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->noConfigContext = 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->robustResourceInitializationANGLE = 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().textureFilterAnisotropicEXT)
1023 {
1024 DWORD maxAnisotropy = std::min(mDeviceCaps.MaxAnisotropy,
1025 static_cast<DWORD>(samplerState.getMaxAnisotropy()));
1026 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, maxAnisotropy);
1027 }
1028
1029 const bool isSrgb = gl::GetSizedInternalFormatInfo(textureD3D->getBaseLevelInternalFormat())
1030 .colorEncoding == GL_SRGB;
1031 mDevice->SetSamplerState(d3dSampler, D3DSAMP_SRGBTEXTURE, isSrgb);
1032
1033 ASSERT(texture->getBorderColor().type == angle::ColorGeneric::Type::Float);
1034 mDevice->SetSamplerState(d3dSampler, D3DSAMP_BORDERCOLOR,
1035 gl_d3d9::ConvertColor(texture->getBorderColor().colorF));
1036 }
1037
1038 appliedSampler.forceSet = false;
1039 appliedSampler.samplerState = samplerState;
1040 appliedSampler.baseLevel = baseLevel;
1041
1042 return angle::Result::Continue;
1043 }
1044
setTexture(const gl::Context * context,gl::ShaderType type,int index,gl::Texture * texture)1045 angle::Result Renderer9::setTexture(const gl::Context *context,
1046 gl::ShaderType type,
1047 int index,
1048 gl::Texture *texture)
1049 {
1050 int d3dSamplerOffset = (type == gl::ShaderType::Fragment) ? 0 : D3DVERTEXTEXTURESAMPLER0;
1051 int d3dSampler = index + d3dSamplerOffset;
1052 IDirect3DBaseTexture9 *d3dTexture = nullptr;
1053 bool forceSetTexture = false;
1054
1055 std::vector<uintptr_t> &appliedTextures =
1056 (type == gl::ShaderType::Fragment) ? mCurPixelTextures : mCurVertexTextures;
1057
1058 if (texture)
1059 {
1060 TextureD3D *textureImpl = GetImplAs<TextureD3D>(texture);
1061
1062 TextureStorage *texStorage = nullptr;
1063 ANGLE_TRY(textureImpl->getNativeTexture(context, &texStorage));
1064
1065 // Texture should be complete and have a storage
1066 ASSERT(texStorage);
1067
1068 TextureStorage9 *storage9 = GetAs<TextureStorage9>(texStorage);
1069 ANGLE_TRY(storage9->getBaseTexture(context, &d3dTexture));
1070
1071 // If we get NULL back from getBaseTexture here, something went wrong
1072 // in the texture class and we're unexpectedly missing the d3d texture
1073 ASSERT(d3dTexture != nullptr);
1074
1075 forceSetTexture = textureImpl->hasDirtyImages();
1076 textureImpl->resetDirty();
1077 }
1078
1079 if (forceSetTexture || appliedTextures[index] != reinterpret_cast<uintptr_t>(d3dTexture))
1080 {
1081 mDevice->SetTexture(d3dSampler, d3dTexture);
1082 }
1083
1084 appliedTextures[index] = reinterpret_cast<uintptr_t>(d3dTexture);
1085
1086 return angle::Result::Continue;
1087 }
1088
updateState(const gl::Context * context,gl::PrimitiveMode drawMode)1089 angle::Result Renderer9::updateState(const gl::Context *context, gl::PrimitiveMode drawMode)
1090 {
1091 const auto &glState = context->getState();
1092
1093 // Applies the render target surface, depth stencil surface, viewport rectangle and
1094 // scissor rectangle to the renderer
1095 gl::Framebuffer *framebuffer = glState.getDrawFramebuffer();
1096 ASSERT(framebuffer && !framebuffer->hasAnyDirtyBit());
1097
1098 Framebuffer9 *framebuffer9 = GetImplAs<Framebuffer9>(framebuffer);
1099
1100 ANGLE_TRY(applyRenderTarget(context, framebuffer9->getCachedColorRenderTargets()[0],
1101 framebuffer9->getCachedDepthStencilRenderTarget()));
1102
1103 // Setting viewport state
1104 setViewport(glState.getViewport(), glState.getNearPlane(), glState.getFarPlane(), drawMode,
1105 glState.getRasterizerState().frontFace, false);
1106
1107 // Setting scissors state
1108 setScissorRectangle(glState.getScissor(), glState.isScissorTestEnabled());
1109
1110 // Setting blend, depth stencil, and rasterizer states
1111 // Since framebuffer->getSamples will return the original samples which may be different with
1112 // the sample counts that we set in render target view, here we use renderTarget->getSamples to
1113 // get the actual samples.
1114 GLsizei samples = 0;
1115 const gl::FramebufferAttachment *firstColorAttachment = framebuffer->getFirstColorAttachment();
1116 if (firstColorAttachment)
1117 {
1118 ASSERT(firstColorAttachment->isAttached());
1119 RenderTarget9 *renderTarget = nullptr;
1120 ANGLE_TRY(firstColorAttachment->getRenderTarget(context, firstColorAttachment->getSamples(),
1121 &renderTarget));
1122 samples = renderTarget->getSamples();
1123
1124 mDevice->SetRenderState(D3DRS_SRGBWRITEENABLE,
1125 renderTarget->getInternalFormat() == GL_SRGB8_ALPHA8);
1126 }
1127 gl::RasterizerState rasterizer = glState.getRasterizerState();
1128 rasterizer.pointDrawMode = (drawMode == gl::PrimitiveMode::Points);
1129 rasterizer.multiSample = (samples != 0);
1130
1131 ANGLE_TRY(setBlendDepthRasterStates(context, drawMode));
1132
1133 mStateManager.resetDirtyBits();
1134
1135 return angle::Result::Continue;
1136 }
1137
setScissorRectangle(const gl::Rectangle & scissor,bool enabled)1138 void Renderer9::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
1139 {
1140 mStateManager.setScissorState(scissor, enabled);
1141 }
1142
setBlendDepthRasterStates(const gl::Context * context,gl::PrimitiveMode drawMode)1143 angle::Result Renderer9::setBlendDepthRasterStates(const gl::Context *context,
1144 gl::PrimitiveMode drawMode)
1145 {
1146 const auto &glState = context->getState();
1147 gl::Framebuffer *drawFramebuffer = glState.getDrawFramebuffer();
1148 ASSERT(!drawFramebuffer->hasAnyDirtyBit());
1149 // Since framebuffer->getSamples will return the original samples which may be different with
1150 // the sample counts that we set in render target view, here we use renderTarget->getSamples to
1151 // get the actual samples.
1152 GLsizei samples = 0;
1153 const gl::FramebufferAttachment *firstColorAttachment =
1154 drawFramebuffer->getFirstColorAttachment();
1155 if (firstColorAttachment)
1156 {
1157 ASSERT(firstColorAttachment->isAttached());
1158 RenderTarget9 *renderTarget = nullptr;
1159 ANGLE_TRY(firstColorAttachment->getRenderTarget(context, firstColorAttachment->getSamples(),
1160 &renderTarget));
1161 samples = renderTarget->getSamples();
1162 }
1163 gl::RasterizerState rasterizer = glState.getRasterizerState();
1164 rasterizer.pointDrawMode = (drawMode == gl::PrimitiveMode::Points);
1165 rasterizer.multiSample = (samples != 0);
1166
1167 unsigned int mask = GetBlendSampleMask(glState, samples);
1168 mStateManager.setBlendDepthRasterStates(glState, mask);
1169 return angle::Result::Continue;
1170 }
1171
setViewport(const gl::Rectangle & viewport,float zNear,float zFar,gl::PrimitiveMode drawMode,GLenum frontFace,bool ignoreViewport)1172 void Renderer9::setViewport(const gl::Rectangle &viewport,
1173 float zNear,
1174 float zFar,
1175 gl::PrimitiveMode drawMode,
1176 GLenum frontFace,
1177 bool ignoreViewport)
1178 {
1179 mStateManager.setViewportState(viewport, zNear, zFar, drawMode, frontFace, ignoreViewport);
1180 }
1181
applyPrimitiveType(gl::PrimitiveMode mode,GLsizei count,bool usesPointSize)1182 bool Renderer9::applyPrimitiveType(gl::PrimitiveMode mode, GLsizei count, bool usesPointSize)
1183 {
1184 switch (mode)
1185 {
1186 case gl::PrimitiveMode::Points:
1187 mPrimitiveType = D3DPT_POINTLIST;
1188 mPrimitiveCount = count;
1189 break;
1190 case gl::PrimitiveMode::Lines:
1191 mPrimitiveType = D3DPT_LINELIST;
1192 mPrimitiveCount = count / 2;
1193 break;
1194 case gl::PrimitiveMode::LineLoop:
1195 mPrimitiveType = D3DPT_LINESTRIP;
1196 mPrimitiveCount =
1197 count - 1; // D3D doesn't support line loops, so we draw the last line separately
1198 break;
1199 case gl::PrimitiveMode::LineStrip:
1200 mPrimitiveType = D3DPT_LINESTRIP;
1201 mPrimitiveCount = count - 1;
1202 break;
1203 case gl::PrimitiveMode::Triangles:
1204 mPrimitiveType = D3DPT_TRIANGLELIST;
1205 mPrimitiveCount = count / 3;
1206 break;
1207 case gl::PrimitiveMode::TriangleStrip:
1208 mPrimitiveType = D3DPT_TRIANGLESTRIP;
1209 mPrimitiveCount = count - 2;
1210 break;
1211 case gl::PrimitiveMode::TriangleFan:
1212 mPrimitiveType = D3DPT_TRIANGLEFAN;
1213 mPrimitiveCount = count - 2;
1214 break;
1215 default:
1216 UNREACHABLE();
1217 return false;
1218 }
1219
1220 return mPrimitiveCount > 0;
1221 }
1222
getNullColorRenderTarget(const gl::Context * context,const RenderTarget9 * depthRenderTarget,const RenderTarget9 ** outColorRenderTarget)1223 angle::Result Renderer9::getNullColorRenderTarget(const gl::Context *context,
1224 const RenderTarget9 *depthRenderTarget,
1225 const RenderTarget9 **outColorRenderTarget)
1226 {
1227 ASSERT(depthRenderTarget);
1228
1229 const gl::Extents &size = depthRenderTarget->getExtents();
1230
1231 // search cached nullcolorbuffers
1232 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1233 {
1234 if (mNullRenderTargetCache[i].renderTarget != nullptr &&
1235 mNullRenderTargetCache[i].width == size.width &&
1236 mNullRenderTargetCache[i].height == size.height)
1237 {
1238 mNullRenderTargetCache[i].lruCount = ++mMaxNullColorbufferLRU;
1239 *outColorRenderTarget = mNullRenderTargetCache[i].renderTarget;
1240 return angle::Result::Continue;
1241 }
1242 }
1243
1244 RenderTargetD3D *nullRenderTarget = nullptr;
1245 ANGLE_TRY(createRenderTarget(context, size.width, size.height, GL_NONE, 0, &nullRenderTarget));
1246
1247 // add nullbuffer to the cache
1248 NullRenderTargetCacheEntry *oldest = &mNullRenderTargetCache[0];
1249 for (int i = 1; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1250 {
1251 if (mNullRenderTargetCache[i].lruCount < oldest->lruCount)
1252 {
1253 oldest = &mNullRenderTargetCache[i];
1254 }
1255 }
1256
1257 SafeDelete(oldest->renderTarget);
1258 oldest->renderTarget = GetAs<RenderTarget9>(nullRenderTarget);
1259 oldest->lruCount = ++mMaxNullColorbufferLRU;
1260 oldest->width = size.width;
1261 oldest->height = size.height;
1262
1263 *outColorRenderTarget = oldest->renderTarget;
1264 return angle::Result::Continue;
1265 }
1266
applyRenderTarget(const gl::Context * context,const RenderTarget9 * colorRenderTargetIn,const RenderTarget9 * depthStencilRenderTarget)1267 angle::Result Renderer9::applyRenderTarget(const gl::Context *context,
1268 const RenderTarget9 *colorRenderTargetIn,
1269 const RenderTarget9 *depthStencilRenderTarget)
1270 {
1271 // if there is no color attachment we must synthesize a NULL colorattachment
1272 // to keep the D3D runtime happy. This should only be possible if depth texturing.
