diff options
Diffstat (limited to 'gfx/angle/src/libANGLE/renderer/d3d/d3d9/StateManager9.cpp')
-rwxr-xr-x | gfx/angle/src/libANGLE/renderer/d3d/d3d9/StateManager9.cpp | 945 |
1 files changed, 945 insertions, 0 deletions
diff --git a/gfx/angle/src/libANGLE/renderer/d3d/d3d9/StateManager9.cpp b/gfx/angle/src/libANGLE/renderer/d3d/d3d9/StateManager9.cpp new file mode 100755 index 000000000..54885bf81 --- /dev/null +++ b/gfx/angle/src/libANGLE/renderer/d3d/d3d9/StateManager9.cpp @@ -0,0 +1,945 @@ +// +// Copyright (c) 2015 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. +// + +// StateManager9.cpp: Defines a class for caching D3D9 state +#include "libANGLE/renderer/d3d/d3d9/StateManager9.h" + +#include "common/BitSetIterator.h" +#include "common/utilities.h" +#include "libANGLE/formatutils.h" +#include "libANGLE/renderer/d3d/d3d9/renderer9_utils.h" +#include "libANGLE/renderer/d3d/d3d9/Framebuffer9.h" +#include "libANGLE/renderer/d3d/d3d9/Renderer9.h" + +namespace rx +{ + +StateManager9::StateManager9(Renderer9 *renderer9) + : mUsingZeroColorMaskWorkaround(false), + mCurBlendState(), + mCurBlendColor(0, 0, 0, 0), + mCurSampleMask(0), + mCurRasterState(), + mCurDepthSize(0), + mCurDepthStencilState(), + mCurStencilRef(0), + mCurStencilBackRef(0), + mCurFrontFaceCCW(0), + mCurStencilSize(0), + mCurScissorRect(), + mCurScissorEnabled(false), + mCurViewport(), + mCurNear(0.0f), + mCurFar(0.0f), + mCurDepthFront(0.0f), + mCurIgnoreViewport(false), + mRenderer9(renderer9), + mDirtyBits() +{ + mBlendStateDirtyBits.set(DIRTY_BIT_BLEND_ENABLED); + mBlendStateDirtyBits.set(DIRTY_BIT_BLEND_COLOR); + mBlendStateDirtyBits.set(DIRTY_BIT_BLEND_FUNCS_EQUATIONS); + mBlendStateDirtyBits.set(DIRTY_BIT_SAMPLE_ALPHA_TO_COVERAGE); + mBlendStateDirtyBits.set(DIRTY_BIT_COLOR_MASK); + mBlendStateDirtyBits.set(DIRTY_BIT_DITHER); + mBlendStateDirtyBits.set(DIRTY_BIT_SAMPLE_MASK); + + mRasterizerStateDirtyBits.set(DIRTY_BIT_CULL_MODE); + mRasterizerStateDirtyBits.set(DIRTY_BIT_DEPTH_BIAS); + + mDepthStencilStateDirtyBits.set(DIRTY_BIT_STENCIL_DEPTH_MASK); + mDepthStencilStateDirtyBits.set(DIRTY_BIT_STENCIL_DEPTH_FUNC); + mDepthStencilStateDirtyBits.set(DIRTY_BIT_STENCIL_TEST_ENABLED); + mDepthStencilStateDirtyBits.set(DIRTY_BIT_STENCIL_FUNCS_FRONT); + mDepthStencilStateDirtyBits.set(DIRTY_BIT_STENCIL_FUNCS_BACK); + mDepthStencilStateDirtyBits.set(DIRTY_BIT_STENCIL_WRITEMASK_FRONT); + mDepthStencilStateDirtyBits.set(DIRTY_BIT_STENCIL_WRITEMASK_BACK); + mDepthStencilStateDirtyBits.set(DIRTY_BIT_STENCIL_OPS_FRONT); + mDepthStencilStateDirtyBits.set(DIRTY_BIT_STENCIL_OPS_BACK); + + mScissorStateDirtyBits.set(DIRTY_BIT_SCISSOR_ENABLED); + mScissorStateDirtyBits.set(DIRTY_BIT_SCISSOR_RECT); +} + +StateManager9::~StateManager9() +{ +} + +void StateManager9::initialize() +{ + mUsingZeroColorMaskWorkaround = IsAMD(mRenderer9->getVendorId()); +} + +void StateManager9::forceSetBlendState() +{ + mDirtyBits |= mBlendStateDirtyBits; +} + +void StateManager9::forceSetRasterState() +{ + mDirtyBits |= mRasterizerStateDirtyBits; +} + +void StateManager9::forceSetDepthStencilState() +{ + mDirtyBits |= mDepthStencilStateDirtyBits; +} + +void StateManager9::forceSetScissorState() +{ + mDirtyBits |= mScissorStateDirtyBits; +} + +void StateManager9::forceSetViewportState() +{ + mForceSetViewport = true; +} + +void StateManager9::forceSetDXUniformsState() +{ + mDxUniformsDirty = true; +} + +void StateManager9::updateStencilSizeIfChanged(bool depthStencilInitialized, + unsigned int stencilSize) +{ + if (!depthStencilInitialized || stencilSize != mCurStencilSize) + { + mCurStencilSize = stencilSize; + forceSetDepthStencilState(); + } +} + +void StateManager9::syncState(const gl::State &state, const gl::State::DirtyBits &dirtyBits) +{ + if (!dirtyBits.any()) + { + return; + } + + for (auto dirtyBit : angle::IterateBitSet(dirtyBits)) + { + switch (dirtyBit) + { + case gl::State::DIRTY_BIT_BLEND_ENABLED: + if (state.getBlendState().blend != mCurBlendState.blend) + { + mDirtyBits.set(DIRTY_BIT_BLEND_ENABLED); + // BlendColor and funcs and equations has to be set if blend is enabled + mDirtyBits.set(DIRTY_BIT_BLEND_COLOR); + mDirtyBits.set(DIRTY_BIT_BLEND_FUNCS_EQUATIONS); + + // The color mask may have to be updated if the blend state changes + if (mUsingZeroColorMaskWorkaround) + { + mDirtyBits.set(DIRTY_BIT_COLOR_MASK); + } + } + break; + case gl::State::DIRTY_BIT_BLEND_FUNCS: + { + const gl::BlendState &blendState = state.getBlendState(); + if (blendState.sourceBlendRGB != mCurBlendState.sourceBlendRGB || + blendState.destBlendRGB != mCurBlendState.destBlendRGB || + blendState.sourceBlendAlpha != mCurBlendState.sourceBlendAlpha || + blendState.destBlendAlpha != mCurBlendState.destBlendAlpha) + { + mDirtyBits.set(DIRTY_BIT_BLEND_FUNCS_EQUATIONS); + // BlendColor depends on the values of blend funcs + mDirtyBits.set(DIRTY_BIT_BLEND_COLOR); + + // The color mask may have to be updated if the blend funcs change + if (mUsingZeroColorMaskWorkaround) + { + mDirtyBits.set(DIRTY_BIT_COLOR_MASK); + } + } + break; + } + case gl::State::DIRTY_BIT_BLEND_EQUATIONS: + { + const gl::BlendState &blendState = state.getBlendState(); + if (blendState.blendEquationRGB != mCurBlendState.blendEquationRGB || + blendState.blendEquationAlpha != mCurBlendState.blendEquationAlpha) + { + mDirtyBits.set(DIRTY_BIT_BLEND_FUNCS_EQUATIONS); + + // The color mask may have to be updated if the blend funcs change + if (mUsingZeroColorMaskWorkaround) + { + mDirtyBits.set(DIRTY_BIT_COLOR_MASK); + } + } + break; + } + case gl::State::DIRTY_BIT_SAMPLE_ALPHA_TO_COVERAGE_ENABLED: + if (state.getBlendState().sampleAlphaToCoverage != + mCurBlendState.sampleAlphaToCoverage) + { + mDirtyBits.set(DIRTY_BIT_SAMPLE_ALPHA_TO_COVERAGE); + } + break; + case gl::State::DIRTY_BIT_COLOR_MASK: + { + const gl::BlendState &blendState = state.getBlendState(); + if (blendState.colorMaskRed != mCurBlendState.colorMaskRed || + blendState.colorMaskGreen != mCurBlendState.colorMaskGreen || + blendState.colorMaskBlue != mCurBlendState.colorMaskBlue || + blendState.colorMaskAlpha != mCurBlendState.colorMaskAlpha) + { + mDirtyBits.set(DIRTY_BIT_COLOR_MASK); + + // The color mask can cause the blend state to get out of sync when using the + // zero color mask workaround + if (mUsingZeroColorMaskWorkaround) + { + mDirtyBits.set(DIRTY_BIT_BLEND_ENABLED); + mDirtyBits.set(DIRTY_BIT_BLEND_FUNCS_EQUATIONS); + } + } + break; + } + case gl::State::DIRTY_BIT_DITHER_ENABLED: + if (state.getBlendState().dither != mCurBlendState.dither) + { + mDirtyBits.set(DIRTY_BIT_DITHER); + } + break; + case gl::State::DIRTY_BIT_BLEND_COLOR: + if (state.getBlendColor() != mCurBlendColor) + { + mDirtyBits.set(DIRTY_BIT_BLEND_COLOR); + } + break; + case gl::State::DIRTY_BIT_CULL_FACE_ENABLED: + if (state.getRasterizerState().cullFace != mCurRasterState.cullFace) + { + mDirtyBits.set(DIRTY_BIT_CULL_MODE); + } + break; + case gl::State::DIRTY_BIT_CULL_FACE: + if (state.getRasterizerState().cullMode != mCurRasterState.cullMode) + { + mDirtyBits.set(DIRTY_BIT_CULL_MODE); + } + break; + case gl::State::DIRTY_BIT_FRONT_FACE: + if (state.getRasterizerState().frontFace != mCurRasterState.frontFace) + { + mDirtyBits.set(DIRTY_BIT_CULL_MODE); + + // Viewport state depends on rasterizer.frontface + mDirtyBits.set(DIRTY_BIT_VIEWPORT); + } + break; + case gl::State::DIRTY_BIT_POLYGON_OFFSET_FILL_ENABLED: + if (state.getRasterizerState().polygonOffsetFill != + mCurRasterState.polygonOffsetFill) + { + mDirtyBits.set(DIRTY_BIT_DEPTH_BIAS); + } + break; + case gl::State::DIRTY_BIT_POLYGON_OFFSET: + { + const gl::RasterizerState &rasterizerState = state.getRasterizerState(); + if (rasterizerState.polygonOffsetFactor != mCurRasterState.polygonOffsetFactor || + rasterizerState.polygonOffsetUnits != mCurRasterState.polygonOffsetUnits) + { + mDirtyBits.set(DIRTY_BIT_DEPTH_BIAS); + } + } + case