mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-01 11:56:58 -05:00
408 lines
9 KiB
C++
408 lines
9 KiB
C++
/*
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* Copyright 2011-2012 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#ifndef __RENDERER_D3D9_H__
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#define __RENDERER_D3D9_H__
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#define BGFX_CONFIG_RENDERER_DIRECT3D9EX (BX_PLATFORM_WINDOWS && 0)
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#ifndef D3DSTREAMSOURCE_INDEXEDDATA
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# define D3DSTREAMSOURCE_INDEXEDDATA (1<<30)
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#endif// D3DSTREAMSOURCE_INDEXEDDATA
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#ifndef D3DSTREAMSOURCE_INSTANCEDATA
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# define D3DSTREAMSOURCE_INSTANCEDATA (2<<30)
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#endif // D3DSTREAMSOURCE_INSTANCEDATA
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#if BX_PLATFORM_WINDOWS
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# if !BGFX_CONFIG_RENDERER_DIRECT3D9EX
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# define D3D_DISABLE_9EX
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# endif // !BGFX_CONFIG_RENDERER_DIRECT3D9EX
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# include <d3d9.h>
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# if BGFX_CONFIG_RENDERER_DIRECT3D9EX
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typedef HRESULT (WINAPI *Direct3DCreate9ExFn)(UINT SDKVersion, IDirect3D9Ex**);
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# else
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typedef IDirect3D9* (WINAPI *Direct3DCreate9Fn)(UINT SDKVersion);
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# endif // BGFX_CONFIG_RENDERER_DIRECT3D9EX
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typedef int (WINAPI *D3DPERF_BeginEventFunc)(D3DCOLOR col, LPCWSTR wszName);
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typedef int (WINAPI *D3DPERF_EndEventFunc)();
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typedef void (WINAPI *D3DPERF_SetMarkerFunc)(D3DCOLOR col, LPCWSTR wszName);
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typedef void (WINAPI *D3DPERF_SetRegionFunc)(D3DCOLOR col, LPCWSTR wszName);
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typedef BOOL (WINAPI *D3DPERF_QueryRepeatFrameFunc)();
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typedef void (WINAPI *D3DPERF_SetOptionsFunc)(DWORD dwOptions);
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typedef DWORD (WINAPI *D3DPERF_GetStatusFunc)();
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# define _PIX_SETMARKER(_col, _name) s_renderCtx.m_D3DPERF_SetMarker(_col, L#_name)
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# define _PIX_BEGINEVENT(_col, _name) s_renderCtx.m_D3DPERF_BeginEvent(_col, L#_name)
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# define _PIX_ENDEVENT() s_renderCtx.m_D3DPERF_EndEvent()
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#elif BX_PLATFORM_XBOX360
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# include <xgraphics.h>
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# define D3DUSAGE_DYNAMIC 0 // not supported on X360
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# define D3DLOCK_DISCARD 0 // not supported on X360
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# define D3DERR_DEVICEHUNG D3DERR_DEVICELOST // not supported on X360
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# define D3DERR_DEVICEREMOVED D3DERR_DEVICELOST // not supported on X360
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# define D3DMULTISAMPLE_8_SAMPLES D3DMULTISAMPLE_4_SAMPLES
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# define D3DMULTISAMPLE_16_SAMPLES D3DMULTISAMPLE_4_SAMPLES
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# define D3DFMT_DF24 D3DFMT_D24FS8
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# define _PIX_SETMARKER(_col, _name) do {} while(0)
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# define _PIX_BEGINEVENT(_col, _name) do {} while(0)
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# define _PIX_ENDEVENT() do {} while(0)
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#endif // BX_PLATFORM_
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#include "renderer_d3d.h"
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namespace bgfx
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{
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#if BGFX_CONFIG_DEBUG_PIX
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# define PIX_SETMARKER(_col, _name) _PIX_SETMARKER(_col, _name)
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# define PIX_BEGINEVENT(_col, _name) _PIX_BEGINEVENT(_col, _name)
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# define PIX_ENDEVENT() _PIX_ENDEVENT()
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#else
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# define PIX_SETMARKER(_col, _name)
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# define PIX_BEGINEVENT(_col, _name)
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# define PIX_ENDEVENT()
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#endif // BGFX_CONFIG_DEBUG_PIX
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# ifndef D3DFMT_ATI1
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# define D3DFMT_ATI1 ( (D3DFORMAT)BX_MAKEFOURCC('A','T','I','1') )
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# endif // D3DFMT_ATI1
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# ifndef D3DFMT_ATI2
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# define D3DFMT_ATI2 ( (D3DFORMAT)BX_MAKEFOURCC('A','T','I','2') )
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# endif // D3DFMT_ATI2
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# ifndef D3DFMT_ATOC
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# define D3DFMT_ATOC ( (D3DFORMAT)BX_MAKEFOURCC('A','T','O','C') )
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# endif // D3DFMT_ATOC
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# ifndef D3DFMT_DF16
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# define D3DFMT_DF16 ( (D3DFORMAT)BX_MAKEFOURCC('D','F','1','6') )
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# endif // D3DFMT_DF16
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# ifndef D3DFMT_DF24
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# define D3DFMT_DF24 ( (D3DFORMAT)BX_MAKEFOURCC('D','F','2','4') )
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# endif // D3DFMT_DF24
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# ifndef D3DFMT_INST
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# define D3DFMT_INST ( (D3DFORMAT)BX_MAKEFOURCC('I','N','S','T') )
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# endif // D3DFMT_INST
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# ifndef D3DFMT_INTZ
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# define D3DFMT_INTZ ( (D3DFORMAT)BX_MAKEFOURCC('I','N','T','Z') )
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# endif // D3DFMT_INTZ
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# ifndef D3DFMT_NULL
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# define D3DFMT_NULL ( (D3DFORMAT)BX_MAKEFOURCC('N','U','L','L') )
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# endif // D3DFMT_NULL
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# ifndef D3DFMT_RESZ
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# define D3DFMT_RESZ ( (D3DFORMAT)BX_MAKEFOURCC('R','E','S','Z') )
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# endif // D3DFMT_RESZ
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# ifndef D3DFMT_RAWZ
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# define D3DFMT_RAWZ ( (D3DFORMAT)BX_MAKEFOURCC('R','A','W','Z') )
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# endif // D3DFMT_RAWZ
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struct ExtendedFormat
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{
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enum Enum
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{
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Ati1,
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Ati2,
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Df16,
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Df24,
