809 lines
25 KiB
C++
809 lines
25 KiB
C++
#include <vector>
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#include <stdio.h>
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#include <inttypes.h>
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#ifdef _DEBUG
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#define D3D_DEBUG_INFO
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#endif
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#include <d3d9.h>
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#ifdef USE_CRT_DBG
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#undef new
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#endif
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#include <d3dx9.h>
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#ifdef USE_CRT_DBG
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#define new DBG_NEW
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#endif
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#include "base/logging.h"
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#include "math/lin/matrix4x4.h"
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#include "thin3d/thin3d.h"
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#include "thin3d/d3dx9_loader.h"
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// Could be declared as u8
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static const D3DCMPFUNC compareToD3D9[] = {
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D3DCMP_NEVER,
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D3DCMP_LESS,
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D3DCMP_EQUAL,
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D3DCMP_LESSEQUAL,
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D3DCMP_GREATER,
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D3DCMP_NOTEQUAL,
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D3DCMP_GREATEREQUAL,
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D3DCMP_ALWAYS
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};
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// Could be declared as u8
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static const D3DBLENDOP blendEqToD3D9[] = {
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D3DBLENDOP_ADD,
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D3DBLENDOP_SUBTRACT,
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D3DBLENDOP_REVSUBTRACT,
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D3DBLENDOP_MIN,
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D3DBLENDOP_MAX,
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};
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// Could be declared as u8
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static const D3DBLEND blendFactorToD3D9[] = {
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D3DBLEND_ZERO,
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D3DBLEND_ONE,
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D3DBLEND_SRCCOLOR,
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D3DBLEND_SRCALPHA,
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D3DBLEND_INVSRCCOLOR,
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D3DBLEND_INVSRCALPHA,
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D3DBLEND_DESTCOLOR,
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D3DBLEND_DESTALPHA,
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D3DBLEND_INVDESTCOLOR,
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D3DBLEND_INVDESTALPHA,
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D3DBLEND_BLENDFACTOR,
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};
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static const D3DTEXTUREADDRESS texWrapToD3D9[] = {
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D3DTADDRESS_WRAP,
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D3DTADDRESS_CLAMP,
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};
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static const D3DTEXTUREFILTERTYPE texFilterToD3D9[] = {
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D3DTEXF_POINT,
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D3DTEXF_LINEAR,
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};
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static const D3DPRIMITIVETYPE primToD3D9[] = {
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D3DPT_POINTLIST,
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D3DPT_LINELIST,
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D3DPT_TRIANGLELIST,
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};
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static const int primCountDivisor[] = {
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1,
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2,
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3,
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};
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class Thin3DDX9DepthStencilState : public Thin3DDepthStencilState {
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public:
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BOOL depthTestEnabled;
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BOOL depthWriteEnabled;
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D3DCMPFUNC depthCompare;
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void Apply(LPDIRECT3DDEVICE9 device) {
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device->SetRenderState(D3DRS_ZENABLE, depthTestEnabled);
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device->SetRenderState(D3DRS_ZWRITEENABLE, depthWriteEnabled);
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device->SetRenderState(D3DRS_ZFUNC, depthCompare);
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}
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};
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class Thin3DDX9BlendState : public Thin3DBlendState {
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public:
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bool enabled;
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D3DBLENDOP eqCol, eqAlpha;
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D3DBLEND srcCol, srcAlpha, dstCol, dstAlpha;
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uint32_t fixedColor;
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void Apply(LPDIRECT3DDEVICE9 device) {
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device->SetRenderState(D3DRS_ALPHABLENDENABLE, (DWORD)enabled);
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device->SetRenderState(D3DRS_BLENDOP, eqCol);
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device->SetRenderState(D3DRS_BLENDOPALPHA, eqAlpha);
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device->SetRenderState(D3DRS_SRCBLEND, srcCol);
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device->SetRenderState(D3DRS_DESTBLEND, dstCol);
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device->SetRenderState(D3DRS_SRCBLENDALPHA, srcAlpha);
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device->SetRenderState(D3DRS_DESTBLENDALPHA, dstAlpha);
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// device->SetRenderState(, fixedColor);
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}
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};
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class Thin3DDX9SamplerState : public Thin3DSamplerState {
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public:
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D3DTEXTUREADDRESS wrapS, wrapT;
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D3DTEXTUREFILTERTYPE magFilt, minFilt, mipFilt;
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void Apply(LPDIRECT3DDEVICE9 device, int index) {
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device->SetSamplerState(index, D3DSAMP_ADDRESSU, wrapS);
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device->SetSamplerState(index, D3DSAMP_ADDRESSV, wrapT);
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device->SetSamplerState(index, D3DSAMP_MAGFILTER, magFilt);
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device->SetSamplerState(index, D3DSAMP_MINFILTER, minFilt);
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device->SetSamplerState(index, D3DSAMP_MIPFILTER, mipFilt);
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}
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};
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class Thin3DDX9Buffer : public Thin3DBuffer {
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public:
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Thin3DDX9Buffer(LPDIRECT3DDEVICE9 device, size_t size, uint32_t flags) : vbuffer_(nullptr), ibuffer_(nullptr), maxSize_(size) {
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if (flags & T3DBufferUsage::INDEXDATA) {
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DWORD usage = D3DUSAGE_DYNAMIC;
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device->CreateIndexBuffer((UINT)size, usage, D3DFMT_INDEX32, D3DPOOL_DEFAULT, &ibuffer_, NULL);
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} else {
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DWORD usage = D3DUSAGE_DYNAMIC;
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device->CreateVertexBuffer((UINT)size, usage, 0, D3DPOOL_DEFAULT, &vbuffer_, NULL);
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}
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}
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virtual ~Thin3DDX9Buffer() override {
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if (ibuffer_) {
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ibuffer_->Release();
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}
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if (vbuffer_) {
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vbuffer_->Release();
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}
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}
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void SetData(const uint8_t *data, size_t size) override {
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if (!size)
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return;
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if (size > maxSize_) {
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ELOG("Can't SetData with bigger size than buffer was created with on D3D");
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return;
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}
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if (vbuffer_) {
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void *ptr;
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vbuffer_->Lock(0, (UINT)size, &ptr, D3DLOCK_DISCARD);
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memcpy(ptr, data, size);
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vbuffer_->Unlock();
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} else if (ibuffer_) {
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void *ptr;
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ibuffer_->Lock(0, (UINT)size, &ptr, D3DLOCK_DISCARD);
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memcpy(ptr, data, size);
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ibuffer_->Unlock();
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}
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}
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void SubData(const uint8_t *data, size_t offset, size_t size) override {
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if (!size)
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return;
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if (offset + size > maxSize_) {
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ELOG("Can't SubData with bigger size than buffer was created with on D3D");
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return;
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}
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if (vbuffer_) {
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void *ptr;
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HRESULT res = vbuffer_->Lock((UINT)offset, (UINT)size, &ptr, D3DLOCK_DISCARD);
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if (!FAILED(res)) {
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memcpy(ptr, data, size);
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vbuffer_->Unlock();
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}
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} else if (ibuffer_) {
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void *ptr;
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HRESULT res = ibuffer_->Lock((UINT)offset, (UINT)size, &ptr, D3DLOCK_DISCARD);
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if (!FAILED(res)) {
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memcpy(ptr, data, size);
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ibuffer_->Unlock();
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}
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}
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}
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void BindAsVertexBuf(LPDIRECT3DDEVICE9 device, int vertexSize, int offset = 0) {
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if (vbuffer_)
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device->SetStreamSource(0, vbuffer_, offset, vertexSize);
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}
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void BindAsIndexBuf(LPDIRECT3DDEVICE9 device) {
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if (ibuffer_)
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device->SetIndices(ibuffer_);
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}
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private:
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LPDIRECT3DVERTEXBUFFER9 vbuffer_;
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LPDIRECT3DINDEXBUFFER9 ibuffer_;
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size_t maxSize_;
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};
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class Thin3DDX9VertexFormat : public Thin3DVertexFormat {
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public:
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Thin3DDX9VertexFormat(LPDIRECT3DDEVICE9 device, const std::vector<Thin3DVertexComponent> &components, int stride);
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~Thin3DDX9VertexFormat() {
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if (decl_) {
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decl_->Release();
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}
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}
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int GetStride() const { return stride_; }
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void Apply(LPDIRECT3DDEVICE9 device) {
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device->SetVertexDeclaration(decl_);
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}
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bool RequiresBuffer() override {
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return false;
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}
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private:
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LPDIRECT3DVERTEXDECLARATION9 decl_;
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int stride_;
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};
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class Thin3DDX9Shader : public Thin3DShader {
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public:
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Thin3DDX9Shader(bool isPixelShader) : isPixelShader_(isPixelShader), vshader_(NULL), pshader_(NULL), constantTable_(NULL) {}
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~Thin3DDX9Shader() {
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if (vshader_)
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vshader_->Release();
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if (pshader_)
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pshader_->Release();
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if (constantTable_)
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constantTable_->Release();
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}
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bool Compile(LPDIRECT3DDEVICE9 device, const char *source, const char *profile);
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void Apply(LPDIRECT3DDEVICE9 device) {
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if (isPixelShader_) {
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device->SetPixelShader(pshader_);
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} else {
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device->SetVertexShader(vshader_);
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}
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}
