renderer_d3d9.cpp 126 KB

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  1. /*
  2. * Copyright 2011-2020 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. BX_STATIC_ASSERT(Topology::Count == BX_COUNTOF(s_primInfo)-1);
  30. static const D3DMULTISAMPLE_TYPE s_checkMsaa[] =
  31. {
  32. D3DMULTISAMPLE_NONE,
  33. D3DMULTISAMPLE_2_SAMPLES,
  34. D3DMULTISAMPLE_4_SAMPLES,
  35. D3DMULTISAMPLE_8_SAMPLES,
  36. D3DMULTISAMPLE_16_SAMPLES,
  37. };
  38. static Msaa s_msaa[] =
  39. {
  40. { D3DMULTISAMPLE_NONE, 0 },
  41. { D3DMULTISAMPLE_2_SAMPLES, 0 },
  42. { D3DMULTISAMPLE_4_SAMPLES, 0 },
  43. { D3DMULTISAMPLE_8_SAMPLES, 0 },
  44. { D3DMULTISAMPLE_16_SAMPLES, 0 },
  45. };
  46. struct Blend
  47. {
  48. D3DBLEND m_src;
  49. D3DBLEND m_dst;
  50. bool m_factor;
  51. };
  52. static const Blend s_blendFactor[] =
  53. {
  54. { (D3DBLEND)0, (D3DBLEND)0, false }, // ignored
  55. { D3DBLEND_ZERO, D3DBLEND_ZERO, false }, // ZERO
  56. { D3DBLEND_ONE, D3DBLEND_ONE, false }, // ONE
  57. { D3DBLEND_SRCCOLOR, D3DBLEND_SRCCOLOR, false }, // SRC_COLOR
  58. { D3DBLEND_INVSRCCOLOR, D3DBLEND_INVSRCCOLOR, false }, // INV_SRC_COLOR
  59. { D3DBLEND_SRCALPHA, D3DBLEND_SRCALPHA, false }, // SRC_ALPHA
  60. { D3DBLEND_INVSRCALPHA, D3DBLEND_INVSRCALPHA, false }, // INV_SRC_ALPHA
  61. { D3DBLEND_DESTALPHA, D3DBLEND_DESTALPHA, false }, // DST_ALPHA
  62. { D3DBLEND_INVDESTALPHA, D3DBLEND_INVDESTALPHA, false }, // INV_DST_ALPHA
  63. { D3DBLEND_DESTCOLOR, D3DBLEND_DESTCOLOR, false }, // DST_COLOR
  64. { D3DBLEND_INVDESTCOLOR, D3DBLEND_INVDESTCOLOR, false }, // INV_DST_COLOR
  65. { D3DBLEND_SRCALPHASAT, D3DBLEND_ONE, false }, // SRC_ALPHA_SAT
  66. { D3DBLEND_BLENDFACTOR, D3DBLEND_BLENDFACTOR, true }, // FACTOR
  67. { D3DBLEND_INVBLENDFACTOR, D3DBLEND_INVBLENDFACTOR, true }, // INV_FACTOR
  68. };
  69. static const D3DBLENDOP s_blendEquation[] =
  70. {
  71. D3DBLENDOP_ADD,
  72. D3DBLENDOP_SUBTRACT,
  73. D3DBLENDOP_REVSUBTRACT,
  74. D3DBLENDOP_MIN,
  75. D3DBLENDOP_MAX,
  76. };
  77. static const D3DCMPFUNC s_cmpFunc[] =
  78. {
  79. (D3DCMPFUNC)0, // ignored
  80. D3DCMP_LESS,
  81. D3DCMP_LESSEQUAL,
  82. D3DCMP_EQUAL,
  83. D3DCMP_GREATEREQUAL,
  84. D3DCMP_GREATER,
  85. D3DCMP_NOTEQUAL,
  86. D3DCMP_NEVER,
  87. D3DCMP_ALWAYS,
  88. };
  89. static const D3DSTENCILOP s_stencilOp[] =
  90. {
  91. D3DSTENCILOP_ZERO,
  92. D3DSTENCILOP_KEEP,
  93. D3DSTENCILOP_REPLACE,
  94. D3DSTENCILOP_INCR,
  95. D3DSTENCILOP_INCRSAT,
  96. D3DSTENCILOP_DECR,
  97. D3DSTENCILOP_DECRSAT,
  98. D3DSTENCILOP_INVERT,
  99. };
  100. static const D3DRENDERSTATETYPE s_stencilFuncRs[] =
  101. {
  102. D3DRS_STENCILFUNC,
  103. D3DRS_CCW_STENCILFUNC,
  104. };
  105. static const D3DRENDERSTATETYPE s_stencilFailRs[] =
  106. {
  107. D3DRS_STENCILFAIL,
  108. D3DRS_CCW_STENCILFAIL,
  109. };
  110. static const D3DRENDERSTATETYPE s_stencilZFailRs[] =
  111. {
  112. D3DRS_STENCILZFAIL,
  113. D3DRS_CCW_STENCILZFAIL,
  114. };
  115. static const D3DRENDERSTATETYPE s_stencilZPassRs[] =
  116. {
  117. D3DRS_STENCILPASS,
  118. D3DRS_CCW_STENCILPASS,
  119. };
  120. static const D3DCULL s_cullMode[] =
  121. {
  122. D3DCULL_NONE,
  123. D3DCULL_CW,
  124. D3DCULL_CCW,
  125. };
  126. static const D3DTEXTUREADDRESS s_textureAddress[] =
  127. {
  128. D3DTADDRESS_WRAP,
  129. D3DTADDRESS_MIRROR,
  130. D3DTADDRESS_CLAMP,
  131. D3DTADDRESS_BORDER,
  132. };
  133. static const D3DTEXTUREFILTERTYPE s_textureFilter[] =
  134. {
  135. D3DTEXF_LINEAR,
  136. D3DTEXF_POINT,
  137. D3DTEXF_ANISOTROPIC,
  138. };
  139. struct TextureFormatInfo
  140. {
  141. D3DFORMAT m_fmt;
  142. };
  143. static TextureFormatInfo s_textureFormat[] =
  144. {
  145. { D3DFMT_DXT1 }, // BC1
  146. { D3DFMT_DXT3 }, // BC2
  147. { D3DFMT_DXT5 }, // BC3
  148. { D3DFMT_UNKNOWN }, // BC4
  149. { D3DFMT_UNKNOWN }, // BC5
  150. { D3DFMT_UNKNOWN }, // BC6H
  151. { D3DFMT_UNKNOWN }, // BC7
  152. { D3DFMT_UNKNOWN }, // ETC1
  153. { D3DFMT_UNKNOWN }, // ETC2
  154. { D3DFMT_UNKNOWN }, // ETC2A
  155. { D3DFMT_UNKNOWN }, // ETC2A1
  156. { D3DFMT_UNKNOWN }, // PTC12
  157. { D3DFMT_UNKNOWN }, // PTC14
  158. { D3DFMT_UNKNOWN }, // PTC12A
  159. { D3DFMT_UNKNOWN }, // PTC14A
  160. { D3DFMT_UNKNOWN }, // PTC22
  161. { D3DFMT_UNKNOWN }, // PTC24
  162. { D3DFMT_UNKNOWN }, // ATC,
  163. { D3DFMT_UNKNOWN }, // ATCE,
  164. { D3DFMT_UNKNOWN }, // ATCI,
  165. { D3DFMT_UNKNOWN }, // ASTC4x4,
  166. { D3DFMT_UNKNOWN }, // ASTC5x5,
  167. { D3DFMT_UNKNOWN }, // ASTC6x6,
  168. { D3DFMT_UNKNOWN }, // ASTC8x5,
  169. { D3DFMT_UNKNOWN }, // ASTC8x6,
  170. { D3DFMT_UNKNOWN }, // ASTC10x5,
  171. { D3DFMT_UNKNOWN }, // Unknown
  172. { D3DFMT_A1 }, // R1
  173. { D3DFMT_A8 }, // A8
  174. { D3DFMT_L8 }, // R8
  175. { D3DFMT_UNKNOWN }, // R8I
  176. { D3DFMT_UNKNOWN }, // R8U
  177. { D3DFMT_UNKNOWN }, // R8S
  178. { D3DFMT_L16 }, // R16
  179. { D3DFMT_UNKNOWN }, // R16I
  180. { D3DFMT_UNKNOWN }, // R16U
  181. { D3DFMT_R16F }, // R16F
  182. { D3DFMT_UNKNOWN }, // R16S
  183. { D3DFMT_UNKNOWN }, // R32I
  184. { D3DFMT_UNKNOWN }, // R32U
  185. { D3DFMT_R32F }, // R32F
  186. { D3DFMT_A8L8 }, // RG8
  187. { D3DFMT_UNKNOWN }, // RG8I
  188. { D3DFMT_UNKNOWN }, // RG8U
  189. { D3DFMT_UNKNOWN }, // RG8S
  190. { D3DFMT_G16R16 }, // RG16
  191. { D3DFMT_UNKNOWN }, // RG16I
  192. { D3DFMT_UNKNOWN }, // RG16U
  193. { D3DFMT_G16R16F }, // RG16F
  194. { D3DFMT_UNKNOWN }, // RG16S
  195. { D3DFMT_UNKNOWN }, // RG32I
  196. { D3DFMT_UNKNOWN }, // RG32U
  197. { D3DFMT_G32R32F }, // RG32F
  198. { D3DFMT_UNKNOWN }, // RGB8
  199. { D3DFMT_UNKNOWN }, // RGB8I
  200. { D3DFMT_UNKNOWN }, // RGB8U
  201. { D3DFMT_UNKNOWN }, // RGB8S
  202. { D3DFMT_UNKNOWN }, // RGB9E5F
  203. { D3DFMT_A8R8G8B8 }, // BGRA8
  204. { D3DFMT_UNKNOWN }, // RGBA8
  205. { D3DFMT_UNKNOWN }, // RGBA8I
  206. { D3DFMT_UNKNOWN }, // RGBA8U
  207. { D3DFMT_UNKNOWN }, // RGBA8S
  208. { D3DFMT_A16B16G16R16 }, // RGBA16
  209. { D3DFMT_UNKNOWN }, // RGBA16I
  210. { D3DFMT_UNKNOWN }, // RGBA16U
  211. { D3DFMT_A16B16G16R16F }, // RGBA16F
  212. { D3DFMT_UNKNOWN }, // RGBA16S
  213. { D3DFMT_UNKNOWN }, // RGBA32I
  214. { D3DFMT_UNKNOWN }, // RGBA32U
  215. { D3DFMT_A32B32G32R32F }, // RGBA32F
  216. { D3DFMT_R5G6B5 }, // R5G6B5
  217. { D3DFMT_A4R4G4B4 }, // RGBA4
  218. { D3DFMT_A1R5G5B5 }, // RGB5A1
  219. { D3DFMT_A2B10G10R10 }, // RGB10A2
  220. { D3DFMT_UNKNOWN }, // RG11B10F
  221. { D3DFMT_UNKNOWN }, // UnknownDepth
  222. { D3DFMT_D16 }, // D16
  223. { D3DFMT_D24X8 }, // D24
  224. { D3DFMT_D24S8 }, // D24S8
  225. { D3DFMT_D32 }, // D32
  226. { D3DFMT_DF16 }, // D16F
  227. { D3DFMT_DF24 }, // D24F
  228. { D3DFMT_D32F_LOCKABLE }, // D32F
  229. { D3DFMT_S8_LOCKABLE }, // D0S8
  230. };
  231. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  232. static ExtendedFormat s_extendedFormats[ExtendedFormat::Count] =
  233. {
  234. { D3DFMT_ATI1, 0, D3DRTYPE_TEXTURE, false },
  235. { D3DFMT_ATI2, 0, D3DRTYPE_TEXTURE, false },
  236. { D3DFMT_DF16, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, false },
  237. { D3DFMT_DF24, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, false },
  238. { D3DFMT_INST, 0, D3DRTYPE_SURFACE, false },
  239. { D3DFMT_INTZ, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, false },
  240. { D3DFMT_NULL, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, false },
  241. { D3DFMT_RESZ, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, false },
  242. { D3DFMT_RAWZ, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, false },
  243. { D3DFMT_ATOC, 0, D3DRTYPE_SURFACE, false },
  244. };
  245. static const GUID IID_IDirect3D9 = { 0x81bdcbca, 0x64d4, 0x426d, { 0xae, 0x8d, 0xad, 0x1, 0x47, 0xf4, 0x27, 0x5c } };
  246. static const GUID IID_IDirect3DDevice9Ex = { 0xb18b10ce, 0x2649, 0x405a, { 0x87, 0xf, 0x95, 0xf7, 0x77, 0xd4, 0x31, 0x3a } };
  247. typedef HRESULT (WINAPI *Direct3DCreate9ExFn)(UINT SDKVersion, IDirect3D9Ex**);
  248. static Direct3DCreate9ExFn Direct3DCreate9Ex;
  249. typedef IDirect3D9* (WINAPI *Direct3DCreate9Fn)(UINT SDKVersion);
  250. static Direct3DCreate9Fn Direct3DCreate9;
  251. static PFN_D3DPERF_SET_MARKER D3DPERF_SetMarker;
  252. static PFN_D3DPERF_BEGIN_EVENT D3DPERF_BeginEvent;
  253. static PFN_D3DPERF_END_EVENT D3DPERF_EndEvent;
  254. static const D3DVERTEXELEMENT9 s_attrib[] =
  255. {
  256. { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
  257. { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
  258. { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT, 0 },
  259. { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BINORMAL, 0 },
  260. { 0, 0, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
  261. { 0, 0, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 1 },
  262. { 0, 0, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 2 },
  263. { 0, 0, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 3 },
  264. { 0, 0, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDINDICES, 0 },
  265. { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDWEIGHT, 0 },
  266. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
  267. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 },
  268. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2 },
  269. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3 },
  270. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4 },
  271. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 5 },
  272. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 6 },
  273. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 7 },
  274. D3DDECL_END()
  275. };
  276. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib)-1);
  277. static const uint8_t s_attribType[][4][2] =
  278. {
  279. { // Uint8
  280. { D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4N },
  281. { D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4N },
  282. { D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4N },
  283. { D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4N },
  284. },
  285. { // Uint10
  286. { D3DDECLTYPE_UDEC3, D3DDECLTYPE_DEC3N },
  287. { D3DDECLTYPE_UDEC3, D3DDECLTYPE_DEC3N },
  288. { D3DDECLTYPE_UDEC3, D3DDECLTYPE_DEC3N },
  289. { D3DDECLTYPE_UDEC3, D3DDECLTYPE_DEC3N },
  290. },
  291. { // Int16
  292. { D3DDECLTYPE_SHORT2, D3DDECLTYPE_SHORT2N },
  293. { D3DDECLTYPE_SHORT2, D3DDECLTYPE_SHORT2N },
  294. { D3DDECLTYPE_SHORT4, D3DDECLTYPE_SHORT4N },
  295. { D3DDECLTYPE_SHORT4, D3DDECLTYPE_SHORT4N },
  296. },
  297. { // Half
  298. { D3DDECLTYPE_FLOAT16_2, D3DDECLTYPE_FLOAT16_2 },
  299. { D3DDECLTYPE_FLOAT16_2, D3DDECLTYPE_FLOAT16_2 },
  300. { D3DDECLTYPE_FLOAT16_4, D3DDECLTYPE_FLOAT16_4 },
  301. { D3DDECLTYPE_FLOAT16_4, D3DDECLTYPE_FLOAT16_4 },
  302. },
  303. { // Float
  304. { D3DDECLTYPE_FLOAT1, D3DDECLTYPE_FLOAT1 },
  305. { D3DDECLTYPE_FLOAT2, D3DDECLTYPE_FLOAT2 },
  306. { D3DDECLTYPE_FLOAT3, D3DDECLTYPE_FLOAT3 },
  307. { D3DDECLTYPE_FLOAT4, D3DDECLTYPE_FLOAT4 },
  308. },
  309. };
  310. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  311. static D3DVERTEXELEMENT9* fillVertexLayout(uint8_t _stream, D3DVERTEXELEMENT9* _out, const VertexLayout& _layout)
  312. {
  313. D3DVERTEXELEMENT9* elem = _out;
  314. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  315. {
  316. if (UINT16_MAX != _layout.m_attributes[attr])
  317. {
  318. uint8_t num;
  319. AttribType::Enum type;
  320. bool normalized;
  321. bool asInt;
  322. _layout.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  323. bx::memCopy(elem, &s_attrib[attr], sizeof(D3DVERTEXELEMENT9) );
  324. elem->Stream = _stream;
  325. elem->Type = s_attribType[type][num-1][normalized];
  326. elem->Offset = _layout.m_offset[attr];
  327. ++elem;
  328. }
  329. }
  330. return elem;
  331. }
  332. inline bool isLost(HRESULT _hr)
  333. {
  334. return false
  335. || _hr == D3DERR_DEVICELOST
  336. || _hr == D3DERR_DRIVERINTERNALERROR
  337. #if !defined(D3D_DISABLE_9EX)
  338. || _hr == D3DERR_DEVICEHUNG
  339. || _hr == D3DERR_DEVICEREMOVED
  340. #endif // !defined(D3D_DISABLE_9EX)
  341. ;
  342. }
  343. inline bool useD3D9Pitch(bimg::TextureFormat::Enum _format)
  344. {
  345. // Reference(s):
  346. // - For BC4 and B5 in DX9 LockRect returns wrong number of
  347. // bytes. If actual mip size is used it causes memory corruption.
