1 //
2 // Copyright 2012 The ANGLE Project Authors. All rights reserved.
3 // Use of this source code is governed by a BSD-style license that can be
4 // found in the LICENSE file.
5 //
6
7 // Renderer9.cpp: Implements a back-end specific class for the D3D9 renderer.
8
9 #include "libANGLE/renderer/d3d/d3d9/Renderer9.h"
10
11 #include <EGL/eglext.h>
12 #include <sstream>
13
14 #include "common/utilities.h"
15 #include "libANGLE/Buffer.h"
16 #include "libANGLE/Context.h"
17 #include "libANGLE/Display.h"
18 #include "libANGLE/Framebuffer.h"
19 #include "libANGLE/FramebufferAttachment.h"
20 #include "libANGLE/Program.h"
21 #include "libANGLE/Renderbuffer.h"
22 #include "libANGLE/State.h"
23 #include "libANGLE/Surface.h"
24 #include "libANGLE/Texture.h"
25 #include "libANGLE/angletypes.h"
26 #include "libANGLE/features.h"
27 #include "libANGLE/formatutils.h"
28 #include "libANGLE/renderer/d3d/CompilerD3D.h"
29 #include "libANGLE/renderer/d3d/DeviceD3D.h"
30 #include "libANGLE/renderer/d3d/DisplayD3D.h"
31 #include "libANGLE/renderer/d3d/FramebufferD3D.h"
32 #include "libANGLE/renderer/d3d/IndexDataManager.h"
33 #include "libANGLE/renderer/d3d/ProgramD3D.h"
34 #include "libANGLE/renderer/d3d/RenderbufferD3D.h"
35 #include "libANGLE/renderer/d3d/ShaderD3D.h"
36 #include "libANGLE/renderer/d3d/SurfaceD3D.h"
37 #include "libANGLE/renderer/d3d/TextureD3D.h"
38 #include "libANGLE/renderer/d3d/d3d9/Blit9.h"
39 #include "libANGLE/renderer/d3d/d3d9/Buffer9.h"
40 #include "libANGLE/renderer/d3d/d3d9/Context9.h"
41 #include "libANGLE/renderer/d3d/d3d9/Fence9.h"
42 #include "libANGLE/renderer/d3d/d3d9/Framebuffer9.h"
43 #include "libANGLE/renderer/d3d/d3d9/Image9.h"
44 #include "libANGLE/renderer/d3d/d3d9/IndexBuffer9.h"
45 #include "libANGLE/renderer/d3d/d3d9/NativeWindow9.h"
46 #include "libANGLE/renderer/d3d/d3d9/Query9.h"
47 #include "libANGLE/renderer/d3d/d3d9/RenderTarget9.h"
48 #include "libANGLE/renderer/d3d/d3d9/ShaderExecutable9.h"
49 #include "libANGLE/renderer/d3d/d3d9/SwapChain9.h"
50 #include "libANGLE/renderer/d3d/d3d9/TextureStorage9.h"
51 #include "libANGLE/renderer/d3d/d3d9/VertexArray9.h"
52 #include "libANGLE/renderer/d3d/d3d9/VertexBuffer9.h"
53 #include "libANGLE/renderer/d3d/d3d9/formatutils9.h"
54 #include "libANGLE/renderer/d3d/d3d9/renderer9_utils.h"
55 #include "libANGLE/renderer/d3d/driver_utils_d3d.h"
56 #include "libANGLE/renderer/driver_utils.h"
57 #include "libANGLE/trace.h"
58
59 #if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
60 # define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL3
61 #endif
62
63 // Enable ANGLE_SUPPORT_SHADER_MODEL_2 if you wish devices with only shader model 2.
64 // Such a device would not be conformant.
65 #ifndef ANGLE_SUPPORT_SHADER_MODEL_2
66 # define ANGLE_SUPPORT_SHADER_MODEL_2 0
67 #endif
68
69 namespace rx
70 {
71
72 namespace
73 {
74 enum
75 {
76 MAX_VERTEX_CONSTANT_VECTORS_D3D9 = 256,
77 MAX_PIXEL_CONSTANT_VECTORS_SM2 = 32,
78 MAX_PIXEL_CONSTANT_VECTORS_SM3 = 224,
79 MAX_VARYING_VECTORS_SM2 = 8,
80 MAX_VARYING_VECTORS_SM3 = 10,
81
82 MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 = 4
83 };
84
85 template <typename T>
DrawPoints(IDirect3DDevice9 * device,GLsizei count,const void * indices,int minIndex)86 static void DrawPoints(IDirect3DDevice9 *device, GLsizei count, const void *indices, int minIndex)
87 {
88 for (int i = 0; i < count; i++)
89 {
90 unsigned int indexValue =
91 static_cast<unsigned int>(static_cast<const T *>(indices)[i]) - minIndex;
92 device->DrawPrimitive(D3DPT_POINTLIST, indexValue, 1);
93 }
94 }
95
96 // A hard limit on buffer size. This works around a problem in the NVIDIA drivers where buffer sizes
97 // close to MAX_UINT would give undefined results. The limit of MAX_UINT/2 should be generous enough
98 // for almost any demanding application.
99 constexpr UINT kMaximumBufferSizeHardLimit = std::numeric_limits<UINT>::max() >> 1;
100 } // anonymous namespace
101
Renderer9(egl::Display * display)102 Renderer9::Renderer9(egl::Display *display) : RendererD3D(display), mStateManager(this)
103 {
104 mD3d9Module = nullptr;
105
106 mD3d9 = nullptr;
107 mD3d9Ex = nullptr;
108 mDevice = nullptr;
109 mDeviceEx = nullptr;
110 mDeviceWindow = nullptr;
111 mBlit = nullptr;
112
113 mAdapter = D3DADAPTER_DEFAULT;
114
115 const egl::AttributeMap &attributes = display->getAttributeMap();
116 EGLint requestedDeviceType = static_cast<EGLint>(attributes.get(
117 EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE));
118 switch (requestedDeviceType)
119 {
120 case EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE:
121 mDeviceType = D3DDEVTYPE_HAL;
122 break;
123
124 case EGL_PLATFORM_ANGLE_DEVICE_TYPE_D3D_REFERENCE_ANGLE:
125 mDeviceType = D3DDEVTYPE_REF;
126 break;
127
128 case EGL_PLATFORM_ANGLE_DEVICE_TYPE_NULL_ANGLE:
129 mDeviceType = D3DDEVTYPE_NULLREF;
130 break;
131
132 default:
133 UNREACHABLE();
134 }
135
136 mMaskedClearSavedState = nullptr;
137
138 mVertexDataManager = nullptr;
139 mIndexDataManager = nullptr;
140 mLineLoopIB = nullptr;
141 mCountingIB = nullptr;
142
143 mMaxNullColorbufferLRU = 0;
144 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
145 {
146 mNullRenderTargetCache[i].lruCount = 0;
147 mNullRenderTargetCache[i].width = 0;
148 mNullRenderTargetCache[i].height = 0;
149 mNullRenderTargetCache[i].renderTarget = nullptr;
150 }
151
152 mAppliedVertexShader = nullptr;
153 mAppliedPixelShader = nullptr;
154 mAppliedProgramSerial = 0;
155
156 gl::InitializeDebugAnnotations(&mAnnotator);
157 }
158
setGlobalDebugAnnotator()159 void Renderer9::setGlobalDebugAnnotator()
160 {
161 gl::InitializeDebugAnnotations(&mAnnotator);
162 }
163
~Renderer9()164 Renderer9::~Renderer9()
165 {
166 if (mDevice)
167 {
168 // If the device is lost, reset it first to prevent leaving the driver in an unstable state
169 if (testDeviceLost())
170 {
171 resetDevice();
172 }
173 }
174
175 release();
176 }
177
release()178 void Renderer9::release()
179 {
180 gl::UninitializeDebugAnnotations();
181
182 mTranslatedAttribCache.clear();
183
184 releaseDeviceResources();
185
186 SafeRelease(mDevice);
187 SafeRelease(mDeviceEx);
188 SafeRelease(mD3d9);
189 SafeRelease(mD3d9Ex);
190
191 mCompiler.release();
192
193 if (mDeviceWindow)
194 {
195 DestroyWindow(mDeviceWindow);
196 mDeviceWindow = nullptr;
197 }
198
199 mD3d9Module = nullptr;
200 }
201
initialize()202 egl::Error Renderer9::initialize()
203 {
204 ANGLE_TRACE_EVENT0("gpu.angle", "GetModuleHandle_d3d9");
205 mD3d9Module = ::LoadLibrary(TEXT("d3d9.dll"));
206
207 if (mD3d9Module == nullptr)
208 {
209 return egl::EglNotInitialized(D3D9_INIT_MISSING_DEP) << "No D3D9 module found.";
210 }
211
212 typedef HRESULT(WINAPI * Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex **);
213 Direct3DCreate9ExFunc Direct3DCreate9ExPtr =
214 reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex"));
215
216 // Use Direct3D9Ex if available. Among other things, this version is less
217 // inclined to report a lost context, for example when the user switches
218 // desktop. Direct3D9Ex is available in Windows Vista and later if suitable drivers are
219 // available.
220 if (ANGLE_D3D9EX == ANGLE_ENABLED && Direct3DCreate9ExPtr &&
221 SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &mD3d9Ex)))
222 {
223 ANGLE_TRACE_EVENT0("gpu.angle", "D3d9Ex_QueryInterface");
224 ASSERT(mD3d9Ex);
225 mD3d9Ex->QueryInterface(__uuidof(IDirect3D9), reinterpret_cast<void **>(&mD3d9));
226 ASSERT(mD3d9);
227 }
228 else
229 {
230 ANGLE_TRACE_EVENT0("gpu.angle", "Direct3DCreate9");
231 mD3d9 = Direct3DCreate9(D3D_SDK_VERSION);
232 }
233
234 if (!mD3d9)
235 {
236 return egl::EglNotInitialized(D3D9_INIT_MISSING_DEP) << "Could not create D3D9 device.";
237 }
238
239 if (mDisplay->getNativeDisplayId() != nullptr)
240 {
241 // UNIMPLEMENTED(); // FIXME: Determine which adapter index the device context
242 // corresponds to
243 }
244
245 HRESULT result;
246
247 // Give up on getting device caps after about one second.
248 {
249 ANGLE_TRACE_EVENT0("gpu.angle", "GetDeviceCaps");
250 for (int i = 0; i < 10; ++i)
251 {
252 result = mD3d9->GetDeviceCaps(mAdapter, mDeviceType, &mDeviceCaps);
253 if (SUCCEEDED(result))
254 {
255 break;
256 }
257 else if (result == D3DERR_NOTAVAILABLE)
258 {
259 Sleep(100); // Give the driver some time to initialize/recover
260 }
261 else if (FAILED(result)) // D3DERR_OUTOFVIDEOMEMORY, E_OUTOFMEMORY,
262 // D3DERR_INVALIDDEVICE, or another error we can't recover
263 // from
264 {
265 return egl::EglNotInitialized(D3D9_INIT_OTHER_ERROR)
266 << "Failed to get device caps, " << gl::FmtHR(result);
267 }
268 }
269 }
270
271 #if ANGLE_SUPPORT_SHADER_MODEL_2
272 size_t minShaderModel = 2;
273 #else
274 size_t minShaderModel = 3;
275 #endif
276
277 if (mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(minShaderModel, 0))
278 {
279 return egl::EglNotInitialized(D3D9_INIT_UNSUPPORTED_VERSION)
280 << "Renderer does not support PS " << minShaderModel << ".0, aborting!";
281 }
282
283 // When DirectX9 is running with an older DirectX8 driver, a StretchRect from a regular texture
284 // to a render target texture is not supported. This is required by
285 // Texture2D::ensureRenderTarget.
286 if ((mDeviceCaps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES) == 0)
287 {
288 return egl::EglNotInitialized(D3D9_INIT_UNSUPPORTED_STRETCHRECT)
289 << "Renderer does not support StretctRect from textures.";
290 }
291
292 {
293 ANGLE_TRACE_EVENT0("gpu.angle", "GetAdapterIdentifier");
294 mD3d9->GetAdapterIdentifier(mAdapter, 0, &mAdapterIdentifier);
295 }
296
297 static const TCHAR windowName[] = TEXT("AngleHiddenWindow");
298 static const TCHAR className[] = TEXT("STATIC");
299
300 {
301 ANGLE_TRACE_EVENT0("gpu.angle", "CreateWindowEx");
302 mDeviceWindow =
303 CreateWindowEx(WS_EX_NOACTIVATE, className, windowName, WS_DISABLED | WS_POPUP, 0, 0, 1,
304 1, HWND_MESSAGE, nullptr, GetModuleHandle(nullptr), nullptr);
305 }
306
307 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
308 DWORD behaviorFlags =
309 D3DCREATE_FPU_PRESERVE | D3DCREATE_NOWINDOWCHANGES | D3DCREATE_MULTITHREADED;
310
311 {
312 ANGLE_TRACE_EVENT0("gpu.angle", "D3d9_CreateDevice");
313 result = mD3d9->CreateDevice(
314 mAdapter, mDeviceType, mDeviceWindow,
315 behaviorFlags | D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE,
316 &presentParameters, &mDevice);
317
318 if (FAILED(result))
319 {
320 ERR() << "CreateDevice1 failed: (" << gl::FmtHR(result) << ")";
321 }
322 }
323 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DEVICELOST)
324 {
325 return egl::EglBadAlloc(D3D9_INIT_OUT_OF_MEMORY)
326 << "CreateDevice failed: device lost or out of memory (" << gl::FmtHR(result) << ")";
327 }
328
329 if (FAILED(result))
330 {
331 ANGLE_TRACE_EVENT0("gpu.angle", "D3d9_CreateDevice2");
332 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow,
333 behaviorFlags | D3DCREATE_SOFTWARE_VERTEXPROCESSING,
334 &presentParameters, &mDevice);
335
336 if (FAILED(result))
337 {
338 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY ||
339 result == D3DERR_NOTAVAILABLE || result == D3DERR_DEVICELOST);
340 return egl::EglBadAlloc(D3D9_INIT_OUT_OF_MEMORY)
341 << "CreateDevice2 failed: device lost, not available, or of out of memory ("
342 << gl::FmtHR(result) << ")";
343 }
344 }
345
346 if (mD3d9Ex)
347 {
348 ANGLE_TRACE_EVENT0("gpu.angle", "mDevice_QueryInterface");
349 result = mDevice->QueryInterface(__uuidof(IDirect3DDevice9Ex), (void **)&mDeviceEx);
350 ASSERT(SUCCEEDED(result));
351 }
352
353 {
354 ANGLE_TRACE_EVENT0("gpu.angle", "ShaderCache initialize");
355 mVertexShaderCache.initialize(mDevice);
356 mPixelShaderCache.initialize(mDevice);
357 }
358
359 D3DDISPLAYMODE currentDisplayMode;
360 mD3d9->GetAdapterDisplayMode(mAdapter, ¤tDisplayMode);
361
362 // Check vertex texture support
363 // Only Direct3D 10 ready devices support all the necessary vertex texture formats.
364 // We test this using D3D9 by checking support for the R16F format.
365 mVertexTextureSupport = mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0) &&
366 SUCCEEDED(mD3d9->CheckDeviceFormat(
367 mAdapter, mDeviceType, currentDisplayMode.Format,
368 D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F));
369
370 ANGLE_TRY(initializeDevice());
371
372 return egl::NoError();
373 }
374
375 // do any one-time device initialization
376 // NOTE: this is also needed after a device lost/reset
377 // to reset the scene status and ensure the default states are reset.
initializeDevice()378 egl::Error Renderer9::initializeDevice()
379 {
380 // Permanent non-default states
381 mDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
382 mDevice->SetRenderState(D3DRS_LASTPIXEL, FALSE);
383
384 if (mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0))
385 {
386 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, (DWORD &)mDeviceCaps.MaxPointSize);
387 }
388 else
389 {
390 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, 0x3F800000); // 1.0f
391 }
392
393 const gl::Caps &rendererCaps = getNativeCaps();
394
395 mCurVertexSamplerStates.resize(rendererCaps.maxShaderTextureImageUnits[gl::ShaderType::Vertex]);
396 mCurPixelSamplerStates.resize(
397 rendererCaps.maxShaderTextureImageUnits[gl::ShaderType::Fragment]);
398
399 mCurVertexTextures.resize(rendererCaps.maxShaderTextureImageUnits[gl::ShaderType::Vertex]);
400 mCurPixelTextures.resize(rendererCaps.maxShaderTextureImageUnits[gl::ShaderType::Fragment]);
401
402 markAllStateDirty();
403
404 mSceneStarted = false;
405
406 ASSERT(!mBlit);
407 mBlit = new Blit9(this);
408
409 ASSERT(!mVertexDataManager && !mIndexDataManager);
410 mIndexDataManager = new IndexDataManager(this);
411
412 mTranslatedAttribCache.resize(getNativeCaps().maxVertexAttributes);
413
414 mStateManager.initialize();
415
416 return egl::NoError();
417 }
418
getDefaultPresentParameters()419 D3DPRESENT_PARAMETERS Renderer9::getDefaultPresentParameters()
420 {
421 D3DPRESENT_PARAMETERS presentParameters = {};
422
423 // The default swap chain is never actually used. Surface will create a new swap chain with the
424 // proper parameters.
