/*
* Copyright 2011 Joakim Sindholt <opensource@zhasha.com>
* Copyright 2013 Christoph Bumiller
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* on the rights to use, copy, modify, merge, publish, distribute, sub
* license, and/or sell copies of the Software, and to permit persons to whom
* the Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
* THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
* OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
* USE OR OTHER DEALINGS IN THE SOFTWARE. */
#include "device9.h"
#include "basetexture9.h"
#include "indexbuffer9.h"
#include "surface9.h"
#include "vertexdeclaration9.h"
#include "vertexshader9.h"
#include "pixelshader9.h"
#include "nine_pipe.h"
#include "nine_ff.h"
#include "pipe/p_context.h"
#include "pipe/p_state.h"
#include "cso_cache/cso_context.h"
#include "util/u_math.h"
#define DBG_CHANNEL DBG_DEVICE
static uint32_t
update_framebuffer(struct NineDevice9 *device)
{
struct pipe_context *pipe = device->pipe;
struct nine_state *state = &device->state;
struct pipe_framebuffer_state *fb = &device->state.fb;
unsigned i;
struct NineSurface9 *rt0 = state->rt[0];
unsigned w = rt0->desc.Width;
unsigned h = rt0->desc.Height;
D3DMULTISAMPLE_TYPE nr_samples = rt0->desc.MultiSampleType;
unsigned mask = state->ps ? state->ps->rt_mask : 1;
const int sRGB = state->rs[D3DRS_SRGBWRITEENABLE] ? 1 : 0;
DBG("\n");
state->rt_mask = 0x0;
fb->nr_cbufs = 0;
/* all render targets must have the same size and the depth buffer must be
* bigger. Multisample has to match, according to spec. But some apps do
* things wrong there, and no error is returned. The behaviour they get
* apparently is that depth buffer is disabled if it doesn't match.
* Surely the same for render targets. */
/* Special case: D3DFMT_NULL is used to bound no real render target,
* but render to depth buffer. We have to not take into account the render
* target info. TODO: know what should happen when there are several render targers
* and the first one is D3DFMT_NULL */
if (rt0->desc.Format == D3DFMT_NULL && state->ds) {
w = state->ds->desc.Width;
h = state->ds->desc.Height;
nr_samples = state->ds->desc.MultiSampleType;
}
for (i = 0; i < device->caps.NumSimultaneousRTs; ++i) {
struct NineSurface9 *rt = state->rt[i];
if (rt && rt->desc.Format != D3DFMT_NULL && (mask & (1 << i)) &&
rt->desc.Width == w && rt->desc.Height == h &&
rt->desc.MultiSampleType == nr_samples) {
fb->cbufs[i] = NineSurface9_GetSurface(rt, sRGB);
state->rt_mask |= 1 << i;
fb->nr_cbufs = i + 1;
if (unlikely(rt->desc.Usage & D3DUSAGE_AUTOGENMIPMAP)) {
assert(rt
->texture
== D3DRTYPE_TEXTURE
||
rt->texture == D3DRTYPE_CUBETEXTURE);
NineBaseTexture9(rt->base.base.container)->dirty_mip = TRUE;
}
} else {
/* Color outputs must match RT slot,
* drivers will have to handle NULL entries for GL, too.
*/
fb->cbufs[i] = NULL;
}
}
if (state->ds && state->ds->desc.Width >= w &&
state->ds->desc.Height >= h &&
state->ds->desc.MultiSampleType == nr_samples) {
fb->zsbuf = NineSurface9_GetSurface(state->ds, 0);
} else {
fb->zsbuf = NULL;
}
fb->width = w;
fb->height = h;
pipe->set_framebuffer_state(pipe, fb); /* XXX: cso ? */
if (fb->zsbuf) {
DWORD scale;
switch (fb->zsbuf->format) {
case PIPE_FORMAT_Z32_FLOAT:
case PIPE_FORMAT_Z32_FLOAT_S8X24_UINT:
scale = fui(1.0f);
break;
case PIPE_FORMAT_Z16_UNORM:
scale = fui((float)(1 << 16));
break;
default:
scale = fui((float)(1 << 24));
break;
}
if (state->rs[NINED3DRS_ZBIASSCALE] != scale) {
state->rs[NINED3DRS_ZBIASSCALE] = scale;
state->changed.group |= NINE_STATE_RASTERIZER;
}
}
return state->changed.group;
}
static void
update_viewport(struct NineDevice9 *device)
{
struct pipe_context *pipe = device->pipe;
const D3DVIEWPORT9 *vport = &device->state.viewport;
struct pipe_viewport_state pvport;
/* D3D coordinates are:
* -1 .. +1 for X,Y and
* 0 .. +1 for Z (we use pipe_rasterizer_state.clip_halfz)
*/
pvport.scale[0] = (float)vport->Width * 0.5f;
pvport.scale[1] = (float)vport->Height * -0.5f;
pvport.scale[2] = vport->MaxZ - vport->MinZ;
pvport.translate[0] = (float)vport->Width * 0.5f + (float)vport->X;
pvport.translate[1] = (float)vport->Height * 0.5f + (float)vport->Y;
pvport.translate[2] = vport->MinZ;
/* We found R600 and SI cards have some imprecision
* on the barycentric coordinates used for interpolation.
* Some shaders rely on having something precise.
* We found that the proprietary driver has the imprecision issue,
* except when the render target width and height are powers of two.
* It is using some sort of workaround for these cases
* which covers likely all the cases the applications rely
* on something precise.
* We haven't found the workaround, but it seems like it's better
* for applications if the imprecision is biased towards infinity
* instead of -infinity (which is what measured). So shift slightly
* the viewport: not enough to change rasterization result (in particular
* for multisampling), but enough to make the imprecision biased
* towards infinity. We do this shift only if render target width and
* height are powers of two.
* Solves 'red shadows' bug on UE3 games.
*/
if (device->driver_bugs.buggy_barycentrics &&
((vport->Width & (vport->Width-1)) == 0) &&
((vport->Height & (vport->Height-1)) == 0)) {
pvport.translate[0] -= 1.0f / 128.0f;
pvport.translate[1] -= 1.0f / 128.0f;
}
pipe->set_viewport_states(pipe, 0, 1, &pvport);
}
static INLINE void
update_scissor(struct NineDevice9 *device)
{
struct pipe_context *pipe = device->pipe;
pipe->set_scissor_states(pipe, 0, 1, &device->state.scissor);
}
static INLINE void
update_blend(struct NineDevice9 *device)
{
nine_convert_blend_state(device->cso, device->state.rs);
}
static INLINE void
update_dsa(struct NineDevice9 *device)
{
nine_convert_dsa_state(device->cso, device->state.rs);
}
static INLINE void
update_rasterizer(struct NineDevice9 *device)
{
nine_convert_rasterizer_state(device->cso, device->state.rs);
}
/* Loop through VS inputs and pick the vertex elements with the declared
* usage from the vertex declaration, then insert the instance divisor from
* the stream source frequency setting.
*/
static void
update_vertex_elements(struct NineDevice9 *device)
{
struct nine_state *state = &device->state;
const struct NineVertexDeclaration9 *vdecl = device->state.vdecl;
const struct NineVertexShader9 *vs;
unsigned n, b, i;
int index;
char vdecl_index_map[16]; /* vs->num_inputs <= 16 */
char used_streams[device->caps.MaxStreams];
int dummy_vbo_stream = -1;
BOOL need_dummy_vbo = FALSE;
struct pipe_vertex_element ve[PIPE_MAX_ATTRIBS];
state->stream_usage_mask = 0;
memset(vdecl_index_map
, -1, 16);
memset(used_streams
, 0, device
->caps.