gl::State::DIRTY_BIT_DEPTH_MASK: + if (state.getDepthStencilState().depthMask != mCurDepthStencilState.depthMask) + { + mDirtyBits.set(DIRTY_BIT_STENCIL_DEPTH_MASK); + } + break; + case gl::State::DIRTY_BIT_DEPTH_TEST_ENABLED: + if (state.getDepthStencilState().depthTest != mCurDepthStencilState.depthTest) + { + mDirtyBits.set(DIRTY_BIT_STENCIL_DEPTH_FUNC); + } + break; + case gl::State::DIRTY_BIT_DEPTH_FUNC: + if (state.getDepthStencilState().depthFunc != mCurDepthStencilState.depthFunc) + { + mDirtyBits.set(DIRTY_BIT_STENCIL_DEPTH_FUNC); + } + break; + case gl::State::DIRTY_BIT_STENCIL_TEST_ENABLED: + if (state.getDepthStencilState().stencilTest != mCurDepthStencilState.stencilTest) + { + mDirtyBits.set(DIRTY_BIT_STENCIL_TEST_ENABLED); + // If we enable the stencil test, all of these must be set + mDirtyBits.set(DIRTY_BIT_STENCIL_WRITEMASK_BACK); + mDirtyBits.set(DIRTY_BIT_STENCIL_WRITEMASK_FRONT); + mDirtyBits.set(DIRTY_BIT_STENCIL_FUNCS_FRONT); + mDirtyBits.set(DIRTY_BIT_STENCIL_FUNCS_BACK); + mDirtyBits.set(DIRTY_BIT_STENCIL_OPS_FRONT); + mDirtyBits.set(DIRTY_BIT_STENCIL_OPS_BACK); + } + break; + case gl::State::DIRTY_BIT_STENCIL_FUNCS_FRONT: + { + const gl::DepthStencilState &depthStencilState = state.getDepthStencilState(); + if (depthStencilState.stencilFunc != mCurDepthStencilState.stencilFunc || + depthStencilState.stencilMask != mCurDepthStencilState.stencilMask || + state.getStencilRef() != mCurStencilRef) + { + mDirtyBits.set(DIRTY_BIT_STENCIL_FUNCS_FRONT); + } + break; + } + case gl::State::DIRTY_BIT_STENCIL_FUNCS_BACK: + { + const gl::DepthStencilState &depthStencilState = state.getDepthStencilState(); + if (depthStencilState.stencilBackFunc != mCurDepthStencilState.stencilBackFunc || + depthStencilState.stencilBackMask != mCurDepthStencilState.stencilBackMask || + state.getStencilBackRef() != mCurStencilBackRef) + { + mDirtyBits.set(DIRTY_BIT_STENCIL_FUNCS_BACK); + } + break; + } + case gl::State::DIRTY_BIT_STENCIL_WRITEMASK_FRONT: + if (state.getDepthStencilState().stencilWritemask != + mCurDepthStencilState.stencilWritemask) + { + mDirtyBits.set(DIRTY_BIT_STENCIL_WRITEMASK_FRONT); + } + break; + case gl::State::DIRTY_BIT_STENCIL_WRITEMASK_BACK: + if (state.getDepthStencilState().stencilBackWritemask != + mCurDepthStencilState.stencilBackWritemask) + { + mDirtyBits.set(DIRTY_BIT_STENCIL_WRITEMASK_BACK); + } + break; + case gl::State::DIRTY_BIT_STENCIL_OPS_FRONT: + { + const gl::DepthStencilState &depthStencilState = state.getDepthStencilState(); + if (depthStencilState.stencilFail != mCurDepthStencilState.stencilFail || + depthStencilState.stencilPassDepthFail != + mCurDepthStencilState.stencilPassDepthFail || + depthStencilState.stencilPassDepthPass != + mCurDepthStencilState.stencilPassDepthPass) + { + mDirtyBits.set(DIRTY_BIT_STENCIL_OPS_FRONT); + } + break; + } + case gl::State::DIRTY_BIT_STENCIL_OPS_BACK: + { + const gl::DepthStencilState &depthStencilState = state.getDepthStencilState(); + if (depthStencilState.stencilBackFail != mCurDepthStencilState.stencilBackFail || + depthStencilState.stencilBackPassDepthFail != + mCurDepthStencilState.stencilBackPassDepthFail || + depthStencilState.stencilBackPassDepthPass != + mCurDepthStencilState.stencilBackPassDepthPass) + { + mDirtyBits.set(DIRTY_BIT_STENCIL_OPS_BACK); + } + break; + } + case gl::State::DIRTY_BIT_SCISSOR_TEST_ENABLED: + if (state.isScissorTestEnabled() != mCurScissorEnabled) + { + mDirtyBits.set(DIRTY_BIT_SCISSOR_ENABLED); + // If scissor is enabled, we have to set the scissor rect + mDirtyBits.set(DIRTY_BIT_SCISSOR_RECT); + } + break; + case gl::State::DIRTY_BIT_SCISSOR: + if (state.getScissor() != mCurScissorRect) + { + mDirtyBits.set(DIRTY_BIT_SCISSOR_RECT); + } + break; + case gl::State::DIRTY_BIT_DEPTH_RANGE: + if (state.getNearPlane() != mCurNear || state.getFarPlane() != mCurFar) + { + mDirtyBits.set(DIRTY_BIT_VIEWPORT); + } + break; + case