/* * Copyright 2011-2013 Branimir Karadzic. All rights reserved. * License: http://www.opensource.org/licenses/BSD-2-Clause */ #include "bgfx_p.h" #if BGFX_CONFIG_RENDERER_DIRECT3D9 # include "renderer_d3d9.h" namespace bgfx { static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][256]; 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 }, }; 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 }, }; static const D3DBLENDOP s_blendEquation[] = { D3DBLENDOP_ADD, D3DBLENDOP_SUBTRACT, D3DBLENDOP_REVSUBTRACT, D3DBLENDOP_MIN, D3DBLENDOP_MAX, }; static const D3DCMPFUNC s_depthFunc[] = { (D3DCMPFUNC)0, // ignored D3DCMP_LESS, D3DCMP_LESSEQUAL, D3DCMP_EQUAL, D3DCMP_GREATEREQUAL, D3DCMP_GREATER, D3DCMP_NOTEQUAL, D3DCMP_NEVER, D3DCMP_ALWAYS, }; static const D3DCMPFUNC s_stencilFunc[] = { (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, }; 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, D3DFMT_R32F, }; static const D3DFORMAT s_depthFormat[] = { D3DFMT_UNKNOWN, // ignored D3DFMT_D24S8, }; static const D3DTEXTUREADDRESS s_textureAddress[] = { D3DTADDRESS_WRAP, D3DTADDRESS_MIRROR, D3DTADDRESS_CLAMP, }; static const D3DTEXTUREFILTERTYPE s_textureFilter[] = { D3DTEXF_LINEAR, D3DTEXF_POINT, D3DTEXF_ANISOTROPIC, }; struct TextureFormatInfo { D3DFORMAT m_fmt; }; static TextureFormatInfo s_textureFormat[TextureFormat::Count] = { { 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 }; 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 }, }; 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 } }; struct RendererContext { RendererContext() : 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) , m_initialized(false) , m_amd(false) , m_nvidia(false) , m_instancing(false) , m_rtMsaa(false) { m_rt.idx = invalidHandle; } void init() { D3DFORMAT adapterFormat = D3DFMT_X8R8G8B8; // http://msdn.microsoft.com/en-us/library/windows/desktop/bb172588%28v=vs.85%29.aspx memset(&m_params, 0, sizeof(m_params) ); m_params.BackBufferWidth = BGFX_DEFAULT_WIDTH; m_params.BackBufferHeight = BGFX_DEFAULT_HEIGHT; m_params.BackBufferFormat = adapterFormat; m_params.BackBufferCount = 1; m_params.MultiSampleType = D3DMULTISAMPLE_NONE; m_params.MultiSampleQuality = 0; m_params.EnableAutoDepthStencil = TRUE; m_params.AutoDepthStencilFormat = D3DFMT_D24S8; m_params.Flags = D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL; #if BX_PLATFORM_WINDOWS m_params.FullScreen_RefreshRateInHz = 0; m_params.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; m_params.SwapEffect = D3DSWAPEFFECT_DISCARD; m_params.hDeviceWindow = g_bgfxHwnd; m_params.Windowed = true; RECT rect; GetWindowRect(g_bgfxHwnd, &rect); m_params.BackBufferWidth = rect.right-rect.left; m_params.BackBufferHeight = rect.bottom-rect.top; m_d3d9dll = bx::dlopen("d3d9.dll"); BGFX_FATAL(NULL != m_d3d9dll, Fatal::UnableToInitialize, "Failed to load d3d9.dll."); #if BGFX_CONFIG_DEBUG_PIX 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"); BX_CHECK(NULL != m_D3DPERF_SetMarker && NULL != m_D3DPERF_BeginEvent && NULL != m_D3DPERF_EndEvent , "Failed to initialize PIX events." ); #endif // BGFX_CONFIG_DEBUG_PIX #if BGFX_CONFIG_RENDERER_DIRECT3D9EX 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; } BGFX_FATAL(m_d3d9, Fatal::UnableToInitialize, "Unable to create Direct3D."); m_adapter = D3DADAPTER_DEFAULT; m_deviceType = D3DDEVTYPE_HAL; uint32_t adapterCount = m_d3d9->GetAdapterCount(); for (uint32_t ii = 0; ii < adapterCount; ++ii) { D3DADAPTER_IDENTIFIER9 identifier; 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" , identifier.VendorId , identifier.DeviceId , identifier.SubSysId , identifier.Revision ); #if BGFX_CONFIG_DEBUG_PERFHUD if (0 != strstr(identifier.Description, "PerfHUD") ) { m_adapter = ii; m_deviceType = D3DDEVTYPE_REF; } #endif // BGFX_CONFIG_DEBUG_PERFHUD } } DX_CHECK(m_d3d9->GetAdapterIdentifier(m_adapter, 0, &m_identifier) ); m_amd = m_identifier.VendorId == 0x1002; m_nvidia = m_identifier.VendorId == 0x10de; uint32_t behaviorFlags[] = { D3DCREATE_HARDWARE_VERTEXPROCESSING|D3DCREATE_PUREDEVICE|D3DCREATE_FPU_PRESERVE, D3DCREATE_MIXED_VERTEXPROCESSING|D3DCREATE_FPU_PRESERVE, D3DCREATE_SOFTWARE_VERTEXPROCESSING|D3DCREATE_FPU_PRESERVE, }; for (uint32_t ii = 0; ii < BX_COUNTOF(behaviorFlags) && NULL == m_device; ++ii) { #if 0 // BGFX_CONFIG_RENDERER_DIRECT3D9EX DX_CHECK(m_d3d9->CreateDeviceEx(m_adapter , m_deviceType , g_bgfxHwnd , behaviorFlags[ii] , &m_params , NULL , &m_device ) ); #else DX_CHECK(m_d3d9->CreateDevice(m_adapter , m_deviceType , g_bgfxHwnd , behaviorFlags[ii] , &m_params , &m_device ) ); #endif // BGFX_CONFIG_RENDERER_DIRECT3D9EX } BGFX_FATAL(m_device, Fatal::UnableToInitialize, "Unable to create Direct3D9 device."); #if BGFX_CONFIG_RENDERER_DIRECT3D9EX if (NULL != m_d3d9ex) { DX_CHECK(m_device->QueryInterface(IID_IDirect3DDevice9Ex, (void**)&m_deviceEx) ); } #endif // BGFX_CONFIG_RENDERER_DIRECT3D9EX 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); g_caps.emulated &= ~( 0 | BGFX_CAPS_TEXTURE_FORMAT_BC1 | BGFX_CAPS_TEXTURE_FORMAT_BC2 | BGFX_CAPS_TEXTURE_FORMAT_BC3 ); g_caps.supported |= BGFX_CAPS_TEXTURE_3D; g_caps.maxTextureSize = bx::uint32_min(m_caps.MaxTextureWidth, m_caps.MaxTextureHeight); #if BGFX_CONFIG_RENDERER_USE_EXTENSIONS BX_TRACE("Extended formats:"); for (uint32_t ii = 0; ii < ExtendedFormat::Count; ++ii) { ExtendedFormat& fmt = s_extendedFormats[ii]; fmt.m_supported = SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter, m_deviceType, adapterFormat, fmt.m_usage, fmt.m_type, fmt.m_fmt) ); const char* fourcc = (const char*)&fmt.m_fmt; BX_TRACE("\t%2d: %c%c%c%c %s", ii, fourcc[0], fourcc[1], fourcc[2], fourcc[3], fmt.m_supported ? "supported" : ""); BX_UNUSED(fourcc); } m_instancing = false || s_extendedFormats[ExtendedFormat::Inst].m_supported || (m_caps.VertexShaderVersion >= D3DVS_VERSION(3, 0) ) ; if (m_amd && s_extendedFormats[ExtendedFormat::Inst].m_supported) { // AMD only 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; g_caps.emulated &= ~( 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) ); g_caps.supported |= m_instancing ? BGFX_CAPS_INSTANCING : 0; #endif // BGFX_CONFIG_RENDERER_USE_EXTENSIONS uint32_t index = 1; for (const D3DFORMAT* fmt = &s_checkColorFormats[index]; *fmt != D3DFMT_UNKNOWN; ++fmt, ++index) { for (; *fmt != D3DFMT_UNKNOWN; ++fmt) { if (SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter, m_deviceType, adapterFormat, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, *fmt) ) ) { s_colorFormat[index] = *fmt; break; } } for (; *fmt != D3DFMT_UNKNOWN; ++fmt); } m_fmtDepth = D3DFMT_D24S8; #elif BX_PLATFORM_XBOX360 m_params.PresentationInterval = D3DPRESENT_INTERVAL_ONE; m_params.DisableAutoBackBuffer = FALSE; m_params.DisableAutoFrontBuffer = FALSE; m_params.FrontBufferFormat = D3DFMT_X8R8G8B8; m_params.FrontBufferColorSpace = D3DCOLORSPACE_RGB; m_d3d9 = Direct3DCreate9(D3D_SDK_VERSION); BX_TRACE("Creating D3D9 %p", m_d3d9); XVIDEO_MODE videoMode; XGetVideoMode(&videoMode); if (!videoMode.fIsWideScreen) { m_params.Flags |= D3DPRESENTFLAG_NO_LETTERBOX; } BX_TRACE("Creating device"); DX_CHECK(m_d3d9->CreateDevice(m_adapter , m_deviceType , NULL , D3DCREATE_HARDWARE_VERTEXPROCESSING|D3DCREATE_BUFFER_2_FRAMES , &m_params , &m_device ) ); BX_TRACE("Device %p", m_device); m_fmtDepth = D3DFMT_D24FS8; #endif // BX_PLATFORM_WINDOWS postReset(); m_initialized = true; } void shutdown() { preReset(); for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii) { m_indexBuffers[ii].destroy(); } for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii) { m_vertexBuffers[ii].destroy(); } for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexShaders); ++ii) { m_vertexShaders[ii].destroy(); } for (uint32_t ii = 0; ii < BX_COUNTOF(m_fragmentShaders); ++ii) { m_fragmentShaders[ii].destroy(); } for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii) { m_textures[ii].destroy(); } for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexDecls); ++ii) { m_vertexDecls[ii].destroy(); } for (uint32_t ii = 0; ii < BX_COUNTOF(m_renderTargets); ++ii) { m_renderTargets[ii].destroy(); } #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); } #if BX_PLATFORM_WINDOWS bx::dlclose(m_d3d9dll); #endif // BX_PLATFORM_WINDOWS m_initialized = false; } void updateMsaa() { for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_checkMsaa); ++ii) { D3DMULTISAMPLE_TYPE msaa = s_checkMsaa[ii]; DWORD quality; HRESULT hr = m_d3d9->CheckDeviceMultiSampleType(m_adapter , m_deviceType , m_params.BackBufferFormat , m_params.Windowed , msaa , &quality ); if (SUCCEEDED(hr) ) { s_msaa[ii].m_type = msaa; s_msaa[ii].m_quality = bx::uint32_imax(0, quality-1); last = ii; } else { s_msaa[ii] = s_msaa[last]; } } } void updateResolution(const Resolution& _resolution) { if (m_params.BackBufferWidth != _resolution.m_width || m_params.BackBufferHeight != _resolution.m_height || m_flags != _resolution.m_flags) { m_flags = _resolution.m_flags; m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height); m_textVideoMem.clear(); #if BX_PLATFORM_WINDOWS D3DDEVICE_CREATION_PARAMETERS dcp; DX_CHECK(m_device->GetCreationParameters(&dcp) ); D3DDISPLAYMODE dm; DX_CHECK(m_d3d9->GetAdapterDisplayMode(dcp.AdapterOrdinal, &dm) ); m_params.BackBufferFormat = dm.Format; #endif // BX_PLATFORM_WINDOWS m_params.BackBufferWidth = _resolution.m_width; m_params.BackBufferHeight = _resolution.m_height; m_params.FullScreen_RefreshRateInHz = BGFX_RESET_FULLSCREEN == (m_flags&BGFX_RESET_FULLSCREEN_MASK) ? 60 : 0; m_params.PresentationInterval = !!(m_flags&BGFX_RESET_VSYNC) ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE; updateMsaa(); Msaa& msaa = s_msaa[(m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT]; m_params.MultiSampleType = msaa.m_type; m_params.MultiSampleQuality = msaa.m_quality; preReset(); DX_CHECK(m_device->Reset(&m_params) ); postReset(); } } void setRenderTarget(RenderTargetHandle _rt, bool _msaa = true) { if (!isValid(_rt) ) { DX_CHECK(m_device->SetRenderTarget(0, m_backBufferColor) ); DX_CHECK(m_device->SetDepthStencilSurface(m_backBufferDepthStencil) ); } else { RenderTarget& renderTarget = m_renderTargets[_rt.idx]; if (NULL != renderTarget.m_rt) { DX_CHECK(m_device->SetRenderTarget(0, renderTarget.m_rt) ); } else { DX_CHECK(m_device->SetRenderTarget(0, renderTarget.m_color) ); } DX_CHECK(m_device->SetDepthStencilSurface(NULL != renderTarget.m_depth ? renderTarget.m_depth : m_backBufferDepthStencil) ); } if (isValid(m_rt) && m_rt.idx != _rt.idx && m_rtMsaa) { RenderTarget& renderTarget = m_renderTargets[m_rt.idx]; if (!renderTarget.m_depthOnly && renderTarget.m_rt != NULL) { renderTarget.resolve(); } } m_rt = _rt; m_rtMsaa = _msaa; } void setShaderConstantF(uint8_t _flags, uint16_t _regIndex, const float* _val, uint16_t _numRegs) { if (_flags&BGFX_UNIFORM_FRAGMENTBIT) { DX_CHECK(m_device->SetPixelShaderConstantF(_regIndex, _val, _numRegs) ); } else { DX_CHECK(m_device->SetVertexShaderConstantF(_regIndex, _val, _numRegs) ); } } void reset() { preReset(); HRESULT hr; do { hr = m_device->Reset(&m_params); } while (FAILED(hr) ); postReset(); } bool isLost(HRESULT _hr) const { return D3DERR_DEVICELOST == _hr || D3DERR_DRIVERINTERNALERROR == _hr #if !defined(D3D_DISABLE_9EX) || D3DERR_DEVICEHUNG == _hr || D3DERR_DEVICEREMOVED == _hr #endif // !defined(D3D_DISABLE_9EX) ; } void flip() { if (NULL != m_device) { #if BGFX_CONFIG_RENDERER_DIRECT3D9EX if (NULL != m_deviceEx) { DX_CHECK(m_deviceEx->WaitForVBlank(0) ); } #endif // BGFX_CONFIG_RENDERER_DIRECT3D9EX HRESULT hr; hr = m_device->Present(NULL, NULL, NULL, NULL); #if BX_PLATFORM_WINDOWS if (isLost(hr) ) { do { do { hr = m_device->TestCooperativeLevel(); } while (D3DERR_DEVICENOTRESET != hr); reset(); hr = m_device->TestCooperativeLevel(); } while (FAILED(hr) ); } else if (FAILED(hr) ) { BX_TRACE("Present failed with err 0x%08x.", hr); } #endif // BX_PLATFORM_ } } void preReset() { invalidateSamplerState(); for (uint32_t stage = 0; stage < BGFX_STATE_TEX_COUNT; ++stage) { DX_CHECK(m_device->SetTexture(stage, NULL) ); } DX_CHECK(m_device->SetRenderTarget(0, m_backBufferColor) ); DX_CHECK(m_device->SetDepthStencilSurface(m_backBufferDepthStencil) ); DX_CHECK(m_device->SetVertexShader(NULL) ); DX_CHECK(m_device->SetPixelShader(NULL) ); DX_CHECK(m_device->SetStreamSource(0, NULL, 0, 0) ); DX_CHECK(m_device->SetIndices(NULL) ); DX_RELEASE(m_backBufferColor, 0); DX_RELEASE(m_backBufferDepthStencil, 0); capturePreReset(); for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii) { m_indexBuffers[ii].preReset(); } for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii) { m_vertexBuffers[ii].preReset(); } for (uint32_t ii = 0; ii < BX_COUNTOF(m_renderTargets); ++ii) { m_renderTargets[ii].preReset(); } } void postReset() { DX_CHECK(m_device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &m_backBufferColor) ); DX_CHECK(m_device->GetDepthStencilSurface(&m_backBufferDepthStencil) ); capturePostReset(); for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii) { m_indexBuffers[ii].postReset(); } for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii) { m_vertexBuffers[ii].postReset(); } for (uint32_t ii = 0; ii < BX_COUNTOF(m_renderTargets); ++ii) { m_renderTargets[ii].postReset(); } } 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) ); } } 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) { #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; g_callback->screenShot(_filePath , m_params.BackBufferWidth , m_params.BackBufferHeight , rect.Pitch , &data[point.y*rect.Pitch+point.x*bytesPerPixel] , m_params.BackBufferHeight*rect.Pitch , false ); DX_CHECK(surface->UnlockRect() ); DX_RELEASE(surface, 0); #endif // BX_PLATFORM_WINDOWS } #if BX_PLATFORM_WINDOWS D3DCAPS9 m_caps; # if BGFX_CONFIG_DEBUG_PIX D3DPERF_SetMarkerFunc m_D3DPERF_SetMarker; D3DPERF_BeginEventFunc m_D3DPERF_BeginEvent; D3DPERF_EndEventFunc m_D3DPERF_EndEvent; # endif // BGFX_CONFIG_DEBUG_PIX #endif // BX_PLATFORM_WINDOWS #if BGFX_CONFIG_RENDERER_DIRECT3D9EX IDirect3D9Ex* m_d3d9ex; IDirect3DDevice9Ex* m_deviceEx; #endif // BGFX_CONFIG_RENDERER_DIRECT3D9EX IDirect3D9* m_d3d9; IDirect3DDevice9* m_device; D3DPOOL m_pool; IDirect3DSurface9* m_backBufferColor; IDirect3DSurface9* m_backBufferDepthStencil; IDirect3DTexture9* m_captureTexture; IDirect3DSurface9* m_captureSurface; IDirect3DSurface9* m_captureResolve; IDirect3DVertexDeclaration9* m_instanceDataDecls[BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT]; void* m_d3d9dll; uint32_t m_adapter; D3DDEVTYPE m_deviceType; D3DPRESENT_PARAMETERS m_params; uint32_t m_flags; D3DADAPTER_IDENTIFIER9 m_identifier; 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]; Program m_program[BGFX_CONFIG_MAX_PROGRAMS]; Texture m_textures[BGFX_CONFIG_MAX_TEXTURES]; VertexDeclaration m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS]; RenderTarget m_renderTargets[BGFX_CONFIG_MAX_RENDER_TARGETS]; UniformRegistry m_uniformReg; void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS]; 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; TextVideoMem m_textVideoMem; RenderTargetHandle m_rt; bool m_rtMsaa; }; static RendererContext* s_renderCtx; void IndexBuffer::create(uint32_t _size, void* _data) { m_size = _size; m_dynamic = NULL == _data; uint32_t usage = D3DUSAGE_WRITEONLY; D3DPOOL pool = s_renderCtx->m_pool; if (m_dynamic) { usage |= D3DUSAGE_DYNAMIC; pool = D3DPOOL_DEFAULT; } DX_CHECK(s_renderCtx->m_device->CreateIndexBuffer(m_size , usage , D3DFMT_INDEX16 , pool , &m_ptr , NULL ) ); if (NULL != _data) { update(0, _size, _data); } } void IndexBuffer::preReset() { if (m_dynamic) { DX_RELEASE(m_ptr, 0); } } void IndexBuffer::postReset() { if (m_dynamic) { DX_CHECK(s_renderCtx->m_device->CreateIndexBuffer(m_size , D3DUSAGE_WRITEONLY|D3DUSAGE_DYNAMIC , D3DFMT_INDEX16 , D3DPOOL_DEFAULT , &m_ptr , NULL ) ); } } void VertexBuffer::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle) { m_size = _size; m_decl = _declHandle; m_dynamic = NULL == _data; uint32_t usage = D3DUSAGE_WRITEONLY; D3DPOOL pool = s_renderCtx->m_pool; if (m_dynamic) { usage |= D3DUSAGE_DYNAMIC; pool = D3DPOOL_DEFAULT; } DX_CHECK(s_renderCtx->m_device->CreateVertexBuffer(m_size , usage , 0 , pool , &m_ptr , NULL ) ); if (NULL != _data) { update(0, _size, _data); } } void VertexBuffer::preReset() { if (m_dynamic) { DX_RELEASE(m_ptr, 0); } } void VertexBuffer::postReset() { if (m_dynamic) { DX_CHECK(s_renderCtx->m_device->CreateVertexBuffer(m_size , D3DUSAGE_WRITEONLY|D3DUSAGE_DYNAMIC , 0 , D3DPOOL_DEFAULT , &m_ptr , NULL ) ); } } static const D3DVERTEXELEMENT9 s_attrib[Attrib::Count+1] = { { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 }, { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 }, { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT, 0 }, { 0, 0, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 }, { 0, 0, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 1 }, { 0, 0, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDINDICES, 0 }, { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDWEIGHT, 0 }, { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 }, { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 }, { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2 }, { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3 }, { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4 }, { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 5 }, { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 6 }, { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 7 }, D3DDECL_END() }; static 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 }, }, }; static D3DVERTEXELEMENT9* fillVertexDecl(D3DVERTEXELEMENT9* _out, const VertexDecl& _decl) { D3DVERTEXELEMENT9* elem = _out; for (uint32_t attr = 0; attr < Attrib::Count; ++attr) { if (0xff != _decl.m_attributes[attr]) { uint8_t num; AttribType::Enum type; bool normalized; bool asInt; _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt); memcpy(elem, &s_attrib[attr], sizeof(D3DVERTEXELEMENT9) ); elem->Type = s_attribType[type][num-1][normalized]; elem->Offset = _decl.m_offset[attr]; ++elem; } } return elem; } static IDirect3DVertexDeclaration9* createVertexDecl(const VertexDecl& _decl, uint8_t _numInstanceData) { D3DVERTEXELEMENT9 vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT]; D3DVERTEXELEMENT9* elem = fillVertexDecl(vertexElements, _decl); const D3DVERTEXELEMENT9 inst = { 1, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 }; for (uint32_t ii = 0; ii < _numInstanceData; ++ii) { memcpy(elem, &inst, sizeof(D3DVERTEXELEMENT9) ); elem->UsageIndex = 8-_numInstanceData+ii; elem->Offset = ii*16; ++elem; } memcpy(elem, &s_attrib[Attrib::Count], sizeof(D3DVERTEXELEMENT9) ); IDirect3DVertexDeclaration9* ptr; DX_CHECK(s_renderCtx->m_device->CreateVertexDeclaration(vertexElements, &ptr) ); return ptr; } void VertexDeclaration::create(const VertexDecl& _decl) { memcpy(&m_decl, &_decl, sizeof(VertexDecl) ); dump(m_decl); m_ptr = createVertexDecl(_decl, 0); } void Shader::create(bool _fragment, const Memory* _mem) { bx::MemoryReader reader(_mem->data, _mem->size); uint32_t magic; bx::read(&reader, magic); uint32_t iohash; bx::read(&reader, iohash); uint16_t count; bx::read(&reader, count); m_numPredefined = 0; BX_TRACE("Shader consts %d", count); uint8_t fragmentBit = _fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0; if (0 < count) { m_constantBuffer = ConstantBuffer::create(1024); for (uint32_t ii = 0; ii < count; ++ii) { uint8_t nameSize; bx::read(&reader, nameSize); char name[256]; bx::read(&reader, &name, nameSize); name[nameSize] = '\0'; uint8_t type; bx::read(&reader, type); uint8_t num; bx::read(&reader, num); uint16_t regIndex; bx::read(&reader, regIndex); uint16_t regCount; bx::read(&reader, regCount); const char* kind = "invalid"; const void* data = NULL; PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name); if (PredefinedUniform::Count != predefined) { kind = "predefined"; m_predefined[m_numPredefined].m_loc = regIndex; m_predefined[m_numPredefined].m_count = regCount; m_predefined[m_numPredefined].m_type = predefined|fragmentBit; m_numPredefined++; } else { const UniformInfo* info = s_renderCtx->m_uniformReg.find(name); BX_CHECK(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name); if (NULL != info) { kind = "user"; data = info->m_data; m_constantBuffer->writeUniformRef( (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 ); BX_UNUSED(kind); } m_constantBuffer->finish(); } uint16_t shaderSize; bx::read(&reader, shaderSize); const DWORD* code = (const DWORD*)reader.getDataPtr(); if (_fragment) { DX_CHECK(s_renderCtx->m_device->CreatePixelShader(code, (IDirect3DPixelShader9**)&m_ptr) ); BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader."); } else { DX_CHECK(s_renderCtx->m_device->CreateVertexShader(code, (IDirect3DVertexShader9**)&m_ptr) ); BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader."); } } void Texture::createTexture(uint32_t _width, uint32_t _height, uint8_t _numMips, D3DFORMAT _fmt) { m_type = Texture2D; DX_CHECK(s_renderCtx->m_device->CreateTexture(_width , _height , _numMips , 0 , _fmt , s_renderCtx->m_pool , &m_texture2d , NULL ) ); BGFX_FATAL(NULL != m_texture2d, Fatal::UnableToCreateTexture, "Failed to create texture (size: %dx%d, mips: %d, fmt: 0x%08x)." , _width , _height , _numMips , _fmt ); } void Texture::createVolumeTexture(uint32_t _width, uint32_t _height, uint32_t _depth, uint32_t _numMips, D3DFORMAT _fmt) { m_type = Texture3D; DX_CHECK(s_renderCtx->m_device->CreateVolumeTexture(_width , _height , _depth , _numMips , 0 , _fmt , s_renderCtx->m_pool , &m_texture3d , NULL ) ); BGFX_FATAL(NULL != m_texture3d, Fatal::UnableToCreateTexture, "Failed to create volume texture (size: %dx%dx%d, mips: %d, fmt: 0x%08x)." , _width , _height , _depth , _numMips , _fmt ); } void Texture::createCubeTexture(uint32_t _edge, uint32_t _numMips, D3DFORMAT _fmt) { m_type = TextureCube; DX_CHECK(s_renderCtx->m_device->CreateCubeTexture(_edge , _numMips , 0 , _fmt , s_renderCtx->m_pool , &m_textureCube , NULL ) ); BGFX_FATAL(NULL != m_textureCube, Fatal::UnableToCreateTexture, "Failed to create cube texture (edge: %d, mips: %d, fmt: 0x%08x)." , _edge , _numMips , _fmt ); } uint8_t* Texture::lock(uint8_t _side, uint8_t _lod, uint32_t& _pitch, uint32_t& _slicePitch, const Rect* _rect) { switch (m_type) { case Texture2D: { D3DLOCKED_RECT lockedRect; if (NULL != _rect) { 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->LockRect(_lod, &lockedRect, &rect, 0) ); } else { DX_CHECK(m_texture2d->LockRect(_lod, &lockedRect, NULL, 0) ); } _pitch = lockedRect.Pitch; _slicePitch = 0; return (uint8_t*)lockedRect.pBits; } case Texture3D: { D3DLOCKED_BOX box; DX_CHECK(m_texture3d->LockBox(_lod, &box, NULL, 0) ); _pitch = box.RowPitch; _slicePitch = box.SlicePitch; return (uint8_t*)box.pBits; } case TextureCube: { D3DLOCKED_RECT lockedRect; if (NULL != _rect) { 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->LockRect(D3DCUBEMAP_FACES(_side), _lod, &lockedRect, &rect, 0) ); } else { DX_CHECK(m_textureCube->LockRect(D3DCUBEMAP_FACES(_side), _lod, &lockedRect, NULL, 0) ); } _pitch = lockedRect.Pitch; _slicePitch = 0; return (uint8_t*)lockedRect.pBits; } } BX_CHECK(false, "You should not be here."); return NULL; } void Texture::unlock(uint8_t _side, uint8_t _lod) { switch (m_type) { case Texture2D: { DX_CHECK(m_texture2d->UnlockRect(_lod) ); } return; case Texture3D: { DX_CHECK(m_texture3d->UnlockBox(_lod) ); } return; case TextureCube: { DX_CHECK(m_textureCube->UnlockRect(D3DCUBEMAP_FACES(_side), _lod) ); } return; } BX_CHECK(false, "You should not be here."); } 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: { 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) { m_flags = _flags; ImageContainer imageContainer; if (imageParse(imageContainer, _mem->data, _mem->size) ) { m_requestedFormat = (uint8_t)imageContainer.m_format; m_textureFormat = (uint8_t)imageContainer.m_format; 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; } D3DFORMAT format = s_textureFormat[m_textureFormat].m_fmt; if (imageContainer.m_cubeMap) { createCubeTexture(imageContainer.m_width, imageContainer.m_numMips, format); } else if (imageContainer.m_depth > 1) { createVolumeTexture(imageContainer.m_width, imageContainer.m_height, imageContainer.m_depth, imageContainer.m_numMips, format); } else { createTexture(imageContainer.m_width, imageContainer.m_height, imageContainer.m_numMips, format); } // 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 ; const bool compressed = TextureFormat::Unknown > m_requestedFormat; const uint32_t min = compressed ? 4 : 1; for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side) { uint32_t width = imageContainer.m_width; uint32_t height = imageContainer.m_height; uint32_t depth = imageContainer.m_depth; uint32_t mipWidth = imageContainer.m_width; uint32_t mipHeight = imageContainer.m_height; for (uint32_t lod = 0, num = imageContainer.m_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, _mem->data, _mem->size, mip) ) { uint32_t pitch; uint32_t slicePitch; uint8_t* bits = lock(side, lod, pitch, slicePitch); if (convert) { if (width != mipWidth || height != mipHeight) { uint32_t srcpitch = mipWidth*bpp/8; uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, srcpitch*mipHeight); imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, mip.m_format); 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); } BX_FREE(g_allocator, temp); } else { imageDecodeToBgra8(bits, mip.m_data, mip.m_width, mip.m_height, mip.m_format); } } else { uint32_t size = useMipSize ? mip.m_size : mipSize; memcpy(bits, mip.m_data, size); } unlock(side, lod); } width >>= 1; height >>= 1; depth >>= 1; mipWidth >>= 1; mipHeight >>= 1; } } } } void Texture::updateBegin(uint8_t _side, uint8_t _mip) { uint32_t slicePitch; s_renderCtx->m_updateTextureSide = _side; s_renderCtx->m_updateTextureMip = _mip; s_renderCtx->m_updateTextureBits = lock(_side, _mip, s_renderCtx->m_updateTexturePitch, slicePitch); } void Texture::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, const Memory* _mem) { uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) ); uint32_t srcpitch = _rect.m_width*bpp/8; uint32_t dstpitch = s_renderCtx->m_updateTexturePitch; 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, srcpitch*_rect.m_height); imageDecodeToBgra8(temp, data, _rect.m_width, _rect.m_height, m_requestedFormat); data = temp; } if (srcpitch == dstpitch) { memcpy(bits, data, srcpitch*_rect.m_height); } else { for (uint32_t yy = 0, height = _rect.m_height; yy < height; ++yy) { uint8_t* src = &data[yy*srcpitch]; uint8_t* dst = &bits[yy*dstpitch]; memcpy(dst, src, srcpitch); } } if (NULL != temp) { BX_FREE(g_allocator, temp); } if (0 == _mip) { dirty(_side, _rect, _z, _depth); } } void Texture::updateEnd() { unlock(s_renderCtx->m_updateTextureSide, s_renderCtx->m_updateTextureMip); } void