D3D9Graphics.cpp 81 KB

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  1. //
  2. // Copyright (c) 2008-2014 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "Precompiled.h"
  23. #include "AnimatedModel.h"
  24. #include "Animation.h"
  25. #include "AnimationController.h"
  26. #include "Camera.h"
  27. #include "Context.h"
  28. #include "CustomGeometry.h"
  29. #include "DebugRenderer.h"
  30. #include "DecalSet.h"
  31. #include "File.h"
  32. #include "Graphics.h"
  33. #include "GraphicsEvents.h"
  34. #include "GraphicsImpl.h"
  35. #include "IndexBuffer.h"
  36. #include "Log.h"
  37. #include "Material.h"
  38. #include "Octree.h"
  39. #include "ParticleEmitter.h"
  40. #include "ProcessUtils.h"
  41. #include "Profiler.h"
  42. #include "ResourceCache.h"
  43. #include "Shader.h"
  44. #include "ShaderPrecache.h"
  45. #include "ShaderVariation.h"
  46. #include "Skybox.h"
  47. #include "StaticModelGroup.h"
  48. #include "Technique.h"
  49. #include "Terrain.h"
  50. #include "TerrainPatch.h"
  51. #include "Texture2D.h"
  52. #include "Texture3D.h"
  53. #include "TextureCube.h"
  54. #include "Timer.h"
  55. #include "VertexBuffer.h"
  56. #include "VertexDeclaration.h"
  57. #include "Zone.h"
  58. #include "DebugNew.h"
  59. #ifdef _MSC_VER
  60. #pragma warning(disable:4355)
  61. #endif
  62. // On Intel / NVIDIA setups prefer the NVIDIA GPU
  63. extern "C" {
  64. __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
  65. }
  66. // Fix missing define in MinGW headers
  67. #ifndef D3DPRESENT_LINEAR_CONTENT
  68. #define D3DPRESENT_LINEAR_CONTENT 0x00000002L
  69. #endif
  70. namespace Urho3D
  71. {
  72. extern "C" HWND WIN_GetWindowHandle(SDL_Window* window);
  73. static const D3DCMPFUNC d3dCmpFunc[] =
  74. {
  75. D3DCMP_ALWAYS,
  76. D3DCMP_EQUAL,
  77. D3DCMP_NOTEQUAL,
  78. D3DCMP_LESS,
  79. D3DCMP_LESSEQUAL,
  80. D3DCMP_GREATER,
  81. D3DCMP_GREATEREQUAL
  82. };
  83. static const D3DTEXTUREFILTERTYPE d3dMinMagFilter[] =
  84. {
  85. D3DTEXF_POINT,
  86. D3DTEXF_LINEAR,
  87. D3DTEXF_LINEAR,
  88. D3DTEXF_ANISOTROPIC
  89. };
  90. static const D3DTEXTUREFILTERTYPE d3dMipFilter[] =
  91. {
  92. D3DTEXF_POINT,
  93. D3DTEXF_POINT,
  94. D3DTEXF_LINEAR,
  95. D3DTEXF_ANISOTROPIC
  96. };
  97. static const D3DTEXTUREADDRESS d3dAddressMode[] =
  98. {
  99. D3DTADDRESS_WRAP,
  100. D3DTADDRESS_MIRROR,
  101. D3DTADDRESS_CLAMP,
  102. D3DTADDRESS_BORDER
  103. };
  104. static const DWORD d3dBlendEnable[] =
  105. {
  106. FALSE,
  107. TRUE,
  108. TRUE,
  109. TRUE,
  110. TRUE,
  111. TRUE,
  112. TRUE
  113. };
  114. static const D3DBLEND d3dSrcBlend[] =
  115. {
  116. D3DBLEND_ONE,
  117. D3DBLEND_ONE,
  118. D3DBLEND_DESTCOLOR,
  119. D3DBLEND_SRCALPHA,
  120. D3DBLEND_SRCALPHA,
  121. D3DBLEND_ONE,
  122. D3DBLEND_INVDESTALPHA,
  123. };
  124. static const D3DBLEND d3dDestBlend[] =
  125. {
  126. D3DBLEND_ZERO,
  127. D3DBLEND_ONE,
  128. D3DBLEND_ZERO,
  129. D3DBLEND_INVSRCALPHA,
  130. D3DBLEND_ONE,
  131. D3DBLEND_INVSRCALPHA,
  132. D3DBLEND_DESTALPHA
  133. };
  134. static const D3DCULL d3dCullMode[] =
  135. {
  136. D3DCULL_NONE,
  137. D3DCULL_CCW,
  138. D3DCULL_CW
  139. };
  140. static const D3DFILLMODE d3dFillMode[] =
  141. {
  142. D3DFILL_SOLID,
  143. D3DFILL_WIREFRAME,
  144. D3DFILL_POINT
  145. };
  146. static const D3DSTENCILOP d3dStencilOp[] =
  147. {
  148. D3DSTENCILOP_KEEP,
  149. D3DSTENCILOP_ZERO,
  150. D3DSTENCILOP_REPLACE,
  151. D3DSTENCILOP_INCR,
  152. D3DSTENCILOP_DECR
  153. };
  154. static unsigned GetD3DColor(const Color& color)
  155. {
  156. unsigned r = (unsigned)(Clamp(color.r_ * 255.0f, 0.0f, 255.0f));
  157. unsigned g = (unsigned)(Clamp(color.g_ * 255.0f, 0.0f, 255.0f));
  158. unsigned b = (unsigned)(Clamp(color.b_ * 255.0f, 0.0f, 255.0f));
  159. unsigned a = (unsigned)(Clamp(color.a_ * 255.0f, 0.0f, 255.0f));
  160. return (((a) & 0xff) << 24) | (((r) & 0xff) << 16) | (((g) & 0xff) << 8) | ((b) & 0xff);
  161. }
  162. static unsigned depthStencilFormat = D3DFMT_D24S8;
  163. Graphics::Graphics(Context* context) :
  164. Object(context),
  165. impl_(new GraphicsImpl()),
  166. windowIcon_(0),
  167. externalWindow_(0),
  168. width_(0),
  169. height_(0),
  170. multiSample_(1),
  171. fullscreen_(false),
  172. borderless_(false),
  173. resizable_(false),
  174. vsync_(false),
  175. tripleBuffer_(false),
  176. flushGPU_(false),
  177. sRGB_(false),
  178. deviceLost_(false),
  179. queryIssued_(false),
  180. lightPrepassSupport_(false),
  181. deferredSupport_(false),
  182. hardwareShadowSupport_(false),
  183. streamOffsetSupport_(false),
  184. sRGBSupport_(false),
  185. sRGBWriteSupport_(false),
  186. hasSM3_(false),
  187. forceSM2_(false),
  188. numPrimitives_(0),
  189. numBatches_(0),
  190. maxScratchBufferRequest_(0),
  191. defaultTextureFilterMode_(FILTER_BILINEAR),
  192. shaderPath_("Shaders/HLSL/"),
  193. shaderExtension_(".hlsl")
  194. {
  195. SetTextureUnitMappings();
  196. // Initialize SDL now. Graphics should be the first SDL-using subsystem to be created
  197. SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER | SDL_INIT_NOPARACHUTE);
  198. // Register Graphics library object factories
  199. RegisterGraphicsLibrary(context_);
  200. }
  201. Graphics::~Graphics()
  202. {
  203. // Release all GPU objects that still exist
  204. for (Vector<GPUObject*>::Iterator i = gpuObjects_.Begin(); i != gpuObjects_.End(); ++i)
  205. (*i)->Release();
  206. gpuObjects_.Clear();
  207. vertexDeclarations_.Clear();
  208. if (impl_->defaultColorSurface_)
  209. {
  210. impl_->defaultColorSurface_->Release();
  211. impl_->defaultColorSurface_ = 0;
  212. }
  213. if (impl_->defaultDepthStencilSurface_)
  214. {
  215. impl_->defaultDepthStencilSurface_->Release();
  216. impl_->defaultDepthStencilSurface_ = 0;
  217. }
  218. if (impl_->frameQuery_)
  219. {
  220. impl_->frameQuery_->Release();
  221. impl_->frameQuery_ = 0;
  222. }
  223. if (impl_->device_)
  224. {
  225. impl_->device_->Release();
  226. impl_->device_ = 0;
  227. }
  228. if (impl_->interface_)
  229. {
  230. impl_->interface_->Release();
  231. impl_->interface_ = 0;
  232. }
  233. if (impl_->window_)
  234. {
  235. SDL_ShowCursor(SDL_TRUE);
  236. SDL_DestroyWindow(impl_->window_);
  237. impl_->window_ = 0;
  238. }
  239. delete impl_;
  240. impl_ = 0;
  241. // Shut down SDL now. Graphics should be the last SDL-using subsystem to be destroyed
  242. SDL_Quit();
  243. }
  244. void Graphics::SetExternalWindow(void* window)
  245. {
  246. if (!impl_->window_)
  247. externalWindow_ = window;
  248. else
  249. LOGERROR("Window already opened, can not set external window");
  250. }
  251. void Graphics::SetWindowTitle(const String& windowTitle)
  252. {
  253. windowTitle_ = windowTitle;
  254. if (impl_->window_)
  255. SDL_SetWindowTitle(impl_->window_, windowTitle_.CString());
  256. }
  257. void Graphics::SetWindowIcon(Image* windowIcon)
  258. {
  259. windowIcon_ = windowIcon;
  260. if (impl_->window_)
  261. CreateWindowIcon();
  262. }
  263. void Graphics::SetWindowPosition(const IntVector2& position)
  264. {
  265. if (impl_->window_)
  266. SDL_SetWindowPosition(impl_->window_, position.x_, position.y_);
  267. }
  268. void Graphics::SetWindowPosition(int x, int y)
  269. {
  270. SetWindowPosition(IntVector2(x, y));
  271. }
  272. bool Graphics::SetMode(int width, int height, bool fullscreen, bool borderless, bool resizable, bool vsync, bool tripleBuffer, int multiSample)
  273. {
  274. PROFILE(SetScreenMode);
  275. bool maximize = false;
  276. // Find out the full screen mode display format (match desktop color depth)
  277. SDL_DisplayMode mode;
  278. SDL_GetDesktopDisplayMode(0, &mode);
  279. D3DFORMAT fullscreenFormat = SDL_BITSPERPIXEL(mode.format) == 16 ? D3DFMT_R5G6B5 : D3DFMT_X8R8G8B8;
  280. // If zero dimensions in windowed mode, set windowed mode to maximize and set a predefined default restored window size. If zero in fullscreen, use desktop mode
  281. if (!width || !height)
  282. {
  283. if (fullscreen || borderless)
  284. {
  285. width = mode.w;
  286. height = mode.h;
  287. }
  288. else
  289. {
  290. maximize = resizable;
  291. width = 1024;
  292. height = 768;
  293. }
  294. }
  295. // Fullscreen or Borderless can not be resizable
  296. if (fullscreen || borderless)
  297. resizable = false;
  298. // Borderless cannot be fullscreen, they are mutually exclusive
  299. if (borderless)
  300. fullscreen = false;
  301. multiSample = Clamp(multiSample, 1, (int)D3DMULTISAMPLE_16_SAMPLES);
  302. // If nothing changes, do not reset the device
  303. if (width == width_ && height == height_ && fullscreen == fullscreen_ && borderless == borderless_ && resizable == resizable_ &&
  304. vsync == vsync_ && tripleBuffer == tripleBuffer_ && multiSample == multiSample_)
  305. return true;
  306. if (!impl_->window_)
  307. {
  308. if (!OpenWindow(width, height, resizable, borderless))
  309. return false;
  310. }
  311. if (!impl_->interface_)
  312. {
  313. if (!CreateInterface())
  314. return false;
  315. CheckFeatureSupport();
  316. }
  317. // Note: GetMultiSample() will not reflect the actual hardware multisample mode, but rather what the caller wanted.
