renderer_d3d9.cpp 98 KB

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  1. /*
  2. * Copyright 2011-2014 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D9
  7. # include "renderer_d3d9.h"
  8. namespace bgfx
  9. {
  10. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][256];
  11. struct PrimInfo
  12. {
  13. D3DPRIMITIVETYPE m_type;
  14. uint32_t m_min;
  15. uint32_t m_div;
  16. uint32_t m_sub;
  17. };
  18. static const PrimInfo s_primInfo[] =
  19. {
  20. { D3DPT_TRIANGLELIST, 3, 3, 0 },
  21. { D3DPT_TRIANGLESTRIP, 3, 1, 2 },
  22. { D3DPT_LINELIST, 2, 2, 0 },
  23. { D3DPT_POINTLIST, 1, 1, 0 },
  24. { D3DPRIMITIVETYPE(0), 0, 0, 0 },
  25. };
  26. static const char* s_primName[] =
  27. {
  28. "TriList",
  29. "TriStrip",
  30. "Line",
  31. "Point",
  32. };
  33. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  34. static const D3DMULTISAMPLE_TYPE s_checkMsaa[] =
  35. {
  36. D3DMULTISAMPLE_NONE,
  37. D3DMULTISAMPLE_2_SAMPLES,
  38. D3DMULTISAMPLE_4_SAMPLES,
  39. D3DMULTISAMPLE_8_SAMPLES,
  40. D3DMULTISAMPLE_16_SAMPLES,
  41. };
  42. static Msaa s_msaa[] =
  43. {
  44. { D3DMULTISAMPLE_NONE, 0 },
  45. { D3DMULTISAMPLE_2_SAMPLES, 0 },
  46. { D3DMULTISAMPLE_4_SAMPLES, 0 },
  47. { D3DMULTISAMPLE_8_SAMPLES, 0 },
  48. { D3DMULTISAMPLE_16_SAMPLES, 0 },
  49. };
  50. struct Blend
  51. {
  52. D3DBLEND m_src;
  53. D3DBLEND m_dst;
  54. bool m_factor;
  55. };
  56. static const Blend s_blendFactor[] =
  57. {
  58. { (D3DBLEND)0, (D3DBLEND)0, false }, // ignored
  59. { D3DBLEND_ZERO, D3DBLEND_ZERO, false }, // ZERO
  60. { D3DBLEND_ONE, D3DBLEND_ONE, false }, // ONE
  61. { D3DBLEND_SRCCOLOR, D3DBLEND_SRCCOLOR, false }, // SRC_COLOR
  62. { D3DBLEND_INVSRCCOLOR, D3DBLEND_INVSRCCOLOR, false }, // INV_SRC_COLOR
  63. { D3DBLEND_SRCALPHA, D3DBLEND_SRCALPHA, false }, // SRC_ALPHA
  64. { D3DBLEND_INVSRCALPHA, D3DBLEND_INVSRCALPHA, false }, // INV_SRC_ALPHA
  65. { D3DBLEND_DESTALPHA, D3DBLEND_DESTALPHA, false }, // DST_ALPHA
  66. { D3DBLEND_INVDESTALPHA, D3DBLEND_INVDESTALPHA, false }, // INV_DST_ALPHA
  67. { D3DBLEND_DESTCOLOR, D3DBLEND_DESTCOLOR, false }, // DST_COLOR
  68. { D3DBLEND_INVDESTCOLOR, D3DBLEND_INVDESTCOLOR, false }, // INV_DST_COLOR
  69. { D3DBLEND_SRCALPHASAT, D3DBLEND_ONE, false }, // SRC_ALPHA_SAT
  70. { D3DBLEND_BLENDFACTOR, D3DBLEND_BLENDFACTOR, true }, // FACTOR
  71. { D3DBLEND_INVBLENDFACTOR, D3DBLEND_INVBLENDFACTOR, true }, // INV_FACTOR
  72. };
  73. static const D3DBLENDOP s_blendEquation[] =
  74. {
  75. D3DBLENDOP_ADD,
  76. D3DBLENDOP_SUBTRACT,
  77. D3DBLENDOP_REVSUBTRACT,
  78. D3DBLENDOP_MIN,
  79. D3DBLENDOP_MAX,
  80. };
  81. static const D3DCMPFUNC s_cmpFunc[] =
  82. {
  83. (D3DCMPFUNC)0, // ignored
  84. D3DCMP_LESS,
  85. D3DCMP_LESSEQUAL,
  86. D3DCMP_EQUAL,
  87. D3DCMP_GREATEREQUAL,
  88. D3DCMP_GREATER,
  89. D3DCMP_NOTEQUAL,
  90. D3DCMP_NEVER,
  91. D3DCMP_ALWAYS,
  92. };
  93. static const D3DSTENCILOP s_stencilOp[] =
  94. {
  95. D3DSTENCILOP_ZERO,
  96. D3DSTENCILOP_KEEP,
  97. D3DSTENCILOP_REPLACE,
  98. D3DSTENCILOP_INCR,
  99. D3DSTENCILOP_INCRSAT,
  100. D3DSTENCILOP_DECR,
  101. D3DSTENCILOP_DECRSAT,
  102. D3DSTENCILOP_INVERT,
  103. };
  104. static const D3DRENDERSTATETYPE s_stencilFuncRs[] =
  105. {
  106. D3DRS_STENCILFUNC,
  107. D3DRS_CCW_STENCILFUNC,
  108. };
  109. static const D3DRENDERSTATETYPE s_stencilFailRs[] =
  110. {
  111. D3DRS_STENCILFAIL,
  112. D3DRS_CCW_STENCILFAIL,
  113. };
  114. static const D3DRENDERSTATETYPE s_stencilZFailRs[] =
  115. {
  116. D3DRS_STENCILZFAIL,
  117. D3DRS_CCW_STENCILZFAIL,
  118. };
  119. static const D3DRENDERSTATETYPE s_stencilZPassRs[] =
  120. {
  121. D3DRS_STENCILPASS,
  122. D3DRS_CCW_STENCILPASS,
  123. };
  124. static const D3DCULL s_cullMode[] =
  125. {
  126. D3DCULL_NONE,
  127. D3DCULL_CW,
  128. D3DCULL_CCW,
  129. };
  130. static const D3DFORMAT s_checkColorFormats[] =
  131. {
  132. D3DFMT_UNKNOWN,
  133. D3DFMT_A8R8G8B8, D3DFMT_UNKNOWN,
  134. D3DFMT_R32F, D3DFMT_R16F, D3DFMT_G16R16, D3DFMT_A8R8G8B8, D3DFMT_UNKNOWN,
  135. D3DFMT_UNKNOWN, // terminator
  136. };
  137. static D3DFORMAT s_colorFormat[] =
  138. {
  139. D3DFMT_UNKNOWN, // ignored
  140. D3DFMT_A8R8G8B8,
  141. D3DFMT_A2B10G10R10,
  142. D3DFMT_A16B16G16R16,
  143. D3DFMT_A16B16G16R16F,
  144. D3DFMT_R16F,
  145. D3DFMT_R32F,
  146. };
  147. static const D3DTEXTUREADDRESS s_textureAddress[] =
  148. {
  149. D3DTADDRESS_WRAP,
  150. D3DTADDRESS_MIRROR,
  151. D3DTADDRESS_CLAMP,
  152. };
  153. static const D3DTEXTUREFILTERTYPE s_textureFilter[] =
  154. {
  155. D3DTEXF_LINEAR,
  156. D3DTEXF_POINT,
  157. D3DTEXF_ANISOTROPIC,
  158. };
  159. struct TextureFormatInfo
  160. {
  161. D3DFORMAT m_fmt;
  162. };
  163. static TextureFormatInfo s_textureFormat[] =
  164. {
  165. { D3DFMT_DXT1 }, // BC1
  166. { D3DFMT_DXT3 }, // BC2
  167. { D3DFMT_DXT5 }, // BC3
  168. { D3DFMT_UNKNOWN }, // BC4
  169. { D3DFMT_UNKNOWN }, // BC5
  170. { D3DFMT_UNKNOWN }, // BC6H
  171. { D3DFMT_UNKNOWN }, // BC7
  172. { D3DFMT_UNKNOWN }, // ETC1
  173. { D3DFMT_UNKNOWN }, // ETC2
  174. { D3DFMT_UNKNOWN }, // ETC2A
  175. { D3DFMT_UNKNOWN }, // ETC2A1
  176. { D3DFMT_UNKNOWN }, // PTC12
  177. { D3DFMT_UNKNOWN }, // PTC14
  178. { D3DFMT_UNKNOWN }, // PTC12A
  179. { D3DFMT_UNKNOWN }, // PTC14A
  180. { D3DFMT_UNKNOWN }, // PTC22
  181. { D3DFMT_UNKNOWN }, // PTC24
  182. { D3DFMT_UNKNOWN }, // Unknown
  183. { D3DFMT_A1 }, // R1
  184. { D3DFMT_L8 }, // R8
  185. { D3DFMT_G16R16 }, // R16
  186. { D3DFMT_R16F }, // R16F
  187. { D3DFMT_UNKNOWN }, // R32
  188. { D3DFMT_R32F }, // R32F
  189. { D3DFMT_A8L8 }, // RG8
  190. { D3DFMT_G16R16 }, // RG16
  191. { D3DFMT_G16R16F }, // RG16F
  192. { D3DFMT_UNKNOWN }, // RG32
  193. { D3DFMT_G32R32F }, // RG32F
  194. { D3DFMT_A8R8G8B8 }, // BGRA8
  195. { D3DFMT_A16B16G16R16 }, // RGBA16
  196. { D3DFMT_A16B16G16R16F }, // RGBA16F
  197. { D3DFMT_UNKNOWN }, // RGBA32
  198. { D3DFMT_A32B32G32R32F }, // RGBA32F
  199. { D3DFMT_R5G6B5 }, // R5G6B5
  200. { D3DFMT_A4R4G4B4 }, // RGBA4
  201. { D3DFMT_A1R5G5B5 }, // RGB5A1
  202. { D3DFMT_A2B10G10R10 }, // RGB10A2
  203. { D3DFMT_UNKNOWN }, // R11G11B10F
  204. { D3DFMT_UNKNOWN }, // UnknownDepth
  205. { D3DFMT_D16 }, // D16
  206. { D3DFMT_D24X8 }, // D24
  207. { D3DFMT_D24S8 }, // D24S8
  208. { D3DFMT_D32 }, // D32
  209. { D3DFMT_DF16 }, // D16F
  210. { D3DFMT_DF24 }, // D24F
  211. { D3DFMT_D32F_LOCKABLE }, // D32F
  212. { D3DFMT_S8_LOCKABLE }, // D0S8
  213. };
  214. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  215. static ExtendedFormat s_extendedFormats[ExtendedFormat::Count] =
  216. {
  217. { D3DFMT_ATI1, 0, D3DRTYPE_TEXTURE, false },
  218. { D3DFMT_ATI2, 0, D3DRTYPE_TEXTURE, false },
  219. { D3DFMT_DF16, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, false },
  220. { D3DFMT_DF24, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, false },
  221. { D3DFMT_INST, 0, D3DRTYPE_SURFACE, false },
  222. { D3DFMT_INTZ, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, false },
  223. { D3DFMT_NULL, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, false },
  224. { D3DFMT_RESZ, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, false },
  225. { D3DFMT_RAWZ, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, false },
  226. };
  227. static const GUID IID_IDirect3D9 = { 0x81bdcbca, 0x64d4, 0x426d, { 0xae, 0x8d, 0xad, 0x1, 0x47, 0xf4, 0x27, 0x5c } };
  228. static const GUID IID_IDirect3DDevice9Ex = { 0xb18b10ce, 0x2649, 0x405a, { 0x87, 0xf, 0x95, 0xf7, 0x77, 0xd4, 0x31, 0x3a } };
  229. static PFN_D3DPERF_SET_MARKER D3DPERF_SetMarker;
  230. static PFN_D3DPERF_BEGIN_EVENT D3DPERF_BeginEvent;
  231. static PFN_D3DPERF_END_EVENT D3DPERF_EndEvent;
  232. struct RendererContextD3D9 : public RendererContextI
  233. {
  234. RendererContextD3D9()
  235. : m_d3d9(NULL)
  236. , m_device(NULL)
  237. , m_captureTexture(NULL)
  238. , m_captureSurface(NULL)
  239. , m_captureResolve(NULL)
  240. , m_flags(BGFX_RESET_NONE)
  241. , m_initialized(false)
  242. , m_amd(false)
  243. , m_nvidia(false)
  244. , m_instancing(false)
  245. , m_rtMsaa(false)
  246. {
  247. m_fbh.idx = invalidHandle;
  248. memset(m_uniforms, 0, sizeof(m_uniforms) );
  249. memset(&m_resolution, 0, sizeof(m_resolution) );
  250. D3DFORMAT adapterFormat = D3DFMT_X8R8G8B8;
  251. // http://msdn.microsoft.com/en-us/library/windows/desktop/bb172588%28v=vs.85%29.aspx
  252. memset(&m_params, 0, sizeof(m_params) );
  253. m_params.BackBufferWidth = BGFX_DEFAULT_WIDTH;
  254. m_params.BackBufferHeight = BGFX_DEFAULT_HEIGHT;
  255. m_params.BackBufferFormat = adapterFormat;
  256. m_params.BackBufferCount = 1;
  257. m_params.MultiSampleType = D3DMULTISAMPLE_NONE;
  258. m_params.MultiSampleQuality = 0;
  259. m_params.EnableAutoDepthStencil = TRUE;
  260. m_params.AutoDepthStencilFormat = D3DFMT_D24S8;
  261. m_params.Flags = D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL;
  262. #if BX_PLATFORM_WINDOWS
  263. m_params.FullScreen_RefreshRateInHz = 0;
  264. m_params.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
  265. m_params.SwapEffect = D3DSWAPEFFECT_DISCARD;
  266. m_params.hDeviceWindow = NULL;
  267. m_params.Windowed = true;
  268. RECT rect;
  269. GetWindowRect(g_bgfxHwnd, &rect);
  270. m_params.BackBufferWidth = rect.right-rect.left;
  271. m_params.BackBufferHeight = rect.bottom-rect.top;
  272. m_d3d9dll = bx::dlopen("d3d9.dll");
  273. BGFX_FATAL(NULL != m_d3d9dll, Fatal::UnableToInitialize, "Failed to load d3d9.dll.");
  274. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  275. {
  276. D3DPERF_SetMarker = (PFN_D3DPERF_SET_MARKER )bx::dlsym(m_d3d9dll, "D3DPERF_SetMarker");
  277. D3DPERF_BeginEvent = (PFN_D3DPERF_BEGIN_EVENT)bx::dlsym(m_d3d9dll, "D3DPERF_BeginEvent");
  278. D3DPERF_EndEvent = (PFN_D3DPERF_END_EVENT )bx::dlsym(m_d3d9dll, "D3DPERF_EndEvent");
  279. BX_CHECK(NULL != D3DPERF_SetMarker
  280. && NULL != D3DPERF_BeginEvent
  281. && NULL != D3DPERF_EndEvent
  282. , "Failed to initialize PIX events."
