renderer_d3d9.cpp 127 KB

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  1. /*
  2. * Copyright 2011-2022 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D9
  7. # include "renderer_d3d9.h"
  8. # include <bx/pixelformat.h>
  9. namespace bgfx { namespace d3d9
  10. {
  11. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  12. static char s_viewName [BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  13. struct PrimInfo
  14. {
  15. D3DPRIMITIVETYPE m_type;
  16. uint32_t m_min;
  17. uint32_t m_div;
  18. uint32_t m_sub;
  19. };
  20. static const PrimInfo s_primInfo[] =
  21. {
  22. { D3DPT_TRIANGLELIST, 3, 3, 0 },
  23. { D3DPT_TRIANGLESTRIP, 3, 1, 2 },
  24. { D3DPT_LINELIST, 2, 2, 0 },
  25. { D3DPT_LINESTRIP, 2, 1, 1 },
  26. { D3DPT_POINTLIST, 1, 1, 0 },
  27. { D3DPRIMITIVETYPE(0), 0, 0, 0 },
  28. };
  29. BX_STATIC_ASSERT(Topology::Count == BX_COUNTOF(s_primInfo)-1);
  30. static const D3DMULTISAMPLE_TYPE s_checkMsaa[] =
  31. {
  32. D3DMULTISAMPLE_NONE,
  33. D3DMULTISAMPLE_2_SAMPLES,
  34. D3DMULTISAMPLE_4_SAMPLES,
  35. D3DMULTISAMPLE_8_SAMPLES,
  36. D3DMULTISAMPLE_16_SAMPLES,
  37. };
  38. static Msaa s_msaa[] =
  39. {
  40. { D3DMULTISAMPLE_NONE, 0 },
  41. { D3DMULTISAMPLE_2_SAMPLES, 0 },
  42. { D3DMULTISAMPLE_4_SAMPLES, 0 },
  43. { D3DMULTISAMPLE_8_SAMPLES, 0 },
  44. { D3DMULTISAMPLE_16_SAMPLES, 0 },
  45. };
  46. struct Blend
  47. {
  48. D3DBLEND m_src;
  49. D3DBLEND m_dst;
  50. bool m_factor;
  51. };
  52. static const Blend s_blendFactor[] =
  53. {
  54. { (D3DBLEND)0, (D3DBLEND)0, false }, // ignored
  55. { D3DBLEND_ZERO, D3DBLEND_ZERO, false }, // ZERO
  56. { D3DBLEND_ONE, D3DBLEND_ONE, false }, // ONE
  57. { D3DBLEND_SRCCOLOR, D3DBLEND_SRCCOLOR, false }, // SRC_COLOR
  58. { D3DBLEND_INVSRCCOLOR, D3DBLEND_INVSRCCOLOR, false }, // INV_SRC_COLOR
  59. { D3DBLEND_SRCALPHA, D3DBLEND_SRCALPHA, false }, // SRC_ALPHA
  60. { D3DBLEND_INVSRCALPHA, D3DBLEND_INVSRCALPHA, false }, // INV_SRC_ALPHA
  61. { D3DBLEND_DESTALPHA, D3DBLEND_DESTALPHA, false }, // DST_ALPHA
  62. { D3DBLEND_INVDESTALPHA, D3DBLEND_INVDESTALPHA, false }, // INV_DST_ALPHA
  63. { D3DBLEND_DESTCOLOR, D3DBLEND_DESTCOLOR, false }, // DST_COLOR
  64. { D3DBLEND_INVDESTCOLOR, D3DBLEND_INVDESTCOLOR, false }, // INV_DST_COLOR
  65. { D3DBLEND_SRCALPHASAT, D3DBLEND_ONE, false }, // SRC_ALPHA_SAT
  66. { D3DBLEND_BLENDFACTOR, D3DBLEND_BLENDFACTOR, true }, // FACTOR
  67. { D3DBLEND_INVBLENDFACTOR, D3DBLEND_INVBLENDFACTOR, true }, // INV_FACTOR
  68. };
  69. static const D3DBLENDOP s_blendEquation[] =
  70. {
  71. D3DBLENDOP_ADD,
  72. D3DBLENDOP_SUBTRACT,
  73. D3DBLENDOP_REVSUBTRACT,
  74. D3DBLENDOP_MIN,
  75. D3DBLENDOP_MAX,
  76. };
  77. static const D3DCMPFUNC s_cmpFunc[] =
  78. {
  79. (D3DCMPFUNC)0, // ignored
  80. D3DCMP_LESS,
  81. D3DCMP_LESSEQUAL,
  82. D3DCMP_EQUAL,
  83. D3DCMP_GREATEREQUAL,
  84. D3DCMP_GREATER,
  85. D3DCMP_NOTEQUAL,
  86. D3DCMP_NEVER,
  87. D3DCMP_ALWAYS,
  88. };
  89. static const D3DSTENCILOP s_stencilOp[] =
  90. {
  91. D3DSTENCILOP_ZERO,
  92. D3DSTENCILOP_KEEP,
  93. D3DSTENCILOP_REPLACE,
  94. D3DSTENCILOP_INCR,
  95. D3DSTENCILOP_INCRSAT,
  96. D3DSTENCILOP_DECR,
  97. D3DSTENCILOP_DECRSAT,
  98. D3DSTENCILOP_INVERT,
  99. };
  100. static const D3DRENDERSTATETYPE s_stencilFuncRs[] =
  101. {
  102. D3DRS_STENCILFUNC,
  103. D3DRS_CCW_STENCILFUNC,
  104. };
  105. static const D3DRENDERSTATETYPE s_stencilFailRs[] =
  106. {
  107. D3DRS_STENCILFAIL,
  108. D3DRS_CCW_STENCILFAIL,
  109. };
  110. static const D3DRENDERSTATETYPE s_stencilZFailRs[] =
  111. {
  112. D3DRS_STENCILZFAIL,
  113. D3DRS_CCW_STENCILZFAIL,
  114. };
  115. static const D3DRENDERSTATETYPE s_stencilZPassRs[] =
  116. {
  117. D3DRS_STENCILPASS,
  118. D3DRS_CCW_STENCILPASS,
  119. };
  120. static const D3DCULL s_cullMode[] =
  121. {
  122. D3DCULL_NONE,
  123. D3DCULL_CW,
  124. D3DCULL_CCW,
  125. };
  126. static const D3DTEXTUREADDRESS s_textureAddress[] =
  127. {
  128. D3DTADDRESS_WRAP,
  129. D3DTADDRESS_MIRROR,
  130. D3DTADDRESS_CLAMP,
  131. D3DTADDRESS_BORDER,
  132. };
  133. static const D3DTEXTUREFILTERTYPE s_textureFilter[] =
  134. {
  135. D3DTEXF_LINEAR,
  136. D3DTEXF_POINT,
  137. D3DTEXF_ANISOTROPIC,
  138. };
  139. struct TextureFormatInfo
  140. {
  141. D3DFORMAT m_fmt;
  142. };
  143. static TextureFormatInfo s_textureFormat[] =
  144. {
  145. { D3DFMT_DXT1 }, // BC1
  146. { D3DFMT_DXT3 }, // BC2
  147. { D3DFMT_DXT5 }, // BC3
  148. { D3DFMT_UNKNOWN }, // BC4
  149. { D3DFMT_UNKNOWN }, // BC5
  150. { D3DFMT_UNKNOWN }, // BC6H
  151. { D3DFMT_UNKNOWN }, // BC7
  152. { D3DFMT_UNKNOWN }, // ETC1
  153. { D3DFMT_UNKNOWN }, // ETC2
  154. { D3DFMT_UNKNOWN }, // ETC2A
  155. { D3DFMT_UNKNOWN }, // ETC2A1
  156. { D3DFMT_UNKNOWN }, // PTC12
  157. { D3DFMT_UNKNOWN }, // PTC14
  158. { D3DFMT_UNKNOWN }, // PTC12A
  159. { D3DFMT_UNKNOWN }, // PTC14A
  160. { D3DFMT_UNKNOWN }, // PTC22
  161. { D3DFMT_UNKNOWN }, // PTC24
  162. { D3DFMT_UNKNOWN }, // ATC,
  163. { D3DFMT_UNKNOWN }, // ATCE,
  164. { D3DFMT_UNKNOWN }, // ATCI,
  165. { D3DFMT_UNKNOWN }, // ASTC4x4
  166. { D3DFMT_UNKNOWN }, // ASTC5x4
  167. { D3DFMT_UNKNOWN }, // ASTC5x5
  168. { D3DFMT_UNKNOWN }, // ASTC6x5
  169. { D3DFMT_UNKNOWN }, // ASTC6x6
  170. { D3DFMT_UNKNOWN }, // ASTC8x5
  171. { D3DFMT_UNKNOWN }, // ASTC8x6
  172. { D3DFMT_UNKNOWN }, // ASTC8x8
  173. { D3DFMT_UNKNOWN }, // ASTC10x5
  174. { D3DFMT_UNKNOWN }, // ASTC10x6
  175. { D3DFMT_UNKNOWN }, // ASTC10x8
  176. { D3DFMT_UNKNOWN }, // ASTC10x10
  177. { D3DFMT_UNKNOWN }, // ASTC12x10
  178. { D3DFMT_UNKNOWN }, // ASTC12x12
  179. { D3DFMT_UNKNOWN }, // Unknown
  180. { D3DFMT_A1 }, // R1
  181. { D3DFMT_A8 }, // A8
  182. { D3DFMT_L8 }, // R8
  183. { D3DFMT_UNKNOWN }, // R8I
  184. { D3DFMT_UNKNOWN }, // R8U
  185. { D3DFMT_UNKNOWN }, // R8S
  186. { D3DFMT_L16 }, // R16
  187. { D3DFMT_UNKNOWN }, // R16I
  188. { D3DFMT_UNKNOWN }, // R16U
  189. { D3DFMT_R16F }, // R16F
  190. { D3DFMT_UNKNOWN }, // R16S
  191. { D3DFMT_UNKNOWN }, // R32I
  192. { D3DFMT_UNKNOWN }, // R32U
  193. { D3DFMT_R32F }, // R32F
  194. { D3DFMT_A8L8 }, // RG8
  195. { D3DFMT_UNKNOWN }, // RG8I
  196. { D3DFMT_UNKNOWN }, // RG8U
  197. { D3DFMT_UNKNOWN }, // RG8S
  198. { D3DFMT_G16R16 }, // RG16
  199. { D3DFMT_UNKNOWN }, // RG16I
  200. { D3DFMT_UNKNOWN }, // RG16U
  201. { D3DFMT_G16R16F }, // RG16F
  202. { D3DFMT_UNKNOWN }, // RG16S
  203. { D3DFMT_UNKNOWN }, // RG32I
  204. { D3DFMT_UNKNOWN }, // RG32U
  205. { D3DFMT_G32R32F }, // RG32F
  206. { D3DFMT_UNKNOWN }, // RGB8
  207. { D3DFMT_UNKNOWN }, // RGB8I
  208. { D3DFMT_UNKNOWN }, // RGB8U
  209. { D3DFMT_UNKNOWN }, // RGB8S
  210. { D3DFMT_UNKNOWN }, // RGB9E5F
  211. { D3DFMT_A8R8G8B8 }, // BGRA8
  212. { D3DFMT_UNKNOWN }, // RGBA8
  213. { D3DFMT_UNKNOWN }, // RGBA8I
  214. { D3DFMT_UNKNOWN }, // RGBA8U
  215. { D3DFMT_UNKNOWN }, // RGBA8S
  216. { D3DFMT_A16B16G16R16 }, // RGBA16
  217. { D3DFMT_UNKNOWN }, // RGBA16I
  218. { D3DFMT_UNKNOWN }, // RGBA16U
  219. { D3DFMT_A16B16G16R16F }, // RGBA16F
  220. { D3DFMT_UNKNOWN }, // RGBA16S
  221. { D3DFMT_UNKNOWN }, // RGBA32I
  222. { D3DFMT_UNKNOWN }, // RGBA32U
  223. { D3DFMT_A32B32G32R32F }, // RGBA32F
  224. { D3DFMT_R5G6B5 }, // B5G6R5
  225. { D3DFMT_R5G6B5 }, // R5G6B5
  226. { D3DFMT_A4R4G4B4 }, // BGRA4
  227. { D3DFMT_A4R4G4B4 }, // RGBA4
  228. { D3DFMT_A1R5G5B5 }, // BGR5A1
  229. { D3DFMT_A1R5G5B5 }, // RGB5A1
  230. { D3DFMT_A2B10G10R10 }, // RGB10A2
  231. { D3DFMT_UNKNOWN }, // RG11B10F
  232. { D3DFMT_UNKNOWN }, // UnknownDepth
  233. { D3DFMT_D16 }, // D16
  234. { D3DFMT_D24X8 }, // D24
  235. { D3DFMT_D24S8 }, // D24S8
  236. { D3DFMT_D32 }, // D32
  237. { D3DFMT_DF16 }, // D16F
  238. { D3DFMT_DF24 }, // D24F
  239. { D3DFMT_D32F_LOCKABLE }, // D32F
  240. { D3DFMT_S8_LOCKABLE }, // D0S8
  241. };
  242. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  243. static ExtendedFormat s_extendedFormats[ExtendedFormat::Count] =
  244. {
  245. { D3DFMT_ATI1, 0, D3DRTYPE_TEXTURE, false },
  246. { D3DFMT_ATI2, 0, D3DRTYPE_TEXTURE, false },
  247. { D3DFMT_DF16, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, false },
  248. { D3DFMT_DF24, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, false },
  249. { D3DFMT_INST, 0, D3DRTYPE_SURFACE, false },
  250. { D3DFMT_INTZ, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, false },
  251. { D3DFMT_NULL, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, false },
  252. { D3DFMT_RESZ, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, false },
  253. { D3DFMT_RAWZ, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, false },
  254. { D3DFMT_ATOC, 0, D3DRTYPE_SURFACE, false },
  255. };
  256. static const GUID IID_IDirect3D9 = { 0x81bdcbca, 0x64d4, 0x426d, { 0xae, 0x8d, 0xad, 0x1, 0x47, 0xf4, 0x27, 0x5c } };
  257. static const GUID IID_IDirect3DDevice9Ex = { 0xb18b10ce, 0x2649, 0x405a, { 0x87, 0xf, 0x95, 0xf7, 0x77, 0xd4, 0x31, 0x3a } };
  258. typedef HRESULT (WINAPI *Direct3DCreate9ExFn)(UINT SDKVersion, IDirect3D9Ex**);
  259. static Direct3DCreate9ExFn Direct3DCreate9Ex;
  260. typedef IDirect3D9* (WINAPI *Direct3DCreate9Fn)(UINT SDKVersion);
  261. static Direct3DCreate9Fn Direct3DCreate9;
  262. static PFN_D3DPERF_SET_MARKER D3DPERF_SetMarker;
  263. static PFN_D3DPERF_BEGIN_EVENT D3DPERF_BeginEvent;
  264. static PFN_D3DPERF_END_EVENT D3DPERF_EndEvent;
  265. static const D3DVERTEXELEMENT9 s_attrib[] =
  266. {
  267. { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
  268. { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
  269. { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT, 0 },
  270. { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BINORMAL, 0 },
  271. { 0, 0, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
  272. { 0, 0, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 1 },
  273. { 0, 0, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 2 },
  274. { 0, 0, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 3 },
  275. { 0, 0, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDINDICES, 0 },
  276. { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDWEIGHT, 0 },
  277. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
  278. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 },
  279. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2 },
  280. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3 },
  281. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4 },
  282. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 5 },
  283. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 6 },
  284. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 7 },
  285. D3DDECL_END()
  286. };
  287. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib)-1);
  288. static const uint8_t s_attribType[][4][2] =
  289. {
  290. { // Uint8
  291. { D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4N },
  292. { D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4N },
  293. { D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4N },
  294. { D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4N },
  295. },
  296. { // Uint10
  297. { D3DDECLTYPE_UDEC3, D3DDECLTYPE_DEC3N },
  298. { D3DDECLTYPE_UDEC3, D3DDECLTYPE_DEC3N },
  299. { D3DDECLTYPE_UDEC3, D3DDECLTYPE_DEC3N },
  300. { D3DDECLTYPE_UDEC3, D3DDECLTYPE_DEC3N },
  301. },
  302. { // Int16
  303. { D3DDECLTYPE_SHORT2, D3DDECLTYPE_SHORT2N },
  304. { D3DDECLTYPE_SHORT2, D3DDECLTYPE_SHORT2N },
  305. { D3DDECLTYPE_SHORT4, D3DDECLTYPE_SHORT4N },
  306. { D3DDECLTYPE_SHORT4, D3DDECLTYPE_SHORT4N },
  307. },
  308. { // Half
  309. { D3DDECLTYPE_FLOAT16_2, D3DDECLTYPE_FLOAT16_2 },
  310. { D3DDECLTYPE_FLOAT16_2, D3DDECLTYPE_FLOAT16_2 },
  311. { D3DDECLTYPE_FLOAT16_4, D3DDECLTYPE_FLOAT16_4 },
  312. { D3DDECLTYPE_FLOAT16_4, D3DDECLTYPE_FLOAT16_4 },
  313. },
  314. { // Float
  315. { D3DDECLTYPE_FLOAT1, D3DDECLTYPE_FLOAT1 },
  316. { D3DDECLTYPE_FLOAT2, D3DDECLTYPE_FLOAT2 },
  317. { D3DDECLTYPE_FLOAT3, D3DDECLTYPE_FLOAT3 },
  318. { D3DDECLTYPE_FLOAT4, D3DDECLTYPE_FLOAT4 },
  319. },
  320. };
  321. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  322. static D3DVERTEXELEMENT9* fillVertexLayout(uint8_t _stream, D3DVERTEXELEMENT9* _out, const VertexLayout& _layout)
  323. {
  324. D3DVERTEXELEMENT9* elem = _out;
  325. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  326. {
  327. if (UINT16_MAX != _layout.m_attributes[attr])
  328. {
  329. uint8_t num;
  330. AttribType::Enum type;
  331. bool normalized;
  332. bool asInt;
  333. _layout.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  334. bx::memCopy(elem, &s_attrib[attr], sizeof(D3DVERTEXELEMENT9) );
  335. elem->Stream = _stream;
  336. elem->Type = s_attribType[type][num-1][normalized];
  337. elem->Offset = _layout.m_offset[attr];
  338. ++elem;
  339. }
  340. }
  341. return elem;
  342. }
  343. inline bool isLost(HRESULT _hr)
  344. {
  345. return false
  346. || _hr == D3DERR_DEVICELOST
  347. || _hr == D3DERR_DRIVERINTERNALERROR
  348. #if !defined(D3D_DISABLE_9EX)
  349. || _hr == D3DERR_DEVICEHUNG
  350. || _hr == D3DERR_DEVICEREMOVED
  351. #endif // !defined(D3D_DISABLE_9EX)
  352. ;
  353. }
  354. inline bool useD3D9Pitch(bimg::TextureFormat::Enum _format)
  355. {
  356. // Reference(s):
  357. // - For BC4 and B5 in DX9 LockRect returns wrong number of
  358. // bytes. If actual mip size is used it causes memory corruption.