  348. // https://web.archive.org/web/20190207230133/http://www.aras-p.info/texts/D3D9GPUHacks.html
  349. return true
  350. && _format != bimg::TextureFormat::BC4
  351. && _format != bimg::TextureFormat::BC5
  352. ;
  353. }
  354. static inline uint32_t calcRowPitch(const bimg::ImageBlockInfo& _blockInfo, uint8_t _lod, uint32_t _width)
  355. {
  356. const uint8_t blockWidth = _blockInfo.blockWidth;
  357. const uint8_t blockHeight = _blockInfo.blockHeight;
  358. const uint8_t minBlockX = _blockInfo.minBlockX;
  359. const uint8_t bitsPerPixel = _blockInfo.bitsPerPixel;
  360. // Calculate the row pitch
  361. const uint32_t minBlkWidth = minBlockX;
  362. const uint32_t lodBlkWidth = (((_width >> _lod) + blockWidth - 1) / blockWidth);
  363. const uint32_t rowBlkWidth = bx::max<uint32_t>(minBlkWidth, lodBlkWidth);
  364. const uint32_t pixBlkWidth = rowBlkWidth * blockWidth * blockHeight;
  365. const uint32_t rowPitch = pixBlkWidth * bitsPerPixel / 8u;
  366. return rowPitch;
  367. }
  368. struct RendererContextD3D9 : public RendererContextI
  369. {
  370. RendererContextD3D9()
  371. : m_d3d9(NULL)
  372. , m_device(NULL)
  373. , m_flushQuery(NULL)
  374. , m_swapChain(NULL)
  375. , m_captureTexture(NULL)
  376. , m_captureSurface(NULL)
  377. , m_captureResolve(NULL)
  378. , m_maxAnisotropy(1)
  379. , m_initialized(false)
  380. , m_amd(false)
  381. , m_nvidia(false)
  382. , m_atocSupport(false)
  383. , m_instancingSupport(false)
  384. , m_occlusionQuerySupport(false)
  385. , m_timerQuerySupport(false)
  386. , m_rtMsaa(false)
  387. {
  388. }
  389. ~RendererContextD3D9()
  390. {
  391. }
  392. bool init(const Init& _init)
  393. {
  394. struct ErrorState
  395. {
  396. enum Enum
  397. {
  398. Default,
  399. LoadedD3D9,
  400. CreatedD3D9,
  401. CreatedDevice,
  402. };
  403. };
  404. ErrorState::Enum errorState = ErrorState::Default;
  405. m_fbh.idx = kInvalidHandle;
  406. bx::memSet(m_uniforms, 0, sizeof(m_uniforms) );
  407. bx::memSet(&m_resolution, 0, sizeof(m_resolution) );
  408. D3DFORMAT adapterFormat = D3DFMT_X8R8G8B8;
  409. // Reference(s):
  410. // - https://web.archive.org/web/20190207230309/https://docs.microsoft.com/en-us/windows/desktop/direct3d9/d3dpresent-parameters
  411. bx::memSet(&m_params, 0, sizeof(m_params) );
  412. m_params.BackBufferWidth = _init.resolution.width;
  413. m_params.BackBufferHeight = _init.resolution.height;
  414. m_params.BackBufferFormat = adapterFormat;
  415. m_params.BackBufferCount = bx::clamp<uint8_t>(_init.resolution.numBackBuffers, 2, BGFX_CONFIG_MAX_BACK_BUFFERS);
  416. m_params.MultiSampleType = D3DMULTISAMPLE_NONE;
  417. m_params.MultiSampleQuality = 0;
  418. m_params.EnableAutoDepthStencil = TRUE;
  419. m_params.AutoDepthStencilFormat = D3DFMT_D24S8;
  420. m_params.Flags = D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL;
  421. m_params.FullScreen_RefreshRateInHz = 0;
  422. m_params.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
  423. m_params.SwapEffect = D3DSWAPEFFECT_DISCARD;
  424. m_params.hDeviceWindow = NULL;
  425. m_params.Windowed = true;
  426. RECT rect;
  427. GetWindowRect( (HWND)g_platformData.nwh, &rect);
  428. m_params.BackBufferWidth = rect.right-rect.left;
  429. m_params.BackBufferHeight = rect.bottom-rect.top;
  430. m_d3d9Dll = bx::dlopen("d3d9.dll");
  431. if (NULL == m_d3d9Dll)
  432. {
  433. BX_TRACE("Init error: Failed to load d3d9.dll.");
  434. goto error;
  435. }
  436. errorState = ErrorState::LoadedD3D9;
  437. m_nvapi.init();
  438. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION) )
  439. {
  440. D3DPERF_SetMarker = (PFN_D3DPERF_SET_MARKER )bx::dlsym(m_d3d9Dll, "D3DPERF_SetMarker");
  441. D3DPERF_BeginEvent = (PFN_D3DPERF_BEGIN_EVENT)bx::dlsym(m_d3d9Dll, "D3DPERF_BeginEvent");
  442. D3DPERF_EndEvent = (PFN_D3DPERF_END_EVENT )bx::dlsym(m_d3d9Dll, "D3DPERF_EndEvent");
  443. if (NULL == D3DPERF_SetMarker
  444. || NULL == D3DPERF_BeginEvent
  445. || NULL == D3DPERF_EndEvent)
  446. {
  447. BX_TRACE("Failed to initialize PIX events.");
  448. D3DPERF_SetMarker = NULL;
  449. D3DPERF_BeginEvent = NULL;
  450. D3DPERF_EndEvent = NULL;
  451. }
  452. }
  453. m_d3d9ex = NULL;
  454. m_deviceEx = NULL;
  455. Direct3DCreate9Ex = (Direct3DCreate9ExFn)bx::dlsym(m_d3d9Dll, "Direct3DCreate9Ex");
  456. if (BX_ENABLED(BGFX_CONFIG_RENDERER_DIRECT3D9EX)
  457. && NULL != Direct3DCreate9Ex)
  458. {
  459. Direct3DCreate9Ex(D3D_SDK_VERSION, &m_d3d9ex);
  460. if (NULL != m_d3d9ex)
  461. {
  462. HRESULT hr = m_d3d9ex->QueryInterface(IID_IDirect3D9, (void**)&m_d3d9);
  463. if (FAILED(hr) )
  464. {
  465. BX_TRACE("Failed to query D3D9 interface 0x%08x.", hr);
  466. DX_RELEASE(m_d3d9ex, 0);
  467. }
  468. else
  469. {
  470. m_pool = D3DPOOL_DEFAULT;
  471. }
  472. }
  473. }
  474. if (NULL == m_d3d9)
  475. {
  476. Direct3DCreate9 = (Direct3DCreate9Fn)bx::dlsym(m_d3d9Dll, "Direct3DCreate9");
  477. if (NULL == Direct3DCreate9)
  478. {
  479. BX_TRACE("Init error: Function Direct3DCreate9 not found.");
  480. goto error;
  481. }
  482. m_d3d9 = Direct3DCreate9(D3D_SDK_VERSION);
  483. m_pool = D3DPOOL_MANAGED;
  484. }
  485. if (NULL == m_d3d9)
  486. {
  487. BX_TRACE("Init error: Unable to create Direct3D.");
  488. goto error;
  489. }
  490. errorState = ErrorState::CreatedD3D9;
  491. {
  492. m_adapter = D3DADAPTER_DEFAULT;
  493. m_deviceType = BGFX_PCI_ID_SOFTWARE_RASTERIZER == g_caps.vendorId
  494. ? D3DDEVTYPE_REF
  495. : D3DDEVTYPE_HAL
  496. ;
  497. uint8_t numGPUs = uint8_t(bx::uint32_min(BX_COUNTOF(g_caps.gpu), m_d3d9->GetAdapterCount() ) );
  498. for (uint32_t ii = 0; ii < numGPUs; ++ii)
  499. {
  500. D3DADAPTER_IDENTIFIER9 desc;
  501. HRESULT hr = m_d3d9->GetAdapterIdentifier(ii, 0, &desc);
  502. if (SUCCEEDED(hr) )
  503. {
  504. BX_TRACE("Adapter #%d", ii);
  505. BX_TRACE("\tDriver: %s", desc.Driver);
  506. BX_TRACE("\tDescription: %s", desc.Description);
  507. BX_TRACE("\tDeviceName: %s", desc.DeviceName);
  508. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  509. , desc.VendorId
  510. , desc.DeviceId
  511. , desc.SubSysId
  512. , desc.Revision
  513. );
  514. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  515. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  516. if (D3DADAPTER_DEFAULT == m_adapter)
  517. {
  518. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  519. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  520. && ( 0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  521. {
  522. m_adapter = ii;
  523. }
  524. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  525. && !bx::strFind(desc.Description, "PerfHUD").isEmpty() )
  526. {
  527. m_adapter = ii;
  528. m_deviceType = D3DDEVTYPE_REF;
  529. }
  530. }
  531. }
  532. }
  533. DX_CHECK(m_d3d9->GetAdapterIdentifier(m_adapter, 0, &m_identifier) );
  534. m_amd = m_identifier.VendorId == BGFX_PCI_ID_AMD;
  535. m_nvidia = m_identifier.VendorId == BGFX_PCI_ID_NVIDIA;
  536. g_caps.vendorId = 0 == m_identifier.VendorId
  537. ? BGFX_PCI_ID_SOFTWARE_RASTERIZER
  538. : (uint16_t)m_identifier.VendorId
  539. ;
  540. g_caps.deviceId = (uint16_t)m_identifier.DeviceId;
  541. uint32_t behaviorFlags[] =
  542. {
  543. D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE | D3DCREATE_PUREDEVICE,
  544. D3DCREATE_MIXED_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE,
  545. D3DCREATE_SOFTWARE_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE,
  546. };
  547. for (uint32_t ii = 0; ii < BX_COUNTOF(behaviorFlags) && NULL == m_device; ++ii)
  548. {
  549. if (NULL != m_d3d9ex)
  550. {
  551. DX_CHECK(m_d3d9ex->CreateDeviceEx(m_adapter
  552. , m_deviceType
  553. , (HWND)g_platformData.nwh
  554. , behaviorFlags[ii]
  555. , &m_params
  556. , NULL
  557. , &m_deviceEx
  558. ) );
  559. m_device = m_deviceEx;
  560. }
  561. else
  562. {
  563. DX_CHECK(m_d3d9->CreateDevice(m_adapter
  564. , m_deviceType
  565. , (HWND)g_platformData.nwh
  566. , behaviorFlags[ii]
  567. , &m_params
  568. , &m_device
  569. ) );
  570. }
  571. }
  572. }
  573. if (NULL == m_device)
  574. {
  575. BX_TRACE("Init error: Unable to create Direct3D9 device.");
  576. goto error;
  577. }
  578. errorState = ErrorState::CreatedDevice;
  579. m_numWindows = 1;
  580. if (NULL != m_d3d9ex)
  581. {
  582. DX_CHECK(m_device->QueryInterface(IID_IDirect3DDevice9Ex, (void**)&m_deviceEx) );
  583. }
  584. {
  585. IDirect3DQuery9* timerQueryTest[3] = {};
  586. m_timerQuerySupport = true
  587. && SUCCEEDED(m_device->CreateQuery(D3DQUERYTYPE_TIMESTAMPDISJOINT, &timerQueryTest[0]) )
  588. && SUCCEEDED(m_device->CreateQuery(D3DQUERYTYPE_TIMESTAMP, &timerQueryTest[1]) )
  589. && SUCCEEDED(m_device->CreateQuery(D3DQUERYTYPE_TIMESTAMPFREQ, &timerQueryTest[2]) )
  590. ;
  591. DX_RELEASE(timerQueryTest[0], 0);
  592. DX_RELEASE(timerQueryTest[1], 0);
  593. DX_RELEASE(timerQueryTest[2], 0);
  594. }
  595. {
  596. IDirect3DQuery9* occlusionQueryTest;
  597. m_occlusionQuerySupport = true
  598. && SUCCEEDED(m_device->CreateQuery(D3DQUERYTYPE_OCCLUSION, &occlusionQueryTest) )
  599. ;
  600. DX_RELEASE(occlusionQueryTest, 0);
  601. }
  602. DX_CHECK(m_device->GetDeviceCaps(&m_caps) );
  603. // For shit GPUs that can create DX9 device but can't do simple stuff. GTFO!
  604. BX_WARN( (D3DPTEXTURECAPS_SQUAREONLY & m_caps.TextureCaps) == 0, "D3DPTEXTURECAPS_SQUAREONLY");
  605. BX_WARN( (D3DPTEXTURECAPS_MIPMAP & m_caps.TextureCaps) == D3DPTEXTURECAPS_MIPMAP, "D3DPTEXTURECAPS_MIPMAP");
  606. BX_WARN( (D3DPTEXTURECAPS_ALPHA & m_caps.TextureCaps) == D3DPTEXTURECAPS_ALPHA, "D3DPTEXTURECAPS_ALPHA");
  607. BX_WARN(m_caps.VertexShaderVersion >= D3DVS_VERSION(2, 0) && m_caps.PixelShaderVersion >= D3DPS_VERSION(2, 1)
  608. , "Shader Model Version (vs: %x, ps: %x)."
  609. , m_caps.VertexShaderVersion
  610. , m_caps.PixelShaderVersion
  611. );
  612. if ( (D3DPTEXTURECAPS_SQUAREONLY & m_caps.TextureCaps) != 0
  613. || (D3DPTEXTURECAPS_MIPMAP & m_caps.TextureCaps) != D3DPTEXTURECAPS_MIPMAP
  614. || (D3DPTEXTURECAPS_ALPHA & m_caps.TextureCaps) != D3DPTEXTURECAPS_ALPHA
  615. || !(m_caps.VertexShaderVersion >= D3DVS_VERSION(2, 0) && m_caps.PixelShaderVersion >= D3DPS_VERSION(2, 1) ) )
  616. {
  617. BX_TRACE("Init error: Min spec not satisfied.");
  618. goto error;
  619. }
  620. BX_TRACE("Max vertex shader 3.0 instr. slots: %d", m_caps.MaxVertexShader30InstructionSlots);
  621. BX_TRACE("Max vertex shader constants: %d", m_caps.MaxVertexShaderConst);
  622. BX_TRACE("Max fragment shader 2.0 instr. slots: %d", m_caps.PS20Caps.NumInstructionSlots);
  623. BX_TRACE("Max fragment shader 3.0 instr. slots: %d", m_caps.MaxPixelShader30InstructionSlots);
  624. BX_TRACE("Num simultaneous render targets: %d", m_caps.NumSimultaneousRTs);
  625. BX_TRACE("Max vertex index: %d", m_caps.MaxVertexIndex);
  626. BX_TRACE("Max streams: %d", m_caps.MaxStreams);
  627. g_caps.supported |= ( 0
  628. | BGFX_CAPS_TEXTURE_3D
  629. | BGFX_CAPS_TEXTURE_COMPARE_LEQUAL
  630. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  631. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  632. | BGFX_CAPS_FRAGMENT_DEPTH
  633. | BGFX_CAPS_SWAP_CHAIN
  634. | ( (UINT16_MAX < m_caps.MaxVertexIndex) ? BGFX_CAPS_INDEX32 : 0)
  635. | ( (m_caps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES) ? BGFX_CAPS_TEXTURE_BLIT : 0)
  636. | BGFX_CAPS_TEXTURE_READ_BACK
  637. | (m_occlusionQuerySupport ? BGFX_CAPS_OCCLUSION_QUERY : 0)
  638. );
  639. m_caps.NumSimultaneousRTs = bx::uint32_min(m_caps.NumSimultaneousRTs, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS);
  640. m_caps.MaxStreams = bx::uint32_min(m_caps.MaxStreams, BGFX_CONFIG_MAX_VERTEX_STREAMS);
  641. m_caps.MaxAnisotropy = bx::uint32_max(m_caps.MaxAnisotropy, 1);
  642. g_caps.limits.maxTextureSize = uint16_t(bx::uint32_min(m_caps.MaxTextureWidth, m_caps.MaxTextureHeight) );
  643. g_caps.limits.maxFBAttachments = uint8_t(m_caps.NumSimultaneousRTs);
  644. g_caps.limits.maxVertexStreams = uint8_t(m_caps.MaxStreams);
  645. if (BX_ENABLED(BGFX_CONFIG_RENDERER_USE_EXTENSIONS) )
  646. {
  647. BX_TRACE("Extended formats:");
  648. for (uint32_t ii = 0; ii < ExtendedFormat::Count; ++ii)
  649. {
  650. ExtendedFormat& fmt = s_extendedFormats[ii];
  651. fmt.m_supported = SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter, m_deviceType, adapterFormat, fmt.m_usage, fmt.m_type, fmt.m_fmt) );
  652. const char* fourcc = (const char*)&fmt.m_fmt;
  653. BX_TRACE("\t%2d: %c%c%c%c %s", ii, fourcc[0], fourcc[1], fourcc[2], fourcc[3], fmt.m_supported ? "supported" : "");
  654. BX_UNUSED(fourcc);
  655. }
  656. m_instancingSupport = false
  657. || s_extendedFormats[ExtendedFormat::Inst].m_supported
  658. || (m_caps.VertexShaderVersion >= D3DVS_VERSION(3, 0) )
  659. ;
  660. m_atocSupport = false
  661. || s_extendedFormats[ExtendedFormat::Atoc].m_supported
  662. ;
  663. if (m_amd
  664. && s_extendedFormats[ExtendedFormat::Inst].m_supported)
  665. { // AMD only
  666. m_device->SetRenderState(D3DRS_POINTSIZE, D3DFMT_INST);
  667. }
  668. if (s_extendedFormats[ExtendedFormat::Intz].m_supported)
  669. {
  670. s_textureFormat[TextureFormat::D24].m_fmt = D3DFMT_INTZ;
  671. s_textureFormat[TextureFormat::D32].m_fmt = D3DFMT_INTZ;
  672. }
  673. s_textureFormat[TextureFormat::BC4].m_fmt = s_extendedFormats[ExtendedFormat::Ati1].m_supported ? D3DFMT_ATI1 : D3DFMT_UNKNOWN;
  674. s_textureFormat[TextureFormat::BC5].m_fmt = s_extendedFormats[ExtendedFormat::Ati2].m_supported ? D3DFMT_ATI2 : D3DFMT_UNKNOWN;
  675. g_caps.supported |= m_instancingSupport ? BGFX_CAPS_INSTANCING : 0;
  676. g_caps.supported |= m_atocSupport ? BGFX_CAPS_ALPHA_TO_COVERAGE : 0;
  677. }
  678. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  679. {
  680. uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  681. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  682. , m_deviceType
  683. , adapterFormat
  684. , 0
  685. , D3DRTYPE_TEXTURE
  686. , s_textureFormat[ii].m_fmt
  687. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_2D : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  688. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  689. , m_deviceType
  690. , adapterFormat
  691. , D3DUSAGE_QUERY_SRGBREAD
  692. , D3DRTYPE_TEXTURE
  693. , s_textureFormat[ii].m_fmt
  694. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  695. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  696. , m_deviceType
  697. , adapterFormat
  698. , 0
  699. , D3DRTYPE_VOLUMETEXTURE
  700. , s_textureFormat[ii].m_fmt
  701. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_3D : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  702. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  703. , m_deviceType
  704. , adapterFormat
  705. , D3DUSAGE_QUERY_SRGBREAD
  706. , D3DRTYPE_VOLUMETEXTURE
  707. , s_textureFormat[ii].m_fmt
  708. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  709. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  710. , m_deviceType
  711. , adapterFormat
  712. , 0
  713. , D3DRTYPE_CUBETEXTURE
  714. , s_textureFormat[ii].m_fmt
  715. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_CUBE : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  716. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  717. , m_deviceType
  718. , adapterFormat
  719. , D3DUSAGE_QUERY_SRGBREAD
  720. , D3DRTYPE_CUBETEXTURE
  721. , s_textureFormat[ii].m_fmt
  722. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  723. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  724. , m_deviceType
  725. , adapterFormat
  726. , D3DUSAGE_QUERY_VERTEXTEXTURE
  727. , D3DRTYPE_TEXTURE
  728. , s_textureFormat[ii].m_fmt
  729. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  730. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  731. , m_deviceType
  732. , adapterFormat
  733. , bimg::isDepth(bimg::TextureFormat::Enum(ii) ) ? D3DUSAGE_DEPTHSTENCIL : D3DUSAGE_RENDERTARGET
  734. , D3DRTYPE_TEXTURE
  735. , s_textureFormat[ii].m_fmt
  736. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  737. support |= SUCCEEDED(m_d3d9->CheckDeviceMultiSampleType(m_adapter
  738. , m_deviceType
  739. , s_textureFormat[ii].m_fmt
  740. , true
  741. , D3DMULTISAMPLE_2_SAMPLES
  742. , NULL
  743. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  744. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  745. , m_deviceType
  746. , adapterFormat
  747. , bimg::isDepth(bimg::TextureFormat::Enum(ii) ) ? D3DUSAGE_DEPTHSTENCIL : D3DUSAGE_RENDERTARGET
  748. , D3DRTYPE_TEXTURE
  749. , s_textureFormat[ii].m_fmt
  750. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_MIP_AUTOGEN : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  751. g_caps.formats[ii] = support;
  752. }
  753. m_fmtDepth = D3DFMT_D24S8;
  754. {
  755. IDirect3DSwapChain9* swapChain;
  756. DX_CHECK(m_device->GetSwapChain(0, &swapChain) );
  757. // GPA increases swapchain ref count.
  758. //
  759. // This causes assert in debug. When debugger is present refcount
  760. // checks are off.
  761. setGraphicsDebuggerPresent(1 != getRefCount(swapChain) );
  762. DX_RELEASE(swapChain, 0);
  763. }
  764. // Init reserved part of view name.
