bgfx/src/renderer_d3d9.cpp

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/*
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* Copyright 2011-2014 Branimir Karadzic. All rights reserved.
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* 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 wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][256];
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static const D3DPRIMITIVETYPE s_primType[] =
{
D3DPT_TRIANGLELIST,
D3DPT_LINELIST,
D3DPT_POINTLIST,
};
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 },
};
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struct Blend
{
D3DBLEND m_src;
D3DBLEND m_dst;
bool m_factor;
};
static const Blend s_blendFactor[] =
{
{ (D3DBLEND)0, (D3DBLEND)0, false }, // ignored
{ D3DBLEND_ZERO, D3DBLEND_ZERO, false },
{ D3DBLEND_ONE, D3DBLEND_ONE, false },
{ D3DBLEND_SRCCOLOR, D3DBLEND_SRCCOLOR, false },
{ D3DBLEND_INVSRCCOLOR, D3DBLEND_INVSRCCOLOR, false },
{ D3DBLEND_SRCALPHA, D3DBLEND_SRCALPHA, false },
{ D3DBLEND_INVSRCALPHA, D3DBLEND_INVSRCALPHA, false },
{ D3DBLEND_DESTALPHA, D3DBLEND_DESTALPHA, false },
{ D3DBLEND_INVDESTALPHA, D3DBLEND_INVDESTALPHA, false },
{ D3DBLEND_DESTCOLOR, D3DBLEND_DESTCOLOR, false },
{ D3DBLEND_INVDESTCOLOR, D3DBLEND_INVDESTCOLOR, false },
{ D3DBLEND_SRCALPHASAT, D3DBLEND_ONE, false },
{ D3DBLEND_BLENDFACTOR, D3DBLEND_BLENDFACTOR, true },
{ D3DBLEND_INVBLENDFACTOR, D3DBLEND_INVBLENDFACTOR, true },
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};
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static const D3DBLENDOP s_blendEquation[] =
{
D3DBLENDOP_ADD,
D3DBLENDOP_SUBTRACT,
D3DBLENDOP_REVSUBTRACT,
D3DBLENDOP_MIN,
D3DBLENDOP_MAX,
};
static const D3DCMPFUNC s_cmpFunc[] =
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{
(D3DCMPFUNC)0, // ignored
D3DCMP_LESS,
D3DCMP_LESSEQUAL,
D3DCMP_EQUAL,
D3DCMP_GREATEREQUAL,
D3DCMP_GREATER,
D3DCMP_NOTEQUAL,
D3DCMP_NEVER,
D3DCMP_ALWAYS,
};
static const D3DSTENCILOP s_stencilOp[] =
{
D3DSTENCILOP_ZERO,
D3DSTENCILOP_KEEP,
D3DSTENCILOP_REPLACE,
D3DSTENCILOP_INCR,
D3DSTENCILOP_INCRSAT,
D3DSTENCILOP_DECR,
D3DSTENCILOP_DECRSAT,
D3DSTENCILOP_INVERT,
};
static const D3DRENDERSTATETYPE s_stencilFuncRs[] =
{
D3DRS_STENCILFUNC,
D3DRS_CCW_STENCILFUNC,
};
static const D3DRENDERSTATETYPE s_stencilFailRs[] =
{
D3DRS_STENCILFAIL,
D3DRS_CCW_STENCILFAIL,
};
static const D3DRENDERSTATETYPE s_stencilZFailRs[] =
{
D3DRS_STENCILZFAIL,
D3DRS_CCW_STENCILZFAIL,
};
static const D3DRENDERSTATETYPE s_stencilZPassRs[] =
{
D3DRS_STENCILPASS,
D3DRS_CCW_STENCILPASS,
};
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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_A2B10G10R10,
D3DFMT_A16B16G16R16,
D3DFMT_A16B16G16R16F,
D3DFMT_R16F,
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D3DFMT_R32F,
};
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;
};
static TextureFormatInfo s_textureFormat[TextureFormat::Count] =
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{
{ D3DFMT_DXT1 }, // BC1
{ D3DFMT_DXT3 }, // BC2
{ D3DFMT_DXT5 }, // BC3
{ D3DFMT_UNKNOWN }, // BC4
{ D3DFMT_UNKNOWN }, // BC5
{ D3DFMT_UNKNOWN }, // ETC1
{ D3DFMT_UNKNOWN }, // ETC2
{ D3DFMT_UNKNOWN }, // ETC2A
{ D3DFMT_UNKNOWN }, // ETC2A1
{ D3DFMT_UNKNOWN }, // PTC12
{ D3DFMT_UNKNOWN }, // PTC14
{ D3DFMT_UNKNOWN }, // PTC12A
{ D3DFMT_UNKNOWN }, // PTC14A
{ D3DFMT_UNKNOWN }, // PTC22
{ D3DFMT_UNKNOWN }, // PTC24
{ D3DFMT_UNKNOWN }, // Unknown
{ D3DFMT_L8 }, // L8
{ D3DFMT_A8R8G8B8 }, // BGRA8
{ D3DFMT_A16B16G16R16 }, // RGBA16
{ D3DFMT_A16B16G16R16F }, // RGBA16F
{ D3DFMT_R5G6B5 }, // R5G6B5
{ D3DFMT_A4R4G4B4 }, // RGBA4
{ D3DFMT_A1R5G5B5 }, // RGB5A1
{ D3DFMT_A2B10G10R10 }, // RGB10A2
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{ D3DFMT_UNKNOWN }, // UnknownDepth
{ D3DFMT_D16 }, // D16
{ D3DFMT_D24X8 }, // D24
{ D3DFMT_D24S8 }, // D24S8
{ D3DFMT_D32 }, // D32
{ D3DFMT_DF16 }, // D16F
{ D3DFMT_DF24 }, // D24F
{ D3DFMT_D32F_LOCKABLE }, // D32F
#if defined(D3D_DISABLE_9EX)
{ D3DFMT_UNKNOWN }, // D0S8
#else
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{ D3DFMT_INTZ /*D3DFMT_S8_LOCKABLE*/ }, // D0S8
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#endif // defined(D3D_DISABLE_9EX)
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};
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 },
};
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static const Matrix4 s_bias =
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{{{
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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,
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}}};
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static const GUID IID_IDirect3D9 = { 0x81bdcbca, 0x64d4, 0x426d, { 0xae, 0x8d, 0xad, 0x1, 0x47, 0xf4, 0x27, 0x5c } };
static const GUID IID_IDirect3DDevice9Ex = { 0xb18b10ce, 0x2649, 0x405a, { 0x87, 0xf, 0x95, 0xf7, 0x77, 0xd4, 0x31, 0x3a } };
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struct RendererContext
{
RendererContext()
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: m_d3d9(NULL)
, m_device(NULL)
, m_backBufferColor(NULL)
, m_backBufferDepthStencil(NULL)
, m_captureTexture(NULL)
, m_captureSurface(NULL)
, m_captureResolve(NULL)
, m_flags(BGFX_RESET_NONE)
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, m_initialized(false)
, m_amd(false)
, m_nvidia(false)
, m_instancing(false)
, m_rtMsaa(false)
{
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m_fbh.idx = invalidHandle;
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}
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;
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m_d3d9dll = bx::dlopen("d3d9.dll");
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BGFX_FATAL(NULL != m_d3d9dll, Fatal::UnableToInitialize, "Failed to load d3d9.dll.");
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#if BGFX_CONFIG_DEBUG_PIX
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m_D3DPERF_SetMarker = (D3DPERF_SetMarkerFunc)bx::dlsym(m_d3d9dll, "D3DPERF_SetMarker");
m_D3DPERF_BeginEvent = (D3DPERF_BeginEventFunc)bx::dlsym(m_d3d9dll, "D3DPERF_BeginEvent");
m_D3DPERF_EndEvent = (D3DPERF_EndEventFunc)bx::dlsym(m_d3d9dll, "D3DPERF_EndEvent");
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BX_CHECK(NULL != m_D3DPERF_SetMarker
&& NULL != m_D3DPERF_BeginEvent
&& NULL != m_D3DPERF_EndEvent
, "Failed to initialize PIX events."