  359. // https://web.archive.org/web/20190207230133/http://www.aras-p.info/texts/D3D9GPUHacks.html
  360. return true
  361. && _format != bimg::TextureFormat::BC4
  362. && _format != bimg::TextureFormat::BC5
  363. ;
  364. }
  365. static inline uint32_t calcRowPitch(const bimg::ImageBlockInfo& _blockInfo, uint8_t _lod, uint32_t _width)
  366. {
  367. const uint8_t blockWidth = _blockInfo.blockWidth;
  368. const uint8_t blockHeight = _blockInfo.blockHeight;
  369. const uint8_t minBlockX = _blockInfo.minBlockX;
  370. const uint8_t bitsPerPixel = _blockInfo.bitsPerPixel;
  371. // Calculate the row pitch
  372. const uint32_t minBlkWidth = minBlockX;
  373. const uint32_t lodBlkWidth = (((_width >> _lod) + blockWidth - 1) / blockWidth);
  374. const uint32_t rowBlkWidth = bx::max<uint32_t>(minBlkWidth, lodBlkWidth);
  375. const uint32_t pixBlkWidth = rowBlkWidth * blockWidth * blockHeight;
  376. const uint32_t rowPitch = pixBlkWidth * bitsPerPixel / 8u;
  377. return rowPitch;
  378. }
  379. struct RendererContextD3D9 : public RendererContextI
  380. {
  381. RendererContextD3D9()
  382. : m_d3d9(NULL)
  383. , m_device(NULL)
  384. , m_flushQuery(NULL)
  385. , m_swapChain(NULL)
  386. , m_captureTexture(NULL)
  387. , m_captureSurface(NULL)
  388. , m_captureResolve(NULL)
  389. , m_maxAnisotropy(1)
  390. , m_initialized(false)
  391. , m_amd(false)
  392. , m_nvidia(false)
  393. , m_atocSupport(false)
  394. , m_instancingSupport(false)
  395. , m_occlusionQuerySupport(false)
  396. , m_timerQuerySupport(false)
  397. , m_rtMsaa(false)
  398. {
  399. }
  400. ~RendererContextD3D9()
  401. {
  402. }
  403. bool init(const Init& _init)
  404. {
  405. struct ErrorState
  406. {
  407. enum Enum
  408. {
  409. Default,
  410. LoadedD3D9,
  411. CreatedD3D9,
  412. CreatedDevice,
  413. };
  414. };
  415. ErrorState::Enum errorState = ErrorState::Default;
  416. m_fbh.idx = kInvalidHandle;
  417. bx::memSet(m_uniforms, 0, sizeof(m_uniforms) );
  418. bx::memSet(&m_resolution, 0, sizeof(m_resolution) );
  419. D3DFORMAT adapterFormat = D3DFMT_X8R8G8B8;
  420. // Reference(s):
  421. // - https://web.archive.org/web/20190207230309/https://docs.microsoft.com/en-us/windows/desktop/direct3d9/d3dpresent-parameters
  422. bx::memSet(&m_params, 0, sizeof(m_params) );
  423. m_params.BackBufferWidth = _init.resolution.width;
  424. m_params.BackBufferHeight = _init.resolution.height;
  425. m_params.BackBufferFormat = adapterFormat;
  426. m_params.BackBufferCount = bx::clamp<uint8_t>(_init.resolution.numBackBuffers, 2, BGFX_CONFIG_MAX_BACK_BUFFERS);
  427. m_params.MultiSampleType = D3DMULTISAMPLE_NONE;
  428. m_params.MultiSampleQuality = 0;
  429. m_params.EnableAutoDepthStencil = TRUE;
  430. m_params.AutoDepthStencilFormat = D3DFMT_D24S8;
  431. m_params.Flags = D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL;
  432. m_params.FullScreen_RefreshRateInHz = 0;
  433. m_params.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
  434. m_params.SwapEffect = D3DSWAPEFFECT_DISCARD;
  435. m_params.hDeviceWindow = NULL;
  436. m_params.Windowed = true;
  437. m_params.BackBufferWidth = _init.resolution.width;
  438. m_params.BackBufferHeight = _init.resolution.height;
  439. const char* d3d9DllName =
  440. #if BX_PLATFORM_LINUX
  441. "d3d9.so"
  442. #else
  443. "d3d9.dll"
  444. #endif // BX_PLATFORM_LINUX
  445. ;
  446. m_d3d9Dll = bx::dlopen(d3d9DllName);
  447. if (NULL == m_d3d9Dll)
  448. {
  449. BX_TRACE("Init error: Failed to load %s.", d3d9DllName);
  450. goto error;
  451. }
  452. errorState = ErrorState::LoadedD3D9;
  453. m_nvapi.init();
  454. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION) )
  455. {
  456. D3DPERF_SetMarker = (PFN_D3DPERF_SET_MARKER )bx::dlsym(m_d3d9Dll, "D3DPERF_SetMarker");
  457. D3DPERF_BeginEvent = (PFN_D3DPERF_BEGIN_EVENT)bx::dlsym(m_d3d9Dll, "D3DPERF_BeginEvent");
  458. D3DPERF_EndEvent = (PFN_D3DPERF_END_EVENT )bx::dlsym(m_d3d9Dll, "D3DPERF_EndEvent");
  459. if (NULL == D3DPERF_SetMarker
  460. || NULL == D3DPERF_BeginEvent
  461. || NULL == D3DPERF_EndEvent)
  462. {
  463. BX_TRACE("Failed to initialize PIX events.");
  464. D3DPERF_SetMarker = NULL;
  465. D3DPERF_BeginEvent = NULL;
  466. D3DPERF_EndEvent = NULL;
  467. }
  468. }
  469. m_d3d9ex = NULL;
  470. m_deviceEx = NULL;
  471. Direct3DCreate9Ex = (Direct3DCreate9ExFn)bx::dlsym(m_d3d9Dll, "Direct3DCreate9Ex");
  472. if (BX_ENABLED(BGFX_CONFIG_RENDERER_DIRECT3D9EX)
  473. && NULL != Direct3DCreate9Ex)
  474. {
  475. Direct3DCreate9Ex(D3D_SDK_VERSION, &m_d3d9ex);
  476. if (NULL != m_d3d9ex)
  477. {
  478. HRESULT hr = m_d3d9ex->QueryInterface(IID_IDirect3D9, (void**)&m_d3d9);
  479. if (FAILED(hr) )
  480. {
  481. BX_TRACE("Failed to query D3D9 interface 0x%08x.", hr);
  482. DX_RELEASE(m_d3d9ex, 0);
  483. }
  484. else
  485. {
  486. m_pool = D3DPOOL_DEFAULT;
  487. }
  488. }
  489. }
  490. if (NULL == m_d3d9)
  491. {
  492. Direct3DCreate9 = (Direct3DCreate9Fn)bx::dlsym(m_d3d9Dll, "Direct3DCreate9");
  493. if (NULL == Direct3DCreate9)
  494. {
  495. BX_TRACE("Init error: Function Direct3DCreate9 not found.");
  496. goto error;
  497. }
  498. m_d3d9 = Direct3DCreate9(D3D_SDK_VERSION);
  499. m_pool = D3DPOOL_MANAGED;
  500. }
  501. if (NULL == m_d3d9)
  502. {
  503. BX_TRACE("Init error: Unable to create Direct3D.");
  504. goto error;
  505. }
  506. errorState = ErrorState::CreatedD3D9;
  507. {
  508. m_adapter = D3DADAPTER_DEFAULT;
  509. m_deviceType = BGFX_PCI_ID_SOFTWARE_RASTERIZER == g_caps.vendorId
  510. ? D3DDEVTYPE_REF
  511. : D3DDEVTYPE_HAL
  512. ;
  513. uint8_t numGPUs = uint8_t(bx::uint32_min(BX_COUNTOF(g_caps.gpu), m_d3d9->GetAdapterCount() ) );
  514. for (uint32_t ii = 0; ii < numGPUs; ++ii)
  515. {
  516. D3DADAPTER_IDENTIFIER9 desc;
  517. HRESULT hr = m_d3d9->GetAdapterIdentifier(ii, 0, &desc);
  518. if (SUCCEEDED(hr) )
  519. {
  520. BX_TRACE("Adapter #%d", ii);
  521. BX_TRACE("\tDriver: %s", desc.Driver);
  522. BX_TRACE("\tDescription: %s", desc.Description);
  523. BX_TRACE("\tDeviceName: %s", desc.DeviceName);
  524. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  525. , desc.VendorId
  526. , desc.DeviceId
  527. , desc.SubSysId
  528. , desc.Revision
  529. );
  530. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  531. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  532. if (D3DADAPTER_DEFAULT == m_adapter)
  533. {
  534. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  535. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  536. && ( 0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  537. {
  538. m_adapter = ii;
  539. }
  540. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  541. && !bx::strFind(desc.Description, "PerfHUD").isEmpty() )
  542. {
  543. m_adapter = ii;
  544. m_deviceType = D3DDEVTYPE_REF;
  545. }
  546. }
  547. }
  548. }
  549. DX_CHECK(m_d3d9->GetAdapterIdentifier(m_adapter, 0, &m_identifier) );
  550. m_amd = m_identifier.VendorId == BGFX_PCI_ID_AMD;
  551. m_nvidia = m_identifier.VendorId == BGFX_PCI_ID_NVIDIA;
  552. g_caps.vendorId = 0 == m_identifier.VendorId
  553. ? BGFX_PCI_ID_SOFTWARE_RASTERIZER
  554. : (uint16_t)m_identifier.VendorId
  555. ;
  556. g_caps.deviceId = (uint16_t)m_identifier.DeviceId;
  557. uint32_t behaviorFlags[] =
  558. {
  559. D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE | D3DCREATE_PUREDEVICE,
  560. D3DCREATE_MIXED_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE,
  561. D3DCREATE_SOFTWARE_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE,
  562. };
  563. for (uint32_t ii = 0; ii < BX_COUNTOF(behaviorFlags) && NULL == m_device; ++ii)
  564. {
  565. if (NULL != m_d3d9ex)
  566. {
  567. DX_CHECK(m_d3d9ex->CreateDeviceEx(m_adapter
  568. , m_deviceType
  569. , (HWND)g_platformData.nwh
  570. , behaviorFlags[ii]
  571. , &m_params
  572. , NULL
  573. , &m_deviceEx
  574. ) );
  575. m_device = m_deviceEx;
  576. }
  577. else
  578. {
  579. DX_CHECK(m_d3d9->CreateDevice(m_adapter
  580. , m_deviceType
  581. , (HWND)g_platformData.nwh
  582. , behaviorFlags[ii]
  583. , &m_params
  584. , &m_device
  585. ) );
  586. }
  587. }
  588. }
  589. if (NULL == m_device)
  590. {
  591. BX_TRACE("Init error: Unable to create Direct3D9 device.");
  592. goto error;
  593. }
  594. errorState = ErrorState::CreatedDevice;
  595. m_numWindows = 1;
  596. if (NULL != m_d3d9ex)
  597. {
  598. DX_CHECK(m_device->QueryInterface(IID_IDirect3DDevice9Ex, (void**)&m_deviceEx) );
  599. }
  600. {
  601. IDirect3DQuery9* timerQueryTest[3] = {};
  602. m_timerQuerySupport = true
  603. && SUCCEEDED(m_device->CreateQuery(D3DQUERYTYPE_TIMESTAMPDISJOINT, &timerQueryTest[0]) )
  604. && SUCCEEDED(m_device->CreateQuery(D3DQUERYTYPE_TIMESTAMP, &timerQueryTest[1]) )
  605. && SUCCEEDED(m_device->CreateQuery(D3DQUERYTYPE_TIMESTAMPFREQ, &timerQueryTest[2]) )
  606. ;
  607. DX_RELEASE(timerQueryTest[0], 0);
  608. DX_RELEASE(timerQueryTest[1], 0);
  609. DX_RELEASE(timerQueryTest[2], 0);
  610. }
  611. {
  612. IDirect3DQuery9* occlusionQueryTest;
  613. m_occlusionQuerySupport = true
  614. && SUCCEEDED(m_device->CreateQuery(D3DQUERYTYPE_OCCLUSION, &occlusionQueryTest) )
  615. ;
  616. DX_RELEASE(occlusionQueryTest, 0);
  617. }
  618. DX_CHECK(m_device->GetDeviceCaps(&m_caps) );
  619. // For shit GPUs that can create DX9 device but can't do simple stuff. GTFO!
  620. BX_WARN( (D3DPTEXTURECAPS_SQUAREONLY & m_caps.TextureCaps) == 0, "D3DPTEXTURECAPS_SQUAREONLY");
  621. BX_WARN( (D3DPTEXTURECAPS_MIPMAP & m_caps.TextureCaps) == D3DPTEXTURECAPS_MIPMAP, "D3DPTEXTURECAPS_MIPMAP");
  622. BX_WARN( (D3DPTEXTURECAPS_ALPHA & m_caps.TextureCaps) == D3DPTEXTURECAPS_ALPHA, "D3DPTEXTURECAPS_ALPHA");
  623. BX_WARN(m_caps.VertexShaderVersion >= D3DVS_VERSION(2, 0) && m_caps.PixelShaderVersion >= D3DPS_VERSION(2, 1)
  624. , "Shader Model Version (vs: %x, ps: %x)."
  625. , m_caps.VertexShaderVersion
  626. , m_caps.PixelShaderVersion
  627. );
  628. if ( (D3DPTEXTURECAPS_SQUAREONLY & m_caps.TextureCaps) != 0
  629. || (D3DPTEXTURECAPS_MIPMAP & m_caps.TextureCaps) != D3DPTEXTURECAPS_MIPMAP
  630. || (D3DPTEXTURECAPS_ALPHA & m_caps.TextureCaps) != D3DPTEXTURECAPS_ALPHA
  631. || !(m_caps.VertexShaderVersion >= D3DVS_VERSION(2, 0) && m_caps.PixelShaderVersion >= D3DPS_VERSION(2, 1) ) )
  632. {
  633. BX_TRACE("Init error: Min spec not satisfied.");
  634. goto error;
  635. }
  636. BX_TRACE("Max vertex shader 3.0 instr. slots: %d", m_caps.MaxVertexShader30InstructionSlots);
  637. BX_TRACE("Max vertex shader constants: %d", m_caps.MaxVertexShaderConst);
  638. BX_TRACE("Max fragment shader 2.0 instr. slots: %d", m_caps.PS20Caps.NumInstructionSlots);
  639. BX_TRACE("Max fragment shader 3.0 instr. slots: %d", m_caps.MaxPixelShader30InstructionSlots);
  640. BX_TRACE("Num simultaneous render targets: %d", m_caps.NumSimultaneousRTs);
  641. BX_TRACE("Max vertex index: %d", m_caps.MaxVertexIndex);
  642. BX_TRACE("Max streams: %d", m_caps.MaxStreams);
  643. g_caps.supported |= ( 0
  644. | BGFX_CAPS_TEXTURE_3D
  645. | BGFX_CAPS_TEXTURE_COMPARE_LEQUAL
  646. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  647. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  648. | BGFX_CAPS_FRAGMENT_DEPTH
  649. | BGFX_CAPS_SWAP_CHAIN
  650. | ( (m_caps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES) ? BGFX_CAPS_TEXTURE_BLIT : 0)
  651. | BGFX_CAPS_TEXTURE_READ_BACK
  652. | (m_occlusionQuerySupport ? BGFX_CAPS_OCCLUSION_QUERY : 0)
  653. | ((m_caps.MaxVertexIndex > UINT16_MAX) ? BGFX_CAPS_INDEX32 : 0)
  654. );
  655. m_caps.NumSimultaneousRTs = bx::uint32_min(m_caps.NumSimultaneousRTs, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS);
  656. m_caps.MaxStreams = bx::uint32_min(m_caps.MaxStreams, BGFX_CONFIG_MAX_VERTEX_STREAMS);
  657. m_caps.MaxAnisotropy = bx::uint32_max(m_caps.MaxAnisotropy, 1);
  658. g_caps.limits.maxTextureSize = uint16_t(bx::uint32_min(m_caps.MaxTextureWidth, m_caps.MaxTextureHeight) );
  659. g_caps.limits.maxFBAttachments = uint8_t(m_caps.NumSimultaneousRTs);
  660. g_caps.limits.maxVertexStreams = uint8_t(m_caps.MaxStreams);
  661. if (BX_ENABLED(BGFX_CONFIG_RENDERER_USE_EXTENSIONS) )
  662. {
  663. BX_TRACE("Extended formats:");
  664. for (uint32_t ii = 0; ii < ExtendedFormat::Count; ++ii)
  665. {
  666. ExtendedFormat& fmt = s_extendedFormats[ii];
  667. fmt.m_supported = SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter, m_deviceType, adapterFormat, fmt.m_usage, fmt.m_type, fmt.m_fmt) );
  668. const char* fourcc = (const char*)&fmt.m_fmt;
  669. BX_TRACE("\t%2d: %c%c%c%c %s", ii, fourcc[0], fourcc[1], fourcc[2], fourcc[3], fmt.m_supported ? "supported" : "");
  670. BX_UNUSED(fourcc);
  671. }
  672. m_instancingSupport = false
  673. || s_extendedFormats[ExtendedFormat::Inst].m_supported
  674. || (m_caps.VertexShaderVersion >= D3DVS_VERSION(3, 0) )
  675. ;
  676. m_atocSupport = false
  677. || s_extendedFormats[ExtendedFormat::Atoc].m_supported
  678. ;
  679. if (m_amd
  680. && s_extendedFormats[ExtendedFormat::Inst].m_supported)
  681. { // AMD only
  682. m_device->SetRenderState(D3DRS_POINTSIZE, D3DFMT_INST);
  683. }
  684. if (s_extendedFormats[ExtendedFormat::Intz].m_supported)
  685. {
  686. s_textureFormat[TextureFormat::D24].m_fmt = D3DFMT_INTZ;
  687. s_textureFormat[TextureFormat::D32].m_fmt = D3DFMT_INTZ;
  688. }
  689. s_textureFormat[TextureFormat::BC4].m_fmt = s_extendedFormats[ExtendedFormat::Ati1].m_supported ? D3DFMT_ATI1 : D3DFMT_UNKNOWN;
  690. s_textureFormat[TextureFormat::BC5].m_fmt = s_extendedFormats[ExtendedFormat::Ati2].m_supported ? D3DFMT_ATI2 : D3DFMT_UNKNOWN;
  691. g_caps.supported |= m_instancingSupport ? BGFX_CAPS_INSTANCING : 0;
  692. g_caps.supported |= m_atocSupport ? BGFX_CAPS_ALPHA_TO_COVERAGE : 0;
  693. }
  694. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  695. {
  696. uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  697. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  698. , m_deviceType
  699. , adapterFormat
  700. , 0
  701. , D3DRTYPE_TEXTURE
  702. , s_textureFormat[ii].m_fmt
  703. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_2D : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  704. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  705. , m_deviceType
  706. , adapterFormat
  707. , D3DUSAGE_QUERY_SRGBREAD
  708. , D3DRTYPE_TEXTURE
  709. , s_textureFormat[ii].m_fmt
  710. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  711. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  712. , m_deviceType
  713. , adapterFormat
  714. , 0
  715. , D3DRTYPE_VOLUMETEXTURE
  716. , s_textureFormat[ii].m_fmt
  717. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_3D : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  718. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  719. , m_deviceType
  720. , adapterFormat
  721. , D3DUSAGE_QUERY_SRGBREAD
  722. , D3DRTYPE_VOLUMETEXTURE
  723. , s_textureFormat[ii].m_fmt
  724. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  725. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  726. , m_deviceType
  727. , adapterFormat
  728. , 0
  729. , D3DRTYPE_CUBETEXTURE
  730. , s_textureFormat[ii].m_fmt
  731. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_CUBE : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  732. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  733. , m_deviceType
  734. , adapterFormat
  735. , D3DUSAGE_QUERY_SRGBREAD
  736. , D3DRTYPE_CUBETEXTURE
  737. , s_textureFormat[ii].m_fmt
  738. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  739. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  740. , m_deviceType
  741. , adapterFormat
  742. , D3DUSAGE_QUERY_VERTEXTEXTURE
  743. , D3DRTYPE_TEXTURE
  744. , s_textureFormat[ii].m_fmt
  745. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  746. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  747. , m_deviceType
  748. , adapterFormat
  749. , bimg::isDepth(bimg::TextureFormat::Enum(ii) ) ? D3DUSAGE_DEPTHSTENCIL : D3DUSAGE_RENDERTARGET
  750. , D3DRTYPE_TEXTURE
  751. , s_textureFormat[ii].m_fmt
  752. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  753. support |= SUCCEEDED(m_d3d9->CheckDeviceMultiSampleType(m_adapter
  754. , m_deviceType
  755. , s_textureFormat[ii].m_fmt
  756. , true
  757. , D3DMULTISAMPLE_2_SAMPLES
  758. , NULL
  759. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  760. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  761. , m_deviceType
  762. , adapterFormat
  763. , bimg::isDepth(bimg::TextureFormat::Enum(ii) ) ? D3DUSAGE_DEPTHSTENCIL : D3DUSAGE_RENDERTARGET
  764. , D3DRTYPE_TEXTURE
  765. , s_textureFormat[ii].m_fmt
  766. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_MIP_AUTOGEN : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  767. g_caps.formats[ii] = support;
  768. }
  769. m_fmtDepth = D3DFMT_D24S8;
  770. {
  771. IDirect3DSwapChain9* swapChain;
  772. DX_CHECK(m_device->GetSwapChain(0, &swapChain) );
  773. // GPA increases swapchain ref count.
  774. //
  775. // This causes assert in debug. When debugger is present refcount
  776. // checks are off.
  777. setGraphicsDebuggerPresent(1 != getRefCount(swapChain) );
  778. DX_RELEASE(swapChain, 0);
  779. }
  780. // Init reserved part of view name.