  765. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  766. {
  767. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  768. mbstowcs(s_viewNameW[ii], s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED);
  769. }
  770. if (NULL != m_deviceEx)
  771. {
  772. int32_t gpuPriority;
  773. DX_CHECK(m_deviceEx->GetGPUThreadPriority(&gpuPriority) );
  774. BX_TRACE("GPU thread priority: %d", gpuPriority);
  775. uint32_t maxLatency;
  776. DX_CHECK(m_deviceEx->GetMaximumFrameLatency(&maxLatency) );
  777. BX_TRACE("GPU max frame latency: %d", maxLatency);
  778. }
  779. postReset();
  780. m_initialized = true;
  781. g_internalData.context = m_device;
  782. return true;
  783. error:
  784. switch (errorState)
  785. {
  786. case ErrorState::CreatedDevice:
  787. if (NULL != m_d3d9ex)
  788. {
  789. DX_RELEASE(m_deviceEx, 1);
  790. DX_RELEASE(m_device, 0);
  791. }
  792. else
  793. {
  794. DX_RELEASE(m_device, 0);
  795. }
  796. BX_FALLTHROUGH;
  797. case ErrorState::CreatedD3D9:
  798. if (NULL != m_d3d9ex)
  799. {
  800. DX_RELEASE(m_d3d9, 1);
  801. DX_RELEASE(m_d3d9ex, 0);
  802. }
  803. else
  804. {
  805. DX_RELEASE(m_d3d9, 0);
  806. }
  807. BX_FALLTHROUGH;
  808. case ErrorState::LoadedD3D9:
  809. m_nvapi.shutdown();
  810. bx::dlclose(m_d3d9Dll);
  811. BX_FALLTHROUGH;
  812. case ErrorState::Default:
  813. break;
  814. }
  815. return false;
  816. }
  817. void shutdown()
  818. {
  819. preReset();
  820. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  821. {
  822. m_indexBuffers[ii].destroy();
  823. }
  824. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  825. {
  826. m_vertexBuffers[ii].destroy();
  827. }
  828. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  829. {
  830. m_shaders[ii].destroy();
  831. }
  832. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  833. {
  834. m_textures[ii].destroy();
  835. }
  836. if (NULL != m_d3d9ex)
  837. {
  838. DX_RELEASE(m_deviceEx, 1);
  839. DX_RELEASE(m_device, 0);
  840. DX_RELEASE(m_d3d9, 1);
  841. DX_RELEASE(m_d3d9ex, 0);
  842. }
  843. else
  844. {
  845. DX_RELEASE(m_device, 0);
  846. DX_RELEASE(m_d3d9, 0);
  847. }
  848. m_nvapi.shutdown();
  849. bx::dlclose(m_d3d9Dll);
  850. m_initialized = false;
  851. }
  852. RendererType::Enum getRendererType() const override
  853. {
  854. return RendererType::Direct3D9;
  855. }
  856. const char* getRendererName() const override
  857. {
  858. if (NULL != m_d3d9ex)
  859. {
  860. return BGFX_RENDERER_DIRECT3D9_NAME " Ex";
  861. }
  862. return BGFX_RENDERER_DIRECT3D9_NAME;
  863. }
  864. void createIndexBuffer(IndexBufferHandle _handle, const Memory* _mem, uint16_t _flags) override
  865. {
  866. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags);
  867. }
  868. void destroyIndexBuffer(IndexBufferHandle _handle) override
  869. {
  870. m_indexBuffers[_handle.idx].destroy();
  871. }
  872. void createVertexLayout(VertexLayoutHandle _handle, const VertexLayout& _layout) override
  873. {
  874. VertexLayout& layout = m_vertexLayouts[_handle.idx];
  875. bx::memCopy(&layout, &_layout, sizeof(VertexLayout) );
  876. dump(layout);
  877. }
  878. void destroyVertexLayout(VertexLayoutHandle /*_handle*/) override
  879. {
  880. }
  881. void createVertexBuffer(VertexBufferHandle _handle, const Memory* _mem, VertexLayoutHandle _layoutHandle, uint16_t /*_flags*/) override
  882. {
  883. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _layoutHandle);
  884. }
  885. void destroyVertexBuffer(VertexBufferHandle _handle) override
  886. {
  887. m_vertexBuffers[_handle.idx].destroy();
  888. }
  889. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  890. {
  891. m_indexBuffers[_handle.idx].create(_size, NULL, _flags);
  892. }
  893. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  894. {
  895. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  896. }
  897. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) override
  898. {
  899. m_indexBuffers[_handle.idx].destroy();
  900. }
  901. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t /*_flags*/) override
  902. {
  903. VertexLayoutHandle layoutHandle = BGFX_INVALID_HANDLE;
  904. m_vertexBuffers[_handle.idx].create(_size, NULL, layoutHandle);
  905. }
  906. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  907. {
  908. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  909. }
  910. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) override
  911. {
  912. m_vertexBuffers[_handle.idx].destroy();
  913. }
  914. void createShader(ShaderHandle _handle, const Memory* _mem) override
  915. {
  916. m_shaders[_handle.idx].create(_mem);
  917. }
  918. void destroyShader(ShaderHandle _handle) override
  919. {
  920. m_shaders[_handle.idx].destroy();
  921. }
  922. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) override
  923. {
  924. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  925. }
  926. void destroyProgram(ProgramHandle _handle) override
  927. {
  928. m_program[_handle.idx].destroy();
  929. }
  930. void* createTexture(TextureHandle _handle, const Memory* _mem, uint64_t _flags, uint8_t _skip) override
  931. {
  932. m_textures[_handle.idx].create(_mem, _flags, _skip);
  933. return NULL;
  934. }
  935. void updateTextureBegin(TextureHandle _handle, uint8_t _side, uint8_t _mip) override
  936. {
  937. m_updateTexture = &m_textures[_handle.idx];
  938. m_updateTexture->updateBegin(_side, _mip);
  939. }
  940. void updateTexture(TextureHandle /*_handle*/, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) override
  941. {
  942. m_updateTexture->update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  943. }
  944. void updateTextureEnd() override
  945. {
  946. m_updateTexture->updateEnd();
  947. m_updateTexture = NULL;
  948. }
  949. void readTexture(TextureHandle _handle, void* _data, uint8_t _mip) override
  950. {
  951. TextureD3D9& texture = m_textures[_handle.idx];
  952. D3DLOCKED_RECT lockedRect;
  953. DX_CHECK(texture.m_texture2d->LockRect(_mip
  954. , &lockedRect
  955. , NULL
  956. , D3DLOCK_NO_DIRTY_UPDATE|D3DLOCK_NOSYSLOCK|D3DLOCK_READONLY
  957. ) );
  958. uint32_t srcWidth = bx::uint32_max(1, texture.m_width >>_mip);
  959. uint32_t srcHeight = bx::uint32_max(1, texture.m_height>>_mip);
  960. uint32_t srcPitch = lockedRect.Pitch;
  961. uint8_t* src = (uint8_t*)lockedRect.pBits;
  962. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  963. uint8_t* dst = (uint8_t*)_data;
  964. uint32_t dstPitch = srcWidth*bpp/8;
  965. uint32_t pitch = bx::uint32_min(srcPitch, dstPitch);
  966. for (uint32_t yy = 0, height = srcHeight; yy < height; ++yy)
  967. {
  968. bx::memCopy(dst, src, pitch);
  969. src += srcPitch;
  970. dst += dstPitch;
  971. }
  972. DX_CHECK(texture.m_texture2d->UnlockRect(_mip) );
  973. }
  974. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips, uint16_t _numLayers) override
  975. {
  976. TextureD3D9& texture = m_textures[_handle.idx];
  977. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  978. const Memory* mem = alloc(size);
  979. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  980. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  981. bx::write(&writer, magic);
  982. TextureCreate tc;
  983. tc.m_width = _width;
  984. tc.m_height = _height;
  985. tc.m_depth = 0;
  986. tc.m_numLayers = _numLayers;
  987. tc.m_numMips = _numMips;
  988. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  989. tc.m_cubeMap = false;
  990. tc.m_mem = NULL;
  991. bx::write(&writer, tc);
  992. texture.destroy(true);
  993. texture.create(mem, texture.m_flags, 0);
  994. release(mem);
  995. }
  996. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) override
  997. {
  998. // Resource ref. counts might be messed up outside of bgfx.
  999. // Disabling ref. count check once texture is overridden.
  1000. setGraphicsDebuggerPresent(true);
  1001. m_textures[_handle.idx].overrideInternal(_ptr);
  1002. }
  1003. uintptr_t getInternal(TextureHandle _handle) override
  1004. {
  1005. // Resource ref. counts might be messed up outside of bgfx.
  1006. // Disabling ref. count check once texture is overridden.
  1007. setGraphicsDebuggerPresent(true);
  1008. return uintptr_t(m_textures[_handle.idx].m_ptr);
  1009. }
  1010. void destroyTexture(TextureHandle _handle) override
  1011. {
  1012. m_textures[_handle.idx].destroy();
  1013. }
  1014. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) override
  1015. {
  1016. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1017. }
  1018. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _format, TextureFormat::Enum _depthFormat) override
  1019. {
  1020. uint16_t denseIdx = m_numWindows++;
  1021. m_windows[denseIdx] = _handle;
  1022. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _format, _depthFormat);
  1023. }
  1024. void destroyFrameBuffer(FrameBufferHandle _handle) override
  1025. {
  1026. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1027. if (UINT16_MAX != denseIdx)
  1028. {
  1029. --m_numWindows;
  1030. if (m_numWindows > 1)
  1031. {
  1032. FrameBufferHandle handle = m_windows[m_numWindows];
  1033. m_windows[m_numWindows] = {kInvalidHandle};
  1034. if (m_numWindows != denseIdx)
  1035. {
  1036. m_windows[denseIdx] = handle;
  1037. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1038. }
  1039. }
  1040. }
  1041. }
  1042. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) override
  1043. {
  1044. if (NULL != m_uniforms[_handle.idx])
  1045. {
  1046. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1047. }
  1048. const uint32_t size = bx::alignUp(g_uniformTypeSize[_type]*_num, 16);
  1049. void* data = BX_ALLOC(g_allocator, size);
  1050. bx::memSet(data, 0, size);
  1051. m_uniforms[_handle.idx] = data;
  1052. m_uniformReg.add(_handle, _name);
  1053. }
  1054. void destroyUniform(UniformHandle _handle) override
  1055. {
  1056. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1057. m_uniforms[_handle.idx] = NULL;
  1058. m_uniformReg.remove(_handle);
  1059. }
  1060. void requestScreenShot(FrameBufferHandle _handle, const char* _filePath) override
  1061. {
  1062. IDirect3DSwapChain9* swapChain = isValid(_handle)
  1063. ? m_frameBuffers[_handle.idx].m_swapChain
  1064. : m_swapChain
  1065. ;
  1066. if (NULL == swapChain)
  1067. {
  1068. BX_TRACE("Unable to capture screenshot %s.", _filePath);
  1069. return;
  1070. }
  1071. D3DPRESENT_PARAMETERS params;
  1072. DX_CHECK(swapChain->GetPresentParameters(&params));
  1073. IDirect3DSurface9* surface;
  1074. D3DDEVICE_CREATION_PARAMETERS dcp;
  1075. DX_CHECK(m_device->GetCreationParameters(&dcp) );
  1076. D3DDISPLAYMODE dm;
  1077. DX_CHECK(m_d3d9->GetAdapterDisplayMode(dcp.AdapterOrdinal, &dm) );
  1078. DX_CHECK(m_device->CreateOffscreenPlainSurface(dm.Width
  1079. , dm.Height
  1080. , D3DFMT_A8R8G8B8
  1081. , D3DPOOL_SCRATCH
  1082. , &surface
  1083. , NULL
  1084. ) );
  1085. HWND nwh = params.hDeviceWindow;
  1086. SetWindowPos(nwh, HWND_TOPMOST, 0, 0, 0, 0, SWP_NOMOVE|SWP_NOSIZE);
  1087. DX_CHECK(m_device->GetFrontBufferData(0, surface) );
  1088. SetWindowPos(nwh, HWND_NOTOPMOST, 0, 0, 0, 0, SWP_NOMOVE|SWP_NOSIZE);
  1089. D3DLOCKED_RECT rect;
  1090. DX_CHECK(surface->LockRect(&rect
  1091. , NULL
  1092. , D3DLOCK_NO_DIRTY_UPDATE|D3DLOCK_NOSYSLOCK|D3DLOCK_READONLY
  1093. ) );
  1094. RECT rc;
  1095. GetClientRect(nwh, &rc);
  1096. POINT point;
  1097. point.x = rc.left;
  1098. point.y = rc.top;
  1099. ClientToScreen(nwh, &point);
  1100. uint8_t* data = (uint8_t*)rect.pBits;
  1101. uint32_t bytesPerPixel = rect.Pitch/dm.Width;
  1102. g_callback->screenShot(_filePath
  1103. , params.BackBufferWidth
  1104. , params.BackBufferHeight
  1105. , rect.Pitch
  1106. , &data[point.y*rect.Pitch+point.x*bytesPerPixel]
  1107. , params.BackBufferHeight*rect.Pitch
  1108. , false
  1109. );
  1110. DX_CHECK(surface->UnlockRect() );
  1111. DX_RELEASE(surface, 0);
  1112. }
  1113. void updateViewName(ViewId _id, const char* _name) override
  1114. {
  1115. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION) )
  1116. {
  1117. mbstowcs(&s_viewNameW[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1118. , _name
  1119. , BX_COUNTOF(s_viewNameW[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1120. );
  1121. }
  1122. bx::strCopy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1123. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1124. , _name
  1125. );
  1126. }
  1127. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) override
  1128. {
  1129. bx::memCopy(m_uniforms[_loc], _data, _size);
  1130. }
  1131. void invalidateOcclusionQuery(OcclusionQueryHandle _handle) override
  1132. {
  1133. m_occlusionQuery.invalidate(_handle);
  1134. }
  1135. void setMarker(const char* _marker, uint16_t _len) override
  1136. {
  1137. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION) )
  1138. {
  1139. uint32_t size = _len*sizeof(wchar_t);
  1140. wchar_t* name = (wchar_t*)alloca(size+2);
  1141. mbstowcs(name, _marker, size);
  1142. name[_len] = L'\0';
  1143. PIX_SETMARKER(kColorMarker, name);
  1144. }
  1145. }
  1146. virtual void setName(Handle _handle, const char* _name, uint16_t _len) override
  1147. {
  1148. BX_UNUSED(_handle, _name, _len)
  1149. }
  1150. void submitBlit(BlitState& _bs, uint16_t _view);
  1151. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) override;
  1152. void blitSetup(TextVideoMemBlitter& _blitter) override
  1153. {
  1154. uint32_t width = m_params.BackBufferWidth;
  1155. uint32_t height = m_params.BackBufferHeight;
  1156. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1157. setFrameBuffer(fbh, false, false);
  1158. D3DVIEWPORT9 vp;
  1159. vp.X = 0;
  1160. vp.Y = 0;
  1161. vp.Width = width;
  1162. vp.Height = height;
  1163. vp.MinZ = 0.0f;
  1164. vp.MaxZ = 1.0f;
  1165. IDirect3DDevice9* device = m_device;
  1166. DX_CHECK(device->SetViewport(&vp) );
  1167. DX_CHECK(device->SetRenderState(D3DRS_STENCILENABLE, FALSE) );
  1168. DX_CHECK(device->SetRenderState(D3DRS_ZENABLE, FALSE) );
  1169. DX_CHECK(device->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS) );
  1170. DX_CHECK(device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE) );
  1171. DX_CHECK(device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE) );
  1172. DX_CHECK(device->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER) );
  1173. DX_CHECK(device->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED|D3DCOLORWRITEENABLE_GREEN|D3DCOLORWRITEENABLE_BLUE) );
  1174. DX_CHECK(device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID) );
  1175. ProgramD3D9& program = m_program[_blitter.m_program.idx];
  1176. DX_CHECK(device->SetVertexShader(program.m_vsh->m_vertexShader) );
  1177. DX_CHECK(device->SetPixelShader(program.m_fsh->m_pixelShader) );
  1178. VertexBufferD3D9& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1179. VertexLayout& layout = m_vertexLayouts[_blitter.m_vb->layoutHandle.idx];
  1180. DX_CHECK(device->SetStreamSource(0, vb.m_ptr, 0, layout.m_stride) );
  1181. setInputLayout(layout, 0);
  1182. IndexBufferD3D9& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1183. DX_CHECK(device->SetIndices(ib.m_ptr) );
  1184. float proj[16];
  1185. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f, 0.0f, false);
  1186. PredefinedUniform& predefined = program.m_predefined[0];
  1187. uint8_t flags = predefined.m_type;
  1188. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1189. m_textures[_blitter.m_texture.idx].commit(0, BGFX_SAMPLER_INTERNAL_DEFAULT, NULL);
  1190. }
  1191. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) override
  1192. {
  1193. const uint32_t numVertices = _numIndices*4/6;
  1194. if (0 < numVertices)
  1195. {
  1196. m_indexBuffers[_blitter.m_ib->handle.idx].update(0, _numIndices * 2, _blitter.m_ib->data, true);
  1197. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_layout.m_stride, _blitter.m_vb->data, true);
  1198. DX_CHECK(m_device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST
  1199. , 0
  1200. , 0
  1201. , numVertices
  1202. , 0
  1203. , _numIndices / 3
  1204. ) );
  1205. }
  1206. }
  1207. void updateMsaa()
  1208. {
  1209. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_checkMsaa); ++ii)
  1210. {
  1211. D3DMULTISAMPLE_TYPE msaa = s_checkMsaa[ii];
  1212. DWORD quality;
  1213. HRESULT hr = m_d3d9->CheckDeviceMultiSampleType(m_adapter
  1214. , m_deviceType
  1215. , m_params.BackBufferFormat
  1216. , m_params.Windowed
  1217. , msaa
  1218. , &quality
  1219. );
  1220. if (SUCCEEDED(hr) )
  1221. {
  1222. s_msaa[ii].m_type = msaa;
  1223. s_msaa[ii].m_quality = bx::uint32_imax(0, quality-1);
  1224. last = ii;
  1225. }
  1226. else
  1227. {
  1228. s_msaa[ii] = s_msaa[last];
  1229. }
  1230. }
  1231. }
  1232. void updateResolution(const Resolution& _resolution)
  1233. {
  1234. m_maxAnisotropy = !!(_resolution.reset & BGFX_RESET_MAXANISOTROPY)
  1235. ? m_caps.MaxAnisotropy
  1236. : 1
  1237. ;
  1238. const uint32_t maskFlags = ~(0
  1239. | BGFX_RESET_MAXANISOTROPY
  1240. | BGFX_RESET_DEPTH_CLAMP
  1241. | BGFX_RESET_SUSPEND
  1242. );
  1243. if (m_resolution.width != _resolution.width
  1244. || m_resolution.height != _resolution.height
  1245. || (m_resolution.reset&maskFlags) != (_resolution.reset&maskFlags) )
  1246. {
  1247. uint32_t flags = _resolution.reset & (~BGFX_RESET_INTERNAL_FORCE);
  1248. m_resolution = _resolution;
  1249. m_resolution.reset = flags;
  1250. m_textVideoMem.resize(false, _resolution.width, _resolution.height);
  1251. m_textVideoMem.clear();
  1252. D3DDEVICE_CREATION_PARAMETERS dcp;
  1253. DX_CHECK(m_device->GetCreationParameters(&dcp) );
  1254. D3DDISPLAYMODE dm;
  1255. DX_CHECK(m_d3d9->GetAdapterDisplayMode(dcp.AdapterOrdinal, &dm) );
  1256. m_params.BackBufferFormat = dm.Format;
  1257. m_params.BackBufferWidth = _resolution.width;
  1258. m_params.BackBufferHeight = _resolution.height;
  1259. m_params.FullScreen_RefreshRateInHz = BGFX_RESET_FULLSCREEN == (m_resolution.reset&BGFX_RESET_FULLSCREEN_MASK) ? 60 : 0;
  1260. m_params.PresentationInterval = !!(m_resolution.reset&BGFX_RESET_VSYNC) ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
  1261. updateMsaa();
  1262. Msaa& msaa = s_msaa[(m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1263. m_params.MultiSampleType = msaa.m_type;
  1264. m_params.MultiSampleQuality = msaa.m_quality;
  1265. preReset();
  1266. DX_CHECK(m_device->Reset(&m_params) );
  1267. postReset();
  1268. }
  1269. }
  1270. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true, bool _needPresent = true)
  1271. {
  1272. if (isValid(m_fbh)
  1273. && m_fbh.idx != _fbh.idx)
  1274. {
  1275. FrameBufferD3D9& frameBuffer = m_frameBuffers[m_fbh.idx];
  1276. frameBuffer.resolve();
  1277. }
  1278. if (!isValid(_fbh) )
  1279. {
  1280. m_needPresent |= _needPresent;
  1281. DX_CHECK(m_device->SetRenderTarget(0, m_backBufferColor) );
  1282. for (uint32_t ii = 1, num = g_caps.limits.maxFBAttachments; ii < num; ++ii)
  1283. {
  1284. DX_CHECK(m_device->SetRenderTarget(ii, NULL) );
  1285. }
  1286. DX_CHECK(m_device->SetDepthStencilSurface(m_backBufferDepthStencil) );
  1287. DX_CHECK(m_device->SetRenderState(D3DRS_SRGBWRITEENABLE, 0 != (m_resolution.reset & BGFX_RESET_SRGB_BACKBUFFER) ) );
  1288. }
  1289. else
  1290. {
  1291. m_frameBuffers[_fbh.idx].set();
  1292. }
  1293. m_fbh = _fbh;
  1294. m_rtMsaa = _msaa;
  1295. }
  1296. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1297. {
  1298. if (_flags&kUniformFragmentBit)
  1299. {
  1300. DX_CHECK(m_device->SetPixelShaderConstantF(_regIndex, (const float*)_val, _numRegs) );
  1301. }
  1302. else
  1303. {
  1304. DX_CHECK(m_device->SetVertexShaderConstantF(_regIndex, (const float*)_val, _numRegs) );
  1305. }
  1306. }
  1307. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1308. {
  1309. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1310. }