  283. );
  284. }
  285. #if BGFX_CONFIG_RENDERER_DIRECT3D9EX
  286. m_d3d9ex = NULL;
  287. Direct3DCreate9ExFn direct3DCreate9Ex = (Direct3DCreate9ExFn)bx::dlsym(m_d3d9dll, "Direct3DCreate9Ex");
  288. if (NULL != direct3DCreate9Ex)
  289. {
  290. direct3DCreate9Ex(D3D_SDK_VERSION, &m_d3d9ex);
  291. DX_CHECK(m_d3d9ex->QueryInterface(IID_IDirect3D9, (void**)&m_d3d9) );
  292. m_pool = D3DPOOL_DEFAULT;
  293. }
  294. else
  295. #endif // BGFX_CONFIG_RENDERER_DIRECT3D9EX
  296. {
  297. Direct3DCreate9Fn direct3DCreate9 = (Direct3DCreate9Fn)bx::dlsym(m_d3d9dll, "Direct3DCreate9");
  298. BGFX_FATAL(NULL != direct3DCreate9, Fatal::UnableToInitialize, "Function Direct3DCreate9 not found.");
  299. m_d3d9 = direct3DCreate9(D3D_SDK_VERSION);
  300. m_pool = D3DPOOL_MANAGED;
  301. }
  302. BGFX_FATAL(m_d3d9, Fatal::UnableToInitialize, "Unable to create Direct3D.");
  303. m_adapter = D3DADAPTER_DEFAULT;
  304. m_deviceType = D3DDEVTYPE_HAL;
  305. uint32_t adapterCount = m_d3d9->GetAdapterCount();
  306. for (uint32_t ii = 0; ii < adapterCount; ++ii)
  307. {
  308. D3DADAPTER_IDENTIFIER9 identifier;
  309. HRESULT hr = m_d3d9->GetAdapterIdentifier(ii, 0, &identifier);
  310. if (SUCCEEDED(hr) )
  311. {
  312. BX_TRACE("Adapter #%d", ii);
  313. BX_TRACE("\tDriver: %s", identifier.Driver);
  314. BX_TRACE("\tDescription: %s", identifier.Description);
  315. BX_TRACE("\tDeviceName: %s", identifier.DeviceName);
  316. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  317. , identifier.VendorId
  318. , identifier.DeviceId
  319. , identifier.SubSysId
  320. , identifier.Revision
  321. );
  322. #if BGFX_CONFIG_DEBUG_PERFHUD
  323. if (0 != strstr(identifier.Description, "PerfHUD") )
  324. {
  325. m_adapter = ii;
  326. m_deviceType = D3DDEVTYPE_REF;
  327. }
  328. #endif // BGFX_CONFIG_DEBUG_PERFHUD
  329. }
  330. }
  331. DX_CHECK(m_d3d9->GetAdapterIdentifier(m_adapter, 0, &m_identifier) );
  332. m_amd = m_identifier.VendorId == 0x1002;
  333. m_nvidia = m_identifier.VendorId == 0x10de;
  334. uint32_t behaviorFlags[] =
  335. {
  336. D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE | D3DCREATE_PUREDEVICE,
  337. D3DCREATE_MIXED_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE,
  338. D3DCREATE_SOFTWARE_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE,
  339. };
  340. for (uint32_t ii = 0; ii < BX_COUNTOF(behaviorFlags) && NULL == m_device; ++ii)
  341. {
  342. #if 0 // BGFX_CONFIG_RENDERER_DIRECT3D9EX
  343. DX_CHECK(m_d3d9->CreateDeviceEx(m_adapter
  344. , m_deviceType
  345. , g_bgfxHwnd
  346. , behaviorFlags[ii]
  347. , &m_params
  348. , NULL
  349. , &m_device
  350. ) );
  351. #else
  352. DX_CHECK(m_d3d9->CreateDevice(m_adapter
  353. , m_deviceType
  354. , g_bgfxHwnd
  355. , behaviorFlags[ii]
  356. , &m_params
  357. , &m_device
  358. ) );
  359. #endif // BGFX_CONFIG_RENDERER_DIRECT3D9EX
  360. }
  361. BGFX_FATAL(m_device, Fatal::UnableToInitialize, "Unable to create Direct3D9 device.");
  362. m_numWindows = 1;
  363. #if BGFX_CONFIG_RENDERER_DIRECT3D9EX
  364. if (NULL != m_d3d9ex)
  365. {
  366. DX_CHECK(m_device->QueryInterface(IID_IDirect3DDevice9Ex, (void**)&m_deviceEx) );
  367. }
  368. #endif // BGFX_CONFIG_RENDERER_DIRECT3D9EX
  369. DX_CHECK(m_device->GetDeviceCaps(&m_caps) );
  370. // For shit GPUs that can create DX9 device but can't do simple stuff. GTFO!
  371. BGFX_FATAL( (D3DPTEXTURECAPS_SQUAREONLY & m_caps.TextureCaps) == 0, Fatal::MinimumRequiredSpecs, "D3DPTEXTURECAPS_SQUAREONLY");
  372. BGFX_FATAL( (D3DPTEXTURECAPS_MIPMAP & m_caps.TextureCaps) == D3DPTEXTURECAPS_MIPMAP, Fatal::MinimumRequiredSpecs, "D3DPTEXTURECAPS_MIPMAP");
  373. BGFX_FATAL( (D3DPTEXTURECAPS_ALPHA & m_caps.TextureCaps) == D3DPTEXTURECAPS_ALPHA, Fatal::MinimumRequiredSpecs, "D3DPTEXTURECAPS_ALPHA");
  374. BGFX_FATAL(m_caps.VertexShaderVersion >= D3DVS_VERSION(2, 0) && m_caps.PixelShaderVersion >= D3DPS_VERSION(2, 1)
  375. , Fatal::MinimumRequiredSpecs
  376. , "Shader Model Version (vs: %x, ps: %x)."
  377. , m_caps.VertexShaderVersion
  378. , m_caps.PixelShaderVersion
  379. );
  380. BX_TRACE("Max vertex shader 3.0 instr. slots: %d", m_caps.MaxVertexShader30InstructionSlots);
  381. BX_TRACE("Max vertex shader constants: %d", m_caps.MaxVertexShaderConst);
  382. BX_TRACE("Max fragment shader 2.0 instr. slots: %d", m_caps.PS20Caps.NumInstructionSlots);
  383. BX_TRACE("Max fragment shader 3.0 instr. slots: %d", m_caps.MaxPixelShader30InstructionSlots);
  384. BX_TRACE("Num simultaneous render targets: %d", m_caps.NumSimultaneousRTs);
  385. g_caps.supported |= ( 0
  386. | BGFX_CAPS_TEXTURE_3D
  387. | BGFX_CAPS_TEXTURE_COMPARE_LEQUAL
  388. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  389. | BGFX_CAPS_FRAGMENT_DEPTH
  390. | BGFX_CAPS_SWAP_CHAIN
  391. );
  392. g_caps.maxTextureSize = bx::uint32_min(m_caps.MaxTextureWidth, m_caps.MaxTextureHeight);
  393. m_caps.NumSimultaneousRTs = bx::uint32_min(m_caps.NumSimultaneousRTs, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS);
  394. g_caps.maxFBAttachments = (uint8_t)m_caps.NumSimultaneousRTs;
  395. if (BX_ENABLED(BGFX_CONFIG_RENDERER_USE_EXTENSIONS) )
  396. {
  397. BX_TRACE("Extended formats:");
  398. for (uint32_t ii = 0; ii < ExtendedFormat::Count; ++ii)
  399. {
  400. ExtendedFormat& fmt = s_extendedFormats[ii];
  401. fmt.m_supported = SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter, m_deviceType, adapterFormat, fmt.m_usage, fmt.m_type, fmt.m_fmt) );
  402. const char* fourcc = (const char*)&fmt.m_fmt;
  403. BX_TRACE("\t%2d: %c%c%c%c %s", ii, fourcc[0], fourcc[1], fourcc[2], fourcc[3], fmt.m_supported ? "supported" : "");
  404. BX_UNUSED(fourcc);
  405. }
  406. m_instancing = false
  407. || s_extendedFormats[ExtendedFormat::Inst].m_supported
  408. || (m_caps.VertexShaderVersion >= D3DVS_VERSION(3, 0) )
  409. ;
  410. if (m_amd
  411. && s_extendedFormats[ExtendedFormat::Inst].m_supported)
  412. { // AMD only
  413. m_device->SetRenderState(D3DRS_POINTSIZE, D3DFMT_INST);
  414. }
  415. if (s_extendedFormats[ExtendedFormat::Intz].m_supported)
  416. {
  417. s_textureFormat[TextureFormat::D24].m_fmt = D3DFMT_INTZ;
  418. s_textureFormat[TextureFormat::D32].m_fmt = D3DFMT_INTZ;
  419. }
  420. s_textureFormat[TextureFormat::BC4].m_fmt = s_extendedFormats[ExtendedFormat::Ati1].m_supported ? D3DFMT_ATI1 : D3DFMT_UNKNOWN;
  421. s_textureFormat[TextureFormat::BC5].m_fmt = s_extendedFormats[ExtendedFormat::Ati2].m_supported ? D3DFMT_ATI2 : D3DFMT_UNKNOWN;
  422. g_caps.supported |= m_instancing ? BGFX_CAPS_INSTANCING : 0;
  423. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  424. {
  425. g_caps.formats[ii] = SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  426. , m_deviceType
  427. , adapterFormat
  428. , 0
  429. , D3DRTYPE_TEXTURE
  430. , s_textureFormat[ii].m_fmt
  431. ) ) ? 1 : 0;
  432. }
  433. }
  434. uint32_t index = 1;
  435. for (const D3DFORMAT* fmt = &s_checkColorFormats[index]; *fmt != D3DFMT_UNKNOWN; ++fmt, ++index)
  436. {
  437. for (; *fmt != D3DFMT_UNKNOWN; ++fmt)
  438. {
  439. if (SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter, m_deviceType, adapterFormat, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, *fmt) ) )
  440. {
  441. s_colorFormat[index] = *fmt;
  442. break;
  443. }
  444. }
  445. for (; *fmt != D3DFMT_UNKNOWN; ++fmt);
  446. }
  447. m_fmtDepth = D3DFMT_D24S8;
  448. #elif BX_PLATFORM_XBOX360
  449. m_params.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
  450. m_params.DisableAutoBackBuffer = FALSE;
  451. m_params.DisableAutoFrontBuffer = FALSE;
  452. m_params.FrontBufferFormat = D3DFMT_X8R8G8B8;
  453. m_params.FrontBufferColorSpace = D3DCOLORSPACE_RGB;
  454. m_d3d9 = Direct3DCreate9(D3D_SDK_VERSION);
  455. BX_TRACE("Creating D3D9 %p", m_d3d9);
  456. XVIDEO_MODE videoMode;
  457. XGetVideoMode(&videoMode);
  458. if (!videoMode.fIsWideScreen)
  459. {
  460. m_params.Flags |= D3DPRESENTFLAG_NO_LETTERBOX;
  461. }
  462. BX_TRACE("Creating device");
  463. DX_CHECK(m_d3d9->CreateDevice(m_adapter
  464. , m_deviceType
  465. , NULL
  466. , D3DCREATE_HARDWARE_VERTEXPROCESSING|D3DCREATE_BUFFER_2_FRAMES
  467. , &m_params
  468. , &m_device
  469. ) );
  470. BX_TRACE("Device %p", m_device);
  471. m_fmtDepth = D3DFMT_D24FS8;
  472. #endif // BX_PLATFORM_WINDOWS
  473. {
  474. IDirect3DSwapChain9* swapChain;
  475. DX_CHECK(m_device->GetSwapChain(0, &swapChain) );
  476. // GPA increases swapchain ref count.
  477. //
  478. // This causes assert in debug. When debugger is present refcount
  479. // checks are off.
  480. setGraphicsDebuggerPresent(1 != getRefCount(swapChain) );
  481. DX_RELEASE(swapChain, 0);
  482. }
  483. postReset();
  484. m_initialized = true;
  485. }
  486. ~RendererContextD3D9()
  487. {
  488. preReset();
  489. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  490. {
  491. m_indexBuffers[ii].destroy();
  492. }
  493. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  494. {
  495. m_vertexBuffers[ii].destroy();
  496. }
  497. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  498. {
  499. m_shaders[ii].destroy();
  500. }
  501. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  502. {
  503. m_textures[ii].destroy();
  504. }
  505. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexDecls); ++ii)
  506. {
  507. m_vertexDecls[ii].destroy();
  508. }
  509. #if BGFX_CONFIG_RENDERER_DIRECT3D9EX
  510. if (NULL != m_d3d9ex)
  511. {
  512. DX_RELEASE(m_deviceEx, 1);
  513. DX_RELEASE(m_device, 0);
  514. DX_RELEASE(m_d3d9, 1);
  515. DX_RELEASE(m_d3d9ex, 0);
  516. }
  517. else
  518. #endif // BGFX_CONFIG_RENDERER_DIRECT3D9EX
  519. {
  520. DX_RELEASE(m_device, 0);
  521. DX_RELEASE(m_d3d9, 0);
  522. }
  523. #if BX_PLATFORM_WINDOWS
  524. bx::dlclose(m_d3d9dll);
  525. #endif // BX_PLATFORM_WINDOWS
  526. m_initialized = false;
  527. }
  528. RendererType::Enum getRendererType() const BX_OVERRIDE
  529. {
  530. return RendererType::Direct3D9;
  531. }
  532. const char* getRendererName() const BX_OVERRIDE
  533. {
  534. return BGFX_RENDERER_DIRECT3D9_NAME;
  535. }
  536. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem) BX_OVERRIDE
  537. {
  538. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data);
  539. }
  540. void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  541. {
  542. m_indexBuffers[_handle.idx].destroy();
  543. }
  544. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
  545. {
  546. m_vertexDecls[_handle.idx].create(_decl);
  547. }
  548. void destroyVertexDecl(VertexDeclHandle _handle) BX_OVERRIDE
  549. {
  550. m_vertexDecls[_handle.idx].destroy();
  551. }
  552. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle) BX_OVERRIDE
  553. {
  554. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle);
  555. }
  556. void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  557. {
  558. m_vertexBuffers[_handle.idx].destroy();
  559. }
  560. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size) BX_OVERRIDE
  561. {
  562. m_indexBuffers[_handle.idx].create(_size, NULL);
  563. }
  564. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  565. {
  566. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  567. }
  568. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  569. {
  570. m_indexBuffers[_handle.idx].destroy();
  571. }
  572. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size) BX_OVERRIDE
  573. {
  574. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  575. m_vertexBuffers[_handle.idx].create(_size, NULL, decl);
  576. }
  577. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  578. {
  579. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  580. }
  581. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  582. {
  583. m_vertexBuffers[_handle.idx].destroy();
  584. }
  585. void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
  586. {
  587. m_shaders[_handle.idx].create(_mem);
  588. }
  589. void destroyShader(ShaderHandle _handle) BX_OVERRIDE
  590. {
  591. m_shaders[_handle.idx].destroy();
  592. }
  593. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
  594. {
  595. m_program[_handle.idx].create(m_shaders[_vsh.idx], m_shaders[_fsh.idx]);
  596. }
  597. void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
  598. {
  599. m_program[_handle.idx].destroy();
  600. }
  601. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
  602. {
  603. m_textures[_handle.idx].create(_mem, _flags, _skip);
  604. }
  605. void updateTextureBegin(TextureHandle _handle, uint8_t _side, uint8_t _mip) BX_OVERRIDE
  606. {
  607. m_updateTexture = &m_textures[_handle.idx];
  608. m_updateTexture->updateBegin(_side, _mip);
  609. }
  610. 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
  611. {
  612. m_updateTexture->update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  613. }
  614. void updateTextureEnd() BX_OVERRIDE
  615. {
  616. m_updateTexture->updateEnd();
  617. m_updateTexture = NULL;
  618. }
  619. void destroyTexture(TextureHandle _handle) BX_OVERRIDE
  620. {
  621. m_textures[_handle.idx].destroy();
  622. }
  623. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const TextureHandle* _textureHandles) BX_OVERRIDE
  624. {
  625. m_frameBuffers[_handle.idx].create(_num, _textureHandles);
  626. }
  627. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) BX_OVERRIDE
  628. {
  629. uint16_t denseIdx = m_numWindows++;
  630. m_windows[denseIdx] = _handle;
  631. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  632. }
  633. void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
  634. {
  635. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  636. if (UINT16_MAX != denseIdx)
  637. {
  638. --m_numWindows;
  639. if (m_numWindows > 1)
  640. {