MaxStreams);
vs = device->state.vs ? device->state.vs : device->ff.vs;
if (vdecl) {
for (n = 0; n < vs->num_inputs; ++n) {
DBG("looking up input %u (usage %u) from vdecl(%p)\n",
n, vs->input_map[n].ndecl, vdecl);
for (i = 0; i < vdecl->nelems; i++) {
if (vdecl->usage_map[i] == vs->input_map[n].ndecl) {
vdecl_index_map[n] = i;
used_streams[vdecl->elems[i].vertex_buffer_index] = 1;
break;
}
}
if (vdecl_index_map[n] < 0)
need_dummy_vbo = TRUE;
}
} else {
/* No vertex declaration. Likely will never happen in practice,
* but we need not crash on this */
need_dummy_vbo = TRUE;
}
if (need_dummy_vbo) {
for (i = 0; i < device->caps.MaxStreams; i++ ) {
if (!used_streams[i]) {
dummy_vbo_stream = i;
break;
}
}
}
/* there are less vertex shader inputs than stream slots,
* so if we need a slot for the dummy vbo, we should have found one */
assert (!need_dummy_vbo
|| dummy_vbo_stream
!= -1);
for (n = 0; n < vs->num_inputs; ++n) {
index = vdecl_index_map[n];
if (index >= 0) {
ve[n] = vdecl->elems[index];
b = ve[n].vertex_buffer_index;
state->stream_usage_mask |= 1 << b;
/* XXX wine just uses 1 here: */
if (state->stream_freq[b] & D3DSTREAMSOURCE_INSTANCEDATA)
ve[n].instance_divisor = state->stream_freq[b] & 0x7FFFFF;
} else {
/* if the vertex declaration is incomplete compared to what the
* vertex shader needs, we bind a dummy vbo with 0 0 0 0.
* This is not precised by the spec, but is the behaviour
* tested on win */
ve[n].vertex_buffer_index = dummy_vbo_stream;
ve[n].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
ve[n].src_offset = 0;
ve[n].instance_divisor = 0;
}
}
if (state->dummy_vbo_bound_at != dummy_vbo_stream) {
if (state->dummy_vbo_bound_at >= 0)
state->changed.vtxbuf |= 1 << state->dummy_vbo_bound_at;
if (dummy_vbo_stream >= 0) {
state->changed.vtxbuf |= 1 << dummy_vbo_stream;
state->vbo_bound_done = FALSE;
}
state->dummy_vbo_bound_at = dummy_vbo_stream;
}
cso_set_vertex_elements(device->cso, vs->num_inputs, ve);
state->changed.stream_freq = 0;
}
static INLINE uint32_t
update_shader_variant_keys(struct NineDevice9 *device)
{
struct nine_state *state = &device->state;
uint32_t mask = 0;
uint32_t vs_key = state->samplers_shadow;
uint32_t ps_key = state->samplers_shadow;
vs_key = (vs_key & NINE_VS_SAMPLERS_MASK) >> NINE_SAMPLER_VS(0);
ps_key = (ps_key & NINE_PS_SAMPLERS_MASK) >> NINE_SAMPLER_PS(0);
if (state->vs) vs_key &= state->vs->sampler_mask;
if (state->ps) {
if (unlikely(state->ps->byte_code.version < 0x20)) {
/* no depth textures, but variable targets */
uint32_t m = state->ps->sampler_mask;
ps_key = 0;
while (m) {
int s = ffs(m) - 1;
m &= ~(1 << s);
ps_key |= (state->texture[s] ? state->texture[s]->pstype : 1) << (s * 2);
}
} else {
ps_key &= state->ps->sampler_mask;
}
}
if (state->vs && state->vs_key != vs_key) {
state->vs_key = vs_key;
mask |= NINE_STATE_VS;
}
if (state->ps && state->ps_key != ps_key) {
state->ps_key = ps_key;
mask |= NINE_STATE_PS;
}
return mask;
}
static INLINE uint32_t
update_vs(struct NineDevice9 *device)
{
struct nine_state *state = &device->state;
struct NineVertexShader9 *vs = state->vs;
uint32_t changed_group = 0;
/* likely because we dislike FF */
if (likely(vs)) {
state->cso.vs = NineVertexShader9_GetVariant(vs, state->vs_key);
} else {
vs = device->ff.vs;
state->cso.vs = vs->variant.cso;
}
device->pipe->bind_vs_state(device->pipe, state->cso.vs);
if (state->rs[NINED3DRS_VSPOINTSIZE] != vs->point_size) {
state->rs[NINED3DRS_VSPOINTSIZE] = vs->point_size;
changed_group |= NINE_STATE_RASTERIZER;
}
if ((state->bound_samplers_mask_vs & vs->sampler_mask) != vs->sampler_mask)
/* Bound dummy sampler. */
changed_group |= NINE_STATE_SAMPLER;
return changed_group;
}
static INLINE uint32_t
update_ps(struct NineDevice9 *device)
{
struct nine_state *state = &device->state;
struct NinePixelShader9 *ps = state->ps;
uint32_t changed_group = 0;
if (likely(ps)) {
state->cso.ps = NinePixelShader9_GetVariant(ps, state->ps_key);
} else {
ps = device->ff.ps;
state->cso.ps = ps->variant.cso;
}
device->pipe->bind_fs_state(device->pipe, state->cso.ps);
if ((state->bound_samplers_mask_ps & ps->sampler_mask) != ps->sampler_mask)
/* Bound dummy sampler. */
changed_group |= NINE_STATE_SAMPLER;
return changed_group;
}
#define DO_UPLOAD_CONST_F(buf,p,c,d) \
do { \
DBG("upload ConstantF [%u .. %u]\n", x, (x) + (c) - 1); \
box.x = (p) * 4 * sizeof(float); \
box.width = (c) * 4 * sizeof(float); \
pipe->transfer_inline_write(pipe, buf, 0, usage, &box, &((d)[p * 4]), \
0, 0); \
} while(0)
/* OK, this is a bit ugly ... */
static void
update_constants(struct NineDevice9 *device, unsigned shader_type)
{
struct pipe_context *pipe = device->pipe;
struct pipe_resource *buf;
struct pipe_box box;
const void *data;
const float *const_f;
const int *const_i;
const BOOL *const_b;
uint32_t data_b[NINE_MAX_CONST_B];
uint16_t dirty_i;
uint16_t dirty_b;
const unsigned usage = PIPE_TRANSFER_WRITE | PIPE_TRANSFER_DISCARD_RANGE;
unsigned x = 0; /* silence warning */
unsigned i, c;
struct nine_range *r, *p, *lconstf_ranges;
float *lconstf_data;
box.y = 0;
box.z = 0;
box.height = 1;
box.depth = 1;
if (shader_type == PIPE_SHADER_VERTEX) {
DBG("VS\n");
buf = device->constbuf_vs;
const_f = device->state.vs_const_f;
for (p = r = device->state.changed.vs_const_f; r; p = r, r = r->next)
DO_UPLOAD_CONST_F(buf, r->bgn, r->end - r->bgn, const_f);
if (p) {
nine_range_pool_put_chain(&device->range_pool,
device->state.changed.vs_const_f, p);
device->state.changed.vs_const_f = NULL;
}
dirty_i = device->state.changed.vs_const_i;
device->state.changed.vs_const_i = 0;
const_i = &device->state.vs_const_i[0][0];
dirty_b = device->state.changed.vs_const_b;
device->state.changed.vs_const_b = 0;
const_b = device->state.vs_const_b;
lconstf_ranges = device->state.vs->lconstf.ranges;
lconstf_data = device->state.vs->lconstf.data;
device->state.ff.clobber.vs_const = TRUE;
device->state.changed.group &= ~NINE_STATE_VS_CONST;
} else {
DBG("PS\n");
buf = device->constbuf_ps;
const_f = device->state.ps_const_f;
for (p = r = device->state.changed.ps_const_f; r; p = r, r = r->next)
DO_UPLOAD_CONST_F(buf, r->bgn, r->end - r->bgn, const_f);
if (p) {
nine_range_pool_put_chain(&device->range_pool,
device->state.changed.ps_const_f, p);
device->state.changed.ps_const_f = NULL;
}