425 presentParameters.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
426 presentParameters.BackBufferCount = 1;
427 presentParameters.BackBufferFormat = D3DFMT_UNKNOWN;
428 presentParameters.BackBufferWidth = 1;
429 presentParameters.BackBufferHeight = 1;
430 presentParameters.EnableAutoDepthStencil = FALSE;
431 presentParameters.Flags = 0;
432 presentParameters.hDeviceWindow = mDeviceWindow;
433 presentParameters.MultiSampleQuality = 0;
434 presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE;
435 presentParameters.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
436 presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
437 presentParameters.Windowed = TRUE;
438
439 return presentParameters;
440 }
441
generateConfigs()442 egl::ConfigSet Renderer9::generateConfigs()
443 {
444 static const GLenum colorBufferFormats[] = {
445 GL_BGR5_A1_ANGLEX,
446 GL_BGRA8_EXT,
447 GL_RGB565,
448
449 };
450
451 static const GLenum depthStencilBufferFormats[] = {
452 GL_NONE,
453 GL_DEPTH_COMPONENT32_OES,
454 GL_DEPTH24_STENCIL8_OES,
455 GL_DEPTH_COMPONENT24_OES,
456 GL_DEPTH_COMPONENT16,
457 };
458
459 const gl::Caps &rendererCaps = getNativeCaps();
460 const gl::TextureCapsMap &rendererTextureCaps = getNativeTextureCaps();
461
462 D3DDISPLAYMODE currentDisplayMode;
463 mD3d9->GetAdapterDisplayMode(mAdapter, ¤tDisplayMode);
464
465 // Determine the min and max swap intervals
466 int minSwapInterval = 4;
467 int maxSwapInterval = 0;
468
469 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE)
470 {
471 minSwapInterval = std::min(minSwapInterval, 0);
472 maxSwapInterval = std::max(maxSwapInterval, 0);
473 }
474 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_ONE)
475 {
476 minSwapInterval = std::min(minSwapInterval, 1);
477 maxSwapInterval = std::max(maxSwapInterval, 1);
478 }
479 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_TWO)
480 {
481 minSwapInterval = std::min(minSwapInterval, 2);
482 maxSwapInterval = std::max(maxSwapInterval, 2);
483 }
484 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_THREE)
485 {
486 minSwapInterval = std::min(minSwapInterval, 3);
487 maxSwapInterval = std::max(maxSwapInterval, 3);
488 }
489 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_FOUR)
490 {
491 minSwapInterval = std::min(minSwapInterval, 4);
492 maxSwapInterval = std::max(maxSwapInterval, 4);
493 }
494
495 egl::ConfigSet configs;
496 for (size_t formatIndex = 0; formatIndex < ArraySize(colorBufferFormats); formatIndex++)
497 {
498 GLenum colorBufferInternalFormat = colorBufferFormats[formatIndex];
499 const gl::TextureCaps &colorBufferFormatCaps =
500 rendererTextureCaps.get(colorBufferInternalFormat);
501 if (colorBufferFormatCaps.renderbuffer)
502 {
503 ASSERT(colorBufferFormatCaps.textureAttachment);
504 for (size_t depthStencilIndex = 0;
505 depthStencilIndex < ArraySize(depthStencilBufferFormats); depthStencilIndex++)
506 {
507 GLenum depthStencilBufferInternalFormat =
508 depthStencilBufferFormats[depthStencilIndex];
509 const gl::TextureCaps &depthStencilBufferFormatCaps =
510 rendererTextureCaps.get(depthStencilBufferInternalFormat);
511 if (depthStencilBufferFormatCaps.renderbuffer ||
512 depthStencilBufferInternalFormat == GL_NONE)
513 {
514 ASSERT(depthStencilBufferFormatCaps.textureAttachment ||
515 depthStencilBufferInternalFormat == GL_NONE);
516 const gl::InternalFormat &colorBufferFormatInfo =
517 gl::GetSizedInternalFormatInfo(colorBufferInternalFormat);
518 const gl::InternalFormat &depthStencilBufferFormatInfo =
519 gl::GetSizedInternalFormatInfo(depthStencilBufferInternalFormat);
520 const d3d9::TextureFormat &d3d9ColorBufferFormatInfo =
521 d3d9::GetTextureFormatInfo(colorBufferInternalFormat);
522
523 egl::Config config;
524 config.renderTargetFormat = colorBufferInternalFormat;
525 config.depthStencilFormat = depthStencilBufferInternalFormat;
526 config.bufferSize = colorBufferFormatInfo.pixelBytes * 8;
527 config.redSize = colorBufferFormatInfo.redBits;
528 config.greenSize = colorBufferFormatInfo.greenBits;
529 config.blueSize = colorBufferFormatInfo.blueBits;
530 config.luminanceSize = colorBufferFormatInfo.luminanceBits;
531 config.alphaSize = colorBufferFormatInfo.alphaBits;
532 config.alphaMaskSize = 0;
533 config.bindToTextureRGB = (colorBufferFormatInfo.format == GL_RGB);
534 config.bindToTextureRGBA = (colorBufferFormatInfo.format == GL_RGBA ||
535 colorBufferFormatInfo.format == GL_BGRA_EXT);
536 config.colorBufferType = EGL_RGB_BUFFER;
537 // Mark as slow if blits to the back-buffer won't be straight forward
538 config.configCaveat =
539 (currentDisplayMode.Format == d3d9ColorBufferFormatInfo.renderFormat)
540 ? EGL_NONE
541 : EGL_SLOW_CONFIG;
542 config.configID = static_cast<EGLint>(configs.size() + 1);
543 config.conformant = EGL_OPENGL_ES2_BIT;
544 config.depthSize = depthStencilBufferFormatInfo.depthBits;
545 config.level = 0;
546 config.matchNativePixmap = EGL_NONE;
547 config.maxPBufferWidth = rendererCaps.max2DTextureSize;
548 config.maxPBufferHeight = rendererCaps.max2DTextureSize;
549 config.maxPBufferPixels =
550 rendererCaps.max2DTextureSize * rendererCaps.max2DTextureSize;
551 config.maxSwapInterval = maxSwapInterval;
552 config.minSwapInterval = minSwapInterval;
553 config.nativeRenderable = EGL_FALSE;
554 config.nativeVisualID = 0;
555 config.nativeVisualType = EGL_NONE;
556 config.renderableType = EGL_OPENGL_ES2_BIT;
557 config.sampleBuffers = 0; // FIXME: enumerate multi-sampling
558 config.samples = 0;
559 config.stencilSize = depthStencilBufferFormatInfo.stencilBits;
560 config.surfaceType =
561 EGL_PBUFFER_BIT | EGL_WINDOW_BIT | EGL_SWAP_BEHAVIOR_PRESERVED_BIT;
562 config.transparentType = EGL_NONE;
563 config.transparentRedValue = 0;
564 config.transparentGreenValue = 0;
565 config.transparentBlueValue = 0;
566 config.colorComponentType = gl_egl::GLComponentTypeToEGLColorComponentType(
567 colorBufferFormatInfo.componentType);
568
569 configs.add(config);
570 }
571 }
572 }
573 }
574
575 ASSERT(configs.size() > 0);
576 return configs;
577 }
578
generateDisplayExtensions(egl::DisplayExtensions * outExtensions) const579 void Renderer9::generateDisplayExtensions(egl::DisplayExtensions *outExtensions) const
580 {
581 outExtensions->createContextRobustness = true;
582
583 if (getShareHandleSupport())
584 {
585 outExtensions->d3dShareHandleClientBuffer = true;
586 outExtensions->surfaceD3DTexture2DShareHandle = true;
587 }
588 outExtensions->d3dTextureClientBuffer = true;
589
590 outExtensions->querySurfacePointer = true;
591 outExtensions->windowFixedSize = true;
592 outExtensions->postSubBuffer = true;
593
594 outExtensions->image = true;
595 outExtensions->imageBase = true;
596 outExtensions->glTexture2DImage = true;
597 outExtensions->glRenderbufferImage = true;
598
599 outExtensions->flexibleSurfaceCompatibility = true;
600
601 // Contexts are virtualized so textures and semaphores can be shared globally
602 outExtensions->displayTextureShareGroup = true;
603 outExtensions->displaySemaphoreShareGroup = true;
604
605 // D3D9 can be used without an output surface
606 outExtensions->surfacelessContext = true;
607
608 outExtensions->robustResourceInitialization = true;
609 }
610
startScene()611 void Renderer9::startScene()
612 {
613 if (!mSceneStarted)
614 {
615 long result = mDevice->BeginScene();
616 if (SUCCEEDED(result))
617 {
618 // This is defensive checking against the device being
619 // lost at unexpected times.
620 mSceneStarted = true;
621 }
622 }
623 }
624
endScene()625 void Renderer9::endScene()
626 {
627 if (mSceneStarted)
628 {
629 // EndScene can fail if the device was lost, for example due
630 // to a TDR during a draw call.
631 mDevice->EndScene();
632 mSceneStarted = false;
633 }
634 }
635
flush(const gl::Context * context)636 angle::Result Renderer9::flush(const gl::Context *context)
637 {
638 IDirect3DQuery9 *query = nullptr;
639 ANGLE_TRY(allocateEventQuery(context, &query));
640
641 Context9 *context9 = GetImplAs<Context9>(context);
642
643 HRESULT result = query->Issue(D3DISSUE_END);
644 ANGLE_TRY_HR(context9, result, "Failed to issue event query");
645
646 // Grab the query data once
647 result = query->GetData(nullptr, 0, D3DGETDATA_FLUSH);
648 freeEventQuery(query);
649 ANGLE_TRY_HR(context9, result, "Failed to get event query data");
650
651 return angle::Result::Continue;
652 }
653
finish(const gl::Context * context)654 angle::Result Renderer9::finish(const gl::Context *context)
655 {
656 IDirect3DQuery9 *query = nullptr;
657 ANGLE_TRY(allocateEventQuery(context, &query));
658
659 Context9 *context9 = GetImplAs<Context9>(context);
660
661 HRESULT result = query->Issue(D3DISSUE_END);
662 ANGLE_TRY_HR(context9, result, "Failed to issue event query");
663
664 // Grab the query data once
665 result = query->GetData(nullptr, 0, D3DGETDATA_FLUSH);
666 if (FAILED(result))
667 {
668 freeEventQuery(query);
669 }
670 ANGLE_TRY_HR(context9, result, "Failed to get event query data");
671
672 // Loop until the query completes
673 unsigned int attempt = 0;
674 while (result == S_FALSE)
675 {
676 // Keep polling, but allow other threads to do something useful first
677 ScheduleYield();
678
679 result = query->GetData(nullptr, 0, D3DGETDATA_FLUSH);
680 attempt++;
681
682 if (result == S_FALSE)
683 {
684 // explicitly check for device loss
685 // some drivers seem to return S_FALSE even if the device is lost
686 // instead of D3DERR_DEVICELOST like they should
687 bool checkDeviceLost = (attempt % kPollingD3DDeviceLostCheckFrequency) == 0;
688 if (checkDeviceLost && testDeviceLost())
689 {
690 result = D3DERR_DEVICELOST;
691 }
692 }
693
694 if (FAILED(result))
695 {
696 freeEventQuery(query);
697 }
698 ANGLE_TRY_HR(context9, result, "Failed to get event query data");
699 }
700
701 freeEventQuery(query);
702
703 return angle::Result::Continue;
704 }
705
isValidNativeWindow(EGLNativeWindowType window) const706 bool Renderer9::isValidNativeWindow(EGLNativeWindowType window) const
707 {
708 return NativeWindow9::IsValidNativeWindow(window);
709 }
710
createNativeWindow(EGLNativeWindowType window,const egl::Config *,const egl::AttributeMap &) const711 NativeWindowD3D *Renderer9::createNativeWindow(EGLNativeWindowType window,
712 const egl::Config *,
713 const egl::AttributeMap &) const
714 {
715 return new NativeWindow9(window);
716 }
717
createSwapChain(NativeWindowD3D * nativeWindow,HANDLE shareHandle,IUnknown * d3dTexture,GLenum backBufferFormat,GLenum depthBufferFormat,EGLint orientation,EGLint samples)718 SwapChainD3D *Renderer9::createSwapChain(NativeWindowD3D *nativeWindow,
719 HANDLE shareHandle,
720 IUnknown *d3dTexture,
721 GLenum backBufferFormat,
722 GLenum depthBufferFormat,
723 EGLint orientation,
724 EGLint samples)
725 {
726 return new SwapChain9(this, GetAs<NativeWindow9>(nativeWindow), shareHandle, d3dTexture,
727 backBufferFormat, depthBufferFormat, orientation);
728 }
729
getD3DTextureInfo(const egl::Config * configuration,IUnknown * d3dTexture,const egl::AttributeMap & attribs,EGLint * width,EGLint * height,GLsizei * samples,gl::Format * glFormat,const angle::Format ** angleFormat,UINT * arraySlice) const730 egl::Error Renderer9::getD3DTextureInfo(const egl::Config *configuration,
731 IUnknown *d3dTexture,
732 const egl::AttributeMap &attribs,
733 EGLint *width,
734 EGLint *height,
735 GLsizei *samples,
736 gl::Format *glFormat,
737 const angle::Format **angleFormat,
738 UINT *arraySlice) const
739 {
740 IDirect3DTexture9 *texture = nullptr;
741 if (FAILED(d3dTexture->QueryInterface(&texture)))
742 {
743 return egl::EglBadParameter() << "Client buffer is not a IDirect3DTexture9";
744 }
745
746 IDirect3DDevice9 *textureDevice = nullptr;
747 texture->GetDevice(&textureDevice);
748 if (textureDevice != mDevice)
749 {
750 SafeRelease(texture);
751 return egl::EglBadParameter() << "Texture's device does not match.";
752 }
753 SafeRelease(textureDevice);
754
755 D3DSURFACE_DESC desc;
756 texture->GetLevelDesc(0, &desc);
757 SafeRelease(texture);
758
759 if (width)
760 {
761 *width = static_cast<EGLint>(desc.Width);
762 }
763 if (height)
764 {
765 *height = static_cast<EGLint>(desc.Height);
766 }
767
768 // GetSamplesCount() returns 0 when multisampling isn't used.
769 GLsizei sampleCount = d3d9_gl::GetSamplesCount(desc.MultiSampleType);
770 if ((configuration && configuration->samples > 1) || sampleCount != 0)
771 {
772 return egl::EglBadParameter() << "Multisampling not supported for client buffer texture";
773 }
774 if (samples)
775 {
776 *samples = static_cast<EGLint>(sampleCount);
777 }
778
779 // From table egl.restrictions in EGL_ANGLE_d3d_texture_client_buffer.
780 switch (desc.Format)
781 {
782 case D3DFMT_R8G8B8:
783 case D3DFMT_A8R8G8B8:
784 case D3DFMT_A16B16G16R16F:
785 case D3DFMT_A32B32G32R32F:
786 break;
787
788 default:
789 return egl::EglBadParameter()
790 << "Unknown client buffer texture format: " << desc.Format;
791 }
792
793 const auto &d3dFormatInfo = d3d9::GetD3DFormatInfo(desc.Format);
794 ASSERT(d3dFormatInfo.info().id != angle::FormatID::NONE);
795
796 if (glFormat)
797 {
798 *glFormat = gl::Format(d3dFormatInfo.info().glInternalFormat);
799 }
800
801 if (angleFormat)
802 {
803
804 *angleFormat = &d3dFormatInfo.info();
805 }
806
807 if (arraySlice)
808 {
809 *arraySlice = 0;
810 }
811
812 return egl::NoError();
813 }
814
validateShareHandle(const egl::Config * config,HANDLE shareHandle,const egl::AttributeMap & attribs) const815 egl::Error Renderer9::validateShareHandle(const egl::Config *config,
816 HANDLE shareHandle,
817 const egl::AttributeMap &attribs) const
818 {
819 if (shareHandle == nullptr)
820 {
821 return egl::EglBadParameter() << "NULL share handle.";
822 }
823
824 EGLint width = attribs.getAsInt(EGL_WIDTH, 0);
825 EGLint height = attribs.getAsInt(EGL_HEIGHT, 0);
826 ASSERT(width != 0 && height != 0);
827
828 const d3d9::TextureFormat &backBufferd3dFormatInfo =
829 d3d9::GetTextureFormatInfo(config->renderTargetFormat);
830
831 IDirect3DTexture9 *texture = nullptr;
832 HRESULT result = mDevice->CreateTexture(width, height, 1, D3DUSAGE_RENDERTARGET,
833 backBufferd3dFormatInfo.texFormat, D3DPOOL_DEFAULT,
834 &texture, &shareHandle);
835 if (FAILED(result))
836 {
837 return egl::EglBadParameter() << "Failed to open share handle, " << gl::FmtHR(result);
838 }
839
840 DWORD levelCount = texture->GetLevelCount();
841
842 D3DSURFACE_DESC desc;
843 texture->GetLevelDesc(0, &desc);
844 SafeRelease(texture);
845
846 if (levelCount != 1 || desc.Width != static_cast<UINT>(width) ||
847 desc.Height != static_cast<UINT>(height) ||
848 desc.Format != backBufferd3dFormatInfo.texFormat)
849 {
850 return egl::EglBadParameter() << "Invalid texture parameters in share handle texture.";
851 }
852
853 return egl::NoError();
854 }
855
createContext(const gl::State & state,gl::ErrorSet * errorSet)856 ContextImpl *Renderer9::createContext(const gl::State &state, gl::ErrorSet *errorSet)
857 {
858 return new Context9(state, errorSet, this);
859 }
860
getD3DDevice()861 void *Renderer9::getD3DDevice()
862 {
863 return mDevice;
864 }
865
allocateEventQuery(const gl::Context * context,IDirect3DQuery9 ** outQuery)866 angle::Result Renderer9::allocateEventQuery(const gl::Context *context, IDirect3DQuery9 **outQuery)
867 {
868 if (mEventQueryPool.empty())
869 {
870 HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_EVENT, outQuery);
871 ANGLE_TRY_HR(GetImplAs<Context9>(context), result, "Failed to allocate event query");
872 }
873 else
874 {
875 *outQuery = mEventQueryPool.back();
876 mEventQueryPool.pop_back();
877 }
878
879 return angle::Result::Continue;
880 }
881
freeEventQuery(IDirect3DQuery9 * query)882 void Renderer9::freeEventQuery(IDirect3DQuery9 *query)
883 {
884 if (mEventQueryPool.size() > 1000)
885 {
886 SafeRelease(query);
887 }
888 else
889 {
890 mEventQueryPool.push_back(query);
891 }
892 }
893
createVertexShader(d3d::Context * context,const DWORD * function,size_t length,IDirect3DVertexShader9 ** outShader)894 angle::Result Renderer9::createVertexShader(d3d::Context *context,
895 const DWORD *function,
896 size_t length,
897 IDirect3DVertexShader9 **outShader)
898 {
899 return mVertexShaderCache.create(context, function, length, outShader);
900 }
901
createPixelShader(d3d::Context * context,const DWORD * function,size_t length,IDirect3DPixelShader9 ** outShader)902 angle::Result Renderer9::createPixelShader(d3d::Context *context,
903 const DWORD *function,
904 size_t length,
905 IDirect3DPixelShader9 **outShader)
906 {
907 return mPixelShaderCache.create(context, function, length, outShader);
908 }
909
createVertexBuffer(UINT Length,DWORD Usage,IDirect3DVertexBuffer9 ** ppVertexBuffer)910 HRESULT Renderer9::createVertexBuffer(UINT Length,
911 DWORD Usage,
912 IDirect3DVertexBuffer9 **ppVertexBuffer)
913 {
914 // Force buffers to be limited to a fixed max size.