  1311. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1312. {
  1313. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1314. }
  1315. void reset()
  1316. {
  1317. preReset();
  1318. HRESULT hr;
  1319. do
  1320. {
  1321. hr = m_device->Reset(&m_params);
  1322. } while (FAILED(hr) );
  1323. postReset();
  1324. }
  1325. void flush()
  1326. {
  1327. m_flushQuery->Issue(D3DISSUE_END);
  1328. m_flushQuery->GetData(NULL, 0, D3DGETDATA_FLUSH);
  1329. }
  1330. bool isDeviceRemoved() override
  1331. {
  1332. return false;
  1333. }
  1334. void flip() override
  1335. {
  1336. if (NULL != m_swapChain)
  1337. {
  1338. if (NULL != m_deviceEx)
  1339. {
  1340. DX_CHECK(m_deviceEx->WaitForVBlank(0) );
  1341. }
  1342. for (uint32_t ii = 0, num = m_numWindows; ii < num; ++ii)
  1343. {
  1344. HRESULT hr = S_OK;
  1345. if (0 == ii)
  1346. {
  1347. if (m_needPresent)
  1348. {
  1349. hr = m_swapChain->Present(NULL, NULL, (HWND)g_platformData.nwh, NULL, 0);
  1350. m_needPresent = false;
  1351. }
  1352. else
  1353. {
  1354. flush();
  1355. }
  1356. }
  1357. else
  1358. {
  1359. hr = m_frameBuffers[m_windows[ii].idx].present();
  1360. }
  1361. if (isLost(hr) )
  1362. {
  1363. do
  1364. {
  1365. do
  1366. {
  1367. hr = m_device->TestCooperativeLevel();
  1368. }
  1369. while (D3DERR_DEVICENOTRESET != hr);
  1370. reset();
  1371. hr = m_device->TestCooperativeLevel();
  1372. }
  1373. while (FAILED(hr) );
  1374. break;
  1375. }
  1376. else if (FAILED(hr) )
  1377. {
  1378. BX_TRACE("Present failed with err 0x%08x.", hr);
  1379. }
  1380. }
  1381. }
  1382. }
  1383. void preReset()
  1384. {
  1385. m_needPresent = false;
  1386. invalidateSamplerState();
  1387. m_inputLayoutCache.invalidate();
  1388. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  1389. {
  1390. DX_CHECK(m_device->SetTexture(stage, NULL) );
  1391. }
  1392. DX_CHECK(m_device->SetRenderTarget(0, m_backBufferColor) );
  1393. for (uint32_t ii = 1, num = g_caps.limits.maxFBAttachments; ii < num; ++ii)
  1394. {
  1395. DX_CHECK(m_device->SetRenderTarget(ii, NULL) );
  1396. }
  1397. DX_CHECK(m_device->SetDepthStencilSurface(m_backBufferDepthStencil) );
  1398. DX_CHECK(m_device->SetVertexShader(NULL) );
  1399. DX_CHECK(m_device->SetPixelShader(NULL) );
  1400. DX_CHECK(m_device->SetStreamSource(0, NULL, 0, 0) );
  1401. DX_CHECK(m_device->SetIndices(NULL) );
  1402. DX_RELEASE(m_backBufferColor, 0);
  1403. DX_RELEASE(m_backBufferDepthStencil, 0);
  1404. DX_RELEASE(m_swapChain, 0);
  1405. capturePreReset();
  1406. DX_RELEASE(m_flushQuery, 0);
  1407. if (m_timerQuerySupport)
  1408. {
  1409. m_gpuTimer.preReset();
  1410. }
  1411. if (m_occlusionQuerySupport)
  1412. {
  1413. m_occlusionQuery.preReset();
  1414. }
  1415. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1416. {
  1417. m_indexBuffers[ii].preReset();
  1418. }
  1419. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1420. {
  1421. m_vertexBuffers[ii].preReset();
  1422. }
  1423. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1424. {
  1425. m_frameBuffers[ii].preReset();
  1426. }
  1427. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1428. {
  1429. m_textures[ii].preReset();
  1430. }
  1431. }
  1432. void postReset()
  1433. {
  1434. DX_CHECK(m_device->GetSwapChain(0, &m_swapChain) );
  1435. DX_CHECK(m_swapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &m_backBufferColor) );
  1436. DX_CHECK(m_device->GetDepthStencilSurface(&m_backBufferDepthStencil) );
  1437. DX_CHECK(m_device->CreateQuery(D3DQUERYTYPE_EVENT, &m_flushQuery) );
  1438. if (m_timerQuerySupport)
  1439. {
  1440. m_gpuTimer.postReset();
  1441. }
  1442. if (m_occlusionQuerySupport)
  1443. {
  1444. m_occlusionQuery.postReset();
  1445. }
  1446. capturePostReset();
  1447. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1448. {
  1449. m_indexBuffers[ii].postReset();
  1450. }
  1451. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1452. {
  1453. m_vertexBuffers[ii].postReset();
  1454. }
  1455. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1456. {
  1457. m_textures[ii].postReset();
  1458. }
  1459. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1460. {
  1461. m_frameBuffers[ii].postReset();
  1462. }
  1463. }
  1464. void invalidateSamplerState()
  1465. {
  1466. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  1467. {
  1468. m_samplerFlags[stage] = UINT32_MAX;
  1469. }
  1470. }
  1471. static void setSamplerState(IDirect3DDevice9* _device, DWORD _stage, D3DSAMPLERSTATETYPE _type, DWORD _value)
  1472. {
  1473. DX_CHECK(_device->SetSamplerState(_stage, _type, _value) );
  1474. if (4 > _stage)
  1475. {
  1476. DX_CHECK(_device->SetSamplerState(D3DVERTEXTEXTURESAMPLER0 + _stage, _type, _value) );
  1477. }
  1478. }
  1479. void setSamplerState(uint8_t _stage, uint64_t _flags, const float _rgba[4])
  1480. {
  1481. const uint64_t flags = _flags&( (~BGFX_SAMPLER_RESERVED_MASK) | BGFX_SAMPLER_BITS_MASK | BGFX_TEXTURE_SRGB);
  1482. BX_ASSERT(_stage < BX_COUNTOF(m_samplerFlags), "");
  1483. if (m_samplerFlags[_stage] != flags)
  1484. {
  1485. m_samplerFlags[_stage] = flags;
  1486. IDirect3DDevice9* device = m_device;
  1487. D3DTEXTUREADDRESS tau = s_textureAddress[(_flags&BGFX_SAMPLER_U_MASK)>>BGFX_SAMPLER_U_SHIFT];
  1488. D3DTEXTUREADDRESS tav = s_textureAddress[(_flags&BGFX_SAMPLER_V_MASK)>>BGFX_SAMPLER_V_SHIFT];
  1489. D3DTEXTUREADDRESS taw = s_textureAddress[(_flags&BGFX_SAMPLER_W_MASK)>>BGFX_SAMPLER_W_SHIFT];
  1490. D3DTEXTUREFILTERTYPE minFilter = s_textureFilter[(_flags&BGFX_SAMPLER_MIN_MASK)>>BGFX_SAMPLER_MIN_SHIFT];
  1491. D3DTEXTUREFILTERTYPE magFilter = s_textureFilter[(_flags&BGFX_SAMPLER_MAG_MASK)>>BGFX_SAMPLER_MAG_SHIFT];
  1492. D3DTEXTUREFILTERTYPE mipFilter = s_textureFilter[(_flags&BGFX_SAMPLER_MIP_MASK)>>BGFX_SAMPLER_MIP_SHIFT];
  1493. setSamplerState(device, _stage, D3DSAMP_ADDRESSU, tau);
  1494. setSamplerState(device, _stage, D3DSAMP_ADDRESSV, tav);
  1495. setSamplerState(device, _stage, D3DSAMP_ADDRESSW, taw);
  1496. setSamplerState(device, _stage, D3DSAMP_MINFILTER, minFilter);
  1497. setSamplerState(device, _stage, D3DSAMP_MAGFILTER, magFilter);
  1498. setSamplerState(device, _stage, D3DSAMP_MIPFILTER, mipFilter);
  1499. setSamplerState(device, _stage, D3DSAMP_MAXANISOTROPY, m_maxAnisotropy);
  1500. setSamplerState(device, _stage, D3DSAMP_SRGBTEXTURE, 0 != (flags & BGFX_TEXTURE_SRGB) );
  1501. if (NULL != _rgba)
  1502. {
  1503. if (needBorderColor(_flags) )
  1504. {
  1505. DWORD bc = D3DCOLOR_COLORVALUE(_rgba[0], _rgba[1], _rgba[2], _rgba[3]);
  1506. setSamplerState(device
  1507. , _stage
  1508. , D3DSAMP_BORDERCOLOR
  1509. , bc
  1510. );
  1511. }
  1512. }
  1513. }
  1514. }
  1515. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  1516. {
  1517. m_occlusionQuery.resolve(_render);
  1518. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  1519. }
  1520. void capturePreReset()
  1521. {
  1522. if (NULL != m_captureSurface)
  1523. {
  1524. g_callback->captureEnd();
  1525. }
  1526. DX_RELEASE(m_captureSurface, 1);
  1527. DX_RELEASE(m_captureTexture, 0);
  1528. DX_RELEASE(m_captureResolve, 0);
  1529. }
  1530. void capturePostReset()
  1531. {
  1532. if (m_resolution.reset&BGFX_RESET_CAPTURE)
  1533. {
  1534. uint32_t width = m_params.BackBufferWidth;
  1535. uint32_t height = m_params.BackBufferHeight;
  1536. D3DFORMAT fmt = m_params.BackBufferFormat;
  1537. DX_CHECK(m_device->CreateTexture(width
  1538. , height
  1539. , 1
  1540. , 0
  1541. , fmt
  1542. , D3DPOOL_SYSTEMMEM
  1543. , &m_captureTexture
  1544. , NULL
  1545. ) );
  1546. DX_CHECK(m_captureTexture->GetSurfaceLevel(0
  1547. , &m_captureSurface
  1548. ) );
  1549. if (m_params.MultiSampleType != D3DMULTISAMPLE_NONE)
  1550. {
  1551. DX_CHECK(m_device->CreateRenderTarget(width
  1552. , height
  1553. , fmt
  1554. , D3DMULTISAMPLE_NONE
  1555. , 0
  1556. , false
  1557. , &m_captureResolve
  1558. , NULL
  1559. ) );
  1560. }
  1561. g_callback->captureBegin(width, height, width*4, TextureFormat::BGRA8, false);
  1562. }
  1563. }
  1564. void capture()
  1565. {
  1566. if (NULL != m_captureSurface)
  1567. {
  1568. IDirect3DSurface9* resolve = m_backBufferColor;
  1569. if (NULL != m_captureResolve)
  1570. {
  1571. resolve = m_captureResolve;
  1572. DX_CHECK(m_device->StretchRect(m_backBufferColor
  1573. , 0
  1574. , m_captureResolve
  1575. , NULL
  1576. , D3DTEXF_NONE
  1577. ) );
  1578. }
  1579. HRESULT hr = m_device->GetRenderTargetData(resolve, m_captureSurface);
  1580. if (SUCCEEDED(hr) )
  1581. {
  1582. D3DLOCKED_RECT rect;
  1583. DX_CHECK(m_captureSurface->LockRect(&rect
  1584. , NULL
  1585. , D3DLOCK_NO_DIRTY_UPDATE|D3DLOCK_NOSYSLOCK|D3DLOCK_READONLY
  1586. ) );
  1587. g_callback->captureFrame(rect.pBits, m_params.BackBufferHeight*rect.Pitch);
  1588. DX_CHECK(m_captureSurface->UnlockRect() );
  1589. }
  1590. }
  1591. }
  1592. void commit(UniformBuffer& _uniformBuffer)
  1593. {
  1594. _uniformBuffer.reset();
  1595. IDirect3DDevice9* device = m_device;
  1596. for (;;)
  1597. {
  1598. uint32_t opcode = _uniformBuffer.read();
  1599. if (UniformType::End == opcode)
  1600. {
  1601. break;
  1602. }
  1603. UniformType::Enum type;
  1604. uint16_t loc;
  1605. uint16_t num;
  1606. uint16_t copy;
  1607. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  1608. const char* data;
  1609. if (copy)
  1610. {
  1611. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  1612. }
  1613. else
  1614. {
  1615. UniformHandle handle;
  1616. bx::memCopy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  1617. data = (const char*)m_uniforms[handle.idx];
  1618. }
  1619. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  1620. case UniformType::_uniform: \
  1621. { \
  1622. _type* value = (_type*)data; \
  1623. DX_CHECK(device->SetVertexShaderConstant##_dxsuffix(loc, value, num) ); \
  1624. } \
  1625. break; \
  1626. \
  1627. case UniformType::_uniform|kUniformFragmentBit: \
  1628. { \
  1629. _type* value = (_type*)data; \
  1630. DX_CHECK(device->SetPixelShaderConstant##_dxsuffix(loc, value, num) ); \
  1631. } \
  1632. break
  1633. switch ( (int32_t)type)
  1634. {
  1635. case UniformType::Mat3:
  1636. {
  1637. float* value = (float*)data;
  1638. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3, value += 9)
  1639. {
  1640. Matrix4 mtx;
  1641. mtx.un.val[ 0] = value[0];
  1642. mtx.un.val[ 1] = value[1];
  1643. mtx.un.val[ 2] = value[2];
  1644. mtx.un.val[ 3] = 0.0f;
  1645. mtx.un.val[ 4] = value[3];
  1646. mtx.un.val[ 5] = value[4];
  1647. mtx.un.val[ 6] = value[5];
  1648. mtx.un.val[ 7] = 0.0f;
  1649. mtx.un.val[ 8] = value[6];
  1650. mtx.un.val[ 9] = value[7];
  1651. mtx.un.val[10] = value[8];
  1652. mtx.un.val[11] = 0.0f;
  1653. DX_CHECK(device->SetVertexShaderConstantF(loc, &mtx.un.val[0], 3) );
  1654. }
  1655. }
  1656. break;
  1657. case UniformType::Mat3|kUniformFragmentBit:
  1658. {
  1659. float* value = (float*)data;
  1660. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3, value += 9)
  1661. {
  1662. Matrix4 mtx;
  1663. mtx.un.val[ 0] = value[0];
  1664. mtx.un.val[ 1] = value[1];
  1665. mtx.un.val[ 2] = value[2];
  1666. mtx.un.val[ 3] = 0.0f;
  1667. mtx.un.val[ 4] = value[3];
  1668. mtx.un.val[ 5] = value[4];
  1669. mtx.un.val[ 6] = value[5];
  1670. mtx.un.val[ 7] = 0.0f;
  1671. mtx.un.val[ 8] = value[6];
  1672. mtx.un.val[ 9] = value[7];
  1673. mtx.un.val[10] = value[8];
  1674. mtx.un.val[11] = 0.0f;
  1675. DX_CHECK(device->SetPixelShaderConstantF(loc, &mtx.un.val[0], 3) );
  1676. }
  1677. }
  1678. break;
  1679. CASE_IMPLEMENT_UNIFORM(Sampler, I, int);
  1680. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  1681. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  1682. case UniformType::End:
  1683. break;
  1684. default:
  1685. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  1686. break;
  1687. }
  1688. #undef CASE_IMPLEMENT_UNIFORM
  1689. }
  1690. }
  1691. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
  1692. {
  1693. IDirect3DDevice9* device = m_device;
  1694. uint32_t numMrt = 1;
  1695. FrameBufferHandle fbh = m_fbh;
  1696. if (isValid(fbh) )
  1697. {
  1698. const FrameBufferD3D9& fb = m_frameBuffers[fbh.idx];
  1699. numMrt = bx::uint32_max(1, fb.m_num);
  1700. }
  1701. if (1 == numMrt)
  1702. {
  1703. D3DCOLOR color = 0;
  1704. DWORD flags = 0;
  1705. if (BGFX_CLEAR_COLOR & _clear.m_flags)
  1706. {
  1707. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  1708. {
  1709. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_COLOR_PALETTE-1, _clear.m_index[0]);
  1710. const float* rgba = _palette[index];
  1711. const float rr = rgba[0];
  1712. const float gg = rgba[1];
  1713. const float bb = rgba[2];
  1714. const float aa = rgba[3];
  1715. color = D3DCOLOR_COLORVALUE(rr, gg, bb, aa);
  1716. }
  1717. else
  1718. {
  1719. color = D3DCOLOR_RGBA(_clear.m_index[0], _clear.m_index[1], _clear.m_index[2], _clear.m_index[3]);
  1720. }
  1721. flags |= D3DCLEAR_TARGET;
  1722. DX_CHECK(device->SetRenderState(D3DRS_COLORWRITEENABLE
  1723. , D3DCOLORWRITEENABLE_RED
  1724. | D3DCOLORWRITEENABLE_GREEN
  1725. | D3DCOLORWRITEENABLE_BLUE
  1726. | D3DCOLORWRITEENABLE_ALPHA
  1727. ) );
  1728. }
  1729. if (BGFX_CLEAR_DEPTH & _clear.m_flags)
  1730. {
  1731. flags |= D3DCLEAR_ZBUFFER;
  1732. DX_CHECK(device->SetRenderState(D3DRS_ZWRITEENABLE, TRUE) );
  1733. }
  1734. if (BGFX_CLEAR_STENCIL & _clear.m_flags)
  1735. {
  1736. flags |= D3DCLEAR_STENCIL;
  1737. }
  1738. if (0 != flags)
  1739. {
  1740. RECT rc;
  1741. rc.left = _rect.m_x;
  1742. rc.top = _rect.m_y;
  1743. rc.right = _rect.m_x + _rect.m_width;
  1744. rc.bottom = _rect.m_y + _rect.m_height;
  1745. DX_CHECK(device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE) );
  1746. DX_CHECK(device->SetScissorRect(&rc) );
  1747. DX_CHECK(device->Clear(0, NULL, flags, color, _clear.m_depth, _clear.m_stencil) );
  1748. DX_CHECK(device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE) );
  1749. }
  1750. }
  1751. else
  1752. {
  1753. DX_CHECK(device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE) );
  1754. DX_CHECK(device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE) );
  1755. DX_CHECK(device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE) );
  1756. if (BGFX_CLEAR_COLOR & _clear.m_flags)
  1757. {
  1758. DX_CHECK(device->SetRenderState(D3DRS_COLORWRITEENABLE
  1759. , D3DCOLORWRITEENABLE_RED
  1760. | D3DCOLORWRITEENABLE_GREEN
  1761. | D3DCOLORWRITEENABLE_BLUE
  1762. | D3DCOLORWRITEENABLE_ALPHA
  1763. ) );
  1764. }
  1765. else
  1766. {
  1767. DX_CHECK(device->SetRenderState(D3DRS_COLORWRITEENABLE, 0) );
  1768. }
  1769. if (BGFX_CLEAR_DEPTH & _clear.m_flags)
  1770. {
  1771. DX_CHECK(device->SetRenderState(D3DRS_ZWRITEENABLE, TRUE) );
  1772. DX_CHECK(device->SetRenderState(D3DRS_ZENABLE, TRUE) );
  1773. DX_CHECK(device->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS) );
  1774. }
  1775. else
  1776. {
  1777. DX_CHECK(device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE) );
  1778. DX_CHECK(device->SetRenderState(D3DRS_ZENABLE, FALSE) );
  1779. }
  1780. if (BGFX_CLEAR_STENCIL & _clear.m_flags)
  1781. {
  1782. DX_CHECK(device->SetRenderState(D3DRS_STENCILENABLE, TRUE) );
  1783. DX_CHECK(device->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE) );
  1784. DX_CHECK(device->SetRenderState(D3DRS_STENCILREF, _clear.m_stencil) );
  1785. DX_CHECK(device->SetRenderState(D3DRS_STENCILMASK, 0xff) );
  1786. DX_CHECK(device->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS) );
  1787. DX_CHECK(device->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE) );
  1788. DX_CHECK(device->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE) );
  1789. DX_CHECK(device->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE) );
  1790. }
  1791. else
  1792. {
  1793. DX_CHECK(device->SetRenderState(D3DRS_STENCILENABLE, FALSE) );
  1794. }
  1795. VertexBufferD3D9& vb = m_vertexBuffers[_clearQuad.m_vb.idx];
  1796. VertexLayout& layout = _clearQuad.m_layout;
  1797. uint32_t stride = _clearQuad.m_layout.m_stride;
  1798. ProgramD3D9& program = m_program[_clearQuad.m_program[numMrt-1].idx];
  1799. device->SetVertexShader(program.m_vsh->m_vertexShader);
  1800. device->SetPixelShader(program.m_fsh->m_pixelShader);
  1801. float mrtClearDepth[4] = { _clear.m_depth };
  1802. DX_CHECK(device->SetVertexShaderConstantF(0, mrtClearDepth, 1));
  1803. float mrtClearColor[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS][4];
  1804. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  1805. {
  1806. for (uint32_t ii = 0; ii < numMrt; ++ii)
  1807. {
  1808. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_COLOR_PALETTE - 1, _clear.m_index[ii]);
  1809. bx::memCopy(mrtClearColor[ii], _palette[index], 16);
  1810. }
  1811. }
  1812. else
  1813. {
  1814. float rgba[4] =
  1815. {
  1816. _clear.m_index[0] * 1.0f / 255.0f,
  1817. _clear.m_index[1] * 1.0f / 255.0f,
  1818. _clear.m_index[2] * 1.0f / 255.0f,
  1819. _clear.m_index[3] * 1.0f / 255.0f,
  1820. };
  1821. for (uint32_t ii = 0; ii < numMrt; ++ii)
  1822. {
  1823. bx::memCopy(mrtClearColor[ii], rgba, 16);
  1824. }
  1825. }
  1826. DX_CHECK(device->SetPixelShaderConstantF(0, mrtClearColor[0], numMrt));
  1827. DX_CHECK(device->SetStreamSource(0, vb.m_ptr, 0, stride) );
  1828. DX_CHECK(device->SetStreamSourceFreq(0, 1) );
  1829. DX_CHECK(device->SetStreamSource(1, NULL, 0, 0) );
  1830. setInputLayout(layout, 0);
  1831. DX_CHECK(device->SetIndices(NULL) );
  1832. DX_CHECK(device->DrawPrimitive(D3DPT_TRIANGLESTRIP
  1833. , 0
  1834. , 2
  1835. ) );
  1836. }
  1837. }
  1838. void setInputLayout(uint8_t _numStreams, const VertexLayout** _layouts, uint16_t _numInstanceData)
  1839. {
  1840. bx::HashMurmur2A murmur;
  1841. murmur.begin();
  1842. murmur.add(_numInstanceData);
  1843. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  1844. {
  1845. murmur.add(_layouts[stream]->m_hash);
  1846. }
  1847. uint64_t layoutHash = murmur.end();
  1848. IDirect3DVertexDeclaration9* layout = m_inputLayoutCache.find(layoutHash);
  1849. if (NULL == layout)
  1850. {
  1851. D3DVERTEXELEMENT9 vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  1852. D3DVERTEXELEMENT9* elem = vertexElements;
  1853. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  1854. {
  1855. elem = fillVertexLayout(stream, elem, *_layouts[stream]);
  1856. }
  1857. const D3DVERTEXELEMENT9 inst = { _numStreams, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 };
  1858. for (uint8_t ii = 0; ii < _numInstanceData; ++ii)
  1859. {
  1860. bx::memCopy(elem, &inst, sizeof(D3DVERTEXELEMENT9) );
  1861. elem->UsageIndex = uint8_t(7-ii); // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  1862. elem->Offset = ii*16;
  1863. ++elem;
  1864. }
  1865. bx::memCopy(elem, &s_attrib[Attrib::Count], sizeof(D3DVERTEXELEMENT9) );
  1866. DX_CHECK(m_device->CreateVertexDeclaration(vertexElements, &layout) );
  1867. m_inputLayoutCache.add(layoutHash, layout);
  1868. }
  1869. DX_CHECK(m_device->SetVertexDeclaration(layout) );
  1870. }
  1871. void setInputLayout(const VertexLayout& _layout, uint16_t _numInstanceData)
  1872. {
  1873. const VertexLayout* layouts[1] = { &_layout };
  1874. setInputLayout(BX_COUNTOF(layouts), layouts, _numInstanceData);
  1875. }
  1876. D3DCAPS9 m_caps;
  1877. IDirect3D9Ex* m_d3d9ex;
  1878. IDirect3DDevice9Ex* m_deviceEx;
  1879. IDirect3D9* m_d3d9;
  1880. IDirect3DDevice9* m_device;
  1881. IDirect3DQuery9* m_flushQuery;
  1882. TimerQueryD3D9 m_gpuTimer;
  1883. OcclusionQueryD3D9 m_occlusionQuery;
  1884. D3DPOOL m_pool;
  1885. IDirect3DSwapChain9* m_swapChain;
  1886. bool m_needPresent;
  1887. uint16_t m_numWindows;
  1888. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  1889. IDirect3DSurface9* m_backBufferColor;
  1890. IDirect3DSurface9* m_backBufferDepthStencil;
