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/*
* Copyright 2009, Google Inc.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
// This file contains the implementation of the GAPID3D9 class.
#include "command_buffer/service/win/d3d9/gapi_d3d9.h"
namespace o3d {
namespace command_buffer {
GAPID3D9::GAPID3D9()
: d3d_module_(NULL),
d3dx_module_(NULL),
d3d_(NULL),
d3d_device_(NULL),
hwnd_(NULL),
current_vertex_struct_(0),
validate_streams_(true),
max_vertices_(0),
current_effect_id_(0),
validate_effect_(true),
current_effect_(NULL),
vertex_buffers_(),
index_buffers_(),
vertex_structs_(),
back_buffer_surface_(NULL),
back_buffer_depth_surface_(NULL),
current_surface_id_(kInvalidResource),
current_depth_surface_id_(kInvalidResource),
direct3d_create9_(NULL),
get_shader_constant_table_(NULL),
create_effect_(NULL),
get_shader_input_semantics_(NULL) {}
GAPID3D9::~GAPID3D9() {}
// Initializes a D3D interface and device, and sets basic states.
bool GAPID3D9::Initialize() {
if (!FindDirect3DFunctions()) {
Destroy();
return false;
}
d3d_ = Direct3DCreate(D3D_SDK_VERSION);
if (NULL == d3d_) {
LOG(ERROR) << "Failed to create the initial D3D9 Interface";
Destroy();
return false;
}
d3d_device_ = NULL;
D3DDISPLAYMODE d3ddm;
d3d_->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm);
// NOTE: make sure the backbuffer matches this format, as it is
// currently currently assumed to be 32-bit 8X8R8G8B
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = d3ddm.Format;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // wait for vsync
// Note: SwapEffect=DISCARD is req. for multisample to function
// Note: AutoDepthStencilFormat is 16-bit (not the usual 8-bit)
// query multisampling
const int kNumTypesToCheck = 4;
D3DMULTISAMPLE_TYPE multisample_types[] = { D3DMULTISAMPLE_5_SAMPLES,
D3DMULTISAMPLE_4_SAMPLES,
D3DMULTISAMPLE_2_SAMPLES,
D3DMULTISAMPLE_NONE };
DWORD multisample_quality = 0;
for (int i = 0; i < kNumTypesToCheck; ++i) {
// check back-buffer for multisampling at level "i";
// back buffer = 32-bit XRGB (i.e. no alpha)
if (SUCCEEDED(d3d_->CheckDeviceMultiSampleType(
D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8,
true, // result is windowed
multisample_types[i],
&multisample_quality))) {
// back buffer succeeded, now check depth-buffer
// depth buffer = 24-bit, stencil = 8-bit
// NOTE: 8-bit not 16-bit like the D3DPRESENT_PARAMETERS
if (SUCCEEDED(d3d_->CheckDeviceMultiSampleType(
D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
D3DFMT_D24S8,
true, // result is windowed
multisample_types[i],
&multisample_quality))) {
d3dpp.MultiSampleType = multisample_types[i];
d3dpp.MultiSampleQuality = multisample_quality - 1;
break;
}
}
}
// D3DCREATE_FPU_PRESERVE is there because Firefox 3 relies on specific FPU
// flags for its UI rendering. Apparently Firefox 2 does not, though we don't
// currently propagate that info.
// TODO: check if FPU_PRESERVE has a significant perf hit, in which
// case find out if we can disable it for Firefox 2/other browsers, and/or if
// it makes sense to switch FPU flags before/after every DX call.
DWORD flags = D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE;
if (!SUCCEEDED(d3d_->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hwnd_,
flags,
&d3dpp,
&d3d_device_))) {
LOG(ERROR) << "Failed to create the D3D Device";
Destroy();
return false;
}
// initialise the d3d graphics state.
