/* * Copyright 2011-2012 Branimir Karadzic. All rights reserved. * License: http://www.opensource.org/licenses/BSD-2-Clause */ #include "bgfx_p.h" #if BGFX_CONFIG_RENDERER_DIRECT3D # include "renderer_d3d9.h" namespace bgfx { static const D3DPRIMITIVETYPE s_primType[] = { D3DPT_TRIANGLELIST, D3DPT_LINELIST, }; static const uint32_t s_primNumVerts[] = { 3, 2, }; static const D3DMULTISAMPLE_TYPE s_msaa[] = { D3DMULTISAMPLE_NONE, D3DMULTISAMPLE_2_SAMPLES, D3DMULTISAMPLE_4_SAMPLES, D3DMULTISAMPLE_8_SAMPLES, D3DMULTISAMPLE_16_SAMPLES, }; static const D3DBLEND s_blendFactor[] = { (D3DBLEND)0, // ignored D3DBLEND_ZERO, D3DBLEND_ONE, D3DBLEND_SRCCOLOR, D3DBLEND_INVSRCCOLOR, D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA, D3DBLEND_DESTALPHA, D3DBLEND_INVDESTALPHA, D3DBLEND_DESTCOLOR, D3DBLEND_INVDESTCOLOR, D3DBLEND_SRCALPHASAT, }; static const D3DCMPFUNC s_depthFunc[] = { (D3DCMPFUNC)0, // ignored D3DCMP_LESS, D3DCMP_LESSEQUAL, D3DCMP_EQUAL, D3DCMP_GREATEREQUAL, D3DCMP_GREATER, D3DCMP_NOTEQUAL, D3DCMP_NEVER, D3DCMP_ALWAYS, }; static const D3DCULL s_cullMode[] = { D3DCULL_NONE, D3DCULL_CW, D3DCULL_CCW, }; static const D3DFORMAT s_colorFormat[] = { D3DFMT_UNKNOWN, // ignored D3DFMT_A8R8G8B8, D3DFMT_R32F, }; static const D3DFORMAT s_depthFormat[] = { D3DFMT_UNKNOWN, // ignored D3DFMT_D24S8, }; static const D3DTEXTUREADDRESS s_textureAddress[] = { D3DTADDRESS_WRAP, D3DTADDRESS_MIRROR, D3DTADDRESS_CLAMP, }; static const D3DTEXTUREFILTERTYPE s_textureFilter[] = { D3DTEXF_LINEAR, D3DTEXF_POINT, D3DTEXF_ANISOTROPIC, }; struct RendererContext { RendererContext() : m_initialized(false) , m_fmtNULL(false) , m_fmtDF16(false) , m_fmtDF24(false) , m_fmtINTZ(false) , m_fmtRAWZ(false) , m_flags(BGFX_RESET_NONE) { } void init() { // 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 = D3DFMT_X8R8G8B8; m_params.BackBufferCount = 1; m_params.MultiSampleType = s_msaa[(m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT]; m_params.MultiSampleQuality = 0; m_params.EnableAutoDepthStencil = TRUE; m_params.AutoDepthStencilFormat = D3DFMT_D24S8; m_params.Flags = D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL; #if BX_PLATFORM_WINDOWS m_params.FullScreen_RefreshRateInHz = 0; m_params.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; m_params.SwapEffect = D3DSWAPEFFECT_DISCARD; m_params.hDeviceWindow = g_bgfxHwnd; m_params.Windowed = true; RECT rect; GetWindowRect(g_bgfxHwnd, &rect); m_params.BackBufferWidth = rect.right-rect.left; m_params.BackBufferHeight = rect.bottom-rect.top; m_d3d9dll = LoadLibrary("d3d9.dll"); BX_CHECK(m_d3d9dll, "Module d3d9.dll not found."); m_D3DPERF_SetMarker = (D3DPERF_SetMarkerFunc)GetProcAddress(m_d3d9dll, "D3DPERF_SetMarker"); m_D3DPERF_BeginEvent = (D3DPERF_BeginEventFunc)GetProcAddress(m_d3d9dll, "D3DPERF_BeginEvent"); m_D3DPERF_EndEvent = (D3DPERF_EndEventFunc)GetProcAddress(m_d3d9dll, "D3DPERF_EndEvent"); #if BGFX_CONFIG_RENDERER_DIRECT3D_EX Direct3DCreate9ExFunc direct3DCreate9Ex = (Direct3DCreate9ExFunc)GetProcAddress(m_d3d9dll, "Direct3DCreate9Ex"); BX_CHECK(direct3DCreate9Ex, "Function Direct3DCreate9Ex not found."); DX_CHECK(direct3DCreate9Ex(D3D_SDK_VERSION, &m_d3d9) ); #else Direct3DCreate9Func direct3DCreate9 = (Direct3DCreate9Func)GetProcAddress(m_d3d9dll, "Direct3DCreate9"); BX_CHECK(direct3DCreate9, "Function Direct3DCreate9 not found."); m_d3d9 = direct3DCreate9(D3D_SDK_VERSION); #endif // defined(D3D_DISABLE_9EX) BGFX_FATAL(m_d3d9, bgfx::Fatal::D3D9_UnableToCreateInterface, "Unable to create Direct3D."); uint32_t behaviorFlags[] = { D3DCREATE_HARDWARE_VERTEXPROCESSING|D3DCREATE_PUREDEVICE, D3DCREATE_MIXED_VERTEXPROCESSING, D3DCREATE_SOFTWARE_VERTEXPROCESSING, }; for (uint32_t ii = 0; ii < countof(behaviorFlags) && NULL == m_device; ++ii) { #if BGFX_CONFIG_RENDERER_DIRECT3D_EX DX_CHECK(m_d3d9->CreateDeviceEx(D3DADAPTER_DEFAULT , D3DDEVTYPE_HAL , g_bgfxHwnd , behaviorFlags[ii] , &m_params , NULL , &m_device ) ); #else DX_CHECK(m_d3d9->CreateDevice(D3DADAPTER_DEFAULT , D3DDEVTYPE_HAL , g_bgfxHwnd , behaviorFlags[ii] , &m_params , &m_device ) ); #endif // BGFX_CONFIG_RENDERER_DIRECT3D_EX } BGFX_FATAL(m_device, bgfx::Fatal::D3D9_UnableToCreateDevice, "Unable to create Direct3D9 device."); DX_CHECK(m_device->GetDeviceCaps(&m_caps) ); // For shit GPUs that can create DX9 device but can't do simple stuff. GTFO! BGFX_FATAL( (D3DPTEXTURECAPS_SQUAREONLY & m_caps.TextureCaps) == 0, bgfx::Fatal::MinimumRequiredSpecs, "D3DPTEXTURECAPS_SQUAREONLY"); BGFX_FATAL( (D3DPTEXTURECAPS_MIPMAP & m_caps.TextureCaps) == D3DPTEXTURECAPS_MIPMAP, bgfx::Fatal::MinimumRequiredSpecs, "D3DPTEXTURECAPS_MIPMAP"); BGFX_FATAL( (D3DPTEXTURECAPS_ALPHA & m_caps.TextureCaps) == D3DPTEXTURECAPS_ALPHA, bgfx::Fatal::MinimumRequiredSpecs, "D3DPTEXTURECAPS_ALPHA"); BGFX_FATAL(m_caps.VertexShaderVersion >= D3DVS_VERSION(3, 0) && m_caps.PixelShaderVersion >= D3DPS_VERSION(3, 0) , bgfx::Fatal::MinimumRequiredSpecs , "Shader Version is not 3.0 (vs: %x, ps: %x)." , m_caps.VertexShaderVersion , m_caps.PixelShaderVersion ); BGFX_FATAL(m_caps.MaxTextureWidth >= 2048 && m_caps.MaxTextureHeight >= 2048 , bgfx::Fatal::MinimumRequiredSpecs , "Maximum texture size is below 2048 (w: %d, h: %d)." , m_caps.MaxTextureWidth , m_caps.MaxTextureHeight ); m_fmtNULL = SUCCEEDED(m_d3d9->CheckDeviceFormat(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_NULL) ); m_fmtDF16 = SUCCEEDED(m_d3d9->CheckDeviceFormat(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_DF16) ); m_fmtDF24 = SUCCEEDED(m_d3d9->CheckDeviceFormat(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_DF24) ); m_fmtINTZ = SUCCEEDED(m_d3d9->CheckDeviceFormat(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_INTZ) ); m_fmtRAWZ = SUCCEEDED(m_d3d9->CheckDeviceFormat(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_RAWZ) ); 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(D3DADAPTER_DEFAULT , D3DDEVTYPE_HAL , 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(); DX_RELEASE(m_device, 0); DX_RELEASE(m_d3d9, 0); #if BX_PLATFORM_WINDOWS FreeLibrary(m_d3d9dll); #endif // BX_PLATFORM_WINDOWS m_initialized = false; } void 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; D3DMULTISAMPLE_TYPE msaa = s_msaa[(m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT]; HRESULT hr = m_d3d9->CheckDeviceMultiSampleType(D3DADAPTER_DEFAULT , D3DDEVTYPE_HAL , m_params.BackBufferFormat , m_params.Windowed , msaa , NULL ); m_params.MultiSampleType = SUCCEEDED(hr) ? msaa : D3DMULTISAMPLE_NONE; preReset(); DX_CHECK(m_device->Reset(&m_params) ); postReset(); } } void setRenderTarget(RenderTargetHandle _rt) { if (_rt.idx == bgfx::invalidHandle) { DX_CHECK(m_device->SetRenderTarget(0, m_backBufferColor) ); DX_CHECK(m_device->SetDepthStencilSurface(m_backBufferDepthStencil) ); } else { RenderTarget& renderTarget = m_renderTargets[_rt.idx]; DX_CHECK(m_device->SetRenderTarget(0, renderTarget.m_color) ); DX_CHECK(m_device->SetDepthStencilSurface(NULL != renderTarget.m_depth ? renderTarget.m_depth : m_backBufferDepthStencil) ); } } 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_DIRECT3D_EX DX_CHECK(m_device->WaitForVBlank(0) ); #endif // BGFX_CONFIG_RENDERER_DIRECT3D_EX HRESULT hr; hr = m_device->Present(NULL, NULL, NULL, NULL); #if BX_PLATFORM_WINDOWS if (isLost(hr) ) { do { do { hr = m_device->TestCooperativeLevel(); } while (D3DERR_DEVICENOTRESET != hr); reset(); hr = m_device->TestCooperativeLevel(); } while (FAILED(hr) ); } else if (FAILED(hr) ) { BX_TRACE("Present failed with err 0x%08x.", hr); } #endif // BX_PLATFORM_ } } void preReset() { for (uint32_t stage = 0; stage < BGFX_STATE_TEX_COUNT; ++stage) { DX_CHECK(m_device->SetTexture(stage, NULL) ); } DX_CHECK(m_device->SetRenderTarget(0, m_backBufferColor) ); DX_CHECK(m_device->SetDepthStencilSurface(m_backBufferDepthStencil) ); DX_CHECK(m_device->SetVertexShader(NULL) ); DX_CHECK(m_device->SetPixelShader(NULL) ); DX_CHECK(m_device->SetStreamSource(0, NULL, 0, 0) ); DX_CHECK(m_device->SetIndices(NULL) ); DX_RELEASE(m_backBufferColor, 0); DX_RELEASE(m_backBufferDepthStencil, 0); for (uint32_t ii = 0; ii < countof(m_indexBuffers); ++ii) { m_indexBuffers[ii].preReset(); } for (uint32_t ii = 0; ii < countof(m_vertexBuffers); ++ii) { m_vertexBuffers[ii].preReset(); } for (uint32_t ii = 0; ii < countof(m_renderTargets); ++ii) { m_renderTargets[ii].preReset(); } } void postReset() { DX_CHECK(m_device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &m_backBufferColor) ); DX_CHECK(m_device->GetDepthStencilSurface(&m_backBufferDepthStencil) ); for (uint32_t ii = 0; ii < countof(m_indexBuffers); ++ii) { m_indexBuffers[ii].postReset(); } for (uint32_t ii = 0; ii < countof(m_vertexBuffers); ++ii) { m_vertexBuffers[ii].postReset(); } for (uint32_t ii = 0; ii < countof(m_renderTargets); ++ii) { m_renderTargets[ii].postReset(); } } void saveScreenShot(Memory* _mem) { #if BX_PLATFORM_WINDOWS IDirect3DSurface9* surface; D3DDEVICE_CREATION_PARAMETERS dcp; DX_CHECK(m_device->GetCreationParameters(&dcp) ); D3DDISPLAYMODE dm; DX_CHECK(m_d3d9->GetAdapterDisplayMode(dcp.AdapterOrdinal, &dm) ); DX_CHECK(m_device->CreateOffscreenPlainSurface(dm.Width , dm.Height , D3DFMT_A8R8G8B8 , D3DPOOL_SCRATCH , &surface , NULL ) ); DX_CHECK(m_device->GetFrontBufferData(0, surface) ); D3DLOCKED_RECT rect; DX_CHECK(surface->LockRect(&rect , NULL , D3DLOCK_NO_DIRTY_UPDATE|D3DLOCK_NOSYSLOCK|D3DLOCK_READONLY ) ); RECT rc; GetClientRect(g_bgfxHwnd, &rc); POINT point; point.x = rc.left; point.y = rc.top; ClientToScreen(g_bgfxHwnd, &point); uint8_t* data = (uint8_t*)rect.pBits; uint32_t bpp = rect.Pitch/dm.Width; saveTga( (const char*)_mem->data, m_params.BackBufferWidth, m_params.BackBufferHeight, rect.Pitch, &data[point.y*rect.Pitch+point.x*bpp]); DX_CHECK(surface->UnlockRect() ); DX_RELEASE(surface, 0); #endif // BX_PLATFORM_WINDOWS } #if BX_PLATFORM_WINDOWS D3DCAPS9 m_caps; D3DPERF_SetMarkerFunc m_D3DPERF_SetMarker; D3DPERF_BeginEventFunc m_D3DPERF_BeginEvent; D3DPERF_EndEventFunc m_D3DPERF_EndEvent; #endif // BX_PLATFORM_WINDOWS #if BGFX_CONFIG_RENDERER_DIRECT3D_EX IDirect3D9Ex* m_d3d9; IDirect3DDevice9Ex* m_device; #else IDirect3D9* m_d3d9; IDirect3DDevice9* m_device; #endif // BGFX_CONFIG_RENDERER_DIRECT3D_EX