1 //
2 // Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
3 // Use of this source code is governed by a BSD-style license that can be
4 // found in the LICENSE file.
5 //
6 
7 // Renderer9.cpp: Implements a back-end specific class for the D3D9 renderer.
8 
9 #include "libANGLE/renderer/d3d/d3d9/Renderer9.h"
10 
11 #include <EGL/eglext.h>
12 #include <sstream>
13 
14 #include "common/utilities.h"
15 #include "libANGLE/Buffer.h"
16 #include "libANGLE/Context.h"
17 #include "libANGLE/Display.h"
18 #include "libANGLE/Framebuffer.h"
19 #include "libANGLE/FramebufferAttachment.h"
20 #include "libANGLE/Program.h"
21 #include "libANGLE/Renderbuffer.h"
22 #include "libANGLE/State.h"
23 #include "libANGLE/Surface.h"
24 #include "libANGLE/Texture.h"
25 #include "libANGLE/angletypes.h"
26 #include "libANGLE/features.h"
27 #include "libANGLE/formatutils.h"
28 #include "libANGLE/renderer/d3d/CompilerD3D.h"
29 #include "libANGLE/renderer/d3d/DeviceD3D.h"
30 #include "libANGLE/renderer/d3d/FramebufferD3D.h"
31 #include "libANGLE/renderer/d3d/IndexDataManager.h"
32 #include "libANGLE/renderer/d3d/ProgramD3D.h"
33 #include "libANGLE/renderer/d3d/RenderbufferD3D.h"
34 #include "libANGLE/renderer/d3d/ShaderD3D.h"
35 #include "libANGLE/renderer/d3d/SurfaceD3D.h"
36 #include "libANGLE/renderer/d3d/TextureD3D.h"
37 #include "libANGLE/renderer/d3d/d3d9/Blit9.h"
38 #include "libANGLE/renderer/d3d/d3d9/Buffer9.h"
39 #include "libANGLE/renderer/d3d/d3d9/Context9.h"
40 #include "libANGLE/renderer/d3d/d3d9/Fence9.h"
41 #include "libANGLE/renderer/d3d/d3d9/Framebuffer9.h"
42 #include "libANGLE/renderer/d3d/d3d9/Image9.h"
43 #include "libANGLE/renderer/d3d/d3d9/IndexBuffer9.h"
44 #include "libANGLE/renderer/d3d/d3d9/NativeWindow9.h"
45 #include "libANGLE/renderer/d3d/d3d9/Query9.h"
46 #include "libANGLE/renderer/d3d/d3d9/RenderTarget9.h"
47 #include "libANGLE/renderer/d3d/d3d9/ShaderExecutable9.h"
48 #include "libANGLE/renderer/d3d/d3d9/SwapChain9.h"
49 #include "libANGLE/renderer/d3d/d3d9/TextureStorage9.h"
50 #include "libANGLE/renderer/d3d/d3d9/VertexArray9.h"
51 #include "libANGLE/renderer/d3d/d3d9/VertexBuffer9.h"
52 #include "libANGLE/renderer/d3d/d3d9/formatutils9.h"
53 #include "libANGLE/renderer/d3d/d3d9/renderer9_utils.h"
54 #include "third_party/trace_event/trace_event.h"
55 
56 #if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
57 #define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL3
58 #endif
59 
60 // Enable ANGLE_SUPPORT_SHADER_MODEL_2 if you wish devices with only shader model 2.
61 // Such a device would not be conformant.
62 #ifndef ANGLE_SUPPORT_SHADER_MODEL_2
63 #define ANGLE_SUPPORT_SHADER_MODEL_2 0
64 #endif
65 
66 namespace rx
67 {
68 
69 enum
70 {
71     MAX_VERTEX_CONSTANT_VECTORS_D3D9 = 256,
72     MAX_PIXEL_CONSTANT_VECTORS_SM2   = 32,
73     MAX_PIXEL_CONSTANT_VECTORS_SM3   = 224,
74     MAX_VARYING_VECTORS_SM2          = 8,
75     MAX_VARYING_VECTORS_SM3          = 10,
76 
77     MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 = 4
78 };
79 
Renderer9(egl::Display * display)80 Renderer9::Renderer9(egl::Display *display) : RendererD3D(display), mStateManager(this)
81 {
82     mD3d9Module = nullptr;
83 
84     mD3d9         = nullptr;
85     mD3d9Ex       = nullptr;
86     mDevice       = nullptr;
87     mDeviceEx     = nullptr;
88     mDeviceWindow = nullptr;
89     mBlit         = nullptr;
90 
91     mAdapter = D3DADAPTER_DEFAULT;
92 
93     const egl::AttributeMap &attributes = display->getAttributeMap();
94     EGLint requestedDeviceType          = static_cast<EGLint>(attributes.get(
95         EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE));
96     switch (requestedDeviceType)
97     {
98         case EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE:
99             mDeviceType = D3DDEVTYPE_HAL;
100             break;
101 
102         case EGL_PLATFORM_ANGLE_DEVICE_TYPE_REFERENCE_ANGLE:
103             mDeviceType = D3DDEVTYPE_REF;
104             break;
105 
106         case EGL_PLATFORM_ANGLE_DEVICE_TYPE_NULL_ANGLE:
107             mDeviceType = D3DDEVTYPE_NULLREF;
108             break;
109 
110         default:
111             UNREACHABLE();
112     }
113 
114     mMaskedClearSavedState = nullptr;
115 
116     mVertexDataManager = nullptr;
117     mIndexDataManager  = nullptr;
118     mLineLoopIB        = nullptr;
119     mCountingIB        = nullptr;
120 
121     mMaxNullColorbufferLRU = 0;
122     for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
123     {
124         mNullColorbufferCache[i].lruCount = 0;
125         mNullColorbufferCache[i].width    = 0;
126         mNullColorbufferCache[i].height   = 0;
127         mNullColorbufferCache[i].buffer   = nullptr;
128     }
129 
130     mAppliedVertexShader  = nullptr;
131     mAppliedPixelShader   = nullptr;
132     mAppliedProgramSerial = 0;
133 
134     gl::InitializeDebugAnnotations(&mAnnotator);
135 
136     mEGLDevice = nullptr;
137 }
138 
~Renderer9()139 Renderer9::~Renderer9()
140 {
141     if (mDevice)
142     {
143         // If the device is lost, reset it first to prevent leaving the driver in an unstable state
144         if (testDeviceLost())
145         {
146             resetDevice();
147         }
148     }
149 
150     release();
151 }
152 
release()153 void Renderer9::release()
154 {
155     RendererD3D::cleanup();
156 
157     gl::UninitializeDebugAnnotations();
158 
159     mTranslatedAttribCache.clear();
160 
161     releaseDeviceResources();
162 
163     SafeDelete(mEGLDevice);
164     SafeRelease(mDevice);
165     SafeRelease(mDeviceEx);
166     SafeRelease(mD3d9);
167     SafeRelease(mD3d9Ex);
168 
169     mCompiler.release();
170 
171     if (mDeviceWindow)
172     {
173         DestroyWindow(mDeviceWindow);
174         mDeviceWindow = nullptr;
175     }
176 
177     mD3d9Module = nullptr;
178 }
179 
initialize()180 egl::Error Renderer9::initialize()
181 {
182     TRACE_EVENT0("gpu.angle", "GetModuleHandle_d3d9");
183     mD3d9Module = GetModuleHandle(TEXT("d3d9.dll"));
184 
185     if (mD3d9Module == nullptr)
186     {
187         return egl::EglNotInitialized(D3D9_INIT_MISSING_DEP) << "No D3D9 module found.";
188     }
189 
190     typedef HRESULT(WINAPI * Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex **);
191     Direct3DCreate9ExFunc Direct3DCreate9ExPtr =
192         reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex"));
193 
194     // Use Direct3D9Ex if available. Among other things, this version is less
195     // inclined to report a lost context, for example when the user switches
196     // desktop. Direct3D9Ex is available in Windows Vista and later if suitable drivers are
197     // available.
198     if (ANGLE_D3D9EX == ANGLE_ENABLED && Direct3DCreate9ExPtr &&
199         SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &mD3d9Ex)))
200     {
201         TRACE_EVENT0("gpu.angle", "D3d9Ex_QueryInterface");
202         ASSERT(mD3d9Ex);
203         mD3d9Ex->QueryInterface(__uuidof(IDirect3D9), reinterpret_cast<void **>(&mD3d9));
204         ASSERT(mD3d9);
205     }
206     else
207     {
208         TRACE_EVENT0("gpu.angle", "Direct3DCreate9");
209         mD3d9 = Direct3DCreate9(D3D_SDK_VERSION);
210     }
211 
212     if (!mD3d9)
213     {
214         return egl::EglNotInitialized(D3D9_INIT_MISSING_DEP) << "Could not create D3D9 device.";
215     }
216 
217     if (mDisplay->getNativeDisplayId() != nullptr)
218     {
219         //  UNIMPLEMENTED();   // FIXME: Determine which adapter index the device context
220         //  corresponds to
221     }
222 
223     HRESULT result;
224 
225     // Give up on getting device caps after about one second.
226     {
227         TRACE_EVENT0("gpu.angle", "GetDeviceCaps");
228         for (int i = 0; i < 10; ++i)
229         {
230             result = mD3d9->GetDeviceCaps(mAdapter, mDeviceType, &mDeviceCaps);
231             if (SUCCEEDED(result))
232             {
233                 break;
234             }
235             else if (result == D3DERR_NOTAVAILABLE)
236             {
237                 Sleep(100);  // Give the driver some time to initialize/recover
238             }
239             else if (FAILED(result))  // D3DERR_OUTOFVIDEOMEMORY, E_OUTOFMEMORY,
240                                       // D3DERR_INVALIDDEVICE, or another error we can't recover
241                                       // from
242             {
243                 return egl::EglNotInitialized(D3D9_INIT_OTHER_ERROR)
244                        << "Failed to get device caps, " << gl::FmtHR(result);
245             }
246         }
247     }
248 
249 #if ANGLE_SUPPORT_SHADER_MODEL_2
250     size_t minShaderModel = 2;
251 #else
252     size_t minShaderModel = 3;
253 #endif
254 
255     if (mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(minShaderModel, 0))
256     {
257         return egl::EglNotInitialized(D3D9_INIT_UNSUPPORTED_VERSION)
258                << "Renderer does not support PS " << minShaderModel << ".0, aborting!";
259     }
260 
261     // When DirectX9 is running with an older DirectX8 driver, a StretchRect from a regular texture
262     // to a render target texture is not supported. This is required by
263     // Texture2D::ensureRenderTarget.
264     if ((mDeviceCaps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES) == 0)
265     {
266         return egl::EglNotInitialized(D3D9_INIT_UNSUPPORTED_STRETCHRECT)
267                << "Renderer does not support StretctRect from textures.";
268     }
269 
270     {
271         TRACE_EVENT0("gpu.angle", "GetAdapterIdentifier");
272         mD3d9->GetAdapterIdentifier(mAdapter, 0, &mAdapterIdentifier);
273     }
274 
275     static const TCHAR windowName[] = TEXT("AngleHiddenWindow");
276     static const TCHAR className[]  = TEXT("STATIC");
277 
278     {
279         TRACE_EVENT0("gpu.angle", "CreateWindowEx");
280         mDeviceWindow =
281             CreateWindowEx(WS_EX_NOACTIVATE, className, windowName, WS_DISABLED | WS_POPUP, 0, 0, 1,
282                            1, HWND_MESSAGE, nullptr, GetModuleHandle(nullptr), nullptr);
283     }
284 
285     D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
286     DWORD behaviorFlags =
287         D3DCREATE_FPU_PRESERVE | D3DCREATE_NOWINDOWCHANGES | D3DCREATE_MULTITHREADED;
288 
289     {
290         TRACE_EVENT0("gpu.angle", "D3d9_CreateDevice");
291         result = mD3d9->CreateDevice(
292             mAdapter, mDeviceType, mDeviceWindow,
293             behaviorFlags | D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE,
294             &presentParameters, &mDevice);
295     }
296     if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DEVICELOST)
297     {
298         return egl::EglBadAlloc(D3D9_INIT_OUT_OF_MEMORY)
299                << "CreateDevice failed: device lost of out of memory";
300     }
301 
302     if (FAILED(result))
303     {
304         TRACE_EVENT0("gpu.angle", "D3d9_CreateDevice2");
305         result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow,
306                                      behaviorFlags | D3DCREATE_SOFTWARE_VERTEXPROCESSING,
307                                      &presentParameters, &mDevice);
308 
309         if (FAILED(result))
310         {
311             ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY ||
312                    result == D3DERR_NOTAVAILABLE || result == D3DERR_DEVICELOST);
313             return egl::EglBadAlloc(D3D9_INIT_OUT_OF_MEMORY)
314                    << "CreateDevice2 failed: device lost, not available, or of out of memory";
315         }
316     }
317 
318     if (mD3d9Ex)
319     {
320         TRACE_EVENT0("gpu.angle", "mDevice_QueryInterface");
321         result = mDevice->QueryInterface(__uuidof(IDirect3DDevice9Ex), (void **)&mDeviceEx);
322         ASSERT(SUCCEEDED(result));
323     }
324 
325     {
326         TRACE_EVENT0("gpu.angle", "ShaderCache initialize");
327         mVertexShaderCache.initialize(mDevice);
328         mPixelShaderCache.initialize(mDevice);
329     }
330 
331     D3DDISPLAYMODE currentDisplayMode;
332     mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
333 
334     // Check vertex texture support
335     // Only Direct3D 10 ready devices support all the necessary vertex texture formats.
336     // We test this using D3D9 by checking support for the R16F format.
337     mVertexTextureSupport = mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0) &&
338                             SUCCEEDED(mD3d9->CheckDeviceFormat(
339                                 mAdapter, mDeviceType, currentDisplayMode.Format,
340                                 D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F));
341 
342     ANGLE_TRY(initializeDevice());
343 
344     return egl::NoError();
345 }
346 
347 // do any one-time device initialization
348 // NOTE: this is also needed after a device lost/reset
349 // to reset the scene status and ensure the default states are reset.
initializeDevice()350 egl::Error Renderer9::initializeDevice()
351 {
352     // Permanent non-default states
353     mDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
354     mDevice->SetRenderState(D3DRS_LASTPIXEL, FALSE);
355 
356     if (mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0))
357     {
358         mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, (DWORD &)mDeviceCaps.MaxPointSize);
359     }
360     else
361     {
362         mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, 0x3F800000);  // 1.0f
363     }
364 
365     const gl::Caps &rendererCaps = getNativeCaps();
366 
367     mCurVertexSamplerStates.resize(rendererCaps.maxVertexTextureImageUnits);
368     mCurPixelSamplerStates.resize(rendererCaps.maxTextureImageUnits);
369 
370     mCurVertexTextures.resize(rendererCaps.maxVertexTextureImageUnits);
371     mCurPixelTextures.resize(rendererCaps.maxTextureImageUnits);
372 
373     markAllStateDirty();
374 
375     mSceneStarted = false;
376 
377     ASSERT(!mBlit);
378     mBlit = new Blit9(this);
379     ANGLE_TRY(mBlit->initialize());
380 
381     ASSERT(!mVertexDataManager && !mIndexDataManager);
382     mVertexDataManager = new VertexDataManager(this);
383     mIndexDataManager  = new IndexDataManager(this);
384 
385     if (mVertexDataManager->initialize().isError())
386     {
387         return egl::EglBadAlloc() << "Error initializing VertexDataManager";
388     }
389 
390     mTranslatedAttribCache.resize(getNativeCaps().maxVertexAttributes);
391 
392     mStateManager.initialize();
393 
394     return egl::NoError();
395 }
396 
getDefaultPresentParameters()397 D3DPRESENT_PARAMETERS Renderer9::getDefaultPresentParameters()
398 {
399     D3DPRESENT_PARAMETERS presentParameters = {0};
400 
401     // The default swap chain is never actually used. Surface will create a new swap chain with the
402     // proper parameters.
