renderer_d3d9.cpp 118 KB

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  1. /*
  2. * Copyright 2011-2016 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D9
  7. # include "renderer_d3d9.h"
  8. namespace bgfx { namespace d3d9
  9. {
  10. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  11. static char s_viewName[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  12. struct PrimInfo
  13. {
  14. D3DPRIMITIVETYPE m_type;
  15. uint32_t m_min;
  16. uint32_t m_div;
  17. uint32_t m_sub;
  18. };
  19. static const PrimInfo s_primInfo[] =
  20. {
  21. { D3DPT_TRIANGLELIST, 3, 3, 0 },
  22. { D3DPT_TRIANGLESTRIP, 3, 1, 2 },
  23. { D3DPT_LINELIST, 2, 2, 0 },
  24. { D3DPT_LINESTRIP, 2, 1, 1 },
  25. { D3DPT_POINTLIST, 1, 1, 0 },
  26. { D3DPRIMITIVETYPE(0), 0, 0, 0 },
  27. };
  28. static const char* s_primName[] =
  29. {
  30. "TriList",
  31. "TriStrip",
  32. "Line",
  33. "LineStrip",
  34. "Point",
  35. };
  36. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  37. static const D3DMULTISAMPLE_TYPE s_checkMsaa[] =
  38. {
  39. D3DMULTISAMPLE_NONE,
  40. D3DMULTISAMPLE_2_SAMPLES,
  41. D3DMULTISAMPLE_4_SAMPLES,
  42. D3DMULTISAMPLE_8_SAMPLES,
  43. D3DMULTISAMPLE_16_SAMPLES,
  44. };
  45. static Msaa s_msaa[] =
  46. {
  47. { D3DMULTISAMPLE_NONE, 0 },
  48. { D3DMULTISAMPLE_2_SAMPLES, 0 },
  49. { D3DMULTISAMPLE_4_SAMPLES, 0 },
  50. { D3DMULTISAMPLE_8_SAMPLES, 0 },
  51. { D3DMULTISAMPLE_16_SAMPLES, 0 },
  52. };
  53. struct Blend
  54. {
  55. D3DBLEND m_src;
  56. D3DBLEND m_dst;
  57. bool m_factor;
  58. };
  59. static const Blend s_blendFactor[] =
  60. {
  61. { (D3DBLEND)0, (D3DBLEND)0, false }, // ignored
  62. { D3DBLEND_ZERO, D3DBLEND_ZERO, false }, // ZERO
  63. { D3DBLEND_ONE, D3DBLEND_ONE, false }, // ONE
  64. { D3DBLEND_SRCCOLOR, D3DBLEND_SRCCOLOR, false }, // SRC_COLOR
  65. { D3DBLEND_INVSRCCOLOR, D3DBLEND_INVSRCCOLOR, false }, // INV_SRC_COLOR
  66. { D3DBLEND_SRCALPHA, D3DBLEND_SRCALPHA, false }, // SRC_ALPHA
  67. { D3DBLEND_INVSRCALPHA, D3DBLEND_INVSRCALPHA, false }, // INV_SRC_ALPHA
  68. { D3DBLEND_DESTALPHA, D3DBLEND_DESTALPHA, false }, // DST_ALPHA
  69. { D3DBLEND_INVDESTALPHA, D3DBLEND_INVDESTALPHA, false }, // INV_DST_ALPHA
  70. { D3DBLEND_DESTCOLOR, D3DBLEND_DESTCOLOR, false }, // DST_COLOR
  71. { D3DBLEND_INVDESTCOLOR, D3DBLEND_INVDESTCOLOR, false }, // INV_DST_COLOR
  72. { D3DBLEND_SRCALPHASAT, D3DBLEND_ONE, false }, // SRC_ALPHA_SAT
  73. { D3DBLEND_BLENDFACTOR, D3DBLEND_BLENDFACTOR, true }, // FACTOR
  74. { D3DBLEND_INVBLENDFACTOR, D3DBLEND_INVBLENDFACTOR, true }, // INV_FACTOR
  75. };
  76. static const D3DBLENDOP s_blendEquation[] =
  77. {
  78. D3DBLENDOP_ADD,
  79. D3DBLENDOP_SUBTRACT,
  80. D3DBLENDOP_REVSUBTRACT,
  81. D3DBLENDOP_MIN,
  82. D3DBLENDOP_MAX,
  83. };
  84. static const D3DCMPFUNC s_cmpFunc[] =
  85. {
  86. (D3DCMPFUNC)0, // ignored
  87. D3DCMP_LESS,
  88. D3DCMP_LESSEQUAL,
  89. D3DCMP_EQUAL,
  90. D3DCMP_GREATEREQUAL,
  91. D3DCMP_GREATER,
  92. D3DCMP_NOTEQUAL,
  93. D3DCMP_NEVER,
  94. D3DCMP_ALWAYS,
  95. };
  96. static const D3DSTENCILOP s_stencilOp[] =
  97. {
  98. D3DSTENCILOP_ZERO,
  99. D3DSTENCILOP_KEEP,
  100. D3DSTENCILOP_REPLACE,
  101. D3DSTENCILOP_INCR,
  102. D3DSTENCILOP_INCRSAT,
  103. D3DSTENCILOP_DECR,
  104. D3DSTENCILOP_DECRSAT,
  105. D3DSTENCILOP_INVERT,
  106. };
  107. static const D3DRENDERSTATETYPE s_stencilFuncRs[] =
  108. {
  109. D3DRS_STENCILFUNC,
  110. D3DRS_CCW_STENCILFUNC,
  111. };
  112. static const D3DRENDERSTATETYPE s_stencilFailRs[] =
  113. {
  114. D3DRS_STENCILFAIL,
  115. D3DRS_CCW_STENCILFAIL,
  116. };
  117. static const D3DRENDERSTATETYPE s_stencilZFailRs[] =
  118. {
  119. D3DRS_STENCILZFAIL,
  120. D3DRS_CCW_STENCILZFAIL,
  121. };
  122. static const D3DRENDERSTATETYPE s_stencilZPassRs[] =
  123. {
  124. D3DRS_STENCILPASS,
  125. D3DRS_CCW_STENCILPASS,
  126. };
  127. static const D3DCULL s_cullMode[] =
  128. {
  129. D3DCULL_NONE,
  130. D3DCULL_CW,
  131. D3DCULL_CCW,
  132. };
  133. static const D3DTEXTUREADDRESS s_textureAddress[] =
  134. {
  135. D3DTADDRESS_WRAP,
  136. D3DTADDRESS_MIRROR,
  137. D3DTADDRESS_CLAMP,
  138. D3DTADDRESS_BORDER,
  139. };
  140. static const D3DTEXTUREFILTERTYPE s_textureFilter[] =
  141. {
  142. D3DTEXF_LINEAR,
  143. D3DTEXF_POINT,
  144. D3DTEXF_ANISOTROPIC,
  145. };
  146. struct TextureFormatInfo
  147. {
  148. D3DFORMAT m_fmt;
  149. };
  150. static TextureFormatInfo s_textureFormat[] =
  151. {
  152. { D3DFMT_DXT1 }, // BC1
  153. { D3DFMT_DXT3 }, // BC2
  154. { D3DFMT_DXT5 }, // BC3
  155. { D3DFMT_UNKNOWN }, // BC4
  156. { D3DFMT_UNKNOWN }, // BC5
  157. { D3DFMT_UNKNOWN }, // BC6H
  158. { D3DFMT_UNKNOWN }, // BC7
  159. { D3DFMT_UNKNOWN }, // ETC1
  160. { D3DFMT_UNKNOWN }, // ETC2
  161. { D3DFMT_UNKNOWN }, // ETC2A
  162. { D3DFMT_UNKNOWN }, // ETC2A1
  163. { D3DFMT_UNKNOWN }, // PTC12
  164. { D3DFMT_UNKNOWN }, // PTC14
  165. { D3DFMT_UNKNOWN }, // PTC12A
  166. { D3DFMT_UNKNOWN }, // PTC14A
  167. { D3DFMT_UNKNOWN }, // PTC22
  168. { D3DFMT_UNKNOWN }, // PTC24
  169. { D3DFMT_UNKNOWN }, // Unknown
  170. { D3DFMT_A1 }, // R1
  171. { D3DFMT_A8 }, // A8
  172. { D3DFMT_L8 }, // R8
  173. { D3DFMT_UNKNOWN }, // R8I
  174. { D3DFMT_UNKNOWN }, // R8U
  175. { D3DFMT_UNKNOWN }, // R8S
  176. { D3DFMT_L16 }, // R16
  177. { D3DFMT_UNKNOWN }, // R16I
  178. { D3DFMT_UNKNOWN }, // R16U
  179. { D3DFMT_R16F }, // R16F
  180. { D3DFMT_UNKNOWN }, // R16S
  181. { D3DFMT_UNKNOWN }, // R32I
  182. { D3DFMT_UNKNOWN }, // R32U
  183. { D3DFMT_R32F }, // R32F
  184. { D3DFMT_A8L8 }, // RG8
  185. { D3DFMT_UNKNOWN }, // RG8I
  186. { D3DFMT_UNKNOWN }, // RG8U
  187. { D3DFMT_UNKNOWN }, // RG8S
  188. { D3DFMT_G16R16 }, // RG16
  189. { D3DFMT_UNKNOWN }, // RG16I
  190. { D3DFMT_UNKNOWN }, // RG16U
  191. { D3DFMT_G16R16F }, // RG16F
  192. { D3DFMT_UNKNOWN }, // RG16S
  193. { D3DFMT_UNKNOWN }, // RG32I
  194. { D3DFMT_UNKNOWN }, // RG32U
  195. { D3DFMT_G32R32F }, // RG32F
  196. { D3DFMT_UNKNOWN }, // RGB9E5F
  197. { D3DFMT_A8R8G8B8 }, // BGRA8
  198. { D3DFMT_UNKNOWN }, // RGBA8
  199. { D3DFMT_UNKNOWN }, // RGBA8I
  200. { D3DFMT_UNKNOWN }, // RGBA8U
  201. { D3DFMT_UNKNOWN }, // RGBA8S
  202. { D3DFMT_A16B16G16R16 }, // RGBA16
  203. { D3DFMT_UNKNOWN }, // RGBA16I
  204. { D3DFMT_UNKNOWN }, // RGBA16U
  205. { D3DFMT_A16B16G16R16F }, // RGBA16F
  206. { D3DFMT_UNKNOWN }, // RGBA16S
  207. { D3DFMT_UNKNOWN }, // RGBA32I
  208. { D3DFMT_UNKNOWN }, // RGBA32U
  209. { D3DFMT_A32B32G32R32F }, // RGBA32F
  210. { D3DFMT_R5G6B5 }, // R5G6B5
  211. { D3DFMT_A4R4G4B4 }, // RGBA4
  212. { D3DFMT_A1R5G5B5 }, // RGB5A1
  213. { D3DFMT_A2B10G10R10 }, // RGB10A2
  214. { D3DFMT_UNKNOWN }, // R11G11B10F
  215. { D3DFMT_UNKNOWN }, // UnknownDepth
  216. { D3DFMT_D16 }, // D16
  217. { D3DFMT_D24X8 }, // D24
  218. { D3DFMT_D24S8 }, // D24S8
  219. { D3DFMT_D32 }, // D32
  220. { D3DFMT_DF16 }, // D16F
  221. { D3DFMT_DF24 }, // D24F
  222. { D3DFMT_D32F_LOCKABLE }, // D32F
  223. { D3DFMT_S8_LOCKABLE }, // D0S8
  224. };
  225. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  226. static ExtendedFormat s_extendedFormats[ExtendedFormat::Count] =
  227. {
  228. { D3DFMT_ATI1, 0, D3DRTYPE_TEXTURE, false },
  229. { D3DFMT_ATI2, 0, D3DRTYPE_TEXTURE, false },
  230. { D3DFMT_DF16, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, false },
  231. { D3DFMT_DF24, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, false },
  232. { D3DFMT_INST, 0, D3DRTYPE_SURFACE, false },
  233. { D3DFMT_INTZ, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, false },
  234. { D3DFMT_NULL, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, false },
  235. { D3DFMT_RESZ, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, false },
  236. { D3DFMT_RAWZ, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, false },
  237. };
  238. static const GUID IID_IDirect3D9 = { 0x81bdcbca, 0x64d4, 0x426d, { 0xae, 0x8d, 0xad, 0x1, 0x47, 0xf4, 0x27, 0x5c } };
  239. static const GUID IID_IDirect3DDevice9Ex = { 0xb18b10ce, 0x2649, 0x405a, { 0x87, 0xf, 0x95, 0xf7, 0x77, 0xd4, 0x31, 0x3a } };
  240. typedef HRESULT (WINAPI *Direct3DCreate9ExFn)(UINT SDKVersion, IDirect3D9Ex**);
  241. static Direct3DCreate9ExFn Direct3DCreate9Ex;
  242. typedef IDirect3D9* (WINAPI *Direct3DCreate9Fn)(UINT SDKVersion);
  243. static Direct3DCreate9Fn Direct3DCreate9;
  244. static PFN_D3DPERF_SET_MARKER D3DPERF_SetMarker;
  245. static PFN_D3DPERF_BEGIN_EVENT D3DPERF_BeginEvent;
  246. static PFN_D3DPERF_END_EVENT D3DPERF_EndEvent;
  247. struct RendererContextD3D9 : public RendererContextI
  248. {
  249. RendererContextD3D9()
  250. : m_d3d9(NULL)
  251. , m_device(NULL)
  252. , m_flushQuery(NULL)
  253. , m_swapChain(NULL)
  254. , m_captureTexture(NULL)
  255. , m_captureSurface(NULL)
  256. , m_captureResolve(NULL)
  257. , m_maxAnisotropy(1)
  258. , m_initialized(false)
  259. , m_amd(false)
  260. , m_nvidia(false)
  261. , m_instancingSupport(false)
  262. , m_timerQuerySupport(false)
  263. , m_occlusionQuerySupport(false)
  264. , m_rtMsaa(false)
  265. {
  266. }
  267. ~RendererContextD3D9()
  268. {
  269. }
  270. bool init()
  271. {
  272. struct ErrorState
  273. {
  274. enum Enum
  275. {
  276. Default,
  277. LoadedD3D9,
  278. CreatedD3D9,
  279. CreatedDevice,
  280. };
  281. };
  282. ErrorState::Enum errorState = ErrorState::Default;
  283. m_fbh.idx = invalidHandle;
  284. memset(m_uniforms, 0, sizeof(m_uniforms) );
  285. memset(&m_resolution, 0, sizeof(m_resolution) );
  286. D3DFORMAT adapterFormat = D3DFMT_X8R8G8B8;
  287. // http://msdn.microsoft.com/en-us/library/windows/desktop/bb172588%28v=vs.85%29.aspx
  288. memset(&m_params, 0, sizeof(m_params) );
  289. m_params.BackBufferWidth = BGFX_DEFAULT_WIDTH;
  290. m_params.BackBufferHeight = BGFX_DEFAULT_HEIGHT;
  291. m_params.BackBufferFormat = adapterFormat;
  292. m_params.BackBufferCount = 1;
  293. m_params.MultiSampleType = D3DMULTISAMPLE_NONE;
  294. m_params.MultiSampleQuality = 0;
  295. m_params.EnableAutoDepthStencil = TRUE;
  296. m_params.AutoDepthStencilFormat = D3DFMT_D24S8;
  297. m_params.Flags = D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL;
  298. #if BX_PLATFORM_WINDOWS
  299. m_params.FullScreen_RefreshRateInHz = 0;
  300. m_params.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
  301. m_params.SwapEffect = D3DSWAPEFFECT_DISCARD;
  302. m_params.hDeviceWindow = NULL;
  303. m_params.Windowed = true;
  304. RECT rect;
  305. GetWindowRect( (HWND)g_platformData.nwh, &rect);
  306. m_params.BackBufferWidth = rect.right-rect.left;
  307. m_params.BackBufferHeight = rect.bottom-rect.top;
  308. m_d3d9dll = bx::dlopen("d3d9.dll");
  309. BX_WARN(NULL != m_d3d9dll, "Failed to load d3d9.dll.");
  310. if (NULL == m_d3d9dll)
  311. {
  312. goto error;
  313. }
  314. errorState = ErrorState::LoadedD3D9;
  315. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  316. {
  317. D3DPERF_SetMarker = (PFN_D3DPERF_SET_MARKER )bx::dlsym(m_d3d9dll, "D3DPERF_SetMarker");
  318. D3DPERF_BeginEvent = (PFN_D3DPERF_BEGIN_EVENT)bx::dlsym(m_d3d9dll, "D3DPERF_BeginEvent");
  319. D3DPERF_EndEvent = (PFN_D3DPERF_END_EVENT )bx::dlsym(m_d3d9dll, "D3DPERF_EndEvent");
  320. BX_CHECK(NULL != D3DPERF_SetMarker
  321. && NULL != D3DPERF_BeginEvent
  322. && NULL != D3DPERF_EndEvent
  323. , "Failed to initialize PIX events."
