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Diffstat (limited to '')
-rw-r--r-- | gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d9/Renderer9.cpp | 3338 |
1 files changed, 3338 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d9/Renderer9.cpp b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d9/Renderer9.cpp new file mode 100644 index 0000000000..d80997392d --- /dev/null +++ b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d9/Renderer9.cpp @@ -0,0 +1,3338 @@ +// +// Copyright 2012 The ANGLE Project Authors. All rights reserved. +// Use of this source code is governed by a BSD-style license that can be +// found in the LICENSE file. +// + +// Renderer9.cpp: Implements a back-end specific class for the D3D9 renderer. + +#include "libANGLE/renderer/d3d/d3d9/Renderer9.h" + +#include <EGL/eglext.h> +#include <sstream> + +#include "common/utilities.h" +#include "libANGLE/Buffer.h" +#include "libANGLE/Context.h" +#include "libANGLE/Display.h" +#include "libANGLE/Framebuffer.h" +#include "libANGLE/FramebufferAttachment.h" +#include "libANGLE/Program.h" +#include "libANGLE/Renderbuffer.h" +#include "libANGLE/State.h" +#include "libANGLE/Surface.h" +#include "libANGLE/Texture.h" +#include "libANGLE/angletypes.h" +#include "libANGLE/features.h" +#include "libANGLE/formatutils.h" +#include "libANGLE/renderer/d3d/CompilerD3D.h" +#include "libANGLE/renderer/d3d/DeviceD3D.h" +#include "libANGLE/renderer/d3d/DisplayD3D.h" +#include "libANGLE/renderer/d3d/FramebufferD3D.h" +#include "libANGLE/renderer/d3d/IndexDataManager.h" +#include "libANGLE/renderer/d3d/ProgramD3D.h" +#include "libANGLE/renderer/d3d/RenderbufferD3D.h" +#include "libANGLE/renderer/d3d/ShaderD3D.h" +#include "libANGLE/renderer/d3d/SurfaceD3D.h" +#include "libANGLE/renderer/d3d/TextureD3D.h" +#include "libANGLE/renderer/d3d/d3d9/Blit9.h" +#include "libANGLE/renderer/d3d/d3d9/Buffer9.h" +#include "libANGLE/renderer/d3d/d3d9/Context9.h" +#include "libANGLE/renderer/d3d/d3d9/Fence9.h" +#include "libANGLE/renderer/d3d/d3d9/Framebuffer9.h" +#include "libANGLE/renderer/d3d/d3d9/Image9.h" +#include "libANGLE/renderer/d3d/d3d9/IndexBuffer9.h" +#include "libANGLE/renderer/d3d/d3d9/NativeWindow9.h" +#include "libANGLE/renderer/d3d/d3d9/Query9.h" +#include "libANGLE/renderer/d3d/d3d9/RenderTarget9.h" +#include "libANGLE/renderer/d3d/d3d9/ShaderExecutable9.h" +#include "libANGLE/renderer/d3d/d3d9/SwapChain9.h" +#include "libANGLE/renderer/d3d/d3d9/TextureStorage9.h" +#include "libANGLE/renderer/d3d/d3d9/VertexArray9.h" +#include "libANGLE/renderer/d3d/d3d9/VertexBuffer9.h" +#include "libANGLE/renderer/d3d/d3d9/formatutils9.h" +#include "libANGLE/renderer/d3d/d3d9/renderer9_utils.h" +#include "libANGLE/renderer/d3d/driver_utils_d3d.h" +#include "libANGLE/renderer/driver_utils.h" +#include "libANGLE/trace.h" + +#if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL) +# define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL3 +#endif + +// Enable ANGLE_SUPPORT_SHADER_MODEL_2 if you wish devices with only shader model 2. +// Such a device would not be conformant. +#ifndef ANGLE_SUPPORT_SHADER_MODEL_2 +# define ANGLE_SUPPORT_SHADER_MODEL_2 0 +#endif + +namespace rx +{ + +namespace +{ +enum +{ + MAX_VERTEX_CONSTANT_VECTORS_D3D9 = 256, + MAX_PIXEL_CONSTANT_VECTORS_SM2 = 32, + MAX_PIXEL_CONSTANT_VECTORS_SM3 = 224, + MAX_VARYING_VECTORS_SM2 = 8, + MAX_VARYING_VECTORS_SM3 = 10, + + MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 = 4 +}; + +template <typename T> +static void DrawPoints(IDirect3DDevice9 *device, GLsizei count, const void *indices, int minIndex) +{ + for (int i = 0; i < count; i++) + { + unsigned int indexValue = + static_cast<unsigned int>(static_cast<const T *>(indices)[i]) - minIndex; + device->DrawPrimitive(D3DPT_POINTLIST, indexValue, 1); + } +} + +// A hard limit on buffer size. This works around a problem in the NVIDIA drivers where buffer sizes +// close to MAX_UINT would give undefined results. The limit of MAX_UINT/2 should be generous enough +// for almost any demanding application. +constexpr UINT kMaximumBufferSizeHardLimit = std::numeric_limits<UINT>::max() >> 1; +} // anonymous namespace + +Renderer9::Renderer9(egl::Display *display) : RendererD3D(display), mStateManager(this) +{ + mD3d9Module = nullptr; + + mD3d9 = nullptr; + mD3d9Ex = nullptr; + mDevice = nullptr; + mDeviceEx = nullptr; + mDeviceWindow = nullptr; + mBlit = nullptr; + + mAdapter = D3DADAPTER_DEFAULT; + + const egl::AttributeMap &attributes = display->getAttributeMap(); + EGLint requestedDeviceType = static_cast<EGLint>(attributes.get( + EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE)); + switch (requestedDeviceType) + { + case EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE: + mDeviceType = D3DDEVTYPE_HAL; + break; + + case EGL_PLATFORM_ANGLE_DEVICE_TYPE_D3D_REFERENCE_ANGLE: + mDeviceType = D3DDEVTYPE_REF; + break; + + case EGL_PLATFORM_ANGLE_DEVICE_TYPE_NULL_ANGLE: + mDeviceType = D3DDEVTYPE_NULLREF; + break; + + default: + UNREACHABLE(); + } + + mMaskedClearSavedState = nullptr; + + mVertexDataManager = nullptr; + mIndexDataManager = nullptr; + mLineLoopIB = nullptr; + mCountingIB = nullptr; + + mMaxNullColorbufferLRU = 0; + for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++) + { + mNullRenderTargetCache[i].lruCount = 0; + mNullRenderTargetCache[i].width = 0; + mNullRenderTargetCache[i].height = 0; + mNullRenderTargetCache[i].renderTarget = nullptr; + } + + mAppliedVertexShader = nullptr; + mAppliedPixelShader = nullptr; + mAppliedProgramSerial = 0; + + gl::InitializeDebugAnnotations(&mAnnotator); +} + +void Renderer9::setGlobalDebugAnnotator() +{ + gl::InitializeDebugAnnotations(&mAnnotator); +} + +Renderer9::~Renderer9() +{ + if (mDevice) + { + // If the device is lost, reset it first to prevent leaving the driver in an unstable state + if (testDeviceLost()) + { + resetDevice(); + } + } + + release(); +} + +void Renderer9::release() +{ + gl::UninitializeDebugAnnotations(); + + mTranslatedAttribCache.clear(); + + releaseDeviceResources(); + + SafeRelease(mDevice); + SafeRelease(mDeviceEx); + SafeRelease(mD3d9); + SafeRelease(mD3d9Ex); + + mCompiler.release(); + + if (mDeviceWindow) + { + DestroyWindow(mDeviceWindow); + mDeviceWindow = nullptr; + } + + mD3d9Module = nullptr; +} + +egl::Error Renderer9::initialize() +{ + ANGLE_TRACE_EVENT0("gpu.angle", "GetModuleHandle_d3d9"); + mD3d9Module = ::LoadLibrary(TEXT("d3d9.dll")); + + if (mD3d9Module == nullptr) + { + return egl::EglNotInitialized(D3D9_INIT_MISSING_DEP) << "No D3D9 module found."; + } + + typedef HRESULT(WINAPI * Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex **); + Direct3DCreate9ExFunc Direct3DCreate9ExPtr = + reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex")); + + // Use Direct3D9Ex if available. Among other things, this version is less + // inclined to report a lost context, for example when the user switches + // desktop. Direct3D9Ex is available in Windows Vista and later if suitable drivers are + // available. + if (ANGLE_D3D9EX == ANGLE_ENABLED && Direct3DCreate9ExPtr && + SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &mD3d9Ex))) + { + ANGLE_TRACE_EVENT0("gpu.angle", "D3d9Ex_QueryInterface"); + ASSERT(mD3d9Ex); + mD3d9Ex->QueryInterface(__uuidof(IDirect3D9), reinterpret_cast<void **>(&mD3d9)); + ASSERT(mD3d9); + } + else + { + ANGLE_TRACE_EVENT0("gpu.angle", "Direct3DCreate9"); + mD3d9 = Direct3DCreate9(D3D_SDK_VERSION); + } + + if (!mD3d9) + { + return egl::EglNotInitialized(D3D9_INIT_MISSING_DEP) << "Could not create D3D9 device."; + } + + if (mDisplay->getNativeDisplayId() != nullptr) + { + // UNIMPLEMENTED(); // FIXME: Determine which adapter index the device context + // corresponds to + } + + HRESULT result; + + // Give up on getting device caps after about one second. + { + ANGLE_TRACE_EVENT0("gpu.angle", "GetDeviceCaps"); + for (int i = 0; i < 10; ++i) + { + result = mD3d9->GetDeviceCaps(mAdapter, mDeviceType, &mDeviceCaps); + if (SUCCEEDED(result)) + { + break; + } + else if (result == D3DERR_NOTAVAILABLE) + { + Sleep(100); // Give the driver some time to initialize/recover + } + else if (FAILED(result)) // D3DERR_OUTOFVIDEOMEMORY, E_OUTOFMEMORY, + // D3DERR_INVALIDDEVICE, or another error we can't recover + // from + { + return egl::EglNotInitialized(D3D9_INIT_OTHER_ERROR) + << "Failed to get device caps, " << gl::FmtHR(result); + } + } + } + +#if ANGLE_SUPPORT_SHADER_MODEL_2 + size_t minShaderModel = 2; +#else + size_t minShaderModel = 3; +#endif + + if (mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(minShaderModel, 0)) + { + return egl::EglNotInitialized(D3D9_INIT_UNSUPPORTED_VERSION) + << "Renderer does not support PS " << minShaderModel << ".0, aborting!"; + } + + // When DirectX9 is running with an older DirectX8 driver, a StretchRect from a regular texture + // to a render target texture is not supported. This is required by + // Texture2D::ensureRenderTarget. + if ((mDeviceCaps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES) == 0) + { + return egl::EglNotInitialized(D3D9_INIT_UNSUPPORTED_STRETCHRECT) + << "Renderer does not support StretctRect from textures."; + } + + { + ANGLE_TRACE_EVENT0("gpu.angle", "GetAdapterIdentifier"); + mD3d9->GetAdapterIdentifier(mAdapter, 0, &mAdapterIdentifier); + } + + static const TCHAR windowName[] = TEXT("AngleHiddenWindow"); + static const TCHAR className[] = TEXT("STATIC"); + + { + ANGLE_TRACE_EVENT0("gpu.angle", "CreateWindowEx"); + mDeviceWindow = + CreateWindowEx(WS_EX_NOACTIVATE, className, windowName, WS_DISABLED | WS_POPUP, 0, 0, 1, + 1, HWND_MESSAGE, nullptr, GetModuleHandle(nullptr), nullptr); + } + + D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters(); + DWORD behaviorFlags = + D3DCREATE_FPU_PRESERVE | D3DCREATE_NOWINDOWCHANGES | D3DCREATE_MULTITHREADED; + + { + ANGLE_TRACE_EVENT0("gpu.angle", "D3d9_CreateDevice"); + result = mD3d9->CreateDevice( + mAdapter, mDeviceType, mDeviceWindow, + behaviorFlags | D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, + &presentParameters, &mDevice); + + if (FAILED(result)) + { + ERR() << "CreateDevice1 failed: (" << gl::FmtHR(result) << ")"; + } + } + if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DEVICELOST) + { + return egl::EglBadAlloc(D3D9_INIT_OUT_OF_MEMORY) + << "CreateDevice failed: device lost or out of memory (" << gl::FmtHR(result) << ")"; + } + + if (FAILED(result)) + { + ANGLE_TRACE_EVENT0("gpu.angle", "D3d9_CreateDevice2"); + result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, + behaviorFlags | D3DCREATE_SOFTWARE_VERTEXPROCESSING, + &presentParameters, &mDevice); + + if (FAILED(result)) + { + ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || + result == D3DERR_NOTAVAILABLE || result == D3DERR_DEVICELOST); + return egl::EglBadAlloc(D3D9_INIT_OUT_OF_MEMORY) + << "CreateDevice2 failed: device lost, not available, or of out of memory (" + << gl::FmtHR(result) << ")"; + } + } + + if (mD3d9Ex) + { + ANGLE_TRACE_EVENT0("gpu.angle", "mDevice_QueryInterface"); + result = mDevice->QueryInterface(__uuidof(IDirect3DDevice9Ex), (void **)&mDeviceEx); + ASSERT(SUCCEEDED(result)); + } + + { + ANGLE_TRACE_EVENT0("gpu.angle", "ShaderCache initialize"); + mVertexShaderCache.initialize(mDevice); + mPixelShaderCache.initialize(mDevice); + } + + D3DDISPLAYMODE currentDisplayMode; + mD3d9->GetAdapterDisplayMode(mAdapter, ¤tDisplayMode); + + // Check vertex texture support + // Only Direct3D 10 ready devices support all the necessary vertex texture formats. + // We test this using D3D9 by checking support for the R16F format. + mVertexTextureSupport = mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0) && + SUCCEEDED(mD3d9->CheckDeviceFormat( + mAdapter, mDeviceType, currentDisplayMode.Format, + D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F)); + + ANGLE_TRY(initializeDevice()); + + return egl::NoError(); +} + +// do any one-time device initialization +// NOTE: this is also needed after a device lost/reset +// to reset the scene status and ensure the default states are reset. +egl::Error Renderer9::initializeDevice() +{ + // Permanent non-default states + mDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE); + mDevice->SetRenderState(D3DRS_LASTPIXEL, FALSE); + + if (mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0)) + { + mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, (DWORD &)mDeviceCaps.MaxPointSize); + } + else + { + mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, 0x3F800000); // 1.0f + } + + const gl::Caps &rendererCaps = getNativeCaps(); + + mCurVertexSamplerStates.resize(rendererCaps.maxShaderTextureImageUnits[gl::ShaderType::Vertex]); + mCurPixelSamplerStates.resize( + rendererCaps.maxShaderTextureImageUnits[gl::ShaderType::Fragment]); + + mCurVertexTextures.resize(rendererCaps.maxShaderTextureImageUnits[gl::ShaderType::Vertex]); + mCurPixelTextures.resize(rendererCaps.maxShaderTextureImageUnits[gl::ShaderType::Fragment]); + + markAllStateDirty(); + + mSceneStarted = false; + + ASSERT(!mBlit); + mBlit = new Blit9(this); + + ASSERT(!mVertexDataManager && !mIndexDataManager); + mIndexDataManager = new IndexDataManager(this); + + mTranslatedAttribCache.resize(getNativeCaps().maxVertexAttributes); + + mStateManager.initialize(); + + return egl::NoError(); +} + +D3DPRESENT_PARAMETERS Renderer9::getDefaultPresentParameters() +{ + D3DPRESENT_PARAMETERS presentParameters = {}; + + // The default swap chain is never actually used. Surface will create a new swap chain with the + // proper parameters. + presentParameters.AutoDepthStencilFormat = D3DFMT_UNKNOWN; + presentParameters.BackBufferCount = 1; + presentParameters.BackBufferFormat = D3DFMT_UNKNOWN; + presentParameters.BackBufferWidth = 1; + presentParameters.BackBufferHeight = 1; + presentParameters.EnableAutoDepthStencil = FALSE; + presentParameters.Flags = 0; + presentParameters.hDeviceWindow = mDeviceWindow; + presentParameters.MultiSampleQuality = 0; + presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE; + presentParameters.