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-rw-r--r--gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d9/Renderer9.cpp3338
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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, &currentDisplayMode);
+
+ // 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, &currentDisplayMode);
+
+ // 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