = D3DUSAGE_WRITEONLY;
  1852. D3DPOOL pool = s_renderD3D9->m_pool;
  1853. if (m_dynamic)
  1854. {
  1855. usage |= D3DUSAGE_DYNAMIC;
  1856. pool = D3DPOOL_DEFAULT;
  1857. }
  1858. const D3DFORMAT format = 0 == (_flags & BGFX_BUFFER_INDEX32)
  1859. ? D3DFMT_INDEX16
  1860. : D3DFMT_INDEX32
  1861. ;
  1862. DX_CHECK(s_renderD3D9->m_device->CreateIndexBuffer(m_size
  1863. , usage
  1864. , format
  1865. , pool
  1866. , &m_ptr
  1867. , NULL
  1868. ) );
  1869. if (NULL != _data)
  1870. {
  1871. update(0, _size, _data);
  1872. }
  1873. }
  1874. void IndexBufferD3D9::preReset()
  1875. {
  1876. if (m_dynamic)
  1877. {
  1878. DX_RELEASE(m_ptr, 0);
  1879. }
  1880. }
  1881. void IndexBufferD3D9::postReset()
  1882. {
  1883. if (m_dynamic)
  1884. {
  1885. const D3DFORMAT format = 0 == (m_flags & BGFX_BUFFER_INDEX32)
  1886. ? D3DFMT_INDEX16
  1887. : D3DFMT_INDEX32
  1888. ;
  1889. DX_CHECK(s_renderD3D9->m_device->CreateIndexBuffer(m_size
  1890. , D3DUSAGE_WRITEONLY|D3DUSAGE_DYNAMIC
  1891. , format
  1892. , D3DPOOL_DEFAULT
  1893. , &m_ptr
  1894. , NULL
  1895. ) );
  1896. }
  1897. }
  1898. void VertexBufferD3D9::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle)
  1899. {
  1900. m_size = _size;
  1901. m_decl = _declHandle;
  1902. m_dynamic = NULL == _data;
  1903. uint32_t usage = D3DUSAGE_WRITEONLY;
  1904. D3DPOOL pool = s_renderD3D9->m_pool;
  1905. if (m_dynamic)
  1906. {
  1907. usage |= D3DUSAGE_DYNAMIC;
  1908. pool = D3DPOOL_DEFAULT;
  1909. }
  1910. DX_CHECK(s_renderD3D9->m_device->CreateVertexBuffer(m_size
  1911. , usage
  1912. , 0
  1913. , pool
  1914. , &m_ptr
  1915. , NULL
  1916. ) );
  1917. if (NULL != _data)
  1918. {
  1919. update(0, _size, _data);
  1920. }
  1921. }
  1922. void VertexBufferD3D9::preReset()
  1923. {
  1924. if (m_dynamic)
  1925. {
  1926. DX_RELEASE(m_ptr, 0);
  1927. }
  1928. }
  1929. void VertexBufferD3D9::postReset()
  1930. {
  1931. if (m_dynamic)
  1932. {
  1933. DX_CHECK(s_renderD3D9->m_device->CreateVertexBuffer(m_size
  1934. , D3DUSAGE_WRITEONLY|D3DUSAGE_DYNAMIC
  1935. , 0
  1936. , D3DPOOL_DEFAULT
  1937. , &m_ptr
  1938. , NULL
  1939. ) );
  1940. }
  1941. }
  1942. static const D3DVERTEXELEMENT9 s_attrib[] =
  1943. {
  1944. { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
  1945. { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
  1946. { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT, 0 },
  1947. { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BINORMAL, 0 },
  1948. { 0, 0, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
  1949. { 0, 0, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 1 },
  1950. { 0, 0, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDINDICES, 0 },
  1951. { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDWEIGHT, 0 },
  1952. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
  1953. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 },
  1954. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2 },
  1955. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3 },
  1956. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4 },
  1957. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 5 },
  1958. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 6 },
  1959. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 7 },
  1960. D3DDECL_END()
  1961. };
  1962. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib)-1);
  1963. static const uint8_t s_attribType[][4][2] =
  1964. {
  1965. { // Uint8
  1966. { D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4N },
  1967. { D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4N },
  1968. { D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4N },
  1969. { D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4N },
  1970. },
  1971. { // Uint10
  1972. { D3DDECLTYPE_UDEC3, D3DDECLTYPE_DEC3N },
  1973. { D3DDECLTYPE_UDEC3, D3DDECLTYPE_DEC3N },
  1974. { D3DDECLTYPE_UDEC3, D3DDECLTYPE_DEC3N },
  1975. { D3DDECLTYPE_UDEC3, D3DDECLTYPE_DEC3N },
  1976. },
  1977. { // Int16
  1978. { D3DDECLTYPE_SHORT2, D3DDECLTYPE_SHORT2N },
  1979. { D3DDECLTYPE_SHORT2, D3DDECLTYPE_SHORT2N },
  1980. { D3DDECLTYPE_SHORT4, D3DDECLTYPE_SHORT4N },
  1981. { D3DDECLTYPE_SHORT4, D3DDECLTYPE_SHORT4N },
  1982. },
  1983. { // Half
  1984. { D3DDECLTYPE_FLOAT16_2, D3DDECLTYPE_FLOAT16_2 },
  1985. { D3DDECLTYPE_FLOAT16_2, D3DDECLTYPE_FLOAT16_2 },
  1986. { D3DDECLTYPE_FLOAT16_4, D3DDECLTYPE_FLOAT16_4 },
  1987. { D3DDECLTYPE_FLOAT16_4, D3DDECLTYPE_FLOAT16_4 },
  1988. },
  1989. { // Float
  1990. { D3DDECLTYPE_FLOAT1, D3DDECLTYPE_FLOAT1 },
  1991. { D3DDECLTYPE_FLOAT2, D3DDECLTYPE_FLOAT2 },
  1992. { D3DDECLTYPE_FLOAT3, D3DDECLTYPE_FLOAT3 },
  1993. { D3DDECLTYPE_FLOAT4, D3DDECLTYPE_FLOAT4 },
  1994. },
  1995. };
  1996. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  1997. static D3DVERTEXELEMENT9* fillVertexDecl(D3DVERTEXELEMENT9* _out, const VertexDecl& _decl)
  1998. {
  1999. D3DVERTEXELEMENT9* elem = _out;
  2000. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  2001. {
  2002. if (UINT16_MAX != _decl.m_attributes[attr])
  2003. {
  2004. uint8_t num;
  2005. AttribType::Enum type;
  2006. bool normalized;
  2007. bool asInt;
  2008. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  2009. bx::memCopy(elem, &s_attrib[attr], sizeof(D3DVERTEXELEMENT9) );
  2010. elem->Type = s_attribType[type][num-1][normalized];
  2011. elem->Offset = _decl.m_offset[attr];
  2012. ++elem;
  2013. }
  2014. }
  2015. return elem;
  2016. }
  2017. static IDirect3DVertexDeclaration9* createVertexDeclaration(const VertexDecl& _decl, uint16_t _numInstanceData)
  2018. {
  2019. D3DVERTEXELEMENT9 vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2020. D3DVERTEXELEMENT9* elem = fillVertexDecl(vertexElements, _decl);
  2021. const D3DVERTEXELEMENT9 inst = { 1, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 };
  2022. for (uint8_t ii = 0; ii < _numInstanceData; ++ii)
  2023. {
  2024. bx::memCopy(elem, &inst, sizeof(D3DVERTEXELEMENT9) );
  2025. elem->UsageIndex = uint8_t(7-ii); // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  2026. elem->Offset = ii*16;
  2027. ++elem;
  2028. }
  2029. bx::memCopy(elem, &s_attrib[Attrib::Count], sizeof(D3DVERTEXELEMENT9) );
  2030. IDirect3DVertexDeclaration9* ptr;
  2031. DX_CHECK(s_renderD3D9->m_device->CreateVertexDeclaration(vertexElements, &ptr) );
  2032. return ptr;
  2033. }
  2034. void VertexDeclD3D9::create(const VertexDecl& _decl)
  2035. {
  2036. bx::memCopy(&m_decl, &_decl, sizeof(VertexDecl) );
  2037. dump(m_decl);
  2038. m_ptr = createVertexDeclaration(_decl, 0);
  2039. }
  2040. void ShaderD3D9::create(const Memory* _mem)
  2041. {
  2042. bx::MemoryReader reader(_mem->data, _mem->size);
  2043. uint32_t magic;
  2044. bx::read(&reader, magic);
  2045. switch (magic)
  2046. {
  2047. case BGFX_CHUNK_MAGIC_FSH:
  2048. case BGFX_CHUNK_MAGIC_VSH:
  2049. break;
  2050. default:
  2051. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  2052. break;
  2053. }
  2054. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  2055. uint32_t iohash;
  2056. bx::read(&reader, iohash);
  2057. uint16_t count;
  2058. bx::read(&reader, count);
  2059. m_numPredefined = 0;
  2060. BX_TRACE("Shader consts %d", count);
  2061. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  2062. if (0 < count)
  2063. {
  2064. for (uint32_t ii = 0; ii < count; ++ii)
  2065. {
  2066. uint8_t nameSize = 0;
  2067. bx::read(&reader, nameSize);
  2068. char name[256] = {};
  2069. bx::read(&reader, &name, nameSize);
  2070. name[nameSize] = '\0';
  2071. uint8_t type = 0;
  2072. bx::read(&reader, type);