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT; + presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD; + presentParameters.Windowed = TRUE; + + return presentParameters; +} + +egl::ConfigSet Renderer9::generateConfigs() +{ + static const GLenum colorBufferFormats[] = { + GL_BGR5_A1_ANGLEX, + GL_BGRA8_EXT, + GL_RGB565, + + }; + + static const GLenum depthStencilBufferFormats[] = { + GL_NONE, + GL_DEPTH_COMPONENT32_OES, + GL_DEPTH24_STENCIL8_OES, + GL_DEPTH_COMPONENT24_OES, + GL_DEPTH_COMPONENT16, + }; + + const gl::Caps &rendererCaps = getNativeCaps(); + const gl::TextureCapsMap &rendererTextureCaps = getNativeTextureCaps(); + + D3DDISPLAYMODE currentDisplayMode; + mD3d9->GetAdapterDisplayMode(mAdapter, ¤tDisplayMode); + + // Determine the min and max swap intervals + int minSwapInterval = 4; + int maxSwapInterval = 0; + + if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE) + { + minSwapInterval = std::min(minSwapInterval, 0); + maxSwapInterval = std::max(maxSwapInterval, 0); + } + if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_ONE) + { + minSwapInterval = std::min(minSwapInterval, 1); + maxSwapInterval = std::max(maxSwapInterval, 1); + } + if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_TWO) + { + minSwapInterval = std::min(minSwapInterval, 2); + maxSwapInterval = std::max(maxSwapInterval, 2); + } + if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_THREE) + { + minSwapInterval = std::min(minSwapInterval, 3); + maxSwapInterval = std::max(maxSwapInterval, 3); + } + if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_FOUR) + { + minSwapInterval = std::min(minSwapInterval, 4); + maxSwapInterval = std::max(maxSwapInterval, 4); + } + + egl::ConfigSet configs; + for (size_t formatIndex = 0; formatIndex < ArraySize(colorBufferFormats); formatIndex++) + { + GLenum colorBufferInternalFormat = colorBufferFormats[formatIndex]; + const gl::TextureCaps &colorBufferFormatCaps = + rendererTextureCaps.get(colorBufferInternalFormat); + if (colorBufferFormatCaps.renderbuffer) + { + ASSERT(colorBufferFormatCaps.textureAttachment); + for (size_t depthStencilIndex = 0; + depthStencilIndex < ArraySize(depthStencilBufferFormats); depthStencilIndex++) + { + GLenum depthStencilBufferInternalFormat = + depthStencilBufferFormats[depthStencilIndex]; + const gl::TextureCaps &depthStencilBufferFormatCaps = + rendererTextureCaps.get(depthStencilBufferInternalFormat); + if (depthStencilBufferFormatCaps.renderbuffer || + depthStencilBufferInternalFormat == GL_NONE) + { + ASSERT(depthStencilBufferFormatCaps.textureAttachment || + depthStencilBufferInternalFormat == GL_NONE); + const gl::InternalFormat &colorBufferFormatInfo = + gl::GetSizedInternalFormatInfo(colorBufferInternalFormat); + const gl::InternalFormat &depthStencilBufferFormatInfo = + gl::GetSizedInternalFormatInfo(depthStencilBufferInternalFormat); + const d3d9::TextureFormat &d3d9ColorBufferFormatInfo = + d3d9::GetTextureFormatInfo(colorBufferInternalFormat); + + egl::Config config; + config.renderTargetFormat = colorBufferInternalFormat; + config.depthStencilFormat = depthStencilBufferInternalFormat; + config.bufferSize = colorBufferFormatInfo.pixelBytes * 8; + config.redSize = colorBufferFormatInfo.redBits; + config.greenSize = colorBufferFormatInfo.greenBits; + config.blueSize = colorBufferFormatInfo.blueBits; + config.luminanceSize = colorBufferFormatInfo.luminanceBits; + config.alphaSize = colorBufferFormatInfo.alphaBits; + config.alphaMaskSize = 0; + config.bindToTextureRGB = (colorBufferFormatInfo.format == GL_RGB); + config.bindToTextureRGBA = (colorBufferFormatInfo.format == GL_RGBA || + colorBufferFormatInfo.format == GL_BGRA_EXT); + config.colorBufferType = EGL_RGB_BUFFER; + // Mark as slow if blits to the back-buffer won't be straight forward + config.configCaveat = + (currentDisplayMode.Format == d3d9ColorBufferFormatInfo.renderFormat) + ? EGL_NONE + : EGL_SLOW_CONFIG; + config.configID = static_cast<EGLint>(configs.size() + 1); + config.conformant = EGL_OPENGL_ES2_BIT; + config.depthSize = depthStencilBufferFormatInfo.depthBits; + config.level = 0; + config.matchNativePixmap = EGL_NONE; + config.maxPBufferWidth = rendererCaps.max2DTextureSize; + config.maxPBufferHeight = rendererCaps.max2DTextureSize; + config.maxPBufferPixels = + rendererCaps.max2DTextureSize * rendererCaps.max2DTextureSize; + config.maxSwapInterval = maxSwapInterval; + config.minSwapInterval = minSwapInterval; + config.nativeRenderable = EGL_FALSE; + config.nativeVisualID = 0; + config.nativeVisualType = EGL_NONE; + config.renderableType = EGL_OPENGL_ES2_BIT; + config.sampleBuffers = 0; // FIXME: enumerate multi-sampling + config.samples = 0; + config.stencilSize = depthStencilBufferFormatInfo.stencilBits; + config.surfaceType = + EGL_PBUFFER_BIT | EGL_WINDOW_BIT | EGL_SWAP_BEHAVIOR_PRESERVED_BIT; + config.transparentType = EGL_NONE; + config.transparentRedValue = 0; + config.transparentGreenValue = 0; + config.transparentBlueValue = 0; + config.colorComponentType = gl_egl::GLComponentTypeToEGLColorComponentType( + colorBufferFormatInfo.componentType); + + configs.add(config); + } + } + } + } + + ASSERT(configs.size() > 0); + return configs; +} + +void Renderer9::generateDisplayExtensions(egl::DisplayExtensions *outExtensions) const +{ + outExtensions->createContextRobustness = true; + + if (getShareHandleSupport()) + { + outExtensions->d3dShareHandleClientBuffer = true; + outExtensions->surfaceD3DTexture2DShareHandle = true; + } + outExtensions->d3dTextureClientBuffer = true; + + outExtensions->querySurfacePointer = true; + outExtensions->windowFixedSize = true; + outExtensions->postSubBuffer = true; + + outExtensions->image = true; + outExtensions->imageBase = true; + outExtensions->glTexture2DImage = true; + outExtensions->glRenderbufferImage = true; + + outExtensions->noConfigContext = true; + + // Contexts are virtualized so textures and semaphores can be shared globally + outExtensions->displayTextureShareGroup = true; + outExtensions->displaySemaphoreShareGroup = true; + + // D3D9 can be used without an output surface + outExtensions->surfacelessContext = true; + + outExtensions->robustResourceInitializationANGLE = true; +} + +void Renderer9::startScene() +{ + if (!mSceneStarted) + { + long result = mDevice->BeginScene(); + if (SUCCEEDED(result)) + { + // This is defensive checking against the device being + // lost at unexpected times. + mSceneStarted = true; + } + } +} + +void Renderer9::endScene() +{ + if (mSceneStarted) + { + // EndScene can fail if the device was lost, for example due + // to a TDR during a draw call. + mDevice->EndScene(); + mSceneStarted = false; + } +} + +angle::Result Renderer9::flush(const gl::Context *context) +{ + IDirect3DQuery9 *query = nullptr; + ANGLE_TRY(allocateEventQuery(context, &query)); + + Context9 *context9 = GetImplAs<Context9>(context); + + HRESULT result = query->Issue(D3DISSUE_END); + ANGLE_TRY_HR(context9, result, "Failed to issue event query"); + + // Grab the query data once + result = query->GetData(nullptr, 0, D3DGETDATA_FLUSH); + freeEventQuery(query); + ANGLE_TRY_HR(context9, result, "Failed to get event query data"); + + return angle::Result::Continue; +} + +angle::Result Renderer9::finish(const gl::Context *context) +{ + IDirect3DQuery9 *query = nullptr; + ANGLE_TRY(allocateEventQuery(context, &query)); + + Context9 *context9 = GetImplAs<Context9>(context); + + HRESULT result = query->Issue(D3DISSUE_END); + ANGLE_TRY_HR(context9, result, "Failed to issue event query"); + + // Grab the query data once + result = query->GetData(nullptr, 0, D3DGETDATA_FLUSH); + if (FAILED(result)) + { + freeEventQuery(query); + } + ANGLE_TRY_HR(context9, result, "Failed to get event query data"); + + // Loop until the query completes + unsigned int attempt = 0; + while (result == S_FALSE) + { + // Keep polling, but allow other threads to do something useful first + ScheduleYield(); + + result = query->GetData(nullptr, 0, D3DGETDATA_FLUSH); + attempt++; + + if (result == S_FALSE) + { + // explicitly check for device loss + // some drivers seem to return S_FALSE even if the device is lost + // instead of D3DERR_DEVICELOST like they should + bool checkDeviceLost = (attempt % kPollingD3DDeviceLostCheckFrequency) == 0; + if (checkDeviceLost && testDeviceLost()) + { + result = D3DERR_DEVICELOST; + } + } + + if (FAILED(result)) + { + freeEventQuery(query); + } + ANGLE_TRY_HR(context9, result, "Failed to get event query data"); + } + + freeEventQuery(query); + + return angle::Result::Continue; +} + +bool Renderer9::isValidNativeWindow(EGLNativeWindowType window) const +{ + return NativeWindow9::IsValidNativeWindow(window); +} + +NativeWindowD3D *Renderer9::createNativeWindow(EGLNativeWindowType window, + const egl::Config *, + const egl::AttributeMap &) const +{ + return new NativeWindow9(window); +} + +SwapChainD3D *Renderer9::createSwapChain(NativeWindowD3D *nativeWindow, + HANDLE shareHandle, + IUnknown *d3dTexture, + GLenum backBufferFormat, + GLenum depthBufferFormat, + EGLint orientation, + EGLint samples) +{ + return new SwapChain9(this, GetAs<NativeWindow9>(nativeWindow), shareHandle, d3dTexture, + backBufferFormat, depthBufferFormat, orientation); +} + +egl::Error Renderer9::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) const +{ + IDirect3DTexture9 *texture = nullptr; + if (FAILED(d3dTexture->QueryInterface(&texture))) + { + return egl::EglBadParameter() << "Client buffer is not a IDirect3DTexture9"; + } + + IDirect3DDevice9 *textureDevice = nullptr; + texture->GetDevice(&textureDevice); + if (textureDevice != mDevice) + { + SafeRelease(texture); + return egl::EglBadParameter() << "Texture's device does not match."; + } + SafeRelease(textureDevice); + + D3DSURFACE_DESC desc; + texture->GetLevelDesc(0, &desc); + SafeRelease(texture); + + if (width) + { + *width = static_cast<EGLint>(desc.Width); + } + if (height) + { + *height = static_cast<EGLint>(desc.Height); + } + + // GetSamplesCount() returns 0 when multisampling isn't used. + GLsizei sampleCount = d3d9_gl::GetSamplesCount(desc.MultiSampleType); + if ((configuration && configuration->samples > 1) || sampleCount != 0) + { + return egl::EglBadParameter() << "Multisampling not supported for client buffer texture"; + } + if (samples) + { + *samples = static_cast<EGLint>(sampleCount); + } + + // From table egl.restrictions in EGL_ANGLE_d3d_texture_client_buffer. + switch (desc.Format) + { + case D3DFMT_R8G8B8: + case D3DFMT_A8R8G8B8: + case D3DFMT_A16B16G16R16F: + case D3DFMT_A32B32G32R32F: + break; + + default: + return egl::EglBadParameter() + << "Unknown client buffer texture format: " << desc.Format; + } + + const auto &d3dFormatInfo = d3d9::GetD3DFormatInfo(desc.Format); + ASSERT(d3dFormatInfo.info().id != angle::FormatID::NONE); + + if (glFormat) + { + *glFormat = gl::Format(d3dFormatInfo.info().glInternalFormat); + } + + if (angleFormat) + { + + *angleFormat = &d3dFormatInfo.info(); + } + + if (arraySlice) + { + *arraySlice = 0; + } + + return egl::NoError(); +} + +egl::Error Renderer9::validateShareHandle(const egl::Config *config, + HANDLE shareHandle, + const egl::AttributeMap &attribs) const +{ + if (shareHandle == nullptr) + { + return egl::EglBadParameter() << "NULL share handle."; + } + + EGLint width = attribs.getAsInt(EGL_WIDTH, 0); + EGLint height = attribs.getAsInt(EGL_HEIGHT, 0); + ASSERT(width != 0 && height != 0); + + const d3d9::TextureFormat &backBufferd3dFormatInfo = + d3d9::GetTextureFormatInfo(config->renderTargetFormat); + + IDirect3DTexture9 *texture = nullptr; + HRESULT result = mDevice->CreateTexture(width, height, 1, D3DUSAGE_RENDERTARGET, + backBufferd3dFormatInfo.texFormat, D3DPOOL_DEFAULT, + &texture, &shareHandle); + if (FAILED(result)) + { + return egl::EglBadParameter() << "Failed to open share handle, " << gl::FmtHR(result); + } + + DWORD levelCount = texture->GetLevelCount(); + + D3DSURFACE_DESC desc; + texture->GetLevelDesc(0, &desc); + SafeRelease(texture); + + if (levelCount != 1 || desc.Width != static_cast<UINT>(width) || + desc.Height != static_cast<UINT>(height) || + desc.Format != backBufferd3dFormatInfo.texFormat) + { + return egl::EglBadParameter() << "Invalid texture parameters in share handle texture."; + } + + return egl::NoError(); +} + +ContextImpl *Renderer9::createContext(const gl::State &state, gl::ErrorSet *errorSet) +{ + return new Context9(state, errorSet, this); +} + +void *Renderer9::getD3DDevice() +{ + return mDevice; +} + +angle::Result Renderer9::allocateEventQuery(const gl::Context *context, IDirect3DQuery9 **outQuery) +{ + if (mEventQueryPool.empty()) + { + HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_EVENT, outQuery); + ANGLE_TRY_HR(GetImplAs<Context9>(context), result, "Failed to allocate event query"); + } + else + { + *outQuery = mEventQueryPool.back(); + mEventQueryPool.pop_back(); + } + + return angle::Result::Continue; +} + +void Renderer9::freeEventQuery(IDirect3DQuery9 *query) +{ + if (mEventQueryPool.size() > 1000) + { + SafeRelease(query); + } + else + { + mEventQueryPool.push_back(query); + } +} + +angle::Result Renderer9::createVertexShader(d3d::Context *context, + const DWORD *function, + size_t length, + IDirect3DVertexShader9 **outShader) +{ + return mVertexShaderCache.create(context, function, length, outShader); +} + +angle::Result Renderer9::createPixelShader(d3d::Context *context, + const DWORD *function, + size_t length, + IDirect3DPixelShader9 **outShader) +{ + return mPixelShaderCache.create(context, function, length, outShader); +} + +HRESULT Renderer9::createVertexBuffer(UINT Length, + DWORD Usage, + IDirect3DVertexBuffer9 **ppVertexBuffer) +{ + // Force buffers to be limited to a fixed max size. + if (Length > kMaximumBufferSizeHardLimit) + { + return E_OUTOFMEMORY; + } + + D3DPOOL Pool = getBufferPool(Usage); + return mDevice->CreateVertexBuffer(Length, Usage, 0, Pool, ppVertexBuffer, nullptr); +} + +VertexBuffer *Renderer9::createVertexBuffer() +{ + return new VertexBuffer9(this); +} + +HRESULT Renderer9::createIndexBuffer(UINT Length, + DWORD Usage, + D3DFORMAT Format, + IDirect3DIndexBuffer9 **ppIndexBuffer) +{ + // Force buffers to be limited to a fixed max size. + if (Length > kMaximumBufferSizeHardLimit) + { + return E_OUTOFMEMORY; + } + + D3DPOOL Pool = getBufferPool(Usage); + return mDevice->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer, nullptr); +} + +IndexBuffer *Renderer9::createIndexBuffer() +{ + return new IndexBuffer9(this); +} + +StreamProducerImpl *Renderer9::createStreamProducerD3DTexture( + egl::Stream::ConsumerType consumerType, + const egl::AttributeMap &attribs) +{ + // Streams are not supported under D3D9 + UNREACHABLE(); + return nullptr; +} + +bool Renderer9::supportsFastCopyBufferToTexture(GLenum internalFormat) const +{ + // Pixel buffer objects are not supported in D3D9, since D3D9 is ES2-only and PBOs are ES3. + return false; +} + +angle::Result Renderer9::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) +{ + // Pixel buffer objects are not supported in D3D9, since D3D9 is ES2-only and PBOs are ES3. + ANGLE_HR_UNREACHABLE(GetImplAs<Context9>(context)); + return angle::Result::Stop; +} + +angle::Result Renderer9::setSamplerState(const gl::Context *context, + gl::ShaderType type, + int index, + gl::Texture *texture, + const gl::SamplerState &samplerState) +{ + CurSamplerState &appliedSampler = (type == gl::ShaderType::Fragment) + ? mCurPixelSamplerStates[index] + : mCurVertexSamplerStates[index]; + + // Make sure to add the level offset for our tiny compressed texture workaround + TextureD3D *textureD3D = GetImplAs<TextureD3D>(texture); + + TextureStorage *storage = nullptr; + ANGLE_TRY(textureD3D->getNativeTexture(context, &storage)); + + // Storage should exist, texture should be complete + ASSERT(storage); + + DWORD baseLevel = texture->getBaseLevel() + storage->getTopLevel(); + + if (appliedSampler.forceSet || appliedSampler.baseLevel != baseLevel || + memcmp(&samplerState, &appliedSampler, sizeof(gl::SamplerState)) != 0) + { + int d3dSamplerOffset = (type == gl::ShaderType::Fragment) ? 0 : D3DVERTEXTEXTURESAMPLER0; + int d3dSampler = index + d3dSamplerOffset; + + mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, + gl_d3d9::ConvertTextureWrap(samplerState.getWrapS())); + mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, + gl_d3d9::ConvertTextureWrap(samplerState.getWrapT())); + + mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, + gl_d3d9::ConvertMagFilter(samplerState.getMagFilter(), + samplerState.getMaxAnisotropy())); + + D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter; + float lodBias; + gl_d3d9::ConvertMinFilter(samplerState.getMinFilter(), &d3dMinFilter, &d3dMipFilter, + &lodBias, samplerState.getMaxAnisotropy(), baseLevel); + mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter); + mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter); + mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXMIPLEVEL, baseLevel); + mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPMAPLODBIAS, static_cast<DWORD>(lodBias)); + if (getNativeExtensions().textureFilterAnisotropicEXT) + { + DWORD maxAnisotropy = std::min(mDeviceCaps.MaxAnisotropy, + static_cast<DWORD>(samplerState.getMaxAnisotropy())); + mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, maxAnisotropy); + } + + const bool isSrgb = gl::GetSizedInternalFormatInfo(textureD3D->getBaseLevelInternalFormat()) + .colorEncoding == GL_SRGB; + mDevice->SetSamplerState(d3dSampler, D3DSAMP_SRGBTEXTURE, isSrgb); + + ASSERT(texture->getBorderColor().type == angle::ColorGeneric::Type::Float); + mDevice->SetSamplerState(d3dSampler, D3DSAMP_BORDERCOLOR, + gl_d3d9::ConvertColor(texture->getBorderColor().colorF)); + } + + appliedSampler.forceSet = false; + appliedSampler.samplerState = samplerState; + appliedSampler.baseLevel = baseLevel; + + return angle::Result::Continue; +} + +angle::Result Renderer9::setTexture(const gl::Context *context, + gl::ShaderType type, + int index, + gl::Texture *texture) +{ + int d3dSamplerOffset = (type == gl::ShaderType::Fragment) ? 0 : D3DVERTEXTEXTURESAMPLER0; + int d3dSampler = index + d3dSamplerOffset; + IDirect3DBaseTexture9 *d3dTexture = nullptr; + bool forceSetTexture = false; + + std::vector<uintptr_t> &appliedTextures = + (type == gl::ShaderType::Fragment) ? mCurPixelTextures : mCurVertexTextures; + + if (texture) + { + TextureD3D *textureImpl = GetImplAs<TextureD3D>(texture); + + TextureStorage *texStorage = nullptr; + ANGLE_TRY(textureImpl->getNativeTexture(context, &texStorage)); + + // Texture should be complete and have a storage + ASSERT(texStorage); + + TextureStorage9 *storage9 = GetAs<TextureStorage9>(texStorage); + ANGLE_TRY(storage9->getBaseTexture(context, &d3dTexture)); + + // If we get NULL back from getBaseTexture here, something went wrong + // in the texture class and we're unexpectedly missing the d3d texture + ASSERT(d3dTexture != nullptr); + + forceSetTexture = textureImpl->hasDirtyImages(); + textureImpl->resetDirty(); + } + + if (forceSetTexture || appliedTextures[index] != reinterpret_cast<uintptr_t>(d3dTexture)) + { + mDevice->SetTexture(d3dSampler, d3dTexture); + } + + appliedTextures[index] = reinterpret_cast<uintptr_t>(d3dTexture); + + return angle::Result::Continue; +} + +angle::Result Renderer9::updateState(const gl::Context *context, gl::PrimitiveMode drawMode) +{ + const auto &glState = context->getState(); + + // Applies the render target surface, depth stencil surface, viewport rectangle and + // scissor rectangle to the renderer + gl::Framebuffer *framebuffer = glState.getDrawFramebuffer(); + ASSERT(framebuffer && !framebuffer->hasAnyDirtyBit()); + + Framebuffer9 *framebuffer9 = GetImplAs<Framebuffer9>(framebuffer); + + ANGLE_TRY(applyRenderTarget(context, framebuffer9->getCachedColorRenderTargets()[0], + framebuffer9->getCachedDepthStencilRenderTarget())); + + // Setting viewport state + setViewport(glState.getViewport(), glState.getNearPlane(), glState.getFarPlane(), drawMode, + glState.getRasterizerState().frontFace, false); + + // Setting scissors state + setScissorRectangle(glState.getScissor(), glState.isScissorTestEnabled()); + + // Setting blend, depth stencil, and rasterizer states + // Since framebuffer->getSamples will return the original samples which may be different with + // the sample counts that we set in render target view, here we use renderTarget->getSamples to + // get the actual samples. + GLsizei samples = 0; + const gl::FramebufferAttachment *firstColorAttachment = framebuffer->getFirstColorAttachment(); + if (firstColorAttachment) + { + ASSERT(firstColorAttachment->isAttached()); + RenderTarget9 *renderTarget = nullptr; + ANGLE_TRY(firstColorAttachment->getRenderTarget(context, firstColorAttachment->getSamples(), + &renderTarget)); + samples = renderTarget->getSamples(); + + mDevice->SetRenderState(D3DRS_SRGBWRITEENABLE, + renderTarget->getInternalFormat() == GL_SRGB8_ALPHA8); + } + gl::RasterizerState rasterizer = glState.getRasterizerState(); + rasterizer.pointDrawMode = (drawMode == gl::PrimitiveMode::Points); + rasterizer.multiSample = (samples != 0); + + ANGLE_TRY(setBlendDepthRasterStates(context, drawMode)); + + mStateManager.resetDirtyBits(); + + return angle::Result::Continue; +} + +void Renderer9::setScissorRectangle(const gl::Rectangle &scissor, bool enabled) +{ + mStateManager.setScissorState(scissor, enabled); +} + +angle::Result Renderer9::setBlendDepthRasterStates(const gl::Context *context, + gl::PrimitiveMode drawMode) +{ + const auto &glState = context->getState(); + gl::Framebuffer *drawFramebuffer = glState.getDrawFramebuffer(); + ASSERT(!drawFramebuffer->hasAnyDirtyBit()); + // Since framebuffer->getSamples will return the original samples which may be different with + // the sample counts that we set in render target view, here we use renderTarget->getSamples to + // get the actual samples. + GLsizei samples = 0; + const gl::FramebufferAttachment *firstColorAttachment = + drawFramebuffer->getFirstColorAttachment(); + if (firstColorAttachment) + { + ASSERT(firstColorAttachment->isAttached()); + RenderTarget9 *renderTarget = nullptr; + ANGLE_TRY(firstColorAttachment->getRenderTarget(context, firstColorAttachment->getSamples(), + &renderTarget)); + samples = renderTarget->getSamples(); + } + gl::RasterizerState rasterizer = glState.getRasterizerState(); + rasterizer.pointDrawMode = (drawMode == gl::PrimitiveMode::Points); + rasterizer.multiSample = (samples != 0); + + unsigned int mask = GetBlendSampleMask(glState, samples); + mStateManager.setBlendDepthRasterStates(glState, mask); + return angle::Result::Continue; +} + +void Renderer9::setViewport(const gl::Rectangle &viewport, + float zNear, + float zFar, + gl::PrimitiveMode drawMode, + GLenum frontFace, + bool ignoreViewport) +{ + mStateManager.setViewportState(viewport, zNear, zFar, drawMode, frontFace, ignoreViewport); +} + +bool Renderer9::applyPrimitiveType(gl::PrimitiveMode mode, GLsizei count, bool usesPointSize) +{ + switch (mode) + { + case gl::PrimitiveMode::Points: + mPrimitiveType = D3DPT_POINTLIST; + mPrimitiveCount = count; + break; + case gl::PrimitiveMode::Lines: + mPrimitiveType = D3DPT_LINELIST; + mPrimitiveCount = count / 2; + break; + case gl::PrimitiveMode::LineLoop: + mPrimitiveType = D3DPT_LINESTRIP; + mPrimitiveCount = + count - 1; // D3D doesn't support line loops, so