diff options
Diffstat (limited to 'gfx/angle/src/libANGLE/renderer/d3d/d3d9/Renderer9.cpp')
-rwxr-xr-x | gfx/angle/src/libANGLE/renderer/d3d/d3d9/Renderer9.cpp | 3032 |
1 files changed, 3032 insertions, 0 deletions
diff --git a/gfx/angle/src/libANGLE/renderer/d3d/d3d9/Renderer9.cpp b/gfx/angle/src/libANGLE/renderer/d3d/d3d9/Renderer9.cpp new file mode 100755 index 000000000..d578d4075 --- /dev/null +++ b/gfx/angle/src/libANGLE/renderer/d3d/d3d9/Renderer9.cpp @@ -0,0 +1,3032 @@ +// +// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved. +// Use of this source code is governed by a BSD-style license that can be +// found in the LICENSE file. +// + +// Renderer9.cpp: Implements a back-end specific class for the D3D9 renderer. + +#include "libANGLE/renderer/d3d/d3d9/Renderer9.h" + +#include <sstream> +#include <EGL/eglext.h> + +#include "common/utilities.h" +#include "libANGLE/angletypes.h" +#include "libANGLE/Buffer.h" +#include "libANGLE/Display.h" +#include "libANGLE/features.h" +#include "libANGLE/formatutils.h" +#include "libANGLE/Framebuffer.h" +#include "libANGLE/FramebufferAttachment.h" +#include "libANGLE/Program.h" +#include "libANGLE/Renderbuffer.h" +#include "libANGLE/renderer/d3d/d3d9/Blit9.h" +#include "libANGLE/renderer/d3d/d3d9/Buffer9.h" +#include "libANGLE/renderer/d3d/d3d9/Context9.h" +#include "libANGLE/renderer/d3d/d3d9/Fence9.h" +#include "libANGLE/renderer/d3d/d3d9/formatutils9.h" +#include "libANGLE/renderer/d3d/d3d9/Framebuffer9.h" +#include "libANGLE/renderer/d3d/d3d9/Image9.h" +#include "libANGLE/renderer/d3d/d3d9/IndexBuffer9.h" +#include "libANGLE/renderer/d3d/d3d9/NativeWindow9.h" +#include "libANGLE/renderer/d3d/d3d9/Query9.h" +#include "libANGLE/renderer/d3d/d3d9/renderer9_utils.h" +#include "libANGLE/renderer/d3d/d3d9/RenderTarget9.h" +#include "libANGLE/renderer/d3d/d3d9/ShaderExecutable9.h" +#include "libANGLE/renderer/d3d/d3d9/SwapChain9.h" +#include "libANGLE/renderer/d3d/d3d9/TextureStorage9.h" +#include "libANGLE/renderer/d3d/d3d9/VertexArray9.h" +#include "libANGLE/renderer/d3d/d3d9/VertexBuffer9.h" +#include "libANGLE/renderer/d3d/CompilerD3D.h" +#include "libANGLE/renderer/d3d/DeviceD3D.h" +#include "libANGLE/renderer/d3d/FramebufferD3D.h" +#include "libANGLE/renderer/d3d/IndexDataManager.h" +#include "libANGLE/renderer/d3d/ProgramD3D.h" +#include "libANGLE/renderer/d3d/RenderbufferD3D.h" +#include "libANGLE/renderer/d3d/ShaderD3D.h" +#include "libANGLE/renderer/d3d/SurfaceD3D.h" +#include "libANGLE/renderer/d3d/TextureD3D.h" +#include "libANGLE/State.h" +#include "libANGLE/Surface.h" +#include "libANGLE/Texture.h" +#include "third_party/trace_event/trace_event.h" + + + +#if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL) +#define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL3 +#endif + +// Enable ANGLE_SUPPORT_SHADER_MODEL_2 if you wish devices with only shader model 2. +// Such a device would not be conformant. +#ifndef ANGLE_SUPPORT_SHADER_MODEL_2 +#define ANGLE_SUPPORT_SHADER_MODEL_2 0 +#endif + +namespace rx +{ + +enum +{ + MAX_VERTEX_CONSTANT_VECTORS_D3D9 = 256, + MAX_PIXEL_CONSTANT_VECTORS_SM2 = 32, + MAX_PIXEL_CONSTANT_VECTORS_SM3 = 224, + MAX_VARYING_VECTORS_SM2 = 8, + MAX_VARYING_VECTORS_SM3 = 10, + + MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 = 4 +}; + +Renderer9::Renderer9(egl::Display *display) : RendererD3D(display), mStateManager(this) +{ + mD3d9Module = NULL; + + mD3d9 = NULL; + mD3d9Ex = NULL; + mDevice = NULL; + mDeviceEx = NULL; + mDeviceWindow = NULL; + mBlit = NULL; + + mAdapter = D3DADAPTER_DEFAULT; + + const egl::AttributeMap &attributes = display->getAttributeMap(); + EGLint requestedDeviceType = static_cast<EGLint>(attributes.get( + EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE)); + switch (requestedDeviceType) + { + case EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE: + mDeviceType = D3DDEVTYPE_HAL; + break; + + case EGL_PLATFORM_ANGLE_DEVICE_TYPE_REFERENCE_ANGLE: + mDeviceType = D3DDEVTYPE_REF; + break; + + case EGL_PLATFORM_ANGLE_DEVICE_TYPE_NULL_ANGLE: + mDeviceType = D3DDEVTYPE_NULLREF; + break; + + default: + UNREACHABLE(); + } + + mMaskedClearSavedState = NULL; + + mVertexDataManager = NULL; + mIndexDataManager = NULL; + mLineLoopIB = NULL; + mCountingIB = NULL; + + mMaxNullColorbufferLRU = 0; + for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++) + { + mNullColorbufferCache[i].lruCount = 0; + mNullColorbufferCache[i].width = 0; + mNullColorbufferCache[i].height = 0; + mNullColorbufferCache[i].buffer = NULL; + } + + mAppliedVertexShader = NULL; + mAppliedPixelShader = NULL; + mAppliedProgramSerial = 0; + + gl::InitializeDebugAnnotations(&mAnnotator); + + mEGLDevice = nullptr; +} + +Renderer9::~Renderer9() +{ + if (mDevice) + { + // If the device is lost, reset it first to prevent leaving the driver in an unstable state + if (testDeviceLost()) + { + resetDevice(); + } + } + + release(); +} + +void Renderer9::release() +{ + RendererD3D::cleanup(); + + gl::UninitializeDebugAnnotations(); + + mTranslatedAttribCache.clear(); + + releaseDeviceResources(); + + SafeDelete(mEGLDevice); + SafeRelease(mDevice); + SafeRelease(mDeviceEx); + SafeRelease(mD3d9); + SafeRelease(mD3d9Ex); + + mCompiler.release(); + + if (mDeviceWindow) + { + DestroyWindow(mDeviceWindow); + mDeviceWindow = NULL; + } + + mD3d9Module = NULL; +} + +egl::Error Renderer9::initialize() +{ + TRACE_EVENT0("gpu.angle", "GetModuleHandle_d3d9"); + mD3d9Module = GetModuleHandle(TEXT("d3d9.dll")); + + if (mD3d9Module == NULL) + { + return egl::Error(EGL_NOT_INITIALIZED, D3D9_INIT_MISSING_DEP, "No D3D9 module found."); + } + + typedef HRESULT (WINAPI *Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex**); + Direct3DCreate9ExFunc Direct3DCreate9ExPtr = reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex")); + + // Use Direct3D9Ex if available. Among other things, this version is less + // inclined to report a lost context, for example when the user switches + // desktop. Direct3D9Ex is available in Windows Vista and later if suitable drivers are available. + if (ANGLE_D3D9EX == ANGLE_ENABLED && Direct3DCreate9ExPtr && SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &mD3d9Ex))) + { + TRACE_EVENT0("gpu.angle", "D3d9Ex_QueryInterface"); + ASSERT(mD3d9Ex); + mD3d9Ex->QueryInterface(__uuidof(IDirect3D9), reinterpret_cast<void**>(&mD3d9)); + ASSERT(mD3d9); + } + else + { + TRACE_EVENT0("gpu.angle", "Direct3DCreate9"); + mD3d9 = Direct3DCreate9(D3D_SDK_VERSION); + } + + if (!mD3d9) + { + return egl::Error(EGL_NOT_INITIALIZED, D3D9_INIT_MISSING_DEP, "Could not create D3D9 device."); + } + + if (mDisplay->getNativeDisplayId() != nullptr) + { + // UNIMPLEMENTED(); // FIXME: Determine which adapter index the device context corresponds to + } + + HRESULT result; + + // Give up on getting device caps after about one second. + { + TRACE_EVENT0("gpu.angle", "GetDeviceCaps"); + for (int i = 0; i < 10; ++i) + { + result = mD3d9->GetDeviceCaps(mAdapter, mDeviceType, &mDeviceCaps); + if (SUCCEEDED(result)) + { + break; + } + else if (result == D3DERR_NOTAVAILABLE) + { + Sleep(100); // Give the driver some time to initialize/recover + } + else if (FAILED(result)) // D3DERR_OUTOFVIDEOMEMORY, E_OUTOFMEMORY, D3DERR_INVALIDDEVICE, or another error we can't recover from + { + return egl::Error(EGL_NOT_INITIALIZED, + D3D9_INIT_OTHER_ERROR, + "Failed to get device caps: Error code 0x%x\n", result); + } + } + } + +#if ANGLE_SUPPORT_SHADER_MODEL_2 + size_t minShaderModel = 2; +#else + size_t minShaderModel = 3; +#endif + + if (mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(minShaderModel, 0)) + { + return egl::Error(EGL_NOT_INITIALIZED, + D3D9_INIT_UNSUPPORTED_VERSION, + "Renderer does not support PS %u.%u.aborting!", minShaderModel, 0); + } + + // When DirectX9 is running with an older DirectX8 driver, a StretchRect from a regular texture to a render target texture is not supported. + // This is required by Texture2D::ensureRenderTarget. + if ((mDeviceCaps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES) == 0) + { + return egl::Error(EGL_NOT_INITIALIZED, + D3D9_INIT_UNSUPPORTED_STRETCHRECT, + "Renderer does not support StretctRect from textures."); + } + + { + TRACE_EVENT0("gpu.angle", "GetAdapterIdentifier"); + mD3d9->GetAdapterIdentifier(mAdapter, 0, &mAdapterIdentifier); + } + + static const TCHAR windowName[] = TEXT("AngleHiddenWindow"); + static const TCHAR className[] = TEXT("STATIC"); + + { + TRACE_EVENT0("gpu.angle", "CreateWindowEx"); + mDeviceWindow = CreateWindowEx(WS_EX_NOACTIVATE, className, windowName, WS_DISABLED | WS_POPUP, 0, 0, 1, 1, HWND_MESSAGE, NULL, GetModuleHandle(NULL), NULL); + } + + D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters(); + DWORD behaviorFlags = D3DCREATE_FPU_PRESERVE | D3DCREATE_NOWINDOWCHANGES | D3DCREATE_MULTITHREADED; + + { + TRACE_EVENT0("gpu.angle", "D3d9_CreateDevice"); + result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, &presentParameters, &mDevice); + } + if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DEVICELOST) + { + return egl::Error(EGL_BAD_ALLOC, D3D9_INIT_OUT_OF_MEMORY, + "CreateDevice failed: device lost of out of memory"); + } + + if (FAILED(result)) + { + TRACE_EVENT0("gpu.angle", "D3d9_CreateDevice2"); + result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &presentParameters, &mDevice); + + if (FAILED(result)) + { + ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_NOTAVAILABLE || result == D3DERR_DEVICELOST); + return egl::Error(EGL_BAD_ALLOC, D3D9_INIT_OUT_OF_MEMORY, + "CreateDevice2 failed: device lost, not available, or of out of memory"); + } + } + + if (mD3d9Ex) + { + TRACE_EVENT0("gpu.angle", "mDevice_QueryInterface"); + result = mDevice->QueryInterface(__uuidof(IDirect3DDevice9Ex), (void**)&mDeviceEx); + ASSERT(SUCCEEDED(result)); + } + + { + TRACE_EVENT0("gpu.angle", "ShaderCache initialize"); + mVertexShaderCache.initialize(mDevice); + mPixelShaderCache.initialize(mDevice); + } + + D3DDISPLAYMODE currentDisplayMode; + mD3d9->GetAdapterDisplayMode(mAdapter, ¤tDisplayMode); + + // Check vertex texture support + // Only Direct3D 10 ready devices support all the necessary vertex texture formats. + // We test this using D3D9 by checking support for the R16F format. + mVertexTextureSupport = mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0) && + SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, + D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F)); + + initializeDevice(); + + return egl::Error(EGL_SUCCESS); +} + +// do any one-time device initialization +// NOTE: this is also needed after a device lost/reset +// to reset the scene status and ensure the default states are reset. +void Renderer9::initializeDevice() +{ + // Permanent non-default states + mDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE); + mDevice->SetRenderState(D3DRS_LASTPIXEL, FALSE); + + if (mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0)) + { + mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, (DWORD&)mDeviceCaps.MaxPointSize); + } + else + { + mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, 0x3F800000); // 1.0f + } + + const gl::Caps &rendererCaps = getNativeCaps(); + + mCurVertexSamplerStates.resize(rendererCaps.maxVertexTextureImageUnits); + mCurPixelSamplerStates.resize(rendererCaps.maxTextureImageUnits); + + mCurVertexTextures.resize(rendererCaps.maxVertexTextureImageUnits); + mCurPixelTextures.resize(rendererCaps.maxTextureImageUnits); + + markAllStateDirty(); + + mSceneStarted = false; + + ASSERT(!mBlit); + mBlit = new Blit9(this); + mBlit->initialize(); + + ASSERT(!mVertexDataManager && !mIndexDataManager); + mVertexDataManager = new VertexDataManager(this); + mIndexDataManager = new IndexDataManager(this, getRendererClass()); + + mTranslatedAttribCache.resize(getNativeCaps().maxVertexAttributes); + + mStateManager.initialize(); +} + +D3DPRESENT_PARAMETERS Renderer9::getDefaultPresentParameters() +{ + D3DPRESENT_PARAMETERS presentParameters = {0}; + + // The default swap chain is never actually used. Surface will create a new swap chain with the proper parameters. + presentParameters.AutoDepthStencilFormat = D3DFMT_UNKNOWN; + presentParameters.BackBufferCount = 1; + presentParameters.BackBufferFormat = D3DFMT_UNKNOWN; + presentParameters.BackBufferWidth = 1; + presentParameters.BackBufferHeight = 1; + presentParameters.EnableAutoDepthStencil = FALSE; + presentParameters.Flags = 0; + presentParameters.hDeviceWindow = mDeviceWindow; + presentParameters.MultiSampleQuality = 0; + presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE; + presentParameters.