  2073. uint8_t num = 0;
  2074. bx::read(&reader, num);
  2075. uint16_t regIndex = 0;
  2076. bx::read(&reader, regIndex);
  2077. uint16_t regCount = 0;
  2078. bx::read(&reader, regCount);
  2079. const char* kind = "invalid";
  2080. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  2081. if (PredefinedUniform::Count != predefined)
  2082. {
  2083. kind = "predefined";
  2084. m_predefined[m_numPredefined].m_loc = regIndex;
  2085. m_predefined[m_numPredefined].m_count = regCount;
  2086. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  2087. m_numPredefined++;
  2088. }
  2089. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  2090. {
  2091. const UniformRegInfo* info = s_renderD3D9->m_uniformReg.find(name);
  2092. BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  2093. if (NULL != info)
  2094. {
  2095. if (NULL == m_constantBuffer)
  2096. {
  2097. m_constantBuffer = UniformBuffer::create(1024);
  2098. }
  2099. kind = "user";
  2100. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  2101. }
  2102. }
  2103. else
  2104. {
  2105. kind = "sampler";
  2106. }
  2107. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  2108. , kind
  2109. , name
  2110. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  2111. , num
  2112. , regIndex
  2113. , regCount
  2114. );
  2115. BX_UNUSED(kind);
  2116. }
  2117. if (NULL != m_constantBuffer)
  2118. {
  2119. m_constantBuffer->finish();
  2120. }
  2121. }
  2122. uint16_t shaderSize;
  2123. bx::read(&reader, shaderSize);
  2124. const DWORD* code = (const DWORD*)reader.getDataPtr();
  2125. if (fragment)
  2126. {
  2127. m_type = 1;
  2128. DX_CHECK(s_renderD3D9->m_device->CreatePixelShader(code, &m_pixelShader) );
  2129. BGFX_FATAL(NULL != m_pixelShader, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  2130. }
  2131. else
  2132. {
  2133. m_type = 0;
  2134. DX_CHECK(s_renderD3D9->m_device->CreateVertexShader(code, &m_vertexShader) );
  2135. BGFX_FATAL(NULL != m_vertexShader, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  2136. }
  2137. }
  2138. void TextureD3D9::createTexture(uint32_t _width, uint32_t _height, uint8_t _numMips)
  2139. {
  2140. m_type = Texture2D;
  2141. const bimg::TextureFormat::Enum fmt = (bimg::TextureFormat::Enum)m_textureFormat;
  2142. DWORD usage = 0;
  2143. D3DPOOL pool = D3DPOOL_DEFAULT;
  2144. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  2145. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  2146. const bool readBack = 0 != (m_flags&BGFX_TEXTURE_READ_BACK);
  2147. if (bimg::isDepth(fmt) )
  2148. {
  2149. usage = D3DUSAGE_DEPTHSTENCIL;
  2150. }
  2151. else if (readBack)
  2152. {
  2153. usage = 0;
  2154. pool = D3DPOOL_SYSTEMMEM;
  2155. }
  2156. else if (renderTarget || blit)
  2157. {
  2158. usage = 0
  2159. | D3DUSAGE_RENDERTARGET
  2160. | (1 < _numMips ? D3DUSAGE_AUTOGENMIPMAP : 0)
  2161. ;
  2162. }
  2163. IDirect3DDevice9* device = s_renderD3D9->m_device;
  2164. if (renderTarget)
  2165. {
  2166. uint32_t msaaQuality = ( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT);
  2167. msaaQuality = bx::uint32_satsub(msaaQuality, 1);
  2168. bool writeOnly = 0 != (m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  2169. if (0 != msaaQuality
  2170. || writeOnly)
  2171. {
  2172. const Msaa& msaa = s_msaa[msaaQuality];
  2173. if (bimg::isDepth(fmt) )
  2174. {
  2175. DX_CHECK(device->CreateDepthStencilSurface(
  2176. m_width
  2177. , m_height
  2178. , s_textureFormat[m_textureFormat].m_fmt
  2179. , msaa.m_type
  2180. , msaa.m_quality
  2181. , FALSE
  2182. , &m_surface
  2183. , NULL
  2184. ) );
  2185. }
  2186. else
  2187. {
  2188. DX_CHECK(device->CreateRenderTarget(
  2189. m_width
  2190. , m_height
  2191. , s_textureFormat[m_textureFormat].m_fmt
  2192. , msaa.m_type
  2193. , msaa.m_quality
  2194. , FALSE
  2195. , &m_surface
  2196. , NULL
  2197. ) );
  2198. }
  2199. if (writeOnly)
  2200. {
  2201. // This is render buffer, there is no sampling, no need
  2202. // to create texture.
  2203. return;
  2204. }
  2205. }
  2206. }
  2207. DX_CHECK(device->CreateTexture(_width
  2208. , _height
  2209. , _numMips
  2210. , usage
  2211. , s_textureFormat[fmt].m_fmt
  2212. , pool
  2213. , &m_texture2d
  2214. , NULL
  2215. ) );
  2216. if (!renderTarget
  2217. && !readBack)
  2218. {
  2219. if (NULL == m_staging)
  2220. {
  2221. DX_CHECK(device->CreateTexture(_width
  2222. , _height
  2223. , _numMips
  2224. , 0
  2225. , s_textureFormat[fmt].m_fmt
  2226. , D3DPOOL_SYSTEMMEM
  2227. , &m_staging2d
  2228. , NULL
  2229. ) );
  2230. }
  2231. else
  2232. {
  2233. DX_CHECK(m_staging2d->AddDirtyRect(NULL));
  2234. DX_CHECK(device->UpdateTexture(m_staging2d, m_texture2d));
  2235. }
  2236. }
  2237. BGFX_FATAL(NULL != m_texture2d, Fatal::UnableToCreateTexture, "Failed to create texture (size: %dx%d, mips: %d, fmt: %d)."
  2238. , _width
  2239. , _height
  2240. , _numMips
  2241. , bimg::getName(fmt)
  2242. );
  2243. }
  2244. void TextureD3D9::createVolumeTexture(uint32_t _width, uint32_t _height, uint32_t _depth, uint8_t _numMips)
  2245. {
  2246. m_type = Texture3D;
  2247. const TextureFormat::Enum fmt = (TextureFormat::Enum)m_textureFormat;
  2248. IDirect3DDevice9* device = s_renderD3D9->m_device;
  2249. DX_CHECK(device->CreateVolumeTexture(_width
  2250. , _height
  2251. , _depth
  2252. , _numMips
  2253. , 0
  2254. , s_textureFormat[fmt].m_fmt
  2255. , D3DPOOL_DEFAULT
  2256. , &m_texture3d
  2257. , NULL
  2258. ) );
  2259. if (NULL == m_staging)
  2260. {
  2261. DX_CHECK(device->CreateVolumeTexture(_width
  2262. , _height
  2263. , _depth
  2264. , _numMips
  2265. , 0
  2266. , s_textureFormat[fmt].m_fmt
  2267. , D3DPOOL_SYSTEMMEM
  2268. , &m_staging3d
  2269. , NULL
  2270. ) );
  2271. }
  2272. else
  2273. {
  2274. DX_CHECK(m_staging3d->AddDirtyBox(NULL) );
  2275. DX_CHECK(device->UpdateTexture(m_staging3d, m_texture3d) );
  2276. }
  2277. BGFX_FATAL(NULL != m_texture3d, Fatal::UnableToCreateTexture, "Failed to create volume texture (size: %dx%dx%d, mips: %d, fmt: %s)."
  2278. , _width
  2279. , _height
  2280. , _depth
  2281. , _numMips
  2282. , getName(fmt)
  2283. );
  2284. }
  2285. void TextureD3D9::createCubeTexture(uint32_t _width, uint8_t _numMips)
  2286. {
  2287. m_type = TextureCube;
  2288. const bimg::TextureFormat::Enum fmt = (bimg::TextureFormat::Enum)m_textureFormat;
  2289. DWORD usage = 0;
  2290. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  2291. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  2292. if (bimg::isDepth(fmt) )
  2293. {
  2294. usage = D3DUSAGE_DEPTHSTENCIL;
  2295. }
  2296. else if (renderTarget || blit)
  2297. {
  2298. usage = D3DUSAGE_RENDERTARGET;
  2299. }
  2300. IDirect3DDevice9* device = s_renderD3D9->m_device;
  2301. DX_CHECK(device->CreateCubeTexture(_width
  2302. , _numMips
  2303. , usage
  2304. , s_textureFormat[fmt].m_fmt
  2305. , D3DPOOL_DEFAULT
  2306. , &m_textureCube
  2307. , NULL
  2308. ) );
  2309. if (!renderTarget)
  2310. {
  2311. if (NULL == m_staging)
  2312. {
  2313. DX_CHECK(device->CreateCubeTexture(_width
  2314. , _numMips
  2315. , 0
  2316. , s_textureFormat[fmt].m_fmt
  2317. , D3DPOOL_SYSTEMMEM
  2318. , &m_stagingCube
  2319. , NULL
  2320. ) );
  2321. }
  2322. else
  2323. {
  2324. for (uint8_t ii = 0; ii < 6; ++ii)
  2325. {
  2326. DX_CHECK(m_stagingCube->AddDirtyRect(D3DCUBEMAP_FACES(ii), NULL) );
  2327. }
  2328. DX_CHECK(device->UpdateTexture(m_stagingCube, m_textureCube) );
  2329. }
  2330. }
  2331. BGFX_FATAL(NULL != m_textureCube, Fatal::UnableToCreateTexture, "Failed to create cube texture (edge: %d, mips: %d, fmt: %s)."