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void SetVector(LPDIRECT3DDEVICE9 device, const char *name, float *value, int n);
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void SetMatrix4x4(LPDIRECT3DDEVICE9 device, const char *name, const float value[16]);
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private:
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bool isPixelShader_;
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LPDIRECT3DVERTEXSHADER9 vshader_;
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LPDIRECT3DPIXELSHADER9 pshader_;
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LPD3DXCONSTANTTABLE constantTable_;
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};
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class Thin3DDX9ShaderSet : public Thin3DShaderSet {
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public:
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Thin3DDX9ShaderSet(LPDIRECT3DDEVICE9 device) : device_(device) {}
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Thin3DDX9Shader *vshader;
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Thin3DDX9Shader *pshader;
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void Apply(LPDIRECT3DDEVICE9 device);
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void SetVector(const char *name, float *value, int n) { vshader->SetVector(device_, name, value, n); pshader->SetVector(device_, name, value, n); }
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void SetMatrix4x4(const char *name, const float value[16]) { vshader->SetMatrix4x4(device_, name, value); } // pshaders don't usually have matrices
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private:
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LPDIRECT3DDEVICE9 device_;
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};
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class Thin3DDX9Texture : public Thin3DTexture {
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public:
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Thin3DDX9Texture(LPDIRECT3DDEVICE9 device, LPDIRECT3DDEVICE9EX deviceEx) : device_(device), deviceEx_(deviceEx), type_(T3DTextureType::UNKNOWN), fmt_(D3DFMT_UNKNOWN), tex_(NULL), volTex_(NULL), cubeTex_(NULL) {
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}
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Thin3DDX9Texture(LPDIRECT3DDEVICE9 device, LPDIRECT3DDEVICE9EX deviceEx, T3DTextureType type, T3DImageFormat format, int width, int height, int depth, int mipLevels);
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~Thin3DDX9Texture();
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bool Create(T3DTextureType type, T3DImageFormat format, int width, int height, int depth, int mipLevels) override;
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void SetImageData(int x, int y, int z, int width, int height, int depth, int level, int stride, const uint8_t *data) override;
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void AutoGenMipmaps() override {}
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void SetToSampler(LPDIRECT3DDEVICE9 device, int sampler);
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void Finalize(int zim_flags) override {}
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private:
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LPDIRECT3DDEVICE9 device_;
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LPDIRECT3DDEVICE9EX deviceEx_;
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T3DTextureType type_;
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D3DFORMAT fmt_;
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LPDIRECT3DTEXTURE9 tex_;
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LPDIRECT3DVOLUMETEXTURE9 volTex_;
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LPDIRECT3DCUBETEXTURE9 cubeTex_;
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};
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D3DFORMAT FormatToD3D(T3DImageFormat fmt) {
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switch (fmt) {
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case RGBA8888: return D3DFMT_A8R8G8B8;
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case RGBA4444: return D3DFMT_A4R4G4B4;
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case D24S8: return D3DFMT_D24S8;
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case D16: return D3DFMT_D16;
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default: return D3DFMT_UNKNOWN;
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}
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}
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Thin3DDX9Texture::Thin3DDX9Texture(LPDIRECT3DDEVICE9 device, LPDIRECT3DDEVICE9EX deviceEx, T3DTextureType type, T3DImageFormat format, int width, int height, int depth, int mipLevels)
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: device_(device), deviceEx_(deviceEx), type_(type), tex_(NULL), volTex_(NULL), cubeTex_(NULL) {
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Create(type, format, width, height, depth, mipLevels);
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}
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Thin3DDX9Texture::~Thin3DDX9Texture() {
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if (tex_) {
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tex_->Release();
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}
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if (volTex_) {
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volTex_->Release();
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}
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if (cubeTex_) {
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cubeTex_->Release();
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}
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}
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bool Thin3DDX9Texture::Create(T3DTextureType type, T3DImageFormat format, int width, int height, int depth, int mipLevels) {
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width_ = width;
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height_ = height;
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depth_ = depth;
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type_ = type;
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tex_ = NULL;
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fmt_ = FormatToD3D(format);
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HRESULT hr = E_FAIL;
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D3DPOOL pool = D3DPOOL_MANAGED;
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int usage = 0;
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if (deviceEx_ != nullptr) {
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pool = D3DPOOL_DEFAULT;
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usage = D3DUSAGE_DYNAMIC;
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}
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switch (type) {
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case LINEAR1D:
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case LINEAR2D:
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hr = device_->CreateTexture(width, height, mipLevels, usage, fmt_, pool, &tex_, NULL);
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break;
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case LINEAR3D:
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hr = device_->CreateVolumeTexture(width, height, depth, mipLevels, usage, fmt_, pool, &volTex_, NULL);
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break;
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case CUBE:
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hr = device_->CreateCubeTexture(width, mipLevels, usage, fmt_, pool, &cubeTex_, NULL);
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break;
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}
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if (FAILED(hr)) {
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ELOG("Texture creation failed");
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return false;
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}
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return true;
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}
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inline uint16_t Shuffle4444(uint16_t x) {
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return (x << 12) | (x >> 4);
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}
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// Just switches R and G.