);
#endif // BGFX_CONFIG_DEBUG_PIX
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#if BGFX_CONFIG_RENDERER_DIRECT3D9EX
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m_d3d9ex = NULL;
Direct3DCreate9ExFn direct3DCreate9Ex = (Direct3DCreate9ExFn)bx::dlsym(m_d3d9dll, "Direct3DCreate9Ex");
if (NULL != direct3DCreate9Ex)
{
direct3DCreate9Ex(D3D_SDK_VERSION, &m_d3d9ex);
DX_CHECK(m_d3d9ex->QueryInterface(IID_IDirect3D9, (void**)&m_d3d9) );
m_pool = D3DPOOL_DEFAULT;
}
else
#endif // BGFX_CONFIG_RENDERER_DIRECT3D9EX
{
Direct3DCreate9Fn direct3DCreate9 = (Direct3DCreate9Fn)bx::dlsym(m_d3d9dll, "Direct3DCreate9");
BGFX_FATAL(NULL != direct3DCreate9, Fatal::UnableToInitialize, "Function Direct3DCreate9 not found.");
m_d3d9 = direct3DCreate9(D3D_SDK_VERSION);
m_pool = D3DPOOL_MANAGED;
}
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BGFX_FATAL(m_d3d9, Fatal::UnableToInitialize, "Unable to create Direct3D.");
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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;
HRESULT hr = m_d3d9->GetAdapterIdentifier(ii, 0, &identifier);
if (SUCCEEDED(hr) )
{
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"
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, 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;
}
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#endif // BGFX_CONFIG_DEBUG_PERFHUD
}
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}
DX_CHECK(m_d3d9->GetAdapterIdentifier(m_adapter, 0, &m_identifier) );
m_amd = m_identifier.VendorId == 0x1002;
m_nvidia = m_identifier.VendorId == 0x10de;
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uint32_t behaviorFlags[] =
{
D3DCREATE_HARDWARE_VERTEXPROCESSING|D3DCREATE_PUREDEVICE|D3DCREATE_FPU_PRESERVE,
D3DCREATE_MIXED_VERTEXPROCESSING|D3DCREATE_FPU_PRESERVE,
D3DCREATE_SOFTWARE_VERTEXPROCESSING|D3DCREATE_FPU_PRESERVE,
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};
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for (uint32_t ii = 0; ii < BX_COUNTOF(behaviorFlags) && NULL == m_device; ++ii)
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{
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#if 0 // BGFX_CONFIG_RENDERER_DIRECT3D9EX
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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
}
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BGFX_FATAL(m_device, Fatal::UnableToInitialize, "Unable to create Direct3D9 device.");
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#if BGFX_CONFIG_RENDERER_DIRECT3D9EX
if (NULL != m_d3d9ex)
{
DX_CHECK(m_device->QueryInterface(IID_IDirect3DDevice9Ex, (void**)&m_deviceEx) );
}
#endif // BGFX_CONFIG_RENDERER_DIRECT3D9EX
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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
);
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);
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BX_TRACE("Num simultaneous render targets: %d", m_caps.NumSimultaneousRTs);
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g_caps.supported |= ( 0
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| BGFX_CAPS_TEXTURE_FORMAT_BC1
| BGFX_CAPS_TEXTURE_FORMAT_BC2
| BGFX_CAPS_TEXTURE_FORMAT_BC3
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| BGFX_CAPS_TEXTURE_3D
| BGFX_CAPS_VERTEX_ATTRIB_HALF
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| BGFX_CAPS_FRAGMENT_DEPTH
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);
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g_caps.maxTextureSize = bx::uint32_min(m_caps.MaxTextureWidth, m_caps.MaxTextureHeight);
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m_caps.NumSimultaneousRTs = bx::uint32_min(m_caps.NumSimultaneousRTs, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS);
g_caps.maxFBAttachments = (uint8_t)m_caps.NumSimultaneousRTs;
#if BGFX_CONFIG_RENDERER_USE_EXTENSIONS
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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" : "");
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BX_UNUSED(fourcc);
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}
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)
{
// AMD only
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m_device->SetRenderState(D3DRS_POINTSIZE, D3DFMT_INST);
}
s_textureFormat[TextureFormat::BC4].m_fmt = s_extendedFormats[ExtendedFormat::Ati1].m_supported ? D3DFMT_ATI1 : D3DFMT_UNKNOWN;
s_textureFormat[TextureFormat::BC5].m_fmt = s_extendedFormats[ExtendedFormat::Ati2].m_supported ? D3DFMT_ATI2 : D3DFMT_UNKNOWN;
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g_caps.supported |= 0
| (D3DFMT_UNKNOWN != s_textureFormat[TextureFormat::BC4].m_fmt ? BGFX_CAPS_TEXTURE_FORMAT_BC4 : 0)
| (D3DFMT_UNKNOWN != s_textureFormat[TextureFormat::BC5].m_fmt ? BGFX_CAPS_TEXTURE_FORMAT_BC5 : 0)
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| (s_extendedFormats[ExtendedFormat::Df16].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_D16F : 0)
| (s_extendedFormats[ExtendedFormat::Df24].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_D24F : 0)
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;
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g_caps.supported |= m_instancing ? BGFX_CAPS_INSTANCING : 0;
#endif // BGFX_CONFIG_RENDERER_USE_EXTENSIONS
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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();
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for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
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{
m_indexBuffers[ii].destroy();
}
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for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
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{
m_vertexBuffers[ii].destroy();
}
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for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexShaders); ++ii)
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{
m_vertexShaders[ii].destroy();
}
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for (uint32_t ii = 0; ii < BX_COUNTOF(m_fragmentShaders); ++ii)
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{
m_fragmentShaders[ii].destroy();
}
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for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
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{
m_textures[ii].destroy();
}
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for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexDecls); ++ii)
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{
m_vertexDecls[ii].destroy();
}
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#if BGFX_CONFIG_RENDERER_DIRECT3D9EX
if (NULL != m_d3d9ex)
{
DX_RELEASE(m_deviceEx, 1);
DX_RELEASE(m_device, 0);
DX_RELEASE(m_d3d9, 1);
DX_RELEASE(m_d3d9ex, 0);
}
else
#endif // BGFX_CONFIG_RENDERER_DIRECT3D9EX
{
DX_RELEASE(m_device, 0);
DX_RELEASE(m_d3d9, 0);
}
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#if BX_PLATFORM_WINDOWS
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bx::dlclose(m_d3d9dll);
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#endif // BX_PLATFORM_WINDOWS
m_initialized = false;
}
void updateMsaa()
{
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for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_checkMsaa); ++ii)
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{
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;
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s_msaa[ii].m_quality = bx::uint32_imax(0, quality-1);
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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();
}
}
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void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
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{
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if (!isValid(_fbh) )
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{
DX_CHECK(m_device->SetRenderTarget(0, m_backBufferColor) );
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for (uint32_t ii = 1, num = g_caps.maxFBAttachments; ii < num; ++ii)
{
DX_CHECK(m_device->SetRenderTarget(ii, NULL) );
}
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DX_CHECK(m_device->SetDepthStencilSurface(m_backBufferDepthStencil) );
}
else
{
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const FrameBuffer& frameBuffer = m_frameBuffers[_fbh.idx];
// If frame buffer has only depth attachement D3DFMT_NULL
// render target is created.
uint32_t fbnum = bx::uint32_max(1, frameBuffer.m_num);
for (uint32_t ii = 0; ii < fbnum; ++ii)
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{
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DX_CHECK(m_device->SetRenderTarget(ii, frameBuffer.m_color[ii]) );
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}
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for (uint32_t ii = fbnum, num = g_caps.maxFBAttachments; ii < num; ++ii)
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{
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DX_CHECK(m_device->SetRenderTarget(ii, NULL) );
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}
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IDirect3DSurface9* depthStencil = frameBuffer.m_depthStencil;
DX_CHECK(m_device->SetDepthStencilSurface(NULL != depthStencil ? depthStencil : m_backBufferDepthStencil) );
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}
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if (isValid(m_fbh)
&& m_fbh.idx != _fbh.idx
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&& m_rtMsaa)
{
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FrameBuffer& frameBuffer = m_frameBuffers[m_fbh.idx];
frameBuffer.resolve();
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}
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m_fbh = _fbh;
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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
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if (NULL != m_deviceEx)
{
DX_CHECK(m_deviceEx->WaitForVBlank(0) );
}
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#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()
{
invalidateSamplerState();
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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) );
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for (uint32_t ii = 1, num = g_caps.maxFBAttachments; ii < num; ++ii)
{
DX_CHECK(m_device->SetRenderTarget(ii, NULL) );
}
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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);
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capturePreReset();
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for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
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{
m_indexBuffers[ii].preReset();
}
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for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
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{
m_vertexBuffers[ii].preReset();
}
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for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
{
m_frameBuffers[ii].preReset();
}
for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
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{
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m_textures[ii].preReset();
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}
}
void postReset()
{
DX_CHECK(m_device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &m_backBufferColor) );
DX_CHECK(m_device->GetDepthStencilSurface(&m_backBufferDepthStencil) );
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capturePostReset();
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for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
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{
m_indexBuffers[ii].postReset();
}
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for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
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{
m_vertexBuffers[ii].postReset();
}
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for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
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{
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m_textures[ii].postReset();
}
for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
{
m_frameBuffers[ii].postReset();
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}
}
void invalidateSamplerState()
{
for (uint32_t stage = 0; stage < BGFX_STATE_TEX_COUNT; ++stage)
{
m_samplerFlags[stage] = UINT32_MAX;
}
}
void setSamplerState(uint8_t _stage, uint32_t _flags)
{
const uint32_t flags = _flags&(~BGFX_TEXTURE_RESERVED_MASK);
if (m_samplerFlags[_stage] != flags)
{
m_samplerFlags[_stage] = flags;
IDirect3DDevice9* device = m_device;
D3DTEXTUREADDRESS tau = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
D3DTEXTUREADDRESS tav = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
D3DTEXTUREADDRESS taw = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
D3DTEXTUREFILTERTYPE minFilter = s_textureFilter[(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