  318. multiSample_ = multiSample;
  319. // Check fullscreen mode validity. If not valid, revert to windowed
  320. if (fullscreen)
  321. {
  322. PODVector<IntVector2> resolutions = GetResolutions();
  323. fullscreen = false;
  324. for (unsigned i = 0; i < resolutions.Size(); ++i)
  325. {
  326. if (width == resolutions[i].x_ && height == resolutions[i].y_)
  327. {
  328. fullscreen = true;
  329. break;
  330. }
  331. }
  332. }
  333. // Fall back to non-multisampled if unsupported multisampling mode
  334. if (multiSample > 1)
  335. {
  336. if (FAILED(impl_->interface_->CheckDeviceMultiSampleType(impl_->adapter_, impl_->deviceType_, fullscreenFormat, FALSE,
  337. (D3DMULTISAMPLE_TYPE)multiSample, NULL)))
  338. multiSample = 1;
  339. }
  340. AdjustWindow(width, height, fullscreen, borderless);
  341. if (maximize)
  342. {
  343. Maximize();
  344. SDL_GetWindowSize(impl_->window_, &width, &height);
  345. }
  346. if (fullscreen)
  347. {
  348. impl_->presentParams_.BackBufferFormat = fullscreenFormat;
  349. impl_->presentParams_.Windowed = false;
  350. }
  351. else
  352. {
  353. impl_->presentParams_.BackBufferFormat = D3DFMT_UNKNOWN;
  354. impl_->presentParams_.Windowed = true;
  355. }
  356. impl_->presentParams_.BackBufferWidth = width;
  357. impl_->presentParams_.BackBufferHeight = height;
  358. impl_->presentParams_.BackBufferCount = tripleBuffer ? 2 : 1;
  359. impl_->presentParams_.MultiSampleType = multiSample > 1 ? (D3DMULTISAMPLE_TYPE)multiSample : D3DMULTISAMPLE_NONE;
  360. impl_->presentParams_.MultiSampleQuality = 0;
  361. impl_->presentParams_.SwapEffect = D3DSWAPEFFECT_DISCARD;
  362. impl_->presentParams_.hDeviceWindow = WIN_GetWindowHandle(impl_->window_);
  363. impl_->presentParams_.EnableAutoDepthStencil = TRUE;
  364. impl_->presentParams_.AutoDepthStencilFormat = D3DFMT_D24S8;
  365. impl_->presentParams_.Flags = D3DPRESENT_LINEAR_CONTENT;
  366. impl_->presentParams_.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
  367. if (vsync)
  368. impl_->presentParams_.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
  369. else
  370. impl_->presentParams_.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
  371. width_ = width;
  372. height_ = height;
  373. fullscreen_ = fullscreen;
  374. borderless_ = borderless;
  375. resizable_ = resizable;
  376. vsync_ = vsync;
  377. tripleBuffer_ = tripleBuffer;
  378. if (!impl_->device_)
  379. {
  380. unsigned adapter = D3DADAPTER_DEFAULT;
  381. unsigned deviceType = D3DDEVTYPE_HAL;
  382. // Check for PerfHUD adapter
  383. for (unsigned i=0; i < impl_->interface_->GetAdapterCount(); ++i)
  384. {
  385. D3DADAPTER_IDENTIFIER9 identifier;
  386. impl_->interface_->GetAdapterIdentifier(i, 0, &identifier);
  387. if (strstr(identifier.Description, "PerfHUD") != 0)
  388. {
  389. adapter = i;
  390. deviceType = D3DDEVTYPE_REF;
  391. break;
  392. }
  393. }
  394. impl_->interface_->GetAdapterIdentifier(adapter, 0, &impl_->adapterIdentifier_);
  395. if (!CreateDevice(adapter, deviceType))
  396. return false;
  397. }
  398. else
  399. ResetDevice();
  400. // Clear the initial window contents to black
  401. impl_->device_->BeginScene();
  402. Clear(CLEAR_COLOR);
  403. impl_->device_->EndScene();
  404. impl_->device_->Present(0, 0, 0, 0);
  405. #ifdef ENABLE_LOGGING
  406. String msg;
  407. msg.AppendWithFormat("Set screen mode %dx%d %s", width_, height_, (fullscreen_ ? "fullscreen" : "windowed"));
  408. if (borderless_)
  409. msg.Append(" borderless");
  410. if (resizable_)
  411. msg.Append(" resizable");
  412. if (multiSample > 1)
  413. msg.AppendWithFormat(" multisample %d", multiSample);
  414. LOGINFO(msg);
  415. #endif
  416. using namespace ScreenMode;
  417. VariantMap& eventData = GetEventDataMap();
  418. eventData[P_WIDTH] = width_;
  419. eventData[P_HEIGHT] = height_;
  420. eventData[P_FULLSCREEN] = fullscreen_;
  421. eventData[P_RESIZABLE] = resizable_;
  422. eventData[P_BORDERLESS] = borderless_;
  423. SendEvent(E_SCREENMODE, eventData);
  424. return true;
  425. }
  426. bool Graphics::SetMode(int width, int height)
  427. {
  428. return SetMode(width, height, fullscreen_, borderless_, resizable_, vsync_, tripleBuffer_, multiSample_);
  429. }
  430. void Graphics::SetSRGB(bool enable)
  431. {
  432. sRGB_ = enable && sRGBWriteSupport_;
  433. }
  434. void Graphics::SetFlushGPU(bool enable)
  435. {
  436. flushGPU_ = enable;
  437. }
  438. bool Graphics::ToggleFullscreen()
  439. {
  440. return SetMode(width_, height_, !fullscreen_, borderless_, resizable_, vsync_, tripleBuffer_, multiSample_);
  441. }
  442. void Graphics::Close()
  443. {
  444. if (impl_->window_)
  445. {
  446. SDL_ShowCursor(SDL_TRUE);
  447. SDL_DestroyWindow(impl_->window_);
  448. impl_->window_ = 0;
  449. }
  450. }
  451. bool Graphics::TakeScreenShot(Image& destImage)
  452. {
  453. PROFILE(TakeScreenShot);
  454. if (!impl_->device_)
  455. return false;
  456. D3DSURFACE_DESC surfaceDesc;
  457. impl_->defaultColorSurface_->GetDesc(&surfaceDesc);
  458. // If possible, get the backbuffer data, because it is a lot faster.
  459. // However, if we are multisampled, need to use the front buffer
  460. bool useBackBuffer = true;
  461. unsigned surfaceWidth = width_;
  462. unsigned surfaceHeight = height_;
  463. if (impl_->presentParams_.MultiSampleType)
  464. {
  465. // If windowed and multisampled, must still capture the whole screen
  466. if (!fullscreen_)
  467. {
  468. IntVector2 desktopSize = GetDesktopResolution();
  469. surfaceWidth = desktopSize.x_;
  470. surfaceHeight = desktopSize.y_;
  471. }
  472. useBackBuffer = false;
  473. surfaceDesc.Format = D3DFMT_A8R8G8B8;
  474. }
  475. IDirect3DSurface9* surface = 0;
  476. impl_->device_->CreateOffscreenPlainSurface(surfaceWidth, surfaceHeight, surfaceDesc.Format, D3DPOOL_SYSTEMMEM, &surface, 0);
  477. if (!surface)
  478. {
  479. LOGERROR("Could not create surface for taking a screenshot");
  480. return false;
  481. }
  482. if (useBackBuffer)
  483. impl_->device_->GetRenderTargetData(impl_->defaultColorSurface_, surface);
  484. else
  485. impl_->device_->GetFrontBufferData(0, surface);
  486. // If capturing the whole screen, determine the window rect
  487. RECT sourceRect;
  488. if (surfaceHeight == height_ && surfaceWidth == width_)
  489. {
  490. sourceRect.left = 0;
  491. sourceRect.top = 0;
  492. sourceRect.right = width_;
  493. sourceRect.bottom = height_;
  494. }
  495. else
  496. {
  497. HWND hwnd = WIN_GetWindowHandle(impl_->window_);
  498. GetClientRect(hwnd, &sourceRect);
  499. ClientToScreen(hwnd, (LPPOINT)&sourceRect);
  500. }
  501. D3DLOCKED_RECT lockedRect;
  502. lockedRect.pBits = 0;
  503. surface->LockRect(&lockedRect, &sourceRect, D3DLOCK_NOSYSLOCK | D3DLOCK_READONLY);
  504. if (!lockedRect.pBits)
  505. {
  506. LOGERROR("Could not lock surface for taking a screenshot");
  507. surface->Release();
  508. return false;
  509. }
  510. destImage.SetSize(width_, height_, 3);
  511. unsigned char* destData = destImage.GetData();
  512. if (surfaceDesc.Format == D3DFMT_R5G6B5)
  513. {
  514. for (int y = 0; y < height_; ++y)
  515. {
  516. unsigned short* src = (unsigned short*)((unsigned char*)lockedRect.pBits + y * lockedRect.Pitch);
  517. unsigned char* dest = destData + y * width_ * 3;
  518. for (int x = 0; x < width_; ++x)
  519. {
  520. unsigned short rgb = *src++;
  521. int b = rgb & 31;
  522. int g = (rgb >> 5) & 63;
  523. int r = (rgb >> 11);
  524. dest[0] = (int)(r * 255.0f / 31.0f);
  525. dest[1] = (int)(g * 255.0f / 63.0f);
  526. dest[2] = (int)(b * 255.0f / 31.0f);
  527. dest += 3;
  528. }
  529. }
  530. }
  531. else
  532. {
  533. for (int y = 0; y < height_; ++y)
  534. {
  535. unsigned char* src = (unsigned char*)lockedRect.pBits + y * lockedRect.Pitch;
  536. unsigned char* dest = destData + y * width_ * 3;
  537. for (int x = 0; x < width_; ++x)
  538. {
  539. dest[0] = src[2];
  540. dest[1] = src[1];
  541. dest[2] = src[0];
  542. src += 4;
  543. dest += 3;
  544. }
  545. }
  546. }
  547. surface->UnlockRect();
  548. surface->Release();
  549. return true;
  550. }
  551. bool Graphics::BeginFrame()
  552. {
  553. if (!IsInitialized())
  554. return false;
  555. // If using an external window, check it for size changes, and reset screen mode if necessary
  556. if (externalWindow_)
  557. {
  558. int width, height;
  559. SDL_GetWindowSize(impl_->window_, &width, &height);
  560. if (width != width_ || height != height_)
  561. SetMode(width, height);
  562. }
  563. // Check for lost device before rendering
  564. HRESULT hr = impl_->device_->TestCooperativeLevel();
  565. if (hr != D3D_OK)
  566. {
  567. PROFILE(DeviceLost);
  568. deviceLost_ = true;
  569. // The device can not be reset yet, sleep and try again eventually
  570. if (hr == D3DERR_DEVICELOST)
  571. {
  572. Time::Sleep(20);
  573. return false;
  574. }
  575. // The device is lost, but ready to be reset. Reset device but do not render on this frame yet
  576. if (hr == D3DERR_DEVICENOTRESET)
  577. {
  578. ResetDevice();
  579. return false;
  580. }
  581. }
  582. // If a query was issued on the previous frame, wait for it to finish before beginning the next
  583. if (impl_->frameQuery_ && queryIssued_)
  584. {
  585. PROFILE(FlushGPU);
  586. while (impl_->frameQuery_->GetData(0, 0, D3DGETDATA_FLUSH) == S_FALSE)
  587. {
  588. }
  589. queryIssued_ = false;
  590. }
  591. impl_->device_->BeginScene();
  592. // Set default rendertarget and depth buffer
  593. ResetRenderTargets();
  594. // Cleanup textures from previous frame
  595. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  596. SetTexture(i, 0);
  597. // Cleanup stream frequencies from previous frame
  598. ResetStreamFrequencies();
  599. numPrimitives_ = 0;
  600. numBatches_ = 0;
  601. SendEvent(E_BEGINRENDERING);
  602. return true;
  603. }
  604. void Graphics::EndFrame()
  605. {
  606. if (!IsInitialized())
  607. return;
  608. PROFILE(Present);
  609. SendEvent(E_ENDRENDERING);
  610. impl_->device_->EndScene();
  611. impl_->device_->Present(0, 0, 0, 0);
  612. // Optionally flush GPU buffer to avoid control lag or framerate fluctuations due to pre-render
  613. if (impl_->frameQuery_ && flushGPU_)
  614. {
  615. impl_->frameQuery_->Issue(D3DISSUE_END);
  616. queryIssued_ = true;
  617. }
  618. // Clean up too large scratch buffers