403     presentParameters.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
404     presentParameters.BackBufferCount        = 1;
405     presentParameters.BackBufferFormat       = D3DFMT_UNKNOWN;
406     presentParameters.BackBufferWidth        = 1;
407     presentParameters.BackBufferHeight       = 1;
408     presentParameters.EnableAutoDepthStencil = FALSE;
409     presentParameters.Flags                  = 0;
410     presentParameters.hDeviceWindow          = mDeviceWindow;
411     presentParameters.MultiSampleQuality     = 0;
412     presentParameters.MultiSampleType        = D3DMULTISAMPLE_NONE;
413     presentParameters.PresentationInterval   = D3DPRESENT_INTERVAL_DEFAULT;
414     presentParameters.SwapEffect             = D3DSWAPEFFECT_DISCARD;
415     presentParameters.Windowed               = TRUE;
416 
417     return presentParameters;
418 }
419 
generateConfigs()420 egl::ConfigSet Renderer9::generateConfigs()
421 {
422     static const GLenum colorBufferFormats[] = {
423         GL_BGR5_A1_ANGLEX, GL_BGRA8_EXT, GL_RGB565,
424 
425     };
426 
427     static const GLenum depthStencilBufferFormats[] = {
428         GL_NONE,
429         GL_DEPTH_COMPONENT32_OES,
430         GL_DEPTH24_STENCIL8_OES,
431         GL_DEPTH_COMPONENT24_OES,
432         GL_DEPTH_COMPONENT16,
433     };
434 
435     const gl::Caps &rendererCaps                  = getNativeCaps();
436     const gl::TextureCapsMap &rendererTextureCaps = getNativeTextureCaps();
437 
438     D3DDISPLAYMODE currentDisplayMode;
439     mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
440 
441     // Determine the min and max swap intervals
442     int minSwapInterval = 4;
443     int maxSwapInterval = 0;
444 
445     if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE)
446     {
447         minSwapInterval = std::min(minSwapInterval, 0);
448         maxSwapInterval = std::max(maxSwapInterval, 0);
449     }
450     if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_ONE)
451     {
452         minSwapInterval = std::min(minSwapInterval, 1);
453         maxSwapInterval = std::max(maxSwapInterval, 1);
454     }
455     if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_TWO)
456     {
457         minSwapInterval = std::min(minSwapInterval, 2);
458         maxSwapInterval = std::max(maxSwapInterval, 2);
459     }
460     if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_THREE)
461     {
462         minSwapInterval = std::min(minSwapInterval, 3);
463         maxSwapInterval = std::max(maxSwapInterval, 3);
464     }
465     if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_FOUR)
466     {
467         minSwapInterval = std::min(minSwapInterval, 4);
468         maxSwapInterval = std::max(maxSwapInterval, 4);
469     }
470 
471     egl::ConfigSet configs;
472     for (size_t formatIndex = 0; formatIndex < ArraySize(colorBufferFormats); formatIndex++)
473     {
474         GLenum colorBufferInternalFormat = colorBufferFormats[formatIndex];
475         const gl::TextureCaps &colorBufferFormatCaps =
476             rendererTextureCaps.get(colorBufferInternalFormat);
477         if (colorBufferFormatCaps.renderable)
478         {
479             for (size_t depthStencilIndex = 0;
480                  depthStencilIndex < ArraySize(depthStencilBufferFormats); depthStencilIndex++)
481             {
482                 GLenum depthStencilBufferInternalFormat =
483                     depthStencilBufferFormats[depthStencilIndex];
484                 const gl::TextureCaps &depthStencilBufferFormatCaps =
485                     rendererTextureCaps.get(depthStencilBufferInternalFormat);
486                 if (depthStencilBufferFormatCaps.renderable ||
487                     depthStencilBufferInternalFormat == GL_NONE)
488                 {
489                     const gl::InternalFormat &colorBufferFormatInfo =
490                         gl::GetSizedInternalFormatInfo(colorBufferInternalFormat);
491                     const gl::InternalFormat &depthStencilBufferFormatInfo =
492                         gl::GetSizedInternalFormatInfo(depthStencilBufferInternalFormat);
493                     const d3d9::TextureFormat &d3d9ColorBufferFormatInfo =
494                         d3d9::GetTextureFormatInfo(colorBufferInternalFormat);
495 
496                     egl::Config config;
497                     config.renderTargetFormat = colorBufferInternalFormat;
498                     config.depthStencilFormat = depthStencilBufferInternalFormat;
499                     config.bufferSize         = colorBufferFormatInfo.pixelBytes * 8;
500                     config.redSize            = colorBufferFormatInfo.redBits;
501                     config.greenSize          = colorBufferFormatInfo.greenBits;
502                     config.blueSize           = colorBufferFormatInfo.blueBits;
503                     config.luminanceSize      = colorBufferFormatInfo.luminanceBits;
504                     config.alphaSize          = colorBufferFormatInfo.alphaBits;
505                     config.alphaMaskSize      = 0;
506                     config.bindToTextureRGB   = (colorBufferFormatInfo.format == GL_RGB);
507                     config.bindToTextureRGBA  = (colorBufferFormatInfo.format == GL_RGBA ||
508                                                 colorBufferFormatInfo.format == GL_BGRA_EXT);
509                     config.colorBufferType = EGL_RGB_BUFFER;
510                     // Mark as slow if blits to the back-buffer won't be straight forward
511                     config.configCaveat =
512                         (currentDisplayMode.Format == d3d9ColorBufferFormatInfo.renderFormat)
513                             ? EGL_NONE
514                             : EGL_SLOW_CONFIG;
515                     config.configID          = static_cast<EGLint>(configs.size() + 1);
516                     config.conformant        = EGL_OPENGL_ES2_BIT;
517                     config.depthSize         = depthStencilBufferFormatInfo.depthBits;
518                     config.level             = 0;
519                     config.matchNativePixmap = EGL_NONE;
520                     config.maxPBufferWidth   = rendererCaps.max2DTextureSize;
521                     config.maxPBufferHeight  = rendererCaps.max2DTextureSize;
522                     config.maxPBufferPixels =
523                         rendererCaps.max2DTextureSize * rendererCaps.max2DTextureSize;
524                     config.maxSwapInterval  = maxSwapInterval;
525                     config.minSwapInterval  = minSwapInterval;
526                     config.nativeRenderable = EGL_FALSE;
527                     config.nativeVisualID   = 0;
528                     config.nativeVisualType = EGL_NONE;
529                     config.renderableType   = EGL_OPENGL_ES2_BIT;
530                     config.sampleBuffers    = 0;  // FIXME: enumerate multi-sampling
531                     config.samples          = 0;
532                     config.stencilSize      = depthStencilBufferFormatInfo.stencilBits;
533                     config.surfaceType =
534                         EGL_PBUFFER_BIT | EGL_WINDOW_BIT | EGL_SWAP_BEHAVIOR_PRESERVED_BIT;
535                     config.transparentType       = EGL_NONE;
536                     config.transparentRedValue   = 0;
537                     config.transparentGreenValue = 0;
538                     config.transparentBlueValue  = 0;
539                     config.colorComponentType    = gl_egl::GLComponentTypeToEGLColorComponentType(
540                         colorBufferFormatInfo.componentType);
541 
542                     configs.add(config);
543                 }
544             }
545         }
546     }
547 
548     ASSERT(configs.size() > 0);
549     return configs;
550 }
551 
generateDisplayExtensions(egl::DisplayExtensions * outExtensions) const552 void Renderer9::generateDisplayExtensions(egl::DisplayExtensions *outExtensions) const
553 {
554     outExtensions->createContextRobustness = true;
555 
556     if (getShareHandleSupport())
557     {
558         outExtensions->d3dShareHandleClientBuffer     = true;
559         outExtensions->surfaceD3DTexture2DShareHandle = true;
560     }
561     outExtensions->d3dTextureClientBuffer = true;
562 
563     outExtensions->querySurfacePointer = true;
564     outExtensions->windowFixedSize     = true;
565     outExtensions->postSubBuffer       = true;
566     outExtensions->deviceQuery         = true;
567 
568     outExtensions->image               = true;
569     outExtensions->imageBase           = true;
570     outExtensions->glTexture2DImage    = true;
571     outExtensions->glRenderbufferImage = true;
572 
573     outExtensions->flexibleSurfaceCompatibility = true;
574 
575     // Contexts are virtualized so textures can be shared globally
576     outExtensions->displayTextureShareGroup = true;
577 
578     // D3D9 can be used without an output surface
579     outExtensions->surfacelessContext = true;
580 
581     outExtensions->robustResourceInitialization = true;
582 }
583 
startScene()584 void Renderer9::startScene()
585 {
586     if (!mSceneStarted)
587     {
588         long result = mDevice->BeginScene();
589         if (SUCCEEDED(result))
590         {
591             // This is defensive checking against the device being
592             // lost at unexpected times.
593             mSceneStarted = true;
594         }
595     }
596 }
597 
endScene()598 void Renderer9::endScene()
599 {
600     if (mSceneStarted)
601     {
602         // EndScene can fail if the device was lost, for example due
603         // to a TDR during a draw call.
604         mDevice->EndScene();
605         mSceneStarted = false;
606     }
607 }
608 
flush()609 gl::Error Renderer9::flush()
610 {
611     IDirect3DQuery9 *query = nullptr;
612     gl::Error error        = allocateEventQuery(&query);
613     if (error.isError())
614     {
615         return error;
616     }
617 
618     HRESULT result = query->Issue(D3DISSUE_END);
619     if (FAILED(result))
620     {
621         ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
622         return gl::OutOfMemory() << "Failed to issue event query, " << gl::FmtHR(result);
623     }
624 
625     // Grab the query data once
626     result = query->GetData(nullptr, 0, D3DGETDATA_FLUSH);
627     freeEventQuery(query);
628     if (FAILED(result))
629     {
630         if (d3d9::isDeviceLostError(result))
631         {
632             notifyDeviceLost();
633         }
634 
635         return gl::OutOfMemory() << "Failed to get event query data, " << gl::FmtHR(result);
636     }
637 
638     return gl::NoError();
639 }
640 
finish()641 gl::Error Renderer9::finish()
642 {
643     IDirect3DQuery9 *query = nullptr;
644     gl::Error error        = allocateEventQuery(&query);
645     if (error.isError())
646     {
647         return error;
648     }
649 
650     HRESULT result = query->Issue(D3DISSUE_END);
651     if (FAILED(result))
652     {
653         ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
654         return gl::OutOfMemory() << "Failed to issue event query, " << gl::FmtHR(result);
655     }
656 
657     // Grab the query data once
658     result = query->GetData(nullptr, 0, D3DGETDATA_FLUSH);
659     if (FAILED(result))
660     {
661         if (d3d9::isDeviceLostError(result))
662         {
663             notifyDeviceLost();
664         }
665 
666         freeEventQuery(query);
667         return gl::OutOfMemory() << "Failed to get event query data, " << gl::FmtHR(result);
668     }
669 
670     // Loop until the query completes
671     while (result == S_FALSE)
672     {
673         // Keep polling, but allow other threads to do something useful first
674         ScheduleYield();
675 
676         result = query->GetData(nullptr, 0, D3DGETDATA_FLUSH);
677 
678         // explicitly check for device loss
679         // some drivers seem to return S_FALSE even if the device is lost
680         // instead of D3DERR_DEVICELOST like they should
681         if (result == S_FALSE && testDeviceLost())
682         {
683             result = D3DERR_DEVICELOST;
684         }
685 
686         if (FAILED(result))
687         {
688             if (d3d9::isDeviceLostError(result))
689             {
690                 notifyDeviceLost();
691             }
692 
693             freeEventQuery(query);
694             return gl::OutOfMemory() << "Failed to get event query data, " << gl::FmtHR(result);
695         }
696     }
697 
698     freeEventQuery(query);
699 
700     return gl::NoError();
701 }
702 
isValidNativeWindow(EGLNativeWindowType window) const703 bool Renderer9::isValidNativeWindow(EGLNativeWindowType window) const
704 {
705     return NativeWindow9::IsValidNativeWindow(window);
706 }
707 
createNativeWindow(EGLNativeWindowType window,const egl::Config *,const egl::AttributeMap &) const708 NativeWindowD3D *Renderer9::createNativeWindow(EGLNativeWindowType window,
709                                                const egl::Config *,
710                                                const egl::AttributeMap &) const
711 {
712     return new NativeWindow9(window);
713 }
714 
createSwapChain(NativeWindowD3D * nativeWindow,HANDLE shareHandle,IUnknown * d3dTexture,GLenum backBufferFormat,GLenum depthBufferFormat,EGLint orientation,EGLint samples)715 SwapChainD3D *Renderer9::createSwapChain(NativeWindowD3D *nativeWindow,
716                                          HANDLE shareHandle,
717                                          IUnknown *d3dTexture,
718                                          GLenum backBufferFormat,
719                                          GLenum depthBufferFormat,
720                                          EGLint orientation,
721                                          EGLint samples)
722 {
723     return new SwapChain9(this, GetAs<NativeWindow9>(nativeWindow), shareHandle, d3dTexture,
724                           backBufferFormat, depthBufferFormat, orientation);
725 }
726 
getD3DTextureInfo(const egl::Config * config,IUnknown * d3dTexture,EGLint * width,EGLint * height,GLenum * fboFormat) const727 egl::Error Renderer9::getD3DTextureInfo(const egl::Config *config,
728                                         IUnknown *d3dTexture,
729                                         EGLint *width,
730                                         EGLint *height,
731                                         GLenum *fboFormat) const
732 {
733     IDirect3DTexture9 *texture = nullptr;
734     if (FAILED(d3dTexture->QueryInterface(&texture)))
735     {
736         return egl::EglBadParameter() << "Client buffer is not a IDirect3DTexture9";
737     }
738 
739     IDirect3DDevice9 *textureDevice = nullptr;
740     texture->GetDevice(&textureDevice);
741     if (textureDevice != mDevice)
742     {
743         SafeRelease(texture);
744         return egl::EglBadParameter() << "Texture's device does not match.";
745     }
746     SafeRelease(textureDevice);
747 
748     D3DSURFACE_DESC desc;
749     texture->GetLevelDesc(0, &desc);
750     SafeRelease(texture);
751 
752     if (width)
753     {
754         *width = static_cast<EGLint>(desc.Width);
755     }
756     if (height)
757     {
758         *height = static_cast<EGLint>(desc.Height);
759     }
760 
761     // From table egl.restrictions in EGL_ANGLE_d3d_texture_client_buffer.
762     switch (desc.Format)
763     {
764         case D3DFMT_R8G8B8:
765         case D3DFMT_A8R8G8B8:
766         case D3DFMT_A16B16G16R16F:
767         case D3DFMT_A32B32G32R32F:
768             break;
769 
770         default:
771             return egl::EglBadParameter()
772                    << "Unknown client buffer texture format: " << desc.Format;
773     }
774 
775     if (fboFormat)
776     {
777         const auto &d3dFormatInfo = d3d9::GetD3DFormatInfo(desc.Format);
778         ASSERT(d3dFormatInfo.info().id != angle::Format::ID::NONE);
779         *fboFormat = d3dFormatInfo.info().fboImplementationInternalFormat;
780     }
781 
782     return egl::NoError();
783 }
784 
validateShareHandle(const egl::Config * config,HANDLE shareHandle,const egl::AttributeMap & attribs) const785 egl::Error Renderer9::validateShareHandle(const egl::Config *config,
786                                           HANDLE shareHandle,
787                                           const egl::AttributeMap &attribs) const
788 {
789     if (shareHandle == nullptr)
790     {
791         return egl::EglBadParameter() << "NULL share handle.";
792     }
793 
794     EGLint width  = attribs.getAsInt(EGL_WIDTH, 0);
795     EGLint height = attribs.getAsInt(EGL_HEIGHT, 0);
796     ASSERT(width != 0 && height != 0);
797 
798     const d3d9::TextureFormat &backBufferd3dFormatInfo =
799         d3d9::GetTextureFormatInfo(config->renderTargetFormat);
800 
801     IDirect3DTexture9 *texture = nullptr;
802     HRESULT result             = mDevice->CreateTexture(width, height, 1, D3DUSAGE_RENDERTARGET,
803                                             backBufferd3dFormatInfo.texFormat, D3DPOOL_DEFAULT,
804                                             &texture, &shareHandle);
805     if (FAILED(result))
806     {
807         return egl::EglBadParameter() << "Failed to open share handle, " << gl::FmtHR(result);
808     }
809 
810     DWORD levelCount = texture->GetLevelCount();
811 
812     D3DSURFACE_DESC desc;
813     texture->GetLevelDesc(0, &desc);
814     SafeRelease(texture);
815 
816     if (levelCount != 1 || desc.Width != static_cast<UINT>(width) ||
817         desc.Height != static_cast<UINT>(height) ||
818         desc.Format != backBufferd3dFormatInfo.texFormat)
819     {
820         return egl::EglBadParameter() << "Invalid texture parameters in share handle texture.";
821     }
822 
823     return egl::NoError();
824 }
825 
createContext(const gl::ContextState & state)826 ContextImpl *Renderer9::createContext(const gl::ContextState &state)
827 {
828     return new Context9(state, this);
829 }
830 
getD3DDevice()831 void *Renderer9::getD3DDevice()
832 {
833     return reinterpret_cast<void *>(mDevice);
834 }
835 
allocateEventQuery(IDirect3DQuery9 ** outQuery)836 gl::Error Renderer9::allocateEventQuery(IDirect3DQuery9 **outQuery)
837 {
838     if (mEventQueryPool.empty())
839     {
840         HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_EVENT, outQuery);
841         if (FAILED(result))
842         {
843             ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
844             return gl::OutOfMemory() << "Failed to allocate event query, " << gl::FmtHR(result);
845         }
846     }
847     else
848     {
849         *outQuery = mEventQueryPool.back();
850         mEventQueryPool.pop_back();
851     }
852 
853     return gl::NoError();
854 }
855 
freeEventQuery(IDirect3DQuery9 * query)856 void Renderer9::freeEventQuery(IDirect3DQuery9 *query)
857 {
858     if (mEventQueryPool.size() > 1000)
859     {
860         SafeRelease(query);
861     }
862     else
863     {
864         mEventQueryPool.push_back(query);
865     }
866 }
867 
createVertexShader(const DWORD * function,size_t length,IDirect3DVertexShader9 ** outShader)868 gl::Error Renderer9::createVertexShader(const DWORD *function,
869                                         size_t length,
870                                         IDirect3DVertexShader9 **outShader)
871 {
872     return mVertexShaderCache.create(function, length, outShader);
873 }
874 
createPixelShader(const DWORD * function,size_t length,IDirect3DPixelShader9 ** outShader)875 gl::Error Renderer9::createPixelShader(const DWORD *function,
876                                        size_t length,
877                                        IDirect3DPixelShader9 **outShader)
878 {
879     return mPixelShaderCache.create(function, length, outShader);
880 }
881 
createVertexBuffer(UINT Length,DWORD Usage,IDirect3DVertexBuffer9 ** ppVertexBuffer)882 HRESULT Renderer9::createVertexBuffer(UINT Length,
883                                       DWORD Usage,
884                                       IDirect3DVertexBuffer9 **ppVertexBuffer)
885 {
886     D3DPOOL Pool = getBufferPool(Usage);
887     return mDevice->CreateVertexBuffer(Length, Usage, 0, Pool, ppVertexBuffer, nullptr);
888 }
889 
createVertexBuffer()890 VertexBuffer *Renderer9::createVertexBuffer()
891 {
892     return new VertexBuffer9(this);
893 }
894 
createIndexBuffer(UINT Length,DWORD Usage,D3DFORMAT Format,IDirect3DIndexBuffer9 ** ppIndexBuffer)895 HRESULT Renderer9::createIndexBuffer(UINT Length,
896                                      DWORD Usage,
897                                      D3DFORMAT Format,
898                                      IDirect3DIndexBuffer9 **ppIndexBuffer)
899 {
900     D3DPOOL Pool = getBufferPool(Usage);
901     return mDevice->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer, nullptr);
902 }
903 
createIndexBuffer()904 IndexBuffer *Renderer9::createIndexBuffer()
905 {
906     return new IndexBuffer9(this);
907 }
908 
createStreamProducerD3DTextureNV12(egl::Stream::ConsumerType consumerType,const egl::AttributeMap & attribs)909 StreamProducerImpl *Renderer9::createStreamProducerD3DTextureNV12(
910     egl::Stream::ConsumerType consumerType,
911     const egl::AttributeMap &attribs)
912 {
913     // Streams are not supported under D3D9
914     UNREACHABLE();
915     return nullptr;
916 }
917 
supportsFastCopyBufferToTexture(GLenum internalFormat) const918 bool Renderer9::supportsFastCopyBufferToTexture(GLenum internalFormat) const
919 {
920     // Pixel buffer objects are not supported in D3D9, since D3D9 is ES2-only and PBOs are ES3.