dirty_i = device->state.changed.ps_const_i;
device->state.changed.ps_const_i = 0;
const_i = &device->state.ps_const_i[0][0];
dirty_b = device->state.changed.ps_const_b;
device->state.changed.ps_const_b = 0;
const_b = device->state.ps_const_b;
lconstf_ranges = NULL;
lconstf_data = NULL;
device->state.ff.clobber.ps_const = TRUE;
device->state.changed.group &= ~NINE_STATE_PS_CONST;
}
/* write range from min to max changed, it's not much data */
/* bool1 */
if (dirty_b) {
c = util_last_bit(dirty_b);
i = ffs(dirty_b) - 1;
x = buf->width0 - (NINE_MAX_CONST_B - i) * 4;
c -= i;
memcpy(data_b
, &(const_b
[i
]), c
* sizeof(uint32_t));
box.x = x;
box.width = c * 4;
DBG("upload ConstantB [%u .. %u]\n", x, x + c - 1);
pipe->transfer_inline_write(pipe, buf, 0, usage, &box, data_b, 0, 0);
}
/* int4 */
for (c = 0, i = 0; dirty_i; i++, dirty_i >>= 1) {
if (dirty_i & 1) {
if (!c)
x = i;
++c;
} else
if (c) {
DBG("upload ConstantI [%u .. %u]\n", x, x + c - 1);
data = &const_i[x * 4];
box.x = buf->width0 - (NINE_MAX_CONST_I * 4 + NINE_MAX_CONST_B) * 4;
box.x += x * 4 * sizeof(int);
box.width = c * 4 * sizeof(int);
c = 0;
pipe->transfer_inline_write(pipe, buf, 0, usage, &box, data, 0, 0);
}
}
if (c) {
DBG("upload ConstantI [%u .. %u]\n", x, x + c - 1);
data = &const_i[x * 4];
box.x = buf->width0 - (NINE_MAX_CONST_I * 4 + NINE_MAX_CONST_B) * 4;
box.x += x * 4 * sizeof(int);
box.width = c * 4 * sizeof(int);
pipe->transfer_inline_write(pipe, buf, 0, usage, &box, data, 0, 0);
}
/* TODO: only upload these when shader itself changes */
if (lconstf_ranges) {
unsigned n = 0;
struct nine_range *r = lconstf_ranges;
while (r) {
box.x = r->bgn * 4 * sizeof(float);
n += r->end - r->bgn;
box.width = (r->end - r->bgn) * 4 * sizeof(float);
data = &lconstf_data[4 * n];
pipe->transfer_inline_write(pipe, buf, 0, usage, &box, data, 0, 0);
r = r->next;
}
}
}
static void
update_vs_constants_userbuf(struct NineDevice9 *device)
{
struct nine_state *state = &device->state;
struct pipe_context *pipe = device->pipe;
struct pipe_constant_buffer cb;
cb.buffer = NULL;
cb.buffer_offset = 0;
cb.buffer_size = device->state.vs->const_used_size;
cb.user_buffer = device->state.vs_const_f;
if (!cb.buffer_size)
return;
if (state->changed.vs_const_i) {
int *idst = (int *)&state->vs_const_f[4 * device->max_vs_const_f];
memcpy(idst
, state
->vs_const_i
, sizeof(state
->vs_const_i
));
state->changed.vs_const_i = 0;
}
if (state->changed.vs_const_b) {
int *idst = (int *)&state->vs_const_f[4 * device->max_vs_const_f];
uint32_t *bdst = (uint32_t *)&idst[4 * NINE_MAX_CONST_I];
memcpy(bdst
, state
->vs_const_b
, sizeof(state
->vs_const_b
));
state->changed.vs_const_b = 0;
}
if (device->state.vs->lconstf.ranges) {
/* TODO: Can we make it so that we don't have to copy everything ? */
const struct nine_lconstf *lconstf = &device->state.vs->lconstf;
const struct nine_range *r = lconstf->ranges;
unsigned n = 0;
float *dst = device->state.vs_lconstf_temp;
float *src = (float *)cb.user_buffer;
memcpy(dst
, src
, cb.
buffer_size);
while (r) {
unsigned p = r->bgn;
unsigned c = r->end - r->bgn;
memcpy(&dst
[p
* 4], &lconstf
->data
[n
* 4], c
* 4 * sizeof(float));
n += c;
r = r->next;
}
cb.user_buffer = dst;
}
pipe->set_constant_buffer(pipe, PIPE_SHADER_VERTEX, 0, &cb);
if (device->state.changed.vs_const_f) {
struct nine_range *r = device->state.changed.vs_const_f;
struct nine_range *p = r;
while (p->next)
p = p->next;
nine_range_pool_put_chain(&device->range_pool, r, p);
device->state.changed.vs_const_f = NULL;
}
state->changed.group &= ~NINE_STATE_VS_CONST;
}
static void
update_ps_constants_userbuf(struct NineDevice9 *device)
{
struct nine_state *state = &device->state;
struct pipe_context *pipe = device->pipe;
struct pipe_constant_buffer cb;
cb.buffer = NULL;
cb.buffer_offset = 0;
cb.buffer_size = device->state.ps->const_used_size;
cb.user_buffer = device->state.ps_const_f;
if (!cb.buffer_size)
return;
if (state->changed.ps_const_i) {
int *idst = (int *)&state->ps_const_f[4 * device->max_ps_const_f];
memcpy(idst
, state
->ps_const_i
, sizeof(state
->ps_const_i
));
state->changed.ps_const_i = 0;
}
if (state->changed.ps_const_b) {
int *idst = (int *)&state->ps_const_f[4 * device->max_ps_const_f];
uint32_t *bdst = (uint32_t *)&idst[4 * NINE_MAX_CONST_I];
memcpy(bdst
, state
->ps_const_b
, sizeof(state
->ps_const_b
));
state->changed.ps_const_b = 0;
}
pipe->set_constant_buffer(pipe, PIPE_SHADER_FRAGMENT, 0, &cb);
if (device->state.changed.ps_const_f) {
struct nine_range *r = device->state.changed.ps_const_f;
struct nine_range *p = r;
while (p->next)
p = p->next;
nine_range_pool_put_chain(&device->range_pool, r, p);
device->state.changed.ps_const_f = NULL;
}
state->changed.group &= ~NINE_STATE_PS_CONST;
}
static void
update_vertex_buffers(struct NineDevice9 *device)
{
struct pipe_context *pipe = device->pipe;
struct nine_state *state = &device->state;
struct pipe_vertex_buffer dummy_vtxbuf;
uint32_t mask = state->changed.vtxbuf;
unsigned i;
unsigned start;
DBG("mask=%x\n", mask);
if (state->dummy_vbo_bound_at >= 0) {
if (!state->vbo_bound_done) {
dummy_vtxbuf.buffer = device->dummy_vbo;
dummy_vtxbuf.stride = 0;
dummy_vtxbuf.user_buffer = NULL;
dummy_vtxbuf.buffer_offset = 0;
pipe->set_vertex_buffers(pipe, state->dummy_vbo_bound_at,
1, &dummy_vtxbuf);
state->vbo_bound_done = TRUE;
}
mask &= ~(1 << state->dummy_vbo_bound_at);
}
for (i = 0; mask; mask >>= 1, ++i) {
if (mask & 1) {
if (state->vtxbuf[i].buffer)
pipe->set_vertex_buffers(pipe, i, 1, &state->vtxbuf[i]);
else
pipe->set_vertex_buffers(pipe, i, 1, NULL);
}
}
state->changed.vtxbuf = 0;
}
static INLINE void
update_index_buffer(struct NineDevice9 *device)
{
struct pipe_context *pipe = device->pipe;
if (device->state.idxbuf)
pipe->set_index_buffer(pipe, &device->state.idxbuf->buffer);
else
pipe->set_index_buffer(pipe, NULL);
}
/* TODO: only go through dirty textures */
static void
validate_textures(struct NineDevice9 *device)
{
struct NineBaseTexture9 *tex, *ptr;
LIST_FOR_EACH_ENTRY_SAFE(tex, ptr, &device->update_textures, list) {
list_delinit(&tex->list);
NineBaseTexture9_Validate(tex);
}
}
static INLINE boolean
update_sampler_derived(struct nine_state *state, unsigned s)
{
boolean changed = FALSE;
if (state->samp[s][NINED3DSAMP_SHADOW] != state->texture[s]->shadow) {
changed = TRUE;