  641. FrameBufferHandle handle = m_windows[m_numWindows];
  642. m_windows[denseIdx] = handle;
  643. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  644. }
  645. }
  646. }
  647. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
  648. {
  649. if (NULL != m_uniforms[_handle.idx])
  650. {
  651. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  652. }
  653. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
  654. void* data = BX_ALLOC(g_allocator, size);
  655. memset(data, 0, size);
  656. m_uniforms[_handle.idx] = data;
  657. m_uniformReg.add(_handle, _name, data);
  658. }
  659. void destroyUniform(UniformHandle _handle) BX_OVERRIDE
  660. {
  661. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  662. m_uniforms[_handle.idx] = NULL;
  663. }
  664. void saveScreenShot(const char* _filePath) BX_OVERRIDE
  665. {
  666. #if BX_PLATFORM_WINDOWS
  667. IDirect3DSurface9* surface;
  668. D3DDEVICE_CREATION_PARAMETERS dcp;
  669. DX_CHECK(m_device->GetCreationParameters(&dcp) );
  670. D3DDISPLAYMODE dm;
  671. DX_CHECK(m_d3d9->GetAdapterDisplayMode(dcp.AdapterOrdinal, &dm) );
  672. DX_CHECK(m_device->CreateOffscreenPlainSurface(dm.Width
  673. , dm.Height
  674. , D3DFMT_A8R8G8B8
  675. , D3DPOOL_SCRATCH
  676. , &surface
  677. , NULL
  678. ) );
  679. DX_CHECK(m_device->GetFrontBufferData(0, surface) );
  680. D3DLOCKED_RECT rect;
  681. DX_CHECK(surface->LockRect(&rect
  682. , NULL
  683. , D3DLOCK_NO_DIRTY_UPDATE|D3DLOCK_NOSYSLOCK|D3DLOCK_READONLY
  684. ) );
  685. RECT rc;
  686. GetClientRect(g_bgfxHwnd, &rc);
  687. POINT point;
  688. point.x = rc.left;
  689. point.y = rc.top;
  690. ClientToScreen(g_bgfxHwnd, &point);
  691. uint8_t* data = (uint8_t*)rect.pBits;
  692. uint32_t bytesPerPixel = rect.Pitch/dm.Width;
  693. g_callback->screenShot(_filePath
  694. , m_params.BackBufferWidth
  695. , m_params.BackBufferHeight
  696. , rect.Pitch
  697. , &data[point.y*rect.Pitch+point.x*bytesPerPixel]
  698. , m_params.BackBufferHeight*rect.Pitch
  699. , false
  700. );
  701. DX_CHECK(surface->UnlockRect() );
  702. DX_RELEASE(surface, 0);
  703. #endif // BX_PLATFORM_WINDOWS
  704. }
  705. void updateViewName(uint8_t _id, const char* _name) BX_OVERRIDE
  706. {
  707. mbstowcs(&s_viewNameW[_id][0], _name, BX_COUNTOF(s_viewNameW[0]) );
  708. }
  709. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
  710. {
  711. memcpy(m_uniforms[_loc], _data, _size);
  712. }
  713. void setMarker(const char* _marker, uint32_t _size) BX_OVERRIDE
  714. {
  715. #if BGFX_CONFIG_DEBUG_PIX
  716. uint32_t size = _size*sizeof(wchar_t);
  717. wchar_t* name = (wchar_t*)alloca(size);
  718. mbstowcs(name, _marker, size-2);
  719. PIX_SETMARKER(D3DCOLOR_RGBA(0xff, 0xff, 0xff, 0xff), name);
  720. #endif // BGFX_CONFIG_DEBUG_PIX
  721. BX_UNUSED(_marker, _size);
  722. }
  723. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
  724. void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
  725. {
  726. uint32_t width = m_params.BackBufferWidth;
  727. uint32_t height = m_params.BackBufferHeight;
  728. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  729. setFrameBuffer(fbh, false);
  730. D3DVIEWPORT9 vp;
  731. vp.X = 0;
  732. vp.Y = 0;
  733. vp.Width = width;
  734. vp.Height = height;
  735. vp.MinZ = 0.0f;
  736. vp.MaxZ = 1.0f;
  737. IDirect3DDevice9* device = m_device;
  738. DX_CHECK(device->SetViewport(&vp) );
  739. DX_CHECK(device->SetRenderState(D3DRS_STENCILENABLE, FALSE) );
  740. DX_CHECK(device->SetRenderState(D3DRS_ZENABLE, FALSE) );
  741. DX_CHECK(device->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS) );
  742. DX_CHECK(device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE) );
  743. DX_CHECK(device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE) );
  744. DX_CHECK(device->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER) );
  745. DX_CHECK(device->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED|D3DCOLORWRITEENABLE_GREEN|D3DCOLORWRITEENABLE_BLUE) );
  746. DX_CHECK(device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID) );
  747. ProgramD3D9& program = m_program[_blitter.m_program.idx];
  748. DX_CHECK(device->SetVertexShader(program.m_vsh->m_vertexShader) );
  749. DX_CHECK(device->SetPixelShader(program.m_fsh->m_pixelShader) );
  750. VertexBufferD3D9& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  751. VertexDeclD3D9& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  752. DX_CHECK(device->SetStreamSource(0, vb.m_ptr, 0, vertexDecl.m_decl.m_stride) );
  753. DX_CHECK(device->SetVertexDeclaration(vertexDecl.m_ptr) );
  754. IndexBufferD3D9& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  755. DX_CHECK(device->SetIndices(ib.m_ptr) );
  756. float proj[16];
  757. mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  758. PredefinedUniform& predefined = program.m_predefined[0];
  759. uint8_t flags = predefined.m_type;
  760. setShaderConstantF(flags, predefined.m_loc, proj, 4);
  761. m_textures[_blitter.m_texture.idx].commit(0);
  762. }
  763. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
  764. {
  765. uint32_t numVertices = _numIndices*4/6;
  766. m_indexBuffers [_blitter.m_ib->handle.idx].update(0, _numIndices*2, _blitter.m_ib->data, true);
  767. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  768. DX_CHECK(m_device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST
  769. , 0
  770. , 0
  771. , numVertices
  772. , 0
  773. , _numIndices/3
  774. ) );
  775. }
  776. void updateMsaa()
  777. {
  778. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_checkMsaa); ++ii)
  779. {
  780. D3DMULTISAMPLE_TYPE msaa = s_checkMsaa[ii];
  781. DWORD quality;
  782. HRESULT hr = m_d3d9->CheckDeviceMultiSampleType(m_adapter
  783. , m_deviceType
  784. , m_params.BackBufferFormat
  785. , m_params.Windowed
  786. , msaa
  787. , &quality
  788. );
  789. if (SUCCEEDED(hr) )
  790. {
  791. s_msaa[ii].m_type = msaa;
  792. s_msaa[ii].m_quality = bx::uint32_imax(0, quality-1);
  793. last = ii;
  794. }
  795. else
  796. {
  797. s_msaa[ii] = s_msaa[last];
  798. }
  799. }
  800. }
  801. void updateResolution(const Resolution& _resolution)
  802. {
  803. if (m_params.BackBufferWidth != _resolution.m_width
  804. || m_params.BackBufferHeight != _resolution.m_height
  805. || m_flags != _resolution.m_flags)
  806. {
  807. m_flags = _resolution.m_flags;
  808. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  809. m_textVideoMem.clear();
  810. #if BX_PLATFORM_WINDOWS
  811. D3DDEVICE_CREATION_PARAMETERS dcp;
  812. DX_CHECK(m_device->GetCreationParameters(&dcp) );
  813. D3DDISPLAYMODE dm;
  814. DX_CHECK(m_d3d9->GetAdapterDisplayMode(dcp.AdapterOrdinal, &dm) );
  815. m_params.BackBufferFormat = dm.Format;
  816. #endif // BX_PLATFORM_WINDOWS
  817. m_params.BackBufferWidth = _resolution.m_width;
  818. m_params.BackBufferHeight = _resolution.m_height;
  819. m_params.FullScreen_RefreshRateInHz = BGFX_RESET_FULLSCREEN == (m_flags&BGFX_RESET_FULLSCREEN_MASK) ? 60 : 0;
  820. m_params.PresentationInterval = !!(m_flags&BGFX_RESET_VSYNC) ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
  821. updateMsaa();
  822. Msaa& msaa = s_msaa[(m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  823. m_params.MultiSampleType = msaa.m_type;
  824. m_params.MultiSampleQuality = msaa.m_quality;
  825. m_resolution = _resolution;
  826. preReset();
  827. DX_CHECK(m_device->Reset(&m_params) );
  828. postReset();
  829. }
  830. }
  831. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  832. {
  833. if (isValid(m_fbh)
  834. && m_fbh.idx != _fbh.idx
  835. && m_rtMsaa)
  836. {
  837. FrameBufferD3D9& frameBuffer = m_frameBuffers[m_fbh.idx];
  838. frameBuffer.resolve();
  839. }
  840. if (!isValid(_fbh) )
  841. {
  842. DX_CHECK(m_device->SetRenderTarget(0, m_backBufferColor) );
  843. for (uint32_t ii = 1, num = g_caps.maxFBAttachments; ii < num; ++ii)
  844. {
  845. DX_CHECK(m_device->SetRenderTarget(ii, NULL) );
  846. }
  847. DX_CHECK(m_device->SetDepthStencilSurface(m_backBufferDepthStencil) );
  848. }
  849. else
  850. {
  851. const FrameBufferD3D9& frameBuffer = m_frameBuffers[_fbh.idx];
  852. // If frame buffer has only depth attachment D3DFMT_NULL
  853. // render target is created.
  854. uint32_t fbnum = bx::uint32_max(1, frameBuffer.m_num);
  855. for (uint32_t ii = 0; ii < fbnum; ++ii)
  856. {
  857. DX_CHECK(m_device->SetRenderTarget(ii, frameBuffer.m_color[ii]) );
  858. }
  859. for (uint32_t ii = fbnum, num = g_caps.maxFBAttachments; ii < num; ++ii)
  860. {
  861. DX_CHECK(m_device->SetRenderTarget(ii, NULL) );
  862. }
  863. IDirect3DSurface9* depthStencil = frameBuffer.m_depthStencil;
  864. DX_CHECK(m_device->SetDepthStencilSurface(NULL != depthStencil ? depthStencil : m_backBufferDepthStencil) );
  865. }
  866. m_fbh = _fbh;
  867. m_rtMsaa = _msaa;
  868. }
  869. void setShaderConstantF(uint8_t _flags, uint16_t _regIndex, const float* _val, uint16_t _numRegs)
  870. {
  871. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  872. {
  873. DX_CHECK(m_device->SetPixelShaderConstantF(_regIndex, _val, _numRegs) );
  874. }
  875. else
  876. {
  877. DX_CHECK(m_device->SetVertexShaderConstantF(_regIndex, _val, _numRegs) );
  878. }
  879. }
  880. void reset()
  881. {
  882. preReset();
  883. HRESULT hr;
  884. do
  885. {
  886. hr = m_device->Reset(&m_params);
  887. } while (FAILED(hr) );
  888. postReset();
  889. }
  890. static bool isLost(HRESULT _hr)
  891. {
  892. return D3DERR_DEVICELOST == _hr
  893. || D3DERR_DRIVERINTERNALERROR == _hr
  894. #if !defined(D3D_DISABLE_9EX)
  895. || D3DERR_DEVICEHUNG == _hr
  896. || D3DERR_DEVICEREMOVED == _hr
  897. #endif // !defined(D3D_DISABLE_9EX)
  898. ;
  899. }
  900. void flip() BX_OVERRIDE
  901. {
  902. if (NULL != m_device)
  903. {
  904. #if BGFX_CONFIG_RENDERER_DIRECT3D9EX
  905. if (NULL != m_deviceEx)
  906. {
  907. DX_CHECK(m_deviceEx->WaitForVBlank(0) );
  908. }
  909. #endif // BGFX_CONFIG_RENDERER_DIRECT3D9EX
  910. for (uint32_t ii = 0, num = m_numWindows; ii < num; ++ii)
  911. {
  912. HRESULT hr;
  913. if (0 == ii)
  914. {
  915. hr = m_swapChain->Present(NULL, NULL, g_bgfxHwnd, NULL, 0);
  916. }
  917. else
  918. {
  919. hr = m_frameBuffers[m_windows[ii].idx].present();
  920. }
  921. #if BX_PLATFORM_WINDOWS
  922. if (isLost(hr) )
  923. {
  924. do
  925. {
  926. do
  927. {
  928. hr = m_device->TestCooperativeLevel();
  929. }
  930. while (D3DERR_DEVICENOTRESET != hr);
  931. reset();
  932. hr = m_device->TestCooperativeLevel();
  933. }
  934. while (FAILED(hr) );
  935. break;
  936. }
  937. else if (FAILED(hr) )
  938. {
  939. BX_TRACE("Present failed with err 0x%08x.", hr);
  940. }
  941. #endif // BX_PLATFORM_
  942. }
  943. }
  944. }
  945. void preReset()
  946. {
  947. invalidateSamplerState();
  948. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  949. {
  950. DX_CHECK(m_device->SetTexture(stage, NULL) );
  951. }
  952. DX_CHECK(m_device->SetRenderTarget(0, m_backBufferColor) );
  953. for (uint32_t ii = 1, num = g_caps.maxFBAttachments; ii < num; ++ii)
  954. {
  955. DX_CHECK(m_device->SetRenderTarget(ii, NULL) );
  956. }
  957. DX_CHECK(m_device->SetDepthStencilSurface(m_backBufferDepthStencil) );
  958. DX_CHECK(m_device->SetVertexShader(NULL) );
  959. DX_CHECK(m_device->SetPixelShader(NULL) );
  960. DX_CHECK(m_device->SetStreamSource(0, NULL, 0, 0) );
  961. DX_CHECK(m_device->SetIndices(NULL) );
  962. DX_RELEASE(m_backBufferColor, 0);
  963. DX_RELEASE(m_backBufferDepthStencil, 0);
  964. DX_RELEASE(m_swapChain, 0);
  965. capturePreReset();
  966. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  967. {
  968. m_indexBuffers[ii].preReset();
  969. }
  970. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  971. {
  972. m_vertexBuffers[ii].preReset();
  973. }
  974. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  975. {
  976. m_frameBuffers[ii].preReset();
  977. }
  978. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  979. {
  980. m_textures[ii].preReset();
  981. }
  982. }
  983. void postReset()
  984. {
  985. DX_CHECK(m_device->GetSwapChain(0, &m_swapChain) );
  986. DX_CHECK(m_swapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &m_backBufferColor) );
  987. DX_CHECK(m_device->GetDepthStencilSurface(&m_backBufferDepthStencil) );
  988. capturePostReset();
  989. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  990. {
  991. m_indexBuffers[ii].postReset();
  992. }
  993. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  994. {
  995. m_vertexBuffers[ii].postReset();
  996. }
  997. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  998. {
  999. m_textures[ii].postReset();
  1000. }
  1001. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1002. {
  1003. m_frameBuffers[ii].postReset();
  1004. }
  1005. }
  1006. void invalidateSamplerState()
  1007. {
  1008. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  1009. {
  1010. m_samplerFlags[stage] = UINT32_MAX;
  1011. }
  1012. }
  1013. void setSamplerState(uint8_t _stage, uint32_t _flags)
  1014. {
  1015. const uint32_t flags = _flags&( (~BGFX_TEXTURE_RESERVED_MASK) | BGFX_TEXTURE_SAMPLER_BITS_MASK);
  1016. if (m_samplerFlags[_stage] != flags)
  1017. {
  1018. m_samplerFlags[_stage] = flags;
  1019. IDirect3DDevice9* device = m_device;
  1020. D3DTEXTUREADDRESS tau = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  1021. D3DTEXTUREADDRESS tav = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  1022. D3DTEXTUREADDRESS taw = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  1023. D3DTEXTUREFILTERTYPE minFilter = s_textureFilter[(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  1024. D3DTEXTUREFILTERTYPE magFilter = s_textureFilter[(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  1025. D3DTEXTUREFILTERTYPE mipFilter = s_textureFilter[(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  1026. DX_CHECK(device->SetSamplerState(_stage, D3DSAMP_ADDRESSU, tau) );