IDirect3DSurface9* m_backBufferColor; IDirect3DSurface9* m_backBufferDepthStencil; HMODULE m_d3d9dll; D3DPRESENT_PARAMETERS m_params; uint32_t m_flags; bool m_initialized; bool m_fmtNULL; bool m_fmtDF16; bool m_fmtDF24; bool m_fmtINTZ; bool m_fmtRAWZ; D3DFORMAT m_fmtDepth; IndexBuffer m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS]; VertexBuffer m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS]; Shader m_vertexShaders[BGFX_CONFIG_MAX_VERTEX_SHADERS]; Shader m_fragmentShaders[BGFX_CONFIG_MAX_FRAGMENT_SHADERS]; Material m_materials[BGFX_CONFIG_MAX_MATERIALS]; Texture m_textures[BGFX_CONFIG_MAX_TEXTURES]; VertexDeclaration m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS]; RenderTarget m_renderTargets[BGFX_CONFIG_MAX_RENDER_TARGETS]; UniformRegistry m_uniformReg; void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS]; TextVideoMem m_textVideoMem; }; static RendererContext s_renderCtx; void IndexBuffer::create(uint32_t _size, void* _data) { m_size = _size; m_dynamic = NULL == _data; uint32_t usage = D3DUSAGE_WRITEONLY; D3DPOOL pool = D3DPOOL_MANAGED; if (m_dynamic) { usage |= D3DUSAGE_DYNAMIC; pool = D3DPOOL_DEFAULT; } DX_CHECK(s_renderCtx.m_device->CreateIndexBuffer(m_size , usage , D3DFMT_INDEX16 , pool , &m_ptr , NULL ) ); if (NULL != _data) { update(_size, _data); } } void IndexBuffer::preReset() { if (m_dynamic) { DX_RELEASE(m_ptr, 0); } } void IndexBuffer::postReset() { if (m_dynamic) { DX_CHECK(s_renderCtx.m_device->CreateIndexBuffer(m_size , D3DUSAGE_WRITEONLY|D3DUSAGE_DYNAMIC , D3DFMT_INDEX16 , D3DPOOL_DEFAULT , &m_ptr , NULL ) ); } } void VertexBuffer::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle) { m_size = _size; m_decl = _declHandle; m_dynamic = NULL == _data; uint32_t usage = D3DUSAGE_WRITEONLY; D3DPOOL pool = D3DPOOL_MANAGED; if (m_dynamic) { usage |= D3DUSAGE_DYNAMIC; pool = D3DPOOL_DEFAULT; } DX_CHECK(s_renderCtx.m_device->CreateVertexBuffer(m_size , usage , 0 , pool , &m_ptr , NULL ) ); if (NULL != _data) { update(_size, _data); } } void VertexBuffer::preReset() { if (m_dynamic) { DX_RELEASE(m_ptr, 0); } } void VertexBuffer::postReset() { if (m_dynamic) { DX_CHECK(s_renderCtx.m_device->CreateVertexBuffer(m_size , D3DUSAGE_WRITEONLY|D3DUSAGE_DYNAMIC , 0 , D3DPOOL_DEFAULT , &m_ptr , NULL ) ); } } static const D3DVERTEXELEMENT9 s_attrib[Attrib::Count+1] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0}, {0, 0, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, {0, 0, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 1}, {0, 0, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDINDICES, 0}, {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDWEIGHT, 0}, {0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, {0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1}, {0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2}, {0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3}, {0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4}, {0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 5}, {0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 6}, {0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 7}, D3DDECL_END() }; void VertexDeclaration::create(const VertexDecl& _decl) { memcpy(&m_decl, &_decl, sizeof(VertexDecl) ); dump(m_decl); D3DVERTEXELEMENT9 vertexElements[Attrib::Count+1]; D3DVERTEXELEMENT9* elem = vertexElements; for (uint32_t attr = 0; attr < Attrib::Count; ++attr) { if (0xff != _decl.m_attributes[attr]) { uint8_t num; AttribType::Enum type; bool normalized; _decl.decode(Attrib::Enum(attr), num, type, normalized); memcpy(elem, &s_attrib[attr], sizeof(D3DVERTEXELEMENT9) ); D3DDECLTYPE declType = D3DDECLTYPE(elem->Type); switch (type) { case AttribType::Uint8: if (normalized) { declType = D3DDECLTYPE_UBYTE4N; } else { declType = D3DDECLTYPE_UBYTE4; } break; case AttribType::Uint16: if (normalized) { switch (num) { default: case 2: declType = D3DDECLTYPE_SHORT2N; break; case 4: declType = D3DDECLTYPE_SHORT4N; break; } } else { switch (num) { default: case 2: declType = D3DDECLTYPE_SHORT2; break; case 4: declType = D3DDECLTYPE_SHORT4; break; } } break; case AttribType::Float: switch (num) { case 1: declType = D3DDECLTYPE_FLOAT1; break; case 2: declType = D3DDECLTYPE_FLOAT2; break; default: case 3: declType = D3DDECLTYPE_FLOAT3; break; case 4: declType = D3DDECLTYPE_FLOAT4; break; } break; default: BX_CHECK(false, "Invalid attrib type."); break; } elem->Type = declType; elem->Offset = _decl.m_offset[attr]; ++elem; BX_TRACE("\tattr %d, num %d, type %d, norm %d, offset %d" , attr , num , type , normalized , _decl.m_offset[attr] ); } } memcpy(elem, &s_attrib[Attrib::Count], sizeof(D3DVERTEXELEMENT9) ); DX_CHECK(s_renderCtx.m_device->CreateVertexDeclaration(vertexElements, &m_ptr) ); } void Shader::create(bool _fragment, const Memory* _mem) { m_constantBuffer = ConstantBuffer::create(1024); StreamRead stream(_mem->data, _mem->size); uint16_t count; stream.read(count); m_numPredefined = 0; BX_TRACE("Shader consts %d", count); uint8_t fragmentBit = _fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0; for (uint32_t ii = 0; ii < count; ++ii) { uint8_t