1273 const RenderTarget9 *colorRenderTarget = colorRenderTargetIn;
1274 if (colorRenderTarget == nullptr)
1275 {
1276 ANGLE_TRY(getNullColorRenderTarget(context, depthStencilRenderTarget, &colorRenderTarget));
1277 }
1278 ASSERT(colorRenderTarget != nullptr);
1279
1280 size_t renderTargetWidth = 0;
1281 size_t renderTargetHeight = 0;
1282
1283 bool renderTargetChanged = false;
1284 unsigned int renderTargetSerial = colorRenderTarget->getSerial();
1285 if (renderTargetSerial != mAppliedRenderTargetSerial)
1286 {
1287 // Apply the render target on the device
1288 IDirect3DSurface9 *renderTargetSurface = colorRenderTarget->getSurface();
1289 ASSERT(renderTargetSurface);
1290
1291 mDevice->SetRenderTarget(0, renderTargetSurface);
1292 SafeRelease(renderTargetSurface);
1293
1294 renderTargetWidth = colorRenderTarget->getWidth();
1295 renderTargetHeight = colorRenderTarget->getHeight();
1296
1297 mAppliedRenderTargetSerial = renderTargetSerial;
1298 renderTargetChanged = true;
1299 }
1300
1301 unsigned int depthStencilSerial = 0;
1302 if (depthStencilRenderTarget != nullptr)
1303 {
1304 depthStencilSerial = depthStencilRenderTarget->getSerial();
1305 }
1306
1307 if (depthStencilSerial != mAppliedDepthStencilSerial || !mDepthStencilInitialized)
1308 {
1309 unsigned int depthSize = 0;
1310 unsigned int stencilSize = 0;
1311
1312 // Apply the depth stencil on the device
1313 if (depthStencilRenderTarget)
1314 {
1315 IDirect3DSurface9 *depthStencilSurface = depthStencilRenderTarget->getSurface();
1316 ASSERT(depthStencilSurface);
1317
1318 mDevice->SetDepthStencilSurface(depthStencilSurface);
1319 SafeRelease(depthStencilSurface);
1320
1321 const gl::InternalFormat &format =
1322 gl::GetSizedInternalFormatInfo(depthStencilRenderTarget->getInternalFormat());
1323
1324 depthSize = format.depthBits;
1325 stencilSize = format.stencilBits;
1326 }
1327 else
1328 {
1329 mDevice->SetDepthStencilSurface(nullptr);
1330 }
1331
1332 mStateManager.updateDepthSizeIfChanged(mDepthStencilInitialized, depthSize);
1333 mStateManager.updateStencilSizeIfChanged(mDepthStencilInitialized, stencilSize);
1334
1335 mAppliedDepthStencilSerial = depthStencilSerial;
1336 mDepthStencilInitialized = true;
1337 }
1338
1339 if (renderTargetChanged || !mRenderTargetDescInitialized)
1340 {
1341 mStateManager.forceSetBlendState();
1342 mStateManager.forceSetScissorState();
1343 mStateManager.setRenderTargetBounds(renderTargetWidth, renderTargetHeight);
1344 mRenderTargetDescInitialized = true;
1345 }
1346
1347 return angle::Result::Continue;
1348 }
1349
applyVertexBuffer(const gl::Context * context,gl::PrimitiveMode mode,GLint first,GLsizei count,GLsizei instances,TranslatedIndexData *)1350 angle::Result Renderer9::applyVertexBuffer(const gl::Context *context,
1351 gl::PrimitiveMode mode,
1352 GLint first,
1353 GLsizei count,
1354 GLsizei instances,
1355 TranslatedIndexData * /*indexInfo*/)
1356 {
1357 const gl::State &state = context->getState();
1358 ANGLE_TRY(mVertexDataManager->prepareVertexData(context, first, count, &mTranslatedAttribCache,
1359 instances));
1360
1361 return mVertexDeclarationCache.applyDeclaration(context, mDevice, mTranslatedAttribCache,
1362 state.getProgram(), first, instances,
1363 &mRepeatDraw);
1364 }
1365
1366 // 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)1367 angle::Result Renderer9::applyIndexBuffer(const gl::Context *context,
1368 const void *indices,
1369 GLsizei count,
1370 gl::PrimitiveMode mode,
1371 gl::DrawElementsType type,
1372 TranslatedIndexData *indexInfo)
1373 {
1374 gl::VertexArray *vao = context->getState().getVertexArray();
1375 gl::Buffer *elementArrayBuffer = vao->getElementArrayBuffer();
1376
1377 gl::DrawElementsType dstType = gl::DrawElementsType::InvalidEnum;
1378 ANGLE_TRY(GetIndexTranslationDestType(context, count, type, indices, false, &dstType));
1379
1380 ANGLE_TRY(mIndexDataManager->prepareIndexData(context, type, dstType, count, elementArrayBuffer,
1381 indices, indexInfo));
1382
1383 // Directly binding the storage buffer is not supported for d3d9
1384 ASSERT(indexInfo->storage == nullptr);
1385
1386 if (indexInfo->serial != mAppliedIBSerial)
1387 {
1388 IndexBuffer9 *indexBuffer = GetAs<IndexBuffer9>(indexInfo->indexBuffer);
1389
1390 mDevice->SetIndices(indexBuffer->getBuffer());
1391 mAppliedIBSerial = indexInfo->serial;
1392 }
1393
1394 return angle::Result::Continue;
1395 }
1396
drawArraysImpl(const gl::Context * context,gl::PrimitiveMode mode,GLint startVertex,GLsizei count,GLsizei instances)1397 angle::Result Renderer9::drawArraysImpl(const gl::Context *context,
1398 gl::PrimitiveMode mode,
1399 GLint startVertex,
1400 GLsizei count,
1401 GLsizei instances)
1402 {
1403 ASSERT(!context->getState().isTransformFeedbackActiveUnpaused());
1404
1405 startScene();
1406
1407 if (mode == gl::PrimitiveMode::LineLoop)
1408 {
1409 return drawLineLoop(context, count, gl::DrawElementsType::InvalidEnum, nullptr, 0, nullptr);
1410 }
1411
1412 if (instances > 0)
1413 {
1414 StaticIndexBufferInterface *countingIB = nullptr;
1415 ANGLE_TRY(getCountingIB(context, count, &countingIB));
1416
1417 if (mAppliedIBSerial != countingIB->getSerial())
1418 {
1419 IndexBuffer9 *indexBuffer = GetAs<IndexBuffer9>(countingIB->getIndexBuffer());
1420
1421 mDevice->SetIndices(indexBuffer->getBuffer());
1422 mAppliedIBSerial = countingIB->getSerial();
1423 }
1424
1425 for (int i = 0; i < mRepeatDraw; i++)
1426 {
1427 mDevice->DrawIndexedPrimitive(mPrimitiveType, 0, 0, count, 0, mPrimitiveCount);
1428 }
1429
1430 return angle::Result::Continue;
1431 }
1432
1433 // Regular case
1434 mDevice->DrawPrimitive(mPrimitiveType, 0, mPrimitiveCount);
1435 return angle::Result::Continue;
1436 }
1437
drawElementsImpl(const gl::Context * context,gl::PrimitiveMode mode,GLsizei count,gl::DrawElementsType type,const void * indices,GLsizei instances)1438 angle::Result Renderer9::drawElementsImpl(const gl::Context *context,
1439 gl::PrimitiveMode mode,
1440 GLsizei count,
1441 gl::DrawElementsType type,
1442 const void *indices,
1443 GLsizei instances)
1444 {
1445 TranslatedIndexData indexInfo;
1446
1447 ANGLE_TRY(applyIndexBuffer(context, indices, count, mode, type, &indexInfo));
1448
1449 gl::IndexRange indexRange;
1450 ANGLE_TRY(context->getState().getVertexArray()->getIndexRange(context, type, count, indices,
1451 &indexRange));
1452
1453 size_t vertexCount = indexRange.vertexCount();
1454 ANGLE_TRY(applyVertexBuffer(context, mode, static_cast<GLsizei>(indexRange.start),
1455 static_cast<GLsizei>(vertexCount), instances, &indexInfo));
1456
1457 startScene();
1458
1459 int minIndex = static_cast<int>(indexRange.start);
1460
1461 gl::VertexArray *vao = context->getState().getVertexArray();
1462 gl::Buffer *elementArrayBuffer = vao->getElementArrayBuffer();
1463
1464 if (mode == gl::PrimitiveMode::Points)
1465 {
1466 return drawIndexedPoints(context, count, type, indices, minIndex, elementArrayBuffer);
1467 }
1468
1469 if (mode == gl::PrimitiveMode::LineLoop)
1470 {
1471 return drawLineLoop(context, count, type, indices, minIndex, elementArrayBuffer);
1472 }
1473
1474 for (int i = 0; i < mRepeatDraw; i++)
1475 {
1476 mDevice->DrawIndexedPrimitive(mPrimitiveType, -minIndex, minIndex,
1477 static_cast<UINT>(vertexCount), indexInfo.startIndex,
1478 mPrimitiveCount);
1479 }
1480 return angle::Result::Continue;
1481 }
1482
drawLineLoop(const gl::Context * context,GLsizei count,gl::DrawElementsType type,const void * indices,int minIndex,gl::Buffer * elementArrayBuffer)1483 angle::Result Renderer9::drawLineLoop(const gl::Context *context,
1484 GLsizei count,
1485 gl::DrawElementsType type,
1486 const void *indices,
1487 int minIndex,
1488 gl::Buffer *elementArrayBuffer)
1489 {
1490 // Get the raw indices for an indexed draw
1491 if (type != gl::DrawElementsType::InvalidEnum && elementArrayBuffer)
1492 {
1493 BufferD3D *storage = GetImplAs<BufferD3D>(elementArrayBuffer);
1494 intptr_t offset = reinterpret_cast<intptr_t>(indices);
1495 const uint8_t *bufferData = nullptr;
1496 ANGLE_TRY(storage->getData(context, &bufferData));
1497 indices = bufferData + offset;
1498 }
1499
1500 unsigned int startIndex = 0;
1501 Context9 *context9 = GetImplAs<Context9>(context);
1502
1503 if (getNativeExtensions().elementIndexUintOES)
1504 {
1505 if (!mLineLoopIB)
1506 {
1507 mLineLoopIB = new StreamingIndexBufferInterface(this);
1508 ANGLE_TRY(mLineLoopIB->reserveBufferSpace(context, INITIAL_INDEX_BUFFER_SIZE,
1509 gl::DrawElementsType::UnsignedInt));
1510 }
1511
1512 // Checked by Renderer9::applyPrimitiveType
1513 ASSERT(count >= 0);
1514
1515 ANGLE_CHECK(context9,
1516 static_cast<unsigned int>(count) + 1 <=
1517 (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int)),
1518 "Failed to create a 32-bit looping index buffer for "
1519 "GL_LINE_LOOP, too many indices required.",
1520 GL_OUT_OF_MEMORY);
1521
1522 const unsigned int spaceNeeded =
1523 (static_cast<unsigned int>(count) + 1) * sizeof(unsigned int);
1524 ANGLE_TRY(mLineLoopIB->reserveBufferSpace(context, spaceNeeded,
1525 gl::DrawElementsType::UnsignedInt));
1526
1527 void *mappedMemory = nullptr;
1528 unsigned int offset = 0;
1529 ANGLE_TRY(mLineLoopIB->mapBuffer(context, spaceNeeded, &mappedMemory, &offset));
1530
1531 startIndex = static_cast<unsigned int>(offset) / 4;
1532 unsigned int *data = static_cast<unsigned int *>(mappedMemory);
1533
1534 switch (type)
1535 {
1536 case gl::DrawElementsType::InvalidEnum: // Non-indexed draw
1537 for (int i = 0; i < count; i++)
1538 {
1539 data[i] = i;
1540 }
1541 data[count] = 0;
1542 break;
1543 case gl::DrawElementsType::UnsignedByte:
1544 for (int i = 0; i < count; i++)
1545 {
1546 data[i] = static_cast<const GLubyte *>(indices)[i];