921     return false;
922 }
923 
fastCopyBufferToTexture(const gl::Context * context,const gl::PixelUnpackState & unpack,unsigned int offset,RenderTargetD3D * destRenderTarget,GLenum destinationFormat,GLenum sourcePixelsType,const gl::Box & destArea)924 gl::Error Renderer9::fastCopyBufferToTexture(const gl::Context *context,
925                                              const gl::PixelUnpackState &unpack,
926                                              unsigned int offset,
927                                              RenderTargetD3D *destRenderTarget,
928                                              GLenum destinationFormat,
929                                              GLenum sourcePixelsType,
930                                              const gl::Box &destArea)
931 {
932     // Pixel buffer objects are not supported in D3D9, since D3D9 is ES2-only and PBOs are ES3.
933     UNREACHABLE();
934     return gl::InternalError();
935 }
936 
setSamplerState(const gl::Context * context,gl::SamplerType type,int index,gl::Texture * texture,const gl::SamplerState & samplerState)937 gl::Error Renderer9::setSamplerState(const gl::Context *context,
938                                      gl::SamplerType type,
939                                      int index,
940                                      gl::Texture *texture,
941                                      const gl::SamplerState &samplerState)
942 {
943     CurSamplerState &appliedSampler = (type == gl::SAMPLER_PIXEL) ? mCurPixelSamplerStates[index]
944                                                                   : mCurVertexSamplerStates[index];
945 
946     // Make sure to add the level offset for our tiny compressed texture workaround
947     TextureD3D *textureD3D = GetImplAs<TextureD3D>(texture);
948 
949     TextureStorage *storage = nullptr;
950     ANGLE_TRY(textureD3D->getNativeTexture(context, &storage));
951 
952     // Storage should exist, texture should be complete
953     ASSERT(storage);
954 
955     DWORD baseLevel = texture->getBaseLevel() + storage->getTopLevel();
956 
957     if (appliedSampler.forceSet || appliedSampler.baseLevel != baseLevel ||
958         memcmp(&samplerState, &appliedSampler, sizeof(gl::SamplerState)) != 0)
959     {
960         int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
961         int d3dSampler       = index + d3dSamplerOffset;
962 
963         mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU,
964                                  gl_d3d9::ConvertTextureWrap(samplerState.wrapS));
965         mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV,
966                                  gl_d3d9::ConvertTextureWrap(samplerState.wrapT));
967 
968         mDevice->SetSamplerState(
969             d3dSampler, D3DSAMP_MAGFILTER,
970             gl_d3d9::ConvertMagFilter(samplerState.magFilter, samplerState.maxAnisotropy));
971 
972         D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
973         float lodBias;
974         gl_d3d9::ConvertMinFilter(samplerState.minFilter, &d3dMinFilter, &d3dMipFilter, &lodBias,
975                                   samplerState.maxAnisotropy, baseLevel);
976         mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
977         mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
978         mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXMIPLEVEL, baseLevel);
979         mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPMAPLODBIAS, static_cast<DWORD>(lodBias));
980         if (getNativeExtensions().textureFilterAnisotropic)
981         {
982             DWORD maxAnisotropy =
983                 std::min(mDeviceCaps.MaxAnisotropy, static_cast<DWORD>(samplerState.maxAnisotropy));
984             mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, maxAnisotropy);
985         }
986     }
987 
988     appliedSampler.forceSet     = false;
989     appliedSampler.samplerState = samplerState;
990     appliedSampler.baseLevel    = baseLevel;
991 
992     return gl::NoError();
993 }
994 
setTexture(const gl::Context * context,gl::SamplerType type,int index,gl::Texture * texture)995 gl::Error Renderer9::setTexture(const gl::Context *context,
996                                 gl::SamplerType type,
997                                 int index,
998                                 gl::Texture *texture)
999 {
1000     int d3dSamplerOffset              = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
1001     int d3dSampler                    = index + d3dSamplerOffset;
1002     IDirect3DBaseTexture9 *d3dTexture = nullptr;
1003     bool forceSetTexture              = false;
1004 
1005     std::vector<uintptr_t> &appliedTextures =
1006         (type == gl::SAMPLER_PIXEL) ? mCurPixelTextures : mCurVertexTextures;
1007 
1008     if (texture)
1009     {
1010         TextureD3D *textureImpl = GetImplAs<TextureD3D>(texture);
1011 
1012         TextureStorage *texStorage = nullptr;
1013         ANGLE_TRY(textureImpl->getNativeTexture(context, &texStorage));
1014 
1015         // Texture should be complete and have a storage
1016         ASSERT(texStorage);
1017 
1018         TextureStorage9 *storage9 = GetAs<TextureStorage9>(texStorage);
1019         ANGLE_TRY(storage9->getBaseTexture(context, &d3dTexture));
1020 
1021         // If we get NULL back from getBaseTexture here, something went wrong
1022         // in the texture class and we're unexpectedly missing the d3d texture
1023         ASSERT(d3dTexture != nullptr);
1024 
1025         forceSetTexture = textureImpl->hasDirtyImages();
1026         textureImpl->resetDirty();
1027     }
1028 
1029     if (forceSetTexture || appliedTextures[index] != reinterpret_cast<uintptr_t>(d3dTexture))
1030     {
1031         mDevice->SetTexture(d3dSampler, d3dTexture);
1032     }
1033 
1034     appliedTextures[index] = reinterpret_cast<uintptr_t>(d3dTexture);
1035 
1036     return gl::NoError();
1037 }
1038 
updateState(const gl::Context * context,GLenum drawMode)1039 gl::Error Renderer9::updateState(const gl::Context *context, GLenum drawMode)
1040 {
1041     const auto &glState = context->getGLState();
1042 
1043     // Applies the render target surface, depth stencil surface, viewport rectangle and
1044     // scissor rectangle to the renderer
1045     gl::Framebuffer *framebuffer = glState.getDrawFramebuffer();
1046     ASSERT(framebuffer && !framebuffer->hasAnyDirtyBit() && framebuffer->cachedComplete());
1047 
1048     ANGLE_TRY(applyRenderTarget(context, framebuffer));
1049 
1050     // Setting viewport state
1051     setViewport(glState.getViewport(), glState.getNearPlane(), glState.getFarPlane(), drawMode,
1052                 glState.getRasterizerState().frontFace, false);
1053 
1054     // Setting scissors state
1055     setScissorRectangle(glState.getScissor(), glState.isScissorTestEnabled());
1056 
1057     // Setting blend, depth stencil, and rasterizer states
1058     // Since framebuffer->getSamples will return the original samples which may be different with
1059     // the sample counts that we set in render target view, here we use renderTarget->getSamples to
1060     // get the actual samples.
1061     GLsizei samples           = 0;
1062     const gl::FramebufferAttachment *firstColorAttachment = framebuffer->getFirstColorbuffer();
1063     if (firstColorAttachment)
1064     {
1065         ASSERT(firstColorAttachment->isAttached());
1066         RenderTarget9 *renderTarget = nullptr;
1067         ANGLE_TRY(firstColorAttachment->getRenderTarget(context, &renderTarget));
1068         samples = renderTarget->getSamples();
1069     }
1070     gl::RasterizerState rasterizer = glState.getRasterizerState();
1071     rasterizer.pointDrawMode       = (drawMode == GL_POINTS);
1072     rasterizer.multiSample         = (samples != 0);
1073 
1074     unsigned int mask = GetBlendSampleMask(glState, samples);
1075     ANGLE_TRY(setBlendDepthRasterStates(context, mask));
1076 
1077     mStateManager.resetDirtyBits();
1078 
1079     return gl::NoError();
1080 }
1081 
setScissorRectangle(const gl::Rectangle & scissor,bool enabled)1082 void Renderer9::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
1083 {
1084     mStateManager.setScissorState(scissor, enabled);
1085 }
1086 
setBlendDepthRasterStates(const gl::Context * context,GLenum drawMode)1087 gl::Error Renderer9::setBlendDepthRasterStates(const gl::Context *context, GLenum drawMode)
1088 {
1089     const auto &glState  = context->getGLState();
1090     gl::Framebuffer *drawFramebuffer = glState.getDrawFramebuffer();
1091     ASSERT(!drawFramebuffer->hasAnyDirtyBit());
1092     // Since framebuffer->getSamples will return the original samples which may be different with
1093     // the sample counts that we set in render target view, here we use renderTarget->getSamples to
1094     // get the actual samples.
1095     GLsizei samples           = 0;
1096     const gl::FramebufferAttachment *firstColorAttachment = drawFramebuffer->getFirstColorbuffer();
1097     if (firstColorAttachment)
1098     {
1099         ASSERT(firstColorAttachment->isAttached());
1100         RenderTarget9 *renderTarget = nullptr;
1101         ANGLE_TRY(firstColorAttachment->getRenderTarget(context, &renderTarget));
1102         samples = renderTarget->getSamples();
1103     }
1104     gl::RasterizerState rasterizer = glState.getRasterizerState();
1105     rasterizer.pointDrawMode       = (drawMode == GL_POINTS);
1106     rasterizer.multiSample         = (samples != 0);
1107 
1108     unsigned int mask = GetBlendSampleMask(glState, samples);
1109     return mStateManager.setBlendDepthRasterStates(glState, mask);
1110 }
1111 
setViewport(const gl::Rectangle & viewport,float zNear,float zFar,GLenum drawMode,GLenum frontFace,bool ignoreViewport)1112 void Renderer9::setViewport(const gl::Rectangle &viewport,
1113                             float zNear,
1114                             float zFar,
1115                             GLenum drawMode,
1116                             GLenum frontFace,
1117                             bool ignoreViewport)
1118 {
1119     mStateManager.setViewportState(viewport, zNear, zFar, drawMode, frontFace, ignoreViewport);
1120 }
1121 
applyPrimitiveType(GLenum mode,GLsizei count,bool usesPointSize)1122 bool Renderer9::applyPrimitiveType(GLenum mode, GLsizei count, bool usesPointSize)
1123 {
1124     switch (mode)
1125     {
1126         case GL_POINTS:
1127             mPrimitiveType  = D3DPT_POINTLIST;
1128             mPrimitiveCount = count;
1129             break;
1130         case GL_LINES:
1131             mPrimitiveType  = D3DPT_LINELIST;
1132             mPrimitiveCount = count / 2;
1133             break;
1134         case GL_LINE_LOOP:
1135             mPrimitiveType = D3DPT_LINESTRIP;
1136             mPrimitiveCount =
1137                 count - 1;  // D3D doesn't support line loops, so we draw the last line separately
1138             break;
1139         case GL_LINE_STRIP:
1140             mPrimitiveType  = D3DPT_LINESTRIP;
1141             mPrimitiveCount = count - 1;
1142             break;
1143         case GL_TRIANGLES:
1144             mPrimitiveType  = D3DPT_TRIANGLELIST;
1145             mPrimitiveCount = count / 3;
1146             break;
1147         case GL_TRIANGLE_STRIP:
1148             mPrimitiveType  = D3DPT_TRIANGLESTRIP;
1149             mPrimitiveCount = count - 2;
1150             break;
1151         case GL_TRIANGLE_FAN:
1152             mPrimitiveType  = D3DPT_TRIANGLEFAN;
1153             mPrimitiveCount = count - 2;
1154             break;
1155         default:
1156             UNREACHABLE();
1157             return false;
1158     }
1159 
1160     return mPrimitiveCount > 0;
1161 }
1162 
getNullColorbuffer(const gl::Context * context,const gl::FramebufferAttachment * depthbuffer,const gl::FramebufferAttachment ** outColorBuffer)1163 gl::Error Renderer9::getNullColorbuffer(const gl::Context *context,
1164                                         const gl::FramebufferAttachment *depthbuffer,
1165                                         const gl::FramebufferAttachment **outColorBuffer)
1166 {
1167     ASSERT(depthbuffer);
1168 
1169     const gl::Extents &size = depthbuffer->getSize();
1170 
1171     // search cached nullcolorbuffers
1172     for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1173     {
1174         if (mNullColorbufferCache[i].buffer != nullptr &&
1175             mNullColorbufferCache[i].width == size.width &&
1176             mNullColorbufferCache[i].height == size.height)
1177         {
1178             mNullColorbufferCache[i].lruCount = ++mMaxNullColorbufferLRU;
1179             *outColorBuffer                   = mNullColorbufferCache[i].buffer;
1180             return gl::NoError();
1181         }
1182     }
1183 
1184     auto *implFactory = context->getImplementation();
1185 
1186     gl::Renderbuffer *nullRenderbuffer = new gl::Renderbuffer(implFactory->createRenderbuffer(), 0);
1187     gl::Error error = nullRenderbuffer->setStorage(context, GL_NONE, size.width, size.height);
1188     if (error.isError())
1189     {
1190         SafeDelete(nullRenderbuffer);
1191         return error;
1192     }
1193 
1194     gl::FramebufferAttachment *nullbuffer = new gl::FramebufferAttachment(
1195         context, GL_RENDERBUFFER, GL_NONE, gl::ImageIndex::MakeInvalid(), nullRenderbuffer);
1196 
1197     // add nullbuffer to the cache
1198     NullColorbufferCacheEntry *oldest = &mNullColorbufferCache[0];
1199     for (int i = 1; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1200     {
1201         if (mNullColorbufferCache[i].lruCount < oldest->lruCount)
1202         {
1203             oldest = &mNullColorbufferCache[i];
1204         }
1205     }
1206 
1207     delete oldest->buffer;
1208     oldest->buffer   = nullbuffer;
1209     oldest->lruCount = ++mMaxNullColorbufferLRU;
1210     oldest->width    = size.width;
1211     oldest->height   = size.height;
1212 
1213     *outColorBuffer = nullbuffer;
1214     return gl::NoError();
1215 }
1216 
applyRenderTarget(const gl::Context * context,const gl::FramebufferAttachment * colorAttachment,const gl::FramebufferAttachment * depthStencilAttachment)1217 gl::Error Renderer9::applyRenderTarget(const gl::Context *context,
1218                                        const gl::FramebufferAttachment *colorAttachment,
1219                                        const gl::FramebufferAttachment *depthStencilAttachment)
1220 {
1221     const gl::FramebufferAttachment *renderAttachment = colorAttachment;
1222 
1223     // if there is no color attachment we must synthesize a NULL colorattachment
1224     // to keep the D3D runtime happy.  This should only be possible if depth texturing.