  1027. DX_CHECK(device->SetSamplerState(_stage, D3DSAMP_ADDRESSV, tav) );
  1028. DX_CHECK(device->SetSamplerState(_stage, D3DSAMP_MINFILTER, minFilter) );
  1029. DX_CHECK(device->SetSamplerState(_stage, D3DSAMP_MAGFILTER, magFilter) );
  1030. DX_CHECK(device->SetSamplerState(_stage, D3DSAMP_MIPFILTER, mipFilter) );
  1031. DX_CHECK(device->SetSamplerState(_stage, D3DSAMP_ADDRESSW, taw) );
  1032. }
  1033. }
  1034. void capturePreReset()
  1035. {
  1036. if (NULL != m_captureSurface)
  1037. {
  1038. g_callback->captureEnd();
  1039. }
  1040. DX_RELEASE(m_captureSurface, 1);
  1041. DX_RELEASE(m_captureTexture, 0);
  1042. DX_RELEASE(m_captureResolve, 0);
  1043. }
  1044. void capturePostReset()
  1045. {
  1046. if (m_flags&BGFX_RESET_CAPTURE)
  1047. {
  1048. uint32_t width = m_params.BackBufferWidth;
  1049. uint32_t height = m_params.BackBufferHeight;
  1050. D3DFORMAT fmt = m_params.BackBufferFormat;
  1051. DX_CHECK(m_device->CreateTexture(width
  1052. , height
  1053. , 1
  1054. , 0
  1055. , fmt
  1056. , D3DPOOL_SYSTEMMEM
  1057. , &m_captureTexture
  1058. , NULL
  1059. ) );
  1060. DX_CHECK(m_captureTexture->GetSurfaceLevel(0
  1061. , &m_captureSurface
  1062. ) );
  1063. if (m_params.MultiSampleType != D3DMULTISAMPLE_NONE)
  1064. {
  1065. DX_CHECK(m_device->CreateRenderTarget(width
  1066. , height
  1067. , fmt
  1068. , D3DMULTISAMPLE_NONE
  1069. , 0
  1070. , false
  1071. , &m_captureResolve
  1072. , NULL
  1073. ) );
  1074. }
  1075. g_callback->captureBegin(width, height, width*4, TextureFormat::BGRA8, false);
  1076. }
  1077. }
  1078. void capture()
  1079. {
  1080. if (NULL != m_captureSurface)
  1081. {
  1082. IDirect3DSurface9* resolve = m_backBufferColor;
  1083. if (NULL != m_captureResolve)
  1084. {
  1085. resolve = m_captureResolve;
  1086. DX_CHECK(m_device->StretchRect(m_backBufferColor
  1087. , 0
  1088. , m_captureResolve
  1089. , NULL
  1090. , D3DTEXF_NONE
  1091. ) );
  1092. }
  1093. HRESULT hr = m_device->GetRenderTargetData(resolve, m_captureSurface);
  1094. if (SUCCEEDED(hr) )
  1095. {
  1096. D3DLOCKED_RECT rect;
  1097. DX_CHECK(m_captureSurface->LockRect(&rect
  1098. , NULL
  1099. , D3DLOCK_NO_DIRTY_UPDATE|D3DLOCK_NOSYSLOCK|D3DLOCK_READONLY
  1100. ) );
  1101. g_callback->captureFrame(rect.pBits, m_params.BackBufferHeight*rect.Pitch);
  1102. DX_CHECK(m_captureSurface->UnlockRect() );
  1103. }
  1104. }
  1105. }
  1106. void commit(ConstantBuffer& _constantBuffer)
  1107. {
  1108. _constantBuffer.reset();
  1109. IDirect3DDevice9* device = m_device;
  1110. for (;;)
  1111. {
  1112. uint32_t opcode = _constantBuffer.read();
  1113. if (UniformType::End == opcode)
  1114. {
  1115. break;
  1116. }
  1117. UniformType::Enum type;
  1118. uint16_t loc;
  1119. uint16_t num;
  1120. uint16_t copy;
  1121. ConstantBuffer::decodeOpcode(opcode, type, loc, num, copy);
  1122. const char* data;
  1123. if (copy)
  1124. {
  1125. data = _constantBuffer.read(g_uniformTypeSize[type]*num);
  1126. }
  1127. else
  1128. {
  1129. UniformHandle handle;
  1130. memcpy(&handle, _constantBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  1131. data = (const char*)m_uniforms[handle.idx];
  1132. }
  1133. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  1134. case UniformType::_uniform: \
  1135. { \
  1136. _type* value = (_type*)data; \
  1137. DX_CHECK(device->SetVertexShaderConstant##_dxsuffix(loc, value, num) ); \
  1138. } \
  1139. break; \
  1140. \
  1141. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  1142. { \
  1143. _type* value = (_type*)data; \
  1144. DX_CHECK(device->SetPixelShaderConstant##_dxsuffix(loc, value, num) ); \
  1145. } \
  1146. break
  1147. switch ( (int32_t)type)
  1148. {
  1149. case UniformType::Uniform3x3fv:
  1150. {
  1151. float* value = (float*)data;
  1152. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3, value += 9)
  1153. {
  1154. Matrix4 mtx;
  1155. mtx.un.val[ 0] = value[0];
  1156. mtx.un.val[ 1] = value[1];
  1157. mtx.un.val[ 2] = value[2];
  1158. mtx.un.val[ 3] = 0.0f;
  1159. mtx.un.val[ 4] = value[3];
  1160. mtx.un.val[ 5] = value[4];
  1161. mtx.un.val[ 6] = value[5];
  1162. mtx.un.val[ 7] = 0.0f;
  1163. mtx.un.val[ 8] = value[6];
  1164. mtx.un.val[ 9] = value[7];
  1165. mtx.un.val[10] = value[8];
  1166. mtx.un.val[11] = 0.0f;
  1167. DX_CHECK(device->SetVertexShaderConstantF(loc, &mtx.un.val[0], 3) );
  1168. }
  1169. }
  1170. break;
  1171. case UniformType::Uniform3x3fv|BGFX_UNIFORM_FRAGMENTBIT:
  1172. {
  1173. float* value = (float*)data;
  1174. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3, value += 9)
  1175. {
  1176. Matrix4 mtx;
  1177. mtx.un.val[ 0] = value[0];
  1178. mtx.un.val[ 1] = value[1];
  1179. mtx.un.val[ 2] = value[2];
  1180. mtx.un.val[ 3] = 0.0f;
  1181. mtx.un.val[ 4] = value[3];
  1182. mtx.un.val[ 5] = value[4];
  1183. mtx.un.val[ 6] = value[5];
  1184. mtx.un.val[ 7] = 0.0f;
  1185. mtx.un.val[ 8] = value[6];
  1186. mtx.un.val[ 9] = value[7];
  1187. mtx.un.val[10] = value[8];
  1188. mtx.un.val[11] = 0.0f;
  1189. DX_CHECK(device->SetPixelShaderConstantF(loc, &mtx.un.val[0], 3) );
  1190. }
  1191. }
  1192. break;
  1193. CASE_IMPLEMENT_UNIFORM(Uniform1i, I, int);
  1194. CASE_IMPLEMENT_UNIFORM(Uniform1f, F, float);
  1195. CASE_IMPLEMENT_UNIFORM(Uniform1iv, I, int);
  1196. CASE_IMPLEMENT_UNIFORM(Uniform1fv, F, float);
  1197. CASE_IMPLEMENT_UNIFORM(Uniform2fv, F, float);
  1198. CASE_IMPLEMENT_UNIFORM(Uniform3fv, F, float);
  1199. CASE_IMPLEMENT_UNIFORM(Uniform4fv, F, float);
  1200. CASE_IMPLEMENT_UNIFORM(Uniform4x4fv, F, float);
  1201. case UniformType::End:
  1202. break;
  1203. default:
  1204. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _constantBuffer.getPos(), opcode, type, loc, num, copy);
  1205. break;
  1206. }
  1207. #undef CASE_IMPLEMENT_UNIFORM
  1208. }
  1209. }
  1210. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
  1211. {
  1212. IDirect3DDevice9* device = m_device;
  1213. uint32_t numMrt = 1;
  1214. FrameBufferHandle fbh = m_fbh;
  1215. if (isValid(fbh) )
  1216. {
  1217. const FrameBufferD3D9& fb = m_frameBuffers[fbh.idx];
  1218. numMrt = bx::uint32_max(1, fb.m_num);
  1219. }
  1220. if (1 == numMrt)
  1221. {
  1222. D3DCOLOR color = 0;
  1223. DWORD flags = 0;
  1224. if (BGFX_CLEAR_COLOR_BIT & _clear.m_flags)
  1225. {
  1226. if (BGFX_CLEAR_COLOR_USE_PALETTE_BIT & _clear.m_flags)
  1227. {
  1228. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_CLEAR_COLOR_PALETTE-1, _clear.m_index[0]);
  1229. const float* rgba = _palette[index];
  1230. const float rr = rgba[0];
  1231. const float gg = rgba[1];
  1232. const float bb = rgba[2];
  1233. const float aa = rgba[3];
  1234. color = D3DCOLOR_COLORVALUE(rr, gg, bb, aa);
  1235. }
  1236. else
  1237. {
  1238. color = D3DCOLOR_RGBA(_clear.m_index[0], _clear.m_index[1], _clear.m_index[2], _clear.m_index[3]);
  1239. }
  1240. flags |= D3DCLEAR_TARGET;
  1241. DX_CHECK(device->SetRenderState(D3DRS_COLORWRITEENABLE
  1242. , D3DCOLORWRITEENABLE_RED
  1243. | D3DCOLORWRITEENABLE_GREEN
  1244. | D3DCOLORWRITEENABLE_BLUE
  1245. | D3DCOLORWRITEENABLE_ALPHA
  1246. ) );
  1247. }
  1248. if (BGFX_CLEAR_DEPTH_BIT & _clear.m_flags)
  1249. {
  1250. flags |= D3DCLEAR_ZBUFFER;
  1251. DX_CHECK(device->SetRenderState(D3DRS_ZWRITEENABLE, TRUE) );
  1252. }
  1253. if (BGFX_CLEAR_STENCIL_BIT & _clear.m_flags)
  1254. {
  1255. flags |= D3DCLEAR_STENCIL;
  1256. }
  1257. if (0 != flags)
  1258. {
  1259. RECT rc;
  1260. rc.left = _rect.m_x;
  1261. rc.top = _rect.m_y;
  1262. rc.right = _rect.m_x + _rect.m_width;
  1263. rc.bottom = _rect.m_y + _rect.m_height;
  1264. DX_CHECK(device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE) );
  1265. DX_CHECK(device->SetScissorRect(&rc) );
  1266. DX_CHECK(device->Clear(0, NULL, flags, color, _clear.m_depth, _clear.m_stencil) );
  1267. DX_CHECK(device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE) );
  1268. }
  1269. }
  1270. else
  1271. {
  1272. DX_CHECK(device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE) );
  1273. DX_CHECK(device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE) );
  1274. DX_CHECK(device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE) );
  1275. if (BGFX_CLEAR_DEPTH_BIT & _clear.m_flags)
  1276. {
  1277. DX_CHECK(device->SetRenderState(D3DRS_ZWRITEENABLE, TRUE) );
  1278. DX_CHECK(device->SetRenderState(D3DRS_COLORWRITEENABLE
  1279. , D3DCOLORWRITEENABLE_RED
  1280. | D3DCOLORWRITEENABLE_GREEN
  1281. | D3DCOLORWRITEENABLE_BLUE
  1282. | D3DCOLORWRITEENABLE_ALPHA
  1283. ) );
  1284. DX_CHECK(device->SetRenderState(D3DRS_ZENABLE, TRUE) );
  1285. DX_CHECK(device->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS) );
  1286. }
  1287. else
  1288. {
  1289. DX_CHECK(device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE) );
  1290. DX_CHECK(device->SetRenderState(D3DRS_COLORWRITEENABLE, 0) );
  1291. DX_CHECK(device->SetRenderState(D3DRS_ZENABLE, FALSE) );
  1292. }
  1293. if (BGFX_CLEAR_STENCIL_BIT & _clear.m_flags)
  1294. {
  1295. DX_CHECK(device->SetRenderState(D3DRS_STENCILENABLE, TRUE) );
  1296. DX_CHECK(device->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE) );
  1297. DX_CHECK(device->SetRenderState(D3DRS_STENCILREF, _clear.m_stencil) );
  1298. DX_CHECK(device->SetRenderState(D3DRS_STENCILMASK, 0xff) );
  1299. DX_CHECK(device->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS) );
  1300. DX_CHECK(device->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE) );
  1301. DX_CHECK(device->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE) );
  1302. DX_CHECK(device->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE) );
  1303. }
  1304. else
  1305. {
  1306. DX_CHECK(device->SetRenderState(D3DRS_STENCILENABLE, FALSE) );
  1307. }
  1308. VertexBufferD3D9& vb = m_vertexBuffers[_clearQuad.m_vb->handle.idx];
  1309. VertexDeclD3D9& vertexDecl = m_vertexDecls[_clearQuad.m_vb->decl.idx];
  1310. uint32_t stride = _clearQuad.m_decl.m_stride;
  1311. {
  1312. struct Vertex
  1313. {
  1314. float m_x;
  1315. float m_y;
  1316. float m_z;
  1317. };
  1318. Vertex* vertex = (Vertex*)_clearQuad.m_vb->data;
  1319. BX_CHECK(stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", stride, sizeof(Vertex) );
  1320. const float depth = _clear.m_depth;
  1321. vertex->m_x = -1.0f;
  1322. vertex->m_y = -1.0f;
  1323. vertex->m_z = depth;
  1324. vertex++;
  1325. vertex->m_x = 1.0f;
  1326. vertex->m_y = -1.0f;
  1327. vertex->m_z = depth;
  1328. vertex++;
  1329. vertex->m_x = -1.0f;
  1330. vertex->m_y = 1.0f;
  1331. vertex->m_z = depth;
  1332. vertex++;
  1333. vertex->m_x = 1.0f;
  1334. vertex->m_y = 1.0f;
  1335. vertex->m_z = depth;
  1336. }
  1337. vb.update(0, 4*stride, _clearQuad.m_vb->data);
  1338. ProgramD3D9& program = m_program[_clearQuad.m_program[numMrt-1].idx];
  1339. device->SetVertexShader(program.m_vsh->m_vertexShader);
  1340. device->SetPixelShader(program.m_fsh->m_pixelShader);
  1341. if (BGFX_CLEAR_COLOR_USE_PALETTE_BIT & _clear.m_flags)
  1342. {
  1343. float mrtClear[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS][4];
  1344. for (uint32_t ii = 0; ii < numMrt; ++ii)
  1345. {
  1346. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_CLEAR_COLOR_PALETTE-1, _clear.m_index[ii]);
  1347. memcpy(mrtClear[ii], _palette[index], 16);
  1348. }
  1349. DX_CHECK(m_device->SetPixelShaderConstantF(0, mrtClear[0], numMrt) );
  1350. }
  1351. else
  1352. {
  1353. float rgba[4] =
  1354. {
  1355. _clear.m_index[0]*1.0f/255.0f,
  1356. _clear.m_index[1]*1.0f/255.0f,
  1357. _clear.m_index[2]*1.0f/255.0f,
  1358. _clear.m_index[3]*1.0f/255.0f,
  1359. };
  1360. DX_CHECK(m_device->SetPixelShaderConstantF(0, rgba, 1) );
  1361. }
  1362. DX_CHECK(device->SetStreamSource(0, vb.m_ptr, 0, stride) );
  1363. DX_CHECK(device->SetStreamSourceFreq(0, 1) );
  1364. DX_CHECK(device->SetStreamSource(1, NULL, 0, 0) );
  1365. DX_CHECK(device->SetVertexDeclaration(vertexDecl.m_ptr) );
  1366. DX_CHECK(device->SetIndices(NULL) );
  1367. DX_CHECK(device->DrawPrimitive(D3DPT_TRIANGLESTRIP
  1368. , 0
  1369. , 2
  1370. ) );
  1371. }
  1372. }
  1373. #if BX_PLATFORM_WINDOWS
  1374. D3DCAPS9 m_caps;
  1375. #endif // BX_PLATFORM_WINDOWS
  1376. #if BGFX_CONFIG_RENDERER_DIRECT3D9EX
  1377. IDirect3D9Ex* m_d3d9ex;
  1378. IDirect3DDevice9Ex* m_deviceEx;
  1379. #endif // BGFX_CONFIG_RENDERER_DIRECT3D9EX
  1380. IDirect3D9* m_d3d9;
  1381. IDirect3DDevice9* m_device;
  1382. D3DPOOL m_pool;
  1383. IDirect3DSwapChain9* m_swapChain;
  1384. uint16_t m_numWindows;
  1385. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  1386. IDirect3DSurface9* m_backBufferColor;
  1387. IDirect3DSurface9* m_backBufferDepthStencil;
  1388. IDirect3DTexture9* m_captureTexture;
  1389. IDirect3DSurface9* m_captureSurface;
  1390. IDirect3DSurface9* m_captureResolve;
  1391. IDirect3DVertexDeclaration9* m_instanceDataDecls[BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  1392. void* m_d3d9dll;
  1393. uint32_t m_adapter;
  1394. D3DDEVTYPE m_deviceType;
  1395. D3DPRESENT_PARAMETERS m_params;
  1396. uint32_t m_flags;
  1397. D3DADAPTER_IDENTIFIER9 m_identifier;
  1398. Resolution m_resolution;
  1399. bool m_initialized;
  1400. bool m_amd;
  1401. bool m_nvidia;
  1402. bool m_instancing;
  1403. D3DFORMAT m_fmtDepth;