  2332. , _width
  2333. , _numMips
  2334. , getName(fmt)
  2335. );
  2336. }
  2337. uint8_t* TextureD3D9::lock(uint8_t _side, uint8_t _lod, uint32_t& _pitch, uint32_t& _slicePitch, const Rect* _rect)
  2338. {
  2339. switch (m_type)
  2340. {
  2341. case Texture2D:
  2342. {
  2343. D3DLOCKED_RECT lockedRect;
  2344. if (NULL != _rect)
  2345. {
  2346. RECT rect;
  2347. rect.left = _rect->m_x;
  2348. rect.top = _rect->m_y;
  2349. rect.right = rect.left + _rect->m_width;
  2350. rect.bottom = rect.top + _rect->m_height;
  2351. DX_CHECK(m_staging2d->LockRect(_lod, &lockedRect, &rect, 0) );
  2352. DX_CHECK(m_staging2d->AddDirtyRect(&rect) );
  2353. }
  2354. else
  2355. {
  2356. DX_CHECK(m_staging2d->LockRect(_lod, &lockedRect, NULL, 0) );
  2357. DX_CHECK(m_staging2d->AddDirtyRect(NULL) );
  2358. }
  2359. _pitch = lockedRect.Pitch;
  2360. _slicePitch = 0;
  2361. return (uint8_t*)lockedRect.pBits;
  2362. }
  2363. case Texture3D:
  2364. {
  2365. D3DLOCKED_BOX box;
  2366. DX_CHECK(m_staging3d->LockBox(_lod, &box, NULL, 0) );
  2367. DX_CHECK(m_staging3d->AddDirtyBox(NULL) );
  2368. _pitch = box.RowPitch;
  2369. _slicePitch = box.SlicePitch;
  2370. return (uint8_t*)box.pBits;
  2371. }
  2372. case TextureCube:
  2373. {
  2374. D3DLOCKED_RECT lockedRect;
  2375. if (NULL != _rect)
  2376. {
  2377. RECT rect;
  2378. rect.left = _rect->m_x;
  2379. rect.top = _rect->m_y;
  2380. rect.right = rect.left + _rect->m_width;
  2381. rect.bottom = rect.top + _rect->m_height;
  2382. DX_CHECK(m_stagingCube->LockRect(D3DCUBEMAP_FACES(_side), _lod, &lockedRect, &rect, 0) );
  2383. DX_CHECK(m_textureCube->AddDirtyRect(D3DCUBEMAP_FACES(_side), &rect) );
  2384. }
  2385. else
  2386. {
  2387. DX_CHECK(m_stagingCube->LockRect(D3DCUBEMAP_FACES(_side), _lod, &lockedRect, NULL, 0) );
  2388. DX_CHECK(m_textureCube->AddDirtyRect(D3DCUBEMAP_FACES(_side), NULL) );
  2389. }
  2390. _pitch = lockedRect.Pitch;
  2391. _slicePitch = 0;
  2392. return (uint8_t*)lockedRect.pBits;
  2393. }
  2394. }
  2395. BX_CHECK(false, "You should not be here.");
  2396. _pitch = 0;
  2397. _slicePitch = 0;
  2398. return NULL;
  2399. }
  2400. void TextureD3D9::unlock(uint8_t _side, uint8_t _lod)
  2401. {
  2402. IDirect3DDevice9* device = s_renderD3D9->m_device;
  2403. switch (m_type)
  2404. {
  2405. case Texture2D:
  2406. {
  2407. DX_CHECK(m_staging2d->UnlockRect(_lod) );
  2408. DX_CHECK(device->UpdateTexture(m_staging2d, m_texture2d) );
  2409. }
  2410. return;
  2411. case Texture3D:
  2412. {
  2413. DX_CHECK(m_staging3d->UnlockBox(_lod) );
  2414. DX_CHECK(device->UpdateTexture(m_staging3d, m_texture3d) );
  2415. }
  2416. return;
  2417. case TextureCube:
  2418. {
  2419. DX_CHECK(m_stagingCube->UnlockRect(D3DCUBEMAP_FACES(_side), _lod) );
  2420. DX_CHECK(device->UpdateTexture(m_stagingCube, m_textureCube) );
  2421. }
  2422. return;
  2423. }
  2424. BX_CHECK(false, "You should not be here.");
  2425. }
  2426. void TextureD3D9::dirty(uint8_t _side, const Rect& _rect, uint16_t _z, uint16_t _depth)
  2427. {
  2428. switch (m_type)
  2429. {
  2430. case Texture2D:
  2431. {
  2432. RECT rect;
  2433. rect.left = _rect.m_x;
  2434. rect.top = _rect.m_y;
  2435. rect.right = rect.left + _rect.m_width;
  2436. rect.bottom = rect.top + _rect.m_height;
  2437. DX_CHECK(m_texture2d->AddDirtyRect(&rect) );
  2438. }
  2439. return;
  2440. case Texture3D:
  2441. {
  2442. D3DBOX box;
  2443. box.Left = _rect.m_x;
  2444. box.Top = _rect.m_y;
  2445. box.Right = box.Left + _rect.m_width;
  2446. box.Bottom = box.Top + _rect.m_height;
  2447. box.Front = _z;
  2448. box.Back = box.Front + _depth;
  2449. DX_CHECK(m_texture3d->AddDirtyBox(&box) );
  2450. }
  2451. return;
  2452. case TextureCube:
  2453. {
  2454. RECT rect;
  2455. rect.left = _rect.m_x;
  2456. rect.top = _rect.m_y;
  2457. rect.right = rect.left + _rect.m_width;
  2458. rect.bottom = rect.top + _rect.m_height;
  2459. DX_CHECK(m_textureCube->AddDirtyRect(D3DCUBEMAP_FACES(_side), &rect) );
  2460. }
  2461. return;
  2462. }
  2463. BX_CHECK(false, "You should not be here.");
  2464. }
  2465. IDirect3DSurface9* TextureD3D9::getSurface(uint8_t _side, uint8_t _mip) const
  2466. {
  2467. IDirect3DSurface9* surface = NULL;
  2468. switch (m_type)
  2469. {
  2470. case Texture2D:
  2471. DX_CHECK(m_texture2d->GetSurfaceLevel(_mip, &surface) );
  2472. break;
  2473. case Texture3D:
  2474. BX_CHECK(false, "");
  2475. break;
  2476. case TextureCube:
  2477. DX_CHECK(m_textureCube->GetCubeMapSurface(D3DCUBEMAP_FACES(_side), _mip, &surface) );
  2478. break;
  2479. }
  2480. return surface;
  2481. }
  2482. void TextureD3D9::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  2483. {
  2484. bimg::ImageContainer imageContainer;
  2485. if (bimg::imageParse(imageContainer, _mem->data, _mem->size) )
  2486. {
  2487. uint8_t numMips = imageContainer.m_numMips;
  2488. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  2489. numMips -= startLod;
  2490. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(imageContainer.m_format) );
  2491. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  2492. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  2493. m_flags = _flags;
  2494. m_width = textureWidth;
  2495. m_height = textureHeight;
  2496. m_depth = imageContainer.m_depth;
  2497. m_numMips = numMips;
  2498. m_requestedFormat = uint8_t(imageContainer.m_format);
  2499. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  2500. const bool convert = m_textureFormat != m_requestedFormat;
  2501. uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  2502. if (imageContainer.m_cubeMap)
  2503. {
  2504. createCubeTexture(textureWidth, numMips);
  2505. }
  2506. else if (imageContainer.m_depth > 1)
  2507. {
  2508. createVolumeTexture(textureWidth, textureHeight, imageContainer.m_depth, numMips);
  2509. }
  2510. else
  2511. {
  2512. createTexture(textureWidth, textureHeight, numMips);
  2513. }
  2514. if (imageContainer.m_srgb)
  2515. {
  2516. m_flags |= BGFX_TEXTURE_SRGB;
  2517. }
  2518. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s%s."
  2519. , this - s_renderD3D9->m_textures
  2520. , getName( (TextureFormat::Enum)m_textureFormat)
  2521. , getName( (TextureFormat::Enum)m_requestedFormat)
  2522. , textureWidth
  2523. , textureHeight
  2524. , imageContainer.m_cubeMap ? "x6" : ""
  2525. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  2526. );
  2527. if (0 != (_flags&BGFX_TEXTURE_RT_WRITE_ONLY) )
  2528. {
  2529. return;
  2530. }
  2531. // For BC4 and B5 in DX9 LockRect returns wrong number of
  2532. // bytes. If actual mip size is used it causes memory corruption.
  2533. // http://www.aras-p.info/texts/D3D9GPUHacks.html#3dc
  2534. const bool useMipSize = true
  2535. && imageContainer.m_format != bimg::TextureFormat::BC4
  2536. && imageContainer.m_format != bimg::TextureFormat::BC5
  2537. ;
  2538. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  2539. {
  2540. uint32_t width = textureWidth;
  2541. uint32_t height = textureHeight;
  2542. uint32_t depth = imageContainer.m_depth;
  2543. uint32_t mipWidth = imageContainer.m_width;
  2544. uint32_t mipHeight = imageContainer.m_height;
  2545. for (uint8_t lod = 0, num = numMips; lod < num; ++lod)
  2546. {
  2547. width = bx::uint32_max(1, width);
  2548. height = bx::uint32_max(1, height);
  2549. depth = bx::uint32_max(1, depth);
  2550. mipWidth = bx::uint32_max(blockInfo.blockWidth, mipWidth);
  2551. mipHeight = bx::uint32_max(blockInfo.blockHeight, mipHeight);
  2552. uint32_t mipSize = width*height*depth*bpp/8;
  2553. bimg::ImageMip mip;
  2554. if (bimg::imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  2555. {
  2556. uint32_t pitch;
  2557. uint32_t slicePitch;
  2558. uint8_t* bits = lock(side, lod, pitch, slicePitch);
  2559. if (convert)
  2560. {
  2561. if (width != mipWidth
  2562. || height != mipHeight)
  2563. {
  2564. uint32_t srcpitch = mipWidth*bpp/8;
  2565. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, srcpitch*mipHeight);
  2566. bimg::imageDecodeToBgra8(temp
  2567. , mip.m_data
  2568. , mip.m_width
  2569. , mip.m_height
  2570. , srcpitch
  2571. , mip.m_format
  2572. );
  2573. bx::memCopy(bits, temp, pitch, height, srcpitch, pitch);
  2574. BX_FREE(g_allocator, temp);
  2575. }
  2576. else
  2577. {
  2578. bimg::imageDecodeToBgra8(bits, mip.m_data, mip.m_width, mip.m_height, pitch, mip.m_format);
  2579. }
  2580. }
  2581. else
  2582. {
  2583. uint32_t size = useMipSize ? mip.m_size : mipSize;
  2584. switch (m_textureFormat)
  2585. {
  2586. case TextureFormat::RGB5A1:
  2587. bimg::imageConvert(bits, 16, bx::packBgr5a1, mip.m_data, bx::unpackRgb5a1, size);
  2588. break;
  2589. case TextureFormat::RGBA4:
  2590. bimg::imageConvert(bits, 16, bx::packBgra4, mip.m_data, bx::unpackRgba4, size);
  2591. break;
  2592. default:
  2593. bx::memCopy(bits, mip.m_data, size);
  2594. break;
  2595. }
  2596. }
  2597. unlock(side, lod);
  2598. }
  2599. width >>= 1;
  2600. height >>= 1;
  2601. depth >>= 1;
  2602. mipWidth >>= 1;
  2603. mipHeight >>= 1;
  2604. }
  2605. }
  2606. }
  2607. }
  2608. void TextureD3D9::updateBegin(uint8_t _side, uint8_t _mip)
  2609. {
  2610. uint32_t slicePitch;
  2611. s_renderD3D9->m_updateTextureSide = _side;
  2612. s_renderD3D9->m_updateTextureMip = _mip;
  2613. s_renderD3D9->m_updateTextureBits = lock(_side, _mip, s_renderD3D9->m_updateTexturePitch, slicePitch);
  2614. }
  2615. void TextureD3D9::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  2616. {
  2617. const uint32_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  2618. const uint32_t rectpitch = _rect.m_width*bpp/8;