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT; + presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD; + presentParameters.Windowed = TRUE; + + return presentParameters; +} + +egl::ConfigSet Renderer9::generateConfigs() +{ + static const GLenum colorBufferFormats[] = + { + GL_BGR5_A1_ANGLEX, + GL_BGRA8_EXT, + GL_RGB565, + + }; + + static const GLenum depthStencilBufferFormats[] = + { + GL_NONE, + GL_DEPTH_COMPONENT32_OES, + GL_DEPTH24_STENCIL8_OES, + GL_DEPTH_COMPONENT24_OES, + GL_DEPTH_COMPONENT16, + }; + + const gl::Caps &rendererCaps = getNativeCaps(); + const gl::TextureCapsMap &rendererTextureCaps = getNativeTextureCaps(); + + D3DDISPLAYMODE currentDisplayMode; + mD3d9->GetAdapterDisplayMode(mAdapter, ¤tDisplayMode); + + // Determine the min and max swap intervals + int minSwapInterval = 4; + int maxSwapInterval = 0; + + if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE) + { + minSwapInterval = std::min(minSwapInterval, 0); + maxSwapInterval = std::max(maxSwapInterval, 0); + } + if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_ONE) + { + minSwapInterval = std::min(minSwapInterval, 1); + maxSwapInterval = std::max(maxSwapInterval, 1); + } + if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_TWO) + { + minSwapInterval = std::min(minSwapInterval, 2); + maxSwapInterval = std::max(maxSwapInterval, 2); + } + if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_THREE) + { + minSwapInterval = std::min(minSwapInterval, 3); + maxSwapInterval = std::max(maxSwapInterval, 3); + } + if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_FOUR) + { + minSwapInterval = std::min(minSwapInterval, 4); + maxSwapInterval = std::max(maxSwapInterval, 4); + } + + egl::ConfigSet configs; + for (size_t formatIndex = 0; formatIndex < ArraySize(colorBufferFormats); formatIndex++) + { + GLenum colorBufferInternalFormat = colorBufferFormats[formatIndex]; + const gl::TextureCaps &colorBufferFormatCaps = rendererTextureCaps.get(colorBufferInternalFormat); + if (colorBufferFormatCaps.renderable) + { + for (size_t depthStencilIndex = 0; depthStencilIndex < ArraySize(depthStencilBufferFormats); depthStencilIndex++) + { + GLenum depthStencilBufferInternalFormat = depthStencilBufferFormats[depthStencilIndex]; + const gl::TextureCaps &depthStencilBufferFormatCaps = rendererTextureCaps.get(depthStencilBufferInternalFormat); + if (depthStencilBufferFormatCaps.renderable || depthStencilBufferInternalFormat == GL_NONE) + { + const gl::InternalFormat &colorBufferFormatInfo = gl::GetInternalFormatInfo(colorBufferInternalFormat); + const gl::InternalFormat &depthStencilBufferFormatInfo = gl::GetInternalFormatInfo(depthStencilBufferInternalFormat); + const d3d9::TextureFormat &d3d9ColorBufferFormatInfo = d3d9::GetTextureFormatInfo(colorBufferInternalFormat); + + egl::Config config; + config.renderTargetFormat = colorBufferInternalFormat; + config.depthStencilFormat = depthStencilBufferInternalFormat; + config.bufferSize = colorBufferFormatInfo.pixelBytes * 8; + config.redSize = colorBufferFormatInfo.redBits; + config.greenSize = colorBufferFormatInfo.greenBits; + config.blueSize = colorBufferFormatInfo.blueBits; + config.luminanceSize = colorBufferFormatInfo.luminanceBits; + config.alphaSize = colorBufferFormatInfo.alphaBits; + config.alphaMaskSize = 0; + config.bindToTextureRGB = (colorBufferFormatInfo.format == GL_RGB); + config.bindToTextureRGBA = (colorBufferFormatInfo.format == GL_RGBA || colorBufferFormatInfo.format == GL_BGRA_EXT); + config.colorBufferType = EGL_RGB_BUFFER; + // Mark as slow if blits to the back-buffer won't be straight forward + config.configCaveat = (currentDisplayMode.Format == d3d9ColorBufferFormatInfo.renderFormat) ? EGL_NONE : EGL_SLOW_CONFIG; + config.configID = static_cast<EGLint>(configs.size() + 1); + config.conformant = EGL_OPENGL_ES2_BIT; + config.depthSize = depthStencilBufferFormatInfo.depthBits; + config.level = 0; + config.matchNativePixmap = EGL_NONE; + config.maxPBufferWidth = rendererCaps.max2DTextureSize; + config.maxPBufferHeight = rendererCaps.max2DTextureSize; + config.maxPBufferPixels = rendererCaps.max2DTextureSize * rendererCaps.max2DTextureSize; + config.maxSwapInterval = maxSwapInterval; + config.minSwapInterval = minSwapInterval; + config.nativeRenderable = EGL_FALSE; + config.nativeVisualID = 0; + config.nativeVisualType = EGL_NONE; + config.renderableType = EGL_OPENGL_ES2_BIT; + config.sampleBuffers = 0; // FIXME: enumerate multi-sampling + config.samples = 0; + config.stencilSize = depthStencilBufferFormatInfo.stencilBits; + config.surfaceType = EGL_PBUFFER_BIT | EGL_WINDOW_BIT | EGL_SWAP_BEHAVIOR_PRESERVED_BIT; + config.transparentType = EGL_NONE; + config.transparentRedValue = 0; + config.transparentGreenValue = 0; + config.transparentBlueValue = 0; + + configs.add(config); + } + } + } + } + + ASSERT(configs.size() > 0); + return configs; +} + +void Renderer9::generateDisplayExtensions(egl::DisplayExtensions *outExtensions) const +{ + outExtensions->createContextRobustness = true; + + if (getShareHandleSupport()) + { + outExtensions->d3dShareHandleClientBuffer = true; + outExtensions->surfaceD3DTexture2DShareHandle = true; + } + outExtensions->d3dTextureClientBuffer = true; + + outExtensions->querySurfacePointer = true; + outExtensions->windowFixedSize = true; + outExtensions->postSubBuffer = true; + outExtensions->deviceQuery = true; + + outExtensions->image = true; + outExtensions->imageBase = true; + outExtensions->glTexture2DImage = true; + outExtensions->glRenderbufferImage = true; + + outExtensions->flexibleSurfaceCompatibility = true; +} + +void Renderer9::startScene() +{ + if (!mSceneStarted) + { + long result = mDevice->BeginScene(); + if (SUCCEEDED(result)) { + // This is defensive checking against the device being + // lost at unexpected times. + mSceneStarted = true; + } + } +} + +void Renderer9::endScene() +{ + if (mSceneStarted) + { + // EndScene can fail if the device was lost, for example due + // to a TDR during a draw call. + mDevice->EndScene(); + mSceneStarted = false; + } +} + +gl::Error Renderer9::flush() +{ + IDirect3DQuery9* query = NULL; + gl::Error error = allocateEventQuery(&query); + if (error.isError()) + { + return error; + } + + HRESULT result = query->Issue(D3DISSUE_END); + if (FAILED(result)) + { + ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY); + return gl::Error(GL_OUT_OF_MEMORY, "Failed to issue event query, result: 0x%X.", result); + } + + // Grab the query data once + result = query->GetData(NULL, 0, D3DGETDATA_FLUSH); + freeEventQuery(query); + if (FAILED(result)) + { + if (d3d9::isDeviceLostError(result)) + { + notifyDeviceLost(); + } + + return gl::Error(GL_OUT_OF_MEMORY, "Failed to get event query data, result: 0x%X.", result); + } + + return gl::Error(GL_NO_ERROR); +} + +gl::Error Renderer9::finish() +{ + IDirect3DQuery9* query = NULL; + gl::Error error = allocateEventQuery(&query); + if (error.isError()) + { + return error; + } + + HRESULT result = query->Issue(D3DISSUE_END); + if (FAILED(result)) + { + ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY); + return gl::Error(GL_OUT_OF_MEMORY, "Failed to issue event query, result: 0x%X.", result); + } + + // Grab the query data once + result = query->GetData(NULL, 0, D3DGETDATA_FLUSH); + if (FAILED(result)) + { + if (d3d9::isDeviceLostError(result)) + { + notifyDeviceLost(); + } + + freeEventQuery(query); + return gl::Error(GL_OUT_OF_MEMORY, "Failed to get event query data, result: 0x%X.", result); + } + + // Loop until the query completes + while (result == S_FALSE) + { + // Keep polling, but allow other threads to do something useful first + ScheduleYield(); + + result = query->GetData(NULL, 0, D3DGETDATA_FLUSH); + + // explicitly check for device loss + // some drivers seem to return S_FALSE even if the device is lost + // instead of D3DERR_DEVICELOST like they should + if (result == S_FALSE && testDeviceLost()) + { + result = D3DERR_DEVICELOST; + } + + if (FAILED(result)) + { + if (d3d9::isDeviceLostError(result)) + { + notifyDeviceLost(); + } + + freeEventQuery(query); + return gl::Error(GL_OUT_OF_MEMORY, "Failed to get event query data, result: 0x%X.", result); + } + + } + + freeEventQuery(query); + + return gl::Error(GL_NO_ERROR); +} + +bool Renderer9::isValidNativeWindow(EGLNativeWindowType window) const +{ + return NativeWindow9::IsValidNativeWindow(window); +} + +NativeWindowD3D *Renderer9::createNativeWindow(EGLNativeWindowType window, + const egl::Config *, + const egl::AttributeMap &) const +{ + return new NativeWindow9(window); +} + +SwapChainD3D *Renderer9::createSwapChain(NativeWindowD3D *nativeWindow, + HANDLE shareHandle, + IUnknown *d3dTexture, + GLenum backBufferFormat, + GLenum depthBufferFormat, + EGLint orientation) +{ + return new SwapChain9(this, GetAs<NativeWindow9>(nativeWindow), shareHandle, d3dTexture, + backBufferFormat, depthBufferFormat, orientation); +} + +egl::Error Renderer9::getD3DTextureInfo(IUnknown *d3dTexture, + EGLint *width, + EGLint *height, + GLenum *fboFormat) const +{ + IDirect3DTexture9 *texture = nullptr; + if (FAILED(d3dTexture->QueryInterface(&texture))) + { + return egl::Error(EGL_BAD_PARAMETER, "client buffer is not a IDirect3DTexture9"); + } + + IDirect3DDevice9 *textureDevice = nullptr; + texture->GetDevice(&textureDevice); + if (textureDevice != mDevice) + { + SafeRelease(texture); + return egl::Error(EGL_BAD_PARAMETER, "Texture's device does not match."); + } + SafeRelease(textureDevice); + + D3DSURFACE_DESC desc; + texture->GetLevelDesc(0, &desc); + SafeRelease(texture); + + if (width) + { + *width = static_cast<EGLint>(desc.Width); + } + if (height) + { + *height = static_cast<EGLint>(desc.Height); + } + + // From table egl.restrictions in EGL_ANGLE_d3d_texture_client_buffer. + switch (desc.Format) + { + case D3DFMT_R8G8B8: + case D3DFMT_A8R8G8B8: + case D3DFMT_A16B16G16R16F: + case D3DFMT_A32B32G32R32F: + break; + + default: + return egl::Error(EGL_BAD_PARAMETER, "Unknown client buffer texture format: %u.", + desc.Format); + } + + if (fboFormat) + { + const auto &d3dFormatInfo = d3d9::GetD3DFormatInfo(desc.Format); + ASSERT(d3dFormatInfo.info().id != angle::Format::ID::NONE); + *fboFormat = d3dFormatInfo.info().fboImplementationInternalFormat; + } + + return egl::Error(EGL_SUCCESS); +} + +egl::Error Renderer9::validateShareHandle(const egl::Config *config, + HANDLE shareHandle, + const egl::AttributeMap &attribs) const +{ + if (shareHandle == nullptr) + { + return egl::Error(EGL_BAD_PARAMETER, "NULL share handle."); + } + + EGLint width = attribs.getAsInt(EGL_WIDTH, 0); + EGLint height = attribs.getAsInt(EGL_HEIGHT, 0); + ASSERT(width != 0 && height != 0); + + const d3d9::TextureFormat &backBufferd3dFormatInfo = + d3d9::GetTextureFormatInfo(config->renderTargetFormat); + + IDirect3DTexture9 *texture = nullptr; + HRESULT result = mDevice->CreateTexture(width, height, 1, D3DUSAGE_RENDERTARGET, + backBufferd3dFormatInfo.texFormat, D3DPOOL_DEFAULT, + &texture, &shareHandle); + if (FAILED(result)) + { + return egl::Error(EGL_BAD_PARAMETER, "Failed to open share handle, result: 0x%X.", result); + } + + DWORD levelCount = texture->GetLevelCount(); + + D3DSURFACE_DESC desc; + texture->GetLevelDesc(0, &desc); + SafeRelease(texture); + + if (levelCount != 1 || desc.Width != static_cast<UINT>(width) || + desc.Height != static_cast<UINT>(height) || + desc.Format != backBufferd3dFormatInfo.texFormat) + { + return egl::Error(EGL_BAD_PARAMETER, "Invalid texture parameters in share handle texture."); + } + + return egl::Error(EGL_SUCCESS); +} + +ContextImpl *Renderer9::createContext(const gl::ContextState &state) +{ + return new Context9(state, this); +} + +void *Renderer9::getD3DDevice() +{ + return reinterpret_cast<void*>(mDevice); +} + +gl::Error Renderer9::allocateEventQuery(IDirect3DQuery9 **outQuery) +{ + if (mEventQueryPool.empty()) + { + HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_EVENT, outQuery); + if (FAILED(result)) + { + ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY); + return gl::Error(GL_OUT_OF_MEMORY, "Failed to allocate event query, result: 0x%X.", result); + } + } + else + { + *outQuery = mEventQueryPool.back(); + mEventQueryPool.pop_back(); + } + + return gl::Error(GL_NO_ERROR); +} + +void Renderer9::freeEventQuery(IDirect3DQuery9* query) +{ + if (mEventQueryPool.size() > 1000) + { + SafeRelease(query); + } + else + { + mEventQueryPool.push_back(query); + } +} + +gl::Error Renderer9::createVertexShader(const DWORD *function, size_t length, IDirect3DVertexShader9 **outShader) +{ + return mVertexShaderCache.create(function, length, outShader); +} + +gl::Error Renderer9::createPixelShader(const DWORD *function, size_t length, IDirect3DPixelShader9 **outShader) +{ + return mPixelShaderCache.create(function, length, outShader); +} + +HRESULT Renderer9::createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer) +{ + D3DPOOL Pool = getBufferPool(Usage); + return mDevice->CreateVertexBuffer(Length, Usage, 0, Pool, ppVertexBuffer, NULL); +} + +VertexBuffer *Renderer9::createVertexBuffer() +{ + return new VertexBuffer9(this); +} + +HRESULT Renderer9::createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer) +{ + D3DPOOL Pool = getBufferPool(Usage); + return mDevice->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer, NULL); +} + +IndexBuffer *Renderer9::createIndexBuffer() +{ + return new IndexBuffer9(this); +} + +StreamProducerImpl *Renderer9::createStreamProducerD3DTextureNV12( + egl::Stream::ConsumerType consumerType, + const egl::AttributeMap &attribs) +{ + // Streams are not supported under D3D9 + UNREACHABLE(); + return nullptr; +} + +bool Renderer9::supportsFastCopyBufferToTexture(GLenum internalFormat) const +{ + // Pixel buffer objects are not supported in D3D9, since D3D9 is ES2-only and PBOs are ES3. + return false; +} + +gl::Error Renderer9::fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTargetD3D *destRenderTarget, + GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea) +{ + // Pixel buffer objects are not supported in D3D9, since D3D9 is ES2-only and PBOs are ES3. + UNREACHABLE(); + return gl::Error(GL_INVALID_OPERATION); +} + +gl::Error Renderer9::setSamplerState(gl::SamplerType type, int index, gl::Texture *texture, const gl::SamplerState &samplerState) +{ + CurSamplerState &appliedSampler = (type == gl::SAMPLER_PIXEL) ? mCurPixelSamplerStates[index] + : mCurVertexSamplerStates[index]; + + // Make sure to add the level offset for our tiny compressed texture workaround + TextureD3D *textureD3D = GetImplAs<TextureD3D>(texture); + + TextureStorage *storage = nullptr; + gl::Error error = textureD3D->getNativeTexture(&storage); + if (error.isError()) + { + return error; + } + + // Storage should exist, texture should be complete + ASSERT(storage); + + DWORD baseLevel = texture->getBaseLevel() + storage->getTopLevel(); + + if (appliedSampler.forceSet || appliedSampler.baseLevel != baseLevel || + memcmp(&samplerState, &appliedSampler, sizeof(gl::SamplerState)) != 0) + { + int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0; + int d3dSampler = index + d3dSamplerOffset; + + mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, gl_d3d9::ConvertTextureWrap(samplerState.wrapS)); + mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, gl_d3d9::ConvertTextureWrap(samplerState.wrapT)); + + mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, gl_d3d9::ConvertMagFilter(samplerState.magFilter, samplerState.maxAnisotropy)); + + D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter; + float lodBias; + gl_d3d9::ConvertMinFilter(samplerState.minFilter, &d3dMinFilter, &d3dMipFilter, &lodBias, + samplerState.maxAnisotropy, baseLevel); + mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter); + mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter); + mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXMIPLEVEL, baseLevel); + mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPMAPLODBIAS, static_cast<DWORD>(lodBias)); + if (getNativeExtensions().textureFilterAnisotropic) + { + DWORD maxAnisotropy = + std::min(mDeviceCaps.MaxAnisotropy, static_cast<DWORD>(samplerState.maxAnisotropy)); + mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, maxAnisotropy); + } + } + + appliedSampler.forceSet = false; + appliedSampler.samplerState = samplerState; + appliedSampler.baseLevel = baseLevel; + + return gl::Error(GL_NO_ERROR); +} + +gl::Error Renderer9::setTexture(gl::SamplerType type, int index, gl::Texture *texture) +{ + int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0; + int d3dSampler = index + d3dSamplerOffset; + IDirect3DBaseTexture9 *d3dTexture = NULL; + bool forceSetTexture = false; + + std::vector<uintptr_t> &appliedTextures = (type == gl::SAMPLER_PIXEL) ? mCurPixelTextures : mCurVertexTextures; + + if (texture) + { + TextureD3D *textureImpl = GetImplAs<TextureD3D>(texture); + + TextureStorage *texStorage = nullptr; + gl::Error error = textureImpl->getNativeTexture(&texStorage); + if (error.isError()) + { + return error; + } + + // Texture should be complete and have a storage + ASSERT(texStorage); + + TextureStorage9 *storage9 = GetAs<TextureStorage9>(texStorage); + error = storage9->getBaseTexture(&d3dTexture); + if (error.isError()) + { + return error; + } + + // If we get NULL back from getBaseTexture here, something went wrong + // in the texture class and we're unexpectedly missing the d3d texture + ASSERT(d3dTexture != NULL); + + forceSetTexture = textureImpl->hasDirtyImages(); + textureImpl->resetDirty(); + } + + if (forceSetTexture || appliedTextures[index] != reinterpret_cast<uintptr_t>(d3dTexture)) + { + mDevice->SetTexture(d3dSampler, d3dTexture); + } + + appliedTextures[index] = reinterpret_cast<uintptr_t>(d3dTexture); + + return gl::Error(GL_NO_ERROR); +} + +gl::Error Renderer9::setUniformBuffers(const gl::ContextState & /*data*/, + const std::vector<GLint> & /*vertexUniformBuffers*/, + const std::vector<GLint> & /*fragmentUniformBuffers*/) +{ + // No effect in ES2/D3D9 + return gl::Error(GL_NO_ERROR); +} + +gl::Error Renderer9::updateState(Context9 *context, GLenum drawMode) +{ + const auto &data = context->getContextState(); + const auto &glState = data.getState(); + + // Applies the render target surface, depth stencil surface, viewport rectangle and + // scissor rectangle to the renderer + gl::Framebuffer *framebuffer = glState.getDrawFramebuffer(); + ASSERT(framebuffer && !framebuffer->hasAnyDirtyBit() && framebuffer->complete(data)); + + ANGLE_TRY(applyRenderTarget(context, framebuffer)); + + // Setting viewport state + setViewport(glState.getViewport(), glState.getNearPlane(), glState.getFarPlane(), drawMode, + glState.getRasterizerState().frontFace, false); + + // Setting scissors state + setScissorRectangle(glState.getScissor(), glState.isScissorTestEnabled()); + + // Setting blend, depth stencil, and rasterizer states + // Since framebuffer->getSamples will return the original samples which may be different with + // the sample counts that we set in render target view, here we use renderTarget->getSamples to + // get the actual samples. + GLsizei samples = 0; + auto firstColorAttachment = framebuffer->getFirstColorbuffer(); + if (firstColorAttachment) + { + ASSERT(firstColorAttachment->isAttached()); + RenderTarget9 *renderTarget = nullptr; + ANGLE_TRY(firstColorAttachment->getRenderTarget(&renderTarget)); + samples = renderTarget->getSamples(); + } + gl::RasterizerState rasterizer = glState.getRasterizerState(); + rasterizer.pointDrawMode = (drawMode == GL_POINTS); + rasterizer.multiSample = (samples != 0); + + unsigned int mask = GetBlendSampleMask(data, samples); + ANGLE_TRY(setBlendDepthRasterStates(data, mask)); + + mStateManager.resetDirtyBits(); + + return gl::NoError(); +} + +void Renderer9::setScissorRectangle(const gl::Rectangle &scissor, bool enabled) +{ + mStateManager.setScissorState(scissor, enabled); +} + +gl::Error Renderer9::setBlendDepthRasterStates(const gl::ContextState &glData, GLenum drawMode) +{ + const auto &glState = glData.getState(); + auto drawFramebuffer = glState.getDrawFramebuffer(); + ASSERT(!drawFramebuffer->hasAnyDirtyBit()); + // Since framebuffer->getSamples will return the original samples which may be different with + // the sample counts that we set in render target view, here we use renderTarget->getSamples to + // get the actual samples. + GLsizei samples = 0; + auto firstColorAttachment = drawFramebuffer->getFirstColorbuffer(); + if (firstColorAttachment) + { + ASSERT(firstColorAttachment->isAttached()); + RenderTarget9 *renderTarget = nullptr; + ANGLE_TRY(firstColorAttachment->getRenderTarget(&renderTarget)); + samples = renderTarget->getSamples(); + } + gl::RasterizerState rasterizer = glState.getRasterizerState(); + rasterizer.pointDrawMode = (drawMode == GL_POINTS); + rasterizer.multiSample = (samples != 0); + + unsigned int mask = GetBlendSampleMask(glData, samples); + return mStateManager.setBlendDepthRasterStates(glState, mask); +} + +void Renderer9::setViewport(const gl::Rectangle &viewport, + float zNear, + float zFar, + GLenum drawMode, + GLenum frontFace, + bool ignoreViewport) +{ + mStateManager.setViewportState(viewport, zNear, zFar, drawMode, frontFace, ignoreViewport); +} + +bool Renderer9::applyPrimitiveType(GLenum mode, GLsizei count, bool usesPointSize) +{ + switch (mode) + { + case GL_POINTS: + mPrimitiveType = D3DPT_POINTLIST; + mPrimitiveCount = count; + break; + case GL_LINES: + mPrimitiveType = D3DPT_LINELIST; + mPrimitiveCount = count / 2; + break; + case GL_LINE_LOOP: + mPrimitiveType = D3DPT_LINESTRIP; + mPrimitiveCount = count - 1; // D3D doesn't support line loops, so we draw the last line separately + break; + case GL_LINE_STRIP: + mPrimitiveType = D3DPT_LINESTRIP; + mPrimitiveCount = count - 1; + break; + case GL_TRIANGLES: + mPrimitiveType = D3DPT_TRIANGLELIST; + mPrimitiveCount = count / 3; + break; + case GL_TRIANGLE_STRIP: + mPrimitiveType = D3DPT_TRIANGLESTRIP; + mPrimitiveCount = count - 2; + break; + case GL_TRIANGLE_FAN: + mPrimitiveType = D3DPT_TRIANGLEFAN; + mPrimitiveCount = count - 2; + break; + default: + UNREACHABLE(); + return false; + } + + return mPrimitiveCount > 0; +} + +gl::Error Renderer9::getNullColorbuffer(GLImplFactory *implFactory, + const gl::FramebufferAttachment *depthbuffer, + const gl::FramebufferAttachment **outColorBuffer) +{ + ASSERT(depthbuffer); + + const gl::Extents &size = depthbuffer->getSize(); + + // search cached nullcolorbuffers + for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++) + { + if (mNullColorbufferCache[i].buffer != NULL && + mNullColorbufferCache[i].width == size.width && + mNullColorbufferCache[i].height == size.height) + { + mNullColorbufferCache[i].lruCount = ++mMaxNullColorbufferLRU; + *outColorBuffer = mNullColorbufferCache[i].buffer; + return gl::Error(GL_NO_ERROR); + } + } + + gl::Renderbuffer *nullRenderbuffer = new gl::Renderbuffer(implFactory->createRenderbuffer(), 0); + gl::Error error = nullRenderbuffer->setStorage(GL_NONE, size.width, size.height); + if (error.isError()) + { + SafeDelete(nullRenderbuffer); + return error; + } + + gl::FramebufferAttachment *nullbuffer = new gl::FramebufferAttachment(GL_RENDERBUFFER, GL_NONE, gl::ImageIndex::MakeInvalid(), nullRenderbuffer); + + // add nullbuffer to the cache + NullColorbufferCacheEntry *oldest = &mNullColorbufferCache[0]; + for (int i = 1; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++) + { + if (mNullColorbufferCache[i].lruCount < oldest->lruCount) + { + oldest = &mNullColorbufferCache[i]; + } + } + + delete oldest->buffer; + oldest->buffer = nullbuffer; + oldest->lruCount = ++mMaxNullColorbufferLRU; + oldest->width = size.width; + oldest->height = size.height; + + *outColorBuffer = nullbuffer; + return gl::Error(GL_NO_ERROR); +} + +gl::Error Renderer9::applyRenderTarget(GLImplFactory *implFactory, + const gl::FramebufferAttachment *colorAttachment, + const gl::FramebufferAttachment *depthStencilAttachment) +{ + const gl::FramebufferAttachment *renderAttachment = colorAttachment; + gl::Error error(GL_NO_ERROR); + + // if there is no color attachment we must synthesize a NULL colorattachment + // to keep the D3D runtime happy. This should only be possible if depth texturing. + if (renderAttachment == nullptr) + { + error = getNullColorbuffer(implFactory, depthStencilAttachment, &renderAttachment); + if (error.isError()) + { + return error; + } + } + ASSERT(renderAttachment != nullptr); + + size_t renderTargetWidth = 0; + size_t renderTargetHeight = 0; + D3DFORMAT renderTargetFormat = D3DFMT_UNKNOWN; + + RenderTarget9 *renderTarget = nullptr; + error = renderAttachment->getRenderTarget(&renderTarget); + if (error.isError()) + { + return error; + } + ASSERT(renderTarget); + + bool renderTargetChanged = false; + unsigned int renderTargetSerial = renderTarget->getSerial(); + if (renderTargetSerial != mAppliedRenderTargetSerial) + { + // Apply the render target on the device + IDirect3DSurface9 *renderTargetSurface = renderTarget->getSurface(); + ASSERT(renderTargetSurface); + + mDevice->SetRenderTarget(0, renderTargetSurface); + SafeRelease(renderTargetSurface); + + renderTargetWidth = renderTarget->getWidth(); + renderTargetHeight = renderTarget->getHeight(); + renderTargetFormat = renderTarget->getD3DFormat(); + + mAppliedRenderTargetSerial = renderTargetSerial; + renderTargetChanged = true; + } + + RenderTarget9 *depthStencilRenderTarget = nullptr; + unsigned int depthStencilSerial = 0; + + if (depthStencilAttachment != nullptr) + { + error = depthStencilAttachment->getRenderTarget(&depthStencilRenderTarget); + if (error.isError()) + { + return error; + } + ASSERT(depthStencilRenderTarget); + + depthStencilSerial = depthStencilRenderTarget->getSerial(); + } + + if (depthStencilSerial != mAppliedDepthStencilSerial || !mDepthStencilInitialized) + { + unsigned int depthSize = 0; + unsigned int stencilSize = 0; + + // Apply the depth stencil on the device + if (depthStencilRenderTarget) + { + IDirect3DSurface9 *depthStencilSurface = depthStencilRenderTarget->getSurface(); + ASSERT(depthStencilSurface); + + mDevice->SetDepthStencilSurface(depthStencilSurface); + SafeRelease(depthStencilSurface); + + depthSize = depthStencilAttachment->getDepthSize(); + stencilSize = depthStencilAttachment->getStencilSize(); + } + else + { + mDevice->SetDepthStencilSurface(NULL); + } + + mStateManager.updateDepthSizeIfChanged(mDepthStencilInitialized, depthSize); + mStateManager.updateStencilSizeIfChanged(mDepthStencilInitialized, stencilSize); + + mAppliedDepthStencilSerial = depthStencilSerial; + mDepthStencilInitialized = true; + } + + if (renderTargetChanged || !mRenderTargetDescInitialized) + { + mStateManager.forceSetBlendState(); + mStateManager.forceSetScissorState(); + mStateManager.setRenderTargetBounds(renderTargetWidth, renderTargetHeight); + mRenderTargetDescInitialized = true; + } + + return gl::Error(GL_NO_ERROR); +} + +gl::Error Renderer9::applyRenderTarget(GLImplFactory *implFactory, + const gl::Framebuffer *framebuffer) +{ + return applyRenderTarget(implFactory, framebuffer->getColorbuffer(0), + framebuffer->getDepthOrStencilbuffer()); +} + +gl::Error Renderer9::applyVertexBuffer(const gl::State &state, + GLenum mode, + GLint first, + GLsizei count, + GLsizei instances, + TranslatedIndexData * /*indexInfo*/) +{ + gl::Error error = mVertexDataManager->prepareVertexData(state, first, count, &mTranslatedAttribCache, instances); + if (error.isError()) + { + return error; + } + + return mVertexDeclarationCache.applyDeclaration( + mDevice, mTranslatedAttribCache, state.getProgram(), first, instances, &mRepeatDraw); +} + +// Applies the indices and element array bindings to the Direct3D 9 device +gl::Error Renderer9::applyIndexBuffer(const gl::ContextState &data, + const GLvoid *indices, + GLsizei count, + GLenum mode, + GLenum type, + TranslatedIndexData *indexInfo) +{ + gl::VertexArray *vao = data.getState().getVertexArray(); + gl::Buffer *elementArrayBuffer = vao->getElementArrayBuffer().get(); + gl::Error error = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, + indexInfo, false); + if (error.isError()) + { + return error; + } + + // Directly binding the storage buffer is not supported for d3d9 + ASSERT(indexInfo->storage == NULL); + + if (indexInfo->serial != mAppliedIBSerial) + { + IndexBuffer9* indexBuffer = GetAs<IndexBuffer9>(indexInfo->indexBuffer); + + mDevice->SetIndices(indexBuffer->getBuffer()); + mAppliedIBSerial = indexInfo->serial; + } + + return gl::Error(GL_NO_ERROR); +} + +gl::Error Renderer9::applyTransformFeedbackBuffers(const gl::State &state) +{ + ASSERT(!state.isTransformFeedbackActiveUnpaused()); + return gl::Error(GL_NO_ERROR); +} + +gl::Error Renderer9::drawArraysImpl(const gl::ContextState &data, + GLenum mode, + GLint startVertex, + GLsizei count, + GLsizei instances) +{ + ASSERT(!data.getState().isTransformFeedbackActiveUnpaused()); + + startScene(); + + if (mode == GL_LINE_LOOP) + { + return drawLineLoop(count, GL_NONE, NULL, 0, NULL); + } + else if (instances > 0) + { + StaticIndexBufferInterface *countingIB = NULL; + gl::Error error = getCountingIB(count, &countingIB); + if (error.isError()) + { + return error; + } + + if (mAppliedIBSerial != countingIB->getSerial()) + { + IndexBuffer9 *indexBuffer = GetAs<IndexBuffer9>(countingIB->getIndexBuffer()); + + mDevice->SetIndices(indexBuffer->getBuffer()); + mAppliedIBSerial = countingIB->getSerial(); + } + + for (int i = 0; i < mRepeatDraw; i++) + { + mDevice->DrawIndexedPrimitive(mPrimitiveType, 0, 0, count, 0, mPrimitiveCount); + } + + return gl::Error(GL_NO_ERROR); + } + else // Regular case + { + mDevice->DrawPrimitive(mPrimitiveType, 0, mPrimitiveCount); + return gl::Error(GL_NO_ERROR); + } +} + +gl::Error Renderer9::drawElementsImpl(const gl::ContextState &data, + const TranslatedIndexData &indexInfo, + GLenum mode, + GLsizei count, + GLenum type, + const GLvoid *indices, + GLsizei /*instances*/) +{ + startScene(); + + int minIndex = static_cast<int>(indexInfo.indexRange.start); + + gl::VertexArray *vao = data.getState().getVertexArray(); + gl::Buffer *elementArrayBuffer = vao->getElementArrayBuffer().get(); + + if (mode == GL_POINTS) + { + return drawIndexedPoints(count, type, indices, minIndex, elementArrayBuffer); + } + else if (mode == GL_LINE_LOOP) + { + return drawLineLoop(count, type, indices, minIndex, elementArrayBuffer); + } + else + { + size_t vertexCount = indexInfo.indexRange.vertexCount(); + for (int i = 0; i < mRepeatDraw; i++) + { + mDevice->DrawIndexedPrimitive(mPrimitiveType, -minIndex, minIndex, + static_cast<UINT>(vertexCount), indexInfo.startIndex, + mPrimitiveCount); + } + return gl::Error(GL_NO_ERROR); + } +} + +gl::Error Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer) +{ + // Get the raw indices for an indexed draw + if (type != GL_NONE && elementArrayBuffer) + { + BufferD3D *storage = GetImplAs<BufferD3D>(elementArrayBuffer); + intptr_t offset = reinterpret_cast<intptr_t>(indices); + const uint8_t *bufferData = NULL; + gl::Error error = storage->getData(&bufferData); + if (error.isError()) + { + return error; + } + indices = bufferData + offset; + } + + unsigned int startIndex = 0; + + if (getNativeExtensions().elementIndexUint) + { + if (!mLineLoopIB) + { + mLineLoopIB = new StreamingIndexBufferInterface(this); + gl::Error error = mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT); + if (error.isError()) + { + SafeDelete(mLineLoopIB); + return error; + } + } + + // Checked by Renderer9::applyPrimitiveType + ASSERT(count >= 0); + + if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int))) + { + return gl::Error(GL_OUT_OF_MEMORY, "Failed to create a 32-bit looping index buffer for GL_LINE_LOOP, too many indices required."); + } + + const unsigned int spaceNeeded = (static_cast<unsigned int>(count)+1) * sizeof(unsigned int); + gl::Error error = mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT); + if (error.isError()) + { + return error; + } + + void* mappedMemory = NULL; + unsigned int offset = 0; + error = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset); + if (error.isError()) + { + return error; + } + + startIndex = static_cast<unsigned int>(offset) / 4; + unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory); + + switch (type) + { + case GL_NONE: // Non-indexed draw + for (int i = 0; i < count; i++) + { + data[i] = i; + } + data[count] = 0; + break; + case GL_UNSIGNED_BYTE: + for (int i = 0; i < count; i++) + { + data[i] = static_cast<const GLubyte*>(indices)[i]; + } + data[count] = static_cast<const GLubyte*>(indices)[0]; + break; + case GL_UNSIGNED_SHORT: + for (int i = 0; i < count; i++) + { + data[i] = static_cast<const GLushort*>(indices)[i]; + } + data[count] = static_cast<const GLushort*>(indices)[0]; + break; + case GL_UNSIGNED_INT: + for (int i = 0; i < count; i++) + { + data[i] = static_cast<const GLuint*>(indices)[i]; + } + data[count] = static_cast<const GLuint*>(indices)[0]; + break; + default: UNREACHABLE(); + } + + error = mLineLoopIB->unmapBuffer(); + if (error.isError()) + { + return error; + } + } + else + { + if (!mLineLoopIB) + { + mLineLoopIB = new StreamingIndexBufferInterface(this); + gl::Error error = mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_SHORT); + if (error.isError()) + { + SafeDelete(mLineLoopIB); + return error; + } + } + + // Checked by Renderer9::applyPrimitiveType + ASSERT(count >= 0); + + if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned short>::max() / sizeof(unsigned short))) + { + return gl::Error(GL_OUT_OF_MEMORY, "Failed to create a 16-bit looping index buffer for GL_LINE_LOOP, too many indices required."); + } + + const unsigned int spaceNeeded = (static_cast<unsigned int>(count) + 1) * sizeof(unsigned short); + gl::Error error = mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_SHORT); + if (error.isError()) + { + return error; + } + + void* mappedMemory = NULL; + unsigned int offset; + error = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset); + if (error.isError()) + { + return error; + } + + startIndex = static_cast<unsigned int>(offset) / 2; + unsigned short *data = reinterpret_cast<unsigned short*>(mappedMemory); + + switch (type) + { + case GL_NONE: // Non-indexed draw + for (int i = 0; i < count; i++) + { + data[i] = static_cast<unsigned short>(i); + } + data[count] = 0; + break; + case GL_UNSIGNED_BYTE: + for (int i = 0; i < count; i++) + { + data[i] = static_cast<const GLubyte*>(indices)[i]; + } + data[count] = static_cast<const GLubyte*>(indices)[0]; + break; + case GL_UNSIGNED_SHORT: + for (int i = 0; i < count; i++) + { + data[i] = static_cast<const GLushort*>(indices)[i]; + } + data[count] = static_cast<const GLushort*>(indices)[0]; + break; + case GL_UNSIGNED_INT: + for (int i = 0; i < count; i++) + { + data[i] = static_cast<unsigned short>(static_cast<const GLuint*>(indices)[i]); + } + data[count] = static_cast<unsigned short>(static_cast<const GLuint*>(indices)[0]); + break; + default: UNREACHABLE(); + } + + error = mLineLoopIB->unmapBuffer(); + if (error.isError()) + { + return error; + } + } + + if (mAppliedIBSerial != mLineLoopIB->getSerial()) + { + IndexBuffer9 *indexBuffer = GetAs<IndexBuffer9>(mLineLoopIB->getIndexBuffer()); + + mDevice->SetIndices(indexBuffer->getBuffer()); + mAppliedIBSerial = mLineLoopIB->getSerial(); + } + + mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count); + + return gl::Error(GL_NO_ERROR); +} + +template <typename T> +static gl::Error drawPoints(IDirect3DDevice9* device, GLsizei count, const GLvoid *indices, int minIndex) +{ + for (int i = 0; i < count; i++) + { + unsigned int indexValue = static_cast<unsigned int>(static_cast<const T*>(indices)[i]) - minIndex; + device->DrawPrimitive(D3DPT_POINTLIST, indexValue, 1); + } + + return gl::Error(GL_NO_ERROR); +} + +gl::Error Renderer9::drawIndexedPoints(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer) +{ + // Drawing index point lists is unsupported in d3d9, fall back to a regular DrawPrimitive call + // for each individual point. This call is not expected to happen often. + + if (elementArrayBuffer) + { + BufferD3D *storage = GetImplAs<BufferD3D>(elementArrayBuffer); + intptr_t offset = reinterpret_cast<intptr_t>(indices); + + const uint8_t *bufferData = NULL; + gl::Error error = storage->getData(&bufferData); + if (error.isError()) + { + return error; + } + + indices = bufferData + offset; + } + + switch (type) + { + case GL_UNSIGNED_BYTE: return drawPoints<GLubyte>(mDevice, count, indices, minIndex); + case GL_UNSIGNED_SHORT: return drawPoints<GLushort>(mDevice, count, indices, minIndex); + case GL_UNSIGNED_INT: return drawPoints<GLuint>(mDevice, count, indices, minIndex); + default: UNREACHABLE(); return gl::Error(GL_INVALID_OPERATION); + } +} + +gl::Error Renderer9::getCountingIB(size_t count, StaticIndexBufferInterface **outIB) +{ + // Update the counting index buffer if it is not large enough or has not been created yet. + if (count <= 65536) // 16-bit indices + { + const unsigned int spaceNeeded = static_cast<unsigned int>(count) * sizeof(unsigned short); + + if (!mCountingIB || mCountingIB->getBufferSize() < spaceNeeded) + { + SafeDelete(mCountingIB); + mCountingIB = new StaticIndexBufferInterface(this); + mCountingIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_SHORT); + + void *mappedMemory = NULL; + gl::Error error = mCountingIB->mapBuffer(spaceNeeded, &mappedMemory, NULL); + if (error.isError()) + { + return error; + } + + unsigned short *data = reinterpret_cast<unsigned short*>(mappedMemory); + for (size_t i = 0; i < count; i++) + { + data[i] = static_cast<unsigned short>(i); + } + + error = mCountingIB->unmapBuffer(); + if (error.isError()) + { + return error; + } + } + } + else if (getNativeExtensions().elementIndexUint) + { + const unsigned int spaceNeeded = static_cast<unsigned int>(count) * sizeof(unsigned int); + + if (!mCountingIB || mCountingIB->getBufferSize() < spaceNeeded) + { + SafeDelete(mCountingIB); + mCountingIB = new StaticIndexBufferInterface(this); + mCountingIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT); + + void *mappedMemory = NULL; + gl::Error error = mCountingIB->mapBuffer(spaceNeeded, &mappedMemory, NULL); + if (error.isError()) + { + return error; + } + + unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory); + for (unsigned int i = 0; i < count; i++) + { + data[i] = i; + } + + error = mCountingIB->unmapBuffer(); + if (error.isError()) + { + return error; + } + } + } + else + { + return gl::Error(GL_OUT_OF_MEMORY, "Could not create a counting index buffer for glDrawArraysInstanced."); + } + + *outIB = mCountingIB; + return gl::Error(GL_NO_ERROR); +} + +gl::Error Renderer9::applyShaders(const gl::ContextState &data, GLenum drawMode) +{ + ProgramD3D *programD3D = GetImplAs<ProgramD3D>(data.getState().getProgram()); + programD3D->updateCachedInputLayout(data.getState()); + + const auto &inputLayout = programD3D->getCachedInputLayout(); + + ShaderExecutableD3D *vertexExe = NULL; + ANGLE_TRY(programD3D->getVertexExecutableForInputLayout(inputLayout, &vertexExe, nullptr)); + + const gl::Framebuffer *drawFramebuffer = data.getState().getDrawFramebuffer(); + ShaderExecutableD3D *pixelExe = NULL; + ANGLE_TRY(programD3D->getPixelExecutableForFramebuffer(drawFramebuffer, &pixelExe)); + + IDirect3DVertexShader9 *vertexShader = (vertexExe ? GetAs<ShaderExecutable9>(vertexExe)->getVertexShader() : nullptr); + IDirect3DPixelShader9 *pixelShader = (pixelExe ? GetAs<ShaderExecutable9>(pixelExe)->getPixelShader() : nullptr); + + if (vertexShader != mAppliedVertexShader) + { + mDevice->SetVertexShader(vertexShader); + mAppliedVertexShader = vertexShader; + } + + if (pixelShader != mAppliedPixelShader) + { + mDevice->SetPixelShader(pixelShader); + mAppliedPixelShader = pixelShader; + } + + // D3D9 has a quirk where creating multiple shaders with the same content + // can return the same shader pointer. Because GL programs store different data + // per-program, checking the program serial guarantees we upload fresh + // uniform data even if our shader pointers are the same. + // https://code.google.com/p/angleproject/issues/detail?id=661 + unsigned int programSerial = programD3D->getSerial(); + if (programSerial != mAppliedProgramSerial) + { + programD3D->dirtyAllUniforms(); + mStateManager.forceSetDXUniformsState(); + mAppliedProgramSerial = programSerial; + } + + return programD3D->applyUniforms(drawMode); +} + +gl::Error Renderer9::applyUniforms(const ProgramD3D &programD3D, + GLenum /*drawMode*/, + const std::vector<D3DUniform *> &uniformArray) +{ + for (const D3DUniform *targetUniform : uniformArray) + { + if (!targetUniform->dirty) + continue; + + GLfloat *f = (GLfloat *)targetUniform->data; + GLint *i = (GLint *)targetUniform->data; + + switch (targetUniform->type) + { + case GL_SAMPLER_2D: + case GL_SAMPLER_CUBE: + case GL_SAMPLER_EXTERNAL_OES: + break; + case GL_BOOL: + case GL_BOOL_VEC2: + case GL_BOOL_VEC3: + case GL_BOOL_VEC4: + applyUniformnbv(targetUniform, i); + break; + case GL_FLOAT: + case GL_FLOAT_VEC2: + case GL_FLOAT_VEC3: + case GL_FLOAT_VEC4: + case GL_FLOAT_MAT2: + case GL_FLOAT_MAT3: + case GL_FLOAT_MAT4: + applyUniformnfv(targetUniform, f); + break; + case GL_INT: + case GL_INT_VEC2: + case GL_INT_VEC3: + case GL_INT_VEC4: + applyUniformniv(targetUniform, i); + break; + default: + UNREACHABLE(); + } + } + + // Driver uniforms + mStateManager.setShaderConstants(); + + return gl::Error(GL_NO_ERROR); +} + +void Renderer9::applyUniformnfv(const D3DUniform *targetUniform, const GLfloat *v) +{ + if (targetUniform->isReferencedByFragmentShader()) + { + mDevice->SetPixelShaderConstantF(targetUniform->psRegisterIndex, v, targetUniform->registerCount); + } + + if (targetUniform->isReferencedByVertexShader()) + { + mDevice->SetVertexShaderConstantF(targetUniform->vsRegisterIndex, v, targetUniform->registerCount); + } +} + +void Renderer9::applyUniformniv(const D3DUniform *targetUniform, const GLint *v) +{ + ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9); + GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4]; + + for (unsigned int i = 0; i < targetUniform->registerCount; i++) + { + vector[i][0] = (GLfloat)v[4 * i + 0]; + vector[i][1] = (GLfloat)v[4 * i + 1]; + vector[i][2] = (GLfloat)v[4 * i + 2]; + vector[i][3] = (GLfloat)v[4 * i + 3]; + } + + applyUniformnfv(targetUniform, (GLfloat*)vector); +} + +void Renderer9::applyUniformnbv(const D3DUniform *targetUniform, const GLint *v) +{ + ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9); + GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4]; + + for (unsigned int i = 0; i < targetUniform->registerCount; i++) + { + vector[i][0] = (v[4 * i + 0] == GL_FALSE) ? 0.0f : 1.0f; + vector[i][1] = (v[4 * i + 1] == GL_FALSE) ? 0.0f : 1.0f; + vector[i][2] = (v[4 * i + 2] == GL_FALSE) ? 0.0f : 1.0f; + vector[i][3] = (v[4 * i + 3] == GL_FALSE) ? 