  781. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  782. {
  783. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  784. mbstowcs(s_viewNameW[ii], s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED);
  785. }
  786. if (NULL != m_deviceEx)
  787. {
  788. int32_t gpuPriority;
  789. DX_CHECK(m_deviceEx->GetGPUThreadPriority(&gpuPriority) );
  790. BX_TRACE("GPU thread priority: %d", gpuPriority);
  791. uint32_t maxLatency;
  792. DX_CHECK(m_deviceEx->GetMaximumFrameLatency(&maxLatency) );
  793. BX_TRACE("GPU max frame latency: %d", maxLatency);
  794. }
  795. postReset();
  796. m_initialized = true;
  797. g_internalData.context = m_device;
  798. return true;
  799. error:
  800. switch (errorState)
  801. {
  802. case ErrorState::CreatedDevice:
  803. if (NULL != m_d3d9ex)
  804. {
  805. DX_RELEASE(m_deviceEx, 1);
  806. DX_RELEASE(m_device, 0);
  807. }
  808. else
  809. {
  810. DX_RELEASE(m_device, 0);
  811. }
  812. BX_FALLTHROUGH;
  813. case ErrorState::CreatedD3D9:
  814. if (NULL != m_d3d9ex)
  815. {
  816. DX_RELEASE(m_d3d9, 1);
  817. DX_RELEASE(m_d3d9ex, 0);
  818. }
  819. else
  820. {
  821. DX_RELEASE(m_d3d9, 0);
  822. }
  823. BX_FALLTHROUGH;
  824. case ErrorState::LoadedD3D9:
  825. m_nvapi.shutdown();
  826. bx::dlclose(m_d3d9Dll);
  827. BX_FALLTHROUGH;
  828. case ErrorState::Default:
  829. break;
  830. }
  831. return false;
  832. }
  833. void shutdown()
  834. {
  835. preReset();
  836. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  837. {
  838. m_indexBuffers[ii].destroy();
  839. }
  840. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  841. {
  842. m_vertexBuffers[ii].destroy();
  843. }
  844. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  845. {
  846. m_shaders[ii].destroy();
  847. }
  848. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  849. {
  850. m_textures[ii].destroy();
  851. }
  852. if (NULL != m_d3d9ex)
  853. {
  854. DX_RELEASE(m_deviceEx, 1);
  855. DX_RELEASE(m_device, 0);
  856. DX_RELEASE(m_d3d9, 1);
  857. DX_RELEASE(m_d3d9ex, 0);
  858. }
  859. else
  860. {
  861. DX_RELEASE(m_device, 0);
  862. DX_RELEASE(m_d3d9, 0);
  863. }
  864. m_nvapi.shutdown();
  865. bx::dlclose(m_d3d9Dll);
  866. m_initialized = false;
  867. }
  868. RendererType::Enum getRendererType() const override
  869. {
  870. return RendererType::Direct3D9;
  871. }
  872. const char* getRendererName() const override
  873. {
  874. if (NULL != m_d3d9ex)
  875. {
  876. return BGFX_RENDERER_DIRECT3D9_NAME " Ex";
  877. }
  878. return BGFX_RENDERER_DIRECT3D9_NAME;
  879. }
  880. void createIndexBuffer(IndexBufferHandle _handle, const Memory* _mem, uint16_t _flags) override
  881. {
  882. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags);
  883. }
  884. void destroyIndexBuffer(IndexBufferHandle _handle) override
  885. {
  886. m_indexBuffers[_handle.idx].destroy();
  887. }
  888. void createVertexLayout(VertexLayoutHandle _handle, const VertexLayout& _layout) override
  889. {
  890. VertexLayout& layout = m_vertexLayouts[_handle.idx];
  891. bx::memCopy(&layout, &_layout, sizeof(VertexLayout) );
  892. dump(layout);
  893. }
  894. void destroyVertexLayout(VertexLayoutHandle /*_handle*/) override
  895. {
  896. }
  897. void createVertexBuffer(VertexBufferHandle _handle, const Memory* _mem, VertexLayoutHandle _layoutHandle, uint16_t /*_flags*/) override
  898. {
  899. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _layoutHandle);
  900. }
  901. void destroyVertexBuffer(VertexBufferHandle _handle) override
  902. {
  903. m_vertexBuffers[_handle.idx].destroy();
  904. }
  905. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  906. {
  907. m_indexBuffers[_handle.idx].create(_size, NULL, _flags);
  908. }
  909. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  910. {
  911. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  912. }
  913. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) override
  914. {
  915. m_indexBuffers[_handle.idx].destroy();
  916. }
  917. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t /*_flags*/) override
  918. {
  919. VertexLayoutHandle layoutHandle = BGFX_INVALID_HANDLE;
  920. m_vertexBuffers[_handle.idx].create(_size, NULL, layoutHandle);
  921. }
  922. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  923. {
  924. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  925. }
  926. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) override
  927. {
  928. m_vertexBuffers[_handle.idx].destroy();
  929. }
  930. void createShader(ShaderHandle _handle, const Memory* _mem) override
  931. {
  932. m_shaders[_handle.idx].create(_mem);
  933. }
  934. void destroyShader(ShaderHandle _handle) override
  935. {
  936. m_shaders[_handle.idx].destroy();
  937. }
  938. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) override
  939. {
  940. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  941. }
  942. void destroyProgram(ProgramHandle _handle) override
  943. {
  944. m_program[_handle.idx].destroy();
  945. }
  946. void* createTexture(TextureHandle _handle, const Memory* _mem, uint64_t _flags, uint8_t _skip) override
  947. {
  948. m_textures[_handle.idx].create(_mem, _flags, _skip);
  949. return NULL;
  950. }
  951. void updateTextureBegin(TextureHandle _handle, uint8_t _side, uint8_t _mip) override
  952. {
  953. m_updateTexture = &m_textures[_handle.idx];
  954. m_updateTexture->updateBegin(_side, _mip);
  955. }
  956. 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
  957. {
  958. m_updateTexture->update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  959. }
  960. void updateTextureEnd() override
  961. {
  962. m_updateTexture->updateEnd();
  963. m_updateTexture = NULL;
  964. }
  965. void readTexture(TextureHandle _handle, void* _data, uint8_t _mip) override
  966. {
  967. TextureD3D9& texture = m_textures[_handle.idx];
  968. D3DLOCKED_RECT lockedRect;
  969. DX_CHECK(texture.m_texture2d->LockRect(_mip
  970. , &lockedRect
  971. , NULL
  972. , D3DLOCK_NO_DIRTY_UPDATE|D3DLOCK_NOSYSLOCK|D3DLOCK_READONLY
  973. ) );
  974. uint32_t srcWidth = bx::uint32_max(1, texture.m_width >>_mip);
  975. uint32_t srcHeight = bx::uint32_max(1, texture.m_height>>_mip);
  976. uint32_t srcPitch = lockedRect.Pitch;
  977. uint8_t* src = (uint8_t*)lockedRect.pBits;
  978. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  979. uint8_t* dst = (uint8_t*)_data;
  980. uint32_t dstPitch = srcWidth*bpp/8;
  981. uint32_t pitch = bx::uint32_min(srcPitch, dstPitch);
  982. for (uint32_t yy = 0, height = srcHeight; yy < height; ++yy)
  983. {
  984. bx::memCopy(dst, src, pitch);
  985. src += srcPitch;
  986. dst += dstPitch;
  987. }
  988. DX_CHECK(texture.m_texture2d->UnlockRect(_mip) );
  989. }
  990. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips, uint16_t _numLayers) override
  991. {
  992. TextureD3D9& texture = m_textures[_handle.idx];
  993. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  994. const Memory* mem = alloc(size);
  995. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  996. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  997. bx::write(&writer, magic, bx::ErrorAssert{});
  998. TextureCreate tc;
  999. tc.m_width = _width;
  1000. tc.m_height = _height;
  1001. tc.m_depth = 0;
  1002. tc.m_numLayers = _numLayers;
  1003. tc.m_numMips = _numMips;
  1004. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  1005. tc.m_cubeMap = false;
  1006. tc.m_mem = NULL;
  1007. bx::write(&writer, tc, bx::ErrorAssert{});
  1008. texture.destroy(true);
  1009. texture.create(mem, texture.m_flags, 0);
  1010. release(mem);
  1011. }
  1012. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) override
  1013. {
  1014. // Resource ref. counts might be messed up outside of bgfx.
  1015. // Disabling ref. count check once texture is overridden.
  1016. setGraphicsDebuggerPresent(true);
  1017. m_textures[_handle.idx].overrideInternal(_ptr);
  1018. }
  1019. uintptr_t getInternal(TextureHandle _handle) override
  1020. {
  1021. // Resource ref. counts might be messed up outside of bgfx.
  1022. // Disabling ref. count check once texture is overridden.
  1023. setGraphicsDebuggerPresent(true);
  1024. return uintptr_t(m_textures[_handle.idx].m_ptr);
  1025. }
  1026. void destroyTexture(TextureHandle _handle) override
  1027. {
  1028. m_textures[_handle.idx].destroy();
  1029. }
  1030. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) override
  1031. {
  1032. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1033. }
  1034. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _format, TextureFormat::Enum _depthFormat) override
  1035. {
  1036. uint16_t denseIdx = m_numWindows++;
  1037. m_windows[denseIdx] = _handle;
  1038. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _format, _depthFormat);
  1039. }
  1040. void destroyFrameBuffer(FrameBufferHandle _handle) override
  1041. {
  1042. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1043. if (UINT16_MAX != denseIdx)
  1044. {
  1045. --m_numWindows;
  1046. if (m_numWindows > 1)
  1047. {
  1048. FrameBufferHandle handle = m_windows[m_numWindows];
  1049. m_windows[m_numWindows] = {kInvalidHandle};
  1050. if (m_numWindows != denseIdx)
  1051. {
  1052. m_windows[denseIdx] = handle;
  1053. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1054. }
  1055. }
  1056. }
  1057. }
  1058. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) override
  1059. {
  1060. if (NULL != m_uniforms[_handle.idx])
  1061. {
  1062. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1063. }
  1064. const uint32_t size = bx::alignUp(g_uniformTypeSize[_type]*_num, 16);
  1065. void* data = BX_ALLOC(g_allocator, size);
  1066. bx::memSet(data, 0, size);
  1067. m_uniforms[_handle.idx] = data;
  1068. m_uniformReg.add(_handle, _name);
  1069. }
  1070. void destroyUniform(UniformHandle _handle) override
  1071. {
  1072. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1073. m_uniforms[_handle.idx] = NULL;
  1074. m_uniformReg.remove(_handle);
  1075. }
  1076. void requestScreenShot(FrameBufferHandle _handle, const char* _filePath) override
  1077. {
  1078. #if BX_PLATFORM_WINDOWS
  1079. IDirect3DSwapChain9* swapChain = isValid(_handle)
  1080. ? m_frameBuffers[_handle.idx].m_swapChain
  1081. : m_swapChain
  1082. ;
  1083. if (NULL == swapChain)
  1084. {
  1085. BX_TRACE("Unable to capture screenshot %s.", _filePath);
  1086. return;
  1087. }
  1088. D3DPRESENT_PARAMETERS params;
  1089. DX_CHECK(swapChain->GetPresentParameters(&params));
  1090. IDirect3DSurface9* surface;
  1091. D3DDEVICE_CREATION_PARAMETERS dcp;
  1092. DX_CHECK(m_device->GetCreationParameters(&dcp) );
  1093. D3DDISPLAYMODE dm;
  1094. DX_CHECK(m_d3d9->GetAdapterDisplayMode(dcp.AdapterOrdinal, &dm) );
  1095. DX_CHECK(m_device->CreateOffscreenPlainSurface(dm.Width
  1096. , dm.Height
  1097. , D3DFMT_A8R8G8B8
  1098. , D3DPOOL_SCRATCH
  1099. , &surface
  1100. , NULL
  1101. ) );
  1102. HWND nwh = params.hDeviceWindow;
  1103. SetWindowPos(nwh, HWND_TOPMOST, 0, 0, 0, 0, SWP_NOMOVE|SWP_NOSIZE);
  1104. DX_CHECK(m_device->GetFrontBufferData(0, surface) );
  1105. SetWindowPos(nwh, HWND_NOTOPMOST, 0, 0, 0, 0, SWP_NOMOVE|SWP_NOSIZE);
  1106. D3DLOCKED_RECT rect;
  1107. DX_CHECK(surface->LockRect(&rect
  1108. , NULL
  1109. , D3DLOCK_NO_DIRTY_UPDATE|D3DLOCK_NOSYSLOCK|D3DLOCK_READONLY
  1110. ) );
  1111. RECT rc;
  1112. GetClientRect(nwh, &rc);
  1113. POINT point;
  1114. point.x = rc.left;
  1115. point.y = rc.top;
  1116. ClientToScreen(nwh, &point);
  1117. uint8_t* data = (uint8_t*)rect.pBits;
  1118. uint32_t bytesPerPixel = rect.Pitch/dm.Width;
  1119. g_callback->screenShot(_filePath
  1120. , params.BackBufferWidth
  1121. , params.BackBufferHeight
  1122. , rect.Pitch
  1123. , &data[point.y*rect.Pitch+point.x*bytesPerPixel]
  1124. , params.BackBufferHeight*rect.Pitch
  1125. , false
  1126. );
  1127. DX_CHECK(surface->UnlockRect() );
  1128. DX_RELEASE(surface, 0);
  1129. #else
  1130. BX_TRACE("Screenshot not supported!");
  1131. BX_UNUSED(_handle, _filePath);
  1132. #endif // BX_PLATFORM_WINDOWS
  1133. }
  1134. void updateViewName(ViewId _id, const char* _name) override
  1135. {
  1136. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION) )
  1137. {
  1138. mbstowcs(&s_viewNameW[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1139. , _name
  1140. , BX_COUNTOF(s_viewNameW[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1141. );
  1142. }
  1143. bx::strCopy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1144. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1145. , _name
  1146. );
  1147. }
  1148. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) override
  1149. {
  1150. bx::memCopy(m_uniforms[_loc], _data, _size);
  1151. }
  1152. void invalidateOcclusionQuery(OcclusionQueryHandle _handle) override
  1153. {
  1154. m_occlusionQuery.invalidate(_handle);
  1155. }
  1156. void setMarker(const char* _marker, uint16_t _len) override
  1157. {
  1158. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION) )
  1159. {
  1160. uint32_t size = _len*sizeof(wchar_t);
  1161. wchar_t* name = (wchar_t*)alloca(size+2);
  1162. mbstowcs(name, _marker, size);
  1163. name[_len] = L'\0';
  1164. PIX_SETMARKER(kColorMarker, name);
  1165. }
  1166. }
  1167. virtual void setName(Handle _handle, const char* _name, uint16_t _len) override
  1168. {
  1169. BX_UNUSED(_handle, _name, _len)
  1170. }
  1171. void submitBlit(BlitState& _bs, uint16_t _view);
  1172. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) override;
  1173. void blitSetup(TextVideoMemBlitter& _blitter) override
  1174. {
  1175. uint32_t width = m_params.BackBufferWidth;
  1176. uint32_t height = m_params.BackBufferHeight;
  1177. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1178. setFrameBuffer(fbh, false, false);
  1179. D3DVIEWPORT9 vp;
  1180. vp.X = 0;
  1181. vp.Y = 0;
  1182. vp.Width = width;
  1183. vp.Height = height;
  1184. vp.MinZ = 0.0f;
  1185. vp.MaxZ = 1.0f;
  1186. IDirect3DDevice9* device = m_device;
  1187. DX_CHECK(device->SetViewport(&vp) );
  1188. DX_CHECK(device->SetRenderState(D3DRS_STENCILENABLE, FALSE) );
  1189. DX_CHECK(device->SetRenderState(D3DRS_ZENABLE, FALSE) );
  1190. DX_CHECK(device->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS) );
  1191. DX_CHECK(device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE) );
  1192. DX_CHECK(device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE) );
  1193. DX_CHECK(device->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER) );
  1194. DX_CHECK(device->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED|D3DCOLORWRITEENABLE_GREEN|D3DCOLORWRITEENABLE_BLUE) );
  1195. DX_CHECK(device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID) );
  1196. ProgramD3D9& program = m_program[_blitter.m_program.idx];
  1197. DX_CHECK(device->SetVertexShader(program.m_vsh->m_vertexShader) );
  1198. DX_CHECK(device->SetPixelShader(program.m_fsh->m_pixelShader) );
  1199. VertexBufferD3D9& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1200. VertexLayout& layout = m_vertexLayouts[_blitter.m_vb->layoutHandle.idx];
  1201. DX_CHECK(device->SetStreamSource(0, vb.m_ptr, 0, layout.m_stride) );
  1202. setInputLayout(layout, 0);
  1203. IndexBufferD3D9& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1204. DX_CHECK(device->SetIndices(ib.m_ptr) );
  1205. float proj[16];
  1206. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f, 0.0f, false);
  1207. PredefinedUniform& predefined = program.m_predefined[0];
  1208. uint8_t flags = predefined.m_type;
  1209. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1210. m_textures[_blitter.m_texture.idx].commit(0, BGFX_SAMPLER_INTERNAL_DEFAULT, NULL);
  1211. }
  1212. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) override
  1213. {
  1214. const uint32_t numVertices = _numIndices*4/6;
  1215. if (0 < numVertices)
  1216. {
  1217. m_indexBuffers[_blitter.m_ib->handle.idx].update(0, _numIndices * 2, _blitter.m_ib->data, true);
  1218. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_layout.m_stride, _blitter.m_vb->data, true);
  1219. DX_CHECK(m_device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST
  1220. , 0
  1221. , 0
  1222. , numVertices
  1223. , 0
  1224. , _numIndices / 3
  1225. ) );
  1226. }
  1227. }
  1228. void updateMsaa()
  1229. {
  1230. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_checkMsaa); ++ii)
  1231. {
  1232. D3DMULTISAMPLE_TYPE msaa = s_checkMsaa[ii];
  1233. DWORD quality;
  1234. HRESULT hr = m_d3d9->CheckDeviceMultiSampleType(m_adapter
  1235. , m_deviceType
  1236. , m_params.BackBufferFormat
  1237. , m_params.Windowed
  1238. , msaa
  1239. , &quality
  1240. );
  1241. if (SUCCEEDED(hr) )
  1242. {
  1243. s_msaa[ii].m_type = msaa;
  1244. s_msaa[ii].m_quality = bx::uint32_imax(0, quality-1);
  1245. last = ii;
  1246. }
  1247. else
  1248. {
  1249. s_msaa[ii] = s_msaa[last];
  1250. }
  1251. }
  1252. }
  1253. void updateResolution(const Resolution& _resolution)
  1254. {
  1255. m_maxAnisotropy = !!(_resolution.reset & BGFX_RESET_MAXANISOTROPY)
  1256. ? m_caps.MaxAnisotropy
  1257. : 1
  1258. ;
  1259. const uint32_t maskFlags = ~(0
  1260. | BGFX_RESET_MAXANISOTROPY
  1261. | BGFX_RESET_DEPTH_CLAMP
  1262. | BGFX_RESET_SUSPEND
  1263. );
  1264. if (m_resolution.width != _resolution.width
  1265. || m_resolution.height != _resolution.height
  1266. || (m_resolution.reset&maskFlags) != (_resolution.reset&maskFlags) )
  1267. {
  1268. uint32_t flags = _resolution.reset & (~BGFX_RESET_INTERNAL_FORCE);
  1269. m_resolution = _resolution;
  1270. m_resolution.reset = flags;
  1271. m_textVideoMem.resize(false, _resolution.width, _resolution.height);
  1272. m_textVideoMem.clear();
  1273. D3DDEVICE_CREATION_PARAMETERS dcp;
  1274. DX_CHECK(m_device->GetCreationParameters(&dcp) );
  1275. D3DDISPLAYMODE dm;
  1276. DX_CHECK(m_d3d9->GetAdapterDisplayMode(dcp.AdapterOrdinal, &dm) );
  1277. m_params.BackBufferFormat = dm.Format;
  1278. m_params.BackBufferWidth = _resolution.width;
  1279. m_params.BackBufferHeight = _resolution.height;
  1280. m_params.FullScreen_RefreshRateInHz = BGFX_RESET_FULLSCREEN == (m_resolution.reset&BGFX_RESET_FULLSCREEN_MASK) ? 60 : 0;
  1281. m_params.PresentationInterval = !!(m_resolution.reset&BGFX_RESET_VSYNC) ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
  1282. updateMsaa();
  1283. Msaa& msaa = s_msaa[(m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1284. m_params.MultiSampleType = msaa.m_type;
  1285. m_params.MultiSampleQuality = msaa.m_quality;
  1286. preReset();
  1287. DX_CHECK(m_device->Reset(&m_params) );
  1288. postReset();
  1289. }
  1290. }
  1291. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true, bool _needPresent = true)
  1292. {
  1293. if (isValid(m_fbh)
  1294. && m_fbh.idx != _fbh.idx)
  1295. {
  1296. FrameBufferD3D9& frameBuffer = m_frameBuffers[m_fbh.idx];
  1297. frameBuffer.resolve();
  1298. }
  1299. if (!isValid(_fbh) )
  1300. {
  1301. m_needPresent |= _needPresent;
  1302. DX_CHECK(m_device->SetRenderTarget(0, m_backBufferColor) );
  1303. for (uint32_t ii = 1, num = g_caps.limits.maxFBAttachments; ii < num; ++ii)
  1304. {
  1305. DX_CHECK(m_device->SetRenderTarget(ii, NULL) );
  1306. }
  1307. DX_CHECK(m_device->SetDepthStencilSurface(m_backBufferDepthStencil) );
  1308. DX_CHECK(m_device->SetRenderState(D3DRS_SRGBWRITEENABLE, 0 != (m_resolution.reset & BGFX_RESET_SRGB_BACKBUFFER) ) );
  1309. }
  1310. else
  1311. {
  1312. m_frameBuffers[_fbh.idx].set();
  1313. }
  1314. m_fbh = _fbh;
  1315. m_rtMsaa = _msaa;
  1316. }
  1317. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1318. {
  1319. if (_flags&kUniformFragmentBit)
  1320. {
  1321. DX_CHECK(m_device->SetPixelShaderConstantF(_regIndex, (const float*)_val, _numRegs) );
  1322. }
  1323. else
  1324. {
  1325. DX_CHECK(m_device->SetVertexShaderConstantF(_regIndex, (const float*)_val, _numRegs) );
  1326. }
  1327. }
  1328. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1329. {