HR(d3d_device_->SetRenderState(D3DRS_LIGHTING, FALSE));
HR(d3d_device_->SetRenderState(D3DRS_ZENABLE, TRUE));
HR(d3d_device_->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE));
return true;
}
// Deletes the D3D9 Device and releases the D3D interface.
void GAPID3D9::Destroy() {
vertex_buffers_.DestroyAllResources();
index_buffers_.DestroyAllResources();
vertex_structs_.DestroyAllResources();
effects_.DestroyAllResources();
effect_params_.DestroyAllResources();
textures_.DestroyAllResources();
samplers_.DestroyAllResources();
render_surfaces_.DestroyAllResources();
depth_surfaces_.DestroyAllResources();
if (d3d_device_) {
d3d_device_->Release();
d3d_device_ = NULL;
}
if (d3d_) {
d3d_->Release();
d3d_ = NULL;
}
if (d3dx_module_) {
FreeLibrary(d3dx_module_);
d3dx_module_ = NULL;
get_shader_constant_table_ = NULL;
create_effect_ = NULL;
get_shader_input_semantics_ = NULL;
}
if (d3d_module_) {
FreeLibrary(d3d_module_);
d3d_module_ = NULL;
direct3d_create9_ = NULL;
}
}
// Begins the frame.
void GAPID3D9::BeginFrame() {
HR(d3d_device_->GetRenderTarget(0, &back_buffer_surface_));
HR(d3d_device_->GetDepthStencilSurface(&back_buffer_depth_surface_));
HR(d3d_device_->BeginScene());
}
// Ends the frame, presenting the back buffer.
void GAPID3D9::EndFrame() {
DirtyEffect();
HR(d3d_device_->EndScene());
HR(d3d_device_->Present(NULL, NULL, NULL, NULL));
// Release the back-buffer references.
back_buffer_surface_ = NULL;
back_buffer_depth_surface_ = NULL;
}
// Clears the selected buffers.
void GAPID3D9::Clear(unsigned int buffers,
const RGBA &color,
float depth,
unsigned int stencil) {
DWORD flags = (buffers & COLOR ? D3DCLEAR_TARGET : 0) |
(buffers & DEPTH ? D3DCLEAR_ZBUFFER : 0) |
(buffers & STENCIL ? D3DCLEAR_STENCIL : 0);
HR(d3d_device_->Clear(0,
NULL,
flags,
D3DCOLOR_COLORVALUE(color.red,
color.green,
color.blue,
color.alpha),
depth,
stencil));
}
// Sets the viewport.
void GAPID3D9::SetViewport(unsigned int x,
unsigned int y,
unsigned int width,
unsigned int height,
float z_min,
float z_max) {
D3DVIEWPORT9 viewport = {x, y, width, height, z_min, z_max};
HR(d3d_device_->SetViewport(&viewport));
}
// Converts an unsigned int RGBA color into an unsigned int ARGB (DirectX)
// color.
static unsigned int RGBAToARGB(unsigned int rgba) {
return (rgba >> 8) | (rgba << 24);
}
// Sets the current VertexStruct. Just keep track of the ID.
BufferSyncInterface::ParseError GAPID3D9::SetVertexStruct(ResourceID id) {
current_vertex_struct_ = id;
validate_streams_ = true;
return BufferSyncInterface::kParseNoError;
}
bool GAPID3D9::FindDirect3DFunctions() {
d3d_module_ = LoadLibrary(TEXT("d3d9.dll"));
if (NULL == d3d_module_) {
LOG(ERROR) << "Failed to load d3d9.dll";
return false;
}
direct3d_create9_ = reinterpret_cast<Direct3DCreate9Proc>(
GetProcAddress(d3d_module_, "Direct3DCreate9"));
if (NULL == direct3d_create9_) {
LOG(ERROR) << "Failed to find Direct3DCreate9 in d3d9.dll";
Destroy();
return false;
}
d3dx_module_ = LoadLibrary(TEXT("d3dx9_36.dll"));
if (NULL == d3d_module_) {
LOG(ERROR) << "Failed to load d3dx9_36.dll";
return false;
}
get_shader_constant_table_ = reinterpret_cast<D3DXGetShaderConstantTableProc>(
GetProcAddress(d3dx_module_, "D3DXGetShaderConstantTable"));
if (NULL == get_shader_constant_table_) {
LOG(ERROR) << "Failed to find D3DXGetShaderConstantTable in d3dx9_36.dll";
Destroy();
return false;
}
create_effect_ = reinterpret_cast<D3DXCreateEffectProc>(
GetProcAddress(d3dx_module_, "D3DXCreateEffect"));
if (NULL == create_effect_) {
LOG(ERROR) << "Failed to find D3DXCreateEffect in d3dx9_36.dll";
Destroy();
return false;
}
get_shader_input_semantics_ =
reinterpret_cast<D3DXGetShaderInputSemanticsProc>(
GetProcAddress(d3dx_module_, "D3DXGetShaderInputSemantics"));
if (NULL == get_shader_input_semantics_) {
LOG(ERROR) << "Failed to find D3DXGetShaderInputSemantics in d3dx9_36.dll";
Destroy();
return false;
}
return true;
}
// Sets in D3D the input streams of the current vertex struct.