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inline uint32_t Shuffle8888(uint32_t x) {
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return (x & 0xFF00FF00) | ((x >> 16) & 0xFF) | ((x << 16) & 0xFF0000);
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}
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void Thin3DDX9Texture::SetImageData(int x, int y, int z, int width, int height, int depth, int level, int stride, const uint8_t *data) {
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if (!tex_) {
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return;
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}
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if (level == 0) {
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width_ = width;
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height_ = height;
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depth_ = depth;
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}
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switch (type_) {
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case LINEAR2D:
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{
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D3DLOCKED_RECT rect;
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if (x == 0 && y == 0) {
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tex_->LockRect(level, &rect, NULL, 0);
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for (int i = 0; i < height; i++) {
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uint8_t *dest = (uint8_t *)rect.pBits + rect.Pitch * i;
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const uint8_t *source = data + stride * i;
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int j;
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switch (fmt_) {
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case D3DFMT_A4R4G4B4:
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// This is backwards from OpenGL so we need to shuffle around a bit.
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for (j = 0; j < width; j++) {
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((uint16_t *)dest)[j] = Shuffle4444(((uint16_t *)source)[j]);
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}
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break;
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case D3DFMT_A8R8G8B8:
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for (j = 0; j < width; j++) {
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((uint32_t *)dest)[j] = Shuffle8888(((uint32_t *)source)[j]);
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}
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break;
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}
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}
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tex_->UnlockRect(level);
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}
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break;
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}
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default:
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ELOG("Non-LINEAR2D textures not yet supported");
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break;
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}
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}
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void Thin3DDX9Texture::SetToSampler(LPDIRECT3DDEVICE9 device, int sampler) {
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switch (type_) {
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case LINEAR1D:
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case LINEAR2D:
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device->SetTexture(sampler, tex_);
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break;
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case LINEAR3D:
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device->SetTexture(sampler, volTex_);
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break;
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case CUBE:
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device->SetTexture(sampler, cubeTex_);
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break;
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}
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}
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class Thin3DDX9Context : public Thin3DContext {
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public:
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Thin3DDX9Context(IDirect3D9 *d3d, IDirect3D9Ex *d3dEx, int adapterId, IDirect3DDevice9 *device, IDirect3DDevice9Ex *deviceEx);
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~Thin3DDX9Context();
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Thin3DDepthStencilState *CreateDepthStencilState(bool depthTestEnabled, bool depthWriteEnabled, T3DComparison depthCompare);
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Thin3DBlendState *CreateBlendState(const T3DBlendStateDesc &desc) override;
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Thin3DSamplerState *CreateSamplerState(const T3DSamplerStateDesc &desc) override;
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Thin3DBuffer *CreateBuffer(size_t size, uint32_t usageFlags) override;
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Thin3DShaderSet *CreateShaderSet(Thin3DShader *vshader, Thin3DShader *fshader) override;
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Thin3DVertexFormat *CreateVertexFormat(const std::vector<Thin3DVertexComponent> &components, int stride, Thin3DShader *vshader) override;
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Thin3DTexture *CreateTexture() override;
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Thin3DTexture *CreateTexture(T3DTextureType type, T3DImageFormat format, int width, int height, int depth, int mipLevels) override;
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Thin3DShader *CreateVertexShader(const char *glsl_source, const char *hlsl_source, const char *vulkan_source) override;
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Thin3DShader *CreateFragmentShader(const char *glsl_source, const char *hlsl_source, const char *vulkan_source) override;
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// Bound state objects. Too cumbersome to add them all as parameters to Draw.
