• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
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 (static_cast<bool>(ANGLE_D3D9EX) && 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, &currentDisplayMode);
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, &currentDisplayMode);
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.getEGLConfigBufferSize();
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         std::this_thread::yield();
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 gl::InternalFormat &info =
1030             gl::GetSizedInternalFormatInfo(textureD3D->getBaseLevelInternalFormat());
1031 
1032         mDevice->SetSamplerState(d3dSampler, D3DSAMP_SRGBTEXTURE, info.colorEncoding == GL_SRGB);
1033 
1034         if (samplerState.usesBorderColor())
1035         {
1036             angle::ColorGeneric borderColor = texture->getBorderColor();
1037             ASSERT(borderColor.type == angle::ColorGeneric::Type::Float);
1038 
1039             // Enforce opaque alpha for opaque formats, excluding DXT1 RGBA as it has no bits info.
1040             if (info.alphaBits == 0 && info.componentCount < 4)
1041             {
1042                 borderColor.colorF.alpha = 1.0f;
1043             }
1044 
1045             if (info.isLUMA())
1046             {
1047                 if (info.luminanceBits == 0)
1048                 {
1049                     borderColor.colorF.red = 0.0f;
1050                 }
1051                 // Older Intel drivers use RGBA border color when sampling from D3DFMT_A8L8.
1052                 // However, some recent Intel drivers sample alpha from green border channel
1053                 // when using this format. Assume the old behavior because newer GPUs should
1054                 // use D3D11 anyway.
1055                 borderColor.colorF.green = borderColor.colorF.red;
1056                 borderColor.colorF.blue  = borderColor.colorF.red;
1057             }
1058 
1059             D3DCOLOR d3dBorderColor;
1060             if (info.colorEncoding == GL_SRGB && getFeatures().borderColorSrgb.enabled)
1061             {
1062                 d3dBorderColor =
1063                     D3DCOLOR_RGBA(gl::linearToSRGB(gl::clamp01(borderColor.colorF.red)),
1064                                   gl::linearToSRGB(gl::clamp01(borderColor.colorF.green)),
1065                                   gl::linearToSRGB(gl::clamp01(borderColor.colorF.blue)),
1066                                   gl::unorm<8>(borderColor.colorF.alpha));
1067             }
1068             else
1069             {
1070                 d3dBorderColor = gl_d3d9::ConvertColor(borderColor.colorF);
1071             }
1072 
1073             mDevice->SetSamplerState(d3dSampler, D3DSAMP_BORDERCOLOR, d3dBorderColor);
1074         }
1075     }
1076 
1077     appliedSampler.forceSet     = false;
1078     appliedSampler.samplerState = samplerState;
1079     appliedSampler.baseLevel    = baseLevel;
1080 
1081     return angle::Result::Continue;
1082 }
1083 
setTexture(const gl::Context * context,gl::ShaderType type,int index,gl::Texture * texture)1084 angle::Result Renderer9::setTexture(const gl::Context *context,
1085                                     gl::ShaderType type,
1086                                     int index,
1087                                     gl::Texture *texture)
1088 {
1089     int d3dSamplerOffset = (type == gl::ShaderType::Fragment) ? 0 : D3DVERTEXTEXTURESAMPLER0;
1090     int d3dSampler       = index + d3dSamplerOffset;
1091     IDirect3DBaseTexture9 *d3dTexture = nullptr;
1092     bool forceSetTexture              = false;
1093 
1094     std::vector<uintptr_t> &appliedTextures =
1095         (type == gl::ShaderType::Fragment) ? mCurPixelTextures : mCurVertexTextures;
1096 
1097     if (texture)
1098     {
1099         TextureD3D *textureImpl = GetImplAs<TextureD3D>(texture);
1100 
1101         TextureStorage *texStorage = nullptr;
1102         ANGLE_TRY(textureImpl->getNativeTexture(context, &texStorage));
1103 
1104         // Texture should be complete and have a storage
1105         ASSERT(texStorage);
1106 
1107         TextureStorage9 *storage9 = GetAs<TextureStorage9>(texStorage);
1108         ANGLE_TRY(storage9->getBaseTexture(context, &d3dTexture));
1109 
1110         // If we get NULL back from getBaseTexture here, something went wrong
1111         // in the texture class and we're unexpectedly missing the d3d texture
1112         ASSERT(d3dTexture != nullptr);
1113 
1114         forceSetTexture = textureImpl->hasDirtyImages();
1115         textureImpl->resetDirty();
1116     }
1117 
1118     if (forceSetTexture || appliedTextures[index] != reinterpret_cast<uintptr_t>(d3dTexture))
1119     {
1120         mDevice->SetTexture(d3dSampler, d3dTexture);
1121     }
1122 
1123     appliedTextures[index] = reinterpret_cast<uintptr_t>(d3dTexture);
1124 
1125     return angle::Result::Continue;
1126 }
1127 
updateState(const gl::Context * context,gl::PrimitiveMode drawMode)1128 angle::Result Renderer9::updateState(const gl::Context *context, gl::PrimitiveMode drawMode)
1129 {
1130     const auto &glState = context->getState();
1131 
1132     // Applies the render target surface, depth stencil surface, viewport rectangle and
1133     // scissor rectangle to the renderer
1134     gl::Framebuffer *framebuffer = glState.getDrawFramebuffer();
1135     ASSERT(framebuffer && !framebuffer->hasAnyDirtyBit());
1136 
1137     Framebuffer9 *framebuffer9 = GetImplAs<Framebuffer9>(framebuffer);
1138 
1139     ANGLE_TRY(applyRenderTarget(context, framebuffer9->getCachedColorRenderTargets()[0],
1140                                 framebuffer9->getCachedDepthStencilRenderTarget()));
1141 
1142     // Setting viewport state
1143     setViewport(glState.getViewport(), glState.getNearPlane(), glState.getFarPlane(), drawMode,
1144                 glState.getRasterizerState().frontFace, false);
1145 
1146     // Setting scissors state
1147     setScissorRectangle(glState.getScissor(), glState.isScissorTestEnabled());
1148 
1149     // Setting blend, depth stencil, and rasterizer states
1150     // Since framebuffer->getSamples will return the original samples which may be different with
1151     // the sample counts that we set in render target view, here we use renderTarget->getSamples to
1152     // get the actual samples.
1153     GLsizei samples                                       = 0;
1154     const gl::FramebufferAttachment *firstColorAttachment = framebuffer->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         mDevice->SetRenderState(D3DRS_SRGBWRITEENABLE,
1164                                 renderTarget->getInternalFormat() == GL_SRGB8_ALPHA8);
1165     }
1166     gl::RasterizerState rasterizer = glState.getRasterizerState();
1167     rasterizer.pointDrawMode       = (drawMode == gl::PrimitiveMode::Points);
1168     rasterizer.multiSample         = (samples != 0);
1169 
1170     ANGLE_TRY(setBlendDepthRasterStates(context, drawMode));
1171 
1172     mStateManager.resetDirtyBits();
1173 
1174     return angle::Result::Continue;
1175 }
1176 
setScissorRectangle(const gl::Rectangle & scissor,bool enabled)1177 void Renderer9::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
1178 {
1179     mStateManager.setScissorState(scissor, enabled);
1180 }
1181 
setBlendDepthRasterStates(const gl::Context * context,gl::PrimitiveMode drawMode)1182 angle::Result Renderer9::setBlendDepthRasterStates(const gl::Context *context,
1183                                                    gl::PrimitiveMode drawMode)
1184 {
1185     const auto &glState              = context->getState();
1186     gl::Framebuffer *drawFramebuffer = glState.getDrawFramebuffer();
1187     ASSERT(!drawFramebuffer->hasAnyDirtyBit());
1188     // Since framebuffer->getSamples will return the original samples which may be different with
1189     // the sample counts that we set in render target view, here we use renderTarget->getSamples to
1190     // get the actual samples.
1191     GLsizei samples = 0;
1192     const gl::FramebufferAttachment *firstColorAttachment =
1193         drawFramebuffer->getFirstColorAttachment();
1194     if (firstColorAttachment)
1195     {
1196         ASSERT(firstColorAttachment->isAttached());
1197         RenderTarget9 *renderTarget = nullptr;
1198         ANGLE_TRY(firstColorAttachment->getRenderTarget(context, firstColorAttachment->getSamples(),
1199                                                         &renderTarget));
1200         samples = renderTarget->getSamples();
1201     }
1202     gl::RasterizerState rasterizer = glState.getRasterizerState();
1203     rasterizer.pointDrawMode       = (drawMode == gl::PrimitiveMode::Points);
1204     rasterizer.multiSample         = (samples != 0);
1205 
1206     unsigned int mask = GetBlendSampleMask(glState, samples);
1207     mStateManager.setBlendDepthRasterStates(glState, mask);
1208     return angle::Result::Continue;
1209 }
1210 
setViewport(const gl::Rectangle & viewport,float zNear,float zFar,gl::PrimitiveMode drawMode,GLenum frontFace,bool ignoreViewport)1211 void Renderer9::setViewport(const gl::Rectangle &viewport,
1212                             float zNear,
1213                             float zFar,
1214                             gl::PrimitiveMode drawMode,
1215                             GLenum frontFace,
1216                             bool ignoreViewport)
1217 {
1218     mStateManager.setViewportState(viewport, zNear, zFar, drawMode, frontFace, ignoreViewport);
1219 }
1220 
applyPrimitiveType(gl::PrimitiveMode mode,GLsizei count,bool usesPointSize)1221 bool Renderer9::applyPrimitiveType(gl::PrimitiveMode mode, GLsizei count, bool usesPointSize)
1222 {
1223     switch (mode)
1224     {
1225         case gl::PrimitiveMode::Points:
1226             mPrimitiveType  = D3DPT_POINTLIST;
1227             mPrimitiveCount = count;
1228             break;
1229         case gl::PrimitiveMode::Lines:
1230             mPrimitiveType  = D3DPT_LINELIST;
1231             mPrimitiveCount = count / 2;
1232             break;
1233         case gl::PrimitiveMode::LineLoop:
1234             mPrimitiveType = D3DPT_LINESTRIP;
1235             mPrimitiveCount =
1236                 count - 1;  // D3D doesn't support line loops, so we draw the last line separately
1237             break;
1238         case gl::PrimitiveMode::LineStrip:
1239             mPrimitiveType  = D3DPT_LINESTRIP;
1240             mPrimitiveCount = count - 1;
1241             break;
1242         case gl::PrimitiveMode::Triangles:
1243             mPrimitiveType  = D3DPT_TRIANGLELIST;
1244             mPrimitiveCount = count / 3;
1245             break;
1246         case gl::PrimitiveMode::TriangleStrip:
1247             mPrimitiveType  = D3DPT_TRIANGLESTRIP;
1248             mPrimitiveCount = count - 2;
1249             break;
1250         case gl::PrimitiveMode::TriangleFan:
1251             mPrimitiveType  = D3DPT_TRIANGLEFAN;
1252             mPrimitiveCount = count - 2;
1253             break;
1254         default:
1255             UNREACHABLE();
1256             return false;
1257     }
1258 
1259     return mPrimitiveCount > 0;
1260 }
1261 
getNullColorRenderTarget(const gl::Context * context,const RenderTarget9 * depthRenderTarget,const RenderTarget9 ** outColorRenderTarget)1262 angle::Result Renderer9::getNullColorRenderTarget(const gl::Context *context,
1263                                                   const RenderTarget9 *depthRenderTarget,
1264                                                   const RenderTarget9 **outColorRenderTarget)
1265 {
1266     ASSERT(depthRenderTarget);
1267 
1268     const gl::Extents &size = depthRenderTarget->getExtents();
1269 
1270     // search cached nullcolorbuffers
1271     for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1272     {
1273         if (mNullRenderTargetCache[i].renderTarget != nullptr &&
1274             mNullRenderTargetCache[i].width == size.width &&
1275             mNullRenderTargetCache[i].height == size.height)
1276         {
1277             mNullRenderTargetCache[i].lruCount = ++mMaxNullColorbufferLRU;
1278             *outColorRenderTarget              = mNullRenderTargetCache[i].renderTarget;
1279             return angle::Result::Continue;
1280         }
1281     }
1282 
1283     RenderTargetD3D *nullRenderTarget = nullptr;
1284     ANGLE_TRY(createRenderTarget(context, size.width, size.height, GL_NONE, 0, &nullRenderTarget));
1285 
1286     // add nullbuffer to the cache
1287     NullRenderTargetCacheEntry *oldest = &mNullRenderTargetCache[0];
1288     for (int i = 1; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1289     {
1290         if (mNullRenderTargetCache[i].lruCount < oldest->lruCount)
1291         {
1292             oldest = &mNullRenderTargetCache[i];
1293         }
1294     }
1295 
1296     SafeDelete(oldest->renderTarget);
1297     oldest->renderTarget = GetAs<RenderTarget9>(nullRenderTarget);
1298     oldest->lruCount     = ++mMaxNullColorbufferLRU;
1299     oldest->width        = size.width;
1300     oldest->height       = size.height;
1301 
1302     *outColorRenderTarget = oldest->renderTarget;
1303     return angle::Result::Continue;
1304 }
1305 
applyRenderTarget(const gl::Context * context,const RenderTarget9 * colorRenderTargetIn,const RenderTarget9 * depthStencilRenderTarget)1306 angle::Result Renderer9::applyRenderTarget(const gl::Context *context,
1307                                            const RenderTarget9 *colorRenderTargetIn,
1308                                            const RenderTarget9 *depthStencilRenderTarget)
1309 {
1310     // if there is no color attachment we must synthesize a NULL colorattachment
1311     // to keep the D3D runtime happy.  This should only be possible if depth texturing.