1547 }
1548 data[count] = static_cast<const GLubyte *>(indices)[0];
1549 break;
1550 case gl::DrawElementsType::UnsignedShort:
1551 for (int i = 0; i < count; i++)
1552 {
1553 data[i] = static_cast<const GLushort *>(indices)[i];
1554 }
1555 data[count] = static_cast<const GLushort *>(indices)[0];
1556 break;
1557 case gl::DrawElementsType::UnsignedInt:
1558 for (int i = 0; i < count; i++)
1559 {
1560 data[i] = static_cast<const GLuint *>(indices)[i];
1561 }
1562 data[count] = static_cast<const GLuint *>(indices)[0];
1563 break;
1564 default:
1565 UNREACHABLE();
1566 }
1567
1568 ANGLE_TRY(mLineLoopIB->unmapBuffer(context));
1569 }
1570 else
1571 {
1572 if (!mLineLoopIB)
1573 {
1574 mLineLoopIB = new StreamingIndexBufferInterface(this);
1575 ANGLE_TRY(mLineLoopIB->reserveBufferSpace(context, INITIAL_INDEX_BUFFER_SIZE,
1576 gl::DrawElementsType::UnsignedShort));
1577 }
1578
1579 // Checked by Renderer9::applyPrimitiveType
1580 ASSERT(count >= 0);
1581
1582 ANGLE_CHECK(context9,
1583 static_cast<unsigned int>(count) + 1 <=
1584 (std::numeric_limits<unsigned short>::max() / sizeof(unsigned short)),
1585 "Failed to create a 16-bit looping index buffer for "
1586 "GL_LINE_LOOP, too many indices required.",
1587 GL_OUT_OF_MEMORY);
1588
1589 const unsigned int spaceNeeded =
1590 (static_cast<unsigned int>(count) + 1) * sizeof(unsigned short);
1591 ANGLE_TRY(mLineLoopIB->reserveBufferSpace(context, spaceNeeded,
1592 gl::DrawElementsType::UnsignedShort));
1593
1594 void *mappedMemory = nullptr;
1595 unsigned int offset;
1596 ANGLE_TRY(mLineLoopIB->mapBuffer(context, spaceNeeded, &mappedMemory, &offset));
1597
1598 startIndex = static_cast<unsigned int>(offset) / 2;
1599 unsigned short *data = static_cast<unsigned short *>(mappedMemory);
1600
1601 switch (type)
1602 {
1603 case gl::DrawElementsType::InvalidEnum: // Non-indexed draw
1604 for (int i = 0; i < count; i++)
1605 {
1606 data[i] = static_cast<unsigned short>(i);
1607 }
1608 data[count] = 0;
1609 break;
1610 case gl::DrawElementsType::UnsignedByte:
1611 for (int i = 0; i < count; i++)
1612 {
1613 data[i] = static_cast<const GLubyte *>(indices)[i];
1614 }
1615 data[count] = static_cast<const GLubyte *>(indices)[0];
1616 break;
1617 case gl::DrawElementsType::UnsignedShort:
1618 for (int i = 0; i < count; i++)
1619 {
1620 data[i] = static_cast<const GLushort *>(indices)[i];
1621 }
1622 data[count] = static_cast<const GLushort *>(indices)[0];
1623 break;
1624 case gl::DrawElementsType::UnsignedInt:
1625 for (int i = 0; i < count; i++)
1626 {
1627 data[i] = static_cast<unsigned short>(static_cast<const GLuint *>(indices)[i]);
1628 }
1629 data[count] = static_cast<unsigned short>(static_cast<const GLuint *>(indices)[0]);
1630 break;
1631 default:
1632 UNREACHABLE();
1633 }
1634
1635 ANGLE_TRY(mLineLoopIB->unmapBuffer(context));
1636 }
1637
1638 if (mAppliedIBSerial != mLineLoopIB->getSerial())
1639 {
1640 IndexBuffer9 *indexBuffer = GetAs<IndexBuffer9>(mLineLoopIB->getIndexBuffer());
1641
1642 mDevice->SetIndices(indexBuffer->getBuffer());
1643 mAppliedIBSerial = mLineLoopIB->getSerial();
1644 }
1645
1646 mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
1647
1648 return angle::Result::Continue;
1649 }
1650
drawIndexedPoints(const gl::Context * context,GLsizei count,gl::DrawElementsType type,const void * indices,int minIndex,gl::Buffer * elementArrayBuffer)1651 angle::Result Renderer9::drawIndexedPoints(const gl::Context *context,
1652 GLsizei count,
1653 gl::DrawElementsType type,
1654 const void *indices,
1655 int minIndex,
1656 gl::Buffer *elementArrayBuffer)
1657 {
1658 // Drawing index point lists is unsupported in d3d9, fall back to a regular DrawPrimitive call
1659 // for each individual point. This call is not expected to happen often.
1660
1661 if (elementArrayBuffer)
1662 {
1663 BufferD3D *storage = GetImplAs<BufferD3D>(elementArrayBuffer);
1664 intptr_t offset = reinterpret_cast<intptr_t>(indices);
1665
1666 const uint8_t *bufferData = nullptr;
1667 ANGLE_TRY(storage->getData(context, &bufferData));
1668 indices = bufferData + offset;
1669 }
1670
1671 switch (type)
1672 {
1673 case gl::DrawElementsType::UnsignedByte:
1674 DrawPoints<GLubyte>(mDevice, count, indices, minIndex);
1675 return angle::Result::Continue;
1676 case gl::DrawElementsType::UnsignedShort:
1677 DrawPoints<GLushort>(mDevice, count, indices, minIndex);
1678 return angle::Result::Continue;
1679 case gl::DrawElementsType::UnsignedInt:
1680 DrawPoints<GLuint>(mDevice, count, indices, minIndex);
1681 return angle::Result::Continue;
1682 default:
1683 ANGLE_HR_UNREACHABLE(GetImplAs<Context9>(context));
1684 }
1685 }
1686
getCountingIB(const gl::Context * context,size_t count,StaticIndexBufferInterface ** outIB)1687 angle::Result Renderer9::getCountingIB(const gl::Context *context,
1688 size_t count,
1689 StaticIndexBufferInterface **outIB)
1690 {
1691 // Update the counting index buffer if it is not large enough or has not been created yet.
1692 if (count <= 65536) // 16-bit indices
1693 {
1694 const unsigned int spaceNeeded = static_cast<unsigned int>(count) * sizeof(unsigned short);
1695
1696 if (!mCountingIB || mCountingIB->getBufferSize() < spaceNeeded)
1697 {
1698 SafeDelete(mCountingIB);
1699 mCountingIB = new StaticIndexBufferInterface(this);
1700 ANGLE_TRY(mCountingIB->reserveBufferSpace(context, spaceNeeded,
1701 gl::DrawElementsType::UnsignedShort));
1702
1703 void *mappedMemory = nullptr;
1704 ANGLE_TRY(mCountingIB->mapBuffer(context, spaceNeeded, &mappedMemory, nullptr));
1705
1706 unsigned short *data = static_cast<unsigned short *>(mappedMemory);
1707 for (size_t i = 0; i < count; i++)
1708 {
1709 data[i] = static_cast<unsigned short>(i);
1710 }
1711
1712 ANGLE_TRY(mCountingIB->unmapBuffer(context));
1713 }
1714 }
1715 else if (getNativeExtensions().elementIndexUintOES)
1716 {
1717 const unsigned int spaceNeeded = static_cast<unsigned int>(count) * sizeof(unsigned int);
1718
1719 if (!mCountingIB || mCountingIB->getBufferSize() < spaceNeeded)
1720 {
1721 SafeDelete(mCountingIB);
1722 mCountingIB = new StaticIndexBufferInterface(this);
1723 ANGLE_TRY(mCountingIB->reserveBufferSpace(context, spaceNeeded,
1724 gl::DrawElementsType::UnsignedInt));
1725
1726 void *mappedMemory = nullptr;
1727 ANGLE_TRY(mCountingIB->mapBuffer(context, spaceNeeded, &mappedMemory, nullptr));
1728
1729 unsigned int *data = static_cast<unsigned int *>(mappedMemory);
1730 for (unsigned int i = 0; i < count; i++)
1731 {
1732 data[i] = i;
1733 }
1734
1735 ANGLE_TRY(mCountingIB->unmapBuffer(context));
1736 }
1737 }
1738 else
1739 {
1740 ANGLE_TRY_HR(GetImplAs<Context9>(context), E_OUTOFMEMORY,
1741 "Could not create a counting index buffer for glDrawArraysInstanced.");
1742 }
1743
1744 *outIB = mCountingIB;
1745 return angle::Result::Continue;
1746 }
1747
applyShaders(const gl::Context * context,gl::PrimitiveMode drawMode)1748 angle::Result Renderer9::applyShaders(const gl::Context *context, gl::PrimitiveMode drawMode)
1749 {
1750 const gl::State &state = context->getState();
1751 d3d::Context *contextD3D = GetImplAs<ContextD3D>(context);
1752
1753 // This method is called single-threaded.
1754 ANGLE_TRY(ensureHLSLCompilerInitialized(contextD3D));
1755
1756 ProgramD3D *programD3D = GetImplAs<ProgramD3D>(state.getProgram());
1757 VertexArray9 *vao = GetImplAs<VertexArray9>(state.getVertexArray());
1758 programD3D->updateCachedInputLayout(vao->getCurrentStateSerial(), state);
1759
1760 ShaderExecutableD3D *vertexExe = nullptr;
1761 ANGLE_TRY(programD3D->getVertexExecutableForCachedInputLayout(contextD3D, &vertexExe, nullptr));
1762
1763 const gl::Framebuffer *drawFramebuffer = state.getDrawFramebuffer();
1764 programD3D->updateCachedOutputLayout(context, drawFramebuffer);
1765
1766 ShaderExecutableD3D *pixelExe = nullptr;
1767 ANGLE_TRY(programD3D->getPixelExecutableForCachedOutputLayout(contextD3D, &pixelExe, nullptr));
1768
1769 IDirect3DVertexShader9 *vertexShader =
1770 (vertexExe ? GetAs<ShaderExecutable9>(vertexExe)->getVertexShader() : nullptr);
1771 IDirect3DPixelShader9 *pixelShader =
1772 (pixelExe ? GetAs<ShaderExecutable9>(pixelExe)->getPixelShader() : nullptr);
1773
1774 if (vertexShader != mAppliedVertexShader)
1775 {
1776 mDevice->SetVertexShader(vertexShader);
1777 mAppliedVertexShader = vertexShader;
1778 }
1779
1780 if (pixelShader != mAppliedPixelShader)
1781 {
1782 mDevice->SetPixelShader(pixelShader);
1783 mAppliedPixelShader = pixelShader;
1784 }
1785
1786 // D3D9 has a quirk where creating multiple shaders with the same content
1787 // can return the same shader pointer. Because GL programs store different data
1788 // per-program, checking the program serial guarantees we upload fresh
1789 // uniform data even if our shader pointers are the same.
1790 // https://code.google.com/p/angleproject/issues/detail?id=661
1791 unsigned int programSerial = programD3D->getSerial();
1792 if (programSerial != mAppliedProgramSerial)
1793 {
1794 programD3D->dirtyAllUniforms();
1795 mStateManager.forceSetDXUniformsState();
1796 mAppliedProgramSerial = programSerial;
1797 }
1798
1799 applyUniforms(programD3D);
1800
1801 // Driver uniforms
1802 mStateManager.setShaderConstants();
1803
1804 return angle::Result::Continue;
1805 }
1806
applyUniforms(ProgramD3D * programD3D)1807 void Renderer9::applyUniforms(ProgramD3D *programD3D)
1808 {
1809 // Skip updates if we're not dirty. Note that D3D9 cannot have compute or geometry.
1810 if (!programD3D->anyShaderUniformsDirty())
1811 {
1812 return;
1813 }
1814
1815 const auto &uniformArray = programD3D->getD3DUniforms();
1816
1817 for (const D3DUniform *targetUniform : uniformArray)
1818 {
1819 // Built-in uniforms must be skipped.