  1330. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1331. }
  1332. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1333. {
  1334. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1335. }
  1336. void reset()
  1337. {
  1338. preReset();
  1339. HRESULT hr;
  1340. do
  1341. {
  1342. hr = m_device->Reset(&m_params);
  1343. } while (FAILED(hr) );
  1344. postReset();
  1345. }
  1346. void flush()
  1347. {
  1348. m_flushQuery->Issue(D3DISSUE_END);
  1349. m_flushQuery->GetData(NULL, 0, D3DGETDATA_FLUSH);
  1350. }
  1351. bool isDeviceRemoved() override
  1352. {
  1353. return false;
  1354. }
  1355. void flip() override
  1356. {
  1357. if (NULL != m_swapChain)
  1358. {
  1359. for (uint32_t ii = 0, num = m_numWindows; ii < num; ++ii)
  1360. {
  1361. HRESULT hr = S_OK;
  1362. if (0 == ii)
  1363. {
  1364. if (m_needPresent)
  1365. {
  1366. hr = m_swapChain->Present(NULL, NULL, (HWND)g_platformData.nwh, NULL, 0);
  1367. m_needPresent = false;
  1368. }
  1369. else
  1370. {
  1371. flush();
  1372. }
  1373. }
  1374. else
  1375. {
  1376. hr = m_frameBuffers[m_windows[ii].idx].present();
  1377. }
  1378. if (isLost(hr) )
  1379. {
  1380. do
  1381. {
  1382. do
  1383. {
  1384. hr = m_device->TestCooperativeLevel();
  1385. }
  1386. while (D3DERR_DEVICENOTRESET != hr);
  1387. reset();
  1388. hr = m_device->TestCooperativeLevel();
  1389. }
  1390. while (FAILED(hr) );
  1391. break;
  1392. }
  1393. else if (FAILED(hr) )
  1394. {
  1395. BX_TRACE("Present failed with err 0x%08x.", hr);
  1396. }
  1397. }
  1398. }
  1399. }
  1400. void preReset()
  1401. {
  1402. m_needPresent = false;
  1403. invalidateSamplerState();
  1404. m_inputLayoutCache.invalidate();
  1405. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  1406. {
  1407. DX_CHECK(m_device->SetTexture(stage, NULL) );
  1408. }
  1409. DX_CHECK(m_device->SetRenderTarget(0, m_backBufferColor) );
  1410. for (uint32_t ii = 1, num = g_caps.limits.maxFBAttachments; ii < num; ++ii)
  1411. {
  1412. DX_CHECK(m_device->SetRenderTarget(ii, NULL) );
  1413. }
  1414. DX_CHECK(m_device->SetDepthStencilSurface(m_backBufferDepthStencil) );
  1415. DX_CHECK(m_device->SetVertexShader(NULL) );
  1416. DX_CHECK(m_device->SetPixelShader(NULL) );
  1417. DX_CHECK(m_device->SetStreamSource(0, NULL, 0, 0) );
  1418. DX_CHECK(m_device->SetIndices(NULL) );
  1419. DX_RELEASE(m_backBufferColor, 0);
  1420. DX_RELEASE(m_backBufferDepthStencil, 0);
  1421. DX_RELEASE(m_swapChain, 0);
  1422. capturePreReset();
  1423. DX_RELEASE(m_flushQuery, 0);
  1424. if (m_timerQuerySupport)
  1425. {
  1426. m_gpuTimer.preReset();
  1427. }
  1428. if (m_occlusionQuerySupport)
  1429. {
  1430. m_occlusionQuery.preReset();
  1431. }
  1432. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1433. {
  1434. m_indexBuffers[ii].preReset();
  1435. }
  1436. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1437. {
  1438. m_vertexBuffers[ii].preReset();
  1439. }
  1440. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1441. {
  1442. m_frameBuffers[ii].preReset();
  1443. }
  1444. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1445. {
  1446. m_textures[ii].preReset();
  1447. }
  1448. }
  1449. void postReset()
  1450. {
  1451. DX_CHECK(m_device->GetSwapChain(0, &m_swapChain) );
  1452. DX_CHECK(m_swapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &m_backBufferColor) );
  1453. DX_CHECK(m_device->GetDepthStencilSurface(&m_backBufferDepthStencil) );
  1454. DX_CHECK(m_device->CreateQuery(D3DQUERYTYPE_EVENT, &m_flushQuery) );
  1455. if (m_timerQuerySupport)
  1456. {
  1457. m_gpuTimer.postReset();
  1458. }
  1459. if (m_occlusionQuerySupport)
  1460. {
  1461. m_occlusionQuery.postReset();
  1462. }
  1463. capturePostReset();
  1464. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1465. {
  1466. m_indexBuffers[ii].postReset();
  1467. }
  1468. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1469. {
  1470. m_vertexBuffers[ii].postReset();
  1471. }
  1472. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1473. {
  1474. m_textures[ii].postReset();
  1475. }
  1476. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1477. {
  1478. m_frameBuffers[ii].postReset();
  1479. }
  1480. }
  1481. void invalidateSamplerState()
  1482. {
  1483. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  1484. {
  1485. m_samplerFlags[stage] = UINT32_MAX;
  1486. }
  1487. }
  1488. static void setSamplerState(IDirect3DDevice9* _device, DWORD _stage, D3DSAMPLERSTATETYPE _type, DWORD _value)
  1489. {
  1490. DX_CHECK(_device->SetSamplerState(_stage, _type, _value) );
  1491. if (4 > _stage)
  1492. {
  1493. DX_CHECK(_device->SetSamplerState(D3DVERTEXTEXTURESAMPLER0 + _stage, _type, _value) );
  1494. }
  1495. }
  1496. void setSamplerState(uint8_t _stage, uint64_t _flags, const float _rgba[4])
  1497. {
  1498. const uint64_t flags = _flags&( (~BGFX_SAMPLER_RESERVED_MASK) | BGFX_SAMPLER_BITS_MASK | BGFX_TEXTURE_SRGB);
  1499. BX_ASSERT(_stage < BX_COUNTOF(m_samplerFlags), "");
  1500. if (m_samplerFlags[_stage] != flags)
  1501. {
  1502. m_samplerFlags[_stage] = flags;
  1503. IDirect3DDevice9* device = m_device;
  1504. D3DTEXTUREADDRESS tau = s_textureAddress[(_flags&BGFX_SAMPLER_U_MASK)>>BGFX_SAMPLER_U_SHIFT];
  1505. D3DTEXTUREADDRESS tav = s_textureAddress[(_flags&BGFX_SAMPLER_V_MASK)>>BGFX_SAMPLER_V_SHIFT];
  1506. D3DTEXTUREADDRESS taw = s_textureAddress[(_flags&BGFX_SAMPLER_W_MASK)>>BGFX_SAMPLER_W_SHIFT];
  1507. D3DTEXTUREFILTERTYPE minFilter = s_textureFilter[(_flags&BGFX_SAMPLER_MIN_MASK)>>BGFX_SAMPLER_MIN_SHIFT];
  1508. D3DTEXTUREFILTERTYPE magFilter = s_textureFilter[(_flags&BGFX_SAMPLER_MAG_MASK)>>BGFX_SAMPLER_MAG_SHIFT];
  1509. D3DTEXTUREFILTERTYPE mipFilter = s_textureFilter[(_flags&BGFX_SAMPLER_MIP_MASK)>>BGFX_SAMPLER_MIP_SHIFT];
  1510. setSamplerState(device, _stage, D3DSAMP_ADDRESSU, tau);
  1511. setSamplerState(device, _stage, D3DSAMP_ADDRESSV, tav);
  1512. setSamplerState(device, _stage, D3DSAMP_ADDRESSW, taw);
  1513. setSamplerState(device, _stage, D3DSAMP_MINFILTER, minFilter);
  1514. setSamplerState(device, _stage, D3DSAMP_MAGFILTER, magFilter);
  1515. setSamplerState(device, _stage, D3DSAMP_MIPFILTER, mipFilter);
  1516. setSamplerState(device, _stage, D3DSAMP_MAXANISOTROPY, m_maxAnisotropy);
  1517. setSamplerState(device, _stage, D3DSAMP_SRGBTEXTURE, 0 != (flags & BGFX_TEXTURE_SRGB) );
  1518. if (NULL != _rgba)
  1519. {
  1520. if (needBorderColor(_flags) )
  1521. {
  1522. DWORD bc = D3DCOLOR_COLORVALUE(_rgba[0], _rgba[1], _rgba[2], _rgba[3]);
  1523. setSamplerState(device
  1524. , _stage
  1525. , D3DSAMP_BORDERCOLOR
  1526. , bc
  1527. );
  1528. }
  1529. }
  1530. }
  1531. }
  1532. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  1533. {
  1534. m_occlusionQuery.resolve(_render);
  1535. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  1536. }
  1537. void capturePreReset()
  1538. {
  1539. if (NULL != m_captureSurface)
  1540. {
  1541. g_callback->captureEnd();
  1542. }
  1543. DX_RELEASE(m_captureSurface, 1);
  1544. DX_RELEASE(m_captureTexture, 0);
  1545. DX_RELEASE(m_captureResolve, 0);
  1546. }
  1547. void capturePostReset()
  1548. {
  1549. if (m_resolution.reset&BGFX_RESET_CAPTURE)
  1550. {
  1551. uint32_t width = m_params.BackBufferWidth;
  1552. uint32_t height = m_params.BackBufferHeight;
  1553. D3DFORMAT fmt = m_params.BackBufferFormat;
  1554. DX_CHECK(m_device->CreateTexture(width
  1555. , height
  1556. , 1
  1557. , 0
  1558. , fmt
  1559. , D3DPOOL_SYSTEMMEM
  1560. , &m_captureTexture
  1561. , NULL
  1562. ) );
  1563. DX_CHECK(m_captureTexture->GetSurfaceLevel(0
  1564. , &m_captureSurface
  1565. ) );
  1566. if (m_params.MultiSampleType != D3DMULTISAMPLE_NONE)
  1567. {
  1568. DX_CHECK(m_device->CreateRenderTarget(width
  1569. , height
  1570. , fmt
  1571. , D3DMULTISAMPLE_NONE
  1572. , 0
  1573. , false
  1574. , &m_captureResolve
  1575. , NULL
  1576. ) );
  1577. }
  1578. g_callback->captureBegin(width, height, width*4, TextureFormat::BGRA8, false);
  1579. }
  1580. }
  1581. void capture()
  1582. {
  1583. if (NULL != m_captureSurface)
  1584. {
  1585. IDirect3DSurface9* resolve = m_backBufferColor;
  1586. if (NULL != m_captureResolve)
  1587. {
  1588. resolve = m_captureResolve;
  1589. DX_CHECK(m_device->StretchRect(m_backBufferColor
  1590. , 0
  1591. , m_captureResolve
  1592. , NULL
  1593. , D3DTEXF_NONE
  1594. ) );
  1595. }
  1596. HRESULT hr = m_device->GetRenderTargetData(resolve, m_captureSurface);
  1597. if (SUCCEEDED(hr) )
  1598. {
  1599. D3DLOCKED_RECT rect;
  1600. DX_CHECK(m_captureSurface->LockRect(&rect
  1601. , NULL
  1602. , D3DLOCK_NO_DIRTY_UPDATE|D3DLOCK_NOSYSLOCK|D3DLOCK_READONLY
  1603. ) );
  1604. g_callback->captureFrame(rect.pBits, m_params.BackBufferHeight*rect.Pitch);
  1605. DX_CHECK(m_captureSurface->UnlockRect() );
  1606. }
  1607. }
  1608. }
  1609. void commit(UniformBuffer& _uniformBuffer)
  1610. {
  1611. _uniformBuffer.reset();
  1612. IDirect3DDevice9* device = m_device;
  1613. for (;;)
  1614. {
  1615. uint32_t opcode = _uniformBuffer.read();
  1616. if (UniformType::End == opcode)
  1617. {
  1618. break;
  1619. }
  1620. UniformType::Enum type;
  1621. uint16_t loc;
  1622. uint16_t num;
  1623. uint16_t copy;
  1624. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  1625. const char* data;
  1626. if (copy)
  1627. {
  1628. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  1629. }
  1630. else
  1631. {
  1632. UniformHandle handle;
  1633. bx::memCopy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  1634. data = (const char*)m_uniforms[handle.idx];
  1635. }
  1636. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  1637. case UniformType::_uniform: \
  1638. { \
  1639. _type* value = (_type*)data; \
  1640. DX_CHECK(device->SetVertexShaderConstant##_dxsuffix(loc, value, num) ); \
  1641. } \
  1642. break; \
  1643. \
  1644. case UniformType::_uniform|kUniformFragmentBit: \
  1645. { \
  1646. _type* value = (_type*)data; \
  1647. DX_CHECK(device->SetPixelShaderConstant##_dxsuffix(loc, value, num) ); \
  1648. } \
  1649. break
  1650. switch ( (int32_t)type)
  1651. {
  1652. case UniformType::Mat3:
  1653. {
  1654. float* value = (float*)data;
  1655. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3, value += 9)
  1656. {
  1657. Matrix4 mtx;
  1658. mtx.un.val[ 0] = value[0];
  1659. mtx.un.val[ 1] = value[1];
  1660. mtx.un.val[ 2] = value[2];
  1661. mtx.un.val[ 3] = 0.0f;
  1662. mtx.un.val[ 4] = value[3];
  1663. mtx.un.val[ 5] = value[4];
  1664. mtx.un.val[ 6] = value[5];
  1665. mtx.un.val[ 7] = 0.0f;
  1666. mtx.un.val[ 8] = value[6];
  1667. mtx.un.val[ 9] = value[7];
  1668. mtx.un.val[10] = value[8];
  1669. mtx.un.val[11] = 0.0f;
  1670. DX_CHECK(device->SetVertexShaderConstantF(loc, &mtx.un.val[0], 3) );
  1671. }
  1672. }
  1673. break;
  1674. case UniformType::Mat3|kUniformFragmentBit:
  1675. {
  1676. float* value = (float*)data;
  1677. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3, value += 9)
  1678. {
  1679. Matrix4 mtx;
  1680. mtx.un.val[ 0] = value[0];
  1681. mtx.un.val[ 1] = value[1];
  1682. mtx.un.val[ 2] = value[2];
  1683. mtx.un.val[ 3] = 0.0f;
  1684. mtx.un.val[ 4] = value[3];
  1685. mtx.un.val[ 5] = value[4];
  1686. mtx.un.val[ 6] = value[5];
  1687. mtx.un.val[ 7] = 0.0f;
  1688. mtx.un.val[ 8] = value[6];
  1689. mtx.un.val[ 9] = value[7];
  1690. mtx.un.val[10] = value[8];
  1691. mtx.un.val[11] = 0.0f;
  1692. DX_CHECK(device->SetPixelShaderConstantF(loc, &mtx.un.val[0], 3) );
  1693. }
  1694. }
  1695. break;
  1696. CASE_IMPLEMENT_UNIFORM(Sampler, I, int);
  1697. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  1698. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  1699. case UniformType::End:
  1700. break;
  1701. default:
  1702. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  1703. break;
  1704. }
  1705. #undef CASE_IMPLEMENT_UNIFORM
  1706. }
  1707. }
  1708. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
  1709. {
  1710. IDirect3DDevice9* device = m_device;
  1711. uint32_t numMrt = 1;
  1712. FrameBufferHandle fbh = m_fbh;
  1713. if (isValid(fbh) )
  1714. {
  1715. const FrameBufferD3D9& fb = m_frameBuffers[fbh.idx];
  1716. numMrt = bx::uint32_max(1, fb.m_num);
  1717. }
  1718. if (1 == numMrt)
  1719. {
  1720. D3DCOLOR color = 0;
  1721. DWORD flags = 0;
  1722. if (BGFX_CLEAR_COLOR & _clear.m_flags)
  1723. {
  1724. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  1725. {
  1726. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_COLOR_PALETTE-1, _clear.m_index[0]);
  1727. const float* rgba = _palette[index];
  1728. const float rr = rgba[0];
  1729. const float gg = rgba[1];
  1730. const float bb = rgba[2];
  1731. const float aa = rgba[3];
  1732. color = D3DCOLOR_COLORVALUE(rr, gg, bb, aa);
  1733. }
  1734. else
  1735. {
  1736. color = D3DCOLOR_RGBA(_clear.m_index[0], _clear.m_index[1], _clear.m_index[2], _clear.m_index[3]);
  1737. }
  1738. flags |= D3DCLEAR_TARGET;
  1739. DX_CHECK(device->SetRenderState(D3DRS_COLORWRITEENABLE
  1740. , D3DCOLORWRITEENABLE_RED
  1741. | D3DCOLORWRITEENABLE_GREEN
  1742. | D3DCOLORWRITEENABLE_BLUE
  1743. | D3DCOLORWRITEENABLE_ALPHA
  1744. ) );
  1745. }
  1746. if (BGFX_CLEAR_DEPTH & _clear.m_flags)
  1747. {
  1748. flags |= D3DCLEAR_ZBUFFER;
  1749. DX_CHECK(device->SetRenderState(D3DRS_ZWRITEENABLE, TRUE) );
  1750. }
  1751. if (BGFX_CLEAR_STENCIL & _clear.m_flags)
  1752. {
  1753. flags |= D3DCLEAR_STENCIL;
  1754. }
  1755. if (0 != flags)
  1756. {
  1757. RECT rc;
  1758. rc.left = _rect.m_x;
  1759. rc.top = _rect.m_y;
  1760. rc.right = _rect.m_x + _rect.m_width;
  1761. rc.bottom = _rect.m_y + _rect.m_height;
  1762. DX_CHECK(device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE) );
  1763. DX_CHECK(device->SetScissorRect(&rc) );
  1764. DX_CHECK(device->Clear(0, NULL, flags, color, _clear.m_depth, _clear.m_stencil) );
  1765. DX_CHECK(device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE) );
  1766. }
  1767. }
  1768. else
  1769. {
  1770. DX_CHECK(device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE) );
  1771. DX_CHECK(device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE) );
  1772. DX_CHECK(device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE) );
  1773. if (BGFX_CLEAR_COLOR & _clear.m_flags)
  1774. {
  1775. DX_CHECK(device->SetRenderState(D3DRS_COLORWRITEENABLE
  1776. , D3DCOLORWRITEENABLE_RED
  1777. | D3DCOLORWRITEENABLE_GREEN
  1778. | D3DCOLORWRITEENABLE_BLUE
  1779. | D3DCOLORWRITEENABLE_ALPHA
  1780. ) );
  1781. }
  1782. else
  1783. {
  1784. DX_CHECK(device->SetRenderState(D3DRS_COLORWRITEENABLE, 0) );
  1785. }
  1786. if (BGFX_CLEAR_DEPTH & _clear.m_flags)
  1787. {
  1788. DX_CHECK(device->SetRenderState(D3DRS_ZWRITEENABLE, TRUE) );
  1789. DX_CHECK(device->SetRenderState(D3DRS_ZENABLE, TRUE) );
  1790. DX_CHECK(device->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS) );
  1791. }
  1792. else
  1793. {
  1794. DX_CHECK(device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE) );
  1795. DX_CHECK(device->SetRenderState(D3DRS_ZENABLE, FALSE) );
  1796. }
  1797. if (BGFX_CLEAR_STENCIL & _clear.m_flags)
  1798. {
  1799. DX_CHECK(device->SetRenderState(D3DRS_STENCILENABLE, TRUE) );
  1800. DX_CHECK(device->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE) );
  1801. DX_CHECK(device->SetRenderState(D3DRS_STENCILREF, _clear.m_stencil) );
  1802. DX_CHECK(device->SetRenderState(D3DRS_STENCILMASK, 0xff) );
  1803. DX_CHECK(device->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS) );
  1804. DX_CHECK(device->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE) );
  1805. DX_CHECK(device->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE) );
  1806. DX_CHECK(device->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE) );
  1807. }
  1808. else
  1809. {
  1810. DX_CHECK(device->SetRenderState(D3DRS_STENCILENABLE, FALSE) );
  1811. }
  1812. VertexBufferD3D9& vb = m_vertexBuffers[_clearQuad.m_vb.idx];
  1813. VertexLayout& layout = _clearQuad.m_layout;
  1814. uint32_t stride = _clearQuad.m_layout.m_stride;
  1815. ProgramD3D9& program = m_program[_clearQuad.m_program[numMrt-1].idx];
  1816. device->SetVertexShader(program.m_vsh->m_vertexShader);
  1817. device->SetPixelShader(program.m_fsh->m_pixelShader);
  1818. float mrtClearDepth[4] = { _clear.m_depth };
  1819. DX_CHECK(device->SetVertexShaderConstantF(0, mrtClearDepth, 1));
  1820. float mrtClearColor[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS][4];
  1821. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  1822. {
  1823. for (uint32_t ii = 0; ii < numMrt; ++ii)
  1824. {
  1825. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_COLOR_PALETTE - 1, _clear.m_index[ii]);
  1826. bx::memCopy(mrtClearColor[ii], _palette[index], 16);
  1827. }
  1828. }
  1829. else
  1830. {
  1831. float rgba[4] =
  1832. {
  1833. _clear.m_index[0] * 1.0f / 255.0f,
  1834. _clear.m_index[1] * 1.0f / 255.0f,
  1835. _clear.m_index[2] * 1.0f / 255.0f,
  1836. _clear.m_index[3] * 1.0f / 255.0f,
  1837. };
  1838. for (uint32_t ii = 0; ii < numMrt; ++ii)
  1839. {
  1840. bx::memCopy(mrtClearColor[ii], rgba, 16);
  1841. }
  1842. }
  1843. DX_CHECK(device->SetPixelShaderConstantF(0, mrtClearColor[0], numMrt));
  1844. DX_CHECK(device->SetStreamSource(0, vb.m_ptr, 0, stride) );
  1845. DX_CHECK(device->SetStreamSourceFreq(0, 1) );
  1846. DX_CHECK(device->SetStreamSource(1, NULL, 0, 0) );
  1847. setInputLayout(layout, 0);
  1848. DX_CHECK(device->SetIndices(NULL) );
  1849. DX_CHECK(device->DrawPrimitive(D3DPT_TRIANGLESTRIP
  1850. , 0
  1851. , 2
  1852. ) );
  1853. }
  1854. }
  1855. void setInputLayout(uint8_t _numStreams, const VertexLayout** _layouts, uint16_t _numInstanceData)
  1856. {
  1857. bx::HashMurmur2A murmur;
  1858. murmur.begin();
  1859. murmur.add(_numInstanceData);
  1860. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  1861. {
  1862. murmur.add(_layouts[stream]->m_hash);
  1863. }
  1864. uint64_t layoutHash = murmur.end();
  1865. IDirect3DVertexDeclaration9* layout = m_inputLayoutCache.find(layoutHash);
  1866. if (NULL == layout)
  1867. {
  1868. D3DVERTEXELEMENT9 vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  1869. D3DVERTEXELEMENT9* elem = vertexElements;
  1870. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  1871. {
  1872. elem = fillVertexLayout(stream, elem, *_layouts[stream]);
  1873. }
  1874. const D3DVERTEXELEMENT9 inst = { _numStreams, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 };
  1875. for (uint8_t ii = 0; ii < _numInstanceData; ++ii)
  1876. {
  1877. bx::memCopy(elem, &inst, sizeof(D3DVERTEXELEMENT9) );
  1878. elem->UsageIndex = uint8_t(7-ii); // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  1879. elem->Offset = ii*16;
  1880. ++elem;
  1881. }
  1882. bx::memCopy(elem, &s_attrib[Attrib::Count], sizeof(D3DVERTEXELEMENT9) );
  1883. DX_CHECK(m_device->CreateVertexDeclaration(vertexElements, &layout) );
  1884. m_inputLayoutCache.add(layoutHash, layout);
  1885. }
  1886. DX_CHECK(m_device->SetVertexDeclaration(layout) );
  1887. }
  1888. void setInputLayout(const VertexLayout& _layout, uint16_t _numInstanceData)
  1889. {
  1890. const VertexLayout* layouts[1] = { &_layout };
  1891. setInputLayout(BX_COUNTOF(layouts), layouts, _numInstanceData);
  1892. }
  1893. D3DCAPS9 m_caps;
  1894. IDirect3D9Ex* m_d3d9ex;
  1895. IDirect3DDevice9Ex* m_deviceEx;
  1896. IDirect3D9* m_d3d9;
  1897. IDirect3DDevice9* m_device;
  1898. IDirect3DQuery9* m_flushQuery;
  1899. TimerQueryD3D9 m_gpuTimer;
  1900. OcclusionQueryD3D9 m_occlusionQuery;
  1901. D3DPOOL m_pool;
  1902. IDirect3DSwapChain9* m_swapChain;
  1903. bool m_needPresent;
  1904. uint16_t m_numWindows;
  1905. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  1906. IDirect3DSurface9* m_backBufferColor;
  1907. IDirect3DSurface9* m_backBufferDepthStencil;
  1908. IDirect3DTexture9* m_captureTexture;
  1909. IDirect3DSurface9* m_captureSurface;
  1910. IDirect3DSurface9* m_captureResolve;
