// gdraw_d3d.cpp - author: Sean Barrett - copyright 2009-2011 RAD Game Tools // // This implements the Iggy graphics driver layer for Direct3D 9. // GDraw consists of several components that interact fairly loosely with each other; // e.g. the resource management, drawing and filtering parts are all fairly independent // of each other. If you want to modify some aspect of GDraw - say the texture allocation // logic - your best bet is usually to just look for one of the related entry points, // e.g. MakeTextureBegin, and take it from there. There's a bunch of code in this file, // but none of it is really complicated. // // The one bit you might want to change that's not that localized is to integrate // GDraw with an existing state caching system. The following bits all modify D3D state // in some way: // - The rendering helpers (set_viewport_raw, set_projection_raw, set_*_renderstate) // - RenderTile*/TextureDrawBuffer* may change the active rendertarget and depth/stencil surface, // as do D3D_NoMoreGDrawThisFrame and set_render_target // - set_texture // - set_renderstate and set_renderstate_full. These are the main places where render state changes occur; // you should probably start here. // - DrawIndexedTriangles sets the active vertex/index buffers and vertex declaration // - Most of the functions in the "filter effects" section modify D3D state, mostly // pixel shader constants and textures #define WIN32_LEAN_AND_MEAN #include #include #include #include // We temporarily disable this warning for the shared interface portions #pragma warning (push) #pragma warning (disable: 4201) // nonstandard extension used : nameless struct/union #include "gdraw.h" #include "iggy.h" #include "gdraw_d3d.h" // The native handle type holds resource handles and a coarse description. typedef union { // handle that is a texture struct { IDirect3DTexture9 *d3d; IDirect3DTexture9 *d3d_msaa; U32 w, h; } tex; // handle that is a vertex buffer struct { IDirect3DVertexBuffer9 *base; IDirect3DIndexBuffer9 *indices; } vbuf; } GDrawNativeHandle; #define GDRAW_D3D // this controls the next include so the cache gets declared with the correct types, which makes it typesafe #include "gdraw_shared.inl" #pragma warning (pop) // max rendertarget stack depth. this depends on the extent to which you // use filters and non-standard blend modes, and how nested they are. #define MAX_RENDER_STACK_DEPTH 8 // Iggy is hardcoded to a limit of 16... probably 1-3 is realistic #define AATEX_SAMPLER 7 // sampler that aa_tex gets set in #define QUAD_IB_COUNT 2048 // quad index buffer has indices for this many quads #define ASSERT_COUNT(a,b) ((a) == (b) ? (b) : -1) static GDrawFunctions gdraw_funcs; // render target state typedef struct { GDrawHandle *color_buffer; S32 base_x, base_y, width, height; U32 flags; rrbool cached; } GDrawFramebufferState; struct ProgramWithCachedVariableLocations { DWORD *bytecode; union { IDirect3DPixelShader9 *pshader; IDirect3DVertexShader9 *vshader; }; int vars[MAX_VARS]; // it's unsigned in d3d, but we want an 'undefined' value }; /////////////////////////////////////////////////////////////////////////////// // // GDraw data structure // // // This is the primary rendering abstraction, which hides all // the platform-specific rendering behavior from Iggy. It is // full of platform-specific graphics state, and also general // graphics state so that it doesn't have to callback into Iggy // to get at that graphics state. typedef struct { IDirect3DDevice9 *d3d_device; // fragment shaders ProgramWithCachedVariableLocations fprog[GDRAW_TEXTURE__count][3]; ProgramWithCachedVariableLocations exceptional_blend[GDRAW_BLENDSPECIAL__count]; ProgramWithCachedVariableLocations filter_prog[2][16]; ProgramWithCachedVariableLocations blur_prog[MAX_TAPS+1]; ProgramWithCachedVariableLocations colormatrix; ProgramWithCachedVariableLocations manual_clear; // vertex declarations IDirect3DVertexDeclaration9 *vdec[GDRAW_vformat__count]; // vertex shaders ProgramWithCachedVariableLocations vert[GDRAW_vformat__count]; // [format] // render targets GDrawHandleCache rendertargets; GDrawHandle rendertarget_handles[MAX_RENDER_STACK_DEPTH]; // not -1, because we use +1 to initialize gswf_recti rt_valid[MAX_RENDER_STACK_DEPTH+1]; // valid rect for texture clamping // size of our render targets S32 frametex_width, frametex_height; // viewport setting (in pixels) for current frame S32 vx,vy; S32 fw,fh; // full width/height of virtual display S32 tw,th; // actual width/height of current tile S32 tpw,tph; // width/height of padded version of tile S32 tx0,ty0; S32 tx0p,ty0p; rrbool in_blur; F32 projection[4]; // scalex,scaley,transx,transy rrbool use_3d; F32 xform_3d[3][4]; IDirect3DSurface9 *main_framebuffer; IDirect3DSurface9 *main_depthbuffer; IDirect3DSurface9 *rt_depthbuffer; // non-multisampled rendertarget depth buffer. only used when MSAA is on! rrbool main_msaa; // does main framebuffer have MSAA enabled? IDirect3DTexture9 *aa_tex; // scale factors converting worldspace to viewspace <0,0>.. F32 world_to_pixel[2]; // cached state U32 scissor_state; // ~0 if unknown, otherwise 0 or 1 int blend_mode; // -1 if unknown, otherwise GDRAW_BLEND_* U32 stencil_key; // field built from stencil test flags. 0=no stencil, ~0 is used for "unknown state" U32 z_key; // same for z-writes/z-test rrbool last_was_3d; // render-state stack described above for 'temporary' rendering GDrawFramebufferState frame[MAX_RENDER_STACK_DEPTH]; GDrawFramebufferState *cur; // texture and vertex buffer pools GDrawHandleCache *texturecache; GDrawHandleCache *vbufcache; // mipmapping GDrawMipmapContext mipmap; rrbool conditional_nonpow2; // stat tracking rrbool frame_done; U64 frame_counter; // error reporting void (__cdecl *error_handler)(HRESULT hr); } GDraw; static GDraw *gdraw; // not a real index buffer because we only get quads via user pointer static U16 quad_ib[QUAD_IB_COUNT*6]; //////////////////////////////////////////////////////////////////////// // // Error handling // static void report_d3d_error(HRESULT hr, char *call, char *context) { if (hr == E_OUTOFMEMORY) IggyGDrawSendWarning(NULL, "GDraw D3D out of memory in %s%s", call, context); else IggyGDrawSendWarning(NULL, "GDraw D3D error in %s%s: 0x%08x", call, context, hr); } //////////////////////////////////////////////////////////////////////// // // General resource management for both textures and vertex buffers // template static void safe_release(T *&p) { if (p) { p->Release(); p = NULL; } } static void unbind_resources(void) { IDirect3DDevice9 *d3d = gdraw->d3d_device; S32 i; // unset active textures and vertex/index buffers, // to make sure there are no dangling refs for (i=0; i < 3; ++i) d3d->SetTexture(i, NULL); d3d->SetStreamSource(0, NULL, 0, 0); d3d->SetIndices(NULL); } static void api_free_resource(GDrawHandle *r) { unbind_resources(); if (r->state != GDRAW_HANDLE_STATE_user_owned) { if (!r->cache->is_vertex) { safe_release(r->handle.tex.d3d); } else { safe_release(r->handle.vbuf.base); safe_release(r->handle.vbuf.indices); } } } static void RADLINK gdraw_UnlockHandles(GDrawStats * /*stats*/) { gdraw_HandleCacheUnlockAll(gdraw->texturecache); gdraw_HandleCacheUnlockAll(gdraw->vbufcache); } //////////////////////////////////////////////////////////////////////// // // Texture creation/updating/deletion // extern GDrawTexture *gdraw_D3D_WrappedTextureCreate(IDirect3DTexture9 *texhandle) { GDrawStats stats={0}; GDrawHandle *p = gdraw_res_alloc_begin(gdraw->texturecache, 0, &stats); // it may need to free one item to give us a handle p->handle.tex.d3d = texhandle; p->handle.tex.w = 1; p->handle.tex.h = 1; gdraw_HandleCacheAllocateEnd(p, 0, NULL, GDRAW_HANDLE_STATE_user_owned); return (GDrawTexture *) p; } extern void gdraw_D3D_WrappedTextureChange(GDrawTexture *tex, IDirect3DTexture9 *texhandle) { GDrawHandle *p = (GDrawHandle *) tex; p->handle.tex.d3d = texhandle; } extern void gdraw_D3D_WrappedTextureDestroy(GDrawTexture *tex) { GDrawStats stats={0}; gdraw_res_free((GDrawHandle *) tex, &stats); } static void RADLINK gdraw_SetTextureUniqueID(GDrawTexture *tex, void *old_id, void *new_id) { GDrawHandle *p = (GDrawHandle *) tex; // if this is still the handle it's thought to be, change the owner; // if the owner *doesn't* match, then they're changing a stale handle, so ignore if (p->owner == old_id) p->owner = new_id; } static rrbool RADLINK gdraw_MakeTextureBegin(void *owner, S32 width, S32 height, gdraw_texture_format format, U32 flags, GDraw_MakeTexture_ProcessingInfo *p, GDrawStats *stats) { GDrawHandle *t = NULL; D3DFORMAT d3dfmt; S32 bpp; if (format == GDRAW_TEXTURE_FORMAT_rgba32) { d3dfmt = D3DFMT_A8R8G8B8; bpp = 4; } else { d3dfmt = D3DFMT_A8; bpp = 1; } // compute estimated size of texture in video memory S32 size = width*height*bpp; if (flags & GDRAW_MAKETEXTURE_FLAGS_mipmap) size = size*4/3; // not correct for non-square // allocate a handle and make room in the cache for this much data t = gdraw_res_alloc_begin(gdraw->texturecache, size, stats); if (!t) return NULL; HRESULT hr = gdraw->d3d_device->CreateTexture(width, height, (flags & GDRAW_MAKETEXTURE_FLAGS_mipmap) ? 