we draw the last line separately + break; + case gl::PrimitiveMode::LineStrip: + mPrimitiveType = D3DPT_LINESTRIP; + mPrimitiveCount = count - 1; + break; + case gl::PrimitiveMode::Triangles: + mPrimitiveType = D3DPT_TRIANGLELIST; + mPrimitiveCount = count / 3; + break; + case gl::PrimitiveMode::TriangleStrip: + mPrimitiveType = D3DPT_TRIANGLESTRIP; + mPrimitiveCount = count - 2; + break; + case gl::PrimitiveMode::TriangleFan: + mPrimitiveType = D3DPT_TRIANGLEFAN; + mPrimitiveCount = count - 2; + break; + default: + UNREACHABLE(); + return false; + } + + return mPrimitiveCount > 0; +} + +angle::Result Renderer9::getNullColorRenderTarget(const gl::Context *context, + const RenderTarget9 *depthRenderTarget, + const RenderTarget9 **outColorRenderTarget) +{ + ASSERT(depthRenderTarget); + + const gl::Extents &size = depthRenderTarget->getExtents(); + + // search cached nullcolorbuffers + for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++) + { + if (mNullRenderTargetCache[i].renderTarget != nullptr && + mNullRenderTargetCache[i].width == size.width && + mNullRenderTargetCache[i].height == size.height) + { + mNullRenderTargetCache[i].lruCount = ++mMaxNullColorbufferLRU; + *outColorRenderTarget = mNullRenderTargetCache[i].renderTarget; + return angle::Result::Continue; + } + } + + RenderTargetD3D *nullRenderTarget = nullptr; + ANGLE_TRY(createRenderTarget(context, size.width, size.height, GL_NONE, 0, &nullRenderTarget)); + + // add nullbuffer to the cache + NullRenderTargetCacheEntry *oldest = &mNullRenderTargetCache[0]; + for (int i = 1; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++) + { + if (mNullRenderTargetCache[i].lruCount < oldest->lruCount) + { + oldest = &mNullRenderTargetCache[i]; + } + } + + SafeDelete(oldest->renderTarget); + oldest->renderTarget = GetAs<RenderTarget9>(nullRenderTarget); + oldest->lruCount = ++mMaxNullColorbufferLRU; + oldest->width = size.width; + oldest->height = size.height; + + *outColorRenderTarget = oldest->renderTarget; + return angle::Result::Continue; +} + +angle::Result Renderer9::applyRenderTarget(const gl::Context *context, + const RenderTarget9 *colorRenderTargetIn, + const RenderTarget9 *depthStencilRenderTarget) +{ + // if there is no color attachment we must synthesize a NULL colorattachment + // to keep the D3D runtime happy. This should only be possible if depth texturing. + const RenderTarget9 *colorRenderTarget = colorRenderTargetIn; + if (colorRenderTarget == nullptr) + { + ANGLE_TRY(getNullColorRenderTarget(context, depthStencilRenderTarget, &colorRenderTarget)); + } + ASSERT(colorRenderTarget != nullptr); + + size_t renderTargetWidth = 0; + size_t renderTargetHeight = 0; + + bool renderTargetChanged = false; + unsigned int renderTargetSerial = colorRenderTarget->getSerial(); + if (renderTargetSerial != mAppliedRenderTargetSerial) + { + // Apply the render target on the device + IDirect3DSurface9 *renderTargetSurface = colorRenderTarget->getSurface(); + ASSERT(renderTargetSurface); + + mDevice->SetRenderTarget(0, renderTargetSurface); + SafeRelease(renderTargetSurface); + + renderTargetWidth = colorRenderTarget->getWidth(); + renderTargetHeight = colorRenderTarget->getHeight(); + + mAppliedRenderTargetSerial = renderTargetSerial; + renderTargetChanged = true; + } + + unsigned int depthStencilSerial = 0; + if (depthStencilRenderTarget != nullptr) + { + depthStencilSerial = depthStencilRenderTarget->getSerial(); + } + + if (depthStencilSerial != mAppliedDepthStencilSerial || !mDepthStencilInitialized) + { + unsigned int depthSize = 0; + unsigned int stencilSize = 0; + + // Apply the depth stencil on the device + if (depthStencilRenderTarget) + { + IDirect3DSurface9 *depthStencilSurface = depthStencilRenderTarget->getSurface(); + ASSERT(depthStencilSurface); + + mDevice->SetDepthStencilSurface(depthStencilSurface); + SafeRelease(depthStencilSurface); + + const gl::InternalFormat &format = + gl::GetSizedInternalFormatInfo(depthStencilRenderTarget->getInternalFormat()); + + depthSize = format.depthBits; + stencilSize = format.stencilBits; + } + else + { + mDevice->SetDepthStencilSurface(nullptr); + } + + mStateManager.updateDepthSizeIfChanged(mDepthStencilInitialized, depthSize); + mStateManager.updateStencilSizeIfChanged(mDepthStencilInitialized, stencilSize); + + mAppliedDepthStencilSerial = depthStencilSerial; + mDepthStencilInitialized = true; + } + + if (renderTargetChanged || !mRenderTargetDescInitialized) + { + mStateManager.forceSetBlendState(); + mStateManager.forceSetScissorState(); + mStateManager.setRenderTargetBounds(renderTargetWidth, renderTargetHeight); + mRenderTargetDescInitialized = true; + } + + return angle::Result::Continue; +} + +angle::Result Renderer9::applyVertexBuffer(const gl::Context *context, + gl::PrimitiveMode mode, + GLint first, + GLsizei count, + GLsizei instances, + TranslatedIndexData * /*indexInfo*/) +{ + const gl::State &state = context->getState(); + ANGLE_TRY(mVertexDataManager->prepareVertexData(context, first, count, &mTranslatedAttribCache, + instances)); + + return mVertexDeclarationCache.applyDeclaration(context, mDevice, mTranslatedAttribCache, + state.getProgram(), first, instances, + &mRepeatDraw); +} + +// Applies the indices and element array bindings to the Direct3D 9 device +angle::Result Renderer9::applyIndexBuffer(const gl::Context *context, + const void *indices, + GLsizei count, + gl::PrimitiveMode mode, + gl::DrawElementsType type, + TranslatedIndexData *indexInfo) +{ + gl::VertexArray *vao = context->getState().getVertexArray(); + gl::Buffer *elementArrayBuffer = vao->getElementArrayBuffer(); + + gl::DrawElementsType dstType = gl::DrawElementsType::InvalidEnum; + ANGLE_TRY(GetIndexTranslationDestType(context, count, type, indices, false, &dstType)); + + ANGLE_TRY(mIndexDataManager->prepareIndexData(context, type, dstType, count, elementArrayBuffer, + indices, indexInfo)); + + // Directly binding the storage buffer is not supported for d3d9 + ASSERT(indexInfo->storage == nullptr); + + if (indexInfo->serial != mAppliedIBSerial) + { + IndexBuffer9 *indexBuffer = GetAs<IndexBuffer9>(indexInfo->indexBuffer); + + mDevice->SetIndices(indexBuffer->getBuffer()); + mAppliedIBSerial = indexInfo->serial; + } + + return angle::Result::Continue; +} + +angle::Result Renderer9::drawArraysImpl(const gl::Context *context, + gl::PrimitiveMode mode, + GLint startVertex, + GLsizei count, + GLsizei instances) +{ + ASSERT(!context->getState().isTransformFeedbackActiveUnpaused()); + + startScene(); + + if (mode == gl::PrimitiveMode::LineLoop) + { + return drawLineLoop(context, count, gl::DrawElementsType::InvalidEnum, nullptr, 0, nullptr); + } + + if (instances > 0) + { + StaticIndexBufferInterface *countingIB = nullptr; + ANGLE_TRY(getCountingIB(context, count, &countingIB)); + + if (mAppliedIBSerial != countingIB->getSerial()) + { + IndexBuffer9 *indexBuffer = GetAs<IndexBuffer9>(countingIB->getIndexBuffer()); + + mDevice->SetIndices(indexBuffer->getBuffer()); + mAppliedIBSerial = countingIB->getSerial(); + } + + for (int i = 0; i < mRepeatDraw; i++) + { + mDevice->DrawIndexedPrimitive(mPrimitiveType, 0, 0, count, 0, mPrimitiveCount); + } + + return angle::Result::Continue; + } + + // Regular case + mDevice->DrawPrimitive(mPrimitiveType, 0, mPrimitiveCount); + return angle::Result::Continue; +} + +angle::Result Renderer9::drawElementsImpl(const gl::Context *context, + gl::PrimitiveMode mode, + GLsizei count, + gl::DrawElementsType type, + const void *indices, + GLsizei instances) +{ + TranslatedIndexData indexInfo; + + ANGLE_TRY(applyIndexBuffer(context, indices, count, mode, type, &indexInfo)); + + gl::IndexRange indexRange; + ANGLE_TRY(context->getState().getVertexArray()->getIndexRange(context, type, count, indices, + &indexRange)); + + size_t vertexCount = indexRange.vertexCount(); + ANGLE_TRY(applyVertexBuffer(context, mode, static_cast<GLsizei>(indexRange.start), + static_cast<GLsizei>(vertexCount), instances, &indexInfo)); + + startScene(); + + int minIndex = static_cast<int>(indexRange.start); + + gl::VertexArray *vao = context->getState().getVertexArray(); + gl::Buffer *elementArrayBuffer = vao->getElementArrayBuffer(); + + if (mode == gl::PrimitiveMode::Points) + { + return drawIndexedPoints(context, count, type, indices, minIndex, elementArrayBuffer); + } + + if (mode == gl::PrimitiveMode::LineLoop) + { + return drawLineLoop(context, count, type, indices, minIndex, elementArrayBuffer); + } + + for (int i = 0; i < mRepeatDraw; i++) + { + mDevice->DrawIndexedPrimitive(mPrimitiveType, -minIndex, minIndex, + static_cast<UINT>(vertexCount), indexInfo.startIndex, + mPrimitiveCount); + } + return angle::Result::Continue; +} + +angle::Result Renderer9::drawLineLoop(const gl::Context *context, + GLsizei count, + gl::DrawElementsType type, + const void *indices, + int minIndex, + gl::Buffer *elementArrayBuffer) +{ + // Get the raw indices for an indexed draw + if (type != gl::DrawElementsType::InvalidEnum && elementArrayBuffer) + { + BufferD3D *storage = GetImplAs<BufferD3D>(elementArrayBuffer); + intptr_t offset = reinterpret_cast<intptr_t>(indices); + const uint8_t *bufferData = nullptr; + ANGLE_TRY(storage->getData(context, &bufferData)); + indices = bufferData + offset; + } + + unsigned int startIndex = 0; + Context9 *context9 = GetImplAs<Context9>(context); + + if (getNativeExtensions().elementIndexUintOES) + { + if (!mLineLoopIB) + { + mLineLoopIB = new StreamingIndexBufferInterface(this); + ANGLE_TRY(mLineLoopIB->reserveBufferSpace(context, INITIAL_INDEX_BUFFER_SIZE, + gl::DrawElementsType::UnsignedInt)); + } + + // Checked by Renderer9::applyPrimitiveType + ASSERT(count >= 0); + + ANGLE_CHECK(context9, + static_cast<unsigned int>(count) + 1 <= + (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int)), + "Failed to create a 32-bit looping index buffer for " + "GL_LINE_LOOP, too many indices required.", + GL_OUT_OF_MEMORY); + + const unsigned int spaceNeeded = + (static_cast<unsigned int>(count) + 1) * sizeof(unsigned int); + ANGLE_TRY(mLineLoopIB->reserveBufferSpace(context, spaceNeeded, + gl::DrawElementsType::UnsignedInt)); + + void *mappedMemory = nullptr; + unsigned int offset = 0; + ANGLE_TRY(mLineLoopIB->mapBuffer(context, spaceNeeded, &mappedMemory, &offset)); + + startIndex = static_cast<unsigned int>(offset) / 4; + unsigned int *data = static_cast<unsigned int *>(mappedMemory); + + switch (type) + { + case gl::DrawElementsType::InvalidEnum: // Non-indexed draw + for (int i = 0; i < count; i++) + { + data[i] = i; + } + data[count] = 0; + break; + case gl::DrawElementsType::UnsignedByte: + for (int i = 0; i < count; i++) + { + data[i] = static_cast<const GLubyte *>(indices)[i]; + } + data[count] = static_cast<const GLubyte *>(indices)[0]; + break; + case gl::DrawElementsType::UnsignedShort: + for (int i = 0; i < count; i++) + { + data[i] = static_cast<const GLushort *>(indices)[i]; + } + data[count] = static_cast<const GLushort *>(indices)[0]; + break; + case gl::DrawElementsType::UnsignedInt: + for (int i = 0; i < count; i++) + { + data[i] = static_cast<const GLuint *>(indices)[i]; + } + data[count] = static_cast<const GLuint *>(indices)[0]; + break; + default: + UNREACHABLE(); + } + + ANGLE_TRY(mLineLoopIB->unmapBuffer(context)); + } + else + { + if (!mLineLoopIB) + { + mLineLoopIB = new StreamingIndexBufferInterface(this); + ANGLE_TRY(mLineLoopIB->reserveBufferSpace(context, INITIAL_INDEX_BUFFER_SIZE, + gl::DrawElementsType::UnsignedShort)); + } + + // Checked by Renderer9::applyPrimitiveType + ASSERT(count >= 0); + + ANGLE_CHECK(context9, + static_cast<unsigned int>(count) + 1 <= + (std::numeric_limits<unsigned short>::max() / sizeof(unsigned short)), + "Failed to create a 16-bit looping index buffer for " + "GL_LINE_LOOP, too many indices required.", + GL_OUT_OF_MEMORY); + + const unsigned int spaceNeeded = + (static_cast<unsigned int>(count) + 1) * sizeof(unsigned short); + ANGLE_TRY(mLineLoopIB->reserveBufferSpace(context, spaceNeeded, + gl::DrawElementsType::UnsignedShort)); + + void *mappedMemory = nullptr; + unsigned int offset; + ANGLE_TRY(mLineLoopIB->mapBuffer(context, spaceNeeded, &mappedMemory, &offset)); + + startIndex = static_cast<unsigned int>(offset) / 2; + unsigned short *data = static_cast<unsigned short *>(mappedMemory); + + switch (type) + { + case gl::DrawElementsType::InvalidEnum: // Non-indexed draw + for (int i = 0; i < count; i++) + { + data[i] = static_cast<unsigned short>(i); + } + data[count] = 