  619. CleanupScratchBuffers();
  620. }
  621. void Graphics::Clear(unsigned flags, const Color& color, float depth, unsigned stencil)
  622. {
  623. DWORD d3dFlags = 0;
  624. if (flags & CLEAR_COLOR)
  625. d3dFlags |= D3DCLEAR_TARGET;
  626. if (flags & CLEAR_DEPTH)
  627. d3dFlags |= D3DCLEAR_ZBUFFER;
  628. if (flags & CLEAR_STENCIL)
  629. d3dFlags |= D3DCLEAR_STENCIL;
  630. impl_->device_->Clear(0, 0, d3dFlags, GetD3DColor(color), depth, stencil);
  631. }
  632. bool Graphics::ResolveToTexture(Texture2D* destination, const IntRect& viewport)
  633. {
  634. if (!destination || !destination->GetRenderSurface() || destination->GetWidth() != width_ ||
  635. destination->GetHeight() != height_)
  636. return false;
  637. PROFILE(ResolveToTexture);
  638. IntRect vpCopy = viewport;
  639. if (vpCopy.right_ <= vpCopy.left_)
  640. vpCopy.right_ = vpCopy.left_ + 1;
  641. if (vpCopy.bottom_ <= vpCopy.top_)
  642. vpCopy.bottom_ = vpCopy.top_ + 1;
  643. RECT rect;
  644. rect.left = Clamp(vpCopy.left_, 0, width_);
  645. rect.top = Clamp(vpCopy.top_, 0, height_);
  646. rect.right = Clamp(vpCopy.right_, 0, width_);
  647. rect.bottom = Clamp(vpCopy.bottom_, 0, height_);
  648. return SUCCEEDED(impl_->device_->StretchRect(impl_->defaultColorSurface_, &rect,
  649. (IDirect3DSurface9*)destination->GetRenderSurface()->GetSurface(), &rect, D3DTEXF_NONE));
  650. }
  651. void Graphics::Draw(PrimitiveType type, unsigned vertexStart, unsigned vertexCount)
  652. {
  653. if (!vertexCount)
  654. return;
  655. ResetStreamFrequencies();
  656. unsigned primitiveCount = 0;
  657. switch (type)
  658. {
  659. case TRIANGLE_LIST:
  660. primitiveCount = vertexCount / 3;
  661. impl_->device_->DrawPrimitive(D3DPT_TRIANGLELIST, vertexStart, primitiveCount);
  662. break;
  663. case LINE_LIST:
  664. primitiveCount = vertexCount / 2;
  665. impl_->device_->DrawPrimitive(D3DPT_LINELIST, vertexStart, primitiveCount);
  666. break;
  667. }
  668. numPrimitives_ += primitiveCount;
  669. ++numBatches_;
  670. }
  671. void Graphics::Draw(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned minVertex, unsigned vertexCount)
  672. {
  673. if (!indexCount)
  674. return;
  675. ResetStreamFrequencies();
  676. unsigned primitiveCount = 0;
  677. switch (type)
  678. {
  679. case TRIANGLE_LIST:
  680. primitiveCount = indexCount / 3;
  681. impl_->device_->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, minVertex, vertexCount, indexStart, primitiveCount);
  682. break;
  683. case LINE_LIST:
  684. primitiveCount = indexCount / 2;
  685. impl_->device_->DrawIndexedPrimitive(D3DPT_LINELIST, 0, minVertex, vertexCount, indexStart, primitiveCount);
  686. break;
  687. }
  688. numPrimitives_ += primitiveCount;
  689. ++numBatches_;
  690. }
  691. void Graphics::DrawInstanced(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned minVertex, unsigned vertexCount,
  692. unsigned instanceCount)
  693. {
  694. if (!indexCount || !instanceCount)
  695. return;
  696. for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
  697. {
  698. VertexBuffer* buffer = vertexBuffers_[i];
  699. if (buffer)
  700. {
  701. if (buffer->GetElementMask() & MASK_INSTANCEMATRIX1)
  702. SetStreamFrequency(i, D3DSTREAMSOURCE_INSTANCEDATA | 1);
  703. else
  704. SetStreamFrequency(i, D3DSTREAMSOURCE_INDEXEDDATA | instanceCount);
  705. }
  706. }
  707. unsigned primitiveCount = 0;
  708. switch (type)
  709. {
  710. case TRIANGLE_LIST:
  711. primitiveCount = indexCount / 3;
  712. impl_->device_->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, minVertex, vertexCount, indexStart, primitiveCount);
  713. break;
  714. case LINE_LIST:
  715. primitiveCount = indexCount / 2;
  716. impl_->device_->DrawIndexedPrimitive(D3DPT_LINELIST, 0, minVertex, vertexCount, indexStart, primitiveCount);
  717. break;
  718. }
  719. numPrimitives_ += instanceCount * primitiveCount;
  720. ++numBatches_;
  721. }
  722. void Graphics::SetVertexBuffer(VertexBuffer* buffer)
  723. {
  724. // Note: this is not multi-instance safe
  725. static PODVector<VertexBuffer*> vertexBuffers(1);
  726. static PODVector<unsigned> elementMasks(1);
  727. vertexBuffers[0] = buffer;
  728. elementMasks[0] = MASK_DEFAULT;
  729. SetVertexBuffers(vertexBuffers, elementMasks);
  730. }
  731. bool Graphics::SetVertexBuffers(const PODVector<VertexBuffer*>& buffers, const PODVector<unsigned>&
  732. elementMasks, unsigned instanceOffset)
  733. {
  734. if (buffers.Size() > MAX_VERTEX_STREAMS)
  735. {
  736. LOGERROR("Too many vertex buffers");
  737. return false;
  738. }
  739. if (buffers.Size() != elementMasks.Size())
  740. {
  741. LOGERROR("Amount of element masks and vertex buffers does not match");
  742. return false;
  743. }
  744. // Build vertex declaration hash code out of the buffers & masks
  745. unsigned long long hash = 0;
  746. for (unsigned i = 0; i < buffers.Size(); ++i)
  747. {
  748. if (!buffers[i])
  749. continue;
  750. hash |= buffers[i]->GetBufferHash(i, elementMasks[i]);
  751. }
  752. if (hash)
  753. {
  754. // If no previous vertex declaration for that hash, create new
  755. if (!vertexDeclarations_.Contains(hash))
  756. {
  757. SharedPtr<VertexDeclaration> newDeclaration(new VertexDeclaration(this, buffers, elementMasks));
  758. if (!newDeclaration->GetDeclaration())
  759. {
  760. LOGERROR("Failed to create vertex declaration");
  761. return false;
  762. }
  763. vertexDeclarations_[hash] = newDeclaration;
  764. }
  765. VertexDeclaration* declaration = vertexDeclarations_[hash];
  766. if (declaration != vertexDeclaration_)
  767. {
  768. impl_->device_->SetVertexDeclaration(declaration->GetDeclaration());
  769. vertexDeclaration_ = declaration;
  770. }
  771. }
  772. for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
  773. {
  774. VertexBuffer* buffer = 0;
  775. unsigned offset = 0;
  776. if (i < buffers.Size())
  777. {
  778. buffer = buffers[i];
  779. if (buffer && buffer->GetElementMask() & MASK_INSTANCEMATRIX1)
  780. offset = instanceOffset * buffer->GetVertexSize();
  781. }
  782. if (buffer != vertexBuffers_[i] || offset != streamOffsets_[i])
  783. {
  784. if (buffer)
  785. impl_->device_->SetStreamSource(i, (IDirect3DVertexBuffer9*)buffer->GetGPUObject(), offset, buffer->GetVertexSize());
  786. else
  787. impl_->device_->SetStreamSource(i, 0, 0, 0);
  788. vertexBuffers_[i] = buffer;
  789. streamOffsets_[i] = offset;
  790. }
  791. }
  792. return true;
  793. }
  794. bool Graphics::SetVertexBuffers(const Vector<SharedPtr<VertexBuffer> >& buffers, const PODVector<unsigned>&
  795. elementMasks, unsigned instanceOffset)
  796. {
  797. if (buffers.Size() > MAX_VERTEX_STREAMS)
  798. {
  799. LOGERROR("Too many vertex buffers");
  800. return false;
  801. }
  802. if (buffers.Size() != elementMasks.Size())
  803. {
  804. LOGERROR("Amount of element masks and vertex buffers does not match");
  805. return false;
  806. }
  807. unsigned long long hash = 0;
  808. for (unsigned i = 0; i < buffers.Size(); ++i)
  809. {
  810. if (!buffers[i])
  811. continue;
  812. hash |= buffers[i]->GetBufferHash(i, elementMasks[i]);
  813. }
  814. if (hash)
  815. {
  816. if (!vertexDeclarations_.Contains(hash))
  817. {
  818. SharedPtr<VertexDeclaration> newDeclaration(new VertexDeclaration(this, buffers, elementMasks));
  819. if (!newDeclaration->GetDeclaration())
  820. {
  821. LOGERROR("Failed to create vertex declaration");
  822. return false;
  823. }
  824. vertexDeclarations_[hash] = newDeclaration;
  825. }
  826. VertexDeclaration* declaration = vertexDeclarations_[hash];
  827. if (declaration != vertexDeclaration_)
  828. {
  829. impl_->device_->SetVertexDeclaration(declaration->GetDeclaration());
  830. vertexDeclaration_ = declaration;
  831. }
  832. }
  833. for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
  834. {
  835. VertexBuffer* buffer = 0;
  836. unsigned offset = 0;
  837. if (i < buffers.Size())
  838. {
  839. buffer = buffers[i];
  840. if (buffer && buffer->GetElementMask() & MASK_INSTANCEMATRIX1)
  841. offset = instanceOffset * buffer->GetVertexSize();
  842. }
  843. if (buffer != vertexBuffers_[i] || offset != streamOffsets_[i])
  844. {
  845. if (buffer)
  846. impl_->device_->SetStreamSource(i, (IDirect3DVertexBuffer9*)buffer->GetGPUObject(), offset, buffer->GetVertexSize());
  847. else
  848. impl_->device_->SetStreamSource(i, 0, 0, 0);
  849. vertexBuffers_[i] = buffer;
  850. streamOffsets_[i] = offset;
  851. }
  852. }
  853. return true;
  854. }
  855. void Graphics::SetIndexBuffer(IndexBuffer* buffer)
  856. {
  857. if (buffer != indexBuffer_)
  858. {
  859. if (buffer)
  860. impl_->device_->SetIndices((IDirect3DIndexBuffer9*)buffer->GetGPUObject());
  861. else
  862. impl_->device_->SetIndices(0);
  863. indexBuffer_ = buffer;
  864. }
  865. }
  866. void Graphics::SetShaders(ShaderVariation* vs, ShaderVariation* ps)
  867. {
  868. if (vs == vertexShader_ && ps == pixelShader_)
  869. return;
  870. ClearParameterSources();
  871. if (vs != vertexShader_)
  872. {
  873. // Clear all previous vertex shader register mappings
  874. for (HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Begin(); i != shaderParameters_.End(); ++i)
  875. {
  876. if (i->second_.type_ == VS)
  877. i->second_.register_ = M_MAX_UNSIGNED;
  878. }
  879. // Create the shader now if not yet created. If already attempted, do not retry
  880. if (vs && !vs->GetGPUObject())
  881. {
  882. if (vs->GetCompilerOutput().Empty())
  883. {
  884. PROFILE(CompileVertexShader);
  885. bool success = vs->Create();
  886. if (!success)
  887. {
  888. LOGERROR("Failed to compile vertex shader " + vs->GetFullName() + ":\n" + vs->GetCompilerOutput());
  889. vs = 0;
  890. }
  891. }
  892. else
  893. vs = 0;
  894. }
  895. if (vs && vs->GetShaderType() == VS)
  896. {
  897. impl_->device_->SetVertexShader((IDirect3DVertexShader9*)vs->GetGPUObject());
  898. // Update the parameter-to-register mappings
  899. const HashMap<StringHash, ShaderParameter>& parameters = vs->GetParameters();
  900. for (HashMap<StringHash, ShaderParameter>::ConstIterator i = parameters.Begin(); i != parameters.End(); ++i)
  901. shaderParameters_[i->first_].register_ = i->second_.register_;
  902. }
  903. else
  904. {
  905. impl_->device_->SetVertexShader(0);
  906. vs = 0;
  907. }
  908. vertexShader_ = vs;
  909. }
  910. if (ps != pixelShader_)