  324. );
  325. }
  326. m_d3d9ex = NULL;
  327. m_deviceEx = NULL;
  328. Direct3DCreate9Ex = (Direct3DCreate9ExFn)bx::dlsym(m_d3d9dll, "Direct3DCreate9Ex");
  329. if (BX_ENABLED(BGFX_CONFIG_RENDERER_DIRECT3D9EX)
  330. && NULL != Direct3DCreate9Ex)
  331. {
  332. Direct3DCreate9Ex(D3D_SDK_VERSION, &m_d3d9ex);
  333. DX_CHECK(m_d3d9ex->QueryInterface(IID_IDirect3D9, (void**)&m_d3d9) );
  334. m_pool = D3DPOOL_DEFAULT;
  335. }
  336. else
  337. {
  338. Direct3DCreate9 = (Direct3DCreate9Fn)bx::dlsym(m_d3d9dll, "Direct3DCreate9");
  339. BX_WARN(NULL != Direct3DCreate9, "Function Direct3DCreate9 not found.");
  340. if (NULL == Direct3DCreate9)
  341. {
  342. goto error;
  343. }
  344. m_d3d9 = Direct3DCreate9(D3D_SDK_VERSION);
  345. m_pool = D3DPOOL_MANAGED;
  346. }
  347. BX_WARN(NULL != m_d3d9, "Unable to create Direct3D.");
  348. if (NULL == m_d3d9)
  349. {
  350. goto error;
  351. }
  352. errorState = ErrorState::CreatedD3D9;
  353. {
  354. m_adapter = D3DADAPTER_DEFAULT;
  355. m_deviceType = BGFX_PCI_ID_SOFTWARE_RASTERIZER == g_caps.vendorId
  356. ? D3DDEVTYPE_REF
  357. : D3DDEVTYPE_HAL
  358. ;
  359. uint8_t numGPUs = uint8_t(bx::uint32_min(BX_COUNTOF(g_caps.gpu), m_d3d9->GetAdapterCount() ) );
  360. for (uint32_t ii = 0; ii < numGPUs; ++ii)
  361. {
  362. D3DADAPTER_IDENTIFIER9 desc;
  363. HRESULT hr = m_d3d9->GetAdapterIdentifier(ii, 0, &desc);
  364. if (SUCCEEDED(hr) )
  365. {
  366. BX_TRACE("Adapter #%d", ii);
  367. BX_TRACE("\tDriver: %s", desc.Driver);
  368. BX_TRACE("\tDescription: %s", desc.Description);
  369. BX_TRACE("\tDeviceName: %s", desc.DeviceName);
  370. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  371. , desc.VendorId
  372. , desc.DeviceId
  373. , desc.SubSysId
  374. , desc.Revision
  375. );
  376. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  377. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  378. if (D3DADAPTER_DEFAULT == m_adapter)
  379. {
  380. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  381. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  382. && ( 0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  383. {
  384. m_adapter = ii;
  385. }
  386. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  387. && 0 != strstr(desc.Description, "PerfHUD") )
  388. {
  389. m_adapter = ii;
  390. m_deviceType = D3DDEVTYPE_REF;
  391. }
  392. }
  393. }
  394. }
  395. DX_CHECK(m_d3d9->GetAdapterIdentifier(m_adapter, 0, &m_identifier) );
  396. m_amd = m_identifier.VendorId == BGFX_PCI_ID_AMD;
  397. m_nvidia = m_identifier.VendorId == BGFX_PCI_ID_NVIDIA;
  398. g_caps.vendorId = 0 == m_identifier.VendorId
  399. ? BGFX_PCI_ID_SOFTWARE_RASTERIZER
  400. : (uint16_t)m_identifier.VendorId
  401. ;
  402. g_caps.deviceId = (uint16_t)m_identifier.DeviceId;
  403. uint32_t behaviorFlags[] =
  404. {
  405. D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE | D3DCREATE_PUREDEVICE,
  406. D3DCREATE_MIXED_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE,
  407. D3DCREATE_SOFTWARE_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE,
  408. };
  409. for (uint32_t ii = 0; ii < BX_COUNTOF(behaviorFlags) && NULL == m_device; ++ii)
  410. {
  411. if (NULL != m_d3d9ex)
  412. {
  413. DX_CHECK(m_d3d9ex->CreateDeviceEx(m_adapter
  414. , m_deviceType
  415. , (HWND)g_platformData.nwh
  416. , behaviorFlags[ii]
  417. , &m_params
  418. , NULL
  419. , &m_deviceEx
  420. ) );
  421. m_device = m_deviceEx;
  422. }
  423. else
  424. {
  425. DX_CHECK(m_d3d9->CreateDevice(m_adapter
  426. , m_deviceType
  427. , (HWND)g_platformData.nwh
  428. , behaviorFlags[ii]
  429. , &m_params
  430. , &m_device
  431. ) );
  432. }
  433. }
  434. }
  435. BX_WARN(NULL != m_device, "Unable to create Direct3D9 device.");
  436. if (NULL == m_device)
  437. {
  438. goto error;
  439. }
  440. errorState = ErrorState::CreatedDevice;
  441. m_numWindows = 1;
  442. if (NULL != m_d3d9ex)
  443. {
  444. DX_CHECK(m_device->QueryInterface(IID_IDirect3DDevice9Ex, (void**)&m_deviceEx) );
  445. }
  446. {
  447. IDirect3DQuery9* timerQueryTest[3] = {};
  448. m_timerQuerySupport = true
  449. && SUCCEEDED(m_device->CreateQuery(D3DQUERYTYPE_TIMESTAMPDISJOINT, &timerQueryTest[0]) )
  450. && SUCCEEDED(m_device->CreateQuery(D3DQUERYTYPE_TIMESTAMP, &timerQueryTest[1]) )
  451. && SUCCEEDED(m_device->CreateQuery(D3DQUERYTYPE_TIMESTAMPFREQ, &timerQueryTest[2]) )
  452. ;
  453. DX_RELEASE(timerQueryTest[0], 0);
  454. DX_RELEASE(timerQueryTest[1], 0);
  455. DX_RELEASE(timerQueryTest[2], 0);
  456. }
  457. {
  458. IDirect3DQuery9* occlusionQueryTest;
  459. m_occlusionQuerySupport = true
  460. && SUCCEEDED(m_device->CreateQuery(D3DQUERYTYPE_OCCLUSION, &occlusionQueryTest) )
  461. ;
  462. DX_RELEASE(occlusionQueryTest, 0);
  463. }
  464. DX_CHECK(m_device->GetDeviceCaps(&m_caps) );
  465. // For shit GPUs that can create DX9 device but can't do simple stuff. GTFO!
  466. BX_WARN( (D3DPTEXTURECAPS_SQUAREONLY & m_caps.TextureCaps) == 0, "D3DPTEXTURECAPS_SQUAREONLY");
  467. BX_WARN( (D3DPTEXTURECAPS_MIPMAP & m_caps.TextureCaps) == D3DPTEXTURECAPS_MIPMAP, "D3DPTEXTURECAPS_MIPMAP");
  468. BX_WARN( (D3DPTEXTURECAPS_ALPHA & m_caps.TextureCaps) == D3DPTEXTURECAPS_ALPHA, "D3DPTEXTURECAPS_ALPHA");
  469. BX_WARN(m_caps.VertexShaderVersion >= D3DVS_VERSION(2, 0) && m_caps.PixelShaderVersion >= D3DPS_VERSION(2, 1)
  470. , "Shader Model Version (vs: %x, ps: %x)."
  471. , m_caps.VertexShaderVersion
  472. , m_caps.PixelShaderVersion
  473. );
  474. if ( (D3DPTEXTURECAPS_SQUAREONLY & m_caps.TextureCaps) != 0
  475. || (D3DPTEXTURECAPS_MIPMAP & m_caps.TextureCaps) != D3DPTEXTURECAPS_MIPMAP
  476. || (D3DPTEXTURECAPS_ALPHA & m_caps.TextureCaps) != D3DPTEXTURECAPS_ALPHA
  477. || !(m_caps.VertexShaderVersion >= D3DVS_VERSION(2, 0) && m_caps.PixelShaderVersion >= D3DPS_VERSION(2, 1) ) )
  478. {
  479. goto error;
  480. }
  481. BX_TRACE("Max vertex shader 3.0 instr. slots: %d", m_caps.MaxVertexShader30InstructionSlots);
  482. BX_TRACE("Max vertex shader constants: %d", m_caps.MaxVertexShaderConst);
  483. BX_TRACE("Max fragment shader 2.0 instr. slots: %d", m_caps.PS20Caps.NumInstructionSlots);
  484. BX_TRACE("Max fragment shader 3.0 instr. slots: %d", m_caps.MaxPixelShader30InstructionSlots);
  485. BX_TRACE("Num simultaneous render targets: %d", m_caps.NumSimultaneousRTs);
  486. BX_TRACE("Max vertex index: %d", m_caps.MaxVertexIndex);
  487. g_caps.supported |= ( 0
  488. | BGFX_CAPS_TEXTURE_3D
  489. | BGFX_CAPS_TEXTURE_COMPARE_LEQUAL
  490. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  491. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  492. | BGFX_CAPS_FRAGMENT_DEPTH
  493. | BGFX_CAPS_SWAP_CHAIN
  494. | ( (UINT16_MAX < m_caps.MaxVertexIndex) ? BGFX_CAPS_INDEX32 : 0)
  495. | ( (m_caps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES) ? BGFX_CAPS_TEXTURE_BLIT : 0)
  496. | BGFX_CAPS_TEXTURE_READ_BACK
  497. | (m_occlusionQuerySupport ? BGFX_CAPS_OCCLUSION_QUERY : 0)
  498. );
  499. g_caps.maxTextureSize = uint16_t(bx::uint32_min(m_caps.MaxTextureWidth, m_caps.MaxTextureHeight) );
  500. // g_caps.maxVertexIndex = m_caps.MaxVertexIndex;
  501. m_caps.NumSimultaneousRTs = uint8_t(bx::uint32_min(m_caps.NumSimultaneousRTs, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  502. g_caps.maxFBAttachments = uint8_t(m_caps.NumSimultaneousRTs);
  503. m_caps.MaxAnisotropy = bx::uint32_max(m_caps.MaxAnisotropy, 1);
  504. if (BX_ENABLED(BGFX_CONFIG_RENDERER_USE_EXTENSIONS) )
  505. {
  506. BX_TRACE("Extended formats:");
  507. for (uint32_t ii = 0; ii < ExtendedFormat::Count; ++ii)
  508. {
  509. ExtendedFormat& fmt = s_extendedFormats[ii];
  510. fmt.m_supported = SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter, m_deviceType, adapterFormat, fmt.m_usage, fmt.m_type, fmt.m_fmt) );
  511. const char* fourcc = (const char*)&fmt.m_fmt;
  512. BX_TRACE("\t%2d: %c%c%c%c %s", ii, fourcc[0], fourcc[1], fourcc[2], fourcc[3], fmt.m_supported ? "supported" : "");
  513. BX_UNUSED(fourcc);
  514. }
  515. m_instancingSupport = false
  516. || s_extendedFormats[ExtendedFormat::Inst].m_supported
  517. || (m_caps.VertexShaderVersion >= D3DVS_VERSION(3, 0) )
  518. ;
  519. if (m_amd
  520. && s_extendedFormats[ExtendedFormat::Inst].m_supported)
  521. { // AMD only
  522. m_device->SetRenderState(D3DRS_POINTSIZE, D3DFMT_INST);
  523. }
  524. if (s_extendedFormats[ExtendedFormat::Intz].m_supported)
  525. {
  526. s_textureFormat[TextureFormat::D24].m_fmt = D3DFMT_INTZ;
  527. s_textureFormat[TextureFormat::D32].m_fmt = D3DFMT_INTZ;
  528. }
  529. s_textureFormat[TextureFormat::BC4].m_fmt = s_extendedFormats[ExtendedFormat::Ati1].m_supported ? D3DFMT_ATI1 : D3DFMT_UNKNOWN;
  530. s_textureFormat[TextureFormat::BC5].m_fmt = s_extendedFormats[ExtendedFormat::Ati2].m_supported ? D3DFMT_ATI2 : D3DFMT_UNKNOWN;
  531. g_caps.supported |= m_instancingSupport ? BGFX_CAPS_INSTANCING : 0;
  532. }
  533. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  534. {
  535. uint8_t support = 0;
  536. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  537. , m_deviceType
  538. , adapterFormat
  539. , 0
  540. , D3DRTYPE_TEXTURE
  541. , s_textureFormat[ii].m_fmt
  542. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_2D : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  543. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  544. , m_deviceType
  545. , adapterFormat
  546. , D3DUSAGE_QUERY_SRGBREAD
  547. , D3DRTYPE_TEXTURE
  548. , s_textureFormat[ii].m_fmt
  549. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  550. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  551. , m_deviceType
  552. , adapterFormat
  553. , 0
  554. , D3DRTYPE_VOLUMETEXTURE
  555. , s_textureFormat[ii].m_fmt
  556. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_3D : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  557. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  558. , m_deviceType
  559. , adapterFormat
  560. , D3DUSAGE_QUERY_SRGBREAD
  561. , D3DRTYPE_VOLUMETEXTURE
  562. , s_textureFormat[ii].m_fmt
  563. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  564. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  565. , m_deviceType
  566. , adapterFormat
  567. , 0
  568. , D3DRTYPE_CUBETEXTURE
  569. , s_textureFormat[ii].m_fmt
  570. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_CUBE : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  571. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  572. , m_deviceType
  573. , adapterFormat
  574. , D3DUSAGE_QUERY_SRGBREAD
  575. , D3DRTYPE_CUBETEXTURE
  576. , s_textureFormat[ii].m_fmt
  577. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  578. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  579. , m_deviceType
  580. , adapterFormat
  581. , D3DUSAGE_QUERY_VERTEXTEXTURE
  582. , D3DRTYPE_TEXTURE
  583. , s_textureFormat[ii].m_fmt
  584. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  585. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  586. , m_deviceType
  587. , adapterFormat
  588. , isDepth(TextureFormat::Enum(ii) ) ? D3DUSAGE_DEPTHSTENCIL : D3DUSAGE_RENDERTARGET
  589. , D3DRTYPE_TEXTURE
  590. , s_textureFormat[ii].m_fmt
  591. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  592. support |= SUCCEEDED(m_d3d9->CheckDeviceMultiSampleType(m_adapter
  593. , m_deviceType
  594. , s_textureFormat[ii].m_fmt
  595. , true
  596. , D3DMULTISAMPLE_2_SAMPLES
  597. , NULL
  598. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  599. g_caps.formats[ii] = support;
  600. }
  601. m_fmtDepth = D3DFMT_D24S8;
  602. #elif BX_PLATFORM_XBOX360
  603. m_params.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
  604. m_params.DisableAutoBackBuffer = FALSE;
  605. m_params.DisableAutoFrontBuffer = FALSE;
  606. m_params.FrontBufferFormat = D3DFMT_X8R8G8B8;
  607. m_params.FrontBufferColorSpace = D3DCOLORSPACE_RGB;
  608. m_d3d9 = Direct3DCreate9(D3D_SDK_VERSION);
  609. BX_TRACE("Creating D3D9 %p", m_d3d9);
  610. XVIDEO_MODE videoMode;
  611. XGetVideoMode(&videoMode);
  612. if (!videoMode.fIsWideScreen)
  613. {
  614. m_params.Flags |= D3DPRESENTFLAG_NO_LETTERBOX;
  615. }
  616. BX_TRACE("Creating device");
  617. DX_CHECK(m_d3d9->CreateDevice(m_adapter
  618. , m_deviceType
  619. , NULL
  620. , D3DCREATE_HARDWARE_VERTEXPROCESSING|D3DCREATE_BUFFER_2_FRAMES
  621. , &m_params
  622. , &m_device
  623. ) );
  624. BX_TRACE("Device %p", m_device);
  625. m_fmtDepth = D3DFMT_D24FS8;
  626. #endif // BX_PLATFORM_WINDOWS
  627. {
  628. IDirect3DSwapChain9* swapChain;
  629. DX_CHECK(m_device->GetSwapChain(0, &swapChain) );
  630. // GPA increases swapchain ref count.
  631. //
  632. // This causes assert in debug. When debugger is present refcount
  633. // checks are off.
  634. setGraphicsDebuggerPresent(1 != getRefCount(swapChain) );
  635. DX_RELEASE(swapChain, 0);
  636. }
  637. // Init reserved part of view name.
  638. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  639. {
  640. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  641. mbstowcs(s_viewNameW[ii], s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED);
  642. }
  643. if (NULL != m_deviceEx)
  644. {
  645. int32_t gpuPriority;
  646. DX_CHECK(m_deviceEx->GetGPUThreadPriority(&gpuPriority) );
  647. BX_TRACE("GPU thread priority: %d", gpuPriority);
  648. uint32_t maxLatency;
  649. DX_CHECK(m_deviceEx->GetMaximumFrameLatency(&maxLatency) );
  650. BX_TRACE("GPU max frame latency: %d", maxLatency);
  651. }
  652. postReset();
  653. m_initialized = true;
  654. g_internalData.context = m_device;
  655. return true;
  656. error:
  657. switch (errorState)
  658. {
  659. case ErrorState::CreatedDevice:
  660. if (NULL != m_d3d9ex)
  661. {
  662. DX_RELEASE(m_deviceEx, 1);
  663. DX_RELEASE(m_device, 0);
  664. }
  665. else
  666. {
  667. DX_RELEASE(m_device, 0);
  668. }
  669. case ErrorState::CreatedD3D9:
  670. if (NULL != m_d3d9ex)
  671. {
  672. DX_RELEASE(m_d3d9, 1);
  673. DX_RELEASE(m_d3d9ex, 0);
  674. }
  675. else
  676. {
  677. DX_RELEASE(m_d3d9, 0);
  678. }
  679. #if BX_PLATFORM_WINDOWS
  680. case ErrorState::LoadedD3D9:
  681. bx::dlclose(m_d3d9dll);
  682. #endif // BX_PLATFORM_WINDOWS
  683. case ErrorState::Default:
  684. break;
  685. }
  686. return false;
  687. }
  688. void shutdown()
  689. {
  690. preReset();
  691. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  692. {
  693. m_indexBuffers[ii].destroy();
  694. }
  695. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  696. {
  697. m_vertexBuffers[ii].destroy();
  698. }
  699. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  700. {
  701. m_shaders[ii].destroy();
  702. }
  703. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  704. {
  705. m_textures[ii].destroy();
  706. }
  707. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexDecls); ++ii)
  708. {
  709. m_vertexDecls[ii].destroy();
  710. }
  711. if (NULL != m_d3d9ex)
  712. {
  713. DX_RELEASE(m_deviceEx, 1);
  714. DX_RELEASE(m_device, 0);
  715. DX_RELEASE(m_d3d9, 1);
  716. DX_RELEASE(m_d3d9ex, 0);
  717. }
  718. else
  719. {
  720. DX_RELEASE(m_device, 0);
  721. DX_RELEASE(m_d3d9, 0);
  722. }
  723. #if BX_PLATFORM_WINDOWS
  724. bx::dlclose(m_d3d9dll);
  725. #endif // BX_PLATFORM_WINDOWS
  726. m_initialized = false;
  727. }
  728. RendererType::Enum getRendererType() const BX_OVERRIDE
  729. {
  730. return RendererType::Direct3D9;
  731. }
  732. const char* getRendererName() const BX_OVERRIDE
  733. {
  734. if (NULL != m_d3d9ex)
  735. {
  736. return BGFX_RENDERER_DIRECT3D9_NAME " Ex";
  737. }
  738. return BGFX_RENDERER_DIRECT3D9_NAME;
  739. }
  740. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) BX_OVERRIDE
  741. {
  742. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags);
  743. }
  744. void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  745. {
  746. m_indexBuffers[_handle.idx].destroy();
  747. }
  748. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
  749. {
  750. m_vertexDecls[_handle.idx].create(_decl);
  751. }
  752. void destroyVertexDecl(VertexDeclHandle _handle) BX_OVERRIDE
  753. {
  754. m_vertexDecls[_handle.idx].destroy();
  755. }
  756. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t /*_flags*/) BX_OVERRIDE
  757. {
  758. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle);
  759. }
  760. void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  761. {
  762. m_vertexBuffers[_handle.idx].destroy();
  763. }
  764. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  765. {
  766. m_indexBuffers[_handle.idx].create(_size, NULL, _flags);
  767. }
  768. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  769. {
  770. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  771. }
  772. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  773. {
  774. m_indexBuffers[_handle.idx].destroy();
  775. }
  776. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t /*_flags*/) BX_OVERRIDE
  777. {
  778. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  779. m_vertexBuffers[_handle.idx].create(_size, NULL, decl);
  780. }
  781. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  782. {
  783. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  784. }
  785. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  786. {
  787. m_vertexBuffers[_handle.idx].destroy();
  788. }
  789. void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
  790. {
  791. m_shaders[_handle.idx].create(_mem);
  792. }
  793. void destroyShader(ShaderHandle _handle) BX_OVERRIDE
  794. {
  795. m_shaders[_handle.idx].destroy();
  796. }
  797. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
  798. {
  799. m_program[_handle.idx].create(m_shaders[_vsh.idx], m_shaders[_fsh.idx]);
  800. }
  801. void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
  802. {
  803. m_program[_handle.idx].destroy();
  804. }
  805. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
  806. {
  807. m_textures[_handle.idx].create(_mem, _flags, _skip);
  808. }
  809. void updateTextureBegin(TextureHandle _handle, uint8_t _side, uint8_t _mip) BX_OVERRIDE
  810. {
  811. m_updateTexture = &m_textures[_handle.idx];
  812. m_updateTexture->updateBegin(_side, _mip);
  813. }
  814. void updateTexture(TextureHandle /*_handle*/, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) BX_OVERRIDE
  815. {
  816. m_updateTexture->update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  817. }
  818. void updateTextureEnd() BX_OVERRIDE
  819. {
  820. m_updateTexture->updateEnd();
  821. m_updateTexture = NULL;
  822. }
  823. void readTexture(TextureHandle _handle, void* _data) BX_OVERRIDE
  824. {
  825. TextureD3D9& texture = m_textures[_handle.idx];
  826. D3DLOCKED_RECT lockedRect;
  827. DX_CHECK(texture.m_texture2d->LockRect(0
  828. , &lockedRect
  829. , NULL
  830. , D3DLOCK_NO_DIRTY_UPDATE|D3DLOCK_NOSYSLOCK|D3DLOCK_READONLY
  831. ) );
  832. uint32_t srcPitch = lockedRect.Pitch;
  833. uint8_t* src = (uint8_t*)lockedRect.pBits;
  834. const uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(texture.m_textureFormat) );
  835. uint8_t* dst = (uint8_t*)_data;
  836. uint32_t dstPitch = texture.m_width*bpp/8;
  837. uint32_t pitch = bx::uint32_min(srcPitch, dstPitch);
  838. for (uint32_t yy = 0, height = texture.m_height; yy < height; ++yy)
  839. {
  840. memcpy(dst, src, pitch);
  841. src += srcPitch;
  842. dst += dstPitch;
  843. }
  844. DX_CHECK(texture.m_texture2d->UnlockRect(0) );
  845. }
  846. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height) BX_OVERRIDE
  847. {
  848. TextureD3D9& texture = m_textures[_handle.idx];
  849. texture.m_width = _width;
  850. texture.m_height = _height;
  851. }
  852. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) BX_OVERRIDE
  853. {
  854. // Resource ref. counts might be messed up outside of bgfx.