  1891. IDirect3DTexture9* m_captureTexture;
  1892. IDirect3DSurface9* m_captureSurface;
  1893. IDirect3DSurface9* m_captureResolve;
  1894. IDirect3DVertexDeclaration9* m_instanceDataDecls[BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  1895. void* m_d3d9Dll;
  1896. NvApi m_nvapi;
  1897. uint32_t m_adapter;
  1898. D3DDEVTYPE m_deviceType;
  1899. D3DPRESENT_PARAMETERS m_params;
  1900. uint32_t m_maxAnisotropy;
  1901. D3DADAPTER_IDENTIFIER9 m_identifier;
  1902. Resolution m_resolution;
  1903. bool m_initialized;
  1904. bool m_amd;
  1905. bool m_nvidia;
  1906. bool m_atocSupport;
  1907. bool m_instancingSupport;
  1908. bool m_occlusionQuerySupport;
  1909. bool m_timerQuerySupport;
  1910. D3DFORMAT m_fmtDepth;
  1911. IndexBufferD3D9 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  1912. VertexBufferD3D9 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  1913. ShaderD3D9 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  1914. ProgramD3D9 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  1915. TextureD3D9 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  1916. VertexLayout m_vertexLayouts[BGFX_CONFIG_MAX_VERTEX_LAYOUTS];
  1917. FrameBufferD3D9 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  1918. UniformRegistry m_uniformReg;
  1919. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  1920. uint64_t m_samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  1921. TextureD3D9* m_updateTexture;
  1922. uint8_t* m_updateTextureBits;
  1923. uint32_t m_updateTexturePitch;
  1924. uint8_t m_updateTextureSide;
  1925. uint8_t m_updateTextureMip;
  1926. StateCacheT<IDirect3DVertexDeclaration9> m_inputLayoutCache;
  1927. TextVideoMem m_textVideoMem;
  1928. FrameBufferHandle m_fbh;
  1929. bool m_rtMsaa;
  1930. };
  1931. static RendererContextD3D9* s_renderD3D9;
  1932. RendererContextI* rendererCreate(const Init& _init)
  1933. {
  1934. s_renderD3D9 = BX_NEW(g_allocator, RendererContextD3D9);
  1935. if (!s_renderD3D9->init(_init) )
  1936. {
  1937. BX_DELETE(g_allocator, s_renderD3D9);
  1938. s_renderD3D9 = NULL;
  1939. }
  1940. return s_renderD3D9;
  1941. }
  1942. void rendererDestroy()
  1943. {
  1944. s_renderD3D9->shutdown();
  1945. BX_DELETE(g_allocator, s_renderD3D9);
  1946. s_renderD3D9 = NULL;
  1947. }
  1948. void IndexBufferD3D9::create(uint32_t _size, void* _data, uint16_t _flags)
  1949. {
  1950. m_size = _size;
  1951. m_flags = _flags;
  1952. uint32_t usage = D3DUSAGE_WRITEONLY;
  1953. D3DPOOL pool = s_renderD3D9->m_pool;
  1954. if (NULL == _data)
  1955. {
  1956. usage |= D3DUSAGE_DYNAMIC;
  1957. pool = D3DPOOL_DEFAULT;
  1958. m_dynamic = (uint8_t*)BX_ALLOC(g_allocator, _size);
  1959. }
  1960. const D3DFORMAT format = 0 == (_flags & BGFX_BUFFER_INDEX32)
  1961. ? D3DFMT_INDEX16
  1962. : D3DFMT_INDEX32
  1963. ;
  1964. DX_CHECK(s_renderD3D9->m_device->CreateIndexBuffer(m_size
  1965. , usage
  1966. , format
  1967. , pool
  1968. , &m_ptr
  1969. , NULL
  1970. ) );
  1971. if (NULL != _data)
  1972. {
  1973. update(0, _size, _data);
  1974. }
  1975. }
  1976. void IndexBufferD3D9::preReset()
  1977. {
  1978. if (NULL != m_dynamic)
  1979. {
  1980. DX_RELEASE(m_ptr, 0);
  1981. }
  1982. }
  1983. void IndexBufferD3D9::postReset()
  1984. {
  1985. if (NULL != m_dynamic)
  1986. {
  1987. const D3DFORMAT format = 0 == (m_flags & BGFX_BUFFER_INDEX32)
  1988. ? D3DFMT_INDEX16
  1989. : D3DFMT_INDEX32
  1990. ;
  1991. DX_CHECK(s_renderD3D9->m_device->CreateIndexBuffer(m_size
  1992. , D3DUSAGE_WRITEONLY|D3DUSAGE_DYNAMIC
  1993. , format
  1994. , D3DPOOL_DEFAULT
  1995. , &m_ptr
  1996. , NULL
  1997. ) );
  1998. update(0, m_size, m_dynamic);
  1999. }
  2000. }
  2001. void VertexBufferD3D9::create(uint32_t _size, void* _data, VertexLayoutHandle _layoutHandle)
  2002. {
  2003. m_size = _size;
  2004. m_layoutHandle = _layoutHandle;
  2005. uint32_t usage = D3DUSAGE_WRITEONLY;
  2006. D3DPOOL pool = s_renderD3D9->m_pool;
  2007. if (NULL == _data)
  2008. {
  2009. usage |= D3DUSAGE_DYNAMIC;
  2010. pool = D3DPOOL_DEFAULT;
  2011. m_dynamic = (uint8_t*)BX_ALLOC(g_allocator, _size);
  2012. }
  2013. DX_CHECK(s_renderD3D9->m_device->CreateVertexBuffer(m_size
  2014. , usage
  2015. , 0
  2016. , pool
  2017. , &m_ptr
  2018. , NULL
  2019. ) );
  2020. if (NULL != _data)
  2021. {
  2022. update(0, _size, _data);
  2023. }
  2024. }
  2025. void VertexBufferD3D9::preReset()
  2026. {
  2027. if (NULL != m_dynamic)
  2028. {
  2029. DX_RELEASE(m_ptr, 0);
  2030. }
  2031. }
  2032. void VertexBufferD3D9::postReset()
  2033. {
  2034. if (NULL != m_dynamic)
  2035. {
  2036. DX_CHECK(s_renderD3D9->m_device->CreateVertexBuffer(m_size
  2037. , D3DUSAGE_WRITEONLY|D3DUSAGE_DYNAMIC
  2038. , 0
  2039. , D3DPOOL_DEFAULT
  2040. , &m_ptr
  2041. , NULL
  2042. ) );
  2043. update(0, m_size, m_dynamic);
  2044. }
  2045. }
  2046. void ShaderD3D9::create(const Memory* _mem)
  2047. {
  2048. bx::MemoryReader reader(_mem->data, _mem->size);
  2049. uint32_t magic;
  2050. bx::read(&reader, magic);
  2051. const bool fragment = isShaderType(magic, 'F');
  2052. uint32_t hashIn;
  2053. bx::read(&reader, hashIn);
  2054. uint32_t hashOut;
  2055. if (isShaderVerLess(magic, 6) )
  2056. {
  2057. hashOut = hashIn;
  2058. }
  2059. else
  2060. {
  2061. bx::read(&reader, hashOut);
  2062. }
  2063. uint16_t count;
  2064. bx::read(&reader, count);
  2065. m_numPredefined = 0;
  2066. BX_TRACE("Shader consts %d", count);
  2067. uint8_t fragmentBit = fragment ? kUniformFragmentBit : 0;
  2068. if (0 < count)
  2069. {
  2070. for (uint32_t ii = 0; ii < count; ++ii)
  2071. {
  2072. uint8_t nameSize = 0;
  2073. bx::read(&reader, nameSize);
  2074. char name[256] = {};
  2075. bx::read(&reader, &name, nameSize);
  2076. name[nameSize] = '\0';
  2077. uint8_t type = 0;
  2078. bx::read(&reader, type);
  2079. uint8_t num = 0;
  2080. bx::read(&reader, num);
  2081. uint16_t regIndex = 0;
  2082. bx::read(&reader, regIndex);
  2083. uint16_t regCount = 0;
  2084. bx::read(&reader, regCount);
  2085. if (!isShaderVerLess(magic, 8) )
  2086. {
  2087. uint16_t texInfo = 0;
  2088. bx::read(&reader, texInfo);
  2089. }
  2090. const char* kind = "invalid";
  2091. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  2092. if (PredefinedUniform::Count != predefined)
  2093. {
  2094. kind = "predefined";
  2095. m_predefined[m_numPredefined].m_loc = regIndex;
  2096. m_predefined[m_numPredefined].m_count = regCount;
  2097. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  2098. m_numPredefined++;
  2099. }
  2100. else if (0 == (kUniformSamplerBit & type) )
  2101. {
  2102. const UniformRegInfo* info = s_renderD3D9->m_uniformReg.find(name);
  2103. BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  2104. if (NULL != info)
  2105. {
  2106. if (NULL == m_constantBuffer)
  2107. {
  2108. m_constantBuffer = UniformBuffer::create(1024);
  2109. }
  2110. kind = "user";
  2111. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  2112. }
  2113. }
  2114. else
  2115. {
  2116. kind = "sampler";
  2117. }
  2118. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  2119. , kind
  2120. , name
  2121. , getUniformTypeName(UniformType::Enum(type&~kUniformMask) )
  2122. , num
  2123. , regIndex
  2124. , regCount
  2125. );
  2126. BX_UNUSED(kind);
  2127. }
  2128. if (NULL != m_constantBuffer)
  2129. {
  2130. m_constantBuffer->finish();
  2131. }
  2132. }
  2133. uint32_t shaderSize;
  2134. bx::read(&reader, shaderSize);
  2135. const DWORD* code = (const DWORD*)reader.getDataPtr();
  2136. if (fragment)
  2137. {
  2138. m_type = 1;
  2139. DX_CHECK(s_renderD3D9->m_device->CreatePixelShader(code, &m_pixelShader) );
  2140. BGFX_FATAL(NULL != m_pixelShader, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  2141. }
  2142. else
  2143. {
  2144. m_type = 0;
  2145. DX_CHECK(s_renderD3D9->m_device->CreateVertexShader(code, &m_vertexShader) );
  2146. BGFX_FATAL(NULL != m_vertexShader, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  2147. }
  2148. }
  2149. void TextureD3D9::createTexture(uint32_t _width, uint32_t _height, uint8_t _numMips)
  2150. {
  2151. m_type = Texture2D;
  2152. const bimg::TextureFormat::Enum fmt = (bimg::TextureFormat::Enum)m_textureFormat;
  2153. DWORD usage = 0;
  2154. D3DPOOL pool = D3DPOOL_DEFAULT;
  2155. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  2156. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  2157. const bool readBack = 0 != (m_flags&BGFX_TEXTURE_READ_BACK);
  2158. if (bimg::isDepth(fmt) )
  2159. {
  2160. usage = D3DUSAGE_DEPTHSTENCIL;
  2161. }
  2162. else if (readBack)
  2163. {
  2164. usage = 0;
  2165. pool = D3DPOOL_SYSTEMMEM;
  2166. }
  2167. else if (renderTarget || blit)
  2168. {
  2169. usage = 0
  2170. | D3DUSAGE_RENDERTARGET
  2171. | (1 < _numMips ? D3DUSAGE_AUTOGENMIPMAP : 0)
  2172. ;
  2173. }
  2174. IDirect3DDevice9* device = s_renderD3D9->m_device;
  2175. if (renderTarget)
  2176. {
  2177. uint32_t msaaQuality = ( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT);
  2178. msaaQuality = bx::uint32_satsub(msaaQuality, 1);
  2179. bool writeOnly = 0 != (m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  2180. if (0 != msaaQuality
  2181. || writeOnly)
  2182. {
  2183. const Msaa& msaa = s_msaa[msaaQuality];
  2184. if (bimg::isDepth(fmt) )
  2185. {
  2186. DX_CHECK(device->CreateDepthStencilSurface(
  2187. m_width
  2188. , m_height
  2189. , s_textureFormat[m_textureFormat].m_fmt
  2190. , msaa.m_type
  2191. , msaa.m_quality
  2192. , FALSE
  2193. , &m_surface
  2194. , NULL
  2195. ) );
  2196. }
  2197. else
  2198. {
  2199. DX_CHECK(device->CreateRenderTarget(
  2200. m_width
  2201. , m_height
  2202. , s_textureFormat[m_textureFormat].m_fmt
  2203. , msaa.m_type
  2204. , msaa.m_quality
  2205. , FALSE
  2206. , &m_surface
  2207. , NULL
  2208. ) );
  2209. }
  2210. if (writeOnly)
  2211. {
  2212. // This is render buffer, there is no sampling, no need
  2213. // to create texture.
  2214. return;
  2215. }
  2216. }
  2217. }
  2218. DX_CHECK(device->CreateTexture(_width
  2219. , _height
  2220. , _numMips
  2221. , usage
  2222. , s_textureFormat[fmt].m_fmt
  2223. , pool
  2224. , &m_texture2d
  2225. , NULL
  2226. ) );
  2227. if (!renderTarget
  2228. && !readBack)
  2229. {
  2230. if (NULL == m_staging)
  2231. {
  2232. DX_CHECK(device->CreateTexture(_width
  2233. , _height
  2234. , _numMips
  2235. , 0
  2236. , s_textureFormat[fmt].m_fmt
  2237. , D3DPOOL_SYSTEMMEM
  2238. , &m_staging2d
  2239. , NULL
  2240. ) );
  2241. }
  2242. else
  2243. {
  2244. DX_CHECK(m_staging2d->AddDirtyRect(NULL));
  2245. DX_CHECK(device->UpdateTexture(m_staging2d, m_texture2d));
  2246. }
  2247. }
  2248. BGFX_FATAL(NULL != m_texture2d, Fatal::UnableToCreateTexture, "Failed to create texture (size: %dx%d, mips: %d, fmt: %d)."
  2249. , _width
  2250. , _height
  2251. , _numMips
  2252. , bimg::getName(fmt)
  2253. );
  2254. }
  2255. void TextureD3D9::createVolumeTexture(uint32_t _width, uint32_t _height, uint32_t _depth, uint8_t _numMips)
  2256. {
  2257. m_type = Texture3D;
  2258. const TextureFormat::Enum fmt = (TextureFormat::Enum)m_textureFormat;
  2259. IDirect3DDevice9* device = s_renderD3D9->m_device;
  2260. DX_CHECK(device->CreateVolumeTexture(_width
  2261. , _height
  2262. , _depth
  2263. , _numMips
  2264. , 0
  2265. , s_textureFormat[fmt].m_fmt
  2266. , D3DPOOL_DEFAULT
  2267. , &m_texture3d
  2268. , NULL
  2269. ) );
  2270. if (NULL == m_staging)
  2271. {
  2272. DX_CHECK(device->CreateVolumeTexture(_width
  2273. , _height
  2274. , _depth
  2275. , _numMips
  2276. , 0
  2277. , s_textureFormat[fmt].m_fmt
  2278. , D3DPOOL_SYSTEMMEM
  2279. , &m_staging3d
  2280. , NULL
  2281. ) );
  2282. }
  2283. else
  2284. {
  2285. DX_CHECK(m_staging3d->AddDirtyBox(NULL) );
  2286. DX_CHECK(device->UpdateTexture(m_staging3d, m_texture3d) );
  2287. }
  2288. BGFX_FATAL(NULL != m_texture3d, Fatal::UnableToCreateTexture, "Failed to create volume texture (size: %dx%dx%d, mips: %d, fmt: %s)."
  2289. , _width
  2290. , _height
  2291. , _depth
  2292. , _numMips
  2293. , getName(fmt)
  2294. );
  2295. }
  2296. void TextureD3D9::createCubeTexture(uint32_t _width, uint8_t _numMips)
  2297. {
  2298. m_type = TextureCube;
  2299. const bimg::TextureFormat::Enum fmt = (bimg::TextureFormat::Enum)m_textureFormat;
  2300. DWORD usage = 0;
  2301. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  2302. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  2303. if (bimg::isDepth(fmt) )
  2304. {
  2305. usage = D3DUSAGE_DEPTHSTENCIL;
  2306. }
  2307. else if (renderTarget || blit)
  2308. {
  2309. usage = D3DUSAGE_RENDERTARGET;
  2310. }
  2311. IDirect3DDevice9* device = s_renderD3D9->m_device;
  2312. DX_CHECK(device->CreateCubeTexture(_width
  2313. , _numMips
  2314. , usage
  2315. , s_textureFormat[fmt].m_fmt
  2316. , D3DPOOL_DEFAULT
  2317. , &m_textureCube
  2318. , NULL
  2319. ) );
  2320. if (!renderTarget)
  2321. {
  2322. if (NULL == m_staging)
  2323. {
  2324. DX_CHECK(device->CreateCubeTexture(_width
  2325. , _numMips
  2326. , 0
  2327. , s_textureFormat[fmt].m_fmt
  2328. , D3DPOOL_SYSTEMMEM
  2329. , &m_stagingCube
  2330. , NULL
  2331. ) );
  2332. }
  2333. else
  2334. {
  2335. for (uint8_t ii = 0; ii < 6; ++ii)
  2336. {
  2337. DX_CHECK(m_stagingCube->AddDirtyRect(D3DCUBEMAP_FACES(ii), NULL) );
  2338. }
  2339. DX_CHECK(device->UpdateTexture(m_stagingCube, m_textureCube) );
  2340. }
  2341. }
  2342. BGFX_FATAL(NULL != m_textureCube, Fatal::UnableToCreateTexture, "Failed to create cube texture (edge: %d, mips: %d, fmt: %s)."
  2343. , _width
  2344. , _numMips
  2345. , getName(fmt)
  2346. );
  2347. }
  2348. uint8_t* TextureD3D9::lock(uint8_t _side, uint8_t _lod, uint32_t& _pitch, uint32_t& _slicePitch, const Rect* _rect)
  2349. {
  2350. switch (m_type)
  2351. {
  2352. case Texture2D:
  2353. {
  2354. D3DLOCKED_RECT lockedRect;
  2355. if (NULL != _rect)
  2356. {
  2357. RECT rect;
  2358. rect.left = _rect->m_x;
  2359. rect.top = _rect->m_y;
  2360. rect.right = rect.left + _rect->m_width;
  2361. rect.bottom = rect.top + _rect->m_height;
  2362. DX_CHECK(m_staging2d->LockRect(_lod, &lockedRect, &rect, 0) );
  2363. DX_CHECK(m_staging2d->AddDirtyRect(&rect) );
  2364. }
  2365. else
  2366. {
  2367. DX_CHECK(m_staging2d->LockRect(_lod, &lockedRect, NULL, 0) );
  2368. DX_CHECK(m_staging2d->AddDirtyRect(NULL) );
  2369. }
  2370. _pitch = lockedRect.Pitch;
  2371. _slicePitch = 0;
  2372. return (uint8_t*)lockedRect.pBits;
  2373. }
  2374. case Texture3D:
  2375. {
  2376. D3DLOCKED_BOX box;
  2377. DX_CHECK(m_staging3d->LockBox(_lod, &box, NULL, 0) );
  2378. DX_CHECK(m_staging3d->AddDirtyBox(NULL) );
  2379. _pitch = box.RowPitch;
  2380. _slicePitch = box.SlicePitch;
  2381. return (uint8_t*)box.pBits;
  2382. }
  2383. case TextureCube:
  2384. {
  2385. D3DLOCKED_RECT lockedRect;
  2386. if (NULL != _rect)
  2387. {
  2388. RECT rect;
  2389. rect.left = _rect->m_x;
  2390. rect.top = _rect->m_y;
  2391. rect.right = rect.left + _rect->m_width;
  2392. rect.bottom = rect.top + _rect->m_height;
  2393. DX_CHECK(m_stagingCube->LockRect(D3DCUBEMAP_FACES(_side), _lod, &lockedRect, &rect, 0) );
  2394. DX_CHECK(m_textureCube->AddDirtyRect(D3DCUBEMAP_FACES(_side), &rect) );
  2395. }
  2396. else
  2397. {
  2398. DX_CHECK(m_stagingCube->LockRect(D3DCUBEMAP_FACES(_side), _lod, &lockedRect, NULL, 0) );
  2399. DX_CHECK(m_textureCube->AddDirtyRect(D3DCUBEMAP_FACES(_side), NULL) );
  2400. }
  2401. _pitch = lockedRect.Pitch;
  2402. _slicePitch = 0;
  2403. return (uint8_t*)lockedRect.pBits;
  2404. }
  2405. }
  2406. BX_ASSERT(false, "You should not be here.");
  2407. _pitch = 0;
  2408. _slicePitch = 0;
  2409. return NULL;
  2410. }
  2411. void TextureD3D9::unlock(uint8_t _side, uint8_t _lod)
  2412. {
  2413. IDirect3DDevice9* device = s_renderD3D9->m_device;
  2414. switch (m_type)
  2415. {
  2416. case Texture2D:
  2417. {
  2418. DX_CHECK(m_staging2d->UnlockRect(_lod) );
  2419. DX_CHECK(device->UpdateTexture(m_staging2d, m_texture2d) );
  2420. }
  2421. return;
  2422. case Texture3D:
  2423. {
  2424. DX_CHECK(m_staging3d->UnlockBox(_lod) );
  2425. DX_CHECK(device->UpdateTexture(m_staging3d, m_texture3d) );
  2426. }
  2427. return;
  2428. case TextureCube:
  2429. {
  2430. DX_CHECK(m_stagingCube->UnlockRect(D3DCUBEMAP_FACES(_side), _lod) );
  2431. DX_CHECK(device->UpdateTexture(m_stagingCube, m_textureCube) );
  2432. }
  2433. return;
  2434. }
  2435. BX_ASSERT(false, "You should not be here.");
  2436. }
  2437. void TextureD3D9::dirty(uint8_t _side, const Rect& _rect, uint16_t _z, uint16_t _depth)
  2438. {
  2439. switch (m_type)
  2440. {
  2441. case Texture2D:
  2442. {
  2443. RECT rect;
  2444. rect.left = _rect.m_x;
  2445. rect.top = _rect.m_y;
  2446. rect.right = rect.left + _rect.m_width;
  2447. rect.bottom = rect.top + _rect.m_height;
  2448. DX_CHECK(m_texture2d->AddDirtyRect(&rect) );
  2449. }
  2450. return;
  2451. case Texture3D:
  2452. {
  2453. D3DBOX box;
  2454. box.Left = _rect.m_x;
  2455. box.Top = _rect.m_y;
  2456. box.Right = box.Left + _rect.m_width;
  2457. box.Bottom = box.Top + _rect.m_height;
  2458. box.Front = _z;
  2459. box.Back = box.Front + _depth;
  2460. DX_CHECK(m_texture3d->AddDirtyBox(&box) );
  2461. }
  2462. return;
  2463. case TextureCube:
  2464. {
  2465. RECT rect;
  2466. rect.left = _rect.m_x;
  2467. rect.top = _rect.m_y;
  2468. rect.right = rect.left + _rect.m_width;
  2469. rect.bottom = rect.top + _rect.m_height;
  2470. DX_CHECK(m_textureCube->AddDirtyRect(D3DCUBEMAP_FACES(_side), &rect) );
  2471. }
  2472. return;
  2473. }
  2474. BX_ASSERT(false, "You should not be here.");
  2475. }
  2476. IDirect3DSurface9* TextureD3D9::getSurface(uint8_t _side, uint8_t _mip) const
  2477. {
  2478. IDirect3DSurface9* surface = NULL;
  2479. switch (m_type)
  2480. {
  2481. case Texture2D:
  2482. DX_CHECK(m_texture2d->GetSurfaceLevel(_mip, &surface) );
  2483. break;
  2484. case Texture3D:
  2485. BX_ASSERT(false, "");
  2486. break;
  2487. case TextureCube:
  2488. DX_CHECK(m_textureCube->GetCubeMapSurface(D3DCUBEMAP_FACES(_side), _mip, &surface) );
  2489. break;
  2490. }
  2491. return surface;
  2492. }
  2493. void TextureD3D9::create(const Memory* _mem, uint64_t _flags, uint8_t _skip)
  2494. {
  2495. bimg::ImageContainer imageContainer;
  2496. if (bimg::imageParse(imageContainer, _mem->data, _mem->size) )
  2497. {
  2498. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(imageContainer.m_format) );
  2499. const uint8_t startLod = bx::min<uint8_t>(_skip, imageContainer.m_numMips-1);
  2500. bimg::TextureInfo ti;
  2501. bimg::imageGetSize(
  2502. &ti
  2503. , uint16_t(imageContainer.m_width >>startLod)
  2504. , uint16_t(imageContainer.m_height>>startLod)
  2505. , uint16_t(imageContainer.m_depth >>startLod)
  2506. , imageContainer.m_cubeMap
  2507. , 1 < imageContainer.m_numMips
  2508. , imageContainer.m_numLayers
  2509. , imageContainer.m_format
  2510. );
  2511. ti.numMips = bx::min<uint8_t>(imageContainer.m_numMips-startLod, ti.numMips);
  2512. m_flags = _flags;
  2513. m_width = ti.width;
  2514. m_height = ti.height;
  2515. m_depth = ti.depth;
  2516. m_numMips = ti.numMips;
  2517. m_requestedFormat = uint8_t(imageContainer.m_format);
  2518. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  2519. const bool convert = m_textureFormat != m_requestedFormat;
  2520. uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  2521. if (imageContainer.m_cubeMap)
  2522. {
  2523. createCubeTexture(ti.width, ti.numMips);
  2524. }
  2525. else if (imageContainer.m_depth > 1)
  2526. {
  2527. createVolumeTexture(ti.width, ti.height, ti.depth, ti.numMips);
  2528. }
  2529. else
  2530. {
  2531. createTexture(ti.width, ti.height, ti.numMips);
  2532. }
  2533. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s%s."