915 if (Length > kMaximumBufferSizeHardLimit)
916 {
917 return E_OUTOFMEMORY;
918 }
919
920 D3DPOOL Pool = getBufferPool(Usage);
921 return mDevice->CreateVertexBuffer(Length, Usage, 0, Pool, ppVertexBuffer, nullptr);
922 }
923
createVertexBuffer()924 VertexBuffer *Renderer9::createVertexBuffer()
925 {
926 return new VertexBuffer9(this);
927 }
928
createIndexBuffer(UINT Length,DWORD Usage,D3DFORMAT Format,IDirect3DIndexBuffer9 ** ppIndexBuffer)929 HRESULT Renderer9::createIndexBuffer(UINT Length,
930 DWORD Usage,
931 D3DFORMAT Format,
932 IDirect3DIndexBuffer9 **ppIndexBuffer)
933 {
934 // Force buffers to be limited to a fixed max size.
935 if (Length > kMaximumBufferSizeHardLimit)
936 {
937 return E_OUTOFMEMORY;
938 }
939
940 D3DPOOL Pool = getBufferPool(Usage);
941 return mDevice->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer, nullptr);
942 }
943
createIndexBuffer()944 IndexBuffer *Renderer9::createIndexBuffer()
945 {
946 return new IndexBuffer9(this);
947 }
948
createStreamProducerD3DTexture(egl::Stream::ConsumerType consumerType,const egl::AttributeMap & attribs)949 StreamProducerImpl *Renderer9::createStreamProducerD3DTexture(
950 egl::Stream::ConsumerType consumerType,
951 const egl::AttributeMap &attribs)
952 {
953 // Streams are not supported under D3D9
954 UNREACHABLE();
955 return nullptr;
956 }
957
supportsFastCopyBufferToTexture(GLenum internalFormat) const958 bool Renderer9::supportsFastCopyBufferToTexture(GLenum internalFormat) const
959 {
960 // Pixel buffer objects are not supported in D3D9, since D3D9 is ES2-only and PBOs are ES3.
961 return false;
962 }
963
fastCopyBufferToTexture(const gl::Context * context,const gl::PixelUnpackState & unpack,gl::Buffer * unpackBuffer,unsigned int offset,RenderTargetD3D * destRenderTarget,GLenum destinationFormat,GLenum sourcePixelsType,const gl::Box & destArea)964 angle::Result Renderer9::fastCopyBufferToTexture(const gl::Context *context,
965 const gl::PixelUnpackState &unpack,
966 gl::Buffer *unpackBuffer,
967 unsigned int offset,
968 RenderTargetD3D *destRenderTarget,
969 GLenum destinationFormat,
970 GLenum sourcePixelsType,
971 const gl::Box &destArea)
972 {
973 // Pixel buffer objects are not supported in D3D9, since D3D9 is ES2-only and PBOs are ES3.
974 ANGLE_HR_UNREACHABLE(GetImplAs<Context9>(context));
975 return angle::Result::Stop;
976 }
977
setSamplerState(const gl::Context * context,gl::ShaderType type,int index,gl::Texture * texture,const gl::SamplerState & samplerState)978 angle::Result Renderer9::setSamplerState(const gl::Context *context,
979 gl::ShaderType type,
980 int index,
981 gl::Texture *texture,
982 const gl::SamplerState &samplerState)
983 {
984 CurSamplerState &appliedSampler = (type == gl::ShaderType::Fragment)
985 ? mCurPixelSamplerStates[index]
986 : mCurVertexSamplerStates[index];
987
988 // Make sure to add the level offset for our tiny compressed texture workaround
989 TextureD3D *textureD3D = GetImplAs<TextureD3D>(texture);
990
991 TextureStorage *storage = nullptr;
992 ANGLE_TRY(textureD3D->getNativeTexture(context, &storage));
993
994 // Storage should exist, texture should be complete
995 ASSERT(storage);
996
997 DWORD baseLevel = texture->getBaseLevel() + storage->getTopLevel();
998
999 if (appliedSampler.forceSet || appliedSampler.baseLevel != baseLevel ||
1000 memcmp(&samplerState, &appliedSampler, sizeof(gl::SamplerState)) != 0)
1001 {
1002 int d3dSamplerOffset = (type == gl::ShaderType::Fragment) ? 0 : D3DVERTEXTEXTURESAMPLER0;
1003 int d3dSampler = index + d3dSamplerOffset;
1004
1005 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU,
1006 gl_d3d9::ConvertTextureWrap(samplerState.getWrapS()));
1007 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV,
1008 gl_d3d9::ConvertTextureWrap(samplerState.getWrapT()));
1009
1010 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER,
1011 gl_d3d9::ConvertMagFilter(samplerState.getMagFilter(),
1012 samplerState.getMaxAnisotropy()));
1013
1014 D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
1015 float lodBias;
1016 gl_d3d9::ConvertMinFilter(samplerState.getMinFilter(), &d3dMinFilter, &d3dMipFilter,
1017 &lodBias, samplerState.getMaxAnisotropy(), baseLevel);
1018 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
1019 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
1020 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXMIPLEVEL, baseLevel);
1021 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPMAPLODBIAS, static_cast<DWORD>(lodBias));
1022 if (getNativeExtensions().textureFilterAnisotropic)
1023 {
1024 DWORD maxAnisotropy = std::min(mDeviceCaps.MaxAnisotropy,
1025 static_cast<DWORD>(samplerState.getMaxAnisotropy()));
1026 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, maxAnisotropy);
1027 }
1028
1029 ASSERT(texture->getBorderColor().type == angle::ColorGeneric::Type::Float);
1030 mDevice->SetSamplerState(d3dSampler, D3DSAMP_BORDERCOLOR,
1031 gl_d3d9::ConvertColor(texture->getBorderColor().colorF));
1032 }
1033
1034 appliedSampler.forceSet = false;
1035 appliedSampler.samplerState = samplerState;
1036 appliedSampler.baseLevel = baseLevel;
1037
1038 return angle::Result::Continue;
1039 }
1040
setTexture(const gl::Context * context,gl::ShaderType type,int index,gl::Texture * texture)1041 angle::Result Renderer9::setTexture(const gl::Context *context,
1042 gl::ShaderType type,
1043 int index,
1044 gl::Texture *texture)
1045 {
1046 int d3dSamplerOffset = (type == gl::ShaderType::Fragment) ? 0 : D3DVERTEXTEXTURESAMPLER0;
1047 int d3dSampler = index + d3dSamplerOffset;
1048 IDirect3DBaseTexture9 *d3dTexture = nullptr;
1049 bool forceSetTexture = false;
1050
1051 std::vector<uintptr_t> &appliedTextures =
1052 (type == gl::ShaderType::Fragment) ? mCurPixelTextures : mCurVertexTextures;
1053
1054 if (texture)
1055 {
1056 TextureD3D *textureImpl = GetImplAs<TextureD3D>(texture);
1057
1058 TextureStorage *texStorage = nullptr;
1059 ANGLE_TRY(textureImpl->getNativeTexture(context, &texStorage));
1060
1061 // Texture should be complete and have a storage
1062 ASSERT(texStorage);
1063
1064 TextureStorage9 *storage9 = GetAs<TextureStorage9>(texStorage);
1065 ANGLE_TRY(storage9->getBaseTexture(context, &d3dTexture));
1066
1067 // If we get NULL back from getBaseTexture here, something went wrong
1068 // in the texture class and we're unexpectedly missing the d3d texture
1069 ASSERT(d3dTexture != nullptr);
1070
1071 forceSetTexture = textureImpl->hasDirtyImages();
1072 textureImpl->resetDirty();
1073 }
1074
1075 if (forceSetTexture || appliedTextures[index] != reinterpret_cast<uintptr_t>(d3dTexture))
1076 {
1077 mDevice->SetTexture(d3dSampler, d3dTexture);
1078 }
1079
1080 appliedTextures[index] = reinterpret_cast<uintptr_t>(d3dTexture);
1081
1082 return angle::Result::Continue;
1083 }
1084
updateState(const gl::Context * context,gl::PrimitiveMode drawMode)1085 angle::Result Renderer9::updateState(const gl::Context *context, gl::PrimitiveMode drawMode)
1086 {
1087 const auto &glState = context->getState();
1088
1089 // Applies the render target surface, depth stencil surface, viewport rectangle and
1090 // scissor rectangle to the renderer
1091 gl::Framebuffer *framebuffer = glState.getDrawFramebuffer();
1092 ASSERT(framebuffer && !framebuffer->hasAnyDirtyBit());
1093
1094 Framebuffer9 *framebuffer9 = GetImplAs<Framebuffer9>(framebuffer);
1095
1096 ANGLE_TRY(applyRenderTarget(context, framebuffer9->getCachedColorRenderTargets()[0],
1097 framebuffer9->getCachedDepthStencilRenderTarget()));
1098
1099 // Setting viewport state
1100 setViewport(glState.getViewport(), glState.getNearPlane(), glState.getFarPlane(), drawMode,
1101 glState.getRasterizerState().frontFace, false);
1102
1103 // Setting scissors state
1104 setScissorRectangle(glState.getScissor(), glState.isScissorTestEnabled());
1105
1106 // Setting blend, depth stencil, and rasterizer states
1107 // Since framebuffer->getSamples will return the original samples which may be different with
1108 // the sample counts that we set in render target view, here we use renderTarget->getSamples to
1109 // get the actual samples.
1110 GLsizei samples = 0;
1111 const gl::FramebufferAttachment *firstColorAttachment = framebuffer->getFirstColorAttachment();
1112 if (firstColorAttachment)
1113 {
1114 ASSERT(firstColorAttachment->isAttached());
1115 RenderTarget9 *renderTarget = nullptr;
1116 ANGLE_TRY(firstColorAttachment->getRenderTarget(context, firstColorAttachment->getSamples(),
1117 &renderTarget));
1118 samples = renderTarget->getSamples();
1119 }
1120 gl::RasterizerState rasterizer = glState.getRasterizerState();
1121 rasterizer.pointDrawMode = (drawMode == gl::PrimitiveMode::Points);
1122 rasterizer.multiSample = (samples != 0);
1123
1124 ANGLE_TRY(setBlendDepthRasterStates(context, drawMode));
1125
1126 mStateManager.resetDirtyBits();
1127
1128 return angle::Result::Continue;
1129 }
1130
setScissorRectangle(const gl::Rectangle & scissor,bool enabled)1131 void Renderer9::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
1132 {
1133 mStateManager.setScissorState(scissor, enabled);
1134 }
1135
setBlendDepthRasterStates(const gl::Context * context,gl::PrimitiveMode drawMode)1136 angle::Result Renderer9::setBlendDepthRasterStates(const gl::Context *context,
1137 gl::PrimitiveMode drawMode)
1138 {
1139 const auto &glState = context->getState();
1140 gl::Framebuffer *drawFramebuffer = glState.getDrawFramebuffer();
1141 ASSERT(!drawFramebuffer->hasAnyDirtyBit());
1142 // Since framebuffer->getSamples will return the original samples which may be different with
1143 // the sample counts that we set in render target view, here we use renderTarget->getSamples to
1144 // get the actual samples.
1145 GLsizei samples = 0;
1146 const gl::FramebufferAttachment *firstColorAttachment =
1147 drawFramebuffer->getFirstColorAttachment();
1148 if (firstColorAttachment)
1149 {
1150 ASSERT(firstColorAttachment->isAttached());
1151 RenderTarget9 *renderTarget = nullptr;
1152 ANGLE_TRY(firstColorAttachment->getRenderTarget(context, firstColorAttachment->getSamples(),
1153 &renderTarget));
1154 samples = renderTarget->getSamples();
1155 }
1156 gl::RasterizerState rasterizer = glState.getRasterizerState();
1157 rasterizer.pointDrawMode = (drawMode == gl::PrimitiveMode::Points);
1158 rasterizer.multiSample = (samples != 0);
1159
1160 unsigned int mask = GetBlendSampleMask(glState, samples);
1161 mStateManager.setBlendDepthRasterStates(glState, mask);
1162 return angle::Result::Continue;
1163 }
1164
setViewport(const gl::Rectangle & viewport,float zNear,float zFar,gl::PrimitiveMode drawMode,GLenum frontFace,bool ignoreViewport)1165 void Renderer9::setViewport(const gl::Rectangle &viewport,
1166 float zNear,
1167 float zFar,
1168 gl::PrimitiveMode drawMode,
1169 GLenum frontFace,
1170 bool ignoreViewport)
1171 {
1172 mStateManager.setViewportState(viewport, zNear, zFar, drawMode, frontFace, ignoreViewport);
1173 }
1174
applyPrimitiveType(gl::PrimitiveMode mode,GLsizei count,bool usesPointSize)1175 bool Renderer9::applyPrimitiveType(gl::PrimitiveMode mode, GLsizei count, bool usesPointSize)
1176 {
1177 switch (mode)
1178 {
1179 case gl::PrimitiveMode::Points:
1180 mPrimitiveType = D3DPT_POINTLIST;
1181 mPrimitiveCount = count;
1182 break;
1183 case gl::PrimitiveMode::Lines:
1184 mPrimitiveType = D3DPT_LINELIST;
1185 mPrimitiveCount = count / 2;
1186 break;
1187 case gl::PrimitiveMode::LineLoop:
1188 mPrimitiveType = D3DPT_LINESTRIP;
1189 mPrimitiveCount =
1190 count - 1; // D3D doesn't support line loops, so we draw the last line separately
1191 break;
1192 case gl::PrimitiveMode::LineStrip:
1193 mPrimitiveType = D3DPT_LINESTRIP;
1194 mPrimitiveCount = count - 1;
1195 break;
1196 case gl::PrimitiveMode::Triangles:
1197 mPrimitiveType = D3DPT_TRIANGLELIST;
1198 mPrimitiveCount = count / 3;
1199 break;
1200 case gl::PrimitiveMode::TriangleStrip:
1201 mPrimitiveType = D3DPT_TRIANGLESTRIP;
1202 mPrimitiveCount = count - 2;
1203 break;
1204 case gl::PrimitiveMode::TriangleFan:
1205 mPrimitiveType = D3DPT_TRIANGLEFAN;
1206 mPrimitiveCount = count - 2;
1207 break;
1208 default:
1209 UNREACHABLE();
1210 return false;
1211 }
1212
1213 return mPrimitiveCount > 0;
1214 }
1215
getNullColorRenderTarget(const gl::Context * context,const RenderTarget9 * depthRenderTarget,const RenderTarget9 ** outColorRenderTarget)1216 angle::Result Renderer9::getNullColorRenderTarget(const gl::Context *context,
1217 const RenderTarget9 *depthRenderTarget,
1218 const RenderTarget9 **outColorRenderTarget)
1219 {
1220 ASSERT(depthRenderTarget);
1221
1222 const gl::Extents &size = depthRenderTarget->getExtents();
1223
1224 // search cached nullcolorbuffers
1225 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1226 {
1227 if (mNullRenderTargetCache[i].renderTarget != nullptr &&
1228 mNullRenderTargetCache[i].width == size.width &&
1229 mNullRenderTargetCache[i].height == size.height)
1230 {
1231 mNullRenderTargetCache[i].lruCount = ++mMaxNullColorbufferLRU;
1232 *outColorRenderTarget = mNullRenderTargetCache[i].renderTarget;
1233 return angle::Result::Continue;
1234 }
1235 }
1236
1237 RenderTargetD3D *nullRenderTarget = nullptr;
1238 ANGLE_TRY(createRenderTarget(context, size.width, size.height, GL_NONE, 0, &nullRenderTarget));
1239
1240 // add nullbuffer to the cache
1241 NullRenderTargetCacheEntry *oldest = &mNullRenderTargetCache[0];
1242 for (int i = 1; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1243 {
1244 if (mNullRenderTargetCache[i].lruCount < oldest->lruCount)
1245 {
1246 oldest = &mNullRenderTargetCache[i];
1247 }
1248 }
1249
1250 SafeDelete(oldest->renderTarget);
1251 oldest->renderTarget = GetAs<RenderTarget9>(nullRenderTarget);
1252 oldest->lruCount = ++mMaxNullColorbufferLRU;
1253 oldest->width = size.width;
1254 oldest->height = size.height;
1255
1256 *outColorRenderTarget = oldest->renderTarget;
1257 return angle::Result::Continue;
1258 }
1259
applyRenderTarget(const gl::Context * context,const RenderTarget9 * colorRenderTargetIn,const RenderTarget9 * depthStencilRenderTarget)1260 angle::Result Renderer9::applyRenderTarget(const gl::Context *context,
1261 const RenderTarget9 *colorRenderTargetIn,
1262 const RenderTarget9 *depthStencilRenderTarget)
1263 {
1264 // if there is no color attachment we must synthesize a NULL colorattachment
1265 // to keep the D3D runtime happy. This should only be possible if depth texturing.