1820 if (!targetUniform->isReferencedByShader(gl::ShaderType::Vertex) &&
1821 !targetUniform->isReferencedByShader(gl::ShaderType::Fragment))
1822 continue;
1823
1824 const GLfloat *f = reinterpret_cast<const GLfloat *>(targetUniform->firstNonNullData());
1825 const GLint *i = reinterpret_cast<const GLint *>(targetUniform->firstNonNullData());
1826
1827 switch (targetUniform->typeInfo.type)
1828 {
1829 case GL_SAMPLER_2D:
1830 case GL_SAMPLER_CUBE:
1831 case GL_SAMPLER_EXTERNAL_OES:
1832 case GL_SAMPLER_VIDEO_IMAGE_WEBGL:
1833 break;
1834 case GL_BOOL:
1835 case GL_BOOL_VEC2:
1836 case GL_BOOL_VEC3:
1837 case GL_BOOL_VEC4:
1838 applyUniformnbv(targetUniform, i);
1839 break;
1840 case GL_FLOAT:
1841 case GL_FLOAT_VEC2:
1842 case GL_FLOAT_VEC3:
1843 case GL_FLOAT_VEC4:
1844 case GL_FLOAT_MAT2:
1845 case GL_FLOAT_MAT3:
1846 case GL_FLOAT_MAT4:
1847 applyUniformnfv(targetUniform, f);
1848 break;
1849 case GL_INT:
1850 case GL_INT_VEC2:
1851 case GL_INT_VEC3:
1852 case GL_INT_VEC4:
1853 applyUniformniv(targetUniform, i);
1854 break;
1855 default:
1856 UNREACHABLE();
1857 }
1858 }
1859
1860 programD3D->markUniformsClean();
1861 }
1862
applyUniformnfv(const D3DUniform * targetUniform,const GLfloat * v)1863 void Renderer9::applyUniformnfv(const D3DUniform *targetUniform, const GLfloat *v)
1864 {
1865 if (targetUniform->isReferencedByShader(gl::ShaderType::Fragment))
1866 {
1867 mDevice->SetPixelShaderConstantF(
1868 targetUniform->mShaderRegisterIndexes[gl::ShaderType::Fragment], v,
1869 targetUniform->registerCount);
1870 }
1871
1872 if (targetUniform->isReferencedByShader(gl::ShaderType::Vertex))
1873 {
1874 mDevice->SetVertexShaderConstantF(
1875 targetUniform->mShaderRegisterIndexes[gl::ShaderType::Vertex], v,
1876 targetUniform->registerCount);
1877 }
1878 }
1879
applyUniformniv(const D3DUniform * targetUniform,const GLint * v)1880 void Renderer9::applyUniformniv(const D3DUniform *targetUniform, const GLint *v)
1881 {
1882 ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9);
1883 GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4];
1884
1885 for (unsigned int i = 0; i < targetUniform->registerCount; i++)
1886 {
1887 vector[i][0] = (GLfloat)v[4 * i + 0];
1888 vector[i][1] = (GLfloat)v[4 * i + 1];
1889 vector[i][2] = (GLfloat)v[4 * i + 2];
1890 vector[i][3] = (GLfloat)v[4 * i + 3];
1891 }
1892
1893 applyUniformnfv(targetUniform, (GLfloat *)vector);
1894 }
1895
applyUniformnbv(const D3DUniform * targetUniform,const GLint * v)1896 void Renderer9::applyUniformnbv(const D3DUniform *targetUniform, const GLint *v)
1897 {
1898 ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9);
1899 GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4];
1900
1901 for (unsigned int i = 0; i < targetUniform->registerCount; i++)
1902 {
1903 vector[i][0] = (v[4 * i + 0] == GL_FALSE) ? 0.0f : 1.0f;
1904 vector[i][1] = (v[4 * i + 1] == GL_FALSE) ? 0.0f : 1.0f;
1905 vector[i][2] = (v[4 * i + 2] == GL_FALSE) ? 0.0f : 1.0f;
1906 vector[i][3] = (v[4 * i + 3] == GL_FALSE) ? 0.0f : 1.0f;
1907 }
1908
1909 applyUniformnfv(targetUniform, (GLfloat *)vector);
1910 }
1911
clear(const ClearParameters & clearParams,const RenderTarget9 * colorRenderTarget,const RenderTarget9 * depthStencilRenderTarget)1912 void Renderer9::clear(const ClearParameters &clearParams,
1913 const RenderTarget9 *colorRenderTarget,
1914 const RenderTarget9 *depthStencilRenderTarget)
1915 {
1916 // Clearing buffers with non-float values is not supported by Renderer9 and ES 2.0
1917 ASSERT(clearParams.colorType == GL_FLOAT);
1918
1919 // Clearing individual buffers other than buffer zero is not supported by Renderer9 and ES 2.0
1920 bool clearColor = clearParams.clearColor[0];
1921 for (unsigned int i = 0; i < clearParams.clearColor.size(); i++)
1922 {
1923 ASSERT(clearParams.clearColor[i] == clearColor);
1924 }
1925
1926 float depth = gl::clamp01(clearParams.depthValue);
1927 DWORD stencil = clearParams.stencilValue & 0x000000FF;
1928
1929 unsigned int stencilUnmasked = 0x0;
1930 if (clearParams.clearStencil && depthStencilRenderTarget)
1931 {
1932 const gl::InternalFormat &depthStencilFormat =
1933 gl::GetSizedInternalFormatInfo(depthStencilRenderTarget->getInternalFormat());
1934 if (depthStencilFormat.stencilBits > 0)
1935 {
1936 const d3d9::D3DFormat &d3dFormatInfo =
1937 d3d9::GetD3DFormatInfo(depthStencilRenderTarget->getD3DFormat());
1938 stencilUnmasked = (0x1 << d3dFormatInfo.stencilBits) - 1;
1939 }
1940 }
1941
1942 const bool needMaskedStencilClear =
1943 clearParams.clearStencil &&
1944 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
1945
1946 bool needMaskedColorClear = false;
1947 D3DCOLOR color = D3DCOLOR_ARGB(255, 0, 0, 0);
1948 if (clearColor)
1949 {
1950 ASSERT(colorRenderTarget != nullptr);
1951
1952 const gl::InternalFormat &formatInfo =
1953 gl::GetSizedInternalFormatInfo(colorRenderTarget->getInternalFormat());
1954 const d3d9::D3DFormat &d3dFormatInfo =
1955 d3d9::GetD3DFormatInfo(colorRenderTarget->getD3DFormat());
1956
1957 color =
1958 D3DCOLOR_ARGB(gl::unorm<8>((formatInfo.alphaBits == 0 && d3dFormatInfo.alphaBits > 0)
1959 ? 1.0f
1960 : clearParams.colorF.alpha),
1961 gl::unorm<8>((formatInfo.redBits == 0 && d3dFormatInfo.redBits > 0)
1962 ? 0.0f
1963 : clearParams.colorF.red),
1964 gl::unorm<8>((formatInfo.greenBits == 0 && d3dFormatInfo.greenBits > 0)
1965 ? 0.0f
1966 : clearParams.colorF.green),
1967 gl::unorm<8>((formatInfo.blueBits == 0 && d3dFormatInfo.blueBits > 0)
1968 ? 0.0f
1969 : clearParams.colorF.blue));
1970
1971 const uint8_t colorMask =
1972 gl::BlendStateExt::ColorMaskStorage::GetValueIndexed(0, clearParams.colorMask);
1973 bool r, g, b, a;
1974 gl::BlendStateExt::UnpackColorMask(colorMask, &r, &g, &b, &a);
1975 if ((formatInfo.redBits > 0 && !r) || (formatInfo.greenBits > 0 && !g) ||
1976 (formatInfo.blueBits > 0 && !b) || (formatInfo.alphaBits > 0 && !a))
1977 {
1978 needMaskedColorClear = true;
1979 }
1980 }
1981
1982 if (needMaskedColorClear || needMaskedStencilClear)
1983 {
1984 // State which is altered in all paths from this point to the clear call is saved.
1985 // State which is altered in only some paths will be flagged dirty in the case that
1986 // that path is taken.
1987 HRESULT hr;
1988 if (mMaskedClearSavedState == nullptr)
1989 {
1990 hr = mDevice->BeginStateBlock();
1991 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1992
1993 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1994 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1995 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1996 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1997 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1998 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1999 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
2000 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
2001 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
2002 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
2003 mDevice->SetPixelShader(nullptr);
2004 mDevice->SetVertexShader(nullptr);
2005 mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
2006 mDevice->SetStreamSource(0, nullptr, 0, 0);
2007 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
2008 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
2009 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
2010 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
2011 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
2012 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
2013 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
2014
2015 for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
2016 {
2017 mDevice->SetStreamSourceFreq(i, 1);
2018 }
2019
2020 hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
2021 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
2022 }
2023
2024 ASSERT(mMaskedClearSavedState != nullptr);
2025
2026 if (mMaskedClearSavedState != nullptr)
2027 {
2028 hr = mMaskedClearSavedState->Capture();
2029 ASSERT(SUCCEEDED(hr));
2030 }
2031
2032 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
2033 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
2034 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
2035 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
2036 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
2037 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
2038 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
2039 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
2040
2041 if (clearColor)
2042 {
2043 // clearParams.colorMask follows the same packing scheme as
2044 // D3DCOLORWRITEENABLE_RED/GREEN/BLUE/ALPHA
2045 mDevice->SetRenderState(
2046 D3DRS_COLORWRITEENABLE,
2047 gl::BlendStateExt::ColorMaskStorage::GetValueIndexed(0, clearParams.colorMask));
2048 }
2049 else
2050 {
2051 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
2052 }
2053
2054 if (stencilUnmasked != 0x0 && clearParams.clearStencil)
2055 {
2056 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
2057 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
2058 mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
2059 mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
2060 mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, clearParams.stencilWriteMask);
2061 mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
2062 mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
2063 mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
2064 }
2065 else
2066 {
2067 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
2068 }
2069
2070 mDevice->SetPixelShader(nullptr);
2071 mDevice->SetVertexShader(nullptr);
2072 mDevice->SetFVF(D3DFVF_XYZRHW);
2073 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
2074 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
2075 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
2076 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
2077 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
2078 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
2079 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
2080
2081 for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
2082 {
2083 mDevice->SetStreamSourceFreq(i, 1);
2084 }
2085
2086 int renderTargetWidth = mStateManager.getRenderTargetWidth();
2087 int renderTargetHeight = mStateManager.getRenderTargetHeight();
2088
2089 float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges
2090 quad[0][0] = -0.5f;
2091 quad[0][1] = renderTargetHeight - 0.5f;
2092 quad[0][2] = 0.0f;
2093 quad[0][3] = 1.0f;
2094
2095 quad[1][0] = renderTargetWidth - 0.5f;
2096 quad[1][1] = renderTargetHeight - 0.5f;
2097 quad[1][2] = 0.0f;
2098 quad[1][3] = 1.0f;
2099
2100 quad[2][0] = -0.5f;
2101 quad[2][1] = -0.5f;
2102 quad[2][2] = 0.0f;
2103 quad[2][3] = 1.0f;
2104
2105 quad[3][0] = renderTargetWidth - 0.5f;
2106 quad[3][1] = -0.5f;
2107 quad[3][2] = 0.0f;
2108 quad[3][3] = 1.0f;
2109
2110 startScene();
2111 mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
2112
2113 if (clearParams.clearDepth)
2114 {
2115 mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
2116 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
2117 mDevice->Clear(0, nullptr, D3DCLEAR_ZBUFFER, color, depth, stencil);
2118 }
2119
2120 if (mMaskedClearSavedState != nullptr)
2121 {
2122 mMaskedClearSavedState->Apply();
2123 }
2124 }
2125 else if (clearColor || clearParams.clearDepth || clearParams.clearStencil)
2126 {
2127 DWORD dxClearFlags = 0;
2128 if (clearColor)
2129 {
2130 dxClearFlags |= D3DCLEAR_TARGET;
2131 }
2132 if (clearParams.clearDepth)
2133 {
2134 dxClearFlags |= D3DCLEAR_ZBUFFER;
2135 }
2136 if (clearParams.clearStencil)
2137 {
2138 dxClearFlags |= D3DCLEAR_STENCIL;
2139 }
2140
2141 mDevice->Clear(0, nullptr, dxClearFlags, color, depth, stencil);
2142 }
2143 }
2144
markAllStateDirty()2145 void Renderer9::markAllStateDirty()
2146 {
2147 mAppliedRenderTargetSerial = 0;
2148 mAppliedDepthStencilSerial = 0;
2149 mDepthStencilInitialized = false;
2150 mRenderTargetDescInitialized = false;
2151
2152 mStateManager.forceSetRasterState();
2153 mStateManager.forceSetDepthStencilState();
2154 mStateManager.forceSetBlendState();
2155 mStateManager.forceSetScissorState();
2156 mStateManager.forceSetViewportState();
2157
2158 ASSERT(mCurVertexSamplerStates.size() == mCurVertexTextures.size());
2159 for (unsigned int i = 0; i < mCurVertexTextures.size(); i++)
2160 {
2161 mCurVertexSamplerStates[i].forceSet = true;
2162 mCurVertexTextures[i] = angle::DirtyPointer;
2163 }
2164
2165 ASSERT(mCurPixelSamplerStates.size() == mCurPixelTextures.size());
2166 for (unsigned int i = 0; i < mCurPixelSamplerStates.size(); i++)
2167 {
2168 mCurPixelSamplerStates[i].forceSet = true;
2169 mCurPixelTextures[i] = angle::DirtyPointer;
2170 }
2171
2172 mAppliedIBSerial = 0;
2173 mAppliedVertexShader = nullptr;
2174 mAppliedPixelShader = nullptr;
2175 mAppliedProgramSerial = 0;
2176 mStateManager.forceSetDXUniformsState();
2177
2178 mVertexDeclarationCache.markStateDirty();
2179 }
2180
releaseDeviceResources()2181 void Renderer9::releaseDeviceResources()
2182 {
2183 for (size_t i = 0; i < mEventQueryPool.size(); i++)
2184 {
2185 SafeRelease(mEventQueryPool[i]);
2186 }
2187 mEventQueryPool.clear();
2188
2189 SafeRelease(mMaskedClearSavedState);
2190
2191 mVertexShaderCache.clear();
2192 mPixelShaderCache.clear();
2193
2194 SafeDelete(mBlit);
2195 SafeDelete(mVertexDataManager);
2196 SafeDelete(mIndexDataManager);
2197 SafeDelete(mLineLoopIB);
2198 SafeDelete(mCountingIB);
2199
2200 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
2201 {
2202 SafeDelete(mNullRenderTargetCache[i].renderTarget);
2203 }
2204 }
2205
2206 // set notify to true to broadcast a message to all contexts of the device loss
testDeviceLost()2207 bool Renderer9::testDeviceLost()
2208 {
2209 HRESULT status = getDeviceStatusCode();
2210 return FAILED(status);
2211 }
2212
getDeviceStatusCode()2213 HRESULT Renderer9::getDeviceStatusCode()
2214 {
2215 HRESULT status = D3D_OK;
2216
2217 if (mDeviceEx)
2218 {
2219 status = mDeviceEx->CheckDeviceState(nullptr);
2220 }
2221 else if (mDevice)
2222 {
2223 status = mDevice->TestCooperativeLevel();
2224 }
2225
2226 return status;
2227 }
2228
testDeviceResettable()2229 bool Renderer9::testDeviceResettable()
2230 {
2231 // On D3D9Ex, DEVICELOST represents a hung device that needs to be restarted
2232 // DEVICEREMOVED indicates the device has been stopped and must be recreated
2233 switch (getDeviceStatusCode())
2234 {
2235 case D3DERR_DEVICENOTRESET:
2236 case D3DERR_DEVICEHUNG:
2237 return true;
2238 case D3DERR_DEVICELOST:
2239 return (mDeviceEx != nullptr);
2240 case D3DERR_DEVICEREMOVED:
2241 ASSERT(mDeviceEx != nullptr);
2242 return isRemovedDeviceResettable();
2243 default:
2244 return false;
2245 }
2246 }
2247
resetDevice()2248 bool Renderer9::resetDevice()
2249 {
2250 releaseDeviceResources();
2251
2252 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
2253
2254 HRESULT result = D3D_OK;
2255 bool lost = testDeviceLost();
2256 bool removedDevice = (getDeviceStatusCode() == D3DERR_DEVICEREMOVED);
2257
2258 // Device Removed is a feature which is only present with D3D9Ex
2259 ASSERT(mDeviceEx != nullptr || !removedDevice);
2260
2261 for (int attempts = 3; lost && attempts > 0; attempts--)
2262 {
2263 if (removedDevice)
2264 {
2265 // Device removed, which may trigger on driver reinstallation,
2266 // may cause a longer wait other reset attempts before the
2267 // system is ready to handle creating a new device.