1225     if (renderAttachment == nullptr)
1226     {
1227         ANGLE_TRY(getNullColorbuffer(context, depthStencilAttachment, &renderAttachment));
1228     }
1229     ASSERT(renderAttachment != nullptr);
1230 
1231     size_t renderTargetWidth     = 0;
1232     size_t renderTargetHeight    = 0;
1233     D3DFORMAT renderTargetFormat = D3DFMT_UNKNOWN;
1234 
1235     RenderTarget9 *renderTarget = nullptr;
1236     ANGLE_TRY(renderAttachment->getRenderTarget(context, &renderTarget));
1237     ASSERT(renderTarget);
1238 
1239     bool renderTargetChanged        = false;
1240     unsigned int renderTargetSerial = renderTarget->getSerial();
1241     if (renderTargetSerial != mAppliedRenderTargetSerial)
1242     {
1243         // Apply the render target on the device
1244         IDirect3DSurface9 *renderTargetSurface = renderTarget->getSurface();
1245         ASSERT(renderTargetSurface);
1246 
1247         mDevice->SetRenderTarget(0, renderTargetSurface);
1248         SafeRelease(renderTargetSurface);
1249 
1250         renderTargetWidth  = renderTarget->getWidth();
1251         renderTargetHeight = renderTarget->getHeight();
1252         renderTargetFormat = renderTarget->getD3DFormat();
1253 
1254         mAppliedRenderTargetSerial = renderTargetSerial;
1255         renderTargetChanged        = true;
1256     }
1257 
1258     RenderTarget9 *depthStencilRenderTarget = nullptr;
1259     unsigned int depthStencilSerial         = 0;
1260 
1261     if (depthStencilAttachment != nullptr)
1262     {
1263         ANGLE_TRY(depthStencilAttachment->getRenderTarget(context, &depthStencilRenderTarget));
1264         ASSERT(depthStencilRenderTarget);
1265 
1266         depthStencilSerial = depthStencilRenderTarget->getSerial();
1267     }
1268 
1269     if (depthStencilSerial != mAppliedDepthStencilSerial || !mDepthStencilInitialized)
1270     {
1271         unsigned int depthSize   = 0;
1272         unsigned int stencilSize = 0;
1273 
1274         // Apply the depth stencil on the device
1275         if (depthStencilRenderTarget)
1276         {
1277             IDirect3DSurface9 *depthStencilSurface = depthStencilRenderTarget->getSurface();
1278             ASSERT(depthStencilSurface);
1279 
1280             mDevice->SetDepthStencilSurface(depthStencilSurface);
1281             SafeRelease(depthStencilSurface);
1282 
1283             depthSize   = depthStencilAttachment->getDepthSize();
1284             stencilSize = depthStencilAttachment->getStencilSize();
1285         }
1286         else
1287         {
1288             mDevice->SetDepthStencilSurface(nullptr);
1289         }
1290 
1291         mStateManager.updateDepthSizeIfChanged(mDepthStencilInitialized, depthSize);
1292         mStateManager.updateStencilSizeIfChanged(mDepthStencilInitialized, stencilSize);
1293 
1294         mAppliedDepthStencilSerial = depthStencilSerial;
1295         mDepthStencilInitialized   = true;
1296     }
1297 
1298     if (renderTargetChanged || !mRenderTargetDescInitialized)
1299     {
1300         mStateManager.forceSetBlendState();
1301         mStateManager.forceSetScissorState();
1302         mStateManager.setRenderTargetBounds(renderTargetWidth, renderTargetHeight);
1303         mRenderTargetDescInitialized = true;
1304     }
1305 
1306     return gl::NoError();
1307 }
1308 
applyRenderTarget(const gl::Context * context,const gl::Framebuffer * framebuffer)1309 gl::Error Renderer9::applyRenderTarget(const gl::Context *context,
1310                                        const gl::Framebuffer *framebuffer)
1311 {
1312     return applyRenderTarget(context, framebuffer->getColorbuffer(0),
1313                              framebuffer->getDepthOrStencilbuffer());
1314 }
1315 
applyVertexBuffer(const gl::Context * context,GLenum mode,GLint first,GLsizei count,GLsizei instances,TranslatedIndexData *)1316 gl::Error Renderer9::applyVertexBuffer(const gl::Context *context,
1317                                        GLenum mode,
1318                                        GLint first,
1319                                        GLsizei count,
1320                                        GLsizei instances,
1321                                        TranslatedIndexData * /*indexInfo*/)
1322 {
1323     const gl::State &state = context->getGLState();
1324     gl::Error error        = mVertexDataManager->prepareVertexData(context, first, count,
1325                                                             &mTranslatedAttribCache, instances);
1326     if (error.isError())
1327     {
1328         return error;
1329     }
1330 
1331     return mVertexDeclarationCache.applyDeclaration(
1332         mDevice, mTranslatedAttribCache, state.getProgram(), first, instances, &mRepeatDraw);
1333 }
1334 
1335 // Applies the indices and element array bindings to the Direct3D 9 device
applyIndexBuffer(const gl::Context * context,const void * indices,GLsizei count,GLenum mode,GLenum type,TranslatedIndexData * indexInfo)1336 gl::Error Renderer9::applyIndexBuffer(const gl::Context *context,
1337                                       const void *indices,
1338                                       GLsizei count,
1339                                       GLenum mode,
1340                                       GLenum type,
1341                                       TranslatedIndexData *indexInfo)
1342 {
1343     gl::VertexArray *vao           = context->getGLState().getVertexArray();
1344     gl::Buffer *elementArrayBuffer = vao->getElementArrayBuffer().get();
1345     const auto &lazyIndexRange     = context->getParams<gl::HasIndexRange>();
1346 
1347     GLenum dstType = GetIndexTranslationDestType(type, lazyIndexRange, false);
1348 
1349     ANGLE_TRY(mIndexDataManager->prepareIndexData(context, type, dstType, count, elementArrayBuffer,
1350                                                   indices, indexInfo));
1351 
1352     // Directly binding the storage buffer is not supported for d3d9
1353     ASSERT(indexInfo->storage == nullptr);
1354 
1355     if (indexInfo->serial != mAppliedIBSerial)
1356     {
1357         IndexBuffer9 *indexBuffer = GetAs<IndexBuffer9>(indexInfo->indexBuffer);
1358 
1359         mDevice->SetIndices(indexBuffer->getBuffer());
1360         mAppliedIBSerial = indexInfo->serial;
1361     }
1362 
1363     return gl::NoError();
1364 }
1365 
drawArraysImpl(const gl::Context * context,GLenum mode,GLint startVertex,GLsizei count,GLsizei instances)1366 gl::Error Renderer9::drawArraysImpl(const gl::Context *context,
1367                                     GLenum mode,
1368                                     GLint startVertex,
1369                                     GLsizei count,
1370                                     GLsizei instances)
1371 {
1372     ASSERT(!context->getGLState().isTransformFeedbackActiveUnpaused());
1373 
1374     startScene();
1375 
1376     if (mode == GL_LINE_LOOP)
1377     {
1378         return drawLineLoop(context, count, GL_NONE, nullptr, 0, nullptr);
1379     }
1380     else if (instances > 0)
1381     {
1382         StaticIndexBufferInterface *countingIB = nullptr;
1383         gl::Error error                        = getCountingIB(count, &countingIB);
1384         if (error.isError())
1385         {
1386             return error;
1387         }
1388 
1389         if (mAppliedIBSerial != countingIB->getSerial())
1390         {
1391             IndexBuffer9 *indexBuffer = GetAs<IndexBuffer9>(countingIB->getIndexBuffer());
1392 
1393             mDevice->SetIndices(indexBuffer->getBuffer());
1394             mAppliedIBSerial = countingIB->getSerial();
1395         }
1396 
1397         for (int i = 0; i < mRepeatDraw; i++)
1398         {
1399             mDevice->DrawIndexedPrimitive(mPrimitiveType, 0, 0, count, 0, mPrimitiveCount);
1400         }
1401 
1402         return gl::NoError();
1403     }
1404     else  // Regular case
1405     {
1406         mDevice->DrawPrimitive(mPrimitiveType, 0, mPrimitiveCount);
1407         return gl::NoError();
1408     }
1409 }
1410 
drawElementsImpl(const gl::Context * context,GLenum mode,GLsizei count,GLenum type,const void * indices,GLsizei instances)1411 gl::Error Renderer9::drawElementsImpl(const gl::Context *context,
1412                                       GLenum mode,
1413                                       GLsizei count,
1414                                       GLenum type,
1415                                       const void *indices,
1416                                       GLsizei instances)
1417 {
1418     TranslatedIndexData indexInfo;
1419 
1420     ANGLE_TRY(applyIndexBuffer(context, indices, count, mode, type, &indexInfo));
1421 
1422     const auto &lazyIndexRange       = context->getParams<gl::HasIndexRange>();
1423     const gl::IndexRange &indexRange = lazyIndexRange.getIndexRange().value();
1424     size_t vertexCount               = indexRange.vertexCount();
1425     ANGLE_TRY(applyVertexBuffer(context, mode, static_cast<GLsizei>(indexRange.start),
1426                                 static_cast<GLsizei>(vertexCount), instances, &indexInfo));
1427 
1428     startScene();
1429 
1430     int minIndex = static_cast<int>(indexRange.start);
1431 
1432     gl::VertexArray *vao           = context->getGLState().getVertexArray();
1433     gl::Buffer *elementArrayBuffer = vao->getElementArrayBuffer().get();
1434 
1435     if (mode == GL_POINTS)
1436     {
1437         return drawIndexedPoints(context, count, type, indices, minIndex, elementArrayBuffer);
1438     }
1439     else if (mode == GL_LINE_LOOP)
1440     {
1441         return drawLineLoop(context, count, type, indices, minIndex, elementArrayBuffer);
1442     }
1443     else
1444     {
1445         for (int i = 0; i < mRepeatDraw; i++)
1446         {
1447             mDevice->DrawIndexedPrimitive(mPrimitiveType, -minIndex, minIndex,
1448                                           static_cast<UINT>(vertexCount), indexInfo.startIndex,
1449                                           mPrimitiveCount);
1450         }
1451         return gl::NoError();
1452     }
1453 }
1454 
drawLineLoop(const gl::Context * context,GLsizei count,GLenum type,const void * indices,int minIndex,gl::Buffer * elementArrayBuffer)1455 gl::Error Renderer9::drawLineLoop(const gl::Context *context,
1456                                   GLsizei count,
1457                                   GLenum type,
1458                                   const void *indices,
1459                                   int minIndex,
1460                                   gl::Buffer *elementArrayBuffer)
1461 {
1462     // Get the raw indices for an indexed draw
1463     if (type != GL_NONE && elementArrayBuffer)
1464     {
1465         BufferD3D *storage        = GetImplAs<BufferD3D>(elementArrayBuffer);
1466         intptr_t offset           = reinterpret_cast<intptr_t>(indices);
1467         const uint8_t *bufferData = nullptr;
1468         gl::Error error           = storage->getData(context, &bufferData);
1469         if (error.isError())
1470         {
1471             return error;
1472         }
1473         indices = bufferData + offset;
1474     }
1475 
1476     unsigned int startIndex = 0;
1477 
1478     if (getNativeExtensions().elementIndexUint)
1479     {
1480         if (!mLineLoopIB)
1481         {
1482             mLineLoopIB = new StreamingIndexBufferInterface(this);
1483             gl::Error error =
1484                 mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT);
1485             if (error.isError())
1486             {
1487                 SafeDelete(mLineLoopIB);
1488                 return error;
1489             }
1490         }
1491 
1492         // Checked by Renderer9::applyPrimitiveType
1493         ASSERT(count >= 0);
1494 
1495         if (static_cast<unsigned int>(count) + 1 >
1496             (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int)))
1497         {
1498             return gl::OutOfMemory() << "Failed to create a 32-bit looping index buffer for "
1499                                         "GL_LINE_LOOP, too many indices required.";
1500         }
1501 
1502         const unsigned int spaceNeeded =
1503             (static_cast<unsigned int>(count) + 1) * sizeof(unsigned int);
1504         gl::Error error = mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT);
1505         if (error.isError())
1506         {
1507             return error;
1508         }
1509 
1510         void *mappedMemory  = nullptr;
1511         unsigned int offset = 0;
1512         error               = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset);
1513         if (error.isError())
1514         {
1515             return error;
1516         }
1517 
1518         startIndex         = static_cast<unsigned int>(offset) / 4;
1519         unsigned int *data = reinterpret_cast<unsigned int *>(mappedMemory);
1520 
1521         switch (type)
1522         {
1523             case GL_NONE:  // Non-indexed draw
1524                 for (int i = 0; i < count; i++)
1525                 {
1526                     data[i] = i;
1527                 }
1528                 data[count] = 0;
1529                 break;
1530             case GL_UNSIGNED_BYTE:
1531                 for (int i = 0; i < count; i++)
1532                 {
1533                     data[i] = static_cast<const GLubyte *>(indices)[i];
1534                 }
1535                 data[count] = static_cast<const GLubyte *>(indices)[0];
1536                 break;
1537             case GL_UNSIGNED_SHORT:
1538                 for (int i = 0; i < count; i++)
1539                 {
1540                     data[i] = static_cast<const GLushort *>(indices)[i];
1541                 }
1542                 data[count] = static_cast<const GLushort *>(indices)[0];
1543                 break;
1544             case GL_UNSIGNED_INT:
1545                 for (int i = 0; i < count; i++)
1546                 {
1547                     data[i] = static_cast<const GLuint *>(indices)[i];
1548                 }
1549                 data[count] = static_cast<const GLuint *>(indices)[0];
1550                 break;
1551             default:
1552                 UNREACHABLE();
1553         }
1554 
1555         error = mLineLoopIB->unmapBuffer();
1556         if (error.isError())
1557         {
1558             return error;
1559         }
1560     }
1561     else
1562     {
1563         if (!mLineLoopIB)
1564         {
1565             mLineLoopIB = new StreamingIndexBufferInterface(this);
1566             gl::Error error =
1567                 mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_SHORT);
1568             if (error.isError())
1569             {
1570                 SafeDelete(mLineLoopIB);
1571                 return error;
1572             }
1573         }
1574 
1575         // Checked by Renderer9::applyPrimitiveType
1576         ASSERT(count >= 0);
1577 
1578         if (static_cast<unsigned int>(count) + 1 >
1579             (std::numeric_limits<unsigned short>::max() / sizeof(unsigned short)))
1580         {
1581             return gl::OutOfMemory() << "Failed to create a 16-bit looping index buffer for "
1582                                         "GL_LINE_LOOP, too many indices required.";
1583         }
1584 
1585         const unsigned int spaceNeeded =
1586             (static_cast<unsigned int>(count) + 1) * sizeof(unsigned short);
1587         gl::Error error = mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_SHORT);
1588         if (error.isError())
1589         {
1590             return error;
1591         }
1592 
1593         void *mappedMemory = nullptr;
1594         unsigned int offset;
1595         error = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset);
1596         if (error.isError())
1597         {
1598             return error;
1599         }
1600 
1601         startIndex           = static_cast<unsigned int>(offset) / 2;
1602         unsigned short *data = reinterpret_cast<unsigned short *>(mappedMemory);
1603 
1604         switch (type)
1605         {
1606             case GL_NONE:  // Non-indexed draw
1607                 for (int i = 0; i < count; i++)
1608                 {
1609                     data[i] = static_cast<unsigned short>(i);
1610                 }
1611                 data[count] = 0;
1612                 break;
1613             case GL_UNSIGNED_BYTE:
1614                 for (int i = 0; i < count; i++)
1615                 {
1616                     data[i] = static_cast<const GLubyte *>(indices)[i];
1617                 }
1618                 data[count] = static_cast<const GLubyte *>(indices)[0];
1619                 break;
1620             case GL_UNSIGNED_SHORT:
1621                 for (int i = 0; i < count; i++)
1622                 {
1623                     data[i] = static_cast<const GLushort *>(indices)[i];
1624                 }
1625                 data[count] = static_cast<const GLushort *>(indices)[0];
1626                 break;
1627             case GL_UNSIGNED_INT:
1628                 for (int i = 0; i < count; i++)
1629                 {
1630                     data[i] = static_cast<unsigned short>(static_cast<const GLuint *>(indices)[i]);
1631                 }
1632                 data[count] = static_cast<unsigned short>(static_cast<const GLuint *>(indices)[0]);
1633                 break;
1634             default:
1635                 UNREACHABLE();
1636         }
1637 
1638         error = mLineLoopIB->unmapBuffer();
1639         if (error.isError())
1640         {
1641             return error;
1642         }
1643     }
1644 
1645     if (mAppliedIBSerial != mLineLoopIB->getSerial())
1646     {
1647         IndexBuffer9 *indexBuffer = GetAs<IndexBuffer9>(mLineLoopIB->getIndexBuffer());
1648 
1649         mDevice->SetIndices(indexBuffer->getBuffer());
1650         mAppliedIBSerial = mLineLoopIB->getSerial();
1651     }
1652 
1653     mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
1654 
1655     return gl::NoError();
1656 }
1657 
1658 template <typename T>
drawPoints(IDirect3DDevice9 * device,GLsizei count,const void * indices,int minIndex)1659 static gl::Error drawPoints(IDirect3DDevice9 *device,
1660                             GLsizei count,
1661                             const void *indices,
1662                             int minIndex)
1663 {
1664     for (int i = 0; i < count; i++)
1665     {
1666         unsigned int indexValue =
1667             static_cast<unsigned int>(static_cast<const T *>(indices)[i]) - minIndex;
1668         device->DrawPrimitive(D3DPT_POINTLIST, indexValue, 1);
1669     }
1670 
1671     return gl::NoError();
1672 }
1673 
drawIndexedPoints(const gl::Context * context,GLsizei count,GLenum type,const void * indices,int minIndex,gl::Buffer * elementArrayBuffer)1674 gl::Error Renderer9::drawIndexedPoints(const gl::Context *context,
1675                                        GLsizei count,
1676                                        GLenum type,
1677                                        const void *indices,
1678                                        int minIndex,
1679                                        gl::Buffer *elementArrayBuffer)
1680 {
1681     // Drawing index point lists is unsupported in d3d9, fall back to a regular DrawPrimitive call
1682     // for each individual point. This call is not expected to happen often.