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void SetBlendState(Thin3DBlendState *state) {
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Thin3DDX9BlendState *bs = static_cast<Thin3DDX9BlendState *>(state);
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bs->Apply(device_);
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}
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void SetSamplerStates(int start, int count, Thin3DSamplerState **states) {
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for (int i = 0; i < count; ++i) {
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Thin3DDX9SamplerState *s = static_cast<Thin3DDX9SamplerState *>(states[start + i]);
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s->Apply(device_, start + i);
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}
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}
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void SetDepthStencilState(Thin3DDepthStencilState *state) {
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Thin3DDX9DepthStencilState *bs = static_cast<Thin3DDX9DepthStencilState *>(state);
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bs->Apply(device_);
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}
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void SetTextures(int start, int count, Thin3DTexture **textures);
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// Raster state
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void SetScissorEnabled(bool enable);
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void SetScissorRect(int left, int top, int width, int height);
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void SetViewports(int count, T3DViewport *viewports);
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void SetRenderState(T3DRenderState rs, uint32_t value) override;
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void Draw(T3DPrimitive prim, Thin3DShaderSet *pipeline, Thin3DVertexFormat *format, Thin3DBuffer *vdata, int vertexCount, int offset) override;
|
|
void DrawIndexed(T3DPrimitive prim, Thin3DShaderSet *pipeline, Thin3DVertexFormat *format, Thin3DBuffer *vdata, Thin3DBuffer *idata, int vertexCount, int offset) override;
|
|
void DrawUP(T3DPrimitive prim, Thin3DShaderSet *shaderSet, Thin3DVertexFormat *format, const void *vdata, int vertexCount) override;
|
|
void Clear(int mask, uint32_t colorval, float depthVal, int stencilVal);
|
|
|
|
std::string GetInfoString(T3DInfo info) const override {
|
|
switch (info) {
|
|
case APIVERSION: return "DirectX 9.0";
|
|
case VENDORSTRING: return identifier_.Description;
|
|
case VENDOR: return "-";
|
|
case RENDERER: return identifier_.Driver; // eh, sort of
|
|
case SHADELANGVERSION: return shadeLangVersion_;
|
|
case APINAME: return "Direct3D 9";
|
|
default: return "?";
|
|
}
|
|
}
|
|
|
|
private:
|
|
LPDIRECT3D9 d3d_;
|
|
LPDIRECT3D9EX d3dEx_;
|
|
LPDIRECT3DDEVICE9 device_;
|
|
LPDIRECT3DDEVICE9EX deviceEx_;
|
|
int adapterId_;
|
|
D3DADAPTER_IDENTIFIER9 identifier_;
|
|
D3DCAPS9 caps_;
|
|
char shadeLangVersion_[64];
|
|
};
|
|
|
|
Thin3DDX9Context::Thin3DDX9Context(IDirect3D9 *d3d, IDirect3D9Ex *d3dEx, int adapterId, IDirect3DDevice9 *device, IDirect3DDevice9Ex *deviceEx) : d3d_(d3d), d3dEx_(d3dEx), adapterId_(adapterId), device_(device), deviceEx_(deviceEx) {
|
|
CreatePresets();
|
|
d3d->GetAdapterIdentifier(adapterId, 0, &identifier_);
|
|
if (!FAILED(device->GetDeviceCaps(&caps_))) {
|
|
sprintf(shadeLangVersion_, "PS: %04x VS: %04x", caps_.PixelShaderVersion & 0xFFFF, caps_.VertexShaderVersion & 0xFFFF);
|
|
} else {
|
|
strcpy(shadeLangVersion_, "N/A");
|
|
}
|
|
}
|
|
|
|
Thin3DDX9Context::~Thin3DDX9Context() {
|
|
}
|
|
|
|
Thin3DShader *Thin3DDX9Context::CreateVertexShader(const char *glsl_source, const char *hlsl_source, const char *vulkan_source) {
|
|
Thin3DDX9Shader *shader = new Thin3DDX9Shader(false);
|
|
if (shader->Compile(device_, hlsl_source, "vs_2_0")) {
|
|
return shader;
|
|
} else {
|
|
delete shader;
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
Thin3DShader *Thin3DDX9Context::CreateFragmentShader(const char *glsl_source, const char *hlsl_source, const char *vulkan_source) {
|
|
Thin3DDX9Shader *shader = new Thin3DDX9Shader(true);
|
|
if (shader->Compile(device_, hlsl_source, "ps_2_0")) {
|
|
return shader;
|
|
} else {
|
|
delete shader;
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