0 : 1, 0, d3dfmt, D3DPOOL_MANAGED, &t->handle.tex.d3d, NULL); if (FAILED(hr)) { gdraw_HandleCacheAllocateFail(t); IggyGDrawSendWarning(NULL, "GDraw CreateTexture() call failed with error code 0x%08x", hr); return false; } t->handle.tex.w = width; t->handle.tex.h = height; gdraw_HandleCacheAllocateEnd(t, size, owner, (flags & GDRAW_MAKETEXTURE_FLAGS_never_flush) ? GDRAW_HANDLE_STATE_pinned : GDRAW_HANDLE_STATE_locked); stats->nonzero_flags |= GDRAW_STATS_alloc_tex; stats->alloc_tex += 1; stats->alloc_tex_bytes += size; p->texture_type = GDRAW_TEXTURE_TYPE_bgra; p->p0 = t; if (flags & GDRAW_MAKETEXTURE_FLAGS_mipmap) { rrbool ok; assert(p->temp_buffer != NULL); ok = gdraw_MipmapBegin(&gdraw->mipmap, width, height, t->handle.tex.d3d->GetLevelCount(), bpp, p->temp_buffer, p->temp_buffer_bytes); assert(ok); // this should never trigger unless the temp_buffer is way too small p->p1 = &gdraw->mipmap; p->texture_data = gdraw->mipmap.pixels[0]; p->num_rows = gdraw->mipmap.bheight; p->stride_in_bytes = gdraw->mipmap.pitch[0]; p->i0 = 0; // current output y p->i1 = bpp; } else { D3DLOCKED_RECT z; hr = t->handle.tex.d3d->LockRect(0, &z, NULL, 0); if (FAILED(hr)) { t->handle.tex.d3d->Release(); gdraw_HandleCacheAllocateFail(t); if (hr == E_OUTOFMEMORY) { IggyGDrawSendWarning(NULL, "GDraw out of texture memory allocating %dx%d (%dbpp) texture", width, height, 8*bpp); return false; } else { IggyGDrawSendWarning(NULL, "GDraw LockRect for texture allocation failed, D3D error 0x%08x\n", hr); return false; } } p->p1 = NULL; p->texture_data = (U8 *) z.pBits; p->num_rows = height; p->stride_in_bytes = z.Pitch; } return true; } static rrbool RADLINK gdraw_MakeTextureMore(GDraw_MakeTexture_ProcessingInfo *p) { GDrawHandle *t = (GDrawHandle *) p->p0; if (p->p1) { GDrawMipmapContext *c = (GDrawMipmapContext *) p->p1; U32 outy = p->i0; U32 bpp = p->i1; U32 width = c->width; U32 height = c->height; U32 bheight = c->bheight; U32 level = 0; if (outy >= c->height) return false; do { // upload data for this miplevel D3DLOCKED_RECT z; HRESULT hr = t->handle.tex.d3d->LockRect(level, &z, NULL, 0); if (FAILED(hr)) return false; for (U32 y=0; y < bheight; ++y) memcpy((U8 *) z.pBits + ((outy >> level) + y) * z.Pitch, c->pixels[level] + y * c->pitch[level], width * bpp); t->handle.tex.d3d->UnlockRect(level); // prepare next miplevel width = RR_MAX(width >> 1, 1); height = RR_MAX(height >> 1, 1); bheight = RR_MAX(bheight >> 1, 1); } while (gdraw_MipmapAddLines(c, ++level)); // prepare next chunk p->i0 += p->num_rows; p->texture_data = c->pixels[0]; p->num_rows = c->bheight = RR_MIN(c->bheight, c->height - p->i0); return true; } else return false; } static GDrawTexture * RADLINK gdraw_MakeTextureEnd(GDraw_MakeTexture_ProcessingInfo *p, GDrawStats * /*stats*/) { GDrawHandle *t = (GDrawHandle *) p->p0; if (p->p1) gdraw_MakeTextureMore(p); // use more to upload the last batch of data else t->handle.tex.d3d->UnlockRect(0); return (GDrawTexture *) t; } static rrbool RADLINK gdraw_UpdateTextureBegin(GDrawTexture *t, void *unique_id, GDrawStats * /*stats*/) { return gdraw_HandleCacheLock((GDrawHandle *) t, unique_id); } static void RADLINK gdraw_UpdateTextureRect(GDrawTexture *t, void * /*unique_id*/, S32 x, S32 y, S32 stride, S32 w, S32 h, U8 *samples, gdraw_texture_format format) { GDrawHandle *s = (GDrawHandle *) t; RECT rdest = { x, y, x+w, y+h }; S32 i, bpl = (format == GDRAW_TEXTURE_FORMAT_font ? 1 : 4) * w; D3DLOCKED_RECT lr; HRESULT hr = s->handle.tex.d3d->LockRect(0, &lr, &rdest, 0); if (FAILED(hr)) { IggyGDrawSendWarning(0, "GDraw LockRect() for texture update failed; D3D error 0x%08x", hr); return; } for (i=0; i < h; i++) memcpy((U8 *) lr.pBits + i * lr.Pitch, samples + i*stride, bpl); s->handle.tex.d3d->UnlockRect(0); } static void RADLINK gdraw_UpdateTextureEnd(GDrawTexture *t, void * /*unique_id*/, GDrawStats * /*stats*/) { gdraw_HandleCacheUnlock((GDrawHandle *) t); } static void RADLINK gdraw_FreeTexture(GDrawTexture *tt, void *unique_id, GDrawStats *stats) { GDrawHandle *t = (GDrawHandle *) tt; assert(t != NULL); // @GDRAW_ASSERT if (t->owner == unique_id || unique_id == NULL) { if (t->cache == &gdraw->rendertargets) { gdraw_HandleCacheUnlock(t); // cache it by simply not freeing it return; } gdraw_res_free(t, stats); } } static rrbool RADLINK gdraw_TryToLockTexture(GDrawTexture *t, void *unique_id, GDrawStats * /*stats*/) { return gdraw_HandleCacheLock((GDrawHandle *) t, unique_id); } static void RADLINK gdraw_DescribeTexture(GDrawTexture *tex, GDraw_Texture_Description *desc) { GDrawHandle *p = (GDrawHandle *) tex; desc->width = p->handle.tex.w; desc->height = p->handle.tex.h; desc->size_in_bytes = p->bytes; } static void RADLINK gdraw_SetAntialiasTexture(S32 width, U8 *rgba) { HRESULT hr; D3DLOCKED_RECT lr; S32 i; U8 *d; safe_release(gdraw->aa_tex); // release the old texture, if any. hr = gdraw->d3d_device->CreateTexture(width, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &gdraw->aa_tex, NULL); if (FAILED(hr)) { IggyGDrawSendWarning(0, "GDraw D3D error in CreateTexture 0x%08x", hr); return; } hr = gdraw->aa_tex->LockRect(0, &lr, NULL, 0); if (!FAILED(hr)) { d = (U8 *) lr.pBits; for (i=0; i < width; i++) { d[i*4+0] = rgba[i*4+2]; d[i*4+1] = rgba[i*4+1]; d[i*4+2] = rgba[i*4+0]; d[i*4+3] = rgba[i*4+3]; } gdraw->aa_tex->UnlockRect(0); } else IggyGDrawSendWarning(0, "GDraw D3D error in LockRect for texture creation: 0x%08x", hr); } //////////////////////////////////////////////////////////////////////// // // Vertex buffer creation/deletion // static rrbool RADLINK gdraw_MakeVertexBufferBegin(void *unique_id, gdraw_vformat /*vformat*/, S32 vbuf_size, S32 ibuf_size, GDraw_MakeVertexBuffer_ProcessingInfo *p, GDrawStats *stats) { char *failed_call; GDrawHandle *vb = gdraw_res_alloc_begin(gdraw->vbufcache, vbuf_size + ibuf_size, stats); if (!vb) return false; vb->handle.vbuf.base = NULL; vb->handle.vbuf.indices = NULL; HRESULT hr; hr = gdraw->d3d_device->CreateVertexBuffer(vbuf_size, D3DUSAGE_WRITEONLY, 0, D3DPOOL_MANAGED, &vb->handle.vbuf.base, NULL); failed_call = "CreateVertexBuffer"; if (!FAILED(hr)) { hr = gdraw->d3d_device->CreateIndexBuffer(ibuf_size, D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_MANAGED, &vb->handle.vbuf.indices, NULL); failed_call = "CreateIndexBuffer"; } if (!FAILED(hr)) { hr = vb->handle.vbuf.base->Lock(0, vbuf_size, (void **) &p->vertex_data, 0); failed_call = "Lock"; } if (!FAILED(hr)) hr = vb->handle.vbuf.indices->Lock(0, ibuf_size, (void **) &p->index_data, 0); if (FAILED(hr)) { if (vb->handle.vbuf.base) vb->handle.vbuf.base->Unlock(); // does nothing if we didn't actually lock safe_release(vb->handle.vbuf.base); safe_release(vb->handle.vbuf.indices); gdraw_HandleCacheAllocateFail(vb); report_d3d_error(hr, failed_call, " creating vertex buffer"); return false; } p->vertex_data_length = vbuf_size; p->index_data_length = ibuf_size; p->p0 = vb; gdraw_HandleCacheAllocateEnd(vb, vbuf_size + ibuf_size, unique_id, GDRAW_HANDLE_STATE_locked); return true; } static rrbool RADLINK gdraw_MakeVertexBufferMore(GDraw_MakeVertexBuffer_ProcessingInfo * /*p*/) { assert(0); return false; } static GDrawVertexBuffer * RADLINK gdraw_MakeVertexBufferEnd(GDraw_MakeVertexBuffer_ProcessingInfo *p, GDrawStats * /*stats*/) { GDrawHandle *vb = (GDrawHandle *) p->p0; vb->handle.vbuf.base->Unlock(); vb->handle.vbuf.indices->Unlock(); return (GDrawVertexBuffer *) vb; } static rrbool RADLINK gdraw_TryLockVertexBuffer(GDrawVertexBuffer *vb, void *unique_id, GDrawStats * /*stats*/) { return gdraw_HandleCacheLock((GDrawHandle *) vb, unique_id); } static void RADLINK gdraw_FreeVertexBuffer(GDrawVertexBuffer *vb, void *unique_id, GDrawStats *stats) { GDrawHandle *h = (GDrawHandle *) vb; assert(h != NULL); // @GDRAW_ASSERT if (h->owner == unique_id) gdraw_res_free(h, stats); } static void RADLINK gdraw_DescribeVertexBuffer(GDrawVertexBuffer *vbuf, GDraw_VertexBuffer_Description *desc) { GDrawHandle *p = (GDrawHandle *) vbuf; desc->size_in_bytes = p->bytes; } //////////////////////////////////////////////////////////////////////// // // Create/free (or cache) render targets // static GDrawHandle *get_color_rendertarget(GDrawStats *stats) { // try to recycle LRU rendertarget GDrawHandle *t = gdraw_HandleCacheGetLRU(&gdraw->rendertargets); if (t) { gdraw_HandleCacheLock(t, (void *) 1); return t; } // ran out of RTs, allocate a new one S32 size = gdraw->frametex_width * gdraw->frametex_height * 4; if (gdraw->rendertargets.bytes_free < size) { IggyGDrawSendWarning(NULL, "GDraw rendertarget allocation failed: hit size limit of %d bytes", gdraw->rendertargets.total_bytes); return NULL; } t = gdraw_HandleCacheAllocateBegin(&gdraw->rendertargets); if (!t) { IggyGDrawSendWarning(NULL, "GDraw rendertarget allocation failed: hit handle limit"); return t; } HRESULT hr = gdraw->d3d_device->CreateTexture(gdraw->frametex_width, gdraw->frametex_height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &t->handle.tex.d3d, NULL); if (FAILED(hr)) { report_d3d_error(hr, "CreateTexture", " creating rendertarget"); gdraw_HandleCacheAllocateFail(t); return NULL; } gdraw_HandleCacheAllocateEnd(t, size, (void *) 1, GDRAW_HANDLE_STATE_locked); stats->nonzero_flags |= GDRAW_STATS_alloc_tex; stats->alloc_tex += 1; stats->alloc_tex_bytes += size; return t; } static IDirect3DSurface9 *get_rendertarget_depthbuffer(GDrawStats *stats) { if (!gdraw->rt_depthbuffer) { HRESULT hr = gdraw->d3d_device->CreateDepthStencilSurface(gdraw->frametex_width, gdraw->frametex_height, D3DFMT_D24S8, D3DMULTISAMPLE_NONE, 0, TRUE, &gdraw->rt_depthbuffer, NULL); if (FAILED(hr)) IggyGDrawSendWarning(NULL, "GDraw D3D error in CreateDepthStencilSurface: 0x%08x", hr); else { stats->nonzero_flags |= GDRAW_STATS_alloc_tex; stats->alloc_tex += 1; stats->alloc_tex_bytes += gdraw->frametex_width * gdraw->frametex_height * 4; } } return gdraw->rt_depthbuffer; } static void flush_rendertargets(GDrawStats *stats) { gdraw_res_flush(&gdraw->rendertargets, stats); safe_release(gdraw->rt_depthbuffer); } //////////////////////////////////////////////////////////////////////// // // Vertex shader constants // #define VVAR_world0 0 #define VVAR_world1 1 #define VVAR_count_worldonly 2 // number of constants to send if you only changed world matrix #define VVAR_x_off 2 #define VVAR_count_world_xoff 3 // number of constants to send if you changed world+x_off #define VVAR_texgen_s 3 #define VVAR_texgen_t 4 #define VVAR_count 5 // number of constants to send if you changed all per-batch state #define VVAR_x3d 5 #define VVAR_y3d 6 #define VVAR_z3d 7 #define VVAR_count3d 8 // Fixed-location pixel shader constants #define PVAR_cmul 0 #define PVAR_cadd 1 #define PVAR_focal 2 #define PVAR_rescale1 3 struct VertexVars { F32 world[2][4]; F32 x_off[4]; F32 texgen_s[4]; F32 texgen_t[4]; F32 viewproj[3][4]; }; //////////////////////////////////////////////////////////////////////// // // Rendering helpers // static void set_d3d_texture(U32 sampler, IDirect3DTexture9 *tex, U32 wrap, U32 nearest) { static const int addrmodes[ASSERT_COUNT(GDRAW_WRAP__count, 4)] = { D3DTADDRESS_CLAMP, // GDRAW_WRAP_clamp D3DTADDRESS_WRAP, // GDRAW_WRAP_repeat D3DTADDRESS_MIRROR, // GDRAW_WRAP_mirror D3DTADDRESS_CLAMP, // GDRAW_WRAP_clamp_to_border (never used by client code!) }; static const int filtermodes[2] = { D3DTEXF_LINEAR, // !nearest D3DTEXF_POINT, // nearest }; assert(wrap < sizeof(addrmodes) / sizeof(addrmodes[0])); assert(nearest < sizeof(filtermodes) / sizeof(filtermodes[0])); IDirect3DDevice9 *d3d = gdraw->d3d_device; d3d->SetTexture(sampler, tex); d3d->SetSamplerState(sampler, D3DSAMP_MAGFILTER, filtermodes[nearest]); d3d->SetSamplerState(sampler, D3DSAMP_ADDRESSU, addrmodes[wrap]); d3d->SetSamplerState(sampler, D3DSAMP_ADDRESSV, addrmodes[wrap]); } static void set_viewport_raw(S32 x, S32 y, S32 w, S32 h) { D3DVIEWPORT9 vp = { x, y, w, h, 0.0f, 1.0f }; gdraw->d3d_device->SetViewport(&vp); } static void set_projection_base(void) { F32 m[3][4] = { 0 }; // x3d = < viewproj.x, 0, 0, 0 > // y3d = < 0, viewproj.y, 0, 0 > // w3d = < viewproj.z, viewproj.w, 1.0, 1.0 > m[0][0] = gdraw->projection[0]; m[1][1] = gdraw->projection[1]; m[2][0] = gdraw->projection[2]; m[2][1] = gdraw->projection[3]; m[2][2] = 1.0; m[2][3] = 1.0; gdraw->d3d_device->SetVertexShaderConstantF(VVAR_x3d, m[0], 3); } static void set_projection_raw(S32 x0, S32 x1, S32 y0, S32 y1) { gdraw->projection[0] = 2.0f / (x1-x0); gdraw->projection[1] = 2.0f / (y1-y0); gdraw->projection[2] = (x1+x0)/(F32)(x0-x1) - 0.5f * gdraw->projection[0]; // -0.5f: convert from D3D9 to GL/D3D10 pixel coordinates gdraw->projection[3] = (y1+y0)/(F32)(y0-y1) - 0.5f * gdraw->projection[1]; set_projection_base(); } static void set_viewport(void) { if (gdraw->in_blur) { set_viewport_raw(0, 0, gdraw->tpw, gdraw->tph); return; } if (gdraw->cur == gdraw->frame) // if the rendering stack is empty // render a tile-sized region to the user-request tile location set_viewport_raw(gdraw->vx, gdraw->vy, gdraw->tw, gdraw->th); else if (gdraw->cur->cached) set_viewport_raw(0, 0, gdraw->cur->width, gdraw->cur->height); else // if on the render stack, draw a padded-tile-sized region at the origin set_viewport_raw(0, 0, gdraw->tpw, gdraw->tph); } static void set_projection(void) { if (gdraw->in_blur) return; if (gdraw->cur == gdraw->frame) // if the render stack is empty set_projection_raw(gdraw->tx0, gdraw->tx0+gdraw->tw, gdraw->ty0+gdraw->th, gdraw->ty0); else if (gdraw->cur->cached) set_projection_raw(gdraw->cur->base_x, gdraw->cur->base_x+gdraw->cur->width, gdraw->cur->base_y, gdraw->cur->base_y+gdraw->cur->height); else set_projection_raw(gdraw->tx0p, gdraw->tx0p+gdraw->tpw, gdraw->ty0p+gdraw->tph, gdraw->ty0p); } static void set_common_renderstate() { IDirect3DDevice9 *d3d = gdraw->d3d_device; S32 i; // all the render states we never change while drawing d3d->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); d3d->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP); d3d->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP); d3d->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE); d3d->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_EQUAL); d3d->SetRenderState(D3DRS_STENCILREF, 255); d3d->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); d3d->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0 ); d3d->SetRenderState(D3DRS_DEPTHBIAS, 0 ); d3d->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); d3d->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE); for (i=0; i < 3; i++) { d3d->SetTextureStageState(i, D3DTSS_TEXCOORDINDEX, i); d3d->SetTextureStageState(i, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE); d3d->SetSamplerState(i, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR); d3d->SetSamplerState(i, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); d3d->SetSamplerState(i, D3DSAMP_MIPMAPLODBIAS, 0); d3d->SetSamplerState(i, D3DSAMP_MAXMIPLEVEL, 0); } d3d->SetTextureStageState(AATEX_SAMPLER, D3DTSS_TEXCOORDINDEX, AATEX_SAMPLER); d3d->SetTexture(AATEX_SAMPLER, gdraw->aa_tex); d3d->SetSamplerState(AATEX_SAMPLER, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); d3d->SetSamplerState(AATEX_SAMPLER, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); d3d->SetSamplerState(AATEX_SAMPLER, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); d3d->SetSamplerState(AATEX_SAMPLER, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); d3d->SetSamplerState(AATEX_SAMPLER, D3DSAMP_MIPMAPLODBIAS, 0); d3d->SetSamplerState(AATEX_SAMPLER, D3DSAMP_MAXMIPLEVEL, 0); // reset our state caching gdraw->scissor_state = ~0u; gdraw->blend_mode = -1; gdraw->stencil_key = ~0u; gdraw->z_key = ~0u; VertexVars vvars = { 0 }; d3d->SetVertexShaderConstantF(0, vvars.world[0], VVAR_count); } static void clear_renderstate(void) { IDirect3DDevice9 *d3d = gdraw->d3d_device; d3d->SetTexture(0, NULL); d3d->SetTexture(1, NULL); d3d->SetTexture(2, NULL); d3d->SetTexture(AATEX_SAMPLER, NULL); d3d->SetStreamSource(0, NULL, 0, 0); d3d->SetIndices(NULL); d3d->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); d3d->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS); d3d->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE); d3d->SetRenderState(D3DRS_COLORWRITEENABLE, 