  1911. IDirect3DVertexDeclaration9* m_instanceDataDecls[BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  1912. void* m_d3d9Dll;
  1913. NvApi m_nvapi;
  1914. uint32_t m_adapter;
  1915. D3DDEVTYPE m_deviceType;
  1916. D3DPRESENT_PARAMETERS m_params;
  1917. uint32_t m_maxAnisotropy;
  1918. D3DADAPTER_IDENTIFIER9 m_identifier;
  1919. Resolution m_resolution;
  1920. bool m_initialized;
  1921. bool m_amd;
  1922. bool m_nvidia;
  1923. bool m_atocSupport;
  1924. bool m_instancingSupport;
  1925. bool m_occlusionQuerySupport;
  1926. bool m_timerQuerySupport;
  1927. D3DFORMAT m_fmtDepth;
  1928. IndexBufferD3D9 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  1929. VertexBufferD3D9 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  1930. ShaderD3D9 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  1931. ProgramD3D9 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  1932. TextureD3D9 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  1933. VertexLayout m_vertexLayouts[BGFX_CONFIG_MAX_VERTEX_LAYOUTS];
  1934. FrameBufferD3D9 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  1935. UniformRegistry m_uniformReg;
  1936. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  1937. uint64_t m_samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  1938. TextureD3D9* m_updateTexture;
  1939. uint8_t* m_updateTextureBits;
  1940. uint32_t m_updateTexturePitch;
  1941. uint8_t m_updateTextureSide;
  1942. uint8_t m_updateTextureMip;
  1943. StateCacheT<IDirect3DVertexDeclaration9> m_inputLayoutCache;
  1944. TextVideoMem m_textVideoMem;
  1945. FrameBufferHandle m_fbh;
  1946. bool m_rtMsaa;
  1947. };
  1948. static RendererContextD3D9* s_renderD3D9;
  1949. RendererContextI* rendererCreate(const Init& _init)
  1950. {
  1951. s_renderD3D9 = BX_NEW(g_allocator, RendererContextD3D9);
  1952. if (!s_renderD3D9->init(_init) )
  1953. {
  1954. BX_DELETE(g_allocator, s_renderD3D9);
  1955. s_renderD3D9 = NULL;
  1956. }
  1957. return s_renderD3D9;
  1958. }
  1959. void rendererDestroy()
  1960. {
  1961. s_renderD3D9->shutdown();
  1962. BX_DELETE(g_allocator, s_renderD3D9);
  1963. s_renderD3D9 = NULL;
  1964. }
  1965. void IndexBufferD3D9::create(uint32_t _size, void* _data, uint16_t _flags)
  1966. {
  1967. m_size = _size;
  1968. m_flags = _flags;
  1969. uint32_t usage = D3DUSAGE_WRITEONLY;
  1970. D3DPOOL pool = s_renderD3D9->m_pool;
  1971. if (NULL == _data)
  1972. {
  1973. usage |= D3DUSAGE_DYNAMIC;
  1974. pool = D3DPOOL_DEFAULT;
  1975. m_dynamic = (uint8_t*)BX_ALLOC(g_allocator, _size);
  1976. }
  1977. const D3DFORMAT format = 0 == (_flags & BGFX_BUFFER_INDEX32)
  1978. ? D3DFMT_INDEX16
  1979. : D3DFMT_INDEX32
  1980. ;
  1981. DX_CHECK(s_renderD3D9->m_device->CreateIndexBuffer(m_size
  1982. , usage
  1983. , format
  1984. , pool
  1985. , &m_ptr
  1986. , NULL
  1987. ) );
  1988. if (NULL != _data)
  1989. {
  1990. update(0, _size, _data);
  1991. }
  1992. }
  1993. void IndexBufferD3D9::preReset()
  1994. {
  1995. if (NULL != m_dynamic)
  1996. {
  1997. DX_RELEASE(m_ptr, 0);
  1998. }
  1999. }
  2000. void IndexBufferD3D9::postReset()
  2001. {
  2002. if (NULL != m_dynamic)
  2003. {
  2004. const D3DFORMAT format = 0 == (m_flags & BGFX_BUFFER_INDEX32)
  2005. ? D3DFMT_INDEX16
  2006. : D3DFMT_INDEX32
  2007. ;
  2008. DX_CHECK(s_renderD3D9->m_device->CreateIndexBuffer(m_size
  2009. , D3DUSAGE_WRITEONLY|D3DUSAGE_DYNAMIC
  2010. , format
  2011. , D3DPOOL_DEFAULT
  2012. , &m_ptr
  2013. , NULL
  2014. ) );
  2015. update(0, m_size, m_dynamic);
  2016. }
  2017. }
  2018. void VertexBufferD3D9::create(uint32_t _size, void* _data, VertexLayoutHandle _layoutHandle)
  2019. {
  2020. m_size = _size;
  2021. m_layoutHandle = _layoutHandle;
  2022. uint32_t usage = D3DUSAGE_WRITEONLY;
  2023. D3DPOOL pool = s_renderD3D9->m_pool;
  2024. if (NULL == _data)
  2025. {
  2026. usage |= D3DUSAGE_DYNAMIC;
  2027. pool = D3DPOOL_DEFAULT;
  2028. m_dynamic = (uint8_t*)BX_ALLOC(g_allocator, _size);
  2029. }
  2030. DX_CHECK(s_renderD3D9->m_device->CreateVertexBuffer(m_size
  2031. , usage
  2032. , 0
  2033. , pool
  2034. , &m_ptr
  2035. , NULL
  2036. ) );
  2037. if (NULL != _data)
  2038. {
  2039. update(0, _size, _data);
  2040. }
  2041. }
  2042. void VertexBufferD3D9::preReset()
  2043. {
  2044. if (NULL != m_dynamic)
  2045. {
  2046. DX_RELEASE(m_ptr, 0);
  2047. }
  2048. }
  2049. void VertexBufferD3D9::postReset()
  2050. {
  2051. if (NULL != m_dynamic)
  2052. {
  2053. DX_CHECK(s_renderD3D9->m_device->CreateVertexBuffer(m_size
  2054. , D3DUSAGE_WRITEONLY|D3DUSAGE_DYNAMIC
  2055. , 0
  2056. , D3DPOOL_DEFAULT
  2057. , &m_ptr
  2058. , NULL
  2059. ) );
  2060. update(0, m_size, m_dynamic);
  2061. }
  2062. }
  2063. void ShaderD3D9::create(const Memory* _mem)
  2064. {
  2065. bx::MemoryReader reader(_mem->data, _mem->size);
  2066. bx::ErrorAssert err;
  2067. uint32_t magic;
  2068. bx::read(&reader, magic, &err);
  2069. const bool fragment = isShaderType(magic, 'F');
  2070. uint32_t hashIn;
  2071. bx::read(&reader, hashIn, &err);
  2072. uint32_t hashOut;
  2073. if (isShaderVerLess(magic, 6) )
  2074. {
  2075. hashOut = hashIn;
  2076. }
  2077. else
  2078. {
  2079. bx::read(&reader, hashOut, &err);
  2080. }
  2081. uint16_t count;
  2082. bx::read(&reader, count, &err);
  2083. m_numPredefined = 0;
  2084. BX_TRACE("Shader consts %d", count);
  2085. uint8_t fragmentBit = fragment ? kUniformFragmentBit : 0;
  2086. if (0 < count)
  2087. {
  2088. for (uint32_t ii = 0; ii < count; ++ii)
  2089. {
  2090. uint8_t nameSize = 0;
  2091. bx::read(&reader, nameSize, &err);
  2092. char name[256] = {};
  2093. bx::read(&reader, &name, nameSize, &err);
  2094. name[nameSize] = '\0';
  2095. uint8_t type = 0;
  2096. bx::read(&reader, type, &err);
  2097. uint8_t num = 0;
  2098. bx::read(&reader, num, &err);
  2099. uint16_t regIndex = 0;
  2100. bx::read(&reader, regIndex, &err);
  2101. uint16_t regCount = 0;
  2102. bx::read(&reader, regCount, &err);
  2103. if (!isShaderVerLess(magic, 8) )
  2104. {
  2105. uint16_t texInfo = 0;
  2106. bx::read(&reader, texInfo, &err);
  2107. }
  2108. if (!isShaderVerLess(magic, 10) )
  2109. {
  2110. uint16_t texFormat = 0;
  2111. bx::read(&reader, texFormat, &err);
  2112. }
  2113. const char* kind = "invalid";
  2114. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  2115. if (PredefinedUniform::Count != predefined)
  2116. {
  2117. kind = "predefined";
  2118. m_predefined[m_numPredefined].m_loc = regIndex;
  2119. m_predefined[m_numPredefined].m_count = regCount;
  2120. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  2121. m_numPredefined++;
  2122. }
  2123. else if (0 == (kUniformSamplerBit & type) )
  2124. {
  2125. const UniformRegInfo* info = s_renderD3D9->m_uniformReg.find(name);
  2126. BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  2127. if (NULL != info)
  2128. {
  2129. if (NULL == m_constantBuffer)
  2130. {
  2131. m_constantBuffer = UniformBuffer::create(1024);
  2132. }
  2133. kind = "user";
  2134. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  2135. }
  2136. }
  2137. else
  2138. {
  2139. kind = "sampler";
  2140. }
  2141. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  2142. , kind
  2143. , name
  2144. , getUniformTypeName(UniformType::Enum(type&~kUniformMask) )
  2145. , num
  2146. , regIndex
  2147. , regCount
  2148. );
  2149. BX_UNUSED(kind);
  2150. }
  2151. if (NULL != m_constantBuffer)
  2152. {
  2153. m_constantBuffer->finish();
  2154. }
  2155. }
  2156. uint32_t shaderSize;
  2157. bx::read(&reader, shaderSize, &err);
  2158. const DWORD* code = (const DWORD*)reader.getDataPtr();
  2159. if (fragment)
  2160. {
  2161. m_type = 1;
  2162. DX_CHECK(s_renderD3D9->m_device->CreatePixelShader(code, &m_pixelShader) );
  2163. BGFX_FATAL(NULL != m_pixelShader, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  2164. }
  2165. else
  2166. {
  2167. m_type = 0;
  2168. DX_CHECK(s_renderD3D9->m_device->CreateVertexShader(code, &m_vertexShader) );
  2169. BGFX_FATAL(NULL != m_vertexShader, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  2170. }
  2171. }
  2172. void TextureD3D9::createTexture(uint32_t _width, uint32_t _height, uint8_t _numMips)
  2173. {
  2174. m_type = Texture2D;
  2175. const bimg::TextureFormat::Enum fmt = (bimg::TextureFormat::Enum)m_textureFormat;
  2176. DWORD usage = 0;
  2177. D3DPOOL pool = D3DPOOL_DEFAULT;
  2178. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  2179. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  2180. const bool readBack = 0 != (m_flags&BGFX_TEXTURE_READ_BACK);
  2181. if (bimg::isDepth(fmt) )
  2182. {
  2183. usage = D3DUSAGE_DEPTHSTENCIL;
  2184. }
  2185. else if (readBack)
  2186. {
  2187. usage = 0;
  2188. pool = D3DPOOL_SYSTEMMEM;
  2189. }
  2190. else if (renderTarget || blit)
  2191. {
  2192. usage = 0
  2193. | D3DUSAGE_RENDERTARGET
  2194. | (1 < _numMips ? D3DUSAGE_AUTOGENMIPMAP : 0)
  2195. ;
  2196. }
  2197. IDirect3DDevice9* device = s_renderD3D9->m_device;
  2198. if (renderTarget)
  2199. {
  2200. uint32_t msaaQuality = ( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT);
  2201. msaaQuality = bx::uint32_satsub(msaaQuality, 1);
  2202. bool writeOnly = 0 != (m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  2203. if (0 != msaaQuality
  2204. || writeOnly)
  2205. {
  2206. const Msaa& msaa = s_msaa[msaaQuality];
  2207. if (bimg::isDepth(fmt) )
  2208. {
  2209. DX_CHECK(device->CreateDepthStencilSurface(
  2210. m_width
  2211. , m_height
  2212. , s_textureFormat[m_textureFormat].m_fmt
  2213. , msaa.m_type
  2214. , msaa.m_quality
  2215. , FALSE
  2216. , &m_surface
  2217. , NULL
  2218. ) );
  2219. }
  2220. else
  2221. {
  2222. DX_CHECK(device->CreateRenderTarget(
  2223. m_width
  2224. , m_height
  2225. , s_textureFormat[m_textureFormat].m_fmt
  2226. , msaa.m_type
  2227. , msaa.m_quality
  2228. , FALSE
  2229. , &m_surface
  2230. , NULL
  2231. ) );
  2232. }
  2233. if (writeOnly)
  2234. {
  2235. // This is render buffer, there is no sampling, no need
  2236. // to create texture.
  2237. return;
  2238. }
  2239. }
  2240. }
  2241. DX_CHECK(device->CreateTexture(_width
  2242. , _height
  2243. , _numMips
  2244. , usage
  2245. , s_textureFormat[fmt].m_fmt
  2246. , pool
  2247. , &m_texture2d
  2248. , NULL
  2249. ) );
  2250. if (!renderTarget
  2251. && !readBack)
  2252. {
  2253. if (NULL == m_staging)
  2254. {
  2255. DX_CHECK(device->CreateTexture(_width
  2256. , _height
  2257. , _numMips
  2258. , 0
  2259. , s_textureFormat[fmt].m_fmt
  2260. , D3DPOOL_SYSTEMMEM
  2261. , &m_staging2d
  2262. , NULL
  2263. ) );
  2264. }
  2265. else
  2266. {
  2267. DX_CHECK(m_staging2d->AddDirtyRect(NULL));
  2268. DX_CHECK(device->UpdateTexture(m_staging2d, m_texture2d));
  2269. }
  2270. }
  2271. BGFX_FATAL(NULL != m_texture2d, Fatal::UnableToCreateTexture, "Failed to create texture (size: %dx%d, mips: %d, fmt: %d)."
  2272. , _width
  2273. , _height
  2274. , _numMips
  2275. , bimg::getName(fmt)
  2276. );
  2277. }
  2278. void TextureD3D9::createVolumeTexture(uint32_t _width, uint32_t _height, uint32_t _depth, uint8_t _numMips)
  2279. {
  2280. m_type = Texture3D;
  2281. const TextureFormat::Enum fmt = (TextureFormat::Enum)m_textureFormat;
  2282. IDirect3DDevice9* device = s_renderD3D9->m_device;
  2283. DX_CHECK(device->CreateVolumeTexture(_width
  2284. , _height
  2285. , _depth
  2286. , _numMips
  2287. , 0
  2288. , s_textureFormat[fmt].m_fmt
  2289. , D3DPOOL_DEFAULT
  2290. , &m_texture3d
  2291. , NULL
  2292. ) );
  2293. if (NULL == m_staging)
  2294. {
  2295. DX_CHECK(device->CreateVolumeTexture(_width
  2296. , _height
  2297. , _depth
  2298. , _numMips
  2299. , 0
  2300. , s_textureFormat[fmt].m_fmt
  2301. , D3DPOOL_SYSTEMMEM
  2302. , &m_staging3d
  2303. , NULL
  2304. ) );
  2305. }
  2306. else
  2307. {
  2308. DX_CHECK(m_staging3d->AddDirtyBox(NULL) );
  2309. DX_CHECK(device->UpdateTexture(m_staging3d, m_texture3d) );
  2310. }
  2311. BGFX_FATAL(NULL != m_texture3d, Fatal::UnableToCreateTexture, "Failed to create volume texture (size: %dx%dx%d, mips: %d, fmt: %s)."
  2312. , _width
  2313. , _height
  2314. , _depth
  2315. , _numMips
  2316. , getName(fmt)
  2317. );
  2318. }
  2319. void TextureD3D9::createCubeTexture(uint32_t _width, uint8_t _numMips)
  2320. {
  2321. m_type = TextureCube;
  2322. const bimg::TextureFormat::Enum fmt = (bimg::TextureFormat::Enum)m_textureFormat;
  2323. DWORD usage = 0;
  2324. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  2325. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  2326. if (bimg::isDepth(fmt) )
  2327. {
  2328. usage = D3DUSAGE_DEPTHSTENCIL;
  2329. }
  2330. else if (renderTarget || blit)
  2331. {
  2332. usage = D3DUSAGE_RENDERTARGET;
  2333. }
  2334. IDirect3DDevice9* device = s_renderD3D9->m_device;
  2335. DX_CHECK(device->CreateCubeTexture(_width
  2336. , _numMips
  2337. , usage
  2338. , s_textureFormat[fmt].m_fmt
  2339. , D3DPOOL_DEFAULT
  2340. , &m_textureCube
  2341. , NULL
  2342. ) );
  2343. if (!renderTarget)
  2344. {
  2345. if (NULL == m_staging)
  2346. {
  2347. DX_CHECK(device->CreateCubeTexture(_width
  2348. , _numMips
  2349. , 0
  2350. , s_textureFormat[fmt].m_fmt
  2351. , D3DPOOL_SYSTEMMEM
  2352. , &m_stagingCube
  2353. , NULL
  2354. ) );
  2355. }
  2356. else
  2357. {
  2358. for (uint8_t ii = 0; ii < 6; ++ii)
  2359. {
  2360. DX_CHECK(m_stagingCube->AddDirtyRect(D3DCUBEMAP_FACES(ii), NULL) );
  2361. }
  2362. DX_CHECK(device->UpdateTexture(m_stagingCube, m_textureCube) );
  2363. }
  2364. }
  2365. BGFX_FATAL(NULL != m_textureCube, Fatal::UnableToCreateTexture, "Failed to create cube texture (edge: %d, mips: %d, fmt: %s)."
  2366. , _width
  2367. , _numMips
  2368. , getName(fmt)
  2369. );
  2370. }
  2371. uint8_t* TextureD3D9::lock(uint8_t _side, uint8_t _lod, uint32_t& _pitch, uint32_t& _slicePitch, const Rect* _rect)
  2372. {
  2373. switch (m_type)
  2374. {
  2375. case Texture2D:
  2376. {
  2377. D3DLOCKED_RECT lockedRect;
  2378. if (NULL != _rect)
  2379. {
  2380. RECT rect;
  2381. rect.left = _rect->m_x;
  2382. rect.top = _rect->m_y;
  2383. rect.right = rect.left + _rect->m_width;
  2384. rect.bottom = rect.top + _rect->m_height;
  2385. DX_CHECK(m_staging2d->LockRect(_lod, &lockedRect, &rect, 0) );
  2386. DX_CHECK(m_staging2d->AddDirtyRect(&rect) );
  2387. }
  2388. else
  2389. {
  2390. DX_CHECK(m_staging2d->LockRect(_lod, &lockedRect, NULL, 0) );
  2391. DX_CHECK(m_staging2d->AddDirtyRect(NULL) );
  2392. }
  2393. _pitch = lockedRect.Pitch;
  2394. _slicePitch = 0;
  2395. return (uint8_t*)lockedRect.pBits;
  2396. }
  2397. case Texture3D:
  2398. {
  2399. D3DLOCKED_BOX box;
  2400. DX_CHECK(m_staging3d->LockBox(_lod, &box, NULL, 0) );
  2401. DX_CHECK(m_staging3d->AddDirtyBox(NULL) );
  2402. _pitch = box.RowPitch;
  2403. _slicePitch = box.SlicePitch;
  2404. return (uint8_t*)box.pBits;
  2405. }
  2406. case TextureCube:
  2407. {
  2408. D3DLOCKED_RECT lockedRect;
  2409. if (NULL != _rect)
  2410. {
  2411. RECT rect;
  2412. rect.left = _rect->m_x;
  2413. rect.top = _rect->m_y;
  2414. rect.right = rect.left + _rect->m_width;
  2415. rect.bottom = rect.top + _rect->m_height;
  2416. DX_CHECK(m_stagingCube->LockRect(D3DCUBEMAP_FACES(_side), _lod, &lockedRect, &rect, 0) );
  2417. DX_CHECK(m_textureCube->AddDirtyRect(D3DCUBEMAP_FACES(_side), &rect) );
  2418. }
  2419. else
  2420. {
  2421. DX_CHECK(m_stagingCube->LockRect(D3DCUBEMAP_FACES(_side), _lod, &lockedRect, NULL, 0) );
  2422. DX_CHECK(m_textureCube->AddDirtyRect(D3DCUBEMAP_FACES(_side), NULL) );
  2423. }
  2424. _pitch = lockedRect.Pitch;
  2425. _slicePitch = 0;
  2426. return (uint8_t*)lockedRect.pBits;
  2427. }
  2428. }
  2429. BX_ASSERT(false, "You should not be here.");
  2430. _pitch = 0;
  2431. _slicePitch = 0;
  2432. return NULL;
  2433. }
  2434. void TextureD3D9::unlock(uint8_t _side, uint8_t _lod)
  2435. {
  2436. IDirect3DDevice9* device = s_renderD3D9->m_device;
  2437. switch (m_type)
  2438. {
  2439. case Texture2D:
  2440. {
  2441. DX_CHECK(m_staging2d->UnlockRect(_lod) );
  2442. DX_CHECK(device->UpdateTexture(m_staging2d, m_texture2d) );
  2443. }
  2444. return;
  2445. case Texture3D:
  2446. {
  2447. DX_CHECK(m_staging3d->UnlockBox(_lod) );
  2448. DX_CHECK(device->UpdateTexture(m_staging3d, m_texture3d) );
  2449. }
  2450. return;
  2451. case TextureCube:
  2452. {
  2453. DX_CHECK(m_stagingCube->UnlockRect(D3DCUBEMAP_FACES(_side), _lod) );
  2454. DX_CHECK(device->UpdateTexture(m_stagingCube, m_textureCube) );
  2455. }
  2456. return;
  2457. }
  2458. BX_ASSERT(false, "You should not be here.");
  2459. }
  2460. void TextureD3D9::dirty(uint8_t _side, const Rect& _rect, uint16_t _z, uint16_t _depth)
  2461. {
  2462. switch (m_type)
  2463. {
  2464. case Texture2D:
  2465. {
  2466. RECT rect;
  2467. rect.left = _rect.m_x;
  2468. rect.top = _rect.m_y;
  2469. rect.right = rect.left + _rect.m_width;
  2470. rect.bottom = rect.top + _rect.m_height;
  2471. DX_CHECK(m_texture2d->AddDirtyRect(&rect) );
  2472. }
  2473. return;
  2474. case Texture3D:
  2475. {
  2476. D3DBOX box;
  2477. box.Left = _rect.m_x;
  2478. box.Top = _rect.m_y;
  2479. box.Right = box.Left + _rect.m_width;
  2480. box.Bottom = box.Top + _rect.m_height;
  2481. box.Front = _z;
  2482. box.Back = box.Front + _depth;
  2483. DX_CHECK(m_texture3d->AddDirtyBox(&box) );
  2484. }
  2485. return;
  2486. case TextureCube:
  2487. {
  2488. RECT rect;
  2489. rect.left = _rect.m_x;
  2490. rect.top = _rect.m_y;
  2491. rect.right = rect.left + _rect.m_width;
  2492. rect.bottom = rect.top + _rect.m_height;
  2493. DX_CHECK(m_textureCube->AddDirtyRect(D3DCUBEMAP_FACES(_side), &rect) );
  2494. }
  2495. return;
  2496. }
  2497. BX_ASSERT(false, "You should not be here.");
  2498. }
  2499. IDirect3DSurface9* TextureD3D9::getSurface(uint8_t _side, uint8_t _mip) const
  2500. {
  2501. IDirect3DSurface9* surface = NULL;
  2502. switch (m_type)
  2503. {
  2504. case Texture2D:
  2505. DX_CHECK(m_texture2d->GetSurfaceLevel(_mip, &surface) );
  2506. break;
  2507. case Texture3D:
  2508. BX_ASSERT(false, "");
  2509. break;
  2510. case TextureCube:
  2511. DX_CHECK(m_textureCube->GetCubeMapSurface(D3DCUBEMAP_FACES(_side), _mip, &surface) );
  2512. break;
  2513. }
  2514. return surface;
  2515. }
  2516. void TextureD3D9::create(const Memory* _mem, uint64_t _flags, uint8_t _skip)
  2517. {
  2518. bimg::ImageContainer imageContainer;
  2519. if (bimg::imageParse(imageContainer, _mem->data, _mem->size) )
  2520. {
  2521. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(imageContainer.m_format) );
  2522. const uint8_t startLod = bx::min<uint8_t>(_skip, imageContainer.m_numMips-1);
  2523. bimg::TextureInfo ti;
  2524. bimg::imageGetSize(
  2525. &ti
  2526. , uint16_t(imageContainer.m_width >>startLod)
  2527. , uint16_t(imageContainer.m_height>>startLod)
  2528. , uint16_t(imageContainer.m_depth >>startLod)
  2529. , imageContainer.m_cubeMap
  2530. , 1 < imageContainer.m_numMips
  2531. , imageContainer.m_numLayers
  2532. , imageContainer.m_format
  2533. );
  2534. ti.numMips = bx::min<uint8_t>(imageContainer.m_numMips-startLod, ti.numMips);
  2535. m_flags = _flags;
  2536. m_width = ti.width;
  2537. m_height = ti.height;
  2538. m_depth = ti.depth;
  2539. m_numMips = ti.numMips;
  2540. m_requestedFormat = uint8_t(imageContainer.m_format);
  2541. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  2542. const bool convert = m_textureFormat != m_requestedFormat;
  2543. uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  2544. if (imageContainer.m_cubeMap)
  2545. {
  2546. createCubeTexture(ti.width, ti.numMips);
  2547. }
  2548. else if (imageContainer.m_depth > 1)
  2549. {
  2550. createVolumeTexture(ti.width, ti.height, ti.depth, ti.numMips);
  2551. }
  2552. else
  2553. {
  2554. createTexture(ti.width, ti.height, ti.numMips);
  2555. }
  2556. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s%s."