2268 Sleep(800);
2269 lost = !resetRemovedDevice();
2270 }
2271 else if (mDeviceEx)
2272 {
2273 Sleep(500); // Give the graphics driver some CPU time
2274 result = mDeviceEx->ResetEx(&presentParameters, nullptr);
2275 lost = testDeviceLost();
2276 }
2277 else
2278 {
2279 result = mDevice->TestCooperativeLevel();
2280 while (result == D3DERR_DEVICELOST)
2281 {
2282 Sleep(100); // Give the graphics driver some CPU time
2283 result = mDevice->TestCooperativeLevel();
2284 }
2285
2286 if (result == D3DERR_DEVICENOTRESET)
2287 {
2288 result = mDevice->Reset(&presentParameters);
2289 }
2290 lost = testDeviceLost();
2291 }
2292 }
2293
2294 if (FAILED(result))
2295 {
2296 ERR() << "Reset/ResetEx failed multiple times, " << gl::FmtHR(result);
2297 return false;
2298 }
2299
2300 if (removedDevice && lost)
2301 {
2302 ERR() << "Device lost reset failed multiple times";
2303 return false;
2304 }
2305
2306 // If the device was removed, we already finished re-initialization in resetRemovedDevice
2307 if (!removedDevice)
2308 {
2309 // reset device defaults
2310 if (initializeDevice().isError())
2311 {
2312 return false;
2313 }
2314 }
2315
2316 return true;
2317 }
2318
isRemovedDeviceResettable() const2319 bool Renderer9::isRemovedDeviceResettable() const
2320 {
2321 bool success = false;
2322
2323 #if ANGLE_D3D9EX == ANGLE_ENABLED
2324 IDirect3D9Ex *d3d9Ex = nullptr;
2325 typedef HRESULT(WINAPI * Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex **);
2326 Direct3DCreate9ExFunc Direct3DCreate9ExPtr =
2327 reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex"));
2328
2329 if (Direct3DCreate9ExPtr && SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &d3d9Ex)))
2330 {
2331 D3DCAPS9 deviceCaps;
2332 HRESULT result = d3d9Ex->GetDeviceCaps(mAdapter, mDeviceType, &deviceCaps);
2333 success = SUCCEEDED(result);
2334 }
2335
2336 SafeRelease(d3d9Ex);
2337 #else
2338 UNREACHABLE();
2339 #endif
2340
2341 return success;
2342 }
2343
resetRemovedDevice()2344 bool Renderer9::resetRemovedDevice()
2345 {
2346 // From http://msdn.microsoft.com/en-us/library/windows/desktop/bb172554(v=vs.85).aspx:
2347 // The hardware adapter has been removed. Application must destroy the device, do enumeration of
2348 // adapters and create another Direct3D device. If application continues rendering without
2349 // calling Reset, the rendering calls will succeed. Applies to Direct3D 9Ex only.
2350 release();
2351 return !initialize().isError();
2352 }
2353
getVendorId() const2354 VendorID Renderer9::getVendorId() const
2355 {
2356 return static_cast<VendorID>(mAdapterIdentifier.VendorId);
2357 }
2358
getRendererDescription() const2359 std::string Renderer9::getRendererDescription() const
2360 {
2361 std::ostringstream rendererString;
2362
2363 rendererString << mAdapterIdentifier.Description;
2364 if (getShareHandleSupport())
2365 {
2366 rendererString << " Direct3D9Ex";
2367 }
2368 else
2369 {
2370 rendererString << " Direct3D9";
2371 }
2372
2373 rendererString << " vs_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.VertexShaderVersion) << "_"
2374 << D3DSHADER_VERSION_MINOR(mDeviceCaps.VertexShaderVersion);
2375 rendererString << " ps_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion) << "_"
2376 << D3DSHADER_VERSION_MINOR(mDeviceCaps.PixelShaderVersion);
2377
2378 return rendererString.str();
2379 }
2380
getAdapterIdentifier() const2381 DeviceIdentifier Renderer9::getAdapterIdentifier() const
2382 {
2383 DeviceIdentifier deviceIdentifier = {};
2384 deviceIdentifier.VendorId = static_cast<UINT>(mAdapterIdentifier.VendorId);
2385 deviceIdentifier.DeviceId = static_cast<UINT>(mAdapterIdentifier.DeviceId);
2386 deviceIdentifier.SubSysId = static_cast<UINT>(mAdapterIdentifier.SubSysId);
2387 deviceIdentifier.Revision = static_cast<UINT>(mAdapterIdentifier.Revision);
2388 deviceIdentifier.FeatureLevel = 0;
2389
2390 return deviceIdentifier;
2391 }
2392
getReservedVertexUniformVectors() const2393 unsigned int Renderer9::getReservedVertexUniformVectors() const
2394 {
2395 return d3d9_gl::GetReservedVertexUniformVectors();
2396 }
2397
getReservedFragmentUniformVectors() const2398 unsigned int Renderer9::getReservedFragmentUniformVectors() const
2399 {
2400 return d3d9_gl::GetReservedFragmentUniformVectors();
2401 }
2402
getShareHandleSupport() const2403 bool Renderer9::getShareHandleSupport() const
2404 {
2405 // PIX doesn't seem to support using share handles, so disable them.
2406 return (mD3d9Ex != nullptr) && !gl::DebugAnnotationsActive();
2407 }
2408
getMajorShaderModel() const2409 int Renderer9::getMajorShaderModel() const
2410 {
2411 return D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion);
2412 }
2413
getMinorShaderModel() const2414 int Renderer9::getMinorShaderModel() const
2415 {
2416 return D3DSHADER_VERSION_MINOR(mDeviceCaps.PixelShaderVersion);
2417 }
2418
getShaderModelSuffix() const2419 std::string Renderer9::getShaderModelSuffix() const
2420 {
2421 return "";
2422 }
2423
getCapsDeclTypes() const2424 DWORD Renderer9::getCapsDeclTypes() const
2425 {
2426 return mDeviceCaps.DeclTypes;
2427 }
2428
getBufferPool(DWORD usage) const2429 D3DPOOL Renderer9::getBufferPool(DWORD usage) const
2430 {
2431 if (mD3d9Ex != nullptr)
2432 {
2433 return D3DPOOL_DEFAULT;
2434 }
2435 else
2436 {
2437 if (!(usage & D3DUSAGE_DYNAMIC))
2438 {
2439 return D3DPOOL_MANAGED;
2440 }
2441 }
2442
2443 return D3DPOOL_DEFAULT;
2444 }
2445
copyImage2D(const gl::Context * context,const gl::Framebuffer * framebuffer,const gl::Rectangle & sourceRect,GLenum destFormat,const gl::Offset & destOffset,TextureStorage * storage,GLint level)2446 angle::Result Renderer9::copyImage2D(const gl::Context *context,
2447 const gl::Framebuffer *framebuffer,
2448 const gl::Rectangle &sourceRect,
2449 GLenum destFormat,
2450 const gl::Offset &destOffset,
2451 TextureStorage *storage,
2452 GLint level)
2453 {
2454 RECT rect;
2455 rect.left = sourceRect.x;
2456 rect.top = sourceRect.y;
2457 rect.right = sourceRect.x + sourceRect.width;
2458 rect.bottom = sourceRect.y + sourceRect.height;
2459
2460 return mBlit->copy2D(context, framebuffer, rect, destFormat, destOffset, storage, level);
2461 }
2462
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)2463 angle::Result Renderer9::copyImageCube(const gl::Context *context,
2464 const gl::Framebuffer *framebuffer,
2465 const gl::Rectangle &sourceRect,
2466 GLenum destFormat,
2467 const gl::Offset &destOffset,
2468 TextureStorage *storage,
2469 gl::TextureTarget target,
2470 GLint level)
2471 {
2472 RECT rect;
2473 rect.left = sourceRect.x;
2474 rect.top = sourceRect.y;
2475 rect.right = sourceRect.x + sourceRect.width;
2476 rect.bottom = sourceRect.y + sourceRect.height;
2477
2478 return mBlit->copyCube(context, framebuffer, rect, destFormat, destOffset, storage, target,
2479 level);
2480 }
2481
copyImage3D(const gl::Context * context,const gl::Framebuffer * framebuffer,const gl::Rectangle & sourceRect,GLenum destFormat,const gl::Offset & destOffset,TextureStorage * storage,GLint level)2482 angle::Result Renderer9::copyImage3D(const gl::Context *context,
2483 const gl::Framebuffer *framebuffer,
2484 const gl::Rectangle &sourceRect,
2485 GLenum destFormat,
2486 const gl::Offset &destOffset,
2487 TextureStorage *storage,
2488 GLint level)
2489 {
2490 // 3D textures are not available in the D3D9 backend.
2491 ANGLE_HR_UNREACHABLE(GetImplAs<Context9>(context));
2492 return angle::Result::Stop;
2493 }
2494
copyImage2DArray(const gl::Context * context,const gl::Framebuffer * framebuffer,const gl::Rectangle & sourceRect,GLenum destFormat,const gl::Offset & destOffset,TextureStorage * storage,GLint level)2495 angle::Result Renderer9::copyImage2DArray(const gl::Context *context,
2496 const gl::Framebuffer *framebuffer,
2497 const gl::Rectangle &sourceRect,
2498 GLenum destFormat,
2499 const gl::Offset &destOffset,
2500 TextureStorage *storage,
2501 GLint level)
2502 {
2503 // 2D array textures are not available in the D3D9 backend.