D3DTEXTUREFILTERTYPE magFilter = s_textureFilter[(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
D3DTEXTUREFILTERTYPE mipFilter = s_textureFilter[(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
DX_CHECK(device->SetSamplerState(_stage, D3DSAMP_ADDRESSU, tau) );
DX_CHECK(device->SetSamplerState(_stage, D3DSAMP_ADDRESSV, tav) );
DX_CHECK(device->SetSamplerState(_stage, D3DSAMP_MINFILTER, minFilter) );
DX_CHECK(device->SetSamplerState(_stage, D3DSAMP_MAGFILTER, magFilter) );
DX_CHECK(device->SetSamplerState(_stage, D3DSAMP_MIPFILTER, mipFilter) );
DX_CHECK(device->SetSamplerState(_stage, D3DSAMP_ADDRESSW, taw) );
}
}
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void capturePreReset()
{
if (NULL != m_captureSurface)
{
g_callback->captureEnd();
}
DX_RELEASE(m_captureSurface, 1);
DX_RELEASE(m_captureTexture, 0);
DX_RELEASE(m_captureResolve, 0);
}
void capturePostReset()
{
if (m_flags&BGFX_RESET_CAPTURE)
{
uint32_t width = m_params.BackBufferWidth;
uint32_t height = m_params.BackBufferHeight;
D3DFORMAT fmt = m_params.BackBufferFormat;
DX_CHECK(m_device->CreateTexture(width
, height
, 1
, 0
, fmt
, D3DPOOL_SYSTEMMEM
, &m_captureTexture
, NULL
) );
DX_CHECK(m_captureTexture->GetSurfaceLevel(0
, &m_captureSurface
) );
if (m_params.MultiSampleType != D3DMULTISAMPLE_NONE)
{
DX_CHECK(m_device->CreateRenderTarget(width
, height
, fmt
, D3DMULTISAMPLE_NONE
, 0
, false
, &m_captureResolve
, NULL
) );
}
g_callback->captureBegin(width, height, width*4, TextureFormat::BGRA8, false);
}
}
void capture()
{
if (NULL != m_captureSurface)
{
IDirect3DSurface9* resolve = m_backBufferColor;
if (NULL != m_captureResolve)
{
resolve = m_captureResolve;
DX_CHECK(m_device->StretchRect(m_backBufferColor
, 0
, m_captureResolve
, NULL
, D3DTEXF_NONE
) );
}
HRESULT hr = m_device->GetRenderTargetData(resolve, m_captureSurface);
if (SUCCEEDED(hr) )
{
D3DLOCKED_RECT rect;
DX_CHECK(m_captureSurface->LockRect(&rect
, NULL
, D3DLOCK_NO_DIRTY_UPDATE|D3DLOCK_NOSYSLOCK|D3DLOCK_READONLY
) );
g_callback->captureFrame(rect.pBits, m_params.BackBufferHeight*rect.Pitch);
DX_CHECK(m_captureSurface->UnlockRect() );
}
}
}
void saveScreenShot(const char* _filePath)
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{
#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 bytesPerPixel = rect.Pitch/dm.Width;
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g_callback->screenShot(_filePath
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, m_params.BackBufferWidth
, m_params.BackBufferHeight
, rect.Pitch
, &data[point.y*rect.Pitch+point.x*bytesPerPixel]
, m_params.BackBufferHeight*rect.Pitch
, false
);
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DX_CHECK(surface->UnlockRect() );
DX_RELEASE(surface, 0);
#endif // BX_PLATFORM_WINDOWS
}
#if BX_PLATFORM_WINDOWS
D3DCAPS9 m_caps;
# if BGFX_CONFIG_DEBUG_PIX
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D3DPERF_SetMarkerFunc m_D3DPERF_SetMarker;
D3DPERF_BeginEventFunc m_D3DPERF_BeginEvent;
D3DPERF_EndEventFunc m_D3DPERF_EndEvent;
# endif // BGFX_CONFIG_DEBUG_PIX
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#endif // BX_PLATFORM_WINDOWS
#if BGFX_CONFIG_RENDERER_DIRECT3D9EX
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IDirect3D9Ex* m_d3d9ex;
IDirect3DDevice9Ex* m_deviceEx;
#endif // BGFX_CONFIG_RENDERER_DIRECT3D9EX
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IDirect3D9* m_d3d9;
IDirect3DDevice9* m_device;
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D3DPOOL m_pool;
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IDirect3DSurface9* m_backBufferColor;
IDirect3DSurface9* m_backBufferDepthStencil;
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IDirect3DTexture9* m_captureTexture;
IDirect3DSurface9* m_captureSurface;
IDirect3DSurface9* m_captureResolve;
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IDirect3DVertexDeclaration9* m_instanceDataDecls[BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
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void* m_d3d9dll;
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uint32_t m_adapter;
D3DDEVTYPE m_deviceType;
D3DPRESENT_PARAMETERS m_params;
uint32_t m_flags;
D3DADAPTER_IDENTIFIER9 m_identifier;
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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];
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Program m_program[BGFX_CONFIG_MAX_PROGRAMS];
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Texture m_textures[BGFX_CONFIG_MAX_TEXTURES];
VertexDeclaration m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
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FrameBuffer m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
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UniformRegistry m_uniformReg;
void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
uint32_t m_samplerFlags[BGFX_STATE_TEX_COUNT];
Texture* m_updateTexture;
uint8_t* m_updateTextureBits;
uint32_t m_updateTexturePitch;
uint8_t m_updateTextureSide;
uint8_t m_updateTextureMip;
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TextVideoMem m_textVideoMem;
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FrameBufferHandle m_fbh;
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bool m_rtMsaa;
};
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static RendererContext* s_renderCtx;
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void IndexBuffer::create(uint32_t _size, void* _data)
{
m_size = _size;
m_dynamic = NULL == _data;
uint32_t usage = D3DUSAGE_WRITEONLY;
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D3DPOOL pool = s_renderCtx->m_pool;
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if (m_dynamic)
{
usage |= D3DUSAGE_DYNAMIC;
pool = D3DPOOL_DEFAULT;
}
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DX_CHECK(s_renderCtx->m_device->CreateIndexBuffer(m_size
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, 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)
{
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DX_CHECK(s_renderCtx->m_device->CreateIndexBuffer(m_size
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, 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;
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D3DPOOL pool = s_renderCtx->m_pool;
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if (m_dynamic)
{
usage |= D3DUSAGE_DYNAMIC;
pool = D3DPOOL_DEFAULT;
}
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DX_CHECK(s_renderCtx->m_device->CreateVertexBuffer(m_size
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, 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)
{
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DX_CHECK(s_renderCtx->m_device->CreateVertexBuffer(m_size
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, 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 },
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{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT, 0 },
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{ 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 const D3DDECLTYPE s_attribType[AttribType::Count][4][2] =
{
{
{ D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4N },
{ D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4N },
{ D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4N },
{ D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4N },
},
{
{ D3DDECLTYPE_SHORT2, D3DDECLTYPE_SHORT2N },
{ D3DDECLTYPE_SHORT2, D3DDECLTYPE_SHORT2N },
{ D3DDECLTYPE_SHORT4, D3DDECLTYPE_SHORT4N },
{ D3DDECLTYPE_SHORT4, D3DDECLTYPE_SHORT4N },
},
{
{ D3DDECLTYPE_FLOAT16_2, D3DDECLTYPE_FLOAT16_2 },
{ D3DDECLTYPE_FLOAT16_2, D3DDECLTYPE_FLOAT16_2 },
{ D3DDECLTYPE_FLOAT16_4, D3DDECLTYPE_FLOAT16_4 },
{ D3DDECLTYPE_FLOAT16_4, D3DDECLTYPE_FLOAT16_4 },
},
{
{ D3DDECLTYPE_FLOAT1, D3DDECLTYPE_FLOAT1 },
{ D3DDECLTYPE_FLOAT2, D3DDECLTYPE_FLOAT2 },
{ D3DDECLTYPE_FLOAT3, D3DDECLTYPE_FLOAT3 },
{ D3DDECLTYPE_FLOAT4, D3DDECLTYPE_FLOAT4 },
},
};
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static D3DVERTEXELEMENT9* fillVertexDecl(D3DVERTEXELEMENT9* _out, const VertexDecl& _decl)
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{
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;
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bool asInt;
_decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
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memcpy(elem, &s_attrib[attr], sizeof(D3DVERTEXELEMENT9) );
elem->Type = s_attribType[type][num-1][normalized];
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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];
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D3DVERTEXELEMENT9* elem = fillVertexDecl(vertexElements, _decl);
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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;
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DX_CHECK(s_renderCtx->m_device->CreateVertexDeclaration(vertexElements, &ptr) );
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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)
{
bx::MemoryReader reader(_mem->data, _mem->size);
uint32_t magic;
bx::read(&reader, magic);
uint32_t iohash;
bx::read(&reader, iohash);
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uint16_t count;
bx::read(&reader, count);
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m_numPredefined = 0;
BX_TRACE("Shader consts %d", count);
uint8_t fragmentBit = _fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
if (0 < count)
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{
m_constantBuffer = ConstantBuffer::create(1024);
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for (uint32_t ii = 0; ii < count; ++ii)
{
uint8_t nameSize;
bx::read(&reader, nameSize);
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char name[256];
bx::read(&reader, &name, nameSize);
name[nameSize] = '\0';
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uint8_t type;
bx::read(&reader, type);
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uint8_t num;
bx::read(&reader, num);
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uint16_t regIndex;
bx::read(&reader, regIndex);
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uint16_t regCount;
bx::read(&reader, regCount);
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const char* kind = "invalid";
const void* data = NULL;
PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
if (PredefinedUniform::Count != predefined)
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{
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++;
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}
else
{
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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( (UniformType::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
);
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BX_UNUSED(kind);
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}
m_constantBuffer->finish();
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}
uint16_t shaderSize;
bx::read(&reader, shaderSize);
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const DWORD* code = (const DWORD*)reader.getDataPtr();
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if (_fragment)
{
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DX_CHECK(s_renderCtx->m_device->CreatePixelShader(code, (IDirect3DPixelShader9**)&m_ptr) );
BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
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}
else
{
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DX_CHECK(s_renderCtx->m_device->CreateVertexShader(code, (IDirect3DVertexShader9**)&m_ptr) );
BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
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}
}
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void Texture::createTexture(uint32_t _width, uint32_t _height, uint8_t _numMips)
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{
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m_width = (uint16_t)_width;
m_height = (uint16_t)_height;
m_numMips = _numMips;
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m_type = Texture2D;
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const TextureFormat::Enum fmt = (TextureFormat::Enum)m_textureFormat;
DWORD usage = 0;
D3DPOOL pool = s_renderCtx->m_pool;
const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
if (isDepth(fmt) )
{
usage = D3DUSAGE_DEPTHSTENCIL;
pool = D3DPOOL_DEFAULT;
}
else if (renderTarget)
{
usage = D3DUSAGE_RENDERTARGET;
pool = D3DPOOL_DEFAULT;
}
if (renderTarget)
{
uint32_t msaaQuality = ( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT);
msaaQuality = bx::uint32_satsub(msaaQuality, 1);
bool bufferOnly = 0 != (m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
if (0 != msaaQuality
|| bufferOnly)
{
const Msaa& msaa = s_msaa[msaaQuality];
if (isDepth(fmt) )
{
DX_CHECK(s_renderCtx->m_device->CreateDepthStencilSurface(
m_width
, m_height
, s_textureFormat[m_textureFormat].m_fmt
, msaa.m_type
, msaa.m_quality
, FALSE
, &m_surface
, NULL
) );
}
else
{
DX_CHECK(s_renderCtx->m_device->CreateRenderTarget(
m_width
, m_height
, s_textureFormat[m_textureFormat].m_fmt
, msaa.m_type
, msaa.m_quality
, FALSE
, &m_surface
, NULL
) );
}
if (bufferOnly)
{
// This is render buffer, there is no sampling, no need
// to create texture.