  2557. , this - s_renderD3D9->m_textures
  2558. , getName( (TextureFormat::Enum)m_textureFormat)
  2559. , getName( (TextureFormat::Enum)m_requestedFormat)
  2560. , ti.width
  2561. , ti.height
  2562. , imageContainer.m_cubeMap ? "x6" : ""
  2563. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  2564. );
  2565. if (0 != (_flags&BGFX_TEXTURE_RT_WRITE_ONLY) )
  2566. {
  2567. return;
  2568. }
  2569. const bool useMipSize = useD3D9Pitch(imageContainer.m_format);
  2570. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  2571. {
  2572. uint32_t width = ti.width;
  2573. uint32_t height = ti.height;
  2574. uint32_t depth = ti.depth;
  2575. uint32_t mipWidth = ti.width;
  2576. uint32_t mipHeight = ti.height;
  2577. for (uint8_t lod = 0, num = ti.numMips; lod < num; ++lod)
  2578. {
  2579. width = bx::max<uint32_t>(1, width);
  2580. height = bx::max<uint32_t>(1, height);
  2581. depth = bx::max<uint32_t>(1, depth);
  2582. mipWidth = bx::max<uint32_t>(blockInfo.blockWidth, mipWidth);
  2583. mipHeight = bx::max<uint32_t>(blockInfo.blockHeight, mipHeight);
  2584. uint32_t mipSize = width*height*depth*bpp/8;
  2585. bimg::ImageMip mip;
  2586. if (bimg::imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  2587. {
  2588. uint32_t pitch;
  2589. uint32_t slicePitch;
  2590. uint8_t* bits = lock(side, lod, pitch, slicePitch);
  2591. if (convert)
  2592. {
  2593. if (width != mipWidth
  2594. || height != mipHeight)
  2595. {
  2596. uint32_t srcpitch = mipWidth*bpp/8;
  2597. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, srcpitch*mipHeight);
  2598. bimg::imageDecodeToBgra8(
  2599. g_allocator
  2600. , temp
  2601. , mip.m_data
  2602. , mip.m_width
  2603. , mip.m_height
  2604. , srcpitch
  2605. , mip.m_format
  2606. );
  2607. bx::memCopy(bits, pitch, temp, srcpitch, pitch, height);
  2608. BX_FREE(g_allocator, temp);
  2609. }
  2610. else
  2611. {
  2612. bimg::imageDecodeToBgra8(g_allocator, bits, mip.m_data, mip.m_width, mip.m_height, pitch, mip.m_format);
  2613. }
  2614. }
  2615. else
  2616. {
  2617. uint32_t size = useMipSize ? mip.m_size : mipSize;
  2618. switch (m_textureFormat)
  2619. {
  2620. case TextureFormat::R5G6B5:
  2621. bimg::imageConvert(bits, 16, bx::packB5G6R5, mip.m_data, bx::unpackR5G6B5, size);
  2622. break;
  2623. case TextureFormat::RGBA4:
  2624. bimg::imageConvert(bits, 16, bx::packBgra4, mip.m_data, bx::unpackRgba4, size);
  2625. break;
  2626. case TextureFormat::RGB5A1:
  2627. bimg::imageConvert(bits, 16, bx::packBgr5a1, mip.m_data, bx::unpackRgb5a1, size);
  2628. break;
  2629. default:
  2630. bx::memCopy(bits, mip.m_data, size);
  2631. break;
  2632. }
  2633. }
  2634. unlock(side, lod);
  2635. }
  2636. width >>= 1;
  2637. height >>= 1;
  2638. depth >>= 1;
  2639. mipWidth >>= 1;
  2640. mipHeight >>= 1;
  2641. }
  2642. }
  2643. }
  2644. }
  2645. void TextureD3D9::updateBegin(uint8_t _side, uint8_t _mip)
  2646. {
  2647. uint32_t slicePitch;
  2648. s_renderD3D9->m_updateTextureSide = _side;
  2649. s_renderD3D9->m_updateTextureMip = _mip;
  2650. s_renderD3D9->m_updateTextureBits = lock(_side, _mip, s_renderD3D9->m_updateTexturePitch, slicePitch);
  2651. }
  2652. void TextureD3D9::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  2653. {
  2654. const bimg::ImageBlockInfo & blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(m_textureFormat) );
  2655. const uint16_t blockHeight = blockInfo.blockHeight;
  2656. const uint16_t bpp = blockInfo.bitsPerPixel;
  2657. const bool useLockedPitch = useD3D9Pitch(bimg::TextureFormat::Enum(m_textureFormat) );
  2658. const uint32_t rectpitch = calcRowPitch(blockInfo, 0, _rect.m_width);
  2659. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  2660. const uint32_t dstpitch = (useLockedPitch) ? s_renderD3D9->m_updateTexturePitch : calcRowPitch(blockInfo, _mip, m_width);
  2661. uint8_t* bits = s_renderD3D9->m_updateTextureBits + _rect.m_y*dstpitch/blockHeight + _rect.m_x*blockHeight*bpp/8;
  2662. const bool convert = m_textureFormat != m_requestedFormat;
  2663. uint8_t* data = _mem->data;
  2664. uint8_t* temp = NULL;
  2665. if (convert)
  2666. {
  2667. temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*_rect.m_height);
  2668. bimg::imageDecodeToBgra8(g_allocator, temp, data, _rect.m_width, _rect.m_height, srcpitch, bimg::TextureFormat::Enum(m_requestedFormat) );
  2669. data = temp;
  2670. }
  2671. {
  2672. uint8_t* src = data;
  2673. uint8_t* dst = bits;
  2674. for (uint32_t yy = 0, height = _rect.m_height; yy < height; yy += blockHeight)
  2675. {
  2676. switch (m_textureFormat)
  2677. {
  2678. case TextureFormat::R5G6B5:
  2679. bimg::imageConvert(dst, 16, bx::packB5G6R5, src, bx::unpackR5G6B5, rectpitch);
  2680. break;
  2681. case TextureFormat::RGBA4:
  2682. bimg::imageConvert(dst, 16, bx::packBgra4, src, bx::unpackRgba4, rectpitch);
  2683. break;
  2684. case TextureFormat::RGB5A1:
  2685. bimg::imageConvert(dst, 16, bx::packBgr5a1, src, bx::unpackRgb5a1, rectpitch);
  2686. break;
  2687. default:
  2688. bx::memCopy(dst, src, rectpitch);
  2689. break;
  2690. }
  2691. src += srcpitch;
  2692. dst += dstpitch;
  2693. }
  2694. }
  2695. if (NULL != temp)
  2696. {
  2697. BX_FREE(g_allocator, temp);
  2698. }
  2699. if (0 == _mip)
  2700. {
  2701. dirty(_side, _rect, _z, _depth);
  2702. }
  2703. }
  2704. void TextureD3D9::updateEnd()
  2705. {
  2706. unlock(s_renderD3D9->m_updateTextureSide, s_renderD3D9->m_updateTextureMip);
  2707. }
  2708. void TextureD3D9::commit(uint8_t _stage, uint32_t _flags, const float _palette[][4])
  2709. {
  2710. const uint64_t flags = (m_flags & BGFX_TEXTURE_SRGB)
  2711. | (0 == (BGFX_SAMPLER_INTERNAL_DEFAULT & _flags) ? _flags : uint32_t(m_flags) )
  2712. ;
  2713. uint32_t index = (flags & BGFX_SAMPLER_BORDER_COLOR_MASK) >> BGFX_SAMPLER_BORDER_COLOR_SHIFT;
  2714. s_renderD3D9->setSamplerState(_stage, flags, _palette[index]);
  2715. IDirect3DDevice9* device = s_renderD3D9->m_device;
  2716. DX_CHECK(device->SetTexture(_stage, m_ptr) );
  2717. if (4 > _stage)
  2718. {
  2719. DX_CHECK(device->SetTexture(D3DVERTEXTEXTURESAMPLER0 + _stage, m_ptr) );
  2720. }
  2721. }
  2722. void TextureD3D9::resolve(uint8_t _resolve) const
  2723. {
  2724. if (NULL != m_surface
  2725. && NULL != m_ptr)
  2726. {
  2727. IDirect3DSurface9* surface = getSurface();
  2728. DX_CHECK(s_renderD3D9->m_device->StretchRect(m_surface
  2729. , NULL
  2730. , surface
  2731. , NULL
  2732. , D3DTEXF_LINEAR
  2733. ) );
  2734. DX_RELEASE(surface, 1);
  2735. if (1 < m_numMips
  2736. && 0 != (_resolve & BGFX_RESOLVE_AUTO_GEN_MIPS) )
  2737. {
  2738. m_ptr->GenerateMipSubLevels();
  2739. }
  2740. }
  2741. }
  2742. void TextureD3D9::preReset()
  2743. {
  2744. TextureFormat::Enum fmt = (TextureFormat::Enum)m_textureFormat;
  2745. if (TextureFormat::Unknown != fmt)
  2746. {
  2747. DX_RELEASE(m_ptr, 0);
  2748. DX_RELEASE(m_surface, 0);
  2749. }
  2750. }
  2751. void TextureD3D9::postReset()
  2752. {
  2753. TextureFormat::Enum fmt = (TextureFormat::Enum)m_textureFormat;
  2754. if (TextureFormat::Unknown != fmt)
  2755. {
  2756. switch (m_type)
  2757. {
  2758. default:
  2759. case Texture2D:
  2760. createTexture(m_width, m_height, m_numMips);
  2761. break;
  2762. case Texture3D:
  2763. createVolumeTexture(m_width, m_height, m_depth, m_numMips);
  2764. break;
  2765. case TextureCube:
  2766. createCubeTexture(m_width, m_numMips);
  2767. break;
  2768. }
  2769. }
  2770. }
  2771. void FrameBufferD3D9::create(uint8_t _num, const Attachment* _attachment)
  2772. {
  2773. for (uint32_t ii = 0; ii < BX_COUNTOF(m_surface); ++ii)
  2774. {
  2775. m_surface[ii] = NULL;
  2776. }
  2777. m_denseIdx = UINT16_MAX;
  2778. m_dsIdx = UINT8_MAX;
  2779. m_num = 0;
  2780. m_numTh = _num;
  2781. m_needResolve = false;
  2782. bx::memCopy(m_attachment, _attachment, _num*sizeof(Attachment) );
  2783. for (uint32_t ii = 0; ii < _num; ++ii)
  2784. {
  2785. const Attachment& at = m_attachment[ii];
  2786. if (isValid(at.handle) )
  2787. {
  2788. const TextureD3D9& texture = s_renderD3D9->m_textures[at.handle.idx];
  2789. if (NULL != texture.m_surface)
  2790. {
  2791. m_surface[ii] = texture.m_surface;
  2792. m_surface[ii]->AddRef();
  2793. }
  2794. else
  2795. {
  2796. m_surface[ii] = texture.getSurface(uint8_t(at.layer), uint8_t(at.mip) );
  2797. }
  2798. if (0 == m_num)
  2799. {
  2800. m_width = texture.m_width;
  2801. m_height = texture.m_height;
  2802. }
  2803. if (bimg::isDepth(bimg::TextureFormat::Enum(texture.m_textureFormat) ) )
  2804. {
  2805. m_dsIdx = uint8_t(ii);
  2806. }
  2807. else
  2808. {
  2809. ++m_num;
  2810. }
  2811. m_needResolve |= true
  2812. && (NULL != texture.m_surface)
  2813. && (NULL != texture.m_texture2d)
  2814. ;
  2815. }
  2816. }
  2817. if (0 == m_num)
  2818. {
  2819. createNullColorRT();
  2820. }
  2821. }
  2822. void FrameBufferD3D9::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _format, TextureFormat::Enum _depthFormat)
  2823. {
  2824. BX_UNUSED(_depthFormat);
  2825. m_hwnd = (HWND)_nwh;
  2826. m_width = bx::uint32_max(_width, 16);
  2827. m_height = bx::uint32_max(_height, 16);
  2828. D3DPRESENT_PARAMETERS params;
  2829. bx::memCopy(&params, &s_renderD3D9->m_params, sizeof(D3DPRESENT_PARAMETERS) );
  2830. params.BackBufferFormat = TextureFormat::Count == _format ? params.BackBufferFormat : s_textureFormat[_format].m_fmt;
  2831. params.BackBufferWidth = m_width;
  2832. params.BackBufferHeight = m_height;
  2833. params.MultiSampleType = s_msaa[0].m_type;
  2834. params.MultiSampleQuality = s_msaa[0].m_quality;
  2835. DX_CHECK(s_renderD3D9->m_device->CreateAdditionalSwapChain(&params, &m_swapChain) );
  2836. DX_CHECK(m_swapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &m_surface[0]) );
  2837. DX_CHECK(s_renderD3D9->m_device->CreateDepthStencilSurface(
  2838. params.BackBufferWidth
  2839. , params.BackBufferHeight
  2840. , params.AutoDepthStencilFormat
  2841. , params.MultiSampleType
  2842. , params.MultiSampleQuality
  2843. , FALSE
  2844. , &m_surface[1]
  2845. , NULL
  2846. ) );
  2847. m_dsIdx = 1;
  2848. m_denseIdx = _denseIdx;
  2849. m_num = 1;
  2850. m_needResolve = false;
  2851. m_needPresent = false;
  2852. }
  2853. uint16_t FrameBufferD3D9::destroy()
  2854. {
  2855. if (NULL != m_hwnd)
  2856. {
  2857. DX_RELEASE(m_surface[0], 0);
  2858. DX_RELEASE(m_surface[1], 0);
  2859. DX_RELEASE(m_swapChain, 0);
  2860. }
  2861. else
  2862. {
  2863. uint32_t num = m_numTh;
  2864. num += uint32_t(0 < m_numTh && 0 == m_num);
  2865. for (uint32_t ii = 0; ii < num; ++ii)
  2866. {
  2867. IDirect3DSurface9* ptr = m_surface[ii];
  2868. if (NULL != ptr)
  2869. {
  2870. ptr->Release();
  2871. m_surface[ii] = NULL;
  2872. }
  2873. }
  2874. }
  2875. m_hwnd = NULL;
  2876. m_num = 0;
  2877. m_numTh = 0;
  2878. m_needPresent = false;
  2879. uint16_t denseIdx = m_denseIdx;
  2880. m_denseIdx = UINT16_MAX;
  2881. return denseIdx;
  2882. }
  2883. HRESULT FrameBufferD3D9::present()
  2884. {
  2885. if (m_needPresent)
  2886. {
  2887. HRESULT hr = m_swapChain->Present(NULL, NULL, m_hwnd, NULL, 0);
  2888. m_needPresent = false;
  2889. return hr;
  2890. }
  2891. return S_OK;
  2892. }
  2893. void FrameBufferD3D9::resolve() const
  2894. {
  2895. if (m_needResolve)
  2896. {
  2897. for (uint32_t ii = 0, num = m_numTh; ii < num; ++ii)
  2898. {
  2899. const Attachment& at = m_attachment[ii];
  2900. if (isValid(at.handle) )
  2901. {
  2902. const TextureD3D9& texture = s_renderD3D9->m_textures[at.handle.idx];
  2903. texture.resolve(at.resolve);
  2904. }
  2905. }
  2906. }
  2907. }
  2908. void FrameBufferD3D9::preReset()
  2909. {
  2910. if (NULL != m_hwnd)
  2911. {
  2912. DX_RELEASE(m_surface[0], 0);
  2913. DX_RELEASE(m_surface[1], 0);
  2914. DX_RELEASE(m_swapChain, 0);
  2915. }
  2916. else
  2917. {
  2918. uint32_t num = m_numTh;
  2919. num += uint32_t(0 < m_numTh && 0 == m_num);
  2920. for (uint32_t ii = 0; ii < num; ++ii)
  2921. {
  2922. m_surface[ii]->Release();
  2923. m_surface[ii] = NULL;
  2924. }
  2925. }
  2926. }
  2927. void FrameBufferD3D9::postReset()
  2928. {
  2929. if (NULL != m_hwnd)
  2930. {
  2931. D3DPRESENT_PARAMETERS params;
  2932. bx::memCopy(&params, &s_renderD3D9->m_params, sizeof(D3DPRESENT_PARAMETERS) );
  2933. params.BackBufferWidth = m_width;
  2934. params.BackBufferHeight = m_height;
  2935. DX_CHECK(s_renderD3D9->m_device->CreateAdditionalSwapChain(&params, &m_swapChain) );
  2936. DX_CHECK(m_swapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &m_surface[0]) );
  2937. DX_CHECK(s_renderD3D9->m_device->CreateDepthStencilSurface(params.BackBufferWidth
  2938. , params.BackBufferHeight
  2939. , params.AutoDepthStencilFormat
  2940. , params.MultiSampleType
  2941. , params.MultiSampleQuality
  2942. , FALSE
  2943. , &m_surface[1]
  2944. , NULL
  2945. ) );
  2946. }
  2947. else if (0 < m_numTh)
  2948. {
  2949. for (uint32_t ii = 0, num = m_numTh; ii < num; ++ii)
  2950. {
  2951. const Attachment& at = m_attachment[ii];
  2952. if (isValid(at.handle) )
  2953. {
  2954. TextureD3D9& texture = s_renderD3D9->m_textures[at.handle.idx];
  2955. if (NULL != texture.m_surface)
  2956. {
  2957. m_surface[ii] = texture.m_surface;
  2958. m_surface[ii]->AddRef();
  2959. }
  2960. else if (Access::Write == at.access)
  2961. {
  2962. m_surface[ii] = texture.getSurface(uint8_t(at.layer), uint8_t(at.mip) );
  2963. }
  2964. else
  2965. {
  2966. BX_ASSERT(false, "");
  2967. }
  2968. }
  2969. }
  2970. if (0 == m_num)
  2971. {
  2972. createNullColorRT();
  2973. }
  2974. }
  2975. }
  2976. void FrameBufferD3D9::createNullColorRT()
  2977. {
  2978. DX_CHECK(s_renderD3D9->m_device->CreateRenderTarget(
  2979. m_width
  2980. , m_height
  2981. , D3DFMT_NULL
  2982. , D3DMULTISAMPLE_NONE
  2983. , 0
  2984. , false
  2985. , &m_surface[1]
  2986. , NULL
  2987. ) );
  2988. }
  2989. void FrameBufferD3D9::set()
  2990. {
  2991. m_needPresent = UINT16_MAX != m_denseIdx;
  2992. // If frame buffer has only depth attachment D3DFMT_NULL
  2993. // render target is created.