2504 ANGLE_HR_UNREACHABLE(GetImplAs<Context9>(context));
2505 return angle::Result::Stop;
2506 }
2507
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)2508 angle::Result Renderer9::copyTexture(const gl::Context *context,
2509 const gl::Texture *source,
2510 GLint sourceLevel,
2511 gl::TextureTarget srcTarget,
2512 const gl::Box &sourceBox,
2513 GLenum destFormat,
2514 GLenum destType,
2515 const gl::Offset &destOffset,
2516 TextureStorage *storage,
2517 gl::TextureTarget destTarget,
2518 GLint destLevel,
2519 bool unpackFlipY,
2520 bool unpackPremultiplyAlpha,
2521 bool unpackUnmultiplyAlpha)
2522 {
2523 RECT rect;
2524 rect.left = sourceBox.x;
2525 rect.top = sourceBox.y;
2526 rect.right = sourceBox.x + sourceBox.width;
2527 rect.bottom = sourceBox.y + sourceBox.height;
2528
2529 return mBlit->copyTexture(context, source, sourceLevel, rect, destFormat, destOffset, storage,
2530 destTarget, destLevel, unpackFlipY, unpackPremultiplyAlpha,
2531 unpackUnmultiplyAlpha);
2532 }
2533
copyCompressedTexture(const gl::Context * context,const gl::Texture * source,GLint sourceLevel,TextureStorage * storage,GLint destLevel)2534 angle::Result Renderer9::copyCompressedTexture(const gl::Context *context,
2535 const gl::Texture *source,
2536 GLint sourceLevel,
2537 TextureStorage *storage,
2538 GLint destLevel)
2539 {
2540 ANGLE_HR_UNREACHABLE(GetImplAs<Context9>(context));
2541 return angle::Result::Stop;
2542 }
2543
createRenderTarget(const gl::Context * context,int width,int height,GLenum format,GLsizei samples,RenderTargetD3D ** outRT)2544 angle::Result Renderer9::createRenderTarget(const gl::Context *context,
2545 int width,
2546 int height,
2547 GLenum format,
2548 GLsizei samples,
2549 RenderTargetD3D **outRT)
2550 {
2551 const d3d9::TextureFormat &d3d9FormatInfo = d3d9::GetTextureFormatInfo(format);
2552
2553 const gl::TextureCaps &textureCaps = getNativeTextureCaps().get(format);
2554 GLuint supportedSamples = textureCaps.getNearestSamples(samples);
2555
2556 IDirect3DTexture9 *texture = nullptr;
2557 IDirect3DSurface9 *renderTarget = nullptr;
2558 if (width > 0 && height > 0)
2559 {
2560 bool requiresInitialization = false;
2561 HRESULT result = D3DERR_INVALIDCALL;
2562
2563 const gl::InternalFormat &formatInfo = gl::GetSizedInternalFormatInfo(format);
2564 if (formatInfo.depthBits > 0 || formatInfo.stencilBits > 0)
2565 {
2566 result = mDevice->CreateDepthStencilSurface(
2567 width, height, d3d9FormatInfo.renderFormat,
2568 gl_d3d9::GetMultisampleType(supportedSamples), 0, FALSE, &renderTarget, nullptr);
2569 }
2570 else
2571 {
2572 requiresInitialization = (d3d9FormatInfo.dataInitializerFunction != nullptr);
2573 if (supportedSamples > 0)
2574 {
2575 result = mDevice->CreateRenderTarget(width, height, d3d9FormatInfo.renderFormat,
2576 gl_d3d9::GetMultisampleType(supportedSamples),
2577 0, FALSE, &renderTarget, nullptr);
2578 }
2579 else
2580 {
2581 result = mDevice->CreateTexture(
2582 width, height, 1, D3DUSAGE_RENDERTARGET, d3d9FormatInfo.texFormat,
2583 getTexturePool(D3DUSAGE_RENDERTARGET), &texture, nullptr);
2584 if (!FAILED(result))
2585 {
2586 result = texture->GetSurfaceLevel(0, &renderTarget);
2587 }
2588 }
2589 }
2590
2591 ANGLE_TRY_HR(GetImplAs<Context9>(context), result, "Failed to create render target");
2592
2593 if (requiresInitialization)
2594 {
2595 // This format requires that the data be initialized before the render target can be
2596 // used Unfortunately this requires a Get call on the d3d device but it is far better
2597 // than having to mark the render target as lockable and copy data to the gpu.
2598 IDirect3DSurface9 *prevRenderTarget = nullptr;
2599 mDevice->GetRenderTarget(0, &prevRenderTarget);
2600 mDevice->SetRenderTarget(0, renderTarget);
2601 mDevice->Clear(0, nullptr, D3DCLEAR_TARGET, D3DCOLOR_RGBA(0, 0, 0, 255), 0.0f, 0);
2602 mDevice->SetRenderTarget(0, prevRenderTarget);
2603 }
2604 }
2605
2606 *outRT = new TextureRenderTarget9(texture, 0, renderTarget, format, width, height, 1,
2607 supportedSamples);
2608 return angle::Result::Continue;
2609 }
2610
createRenderTargetCopy(const gl::Context * context,RenderTargetD3D * source,RenderTargetD3D ** outRT)2611 angle::Result Renderer9::createRenderTargetCopy(const gl::Context *context,
2612 RenderTargetD3D *source,
2613 RenderTargetD3D **outRT)
2614 {
2615 ASSERT(source != nullptr);
2616
2617 RenderTargetD3D *newRT = nullptr;
2618 ANGLE_TRY(createRenderTarget(context, source->getWidth(), source->getHeight(),
2619 source->getInternalFormat(), source->getSamples(), &newRT));
2620
2621 RenderTarget9 *source9 = GetAs<RenderTarget9>(source);
2622 RenderTarget9 *dest9 = GetAs<RenderTarget9>(newRT);
2623
2624 HRESULT result = mDevice->StretchRect(source9->getSurface(), nullptr, dest9->getSurface(),
2625 nullptr, D3DTEXF_NONE);
2626 ANGLE_TRY_HR(GetImplAs<Context9>(context), result, "Failed to copy render target");
2627
2628 *outRT = newRT;
2629 return angle::Result::Continue;
2630 }
2631
loadExecutable(d3d::Context * context,const uint8_t * function,size_t length,gl::ShaderType type,const std::vector<D3DVarying> & streamOutVaryings,bool separatedOutputBuffers,ShaderExecutableD3D ** outExecutable)2632 angle::Result Renderer9::loadExecutable(d3d::Context *context,
2633 const uint8_t *function,
2634 size_t length,
2635 gl::ShaderType type,
2636 const std::vector<D3DVarying> &streamOutVaryings,
2637 bool separatedOutputBuffers,
2638 ShaderExecutableD3D **outExecutable)
2639 {
2640 // Transform feedback is not supported in ES2 or D3D9
2641 ASSERT(streamOutVaryings.empty());
2642
2643 switch (type)
2644 {
2645 case gl::ShaderType::Vertex:
2646 {
2647 IDirect3DVertexShader9 *vshader = nullptr;
2648 ANGLE_TRY(createVertexShader(context, (DWORD *)function, length, &vshader));
2649 *outExecutable = new ShaderExecutable9(function, length, vshader);
2650 }
2651 break;
2652 case gl::ShaderType::Fragment:
2653 {
2654 IDirect3DPixelShader9 *pshader = nullptr;
2655 ANGLE_TRY(createPixelShader(context, (DWORD *)function, length, &pshader));
2656 *outExecutable = new ShaderExecutable9(function, length, pshader);
2657 }
2658 break;
2659 default:
2660 ANGLE_HR_UNREACHABLE(context);
2661 }
2662
2663 return angle::Result::Continue;
2664 }
2665
compileToExecutable(d3d::Context * context,gl::InfoLog & infoLog,const std::string & shaderHLSL,gl::ShaderType type,const std::vector<D3DVarying> & streamOutVaryings,bool separatedOutputBuffers,const CompilerWorkaroundsD3D & workarounds,ShaderExecutableD3D ** outExectuable)2666 angle::Result Renderer9::compileToExecutable(d3d::Context *context,
2667 gl::InfoLog &infoLog,
2668 const std::string &shaderHLSL,
2669 gl::ShaderType type,
2670 const std::vector<D3DVarying> &streamOutVaryings,
2671 bool separatedOutputBuffers,
2672 const CompilerWorkaroundsD3D &workarounds,
2673 ShaderExecutableD3D **outExectuable)
2674 {
2675 // Transform feedback is not supported in ES2 or D3D9
2676 ASSERT(streamOutVaryings.empty());
2677
2678 std::stringstream profileStream;
2679
2680 switch (type)
2681 {
2682 case gl::ShaderType::Vertex:
2683 profileStream << "vs";
2684 break;
2685 case gl::ShaderType::Fragment:
2686 profileStream << "ps";
2687 break;
2688 default:
2689 ANGLE_HR_UNREACHABLE(context);
2690 }
2691
2692 profileStream << "_" << ((getMajorShaderModel() >= 3) ? 3 : 2);
2693 profileStream << "_"
2694 << "0";
2695
2696 std::string profile = profileStream.str();
2697
2698 UINT flags = ANGLE_COMPILE_OPTIMIZATION_LEVEL;
2699
2700 if (workarounds.skipOptimization)
2701 {
2702 flags = D3DCOMPILE_SKIP_OPTIMIZATION;
2703 }
2704 else if (workarounds.useMaxOptimization)
2705 {
2706 flags = D3DCOMPILE_OPTIMIZATION_LEVEL3;
2707 }
2708
2709 if (gl::DebugAnnotationsActive())
2710 {
2711 #ifndef NDEBUG
2712 flags = D3DCOMPILE_SKIP_OPTIMIZATION;
2713 #endif
2714
2715 flags |= D3DCOMPILE_DEBUG;
2716 }
2717
2718 // Sometimes D3DCompile will fail with the default compilation flags for complicated shaders
2719 // when it would otherwise pass with alternative options. Try the default flags first and if
2720 // compilation fails, try some alternatives.
2721 std::vector<CompileConfig> configs;
2722 configs.push_back(CompileConfig(flags, "default"));
2723 configs.push_back(CompileConfig(flags | D3DCOMPILE_AVOID_FLOW_CONTROL, "avoid flow control"));
2724 configs.push_back(CompileConfig(flags | D3DCOMPILE_PREFER_FLOW_CONTROL, "prefer flow control"));
2725
2726 ID3DBlob *binary = nullptr;
2727 std::string debugInfo;
2728 angle::Result error = mCompiler.compileToBinary(context, infoLog, shaderHLSL, profile, configs,
2729 nullptr, &binary, &debugInfo);
2730 ANGLE_TRY(error);
2731
2732 // It's possible that binary is NULL if the compiler failed in all configurations. Set the
2733 // executable to NULL and return GL_NO_ERROR to signify that there was a link error but the
2734 // internal state is still OK.