1266 const RenderTarget9 *colorRenderTarget = colorRenderTargetIn;
1267 if (colorRenderTarget == nullptr)
1268 {
1269 ANGLE_TRY(getNullColorRenderTarget(context, depthStencilRenderTarget, &colorRenderTarget));
1270 }
1271 ASSERT(colorRenderTarget != nullptr);
1272
1273 size_t renderTargetWidth = 0;
1274 size_t renderTargetHeight = 0;
1275 D3DFORMAT renderTargetFormat = D3DFMT_UNKNOWN;
1276
1277 bool renderTargetChanged = false;
1278 unsigned int renderTargetSerial = colorRenderTarget->getSerial();
1279 if (renderTargetSerial != mAppliedRenderTargetSerial)
1280 {
1281 // Apply the render target on the device
1282 IDirect3DSurface9 *renderTargetSurface = colorRenderTarget->getSurface();
1283 ASSERT(renderTargetSurface);
1284
1285 mDevice->SetRenderTarget(0, renderTargetSurface);
1286 SafeRelease(renderTargetSurface);
1287
1288 renderTargetWidth = colorRenderTarget->getWidth();
1289 renderTargetHeight = colorRenderTarget->getHeight();
1290 renderTargetFormat = colorRenderTarget->getD3DFormat();
1291
1292 mAppliedRenderTargetSerial = renderTargetSerial;
1293 renderTargetChanged = true;
1294 }
1295
1296 unsigned int depthStencilSerial = 0;
1297 if (depthStencilRenderTarget != nullptr)
1298 {
1299 depthStencilSerial = depthStencilRenderTarget->getSerial();
1300 }
1301
1302 if (depthStencilSerial != mAppliedDepthStencilSerial || !mDepthStencilInitialized)
1303 {
1304 unsigned int depthSize = 0;
1305 unsigned int stencilSize = 0;
1306
1307 // Apply the depth stencil on the device
1308 if (depthStencilRenderTarget)
1309 {
1310 IDirect3DSurface9 *depthStencilSurface = depthStencilRenderTarget->getSurface();
1311 ASSERT(depthStencilSurface);
1312
1313 mDevice->SetDepthStencilSurface(depthStencilSurface);
1314 SafeRelease(depthStencilSurface);
1315
1316 const gl::InternalFormat &format =
1317 gl::GetSizedInternalFormatInfo(depthStencilRenderTarget->getInternalFormat());
1318
1319 depthSize = format.depthBits;
1320 stencilSize = format.stencilBits;
1321 }
1322 else
1323 {
1324 mDevice->SetDepthStencilSurface(nullptr);
1325 }
1326
1327 mStateManager.updateDepthSizeIfChanged(mDepthStencilInitialized, depthSize);
1328 mStateManager.updateStencilSizeIfChanged(mDepthStencilInitialized, stencilSize);
1329
1330 mAppliedDepthStencilSerial = depthStencilSerial;
1331 mDepthStencilInitialized = true;
1332 }
1333
1334 if (renderTargetChanged || !mRenderTargetDescInitialized)
1335 {
1336 mStateManager.forceSetBlendState();
1337 mStateManager.forceSetScissorState();
1338 mStateManager.setRenderTargetBounds(renderTargetWidth, renderTargetHeight);
1339 mRenderTargetDescInitialized = true;
1340 }
1341
1342 return angle::Result::Continue;
1343 }
1344
applyVertexBuffer(const gl::Context * context,gl::PrimitiveMode mode,GLint first,GLsizei count,GLsizei instances,TranslatedIndexData *)1345 angle::Result Renderer9::applyVertexBuffer(const gl::Context *context,
1346 gl::PrimitiveMode mode,
1347 GLint first,
1348 GLsizei count,
1349 GLsizei instances,
1350 TranslatedIndexData * /*indexInfo*/)
1351 {
1352 const gl::State &state = context->getState();
1353 ANGLE_TRY(mVertexDataManager->prepareVertexData(context, first, count, &mTranslatedAttribCache,
1354 instances));
1355
1356 return mVertexDeclarationCache.applyDeclaration(context, mDevice, mTranslatedAttribCache,
1357 state.getProgram(), first, instances,
1358 &mRepeatDraw);
1359 }
1360
1361 // Applies the indices and element array bindings to the Direct3D 9 device
applyIndexBuffer(const gl::Context * context,const void * indices,GLsizei count,gl::PrimitiveMode mode,gl::DrawElementsType type,TranslatedIndexData * indexInfo)1362 angle::Result Renderer9::applyIndexBuffer(const gl::Context *context,
1363 const void *indices,
1364 GLsizei count,
1365 gl::PrimitiveMode mode,
1366 gl::DrawElementsType type,
1367 TranslatedIndexData *indexInfo)
1368 {
1369 gl::VertexArray *vao = context->getState().getVertexArray();
1370 gl::Buffer *elementArrayBuffer = vao->getElementArrayBuffer();
1371
1372 gl::DrawElementsType dstType = gl::DrawElementsType::InvalidEnum;
1373 ANGLE_TRY(GetIndexTranslationDestType(context, count, type, indices, false, &dstType));
1374
1375 ANGLE_TRY(mIndexDataManager->prepareIndexData(context, type, dstType, count, elementArrayBuffer,
1376 indices, indexInfo));
1377
1378 // Directly binding the storage buffer is not supported for d3d9
1379 ASSERT(indexInfo->storage == nullptr);
1380
1381 if (indexInfo->serial != mAppliedIBSerial)
1382 {
1383 IndexBuffer9 *indexBuffer = GetAs<IndexBuffer9>(indexInfo->indexBuffer);
1384
1385 mDevice->SetIndices(indexBuffer->getBuffer());
1386 mAppliedIBSerial = indexInfo->serial;
1387 }
1388
1389 return angle::Result::Continue;
1390 }
1391
drawArraysImpl(const gl::Context * context,gl::PrimitiveMode mode,GLint startVertex,GLsizei count,GLsizei instances)1392 angle::Result Renderer9::drawArraysImpl(const gl::Context *context,
1393 gl::PrimitiveMode mode,
1394 GLint startVertex,
1395 GLsizei count,
1396 GLsizei instances)
1397 {
1398 ASSERT(!context->getState().isTransformFeedbackActiveUnpaused());
1399
1400 startScene();
1401
1402 if (mode == gl::PrimitiveMode::LineLoop)
1403 {
1404 return drawLineLoop(context, count, gl::DrawElementsType::InvalidEnum, nullptr, 0, nullptr);
1405 }
1406
1407 if (instances > 0)
1408 {
1409 StaticIndexBufferInterface *countingIB = nullptr;
1410 ANGLE_TRY(getCountingIB(context, count, &countingIB));
1411
1412 if (mAppliedIBSerial != countingIB->getSerial())
1413 {
1414 IndexBuffer9 *indexBuffer = GetAs<IndexBuffer9>(countingIB->getIndexBuffer());
1415
1416 mDevice->SetIndices(indexBuffer->getBuffer());
1417 mAppliedIBSerial = countingIB->getSerial();
1418 }
1419
1420 for (int i = 0; i < mRepeatDraw; i++)
1421 {
1422 mDevice->DrawIndexedPrimitive(mPrimitiveType, 0, 0, count, 0, mPrimitiveCount);
1423 }
1424
1425 return angle::Result::Continue;
1426 }
1427
1428 // Regular case
1429 mDevice->DrawPrimitive(mPrimitiveType, 0, mPrimitiveCount);
1430 return angle::Result::Continue;
1431 }
1432
drawElementsImpl(const gl::Context * context,gl::PrimitiveMode mode,GLsizei count,gl::DrawElementsType type,const void * indices,GLsizei instances)1433 angle::Result Renderer9::drawElementsImpl(const gl::Context *context,
1434 gl::PrimitiveMode mode,
1435 GLsizei count,
1436 gl::DrawElementsType type,
1437 const void *indices,
1438 GLsizei instances)
1439 {
1440 TranslatedIndexData indexInfo;
1441
1442 ANGLE_TRY(applyIndexBuffer(context, indices, count, mode, type, &indexInfo));
1443
1444 gl::IndexRange indexRange;
1445 ANGLE_TRY(context->getState().getVertexArray()->getIndexRange(context, type, count, indices,
1446 &indexRange));
1447
1448 size_t vertexCount = indexRange.vertexCount();
1449 ANGLE_TRY(applyVertexBuffer(context, mode, static_cast<GLsizei>(indexRange.start),
1450 static_cast<GLsizei>(vertexCount), instances, &indexInfo));
1451
1452 startScene();
1453
1454 int minIndex = static_cast<int>(indexRange.start);
1455
1456 gl::VertexArray *vao = context->getState().getVertexArray();
1457 gl::Buffer *elementArrayBuffer = vao->getElementArrayBuffer();
1458
1459 if (mode == gl::PrimitiveMode::Points)
1460 {
1461 return drawIndexedPoints(context, count, type, indices, minIndex, elementArrayBuffer);
1462 }
1463
1464 if (mode == gl::PrimitiveMode::LineLoop)
1465 {
1466 return drawLineLoop(context, count, type, indices, minIndex, elementArrayBuffer);
1467 }
1468
1469 for (int i = 0; i < mRepeatDraw; i++)
1470 {
1471 mDevice->DrawIndexedPrimitive(mPrimitiveType, -minIndex, minIndex,
1472 static_cast<UINT>(vertexCount), indexInfo.startIndex,
1473 mPrimitiveCount);
1474 }
1475 return angle::Result::Continue;
1476 }
1477
drawLineLoop(const gl::Context * context,GLsizei count,gl::DrawElementsType type,const void * indices,int minIndex,gl::Buffer * elementArrayBuffer)1478 angle::Result Renderer9::drawLineLoop(const gl::Context *context,
1479 GLsizei count,
1480 gl::DrawElementsType type,
1481 const void *indices,
1482 int minIndex,
1483 gl::Buffer *elementArrayBuffer)
1484 {
1485 // Get the raw indices for an indexed draw
1486 if (type != gl::DrawElementsType::InvalidEnum && elementArrayBuffer)
1487 {
1488 BufferD3D *storage = GetImplAs<BufferD3D>(elementArrayBuffer);
1489 intptr_t offset = reinterpret_cast<intptr_t>(indices);
1490 const uint8_t *bufferData = nullptr;
1491 ANGLE_TRY(storage->getData(context, &bufferData));
1492 indices = bufferData + offset;
1493 }
1494
1495 unsigned int startIndex = 0;
1496 Context9 *context9 = GetImplAs<Context9>(context);
1497
1498 if (getNativeExtensions().elementIndexUintOES)
1499 {
1500 if (!mLineLoopIB)
1501 {
1502 mLineLoopIB = new StreamingIndexBufferInterface(this);
1503 ANGLE_TRY(mLineLoopIB->reserveBufferSpace(context, INITIAL_INDEX_BUFFER_SIZE,
1504 gl::DrawElementsType::UnsignedInt));
1505 }
1506
1507 // Checked by Renderer9::applyPrimitiveType
1508 ASSERT(count >= 0);
1509
1510 ANGLE_CHECK(context9,
1511 static_cast<unsigned int>(count) + 1 <=
1512 (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int)),
1513 "Failed to create a 32-bit looping index buffer for "
1514 "GL_LINE_LOOP, too many indices required.",
1515 GL_OUT_OF_MEMORY);
1516
1517 const unsigned int spaceNeeded =
1518 (static_cast<unsigned int>(count) + 1) * sizeof(unsigned int);
1519 ANGLE_TRY(mLineLoopIB->reserveBufferSpace(context, spaceNeeded,
1520 gl::DrawElementsType::UnsignedInt));
1521
1522 void *mappedMemory = nullptr;
1523 unsigned int offset = 0;
1524 ANGLE_TRY(mLineLoopIB->mapBuffer(context, spaceNeeded, &mappedMemory, &offset));
1525
1526 startIndex = static_cast<unsigned int>(offset) / 4;
1527 unsigned int *data = static_cast<unsigned int *>(mappedMemory);
1528
1529 switch (type)
1530 {
1531 case gl::DrawElementsType::InvalidEnum: // Non-indexed draw
1532 for (int i = 0; i < count; i++)
1533 {
1534 data[i] = i;
1535 }
1536 data[count] = 0;
1537 break;
1538 case gl::DrawElementsType::UnsignedByte:
1539 for (int i = 0; i < count; i++)
1540 {
1541 data[i] = static_cast<const GLubyte *>(indices)[i];
1542 }
1543 data[count] = static_cast<const GLubyte *>(indices)[0];
1544 break;
1545 case gl::DrawElementsType::UnsignedShort:
1546 for (int i = 0; i < count; i++)
1547 {
1548 data[i] = static_cast<const GLushort *>(indices)[i];
1549 }
1550 data[count] = static_cast<const GLushort *>(indices)[0];
1551 break;
1552 case gl::DrawElementsType::UnsignedInt:
1553 for (int i = 0; i < count; i++)
1554 {
1555 data[i] = static_cast<const GLuint *>(indices)[i];
1556 }
1557 data[count] = static_cast<const GLuint *>(indices)[0];
1558 break;
1559 default:
1560 UNREACHABLE();
1561 }
1562
1563 ANGLE_TRY(mLineLoopIB->unmapBuffer(context));
1564 }
1565 else
1566 {
1567 if (!mLineLoopIB)
1568 {
1569 mLineLoopIB = new StreamingIndexBufferInterface(this);
1570 ANGLE_TRY(mLineLoopIB->reserveBufferSpace(context, INITIAL_INDEX_BUFFER_SIZE,
1571 gl::DrawElementsType::UnsignedShort));
1572 }
1573
1574 // Checked by Renderer9::applyPrimitiveType
1575 ASSERT(count >= 0);
1576
1577 ANGLE_CHECK(context9,
1578 static_cast<unsigned int>(count) + 1 <=
1579 (std::numeric_limits<unsigned short>::max() / sizeof(unsigned short)),
1580 "Failed to create a 16-bit looping index buffer for "
1581 "GL_LINE_LOOP, too many indices required.",
1582 GL_OUT_OF_MEMORY);
1583
1584 const unsigned int spaceNeeded =
1585 (static_cast<unsigned int>(count) + 1) * sizeof(unsigned short);
1586 ANGLE_TRY(mLineLoopIB->reserveBufferSpace(context, spaceNeeded,
1587 gl::DrawElementsType::UnsignedShort));
1588
1589 void *mappedMemory = nullptr;
1590 unsigned int offset;
1591 ANGLE_TRY(mLineLoopIB->mapBuffer(context, spaceNeeded, &mappedMemory, &offset));
1592
1593 startIndex = static_cast<unsigned int>(offset) / 2;
1594 unsigned short *data = static_cast<unsigned short *>(mappedMemory);
1595
1596 switch (type)
1597 {
1598 case gl::DrawElementsType::InvalidEnum: // Non-indexed draw
1599 for (int i = 0; i < count; i++)
1600 {
1601 data[i] = static_cast<unsigned short>(i);
1602 }
1603 data[count] = 0;
1604 break;
1605 case gl::DrawElementsType::UnsignedByte:
1606 for (int i = 0; i < count; i++)
1607 {
1608 data[i] = static_cast<const GLubyte *>(indices)[i];
1609 }
1610 data[count] = static_cast<const GLubyte *>(indices)[0];
1611 break;
1612 case gl::DrawElementsType::UnsignedShort:
1613 for (int i = 0; i < count; i++)
1614 {
1615 data[i] = static_cast<const GLushort *>(indices)[i];
1616 }
1617 data[count] = static_cast<const GLushort *>(indices)[0];
1618 break;
1619 case gl::DrawElementsType::UnsignedInt:
1620 for (int i = 0; i < count; i++)
1621 {
1622 data[i] = static_cast<unsigned short>(static_cast<const GLuint *>(indices)[i]);
1623 }
1624 data[count] = static_cast<unsigned short>(static_cast<const GLuint *>(indices)[0]);
1625 break;
1626 default:
1627 UNREACHABLE();
1628 }
1629
1630 ANGLE_TRY(mLineLoopIB->unmapBuffer(context));
1631 }
1632
1633 if (mAppliedIBSerial != mLineLoopIB->getSerial())
1634 {
1635 IndexBuffer9 *indexBuffer = GetAs<IndexBuffer9>(mLineLoopIB->getIndexBuffer());
1636
1637 mDevice->SetIndices(indexBuffer->getBuffer());
1638 mAppliedIBSerial = mLineLoopIB->getSerial();
1639 }
1640
1641 mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
1642
1643 return angle::Result::Continue;
1644 }
1645
drawIndexedPoints(const gl::Context * context,GLsizei count,gl::DrawElementsType type,const void * indices,int minIndex,gl::Buffer * elementArrayBuffer)1646 angle::Result Renderer9::drawIndexedPoints(const gl::Context *context,
1647 GLsizei count,
1648 gl::DrawElementsType type,
1649 const void *indices,
1650 int minIndex,
1651 gl::Buffer *elementArrayBuffer)
1652 {
1653 // Drawing index point lists is unsupported in d3d9, fall back to a regular DrawPrimitive call
1654 // for each individual point. This call is not expected to happen often.