  2994. const uint32_t fbnum = bx::uint32_max(2, m_numTh);
  2995. const uint8_t dsIdx = m_dsIdx;
  2996. IDirect3DDevice9* device = s_renderD3D9->m_device;
  2997. DX_CHECK(device->SetDepthStencilSurface(UINT8_MAX == dsIdx
  2998. ? s_renderD3D9->m_backBufferDepthStencil
  2999. : m_surface[dsIdx]
  3000. ) );
  3001. uint32_t rtIdx = 0;
  3002. for (uint32_t ii = 0; ii < fbnum; ++ii)
  3003. {
  3004. IDirect3DSurface9* surface = m_surface[ii];
  3005. if (ii != dsIdx)
  3006. {
  3007. DX_CHECK(device->SetRenderTarget(rtIdx, surface) );
  3008. ++rtIdx;
  3009. }
  3010. }
  3011. for (uint32_t ii = rtIdx, num = g_caps.limits.maxFBAttachments; ii < num; ++ii)
  3012. {
  3013. DX_CHECK(device->SetRenderTarget(ii, NULL) );
  3014. }
  3015. DX_CHECK(device->SetRenderState(D3DRS_SRGBWRITEENABLE, FALSE) );
  3016. }
  3017. void TimerQueryD3D9::postReset()
  3018. {
  3019. IDirect3DDevice9* device = s_renderD3D9->m_device;
  3020. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  3021. {
  3022. Query& frame = m_query[ii];
  3023. DX_CHECK(device->CreateQuery(D3DQUERYTYPE_TIMESTAMPDISJOINT, &frame.m_disjoint) );
  3024. DX_CHECK(device->CreateQuery(D3DQUERYTYPE_TIMESTAMP, &frame.m_begin) );
  3025. DX_CHECK(device->CreateQuery(D3DQUERYTYPE_TIMESTAMP, &frame.m_end) );
  3026. DX_CHECK(device->CreateQuery(D3DQUERYTYPE_TIMESTAMPFREQ, &frame.m_freq) );
  3027. }
  3028. for (uint32_t ii = 0; ii < BX_COUNTOF(m_result); ++ii)
  3029. {
  3030. Result& result = m_result[ii];
  3031. result.reset();
  3032. }
  3033. m_control.reset();
  3034. }
  3035. void TimerQueryD3D9::preReset()
  3036. {
  3037. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  3038. {
  3039. Query& frame = m_query[ii];
  3040. DX_RELEASE(frame.m_disjoint, 0);
  3041. DX_RELEASE(frame.m_begin, 0);
  3042. DX_RELEASE(frame.m_end, 0);
  3043. DX_RELEASE(frame.m_freq, 0);
  3044. }
  3045. }
  3046. uint32_t TimerQueryD3D9::begin(uint32_t _resultIdx, uint32_t _frameNum)
  3047. {
  3048. while (0 == m_control.reserve(1) )
  3049. {
  3050. update();
  3051. }
  3052. Result& result = m_result[_resultIdx];
  3053. ++result.m_pending;
  3054. const uint32_t idx = m_control.m_current;
  3055. Query& query = m_query[idx];
  3056. query.m_resultIdx = _resultIdx;
  3057. query.m_ready = false;
  3058. query.m_frameNum = _frameNum;
  3059. query.m_disjoint->Issue(D3DISSUE_BEGIN);
  3060. query.m_begin->Issue(D3DISSUE_END);
  3061. m_control.commit(1);
  3062. return idx;
  3063. }
  3064. void TimerQueryD3D9::end(uint32_t _idx)
  3065. {
  3066. Query& query = m_query[_idx];
  3067. query.m_ready = true;
  3068. query.m_disjoint->Issue(D3DISSUE_END);
  3069. query.m_freq->Issue(D3DISSUE_END);
  3070. query.m_end->Issue(D3DISSUE_END);
  3071. while (update() )
  3072. {
  3073. }
  3074. }
  3075. bool TimerQueryD3D9::update()
  3076. {
  3077. if (0 != m_control.available() )
  3078. {
  3079. Query& query = m_query[m_control.m_read];
  3080. if (!query.m_ready)
  3081. {
  3082. return false;
  3083. }
  3084. uint64_t timeEnd;
  3085. const bool flush = BX_COUNTOF(m_query)-1 == m_control.available();
  3086. HRESULT hr = query.m_end->GetData(&timeEnd, sizeof(timeEnd), flush ? D3DGETDATA_FLUSH : 0);
  3087. if (S_OK == hr
  3088. || isLost(hr) )
  3089. {
  3090. m_control.consume(1);
  3091. uint64_t timeBegin;
  3092. DX_CHECK(query.m_begin->GetData(&timeBegin, sizeof(timeBegin), 0) );
  3093. uint64_t freq;
  3094. DX_CHECK(query.m_freq->GetData(&freq, sizeof(freq), 0) );
  3095. Result& result = m_result[query.m_resultIdx];
  3096. --result.m_pending;
  3097. result.m_frameNum = query.m_frameNum;
  3098. result.m_frequency = freq;
  3099. result.m_begin = timeBegin;
  3100. result.m_end = timeEnd;
  3101. return true;
  3102. }
  3103. }
  3104. return false;
  3105. }
  3106. void OcclusionQueryD3D9::postReset()
  3107. {
  3108. IDirect3DDevice9* device = s_renderD3D9->m_device;
  3109. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  3110. {
  3111. Query& query = m_query[ii];
  3112. DX_CHECK(device->CreateQuery(D3DQUERYTYPE_OCCLUSION, &query.m_ptr) );
  3113. }
  3114. }
  3115. void OcclusionQueryD3D9::preReset()
  3116. {
  3117. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  3118. {
  3119. Query& query = m_query[ii];
  3120. DX_RELEASE(query.m_ptr, 0);
  3121. }
  3122. }
  3123. void OcclusionQueryD3D9::begin(Frame* _render, OcclusionQueryHandle _handle)
  3124. {
  3125. while (0 == m_control.reserve(1) )
  3126. {
  3127. resolve(_render, true);
  3128. }
  3129. Query& query = m_query[m_control.m_current];
  3130. query.m_ptr->Issue(D3DISSUE_BEGIN);
  3131. query.m_handle = _handle;
  3132. }
  3133. void OcclusionQueryD3D9::end()
  3134. {
  3135. Query& query = m_query[m_control.m_current];
  3136. query.m_ptr->Issue(D3DISSUE_END);
  3137. m_control.commit(1);
  3138. }
  3139. void OcclusionQueryD3D9::resolve(Frame* _render, bool)
  3140. {
  3141. while (0 != m_control.available() )
  3142. {
  3143. Query& query = m_query[m_control.m_read];
  3144. if (isValid(query.m_handle) )
  3145. {
  3146. uint32_t result;
  3147. HRESULT hr = query.m_ptr->GetData(&result, sizeof(result), 0);
  3148. if (S_FALSE == hr)
  3149. {
  3150. break;
  3151. }
  3152. _render->m_occlusion[query.m_handle.idx] = int32_t(result);
  3153. }
  3154. m_control.consume(1);
  3155. }
  3156. }
  3157. void OcclusionQueryD3D9::invalidate(OcclusionQueryHandle _handle)
  3158. {
  3159. const uint32_t size = m_control.m_size;
  3160. for (uint32_t ii = 0, num = m_control.available(); ii < num; ++ii)
  3161. {
  3162. Query& query = m_query[(m_control.m_read + ii) % size];
  3163. if (query.m_handle.idx == _handle.idx)
  3164. {
  3165. query.m_handle.idx = bgfx::kInvalidHandle;
  3166. }
  3167. }
  3168. }
  3169. void RendererContextD3D9::submitBlit(BlitState& _bs, uint16_t _view)
  3170. {
  3171. while (_bs.hasItem(_view) )
  3172. {
  3173. const BlitItem& blit = _bs.advance();
  3174. const TextureD3D9& src = m_textures[blit.m_src.idx];
  3175. const TextureD3D9& dst = m_textures[blit.m_dst.idx];
  3176. RECT srcRect = { LONG(blit.m_srcX), LONG(blit.m_srcY), LONG(blit.m_srcX + blit.m_width), LONG(blit.m_srcY + blit.m_height) };
  3177. RECT dstRect = { LONG(blit.m_dstX), LONG(blit.m_dstY), LONG(blit.m_dstX + blit.m_width), LONG(blit.m_dstY + blit.m_height) };
  3178. IDirect3DSurface9* srcSurface = src.getSurface(uint8_t(blit.m_srcZ), blit.m_srcMip);
  3179. IDirect3DSurface9* dstSurface = dst.getSurface(uint8_t(blit.m_dstZ), blit.m_dstMip);
  3180. // UpdateSurface (pool src: SYSTEMMEM, dst: DEFAULT)
  3181. // s/d T RTT RT
  3182. // T y y y
  3183. // RTT - - -
  3184. // RT - - -
  3185. //
  3186. // StretchRect (pool src and dst must be DEFAULT)
  3187. // s/d T RTT RT
  3188. // T - y y
  3189. // RTT - y y
  3190. // RT - y y
  3191. //
  3192. // GetRenderTargetData (dst must be SYSTEMMEM)
  3193. bool depth = bimg::isDepth(bimg::TextureFormat::Enum(src.m_textureFormat) );
  3194. HRESULT hr = m_device->StretchRect(srcSurface
  3195. , depth ? NULL : &srcRect
  3196. , dstSurface
  3197. , depth ? NULL : &dstRect
  3198. , D3DTEXF_NONE
  3199. );
  3200. if (FAILED(hr) )
  3201. {
  3202. hr = m_device->GetRenderTargetData(srcSurface, dstSurface);
  3203. BX_WARN(SUCCEEDED(hr), "StretchRect and GetRenderTargetData failed %x.", hr);
  3204. }
  3205. srcSurface->Release();
  3206. dstSurface->Release();
  3207. }
  3208. }
  3209. void RendererContextD3D9::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  3210. {
  3211. IDirect3DDevice9* device = m_device;
  3212. updateResolution(_render->m_resolution);
  3213. BGFX_D3D9_PROFILER_BEGIN_LITERAL("rendererSubmit", kColorView);
  3214. int64_t timeBegin = bx::getHPCounter();
  3215. int64_t captureElapsed = 0;
  3216. uint32_t frameQueryIdx = UINT32_MAX;
  3217. device->BeginScene();
  3218. if (m_timerQuerySupport)
  3219. {
  3220. frameQueryIdx = m_gpuTimer.begin(BGFX_CONFIG_MAX_VIEWS, _render->m_frameNum);
  3221. }
  3222. if (0 < _render->m_iboffset)
  3223. {
  3224. BGFX_PROFILER_SCOPE("bgfx/Update transient index buffer", kColorResource);
  3225. TransientIndexBuffer* ib = _render->m_transientIb;
  3226. m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data, true);
  3227. }
  3228. if (0 < _render->m_vboffset)
  3229. {
  3230. BGFX_PROFILER_SCOPE("bgfx/Update transient vertex buffer", kColorResource);
  3231. TransientVertexBuffer* vb = _render->m_transientVb;
  3232. m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data, true);
  3233. }
  3234. _render->sort();
  3235. RenderDraw currentState;
  3236. currentState.clear();
  3237. currentState.m_stateFlags = BGFX_STATE_NONE;
  3238. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  3239. RenderBind currentBind;
  3240. currentBind.clear();
  3241. static ViewState viewState;
  3242. viewState.reset(_render);
  3243. DX_CHECK(device->SetRenderState(D3DRS_FILLMODE, _render->m_debug&BGFX_DEBUG_WIREFRAME ? D3DFILL_WIREFRAME : D3DFILL_SOLID) );
  3244. ProgramHandle currentProgram = BGFX_INVALID_HANDLE;
  3245. SortKey key;
  3246. uint16_t view = UINT16_MAX;
  3247. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  3248. uint32_t blendFactor = 0;
  3249. BlitState bs(_render);
  3250. uint8_t primIndex;
  3251. {
  3252. const uint64_t pt = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  3253. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  3254. }
  3255. PrimInfo prim = s_primInfo[primIndex];
  3256. bool viewHasScissor = false;
  3257. Rect viewScissorRect;
  3258. viewScissorRect.clear();
  3259. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  3260. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  3261. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  3262. uint32_t statsNumIndices = 0;
  3263. uint32_t statsKeyType[2] = {};
  3264. invalidateSamplerState();
  3265. Profiler<TimerQueryD3D9> profiler(
  3266. _render
  3267. , m_gpuTimer
  3268. , s_viewName
  3269. , m_timerQuerySupport
  3270. );
  3271. if (m_occlusionQuerySupport)
  3272. {
  3273. m_occlusionQuery.resolve(_render);
  3274. }
  3275. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  3276. {
  3277. for (uint32_t item = 0, numItems = _render->m_numRenderItems; item < numItems; ++item)
  3278. {
  3279. const uint64_t encodedKey = _render->m_sortKeys[item];
  3280. const bool isCompute = key.decode(encodedKey, _render->m_viewRemap);
  3281. statsKeyType[isCompute]++;
  3282. if (isCompute)
  3283. {
  3284. BX_ASSERT(false, "Compute is not supported on DirectX 9.");
  3285. continue;
  3286. }
  3287. const uint32_t itemIdx = _render->m_sortValues[item];
  3288. const RenderDraw& draw = _render->m_renderItem[itemIdx].draw;
  3289. const RenderBind& renderBind = _render->m_renderItemBind[itemIdx];
  3290. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  3291. {
  3292. const bool occluded = true
  3293. && isValid(draw.m_occlusionQuery)
  3294. && !hasOcclusionQuery
  3295. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) )
  3296. ;
  3297. if (occluded
  3298. || _render->m_frameCache.isZeroArea(viewScissorRect, draw.m_scissor) )
  3299. {
  3300. continue;
  3301. }
  3302. }
  3303. const uint64_t newFlags = draw.m_stateFlags;
  3304. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  3305. currentState.m_stateFlags = newFlags;
  3306. const uint64_t newStencil = draw.m_stencil;
  3307. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  3308. currentState.m_stencil = newStencil;
  3309. if (key.m_view != view)
  3310. {
  3311. currentState.clear();
  3312. currentState.m_scissor = !draw.m_scissor;
  3313. changedFlags = BGFX_STATE_MASK;
  3314. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  3315. currentState.m_stateFlags = newFlags;
  3316. currentState.m_stencil = newStencil;
  3317. view = key.m_view;
  3318. currentProgram = BGFX_INVALID_HANDLE;
  3319. if (item > 0)
  3320. {
  3321. profiler.end();
  3322. }
  3323. BGFX_D3D9_PROFILER_END();
  3324. BGFX_D3D9_PROFILER_BEGIN(view, kColorView);
  3325. profiler.begin(view);
  3326. if (_render->m_view[view].m_fbh.idx != fbh.idx)
  3327. {
  3328. fbh = _render->m_view[view].m_fbh;
  3329. setFrameBuffer(fbh);
  3330. }
  3331. viewState.m_rect = _render->m_view[view].m_rect;
  3332. const Rect& scissorRect = _render->m_view[view].m_scissor;
  3333. viewHasScissor = !scissorRect.isZero();
  3334. viewScissorRect = viewHasScissor ? scissorRect : viewState.m_rect;
  3335. D3DVIEWPORT9 vp;
  3336. vp.X = viewState.m_rect.m_x;
  3337. vp.Y = viewState.m_rect.m_y;
  3338. vp.Width = viewState.m_rect.m_width;
  3339. vp.Height = viewState.m_rect.m_height;
  3340. vp.MinZ = 0.0f;
  3341. vp.MaxZ = 1.0f;
  3342. DX_CHECK(device->SetViewport(&vp) );
  3343. Clear& clear = _render->m_view[view].m_clear;
  3344. if (BGFX_CLEAR_NONE != (clear.m_flags & BGFX_CLEAR_MASK) )
  3345. {
  3346. clearQuad(_clearQuad, viewState.m_rect, clear, _render->m_colorPalette);
  3347. }
  3348. DX_CHECK(device->SetRenderState(D3DRS_STENCILENABLE, FALSE) );
  3349. DX_CHECK(device->SetRenderState(D3DRS_ZENABLE, TRUE) );
  3350. DX_CHECK(device->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESS) );
  3351. DX_CHECK(device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE) );
  3352. DX_CHECK(device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE) );
  3353. DX_CHECK(device->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER) );
  3354. submitBlit(bs, view);
  3355. }
  3356. uint16_t scissor = draw.m_scissor;
  3357. if (currentState.m_scissor != scissor)
  3358. {
  3359. currentState.m_scissor = scissor;
  3360. if (UINT16_MAX == scissor)
  3361. {
  3362. DX_CHECK(device->SetRenderState(D3DRS_SCISSORTESTENABLE, viewHasScissor) );
  3363. if (viewHasScissor)
  3364. {
  3365. RECT rc;
  3366. rc.left = viewScissorRect.m_x;
  3367. rc.top = viewScissorRect.m_y;
  3368. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  3369. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  3370. DX_CHECK(device->SetScissorRect(&rc) );
  3371. }
  3372. }
  3373. else
  3374. {
  3375. Rect scissorRect;
  3376. scissorRect.setIntersect(viewScissorRect, _render->m_frameCache.m_rectCache.m_cache[scissor]);
  3377. DX_CHECK(device->SetRenderState(D3DRS_SCISSORTESTENABLE, true) );
  3378. RECT rc;
  3379. rc.left = scissorRect.m_x;
  3380. rc.top = scissorRect.m_y;
  3381. rc.right = scissorRect.m_x + scissorRect.m_width;
  3382. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  3383. DX_CHECK(device->SetScissorRect(&rc) );
  3384. }
  3385. }
  3386. if (0 != changedStencil)
  3387. {
  3388. bool enable = 0 != newStencil;
  3389. DX_CHECK(device->SetRenderState(D3DRS_STENCILENABLE, enable) );
  3390. if (0 != newStencil)
  3391. {
  3392. uint32_t fstencil = unpackStencil(0, newStencil);
  3393. uint32_t bstencil = unpackStencil(1, newStencil);
  3394. uint8_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  3395. DX_CHECK(device->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, 0 != frontAndBack) );
  3396. uint32_t fchanged = unpackStencil(0, changedStencil);
  3397. if ( (BGFX_STENCIL_FUNC_REF_MASK|BGFX_STENCIL_FUNC_RMASK_MASK) & fchanged)
  3398. {
  3399. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  3400. DX_CHECK(device->SetRenderState(D3DRS_STENCILREF, ref) );
  3401. uint32_t rmask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  3402. DX_CHECK(device->SetRenderState(D3DRS_STENCILMASK, rmask) );
  3403. }
  3404. // uint32_t bchanged = unpackStencil(1, changedStencil);
  3405. // if (BGFX_STENCIL_FUNC_RMASK_MASK & bchanged)
  3406. // {
  3407. // uint32_t wmask = (bstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  3408. // DX_CHECK(device->SetRenderState(D3DRS_STENCILWRITEMASK, wmask) );
  3409. // }
  3410. for (uint8_t ii = 0, num = frontAndBack+1; ii < num; ++ii)
  3411. {
  3412. uint32_t stencil = unpackStencil(ii, newStencil);
  3413. uint32_t changed = unpackStencil(ii, changedStencil);
  3414. if ( (BGFX_STENCIL_TEST_MASK|BGFX_STENCIL_FUNC_REF_MASK|BGFX_STENCIL_FUNC_RMASK_MASK) & changed)
  3415. {
  3416. uint32_t func = (stencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT;
  3417. DX_CHECK(device->SetRenderState(s_stencilFuncRs[ii], s_cmpFunc[func]) );
  3418. }
  3419. if ( (BGFX_STENCIL_OP_FAIL_S_MASK|BGFX_STENCIL_OP_FAIL_Z_MASK|BGFX_STENCIL_OP_PASS_Z_MASK) & changed)
  3420. {
  3421. uint32_t sfail = (stencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT;
  3422. DX_CHECK(device->SetRenderState(s_stencilFailRs[ii], s_stencilOp[sfail]) );
  3423. uint32_t zfail = (stencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT;
  3424. DX_CHECK(device->SetRenderState(s_stencilZFailRs[ii], s_stencilOp[zfail]) );
  3425. uint32_t zpass = (stencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT;
  3426. DX_CHECK(device->SetRenderState(s_stencilZPassRs[ii], s_stencilOp[zpass]) );
  3427. }
  3428. }
  3429. }
  3430. }
  3431. if ( (0
  3432. | BGFX_STATE_CULL_MASK
  3433. // | BGFX_STATE_FRONT_CCW
  3434. | BGFX_STATE_WRITE_Z
  3435. | BGFX_STATE_DEPTH_TEST_MASK
  3436. | BGFX_STATE_WRITE_RGB
  3437. | BGFX_STATE_WRITE_A
  3438. | BGFX_STATE_BLEND_MASK
  3439. | BGFX_STATE_BLEND_EQUATION_MASK
  3440. | BGFX_STATE_ALPHA_REF_MASK
  3441. | BGFX_STATE_PT_MASK
  3442. | BGFX_STATE_POINT_SIZE_MASK
  3443. | BGFX_STATE_MSAA
  3444. ) & changedFlags)
  3445. {
  3446. if (BGFX_STATE_CULL_MASK & changedFlags)
  3447. {
  3448. uint32_t cull = (newFlags&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  3449. DX_CHECK(device->SetRenderState(D3DRS_CULLMODE, s_cullMode[cull]) );
  3450. }
  3451. if (BGFX_STATE_WRITE_Z & changedFlags)
  3452. {
  3453. DX_CHECK(device->SetRenderState(D3DRS_ZWRITEENABLE, !!(BGFX_STATE_WRITE_Z & newFlags) ) );
  3454. }
  3455. if (BGFX_STATE_DEPTH_TEST_MASK & changedFlags)
  3456. {
  3457. uint32_t func = (newFlags&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  3458. DX_CHECK(device->SetRenderState(D3DRS_ZENABLE, 0 != func) );