return;
}
}
}
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DX_CHECK(s_renderCtx->m_device->CreateTexture(_width
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, _height
, _numMips
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, usage
, s_textureFormat[fmt].m_fmt
, pool
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, &m_texture2d
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, NULL
) );
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BGFX_FATAL(NULL != m_texture2d, Fatal::UnableToCreateTexture, "Failed to create texture (size: %dx%d, mips: %d, fmt: %d)."
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, _width
, _height
, _numMips
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, getName(fmt)
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);
}
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void Texture::createVolumeTexture(uint32_t _width, uint32_t _height, uint32_t _depth, uint32_t _numMips)
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{
m_type = Texture3D;
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const TextureFormat::Enum fmt = (TextureFormat::Enum)m_textureFormat;
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DX_CHECK(s_renderCtx->m_device->CreateVolumeTexture(_width
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, _height
, _depth
, _numMips
, 0
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, s_textureFormat[fmt].m_fmt
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, s_renderCtx->m_pool
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, &m_texture3d
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, NULL
) );
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BGFX_FATAL(NULL != m_texture3d, Fatal::UnableToCreateTexture, "Failed to create volume texture (size: %dx%dx%d, mips: %d, fmt: %s)."
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, _width
, _height
, _depth
, _numMips
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, getName(fmt)
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);
}
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void Texture::createCubeTexture(uint32_t _edge, uint32_t _numMips)
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{
m_type = TextureCube;
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const TextureFormat::Enum fmt = (TextureFormat::Enum)m_textureFormat;
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DX_CHECK(s_renderCtx->m_device->CreateCubeTexture(_edge
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, _numMips
, 0
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, s_textureFormat[fmt].m_fmt
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, s_renderCtx->m_pool
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, &m_textureCube
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, NULL
) );
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BGFX_FATAL(NULL != m_textureCube, Fatal::UnableToCreateTexture, "Failed to create cube texture (edge: %d, mips: %d, fmt: %s)."
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, _edge
, _numMips
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, getName(fmt)
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);
}
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uint8_t* Texture::lock(uint8_t _side, uint8_t _lod, uint32_t& _pitch, uint32_t& _slicePitch, const Rect* _rect)
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{
switch (m_type)
{
case Texture2D:
{
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D3DLOCKED_RECT lockedRect;
if (NULL != _rect)
{
RECT rect;
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rect.left = _rect->m_x;
rect.top = _rect->m_y;
rect.right = rect.left + _rect->m_width;
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rect.bottom = rect.top + _rect->m_height;
DX_CHECK(m_texture2d->LockRect(_lod, &lockedRect, &rect, 0) );
}
else
{
DX_CHECK(m_texture2d->LockRect(_lod, &lockedRect, NULL, 0) );
}
_pitch = lockedRect.Pitch;
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_slicePitch = 0;
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return (uint8_t*)lockedRect.pBits;
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}
case Texture3D:
{
D3DLOCKED_BOX box;
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DX_CHECK(m_texture3d->LockBox(_lod, &box, NULL, 0) );
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_pitch = box.RowPitch;
_slicePitch = box.SlicePitch;
return (uint8_t*)box.pBits;
}
case TextureCube:
{
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D3DLOCKED_RECT lockedRect;
if (NULL != _rect)
{
RECT rect;
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rect.left = _rect->m_x;
rect.top = _rect->m_y;
rect.right = rect.left + _rect->m_width;
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rect.bottom = rect.top + _rect->m_height;
DX_CHECK(m_textureCube->LockRect(D3DCUBEMAP_FACES(_side), _lod, &lockedRect, &rect, 0) );
}
else
{
DX_CHECK(m_textureCube->LockRect(D3DCUBEMAP_FACES(_side), _lod, &lockedRect, NULL, 0) );
}
_pitch = lockedRect.Pitch;
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_slicePitch = 0;
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return (uint8_t*)lockedRect.pBits;
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}
}
BX_CHECK(false, "You should not be here.");
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_pitch = 0;
_slicePitch = 0;
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return NULL;
}
void Texture::unlock(uint8_t _side, uint8_t _lod)
{
switch (m_type)
{
case Texture2D:
{
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DX_CHECK(m_texture2d->UnlockRect(_lod) );
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}
return;
case Texture3D:
{
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DX_CHECK(m_texture3d->UnlockBox(_lod) );
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}
return;
case TextureCube:
{
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DX_CHECK(m_textureCube->UnlockRect(D3DCUBEMAP_FACES(_side), _lod) );
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}
return;
}
BX_CHECK(false, "You should not be here.");
}
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void Texture::dirty(uint8_t _side, const Rect& _rect, uint16_t _z, uint16_t _depth)
{
switch (m_type)
{
case Texture2D:
{
RECT rect;
rect.left = _rect.m_x;
rect.top = _rect.m_y;
rect.right = rect.left + _rect.m_width;
rect.bottom = rect.top + _rect.m_height;
DX_CHECK(m_texture2d->AddDirtyRect(&rect) );
}
return;
case Texture3D:
{
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D3DBOX box;
box.Left = _rect.m_x;
box.Top = _rect.m_y;
box.Right = box.Left + _rect.m_width;
box.Bottom = box.Top + _rect.m_height;
box.Front = _z;
box.Back = box.Front + _depth;
DX_CHECK(m_texture3d->AddDirtyBox(&box) );
}
return;
case TextureCube:
{
RECT rect;
rect.left = _rect.m_x;
rect.top = _rect.m_y;
rect.right = rect.left + _rect.m_width;
rect.bottom = rect.top + _rect.m_height;
DX_CHECK(m_textureCube->AddDirtyRect(D3DCUBEMAP_FACES(_side), &rect) );
}
return;
}
BX_CHECK(false, "You should not be here.");
}
void Texture::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
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{
m_flags = _flags;
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ImageContainer imageContainer;
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if (imageParse(imageContainer, _mem->data, _mem->size) )
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{
uint8_t numMips = imageContainer.m_numMips;
const uint32_t startLod = bx::uint32_min(_skip, numMips-1);
numMips -= startLod;
const uint32_t textureWidth = bx::uint32_max(1, imageContainer.m_width >>startLod);
const uint32_t textureHeight = bx::uint32_max(1, imageContainer.m_height>>startLod);
m_requestedFormat = (uint8_t)imageContainer.m_format;
m_textureFormat = (uint8_t)imageContainer.m_format;
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const TextureFormatInfo& tfi = s_textureFormat[m_requestedFormat];
const bool convert = D3DFMT_UNKNOWN == tfi.m_fmt;
uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
if (convert)
{
m_textureFormat = (uint8_t)TextureFormat::BGRA8;
bpp = 32;
}
if (imageContainer.m_cubeMap)
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{
createCubeTexture(textureWidth, numMips);
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}
else if (imageContainer.m_depth > 1)
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{
createVolumeTexture(textureWidth, textureHeight, imageContainer.m_depth, numMips);
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}
else
{
createTexture(textureWidth, textureHeight, numMips);
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}
if (0 != (_flags&BGFX_TEXTURE_RT_BUFFER_ONLY) )
{
return;
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}
// For BC4 and B5 in DX9 LockRect returns wrong number of
// bytes. If actual mip size is used it causes memory corruption.