  2534. , this - s_renderD3D9->m_textures
  2535. , getName( (TextureFormat::Enum)m_textureFormat)
  2536. , getName( (TextureFormat::Enum)m_requestedFormat)
  2537. , ti.width
  2538. , ti.height
  2539. , imageContainer.m_cubeMap ? "x6" : ""
  2540. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  2541. );
  2542. if (0 != (_flags&BGFX_TEXTURE_RT_WRITE_ONLY) )
  2543. {
  2544. return;
  2545. }
  2546. const bool useMipSize = useD3D9Pitch(imageContainer.m_format);
  2547. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  2548. {
  2549. uint32_t width = ti.width;
  2550. uint32_t height = ti.height;
  2551. uint32_t depth = ti.depth;
  2552. uint32_t mipWidth = ti.width;
  2553. uint32_t mipHeight = ti.height;
  2554. for (uint8_t lod = 0, num = ti.numMips; lod < num; ++lod)
  2555. {
  2556. width = bx::max<uint32_t>(1, width);
  2557. height = bx::max<uint32_t>(1, height);
  2558. depth = bx::max<uint32_t>(1, depth);
  2559. mipWidth = bx::max<uint32_t>(blockInfo.blockWidth, mipWidth);
  2560. mipHeight = bx::max<uint32_t>(blockInfo.blockHeight, mipHeight);
  2561. uint32_t mipSize = width*height*depth*bpp/8;
  2562. bimg::ImageMip mip;
  2563. if (bimg::imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  2564. {
  2565. uint32_t pitch;
  2566. uint32_t slicePitch;
  2567. uint8_t* bits = lock(side, lod, pitch, slicePitch);
  2568. if (convert)
  2569. {
  2570. if (width != mipWidth
  2571. || height != mipHeight)
  2572. {
  2573. uint32_t srcpitch = mipWidth*bpp/8;
  2574. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, srcpitch*mipHeight);
  2575. bimg::imageDecodeToBgra8(
  2576. g_allocator
  2577. , temp
  2578. , mip.m_data
  2579. , mip.m_width
  2580. , mip.m_height
  2581. , srcpitch
  2582. , mip.m_format
  2583. );
  2584. bx::memCopy(bits, pitch, temp, srcpitch, pitch, height);
  2585. BX_FREE(g_allocator, temp);
  2586. }
  2587. else
  2588. {
  2589. bimg::imageDecodeToBgra8(g_allocator, bits, mip.m_data, mip.m_width, mip.m_height, pitch, mip.m_format);
  2590. }
  2591. }
  2592. else
  2593. {
  2594. uint32_t size = useMipSize ? mip.m_size : mipSize;
  2595. switch (m_textureFormat)
  2596. {
  2597. case TextureFormat::RGBA4:
  2598. bimg::imageConvert(bits, 16, bx::packBgra4, mip.m_data, bx::unpackRgba4, size);
  2599. break;
  2600. default:
  2601. bx::memCopy(bits, mip.m_data, size);
  2602. break;
  2603. }
  2604. }
  2605. unlock(side, lod);
  2606. }
  2607. width >>= 1;
  2608. height >>= 1;
  2609. depth >>= 1;
  2610. mipWidth >>= 1;
  2611. mipHeight >>= 1;
  2612. }
  2613. }
  2614. }
  2615. }
  2616. void TextureD3D9::updateBegin(uint8_t _side, uint8_t _mip)
  2617. {
  2618. uint32_t slicePitch;
  2619. s_renderD3D9->m_updateTextureSide = _side;
  2620. s_renderD3D9->m_updateTextureMip = _mip;
  2621. s_renderD3D9->m_updateTextureBits = lock(_side, _mip, s_renderD3D9->m_updateTexturePitch, slicePitch);
  2622. }
  2623. void TextureD3D9::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  2624. {
  2625. const bimg::ImageBlockInfo & blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(m_textureFormat) );
  2626. const uint16_t blockHeight = blockInfo.blockHeight;
  2627. const uint16_t bpp = blockInfo.bitsPerPixel;
  2628. const bool useLockedPitch = useD3D9Pitch(bimg::TextureFormat::Enum(m_textureFormat) );
  2629. const uint32_t rectpitch = calcRowPitch(blockInfo, 0, _rect.m_width);
  2630. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  2631. const uint32_t dstpitch = (useLockedPitch) ? s_renderD3D9->m_updateTexturePitch : calcRowPitch(blockInfo, _mip, m_width);
  2632. uint8_t* bits = s_renderD3D9->m_updateTextureBits + _rect.m_y*dstpitch/blockHeight + _rect.m_x*blockHeight*bpp/8;
  2633. const bool convert = m_textureFormat != m_requestedFormat;
  2634. uint8_t* data = _mem->data;
  2635. uint8_t* temp = NULL;
  2636. if (convert)
  2637. {
  2638. temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*_rect.m_height);
  2639. bimg::imageDecodeToBgra8(g_allocator, temp, data, _rect.m_width, _rect.m_height, srcpitch, bimg::TextureFormat::Enum(m_requestedFormat) );
  2640. data = temp;
  2641. }
  2642. {
  2643. uint8_t* src = data;
  2644. uint8_t* dst = bits;
  2645. for (uint32_t yy = 0, height = _rect.m_height; yy < height; yy += blockHeight)
  2646. {
  2647. switch (m_textureFormat)
  2648. {
  2649. case TextureFormat::RGBA4:
  2650. bimg::imageConvert(dst, 16, bx::packBgra4, src, bx::unpackRgba4, rectpitch);
  2651. break;
  2652. default:
  2653. bx::memCopy(dst, src, rectpitch);
  2654. break;
  2655. }
  2656. src += srcpitch;
  2657. dst += dstpitch;
  2658. }
  2659. }
  2660. if (NULL != temp)
  2661. {
  2662. BX_FREE(g_allocator, temp);
  2663. }
  2664. if (0 == _mip)
  2665. {
  2666. dirty(_side, _rect, _z, _depth);
  2667. }
  2668. }
  2669. void TextureD3D9::updateEnd()
  2670. {
  2671. unlock(s_renderD3D9->m_updateTextureSide, s_renderD3D9->m_updateTextureMip);
  2672. }
  2673. void TextureD3D9::commit(uint8_t _stage, uint32_t _flags, const float _palette[][4])
  2674. {
  2675. const uint64_t flags = (m_flags & BGFX_TEXTURE_SRGB)
  2676. | (0 == (BGFX_SAMPLER_INTERNAL_DEFAULT & _flags) ? _flags : uint32_t(m_flags) )
  2677. ;
  2678. uint32_t index = (flags & BGFX_SAMPLER_BORDER_COLOR_MASK) >> BGFX_SAMPLER_BORDER_COLOR_SHIFT;
  2679. s_renderD3D9->setSamplerState(_stage, flags, _palette[index]);
  2680. IDirect3DDevice9* device = s_renderD3D9->m_device;
  2681. DX_CHECK(device->SetTexture(_stage, m_ptr) );
  2682. if (4 > _stage)
  2683. {
  2684. DX_CHECK(device->SetTexture(D3DVERTEXTEXTURESAMPLER0 + _stage, m_ptr) );
  2685. }
  2686. }
  2687. void TextureD3D9::resolve(uint8_t _resolve) const
  2688. {
  2689. if (NULL != m_surface
  2690. && NULL != m_ptr)
  2691. {
  2692. IDirect3DSurface9* surface = getSurface();
  2693. DX_CHECK(s_renderD3D9->m_device->StretchRect(m_surface
  2694. , NULL
  2695. , surface
  2696. , NULL
  2697. , D3DTEXF_LINEAR
  2698. ) );
  2699. DX_RELEASE(surface, 1);
  2700. if (1 < m_numMips
  2701. && 0 != (_resolve & BGFX_RESOLVE_AUTO_GEN_MIPS) )
  2702. {
  2703. m_ptr->GenerateMipSubLevels();
  2704. }
  2705. }
  2706. }
  2707. void TextureD3D9::preReset()
  2708. {
  2709. TextureFormat::Enum fmt = (TextureFormat::Enum)m_textureFormat;
  2710. if (TextureFormat::Unknown != fmt)
  2711. {
  2712. DX_RELEASE(m_ptr, 0);
  2713. DX_RELEASE(m_surface, 0);
  2714. }
  2715. }
  2716. void TextureD3D9::postReset()
  2717. {
  2718. TextureFormat::Enum fmt = (TextureFormat::Enum)m_textureFormat;
  2719. if (TextureFormat::Unknown != fmt)
  2720. {
  2721. switch (m_type)
  2722. {
  2723. default:
  2724. case Texture2D:
  2725. createTexture(m_width, m_height, m_numMips);
  2726. break;
  2727. case Texture3D:
  2728. createVolumeTexture(m_width, m_height, m_depth, m_numMips);
  2729. break;
  2730. case TextureCube:
  2731. createCubeTexture(m_width, m_numMips);
  2732. break;
  2733. }
  2734. }
  2735. }
  2736. void FrameBufferD3D9::create(uint8_t _num, const Attachment* _attachment)
  2737. {
  2738. for (uint32_t ii = 0; ii < BX_COUNTOF(m_surface); ++ii)
  2739. {
  2740. m_surface[ii] = NULL;
  2741. }
  2742. m_denseIdx = UINT16_MAX;
  2743. m_dsIdx = UINT8_MAX;
  2744. m_num = 0;
  2745. m_numTh = _num;
  2746. m_needResolve = false;
  2747. bx::memCopy(m_attachment, _attachment, _num*sizeof(Attachment) );
  2748. for (uint32_t ii = 0; ii < _num; ++ii)
  2749. {
  2750. const Attachment& at = m_attachment[ii];
  2751. if (isValid(at.handle) )
  2752. {
  2753. const TextureD3D9& texture = s_renderD3D9->m_textures[at.handle.idx];
  2754. if (NULL != texture.m_surface)
  2755. {
  2756. m_surface[ii] = texture.m_surface;
  2757. m_surface[ii]->AddRef();
  2758. }
  2759. else
  2760. {
  2761. m_surface[ii] = texture.getSurface(uint8_t(at.layer), uint8_t(at.mip) );
  2762. }
  2763. if (0 == m_num)
  2764. {
  2765. m_width = texture.m_width;
  2766. m_height = texture.m_height;
  2767. }
  2768. if (bimg::isDepth(bimg::TextureFormat::Enum(texture.m_textureFormat) ) )
  2769. {
  2770. m_dsIdx = uint8_t(ii);
  2771. }
  2772. else
  2773. {
  2774. ++m_num;
  2775. }
  2776. m_needResolve |= true
  2777. && (NULL != texture.m_surface)
  2778. && (NULL != texture.m_texture2d)
  2779. ;
  2780. }
  2781. }
  2782. if (0 == m_num)
  2783. {
  2784. createNullColorRT();
  2785. }
  2786. }
  2787. void FrameBufferD3D9::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _format, TextureFormat::Enum _depthFormat)
  2788. {
  2789. BX_UNUSED(_depthFormat);
  2790. m_hwnd = (HWND)_nwh;
  2791. m_width = bx::uint32_max(_width, 16);
  2792. m_height = bx::uint32_max(_height, 16);
  2793. D3DPRESENT_PARAMETERS params;
  2794. bx::memCopy(&params, &s_renderD3D9->m_params, sizeof(D3DPRESENT_PARAMETERS) );
  2795. params.BackBufferFormat = TextureFormat::Count == _format ? params.BackBufferFormat : s_textureFormat[_format].m_fmt;
  2796. params.BackBufferWidth = m_width;
  2797. params.BackBufferHeight = m_height;
  2798. params.MultiSampleType = s_msaa[0].m_type;
  2799. params.MultiSampleQuality = s_msaa[0].m_quality;
  2800. DX_CHECK(s_renderD3D9->m_device->CreateAdditionalSwapChain(&params, &m_swapChain) );
  2801. DX_CHECK(m_swapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &m_surface[0]) );
  2802. DX_CHECK(s_renderD3D9->m_device->CreateDepthStencilSurface(
  2803. params.BackBufferWidth
  2804. , params.BackBufferHeight
  2805. , params.AutoDepthStencilFormat
  2806. , params.MultiSampleType
  2807. , params.MultiSampleQuality
  2808. , FALSE
  2809. , &m_surface[1]
  2810. , NULL
  2811. ) );
  2812. m_dsIdx = 1;
  2813. m_denseIdx = _denseIdx;
  2814. m_num = 1;
  2815. m_needResolve = false;
  2816. m_needPresent = false;
  2817. }
  2818. uint16_t FrameBufferD3D9::destroy()
  2819. {
  2820. if (NULL != m_hwnd)
  2821. {
  2822. DX_RELEASE(m_surface[0], 0);
  2823. DX_RELEASE(m_surface[1], 0);
  2824. DX_RELEASE(m_swapChain, 0);
  2825. }
  2826. else
  2827. {
  2828. uint32_t num = m_numTh;
  2829. num += uint32_t(0 < m_numTh && 0 == m_num);
  2830. for (uint32_t ii = 0; ii < num; ++ii)
  2831. {
  2832. IDirect3DSurface9* ptr = m_surface[ii];
  2833. if (NULL != ptr)
  2834. {
  2835. ptr->Release();
  2836. m_surface[ii] = NULL;
  2837. }
  2838. }
  2839. }
  2840. m_hwnd = NULL;
  2841. m_num = 0;
  2842. m_numTh = 0;
  2843. m_needPresent = false;
  2844. uint16_t denseIdx = m_denseIdx;
  2845. m_denseIdx = UINT16_MAX;
  2846. return denseIdx;
  2847. }
  2848. HRESULT FrameBufferD3D9::present()
  2849. {
  2850. if (m_needPresent)
  2851. {
  2852. HRESULT hr = m_swapChain->Present(NULL, NULL, m_hwnd, NULL, 0);
  2853. m_needPresent = false;
  2854. return hr;
  2855. }
  2856. return S_OK;
  2857. }
  2858. void FrameBufferD3D9::resolve() const
  2859. {
  2860. if (m_needResolve)
  2861. {
  2862. for (uint32_t ii = 0, num = m_numTh; ii < num; ++ii)
  2863. {
  2864. const Attachment& at = m_attachment[ii];
  2865. if (isValid(at.handle) )
  2866. {
  2867. const TextureD3D9& texture = s_renderD3D9->m_textures[at.handle.idx];
  2868. texture.resolve(at.resolve);
  2869. }
  2870. }
  2871. }
  2872. }
  2873. void FrameBufferD3D9::preReset()
  2874. {
  2875. if (NULL != m_hwnd)
  2876. {
  2877. DX_RELEASE(m_surface[0], 0);
  2878. DX_RELEASE(m_surface[1], 0);
  2879. DX_RELEASE(m_swapChain, 0);
  2880. }
  2881. else
  2882. {
  2883. uint32_t num = m_numTh;
  2884. num += uint32_t(0 < m_numTh && 0 == m_num);
  2885. for (uint32_t ii = 0; ii < num; ++ii)
  2886. {
  2887. m_surface[ii]->Release();
  2888. m_surface[ii] = NULL;
  2889. }
  2890. }
  2891. }
  2892. void FrameBufferD3D9::postReset()
  2893. {
  2894. if (NULL != m_hwnd)
  2895. {
  2896. D3DPRESENT_PARAMETERS params;
  2897. bx::memCopy(&params, &s_renderD3D9->m_params, sizeof(D3DPRESENT_PARAMETERS) );
  2898. params.BackBufferWidth = m_width;
  2899. params.BackBufferHeight = m_height;
  2900. DX_CHECK(s_renderD3D9->m_device->CreateAdditionalSwapChain(&params, &m_swapChain) );
  2901. DX_CHECK(m_swapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &m_surface[0]) );
  2902. DX_CHECK(s_renderD3D9->m_device->CreateDepthStencilSurface(params.BackBufferWidth
  2903. , params.BackBufferHeight
  2904. , params.AutoDepthStencilFormat
  2905. , params.MultiSampleType
  2906. , params.MultiSampleQuality
  2907. , FALSE
  2908. , &m_surface[1]
  2909. , NULL
  2910. ) );
  2911. }
  2912. else if (0 < m_numTh)
  2913. {
  2914. for (uint32_t ii = 0, num = m_numTh; ii < num; ++ii)
  2915. {
  2916. const Attachment& at = m_attachment[ii];
  2917. if (isValid(at.handle) )
  2918. {
  2919. TextureD3D9& texture = s_renderD3D9->m_textures[at.handle.idx];
  2920. if (NULL != texture.m_surface)
  2921. {
  2922. m_surface[ii] = texture.m_surface;
  2923. m_surface[ii]->AddRef();
  2924. }
  2925. else if (Access::Write == at.access)
  2926. {
  2927. m_surface[ii] = texture.getSurface(uint8_t(at.layer), uint8_t(at.mip) );
  2928. }
  2929. else
  2930. {
  2931. BX_ASSERT(false, "");
  2932. }
  2933. }
  2934. }
  2935. if (0 == m_num)
  2936. {
  2937. createNullColorRT();
  2938. }
  2939. }
  2940. }
  2941. void FrameBufferD3D9::createNullColorRT()
  2942. {
  2943. DX_CHECK(s_renderD3D9->m_device->CreateRenderTarget(
  2944. m_width
  2945. , m_height
  2946. , D3DFMT_NULL
  2947. , D3DMULTISAMPLE_NONE
  2948. , 0
  2949. , false
  2950. , &m_surface[1]
  2951. , NULL
  2952. ) );
  2953. }
  2954. void FrameBufferD3D9::set()
  2955. {
  2956. m_needPresent = UINT16_MAX != m_denseIdx;
  2957. // If frame buffer has only depth attachment D3DFMT_NULL
  2958. // render target is created.