0.0f : 1.0f; + } + + applyUniformnfv(targetUniform, (GLfloat*)vector); +} + +gl::Error Renderer9::clear(const ClearParameters &clearParams, + const gl::FramebufferAttachment *colorBuffer, + const gl::FramebufferAttachment *depthStencilBuffer) +{ + if (clearParams.colorClearType != GL_FLOAT) + { + // Clearing buffers with non-float values is not supported by Renderer9 and ES 2.0 + UNREACHABLE(); + return gl::Error(GL_INVALID_OPERATION); + } + + bool clearColor = clearParams.clearColor[0]; + for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++) + { + if (clearParams.clearColor[i] != clearColor) + { + // Clearing individual buffers other than buffer zero is not supported by Renderer9 and ES 2.0 + UNREACHABLE(); + return gl::Error(GL_INVALID_OPERATION); + } + } + + float depth = gl::clamp01(clearParams.depthClearValue); + DWORD stencil = clearParams.stencilClearValue & 0x000000FF; + + unsigned int stencilUnmasked = 0x0; + if (clearParams.clearStencil && depthStencilBuffer->getStencilSize() > 0) + { + ASSERT(depthStencilBuffer != nullptr); + + RenderTargetD3D *stencilRenderTarget = nullptr; + gl::Error error = depthStencilBuffer->getRenderTarget(&stencilRenderTarget); + if (error.isError()) + { + return error; + } + + RenderTarget9 *stencilRenderTarget9 = GetAs<RenderTarget9>(stencilRenderTarget); + ASSERT(stencilRenderTarget9); + + const d3d9::D3DFormat &d3dFormatInfo = d3d9::GetD3DFormatInfo(stencilRenderTarget9->getD3DFormat()); + stencilUnmasked = (0x1 << d3dFormatInfo.stencilBits) - 1; + } + + const bool needMaskedStencilClear = clearParams.clearStencil && + (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked; + + bool needMaskedColorClear = false; + D3DCOLOR color = D3DCOLOR_ARGB(255, 0, 0, 0); + if (clearColor) + { + ASSERT(colorBuffer != nullptr); + + RenderTargetD3D *colorRenderTarget = NULL; + gl::Error error = colorBuffer->getRenderTarget(&colorRenderTarget); + if (error.isError()) + { + return error; + } + + RenderTarget9 *colorRenderTarget9 = GetAs<RenderTarget9>(colorRenderTarget); + ASSERT(colorRenderTarget9); + + const gl::InternalFormat &formatInfo = *colorBuffer->getFormat().info; + const d3d9::D3DFormat &d3dFormatInfo = d3d9::GetD3DFormatInfo(colorRenderTarget9->getD3DFormat()); + + color = + D3DCOLOR_ARGB(gl::unorm<8>((formatInfo.alphaBits == 0 && d3dFormatInfo.alphaBits > 0) + ? 1.0f + : clearParams.colorFClearValue.alpha), + gl::unorm<8>((formatInfo.redBits == 0 && d3dFormatInfo.redBits > 0) + ? 0.0f + : clearParams.colorFClearValue.red), + gl::unorm<8>((formatInfo.greenBits == 0 && d3dFormatInfo.greenBits > 0) + ? 0.0f + : clearParams.colorFClearValue.green), + gl::unorm<8>((formatInfo.blueBits == 0 && d3dFormatInfo.blueBits > 0) + ? 0.0f + : clearParams.colorFClearValue.blue)); + + if ((formatInfo.redBits > 0 && !clearParams.colorMaskRed) || + (formatInfo.greenBits > 0 && !clearParams.colorMaskGreen) || + (formatInfo.blueBits > 0 && !clearParams.colorMaskBlue) || + (formatInfo.alphaBits > 0 && !clearParams.colorMaskAlpha)) + { + needMaskedColorClear = true; + } + } + + if (needMaskedColorClear || needMaskedStencilClear) + { + // State which is altered in all paths from this point to the clear call is saved. + // State which is altered in only some paths will be flagged dirty in the case that + // that path is taken. + HRESULT hr; + if (mMaskedClearSavedState == NULL) + { + hr = mDevice->BeginStateBlock(); + ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY); + + mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); + mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS); + mDevice->SetRenderState(D3DRS_ZENABLE, FALSE); + mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); + mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); + mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); + mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); + mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0); + mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0); + mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE); + mDevice->SetPixelShader(NULL); + mDevice->SetVertexShader(NULL); + mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE); + mDevice->SetStreamSource(0, NULL, 0, 0); + mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE); + mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); + mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR); + mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); + mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR); + mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color); + mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF); + + for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++) + { + mDevice->SetStreamSourceFreq(i, 1); + } + + hr = mDevice->EndStateBlock(&mMaskedClearSavedState); + ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY); + } + + ASSERT(mMaskedClearSavedState != NULL); + + if (mMaskedClearSavedState != NULL) + { + hr = mMaskedClearSavedState->Capture(); + ASSERT(SUCCEEDED(hr)); + } + + mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); + mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS); + mDevice->SetRenderState(D3DRS_ZENABLE, FALSE); + mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); + mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); + mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); + mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); + mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0); + + if (clearColor) + { + mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, + gl_d3d9::ConvertColorMask(clearParams.colorMaskRed, + clearParams.colorMaskGreen, + clearParams.colorMaskBlue, + clearParams.colorMaskAlpha)); + } + else + { + mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0); + } + + if (stencilUnmasked != 0x0 && clearParams.clearStencil) + { + mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE); + mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE); + mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS); + mDevice->SetRenderState(D3DRS_STENCILREF, stencil); + mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, clearParams.stencilWriteMask); + mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE); + mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE); + mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE); + } + else + { + mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE); + } + + mDevice->SetPixelShader(NULL); + mDevice->SetVertexShader(NULL); + mDevice->SetFVF(D3DFVF_XYZRHW); + mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE); + mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); + mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR); + mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); + mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR); + mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color); + mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF); + + for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++) + { + mDevice->SetStreamSourceFreq(i, 1); + } + + int renderTargetWidth = mStateManager.getRenderTargetWidth(); + int renderTargetHeight = mStateManager.getRenderTargetHeight(); + + float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges + quad[0][0] = -0.5f; + quad[0][1] = renderTargetHeight - 0.5f; + quad[0][2] = 0.0f; + quad[0][3] = 1.0f; + + quad[1][0] = renderTargetWidth - 0.5f; + quad[1][1] = renderTargetHeight - 0.5f; + quad[1][2] = 0.0f; + quad[1][3] = 1.0f; + + quad[2][0] = -0.5f; + quad[2][1] = -0.5f; + quad[2][2] = 0.0f; + quad[2][3] = 1.0f; + + quad[3][0] = renderTargetWidth - 0.5f; + quad[3][1] = -0.5f; + quad[3][2] = 0.0f; + quad[3][3] = 1.0f; + + startScene(); + mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4])); + + if (clearParams.clearDepth) + { + mDevice->SetRenderState(D3DRS_ZENABLE, TRUE); + mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE); + mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil); + } + + if (mMaskedClearSavedState != NULL) + { + mMaskedClearSavedState->Apply(); + } + } + else if (clearColor || clearParams.clearDepth || clearParams.clearStencil) + { + DWORD dxClearFlags = 0; + if (clearColor) + { + dxClearFlags |= D3DCLEAR_TARGET; + } + if (clearParams.clearDepth) + { + dxClearFlags |= D3DCLEAR_ZBUFFER; + } + if (clearParams.clearStencil) + { + dxClearFlags |= D3DCLEAR_STENCIL; + } + + mDevice->Clear(0, NULL, dxClearFlags, color, depth, stencil); + } + + return gl::Error(GL_NO_ERROR); +} + +void Renderer9::markAllStateDirty() +{ + mAppliedRenderTargetSerial = 0; + mAppliedDepthStencilSerial = 0; + mDepthStencilInitialized = false; + mRenderTargetDescInitialized = false; + + mStateManager.forceSetRasterState(); + mStateManager.forceSetDepthStencilState(); + mStateManager.forceSetBlendState(); + mStateManager.forceSetScissorState(); + mStateManager.forceSetViewportState(); + + ASSERT(mCurVertexSamplerStates.size() == mCurVertexTextures.size()); + for (unsigned int i = 0; i < mCurVertexTextures.size(); i++) + { + mCurVertexSamplerStates[i].forceSet = true; + mCurVertexTextures[i] = angle::DirtyPointer; + } + + ASSERT(mCurPixelSamplerStates.size() == mCurPixelTextures.size()); + for (unsigned int i = 0; i < mCurPixelSamplerStates.size(); i++) + { + mCurPixelSamplerStates[i].forceSet = true; + mCurPixelTextures[i] = angle::DirtyPointer; + } + + mAppliedIBSerial = 0; + mAppliedVertexShader = NULL; + mAppliedPixelShader = NULL; + mAppliedProgramSerial = 0; + mStateManager.forceSetDXUniformsState(); + + mVertexDeclarationCache.markStateDirty(); +} + +void Renderer9::releaseDeviceResources() +{ + for (size_t i = 0; i < mEventQueryPool.size(); i++) + { + SafeRelease(mEventQueryPool[i]); + } + mEventQueryPool.clear(); + + SafeRelease(mMaskedClearSavedState); + + mVertexShaderCache.clear(); + mPixelShaderCache.clear(); + + SafeDelete(mBlit); + SafeDelete(mVertexDataManager); + SafeDelete(mIndexDataManager); + SafeDelete(mLineLoopIB); + SafeDelete(mCountingIB); + + for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++) + { + SafeDelete(mNullColorbufferCache[i].buffer); + } +} + +// set notify to true to broadcast a message to all contexts of the device loss +bool Renderer9::testDeviceLost() +{ + HRESULT status = getDeviceStatusCode(); + return FAILED(status); +} + +HRESULT Renderer9::getDeviceStatusCode() +{ + HRESULT status = D3D_OK; + + if (mDeviceEx) + { + status = mDeviceEx->CheckDeviceState(NULL); + } + else if (mDevice) + { + status = mDevice->TestCooperativeLevel(); + } + + return status; +} + +bool Renderer9::testDeviceResettable() +{ + // On D3D9Ex, DEVICELOST represents a hung device that needs to be restarted + // DEVICEREMOVED indicates the device has been stopped and must be recreated + switch (getDeviceStatusCode()) + { + case D3DERR_DEVICENOTRESET: + case D3DERR_DEVICEHUNG: + return true; + case D3DERR_DEVICELOST: + return (mDeviceEx != NULL); + case D3DERR_DEVICEREMOVED: + ASSERT(mDeviceEx != NULL); + return isRemovedDeviceResettable(); + default: + return false; + } +} + +bool Renderer9::resetDevice() +{ + releaseDeviceResources(); + + D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters(); + + HRESULT result = D3D_OK; + bool lost = testDeviceLost(); + bool removedDevice = (getDeviceStatusCode() == D3DERR_DEVICEREMOVED); + + // Device Removed is a feature which is only present with D3D9Ex + ASSERT(mDeviceEx != NULL || !removedDevice); + + for (int attempts = 3; lost && attempts > 0; attempts--) + { + if (removedDevice) + { + // Device removed, which may trigger on driver reinstallation, + // may cause a longer wait other reset attempts before the + // system is ready to handle creating a new device. + Sleep(800); + lost = !resetRemovedDevice(); + } + else if (mDeviceEx) + { + Sleep(500); // Give the graphics driver some CPU time + result = mDeviceEx->ResetEx(&presentParameters, NULL); + lost = testDeviceLost(); + } + else + { + result = mDevice->TestCooperativeLevel(); + while (result == D3DERR_DEVICELOST) + { + Sleep(100); // Give the graphics driver some CPU time + result = mDevice->TestCooperativeLevel(); + } + + if (result == D3DERR_DEVICENOTRESET) + { + result = mDevice->Reset(&presentParameters); + } + lost = testDeviceLost(); + } + } + + if (FAILED(result)) + { + ERR("Reset/ResetEx failed multiple times: 0x%08X", result); + return false; + } + + if (removedDevice && lost) + { + ERR("Device lost reset failed multiple times"); + return false; + } + + // If the device was removed, we already finished re-initialization in resetRemovedDevice + if (!removedDevice) + { + // reset device defaults + initializeDevice(); + } + + return true; +} + +bool Renderer9::isRemovedDeviceResettable() const +{ + bool success = false; + +#if ANGLE_D3D9EX == ANGLE_ENABLED + IDirect3D9Ex *d3d9Ex = NULL; + typedef HRESULT (WINAPI *Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex**); + Direct3DCreate9ExFunc Direct3DCreate9ExPtr = reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex")); + + if (Direct3DCreate9ExPtr && SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &d3d9Ex))) + { + D3DCAPS9 deviceCaps; + HRESULT result = d3d9Ex->GetDeviceCaps(mAdapter, mDeviceType, &deviceCaps); + success = SUCCEEDED(result); + } + + SafeRelease(d3d9Ex); +#else + ASSERT(UNREACHABLE()); +#endif + + return success; +} + +bool Renderer9::resetRemovedDevice() +{ + // From http://msdn.microsoft.com/en-us/library/windows/desktop/bb172554(v=vs.85).aspx: + // The hardware adapter has been removed. Application must destroy the device, do enumeration of + // adapters and create another Direct3D device. If application continues rendering without + // calling Reset, the rendering calls will succeed. Applies to Direct3D 9Ex only. + release(); + return !initialize().isError(); +} + +VendorID Renderer9::getVendorId() const +{ + return static_cast<VendorID>(mAdapterIdentifier.VendorId); +} + +std::string Renderer9::getRendererDescription() const +{ + std::ostringstream rendererString; + + rendererString << mAdapterIdentifier.Description; + if (getShareHandleSupport()) + { + rendererString << " Direct3D9Ex"; + } + else + { + rendererString << " Direct3D9"; + } + + rendererString << " vs_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.VertexShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.VertexShaderVersion); + rendererString << " ps_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.PixelShaderVersion); + + return rendererString.str(); +} + +DeviceIdentifier Renderer9::getAdapterIdentifier() const +{ + DeviceIdentifier deviceIdentifier = { 0 }; + deviceIdentifier.VendorId = static_cast<UINT>(mAdapterIdentifier.VendorId); + deviceIdentifier.DeviceId = static_cast<UINT>(mAdapterIdentifier.DeviceId); + deviceIdentifier.SubSysId = static_cast<UINT>(mAdapterIdentifier.SubSysId); + deviceIdentifier.Revision = static_cast<UINT>(mAdapterIdentifier.Revision); + deviceIdentifier.FeatureLevel = 0; + + return deviceIdentifier; +} + +unsigned int Renderer9::getReservedVertexUniformVectors() const +{ + return d3d9_gl::GetReservedVertexUniformVectors(); +} + +unsigned int Renderer9::getReservedFragmentUniformVectors() const +{ + return d3d9_gl::GetReservedFragmentUniformVectors(); +} + +unsigned int Renderer9::getReservedVertexUniformBuffers() const +{ + return 0; +} + +unsigned int Renderer9::getReservedFragmentUniformBuffers() const +{ + return 0; +} + +bool Renderer9::getShareHandleSupport() const +{ + // PIX doesn't seem to support using share handles, so disable them. + return (mD3d9Ex != NULL) && !gl::DebugAnnotationsActive(); +} + +int Renderer9::getMajorShaderModel() const +{ + return D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion); +} + +int Renderer9::getMinorShaderModel() const +{ + return D3DSHADER_VERSION_MINOR(mDeviceCaps.PixelShaderVersion); +} + +std::string Renderer9::getShaderModelSuffix() const +{ + return ""; +} + +DWORD Renderer9::getCapsDeclTypes() const +{ + return mDeviceCaps.DeclTypes; +} + +D3DPOOL Renderer9::getBufferPool(DWORD usage) const +{ + if (mD3d9Ex != NULL) + { + return D3DPOOL_DEFAULT; + } + else + { + if (!(usage & D3DUSAGE_DYNAMIC)) + { + return D3DPOOL_MANAGED; + } + } + + return D3DPOOL_DEFAULT; +} + +gl::Error Renderer9::copyImage2D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, + const gl::Offset &destOffset, TextureStorage *storage, GLint level) +{ + RECT rect; + rect.left = sourceRect.x; + rect.top = sourceRect.y; + rect.right = sourceRect.x + sourceRect.width; + rect.bottom = sourceRect.y + sourceRect.height; + + return mBlit->copy2D(framebuffer, rect, destFormat, destOffset, storage, level); +} + +gl::Error Renderer9::copyImageCube(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, + const gl::Offset &destOffset, TextureStorage *storage, GLenum target, GLint level) +{ + RECT rect; + rect.left = sourceRect.x; + rect.top = sourceRect.y; + rect.right = sourceRect.x + sourceRect.width; + rect.bottom = sourceRect.y + sourceRect.height; + + return mBlit->copyCube(framebuffer, rect, destFormat, destOffset, storage, target, level); +} + +gl::Error Renderer9::copyImage3D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, + const gl::Offset &destOffset, TextureStorage *storage, GLint level) +{ + // 3D textures are not available in the D3D9 backend. + UNREACHABLE(); + return gl::Error(GL_INVALID_OPERATION); +} + +gl::Error Renderer9::copyImage2DArray(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, + const gl::Offset &destOffset, TextureStorage *storage, GLint level) +{ + // 2D array textures are not available in the D3D9 backend. + UNREACHABLE(); + return gl::Error(GL_INVALID_OPERATION); +} + +gl::Error Renderer9::copyTexture(const gl::Texture *source, + GLint sourceLevel, + const gl::Rectangle &sourceRect, + GLenum destFormat, + const gl::Offset &destOffset, + TextureStorage *storage, + GLint destLevel, + bool unpackFlipY, + bool unpackPremultiplyAlpha, + bool unpackUnmultiplyAlpha) +{ + UNIMPLEMENTED(); + return gl::Error(GL_INVALID_OPERATION); +} + +gl::Error Renderer9::copyCompressedTexture(const gl::Texture *source, + GLint sourceLevel, + TextureStorage *storage, + GLint destLevel) +{ + UNIMPLEMENTED(); + return gl::Error(GL_INVALID_OPERATION); +} + +gl::Error Renderer9::createRenderTarget(int width, int height, GLenum format, GLsizei samples, RenderTargetD3D **outRT) +{ + const d3d9::TextureFormat &d3d9FormatInfo = d3d9::GetTextureFormatInfo(format); + + const gl::TextureCaps &textureCaps = getNativeTextureCaps().get(format); + GLuint supportedSamples = textureCaps.getNearestSamples(samples); + + IDirect3DTexture9 *texture = nullptr; + IDirect3DSurface9 *renderTarget = NULL; + if (width > 0 && height > 0) + { + bool requiresInitialization = false; + HRESULT result = D3DERR_INVALIDCALL; + + const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(format); + if (formatInfo.depthBits > 0 || formatInfo.stencilBits > 0) + { + result = mDevice->CreateDepthStencilSurface(width, height, d3d9FormatInfo.renderFormat, + gl_d3d9::GetMultisampleType(supportedSamples), + 0, FALSE, &renderTarget, NULL); + } + else + { + requiresInitialization = (d3d9FormatInfo.dataInitializerFunction != nullptr); + if (supportedSamples > 0) + { + result = mDevice->CreateRenderTarget(width, height, d3d9FormatInfo.renderFormat, + gl_d3d9::GetMultisampleType(supportedSamples), + 0, FALSE, &renderTarget, nullptr); + } + else + { + result = mDevice->CreateTexture( + width, height, 1, D3DUSAGE_RENDERTARGET, d3d9FormatInfo.texFormat, + getTexturePool(D3DUSAGE_RENDERTARGET), &texture, nullptr); + if (!FAILED(result)) + { + result = texture->GetSurfaceLevel(0, &renderTarget); + } + } + } + + if (FAILED(result)) + { + ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == E_INVALIDARG); + return gl::Error(GL_OUT_OF_MEMORY, "Failed to create render target, result: 0x%X.", result); + } + + if (requiresInitialization) + { + // This format requires that the data be initialized before the render target can be used + // Unfortunately this requires a Get call on the d3d device but it is far better than having + // to mark the render target as lockable and copy data to the gpu. + IDirect3DSurface9 *prevRenderTarget = NULL; + mDevice->GetRenderTarget(0, &prevRenderTarget); + mDevice->SetRenderTarget(0, renderTarget); + mDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_RGBA(0, 0, 0, 255), 0.0f, 0); + mDevice->SetRenderTarget(0, prevRenderTarget); + } + } + + *outRT = new TextureRenderTarget9(texture, 0, renderTarget, format, width, height, 1, + supportedSamples); + return gl::Error(GL_NO_ERROR); +} + +gl::Error Renderer9::createRenderTargetCopy(RenderTargetD3D *source, RenderTargetD3D **outRT) +{ + ASSERT(source != nullptr); + + RenderTargetD3D *newRT = nullptr; + gl::Error error = createRenderTarget(source->getWidth(), source->getHeight(), + source->getInternalFormat(), source->getSamples(), &newRT); + if (error.isError()) + { + return error; + } + + RenderTarget9 *source9 = GetAs<RenderTarget9>(source); + RenderTarget9 *dest9 = GetAs<RenderTarget9>(newRT); + + HRESULT result = mDevice->StretchRect(source9->getSurface(), nullptr, dest9->getSurface(), + nullptr, D3DTEXF_NONE); + if (FAILED(result)) + { + ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY); + return gl::Error(GL_OUT_OF_MEMORY, "Failed to copy render target, result: 0x%X.", result); + } + + *outRT = newRT; + return gl::Error(GL_NO_ERROR); +} + +gl::Error Renderer9::loadExecutable(const void *function, + size_t length, + ShaderType type, + const std::vector<D3DVarying> &streamOutVaryings, + bool separatedOutputBuffers, + ShaderExecutableD3D **outExecutable) +{ + // Transform feedback is not supported in ES2 or D3D9 + ASSERT(streamOutVaryings.empty()); + + switch (type) + { + case SHADER_VERTEX: + { + IDirect3DVertexShader9 *vshader = NULL; + gl::Error error = createVertexShader((DWORD*)function, length, &vshader); + if (error.isError()) + { + return error; + } + *outExecutable = new ShaderExecutable9(function, length, vshader); + } + break; + case SHADER_PIXEL: + { + IDirect3DPixelShader9 *pshader = NULL; + gl::Error error = createPixelShader((DWORD*)function, length, &pshader); + if (error.isError()) + { + return error; + } + *outExecutable = new ShaderExecutable9(function, length, pshader); + } + break; + default: + UNREACHABLE(); + return gl::Error(GL_INVALID_OPERATION); + } + + return gl::Error(GL_NO_ERROR); +} + +gl::Error Renderer9::compileToExecutable(gl::InfoLog &infoLog, + const std::string &shaderHLSL, + ShaderType type, + const std::vector<D3DVarying> &streamOutVaryings, + bool separatedOutputBuffers, + const D3DCompilerWorkarounds &workarounds, + ShaderExecutableD3D **outExectuable) +{ + // Transform feedback is not supported in ES2 or D3D9 + ASSERT(streamOutVaryings.empty()); + + const char *profileType = NULL; + switch (type) + { + case SHADER_VERTEX: + profileType = "vs"; + break; + case SHADER_PIXEL: + profileType = "ps"; + break; + default: + UNREACHABLE(); + return gl::Error(GL_INVALID_OPERATION); + } + unsigned int profileMajorVersion = (getMajorShaderModel() >= 3) ? 