// http://www.aras-p.info/texts/D3D9GPUHacks.html#3dc
const bool useMipSize = true
&& imageContainer.m_format != TextureFormat::BC4
&& imageContainer.m_format != TextureFormat::BC5
;
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const bool compressed = isCompressed(TextureFormat::Enum(m_requestedFormat) );
const uint32_t min = compressed ? 4 : 1;
for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
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{
uint32_t width = textureWidth;
uint32_t height = textureHeight;
uint32_t depth = imageContainer.m_depth;
uint32_t mipWidth = imageContainer.m_width;
uint32_t mipHeight = imageContainer.m_height;
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for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
{
width = bx::uint32_max(1, width);
height = bx::uint32_max(1, height);
depth = bx::uint32_max(1, depth);
mipWidth = bx::uint32_max(min, mipWidth);
mipHeight = bx::uint32_max(min, mipHeight);
uint32_t mipSize = width*height*depth*bpp/8;
ImageMip mip;
if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
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{
uint32_t pitch;
uint32_t slicePitch;
uint8_t* bits = lock(side, lod, pitch, slicePitch);
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if (convert)
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{
if (width != mipWidth
|| height != mipHeight)
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{
uint32_t srcpitch = mipWidth*bpp/8;
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uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, srcpitch*mipHeight);
imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, srcpitch, mip.m_format);
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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, dstpitch);
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}
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BX_FREE(g_allocator, temp);
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}
else
{
imageDecodeToBgra8(bits, mip.m_data, mip.m_width, mip.m_height, pitch, mip.m_format);
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}
}
else
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{
uint32_t size = useMipSize ? mip.m_size : mipSize;
memcpy(bits, mip.m_data, size);
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}
unlock(side, lod);
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}
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width >>= 1;
height >>= 1;
depth >>= 1;
mipWidth >>= 1;
mipHeight >>= 1;
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}
}
}
}
void Texture::updateBegin(uint8_t _side, uint8_t _mip)
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{
uint32_t slicePitch;
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s_renderCtx->m_updateTextureSide = _side;
s_renderCtx->m_updateTextureMip = _mip;
s_renderCtx->m_updateTextureBits = lock(_side, _mip, s_renderCtx->m_updateTexturePitch, slicePitch);
}
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void Texture::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
{
const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
const uint32_t rectpitch = _rect.m_width*bpp/8;
const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
const uint32_t dstpitch = s_renderCtx->m_updateTexturePitch;
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uint8_t* bits = s_renderCtx->m_updateTextureBits + _rect.m_y*dstpitch + _rect.m_x*bpp/8;
const bool convert = m_textureFormat != m_requestedFormat;
uint8_t* data = _mem->data;
uint8_t* temp = NULL;
if (convert)
{
uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*_rect.m_height);
imageDecodeToBgra8(temp, data, _rect.m_width, _rect.m_height, srcpitch, m_requestedFormat);
data = temp;
}
{
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uint8_t* src = data;
uint8_t* dst = bits;
for (uint32_t yy = 0, height = _rect.m_height; yy < height; ++yy)
{
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memcpy(dst, src, rectpitch);
src += srcpitch;
dst += dstpitch;
}
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}
if (NULL != temp)
{
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BX_FREE(g_allocator, temp);
}
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if (0 == _mip)
{
dirty(_side, _rect, _z, _depth);
}
}
void Texture::updateEnd()
{
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unlock(s_renderCtx->m_updateTextureSide, s_renderCtx->m_updateTextureMip);
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}
void Texture::commit(uint8_t _stage, uint32_t _flags)
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{
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s_renderCtx->setSamplerState(_stage, 0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags) ? _flags : m_flags);
DX_CHECK(s_renderCtx->m_device->SetTexture(_stage, m_ptr) );
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}
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void Texture::resolve() const
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{
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if (NULL != m_surface
&& NULL != m_texture2d)
{
IDirect3DSurface9* surface;
DX_CHECK(m_texture2d->GetSurfaceLevel(0, &surface) );
DX_CHECK(s_renderCtx->m_device->StretchRect(m_surface
, NULL
, surface
, NULL
, D3DTEXF_LINEAR
) );
DX_RELEASE(surface, 1);
}
}
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void Texture::preReset()
{
TextureFormat::Enum fmt = (TextureFormat::Enum)m_textureFormat;
if (TextureFormat::Unknown != fmt
&& (isDepth(fmt) || !!(m_flags&BGFX_TEXTURE_RT_MASK) ) )
{
DX_RELEASE(m_ptr, 0);
DX_RELEASE(m_surface, 0);
}
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}
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void Texture::postReset()
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{
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TextureFormat::Enum fmt = (TextureFormat::Enum)m_textureFormat;
if (TextureFormat::Unknown != fmt
&& (isDepth(fmt) || !!(m_flags&BGFX_TEXTURE_RT_MASK) ) )
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{
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createTexture(m_width, m_height, m_numMips);
}
}
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void FrameBuffer::create(uint8_t _num, const TextureHandle* _handles)
{
for (uint32_t ii = 0; ii < BX_COUNTOF(m_color); ++ii)
{
m_color[ii] = NULL;
}
m_depthStencil = NULL;
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m_num = 0;
m_needResolve = false;
for (uint32_t ii = 0; ii < _num; ++ii)
{
TextureHandle handle = _handles[ii];
if (isValid(handle) )
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{
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const Texture& texture = s_renderCtx->m_textures[handle.idx];
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if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
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{
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m_depthHandle = handle;
if (NULL != texture.m_surface)
{
m_depthStencil = texture.m_surface;
m_depthStencil->AddRef();
}
else
{
DX_CHECK(texture.m_texture2d->GetSurfaceLevel(0, &m_depthStencil) );
}
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}
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else
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{
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m_colorHandle[m_num] = handle;
if (NULL != texture.m_surface)
{
m_color[m_num] = texture.m_surface;
m_color[m_num]->AddRef();
}
else
{
DX_CHECK(texture.m_texture2d->GetSurfaceLevel(0, &m_color[m_num]) );
}
m_num++;
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}
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m_needResolve |= (NULL != texture.m_surface) && (NULL != texture.m_texture2d);
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}
}
if (0 == m_num)
{
createNullColorRT();
}
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}
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void FrameBuffer::destroy()
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{
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for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
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{
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m_colorHandle[ii].idx = invalidHandle;
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IDirect3DSurface9* ptr = m_color[ii];
if (NULL != ptr)
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{
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ptr->Release();
m_color[ii] = NULL;
}
}
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if (NULL != m_depthStencil)
{
if (0 == m_num)
{
IDirect3DSurface9* ptr = m_color[0];
if (NULL != ptr)
{
ptr->Release();
m_color[0] = NULL;
}
}
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m_depthStencil->Release();
m_depthStencil = NULL;
}
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m_num = 0;
m_depthHandle.idx = invalidHandle;
}
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void FrameBuffer::resolve() const
{
if (m_needResolve)
{
if (isValid(m_depthHandle) )
{
const Texture& texture = s_renderCtx->m_textures[m_depthHandle.idx];
texture.resolve();
}
for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
{
const Texture& texture = s_renderCtx->m_textures[m_colorHandle[ii].idx];
texture.resolve();
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}
}
}
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void FrameBuffer::preReset()
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{
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for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
{
m_color[ii]->Release();
m_color[ii] = NULL;
}
if (isValid(m_depthHandle) )
{
if (0 == m_num)
{
m_color[0]->Release();
m_color[0] = NULL;
}
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m_depthStencil->Release();
m_depthStencil = NULL;
}
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}
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void FrameBuffer::postReset()
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{
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for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
{
Texture& texture = s_renderCtx->m_textures[m_colorHandle[ii].idx];
if (NULL != texture.m_surface)
{
m_color[ii] = texture.m_surface;
m_color[ii]->AddRef();
}
else
{
DX_CHECK(texture.m_texture2d->GetSurfaceLevel(0, &m_color[ii]) );
}
}
if (isValid(m_depthHandle) )
{
Texture& texture = s_renderCtx->m_textures[m_depthHandle.idx];
if (NULL != texture.m_surface)
{
m_depthStencil = texture.m_surface;
m_depthStencil->AddRef();
}
else
{
DX_CHECK(texture.m_texture2d->GetSurfaceLevel(0, &m_depthStencil) );
}
if (0 == m_num)
{
createNullColorRT();
}
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}
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}
void FrameBuffer::createNullColorRT()
{
const Texture& texture = s_renderCtx->m_textures[m_depthHandle.idx];
DX_CHECK(s_renderCtx->m_device->CreateRenderTarget(texture.m_width
, texture.m_height
, D3DFMT_NULL
, D3DMULTISAMPLE_NONE
, 0
, false
, &m_color[0]
, NULL
) );
}
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void ConstantBuffer::commit()
{
reset();
do
{
uint32_t opcode = read();
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if (UniformType::End == opcode)
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{
break;
}
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UniformType::Enum type;
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uint16_t loc;
uint16_t num;
uint16_t copy;
decodeOpcode(opcode, type, loc, num, copy);
const char* data;
if (copy)
{
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data = read(g_uniformTypeSize[type]*num);
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}
else
{
memcpy(&data, read(sizeof(void*) ), sizeof(void*) );
}
#define CASE_IMPLEMENT_UNIFORM(_uniform, _glsuffix, _dxsuffix, _type) \
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case UniformType::_uniform: \
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{ \
_type* value = (_type*)data; \
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s_renderCtx->m_device->SetVertexShaderConstant##_dxsuffix(loc, value, num); \