1655
1656 if (elementArrayBuffer)
1657 {
1658 BufferD3D *storage = GetImplAs<BufferD3D>(elementArrayBuffer);
1659 intptr_t offset = reinterpret_cast<intptr_t>(indices);
1660
1661 const uint8_t *bufferData = nullptr;
1662 ANGLE_TRY(storage->getData(context, &bufferData));
1663 indices = bufferData + offset;
1664 }
1665
1666 switch (type)
1667 {
1668 case gl::DrawElementsType::UnsignedByte:
1669 DrawPoints<GLubyte>(mDevice, count, indices, minIndex);
1670 return angle::Result::Continue;
1671 case gl::DrawElementsType::UnsignedShort:
1672 DrawPoints<GLushort>(mDevice, count, indices, minIndex);
1673 return angle::Result::Continue;
1674 case gl::DrawElementsType::UnsignedInt:
1675 DrawPoints<GLuint>(mDevice, count, indices, minIndex);
1676 return angle::Result::Continue;
1677 default:
1678 ANGLE_HR_UNREACHABLE(GetImplAs<Context9>(context));
1679 }
1680 }
1681
getCountingIB(const gl::Context * context,size_t count,StaticIndexBufferInterface ** outIB)1682 angle::Result Renderer9::getCountingIB(const gl::Context *context,
1683 size_t count,
1684 StaticIndexBufferInterface **outIB)
1685 {
1686 // Update the counting index buffer if it is not large enough or has not been created yet.
1687 if (count <= 65536) // 16-bit indices
1688 {
1689 const unsigned int spaceNeeded = static_cast<unsigned int>(count) * sizeof(unsigned short);
1690
1691 if (!mCountingIB || mCountingIB->getBufferSize() < spaceNeeded)
1692 {
1693 SafeDelete(mCountingIB);
1694 mCountingIB = new StaticIndexBufferInterface(this);
1695 ANGLE_TRY(mCountingIB->reserveBufferSpace(context, spaceNeeded,
1696 gl::DrawElementsType::UnsignedShort));
1697
1698 void *mappedMemory = nullptr;
1699 ANGLE_TRY(mCountingIB->mapBuffer(context, spaceNeeded, &mappedMemory, nullptr));
1700
1701 unsigned short *data = static_cast<unsigned short *>(mappedMemory);
1702 for (size_t i = 0; i < count; i++)
1703 {
1704 data[i] = static_cast<unsigned short>(i);
1705 }
1706
1707 ANGLE_TRY(mCountingIB->unmapBuffer(context));
1708 }
1709 }
1710 else if (getNativeExtensions().elementIndexUintOES)
1711 {
1712 const unsigned int spaceNeeded = static_cast<unsigned int>(count) * sizeof(unsigned int);
1713
1714 if (!mCountingIB || mCountingIB->getBufferSize() < spaceNeeded)
1715 {
1716 SafeDelete(mCountingIB);
1717 mCountingIB = new StaticIndexBufferInterface(this);
1718 ANGLE_TRY(mCountingIB->reserveBufferSpace(context, spaceNeeded,
1719 gl::DrawElementsType::UnsignedInt));
1720
1721 void *mappedMemory = nullptr;
1722 ANGLE_TRY(mCountingIB->mapBuffer(context, spaceNeeded, &mappedMemory, nullptr));
1723
1724 unsigned int *data = static_cast<unsigned int *>(mappedMemory);
1725 for (unsigned int i = 0; i < count; i++)
1726 {
1727 data[i] = i;
1728 }
1729
1730 ANGLE_TRY(mCountingIB->unmapBuffer(context));
1731 }
1732 }
1733 else
1734 {
1735 ANGLE_TRY_HR(GetImplAs<Context9>(context), E_OUTOFMEMORY,
1736 "Could not create a counting index buffer for glDrawArraysInstanced.");
1737 }
1738
1739 *outIB = mCountingIB;
1740 return angle::Result::Continue;
1741 }
1742
applyShaders(const gl::Context * context,gl::PrimitiveMode drawMode)1743 angle::Result Renderer9::applyShaders(const gl::Context *context, gl::PrimitiveMode drawMode)
1744 {
1745 const gl::State &state = context->getState();
1746 d3d::Context *contextD3D = GetImplAs<ContextD3D>(context);
1747
1748 // This method is called single-threaded.
1749 ANGLE_TRY(ensureHLSLCompilerInitialized(contextD3D));
1750
1751 ProgramD3D *programD3D = GetImplAs<ProgramD3D>(state.getProgram());
1752 VertexArray9 *vao = GetImplAs<VertexArray9>(state.getVertexArray());
1753 programD3D->updateCachedInputLayout(vao->getCurrentStateSerial(), state);
1754
1755 ShaderExecutableD3D *vertexExe = nullptr;
1756 ANGLE_TRY(programD3D->getVertexExecutableForCachedInputLayout(contextD3D, &vertexExe, nullptr));
1757
1758 const gl::Framebuffer *drawFramebuffer = state.getDrawFramebuffer();
1759 programD3D->updateCachedOutputLayout(context, drawFramebuffer);
1760
1761 ShaderExecutableD3D *pixelExe = nullptr;
1762 ANGLE_TRY(programD3D->getPixelExecutableForCachedOutputLayout(contextD3D, &pixelExe, nullptr));
1763
1764 IDirect3DVertexShader9 *vertexShader =
1765 (vertexExe ? GetAs<ShaderExecutable9>(vertexExe)->getVertexShader() : nullptr);
1766 IDirect3DPixelShader9 *pixelShader =
1767 (pixelExe ? GetAs<ShaderExecutable9>(pixelExe)->getPixelShader() : nullptr);
1768
1769 if (vertexShader != mAppliedVertexShader)
1770 {
1771 mDevice->SetVertexShader(vertexShader);
1772 mAppliedVertexShader = vertexShader;
1773 }
1774
1775 if (pixelShader != mAppliedPixelShader)
1776 {
1777 mDevice->SetPixelShader(pixelShader);
1778 mAppliedPixelShader = pixelShader;
1779 }
1780
1781 // D3D9 has a quirk where creating multiple shaders with the same content
1782 // can return the same shader pointer. Because GL programs store different data
1783 // per-program, checking the program serial guarantees we upload fresh
1784 // uniform data even if our shader pointers are the same.
1785 // https://code.google.com/p/angleproject/issues/detail?id=661
1786 unsigned int programSerial = programD3D->getSerial();
1787 if (programSerial != mAppliedProgramSerial)
1788 {
1789 programD3D->dirtyAllUniforms();
1790 mStateManager.forceSetDXUniformsState();
1791 mAppliedProgramSerial = programSerial;
1792 }
1793
1794 applyUniforms(programD3D);
1795
1796 // Driver uniforms
1797 mStateManager.setShaderConstants();
1798
1799 return angle::Result::Continue;
1800 }
1801
applyUniforms(ProgramD3D * programD3D)1802 void Renderer9::applyUniforms(ProgramD3D *programD3D)
1803 {
1804 // Skip updates if we're not dirty. Note that D3D9 cannot have compute or geometry.
1805 if (!programD3D->anyShaderUniformsDirty())
1806 {
1807 return;
1808 }
1809
1810 const auto &uniformArray = programD3D->getD3DUniforms();
1811
1812 for (const D3DUniform *targetUniform : uniformArray)
1813 {
1814 // Built-in uniforms must be skipped.
1815 if (!targetUniform->isReferencedByShader(gl::ShaderType::Vertex) &&
1816 !targetUniform->isReferencedByShader(gl::ShaderType::Fragment))
1817 continue;
1818
1819 const GLfloat *f = reinterpret_cast<const GLfloat *>(targetUniform->firstNonNullData());
1820 const GLint *i = reinterpret_cast<const GLint *>(targetUniform->firstNonNullData());
1821
1822 switch (targetUniform->typeInfo.type)
1823 {
1824 case GL_SAMPLER_2D:
1825 case GL_SAMPLER_CUBE:
1826 case GL_SAMPLER_EXTERNAL_OES:
1827 case GL_SAMPLER_VIDEO_IMAGE_WEBGL:
1828 break;
1829 case GL_BOOL:
1830 case GL_BOOL_VEC2:
1831 case GL_BOOL_VEC3:
1832 case GL_BOOL_VEC4:
1833 applyUniformnbv(targetUniform, i);
1834 break;
1835 case GL_FLOAT:
1836 case GL_FLOAT_VEC2:
1837 case GL_FLOAT_VEC3:
1838 case GL_FLOAT_VEC4:
1839 case GL_FLOAT_MAT2:
1840 case GL_FLOAT_MAT3:
1841 case GL_FLOAT_MAT4:
1842 applyUniformnfv(targetUniform, f);
1843 break;
1844 case GL_INT:
1845 case GL_INT_VEC2:
1846 case GL_INT_VEC3:
1847 case GL_INT_VEC4:
1848 applyUniformniv(targetUniform, i);
1849 break;
1850 default:
1851 UNREACHABLE();
1852 }
1853 }
1854
1855 programD3D->markUniformsClean();
1856 }
1857
applyUniformnfv(const D3DUniform * targetUniform,const GLfloat * v)1858 void Renderer9::applyUniformnfv(const D3DUniform *targetUniform, const GLfloat *v)
1859 {
1860 if (targetUniform->isReferencedByShader(gl::ShaderType::Fragment))
1861 {
1862 mDevice->SetPixelShaderConstantF(
1863 targetUniform->mShaderRegisterIndexes[gl::ShaderType::Fragment], v,
1864 targetUniform->registerCount);
1865 }
1866
1867 if (targetUniform->isReferencedByShader(gl::ShaderType::Vertex))
1868 {
1869 mDevice->SetVertexShaderConstantF(
1870 targetUniform->mShaderRegisterIndexes[gl::ShaderType::Vertex], v,
1871 targetUniform->registerCount);
1872 }
1873 }
1874
applyUniformniv(const D3DUniform * targetUniform,const GLint * v)1875 void Renderer9::applyUniformniv(const D3DUniform *targetUniform, const GLint *v)
1876 {
1877 ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9);
1878 GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4];
1879
1880 for (unsigned int i = 0; i < targetUniform->registerCount; i++)
1881 {
1882 vector[i][0] = (GLfloat)v[4 * i + 0];
1883 vector[i][1] = (GLfloat)v[4 * i + 1];
1884 vector[i][2] = (GLfloat)v[4 * i + 2];
1885 vector[i][3] = (GLfloat)v[4 * i + 3];
1886 }
1887
1888 applyUniformnfv(targetUniform, (GLfloat *)vector);
1889 }
1890
applyUniformnbv(const D3DUniform * targetUniform,const GLint * v)1891 void Renderer9::applyUniformnbv(const D3DUniform *targetUniform, const GLint *v)
1892 {
1893 ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9);
1894 GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4];
1895
1896 for (unsigned int i = 0; i < targetUniform->registerCount; i++)
1897 {
1898 vector[i][0] = (v[4 * i + 0] == GL_FALSE) ? 0.0f : 1.0f;
1899 vector[i][1] = (v[4 * i + 1] == GL_FALSE) ? 0.0f : 1.0f;
1900 vector[i][2] = (v[4 * i + 2] == GL_FALSE) ? 0.0f : 1.0f;
1901 vector[i][3] = (v[4 * i + 3] == GL_FALSE) ? 0.0f : 1.0f;
1902 }
1903
1904 applyUniformnfv(targetUniform, (GLfloat *)vector);
1905 }
1906
clear(const ClearParameters & clearParams,const RenderTarget9 * colorRenderTarget,const RenderTarget9 * depthStencilRenderTarget)1907 void Renderer9::clear(const ClearParameters &clearParams,
1908 const RenderTarget9 *colorRenderTarget,
1909 const RenderTarget9 *depthStencilRenderTarget)
1910 {
1911 // Clearing buffers with non-float values is not supported by Renderer9 and ES 2.0
1912 ASSERT(clearParams.colorType == GL_FLOAT);
1913
1914 // Clearing individual buffers other than buffer zero is not supported by Renderer9 and ES 2.0
1915 bool clearColor = clearParams.clearColor[0];
1916 for (unsigned int i = 0; i < clearParams.clearColor.size(); i++)
1917 {
1918 ASSERT(clearParams.clearColor[i] == clearColor);
1919 }
1920
1921 float depth = gl::clamp01(clearParams.depthValue);
1922 DWORD stencil = clearParams.stencilValue & 0x000000FF;
1923
1924 unsigned int stencilUnmasked = 0x0;
1925 if (clearParams.clearStencil && depthStencilRenderTarget)
1926 {
1927 const gl::InternalFormat &depthStencilFormat =
1928 gl::GetSizedInternalFormatInfo(depthStencilRenderTarget->getInternalFormat());
1929 if (depthStencilFormat.stencilBits > 0)
1930 {
1931 const d3d9::D3DFormat &d3dFormatInfo =
1932 d3d9::GetD3DFormatInfo(depthStencilRenderTarget->getD3DFormat());
1933 stencilUnmasked = (0x1 << d3dFormatInfo.stencilBits) - 1;
1934 }
1935 }
1936
1937 const bool needMaskedStencilClear =
1938 clearParams.clearStencil &&
1939 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
1940
1941 bool needMaskedColorClear = false;
1942 D3DCOLOR color = D3DCOLOR_ARGB(255, 0, 0, 0);
1943 if (clearColor)
1944 {
1945 ASSERT(colorRenderTarget != nullptr);
1946
1947 const gl::InternalFormat &formatInfo =
1948 gl::GetSizedInternalFormatInfo(colorRenderTarget->getInternalFormat());
1949 const d3d9::D3DFormat &d3dFormatInfo =
1950 d3d9::GetD3DFormatInfo(colorRenderTarget->getD3DFormat());
1951
1952 color =
1953 D3DCOLOR_ARGB(gl::unorm<8>((formatInfo.alphaBits == 0 && d3dFormatInfo.alphaBits > 0)
1954 ? 1.0f
1955 : clearParams.colorF.alpha),
1956 gl::unorm<8>((formatInfo.redBits == 0 && d3dFormatInfo.redBits > 0)
1957 ? 0.0f
1958 : clearParams.colorF.red),
1959 gl::unorm<8>((formatInfo.greenBits == 0 && d3dFormatInfo.greenBits > 0)
1960 ? 0.0f
1961 : clearParams.colorF.green),
1962 gl::unorm<8>((formatInfo.blueBits == 0 && d3dFormatInfo.blueBits > 0)
1963 ? 0.0f
1964 : clearParams.colorF.blue));
1965
1966 const uint8_t colorMask =
1967 gl::BlendStateExt::ColorMaskStorage::GetValueIndexed(0, clearParams.colorMask);
1968 bool r, g, b, a;
1969 gl::BlendStateExt::UnpackColorMask(colorMask, &r, &g, &b, &a);
1970 if ((formatInfo.redBits > 0 && !r) || (formatInfo.greenBits > 0 && !g) ||
1971 (formatInfo.blueBits > 0 && !b) || (formatInfo.alphaBits > 0 && !a))
1972 {
1973 needMaskedColorClear = true;
1974 }
1975 }
1976
1977 if (needMaskedColorClear || needMaskedStencilClear)
1978 {
1979 // State which is altered in all paths from this point to the clear call is saved.
1980 // State which is altered in only some paths will be flagged dirty in the case that
1981 // that path is taken.