1312     const RenderTarget9 *colorRenderTarget = colorRenderTargetIn;
1313     if (colorRenderTarget == nullptr)
1314     {
1315         ANGLE_TRY(getNullColorRenderTarget(context, depthStencilRenderTarget, &colorRenderTarget));
1316     }
1317     ASSERT(colorRenderTarget != nullptr);
1318 
1319     size_t renderTargetWidth  = 0;
1320     size_t renderTargetHeight = 0;
1321 
1322     bool renderTargetChanged        = false;
1323     unsigned int renderTargetSerial = colorRenderTarget->getSerial();
1324     if (renderTargetSerial != mAppliedRenderTargetSerial)
1325     {
1326         // Apply the render target on the device
1327         IDirect3DSurface9 *renderTargetSurface = colorRenderTarget->getSurface();
1328         ASSERT(renderTargetSurface);
1329 
1330         mDevice->SetRenderTarget(0, renderTargetSurface);
1331         SafeRelease(renderTargetSurface);
1332 
1333         renderTargetWidth  = colorRenderTarget->getWidth();
1334         renderTargetHeight = colorRenderTarget->getHeight();
1335 
1336         mAppliedRenderTargetSerial = renderTargetSerial;
1337         renderTargetChanged        = true;
1338     }
1339 
1340     unsigned int depthStencilSerial = 0;
1341     if (depthStencilRenderTarget != nullptr)
1342     {
1343         depthStencilSerial = depthStencilRenderTarget->getSerial();
1344     }
1345 
1346     if (depthStencilSerial != mAppliedDepthStencilSerial || !mDepthStencilInitialized)
1347     {
1348         unsigned int depthSize   = 0;
1349         unsigned int stencilSize = 0;
1350 
1351         // Apply the depth stencil on the device
1352         if (depthStencilRenderTarget)
1353         {
1354             IDirect3DSurface9 *depthStencilSurface = depthStencilRenderTarget->getSurface();
1355             ASSERT(depthStencilSurface);
1356 
1357             mDevice->SetDepthStencilSurface(depthStencilSurface);
1358             SafeRelease(depthStencilSurface);
1359 
1360             const gl::InternalFormat &format =
1361                 gl::GetSizedInternalFormatInfo(depthStencilRenderTarget->getInternalFormat());
1362 
1363             depthSize   = format.depthBits;
1364             stencilSize = format.stencilBits;
1365         }
1366         else
1367         {
1368             mDevice->SetDepthStencilSurface(nullptr);
1369         }
1370 
1371         mStateManager.updateDepthSizeIfChanged(mDepthStencilInitialized, depthSize);
1372         mStateManager.updateStencilSizeIfChanged(mDepthStencilInitialized, stencilSize);
1373 
1374         mAppliedDepthStencilSerial = depthStencilSerial;
1375         mDepthStencilInitialized   = true;
1376     }
1377 
1378     if (renderTargetChanged || !mRenderTargetDescInitialized)
1379     {
1380         mStateManager.forceSetBlendState();
1381         mStateManager.forceSetScissorState();
1382         mStateManager.setRenderTargetBounds(renderTargetWidth, renderTargetHeight);
1383         mRenderTargetDescInitialized = true;
1384     }
1385 
1386     return angle::Result::Continue;
1387 }
1388 
applyVertexBuffer(const gl::Context * context,gl::PrimitiveMode mode,GLint first,GLsizei count,GLsizei instances,TranslatedIndexData *)1389 angle::Result Renderer9::applyVertexBuffer(const gl::Context *context,
1390                                            gl::PrimitiveMode mode,
1391                                            GLint first,
1392                                            GLsizei count,
1393                                            GLsizei instances,
1394                                            TranslatedIndexData * /*indexInfo*/)
1395 {
1396     const gl::State &state = context->getState();
1397     ANGLE_TRY(mVertexDataManager->prepareVertexData(context, first, count, &mTranslatedAttribCache,
1398                                                     instances));
1399 
1400     return mVertexDeclarationCache.applyDeclaration(context, mDevice, mTranslatedAttribCache,
1401                                                     state.getProgram(), first, instances,
1402                                                     &mRepeatDraw);
1403 }
1404 
1405 // 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)1406 angle::Result Renderer9::applyIndexBuffer(const gl::Context *context,
1407                                           const void *indices,
1408                                           GLsizei count,
1409                                           gl::PrimitiveMode mode,
1410                                           gl::DrawElementsType type,
1411                                           TranslatedIndexData *indexInfo)
1412 {
1413     gl::VertexArray *vao           = context->getState().getVertexArray();
1414     gl::Buffer *elementArrayBuffer = vao->getElementArrayBuffer();
1415 
1416     gl::DrawElementsType dstType = gl::DrawElementsType::InvalidEnum;
1417     ANGLE_TRY(GetIndexTranslationDestType(context, count, type, indices, false, &dstType));
1418 
1419     ANGLE_TRY(mIndexDataManager->prepareIndexData(context, type, dstType, count, elementArrayBuffer,
1420                                                   indices, indexInfo));
1421 
1422     // Directly binding the storage buffer is not supported for d3d9
1423     ASSERT(indexInfo->storage == nullptr);
1424 
1425     if (indexInfo->serial != mAppliedIBSerial)
1426     {
1427         IndexBuffer9 *indexBuffer = GetAs<IndexBuffer9>(indexInfo->indexBuffer);
1428 
1429         mDevice->SetIndices(indexBuffer->getBuffer());
1430         mAppliedIBSerial = indexInfo->serial;
1431     }
1432 
1433     return angle::Result::Continue;
1434 }
1435 
drawArraysImpl(const gl::Context * context,gl::PrimitiveMode mode,GLint startVertex,GLsizei count,GLsizei instances)1436 angle::Result Renderer9::drawArraysImpl(const gl::Context *context,
1437                                         gl::PrimitiveMode mode,
1438                                         GLint startVertex,
1439                                         GLsizei count,
1440                                         GLsizei instances)
1441 {
1442     ASSERT(!context->getState().isTransformFeedbackActiveUnpaused());
1443 
1444     startScene();
1445 
1446     if (mode == gl::PrimitiveMode::LineLoop)
1447     {
1448         return drawLineLoop(context, count, gl::DrawElementsType::InvalidEnum, nullptr, 0, nullptr);
1449     }
1450 
1451     if (instances > 0)
1452     {
1453         StaticIndexBufferInterface *countingIB = nullptr;
1454         ANGLE_TRY(getCountingIB(context, count, &countingIB));
1455 
1456         if (mAppliedIBSerial != countingIB->getSerial())
1457         {
1458             IndexBuffer9 *indexBuffer = GetAs<IndexBuffer9>(countingIB->getIndexBuffer());
1459 
1460             mDevice->SetIndices(indexBuffer->getBuffer());
1461             mAppliedIBSerial = countingIB->getSerial();
1462         }
1463 
1464         for (int i = 0; i < mRepeatDraw; i++)
1465         {
1466             mDevice->DrawIndexedPrimitive(mPrimitiveType, 0, 0, count, 0, mPrimitiveCount);
1467         }
1468 
1469         return angle::Result::Continue;
1470     }
1471 
1472     // Regular case
1473     mDevice->DrawPrimitive(mPrimitiveType, 0, mPrimitiveCount);
1474     return angle::Result::Continue;
1475 }
1476 
drawElementsImpl(const gl::Context * context,gl::PrimitiveMode mode,GLsizei count,gl::DrawElementsType type,const void * indices,GLsizei instances)1477 angle::Result Renderer9::drawElementsImpl(const gl::Context *context,
1478                                           gl::PrimitiveMode mode,
1479                                           GLsizei count,
1480                                           gl::DrawElementsType type,
1481                                           const void *indices,
1482                                           GLsizei instances)
1483 {
1484     TranslatedIndexData indexInfo;
1485 
1486     ANGLE_TRY(applyIndexBuffer(context, indices, count, mode, type, &indexInfo));
1487 
1488     gl::IndexRange indexRange;
1489     ANGLE_TRY(context->getState().getVertexArray()->getIndexRange(context, type, count, indices,
1490                                                                   &indexRange));
1491 
1492     size_t vertexCount = indexRange.vertexCount();
1493     ANGLE_TRY(applyVertexBuffer(context, mode, static_cast<GLsizei>(indexRange.start),
1494                                 static_cast<GLsizei>(vertexCount), instances, &indexInfo));
1495 
1496     startScene();
1497 
1498     int minIndex = static_cast<int>(indexRange.start);
1499 
1500     gl::VertexArray *vao           = context->getState().getVertexArray();
1501     gl::Buffer *elementArrayBuffer = vao->getElementArrayBuffer();
1502 
1503     if (mode == gl::PrimitiveMode::Points)
1504     {
1505         return drawIndexedPoints(context, count, type, indices, minIndex, elementArrayBuffer);
1506     }
1507 
1508     if (mode == gl::PrimitiveMode::LineLoop)
1509     {
1510         return drawLineLoop(context, count, type, indices, minIndex, elementArrayBuffer);
1511     }
1512 
1513     for (int i = 0; i < mRepeatDraw; i++)
1514     {
1515         mDevice->DrawIndexedPrimitive(mPrimitiveType, -minIndex, minIndex,
1516                                       static_cast<UINT>(vertexCount), indexInfo.startIndex,
1517                                       mPrimitiveCount);
1518     }
1519     return angle::Result::Continue;
1520 }
1521 
drawLineLoop(const gl::Context * context,GLsizei count,gl::DrawElementsType type,const void * indices,int minIndex,gl::Buffer * elementArrayBuffer)1522 angle::Result Renderer9::drawLineLoop(const gl::Context *context,
1523                                       GLsizei count,
1524                                       gl::DrawElementsType type,
1525                                       const void *indices,
1526                                       int minIndex,
1527                                       gl::Buffer *elementArrayBuffer)
1528 {
1529     // Get the raw indices for an indexed draw
1530     if (type != gl::DrawElementsType::InvalidEnum && elementArrayBuffer)
1531     {
1532         BufferD3D *storage        = GetImplAs<BufferD3D>(elementArrayBuffer);
1533         intptr_t offset           = reinterpret_cast<intptr_t>(indices);
1534         const uint8_t *bufferData = nullptr;
1535         ANGLE_TRY(storage->getData(context, &bufferData));
1536         indices = bufferData + offset;
1537     }
1538 
1539     unsigned int startIndex = 0;
1540     Context9 *context9      = GetImplAs<Context9>(context);
1541 
1542     if (getNativeExtensions().elementIndexUintOES)
1543     {
1544         if (!mLineLoopIB)
1545         {
1546             mLineLoopIB = new StreamingIndexBufferInterface(this);
1547             ANGLE_TRY(mLineLoopIB->reserveBufferSpace(context, INITIAL_INDEX_BUFFER_SIZE,
1548                                                       gl::DrawElementsType::UnsignedInt));
1549         }
1550 
1551         // Checked by Renderer9::applyPrimitiveType
1552         ASSERT(count >= 0);
1553 
1554         ANGLE_CHECK(context9,
1555                     static_cast<unsigned int>(count) + 1 <=
1556                         (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int)),
1557                     "Failed to create a 32-bit looping index buffer for "
1558                     "GL_LINE_LOOP, too many indices required.",
1559                     GL_OUT_OF_MEMORY);
1560 
1561         const unsigned int spaceNeeded =
1562             (static_cast<unsigned int>(count) + 1) * sizeof(unsigned int);
1563         ANGLE_TRY(mLineLoopIB->reserveBufferSpace(context, spaceNeeded,
1564                                                   gl::DrawElementsType::UnsignedInt));
1565 
1566         void *mappedMemory  = nullptr;
1567         unsigned int offset = 0;
1568         ANGLE_TRY(mLineLoopIB->mapBuffer(context, spaceNeeded, &mappedMemory, &offset));
1569 
1570         startIndex         = static_cast<unsigned int>(offset) / 4;
1571         unsigned int *data = static_cast<unsigned int *>(mappedMemory);
1572 
1573         switch (type)
1574         {
1575             case gl::DrawElementsType::InvalidEnum:  // Non-indexed draw
1576                 for (int i = 0; i < count; i++)
1577                 {
1578                     data[i] = i;
1579                 }
1580                 data[count] = 0;
1581                 break;
1582             case gl::DrawElementsType::UnsignedByte:
1583                 for (int i = 0; i < count; i++)
1584                 {
1585                     data[i] = static_cast<const GLubyte *>(indices)[i];
1586                 }
1587                 data[count] = static_cast<const GLubyte *>(indices)[0];
1588                 break;
1589             case gl::DrawElementsType::UnsignedShort:
1590                 for (int i = 0; i < count; i++)
1591                 {
1592                     data[i] = static_cast<const GLushort *>(indices)[i];
1593                 }
1594                 data[count] = static_cast<const GLushort *>(indices)[0];
1595                 break;
1596             case gl::DrawElementsType::UnsignedInt:
1597                 for (int i = 0; i < count; i++)
1598                 {
1599                     data[i] = static_cast<const GLuint *>(indices)[i];
1600                 }
1601                 data[count] = static_cast<const GLuint *>(indices)[0];
1602                 break;
1603             default:
1604                 UNREACHABLE();
1605         }
1606 
1607         ANGLE_TRY(mLineLoopIB->unmapBuffer(context));
1608     }
1609     else
1610     {
1611         if (!mLineLoopIB)
1612         {
1613             mLineLoopIB = new StreamingIndexBufferInterface(this);
1614             ANGLE_TRY(mLineLoopIB->reserveBufferSpace(context, INITIAL_INDEX_BUFFER_SIZE,
1615                                                       gl::DrawElementsType::UnsignedShort));
1616         }
1617 
1618         // Checked by Renderer9::applyPrimitiveType
1619         ASSERT(count >= 0);
1620 
1621         ANGLE_CHECK(context9,
1622                     static_cast<unsigned int>(count) + 1 <=
1623                         (std::numeric_limits<unsigned short>::max() / sizeof(unsigned short)),
1624                     "Failed to create a 16-bit looping index buffer for "
1625                     "GL_LINE_LOOP, too many indices required.",
1626                     GL_OUT_OF_MEMORY);
1627 
1628         const unsigned int spaceNeeded =
1629             (static_cast<unsigned int>(count) + 1) * sizeof(unsigned short);
1630         ANGLE_TRY(mLineLoopIB->reserveBufferSpace(context, spaceNeeded,
1631                                                   gl::DrawElementsType::UnsignedShort));
1632 
1633         void *mappedMemory = nullptr;
1634         unsigned int offset;
1635         ANGLE_TRY(mLineLoopIB->mapBuffer(context, spaceNeeded, &mappedMemory, &offset));
1636 
1637         startIndex           = static_cast<unsigned int>(offset) / 2;
1638         unsigned short *data = static_cast<unsigned short *>(mappedMemory);
1639 
1640         switch (type)
1641         {
1642             case gl::DrawElementsType::InvalidEnum:  // Non-indexed draw
1643                 for (int i = 0; i < count; i++)
1644                 {
1645                     data[i] = static_cast<unsigned short>(i);
1646                 }
1647                 data[count] = 0;
1648                 break;
1649             case gl::DrawElementsType::UnsignedByte:
1650                 for (int i = 0; i < count; i++)
1651                 {
1652                     data[i] = static_cast<const GLubyte *>(indices)[i];
1653                 }
1654                 data[count] = static_cast<const GLubyte *>(indices)[0];
1655                 break;
1656             case gl::DrawElementsType::UnsignedShort:
1657                 for (int i = 0; i < count; i++)
1658                 {
1659                     data[i] = static_cast<const GLushort *>(indices)[i];
1660                 }
1661                 data[count] = static_cast<const GLushort *>(indices)[0];
1662                 break;
1663             case gl::DrawElementsType::UnsignedInt:
1664                 for (int i = 0; i < count; i++)
1665                 {
1666                     data[i] = static_cast<unsigned short>(static_cast<const GLuint *>(indices)[i]);
1667                 }
1668                 data[count] = static_cast<unsigned short>(static_cast<const GLuint *>(indices)[0]);
1669                 break;
1670             default:
1671                 UNREACHABLE();
1672         }
1673 
1674         ANGLE_TRY(mLineLoopIB->unmapBuffer(context));
1675     }
1676 
1677     if (mAppliedIBSerial != mLineLoopIB->getSerial())
1678     {
1679         IndexBuffer9 *indexBuffer = GetAs<IndexBuffer9>(mLineLoopIB->getIndexBuffer());
1680 
1681         mDevice->SetIndices(indexBuffer->getBuffer());
1682         mAppliedIBSerial = mLineLoopIB->getSerial();
1683     }
1684 
1685     mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
1686 
1687     return angle::Result::Continue;
1688 }
1689 
drawIndexedPoints(const gl::Context * context,GLsizei count,gl::DrawElementsType type,const void * indices,int minIndex,gl::Buffer * elementArrayBuffer)1690 angle::Result Renderer9::drawIndexedPoints(const gl::Context *context,
1691                                            GLsizei count,
1692                                            gl::DrawElementsType type,
1693                                            const void *indices,
1694                                            int minIndex,
1695                                            gl::Buffer *elementArrayBuffer)
1696 {
1697     // Drawing index point lists is unsupported in d3d9, fall back to a regular DrawPrimitive call
1698     // for each individual point. This call is not expected to happen often.
1699 
1700     if (elementArrayBuffer)
1701     {
1702         BufferD3D *storage = GetImplAs<BufferD3D>(elementArrayBuffer);
1703         intptr_t offset    = reinterpret_cast<intptr_t>(indices);
1704 
1705         const uint8_t *bufferData = nullptr;
1706         ANGLE_TRY(storage->getData(context, &bufferData));
1707         indices = bufferData + offset;
1708     }
1709 
1710     switch (type)
1711     {
1712         case gl::DrawElementsType::UnsignedByte:
1713             DrawPoints<GLubyte>(mDevice, count, indices, minIndex);
1714             return angle::Result::Continue;
1715         case gl::DrawElementsType::UnsignedShort:
1716             DrawPoints<GLushort>(mDevice, count, indices, minIndex);
1717             return angle::Result::Continue;
1718         case gl::DrawElementsType::UnsignedInt:
1719             DrawPoints<GLuint>(mDevice, count, indices, minIndex);
1720             return angle::Result::Continue;
1721         default:
1722             ANGLE_HR_UNREACHABLE(GetImplAs<Context9>(context));
1723     }
1724 }
1725 
getCountingIB(const gl::Context * context,size_t count,StaticIndexBufferInterface ** outIB)1726 angle::Result Renderer9::getCountingIB(const gl::Context *context,
1727                                        size_t count,
1728                                        StaticIndexBufferInterface **outIB)
1729 {
1730     // Update the counting index buffer if it is not large enough or has not been created yet.
1731     if (count <= 65536)  // 16-bit indices
1732     {
1733         const unsigned int spaceNeeded = static_cast<unsigned int>(count) * sizeof(unsigned short);
1734 
1735         if (!mCountingIB || mCountingIB->getBufferSize() < spaceNeeded)
1736         {
1737             SafeDelete(mCountingIB);
1738             mCountingIB = new StaticIndexBufferInterface(this);
1739             ANGLE_TRY(mCountingIB->reserveBufferSpace(context, spaceNeeded,
1740                                                       gl::DrawElementsType::UnsignedShort));
1741 
1742             void *mappedMemory = nullptr;
1743             ANGLE_TRY(mCountingIB->mapBuffer(context, spaceNeeded, &mappedMemory, nullptr));
1744 
1745             unsigned short *data = static_cast<unsigned short *>(mappedMemory);
1746             for (size_t i = 0; i < count; i++)
1747             {
1748                 data[i] = static_cast<unsigned short>(i);
1749             }
1750 
1751             ANGLE_TRY(mCountingIB->unmapBuffer(context));
1752         }
1753     }
1754     else if (getNativeExtensions().elementIndexUintOES)
1755     {
1756         const unsigned int spaceNeeded = static_cast<unsigned int>(count) * sizeof(unsigned int);
1757 
1758         if (!mCountingIB || mCountingIB->getBufferSize() < spaceNeeded)
1759         {
1760             SafeDelete(mCountingIB);
1761             mCountingIB = new StaticIndexBufferInterface(this);
1762             ANGLE_TRY(mCountingIB->reserveBufferSpace(context, spaceNeeded,
1763                                                       gl::DrawElementsType::UnsignedInt));
1764 
1765             void *mappedMemory = nullptr;
1766             ANGLE_TRY(mCountingIB->mapBuffer(context, spaceNeeded, &mappedMemory, nullptr));
1767 
1768             unsigned int *data = static_cast<unsigned int *>(mappedMemory);
1769             for (unsigned int i = 0; i < count; i++)
1770             {
1771                 data[i] = i;
1772             }
1773 
1774             ANGLE_TRY(mCountingIB->unmapBuffer(context));
1775         }
1776     }
1777     else
1778     {
1779         ANGLE_TRY_HR(GetImplAs<Context9>(context), E_OUTOFMEMORY,
1780                      "Could not create a counting index buffer for glDrawArraysInstanced.");
1781     }
1782 
1783     *outIB = mCountingIB;
1784     return angle::Result::Continue;
1785 }
1786 
applyShaders(const gl::Context * context,gl::PrimitiveMode drawMode)1787 angle::Result Renderer9::applyShaders(const gl::Context *context, gl::PrimitiveMode drawMode)
1788 {
1789     const gl::State &state   = context->getState();
1790     d3d::Context *contextD3D = GetImplAs<ContextD3D>(context);
1791 
1792     // This method is called single-threaded.
1793     ANGLE_TRY(ensureHLSLCompilerInitialized(contextD3D));
1794 
1795     ProgramD3D *programD3D = GetImplAs<ProgramD3D>(state.getProgram());
1796     VertexArray9 *vao      = GetImplAs<VertexArray9>(state.getVertexArray());
1797     programD3D->updateCachedInputLayout(vao->getCurrentStateSerial(), state);
1798 
1799     ShaderExecutableD3D *vertexExe = nullptr;
1800     ANGLE_TRY(programD3D->getVertexExecutableForCachedInputLayout(contextD3D, &vertexExe, nullptr));
1801 
1802     const gl::Framebuffer *drawFramebuffer = state.getDrawFramebuffer();
1803     programD3D->updateCachedOutputLayout(context, drawFramebuffer);
1804 
1805     ShaderExecutableD3D *pixelExe = nullptr;
1806     ANGLE_TRY(programD3D->getPixelExecutableForCachedOutputLayout(contextD3D, &pixelExe, nullptr));
1807 
1808     IDirect3DVertexShader9 *vertexShader =
1809         (vertexExe ? GetAs<ShaderExecutable9>(vertexExe)->getVertexShader() : nullptr);
1810     IDirect3DPixelShader9 *pixelShader =
1811         (pixelExe ? GetAs<ShaderExecutable9>(pixelExe)->getPixelShader() : nullptr);
1812 
1813     if (vertexShader != mAppliedVertexShader)
1814     {
1815         mDevice->SetVertexShader(vertexShader);
1816         mAppliedVertexShader = vertexShader;
1817     }
1818 
1819     if (pixelShader != mAppliedPixelShader)
1820     {
1821         mDevice->SetPixelShader(pixelShader);
1822         mAppliedPixelShader = pixelShader;
1823     }
1824 
1825     // D3D9 has a quirk where creating multiple shaders with the same content
1826     // can return the same shader pointer. Because GL programs store different data
1827     // per-program, checking the program serial guarantees we upload fresh
1828     // uniform data even if our shader pointers are the same.
1829     // https://code.google.com/p/angleproject/issues/detail?id=661
1830     unsigned int programSerial = programD3D->getSerial();
1831     if (programSerial != mAppliedProgramSerial)
1832     {
1833         programD3D->dirtyAllUniforms();
1834         mStateManager.forceSetDXUniformsState();
1835         mAppliedProgramSerial = programSerial;
1836     }
1837 
1838     applyUniforms(programD3D);
1839 
1840     // Driver uniforms
1841     mStateManager.setShaderConstants();
1842 
1843     return angle::Result::Continue;
1844 }
1845 
applyUniforms(ProgramD3D * programD3D)1846 void Renderer9::applyUniforms(ProgramD3D *programD3D)
1847 {
1848     // Skip updates if we're not dirty. Note that D3D9 cannot have compute or geometry.
1849     if (!programD3D->anyShaderUniformsDirty())
1850     {
1851         return;
1852     }
1853 
1854     const auto &uniformArray = programD3D->getD3DUniforms();
1855 
1856     for (const D3DUniform *targetUniform : uniformArray)
1857     {
1858         // Built-in uniforms must be skipped.
