bgfx/src/renderer_d3d9.cpp

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2012-08-05 17:51:49 -04:00
/*
* Copyright 2011-2012 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "bgfx_p.h"
#if BGFX_CONFIG_RENDERER_DIRECT3D9
# include "renderer_d3d9.h"
namespace bgfx
{
static const D3DPRIMITIVETYPE s_primType[] =
{
D3DPT_TRIANGLELIST,
D3DPT_LINELIST,
D3DPT_POINTLIST,
};
static const uint32_t s_primNumVerts[] =
{
3,
2,
1,
};
static const D3DMULTISAMPLE_TYPE s_checkMsaa[] =
{
D3DMULTISAMPLE_NONE,
D3DMULTISAMPLE_2_SAMPLES,
D3DMULTISAMPLE_4_SAMPLES,
D3DMULTISAMPLE_8_SAMPLES,
D3DMULTISAMPLE_16_SAMPLES,
};
static Msaa s_msaa[] =
{
{ D3DMULTISAMPLE_NONE, 0 },
{ D3DMULTISAMPLE_2_SAMPLES, 0 },
{ D3DMULTISAMPLE_4_SAMPLES, 0 },
{ D3DMULTISAMPLE_8_SAMPLES, 0 },
{ D3DMULTISAMPLE_16_SAMPLES, 0 },
};
static const D3DBLEND s_blendFactor[] =
{
(D3DBLEND)0, // ignored
D3DBLEND_ZERO,
D3DBLEND_ONE,
D3DBLEND_SRCCOLOR,
D3DBLEND_INVSRCCOLOR,
D3DBLEND_SRCALPHA,
D3DBLEND_INVSRCALPHA,
D3DBLEND_DESTALPHA,
D3DBLEND_INVDESTALPHA,
D3DBLEND_DESTCOLOR,
D3DBLEND_INVDESTCOLOR,
D3DBLEND_SRCALPHASAT,
};
static const D3DCMPFUNC s_depthFunc[] =
{
(D3DCMPFUNC)0, // ignored
D3DCMP_LESS,
D3DCMP_LESSEQUAL,
D3DCMP_EQUAL,
D3DCMP_GREATEREQUAL,
D3DCMP_GREATER,
D3DCMP_NOTEQUAL,
D3DCMP_NEVER,
D3DCMP_ALWAYS,
};
static const D3DCULL s_cullMode[] =
{
D3DCULL_NONE,
D3DCULL_CW,
D3DCULL_CCW,
};
static const D3DFORMAT s_checkColorFormats[] =
{
D3DFMT_UNKNOWN,
D3DFMT_A8R8G8B8, D3DFMT_UNKNOWN,
D3DFMT_R32F, D3DFMT_R16F, D3DFMT_G16R16, D3DFMT_A8R8G8B8, D3DFMT_UNKNOWN,
D3DFMT_UNKNOWN, // terminator
};
static D3DFORMAT s_colorFormat[] =
{
D3DFMT_UNKNOWN, // ignored
D3DFMT_A8R8G8B8,
D3DFMT_R32F,
};
static const D3DFORMAT s_depthFormat[] =
{
D3DFMT_UNKNOWN, // ignored
D3DFMT_D24S8,
};
static const D3DTEXTUREADDRESS s_textureAddress[] =
{
D3DTADDRESS_WRAP,
D3DTADDRESS_MIRROR,
D3DTADDRESS_CLAMP,
};
static const D3DTEXTUREFILTERTYPE s_textureFilter[] =
{
D3DTEXF_LINEAR,
D3DTEXF_POINT,
D3DTEXF_ANISOTROPIC,
};
struct TextureFormatInfo
{
D3DFORMAT m_fmt;
uint8_t m_bpp;
};
static const TextureFormatInfo s_textureFormat[TextureFormat::Count] =
{
{ D3DFMT_DXT1, 1 },
{ D3DFMT_DXT3, 1 },
{ D3DFMT_DXT5, 1 },
{ D3DFMT_UNKNOWN, 0 },
{ D3DFMT_L8, 1 },
{ D3DFMT_X8R8G8B8, 4 },
{ D3DFMT_A8R8G8B8, 4 },
{ D3DFMT_A16B16G16R16, 8 },
};
static ExtendedFormat s_extendedFormats[ExtendedFormat::Count] =
{
{ D3DFMT_ATI1, 0, D3DRTYPE_TEXTURE, false },
{ D3DFMT_ATI2, 0, D3DRTYPE_TEXTURE, false },
{ D3DFMT_DF16, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, false },
{ D3DFMT_DF24, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, false },
{ D3DFMT_INST, 0, D3DRTYPE_SURFACE, false },
{ D3DFMT_INTZ, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, false },
{ D3DFMT_NULL, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, false },
{ D3DFMT_RESZ, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, false },
{ D3DFMT_RAWZ, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, false },
};
struct RendererContext
{
RendererContext()
: m_flags(BGFX_RESET_NONE)
, m_initialized(false)
, m_amd(false)
, m_nvidia(false)
, m_instancing(false)
, m_rtMsaa(false)
{
m_rt.idx = invalidHandle;
}
void init()
{
D3DFORMAT adapterFormat = D3DFMT_X8R8G8B8;
// http://msdn.microsoft.com/en-us/library/windows/desktop/bb172588%28v=vs.85%29.aspx
memset(&m_params, 0, sizeof(m_params) );
m_params.BackBufferWidth = BGFX_DEFAULT_WIDTH;
m_params.BackBufferHeight = BGFX_DEFAULT_HEIGHT;
m_params.BackBufferFormat = adapterFormat;
m_params.BackBufferCount = 1;
m_params.MultiSampleType = D3DMULTISAMPLE_NONE;
m_params.MultiSampleQuality = 0;
m_params.EnableAutoDepthStencil = TRUE;
m_params.AutoDepthStencilFormat = D3DFMT_D24S8;
m_params.Flags = D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL;
#if BX_PLATFORM_WINDOWS
m_params.FullScreen_RefreshRateInHz = 0;
m_params.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
m_params.SwapEffect = D3DSWAPEFFECT_DISCARD;
m_params.hDeviceWindow = g_bgfxHwnd;
m_params.Windowed = true;
RECT rect;
GetWindowRect(g_bgfxHwnd, &rect);
m_params.BackBufferWidth = rect.right-rect.left;
m_params.BackBufferHeight = rect.bottom-rect.top;
m_d3d9dll = LoadLibrary("d3d9.dll");
BGFX_FATAL(NULL != m_d3d9dll, Fatal::D3D9_UnableToCreateInterface, "Failed to load d3d9.dll.");
m_D3DPERF_SetMarker = (D3DPERF_SetMarkerFunc)GetProcAddress(m_d3d9dll, "D3DPERF_SetMarker");
m_D3DPERF_BeginEvent = (D3DPERF_BeginEventFunc)GetProcAddress(m_d3d9dll, "D3DPERF_BeginEvent");
m_D3DPERF_EndEvent = (D3DPERF_EndEventFunc)GetProcAddress(m_d3d9dll, "D3DPERF_EndEvent");
#if BGFX_CONFIG_RENDERER_DIRECT3D9EX
Direct3DCreate9ExFn direct3DCreate9Ex = (Direct3DCreate9ExFn)GetProcAddress(m_d3d9dll, "Direct3DCreate9Ex");
BGFX_FATAL(NULL != direct3DCreate9Ex, Fatal::D3D9_UnableToCreateInterface, "Function Direct3DCreate9Ex not found.");
direct3DCreate9Ex(D3D_SDK_VERSION, &m_d3d9);
#else
Direct3DCreate9Fn direct3DCreate9 = (Direct3DCreate9Fn)GetProcAddress(m_d3d9dll, "Direct3DCreate9");
BGFX_FATAL(NULL != direct3DCreate9, Fatal::D3D9_UnableToCreateInterface, "Function Direct3DCreate9 not found.");
m_d3d9 = direct3DCreate9(D3D_SDK_VERSION);
#endif // defined(D3D_DISABLE_9EX)
BGFX_FATAL(m_d3d9, Fatal::D3D9_UnableToCreateInterface, "Unable to create Direct3D.");
m_adapter = D3DADAPTER_DEFAULT;
m_deviceType = D3DDEVTYPE_HAL;
uint32_t adapterCount = m_d3d9->GetAdapterCount();
for (uint32_t ii = 0; ii < adapterCount; ++ii)
{
D3DADAPTER_IDENTIFIER9 identifier;
DX_CHECK(m_d3d9->GetAdapterIdentifier(ii, 0, &identifier) );
BX_TRACE("Adapter #%d", ii);
BX_TRACE("\tDriver: %s", identifier.Driver);
BX_TRACE("\tDescription: %s", identifier.Description);
BX_TRACE("\tDeviceName: %s", identifier.DeviceName);
BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
, identifier.VendorId
, identifier.DeviceId
, identifier.SubSysId
, identifier.Revision
);
#if BGFX_CONFIG_DEBUG_PERFHUD
if (0 != strstr(identifier.Description, "PerfHUD") )
{
m_adapter = ii;
m_deviceType = D3DDEVTYPE_REF;
}
#endif // BGFX_CONFIG_DEBUG_PERFHUD
}
D3DADAPTER_IDENTIFIER9 identifier;
DX_CHECK(m_d3d9->GetAdapterIdentifier(m_adapter, 0, &identifier) );
m_amd = identifier.VendorId == 0x1002;
m_nvidia = identifier.VendorId == 0x10de;
uint32_t behaviorFlags[] =
{
D3DCREATE_HARDWARE_VERTEXPROCESSING|D3DCREATE_PUREDEVICE,
D3DCREATE_MIXED_VERTEXPROCESSING,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
};
for (uint32_t ii = 0; ii < countof(behaviorFlags) && NULL == m_device; ++ii)
{
#if BGFX_CONFIG_RENDERER_DIRECT3D9EX
DX_CHECK(m_d3d9->CreateDeviceEx(m_adapter
, m_deviceType
, g_bgfxHwnd
, behaviorFlags[ii]
, &m_params
, NULL
, &m_device
) );
#else
DX_CHECK(m_d3d9->CreateDevice(m_adapter
, m_deviceType
, g_bgfxHwnd
, behaviorFlags[ii]
, &m_params
, &m_device
) );
#endif // BGFX_CONFIG_RENDERER_DIRECT3D9EX
}
BGFX_FATAL(m_device, Fatal::D3D9_UnableToCreateDevice, "Unable to create Direct3D9 device.");
DX_CHECK(m_device->GetDeviceCaps(&m_caps) );
// For shit GPUs that can create DX9 device but can't do simple stuff. GTFO!