Thin3DShaderSet *Thin3DDX9Context::CreateShaderSet(Thin3DShader *vshader, Thin3DShader *fshader) {
|
|
if (!vshader || !fshader) {
|
|
ELOG("ShaderSet requires both a valid vertex and a fragment shader: %p %p", vshader, fshader);
|
|
return NULL;
|
|
}
|
|
Thin3DDX9ShaderSet *shaderSet = new Thin3DDX9ShaderSet(device_);
|
|
shaderSet->vshader = static_cast<Thin3DDX9Shader *>(vshader);
|
|
shaderSet->pshader = static_cast<Thin3DDX9Shader *>(fshader);
|
|
return shaderSet;
|
|
}
|
|
|
|
Thin3DDepthStencilState *Thin3DDX9Context::CreateDepthStencilState(bool depthTestEnabled, bool depthWriteEnabled, T3DComparison depthCompare) {
|
|
Thin3DDX9DepthStencilState *ds = new Thin3DDX9DepthStencilState();
|
|
ds->depthCompare = compareToD3D9[depthCompare];
|
|
ds->depthTestEnabled = depthTestEnabled;
|
|
ds->depthWriteEnabled = depthWriteEnabled;
|
|
return ds;
|
|
}
|
|
|
|
Thin3DVertexFormat *Thin3DDX9Context::CreateVertexFormat(const std::vector<Thin3DVertexComponent> &components, int stride, Thin3DShader *vshader) {
|
|
Thin3DDX9VertexFormat *fmt = new Thin3DDX9VertexFormat(device_, components, stride);
|
|
return fmt;
|
|
}
|
|
|
|
Thin3DBlendState *Thin3DDX9Context::CreateBlendState(const T3DBlendStateDesc &desc) {
|
|
Thin3DDX9BlendState *bs = new Thin3DDX9BlendState();
|
|
bs->enabled = desc.enabled;
|
|
bs->eqCol = blendEqToD3D9[desc.eqCol];
|
|
bs->srcCol = blendFactorToD3D9[desc.srcCol];
|
|
bs->dstCol = blendFactorToD3D9[desc.dstCol];
|
|
bs->eqAlpha = blendEqToD3D9[desc.eqAlpha];
|
|
bs->srcAlpha = blendFactorToD3D9[desc.srcAlpha];
|
|
bs->dstAlpha = blendFactorToD3D9[desc.dstAlpha];
|
|
// Ignore logic ops, we don't support them in D3D9
|
|
return bs;
|
|
}
|
|
|
|
Thin3DSamplerState *Thin3DDX9Context::CreateSamplerState(const T3DSamplerStateDesc &desc) {
|
|
Thin3DDX9SamplerState *samps = new Thin3DDX9SamplerState();
|
|
samps->wrapS = texWrapToD3D9[desc.wrapS];
|
|
samps->wrapT = texWrapToD3D9[desc.wrapT];
|
|
samps->magFilt = texFilterToD3D9[desc.magFilt];
|
|
samps->minFilt = texFilterToD3D9[desc.minFilt];
|
|
samps->mipFilt = texFilterToD3D9[desc.mipFilt];
|
|
return samps;
|
|
}
|
|
|
|
Thin3DTexture *Thin3DDX9Context::CreateTexture() {
|
|
Thin3DDX9Texture *tex = new Thin3DDX9Texture(device_, deviceEx_);
|
|
return tex;
|
|
}
|
|
|
|
Thin3DTexture *Thin3DDX9Context::CreateTexture(T3DTextureType type, T3DImageFormat format, int width, int height, int depth, int mipLevels) {
|
|
Thin3DDX9Texture *tex = new Thin3DDX9Texture(device_, deviceEx_, type, format, width, height, depth, mipLevels);
|
|
return tex;
|
|
}
|
|
|
|
void Thin3DDX9Context::SetTextures(int start, int count, Thin3DTexture **textures) {
|
|
for (int i = start; i < start + count; i++) {
|
|
Thin3DDX9Texture *tex = static_cast<Thin3DDX9Texture *>(textures[i - start]);
|
|
tex->SetToSampler(device_, i);
|
|
}
|
|
}
|
|
|
|
void SemanticToD3D9UsageAndIndex(int semantic, BYTE *usage, BYTE *index) {
|
|
*index = 0;
|
|
switch (semantic) {
|
|
case SEM_POSITION:
|
|
*usage = D3DDECLUSAGE_POSITION;
|
|
break;
|
|
case SEM_NORMAL:
|
|
*usage = D3DDECLUSAGE_NORMAL;
|
|
break;
|
|
case SEM_TANGENT:
|
|
*usage = D3DDECLUSAGE_TANGENT;
|
|
break;
|
|
case SEM_BINORMAL:
|
|
*usage = D3DDECLUSAGE_BINORMAL;
|
|
break;
|
|
case SEM_COLOR0:
|
|
*usage = D3DDECLUSAGE_COLOR;
|
|
break;
|
|
case SEM_TEXCOORD0:
|
|
*usage = D3DDECLUSAGE_TEXCOORD;
|
|
break;
|
|
case SEM_TEXCOORD1:
|
|
*usage = D3DDECLUSAGE_TEXCOORD;
|
|
*index = 1;
|
|
break;
|
|
}
|
|
}
|
|
|
|
static int VertexDataTypeToD3DType(T3DVertexDataType type) {
|
|
switch (type) {
|
|
case T3DVertexDataType::FLOATx2: return D3DDECLTYPE_FLOAT2;
|
|
case T3DVertexDataType::FLOATx3: return D3DDECLTYPE_FLOAT3;
|
|
case T3DVertexDataType::FLOATx4: return D3DDECLTYPE_FLOAT4;
|
|
case T3DVertexDataType::UNORM8x4: return D3DDECLTYPE_UBYTE4N; // D3DCOLOR?
|
|
default: return D3DDECLTYPE_UNUSED;
|
|
}
|
|
}
|
|
|
|
Thin3DDX9VertexFormat::Thin3DDX9VertexFormat(LPDIRECT3DDEVICE9 device, const std::vector<Thin3DVertexComponent> &components, int stride) : decl_(NULL) {
|
|
D3DVERTEXELEMENT9 *elements = new D3DVERTEXELEMENT9[components.size() + 1];
|
|
size_t i;
|
|
for (i = 0; i < components.size(); i++) {
|
|
elements[i].Stream = 0;
|
|
elements[i].Offset = components[i].offset;
|
|
elements[i].Method = D3DDECLMETHOD_DEFAULT;
|
|
SemanticToD3D9UsageAndIndex(components[i].semantic, &elements[i].Usage, &elements[i].UsageIndex);
|
|
elements[i].Type = VertexDataTypeToD3DType(components[i].type);
|
|
}
|
|
D3DVERTEXELEMENT9 end = D3DDECL_END();
|
|
// Zero the last one.