1982 HRESULT hr;
1983 if (mMaskedClearSavedState == nullptr)
1984 {
1985 hr = mDevice->BeginStateBlock();
1986 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1987
1988 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1989 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1990 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1991 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1992 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1993 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1994 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1995 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1996 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1997 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1998 mDevice->SetPixelShader(nullptr);
1999 mDevice->SetVertexShader(nullptr);
2000 mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
2001 mDevice->SetStreamSource(0, nullptr, 0, 0);
2002 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
2003 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
2004 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
2005 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
2006 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
2007 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
2008 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
2009
2010 for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
2011 {
2012 mDevice->SetStreamSourceFreq(i, 1);
2013 }
2014
2015 hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
2016 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
2017 }
2018
2019 ASSERT(mMaskedClearSavedState != nullptr);
2020
2021 if (mMaskedClearSavedState != nullptr)
2022 {
2023 hr = mMaskedClearSavedState->Capture();
2024 ASSERT(SUCCEEDED(hr));
2025 }
2026
2027 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
2028 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
2029 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
2030 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
2031 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
2032 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
2033 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
2034 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
2035
2036 if (clearColor)
2037 {
2038 // clearParams.colorMask follows the same packing scheme as
2039 // D3DCOLORWRITEENABLE_RED/GREEN/BLUE/ALPHA
2040 mDevice->SetRenderState(
2041 D3DRS_COLORWRITEENABLE,
2042 gl::BlendStateExt::ColorMaskStorage::GetValueIndexed(0, clearParams.colorMask));
2043 }
2044 else
2045 {
2046 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
2047 }
2048
2049 if (stencilUnmasked != 0x0 && clearParams.clearStencil)
2050 {
2051 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
2052 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
2053 mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
2054 mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
2055 mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, clearParams.stencilWriteMask);
2056 mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
2057 mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
2058 mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
2059 }
2060 else
2061 {
2062 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
2063 }
2064
2065 mDevice->SetPixelShader(nullptr);
2066 mDevice->SetVertexShader(nullptr);
2067 mDevice->SetFVF(D3DFVF_XYZRHW);
2068 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
2069 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
2070 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
2071 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
2072 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
2073 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
2074 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
2075
2076 for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
2077 {
2078 mDevice->SetStreamSourceFreq(i, 1);
2079 }
2080
2081 int renderTargetWidth = mStateManager.getRenderTargetWidth();
2082 int renderTargetHeight = mStateManager.getRenderTargetHeight();
2083
2084 float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges
2085 quad[0][0] = -0.5f;
2086 quad[0][1] = renderTargetHeight - 0.5f;
2087 quad[0][2] = 0.0f;
2088 quad[0][3] = 1.0f;
2089
2090 quad[1][0] = renderTargetWidth - 0.5f;
2091 quad[1][1] = renderTargetHeight - 0.5f;
2092 quad[1][2] = 0.0f;
2093 quad[1][3] = 1.0f;
2094
2095 quad[2][0] = -0.5f;
2096 quad[2][1] = -0.5f;
2097 quad[2][2] = 0.0f;
2098 quad[2][3] = 1.0f;
2099
2100 quad[3][0] = renderTargetWidth - 0.5f;
2101 quad[3][1] = -0.5f;
2102 quad[3][2] = 0.0f;
2103 quad[3][3] = 1.0f;
2104
2105 startScene();
2106 mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
2107
2108 if (clearParams.clearDepth)
2109 {
2110 mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
2111 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
2112 mDevice->Clear(0, nullptr, D3DCLEAR_ZBUFFER, color, depth, stencil);
2113 }
2114
2115 if (mMaskedClearSavedState != nullptr)
2116 {
2117 mMaskedClearSavedState->Apply();
2118 }
2119 }
2120 else if (clearColor || clearParams.clearDepth || clearParams.clearStencil)
2121 {
2122 DWORD dxClearFlags = 0;
2123 if (clearColor)
2124 {
2125 dxClearFlags |= D3DCLEAR_TARGET;
2126 }
2127 if (clearParams.clearDepth)
2128 {
2129 dxClearFlags |= D3DCLEAR_ZBUFFER;
2130 }
2131 if (clearParams.clearStencil)
2132 {
2133 dxClearFlags |= D3DCLEAR_STENCIL;
2134 }
2135
2136 mDevice->Clear(0, nullptr, dxClearFlags, color, depth, stencil);
2137 }
2138 }
2139
markAllStateDirty()2140 void Renderer9::markAllStateDirty()
2141 {
2142 mAppliedRenderTargetSerial = 0;
2143 mAppliedDepthStencilSerial = 0;
2144 mDepthStencilInitialized = false;
2145 mRenderTargetDescInitialized = false;
2146
2147 mStateManager.forceSetRasterState();
2148 mStateManager.forceSetDepthStencilState();
2149 mStateManager.forceSetBlendState();
2150 mStateManager.forceSetScissorState();
2151 mStateManager.forceSetViewportState();
2152
2153 ASSERT(mCurVertexSamplerStates.size() == mCurVertexTextures.size());
2154 for (unsigned int i = 0; i < mCurVertexTextures.size(); i++)
2155 {
2156 mCurVertexSamplerStates[i].forceSet = true;
2157 mCurVertexTextures[i] = angle::DirtyPointer;
2158 }
2159
2160 ASSERT(mCurPixelSamplerStates.size() == mCurPixelTextures.size());
2161 for (unsigned int i = 0; i < mCurPixelSamplerStates.size(); i++)
2162 {
2163 mCurPixelSamplerStates[i].forceSet = true;
2164 mCurPixelTextures[i] = angle::DirtyPointer;
2165 }
2166
2167 mAppliedIBSerial = 0;
2168 mAppliedVertexShader = nullptr;
2169 mAppliedPixelShader = nullptr;
2170 mAppliedProgramSerial = 0;
2171 mStateManager.forceSetDXUniformsState();
2172
2173 mVertexDeclarationCache.markStateDirty();
2174 }
2175
releaseDeviceResources()2176 void Renderer9::releaseDeviceResources()
2177 {
2178 for (size_t i = 0; i < mEventQueryPool.size(); i++)
2179 {
2180 SafeRelease(mEventQueryPool[i]);
2181 }
2182 mEventQueryPool.clear();
2183
2184 SafeRelease(mMaskedClearSavedState);
2185
2186 mVertexShaderCache.clear();
2187 mPixelShaderCache.clear();
2188
2189 SafeDelete(mBlit);
2190 SafeDelete(mVertexDataManager);
2191 SafeDelete(mIndexDataManager);
2192 SafeDelete(mLineLoopIB);
2193 SafeDelete(mCountingIB);
2194
2195 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
2196 {
2197 SafeDelete(mNullRenderTargetCache[i].renderTarget);
2198 }
2199 }
2200
2201 // set notify to true to broadcast a message to all contexts of the device loss
testDeviceLost()2202 bool Renderer9::testDeviceLost()
2203 {
2204 HRESULT status = getDeviceStatusCode();
2205 return FAILED(status);
2206 }
2207
getDeviceStatusCode()2208 HRESULT Renderer9::getDeviceStatusCode()
2209 {
2210 HRESULT status = D3D_OK;
2211
2212 if (mDeviceEx)
2213 {
2214 status = mDeviceEx->CheckDeviceState(nullptr);
2215 }
2216 else if (mDevice)
2217 {
2218 status = mDevice->TestCooperativeLevel();
2219 }
2220
2221 return status;
2222 }
2223
testDeviceResettable()2224 bool Renderer9::testDeviceResettable()
2225 {
2226 // On D3D9Ex, DEVICELOST represents a hung device that needs to be restarted
2227 // DEVICEREMOVED indicates the device has been stopped and must be recreated
2228 switch (getDeviceStatusCode())
2229 {
2230 case D3DERR_DEVICENOTRESET:
2231 case D3DERR_DEVICEHUNG:
2232 return true;
2233 case D3DERR_DEVICELOST:
2234 return (mDeviceEx != nullptr);
2235 case D3DERR_DEVICEREMOVED:
2236 ASSERT(mDeviceEx != nullptr);
2237 return isRemovedDeviceResettable();
2238 default:
2239 return false;
2240 }
2241 }
2242
resetDevice()2243 bool Renderer9::resetDevice()
2244 {
2245 releaseDeviceResources();
2246
2247 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
2248
2249 HRESULT result = D3D_OK;
2250 bool lost = testDeviceLost();
2251 bool removedDevice = (getDeviceStatusCode() == D3DERR_DEVICEREMOVED);
2252
2253 // Device Removed is a feature which is only present with D3D9Ex
2254 ASSERT(mDeviceEx != nullptr || !removedDevice);
2255
2256 for (int attempts = 3; lost && attempts > 0; attempts--)
2257 {
2258 if (removedDevice)
2259 {
2260 // Device removed, which may trigger on driver reinstallation,
2261 // may cause a longer wait other reset attempts before the
2262 // system is ready to handle creating a new device.
2263 Sleep(800);
2264 lost = !resetRemovedDevice();
2265 }
2266 else if (mDeviceEx)
2267 {
2268 Sleep(500); // Give the graphics driver some CPU time
2269 result = mDeviceEx->ResetEx(&presentParameters, nullptr);
2270 lost = testDeviceLost();
2271 }
2272 else
2273 {
2274 result = mDevice->TestCooperativeLevel();
2275 while (result == D3DERR_DEVICELOST)
2276 {
2277 Sleep(100); // Give the graphics driver some CPU time
2278 result = mDevice->TestCooperativeLevel();
2279 }
2280
2281 if (result == D3DERR_DEVICENOTRESET)
2282 {
2283 result = mDevice->Reset(&presentParameters);
2284 }
2285 lost = testDeviceLost();
2286 }
2287 }
2288
2289 if (FAILED(result))
2290 {
2291 ERR() << "Reset/ResetEx failed multiple times, " << gl::FmtHR(result);
2292 return false;
2293 }
2294
2295 if (removedDevice && lost)
2296 {
2297 ERR() << "Device lost reset failed multiple times";
2298 return false;
2299 }
2300
2301 // If the device was removed, we already finished re-initialization in resetRemovedDevice
2302 if (!removedDevice)
2303 {
2304 // reset device defaults
2305 if (initializeDevice().isError())
2306 {
2307 return false;
2308 }
2309 }
2310
2311 return true;
2312 }
2313
isRemovedDeviceResettable() const2314 bool Renderer9::isRemovedDeviceResettable() const
2315 {
2316 bool success = false;
2317
2318 #if ANGLE_D3D9EX == ANGLE_ENABLED
2319 IDirect3D9Ex *d3d9Ex = nullptr;
2320 typedef HRESULT(WINAPI * Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex **);
2321 Direct3DCreate9ExFunc Direct3DCreate9ExPtr =
2322 reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex"));
2323
2324 if (Direct3DCreate9ExPtr && SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &d3d9Ex)))
2325 {
2326 D3DCAPS9 deviceCaps;
2327 HRESULT result = d3d9Ex->GetDeviceCaps(mAdapter, mDeviceType, &deviceCaps);
2328 success = SUCCEEDED(result);
2329 }
2330
2331 SafeRelease(d3d9Ex);
2332 #else
2333 UNREACHABLE();
2334 #endif
2335
2336 return success;
2337 }
2338
resetRemovedDevice()2339 bool Renderer9::resetRemovedDevice()
2340 {
2341 // From http://msdn.microsoft.com/en-us/library/windows/desktop/bb172554(v=vs.85).aspx:
2342 // The hardware adapter has been removed. Application must destroy the device, do enumeration of
2343 // adapters and create another Direct3D device. If application continues rendering without
2344 // calling Reset, the rendering calls will succeed. Applies to Direct3D 9Ex only.
2345 release();
2346 return !initialize().isError();
2347 }
2348
getVendorId() const2349 VendorID Renderer9::getVendorId() const
2350 {
2351 return static_cast<VendorID>(mAdapterIdentifier.VendorId);
2352 }
2353
getRendererDescription() const2354 std::string Renderer9::getRendererDescription() const
2355 {
2356 std::ostringstream rendererString;
2357
2358 rendererString << mAdapterIdentifier.Description;
2359 if (getShareHandleSupport())
2360 {
2361 rendererString << " Direct3D9Ex";
2362 }
2363 else
2364 {
2365 rendererString << " Direct3D9";
2366 }
2367
2368 rendererString << " vs_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.VertexShaderVersion) << "_"
2369 << D3DSHADER_VERSION_MINOR(mDeviceCaps.VertexShaderVersion);
2370 rendererString << " ps_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion) << "_"
2371 << D3DSHADER_VERSION_MINOR(mDeviceCaps.PixelShaderVersion);
2372
2373 return rendererString.str();
2374 }
2375
getAdapterIdentifier() const2376 DeviceIdentifier Renderer9::getAdapterIdentifier() const
2377 {
2378 DeviceIdentifier deviceIdentifier = {};
2379 deviceIdentifier.VendorId = static_cast<UINT>(mAdapterIdentifier.VendorId);
2380 deviceIdentifier.DeviceId = static_cast<UINT>(mAdapterIdentifier.DeviceId);
2381 deviceIdentifier.SubSysId = static_cast<UINT>(mAdapterIdentifier.SubSysId);
2382 deviceIdentifier.Revision = static_cast<UINT>(mAdapterIdentifier.Revision);
2383 deviceIdentifier.FeatureLevel = 0;
2384
2385 return deviceIdentifier;
2386 }
2387
getReservedVertexUniformVectors() const2388 unsigned int Renderer9::getReservedVertexUniformVectors() const
2389 {
2390 return d3d9_gl::GetReservedVertexUniformVectors();
2391 }
2392
getReservedFragmentUniformVectors() const2393 unsigned int Renderer9::getReservedFragmentUniformVectors() const
2394 {
2395 return d3d9_gl::GetReservedFragmentUniformVectors();
2396 }
2397
getShareHandleSupport() const2398 bool Renderer9::getShareHandleSupport() const
2399 {
2400 // PIX doesn't seem to support using share handles, so disable them.
2401 return (mD3d9Ex != nullptr) && !gl::DebugAnnotationsActive();
2402 }
2403
getMajorShaderModel() const2404 int Renderer9::getMajorShaderModel() const
2405 {
2406 return D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion);
2407 }
2408
getMinorShaderModel() const2409 int Renderer9::getMinorShaderModel() const
2410 {
2411 return D3DSHADER_VERSION_MINOR(mDeviceCaps.PixelShaderVersion);
2412 }
2413
getShaderModelSuffix() const2414 std::string Renderer9::getShaderModelSuffix() const
2415 {
2416 return "";
2417 }
2418
getCapsDeclTypes() const2419 DWORD Renderer9::getCapsDeclTypes() const
2420 {
2421 return mDeviceCaps.DeclTypes;
2422 }
2423
getBufferPool(DWORD usage) const2424 D3DPOOL Renderer9::getBufferPool(DWORD usage) const
2425 {
2426 if (mD3d9Ex != nullptr)
2427 {
2428 return D3DPOOL_DEFAULT;
2429 }
2430 else
2431 {
2432 if (!(usage & D3DUSAGE_DYNAMIC))
2433 {
2434 return D3DPOOL_MANAGED;
2435 }
2436 }
2437
2438 return D3DPOOL_DEFAULT;
2439 }
2440
copyImage2D(const gl::Context * context,const gl::Framebuffer * framebuffer,const gl::Rectangle & sourceRect,GLenum destFormat,const gl::Offset & destOffset,TextureStorage * storage,GLint level)2441 angle::Result Renderer9::copyImage2D(const gl::Context *context,
2442 const gl::Framebuffer *framebuffer,
2443 const gl::Rectangle &sourceRect,
2444 GLenum destFormat,
2445 const gl::Offset &destOffset,
2446 TextureStorage *storage,
2447 GLint level)
2448 {
2449 RECT rect;
2450 rect.left = sourceRect.x;
2451 rect.top = sourceRect.y;
2452 rect.right = sourceRect.x + sourceRect.width;
2453 rect.bottom = sourceRect.y + sourceRect.height;
2454
2455 return mBlit->copy2D(context, framebuffer, rect, destFormat, destOffset, storage, level);
2456 }
2457
copyImageCube(const gl::Context * context,const gl::Framebuffer * framebuffer,const gl::Rectangle & sourceRect,GLenum destFormat,const gl::Offset & destOffset,TextureStorage * storage,gl::TextureTarget target,GLint level)2458 angle::Result Renderer9::copyImageCube(const gl::Context *context,
2459 const gl::Framebuffer *framebuffer,
2460 const gl::Rectangle &sourceRect,
2461 GLenum destFormat,
2462 const gl::Offset &destOffset,
2463 TextureStorage *storage,
2464 gl::TextureTarget target,
2465 GLint level)
2466 {
2467 RECT rect;
2468 rect.left = sourceRect.x;
2469 rect.top = sourceRect.y;
2470 rect.right = sourceRect.x + sourceRect.width;
2471 rect.bottom = sourceRect.y + sourceRect.height;
2472
2473 return mBlit->copyCube(context, framebuffer, rect, destFormat, destOffset, storage, target,
2474 level);
2475 }
2476
copyImage3D(const gl::Context * context,const gl::Framebuffer * framebuffer,const gl::Rectangle & sourceRect,GLenum destFormat,const gl::Offset & destOffset,TextureStorage * storage,GLint level)2477 angle::Result Renderer9::copyImage3D(const gl::Context *context,
2478 const gl::Framebuffer *framebuffer,
2479 const gl::Rectangle &sourceRect,
2480 GLenum destFormat,
2481 const gl::Offset &destOffset,
2482 TextureStorage *storage,
2483 GLint level)
2484 {
2485 // 3D textures are not available in the D3D9 backend.
2486 ANGLE_HR_UNREACHABLE(GetImplAs<Context9>(context));
2487 return angle::Result::Stop;
2488 }
2489
copyImage2DArray(const gl::Context * context,const gl::Framebuffer * framebuffer,const gl::Rectangle & sourceRect,GLenum destFormat,const gl::Offset & destOffset,TextureStorage * storage,GLint level)2490 angle::Result Renderer9::copyImage2DArray(const gl::Context *context,
2491 const gl::Framebuffer *framebuffer,
2492 const gl::Rectangle &sourceRect,
2493 GLenum destFormat,
2494 const gl::Offset &destOffset,
2495 TextureStorage *storage,
2496 GLint level)
2497 {
2498 // 2D array textures are not available in the D3D9 backend.