BGFX_FATAL( (D3DPTEXTURECAPS_SQUAREONLY & m_caps.TextureCaps) == 0, Fatal::MinimumRequiredSpecs, "D3DPTEXTURECAPS_SQUAREONLY");
BGFX_FATAL( (D3DPTEXTURECAPS_MIPMAP & m_caps.TextureCaps) == D3DPTEXTURECAPS_MIPMAP, Fatal::MinimumRequiredSpecs, "D3DPTEXTURECAPS_MIPMAP");
BGFX_FATAL( (D3DPTEXTURECAPS_ALPHA & m_caps.TextureCaps) == D3DPTEXTURECAPS_ALPHA, Fatal::MinimumRequiredSpecs, "D3DPTEXTURECAPS_ALPHA");
BGFX_FATAL(m_caps.VertexShaderVersion >= D3DVS_VERSION(2, 0) && m_caps.PixelShaderVersion >= D3DPS_VERSION(2, 1)
, Fatal::MinimumRequiredSpecs
, "Shader Model Version (vs: %x, ps: %x)."
, m_caps.VertexShaderVersion
, m_caps.PixelShaderVersion
);
BGFX_FATAL(m_caps.MaxTextureWidth >= 2048 && m_caps.MaxTextureHeight >= 2048
, Fatal::MinimumRequiredSpecs
, "Maximum texture size is below 2048 (w: %d, h: %d)."
, m_caps.MaxTextureWidth
, m_caps.MaxTextureHeight
);
BX_TRACE("Max vertex shader 3.0 instr. slots: %d", m_caps.MaxVertexShader30InstructionSlots);
BX_TRACE("Max vertex shader constants: %d", m_caps.MaxVertexShaderConst);
BX_TRACE("Max fragment shader 2.0 instr. slots: %d", m_caps.PS20Caps.NumInstructionSlots);
BX_TRACE("Max fragment shader 3.0 instr. slots: %d", m_caps.MaxPixelShader30InstructionSlots);
BX_TRACE("Extended formats:");
for (uint32_t ii = 0; ii < ExtendedFormat::Count; ++ii)
{
ExtendedFormat& fmt = s_extendedFormats[ii];
fmt.m_supported = SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter, m_deviceType, adapterFormat, fmt.m_usage, fmt.m_type, fmt.m_fmt) );
const char* fourcc = (const char*)&fmt.m_fmt;
BX_TRACE("\t%2d: %c%c%c%c %s", ii, fourcc[0], fourcc[1], fourcc[2], fourcc[3], fmt.m_supported ? "supported" : "");
BX_UNUSED(fourcc);
}
m_instancing = false
|| s_extendedFormats[ExtendedFormat::Inst].m_supported
|| (m_caps.VertexShaderVersion >= D3DVS_VERSION(3, 0) )
;
if (m_amd
&& s_extendedFormats[ExtendedFormat::Inst].m_supported)
{
// ATi only
m_device->SetRenderState(D3DRS_POINTSIZE, D3DFMT_INST);
}
uint32_t index = 1;
for (const D3DFORMAT* fmt = &s_checkColorFormats[index]; *fmt != D3DFMT_UNKNOWN; ++fmt, ++index)
{
for (; *fmt != D3DFMT_UNKNOWN; ++fmt)
{
if (SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter, m_deviceType, adapterFormat, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, *fmt) ) )
{
s_colorFormat[index] = *fmt;
break;
}
}
for (; *fmt != D3DFMT_UNKNOWN; ++fmt);
}
m_fmtDepth = D3DFMT_D24S8;
#elif BX_PLATFORM_XBOX360
m_params.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
m_params.DisableAutoBackBuffer = FALSE;
m_params.DisableAutoFrontBuffer = FALSE;
m_params.FrontBufferFormat = D3DFMT_X8R8G8B8;
m_params.FrontBufferColorSpace = D3DCOLORSPACE_RGB;
m_d3d9 = Direct3DCreate9(D3D_SDK_VERSION);
BX_TRACE("Creating D3D9 %p", m_d3d9);
XVIDEO_MODE videoMode;
XGetVideoMode(&videoMode);
if (!videoMode.fIsWideScreen)
{
m_params.Flags |= D3DPRESENTFLAG_NO_LETTERBOX;
}
BX_TRACE("Creating device");
DX_CHECK(m_d3d9->CreateDevice(m_adapter
, m_deviceType
, NULL
, D3DCREATE_HARDWARE_VERTEXPROCESSING|D3DCREATE_BUFFER_2_FRAMES
, &m_params
, &m_device
) );
BX_TRACE("Device %p", m_device);
m_fmtDepth = D3DFMT_D24FS8;
#endif // BX_PLATFORM_WINDOWS
postReset();
m_initialized = true;
}
void shutdown()
{
preReset();
for (uint32_t ii = 0; ii < countof(m_indexBuffers); ++ii)
{
m_indexBuffers[ii].destroy();
}
for (uint32_t ii = 0; ii < countof(m_vertexBuffers); ++ii)
{
m_vertexBuffers[ii].destroy();
}
for (uint32_t ii = 0; ii < countof(m_vertexShaders); ++ii)
{
m_vertexShaders[ii].destroy();
}
for (uint32_t ii = 0; ii < countof(m_fragmentShaders); ++ii)
{
m_fragmentShaders[ii].destroy();
}
for (uint32_t ii = 0; ii < countof(m_textures); ++ii)
{
m_textures[ii].destroy();
}
for (uint32_t ii = 0; ii < countof(m_vertexDecls); ++ii)
{
m_vertexDecls[ii].destroy();
}
for (uint32_t ii = 0; ii < countof(m_renderTargets); ++ii)
{
m_renderTargets[ii].destroy();
}
DX_RELEASE(m_device, 0);
DX_RELEASE(m_d3d9, 0);
#if BX_PLATFORM_WINDOWS
FreeLibrary(m_d3d9dll);
#endif // BX_PLATFORM_WINDOWS
m_initialized = false;
}
void updateMsaa()
{
for (uint32_t ii = 1, last = 0; ii < countof(s_checkMsaa); ++ii)
{
D3DMULTISAMPLE_TYPE msaa = s_checkMsaa[ii];
DWORD quality;
HRESULT hr = m_d3d9->CheckDeviceMultiSampleType(m_adapter
, m_deviceType
, m_params.BackBufferFormat
, m_params.Windowed
, msaa
, &quality
);
if (SUCCEEDED(hr) )
{
s_msaa[ii].m_type = msaa;
s_msaa[ii].m_quality = uint32_imax(0, quality-1);
last = ii;
}
else
{
s_msaa[ii] = s_msaa[last];
}
}
}
void updateResolution(const Resolution& _resolution)
{
if (m_params.BackBufferWidth != _resolution.m_width
|| m_params.BackBufferHeight != _resolution.m_height
|| m_flags != _resolution.m_flags)
{
m_flags = _resolution.m_flags;
m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
m_textVideoMem.clear();
#if BX_PLATFORM_WINDOWS
D3DDEVICE_CREATION_PARAMETERS dcp;
DX_CHECK(m_device->GetCreationParameters(&dcp) );
D3DDISPLAYMODE dm;
DX_CHECK(m_d3d9->GetAdapterDisplayMode(dcp.AdapterOrdinal, &dm) );
m_params.BackBufferFormat = dm.Format;
#endif // BX_PLATFORM_WINDOWS
m_params.BackBufferWidth = _resolution.m_width;
m_params.BackBufferHeight = _resolution.m_height;
m_params.FullScreen_RefreshRateInHz = BGFX_RESET_FULLSCREEN == (m_flags&BGFX_RESET_FULLSCREEN_MASK) ? 60 : 0;
m_params.PresentationInterval = !!(m_flags&BGFX_RESET_VSYNC) ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
updateMsaa();
Msaa& msaa = s_msaa[(m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
m_params.MultiSampleType = msaa.m_type;
m_params.MultiSampleQuality = msaa.m_quality;
preReset();
DX_CHECK(m_device->Reset(&m_params) );
postReset();
}
}
void setRenderTarget(RenderTargetHandle _rt, bool _msaa = true)
{
if (_rt.idx == invalidHandle)
{
DX_CHECK(m_device->SetRenderTarget(0, m_backBufferColor) );
DX_CHECK(m_device->SetDepthStencilSurface(m_backBufferDepthStencil) );
}
else
{
RenderTarget& renderTarget = m_renderTargets[_rt.idx];
if (NULL != renderTarget.m_rt)
{
DX_CHECK(m_device->SetRenderTarget(0, renderTarget.m_rt) );
}
else
{
DX_CHECK(m_device->SetRenderTarget(0, renderTarget.m_color) );
}
DX_CHECK(m_device->SetDepthStencilSurface(NULL != renderTarget.m_depth ? renderTarget.m_depth : m_backBufferDepthStencil) );
}
if (m_rt.idx != invalidHandle
&& m_rt.idx != _rt.idx
&& m_rtMsaa)
{
RenderTarget& renderTarget = m_renderTargets[m_rt.idx];
if (!renderTarget.m_depthOnly
&& renderTarget.m_rt != NULL)
{
renderTarget.resolve();
}
}
m_rt = _rt;
m_rtMsaa = _msaa;
}
void setShaderConstantF(uint8_t _flags, uint16_t _regIndex, const float* _val, uint16_t _numRegs)
{
if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
{
DX_CHECK(m_device->SetPixelShaderConstantF(_regIndex, _val, _numRegs) );
}
else
{
DX_CHECK(m_device->SetVertexShaderConstantF(_regIndex, _val, _numRegs) );
}
}
void reset()
{
preReset();
HRESULT hr;
do
{
hr = m_device->Reset(&m_params);
} while (FAILED(hr) );
postReset();
}
bool isLost(HRESULT _hr) const
{
return D3DERR_DEVICELOST == _hr
|| D3DERR_DRIVERINTERNALERROR == _hr
#if !defined(D3D_DISABLE_9EX)
|| D3DERR_DEVICEHUNG == _hr
|| D3DERR_DEVICEREMOVED == _hr
#endif // !defined(D3D_DISABLE_9EX)
;
}
void flip()
{
if (NULL != m_device)
{
#if BGFX_CONFIG_RENDERER_DIRECT3D9EX
DX_CHECK(m_device->WaitForVBlank(0) );
#endif // BGFX_CONFIG_RENDERER_DIRECT3D9EX
HRESULT hr;
hr = m_device->Present(NULL, NULL, NULL, NULL);
#if BX_PLATFORM_WINDOWS
if (isLost(hr) )
{
do
{
do
{
hr = m_device->TestCooperativeLevel();
}
while (D3DERR_DEVICENOTRESET != hr);
reset();
hr = m_device->TestCooperativeLevel();
}
while (FAILED(hr) );
}
else if (FAILED(hr) )
{