0; + break; + case gl::DrawElementsType::UnsignedByte: + for (int i = 0; i < count; i++) + { + data[i] = static_cast<const GLubyte *>(indices)[i]; + } + data[count] = static_cast<const GLubyte *>(indices)[0]; + break; + case gl::DrawElementsType::UnsignedShort: + for (int i = 0; i < count; i++) + { + data[i] = static_cast<const GLushort *>(indices)[i]; + } + data[count] = static_cast<const GLushort *>(indices)[0]; + break; + case gl::DrawElementsType::UnsignedInt: + for (int i = 0; i < count; i++) + { + data[i] = static_cast<unsigned short>(static_cast<const GLuint *>(indices)[i]); + } + data[count] = static_cast<unsigned short>(static_cast<const GLuint *>(indices)[0]); + break; + default: + UNREACHABLE(); + } + + ANGLE_TRY(mLineLoopIB->unmapBuffer(context)); + } + + if (mAppliedIBSerial != mLineLoopIB->getSerial()) + { + IndexBuffer9 *indexBuffer = GetAs<IndexBuffer9>(mLineLoopIB->getIndexBuffer()); + + mDevice->SetIndices(indexBuffer->getBuffer()); + mAppliedIBSerial = mLineLoopIB->getSerial(); + } + + mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count); + + return angle::Result::Continue; +} + +angle::Result Renderer9::drawIndexedPoints(const gl::Context *context, + GLsizei count, + gl::DrawElementsType type, + const void *indices, + int minIndex, + gl::Buffer *elementArrayBuffer) +{ + // Drawing index point lists is unsupported in d3d9, fall back to a regular DrawPrimitive call + // for each individual point. This call is not expected to happen often. + + if (elementArrayBuffer) + { + BufferD3D *storage = GetImplAs<BufferD3D>(elementArrayBuffer); + intptr_t offset = reinterpret_cast<intptr_t>(indices); + + const uint8_t *bufferData = nullptr; + ANGLE_TRY(storage->getData(context, &bufferData)); + indices = bufferData + offset; + } + + switch (type) + { + case gl::DrawElementsType::UnsignedByte: + DrawPoints<GLubyte>(mDevice, count, indices, minIndex); + return angle::Result::Continue; + case gl::DrawElementsType::UnsignedShort: + DrawPoints<GLushort>(mDevice, count, indices, minIndex); + return angle::Result::Continue; + case gl::DrawElementsType::UnsignedInt: + DrawPoints<GLuint>(mDevice, count, indices, minIndex); + return angle::Result::Continue; + default: + ANGLE_HR_UNREACHABLE(GetImplAs<Context9>(context)); + } +} + +angle::Result Renderer9::getCountingIB(const gl::Context *context, + size_t count, + StaticIndexBufferInterface **outIB) +{ + // Update the counting index buffer if it is not large enough or has not been created yet. + if (count <= 65536) // 16-bit indices + { + const unsigned int spaceNeeded = static_cast<unsigned int>(count) * sizeof(unsigned short); + + if (!mCountingIB || mCountingIB->getBufferSize() < spaceNeeded) + { + SafeDelete(mCountingIB); + mCountingIB = new StaticIndexBufferInterface(this); + ANGLE_TRY(mCountingIB->reserveBufferSpace(context, spaceNeeded, + gl::DrawElementsType::UnsignedShort)); + + void *mappedMemory = nullptr; + ANGLE_TRY(mCountingIB->mapBuffer(context, spaceNeeded, &mappedMemory, nullptr)); + + unsigned short *data = static_cast<unsigned short *>(mappedMemory); + for (size_t i = 0; i < count; i++) + { + data[i] = static_cast<unsigned short>(i); + } + + ANGLE_TRY(mCountingIB->unmapBuffer(context)); + } + } + else if (getNativeExtensions().elementIndexUintOES) + { + const unsigned int spaceNeeded = static_cast<unsigned int>(count) * sizeof(unsigned int); + + if (!mCountingIB || mCountingIB->getBufferSize() < spaceNeeded) + { + SafeDelete(mCountingIB); + mCountingIB = new StaticIndexBufferInterface(this); + ANGLE_TRY(mCountingIB->reserveBufferSpace(context, spaceNeeded, + gl::DrawElementsType::UnsignedInt)); + + void *mappedMemory = nullptr; + ANGLE_TRY(mCountingIB->mapBuffer(context, spaceNeeded, &mappedMemory, nullptr)); + + unsigned int *data = static_cast<unsigned int *>(mappedMemory); + for (unsigned int i = 0; i < count; i++) + { + data[i] = i; + } + + ANGLE_TRY(mCountingIB->unmapBuffer(context)); + } + } + else + { + ANGLE_TRY_HR(GetImplAs<Context9>(context), E_OUTOFMEMORY, + "Could not create a counting index buffer for glDrawArraysInstanced."); + } + + *outIB = mCountingIB; + return angle::Result::Continue; +} + +angle::Result Renderer9::applyShaders(const gl::Context *context, gl::PrimitiveMode drawMode) +{ + const gl::State &state = context->getState(); + d3d::Context *contextD3D = GetImplAs<ContextD3D>(context); + + // This method is called single-threaded. + ANGLE_TRY(ensureHLSLCompilerInitialized(contextD3D)); + + ProgramD3D *programD3D = GetImplAs<ProgramD3D>(state.getProgram()); + VertexArray9 *vao = GetImplAs<VertexArray9>(state.getVertexArray()); + programD3D->updateCachedInputLayout(vao->getCurrentStateSerial(), state); + + ShaderExecutableD3D *vertexExe = nullptr; + ANGLE_TRY(programD3D->getVertexExecutableForCachedInputLayout(contextD3D, &vertexExe, nullptr)); + + const gl::Framebuffer *drawFramebuffer = state.getDrawFramebuffer(); + programD3D->updateCachedOutputLayout(context, drawFramebuffer); + + ShaderExecutableD3D *pixelExe = nullptr; + ANGLE_TRY(programD3D->getPixelExecutableForCachedOutputLayout(contextD3D, &pixelExe, nullptr)); + + IDirect3DVertexShader9 *vertexShader = + (vertexExe ? GetAs<ShaderExecutable9>(vertexExe)->getVertexShader() : nullptr); + IDirect3DPixelShader9 *pixelShader = + (pixelExe ? GetAs<ShaderExecutable9>(pixelExe)->getPixelShader() : nullptr); + + if (vertexShader != mAppliedVertexShader) + { + mDevice->SetVertexShader(vertexShader); + mAppliedVertexShader = vertexShader; + } + + if (pixelShader != mAppliedPixelShader) + { + mDevice->SetPixelShader(pixelShader); + mAppliedPixelShader = pixelShader; + } + + // D3D9 has a quirk where creating multiple shaders with the same content + // can return the same shader pointer. Because GL programs store different data + // per-program, checking the program serial guarantees we upload fresh + // uniform data even if our shader pointers are the same. + // https://code.google.com/p/angleproject/issues/detail?id=661 + unsigned int programSerial = programD3D->getSerial(); + if (programSerial != mAppliedProgramSerial) + { + programD3D->dirtyAllUniforms(); + mStateManager.forceSetDXUniformsState(); + mAppliedProgramSerial = programSerial; + } + + applyUniforms(programD3D); + + // Driver uniforms + mStateManager.setShaderConstants(); + + return angle::Result::Continue; +} + +void Renderer9::applyUniforms(ProgramD3D *programD3D) +{ + // Skip updates if we're not dirty. Note that D3D9 cannot have compute or geometry. + if (!programD3D->anyShaderUniformsDirty()) + { + return; + } + + const auto &uniformArray = programD3D->getD3DUniforms(); + + for (const D3DUniform *targetUniform : uniformArray) + { + // Built-in uniforms must be skipped. + if (!targetUniform->isReferencedByShader(gl::ShaderType::Vertex) && + !targetUniform->isReferencedByShader(gl::ShaderType::Fragment)) + continue; + + const GLfloat *f = reinterpret_cast<const GLfloat *>(targetUniform->firstNonNullData()); + const GLint *i = reinterpret_cast<const GLint *>(targetUniform->firstNonNullData()); + + switch (targetUniform->typeInfo.type) + { + case GL_SAMPLER_2D: + case GL_SAMPLER_CUBE: + case GL_SAMPLER_EXTERNAL_OES: + case GL_SAMPLER_VIDEO_IMAGE_WEBGL: + break; + case GL_BOOL: + case GL_BOOL_VEC2: + case GL_BOOL_VEC3: + case GL_BOOL_VEC4: + applyUniformnbv(targetUniform, i); + break; + case GL_FLOAT: + case GL_FLOAT_VEC2: + case GL_FLOAT_VEC3: + case GL_FLOAT_VEC4: + case GL_FLOAT_MAT2: + case GL_FLOAT_MAT3: + case GL_FLOAT_MAT4: + applyUniformnfv(targetUniform, f); + break; + case GL_INT: + case GL_INT_VEC2: + case GL_INT_VEC3: + case GL_INT_VEC4: + applyUniformniv(targetUniform, i); + break; + default: + UNREACHABLE(); + } + } + + programD3D->markUniformsClean(); +} + +void Renderer9::applyUniformnfv(const D3DUniform *targetUniform, const GLfloat *v) +{ + if (targetUniform->isReferencedByShader(gl::ShaderType::Fragment)) + { + mDevice->SetPixelShaderConstantF( + targetUniform->mShaderRegisterIndexes[gl::ShaderType::Fragment], v, + targetUniform->registerCount); + } + + if (targetUniform->isReferencedByShader(gl::ShaderType::Vertex)) + { + mDevice->SetVertexShaderConstantF( + targetUniform->mShaderRegisterIndexes[gl::ShaderType::Vertex], v, + targetUniform->registerCount); + } +} + +void Renderer9::applyUniformniv(const D3DUniform *targetUniform, const GLint *v) +{ + ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9); + GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4]; + + for (unsigned int i = 0; i < targetUniform->registerCount; i++) + { + vector[i][0] = (GLfloat)v[4 * i + 0]; + vector[i][1] = (GLfloat)v[4 * i + 1]; + vector[i][2] = (GLfloat)v[4 * i + 2]; + vector[i][3] = (GLfloat)v[4 * i + 3]; + } + + applyUniformnfv(targetUniform, (GLfloat *)vector); +} + +void Renderer9::applyUniformnbv(const D3DUniform *targetUniform, const GLint *v) +{ + ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9); + GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4]; + + for (unsigned int i = 0; i < targetUniform->registerCount; i++) + { + vector[i][0] = (v[4 * i + 0] == GL_FALSE) ? 0.0f : 1.0f; + vector[i][1] = (v[4 * i + 1] == GL_FALSE) ? 0.0f : 1.0f; + vector[i][2] = (v[4 * i + 2] == GL_FALSE) ? 0.0f : 1.0f; + vector[i][3] = (v[4 * i + 3] == GL_FALSE) ? 0.0f : 1.0f; + } + + applyUniformnfv(targetUniform, (GLfloat *)vector); +} + +void Renderer9::clear(const ClearParameters &clearParams, + const RenderTarget9 *colorRenderTarget, + const RenderTarget9 *depthStencilRenderTarget) +{ + // Clearing buffers with non-float values is not supported by Renderer9 and ES 2.0 + ASSERT(clearParams.colorType == GL_FLOAT); + + // Clearing individual buffers other than buffer zero is not supported by Renderer9 and ES 2.0 + bool clearColor = clearParams.clearColor[0]; + for (unsigned int i = 0; i < clearParams.clearColor.size(); i++) + { + ASSERT(clearParams.clearColor[i] == clearColor); + } + + float depth = gl::clamp01(clearParams.depthValue); + DWORD stencil = clearParams.stencilValue & 0x000000FF; + + unsigned int stencilUnmasked = 0x0; + if (clearParams.clearStencil && depthStencilRenderTarget) + { + const gl::InternalFormat &depthStencilFormat = + gl::GetSizedInternalFormatInfo(depthStencilRenderTarget->getInternalFormat()); + if (depthStencilFormat.stencilBits > 0) + { + const d3d9::D3DFormat &d3dFormatInfo = + d3d9::GetD3DFormatInfo(depthStencilRenderTarget->getD3DFormat()); + stencilUnmasked = (0x1 << d3dFormatInfo.stencilBits) - 1; + } + } + + const bool needMaskedStencilClear = + clearParams.clearStencil && + (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked; + + bool needMaskedColorClear = false; + D3DCOLOR color = D3DCOLOR_ARGB(255, 0, 0, 0); + if (clearColor) + { + ASSERT(colorRenderTarget != nullptr); + + const gl::InternalFormat &formatInfo = + gl::GetSizedInternalFormatInfo(colorRenderTarget->getInternalFormat()); + const d3d9::D3DFormat &d3dFormatInfo = + d3d9::GetD3DFormatInfo(colorRenderTarget->getD3DFormat()); + + color = + D3DCOLOR_ARGB(gl::unorm<8>((formatInfo.alphaBits == 0 && d3dFormatInfo.alphaBits > 0) + ? 1.0f + : clearParams.colorF.alpha), + gl::unorm<8>((formatInfo.redBits == 0 && d3dFormatInfo.redBits > 0) + ? 0.0f + : clearParams.colorF.red), + gl::unorm<8>((formatInfo.greenBits == 0 && d3dFormatInfo.greenBits > 0) + ? 0.0f + : clearParams.colorF.green), + gl::unorm<8>((formatInfo.blueBits == 0 && d3dFormatInfo.blueBits > 0) + ? 