gl::State::DIRTY_BIT_VIEWPORT: + if (state.getViewport() != mCurViewport) + { + mDirtyBits.set(DIRTY_BIT_VIEWPORT); + } + break; + default: + break; + } + } +} + +gl::Error StateManager9::setBlendDepthRasterStates(const gl::State &glState, + unsigned int sampleMask) +{ + const gl::Framebuffer *framebuffer = glState.getDrawFramebuffer(); + + const gl::BlendState &blendState = glState.getBlendState(); + const gl::ColorF &blendColor = glState.getBlendColor(); + const gl::RasterizerState &rasterState = glState.getRasterizerState(); + + const auto &depthStencilState = glState.getDepthStencilState(); + bool frontFaceCCW = (glState.getRasterizerState().frontFace == GL_CCW); + unsigned int maxStencil = (1 << mCurStencilSize) - 1; + + // All the depth stencil states depends on the front face ccw variable + if (frontFaceCCW != mCurFrontFaceCCW) + { + forceSetDepthStencilState(); + mCurFrontFaceCCW = frontFaceCCW; + } + + for (auto dirtyBit : angle::IterateBitSet(mDirtyBits)) + { + switch (dirtyBit) + { + case DIRTY_BIT_BLEND_ENABLED: + setBlendEnabled(blendState.blend); + break; + case DIRTY_BIT_BLEND_COLOR: + setBlendColor(blendState, blendColor); + break; + case DIRTY_BIT_BLEND_FUNCS_EQUATIONS: + setBlendFuncsEquations(blendState); + break; + case DIRTY_BIT_SAMPLE_ALPHA_TO_COVERAGE: + setSampleAlphaToCoverage(blendState.sampleAlphaToCoverage); + break; + case DIRTY_BIT_COLOR_MASK: + setColorMask(framebuffer, blendState.colorMaskRed, blendState.colorMaskBlue, + blendState.colorMaskGreen, blendState.colorMaskAlpha); + break; + case DIRTY_BIT_DITHER: + setDither(blendState.dither); + break; + case DIRTY_BIT_CULL_MODE: + setCullMode(rasterState.cullFace, rasterState.cullMode, rasterState.frontFace); + break; + case DIRTY_BIT_DEPTH_BIAS: + setDepthBias(rasterState.polygonOffsetFill, rasterState.polygonOffsetFactor, + rasterState.polygonOffsetUnits); + break; + case DIRTY_BIT_STENCIL_DEPTH_MASK: + setDepthMask(depthStencilState.depthMask); + break; + case DIRTY_BIT_STENCIL_DEPTH_FUNC: + setDepthFunc(depthStencilState.depthTest, depthStencilState.depthFunc); + break; + case DIRTY_BIT_STENCIL_TEST_ENABLED: + setStencilTestEnabled(depthStencilState.stencilTest); + break; + case DIRTY_BIT_STENCIL_FUNCS_FRONT: + setStencilFuncsFront(depthStencilState.stencilFunc, depthStencilState.stencilMask, + glState.getStencilRef(), frontFaceCCW, maxStencil); + break; + case DIRTY_BIT_STENCIL_FUNCS_BACK: + setStencilFuncsBack(depthStencilState.stencilBackFunc, + depthStencilState.stencilBackMask, glState.getStencilBackRef(), + frontFaceCCW, maxStencil); + break; + case DIRTY_BIT_STENCIL_WRITEMASK_FRONT: + setStencilWriteMask(depthStencilState.stencilWritemask, frontFaceCCW); + break; + case DIRTY_BIT_STENCIL_WRITEMASK_BACK: + setStencilBackWriteMask(depthStencilState.stencilBackWritemask, frontFaceCCW); + break; + case DIRTY_BIT_STENCIL_OPS_FRONT: + setStencilOpsFront(depthStencilState.stencilFail, + depthStencilState.stencilPassDepthFail, + depthStencilState.stencilPassDepthPass, frontFaceCCW); + break; + case DIRTY_BIT_STENCIL_OPS_BACK: + setStencilOpsBack(depthStencilState.stencilBackFail, + depthStencilState.stencilBackPassDepthFail, + depthStencilState.stencilBackPassDepthPass, frontFaceCCW); + break; + default: + break; + } + } + + if (sampleMask != mCurSampleMask) + { + setSampleMask(sampleMask); + } + + return gl::Error(GL_NO_ERROR); +} + +void StateManager9::setViewportState(const gl::Rectangle &viewport, + float zNear, + float zFar, + GLenum drawMode, + GLenum frontFace, + bool ignoreViewport) +{ + if (!mDirtyBits.test(DIRTY_BIT_VIEWPORT) && mCurIgnoreViewport == ignoreViewport) + return; + + gl::Rectangle actualViewport = viewport; + float actualZNear = gl::clamp01(zNear); + float actualZFar = gl::clamp01(zFar); + + if (ignoreViewport) + { + actualViewport.x = 0; + actualViewport.y = 0; + actualViewport.width = static_cast<int>(mRenderTargetBounds.width); + actualViewport.height = static_cast<int>(mRenderTargetBounds.height); + actualZNear = 0.0f; + actualZFar = 1.0f; + } + + D3DVIEWPORT9 dxViewport; + dxViewport.X = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetBounds.width)); + dxViewport.Y = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetBounds.height)); + dxViewport.Width = + gl::clamp(actualViewport.width, 0, + static_cast<int>(mRenderTargetBounds.width) - static_cast<int>(dxViewport.X)); + dxViewport.Height = + gl::clamp(actualViewport.height, 0, + static_cast<int>(mRenderTargetBounds.height) - static_cast<int>(dxViewport.Y)); + dxViewport.MinZ = actualZNear; + dxViewport.MaxZ = actualZFar; + + float depthFront = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f); + + mRenderer9->getDevice()->SetViewport(&dxViewport); + + mCurViewport = actualViewport; + mCurNear = actualZNear; + mCurFar = actualZFar; + mCurDepthFront = depthFront; + mCurIgnoreViewport = ignoreViewport; + + // Setting shader constants + dx_VertexConstants9 vc = {}; + dx_PixelConstants9 pc = {}; + + vc.viewAdjust[0] = + static_cast<float>((actualViewport.width - static_cast<int>(dxViewport.Width)) + + 2 * (actualViewport.x - static_cast<int>(dxViewport.X)) - 1) / + dxViewport.Width; + vc.viewAdjust[1] = + static_cast<float>((actualViewport.height - static_cast<int>(dxViewport.Height)) + + 2 * (actualViewport.y - static_cast<int>(dxViewport.Y)) - 1) / + dxViewport.Height; + vc.viewAdjust[2] = static_cast<float>(actualViewport.width) / dxViewport.Width; + vc.viewAdjust[3] = static_cast<float>(actualViewport.height) / dxViewport.Height; + + pc.viewCoords[0] = actualViewport.width * 0.5f; + pc.viewCoords[1] = actualViewport.height * 0.5f; + pc.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f); + pc.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f); + + pc.depthFront[0] = (actualZFar - actualZNear) * 0.5f; + pc.depthFront[1] = (actualZNear + actualZFar) * 0.5f; + pc.depthFront[2] = depthFront; + + vc.depthRange[0] = actualZNear; + vc.depthRange[1] = actualZFar; + vc.depthRange[2] = actualZFar - actualZNear; + + pc.depthRange[0] = actualZNear; + pc.depthRange[1] = actualZFar; + pc.depthRange[2] = actualZFar - actualZNear; + + if (memcmp(&vc, &mVertexConstants, sizeof(dx_VertexConstants9)) != 0) + { + mVertexConstants = vc; + mDxUniformsDirty = true; + } + + if (memcmp(&pc, &mPixelConstants, sizeof(dx_PixelConstants9)) != 0) + { + mPixelConstants = pc; + mDxUniformsDirty = true; + } + + mForceSetViewport = false; +} + +void StateManager9::setShaderConstants() +{ + if (!mDxUniformsDirty) + return; + + IDirect3DDevice9 *device = mRenderer9->getDevice(); + device->SetVertexShaderConstantF(0, reinterpret_cast<float *>(&mVertexConstants), + sizeof(dx_VertexConstants9) / sizeof(float[4])); + device->SetPixelShaderConstantF(0, reinterpret_cast<float *>(&mPixelConstants), + sizeof(dx_PixelConstants9) / sizeof(float[4])); + mDxUniformsDirty = false; +} + +// This is separate from the main state loop because other functions +// outside call only setScissorState to update scissor state +void StateManager9::setScissorState(const gl::Rectangle &scissor, bool enabled) +{ + if (mDirtyBits.test(DIRTY_BIT_SCISSOR_ENABLED)) + setScissorEnabled(enabled); + + if (mDirtyBits.test(DIRTY_BIT_SCISSOR_RECT)) + setScissorRect(scissor, enabled); +} + +void StateManager9::setRenderTargetBounds(size_t width, size_t height) +{ + mRenderTargetBounds.width = (int)width; + mRenderTargetBounds.height = (int)height; + forceSetViewportState(); +} + +void StateManager9::setScissorEnabled(bool scissorEnabled) +{ + mRenderer9->getDevice()->SetRenderState(D3DRS_SCISSORTESTENABLE, scissorEnabled ? TRUE : FALSE); + mCurScissorEnabled = scissorEnabled; +} + +void StateManager9::setScissorRect(const gl::Rectangle &scissor, bool enabled) +{ + if (!enabled) + return; + + RECT rect; + rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetBounds.width)); + rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetBounds.height)); + rect.right = + gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetBounds.width)); + rect.bottom = + gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetBounds.height)); + mRenderer9->getDevice()->SetScissorRect(&rect); +} + +void StateManager9::setDepthFunc(bool depthTest, GLenum depthFunc) +{ + if (depthTest) + { + IDirect3DDevice9 *device = mRenderer9->getDevice(); + device->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE); + device->SetRenderState(D3DRS_ZFUNC, gl_d3d9::ConvertComparison(depthFunc)); + } + else + { + mRenderer9->getDevice()->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE); + } + + mCurDepthStencilState.depthTest = depthTest; + mCurDepthStencilState.depthFunc = depthFunc; +} + +void StateManager9::setStencilOpsFront(GLenum stencilFail, + GLenum stencilPassDepthFail, + GLenum stencilPassDepthPass, + bool frontFaceCCW) +{ + // TODO(dianx) It may be slightly more efficient todo these and other similar areas + // with separate dirty bits. + IDirect3DDevice9 *device = mRenderer9->getDevice(); + device->SetRenderState(frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL, + gl_d3d9::ConvertStencilOp(stencilFail)); + device->SetRenderState(frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL, + gl_d3d9::ConvertStencilOp(stencilPassDepthFail)); + device->SetRenderState(frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS, + gl_d3d9::ConvertStencilOp(stencilPassDepthPass)); + + mCurDepthStencilState.stencilFail = stencilFail; + mCurDepthStencilState.stencilPassDepthFail = stencilPassDepthFail; + mCurDepthStencilState.stencilPassDepthPass = stencilPassDepthPass; +} + +void StateManager9::setStencilOpsBack(GLenum stencilBackFail, + GLenum stencilBackPassDepthFail, + GLenum stencilBackPassDepthPass, + bool frontFaceCCW) +{ + IDirect3DDevice9 *device = mRenderer9->getDevice(); + device->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL, + gl_d3d9::ConvertStencilOp(stencilBackFail)); + device->SetRenderState(!frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL, + gl_d3d9::ConvertStencilOp(stencilBackPassDepthFail)); + device->SetRenderState(!frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS, + gl_d3d9::ConvertStencilOp(stencilBackPassDepthPass)); + + mCurDepthStencilState.stencilBackFail = stencilBackFail; + mCurDepthStencilState.stencilBackPassDepthFail = stencilBackPassDepthFail; + mCurDepthStencilState.stencilBackPassDepthPass = stencilBackPassDepthPass; +} + +void StateManager9::setStencilBackWriteMask(GLuint stencilBackWriteMask, bool frontFaceCCW) +{ + mRenderer9->getDevice()->SetRenderState( + !frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, stencilBackWriteMask); + + mCurDepthStencilState.stencilBackWritemask = stencilBackWriteMask; +} + +void StateManager9::setStencilFuncsBack(GLenum stencilBackFunc, + GLuint stencilBackMask, + GLint stencilBackRef, + bool frontFaceCCW, + unsigned int maxStencil) +{ + IDirect3DDevice9 *device = mRenderer9->getDevice(); + device->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC, + gl_d3d9::ConvertComparison(stencilBackFunc)); + device->SetRenderState(!frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, + (stencilBackRef < (int)maxStencil) ? stencilBackRef : maxStencil); + device->SetRenderState(!frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, + stencilBackMask); + + mCurDepthStencilState.stencilBackFunc = stencilBackFunc; + mCurStencilBackRef = stencilBackRef; + mCurDepthStencilState.stencilBackMask = stencilBackMask; +} + +void StateManager9::setStencilWriteMask(GLuint stencilWriteMask, bool frontFaceCCW) +{ + mRenderer9->getDevice()->SetRenderState( + frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, stencilWriteMask); + mCurDepthStencilState.stencilWritemask = stencilWriteMask; +} + +void StateManager9::setStencilFuncsFront(GLenum stencilFunc, + GLuint stencilMask, + GLint