BX_TRACE("Present failed with err 0x%08x.", hr);
}
#endif // BX_PLATFORM_
}
}
void preReset()
{
for (uint32_t stage = 0; stage < BGFX_STATE_TEX_COUNT; ++stage)
{
DX_CHECK(m_device->SetTexture(stage, NULL) );
}
DX_CHECK(m_device->SetRenderTarget(0, m_backBufferColor) );
DX_CHECK(m_device->SetDepthStencilSurface(m_backBufferDepthStencil) );
DX_CHECK(m_device->SetVertexShader(NULL) );
DX_CHECK(m_device->SetPixelShader(NULL) );
DX_CHECK(m_device->SetStreamSource(0, NULL, 0, 0) );
DX_CHECK(m_device->SetIndices(NULL) );
DX_RELEASE(m_backBufferColor, 0);
DX_RELEASE(m_backBufferDepthStencil, 0);
for (uint32_t ii = 0; ii < countof(m_indexBuffers); ++ii)
{
m_indexBuffers[ii].preReset();
}
for (uint32_t ii = 0; ii < countof(m_vertexBuffers); ++ii)
{
m_vertexBuffers[ii].preReset();
}
for (uint32_t ii = 0; ii < countof(m_renderTargets); ++ii)
{
m_renderTargets[ii].preReset();
}
}
void postReset()
{
DX_CHECK(m_device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &m_backBufferColor) );
DX_CHECK(m_device->GetDepthStencilSurface(&m_backBufferDepthStencil) );
for (uint32_t ii = 0; ii < countof(m_indexBuffers); ++ii)
{
m_indexBuffers[ii].postReset();
}
for (uint32_t ii = 0; ii < countof(m_vertexBuffers); ++ii)
{
m_vertexBuffers[ii].postReset();
}
for (uint32_t ii = 0; ii < countof(m_renderTargets); ++ii)
{
m_renderTargets[ii].postReset();
}
}
void saveScreenShot(Memory* _mem)
{
#if BX_PLATFORM_WINDOWS
IDirect3DSurface9* surface;
D3DDEVICE_CREATION_PARAMETERS dcp;
DX_CHECK(m_device->GetCreationParameters(&dcp) );
D3DDISPLAYMODE dm;
DX_CHECK(m_d3d9->GetAdapterDisplayMode(dcp.AdapterOrdinal, &dm) );
DX_CHECK(m_device->CreateOffscreenPlainSurface(dm.Width
, dm.Height
, D3DFMT_A8R8G8B8
, D3DPOOL_SCRATCH
, &surface
, NULL
) );
DX_CHECK(m_device->GetFrontBufferData(0, surface) );
D3DLOCKED_RECT rect;
DX_CHECK(surface->LockRect(&rect
, NULL
, D3DLOCK_NO_DIRTY_UPDATE|D3DLOCK_NOSYSLOCK|D3DLOCK_READONLY
) );
RECT rc;
GetClientRect(g_bgfxHwnd, &rc);
POINT point;
point.x = rc.left;
point.y = rc.top;
ClientToScreen(g_bgfxHwnd, &point);
uint8_t* data = (uint8_t*)rect.pBits;
uint32_t bpp = rect.Pitch/dm.Width;
saveTga( (const char*)_mem->data, m_params.BackBufferWidth, m_params.BackBufferHeight, rect.Pitch, &data[point.y*rect.Pitch+point.x*bpp]);
DX_CHECK(surface->UnlockRect() );
DX_RELEASE(surface, 0);
#endif // BX_PLATFORM_WINDOWS
}
#if BX_PLATFORM_WINDOWS
D3DCAPS9 m_caps;
D3DPERF_SetMarkerFunc m_D3DPERF_SetMarker;
D3DPERF_BeginEventFunc m_D3DPERF_BeginEvent;
D3DPERF_EndEventFunc m_D3DPERF_EndEvent;
#endif // BX_PLATFORM_WINDOWS
#if BGFX_CONFIG_RENDERER_DIRECT3D9EX
IDirect3D9Ex* m_d3d9;
IDirect3DDevice9Ex* m_device;
#else
IDirect3D9* m_d3d9;
IDirect3DDevice9* m_device;
#endif // BGFX_CONFIG_RENDERER_DIRECT3D9EX
IDirect3DSurface9* m_backBufferColor;
IDirect3DSurface9* m_backBufferDepthStencil;
IDirect3DVertexDeclaration9* m_instanceDataDecls[BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
HMODULE m_d3d9dll;
uint32_t m_adapter;
D3DDEVTYPE m_deviceType;
D3DPRESENT_PARAMETERS m_params;
uint32_t m_flags;
bool m_initialized;
bool m_amd;
bool m_nvidia;
bool m_instancing;
D3DFORMAT m_fmtDepth;
IndexBuffer m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
VertexBuffer m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
Shader m_vertexShaders[BGFX_CONFIG_MAX_VERTEX_SHADERS];
Shader m_fragmentShaders[BGFX_CONFIG_MAX_FRAGMENT_SHADERS];
Material m_materials[BGFX_CONFIG_MAX_MATERIALS];
Texture m_textures[BGFX_CONFIG_MAX_TEXTURES];
VertexDeclaration m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
RenderTarget m_renderTargets[BGFX_CONFIG_MAX_RENDER_TARGETS];
UniformRegistry m_uniformReg;
void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
TextVideoMem m_textVideoMem;
RenderTargetHandle m_rt;
bool m_rtMsaa;
};
static RendererContext s_renderCtx;
void IndexBuffer::create(uint32_t _size, void* _data)
{
m_size = _size;
m_dynamic = NULL == _data;
uint32_t usage = D3DUSAGE_WRITEONLY;
D3DPOOL pool = D3DPOOL_MANAGED;
if (m_dynamic)
{
usage |= D3DUSAGE_DYNAMIC;
pool = D3DPOOL_DEFAULT;
}
DX_CHECK(s_renderCtx.m_device->CreateIndexBuffer(m_size
, usage
, D3DFMT_INDEX16
, pool
, &m_ptr
, NULL
) );
if (NULL != _data)
{
update(0, _size, _data);
}
}
void IndexBuffer::preReset()
{
if (m_dynamic)
{
DX_RELEASE(m_ptr, 0);
}
}
void IndexBuffer::postReset()
{
if (m_dynamic)
{
DX_CHECK(s_renderCtx.m_device->CreateIndexBuffer(m_size
, D3DUSAGE_WRITEONLY|D3DUSAGE_DYNAMIC
, D3DFMT_INDEX16
, D3DPOOL_DEFAULT
, &m_ptr
, NULL
) );
}
}
void VertexBuffer::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle)
{
m_size = _size;
m_decl = _declHandle;
m_dynamic = NULL == _data;
uint32_t usage = D3DUSAGE_WRITEONLY;
D3DPOOL pool = D3DPOOL_MANAGED;
if (m_dynamic)
{
usage |= D3DUSAGE_DYNAMIC;
pool = D3DPOOL_DEFAULT;
}
DX_CHECK(s_renderCtx.m_device->CreateVertexBuffer(m_size
, usage
, 0
, pool
, &m_ptr
, NULL
) );
if (NULL != _data)
{
update(0, _size, _data);
}
}
void VertexBuffer::preReset()
{
if (m_dynamic)
{
DX_RELEASE(m_ptr, 0);
}
}
void VertexBuffer::postReset()
{
if (m_dynamic)
{
DX_CHECK(s_renderCtx.m_device->CreateVertexBuffer(m_size
, D3DUSAGE_WRITEONLY|D3DUSAGE_DYNAMIC
, 0
, D3DPOOL_DEFAULT
, &m_ptr
, NULL
) );
}
}
static const D3DVERTEXELEMENT9 s_attrib[Attrib::Count+1] =
{
{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
{ 0, 0, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
{ 0, 0, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 1 },
{ 0, 0, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDINDICES, 0 },
{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDWEIGHT, 0 },
{ 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
{ 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 },
{ 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2 },
{ 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3 },
{ 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4 },
{ 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 5 },
{ 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 6 },
{ 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 7 },
D3DDECL_END()
};
static D3DVERTEXELEMENT9* fillVertexDecl(D3DVERTEXELEMENT9* _out, uint32_t _count, const VertexDecl& _decl)
{
D3DVERTEXELEMENT9* elem = _out;
for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
{
if (0xff != _decl.m_attributes[attr])
{
uint8_t num;
AttribType::Enum type;
bool normalized;
_decl.decode(Attrib::Enum(attr), num, type, normalized);
memcpy(elem, &s_attrib[attr], sizeof(D3DVERTEXELEMENT9) );
D3DDECLTYPE declType = D3DDECLTYPE(elem->Type);
switch (type)
{
case AttribType::Uint8:
if (normalized)
{
declType = D3DDECLTYPE_UBYTE4N;
}
else
{
declType = D3DDECLTYPE_UBYTE4;
}
break;
case AttribType::Uint16:
if (normalized)
{
switch (num)
{
default:
case 2:
declType = D3DDECLTYPE_SHORT2N;
break;
case 4:
declType = D3DDECLTYPE_SHORT4N;
break;
}
}
else
{
switch (num)
{
default:
case 2:
declType = D3DDECLTYPE_SHORT2;
break;
case 4:
declType = D3DDECLTYPE_SHORT4;
break;
}
}
break;
case AttribType::Float:
switch (num)
{
case 1:
declType = D3DDECLTYPE_FLOAT1;
break;
case 2:
declType = D3DDECLTYPE_FLOAT2;
break;
default:
case 3:
declType = D3DDECLTYPE_FLOAT3;
break;
case 4:
declType = D3DDECLTYPE_FLOAT4;
break;
}
break;
default:
BX_CHECK(false, "Invalid attrib type.");
break;
}
elem->Type = declType;
elem->Offset = _decl.m_offset[attr];
++elem;
}
}
return elem;
}
static IDirect3DVertexDeclaration9* createVertexDecl(const VertexDecl& _decl, uint8_t _numInstanceData)
{
D3DVERTEXELEMENT9 vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