1683 
1684     if (elementArrayBuffer)
1685     {
1686         BufferD3D *storage = GetImplAs<BufferD3D>(elementArrayBuffer);
1687         intptr_t offset    = reinterpret_cast<intptr_t>(indices);
1688 
1689         const uint8_t *bufferData = nullptr;
1690         gl::Error error           = storage->getData(context, &bufferData);
1691         if (error.isError())
1692         {
1693             return error;
1694         }
1695 
1696         indices = bufferData + offset;
1697     }
1698 
1699     switch (type)
1700     {
1701         case GL_UNSIGNED_BYTE:
1702             return drawPoints<GLubyte>(mDevice, count, indices, minIndex);
1703         case GL_UNSIGNED_SHORT:
1704             return drawPoints<GLushort>(mDevice, count, indices, minIndex);
1705         case GL_UNSIGNED_INT:
1706             return drawPoints<GLuint>(mDevice, count, indices, minIndex);
1707         default:
1708             UNREACHABLE();
1709             return gl::InternalError();
1710     }
1711 }
1712 
getCountingIB(size_t count,StaticIndexBufferInterface ** outIB)1713 gl::Error Renderer9::getCountingIB(size_t count, StaticIndexBufferInterface **outIB)
1714 {
1715     // Update the counting index buffer if it is not large enough or has not been created yet.
1716     if (count <= 65536)  // 16-bit indices
1717     {
1718         const unsigned int spaceNeeded = static_cast<unsigned int>(count) * sizeof(unsigned short);
1719 
1720         if (!mCountingIB || mCountingIB->getBufferSize() < spaceNeeded)
1721         {
1722             SafeDelete(mCountingIB);
1723             mCountingIB = new StaticIndexBufferInterface(this);
1724             ANGLE_TRY(mCountingIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_SHORT));
1725 
1726             void *mappedMemory = nullptr;
1727             ANGLE_TRY(mCountingIB->mapBuffer(spaceNeeded, &mappedMemory, nullptr));
1728 
1729             unsigned short *data = reinterpret_cast<unsigned short *>(mappedMemory);
1730             for (size_t i = 0; i < count; i++)
1731             {
1732                 data[i] = static_cast<unsigned short>(i);
1733             }
1734 
1735             ANGLE_TRY(mCountingIB->unmapBuffer());
1736         }
1737     }
1738     else if (getNativeExtensions().elementIndexUint)
1739     {
1740         const unsigned int spaceNeeded = static_cast<unsigned int>(count) * sizeof(unsigned int);
1741 
1742         if (!mCountingIB || mCountingIB->getBufferSize() < spaceNeeded)
1743         {
1744             SafeDelete(mCountingIB);
1745             mCountingIB = new StaticIndexBufferInterface(this);
1746             ANGLE_TRY(mCountingIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT));
1747 
1748             void *mappedMemory = nullptr;
1749             ANGLE_TRY(mCountingIB->mapBuffer(spaceNeeded, &mappedMemory, nullptr));
1750 
1751             unsigned int *data = reinterpret_cast<unsigned int *>(mappedMemory);
1752             for (unsigned int i = 0; i < count; i++)
1753             {
1754                 data[i] = i;
1755             }
1756 
1757             ANGLE_TRY(mCountingIB->unmapBuffer());
1758         }
1759     }
1760     else
1761     {
1762         return gl::OutOfMemory()
1763                << "Could not create a counting index buffer for glDrawArraysInstanced.";
1764     }
1765 
1766     *outIB = mCountingIB;
1767     return gl::NoError();
1768 }
1769 
applyShaders(const gl::Context * context,GLenum drawMode)1770 gl::Error Renderer9::applyShaders(const gl::Context *context, GLenum drawMode)
1771 {
1772     const gl::State &state = context->getContextState().getState();
1773     // This method is called single-threaded.
1774     ANGLE_TRY(ensureHLSLCompilerInitialized());
1775 
1776     ProgramD3D *programD3D = GetImplAs<ProgramD3D>(state.getProgram());
1777     VertexArray9 *vao      = GetImplAs<VertexArray9>(state.getVertexArray());
1778     programD3D->updateCachedInputLayout(vao->getCurrentStateSerial(), state);
1779 
1780     ShaderExecutableD3D *vertexExe = nullptr;
1781     ANGLE_TRY(programD3D->getVertexExecutableForCachedInputLayout(&vertexExe, nullptr));
1782 
1783     const gl::Framebuffer *drawFramebuffer = state.getDrawFramebuffer();
1784     programD3D->updateCachedOutputLayout(context, drawFramebuffer);
1785 
1786     ShaderExecutableD3D *pixelExe = nullptr;
1787     ANGLE_TRY(programD3D->getPixelExecutableForCachedOutputLayout(&pixelExe, nullptr));
1788 
1789     IDirect3DVertexShader9 *vertexShader =
1790         (vertexExe ? GetAs<ShaderExecutable9>(vertexExe)->getVertexShader() : nullptr);
1791     IDirect3DPixelShader9 *pixelShader =
1792         (pixelExe ? GetAs<ShaderExecutable9>(pixelExe)->getPixelShader() : nullptr);
1793 
1794     if (vertexShader != mAppliedVertexShader)
1795     {
1796         mDevice->SetVertexShader(vertexShader);
1797         mAppliedVertexShader = vertexShader;
1798     }
1799 
1800     if (pixelShader != mAppliedPixelShader)
1801     {
1802         mDevice->SetPixelShader(pixelShader);
1803         mAppliedPixelShader = pixelShader;
1804     }
1805 
1806     // D3D9 has a quirk where creating multiple shaders with the same content
1807     // can return the same shader pointer. Because GL programs store different data
1808     // per-program, checking the program serial guarantees we upload fresh
1809     // uniform data even if our shader pointers are the same.
1810     // https://code.google.com/p/angleproject/issues/detail?id=661
1811     unsigned int programSerial = programD3D->getSerial();
1812     if (programSerial != mAppliedProgramSerial)
1813     {
1814         programD3D->dirtyAllUniforms();
1815         mStateManager.forceSetDXUniformsState();
1816         mAppliedProgramSerial = programSerial;
1817     }
1818 
1819     ANGLE_TRY(applyUniforms(programD3D));
1820 
1821     // Driver uniforms
1822     mStateManager.setShaderConstants();
1823 
1824     return gl::NoError();
1825 }
1826 
applyUniforms(ProgramD3D * programD3D)1827 gl::Error Renderer9::applyUniforms(ProgramD3D *programD3D)
1828 {
1829     // Skip updates if we're not dirty. Note that D3D9 cannot have compute.
1830     if (!programD3D->areVertexUniformsDirty() && !programD3D->areFragmentUniformsDirty())
1831     {
1832         return gl::NoError();
1833     }
1834 
1835     const auto &uniformArray = programD3D->getD3DUniforms();
1836 
1837     for (const D3DUniform *targetUniform : uniformArray)
1838     {
1839         // Built-in uniforms must be skipped.
1840         if (!targetUniform->isReferencedByFragmentShader() &&
1841             !targetUniform->isReferencedByVertexShader())
1842             continue;
1843 
1844         const GLfloat *f = reinterpret_cast<const GLfloat *>(targetUniform->firstNonNullData());
1845         const GLint *i   = reinterpret_cast<const GLint *>(targetUniform->firstNonNullData());
1846 
1847         switch (targetUniform->typeInfo.type)
1848         {
1849             case GL_SAMPLER_2D:
1850             case GL_SAMPLER_CUBE:
1851             case GL_SAMPLER_EXTERNAL_OES:
1852                 break;
1853             case GL_BOOL:
1854             case GL_BOOL_VEC2:
1855             case GL_BOOL_VEC3:
1856             case GL_BOOL_VEC4:
1857                 applyUniformnbv(targetUniform, i);
1858                 break;
1859             case GL_FLOAT:
1860             case GL_FLOAT_VEC2:
1861             case GL_FLOAT_VEC3:
1862             case GL_FLOAT_VEC4:
1863             case GL_FLOAT_MAT2:
1864             case GL_FLOAT_MAT3:
1865             case GL_FLOAT_MAT4:
1866                 applyUniformnfv(targetUniform, f);
1867                 break;
1868             case GL_INT:
1869             case GL_INT_VEC2:
1870             case GL_INT_VEC3:
1871             case GL_INT_VEC4:
1872                 applyUniformniv(targetUniform, i);
1873                 break;
1874             default:
1875                 UNREACHABLE();
1876         }
1877     }
1878 
1879     programD3D->markUniformsClean();
1880     return gl::NoError();
1881 }
1882 
applyUniformnfv(const D3DUniform * targetUniform,const GLfloat * v)1883 void Renderer9::applyUniformnfv(const D3DUniform *targetUniform, const GLfloat *v)
1884 {
1885     if (targetUniform->isReferencedByFragmentShader())
1886     {
1887         mDevice->SetPixelShaderConstantF(targetUniform->psRegisterIndex, v,
1888                                          targetUniform->registerCount);
1889     }
1890 
1891     if (targetUniform->isReferencedByVertexShader())
1892     {
1893         mDevice->SetVertexShaderConstantF(targetUniform->vsRegisterIndex, v,
1894                                           targetUniform->registerCount);
1895     }
1896 }
1897 
applyUniformniv(const D3DUniform * targetUniform,const GLint * v)1898 void Renderer9::applyUniformniv(const D3DUniform *targetUniform, const GLint *v)
1899 {
1900     ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9);
1901     GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4];
1902 
1903     for (unsigned int i = 0; i < targetUniform->registerCount; i++)
1904     {
1905         vector[i][0] = (GLfloat)v[4 * i + 0];
1906         vector[i][1] = (GLfloat)v[4 * i + 1];
1907         vector[i][2] = (GLfloat)v[4 * i + 2];
1908         vector[i][3] = (GLfloat)v[4 * i + 3];
1909     }
1910 
1911     applyUniformnfv(targetUniform, (GLfloat *)vector);
1912 }
1913 
applyUniformnbv(const D3DUniform * targetUniform,const GLint * v)1914 void Renderer9::applyUniformnbv(const D3DUniform *targetUniform, const GLint *v)
1915 {
1916     ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9);
1917     GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4];
1918 
1919     for (unsigned int i = 0; i < targetUniform->registerCount; i++)
1920     {
1921         vector[i][0] = (v[4 * i + 0] == GL_FALSE) ? 0.0f : 1.0f;
1922         vector[i][1] = (v[4 * i + 1] == GL_FALSE) ? 0.0f : 1.0f;
1923         vector[i][2] = (v[4 * i + 2] == GL_FALSE) ? 0.0f : 1.0f;
1924         vector[i][3] = (v[4 * i + 3] == GL_FALSE) ? 0.0f : 1.0f;
1925     }
1926 
1927     applyUniformnfv(targetUniform, (GLfloat *)vector);
1928 }
1929 
clear(const gl::Context * context,const ClearParameters & clearParams,const gl::FramebufferAttachment * colorBuffer,const gl::FramebufferAttachment * depthStencilBuffer)1930 gl::Error Renderer9::clear(const gl::Context *context,
1931                            const ClearParameters &clearParams,
1932                            const gl::FramebufferAttachment *colorBuffer,
1933                            const gl::FramebufferAttachment *depthStencilBuffer)
1934 {
1935     if (clearParams.colorType != GL_FLOAT)
1936     {
1937         // Clearing buffers with non-float values is not supported by Renderer9 and ES 2.0
1938         UNREACHABLE();
1939         return gl::InternalError();
1940     }
1941 
1942     bool clearColor = clearParams.clearColor[0];
1943     for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
1944     {
1945         if (clearParams.clearColor[i] != clearColor)
1946         {
1947             // Clearing individual buffers other than buffer zero is not supported by Renderer9 and
1948             // ES 2.0
1949             UNREACHABLE();
1950             return gl::InternalError();
1951         }
1952     }
1953 
1954     float depth   = gl::clamp01(clearParams.depthValue);
1955     DWORD stencil = clearParams.stencilValue & 0x000000FF;
1956 
1957     unsigned int stencilUnmasked = 0x0;
1958     if (clearParams.clearStencil && depthStencilBuffer->getStencilSize() > 0)
1959     {
1960         ASSERT(depthStencilBuffer != nullptr);
1961 
1962         RenderTargetD3D *stencilRenderTarget = nullptr;
1963         gl::Error error = depthStencilBuffer->getRenderTarget(context, &stencilRenderTarget);
1964         if (error.isError())
1965         {
1966             return error;
1967         }
1968 
1969         RenderTarget9 *stencilRenderTarget9 = GetAs<RenderTarget9>(stencilRenderTarget);
1970         ASSERT(stencilRenderTarget9);
1971 
1972         const d3d9::D3DFormat &d3dFormatInfo =
1973             d3d9::GetD3DFormatInfo(stencilRenderTarget9->getD3DFormat());
1974         stencilUnmasked = (0x1 << d3dFormatInfo.stencilBits) - 1;
1975     }
1976 
1977     const bool needMaskedStencilClear =
1978         clearParams.clearStencil &&
1979         (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
1980 
1981     bool needMaskedColorClear = false;
1982     D3DCOLOR color            = D3DCOLOR_ARGB(255, 0, 0, 0);
1983     if (clearColor)
1984     {
1985         ASSERT(colorBuffer != nullptr);
1986 
1987         RenderTargetD3D *colorRenderTarget = nullptr;
1988         gl::Error error = colorBuffer->getRenderTarget(context, &colorRenderTarget);
1989         if (error.isError())
1990         {
1991             return error;
1992         }
1993 
1994         RenderTarget9 *colorRenderTarget9 = GetAs<RenderTarget9>(colorRenderTarget);
1995         ASSERT(colorRenderTarget9);
1996 
1997         const gl::InternalFormat &formatInfo = *colorBuffer->getFormat().info;
1998         const d3d9::D3DFormat &d3dFormatInfo =
1999             d3d9::GetD3DFormatInfo(colorRenderTarget9->getD3DFormat());
2000 
2001         color =
2002             D3DCOLOR_ARGB(gl::unorm<8>((formatInfo.alphaBits == 0 && d3dFormatInfo.alphaBits > 0)
2003                                            ? 1.0f
2004                                            : clearParams.colorF.alpha),
2005                           gl::unorm<8>((formatInfo.redBits == 0 && d3dFormatInfo.redBits > 0)
2006                                            ? 0.0f
2007                                            : clearParams.colorF.red),
2008                           gl::unorm<8>((formatInfo.greenBits == 0 && d3dFormatInfo.greenBits > 0)
2009                                            ? 0.0f
2010                                            : clearParams.colorF.green),
2011                           gl::unorm<8>((formatInfo.blueBits == 0 && d3dFormatInfo.blueBits > 0)
2012                                            ? 0.0f
2013                                            : clearParams.colorF.blue));
2014 
2015         if ((formatInfo.redBits > 0 && !clearParams.colorMaskRed) ||
2016             (formatInfo.greenBits > 0 && !clearParams.colorMaskGreen) ||
2017             (formatInfo.blueBits > 0 && !clearParams.colorMaskBlue) ||
2018             (formatInfo.alphaBits > 0 && !clearParams.colorMaskAlpha))
2019         {
2020             needMaskedColorClear = true;
2021         }
2022     }
2023 
2024     if (needMaskedColorClear || needMaskedStencilClear)
2025     {
2026         // State which is altered in all paths from this point to the clear call is saved.
2027         // State which is altered in only some paths will be flagged dirty in the case that
2028         //  that path is taken.