state->samp[s][NINED3DSAMP_SHADOW] = state->texture[s]->shadow;
}
if (state->samp[s][D3DSAMP_MIPFILTER] != D3DTEXF_NONE) {
int lod = state->samp[s][D3DSAMP_MAXMIPLEVEL] - state->texture[s]->managed.lod;
if (lod < 0)
lod = 0;
if (state->samp[s][NINED3DSAMP_MINLOD] != lod) {
changed = TRUE;
state->samp[s][NINED3DSAMP_MINLOD] = lod;
}
} else {
state->changed.sampler[s] &= ~0x300; /* lod changes irrelevant */
}
return changed;
}
/* TODO: add sRGB override to pipe_sampler_state ? */
static void
update_textures_and_samplers(struct NineDevice9 *device)
{
struct pipe_context *pipe = device->pipe;
struct nine_state *state = &device->state;
struct pipe_sampler_view *view[NINE_MAX_SAMPLERS];
struct pipe_sampler_state samp;
unsigned num_textures;
unsigned i;
boolean commit_views;
boolean commit_samplers;
uint16_t sampler_mask = state->ps ? state->ps->sampler_mask :
device->ff.ps->sampler_mask;
/* TODO: Can we reduce iterations here ? */
commit_views = FALSE;
commit_samplers = FALSE;
state->bound_samplers_mask_ps = 0;
for (num_textures = 0, i = 0; i < NINE_MAX_SAMPLERS_PS; ++i) {
const unsigned s = NINE_SAMPLER_PS(i);
int sRGB;
if (!state->texture[s] && !(sampler_mask & (1 << i))) {
view[i] = NULL;
continue;
}
if (state->texture[s]) {
sRGB = state->samp[s][D3DSAMP_SRGBTEXTURE] ? 1 : 0;
view[i] = NineBaseTexture9_GetSamplerView(state->texture[s], sRGB);
num_textures = i + 1;
if (update_sampler_derived(state, s) || (state->changed.sampler[s] & 0x05fe)) {
state->changed.sampler[s] = 0;
commit_samplers = TRUE;
nine_convert_sampler_state(device->cso, s, state->samp[s]);
}
} else {
/* Bind dummy sampler. We do not bind dummy sampler when
* it is not needed because it could add overhead. The
* dummy sampler should have r=g=b=0 and a=1. We do not
* unbind dummy sampler directly when they are not needed
* anymore, but they're going to be removed as long as texture
* or sampler states are changed. */
view[i] = device->dummy_sampler;
num_textures = i + 1;
memset(&samp
, 0, sizeof(samp
));
samp.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
samp.max_lod = 15.0f;
samp.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
samp.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
samp.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
samp.min_img_filter = PIPE_TEX_FILTER_NEAREST;
samp.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
samp.compare_mode = PIPE_TEX_COMPARE_NONE;
samp.compare_func = PIPE_FUNC_LEQUAL;
samp.normalized_coords = 1;
samp.seamless_cube_map = 1;
cso_single_sampler(device->cso, PIPE_SHADER_FRAGMENT,
s - NINE_SAMPLER_PS(0), &samp);
commit_views = TRUE;
commit_samplers = TRUE;
state->changed.sampler[s] = ~0;
}
state->bound_samplers_mask_ps |= (1 << s);
}
commit_views |= (state->changed.texture & NINE_PS_SAMPLERS_MASK) != 0;
commit_views |= state->changed.srgb;
if (commit_views)
pipe->set_sampler_views(pipe, PIPE_SHADER_FRAGMENT, 0,
num_textures, view);
if (commit_samplers)
cso_single_sampler_done(device->cso, PIPE_SHADER_FRAGMENT);
commit_views = FALSE;
commit_samplers = FALSE;
sampler_mask = state->vs ? state->vs->sampler_mask : 0;
state->bound_samplers_mask_vs = 0;
for (num_textures = 0, i = 0; i < NINE_MAX_SAMPLERS_VS; ++i) {
const unsigned s = NINE_SAMPLER_VS(i);
int sRGB;
if (!state->texture[s] && !(sampler_mask & (1 << i))) {
view[i] = NULL;
continue;
}
if (state->texture[s]) {
sRGB = state->samp[s][D3DSAMP_SRGBTEXTURE] ? 1 : 0;
view[i] = NineBaseTexture9_GetSamplerView(state->texture[s], sRGB);
num_textures = i + 1;
if (update_sampler_derived(state, s) || (state->changed.sampler[s] & 0x05fe)) {
state->changed.sampler[s] = 0;
commit_samplers = TRUE;
nine_convert_sampler_state(device->cso, s, state->samp[s]);
}
} else {
/* Bind dummy sampler. We do not bind dummy sampler when
* it is not needed because it could add overhead. The
* dummy sampler should have r=g=b=0 and a=1. We do not
* unbind dummy sampler directly when they are not needed
* anymore, but they're going to be removed as long as texture
* or sampler states are changed. */
view[i] = device->dummy_sampler;
num_textures = i + 1;
memset(&samp
, 0, sizeof(samp
));
samp.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
samp.max_lod = 15.0f;
samp.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
samp.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
samp.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
samp.min_img_filter = PIPE_TEX_FILTER_NEAREST;
samp.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
samp.compare_mode = PIPE_TEX_COMPARE_NONE;
samp.compare_func = PIPE_FUNC_LEQUAL;
samp.normalized_coords = 1;
samp.seamless_cube_map = 1;
cso_single_sampler(device->cso, PIPE_SHADER_VERTEX,
s - NINE_SAMPLER_VS(0), &samp);
commit_views = TRUE;
commit_samplers = TRUE;
state->changed.sampler[s] = ~0;
}
state->bound_samplers_mask_vs |= (1 << s);
}
commit_views |= (state->changed.texture & NINE_VS_SAMPLERS_MASK) != 0;
commit_views |= state->changed.srgb;
if (commit_views)
pipe->set_sampler_views(pipe, PIPE_SHADER_VERTEX, 0,
num_textures, view);
if (commit_samplers)
cso_single_sampler_done(device->cso, PIPE_SHADER_VERTEX);
state->changed.srgb = FALSE;
state->changed.texture = 0;
}
#define NINE_STATE_FREQ_GROUP_0 \
(NINE_STATE_FB | \
NINE_STATE_VIEWPORT | \
NINE_STATE_SCISSOR | \
NINE_STATE_BLEND | \
NINE_STATE_DSA | \
NINE_STATE_RASTERIZER | \
NINE_STATE_VS | \
NINE_STATE_PS | \
NINE_STATE_BLEND_COLOR | \
NINE_STATE_STENCIL_REF | \
NINE_STATE_SAMPLE_MASK)
#define NINE_STATE_FREQ_GROUP_1 ~NINE_STATE_FREQ_GROUP_0
#define NINE_STATE_SHADER_VARIANT_GROUP \
(NINE_STATE_TEXTURE | \
NINE_STATE_VS | \
NINE_STATE_PS)
boolean
nine_update_state(struct NineDevice9 *device, uint32_t mask)
{
struct pipe_context *pipe = device->pipe;
struct nine_state *state = &device->state;
uint32_t group;
DBG("changed state groups: %x | %x\n",
state->changed.group & NINE_STATE_FREQ_GROUP_0,
state->changed.group & NINE_STATE_FREQ_GROUP_1);
/* NOTE: We may want to use the cso cache for everything, or let
* NineDevice9.RestoreNonCSOState actually set the states, then we wouldn't
* have to care about state being clobbered here and could merge this back
* into update_textures. Except, we also need to re-validate textures that
* may be dirty anyway, even if no texture bindings changed.