1859         if (!targetUniform->isReferencedByShader(gl::ShaderType::Vertex) &&
1860             !targetUniform->isReferencedByShader(gl::ShaderType::Fragment))
1861             continue;
1862 
1863         const GLfloat *f = reinterpret_cast<const GLfloat *>(targetUniform->firstNonNullData());
1864         const GLint *i   = reinterpret_cast<const GLint *>(targetUniform->firstNonNullData());
1865 
1866         switch (targetUniform->typeInfo.type)
1867         {
1868             case GL_SAMPLER_2D:
1869             case GL_SAMPLER_CUBE:
1870             case GL_SAMPLER_EXTERNAL_OES:
1871             case GL_SAMPLER_VIDEO_IMAGE_WEBGL:
1872                 break;
1873             case GL_BOOL:
1874             case GL_BOOL_VEC2:
1875             case GL_BOOL_VEC3:
1876             case GL_BOOL_VEC4:
1877                 applyUniformnbv(targetUniform, i);
1878                 break;
1879             case GL_FLOAT:
1880             case GL_FLOAT_VEC2:
1881             case GL_FLOAT_VEC3:
1882             case GL_FLOAT_VEC4:
1883             case GL_FLOAT_MAT2:
1884             case GL_FLOAT_MAT3:
1885             case GL_FLOAT_MAT4:
1886                 applyUniformnfv(targetUniform, f);
1887                 break;
1888             case GL_INT:
1889             case GL_INT_VEC2:
1890             case GL_INT_VEC3:
1891             case GL_INT_VEC4:
1892                 applyUniformniv(targetUniform, i);
1893                 break;
1894             default:
1895                 UNREACHABLE();
1896         }
1897     }
1898 
1899     programD3D->markUniformsClean();
1900 }
1901 
applyUniformnfv(const D3DUniform * targetUniform,const GLfloat * v)1902 void Renderer9::applyUniformnfv(const D3DUniform *targetUniform, const GLfloat *v)
1903 {
1904     if (targetUniform->isReferencedByShader(gl::ShaderType::Fragment))
1905     {
1906         mDevice->SetPixelShaderConstantF(
1907             targetUniform->mShaderRegisterIndexes[gl::ShaderType::Fragment], v,
1908             targetUniform->registerCount);
1909     }
1910 
1911     if (targetUniform->isReferencedByShader(gl::ShaderType::Vertex))
1912     {
1913         mDevice->SetVertexShaderConstantF(
1914             targetUniform->mShaderRegisterIndexes[gl::ShaderType::Vertex], v,
1915             targetUniform->registerCount);
1916     }
1917 }
1918 
applyUniformniv(const D3DUniform * targetUniform,const GLint * v)1919 void Renderer9::applyUniformniv(const D3DUniform *targetUniform, const GLint *v)
1920 {
1921     ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9);
1922     GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4];
1923 
1924     for (unsigned int i = 0; i < targetUniform->registerCount; i++)
1925     {
1926         vector[i][0] = (GLfloat)v[4 * i + 0];
1927         vector[i][1] = (GLfloat)v[4 * i + 1];
1928         vector[i][2] = (GLfloat)v[4 * i + 2];
1929         vector[i][3] = (GLfloat)v[4 * i + 3];
1930     }
1931 
1932     applyUniformnfv(targetUniform, (GLfloat *)vector);
1933 }
1934 
applyUniformnbv(const D3DUniform * targetUniform,const GLint * v)1935 void Renderer9::applyUniformnbv(const D3DUniform *targetUniform, const GLint *v)
1936 {
1937     ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9);
1938     GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4];
1939 
1940     for (unsigned int i = 0; i < targetUniform->registerCount; i++)
1941     {
1942         vector[i][0] = (v[4 * i + 0] == GL_FALSE) ? 0.0f : 1.0f;
1943         vector[i][1] = (v[4 * i + 1] == GL_FALSE) ? 0.0f : 1.0f;
1944         vector[i][2] = (v[4 * i + 2] == GL_FALSE) ? 0.0f : 1.0f;
1945         vector[i][3] = (v[4 * i + 3] == GL_FALSE) ? 0.0f : 1.0f;
1946     }
1947 
1948     applyUniformnfv(targetUniform, (GLfloat *)vector);
1949 }
1950 
clear(const ClearParameters & clearParams,const RenderTarget9 * colorRenderTarget,const RenderTarget9 * depthStencilRenderTarget)1951 void Renderer9::clear(const ClearParameters &clearParams,
1952                       const RenderTarget9 *colorRenderTarget,
1953                       const RenderTarget9 *depthStencilRenderTarget)
1954 {
1955     // Clearing buffers with non-float values is not supported by Renderer9 and ES 2.0
1956     ASSERT(clearParams.colorType == GL_FLOAT);
1957 
1958     // Clearing individual buffers other than buffer zero is not supported by Renderer9 and ES 2.0
1959     bool clearColor = clearParams.clearColor[0];
1960     for (unsigned int i = 0; i < clearParams.clearColor.size(); i++)
1961     {
1962         ASSERT(clearParams.clearColor[i] == clearColor);
1963     }
1964 
1965     float depth   = gl::clamp01(clearParams.depthValue);
1966     DWORD stencil = clearParams.stencilValue & 0x000000FF;
1967 
1968     unsigned int stencilUnmasked = 0x0;
1969     if (clearParams.clearStencil && depthStencilRenderTarget)
1970     {
1971         const gl::InternalFormat &depthStencilFormat =
1972             gl::GetSizedInternalFormatInfo(depthStencilRenderTarget->getInternalFormat());
1973         if (depthStencilFormat.stencilBits > 0)
1974         {
1975             const d3d9::D3DFormat &d3dFormatInfo =
1976                 d3d9::GetD3DFormatInfo(depthStencilRenderTarget->getD3DFormat());
1977             stencilUnmasked = (0x1 << d3dFormatInfo.stencilBits) - 1;
1978         }
1979     }
1980 
1981     const bool needMaskedStencilClear =
1982         clearParams.clearStencil &&
1983         (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
1984 
1985     bool needMaskedColorClear = false;
1986     D3DCOLOR color            = D3DCOLOR_ARGB(255, 0, 0, 0);
1987     if (clearColor)
1988     {
1989         ASSERT(colorRenderTarget != nullptr);
1990 
1991         const gl::InternalFormat &formatInfo =
1992             gl::GetSizedInternalFormatInfo(colorRenderTarget->getInternalFormat());
1993         const d3d9::D3DFormat &d3dFormatInfo =
1994             d3d9::GetD3DFormatInfo(colorRenderTarget->getD3DFormat());
1995 
1996         color =
1997             D3DCOLOR_ARGB(gl::unorm<8>((formatInfo.alphaBits == 0 && d3dFormatInfo.alphaBits > 0)
1998                                            ? 1.0f
1999                                            : clearParams.colorF.alpha),
2000                           gl::unorm<8>((formatInfo.redBits == 0 && d3dFormatInfo.redBits > 0)
2001                                            ? 0.0f
2002                                            : clearParams.colorF.red),
2003                           gl::unorm<8>((formatInfo.greenBits == 0 && d3dFormatInfo.greenBits > 0)
2004                                            ? 0.0f
2005                                            : clearParams.colorF.green),
2006                           gl::unorm<8>((formatInfo.blueBits == 0 && d3dFormatInfo.blueBits > 0)
2007                                            ? 0.0f
2008                                            : clearParams.colorF.blue));
2009 
2010         const uint8_t colorMask =
2011             gl::BlendStateExt::ColorMaskStorage::GetValueIndexed(0, clearParams.colorMask);
2012         bool r, g, b, a;
2013         gl::BlendStateExt::UnpackColorMask(colorMask, &r, &g, &b, &a);
2014         if ((formatInfo.redBits > 0 && !r) || (formatInfo.greenBits > 0 && !g) ||
2015             (formatInfo.blueBits > 0 && !b) || (formatInfo.alphaBits > 0 && !a))
2016         {
2017             needMaskedColorClear = true;
2018         }
2019     }
2020 
2021     if (needMaskedColorClear || needMaskedStencilClear)
2022     {
2023         // State which is altered in all paths from this point to the clear call is saved.
2024         // State which is altered in only some paths will be flagged dirty in the case that
2025         //  that path is taken.
2026         HRESULT hr;
2027         if (mMaskedClearSavedState == nullptr)
2028         {
2029             hr = mDevice->BeginStateBlock();
2030             ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
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             mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
2041             mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
2042             mDevice->SetPixelShader(nullptr);
2043             mDevice->SetVertexShader(nullptr);
2044             mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
2045             mDevice->SetStreamSource(0, nullptr, 0, 0);
2046             mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
2047             mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
2048             mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
2049             mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
2050             mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
2051             mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
2052             mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
2053 
2054             for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
2055             {
2056                 mDevice->SetStreamSourceFreq(i, 1);
2057             }
2058 
2059             hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
2060             ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
2061         }
2062 
2063         ASSERT(mMaskedClearSavedState != nullptr);
2064 
2065         if (mMaskedClearSavedState != nullptr)
2066         {
2067             hr = mMaskedClearSavedState->Capture();
2068             ASSERT(SUCCEEDED(hr));
2069         }
2070 
2071         mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
2072         mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
2073         mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
2074         mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
2075         mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
2076         mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
2077         mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
2078         mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
2079 
2080         if (clearColor)
2081         {
2082             // clearParams.colorMask follows the same packing scheme as
2083             // D3DCOLORWRITEENABLE_RED/GREEN/BLUE/ALPHA
2084             mDevice->SetRenderState(
2085                 D3DRS_COLORWRITEENABLE,
2086                 gl::BlendStateExt::ColorMaskStorage::GetValueIndexed(0, clearParams.colorMask));
2087         }
2088         else
2089         {
2090             mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
2091         }
2092 
2093         if (stencilUnmasked != 0x0 && clearParams.clearStencil)
2094         {
2095             mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
2096             mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
2097             mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
2098             mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
2099             mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, clearParams.stencilWriteMask);
2100             mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
2101             mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
2102             mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
2103         }
2104         else
2105         {
2106             mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
2107         }
2108 
2109         mDevice->SetPixelShader(nullptr);
2110         mDevice->SetVertexShader(nullptr);
2111         mDevice->SetFVF(D3DFVF_XYZRHW);
2112         mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
2113         mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
2114         mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
2115         mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
2116         mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
2117         mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
2118         mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
2119 
2120         for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
2121         {
2122             mDevice->SetStreamSourceFreq(i, 1);
2123         }
2124 
2125         int renderTargetWidth  = mStateManager.getRenderTargetWidth();
2126         int renderTargetHeight = mStateManager.getRenderTargetHeight();
2127 
2128         float quad[4][4];  // A quadrilateral covering the target, aligned to match the edges
2129         quad[0][0] = -0.5f;
2130         quad[0][1] = renderTargetHeight - 0.5f;
2131         quad[0][2] = 0.0f;
2132         quad[0][3] = 1.0f;
2133 
2134         quad[1][0] = renderTargetWidth - 0.5f;
2135         quad[1][1] = renderTargetHeight - 0.5f;
2136         quad[1][2] = 0.0f;
2137         quad[1][3] = 1.0f;
2138 
2139         quad[2][0] = -0.5f;
2140         quad[2][1] = -0.5f;
2141         quad[2][2] = 0.0f;
2142         quad[2][3] = 1.0f;
2143 
2144         quad[3][0] = renderTargetWidth - 0.5f;
2145         quad[3][1] = -0.5f;
2146         quad[3][2] = 0.0f;
2147         quad[3][3] = 1.0f;
2148 
2149         startScene();
2150         mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
2151 
2152         if (clearParams.clearDepth)
2153         {
2154             mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
2155             mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
2156             mDevice->Clear(0, nullptr, D3DCLEAR_ZBUFFER, color, depth, stencil);
2157         }
2158 
2159         if (mMaskedClearSavedState != nullptr)
2160         {
2161             mMaskedClearSavedState->Apply();
2162         }
2163     }
2164     else if (clearColor || clearParams.clearDepth || clearParams.clearStencil)
2165     {
2166         DWORD dxClearFlags = 0;
2167         if (clearColor)
2168         {
2169             dxClearFlags |= D3DCLEAR_TARGET;
2170         }
2171         if (clearParams.clearDepth)
2172         {
2173             dxClearFlags |= D3DCLEAR_ZBUFFER;
2174         }
2175         if (clearParams.clearStencil)
2176         {
2177             dxClearFlags |= D3DCLEAR_STENCIL;
2178         }
2179 
2180         mDevice->Clear(0, nullptr, dxClearFlags, color, depth, stencil);
2181     }
2182 }
2183 
markAllStateDirty()2184 void Renderer9::markAllStateDirty()
2185 {
2186     mAppliedRenderTargetSerial   = 0;
2187     mAppliedDepthStencilSerial   = 0;
2188     mDepthStencilInitialized     = false;
2189     mRenderTargetDescInitialized = false;
2190 
2191     mStateManager.forceSetRasterState();
2192     mStateManager.forceSetDepthStencilState();
2193     mStateManager.forceSetBlendState();
2194     mStateManager.forceSetScissorState();
2195     mStateManager.forceSetViewportState();
2196 
2197     ASSERT(mCurVertexSamplerStates.size() == mCurVertexTextures.size());
2198     for (unsigned int i = 0; i < mCurVertexTextures.size(); i++)
2199     {
2200         mCurVertexSamplerStates[i].forceSet = true;
2201         mCurVertexTextures[i]               = angle::DirtyPointer;
2202     }
2203 
2204     ASSERT(mCurPixelSamplerStates.size() == mCurPixelTextures.size());
2205     for (unsigned int i = 0; i < mCurPixelSamplerStates.size(); i++)
2206     {
2207         mCurPixelSamplerStates[i].forceSet = true;
2208         mCurPixelTextures[i]               = angle::DirtyPointer;
2209     }
2210 
2211     mAppliedIBSerial      = 0;
2212     mAppliedVertexShader  = nullptr;
2213     mAppliedPixelShader   = nullptr;
2214     mAppliedProgramSerial = 0;
2215     mStateManager.forceSetDXUniformsState();
2216 
2217     mVertexDeclarationCache.markStateDirty();
2218 }
2219 
releaseDeviceResources()2220 void Renderer9::releaseDeviceResources()
2221 {
2222     for (size_t i = 0; i < mEventQueryPool.size(); i++)
2223     {
2224         SafeRelease(mEventQueryPool[i]);
2225     }
2226     mEventQueryPool.clear();
2227 
2228     SafeRelease(mMaskedClearSavedState);
2229 
2230     mVertexShaderCache.clear();
2231     mPixelShaderCache.clear();
2232 
2233     SafeDelete(mBlit);
2234     SafeDelete(mVertexDataManager);
2235     SafeDelete(mIndexDataManager);
2236     SafeDelete(mLineLoopIB);
2237     SafeDelete(mCountingIB);
2238 
2239     for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
2240     {
2241         SafeDelete(mNullRenderTargetCache[i].renderTarget);
2242     }
2243 }
2244 
2245 // set notify to true to broadcast a message to all contexts of the device loss
testDeviceLost()2246 bool Renderer9::testDeviceLost()
2247 {
2248     HRESULT status = getDeviceStatusCode();
2249     return FAILED(status);
2250 }
2251 
getDeviceStatusCode()2252 HRESULT Renderer9::getDeviceStatusCode()
2253 {
2254     HRESULT status = D3D_OK;
2255 
2256     if (mDeviceEx)
2257     {
2258         status = mDeviceEx->CheckDeviceState(nullptr);
2259     }
2260     else if (mDevice)
2261     {
2262         status = mDevice->TestCooperativeLevel();
2263     }
2264 
2265     return status;
2266 }
2267 
testDeviceResettable()2268 bool Renderer9::testDeviceResettable()
2269 {
2270     // On D3D9Ex, DEVICELOST represents a hung device that needs to be restarted
2271     // DEVICEREMOVED indicates the device has been stopped and must be recreated
2272     switch (getDeviceStatusCode())
2273     {
2274         case D3DERR_DEVICENOTRESET:
2275         case D3DERR_DEVICEHUNG:
2276             return true;
2277         case D3DERR_DEVICELOST:
2278             return (mDeviceEx != nullptr);
2279         case D3DERR_DEVICEREMOVED:
2280             ASSERT(mDeviceEx != nullptr);
2281             return isRemovedDeviceResettable();
2282         default:
2283             return false;
2284     }
2285 }
2286 
resetDevice()2287 bool Renderer9::resetDevice()
2288 {
2289     releaseDeviceResources();
2290 
2291     D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
2292 
2293     HRESULT result     = D3D_OK;
2294     bool lost          = testDeviceLost();
2295     bool removedDevice = (getDeviceStatusCode() == D3DERR_DEVICEREMOVED);
2296 
2297     // Device Removed is a feature which is only present with D3D9Ex
2298     ASSERT(mDeviceEx != nullptr || !removedDevice);
2299 
2300     for (int attempts = 3; lost && attempts > 0; attempts--)
2301     {
2302         if (removedDevice)
2303         {
2304             // Device removed, which may trigger on driver reinstallation,
2305             // may cause a longer wait other reset attempts before the
2306             // system is ready to handle creating a new device.