  2619. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  2620. const uint32_t dstpitch = s_renderD3D9->m_updateTexturePitch;
  2621. uint8_t* bits = s_renderD3D9->m_updateTextureBits + _rect.m_y*dstpitch + _rect.m_x*bpp/8;
  2622. const bool convert = m_textureFormat != m_requestedFormat;
  2623. uint8_t* data = _mem->data;
  2624. uint8_t* temp = NULL;
  2625. if (convert)
  2626. {
  2627. temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*_rect.m_height);
  2628. bimg::imageDecodeToBgra8(temp, data, _rect.m_width, _rect.m_height, srcpitch, bimg::TextureFormat::Enum(m_requestedFormat) );
  2629. data = temp;
  2630. }
  2631. {
  2632. uint8_t* src = data;
  2633. uint8_t* dst = bits;
  2634. for (uint32_t yy = 0, height = _rect.m_height; yy < height; ++yy)
  2635. {
  2636. switch (m_textureFormat)
  2637. {
  2638. case TextureFormat::RGB5A1:
  2639. bimg::imageConvert(dst, 16, bx::packBgr5a1, src, bx::unpackRgb5a1, rectpitch);
  2640. break;
  2641. case TextureFormat::RGBA4:
  2642. bimg::imageConvert(dst, 16, bx::packBgra4, src, bx::unpackRgba4, rectpitch);
  2643. break;
  2644. default:
  2645. bx::memCopy(dst, src, rectpitch);
  2646. break;
  2647. }
  2648. src += srcpitch;
  2649. dst += dstpitch;
  2650. }
  2651. }
  2652. if (NULL != temp)
  2653. {
  2654. BX_FREE(g_allocator, temp);
  2655. }
  2656. if (0 == _mip)
  2657. {
  2658. dirty(_side, _rect, _z, _depth);
  2659. }
  2660. }
  2661. void TextureD3D9::updateEnd()
  2662. {
  2663. unlock(s_renderD3D9->m_updateTextureSide, s_renderD3D9->m_updateTextureMip);
  2664. }
  2665. void TextureD3D9::commit(uint8_t _stage, uint32_t _flags, const float _palette[][4])
  2666. {
  2667. uint32_t flags = 0 == (BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER & _flags)
  2668. ? _flags
  2669. : m_flags
  2670. ;
  2671. uint32_t index = (flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  2672. s_renderD3D9->setSamplerState(_stage, flags, _palette[index]);
  2673. IDirect3DDevice9* device = s_renderD3D9->m_device;
  2674. DX_CHECK(device->SetTexture(_stage, m_ptr) );
  2675. if (4 > _stage)
  2676. {
  2677. DX_CHECK(device->SetTexture(D3DVERTEXTEXTURESAMPLER0 + _stage, m_ptr) );
  2678. }
  2679. }
  2680. void TextureD3D9::resolve() const
  2681. {
  2682. if (NULL != m_surface
  2683. && NULL != m_ptr)
  2684. {
  2685. IDirect3DSurface9* surface = getSurface();
  2686. DX_CHECK(s_renderD3D9->m_device->StretchRect(m_surface
  2687. , NULL
  2688. , surface
  2689. , NULL
  2690. , D3DTEXF_LINEAR
  2691. ) );
  2692. DX_RELEASE(surface, 1);
  2693. if (1 < m_numMips)
  2694. {
  2695. m_ptr->GenerateMipSubLevels();
  2696. }
  2697. }
  2698. }
  2699. void TextureD3D9::preReset()
  2700. {
  2701. TextureFormat::Enum fmt = (TextureFormat::Enum)m_textureFormat;
  2702. if (TextureFormat::Unknown != fmt)
  2703. {
  2704. DX_RELEASE(m_ptr, 0);
  2705. DX_RELEASE(m_surface, 0);
  2706. }
  2707. }
  2708. void TextureD3D9::postReset()
  2709. {
  2710. TextureFormat::Enum fmt = (TextureFormat::Enum)m_textureFormat;
  2711. if (TextureFormat::Unknown != fmt)
  2712. {
  2713. switch (m_type)
  2714. {
  2715. default:
  2716. case Texture2D:
  2717. createTexture(m_width, m_height, m_numMips);
  2718. break;
  2719. case Texture3D:
  2720. createVolumeTexture(m_width, m_height, m_depth, m_numMips);
  2721. break;
  2722. case TextureCube:
  2723. createCubeTexture(m_width, m_numMips);
  2724. break;
  2725. }
  2726. }
  2727. }
  2728. void FrameBufferD3D9::create(uint8_t _num, const Attachment* _attachment)
  2729. {
  2730. for (uint32_t ii = 0; ii < BX_COUNTOF(m_surface); ++ii)
  2731. {
  2732. m_surface[ii] = NULL;
  2733. }
  2734. m_denseIdx = UINT16_MAX;
  2735. m_dsIdx = UINT8_MAX;
  2736. m_num = 0;
  2737. m_numTh = _num;
  2738. m_needResolve = false;
  2739. bx::memCopy(m_attachment, _attachment, _num*sizeof(Attachment) );
  2740. for (uint32_t ii = 0; ii < _num; ++ii)
  2741. {
  2742. TextureHandle handle = m_attachment[ii].handle;
  2743. if (isValid(handle) )
  2744. {
  2745. const TextureD3D9& texture = s_renderD3D9->m_textures[handle.idx];
  2746. if (NULL != texture.m_surface)
  2747. {
  2748. m_surface[ii] = texture.m_surface;
  2749. m_surface[ii]->AddRef();
  2750. }
  2751. else
  2752. {
  2753. m_surface[ii] = texture.getSurface(uint8_t(m_attachment[ii].layer), uint8_t(m_attachment[ii].mip) );
  2754. }
  2755. if (0 == m_num)
  2756. {
  2757. m_width = texture.m_width;
  2758. m_height = texture.m_height;
  2759. }
  2760. if (bimg::isDepth(bimg::TextureFormat::Enum(texture.m_textureFormat) ) )
  2761. {
  2762. m_dsIdx = uint8_t(ii);
  2763. }
  2764. else
  2765. {
  2766. ++m_num;
  2767. }
  2768. m_needResolve |= true
  2769. && (NULL != texture.m_surface)
  2770. && (NULL != texture.m_texture2d)
  2771. ;
  2772. }
  2773. }
  2774. if (0 == m_num)
  2775. {
  2776. createNullColorRT();
  2777. }
  2778. }
  2779. void FrameBufferD3D9::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat)
  2780. {
  2781. BX_UNUSED(_depthFormat);
  2782. m_hwnd = (HWND)_nwh;
  2783. m_width = bx::uint32_max(_width, 16);
  2784. m_height = bx::uint32_max(_height, 16);
  2785. D3DPRESENT_PARAMETERS params;
  2786. bx::memCopy(&params, &s_renderD3D9->m_params, sizeof(D3DPRESENT_PARAMETERS) );
  2787. params.BackBufferWidth = m_width;
  2788. params.BackBufferHeight = m_height;
  2789. DX_CHECK(s_renderD3D9->m_device->CreateAdditionalSwapChain(&params, &m_swapChain) );
  2790. DX_CHECK(m_swapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &m_surface[0]) );
  2791. DX_CHECK(s_renderD3D9->m_device->CreateDepthStencilSurface(
  2792. params.BackBufferWidth
  2793. , params.BackBufferHeight
  2794. , params.AutoDepthStencilFormat
  2795. , params.MultiSampleType
  2796. , params.MultiSampleQuality
  2797. , FALSE
  2798. , &m_surface[1]
  2799. , NULL
  2800. ) );
  2801. m_dsIdx = 1;
  2802. m_denseIdx = _denseIdx;
  2803. m_num = 1;
  2804. m_needResolve = false;
  2805. m_needPresent = false;
  2806. }
  2807. uint16_t FrameBufferD3D9::destroy()
  2808. {
  2809. if (NULL != m_hwnd)
  2810. {
  2811. DX_RELEASE(m_surface[0], 0);
  2812. DX_RELEASE(m_surface[1], 0);
  2813. DX_RELEASE(m_swapChain, 0);
  2814. }
  2815. else
  2816. {
  2817. uint32_t num = m_numTh;
  2818. num += uint32_t(0 < m_numTh && 0 == m_num);
  2819. for (uint32_t ii = 0; ii < num; ++ii)
  2820. {
  2821. IDirect3DSurface9* ptr = m_surface[ii];
  2822. if (NULL != ptr)
  2823. {
  2824. ptr->Release();
  2825. m_surface[ii] = NULL;
  2826. }
  2827. }
  2828. }
  2829. m_hwnd = NULL;
  2830. m_num = 0;
  2831. m_numTh = 0;
  2832. m_needPresent = false;
  2833. uint16_t denseIdx = m_denseIdx;
  2834. m_denseIdx = UINT16_MAX;
  2835. return denseIdx;
  2836. }
  2837. HRESULT FrameBufferD3D9::present()
  2838. {
  2839. if (m_needPresent)
  2840. {
  2841. HRESULT hr = m_swapChain->Present(NULL, NULL, m_hwnd, NULL, 0);
  2842. m_needPresent = false;
  2843. return hr;
  2844. }
  2845. return S_OK;
  2846. }
  2847. void FrameBufferD3D9::resolve() const
  2848. {
  2849. if (m_needResolve)
  2850. {
  2851. for (uint32_t ii = 0, num = m_numTh; ii < num; ++ii)
  2852. {
  2853. const TextureD3D9& texture = s_renderD3D9->m_textures[m_attachment[ii].handle.idx];
  2854. texture.resolve();
  2855. }
  2856. }
  2857. }
  2858. void FrameBufferD3D9::preReset()
  2859. {
  2860. if (NULL != m_hwnd)
  2861. {
  2862. DX_RELEASE(m_surface[0], 0);
  2863. DX_RELEASE(m_surface[1], 0);
  2864. DX_RELEASE(m_swapChain, 0);
  2865. }
  2866. else
  2867. {
  2868. uint32_t num = m_numTh;
  2869. num += uint32_t(0 < m_numTh && 0 == m_num);
  2870. for (uint32_t ii = 0; ii < num; ++ii)
  2871. {
  2872. m_surface[ii]->Release();
  2873. m_surface[ii] = NULL;
  2874. }
  2875. }
  2876. }
  2877. void FrameBufferD3D9::postReset()
  2878. {
  2879. if (NULL != m_hwnd)
  2880. {
  2881. D3DPRESENT_PARAMETERS params;
  2882. bx::memCopy(&params, &s_renderD3D9->m_params, sizeof(D3DPRESENT_PARAMETERS) );
  2883. params.BackBufferWidth = m_width;
  2884. params.BackBufferHeight = m_height;
  2885. DX_CHECK(s_renderD3D9->m_device->CreateAdditionalSwapChain(&params, &m_swapChain) );
  2886. DX_CHECK(m_swapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &m_surface[0]) );
  2887. DX_CHECK(s_renderD3D9->m_device->CreateDepthStencilSurface(params.BackBufferWidth
  2888. , params.BackBufferHeight
  2889. , params.AutoDepthStencilFormat
  2890. , params.MultiSampleType
  2891. , params.MultiSampleQuality
  2892. , FALSE
  2893. , &m_surface[1]
  2894. , NULL
  2895. ) );
  2896. }
  2897. else if (0 < m_numTh)
  2898. {
  2899. for (uint32_t ii = 0, num = m_numTh; ii < num; ++ii)
  2900. {
  2901. TextureHandle th = m_attachment[ii].handle;
  2902. if (isValid(th) )
  2903. {
  2904. TextureD3D9& texture = s_renderD3D9->m_textures[th.idx];
  2905. if (NULL != texture.m_surface)
  2906. {
  2907. m_surface[ii] = texture.m_surface;
  2908. m_surface[ii]->AddRef();
  2909. }
  2910. else
  2911. {
  2912. m_surface[ii] = texture.getSurface(uint8_t(m_attachment[ii].layer), uint8_t(m_attachment[ii].mip) );
  2913. }
  2914. }
  2915. }
  2916. if (0 == m_num)
  2917. {
  2918. createNullColorRT();
  2919. }
  2920. }
  2921. }
  2922. void FrameBufferD3D9::createNullColorRT()
  2923. {
  2924. DX_CHECK(s_renderD3D9->m_device->CreateRenderTarget(
  2925. m_width
  2926. , m_height
  2927. , D3DFMT_NULL
  2928. , D3DMULTISAMPLE_NONE
  2929. , 0
  2930. , false
  2931. , &m_surface[1]
  2932. , NULL
  2933. ) );
  2934. }
  2935. void FrameBufferD3D9::set()
  2936. {
  2937. m_needPresent = UINT16_MAX != m_denseIdx;
  2938. // If frame buffer has only depth attachment D3DFMT_NULL
  2939. // render target is created.