D3DVERTEXELEMENT9* elem = fillVertexDecl(vertexElements, Attrib::Count, _decl);
const D3DVERTEXELEMENT9 inst = { 1, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 };
for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
{
memcpy(elem, &inst, sizeof(D3DVERTEXELEMENT9) );
elem->UsageIndex = 8-_numInstanceData+ii;
elem->Offset = ii*16;
++elem;
}
memcpy(elem, &s_attrib[Attrib::Count], sizeof(D3DVERTEXELEMENT9) );
IDirect3DVertexDeclaration9* ptr;
DX_CHECK(s_renderCtx.m_device->CreateVertexDeclaration(vertexElements, &ptr) );
return ptr;
}
void VertexDeclaration::create(const VertexDecl& _decl)
{
memcpy(&m_decl, &_decl, sizeof(VertexDecl) );
dump(m_decl);
m_ptr = createVertexDecl(_decl, 0);
}
void Shader::create(bool _fragment, const Memory* _mem)
{
m_constantBuffer = ConstantBuffer::create(1024);
StreamRead stream(_mem->data, _mem->size);
uint16_t count;
stream.read(count);
m_numPredefined = 0;
BX_TRACE("Shader consts %d", count);
uint8_t fragmentBit = _fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
for (uint32_t ii = 0; ii < count; ++ii)
{
uint8_t nameSize;
stream.read(nameSize);
char name[256];
stream.read(&name, nameSize);
name[nameSize] = '\0';
uint8_t type;
stream.read(type);
uint8_t num;
stream.read(num);
uint16_t regIndex;
stream.read(regIndex);
uint16_t regCount;
stream.read(regCount);
const char* kind = "invalid";
const void* data = NULL;
PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
if (PredefinedUniform::Count != predefined)
{
kind = "predefined";
m_predefined[m_numPredefined].m_loc = regIndex;
m_predefined[m_numPredefined].m_count = regCount;
m_predefined[m_numPredefined].m_type = predefined|fragmentBit;
m_numPredefined++;
}
else
{
const UniformInfo* info = s_renderCtx.m_uniformReg.find(name);
BX_CHECK(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
if (NULL != info)
{
kind = "user";
data = info->m_data;
m_constantBuffer->writeUniformRef( (ConstantType::Enum)(type|fragmentBit), regIndex, data, regCount);
}
}
BX_TRACE("\t%s: %s, type %2d, num %2d, r.index %3d, r.count %2d"
, kind
, name
, type
, num
, regIndex
, regCount
);
BX_UNUSED(kind);
}
uint16_t shaderSize;
stream.read(shaderSize);
m_constantBuffer->finish();
const DWORD* code = (const DWORD*)stream.getDataPtr();
if (_fragment)
{
DX_CHECK(s_renderCtx.m_device->CreatePixelShader(code, (IDirect3DPixelShader9**)&m_ptr) );
}
else
{
DX_CHECK(s_renderCtx.m_device->CreateVertexShader(code, (IDirect3DVertexShader9**)&m_ptr) );
}
}
void Texture::createTexture(uint32_t _width, uint32_t _height, uint8_t _numMips, D3DFORMAT _fmt)
{
m_type = Texture2D;
DX_CHECK(s_renderCtx.m_device->CreateTexture(_width
, _height
, _numMips
, 0
, _fmt
, D3DPOOL_MANAGED
, (IDirect3DTexture9**)&m_ptr
, NULL
) );
BGFX_FATAL(NULL != m_ptr, Fatal::D3D9_UnableToCreateTexture, "Failed to create texture (size: %dx%d, mips: %d, fmt: 0x%08x)."
, _width
, _height
, _numMips
, _fmt
);
}
void Texture::createVolumeTexture(uint32_t _width, uint32_t _height, uint32_t _depth, uint32_t _numMips, D3DFORMAT _fmt)
{
m_type = Texture3D;
DX_CHECK(s_renderCtx.m_device->CreateVolumeTexture(_width
, _height
, _depth
, _numMips
, 0
, _fmt
, D3DPOOL_MANAGED
, (IDirect3DVolumeTexture9**)&m_ptr
, NULL
) );
BGFX_FATAL(NULL != m_ptr, Fatal::D3D9_UnableToCreateTexture, "Failed to create volume texture (size: %dx%dx%d, mips: %d, fmt: 0x%08x)."
, _width
, _height
, _depth
, _numMips
, _fmt
);
}
void Texture::createCubeTexture(uint32_t _edge, uint32_t _numMips, D3DFORMAT _fmt)
{
m_type = TextureCube;
DX_CHECK(s_renderCtx.m_device->CreateCubeTexture(_edge
, _numMips
, 0
, _fmt
, D3DPOOL_MANAGED
, (IDirect3DCubeTexture9**)&m_ptr
, NULL
) );
BGFX_FATAL(NULL != m_ptr, Fatal::D3D9_UnableToCreateTexture, "Failed to create cube texture (edge: %d, mips: %d, fmt: 0x%08x)."
, _edge
, _numMips
, _fmt
);
}
uint8_t* Texture::lock(uint8_t _side, uint8_t _lod, uint32_t& _pitch, uint32_t& _slicePitch)
{
switch (m_type)
{
case Texture2D:
{
IDirect3DTexture9* texture = (IDirect3DTexture9*)m_ptr;
D3DLOCKED_RECT rect;
DX_CHECK(texture->LockRect(_lod, &rect, NULL, 0) );
_pitch = rect.Pitch;
_slicePitch = 0;
return (uint8_t*)rect.pBits;
}
case Texture3D:
{
IDirect3DVolumeTexture9* texture = (IDirect3DVolumeTexture9*)m_ptr;
D3DLOCKED_BOX box;
DX_CHECK(texture->LockBox(_lod, &box, NULL, 0) );
_pitch = box.RowPitch;
_slicePitch = box.SlicePitch;
return (uint8_t*)box.pBits;
}
case TextureCube:
{
IDirect3DCubeTexture9* texture = (IDirect3DCubeTexture9*)m_ptr;
D3DLOCKED_RECT rect;
DX_CHECK(texture->LockRect(D3DCUBEMAP_FACES(_side), _lod, &rect, NULL, 0) );
_pitch = rect.Pitch;
_slicePitch = 0;
return (uint8_t*)rect.pBits;
}
}
BX_CHECK(false, "You should not be here.");
return NULL;
}
void Texture::unlock(uint8_t _side, uint8_t _lod)
{
switch (m_type)
{
case Texture2D:
{
IDirect3DTexture9* texture = (IDirect3DTexture9*)m_ptr;
DX_CHECK(texture->UnlockRect(_lod) );
}
return;
case Texture3D:
{
IDirect3DVolumeTexture9* texture = (IDirect3DVolumeTexture9*)m_ptr;
DX_CHECK(texture->UnlockBox(_lod) );
}
return;
case TextureCube:
{
IDirect3DCubeTexture9* texture = (IDirect3DCubeTexture9*)m_ptr;
DX_CHECK(texture->UnlockRect(D3DCUBEMAP_FACES(_side), _lod) );
}
return;
}
BX_CHECK(false, "You should not be here.");
}
void Texture::create(const Memory* _mem, uint32_t _flags)
{
m_tau = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
m_tav = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
m_taw = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
m_minFilter = s_textureFilter[(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
m_magFilter = s_textureFilter[(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
m_mipFilter = s_textureFilter[(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
m_srgb = (_flags&BGFX_TEXTURE_SRGB) == BGFX_TEXTURE_SRGB;
Dds dds;
if (parseDds(dds, _mem) )
{
uint8_t bpp = dds.m_bpp;
bool decompress = false;
if (dds.m_cubeMap)
{
createCubeTexture(dds.m_width, dds.m_numMips, s_textureFormat[dds.m_type].m_fmt);
}
else if (dds.m_depth > 1)
{
createVolumeTexture(dds.m_width, dds.m_height, dds.m_depth, dds.m_numMips, s_textureFormat[dds.m_type].m_fmt);
}
else
{
createTexture(dds.m_width, dds.m_height, dds.m_numMips, s_textureFormat[dds.m_type].m_fmt);
}
if (decompress
|| TextureFormat::Unknown < dds.m_type)
{
for (uint8_t side = 0, numSides = dds.m_cubeMap ? 6 : 1; side < numSides; ++side)
{
uint32_t width = dds.m_width;
uint32_t height = dds.m_height;
uint32_t depth = dds.m_depth;
for (uint32_t lod = 0, num = dds.m_numMips; lod < num; ++lod)
{
width = uint32_max(1, width);
height = uint32_max(1, height);
depth = uint32_max(1, depth);
Mip mip;
if (getRawImageData(dds, side, lod, _mem, mip) )
{
uint32_t pitch;
uint32_t slicePitch;
uint8_t* bits = lock(side, lod, pitch, slicePitch);
if (width != mip.m_width
|| height != mip.m_height)
{
uint32_t srcpitch = mip.m_width*bpp;
uint8_t* temp = (uint8_t*)g_realloc(NULL, srcpitch*mip.m_height);
mip.decode(temp);
uint32_t dstpitch = pitch;
for (uint32_t yy = 0; yy < height; ++yy)
{
uint8_t* src = &temp[yy*srcpitch];
uint8_t* dst = &bits[yy*dstpitch];
memcpy(dst, src, srcpitch);
}
g_free(temp);
}
else
{
mip.decode(bits);
}
unlock(side, lod);
}
width >>= 1;
height >>= 1;
depth >>= 1;
}
}
}
else
{
for (uint8_t side = 0, numSides = dds.m_cubeMap ? 6 : 1; side < numSides; ++side)
{
for (uint32_t lod = 0, num = dds.m_numMips; lod < num; ++lod)
{
Mip mip;
if (getRawImageData(dds, 0, lod, _mem, mip) )
{
uint32_t pitch;
uint32_t slicePitch;
uint8_t* dst = lock(side, lod, pitch, slicePitch);
memcpy(dst, mip.m_data, mip.m_size);
unlock(side, lod);
}
}
}
}
}
else
{