bool GAPID3D9::ValidateStreams() {
DCHECK(validate_streams_);
VertexStructD3D9 *vertex_struct = vertex_structs_.Get(current_vertex_struct_);
if (!vertex_struct) {
LOG(ERROR) << "Drawing with invalid streams.";
return false;
}
max_vertices_ = vertex_struct->SetStreams(this);
validate_streams_ = false;
return max_vertices_ > 0;
}
// Converts a GAPID3D9::PrimitiveType to a D3DPRIMITIVETYPE.
static D3DPRIMITIVETYPE D3DPrimitive(GAPID3D9::PrimitiveType primitive_type) {
switch (primitive_type) {
case GAPID3D9::POINTS:
return D3DPT_POINTLIST;
case GAPID3D9::LINES:
return D3DPT_LINELIST;
case GAPID3D9::LINE_STRIPS:
return D3DPT_LINESTRIP;
case GAPID3D9::TRIANGLES:
return D3DPT_TRIANGLELIST;
case GAPID3D9::TRIANGLE_STRIPS:
return D3DPT_TRIANGLESTRIP;
case GAPID3D9::TRIANGLE_FANS:
return D3DPT_TRIANGLEFAN;
default:
LOG(FATAL) << "Invalid primitive type";
return D3DPT_POINTLIST;
}
}
// Draws with the current vertex struct.
BufferSyncInterface::ParseError GAPID3D9::Draw(
PrimitiveType primitive_type,
unsigned int first,
unsigned int count) {
if (validate_streams_ && !ValidateStreams()) {
// TODO: add proper error management
return BufferSyncInterface::kParseInvalidArguments;
}
if (validate_effect_ && !ValidateEffect()) {
// TODO: add proper error management
return BufferSyncInterface::kParseInvalidArguments;
}
DCHECK(current_effect_);
if (!current_effect_->CommitParameters()) {
return BufferSyncInterface::kParseInvalidArguments;
}
if (first + count > max_vertices_) {
// TODO: add proper error management
return BufferSyncInterface::kParseInvalidArguments;
}
HR(d3d_device_->DrawPrimitive(D3DPrimitive(primitive_type), first, count));
return BufferSyncInterface::kParseNoError;
}
// Draws with the current vertex struct.
BufferSyncInterface::ParseError GAPID3D9::DrawIndexed(
PrimitiveType primitive_type,
ResourceID index_buffer_id,
unsigned int first,
unsigned int count,
unsigned int min_index,
unsigned int max_index) {
IndexBufferD3D9 *index_buffer = index_buffers_.Get(index_buffer_id);
if (!index_buffer) return BufferSyncInterface::kParseInvalidArguments;
if (validate_streams_ && !ValidateStreams()) {
// TODO: add proper error management
return BufferSyncInterface::kParseInvalidArguments;
}
if (validate_effect_ && !ValidateEffect()) {
// TODO: add proper error management
return BufferSyncInterface::kParseInvalidArguments;
}
DCHECK(current_effect_);
if (!current_effect_->CommitParameters()) {
return BufferSyncInterface::kParseInvalidArguments;
}
if ((min_index >= max_vertices_) || (max_index > max_vertices_)) {
// TODO: add proper error management
return BufferSyncInterface::kParseInvalidArguments;
}
HR(d3d_device_->SetIndices(index_buffer->d3d_index_buffer()));
HR(d3d_device_->DrawIndexedPrimitive(D3DPrimitive(primitive_type), 0,
min_index, max_index - min_index + 1,
first, count));
return BufferSyncInterface::kParseNoError;
}
} // namespace command_buffer
} // namespace o3d
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