0.0f + : clearParams.colorF.blue)); + + const uint8_t colorMask = + gl::BlendStateExt::ColorMaskStorage::GetValueIndexed(0, clearParams.colorMask); + bool r, g, b, a; + gl::BlendStateExt::UnpackColorMask(colorMask, &r, &g, &b, &a); + if ((formatInfo.redBits > 0 && !r) || (formatInfo.greenBits > 0 && !g) || + (formatInfo.blueBits > 0 && !b) || (formatInfo.alphaBits > 0 && !a)) + { + needMaskedColorClear = true; + } + } + + if (needMaskedColorClear || needMaskedStencilClear) + { + // State which is altered in all paths from this point to the clear call is saved. + // State which is altered in only some paths will be flagged dirty in the case that + // that path is taken. + HRESULT hr; + if (mMaskedClearSavedState == nullptr) + { + hr = mDevice->BeginStateBlock(); + ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY); + + mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); + mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS); + mDevice->SetRenderState(D3DRS_ZENABLE, FALSE); + mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); + mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); + mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); + mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); + mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0); + mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0); + mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE); + mDevice->SetPixelShader(nullptr); + mDevice->SetVertexShader(nullptr); + mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE); + mDevice->SetStreamSource(0, nullptr, 0, 0); + mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE); + mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); + mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR); + mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); + mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR); + mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color); + mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF); + + for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++) + { + mDevice->SetStreamSourceFreq(i, 1); + } + + hr = mDevice->EndStateBlock(&mMaskedClearSavedState); + ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY); + } + + ASSERT(mMaskedClearSavedState != nullptr); + + if (mMaskedClearSavedState != nullptr) + { + hr = mMaskedClearSavedState->Capture(); + ASSERT(SUCCEEDED(hr)); + } + + mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); + mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS); + mDevice->SetRenderState(D3DRS_ZENABLE, FALSE); + mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); + mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); + mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); + mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); + mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0); + + if (clearColor) + { + // clearParams.colorMask follows the same packing scheme as + // D3DCOLORWRITEENABLE_RED/GREEN/BLUE/ALPHA + mDevice->SetRenderState( + D3DRS_COLORWRITEENABLE, + gl::BlendStateExt::ColorMaskStorage::GetValueIndexed(0, clearParams.colorMask)); + } + else + { + mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0); + } + + if (stencilUnmasked != 0x0 && clearParams.clearStencil) + { + mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE); + mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE); + mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS); + mDevice->SetRenderState(D3DRS_STENCILREF, stencil); + mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, clearParams.stencilWriteMask); + mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE); + mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE); + mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE); + } + else + { + mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE); + } + + mDevice->SetPixelShader(nullptr); + mDevice->SetVertexShader(nullptr); + mDevice->SetFVF(D3DFVF_XYZRHW); + mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE); + mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); + mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR); + mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); + mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR); + mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color); + mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF); + + for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++) + { + mDevice->SetStreamSourceFreq(i, 1); + } + + int renderTargetWidth = mStateManager.getRenderTargetWidth(); + int renderTargetHeight = mStateManager.getRenderTargetHeight(); + + float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges + quad[0][0] = -0.5f; + quad[0][1] = renderTargetHeight - 0.5f; + quad[0][2] = 0.0f; + quad[0][3] = 1.0f; + + quad[1][0] = renderTargetWidth - 0.5f; + quad[1][1] = renderTargetHeight - 0.5f; + quad[1][2] = 0.0f; + quad[1][3] = 1.0f; + + quad[2][0] = -0.5f; + quad[2][1] = -0.5f; + quad[2][2] = 0.0f; + quad[2][3] = 1.0f; + + quad[3][0] = renderTargetWidth - 0.5f; + quad[3][1] = -0.5f; + quad[3][2] = 0.0f; + quad[3][3] = 1.0f; + + startScene(); + mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4])); + + if (clearParams.clearDepth) + { + mDevice->SetRenderState(D3DRS_ZENABLE, TRUE); + mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE); + mDevice->Clear(0, nullptr, D3DCLEAR_ZBUFFER, color, depth, stencil); + } + + if (mMaskedClearSavedState != nullptr) + { + mMaskedClearSavedState->Apply(); + } + } + else if (clearColor || clearParams.clearDepth || clearParams.clearStencil) + { + DWORD dxClearFlags = 0; + if (clearColor) + { + dxClearFlags |= D3DCLEAR_TARGET; + } + if (clearParams.clearDepth) + { + dxClearFlags |= D3DCLEAR_ZBUFFER; + } + if (clearParams.clearStencil) + { + dxClearFlags |= D3DCLEAR_STENCIL; + } + + mDevice->Clear(0, nullptr, dxClearFlags, color, depth, stencil); + } +} + +void Renderer9::markAllStateDirty() +{ + mAppliedRenderTargetSerial = 0; + mAppliedDepthStencilSerial = 0; + mDepthStencilInitialized = false; + mRenderTargetDescInitialized = false; + + mStateManager.forceSetRasterState(); + mStateManager.forceSetDepthStencilState(); + mStateManager.forceSetBlendState(); + mStateManager.forceSetScissorState(); + mStateManager.forceSetViewportState(); + + ASSERT(mCurVertexSamplerStates.size() == mCurVertexTextures.size()); + for (unsigned int i = 0; i < mCurVertexTextures.size(); i++) + { + mCurVertexSamplerStates[i].forceSet = true; + mCurVertexTextures[i] = angle::DirtyPointer; + } + + ASSERT(mCurPixelSamplerStates.size() == mCurPixelTextures.size()); + for (unsigned int i = 0; i < mCurPixelSamplerStates.size(); i++) + { + mCurPixelSamplerStates[i].forceSet = true; + mCurPixelTextures[i] = angle::DirtyPointer; + } + + mAppliedIBSerial = 0; + mAppliedVertexShader = nullptr; + mAppliedPixelShader = nullptr; + mAppliedProgramSerial = 0; + mStateManager.forceSetDXUniformsState(); + + mVertexDeclarationCache.markStateDirty(); +} + +void Renderer9::releaseDeviceResources() +{ + for (size_t i = 0; i < mEventQueryPool.size(); i++) + { + SafeRelease(mEventQueryPool[i]); + } + mEventQueryPool.clear(); + + SafeRelease(mMaskedClearSavedState); + + mVertexShaderCache.clear(); + mPixelShaderCache.clear(); + + SafeDelete(mBlit); + SafeDelete(mVertexDataManager); + SafeDelete(mIndexDataManager); + SafeDelete(mLineLoopIB); + SafeDelete(mCountingIB); + + for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++) + { + SafeDelete(mNullRenderTargetCache[i].renderTarget); + } +} + +// set notify to true to broadcast a message to all contexts of the device loss +bool Renderer9::testDeviceLost() +{ + HRESULT status = getDeviceStatusCode(); + return FAILED(status); +} + +HRESULT Renderer9::getDeviceStatusCode() +{ + HRESULT status = D3D_OK; + + if (mDeviceEx) + { + status = mDeviceEx->CheckDeviceState(nullptr); + } + else if (mDevice) + { + status = mDevice->TestCooperativeLevel(); + } + + return status; +} + +bool Renderer9::testDeviceResettable() +{ + // On D3D9Ex, DEVICELOST represents a hung device that needs to be restarted + // DEVICEREMOVED indicates the device has been stopped and must be recreated + switch (getDeviceStatusCode()) + { + case D3DERR_DEVICENOTRESET: + case D3DERR_DEVICEHUNG: + return true; + case D3DERR_DEVICELOST: + return (mDeviceEx != nullptr); + case D3DERR_DEVICEREMOVED: + ASSERT(mDeviceEx != nullptr); + return isRemovedDeviceResettable(); + default: + return false; + } +} + +bool Renderer9::resetDevice() +{ + releaseDeviceResources(); + + D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters(); + + HRESULT result = D3D_OK; + bool lost = testDeviceLost(); + bool removedDevice = (getDeviceStatusCode() == D3DERR_DEVICEREMOVED); + + // Device Removed is a feature which is only present with D3D9Ex + ASSERT(mDeviceEx != nullptr || !removedDevice); + + for (int attempts = 3; lost && attempts > 0; attempts--) + { + if (removedDevice) + { + // Device removed, which may trigger on driver reinstallation, + // may cause a longer wait other reset attempts before the + // system is ready to handle creating a new device. + Sleep(800); + lost = !resetRemovedDevice(); + } + else if (mDeviceEx) + { + Sleep(500); // Give the graphics driver some CPU time + result = mDeviceEx->ResetEx(&presentParameters, nullptr); + lost = testDeviceLost(); + } + else + { + result = mDevice->TestCooperativeLevel(); + while (result == D3DERR_DEVICELOST) + { + Sleep(100); // Give the graphics driver some CPU time + result = mDevice->TestCooperativeLevel(); + } + + if (result == D3DERR_DEVICENOTRESET) + { + result = mDevice->Reset(&presentParameters); + } + lost = testDeviceLost(); + } + } + + if (FAILED(result)) + { + ERR() << "Reset/ResetEx failed multiple times, " << gl::FmtHR(result); + return false; + } + + if (removedDevice && lost) + { + ERR() << "Device lost reset failed multiple times"; + return false; + } + + // If the device was removed, we already finished re-initialization in resetRemovedDevice + if (!removedDevice) + { + // reset device defaults + if (initializeDevice().isError()) + { + return false; + } + } + + return true; +} + +bool Renderer9::isRemovedDeviceResettable() const +{ + bool success = false; + +#if ANGLE_D3D9EX == ANGLE_ENABLED + IDirect3D9Ex *d3d9Ex = nullptr; + typedef HRESULT(WINAPI * Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex **); + Direct3DCreate9ExFunc Direct3DCreate9ExPtr = + reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex")); + + if (Direct3DCreate9ExPtr && SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &d3d9Ex))) + { + D3DCAPS9 deviceCaps; + HRESULT result = d3d9Ex->GetDeviceCaps(mAdapter, mDeviceType, &deviceCaps); + success = SUCCEEDED(result); + } + + SafeRelease(d3d9Ex); +#else + UNREACHABLE(); +#endif + + return success; +} + +bool Renderer9::resetRemovedDevice() +{ + // From http://msdn.microsoft.com/en-us/library/windows/desktop/bb172554(v=vs.85).aspx: + // The hardware adapter has been removed. Application must destroy the device, do enumeration of + // adapters and create another Direct3D device. If application continues rendering without + // calling Reset, the rendering calls will succeed. Applies to Direct3D 9Ex only. + release(); + return !initialize().isError(); +} + +VendorID Renderer9::getVendorId() const +{ + return static_cast<VendorID>(mAdapterIdentifier.VendorId); +} + +std::string Renderer9::getRendererDescription() const +{ + std::ostringstream rendererString; + + rendererString << mAdapterIdentifier.Description; + if (getShareHandleSupport()) + { + rendererString << " Direct3D9Ex"; + } + else + { + rendererString << " Direct3D9"; + } + + rendererString << " vs_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.VertexShaderVersion) << "_" + << D3DSHADER_VERSION_MINOR(mDeviceCaps.VertexShaderVersion); + rendererString << " ps_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion) << "_" + << D3DSHADER_VERSION_MINOR(mDeviceCaps.PixelShaderVersion); + + return rendererString.str(); +} + +DeviceIdentifier Renderer9::getAdapterIdentifier() const +{ + DeviceIdentifier deviceIdentifier = {}; + deviceIdentifier.VendorId = static_cast<UINT>(mAdapterIdentifier.VendorId); + deviceIdentifier.DeviceId = static_cast<UINT>(mAdapterIdentifier.DeviceId); + deviceIdentifier.SubSysId = static_cast<UINT>(mAdapterIdentifier.SubSysId); + deviceIdentifier.Revision = static_cast<UINT>(mAdapterIdentifier.Revision); + deviceIdentifier.FeatureLevel = 0; + + return deviceIdentifier; +} + +unsigned int Renderer9::getReservedVertexUniformVectors() const +{ + return d3d9_gl::GetReservedVertexUniformVectors(); +} + +unsigned int Renderer9::getReservedFragmentUniformVectors() const +{ + return d3d9_gl::GetReservedFragmentUniformVectors(); +} + +bool Renderer9::getShareHandleSupport() const +{ + // PIX doesn't seem to support using share handles, so disable them. + return (mD3d9Ex != nullptr) && !gl::DebugAnnotationsActive(/*context=*/nullptr); +} + +int Renderer9::getMajorShaderModel() const +{ + return D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion); +} + +int Renderer9::getMinorShaderModel() const +{ + return D3DSHADER_VERSION_MINOR(mDeviceCaps.PixelShaderVersion); +} + +std::string Renderer9::getShaderModelSuffix() const +{ + return ""; +} + +DWORD Renderer9::getCapsDeclTypes() const +{ + return mDeviceCaps.DeclTypes; +} + +D3DPOOL Renderer9::getBufferPool(DWORD usage) const +{ + if (mD3d9Ex != nullptr) + { + return D3DPOOL_DEFAULT; + } + else + { + if (!