StreamRead stream(_mem->data, _mem->size);
uint32_t magic;
stream.read(magic);
if (BGFX_MAGIC == magic)
{
uint16_t width;
stream.read(width);
uint16_t height;
stream.read(height);
uint8_t bpp;
stream.read(bpp);
uint8_t numMips;
stream.read(numMips);
stream.align(16);
D3DFORMAT fmt = 1 == bpp ? D3DFMT_L8 : D3DFMT_A8R8G8B8;
createTexture(width, height, numMips, fmt);
for (uint8_t mip = 0; mip < numMips; ++mip)
{
width = uint32_max(width, 1);
height = uint32_max(height, 1);
uint32_t pitch;
uint32_t slicePitch;
uint8_t* dst = lock(0, mip, pitch, slicePitch);
stream.read(dst, width*height*bpp);
unlock(0, mip);
width >>= 1;
height >>= 1;
}
}
else
{
//
}
}
}
void Texture::commit(uint8_t _stage)
{
DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_MINFILTER, m_minFilter) );
DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_MAGFILTER, m_magFilter) );
DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_MIPFILTER, m_mipFilter) );
DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_ADDRESSU, m_tau) );
DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_ADDRESSV, m_tav) );
if (m_type == Texture3D)
{
DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_ADDRESSW, m_taw) );
}
#if BX_PLATFORM_WINDOWS
DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_SRGBTEXTURE, m_srgb) );
#endif // BX_PLATFORM_WINDOWS
DX_CHECK(s_renderCtx.m_device->SetTexture(_stage, m_ptr) );
}
void RenderTarget::create(uint16_t _width, uint16_t _height, uint32_t _flags, uint32_t _textureFlags)
{
m_width = _width;
m_height = _height;
m_flags = _flags;
m_minFilter = s_textureFilter[(_textureFlags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
m_magFilter = s_textureFilter[(_textureFlags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
createTextures();
}
void RenderTarget::createTextures()
{
if (0 != m_flags)
{
m_msaa = s_msaa[(m_flags&BGFX_RENDER_TARGET_MSAA_MASK)>>BGFX_RENDER_TARGET_MSAA_SHIFT];
uint32_t colorFormat = (m_flags&BGFX_RENDER_TARGET_COLOR_MASK)>>BGFX_RENDER_TARGET_COLOR_SHIFT;
uint32_t depthFormat = (m_flags&BGFX_RENDER_TARGET_DEPTH_MASK)>>BGFX_RENDER_TARGET_DEPTH_SHIFT;
m_depthOnly = (0 == colorFormat && 0 < depthFormat);
// CheckDeviceFormat D3DUSAGE_SRGBWRITE
if (m_depthOnly)
{
DX_CHECK(s_renderCtx.m_device->CreateRenderTarget(1
, 1
, D3DFMT_R5G6B5
, D3DMULTISAMPLE_NONE
, 0
, false
, &m_rt
, NULL
) );
BGFX_FATAL(m_rt, Fatal::D3D9_UnableToCreateRenderTarget, "Unable to create 1x1 render target.");
DX_CHECK(s_renderCtx.m_device->CreateTexture(m_width
, m_height
, 1
, D3DUSAGE_DEPTHSTENCIL
, D3DFMT_DF24 //s_depthFormat[depthFormat]
, D3DPOOL_DEFAULT
, &m_depthTexture
, NULL
) );
BGFX_FATAL(m_depthTexture, Fatal::D3D9_UnableToCreateRenderTarget, "Unable to create depth texture.");
DX_CHECK(m_depthTexture->GetSurfaceLevel(0, &m_depth) );
}
else
{
if (D3DMULTISAMPLE_NONE != m_msaa.m_type)
{
DX_CHECK(s_renderCtx.m_device->CreateRenderTarget(m_width
, m_height
, s_colorFormat[colorFormat]
, m_msaa.m_type
, m_msaa.m_quality
, false
, &m_rt
, NULL
) );
BGFX_FATAL(m_rt, Fatal::D3D9_UnableToCreateRenderTarget, "Unable to create MSAA render target.");
}
if (0 < colorFormat)
{
DX_CHECK(s_renderCtx.m_device->CreateTexture(m_width
, m_height
, 1
, D3DUSAGE_RENDERTARGET
, s_colorFormat[colorFormat]
, D3DPOOL_DEFAULT
, &m_colorTexture
, NULL
) );
BGFX_FATAL(m_colorTexture, Fatal::D3D9_UnableToCreateRenderTarget, "Unable to create color render target.");
DX_CHECK(m_colorTexture->GetSurfaceLevel(0, &m_color) );
}
if (0 < depthFormat)
{
DX_CHECK(s_renderCtx.m_device->CreateDepthStencilSurface(m_width
, m_height
, s_depthFormat[depthFormat] // s_renderCtx.m_fmtDepth
, m_msaa.m_type
, m_msaa.m_quality
, FALSE
, &m_depth
, NULL
) );
BGFX_FATAL(m_depth, Fatal::D3D9_UnableToCreateRenderTarget, "Unable to create depth stencil surface.");
}
}
}
}
void RenderTarget::destroyTextures()
{
if (0 != m_flags)
{
if (m_depthOnly)
{
DX_RELEASE(m_rt, 0);
DX_RELEASE(m_depth, 1);
DX_RELEASE(m_depthTexture, 0);
}
else
{
uint32_t colorFormat = (m_flags&BGFX_RENDER_TARGET_COLOR_MASK)>>BGFX_RENDER_TARGET_COLOR_SHIFT;
uint32_t depthFormat = (m_flags&BGFX_RENDER_TARGET_DEPTH_MASK)>>BGFX_RENDER_TARGET_DEPTH_SHIFT;
if (D3DMULTISAMPLE_NONE != m_msaa.m_type)
{
DX_RELEASE(m_rt, 0);
}
if (0 < colorFormat)
{
DX_RELEASE(m_color, 1);
DX_RELEASE(m_colorTexture, 0);
}
if (0 < depthFormat)
{
DX_RELEASE(m_depth, 0);
}
}
}
}
void RenderTarget::commit(uint8_t _stage)
{
DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_MINFILTER, m_minFilter) );
DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_MAGFILTER, m_magFilter) );
DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_MIPFILTER, D3DTEXF_POINT) );
DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP) );
DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP) );
#if BX_PLATFORM_WINDOWS
DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_SRGBTEXTURE, (m_flags&BGFX_RENDER_TARGET_SRGBWRITE) == BGFX_RENDER_TARGET_SRGBWRITE) );
#endif // BX_PLATFORM_WINDOWS
DX_CHECK(s_renderCtx.m_device->SetTexture(_stage, m_depthOnly ? m_depthTexture : m_colorTexture) );
}
void RenderTarget::resolve()
{
#if BX_PLATFORM_WINDOWS
DX_CHECK(s_renderCtx.m_device->StretchRect(m_rt
, NULL
, m_color
, NULL
, D3DTEXF_NONE
) );
#endif // BX_PLATFORM_WINDOWS
}
void ConstantBuffer::commit()
{
reset();
do
{
uint32_t opcode = read();
if (ConstantType::End == opcode)
{
break;
}
ConstantType::Enum type;
uint16_t loc;
uint16_t num;
uint16_t copy;
decodeOpcode(opcode, type, loc, num, copy);
const char* data;
if (copy)
{
data = read(g_constantTypeSize[type]*num);
}
else
{
memcpy(&data, read(sizeof(void*) ), sizeof(void*) );
}
#define CASE_IMPLEMENT_UNIFORM(_uniform, _glsuffix, _dxsuffix, _type) \
case ConstantType::_uniform: \
{ \
_type* value = (_type*)data; \
s_renderCtx.m_device->SetVertexShaderConstant##_dxsuffix(loc, value, num); \
} \
break; \
\
case ConstantType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
{ \
_type* value = (_type*)data; \
s_renderCtx.m_device->SetPixelShaderConstant##_dxsuffix(loc, value, num); \
} \
break;
switch ((int32_t)type)
{
CASE_IMPLEMENT_UNIFORM(Uniform1i, 1iv, I, int);
CASE_IMPLEMENT_UNIFORM(Uniform1f, 1fv, F, float);
CASE_IMPLEMENT_UNIFORM(Uniform1iv, 1iv, I, int);
CASE_IMPLEMENT_UNIFORM(Uniform1fv, 1fv, F, float);
CASE_IMPLEMENT_UNIFORM(Uniform2fv, 2fv, F, float);
CASE_IMPLEMENT_UNIFORM(Uniform3fv, 3fv, F, float);
CASE_IMPLEMENT_UNIFORM(Uniform4fv, 4fv, F, float);
CASE_IMPLEMENT_UNIFORM(Uniform3x3fv, Matrix3fv, F, float);
CASE_IMPLEMENT_UNIFORM(Uniform4x4fv, Matrix4fv, F, float);
case ConstantType::End:
break;
default:
BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", m_pos, opcode, type, loc, num, copy);
break;
}
#undef CASE_IMPLEMENT_UNIFORM
} while (true);
}
void TextVideoMemBlitter::setup()
{
uint32_t width = s_renderCtx.m_params.BackBufferWidth;
uint32_t height = s_renderCtx.m_params.BackBufferHeight;
RenderTargetHandle rt = BGFX_INVALID_HANDLE;
s_renderCtx.setRenderTarget(rt, false);
D3DVIEWPORT9 vp;
vp.X = 0;
vp.Y = 0;
vp.Width = width;
vp.Height = height;
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
DX_CHECK(s_renderCtx.m_device->SetViewport(&vp) );
DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_ZENABLE, FALSE) );
DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS) );
DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE) );
DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE) );
DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER) );
DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED|D3DCOLORWRITEENABLE_GREEN|D3DCOLORWRITEENABLE_BLUE) );
DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID) );
Material& material = s_renderCtx.m_materials[m_material.idx];
s_renderCtx.m_device->SetVertexShader( (IDirect3DVertexShader9*)material.m_vsh->m_ptr);
s_renderCtx.m_device->SetPixelShader( (IDirect3DPixelShader9*)material.m_fsh->m_ptr);
VertexBuffer& vb = s_renderCtx.m_vertexBuffers[m_vb->handle.idx];
VertexDeclaration& vertexDecl = s_renderCtx.m_vertexDecls[m_vb->decl.idx];
DX_CHECK(s_renderCtx.m_device->SetStreamSource(0, vb.m_ptr, 0, vertexDecl.m_decl.m_stride) );
DX_CHECK(s_renderCtx.m_device->SetVertexDeclaration(vertexDecl.m_ptr) );
IndexBuffer& ib = s_renderCtx.m_indexBuffers[m_ib->handle.idx];
DX_CHECK(s_renderCtx.m_device->SetIndices(ib.m_ptr) );
float proj[16];
matrix_ortho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
PredefinedUniform& predefined = material.m_predefined[0];
uint8_t flags = predefined.m_type;
s_renderCtx.setShaderConstantF(flags, predefined.m_loc, proj, 4);
s_renderCtx.m_textures[m_texture.idx].commit(0);
}
void TextVideoMemBlitter::render(uint32_t _numIndices)
{
uint32_t numVertices = _numIndices*4/6;
s_renderCtx.m_indexBuffers[m_ib->handle.idx].update(0, _numIndices*2, m_ib->data);
s_renderCtx.m_vertexBuffers[m_vb->handle.idx].update(0, numVertices*m_decl.m_stride, m_vb->data);
DX_CHECK(s_renderCtx.m_device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST
, 0
, 0
, numVertices
, 0
, _numIndices/3
) );
}
void Context::flip()
{
s_renderCtx.flip();
}
void Context::rendererInit()
{
s_renderCtx.init();
}
void Context::rendererShutdown()
{
s_renderCtx.shutdown();
}
void Context::rendererCreateIndexBuffer(IndexBufferHandle _handle, Memory* _mem)
{
s_renderCtx.m_indexBuffers[_handle.idx].create(_mem->size, _mem->data);
}
void Context::rendererDestroyIndexBuffer(IndexBufferHandle _handle)
{
s_renderCtx.m_indexBuffers[_handle.idx].destroy();
}
void Context::rendererCreateVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl)
{
s_renderCtx.m_vertexDecls[_handle.idx].create(_decl);
}
void Context::rendererDestroyVertexDecl(VertexDeclHandle _handle)
{
s_renderCtx.m_vertexDecls[_handle.idx].destroy();
}
void Context::rendererCreateVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle)
{
s_renderCtx.m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle);
}
void Context::rendererDestroyVertexBuffer(VertexBufferHandle _handle)
{
s_renderCtx.m_vertexBuffers[_handle.idx].destroy();
}
void Context::rendererCreateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size)
{
s_renderCtx.m_indexBuffers[_handle.idx].create(_size, NULL);
}
void Context::rendererUpdateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem)
{
s_renderCtx.m_indexBuffers[_handle.idx].update(_offset, uint32_min(_size, _mem->size), _mem->data);
}
void Context::rendererDestroyDynamicIndexBuffer(IndexBufferHandle _handle)
{
s_renderCtx.m_indexBuffers[_handle.idx].destroy();
}
void Context::rendererCreateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size)
{
VertexDeclHandle decl = BGFX_INVALID_HANDLE;
s_renderCtx.m_vertexBuffers[_handle.idx].create(_size, NULL, decl);
}
void Context::rendererUpdateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem)
{
s_renderCtx.m_vertexBuffers[_handle.idx].update(_offset, uint32_min(_size, _mem->size), _mem->data);
}
void Context::rendererDestroyDynamicVertexBuffer(VertexBufferHandle _handle)
{
s_renderCtx.m_vertexBuffers[_handle.idx].destroy();
}
void Context::rendererCreateVertexShader(VertexShaderHandle _handle, Memory* _mem)
{
s_renderCtx.m_vertexShaders[_handle.idx].create(false, _mem);
}
void Context::rendererDestroyVertexShader(VertexShaderHandle _handle)
{
s_renderCtx.m_vertexShaders[_handle.idx].destroy();
}
void Context::rendererCreateFragmentShader(FragmentShaderHandle _handle, Memory* _mem)
{
s_renderCtx.m_fragmentShaders[_handle.idx].create(true, _mem);
}
void Context::rendererDestroyFragmentShader(FragmentShaderHandle _handle)
{
s_renderCtx.m_fragmentShaders[_handle.idx].destroy();
}
void Context::rendererCreateMaterial(MaterialHandle _handle, VertexShaderHandle _vsh, FragmentShaderHandle _fsh)
{
s_renderCtx.m_materials[_handle.idx].create(s_renderCtx.m_vertexShaders[_vsh.idx], s_renderCtx.m_fragmentShaders[_fsh.idx]);
}
void Context::rendererDestroyMaterial(FragmentShaderHandle _handle)
{
s_renderCtx.m_materials[_handle.idx].destroy();
}
void Context::rendererCreateTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags)
{
s_renderCtx.m_textures[_handle.idx].create(_mem, _flags);
}
void Context::rendererDestroyTexture(TextureHandle _handle)
{
s_renderCtx.m_textures[_handle.idx].destroy();
}
void Context::rendererCreateRenderTarget(RenderTargetHandle _handle, uint16_t _width, uint16_t _height, uint32_t _flags, uint32_t _textureFlags)
{
s_renderCtx.m_renderTargets[_handle.idx].create(_width, _height, _flags, _textureFlags);
}
void Context::rendererDestroyRenderTarget(RenderTargetHandle _handle)
{
s_renderCtx.m_renderTargets[_handle.idx].destroy();
}
void Context::rendererCreateUniform(UniformHandle _handle, ConstantType::Enum _type, uint16_t _num, const char* _name)
{
uint32_t size = BX_ALIGN_16(g_constantTypeSize[_type]*_num);
void* data = g_realloc(NULL, size);
s_renderCtx.m_uniforms[_handle.idx] = data;
s_renderCtx.m_uniformReg.reg(_name, s_renderCtx.m_uniforms[_handle.idx]);
}
void Context::rendererDestroyUniform(UniformHandle _handle)
{
g_free(s_renderCtx.m_uniforms[_handle.idx]);
}
void Context::rendererSaveScreenShot(Memory* _mem)
{
s_renderCtx.saveScreenShot(_mem);
}
void Context::rendererUpdateUniform(uint16_t _loc, const void* _data, uint32_t _size)
{
memcpy(s_renderCtx.m_uniforms[_loc], _data, _size);
}
void Context::rendererSubmit()
{
IDirect3DDevice9* device = s_renderCtx.m_device;
PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), "rendererSubmit");
s_renderCtx.updateResolution(m_render->m_resolution);
device->BeginScene();
if (0 < m_render->m_iboffset)
{
TransientIndexBuffer* ib = m_render->m_transientIb;
s_renderCtx.m_indexBuffers[ib->handle.idx].update(0, m_render->m_iboffset, ib->data);
}
if (0 < m_render->m_vboffset)
{
TransientVertexBuffer* vb = m_render->m_transientVb;
s_renderCtx.m_vertexBuffers[vb->handle.idx].update(0, m_render->m_vboffset, vb->data);
}
m_render->sort();
RenderState currentState;
currentState.reset();
currentState.m_flags = BGFX_STATE_NONE;
Matrix4 viewProj[BGFX_CONFIG_MAX_VIEWS];
for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
{
matrix_mul(viewProj[ii].val, m_render->m_view[ii].val, m_render->m_proj[ii].val);
}
DX_CHECK(device->SetRenderState(D3DRS_FILLMODE, m_render->m_debug&BGFX_DEBUG_WIREFRAME ? D3DFILL_WIREFRAME : D3DFILL_SOLID) );
uint16_t materialIdx = invalidHandle;
SortKey key;
uint8_t view = 0xff;
RenderTargetHandle rt = BGFX_INVALID_HANDLE;
float alphaRef = 0.0f;
D3DPRIMITIVETYPE primType = D3DPT_TRIANGLELIST;
uint32_t primNumVerts = 3;
uint32_t statsNumPrimsSubmitted = 0;
uint32_t statsNumIndices = 0;
uint32_t statsNumInstances = 0;
uint32_t statsNumPrimsRendered = 0;
int64_t elapsed = -bx::getHPCounter();
if (0 == (m_render->m_debug&BGFX_DEBUG_IFH) )
{
for (uint32_t item = 0, numItems = m_render->m_num; item < numItems; ++item)
{
key.decode(m_render->m_sortKeys[item]);
const RenderState& state = m_render->m_renderState[m_render->m_sortValues[item] ];
const uint64_t newFlags = state.m_flags;
uint64_t changedFlags = currentState.m_flags ^ state.m_flags;
currentState.m_flags = newFlags;
if (key.m_view != view)
{
currentState.clear();
changedFlags = BGFX_STATE_MASK;
currentState.m_flags = newFlags;