2307             Sleep(800);
2308             lost = !resetRemovedDevice();
2309         }
2310         else if (mDeviceEx)
2311         {
2312             Sleep(500);  // Give the graphics driver some CPU time
2313             result = mDeviceEx->ResetEx(&presentParameters, nullptr);
2314             lost   = testDeviceLost();
2315         }
2316         else
2317         {
2318             result = mDevice->TestCooperativeLevel();
2319             while (result == D3DERR_DEVICELOST)
2320             {
2321                 Sleep(100);  // Give the graphics driver some CPU time
2322                 result = mDevice->TestCooperativeLevel();
2323             }
2324 
2325             if (result == D3DERR_DEVICENOTRESET)
2326             {
2327                 result = mDevice->Reset(&presentParameters);
2328             }
2329             lost = testDeviceLost();
2330         }
2331     }
2332 
2333     if (FAILED(result))
2334     {
2335         ERR() << "Reset/ResetEx failed multiple times, " << gl::FmtHR(result);
2336         return false;
2337     }
2338 
2339     if (removedDevice && lost)
2340     {
2341         ERR() << "Device lost reset failed multiple times";
2342         return false;
2343     }
2344 
2345     // If the device was removed, we already finished re-initialization in resetRemovedDevice
2346     if (!removedDevice)
2347     {
2348         // reset device defaults
2349         if (initializeDevice().isError())
2350         {
2351             return false;
2352         }
2353     }
2354 
2355     return true;
2356 }
2357 
isRemovedDeviceResettable() const2358 bool Renderer9::isRemovedDeviceResettable() const
2359 {
2360     bool success = false;
2361 
2362 #if ANGLE_D3D9EX
2363     IDirect3D9Ex *d3d9Ex = nullptr;
2364     typedef HRESULT(WINAPI * Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex **);
2365     Direct3DCreate9ExFunc Direct3DCreate9ExPtr =
2366         reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex"));
2367 
2368     if (Direct3DCreate9ExPtr && SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &d3d9Ex)))
2369     {
2370         D3DCAPS9 deviceCaps;
2371         HRESULT result = d3d9Ex->GetDeviceCaps(mAdapter, mDeviceType, &deviceCaps);
2372         success        = SUCCEEDED(result);
2373     }
2374 
2375     SafeRelease(d3d9Ex);
2376 #else
2377     UNREACHABLE();
2378 #endif
2379 
2380     return success;
2381 }
2382 
resetRemovedDevice()2383 bool Renderer9::resetRemovedDevice()
2384 {
2385     // From http://msdn.microsoft.com/en-us/library/windows/desktop/bb172554(v=vs.85).aspx:
2386     // The hardware adapter has been removed. Application must destroy the device, do enumeration of
2387     // adapters and create another Direct3D device. If application continues rendering without
2388     // calling Reset, the rendering calls will succeed. Applies to Direct3D 9Ex only.
2389     release();
2390     return !initialize().isError();
2391 }
2392 
getVendorId() const2393 VendorID Renderer9::getVendorId() const
2394 {
2395     return static_cast<VendorID>(mAdapterIdentifier.VendorId);
2396 }
2397 
getRendererDescription() const2398 std::string Renderer9::getRendererDescription() const
2399 {
2400     std::ostringstream rendererString;
2401 
2402     rendererString << mAdapterIdentifier.Description;
2403     if (getShareHandleSupport())
2404     {
2405         rendererString << " Direct3D9Ex";
2406     }
2407     else
2408     {
2409         rendererString << " Direct3D9";
2410     }
2411 
2412     rendererString << " vs_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.VertexShaderVersion) << "_"
2413                    << D3DSHADER_VERSION_MINOR(mDeviceCaps.VertexShaderVersion);
2414     rendererString << " ps_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion) << "_"
2415                    << D3DSHADER_VERSION_MINOR(mDeviceCaps.PixelShaderVersion);
2416 
2417     return rendererString.str();
2418 }
2419 
getAdapterIdentifier() const2420 DeviceIdentifier Renderer9::getAdapterIdentifier() const
2421 {
2422     DeviceIdentifier deviceIdentifier = {};
2423     deviceIdentifier.VendorId         = static_cast<UINT>(mAdapterIdentifier.VendorId);
2424     deviceIdentifier.DeviceId         = static_cast<UINT>(mAdapterIdentifier.DeviceId);
2425     deviceIdentifier.SubSysId         = static_cast<UINT>(mAdapterIdentifier.SubSysId);
2426     deviceIdentifier.Revision         = static_cast<UINT>(mAdapterIdentifier.Revision);
2427     deviceIdentifier.FeatureLevel     = 0;
2428 
2429     return deviceIdentifier;
2430 }
2431 
getReservedVertexUniformVectors() const2432 unsigned int Renderer9::getReservedVertexUniformVectors() const
2433 {
2434     return d3d9_gl::GetReservedVertexUniformVectors();
2435 }
2436 
getReservedFragmentUniformVectors() const2437 unsigned int Renderer9::getReservedFragmentUniformVectors() const
2438 {
2439     return d3d9_gl::GetReservedFragmentUniformVectors();
2440 }
2441 
getShareHandleSupport() const2442 bool Renderer9::getShareHandleSupport() const
2443 {
2444     // PIX doesn't seem to support using share handles, so disable them.
2445     return (mD3d9Ex != nullptr) && !gl::DebugAnnotationsActive(/*context=*/nullptr);
2446 }
2447 
getMajorShaderModel() const2448 int Renderer9::getMajorShaderModel() const
2449 {
2450     return D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion);
2451 }
2452 
getMinorShaderModel() const2453 int Renderer9::getMinorShaderModel() const
2454 {
2455     return D3DSHADER_VERSION_MINOR(mDeviceCaps.PixelShaderVersion);
2456 }
2457 
getShaderModelSuffix() const2458 std::string Renderer9::getShaderModelSuffix() const
2459 {
2460     return "";
2461 }
2462 
getCapsDeclTypes() const2463 DWORD Renderer9::getCapsDeclTypes() const
2464 {
2465     return mDeviceCaps.DeclTypes;
2466 }
2467 
getBufferPool(DWORD usage) const2468 D3DPOOL Renderer9::getBufferPool(DWORD usage) const
2469 {
2470     if (mD3d9Ex != nullptr)
2471     {
2472         return D3DPOOL_DEFAULT;
2473     }
2474     else
2475     {
2476         if (!(usage & D3DUSAGE_DYNAMIC))
2477         {
2478             return D3DPOOL_MANAGED;
2479         }
2480     }
2481 
2482     return D3DPOOL_DEFAULT;
2483 }
2484 
copyImage2D(const gl::Context * context,const gl::Framebuffer * framebuffer,const gl::Rectangle & sourceRect,GLenum destFormat,const gl::Offset & destOffset,TextureStorage * storage,GLint level)2485 angle::Result Renderer9::copyImage2D(const gl::Context *context,
2486                                      const gl::Framebuffer *framebuffer,
2487                                      const gl::Rectangle &sourceRect,
2488                                      GLenum destFormat,
2489                                      const gl::Offset &destOffset,
2490                                      TextureStorage *storage,
2491                                      GLint level)
2492 {
2493     RECT rect;
2494     rect.left   = sourceRect.x;
2495     rect.top    = sourceRect.y;
2496     rect.right  = sourceRect.x + sourceRect.width;
2497     rect.bottom = sourceRect.y + sourceRect.height;
2498 
2499     return mBlit->copy2D(context, framebuffer, rect, destFormat, destOffset, storage, level);
2500 }
2501 
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)2502 angle::Result Renderer9::copyImageCube(const gl::Context *context,
2503                                        const gl::Framebuffer *framebuffer,
2504                                        const gl::Rectangle &sourceRect,
2505                                        GLenum destFormat,
2506                                        const gl::Offset &destOffset,
2507                                        TextureStorage *storage,
2508                                        gl::TextureTarget target,
2509                                        GLint level)
2510 {
2511     RECT rect;
2512     rect.left   = sourceRect.x;
2513     rect.top    = sourceRect.y;
2514     rect.right  = sourceRect.x + sourceRect.width;
2515     rect.bottom = sourceRect.y + sourceRect.height;
2516 
2517     return mBlit->copyCube(context, framebuffer, rect, destFormat, destOffset, storage, target,
2518                            level);
2519 }
2520 
copyImage3D(const gl::Context * context,const gl::Framebuffer * framebuffer,const gl::Rectangle & sourceRect,GLenum destFormat,const gl::Offset & destOffset,TextureStorage * storage,GLint level)2521 angle::Result Renderer9::copyImage3D(const gl::Context *context,
2522                                      const gl::Framebuffer *framebuffer,
2523                                      const gl::Rectangle &sourceRect,
2524                                      GLenum destFormat,
2525                                      const gl::Offset &destOffset,
2526                                      TextureStorage *storage,
2527                                      GLint level)
2528 {
2529     // 3D textures are not available in the D3D9 backend.
2530     ANGLE_HR_UNREACHABLE(GetImplAs<Context9>(context));
2531     return angle::Result::Stop;
2532 }
2533 
copyImage2DArray(const gl::Context * context,const gl::Framebuffer * framebuffer,const gl::Rectangle & sourceRect,GLenum destFormat,const gl::Offset & destOffset,TextureStorage * storage,GLint level)2534 angle::Result Renderer9::copyImage2DArray(const gl::Context *context,
2535                                           const gl::Framebuffer *framebuffer,
2536                                           const gl::Rectangle &sourceRect,
2537                                           GLenum destFormat,
2538                                           const gl::Offset &destOffset,
2539                                           TextureStorage *storage,
2540                                           GLint level)
2541 {
2542     // 2D array textures are not available in the D3D9 backend.