0xf); d3d->SetRenderState(D3DRS_STENCILENABLE, FALSE); d3d->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE); d3d->SetVertexShader(0); d3d->SetPixelShader(0); d3d->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); d3d->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); } static void clear_zbuffer(IDirect3DSurface9 *surf, U32 flags) { IDirect3DDevice9 *d3d = gdraw->d3d_device; IDirect3DSurface9 *target; D3DSURFACE_DESC desc; surf->GetDesc(&desc); // here's where it gets stupid: we need a rendertarget that's // big enough so we can actually clear the full z-buffer. // we don't actually render to it or anything, we just need to // set it... target = gdraw->main_framebuffer; if (surf != gdraw->main_depthbuffer) { // tile surface could, in theory, be larger than main framebuffer, so // check if we have at least one rendertarget matching the rt depth // buffer created and use that while clearing if possible S32 i; for (i=0; i < MAX_RENDER_STACK_DEPTH; ++i) if (gdraw->rendertargets.handle[i].handle.tex.d3d) { gdraw->rendertargets.handle[i].handle.tex.d3d->GetSurfaceLevel(0, &target); break; } } D3DVIEWPORT9 vp = { 0, 0, desc.Width, desc.Height, 0.0f, 1.0f }; d3d->SetRenderTarget(0, target); d3d->SetDepthStencilSurface(surf); d3d->SetViewport(&vp); d3d->Clear(0, NULL, flags, 0, 1.0f, 0); if (target != gdraw->main_framebuffer) target->Release(); } //////////////////////////////////////////////////////////////////////// // // Begin/end rendering of a tile and per-frame processing // void gdraw_D3D_SetTileOrigin(IDirect3DSurface9 *rt, IDirect3DSurface9 *depth, S32 x, S32 y) { D3DSURFACE_DESC desc; if (gdraw->frame_done) { ++gdraw->frame_counter; gdraw->frame_done = false; } rt->GetDesc(&desc); gdraw->main_framebuffer = rt; gdraw->main_depthbuffer = depth; gdraw->main_msaa = (desc.MultiSampleType != D3DMULTISAMPLE_NONE); gdraw->vx = x; gdraw->vy = y; } static void RADLINK gdraw_SetViewSizeAndWorldScale(S32 w, S32 h, F32 scale_x, F32 scale_y) { memset(gdraw->frame, 0, sizeof(gdraw->frame)); gdraw->cur = gdraw->frame; gdraw->fw = w; gdraw->fh = h; gdraw->tw = w; gdraw->th = h; gdraw->world_to_pixel[0] = scale_x; gdraw->world_to_pixel[1] = scale_y; set_viewport(); } static void RADLINK gdraw_Set3DTransform(F32 *mat) { if (mat == NULL) gdraw->use_3d = 0; else { gdraw->use_3d = 1; memcpy(gdraw->xform_3d, mat, sizeof(gdraw->xform_3d)); } } // must include anything necessary for texture creation/update static void RADLINK gdraw_RenderingBegin(void) { } static void RADLINK gdraw_RenderingEnd(void) { } static void RADLINK gdraw_RenderTileBegin(S32 x0, S32 y0, S32 x1, S32 y1, S32 pad, GDrawStats *stats) { if (x0 == 0 && y0 == 0 && x1 == gdraw->fw && y1 == gdraw->fh) pad = 0; gdraw->tx0 = x0; gdraw->ty0 = y0; gdraw->tw = x1-x0; gdraw->th = y1-y0; // padded region gdraw->tx0p = RR_MAX(x0 - pad, 0); gdraw->ty0p = RR_MAX(y0 - pad, 0); gdraw->tpw = RR_MIN(x1 + pad, gdraw->fw) - gdraw->tx0p; gdraw->tph = RR_MIN(y1 + pad, gdraw->fh) - gdraw->ty0p; // just record the max, but then when we texture from, we have to use // sub-regions -- alternatively, each gdraw gets its own rendertargets if (gdraw->tpw > gdraw->frametex_width || gdraw->tph > gdraw->frametex_height) { gdraw->frametex_width = RR_MAX(gdraw->tpw, gdraw->frametex_width); gdraw->frametex_height = RR_MAX(gdraw->tph, gdraw->frametex_height); flush_rendertargets(stats); } // clear our depth buffers clear_zbuffer(gdraw->main_depthbuffer, D3DCLEAR_STENCIL | D3DCLEAR_ZBUFFER); if (gdraw->rt_depthbuffer) clear_zbuffer(gdraw->rt_depthbuffer, D3DCLEAR_STENCIL | D3DCLEAR_ZBUFFER); // set our rendertarget gdraw->d3d_device->SetRenderTarget(0, gdraw->main_framebuffer); gdraw->d3d_device->SetDepthStencilSurface(gdraw->main_depthbuffer); set_viewport(); set_projection(); set_common_renderstate(); } static void RADLINK gdraw_RenderTileEnd(GDrawStats * /*stats*/) { } void gdraw_D3D_SetRendertargetSize(S32 w, S32 h) { if (gdraw && (w != gdraw->frametex_width || h != gdraw->frametex_height)) { GDrawStats stats = { 0 }; gdraw->frametex_width = w; gdraw->frametex_height = h; flush_rendertargets(&stats); } } void gdraw_D3D_NoMoreGDrawThisFrame(void) { clear_renderstate(); if (gdraw->main_framebuffer) gdraw->d3d_device->SetRenderTarget(0, gdraw->main_framebuffer); if (gdraw->main_depthbuffer) gdraw->d3d_device->SetDepthStencilSurface(gdraw->main_depthbuffer); gdraw->frame_done = true; GDrawFence now = { gdraw->frame_counter }; gdraw_HandleCacheTick(gdraw->texturecache, now); gdraw_HandleCacheTick(gdraw->vbufcache, now); } #define MAX_DEPTH_VALUE (1 << 13) static void RADLINK gdraw_GetInfo(GDrawInfo *d) { D3DCAPS9 caps; gdraw->d3d_device->GetDeviceCaps(&caps); d->num_stencil_bits = 8; d->max_id = MAX_DEPTH_VALUE-2; // for floating point depth, just use mantissa, e.g. 16-20 bits d->max_texture_size = RR_MIN(caps.MaxTextureWidth, caps.MaxTextureHeight); d->buffer_format = GDRAW_BFORMAT_vbib; d->shared_depth_stencil = 1; d->always_mipmap = 1; d->conditional_nonpow2 = (caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) != 0; } //////////////////////////////////////////////////////////////////////// // // Enable/disable rendertargets in stack fashion // static void set_render_target(GDrawStats *stats) { IDirect3DSurface9 *target = NULL, *depth = NULL; if (gdraw->cur->color_buffer) { S32 need_depth; need_depth = (gdraw->cur->flags & (GDRAW_TEXTUREDRAWBUFFER_FLAGS_needs_id | GDRAW_TEXTUREDRAWBUFFER_FLAGS_needs_stencil)); unbind_resources(); // to make sure this RT isn't accidentally set as a texture (avoid D3D warnings) gdraw->cur->color_buffer->handle.tex.d3d->GetSurfaceLevel(0, &target); // if this fails, there's nothing to be done if (need_depth) { if (gdraw->main_msaa) depth = get_rendertarget_depthbuffer(stats); // @TODO: is this right? get_rt_depthbuffer doesn't seem to do MSAA else { // if tile is smaller than frametex, then trying to use the tile's zbuffer may not work if (gdraw->tw < gdraw->frametex_width || gdraw->th < gdraw->frametex_height) depth = get_rendertarget_depthbuffer(stats); else depth = gdraw->main_depthbuffer; } } } else { target = gdraw->main_framebuffer; depth = gdraw->main_depthbuffer; } gdraw->d3d_device->SetRenderTarget(0, target); gdraw->d3d_device->SetDepthStencilSurface(depth); if (target != gdraw->main_framebuffer) target->Release(); stats->nonzero_flags |= GDRAW_STATS_rendtarg; stats->rendertarget_changes += 1; } static rrbool RADLINK gdraw_TextureDrawBufferBegin(gswf_recti *region, gdraw_texture_format /*format*/, U32 flags, void *owner, GDrawStats *stats) { GDrawFramebufferState *n = gdraw->cur+1; GDrawHandle *t; if (gdraw->tw == 0 || gdraw->th == 0) return false; if (n >= &gdraw->frame[MAX_RENDER_STACK_DEPTH]) { IggyGDrawSendWarning(NULL, "GDraw rendertarget nesting exceeds MAX_RENDER_STACK_DEPTH"); return false; } if (owner) { S32 w = region->x1 - region->x0; S32 h = region->y1 - region->y0; // allocate a texture handle and free enough texture space t = gdraw_res_alloc_begin(gdraw->texturecache, w*h*4, stats); if (!t) return false; else { IDirect3DTexture9 * tex; HRESULT hr = gdraw->d3d_device->CreateTexture(w,h,1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex, NULL); if (FAILED(hr)) { if (t) gdraw_HandleCacheAllocateFail(t); IggyGDrawSendWarning(NULL, "GDraw D3D error for CreateTexture for cacheAsBitmap rendertarget: 0x%08x", hr); return false; } stats->nonzero_flags |= GDRAW_STATS_alloc_tex; stats->alloc_tex += 1; stats->alloc_tex_bytes += w*h*4; gdraw_HandleCacheAllocateEnd(t, w*h*4, (void *) 1, GDRAW_HANDLE_STATE_locked); } } else { t = get_color_rendertarget(stats); if (!t) return false; } n->flags = flags; n->color_buffer = t; assert(n->color_buffer != NULL); // @GDRAW_ASSERT ++gdraw->cur; gdraw->cur->cached = owner != NULL; if (owner) { gdraw->cur->base_x = region->x0; gdraw->cur->base_y = region->y0; gdraw->cur->width = region->x1 - region->x0; gdraw->cur->height = region->y1 - region->y0; } set_render_target(stats); assert(gdraw->frametex_width >= gdraw->tw && gdraw->frametex_height >= gdraw->th); // @GDRAW_ASSERT set_viewport(); set_projection(); int k = (int) (t - gdraw->rendertargets.handle); if (region) { D3DRECT r; S32 ox, oy, pad = 2; // 2 pixels of border on all sides // 1 pixel turns out to be not quite enough with the interpolator precision