  911. {
  912. for (HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Begin(); i != shaderParameters_.End(); ++i)
  913. {
  914. if (i->second_.type_ == PS)
  915. i->second_.register_ = M_MAX_UNSIGNED;
  916. }
  917. if (ps && !ps->GetGPUObject())
  918. {
  919. if (ps->GetCompilerOutput().Empty())
  920. {
  921. PROFILE(CompilePixelShader);
  922. bool success = ps->Create();
  923. if (!success)
  924. {
  925. LOGERROR("Failed to compile pixel shader " + ps->GetFullName() + ":\n" + ps->GetCompilerOutput());
  926. ps = 0;
  927. }
  928. }
  929. else
  930. ps = 0;
  931. }
  932. if (ps && ps->GetShaderType() == PS)
  933. {
  934. impl_->device_->SetPixelShader((IDirect3DPixelShader9*)ps->GetGPUObject());
  935. const HashMap<StringHash, ShaderParameter>& parameters = ps->GetParameters();
  936. for (HashMap<StringHash, ShaderParameter>::ConstIterator i = parameters.Begin(); i != parameters.End(); ++i)
  937. shaderParameters_[i->first_].register_ = i->second_.register_;
  938. }
  939. else
  940. {
  941. impl_->device_->SetPixelShader(0);
  942. ps = 0;
  943. }
  944. pixelShader_ = ps;
  945. }
  946. // Store shader combination if shader dumping in progress
  947. if (shaderPrecache_)
  948. shaderPrecache_->StoreShaders(vertexShader_, pixelShader_);
  949. }
  950. void Graphics::SetShaderParameter(StringHash param, const float* data, unsigned count)
  951. {
  952. HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Find(param);
  953. if (i == shaderParameters_.End() || i->second_.register_ >= MAX_CONSTANT_REGISTERS)
  954. return;
  955. if (i->second_.type_ == VS)
  956. impl_->device_->SetVertexShaderConstantF(i->second_.register_, data, count / 4);
  957. else
  958. impl_->device_->SetPixelShaderConstantF(i->second_.register_, data, count / 4);
  959. }
  960. void Graphics::SetShaderParameter(StringHash param, float value)
  961. {
  962. HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Find(param);
  963. if (i == shaderParameters_.End() || i->second_.register_ >= MAX_CONSTANT_REGISTERS)
  964. return;
  965. float data[4];
  966. data[0] = value;
  967. data[1] = 0.0f;
  968. data[2] = 0.0f;
  969. data[3] = 0.0f;
  970. if (i->second_.type_ == VS)
  971. impl_->device_->SetVertexShaderConstantF(i->second_.register_, &data[0], 1);
  972. else
  973. impl_->device_->SetPixelShaderConstantF(i->second_.register_, &data[0], 1);
  974. }
  975. void Graphics::SetShaderParameter(StringHash param, bool value)
  976. {
  977. /// \todo Bool constants possibly have no effect on Direct3D9
  978. HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Find(param);
  979. if (i == shaderParameters_.End() || i->second_.register_ >= MAX_CONSTANT_REGISTERS)
  980. return;
  981. BOOL data = value;
  982. if (i->second_.type_ == VS)
  983. impl_->device_->SetVertexShaderConstantB(i->second_.register_, &data, 1);
  984. else
  985. impl_->device_->SetPixelShaderConstantB(i->second_.register_, &data, 1);
  986. }
  987. void Graphics::SetShaderParameter(StringHash param, const Color& color)
  988. {
  989. HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Find(param);
  990. if (i == shaderParameters_.End() || i->second_.register_ >= MAX_CONSTANT_REGISTERS)
  991. return;
  992. if (i->second_.type_ == VS)
  993. impl_->device_->SetVertexShaderConstantF(i->second_.register_, color.Data(), 1);
  994. else
  995. impl_->device_->SetPixelShaderConstantF(i->second_.register_, color.Data(), 1);
  996. }
  997. void Graphics::SetShaderParameter(StringHash param, const Vector2& vector)
  998. {
  999. HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Find(param);
  1000. if (i == shaderParameters_.End() || i->second_.register_ >= MAX_CONSTANT_REGISTERS)
  1001. return;
  1002. float data[4];
  1003. data[0] = vector.x_;
  1004. data[1] = vector.y_;
  1005. data[2] = 0.0f;
  1006. data[3] = 0.0f;
  1007. if (i->second_.type_ == VS)
  1008. impl_->device_->SetVertexShaderConstantF(i->second_.register_, &data[0], 1);
  1009. else
  1010. impl_->device_->SetPixelShaderConstantF(i->second_.register_, &data[0], 1);
  1011. }
  1012. void Graphics::SetShaderParameter(StringHash param, const Matrix3& matrix)
  1013. {
  1014. HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Find(param);
  1015. if (i == shaderParameters_.End() || i->second_.register_ >= MAX_CONSTANT_REGISTERS)
  1016. return;
  1017. float data[12];
  1018. data[0] = matrix.m00_;
  1019. data[1] = matrix.m01_;
  1020. data[2] = matrix.m02_;
  1021. data[3] = 0.0f;
  1022. data[4] = matrix.m10_;
  1023. data[5] = matrix.m11_;
  1024. data[6] = matrix.m12_;
  1025. data[7] = 0.0f;
  1026. data[8] = matrix.m20_;
  1027. data[9] = matrix.m21_;
  1028. data[10] = matrix.m22_;
  1029. data[11] = 0.0f;
  1030. if (i->second_.type_ == VS)
  1031. impl_->device_->SetVertexShaderConstantF(i->second_.register_, &data[0], 3);
  1032. else
  1033. impl_->device_->SetPixelShaderConstantF(i->second_.register_, &data[0], 3);
  1034. }
  1035. void Graphics::SetShaderParameter(StringHash param, const Vector3& vector)
  1036. {
  1037. HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Find(param);
  1038. if (i == shaderParameters_.End() || i->second_.register_ >= MAX_CONSTANT_REGISTERS)
  1039. return;
  1040. float data[4];
  1041. data[0] = vector.x_;
  1042. data[1] = vector.y_;
  1043. data[2] = vector.z_;
  1044. data[3] = 0.0f;
  1045. if (i->second_.type_ == VS)
  1046. impl_->device_->SetVertexShaderConstantF(i->second_.register_, &data[0], 1);
  1047. else
  1048. impl_->device_->SetPixelShaderConstantF(i->second_.register_, &data[0], 1);
  1049. }
  1050. void Graphics::SetShaderParameter(StringHash param, const Matrix4& matrix)
  1051. {
  1052. HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Find(param);
  1053. if (i == shaderParameters_.End() || i->second_.register_ >= MAX_CONSTANT_REGISTERS)
  1054. return;
  1055. if (i->second_.type_ == VS)
  1056. impl_->device_->SetVertexShaderConstantF(i->second_.register_, matrix.Data(), 4);
  1057. else
  1058. impl_->device_->SetPixelShaderConstantF(i->second_.register_, matrix.Data(), 4);
  1059. }
  1060. void Graphics::SetShaderParameter(StringHash param, const Vector4& vector)
  1061. {
  1062. HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Find(param);
  1063. if (i == shaderParameters_.End() || i->second_.register_ >= MAX_CONSTANT_REGISTERS)
  1064. return;
  1065. if (i->second_.type_ == VS)
  1066. impl_->device_->SetVertexShaderConstantF(i->second_.register_, vector.Data(), 1);
  1067. else
  1068. impl_->device_->SetPixelShaderConstantF(i->second_.register_, vector.Data(), 1);
  1069. }
  1070. void Graphics::SetShaderParameter(StringHash param, const Matrix3x4& matrix)
  1071. {
  1072. HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Find(param);
  1073. if (i == shaderParameters_.End() || i->second_.register_ >= MAX_CONSTANT_REGISTERS)
  1074. return;
  1075. if (i->second_.type_ == VS)
  1076. impl_->device_->SetVertexShaderConstantF(i->second_.register_, matrix.Data(), 3);
  1077. else
  1078. impl_->device_->SetPixelShaderConstantF(i->second_.register_, matrix.Data(), 3);
  1079. }
  1080. void Graphics::SetShaderParameter(StringHash param, const Variant& value)
  1081. {
  1082. switch (value.GetType())
  1083. {
  1084. case VAR_BOOL:
  1085. SetShaderParameter(param, value.GetBool());
  1086. break;
  1087. case VAR_FLOAT:
  1088. SetShaderParameter(param, value.GetFloat());
  1089. break;
  1090. case VAR_VECTOR2:
  1091. SetShaderParameter(param, value.GetVector2());
  1092. break;
  1093. case VAR_VECTOR3:
  1094. SetShaderParameter(param, value.GetVector3());
  1095. break;
  1096. case VAR_VECTOR4:
  1097. SetShaderParameter(param, value.GetVector4());
  1098. break;
  1099. default:
  1100. // Unsupported parameter type, do nothing
  1101. break;
  1102. }
  1103. }
  1104. void Graphics::RegisterShaderParameter(StringHash param, const ShaderParameter& definition)
  1105. {
  1106. HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Find(param);
  1107. if (i == shaderParameters_.End())
  1108. {
  1109. // Define new parameter
  1110. i = shaderParameters_.Insert(MakePair(param, definition));
  1111. i->second_.register_ = M_MAX_UNSIGNED;
  1112. // Rehash the parameters to ensure minimum load factor and fast queries
  1113. shaderParameters_.Rehash(NextPowerOfTwo(shaderParameters_.Size()));
  1114. }
  1115. else
  1116. {
  1117. // Existing parameter: check that there is no conflict
  1118. if (i->second_.type_ != definition.type_)
  1119. LOGWARNING("Shader type mismatch on shader parameter " + String(param));
  1120. // The same parameter is possibly defined with different sizes in different shaders. Use the highest size
  1121. if (i->second_.regCount_ < definition.regCount_)
  1122. i->second_.regCount_ = definition.regCount_;
  1123. }
  1124. }
  1125. bool Graphics::NeedParameterUpdate(ShaderParameterGroup group, const void* source)
  1126. {
  1127. if ((unsigned)(size_t)shaderParameterSources_[group] == M_MAX_UNSIGNED || shaderParameterSources_[group] != source)
  1128. {
  1129. shaderParameterSources_[group] = source;
  1130. return true;
  1131. }
  1132. else
  1133. return false;
  1134. }
  1135. bool Graphics::HasShaderParameter(ShaderType type, StringHash param)
  1136. {
  1137. if (type == VS)
  1138. return vertexShader_ && vertexShader_->HasParameter(param);
  1139. else
  1140. return pixelShader_ && pixelShader_->HasParameter(param);
  1141. }
  1142. bool Graphics::HasTextureUnit(TextureUnit unit)
  1143. {
  1144. return pixelShader_ && pixelShader_->HasTextureUnit(unit);
  1145. }
  1146. void Graphics::ClearParameterSource(ShaderParameterGroup group)
  1147. {
  1148. shaderParameterSources_[group] = (const void*)M_MAX_UNSIGNED;
  1149. }
  1150. void Graphics::ClearParameterSources()
  1151. {
  1152. for (unsigned i = 0; i < MAX_SHADER_PARAMETER_GROUPS; ++i)
  1153. shaderParameterSources_[i] = (const void*)M_MAX_UNSIGNED;
  1154. }
  1155. void Graphics::ClearTransformSources()
  1156. {
  1157. shaderParameterSources_[SP_CAMERA] = (const void*)M_MAX_UNSIGNED;
  1158. shaderParameterSources_[SP_OBJECTTRANSFORM] = (const void*)M_MAX_UNSIGNED;
  1159. }
  1160. void Graphics::SetTexture(unsigned index, Texture* texture)
  1161. {
  1162. if (index >= MAX_TEXTURE_UNITS)
  1163. return;
  1164. // Check if texture is currently bound as a rendertarget. In that case, use its backup texture, or blank if not defined