2029         HRESULT hr;
2030         if (mMaskedClearSavedState == nullptr)
2031         {
2032             hr = mDevice->BeginStateBlock();
2033             ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
2034 
2035             mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
2036             mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
2037             mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
2038             mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
2039             mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
2040             mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
2041             mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
2042             mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
2043             mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
2044             mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
2045             mDevice->SetPixelShader(nullptr);
2046             mDevice->SetVertexShader(nullptr);
2047             mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
2048             mDevice->SetStreamSource(0, nullptr, 0, 0);
2049             mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
2050             mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
2051             mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
2052             mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
2053             mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
2054             mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
2055             mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
2056 
2057             for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
2058             {
2059                 mDevice->SetStreamSourceFreq(i, 1);
2060             }
2061 
2062             hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
2063             ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
2064         }
2065 
2066         ASSERT(mMaskedClearSavedState != nullptr);
2067 
2068         if (mMaskedClearSavedState != nullptr)
2069         {
2070             hr = mMaskedClearSavedState->Capture();
2071             ASSERT(SUCCEEDED(hr));
2072         }
2073 
2074         mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
2075         mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
2076         mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
2077         mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
2078         mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
2079         mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
2080         mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
2081         mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
2082 
2083         if (clearColor)
2084         {
2085             mDevice->SetRenderState(
2086                 D3DRS_COLORWRITEENABLE,
2087                 gl_d3d9::ConvertColorMask(clearParams.colorMaskRed, clearParams.colorMaskGreen,
2088                                           clearParams.colorMaskBlue, clearParams.colorMaskAlpha));
2089         }
2090         else
2091         {
2092             mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
2093         }
2094 
2095         if (stencilUnmasked != 0x0 && clearParams.clearStencil)
2096         {
2097             mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
2098             mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
2099             mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
2100             mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
2101             mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, clearParams.stencilWriteMask);
2102             mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
2103             mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
2104             mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
2105         }
2106         else
2107         {
2108             mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
2109         }
2110 
2111         mDevice->SetPixelShader(nullptr);
2112         mDevice->SetVertexShader(nullptr);
2113         mDevice->SetFVF(D3DFVF_XYZRHW);
2114         mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
2115         mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
2116         mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
2117         mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
2118         mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
2119         mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
2120         mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
2121 
2122         for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
2123         {
2124             mDevice->SetStreamSourceFreq(i, 1);
2125         }
2126 
2127         int renderTargetWidth  = mStateManager.getRenderTargetWidth();
2128         int renderTargetHeight = mStateManager.getRenderTargetHeight();
2129 
2130         float quad[4][4];  // A quadrilateral covering the target, aligned to match the edges
2131         quad[0][0] = -0.5f;
2132         quad[0][1] = renderTargetHeight - 0.5f;
2133         quad[0][2] = 0.0f;
2134         quad[0][3] = 1.0f;
2135 
2136         quad[1][0] = renderTargetWidth - 0.5f;
2137         quad[1][1] = renderTargetHeight - 0.5f;
2138         quad[1][2] = 0.0f;
2139         quad[1][3] = 1.0f;
2140 
2141         quad[2][0] = -0.5f;
2142         quad[2][1] = -0.5f;
2143         quad[2][2] = 0.0f;
2144         quad[2][3] = 1.0f;
2145 
2146         quad[3][0] = renderTargetWidth - 0.5f;
2147         quad[3][1] = -0.5f;
2148         quad[3][2] = 0.0f;
2149         quad[3][3] = 1.0f;
2150 
2151         startScene();
2152         mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
2153 
2154         if (clearParams.clearDepth)
2155         {
2156             mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
2157             mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
2158             mDevice->Clear(0, nullptr, D3DCLEAR_ZBUFFER, color, depth, stencil);
2159         }
2160 
2161         if (mMaskedClearSavedState != nullptr)
2162         {
2163             mMaskedClearSavedState->Apply();
2164         }
2165     }
2166     else if (clearColor || clearParams.clearDepth || clearParams.clearStencil)
2167     {
2168         DWORD dxClearFlags = 0;
2169         if (clearColor)
2170         {
2171             dxClearFlags |= D3DCLEAR_TARGET;
2172         }
2173         if (clearParams.clearDepth)
2174         {
2175             dxClearFlags |= D3DCLEAR_ZBUFFER;
2176         }
2177         if (clearParams.clearStencil)
2178         {
2179             dxClearFlags |= D3DCLEAR_STENCIL;
2180         }
2181 
2182         mDevice->Clear(0, nullptr, dxClearFlags, color, depth, stencil);
2183     }
2184 
2185     return gl::NoError();
2186 }
2187 
markAllStateDirty()2188 void Renderer9::markAllStateDirty()
2189 {
2190     mAppliedRenderTargetSerial   = 0;
2191     mAppliedDepthStencilSerial   = 0;
2192     mDepthStencilInitialized     = false;
2193     mRenderTargetDescInitialized = false;
2194 
2195     mStateManager.forceSetRasterState();
2196     mStateManager.forceSetDepthStencilState();
2197     mStateManager.forceSetBlendState();
2198     mStateManager.forceSetScissorState();
2199     mStateManager.forceSetViewportState();
2200 
2201     ASSERT(mCurVertexSamplerStates.size() == mCurVertexTextures.size());
2202     for (unsigned int i = 0; i < mCurVertexTextures.size(); i++)
2203     {
2204         mCurVertexSamplerStates[i].forceSet = true;
2205         mCurVertexTextures[i]               = angle::DirtyPointer;
2206     }
2207 
2208     ASSERT(mCurPixelSamplerStates.size() == mCurPixelTextures.size());
2209     for (unsigned int i = 0; i < mCurPixelSamplerStates.size(); i++)
2210     {
2211         mCurPixelSamplerStates[i].forceSet = true;
2212         mCurPixelTextures[i]               = angle::DirtyPointer;
2213     }
2214 
2215     mAppliedIBSerial      = 0;
2216     mAppliedVertexShader  = nullptr;
2217     mAppliedPixelShader   = nullptr;
2218     mAppliedProgramSerial = 0;
2219     mStateManager.forceSetDXUniformsState();
2220 
2221     mVertexDeclarationCache.markStateDirty();
2222 }
2223 
releaseDeviceResources()2224 void Renderer9::releaseDeviceResources()
2225 {
2226     for (size_t i = 0; i < mEventQueryPool.size(); i++)
2227     {
2228         SafeRelease(mEventQueryPool[i]);
2229     }
2230     mEventQueryPool.clear();
2231 
2232     SafeRelease(mMaskedClearSavedState);
2233 
2234     mVertexShaderCache.clear();
2235     mPixelShaderCache.clear();
2236 
2237     SafeDelete(mBlit);
2238     SafeDelete(mVertexDataManager);
2239     SafeDelete(mIndexDataManager);
2240     SafeDelete(mLineLoopIB);
2241     SafeDelete(mCountingIB);
2242 
2243     for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
2244     {
2245         if (mNullColorbufferCache[i].buffer)
2246         {
2247             mNullColorbufferCache[i].buffer->detach(mDisplay->getProxyContext());
2248         }
2249         SafeDelete(mNullColorbufferCache[i].buffer);
2250     }
2251 }
2252 
2253 // set notify to true to broadcast a message to all contexts of the device loss
testDeviceLost()2254 bool Renderer9::testDeviceLost()
2255 {
2256     HRESULT status = getDeviceStatusCode();
2257     return FAILED(status);
2258 }
2259 
getDeviceStatusCode()2260 HRESULT Renderer9::getDeviceStatusCode()
2261 {
2262     HRESULT status = D3D_OK;
2263 
2264     if (mDeviceEx)
2265     {
2266         status = mDeviceEx->CheckDeviceState(nullptr);
2267     }
2268     else if (mDevice)
2269     {
2270         status = mDevice->TestCooperativeLevel();
2271     }
2272 
2273     return status;
2274 }
2275 
testDeviceResettable()2276 bool Renderer9::testDeviceResettable()
2277 {
2278     // On D3D9Ex, DEVICELOST represents a hung device that needs to be restarted
2279     // DEVICEREMOVED indicates the device has been stopped and must be recreated
2280     switch (getDeviceStatusCode())
2281     {
2282         case D3DERR_DEVICENOTRESET:
2283         case D3DERR_DEVICEHUNG:
2284             return true;
2285         case D3DERR_DEVICELOST:
2286             return (mDeviceEx != nullptr);
2287         case D3DERR_DEVICEREMOVED:
2288             ASSERT(mDeviceEx != nullptr);
2289             return isRemovedDeviceResettable();
2290         default:
2291             return false;
2292     }
2293 }
2294 
resetDevice()2295 bool Renderer9::resetDevice()
2296 {
2297     releaseDeviceResources();
2298 
2299     D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
2300 
2301     HRESULT result     = D3D_OK;
2302     bool lost          = testDeviceLost();
2303     bool removedDevice = (getDeviceStatusCode() == D3DERR_DEVICEREMOVED);
2304 
2305     // Device Removed is a feature which is only present with D3D9Ex
2306     ASSERT(mDeviceEx != nullptr || !removedDevice);
2307 
2308     for (int attempts = 3; lost && attempts > 0; attempts--)
2309     {
2310         if (removedDevice)
2311         {
2312             // Device removed, which may trigger on driver reinstallation,
2313             // may cause a longer wait other reset attempts before the
2314             // system is ready to handle creating a new device.
2315             Sleep(800);
2316             lost = !resetRemovedDevice();
2317         }
2318         else if (mDeviceEx)
2319         {
2320             Sleep(500);  // Give the graphics driver some CPU time
2321             result = mDeviceEx->ResetEx(&presentParameters, nullptr);
2322             lost   = testDeviceLost();
2323         }
2324         else
2325         {
2326             result = mDevice->TestCooperativeLevel();
2327             while (result == D3DERR_DEVICELOST)
2328             {
2329                 Sleep(100);  // Give the graphics driver some CPU time
2330                 result = mDevice->TestCooperativeLevel();
2331             }
2332 
2333             if (result == D3DERR_DEVICENOTRESET)
2334             {
2335                 result = mDevice->Reset(&presentParameters);
2336             }
2337             lost = testDeviceLost();
2338         }
2339     }
2340 
2341     if (FAILED(result))
2342     {
2343         ERR() << "Reset/ResetEx failed multiple times, " << gl::FmtHR(result);
2344         return false;
2345     }
2346 
2347     if (removedDevice && lost)
2348     {
2349         ERR() << "Device lost reset failed multiple times";
2350         return false;
2351     }
2352 
2353     // If the device was removed, we already finished re-initialization in resetRemovedDevice
2354     if (!removedDevice)
2355     {
2356         // reset device defaults
2357         if (initializeDevice().isError())
2358         {
2359             return false;
2360         }
2361     }
2362 
2363     return true;
2364 }
2365 
isRemovedDeviceResettable() const2366 bool Renderer9::isRemovedDeviceResettable() const
2367 {
2368     bool success = false;
2369 
2370 #if ANGLE_D3D9EX == ANGLE_ENABLED
2371     IDirect3D9Ex *d3d9Ex = nullptr;
2372     typedef HRESULT(WINAPI * Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex **);
2373     Direct3DCreate9ExFunc Direct3DCreate9ExPtr =
2374         reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex"));
2375 
2376     if (Direct3DCreate9ExPtr && SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &d3d9Ex)))
2377     {
2378         D3DCAPS9 deviceCaps;
2379         HRESULT result = d3d9Ex->GetDeviceCaps(mAdapter, mDeviceType, &deviceCaps);
2380         success        = SUCCEEDED(result);
2381     }
2382 
2383     SafeRelease(d3d9Ex);
2384 #else
2385     ASSERT(UNREACHABLE());
2386 #endif
2387 
2388     return success;
2389 }
2390 
resetRemovedDevice()2391 bool Renderer9::resetRemovedDevice()
2392 {
2393     // From http://msdn.microsoft.com/en-us/library/windows/desktop/bb172554(v=vs.85).aspx:
2394     // The hardware adapter has been removed. Application must destroy the device, do enumeration of
2395     // adapters and create another Direct3D device. If application continues rendering without
2396     // calling Reset, the rendering calls will succeed. Applies to Direct3D 9Ex only.
2397     release();
2398     return !initialize().isError();
2399 }
2400 
getVendorId() const2401 VendorID Renderer9::getVendorId() const
2402 {
2403     return static_cast<VendorID>(mAdapterIdentifier.VendorId);
2404 }
2405 
getRendererDescription() const2406 std::string Renderer9::getRendererDescription() const
2407 {
2408     std::ostringstream rendererString;
2409 
2410     rendererString << mAdapterIdentifier.Description;
2411     if (getShareHandleSupport())
2412     {
2413         rendererString << " Direct3D9Ex";
2414     }
2415     else
2416     {
2417         rendererString << " Direct3D9";
2418     }
2419 
2420     rendererString << " vs_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.VertexShaderVersion) << "_"
2421                    << D3DSHADER_VERSION_MINOR(mDeviceCaps.VertexShaderVersion);
2422     rendererString << " ps_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion) << "_"
2423                    << D3DSHADER_VERSION_MINOR(mDeviceCaps.PixelShaderVersion);
2424 
2425     return rendererString.str();
2426 }
2427 
getAdapterIdentifier() const2428 DeviceIdentifier Renderer9::getAdapterIdentifier() const
2429 {
2430     DeviceIdentifier deviceIdentifier = {0};
2431     deviceIdentifier.VendorId         = static_cast<UINT>(mAdapterIdentifier.VendorId);
2432     deviceIdentifier.DeviceId         = static_cast<UINT>(mAdapterIdentifier.DeviceId);
2433     deviceIdentifier.SubSysId         = static_cast<UINT>(mAdapterIdentifier.SubSysId);
2434     deviceIdentifier.Revision         = static_cast<UINT>(mAdapterIdentifier.Revision);
2435     deviceIdentifier.FeatureLevel     = 0;
2436 
2437     return deviceIdentifier;
2438 }
2439 
getReservedVertexUniformVectors() const2440 unsigned int Renderer9::getReservedVertexUniformVectors() const
2441 {
2442     return d3d9_gl::GetReservedVertexUniformVectors();
2443 }
2444 
getReservedFragmentUniformVectors() const2445 unsigned int Renderer9::getReservedFragmentUniformVectors() const
2446 {
2447     return d3d9_gl::GetReservedFragmentUniformVectors();
2448 }
2449 
getShareHandleSupport() const2450 bool Renderer9::getShareHandleSupport() const
2451 {
2452     // PIX doesn't seem to support using share handles, so disable them.
2453     return (mD3d9Ex != nullptr) && !gl::DebugAnnotationsActive();
2454 }
2455 
getMajorShaderModel() const2456 int Renderer9::getMajorShaderModel() const
2457 {
2458     return D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion);
2459 }
2460 
getMinorShaderModel() const2461 int Renderer9::getMinorShaderModel() const
2462 {
2463     return D3DSHADER_VERSION_MINOR(mDeviceCaps.PixelShaderVersion);
2464 }
2465 
getShaderModelSuffix() const2466 std::string Renderer9::getShaderModelSuffix() const
2467 {
2468     return "";
2469 }
2470 
getCapsDeclTypes() const2471 DWORD Renderer9::getCapsDeclTypes() const
2472 {
2473     return mDeviceCaps.DeclTypes;
2474 }
2475 
getBufferPool(DWORD usage) const2476 D3DPOOL Renderer9::getBufferPool(DWORD usage) const
2477 {
2478     if (mD3d9Ex != nullptr)
2479     {
2480         return D3DPOOL_DEFAULT;
2481     }
2482     else
2483     {
2484         if (!(usage & D3DUSAGE_DYNAMIC))
2485         {
2486             return D3DPOOL_MANAGED;
2487         }
2488     }
2489 
2490     return D3DPOOL_DEFAULT;
2491 }
2492 
copyImage2D(const gl::Context * context,const gl::Framebuffer * framebuffer,const gl::Rectangle & sourceRect,GLenum destFormat,const gl::Offset & destOffset,TextureStorage * storage,GLint level)2493 gl::Error Renderer9::copyImage2D(const gl::Context *context,
2494                                  const gl::Framebuffer *framebuffer,
2495                                  const gl::Rectangle &sourceRect,
2496                                  GLenum destFormat,
2497                                  const gl::Offset &destOffset,
2498                                  TextureStorage *storage,
2499                                  GLint level)
2500 {
2501     RECT rect;
2502     rect.left   = sourceRect.x;
2503     rect.top    = sourceRect.y;
2504     rect.right  = sourceRect.x + sourceRect.width;
2505     rect.bottom = sourceRect.y + sourceRect.height;
2506 
2507     return mBlit->copy2D(context, framebuffer, rect, destFormat, destOffset, storage, level);
2508 }
2509 
copyImageCube(const gl::Context * context,const gl::Framebuffer * framebuffer,const gl::Rectangle & sourceRect,GLenum destFormat,const gl::Offset & destOffset,TextureStorage * storage,GLenum target,GLint level)2510 gl::Error Renderer9::copyImageCube(const gl::Context *context,
2511                                    const gl::Framebuffer *framebuffer,
2512                                    const gl::Rectangle &sourceRect,
2513                                    GLenum destFormat,
2514                                    const gl::Offset &destOffset,
2515                                    TextureStorage *storage,
2516                                    GLenum target,
2517                                    GLint level)
2518 {
2519     RECT rect;
2520     rect.left   = sourceRect.x;
2521     rect.top    = sourceRect.y;
2522     rect.right  = sourceRect.x + sourceRect.width;
2523     rect.bottom = sourceRect.y + sourceRect.height;
2524 
2525     return mBlit->copyCube(context, framebuffer, rect, destFormat, destOffset, storage, target,
2526                            level);
2527 }
2528 
copyImage3D(const gl::Context * context,const gl::Framebuffer * framebuffer,const gl::Rectangle & sourceRect,GLenum destFormat,const gl::Offset & destOffset,TextureStorage * storage,GLint level)2529 gl::Error Renderer9::copyImage3D(const gl::Context *context,
2530                                  const gl::Framebuffer *framebuffer,
2531                                  const gl::Rectangle &sourceRect,
2532                                  GLenum destFormat,
2533                                  const gl::Offset &destOffset,
2534                                  TextureStorage *storage,
2535                                  GLint level)
2536 {
2537     // 3D textures are not available in the D3D9 backend.