2543     ANGLE_HR_UNREACHABLE(GetImplAs<Context9>(context));
2544     return angle::Result::Stop;
2545 }
2546 
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)2547 angle::Result Renderer9::copyTexture(const gl::Context *context,
2548                                      const gl::Texture *source,
2549                                      GLint sourceLevel,
2550                                      gl::TextureTarget srcTarget,
2551                                      const gl::Box &sourceBox,
2552                                      GLenum destFormat,
2553                                      GLenum destType,
2554                                      const gl::Offset &destOffset,
2555                                      TextureStorage *storage,
2556                                      gl::TextureTarget destTarget,
2557                                      GLint destLevel,
2558                                      bool unpackFlipY,
2559                                      bool unpackPremultiplyAlpha,
2560                                      bool unpackUnmultiplyAlpha)
2561 {
2562     RECT rect;
2563     rect.left   = sourceBox.x;
2564     rect.top    = sourceBox.y;
2565     rect.right  = sourceBox.x + sourceBox.width;
2566     rect.bottom = sourceBox.y + sourceBox.height;
2567 
2568     return mBlit->copyTexture(context, source, sourceLevel, rect, destFormat, destOffset, storage,
2569                               destTarget, destLevel, unpackFlipY, unpackPremultiplyAlpha,
2570                               unpackUnmultiplyAlpha);
2571 }
2572 
copyCompressedTexture(const gl::Context * context,const gl::Texture * source,GLint sourceLevel,TextureStorage * storage,GLint destLevel)2573 angle::Result Renderer9::copyCompressedTexture(const gl::Context *context,
2574                                                const gl::Texture *source,
2575                                                GLint sourceLevel,
2576                                                TextureStorage *storage,
2577                                                GLint destLevel)
2578 {
2579     ANGLE_HR_UNREACHABLE(GetImplAs<Context9>(context));
2580     return angle::Result::Stop;
2581 }
2582 
createRenderTarget(const gl::Context * context,int width,int height,GLenum format,GLsizei samples,RenderTargetD3D ** outRT)2583 angle::Result Renderer9::createRenderTarget(const gl::Context *context,
2584                                             int width,
2585                                             int height,
2586                                             GLenum format,
2587                                             GLsizei samples,
2588                                             RenderTargetD3D **outRT)
2589 {
2590     const d3d9::TextureFormat &d3d9FormatInfo = d3d9::GetTextureFormatInfo(format);
2591 
2592     const gl::TextureCaps &textureCaps = getNativeTextureCaps().get(format);
2593     GLuint supportedSamples            = textureCaps.getNearestSamples(samples);
2594 
2595     IDirect3DTexture9 *texture      = nullptr;
2596     IDirect3DSurface9 *renderTarget = nullptr;
2597     if (width > 0 && height > 0)
2598     {
2599         bool requiresInitialization = false;
2600         HRESULT result              = D3DERR_INVALIDCALL;
2601 
2602         const gl::InternalFormat &formatInfo = gl::GetSizedInternalFormatInfo(format);
2603         if (formatInfo.depthBits > 0 || formatInfo.stencilBits > 0)
2604         {
2605             result = mDevice->CreateDepthStencilSurface(
2606                 width, height, d3d9FormatInfo.renderFormat,
2607                 gl_d3d9::GetMultisampleType(supportedSamples), 0, FALSE, &renderTarget, nullptr);
2608         }
2609         else
2610         {
2611             requiresInitialization = (d3d9FormatInfo.dataInitializerFunction != nullptr);
2612             if (supportedSamples > 0)
2613             {
2614                 result = mDevice->CreateRenderTarget(width, height, d3d9FormatInfo.renderFormat,
2615                                                      gl_d3d9::GetMultisampleType(supportedSamples),
2616                                                      0, FALSE, &renderTarget, nullptr);
2617             }
2618             else
2619             {
2620                 result = mDevice->CreateTexture(
2621                     width, height, 1, D3DUSAGE_RENDERTARGET, d3d9FormatInfo.texFormat,
2622                     getTexturePool(D3DUSAGE_RENDERTARGET), &texture, nullptr);
2623                 if (!FAILED(result))
2624                 {
2625                     result = texture->GetSurfaceLevel(0, &renderTarget);
2626                 }
2627             }
2628         }
2629 
2630         ANGLE_TRY_HR(GetImplAs<Context9>(context), result, "Failed to create render target");
2631 
2632         if (requiresInitialization)
2633         {
2634             // This format requires that the data be initialized before the render target can be
2635             // used Unfortunately this requires a Get call on the d3d device but it is far better
2636             // than having to mark the render target as lockable and copy data to the gpu.
2637             IDirect3DSurface9 *prevRenderTarget = nullptr;
2638             mDevice->GetRenderTarget(0, &prevRenderTarget);
2639             mDevice->SetRenderTarget(0, renderTarget);
2640             mDevice->Clear(0, nullptr, D3DCLEAR_TARGET, D3DCOLOR_RGBA(0, 0, 0, 255), 0.0f, 0);
2641             mDevice->SetRenderTarget(0, prevRenderTarget);
2642         }
2643     }
2644 
2645     *outRT = new TextureRenderTarget9(texture, 0, renderTarget, format, width, height, 1,
2646                                       supportedSamples);
2647     return angle::Result::Continue;
2648 }
2649 
createRenderTargetCopy(const gl::Context * context,RenderTargetD3D * source,RenderTargetD3D ** outRT)2650 angle::Result Renderer9::createRenderTargetCopy(const gl::Context *context,
2651                                                 RenderTargetD3D *source,
2652                                                 RenderTargetD3D **outRT)
2653 {
2654     ASSERT(source != nullptr);
2655 
2656     RenderTargetD3D *newRT = nullptr;
2657     ANGLE_TRY(createRenderTarget(context, source->getWidth(), source->getHeight(),
2658                                  source->getInternalFormat(), source->getSamples(), &newRT));
2659 
2660     RenderTarget9 *source9 = GetAs<RenderTarget9>(source);
2661     RenderTarget9 *dest9   = GetAs<RenderTarget9>(newRT);
2662 
2663     HRESULT result = mDevice->StretchRect(source9->getSurface(), nullptr, dest9->getSurface(),
2664                                           nullptr, D3DTEXF_NONE);
2665     ANGLE_TRY_HR(GetImplAs<Context9>(context), result, "Failed to copy render target");
2666 
2667     *outRT = newRT;
2668     return angle::Result::Continue;
2669 }
2670 
loadExecutable(d3d::Context * context,const uint8_t * function,size_t length,gl::ShaderType type,const std::vector<D3DVarying> & streamOutVaryings,bool separatedOutputBuffers,ShaderExecutableD3D ** outExecutable)2671 angle::Result Renderer9::loadExecutable(d3d::Context *context,
2672                                         const uint8_t *function,
2673                                         size_t length,
2674                                         gl::ShaderType type,
2675                                         const std::vector<D3DVarying> &streamOutVaryings,
2676                                         bool separatedOutputBuffers,
2677                                         ShaderExecutableD3D **outExecutable)
2678 {
2679     // Transform feedback is not supported in ES2 or D3D9
2680     ASSERT(streamOutVaryings.empty());
2681 
2682     switch (type)
2683     {
2684         case gl::ShaderType::Vertex:
2685         {
2686             IDirect3DVertexShader9 *vshader = nullptr;
2687             ANGLE_TRY(createVertexShader(context, (DWORD *)function, length, &vshader));
2688             *outExecutable = new ShaderExecutable9(function, length, vshader);
2689         }
2690         break;
2691         case gl::ShaderType::Fragment:
2692         {
2693             IDirect3DPixelShader9 *pshader = nullptr;
2694             ANGLE_TRY(createPixelShader(context, (DWORD *)function, length, &pshader));
2695             *outExecutable = new ShaderExecutable9(function, length, pshader);
2696         }
2697         break;
2698         default:
2699             ANGLE_HR_UNREACHABLE(context);
2700     }
2701 
2702     return angle::Result::Continue;
2703 }
2704 
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)2705 angle::Result Renderer9::compileToExecutable(d3d::Context *context,
2706                                              gl::InfoLog &infoLog,
2707                                              const std::string &shaderHLSL,
2708                                              gl::ShaderType type,
2709                                              const std::vector<D3DVarying> &streamOutVaryings,
2710                                              bool separatedOutputBuffers,
2711                                              const CompilerWorkaroundsD3D &workarounds,
2712                                              ShaderExecutableD3D **outExectuable)
2713 {
2714     // Transform feedback is not supported in ES2 or D3D9
2715     ASSERT(streamOutVaryings.empty());
2716 
2717     std::stringstream profileStream;
2718 
2719     switch (type)
2720     {
2721         case gl::ShaderType::Vertex:
2722             profileStream << "vs";
2723             break;
2724         case gl::ShaderType::Fragment:
2725             profileStream << "ps";
2726             break;
2727         default:
2728             ANGLE_HR_UNREACHABLE(context);
2729     }
2730 
2731     profileStream << "_" << ((getMajorShaderModel() >= 3) ? 3 : 2);
2732     profileStream << "_"
2733                   << "0";
2734 
2735     std::string profile = profileStream.str();
2736 
2737     UINT flags = ANGLE_COMPILE_OPTIMIZATION_LEVEL;
2738 
2739     if (workarounds.skipOptimization)
2740     {
2741         flags = D3DCOMPILE_SKIP_OPTIMIZATION;
2742     }
2743     else if (workarounds.useMaxOptimization)
2744     {
2745         flags = D3DCOMPILE_OPTIMIZATION_LEVEL3;
2746     }
2747 
2748     if (gl::DebugAnnotationsActive(/*context=*/nullptr))
2749     {
2750 #ifndef NDEBUG
2751         flags = D3DCOMPILE_SKIP_OPTIMIZATION;
2752 #endif
2753 
2754         flags |= D3DCOMPILE_DEBUG;
2755     }
2756 
2757     // Sometimes D3DCompile will fail with the default compilation flags for complicated shaders
2758     // when it would otherwise pass with alternative options. Try the default flags first and if
2759     // compilation fails, try some alternatives.
2760     std::vector<CompileConfig> configs;
2761     configs.push_back(CompileConfig(flags, "default"));
2762     configs.push_back(CompileConfig(flags | D3DCOMPILE_AVOID_FLOW_CONTROL, "avoid flow control"));
2763     configs.push_back(CompileConfig(flags | D3DCOMPILE_PREFER_FLOW_CONTROL, "prefer flow control"));
2764 
2765     ID3DBlob *binary = nullptr;
2766     std::string debugInfo;
2767     angle::Result error = mCompiler.compileToBinary(context, infoLog, shaderHLSL, profile, configs,
2768                                                     nullptr, &binary, &debugInfo);
2769     ANGLE_TRY(error);
2770 
2771     // It's possible that binary is NULL if the compiler failed in all configurations.  Set the
2772     // executable to NULL and return GL_NO_ERROR to signify that there was a link error but the
2773     // internal state is still OK.