2735 if (!binary)
2736 {
2737 *outExectuable = nullptr;
2738 return angle::Result::Continue;
2739 }
2740
2741 error = loadExecutable(context, reinterpret_cast<const uint8_t *>(binary->GetBufferPointer()),
2742 binary->GetBufferSize(), type, streamOutVaryings, separatedOutputBuffers,
2743 outExectuable);
2744
2745 SafeRelease(binary);
2746 ANGLE_TRY(error);
2747
2748 if (!debugInfo.empty())
2749 {
2750 (*outExectuable)->appendDebugInfo(debugInfo);
2751 }
2752
2753 return angle::Result::Continue;
2754 }
2755
ensureHLSLCompilerInitialized(d3d::Context * context)2756 angle::Result Renderer9::ensureHLSLCompilerInitialized(d3d::Context *context)
2757 {
2758 return mCompiler.ensureInitialized(context);
2759 }
2760
createUniformStorage(size_t storageSize)2761 UniformStorageD3D *Renderer9::createUniformStorage(size_t storageSize)
2762 {
2763 return new UniformStorageD3D(storageSize);
2764 }
2765
boxFilter(Context9 * context9,IDirect3DSurface9 * source,IDirect3DSurface9 * dest)2766 angle::Result Renderer9::boxFilter(Context9 *context9,
2767 IDirect3DSurface9 *source,
2768 IDirect3DSurface9 *dest)
2769 {
2770 return mBlit->boxFilter(context9, source, dest);
2771 }
2772
getTexturePool(DWORD usage) const2773 D3DPOOL Renderer9::getTexturePool(DWORD usage) const
2774 {
2775 if (mD3d9Ex != nullptr)
2776 {
2777 return D3DPOOL_DEFAULT;
2778 }
2779 else
2780 {
2781 if (!(usage & (D3DUSAGE_DEPTHSTENCIL | D3DUSAGE_RENDERTARGET)))
2782 {
2783 return D3DPOOL_MANAGED;
2784 }
2785 }
2786
2787 return D3DPOOL_DEFAULT;
2788 }
2789
copyToRenderTarget(const gl::Context * context,IDirect3DSurface9 * dest,IDirect3DSurface9 * source,bool fromManaged)2790 angle::Result Renderer9::copyToRenderTarget(const gl::Context *context,
2791 IDirect3DSurface9 *dest,
2792 IDirect3DSurface9 *source,
2793 bool fromManaged)
2794 {
2795 ASSERT(source && dest);
2796
2797 Context9 *context9 = GetImplAs<Context9>(context);
2798
2799 HRESULT result = D3DERR_OUTOFVIDEOMEMORY;
2800
2801 if (fromManaged)
2802 {
2803 D3DSURFACE_DESC desc;
2804 source->GetDesc(&desc);
2805
2806 IDirect3DSurface9 *surf = 0;
2807 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2808 D3DPOOL_SYSTEMMEM, &surf, nullptr);
2809
2810 if (SUCCEEDED(result))
2811 {
2812 ANGLE_TRY(Image9::CopyLockableSurfaces(context9, surf, source));
2813 result = mDevice->UpdateSurface(surf, nullptr, dest, nullptr);
2814 SafeRelease(surf);
2815 }
2816 }
2817 else
2818 {
2819 endScene();
2820 result = mDevice->StretchRect(source, nullptr, dest, nullptr, D3DTEXF_NONE);
2821 }
2822
2823 ANGLE_TRY_HR(context9, result, "Failed to blit internal texture");
2824 return angle::Result::Continue;
2825 }
2826
getRendererClass() const2827 RendererClass Renderer9::getRendererClass() const
2828 {
2829 return RENDERER_D3D9;
2830 }
2831
createImage()2832 ImageD3D *Renderer9::createImage()
2833 {
2834 return new Image9(this);
2835 }
2836
createExternalImageSibling(const gl::Context * context,EGLenum target,EGLClientBuffer buffer,const egl::AttributeMap & attribs)2837 ExternalImageSiblingImpl *Renderer9::createExternalImageSibling(const gl::Context *context,
2838 EGLenum target,
2839 EGLClientBuffer buffer,
2840 const egl::AttributeMap &attribs)
2841 {
2842 UNREACHABLE();
2843 return nullptr;
2844 }
2845
generateMipmap(const gl::Context * context,ImageD3D * dest,ImageD3D * src)2846 angle::Result Renderer9::generateMipmap(const gl::Context *context, ImageD3D *dest, ImageD3D *src)
2847 {
2848 Image9 *src9 = GetAs<Image9>(src);
2849 Image9 *dst9 = GetAs<Image9>(dest);
2850 return Image9::GenerateMipmap(GetImplAs<Context9>(context), dst9, src9);
2851 }
2852
generateMipmapUsingD3D(const gl::Context * context,TextureStorage * storage,const gl::TextureState & textureState)2853 angle::Result Renderer9::generateMipmapUsingD3D(const gl::Context *context,
2854 TextureStorage *storage,
2855 const gl::TextureState &textureState)
2856 {
2857 ANGLE_HR_UNREACHABLE(GetImplAs<Context9>(context));
2858 return angle::Result::Stop;
2859 }
2860
copyImage(const gl::Context * context,ImageD3D * dest,ImageD3D * source,const gl::Box & sourceBox,const gl::Offset & destOffset,bool unpackFlipY,bool unpackPremultiplyAlpha,bool unpackUnmultiplyAlpha)2861 angle::Result Renderer9::copyImage(const gl::Context *context,
2862 ImageD3D *dest,
2863 ImageD3D *source,
2864 const gl::Box &sourceBox,
2865 const gl::Offset &destOffset,
2866 bool unpackFlipY,
2867 bool unpackPremultiplyAlpha,
2868 bool unpackUnmultiplyAlpha)
2869 {
2870 Image9 *dest9 = GetAs<Image9>(dest);
2871 Image9 *src9 = GetAs<Image9>(source);
2872 return Image9::CopyImage(context, dest9, src9, sourceBox.toRect(), destOffset, unpackFlipY,
2873 unpackPremultiplyAlpha, unpackUnmultiplyAlpha);
2874 }
2875
createTextureStorage2D(SwapChainD3D * swapChain,const std::string & label)2876 TextureStorage *Renderer9::createTextureStorage2D(SwapChainD3D *swapChain, const std::string &label)
2877 {
2878 SwapChain9 *swapChain9 = GetAs<SwapChain9>(swapChain);
2879 return new TextureStorage9_2D(this, swapChain9, label);
2880 }
2881
createTextureStorageEGLImage(EGLImageD3D * eglImage,RenderTargetD3D * renderTargetD3D,const std::string & label)2882 TextureStorage *Renderer9::createTextureStorageEGLImage(EGLImageD3D *eglImage,
2883 RenderTargetD3D *renderTargetD3D,
2884 const std::string &label)
2885 {
2886 return new TextureStorage9_EGLImage(this, eglImage, GetAs<RenderTarget9>(renderTargetD3D),
2887 label);
2888 }
2889
createTextureStorageExternal(egl::Stream * stream,const egl::Stream::GLTextureDescription & desc,const std::string & label)2890 TextureStorage *Renderer9::createTextureStorageExternal(
2891 egl::Stream *stream,
2892 const egl::Stream::GLTextureDescription &desc,
2893 const std::string &label)
2894 {
2895 UNIMPLEMENTED();
2896 return nullptr;
2897 }
2898
createTextureStorage2D(GLenum internalformat,bool renderTarget,GLsizei width,GLsizei height,int levels,const std::string & label,bool hintLevelZeroOnly)2899 TextureStorage *Renderer9::createTextureStorage2D(GLenum internalformat,
2900 bool renderTarget,
2901 GLsizei width,
2902 GLsizei height,
2903 int levels,
2904 const std::string &label,
2905 bool hintLevelZeroOnly)
2906 {
2907 return new TextureStorage9_2D(this, internalformat, renderTarget, width, height, levels, label);
2908 }
2909
createTextureStorageCube(GLenum internalformat,bool renderTarget,int size,int levels,bool hintLevelZeroOnly,const std::string & label)2910 TextureStorage *Renderer9::createTextureStorageCube(GLenum internalformat,
2911 bool renderTarget,
2912 int size,
2913 int levels,
2914 bool hintLevelZeroOnly,
2915 const std::string &label)
2916 {
2917 return new TextureStorage9_Cube(this, internalformat, renderTarget, size, levels,
2918 hintLevelZeroOnly, label);
2919 }
2920
createTextureStorage3D(GLenum internalformat,bool renderTarget,GLsizei width,GLsizei height,GLsizei depth,int levels,const std::string & label)2921 TextureStorage *Renderer9::createTextureStorage3D(GLenum internalformat,
2922 bool renderTarget,
2923 GLsizei width,
2924 GLsizei height,
2925 GLsizei depth,
2926 int levels,
2927 const std::string &label)
2928 {
2929 // 3D textures are not supported by the D3D9 backend.
2930 UNREACHABLE();
2931
2932 return nullptr;
2933 }
2934
createTextureStorage2DArray(GLenum internalformat,bool renderTarget,GLsizei width,GLsizei height,GLsizei depth,int levels,const std::string & label)2935 TextureStorage *Renderer9::createTextureStorage2DArray(GLenum internalformat,
2936 bool renderTarget,
2937 GLsizei width,
2938 GLsizei height,
2939 GLsizei depth,
2940 int levels,
2941 const std::string &label)
2942 {
2943 // 2D array textures are not supported by the D3D9 backend.
2944 UNREACHABLE();
2945
2946 return nullptr;
2947 }
2948
createTextureStorage2DMultisample(GLenum internalformat,GLsizei width,GLsizei height,int levels,int samples,bool fixedSampleLocations,const std::string & label)2949 TextureStorage *Renderer9::createTextureStorage2DMultisample(GLenum internalformat,
2950 GLsizei width,
2951 GLsizei height,
2952 int levels,
2953 int samples,
2954 bool fixedSampleLocations,
2955 const std::string &label)
2956 {
2957 // 2D multisampled textures are not supported by the D3D9 backend.
2958 UNREACHABLE();
2959
2960 return nullptr;
2961 }
2962
createTextureStorage2DMultisampleArray(GLenum internalformat,GLsizei width,GLsizei height,GLsizei depth,int levels,int samples,bool fixedSampleLocations,const std::string & label)2963 TextureStorage *Renderer9::createTextureStorage2DMultisampleArray(GLenum internalformat,
2964 GLsizei width,
2965 GLsizei height,
2966 GLsizei depth,
2967 int levels,
2968 int samples,
2969 bool fixedSampleLocations,
2970 const std::string &label)
2971 {
2972 // 2D multisampled textures are not supported by the D3D9 backend.