2538     UNREACHABLE();
2539     return gl::InternalError();
2540 }
2541 
copyImage2DArray(const gl::Context * context,const gl::Framebuffer * framebuffer,const gl::Rectangle & sourceRect,GLenum destFormat,const gl::Offset & destOffset,TextureStorage * storage,GLint level)2542 gl::Error Renderer9::copyImage2DArray(const gl::Context *context,
2543                                       const gl::Framebuffer *framebuffer,
2544                                       const gl::Rectangle &sourceRect,
2545                                       GLenum destFormat,
2546                                       const gl::Offset &destOffset,
2547                                       TextureStorage *storage,
2548                                       GLint level)
2549 {
2550     // 2D array textures are not available in the D3D9 backend.
2551     UNREACHABLE();
2552     return gl::InternalError();
2553 }
2554 
copyTexture(const gl::Context * context,const gl::Texture * source,GLint sourceLevel,const gl::Rectangle & sourceRect,GLenum destFormat,const gl::Offset & destOffset,TextureStorage * storage,GLenum destTarget,GLint destLevel,bool unpackFlipY,bool unpackPremultiplyAlpha,bool unpackUnmultiplyAlpha)2555 gl::Error Renderer9::copyTexture(const gl::Context *context,
2556                                  const gl::Texture *source,
2557                                  GLint sourceLevel,
2558                                  const gl::Rectangle &sourceRect,
2559                                  GLenum destFormat,
2560                                  const gl::Offset &destOffset,
2561                                  TextureStorage *storage,
2562                                  GLenum destTarget,
2563                                  GLint destLevel,
2564                                  bool unpackFlipY,
2565                                  bool unpackPremultiplyAlpha,
2566                                  bool unpackUnmultiplyAlpha)
2567 {
2568     RECT rect;
2569     rect.left   = sourceRect.x;
2570     rect.top    = sourceRect.y;
2571     rect.right  = sourceRect.x + sourceRect.width;
2572     rect.bottom = sourceRect.y + sourceRect.height;
2573 
2574     return mBlit->copyTexture(context, source, sourceLevel, rect, destFormat, destOffset, storage,
2575                               destTarget, destLevel, unpackFlipY, unpackPremultiplyAlpha,
2576                               unpackUnmultiplyAlpha);
2577 }
2578 
copyCompressedTexture(const gl::Context * context,const gl::Texture * source,GLint sourceLevel,TextureStorage * storage,GLint destLevel)2579 gl::Error Renderer9::copyCompressedTexture(const gl::Context *context,
2580                                            const gl::Texture *source,
2581                                            GLint sourceLevel,
2582                                            TextureStorage *storage,
2583                                            GLint destLevel)
2584 {
2585     UNIMPLEMENTED();
2586     return gl::InternalError();
2587 }
2588 
createRenderTarget(int width,int height,GLenum format,GLsizei samples,RenderTargetD3D ** outRT)2589 gl::Error Renderer9::createRenderTarget(int width,
2590                                         int height,
2591                                         GLenum format,
2592                                         GLsizei samples,
2593                                         RenderTargetD3D **outRT)
2594 {
2595     const d3d9::TextureFormat &d3d9FormatInfo = d3d9::GetTextureFormatInfo(format);
2596 
2597     const gl::TextureCaps &textureCaps = getNativeTextureCaps().get(format);
2598     GLuint supportedSamples            = textureCaps.getNearestSamples(samples);
2599 
2600     IDirect3DTexture9 *texture      = nullptr;
2601     IDirect3DSurface9 *renderTarget = nullptr;
2602     if (width > 0 && height > 0)
2603     {
2604         bool requiresInitialization = false;
2605         HRESULT result              = D3DERR_INVALIDCALL;
2606 
2607         const gl::InternalFormat &formatInfo = gl::GetSizedInternalFormatInfo(format);
2608         if (formatInfo.depthBits > 0 || formatInfo.stencilBits > 0)
2609         {
2610             result = mDevice->CreateDepthStencilSurface(
2611                 width, height, d3d9FormatInfo.renderFormat,
2612                 gl_d3d9::GetMultisampleType(supportedSamples), 0, FALSE, &renderTarget, nullptr);
2613         }
2614         else
2615         {
2616             requiresInitialization = (d3d9FormatInfo.dataInitializerFunction != nullptr);
2617             if (supportedSamples > 0)
2618             {
2619                 result = mDevice->CreateRenderTarget(width, height, d3d9FormatInfo.renderFormat,
2620                                                      gl_d3d9::GetMultisampleType(supportedSamples),
2621                                                      0, FALSE, &renderTarget, nullptr);
2622             }
2623             else
2624             {
2625                 result = mDevice->CreateTexture(
2626                     width, height, 1, D3DUSAGE_RENDERTARGET, d3d9FormatInfo.texFormat,
2627                     getTexturePool(D3DUSAGE_RENDERTARGET), &texture, nullptr);
2628                 if (!FAILED(result))
2629                 {
2630                     result = texture->GetSurfaceLevel(0, &renderTarget);
2631                 }
2632             }
2633         }
2634 
2635         if (FAILED(result))
2636         {
2637             ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
2638             return gl::OutOfMemory() << "Failed to create render target, " << gl::FmtHR(result);
2639         }
2640 
2641         if (requiresInitialization)
2642         {
2643             // This format requires that the data be initialized before the render target can be
2644             // used Unfortunately this requires a Get call on the d3d device but it is far better
2645             // than having to mark the render target as lockable and copy data to the gpu.
2646             IDirect3DSurface9 *prevRenderTarget = nullptr;
2647             mDevice->GetRenderTarget(0, &prevRenderTarget);
2648             mDevice->SetRenderTarget(0, renderTarget);
2649             mDevice->Clear(0, nullptr, D3DCLEAR_TARGET, D3DCOLOR_RGBA(0, 0, 0, 255), 0.0f, 0);
2650             mDevice->SetRenderTarget(0, prevRenderTarget);
2651         }
2652     }
2653 
2654     *outRT = new TextureRenderTarget9(texture, 0, renderTarget, format, width, height, 1,
2655                                       supportedSamples);
2656     return gl::NoError();
2657 }
2658 
createRenderTargetCopy(RenderTargetD3D * source,RenderTargetD3D ** outRT)2659 gl::Error Renderer9::createRenderTargetCopy(RenderTargetD3D *source, RenderTargetD3D **outRT)
2660 {
2661     ASSERT(source != nullptr);
2662 
2663     RenderTargetD3D *newRT = nullptr;
2664     gl::Error error        = createRenderTarget(source->getWidth(), source->getHeight(),
2665                                          source->getInternalFormat(), source->getSamples(), &newRT);
2666     if (error.isError())
2667     {
2668         return error;
2669     }
2670 
2671     RenderTarget9 *source9 = GetAs<RenderTarget9>(source);
2672     RenderTarget9 *dest9   = GetAs<RenderTarget9>(newRT);
2673 
2674     HRESULT result = mDevice->StretchRect(source9->getSurface(), nullptr, dest9->getSurface(),
2675                                           nullptr, D3DTEXF_NONE);
2676     if (FAILED(result))
2677     {
2678         ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
2679         return gl::OutOfMemory() << "Failed to copy render target, " << gl::FmtHR(result);
2680     }
2681 
2682     *outRT = newRT;
2683     return gl::NoError();
2684 }
2685 
loadExecutable(const uint8_t * function,size_t length,gl::ShaderType type,const std::vector<D3DVarying> & streamOutVaryings,bool separatedOutputBuffers,ShaderExecutableD3D ** outExecutable)2686 gl::Error Renderer9::loadExecutable(const uint8_t *function,
2687                                     size_t length,
2688                                     gl::ShaderType type,
2689                                     const std::vector<D3DVarying> &streamOutVaryings,
2690                                     bool separatedOutputBuffers,
2691                                     ShaderExecutableD3D **outExecutable)
2692 {
2693     // Transform feedback is not supported in ES2 or D3D9
2694     ASSERT(streamOutVaryings.empty());
2695 
2696     switch (type)
2697     {
2698         case gl::SHADER_VERTEX:
2699         {
2700             IDirect3DVertexShader9 *vshader = nullptr;
2701             gl::Error error = createVertexShader((DWORD *)function, length, &vshader);
2702             if (error.isError())
2703             {
2704                 return error;
2705             }
2706             *outExecutable = new ShaderExecutable9(function, length, vshader);
2707         }
2708         break;
2709         case gl::SHADER_FRAGMENT:
2710         {
2711             IDirect3DPixelShader9 *pshader = nullptr;
2712             gl::Error error                = createPixelShader((DWORD *)function, length, &pshader);
2713             if (error.isError())
2714             {
2715                 return error;
2716             }
2717             *outExecutable = new ShaderExecutable9(function, length, pshader);
2718         }
2719         break;
2720         default:
2721             UNREACHABLE();
2722             return gl::InternalError();
2723     }
2724 
2725     return gl::NoError();
2726 }
2727 
compileToExecutable(gl::InfoLog & infoLog,const std::string & shaderHLSL,gl::ShaderType type,const std::vector<D3DVarying> & streamOutVaryings,bool separatedOutputBuffers,const angle::CompilerWorkaroundsD3D & workarounds,ShaderExecutableD3D ** outExectuable)2728 gl::Error Renderer9::compileToExecutable(gl::InfoLog &infoLog,
2729                                          const std::string &shaderHLSL,
2730                                          gl::ShaderType type,
2731                                          const std::vector<D3DVarying> &streamOutVaryings,
2732                                          bool separatedOutputBuffers,
2733                                          const angle::CompilerWorkaroundsD3D &workarounds,
2734                                          ShaderExecutableD3D **outExectuable)
2735 {
2736     // Transform feedback is not supported in ES2 or D3D9
2737     ASSERT(streamOutVaryings.empty());
2738 
2739     std::stringstream profileStream;
2740 
2741     switch (type)
2742     {
2743         case gl::SHADER_VERTEX:
2744             profileStream << "vs";
2745             break;
2746         case gl::SHADER_FRAGMENT:
2747             profileStream << "ps";
2748             break;
2749         default:
2750             UNREACHABLE();
2751             return gl::InternalError();
2752     }
2753 
2754     profileStream << "_" << ((getMajorShaderModel() >= 3) ? 3 : 2);
2755     profileStream << "_"
2756                   << "0";
2757 
2758     std::string profile = profileStream.str();
2759 
2760     UINT flags = ANGLE_COMPILE_OPTIMIZATION_LEVEL;
2761 
2762     if (workarounds.skipOptimization)
2763     {
2764         flags = D3DCOMPILE_SKIP_OPTIMIZATION;
2765     }
2766     else if (workarounds.useMaxOptimization)
2767     {
2768         flags = D3DCOMPILE_OPTIMIZATION_LEVEL3;
2769     }
2770 
2771     if (gl::DebugAnnotationsActive())
2772     {
2773 #ifndef NDEBUG
2774         flags = D3DCOMPILE_SKIP_OPTIMIZATION;
2775 #endif
2776 
2777         flags |= D3DCOMPILE_DEBUG;
2778     }
2779 
2780     // Sometimes D3DCompile will fail with the default compilation flags for complicated shaders
2781     // when it would otherwise pass with alternative options. Try the default flags first and if
2782     // compilation fails, try some alternatives.
2783     std::vector<CompileConfig> configs;
2784     configs.push_back(CompileConfig(flags, "default"));
2785     configs.push_back(CompileConfig(flags | D3DCOMPILE_AVOID_FLOW_CONTROL, "avoid flow control"));
2786     configs.push_back(CompileConfig(flags | D3DCOMPILE_PREFER_FLOW_CONTROL, "prefer flow control"));
2787 
2788     ID3DBlob *binary = nullptr;
2789     std::string debugInfo;
2790     gl::Error error = mCompiler.compileToBinary(infoLog, shaderHLSL, profile, configs, nullptr,
2791                                                 &binary, &debugInfo);
2792     if (error.isError())
2793     {
2794         return error;
2795     }
2796 
2797     // It's possible that binary is NULL if the compiler failed in all configurations.  Set the
2798     // executable to NULL and return GL_NO_ERROR to signify that there was a link error but the
2799     // internal state is still OK.
2800     if (!binary)
2801     {
2802         *outExectuable = nullptr;
2803         return gl::NoError();
2804     }
2805 
2806     error = loadExecutable(reinterpret_cast<const uint8_t *>(binary->GetBufferPointer()),
2807                            binary->GetBufferSize(), type, streamOutVaryings, separatedOutputBuffers,
2808                            outExectuable);
2809 
2810     SafeRelease(binary);
2811     if (error.isError())
2812     {
2813         return error;
2814     }
2815 
2816     if (!debugInfo.empty())
2817     {
2818         (*outExectuable)->appendDebugInfo(debugInfo);
2819     }
2820 
2821     return gl::NoError();
2822 }
2823 
ensureHLSLCompilerInitialized()2824 gl::Error Renderer9::ensureHLSLCompilerInitialized()
2825 {
2826     return mCompiler.ensureInitialized();
2827 }
2828 
createUniformStorage(size_t storageSize)2829 UniformStorageD3D *Renderer9::createUniformStorage(size_t storageSize)
2830 {
2831     return new UniformStorageD3D(storageSize);
2832 }
2833 
boxFilter(IDirect3DSurface9 * source,IDirect3DSurface9 * dest)2834 gl::Error Renderer9::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest)
2835 {
2836     return mBlit->boxFilter(source, dest);
2837 }
2838 
getTexturePool(DWORD usage) const2839 D3DPOOL Renderer9::getTexturePool(DWORD usage) const
2840 {
2841     if (mD3d9Ex != nullptr)
2842     {
2843         return D3DPOOL_DEFAULT;
2844     }
2845     else
2846     {
2847         if (!(usage & (D3DUSAGE_DEPTHSTENCIL | D3DUSAGE_RENDERTARGET)))
2848         {
2849             return D3DPOOL_MANAGED;
2850         }
2851     }
2852 
2853     return D3DPOOL_DEFAULT;
2854 }
2855 
copyToRenderTarget(IDirect3DSurface9 * dest,IDirect3DSurface9 * source,bool fromManaged)2856 gl::Error Renderer9::copyToRenderTarget(IDirect3DSurface9 *dest,
2857                                         IDirect3DSurface9 *source,
2858                                         bool fromManaged)
2859 {
2860     ASSERT(source && dest);
2861 
2862     HRESULT result = D3DERR_OUTOFVIDEOMEMORY;
2863 
2864     if (fromManaged)
2865     {
2866         D3DSURFACE_DESC desc;
2867         source->GetDesc(&desc);
2868 
2869         IDirect3DSurface9 *surf = 0;
2870         result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2871                                                       D3DPOOL_SYSTEMMEM, &surf, nullptr);
2872 
2873         if (SUCCEEDED(result))
2874         {
2875             ANGLE_TRY(Image9::copyLockableSurfaces(surf, source));
2876             result = mDevice->UpdateSurface(surf, nullptr, dest, nullptr);
2877             SafeRelease(surf);
2878         }
2879     }
2880     else
2881     {
2882         endScene();
2883         result = mDevice->StretchRect(source, nullptr, dest, nullptr, D3DTEXF_NONE);
2884     }
2885 
2886     if (FAILED(result))
2887     {
2888         ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
2889         return gl::OutOfMemory() << "Failed to blit internal texture, " << gl::FmtHR(result);
2890     }
2891 
2892     return gl::NoError();
2893 }
2894 
getRendererClass() const2895 RendererClass Renderer9::getRendererClass() const
2896 {
2897     return RENDERER_D3D9;
2898 }
2899 
createImage()2900 ImageD3D *Renderer9::createImage()
2901 {
2902     return new Image9(this);
2903 }
2904 
generateMipmap(const gl::Context * context,ImageD3D * dest,ImageD3D * src)2905 gl::Error Renderer9::generateMipmap(const gl::Context *context, ImageD3D *dest, ImageD3D *src)
2906 {
2907     Image9 *src9 = GetAs<Image9>(src);
2908     Image9 *dst9 = GetAs<Image9>(dest);
2909     return Image9::generateMipmap(dst9, src9);
2910 }
2911 
generateMipmapUsingD3D(const gl::Context * context,TextureStorage * storage,const gl::TextureState & textureState)2912 gl::Error Renderer9::generateMipmapUsingD3D(const gl::Context *context,
2913                                             TextureStorage *storage,
2914                                             const gl::TextureState &textureState)
2915 {
2916     UNREACHABLE();
2917     return gl::NoError();
2918 }
2919 
copyImage(const gl::Context * context,ImageD3D * dest,ImageD3D * source,const gl::Rectangle & sourceRect,const gl::Offset & destOffset,bool unpackFlipY,bool unpackPremultiplyAlpha,bool unpackUnmultiplyAlpha)2920 gl::Error Renderer9::copyImage(const gl::Context *context,
2921                                ImageD3D *dest,
2922                                ImageD3D *source,
2923                                const gl::Rectangle &sourceRect,
2924                                const gl::Offset &destOffset,
2925                                bool unpackFlipY,
2926                                bool unpackPremultiplyAlpha,
2927                                bool unpackUnmultiplyAlpha)
2928 {
2929     Image9 *dest9 = GetAs<Image9>(dest);
2930     Image9 *src9  = GetAs<Image9>(source);
2931     return Image9::CopyImage(context, dest9, src9, sourceRect, destOffset, unpackFlipY,
2932                              unpackPremultiplyAlpha, unpackUnmultiplyAlpha);
2933 }
2934 
createTextureStorage2D(SwapChainD3D * swapChain)2935 TextureStorage *Renderer9::createTextureStorage2D(SwapChainD3D *swapChain)
2936 {
2937     SwapChain9 *swapChain9 = GetAs<SwapChain9>(swapChain);
2938     return new TextureStorage9_2D(this, swapChain9);
2939 }
2940 
createTextureStorageEGLImage(EGLImageD3D * eglImage,RenderTargetD3D * renderTargetD3D)2941 TextureStorage *Renderer9::createTextureStorageEGLImage(EGLImageD3D *eglImage,
2942                                                         RenderTargetD3D *renderTargetD3D)
2943 {
2944     return new TextureStorage9_EGLImage(this, eglImage, GetAs<RenderTarget9>(renderTargetD3D));
2945 }
2946 
createTextureStorageExternal(egl::Stream * stream,const egl::Stream::GLTextureDescription & desc)2947 TextureStorage *Renderer9::createTextureStorageExternal(
2948     egl::Stream *stream,
2949     const egl::Stream::GLTextureDescription &desc)
2950 {
2951     UNIMPLEMENTED();
2952     return nullptr;
2953 }
2954 
createTextureStorage2D(GLenum internalformat,bool renderTarget,GLsizei width,GLsizei height,int levels,bool hintLevelZeroOnly)2955 TextureStorage *Renderer9::createTextureStorage2D(GLenum internalformat,
2956                                                   bool renderTarget,
2957                                                   GLsizei width,
2958                                                   GLsizei height,
2959                                                   int levels,
2960                                                   bool hintLevelZeroOnly)
2961 {
2962     return new TextureStorage9_2D(this, internalformat, renderTarget, width, height, levels);
2963 }
2964 
createTextureStorageCube(GLenum internalformat,bool renderTarget,int size,int levels,bool hintLevelZeroOnly)2965 TextureStorage *Renderer9::createTextureStorageCube(GLenum internalformat,
2966                                                     bool renderTarget,
2967                                                     int size,
2968                                                     int levels,
2969                                                     bool hintLevelZeroOnly)
2970 {
2971     return new TextureStorage9_Cube(this, internalformat, renderTarget, size, levels,
2972                                     hintLevelZeroOnly);
2973 }
2974 
createTextureStorage3D(GLenum internalformat,bool renderTarget,GLsizei width,GLsizei height,GLsizei depth,int levels)2975 TextureStorage *Renderer9::createTextureStorage3D(GLenum internalformat,
2976                                                   bool renderTarget,
2977                                                   GLsizei width,
2978                                                   GLsizei height,
2979                                                   GLsizei depth,
2980                                                   int levels)
2981 {
2982     // 3D textures are not supported by the D3D9 backend.