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} \
break; \
\
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case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
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{ \
_type* value = (_type*)data; \
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s_renderCtx->m_device->SetPixelShaderConstant##_dxsuffix(loc, value, num); \
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} \
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break
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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);
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case UniformType::End:
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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()
{
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uint32_t width = s_renderCtx->m_params.BackBufferWidth;
uint32_t height = s_renderCtx->m_params.BackBufferHeight;
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FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
s_renderCtx->setFrameBuffer(fbh, false);
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D3DVIEWPORT9 vp;
vp.X = 0;
vp.Y = 0;
vp.Width = width;
vp.Height = height;
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
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IDirect3DDevice9* device = s_renderCtx->m_device;
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DX_CHECK(device->SetViewport(&vp) );
DX_CHECK(device->SetRenderState(D3DRS_STENCILENABLE, FALSE) );
DX_CHECK(device->SetRenderState(D3DRS_ZENABLE, FALSE) );
DX_CHECK(device->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS) );
DX_CHECK(device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE) );
DX_CHECK(device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE) );
DX_CHECK(device->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER) );
DX_CHECK(device->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED|D3DCOLORWRITEENABLE_GREEN|D3DCOLORWRITEENABLE_BLUE) );
DX_CHECK(device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID) );
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Program& program = s_renderCtx->m_program[m_program.idx];
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device->SetVertexShader( (IDirect3DVertexShader9*)program.m_vsh->m_ptr);
device->SetPixelShader( (IDirect3DPixelShader9*)program.m_fsh->m_ptr);
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VertexBuffer& vb = s_renderCtx->m_vertexBuffers[m_vb->handle.idx];
VertexDeclaration& vertexDecl = s_renderCtx->m_vertexDecls[m_vb->decl.idx];
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DX_CHECK(device->SetStreamSource(0, vb.m_ptr, 0, vertexDecl.m_decl.m_stride) );
DX_CHECK(device->SetVertexDeclaration(vertexDecl.m_ptr) );
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IndexBuffer& ib = s_renderCtx->m_indexBuffers[m_ib->handle.idx];
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DX_CHECK(device->SetIndices(ib.m_ptr) );
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float proj[16];
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mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
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PredefinedUniform& predefined = program.m_predefined[0];
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uint8_t flags = predefined.m_type;
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s_renderCtx->setShaderConstantF(flags, predefined.m_loc, proj, 4);
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s_renderCtx->m_textures[m_texture.idx].commit(0);
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}
void TextVideoMemBlitter::render(uint32_t _numIndices)
{
uint32_t numVertices = _numIndices*4/6;
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s_renderCtx->m_indexBuffers[m_ib->handle.idx].update(0, _numIndices*2, m_ib->data, true);
s_renderCtx->m_vertexBuffers[m_vb->handle.idx].update(0, numVertices*m_decl.m_stride, m_vb->data, true);
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DX_CHECK(s_renderCtx->m_device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST
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, 0
, 0
, numVertices
, 0
, _numIndices/3
) );
}
void Context::rendererFlip()
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{
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if (NULL != s_renderCtx)
{
s_renderCtx->flip();
}
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}
void Context::rendererInit()
{
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s_renderCtx = BX_NEW(g_allocator, RendererContext);
s_renderCtx->init();
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}
void Context::rendererShutdown()
{
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s_renderCtx->shutdown();
BX_DELETE(g_allocator, s_renderCtx);
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}
void Context::rendererCreateIndexBuffer(IndexBufferHandle _handle, Memory* _mem)
{
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s_renderCtx->m_indexBuffers[_handle.idx].create(_mem->size, _mem->data);
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}
void Context::rendererDestroyIndexBuffer(IndexBufferHandle _handle)
{
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s_renderCtx->m_indexBuffers[_handle.idx].destroy();
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}
void Context::rendererCreateVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl)
{
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s_renderCtx->m_vertexDecls[_handle.idx].create(_decl);
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}
void Context::rendererDestroyVertexDecl(VertexDeclHandle _handle)
{
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s_renderCtx->m_vertexDecls[_handle.idx].destroy();
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}
void Context::rendererCreateVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle)
{
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s_renderCtx->m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle);
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}
void Context::rendererDestroyVertexBuffer(VertexBufferHandle _handle)
{
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s_renderCtx->m_vertexBuffers[_handle.idx].destroy();
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}
void Context::rendererCreateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size)
{
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s_renderCtx->m_indexBuffers[_handle.idx].create(_size, NULL);
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}
void Context::rendererUpdateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem)
{
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s_renderCtx->m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
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}
void Context::rendererDestroyDynamicIndexBuffer(IndexBufferHandle _handle)
{
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s_renderCtx->m_indexBuffers[_handle.idx].destroy();
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}
void Context::rendererCreateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size)
{
VertexDeclHandle decl = BGFX_INVALID_HANDLE;
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s_renderCtx->m_vertexBuffers[_handle.idx].create(_size, NULL, decl);
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}
void Context::rendererUpdateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem)
{
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s_renderCtx->m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
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}
void Context::rendererDestroyDynamicVertexBuffer(VertexBufferHandle _handle)
{
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s_renderCtx->m_vertexBuffers[_handle.idx].destroy();
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}
void Context::rendererCreateVertexShader(VertexShaderHandle _handle, Memory* _mem)
{
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s_renderCtx->m_vertexShaders[_handle.idx].create(false, _mem);
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}
void Context::rendererDestroyVertexShader(VertexShaderHandle _handle)
{
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s_renderCtx->m_vertexShaders[_handle.idx].destroy();
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}
void Context::rendererCreateFragmentShader(FragmentShaderHandle _handle, Memory* _mem)
{
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s_renderCtx->m_fragmentShaders[_handle.idx].create(true, _mem);
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}
void Context::rendererDestroyFragmentShader(FragmentShaderHandle _handle)
{
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s_renderCtx->m_fragmentShaders[_handle.idx].destroy();
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}
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void Context::rendererCreateProgram(ProgramHandle _handle, VertexShaderHandle _vsh, FragmentShaderHandle _fsh)
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{
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s_renderCtx->m_program[_handle.idx].create(s_renderCtx->m_vertexShaders[_vsh.idx], s_renderCtx->m_fragmentShaders[_fsh.idx]);
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}
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void Context::rendererDestroyProgram(FragmentShaderHandle _handle)
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{
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s_renderCtx->m_program[_handle.idx].destroy();
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}
void Context::rendererCreateTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip)
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{
s_renderCtx->m_textures[_handle.idx].create(_mem, _flags, _skip);
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}
void Context::rendererUpdateTextureBegin(TextureHandle _handle, uint8_t _side, uint8_t _mip)
{
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s_renderCtx->m_updateTexture = &s_renderCtx->m_textures[_handle.idx];
s_renderCtx->m_updateTexture->updateBegin(_side, _mip);
}
void Context::rendererUpdateTexture(TextureHandle /*_handle*/, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
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{
s_renderCtx->m_updateTexture->update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
}
void Context::rendererUpdateTextureEnd()
{
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s_renderCtx->m_updateTexture->updateEnd();
s_renderCtx->m_updateTexture = NULL;
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}
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void Context::rendererDestroyTexture(TextureHandle _handle)
{
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s_renderCtx->m_textures[_handle.idx].destroy();
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}
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void Context::rendererCreateFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const TextureHandle* _textureHandles)
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{
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s_renderCtx->m_frameBuffers[_handle.idx].create(_num, _textureHandles);
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}
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void Context::rendererDestroyFrameBuffer(FrameBufferHandle _handle)
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{
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s_renderCtx->m_frameBuffers[_handle.idx].destroy();
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}
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void Context::rendererCreateUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name)
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{
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uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
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void* data = BX_ALLOC(g_allocator, size);
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memset(data, 0, size);
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s_renderCtx->m_uniforms[_handle.idx] = data;