2774     if (!binary)
2775     {
2776         *outExectuable = nullptr;
2777         return angle::Result::Continue;
2778     }
2779 
2780     error = loadExecutable(context, reinterpret_cast<const uint8_t *>(binary->GetBufferPointer()),
2781                            binary->GetBufferSize(), type, streamOutVaryings, separatedOutputBuffers,
2782                            outExectuable);
2783 
2784     SafeRelease(binary);
2785     ANGLE_TRY(error);
2786 
2787     if (!debugInfo.empty())
2788     {
2789         (*outExectuable)->appendDebugInfo(debugInfo);
2790     }
2791 
2792     return angle::Result::Continue;
2793 }
2794 
ensureHLSLCompilerInitialized(d3d::Context * context)2795 angle::Result Renderer9::ensureHLSLCompilerInitialized(d3d::Context *context)
2796 {
2797     return mCompiler.ensureInitialized(context);
2798 }
2799 
createUniformStorage(size_t storageSize)2800 UniformStorageD3D *Renderer9::createUniformStorage(size_t storageSize)
2801 {
2802     return new UniformStorageD3D(storageSize);
2803 }
2804 
boxFilter(Context9 * context9,IDirect3DSurface9 * source,IDirect3DSurface9 * dest)2805 angle::Result Renderer9::boxFilter(Context9 *context9,
2806                                    IDirect3DSurface9 *source,
2807                                    IDirect3DSurface9 *dest)
2808 {
2809     return mBlit->boxFilter(context9, source, dest);
2810 }
2811 
getTexturePool(DWORD usage) const2812 D3DPOOL Renderer9::getTexturePool(DWORD usage) const
2813 {
2814     if (mD3d9Ex != nullptr)
2815     {
2816         return D3DPOOL_DEFAULT;
2817     }
2818     else
2819     {
2820         if (!(usage & (D3DUSAGE_DEPTHSTENCIL | D3DUSAGE_RENDERTARGET)))
2821         {
2822             return D3DPOOL_MANAGED;
2823         }
2824     }
2825 
2826     return D3DPOOL_DEFAULT;
2827 }
2828 
copyToRenderTarget(const gl::Context * context,IDirect3DSurface9 * dest,IDirect3DSurface9 * source,bool fromManaged)2829 angle::Result Renderer9::copyToRenderTarget(const gl::Context *context,
2830                                             IDirect3DSurface9 *dest,
2831                                             IDirect3DSurface9 *source,
2832                                             bool fromManaged)
2833 {
2834     ASSERT(source && dest);
2835 
2836     Context9 *context9 = GetImplAs<Context9>(context);
2837 
2838     HRESULT result = D3DERR_OUTOFVIDEOMEMORY;
2839 
2840     if (fromManaged)
2841     {
2842         D3DSURFACE_DESC desc;
2843         source->GetDesc(&desc);
2844 
2845         IDirect3DSurface9 *surf = 0;
2846         result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2847                                                       D3DPOOL_SYSTEMMEM, &surf, nullptr);
2848 
2849         if (SUCCEEDED(result))
2850         {
2851             ANGLE_TRY(Image9::CopyLockableSurfaces(context9, surf, source));
2852             result = mDevice->UpdateSurface(surf, nullptr, dest, nullptr);
2853             SafeRelease(surf);
2854         }
2855     }
2856     else
2857     {
2858         endScene();
2859         result = mDevice->StretchRect(source, nullptr, dest, nullptr, D3DTEXF_NONE);
2860     }
2861 
2862     ANGLE_TRY_HR(context9, result, "Failed to blit internal texture");
2863     return angle::Result::Continue;
2864 }
2865 
getRendererClass() const2866 RendererClass Renderer9::getRendererClass() const
2867 {
2868     return RENDERER_D3D9;
2869 }
2870 
createImage()2871 ImageD3D *Renderer9::createImage()
2872 {
2873     return new Image9(this);
2874 }
2875 
createExternalImageSibling(const gl::Context * context,EGLenum target,EGLClientBuffer buffer,const egl::AttributeMap & attribs)2876 ExternalImageSiblingImpl *Renderer9::createExternalImageSibling(const gl::Context *context,
2877                                                                 EGLenum target,
2878                                                                 EGLClientBuffer buffer,
2879                                                                 const egl::AttributeMap &attribs)
2880 {
2881     UNREACHABLE();
2882     return nullptr;
2883 }
2884 
generateMipmap(const gl::Context * context,ImageD3D * dest,ImageD3D * src)2885 angle::Result Renderer9::generateMipmap(const gl::Context *context, ImageD3D *dest, ImageD3D *src)
2886 {
2887     Image9 *src9 = GetAs<Image9>(src);
2888     Image9 *dst9 = GetAs<Image9>(dest);
2889     return Image9::GenerateMipmap(GetImplAs<Context9>(context), dst9, src9);
2890 }
2891 
generateMipmapUsingD3D(const gl::Context * context,TextureStorage * storage,const gl::TextureState & textureState)2892 angle::Result Renderer9::generateMipmapUsingD3D(const gl::Context *context,
2893                                                 TextureStorage *storage,
2894                                                 const gl::TextureState &textureState)
2895 {
2896     ANGLE_HR_UNREACHABLE(GetImplAs<Context9>(context));
2897     return angle::Result::Stop;
2898 }
2899 
copyImage(const gl::Context * context,ImageD3D * dest,ImageD3D * source,const gl::Box & sourceBox,const gl::Offset & destOffset,bool unpackFlipY,bool unpackPremultiplyAlpha,bool unpackUnmultiplyAlpha)2900 angle::Result Renderer9::copyImage(const gl::Context *context,
2901                                    ImageD3D *dest,
2902                                    ImageD3D *source,
2903                                    const gl::Box &sourceBox,
2904                                    const gl::Offset &destOffset,
2905                                    bool unpackFlipY,
2906                                    bool unpackPremultiplyAlpha,
2907                                    bool unpackUnmultiplyAlpha)
2908 {
2909     Image9 *dest9 = GetAs<Image9>(dest);
2910     Image9 *src9  = GetAs<Image9>(source);
2911     return Image9::CopyImage(context, dest9, src9, sourceBox.toRect(), destOffset, unpackFlipY,
2912                              unpackPremultiplyAlpha, unpackUnmultiplyAlpha);
2913 }
2914 
createTextureStorage2D(SwapChainD3D * swapChain,const std::string & label)2915 TextureStorage *Renderer9::createTextureStorage2D(SwapChainD3D *swapChain, const std::string &label)
2916 {
2917     SwapChain9 *swapChain9 = GetAs<SwapChain9>(swapChain);
2918     return new TextureStorage9_2D(this, swapChain9, label);
2919 }
2920 
createTextureStorageEGLImage(EGLImageD3D * eglImage,RenderTargetD3D * renderTargetD3D,const std::string & label)2921 TextureStorage *Renderer9::createTextureStorageEGLImage(EGLImageD3D *eglImage,
2922                                                         RenderTargetD3D *renderTargetD3D,
2923                                                         const std::string &label)
2924 {
2925     return new TextureStorage9_EGLImage(this, eglImage, GetAs<RenderTarget9>(renderTargetD3D),
2926                                         label);
2927 }
2928 
createTextureStorageBuffer(const gl::OffsetBindingPointer<gl::Buffer> & buffer,GLenum internalFormat,const std::string & label)2929 TextureStorage *Renderer9::createTextureStorageBuffer(
2930     const gl::OffsetBindingPointer<gl::Buffer> &buffer,
2931     GLenum internalFormat,
2932     const std::string &label)
2933 {
2934     UNREACHABLE();
2935     return nullptr;
2936 }
2937 
createTextureStorageExternal(egl::Stream * stream,const egl::Stream::GLTextureDescription & desc,const std::string & label)2938 TextureStorage *Renderer9::createTextureStorageExternal(
2939     egl::Stream *stream,
2940     const egl::Stream::GLTextureDescription &desc,
2941     const std::string &label)
2942 {
2943     UNIMPLEMENTED();
2944     return nullptr;
2945 }
2946 
createTextureStorage2D(GLenum internalformat,BindFlags bindFlags,GLsizei width,GLsizei height,int levels,const std::string & label,bool hintLevelZeroOnly)2947 TextureStorage *Renderer9::createTextureStorage2D(GLenum internalformat,
2948                                                   BindFlags bindFlags,
2949                                                   GLsizei width,
2950                                                   GLsizei height,
2951                                                   int levels,
2952                                                   const std::string &label,
2953                                                   bool hintLevelZeroOnly)
2954 {
2955     return new TextureStorage9_2D(this, internalformat, bindFlags.renderTarget, width, height,
2956                                   levels, label);
2957 }
2958 
createTextureStorageCube(GLenum internalformat,BindFlags bindFlags,int size,int levels,bool hintLevelZeroOnly,const std::string & label)2959 TextureStorage *Renderer9::createTextureStorageCube(GLenum internalformat,
2960                                                     BindFlags bindFlags,
2961                                                     int size,
2962                                                     int levels,
2963                                                     bool hintLevelZeroOnly,
2964                                                     const std::string &label)
2965 {
2966     return new TextureStorage9_Cube(this, internalformat, bindFlags.renderTarget, size, levels,
2967                                     hintLevelZeroOnly, label);
2968 }
2969 
createTextureStorage3D(GLenum internalformat,BindFlags bindFlags,GLsizei width,GLsizei height,GLsizei depth,int levels,const std::string & label)2970 TextureStorage *Renderer9::createTextureStorage3D(GLenum internalformat,
2971                                                   BindFlags bindFlags,
2972                                                   GLsizei width,
2973                                                   GLsizei height,
2974                                                   GLsizei depth,
2975                                                   int levels,
2976                                                   const std::string &label)
2977 {
2978     // 3D textures are not supported by the D3D9 backend.
2979     UNREACHABLE();
2980 
2981     return nullptr;
2982 }
2983 
createTextureStorage2DArray(GLenum internalformat,BindFlags bindFlags,GLsizei width,GLsizei height,GLsizei depth,int levels,const std::string & label)2984 TextureStorage *Renderer9::createTextureStorage2DArray(GLenum internalformat,
2985                                                        BindFlags bindFlags,
2986                                                        GLsizei width,
2987                                                        GLsizei height,
2988                                                        GLsizei depth,
2989                                                        int levels,
2990                                                        const std::string &label)
2991 {
2992     // 2D array textures are not supported by the D3D9 backend.
2993     UNREACHABLE();
2994 
2995     return nullptr;
2996 }
2997 
createTextureStorage2DMultisample(GLenum internalformat,GLsizei width,GLsizei height,int levels,int samples,bool fixedSampleLocations,const std::string & label)2998 TextureStorage *Renderer9::createTextureStorage2DMultisample(GLenum internalformat,
2999                                                              GLsizei width,
3000                                                              GLsizei height,
3001                                                              int levels,
3002                                                              int samples,
3003                                                              bool fixedSampleLocations,
3004                                                              const std::string &label)
3005 {
3006     // 2D multisampled textures are not supported by the D3D9 backend.
3007     UNREACHABLE();
3008 
3009     return nullptr;
3010 }
3011 
createTextureStorage2DMultisampleArray(GLenum internalformat,GLsizei width,GLsizei height,GLsizei depth,int levels,int samples,bool fixedSampleLocations,const std::string & label)3012 TextureStorage *Renderer9::createTextureStorage2DMultisampleArray(GLenum internalformat,
3013                                                                   GLsizei width,
3014                                                                   GLsizei height,
3015                                                                   GLsizei depth,
3016                                                                   int levels,
3017                                                                   int samples,
3018                                                                   bool fixedSampleLocations,
3019                                                                   const std::string &label)
3020 {
3021     // 2D multisampled textures are not supported by the D3D9 backend.