Texture::commit(uint8_t _stage, uint32_t _flags) { s_renderCtx->setSamplerState(_stage, 0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags) ? _flags : m_flags); DX_CHECK(s_renderCtx->m_device->SetTexture(_stage, m_ptr) ); } void RenderTarget::create(uint16_t _width, uint16_t _height, uint32_t _flags, uint32_t _textureFlags) { m_width = _width; m_height = _height; m_flags = _flags; m_textureFlags = (_textureFlags&(BGFX_TEXTURE_MIN_MASK|BGFX_TEXTURE_MAG_MASK) ) | BGFX_TEXTURE_U_CLAMP | BGFX_TEXTURE_V_CLAMP ; createTextures(); } void RenderTarget::createTextures() { if (0 != m_flags) { m_msaa = s_msaa[(m_flags&BGFX_RENDER_TARGET_MSAA_MASK)>>BGFX_RENDER_TARGET_MSAA_SHIFT]; uint32_t colorFormat = (m_flags&BGFX_RENDER_TARGET_COLOR_MASK)>>BGFX_RENDER_TARGET_COLOR_SHIFT; uint32_t depthFormat = (m_flags&BGFX_RENDER_TARGET_DEPTH_MASK)>>BGFX_RENDER_TARGET_DEPTH_SHIFT; m_depthOnly = (0 == colorFormat && 0 < depthFormat); // CheckDeviceFormat D3DUSAGE_SRGBWRITE if (m_depthOnly) { DX_CHECK(s_renderCtx->m_device->CreateRenderTarget(1 , 1 , D3DFMT_R5G6B5 , D3DMULTISAMPLE_NONE , 0 , false , &m_rt , NULL ) ); BGFX_FATAL(m_rt, Fatal::UnableToCreateRenderTarget, "Unable to create 1x1 render target."); DX_CHECK(s_renderCtx->m_device->CreateTexture(m_width , m_height , 1 , D3DUSAGE_DEPTHSTENCIL , D3DFMT_DF24 //s_depthFormat[depthFormat] , D3DPOOL_DEFAULT , &m_depthTexture , NULL ) ); BGFX_FATAL(m_depthTexture, Fatal::UnableToCreateRenderTarget, "Unable to create depth texture."); DX_CHECK(m_depthTexture->GetSurfaceLevel(0, &m_depth) ); } else { if (D3DMULTISAMPLE_NONE != m_msaa.m_type) { DX_CHECK(s_renderCtx->m_device->CreateRenderTarget(m_width , m_height , s_colorFormat[colorFormat] , m_msaa.m_type , m_msaa.m_quality , false , &m_rt , NULL ) ); BGFX_FATAL(m_rt, Fatal::UnableToCreateRenderTarget, "Unable to create MSAA render target."); } if (0 < colorFormat) { DX_CHECK(s_renderCtx->m_device->CreateTexture(m_width , m_height , 1 , D3DUSAGE_RENDERTARGET , s_colorFormat[colorFormat] , D3DPOOL_DEFAULT , &m_colorTexture , NULL ) ); BGFX_FATAL(m_colorTexture, Fatal::UnableToCreateRenderTarget, "Unable to create color render target."); DX_CHECK(m_colorTexture->GetSurfaceLevel(0, &m_color) ); } if (0 < depthFormat) { DX_CHECK(s_renderCtx->m_device->CreateDepthStencilSurface(m_width , m_height , s_depthFormat[depthFormat] // s_renderCtx->m_fmtDepth , m_msaa.m_type , m_msaa.m_quality , FALSE , &m_depth , NULL ) ); BGFX_FATAL(m_depth, Fatal::UnableToCreateRenderTarget, "Unable to create depth stencil surface."); } } } } void RenderTarget::destroyTextures() { if (0 != m_flags) { if (m_depthOnly) { DX_RELEASE(m_rt, 0); DX_RELEASE(m_depth, 1); DX_RELEASE(m_depthTexture, 0); } else { uint32_t colorFormat = (m_flags&BGFX_RENDER_TARGET_COLOR_MASK)>>BGFX_RENDER_TARGET_COLOR_SHIFT; uint32_t depthFormat = (m_flags&BGFX_RENDER_TARGET_DEPTH_MASK)>>BGFX_RENDER_TARGET_DEPTH_SHIFT; if (D3DMULTISAMPLE_NONE != m_msaa.m_type) { DX_RELEASE(m_rt, 0); } if (0 < colorFormat) { DX_RELEASE(m_color, 1); DX_RELEASE(m_colorTexture, 0); } if (0 < depthFormat) { DX_RELEASE(m_depth, 0); } } } } void RenderTarget::commit(uint8_t _stage, uint32_t _textureFlags) { s_renderCtx->setSamplerState(_stage, 0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _textureFlags) ? _textureFlags : m_textureFlags); DX_CHECK(s_renderCtx->m_device->SetTexture(_stage, m_depthOnly ? m_depthTexture : m_colorTexture) ); } void RenderTarget::resolve() { #if BX_PLATFORM_WINDOWS DX_CHECK(s_renderCtx->m_device->StretchRect(m_rt , NULL , m_color , NULL , D3DTEXF_NONE ) ); #endif // BX_PLATFORM_WINDOWS } void ConstantBuffer::commit() { reset(); do { uint32_t opcode = read(); if (UniformType::End == opcode) { break; } UniformType::Enum type; uint16_t loc; uint16_t num; uint16_t copy; decodeOpcode(opcode, type, loc, num, copy); const char* data; if (copy) { data = read(g_uniformTypeSize[type]*num); } else { memcpy(&data, read(sizeof(void*) ), sizeof(void*) ); } #define CASE_IMPLEMENT_UNIFORM(_uniform, _glsuffix, _dxsuffix, _type) \ case UniformType::_uniform: \ { \ _type* value = (_type*)data; \ s_renderCtx->m_device->SetVertexShaderConstant##_dxsuffix(loc, value, num); \ } \ break; \ \ case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \ { \ _type* value = (_type*)data; \ s_renderCtx->m_device->SetPixelShaderConstant##_dxsuffix(loc, value, num); \ } \ break switch ((int32_t)type) { CASE_IMPLEMENT_UNIFORM(Uniform1i, 1iv, I, int); CASE_IMPLEMENT_UNIFORM(Uniform1f, 1fv, F, float); CASE_IMPLEMENT_UNIFORM(Uniform1iv, 1iv, I, int); CASE_IMPLEMENT_UNIFORM(Uniform1fv, 1fv, F, float); CASE_IMPLEMENT_UNIFORM(Uniform2fv, 2fv, F, float); CASE_IMPLEMENT_UNIFORM(Uniform3fv, 3fv, F, float); CASE_IMPLEMENT_UNIFORM(Uniform4fv, 4fv, F, float); CASE_IMPLEMENT_UNIFORM(Uniform3x3fv, Matrix3fv, F, float); CASE_IMPLEMENT_UNIFORM(Uniform4x4fv, Matrix4fv, F, float); case UniformType::End: break; default: BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", m_pos, opcode, type, loc, num, copy); break; } #undef CASE_IMPLEMENT_UNIFORM } while (true); } void TextVideoMemBlitter::setup() { uint32_t width = s_renderCtx->m_params.BackBufferWidth; uint32_t height = s_renderCtx->m_params.BackBufferHeight; RenderTargetHandle rt = BGFX_INVALID_HANDLE; s_renderCtx->setRenderTarget(rt, false); D3DVIEWPORT9 vp; vp.X = 0; vp.Y = 0; vp.Width = width; vp.Height = height; vp.MinZ = 0.0f; vp.MaxZ = 1.0f; IDirect3DDevice9* device = s_renderCtx->m_device; 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) ); Program& program = s_renderCtx->m_program[m_program.idx]; device->SetVertexShader( (IDirect3DVertexShader9*)program.m_vsh->m_ptr); device->SetPixelShader( (IDirect3DPixelShader9*)program.m_fsh->m_ptr); VertexBuffer& vb = s_renderCtx->m_vertexBuffers[m_vb->handle.idx]; VertexDeclaration& vertexDecl = s_renderCtx->m_vertexDecls[m_vb->decl.idx]; DX_CHECK(device->SetStreamSource(0, vb.m_ptr, 0, vertexDecl.m_decl.m_stride) ); DX_CHECK(device->SetVertexDeclaration(vertexDecl.m_ptr) ); IndexBuffer& ib = s_renderCtx->m_indexBuffers[m_ib->handle.idx]; DX_CHECK(device->SetIndices(ib.m_ptr) ); float proj[16]; mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f); PredefinedUniform& predefined = program.m_predefined[0]; uint8_t flags = predefined.m_type; s_renderCtx->setShaderConstantF(flags, predefined.m_loc, proj, 4); s_renderCtx->m_textures[m_texture.idx].commit(0); } void TextVideoMemBlitter::render(uint32_t _numIndices) { uint32_t numVertices = _numIndices*4/6; s_renderCtx->m_indexBuffers[m_ib->handle.idx].update(0, _numIndices*2, m_ib->data, true); s_renderCtx->m_vertexBuffers[m_vb->handle.idx].update(0, numVertices*m_decl.m_stride, m_vb->data, true); DX_CHECK(s_renderCtx->m_device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST , 0 , 0 , numVertices , 0 , _numIndices/3 ) ); } void Context::rendererFlip() { if (NULL != s_renderCtx) { s_renderCtx->flip(); } } void Context::rendererInit() { s_renderCtx = BX_NEW(g_allocator, RendererContext); s_renderCtx->init(); } void Context::rendererShutdown() { s_renderCtx->shutdown(); BX_DELETE(g_allocator, s_renderCtx); } void Context::rendererCreateIndexBuffer(IndexBufferHandle _handle, Memory* _mem) { s_renderCtx->m_indexBuffers[_handle.idx].create(_mem->size, _mem->data); } void Context::rendererDestroyIndexBuffer(IndexBufferHandle _handle) { s_renderCtx->m_indexBuffers[_handle.idx].destroy(); } void Context::rendererCreateVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) { s_renderCtx->m_vertexDecls[_handle.idx].create(_decl); } void Context::rendererDestroyVertexDecl(VertexDeclHandle _handle) { s_renderCtx->m_vertexDecls[_handle.idx].destroy(); } void Context::rendererCreateVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle) { s_renderCtx->m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle); } void Context::rendererDestroyVertexBuffer(VertexBufferHandle _handle) { s_renderCtx->m_vertexBuffers[_handle.idx].destroy(); } void Context::rendererCreateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size) { s_renderCtx->m_indexBuffers[_handle.idx].create(_size, NULL); } void Context::rendererUpdateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) { s_renderCtx->m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data); } void Context::rendererDestroyDynamicIndexBuffer(IndexBufferHandle _handle) { s_renderCtx->m_indexBuffers[_handle.idx].destroy(); } void Context::rendererCreateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size) { VertexDeclHandle decl = BGFX_INVALID_HANDLE; s_renderCtx->m_vertexBuffers[_handle.idx].create(_size, NULL, decl); } void Context::rendererUpdateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) { s_renderCtx->m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data); } void Context::rendererDestroyDynamicVertexBuffer(VertexBufferHandle _handle) { s_renderCtx->m_vertexBuffers[_handle.idx].destroy(); } void Context::rendererCreateVertexShader(VertexShaderHandle _handle, Memory* _mem) { s_renderCtx->m_vertexShaders[_handle.idx].create(false, _mem); } void Context::rendererDestroyVertexShader(VertexShaderHandle _handle) { s_renderCtx->m_vertexShaders[_handle.idx].destroy(); } void Context::rendererCreateFragmentShader(FragmentShaderHandle _handle, Memory* _mem) { s_renderCtx->m_fragmentShaders[_handle.idx].create(true, _mem); } void Context::rendererDestroyFragmentShader(FragmentShaderHandle _handle) { s_renderCtx->m_fragmentShaders[_handle.idx].destroy(); } void Context::rendererCreateProgram(ProgramHandle _handle, VertexShaderHandle _vsh, FragmentShaderHandle _fsh) { s_renderCtx->m_program[_handle.idx].create(s_renderCtx->m_vertexShaders[_vsh.idx], s_renderCtx->m_fragmentShaders[_fsh.idx]); } void Context::rendererDestroyProgram(FragmentShaderHandle _handle) { s_renderCtx->m_program[_handle.idx].destroy(); } void Context::rendererCreateTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags) { s_renderCtx->m_textures[_handle.idx].create(_mem, _flags); } void Context::rendererUpdateTextureBegin(TextureHandle _handle, uint8_t _side, uint8_t _mip) { 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, const Memory* _mem) { s_renderCtx->m_updateTexture->update(_side, _mip, _rect, _z, _depth, _mem); } void Context::rendererUpdateTextureEnd() { s_renderCtx->m_updateTexture->updateEnd(); s_renderCtx->m_updateTexture = NULL; } void Context::rendererDestroyTexture(TextureHandle _handle) { s_renderCtx->m_textures[_handle.idx].destroy(); } void Context::rendererCreateRenderTarget(RenderTargetHandle _handle, uint16_t _width, uint16_t _height, uint32_t _flags, uint32_t _textureFlags) { s_renderCtx->m_renderTargets[_handle.idx].create(_width, _height, _flags, _textureFlags); } void Context::rendererDestroyRenderTarget(RenderTargetHandle _handle) { s_renderCtx->m_renderTargets[_handle.idx].destroy(); } void Context::rendererCreateUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) { uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num); void* data = BX_ALLOC(g_allocator, size); memset(data, 0, size); s_renderCtx->m_uniforms[_handle.idx] = data; s_renderCtx->m_uniformReg.add(_name, s_renderCtx->m_uniforms[_handle.idx]); } void Context::rendererDestroyUniform(UniformHandle _handle) { BX_FREE(g_allocator, s_renderCtx->m_uniforms[_handle.idx]); } void Context::rendererSaveScreenShot(const char* _filePath) { s_renderCtx->saveScreenShot(_filePath); } void Context::rendererUpdateViewName(uint8_t _id, const char* _name) { mbstowcs(&s_viewNameW[_id][0], _name, BX_COUNTOF(s_viewNameW[0]) ); } void Context::rendererUpdateUniform(uint16_t _loc, const void* _data, uint32_t _size) { memcpy(s_renderCtx->m_uniforms[_loc], _data, _size); } 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 BX_UNUSED(_marker, _size); } void Context::rendererSubmit() { IDirect3DDevice9* device = s_renderCtx->m_device; PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), L"rendererSubmit"); s_renderCtx->updateResolution(m_render->m_resolution); int64_t elapsed = -bx::getHPCounter(); int64_t captureElapsed = 0; device->BeginScene(); if (0 < m_render->m_iboffset) { TransientIndexBuffer* ib = m_render->m_transientIb; s_renderCtx->m_indexBuffers[ib->handle.idx].update(0, m_render->m_iboffset, ib->data, true); } if (0 < m_render->m_vboffset) { TransientVertexBuffer* vb = m_render->m_transientVb; s_renderCtx->m_vertexBuffers[vb->handle.idx].update(0, m_render->m_vboffset, vb->data, true); } m_render->sort(); RenderState currentState; currentState.reset(); currentState.m_flags = BGFX_STATE_NONE; currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE); Matrix4 viewProj[BGFX_CONFIG_MAX_VIEWS]; for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii) { mtxMul(viewProj[ii].val, m_render->m_view[ii].val, m_render->m_proj[ii].val); } DX_CHECK(device->SetRenderState(D3DRS_FILLMODE, m_render->m_debug&BGFX_DEBUG_WIREFRAME ? D3DFILL_WIREFRAME : D3DFILL_SOLID) ); uint16_t programIdx = invalidHandle; SortKey key; uint8_t view = 0xff; RenderTargetHandle rt = BGFX_INVALID_HANDLE; float alphaRef = 0.0f; uint32_t blendFactor = 0; D3DPRIMITIVETYPE primType = D3DPT_TRIANGLELIST; uint32_t primNumVerts = 3; bool viewHasScissor = false; Rect viewScissorRect; viewScissorRect.clear(); uint32_t statsNumPrimsSubmitted = 0; uint32_t statsNumIndices = 0; uint32_t statsNumInstances = 0; uint32_t statsNumPrimsRendered = 0; s_renderCtx->invalidateSamplerState(); 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; const uint64_t newStencil = state.m_stencil; uint64_t changedStencil = currentState.m_stencil ^ state.m_stencil; currentState.m_stencil = newStencil; if (key.m_view != view) { currentState.clear(); currentState.m_scissor = !state.m_scissor; changedFlags = BGFX_STATE_MASK; changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK); currentState.m_flags = newFlags; currentState.m_stencil = newStencil; PIX_ENDEVENT(); PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), s_viewNameW[key.m_view]); view = key.m_view; programIdx = invalidHandle; if (m_render->m_rt[view].idx != rt.idx) { rt = m_render->m_rt[view]; s_renderCtx->setRenderTarget(rt); } const Rect& rect = m_render->m_rect[view]; const Rect& scissorRect = m_render->m_scissor[view]; viewHasScissor = !scissorRect.isZero(); viewScissorRect = viewHasScissor ? scissorRect : rect; 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) { 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) ); 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) ); } } 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_stencilFunc[func]) ); } 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]) ); } } } } 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) { if (BGFX_STATE_CULL_MASK & changedFlags) { uint32_t cull = (newFlags&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT; DX_CHECK(device->SetRenderState(D3DRS_CULLMODE, s_cullMode[cull]) ); } if (BGFX_STATE_DEPTH_WRITE & changedFlags) { DX_CHECK(device->SetRenderState(D3DRS_ZWRITEENABLE, !!(BGFX_STATE_DEPTH_WRITE & newFlags) ) ); } if (BGFX_STATE_DEPTH_TEST_MASK & changedFlags) { uint32_t func = (newFlags&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT; DX_CHECK(device->SetRenderState(D3DRS_ZENABLE, 0 != func) ); if (0 != func) { DX_CHECK(device->SetRenderState(D3DRS_ZFUNC, s_depthFunc[func]) ); } } if (BGFX_STATE_ALPHA_REF_MASK & changedFlags) { 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) ); } if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK) & changedFlags) { bool alphaBlendEnabled = !!(BGFX_STATE_BLEND_MASK & newFlags); DX_CHECK(device->SetRenderState(D3DRS_ALPHABLENDENABLE, alphaBlendEnabled) ); // DX_CHECK(device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, alphaBlendEnabled) ); if (alphaBlendEnabled) { uint32_t blend = (newFlags&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT; uint32_t equation = (newFlags&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT; uint32_t src = blend&0xf; uint32_t dst = (blend>>4)&0xf; DX_CHECK(device->SetRenderState(D3DRS_SRCBLEND, s_blendFactor[src].m_src) ); DX_CHECK(device->SetRenderState(D3DRS_DESTBLEND, s_blendFactor[dst].m_dst) ); DX_CHECK(device->SetRenderState(D3DRS_BLENDOP, s_blendEquation[equation]) ); // DX_CHECK(device->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_SRCALPHA) ); // DX_CHECK(device->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA) ); if ( (s_blendFactor[src].m_factor || s_blendFactor[dst].m_factor) && blendFactor != state.m_rgba) { blendFactor = state.m_rgba; D3DCOLOR color = D3DCOLOR_RGBA(blendFactor>>24, (blendFactor>>16)&0xff, (blendFactor>>8)&0xff, blendFactor&0xff); DX_CHECK(device->SetRenderState(D3DRS_BLENDFACTOR, color) ); } } } uint8_t primIndex = uint8_t( (newFlags&BGFX_STATE_PT_MASK)>>BGFX_STATE_PT_SHIFT); primType = s_primType[primIndex]; primNumVerts = 3-primIndex; } bool programChanged = false; bool constantsChanged = state.m_constBegin < state.m_constEnd; rendererUpdateUniforms(m_render->m_constantBuffer, state.m_constBegin, state.m_constEnd); if (key.m_program != programIdx) { programIdx = key.m_program; if (invalidHandle == programIdx) { device->SetVertexShader(NULL); device->SetPixelShader(NULL); } else { Program& program = s_renderCtx->m_program[programIdx]; device->SetVertexShader( (IDirect3DVertexShader9*)program.m_vsh->m_ptr); device->SetPixelShader( (IDirect3DPixelShader9*)program.m_fsh->m_ptr); } programChanged = constantsChanged = true; } if (invalidHandle != programIdx) { Program& program = s_renderCtx->m_program[programIdx]; if (constantsChanged) { program.commit(); } for (uint32_t ii = 0, num = program.m_numPredefined; ii < num; ++ii) { PredefinedUniform& predefined = program.m_predefined[ii]; uint8_t flags = predefined.m_type&BGFX_UNIFORM_FRAGMENTBIT; switch (predefined.m_type&(~BGFX_UNIFORM_FRAGMENTBIT) ) { case PredefinedUniform::ViewRect: { float rect[4]; rect[0] = m_render->m_rect[view].m_x; rect[1] = m_render->m_rect[view].m_y; rect[2] = m_render->m_rect[view].m_width; rect[3] = m_render->m_rect[view].m_height; s_renderCtx->setShaderConstantF(flags, predefined.m_loc, &rect[0], 1); } break; case PredefinedUniform::ViewTexel: { float rect[4]; rect[0] = 1.0f/float(m_render->m_rect[view].m_width); rect[1] = 1.0f/float(m_render->m_rect[view].m_height); s_renderCtx->setShaderConstantF(flags, predefined.m_loc, &rect[0], 1); } break; case PredefinedUniform::View: { s_renderCtx->setShaderConstantF(flags, predefined.m_loc, m_render->m_view[view].val, bx::uint32_min(4, predefined.m_count) ); } break; case PredefinedUniform::ViewProj: { s_renderCtx->setShaderConstantF(flags, predefined.m_loc, viewProj[view].val, bx::uint32_min(4, predefined.m_count) ); } break; case PredefinedUniform::Model: { const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix]; s_renderCtx->setShaderConstantF(flags, predefined.m_loc, model.val, bx::uint32_min(state.m_num*4, predefined.m_count) ); } break; case PredefinedUniform::ModelView: { Matrix4 modelView; const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix]; mtxMul(modelView.val, model.val, m_render->m_view[view].val); s_renderCtx->setShaderConstantF(flags, predefined.m_loc, modelView.val, bx::uint32_min(4, predefined.m_count) ); } break; case PredefinedUniform::ModelViewProj: { Matrix4 modelViewProj; const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix]; mtxMul(modelViewProj.val, model.val, viewProj[view].val); s_renderCtx->setShaderConstantF(flags, predefined.m_loc, modelViewProj.val, bx::uint32_min(4, predefined.m_count) ); } break; case PredefinedUniform::ModelViewProjX: { const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix]; static const BX_ALIGN_STRUCT_16(float) s_bias[16] = { 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, }; uint8_t other = m_render->m_other[view]; Matrix4 viewProjBias; mtxMul(viewProjBias.val, viewProj[other].val, s_bias); Matrix4 modelViewProj; mtxMul(modelViewProj.val, model.val, viewProjBias.val); s_renderCtx->setShaderConstantF(flags, predefined.m_loc, modelViewProj.val, bx::uint32_min(4, predefined.m_count) ); } break; case PredefinedUniform::ViewProjX: { static const BX_ALIGN_STRUCT_16(float) s_bias[16] = { 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, }; uint8_t other = m_render->m_other[view]; Matrix4 viewProjBias; mtxMul(viewProjBias.val, viewProj[other].val, s_bias); s_renderCtx->setShaderConstantF(flags, predefined.m_loc, viewProjBias.val, bx::uint32_min(4, predefined.m_count) ); } break; case PredefinedUniform::AlphaRef: { s_renderCtx->setShaderConstantF(flags, predefined.m_loc, &alphaRef, 1); } break; default: BX_CHECK(false, "predefined %d not handled", predefined.m_type); break; } } } // if (BGFX_STATE_TEX_MASK & changedFlags) { uint64_t flag = BGFX_STATE_TEX0; for (uint32_t stage = 0; stage < BGFX_STATE_TEX_COUNT; ++stage) { const Sampler& sampler = state.m_sampler[stage]; Sampler& current = currentState.m_sampler[stage]; if (current.m_idx != sampler.m_idx || current.m_flags != sampler.m_flags || programChanged) { if (invalidHandle != sampler.m_idx) { switch (sampler.m_flags&BGFX_SAMPLER_TYPE_MASK) { case BGFX_SAMPLER_TEXTURE: s_renderCtx->m_textures[sampler.m_idx].commit(stage, sampler.m_flags); break; case BGFX_SAMPLER_RENDERTARGET_COLOR: s_renderCtx->m_renderTargets[sampler.m_idx].commit(stage, sampler.m_flags); break; case BGFX_SAMPLER_RENDERTARGET_DEPTH: // id = s_renderCtx->m_renderTargets[sampler.m_idx].m_depth.m_id; break; } } else { DX_CHECK(device->SetTexture(stage, NULL) ); } } current = sampler; flag <<= 1; } } if (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) { currentState.m_vertexBuffer = state.m_vertexBuffer; currentState.m_instanceDataBuffer.idx = state.m_instanceDataBuffer.idx; currentState.m_instanceDataOffset = state.m_instanceDataOffset; currentState.m_instanceDataStride = state.m_instanceDataStride; uint16_t handle = state.m_vertexBuffer.idx; if (invalidHandle != handle) { const VertexBuffer& vb = s_renderCtx->m_vertexBuffers[handle]; uint16_t decl = !isValid(vb.m_decl) ? state.m_vertexDecl.idx : vb.m_decl.idx; const VertexDeclaration& vertexDecl = s_renderCtx->m_vertexDecls[decl]; DX_CHECK(device->SetStreamSource(0, vb.m_ptr, 0, vertexDecl.m_decl.m_stride) ); if (isValid(state.m_instanceDataBuffer) && s_renderCtx->m_instancing) { const VertexBuffer& inst = s_renderCtx->m_vertexBuffers[state.m_instanceDataBuffer.idx]; DX_CHECK(device->SetStreamSourceFreq(0, D3DSTREAMSOURCE_INDEXEDDATA|state.m_numInstances) ); DX_CHECK(device->SetStreamSourceFreq(1, D3DSTREAMSOURCE_INSTANCEDATA|1) ); DX_CHECK(device->SetStreamSource(1, inst.m_ptr, state.m_instanceDataOffset, state.m_instanceDataStride) ); IDirect3DVertexDeclaration9* ptr = createVertexDecl(vertexDecl.m_decl, state.m_instanceDataStride/16); DX_CHECK(device->SetVertexDeclaration(ptr) ); DX_RELEASE(ptr, 0); } else { DX_CHECK(device->SetStreamSourceFreq(0, 1) ); DX_CHECK(device->SetStreamSource(1, NULL, 0, 0) ); DX_CHECK(device->SetVertexDeclaration(vertexDecl.m_ptr) ); } } else { DX_CHECK(device->SetStreamSource(0, NULL, 0, 0) ); DX_CHECK(device->SetStreamSource(1, NULL, 0, 0) ); } } if (currentState.m_indexBuffer.idx != state.m_indexBuffer.idx) { currentState.m_indexBuffer = state.m_indexBuffer; uint16_t handle = state.m_indexBuffer.idx; if (invalidHandle != handle) { const IndexBuffer& ib = s_renderCtx->m_indexBuffers[handle]; DX_CHECK(device->SetIndices(ib.m_ptr) ); } else { DX_CHECK(device->SetIndices(NULL) ); } } if (isValid(currentState.m_vertexBuffer) ) { uint32_t numVertices = state.m_numVertices; if (UINT32_MAX == numVertices) { 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; const VertexDeclaration& vertexDecl = s_renderCtx->m_vertexDecls[decl]; numVertices = vb.m_size/vertexDecl.m_decl.m_stride; } uint32_t numIndices = 0; uint32_t numPrimsSubmitted = 0; uint32_t numInstances = 0; uint32_t numPrimsRendered = 0; if (isValid(state.m_indexBuffer) ) { if (UINT32_MAX == state.m_numIndices) { numIndices = s_renderCtx->m_indexBuffers[state.m_indexBuffer.idx].m_size/2; numPrimsSubmitted = numIndices/primNumVerts; numInstances = state.m_numInstances; numPrimsRendered = numPrimsSubmitted*state.m_numInstances; DX_CHECK(device->DrawIndexedPrimitive(primType , state.m_startVertex , 0 , numVertices , 0 , numPrimsSubmitted ) ); } else if (primNumVerts <= state.m_numIndices) { numIndices = state.m_numIndices; numPrimsSubmitted = numIndices/primNumVerts; numInstances = state.m_numInstances; numPrimsRendered = numPrimsSubmitted*state.m_numInstances; DX_CHECK(device->DrawIndexedPrimitive(primType , state.m_startVertex , 0 , numVertices , state.m_startIndex , numPrimsSubmitted ) ); } } else { numPrimsSubmitted = numVertices/primNumVerts; numInstances = state.m_numInstances; numPrimsRendered = numPrimsSubmitted*state.m_numInstances; DX_CHECK(device->DrawPrimitive(primType , state.m_startVertex , numPrimsSubmitted ) ); } statsNumPrimsSubmitted += numPrimsSubmitted; statsNumIndices += numIndices; statsNumInstances += numInstances; statsNumPrimsRendered += numPrimsRendered; } } PIX_ENDEVENT(); if (0 < m_render->m_num) { captureElapsed = -bx::getHPCounter(); s_renderCtx->capture(); captureElapsed += bx::getHPCounter(); } } 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"); TextVideoMem& tvm = s_renderCtx->m_textVideoMem; static int64_t next = now; if (now >= next) { next = now + bx::getHPFrequency(); double freq = double(bx::getHPFrequency() ); double toMs = 1000.0/freq; tvm.clear(); uint16_t pos = 0; tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f, " " BGFX_RENDERER_NAME " "); const D3DADAPTER_IDENTIFIER9& identifier = s_renderCtx->m_identifier; tvm.printf(0, pos++, 0x0f, " Device: %s (%s)", identifier.Description, identifier.Driver); pos = 10; tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS%s" , double(frameTime)*toMs , double(min)*toMs , double(max)*toMs , freq/frameTime , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? " (vsync)" : "" ); double elapsedCpuMs = double(elapsed)*toMs; tvm.printf(10, pos++, 0x8e, " Draw calls: %4d / CPU %3.4f [ms]" , m_render->m_num , elapsedCpuMs ); tvm.printf(10, pos++, 0x8e, " Prims: %7d (#inst: %5d), submitted: %7d" , statsNumPrimsRendered , statsNumInstances , statsNumPrimsSubmitted ); double captureMs = double(captureElapsed)*toMs; 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); uint8_t attr[2] = { 0x89, 0x8a }; uint8_t attrIndex = m_render->m_waitSubmit < m_render->m_waitRender; tvm.printf(10, pos++, attr[attrIndex&1], "Submit wait: %3.4f [ms]", m_render->m_waitSubmit*toMs); tvm.printf(10, pos++, attr[(attrIndex+1)&1], "Render wait: %3.4f [ms]", m_render->m_waitRender*toMs); min = frameTime; max = frameTime; } m_textVideoMemBlitter.blit(tvm); PIX_ENDEVENT(); } else if (m_render->m_debug & BGFX_DEBUG_TEXT) { PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugtext"); m_textVideoMemBlitter.blit(m_render->m_textVideoMem); PIX_ENDEVENT(); } device->EndScene(); } } #endif // BGFX_CONFIG_RENDERER_DIRECT3D9