2983     UNREACHABLE();
2984 
2985     return nullptr;
2986 }
2987 
createTextureStorage2DArray(GLenum internalformat,bool renderTarget,GLsizei width,GLsizei height,GLsizei depth,int levels)2988 TextureStorage *Renderer9::createTextureStorage2DArray(GLenum internalformat,
2989                                                        bool renderTarget,
2990                                                        GLsizei width,
2991                                                        GLsizei height,
2992                                                        GLsizei depth,
2993                                                        int levels)
2994 {
2995     // 2D array textures are not supported by the D3D9 backend.
2996     UNREACHABLE();
2997 
2998     return nullptr;
2999 }
3000 
createTextureStorage2DMultisample(GLenum internalformat,GLsizei width,GLsizei height,int levels,int samples,bool fixedSampleLocations)3001 TextureStorage *Renderer9::createTextureStorage2DMultisample(GLenum internalformat,
3002                                                              GLsizei width,
3003                                                              GLsizei height,
3004                                                              int levels,
3005                                                              int samples,
3006                                                              bool fixedSampleLocations)
3007 {
3008     // 2D multisampled textures are not supported by the D3D9 backend.
3009     UNREACHABLE();
3010 
3011     return NULL;
3012 }
3013 
getLUID(LUID * adapterLuid) const3014 bool Renderer9::getLUID(LUID *adapterLuid) const
3015 {
3016     adapterLuid->HighPart = 0;
3017     adapterLuid->LowPart  = 0;
3018 
3019     if (mD3d9Ex)
3020     {
3021         mD3d9Ex->GetAdapterLUID(mAdapter, adapterLuid);
3022         return true;
3023     }
3024 
3025     return false;
3026 }
3027 
getVertexConversionType(gl::VertexFormatType vertexFormatType) const3028 VertexConversionType Renderer9::getVertexConversionType(gl::VertexFormatType vertexFormatType) const
3029 {
3030     return d3d9::GetVertexFormatInfo(getCapsDeclTypes(), vertexFormatType).conversionType;
3031 }
3032 
getVertexComponentType(gl::VertexFormatType vertexFormatType) const3033 GLenum Renderer9::getVertexComponentType(gl::VertexFormatType vertexFormatType) const
3034 {
3035     return d3d9::GetVertexFormatInfo(getCapsDeclTypes(), vertexFormatType).componentType;
3036 }
3037 
getVertexSpaceRequired(const gl::VertexAttribute & attrib,const gl::VertexBinding & binding,GLsizei count,GLsizei instances) const3038 gl::ErrorOrResult<unsigned int> Renderer9::getVertexSpaceRequired(const gl::VertexAttribute &attrib,
3039                                                                   const gl::VertexBinding &binding,
3040                                                                   GLsizei count,
3041                                                                   GLsizei instances) const
3042 {
3043     if (!attrib.enabled)
3044     {
3045         return 16u;
3046     }
3047 
3048     gl::VertexFormatType vertexFormatType = gl::GetVertexFormatType(attrib, GL_FLOAT);
3049     const d3d9::VertexFormat &d3d9VertexInfo =
3050         d3d9::GetVertexFormatInfo(getCapsDeclTypes(), vertexFormatType);
3051 
3052     unsigned int elementCount  = 0;
3053     const unsigned int divisor = binding.getDivisor();
3054     if (instances == 0 || divisor == 0)
3055     {
3056         elementCount = static_cast<unsigned int>(count);
3057     }
3058     else
3059     {
3060         // Round up to divisor, if possible
3061         elementCount = UnsignedCeilDivide(static_cast<unsigned int>(instances), divisor);
3062     }
3063 
3064     if (d3d9VertexInfo.outputElementSize > std::numeric_limits<unsigned int>::max() / elementCount)
3065     {
3066         return gl::OutOfMemory() << "New vertex buffer size would result in an overflow.";
3067     }
3068 
3069     return static_cast<unsigned int>(d3d9VertexInfo.outputElementSize) * elementCount;
3070 }
3071 
generateCaps(gl::Caps * outCaps,gl::TextureCapsMap * outTextureCaps,gl::Extensions * outExtensions,gl::Limitations * outLimitations) const3072 void Renderer9::generateCaps(gl::Caps *outCaps,
3073                              gl::TextureCapsMap *outTextureCaps,
3074                              gl::Extensions *outExtensions,
3075                              gl::Limitations *outLimitations) const
3076 {
3077     d3d9_gl::GenerateCaps(mD3d9, mDevice, mDeviceType, mAdapter, outCaps, outTextureCaps,
3078                           outExtensions, outLimitations);
3079 }
3080 
generateWorkarounds() const3081 angle::WorkaroundsD3D Renderer9::generateWorkarounds() const
3082 {
3083     return d3d9::GenerateWorkarounds();
3084 }
3085 
getEGLDevice(DeviceImpl ** device)3086 egl::Error Renderer9::getEGLDevice(DeviceImpl **device)
3087 {
3088     if (mEGLDevice == nullptr)
3089     {
3090         ASSERT(mDevice != nullptr);
3091         mEGLDevice       = new DeviceD3D();
3092         egl::Error error = mEGLDevice->initialize(reinterpret_cast<void *>(mDevice),
3093                                                   EGL_D3D9_DEVICE_ANGLE, EGL_FALSE);
3094 
3095         if (error.isError())
3096         {
3097             SafeDelete(mEGLDevice);
3098             return error;
3099         }
3100     }
3101 
3102     *device = static_cast<DeviceImpl *>(mEGLDevice);
3103     return egl::NoError();
3104 }
3105 
CurSamplerState()3106 Renderer9::CurSamplerState::CurSamplerState()
3107     : forceSet(true), baseLevel(std::numeric_limits<size_t>::max()), samplerState()
3108 {
3109 }
3110 
genericDrawElements(const gl::Context * context,GLenum mode,GLsizei count,GLenum type,const void * indices,GLsizei instances)3111 gl::Error Renderer9::genericDrawElements(const gl::Context *context,
3112                                          GLenum mode,
3113                                          GLsizei count,
3114                                          GLenum type,
3115                                          const void *indices,
3116                                          GLsizei instances)
3117 {
3118     const auto &data     = context->getContextState();
3119     gl::Program *program = context->getGLState().getProgram();
3120     ASSERT(program != nullptr);
3121     ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program);
3122     bool usesPointSize     = programD3D->usesPointSize();
3123 
3124     programD3D->updateSamplerMapping();
3125 
3126     if (!applyPrimitiveType(mode, count, usesPointSize))
3127     {
3128         return gl::NoError();
3129     }
3130 
3131     ANGLE_TRY(updateState(context, mode));
3132     ANGLE_TRY(applyTextures(context));
3133     ANGLE_TRY(applyShaders(context, mode));
3134 
3135     if (!skipDraw(data.getState(), mode))
3136     {
3137         ANGLE_TRY(drawElementsImpl(context, mode, count, type, indices, instances));
3138     }
3139 
3140     return gl::NoError();
3141 }
3142 
genericDrawArrays(const gl::Context * context,GLenum mode,GLint first,GLsizei count,GLsizei instances)3143 gl::Error Renderer9::genericDrawArrays(const gl::Context *context,
3144                                        GLenum mode,
3145                                        GLint first,
3146                                        GLsizei count,
3147                                        GLsizei instances)
3148 {
3149     gl::Program *program = context->getGLState().getProgram();
3150     ASSERT(program != nullptr);
3151     ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program);
3152     bool usesPointSize     = programD3D->usesPointSize();
3153 
3154     programD3D->updateSamplerMapping();
3155 
3156     if (!applyPrimitiveType(mode, count, usesPointSize))
3157     {
3158         return gl::NoError();
3159     }
3160 
3161     ANGLE_TRY(updateState(context, mode));
3162     ANGLE_TRY(applyVertexBuffer(context, mode, first, count, instances, nullptr));
3163     ANGLE_TRY(applyTextures(context));
3164     ANGLE_TRY(applyShaders(context, mode));
3165 
3166     if (!skipDraw(context->getGLState(), mode))
3167     {
3168         ANGLE_TRY(drawArraysImpl(context, mode, first, count, instances));
3169     }
3170 
3171     return gl::NoError();
3172 }
3173 
createDefaultFramebuffer(const gl::FramebufferState & state)3174 FramebufferImpl *Renderer9::createDefaultFramebuffer(const gl::FramebufferState &state)
3175 {
3176     return new Framebuffer9(state, this);
3177 }
3178 
getMaxSupportedESVersion() const3179 gl::Version Renderer9::getMaxSupportedESVersion() const
3180 {
3181     return gl::Version(2, 0);
3182 }
3183 
clearRenderTarget(RenderTargetD3D * renderTarget,const gl::ColorF & clearColorValue,const float clearDepthValue,const unsigned int clearStencilValue)3184 gl::Error Renderer9::clearRenderTarget(RenderTargetD3D *renderTarget,
3185                                        const gl::ColorF &clearColorValue,
3186                                        const float clearDepthValue,
3187                                        const unsigned int clearStencilValue)
3188 {
3189     D3DCOLOR color =
3190         D3DCOLOR_ARGB(gl::unorm<8>(clearColorValue.alpha), gl::unorm<8>(clearColorValue.red),
3191                       gl::unorm<8>(clearColorValue.green), gl::unorm<8>(clearColorValue.blue));
3192     float depth   = clearDepthValue;
3193     DWORD stencil = clearStencilValue & 0x000000FF;
3194 
3195     unsigned int renderTargetSerial        = renderTarget->getSerial();
3196     RenderTarget9 *renderTarget9           = GetAs<RenderTarget9>(renderTarget);
3197     IDirect3DSurface9 *renderTargetSurface = renderTarget9->getSurface();
3198     ASSERT(renderTargetSurface);
3199 
3200     DWORD dxClearFlags = 0;
3201 
3202     const gl::InternalFormat &internalFormatInfo =
3203         gl::GetSizedInternalFormatInfo(renderTarget->getInternalFormat());
3204     if (internalFormatInfo.depthBits > 0 || internalFormatInfo.stencilBits > 0)
3205     {
3206         dxClearFlags = D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL;
3207         if (mAppliedDepthStencilSerial != renderTargetSerial)
3208         {
3209             mDevice->SetDepthStencilSurface(renderTargetSurface);
3210         }
3211     }
3212     else
3213     {
3214         dxClearFlags = D3DCLEAR_TARGET;
3215         if (mAppliedRenderTargetSerial != renderTargetSerial)
3216         {
3217             mDevice->SetRenderTarget(0, renderTargetSurface);
3218         }
3219     }
3220     SafeRelease(renderTargetSurface);
3221 
3222     D3DVIEWPORT9 viewport;
3223     viewport.X      = 0;
3224     viewport.Y      = 0;
3225     viewport.Width  = renderTarget->getWidth();
3226     viewport.Height = renderTarget->getHeight();
3227     mDevice->SetViewport(&viewport);
3228 
3229     mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
3230 
3231     mDevice->Clear(0, nullptr, dxClearFlags, color, depth, stencil);
3232 
3233     markAllStateDirty();
3234 
3235     return gl::NoError();
3236 }
3237 
canSelectViewInVertexShader() const3238 bool Renderer9::canSelectViewInVertexShader() const
3239 {
3240     return false;
3241 }
3242 
3243 // For each Direct3D sampler of either the pixel or vertex stage,
3244 // looks up the corresponding OpenGL texture image unit and texture type,
3245 // and sets the texture and its addressing/filtering state (or NULL when inactive).
3246 // Sampler mapping needs to be up-to-date on the program object before this is called.
applyTextures(const gl::Context * context,gl::SamplerType shaderType)3247 gl::Error Renderer9::applyTextures(const gl::Context *context, gl::SamplerType shaderType)
3248 {
3249     const auto &glState    = context->getGLState();
3250     const auto &caps       = context->getCaps();
3251     ProgramD3D *programD3D = GetImplAs<ProgramD3D>(glState.getProgram());
3252 
3253     ASSERT(!programD3D->isSamplerMappingDirty());
3254 
3255     // TODO(jmadill): Use the Program's sampler bindings.
3256     const auto &completeTextures = glState.getCompleteTextureCache();
3257 
3258     unsigned int samplerRange = programD3D->getUsedSamplerRange(shaderType);
3259     for (unsigned int samplerIndex = 0; samplerIndex < samplerRange; samplerIndex++)
3260     {
3261         GLint textureUnit = programD3D->getSamplerMapping(shaderType, samplerIndex, caps);
3262         ASSERT(textureUnit != -1);
3263         gl::Texture *texture = completeTextures[textureUnit];
3264 
3265         // A nullptr texture indicates incomplete.
3266         if (texture)
3267         {
3268             gl::Sampler *samplerObject = glState.getSampler(textureUnit);
3269 
3270             const gl::SamplerState &samplerState =
3271                 samplerObject ? samplerObject->getSamplerState() : texture->getSamplerState();
3272 
3273             ANGLE_TRY(setSamplerState(context, shaderType, samplerIndex, texture, samplerState));
3274             ANGLE_TRY(setTexture(context, shaderType, samplerIndex, texture));
3275         }
3276         else
3277         {
3278             GLenum textureType = programD3D->getSamplerTextureType(shaderType, samplerIndex);
3279 
3280             // Texture is not sampler complete or it is in use by the framebuffer.  Bind the
3281             // incomplete texture.
3282             gl::Texture *incompleteTexture = nullptr;
3283             ANGLE_TRY(getIncompleteTexture(context, textureType, &incompleteTexture));
3284             ANGLE_TRY(setSamplerState(context, shaderType, samplerIndex, incompleteTexture,
3285                                       incompleteTexture->getSamplerState()));
3286             ANGLE_TRY(setTexture(context, shaderType, samplerIndex, incompleteTexture));
3287         }
3288     }
3289 
3290     // Set all the remaining textures to NULL
3291     size_t samplerCount = (shaderType == gl::SAMPLER_PIXEL) ? caps.maxTextureImageUnits
3292                                                             : caps.maxVertexTextureImageUnits;
3293 
3294     // TODO(jmadill): faster way?
3295     for (size_t samplerIndex = samplerRange; samplerIndex < samplerCount; samplerIndex++)
3296     {
3297         ANGLE_TRY(setTexture(context, shaderType, static_cast<int>(samplerIndex), nullptr));
3298     }
3299 
3300     return gl::NoError();
3301 }
3302 
applyTextures(const gl::Context * context)3303 gl::Error Renderer9::applyTextures(const gl::Context *context)
3304 {
3305     ANGLE_TRY(applyTextures(context, gl::SAMPLER_VERTEX));
3306     ANGLE_TRY(applyTextures(context, gl::SAMPLER_PIXEL));
3307     return gl::NoError();
3308 }
3309 
3310 }  // namespace rx
3311