  2940. const uint32_t fbnum = bx::uint32_max(2, m_numTh);
  2941. const uint8_t dsIdx = m_dsIdx;
  2942. IDirect3DDevice9* device = s_renderD3D9->m_device;
  2943. DX_CHECK(device->SetDepthStencilSurface(UINT8_MAX == dsIdx
  2944. ? s_renderD3D9->m_backBufferDepthStencil
  2945. : m_surface[dsIdx]
  2946. ) );
  2947. uint32_t rtIdx = 0;
  2948. for (uint32_t ii = 0; ii < fbnum; ++ii)
  2949. {
  2950. IDirect3DSurface9* surface = m_surface[ii];
  2951. if (ii != dsIdx)
  2952. {
  2953. DX_CHECK(device->SetRenderTarget(rtIdx, surface) );
  2954. ++rtIdx;
  2955. }
  2956. }
  2957. for (uint32_t ii = rtIdx, num = g_caps.limits.maxFBAttachments; ii < num; ++ii)
  2958. {
  2959. DX_CHECK(device->SetRenderTarget(ii, NULL) );
  2960. }
  2961. DX_CHECK(device->SetRenderState(D3DRS_SRGBWRITEENABLE, FALSE) );
  2962. }
  2963. void TimerQueryD3D9::postReset()
  2964. {
  2965. IDirect3DDevice9* device = s_renderD3D9->m_device;
  2966. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frame); ++ii)
  2967. {
  2968. Frame& frame = m_frame[ii];
  2969. DX_CHECK(device->CreateQuery(D3DQUERYTYPE_TIMESTAMPDISJOINT, &frame.m_disjoint) );
  2970. DX_CHECK(device->CreateQuery(D3DQUERYTYPE_TIMESTAMP, &frame.m_begin) );
  2971. DX_CHECK(device->CreateQuery(D3DQUERYTYPE_TIMESTAMP, &frame.m_end) );
  2972. DX_CHECK(device->CreateQuery(D3DQUERYTYPE_TIMESTAMPFREQ, &frame.m_freq) );
  2973. }
  2974. m_elapsed = 0;
  2975. m_frequency = 1;
  2976. m_control.reset();
  2977. }
  2978. void TimerQueryD3D9::preReset()
  2979. {
  2980. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frame); ++ii)
  2981. {
  2982. Frame& frame = m_frame[ii];
  2983. DX_RELEASE(frame.m_disjoint, 0);
  2984. DX_RELEASE(frame.m_begin, 0);
  2985. DX_RELEASE(frame.m_end, 0);
  2986. DX_RELEASE(frame.m_freq, 0);
  2987. }
  2988. }
  2989. void TimerQueryD3D9::begin()
  2990. {
  2991. while (0 == m_control.reserve(1) )
  2992. {
  2993. get();
  2994. }
  2995. Frame& frame = m_frame[m_control.m_current];
  2996. frame.m_disjoint->Issue(D3DISSUE_BEGIN);
  2997. frame.m_begin->Issue(D3DISSUE_END);
  2998. }
  2999. void TimerQueryD3D9::end()
  3000. {
  3001. Frame& frame = m_frame[m_control.m_current];
  3002. frame.m_disjoint->Issue(D3DISSUE_END);
  3003. frame.m_freq->Issue(D3DISSUE_END);
  3004. frame.m_end->Issue(D3DISSUE_END);
  3005. m_control.commit(1);
  3006. }
  3007. bool TimerQueryD3D9::get()
  3008. {
  3009. if (0 != m_control.available() )
  3010. {
  3011. Frame& frame = m_frame[m_control.m_read];
  3012. uint64_t timeEnd;
  3013. const bool flush = BX_COUNTOF(m_frame)-1 == m_control.available();
  3014. HRESULT hr = frame.m_end->GetData(&timeEnd, sizeof(timeEnd), flush ? D3DGETDATA_FLUSH : 0);
  3015. if (S_OK == hr
  3016. || isLost(hr) )
  3017. {
  3018. m_control.consume(1);
  3019. uint64_t timeBegin;
  3020. DX_CHECK(frame.m_begin->GetData(&timeBegin, sizeof(timeBegin), 0) );
  3021. uint64_t freq;
  3022. DX_CHECK(frame.m_freq->GetData(&freq, sizeof(freq), 0) );
  3023. m_frequency = freq;
  3024. m_begin = timeBegin;
  3025. m_end = timeEnd;
  3026. m_elapsed = timeEnd - timeBegin;
  3027. return true;
  3028. }
  3029. }
  3030. return false;
  3031. }
  3032. void OcclusionQueryD3D9::postReset()
  3033. {
  3034. IDirect3DDevice9* device = s_renderD3D9->m_device;
  3035. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  3036. {
  3037. Query& query = m_query[ii];
  3038. DX_CHECK(device->CreateQuery(D3DQUERYTYPE_OCCLUSION, &query.m_ptr) );
  3039. }
  3040. }
  3041. void OcclusionQueryD3D9::preReset()
  3042. {
  3043. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  3044. {
  3045. Query& query = m_query[ii];
  3046. DX_RELEASE(query.m_ptr, 0);
  3047. }
  3048. }
  3049. void OcclusionQueryD3D9::begin(Frame* _render, OcclusionQueryHandle _handle)
  3050. {
  3051. while (0 == m_control.reserve(1) )
  3052. {
  3053. resolve(_render, true);
  3054. }
  3055. Query& query = m_query[m_control.m_current];
  3056. query.m_ptr->Issue(D3DISSUE_BEGIN);
  3057. query.m_handle = _handle;
  3058. }
  3059. void OcclusionQueryD3D9::end()
  3060. {
  3061. Query& query = m_query[m_control.m_current];
  3062. query.m_ptr->Issue(D3DISSUE_END);
  3063. m_control.commit(1);
  3064. }
  3065. void OcclusionQueryD3D9::resolve(Frame* _render, bool)
  3066. {
  3067. while (0 != m_control.available() )
  3068. {
  3069. Query& query = m_query[m_control.m_read];
  3070. if (isValid(query.m_handle) )
  3071. {
  3072. uint32_t result;
  3073. HRESULT hr = query.m_ptr->GetData(&result, sizeof(result), 0);
  3074. if (S_FALSE == hr)
  3075. {
  3076. break;
  3077. }
  3078. _render->m_occlusion[query.m_handle.idx] = int32_t(result);
  3079. }
  3080. m_control.consume(1);
  3081. }
  3082. }
  3083. void OcclusionQueryD3D9::invalidate(OcclusionQueryHandle _handle)
  3084. {
  3085. const uint32_t size = m_control.m_size;
  3086. for (uint32_t ii = 0, num = m_control.available(); ii < num; ++ii)
  3087. {
  3088. Query& query = m_query[(m_control.m_read + ii) % size];
  3089. if (query.m_handle.idx == _handle.idx)
  3090. {
  3091. query.m_handle.idx = bgfx::invalidHandle;
  3092. }
  3093. }
  3094. }
  3095. void RendererContextD3D9::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  3096. {
  3097. IDirect3DDevice9* device = m_device;
  3098. PIX_BEGINEVENT(D3DCOLOR_FRAME, L"rendererSubmit");
  3099. updateResolution(_render->m_resolution);
  3100. int64_t elapsed = -bx::getHPCounter();
  3101. int64_t captureElapsed = 0;
  3102. device->BeginScene();
  3103. if (m_timerQuerySupport)
  3104. {
  3105. m_gpuTimer.begin();
  3106. }
  3107. if (0 < _render->m_iboffset)
  3108. {
  3109. TransientIndexBuffer* ib = _render->m_transientIb;
  3110. m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data, true);
  3111. }
  3112. if (0 < _render->m_vboffset)
  3113. {
  3114. TransientVertexBuffer* vb = _render->m_transientVb;
  3115. m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data, true);
  3116. }
  3117. _render->sort();
  3118. RenderDraw currentState;
  3119. currentState.clear();
  3120. currentState.m_stateFlags = BGFX_STATE_NONE;
  3121. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  3122. RenderBind currentBind;
  3123. currentBind.clear();
  3124. ViewState viewState(_render, false);
  3125. DX_CHECK(device->SetRenderState(D3DRS_FILLMODE, _render->m_debug&BGFX_DEBUG_WIREFRAME ? D3DFILL_WIREFRAME : D3DFILL_SOLID) );
  3126. uint16_t programIdx = invalidHandle;
  3127. SortKey key;
  3128. uint16_t view = UINT16_MAX;
  3129. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  3130. uint32_t blendFactor = 0;
  3131. BlitKey blitKey;
  3132. blitKey.decode(_render->m_blitKeys[0]);
  3133. uint16_t numBlitItems = _render->m_numBlitItems;
  3134. uint16_t blitItem = 0;
  3135. uint8_t primIndex;
  3136. {
  3137. const uint64_t pt = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  3138. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  3139. }
  3140. PrimInfo prim = s_primInfo[primIndex];
  3141. bool viewHasScissor = false;
  3142. Rect viewScissorRect;
  3143. viewScissorRect.clear();
  3144. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  3145. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  3146. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  3147. uint32_t statsNumIndices = 0;
  3148. uint32_t statsKeyType[2] = {};
  3149. invalidateSamplerState();
  3150. if (m_occlusionQuerySupport)
  3151. {
  3152. m_occlusionQuery.resolve(_render);
  3153. }
  3154. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  3155. {
  3156. for (uint32_t item = 0, numItems = _render->m_num; item < numItems; ++item)
  3157. {
  3158. const uint64_t encodedKey = _render->m_sortKeys[item];
  3159. const bool isCompute = key.decode(encodedKey, _render->m_viewRemap);
  3160. statsKeyType[isCompute]++;
  3161. if (isCompute)
  3162. {
  3163. BX_CHECK(false, "Compute is not supported on DirectX 9.");
  3164. continue;
  3165. }
  3166. const uint32_t itemIdx = _render->m_sortValues[item];
  3167. const RenderDraw& draw = _render->m_renderItem[itemIdx].draw;
  3168. const RenderBind& renderBind = _render->m_renderItemBind[itemIdx];
  3169. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  3170. if (isValid(draw.m_occlusionQuery)
  3171. && !hasOcclusionQuery
  3172. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) ) )
  3173. {
  3174. continue;
  3175. }