  855. // Disabling ref. count check once texture is overridden.
  856. setGraphicsDebuggerPresent(true);
  857. m_textures[_handle.idx].overrideInternal(_ptr);
  858. }
  859. uintptr_t getInternal(TextureHandle _handle) BX_OVERRIDE
  860. {
  861. // Resource ref. counts might be messed up outside of bgfx.
  862. // Disabling ref. count check once texture is overridden.
  863. setGraphicsDebuggerPresent(true);
  864. return uintptr_t(m_textures[_handle.idx].m_ptr);
  865. }
  866. void destroyTexture(TextureHandle _handle) BX_OVERRIDE
  867. {
  868. m_textures[_handle.idx].destroy();
  869. }
  870. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const TextureHandle* _textureHandles) BX_OVERRIDE
  871. {
  872. m_frameBuffers[_handle.idx].create(_num, _textureHandles);
  873. }
  874. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) BX_OVERRIDE
  875. {
  876. uint16_t denseIdx = m_numWindows++;
  877. m_windows[denseIdx] = _handle;
  878. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  879. }
  880. void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
  881. {
  882. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  883. if (UINT16_MAX != denseIdx)
  884. {
  885. --m_numWindows;
  886. if (m_numWindows > 1)
  887. {
  888. FrameBufferHandle handle = m_windows[m_numWindows];
  889. m_windows[denseIdx] = handle;
  890. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  891. }
  892. }
  893. }
  894. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
  895. {
  896. if (NULL != m_uniforms[_handle.idx])
  897. {
  898. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  899. }
  900. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
  901. void* data = BX_ALLOC(g_allocator, size);
  902. memset(data, 0, size);
  903. m_uniforms[_handle.idx] = data;
  904. m_uniformReg.add(_handle, _name, data);
  905. }
  906. void destroyUniform(UniformHandle _handle) BX_OVERRIDE
  907. {
  908. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  909. m_uniforms[_handle.idx] = NULL;
  910. }
  911. void saveScreenShot(const char* _filePath) BX_OVERRIDE
  912. {
  913. #if BX_PLATFORM_WINDOWS
  914. IDirect3DSurface9* surface;
  915. D3DDEVICE_CREATION_PARAMETERS dcp;
  916. DX_CHECK(m_device->GetCreationParameters(&dcp) );
  917. D3DDISPLAYMODE dm;
  918. DX_CHECK(m_d3d9->GetAdapterDisplayMode(dcp.AdapterOrdinal, &dm) );
  919. DX_CHECK(m_device->CreateOffscreenPlainSurface(dm.Width
  920. , dm.Height
  921. , D3DFMT_A8R8G8B8
  922. , D3DPOOL_SCRATCH
  923. , &surface
  924. , NULL
  925. ) );
  926. DX_CHECK(m_device->GetFrontBufferData(0, surface) );
  927. D3DLOCKED_RECT rect;
  928. DX_CHECK(surface->LockRect(&rect
  929. , NULL
  930. , D3DLOCK_NO_DIRTY_UPDATE|D3DLOCK_NOSYSLOCK|D3DLOCK_READONLY
  931. ) );
  932. RECT rc;
  933. GetClientRect( (HWND)g_platformData.nwh, &rc);
  934. POINT point;
  935. point.x = rc.left;
  936. point.y = rc.top;
  937. ClientToScreen( (HWND)g_platformData.nwh, &point);
  938. uint8_t* data = (uint8_t*)rect.pBits;
  939. uint32_t bytesPerPixel = rect.Pitch/dm.Width;
  940. g_callback->screenShot(_filePath
  941. , m_params.BackBufferWidth
  942. , m_params.BackBufferHeight
  943. , rect.Pitch
  944. , &data[point.y*rect.Pitch+point.x*bytesPerPixel]
  945. , m_params.BackBufferHeight*rect.Pitch
  946. , false
  947. );
  948. DX_CHECK(surface->UnlockRect() );
  949. DX_RELEASE(surface, 0);
  950. #endif // BX_PLATFORM_WINDOWS
  951. }
  952. void updateViewName(uint8_t _id, const char* _name) BX_OVERRIDE
  953. {
  954. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  955. {
  956. mbstowcs(&s_viewNameW[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  957. , _name
  958. , BX_COUNTOF(s_viewNameW[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  959. );
  960. }
  961. bx::strlcpy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  962. , _name
  963. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  964. );
  965. }
  966. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
  967. {
  968. memcpy(m_uniforms[_loc], _data, _size);
  969. }
  970. void setMarker(const char* _marker, uint32_t _size) BX_OVERRIDE
  971. {
  972. #if BGFX_CONFIG_DEBUG_PIX
  973. uint32_t size = _size*sizeof(wchar_t);
  974. wchar_t* name = (wchar_t*)alloca(size);
  975. mbstowcs(name, _marker, size-2);
  976. PIX_SETMARKER(D3DCOLOR_RGBA(0xff, 0xff, 0xff, 0xff), name);
  977. #endif // BGFX_CONFIG_DEBUG_PIX
  978. BX_UNUSED(_marker, _size);
  979. }
  980. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
  981. void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
  982. {
  983. uint32_t width = m_params.BackBufferWidth;
  984. uint32_t height = m_params.BackBufferHeight;
  985. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  986. setFrameBuffer(fbh, false);
  987. D3DVIEWPORT9 vp;
  988. vp.X = 0;
  989. vp.Y = 0;
  990. vp.Width = width;
  991. vp.Height = height;
  992. vp.MinZ = 0.0f;
  993. vp.MaxZ = 1.0f;
  994. IDirect3DDevice9* device = m_device;
  995. DX_CHECK(device->SetViewport(&vp) );
  996. DX_CHECK(device->SetRenderState(D3DRS_STENCILENABLE, FALSE) );
  997. DX_CHECK(device->SetRenderState(D3DRS_ZENABLE, FALSE) );
  998. DX_CHECK(device->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS) );
  999. DX_CHECK(device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE) );
  1000. DX_CHECK(device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE) );
  1001. DX_CHECK(device->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER) );
  1002. DX_CHECK(device->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED|D3DCOLORWRITEENABLE_GREEN|D3DCOLORWRITEENABLE_BLUE) );
  1003. DX_CHECK(device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID) );
  1004. ProgramD3D9& program = m_program[_blitter.m_program.idx];
  1005. DX_CHECK(device->SetVertexShader(program.m_vsh->m_vertexShader) );
  1006. DX_CHECK(device->SetPixelShader(program.m_fsh->m_pixelShader) );
  1007. VertexBufferD3D9& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1008. VertexDeclD3D9& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1009. DX_CHECK(device->SetStreamSource(0, vb.m_ptr, 0, vertexDecl.m_decl.m_stride) );
  1010. DX_CHECK(device->SetVertexDeclaration(vertexDecl.m_ptr) );
  1011. IndexBufferD3D9& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1012. DX_CHECK(device->SetIndices(ib.m_ptr) );
  1013. float proj[16];
  1014. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1015. PredefinedUniform& predefined = program.m_predefined[0];
  1016. uint8_t flags = predefined.m_type;
  1017. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1018. m_textures[_blitter.m_texture.idx].commit(0, BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER, NULL);
  1019. }
  1020. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
  1021. {
  1022. const uint32_t numVertices = _numIndices*4/6;
  1023. if (0 < numVertices)
  1024. {
  1025. m_indexBuffers[_blitter.m_ib->handle.idx].update(0, _numIndices * 2, _blitter.m_ib->data, true);
  1026. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1027. DX_CHECK(m_device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST
  1028. , 0
  1029. , 0
  1030. , numVertices
  1031. , 0
  1032. , _numIndices / 3
  1033. ) );
  1034. }
  1035. }
  1036. void updateMsaa()
  1037. {
  1038. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_checkMsaa); ++ii)
  1039. {
  1040. D3DMULTISAMPLE_TYPE msaa = s_checkMsaa[ii];
  1041. DWORD quality;
  1042. HRESULT hr = m_d3d9->CheckDeviceMultiSampleType(m_adapter
  1043. , m_deviceType
  1044. , m_params.BackBufferFormat
  1045. , m_params.Windowed
  1046. , msaa
  1047. , &quality
  1048. );
  1049. if (SUCCEEDED(hr) )
  1050. {
  1051. s_msaa[ii].m_type = msaa;
  1052. s_msaa[ii].m_quality = bx::uint32_imax(0, quality-1);
  1053. last = ii;
  1054. }
  1055. else
  1056. {
  1057. s_msaa[ii] = s_msaa[last];
  1058. }
  1059. }
  1060. }
  1061. void updateResolution(const Resolution& _resolution)
  1062. {
  1063. m_maxAnisotropy = !!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY)
  1064. ? m_caps.MaxAnisotropy
  1065. : 1
  1066. ;
  1067. uint32_t flags = _resolution.m_flags & ~(BGFX_RESET_HMD_RECENTER | BGFX_RESET_MAXANISOTROPY);
  1068. if (m_resolution.m_width != _resolution.m_width
  1069. || m_resolution.m_height != _resolution.m_height
  1070. || m_resolution.m_flags != flags)
  1071. {
  1072. flags &= ~BGFX_RESET_INTERNAL_FORCE;
  1073. m_resolution = _resolution;
  1074. m_resolution.m_flags = flags;
  1075. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1076. m_textVideoMem.clear();
  1077. #if BX_PLATFORM_WINDOWS
  1078. D3DDEVICE_CREATION_PARAMETERS dcp;
  1079. DX_CHECK(m_device->GetCreationParameters(&dcp) );
  1080. D3DDISPLAYMODE dm;
  1081. DX_CHECK(m_d3d9->GetAdapterDisplayMode(dcp.AdapterOrdinal, &dm) );
  1082. m_params.BackBufferFormat = dm.Format;
  1083. #endif // BX_PLATFORM_WINDOWS
  1084. m_params.BackBufferWidth = _resolution.m_width;
  1085. m_params.BackBufferHeight = _resolution.m_height;
  1086. m_params.FullScreen_RefreshRateInHz = BGFX_RESET_FULLSCREEN == (m_resolution.m_flags&BGFX_RESET_FULLSCREEN_MASK) ? 60 : 0;
  1087. m_params.PresentationInterval = !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
  1088. updateMsaa();
  1089. Msaa& msaa = s_msaa[(m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1090. m_params.MultiSampleType = msaa.m_type;
  1091. m_params.MultiSampleQuality = msaa.m_quality;
  1092. preReset();
  1093. DX_CHECK(m_device->Reset(&m_params) );
  1094. postReset();
  1095. }
  1096. }
  1097. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  1098. {
  1099. if (isValid(m_fbh)
  1100. && m_fbh.idx != _fbh.idx
  1101. && m_rtMsaa)
  1102. {
  1103. FrameBufferD3D9& frameBuffer = m_frameBuffers[m_fbh.idx];
  1104. frameBuffer.resolve();
  1105. }
  1106. if (!isValid(_fbh) )
  1107. {
  1108. DX_CHECK(m_device->SetRenderTarget(0, m_backBufferColor) );
  1109. for (uint32_t ii = 1, num = g_caps.maxFBAttachments; ii < num; ++ii)
  1110. {
  1111. DX_CHECK(m_device->SetRenderTarget(ii, NULL) );
  1112. }
  1113. DX_CHECK(m_device->SetDepthStencilSurface(m_backBufferDepthStencil) );
  1114. DX_CHECK(m_device->SetRenderState(D3DRS_SRGBWRITEENABLE, 0 != (m_resolution.m_flags & BGFX_RESET_SRGB_BACKBUFFER) ) );
  1115. }
  1116. else
  1117. {
  1118. const FrameBufferD3D9& frameBuffer = m_frameBuffers[_fbh.idx];
  1119. // If frame buffer has only depth attachment D3DFMT_NULL
  1120. // render target is created.
  1121. uint32_t fbnum = bx::uint32_max(1, frameBuffer.m_num);
  1122. for (uint32_t ii = 0; ii < fbnum; ++ii)
  1123. {
  1124. DX_CHECK(m_device->SetRenderTarget(ii, frameBuffer.m_color[ii]) );
  1125. }
  1126. for (uint32_t ii = fbnum, num = g_caps.maxFBAttachments; ii < num; ++ii)
  1127. {
  1128. DX_CHECK(m_device->SetRenderTarget(ii, NULL) );
  1129. }
  1130. IDirect3DSurface9* depthStencil = frameBuffer.m_depthStencil;
  1131. DX_CHECK(m_device->SetDepthStencilSurface(NULL != depthStencil ? depthStencil : m_backBufferDepthStencil) );
  1132. DX_CHECK(m_device->SetRenderState(D3DRS_SRGBWRITEENABLE, FALSE) );
  1133. }
  1134. m_fbh = _fbh;
  1135. m_rtMsaa = _msaa;
  1136. }
  1137. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1138. {
  1139. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1140. {
  1141. DX_CHECK(m_device->SetPixelShaderConstantF(_regIndex, (const float*)_val, _numRegs) );
  1142. }
  1143. else
  1144. {
  1145. DX_CHECK(m_device->SetVertexShaderConstantF(_regIndex, (const float*)_val, _numRegs) );
  1146. }
  1147. }
  1148. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1149. {
  1150. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1151. }
  1152. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1153. {
  1154. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1155. }
  1156. void reset()
  1157. {
  1158. preReset();
  1159. HRESULT hr;
  1160. do
  1161. {
  1162. hr = m_device->Reset(&m_params);
  1163. } while (FAILED(hr) );
  1164. postReset();
  1165. }
  1166. static bool isLost(HRESULT _hr)
  1167. {
  1168. return D3DERR_DEVICELOST == _hr
  1169. || D3DERR_DRIVERINTERNALERROR == _hr
  1170. #if !defined(D3D_DISABLE_9EX)
  1171. || D3DERR_DEVICEHUNG == _hr
  1172. || D3DERR_DEVICEREMOVED == _hr
  1173. #endif // !defined(D3D_DISABLE_9EX)
  1174. ;
  1175. }
  1176. void flip(HMD& /*_hmd*/) BX_OVERRIDE
  1177. {
  1178. if (NULL != m_swapChain)
  1179. {
  1180. if (NULL != m_deviceEx)
  1181. {
  1182. DX_CHECK(m_deviceEx->WaitForVBlank(0) );
  1183. }
  1184. for (uint32_t ii = 0, num = m_numWindows; ii < num; ++ii)
  1185. {
  1186. HRESULT hr;
  1187. if (0 == ii)
  1188. {
  1189. hr = m_swapChain->Present(NULL, NULL, (HWND)g_platformData.nwh, NULL, 0);
  1190. }
  1191. else
  1192. {
  1193. hr = m_frameBuffers[m_windows[ii].idx].present();
  1194. }
  1195. #if BX_PLATFORM_WINDOWS
  1196. if (isLost(hr) )
  1197. {
  1198. do
  1199. {
  1200. do
  1201. {
  1202. hr = m_device->TestCooperativeLevel();
  1203. }
  1204. while (D3DERR_DEVICENOTRESET != hr);
  1205. reset();
  1206. hr = m_device->TestCooperativeLevel();
  1207. }
  1208. while (FAILED(hr) );
  1209. break;
  1210. }
  1211. else if (FAILED(hr) )
  1212. {
  1213. BX_TRACE("Present failed with err 0x%08x.", hr);
  1214. }
  1215. #endif // BX_PLATFORM_
  1216. }
  1217. }
  1218. }
  1219. void preReset()
  1220. {
  1221. invalidateSamplerState();
  1222. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  1223. {
  1224. DX_CHECK(m_device->SetTexture(stage, NULL) );
  1225. }
  1226. DX_CHECK(m_device->SetRenderTarget(0, m_backBufferColor) );
  1227. for (uint32_t ii = 1, num = g_caps.maxFBAttachments; ii < num; ++ii)
  1228. {
  1229. DX_CHECK(m_device->SetRenderTarget(ii, NULL) );
  1230. }
  1231. DX_CHECK(m_device->SetDepthStencilSurface(m_backBufferDepthStencil) );
  1232. DX_CHECK(m_device->SetVertexShader(NULL) );
  1233. DX_CHECK(m_device->SetPixelShader(NULL) );
  1234. DX_CHECK(m_device->SetStreamSource(0, NULL, 0, 0) );
  1235. DX_CHECK(m_device->SetIndices(NULL) );
  1236. DX_RELEASE(m_backBufferColor, 0);
  1237. DX_RELEASE(m_backBufferDepthStencil, 0);
  1238. DX_RELEASE(m_swapChain, 0);
  1239. capturePreReset();
  1240. DX_RELEASE(m_flushQuery, 0);
  1241. if (m_timerQuerySupport)
  1242. {
  1243. m_gpuTimer.preReset();
  1244. }
  1245. if (m_occlusionQuerySupport)
  1246. {
  1247. m_occlusionQuery.preReset();
  1248. }
  1249. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1250. {
  1251. m_indexBuffers[ii].preReset();
  1252. }
  1253. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1254. {
  1255. m_vertexBuffers[ii].preReset();
  1256. }
  1257. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1258. {
  1259. m_frameBuffers[ii].preReset();
  1260. }
  1261. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1262. {
  1263. m_textures[ii].preReset();
  1264. }
  1265. }
  1266. void postReset()
  1267. {
  1268. DX_CHECK(m_device->GetSwapChain(0, &m_swapChain) );
  1269. DX_CHECK(m_swapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &m_backBufferColor) );
  1270. DX_CHECK(m_device->GetDepthStencilSurface(&m_backBufferDepthStencil) );
  1271. DX_CHECK(m_device->CreateQuery(D3DQUERYTYPE_EVENT, &m_flushQuery) );
  1272. if (m_timerQuerySupport)
  1273. {
  1274. m_gpuTimer.postReset();
  1275. }
  1276. if (m_occlusionQuerySupport)
  1277. {
  1278. m_occlusionQuery.postReset();
  1279. }
  1280. capturePostReset();
  1281. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1282. {
  1283. m_indexBuffers[ii].postReset();
  1284. }
  1285. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1286. {
  1287. m_vertexBuffers[ii].postReset();
  1288. }
  1289. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1290. {
  1291. m_textures[ii].postReset();
  1292. }
  1293. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1294. {
  1295. m_frameBuffers[ii].postReset();
  1296. }
  1297. }
  1298. void invalidateSamplerState()
  1299. {
  1300. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  1301. {
  1302. m_samplerFlags[stage] = UINT32_MAX;