2499 ANGLE_HR_UNREACHABLE(GetImplAs<Context9>(context));
2500 return angle::Result::Stop;
2501 }
2502
copyTexture(const gl::Context * context,const gl::Texture * source,GLint sourceLevel,gl::TextureTarget srcTarget,const gl::Box & sourceBox,GLenum destFormat,GLenum destType,const gl::Offset & destOffset,TextureStorage * storage,gl::TextureTarget destTarget,GLint destLevel,bool unpackFlipY,bool unpackPremultiplyAlpha,bool unpackUnmultiplyAlpha)2503 angle::Result Renderer9::copyTexture(const gl::Context *context,
2504 const gl::Texture *source,
2505 GLint sourceLevel,
2506 gl::TextureTarget srcTarget,
2507 const gl::Box &sourceBox,
2508 GLenum destFormat,
2509 GLenum destType,
2510 const gl::Offset &destOffset,
2511 TextureStorage *storage,
2512 gl::TextureTarget destTarget,
2513 GLint destLevel,
2514 bool unpackFlipY,
2515 bool unpackPremultiplyAlpha,
2516 bool unpackUnmultiplyAlpha)
2517 {
2518 RECT rect;
2519 rect.left = sourceBox.x;
2520 rect.top = sourceBox.y;
2521 rect.right = sourceBox.x + sourceBox.width;
2522 rect.bottom = sourceBox.y + sourceBox.height;
2523
2524 return mBlit->copyTexture(context, source, sourceLevel, rect, destFormat, destOffset, storage,
2525 destTarget, destLevel, unpackFlipY, unpackPremultiplyAlpha,
2526 unpackUnmultiplyAlpha);
2527 }
2528
copyCompressedTexture(const gl::Context * context,const gl::Texture * source,GLint sourceLevel,TextureStorage * storage,GLint destLevel)2529 angle::Result Renderer9::copyCompressedTexture(const gl::Context *context,
2530 const gl::Texture *source,
2531 GLint sourceLevel,
2532 TextureStorage *storage,
2533 GLint destLevel)
2534 {
2535 ANGLE_HR_UNREACHABLE(GetImplAs<Context9>(context));
2536 return angle::Result::Stop;
2537 }
2538
createRenderTarget(const gl::Context * context,int width,int height,GLenum format,GLsizei samples,RenderTargetD3D ** outRT)2539 angle::Result Renderer9::createRenderTarget(const gl::Context *context,
2540 int width,
2541 int height,
2542 GLenum format,
2543 GLsizei samples,
2544 RenderTargetD3D **outRT)
2545 {
2546 const d3d9::TextureFormat &d3d9FormatInfo = d3d9::GetTextureFormatInfo(format);
2547
2548 const gl::TextureCaps &textureCaps = getNativeTextureCaps().get(format);
2549 GLuint supportedSamples = textureCaps.getNearestSamples(samples);
2550
2551 IDirect3DTexture9 *texture = nullptr;
2552 IDirect3DSurface9 *renderTarget = nullptr;
2553 if (width > 0 && height > 0)
2554 {
2555 bool requiresInitialization = false;
2556 HRESULT result = D3DERR_INVALIDCALL;
2557
2558 const gl::InternalFormat &formatInfo = gl::GetSizedInternalFormatInfo(format);
2559 if (formatInfo.depthBits > 0 || formatInfo.stencilBits > 0)
2560 {
2561 result = mDevice->CreateDepthStencilSurface(
2562 width, height, d3d9FormatInfo.renderFormat,
2563 gl_d3d9::GetMultisampleType(supportedSamples), 0, FALSE, &renderTarget, nullptr);
2564 }
2565 else
2566 {
2567 requiresInitialization = (d3d9FormatInfo.dataInitializerFunction != nullptr);
2568 if (supportedSamples > 0)
2569 {
2570 result = mDevice->CreateRenderTarget(width, height, d3d9FormatInfo.renderFormat,
2571 gl_d3d9::GetMultisampleType(supportedSamples),
2572 0, FALSE, &renderTarget, nullptr);
2573 }
2574 else
2575 {
2576 result = mDevice->CreateTexture(
2577 width, height, 1, D3DUSAGE_RENDERTARGET, d3d9FormatInfo.texFormat,
2578 getTexturePool(D3DUSAGE_RENDERTARGET), &texture, nullptr);
2579 if (!FAILED(result))
2580 {
2581 result = texture->GetSurfaceLevel(0, &renderTarget);
2582 }
2583 }
2584 }
2585
2586 ANGLE_TRY_HR(GetImplAs<Context9>(context), result, "Failed to create render target");
2587
2588 if (requiresInitialization)
2589 {
2590 // This format requires that the data be initialized before the render target can be
2591 // used Unfortunately this requires a Get call on the d3d device but it is far better
2592 // than having to mark the render target as lockable and copy data to the gpu.
2593 IDirect3DSurface9 *prevRenderTarget = nullptr;
2594 mDevice->GetRenderTarget(0, &prevRenderTarget);
2595 mDevice->SetRenderTarget(0, renderTarget);
2596 mDevice->Clear(0, nullptr, D3DCLEAR_TARGET, D3DCOLOR_RGBA(0, 0, 0, 255), 0.0f, 0);
2597 mDevice->SetRenderTarget(0, prevRenderTarget);
2598 }
2599 }
2600
2601 *outRT = new TextureRenderTarget9(texture, 0, renderTarget, format, width, height, 1,
2602 supportedSamples);
2603 return angle::Result::Continue;
2604 }
2605
createRenderTargetCopy(const gl::Context * context,RenderTargetD3D * source,RenderTargetD3D ** outRT)2606 angle::Result Renderer9::createRenderTargetCopy(const gl::Context *context,
2607 RenderTargetD3D *source,
2608 RenderTargetD3D **outRT)
2609 {
2610 ASSERT(source != nullptr);
2611
2612 RenderTargetD3D *newRT = nullptr;
2613 ANGLE_TRY(createRenderTarget(context, source->getWidth(), source->getHeight(),
2614 source->getInternalFormat(), source->getSamples(), &newRT));
2615
2616 RenderTarget9 *source9 = GetAs<RenderTarget9>(source);
2617 RenderTarget9 *dest9 = GetAs<RenderTarget9>(newRT);
2618
2619 HRESULT result = mDevice->StretchRect(source9->getSurface(), nullptr, dest9->getSurface(),
2620 nullptr, D3DTEXF_NONE);
2621 ANGLE_TRY_HR(GetImplAs<Context9>(context), result, "Failed to copy render target");
2622
2623 *outRT = newRT;
2624 return angle::Result::Continue;
2625 }
2626
loadExecutable(d3d::Context * context,const uint8_t * function,size_t length,gl::ShaderType type,const std::vector<D3DVarying> & streamOutVaryings,bool separatedOutputBuffers,ShaderExecutableD3D ** outExecutable)2627 angle::Result Renderer9::loadExecutable(d3d::Context *context,
2628 const uint8_t *function,
2629 size_t length,
2630 gl::ShaderType type,
2631 const std::vector<D3DVarying> &streamOutVaryings,
2632 bool separatedOutputBuffers,
2633 ShaderExecutableD3D **outExecutable)
2634 {
2635 // Transform feedback is not supported in ES2 or D3D9
2636 ASSERT(streamOutVaryings.empty());
2637
2638 switch (type)
2639 {
2640 case gl::ShaderType::Vertex:
2641 {
2642 IDirect3DVertexShader9 *vshader = nullptr;
2643 ANGLE_TRY(createVertexShader(context, (DWORD *)function, length, &vshader));
2644 *outExecutable = new ShaderExecutable9(function, length, vshader);
2645 }
2646 break;
2647 case gl::ShaderType::Fragment:
2648 {
2649 IDirect3DPixelShader9 *pshader = nullptr;
2650 ANGLE_TRY(createPixelShader(context, (DWORD *)function, length, &pshader));
2651 *outExecutable = new ShaderExecutable9(function, length, pshader);
2652 }
2653 break;
2654 default:
2655 ANGLE_HR_UNREACHABLE(context);
2656 }
2657
2658 return angle::Result::Continue;
2659 }
2660
compileToExecutable(d3d::Context * context,gl::InfoLog & infoLog,const std::string & shaderHLSL,gl::ShaderType type,const std::vector<D3DVarying> & streamOutVaryings,bool separatedOutputBuffers,const angle::CompilerWorkaroundsD3D & workarounds,ShaderExecutableD3D ** outExectuable)2661 angle::Result Renderer9::compileToExecutable(d3d::Context *context,
2662 gl::InfoLog &infoLog,
2663 const std::string &shaderHLSL,
2664 gl::ShaderType type,
2665 const std::vector<D3DVarying> &streamOutVaryings,
2666 bool separatedOutputBuffers,
2667 const angle::CompilerWorkaroundsD3D &workarounds,
2668 ShaderExecutableD3D **outExectuable)
2669 {
2670 // Transform feedback is not supported in ES2 or D3D9
2671 ASSERT(streamOutVaryings.empty());
2672
2673 std::stringstream profileStream;
2674
2675 switch (type)
2676 {
2677 case gl::ShaderType::Vertex:
2678 profileStream << "vs";
2679 break;
2680 case gl::ShaderType::Fragment:
2681 profileStream << "ps";
2682 break;
2683 default:
2684 ANGLE_HR_UNREACHABLE(context);
2685 }
2686
2687 profileStream << "_" << ((getMajorShaderModel() >= 3) ? 3 : 2);
2688 profileStream << "_"
2689 << "0";
2690
2691 std::string profile = profileStream.str();
2692
2693 UINT flags = ANGLE_COMPILE_OPTIMIZATION_LEVEL;
2694
2695 if (workarounds.skipOptimization)
2696 {
2697 flags = D3DCOMPILE_SKIP_OPTIMIZATION;
2698 }
2699 else if (workarounds.useMaxOptimization)
2700 {
2701 flags = D3DCOMPILE_OPTIMIZATION_LEVEL3;
2702 }
2703
2704 if (gl::DebugAnnotationsActive())
2705 {
2706 #ifndef NDEBUG
2707 flags = D3DCOMPILE_SKIP_OPTIMIZATION;
2708 #endif
2709
2710 flags |= D3DCOMPILE_DEBUG;
2711 }
2712
2713 // Sometimes D3DCompile will fail with the default compilation flags for complicated shaders
2714 // when it would otherwise pass with alternative options. Try the default flags first and if
2715 // compilation fails, try some alternatives.
2716 std::vector<CompileConfig> configs;
2717 configs.push_back(CompileConfig(flags, "default"));
2718 configs.push_back(CompileConfig(flags | D3DCOMPILE_AVOID_FLOW_CONTROL, "avoid flow control"));
2719 configs.push_back(CompileConfig(flags | D3DCOMPILE_PREFER_FLOW_CONTROL, "prefer flow control"));
2720
2721 ID3DBlob *binary = nullptr;
2722 std::string debugInfo;
2723 angle::Result error = mCompiler.compileToBinary(context, infoLog, shaderHLSL, profile, configs,
2724 nullptr, &binary, &debugInfo);
2725 ANGLE_TRY(error);
2726
2727 // It's possible that binary is NULL if the compiler failed in all configurations. Set the
2728 // executable to NULL and return GL_NO_ERROR to signify that there was a link error but the
2729 // internal state is still OK.
2730 if (!binary)
2731 {
2732 *outExectuable = nullptr;
2733 return angle::Result::Continue;
2734 }
2735
2736 error = loadExecutable(context, reinterpret_cast<const uint8_t *>(binary->GetBufferPointer()),
2737 binary->GetBufferSize(), type, streamOutVaryings, separatedOutputBuffers,
2738 outExectuable);
2739
2740 SafeRelease(binary);
2741 ANGLE_TRY(error);
2742
2743 if (!debugInfo.empty())
2744 {
2745 (*outExectuable)->appendDebugInfo(debugInfo);
2746 }
2747
2748 return angle::Result::Continue;
2749 }
2750
ensureHLSLCompilerInitialized(d3d::Context * context)2751 angle::Result Renderer9::ensureHLSLCompilerInitialized(d3d::Context *context)
2752 {
2753 return mCompiler.ensureInitialized(context);
2754 }
2755
createUniformStorage(size_t storageSize)2756 UniformStorageD3D *Renderer9::createUniformStorage(size_t storageSize)
2757 {
2758 return new UniformStorageD3D(storageSize);
2759 }
2760
boxFilter(Context9 * context9,IDirect3DSurface9 * source,IDirect3DSurface9 * dest)2761 angle::Result Renderer9::boxFilter(Context9 *context9,
2762 IDirect3DSurface9 *source,
2763 IDirect3DSurface9 *dest)
2764 {
2765 return mBlit->boxFilter(context9, source, dest);
2766 }
2767
getTexturePool(DWORD usage) const2768 D3DPOOL Renderer9::getTexturePool(DWORD usage) const
2769 {
2770 if (mD3d9Ex != nullptr)
2771 {
2772 return D3DPOOL_DEFAULT;
2773 }
2774 else
2775 {
2776 if (!(usage & (D3DUSAGE_DEPTHSTENCIL | D3DUSAGE_RENDERTARGET)))
2777 {
2778 return D3DPOOL_MANAGED;
2779 }
2780 }
2781
2782 return D3DPOOL_DEFAULT;
2783 }
2784
copyToRenderTarget(const gl::Context * context,IDirect3DSurface9 * dest,IDirect3DSurface9 * source,bool fromManaged)2785 angle::Result Renderer9::copyToRenderTarget(const gl::Context *context,
2786 IDirect3DSurface9 *dest,
2787 IDirect3DSurface9 *source,
2788 bool fromManaged)
2789 {
2790 ASSERT(source && dest);
2791
2792 Context9 *context9 = GetImplAs<Context9>(context);
2793
2794 HRESULT result = D3DERR_OUTOFVIDEOMEMORY;
2795
2796 if (fromManaged)
2797 {
2798 D3DSURFACE_DESC desc;
2799 source->GetDesc(&desc);
2800
2801 IDirect3DSurface9 *surf = 0;
2802 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2803 D3DPOOL_SYSTEMMEM, &surf, nullptr);
2804
2805 if (SUCCEEDED(result))
2806 {
2807 ANGLE_TRY(Image9::CopyLockableSurfaces(context9, surf, source));
2808 result = mDevice->UpdateSurface(surf, nullptr, dest, nullptr);
2809 SafeRelease(surf);
2810 }
2811 }
2812 else
2813 {
2814 endScene();
2815 result = mDevice->StretchRect(source, nullptr, dest, nullptr, D3DTEXF_NONE);
2816 }
2817
2818 ANGLE_TRY_HR(context9, result, "Failed to blit internal texture");
2819 return angle::Result::Continue;
2820 }
2821
getRendererClass() const2822 RendererClass Renderer9::getRendererClass() const
2823 {
2824 return RENDERER_D3D9;
2825 }
2826
createImage()2827 ImageD3D *Renderer9::createImage()
2828 {
2829 return new Image9(this);
2830 }
2831
createExternalImageSibling(const gl::Context * context,EGLenum target,EGLClientBuffer buffer,const egl::AttributeMap & attribs)2832 ExternalImageSiblingImpl *Renderer9::createExternalImageSibling(const gl::Context *context,
2833 EGLenum target,
2834 EGLClientBuffer buffer,
2835 const egl::AttributeMap &attribs)
2836 {
2837 UNREACHABLE();
2838 return nullptr;
2839 }
2840
generateMipmap(const gl::Context * context,ImageD3D * dest,ImageD3D * src)2841 angle::Result Renderer9::generateMipmap(const gl::Context *context, ImageD3D *dest, ImageD3D *src)
2842 {
2843 Image9 *src9 = GetAs<Image9>(src);
2844 Image9 *dst9 = GetAs<Image9>(dest);
2845 return Image9::GenerateMipmap(GetImplAs<Context9>(context), dst9, src9);
2846 }
2847
generateMipmapUsingD3D(const gl::Context * context,TextureStorage * storage,const gl::TextureState & textureState)2848 angle::Result Renderer9::generateMipmapUsingD3D(const gl::Context *context,
2849 TextureStorage *storage,
2850 const gl::TextureState &textureState)
2851 {
2852 ANGLE_HR_UNREACHABLE(GetImplAs<Context9>(context));
2853 return angle::Result::Stop;
2854 }
2855
copyImage(const gl::Context * context,ImageD3D * dest,ImageD3D * source,const gl::Box & sourceBox,const gl::Offset & destOffset,bool unpackFlipY,bool unpackPremultiplyAlpha,bool unpackUnmultiplyAlpha)2856 angle::Result Renderer9::copyImage(const gl::Context *context,
2857 ImageD3D *dest,
2858 ImageD3D *source,
2859 const gl::Box &sourceBox,
2860 const gl::Offset &destOffset,
2861 bool unpackFlipY,
2862 bool unpackPremultiplyAlpha,
2863 bool unpackUnmultiplyAlpha)
2864 {
2865 Image9 *dest9 = GetAs<Image9>(dest);
2866 Image9 *src9 = GetAs<Image9>(source);
2867 return Image9::CopyImage(context, dest9, src9, sourceBox.toRect(), destOffset, unpackFlipY,
2868 unpackPremultiplyAlpha, unpackUnmultiplyAlpha);
2869 }
2870
createTextureStorage2D(SwapChainD3D * swapChain,const std::string & label)2871 TextureStorage *Renderer9::createTextureStorage2D(SwapChainD3D *swapChain, const std::string &label)
2872 {
2873 SwapChain9 *swapChain9 = GetAs<SwapChain9>(swapChain);
2874 return new TextureStorage9_2D(this, swapChain9, label);
2875 }
2876
createTextureStorageEGLImage(EGLImageD3D * eglImage,RenderTargetD3D * renderTargetD3D,const std::string & label)2877 TextureStorage *Renderer9::createTextureStorageEGLImage(EGLImageD3D *eglImage,
2878 RenderTargetD3D *renderTargetD3D,
2879 const std::string &label)
2880 {
2881 return new TextureStorage9_EGLImage(this, eglImage, GetAs<RenderTarget9>(renderTargetD3D),
2882 label);
2883 }
2884
createTextureStorageExternal(egl::Stream * stream,const egl::Stream::GLTextureDescription & desc,const std::string & label)2885 TextureStorage *Renderer9::createTextureStorageExternal(
2886 egl::Stream *stream,
2887 const egl::Stream::GLTextureDescription &desc,
2888 const std::string &label)
2889 {
2890 UNIMPLEMENTED();
2891 return nullptr;
2892 }
2893
createTextureStorage2D(GLenum internalformat,bool renderTarget,GLsizei width,GLsizei height,int levels,const std::string & label,bool hintLevelZeroOnly)2894 TextureStorage *Renderer9::createTextureStorage2D(GLenum internalformat,
2895 bool renderTarget,
2896 GLsizei width,
2897 GLsizei height,
2898 int levels,
2899 const std::string &label,
2900 bool hintLevelZeroOnly)
2901 {
2902 return new TextureStorage9_2D(this, internalformat, renderTarget, width, height, levels, label);
2903 }
2904
createTextureStorageCube(GLenum internalformat,bool renderTarget,int size,int levels,bool hintLevelZeroOnly,const std::string & label)2905 TextureStorage *Renderer9::createTextureStorageCube(GLenum internalformat,
2906 bool renderTarget,
2907 int size,
2908 int levels,
2909 bool hintLevelZeroOnly,
2910 const std::string &label)
2911 {
2912 return new TextureStorage9_Cube(this, internalformat, renderTarget, size, levels,
2913 hintLevelZeroOnly, label);
2914 }
2915
createTextureStorage3D(GLenum internalformat,bool renderTarget,GLsizei width,GLsizei height,GLsizei depth,int levels,const std::string & label)2916 TextureStorage *Renderer9::createTextureStorage3D(GLenum internalformat,
2917 bool renderTarget,
2918 GLsizei width,
2919 GLsizei height,
2920 GLsizei depth,
2921 int levels,
2922 const std::string &label)
2923 {
2924 // 3D textures are not supported by the D3D9 backend.