  3176. const uint64_t newFlags = draw.m_stateFlags;
  3177. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  3178. currentState.m_stateFlags = newFlags;
  3179. const uint64_t newStencil = draw.m_stencil;
  3180. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  3181. currentState.m_stencil = newStencil;
  3182. if (key.m_view != view)
  3183. {
  3184. currentState.clear();
  3185. currentState.m_scissor = !draw.m_scissor;
  3186. changedFlags = BGFX_STATE_MASK;
  3187. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  3188. currentState.m_stateFlags = newFlags;
  3189. currentState.m_stencil = newStencil;
  3190. PIX_ENDEVENT();
  3191. PIX_BEGINEVENT(D3DCOLOR_VIEW, s_viewNameW[key.m_view]);
  3192. if (item > 0)
  3193. {
  3194. BGFX_PROFILER_END();
  3195. }
  3196. BGFX_PROFILER_BEGIN_DYNAMIC(s_viewName[key.m_view]);
  3197. view = key.m_view;
  3198. programIdx = invalidHandle;
  3199. if (_render->m_fb[view].idx != fbh.idx)
  3200. {
  3201. fbh = _render->m_fb[view];
  3202. setFrameBuffer(fbh);
  3203. }
  3204. viewState.m_rect = _render->m_rect[view];
  3205. const Rect& scissorRect = _render->m_scissor[view];
  3206. viewHasScissor = !scissorRect.isZero();
  3207. viewScissorRect = viewHasScissor ? scissorRect : viewState.m_rect;
  3208. D3DVIEWPORT9 vp;
  3209. vp.X = viewState.m_rect.m_x;
  3210. vp.Y = viewState.m_rect.m_y;
  3211. vp.Width = viewState.m_rect.m_width;
  3212. vp.Height = viewState.m_rect.m_height;
  3213. vp.MinZ = 0.0f;
  3214. vp.MaxZ = 1.0f;
  3215. DX_CHECK(device->SetViewport(&vp) );
  3216. Clear& clear = _render->m_clear[view];
  3217. if (BGFX_CLEAR_NONE != (clear.m_flags & BGFX_CLEAR_MASK) )
  3218. {
  3219. clearQuad(_clearQuad, viewState.m_rect, clear, _render->m_colorPalette);
  3220. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update after clear quad.
  3221. }
  3222. DX_CHECK(device->SetRenderState(D3DRS_STENCILENABLE, FALSE) );
  3223. DX_CHECK(device->SetRenderState(D3DRS_ZENABLE, TRUE) );
  3224. DX_CHECK(device->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESS) );
  3225. DX_CHECK(device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE) );
  3226. DX_CHECK(device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE) );
  3227. DX_CHECK(device->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER) );
  3228. const uint8_t blitView = SortKey::decodeView(encodedKey);
  3229. for (; blitItem < numBlitItems && blitKey.m_view <= blitView; blitItem++)
  3230. {
  3231. const BlitItem& blit = _render->m_blitItem[blitItem];
  3232. blitKey.decode(_render->m_blitKeys[blitItem+1]);
  3233. const TextureD3D9& src = m_textures[blit.m_src.idx];
  3234. const TextureD3D9& dst = m_textures[blit.m_dst.idx];
  3235. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  3236. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  3237. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  3238. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  3239. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  3240. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  3241. RECT srcRect = { LONG(blit.m_srcX), LONG(blit.m_srcY), LONG(blit.m_srcX + width), LONG(blit.m_srcY + height) };
  3242. RECT dstRect = { LONG(blit.m_dstX), LONG(blit.m_dstY), LONG(blit.m_dstX + width), LONG(blit.m_dstY + height) };
  3243. IDirect3DSurface9* srcSurface = src.getSurface(uint8_t(blit.m_srcZ), blit.m_srcMip);
  3244. IDirect3DSurface9* dstSurface = dst.getSurface(uint8_t(blit.m_dstZ), blit.m_dstMip);
  3245. // UpdateSurface (pool src: SYSTEMMEM, dst: DEFAULT)
  3246. // s/d T RTT RT
  3247. // T y y y
  3248. // RTT - - -
  3249. // RT - - -
  3250. //
  3251. // StretchRect (pool src and dst must be DEFAULT)
  3252. // s/d T RTT RT
  3253. // T - y y
  3254. // RTT - y y
  3255. // RT - y y
  3256. //
  3257. // GetRenderTargetData (dst must be SYSTEMMEM)
  3258. bool depth = bimg::isDepth(bimg::TextureFormat::Enum(src.m_textureFormat) );
  3259. HRESULT hr = m_device->StretchRect(srcSurface
  3260. , depth ? NULL : &srcRect
  3261. , dstSurface
  3262. , depth ? NULL : &dstRect
  3263. , D3DTEXF_NONE
  3264. );
  3265. if (FAILED(hr) )
  3266. {
  3267. hr = m_device->GetRenderTargetData(srcSurface, dstSurface);
  3268. BX_WARN(SUCCEEDED(hr), "StretchRect and GetRenderTargetData failed %x.", hr);
  3269. }
  3270. srcSurface->Release();
  3271. dstSurface->Release();
  3272. }
  3273. }
  3274. uint16_t scissor = draw.m_scissor;
  3275. if (currentState.m_scissor != scissor)
  3276. {
  3277. currentState.m_scissor = scissor;
  3278. if (UINT16_MAX == scissor)
  3279. {
  3280. DX_CHECK(device->SetRenderState(D3DRS_SCISSORTESTENABLE, viewHasScissor) );
  3281. if (viewHasScissor)
  3282. {
  3283. RECT rc;
  3284. rc.left = viewScissorRect.m_x;
  3285. rc.top = viewScissorRect.m_y;
  3286. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  3287. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  3288. DX_CHECK(device->SetScissorRect(&rc) );
  3289. }
  3290. }
  3291. else
  3292. {
  3293. Rect scissorRect;
  3294. scissorRect.setIntersect(viewScissorRect, _render->m_rectCache.m_cache[scissor]);
  3295. if (scissorRect.isZeroArea() )
  3296. {
  3297. continue;
  3298. }
  3299. DX_CHECK(device->SetRenderState(D3DRS_SCISSORTESTENABLE, true) );
  3300. RECT rc;
  3301. rc.left = scissorRect.m_x;
  3302. rc.top = scissorRect.m_y;
  3303. rc.right = scissorRect.m_x + scissorRect.m_width;
  3304. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  3305. DX_CHECK(device->SetScissorRect(&rc) );
  3306. }
  3307. }
  3308. if (0 != changedStencil)
  3309. {
  3310. bool enable = 0 != newStencil;
  3311. DX_CHECK(device->SetRenderState(D3DRS_STENCILENABLE, enable) );
  3312. if (0 != newStencil)
  3313. {
  3314. uint32_t fstencil = unpackStencil(0, newStencil);
  3315. uint32_t bstencil = unpackStencil(1, newStencil);
  3316. uint8_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  3317. DX_CHECK(device->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, 0 != frontAndBack) );
  3318. uint32_t fchanged = unpackStencil(0, changedStencil);
  3319. if ( (BGFX_STENCIL_FUNC_REF_MASK|BGFX_STENCIL_FUNC_RMASK_MASK) & fchanged)
  3320. {
  3321. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  3322. DX_CHECK(device->SetRenderState(D3DRS_STENCILREF, ref) );
  3323. uint32_t rmask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  3324. DX_CHECK(device->SetRenderState(D3DRS_STENCILMASK, rmask) );
  3325. }
  3326. // uint32_t bchanged = unpackStencil(1, changedStencil);
  3327. // if (BGFX_STENCIL_FUNC_RMASK_MASK & bchanged)
  3328. // {
  3329. // uint32_t wmask = (bstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  3330. // DX_CHECK(device->SetRenderState(D3DRS_STENCILWRITEMASK, wmask) );
  3331. // }
  3332. for (uint8_t ii = 0, num = frontAndBack+1; ii < num; ++ii)
  3333. {
  3334. uint32_t stencil = unpackStencil(ii, newStencil);
  3335. uint32_t changed = unpackStencil(ii, changedStencil);
  3336. if ( (BGFX_STENCIL_TEST_MASK|BGFX_STENCIL_FUNC_REF_MASK|BGFX_STENCIL_FUNC_RMASK_MASK) & changed)
  3337. {
  3338. uint32_t func = (stencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT;
  3339. DX_CHECK(device->SetRenderState(s_stencilFuncRs[ii], s_cmpFunc[func]) );
  3340. }
  3341. if ( (BGFX_STENCIL_OP_FAIL_S_MASK|BGFX_STENCIL_OP_FAIL_Z_MASK|BGFX_STENCIL_OP_PASS_Z_MASK) & changed)
  3342. {
  3343. uint32_t sfail = (stencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT;
  3344. DX_CHECK(device->SetRenderState(s_stencilFailRs[ii], s_stencilOp[sfail]) );
  3345. uint32_t zfail = (stencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT;
  3346. DX_CHECK(device->SetRenderState(s_stencilZFailRs[ii], s_stencilOp[zfail]) );
  3347. uint32_t zpass = (stencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT;
  3348. DX_CHECK(device->SetRenderState(s_stencilZPassRs[ii], s_stencilOp[zpass]) );
  3349. }
  3350. }
  3351. }
  3352. }
  3353. if ( (0
  3354. | BGFX_STATE_CULL_MASK
  3355. | BGFX_STATE_DEPTH_WRITE
  3356. | BGFX_STATE_DEPTH_TEST_MASK
  3357. | BGFX_STATE_RGB_WRITE
  3358. | BGFX_STATE_ALPHA_WRITE
  3359. | BGFX_STATE_BLEND_MASK
  3360. | BGFX_STATE_BLEND_EQUATION_MASK
  3361. | BGFX_STATE_ALPHA_REF_MASK
  3362. | BGFX_STATE_PT_MASK
  3363. | BGFX_STATE_POINT_SIZE_MASK
  3364. | BGFX_STATE_MSAA
  3365. ) & changedFlags)
  3366. {
  3367. if (BGFX_STATE_CULL_MASK & changedFlags)
  3368. {