2973 UNREACHABLE();
2974
2975 return nullptr;
2976 }
2977
getLUID(LUID * adapterLuid) const2978 bool Renderer9::getLUID(LUID *adapterLuid) const
2979 {
2980 adapterLuid->HighPart = 0;
2981 adapterLuid->LowPart = 0;
2982
2983 if (mD3d9Ex)
2984 {
2985 mD3d9Ex->GetAdapterLUID(mAdapter, adapterLuid);
2986 return true;
2987 }
2988
2989 return false;
2990 }
2991
getVertexConversionType(angle::FormatID vertexFormatID) const2992 VertexConversionType Renderer9::getVertexConversionType(angle::FormatID vertexFormatID) const
2993 {
2994 return d3d9::GetVertexFormatInfo(getCapsDeclTypes(), vertexFormatID).conversionType;
2995 }
2996
getVertexComponentType(angle::FormatID vertexFormatID) const2997 GLenum Renderer9::getVertexComponentType(angle::FormatID vertexFormatID) const
2998 {
2999 return d3d9::GetVertexFormatInfo(getCapsDeclTypes(), vertexFormatID).componentType;
3000 }
3001
getVertexSpaceRequired(const gl::Context * context,const gl::VertexAttribute & attrib,const gl::VertexBinding & binding,size_t count,GLsizei instances,GLuint baseInstance,unsigned int * bytesRequiredOut) const3002 angle::Result Renderer9::getVertexSpaceRequired(const gl::Context *context,
3003 const gl::VertexAttribute &attrib,
3004 const gl::VertexBinding &binding,
3005 size_t count,
3006 GLsizei instances,
3007 GLuint baseInstance,
3008 unsigned int *bytesRequiredOut) const
3009 {
3010 if (!attrib.enabled)
3011 {
3012 *bytesRequiredOut = 16u;
3013 return angle::Result::Continue;
3014 }
3015
3016 angle::FormatID vertexFormatID = gl::GetVertexFormatID(attrib, gl::VertexAttribType::Float);
3017 const d3d9::VertexFormat &d3d9VertexInfo =
3018 d3d9::GetVertexFormatInfo(getCapsDeclTypes(), vertexFormatID);
3019
3020 unsigned int elementCount = 0;
3021 const unsigned int divisor = binding.getDivisor();
3022 if (instances == 0 || divisor == 0)
3023 {
3024 elementCount = static_cast<unsigned int>(count);
3025 }
3026 else
3027 {
3028 // Round up to divisor, if possible
3029 elementCount = UnsignedCeilDivide(static_cast<unsigned int>(instances), divisor);
3030 }
3031
3032 bool check = (d3d9VertexInfo.outputElementSize >
3033 std::numeric_limits<unsigned int>::max() / elementCount);
3034 ANGLE_CHECK(GetImplAs<Context9>(context), !check,
3035 "New vertex buffer size would result in an overflow.", GL_OUT_OF_MEMORY);
3036
3037 *bytesRequiredOut = static_cast<unsigned int>(d3d9VertexInfo.outputElementSize) * elementCount;
3038 return angle::Result::Continue;
3039 }
3040
generateCaps(gl::Caps * outCaps,gl::TextureCapsMap * outTextureCaps,gl::Extensions * outExtensions,gl::Limitations * outLimitations) const3041 void Renderer9::generateCaps(gl::Caps *outCaps,
3042 gl::TextureCapsMap *outTextureCaps,
3043 gl::Extensions *outExtensions,
3044 gl::Limitations *outLimitations) const
3045 {
3046 d3d9_gl::GenerateCaps(mD3d9, mDevice, mDeviceType, mAdapter, outCaps, outTextureCaps,
3047 outExtensions, outLimitations);
3048 }
3049
initializeFeatures(angle::FeaturesD3D * features) const3050 void Renderer9::initializeFeatures(angle::FeaturesD3D *features) const
3051 {
3052 if (!mDisplay->getState().featuresAllDisabled)
3053 {
3054 d3d9::InitializeFeatures(features);
3055 }
3056 ApplyFeatureOverrides(features, mDisplay->getState());
3057 }
3058
createEGLDevice()3059 DeviceImpl *Renderer9::createEGLDevice()
3060 {
3061 return new DeviceD3D(EGL_D3D9_DEVICE_ANGLE, mDevice);
3062 }
3063
CurSamplerState()3064 Renderer9::CurSamplerState::CurSamplerState()
3065 : forceSet(true), baseLevel(std::numeric_limits<size_t>::max()), samplerState()
3066 {}
3067
genericDrawElements(const gl::Context * context,gl::PrimitiveMode mode,GLsizei count,gl::DrawElementsType type,const void * indices,GLsizei instances)3068 angle::Result Renderer9::genericDrawElements(const gl::Context *context,
3069 gl::PrimitiveMode mode,
3070 GLsizei count,
3071 gl::DrawElementsType type,
3072 const void *indices,
3073 GLsizei instances)
3074 {
3075 const gl::State &state = context->getState();
3076 gl::Program *program = context->getState().getProgram();
3077 ASSERT(program != nullptr);
3078 ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program);
3079 bool usesPointSize = programD3D->usesPointSize();
3080
3081 programD3D->updateSamplerMapping();
3082
3083 if (!applyPrimitiveType(mode, count, usesPointSize))
3084 {
3085 return angle::Result::Continue;
3086 }
3087
3088 ANGLE_TRY(updateState(context, mode));
3089 ANGLE_TRY(applyTextures(context));
3090 ANGLE_TRY(applyShaders(context, mode));
3091
3092 if (!skipDraw(state, mode))
3093 {
3094 ANGLE_TRY(drawElementsImpl(context, mode, count, type, indices, instances));
3095 }
3096
3097 return angle::Result::Continue;
3098 }
3099
genericDrawArrays(const gl::Context * context,gl::PrimitiveMode mode,GLint first,GLsizei count,GLsizei instances)3100 angle::Result Renderer9::genericDrawArrays(const gl::Context *context,
3101 gl::PrimitiveMode mode,
3102 GLint first,
3103 GLsizei count,
3104 GLsizei instances)
3105 {
3106 gl::Program *program = context->getState().getProgram();
3107 ASSERT(program != nullptr);
3108 ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program);
3109 bool usesPointSize = programD3D->usesPointSize();
3110
3111 programD3D->updateSamplerMapping();
3112
3113 if (!applyPrimitiveType(mode, count, usesPointSize))
3114 {
3115 return angle::Result::Continue;
3116 }
3117
3118 ANGLE_TRY(updateState(context, mode));
3119 ANGLE_TRY(applyVertexBuffer(context, mode, first, count, instances, nullptr));
3120 ANGLE_TRY(applyTextures(context));
3121 ANGLE_TRY(applyShaders(context, mode));
3122
3123 if (!skipDraw(context->getState(), mode))
3124 {
3125 ANGLE_TRY(drawArraysImpl(context, mode, first, count, instances));
3126 }
3127
3128 return angle::Result::Continue;
3129 }
3130
createDefaultFramebuffer(const gl::FramebufferState & state)3131 FramebufferImpl *Renderer9::createDefaultFramebuffer(const gl::FramebufferState &state)
3132 {
3133 return new Framebuffer9(state, this);
3134 }
3135
getMaxSupportedESVersion() const3136 gl::Version Renderer9::getMaxSupportedESVersion() const
3137 {
3138 return gl::Version(2, 0);
3139 }
3140
getMaxConformantESVersion() const3141 gl::Version Renderer9::getMaxConformantESVersion() const
3142 {
3143 return gl::Version(2, 0);
3144 }
3145
clearRenderTarget(const gl::Context * context,RenderTargetD3D * renderTarget,const gl::ColorF & clearColorValue,const float clearDepthValue,const unsigned int clearStencilValue)3146 angle::Result Renderer9::clearRenderTarget(const gl::Context *context,
3147 RenderTargetD3D *renderTarget,
3148 const gl::ColorF &clearColorValue,
3149 const float clearDepthValue,
3150 const unsigned int clearStencilValue)
3151 {
3152 D3DCOLOR color =
3153 D3DCOLOR_ARGB(gl::unorm<8>(clearColorValue.alpha), gl::unorm<8>(clearColorValue.red),
3154 gl::unorm<8>(clearColorValue.green), gl::unorm<8>(clearColorValue.blue));
3155 float depth = clearDepthValue;
3156 DWORD stencil = clearStencilValue & 0x000000FF;
3157
3158 unsigned int renderTargetSerial = renderTarget->getSerial();
3159 RenderTarget9 *renderTarget9 = GetAs<RenderTarget9>(renderTarget);
3160 IDirect3DSurface9 *renderTargetSurface = renderTarget9->getSurface();
3161 ASSERT(renderTargetSurface);
3162
3163 DWORD dxClearFlags = 0;
3164
3165 const gl::InternalFormat &internalFormatInfo =
3166 gl::GetSizedInternalFormatInfo(renderTarget->getInternalFormat());
3167 if (internalFormatInfo.depthBits > 0 || internalFormatInfo.stencilBits > 0)
3168 {
3169 dxClearFlags = D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL;
3170 if (mAppliedDepthStencilSerial != renderTargetSerial)
3171 {
3172 mDevice->SetDepthStencilSurface(renderTargetSurface);
3173 }
3174 }
3175 else
3176 {
3177 dxClearFlags = D3DCLEAR_TARGET;
3178 if (mAppliedRenderTargetSerial != renderTargetSerial)
3179 {
3180 mDevice->SetRenderTarget(0, renderTargetSurface);
3181 }
3182 }
3183 SafeRelease(renderTargetSurface);
3184
3185 D3DVIEWPORT9 viewport;
3186 viewport.X = 0;
3187 viewport.Y = 0;
3188 viewport.Width = renderTarget->getWidth();
3189 viewport.Height = renderTarget->getHeight();
3190 mDevice->SetViewport(&viewport);
3191
3192 mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
3193
3194 mDevice->Clear(0, nullptr, dxClearFlags, color, depth, stencil);
3195
3196 markAllStateDirty();
3197
3198 return angle::Result::Continue;
3199 }
3200
canSelectViewInVertexShader() const3201 bool Renderer9::canSelectViewInVertexShader() const
3202 {
3203 return false;
3204 }
3205
3206 // For each Direct3D sampler of either the pixel or vertex stage,
3207 // looks up the corresponding OpenGL texture image unit and texture type,
3208 // and sets the texture and its addressing/filtering state (or NULL when inactive).
3209 // Sampler mapping needs to be up-to-date on the program object before this is called.
applyTextures(const gl::Context * context,gl::ShaderType shaderType)3210 angle::Result Renderer9::applyTextures(const gl::Context *context, gl::ShaderType shaderType)
3211 {
3212 const auto &glState = context->getState();
3213 const auto &caps = context->getCaps();
3214 ProgramD3D *programD3D = GetImplAs<ProgramD3D>(glState.getProgram());
3215
3216 ASSERT(!programD3D->isSamplerMappingDirty());
3217
3218 // TODO(jmadill): Use the Program's sampler bindings.
3219 const gl::ActiveTexturesCache &activeTextures = glState.getActiveTexturesCache();
3220
3221 const gl::RangeUI samplerRange = programD3D->getUsedSamplerRange(shaderType);
3222 for (unsigned int samplerIndex = samplerRange.low(); samplerIndex < samplerRange.high();
3223 samplerIndex++)
3224 {
3225 GLint textureUnit = programD3D->getSamplerMapping(shaderType, samplerIndex, caps);
3226 ASSERT(textureUnit != -1);
3227 gl::Texture *texture = activeTextures[textureUnit];
3228
3229 // A nullptr texture indicates incomplete.
3230 if (texture)
3231 {
3232 gl::Sampler *samplerObject = glState.getSampler(textureUnit);
3233
3234 const gl::SamplerState &samplerState =
3235 samplerObject ? samplerObject->getSamplerState() : texture->getSamplerState();
3236
3237 ANGLE_TRY(setSamplerState(context, shaderType, samplerIndex, texture, samplerState));
3238 ANGLE_TRY(setTexture(context, shaderType, samplerIndex, texture));
3239 }
3240 else
3241 {
3242 gl::TextureType textureType =
3243 programD3D->getSamplerTextureType(shaderType, samplerIndex);
3244
3245 // Texture is not sampler complete or it is in use by the framebuffer. Bind the
3246 // incomplete texture.
3247 gl::Texture *incompleteTexture = nullptr;
3248 ANGLE_TRY(getIncompleteTexture(context, textureType, &incompleteTexture));
3249 ANGLE_TRY(setSamplerState(context, shaderType, samplerIndex, incompleteTexture,
3250 incompleteTexture->getSamplerState()));
3251 ANGLE_TRY(setTexture(context, shaderType, samplerIndex, incompleteTexture));
3252 }
3253 }
3254
3255 // Set all the remaining textures to NULL
3256 int samplerCount = (shaderType == gl::ShaderType::Fragment)
3257 ? caps.maxShaderTextureImageUnits[gl::ShaderType::Fragment]
3258 : caps.maxShaderTextureImageUnits[gl::ShaderType::Vertex];
3259
3260 // TODO(jmadill): faster way?
3261 for (int samplerIndex = samplerRange.high(); samplerIndex < samplerCount; samplerIndex++)
3262 {
3263 ANGLE_TRY(setTexture(context, shaderType, samplerIndex, nullptr));
3264 }
3265
3266 return angle::Result::Continue;
3267 }
3268
applyTextures(const gl::Context * context)3269 angle::Result Renderer9::applyTextures(const gl::Context *context)
3270 {
3271 ANGLE_TRY(applyTextures(context, gl::ShaderType::Vertex));
3272 ANGLE_TRY(applyTextures(context, gl::ShaderType::Fragment));
3273 return angle::Result::Continue;
3274 }
3275
getIncompleteTexture(const gl::Context * context,gl::TextureType type,gl::Texture ** textureOut)3276 angle::Result Renderer9::getIncompleteTexture(const gl::Context *context,
3277 gl::TextureType type,
3278 gl::Texture **textureOut)
3279 {
3280 return GetImplAs<Context9>(context)->getIncompleteTexture(context, type, textureOut);
3281 }
3282
ensureVertexDataManagerInitialized(const gl::Context * context)3283 angle::Result Renderer9::ensureVertexDataManagerInitialized(const gl::Context *context)
3284 {
3285 if (!mVertexDataManager)
3286 {
3287 mVertexDataManager = new VertexDataManager(this);
3288 ANGLE_TRY(mVertexDataManager->initialize(context));
3289 }
3290
3291 return angle::Result::Continue;
3292 }
3293
getVendorString() const3294 std::string Renderer9::getVendorString() const
3295 {
3296 return GetVendorString(getVendorId());
3297 }
3298
getVersionString(bool includeFullVersion) const3299 std::string Renderer9::getVersionString(bool includeFullVersion) const
3300 {
3301 std::ostringstream versionString;
3302 std::string driverName(mAdapterIdentifier.Driver);
3303 if (!driverName.empty())
3304 {
3305 versionString << mAdapterIdentifier.Driver;
3306 }
3307 else
3308 {
3309 versionString << "D3D9";
3310 }
3311
3312 if (includeFullVersion)
3313 {
3314 versionString << " -";
3315 versionString << GetDriverVersionString(mAdapterIdentifier.DriverVersion);
3316 }
3317
3318 return versionString.str();
3319 }
3320
CreateRenderer9(egl::Display * display)3321 RendererD3D *CreateRenderer9(egl::Display *display)
3322 {
3323 return new Renderer9(display);
3324 }
3325
3326 } // namespace rx
3327