  1165. if (texture)
  1166. {
  1167. if (renderTargets_[0] && renderTargets_[0]->GetParentTexture() == texture)
  1168. texture = texture->GetBackupTexture();
  1169. }
  1170. if (texture != textures_[index])
  1171. {
  1172. if (texture)
  1173. impl_->device_->SetTexture(index, (IDirect3DBaseTexture9*)texture->GetGPUObject());
  1174. else
  1175. impl_->device_->SetTexture(index, 0);
  1176. textures_[index] = texture;
  1177. }
  1178. if (texture)
  1179. {
  1180. TextureFilterMode filterMode = texture->GetFilterMode();
  1181. if (filterMode == FILTER_DEFAULT)
  1182. filterMode = defaultTextureFilterMode_;
  1183. D3DTEXTUREFILTERTYPE minMag, mip;
  1184. minMag = d3dMinMagFilter[filterMode];
  1185. if (minMag != impl_->minMagFilters_[index])
  1186. {
  1187. impl_->device_->SetSamplerState(index, D3DSAMP_MAGFILTER, minMag);
  1188. impl_->device_->SetSamplerState(index, D3DSAMP_MINFILTER, minMag);
  1189. impl_->minMagFilters_[index] = minMag;
  1190. }
  1191. mip = d3dMipFilter[filterMode];
  1192. if (mip != impl_->mipFilters_[index])
  1193. {
  1194. impl_->device_->SetSamplerState(index, D3DSAMP_MIPFILTER, mip);
  1195. impl_->mipFilters_[index] = mip;
  1196. }
  1197. D3DTEXTUREADDRESS u, v;
  1198. u = d3dAddressMode[texture->GetAddressMode(COORD_U)];
  1199. if (u != impl_->uAddressModes_[index])
  1200. {
  1201. impl_->device_->SetSamplerState(index, D3DSAMP_ADDRESSU, u);
  1202. impl_->uAddressModes_[index] = u;
  1203. }
  1204. v = d3dAddressMode[texture->GetAddressMode(COORD_V)];
  1205. if (v != impl_->vAddressModes_[index])
  1206. {
  1207. impl_->device_->SetSamplerState(index, D3DSAMP_ADDRESSV, v);
  1208. impl_->vAddressModes_[index] = v;
  1209. }
  1210. if (texture->GetType() == TextureCube::GetTypeStatic())
  1211. {
  1212. D3DTEXTUREADDRESS w = d3dAddressMode[texture->GetAddressMode(COORD_W)];
  1213. if (w != impl_->wAddressModes_[index])
  1214. {
  1215. impl_->device_->SetSamplerState(index, D3DSAMP_ADDRESSW, w);
  1216. impl_->wAddressModes_[index] = w;
  1217. }
  1218. }
  1219. if (u == D3DTADDRESS_BORDER || v == D3DTADDRESS_BORDER)
  1220. {
  1221. const Color& borderColor = texture->GetBorderColor();
  1222. if (borderColor != impl_->borderColors_[index])
  1223. {
  1224. impl_->device_->SetSamplerState(index, D3DSAMP_BORDERCOLOR, GetD3DColor(borderColor));
  1225. impl_->borderColors_[index] = borderColor;
  1226. }
  1227. }
  1228. if (sRGBSupport_)
  1229. {
  1230. bool sRGB = texture->GetSRGB();
  1231. if (sRGB != impl_->sRGBModes_[index])
  1232. {
  1233. impl_->device_->SetSamplerState(index, D3DSAMP_SRGBTEXTURE, sRGB ? TRUE : FALSE);
  1234. impl_->sRGBModes_[index] = sRGB;
  1235. }
  1236. }
  1237. }
  1238. }
  1239. void Graphics::SetDefaultTextureFilterMode(TextureFilterMode mode)
  1240. {
  1241. defaultTextureFilterMode_ = mode;
  1242. }
  1243. void Graphics::ResetRenderTargets()
  1244. {
  1245. for (unsigned i = 0; i < MAX_RENDERTARGETS; ++i)
  1246. SetRenderTarget(i, (RenderSurface*)0);
  1247. SetDepthStencil((RenderSurface*)0);
  1248. SetViewport(IntRect(0, 0, width_, height_));
  1249. }
  1250. void Graphics::ResetRenderTarget(unsigned index)
  1251. {
  1252. SetRenderTarget(index, (RenderSurface*)0);
  1253. }
  1254. void Graphics::ResetDepthStencil()
  1255. {
  1256. SetDepthStencil((RenderSurface*)0);
  1257. }
  1258. void Graphics::SetRenderTarget(unsigned index, RenderSurface* renderTarget)
  1259. {
  1260. if (index >= MAX_RENDERTARGETS)
  1261. return;
  1262. IDirect3DSurface9* newColorSurface = 0;
  1263. if (renderTarget)
  1264. {
  1265. if (renderTarget->GetUsage() != TEXTURE_RENDERTARGET)
  1266. return;
  1267. newColorSurface = (IDirect3DSurface9*)renderTarget->GetSurface();
  1268. }
  1269. else
  1270. {
  1271. if (!index)
  1272. newColorSurface = impl_->defaultColorSurface_;
  1273. }
  1274. renderTargets_[index] = renderTarget;
  1275. if (newColorSurface != impl_->colorSurfaces_[index])
  1276. {
  1277. impl_->device_->SetRenderTarget(index, newColorSurface);
  1278. impl_->colorSurfaces_[index] = newColorSurface;
  1279. // Setting the first rendertarget causes viewport to be reset
  1280. if (!index)
  1281. {
  1282. IntVector2 rtSize = GetRenderTargetDimensions();
  1283. viewport_ = IntRect(0, 0, rtSize.x_, rtSize.y_);
  1284. }
  1285. }
  1286. // If the rendertarget is also bound as a texture, replace with backup texture or null
  1287. if (renderTarget)
  1288. {
  1289. Texture* parentTexture = renderTarget->GetParentTexture();
  1290. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  1291. {
  1292. if (textures_[i] == parentTexture)
  1293. SetTexture(i, textures_[i]->GetBackupTexture());
  1294. }
  1295. }
  1296. // First rendertarget controls sRGB write mode
  1297. if (!index && sRGBWriteSupport_)
  1298. {
  1299. bool sRGBWrite = renderTarget ? renderTarget->GetParentTexture()->GetSRGB() : sRGB_;
  1300. if (sRGBWrite != impl_->sRGBWrite_)
  1301. {
  1302. impl_->device_->SetRenderState(D3DRS_SRGBWRITEENABLE, sRGBWrite ? TRUE : FALSE);
  1303. impl_->sRGBWrite_ = sRGBWrite;
  1304. }
  1305. }
  1306. }
  1307. void Graphics::SetRenderTarget(unsigned index, Texture2D* texture)
  1308. {
  1309. RenderSurface* renderTarget = 0;
  1310. if (texture)
  1311. renderTarget = texture->GetRenderSurface();
  1312. SetRenderTarget(index, renderTarget);
  1313. }
  1314. void Graphics::SetDepthStencil(RenderSurface* depthStencil)
  1315. {
  1316. IDirect3DSurface9* newDepthStencilSurface = 0;
  1317. if (depthStencil && depthStencil->GetUsage() == TEXTURE_DEPTHSTENCIL)
  1318. {
  1319. newDepthStencilSurface = (IDirect3DSurface9*)depthStencil->GetSurface();
  1320. depthStencil_ = depthStencil;
  1321. }
  1322. if (!newDepthStencilSurface)
  1323. {
  1324. newDepthStencilSurface = impl_->defaultDepthStencilSurface_;
  1325. depthStencil_ = 0;
  1326. }
  1327. if (newDepthStencilSurface != impl_->depthStencilSurface_)
  1328. {
  1329. impl_->device_->SetDepthStencilSurface(newDepthStencilSurface);
  1330. impl_->depthStencilSurface_ = newDepthStencilSurface;
  1331. }
  1332. }
  1333. void Graphics::SetDepthStencil(Texture2D* texture)
  1334. {
  1335. RenderSurface* depthStencil = 0;
  1336. if (texture)
  1337. depthStencil = texture->GetRenderSurface();
  1338. SetDepthStencil(depthStencil);
  1339. }
  1340. void Graphics::SetViewport(const IntRect& rect)
  1341. {
  1342. IntVector2 size = GetRenderTargetDimensions();
  1343. IntRect rectCopy = rect;
  1344. if (rectCopy.right_ <= rectCopy.left_)
  1345. rectCopy.right_ = rectCopy.left_ + 1;
  1346. if (rectCopy.bottom_ <= rectCopy.top_)
  1347. rectCopy.bottom_ = rectCopy.top_ + 1;
  1348. rectCopy.left_ = Clamp(rectCopy.left_, 0, size.x_);
  1349. rectCopy.top_ = Clamp(rectCopy.top_, 0, size.y_);
  1350. rectCopy.right_ = Clamp(rectCopy.right_, 0, size.x_);
  1351. rectCopy.bottom_ = Clamp(rectCopy.bottom_, 0, size.y_);
  1352. D3DVIEWPORT9 vp;
  1353. vp.MinZ = 0.0f;
  1354. vp.MaxZ = 1.0f;
  1355. vp.X = rectCopy.left_;
  1356. vp.Y = rectCopy.top_;
  1357. vp.Width = rectCopy.Width();
  1358. vp.Height = rectCopy.Height();
  1359. impl_->device_->SetViewport(&vp);
  1360. viewport_ = rectCopy;
  1361. // Disable scissor test, needs to be re-enabled by the user
  1362. SetScissorTest(false);
  1363. }
  1364. void Graphics::SetTextureAnisotropy(unsigned level)
  1365. {
  1366. if (level < 1)
  1367. level = 1;
  1368. if (level != textureAnisotropy_)
  1369. {
  1370. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  1371. impl_->device_->SetSamplerState(i, D3DSAMP_MAXANISOTROPY, level);
  1372. textureAnisotropy_ = level;
  1373. }
  1374. }
  1375. void Graphics::SetBlendMode(BlendMode mode)
  1376. {
  1377. if (mode != blendMode_)
  1378. {
  1379. if (d3dBlendEnable[mode] != impl_->blendEnable_)
  1380. {
  1381. impl_->device_->SetRenderState(D3DRS_ALPHABLENDENABLE, d3dBlendEnable[mode]);
  1382. impl_->blendEnable_ = d3dBlendEnable[mode];
  1383. }
  1384. if (impl_->blendEnable_)
  1385. {
  1386. if (d3dSrcBlend[mode] != impl_->srcBlend_)
  1387. {
  1388. impl_->device_->SetRenderState(D3DRS_SRCBLEND, d3dSrcBlend[mode]);
  1389. impl_->srcBlend_ = d3dSrcBlend[mode];
  1390. }
  1391. if (d3dDestBlend[mode] != impl_->destBlend_)
  1392. {
  1393. impl_->device_->SetRenderState(D3DRS_DESTBLEND, d3dDestBlend[mode]);
  1394. impl_->destBlend_ = d3dDestBlend[mode];
  1395. }
  1396. }
  1397. blendMode_ = mode;
  1398. }
  1399. }
  1400. void Graphics::SetColorWrite(bool enable)
  1401. {
  1402. if (enable != colorWrite_)
  1403. {
  1404. impl_->device_->SetRenderState(D3DRS_COLORWRITEENABLE, enable ? D3DCOLORWRITEENABLE_RED |
  1405. D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_ALPHA : 0);
  1406. colorWrite_ = enable;
  1407. }
  1408. }
  1409. void Graphics::SetCullMode(CullMode mode)
  1410. {
  1411. if (mode != cullMode_)
  1412. {
  1413. impl_->device_->SetRenderState(D3DRS_CULLMODE, d3dCullMode[mode]);
  1414. cullMode_ = mode;
  1415. }
  1416. }
  1417. void Graphics::SetDepthBias(float constantBias, float slopeScaledBias)
  1418. {
  1419. if (constantBias != constantDepthBias_)
  1420. {
  1421. impl_->device_->SetRenderState(D3DRS_DEPTHBIAS, *((DWORD*)&constantBias));
  1422. constantDepthBias_ = constantBias;
  1423. }
  1424. if (slopeScaledBias != slopeScaledDepthBias_)
  1425. {
  1426. impl_->device_->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *((DWORD*)&slopeScaledBias));
  1427. slopeScaledDepthBias_ = slopeScaledBias;
  1428. }
  1429. }
  1430. void Graphics::SetDepthTest(CompareMode mode)
  1431. {
  1432. if (mode != depthTestMode_)
  1433. {
  1434. impl_->device_->SetRenderState(D3DRS_ZFUNC, d3dCmpFunc[mode]);
  1435. depthTestMode_ = mode;
  1436. }
  1437. }
  1438. void Graphics::SetDepthWrite(bool enable)
  1439. {
  1440. if (enable != depthWrite_)
  1441. {
  1442. impl_->device_->SetRenderState(D3DRS_ZWRITEENABLE, enable ? TRUE : FALSE);
  1443. depthWrite_ = enable;
  1444. }
  1445. }
  1446. void Graphics::SetFillMode(FillMode mode)
  1447. {
  1448. if (mode != fillMode_)
  1449. {
  1450. impl_->device_->SetRenderState(D3DRS_FILLMODE, d3dFillMode[mode]);
  1451. fillMode_ = mode;
  1452. }
  1453. }
  1454. void Graphics::SetScissorTest(bool enable, const Rect& rect, bool borderInclusive)
  1455. {
  1456. // During some light rendering loops, a full rect is toggled on/off repeatedly.