*/
validate_textures(device); /* may clobber state */
/* ff_update may change VS/PS dirty bits */
if ((mask & NINE_STATE_FF) && unlikely(!state->vs || !state->ps))
nine_ff_update(device);
group = state->changed.group & mask;
if (group & NINE_STATE_SHADER_VARIANT_GROUP)
group |= update_shader_variant_keys(device);
if (group & NINE_STATE_FREQ_GROUP_0) {
if (group & NINE_STATE_FB)
group = update_framebuffer(device) & mask;
if (group & NINE_STATE_VIEWPORT)
update_viewport(device);
if (group & NINE_STATE_SCISSOR)
update_scissor(device);
if (group & NINE_STATE_DSA)
update_dsa(device);
if (group & NINE_STATE_BLEND)
update_blend(device);
if (group & NINE_STATE_VS)
group |= update_vs(device);
if (group & NINE_STATE_RASTERIZER)
update_rasterizer(device);
if (group & NINE_STATE_PS)
group |= update_ps(device);
if (group & NINE_STATE_BLEND_COLOR) {
struct pipe_blend_color color;
d3dcolor_to_rgba(&color.color[0], state->rs[D3DRS_BLENDFACTOR]);
pipe->set_blend_color(pipe, &color);
}
if (group & NINE_STATE_SAMPLE_MASK) {
pipe->set_sample_mask(pipe, state->rs[D3DRS_MULTISAMPLEMASK]);
}
if (group & NINE_STATE_STENCIL_REF) {
struct pipe_stencil_ref ref;
ref.ref_value[0] = state->rs[D3DRS_STENCILREF];
ref.ref_value[1] = ref.ref_value[0];
pipe->set_stencil_ref(pipe, &ref);
}
}
if (state->changed.ucp) {
pipe->set_clip_state(pipe, &state->clip);
state->changed.ucp = 0;
}
if (group & (NINE_STATE_FREQ_GROUP_1 | NINE_STATE_VS)) {
if (group & (NINE_STATE_TEXTURE | NINE_STATE_SAMPLER))
update_textures_and_samplers(device);
if (group & NINE_STATE_IDXBUF)
update_index_buffer(device);
if ((group & (NINE_STATE_VDECL | NINE_STATE_VS)) ||
state->changed.stream_freq & ~1)
update_vertex_elements(device);
if (device->prefer_user_constbuf) {
if ((group & (NINE_STATE_VS_CONST | NINE_STATE_VS)) && state->vs)
update_vs_constants_userbuf(device);
if ((group & (NINE_STATE_PS_CONST | NINE_STATE_PS)) && state->ps)
update_ps_constants_userbuf(device);
} else {
if ((group & NINE_STATE_VS_CONST) && state->vs)
update_constants(device, PIPE_SHADER_VERTEX);
if ((group & NINE_STATE_PS_CONST) && state->ps)
update_constants(device, PIPE_SHADER_FRAGMENT);
}
}
if (state->changed.vtxbuf)
update_vertex_buffers(device);
device->state.changed.group &= ~mask |
(NINE_STATE_FF | NINE_STATE_VS_CONST | NINE_STATE_PS_CONST);
DBG("finished\n");
return TRUE;
}
static const DWORD nine_render_state_defaults[NINED3DRS_LAST + 1] =
{
/* [D3DRS_ZENABLE] = D3DZB_TRUE; wine: auto_depth_stencil */
[D3DRS_ZENABLE] = D3DZB_FALSE,
[D3DRS_FILLMODE] = D3DFILL_SOLID,
[D3DRS_SHADEMODE] = D3DSHADE_GOURAUD,
/* [D3DRS_LINEPATTERN] = 0x00000000, */
[D3DRS_ZWRITEENABLE] = TRUE,
[D3DRS_ALPHATESTENABLE] = FALSE,
[D3DRS_LASTPIXEL] = TRUE,
[D3DRS_SRCBLEND] = D3DBLEND_ONE,
[D3DRS_DESTBLEND] = D3DBLEND_ZERO,
[D3DRS_CULLMODE] = D3DCULL_CCW,
[D3DRS_ZFUNC] = D3DCMP_LESSEQUAL,
[D3DRS_ALPHAFUNC] = D3DCMP_ALWAYS,
[D3DRS_ALPHAREF] = 0,
[D3DRS_DITHERENABLE] = FALSE,
[D3DRS_ALPHABLENDENABLE] = FALSE,
[D3DRS_FOGENABLE] = FALSE,
[D3DRS_SPECULARENABLE] = FALSE,
/* [D3DRS_ZVISIBLE] = 0, */
[D3DRS_FOGCOLOR] = 0,
[D3DRS_FOGTABLEMODE] = D3DFOG_NONE,
[D3DRS_FOGSTART] = 0x00000000,
[D3DRS_FOGEND] = 0x3F800000,
[D3DRS_FOGDENSITY] = 0x3F800000,
/* [D3DRS_EDGEANTIALIAS] = FALSE, */
[D3DRS_RANGEFOGENABLE] = FALSE,
[D3DRS_STENCILENABLE] = FALSE,
[D3DRS_STENCILFAIL] = D3DSTENCILOP_KEEP,
[D3DRS_STENCILZFAIL] = D3DSTENCILOP_KEEP,
[D3DRS_STENCILPASS] = D3DSTENCILOP_KEEP,
[D3DRS_STENCILREF] = 0,
[D3DRS_STENCILMASK] = 0xFFFFFFFF,
[D3DRS_STENCILFUNC] = D3DCMP_ALWAYS,
[D3DRS_STENCILWRITEMASK] = 0xFFFFFFFF,
[D3DRS_TEXTUREFACTOR] = 0xFFFFFFFF,
[D3DRS_WRAP0] = 0,
[D3DRS_WRAP1] = 0,
[D3DRS_WRAP2] = 0,
[D3DRS_WRAP3] = 0,
[D3DRS_WRAP4] = 0,
[D3DRS_WRAP5] = 0,
[D3DRS_WRAP6] = 0,
[D3DRS_WRAP7] = 0,
[D3DRS_CLIPPING] = TRUE,
[D3DRS_LIGHTING] = TRUE,
[D3DRS_AMBIENT] = 0,
[D3DRS_FOGVERTEXMODE] = D3DFOG_NONE,
[D3DRS_COLORVERTEX] = TRUE,
[D3DRS_LOCALVIEWER] = TRUE,
[D3DRS_NORMALIZENORMALS] = FALSE,
[D3DRS_DIFFUSEMATERIALSOURCE] = D3DMCS_COLOR1,
[D3DRS_SPECULARMATERIALSOURCE] = D3DMCS_COLOR2,
[D3DRS_AMBIENTMATERIALSOURCE] = D3DMCS_MATERIAL,
[D3DRS_EMISSIVEMATERIALSOURCE] = D3DMCS_MATERIAL,
[D3DRS_VERTEXBLEND] = D3DVBF_DISABLE,
[D3DRS_CLIPPLANEENABLE] = 0,