  1303. }
  1304. }
  1305. static void setSamplerState(IDirect3DDevice9* _device, DWORD _stage, D3DSAMPLERSTATETYPE _type, DWORD _value)
  1306. {
  1307. DX_CHECK(_device->SetSamplerState(_stage, _type, _value) );
  1308. if (4 > _stage)
  1309. {
  1310. DX_CHECK(_device->SetSamplerState(D3DVERTEXTEXTURESAMPLER0 + _stage, _type, _value) );
  1311. }
  1312. }
  1313. void setSamplerState(uint8_t _stage, uint32_t _flags, const float _rgba[4])
  1314. {
  1315. const uint32_t flags = _flags&( (~BGFX_TEXTURE_RESERVED_MASK) | BGFX_TEXTURE_SAMPLER_BITS_MASK | BGFX_TEXTURE_SRGB);
  1316. BX_CHECK(_stage < BX_COUNTOF(m_samplerFlags), "");
  1317. if (m_samplerFlags[_stage] != flags)
  1318. {
  1319. m_samplerFlags[_stage] = flags;
  1320. IDirect3DDevice9* device = m_device;
  1321. D3DTEXTUREADDRESS tau = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  1322. D3DTEXTUREADDRESS tav = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  1323. D3DTEXTUREADDRESS taw = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  1324. D3DTEXTUREFILTERTYPE minFilter = s_textureFilter[(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  1325. D3DTEXTUREFILTERTYPE magFilter = s_textureFilter[(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  1326. D3DTEXTUREFILTERTYPE mipFilter = s_textureFilter[(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  1327. setSamplerState(device, _stage, D3DSAMP_ADDRESSU, tau);
  1328. setSamplerState(device, _stage, D3DSAMP_ADDRESSV, tav);
  1329. setSamplerState(device, _stage, D3DSAMP_ADDRESSW, taw);
  1330. setSamplerState(device, _stage, D3DSAMP_MINFILTER, minFilter);
  1331. setSamplerState(device, _stage, D3DSAMP_MAGFILTER, magFilter);
  1332. setSamplerState(device, _stage, D3DSAMP_MIPFILTER, mipFilter);
  1333. setSamplerState(device, _stage, D3DSAMP_MAXANISOTROPY, m_maxAnisotropy);
  1334. setSamplerState(device, _stage, D3DSAMP_SRGBTEXTURE, 0 != (flags & BGFX_TEXTURE_SRGB) );
  1335. if (NULL != _rgba)
  1336. {
  1337. if (needBorderColor(_flags) )
  1338. {
  1339. DWORD bc = D3DCOLOR_COLORVALUE(_rgba[0], _rgba[1], _rgba[2], _rgba[3]);
  1340. setSamplerState(device
  1341. , _stage
  1342. , D3DSAMP_BORDERCOLOR
  1343. , bc
  1344. );
  1345. }
  1346. }
  1347. }
  1348. }
  1349. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  1350. {
  1351. m_occlusionQuery.resolve(_render);
  1352. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  1353. }
  1354. void capturePreReset()
  1355. {
  1356. if (NULL != m_captureSurface)
  1357. {
  1358. g_callback->captureEnd();
  1359. }
  1360. DX_RELEASE(m_captureSurface, 1);
  1361. DX_RELEASE(m_captureTexture, 0);
  1362. DX_RELEASE(m_captureResolve, 0);
  1363. }
  1364. void capturePostReset()
  1365. {
  1366. if (m_resolution.m_flags&BGFX_RESET_CAPTURE)
  1367. {
  1368. uint32_t width = m_params.BackBufferWidth;
  1369. uint32_t height = m_params.BackBufferHeight;
  1370. D3DFORMAT fmt = m_params.BackBufferFormat;
  1371. DX_CHECK(m_device->CreateTexture(width
  1372. , height
  1373. , 1
  1374. , 0
  1375. , fmt
  1376. , D3DPOOL_SYSTEMMEM
  1377. , &m_captureTexture
  1378. , NULL
  1379. ) );
  1380. DX_CHECK(m_captureTexture->GetSurfaceLevel(0
  1381. , &m_captureSurface
  1382. ) );
  1383. if (m_params.MultiSampleType != D3DMULTISAMPLE_NONE)
  1384. {
  1385. DX_CHECK(m_device->CreateRenderTarget(width
  1386. , height
  1387. , fmt
  1388. , D3DMULTISAMPLE_NONE
  1389. , 0
  1390. , false
  1391. , &m_captureResolve
  1392. , NULL
  1393. ) );
  1394. }
  1395. g_callback->captureBegin(width, height, width*4, TextureFormat::BGRA8, false);
  1396. }
  1397. }
  1398. void capture()
  1399. {
  1400. if (NULL != m_captureSurface)
  1401. {
  1402. IDirect3DSurface9* resolve = m_backBufferColor;
  1403. if (NULL != m_captureResolve)
  1404. {
  1405. resolve = m_captureResolve;
  1406. DX_CHECK(m_device->StretchRect(m_backBufferColor
  1407. , 0
  1408. , m_captureResolve
  1409. , NULL
  1410. , D3DTEXF_NONE
  1411. ) );
  1412. }
  1413. HRESULT hr = m_device->GetRenderTargetData(resolve, m_captureSurface);
  1414. if (SUCCEEDED(hr) )
  1415. {
  1416. D3DLOCKED_RECT rect;
  1417. DX_CHECK(m_captureSurface->LockRect(&rect
  1418. , NULL
  1419. , D3DLOCK_NO_DIRTY_UPDATE|D3DLOCK_NOSYSLOCK|D3DLOCK_READONLY
  1420. ) );
  1421. g_callback->captureFrame(rect.pBits, m_params.BackBufferHeight*rect.Pitch);
  1422. DX_CHECK(m_captureSurface->UnlockRect() );
  1423. }
  1424. }
  1425. }
  1426. void commit(UniformBuffer& _uniformBuffer)
  1427. {
  1428. _uniformBuffer.reset();
  1429. IDirect3DDevice9* device = m_device;
  1430. for (;;)
  1431. {
  1432. uint32_t opcode = _uniformBuffer.read();
  1433. if (UniformType::End == opcode)
  1434. {
  1435. break;
  1436. }
  1437. UniformType::Enum type;
  1438. uint16_t loc;
  1439. uint16_t num;
  1440. uint16_t copy;
  1441. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  1442. const char* data;
  1443. if (copy)
  1444. {
  1445. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  1446. }
  1447. else
  1448. {
  1449. UniformHandle handle;
  1450. memcpy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  1451. data = (const char*)m_uniforms[handle.idx];
  1452. }
  1453. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  1454. case UniformType::_uniform: \
  1455. { \
  1456. _type* value = (_type*)data; \
  1457. DX_CHECK(device->SetVertexShaderConstant##_dxsuffix(loc, value, num) ); \
  1458. } \
  1459. break; \
  1460. \
  1461. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  1462. { \
  1463. _type* value = (_type*)data; \
  1464. DX_CHECK(device->SetPixelShaderConstant##_dxsuffix(loc, value, num) ); \
  1465. } \
  1466. break
  1467. switch ( (int32_t)type)
  1468. {
  1469. case UniformType::Mat3:
  1470. {
  1471. float* value = (float*)data;
  1472. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3, value += 9)
  1473. {
  1474. Matrix4 mtx;
  1475. mtx.un.val[ 0] = value[0];
  1476. mtx.un.val[ 1] = value[1];
  1477. mtx.un.val[ 2] = value[2];
  1478. mtx.un.val[ 3] = 0.0f;
  1479. mtx.un.val[ 4] = value[3];
  1480. mtx.un.val[ 5] = value[4];
  1481. mtx.un.val[ 6] = value[5];
  1482. mtx.un.val[ 7] = 0.0f;
  1483. mtx.un.val[ 8] = value[6];
  1484. mtx.un.val[ 9] = value[7];
  1485. mtx.un.val[10] = value[8];
  1486. mtx.un.val[11] = 0.0f;
  1487. DX_CHECK(device->SetVertexShaderConstantF(loc, &mtx.un.val[0], 3) );
  1488. }
  1489. }
  1490. break;
  1491. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT:
  1492. {
  1493. float* value = (float*)data;
  1494. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3, value += 9)
  1495. {
  1496. Matrix4 mtx;
  1497. mtx.un.val[ 0] = value[0];
  1498. mtx.un.val[ 1] = value[1];
  1499. mtx.un.val[ 2] = value[2];
  1500. mtx.un.val[ 3] = 0.0f;
  1501. mtx.un.val[ 4] = value[3];
  1502. mtx.un.val[ 5] = value[4];
  1503. mtx.un.val[ 6] = value[5];
  1504. mtx.un.val[ 7] = 0.0f;
  1505. mtx.un.val[ 8] = value[6];
  1506. mtx.un.val[ 9] = value[7];
  1507. mtx.un.val[10] = value[8];
  1508. mtx.un.val[11] = 0.0f;
  1509. DX_CHECK(device->SetPixelShaderConstantF(loc, &mtx.un.val[0], 3) );
  1510. }
  1511. }
  1512. break;
  1513. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  1514. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  1515. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  1516. case UniformType::End:
  1517. break;
  1518. default:
  1519. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  1520. break;
  1521. }
  1522. #undef CASE_IMPLEMENT_UNIFORM
  1523. }
  1524. }
  1525. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
  1526. {
  1527. IDirect3DDevice9* device = m_device;
  1528. uint32_t numMrt = 1;
  1529. FrameBufferHandle fbh = m_fbh;
  1530. if (isValid(fbh) )
  1531. {
  1532. const FrameBufferD3D9& fb = m_frameBuffers[fbh.idx];
  1533. numMrt = bx::uint32_max(1, fb.m_num);
  1534. }
  1535. if (1 == numMrt)
  1536. {
  1537. D3DCOLOR color = 0;
  1538. DWORD flags = 0;
  1539. if (BGFX_CLEAR_COLOR & _clear.m_flags)
  1540. {
  1541. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  1542. {
  1543. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_COLOR_PALETTE-1, _clear.m_index[0]);
  1544. const float* rgba = _palette[index];
  1545. const float rr = rgba[0];
  1546. const float gg = rgba[1];
  1547. const float bb = rgba[2];
  1548. const float aa = rgba[3];
  1549. color = D3DCOLOR_COLORVALUE(rr, gg, bb, aa);
  1550. }
  1551. else
  1552. {
  1553. color = D3DCOLOR_RGBA(_clear.m_index[0], _clear.m_index[1], _clear.m_index[2], _clear.m_index[3]);
  1554. }
  1555. flags |= D3DCLEAR_TARGET;
  1556. DX_CHECK(device->SetRenderState(D3DRS_COLORWRITEENABLE
  1557. , D3DCOLORWRITEENABLE_RED
  1558. | D3DCOLORWRITEENABLE_GREEN
  1559. | D3DCOLORWRITEENABLE_BLUE
  1560. | D3DCOLORWRITEENABLE_ALPHA
  1561. ) );
  1562. }
  1563. if (BGFX_CLEAR_DEPTH & _clear.m_flags)
  1564. {
  1565. flags |= D3DCLEAR_ZBUFFER;
  1566. DX_CHECK(device->SetRenderState(D3DRS_ZWRITEENABLE, TRUE) );
  1567. }
  1568. if (BGFX_CLEAR_STENCIL & _clear.m_flags)
  1569. {
  1570. flags |= D3DCLEAR_STENCIL;
  1571. }
  1572. if (0 != flags)
  1573. {
  1574. RECT rc;
  1575. rc.left = _rect.m_x;
  1576. rc.top = _rect.m_y;
  1577. rc.right = _rect.m_x + _rect.m_width;
  1578. rc.bottom = _rect.m_y + _rect.m_height;
  1579. DX_CHECK(device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE) );
  1580. DX_CHECK(device->SetScissorRect(&rc) );
  1581. DX_CHECK(device->Clear(0, NULL, flags, color, _clear.m_depth, _clear.m_stencil) );
  1582. DX_CHECK(device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE) );
  1583. }
  1584. }
  1585. else
  1586. {
  1587. DX_CHECK(device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE) );
  1588. DX_CHECK(device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE) );
  1589. DX_CHECK(device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE) );
  1590. if (BGFX_CLEAR_COLOR & _clear.m_flags)
  1591. {
  1592. DX_CHECK(device->SetRenderState(D3DRS_COLORWRITEENABLE
  1593. , D3DCOLORWRITEENABLE_RED
  1594. | D3DCOLORWRITEENABLE_GREEN
  1595. | D3DCOLORWRITEENABLE_BLUE
  1596. | D3DCOLORWRITEENABLE_ALPHA
  1597. ) );
  1598. }
  1599. else
  1600. {
  1601. DX_CHECK(device->SetRenderState(D3DRS_COLORWRITEENABLE, 0) );
  1602. }
  1603. if (BGFX_CLEAR_DEPTH & _clear.m_flags)
  1604. {
  1605. DX_CHECK(device->SetRenderState(D3DRS_ZWRITEENABLE, TRUE) );
  1606. DX_CHECK(device->SetRenderState(D3DRS_ZENABLE, TRUE) );
  1607. DX_CHECK(device->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS) );
  1608. }
  1609. else
  1610. {
  1611. DX_CHECK(device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE) );
  1612. DX_CHECK(device->SetRenderState(D3DRS_ZENABLE, FALSE) );
  1613. }
  1614. if (BGFX_CLEAR_STENCIL & _clear.m_flags)
  1615. {
  1616. DX_CHECK(device->SetRenderState(D3DRS_STENCILENABLE, TRUE) );
  1617. DX_CHECK(device->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE) );
  1618. DX_CHECK(device->SetRenderState(D3DRS_STENCILREF, _clear.m_stencil) );
  1619. DX_CHECK(device->SetRenderState(D3DRS_STENCILMASK, 0xff) );
  1620. DX_CHECK(device->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS) );
  1621. DX_CHECK(device->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE) );
  1622. DX_CHECK(device->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE) );
  1623. DX_CHECK(device->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE) );
  1624. }
  1625. else
  1626. {
  1627. DX_CHECK(device->SetRenderState(D3DRS_STENCILENABLE, FALSE) );
  1628. }
  1629. VertexBufferD3D9& vb = m_vertexBuffers[_clearQuad.m_vb->handle.idx];
  1630. VertexDeclD3D9& vertexDecl = m_vertexDecls[_clearQuad.m_vb->decl.idx];
  1631. uint32_t stride = _clearQuad.m_decl.m_stride;
  1632. {
  1633. struct Vertex
  1634. {
  1635. float m_x;
  1636. float m_y;
  1637. float m_z;
  1638. };
  1639. Vertex* vertex = (Vertex*)_clearQuad.m_vb->data;
  1640. BX_CHECK(stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", stride, sizeof(Vertex) );
  1641. const float depth = _clear.m_depth;
  1642. vertex->m_x = -1.0f;
  1643. vertex->m_y = -1.0f;
  1644. vertex->m_z = depth;
  1645. vertex++;
  1646. vertex->m_x = 1.0f;
  1647. vertex->m_y = -1.0f;
  1648. vertex->m_z = depth;
  1649. vertex++;
  1650. vertex->m_x = -1.0f;
  1651. vertex->m_y = 1.0f;
  1652. vertex->m_z = depth;
  1653. vertex++;
  1654. vertex->m_x = 1.0f;
  1655. vertex->m_y = 1.0f;
  1656. vertex->m_z = depth;
  1657. }
  1658. vb.update(0, 4*stride, _clearQuad.m_vb->data);
  1659. ProgramD3D9& program = m_program[_clearQuad.m_program[numMrt-1].idx];
  1660. device->SetVertexShader(program.m_vsh->m_vertexShader);
  1661. device->SetPixelShader(program.m_fsh->m_pixelShader);
  1662. float mrtClear[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS][4];
  1663. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  1664. {
  1665. for (uint32_t ii = 0; ii < numMrt; ++ii)
  1666. {
  1667. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_COLOR_PALETTE - 1, _clear.m_index[ii]);
  1668. memcpy(mrtClear[ii], _palette[index], 16);
  1669. }
  1670. }
  1671. else
  1672. {
  1673. float rgba[4] =
  1674. {
  1675. _clear.m_index[0] * 1.0f / 255.0f,
  1676. _clear.m_index[1] * 1.0f / 255.0f,
  1677. _clear.m_index[2] * 1.0f / 255.0f,
  1678. _clear.m_index[3] * 1.0f / 255.0f,
  1679. };
  1680. for (uint32_t ii = 0; ii < numMrt; ++ii)
  1681. {
  1682. memcpy(mrtClear[ii], rgba, 16);
  1683. }
  1684. }
  1685. DX_CHECK(device->SetPixelShaderConstantF(0, mrtClear[0], numMrt));
  1686. DX_CHECK(device->SetStreamSource(0, vb.m_ptr, 0, stride) );
  1687. DX_CHECK(device->SetStreamSourceFreq(0, 1) );
  1688. DX_CHECK(device->SetStreamSource(1, NULL, 0, 0) );
  1689. DX_CHECK(device->SetVertexDeclaration(vertexDecl.m_ptr) );
  1690. DX_CHECK(device->SetIndices(NULL) );
  1691. DX_CHECK(device->DrawPrimitive(D3DPT_TRIANGLESTRIP
  1692. , 0
  1693. , 2
  1694. ) );
  1695. }
  1696. }
  1697. #if BX_PLATFORM_WINDOWS
  1698. D3DCAPS9 m_caps;
  1699. #endif // BX_PLATFORM_WINDOWS
  1700. IDirect3D9Ex* m_d3d9ex;
  1701. IDirect3DDevice9Ex* m_deviceEx;
  1702. IDirect3D9* m_d3d9;
  1703. IDirect3DDevice9* m_device;
  1704. IDirect3DQuery9* m_flushQuery;
  1705. TimerQueryD3D9 m_gpuTimer;
  1706. OcclusionQueryD3D9 m_occlusionQuery;
  1707. D3DPOOL m_pool;
  1708. IDirect3DSwapChain9* m_swapChain;
  1709. uint16_t m_numWindows;
  1710. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  1711. IDirect3DSurface9* m_backBufferColor;
  1712. IDirect3DSurface9* m_backBufferDepthStencil;
  1713. IDirect3DTexture9* m_captureTexture;
  1714. IDirect3DSurface9* m_captureSurface;
  1715. IDirect3DSurface9* m_captureResolve;
  1716. IDirect3DVertexDeclaration9* m_instanceDataDecls[BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  1717. void* m_d3d9dll;
  1718. uint32_t m_adapter;
  1719. D3DDEVTYPE m_deviceType;
  1720. D3DPRESENT_PARAMETERS m_params;
  1721. uint32_t m_maxAnisotropy;
  1722. D3DADAPTER_IDENTIFIER9 m_identifier;
  1723. Resolution m_resolution;
  1724. bool m_initialized;
  1725. bool m_amd;
  1726. bool m_nvidia;
  1727. bool m_instancingSupport;
  1728. bool m_timerQuerySupport;
  1729. bool m_occlusionQuerySupport;
  1730. D3DFORMAT m_fmtDepth;
  1731. IndexBufferD3D9 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  1732. VertexBufferD3D9 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  1733. ShaderD3D9 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  1734. ProgramD3D9 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  1735. TextureD3D9 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  1736. VertexDeclD3D9 m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  1737. FrameBufferD3D9 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  1738. UniformRegistry m_uniformReg;
  1739. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  1740. uint32_t m_samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  1741. TextureD3D9* m_updateTexture;
  1742. uint8_t* m_updateTextureBits;
  1743. uint32_t m_updateTexturePitch;