  1457. // Disable scissor in that case to reduce state changes
  1458. if (rect.min_.x_ <= 0.0f && rect.min_.y_ <= 0.0f && rect.max_.x_ >= 1.0f && rect.max_.y_ >= 1.0f)
  1459. enable = false;
  1460. if (enable)
  1461. {
  1462. IntVector2 rtSize(GetRenderTargetDimensions());
  1463. IntVector2 viewSize(viewport_.Size());
  1464. IntVector2 viewPos(viewport_.left_, viewport_.top_);
  1465. IntRect intRect;
  1466. int expand = borderInclusive ? 1 : 0;
  1467. intRect.left_ = Clamp((int)((rect.min_.x_ + 1.0f) * 0.5f * viewSize.x_) + viewPos.x_, 0, rtSize.x_ - 1);
  1468. intRect.top_ = Clamp((int)((-rect.max_.y_ + 1.0f) * 0.5f * viewSize.y_) + viewPos.y_, 0, rtSize.y_ - 1);
  1469. intRect.right_ = Clamp((int)((rect.max_.x_ + 1.0f) * 0.5f * viewSize.x_) + viewPos.x_ + expand, 0, rtSize.x_);
  1470. intRect.bottom_ = Clamp((int)((-rect.min_.y_ + 1.0f) * 0.5f * viewSize.y_) + viewPos.y_ + expand, 0, rtSize.y_);
  1471. if (intRect.right_ == intRect.left_)
  1472. intRect.right_++;
  1473. if (intRect.bottom_ == intRect.top_)
  1474. intRect.bottom_++;
  1475. if (intRect.right_ < intRect.left_ || intRect.bottom_ < intRect.top_)
  1476. enable = false;
  1477. if (enable && scissorRect_ != intRect)
  1478. {
  1479. RECT d3dRect;
  1480. d3dRect.left = intRect.left_;
  1481. d3dRect.top = intRect.top_;
  1482. d3dRect.right = intRect.right_;
  1483. d3dRect.bottom = intRect.bottom_;
  1484. impl_->device_->SetScissorRect(&d3dRect);
  1485. scissorRect_ = intRect;
  1486. }
  1487. }
  1488. else
  1489. scissorRect_ = IntRect::ZERO;
  1490. if (enable != scissorTest_)
  1491. {
  1492. impl_->device_->SetRenderState(D3DRS_SCISSORTESTENABLE, enable ? TRUE : FALSE);
  1493. scissorTest_ = enable;
  1494. }
  1495. }
  1496. void Graphics::SetScissorTest(bool enable, const IntRect& rect)
  1497. {
  1498. IntVector2 rtSize(GetRenderTargetDimensions());
  1499. IntVector2 viewSize(viewport_.Size());
  1500. IntVector2 viewPos(viewport_.left_, viewport_.top_);
  1501. if (enable)
  1502. {
  1503. IntRect intRect;
  1504. intRect.left_ = Clamp(rect.left_ + viewPos.x_, 0, rtSize.x_ - 1);
  1505. intRect.top_ = Clamp(rect.top_ + viewPos.y_, 0, rtSize.y_ - 1);
  1506. intRect.right_ = Clamp(rect.right_ + viewPos.x_, 0, rtSize.x_);
  1507. intRect.bottom_ = Clamp(rect.bottom_ + viewPos.y_, 0, rtSize.y_);
  1508. if (intRect.right_ == intRect.left_)
  1509. intRect.right_++;
  1510. if (intRect.bottom_ == intRect.top_)
  1511. intRect.bottom_++;
  1512. if (intRect.right_ < intRect.left_ || intRect.bottom_ < intRect.top_)
  1513. enable = false;
  1514. if (enable && scissorRect_ != intRect)
  1515. {
  1516. RECT d3dRect;
  1517. d3dRect.left = intRect.left_;
  1518. d3dRect.top = intRect.top_;
  1519. d3dRect.right = intRect.right_;
  1520. d3dRect.bottom = intRect.bottom_;
  1521. impl_->device_->SetScissorRect(&d3dRect);
  1522. scissorRect_ = intRect;
  1523. }
  1524. }
  1525. else
  1526. scissorRect_ = IntRect::ZERO;
  1527. if (enable != scissorTest_)
  1528. {
  1529. impl_->device_->SetRenderState(D3DRS_SCISSORTESTENABLE, enable ? TRUE : FALSE);
  1530. scissorTest_ = enable;
  1531. }
  1532. }
  1533. void Graphics::SetStencilTest(bool enable, CompareMode mode, StencilOp pass, StencilOp fail, StencilOp zFail, unsigned stencilRef, unsigned compareMask, unsigned writeMask)
  1534. {
  1535. if (enable != stencilTest_)
  1536. {
  1537. impl_->device_->SetRenderState(D3DRS_STENCILENABLE, enable ? TRUE : FALSE);
  1538. stencilTest_ = enable;
  1539. }
  1540. if (enable)
  1541. {
  1542. if (mode != stencilTestMode_)
  1543. {
  1544. impl_->device_->SetRenderState(D3DRS_STENCILFUNC, d3dCmpFunc[mode]);
  1545. stencilTestMode_ = mode;
  1546. }
  1547. if (pass != stencilPass_)
  1548. {
  1549. impl_->device_->SetRenderState(D3DRS_STENCILPASS, d3dStencilOp[pass]);
  1550. stencilPass_ = pass;
  1551. }
  1552. if (fail != stencilFail_)
  1553. {
  1554. impl_->device_->SetRenderState(D3DRS_STENCILFAIL, d3dStencilOp[fail]);
  1555. stencilFail_ = fail;
  1556. }
  1557. if (zFail != stencilZFail_)
  1558. {
  1559. impl_->device_->SetRenderState(D3DRS_STENCILZFAIL, d3dStencilOp[zFail]);
  1560. stencilZFail_ = zFail;
  1561. }
  1562. if (stencilRef != stencilRef_)
  1563. {
  1564. impl_->device_->SetRenderState(D3DRS_STENCILREF, stencilRef);
  1565. stencilRef_ = stencilRef;
  1566. }
  1567. if (compareMask != stencilCompareMask_)
  1568. {
  1569. impl_->device_->SetRenderState(D3DRS_STENCILMASK, compareMask);
  1570. stencilCompareMask_ = compareMask;
  1571. }
  1572. if (writeMask != stencilWriteMask_)
  1573. {
  1574. impl_->device_->SetRenderState(D3DRS_STENCILWRITEMASK, writeMask);
  1575. stencilWriteMask_ = writeMask;
  1576. }
  1577. }
  1578. }
  1579. void Graphics::SetClipPlane(bool enable, const Plane& clipPlane, const Matrix3x4& view, const Matrix4& projection)
  1580. {
  1581. if (enable != useClipPlane_)
  1582. {
  1583. impl_->device_->SetRenderState(D3DRS_CLIPPLANEENABLE, enable ? 1 : 0);
  1584. useClipPlane_ = enable;
  1585. }
  1586. if (enable)
  1587. {
  1588. Matrix4 viewProj = projection * view;
  1589. impl_->device_->SetClipPlane(0, clipPlane.Transformed(viewProj).ToVector4().Data());
  1590. }
  1591. }
  1592. void Graphics::SetStreamFrequency(unsigned index, unsigned frequency)
  1593. {
  1594. if (index < MAX_VERTEX_STREAMS && streamFrequencies_[index] != frequency)
  1595. {
  1596. impl_->device_->SetStreamSourceFreq(index, frequency);
  1597. streamFrequencies_[index] = frequency;
  1598. }
  1599. }
  1600. void Graphics::ResetStreamFrequencies()
  1601. {
  1602. for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
  1603. {
  1604. if (streamFrequencies_[i] != 1)
  1605. {
  1606. impl_->device_->SetStreamSourceFreq(i, 1);
  1607. streamFrequencies_[i] = 1;
  1608. }
  1609. }
  1610. }
  1611. void Graphics::SetForceSM2(bool enable)
  1612. {
  1613. if (!IsInitialized())
  1614. forceSM2_ = enable;
  1615. else
  1616. LOGERROR("Force Shader Model 2 can not be changed after setting the initial screen mode");
  1617. }
  1618. void Graphics::BeginDumpShaders(const String& fileName)
  1619. {
  1620. shaderPrecache_ = new ShaderPrecache(context_, fileName);
  1621. }
  1622. void Graphics::EndDumpShaders()
  1623. {
  1624. shaderPrecache_.Reset();
  1625. }
  1626. void Graphics::PrecacheShaders(Deserializer& source)
  1627. {
  1628. PROFILE(PrecacheShaders);
  1629. ShaderPrecache::LoadShaders(this, source);
  1630. }
  1631. bool Graphics::IsInitialized() const
  1632. {
  1633. return impl_->window_ != 0 && impl_->GetDevice() != 0;
  1634. }
  1635. IntVector2 Graphics::GetWindowPosition() const
  1636. {
  1637. IntVector2 ret(IntVector2::ZERO);
  1638. if (impl_->window_)
  1639. SDL_GetWindowPosition(impl_->window_, &ret.x_, &ret.y_);
  1640. return ret;
  1641. }
  1642. PODVector<IntVector2> Graphics::GetResolutions() const
  1643. {
  1644. PODVector<IntVector2> ret;
  1645. unsigned numModes = SDL_GetNumDisplayModes(0);
  1646. for (unsigned i = 0; i < numModes; ++i)
  1647. {
  1648. SDL_DisplayMode mode;
  1649. SDL_GetDisplayMode(0, i, &mode);
  1650. int width = mode.w;
  1651. int height = mode.h;
  1652. // Store mode if unique
  1653. bool unique = true;
  1654. for (unsigned j = 0; j < ret.Size(); ++j)
  1655. {
  1656. if (ret[j].x_ == width && ret[j].y_ == height)
  1657. {
  1658. unique = false;
  1659. break;
  1660. }
  1661. }
  1662. if (unique)
  1663. ret.Push(IntVector2(width, height));
  1664. }
  1665. return ret;
  1666. }
  1667. PODVector<int> Graphics::GetMultiSampleLevels() const
  1668. {
  1669. PODVector<int> ret;
  1670. // No multisampling always supported
  1671. ret.Push(1);
  1672. if (!impl_->interface_)
  1673. return ret;
  1674. SDL_DisplayMode mode;
  1675. SDL_GetDesktopDisplayMode(0, &mode);
  1676. D3DFORMAT fullscreenFormat = SDL_BITSPERPIXEL(mode.format) == 16 ? D3DFMT_R5G6B5 : D3DFMT_X8R8G8B8;
  1677. for (unsigned i = (int)D3DMULTISAMPLE_2_SAMPLES; i < (int)D3DMULTISAMPLE_16_SAMPLES; ++i)
  1678. {
  1679. if (SUCCEEDED(impl_->interface_->CheckDeviceMultiSampleType(impl_->adapter_, impl_->deviceType_, fullscreenFormat, FALSE,
  1680. (D3DMULTISAMPLE_TYPE)i, NULL)))
  1681. ret.Push(i);
  1682. }
  1683. return ret;
  1684. }
  1685. IntVector2 Graphics::GetDesktopResolution() const
  1686. {
  1687. SDL_DisplayMode mode;
  1688. SDL_GetDesktopDisplayMode(0, &mode);
  1689. return IntVector2(mode.w, mode.h);
  1690. }
  1691. unsigned Graphics::GetFormat(CompressedFormat format) const
  1692. {
  1693. switch (format)
  1694. {
  1695. case CF_DXT1:
  1696. return D3DFMT_DXT1;
  1697. case CF_DXT3:
  1698. return D3DFMT_DXT3;
  1699. case CF_DXT5:
  1700. return D3DFMT_DXT5;
  1701. }
  1702. return 0;
  1703. }
  1704. ShaderVariation* Graphics::GetShader(ShaderType type, const String& name, const String& defines) const
  1705. {
  1706. return GetShader(type, name.CString(), defines.CString());
  1707. }
  1708. ShaderVariation* Graphics::GetShader(ShaderType type, const char* name, const char* defines) const
  1709. {
  1710. if (lastShaderName_ != name || !lastShader_)
  1711. {
  1712. ResourceCache* cache = GetSubsystem<ResourceCache>();
  1713. String fullShaderName = shaderPath_ + name + shaderExtension_;
  1714. // Try to reduce repeated error log prints because of missing shaders
  1715. if (lastShaderName_ == name && !cache->Exists(fullShaderName))
  1716. return 0;
  1717. lastShader_ = cache->GetResource<Shader>(fullShaderName);
  1718. lastShaderName_ = name;
  1719. }
  1720. return lastShader_ ? lastShader_->GetVariation(type, defines) : (ShaderVariation*)0;
  1721. }
  1722. VertexBuffer* Graphics::GetVertexBuffer(unsigned index) const
  1723. {
  1724. return index < MAX_VERTEX_STREAMS ? vertexBuffers_[index] : 0;
  1725. }
  1726. TextureUnit Graphics::GetTextureUnit(const String& name)
  1727. {
  1728. HashMap<String, TextureUnit>::Iterator i = textureUnits_.Find(name);
  1729. if (i != textureUnits_.End())
  1730. return i->second_;
  1731. else
  1732. return MAX_TEXTURE_UNITS;
  1733. }
  1734. const String& Graphics::GetTextureUnitName(TextureUnit unit)
  1735. {
  1736. for (HashMap<String, TextureUnit>::Iterator i = textureUnits_.Begin(); i != textureUnits_.End(); ++i)
  1737. {
  1738. if (i->second_ == unit)