3 : 2; + unsigned int profileMinorVersion = 0; + std::string profile = FormatString("%s_%u_%u", profileType, profileMajorVersion, profileMinorVersion); + + UINT flags = ANGLE_COMPILE_OPTIMIZATION_LEVEL; + + if (workarounds.skipOptimization) + { + flags = D3DCOMPILE_SKIP_OPTIMIZATION; + } + else if (workarounds.useMaxOptimization) + { + flags = D3DCOMPILE_OPTIMIZATION_LEVEL3; + } + + if (gl::DebugAnnotationsActive()) + { +#ifndef NDEBUG + flags = D3DCOMPILE_SKIP_OPTIMIZATION; +#endif + + flags |= D3DCOMPILE_DEBUG; + } + + // Sometimes D3DCompile will fail with the default compilation flags for complicated shaders when it would otherwise pass with alternative options. + // Try the default flags first and if compilation fails, try some alternatives. + std::vector<CompileConfig> configs; + configs.push_back(CompileConfig(flags, "default" )); + configs.push_back(CompileConfig(flags | D3DCOMPILE_AVOID_FLOW_CONTROL, "avoid flow control" )); + configs.push_back(CompileConfig(flags | D3DCOMPILE_PREFER_FLOW_CONTROL, "prefer flow control")); + + ID3DBlob *binary = NULL; + std::string debugInfo; + gl::Error error = mCompiler.compileToBinary(infoLog, shaderHLSL, profile, configs, NULL, &binary, &debugInfo); + if (error.isError()) + { + return error; + } + + // It's possible that binary is NULL if the compiler failed in all configurations. Set the executable to NULL + // and return GL_NO_ERROR to signify that there was a link error but the internal state is still OK. + if (!binary) + { + *outExectuable = NULL; + return gl::Error(GL_NO_ERROR); + } + + error = loadExecutable(binary->GetBufferPointer(), binary->GetBufferSize(), type, + streamOutVaryings, separatedOutputBuffers, outExectuable); + + SafeRelease(binary); + if (error.isError()) + { + return error; + } + + if (!debugInfo.empty()) + { + (*outExectuable)->appendDebugInfo(debugInfo); + } + + return gl::Error(GL_NO_ERROR); +} + +UniformStorageD3D *Renderer9::createUniformStorage(size_t storageSize) +{ + return new UniformStorageD3D(storageSize); +} + +gl::Error Renderer9::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest) +{ + return mBlit->boxFilter(source, dest); +} + +D3DPOOL Renderer9::getTexturePool(DWORD usage) const +{ + // Always use DEFAULT pool for textures, as there is a bug + // on XP (non-D3D9Ex) where we select MANAGED here, + // but trigger a crash in Image9::copyToSurface where the + // source pool is SYSTEMMEM, but the destination pool is + // MANAGED. It expects the dest pool to be DEFAULT + // if the source is SYSTEMMEM. + return D3DPOOL_DEFAULT; +} + +gl::Error Renderer9::copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged) +{ + ASSERT(source && dest); + + HRESULT result = D3DERR_OUTOFVIDEOMEMORY; + + if (fromManaged) + { + D3DSURFACE_DESC desc; + source->GetDesc(&desc); + + IDirect3DSurface9 *surf = 0; + result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surf, NULL); + + if (SUCCEEDED(result)) + { + Image9::copyLockableSurfaces(surf, source); + result = mDevice->UpdateSurface(surf, NULL, dest, NULL); + SafeRelease(surf); + } + } + else + { + endScene(); + result = mDevice->StretchRect(source, NULL, dest, NULL, D3DTEXF_NONE); + } + + if (FAILED(result)) + { + ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY); + return gl::Error(GL_OUT_OF_MEMORY, "Failed to blit internal texture, result: 0x%X.", result); + } + + return gl::Error(GL_NO_ERROR); +} + +ImageD3D *Renderer9::createImage() +{ + return new Image9(this); +} + +gl::Error Renderer9::generateMipmap(ImageD3D *dest, ImageD3D *src) +{ + Image9 *src9 = GetAs<Image9>(src); + Image9 *dst9 = GetAs<Image9>(dest); + return Image9::generateMipmap(dst9, src9); +} + +gl::Error Renderer9::generateMipmapUsingD3D(TextureStorage *storage, + const gl::TextureState &textureState) +{ + UNREACHABLE(); + return gl::Error(GL_NO_ERROR); +} + +TextureStorage *Renderer9::createTextureStorage2D(SwapChainD3D *swapChain) +{ + SwapChain9 *swapChain9 = GetAs<SwapChain9>(swapChain); + return new TextureStorage9_2D(this, swapChain9); +} + +TextureStorage *Renderer9::createTextureStorageEGLImage(EGLImageD3D *eglImage, + RenderTargetD3D *renderTargetD3D) +{ + return new TextureStorage9_EGLImage(this, eglImage, GetAs<RenderTarget9>(renderTargetD3D)); +} + +TextureStorage *Renderer9::createTextureStorageExternal( + egl::Stream *stream, + const egl::Stream::GLTextureDescription &desc) +{ + UNIMPLEMENTED(); + return nullptr; +} + +TextureStorage *Renderer9::createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels, bool hintLevelZeroOnly) +{ + return new TextureStorage9_2D(this, internalformat, renderTarget, width, height, levels); +} + +TextureStorage *Renderer9::createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels, bool hintLevelZeroOnly) +{ + return new TextureStorage9_Cube(this, internalformat, renderTarget, size, levels, hintLevelZeroOnly); +} + +TextureStorage *Renderer9::createTextureStorage3D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels) +{ + // 3D textures are not supported by the D3D9 backend. + UNREACHABLE(); + + return NULL; +} + +TextureStorage *Renderer9::createTextureStorage2DArray(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels) +{ + // 2D array textures are not supported by the D3D9 backend. + UNREACHABLE(); + + return NULL; +} + +bool Renderer9::getLUID(LUID *adapterLuid) const +{ + adapterLuid->HighPart = 0; + adapterLuid->LowPart = 0; + + if (mD3d9Ex) + { + mD3d9Ex->GetAdapterLUID(mAdapter, adapterLuid); + return true; + } + + return false; +} + +VertexConversionType Renderer9::getVertexConversionType(gl::VertexFormatType vertexFormatType) const +{ + return d3d9::GetVertexFormatInfo(getCapsDeclTypes(), vertexFormatType).conversionType; +} + +GLenum Renderer9::getVertexComponentType(gl::VertexFormatType vertexFormatType) const +{ + return d3d9::GetVertexFormatInfo(getCapsDeclTypes(), vertexFormatType).componentType; +} + +gl::ErrorOrResult<unsigned int> Renderer9::getVertexSpaceRequired(const gl::VertexAttribute &attrib, + GLsizei count, + GLsizei instances) const +{ + gl::VertexFormatType vertexFormatType = gl::GetVertexFormatType(attrib, GL_FLOAT); + const d3d9::VertexFormat &d3d9VertexInfo = + d3d9::GetVertexFormatInfo(getCapsDeclTypes(), vertexFormatType); + + if (!attrib.enabled) + { + return 16u; + } + + unsigned int elementCount = 0; + if (instances == 0 || attrib.divisor == 0) + { + elementCount = static_cast<unsigned int>(count); + } + else + { + // Round up to divisor, if possible + elementCount = UnsignedCeilDivide(static_cast<unsigned int>(instances), attrib.divisor); + } + + if (d3d9VertexInfo.outputElementSize > std::numeric_limits<unsigned int>::max() / elementCount) + { + return gl::Error(GL_OUT_OF_MEMORY, "New vertex buffer size would result in an overflow."); + } + + return static_cast<unsigned int>(d3d9VertexInfo.outputElementSize) * elementCount; +} + +void Renderer9::generateCaps(gl::Caps *outCaps, + gl::TextureCapsMap *outTextureCaps, + gl::Extensions *outExtensions, + gl::Limitations *outLimitations) const +{ + d3d9_gl::GenerateCaps(mD3d9, mDevice, mDeviceType, mAdapter, outCaps, outTextureCaps, + outExtensions, outLimitations); +} + +WorkaroundsD3D Renderer9::generateWorkarounds() const +{ + return d3d9::GenerateWorkarounds(); +} + +gl::Error Renderer9::clearTextures(gl::SamplerType samplerType, size_t rangeStart, size_t rangeEnd) +{ + // TODO(jmadill): faster way? + for (size_t samplerIndex = rangeStart; samplerIndex < rangeEnd; samplerIndex++) + { + gl::Error error = setTexture(samplerType, static_cast<int>(samplerIndex), nullptr); + if (error.isError()) + { + return error; + } + } + + return gl::Error(GL_NO_ERROR); +} + +egl::Error Renderer9::getEGLDevice(DeviceImpl **device) +{ + if (mEGLDevice == nullptr) + { + ASSERT(mDevice != nullptr); + mEGLDevice = new DeviceD3D(); + egl::Error error = mEGLDevice->initialize(reinterpret_cast<void *>(mDevice), + EGL_D3D9_DEVICE_ANGLE, EGL_FALSE); + + if (error.isError()) + { + SafeDelete(mEGLDevice); + return error; + } + } + + *device = static_cast<DeviceImpl *>(mEGLDevice); + return egl::Error(EGL_SUCCESS); +} + +Renderer9::CurSamplerState::CurSamplerState() + : forceSet(true), + baseLevel(std::numeric_limits<size_t>::max()), + samplerState() +{ +} + +gl::Error Renderer9::genericDrawElements(Context9 *context, + GLenum mode, + GLsizei count, + GLenum type, + const GLvoid *indices, + GLsizei instances, + const gl::IndexRange &indexRange) +{ + const auto &data = context->getContextState(); + gl::Program *program = context->getGLState().getProgram(); + ASSERT(program != nullptr); + ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program); + bool usesPointSize = programD3D->usesPointSize(); + + programD3D->updateSamplerMapping(); + + if (!applyPrimitiveType(mode, count, usesPointSize)) + { + return gl::NoError(); + } + + ANGLE_TRY(updateState(context, mode)); + + TranslatedIndexData indexInfo; + indexInfo.indexRange = indexRange; + + ANGLE_TRY(applyIndexBuffer(data, indices, count, mode, type, &indexInfo)); + + applyTransformFeedbackBuffers(data.getState()); + // Transform feedback is not allowed for DrawElements, this error should have been caught at the + // API validation + // layer. + ASSERT(!data.getState().isTransformFeedbackActiveUnpaused()); + + size_t vertexCount = indexInfo.indexRange.vertexCount(); + ANGLE_TRY(applyVertexBuffer(data.getState(), mode, + static_cast<GLsizei>(indexInfo.indexRange.start), + static_cast<GLsizei>(vertexCount), instances, &indexInfo)); + ANGLE_TRY(applyTextures(context, data)); + ANGLE_TRY(applyShaders(data, mode)); + ANGLE_TRY(programD3D->applyUniformBuffers(data)); + + if (!skipDraw(data, mode)) + { + ANGLE_TRY(drawElementsImpl(data, indexInfo, mode, count, type, indices, instances)); + } + + return gl::NoError(); +} + +gl::Error Renderer9::genericDrawArrays(Context9 *context, + GLenum mode, + GLint first, + GLsizei count, + GLsizei instances) +{ + const auto &data = context->getContextState(); + gl::Program *program = context->getGLState().getProgram(); + ASSERT(program != nullptr); + ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program); + bool usesPointSize = programD3D->usesPointSize(); + + programD3D->updateSamplerMapping(); + + if (!applyPrimitiveType(mode, count, usesPointSize)) + { + return gl::NoError(); + } + + ANGLE_TRY(updateState(context, mode)); + ANGLE_TRY(applyTransformFeedbackBuffers(data.getState())); + ANGLE_TRY(applyVertexBuffer(data.getState(), mode, first, count, instances, nullptr)); + ANGLE_TRY(applyTextures(context, data)); + ANGLE_TRY(applyShaders(data, mode)); + ANGLE_TRY(programD3D->applyUniformBuffers(data)); + + if (!skipDraw(data, mode)) + { + ANGLE_TRY(drawArraysImpl(data, mode, first, count, instances)); + + if (data.getState().isTransformFeedbackActiveUnpaused()) + { + ANGLE_TRY(markTransformFeedbackUsage(data)); + } + } + + return gl::NoError(); +} + +FramebufferImpl *Renderer9::createDefaultFramebuffer(const gl::FramebufferState &state) +{ + return new Framebuffer9(state, this); +} + +gl::Version Renderer9::getMaxSupportedESVersion() const +{ + return gl::Version(2, 0); +} + +} // namespace rx |