nameSize; stream.read(nameSize); char name[256]; stream.read(&name, nameSize); name[nameSize] = '\0'; uint8_t type; stream.read(type); uint8_t num; stream.read(num); uint16_t regIndex; stream.read(regIndex); uint16_t regCount; stream.read(regCount); BX_TRACE("\t%s, type %2d, num %2d, r.index %3d, r.count %2d" , name , type , num , regIndex , regCount ); const void* data = NULL; PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name); if (PredefinedUniform::Count != predefined) { m_predefined[m_numPredefined].m_loc = regIndex; m_predefined[m_numPredefined].m_type = predefined|fragmentBit; m_numPredefined++; } else { const UniformInfo* info = s_renderCtx.m_uniformReg.find(name); if (NULL != info) { data = info->m_data; m_constantBuffer->writeUniformRef( (ConstantType::Enum)(type|fragmentBit), regIndex, data, regCount); BX_TRACE("store %s %p", name, data); } } } uint16_t shaderSize; stream.read(shaderSize); m_constantBuffer->finish(); const DWORD* code = (const DWORD*)stream.getDataPtr(); if (_fragment) { DX_CHECK(s_renderCtx.m_device->CreatePixelShader(code, (IDirect3DPixelShader9**)&m_ptr) ); } else { DX_CHECK(s_renderCtx.m_device->CreateVertexShader(code, (IDirect3DVertexShader9**)&m_ptr) ); } } void Texture::create(const Memory* _mem, uint32_t _flags) { m_tau = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT]; m_tav = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT]; m_minFilter = s_textureFilter[(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT]; m_magFilter = s_textureFilter[(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT]; m_mipFilter = s_textureFilter[(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT]; Dds dds; if (parseDds(dds, _mem) ) { D3DFORMAT typefmt[4] = { D3DFMT_X8R8G8B8, D3DFMT_DXT1, D3DFMT_DXT3, D3DFMT_DXT5, }; D3DFORMAT fmt = typefmt[dds.m_type]; bool decompress = false; uint8_t bpp = dds.m_bpp; if (0 == dds.m_type) { switch (dds.m_bpp) { case 1: fmt = D3DFMT_L8; break; case 4: fmt = D3DFMT_A8R8G8B8; break; default: fmt = D3DFMT_X8R8G8B8; break; } } else if (decompress) { fmt = D3DFMT_A8R8G8B8; bpp = 4; } DX_CHECK(s_renderCtx.m_device->CreateTexture(dds.m_width , dds.m_height , dds.m_numMips , 0 , fmt , D3DPOOL_MANAGED , &m_ptr , NULL ) ); if (decompress || 0 == dds.m_type) { uint32_t width = dds.m_width; uint32_t height = dds.m_height; for (uint32_t lod = 0, num = dds.m_numMips; lod < num; ++lod) { width = uint32_max(1, width); height = uint32_max(1, height); Mip mip; if (getRawImageData(dds, lod, _mem, mip) ) { D3DLOCKED_RECT rect; DX_CHECK(m_ptr->LockRect(lod, &rect, NULL, 0) ); uint8_t* bits = (uint8_t*)rect.pBits; if (width != mip.m_width || height != mip.m_height) { uint32_t srcpitch = mip.m_width*bpp; uint8_t* temp = (uint8_t*)g_realloc(NULL, srcpitch*mip.m_height); mip.decode(temp); uint32_t dstpitch = rect.Pitch; for (uint32_t yy = 0; yy < height; ++yy) { uint8_t* src = &temp[yy*srcpitch]; uint8_t* dst = &bits[yy*dstpitch]; memcpy(dst, src, srcpitch); } g_free(temp); } else { mip.decode(bits); } DX_CHECK(m_ptr->UnlockRect(lod) ); } width >>= 1; height >>= 1; } } else { for (uint32_t ii = 0, num = dds.m_numMips; ii < num; ++ii) { Mip mip; if (getRawImageData(dds, ii, _mem, mip) ) { D3DLOCKED_RECT rect; DX_CHECK(m_ptr->LockRect(ii, &rect, NULL, 0) ); uint8_t* dst = (uint8_t*)rect.pBits; memcpy(dst, mip.m_data, mip.m_size); DX_CHECK(m_ptr->UnlockRect(ii) ); } } } } else { StreamRead stream(_mem->data, _mem->size); uint32_t magic; stream.read(magic); if (BGFX_MAGIC == magic) { uint16_t width; stream.read(width); uint16_t height; stream.read(height); uint8_t bpp; stream.read(bpp); uint8_t numMips; stream.read(numMips); stream.align(16); DX_CHECK(s_renderCtx.m_device->CreateTexture(width , height , numMips , 0 , 1 == bpp ? D3DFMT_L8 : D3DFMT_A8R8G8B8 , D3DPOOL_MANAGED , &m_ptr , NULL ) ); for (uint8_t mip = 0; mip < numMips; ++mip) { width = uint32_max(width, 1); height = uint32_max(height, 1); D3DLOCKED_RECT rect; DX_CHECK(m_ptr->LockRect(mip, &rect, NULL, 0) ); uint8_t* dst = (uint8_t*)rect.pBits; stream.read(dst, width*height*bpp); DX_CHECK(m_ptr->UnlockRect(mip) ); width >>= 1; height >>= 1; } } else { // } } } void Texture::commit(uint8_t _stage) { DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_MINFILTER, m_minFilter) ); DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_MAGFILTER, m_magFilter) ); DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_MIPFILTER, m_mipFilter) ); DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_ADDRESSU, m_tau) ); DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_ADDRESSV, m_tav) ); DX_CHECK(s_renderCtx.m_device->SetTexture(_stage, m_ptr) ); } void RenderTarget::create(uint16_t _width, uint16_t _height, uint32_t _flags) { m_width = _width; m_height = _height; m_flags = _flags; createTextures(); } void RenderTarget::createTextures() { if (0 != m_flags) { 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 (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, bgfx::Fatal::D3D9_UnableToCreateRenderTarget, "Unable to create color render target."); DX_CHECK(m_colorTexture->GetSurfaceLevel(0, &m_color) ); } if (0 < depthFormat) { DX_CHECK(s_renderCtx.m_device->CreateTexture(m_width , m_height , 1 , D3DUSAGE_DEPTHSTENCIL , s_depthFormat[depthFormat] // s_renderCtx.m_fmtDepth , D3DPOOL_DEFAULT , &m_depthTexture , NULL ) ); BGFX_FATAL(m_depthTexture, bgfx::Fatal::D3D9_UnableToCreateRenderTarget, "Unable to create depth render target."); DX_CHECK(m_depthTexture->GetSurfaceLevel(0, &m_depth)) ; } } } void RenderTarget::destroyTextures() { if (0 != m_flags) { 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 (0 < colorFormat) { DX_RELEASE(m_color, 1); DX_RELEASE(m_colorTexture, 0); } if (0 < depthFormat) { DX_RELEASE(m_depth, 1); DX_RELEASE(m_depthTexture, 0); } } } void RenderTarget::commit(uint8_t _stage) { DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_MINFILTER, D3DTEXF_LINEAR) ); DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR) ); DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_MIPFILTER, D3DTEXF_POINT) ); DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP) ); DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP) ); DX_CHECK(s_renderCtx.m_device->SetTexture(_stage, m_colorTexture) ); } static bool s_exit = false; DWORD WINAPI renderThread(LPVOID _arg) { while (!s_exit) { renderFrame(); } s_exit = false; return EXIT_SUCCESS; } void ConstantBuffer::commit(bool _force) { reset(); do { uint32_t opcode = read(); if (ConstantType::End == opcode) { break; } ConstantType::Enum type; uint16_t loc; uint16_t num; uint16_t copy; decodeOpcode(opcode, type, loc, num, copy); const char* data; if (copy) { data = read(g_constantTypeSize[type]*num); } else { memcpy(&data, read(sizeof(void*) ), sizeof(void*) ); } #define CASE_IMPLEMENT_UNIFORM(_uniform, _glsuffix, _dxsuffix, _type) \ case ConstantType::_uniform: \ { \ _type* value = (_type*)data; \ s_renderCtx.m_device->SetVertexShaderConstant##_dxsuffix(loc, value, num); \ } \ break; \ \ case ConstantType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \ { \ _type* value = (_type*)data; \ s_renderCtx.m_device->SetPixelShaderConstant##_dxsuffix(loc, value, num); \ } \ break; switch ((int32_t)type) { CASE_IMPLEMENT_UNIFORM(Uniform1i, 1iv, I, int); CASE_IMPLEMENT_UNIFORM(Uniform1f, 1fv, F, float); CASE_IMPLEMENT_UNIFORM(Uniform1iv, 1iv, I, int); CASE_IMPLEMENT_UNIFORM(Uniform1fv, 1fv, F, float); CASE_IMPLEMENT_UNIFORM(Uniform2fv, 2fv, F, float); CASE_IMPLEMENT_UNIFORM(Uniform3fv, 3fv, F, float); CASE_IMPLEMENT_UNIFORM(Uniform4fv, 4fv, F, float); CASE_IMPLEMENT_UNIFORM(Uniform3x3fv, Matrix3fv, F, float); CASE_IMPLEMENT_UNIFORM(Uniform4x4fv, Matrix4fv, F, float); case ConstantType::End: break; default: BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", m_pos, opcode, type, loc, num, copy); break; } #undef CASE_IMPLEMENT_UNIFORM } while (true); } void TextVideoMemBlitter::setup() { uint32_t width = s_renderCtx.m_params.BackBufferWidth; uint32_t height = s_renderCtx.m_params.BackBufferHeight; RenderTargetHandle rt = BGFX_INVALID_HANDLE; s_renderCtx.setRenderTarget(rt); D3DVIEWPORT9 vp; vp.X = 0; vp.Y = 0; vp.Width = width; vp.Height = height; vp.MinZ = 0.0f; vp.MaxZ = 1.0f; DX_CHECK(s_renderCtx.m_device->SetViewport(&vp) ); DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_ZENABLE, FALSE) ); DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS) ); DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE) ); DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE) ); DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER) ); DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED|D3DCOLORWRITEENABLE_GREEN|D3DCOLORWRITEENABLE_BLUE) ); DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID) ); Material& material = s_renderCtx.m_materials[m_material.idx]; s_renderCtx.m_device->SetVertexShader( (IDirect3DVertexShader9*)material.m_vsh->m_ptr); s_renderCtx.m_device->SetPixelShader( (IDirect3DPixelShader9*)material.m_fsh->m_ptr); VertexBuffer& vb = s_renderCtx.m_vertexBuffers[m_vb->handle.idx]; VertexDeclaration& vertexDecl = s_renderCtx.m_vertexDecls[m_vb->decl.idx]; DX_CHECK(s_renderCtx.m_device->SetStreamSource(0, vb.m_ptr, 0, vertexDecl.m_decl.m_stride) ); DX_CHECK(s_renderCtx.m_device->SetVertexDeclaration(vertexDecl.m_ptr) ); IndexBuffer& ib = s_renderCtx.m_indexBuffers[m_ib->handle.idx]; DX_CHECK(s_renderCtx.m_device->SetIndices(ib.m_ptr) ); float proj[16]; matrix_ortho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f); PredefinedUniform& predefined = material.m_predefined[0]; uint8_t flags = predefined.m_type&BGFX_UNIFORM_FRAGMENTBIT; 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(_numIndices*2, m_ib->data); s_renderCtx.m_vertexBuffers[m_vb->handle.idx].update(numVertices*m_decl.m_stride, m_vb->data); DX_CHECK(s_renderCtx.m_device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST , 0 , 0 , numVertices , 0 , _numIndices/3 ) ); } void Context::flip() { s_renderCtx.flip(); } void Context::rendererInit() { s_renderCtx.init(); } void Context::rendererShutdown() { s_renderCtx.shutdown(); s_exit = true; } 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::rendererCreateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size) { s_renderCtx.m_indexBuffers[_handle.idx].create(_size, NULL); } void