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Inst,
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Intz,
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Null,
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Resz,
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Rawz,
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Count,
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};
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D3DFORMAT m_fmt;
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DWORD m_usage;
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D3DRESOURCETYPE m_type;
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bool m_supported;
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};
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struct Msaa
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{
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D3DMULTISAMPLE_TYPE m_type;
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DWORD m_quality;
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};
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struct IndexBuffer
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{
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IndexBuffer()
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: m_ptr(NULL)
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, m_dynamic(false)
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{
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}
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void create(uint32_t _size, void* _data);
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void update(uint32_t _offset, uint32_t _size, void* _data)
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{
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void* buffer;
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DX_CHECK(m_ptr->Lock(_offset
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, _size
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, &buffer
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, m_dynamic && 0 == _offset && m_size == _size ? D3DLOCK_DISCARD : 0
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) );
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memcpy(buffer, _data, _size);
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m_ptr->Unlock();
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}
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void destroy()
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{
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if (NULL != m_ptr)
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{
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DX_RELEASE(m_ptr, 0);
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m_dynamic = false;
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}
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}
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void preReset();
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void postReset();
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IDirect3DIndexBuffer9* m_ptr;
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uint32_t m_size;
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bool m_dynamic;
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};
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struct VertexBuffer
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{
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VertexBuffer()
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: m_ptr(NULL)
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, m_dynamic(false)
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{
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}
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void create(uint32_t _size, void* _data, VertexDeclHandle _declHandle);
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void update(uint32_t _offset, uint32_t _size, void* _data)
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{
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void* buffer;
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DX_CHECK(m_ptr->Lock(_offset
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, _size
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, &buffer
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, m_dynamic && 0 == _offset && m_size == _size ? D3DLOCK_DISCARD : 0
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) );
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memcpy(buffer, _data, _size);
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m_ptr->Unlock();
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}
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void destroy()
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{
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if (NULL != m_ptr)
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{
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DX_RELEASE(m_ptr, 0);
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m_dynamic = false;
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}
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}
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void preReset();
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void postReset();
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IDirect3DVertexBuffer9* m_ptr;
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uint32_t m_size;
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VertexDeclHandle m_decl;
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bool m_dynamic;
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};
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struct VertexDeclaration
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{
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void create(const VertexDecl& _decl);
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void destroy()
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{
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DX_RELEASE(m_ptr, 0);
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}
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IDirect3DVertexDeclaration9* m_ptr;
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VertexDecl m_decl;
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};
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struct Shader
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{
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Shader()
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: m_ptr(NULL)
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{
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}
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void create(bool _fragment, const Memory* _mem);
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DWORD* getShaderCode(uint8_t _fragmentBit, const Memory* _mem);
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void destroy()
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{
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ConstantBuffer::destroy(m_constantBuffer);
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m_constantBuffer = NULL;
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m_numPredefined = 0;
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DX_RELEASE(m_ptr, 0);
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}
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IUnknown* m_ptr;
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ConstantBuffer* m_constantBuffer;
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PredefinedUniform m_predefined[PredefinedUniform::Count];
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uint8_t m_numPredefined;
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};
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struct Program
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{
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void create(const Shader& _vsh, const Shader& _fsh)
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{
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BX_CHECK(NULL != _vsh.m_ptr, "Vertex shader doesn't exist.");
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m_vsh = &_vsh;
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BX_CHECK(NULL != _fsh.m_ptr, "Fragment shader doesn't exist.");
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m_fsh = &_fsh;
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memcpy(&m_predefined[0], _vsh.m_predefined, _vsh.m_numPredefined*sizeof(PredefinedUniform) );