PIX_ENDEVENT();
PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), "view");
view = key.m_view;
materialIdx = invalidHandle;
if (m_render->m_rt[view].idx != rt.idx)
{
rt = m_render->m_rt[view];
s_renderCtx.setRenderTarget(rt);
}
Rect& rect = m_render->m_rect[view];
D3DVIEWPORT9 vp;
vp.X = rect.m_x;
vp.Y = rect.m_y;
vp.Width = rect.m_width;
vp.Height = rect.m_height;
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
DX_CHECK(device->SetViewport(&vp) );
Clear& clear = m_render->m_clear[view];
if (BGFX_CLEAR_NONE != clear.m_flags)
{
D3DCOLOR color = 0;
DWORD flags = 0;
if (BGFX_CLEAR_COLOR_BIT & clear.m_flags)
{
flags |= D3DCLEAR_TARGET;
uint32_t rgba = clear.m_rgba;
color = D3DCOLOR_RGBA(rgba>>24, (rgba>>16)&0xff, (rgba>>8)&0xff, rgba&0xff);
DX_CHECK(device->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED|D3DCOLORWRITEENABLE_GREEN|D3DCOLORWRITEENABLE_BLUE|D3DCOLORWRITEENABLE_ALPHA) );
}
if (BGFX_CLEAR_DEPTH_BIT & clear.m_flags)
{
flags |= D3DCLEAR_ZBUFFER;
DX_CHECK(device->SetRenderState(D3DRS_ZWRITEENABLE, TRUE) );
}
if (BGFX_CLEAR_STENCIL_BIT & clear.m_flags)
{
flags |= D3DCLEAR_STENCIL;
}
if (0 != flags)
{
RECT rc;
rc.left = rect.m_x;
rc.top = rect.m_y;
rc.right = rect.m_x + rect.m_width;
rc.bottom = rect.m_y + rect.m_height;
DX_CHECK(device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE) );
DX_CHECK(device->SetScissorRect(&rc) );
DX_CHECK(device->Clear(0, NULL, flags, color, clear.m_depth, clear.m_stencil) );
DX_CHECK(device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE) );
}
}
DX_CHECK(device->SetRenderState(D3DRS_ZENABLE, TRUE) );
DX_CHECK(device->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESS) );
DX_CHECK(device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE) );
DX_CHECK(device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE) );
DX_CHECK(device->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER) );
}
if ( (BGFX_STATE_CULL_MASK|BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK
|BGFX_STATE_ALPHA_MASK|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE
|BGFX_STATE_BLEND_MASK|BGFX_STATE_ALPHA_REF_MASK|BGFX_STATE_PT_MASK
|BGFX_STATE_POINT_SIZE_MASK|BGFX_STATE_SRGBWRITE|BGFX_STATE_MSAA) & changedFlags)
{
if (BGFX_STATE_CULL_MASK & changedFlags)
{
uint32_t cull = (newFlags&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
DX_CHECK(device->SetRenderState(D3DRS_CULLMODE, s_cullMode[cull]) );
}
if (BGFX_STATE_DEPTH_WRITE & changedFlags)
{
DX_CHECK(device->SetRenderState(D3DRS_ZWRITEENABLE, !!(BGFX_STATE_DEPTH_WRITE & newFlags) ) );
}
if (BGFX_STATE_DEPTH_TEST_MASK & changedFlags)
{
uint32_t func = (newFlags&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
DX_CHECK(device->SetRenderState(D3DRS_ZENABLE, 0 != func) );
if (0 != func)
{
DX_CHECK(device->SetRenderState(D3DRS_ZFUNC, s_depthFunc[func]) );
}
}
if ( (BGFX_STATE_ALPHA_TEST|BGFX_STATE_ALPHA_REF_MASK) & changedFlags)
{
uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
alphaRef = ref/255.0f;
DX_CHECK(device->SetRenderState(D3DRS_ALPHAREF, ref) );
DX_CHECK(device->SetRenderState(D3DRS_ALPHATESTENABLE, !!(BGFX_STATE_ALPHA_TEST & newFlags) ) );
}
if ( (BGFX_STATE_PT_POINTS|BGFX_STATE_POINT_SIZE_MASK) & changedFlags)
{
DX_CHECK(device->SetRenderState(D3DRS_POINTSIZE, castfu( (float)( (newFlags&BGFX_STATE_POINT_SIZE_MASK)>>BGFX_STATE_POINT_SIZE_SHIFT) ) ) );
}
#if BX_PLATFORM_WINDOWS
if (BGFX_STATE_SRGBWRITE & changedFlags)
{
DX_CHECK(device->SetRenderState(D3DRS_SRGBWRITEENABLE, (newFlags&BGFX_STATE_SRGBWRITE) == BGFX_STATE_SRGBWRITE) );
}
#endif // BX_PLATFORM_WINDOWS
if (BGFX_STATE_MSAA & changedFlags)
{
DX_CHECK(device->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, (newFlags&BGFX_STATE_MSAA) == BGFX_STATE_MSAA) );
}
if ( (BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE) & changedFlags)
{
uint32_t writeEnable = (newFlags&BGFX_STATE_ALPHA_WRITE) ? D3DCOLORWRITEENABLE_ALPHA : 0;
writeEnable |= (newFlags&BGFX_STATE_RGB_WRITE) ? D3DCOLORWRITEENABLE_RED|D3DCOLORWRITEENABLE_GREEN|D3DCOLORWRITEENABLE_BLUE : 0;
DX_CHECK(device->SetRenderState(D3DRS_COLORWRITEENABLE, writeEnable) );
}
if (BGFX_STATE_BLEND_MASK & changedFlags)
{
bool alphaBlendEnabled = !!(BGFX_STATE_BLEND_MASK & newFlags);
DX_CHECK(device->SetRenderState(D3DRS_ALPHABLENDENABLE, alphaBlendEnabled) );
// DX_CHECK(device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, alphaBlendEnabled) );
if (alphaBlendEnabled)
{
uint32_t blend = (newFlags&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT;
uint32_t src = blend&0xf;
uint32_t dst = (blend>>4)&0xf;
DX_CHECK(device->SetRenderState(D3DRS_SRCBLEND, s_blendFactor[src]) );
DX_CHECK(device->SetRenderState(D3DRS_DESTBLEND, s_blendFactor[dst]) );
// DX_CHECK(device->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_SRCALPHA) );
// DX_CHECK(device->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA) );
}
}
uint8_t primIndex = uint8_t( (newFlags&BGFX_STATE_PT_MASK)>>BGFX_STATE_PT_SHIFT);
primType = s_primType[primIndex];
primNumVerts = s_primNumVerts[primIndex];
}
bool materialChanged = false;
bool constantsChanged = state.m_constBegin < state.m_constEnd;
rendererUpdateUniforms(m_render->m_constantBuffer, state.m_constBegin, state.m_constEnd);
if (key.m_material != materialIdx)
{
materialIdx = key.m_material;
if (invalidHandle == materialIdx)
{
device->SetVertexShader(NULL);
device->SetPixelShader(NULL);
}
else
{
Material& material = s_renderCtx.m_materials[materialIdx];
device->SetVertexShader( (IDirect3DVertexShader9*)material.m_vsh->m_ptr);
device->SetPixelShader( (IDirect3DPixelShader9*)material.m_fsh->m_ptr);
}
materialChanged =
constantsChanged = true;
}
if (invalidHandle != materialIdx)
{
Material& material = s_renderCtx.m_materials[materialIdx];
if (constantsChanged)
{
Material& material = s_renderCtx.m_materials[materialIdx];
material.m_vsh->m_constantBuffer->commit();
material.m_fsh->m_constantBuffer->commit();
}
for (uint32_t ii = 0, num = material.m_numPredefined; ii < num; ++ii)
{
PredefinedUniform& predefined = material.m_predefined[ii];
uint8_t flags = predefined.m_type&BGFX_UNIFORM_FRAGMENTBIT;
switch (predefined.m_type&(~BGFX_UNIFORM_FRAGMENTBIT) )
{
case PredefinedUniform::ViewRect:
{
float rect[4];
rect[0] = m_render->m_rect[view].m_x;
rect[1] = m_render->m_rect[view].m_y;
rect[2] = m_render->m_rect[view].m_width;
rect[3] = m_render->m_rect[view].m_height;
s_renderCtx.setShaderConstantF(flags, predefined.m_loc, &rect[0], 1);
}
break;
case PredefinedUniform::ViewTexel:
{
float rect[4];
rect[0] = 1.0f/float(m_render->m_rect[view].m_width);
rect[1] = 1.0f/float(m_render->m_rect[view].m_height);
s_renderCtx.setShaderConstantF(flags, predefined.m_loc, &rect[0], 1);
}
break;
case PredefinedUniform::View:
{
s_renderCtx.setShaderConstantF(flags, predefined.m_loc, m_render->m_view[view].val, uint32_min(4, predefined.m_count) );
}
break;
case PredefinedUniform::ViewProj:
{
s_renderCtx.setShaderConstantF(flags, predefined.m_loc, viewProj[view].val, uint32_min(4, predefined.m_count) );
}
break;
case PredefinedUniform::Model:
{
const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
s_renderCtx.setShaderConstantF(flags, predefined.m_loc, model.val, uint32_min(state.m_num*4, predefined.m_count) );
}
break;
case PredefinedUniform::ModelViewProj:
{
Matrix4 modelViewProj;
const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
matrix_mul(modelViewProj.val, model.val, viewProj[view].val);
s_renderCtx.setShaderConstantF(flags, predefined.m_loc, modelViewProj.val, uint32_min(4, predefined.m_count) );
}
break;