2925 UNREACHABLE();
2926
2927 return nullptr;
2928 }
2929
createTextureStorage2DArray(GLenum internalformat,bool renderTarget,GLsizei width,GLsizei height,GLsizei depth,int levels,const std::string & label)2930 TextureStorage *Renderer9::createTextureStorage2DArray(GLenum internalformat,
2931 bool renderTarget,
2932 GLsizei width,
2933 GLsizei height,
2934 GLsizei depth,
2935 int levels,
2936 const std::string &label)
2937 {
2938 // 2D array textures are not supported by the D3D9 backend.
2939 UNREACHABLE();
2940
2941 return nullptr;
2942 }
2943
createTextureStorage2DMultisample(GLenum internalformat,GLsizei width,GLsizei height,int levels,int samples,bool fixedSampleLocations,const std::string & label)2944 TextureStorage *Renderer9::createTextureStorage2DMultisample(GLenum internalformat,
2945 GLsizei width,
2946 GLsizei height,
2947 int levels,
2948 int samples,
2949 bool fixedSampleLocations,
2950 const std::string &label)
2951 {
2952 // 2D multisampled textures are not supported by the D3D9 backend.
2953 UNREACHABLE();
2954
2955 return nullptr;
2956 }
2957
createTextureStorage2DMultisampleArray(GLenum internalformat,GLsizei width,GLsizei height,GLsizei depth,int levels,int samples,bool fixedSampleLocations,const std::string & label)2958 TextureStorage *Renderer9::createTextureStorage2DMultisampleArray(GLenum internalformat,
2959 GLsizei width,
2960 GLsizei height,
2961 GLsizei depth,
2962 int levels,
2963 int samples,
2964 bool fixedSampleLocations,
2965 const std::string &label)
2966 {
2967 // 2D multisampled textures are not supported by the D3D9 backend.
2968 UNREACHABLE();
2969
2970 return nullptr;
2971 }
2972
getLUID(LUID * adapterLuid) const2973 bool Renderer9::getLUID(LUID *adapterLuid) const
2974 {
2975 adapterLuid->HighPart = 0;
2976 adapterLuid->LowPart = 0;
2977
2978 if (mD3d9Ex)
2979 {
2980 mD3d9Ex->GetAdapterLUID(mAdapter, adapterLuid);
2981 return true;
2982 }
2983
2984 return false;
2985 }
2986
getVertexConversionType(angle::FormatID vertexFormatID) const2987 VertexConversionType Renderer9::getVertexConversionType(angle::FormatID vertexFormatID) const
2988 {
2989 return d3d9::GetVertexFormatInfo(getCapsDeclTypes(), vertexFormatID).conversionType;
2990 }
2991
getVertexComponentType(angle::FormatID vertexFormatID) const2992 GLenum Renderer9::getVertexComponentType(angle::FormatID vertexFormatID) const
2993 {
2994 return d3d9::GetVertexFormatInfo(getCapsDeclTypes(), vertexFormatID).componentType;
2995 }
2996
getVertexSpaceRequired(const gl::Context * context,const gl::VertexAttribute & attrib,const gl::VertexBinding & binding,size_t count,GLsizei instances,GLuint baseInstance,unsigned int * bytesRequiredOut) const2997 angle::Result Renderer9::getVertexSpaceRequired(const gl::Context *context,
2998 const gl::VertexAttribute &attrib,
2999 const gl::VertexBinding &binding,
3000 size_t count,
3001 GLsizei instances,
3002 GLuint baseInstance,
3003 unsigned int *bytesRequiredOut) const
3004 {
3005 if (!attrib.enabled)
3006 {
3007 *bytesRequiredOut = 16u;
3008 return angle::Result::Continue;
3009 }
3010
3011 angle::FormatID vertexFormatID = gl::GetVertexFormatID(attrib, gl::VertexAttribType::Float);
3012 const d3d9::VertexFormat &d3d9VertexInfo =
3013 d3d9::GetVertexFormatInfo(getCapsDeclTypes(), vertexFormatID);
3014
3015 unsigned int elementCount = 0;
3016 const unsigned int divisor = binding.getDivisor();
3017 if (instances == 0 || divisor == 0)
3018 {
3019 elementCount = static_cast<unsigned int>(count);
3020 }
3021 else
3022 {
3023 // Round up to divisor, if possible
3024 elementCount = UnsignedCeilDivide(static_cast<unsigned int>(instances), divisor);
3025 }
3026
3027 bool check = (d3d9VertexInfo.outputElementSize >
3028 std::numeric_limits<unsigned int>::max() / elementCount);
3029 ANGLE_CHECK(GetImplAs<Context9>(context), !check,
3030 "New vertex buffer size would result in an overflow.", GL_OUT_OF_MEMORY);
3031
3032 *bytesRequiredOut = static_cast<unsigned int>(d3d9VertexInfo.outputElementSize) * elementCount;
3033 return angle::Result::Continue;
3034 }
3035
generateCaps(gl::Caps * outCaps,gl::TextureCapsMap * outTextureCaps,gl::Extensions * outExtensions,gl::Limitations * outLimitations) const3036 void Renderer9::generateCaps(gl::Caps *outCaps,
3037 gl::TextureCapsMap *outTextureCaps,
3038 gl::Extensions *outExtensions,
3039 gl::Limitations *outLimitations) const
3040 {
3041 d3d9_gl::GenerateCaps(mD3d9, mDevice, mDeviceType, mAdapter, outCaps, outTextureCaps,
3042 outExtensions, outLimitations);
3043 }
3044
initializeFeatures(angle::FeaturesD3D * features) const3045 void Renderer9::initializeFeatures(angle::FeaturesD3D *features) const
3046 {
3047 if (!mDisplay->getState().featuresAllDisabled)
3048 {
3049 d3d9::InitializeFeatures(features);
3050 }
3051 ApplyFeatureOverrides(features, mDisplay->getState());
3052 }
3053
createEGLDevice()3054 DeviceImpl *Renderer9::createEGLDevice()
3055 {
3056 return new DeviceD3D(EGL_D3D9_DEVICE_ANGLE, mDevice);
3057 }
3058
CurSamplerState()3059 Renderer9::CurSamplerState::CurSamplerState()
3060 : forceSet(true), baseLevel(std::numeric_limits<size_t>::max()), samplerState()
3061 {}
3062
genericDrawElements(const gl::Context * context,gl::PrimitiveMode mode,GLsizei count,gl::DrawElementsType type,const void * indices,GLsizei instances)3063 angle::Result Renderer9::genericDrawElements(const gl::Context *context,
3064 gl::PrimitiveMode mode,
3065 GLsizei count,
3066 gl::DrawElementsType type,
3067 const void *indices,
3068 GLsizei instances)
3069 {
3070 const gl::State &state = context->getState();
3071 gl::Program *program = context->getState().getProgram();
3072 ASSERT(program != nullptr);
3073 ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program);
3074 bool usesPointSize = programD3D->usesPointSize();
3075
3076 programD3D->updateSamplerMapping();
3077
3078 if (!applyPrimitiveType(mode, count, usesPointSize))
3079 {
3080 return angle::Result::Continue;
3081 }
3082
3083 ANGLE_TRY(updateState(context, mode));
3084 ANGLE_TRY(applyTextures(context));
3085 ANGLE_TRY(applyShaders(context, mode));
3086
3087 if (!skipDraw(state, mode))
3088 {
3089 ANGLE_TRY(drawElementsImpl(context, mode, count, type, indices, instances));
3090 }
3091
3092 return angle::Result::Continue;
3093 }
3094
genericDrawArrays(const gl::Context * context,gl::PrimitiveMode mode,GLint first,GLsizei count,GLsizei instances)3095 angle::Result Renderer9::genericDrawArrays(const gl::Context *context,
3096 gl::PrimitiveMode mode,
3097 GLint first,
3098 GLsizei count,
3099 GLsizei instances)
3100 {
3101 gl::Program *program = context->getState().getProgram();
3102 ASSERT(program != nullptr);
3103 ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program);
3104 bool usesPointSize = programD3D->usesPointSize();
3105
3106 programD3D->updateSamplerMapping();
3107
3108 if (!applyPrimitiveType(mode, count, usesPointSize))
3109 {
3110 return angle::Result::Continue;
3111 }
3112
3113 ANGLE_TRY(updateState(context, mode));
3114 ANGLE_TRY(applyVertexBuffer(context, mode, first, count, instances, nullptr));
3115 ANGLE_TRY(applyTextures(context));
3116 ANGLE_TRY(applyShaders(context, mode));
3117
3118 if (!skipDraw(context->getState(), mode))
3119 {
3120 ANGLE_TRY(drawArraysImpl(context, mode, first, count, instances));
3121 }
3122
3123 return angle::Result::Continue;
3124 }
3125
createDefaultFramebuffer(const gl::FramebufferState & state)3126 FramebufferImpl *Renderer9::createDefaultFramebuffer(const gl::FramebufferState &state)
3127 {
3128 return new Framebuffer9(state, this);
3129 }
3130
getMaxSupportedESVersion() const3131 gl::Version Renderer9::getMaxSupportedESVersion() const
3132 {
3133 return gl::Version(2, 0);
3134 }
3135
getMaxConformantESVersion() const3136 gl::Version Renderer9::getMaxConformantESVersion() const
3137 {
3138 return gl::Version(2, 0);
3139 }
3140
clearRenderTarget(const gl::Context * context,RenderTargetD3D * renderTarget,const gl::ColorF & clearColorValue,const float clearDepthValue,const unsigned int clearStencilValue)3141 angle::Result Renderer9::clearRenderTarget(const gl::Context *context,
3142 RenderTargetD3D *renderTarget,
3143 const gl::ColorF &clearColorValue,
3144 const float clearDepthValue,
3145 const unsigned int clearStencilValue)
3146 {
3147 D3DCOLOR color =
3148 D3DCOLOR_ARGB(gl::unorm<8>(clearColorValue.alpha), gl::unorm<8>(clearColorValue.red),
3149 gl::unorm<8>(clearColorValue.green), gl::unorm<8>(clearColorValue.blue));
3150 float depth = clearDepthValue;
3151 DWORD stencil = clearStencilValue & 0x000000FF;
3152
3153 unsigned int renderTargetSerial = renderTarget->getSerial();
3154 RenderTarget9 *renderTarget9 = GetAs<RenderTarget9>(renderTarget);
3155 IDirect3DSurface9 *renderTargetSurface = renderTarget9->getSurface();
3156 ASSERT(renderTargetSurface);
3157
3158 DWORD dxClearFlags = 0;
3159
3160 const gl::InternalFormat &internalFormatInfo =
3161 gl::GetSizedInternalFormatInfo(renderTarget->getInternalFormat());
3162 if (internalFormatInfo.depthBits > 0 || internalFormatInfo.stencilBits > 0)
3163 {
3164 dxClearFlags = D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL;
3165 if (mAppliedDepthStencilSerial != renderTargetSerial)
3166 {
3167 mDevice->SetDepthStencilSurface(renderTargetSurface);
3168 }
3169 }
3170 else
3171 {
3172 dxClearFlags = D3DCLEAR_TARGET;
3173 if (mAppliedRenderTargetSerial != renderTargetSerial)
3174 {
3175 mDevice->SetRenderTarget(0, renderTargetSurface);
3176 }
3177 }
3178 SafeRelease(renderTargetSurface);
3179
3180 D3DVIEWPORT9 viewport;
3181 viewport.X = 0;
3182 viewport.Y = 0;
3183 viewport.Width = renderTarget->getWidth();
3184 viewport.Height = renderTarget->getHeight();
3185 mDevice->SetViewport(&viewport);
3186
3187 mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
3188
3189 mDevice->Clear(0, nullptr, dxClearFlags, color, depth, stencil);
3190
3191 markAllStateDirty();
3192
3193 return angle::Result::Continue;
3194 }
3195
canSelectViewInVertexShader() const3196 bool Renderer9::canSelectViewInVertexShader() const
3197 {
3198 return false;
3199 }
3200
3201 // For each Direct3D sampler of either the pixel or vertex stage,
3202 // looks up the corresponding OpenGL texture image unit and texture type,
3203 // and sets the texture and its addressing/filtering state (or NULL when inactive).
3204 // Sampler mapping needs to be up-to-date on the program object before this is called.
applyTextures(const gl::Context * context,gl::ShaderType shaderType)3205 angle::Result Renderer9::applyTextures(const gl::Context *context, gl::ShaderType shaderType)
3206 {
3207 const auto &glState = context->getState();
3208 const auto &caps = context->getCaps();
3209 ProgramD3D *programD3D = GetImplAs<ProgramD3D>(glState.getProgram());
3210
3211 ASSERT(!programD3D->isSamplerMappingDirty());
3212
3213 // TODO(jmadill): Use the Program's sampler bindings.
3214 const gl::ActiveTexturesCache &activeTextures = glState.getActiveTexturesCache();
3215
3216 const gl::RangeUI samplerRange = programD3D->getUsedSamplerRange(shaderType);
3217 for (unsigned int samplerIndex = samplerRange.low(); samplerIndex < samplerRange.high();
3218 samplerIndex++)
3219 {
3220 GLint textureUnit = programD3D->getSamplerMapping(shaderType, samplerIndex, caps);
3221 ASSERT(textureUnit != -1);
3222 gl::Texture *texture = activeTextures[textureUnit];
3223
3224 // A nullptr texture indicates incomplete.
3225 if (texture)
3226 {
3227 gl::Sampler *samplerObject = glState.getSampler(textureUnit);
3228
3229 const gl::SamplerState &samplerState =
3230 samplerObject ? samplerObject->getSamplerState() : texture->getSamplerState();
3231
3232 ANGLE_TRY(setSamplerState(context, shaderType, samplerIndex, texture, samplerState));
3233 ANGLE_TRY(setTexture(context, shaderType, samplerIndex, texture));
3234 }
3235 else
3236 {
3237 gl::TextureType textureType =
3238 programD3D->getSamplerTextureType(shaderType, samplerIndex);
3239
3240 // Texture is not sampler complete or it is in use by the framebuffer. Bind the
3241 // incomplete texture.
3242 gl::Texture *incompleteTexture = nullptr;
3243 ANGLE_TRY(getIncompleteTexture(context, textureType, &incompleteTexture));
3244 ANGLE_TRY(setSamplerState(context, shaderType, samplerIndex, incompleteTexture,
3245 incompleteTexture->getSamplerState()));
3246 ANGLE_TRY(setTexture(context, shaderType, samplerIndex, incompleteTexture));
3247 }
3248 }
3249
3250 // Set all the remaining textures to NULL
3251 int samplerCount = (shaderType == gl::ShaderType::Fragment)
3252 ? caps.maxShaderTextureImageUnits[gl::ShaderType::Fragment]
3253 : caps.maxShaderTextureImageUnits[gl::ShaderType::Vertex];
3254
3255 // TODO(jmadill): faster way?
3256 for (int samplerIndex = samplerRange.high(); samplerIndex < samplerCount; samplerIndex++)
3257 {
3258 ANGLE_TRY(setTexture(context, shaderType, samplerIndex, nullptr));
3259 }
3260
3261 return angle::Result::Continue;
3262 }
3263
applyTextures(const gl::Context * context)3264 angle::Result Renderer9::applyTextures(const gl::Context *context)
3265 {
3266 ANGLE_TRY(applyTextures(context, gl::ShaderType::Vertex));
3267 ANGLE_TRY(applyTextures(context, gl::ShaderType::Fragment));
3268 return angle::Result::Continue;
3269 }
3270
getIncompleteTexture(const gl::Context * context,gl::TextureType type,gl::Texture ** textureOut)3271 angle::Result Renderer9::getIncompleteTexture(const gl::Context *context,
3272 gl::TextureType type,
3273 gl::Texture **textureOut)
3274 {
3275 return GetImplAs<Context9>(context)->getIncompleteTexture(context, type, textureOut);
3276 }
3277
ensureVertexDataManagerInitialized(const gl::Context * context)3278 angle::Result Renderer9::ensureVertexDataManagerInitialized(const gl::Context *context)
3279 {
3280 if (!mVertexDataManager)
3281 {
3282 mVertexDataManager = new VertexDataManager(this);
3283 ANGLE_TRY(mVertexDataManager->initialize(context));
3284 }
3285
3286 return angle::Result::Continue;
3287 }
3288
getVendorString() const3289 std::string Renderer9::getVendorString() const
3290 {
3291 return GetVendorString(getVendorId());
3292 }
3293
getVersionString() const3294 std::string Renderer9::getVersionString() const
3295 {
3296 std::ostringstream versionString;
3297 std::string driverName(mAdapterIdentifier.Driver);
3298 if (!driverName.empty())
3299 {
3300 versionString << mAdapterIdentifier.Driver;
3301 }
3302 else
3303 {
3304 versionString << "D3D9 ";
3305 }
3306 versionString << "-";
3307 versionString << GetDriverVersionString(mAdapterIdentifier.DriverVersion);
3308
3309 return versionString.str();
3310 }
3311
CreateRenderer9(egl::Display * display)3312 RendererD3D *CreateRenderer9(egl::Display *display)
3313 {
3314 return new Renderer9(display);
3315 }
3316
3317 } // namespace rx
3318