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memcpy(&m_predefined[_vsh.m_numPredefined], _fsh.m_predefined, _fsh.m_numPredefined*sizeof(PredefinedUniform) );
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m_numPredefined = _vsh.m_numPredefined + _fsh.m_numPredefined;
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}
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void destroy()
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{
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m_numPredefined = 0;
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m_vsh = NULL;
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m_fsh = NULL;
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}
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void commit()
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{
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if (NULL != m_vsh->m_constantBuffer)
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{
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m_vsh->m_constantBuffer->commit();
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}
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if (NULL != m_fsh->m_constantBuffer)
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{
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m_fsh->m_constantBuffer->commit();
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}
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}
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const Shader* m_vsh;
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const Shader* m_fsh;
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PredefinedUniform m_predefined[PredefinedUniform::Count*2];
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uint8_t m_numPredefined;
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};
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struct Texture
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{
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enum Enum
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{
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Texture2D,
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Texture3D,
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TextureCube,
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};
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Texture()
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: m_ptr(NULL)
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{
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}
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void createTexture(uint32_t _width, uint32_t _height, uint8_t _numMips, D3DFORMAT _fmt);
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void createVolumeTexture(uint32_t _width, uint32_t _height, uint32_t _depth, uint32_t _numMips, D3DFORMAT _fmt);
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void createCubeTexture(uint32_t _edge, uint32_t _numMips, D3DFORMAT _fmt);
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uint8_t* lock(uint8_t _side, uint8_t _lod, uint32_t& _pitch, uint32_t& _slicePitch, const Rect* _rect = NULL);
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void unlock(uint8_t _side, uint8_t _lod);
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void create(const Memory* _mem, uint32_t _flags);
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void destroy()
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{
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DX_RELEASE(m_ptr, 0);
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}
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void update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, const Memory* _mem);
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void commit(uint8_t _stage);
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union
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{
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IDirect3DBaseTexture9* m_ptr;
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IDirect3DTexture9* m_texture2d;
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IDirect3DVolumeTexture9* m_texture3d;
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IDirect3DCubeTexture9* m_textureCube;
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};
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D3DTEXTUREFILTERTYPE m_minFilter;
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D3DTEXTUREFILTERTYPE m_magFilter;
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D3DTEXTUREFILTERTYPE m_mipFilter;
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D3DTEXTUREADDRESS m_tau;
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D3DTEXTUREADDRESS m_tav;
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D3DTEXTUREADDRESS m_taw;
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Enum m_type;
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bool m_srgb;
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};
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struct RenderTarget
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{
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RenderTarget()
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: m_rt(NULL)
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, m_colorTexture(NULL)
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, m_color(NULL)
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, m_depthTexture(NULL)
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, m_depth(NULL)
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, m_minFilter(D3DTEXF_LINEAR)
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, m_magFilter(D3DTEXF_LINEAR)
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, m_width(0)
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, m_height(0)
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, m_flags(0)
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, m_depthOnly(false)
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{
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}
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void create(uint16_t _width, uint16_t _height, uint32_t _flags, uint32_t _textureFlags);
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void createTextures();
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void destroyTextures();
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void destroy()
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{
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destroyTextures();
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m_flags = 0;
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}
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void preReset()
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{
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destroyTextures();
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}
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void postReset()
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{
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createTextures();
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}
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void commit(uint8_t _stage);
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void resolve();
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Msaa m_msaa;
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IDirect3DSurface9* m_rt;
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IDirect3DTexture9* m_colorTexture;
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IDirect3DSurface9* m_color;
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IDirect3DTexture9* m_depthTexture;
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IDirect3DSurface9* m_depth;
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D3DTEXTUREFILTERTYPE m_minFilter;
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D3DTEXTUREFILTERTYPE m_magFilter;
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uint16_t m_width;
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uint16_t m_height;
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uint32_t m_flags;
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bool m_depthOnly;
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};
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} // namespace bgfx
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#endif // __RENDERER_D3D9_H__
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