  1744. uint8_t m_updateTextureSide;
  1745. uint8_t m_updateTextureMip;
  1746. TextVideoMem m_textVideoMem;
  1747. FrameBufferHandle m_fbh;
  1748. bool m_rtMsaa;
  1749. };
  1750. static RendererContextD3D9* s_renderD3D9;
  1751. RendererContextI* rendererCreate()
  1752. {
  1753. s_renderD3D9 = BX_NEW(g_allocator, RendererContextD3D9);
  1754. if (!s_renderD3D9->init() )
  1755. {
  1756. BX_DELETE(g_allocator, s_renderD3D9);
  1757. s_renderD3D9 = NULL;
  1758. }
  1759. return s_renderD3D9;
  1760. }
  1761. void rendererDestroy()
  1762. {
  1763. s_renderD3D9->shutdown();
  1764. BX_DELETE(g_allocator, s_renderD3D9);
  1765. s_renderD3D9 = NULL;
  1766. }
  1767. void IndexBufferD3D9::create(uint32_t _size, void* _data, uint16_t _flags)
  1768. {
  1769. m_size = _size;
  1770. m_flags = _flags;
  1771. m_dynamic = NULL == _data;
  1772. uint32_t usage = D3DUSAGE_WRITEONLY;
  1773. D3DPOOL pool = s_renderD3D9->m_pool;
  1774. if (m_dynamic)
  1775. {
  1776. usage |= D3DUSAGE_DYNAMIC;
  1777. pool = D3DPOOL_DEFAULT;
  1778. }
  1779. const D3DFORMAT format = 0 == (_flags & BGFX_BUFFER_INDEX32)
  1780. ? D3DFMT_INDEX16
  1781. : D3DFMT_INDEX32
  1782. ;
  1783. DX_CHECK(s_renderD3D9->m_device->CreateIndexBuffer(m_size
  1784. , usage
  1785. , format
  1786. , pool
  1787. , &m_ptr
  1788. , NULL
  1789. ) );
  1790. if (NULL != _data)
  1791. {
  1792. update(0, _size, _data);
  1793. }
  1794. }
  1795. void IndexBufferD3D9::preReset()
  1796. {
  1797. if (m_dynamic)
  1798. {
  1799. DX_RELEASE(m_ptr, 0);
  1800. }
  1801. }
  1802. void IndexBufferD3D9::postReset()
  1803. {
  1804. if (m_dynamic)
  1805. {
  1806. const D3DFORMAT format = 0 == (m_flags & BGFX_BUFFER_INDEX32)
  1807. ? D3DFMT_INDEX16
  1808. : D3DFMT_INDEX32
  1809. ;
  1810. DX_CHECK(s_renderD3D9->m_device->CreateIndexBuffer(m_size
  1811. , D3DUSAGE_WRITEONLY|D3DUSAGE_DYNAMIC
  1812. , format
  1813. , D3DPOOL_DEFAULT
  1814. , &m_ptr
  1815. , NULL
  1816. ) );
  1817. }
  1818. }
  1819. void VertexBufferD3D9::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle)
  1820. {
  1821. m_size = _size;
  1822. m_decl = _declHandle;
  1823. m_dynamic = NULL == _data;
  1824. uint32_t usage = D3DUSAGE_WRITEONLY;
  1825. D3DPOOL pool = s_renderD3D9->m_pool;
  1826. if (m_dynamic)
  1827. {
  1828. usage |= D3DUSAGE_DYNAMIC;
  1829. pool = D3DPOOL_DEFAULT;
  1830. }
  1831. DX_CHECK(s_renderD3D9->m_device->CreateVertexBuffer(m_size
  1832. , usage
  1833. , 0
  1834. , pool
  1835. , &m_ptr
  1836. , NULL
  1837. ) );
  1838. if (NULL != _data)
  1839. {
  1840. update(0, _size, _data);
  1841. }
  1842. }
  1843. void VertexBufferD3D9::preReset()
  1844. {
  1845. if (m_dynamic)
  1846. {
  1847. DX_RELEASE(m_ptr, 0);
  1848. }
  1849. }
  1850. void VertexBufferD3D9::postReset()
  1851. {
  1852. if (m_dynamic)
  1853. {
  1854. DX_CHECK(s_renderD3D9->m_device->CreateVertexBuffer(m_size
  1855. , D3DUSAGE_WRITEONLY|D3DUSAGE_DYNAMIC
  1856. , 0
  1857. , D3DPOOL_DEFAULT
  1858. , &m_ptr
  1859. , NULL
  1860. ) );
  1861. }
  1862. }
  1863. static const D3DVERTEXELEMENT9 s_attrib[] =
  1864. {
  1865. { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
  1866. { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
  1867. { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT, 0 },
  1868. { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BINORMAL, 0 },
  1869. { 0, 0, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
  1870. { 0, 0, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 1 },
  1871. { 0, 0, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDINDICES, 0 },
  1872. { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDWEIGHT, 0 },
  1873. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
  1874. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 },
  1875. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2 },
  1876. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3 },
  1877. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4 },
  1878. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 5 },
  1879. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 6 },
  1880. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 7 },
  1881. D3DDECL_END()
  1882. };
  1883. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib)-1);
  1884. static const uint8_t s_attribType[][4][2] =
  1885. {
  1886. { // Uint8
  1887. { D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4N },
  1888. { D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4N },
  1889. { D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4N },
  1890. { D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4N },
  1891. },
  1892. { // Uint10
  1893. { D3DDECLTYPE_UDEC3, D3DDECLTYPE_DEC3N },
  1894. { D3DDECLTYPE_UDEC3, D3DDECLTYPE_DEC3N },
  1895. { D3DDECLTYPE_UDEC3, D3DDECLTYPE_DEC3N },
  1896. { D3DDECLTYPE_UDEC3, D3DDECLTYPE_DEC3N },
  1897. },
  1898. { // Int16
  1899. { D3DDECLTYPE_SHORT2, D3DDECLTYPE_SHORT2N },
  1900. { D3DDECLTYPE_SHORT2, D3DDECLTYPE_SHORT2N },
  1901. { D3DDECLTYPE_SHORT4, D3DDECLTYPE_SHORT4N },
  1902. { D3DDECLTYPE_SHORT4, D3DDECLTYPE_SHORT4N },
  1903. },
  1904. { // Half
  1905. { D3DDECLTYPE_FLOAT16_2, D3DDECLTYPE_FLOAT16_2 },
  1906. { D3DDECLTYPE_FLOAT16_2, D3DDECLTYPE_FLOAT16_2 },
  1907. { D3DDECLTYPE_FLOAT16_4, D3DDECLTYPE_FLOAT16_4 },
  1908. { D3DDECLTYPE_FLOAT16_4, D3DDECLTYPE_FLOAT16_4 },
  1909. },
  1910. { // Float
  1911. { D3DDECLTYPE_FLOAT1, D3DDECLTYPE_FLOAT1 },
  1912. { D3DDECLTYPE_FLOAT2, D3DDECLTYPE_FLOAT2 },
  1913. { D3DDECLTYPE_FLOAT3, D3DDECLTYPE_FLOAT3 },
  1914. { D3DDECLTYPE_FLOAT4, D3DDECLTYPE_FLOAT4 },
  1915. },
  1916. };
  1917. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  1918. static D3DVERTEXELEMENT9* fillVertexDecl(D3DVERTEXELEMENT9* _out, const VertexDecl& _decl)
  1919. {
  1920. D3DVERTEXELEMENT9* elem = _out;
  1921. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  1922. {
  1923. if (UINT16_MAX != _decl.m_attributes[attr])
  1924. {
  1925. uint8_t num;
  1926. AttribType::Enum type;
  1927. bool normalized;
  1928. bool asInt;
  1929. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  1930. memcpy(elem, &s_attrib[attr], sizeof(D3DVERTEXELEMENT9) );
  1931. elem->Type = s_attribType[type][num-1][normalized];
  1932. elem->Offset = _decl.m_offset[attr];
  1933. ++elem;
  1934. }
  1935. }
  1936. return elem;
  1937. }
  1938. static IDirect3DVertexDeclaration9* createVertexDeclaration(const VertexDecl& _decl, uint16_t _numInstanceData)
  1939. {
  1940. D3DVERTEXELEMENT9 vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  1941. D3DVERTEXELEMENT9* elem = fillVertexDecl(vertexElements, _decl);
  1942. const D3DVERTEXELEMENT9 inst = { 1, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 };
  1943. for (uint8_t ii = 0; ii < _numInstanceData; ++ii)
  1944. {
  1945. memcpy(elem, &inst, sizeof(D3DVERTEXELEMENT9) );
  1946. elem->UsageIndex = uint8_t(7-ii); // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  1947. elem->Offset = ii*16;
  1948. ++elem;
  1949. }
  1950. memcpy(elem, &s_attrib[Attrib::Count], sizeof(D3DVERTEXELEMENT9) );
  1951. IDirect3DVertexDeclaration9* ptr;
  1952. DX_CHECK(s_renderD3D9->m_device->CreateVertexDeclaration(vertexElements, &ptr) );
  1953. return ptr;
  1954. }
  1955. void VertexDeclD3D9::create(const VertexDecl& _decl)
  1956. {
  1957. memcpy(&m_decl, &_decl, sizeof(VertexDecl) );
  1958. dump(m_decl);
  1959. m_ptr = createVertexDeclaration(_decl, 0);
  1960. }
  1961. void ShaderD3D9::create(const Memory* _mem)
  1962. {
  1963. bx::MemoryReader reader(_mem->data, _mem->size);
  1964. uint32_t magic;
  1965. bx::read(&reader, magic);
  1966. switch (magic)
  1967. {
  1968. case BGFX_CHUNK_MAGIC_FSH:
  1969. case BGFX_CHUNK_MAGIC_VSH:
  1970. break;
  1971. default:
  1972. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  1973. break;
  1974. }
  1975. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  1976. uint32_t iohash;
  1977. bx::read(&reader, iohash);
  1978. uint16_t count;
  1979. bx::read(&reader, count);
  1980. m_numPredefined = 0;
  1981. BX_TRACE("Shader consts %d", count);
  1982. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  1983. if (0 < count)
  1984. {
  1985. for (uint32_t ii = 0; ii < count; ++ii)
  1986. {
  1987. uint8_t nameSize;
  1988. bx::read(&reader, nameSize);
  1989. char name[256];
  1990. bx::read(&reader, &name, nameSize);
  1991. name[nameSize] = '\0';
  1992. uint8_t type;
  1993. bx::read(&reader, type);
  1994. uint8_t num;
  1995. bx::read(&reader, num);
  1996. uint16_t regIndex;
  1997. bx::read(&reader, regIndex);
  1998. uint16_t regCount;
  1999. bx::read(&reader, regCount);
  2000. const char* kind = "invalid";
  2001. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  2002. if (PredefinedUniform::Count != predefined)
  2003. {
  2004. kind = "predefined";
  2005. m_predefined[m_numPredefined].m_loc = regIndex;
  2006. m_predefined[m_numPredefined].m_count = regCount;
  2007. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  2008. m_numPredefined++;
  2009. }
  2010. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  2011. {
  2012. const UniformInfo* info = s_renderD3D9->m_uniformReg.find(name);
  2013. BX_CHECK(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  2014. if (NULL != info)
  2015. {
  2016. if (NULL == m_constantBuffer)
  2017. {
  2018. m_constantBuffer = UniformBuffer::create(1024);
  2019. }
  2020. kind = "user";
  2021. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  2022. }
  2023. }
  2024. else
  2025. {
  2026. kind = "sampler";
  2027. }
  2028. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  2029. , kind
  2030. , name
  2031. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  2032. , num
  2033. , regIndex
  2034. , regCount
  2035. );
  2036. BX_UNUSED(kind);
  2037. }
  2038. if (NULL != m_constantBuffer)
  2039. {
  2040. m_constantBuffer->finish();
  2041. }
  2042. }
  2043. uint16_t shaderSize;
  2044. bx::read(&reader, shaderSize);
  2045. const DWORD* code = (const DWORD*)reader.getDataPtr();
  2046. if (fragment)
  2047. {
  2048. m_type = 1;
  2049. DX_CHECK(s_renderD3D9->m_device->CreatePixelShader(code, &m_pixelShader) );
  2050. BGFX_FATAL(NULL != m_pixelShader, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  2051. }
  2052. else
  2053. {
  2054. m_type = 0;
  2055. DX_CHECK(s_renderD3D9->m_device->CreateVertexShader(code, &m_vertexShader) );
  2056. BGFX_FATAL(NULL != m_vertexShader, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  2057. }
  2058. }
  2059. void TextureD3D9::createTexture(uint32_t _width, uint32_t _height, uint8_t _numMips)
  2060. {
  2061. m_type = Texture2D;
  2062. const TextureFormat::Enum fmt = (TextureFormat::Enum)m_textureFormat;
  2063. DWORD usage = 0;
  2064. D3DPOOL pool = D3DPOOL_DEFAULT;
  2065. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  2066. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  2067. const bool readBack = 0 != (m_flags&BGFX_TEXTURE_READ_BACK);
  2068. if (isDepth(fmt) )
  2069. {
  2070. usage = D3DUSAGE_DEPTHSTENCIL;
  2071. }
  2072. else if (readBack)
  2073. {
  2074. usage = 0;
  2075. pool = D3DPOOL_SYSTEMMEM;
  2076. }
  2077. else if (renderTarget || blit)
  2078. {
  2079. usage = D3DUSAGE_RENDERTARGET;
  2080. }
  2081. IDirect3DDevice9* device = s_renderD3D9->m_device;
  2082. if (renderTarget)
  2083. {
  2084. uint32_t msaaQuality = ( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT);
  2085. msaaQuality = bx::uint32_satsub(msaaQuality, 1);
  2086. bool writeOnly = 0 != (m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  2087. if (0 != msaaQuality
  2088. || writeOnly)
  2089. {
  2090. const Msaa& msaa = s_msaa[msaaQuality];
  2091. if (isDepth(fmt) )
  2092. {
  2093. DX_CHECK(device->CreateDepthStencilSurface(
  2094. m_width
  2095. , m_height
  2096. , s_textureFormat[m_textureFormat].m_fmt
  2097. , msaa.m_type
  2098. , msaa.m_quality
  2099. , FALSE
  2100. , &m_surface
  2101. , NULL
  2102. ) );
  2103. }
  2104. else
  2105. {
  2106. DX_CHECK(device->CreateRenderTarget(
  2107. m_width
  2108. , m_height
  2109. , s_textureFormat[m_textureFormat].m_fmt
  2110. , msaa.m_type
  2111. , msaa.m_quality
  2112. , FALSE
  2113. , &m_surface
  2114. , NULL
  2115. ) );
  2116. }
  2117. if (writeOnly)
  2118. {
  2119. // This is render buffer, there is no sampling, no need
  2120. // to create texture.
  2121. return;
  2122. }
  2123. }
  2124. }
  2125. DX_CHECK(device->CreateTexture(_width
  2126. , _height
  2127. , _numMips
  2128. , usage
  2129. , s_textureFormat[fmt].m_fmt
  2130. , pool
  2131. , &m_texture2d
  2132. , NULL
  2133. ) );
  2134. if (!renderTarget
  2135. && !readBack)
  2136. {
  2137. if (NULL == m_staging)
  2138. {
  2139. DX_CHECK(device->CreateTexture(_width
  2140. , _height
  2141. , _numMips
  2142. , 0
  2143. , s_textureFormat[fmt].m_fmt
  2144. , D3DPOOL_SYSTEMMEM
  2145. , &m_staging2d
  2146. , NULL
  2147. ) );
  2148. }
  2149. else
  2150. {
  2151. DX_CHECK(m_staging2d->AddDirtyRect(NULL));
  2152. DX_CHECK(device->UpdateTexture(m_staging2d, m_texture2d));
  2153. }
  2154. }
  2155. BGFX_FATAL(NULL != m_texture2d, Fatal::UnableToCreateTexture, "Failed to create texture (size: %dx%d, mips: %d, fmt: %d)."
  2156. , _width
  2157. , _height
  2158. , _numMips
  2159. , getName(fmt)
  2160. );
  2161. }
  2162. void TextureD3D9::createVolumeTexture(uint32_t _width, uint32_t _height, uint32_t _depth, uint8_t _numMips)
  2163. {
  2164. m_type = Texture3D;
  2165. const TextureFormat::Enum fmt = (TextureFormat::Enum)m_textureFormat;
  2166. IDirect3DDevice9* device = s_renderD3D9->m_device;
  2167. DX_CHECK(device->CreateVolumeTexture(_width
  2168. , _height
  2169. , _depth
  2170. , _numMips
  2171. , 0
  2172. , s_textureFormat[fmt].m_fmt
  2173. , D3DPOOL_DEFAULT
  2174. , &m_texture3d
  2175. , NULL
  2176. ) );
  2177. if (NULL == m_staging)
  2178. {
  2179. DX_CHECK(device->CreateVolumeTexture(_width
  2180. , _height
  2181. , _depth
  2182. , _numMips
  2183. , 0
  2184. , s_textureFormat[fmt].m_fmt
  2185. , D3DPOOL_SYSTEMMEM
  2186. , &m_staging3d
  2187. , NULL
  2188. ) );
  2189. }
  2190. else
  2191. {
  2192. DX_CHECK(m_staging3d->AddDirtyBox(NULL) );
  2193. DX_CHECK(device->UpdateTexture(m_staging3d, m_texture3d) );
  2194. }
  2195. BGFX_FATAL(NULL != m_texture3d, Fatal::UnableToCreateTexture, "Failed to create volume texture (size: %dx%dx%d, mips: %d, fmt: %s)."
  2196. , _width
  2197. , _height
  2198. , _depth
  2199. , _numMips
  2200. , getName(fmt)
  2201. );
  2202. }
  2203. void TextureD3D9::createCubeTexture(uint32_t _width, uint8_t _numMips)
  2204. {
  2205. m_type = TextureCube;
  2206. const TextureFormat::Enum fmt = (TextureFormat::Enum)m_textureFormat;
  2207. DWORD usage = 0;
  2208. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  2209. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  2210. if (isDepth(fmt) )
  2211. {
  2212. usage = D3DUSAGE_DEPTHSTENCIL;
  2213. }
  2214. else if (renderTarget || blit)
  2215. {
  2216. usage = D3DUSAGE_RENDERTARGET;
  2217. }
  2218. IDirect3DDevice9* device = s_renderD3D9->m_device;
  2219. DX_CHECK(device->CreateCubeTexture(_width
  2220. , _numMips
  2221. , usage
  2222. , s_textureFormat[fmt].m_fmt
  2223. , D3DPOOL_DEFAULT
  2224. , &m_textureCube
  2225. , NULL
  2226. ) );
  2227. if (!renderTarget)
  2228. {
  2229. if (NULL == m_staging)
  2230. {
  2231. DX_CHECK(device->CreateCubeTexture(_width
  2232. , _numMips
  2233. , 0
  2234. , s_textureFormat[fmt].m_fmt
  2235. , D3DPOOL_SYSTEMMEM
  2236. , &m_stagingCube
  2237. , NULL
  2238. ) );
  2239. }
  2240. else
  2241. {
  2242. for (uint8_t ii = 0; ii < 6; ++ii)
  2243. {
  2244. DX_CHECK(m_stagingCube->AddDirtyRect(D3DCUBEMAP_FACES(ii), NULL) );
  2245. }
  2246. DX_CHECK(device->UpdateTexture(m_stagingCube, m_textureCube) );
  2247. }
  2248. }
  2249. BGFX_FATAL(NULL != m_textureCube, Fatal::UnableToCreateTexture, "Failed to create cube texture (edge: %d, mips: %d, fmt: %s)."