/* [D3DRS_SOFTWAREVERTEXPROCESSING] = FALSE, */
[D3DRS_POINTSIZE] = 0x3F800000,
[D3DRS_POINTSIZE_MIN] = 0x3F800000,
[D3DRS_POINTSPRITEENABLE] = FALSE,
[D3DRS_POINTSCALEENABLE] = FALSE,
[D3DRS_POINTSCALE_A] = 0x3F800000,
[D3DRS_POINTSCALE_B] = 0x00000000,
[D3DRS_POINTSCALE_C] = 0x00000000,
[D3DRS_MULTISAMPLEANTIALIAS] = TRUE,
[D3DRS_MULTISAMPLEMASK] = 0xFFFFFFFF,
[D3DRS_PATCHEDGESTYLE] = D3DPATCHEDGE_DISCRETE,
/* [D3DRS_PATCHSEGMENTS] = 0x3F800000, */
[D3DRS_DEBUGMONITORTOKEN] = 0xDEADCAFE,
[D3DRS_POINTSIZE_MAX] = 0x3F800000, /* depends on cap */
[D3DRS_INDEXEDVERTEXBLENDENABLE] = FALSE,
[D3DRS_COLORWRITEENABLE] = 0x0000000f,
[D3DRS_TWEENFACTOR] = 0x00000000,
[D3DRS_BLENDOP] = D3DBLENDOP_ADD,
[D3DRS_POSITIONDEGREE] = D3DDEGREE_CUBIC,
[D3DRS_NORMALDEGREE] = D3DDEGREE_LINEAR,
[D3DRS_SCISSORTESTENABLE] = FALSE,
[D3DRS_SLOPESCALEDEPTHBIAS] = 0,
[D3DRS_MINTESSELLATIONLEVEL] = 0x3F800000,
[D3DRS_MAXTESSELLATIONLEVEL] = 0x3F800000,
[D3DRS_ANTIALIASEDLINEENABLE] = FALSE,
[D3DRS_ADAPTIVETESS_X] = 0x00000000,
[D3DRS_ADAPTIVETESS_Y] = 0x00000000,
[D3DRS_ADAPTIVETESS_Z] = 0x3F800000,
[D3DRS_ADAPTIVETESS_W] = 0x00000000,
[D3DRS_ENABLEADAPTIVETESSELLATION] = FALSE,
[D3DRS_TWOSIDEDSTENCILMODE] = FALSE,
[D3DRS_CCW_STENCILFAIL] = D3DSTENCILOP_KEEP,
[D3DRS_CCW_STENCILZFAIL] = D3DSTENCILOP_KEEP,
[D3DRS_CCW_STENCILPASS] = D3DSTENCILOP_KEEP,
[D3DRS_CCW_STENCILFUNC] = D3DCMP_ALWAYS,
[D3DRS_COLORWRITEENABLE1] = 0x0000000F,
[D3DRS_COLORWRITEENABLE2] = 0x0000000F,
[D3DRS_COLORWRITEENABLE3] = 0x0000000F,
[D3DRS_BLENDFACTOR] = 0xFFFFFFFF,
[D3DRS_SRGBWRITEENABLE] = 0,
[D3DRS_DEPTHBIAS] = 0,
[D3DRS_WRAP8] = 0,
[D3DRS_WRAP9] = 0,
[D3DRS_WRAP10] = 0,
[D3DRS_WRAP11] = 0,
[D3DRS_WRAP12] = 0,
[D3DRS_WRAP13] = 0,
[D3DRS_WRAP14] = 0,
[D3DRS_WRAP15] = 0,
[D3DRS_SEPARATEALPHABLENDENABLE] = FALSE,
[D3DRS_SRCBLENDALPHA] = D3DBLEND_ONE,
[D3DRS_DESTBLENDALPHA] = D3DBLEND_ZERO,
[D3DRS_BLENDOPALPHA] = D3DBLENDOP_ADD,
[NINED3DRS_VSPOINTSIZE] = FALSE,
[NINED3DRS_RTMASK] = 0xf,
[NINED3DRS_ALPHACOVERAGE] = FALSE
};
static const DWORD nine_tex_stage_state_defaults[NINED3DTSS_LAST + 1] =
{
[D3DTSS_COLOROP] = D3DTOP_DISABLE,
[D3DTSS_ALPHAOP] = D3DTOP_DISABLE,
[D3DTSS_COLORARG1] = D3DTA_TEXTURE,
[D3DTSS_COLORARG2] = D3DTA_CURRENT,
[D3DTSS_COLORARG0] = D3DTA_CURRENT,
[D3DTSS_ALPHAARG1] = D3DTA_TEXTURE,
[D3DTSS_ALPHAARG2] = D3DTA_CURRENT,
[D3DTSS_ALPHAARG0] = D3DTA_CURRENT,
[D3DTSS_RESULTARG] = D3DTA_CURRENT,
[D3DTSS_BUMPENVMAT00] = 0,
[D3DTSS_BUMPENVMAT01] = 0,
[D3DTSS_BUMPENVMAT10] = 0,
[D3DTSS_BUMPENVMAT11] = 0,
[D3DTSS_BUMPENVLSCALE] = 0,
[D3DTSS_BUMPENVLOFFSET] = 0,
[D3DTSS_TEXCOORDINDEX] = 0,
[D3DTSS_TEXTURETRANSFORMFLAGS] = D3DTTFF_DISABLE,
};
static const DWORD nine_samp_state_defaults[NINED3DSAMP_LAST + 1] =
{
[D3DSAMP_ADDRESSU] = D3DTADDRESS_WRAP,
[D3DSAMP_ADDRESSV] = D3DTADDRESS_WRAP,
[D3DSAMP_ADDRESSW] = D3DTADDRESS_WRAP,
[D3DSAMP_BORDERCOLOR] = 0,
[D3DSAMP_MAGFILTER] = D3DTEXF_POINT,
[D3DSAMP_MINFILTER] = D3DTEXF_POINT,
[D3DSAMP_MIPFILTER] = D3DTEXF_NONE,
[D3DSAMP_MIPMAPLODBIAS] = 0,
[D3DSAMP_MAXMIPLEVEL] = 0,
[D3DSAMP_MAXANISOTROPY] = 1,
[D3DSAMP_SRGBTEXTURE] = 0,
[D3DSAMP_ELEMENTINDEX] = 0,
[D3DSAMP_DMAPOFFSET] = 0,
[NINED3DSAMP_MINLOD] = 0,
[NINED3DSAMP_SHADOW] = 0
};
void
nine_state_set_defaults(struct NineDevice9 *device, const D3DCAPS9 *caps,
boolean is_reset)
{
struct nine_state *state = &device->state;
unsigned s;
/* Initialize defaults.
*/
memcpy(state
->rs
, nine_render_state_defaults
, sizeof(state
->rs
));
for (s = 0; s < Elements(state->ff.tex_stage); ++s) {
memcpy(&state
->ff.
tex_stage[s
], nine_tex_stage_state_defaults
,
sizeof(state->ff.tex_stage[s]));
state->ff.tex_stage[s][D3DTSS_TEXCOORDINDEX] = s;
}
state->ff.tex_stage[0][D3DTSS_COLOROP] = D3DTOP_MODULATE;
state->ff.tex_stage[0][D3DTSS_ALPHAOP] = D3DTOP_SELECTARG1;
for (s = 0; s < Elements(state->samp); ++s) {
memcpy(&state
->samp
[s
], nine_samp_state_defaults
,
sizeof(state->samp[s]));
}
if (state->vs_const_f)
memset(state
->vs_const_f
, 0, device
->vs_const_size
);
if (state->ps_const_f)
memset(state
->ps_const_f
, 0, device
->ps_const_size
);
/* Cap dependent initial state:
*/
state->rs[D3DRS_POINTSIZE_MAX] = fui(caps->MaxPointSize);
/* Set changed flags to initialize driver.
