//---------------------------------------------------------------------------- void PdrPixelShader::Enable (Renderer* renderer, const PixelShader* pshader, const ShaderParameters* parameters) { IDirect3DDevice9* device = renderer->mData->mDevice; // Enable the buffer by setting the state. HRESULT hr = device->SetPixelShader(mShader); assertion(hr == D3D_OK, "Failed to enable pixel shader: %s\n", DXGetErrorString(hr)); // Set the shader constants. int profile = PixelShader::GetProfile(); const int numConstants = pshader->GetNumConstants(); int i; for (i = 0; i < numConstants; ++i) { hr = device->SetPixelShaderConstantF( pshader->GetBaseRegister(profile, i), parameters->GetConstant(i)->GetData(), pshader->GetNumRegistersUsed(i)); assertion(hr == D3D_OK, "Failed to set shader constant: %s\n", DXGetErrorString(hr)); } SetSamplerState(renderer, pshader, profile, parameters, renderer->mData->mMaxPShaderImages, 0, renderer->mData->mCurrentPSState); }
//---------------------------------------------------------------------------- void PdrPixelShader::Disable (Renderer* renderer, const PixelShader* pshader, const ShaderParameters* parameters) { IDirect3DDevice9* device = renderer->mData->mDevice; HRESULT hr; WM5_UNUSED(hr); #ifdef WM5_PDR_DEBUG // Verify that the active shader is the one making the disable request. IDirect3DPixelShader9* activePShader = 0; hr = device->GetPixelShader(&activePShader); assertion(hr == D3D_OK, "Failed to get pixel shader: %s\n", DXGetErrorString(hr)); assertion(activePShader == mShader, "Mismatched pixel shaders\n"); activePShader->Release(); #endif int profile = PixelShader::GetProfile(); DisableTextures(renderer, pshader, profile, parameters, renderer->mData->mMaxPShaderImages, 0); // Disable the shader by clearing the state. hr = device->SetPixelShader(0); assertion(hr == D3D_OK, "Failed to set pixel shader: %s\n", DXGetErrorString(hr)); }
void CFullscreenTriangleDrawer::DrawDX9( IDirect3DTexture9* texture ) { float width = ( float )gEnv->pRenderer->GetWidth(); float height = ( float )gEnv->pRenderer->GetHeight(); IDirect3DDevice9* pDevice = static_cast<IDirect3DDevice9*>( gD3DDevice ); m_pStateBlock->Capture(); pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE ); pDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ONE ); pDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA ); pDevice->SetVertexDeclaration( m_pVertexDeclaration ); pDevice->SetStreamSource( 0, m_pVertexBuffer, 0, 5 * sizeof( float ) ); pDevice->SetVertexShader( m_pVertexShader9 ); pDevice->SetVertexShaderConstantF( 0, &width, 1 ); pDevice->SetVertexShaderConstantF( 1, &height, 1 ); pDevice->SetPixelShader( m_pPixelShader9 ); pDevice->SetTexture( 0, texture ); pDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 3 ); m_pStateBlock->Apply(); }
//---------------------------------------------------------------------------- void PdrPixelShader::Disable (Renderer* renderer, const PixelShader* pshader, const ShaderParameters* parameters) { IDirect3DDevice9* device = renderer->mData->mDevice; HRESULT hr; PX2_UNUSED(hr); #ifdef PX2_PDR_DEBUG // 检测需要被取消激活的数据,是否匹配。 IDirect3DPixelShader9* activePShader = 0; hr = device->GetPixelShader(&activePShader); assertion(hr == D3D_OK, "Failed to get pixel shader: %s\n", DXGetErrorString(hr)); assertion(activePShader == mShader, "Mismatched pixel shaders\n"); activePShader->Release(); #endif int profile = PixelShader::GetProfile(); DisableTextures(renderer, pshader, profile, parameters, renderer->mData->mMaxPShaderImages, 0); // 取消激活着色器 hr = device->SetPixelShader(0); assertion(hr == D3D_OK, "Failed to set pixel shader: %s\n", DXGetErrorString(hr)); }