s_renderCtx->m_uniformReg.add(_name, s_renderCtx->m_uniforms[_handle.idx]);
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}
void Context::rendererDestroyUniform(UniformHandle _handle)
{
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BX_FREE(g_allocator, s_renderCtx->m_uniforms[_handle.idx]);
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}
void Context::rendererSaveScreenShot(const char* _filePath)
{
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s_renderCtx->saveScreenShot(_filePath);
}
void Context::rendererUpdateViewName(uint8_t _id, const char* _name)
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{
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mbstowcs(&s_viewNameW[_id][0], _name, BX_COUNTOF(s_viewNameW[0]) );
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}
void Context::rendererUpdateUniform(uint16_t _loc, const void* _data, uint32_t _size)
{
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memcpy(s_renderCtx->m_uniforms[_loc], _data, _size);
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}
void Context::rendererSetMarker(const char* _marker, uint32_t _size)
{
#if BGFX_CONFIG_DEBUG_PIX
uint32_t size = _size*sizeof(wchar_t);
wchar_t* name = (wchar_t*)alloca(size);
mbstowcs(name, _marker, size-2);
PIX_SETMARKER(D3DCOLOR_RGBA(0xff, 0xff, 0xff, 0xff), name);
#endif // BGFX_CONFIG_DEBUG_PIX
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BX_UNUSED(_marker, _size);
}
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void Context::rendererSubmit()
{
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IDirect3DDevice9* device = s_renderCtx->m_device;
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PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), L"rendererSubmit");
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s_renderCtx->updateResolution(m_render->m_resolution);
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int64_t elapsed = -bx::getHPCounter();
int64_t captureElapsed = 0;
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device->BeginScene();
if (0 < m_render->m_iboffset)
{
TransientIndexBuffer* ib = m_render->m_transientIb;
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s_renderCtx->m_indexBuffers[ib->handle.idx].update(0, m_render->m_iboffset, ib->data, true);
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}
if (0 < m_render->m_vboffset)
{
TransientVertexBuffer* vb = m_render->m_transientVb;
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s_renderCtx->m_vertexBuffers[vb->handle.idx].update(0, m_render->m_vboffset, vb->data, true);
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}
m_render->sort();
RenderState currentState;
currentState.reset();
currentState.m_flags = BGFX_STATE_NONE;
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currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
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Matrix4 viewProj[BGFX_CONFIG_MAX_VIEWS];
for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
{
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bx::float4x4_mul(&viewProj[ii].un.f4x4, &m_render->m_view[ii].un.f4x4, &m_render->m_proj[ii].un.f4x4);
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}
DX_CHECK(device->SetRenderState(D3DRS_FILLMODE, m_render->m_debug&BGFX_DEBUG_WIREFRAME ? D3DFILL_WIREFRAME : D3DFILL_SOLID) );
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uint16_t programIdx = invalidHandle;
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SortKey key;
uint8_t view = 0xff;
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FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
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float alphaRef = 0.0f;
uint32_t blendFactor = 0;
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D3DPRIMITIVETYPE primType = D3DPT_TRIANGLELIST;
uint32_t primNumVerts = 3;
bool viewHasScissor = false;
Rect viewScissorRect;
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viewScissorRect.clear();
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uint32_t statsNumPrimsSubmitted = 0;
uint32_t statsNumIndices = 0;
uint32_t statsNumInstances = 0;
uint32_t statsNumPrimsRendered = 0;
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s_renderCtx->invalidateSamplerState();
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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;
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const uint64_t newStencil = state.m_stencil;
uint64_t changedStencil = currentState.m_stencil ^ state.m_stencil;
currentState.m_stencil = newStencil;
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if (key.m_view != view)
{
currentState.clear();
currentState.m_scissor = !state.m_scissor;
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changedFlags = BGFX_STATE_MASK;
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changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
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currentState.m_flags = newFlags;
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currentState.m_stencil = newStencil;
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PIX_ENDEVENT();
PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), s_viewNameW[key.m_view]);
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view = key.m_view;
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programIdx = invalidHandle;
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if (m_render->m_fb[view].idx != fbh.idx)
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{
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fbh = m_render->m_fb[view];
s_renderCtx->setFrameBuffer(fbh);
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}
const Rect& rect = m_render->m_rect[view];
const Rect& scissorRect = m_render->m_scissor[view];
viewHasScissor = !scissorRect.isZero();
viewScissorRect = viewHasScissor ? scissorRect : rect;
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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_STENCILENABLE, 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) );
}
uint16_t scissor = state.m_scissor;
if (currentState.m_scissor != scissor)
{
currentState.m_scissor = scissor;
if (UINT16_MAX == scissor)
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{
DX_CHECK(device->SetRenderState(D3DRS_SCISSORTESTENABLE, viewHasScissor) );
if (viewHasScissor)
{
RECT rc;
rc.left = viewScissorRect.m_x;
rc.top = viewScissorRect.m_y;
rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
DX_CHECK(device->SetScissorRect(&rc) );
}
}
else
{
Rect scissorRect;
scissorRect.intersect(viewScissorRect, m_render->m_rectCache.m_cache[scissor]);
DX_CHECK(device->SetRenderState(D3DRS_SCISSORTESTENABLE, true) );
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RECT rc;
rc.left = scissorRect.m_x;
rc.top = scissorRect.m_y;
rc.right = scissorRect.m_x + scissorRect.m_width;
rc.bottom = scissorRect.m_y + scissorRect.m_height;
DX_CHECK(device->SetScissorRect(&rc) );
}
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}
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if (0 != changedStencil)
{
bool enable = 0 != newStencil;
DX_CHECK(device->SetRenderState(D3DRS_STENCILENABLE, enable) );
if (0 != newStencil)
{
uint32_t fstencil = unpackStencil(0, newStencil);
uint32_t bstencil = unpackStencil(1, newStencil);
uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
DX_CHECK(device->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, 0 != frontAndBack) );
uint32_t fchanged = unpackStencil(0, changedStencil);
if ( (BGFX_STENCIL_FUNC_REF_MASK|BGFX_STENCIL_FUNC_RMASK_MASK) & fchanged)
{
uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
DX_CHECK(device->SetRenderState(D3DRS_STENCILREF, ref) );
uint32_t rmask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
DX_CHECK(device->SetRenderState(D3DRS_STENCILMASK, rmask) );
}
// uint32_t bchanged = unpackStencil(1, changedStencil);
// if (BGFX_STENCIL_FUNC_RMASK_MASK & bchanged)
// {
// uint32_t wmask = (bstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
// DX_CHECK(device->SetRenderState(D3DRS_STENCILWRITEMASK, wmask) );
// }
for (uint32_t ii = 0, num = frontAndBack+1; ii < num; ++ii)
{
uint32_t stencil = unpackStencil(ii, newStencil);
uint32_t changed = unpackStencil(ii, changedStencil);
if ( (BGFX_STENCIL_TEST_MASK|BGFX_STENCIL_FUNC_REF_MASK|BGFX_STENCIL_FUNC_RMASK_MASK) & changed)
{
uint32_t func = (stencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT;
DX_CHECK(device->SetRenderState(s_stencilFuncRs[ii], s_cmpFunc[func]) );
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}
if ( (BGFX_STENCIL_OP_FAIL_S_MASK|BGFX_STENCIL_OP_FAIL_Z_MASK|BGFX_STENCIL_OP_PASS_Z_MASK) & changed)
{
uint32_t sfail = (stencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT;
DX_CHECK(device->SetRenderState(s_stencilFailRs[ii], s_stencilOp[sfail]) );
uint32_t zfail = (stencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT;
DX_CHECK(device->SetRenderState(s_stencilZFailRs[ii], s_stencilOp[zfail]) );
uint32_t zpass = (stencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT;
DX_CHECK(device->SetRenderState(s_stencilZPassRs[ii], s_stencilOp[zpass]) );
}
}
}
}
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if ( (0
| BGFX_STATE_CULL_MASK
| BGFX_STATE_DEPTH_WRITE
| BGFX_STATE_DEPTH_TEST_MASK
| BGFX_STATE_ALPHA_MASK
| BGFX_STATE_RGB_WRITE
| BGFX_STATE_BLEND_MASK
| BGFX_STATE_BLEND_EQUATION_MASK
| BGFX_STATE_ALPHA_REF_MASK
| BGFX_STATE_PT_MASK
| BGFX_STATE_POINT_SIZE_MASK
| BGFX_STATE_MSAA
) & changedFlags)
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{
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_cmpFunc[func]) );
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}
}
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if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
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{
uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
alphaRef = ref/255.0f;
}
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 (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) );
}
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if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK) & changedFlags)
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{
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;
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uint32_t equation = (newFlags&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT;
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uint32_t src = blend&0xf;
uint32_t dst = (blend>>4)&0xf;
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DX_CHECK(device->SetRenderState(D3DRS_SRCBLEND, s_blendFactor[src].m_src) );
DX_CHECK(device->SetRenderState(D3DRS_DESTBLEND, s_blendFactor[dst].m_dst) );
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DX_CHECK(device->SetRenderState(D3DRS_BLENDOP, s_blendEquation[equation]) );
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// DX_CHECK(device->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_SRCALPHA) );
// DX_CHECK(device->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA) );
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if ( (s_blendFactor[src].m_factor || s_blendFactor[dst].m_factor)
&& blendFactor != state.m_rgba)
{
blendFactor = state.m_rgba;
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D3DCOLOR color = D3DCOLOR_RGBA(blendFactor>>24, (blendFactor>>16)&0xff, (blendFactor>>8)&0xff, blendFactor&0xff);
DX_CHECK(device->SetRenderState(D3DRS_BLENDFACTOR, color) );
}
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}
}
uint8_t primIndex = uint8_t( (newFlags&BGFX_STATE_PT_MASK)>>BGFX_STATE_PT_SHIFT);
primType = s_primType[primIndex];
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primNumVerts = 3-primIndex;
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}
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bool programChanged = false;
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bool constantsChanged = state.m_constBegin < state.m_constEnd;
rendererUpdateUniforms(m_render->m_constantBuffer, state.m_constBegin, state.m_constEnd);
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if (key.m_program != programIdx)
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{
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programIdx = key.m_program;