  3369. uint32_t cull = (newFlags&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  3370. DX_CHECK(device->SetRenderState(D3DRS_CULLMODE, s_cullMode[cull]) );
  3371. }
  3372. if (BGFX_STATE_DEPTH_WRITE & changedFlags)
  3373. {
  3374. DX_CHECK(device->SetRenderState(D3DRS_ZWRITEENABLE, !!(BGFX_STATE_DEPTH_WRITE & newFlags) ) );
  3375. }
  3376. if (BGFX_STATE_DEPTH_TEST_MASK & changedFlags)
  3377. {
  3378. uint32_t func = (newFlags&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  3379. DX_CHECK(device->SetRenderState(D3DRS_ZENABLE, 0 != func) );
  3380. if (0 != func)
  3381. {
  3382. DX_CHECK(device->SetRenderState(D3DRS_ZFUNC, s_cmpFunc[func]) );
  3383. }
  3384. }
  3385. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  3386. {
  3387. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  3388. viewState.m_alphaRef = ref/255.0f;
  3389. }
  3390. if ( (BGFX_STATE_PT_POINTS|BGFX_STATE_POINT_SIZE_MASK) & changedFlags)
  3391. {
  3392. DX_CHECK(device->SetRenderState(D3DRS_POINTSIZE, castfu( (float)( (newFlags&BGFX_STATE_POINT_SIZE_MASK)>>BGFX_STATE_POINT_SIZE_SHIFT) ) ) );
  3393. }
  3394. if (BGFX_STATE_MSAA & changedFlags)
  3395. {
  3396. DX_CHECK(device->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, (newFlags&BGFX_STATE_MSAA) == BGFX_STATE_MSAA) );
  3397. }
  3398. if (BGFX_STATE_LINEAA & changedFlags)
  3399. {
  3400. DX_CHECK(m_device->SetRenderState(D3DRS_ANTIALIASEDLINEENABLE, !!(newFlags&BGFX_STATE_LINEAA) ) );
  3401. }
  3402. if ( (BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE) & changedFlags)
  3403. {
  3404. uint32_t writeEnable = (newFlags&BGFX_STATE_ALPHA_WRITE) ? D3DCOLORWRITEENABLE_ALPHA : 0;
  3405. writeEnable |= (newFlags&BGFX_STATE_RGB_WRITE) ? D3DCOLORWRITEENABLE_RED|D3DCOLORWRITEENABLE_GREEN|D3DCOLORWRITEENABLE_BLUE : 0;
  3406. DX_CHECK(device->SetRenderState(D3DRS_COLORWRITEENABLE, writeEnable) );
  3407. }
  3408. if ( ( (0
  3409. | BGFX_STATE_BLEND_MASK
  3410. | BGFX_STATE_BLEND_EQUATION_MASK
  3411. | BGFX_STATE_BLEND_ALPHA_TO_COVERAGE
  3412. ) & changedFlags)
  3413. || blendFactor != draw.m_rgba)
  3414. {
  3415. bool enabled = !!(BGFX_STATE_BLEND_MASK & newFlags);
  3416. DX_CHECK(device->SetRenderState(D3DRS_ALPHABLENDENABLE, enabled) );
  3417. if (m_atocSupport
  3418. && BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & changedFlags)
  3419. {
  3420. DX_CHECK(m_device->SetRenderState(D3DRS_ADAPTIVETESS_Y
  3421. , !!(newFlags&BGFX_STATE_BLEND_ALPHA_TO_COVERAGE)
  3422. ? D3DFMT_ATOC
  3423. : 0
  3424. ) );
  3425. }
  3426. if (enabled)
  3427. {
  3428. const uint32_t blend = uint32_t( (newFlags&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT);
  3429. const uint32_t equation = uint32_t( (newFlags&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  3430. const uint32_t srcRGB = (blend )&0xf;
  3431. const uint32_t dstRGB = (blend>> 4)&0xf;
  3432. const uint32_t srcA = (blend>> 8)&0xf;
  3433. const uint32_t dstA = (blend>>12)&0xf;
  3434. const uint32_t equRGB = (equation )&0x7;
  3435. const uint32_t equA = (equation>>3)&0x7;
  3436. DX_CHECK(device->SetRenderState(D3DRS_SRCBLEND, s_blendFactor[srcRGB].m_src) );
  3437. DX_CHECK(device->SetRenderState(D3DRS_DESTBLEND, s_blendFactor[dstRGB].m_dst) );
  3438. DX_CHECK(device->SetRenderState(D3DRS_BLENDOP, s_blendEquation[equRGB]) );
  3439. const bool separate = srcRGB != srcA || dstRGB != dstA || equRGB != equA;
  3440. DX_CHECK(device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, separate) );
  3441. if (separate)
  3442. {
  3443. DX_CHECK(device->SetRenderState(D3DRS_SRCBLENDALPHA, s_blendFactor[srcA].m_src) );
  3444. DX_CHECK(device->SetRenderState(D3DRS_DESTBLENDALPHA, s_blendFactor[dstA].m_dst) );
  3445. DX_CHECK(device->SetRenderState(D3DRS_BLENDOPALPHA, s_blendEquation[equA]) );
  3446. }
  3447. if ( (s_blendFactor[srcRGB].m_factor || s_blendFactor[dstRGB].m_factor)
  3448. && blendFactor != draw.m_rgba)
  3449. {
  3450. const uint32_t rgba = draw.m_rgba;
  3451. D3DCOLOR color = D3DCOLOR_RGBA(rgba>>24
  3452. , (rgba>>16)&0xff
  3453. , (rgba>> 8)&0xff
  3454. , (rgba )&0xff
  3455. );
  3456. DX_CHECK(device->SetRenderState(D3DRS_BLENDFACTOR, color) );
  3457. }
  3458. }
  3459. blendFactor = draw.m_rgba;
  3460. }
  3461. const uint64_t pt = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : newFlags&BGFX_STATE_PT_MASK;
  3462. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  3463. prim = s_primInfo[primIndex];
  3464. }
  3465. bool programChanged = false;
  3466. bool constantsChanged = draw.m_constBegin < draw.m_constEnd;
  3467. rendererUpdateUniforms(this, _render->m_uniformBuffer, draw.m_constBegin, draw.m_constEnd);
  3468. if (key.m_program != programIdx)
  3469. {
  3470. programIdx = key.m_program;
  3471. if (invalidHandle == programIdx)
  3472. {
  3473. device->SetVertexShader(NULL);
  3474. device->SetPixelShader(NULL);
  3475. }
  3476. else
  3477. {
  3478. ProgramD3D9& program = m_program[programIdx];
  3479. device->SetVertexShader(program.m_vsh->m_vertexShader);
  3480. device->SetPixelShader(program.m_fsh->m_pixelShader);
  3481. }
  3482. programChanged =
  3483. constantsChanged = true;
  3484. }
  3485. if (invalidHandle != programIdx)
  3486. {
  3487. ProgramD3D9& program = m_program[programIdx];
  3488. if (constantsChanged)
  3489. {
  3490. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  3491. if (NULL != vcb)
  3492. {
  3493. commit(*vcb);
  3494. }
  3495. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  3496. if (NULL != fcb)
  3497. {
  3498. commit(*fcb);
  3499. }
  3500. }
  3501. viewState.setPredefined<4>(this, view, 0, program, _render, draw);
  3502. }
  3503. {
  3504. for (uint8_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  3505. {
  3506. const Binding& bind = renderBind.m_bind[stage];
  3507. Binding& current = currentBind.m_bind[stage];
  3508. if (current.m_idx != bind.m_idx
  3509. || current.m_un.m_draw.m_textureFlags != bind.m_un.m_draw.m_textureFlags
  3510. || programChanged)
  3511. {
  3512. if (invalidHandle != bind.m_idx)
  3513. {
  3514. m_textures[bind.m_idx].commit(stage, bind.m_un.m_draw.m_textureFlags, _render->m_colorPalette);
  3515. }
  3516. else
  3517. {
  3518. DX_CHECK(device->SetTexture(stage, NULL) );
  3519. }
  3520. }
  3521. current = bind;
  3522. }
  3523. }
  3524. if (programChanged
  3525. || currentState.m_streamMask != draw.m_streamMask
  3526. || currentState.m_stream[0].m_handle.idx != draw.m_stream[0].m_handle.idx
  3527. || currentState.m_instanceDataBuffer.idx != draw.m_instanceDataBuffer.idx
  3528. || currentState.m_instanceDataOffset != draw.m_instanceDataOffset
  3529. || currentState.m_instanceDataStride != draw.m_instanceDataStride)
  3530. {
  3531. currentState.m_streamMask = draw.m_streamMask;
  3532. currentState.m_stream[0].m_handle = draw.m_stream[0].m_handle;
  3533. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  3534. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  3535. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  3536. uint16_t handle = draw.m_stream[0].m_handle.idx;
  3537. if (invalidHandle != handle)
  3538. {
  3539. const VertexBufferD3D9& vb = m_vertexBuffers[handle];
  3540. uint16_t decl = !isValid(vb.m_decl) ? draw.m_stream[0].m_decl.idx : vb.m_decl.idx;
  3541. const VertexDeclD3D9& vertexDecl = m_vertexDecls[decl];
  3542. DX_CHECK(device->SetStreamSource(0, vb.m_ptr, 0, vertexDecl.m_decl.m_stride) );
  3543. if (isValid(draw.m_instanceDataBuffer)
  3544. && m_instancingSupport)
  3545. {
  3546. const VertexBufferD3D9& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  3547. DX_CHECK(device->SetStreamSourceFreq(0, D3DSTREAMSOURCE_INDEXEDDATA|draw.m_numInstances) );
  3548. DX_CHECK(device->SetStreamSourceFreq(1, UINT(D3DSTREAMSOURCE_INSTANCEDATA|1) ) );
  3549. DX_CHECK(device->SetStreamSource(1, inst.m_ptr, draw.m_instanceDataOffset, draw.m_instanceDataStride) );
  3550. IDirect3DVertexDeclaration9* ptr = createVertexDeclaration(vertexDecl.m_decl, draw.m_instanceDataStride/16);
  3551. DX_CHECK(device->SetVertexDeclaration(ptr) );
  3552. DX_RELEASE(ptr, 0);
  3553. }
  3554. else
  3555. {
  3556. DX_CHECK(device->SetStreamSourceFreq(0, 1) );
  3557. DX_CHECK(device->SetStreamSource(1, NULL, 0, 0) );
  3558. DX_CHECK(device->SetVertexDeclaration(vertexDecl.m_ptr) );
  3559. }
  3560. }
  3561. else
  3562. {
  3563. DX_CHECK(device->SetStreamSource(0, NULL, 0, 0) );