void DevState::createCleanState() { if (dwMyThread != 0) { ods("D3D9: CreateCleanState from other thread."); } Stash<DWORD> stashThread(&dwMyThread, GetCurrentThreadId()); if (pSB) pSB->Release(); pSB = NULL; IDirect3DStateBlock9* pStateBlock = NULL; dev->CreateStateBlock(D3DSBT_ALL, &pStateBlock); if (! pStateBlock) return; pStateBlock->Capture(); dev->CreateStateBlock(D3DSBT_ALL, &pSB); if (! pSB) { pStateBlock->Release(); return; } D3DVIEWPORT9 vp; dev->GetViewport(&vp); dev->SetVertexShader(NULL); dev->SetPixelShader(NULL); dev->SetFVF(D3DFVF_TLVERTEX); dev->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); dev->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); dev->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); // 0x16 dev->SetRenderState(D3DRS_WRAP0, FALSE); // 0x80 dev->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); dev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE); dev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); dev->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE); dev->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER); dev->SetRenderState(D3DRS_ZENABLE, FALSE); dev->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); dev->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS); dev->SetRenderState(D3DRS_COLORVERTEX, FALSE); dev->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); dev->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); dev->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); dev->SetRenderState(D3DRS_LIGHTING, FALSE); pSB->Capture(); pStateBlock->Apply(); pStateBlock->Release(); }
void CState::Restore() { // viewport m_D3DDev->SetViewport(&m_Vp); // render states m_D3DDev->SetRenderState(D3DRS_ZENABLE, m_Z); m_D3DDev->SetRenderState(D3DRS_CULLMODE, m_CullMode); m_D3DDev->SetRenderState(D3DRS_ALPHATESTENABLE, m_AlphaTest); m_D3DDev->SetRenderState(D3DRS_ALPHABLENDENABLE, m_AlphaBlend); m_D3DDev->SetRenderState(D3DRS_BLENDOP, m_BlendOp); m_D3DDev->SetRenderState(D3DRS_SRCBLEND, m_SrcBlend); m_D3DDev->SetRenderState(D3DRS_DESTBLEND, m_DstBlend); m_D3DDev->SetRenderState(D3DRS_CLIPPLANEENABLE, m_ClipPlane); m_D3DDev->SetRenderState(D3DRS_FILLMODE, m_FillMode); m_D3DDev->SetRenderState(D3DRS_LASTPIXEL, m_LastPixel); m_D3DDev->SetRenderState(D3DRS_FOGENABLE, m_Fog); m_D3DDev->SetRenderState(D3DRS_STENCILENABLE, m_Stencil); m_D3DDev->SetRenderState(D3DRS_COLORWRITEENABLE, m_ColorWrite); m_D3DDev->SetRenderState(D3DRS_SCISSORTESTENABLE, m_Scissor); if( m_Caps.PrimitiveMiscCaps & D3DPMISCCAPS_SEPARATEALPHABLEND ) m_D3DDev->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, m_SeparateAlphaBlend); //if( m_Caps.LineCaps & D3DLINECAPS_ANTIALIAS ) m_D3DDev->SetRenderState(D3DRS_ANTIALIASEDLINEENABLE, m_AntiAliasedLine); // primitive m_D3DDev->SetFVF(m_FVF); m_D3DDev->SetStreamSource(0, m_StreamData, m_StreamOffset, m_StreamStride); if( m_StreamData ) m_StreamData->Release(); m_D3DDev->SetVertexShader(m_VertexShader); if( m_VertexShader ) m_VertexShader->Release(); // texture m_D3DDev->SetTexture(0, m_Tex); if( m_Tex ) m_Tex->Release(); m_D3DDev->SetPixelShader(m_PixelShader); if( m_PixelShader ) m_PixelShader->Release(); // texture stage states m_D3DDev->SetTextureStageState(0, D3DTSS_COLOROP, m_ColorOp); m_D3DDev->SetTextureStageState(0, D3DTSS_COLORARG1, m_ColorArg1); m_D3DDev->SetTextureStageState(0, D3DTSS_COLORARG2, m_ColorArg2); m_D3DDev->SetTextureStageState(0, D3DTSS_ALPHAOP, m_AlphaOp); m_D3DDev->SetTextureStageState(0, D3DTSS_ALPHAARG1, m_AlphaArg1); m_D3DDev->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, m_TexCoordIndex); m_D3DDev->SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, m_TexTransfFlags); m_D3DDev->SetSamplerState(0, D3DSAMP_ADDRESSU, m_AddressU); m_D3DDev->SetSamplerState(0, D3DSAMP_ADDRESSV, m_AddressV); m_D3DDev->SetSamplerState(0, D3DSAMP_MAGFILTER, m_MagFilter); m_D3DDev->SetSamplerState(0, D3DSAMP_MINFILTER, m_MinFilter); m_D3DDev->SetSamplerState(0, D3DSAMP_MIPFILTER, m_MipFilter); }