*/
state->changed.group = NINE_STATE_ALL;
state->ff.changed.transform[0] = ~0;
state->ff.changed.transform[D3DTS_WORLD / 32] |= 1 << (D3DTS_WORLD % 32);
if (!is_reset) {
state->viewport.MinZ = 0.0f;
state->viewport.MaxZ = 1.0f;
}
for (s = 0; s < Elements(state->changed.sampler); ++s)
state->changed.sampler[s] = ~0;
if (!is_reset) {
state->dummy_vbo_bound_at = -1;
state->vbo_bound_done = FALSE;
}
}
void
nine_state_clear(struct nine_state *state, const boolean device)
{
unsigned i;
for (i = 0; i < Elements(state->rt); ++i)
nine_bind(&state->rt[i], NULL);
nine_bind(&state->ds, NULL);
nine_bind(&state->vs, NULL);
nine_bind(&state->ps, NULL);
nine_bind(&state->vdecl, NULL);
for (i = 0; i < PIPE_MAX_ATTRIBS; ++i)
nine_bind(&state->stream[i], NULL);
nine_bind(&state->idxbuf, NULL);
for (i = 0; i < NINE_MAX_SAMPLERS; ++i) {
if (device &&
state->texture[i] &&
--state->texture[i]->bind_count == 0)
list_delinit(&state->texture[i]->list);
nine_bind(&state->texture[i], NULL);
}
}
/*
static const DWORD nine_render_states_pixel[] =
{
D3DRS_ALPHABLENDENABLE,
D3DRS_ALPHAFUNC,
D3DRS_ALPHAREF,
D3DRS_ALPHATESTENABLE,
D3DRS_ANTIALIASEDLINEENABLE,
D3DRS_BLENDFACTOR,
D3DRS_BLENDOP,
D3DRS_BLENDOPALPHA,
D3DRS_CCW_STENCILFAIL,
D3DRS_CCW_STENCILPASS,
D3DRS_CCW_STENCILZFAIL,
D3DRS_COLORWRITEENABLE,
D3DRS_COLORWRITEENABLE1,
D3DRS_COLORWRITEENABLE2,
D3DRS_COLORWRITEENABLE3,
D3DRS_DEPTHBIAS,
D3DRS_DESTBLEND,
D3DRS_DESTBLENDALPHA,
D3DRS_DITHERENABLE,
D3DRS_FILLMODE,
D3DRS_FOGDENSITY,
D3DRS_FOGEND,
D3DRS_FOGSTART,
D3DRS_LASTPIXEL,
D3DRS_SCISSORTESTENABLE,
D3DRS_SEPARATEALPHABLENDENABLE,
D3DRS_SHADEMODE,
D3DRS_SLOPESCALEDEPTHBIAS,
D3DRS_SRCBLEND,
D3DRS_SRCBLENDALPHA,
D3DRS_SRGBWRITEENABLE,
D3DRS_STENCILENABLE,
D3DRS_STENCILFAIL,
D3DRS_STENCILFUNC,
D3DRS_STENCILMASK,
D3DRS_STENCILPASS,
D3DRS_STENCILREF,
D3DRS_STENCILWRITEMASK,
D3DRS_STENCILZFAIL,
D3DRS_TEXTUREFACTOR,
D3DRS_TWOSIDEDSTENCILMODE,
D3DRS_WRAP0,
D3DRS_WRAP1,
D3DRS_WRAP10,
D3DRS_WRAP11,
D3DRS_WRAP12,
D3DRS_WRAP13,
D3DRS_WRAP14,
D3DRS_WRAP15,
D3DRS_WRAP2,
D3DRS_WRAP3,
D3DRS_WRAP4,
D3DRS_WRAP5,
D3DRS_WRAP6,
D3DRS_WRAP7,
D3DRS_WRAP8,
D3DRS_WRAP9,
D3DRS_ZENABLE,
D3DRS_ZFUNC,
D3DRS_ZWRITEENABLE
};
*/
const uint32_t nine_render_states_pixel[(NINED3DRS_LAST + 31) / 32] =
{
0x0f99c380, 0x1ff00070, 0x00000000, 0x00000000,
0x000000ff, 0xde01c900, 0x0003ffcf
};
/*
static const DWORD nine_render_states_vertex[] =
{
D3DRS_ADAPTIVETESS_W,
D3DRS_ADAPTIVETESS_X,
D3DRS_ADAPTIVETESS_Y,
D3DRS_ADAPTIVETESS_Z,
D3DRS_AMBIENT,
D3DRS_AMBIENTMATERIALSOURCE,
D3DRS_CLIPPING,
D3DRS_CLIPPLANEENABLE,
D3DRS_COLORVERTEX,
D3DRS_CULLMODE,
D3DRS_DIFFUSEMATERIALSOURCE,
D3DRS_EMISSIVEMATERIALSOURCE,
D3DRS_ENABLEADAPTIVETESSELLATION,
D3DRS_FOGCOLOR,
D3DRS_FOGDENSITY,
D3DRS_FOGENABLE,
D3DRS_FOGEND,
D3DRS_FOGSTART,
D3DRS_FOGTABLEMODE,
D3DRS_FOGVERTEXMODE,
D3DRS_INDEXEDVERTEXBLENDENABLE,
D3DRS_LIGHTING,
D3DRS_LOCALVIEWER,
D3DRS_MAXTESSELLATIONLEVEL,
D3DRS_MINTESSELLATIONLEVEL,
D3DRS_MULTISAMPLEANTIALIAS,
D3DRS_MULTISAMPLEMASK,
D3DRS_NORMALDEGREE,
D3DRS_NORMALIZENORMALS,
D3DRS_PATCHEDGESTYLE,
D3DRS_POINTSCALE_A,
D3DRS_POINTSCALE_B,
D3DRS_POINTSCALE_C,
D3DRS_POINTSCALEENABLE,
D3DRS_POINTSIZE,
D3DRS_POINTSIZE_MAX,
D3DRS_POINTSIZE_MIN,
D3DRS_POINTSPRITEENABLE,
D3DRS_POSITIONDEGREE,
D3DRS_RANGEFOGENABLE,
D3DRS_SHADEMODE,
D3DRS_SPECULARENABLE,
D3DRS_SPECULARMATERIALSOURCE,
D3DRS_TWEENFACTOR,
D3DRS_VERTEXBLEND
};
*/
const uint32_t nine_render_states_vertex[(NINED3DRS_LAST + 31) / 32] =
{
0x30400200, 0x0001007c, 0x00000000, 0x00000000,
0xfd9efb00, 0x01fc34cf, 0x00000000
};
/* TODO: put in the right values */
const uint32_t nine_render_state_group[NINED3DRS_LAST + 1] =
{
[D3DRS_ZENABLE] = NINE_STATE_DSA,
[D3DRS_FILLMODE] = NINE_STATE_RASTERIZER,
[D3DRS_SHADEMODE] = NINE_STATE_RASTERIZER,
[D3DRS_ZWRITEENABLE] = NINE_STATE_DSA,
[D3DRS_ALPHATESTENABLE] = NINE_STATE_DSA,
[D3DRS_LASTPIXEL] = NINE_STATE_RASTERIZER,
[D3DRS_SRCBLEND] = NINE_STATE_BLEND,
[D3DRS_DESTBLEND] = NINE_STATE_BLEND,
[D3DRS_CULLMODE] = NINE_STATE_RASTERIZER,
[D3DRS_ZFUNC] = NINE_STATE_DSA,
[D3DRS_ALPHAREF] = NINE_STATE_DSA,
[D3DRS_ALPHAFUNC] = NINE_STATE_DSA,
[D3DRS_DITHERENABLE] = NINE_STATE_RASTERIZER,
[D3DRS_ALPHABLENDENABLE] = NINE_STATE_BLEND,
[D3DRS_FOGENABLE] = NINE_STATE_FF_OTHER,
[D3DRS_SPECULARENABLE] = NINE_STATE_FF_LIGHTING,
[D3DRS_FOGCOLOR] = NINE_STATE_FF_OTHER,