we get. if (gdraw->in_blur) ox = oy = 0; else ox = gdraw->tx0p, oy = gdraw->ty0p; // clamp region to tile S32 xt0 = RR_MAX(region->x0 - ox, 0); S32 yt0 = RR_MAX(region->y0 - oy, 0); S32 xt1 = RR_MIN(region->x1 - ox, gdraw->tpw); S32 yt1 = RR_MIN(region->y1 - oy, gdraw->tph); // but the padding needs to clamp to render target bounds r.x1 = RR_MAX(xt0 - pad, 0); r.y1 = RR_MAX(yt0 - pad, 0); r.x2 = RR_MIN(xt1 + pad, gdraw->frametex_width); r.y2 = RR_MIN(yt1 + pad, gdraw->frametex_height); if (r.x2 <= r.x1 || r.y2 <= r.y1) { // region doesn't intersect with current tile --gdraw->cur; gdraw_FreeTexture((GDrawTexture *) t, 0, stats); // note: don't send a warning since this will happen during regular tiled rendering return false; } gdraw->d3d_device->Clear(1, &r, D3DCLEAR_TARGET, 0, 1, 0); gdraw->rt_valid[k].x0 = xt0; gdraw->rt_valid[k].y0 = yt0; gdraw->rt_valid[k].x1 = xt1; gdraw->rt_valid[k].y1 = yt1; } else { gdraw->d3d_device->Clear(0, NULL, D3DCLEAR_TARGET, 0, 1, 0); gdraw->rt_valid[k].x0 = 0; gdraw->rt_valid[k].y0 = 0; gdraw->rt_valid[k].x1 = gdraw->frametex_width; gdraw->rt_valid[k].y1 = gdraw->frametex_height; } return true; } static GDrawTexture *RADLINK gdraw_TextureDrawBufferEnd(GDrawStats *stats) { GDrawFramebufferState *n = gdraw->cur; GDrawFramebufferState *m = --gdraw->cur; if (gdraw->tw == 0 || gdraw->th == 0) return 0; if (n >= &gdraw->frame[MAX_RENDER_STACK_DEPTH]) return 0; // already returned a warning in Begin assert(m >= gdraw->frame); // bug in Iggy -- unbalanced if (m != gdraw->frame) { assert(m->color_buffer != NULL); // @GDRAW_ASSERT } assert(n->color_buffer != NULL); // @GDRAW_ASSERT // switch back to old render target set_render_target(stats); // if we're at the root, set the viewport back set_viewport(); set_projection(); return (GDrawTexture *) n->color_buffer; } //////////////////////////////////////////////////////////////////////// // // Clear stencil/depth buffers // // Open question whether we'd be better off finding bounding boxes // and only clearing those; it depends exactly how fast clearing works. // static void clear_renderstate_acceleration_cache(void) { gdraw->last_was_3d = false; gdraw->scissor_state = ~0u; gdraw->stencil_key = 0; gdraw->blend_mode = ~0u; } static void do_screen_quad(gswf_recti *s, F32 *tc, GDrawStats *stats); static void RADLINK gdraw_ClearStencilBits(U32 bits) { IDirect3DDevice9 *d3d = gdraw->d3d_device; F32 texcoord[8] = { 0 }; GDrawStats stats = { 0 }; gswf_recti region; region.x0 = 0; region.y0 = 0; region.x1 = gdraw->frametex_width; region.y1 = gdraw->frametex_height; d3d->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); d3d->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE); d3d->SetRenderState(D3DRS_STENCILWRITEMASK, bits); d3d->SetRenderState(D3DRS_STENCILENABLE, TRUE); // fewest states to force it to always write: make the stencil test always fail d3d->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_NEVER); d3d->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE); d3d->SetRenderState(D3DRS_STENCILREF, 0); d3d->SetRenderState(D3DRS_COLORWRITEENABLE, FALSE); d3d->SetRenderState(D3DRS_ZENABLE, FALSE); d3d->SetRenderState(D3DRS_ZFUNC, FALSE); d3d->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); d3d->SetPixelShader(gdraw->manual_clear.pshader); do_screen_quad(®ion, texcoord, &stats); // restore state from set_common_renderstate d3d->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP); d3d->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_EQUAL); d3d->SetRenderState(D3DRS_STENCILREF, 255); // make next renderstate reset other state clear_renderstate_acceleration_cache(); // reset matrices et al set_render_target(&stats); set_viewport(); set_projection(); } // this only happens rarely (hopefully never) if we use the depth buffer, // so we can just clear the whole thing static void RADLINK gdraw_ClearID(void) { GDrawStats stats = { 0 }; clear_zbuffer(gdraw->main_depthbuffer, D3DCLEAR_ZBUFFER); set_render_target(&stats); set_viewport(); set_projection(); } //////////////////////////////////////////////////////////////////////// // // Set all the render state from GDrawRenderState // // This also is responsible for getting the framebuffer into a texture // if the read-modify-write blend operation can't be expressed with // the native blend operators. (E.g. "screen") // // convert an ID request to a value suitable for the depth buffer, // assuming the depth buffer has been mappped to 0..1 static F32 depth_from_id(S32 id) { return 1.0f - ((F32) id + 1.0f) / MAX_DEPTH_VALUE; } static void set_texture(S32 texunit, GDrawTexture *tex) { if (texunit >= 0) set_d3d_texture(texunit, ((GDrawHandle *) tex)->handle.tex.d3d, GDRAW_WRAP_clamp, 0); } static int set_renderstate_full(S32 vertex_format, GDrawRenderState *r, GDrawStats * /*stats*/) { IDirect3DDevice9 *d3d = gdraw->d3d_device; U32 stencil_key, z_key; F32 depth = depth_from_id(r->id); VertexVars vvars; int vvarcount = VVAR_count_world_xoff; // set vertex shader d3d->SetVertexShader(gdraw->vert[vertex_format].vshader); // set vertex shader constants if (!r->use_world_space) gdraw_ObjectSpace(vvars.world[0], r->o2w, depth, 0.0f); else gdraw_WorldSpace(vvars.world[0], gdraw->world_to_pixel, depth, 0.0f); memcpy(&vvars.x_off, r->edge_matrix, 4*sizeof(F32)); if (r->texgen0_enabled) { memcpy(&vvars.texgen_s, r->s0_texgen, 4*sizeof(F32)); memcpy(&vvars.texgen_t, r->t0_texgen, 4*sizeof(F32)); vvarcount = VVAR_count; } if (gdraw->use_3d || gdraw->last_was_3d) { if (gdraw->use_3d) { vvarcount = VVAR_count3d; memcpy(&vvars.viewproj, gdraw->xform_3d, 12*sizeof(F32)); } else set_projection_base(); gdraw->last_was_3d = gdraw->use_3d; } d3d->SetVertexShaderConstantF(0, vvars.world[0], vvarcount); // set the blend mode int blend_mode = r->blend_mode; int tex0mode = r->tex0_mode; static struct gdraw_d3d_blendspec { BOOL enable; D3DBLEND src; D3DBLEND dest; } blends[ASSERT_COUNT(GDRAW_BLEND__count, 6)] = { FALSE, D3DBLEND_ONE, D3DBLEND_ZERO, // GDRAW_BLEND_none TRUE, D3DBLEND_ONE, D3DBLEND_INVSRCALPHA, // GDRAW_BLEND_alpha TRUE, D3DBLEND_DESTCOLOR, D3DBLEND_INVSRCALPHA, // GDRAW_BLEND_multiply TRUE, D3DBLEND_ONE, D3DBLEND_ONE, // GDRAW_BLEND_add FALSE, D3DBLEND_ONE, D3DBLEND_ZERO, // GDRAW_BLEND_filter FALSE, D3DBLEND_ONE, D3DBLEND_ZERO, // GDRAW_BLEND_special }; assert(blend_mode >= 0 && blend_mode < sizeof(blends)/sizeof(*blends)); if (blend_mode != gdraw->blend_mode) { gdraw->blend_mode = blend_mode; if (blends[blend_mode].enable) { d3d->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); d3d->SetRenderState(D3DRS_SRCBLEND, blends[blend_mode].src); d3d->SetRenderState(D3DRS_DESTBLEND, blends[blend_mode].dest); } else d3d->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); } // set the pixel shader IDirect3DPixelShader9 *pshader; if (blend_mode != GDRAW_BLEND_special) { assert(tex0mode >= 0 && tex0mode < sizeof(gdraw->fprog) / sizeof(*gdraw->fprog)); int additive = 0; if (r->cxf_add) { additive = 1; if (r->cxf_add[3]) additive = 2; } pshader = gdraw->fprog[tex0mode][additive].pshader; } else pshader = gdraw->exceptional_blend[r->special_blend].pshader; d3d->SetPixelShader(pshader); // set textures if (tex0mode != GDRAW_TEXTURE_none) { if (!r->tex[0]) return 0; set_d3d_texture(0, ((GDrawHandle *) r->tex[0])->handle.tex.d3d, r->wrap0, r->nearest0); } // set pixel shader constants d3d->SetPixelShaderConstantF(PVAR_cmul, r->color, 1); if (r->cxf_add) { F32 temp[4] = { r->cxf_add[0]/255.0f, r->cxf_add[1]/255.0f, r->cxf_add[2]/255.0f, r->cxf_add[3]/255.0f }; d3d->SetPixelShaderConstantF(PVAR_cadd, temp, 1); } if (tex0mode == GDRAW_TEXTURE_focal_gradient) d3d->SetPixelShaderConstantF(PVAR_focal, r->focal_point, 1); // Set pixel operation states gdraw->scissor_state = ~0u; if (r->scissor) { RECT s; gdraw->scissor_state = r->scissor; if (gdraw->cur == gdraw->frame) { s.left = r->scissor_rect.x0 + gdraw->vx - gdraw->tx0; s.top = r->scissor_rect.y0 + gdraw->vy - gdraw->ty0; s.right = r->scissor_rect.x1 + gdraw->vx - gdraw->tx0; s.bottom = r->scissor_rect.y1 + gdraw->vy - gdraw->ty0; } else { s.left = r->scissor_rect.x0 - gdraw->tx0p; s.top = r->scissor_rect.y0 - gdraw->ty0p; s.right = r->scissor_rect.x1 - gdraw->tx0p; s.bottom = r->scissor_rect.y1 - gdraw->ty0p; } d3d->SetScissorRect(&s); d3d->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); } else { if (r->scissor != gdraw->scissor_state) { gdraw->scissor_state = r->scissor; d3d->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE); } } // stencil changed? stencil_key = r->stencil_test | (r->stencil_set << 8); if (stencil_key != gdraw->stencil_key) { gdraw->stencil_key = stencil_key; d3d->SetRenderState(D3DRS_STENCILMASK, r->stencil_test); d3d->SetRenderState(D3DRS_STENCILWRITEMASK, r->stencil_set); d3d->SetRenderState(D3DRS_STENCILENABLE, (r->stencil_set | r->stencil_test) != 0); d3d->SetRenderState(D3DRS_COLORWRITEENABLE, r->stencil_set ? 