  1404. IndexBufferD3D9 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  1405. VertexBufferD3D9 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  1406. ShaderD3D9 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  1407. ProgramD3D9 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  1408. TextureD3D9 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  1409. VertexDeclD3D9 m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  1410. FrameBufferD3D9 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  1411. UniformRegistry m_uniformReg;
  1412. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  1413. uint32_t m_samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  1414. TextureD3D9* m_updateTexture;
  1415. uint8_t* m_updateTextureBits;
  1416. uint32_t m_updateTexturePitch;
  1417. uint8_t m_updateTextureSide;
  1418. uint8_t m_updateTextureMip;
  1419. TextVideoMem m_textVideoMem;
  1420. FrameBufferHandle m_fbh;
  1421. bool m_rtMsaa;
  1422. };
  1423. static RendererContextD3D9* s_renderD3D9;
  1424. RendererContextI* rendererCreateD3D9()
  1425. {
  1426. s_renderD3D9 = BX_NEW(g_allocator, RendererContextD3D9);
  1427. return s_renderD3D9;
  1428. }
  1429. void rendererDestroyD3D9()
  1430. {
  1431. BX_DELETE(g_allocator, s_renderD3D9);
  1432. s_renderD3D9 = NULL;
  1433. }
  1434. void IndexBufferD3D9::create(uint32_t _size, void* _data)
  1435. {
  1436. m_size = _size;
  1437. m_dynamic = NULL == _data;
  1438. uint32_t usage = D3DUSAGE_WRITEONLY;
  1439. D3DPOOL pool = s_renderD3D9->m_pool;
  1440. if (m_dynamic)
  1441. {
  1442. usage |= D3DUSAGE_DYNAMIC;
  1443. pool = D3DPOOL_DEFAULT;
  1444. }
  1445. DX_CHECK(s_renderD3D9->m_device->CreateIndexBuffer(m_size
  1446. , usage
  1447. , D3DFMT_INDEX16
  1448. , pool
  1449. , &m_ptr
  1450. , NULL
  1451. ) );
  1452. if (NULL != _data)
  1453. {
  1454. update(0, _size, _data);
  1455. }
  1456. }
  1457. void IndexBufferD3D9::preReset()
  1458. {
  1459. if (m_dynamic)
  1460. {
  1461. DX_RELEASE(m_ptr, 0);
  1462. }
  1463. }
  1464. void IndexBufferD3D9::postReset()
  1465. {
  1466. if (m_dynamic)
  1467. {
  1468. DX_CHECK(s_renderD3D9->m_device->CreateIndexBuffer(m_size
  1469. , D3DUSAGE_WRITEONLY|D3DUSAGE_DYNAMIC
  1470. , D3DFMT_INDEX16
  1471. , D3DPOOL_DEFAULT
  1472. , &m_ptr
  1473. , NULL
  1474. ) );
  1475. }
  1476. }
  1477. void VertexBufferD3D9::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle)
  1478. {
  1479. m_size = _size;
  1480. m_decl = _declHandle;
  1481. m_dynamic = NULL == _data;
  1482. uint32_t usage = D3DUSAGE_WRITEONLY;
  1483. D3DPOOL pool = s_renderD3D9->m_pool;
  1484. if (m_dynamic)
  1485. {
  1486. usage |= D3DUSAGE_DYNAMIC;
  1487. pool = D3DPOOL_DEFAULT;
  1488. }
  1489. DX_CHECK(s_renderD3D9->m_device->CreateVertexBuffer(m_size
  1490. , usage
  1491. , 0
  1492. , pool
  1493. , &m_ptr
  1494. , NULL
  1495. ) );
  1496. if (NULL != _data)
  1497. {
  1498. update(0, _size, _data);
  1499. }
  1500. }
  1501. void VertexBufferD3D9::preReset()
  1502. {
  1503. if (m_dynamic)
  1504. {
  1505. DX_RELEASE(m_ptr, 0);
  1506. }
  1507. }
  1508. void VertexBufferD3D9::postReset()
  1509. {
  1510. if (m_dynamic)
  1511. {
  1512. DX_CHECK(s_renderD3D9->m_device->CreateVertexBuffer(m_size
  1513. , D3DUSAGE_WRITEONLY|D3DUSAGE_DYNAMIC
  1514. , 0
  1515. , D3DPOOL_DEFAULT
  1516. , &m_ptr
  1517. , NULL
  1518. ) );
  1519. }
  1520. }
  1521. static const D3DVERTEXELEMENT9 s_attrib[] =
  1522. {
  1523. { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
  1524. { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
  1525. { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT, 0 },
  1526. { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BINORMAL, 0 },
  1527. { 0, 0, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
  1528. { 0, 0, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 1 },
  1529. { 0, 0, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDINDICES, 0 },
  1530. { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDWEIGHT, 0 },
  1531. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
  1532. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 },
  1533. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2 },
  1534. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3 },
  1535. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4 },
  1536. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 5 },
  1537. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 6 },
  1538. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 7 },
  1539. D3DDECL_END()
  1540. };
  1541. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib)-1);
  1542. static const D3DDECLTYPE s_attribType[][4][2] =
  1543. {
  1544. {
  1545. { D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4N },
  1546. { D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4N },
  1547. { D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4N },
  1548. { D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4N },
  1549. },
  1550. {
  1551. { D3DDECLTYPE_SHORT2, D3DDECLTYPE_SHORT2N },
  1552. { D3DDECLTYPE_SHORT2, D3DDECLTYPE_SHORT2N },
  1553. { D3DDECLTYPE_SHORT4, D3DDECLTYPE_SHORT4N },
  1554. { D3DDECLTYPE_SHORT4, D3DDECLTYPE_SHORT4N },
  1555. },
  1556. {
  1557. { D3DDECLTYPE_FLOAT16_2, D3DDECLTYPE_FLOAT16_2 },
  1558. { D3DDECLTYPE_FLOAT16_2, D3DDECLTYPE_FLOAT16_2 },
  1559. { D3DDECLTYPE_FLOAT16_4, D3DDECLTYPE_FLOAT16_4 },
  1560. { D3DDECLTYPE_FLOAT16_4, D3DDECLTYPE_FLOAT16_4 },
  1561. },
  1562. {
  1563. { D3DDECLTYPE_FLOAT1, D3DDECLTYPE_FLOAT1 },
  1564. { D3DDECLTYPE_FLOAT2, D3DDECLTYPE_FLOAT2 },
  1565. { D3DDECLTYPE_FLOAT3, D3DDECLTYPE_FLOAT3 },
  1566. { D3DDECLTYPE_FLOAT4, D3DDECLTYPE_FLOAT4 },
  1567. },
  1568. };
  1569. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  1570. static D3DVERTEXELEMENT9* fillVertexDecl(D3DVERTEXELEMENT9* _out, const VertexDecl& _decl)
  1571. {
  1572. D3DVERTEXELEMENT9* elem = _out;
  1573. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  1574. {
  1575. if (0xff != _decl.m_attributes[attr])
  1576. {
  1577. uint8_t num;
  1578. AttribType::Enum type;
  1579. bool normalized;
  1580. bool asInt;
  1581. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  1582. memcpy(elem, &s_attrib[attr], sizeof(D3DVERTEXELEMENT9) );
  1583. elem->Type = s_attribType[type][num-1][normalized];
  1584. elem->Offset = _decl.m_offset[attr];
  1585. ++elem;
  1586. }
  1587. }
  1588. return elem;
  1589. }
  1590. static IDirect3DVertexDeclaration9* createVertexDeclaration(const VertexDecl& _decl, uint8_t _numInstanceData)
  1591. {
  1592. D3DVERTEXELEMENT9 vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  1593. D3DVERTEXELEMENT9* elem = fillVertexDecl(vertexElements, _decl);
  1594. const D3DVERTEXELEMENT9 inst = { 1, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 };
  1595. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  1596. {
  1597. memcpy(elem, &inst, sizeof(D3DVERTEXELEMENT9) );
  1598. elem->UsageIndex = 8-_numInstanceData+ii;
  1599. elem->Offset = ii*16;
  1600. ++elem;
  1601. }
  1602. memcpy(elem, &s_attrib[Attrib::Count], sizeof(D3DVERTEXELEMENT9) );
  1603. IDirect3DVertexDeclaration9* ptr;
  1604. DX_CHECK(s_renderD3D9->m_device->CreateVertexDeclaration(vertexElements, &ptr) );
  1605. return ptr;
  1606. }
  1607. void VertexDeclD3D9::create(const VertexDecl& _decl)
  1608. {
  1609. memcpy(&m_decl, &_decl, sizeof(VertexDecl) );
  1610. dump(m_decl);
  1611. m_ptr = createVertexDeclaration(_decl, 0);
  1612. }
  1613. void ShaderD3D9::create(const Memory* _mem)
  1614. {
  1615. bx::MemoryReader reader(_mem->data, _mem->size);
  1616. uint32_t magic;
  1617. bx::read(&reader, magic);
  1618. switch (magic)
  1619. {
  1620. case BGFX_CHUNK_MAGIC_FSH:
  1621. case BGFX_CHUNK_MAGIC_VSH:
  1622. break;
  1623. default:
  1624. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  1625. break;
  1626. }
  1627. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  1628. uint32_t iohash;
  1629. bx::read(&reader, iohash);
  1630. uint16_t count;
  1631. bx::read(&reader, count);
  1632. m_numPredefined = 0;
  1633. BX_TRACE("Shader consts %d", count);
  1634. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  1635. if (0 < count)
  1636. {
  1637. m_constantBuffer = ConstantBuffer::create(1024);
  1638. for (uint32_t ii = 0; ii < count; ++ii)
  1639. {
  1640. uint8_t nameSize;
  1641. bx::read(&reader, nameSize);
  1642. char name[256];
  1643. bx::read(&reader, &name, nameSize);
  1644. name[nameSize] = '\0';
  1645. uint8_t type;
  1646. bx::read(&reader, type);
  1647. uint8_t num;
  1648. bx::read(&reader, num);
  1649. uint16_t regIndex;
  1650. bx::read(&reader, regIndex);
  1651. uint16_t regCount;
  1652. bx::read(&reader, regCount);
  1653. const char* kind = "invalid";
  1654. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  1655. if (PredefinedUniform::Count != predefined)
  1656. {
  1657. kind = "predefined";
  1658. m_predefined[m_numPredefined].m_loc = regIndex;
  1659. m_predefined[m_numPredefined].m_count = regCount;
  1660. m_predefined[m_numPredefined].m_type = predefined|fragmentBit;
  1661. m_numPredefined++;
  1662. }
  1663. else
  1664. {
  1665. const UniformInfo* info = s_renderD3D9->m_uniformReg.find(name);
  1666. BX_CHECK(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  1667. if (NULL != info)
  1668. {
  1669. kind = "user";
  1670. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  1671. }
  1672. }
  1673. BX_TRACE("\t%s: %s, type %2d, num %2d, r.index %3d, r.count %2d"
  1674. , kind
  1675. , name
  1676. , type
  1677. , num
  1678. , regIndex
  1679. , regCount
  1680. );
  1681. BX_UNUSED(kind);
  1682. }
  1683. m_constantBuffer->finish();
  1684. }
  1685. uint16_t shaderSize;
  1686. bx::read(&reader, shaderSize);
  1687. const DWORD* code = (const DWORD*)reader.getDataPtr();
  1688. if (fragment)
  1689. {
  1690. m_type = 1;
  1691. DX_CHECK(s_renderD3D9->m_device->CreatePixelShader(code, &m_pixelShader) );
  1692. BGFX_FATAL(NULL != m_pixelShader, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  1693. }
  1694. else
  1695. {
  1696. m_type = 0;
  1697. DX_CHECK(s_renderD3D9->m_device->CreateVertexShader(code, &m_vertexShader) );
  1698. BGFX_FATAL(NULL != m_vertexShader, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  1699. }
  1700. }
  1701. void TextureD3D9::createTexture(uint32_t _width, uint32_t _height, uint8_t _numMips)
  1702. {
  1703. m_width = (uint16_t)_width;
  1704. m_height = (uint16_t)_height;
  1705. m_numMips = _numMips;
  1706. m_type = Texture2D;
  1707. const TextureFormat::Enum fmt = (TextureFormat::Enum)m_textureFormat;
  1708. DWORD usage = 0;
  1709. D3DPOOL pool = s_renderD3D9->m_pool;
  1710. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  1711. if (isDepth(fmt) )
  1712. {
  1713. usage = D3DUSAGE_DEPTHSTENCIL;
  1714. pool = D3DPOOL_DEFAULT;
  1715. }
  1716. else if (renderTarget)
  1717. {
  1718. usage = D3DUSAGE_RENDERTARGET;
  1719. pool = D3DPOOL_DEFAULT;
  1720. }
  1721. if (renderTarget)
  1722. {
  1723. uint32_t msaaQuality = ( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT);
  1724. msaaQuality = bx::uint32_satsub(msaaQuality, 1);
  1725. bool bufferOnly = 0 != (m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
  1726. if (0 != msaaQuality
  1727. || bufferOnly)
  1728. {
  1729. const Msaa& msaa = s_msaa[msaaQuality];
  1730. if (isDepth(fmt) )
  1731. {
  1732. DX_CHECK(s_renderD3D9->m_device->CreateDepthStencilSurface(
  1733. m_width
  1734. , m_height
  1735. , s_textureFormat[m_textureFormat].m_fmt
  1736. , msaa.m_type
  1737. , msaa.m_quality
  1738. , FALSE
  1739. , &m_surface
  1740. , NULL
  1741. ) );
  1742. }
  1743. else
  1744. {
  1745. DX_CHECK(s_renderD3D9->m_device->CreateRenderTarget(
  1746. m_width
  1747. , m_height
  1748. , s_textureFormat[m_textureFormat].m_fmt
  1749. , msaa.m_type
  1750. , msaa.m_quality
  1751. , FALSE
  1752. , &m_surface
  1753. , NULL
  1754. ) );
  1755. }
  1756. if (bufferOnly)
  1757. {
  1758. // This is render buffer, there is no sampling, no need
  1759. // to create texture.
  1760. return;
  1761. }
  1762. }
  1763. }
  1764. DX_CHECK(s_renderD3D9->m_device->CreateTexture(_width
  1765. , _height
  1766. , _numMips
  1767. , usage
  1768. , s_textureFormat[fmt].m_fmt
  1769. , pool
  1770. , &m_texture2d
  1771. , NULL
  1772. ) );
  1773. BGFX_FATAL(NULL != m_texture2d, Fatal::UnableToCreateTexture, "Failed to create texture (size: %dx%d, mips: %d, fmt: %d)."
  1774. , _width
  1775. , _height
  1776. , _numMips
  1777. , getName(fmt)
  1778. );
  1779. }
  1780. void TextureD3D9::createVolumeTexture(uint32_t _width, uint32_t _height, uint32_t _depth, uint32_t _numMips)
  1781. {
  1782. m_type = Texture3D;
  1783. const TextureFormat::Enum fmt = (TextureFormat::Enum)m_textureFormat;
  1784. DX_CHECK(s_renderD3D9->m_device->CreateVolumeTexture(_width
  1785. , _height
  1786. , _depth
  1787. , _numMips
  1788. , 0
  1789. , s_textureFormat[fmt].m_fmt
  1790. , s_renderD3D9->m_pool
  1791. , &m_texture3d
  1792. , NULL
  1793. ) );
  1794. BGFX_FATAL(NULL != m_texture3d, Fatal::UnableToCreateTexture, "Failed to create volume texture (size: %dx%dx%d, mips: %d, fmt: %s)."
  1795. , _width
  1796. , _height
  1797. , _depth
  1798. , _numMips
  1799. , getName(fmt)
  1800. );
  1801. }
  1802. void TextureD3D9::createCubeTexture(uint32_t _edge, uint32_t _numMips)
  1803. {
  1804. m_type = TextureCube;
  1805. const TextureFormat::Enum fmt = (TextureFormat::Enum)m_textureFormat;
  1806. DX_CHECK(s_renderD3D9->m_device->CreateCubeTexture(_edge
  1807. , _numMips
  1808. , 0
  1809. , s_textureFormat[fmt].m_fmt
  1810. , s_renderD3D9->m_pool
  1811. , &m_textureCube
  1812. , NULL
  1813. ) );
  1814. BGFX_FATAL(NULL != m_textureCube, Fatal::UnableToCreateTexture, "Failed to create cube texture (edge: %d, mips: %d, fmt: %s)."