|
|
memcpy(&elements[i], &end, sizeof(elements[i]));
|
|
|
|
HRESULT hr = device->CreateVertexDeclaration(elements, &decl_);
|
|
if (FAILED(hr)) {
|
|
ELOG("Error creating vertex decl");
|
|
}
|
|
delete[] elements;
|
|
stride_ = stride;
|
|
}
|
|
|
|
Thin3DBuffer *Thin3DDX9Context::CreateBuffer(size_t size, uint32_t usageFlags) {
|
|
return new Thin3DDX9Buffer(device_, size, usageFlags);
|
|
}
|
|
|
|
void Thin3DDX9ShaderSet::Apply(LPDIRECT3DDEVICE9 device) {
|
|
vshader->Apply(device);
|
|
pshader->Apply(device);
|
|
}
|
|
|
|
void Thin3DDX9Context::SetRenderState(T3DRenderState rs, uint32_t value) {
|
|
switch (rs) {
|
|
case T3DRenderState::CULL_MODE:
|
|
switch (value) {
|
|
case T3DCullMode::CCW: device_->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW); break;
|
|
case T3DCullMode::CW: device_->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW); break;
|
|
case T3DCullMode::NO_CULL: device_->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); break;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
void Thin3DDX9Context::Draw(T3DPrimitive prim, Thin3DShaderSet *shaderSet, Thin3DVertexFormat *format, Thin3DBuffer *vdata, int vertexCount, int offset) {
|
|
Thin3DDX9Buffer *vbuf = static_cast<Thin3DDX9Buffer *>(vdata);
|
|
Thin3DDX9VertexFormat *fmt = static_cast<Thin3DDX9VertexFormat *>(format);
|
|
Thin3DDX9ShaderSet *ss = static_cast<Thin3DDX9ShaderSet*>(shaderSet);
|
|
|
|
vbuf->BindAsVertexBuf(device_, fmt->GetStride(), offset);
|
|
ss->Apply(device_);
|
|
fmt->Apply(device_);
|
|
device_->DrawPrimitive(primToD3D9[prim], offset, vertexCount / 3);
|
|
}
|
|
|
|
void Thin3DDX9Context::DrawIndexed(T3DPrimitive prim, Thin3DShaderSet *shaderSet, Thin3DVertexFormat *format, Thin3DBuffer *vdata, Thin3DBuffer *idata, int vertexCount, int offset) {
|
|
Thin3DDX9Buffer *vbuf = static_cast<Thin3DDX9Buffer *>(vdata);
|
|
Thin3DDX9Buffer *ibuf = static_cast<Thin3DDX9Buffer *>(idata);
|
|
Thin3DDX9VertexFormat *fmt = static_cast<Thin3DDX9VertexFormat *>(format);
|
|
Thin3DDX9ShaderSet *ss = static_cast<Thin3DDX9ShaderSet*>(shaderSet);
|
|
|
|
ss->Apply(device_);
|
|
fmt->Apply(device_);
|
|
vbuf->BindAsVertexBuf(device_, fmt->GetStride(), offset);
|
|
ibuf->BindAsIndexBuf(device_);
|
|
device_->DrawIndexedPrimitive(primToD3D9[prim], 0, 0, vertexCount, 0, vertexCount / primCountDivisor[prim]);
|
|
}
|
|
|
|
void Thin3DDX9Context::DrawUP(T3DPrimitive prim, Thin3DShaderSet *shaderSet, Thin3DVertexFormat *format, const void *vdata, int vertexCount) {
|
|
Thin3DDX9VertexFormat *fmt = static_cast<Thin3DDX9VertexFormat *>(format);
|
|
Thin3DDX9ShaderSet *ss = static_cast<Thin3DDX9ShaderSet*>(shaderSet);
|
|
|
|
ss->Apply(device_);
|
|
fmt->Apply(device_);
|
|
device_->DrawPrimitiveUP(primToD3D9[prim], vertexCount / 3, vdata, fmt->GetStride());
|
|
}
|
|
|
|
static uint32_t SwapRB(uint32_t c) {
|
|
return (c & 0xFF00FF00) | ((c >> 16) & 0xFF) | ((c << 16) & 0xFF0000);
|
|
}
|
|
|
|
void Thin3DDX9Context::Clear(int mask, uint32_t colorval, float depthVal, int stencilVal) {
|
|
UINT d3dMask = 0;
|
|
if (mask & T3DClear::COLOR) d3dMask |= D3DCLEAR_TARGET;
|
|
if (mask & T3DClear::DEPTH) d3dMask |= D3DCLEAR_ZBUFFER;
|
|
if (mask & T3DClear::STENCIL) d3dMask |= D3DCLEAR_STENCIL;
|
|
|
|
