示例#1
0
void Blit::setCommonBlitState()
{
    IDirect3DDevice9 *device = getDevice();

    device->SetDepthStencilSurface(NULL);

    device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
    device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
    device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
    device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
    device->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
    device->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_RED);
    device->SetRenderState(D3DRS_SRGBWRITEENABLE, FALSE);
    device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);

    device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
    device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
    device->SetSamplerState(0, D3DSAMP_SRGBTEXTURE, FALSE);
    device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
    device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);

    for (int i = 0; i < MAX_VERTEX_ATTRIBS+1; i++)
    {
        device->SetStreamSourceFreq(i, 1);
    }

    RECT scissorRect = {0};   // Scissoring is disabled for flipping, but we need this to capture and restore the old rectangle
    device->SetScissorRect(&scissorRect);
}
示例#2
0
void Blit::restoreState()
{
    IDirect3DDevice9 *device = getDevice();

    device->SetDepthStencilSurface(mSavedDepthStencil);
    if (mSavedDepthStencil != NULL)
    {
        mSavedDepthStencil->Release();
        mSavedDepthStencil = NULL;
    }

    device->SetRenderTarget(0, mSavedRenderTarget);
    if (mSavedRenderTarget != NULL)
    {
        mSavedRenderTarget->Release();
        mSavedRenderTarget = NULL;
    }

    ASSERT(mSavedStateBlock != NULL);

    if (mSavedStateBlock != NULL)
    {
        mSavedStateBlock->Apply();
    }
}
示例#3
0
//----------------------------------------------------------------------------
void PdrRenderTarget::Disable (Renderer* renderer)
{
    IDirect3DDevice9* device = renderer->mData->mDevice;
    HRESULT hr;
    WM5_UNUSED(hr);

    // The viewport is automatically restored by this call.
    hr = device->SetRenderTarget(0, mSaveColorSurface);
    assertion(hr == D3D_OK, "Failed to set old rt 0 color surface: %s\n",
        DXGetErrorString(hr));

    mSaveColorSurface->Release();

    for (int i = 1; i < mNumTargets; ++i)
    {
        // The viewport is automatically restored by this call.
        hr = device->SetRenderTarget((DWORD)i, 0);
        assertion(hr == D3D_OK,
            "Failed to set old rt %d color surface: %s\n", i,
            DXGetErrorString(hr));
    }

    if (mHasDepthStencil)
    {
        hr = device->SetDepthStencilSurface(mSaveDepthStencilSurface);
        assertion(hr == D3D_OK,
            "Failed to set old rt 0 depthstencil surface: %s\n",
            DXGetErrorString(hr));

        mSaveDepthStencilSurface->Release();
    }
}
示例#4
0
void Blit::setCommonBlitState()
{
    IDirect3DDevice9 *device = getDevice();

    device->SetDepthStencilSurface(NULL);

    device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
    device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
    device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
    device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
    device->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
    device->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_RED);
    device->SetRenderState(D3DRS_SRGBWRITEENABLE, FALSE);
    device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);

    device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
    device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
    device->SetSamplerState(0, D3DSAMP_SRGBTEXTURE, FALSE);
    device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
    device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);

    for (int i = 0; i < MAX_VERTEX_ATTRIBS+1; i++)
    {
        device->SetStreamSourceFreq(i, 1);
    }
}
示例#5
0
///////////////////////////////////////////////////////////////////////////////
// Draw the scene.
// 
void RenderWindow::Draw()
{
    IDirect3DDevice9* device = m_Render.GetD3DDevice();
    if ( !device )
    {
        return;
    }

    if ( m_IsDeviceLost )
    {
        if ( device->TestCooperativeLevel() == D3DERR_DEVICENOTRESET )
        {
            m_Render.Reset();
            m_IsDeviceLost = device->TestCooperativeLevel() != D3D_OK;
        }
    }

    if ( m_IsDeviceLost )
    {
        return;
    }

    // If we have a scene with a mesh, draw it
    if ( !RenderScene() )
    {
        // No scene or no mesh, just clear the screen
        device->BeginScene();
        device->SetRenderTarget( 0, m_Render.GetBackBuffer() );
        device->SetDepthStencilSurface( m_Render.GetDepthBuffer() );
        device->Clear( 0, 0, D3DCLEAR_TARGET | D3DCLEAR_STENCIL | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0xFF, 0xB8, 0xB8, 0xB8), 1.0f, 0 );
        device->EndScene();
    }

    m_IsDeviceLost = ( m_Render.Display( GetHwnd() ) == D3DERR_DEVICELOST );
}
示例#6
0
void Blit9::restoreState()
{
    IDirect3DDevice9 *device = mRenderer->getDevice();

    device->SetDepthStencilSurface(mSavedDepthStencil);
    SafeRelease(mSavedDepthStencil);

    device->SetRenderTarget(0, mSavedRenderTarget);
    SafeRelease(mSavedRenderTarget);

    ASSERT(mSavedStateBlock != NULL);

    if (mSavedStateBlock != NULL)
    {
        mSavedStateBlock->Apply();
    }
}
示例#7
0
// parameters should be validated/clamped by caller
EGLint SwapChain9::swapRect(EGLint x, EGLint y, EGLint width, EGLint height)
{
    if (!mSwapChain)
    {
        return EGL_SUCCESS;
    }

    IDirect3DDevice9 *device = mRenderer->getDevice();