0x0 : 0xf); } // z key z_key = r->set_id | (r->test_id << 1); if (z_key != gdraw->z_key) { gdraw->z_key = z_key; d3d->SetRenderState(D3DRS_ZENABLE, (r->test_id | r->set_id) ? D3DZB_TRUE : D3DZB_FALSE); d3d->SetRenderState(D3DRS_ZFUNC, r->test_id ? D3DCMP_LESS : D3DCMP_ALWAYS); d3d->SetRenderState(D3DRS_ZWRITEENABLE, r->set_id); } return 1; } static RADINLINE int set_renderstate(S32 vertex_format, GDrawRenderState *r, GDrawStats *stats) { if (r->identical_state) { // fast path: only need to change vertex shader, other state is the same gdraw->d3d_device->SetVertexShader(gdraw->vert[vertex_format].vshader); return 1; } else return set_renderstate_full(vertex_format, r, stats); } //////////////////////////////////////////////////////////////////////// // // Vertex formats // static D3DVERTEXELEMENT9 vformat_v2[] = { { 0,0, D3DDECLTYPE_FLOAT2, 0, D3DDECLUSAGE_POSITION, 0 }, D3DDECL_END() }; static D3DVERTEXELEMENT9 vformat_v2aa[] = { { 0,0, D3DDECLTYPE_FLOAT2, 0, D3DDECLUSAGE_POSITION, 0 }, { 0,8, D3DDECLTYPE_SHORT4, 0, D3DDECLUSAGE_TEXCOORD, 0 }, D3DDECL_END() }; static D3DVERTEXELEMENT9 vformat_v2tc2[] = { { 0,0, D3DDECLTYPE_FLOAT2, 0, D3DDECLUSAGE_POSITION, 0 }, { 0,8, D3DDECLTYPE_FLOAT2, 0, D3DDECLUSAGE_TEXCOORD, 0 }, D3DDECL_END() }; static D3DVERTEXELEMENT9 *vformats[ASSERT_COUNT(GDRAW_vformat__count, 3)] = { vformat_v2, // GDRAW_vformat_v2 vformat_v2aa, // GDRAW_vformat_v2aa vformat_v2tc2, // GDRAW_vformat_v2tc2 }; static int vertsize[ASSERT_COUNT(GDRAW_vformat__count, 3)] = { 8, // GDRAW_vformat_v2 16, // GDRAW_vformat_v2aa 16, // GDRAW_vformat_v2tc2 }; //////////////////////////////////////////////////////////////////////// // // Draw triangles with a given renderstate // static void tag_resources(void *r1, void *r2=NULL, void *r3=NULL, void *r4=NULL) { U64 now = gdraw->frame_counter; if (r1) ((GDrawHandle *) r1)->fence.value = now; if (r2) ((GDrawHandle *) r2)->fence.value = now; if (r3) ((GDrawHandle *) r3)->fence.value = now; if (r4) ((GDrawHandle *) r4)->fence.value = now; } static void RADLINK gdraw_DrawIndexedTriangles(GDrawRenderState *r, GDrawPrimitive *p, GDrawVertexBuffer *buf, GDrawStats *stats) { GDrawHandle *vb = (GDrawHandle *) buf; int vfmt = p->vertex_format; assert(vfmt >= 0 && vfmt < GDRAW_vformat__count); if (!set_renderstate(vfmt, r, stats)) return; gdraw->d3d_device->SetVertexDeclaration(gdraw->vdec[vfmt]); if (vb) { gdraw->d3d_device->SetIndices(vb->handle.vbuf.indices); gdraw->d3d_device->SetStreamSource(0, vb->handle.vbuf.base, (U32) (UINTa) p->vertices, vertsize[vfmt]); gdraw->d3d_device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, p->num_vertices, (U32) ((UINTa) p->indices) >> 1, p->num_indices/3); gdraw->d3d_device->SetStreamSource(0,0,0,0); gdraw->d3d_device->SetIndices(0); } else if (p->indices) { gdraw->d3d_device->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, p->num_vertices, p->num_indices/3, p->indices, D3DFMT_INDEX16, p->vertices, vertsize[vfmt]); } else { // dynamic quads assert(p->num_vertices % 4 == 0); UINT stride = vertsize[vfmt]; S32 pos = 0; while (pos < p->num_vertices) { S32 vert_count = RR_MIN(p->num_vertices - pos, QUAD_IB_COUNT * 4); gdraw->d3d_device->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, vert_count, (vert_count/4)*2, quad_ib, D3DFMT_INDEX16, (U8 *)p->vertices + pos * stride, stride); pos += vert_count; } } tag_resources(vb, r->tex[0], r->tex[1]); stats->nonzero_flags |= GDRAW_STATS_batches; stats->num_batches += 1; stats->drawn_indices += p->num_indices; stats->drawn_vertices += p->num_vertices; } /////////////////////////////////////////////////////////////////////// // // Flash 8 filter effects // static void set_pixel_constant(S32 constant, F32 x, F32 y, F32 z, F32 w) { if (constant >= 0) { F32 value[4] = { x,y,z,w }; gdraw->d3d_device->SetPixelShaderConstantF(constant, value, 1); } } // caller sets up texture coordinates static void do_screen_quad(gswf_recti *s, F32 *tc, GDrawStats *stats) { F32 px0 = (F32) s->x0, py0 = (F32) s->y0, px1 = (F32) s->x1, py1 = (F32) s->y1; gswf_vertex_xyst vert[4]; VertexVars vvars; // interleave the data so we can use UP vert[0].x = px0; vert[0].y = py0; vert[0].s = tc[0]; vert[0].t = tc[1]; vert[1].x = px1; vert[1].y = py0; vert[1].s = tc[2]; vert[1].t = tc[1]; vert[2].x = px1; vert[2].y = py1; vert[2].s = tc[2]; vert[2].t = tc[3]; vert[3].x = px0; vert[3].y = py1; vert[3].s = tc[0]; vert[3].t = tc[3]; gdraw_PixelSpace(vvars.world[0]); gdraw->d3d_device->SetVertexDeclaration(gdraw->vdec[GDRAW_vformat_v2tc2]); gdraw->d3d_device->SetVertexShader(gdraw->vert[GDRAW_vformat_v2tc2].vshader); gdraw->d3d_device->SetVertexShaderConstantF(0, vvars.world[0], VVAR_count_worldonly); gdraw->d3d_device->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, vert, 16); stats->nonzero_flags |= GDRAW_STATS_batches; stats->num_batches += 1; stats->drawn_indices += 6; stats->drawn_vertices += 4; } static void gdraw_DriverBlurPass(GDrawRenderState *r, int taps, float *data, gswf_recti *s, float *tc, float /*height_max*/, float *clamp, GDrawStats *gstats) { ProgramWithCachedVariableLocations *prg = &gdraw->blur_prog[taps]; gdraw->d3d_device->SetPixelShader(prg->pshader); set_texture(prg->vars[VAR_blur_tex0], r->tex[0]); assert(prg->vars[VAR_blur_tap] >= 0); gdraw->d3d_device->SetPixelShaderConstantF(prg->vars[VAR_blur_tap], data, taps); gdraw->d3d_device->SetPixelShaderConstantF(prg->vars[VAR_blur_clampv], clamp, 1); do_screen_quad(s, tc, gstats); tag_resources(r->tex[0]); } static void gdraw_Colormatrix(GDrawRenderState *r, gswf_recti *s, float *tc, GDrawStats *stats) { if (!gdraw_TextureDrawBufferBegin(s, GDRAW_TEXTURE_FORMAT_rgba32, GDRAW_TEXTUREDRAWBUFFER_FLAGS_needs_color | GDRAW_TEXTUREDRAWBUFFER_FLAGS_needs_alpha, 0, stats)) return; gdraw->d3d_device->SetPixelShader(gdraw->colormatrix.pshader); set_texture(gdraw->colormatrix.vars[VAR_colormatrix_tex0], r->tex[0]); gdraw->d3d_device->SetPixelShaderConstantF(gdraw->colormatrix.vars[VAR_colormatrix_data], r->shader_data, 5); do_screen_quad(s, tc, stats); tag_resources(r->tex[0]); r->tex[0] = gdraw_TextureDrawBufferEnd(stats); } static gswf_recti *get_valid_rect(GDrawTexture *tex) { GDrawHandle *h = (GDrawHandle *) tex; S32 n = (S32) (h - gdraw->rendertargets.handle); assert(n >= 0 && n <= MAX_RENDER_STACK_DEPTH+1); return &gdraw->rt_valid[n]; } static void set_clamp_constant(int constant, GDrawTexture *tex) { gswf_recti *s = get_valid_rect(tex); // when we make the valid data, we make sure there is an extra empty pixel at the border set_pixel_constant(constant, (s->x0-0.5f) / gdraw->frametex_width, (s->y0-0.5f) / gdraw->frametex_height, (s->x1+0.5f) / gdraw->frametex_width, (s->y1+0.5f) / gdraw->frametex_height); } static void gdraw_Filter(GDrawRenderState *r, gswf_recti *s, float *tc, int isbevel, GDrawStats *stats) { ProgramWithCachedVariableLocations *prg = &gdraw->filter_prog[isbevel][r->filter_mode]; if (!gdraw_TextureDrawBufferBegin(s, GDRAW_TEXTURE_FORMAT_rgba32, GDRAW_TEXTUREDRAWBUFFER_FLAGS_needs_color | GDRAW_TEXTUREDRAWBUFFER_FLAGS_needs_alpha, NULL, stats)) return; gdraw->d3d_device->SetPixelShader(prg->pshader); set_texture(prg->vars[VAR_filter_tex0], r->tex[0]); set_texture(prg->vars[VAR_filter_tex1], r->tex[1]); set_texture(prg->vars[VAR_filter_tex2], r->tex[2]); set_pixel_constant(prg->vars[VAR_filter_color], r->shader_data[0], r->shader_data[1], r->shader_data[2], r->shader_data[3]); set_pixel_constant(prg->vars[VAR_filter_tc_off], -r->shader_data[4] / (F32)gdraw->frametex_width, -r->shader_data[5] / (F32)gdraw->frametex_height, r->shader_data[6], 0); set_pixel_constant(prg->vars[VAR_filter_color2], r->shader_data[8], r->shader_data[9], r->shader_data[10], r->shader_data[11]); set_clamp_constant(prg->vars[VAR_filter_clamp0], r->tex[0]); set_clamp_constant(prg->vars[VAR_filter_clamp1], r->tex[1]); do_screen_quad(s, tc, stats); tag_resources(r->tex[0], r->tex[1], r->tex[2]); r->tex[0] = gdraw_TextureDrawBufferEnd(stats); } static