stencilRef, + bool frontFaceCCW, + unsigned int maxStencil) +{ + IDirect3DDevice9 *device = mRenderer9->getDevice(); + device->SetRenderState(frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC, + gl_d3d9::ConvertComparison(stencilFunc)); + device->SetRenderState(frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, + (stencilRef < static_cast<int>(maxStencil)) ? stencilRef : maxStencil); + device->SetRenderState(frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, stencilMask); + + mCurDepthStencilState.stencilFunc = stencilFunc; + mCurStencilRef = stencilRef; + mCurDepthStencilState.stencilMask = stencilMask; +} +void StateManager9::setStencilTestEnabled(bool stencilTestEnabled) +{ + if (stencilTestEnabled && mCurStencilSize > 0) + { + mRenderer9->getDevice()->SetRenderState(D3DRS_STENCILENABLE, TRUE); + mRenderer9->getDevice()->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE); + } + else + { + mRenderer9->getDevice()->SetRenderState(D3DRS_STENCILENABLE, FALSE); + } + + mCurDepthStencilState.stencilTest = stencilTestEnabled; +} + +void StateManager9::setDepthMask(bool depthMask) +{ + mRenderer9->getDevice()->SetRenderState(D3DRS_ZWRITEENABLE, depthMask ? TRUE : FALSE); + mCurDepthStencilState.depthMask = depthMask; +} + +// TODO(dianx) one bit for sampleAlphaToCoverage +void StateManager9::setSampleAlphaToCoverage(bool enabled) +{ + if (enabled) + { + FIXME("Sample alpha to coverage is unimplemented."); + } +} + +void StateManager9::setBlendColor(const gl::BlendState &blendState, const gl::ColorF &blendColor) +{ + if (!blendState.blend) + return; + + if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && + blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA && + blendState.destBlendRGB != GL_CONSTANT_ALPHA && + blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA) + { + mRenderer9->getDevice()->SetRenderState(D3DRS_BLENDFACTOR, + gl_d3d9::ConvertColor(blendColor)); + } + else + { + mRenderer9->getDevice()->SetRenderState( + D3DRS_BLENDFACTOR, + D3DCOLOR_RGBA(gl::unorm<8>(blendColor.alpha), gl::unorm<8>(blendColor.alpha), + gl::unorm<8>(blendColor.alpha), gl::unorm<8>(blendColor.alpha))); + } + mCurBlendColor = blendColor; +} + +void StateManager9::setBlendFuncsEquations(const gl::BlendState &blendState) +{ + if (!blendState.blend) + return; + + IDirect3DDevice9 *device = mRenderer9->getDevice(); + + device->SetRenderState(D3DRS_SRCBLEND, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendRGB)); + device->SetRenderState(D3DRS_DESTBLEND, gl_d3d9::ConvertBlendFunc(blendState.destBlendRGB)); + device->SetRenderState(D3DRS_BLENDOP, gl_d3d9::ConvertBlendOp(blendState.blendEquationRGB)); + + if (blendState.sourceBlendRGB != blendState.sourceBlendAlpha || + blendState.destBlendRGB != blendState.destBlendAlpha || + blendState.blendEquationRGB != blendState.blendEquationAlpha) + { + device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE); + + device->SetRenderState(D3DRS_SRCBLENDALPHA, + gl_d3d9::ConvertBlendFunc(blendState.sourceBlendAlpha)); + device->SetRenderState(D3DRS_DESTBLENDALPHA, + gl_d3d9::ConvertBlendFunc(blendState.destBlendAlpha)); + device->SetRenderState(D3DRS_BLENDOPALPHA, + gl_d3d9::ConvertBlendOp(blendState.blendEquationAlpha)); + } + else + { + device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE); + } + + mCurBlendState.sourceBlendRGB = blendState.sourceBlendRGB; + mCurBlendState.destBlendRGB = blendState.destBlendRGB; + mCurBlendState.blendEquationRGB = blendState.blendEquationRGB; + mCurBlendState.blendEquationAlpha = blendState.blendEquationAlpha; +} + +void StateManager9::setBlendEnabled(bool enabled) +{ + mRenderer9->getDevice()->SetRenderState(D3DRS_ALPHABLENDENABLE, enabled ? TRUE : FALSE); + mCurBlendState.blend = enabled; +} + +void StateManager9::setDither(bool dither) +{ + mRenderer9->getDevice()->SetRenderState(D3DRS_DITHERENABLE, dither ? TRUE : FALSE); + mCurBlendState.dither = dither; +} + +// TODO(dianx) one bit for color mask +void StateManager9::setColorMask(const gl::Framebuffer *framebuffer, + bool red, + bool blue, + bool green, + bool alpha) +{ + // Set the color mask + + const auto *attachment = framebuffer->getFirstColorbuffer(); + const auto &format = attachment ? attachment->getFormat() : gl::Format::Invalid(); + + DWORD colorMask = gl_d3d9::ConvertColorMask( + format.info->redBits > 0 && red, format.info->greenBits > 0 && green, + format.info->blueBits > 0 && blue, format.info->alphaBits > 0 && alpha); + + // Apparently some ATI cards have a bug where a draw with a zero color write mask can cause + // later draws to have incorrect results. Instead, set a nonzero color write mask but modify the + // blend state so that no drawing is done. + // http://anglebug.com/169 + if (colorMask == 0 && mUsingZeroColorMaskWorkaround) + { + IDirect3DDevice9 *device = mRenderer9->getDevice(); + // Enable green channel, but set blending so nothing will be drawn. + device->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_GREEN); + + device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); + + device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO); + device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE); + device->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); + + mCurBlendState.colorMaskRed = false; + mCurBlendState.colorMaskGreen = true; + mCurBlendState.colorMaskBlue = false; + mCurBlendState.colorMaskAlpha = false; + + mCurBlendState.blend = true; + mCurBlendState.sourceBlendRGB = GL_ZERO; + mCurBlendState.sourceBlendAlpha = GL_ZERO; + mCurBlendState.destBlendRGB = GL_ONE; + mCurBlendState.destBlendAlpha = GL_ONE; + mCurBlendState.blendEquationRGB = GL_FUNC_ADD; + mCurBlendState.blendEquationAlpha = GL_FUNC_ADD; + } + else + { + mRenderer9->getDevice()->SetRenderState(D3DRS_COLORWRITEENABLE, colorMask); + + mCurBlendState.colorMaskRed = red; + mCurBlendState.colorMaskGreen = green; + mCurBlendState.colorMaskBlue = blue; + mCurBlendState.colorMaskAlpha = alpha; + } +} + +void StateManager9::setSampleMask(unsigned int sampleMask) +{ + IDirect3DDevice9 *device = mRenderer9->getDevice(); + // Set the multisample mask + device->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE); + device->SetRenderState(D3DRS_MULTISAMPLEMASK, static_cast<DWORD>(sampleMask)); + + mCurSampleMask = sampleMask; +} + +void StateManager9::setCullMode(bool cullFace, GLenum cullMode, GLenum frontFace) +{ + if (cullFace) + { + mRenderer9->getDevice()->SetRenderState(D3DRS_CULLMODE, + gl_d3d9::ConvertCullMode(cullMode, frontFace)); + } + else + { + mRenderer9->getDevice()->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); + } + + mCurRasterState.cullFace = cullFace; + mCurRasterState.cullMode = cullMode; + mCurRasterState.frontFace = frontFace; +} + +void StateManager9::setDepthBias(bool polygonOffsetFill, + GLfloat polygonOffsetFactor, + GLfloat polygonOffsetUnits) +{ + if (polygonOffsetFill) + { + if (mCurDepthSize > 0) + { + IDirect3DDevice9 *device = mRenderer9->getDevice(); + device->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *(DWORD *)&polygonOffsetFactor); + + float depthBias = ldexp(polygonOffsetUnits, -static_cast<int>(mCurDepthSize)); + device->SetRenderState(D3DRS_DEPTHBIAS, *(DWORD *)&depthBias); + } + } + else + { + IDirect3DDevice9 *device = mRenderer9->getDevice(); + device->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0); + device->SetRenderState(D3DRS_DEPTHBIAS, 0); + } + + mCurRasterState.polygonOffsetFill = polygonOffsetFill; + mCurRasterState.polygonOffsetFactor = polygonOffsetFactor; + mCurRasterState.polygonOffsetUnits = polygonOffsetUnits; +} + +void StateManager9::updateDepthSizeIfChanged(bool depthStencilInitialized, unsigned int depthSize) +{ + if (!depthStencilInitialized || depthSize != mCurDepthSize) + { + mCurDepthSize = depthSize; + forceSetRasterState(); + } +} +} // namespace rx |