  1815. , _edge
  1816. , _numMips
  1817. , getName(fmt)
  1818. );
  1819. }
  1820. uint8_t* TextureD3D9::lock(uint8_t _side, uint8_t _lod, uint32_t& _pitch, uint32_t& _slicePitch, const Rect* _rect)
  1821. {
  1822. switch (m_type)
  1823. {
  1824. case Texture2D:
  1825. {
  1826. D3DLOCKED_RECT lockedRect;
  1827. if (NULL != _rect)
  1828. {
  1829. RECT rect;
  1830. rect.left = _rect->m_x;
  1831. rect.top = _rect->m_y;
  1832. rect.right = rect.left + _rect->m_width;
  1833. rect.bottom = rect.top + _rect->m_height;
  1834. DX_CHECK(m_texture2d->LockRect(_lod, &lockedRect, &rect, 0) );
  1835. }
  1836. else
  1837. {
  1838. DX_CHECK(m_texture2d->LockRect(_lod, &lockedRect, NULL, 0) );
  1839. }
  1840. _pitch = lockedRect.Pitch;
  1841. _slicePitch = 0;
  1842. return (uint8_t*)lockedRect.pBits;
  1843. }
  1844. case Texture3D:
  1845. {
  1846. D3DLOCKED_BOX box;
  1847. DX_CHECK(m_texture3d->LockBox(_lod, &box, NULL, 0) );
  1848. _pitch = box.RowPitch;
  1849. _slicePitch = box.SlicePitch;
  1850. return (uint8_t*)box.pBits;
  1851. }
  1852. case TextureCube:
  1853. {
  1854. D3DLOCKED_RECT lockedRect;
  1855. if (NULL != _rect)
  1856. {
  1857. RECT rect;
  1858. rect.left = _rect->m_x;
  1859. rect.top = _rect->m_y;
  1860. rect.right = rect.left + _rect->m_width;
  1861. rect.bottom = rect.top + _rect->m_height;
  1862. DX_CHECK(m_textureCube->LockRect(D3DCUBEMAP_FACES(_side), _lod, &lockedRect, &rect, 0) );
  1863. }
  1864. else
  1865. {
  1866. DX_CHECK(m_textureCube->LockRect(D3DCUBEMAP_FACES(_side), _lod, &lockedRect, NULL, 0) );
  1867. }
  1868. _pitch = lockedRect.Pitch;
  1869. _slicePitch = 0;
  1870. return (uint8_t*)lockedRect.pBits;
  1871. }
  1872. }
  1873. BX_CHECK(false, "You should not be here.");
  1874. _pitch = 0;
  1875. _slicePitch = 0;
  1876. return NULL;
  1877. }
  1878. void TextureD3D9::unlock(uint8_t _side, uint8_t _lod)
  1879. {
  1880. switch (m_type)
  1881. {
  1882. case Texture2D:
  1883. {
  1884. DX_CHECK(m_texture2d->UnlockRect(_lod) );
  1885. }
  1886. return;
  1887. case Texture3D:
  1888. {
  1889. DX_CHECK(m_texture3d->UnlockBox(_lod) );
  1890. }
  1891. return;
  1892. case TextureCube:
  1893. {
  1894. DX_CHECK(m_textureCube->UnlockRect(D3DCUBEMAP_FACES(_side), _lod) );
  1895. }
  1896. return;
  1897. }
  1898. BX_CHECK(false, "You should not be here.");
  1899. }
  1900. void TextureD3D9::dirty(uint8_t _side, const Rect& _rect, uint16_t _z, uint16_t _depth)
  1901. {
  1902. switch (m_type)
  1903. {
  1904. case Texture2D:
  1905. {
  1906. RECT rect;
  1907. rect.left = _rect.m_x;
  1908. rect.top = _rect.m_y;
  1909. rect.right = rect.left + _rect.m_width;
  1910. rect.bottom = rect.top + _rect.m_height;
  1911. DX_CHECK(m_texture2d->AddDirtyRect(&rect) );
  1912. }
  1913. return;
  1914. case Texture3D:
  1915. {
  1916. D3DBOX box;
  1917. box.Left = _rect.m_x;
  1918. box.Top = _rect.m_y;
  1919. box.Right = box.Left + _rect.m_width;
  1920. box.Bottom = box.Top + _rect.m_height;
  1921. box.Front = _z;
  1922. box.Back = box.Front + _depth;
  1923. DX_CHECK(m_texture3d->AddDirtyBox(&box) );
  1924. }
  1925. return;
  1926. case TextureCube:
  1927. {
  1928. RECT rect;
  1929. rect.left = _rect.m_x;
  1930. rect.top = _rect.m_y;
  1931. rect.right = rect.left + _rect.m_width;
  1932. rect.bottom = rect.top + _rect.m_height;
  1933. DX_CHECK(m_textureCube->AddDirtyRect(D3DCUBEMAP_FACES(_side), &rect) );
  1934. }
  1935. return;
  1936. }
  1937. BX_CHECK(false, "You should not be here.");
  1938. }
  1939. void TextureD3D9::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  1940. {
  1941. m_flags = _flags;
  1942. ImageContainer imageContainer;
  1943. if (imageParse(imageContainer, _mem->data, _mem->size) )
  1944. {
  1945. uint8_t numMips = imageContainer.m_numMips;
  1946. const uint32_t startLod = bx::uint32_min(_skip, numMips-1);
  1947. numMips -= startLod;
  1948. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
  1949. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  1950. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  1951. m_requestedFormat = imageContainer.m_format;
  1952. m_textureFormat = imageContainer.m_format;
  1953. const TextureFormatInfo& tfi = s_textureFormat[m_requestedFormat];
  1954. const bool convert = D3DFMT_UNKNOWN == tfi.m_fmt;
  1955. uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  1956. if (convert)
  1957. {
  1958. m_textureFormat = (uint8_t)TextureFormat::BGRA8;
  1959. bpp = 32;
  1960. }
  1961. if (imageContainer.m_cubeMap)
  1962. {
  1963. createCubeTexture(textureWidth, numMips);
  1964. }
  1965. else if (imageContainer.m_depth > 1)
  1966. {
  1967. createVolumeTexture(textureWidth, textureHeight, imageContainer.m_depth, numMips);
  1968. }
  1969. else
  1970. {
  1971. createTexture(textureWidth, textureHeight, numMips);
  1972. }
  1973. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s%s."
  1974. , this - s_renderD3D9->m_textures
  1975. , getName( (TextureFormat::Enum)m_textureFormat)
  1976. , getName( (TextureFormat::Enum)m_requestedFormat)
  1977. , textureWidth
  1978. , textureHeight
  1979. , imageContainer.m_cubeMap ? "x6" : ""
  1980. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  1981. );
  1982. if (0 != (_flags&BGFX_TEXTURE_RT_BUFFER_ONLY) )
  1983. {
  1984. return;
  1985. }
  1986. // For BC4 and B5 in DX9 LockRect returns wrong number of
  1987. // bytes. If actual mip size is used it causes memory corruption.
  1988. // http://www.aras-p.info/texts/D3D9GPUHacks.html#3dc
  1989. const bool useMipSize = true
  1990. && imageContainer.m_format != TextureFormat::BC4
  1991. && imageContainer.m_format != TextureFormat::BC5
  1992. ;
  1993. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  1994. {
  1995. uint32_t width = textureWidth;
  1996. uint32_t height = textureHeight;
  1997. uint32_t depth = imageContainer.m_depth;
  1998. uint32_t mipWidth = imageContainer.m_width;
  1999. uint32_t mipHeight = imageContainer.m_height;
  2000. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  2001. {
  2002. width = bx::uint32_max(1, width);
  2003. height = bx::uint32_max(1, height);
  2004. depth = bx::uint32_max(1, depth);
  2005. mipWidth = bx::uint32_max(blockInfo.blockWidth, mipWidth);
  2006. mipHeight = bx::uint32_max(blockInfo.blockHeight, mipHeight);
  2007. uint32_t mipSize = width*height*depth*bpp/8;
  2008. ImageMip mip;
  2009. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  2010. {
  2011. uint32_t pitch;
  2012. uint32_t slicePitch;
  2013. uint8_t* bits = lock(side, lod, pitch, slicePitch);
  2014. if (convert)
  2015. {
  2016. if (width != mipWidth
  2017. || height != mipHeight)
  2018. {
  2019. uint32_t srcpitch = mipWidth*bpp/8;
  2020. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, srcpitch*mipHeight);
  2021. imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, srcpitch, mip.m_format);
  2022. uint32_t dstpitch = pitch;
  2023. for (uint32_t yy = 0; yy < height; ++yy)
  2024. {
  2025. uint8_t* src = &temp[yy*srcpitch];
  2026. uint8_t* dst = &bits[yy*dstpitch];
  2027. memcpy(dst, src, dstpitch);
  2028. }
  2029. BX_FREE(g_allocator, temp);
  2030. }
  2031. else
  2032. {
  2033. imageDecodeToBgra8(bits, mip.m_data, mip.m_width, mip.m_height, pitch, mip.m_format);
  2034. }
  2035. }
  2036. else
  2037. {
  2038. uint32_t size = useMipSize ? mip.m_size : mipSize;
  2039. memcpy(bits, mip.m_data, size);
  2040. }
  2041. unlock(side, lod);
  2042. }
  2043. width >>= 1;
  2044. height >>= 1;
  2045. depth >>= 1;
  2046. mipWidth >>= 1;
  2047. mipHeight >>= 1;
  2048. }
  2049. }
  2050. }
  2051. }
  2052. void TextureD3D9::updateBegin(uint8_t _side, uint8_t _mip)
  2053. {
  2054. uint32_t slicePitch;
  2055. s_renderD3D9->m_updateTextureSide = _side;
  2056. s_renderD3D9->m_updateTextureMip = _mip;
  2057. s_renderD3D9->m_updateTextureBits = lock(_side, _mip, s_renderD3D9->m_updateTexturePitch, slicePitch);
  2058. }
  2059. void TextureD3D9::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  2060. {
  2061. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  2062. const uint32_t rectpitch = _rect.m_width*bpp/8;
  2063. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  2064. const uint32_t dstpitch = s_renderD3D9->m_updateTexturePitch;
  2065. uint8_t* bits = s_renderD3D9->m_updateTextureBits + _rect.m_y*dstpitch + _rect.m_x*bpp/8;
  2066. const bool convert = m_textureFormat != m_requestedFormat;
  2067. uint8_t* data = _mem->data;
  2068. uint8_t* temp = NULL;
  2069. if (convert)
  2070. {
  2071. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*_rect.m_height);
  2072. imageDecodeToBgra8(temp, data, _rect.m_width, _rect.m_height, srcpitch, m_requestedFormat);
  2073. data = temp;
  2074. }
  2075. {
  2076. uint8_t* src = data;
  2077. uint8_t* dst = bits;
  2078. for (uint32_t yy = 0, height = _rect.m_height; yy < height; ++yy)
  2079. {
  2080. memcpy(dst, src, rectpitch);
  2081. src += srcpitch;
  2082. dst += dstpitch;
  2083. }
  2084. }
  2085. if (NULL != temp)
  2086. {
  2087. BX_FREE(g_allocator, temp);
  2088. }
  2089. if (0 == _mip)
  2090. {
  2091. dirty(_side, _rect, _z, _depth);
  2092. }
  2093. }
  2094. void TextureD3D9::updateEnd()
  2095. {
  2096. unlock(s_renderD3D9->m_updateTextureSide, s_renderD3D9->m_updateTextureMip);
  2097. }
  2098. void TextureD3D9::commit(uint8_t _stage, uint32_t _flags)
  2099. {
  2100. s_renderD3D9->setSamplerState(_stage, 0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags) ? _flags : m_flags);
  2101. DX_CHECK(s_renderD3D9->m_device->SetTexture(_stage, m_ptr) );
  2102. }
  2103. void TextureD3D9::resolve() const
  2104. {
  2105. if (NULL != m_surface
  2106. && NULL != m_texture2d)
  2107. {
  2108. IDirect3DSurface9* surface;
  2109. DX_CHECK(m_texture2d->GetSurfaceLevel(0, &surface) );
  2110. DX_CHECK(s_renderD3D9->m_device->StretchRect(m_surface
  2111. , NULL
  2112. , surface
  2113. , NULL
  2114. , D3DTEXF_LINEAR
  2115. ) );
  2116. DX_RELEASE(surface, 1);
  2117. }
  2118. }
  2119. void TextureD3D9::preReset()
  2120. {
  2121. TextureFormat::Enum fmt = (TextureFormat::Enum)m_textureFormat;
  2122. if (TextureFormat::Unknown != fmt
  2123. && (isDepth(fmt) || !!(m_flags&BGFX_TEXTURE_RT_MASK) ) )
  2124. {
  2125. DX_RELEASE(m_ptr, 0);
  2126. DX_RELEASE(m_surface, 0);
  2127. }
  2128. }
  2129. void TextureD3D9::postReset()
  2130. {
  2131. TextureFormat::Enum fmt = (TextureFormat::Enum)m_textureFormat;
  2132. if (TextureFormat::Unknown != fmt
  2133. && (isDepth(fmt) || !!(m_flags&BGFX_TEXTURE_RT_MASK) ) )
  2134. {
  2135. createTexture(m_width, m_height, m_numMips);
  2136. }
  2137. }
  2138. void FrameBufferD3D9::create(uint8_t _num, const TextureHandle* _handles)
  2139. {
  2140. for (uint32_t ii = 0; ii < BX_COUNTOF(m_color); ++ii)
  2141. {
  2142. m_color[ii] = NULL;
  2143. }
  2144. m_depthStencil = NULL;
  2145. m_num = 0;
  2146. m_needResolve = false;
  2147. for (uint32_t ii = 0; ii < _num; ++ii)
  2148. {
  2149. TextureHandle handle = _handles[ii];
  2150. if (isValid(handle) )
  2151. {
  2152. const TextureD3D9& texture = s_renderD3D9->m_textures[handle.idx];
  2153. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  2154. {
  2155. m_depthHandle = handle;
  2156. if (NULL != texture.m_surface)
  2157. {
  2158. m_depthStencil = texture.m_surface;
  2159. m_depthStencil->AddRef();
  2160. }
  2161. else
  2162. {
  2163. DX_CHECK(texture.m_texture2d->GetSurfaceLevel(0, &m_depthStencil) );
  2164. }
  2165. }
  2166. else
  2167. {
  2168. m_colorHandle[m_num] = handle;
  2169. if (NULL != texture.m_surface)
  2170. {
  2171. m_color[m_num] = texture.m_surface;
  2172. m_color[m_num]->AddRef();
  2173. }
  2174. else
  2175. {
  2176. DX_CHECK(texture.m_texture2d->GetSurfaceLevel(0, &m_color[m_num]) );
  2177. }
  2178. m_num++;
  2179. }
  2180. m_needResolve |= (NULL != texture.m_surface) && (NULL != texture.m_texture2d);
  2181. }
  2182. }
  2183. if (0 == m_num)
  2184. {
  2185. createNullColorRT();
  2186. }
  2187. }
  2188. void FrameBufferD3D9::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat)
  2189. {
  2190. BX_UNUSED(_depthFormat);
  2191. m_hwnd = (HWND)_nwh;
  2192. D3DPRESENT_PARAMETERS params;
  2193. memcpy(&params, &s_renderD3D9->m_params, sizeof(D3DPRESENT_PARAMETERS) );
  2194. params.BackBufferWidth = bx::uint32_max(_width, 16);
  2195. params.BackBufferHeight = bx::uint32_max(_height, 16);
  2196. DX_CHECK(s_renderD3D9->m_device->CreateAdditionalSwapChain(&params, &m_swapChain) );
  2197. DX_CHECK(m_swapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &m_color[0]) );
  2198. DX_CHECK(s_renderD3D9->m_device->CreateDepthStencilSurface(
  2199. params.BackBufferWidth
  2200. , params.BackBufferHeight
  2201. , params.AutoDepthStencilFormat
  2202. , params.MultiSampleType
  2203. , params.MultiSampleQuality
  2204. , FALSE
  2205. , &m_depthStencil
  2206. , NULL
  2207. ) );
  2208. m_colorHandle[0].idx = invalidHandle;
  2209. m_denseIdx = _denseIdx;
  2210. m_num = 1;
  2211. m_needResolve = false;
  2212. }
  2213. uint16_t FrameBufferD3D9::destroy()
  2214. {
  2215. if (NULL != m_hwnd)
  2216. {
  2217. DX_RELEASE(m_depthStencil, 0);
  2218. DX_RELEASE(m_color[0], 0);
  2219. DX_RELEASE(m_swapChain, 0);
  2220. }
  2221. else
  2222. {
  2223. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  2224. {
  2225. m_colorHandle[ii].idx = invalidHandle;
  2226. IDirect3DSurface9* ptr = m_color[ii];
  2227. if (NULL != ptr)
  2228. {
  2229. ptr->Release();
  2230. m_color[ii] = NULL;
  2231. }
  2232. }
  2233. if (NULL != m_depthStencil)
  2234. {
  2235. if (0 == m_num)
  2236. {
  2237. IDirect3DSurface9* ptr = m_color[0];
  2238. if (NULL != ptr)
  2239. {
  2240. ptr->Release();
  2241. m_color[0] = NULL;
  2242. }
  2243. }
  2244. m_depthStencil->Release();
  2245. m_depthStencil = NULL;
  2246. }
  2247. }
  2248. m_hwnd = NULL;
  2249. m_num = 0;
  2250. m_depthHandle.idx = invalidHandle;
  2251. uint16_t denseIdx = m_denseIdx;
  2252. m_denseIdx = UINT16_MAX;
  2253. return denseIdx;
  2254. }
  2255. HRESULT FrameBufferD3D9::present()
  2256. {
  2257. return m_swapChain->Present(NULL, NULL, m_hwnd, NULL, 0);
  2258. }
  2259. void FrameBufferD3D9::resolve() const
  2260. {
  2261. if (m_needResolve)
  2262. {
  2263. if (isValid(m_depthHandle) )
  2264. {
  2265. const TextureD3D9& texture = s_renderD3D9->m_textures[m_depthHandle.idx];