Context::rendererDestroyDynamicIndexBuffer(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::rendererCreateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size) { VertexDeclHandle decl = BGFX_INVALID_HANDLE; s_renderCtx.m_vertexBuffers[_handle.idx].create(_size, NULL, decl); } void Context::rendererDestroyDynamicVertexBuffer(VertexBufferHandle _handle) { s_renderCtx.m_vertexBuffers[_handle.idx].destroy(); } void Context::rendererCreateVertexShader(VertexShaderHandle _handle, Memory* _mem) { s_renderCtx.m_vertexShaders[_handle.idx].create(false, _mem); } void Context::rendererDestroyVertexShader(VertexShaderHandle _handle) { s_renderCtx.m_vertexShaders[_handle.idx].destroy(); } void Context::rendererCreateFragmentShader(FragmentShaderHandle _handle, Memory* _mem) { s_renderCtx.m_fragmentShaders[_handle.idx].create(true, _mem); } void Context::rendererDestroyFragmentShader(FragmentShaderHandle _handle) { s_renderCtx.m_fragmentShaders[_handle.idx].destroy(); } void Context::rendererCreateMaterial(MaterialHandle _handle, VertexShaderHandle _vsh, FragmentShaderHandle _fsh) { s_renderCtx.m_materials[_handle.idx].create(s_renderCtx.m_vertexShaders[_vsh.idx], s_renderCtx.m_fragmentShaders[_fsh.idx]); } void Context::rendererDestroyMaterial(FragmentShaderHandle _handle) { s_renderCtx.m_materials[_handle.idx].destroy(); } void Context::rendererCreateTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags) { s_renderCtx.m_textures[_handle.idx].create(_mem, _flags); } void Context::rendererDestroyTexture(TextureHandle _handle) { s_renderCtx.m_textures[_handle.idx].destroy(); } void Context::rendererCreateRenderTarget(RenderTargetHandle _handle, uint16_t _width, uint16_t _height, uint32_t _flags) { s_renderCtx.m_renderTargets[_handle.idx].create(_width, _height, _flags); } void Context::rendererDestroyRenderTarget(RenderTargetHandle _handle) { s_renderCtx.m_renderTargets[_handle.idx].destroy(); } void Context::rendererCreateUniform(UniformHandle _handle, ConstantType::Enum _type, uint16_t _num, const char* _name) { uint32_t size = g_constantTypeSize[_type]*_num; void* data = g_realloc(NULL, size); s_renderCtx.m_uniforms[_handle.idx] = data; s_renderCtx.m_uniformReg.reg(_name, s_renderCtx.m_uniforms[_handle.idx]); } void Context::rendererDestroyUniform(UniformHandle _handle) { g_free(s_renderCtx.m_uniforms[_handle.idx]); } void Context::rendererSaveScreenShot(Memory* _mem) { s_renderCtx.saveScreenShot(_mem); } void Context::rendererUpdateUniform(uint16_t _loc, const void* _data, uint32_t _size) { memcpy(s_renderCtx.m_uniforms[_loc], _data, _size); } void Context::rendererSubmit() { PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), "rendererSubmit"); s_renderCtx.updateResolution(m_render->m_resolution); s_renderCtx.m_device->BeginScene(); if (0 < m_render->m_iboffset) { DynamicIndexBuffer* ib = m_render->m_dynamicIb; s_renderCtx.m_indexBuffers[ib->handle.idx].update(m_render->m_iboffset, ib->data); } if (0 < m_render->m_vboffset) { DynamicVertexBuffer* vb = m_render->m_dynamicVb; s_renderCtx.m_vertexBuffers[vb->handle.idx].update(m_render->m_vboffset, vb->data); } m_render->sort(); RenderState currentState; currentState.reset(); currentState.m_flags = BGFX_STATE_NONE; Matrix4 viewProj[BGFX_CONFIG_MAX_VIEWS]; for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii) { matrix_mul(viewProj[ii].val, m_render->m_view[ii].val, m_render->m_proj[ii].val); } DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_FILLMODE, m_render->m_debug&BGFX_DEBUG_WIREFRAME ? D3DFILL_WIREFRAME : D3DFILL_SOLID) ); uint16_t materialIdx = bgfx::invalidHandle; SortKey key; uint8_t view = 0xff; RenderTargetHandle rt = BGFX_INVALID_HANDLE; float alphaRef = 0.0f; D3DPRIMITIVETYPE primType = D3DPT_TRIANGLELIST; uint32_t primNumVerts = 3; uint32_t statsNumPrims = 0; uint32_t statsNumIndices = 0; int64_t elapsed = -bx::getHPCounter(); if (0 == (m_render->m_debug&BGFX_DEBUG_IFH) ) { for (uint32_t item = 0, numItems = m_render->m_num; item < numItems; ++item) { key.decode(m_render->m_sortKeys[item]); const RenderState& state = m_render->m_renderState[m_render->m_sortValues[item] ]; const uint64_t newFlags = state.m_flags; uint64_t changedFlags = currentState.m_flags ^ state.m_flags; currentState.m_flags = newFlags; if (key.m_view != view) { currentState.clear(); changedFlags = BGFX_STATE_MASK; currentState.m_flags = newFlags; PIX_ENDEVENT(); PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), "view"); view = key.m_view; materialIdx = bgfx::invalidHandle; if (m_render->m_rt[view].idx != rt.idx) { rt = m_render->m_rt[view]; s_renderCtx.setRenderTarget(rt); } Rect& rect = m_render->m_rect[view]; D3DVIEWPORT9 vp; vp.X = rect.m_x; vp.Y = rect.m_y; vp.Width = rect.m_width; vp.Height = rect.m_height; vp.MinZ = 0.0f; vp.MaxZ = 1.0f; DX_CHECK(s_renderCtx.m_device->SetViewport(&vp) ); Clear& clear = m_render->m_clear[view]; if (BGFX_CLEAR_NONE != clear.m_flags) { D3DCOLOR color; 