  1739. return i->first_;
  1740. }
  1741. return String::EMPTY;
  1742. }
  1743. Texture* Graphics::GetTexture(unsigned index) const
  1744. {
  1745. return index < MAX_TEXTURE_UNITS ? textures_[index] : 0;
  1746. }
  1747. RenderSurface* Graphics::GetRenderTarget(unsigned index) const
  1748. {
  1749. return index < MAX_RENDERTARGETS ? renderTargets_[index] : 0;
  1750. }
  1751. unsigned Graphics::GetStreamFrequency(unsigned index) const
  1752. {
  1753. return index < MAX_VERTEX_STREAMS ? streamFrequencies_[index] : 0;
  1754. }
  1755. IntVector2 Graphics::GetRenderTargetDimensions() const
  1756. {
  1757. int width, height;
  1758. if (renderTargets_[0])
  1759. {
  1760. width = renderTargets_[0]->GetWidth();
  1761. height = renderTargets_[0]->GetHeight();
  1762. }
  1763. else
  1764. {
  1765. width = width_;
  1766. height = height_;
  1767. }
  1768. return IntVector2(width, height);
  1769. }
  1770. void Graphics::WindowResized()
  1771. {
  1772. if (!impl_->device_ || !impl_->window_)
  1773. return;
  1774. int newWidth, newHeight;
  1775. SDL_GetWindowSize(impl_->window_, &newWidth, &newHeight);
  1776. if (newWidth == width_ && newHeight == height_)
  1777. return;
  1778. width_ = newWidth;
  1779. height_ = newHeight;
  1780. impl_->presentParams_.BackBufferWidth = width_;
  1781. impl_->presentParams_.BackBufferHeight = height_;
  1782. ResetDevice();
  1783. // Reset rendertargets and viewport for the new screen size
  1784. ResetRenderTargets();
  1785. LOGDEBUGF("Window was resized to %dx%d", width_, height_);
  1786. using namespace ScreenMode;
  1787. VariantMap& eventData = GetEventDataMap();
  1788. eventData[P_WIDTH] = width_;
  1789. eventData[P_HEIGHT] = height_;
  1790. eventData[P_FULLSCREEN] = fullscreen_;
  1791. eventData[P_RESIZABLE] = resizable_;
  1792. eventData[P_BORDERLESS] = borderless_;
  1793. SendEvent(E_SCREENMODE, eventData);
  1794. }
  1795. void Graphics::Maximize()
  1796. {
  1797. if (!impl_->window_)
  1798. return;
  1799. SDL_MaximizeWindow(impl_->window_);
  1800. }
  1801. void Graphics::Minimize()
  1802. {
  1803. if (!impl_->window_)
  1804. return;
  1805. SDL_MinimizeWindow(impl_->window_);
  1806. }
  1807. void Graphics::AddGPUObject(GPUObject* object)
  1808. {
  1809. gpuObjects_.Push(object);
  1810. }
  1811. void Graphics::RemoveGPUObject(GPUObject* object)
  1812. {
  1813. gpuObjects_.Remove(object);
  1814. }
  1815. void* Graphics::ReserveScratchBuffer(unsigned size)
  1816. {
  1817. if (!size)
  1818. return 0;
  1819. if (size > maxScratchBufferRequest_)
  1820. maxScratchBufferRequest_ = size;
  1821. // First check for a free buffer that is large enough
  1822. for (Vector<ScratchBuffer>::Iterator i = scratchBuffers_.Begin(); i != scratchBuffers_.End(); ++i)
  1823. {
  1824. if (!i->reserved_ && i->size_ >= size)
  1825. {
  1826. i->reserved_ = true;
  1827. return i->data_.Get();
  1828. }
  1829. }
  1830. // Then check if a free buffer can be resized
  1831. for (Vector<ScratchBuffer>::Iterator i = scratchBuffers_.Begin(); i != scratchBuffers_.End(); ++i)
  1832. {
  1833. if (!i->reserved_)
  1834. {
  1835. i->data_ = new unsigned char[size];
  1836. i->size_ = size;
  1837. i->reserved_ = true;
  1838. LOGDEBUG("Resized scratch buffer to size " + String(size));
  1839. return i->data_.Get();
  1840. }
  1841. }
  1842. // Finally allocate a new buffer
  1843. ScratchBuffer newBuffer;
  1844. newBuffer.data_ = new unsigned char[size];
  1845. newBuffer.size_ = size;
  1846. newBuffer.reserved_ = true;
  1847. scratchBuffers_.Push(newBuffer);
  1848. return newBuffer.data_.Get();
  1849. LOGDEBUG("Allocated scratch buffer with size " + String(size));
  1850. }
  1851. void Graphics::FreeScratchBuffer(void* buffer)
  1852. {
  1853. if (!buffer)
  1854. return;
  1855. for (Vector<ScratchBuffer>::Iterator i = scratchBuffers_.Begin(); i != scratchBuffers_.End(); ++i)
  1856. {
  1857. if (i->reserved_ && i->data_.Get() == buffer)
  1858. {
  1859. i->reserved_ = false;
  1860. return;
  1861. }
  1862. }
  1863. LOGWARNING("Reserved scratch buffer " + ToStringHex((unsigned)(size_t)buffer) + " not found");
  1864. }
  1865. void Graphics::CleanupScratchBuffers()
  1866. {
  1867. for (Vector<ScratchBuffer>::Iterator i = scratchBuffers_.Begin(); i != scratchBuffers_.End(); ++i)
  1868. {
  1869. if (!i->reserved_ && i->size_ > maxScratchBufferRequest_ * 2)
  1870. {
  1871. i->data_ = maxScratchBufferRequest_ > 0 ? new unsigned char[maxScratchBufferRequest_] : 0;
  1872. i->size_ = maxScratchBufferRequest_;
  1873. LOGDEBUG("Resized scratch buffer to size " + String(maxScratchBufferRequest_));
  1874. }
  1875. }
  1876. maxScratchBufferRequest_ = 0;
  1877. }
  1878. unsigned Graphics::GetAlphaFormat()
  1879. {
  1880. return D3DFMT_A8;
  1881. }
  1882. unsigned Graphics::GetLuminanceFormat()
  1883. {
  1884. return D3DFMT_L8;
  1885. }
  1886. unsigned Graphics::GetLuminanceAlphaFormat()
  1887. {
  1888. return D3DFMT_A8L8;
  1889. }
  1890. unsigned Graphics::GetRGBFormat()
  1891. {
  1892. return D3DFMT_X8R8G8B8;
  1893. }
  1894. unsigned Graphics::GetRGBAFormat()
  1895. {
  1896. return D3DFMT_A8R8G8B8;
  1897. }
  1898. unsigned Graphics::GetRGBA16Format()
  1899. {
  1900. return D3DFMT_A16B16G16R16;
  1901. }
  1902. unsigned Graphics::GetRGBAFloat16Format()
  1903. {
  1904. return D3DFMT_A16B16G16R16F;
  1905. }
  1906. unsigned Graphics::GetRGBAFloat32Format()
  1907. {
  1908. return D3DFMT_A32B32G32R32F;
  1909. }
  1910. unsigned Graphics::GetRG16Format()
  1911. {
  1912. return D3DFMT_G16R16;
  1913. }
  1914. unsigned Graphics::GetRGFloat16Format()
  1915. {
  1916. return D3DFMT_G16R16F;
  1917. }
  1918. unsigned Graphics::GetRGFloat32Format()
  1919. {
  1920. return D3DFMT_G32R32F;
  1921. }
  1922. unsigned Graphics::GetFloat16Format()
  1923. {
  1924. return D3DFMT_R16F;
  1925. }
  1926. unsigned Graphics::GetFloat32Format()
  1927. {
  1928. return D3DFMT_R32F;
  1929. }
  1930. unsigned Graphics::GetLinearDepthFormat()
  1931. {
  1932. return D3DFMT_R32F;
  1933. }
  1934. unsigned Graphics::GetDepthStencilFormat()
  1935. {
  1936. return depthStencilFormat;
  1937. }
  1938. unsigned Graphics::GetFormat(const String& formatName)
  1939. {
  1940. String nameLower = formatName.ToLower().Trimmed();
  1941. if (nameLower == "a")
  1942. return GetAlphaFormat();
  1943. if (nameLower == "l")
  1944. return GetLuminanceFormat();
  1945. if (nameLower == "la")
  1946. return GetLuminanceAlphaFormat();
  1947. if (nameLower == "rgb")
  1948. return GetRGBFormat();
  1949. if (nameLower == "rgba")
  1950. return GetRGBAFormat();
  1951. if (nameLower == "rgba16")
  1952. return GetRGBA16Format();
  1953. if (nameLower == "rgba16f")
  1954. return GetRGBAFloat16Format();
  1955. if (nameLower == "rgba32f")
  1956. return GetRGBAFloat32Format();
  1957. if (nameLower == "rg16")
  1958. return GetRG16Format();
  1959. if (nameLower == "rg16f")
  1960. return GetRGFloat16Format();
  1961. if (nameLower == "rg32f")
  1962. return GetRGFloat32Format();
  1963. if (nameLower == "r16f")
  1964. return GetFloat16Format();
  1965. if (nameLower == "r32f" || nameLower == "float")
  1966. return GetFloat32Format();
  1967. if (nameLower == "lineardepth" || nameLower == "depth")
  1968. return GetLinearDepthFormat();
  1969. if (nameLower == "d24s8")
  1970. return GetDepthStencilFormat();
  1971. return GetRGBFormat();
  1972. }
  1973. bool Graphics::OpenWindow(int width, int height, bool resizable, bool borderless)
  1974. {
  1975. if (!externalWindow_)
  1976. {
  1977. unsigned flags = 0;
  1978. if (resizable)
  1979. flags |= SDL_WINDOW_RESIZABLE;
  1980. if (borderless)
  1981. flags |= SDL_WINDOW_BORDERLESS;
  1982. impl_->window_ = SDL_CreateWindow(windowTitle_.CString(), SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, width, height, flags);
  1983. }
  1984. else
  1985. impl_->window_ = SDL_CreateWindowFrom(externalWindow_, 0);
  1986. if (!impl_->window_)
  1987. {
  1988. LOGERROR("Could not create window");
  1989. return false;
  1990. }
  1991. CreateWindowIcon();
  1992. return true;
  1993. }
  1994. void Graphics::CreateWindowIcon()
  1995. {
  1996. if (windowIcon_)
  1997. {
  1998. SDL_Surface* surface = windowIcon_->GetSDLSurface();
  1999. if (surface)
  2000. {
  2001. SDL_SetWindowIcon(impl_->window_, surface);
  2002. SDL_FreeSurface(surface);
  2003. }
  2004. }
  2005. }
  2006. void Graphics::AdjustWindow(int& newWidth, int& newHeight, bool& newFullscreen, bool& newBorderless)
  2007. {
  2008. if (!externalWindow_)
  2009. {
  2010. if (!newWidth || !newHeight)
  2011. {
  2012. SDL_MaximizeWindow(impl_->window_);
  2013. SDL_GetWindowSize(impl_->window_, &newWidth, &newHeight);
  2014. }
  2015. else
  2016. SDL_SetWindowSize(impl_->window_, newWidth, newHeight);
  2017. SDL_SetWindowFullscreen(impl_->window_, newFullscreen ? SDL_TRUE : SDL_FALSE);
  2018. SDL_SetWindowBordered(impl_->window_, newBorderless ? SDL_FALSE : SDL_TRUE);
  2019. }
  2020. else
  2021. {
  2022. // If external window, must ask its dimensions instead of trying to set them
  2023. SDL_GetWindowSize(impl_->window_, &newWidth, &newHeight);
  2024. newFullscreen = false;
  2025. }
  2026. }
  2027. bool Graphics::CreateInterface()
  2028. {
  2029. impl_->interface_ = Direct3DCreate9(D3D_SDK_VERSION);
  2030. if (!impl_->interface_)
  2031. {
  2032. LOGERROR("Could not create Direct3D9 interface");
  2033. return false;
  2034. }
  2035. if (FAILED(impl_->interface_->GetDeviceCaps(impl_->adapter_, impl_->deviceType_, &impl_->deviceCaps_)))
  2036. {
  2037. LOGERROR("Could not get Direct3D capabilities");
  2038. return false;
  2039. }
  2040. if (FAILED(impl_->interface_->GetAdapterIdentifier(impl_->adapter_, 0, &impl_->adapterIdentifier_)))
  2041. {
  2042. LOGERROR("Could not get Direct3D adapter identifier");
  2043. return false;
  2044. }
  2045. if (impl_->deviceCaps_.PixelShaderVersion < D3DPS_VERSION(2, 0))
  2046. {
  2047. LOGERROR("Shader model 2.0 display adapter is required");
  2048. return false;
  2049. }
  2050. return true;
  2051. }
  2052. bool Graphics::CreateDevice(unsigned adapter, unsigned deviceType)
  2053. {
  2054. #ifdef ENABLE_LUAJIT
  2055. DWORD behaviorFlags = D3DCREATE_FPU_PRESERVE;
  2056. #else