  2266. texture.resolve();
  2267. }
  2268. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  2269. {
  2270. const TextureD3D9& texture = s_renderD3D9->m_textures[m_colorHandle[ii].idx];
  2271. texture.resolve();
  2272. }
  2273. }
  2274. }
  2275. void FrameBufferD3D9::preReset()
  2276. {
  2277. if (NULL != m_hwnd)
  2278. {
  2279. DX_RELEASE(m_color[0], 0);
  2280. DX_RELEASE(m_swapChain, 0);
  2281. }
  2282. else
  2283. {
  2284. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  2285. {
  2286. m_color[ii]->Release();
  2287. m_color[ii] = NULL;
  2288. }
  2289. if (isValid(m_depthHandle) )
  2290. {
  2291. if (0 == m_num)
  2292. {
  2293. m_color[0]->Release();
  2294. m_color[0] = NULL;
  2295. }
  2296. m_depthStencil->Release();
  2297. m_depthStencil = NULL;
  2298. }
  2299. }
  2300. }
  2301. void FrameBufferD3D9::postReset()
  2302. {
  2303. if (NULL != m_hwnd)
  2304. {
  2305. DX_CHECK(s_renderD3D9->m_device->CreateAdditionalSwapChain(&s_renderD3D9->m_params, &m_swapChain) );
  2306. DX_CHECK(m_swapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &m_color[0]) );
  2307. }
  2308. else
  2309. {
  2310. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  2311. {
  2312. TextureHandle th = m_colorHandle[ii];
  2313. if (isValid(th) )
  2314. {
  2315. TextureD3D9& texture = s_renderD3D9->m_textures[th.idx];
  2316. if (NULL != texture.m_surface)
  2317. {
  2318. m_color[ii] = texture.m_surface;
  2319. m_color[ii]->AddRef();
  2320. }
  2321. else
  2322. {
  2323. DX_CHECK(texture.m_texture2d->GetSurfaceLevel(0, &m_color[ii]) );
  2324. }
  2325. }
  2326. }
  2327. if (isValid(m_depthHandle) )
  2328. {
  2329. TextureD3D9& texture = s_renderD3D9->m_textures[m_depthHandle.idx];
  2330. if (NULL != texture.m_surface)
  2331. {
  2332. m_depthStencil = texture.m_surface;
  2333. m_depthStencil->AddRef();
  2334. }
  2335. else
  2336. {
  2337. DX_CHECK(texture.m_texture2d->GetSurfaceLevel(0, &m_depthStencil) );
  2338. }
  2339. if (0 == m_num)
  2340. {
  2341. createNullColorRT();
  2342. }
  2343. }
  2344. }
  2345. }
  2346. void FrameBufferD3D9::createNullColorRT()
  2347. {
  2348. const TextureD3D9& texture = s_renderD3D9->m_textures[m_depthHandle.idx];
  2349. DX_CHECK(s_renderD3D9->m_device->CreateRenderTarget(texture.m_width
  2350. , texture.m_height
  2351. , D3DFMT_NULL
  2352. , D3DMULTISAMPLE_NONE
  2353. , 0
  2354. , false
  2355. , &m_color[0]
  2356. , NULL
  2357. ) );
  2358. }
  2359. void RendererContextD3D9::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  2360. {
  2361. IDirect3DDevice9* device = m_device;
  2362. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), L"rendererSubmit");
  2363. updateResolution(_render->m_resolution);
  2364. int64_t elapsed = -bx::getHPCounter();
  2365. int64_t captureElapsed = 0;
  2366. device->BeginScene();
  2367. if (0 < _render->m_iboffset)
  2368. {
  2369. TransientIndexBuffer* ib = _render->m_transientIb;
  2370. m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data, true);
  2371. }
  2372. if (0 < _render->m_vboffset)
  2373. {
  2374. TransientVertexBuffer* vb = _render->m_transientVb;
  2375. m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data, true);
  2376. }
  2377. _render->sort();
  2378. RenderDraw currentState;
  2379. currentState.clear();
  2380. currentState.m_flags = BGFX_STATE_NONE;
  2381. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  2382. Matrix4 viewProj[BGFX_CONFIG_MAX_VIEWS];
  2383. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  2384. {
  2385. bx::float4x4_mul(&viewProj[ii].un.f4x4, &_render->m_view[ii].un.f4x4, &_render->m_proj[ii].un.f4x4);
  2386. }
  2387. Matrix4 invView;
  2388. Matrix4 invProj;
  2389. Matrix4 invViewProj;
  2390. uint8_t invViewCached = 0xff;
  2391. uint8_t invProjCached = 0xff;
  2392. uint8_t invViewProjCached = 0xff;
  2393. DX_CHECK(device->SetRenderState(D3DRS_FILLMODE, _render->m_debug&BGFX_DEBUG_WIREFRAME ? D3DFILL_WIREFRAME : D3DFILL_SOLID) );
  2394. uint16_t programIdx = invalidHandle;
  2395. SortKey key;
  2396. uint8_t view = 0xff;
  2397. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  2398. float alphaRef = 0.0f;
  2399. uint32_t blendFactor = 0;
  2400. const uint64_t pt = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  2401. uint8_t primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  2402. PrimInfo prim = s_primInfo[primIndex];
  2403. bool viewHasScissor = false;
  2404. Rect viewScissorRect;
  2405. viewScissorRect.clear();
  2406. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  2407. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  2408. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  2409. uint32_t statsNumIndices = 0;
  2410. invalidateSamplerState();
  2411. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  2412. {
  2413. for (uint32_t item = 0, numItems = _render->m_num; item < numItems; ++item)
  2414. {
  2415. const bool isCompute = key.decode(_render->m_sortKeys[item]);
  2416. if (isCompute)
  2417. {
  2418. BX_CHECK(false, "Compute is not supported on DirectX 9.");
  2419. continue;
  2420. }
  2421. const RenderDraw& draw = _render->m_renderItem[_render->m_sortValues[item] ].draw;
  2422. const uint64_t newFlags = draw.m_flags;
  2423. uint64_t changedFlags = currentState.m_flags ^ draw.m_flags;
  2424. currentState.m_flags = newFlags;
  2425. const uint64_t newStencil = draw.m_stencil;
  2426. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  2427. currentState.m_stencil = newStencil;
  2428. if (key.m_view != view)
  2429. {
  2430. currentState.clear();
  2431. currentState.m_scissor = !draw.m_scissor;
  2432. changedFlags = BGFX_STATE_MASK;
  2433. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  2434. currentState.m_flags = newFlags;
  2435. currentState.m_stencil = newStencil;
  2436. PIX_ENDEVENT();
  2437. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), s_viewNameW[key.m_view]);
  2438. view = key.m_view;
  2439. programIdx = invalidHandle;
  2440. if (_render->m_fb[view].idx != fbh.idx)
  2441. {
  2442. fbh = _render->m_fb[view];
  2443. setFrameBuffer(fbh);
  2444. }
  2445. const Rect& rect = _render->m_rect[view];
  2446. const Rect& scissorRect = _render->m_scissor[view];
  2447. viewHasScissor = !scissorRect.isZero();
  2448. viewScissorRect = viewHasScissor ? scissorRect : rect;
  2449. D3DVIEWPORT9 vp;
  2450. vp.X = rect.m_x;
  2451. vp.Y = rect.m_y;
  2452. vp.Width = rect.m_width;
  2453. vp.Height = rect.m_height;
  2454. vp.MinZ = 0.0f;
  2455. vp.MaxZ = 1.0f;
  2456. DX_CHECK(device->SetViewport(&vp) );
  2457. Clear& clear = _render->m_clear[view];
  2458. if (BGFX_CLEAR_NONE != clear.m_flags)
  2459. {
  2460. clearQuad(_clearQuad, rect, clear, _render->m_clearColor);
  2461. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update after clear quad.
  2462. }
  2463. DX_CHECK(device->SetRenderState(D3DRS_STENCILENABLE, FALSE) );
  2464. DX_CHECK(device->SetRenderState(D3DRS_ZENABLE, TRUE) );
  2465. DX_CHECK(device->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESS) );
  2466. DX_CHECK(device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE) );
  2467. DX_CHECK(device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE) );
  2468. DX_CHECK(device->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER) );
  2469. }
  2470. uint16_t scissor = draw.m_scissor;
  2471. if (currentState.m_scissor != scissor)
  2472. {
  2473. currentState.m_scissor = scissor;
  2474. if (UINT16_MAX == scissor)
  2475. {
  2476. DX_CHECK(device->SetRenderState(D3DRS_SCISSORTESTENABLE, viewHasScissor) );
  2477. if (viewHasScissor)
  2478. {
  2479. RECT rc;
  2480. rc.left = viewScissorRect.m_x;
  2481. rc.top = viewScissorRect.m_y;
  2482. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  2483. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  2484. DX_CHECK(device->SetScissorRect(&rc) );
  2485. }
  2486. }
  2487. else
  2488. {
  2489. Rect scissorRect;
  2490. scissorRect.intersect(viewScissorRect, _render->m_rectCache.m_cache[scissor]);
  2491. DX_CHECK(device->SetRenderState(D3DRS_SCISSORTESTENABLE, true) );
  2492. RECT rc;
  2493. rc.left = scissorRect.m_x;
  2494. rc.top = scissorRect.m_y;
  2495. rc.right = scissorRect.m_x + scissorRect.m_width;
  2496. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  2497. DX_CHECK(device->SetScissorRect(&rc) );
  2498. }
  2499. }
  2500. if (0 != changedStencil)
  2501. {
  2502. bool enable = 0 != newStencil;
  2503. DX_CHECK(device->SetRenderState(D3DRS_STENCILENABLE, enable) );
  2504. if (0 != newStencil)
  2505. {
  2506. uint32_t fstencil = unpackStencil(0, newStencil);
  2507. uint32_t bstencil = unpackStencil(1, newStencil);
  2508. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  2509. DX_CHECK(device->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, 0 != frontAndBack) );
  2510. uint32_t fchanged = unpackStencil(0, changedStencil);
  2511. if ( (BGFX_STENCIL_FUNC_REF_MASK|BGFX_STENCIL_FUNC_RMASK_MASK) & fchanged)
  2512. {
  2513. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  2514. DX_CHECK(device->SetRenderState(D3DRS_STENCILREF, ref) );
  2515. uint32_t rmask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2516. DX_CHECK(device->SetRenderState(D3DRS_STENCILMASK, rmask) );
  2517. }
  2518. // uint32_t bchanged = unpackStencil(1, changedStencil);
  2519. // if (BGFX_STENCIL_FUNC_RMASK_MASK & bchanged)
  2520. // {
  2521. // uint32_t wmask = (bstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2522. // DX_CHECK(device->SetRenderState(D3DRS_STENCILWRITEMASK, wmask) );
  2523. // }
  2524. for (uint32_t ii = 0, num = frontAndBack+1; ii < num; ++ii)
  2525. {
  2526. uint32_t stencil = unpackStencil(ii, newStencil);
  2527. uint32_t changed = unpackStencil(ii, changedStencil);
  2528. if ( (BGFX_STENCIL_TEST_MASK|BGFX_STENCIL_FUNC_REF_MASK|BGFX_STENCIL_FUNC_RMASK_MASK) & changed)
  2529. {
  2530. uint32_t func = (stencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT;
  2531. DX_CHECK(device->SetRenderState(s_stencilFuncRs[ii], s_cmpFunc[func]) );
  2532. }
  2533. if ( (BGFX_STENCIL_OP_FAIL_S_MASK|BGFX_STENCIL_OP_FAIL_Z_MASK|BGFX_STENCIL_OP_PASS_Z_MASK) & changed)
  2534. {
  2535. uint32_t sfail = (stencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT;
  2536. DX_CHECK(device->SetRenderState(s_stencilFailRs[ii], s_stencilOp[sfail]) );
  2537. uint32_t zfail = (stencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT;
  2538. DX_CHECK(device->SetRenderState(s_stencilZFailRs[ii], s_stencilOp[zfail]) );
  2539. uint32_t zpass = (stencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT;
  2540. DX_CHECK(device->SetRenderState(s_stencilZPassRs[ii], s_stencilOp[zpass]) );
  2541. }
  2542. }
  2543. }
  2544. }
  2545. if ( (0
  2546. | BGFX_STATE_CULL_MASK
  2547. | BGFX_STATE_DEPTH_WRITE
  2548. | BGFX_STATE_DEPTH_TEST_MASK
  2549. | BGFX_STATE_RGB_WRITE
  2550. | BGFX_STATE_ALPHA_WRITE
  2551. | BGFX_STATE_BLEND_MASK
  2552. | BGFX_STATE_BLEND_EQUATION_MASK
  2553. | BGFX_STATE_ALPHA_REF_MASK
  2554. | BGFX_STATE_PT_MASK
  2555. | BGFX_STATE_POINT_SIZE_MASK
  2556. | BGFX_STATE_MSAA
  2557. ) & changedFlags)
  2558. {
  2559. if (BGFX_STATE_CULL_MASK & changedFlags)
  2560. {
  2561. uint32_t cull = (newFlags&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  2562. DX_CHECK(device->SetRenderState(D3DRS_CULLMODE, s_cullMode[cull]) );
  2563. }
  2564. if (BGFX_STATE_DEPTH_WRITE & changedFlags)
  2565. {
  2566. DX_CHECK(device->SetRenderState(D3DRS_ZWRITEENABLE, !!(BGFX_STATE_DEPTH_WRITE & newFlags) ) );
  2567. }
  2568. if (BGFX_STATE_DEPTH_TEST_MASK & changedFlags)
  2569. {
  2570. uint32_t func = (newFlags&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2571. DX_CHECK(device->SetRenderState(D3DRS_ZENABLE, 0 != func) );
  2572. if (0 != func)
  2573. {
  2574. DX_CHECK(device->SetRenderState(D3DRS_ZFUNC, s_cmpFunc[func]) );
  2575. }
  2576. }
  2577. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  2578. {
  2579. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  2580. alphaRef = ref/255.0f;
  2581. }
  2582. if ( (BGFX_STATE_PT_POINTS|BGFX_STATE_POINT_SIZE_MASK) & changedFlags)
  2583. {
  2584. DX_CHECK(device->SetRenderState(D3DRS_POINTSIZE, castfu( (float)( (newFlags&BGFX_STATE_POINT_SIZE_MASK)>>BGFX_STATE_POINT_SIZE_SHIFT) ) ) );
  2585. }
  2586. if (BGFX_STATE_MSAA & changedFlags)
  2587. {
  2588. DX_CHECK(device->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, (newFlags&BGFX_STATE_MSAA) == BGFX_STATE_MSAA) );
  2589. }
  2590. if ( (BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE) & changedFlags)
  2591. {
  2592. uint32_t writeEnable = (newFlags&BGFX_STATE_ALPHA_WRITE) ? D3DCOLORWRITEENABLE_ALPHA : 0;
  2593. writeEnable |= (newFlags&BGFX_STATE_RGB_WRITE) ? D3DCOLORWRITEENABLE_RED|D3DCOLORWRITEENABLE_GREEN|D3DCOLORWRITEENABLE_BLUE : 0;
  2594. DX_CHECK(device->SetRenderState(D3DRS_COLORWRITEENABLE, writeEnable) );
  2595. }
  2596. if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK) & changedFlags
  2597. || blendFactor != draw.m_rgba)
  2598. {
  2599. bool enabled = !!(BGFX_STATE_BLEND_MASK & newFlags);
  2600. DX_CHECK(device->SetRenderState(D3DRS_ALPHABLENDENABLE, enabled) );
  2601. if (enabled)
  2602. {
  2603. const uint32_t blend = uint32_t( (newFlags&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT);
  2604. const uint32_t equation = uint32_t( (newFlags&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  2605. const uint32_t srcRGB = (blend )&0xf;
  2606. const uint32_t dstRGB = (blend>> 4)&0xf;
  2607. const uint32_t srcA = (blend>> 8)&0xf;
  2608. const uint32_t dstA = (blend>>12)&0xf;
  2609. const uint32_t equRGB = (equation )&0x7;
  2610. const uint32_t equA = (equation>>3)&0x7;
  2611. DX_CHECK(device->SetRenderState(D3DRS_SRCBLEND, s_blendFactor[srcRGB].m_src) );
  2612. DX_CHECK(device->SetRenderState(D3DRS_DESTBLEND, s_blendFactor[dstRGB].m_dst) );
  2613. DX_CHECK(device->SetRenderState(D3DRS_BLENDOP, s_blendEquation[equRGB]) );
  2614. const bool separate = srcRGB != srcA || dstRGB != dstA || equRGB != equA;
  2615. DX_CHECK(device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, separate) );
  2616. if (separate)
  2617. {
  2618. DX_CHECK(device->SetRenderState(D3DRS_SRCBLENDALPHA, s_blendFactor[srcA].m_src) );
  2619. DX_CHECK(device->SetRenderState(D3DRS_DESTBLENDALPHA, s_blendFactor[dstA].m_dst) );
  2620. DX_CHECK(device->SetRenderState(D3DRS_BLENDOPALPHA, s_blendEquation[equA]) );