3022     UNREACHABLE();
3023 
3024     return nullptr;
3025 }
3026 
getLUID(LUID * adapterLuid) const3027 bool Renderer9::getLUID(LUID *adapterLuid) const
3028 {
3029     adapterLuid->HighPart = 0;
3030     adapterLuid->LowPart  = 0;
3031 
3032     if (mD3d9Ex)
3033     {
3034         mD3d9Ex->GetAdapterLUID(mAdapter, adapterLuid);
3035         return true;
3036     }
3037 
3038     return false;
3039 }
3040 
getVertexConversionType(angle::FormatID vertexFormatID) const3041 VertexConversionType Renderer9::getVertexConversionType(angle::FormatID vertexFormatID) const
3042 {
3043     return d3d9::GetVertexFormatInfo(getCapsDeclTypes(), vertexFormatID).conversionType;
3044 }
3045 
getVertexComponentType(angle::FormatID vertexFormatID) const3046 GLenum Renderer9::getVertexComponentType(angle::FormatID vertexFormatID) const
3047 {
3048     return d3d9::GetVertexFormatInfo(getCapsDeclTypes(), vertexFormatID).componentType;
3049 }
3050 
getVertexSpaceRequired(const gl::Context * context,const gl::VertexAttribute & attrib,const gl::VertexBinding & binding,size_t count,GLsizei instances,GLuint baseInstance,unsigned int * bytesRequiredOut) const3051 angle::Result Renderer9::getVertexSpaceRequired(const gl::Context *context,
3052                                                 const gl::VertexAttribute &attrib,
3053                                                 const gl::VertexBinding &binding,
3054                                                 size_t count,
3055                                                 GLsizei instances,
3056                                                 GLuint baseInstance,
3057                                                 unsigned int *bytesRequiredOut) const
3058 {
3059     if (!attrib.enabled)
3060     {
3061         *bytesRequiredOut = 16u;
3062         return angle::Result::Continue;
3063     }
3064 
3065     angle::FormatID vertexFormatID = gl::GetVertexFormatID(attrib, gl::VertexAttribType::Float);
3066     const d3d9::VertexFormat &d3d9VertexInfo =
3067         d3d9::GetVertexFormatInfo(getCapsDeclTypes(), vertexFormatID);
3068 
3069     unsigned int elementCount  = 0;
3070     const unsigned int divisor = binding.getDivisor();
3071     if (instances == 0 || divisor == 0)
3072     {
3073         elementCount = static_cast<unsigned int>(count);
3074     }
3075     else
3076     {
3077         // Round up to divisor, if possible
3078         elementCount = UnsignedCeilDivide(static_cast<unsigned int>(instances), divisor);
3079     }
3080 
3081     bool check = (d3d9VertexInfo.outputElementSize >
3082                   std::numeric_limits<unsigned int>::max() / elementCount);
3083     ANGLE_CHECK(GetImplAs<Context9>(context), !check,
3084                 "New vertex buffer size would result in an overflow.", GL_OUT_OF_MEMORY);
3085 
3086     *bytesRequiredOut = static_cast<unsigned int>(d3d9VertexInfo.outputElementSize) * elementCount;
3087     return angle::Result::Continue;
3088 }
3089 
generateCaps(gl::Caps * outCaps,gl::TextureCapsMap * outTextureCaps,gl::Extensions * outExtensions,gl::Limitations * outLimitations,ShPixelLocalStorageOptions * outPLSOptions) const3090 void Renderer9::generateCaps(gl::Caps *outCaps,
3091                              gl::TextureCapsMap *outTextureCaps,
3092                              gl::Extensions *outExtensions,
3093                              gl::Limitations *outLimitations,
3094                              ShPixelLocalStorageOptions *outPLSOptions) const
3095 {
3096     d3d9_gl::GenerateCaps(mD3d9, mDevice, mDeviceType, mAdapter, outCaps, outTextureCaps,
3097                           outExtensions, outLimitations);
3098 }
3099 
initializeFeatures(angle::FeaturesD3D * features) const3100 void Renderer9::initializeFeatures(angle::FeaturesD3D *features) const
3101 {
3102     if (!mDisplay->getState().featuresAllDisabled)
3103     {
3104         d3d9::InitializeFeatures(features, mAdapterIdentifier.VendorId);
3105     }
3106     ApplyFeatureOverrides(features, mDisplay->getState());
3107 }
3108 
initializeFrontendFeatures(angle::FrontendFeatures * features) const3109 void Renderer9::initializeFrontendFeatures(angle::FrontendFeatures *features) const {}
3110 
createEGLDevice()3111 DeviceImpl *Renderer9::createEGLDevice()
3112 {
3113     return new DeviceD3D(EGL_D3D9_DEVICE_ANGLE, mDevice);
3114 }
3115 
CurSamplerState()3116 Renderer9::CurSamplerState::CurSamplerState()
3117     : forceSet(true), baseLevel(std::numeric_limits<size_t>::max()), samplerState()
3118 {}
3119 
genericDrawElements(const gl::Context * context,gl::PrimitiveMode mode,GLsizei count,gl::DrawElementsType type,const void * indices,GLsizei instances)3120 angle::Result Renderer9::genericDrawElements(const gl::Context *context,
3121                                              gl::PrimitiveMode mode,
3122                                              GLsizei count,
3123                                              gl::DrawElementsType type,
3124                                              const void *indices,
3125                                              GLsizei instances)
3126 {
3127     const gl::State &state = context->getState();
3128     gl::Program *program   = context->getState().getProgram();
3129     ASSERT(program != nullptr);
3130     ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program);
3131     bool usesPointSize     = programD3D->usesPointSize();
3132 
3133     programD3D->updateSamplerMapping();
3134 
3135     if (!applyPrimitiveType(mode, count, usesPointSize))
3136     {
3137         return angle::Result::Continue;
3138     }
3139 
3140     ANGLE_TRY(updateState(context, mode));
3141     ANGLE_TRY(applyTextures(context));
3142     ANGLE_TRY(applyShaders(context, mode));
3143 
3144     if (!skipDraw(state, mode))
3145     {
3146         ANGLE_TRY(drawElementsImpl(context, mode, count, type, indices, instances));
3147     }
3148 
3149     return angle::Result::Continue;
3150 }
3151 
genericDrawArrays(const gl::Context * context,gl::PrimitiveMode mode,GLint first,GLsizei count,GLsizei instances)3152 angle::Result Renderer9::genericDrawArrays(const gl::Context *context,
3153                                            gl::PrimitiveMode mode,
3154                                            GLint first,
3155                                            GLsizei count,
3156                                            GLsizei instances)
3157 {
3158     gl::Program *program = context->getState().getProgram();
3159     ASSERT(program != nullptr);
3160     ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program);
3161     bool usesPointSize     = programD3D->usesPointSize();
3162 
3163     programD3D->updateSamplerMapping();
3164 
3165     if (!applyPrimitiveType(mode, count, usesPointSize))
3166     {
3167         return angle::Result::Continue;
3168     }
3169 
3170     ANGLE_TRY(updateState(context, mode));
3171     ANGLE_TRY(applyVertexBuffer(context, mode, first, count, instances, nullptr));
3172     ANGLE_TRY(applyTextures(context));
3173     ANGLE_TRY(applyShaders(context, mode));
3174 
3175     if (!skipDraw(context->getState(), mode))
3176     {
3177         ANGLE_TRY(drawArraysImpl(context, mode, first, count, instances));
3178     }
3179 
3180     return angle::Result::Continue;
3181 }
3182 
createDefaultFramebuffer(const gl::FramebufferState & state)3183 FramebufferImpl *Renderer9::createDefaultFramebuffer(const gl::FramebufferState &state)
3184 {
3185     return new Framebuffer9(state, this);
3186 }
3187 
getMaxSupportedESVersion() const3188 gl::Version Renderer9::getMaxSupportedESVersion() const
3189 {
3190     return gl::Version(2, 0);
3191 }
3192 
getMaxConformantESVersion() const3193 gl::Version Renderer9::getMaxConformantESVersion() const
3194 {
3195     return gl::Version(2, 0);
3196 }
3197 
clearRenderTarget(const gl::Context * context,RenderTargetD3D * renderTarget,const gl::ColorF & clearColorValue,const float clearDepthValue,const unsigned int clearStencilValue)3198 angle::Result Renderer9::clearRenderTarget(const gl::Context *context,
3199                                            RenderTargetD3D *renderTarget,
3200                                            const gl::ColorF &clearColorValue,
3201                                            const float clearDepthValue,
3202                                            const unsigned int clearStencilValue)
3203 {
3204     D3DCOLOR color =
3205         D3DCOLOR_ARGB(gl::unorm<8>(clearColorValue.alpha), gl::unorm<8>(clearColorValue.red),
3206                       gl::unorm<8>(clearColorValue.green), gl::unorm<8>(clearColorValue.blue));
3207     float depth   = clearDepthValue;
3208     DWORD stencil = clearStencilValue & 0x000000FF;
3209 
3210     unsigned int renderTargetSerial        = renderTarget->getSerial();
3211     RenderTarget9 *renderTarget9           = GetAs<RenderTarget9>(renderTarget);
3212     IDirect3DSurface9 *renderTargetSurface = renderTarget9->getSurface();
3213     ASSERT(renderTargetSurface);
3214 
3215     DWORD dxClearFlags = 0;
3216 
3217     const gl::InternalFormat &internalFormatInfo =
3218         gl::GetSizedInternalFormatInfo(renderTarget->getInternalFormat());
3219     if (internalFormatInfo.depthBits > 0 || internalFormatInfo.stencilBits > 0)
3220     {
3221         dxClearFlags = D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL;
3222         if (mAppliedDepthStencilSerial != renderTargetSerial)
3223         {
3224             mDevice->SetDepthStencilSurface(renderTargetSurface);
3225         }
3226     }
3227     else
3228     {
3229         dxClearFlags = D3DCLEAR_TARGET;
3230         if (mAppliedRenderTargetSerial != renderTargetSerial)
3231         {
3232             mDevice->SetRenderTarget(0, renderTargetSurface);
3233         }
3234     }
3235     SafeRelease(renderTargetSurface);
3236 
3237     D3DVIEWPORT9 viewport;
3238     viewport.X      = 0;
3239     viewport.Y      = 0;
3240     viewport.Width  = renderTarget->getWidth();
3241     viewport.Height = renderTarget->getHeight();
3242     mDevice->SetViewport(&viewport);
3243 
3244     mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
3245 
3246     mDevice->Clear(0, nullptr, dxClearFlags, color, depth, stencil);
3247 
3248     markAllStateDirty();
3249 
3250     return angle::Result::Continue;
3251 }
3252 
canSelectViewInVertexShader() const3253 bool Renderer9::canSelectViewInVertexShader() const
3254 {
3255     return false;
3256 }
3257 
3258 // For each Direct3D sampler of either the pixel or vertex stage,
3259 // looks up the corresponding OpenGL texture image unit and texture type,
3260 // and sets the texture and its addressing/filtering state (or NULL when inactive).
3261 // Sampler mapping needs to be up-to-date on the program object before this is called.
applyTextures(const gl::Context * context,gl::ShaderType shaderType)3262 angle::Result Renderer9::applyTextures(const gl::Context *context, gl::ShaderType shaderType)
3263 {
3264     const auto &glState    = context->getState();
3265     const auto &caps       = context->getCaps();
3266     ProgramD3D *programD3D = GetImplAs<ProgramD3D>(glState.getProgram());
3267 
3268     ASSERT(!programD3D->isSamplerMappingDirty());
3269 
3270     // TODO(jmadill): Use the Program's sampler bindings.
3271     const gl::ActiveTexturesCache &activeTextures = glState.getActiveTexturesCache();
3272 
3273     const gl::RangeUI samplerRange = programD3D->getUsedSamplerRange(shaderType);
3274     for (unsigned int samplerIndex = samplerRange.low(); samplerIndex < samplerRange.high();
3275          samplerIndex++)
3276     {
3277         GLint textureUnit = programD3D->getSamplerMapping(shaderType, samplerIndex, caps);
3278         ASSERT(textureUnit != -1);
3279         gl::Texture *texture = activeTextures[textureUnit];
3280 
3281         // A nullptr texture indicates incomplete.
3282         if (texture)
3283         {
3284             gl::Sampler *samplerObject = glState.getSampler(textureUnit);
3285 
3286             const gl::SamplerState &samplerState =
3287                 samplerObject ? samplerObject->getSamplerState() : texture->getSamplerState();
3288 
3289             ANGLE_TRY(setSamplerState(context, shaderType, samplerIndex, texture, samplerState));
3290             ANGLE_TRY(setTexture(context, shaderType, samplerIndex, texture));
3291         }
3292         else
3293         {
3294             gl::TextureType textureType =
3295                 programD3D->getSamplerTextureType(shaderType, samplerIndex);
3296 
3297             // Texture is not sampler complete or it is in use by the framebuffer.  Bind the
3298             // incomplete texture.
3299             gl::Texture *incompleteTexture = nullptr;
3300             ANGLE_TRY(getIncompleteTexture(context, textureType, &incompleteTexture));
3301             ANGLE_TRY(setSamplerState(context, shaderType, samplerIndex, incompleteTexture,
3302                                       incompleteTexture->getSamplerState()));
3303             ANGLE_TRY(setTexture(context, shaderType, samplerIndex, incompleteTexture));
3304         }
3305     }
3306 
3307     // Set all the remaining textures to NULL
3308     int samplerCount = (shaderType == gl::ShaderType::Fragment)
3309                            ? caps.maxShaderTextureImageUnits[gl::ShaderType::Fragment]
3310                            : caps.maxShaderTextureImageUnits[gl::ShaderType::Vertex];
3311 
3312     // TODO(jmadill): faster way?
3313     for (int samplerIndex = samplerRange.high(); samplerIndex < samplerCount; samplerIndex++)
3314     {
3315         ANGLE_TRY(setTexture(context, shaderType, samplerIndex, nullptr));
3316     }
3317 
3318     return angle::Result::Continue;
3319 }
3320 
applyTextures(const gl::Context * context)3321 angle::Result Renderer9::applyTextures(const gl::Context *context)
3322 {
3323     ANGLE_TRY(applyTextures(context, gl::ShaderType::Vertex));
3324     ANGLE_TRY(applyTextures(context, gl::ShaderType::Fragment));
3325     return angle::Result::Continue;
3326 }
3327 
getIncompleteTexture(const gl::Context * context,gl::TextureType type,gl::Texture ** textureOut)3328 angle::Result Renderer9::getIncompleteTexture(const gl::Context *context,
3329                                               gl::TextureType type,
3330                                               gl::Texture **textureOut)
3331 {
3332     return GetImplAs<Context9>(context)->getIncompleteTexture(context, type, textureOut);
3333 }
3334 
ensureVertexDataManagerInitialized(const gl::Context * context)3335 angle::Result Renderer9::ensureVertexDataManagerInitialized(const gl::Context *context)
3336 {
3337     if (!mVertexDataManager)
3338     {
3339         mVertexDataManager = new VertexDataManager(this);
3340         ANGLE_TRY(mVertexDataManager->initialize(context));
3341     }
3342 
3343     return angle::Result::Continue;
3344 }
3345 
getVendorString() const3346 std::string Renderer9::getVendorString() const
3347 {
3348     return GetVendorString(getVendorId());
3349 }
3350 
getVersionString(bool includeFullVersion) const3351 std::string Renderer9::getVersionString(bool includeFullVersion) const
3352 {
3353     std::ostringstream versionString;
3354     std::string driverName(mAdapterIdentifier.Driver);
3355     if (!driverName.empty())
3356     {
3357         versionString << mAdapterIdentifier.Driver;
3358     }
3359     else
3360     {
3361         versionString << "D3D9";
3362     }
3363 
3364     if (includeFullVersion)
3365     {
3366         versionString << " -";
3367         versionString << GetDriverVersionString(mAdapterIdentifier.DriverVersion);
3368     }
3369 
3370     return versionString.str();
3371 }
3372 
CreateRenderer9(egl::Display * display)3373 RendererD3D *CreateRenderer9(egl::Display *display)
3374 {
3375     return new Renderer9(display);
3376 }
3377 
3378 }  // namespace rx
3379