  3459. if (0 != func)
  3460. {
  3461. DX_CHECK(device->SetRenderState(D3DRS_ZFUNC, s_cmpFunc[func]) );
  3462. }
  3463. }
  3464. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  3465. {
  3466. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  3467. viewState.m_alphaRef = ref/255.0f;
  3468. }
  3469. if ( (BGFX_STATE_PT_POINTS|BGFX_STATE_POINT_SIZE_MASK) & changedFlags)
  3470. {
  3471. DX_CHECK(device->SetRenderState(D3DRS_POINTSIZE, castfu( (float)( (newFlags&BGFX_STATE_POINT_SIZE_MASK)>>BGFX_STATE_POINT_SIZE_SHIFT) ) ) );
  3472. }
  3473. if (BGFX_STATE_MSAA & changedFlags)
  3474. {
  3475. DX_CHECK(device->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, (newFlags&BGFX_STATE_MSAA) == BGFX_STATE_MSAA) );
  3476. }
  3477. if (BGFX_STATE_LINEAA & changedFlags)
  3478. {
  3479. DX_CHECK(m_device->SetRenderState(D3DRS_ANTIALIASEDLINEENABLE, !!(newFlags&BGFX_STATE_LINEAA) ) );
  3480. }
  3481. if ( (BGFX_STATE_WRITE_A|BGFX_STATE_WRITE_RGB) & changedFlags)
  3482. {
  3483. uint32_t writeEnable = 0;
  3484. writeEnable |= (newFlags&BGFX_STATE_WRITE_R) ? D3DCOLORWRITEENABLE_RED : 0;
  3485. writeEnable |= (newFlags&BGFX_STATE_WRITE_G) ? D3DCOLORWRITEENABLE_GREEN : 0;
  3486. writeEnable |= (newFlags&BGFX_STATE_WRITE_B) ? D3DCOLORWRITEENABLE_BLUE : 0;
  3487. writeEnable |= (newFlags&BGFX_STATE_WRITE_A) ? D3DCOLORWRITEENABLE_ALPHA : 0;
  3488. DX_CHECK(device->SetRenderState(D3DRS_COLORWRITEENABLE, writeEnable) );
  3489. }
  3490. if ( ( (0
  3491. | BGFX_STATE_BLEND_MASK
  3492. | BGFX_STATE_BLEND_EQUATION_MASK
  3493. | BGFX_STATE_BLEND_ALPHA_TO_COVERAGE
  3494. ) & changedFlags)
  3495. || blendFactor != draw.m_rgba)
  3496. {
  3497. bool enabled = !!(BGFX_STATE_BLEND_MASK & newFlags);
  3498. DX_CHECK(device->SetRenderState(D3DRS_ALPHABLENDENABLE, enabled) );
  3499. if (m_atocSupport
  3500. && BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & changedFlags)
  3501. {
  3502. DX_CHECK(m_device->SetRenderState(D3DRS_ADAPTIVETESS_Y
  3503. , !!(newFlags&BGFX_STATE_BLEND_ALPHA_TO_COVERAGE)
  3504. ? D3DFMT_ATOC
  3505. : 0
  3506. ) );
  3507. }
  3508. if (enabled)
  3509. {
  3510. const uint32_t blend = uint32_t( (newFlags&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT);
  3511. const uint32_t equation = uint32_t( (newFlags&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  3512. const uint32_t srcRGB = (blend )&0xf;
  3513. const uint32_t dstRGB = (blend>> 4)&0xf;
  3514. const uint32_t srcA = (blend>> 8)&0xf;
  3515. const uint32_t dstA = (blend>>12)&0xf;
  3516. const uint32_t equRGB = (equation )&0x7;
  3517. const uint32_t equA = (equation>>3)&0x7;
  3518. DX_CHECK(device->SetRenderState(D3DRS_SRCBLEND, s_blendFactor[srcRGB].m_src) );
  3519. DX_CHECK(device->SetRenderState(D3DRS_DESTBLEND, s_blendFactor[dstRGB].m_dst) );
  3520. DX_CHECK(device->SetRenderState(D3DRS_BLENDOP, s_blendEquation[equRGB]) );
  3521. const bool separate = srcRGB != srcA || dstRGB != dstA || equRGB != equA;
  3522. DX_CHECK(device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, separate) );
  3523. if (separate)
  3524. {
  3525. DX_CHECK(device->SetRenderState(D3DRS_SRCBLENDALPHA, s_blendFactor[srcA].m_src) );
  3526. DX_CHECK(device->SetRenderState(D3DRS_DESTBLENDALPHA, s_blendFactor[dstA].m_dst) );
  3527. DX_CHECK(device->SetRenderState(D3DRS_BLENDOPALPHA, s_blendEquation[equA]) );
  3528. }
  3529. if ( (s_blendFactor[srcRGB].m_factor || s_blendFactor[dstRGB].m_factor)
  3530. && blendFactor != draw.m_rgba)
  3531. {
  3532. const uint32_t rgba = draw.m_rgba;
  3533. D3DCOLOR color = D3DCOLOR_RGBA(
  3534. rgba>>24
  3535. , (rgba>>16)&0xff
  3536. , (rgba>> 8)&0xff
  3537. , (rgba )&0xff
  3538. );
  3539. DX_CHECK(device->SetRenderState(D3DRS_BLENDFACTOR, color) );
  3540. }
  3541. }
  3542. blendFactor = draw.m_rgba;
  3543. }
  3544. const uint64_t pt = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : newFlags&BGFX_STATE_PT_MASK;
  3545. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  3546. prim = s_primInfo[primIndex];
  3547. }
  3548. bool programChanged = false;
  3549. bool constantsChanged = draw.m_uniformBegin < draw.m_uniformEnd;
  3550. rendererUpdateUniforms(this, _render->m_uniformBuffer[draw.m_uniformIdx], draw.m_uniformBegin, draw.m_uniformEnd);
  3551. if (key.m_program.idx != currentProgram.idx)
  3552. {
  3553. currentProgram = key.m_program;
  3554. if (!isValid(currentProgram) )
  3555. {
  3556. device->SetVertexShader(NULL);
  3557. device->SetPixelShader(NULL);
  3558. }
  3559. else
  3560. {
  3561. ProgramD3D9& program = m_program[currentProgram.idx];
  3562. device->SetVertexShader(program.m_vsh->m_vertexShader);
  3563. device->SetPixelShader(NULL == program.m_fsh
  3564. ? NULL
  3565. : program.m_fsh->m_pixelShader
  3566. );
  3567. }
  3568. programChanged =
  3569. constantsChanged = true;
  3570. }
  3571. if (isValid(currentProgram) )
  3572. {
  3573. ProgramD3D9& program = m_program[currentProgram.idx];
  3574. if (constantsChanged)
  3575. {
  3576. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  3577. if (NULL != vcb)
  3578. {
  3579. commit(*vcb);
  3580. }
  3581. if (NULL != program.m_fsh)
  3582. {
  3583. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  3584. if (NULL != fcb)
  3585. {
  3586. commit(*fcb);
  3587. }
  3588. }
  3589. }
  3590. viewState.setPredefined<4>(this, view, program, _render, draw);
  3591. }
  3592. {
  3593. for (uint8_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  3594. {
  3595. const Binding& bind = renderBind.m_bind[stage];
  3596. Binding& current = currentBind.m_bind[stage];
  3597. if (current.m_idx != bind.m_idx
  3598. || current.m_samplerFlags != bind.m_samplerFlags
  3599. || programChanged)
  3600. {
  3601. if (kInvalidHandle != bind.m_idx)
  3602. {
  3603. m_textures[bind.m_idx].commit(stage, bind.m_samplerFlags, _render->m_colorPalette);
  3604. }
  3605. else
  3606. {
  3607. DX_CHECK(device->SetTexture(stage, NULL) );
  3608. }
  3609. }
  3610. current = bind;
  3611. }
  3612. }
  3613. bool vertexStreamChanged = hasVertexStreamChanged(currentState, draw);
  3614. if (programChanged
  3615. || vertexStreamChanged)
  3616. {
  3617. currentState.m_streamMask = draw.m_streamMask;
  3618. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  3619. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  3620. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  3621. const VertexLayout* layouts[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  3622. const bool instanced = true
  3623. && isValid(draw.m_instanceDataBuffer)
  3624. && m_instancingSupport
  3625. ;
  3626. const uint32_t freq = instanced
  3627. ? D3DSTREAMSOURCE_INDEXEDDATA|draw.m_numInstances
  3628. : 1
  3629. ;
  3630. uint32_t numVertices = draw.m_numVertices;
  3631. uint8_t numStreams = 0;
  3632. for (uint32_t idx = 0, streamMask = draw.m_streamMask
  3633. ; 0 != streamMask
  3634. ; streamMask >>= 1, idx += 1, ++numStreams
  3635. )
  3636. {
  3637. const uint32_t ntz = bx::uint32_cnttz(streamMask);
  3638. streamMask >>= ntz;
  3639. idx += ntz;
  3640. currentState.m_stream[idx].m_layoutHandle = draw.m_stream[idx].m_layoutHandle;
  3641. currentState.m_stream[idx].m_handle = draw.m_stream[idx].m_handle;
  3642. currentState.m_stream[idx].m_startVertex = draw.m_stream[idx].m_startVertex;
  3643. const uint16_t handle = draw.m_stream[idx].m_handle.idx;
  3644. const VertexBufferD3D9& vb = m_vertexBuffers[handle];
  3645. const uint16_t layoutIdx = isValid(draw.m_stream[idx].m_layoutHandle)
  3646. ? draw.m_stream[idx].m_layoutHandle.idx
  3647. : vb.m_layoutHandle.idx;
  3648. const VertexLayout& layout = m_vertexLayouts[layoutIdx];
  3649. const uint32_t stride = layout.m_stride;
  3650. layouts[numStreams] = &layout;
  3651. numVertices = bx::uint32_min(UINT32_MAX == draw.m_numVertices
  3652. ? vb.m_size/stride
  3653. : draw.m_numVertices
  3654. , numVertices
  3655. );
  3656. DX_CHECK(device->SetStreamSourceFreq(0, freq) );
  3657. DX_CHECK(device->SetStreamSource(numStreams, vb.m_ptr, 0, stride) );
  3658. }
  3659. if (0 < numStreams)
  3660. {
  3661. if (instanced)
  3662. {
  3663. const VertexBufferD3D9& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  3664. DX_CHECK(device->SetStreamSourceFreq(numStreams, UINT(D3DSTREAMSOURCE_INSTANCEDATA|1) ) );
  3665. DX_CHECK(device->SetStreamSource(numStreams, inst.m_ptr, draw.m_instanceDataOffset, draw.m_instanceDataStride) );
  3666. setInputLayout(numStreams, layouts, draw.m_instanceDataStride/16);
  3667. }
  3668. else
  3669. {
  3670. DX_CHECK(device->SetStreamSource(numStreams, NULL, 0, 0) );
  3671. setInputLayout(numStreams, layouts, 0);
  3672. }
  3673. }
  3674. else
  3675. {
  3676. DX_CHECK(device->SetStreamSource(0, NULL, 0, 0) );
  3677. DX_CHECK(device->SetStreamSource(1, NULL, 0, 0) );
  3678. }
  3679. }
  3680. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
  3681. {
  3682. currentState.m_indexBuffer = draw.m_indexBuffer;
  3683. uint16_t handle = draw.m_indexBuffer.idx;
  3684. if (kInvalidHandle != handle)
  3685. {
  3686. const IndexBufferD3D9& ib = m_indexBuffers[handle];
  3687. DX_CHECK(device->SetIndices(ib.m_ptr) );
  3688. }
  3689. else
  3690. {
  3691. DX_CHECK(device->SetIndices(NULL) );
  3692. }
  3693. }
  3694. if (0 != currentState.m_streamMask)
  3695. {
  3696. uint32_t numVertices = draw.m_numVertices;
  3697. uint32_t numIndices = 0;
  3698. uint32_t numPrimsSubmitted = 0;
  3699. uint32_t numInstances = 0;
  3700. uint32_t numPrimsRendered = 0;
  3701. if (hasOcclusionQuery)
  3702. {
  3703. m_occlusionQuery.begin(_render, draw.m_occlusionQuery);
  3704. }
  3705. if (isValid(draw.m_indexBuffer) )
  3706. {
  3707. if (UINT32_MAX == draw.m_numIndices)
  3708. {
  3709. const IndexBufferD3D9& ib = m_indexBuffers[draw.m_indexBuffer.idx];
  3710. const bool isIndex16 = draw.isIndex16();
  3711. const uint32_t indexSize = isIndex16 ? 2 : 4;
  3712. numIndices = ib.m_size/indexSize;
  3713. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  3714. numInstances = draw.m_numInstances;
  3715. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3716. DX_CHECK(device->DrawIndexedPrimitive(prim.m_type
  3717. , draw.m_stream[0].m_startVertex
  3718. , 0
  3719. , numVertices
  3720. , 0
  3721. , numPrimsSubmitted
  3722. ) );
  3723. }
  3724. else if (prim.m_min <= draw.m_numIndices)
  3725. {
  3726. numIndices = draw.m_numIndices;
  3727. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  3728. numInstances = draw.m_numInstances;
  3729. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3730. DX_CHECK(device->DrawIndexedPrimitive(prim.m_type
  3731. , draw.m_stream[0].m_startVertex
  3732. , 0
  3733. , numVertices
  3734. , draw.m_startIndex
  3735. , numPrimsSubmitted
  3736. ) );
  3737. }
  3738. }
  3739. else
  3740. {
  3741. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  3742. numInstances = draw.m_numInstances;
  3743. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3744. DX_CHECK(device->DrawPrimitive(prim.m_type
  3745. , draw.m_stream[0].m_startVertex
  3746. , numPrimsSubmitted
  3747. ) );
  3748. }
  3749. if (hasOcclusionQuery)
  3750. {
  3751. m_occlusionQuery.end();
  3752. }
  3753. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  3754. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  3755. statsNumInstances[primIndex] += numInstances;
  3756. statsNumIndices += numIndices;
  3757. }
  3758. }
  3759. submitBlit(bs, BGFX_CONFIG_MAX_VIEWS);
  3760. if (0 < _render->m_numRenderItems)
  3761. {
  3762. if (0 != (m_resolution.reset & BGFX_RESET_FLUSH_AFTER_RENDER) )
  3763. {
  3764. flush();
  3765. }
  3766. captureElapsed = -bx::getHPCounter();
  3767. capture();
  3768. captureElapsed += bx::getHPCounter();
  3769. profiler.end();
  3770. }
  3771. }
  3772. BGFX_D3D9_PROFILER_END();
  3773. int64_t timeEnd = bx::getHPCounter();
  3774. int64_t frameTime = timeEnd - timeBegin;
  3775. static int64_t min = frameTime;
  3776. static int64_t max = frameTime;
  3777. min = min > frameTime ? frameTime : min;
  3778. max = max < frameTime ? frameTime : max;
  3779. static uint32_t maxGpuLatency = 0;
  3780. static double maxGpuElapsed = 0.0f;
  3781. double elapsedGpuMs = 0.0;
  3782. if (UINT32_MAX != frameQueryIdx)
  3783. {
  3784. m_gpuTimer.end(frameQueryIdx);
  3785. const TimerQueryD3D9::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  3786. double toGpuMs = 1000.0 / double(result.m_frequency);
  3787. elapsedGpuMs = (result.m_end - result.m_begin) * toGpuMs;
  3788. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  3789. maxGpuLatency = bx::uint32_imax(maxGpuLatency, result.m_pending-1);
  3790. }
  3791. const int64_t timerFreq = bx::getHPFrequency();
  3792. Stats& perfStats = _render->m_perfStats;
  3793. perfStats.cpuTimeBegin = timeBegin;
  3794. perfStats.cpuTimeEnd = timeEnd;
  3795. perfStats.cpuTimerFreq = timerFreq;
  3796. const TimerQueryD3D9::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  3797. perfStats.gpuTimeBegin = result.m_begin;
  3798. perfStats.gpuTimeEnd = result.m_end;
  3799. perfStats.gpuTimerFreq = result.m_frequency;
  3800. perfStats.numDraw = statsKeyType[0];
  3801. perfStats.numCompute = statsKeyType[1];
  3802. perfStats.numBlit = _render->m_numBlitItems;
  3803. perfStats.maxGpuLatency = maxGpuLatency;
  3804. perfStats.gpuFrameNum = result.m_frameNum;
  3805. bx::memCopy(perfStats.numPrims, statsNumPrimsRendered, sizeof(perfStats.numPrims) );
  3806. m_nvapi.getMemoryInfo(perfStats.gpuMemoryUsed, perfStats.gpuMemoryMax);
  3807. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  3808. {
  3809. BGFX_D3D9_PROFILER_BEGIN_LITERAL("debugstats", kColorFrame);
  3810. m_needPresent = true;
  3811. TextVideoMem& tvm = m_textVideoMem;
  3812. static int64_t next = timeEnd;
  3813. if (timeEnd >= next)
  3814. {
  3815. next = timeEnd + timerFreq;
  3816. double freq = double(timerFreq);
  3817. double toMs = 1000.0/freq;
  3818. tvm.clear();
  3819. uint16_t pos = 0;
  3820. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x8c : 0x8f
  3821. , " %s / " BX_COMPILER_NAME
  3822. " / " BX_CPU_NAME
  3823. " / " BX_ARCH_NAME
  3824. " / " BX_PLATFORM_NAME
  3825. " / Version 1.%d.%d (commit: " BGFX_REV_SHA1 ")"
  3826. , getRendererName()
  3827. , BGFX_API_VERSION
  3828. , BGFX_REV_NUMBER
  3829. );
  3830. const D3DADAPTER_IDENTIFIER9& identifier = m_identifier;
  3831. tvm.printf(0, pos++, 0x8f, " Device: %s (%s)", identifier.Description, identifier.Driver);
  3832. char processMemoryUsed[16];
  3833. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  3834. tvm.printf(0, pos++, 0x8f, " Memory: %s (process) ", processMemoryUsed);
  3835. pos = 10;
  3836. tvm.printf(10, pos++, 0x8b, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  3837. , double(frameTime)*toMs
  3838. , double(min)*toMs
  3839. , double(max)*toMs
  3840. , freq/frameTime
  3841. );
  3842. const uint32_t msaa = (m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  3843. tvm.printf(10, pos++, 0x8b, " Reset flags: [%c] vsync, [%c] MSAAx%d, [%c] MaxAnisotropy "
  3844. , !!(m_resolution.reset&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  3845. , 0 != msaa ? '\xfe' : ' '
  3846. , 1<<msaa
  3847. , !!(m_resolution.reset&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  3848. );
  3849. double elapsedCpuMs = double(frameTime)*toMs;
  3850. tvm.printf(10, pos++, 0x8b, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] %c GPU %7.4f [ms] (latency %d)"
  3851. , _render->m_numRenderItems
  3852. , statsKeyType[0]
  3853. , statsKeyType[1]
  3854. , elapsedCpuMs
  3855. , elapsedCpuMs > maxGpuElapsed ? '>' : '<'
  3856. , maxGpuElapsed
  3857. , maxGpuLatency
  3858. );
  3859. maxGpuLatency = 0;
  3860. maxGpuElapsed = 0.0;
  3861. for (uint32_t ii = 0; ii < Topology::Count; ++ii)
  3862. {
  3863. tvm.printf(10, pos++, 0x8b, " %10s: %7d (#inst: %5d), submitted: %7d"
  3864. , getName(Topology::Enum(ii) )
  3865. , statsNumPrimsRendered[ii]
  3866. , statsNumInstances[ii]
  3867. , statsNumPrimsSubmitted[ii]
  3868. );
  3869. }
  3870. tvm.printf(10, pos++, 0x8b, " Indices: %7d ", statsNumIndices);
  3871. // tvm.printf(10, pos++, 0x8b, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  3872. tvm.printf(10, pos++, 0x8b, " DVB size: %7d ", _render->m_vboffset);
  3873. tvm.printf(10, pos++, 0x8b, " DIB size: %7d ", _render->m_iboffset);
  3874. pos++;
  3875. tvm.printf(10, pos++, 0x8b, " Occlusion queries: %3d ", m_occlusionQuery.m_control.available() );
  3876. pos++;
  3877. tvm.printf(10, pos++, 0x8b, " State cache: ");
  3878. tvm.printf(10, pos++, 0x8b, " Input ");
  3879. tvm.printf(10, pos++, 0x8b, " %6d "
  3880. , m_inputLayoutCache.getCount()
  3881. );
  3882. pos++;
  3883. double captureMs = double(captureElapsed)*toMs;
  3884. tvm.printf(10, pos++, 0x8b, " Capture: %7.4f [ms]", captureMs);
  3885. uint8_t attr[2] = { 0x8c, 0x8a };
  3886. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  3887. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms]", _render->m_waitSubmit*toMs);
  3888. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms]", _render->m_waitRender*toMs);
  3889. min = frameTime;
  3890. max = frameTime;
  3891. }
  3892. blit(this, _textVideoMemBlitter, tvm);
  3893. BGFX_D3D9_PROFILER_END();
  3894. }
  3895. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  3896. {
  3897. BGFX_D3D9_PROFILER_BEGIN_LITERAL("debugtext", kColorFrame);
  3898. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  3899. BGFX_D3D9_PROFILER_END();
  3900. }
  3901. device->EndScene();
  3902. }
  3903. } /* namespace d3d9 */ } // namespace bgfx
  3904. #else
  3905. namespace bgfx { namespace d3d9
  3906. {
  3907. RendererContextI* rendererCreate(const Init& _init)
  3908. {
  3909. BX_UNUSED(_init);
  3910. return NULL;
  3911. }
  3912. void rendererDestroy()
  3913. {
  3914. }
  3915. } /* namespace d3d9 */ } // namespace bgfx
  3916. #endif // BGFX_CONFIG_RENDERER_DIRECT3D9