  2621. }
  2622. if ( (s_blendFactor[srcRGB].m_factor || s_blendFactor[dstRGB].m_factor)
  2623. && blendFactor != draw.m_rgba)
  2624. {
  2625. const uint32_t rgba = draw.m_rgba;
  2626. D3DCOLOR color = D3DCOLOR_RGBA(rgba>>24
  2627. , (rgba>>16)&0xff
  2628. , (rgba>> 8)&0xff
  2629. , (rgba )&0xff
  2630. );
  2631. DX_CHECK(device->SetRenderState(D3DRS_BLENDFACTOR, color) );
  2632. }
  2633. }
  2634. blendFactor = draw.m_rgba;
  2635. }
  2636. const uint64_t pt = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : newFlags&BGFX_STATE_PT_MASK;
  2637. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  2638. prim = s_primInfo[primIndex];
  2639. }
  2640. bool programChanged = false;
  2641. bool constantsChanged = draw.m_constBegin < draw.m_constEnd;
  2642. rendererUpdateUniforms(this, _render->m_constantBuffer, draw.m_constBegin, draw.m_constEnd);
  2643. if (key.m_program != programIdx)
  2644. {
  2645. programIdx = key.m_program;
  2646. if (invalidHandle == programIdx)
  2647. {
  2648. device->SetVertexShader(NULL);
  2649. device->SetPixelShader(NULL);
  2650. }
  2651. else
  2652. {
  2653. ProgramD3D9& program = m_program[programIdx];
  2654. device->SetVertexShader(program.m_vsh->m_vertexShader);
  2655. device->SetPixelShader(program.m_fsh->m_pixelShader);
  2656. }
  2657. programChanged =
  2658. constantsChanged = true;
  2659. }
  2660. if (invalidHandle != programIdx)
  2661. {
  2662. ProgramD3D9& program = m_program[programIdx];
  2663. if (constantsChanged)
  2664. {
  2665. ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
  2666. if (NULL != vcb)
  2667. {
  2668. commit(*vcb);
  2669. }
  2670. ConstantBuffer* fcb = program.m_fsh->m_constantBuffer;
  2671. if (NULL != fcb)
  2672. {
  2673. commit(*fcb);
  2674. }
  2675. }
  2676. for (uint32_t ii = 0, num = program.m_numPredefined; ii < num; ++ii)
  2677. {
  2678. PredefinedUniform& predefined = program.m_predefined[ii];
  2679. uint8_t flags = predefined.m_type&BGFX_UNIFORM_FRAGMENTBIT;
  2680. switch (predefined.m_type&(~BGFX_UNIFORM_FRAGMENTBIT) )
  2681. {
  2682. case PredefinedUniform::ViewRect:
  2683. {
  2684. float rect[4];
  2685. rect[0] = _render->m_rect[view].m_x;
  2686. rect[1] = _render->m_rect[view].m_y;
  2687. rect[2] = _render->m_rect[view].m_width;
  2688. rect[3] = _render->m_rect[view].m_height;
  2689. setShaderConstantF(flags, predefined.m_loc, &rect[0], 1);
  2690. }
  2691. break;
  2692. case PredefinedUniform::ViewTexel:
  2693. {
  2694. float rect[4];
  2695. rect[0] = 1.0f/float(_render->m_rect[view].m_width);
  2696. rect[1] = 1.0f/float(_render->m_rect[view].m_height);
  2697. setShaderConstantF(flags, predefined.m_loc, &rect[0], 1);
  2698. }
  2699. break;
  2700. case PredefinedUniform::View:
  2701. {
  2702. setShaderConstantF(flags, predefined.m_loc, _render->m_view[view].un.val, bx::uint32_min(4, predefined.m_count) );
  2703. }
  2704. break;
  2705. case PredefinedUniform::InvView:
  2706. {
  2707. if (view != invViewCached)
  2708. {
  2709. invViewCached = view;
  2710. bx::float4x4_inverse(&invView.un.f4x4, &_render->m_view[view].un.f4x4);
  2711. }
  2712. setShaderConstantF(flags, predefined.m_loc, invView.un.val, bx::uint32_min(4, predefined.m_count) );
  2713. }
  2714. break;
  2715. case PredefinedUniform::Proj:
  2716. {
  2717. setShaderConstantF(flags, predefined.m_loc, _render->m_proj[view].un.val, bx::uint32_min(4, predefined.m_count) );
  2718. }
  2719. break;
  2720. case PredefinedUniform::InvProj:
  2721. {
  2722. if (view != invProjCached)
  2723. {
  2724. invProjCached = view;
  2725. bx::float4x4_inverse(&invProj.un.f4x4, &_render->m_proj[view].un.f4x4);
  2726. }
  2727. setShaderConstantF(flags, predefined.m_loc, invProj.un.val, bx::uint32_min(4, predefined.m_count) );
  2728. }
  2729. break;
  2730. case PredefinedUniform::ViewProj:
  2731. {
  2732. setShaderConstantF(flags, predefined.m_loc, viewProj[view].un.val, bx::uint32_min(4, predefined.m_count) );
  2733. }
  2734. break;
  2735. case PredefinedUniform::InvViewProj:
  2736. {
  2737. if (view != invViewProjCached)
  2738. {
  2739. invViewProjCached = view;
  2740. bx::float4x4_inverse(&invViewProj.un.f4x4, &viewProj[view].un.f4x4);
  2741. }
  2742. setShaderConstantF(flags, predefined.m_loc, invViewProj.un.val, bx::uint32_min(4, predefined.m_count) );
  2743. }
  2744. break;
  2745. case PredefinedUniform::Model:
  2746. {
  2747. const Matrix4& model = _render->m_matrixCache.m_cache[draw.m_matrix];
  2748. setShaderConstantF(flags, predefined.m_loc, model.un.val, bx::uint32_min(draw.m_num*4, predefined.m_count) );
  2749. }
  2750. break;
  2751. case PredefinedUniform::ModelView:
  2752. {
  2753. Matrix4 modelView;
  2754. const Matrix4& model = _render->m_matrixCache.m_cache[draw.m_matrix];
  2755. bx::float4x4_mul(&modelView.un.f4x4, &model.un.f4x4, &_render->m_view[view].un.f4x4);
  2756. setShaderConstantF(flags, predefined.m_loc, modelView.un.val, bx::uint32_min(4, predefined.m_count) );
  2757. }
  2758. break;
  2759. case PredefinedUniform::ModelViewProj:
  2760. {
  2761. Matrix4 modelViewProj;
  2762. const Matrix4& model = _render->m_matrixCache.m_cache[draw.m_matrix];
  2763. bx::float4x4_mul(&modelViewProj.un.f4x4, &model.un.f4x4, &viewProj[view].un.f4x4);
  2764. setShaderConstantF(flags, predefined.m_loc, modelViewProj.un.val, bx::uint32_min(4, predefined.m_count) );
  2765. }
  2766. break;
  2767. case PredefinedUniform::AlphaRef:
  2768. {
  2769. setShaderConstantF(flags, predefined.m_loc, &alphaRef, 1);
  2770. }
  2771. break;
  2772. default:
  2773. BX_CHECK(false, "predefined %d not handled", predefined.m_type);
  2774. break;
  2775. }
  2776. }
  2777. }
  2778. {
  2779. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  2780. {
  2781. const Sampler& sampler = draw.m_sampler[stage];
  2782. Sampler& current = currentState.m_sampler[stage];
  2783. if (current.m_idx != sampler.m_idx
  2784. || current.m_flags != sampler.m_flags
  2785. || programChanged)
  2786. {
  2787. if (invalidHandle != sampler.m_idx)
  2788. {
  2789. m_textures[sampler.m_idx].commit(stage, sampler.m_flags);
  2790. }
  2791. else
  2792. {
  2793. DX_CHECK(device->SetTexture(stage, NULL) );
  2794. }
  2795. }
  2796. current = sampler;
  2797. }
  2798. }
  2799. if (programChanged
  2800. || currentState.m_vertexBuffer.idx != draw.m_vertexBuffer.idx
  2801. || currentState.m_instanceDataBuffer.idx != draw.m_instanceDataBuffer.idx
  2802. || currentState.m_instanceDataOffset != draw.m_instanceDataOffset
  2803. || currentState.m_instanceDataStride != draw.m_instanceDataStride)
  2804. {
  2805. currentState.m_vertexBuffer = draw.m_vertexBuffer;
  2806. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  2807. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  2808. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  2809. uint16_t handle = draw.m_vertexBuffer.idx;
  2810. if (invalidHandle != handle)
  2811. {
  2812. const VertexBufferD3D9& vb = m_vertexBuffers[handle];
  2813. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  2814. const VertexDeclD3D9& vertexDecl = m_vertexDecls[decl];
  2815. DX_CHECK(device->SetStreamSource(0, vb.m_ptr, 0, vertexDecl.m_decl.m_stride) );
  2816. if (isValid(draw.m_instanceDataBuffer)
  2817. && m_instancing)
  2818. {
  2819. const VertexBufferD3D9& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  2820. DX_CHECK(device->SetStreamSourceFreq(0, D3DSTREAMSOURCE_INDEXEDDATA|draw.m_numInstances) );
  2821. DX_CHECK(device->SetStreamSourceFreq(1, UINT(D3DSTREAMSOURCE_INSTANCEDATA|1) ) );
  2822. DX_CHECK(device->SetStreamSource(1, inst.m_ptr, draw.m_instanceDataOffset, draw.m_instanceDataStride) );
  2823. IDirect3DVertexDeclaration9* ptr = createVertexDeclaration(vertexDecl.m_decl, draw.m_instanceDataStride/16);
  2824. DX_CHECK(device->SetVertexDeclaration(ptr) );
  2825. DX_RELEASE(ptr, 0);
  2826. }
  2827. else
  2828. {
  2829. DX_CHECK(device->SetStreamSourceFreq(0, 1) );
  2830. DX_CHECK(device->SetStreamSource(1, NULL, 0, 0) );
  2831. DX_CHECK(device->SetVertexDeclaration(vertexDecl.m_ptr) );
  2832. }
  2833. }
  2834. else
  2835. {
  2836. DX_CHECK(device->SetStreamSource(0, NULL, 0, 0) );
  2837. DX_CHECK(device->SetStreamSource(1, NULL, 0, 0) );
  2838. }
  2839. }
  2840. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
  2841. {
  2842. currentState.m_indexBuffer = draw.m_indexBuffer;
  2843. uint16_t handle = draw.m_indexBuffer.idx;
  2844. if (invalidHandle != handle)
  2845. {
  2846. const IndexBufferD3D9& ib = m_indexBuffers[handle];
  2847. DX_CHECK(device->SetIndices(ib.m_ptr) );
  2848. }
  2849. else
  2850. {
  2851. DX_CHECK(device->SetIndices(NULL) );
  2852. }
  2853. }
  2854. if (isValid(currentState.m_vertexBuffer) )
  2855. {
  2856. uint32_t numVertices = draw.m_numVertices;
  2857. if (UINT32_MAX == numVertices)
  2858. {
  2859. const VertexBufferD3D9& vb = m_vertexBuffers[currentState.m_vertexBuffer.idx];
  2860. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  2861. const VertexDeclD3D9& vertexDecl = m_vertexDecls[decl];
  2862. numVertices = vb.m_size/vertexDecl.m_decl.m_stride;
  2863. }
  2864. uint32_t numIndices = 0;
  2865. uint32_t numPrimsSubmitted = 0;
  2866. uint32_t numInstances = 0;
  2867. uint32_t numPrimsRendered = 0;
  2868. if (isValid(draw.m_indexBuffer) )
  2869. {
  2870. if (UINT32_MAX == draw.m_numIndices)
  2871. {
  2872. numIndices = m_indexBuffers[draw.m_indexBuffer.idx].m_size/2;
  2873. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  2874. numInstances = draw.m_numInstances;
  2875. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  2876. DX_CHECK(device->DrawIndexedPrimitive(prim.m_type
  2877. , draw.m_startVertex
  2878. , 0
  2879. , numVertices
  2880. , 0
  2881. , numPrimsSubmitted
  2882. ) );
  2883. }
  2884. else if (prim.m_min <= draw.m_numIndices)
  2885. {
  2886. numIndices = draw.m_numIndices;
  2887. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  2888. numInstances = draw.m_numInstances;
  2889. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  2890. DX_CHECK(device->DrawIndexedPrimitive(prim.m_type
  2891. , draw.m_startVertex
  2892. , 0
  2893. , numVertices
  2894. , draw.m_startIndex
  2895. , numPrimsSubmitted
  2896. ) );
  2897. }
  2898. }
  2899. else
  2900. {
  2901. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  2902. numInstances = draw.m_numInstances;
  2903. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  2904. DX_CHECK(device->DrawPrimitive(prim.m_type
  2905. , draw.m_startVertex
  2906. , numPrimsSubmitted
  2907. ) );
  2908. }
  2909. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  2910. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  2911. statsNumInstances[primIndex] += numInstances;
  2912. statsNumIndices += numIndices;
  2913. }
  2914. }
  2915. PIX_ENDEVENT();
  2916. if (0 < _render->m_num)
  2917. {
  2918. captureElapsed = -bx::getHPCounter();
  2919. capture();
  2920. captureElapsed += bx::getHPCounter();
  2921. }
  2922. }
  2923. int64_t now = bx::getHPCounter();
  2924. elapsed += now;
  2925. static int64_t last = now;
  2926. int64_t frameTime = now - last;
  2927. last = now;
  2928. static int64_t min = frameTime;
  2929. static int64_t max = frameTime;
  2930. min = min > frameTime ? frameTime : min;
  2931. max = max < frameTime ? frameTime : max;
  2932. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  2933. {
  2934. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugstats");
  2935. TextVideoMem& tvm = m_textVideoMem;
  2936. static int64_t next = now;
  2937. if (now >= next)
  2938. {
  2939. next = now + bx::getHPFrequency();
  2940. double freq = double(bx::getHPFrequency() );
  2941. double toMs = 1000.0/freq;
  2942. tvm.clear();
  2943. uint16_t pos = 0;
  2944. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f, " %s / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  2945. , getRendererName()
  2946. );
  2947. const D3DADAPTER_IDENTIFIER9& identifier = m_identifier;
  2948. tvm.printf(0, pos++, 0x0f, " Device: %s (%s)", identifier.Description, identifier.Driver);
  2949. pos = 10;
  2950. tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  2951. , double(frameTime)*toMs
  2952. , double(min)*toMs
  2953. , double(max)*toMs
  2954. , freq/frameTime
  2955. );
  2956. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  2957. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d "
  2958. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  2959. , 0 != msaa ? '\xfe' : ' '
  2960. , 1<<msaa
  2961. );
  2962. double elapsedCpuMs = double(elapsed)*toMs;
  2963. tvm.printf(10, pos++, 0x8e, " Draw calls: %4d / CPU %3.4f [ms]"
  2964. , _render->m_num
  2965. , elapsedCpuMs
  2966. );
  2967. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  2968. {
  2969. tvm.printf(10, pos++, 0x8e, " %8s: %7d (#inst: %5d), submitted: %7d"
  2970. , s_primName[ii]
  2971. , statsNumPrimsRendered[ii]
  2972. , statsNumInstances[ii]
  2973. , statsNumPrimsSubmitted[ii]
  2974. );
  2975. }
  2976. tvm.printf(10, pos++, 0x8e, " Indices: %7d", statsNumIndices);
  2977. tvm.printf(10, pos++, 0x8e, " DVB size: %7d", _render->m_vboffset);
  2978. tvm.printf(10, pos++, 0x8e, " DIB size: %7d", _render->m_iboffset);
  2979. double captureMs = double(captureElapsed)*toMs;
  2980. tvm.printf(10, pos++, 0x8e, " Capture: %3.4f [ms]", captureMs);
  2981. uint8_t attr[2] = { 0x89, 0x8a };
  2982. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  2983. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %3.4f [ms]", _render->m_waitSubmit*toMs);
  2984. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %3.4f [ms]", _render->m_waitRender*toMs);
  2985. min = frameTime;
  2986. max = frameTime;
  2987. }
  2988. blit(this, _textVideoMemBlitter, tvm);
  2989. PIX_ENDEVENT();
  2990. }
  2991. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  2992. {
  2993. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugtext");
  2994. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  2995. PIX_ENDEVENT();
  2996. }
  2997. device->EndScene();
  2998. }
  2999. } // namespace bgfx
  3000. #else
  3001. namespace bgfx
  3002. {
  3003. RendererContextI* rendererCreateD3D9()
  3004. {
  3005. return NULL;
  3006. }
  3007. void rendererDestroyD3D9()
  3008. {
  3009. }
  3010. } // namespace bgfx
  3011. #endif // BGFX_CONFIG_RENDERER_DIRECT3D9