void Blit::saveState() { IDirect3DDevice9 *device = getDevice(); HRESULT hr; device->GetDepthStencilSurface(&mSavedDepthStencil); device->GetRenderTarget(0, &mSavedRenderTarget); if (mSavedStateBlock == NULL) { hr = device->BeginStateBlock(); ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY); setCommonBlitState(); static const float dummyConst[4] = { 0, 0, 0, 0 }; device->SetVertexShader(NULL); device->SetVertexShaderConstantF(0, dummyConst, 1); device->SetPixelShader(NULL); device->SetPixelShaderConstantF(0, dummyConst, 1); D3DVIEWPORT9 dummyVp; dummyVp.X = 0; dummyVp.Y = 0; dummyVp.Width = 1; dummyVp.Height = 1; dummyVp.MinZ = 0; dummyVp.MaxZ = 1; device->SetViewport(&dummyVp); device->SetTexture(0, NULL); device->SetStreamSource(0, mQuadVertexBuffer, 0, 0); device->SetVertexDeclaration(mQuadVertexDeclaration); hr = device->EndStateBlock(&mSavedStateBlock); ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY); } ASSERT(mSavedStateBlock != NULL); if (mSavedStateBlock != NULL) { hr = mSavedStateBlock->Capture(); ASSERT(SUCCEEDED(hr)); } }
void CubeMesh::DrawRay(const D3DXVECTOR2& screenPos, const D3DXMATRIX& matWorld, const D3DXMATRIX& matView, const D3DXMATRIX& matProj) { HRESULT hr = S_FALSE; GraphicsDevice* pGDevice = GraphicsDevice::getInstance(); IDirect3DDevice9* pDevice = pGDevice->m_pD3DDevice; Ray ray = CalcPickingRay((int)screenPos.x, (int)screenPos.y, pGDevice->mCubeViewport, matView, matProj ); PCVertex rayLine[] = { {D3DXVECTOR3(0.0f,0.0f,0.0f), D3DCOLOR_ARGB(255,255,0,0)}, {ray.Origin + 1000*ray.Direction, D3DCOLOR_ARGB(255,255,0,0)}, }; PCVertex intersectPoint[] = { {p, D3DCOLOR_ARGB(255,0,0,255)}, {p+D3DXVECTOR3(0.5f,0.0f,0.0f), D3DCOLOR_ARGB(255,0,0,255)}, {p+D3DXVECTOR3(0.0f,0.5f,0.0f), D3DCOLOR_ARGB(255,0,0,255)}, {p+D3DXVECTOR3(0.0f,0.0f,0.5f), D3DCOLOR_ARGB(255,0,0,255)}, {p+D3DXVECTOR3(-0.5f,0.0f,0.0f), D3DCOLOR_ARGB(255,0,0,255)}, {p+D3DXVECTOR3(0.0f,-0.5f,0.0f), D3DCOLOR_ARGB(255,0,0,255)}, {p+D3DXVECTOR3(0.0f,0.0f,-0.5f), D3DCOLOR_ARGB(255,0,0,255)}, }; pGDevice->SetViewport(pGDevice->mCubeViewport); pDevice->SetVertexShader(NULL); pDevice->SetPixelShader(NULL); V(pDevice->SetTransform(D3DTS_WORLD, &matWorld)); V(pDevice->SetTransform(D3DTS_VIEW, &matView)); V(pDevice->SetTransform(D3DTS_PROJECTION, &matProj)); V(pDevice->SetRenderState(D3DRS_LIGHTING, FALSE)); V(pDevice->SetRenderState(D3DRS_ZENABLE, FALSE)); V(pDevice->SetFVF(D3DFVF_XYZ | D3DFVF_DIFFUSE)); V(pDevice->DrawPrimitiveUP(D3DPT_LINELIST, 1, rayLine, sizeof(PCVertex))); V(pDevice->DrawPrimitiveUP(D3DPT_POINTLIST, 7, intersectPoint, sizeof(PCVertex))); V(pDevice->SetFVF(NULL)); V(pDevice->SetRenderState(D3DRS_ZENABLE, TRUE)); V(pDevice->SetRenderState(D3DRS_LIGHTING, TRUE)); pGDevice->ResetViewport(); }
Burger::Effect::~Effect() { D3DPixelShader *pPixelShader = m_pPixelShader; if (pPixelShader != NULL) { IDirect3DDevice9 *pDevice; pPixelShader->GetDevice(&pDevice); if (pDevice) { pDevice->SetPixelShader(0); } pPixelShader->Release(); m_pPixelShader = NULL; } D3DVertexShader *pVertexShader = m_pVertexShader; if (pVertexShader != NULL) { IDirect3DDevice9 *pDevice; pVertexShader->GetDevice(&pDevice); if (pDevice) { pDevice->SetVertexShader(0); } pVertexShader->Release(); m_pVertexShader = NULL; } }
// 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; }
// 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; }
void BURGER_API Burger::EffectDX9::SetEffect(void) { IDirect3DDevice9 *pDevice = m_pDevice; pDevice->SetPixelShader(m_pPixelShader); pDevice->SetVertexShader(m_pVertexShader); }
void GPUContextDX9::bindPixelShader( PixelShaderHandle inPixelShader ) { HRESULT result = _device->SetPixelShader( (IDirect3DPixelShader9*)inPixelShader ); GPUAssert( !FAILED(result), "SetPixelShader failed" ); }