  3564. DX_CHECK(device->SetStreamSource(1, NULL, 0, 0) );
  3565. }
  3566. }
  3567. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
  3568. {
  3569. currentState.m_indexBuffer = draw.m_indexBuffer;
  3570. uint16_t handle = draw.m_indexBuffer.idx;
  3571. if (invalidHandle != handle)
  3572. {
  3573. const IndexBufferD3D9& ib = m_indexBuffers[handle];
  3574. DX_CHECK(device->SetIndices(ib.m_ptr) );
  3575. }
  3576. else
  3577. {
  3578. DX_CHECK(device->SetIndices(NULL) );
  3579. }
  3580. }
  3581. if (0 != currentState.m_streamMask)
  3582. {
  3583. uint32_t numVertices = draw.m_numVertices;
  3584. if (UINT32_MAX == numVertices)
  3585. {
  3586. const VertexBufferD3D9& vb = m_vertexBuffers[currentState.m_stream[0].m_handle.idx];
  3587. uint16_t decl = !isValid(vb.m_decl) ? draw.m_stream[0].m_decl.idx : vb.m_decl.idx;
  3588. const VertexDeclD3D9& vertexDecl = m_vertexDecls[decl];
  3589. numVertices = vb.m_size/vertexDecl.m_decl.m_stride;
  3590. }
  3591. uint32_t numIndices = 0;
  3592. uint32_t numPrimsSubmitted = 0;
  3593. uint32_t numInstances = 0;
  3594. uint32_t numPrimsRendered = 0;
  3595. if (hasOcclusionQuery)
  3596. {
  3597. m_occlusionQuery.begin(_render, draw.m_occlusionQuery);
  3598. }
  3599. if (isValid(draw.m_indexBuffer) )
  3600. {
  3601. if (UINT32_MAX == draw.m_numIndices)
  3602. {
  3603. const IndexBufferD3D9& ib = m_indexBuffers[draw.m_indexBuffer.idx];
  3604. const uint32_t indexSize = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? 2 : 4;
  3605. numIndices = ib.m_size/indexSize;
  3606. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  3607. numInstances = draw.m_numInstances;
  3608. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3609. DX_CHECK(device->DrawIndexedPrimitive(prim.m_type
  3610. , draw.m_stream[0].m_startVertex
  3611. , 0
  3612. , numVertices
  3613. , 0
  3614. , numPrimsSubmitted
  3615. ) );
  3616. }
  3617. else if (prim.m_min <= draw.m_numIndices)
  3618. {
  3619. numIndices = draw.m_numIndices;
  3620. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  3621. numInstances = draw.m_numInstances;
  3622. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3623. DX_CHECK(device->DrawIndexedPrimitive(prim.m_type
  3624. , draw.m_stream[0].m_startVertex
  3625. , 0
  3626. , numVertices
  3627. , draw.m_startIndex
  3628. , numPrimsSubmitted
  3629. ) );
  3630. }
  3631. }
  3632. else
  3633. {
  3634. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  3635. numInstances = draw.m_numInstances;
  3636. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3637. DX_CHECK(device->DrawPrimitive(prim.m_type
  3638. , draw.m_stream[0].m_startVertex
  3639. , numPrimsSubmitted
  3640. ) );
  3641. }
  3642. if (hasOcclusionQuery)
  3643. {
  3644. m_occlusionQuery.end();
  3645. }
  3646. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  3647. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  3648. statsNumInstances[primIndex] += numInstances;
  3649. statsNumIndices += numIndices;
  3650. }
  3651. }
  3652. if (0 < _render->m_num)
  3653. {
  3654. if (0 != (m_resolution.m_flags & BGFX_RESET_FLUSH_AFTER_RENDER) )
  3655. {
  3656. flush();
  3657. }
  3658. captureElapsed = -bx::getHPCounter();
  3659. capture();
  3660. captureElapsed += bx::getHPCounter();
  3661. BGFX_PROFILER_END();
  3662. }
  3663. }
  3664. PIX_ENDEVENT();
  3665. int64_t now = bx::getHPCounter();
  3666. elapsed += now;
  3667. static int64_t last = now;
  3668. Stats& perfStats = _render->m_perfStats;
  3669. perfStats.cpuTimeBegin = last;
  3670. int64_t frameTime = now - last;
  3671. last = now;
  3672. static int64_t min = frameTime;
  3673. static int64_t max = frameTime;
  3674. min = min > frameTime ? frameTime : min;
  3675. max = max < frameTime ? frameTime : max;
  3676. static uint32_t maxGpuLatency = 0;
  3677. static double maxGpuElapsed = 0.0f;
  3678. double elapsedGpuMs = 0.0;
  3679. if (m_timerQuerySupport)
  3680. {
  3681. m_gpuTimer.end();
  3682. do
  3683. {
  3684. double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
  3685. elapsedGpuMs = m_gpuTimer.m_elapsed * toGpuMs;
  3686. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  3687. }
  3688. while (m_gpuTimer.get() );
  3689. maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
  3690. }
  3691. const int64_t timerFreq = bx::getHPFrequency();
  3692. perfStats.cpuTimeEnd = now;
  3693. perfStats.cpuTimerFreq = timerFreq;
  3694. perfStats.gpuTimeBegin = m_gpuTimer.m_begin;
  3695. perfStats.gpuTimeEnd = m_gpuTimer.m_end;
  3696. perfStats.gpuTimerFreq = m_gpuTimer.m_frequency;
  3697. perfStats.numDraw = statsKeyType[0];
  3698. perfStats.numCompute = statsKeyType[1];
  3699. perfStats.maxGpuLatency = maxGpuLatency;
  3700. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  3701. {
  3702. PIX_BEGINEVENT(D3DCOLOR_FRAME, L"debugstats");
  3703. m_needPresent = true;
  3704. TextVideoMem& tvm = m_textVideoMem;
  3705. static int64_t next = now;
  3706. if (now >= next)
  3707. {
  3708. next = now + timerFreq;
  3709. double freq = double(timerFreq);
  3710. double toMs = 1000.0/freq;
  3711. tvm.clear();
  3712. uint16_t pos = 0;
  3713. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f, " %s / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  3714. , getRendererName()
  3715. );
  3716. const D3DADAPTER_IDENTIFIER9& identifier = m_identifier;
  3717. tvm.printf(0, pos++, 0x8f, " Device: %s (%s)", identifier.Description, identifier.Driver);
  3718. char processMemoryUsed[16];
  3719. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  3720. tvm.printf(0, pos++, 0x8f, " Memory: %s (process) ", processMemoryUsed);
  3721. pos = 10;
  3722. tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  3723. , double(frameTime)*toMs
  3724. , double(min)*toMs
  3725. , double(max)*toMs
  3726. , freq/frameTime
  3727. );
  3728. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  3729. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d, [%c] MaxAnisotropy "
  3730. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  3731. , 0 != msaa ? '\xfe' : ' '
  3732. , 1<<msaa
  3733. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  3734. );
  3735. double elapsedCpuMs = double(elapsed)*toMs;
  3736. tvm.printf(10, pos++, 0x8e, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] %c GPU %7.4f [ms] (latency %d)"
  3737. , _render->m_num
  3738. , statsKeyType[0]
  3739. , statsKeyType[1]
  3740. , elapsedCpuMs
  3741. , elapsedCpuMs > maxGpuElapsed ? '>' : '<'
  3742. , maxGpuElapsed
  3743. , maxGpuLatency
  3744. );
  3745. maxGpuLatency = 0;
  3746. maxGpuElapsed = 0.0;
  3747. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  3748. {
  3749. tvm.printf(10, pos++, 0x8e, " %10s: %7d (#inst: %5d), submitted: %7d"
  3750. , s_primName[ii]
  3751. , statsNumPrimsRendered[ii]
  3752. , statsNumInstances[ii]
  3753. , statsNumPrimsSubmitted[ii]
  3754. );
  3755. }
  3756. tvm.printf(10, pos++, 0x8e, " Indices: %7d ", statsNumIndices);
  3757. tvm.printf(10, pos++, 0x8e, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  3758. tvm.printf(10, pos++, 0x8e, " DVB size: %7d ", _render->m_vboffset);
  3759. tvm.printf(10, pos++, 0x8e, " DIB size: %7d ", _render->m_iboffset);
  3760. pos++;
  3761. double captureMs = double(captureElapsed)*toMs;
  3762. tvm.printf(10, pos++, 0x8e, " Capture: %7.4f [ms]", captureMs);
  3763. uint8_t attr[2] = { 0x89, 0x8a };
  3764. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  3765. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms]", _render->m_waitSubmit*toMs);
  3766. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms]", _render->m_waitRender*toMs);
  3767. min = frameTime;
  3768. max = frameTime;
  3769. }
  3770. blit(this, _textVideoMemBlitter, tvm);
  3771. PIX_ENDEVENT();
  3772. }
  3773. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  3774. {
  3775. PIX_BEGINEVENT(D3DCOLOR_FRAME, L"debugtext");
  3776. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  3777. PIX_ENDEVENT();
  3778. }
  3779. device->EndScene();
  3780. }
  3781. } /* namespace d3d9 */ } // namespace bgfx
  3782. #else
  3783. namespace bgfx { namespace d3d9
  3784. {
  3785. RendererContextI* rendererCreate()
  3786. {
  3787. return NULL;
  3788. }
  3789. void rendererDestroy()
  3790. {
  3791. }
  3792. } /* namespace d3d9 */ } // namespace bgfx
  3793. #endif // BGFX_CONFIG_RENDERER_DIRECT3D9