void RADLINK gdraw_FilterQuad(GDrawRenderState *r, S32 x0, S32 y0, S32 x1, S32 y1, GDrawStats *stats) { IDirect3DDevice9 *d3d = gdraw->d3d_device; F32 tc[4]; gswf_recti s; // clip to tile boundaries s.x0 = RR_MAX(x0, gdraw->tx0p); s.y0 = RR_MAX(y0, gdraw->ty0p); s.x1 = RR_MIN(x1, gdraw->tx0p + gdraw->tpw); s.y1 = RR_MIN(y1, gdraw->ty0p + gdraw->tph); if (s.x1 < s.x0 || s.y1 < s.y0) return; tc[0] = (s.x0 - gdraw->tx0p) / (F32) gdraw->frametex_width; tc[1] = (s.y0 - gdraw->ty0p) / (F32) gdraw->frametex_height; tc[2] = (s.x1 - gdraw->tx0p) / (F32) gdraw->frametex_width; tc[3] = (s.y1 - gdraw->ty0p) / (F32) gdraw->frametex_height; // clear to known render state d3d->SetRenderState(D3DRS_STENCILENABLE, FALSE); d3d->SetRenderState(D3DRS_COLORWRITEENABLE, 0xf); d3d->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE); d3d->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESS); d3d->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); d3d->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE); d3d->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); gdraw->scissor_state = 0; gdraw->blend_mode = GDRAW_BLEND_none; gdraw->stencil_key = 0; gdraw->z_key = 0; if (r->blend_mode == GDRAW_BLEND_filter) { switch (r->filter) { case GDRAW_FILTER_blur: { GDrawBlurInfo b; gswf_recti bounds = *get_valid_rect(r->tex[0]); gdraw_ShiftRect(&s, &s, -gdraw->tx0p, -gdraw->ty0p); // blur uses physical rendertarget coordinates b.BlurPass = gdraw_DriverBlurPass; b.w = gdraw->tpw; b.h = gdraw->tph; b.frametex_width = gdraw->frametex_width; b.frametex_height = gdraw->frametex_height; // blur needs to draw with multiple passes, so set up special state gdraw->in_blur = true; set_viewport_raw(0, 0, gdraw->tpw, gdraw->tph); set_projection_raw(0, gdraw->tpw, gdraw->tph, 0); // do the blur gdraw_Blur(&gdraw_funcs, &b,r, &s, &bounds, stats); // restore the normal state gdraw->in_blur = false; set_viewport(); set_projection(); break; } case GDRAW_FILTER_colormatrix: gdraw_Colormatrix(r, &s, tc, stats); break; case GDRAW_FILTER_dropshadow: gdraw_Filter(r, &s, tc, 0, stats); break; case GDRAW_FILTER_bevel: gdraw_Filter(r, &s, tc, 1, stats); break; default: assert(0); } } else { GDrawHandle *blend_tex = NULL; static S16 zero[4] = { 0, 0, 0, 0 }; // for crazy blend modes, we need to read back from the framebuffer // and do the blending in the pixel shader. we do this with StretchRect // rather than trying to render-to-texture-all-along, because we want // to be able to render over the user's existing framebuffer, which might // not be a texture. note that this causes MSAA issues! if (r->blend_mode == GDRAW_BLEND_special && (blend_tex = get_color_rendertarget(stats)) != NULL) { IDirect3DSurface9 *src; HRESULT hr = d3d->GetRenderTarget(0, &src); if (!FAILED(hr)) { IDirect3DSurface9 *dest; hr = blend_tex->handle.tex.d3d->GetSurfaceLevel(0, &dest); if (!FAILED(hr)) { RECT drect = { 0, 0, gdraw->tpw, gdraw->tph }; RECT srect; if (gdraw->cur != gdraw->frame) srect = drect; else { srect.left = gdraw->vx; srect.top = gdraw->vy; srect.right = gdraw->vx + gdraw->tw; srect.bottom = gdraw->vy + gdraw->th; drect.left = gdraw->tx0 - gdraw->tx0p; drect.top = gdraw->ty0 - gdraw->ty0p; drect.right = drect.left + gdraw->tw; drect.bottom = drect.top + gdraw->th; } d3d->StretchRect(src, &srect, dest, &drect, D3DTEXF_POINT); dest->Release(); stats->nonzero_flags |= GDRAW_STATS_blits; stats->num_blits += 1; stats->num_blit_pixels += (srect.right - srect.left) * (srect.bottom - srect.top); } src->Release(); } set_texture(1, (GDrawTexture *) blend_tex); // make sure we set color_add, because the shader reads it if (!r->cxf_add) r->cxf_add = zero; } if (!set_renderstate(GDRAW_vformat_v2tc2, r, stats)) return; do_screen_quad(&s, tc, stats); tag_resources(r->tex[0], r->tex[1]); if (blend_tex) gdraw_FreeTexture((GDrawTexture *) blend_tex, 0, stats); } } /////////////////////////////////////////////////////////////////////// // // Shaders // #include "gdraw_d3d9_shaders.inl" static void create_pixel_shader(ProgramWithCachedVariableLocations *p, ProgramWithCachedVariableLocations *src) { *p = *src; if(p->bytecode) { HRESULT hr = gdraw->d3d_device->CreatePixelShader(p->bytecode, &p->pshader); if (FAILED(hr)) { IggyGDrawSendWarning(NULL, "GDraw D3D error creating pixel shader: 0x%08x", hr); p->pshader = NULL; } } } static void create_vertex_shader(ProgramWithCachedVariableLocations *p, ProgramWithCachedVariableLocations *src) { *p = *src; if(p->bytecode) { HRESULT hr = gdraw->d3d_device->CreateVertexShader(p->bytecode, &p->vshader); if (FAILED(hr)) { IggyGDrawSendWarning(NULL, "GDraw D3D error creating vertex shader: 0x%08x", hr); p->vshader = NULL; } } } static void destroy_shader(ProgramWithCachedVariableLocations *p) { safe_release(p->pshader); } static void create_all_shaders(void) { S32 i; for (i=0; i < GDRAW_TEXTURE__count*3; ++i) create_pixel_shader(&gdraw->fprog[0][i], pshader_basic_arr + i); for (i=0; i < GDRAW_BLENDSPECIAL__count; ++i) create_pixel_shader(&gdraw->exceptional_blend[i], pshader_exceptional_blend_arr + i); for (i=0; i < 32; ++i) create_pixel_shader(&gdraw->filter_prog[0][i], pshader_filter_arr + i); for (i=0; i < MAX_TAPS+1; ++i) create_pixel_shader(&gdraw->blur_prog[i], pshader_blur_arr + i); create_pixel_shader(&gdraw->colormatrix, pshader_color_matrix_arr); create_pixel_shader(&gdraw->manual_clear, pshader_manual_clear_arr); for (i=0; i < GDRAW_vformat__count; i++) { HRESULT hr = gdraw->d3d_device->CreateVertexDeclaration(vformats[i], &gdraw->vdec[i]); if (FAILED(hr)) IggyGDrawSendWarning(NULL, "GDraw D3D error in CreateVertexDeclaration: 0x%08x", hr); create_vertex_shader(&gdraw->vert[i], vshader_vsd3d9_arr + i); } } static void destroy_all_shaders() { S32 i; for (i=0; i < GDRAW_TEXTURE__count*3; ++i) destroy_shader(&gdraw->fprog[0][i]); for (i=0; i < GDRAW_BLENDSPECIAL__count; ++i) destroy_shader(&gdraw->exceptional_blend[i]); for (i=0; i < 32; ++i) destroy_shader(&gdraw->filter_prog[0][i]); for (i=0; i < MAX_TAPS+1; ++i) destroy_shader(&gdraw->blur_prog[i]); destroy_shader(&gdraw->colormatrix); for (i=0; i < GDRAW_vformat__count; i++) { if (gdraw->vdec[i]) { gdraw->vdec[i]->Release(); gdraw->vdec[i] = 0; } destroy_shader(&gdraw->vert[i]); } } //////////////////////////////////////////////////////////////////////// // // Create and tear-down the state // typedef struct { S32 num_handles; S32 num_bytes; } GDrawResourceLimit; // These are the defaults limits used by GDraw unless the user specifies something else. static GDrawResourceLimit gdraw_limits[ASSERT_COUNT(GDRAW_D3D_RESOURCE__count, 3)] = { MAX_RENDER_STACK_DEPTH + 1, 16*1024*1024, // GDRAW_D3D_RESOURCE_rendertarget 500, 16*1024*1024, // GDRAW_D3D_RESOURCE_texture 1000, 2*1024*1024, // GDRAW_D3D_RESOURCE_vertexbuffer }; static GDrawHandleCache *make_handle_cache(gdraw_d3d_resourcetype type) { S32 num_handles = gdraw_limits[type].num_handles; S32 num_bytes = gdraw_limits[type].num_bytes; GDrawHandleCache *cache = (GDrawHandleCache *) IggyGDrawMalloc(sizeof(GDrawHandleCache) + (num_handles - 1) * sizeof(GDrawHandle)); if (cache) { gdraw_HandleCacheInit(cache, num_handles, num_bytes); cache->is_vertex = (type == GDRAW_D3D_RESOURCE_vertexbuffer); } return cache; } static void free_gdraw() { if (!gdraw) return; if (gdraw->texturecache) IggyGDrawFree(gdraw->texturecache); if (gdraw->vbufcache) IggyGDrawFree(gdraw->vbufcache); IggyGDrawFree(gdraw); gdraw = NULL; } int gdraw_D3D_SetResourceLimits(gdraw_d3d_resourcetype type, S32 num_handles, S32 num_bytes) { GDrawStats stats={0}; if (type == GDRAW_D3D_RESOURCE_rendertarget) // RT count is small and space is preallocated num_handles = MAX_RENDER_STACK_DEPTH + 1; assert(type >= GDRAW_D3D_RESOURCE_rendertarget && type < GDRAW_D3D_RESOURCE__count); assert(num_handles >= 0); assert(num_bytes >= 0); // nothing to do if the values are unchanged if (gdraw_limits[type].num_handles == num_handles && gdraw_limits[type].num_bytes == num_bytes) return 1; gdraw_limits[type].num_handles = num_handles; gdraw_limits[type].num_bytes = num_bytes; // if no gdraw context created, there's nothing to worry about if (!gdraw) return 1; // resize the appropriate pool switch (type) { case GDRAW_D3D_RESOURCE_rendertarget: flush_rendertargets(&stats); gdraw_HandleCacheInit(&gdraw->rendertargets, num_handles, num_bytes); return 1; case GDRAW_D3D_RESOURCE_texture: if (gdraw->texturecache) { gdraw_res_flush(gdraw->texturecache, &stats); IggyGDrawFree(gdraw->texturecache); } gdraw->texturecache = make_handle_cache(GDRAW_D3D_RESOURCE_texture); return gdraw->texturecache != NULL; case GDRAW_D3D_RESOURCE_vertexbuffer: if (gdraw->vbufcache) { gdraw_res_flush(gdraw->vbufcache, &stats); IggyGDrawFree(gdraw->vbufcache); } gdraw->vbufcache = make_handle_cache(GDRAW_D3D_RESOURCE_vertexbuffer); return gdraw->vbufcache != NULL; default: return 0; } } GDrawFunctions *gdraw_D3D_CreateContext(IDirect3DDevice9 *dev, S32 w, S32 h) { gdraw = (GDraw *) IggyGDrawMalloc(sizeof(*gdraw)); if (!gdraw) return NULL; memset(gdraw, 0, sizeof(*gdraw)); gdraw->frametex_width = w; gdraw->frametex_height = h; gdraw->texturecache = make_handle_cache(GDRAW_D3D_RESOURCE_texture); gdraw->vbufcache = make_handle_cache(GDRAW_D3D_RESOURCE_vertexbuffer); gdraw_HandleCacheInit(&gdraw->rendertargets, gdraw_limits[GDRAW_D3D_RESOURCE_rendertarget].num_handles, gdraw_limits[GDRAW_D3D_RESOURCE_rendertarget].num_bytes); if (!gdraw->texturecache || !gdraw->vbufcache) { free_gdraw(); return NULL; } if (!quad_ib[1]) { // initialize quad index buffer for (U16 i=0; i < QUAD_IB_COUNT; i++) { quad_ib[i*6 + 0] = i*4 + 0; quad_ib[i*6 + 1] = i*4 + 1; quad_ib[i*6 + 2] = i*4 + 2; quad_ib[i*6 + 3] = i*4 + 0; quad_ib[i*6 + 4] = i*4 + 2; quad_ib[i*6 + 5] = i*4 + 3; } } #if 1 D3DCAPS9 caps; dev->GetDeviceCaps(&caps); gdraw->conditional_nonpow2 = ((caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) != 0); #endif gdraw->d3d_device = dev; create_all_shaders(); gdraw_funcs.SetViewSizeAndWorldScale = gdraw_SetViewSizeAndWorldScale; gdraw_funcs.GetInfo = gdraw_GetInfo; gdraw_funcs.DescribeTexture = gdraw_DescribeTexture; gdraw_funcs.DescribeVertexBuffer = gdraw_DescribeVertexBuffer; gdraw_funcs.RenderingBegin = gdraw_RenderingBegin; gdraw_funcs.RenderingEnd = gdraw_RenderingEnd; gdraw_funcs.RenderTileBegin = gdraw_RenderTileBegin; gdraw_funcs.RenderTileEnd = gdraw_RenderTileEnd; gdraw_funcs.TextureDrawBufferBegin = gdraw_TextureDrawBufferBegin; gdraw_funcs.TextureDrawBufferEnd = gdraw_TextureDrawBufferEnd; gdraw_funcs.DrawIndexedTriangles = gdraw_DrawIndexedTriangles; gdraw_funcs.FilterQuad = gdraw_FilterQuad; gdraw_funcs.SetAntialiasTexture = gdraw_SetAntialiasTexture; gdraw_funcs.ClearStencilBits = gdraw_ClearStencilBits; gdraw_funcs.ClearID = gdraw_ClearID; gdraw_funcs.MakeTextureBegin = gdraw_MakeTextureBegin; gdraw_funcs.MakeTextureMore = gdraw_MakeTextureMore; gdraw_funcs.MakeTextureEnd = gdraw_MakeTextureEnd; gdraw_funcs.UpdateTextureBegin = gdraw_UpdateTextureBegin; gdraw_funcs.UpdateTextureRect = gdraw_UpdateTextureRect; gdraw_funcs.UpdateTextureEnd = gdraw_UpdateTextureEnd; gdraw_funcs.FreeTexture = gdraw_FreeTexture; gdraw_funcs.TryToLockTexture = gdraw_TryToLockTexture; gdraw_funcs.MakeTextureFromResource = (gdraw_make_texture_from_resource *) gdraw_D3D_MakeTextureFromResource; gdraw_funcs.FreeTextureFromResource = gdraw_D3D_DestroyTextureFromResource; gdraw_funcs.MakeVertexBufferBegin = gdraw_MakeVertexBufferBegin; gdraw_funcs.MakeVertexBufferMore = gdraw_MakeVertexBufferMore; gdraw_funcs.MakeVertexBufferEnd = gdraw_MakeVertexBufferEnd; gdraw_funcs.TryToLockVertexBuffer = gdraw_TryLockVertexBuffer; gdraw_funcs.FreeVertexBuffer = gdraw_FreeVertexBuffer; gdraw_funcs.UnlockHandles = gdraw_UnlockHandles; gdraw_funcs.SetTextureUniqueID = gdraw_SetTextureUniqueID; gdraw_funcs.Set3DTransform = gdraw_Set3DTransform; return &gdraw_funcs; } void gdraw_D3D_DestroyContext(void) { if (gdraw && gdraw->d3d_device) { GDrawStats stats={0}; destroy_all_shaders(); gdraw_res_flush(gdraw->texturecache, &stats); gdraw_res_flush(gdraw->vbufcache, &stats); flush_rendertargets(&stats); safe_release(gdraw->aa_tex); gdraw->d3d_device = NULL; } free_gdraw(); } void gdraw_D3D_SetErrorHandler(void (__cdecl *error_handler)(HRESULT hr)) { if (gdraw) gdraw->error_handler = error_handler; } void gdraw_D3D_PreReset(void) { if (!gdraw) return; GDrawStats stats={0}; flush_rendertargets(&stats); // we may end up resizing the frame buffer gdraw->frametex_width = 0; gdraw->frametex_height = 0; } void gdraw_D3D_PostReset(void) { // maybe re-create rendertargets right now? } void RADLINK gdraw_D3D_BeginCustomDraw(IggyCustomDrawCallbackRegion *region, D3DMATRIX *mat) { clear_renderstate(); gdraw_GetObjectSpaceMatrix(mat->m[0], region->o2w, gdraw->projection, 0, 0); } void RADLINK gdraw_D3D_EndCustomDraw(IggyCustomDrawCallbackRegion * /*region*/) { set_common_renderstate(); set_projection(); } void RADLINK gdraw_D3D_GetResourceUsageStats(gdraw_d3d_resourcetype type, S32 *handles_used, S32 *bytes_used) { GDrawHandleCache *cache; switch (type) { case GDRAW_D3D_RESOURCE_rendertarget: cache = &gdraw->rendertargets; break; case GDRAW_D3D_RESOURCE_texture: cache = gdraw->texturecache; break; case GDRAW_D3D_RESOURCE_vertexbuffer: cache = gdraw->vbufcache; break; default: cache = NULL; break; } *handles_used = *bytes_used = 0; if (cache) { S32 i; U64 frame = gdraw->frame_counter; for (i=0; i < cache->max_handles; ++i) if (cache->handle[i].bytes && cache->handle[i].owner && cache->handle[i].fence.value == frame) { *handles_used += 1; *bytes_used += cache->handle[i].bytes; } } } GDrawTexture * RADLINK gdraw_D3D_MakeTextureFromResource(U8 *resource_file, S32 /*len*/, IggyFileTextureRaw *texture) { GDrawTexture *h; S32 width, height, mipmaps, size; IDirect3DTexture9 *tex; D3DFORMAT d3dfmt; width = texture->w; height = texture->h; mipmaps = texture->mipmaps; // discard mipmaps on non-pow-of-2 if the hardware doesn't support if (gdraw->conditional_nonpow2) { if ((width & (width-1)) || (height & (height-1))) mipmaps = 1; } switch (texture->format) { case IFT_FORMAT_rgba_8888 : size= 4; d3dfmt = D3DFMT_A8R8G8B8; break; case IFT_FORMAT_rgba_4444_LE: size= 2; d3dfmt = D3DFMT_A4R4G4B4; break; case IFT_FORMAT_rgba_5551_LE: size= 2; d3dfmt = D3DFMT_A1R5G5B5; break; case IFT_FORMAT_la_88 : size= 2; d3dfmt = D3DFMT_A8L8; break; case IFT_FORMAT_la_44 : size= 1; d3dfmt = D3DFMT_A4L4; break; case IFT_FORMAT_i_8 : case IFT_FORMAT_i_4 : size= 2; d3dfmt = D3DFMT_A8L8; break; case IFT_FORMAT_l_8 : size= 1; case IFT_FORMAT_l_4 : size= 1; d3dfmt = D3DFMT_L8; break; case IFT_FORMAT_DXT1 : size= 8; d3dfmt = D3DFMT_DXT1; break; case IFT_FORMAT_DXT3 : size=16; d3dfmt = D3DFMT_DXT3; break; case IFT_FORMAT_DXT5 : size=16; d3dfmt = D3DFMT_DXT5; break; default: size=0; d3dfmt=D3DFMT_UNKNOWN; break; } HRESULT hr = gdraw->d3d_device->CreateTexture(width, height, mipmaps, 0, d3dfmt, D3DPOOL_MANAGED, &tex, NULL); if (FAILED(hr)) { if (size >= 8 && ((width & 3) || (height & 3))) IggyGDrawSendWarning(NULL, "GDraw D3D error, dxtc texture dimensions must be multiples of 4"); else report_d3d_error(hr, "CreateTexture", ""); return NULL; } U8 *data = resource_file + texture->file_offset; for (int level=0; level < mipmaps; ++level) { S32 dxt_width = (width+3)/4; S32 effective_height; if (size >= 8) effective_height = (height+3)/4; else effective_height = height; D3DLOCKED_RECT z; hr = tex->LockRect(level, &z, NULL, 0); if (FAILED(hr)) { report_d3d_error(hr, "LockRect", " while creating texture"); tex->Release(); return NULL; } U8 *pixels = (U8*) z.pBits; for (S32 j=0; j < effective_height; ++j) { switch (texture->format) { default: memcpy(pixels + z.Pitch*j, data + j*width*size, width*size); break; case IFT_FORMAT_rgba_8888: { for (S32 i=0; i < width; ++i) { pixels[z.Pitch*j + i*4 + 0] = data[j*width*4 + i*4 + 2]; pixels[z.Pitch*j + i*4 + 1] = data[j*width*4 + i*4 + 1]; pixels[z.Pitch*j + i*4 + 2] = data[j*width*4 + i*4 + 0]; pixels[z.Pitch*j + i*4 + 3] = data[j*width*4 + i*4 + 3]; } break; } case IFT_FORMAT_DXT1: case IFT_FORMAT_DXT3: case IFT_FORMAT_DXT5: memcpy(pixels + z.Pitch*j, data + j*dxt_width*size, dxt_width*size); break; case IFT_FORMAT_i_8: case IFT_FORMAT_i_4: { // convert from intensity to luminance-alpha by replicating all the pixels for (S32 i=0; i < width; ++i) pixels[z.Pitch*j + i*2 + 0] = pixels[z.Pitch*j + i*2 + 1] = data[j*width + i]; break; } } } tex->UnlockRect(level); data += (size<8) ? width*height*size : ((width+3)/4)*((height+3)/4)*size; width = width >>1; width += !width ; height = height>>1; height += !height; } h = gdraw_D3D_WrappedTextureCreate(tex); if (!h) tex->Release(); return h; } void RADLINK gdraw_D3D_DestroyTextureFromResource(GDrawTexture *tex) { GDrawHandle *h = (GDrawHandle *) tex; h->handle.tex.d3d->Release(); gdraw_D3D_WrappedTextureDestroy(tex); }