  2057. DWORD behaviorFlags = 0;
  2058. #endif
  2059. if (impl_->deviceCaps_.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT)
  2060. {
  2061. behaviorFlags |= D3DCREATE_HARDWARE_VERTEXPROCESSING;
  2062. if (impl_->deviceCaps_.DevCaps & D3DDEVCAPS_PUREDEVICE)
  2063. behaviorFlags |= D3DCREATE_PUREDEVICE;
  2064. }
  2065. else
  2066. behaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
  2067. if (FAILED(impl_->interface_->CreateDevice(
  2068. adapter,
  2069. (D3DDEVTYPE)deviceType,
  2070. WIN_GetWindowHandle(impl_->window_),
  2071. behaviorFlags,
  2072. &impl_->presentParams_,
  2073. &impl_->device_)))
  2074. {
  2075. LOGERROR("Could not create Direct3D9 device");
  2076. return false;
  2077. }
  2078. impl_->adapter_ = adapter;
  2079. impl_->deviceType_ = (D3DDEVTYPE)deviceType;
  2080. OnDeviceReset();
  2081. LOGINFO("Created Direct3D9 device");
  2082. return true;
  2083. }
  2084. void Graphics::CheckFeatureSupport()
  2085. {
  2086. // Reset features first
  2087. lightPrepassSupport_ = false;
  2088. deferredSupport_ = false;
  2089. hardwareShadowSupport_ = false;
  2090. streamOffsetSupport_ = false;
  2091. hasSM3_ = false;
  2092. depthStencilFormat = D3DFMT_D24S8;
  2093. // Check hardware shadow map support: prefer NVIDIA style hardware depth compared shadow maps if available
  2094. shadowMapFormat_ = D3DFMT_D16;
  2095. if (impl_->CheckFormatSupport((D3DFORMAT)shadowMapFormat_, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE))
  2096. {
  2097. hardwareShadowSupport_ = true;
  2098. // Check for hires depth support
  2099. hiresShadowMapFormat_ = D3DFMT_D24X8;
  2100. if (!impl_->CheckFormatSupport((D3DFORMAT)hiresShadowMapFormat_, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE))
  2101. hiresShadowMapFormat_ = 0;
  2102. }
  2103. else
  2104. {
  2105. // ATI DF16 format needs manual depth compare in the shader
  2106. shadowMapFormat_ = MAKEFOURCC('D', 'F', '1', '6');
  2107. if (impl_->CheckFormatSupport((D3DFORMAT)shadowMapFormat_, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE))
  2108. {
  2109. // Check for hires depth support
  2110. hiresShadowMapFormat_ = MAKEFOURCC('D', 'F', '2', '4');
  2111. if (!impl_->CheckFormatSupport((D3DFORMAT)hiresShadowMapFormat_, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE))
  2112. hiresShadowMapFormat_ = 0;
  2113. }
  2114. else
  2115. {
  2116. // No shadow map support
  2117. shadowMapFormat_ = 0;
  2118. hiresShadowMapFormat_ = 0;
  2119. }
  2120. }
  2121. // Check for Intel 4 Series with an old driver, enable manual shadow map compare in that case
  2122. if (shadowMapFormat_ == D3DFMT_D16)
  2123. {
  2124. if (impl_->adapterIdentifier_.VendorId == 0x8086 && impl_->adapterIdentifier_.DeviceId == 0x2a42 &&
  2125. impl_->adapterIdentifier_.DriverVersion.QuadPart <= 0x0007000f000a05d0ULL)
  2126. hardwareShadowSupport_ = false;
  2127. }
  2128. // Check for dummy color rendertarget format used with hardware shadow maps
  2129. dummyColorFormat_ = D3DFMT_A8R8G8B8;
  2130. D3DFORMAT nullFormat = (D3DFORMAT)MAKEFOURCC('N', 'U', 'L', 'L');
  2131. if (impl_->CheckFormatSupport(nullFormat, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE))
  2132. dummyColorFormat_ = nullFormat;
  2133. else if (impl_->CheckFormatSupport(D3DFMT_R16F, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE))
  2134. dummyColorFormat_ = D3DFMT_R16F;
  2135. else if (impl_->CheckFormatSupport(D3DFMT_R5G6B5, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE))
  2136. dummyColorFormat_ = D3DFMT_R5G6B5;
  2137. else if (impl_->CheckFormatSupport(D3DFMT_A4R4G4B4, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE))
  2138. dummyColorFormat_ = D3DFMT_A4R4G4B4;
  2139. // Check for Shader Model 3
  2140. if (!forceSM2_)
  2141. {
  2142. if (impl_->deviceCaps_.VertexShaderVersion >= D3DVS_VERSION(3, 0) && impl_->deviceCaps_.PixelShaderVersion >=
  2143. D3DPS_VERSION(3, 0))
  2144. hasSM3_ = true;
  2145. }
  2146. // Check for light prepass and deferred rendering support
  2147. if (impl_->deviceCaps_.NumSimultaneousRTs >= 2 && impl_->CheckFormatSupport(D3DFMT_R32F, D3DUSAGE_RENDERTARGET,
  2148. D3DRTYPE_TEXTURE))
  2149. {
  2150. lightPrepassSupport_ = true;
  2151. if (impl_->deviceCaps_.NumSimultaneousRTs >= 4)
  2152. deferredSupport_ = true;
  2153. }
  2154. // Check for stream offset (needed for instancing)
  2155. if (impl_->deviceCaps_.DevCaps2 & D3DDEVCAPS2_STREAMOFFSET)
  2156. streamOffsetSupport_ = true;
  2157. // Check for sRGB read & write
  2158. /// \todo Should be checked for each texture format separately
  2159. sRGBSupport_ = impl_->CheckFormatSupport(D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_SRGBREAD, D3DRTYPE_TEXTURE);
  2160. sRGBWriteSupport_ = impl_->CheckFormatSupport(D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_SRGBWRITE, D3DRTYPE_TEXTURE);
  2161. SendEvent(E_GRAPHICSFEATURES);
  2162. }
  2163. void Graphics::ResetDevice()
  2164. {
  2165. OnDeviceLost();
  2166. if (SUCCEEDED(impl_->device_->Reset(&impl_->presentParams_)))
  2167. {
  2168. deviceLost_ = false;
  2169. OnDeviceReset();
  2170. }
  2171. }
  2172. void Graphics::OnDeviceLost()
  2173. {
  2174. LOGINFO("Device lost");
  2175. if (impl_->defaultColorSurface_)
  2176. {
  2177. impl_->defaultColorSurface_->Release();
  2178. impl_->defaultColorSurface_ = 0;
  2179. }
  2180. if (impl_->defaultDepthStencilSurface_)
  2181. {
  2182. impl_->defaultDepthStencilSurface_->Release();
  2183. impl_->defaultDepthStencilSurface_ = 0;
  2184. }
  2185. if (impl_->frameQuery_)
  2186. {
  2187. impl_->frameQuery_->Release();
  2188. impl_->frameQuery_ = 0;
  2189. }
  2190. for (unsigned i = 0; i < gpuObjects_.Size(); ++i)
  2191. gpuObjects_[i]->OnDeviceLost();
  2192. }
  2193. void Graphics::OnDeviceReset()
  2194. {
  2195. for (unsigned i = 0; i < gpuObjects_.Size(); ++i)
  2196. gpuObjects_[i]->OnDeviceReset();
  2197. // Get default surfaces
  2198. impl_->device_->GetRenderTarget(0, &impl_->defaultColorSurface_);
  2199. impl_->device_->GetDepthStencilSurface(&impl_->defaultDepthStencilSurface_);
  2200. // Create frame query for flushing the GPU command buffer
  2201. impl_->device_->CreateQuery(D3DQUERYTYPE_EVENT, &impl_->frameQuery_);
  2202. ResetCachedState();
  2203. }
  2204. void Graphics::ResetCachedState()
  2205. {
  2206. for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
  2207. {
  2208. vertexBuffers_[i] = 0;
  2209. streamOffsets_[i] = 0;
  2210. }
  2211. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  2212. {
  2213. textures_[i] = 0;
  2214. impl_->minMagFilters_[i] = D3DTEXF_POINT;
  2215. impl_->mipFilters_[i] = D3DTEXF_NONE;
  2216. impl_->uAddressModes_[i] = D3DTADDRESS_WRAP;
  2217. impl_->vAddressModes_[i] = D3DTADDRESS_WRAP;
  2218. impl_->wAddressModes_[i] = D3DTADDRESS_WRAP;
  2219. impl_->borderColors_[i] = Color(0.0f, 0.0f, 0.0f, 0.0f);
  2220. impl_->sRGBModes_[i] = false;
  2221. }
  2222. for (unsigned i = 0; i < MAX_RENDERTARGETS; ++i)
  2223. {
  2224. renderTargets_[i] = 0;
  2225. impl_->colorSurfaces_[i] = 0;
  2226. }
  2227. depthStencil_ = 0;
  2228. impl_->depthStencilSurface_ = 0;
  2229. viewport_ = IntRect(0, 0, width_, height_);
  2230. impl_->sRGBWrite_ = false;
  2231. for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
  2232. streamFrequencies_[i] = 1;
  2233. indexBuffer_ = 0;
  2234. vertexDeclaration_ = 0;
  2235. vertexShader_ = 0;
  2236. pixelShader_ = 0;
  2237. blendMode_ = BLEND_REPLACE;
  2238. textureAnisotropy_ = 1;
  2239. colorWrite_ = true;
  2240. cullMode_ = CULL_CCW;
  2241. constantDepthBias_ = 0.0f;
  2242. slopeScaledDepthBias_ = 0.0f;
  2243. depthTestMode_ = CMP_LESSEQUAL;
  2244. depthWrite_ = true;
  2245. fillMode_ = FILL_SOLID;
  2246. scissorTest_ = false;
  2247. scissorRect_ = IntRect::ZERO;
  2248. stencilTest_ = false;
  2249. stencilTestMode_ = CMP_ALWAYS;
  2250. stencilPass_ = OP_KEEP;
  2251. stencilFail_ = OP_KEEP;
  2252. stencilZFail_ = OP_KEEP;
  2253. stencilRef_ = 0;
  2254. stencilCompareMask_ = M_MAX_UNSIGNED;
  2255. stencilWriteMask_ = M_MAX_UNSIGNED;
  2256. useClipPlane_ = false;
  2257. impl_->blendEnable_ = FALSE;
  2258. impl_->srcBlend_ = D3DBLEND_ONE;
  2259. impl_->destBlend_ = D3DBLEND_ZERO;
  2260. queryIssued_ = false;
  2261. }
  2262. void Graphics::SetTextureUnitMappings()
  2263. {
  2264. textureUnits_["DiffMap"] = TU_DIFFUSE;
  2265. textureUnits_["DiffCubeMap"] = TU_DIFFUSE;
  2266. textureUnits_["NormalMap"] = TU_NORMAL;
  2267. textureUnits_["SpecMap"] = TU_SPECULAR;
  2268. textureUnits_["EmissiveMap"] = TU_EMISSIVE;
  2269. textureUnits_["EnvMap"] = TU_ENVIRONMENT;
  2270. textureUnits_["EnvCubeMap"] = TU_ENVIRONMENT;
  2271. textureUnits_["LightRampMap"] = TU_LIGHTRAMP;
  2272. textureUnits_["LightSpotMap"] = TU_LIGHTSHAPE;
  2273. textureUnits_["LightCubeMap"] = TU_LIGHTSHAPE;
  2274. textureUnits_["ShadowMap"] = TU_SHADOWMAP;
  2275. textureUnits_["FaceSelectCubeMap"] = TU_FACESELECT;
  2276. textureUnits_["IndirectionCubeMap"] = TU_INDIRECTION;
  2277. textureUnits_["VolumeMap"] = TU_VOLUMEMAP;
  2278. }
  2279. void RegisterGraphicsLibrary(Context* context)
  2280. {
  2281. Animation::RegisterObject(context);
  2282. Material::RegisterObject(context);
  2283. Model::RegisterObject(context);
  2284. Shader::RegisterObject(context);
  2285. Technique::RegisterObject(context);
  2286. Texture2D::RegisterObject(context);
  2287. Texture3D::RegisterObject(context);
  2288. TextureCube::RegisterObject(context);
  2289. Camera::RegisterObject(context);
  2290. Drawable::RegisterObject(context);
  2291. Light::RegisterObject(context);
  2292. StaticModel::RegisterObject(context);
  2293. StaticModelGroup::RegisterObject(context);
  2294. Skybox::RegisterObject(context);
  2295. AnimatedModel::RegisterObject(context);
  2296. AnimationController::RegisterObject(context);
  2297. BillboardSet::RegisterObject(context);
  2298. ParticleEmitter::RegisterObject(context);
  2299. CustomGeometry::RegisterObject(context);
  2300. DecalSet::RegisterObject(context);
  2301. Terrain::RegisterObject(context);
  2302. TerrainPatch::RegisterObject(context);
  2303. DebugRenderer::RegisterObject(context);
  2304. Octree::RegisterObject(context);
  2305. Zone::RegisterObject(context);
  2306. }
  2307. }