case PredefinedUniform::ModelViewProjX:
{
const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
static const BX_ALIGN_STRUCT_16(float) s_bias[16] =
{
0.5f, 0.0f, 0.0f, 0.0f,
0.0f, 0.5f, 0.0f, 0.0f,
0.0f, 0.0f, 0.5f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f,
};
uint8_t other = m_render->m_other[view];
Matrix4 viewProjBias;
matrix_mul(viewProjBias.val, viewProj[other].val, s_bias);
Matrix4 modelViewProj;
matrix_mul(modelViewProj.val, model.val, viewProjBias.val);
s_renderCtx.setShaderConstantF(flags, predefined.m_loc, modelViewProj.val, uint32_min(4, predefined.m_count) );
}
break;
case PredefinedUniform::ViewProjX:
{
static const BX_ALIGN_STRUCT_16(float) s_bias[16] =
{
0.5f, 0.0f, 0.0f, 0.0f,
0.0f, 0.5f, 0.0f, 0.0f,
0.0f, 0.0f, 0.5f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f,
};
uint8_t other = m_render->m_other[view];
Matrix4 viewProjBias;
matrix_mul(viewProjBias.val, viewProj[other].val, s_bias);
s_renderCtx.setShaderConstantF(flags, predefined.m_loc, viewProjBias.val, uint32_min(4, predefined.m_count) );
}
break;
case PredefinedUniform::AlphaRef:
{
s_renderCtx.setShaderConstantF(flags, predefined.m_loc, &alphaRef, 1);
}
break;
default:
BX_CHECK(false, "predefined %d not handled", predefined.m_type);
break;
}
}
}
// if (BGFX_STATE_TEX_MASK & changedFlags)
{
uint64_t flag = BGFX_STATE_TEX0;
for (uint32_t stage = 0; stage < BGFX_STATE_TEX_COUNT; ++stage)
{
const Sampler& sampler = state.m_sampler[stage];
Sampler& current = currentState.m_sampler[stage];
if (current.m_idx != sampler.m_idx
|| current.m_flags != sampler.m_flags
|| materialChanged)
{
if (invalidHandle != sampler.m_idx)
{
switch (sampler.m_flags&BGFX_SAMPLER_TYPE_MASK)
{
case BGFX_SAMPLER_TEXTURE:
s_renderCtx.m_textures[sampler.m_idx].commit(stage);
break;
case BGFX_SAMPLER_RENDERTARGET_COLOR:
s_renderCtx.m_renderTargets[sampler.m_idx].commit(stage);
break;
case BGFX_SAMPLER_RENDERTARGET_DEPTH:
// id = s_renderCtx.m_renderTargets[sampler.m_idx].m_depth.m_id;
break;
}
}
else
{
DX_CHECK(device->SetTexture(stage, NULL) );
}
}
current = sampler;
flag <<= 1;
}
}
if (currentState.m_vertexBuffer.idx != state.m_vertexBuffer.idx || materialChanged)
{
currentState.m_vertexBuffer = state.m_vertexBuffer;
uint16_t handle = state.m_vertexBuffer.idx;
if (invalidHandle != handle)
{
const VertexBuffer& vb = s_renderCtx.m_vertexBuffers[handle];
uint16_t decl = vb.m_decl.idx == invalidHandle ? state.m_vertexDecl.idx : vb.m_decl.idx;
const VertexDeclaration& vertexDecl = s_renderCtx.m_vertexDecls[decl];
DX_CHECK(device->SetStreamSource(0, vb.m_ptr, 0, vertexDecl.m_decl.m_stride) );
if (invalidHandle != state.m_instanceDataBuffer.idx
&& s_renderCtx.m_instancing)
{
const VertexBuffer& inst = s_renderCtx.m_vertexBuffers[state.m_instanceDataBuffer.idx];
DX_CHECK(device->SetStreamSourceFreq(0, D3DSTREAMSOURCE_INDEXEDDATA|state.m_numInstances) );
DX_CHECK(device->SetStreamSourceFreq(1, D3DSTREAMSOURCE_INSTANCEDATA|1) );
DX_CHECK(device->SetStreamSource(1, inst.m_ptr, state.m_instanceDataOffset, state.m_instanceDataStride) );
IDirect3DVertexDeclaration9* ptr = createVertexDecl(vertexDecl.m_decl, state.m_instanceDataStride/16);
DX_CHECK(device->SetVertexDeclaration(ptr) );
DX_RELEASE(ptr, 0);
}
else
{
DX_CHECK(device->SetStreamSourceFreq(0, 1) );
DX_CHECK(device->SetStreamSource(1, NULL, 0, 0) );
DX_CHECK(device->SetVertexDeclaration(vertexDecl.m_ptr) );
}
}
else
{
DX_CHECK(device->SetStreamSource(0, NULL, 0, 0) );
DX_CHECK(device->SetStreamSource(1, NULL, 0, 0) );
}
}
if (currentState.m_indexBuffer.idx != state.m_indexBuffer.idx)
{
currentState.m_indexBuffer = state.m_indexBuffer;
uint16_t handle = state.m_indexBuffer.idx;
if (invalidHandle != handle)
{
IndexBuffer& ib = s_renderCtx.m_indexBuffers[handle];
DX_CHECK(device->SetIndices(ib.m_ptr) );
}
else
{
DX_CHECK(device->SetIndices(NULL) );
}
}
if (invalidHandle != currentState.m_vertexBuffer.idx)
{
uint32_t numVertices = state.m_numVertices;
if (UINT32_C(0xffffffff) == numVertices)
{
VertexBuffer& vb = s_renderCtx.m_vertexBuffers[currentState.m_vertexBuffer.idx];
uint16_t decl = vb.m_decl.idx == invalidHandle ? state.m_vertexDecl.idx : vb.m_decl.idx;
VertexDeclaration& vertexDecl = s_renderCtx.m_vertexDecls[decl];
numVertices = vb.m_size/vertexDecl.m_decl.m_stride;
}
uint32_t numIndices = 0;
uint32_t numPrimsSubmitted = 0;
uint32_t numInstances = 0;
uint32_t numPrimsRendered = 0;
if (invalidHandle != state.m_indexBuffer.idx)
{
if (BGFX_DRAW_WHOLE_INDEX_BUFFER == state.m_startIndex)
{
numIndices = s_renderCtx.m_indexBuffers[state.m_indexBuffer.idx].m_size/2;
numPrimsSubmitted = numIndices/primNumVerts;
numInstances = state.m_numInstances;
numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
DX_CHECK(device->DrawIndexedPrimitive(primType
, state.m_startVertex
, 0
, numVertices
, 0
, numPrimsSubmitted
) );
}
else if (primNumVerts <= state.m_numIndices)
{
numIndices = state.m_numIndices;
numPrimsSubmitted = numIndices/primNumVerts;
numInstances = state.m_numInstances;
numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
DX_CHECK(device->DrawIndexedPrimitive(primType
, state.m_startVertex
, 0
, numVertices
, state.m_startIndex
, numPrimsSubmitted
) );
}
}
else
{
numPrimsSubmitted = numVertices/primNumVerts;
numInstances = state.m_numInstances;
numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
DX_CHECK(device->DrawPrimitive(primType
, state.m_startVertex
, numPrimsSubmitted
) );
}
statsNumPrimsSubmitted += numPrimsSubmitted;
statsNumIndices += numIndices;
statsNumInstances += numInstances;
statsNumPrimsRendered += numPrimsRendered;
}
}
PIX_ENDEVENT();
}
int64_t now = bx::getHPCounter();
elapsed += now;
static int64_t last = now;
int64_t frameTime = now - last;
last = now;
static int64_t min = frameTime;
static int64_t max = frameTime;
min = min > frameTime ? frameTime : min;
max = max < frameTime ? frameTime : max;
if (m_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
{
PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), "debugstats");
TextVideoMem& tvm = s_renderCtx.m_textVideoMem;
static int64_t next = now;
if (now >= next)
{
next = now + bx::getHPFrequency();
double freq = double(bx::getHPFrequency() );
double toMs = 1000.0/freq;
double elapsedCpuMs = double(elapsed)*toMs;
tvm.clear();
uint16_t pos = 10;
tvm.printf(0, 0, 0x8f, " " BGFX_RENDERER_NAME " ");
tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS"
, double(frameTime)*toMs
, double(min)*toMs
, double(max)*toMs
, freq/frameTime
);
tvm.printf(10, pos++, 0x8e, " Draw calls: %4d / CPU %3.4f [ms]"
, m_render->m_num
, elapsedCpuMs
);
tvm.printf(10, pos++, 0x8e, " Prims: %7d (#inst: %5d), submitted: %7d"
, statsNumPrimsRendered
, statsNumInstances
, statsNumPrimsSubmitted
);
tvm.printf(10, pos++, 0x8e, " Indices: %7d", statsNumIndices);
tvm.printf(10, pos++, 0x8e, " DVB size: %7d", m_render->m_vboffset);
tvm.printf(10, pos++, 0x8e, " DIB size: %7d", m_render->m_iboffset);
uint8_t attr[2] = { 0x89, 0x8a };
uint8_t attrIndex = m_render->m_waitSubmit < m_render->m_waitRender;
tvm.printf(10, pos++, attr[attrIndex&1], "Submit wait: %3.4f [ms]", m_render->m_waitSubmit*toMs);
tvm.printf(10, pos++, attr[(attrIndex+1)&1], "Render wait: %3.4f [ms]", m_render->m_waitRender*toMs);
min = frameTime;
max = frameTime;
}
m_textVideoMemBlitter.blit(tvm);
PIX_ENDEVENT();
}
else if (m_render->m_debug & BGFX_DEBUG_TEXT)
{
PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), "debugtext");
m_textVideoMemBlitter.blit(m_render->m_textVideoMem);
PIX_ENDEVENT();
}
device->EndScene();
}
}
#endif // BGFX_CONFIG_RENDERER_DIRECT3D9