  2959. const uint32_t fbnum = bx::uint32_max(2, m_numTh);
  2960. const uint8_t dsIdx = m_dsIdx;
  2961. IDirect3DDevice9* device = s_renderD3D9->m_device;
  2962. DX_CHECK(device->SetDepthStencilSurface(UINT8_MAX == dsIdx
  2963. ? s_renderD3D9->m_backBufferDepthStencil
  2964. : m_surface[dsIdx]
  2965. ) );
  2966. uint32_t rtIdx = 0;
  2967. for (uint32_t ii = 0; ii < fbnum; ++ii)
  2968. {
  2969. IDirect3DSurface9* surface = m_surface[ii];
  2970. if (ii != dsIdx)
  2971. {
  2972. DX_CHECK(device->SetRenderTarget(rtIdx, surface) );
  2973. ++rtIdx;
  2974. }
  2975. }
  2976. for (uint32_t ii = rtIdx, num = g_caps.limits.maxFBAttachments; ii < num; ++ii)
  2977. {
  2978. DX_CHECK(device->SetRenderTarget(ii, NULL) );
  2979. }
  2980. DX_CHECK(device->SetRenderState(D3DRS_SRGBWRITEENABLE, FALSE) );
  2981. }
  2982. void TimerQueryD3D9::postReset()
  2983. {
  2984. IDirect3DDevice9* device = s_renderD3D9->m_device;
  2985. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  2986. {
  2987. Query& frame = m_query[ii];
  2988. DX_CHECK(device->CreateQuery(D3DQUERYTYPE_TIMESTAMPDISJOINT, &frame.m_disjoint) );
  2989. DX_CHECK(device->CreateQuery(D3DQUERYTYPE_TIMESTAMP, &frame.m_begin) );
  2990. DX_CHECK(device->CreateQuery(D3DQUERYTYPE_TIMESTAMP, &frame.m_end) );
  2991. DX_CHECK(device->CreateQuery(D3DQUERYTYPE_TIMESTAMPFREQ, &frame.m_freq) );
  2992. }
  2993. for (uint32_t ii = 0; ii < BX_COUNTOF(m_result); ++ii)
  2994. {
  2995. Result& result = m_result[ii];
  2996. result.reset();
  2997. }
  2998. m_control.reset();
  2999. }
  3000. void TimerQueryD3D9::preReset()
  3001. {
  3002. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  3003. {
  3004. Query& frame = m_query[ii];
  3005. DX_RELEASE(frame.m_disjoint, 0);
  3006. DX_RELEASE(frame.m_begin, 0);
  3007. DX_RELEASE(frame.m_end, 0);
  3008. DX_RELEASE(frame.m_freq, 0);
  3009. }
  3010. }
  3011. uint32_t TimerQueryD3D9::begin(uint32_t _resultIdx)
  3012. {
  3013. while (0 == m_control.reserve(1) )
  3014. {
  3015. update();
  3016. }
  3017. Result& result = m_result[_resultIdx];
  3018. ++result.m_pending;
  3019. const uint32_t idx = m_control.m_current;
  3020. Query& query = m_query[idx];
  3021. query.m_resultIdx = _resultIdx;
  3022. query.m_ready = false;
  3023. query.m_disjoint->Issue(D3DISSUE_BEGIN);
  3024. query.m_begin->Issue(D3DISSUE_END);
  3025. m_control.commit(1);
  3026. return idx;
  3027. }
  3028. void TimerQueryD3D9::end(uint32_t _idx)
  3029. {
  3030. Query& query = m_query[_idx];
  3031. query.m_ready = true;
  3032. query.m_disjoint->Issue(D3DISSUE_END);
  3033. query.m_freq->Issue(D3DISSUE_END);
  3034. query.m_end->Issue(D3DISSUE_END);
  3035. while (update() )
  3036. {
  3037. }
  3038. }
  3039. bool TimerQueryD3D9::update()
  3040. {
  3041. if (0 != m_control.available() )
  3042. {
  3043. Query& query = m_query[m_control.m_read];
  3044. if (!query.m_ready)
  3045. {
  3046. return false;
  3047. }
  3048. uint64_t timeEnd;
  3049. const bool flush = BX_COUNTOF(m_query)-1 == m_control.available();
  3050. HRESULT hr = query.m_end->GetData(&timeEnd, sizeof(timeEnd), flush ? D3DGETDATA_FLUSH : 0);
  3051. if (S_OK == hr
  3052. || isLost(hr) )
  3053. {
  3054. m_control.consume(1);
  3055. uint64_t timeBegin;
  3056. DX_CHECK(query.m_begin->GetData(&timeBegin, sizeof(timeBegin), 0) );
  3057. uint64_t freq;
  3058. DX_CHECK(query.m_freq->GetData(&freq, sizeof(freq), 0) );
  3059. Result& result = m_result[query.m_resultIdx];
  3060. --result.m_pending;
  3061. result.m_frequency = freq;
  3062. result.m_begin = timeBegin;
  3063. result.m_end = timeEnd;
  3064. return true;
  3065. }
  3066. }
  3067. return false;
  3068. }
  3069. void OcclusionQueryD3D9::postReset()
  3070. {
  3071. IDirect3DDevice9* device = s_renderD3D9->m_device;
  3072. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  3073. {
  3074. Query& query = m_query[ii];
  3075. DX_CHECK(device->CreateQuery(D3DQUERYTYPE_OCCLUSION, &query.m_ptr) );
  3076. }
  3077. }
  3078. void OcclusionQueryD3D9::preReset()
  3079. {
  3080. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  3081. {
  3082. Query& query = m_query[ii];
  3083. DX_RELEASE(query.m_ptr, 0);
  3084. }
  3085. }
  3086. void OcclusionQueryD3D9::begin(Frame* _render, OcclusionQueryHandle _handle)
  3087. {
  3088. while (0 == m_control.reserve(1) )
  3089. {
  3090. resolve(_render, true);
  3091. }
  3092. Query& query = m_query[m_control.m_current];
  3093. query.m_ptr->Issue(D3DISSUE_BEGIN);
  3094. query.m_handle = _handle;
  3095. }
  3096. void OcclusionQueryD3D9::end()
  3097. {
  3098. Query& query = m_query[m_control.m_current];
  3099. query.m_ptr->Issue(D3DISSUE_END);
  3100. m_control.commit(1);
  3101. }
  3102. void OcclusionQueryD3D9::resolve(Frame* _render, bool)
  3103. {
  3104. while (0 != m_control.available() )
  3105. {
  3106. Query& query = m_query[m_control.m_read];
  3107. if (isValid(query.m_handle) )
  3108. {
  3109. uint32_t result;
  3110. HRESULT hr = query.m_ptr->GetData(&result, sizeof(result), 0);
  3111. if (S_FALSE == hr)
  3112. {
  3113. break;
  3114. }
  3115. _render->m_occlusion[query.m_handle.idx] = int32_t(result);
  3116. }
  3117. m_control.consume(1);
  3118. }
  3119. }
  3120. void OcclusionQueryD3D9::invalidate(OcclusionQueryHandle _handle)
  3121. {
  3122. const uint32_t size = m_control.m_size;
  3123. for (uint32_t ii = 0, num = m_control.available(); ii < num; ++ii)
  3124. {
  3125. Query& query = m_query[(m_control.m_read + ii) % size];
  3126. if (query.m_handle.idx == _handle.idx)
  3127. {
  3128. query.m_handle.idx = bgfx::kInvalidHandle;
  3129. }
  3130. }
  3131. }
  3132. void RendererContextD3D9::submitBlit(BlitState& _bs, uint16_t _view)
  3133. {
  3134. while (_bs.hasItem(_view) )
  3135. {
  3136. const BlitItem& blit = _bs.advance();
  3137. const TextureD3D9& src = m_textures[blit.m_src.idx];
  3138. const TextureD3D9& dst = m_textures[blit.m_dst.idx];
  3139. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  3140. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  3141. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  3142. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  3143. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  3144. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  3145. RECT srcRect = { LONG(blit.m_srcX), LONG(blit.m_srcY), LONG(blit.m_srcX + width), LONG(blit.m_srcY + height) };
  3146. RECT dstRect = { LONG(blit.m_dstX), LONG(blit.m_dstY), LONG(blit.m_dstX + width), LONG(blit.m_dstY + height) };
  3147. IDirect3DSurface9* srcSurface = src.getSurface(uint8_t(blit.m_srcZ), blit.m_srcMip);
  3148. IDirect3DSurface9* dstSurface = dst.getSurface(uint8_t(blit.m_dstZ), blit.m_dstMip);
  3149. // UpdateSurface (pool src: SYSTEMMEM, dst: DEFAULT)
  3150. // s/d T RTT RT
  3151. // T y y y
  3152. // RTT - - -
  3153. // RT - - -
  3154. //
  3155. // StretchRect (pool src and dst must be DEFAULT)
  3156. // s/d T RTT RT
  3157. // T - y y
  3158. // RTT - y y
  3159. // RT - y y
  3160. //
  3161. // GetRenderTargetData (dst must be SYSTEMMEM)
  3162. bool depth = bimg::isDepth(bimg::TextureFormat::Enum(src.m_textureFormat) );
  3163. HRESULT hr = m_device->StretchRect(srcSurface
  3164. , depth ? NULL : &srcRect
  3165. , dstSurface
  3166. , depth ? NULL : &dstRect
  3167. , D3DTEXF_NONE
  3168. );
  3169. if (FAILED(hr) )
  3170. {
  3171. hr = m_device->GetRenderTargetData(srcSurface, dstSurface);
  3172. BX_WARN(SUCCEEDED(hr), "StretchRect and GetRenderTargetData failed %x.", hr);
  3173. }
  3174. srcSurface->Release();
  3175. dstSurface->Release();
  3176. }
  3177. }
  3178. void RendererContextD3D9::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  3179. {
  3180. IDirect3DDevice9* device = m_device;
  3181. updateResolution(_render->m_resolution);
  3182. BGFX_D3D9_PROFILER_BEGIN_LITERAL("rendererSubmit", kColorView);
  3183. int64_t timeBegin = bx::getHPCounter();
  3184. int64_t captureElapsed = 0;
  3185. uint32_t frameQueryIdx = UINT32_MAX;
  3186. device->BeginScene();
  3187. if (m_timerQuerySupport)
  3188. {
  3189. frameQueryIdx = m_gpuTimer.begin(BGFX_CONFIG_MAX_VIEWS);
  3190. }
  3191. if (0 < _render->m_iboffset)
  3192. {
  3193. BGFX_PROFILER_SCOPE("bgfx/Update transient index buffer", kColorResource);
  3194. TransientIndexBuffer* ib = _render->m_transientIb;
  3195. m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data, true);
  3196. }
  3197. if (0 < _render->m_vboffset)
  3198. {
  3199. BGFX_PROFILER_SCOPE("bgfx/Update transient vertex buffer", kColorResource);
  3200. TransientVertexBuffer* vb = _render->m_transientVb;
  3201. m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data, true);
  3202. }
  3203. _render->sort();
  3204. RenderDraw currentState;
  3205. currentState.clear();
  3206. currentState.m_stateFlags = BGFX_STATE_NONE;
  3207. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  3208. RenderBind currentBind;
  3209. currentBind.clear();
  3210. static ViewState viewState;
  3211. viewState.reset(_render);
  3212. DX_CHECK(device->SetRenderState(D3DRS_FILLMODE, _render->m_debug&BGFX_DEBUG_WIREFRAME ? D3DFILL_WIREFRAME : D3DFILL_SOLID) );
  3213. ProgramHandle currentProgram = BGFX_INVALID_HANDLE;
  3214. SortKey key;
  3215. uint16_t view = UINT16_MAX;
  3216. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  3217. uint32_t blendFactor = 0;
  3218. BlitState bs(_render);
  3219. uint8_t primIndex;
  3220. {
  3221. const uint64_t pt = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  3222. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  3223. }
  3224. PrimInfo prim = s_primInfo[primIndex];
  3225. bool viewHasScissor = false;
  3226. Rect viewScissorRect;
  3227. viewScissorRect.clear();
  3228. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  3229. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  3230. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  3231. uint32_t statsNumIndices = 0;
  3232. uint32_t statsKeyType[2] = {};
  3233. invalidateSamplerState();
  3234. Profiler<TimerQueryD3D9> profiler(
  3235. _render
  3236. , m_gpuTimer
  3237. , s_viewName
  3238. , m_timerQuerySupport
  3239. );
  3240. if (m_occlusionQuerySupport)
  3241. {
  3242. m_occlusionQuery.resolve(_render);
  3243. }
  3244. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  3245. {
  3246. for (uint32_t item = 0, numItems = _render->m_numRenderItems; item < numItems; ++item)
  3247. {
  3248. const uint64_t encodedKey = _render->m_sortKeys[item];
  3249. const bool isCompute = key.decode(encodedKey, _render->m_viewRemap);
  3250. statsKeyType[isCompute]++;
  3251. if (isCompute)
  3252. {
  3253. BX_ASSERT(false, "Compute is not supported on DirectX 9.");
  3254. continue;
  3255. }
  3256. const uint32_t itemIdx = _render->m_sortValues[item];
  3257. const RenderDraw& draw = _render->m_renderItem[itemIdx].draw;
  3258. const RenderBind& renderBind = _render->m_renderItemBind[itemIdx];
  3259. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  3260. {
  3261. const bool occluded = true
  3262. && isValid(draw.m_occlusionQuery)
  3263. && !hasOcclusionQuery
  3264. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) )
  3265. ;
  3266. if (occluded
  3267. || _render->m_frameCache.isZeroArea(viewScissorRect, draw.m_scissor) )
  3268. {
  3269. continue;
  3270. }
  3271. }
  3272. const uint64_t newFlags = draw.m_stateFlags;
  3273. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  3274. currentState.m_stateFlags = newFlags;
  3275. const uint64_t newStencil = draw.m_stencil;
  3276. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  3277. currentState.m_stencil = newStencil;
  3278. if (key.m_view != view)
  3279. {
  3280. currentState.clear();
  3281. currentState.m_scissor = !draw.m_scissor;
  3282. changedFlags = BGFX_STATE_MASK;
  3283. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  3284. currentState.m_stateFlags = newFlags;
  3285. currentState.m_stencil = newStencil;
  3286. view = key.m_view;
  3287. currentProgram = BGFX_INVALID_HANDLE;
  3288. if (item > 0)
  3289. {
  3290. profiler.end();
  3291. }
  3292. BGFX_D3D9_PROFILER_END();
  3293. BGFX_D3D9_PROFILER_BEGIN(view, kColorView);
  3294. profiler.begin(view);
  3295. if (_render->m_view[view].m_fbh.idx != fbh.idx)
  3296. {
  3297. fbh = _render->m_view[view].m_fbh;
  3298. setFrameBuffer(fbh);
  3299. }
  3300. viewState.m_rect = _render->m_view[view].m_rect;
  3301. const Rect& scissorRect = _render->m_view[view].m_scissor;
  3302. viewHasScissor = !scissorRect.isZero();
  3303. viewScissorRect = viewHasScissor ? scissorRect : viewState.m_rect;
  3304. D3DVIEWPORT9 vp;
  3305. vp.X = viewState.m_rect.m_x;
  3306. vp.Y = viewState.m_rect.m_y;
  3307. vp.Width = viewState.m_rect.m_width;
  3308. vp.Height = viewState.m_rect.m_height;
  3309. vp.MinZ = 0.0f;
  3310. vp.MaxZ = 1.0f;
  3311. DX_CHECK(device->SetViewport(&vp) );
  3312. Clear& clear = _render->m_view[view].m_clear;
  3313. if (BGFX_CLEAR_NONE != (clear.m_flags & BGFX_CLEAR_MASK) )
  3314. {
  3315. clearQuad(_clearQuad, viewState.m_rect, clear, _render->m_colorPalette);
  3316. }
  3317. DX_CHECK(device->SetRenderState(D3DRS_STENCILENABLE, FALSE) );
  3318. DX_CHECK(device->SetRenderState(D3DRS_ZENABLE, TRUE) );
  3319. DX_CHECK(device->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESS) );
  3320. DX_CHECK(device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE) );
  3321. DX_CHECK(device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE) );
  3322. DX_CHECK(device->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER) );
  3323. submitBlit(bs, view);
  3324. }
  3325. uint16_t scissor = draw.m_scissor;
  3326. if (currentState.m_scissor != scissor)
  3327. {
  3328. currentState.m_scissor = scissor;
  3329. if (UINT16_MAX == scissor)
  3330. {
  3331. DX_CHECK(device->SetRenderState(D3DRS_SCISSORTESTENABLE, viewHasScissor) );
  3332. if (viewHasScissor)
  3333. {
  3334. RECT rc;
  3335. rc.left = viewScissorRect.m_x;
  3336. rc.top = viewScissorRect.m_y;
  3337. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  3338. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  3339. DX_CHECK(device->SetScissorRect(&rc) );
  3340. }
  3341. }
  3342. else
  3343. {
  3344. Rect scissorRect;
  3345. scissorRect.setIntersect(viewScissorRect, _render->m_frameCache.m_rectCache.m_cache[scissor]);
  3346. DX_CHECK(device->SetRenderState(D3DRS_SCISSORTESTENABLE, true) );
  3347. RECT rc;
  3348. rc.left = scissorRect.m_x;
  3349. rc.top = scissorRect.m_y;
  3350. rc.right = scissorRect.m_x + scissorRect.m_width;
  3351. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  3352. DX_CHECK(device->SetScissorRect(&rc) );
  3353. }
  3354. }
  3355. if (0 != changedStencil)
  3356. {
  3357. bool enable = 0 != newStencil;
  3358. DX_CHECK(device->SetRenderState(D3DRS_STENCILENABLE, enable) );
  3359. if (0 != newStencil)
  3360. {
  3361. uint32_t fstencil = unpackStencil(0, newStencil);
  3362. uint32_t bstencil = unpackStencil(1, newStencil);
  3363. uint8_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  3364. DX_CHECK(device->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, 0 != frontAndBack) );
  3365. uint32_t fchanged = unpackStencil(0, changedStencil);
  3366. if ( (BGFX_STENCIL_FUNC_REF_MASK|BGFX_STENCIL_FUNC_RMASK_MASK) & fchanged)
  3367. {
  3368. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  3369. DX_CHECK(device->SetRenderState(D3DRS_STENCILREF, ref) );
  3370. uint32_t rmask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  3371. DX_CHECK(device->SetRenderState(D3DRS_STENCILMASK, rmask) );
  3372. }
  3373. // uint32_t bchanged = unpackStencil(1, changedStencil);
  3374. // if (BGFX_STENCIL_FUNC_RMASK_MASK & bchanged)
  3375. // {
  3376. // uint32_t wmask = (bstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  3377. // DX_CHECK(device->SetRenderState(D3DRS_STENCILWRITEMASK, wmask) );
  3378. // }
  3379. for (uint8_t ii = 0, num = frontAndBack+1; ii < num; ++ii)
  3380. {
  3381. uint32_t stencil = unpackStencil(ii, newStencil);
  3382. uint32_t changed = unpackStencil(ii, changedStencil);
  3383. if ( (BGFX_STENCIL_TEST_MASK|BGFX_STENCIL_FUNC_REF_MASK|BGFX_STENCIL_FUNC_RMASK_MASK) & changed)
  3384. {
  3385. uint32_t func = (stencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT;
  3386. DX_CHECK(device->SetRenderState(s_stencilFuncRs[ii], s_cmpFunc[func]) );
  3387. }
  3388. if ( (BGFX_STENCIL_OP_FAIL_S_MASK|BGFX_STENCIL_OP_FAIL_Z_MASK|BGFX_STENCIL_OP_PASS_Z_MASK) & changed)
  3389. {
  3390. uint32_t sfail = (stencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT;
  3391. DX_CHECK(device->SetRenderState(s_stencilFailRs[ii], s_stencilOp[sfail]) );
  3392. uint32_t zfail = (stencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT;
  3393. DX_CHECK(device->SetRenderState(s_stencilZFailRs[ii], s_stencilOp[zfail]) );
  3394. uint32_t zpass = (stencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT;
  3395. DX_CHECK(device->SetRenderState(s_stencilZPassRs[ii], s_stencilOp[zpass]) );
  3396. }
  3397. }
  3398. }
  3399. }
  3400. if ( (0
  3401. | BGFX_STATE_CULL_MASK
  3402. | BGFX_STATE_WRITE_Z
  3403. | BGFX_STATE_DEPTH_TEST_MASK
  3404. | BGFX_STATE_WRITE_RGB
  3405. | BGFX_STATE_WRITE_A
  3406. | BGFX_STATE_BLEND_MASK
  3407. | BGFX_STATE_BLEND_EQUATION_MASK
  3408. | BGFX_STATE_ALPHA_REF_MASK
  3409. | BGFX_STATE_PT_MASK
  3410. | BGFX_STATE_POINT_SIZE_MASK
  3411. | BGFX_STATE_MSAA
  3412. ) & changedFlags)
  3413. {
  3414. if (BGFX_STATE_CULL_MASK & changedFlags)
  3415. {
  3416. uint32_t cull = (newFlags&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  3417. DX_CHECK(device->SetRenderState(D3DRS_CULLMODE, s_cullMode[cull]) );
  3418. }
  3419. if (BGFX_STATE_WRITE_Z & changedFlags)
  3420. {
  3421. DX_CHECK(device->SetRenderState(D3DRS_ZWRITEENABLE, !!(BGFX_STATE_WRITE_Z & newFlags) ) );
  3422. }
  3423. if (BGFX_STATE_DEPTH_TEST_MASK & changedFlags)