    // Disable all pipeline operations
    device->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
    device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
    device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
    device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
    device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
    device->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
    device->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_RED);
    device->SetRenderState(D3DRS_SRGBWRITEENABLE, FALSE);
    device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
    device->SetPixelShader(NULL);
    device->SetVertexShader(NULL);

    device->SetRenderTarget(0, mBackBuffer);
    device->SetDepthStencilSurface(NULL);

    device->SetTexture(0, mOffscreenTexture);
    device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
    device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
    device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
    device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
    device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
    device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
    device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
    device->SetFVF(D3DFVF_XYZRHW | D3DFVF_TEX1);

    for (UINT streamIndex = 0; streamIndex < gl::MAX_VERTEX_ATTRIBS; streamIndex++)
    {
        device->SetStreamSourceFreq(streamIndex, 1);
    }

    D3DVIEWPORT9 viewport = {0, 0, mWidth, mHeight, 0.0f, 1.0f};
    device->SetViewport(&viewport);

    float x1 = x - 0.5f;
    float y1 = (mHeight - y - height) - 0.5f;
    float x2 = (x + width) - 0.5f;
    float y2 = (mHeight - y) - 0.5f;

    float u1 = x / float(mWidth);
    float v1 = y / float(mHeight);
    float u2 = (x + width) / float(mWidth);
    float v2 = (y + height) / float(mHeight);

    float quad[4][6] = {{x1, y1, 0.0f, 1.0f, u1, v2},
                        {x2, y1, 0.0f, 1.0f, u2, v2},
                        {x2, y2, 0.0f, 1.0f, u2, v1},
                        {x1, y2, 0.0f, 1.0f, u1, v1}};   // x, y, z, rhw, u, v

    mRenderer->startScene();
    device->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, quad, 6 * sizeof(float));
    mRenderer->endScene();

    device->SetTexture(0, NULL);

    RECT rect =
    {
        x, mHeight - y - height,
        x + width, mHeight - y
    };

    HRESULT result = mSwapChain->Present(&rect, &rect, NULL, NULL, 0);

    mRenderer->markAllStateDirty();

    if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DRIVERINTERNALERROR)
    {
        return EGL_BAD_ALLOC;
    }

    // On Windows 8 systems, IDirect3DSwapChain9::Present sometimes returns 0x88760873 when the windows is
    // in the process of entering/exiting fullscreen. This code doesn't seem to have any documentation.  The
    // device appears to be ok after emitting this error so simply return a failure to swap.
    if (result == 0x88760873)
    {
        return EGL_BAD_NATIVE_WINDOW;
    }

    // http://crbug.com/313210
    // If our swap failed, trigger a device lost event. Resetting will work around an AMD-specific
    // device removed bug with lost contexts when reinstalling drivers.
    if (FAILED(result))
    {
        mRenderer->notifyDeviceLost();
        return EGL_CONTEXT_LOST;
    }

    return EGL_SUCCESS;
}
示例#8
0
// parameters should be validated/clamped by caller
EGLint SwapChain9::swapRect(EGLint x, EGLint y, EGLint width, EGLint height)
{
    if (!mSwapChain)
    {
        return EGL_SUCCESS;
    }

    IDirect3DDevice9 *device = mRenderer->getDevice();

    // Disable all pipeline operations
    device->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
    device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
    device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
    device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
    device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
    device->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
    device->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_RED);
    device->SetRenderState(D3DRS_SRGBWRITEENABLE, FALSE);
    device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
    device->SetPixelShader(NULL);
    device->SetVertexShader(NULL);

    device->SetRenderTarget(0, mBackBuffer);
    device->SetDepthStencilSurface(NULL);

    device->SetTexture(0, mOffscreenTexture);
    device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
    device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
    device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
    device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
    device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
    device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
    device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
    device->SetFVF(D3DFVF_XYZRHW | D3DFVF_TEX1);

    D3DVIEWPORT9 viewport = {0, 0, mWidth, mHeight, 0.0f, 1.0f};
    device->SetViewport(&viewport);

    float x1 = x - 0.5f;
    float y1 = (mHeight - y - height) - 0.5f;
    float x2 = (x + width) - 0.5f;
    float y2 = (mHeight - y) - 0.5f;

    float u1 = x / float(mWidth);
    float v1 = y / float(mHeight);
    float u2 = (x + width) / float(mWidth);
    float v2 = (y + height) / float(mHeight);

    float quad[4][6] = {{x1, y1, 0.0f, 1.0f, u1, v2},
                        {x2, y1, 0.0f, 1.0f, u2, v2},
                        {x2, y2, 0.0f, 1.0f, u2, v1},
                        {x1, y2, 0.0f, 1.0f, u1, v1}};   // x, y, z, rhw, u, v

    mRenderer->startScene();
    device->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, quad, 6 * sizeof(float));
    mRenderer->endScene();

    device->SetTexture(0, NULL);

    RECT rect =
    {
        x, mHeight - y - height,
        x + width, mHeight - y
    };

    HRESULT result = mSwapChain->Present(&rect, &rect, NULL, NULL, 0);

    mRenderer->markAllStateDirty();

    if (d3d9::isDeviceLostError(result))
    {
        return EGL_CONTEXT_LOST;
    }

    if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DRIVERINTERNALERROR)
    {
        return EGL_BAD_ALLOC;
    }

    ASSERT(SUCCEEDED(result));

    return EGL_SUCCESS;
}