device_->Clear(0, NULL, d3dMask, (D3DCOLOR)SwapRB(colorval), depthVal, stencilVal);
|
|
}
|
|
|
|
void Thin3DDX9Context::SetScissorEnabled(bool enable) {
|
|
device_->SetRenderState(D3DRS_SCISSORTESTENABLE, enable);
|
|
}
|
|
|
|
void Thin3DDX9Context::SetScissorRect(int left, int top, int width, int height) {
|
|
RECT rc;
|
|
rc.left = left;
|
|
rc.top = top;
|
|
rc.right = left + width;
|
|
rc.bottom = top + height;
|
|
device_->SetScissorRect(&rc);
|
|
}
|
|
|
|
void Thin3DDX9Context::SetViewports(int count, T3DViewport *viewports) {
|
|
D3DVIEWPORT9 vp;
|
|
vp.X = (DWORD)viewports[0].TopLeftX;
|
|
vp.Y = (DWORD)viewports[0].TopLeftY;
|
|
vp.Width = (DWORD)viewports[0].Width;
|
|
vp.Height = (DWORD)viewports[0].Height;
|
|
vp.MinZ = viewports[0].MinDepth;
|
|
vp.MaxZ = viewports[0].MaxDepth;
|
|
device_->SetViewport(&vp);
|
|
}
|
|
|
|
bool Thin3DDX9Shader::Compile(LPDIRECT3DDEVICE9 device, const char *source, const char *profile) {
|
|
LPD3DXMACRO defines = NULL;
|
|
LPD3DXINCLUDE includes = NULL;
|
|
DWORD flags = 0;
|
|
LPD3DXBUFFER codeBuffer;
|
|
LPD3DXBUFFER errorBuffer;
|
|
HRESULT hr = dyn_D3DXCompileShader(source, (UINT)strlen(source), defines, includes, "main", profile, flags, &codeBuffer, &errorBuffer, &constantTable_);
|
|
if (FAILED(hr)) {
|
|
const char *error = (const char *)errorBuffer->GetBufferPointer();
|
|
OutputDebugStringA(source);
|
|
OutputDebugStringA(error);
|
|
errorBuffer->Release();
|
|
|
|
if (codeBuffer)
|
|
codeBuffer->Release();
|
|
if (constantTable_)
|
|
constantTable_->Release();
|
|
return false;
|
|
}
|
|
|
|
bool success = false;
|
|
if (isPixelShader_) {
|
|
HRESULT result = device->CreatePixelShader((DWORD *)codeBuffer->GetBufferPointer(), &pshader_);
|
|
success = SUCCEEDED(result);
|
|
} else {
|
|
HRESULT result = device->CreateVertexShader((DWORD *)codeBuffer->GetBufferPointer(), &vshader_);
|
|
success = SUCCEEDED(result);
|
|
}
|
|
|
|
#if 0
|
|
// Just for testing. Will later use to pre populate uniform tables.
|
|
|
|
D3DXCONSTANTTABLE_DESC desc;
|
|
constantTable_->GetDesc(&desc);
|
|
|
|
for (UINT i = 0; i < desc.Constants; i++) {
|
|
D3DXHANDLE c = constantTable_->GetConstant(NULL, i);
|
|
D3DXCONSTANT_DESC cdesc;
|
|
UINT count = 1;
|
|
constantTable_->GetConstantDesc(c, &cdesc, &count);
|
|
ILOG("%s", cdesc.Name);
|
|
}
|
|
#endif
|
|
|
|
codeBuffer->Release();
|
|
return true;
|
|
}
|
|
|
|
void Thin3DDX9Shader::SetVector(LPDIRECT3DDEVICE9 device, const char *name, float *value, int n) {
|
|
D3DXHANDLE handle = constantTable_->GetConstantByName(NULL, name);
|
|
if (handle) {
|
|
constantTable_->SetFloatArray(device, handle, value, n);
|
|
}
|
|
}
|
|
|
|
void Thin3DDX9Shader::SetMatrix4x4(LPDIRECT3DDEVICE9 device, const char *name, const float value[16]) {
|
|
D3DXHANDLE handle = constantTable_->GetConstantByName(NULL, name);
|
|
if (handle) {
|
|
constantTable_->SetFloatArray(device, handle, value, 16);
|
|
}
|
|
}
|
|
|
|
Thin3DContext *T3DCreateDX9Context(IDirect3D9 *d3d, IDirect3D9Ex *d3dEx, int adapterId, IDirect3DDevice9 *device, IDirect3DDevice9Ex *deviceEx) {
|
|
int d3dx_ver = LoadD3DX9Dynamic();
|
|
if (!d3dx_ver) {
|
|
ELOG("Failed to load D3DX9!");
|
|
return NULL;
|
|
}
|
|
return new Thin3DDX9Context(d3d, d3dEx, adapterId, device, deviceEx);
|
|
}
|