  3424. {
  3425. uint32_t func = (newFlags&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  3426. DX_CHECK(device->SetRenderState(D3DRS_ZENABLE, 0 != func) );
  3427. if (0 != func)
  3428. {
  3429. DX_CHECK(device->SetRenderState(D3DRS_ZFUNC, s_cmpFunc[func]) );
  3430. }
  3431. }
  3432. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  3433. {
  3434. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  3435. viewState.m_alphaRef = ref/255.0f;
  3436. }
  3437. if ( (BGFX_STATE_PT_POINTS|BGFX_STATE_POINT_SIZE_MASK) & changedFlags)
  3438. {
  3439. DX_CHECK(device->SetRenderState(D3DRS_POINTSIZE, castfu( (float)( (newFlags&BGFX_STATE_POINT_SIZE_MASK)>>BGFX_STATE_POINT_SIZE_SHIFT) ) ) );
  3440. }
  3441. if (BGFX_STATE_MSAA & changedFlags)
  3442. {
  3443. DX_CHECK(device->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, (newFlags&BGFX_STATE_MSAA) == BGFX_STATE_MSAA) );
  3444. }
  3445. if (BGFX_STATE_LINEAA & changedFlags)
  3446. {
  3447. DX_CHECK(m_device->SetRenderState(D3DRS_ANTIALIASEDLINEENABLE, !!(newFlags&BGFX_STATE_LINEAA) ) );
  3448. }
  3449. if ( (BGFX_STATE_WRITE_A|BGFX_STATE_WRITE_RGB) & changedFlags)
  3450. {
  3451. uint32_t writeEnable = 0;
  3452. writeEnable |= (newFlags&BGFX_STATE_WRITE_R) ? D3DCOLORWRITEENABLE_RED : 0;
  3453. writeEnable |= (newFlags&BGFX_STATE_WRITE_G) ? D3DCOLORWRITEENABLE_GREEN : 0;
  3454. writeEnable |= (newFlags&BGFX_STATE_WRITE_B) ? D3DCOLORWRITEENABLE_BLUE : 0;
  3455. writeEnable |= (newFlags&BGFX_STATE_WRITE_A) ? D3DCOLORWRITEENABLE_ALPHA : 0;
  3456. DX_CHECK(device->SetRenderState(D3DRS_COLORWRITEENABLE, writeEnable) );
  3457. }
  3458. if ( ( (0
  3459. | BGFX_STATE_BLEND_MASK
  3460. | BGFX_STATE_BLEND_EQUATION_MASK
  3461. | BGFX_STATE_BLEND_ALPHA_TO_COVERAGE
  3462. ) & changedFlags)
  3463. || blendFactor != draw.m_rgba)
  3464. {
  3465. bool enabled = !!(BGFX_STATE_BLEND_MASK & newFlags);
  3466. DX_CHECK(device->SetRenderState(D3DRS_ALPHABLENDENABLE, enabled) );
  3467. if (m_atocSupport
  3468. && BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & changedFlags)
  3469. {
  3470. DX_CHECK(m_device->SetRenderState(D3DRS_ADAPTIVETESS_Y
  3471. , !!(newFlags&BGFX_STATE_BLEND_ALPHA_TO_COVERAGE)
  3472. ? D3DFMT_ATOC
  3473. : 0
  3474. ) );
  3475. }
  3476. if (enabled)
  3477. {
  3478. const uint32_t blend = uint32_t( (newFlags&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT);
  3479. const uint32_t equation = uint32_t( (newFlags&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  3480. const uint32_t srcRGB = (blend )&0xf;
  3481. const uint32_t dstRGB = (blend>> 4)&0xf;
  3482. const uint32_t srcA = (blend>> 8)&0xf;
  3483. const uint32_t dstA = (blend>>12)&0xf;
  3484. const uint32_t equRGB = (equation )&0x7;
  3485. const uint32_t equA = (equation>>3)&0x7;
  3486. DX_CHECK(device->SetRenderState(D3DRS_SRCBLEND, s_blendFactor[srcRGB].m_src) );
  3487. DX_CHECK(device->SetRenderState(D3DRS_DESTBLEND, s_blendFactor[dstRGB].m_dst) );
  3488. DX_CHECK(device->SetRenderState(D3DRS_BLENDOP, s_blendEquation[equRGB]) );
  3489. const bool separate = srcRGB != srcA || dstRGB != dstA || equRGB != equA;
  3490. DX_CHECK(device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, separate) );
  3491. if (separate)
  3492. {
  3493. DX_CHECK(device->SetRenderState(D3DRS_SRCBLENDALPHA, s_blendFactor[srcA].m_src) );
  3494. DX_CHECK(device->SetRenderState(D3DRS_DESTBLENDALPHA, s_blendFactor[dstA].m_dst) );
  3495. DX_CHECK(device->SetRenderState(D3DRS_BLENDOPALPHA, s_blendEquation[equA]) );
  3496. }
  3497. if ( (s_blendFactor[srcRGB].m_factor || s_blendFactor[dstRGB].m_factor)
  3498. && blendFactor != draw.m_rgba)
  3499. {
  3500. const uint32_t rgba = draw.m_rgba;
  3501. D3DCOLOR color = D3DCOLOR_RGBA(
  3502. rgba>>24
  3503. , (rgba>>16)&0xff
  3504. , (rgba>> 8)&0xff
  3505. , (rgba )&0xff
  3506. );
  3507. DX_CHECK(device->SetRenderState(D3DRS_BLENDFACTOR, color) );
  3508. }
  3509. }
  3510. blendFactor = draw.m_rgba;
  3511. }
  3512. const uint64_t pt = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : newFlags&BGFX_STATE_PT_MASK;
  3513. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  3514. prim = s_primInfo[primIndex];
  3515. }
  3516. bool programChanged = false;
  3517. bool constantsChanged = draw.m_uniformBegin < draw.m_uniformEnd;
  3518. rendererUpdateUniforms(this, _render->m_uniformBuffer[draw.m_uniformIdx], draw.m_uniformBegin, draw.m_uniformEnd);
  3519. if (key.m_program.idx != currentProgram.idx)
  3520. {
  3521. currentProgram = key.m_program;
  3522. if (!isValid(currentProgram) )
  3523. {
  3524. device->SetVertexShader(NULL);
  3525. device->SetPixelShader(NULL);
  3526. }
  3527. else
  3528. {
  3529. ProgramD3D9& program = m_program[currentProgram.idx];
  3530. device->SetVertexShader(program.m_vsh->m_vertexShader);
  3531. device->SetPixelShader(NULL == program.m_fsh
  3532. ? NULL
  3533. : program.m_fsh->m_pixelShader
  3534. );
  3535. }
  3536. programChanged =
  3537. constantsChanged = true;
  3538. }
  3539. if (isValid(currentProgram) )
  3540. {
  3541. ProgramD3D9& program = m_program[currentProgram.idx];
  3542. if (constantsChanged)
  3543. {
  3544. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  3545. if (NULL != vcb)
  3546. {
  3547. commit(*vcb);
  3548. }
  3549. if (NULL != program.m_fsh)
  3550. {
  3551. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  3552. if (NULL != fcb)
  3553. {
  3554. commit(*fcb);
  3555. }
  3556. }
  3557. }
  3558. viewState.setPredefined<4>(this, view, program, _render, draw);
  3559. }
  3560. {
  3561. for (uint8_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  3562. {
  3563. const Binding& bind = renderBind.m_bind[stage];
  3564. Binding& current = currentBind.m_bind[stage];
  3565. if (current.m_idx != bind.m_idx
  3566. || current.m_samplerFlags != bind.m_samplerFlags
  3567. || programChanged)
  3568. {
  3569. if (kInvalidHandle != bind.m_idx)
  3570. {
  3571. m_textures[bind.m_idx].commit(stage, bind.m_samplerFlags, _render->m_colorPalette);
  3572. }
  3573. else
  3574. {
  3575. DX_CHECK(device->SetTexture(stage, NULL) );
  3576. }
  3577. }
  3578. current = bind;
  3579. }
  3580. }
  3581. bool vertexStreamChanged = hasVertexStreamChanged(currentState, draw);
  3582. if (programChanged
  3583. || vertexStreamChanged)
  3584. {
  3585. currentState.m_streamMask = draw.m_streamMask;
  3586. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  3587. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  3588. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  3589. const VertexLayout* layouts[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  3590. const bool instanced = true
  3591. && isValid(draw.m_instanceDataBuffer)
  3592. && m_instancingSupport
  3593. ;
  3594. const uint32_t freq = instanced
  3595. ? D3DSTREAMSOURCE_INDEXEDDATA|draw.m_numInstances
  3596. : 1
  3597. ;
  3598. uint32_t numVertices = draw.m_numVertices;
  3599. uint8_t numStreams = 0;
  3600. for (uint32_t idx = 0, streamMask = draw.m_streamMask
  3601. ; 0 != streamMask
  3602. ; streamMask >>= 1, idx += 1, ++numStreams
  3603. )
  3604. {
  3605. const uint32_t ntz = bx::uint32_cnttz(streamMask);
  3606. streamMask >>= ntz;
  3607. idx += ntz;
  3608. currentState.m_stream[idx].m_layoutHandle = draw.m_stream[idx].m_layoutHandle;
  3609. currentState.m_stream[idx].m_handle = draw.m_stream[idx].m_handle;
  3610. currentState.m_stream[idx].m_startVertex = draw.m_stream[idx].m_startVertex;
  3611. const uint16_t handle = draw.m_stream[idx].m_handle.idx;
  3612. const VertexBufferD3D9& vb = m_vertexBuffers[handle];
  3613. const uint16_t layoutIdx = isValid(draw.m_stream[idx].m_layoutHandle)
  3614. ? draw.m_stream[idx].m_layoutHandle.idx
  3615. : vb.m_layoutHandle.idx;
  3616. const VertexLayout& layout = m_vertexLayouts[layoutIdx];
  3617. const uint32_t stride = layout.m_stride;
  3618. layouts[numStreams] = &layout;
  3619. numVertices = bx::uint32_min(UINT32_MAX == draw.m_numVertices
  3620. ? vb.m_size/stride
  3621. : draw.m_numVertices
  3622. , numVertices
  3623. );
  3624. DX_CHECK(device->SetStreamSourceFreq(0, freq) );
  3625. DX_CHECK(device->SetStreamSource(numStreams, vb.m_ptr, 0, stride) );
  3626. }
  3627. currentState.m_numVertices = numVertices;
  3628. if (0 < numStreams)
  3629. {
  3630. if (instanced)
  3631. {
  3632. const VertexBufferD3D9& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  3633. DX_CHECK(device->SetStreamSourceFreq(numStreams, UINT(D3DSTREAMSOURCE_INSTANCEDATA|1) ) );
  3634. DX_CHECK(device->SetStreamSource(numStreams, inst.m_ptr, draw.m_instanceDataOffset, draw.m_instanceDataStride) );
  3635. setInputLayout(numStreams, layouts, draw.m_instanceDataStride/16);
  3636. }
  3637. else
  3638. {
  3639. DX_CHECK(device->SetStreamSource(numStreams, NULL, 0, 0) );
  3640. setInputLayout(numStreams, layouts, 0);
  3641. }
  3642. }
  3643. else
  3644. {
  3645. DX_CHECK(device->SetStreamSource(0, NULL, 0, 0) );
  3646. DX_CHECK(device->SetStreamSource(1, NULL, 0, 0) );
  3647. }
  3648. }
  3649. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
  3650. {
  3651. currentState.m_indexBuffer = draw.m_indexBuffer;
  3652. uint16_t handle = draw.m_indexBuffer.idx;
  3653. if (kInvalidHandle != handle)
  3654. {
  3655. const IndexBufferD3D9& ib = m_indexBuffers[handle];
  3656. DX_CHECK(device->SetIndices(ib.m_ptr) );
  3657. }
  3658. else
  3659. {
  3660. DX_CHECK(device->SetIndices(NULL) );
  3661. }
  3662. }
  3663. if (0 != currentState.m_streamMask)
  3664. {
  3665. uint32_t numVertices = draw.m_numVertices;
  3666. uint32_t numIndices = 0;
  3667. uint32_t numPrimsSubmitted = 0;
  3668. uint32_t numInstances = 0;
  3669. uint32_t numPrimsRendered = 0;
  3670. if (hasOcclusionQuery)
  3671. {
  3672. m_occlusionQuery.begin(_render, draw.m_occlusionQuery);
  3673. }
  3674. if (isValid(draw.m_indexBuffer) )
  3675. {
  3676. if (UINT32_MAX == draw.m_numIndices)
  3677. {
  3678. const IndexBufferD3D9& ib = m_indexBuffers[draw.m_indexBuffer.idx];
  3679. const uint32_t indexSize = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? 2 : 4;
  3680. numIndices = ib.m_size/indexSize;
  3681. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  3682. numInstances = draw.m_numInstances;
  3683. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3684. DX_CHECK(device->DrawIndexedPrimitive(prim.m_type
  3685. , draw.m_stream[0].m_startVertex
  3686. , 0
  3687. , numVertices
  3688. , 0
  3689. , numPrimsSubmitted
  3690. ) );
  3691. }
  3692. else if (prim.m_min <= draw.m_numIndices)
  3693. {
  3694. numIndices = draw.m_numIndices;
  3695. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  3696. numInstances = draw.m_numInstances;
  3697. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3698. DX_CHECK(device->DrawIndexedPrimitive(prim.m_type
  3699. , draw.m_stream[0].m_startVertex
  3700. , 0
  3701. , numVertices
  3702. , draw.m_startIndex
  3703. , numPrimsSubmitted
  3704. ) );
  3705. }
  3706. }
  3707. else
  3708. {
  3709. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  3710. numInstances = draw.m_numInstances;
  3711. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3712. DX_CHECK(device->DrawPrimitive(prim.m_type
  3713. , draw.m_stream[0].m_startVertex
  3714. , numPrimsSubmitted
  3715. ) );
  3716. }
  3717. if (hasOcclusionQuery)
  3718. {
  3719. m_occlusionQuery.end();
  3720. }
  3721. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  3722. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  3723. statsNumInstances[primIndex] += numInstances;
  3724. statsNumIndices += numIndices;
  3725. }
  3726. }
  3727. submitBlit(bs, BGFX_CONFIG_MAX_VIEWS);
  3728. if (0 < _render->m_numRenderItems)
  3729. {
  3730. if (0 != (m_resolution.reset & BGFX_RESET_FLUSH_AFTER_RENDER) )
  3731. {
  3732. flush();
  3733. }
  3734. captureElapsed = -bx::getHPCounter();
  3735. capture();
  3736. captureElapsed += bx::getHPCounter();
  3737. profiler.end();
  3738. }
  3739. }
  3740. BGFX_D3D9_PROFILER_END();
  3741. int64_t timeEnd = bx::getHPCounter();
  3742. int64_t frameTime = timeEnd - timeBegin;
  3743. static int64_t min = frameTime;
  3744. static int64_t max = frameTime;
  3745. min = min > frameTime ? frameTime : min;
  3746. max = max < frameTime ? frameTime : max;
  3747. static uint32_t maxGpuLatency = 0;
  3748. static double maxGpuElapsed = 0.0f;
  3749. double elapsedGpuMs = 0.0;
  3750. if (UINT32_MAX != frameQueryIdx)
  3751. {
  3752. m_gpuTimer.end(frameQueryIdx);
  3753. const TimerQueryD3D9::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  3754. double toGpuMs = 1000.0 / double(result.m_frequency);
  3755. elapsedGpuMs = (result.m_end - result.m_begin) * toGpuMs;
  3756. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  3757. maxGpuLatency = bx::uint32_imax(maxGpuLatency, result.m_pending-1);
  3758. }
  3759. const int64_t timerFreq = bx::getHPFrequency();
  3760. Stats& perfStats = _render->m_perfStats;
  3761. perfStats.cpuTimeBegin = timeBegin;
  3762. perfStats.cpuTimeEnd = timeEnd;
  3763. perfStats.cpuTimerFreq = timerFreq;
  3764. const TimerQueryD3D9::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  3765. perfStats.gpuTimeBegin = result.m_begin;
  3766. perfStats.gpuTimeEnd = result.m_end;
  3767. perfStats.gpuTimerFreq = result.m_frequency;
  3768. perfStats.numDraw = statsKeyType[0];
  3769. perfStats.numCompute = statsKeyType[1];
  3770. perfStats.numBlit = _render->m_numBlitItems;
  3771. perfStats.maxGpuLatency = maxGpuLatency;
  3772. bx::memCopy(perfStats.numPrims, statsNumPrimsRendered, sizeof(perfStats.numPrims) );
  3773. m_nvapi.getMemoryInfo(perfStats.gpuMemoryUsed, perfStats.gpuMemoryMax);
  3774. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  3775. {
  3776. BGFX_D3D9_PROFILER_BEGIN_LITERAL("debugstats", kColorFrame);
  3777. m_needPresent = true;
  3778. TextVideoMem& tvm = m_textVideoMem;
  3779. static int64_t next = timeEnd;
  3780. if (timeEnd >= next)
  3781. {
  3782. next = timeEnd + timerFreq;
  3783. double freq = double(timerFreq);
  3784. double toMs = 1000.0/freq;
  3785. tvm.clear();
  3786. uint16_t pos = 0;
  3787. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x8c : 0x8f
  3788. , " %s / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  3789. , getRendererName()
  3790. );
  3791. const D3DADAPTER_IDENTIFIER9& identifier = m_identifier;
  3792. tvm.printf(0, pos++, 0x8f, " Device: %s (%s)", identifier.Description, identifier.Driver);
  3793. char processMemoryUsed[16];
  3794. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  3795. tvm.printf(0, pos++, 0x8f, " Memory: %s (process) ", processMemoryUsed);
  3796. pos = 10;
  3797. tvm.printf(10, pos++, 0x8b, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  3798. , double(frameTime)*toMs
  3799. , double(min)*toMs
  3800. , double(max)*toMs
  3801. , freq/frameTime
  3802. );
  3803. const uint32_t msaa = (m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  3804. tvm.printf(10, pos++, 0x8b, " Reset flags: [%c] vsync, [%c] MSAAx%d, [%c] MaxAnisotropy "
  3805. , !!(m_resolution.reset&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  3806. , 0 != msaa ? '\xfe' : ' '
  3807. , 1<<msaa
  3808. , !!(m_resolution.reset&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  3809. );
  3810. double elapsedCpuMs = double(frameTime)*toMs;
  3811. tvm.printf(10, pos++, 0x8b, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] %c GPU %7.4f [ms] (latency %d)"
  3812. , _render->m_numRenderItems
  3813. , statsKeyType[0]
  3814. , statsKeyType[1]
  3815. , elapsedCpuMs
  3816. , elapsedCpuMs > maxGpuElapsed ? '>' : '<'
  3817. , maxGpuElapsed
  3818. , maxGpuLatency
  3819. );
  3820. maxGpuLatency = 0;
  3821. maxGpuElapsed = 0.0;
  3822. for (uint32_t ii = 0; ii < Topology::Count; ++ii)
  3823. {
  3824. tvm.printf(10, pos++, 0x8b, " %10s: %7d (#inst: %5d), submitted: %7d"
  3825. , getName(Topology::Enum(ii) )
  3826. , statsNumPrimsRendered[ii]
  3827. , statsNumInstances[ii]
  3828. , statsNumPrimsSubmitted[ii]
  3829. );
  3830. }
  3831. tvm.printf(10, pos++, 0x8b, " Indices: %7d ", statsNumIndices);
  3832. // tvm.printf(10, pos++, 0x8b, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  3833. tvm.printf(10, pos++, 0x8b, " DVB size: %7d ", _render->m_vboffset);
  3834. tvm.printf(10, pos++, 0x8b, " DIB size: %7d ", _render->m_iboffset);
  3835. pos++;
  3836. tvm.printf(10, pos++, 0x8b, " Occlusion queries: %3d ", m_occlusionQuery.m_control.available() );
  3837. pos++;
  3838. tvm.printf(10, pos++, 0x8b, " State cache: ");
  3839. tvm.printf(10, pos++, 0x8b, " Input ");
  3840. tvm.printf(10, pos++, 0x8b, " %6d "
  3841. , m_inputLayoutCache.getCount()
  3842. );
  3843. pos++;
  3844. double captureMs = double(captureElapsed)*toMs;
  3845. tvm.printf(10, pos++, 0x8b, " Capture: %7.4f [ms]", captureMs);
  3846. uint8_t attr[2] = { 0x8c, 0x8a };
  3847. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  3848. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms]", _render->m_waitSubmit*toMs);
  3849. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms]", _render->m_waitRender*toMs);
  3850. min = frameTime;
  3851. max = frameTime;
  3852. }
  3853. blit(this, _textVideoMemBlitter, tvm);
  3854. BGFX_D3D9_PROFILER_END();
  3855. }
  3856. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  3857. {
  3858. BGFX_D3D9_PROFILER_BEGIN_LITERAL("debugtext", kColorFrame);
  3859. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  3860. BGFX_D3D9_PROFILER_END();
  3861. }
  3862. device->EndScene();
  3863. }
  3864. } /* namespace d3d9 */ } // namespace bgfx
  3865. #else
  3866. namespace bgfx { namespace d3d9
  3867. {
  3868. RendererContextI* rendererCreate(const Init& _init)
  3869. {
  3870. BX_UNUSED(_init);
  3871. return NULL;
  3872. }
  3873. void rendererDestroy()
  3874. {
  3875. }
  3876. } /* namespace d3d9 */ } // namespace bgfx
  3877. #endif // BGFX_CONFIG_RENDERER_DIRECT3D9