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(s_renderCtx.m_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(s_renderCtx.m_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(s_renderCtx.m_device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE) ); DX_CHECK(s_renderCtx.m_device->SetScissorRect(&rc) ); DX_CHECK(s_renderCtx.m_device->Clear(0, NULL, flags, color, clear.m_depth, clear.m_stencil) ); DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE) ); } } DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_ZENABLE, TRUE) ); DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESS) ); DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE) ); DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE) ); DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER) ); } if ( (BGFX_STATE_CULL_MASK|BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK |BGFX_STATE_ALPHA_MASK|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE |BGFX_STATE_BLEND_MASK|BGFX_STATE_ALPHA_REF_MASK|BGFX_STATE_PT_MASK) & changedFlags) { if (BGFX_STATE_CULL_MASK & changedFlags) { uint32_t cull = (newFlags&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT; DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_CULLMODE, s_cullMode[cull]) ); } if (BGFX_STATE_DEPTH_WRITE & changedFlags) { DX_CHECK(s_renderCtx.m_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(s_renderCtx.m_device->SetRenderState(D3DRS_ZENABLE, 0 != func) ); if (0 != func) { DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_ZFUNC, s_depthFunc[func]) ); } } if ( (BGFX_STATE_ALPHA_TEST|BGFX_STATE_ALPHA_REF_MASK) & changedFlags) { uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT; alphaRef = ref/255.0f; DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_ALPHAREF, ref) ); DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_ALPHATESTENABLE, !!(BGFX_STATE_ALPHA_TEST & newFlags) ) ); } 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(s_renderCtx.m_device->SetRenderState(D3DRS_COLORWRITEENABLE, writeEnable) ); } if (BGFX_STATE_BLEND_MASK & changedFlags) { bool alphaBlendEnabled = !!(BGFX_STATE_BLEND_MASK & newFlags); DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_ALPHABLENDENABLE, alphaBlendEnabled) ); // DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, alphaBlendEnabled) ); if (alphaBlendEnabled) { uint32_t blend = (newFlags&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT; uint32_t src = blend&0xf; uint32_t dst = (blend>>4)&0xf; DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_SRCBLEND, s_blendFactor[src]) ); DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_DESTBLEND, s_blendFactor[dst]) ); // DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_SRCALPHA) ); // DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA) ); } } uint8_t primIndex = uint8_t( (newFlags&BGFX_STATE_PT_MASK)>>BGFX_STATE_PT_SHIFT); primType = s_primType[primIndex]; primNumVerts = s_primNumVerts[primIndex]; } bool materialChanged = false; bool constantsChanged = state.m_constBegin < state.m_constEnd; rendererUpdateUniforms(m_render->m_constantBuffer, state.m_constBegin, state.m_constEnd); if (key.m_material != materialIdx) { materialIdx = key.m_material; if (bgfx::invalidHandle == materialIdx) { s_renderCtx.m_device->SetVertexShader(NULL); s_renderCtx.m_device->SetPixelShader(NULL); } else { Material& material = s_renderCtx.m_materials[materialIdx]; s_renderCtx.m_device->SetVertexShader( (IDirect3DVertexShader9*)material.m_vsh->m_ptr); s_renderCtx.m_device->SetPixelShader( (IDirect3DPixelShader9*)material.m_fsh->m_ptr); } materialChanged = constantsChanged = true; } if (bgfx::invalidHandle != materialIdx) { Material& material = s_renderCtx.m_materials[materialIdx]; if (constantsChanged) { Material& material = s_renderCtx.m_materials[materialIdx]; material.m_vsh->m_constantBuffer->commit(materialChanged); material.m_fsh->m_constantBuffer->commit(materialChanged); } for (uint32_t ii = 0, num = material.m_numPredefined; ii < num; ++ii) { PredefinedUniform& predefined = material.m_predefined[ii]; uint8_t flags = predefined.m_type&BGFX_UNIFORM_FRAGMENTBIT; switch (predefined.m_type&(~BGFX_UNIFORM_FRAGMENTBIT) ) { case PredefinedUniform::ViewRect: { float rect[4]; rect[0] = m_render->m_rect[view].m_x; rect[1] = m_render->m_rect[view].m_y; rect[2] = m_render->m_rect[view].m_width; rect[3] = m_render->m_rect[view].m_height; s_renderCtx.setShaderConstantF(flags, predefined.m_loc, &rect[0], 1); } break; case PredefinedUniform::ViewTexel: { float rect[4]; rect[0] = 1.0f/float(m_render->m_rect[view].m_width); rect[1] = 1.0f/float(m_render->m_rect[view].m_height); s_renderCtx.setShaderConstantF(flags, predefined.m_loc, &rect[0], 1); } break; case PredefinedUniform::View: { s_renderCtx.setShaderConstantF(flags, predefined.m_loc, m_render->m_view[view].val, 4); } break; case PredefinedUniform::ViewProj: { s_renderCtx.setShaderConstantF(flags, predefined.m_loc, viewProj[view].val, 4); } 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, state.m_num*4); } break; case PredefinedUniform::ModelViewProj: { Matrix4 