  2250. , _width
  2251. , _numMips
  2252. , getName(fmt)
  2253. );
  2254. }
  2255. uint8_t* TextureD3D9::lock(uint8_t _side, uint8_t _lod, uint32_t& _pitch, uint32_t& _slicePitch, const Rect* _rect)
  2256. {
  2257. switch (m_type)
  2258. {
  2259. case Texture2D:
  2260. {
  2261. D3DLOCKED_RECT lockedRect;
  2262. if (NULL != _rect)
  2263. {
  2264. RECT rect;
  2265. rect.left = _rect->m_x;
  2266. rect.top = _rect->m_y;
  2267. rect.right = rect.left + _rect->m_width;
  2268. rect.bottom = rect.top + _rect->m_height;
  2269. DX_CHECK(m_staging2d->LockRect(_lod, &lockedRect, &rect, 0) );
  2270. DX_CHECK(m_staging2d->AddDirtyRect(&rect) );
  2271. }
  2272. else
  2273. {
  2274. DX_CHECK(m_staging2d->LockRect(_lod, &lockedRect, NULL, 0) );
  2275. DX_CHECK(m_staging2d->AddDirtyRect(NULL) );
  2276. }
  2277. _pitch = lockedRect.Pitch;
  2278. _slicePitch = 0;
  2279. return (uint8_t*)lockedRect.pBits;
  2280. }
  2281. case Texture3D:
  2282. {
  2283. D3DLOCKED_BOX box;
  2284. DX_CHECK(m_staging3d->LockBox(_lod, &box, NULL, 0) );
  2285. DX_CHECK(m_staging3d->AddDirtyBox(NULL) );
  2286. _pitch = box.RowPitch;
  2287. _slicePitch = box.SlicePitch;
  2288. return (uint8_t*)box.pBits;
  2289. }
  2290. case TextureCube:
  2291. {
  2292. D3DLOCKED_RECT lockedRect;
  2293. if (NULL != _rect)
  2294. {
  2295. RECT rect;
  2296. rect.left = _rect->m_x;
  2297. rect.top = _rect->m_y;
  2298. rect.right = rect.left + _rect->m_width;
  2299. rect.bottom = rect.top + _rect->m_height;
  2300. DX_CHECK(m_stagingCube->LockRect(D3DCUBEMAP_FACES(_side), _lod, &lockedRect, &rect, 0) );
  2301. DX_CHECK(m_textureCube->AddDirtyRect(D3DCUBEMAP_FACES(_side), &rect) );
  2302. }
  2303. else
  2304. {
  2305. DX_CHECK(m_stagingCube->LockRect(D3DCUBEMAP_FACES(_side), _lod, &lockedRect, NULL, 0) );
  2306. DX_CHECK(m_textureCube->AddDirtyRect(D3DCUBEMAP_FACES(_side), NULL) );
  2307. }
  2308. _pitch = lockedRect.Pitch;
  2309. _slicePitch = 0;
  2310. return (uint8_t*)lockedRect.pBits;
  2311. }
  2312. }
  2313. BX_CHECK(false, "You should not be here.");
  2314. _pitch = 0;
  2315. _slicePitch = 0;
  2316. return NULL;
  2317. }
  2318. void TextureD3D9::unlock(uint8_t _side, uint8_t _lod)
  2319. {
  2320. IDirect3DDevice9* device = s_renderD3D9->m_device;
  2321. switch (m_type)
  2322. {
  2323. case Texture2D:
  2324. {
  2325. DX_CHECK(m_staging2d->UnlockRect(_lod) );
  2326. DX_CHECK(device->UpdateTexture(m_staging2d, m_texture2d) );
  2327. }
  2328. return;
  2329. case Texture3D:
  2330. {
  2331. DX_CHECK(m_staging3d->UnlockBox(_lod) );
  2332. DX_CHECK(device->UpdateTexture(m_staging3d, m_texture3d) );
  2333. }
  2334. return;
  2335. case TextureCube:
  2336. {
  2337. DX_CHECK(m_stagingCube->UnlockRect(D3DCUBEMAP_FACES(_side), _lod) );
  2338. DX_CHECK(device->UpdateTexture(m_stagingCube, m_textureCube) );
  2339. }
  2340. return;
  2341. }
  2342. BX_CHECK(false, "You should not be here.");
  2343. }
  2344. void TextureD3D9::dirty(uint8_t _side, const Rect& _rect, uint16_t _z, uint16_t _depth)
  2345. {
  2346. switch (m_type)
  2347. {
  2348. case Texture2D:
  2349. {
  2350. RECT rect;
  2351. rect.left = _rect.m_x;
  2352. rect.top = _rect.m_y;
  2353. rect.right = rect.left + _rect.m_width;
  2354. rect.bottom = rect.top + _rect.m_height;
  2355. DX_CHECK(m_texture2d->AddDirtyRect(&rect) );
  2356. }
  2357. return;
  2358. case Texture3D:
  2359. {
  2360. D3DBOX box;
  2361. box.Left = _rect.m_x;
  2362. box.Top = _rect.m_y;
  2363. box.Right = box.Left + _rect.m_width;
  2364. box.Bottom = box.Top + _rect.m_height;
  2365. box.Front = _z;
  2366. box.Back = box.Front + _depth;
  2367. DX_CHECK(m_texture3d->AddDirtyBox(&box) );
  2368. }
  2369. return;
  2370. case TextureCube:
  2371. {
  2372. RECT rect;
  2373. rect.left = _rect.m_x;
  2374. rect.top = _rect.m_y;
  2375. rect.right = rect.left + _rect.m_width;
  2376. rect.bottom = rect.top + _rect.m_height;
  2377. DX_CHECK(m_textureCube->AddDirtyRect(D3DCUBEMAP_FACES(_side), &rect) );
  2378. }
  2379. return;
  2380. }
  2381. BX_CHECK(false, "You should not be here.");
  2382. }
  2383. IDirect3DSurface9* TextureD3D9::getSurface(uint8_t _side, uint8_t _mip) const
  2384. {
  2385. IDirect3DSurface9* surface = NULL;
  2386. switch (m_type)
  2387. {
  2388. case Texture2D:
  2389. DX_CHECK(m_texture2d->GetSurfaceLevel(_mip, &surface) );
  2390. break;
  2391. case Texture3D:
  2392. BX_CHECK(false, "");
  2393. break;
  2394. case TextureCube:
  2395. DX_CHECK(m_textureCube->GetCubeMapSurface(D3DCUBEMAP_FACES(_side), _mip, &surface) );
  2396. break;
  2397. }
  2398. return surface;
  2399. }
  2400. void TextureD3D9::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  2401. {
  2402. ImageContainer imageContainer;
  2403. if (imageParse(imageContainer, _mem->data, _mem->size) )
  2404. {
  2405. uint8_t numMips = imageContainer.m_numMips;
  2406. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  2407. numMips -= startLod;
  2408. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
  2409. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  2410. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  2411. m_flags = _flags;
  2412. m_width = textureWidth;
  2413. m_height = textureHeight;
  2414. m_depth = imageContainer.m_depth;
  2415. m_numMips = numMips;
  2416. m_requestedFormat =
  2417. m_textureFormat = uint8_t(imageContainer.m_format);
  2418. const TextureFormatInfo& tfi = s_textureFormat[m_requestedFormat];
  2419. uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  2420. if (D3DFMT_UNKNOWN == tfi.m_fmt)
  2421. {
  2422. m_textureFormat = (uint8_t)TextureFormat::BGRA8;
  2423. bpp = 32;
  2424. }
  2425. if (imageContainer.m_cubeMap)
  2426. {
  2427. createCubeTexture(textureWidth, numMips);
  2428. }
  2429. else if (imageContainer.m_depth > 1)
  2430. {
  2431. createVolumeTexture(textureWidth, textureHeight, imageContainer.m_depth, numMips);
  2432. }
  2433. else
  2434. {
  2435. createTexture(textureWidth, textureHeight, numMips);
  2436. }
  2437. if (imageContainer.m_srgb)
  2438. {
  2439. m_flags |= BGFX_TEXTURE_SRGB;
  2440. }
  2441. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s%s."
  2442. , this - s_renderD3D9->m_textures
  2443. , getName( (TextureFormat::Enum)m_textureFormat)
  2444. , getName( (TextureFormat::Enum)m_requestedFormat)
  2445. , textureWidth
  2446. , textureHeight
  2447. , imageContainer.m_cubeMap ? "x6" : ""
  2448. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  2449. );
  2450. if (0 != (_flags&BGFX_TEXTURE_RT_WRITE_ONLY) )
  2451. {
  2452. return;
  2453. }
  2454. // For BC4 and B5 in DX9 LockRect returns wrong number of
  2455. // bytes. If actual mip size is used it causes memory corruption.
  2456. // http://www.aras-p.info/texts/D3D9GPUHacks.html#3dc
  2457. const bool useMipSize = true
  2458. && imageContainer.m_format != TextureFormat::BC4
  2459. && imageContainer.m_format != TextureFormat::BC5
  2460. ;
  2461. const bool convert = m_textureFormat != m_requestedFormat;
  2462. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  2463. {
  2464. uint32_t width = textureWidth;
  2465. uint32_t height = textureHeight;
  2466. uint32_t depth = imageContainer.m_depth;
  2467. uint32_t mipWidth = imageContainer.m_width;
  2468. uint32_t mipHeight = imageContainer.m_height;
  2469. for (uint8_t lod = 0, num = numMips; lod < num; ++lod)
  2470. {
  2471. width = bx::uint32_max(1, width);
  2472. height = bx::uint32_max(1, height);
  2473. depth = bx::uint32_max(1, depth);
  2474. mipWidth = bx::uint32_max(blockInfo.blockWidth, mipWidth);
  2475. mipHeight = bx::uint32_max(blockInfo.blockHeight, mipHeight);
  2476. uint32_t mipSize = width*height*depth*bpp/8;
  2477. ImageMip mip;
  2478. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  2479. {
  2480. uint32_t pitch;
  2481. uint32_t slicePitch;
  2482. uint8_t* bits = lock(side, lod, pitch, slicePitch);
  2483. if (convert)
  2484. {
  2485. if (width != mipWidth
  2486. || height != mipHeight)
  2487. {
  2488. uint32_t srcpitch = mipWidth*bpp/8;
  2489. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, srcpitch*mipHeight);
  2490. imageDecodeToBgra8(temp
  2491. , mip.m_data
  2492. , mip.m_width
  2493. , mip.m_height
  2494. , srcpitch
  2495. , mip.m_format
  2496. );
  2497. bx::memCopy(bits, temp, pitch, height, srcpitch, pitch);
  2498. BX_FREE(g_allocator, temp);
  2499. }
  2500. else
  2501. {
  2502. imageDecodeToBgra8(bits, mip.m_data, mip.m_width, mip.m_height, pitch, mip.m_format);
  2503. }
  2504. }
  2505. else
  2506. {
  2507. uint32_t size = useMipSize ? mip.m_size : mipSize;
  2508. memcpy(bits, mip.m_data, size);
  2509. }
  2510. unlock(side, lod);
  2511. }
  2512. width >>= 1;
  2513. height >>= 1;
  2514. depth >>= 1;
  2515. mipWidth >>= 1;
  2516. mipHeight >>= 1;
  2517. }
  2518. }
  2519. }
  2520. }
  2521. void TextureD3D9::updateBegin(uint8_t _side, uint8_t _mip)
  2522. {
  2523. uint32_t slicePitch;
  2524. s_renderD3D9->m_updateTextureSide = _side;
  2525. s_renderD3D9->m_updateTextureMip = _mip;
  2526. s_renderD3D9->m_updateTextureBits = lock(_side, _mip, s_renderD3D9->m_updateTexturePitch, slicePitch);
  2527. }
  2528. void TextureD3D9::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  2529. {
  2530. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  2531. const uint32_t rectpitch = _rect.m_width*bpp/8;
  2532. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  2533. const uint32_t dstpitch = s_renderD3D9->m_updateTexturePitch;
  2534. uint8_t* bits = s_renderD3D9->m_updateTextureBits + _rect.m_y*dstpitch + _rect.m_x*bpp/8;
  2535. const bool convert = m_textureFormat != m_requestedFormat;
  2536. uint8_t* data = _mem->data;
  2537. uint8_t* temp = NULL;
  2538. if (convert)
  2539. {
  2540. temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*_rect.m_height);
  2541. imageDecodeToBgra8(temp, data, _rect.m_width, _rect.m_height, srcpitch, TextureFormat::Enum(m_requestedFormat) );
  2542. data = temp;
  2543. }
  2544. {
  2545. uint8_t* src = data;
  2546. uint8_t* dst = bits;
  2547. for (uint32_t yy = 0, height = _rect.m_height; yy < height; ++yy)
  2548. {
  2549. memcpy(dst, src, rectpitch);
  2550. src += srcpitch;
  2551. dst += dstpitch;
  2552. }
  2553. }
  2554. if (NULL != temp)
  2555. {
  2556. BX_FREE(g_allocator, temp);
  2557. }
  2558. if (0 == _mip)
  2559. {
  2560. dirty(_side, _rect, _z, _depth);
  2561. }
  2562. }
  2563. void TextureD3D9::updateEnd()
  2564. {
  2565. unlock(s_renderD3D9->m_updateTextureSide, s_renderD3D9->m_updateTextureMip);
  2566. }
  2567. void TextureD3D9::commit(uint8_t _stage, uint32_t _flags, const float _palette[][4])
  2568. {
  2569. uint32_t flags = 0 == (BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER & _flags)
  2570. ? _flags
  2571. : m_flags
  2572. ;
  2573. uint32_t index = (flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  2574. s_renderD3D9->setSamplerState(_stage, flags, _palette[index]);
  2575. IDirect3DDevice9* device = s_renderD3D9->m_device;
  2576. DX_CHECK(device->SetTexture(_stage, m_ptr) );
  2577. if (4 > _stage)
  2578. {
  2579. DX_CHECK(device->SetTexture(D3DVERTEXTEXTURESAMPLER0 + _stage, m_ptr) );
  2580. }
  2581. }
  2582. void TextureD3D9::resolve() const
  2583. {
  2584. if (NULL != m_surface
  2585. && NULL != m_texture2d)
  2586. {
  2587. IDirect3DSurface9* surface = getSurface();
  2588. DX_CHECK(s_renderD3D9->m_device->StretchRect(m_surface
  2589. , NULL
  2590. , surface
  2591. , NULL
  2592. , D3DTEXF_LINEAR
  2593. ) );
  2594. DX_RELEASE(surface, 1);
  2595. }
  2596. }
  2597. void TextureD3D9::preReset()
  2598. {
  2599. TextureFormat::Enum fmt = (TextureFormat::Enum)m_textureFormat;
  2600. if (TextureFormat::Unknown != fmt)
  2601. {
  2602. DX_RELEASE(m_ptr, 0);
  2603. DX_RELEASE(m_surface, 0);
  2604. }
  2605. }
  2606. void TextureD3D9::postReset()
  2607. {
  2608. TextureFormat::Enum fmt = (TextureFormat::Enum)m_textureFormat;
  2609. if (TextureFormat::Unknown != fmt)
  2610. {
  2611. switch (m_type)
  2612. {
  2613. default:
  2614. case Texture2D:
  2615. createTexture(m_width, m_height, m_numMips);
  2616. break;
  2617. case Texture3D:
  2618. createVolumeTexture(m_width, m_height, m_depth, m_numMips);
  2619. break;
  2620. case TextureCube:
  2621. createCubeTexture(m_width, m_numMips);
  2622. break;
  2623. }
  2624. }
  2625. }
  2626. void FrameBufferD3D9::create(uint8_t _num, const TextureHandle* _handles)
  2627. {
  2628. for (uint32_t ii = 0; ii < BX_COUNTOF(m_color); ++ii)
  2629. {
  2630. m_color[ii] = NULL;
  2631. }
  2632. m_depthStencil = NULL;
  2633. m_num = 0;
  2634. m_needResolve = false;
  2635. for (uint32_t ii = 0; ii < _num; ++ii)
  2636. {
  2637. TextureHandle handle = _handles[ii];
  2638. if (isValid(handle) )
  2639. {
  2640. const TextureD3D9& texture = s_renderD3D9->m_textures[handle.idx];
  2641. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  2642. {
  2643. m_depthHandle = handle;
  2644. if (NULL != texture.m_surface)
  2645. {
  2646. m_depthStencil = texture.m_surface;
  2647. m_depthStencil->AddRef();
  2648. }
  2649. else
  2650. {
  2651. m_depthStencil = texture.getSurface();
  2652. }
  2653. }
  2654. else
  2655. {
  2656. m_colorHandle[m_num] = handle;
  2657. if (NULL != texture.m_surface)
  2658. {
  2659. m_color[m_num] = texture.m_surface;
  2660. m_color[m_num]->AddRef();
  2661. }
  2662. else
  2663. {
  2664. m_color[m_num] = texture.getSurface();
  2665. }
  2666. m_num++;
  2667. }
  2668. m_needResolve |= (NULL != texture.m_surface) && (NULL != texture.m_texture2d);
  2669. }
  2670. }
  2671. if (0 == m_num)
  2672. {
  2673. createNullColorRT();
  2674. }
  2675. }
  2676. void FrameBufferD3D9::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat)
  2677. {
  2678. BX_UNUSED(_depthFormat);
  2679. m_hwnd = (HWND)_nwh;
  2680. m_width = bx::uint32_max(_width, 16);
  2681. m_height = bx::uint32_max(_height, 16);
  2682. D3DPRESENT_PARAMETERS params;
  2683. memcpy(&params, &s_renderD3D9->m_params, sizeof(D3DPRESENT_PARAMETERS) );
  2684. params.BackBufferWidth = m_width;
  2685. params.BackBufferHeight = m_height;
  2686. DX_CHECK(s_renderD3D9->m_device->CreateAdditionalSwapChain(&params, &m_swapChain) );
  2687. DX_CHECK(m_swapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &m_color[0]) );
  2688. DX_CHECK(s_renderD3D9->m_device->CreateDepthStencilSurface(
  2689. params.BackBufferWidth
  2690. , params.BackBufferHeight
  2691. , params.AutoDepthStencilFormat
  2692. , params.MultiSampleType
  2693. , params.MultiSampleQuality
  2694. , FALSE
  2695. , &m_depthStencil
  2696. , NULL
  2697. ) );
  2698. m_colorHandle[0].idx = invalidHandle;
  2699. m_denseIdx = _denseIdx;
  2700. m_num = 1;
  2701. m_needResolve = false;
  2702. }
  2703. uint16_t FrameBufferD3D9::destroy()
  2704. {
  2705. if (NULL != m_hwnd)
  2706. {
  2707. DX_RELEASE(m_depthStencil, 0);
  2708. DX_RELEASE(m_color[0], 0);
  2709. DX_RELEASE(m_swapChain, 0);
  2710. }
  2711. else
  2712. {
  2713. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  2714. {
  2715. m_colorHandle[ii].idx = invalidHandle;
  2716. IDirect3DSurface9* ptr = m_color[ii];
  2717. if (NULL != ptr)
  2718. {
  2719. ptr->Release();
  2720. m_color[ii] = NULL;
  2721. }
  2722. }
  2723. if (NULL != m_depthStencil)
  2724. {
  2725. if (0 == m_num)
  2726. {
  2727. IDirect3DSurface9* ptr = m_color[0];
  2728. if (NULL != ptr)
  2729. {
  2730. ptr->Release();
  2731. m_color[0] = NULL;
  2732. }
  2733. }
  2734. m_depthStencil->Release();
  2735. m_depthStencil = NULL;
  2736. }
  2737. }
  2738. m_hwnd = NULL;
  2739. m_num = 0;
  2740. m_depthHandle.idx = invalidHandle;
  2741. uint16_t denseIdx = m_denseIdx;
  2742. m_denseIdx = UINT16_MAX;
  2743. return denseIdx;
  2744. }
  2745. HRESULT FrameBufferD3D9::present()
  2746. {
  2747. return m_swapChain->Present(NULL, NULL, m_hwnd, NULL, 0);
  2748. }
  2749. void FrameBufferD3D9::resolve() const
  2750. {
  2751. if (m_needResolve)
  2752. {
  2753. if (isValid(m_depthHandle) )
  2754. {
  2755. const TextureD3D9& texture = s_renderD3D9->m_textures[m_depthHandle.idx];
  2756. texture.resolve();
  2757. }
  2758. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  2759. {
  2760. const TextureD3D9& texture = s_renderD3D9->m_textures[m_colorHandle[ii].idx];
  2761. texture.resolve();
  2762. }
  2763. }
  2764. }
  2765. void FrameBufferD3D9::preReset()
  2766. {
  2767. if (NULL != m_hwnd)
  2768. {
  2769. DX_RELEASE(m_color[0], 0);
  2770. DX_RELEASE(m_depthStencil, 0);
  2771. DX_RELEASE(m_swapChain, 0);
  2772. }
  2773. else
  2774. {
  2775. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  2776. {
