4jcraft/Minecraft.Client/Platform/Windows64/Iggy/gdraw/gdraw_d3d.cpp
2026-03-30 02:17:54 -05:00

2391 lines
81 KiB
C++

// 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 <windows.h>
#include <d3d9.h>
#include <string.h>
#include <math.h>
// We temporarily disable this warning for the shared interface portions
#pragma warning(push)
#pragma warning(disable \
: 4201) // nonstandard extension used : nameless struct/union
#include "../include/gdraw.h"
#include "../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>..<w,h>
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 <typename T>
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(&region, 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;
}
}
D3DCAPS9 caps;
dev->GetDeviceCaps(&caps);
gdraw->conditional_nonpow2 =
((caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) != 0);
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);
}