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if (invalidHandle == programIdx)
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{
device->SetVertexShader(NULL);
device->SetPixelShader(NULL);
}
else
{
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Program& program = s_renderCtx->m_program[programIdx];
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device->SetVertexShader( (IDirect3DVertexShader9*)program.m_vsh->m_ptr);
device->SetPixelShader( (IDirect3DPixelShader9*)program.m_fsh->m_ptr);
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}
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programChanged =
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constantsChanged = true;
}
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if (invalidHandle != programIdx)
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{
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Program& program = s_renderCtx->m_program[programIdx];
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if (constantsChanged)
{
program.commit();
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}
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for (uint32_t ii = 0, num = program.m_numPredefined; ii < num; ++ii)
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{
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PredefinedUniform& predefined = program.m_predefined[ii];
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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;
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s_renderCtx->setShaderConstantF(flags, predefined.m_loc, &rect[0], 1);
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}
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);
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s_renderCtx->setShaderConstantF(flags, predefined.m_loc, &rect[0], 1);
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}
break;
case PredefinedUniform::View:
{
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s_renderCtx->setShaderConstantF(flags, predefined.m_loc, m_render->m_view[view].un.val, bx::uint32_min(4, predefined.m_count) );
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}
break;
case PredefinedUniform::ViewProj:
{
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s_renderCtx->setShaderConstantF(flags, predefined.m_loc, viewProj[view].un.val, bx::uint32_min(4, predefined.m_count) );
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}
break;
case PredefinedUniform::Model:
{
const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
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s_renderCtx->setShaderConstantF(flags, predefined.m_loc, model.un.val, bx::uint32_min(state.m_num*4, predefined.m_count) );
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}
break;
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case PredefinedUniform::ModelView:
{
Matrix4 modelView;
const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
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bx::float4x4_mul(&modelView.un.f4x4, &model.un.f4x4, &m_render->m_view[view].un.f4x4);
s_renderCtx->setShaderConstantF(flags, predefined.m_loc, modelView.un.val, bx::uint32_min(4, predefined.m_count) );
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}
break;
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case PredefinedUniform::ModelViewProj:
{
Matrix4 modelViewProj;
const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
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bx::float4x4_mul(&modelViewProj.un.f4x4, &model.un.f4x4, &viewProj[view].un.f4x4);
s_renderCtx->setShaderConstantF(flags, predefined.m_loc, modelViewProj.un.val, bx::uint32_min(4, predefined.m_count) );
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}
break;
case PredefinedUniform::ModelViewProjX:
{
const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
uint8_t other = m_render->m_other[view];
Matrix4 viewProjBias;
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bx::float4x4_mul(&viewProjBias.un.f4x4, &viewProj[other].un.f4x4, &s_bias.un.f4x4);
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Matrix4 modelViewProj;
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bx::float4x4_mul(&modelViewProj.un.f4x4, &model.un.f4x4, &viewProjBias.un.f4x4);
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s_renderCtx->setShaderConstantF(flags, predefined.m_loc, modelViewProj.un.val, bx::uint32_min(4, predefined.m_count) );
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}
break;
case PredefinedUniform::ViewProjX:
{
uint8_t other = m_render->m_other[view];
Matrix4 viewProjBias;
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bx::float4x4_mul(&viewProjBias.un.f4x4, &viewProj[other].un.f4x4, &s_bias.un.f4x4);
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s_renderCtx->setShaderConstantF(flags, predefined.m_loc, viewProjBias.un.val, bx::uint32_min(4, predefined.m_count) );
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}
break;
case PredefinedUniform::AlphaRef:
{
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s_renderCtx->setShaderConstantF(flags, predefined.m_loc, &alphaRef, 1);
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}
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
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|| programChanged)
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{
if (invalidHandle != sampler.m_idx)
{
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s_renderCtx->m_textures[sampler.m_idx].commit(stage, sampler.m_flags);
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}
else
{
DX_CHECK(device->SetTexture(stage, NULL) );
}
}
current = sampler;
flag <<= 1;
}
}
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if (programChanged
|| currentState.m_vertexBuffer.idx != state.m_vertexBuffer.idx
|| currentState.m_instanceDataBuffer.idx != state.m_instanceDataBuffer.idx
|| currentState.m_instanceDataOffset != state.m_instanceDataOffset
|| currentState.m_instanceDataStride != state.m_instanceDataStride)
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{
currentState.m_vertexBuffer = state.m_vertexBuffer;
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currentState.m_instanceDataBuffer.idx = state.m_instanceDataBuffer.idx;
currentState.m_instanceDataOffset = state.m_instanceDataOffset;
currentState.m_instanceDataStride = state.m_instanceDataStride;
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uint16_t handle = state.m_vertexBuffer.idx;
if (invalidHandle != handle)
{
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const VertexBuffer& vb = s_renderCtx->m_vertexBuffers[handle];
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uint16_t decl = !isValid(vb.m_decl) ? state.m_vertexDecl.idx : vb.m_decl.idx;
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const VertexDeclaration& vertexDecl = s_renderCtx->m_vertexDecls[decl];
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DX_CHECK(device->SetStreamSource(0, vb.m_ptr, 0, vertexDecl.m_decl.m_stride) );
if (isValid(state.m_instanceDataBuffer)
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&& s_renderCtx->m_instancing)
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{
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const VertexBuffer& inst = s_renderCtx->m_vertexBuffers[state.m_instanceDataBuffer.idx];
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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)
{
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const IndexBuffer& ib = s_renderCtx->m_indexBuffers[handle];
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DX_CHECK(device->SetIndices(ib.m_ptr) );
}
else
{
DX_CHECK(device->SetIndices(NULL) );
}
}
if (isValid(currentState.m_vertexBuffer) )
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{
uint32_t numVertices = state.m_numVertices;
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if (UINT32_MAX == numVertices)
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{
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const VertexBuffer& vb = s_renderCtx->m_vertexBuffers[currentState.m_vertexBuffer.idx];
uint16_t decl = !isValid(vb.m_decl) ? state.m_vertexDecl.idx : vb.m_decl.idx;
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const VertexDeclaration& vertexDecl = s_renderCtx->m_vertexDecls[decl];
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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 (isValid(state.m_indexBuffer) )
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{
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if (UINT32_MAX == state.m_numIndices)
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{
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numIndices = s_renderCtx->m_indexBuffers[state.m_indexBuffer.idx].m_size/2;
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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;
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DX_CHECK(device->DrawPrimitive(primType
, state.m_startVertex
, numPrimsSubmitted
) );
}
statsNumPrimsSubmitted += numPrimsSubmitted;
statsNumIndices += numIndices;
statsNumInstances += numInstances;
statsNumPrimsRendered += numPrimsRendered;
}
}
PIX_ENDEVENT();
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if (0 < m_render->m_num)
{
captureElapsed = -bx::getHPCounter();
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s_renderCtx->capture();
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captureElapsed += bx::getHPCounter();
}
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}
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), L"debugstats");
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TextVideoMem& tvm = s_renderCtx->m_textVideoMem;
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static int64_t next = now;
if (now >= next)
{
next = now + bx::getHPFrequency();
double freq = double(bx::getHPFrequency() );
double toMs = 1000.0/freq;
tvm.clear();
uint16_t pos = 0;
tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f, " " BGFX_RENDERER_NAME " / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " ");
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const D3DADAPTER_IDENTIFIER9& identifier = s_renderCtx->m_identifier;
tvm.printf(0, pos++, 0x0f, " Device: %s (%s)", identifier.Description, identifier.Driver);
pos = 10;
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tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
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, double(frameTime)*toMs
, double(min)*toMs
, double(max)*toMs
, freq/frameTime
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);
const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d "
, !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
, 0 != msaa ? '\xfe' : ' '
, 1<<msaa
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);
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double elapsedCpuMs = double(elapsed)*toMs;
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tvm.printf(10, pos++, 0x8e, " Draw calls: %4d / CPU %3.4f [ms]"
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, m_render->m_num
, elapsedCpuMs
);
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tvm.printf(10, pos++, 0x8e, " Prims: %7d (#inst: %5d), submitted: %7d"
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, statsNumPrimsRendered
, statsNumInstances
, statsNumPrimsSubmitted
);
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double captureMs = double(captureElapsed)*toMs;
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tvm.printf(10, pos++, 0x8e, " Capture: %3.4f [ms]", captureMs);
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);
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uint8_t attr[2] = { 0x89, 0x8a };
uint8_t attrIndex = m_render->m_waitSubmit < m_render->m_waitRender;
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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);
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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), L"debugtext");
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m_textVideoMemBlitter.blit(m_render->m_textVideoMem);
PIX_ENDEVENT();
}
device->EndScene();
}
}
#endif // BGFX_CONFIG_RENDERER_DIRECT3D9