  2777. m_color[ii]->Release();
  2778. m_color[ii] = NULL;
  2779. }
  2780. if (isValid(m_depthHandle) )
  2781. {
  2782. if (0 == m_num)
  2783. {
  2784. m_color[0]->Release();
  2785. m_color[0] = NULL;
  2786. }
  2787. m_depthStencil->Release();
  2788. m_depthStencil = NULL;
  2789. }
  2790. }
  2791. }
  2792. void FrameBufferD3D9::postReset()
  2793. {
  2794. if (NULL != m_hwnd)
  2795. {
  2796. D3DPRESENT_PARAMETERS params;
  2797. memcpy(&params, &s_renderD3D9->m_params, sizeof(D3DPRESENT_PARAMETERS) );
  2798. params.BackBufferWidth = m_width;
  2799. params.BackBufferHeight = m_height;
  2800. DX_CHECK(s_renderD3D9->m_device->CreateAdditionalSwapChain(&params, &m_swapChain) );
  2801. DX_CHECK(m_swapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &m_color[0]) );
  2802. DX_CHECK(s_renderD3D9->m_device->CreateDepthStencilSurface(params.BackBufferWidth
  2803. , params.BackBufferHeight
  2804. , params.AutoDepthStencilFormat
  2805. , params.MultiSampleType
  2806. , params.MultiSampleQuality
  2807. , FALSE
  2808. , &m_depthStencil
  2809. , NULL
  2810. ) );
  2811. }
  2812. else
  2813. {
  2814. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  2815. {
  2816. TextureHandle th = m_colorHandle[ii];
  2817. if (isValid(th) )
  2818. {
  2819. TextureD3D9& texture = s_renderD3D9->m_textures[th.idx];
  2820. if (NULL != texture.m_surface)
  2821. {
  2822. m_color[ii] = texture.m_surface;
  2823. m_color[ii]->AddRef();
  2824. }
  2825. else
  2826. {
  2827. m_color[ii] = texture.getSurface();
  2828. }
  2829. }
  2830. }
  2831. if (isValid(m_depthHandle) )
  2832. {
  2833. TextureD3D9& texture = s_renderD3D9->m_textures[m_depthHandle.idx];
  2834. if (NULL != texture.m_surface)
  2835. {
  2836. m_depthStencil = texture.m_surface;
  2837. m_depthStencil->AddRef();
  2838. }
  2839. else
  2840. {
  2841. m_depthStencil = texture.getSurface();
  2842. }
  2843. if (0 == m_num)
  2844. {
  2845. createNullColorRT();
  2846. }
  2847. }
  2848. }
  2849. }
  2850. void FrameBufferD3D9::createNullColorRT()
  2851. {
  2852. const TextureD3D9& texture = s_renderD3D9->m_textures[m_depthHandle.idx];
  2853. DX_CHECK(s_renderD3D9->m_device->CreateRenderTarget(texture.m_width
  2854. , texture.m_height
  2855. , D3DFMT_NULL
  2856. , D3DMULTISAMPLE_NONE
  2857. , 0
  2858. , false
  2859. , &m_color[0]
  2860. , NULL
  2861. ) );
  2862. }
  2863. void TimerQueryD3D9::postReset()
  2864. {
  2865. IDirect3DDevice9* device = s_renderD3D9->m_device;
  2866. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frame); ++ii)
  2867. {
  2868. Frame& frame = m_frame[ii];
  2869. DX_CHECK(device->CreateQuery(D3DQUERYTYPE_TIMESTAMPDISJOINT, &frame.m_disjoint) );
  2870. DX_CHECK(device->CreateQuery(D3DQUERYTYPE_TIMESTAMP, &frame.m_begin) );
  2871. DX_CHECK(device->CreateQuery(D3DQUERYTYPE_TIMESTAMP, &frame.m_end) );
  2872. DX_CHECK(device->CreateQuery(D3DQUERYTYPE_TIMESTAMPFREQ, &frame.m_freq) );
  2873. }
  2874. m_elapsed = 0;
  2875. m_frequency = 1;
  2876. m_control.reset();
  2877. }
  2878. void TimerQueryD3D9::preReset()
  2879. {
  2880. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frame); ++ii)
  2881. {
  2882. Frame& frame = m_frame[ii];
  2883. DX_RELEASE(frame.m_disjoint, 0);
  2884. DX_RELEASE(frame.m_begin, 0);
  2885. DX_RELEASE(frame.m_end, 0);
  2886. DX_RELEASE(frame.m_freq, 0);
  2887. }
  2888. }
  2889. void TimerQueryD3D9::begin()
  2890. {
  2891. while (0 == m_control.reserve(1) )
  2892. {
  2893. get();
  2894. }
  2895. Frame& frame = m_frame[m_control.m_current];
  2896. frame.m_disjoint->Issue(D3DISSUE_BEGIN);
  2897. frame.m_begin->Issue(D3DISSUE_END);
  2898. }
  2899. void TimerQueryD3D9::end()
  2900. {
  2901. Frame& frame = m_frame[m_control.m_current];
  2902. frame.m_disjoint->Issue(D3DISSUE_END);
  2903. frame.m_freq->Issue(D3DISSUE_END);
  2904. frame.m_end->Issue(D3DISSUE_END);
  2905. m_control.commit(1);
  2906. }
  2907. bool TimerQueryD3D9::get()
  2908. {
  2909. if (0 != m_control.available() )
  2910. {
  2911. Frame& frame = m_frame[m_control.m_read];
  2912. uint64_t timeEnd;
  2913. HRESULT hr = frame.m_end->GetData(&timeEnd, sizeof(timeEnd), 0);
  2914. if (S_OK == hr)
  2915. {
  2916. m_control.consume(1);
  2917. uint64_t timeBegin;
  2918. DX_CHECK(frame.m_begin->GetData(&timeBegin, sizeof(timeBegin), 0) );
  2919. uint64_t freq;
  2920. DX_CHECK(frame.m_freq->GetData(&freq, sizeof(freq), 0) );
  2921. m_frequency = freq;
  2922. m_begin = timeBegin;
  2923. m_end = timeEnd;
  2924. m_elapsed = timeEnd - timeBegin;
  2925. return true;
  2926. }
  2927. }
  2928. return false;
  2929. }
  2930. void OcclusionQueryD3D9::postReset()
  2931. {
  2932. IDirect3DDevice9* device = s_renderD3D9->m_device;
  2933. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  2934. {
  2935. Query& query = m_query[ii];
  2936. DX_CHECK(device->CreateQuery(D3DQUERYTYPE_OCCLUSION, &query.m_ptr) );
  2937. }
  2938. }
  2939. void OcclusionQueryD3D9::preReset()
  2940. {
  2941. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  2942. {
  2943. Query& query = m_query[ii];
  2944. DX_RELEASE(query.m_ptr, 0);
  2945. }
  2946. }
  2947. void OcclusionQueryD3D9::begin(Frame* _render, OcclusionQueryHandle _handle)
  2948. {
  2949. while (0 == m_control.reserve(1) )
  2950. {
  2951. resolve(_render, true);
  2952. }
  2953. Query& query = m_query[m_control.m_current];
  2954. query.m_ptr->Issue(D3DISSUE_BEGIN);
  2955. query.m_handle = _handle;
  2956. }
  2957. void OcclusionQueryD3D9::end()
  2958. {
  2959. Query& query = m_query[m_control.m_current];
  2960. query.m_ptr->Issue(D3DISSUE_END);
  2961. m_control.commit(1);
  2962. }
  2963. void OcclusionQueryD3D9::resolve(Frame* _render, bool)
  2964. {
  2965. while (0 != m_control.available() )
  2966. {
  2967. Query& query = m_query[m_control.m_read];
  2968. uint32_t result;
  2969. HRESULT hr = query.m_ptr->GetData(&result, sizeof(result), 0);
  2970. if (S_FALSE == hr)
  2971. {
  2972. break;
  2973. }
  2974. _render->m_occlusion[query.m_handle.idx] = 0 < result;
  2975. m_control.consume(1);
  2976. }
  2977. }
  2978. void RendererContextD3D9::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  2979. {
  2980. IDirect3DDevice9* device = m_device;
  2981. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), L"rendererSubmit");
  2982. updateResolution(_render->m_resolution);
  2983. int64_t elapsed = -bx::getHPCounter();
  2984. int64_t captureElapsed = 0;
  2985. device->BeginScene();
  2986. if (m_timerQuerySupport)
  2987. {
  2988. m_gpuTimer.begin();
  2989. }
  2990. if (0 < _render->m_iboffset)
  2991. {
  2992. TransientIndexBuffer* ib = _render->m_transientIb;
  2993. m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data, true);
  2994. }
  2995. if (0 < _render->m_vboffset)
  2996. {
  2997. TransientVertexBuffer* vb = _render->m_transientVb;
  2998. m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data, true);
  2999. }
  3000. _render->sort();
  3001. RenderDraw currentState;
  3002. currentState.clear();
  3003. currentState.m_stateFlags = BGFX_STATE_NONE;
  3004. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  3005. ViewState viewState(_render, false);
  3006. DX_CHECK(device->SetRenderState(D3DRS_FILLMODE, _render->m_debug&BGFX_DEBUG_WIREFRAME ? D3DFILL_WIREFRAME : D3DFILL_SOLID) );
  3007. uint16_t programIdx = invalidHandle;
  3008. SortKey key;
  3009. uint16_t view = UINT16_MAX;
  3010. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  3011. uint32_t blendFactor = 0;
  3012. BlitKey blitKey;
  3013. blitKey.decode(_render->m_blitKeys[0]);
  3014. uint16_t numBlitItems = _render->m_numBlitItems;
  3015. uint16_t blitItem = 0;
  3016. uint8_t primIndex;
  3017. {
  3018. const uint64_t pt = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  3019. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  3020. }
  3021. PrimInfo prim = s_primInfo[primIndex];
  3022. bool viewHasScissor = false;
  3023. Rect viewScissorRect;
  3024. viewScissorRect.clear();
  3025. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  3026. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  3027. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  3028. uint32_t statsNumIndices = 0;
  3029. uint32_t statsKeyType[2] = {};
  3030. invalidateSamplerState();
  3031. if (m_occlusionQuerySupport)
  3032. {
  3033. m_occlusionQuery.resolve(_render);
  3034. }
  3035. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  3036. {
  3037. for (uint32_t item = 0, numItems = _render->m_num; item < numItems; ++item)
  3038. {
  3039. const bool isCompute = key.decode(_render->m_sortKeys[item], _render->m_viewRemap);
  3040. statsKeyType[isCompute]++;
  3041. if (isCompute)
  3042. {
  3043. BX_CHECK(false, "Compute is not supported on DirectX 9.");
  3044. continue;
  3045. }
  3046. const RenderDraw& draw = _render->m_renderItem[_render->m_sortValues[item] ].draw;
  3047. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  3048. if (isValid(draw.m_occlusionQuery)
  3049. && !hasOcclusionQuery
  3050. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) ) )
  3051. {
  3052. continue;
  3053. }
  3054. const uint64_t newFlags = draw.m_stateFlags;
  3055. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  3056. currentState.m_stateFlags = newFlags;
  3057. const uint64_t newStencil = draw.m_stencil;
  3058. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  3059. currentState.m_stencil = newStencil;
  3060. if (key.m_view != view)
  3061. {
  3062. currentState.clear();
  3063. currentState.m_scissor = !draw.m_scissor;
  3064. changedFlags = BGFX_STATE_MASK;
  3065. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  3066. currentState.m_stateFlags = newFlags;
  3067. currentState.m_stencil = newStencil;
  3068. PIX_ENDEVENT();
  3069. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), s_viewNameW[key.m_view]);
  3070. if (item > 0)
  3071. {
  3072. BGFX_PROFILER_END();
  3073. }
  3074. BGFX_PROFILER_BEGIN_DYNAMIC(s_viewName[key.m_view]);
  3075. view = key.m_view;
  3076. programIdx = invalidHandle;
  3077. if (_render->m_fb[view].idx != fbh.idx)
  3078. {
  3079. fbh = _render->m_fb[view];
  3080. setFrameBuffer(fbh);
  3081. }
  3082. viewState.m_rect = _render->m_rect[view];
  3083. const Rect& scissorRect = _render->m_scissor[view];
  3084. viewHasScissor = !scissorRect.isZero();
  3085. viewScissorRect = viewHasScissor ? scissorRect : viewState.m_rect;
  3086. D3DVIEWPORT9 vp;
  3087. vp.X = viewState.m_rect.m_x;
  3088. vp.Y = viewState.m_rect.m_y;
  3089. vp.Width = viewState.m_rect.m_width;
  3090. vp.Height = viewState.m_rect.m_height;
  3091. vp.MinZ = 0.0f;
  3092. vp.MaxZ = 1.0f;
  3093. DX_CHECK(device->SetViewport(&vp) );
  3094. Clear& clear = _render->m_clear[view];
  3095. if (BGFX_CLEAR_NONE != (clear.m_flags & BGFX_CLEAR_MASK) )
  3096. {
  3097. clearQuad(_clearQuad, viewState.m_rect, clear, _render->m_colorPalette);
  3098. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update after clear quad.
  3099. }
  3100. DX_CHECK(device->SetRenderState(D3DRS_STENCILENABLE, FALSE) );
  3101. DX_CHECK(device->SetRenderState(D3DRS_ZENABLE, TRUE) );
  3102. DX_CHECK(device->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESS) );
  3103. DX_CHECK(device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE) );
  3104. DX_CHECK(device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE) );
  3105. DX_CHECK(device->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER) );
  3106. for (; blitItem < numBlitItems && blitKey.m_view <= view; blitItem++)
  3107. {
  3108. const BlitItem& blit = _render->m_blitItem[blitItem];
  3109. blitKey.decode(_render->m_blitKeys[blitItem+1]);
  3110. const TextureD3D9& src = m_textures[blit.m_src.idx];
  3111. const TextureD3D9& dst = m_textures[blit.m_dst.idx];
  3112. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  3113. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  3114. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  3115. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  3116. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  3117. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  3118. RECT srcRect = { LONG(blit.m_srcX), LONG(blit.m_srcY), LONG(blit.m_srcX + width), LONG(blit.m_srcY + height) };
  3119. RECT dstRect = { LONG(blit.m_dstX), LONG(blit.m_dstY), LONG(blit.m_dstX + width), LONG(blit.m_dstY + height) };
  3120. IDirect3DSurface9* srcSurface = src.getSurface(uint8_t(blit.m_srcZ), blit.m_srcMip);
  3121. IDirect3DSurface9* dstSurface = dst.getSurface(uint8_t(blit.m_dstZ), blit.m_dstMip);
  3122. // UpdateSurface (pool src: SYSTEMMEM, dst: DEFAULT)
  3123. // s/d T RTT RT
  3124. // T y y y
  3125. // RTT - - -
  3126. // RT - - -
  3127. //
  3128. // StretchRect (pool src and dst must be DEFAULT)
  3129. // s/d T RTT RT
  3130. // T - y y
  3131. // RTT - y y
  3132. // RT - y y
  3133. //
  3134. // GetRenderTargetData (dst must be SYSTEMMEM)
  3135. bool depth = isDepth(TextureFormat::Enum(src.m_textureFormat) );
  3136. HRESULT hr = m_device->StretchRect(srcSurface
  3137. , depth ? NULL : &srcRect
  3138. , dstSurface
  3139. , depth ? NULL : &dstRect
  3140. , D3DTEXF_NONE
  3141. );
  3142. if (FAILED(hr) )
  3143. {
  3144. hr = m_device->GetRenderTargetData(srcSurface, dstSurface);
  3145. BX_WARN(SUCCEEDED(hr), "StretchRect and GetRenderTargetData failed %x.", hr);
  3146. }
  3147. srcSurface->Release();
  3148. dstSurface->Release();
  3149. }
  3150. }
  3151. uint16_t scissor = draw.m_scissor;
  3152. if (currentState.m_scissor != scissor)
  3153. {
  3154. currentState.m_scissor = scissor;
  3155. if (UINT16_MAX == scissor)
  3156. {
  3157. DX_CHECK(device->SetRenderState(D3DRS_SCISSORTESTENABLE, viewHasScissor) );
  3158. if (viewHasScissor)
  3159. {
  3160. RECT rc;
  3161. rc.left = viewScissorRect.m_x;
  3162. rc.top = viewScissorRect.m_y;
  3163. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  3164. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  3165. DX_CHECK(device->SetScissorRect(&rc) );
  3166. }
  3167. }
  3168. else
  3169. {
  3170. Rect scissorRect;
  3171. scissorRect.intersect(viewScissorRect, _render->m_rectCache.m_cache[scissor]);
  3172. DX_CHECK(device->SetRenderState(D3DRS_SCISSORTESTENABLE, true) );
  3173. RECT rc;
  3174. rc.left = scissorRect.m_x;
  3175. rc.top = scissorRect.m_y;
  3176. rc.right = scissorRect.m_x + scissorRect.m_width;
  3177. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  3178. DX_CHECK(device->SetScissorRect(&rc) );
  3179. }
  3180. }
  3181. if (0 != changedStencil)
  3182. {
  3183. bool enable = 0 != newStencil;
  3184. DX_CHECK(device->SetRenderState(D3DRS_STENCILENABLE, enable) );
  3185. if (0 != newStencil)
  3186. {
  3187. uint32_t fstencil = unpackStencil(0, newStencil);
  3188. uint32_t bstencil = unpackStencil(1, newStencil);
  3189. uint8_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  3190. DX_CHECK(device->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, 0 != frontAndBack) );
  3191. uint32_t fchanged = unpackStencil(0, changedStencil);
  3192. if ( (BGFX_STENCIL_FUNC_REF_MASK|BGFX_STENCIL_FUNC_RMASK_MASK) & fchanged)
  3193. {
  3194. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  3195. DX_CHECK(device->SetRenderState(D3DRS_STENCILREF, ref) );
  3196. uint32_t rmask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  3197. DX_CHECK(device->SetRenderState(D3DRS_STENCILMASK, rmask) );
  3198. }
  3199. // uint32_t bchanged = unpackStencil(1, changedStencil);
  3200. // if (BGFX_STENCIL_FUNC_RMASK_MASK & bchanged)
  3201. // {
  3202. // uint32_t wmask = (bstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  3203. // DX_CHECK(device->SetRenderState(D3DRS_STENCILWRITEMASK, wmask) );
  3204. // }
  3205. for (uint8_t ii = 0, num = frontAndBack+1; ii < num; ++ii)
  3206. {
  3207. uint32_t stencil = unpackStencil(ii, newStencil);
  3208. uint32_t changed = unpackStencil(ii, changedStencil);
  3209. if ( (BGFX_STENCIL_TEST_MASK|BGFX_STENCIL_FUNC_REF_MASK|BGFX_STENCIL_FUNC_RMASK_MASK) & changed)
  3210. {
  3211. uint32_t func = (stencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT;
  3212. DX_CHECK(device->SetRenderState(s_stencilFuncRs[ii], s_cmpFunc[func]) );
  3213. }
  3214. if ( (BGFX_STENCIL_OP_FAIL_S_MASK|BGFX_STENCIL_OP_FAIL_Z_MASK|BGFX_STENCIL_OP_PASS_Z_MASK) & changed)
  3215. {
  3216. uint32_t sfail = (stencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT;
  3217. DX_CHECK(device->SetRenderState(s_stencilFailRs[ii], s_stencilOp[sfail]) );
  3218. uint32_t zfail = (stencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT;
  3219. DX_CHECK(device->SetRenderState(s_stencilZFailRs[ii], s_stencilOp[zfail]) );