modelViewProj; const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix]; matrix_mul(modelViewProj.val, model.val, viewProj[view].val); s_renderCtx.setShaderConstantF(flags, predefined.m_loc, modelViewProj.val, 4); } break; case PredefinedUniform::ModelViewProjX: { const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix]; static const BX_ALIGN_STRUCT_16(float) s_bias[16] = { 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, }; uint8_t other = m_render->m_other[view]; Matrix4 viewProjBias; matrix_mul(viewProjBias.val, viewProj[other].val, s_bias); Matrix4 modelViewProj; matrix_mul(modelViewProj.val, model.val, viewProjBias.val); s_renderCtx.setShaderConstantF(flags, predefined.m_loc, modelViewProj.val, 4); } break; case PredefinedUniform::ViewProjX: { static const BX_ALIGN_STRUCT_16(float) s_bias[16] = { 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, }; uint8_t other = m_render->m_other[view]; Matrix4 viewProjBias; matrix_mul(viewProjBias.val, viewProj[other].val, s_bias); s_renderCtx.setShaderConstantF(flags, predefined.m_loc, viewProjBias.val, 4); } break; case PredefinedUniform::AlphaRef: { s_renderCtx.setShaderConstantF(flags, predefined.m_loc, &alphaRef, 1); } break; default: BX_CHECK(false, "predefined %d not handled", predefined.m_type); break; } } } // if (BGFX_STATE_TEX_MASK & changedFlags) { uint64_t flag = BGFX_STATE_TEX0; for (uint32_t stage = 0; stage < BGFX_STATE_TEX_COUNT; ++stage) { const Sampler& sampler = state.m_sampler[stage]; Sampler& current = currentState.m_sampler[stage]; if (current.m_idx != sampler.m_idx || current.m_flags != sampler.m_flags || materialChanged) { if (bgfx::invalidHandle != sampler.m_idx) { switch (sampler.m_flags&BGFX_SAMPLER_TYPE_MASK) { case 0: s_renderCtx.m_textures[sampler.m_idx].commit(stage); break; case 1: s_renderCtx.m_renderTargets[sampler.m_idx].commit(stage); break; case 2: // id = s_renderCtx.m_renderTargets[sampler.m_idx].m_depth.m_id; break; } } else { DX_CHECK(s_renderCtx.m_device->SetTexture(stage, NULL) ); } } current = sampler; flag <<= 1; } } if (currentState.m_vertexBuffer.idx != state.m_vertexBuffer.idx || materialChanged) { currentState.m_vertexBuffer = state.m_vertexBuffer; uint16_t handle = state.m_vertexBuffer.idx; if (bgfx::invalidHandle != handle) { VertexBuffer& vb = s_renderCtx.m_vertexBuffers[handle]; uint16_t decl = vb.m_decl.idx == bgfx::invalidHandle ? state.m_vertexDecl.idx : vb.m_decl.idx; VertexDeclaration& vertexDecl = s_renderCtx.m_vertexDecls[decl]; DX_CHECK(s_renderCtx.m_device->SetStreamSource(0, vb.m_ptr, 0, vertexDecl.m_decl.m_stride) ); DX_CHECK(s_renderCtx.m_device->SetVertexDeclaration(vertexDecl.m_ptr) ); } else { DX_CHECK(s_renderCtx.m_device->SetStreamSource(0, 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 (bgfx::invalidHandle != handle) { IndexBuffer& ib = s_renderCtx.m_indexBuffers[handle]; DX_CHECK(s_renderCtx.m_device->SetIndices(ib.m_ptr) ); } else { DX_CHECK(s_renderCtx.m_device->SetIndices(NULL) ); } } if (bgfx::invalidHandle != state.m_indexBuffer.idx) { uint32_t numVertices = state.m_numVertices; if (UINT32_C(0xffffffff) == numVertices) { VertexBuffer& vb = s_renderCtx.m_vertexBuffers[currentState.m_vertexBuffer.idx]; uint16_t decl = vb.m_decl.idx == bgfx::invalidHandle ? state.m_vertexDecl.idx : vb.m_decl.idx; VertexDeclaration& vertexDecl = s_renderCtx.m_vertexDecls[decl]; numVertices = vb.m_size/vertexDecl.m_decl.m_stride; } uint32_t numIndices; uint32_t numPrims = 0; if (BGFX_DRAW_WHOLE_INDEX_BUFFER == state.m_startIndex) { numIndices = s_renderCtx.m_indexBuffers[state.m_indexBuffer.idx].m_size/2; numPrims = numIndices/primNumVerts; DX_CHECK(s_renderCtx.m_device->DrawIndexedPrimitive(primType , state.m_startVertex , 0 , numVertices , 0 , numPrims ) ); } else if (primNumVerts <= state.m_numIndices) { numIndices = state.m_numIndices; numPrims = numIndices/primNumVerts; DX_CHECK(s_renderCtx.m_device->DrawIndexedPrimitive(primType , state.m_startVertex , 0 , numVertices , state.m_startIndex , numPrims ) ); } statsNumPrims += numPrims; statsNumIndices += numIndices; } } PIX_ENDEVENT(); } int64_t now = bx::getHPCounter(); elapsed += now; static int64_t last = now; int64_t frameTime = now - last; last = now; if (m_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) ) { PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), "debugstats"); TextVideoMem& tvm = s_renderCtx.m_textVideoMem; static int64_t next = now; if (now >= next) { next = now + bx::getHPFrequency(); double freq = double(bx::getHPFrequency() ); double toMs = 1000.0/freq; tvm.clear(); uint16_t pos = 10; tvm.printf(10, pos++, 0x8e, " Frame: %3.4f [ms] / %3.2f", frameTime*toMs, freq/frameTime); tvm.printf(10, pos++, 0x8e, " Draw calls: %4d / %3.4f [ms]", m_render->m_num, elapsed*toMs); tvm.printf(10, pos++, 0x8e, " Prims: %7d", statsNumPrims); 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); } g_textVideoMemBlitter.blit(tvm); PIX_ENDEVENT(); } else if (m_render->m_debug & BGFX_DEBUG_TEXT) { PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), "debugtext"); g_textVideoMemBlitter.blit(m_render->m_textVideoMem); PIX_ENDEVENT(); } s_renderCtx.m_device->EndScene(); } } #endif // BGFX_CONFIG_RENDERER_DIRECT3D