(usage & D3DUSAGE_DYNAMIC)) + { + return D3DPOOL_MANAGED; + } + } + + return D3DPOOL_DEFAULT; +} + +angle::Result Renderer9::copyImage2D(const gl::Context *context, + const gl::Framebuffer *framebuffer, + const gl::Rectangle &sourceRect, + GLenum destFormat, + const gl::Offset &destOffset, + TextureStorage *storage, + GLint level) +{ + RECT rect; + rect.left = sourceRect.x; + rect.top = sourceRect.y; + rect.right = sourceRect.x + sourceRect.width; + rect.bottom = sourceRect.y + sourceRect.height; + + return mBlit->copy2D(context, framebuffer, rect, destFormat, destOffset, storage, level); +} + +angle::Result Renderer9::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) +{ + RECT rect; + rect.left = sourceRect.x; + rect.top = sourceRect.y; + rect.right = sourceRect.x + sourceRect.width; + rect.bottom = sourceRect.y + sourceRect.height; + + return mBlit->copyCube(context, framebuffer, rect, destFormat, destOffset, storage, target, + level); +} + +angle::Result Renderer9::copyImage3D(const gl::Context *context, + const gl::Framebuffer *framebuffer, + const gl::Rectangle &sourceRect, + GLenum destFormat, + const gl::Offset &destOffset, + TextureStorage *storage, + GLint level) +{ + // 3D textures are not available in the D3D9 backend. + ANGLE_HR_UNREACHABLE(GetImplAs<Context9>(context)); + return angle::Result::Stop; +} + +angle::Result Renderer9::copyImage2DArray(const gl::Context *context, + const gl::Framebuffer *framebuffer, + const gl::Rectangle &sourceRect, + GLenum destFormat, + const gl::Offset &destOffset, + TextureStorage *storage, + GLint level) +{ + // 2D array textures are not available in the D3D9 backend. + ANGLE_HR_UNREACHABLE(GetImplAs<Context9>(context)); + return angle::Result::Stop; +} + +angle::Result Renderer9::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) +{ + RECT rect; + rect.left = sourceBox.x; + rect.top = sourceBox.y; + rect.right = sourceBox.x + sourceBox.width; + rect.bottom = sourceBox.y + sourceBox.height; + + return mBlit->copyTexture(context, source, sourceLevel, rect, destFormat, destOffset, storage, + destTarget, destLevel, unpackFlipY, unpackPremultiplyAlpha, + unpackUnmultiplyAlpha); +} + +angle::Result Renderer9::copyCompressedTexture(const gl::Context *context, + const gl::Texture *source, + GLint sourceLevel, + TextureStorage *storage, + GLint destLevel) +{ + ANGLE_HR_UNREACHABLE(GetImplAs<Context9>(context)); + return angle::Result::Stop; +} + +angle::Result Renderer9::createRenderTarget(const gl::Context *context, + int width, + int height, + GLenum format, + GLsizei samples, + RenderTargetD3D **outRT) +{ + const d3d9::TextureFormat &d3d9FormatInfo = d3d9::GetTextureFormatInfo(format); + + const gl::TextureCaps &textureCaps = getNativeTextureCaps().get(format); + GLuint supportedSamples = textureCaps.getNearestSamples(samples); + + IDirect3DTexture9 *texture = nullptr; + IDirect3DSurface9 *renderTarget = nullptr; + if (width > 0 && height > 0) + { + bool requiresInitialization = false; + HRESULT result = D3DERR_INVALIDCALL; + + const gl::InternalFormat &formatInfo = gl::GetSizedInternalFormatInfo(format); + if (formatInfo.depthBits > 0 || formatInfo.stencilBits > 0) + { + result = mDevice->CreateDepthStencilSurface( + width, height, d3d9FormatInfo.renderFormat, + gl_d3d9::GetMultisampleType(supportedSamples), 0, FALSE, &renderTarget, nullptr); + } + else + { + requiresInitialization = (d3d9FormatInfo.dataInitializerFunction != nullptr); + if (supportedSamples > 0) + { + result = mDevice->CreateRenderTarget(width, height, d3d9FormatInfo.renderFormat, + gl_d3d9::GetMultisampleType(supportedSamples), + 0, FALSE, &renderTarget, nullptr); + } + else + { + result = mDevice->CreateTexture( + width, height, 1, D3DUSAGE_RENDERTARGET, d3d9FormatInfo.texFormat, + getTexturePool(D3DUSAGE_RENDERTARGET), &texture, nullptr); + if (!FAILED(result)) + { + result = texture->GetSurfaceLevel(0, &renderTarget); + } + } + } + + ANGLE_TRY_HR(GetImplAs<Context9>(context), result, "Failed to create render target"); + + if (requiresInitialization) + { + // This format requires that the data be initialized before the render target can be + // used Unfortunately this requires a Get call on the d3d device but it is far better + // than having to mark the render target as lockable and copy data to the gpu. + IDirect3DSurface9 *prevRenderTarget = nullptr; + mDevice->GetRenderTarget(0, &prevRenderTarget); + mDevice->SetRenderTarget(0, renderTarget); + mDevice->Clear(0, nullptr, D3DCLEAR_TARGET, D3DCOLOR_RGBA(0, 0, 0, 255), 0.0f, 0); + mDevice->SetRenderTarget(0, prevRenderTarget); + } + } + + *outRT = new TextureRenderTarget9(texture, 0, renderTarget, format, width, height, 1, + supportedSamples); + return angle::Result::Continue; +} + +angle::Result Renderer9::createRenderTargetCopy(const gl::Context *context, + RenderTargetD3D *source, + RenderTargetD3D **outRT) +{ + ASSERT(source != nullptr); + + RenderTargetD3D *newRT = nullptr; + ANGLE_TRY(createRenderTarget(context, source->getWidth(), source->getHeight(), + source->getInternalFormat(), source->getSamples(), &newRT)); + + RenderTarget9 *source9 = GetAs<RenderTarget9>(source); + RenderTarget9 *dest9 = GetAs<RenderTarget9>(newRT); + + HRESULT result = mDevice->StretchRect(source9->getSurface(), nullptr, dest9->getSurface(), + nullptr, D3DTEXF_NONE); + ANGLE_TRY_HR(GetImplAs<Context9>(context), result, "Failed to copy render target"); + + *outRT = newRT; + return angle::Result::Continue; +} + +angle::Result Renderer9::loadExecutable(d3d::Context *context, + const uint8_t *function, + size_t length, + gl::ShaderType type, + const std::vector<D3DVarying> &streamOutVaryings, + bool separatedOutputBuffers, + ShaderExecutableD3D **outExecutable) +{ + // Transform feedback is not supported in ES2 or D3D9 + ASSERT(streamOutVaryings.empty()); + + switch (type) + { + case gl::ShaderType::Vertex: + { + IDirect3DVertexShader9 *vshader = nullptr; + ANGLE_TRY(createVertexShader(context, (DWORD *)function, length, &vshader)); + *outExecutable = new ShaderExecutable9(function, length, vshader); + } + break; + case gl::ShaderType::Fragment: + { + IDirect3DPixelShader9 *pshader = nullptr; + ANGLE_TRY(createPixelShader(context, (DWORD *)function, length, &pshader)); + *outExecutable = new ShaderExecutable9(function, length, pshader); + } + break; + default: + ANGLE_HR_UNREACHABLE(context); + } + + return angle::Result::Continue; +} + +angle::Result Renderer9::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) +{ + // Transform feedback is not supported in ES2 or D3D9 + ASSERT(streamOutVaryings.empty()); + + std::stringstream profileStream; + + switch (type) + { + case gl::ShaderType::Vertex: + profileStream << "vs"; + break; + case gl::ShaderType::Fragment: + profileStream << "ps"; + break; + default: + ANGLE_HR_UNREACHABLE(context); + } + + profileStream << "_" << ((getMajorShaderModel() >= 3) ? 3 : 2); + profileStream << "_" + << "0"; + + std::string profile = profileStream.str(); + + UINT flags = ANGLE_COMPILE_OPTIMIZATION_LEVEL; + + if (workarounds.skipOptimization) + { + flags = D3DCOMPILE_SKIP_OPTIMIZATION; + } + else if (workarounds.useMaxOptimization) + { + flags = D3DCOMPILE_OPTIMIZATION_LEVEL3; + } + + if (gl::DebugAnnotationsActive(/*context=*/nullptr)) + { +#ifndef NDEBUG + flags = D3DCOMPILE_SKIP_OPTIMIZATION; +#endif + + flags |= D3DCOMPILE_DEBUG; + } + + // Sometimes D3DCompile will fail with the default compilation flags for complicated shaders + // when it would otherwise pass with alternative options. Try the default flags first and if + // compilation fails, try some alternatives. + std::vector<CompileConfig> configs; + configs.push_back(CompileConfig(flags, "default")); + configs.push_back(CompileConfig(flags | D3DCOMPILE_AVOID_FLOW_CONTROL, "avoid flow control")); + configs.push_back(CompileConfig(flags | D3DCOMPILE_PREFER_FLOW_CONTROL, "prefer flow control")); + + ID3DBlob *binary = nullptr; + std::string debugInfo; + angle::Result error = mCompiler.compileToBinary(context, infoLog, shaderHLSL, profile, configs, + nullptr, &binary, &debugInfo); + ANGLE_TRY(error); + + // It's possible that binary is NULL if the compiler failed in all configurations. Set the + // executable to NULL and return GL_NO_ERROR to signify that there was a link error but the + // internal state is still OK. + if (!binary) + { + *outExectuable = nullptr; + return angle::Result::Continue; + } + + error = loadExecutable(context, reinterpret_cast<const uint8_t *>(binary->GetBufferPointer()), + binary->GetBufferSize(), type, streamOutVaryings, separatedOutputBuffers, + outExectuable); + + SafeRelease(binary); + ANGLE_TRY(error); + + if (!debugInfo.empty()) + { + (*outExectuable)->appendDebugInfo(debugInfo); + } + + return angle::Result::Continue; +} + +angle::Result Renderer9::ensureHLSLCompilerInitialized(d3d::Context *context) +{ + return mCompiler.ensureInitialized(context); +} + +UniformStorageD3D *Renderer9::createUniformStorage(size_t storageSize) +{ + return new UniformStorageD3D(storageSize); +} + +angle::Result Renderer9::boxFilter(Context9 *context9, + IDirect3DSurface9 *source, + IDirect3DSurface9 *dest) +{ + return mBlit->boxFilter(context9, source, dest); +} + +D3DPOOL Renderer9::getTexturePool(DWORD usage) const +{ + if (mD3d9Ex != nullptr) + { + return D3DPOOL_DEFAULT; + } + else + { + if (!(usage & (D3DUSAGE_DEPTHSTENCIL | D3DUSAGE_RENDERTARGET))) + { + return D3DPOOL_MANAGED; + } + } + + return D3DPOOL_DEFAULT; +} + +angle::Result Renderer9::copyToRenderTarget(const gl::Context *context, + IDirect3DSurface9 *dest, + IDirect3DSurface9 *source, + bool fromManaged) +{ + ASSERT(source && dest); + + Context9 *context9 = GetImplAs<Context9>(context); + + HRESULT result = D3DERR_OUTOFVIDEOMEMORY; + + if (fromManaged) + { + D3DSURFACE_DESC desc; + source->GetDesc(&desc); + + IDirect3DSurface9 *surf = 0; + result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, + D3DPOOL_SYSTEMMEM, &surf, nullptr); + + if (SUCCEEDED(result)) + { + ANGLE_TRY(Image9::CopyLockableSurfaces(context9, surf, source)); + result = mDevice->UpdateSurface(surf, nullptr, dest, nullptr); + SafeRelease(surf); + } + } + else + { + endScene(); + result = mDevice->StretchRect(source, nullptr, dest, nullptr, D3DTEXF_NONE); + } + + ANGLE_TRY_HR(context9, result, "Failed to blit internal texture"); + return angle::Result::Continue; +} + +RendererClass Renderer9::getRendererClass() const +{ + return RENDERER_D3D9; +} + +ImageD3D *Renderer9::createImage() +{ + return new Image9(this); +} + +ExternalImageSiblingImpl *Renderer9::createExternalImageSibling(const gl::Context *context, + EGLenum target, + EGLClientBuffer buffer, + const egl::AttributeMap &attribs) +{ + UNREACHABLE(); + return nullptr; +} + +angle::Result Renderer9::generateMipmap(const gl::Context *context, ImageD3D *dest, ImageD3D *src) +{ + Image9 *src9 = GetAs<Image9>(src); + Image9 *dst9 = GetAs<Image9>(dest); + return Image9::GenerateMipmap(GetImplAs<Context9>(context), dst9, src9); +} + +angle::Result Renderer9::generateMipmapUsingD3D(const gl::Context *context, + TextureStorage *storage, + const gl::TextureState &textureState) +{ + ANGLE_HR_UNREACHABLE(GetImplAs<Context9>(context)); + return angle::Result::Stop; +} + +angle::Result Renderer9::copyImage(const gl::Context *context, + ImageD3D *dest, + ImageD3D *source, + const gl::Box &sourceBox, + const gl::Offset &destOffset, + bool unpackFlipY, + bool unpackPremultiplyAlpha, + bool unpackUnmultiplyAlpha) +{ + Image9 *dest9 = GetAs<Image9>(dest); + Image9 *src9 = GetAs<Image9>(source); + return Image9::CopyImage(context, dest9, src9, sourceBox.toRect(), destOffset, unpackFlipY, + unpackPremultiplyAlpha, unpackUnmultiplyAlpha); +} + +TextureStorage *Renderer9::createTextureStorage2D(SwapChainD3D *swapChain, const std::string &label) +{ + SwapChain9 *swapChain9 = GetAs<SwapChain9>(swapChain); + return new TextureStorage9_2D(this, swapChain9, label); +} + +TextureStorage *Renderer9::createTextureStorageEGLImage(EGLImageD3D *eglImage, + RenderTargetD3D *renderTargetD3D, + const std::string &label) +{ + return new TextureStorage9_EGLImage(this, eglImage, GetAs<RenderTarget9>(renderTargetD3D), + label); +} + +TextureStorage *Renderer9::createTextureStorageBuffer( + const gl::OffsetBindingPointer<gl::Buffer> &buffer, + GLenum internalFormat, + const std::string &label) +{ + UNREACHABLE(); + return nullptr; +} + +TextureStorage *Renderer9::createTextureStorageExternal( + egl::Stream *stream, + const egl::Stream::GLTextureDescription &desc, + const std::string &label) +{ + UNIMPLEMENTED(); + return nullptr; +} + +TextureStorage *Renderer9::createTextureStorage2D(GLenum internalformat, + BindFlags bindFlags, + GLsizei width, + GLsizei height, + int levels, + const std::string &label, + bool hintLevelZeroOnly) +{ + return new TextureStorage9_2D(this, internalformat, bindFlags.renderTarget, width, height, + levels, label); +} + +TextureStorage *Renderer9::createTextureStorageCube(GLenum internalformat, + BindFlags bindFlags, + int size, + int levels, + bool hintLevelZeroOnly, + const std::string &label) +{ + return new TextureStorage9_Cube(this, internalformat, bindFlags.renderTarget, size, levels, + hintLevelZeroOnly, label); +} + +TextureStorage *Renderer9::createTextureStorage3D(GLenum internalformat, + BindFlags bindFlags, + GLsizei width, + GLsizei height, + GLsizei depth, + int levels, + const std::string &label) +{ + // 3D textures are not supported by the D3D9 backend. + UNREACHABLE(); + + return nullptr; +} + +TextureStorage *Renderer9::createTextureStorage2DArray(GLenum internalformat, + BindFlags bindFlags, + GLsizei width, + GLsizei height, + GLsizei depth, + int levels, + const std::string &label) +{ + // 2D array textures are not supported by the D3D9 backend. + UNREACHABLE(); + + return nullptr; +} + +TextureStorage *Renderer9::createTextureStorage2DMultisample(GLenum internalformat, + GLsizei width, + GLsizei height, + int levels, + int samples, + bool fixedSampleLocations, + const std::string &label) +{ + // 2D multisampled textures are not supported by the D3D9 backend. + UNREACHABLE(); + + return nullptr; +} + +TextureStorage *Renderer9::createTextureStorage2DMultisampleArray(GLenum internalformat, + GLsizei width, + GLsizei height, + GLsizei depth, + int levels, + int samples, + bool fixedSampleLocations, + const std::string &label) +{ + // 2D multisampled textures are not supported by the D3D9 backend. + UNREACHABLE(); + + return nullptr; +} + +bool Renderer9::getLUID(LUID *adapterLuid) const +{ + adapterLuid->HighPart = 0; + adapterLuid->LowPart = 0; + + if (mD3d9Ex) + { + mD3d9Ex->GetAdapterLUID(mAdapter, adapterLuid); + return true; + } + + return false; +} + +VertexConversionType Renderer9::getVertexConversionType(angle::FormatID vertexFormatID) const +{ + return d3d9::GetVertexFormatInfo(getCapsDeclTypes(), vertexFormatID).conversionType; +} + +GLenum Renderer9::getVertexComponentType(angle::FormatID vertexFormatID) const +{ + return d3d9::GetVertexFormatInfo(getCapsDeclTypes(), vertexFormatID).componentType; +} + +angle::Result Renderer9::getVertexSpaceRequired(const gl::Context *context, + const gl::VertexAttribute &attrib, + const gl::VertexBinding &binding, + size_t count, + GLsizei instances, + GLuint baseInstance, + unsigned int *bytesRequiredOut) const +{ + if (!attrib.enabled) + { + *bytesRequiredOut = 16u; + return angle::Result::Continue; + } + + angle::FormatID vertexFormatID = gl::GetVertexFormatID(attrib, gl::VertexAttribType::Float); + const d3d9::VertexFormat &d3d9VertexInfo = + d3d9::GetVertexFormatInfo(getCapsDeclTypes(), vertexFormatID); + + unsigned int elementCount = 0; + const unsigned int divisor = binding.getDivisor(); + if (instances == 0 || divisor == 0) + { + elementCount = static_cast<unsigned int>(count); + } + else + { + // Round up to divisor, if possible + elementCount = UnsignedCeilDivide(static_cast<unsigned int>(instances), divisor); + } + + bool check = (d3d9VertexInfo.outputElementSize > + std::numeric_limits<unsigned int>::max() / elementCount); + ANGLE_CHECK(GetImplAs<Context9>(context), !check, + "New vertex buffer size would result in an overflow.", GL_OUT_OF_MEMORY); + + *bytesRequiredOut = static_cast<unsigned int>(d3d9VertexInfo.outputElementSize) * elementCount; + return angle::Result::Continue; +} + +void Renderer9::generateCaps(gl::Caps *outCaps, + gl::TextureCapsMap *outTextureCaps, + gl::Extensions *outExtensions, + gl::Limitations *outLimitations) const +{ + d3d9_gl::GenerateCaps(mD3d9, mDevice, mDeviceType, mAdapter, outCaps, outTextureCaps, + outExtensions, outLimitations); +} + +void Renderer9::initializeFeatures(angle::FeaturesD3D *features) const +{ + if (!mDisplay->getState().featuresAllDisabled) + { + d3d9::InitializeFeatures(features); + } + ApplyFeatureOverrides(features, mDisplay->getState()); +} + +void Renderer9::initializeFrontendFeatures(angle::FrontendFeatures *features) const {} + +DeviceImpl *Renderer9::createEGLDevice() +{ + return new DeviceD3D(EGL_D3D9_DEVICE_ANGLE, mDevice); +} + +Renderer9::CurSamplerState::CurSamplerState() + : forceSet(true), baseLevel(std::numeric_limits<size_t>::max()), samplerState() +{} + +angle::Result Renderer9::genericDrawElements(const gl::Context *context, + gl::PrimitiveMode mode, + GLsizei count, + gl::DrawElementsType type, + const void *indices, + GLsizei instances) +{ + const gl::State &state = context->getState(); + gl::Program *program = context->getState().getProgram(); + ASSERT(program != nullptr); + ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program); + bool usesPointSize = programD3D->usesPointSize(); + + programD3D->updateSamplerMapping(); + + if (!applyPrimitiveType(mode, count, usesPointSize)) + { + return angle::Result::Continue; + } + + ANGLE_TRY(updateState(context, mode)); + ANGLE_TRY(applyTextures(context)); + ANGLE_TRY(applyShaders(context, mode)); + + if (!skipDraw(state, mode)) + { + ANGLE_TRY(drawElementsImpl(context, mode, count, type, indices, instances)); + } + + return angle::Result::Continue; +} + +angle::Result Renderer9::genericDrawArrays(const gl::Context *context, + gl::PrimitiveMode mode, + GLint first, + GLsizei count, + GLsizei instances) +{ + gl::Program *program = context->getState().getProgram(); + ASSERT(program != nullptr); + ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program); + bool usesPointSize = programD3D->usesPointSize(); + + programD3D->updateSamplerMapping(); + + if (!applyPrimitiveType(mode, count, usesPointSize)) + { + return angle::Result::Continue; + } + + ANGLE_TRY(updateState(context, mode)); + ANGLE_TRY(applyVertexBuffer(context, mode, first, count, instances, nullptr)); + ANGLE_TRY(applyTextures(context)); + ANGLE_TRY(applyShaders(context, mode)); + + if (!skipDraw(context->getState(), mode)) + { + ANGLE_TRY(drawArraysImpl(context, mode, first, count, instances)); + } + + return angle::Result::Continue; +} + +FramebufferImpl *Renderer9::createDefaultFramebuffer(const gl::FramebufferState &state) +{ + return new Framebuffer9(state, this); +} + +gl::Version Renderer9::getMaxSupportedESVersion() const +{ + return gl::Version(2, 0); +} + +gl::Version Renderer9::getMaxConformantESVersion() const +{ + return gl::Version(2, 0); +} + +angle::Result Renderer9::clearRenderTarget(const gl::Context *context, + RenderTargetD3D *renderTarget, + const gl::ColorF &clearColorValue, + const float clearDepthValue, + const unsigned int clearStencilValue) +{ + D3DCOLOR color = + D3DCOLOR_ARGB(gl::unorm<8>(clearColorValue.alpha), gl::unorm<8>(clearColorValue.red), + gl::unorm<8>(clearColorValue.green), gl::unorm<8>(clearColorValue.blue)); + float depth = clearDepthValue; + DWORD stencil = clearStencilValue & 0x000000FF; + + unsigned int renderTargetSerial = renderTarget->getSerial(); + RenderTarget9 *renderTarget9 = GetAs<RenderTarget9>(renderTarget); + IDirect3DSurface9 *renderTargetSurface = renderTarget9->getSurface(); + ASSERT(renderTargetSurface); + + DWORD dxClearFlags = 0; + + const gl::InternalFormat &internalFormatInfo = + gl::GetSizedInternalFormatInfo(renderTarget->getInternalFormat()); + if (internalFormatInfo.depthBits > 0 || internalFormatInfo.stencilBits > 0) + { + dxClearFlags = D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL; + if (mAppliedDepthStencilSerial != renderTargetSerial) + { + mDevice->SetDepthStencilSurface(renderTargetSurface); + } + } + else + { + dxClearFlags = D3DCLEAR_TARGET; + if (mAppliedRenderTargetSerial != renderTargetSerial) + { + mDevice->SetRenderTarget(0, renderTargetSurface); + } + } + SafeRelease(renderTargetSurface); + + D3DVIEWPORT9 viewport; + viewport.X = 0; + viewport.Y = 0; + viewport.Width = renderTarget->getWidth(); + viewport.Height = renderTarget->getHeight(); + mDevice->SetViewport(&viewport); + + mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE); + + mDevice->Clear(0, nullptr, dxClearFlags, color, depth, stencil); + + markAllStateDirty(); + + return angle::Result::Continue; +} + +bool Renderer9::canSelectViewInVertexShader() const +{ + return false; +} + +// For each Direct3D sampler of either the pixel or vertex stage, +// looks up the corresponding OpenGL texture image unit and texture type, +// and sets the texture and its addressing/filtering state (or NULL when inactive). +// Sampler mapping needs to be up-to-date on the program object before this is called. +angle::Result Renderer9::applyTextures(const gl::Context *context, gl::ShaderType shaderType) +{ + const auto &glState = context->getState(); + const auto &caps = context->getCaps(); + ProgramD3D *programD3D = GetImplAs<ProgramD3D>(glState.getProgram()); + + ASSERT(!programD3D->isSamplerMappingDirty()); + + // TODO(jmadill): Use the Program's sampler bindings. + const gl::ActiveTexturesCache &activeTextures = glState.getActiveTexturesCache(); + + const gl::RangeUI samplerRange = programD3D->getUsedSamplerRange(shaderType); + for (unsigned int samplerIndex = samplerRange.low(); samplerIndex < samplerRange.high(); + samplerIndex++) + { + GLint textureUnit = programD3D->getSamplerMapping(shaderType, samplerIndex, caps); + ASSERT(textureUnit != -1); + gl::Texture *texture = activeTextures[textureUnit]; + + // A nullptr texture indicates incomplete. + if (texture) + { + gl::Sampler *samplerObject = glState.getSampler(textureUnit); + + const gl::SamplerState &samplerState = + samplerObject ? samplerObject->getSamplerState() : texture->getSamplerState(); + + ANGLE_TRY(setSamplerState(context, shaderType, samplerIndex, texture, samplerState)); + ANGLE_TRY(setTexture(context, shaderType, samplerIndex, texture)); + } + else + { + gl::TextureType textureType = + programD3D->getSamplerTextureType(shaderType, samplerIndex); + + // Texture is not sampler complete or it is in use by the framebuffer. Bind the + // incomplete texture. + gl::Texture *incompleteTexture = nullptr; + ANGLE_TRY(getIncompleteTexture(context, textureType, &incompleteTexture)); + ANGLE_TRY(setSamplerState(context, shaderType, samplerIndex, incompleteTexture, + incompleteTexture->getSamplerState())); + ANGLE_TRY(setTexture(context, shaderType, samplerIndex, incompleteTexture)); + } + } + + // Set all the remaining textures to NULL + int samplerCount = (shaderType == gl::ShaderType::Fragment) + ? caps.maxShaderTextureImageUnits[gl::ShaderType::Fragment] + : caps.maxShaderTextureImageUnits[gl::ShaderType::Vertex]; + + // TODO(jmadill): faster way? + for (int samplerIndex = samplerRange.high(); samplerIndex < samplerCount; samplerIndex++) + { + ANGLE_TRY(setTexture(context, shaderType, samplerIndex, nullptr)); + } + + return angle::Result::Continue; +} + +angle::Result Renderer9::applyTextures(const gl::Context *context) +{ + ANGLE_TRY(applyTextures(context, gl::ShaderType::Vertex)); + ANGLE_TRY(applyTextures(context, gl::ShaderType::Fragment)); + return angle::Result::Continue; +} + +angle::Result Renderer9::getIncompleteTexture(const gl::Context *context, + gl::TextureType type, + gl::Texture **textureOut) +{ + return GetImplAs<Context9>(context)->getIncompleteTexture(context, type, textureOut); +} + +angle::Result Renderer9::ensureVertexDataManagerInitialized(const gl::Context *context) +{ + if (!mVertexDataManager) + { + mVertexDataManager = new VertexDataManager(this); + ANGLE_TRY(mVertexDataManager->initialize(context)); + } + + return angle::Result::Continue; +} + +std::string Renderer9::getVendorString() const +{ + return GetVendorString(getVendorId()); +} + +std::string Renderer9::getVersionString(bool includeFullVersion) const +{ + std::ostringstream versionString; + std::string driverName(mAdapterIdentifier.Driver); + if (!driverName.empty()) + { + versionString << mAdapterIdentifier.Driver; + } + else + { + versionString << "D3D9"; + } + + if (includeFullVersion) + { + versionString << " -"; + versionString << GetDriverVersionString(mAdapterIdentifier.DriverVersion); + } + + return versionString.str(); +} + +RendererD3D *CreateRenderer9(egl::Display *display) +{ + return new Renderer9(display); +} + +} // namespace rx |