  3220. uint32_t zpass = (stencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT;
  3221. DX_CHECK(device->SetRenderState(s_stencilZPassRs[ii], s_stencilOp[zpass]) );
  3222. }
  3223. }
  3224. }
  3225. }
  3226. if ( (0
  3227. | BGFX_STATE_CULL_MASK
  3228. | BGFX_STATE_DEPTH_WRITE
  3229. | BGFX_STATE_DEPTH_TEST_MASK
  3230. | BGFX_STATE_RGB_WRITE
  3231. | BGFX_STATE_ALPHA_WRITE
  3232. | BGFX_STATE_BLEND_MASK
  3233. | BGFX_STATE_BLEND_EQUATION_MASK
  3234. | BGFX_STATE_ALPHA_REF_MASK
  3235. | BGFX_STATE_PT_MASK
  3236. | BGFX_STATE_POINT_SIZE_MASK
  3237. | BGFX_STATE_MSAA
  3238. ) & changedFlags)
  3239. {
  3240. if (BGFX_STATE_CULL_MASK & changedFlags)
  3241. {
  3242. uint32_t cull = (newFlags&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  3243. DX_CHECK(device->SetRenderState(D3DRS_CULLMODE, s_cullMode[cull]) );
  3244. }
  3245. if (BGFX_STATE_DEPTH_WRITE & changedFlags)
  3246. {
  3247. DX_CHECK(device->SetRenderState(D3DRS_ZWRITEENABLE, !!(BGFX_STATE_DEPTH_WRITE & newFlags) ) );
  3248. }
  3249. if (BGFX_STATE_DEPTH_TEST_MASK & changedFlags)
  3250. {
  3251. uint32_t func = (newFlags&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  3252. DX_CHECK(device->SetRenderState(D3DRS_ZENABLE, 0 != func) );
  3253. if (0 != func)
  3254. {
  3255. DX_CHECK(device->SetRenderState(D3DRS_ZFUNC, s_cmpFunc[func]) );
  3256. }
  3257. }
  3258. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  3259. {
  3260. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  3261. viewState.m_alphaRef = ref/255.0f;
  3262. }
  3263. if ( (BGFX_STATE_PT_POINTS|BGFX_STATE_POINT_SIZE_MASK) & changedFlags)
  3264. {
  3265. DX_CHECK(device->SetRenderState(D3DRS_POINTSIZE, castfu( (float)( (newFlags&BGFX_STATE_POINT_SIZE_MASK)>>BGFX_STATE_POINT_SIZE_SHIFT) ) ) );
  3266. }
  3267. if (BGFX_STATE_MSAA & changedFlags)
  3268. {
  3269. DX_CHECK(device->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, (newFlags&BGFX_STATE_MSAA) == BGFX_STATE_MSAA) );
  3270. }
  3271. if ( (BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE) & changedFlags)
  3272. {
  3273. uint32_t writeEnable = (newFlags&BGFX_STATE_ALPHA_WRITE) ? D3DCOLORWRITEENABLE_ALPHA : 0;
  3274. writeEnable |= (newFlags&BGFX_STATE_RGB_WRITE) ? D3DCOLORWRITEENABLE_RED|D3DCOLORWRITEENABLE_GREEN|D3DCOLORWRITEENABLE_BLUE : 0;
  3275. DX_CHECK(device->SetRenderState(D3DRS_COLORWRITEENABLE, writeEnable) );
  3276. }
  3277. if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK) & changedFlags
  3278. || blendFactor != draw.m_rgba)
  3279. {
  3280. bool enabled = !!(BGFX_STATE_BLEND_MASK & newFlags);
  3281. DX_CHECK(device->SetRenderState(D3DRS_ALPHABLENDENABLE, enabled) );
  3282. if (enabled)
  3283. {
  3284. const uint32_t blend = uint32_t( (newFlags&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT);
  3285. const uint32_t equation = uint32_t( (newFlags&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  3286. const uint32_t srcRGB = (blend )&0xf;
  3287. const uint32_t dstRGB = (blend>> 4)&0xf;
  3288. const uint32_t srcA = (blend>> 8)&0xf;
  3289. const uint32_t dstA = (blend>>12)&0xf;
  3290. const uint32_t equRGB = (equation )&0x7;
  3291. const uint32_t equA = (equation>>3)&0x7;
  3292. DX_CHECK(device->SetRenderState(D3DRS_SRCBLEND, s_blendFactor[srcRGB].m_src) );
  3293. DX_CHECK(device->SetRenderState(D3DRS_DESTBLEND, s_blendFactor[dstRGB].m_dst) );
  3294. DX_CHECK(device->SetRenderState(D3DRS_BLENDOP, s_blendEquation[equRGB]) );
  3295. const bool separate = srcRGB != srcA || dstRGB != dstA || equRGB != equA;
  3296. DX_CHECK(device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, separate) );
  3297. if (separate)
  3298. {
  3299. DX_CHECK(device->SetRenderState(D3DRS_SRCBLENDALPHA, s_blendFactor[srcA].m_src) );
  3300. DX_CHECK(device->SetRenderState(D3DRS_DESTBLENDALPHA, s_blendFactor[dstA].m_dst) );
  3301. DX_CHECK(device->SetRenderState(D3DRS_BLENDOPALPHA, s_blendEquation[equA]) );
  3302. }
  3303. if ( (s_blendFactor[srcRGB].m_factor || s_blendFactor[dstRGB].m_factor)
  3304. && blendFactor != draw.m_rgba)
  3305. {
  3306. const uint32_t rgba = draw.m_rgba;
  3307. D3DCOLOR color = D3DCOLOR_RGBA(rgba>>24
  3308. , (rgba>>16)&0xff
  3309. , (rgba>> 8)&0xff
  3310. , (rgba )&0xff
  3311. );
  3312. DX_CHECK(device->SetRenderState(D3DRS_BLENDFACTOR, color) );
  3313. }
  3314. }
  3315. blendFactor = draw.m_rgba;
  3316. }
  3317. const uint64_t pt = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : newFlags&BGFX_STATE_PT_MASK;
  3318. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  3319. prim = s_primInfo[primIndex];
  3320. }
  3321. bool programChanged = false;
  3322. bool constantsChanged = draw.m_constBegin < draw.m_constEnd;
  3323. rendererUpdateUniforms(this, _render->m_uniformBuffer, draw.m_constBegin, draw.m_constEnd);
  3324. if (key.m_program != programIdx)
  3325. {
  3326. programIdx = key.m_program;
  3327. if (invalidHandle == programIdx)
  3328. {
  3329. device->SetVertexShader(NULL);
  3330. device->SetPixelShader(NULL);
  3331. }
  3332. else
  3333. {
  3334. ProgramD3D9& program = m_program[programIdx];
  3335. device->SetVertexShader(program.m_vsh->m_vertexShader);
  3336. device->SetPixelShader(program.m_fsh->m_pixelShader);
  3337. }
  3338. programChanged =
  3339. constantsChanged = true;
  3340. }
  3341. if (invalidHandle != programIdx)
  3342. {
  3343. ProgramD3D9& program = m_program[programIdx];
  3344. if (constantsChanged)
  3345. {
  3346. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  3347. if (NULL != vcb)
  3348. {
  3349. commit(*vcb);
  3350. }
  3351. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  3352. if (NULL != fcb)
  3353. {
  3354. commit(*fcb);
  3355. }
  3356. }
  3357. viewState.setPredefined<4>(this, view, 0, program, _render, draw);
  3358. }
  3359. {
  3360. for (uint8_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  3361. {
  3362. const Binding& bind = draw.m_bind[stage];
  3363. Binding& current = currentState.m_bind[stage];
  3364. if (current.m_idx != bind.m_idx
  3365. || current.m_un.m_draw.m_textureFlags != bind.m_un.m_draw.m_textureFlags
  3366. || programChanged)
  3367. {
  3368. if (invalidHandle != bind.m_idx)
  3369. {
  3370. m_textures[bind.m_idx].commit(stage, bind.m_un.m_draw.m_textureFlags, _render->m_colorPalette);
  3371. }
  3372. else
  3373. {
  3374. DX_CHECK(device->SetTexture(stage, NULL) );
  3375. }
  3376. }
  3377. current = bind;
  3378. }
  3379. }
  3380. if (programChanged
  3381. || currentState.m_vertexBuffer.idx != draw.m_vertexBuffer.idx
  3382. || currentState.m_instanceDataBuffer.idx != draw.m_instanceDataBuffer.idx
  3383. || currentState.m_instanceDataOffset != draw.m_instanceDataOffset
  3384. || currentState.m_instanceDataStride != draw.m_instanceDataStride)
  3385. {
  3386. currentState.m_vertexBuffer = draw.m_vertexBuffer;
  3387. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  3388. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  3389. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  3390. uint16_t handle = draw.m_vertexBuffer.idx;
  3391. if (invalidHandle != handle)
  3392. {
  3393. const VertexBufferD3D9& vb = m_vertexBuffers[handle];
  3394. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  3395. const VertexDeclD3D9& vertexDecl = m_vertexDecls[decl];
  3396. DX_CHECK(device->SetStreamSource(0, vb.m_ptr, 0, vertexDecl.m_decl.m_stride) );
  3397. if (isValid(draw.m_instanceDataBuffer)
  3398. && m_instancingSupport)
  3399. {
  3400. const VertexBufferD3D9& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  3401. DX_CHECK(device->SetStreamSourceFreq(0, D3DSTREAMSOURCE_INDEXEDDATA|draw.m_numInstances) );
  3402. DX_CHECK(device->SetStreamSourceFreq(1, UINT(D3DSTREAMSOURCE_INSTANCEDATA|1) ) );
  3403. DX_CHECK(device->SetStreamSource(1, inst.m_ptr, draw.m_instanceDataOffset, draw.m_instanceDataStride) );
  3404. IDirect3DVertexDeclaration9* ptr = createVertexDeclaration(vertexDecl.m_decl, draw.m_instanceDataStride/16);
  3405. DX_CHECK(device->SetVertexDeclaration(ptr) );
  3406. DX_RELEASE(ptr, 0);
  3407. }
  3408. else
  3409. {
  3410. DX_CHECK(device->SetStreamSourceFreq(0, 1) );
  3411. DX_CHECK(device->SetStreamSource(1, NULL, 0, 0) );
  3412. DX_CHECK(device->SetVertexDeclaration(vertexDecl.m_ptr) );
  3413. }
  3414. }
  3415. else
  3416. {
  3417. DX_CHECK(device->SetStreamSource(0, NULL, 0, 0) );
  3418. DX_CHECK(device->SetStreamSource(1, NULL, 0, 0) );
  3419. }
  3420. }
  3421. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
  3422. {
  3423. currentState.m_indexBuffer = draw.m_indexBuffer;
  3424. uint16_t handle = draw.m_indexBuffer.idx;
  3425. if (invalidHandle != handle)
  3426. {
  3427. const IndexBufferD3D9& ib = m_indexBuffers[handle];
  3428. DX_CHECK(device->SetIndices(ib.m_ptr) );
  3429. }
  3430. else
  3431. {
  3432. DX_CHECK(device->SetIndices(NULL) );
  3433. }
  3434. }
  3435. if (isValid(currentState.m_vertexBuffer) )
  3436. {
  3437. uint32_t numVertices = draw.m_numVertices;
  3438. if (UINT32_MAX == numVertices)
  3439. {
  3440. const VertexBufferD3D9& vb = m_vertexBuffers[currentState.m_vertexBuffer.idx];
  3441. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  3442. const VertexDeclD3D9& vertexDecl = m_vertexDecls[decl];
  3443. numVertices = vb.m_size/vertexDecl.m_decl.m_stride;
  3444. }
  3445. uint32_t numIndices = 0;
  3446. uint32_t numPrimsSubmitted = 0;
  3447. uint32_t numInstances = 0;
  3448. uint32_t numPrimsRendered = 0;
  3449. if (hasOcclusionQuery)
  3450. {
  3451. m_occlusionQuery.begin(_render, draw.m_occlusionQuery);
  3452. }
  3453. if (isValid(draw.m_indexBuffer) )
  3454. {
  3455. if (UINT32_MAX == draw.m_numIndices)
  3456. {
  3457. const IndexBufferD3D9& ib = m_indexBuffers[draw.m_indexBuffer.idx];
  3458. const uint32_t indexSize = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? 2 : 4;
  3459. numIndices = ib.m_size/indexSize;
  3460. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  3461. numInstances = draw.m_numInstances;
  3462. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3463. DX_CHECK(device->DrawIndexedPrimitive(prim.m_type
  3464. , draw.m_startVertex
  3465. , 0
  3466. , numVertices
  3467. , 0
  3468. , numPrimsSubmitted
  3469. ) );
  3470. }
  3471. else if (prim.m_min <= draw.m_numIndices)
  3472. {
  3473. numIndices = draw.m_numIndices;
  3474. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  3475. numInstances = draw.m_numInstances;
  3476. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3477. DX_CHECK(device->DrawIndexedPrimitive(prim.m_type
  3478. , draw.m_startVertex
  3479. , 0
  3480. , numVertices
  3481. , draw.m_startIndex
  3482. , numPrimsSubmitted
  3483. ) );
  3484. }
  3485. }
  3486. else
  3487. {
  3488. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  3489. numInstances = draw.m_numInstances;
  3490. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3491. DX_CHECK(device->DrawPrimitive(prim.m_type
  3492. , draw.m_startVertex
  3493. , numPrimsSubmitted
  3494. ) );
  3495. }
  3496. if (hasOcclusionQuery)
  3497. {
  3498. m_occlusionQuery.end();
  3499. }
  3500. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  3501. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  3502. statsNumInstances[primIndex] += numInstances;
  3503. statsNumIndices += numIndices;
  3504. }
  3505. }
  3506. if (0 < _render->m_num)
  3507. {
  3508. if (0 != (m_resolution.m_flags & BGFX_RESET_FLUSH_AFTER_RENDER) )
  3509. {
  3510. m_flushQuery->Issue(D3DISSUE_END);
  3511. m_flushQuery->GetData(NULL, 0, D3DGETDATA_FLUSH);
  3512. }
  3513. captureElapsed = -bx::getHPCounter();
  3514. capture();
  3515. captureElapsed += bx::getHPCounter();
  3516. BGFX_PROFILER_END();
  3517. }
  3518. }
  3519. PIX_ENDEVENT();
  3520. int64_t now = bx::getHPCounter();
  3521. elapsed += now;
  3522. static int64_t last = now;
  3523. Stats& perfStats = _render->m_perfStats;
  3524. perfStats.cpuTimeBegin = last;
  3525. int64_t frameTime = now - last;
  3526. last = now;
  3527. static int64_t min = frameTime;
  3528. static int64_t max = frameTime;
  3529. min = min > frameTime ? frameTime : min;
  3530. max = max < frameTime ? frameTime : max;
  3531. static uint32_t maxGpuLatency = 0;
  3532. static double maxGpuElapsed = 0.0f;
  3533. double elapsedGpuMs = 0.0;
  3534. if (m_timerQuerySupport)
  3535. {
  3536. m_gpuTimer.end();
  3537. while (m_gpuTimer.get() )
  3538. {
  3539. double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
  3540. elapsedGpuMs = m_gpuTimer.m_elapsed * toGpuMs;
  3541. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  3542. }
  3543. maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
  3544. }
  3545. const int64_t timerFreq = bx::getHPFrequency();
  3546. perfStats.cpuTimeEnd = now;
  3547. perfStats.cpuTimerFreq = timerFreq;
  3548. perfStats.gpuTimeBegin = m_gpuTimer.m_begin;
  3549. perfStats.gpuTimeEnd = m_gpuTimer.m_end;
  3550. perfStats.gpuTimerFreq = m_gpuTimer.m_frequency;
  3551. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  3552. {
  3553. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugstats");
  3554. TextVideoMem& tvm = m_textVideoMem;
  3555. static int64_t next = now;
  3556. if (now >= next)
  3557. {
  3558. next = now + timerFreq;
  3559. double freq = double(timerFreq);
  3560. double toMs = 1000.0/freq;
  3561. tvm.clear();
  3562. uint16_t pos = 0;
  3563. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f, " %s / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  3564. , getRendererName()
  3565. );
  3566. const D3DADAPTER_IDENTIFIER9& identifier = m_identifier;
  3567. tvm.printf(0, pos++, 0x8f, " Device: %s (%s)", identifier.Description, identifier.Driver);
  3568. char processMemoryUsed[16];
  3569. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  3570. tvm.printf(0, pos++, 0x8f, " Memory: %s (process) ", processMemoryUsed);
  3571. pos = 10;
  3572. tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  3573. , double(frameTime)*toMs
  3574. , double(min)*toMs
  3575. , double(max)*toMs
  3576. , freq/frameTime
  3577. );
  3578. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  3579. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d, [%c] MaxAnisotropy "
  3580. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  3581. , 0 != msaa ? '\xfe' : ' '
  3582. , 1<<msaa
  3583. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  3584. );
  3585. double elapsedCpuMs = double(elapsed)*toMs;
  3586. tvm.printf(10, pos++, 0x8e, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] %c GPU %7.4f [ms] (latency %d)"
  3587. , _render->m_num
  3588. , statsKeyType[0]
  3589. , statsKeyType[1]
  3590. , elapsedCpuMs
  3591. , elapsedCpuMs > maxGpuElapsed ? '>' : '<'
  3592. , maxGpuElapsed
  3593. , maxGpuLatency
  3594. );
  3595. maxGpuLatency = 0;
  3596. maxGpuElapsed = 0.0;
  3597. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  3598. {
  3599. tvm.printf(10, pos++, 0x8e, " %10s: %7d (#inst: %5d), submitted: %7d"
  3600. , s_primName[ii]
  3601. , statsNumPrimsRendered[ii]
  3602. , statsNumInstances[ii]
  3603. , statsNumPrimsSubmitted[ii]
  3604. );
  3605. }
  3606. tvm.printf(10, pos++, 0x8e, " Indices: %7d ", statsNumIndices);
  3607. tvm.printf(10, pos++, 0x8e, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  3608. tvm.printf(10, pos++, 0x8e, " DVB size: %7d ", _render->m_vboffset);
  3609. tvm.printf(10, pos++, 0x8e, " DIB size: %7d ", _render->m_iboffset);
  3610. pos++;
  3611. double captureMs = double(captureElapsed)*toMs;
  3612. tvm.printf(10, pos++, 0x8e, " Capture: %7.4f [ms]", captureMs);
  3613. uint8_t attr[2] = { 0x89, 0x8a };
  3614. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  3615. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms]", _render->m_waitSubmit*toMs);
  3616. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms]", _render->m_waitRender*toMs);
  3617. min = frameTime;
  3618. max = frameTime;
  3619. }
  3620. blit(this, _textVideoMemBlitter, tvm);
  3621. PIX_ENDEVENT();
  3622. }
  3623. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  3624. {
  3625. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugtext");
  3626. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  3627. PIX_ENDEVENT();
  3628. }
  3629. device->EndScene();
  3630. }
  3631. } /* namespace d3d9 */ } // namespace bgfx
  3632. #else
  3633. namespace bgfx { namespace d3d9
  3634. {
  3635. RendererContextI* rendererCreate()
  3636. {
  3637. return NULL;
  3638. }
  3639. void rendererDestroy()
  3640. {
  3641. }
  3642. } /* namespace d3d9 */ } // namespace bgfx
  3643. #endif // BGFX_CONFIG_RENDERER_DIRECT3D9