[D3DRS_FOGTABLEMODE] = NINE_STATE_FF_OTHER,
[D3DRS_FOGSTART] = NINE_STATE_FF_OTHER,
[D3DRS_FOGEND] = NINE_STATE_FF_OTHER,
[D3DRS_FOGDENSITY] = NINE_STATE_FF_OTHER,
[D3DRS_RANGEFOGENABLE] = NINE_STATE_FF_OTHER,
[D3DRS_STENCILENABLE] = NINE_STATE_DSA,
[D3DRS_STENCILFAIL] = NINE_STATE_DSA,
[D3DRS_STENCILZFAIL] = NINE_STATE_DSA,
[D3DRS_STENCILPASS] = NINE_STATE_DSA,
[D3DRS_STENCILFUNC] = NINE_STATE_DSA,
[D3DRS_STENCILREF] = NINE_STATE_STENCIL_REF,
[D3DRS_STENCILMASK] = NINE_STATE_DSA,
[D3DRS_STENCILWRITEMASK] = NINE_STATE_DSA,
[D3DRS_TEXTUREFACTOR] = NINE_STATE_FF_PSSTAGES,
[D3DRS_WRAP0] = NINE_STATE_UNHANDLED, /* cylindrical wrap is crazy */
[D3DRS_WRAP1] = NINE_STATE_UNHANDLED,
[D3DRS_WRAP2] = NINE_STATE_UNHANDLED,
[D3DRS_WRAP3] = NINE_STATE_UNHANDLED,
[D3DRS_WRAP4] = NINE_STATE_UNHANDLED,
[D3DRS_WRAP5] = NINE_STATE_UNHANDLED,
[D3DRS_WRAP6] = NINE_STATE_UNHANDLED,
[D3DRS_WRAP7] = NINE_STATE_UNHANDLED,
[D3DRS_CLIPPING] = 0, /* software vertex processing only */
[D3DRS_LIGHTING] = NINE_STATE_FF_LIGHTING,
[D3DRS_AMBIENT] = NINE_STATE_FF_LIGHTING | NINE_STATE_FF_MATERIAL,
[D3DRS_FOGVERTEXMODE] = NINE_STATE_FF_OTHER,
[D3DRS_COLORVERTEX] = NINE_STATE_FF_LIGHTING,
[D3DRS_LOCALVIEWER] = NINE_STATE_FF_LIGHTING,
[D3DRS_NORMALIZENORMALS] = NINE_STATE_FF_OTHER,
[D3DRS_DIFFUSEMATERIALSOURCE] = NINE_STATE_FF_LIGHTING,
[D3DRS_SPECULARMATERIALSOURCE] = NINE_STATE_FF_LIGHTING,
[D3DRS_AMBIENTMATERIALSOURCE] = NINE_STATE_FF_LIGHTING,
[D3DRS_EMISSIVEMATERIALSOURCE] = NINE_STATE_FF_LIGHTING,
[D3DRS_VERTEXBLEND] = NINE_STATE_FF_OTHER,
[D3DRS_CLIPPLANEENABLE] = NINE_STATE_RASTERIZER,
[D3DRS_POINTSIZE] = NINE_STATE_RASTERIZER,
[D3DRS_POINTSIZE_MIN] = NINE_STATE_MISC_CONST,
[D3DRS_POINTSPRITEENABLE] = NINE_STATE_RASTERIZER,
[D3DRS_POINTSCALEENABLE] = NINE_STATE_FF_OTHER,
[D3DRS_POINTSCALE_A] = NINE_STATE_FF_OTHER,
[D3DRS_POINTSCALE_B] = NINE_STATE_FF_OTHER,
[D3DRS_POINTSCALE_C] = NINE_STATE_FF_OTHER,
[D3DRS_MULTISAMPLEANTIALIAS] = NINE_STATE_RASTERIZER,
[D3DRS_MULTISAMPLEMASK] = NINE_STATE_SAMPLE_MASK,
[D3DRS_PATCHEDGESTYLE] = NINE_STATE_UNHANDLED,
[D3DRS_DEBUGMONITORTOKEN] = NINE_STATE_UNHANDLED,
[D3DRS_POINTSIZE_MAX] = NINE_STATE_MISC_CONST,
[D3DRS_INDEXEDVERTEXBLENDENABLE] = NINE_STATE_FF_OTHER,
[D3DRS_COLORWRITEENABLE] = NINE_STATE_BLEND,
[D3DRS_TWEENFACTOR] = NINE_STATE_FF_OTHER,
[D3DRS_BLENDOP] = NINE_STATE_BLEND,
[D3DRS_POSITIONDEGREE] = NINE_STATE_UNHANDLED,
[D3DRS_NORMALDEGREE] = NINE_STATE_UNHANDLED,
[D3DRS_SCISSORTESTENABLE] = NINE_STATE_RASTERIZER,
[D3DRS_SLOPESCALEDEPTHBIAS] = NINE_STATE_RASTERIZER,
[D3DRS_ANTIALIASEDLINEENABLE] = NINE_STATE_RASTERIZER,
[D3DRS_MINTESSELLATIONLEVEL] = NINE_STATE_UNHANDLED,
[D3DRS_MAXTESSELLATIONLEVEL] = NINE_STATE_UNHANDLED,
[D3DRS_ADAPTIVETESS_X] = NINE_STATE_UNHANDLED,
[D3DRS_ADAPTIVETESS_Y] = NINE_STATE_UNHANDLED,
[D3DRS_ADAPTIVETESS_Z] = NINE_STATE_UNHANDLED,
[D3DRS_ADAPTIVETESS_W] = NINE_STATE_UNHANDLED,
[D3DRS_ENABLEADAPTIVETESSELLATION] = NINE_STATE_UNHANDLED,
[D3DRS_TWOSIDEDSTENCILMODE] = NINE_STATE_DSA,
[D3DRS_CCW_STENCILFAIL] = NINE_STATE_DSA,
[D3DRS_CCW_STENCILZFAIL] = NINE_STATE_DSA,
[D3DRS_CCW_STENCILPASS] = NINE_STATE_DSA,
[D3DRS_CCW_STENCILFUNC] = NINE_STATE_DSA,
[D3DRS_COLORWRITEENABLE1] = NINE_STATE_BLEND,
[D3DRS_COLORWRITEENABLE2] = NINE_STATE_BLEND,
[D3DRS_COLORWRITEENABLE3] = NINE_STATE_BLEND,
[D3DRS_BLENDFACTOR] = NINE_STATE_BLEND_COLOR,
[D3DRS_SRGBWRITEENABLE] = NINE_STATE_FB,
[D3DRS_DEPTHBIAS] = NINE_STATE_RASTERIZER,
[D3DRS_WRAP8] = NINE_STATE_UNHANDLED, /* cylwrap has to be done via GP */
[D3DRS_WRAP9] = NINE_STATE_UNHANDLED,
[D3DRS_WRAP10] = NINE_STATE_UNHANDLED,
[D3DRS_WRAP11] = NINE_STATE_UNHANDLED,
[D3DRS_WRAP12] = NINE_STATE_UNHANDLED,
[D3DRS_WRAP13] = NINE_STATE_UNHANDLED,
[D3DRS_WRAP14] = NINE_STATE_UNHANDLED,
[D3DRS_WRAP15] = NINE_STATE_UNHANDLED,
[D3DRS_SEPARATEALPHABLENDENABLE] = NINE_STATE_BLEND,
[D3DRS_SRCBLENDALPHA] = NINE_STATE_BLEND,
[D3DRS_DESTBLENDALPHA] = NINE_STATE_BLEND,
[D3DRS_BLENDOPALPHA] = NINE_STATE_BLEND
};
D3DMATRIX *
nine_state_access_transform(struct nine_state *state, D3DTRANSFORMSTATETYPE t,
boolean alloc)
{
static D3DMATRIX Identity = { .m[0] = { 1, 0, 0, 0 },
.m[1] = { 0, 1, 0, 0 },
.m[2] = { 0, 0, 1, 0 },
.m[3] = { 0, 0, 0, 1 } };
unsigned index;
switch (t) {
case D3DTS_VIEW: index = 0; break;
case D3DTS_PROJECTION: index = 1; break;
case D3DTS_TEXTURE0: index = 2; break;
case D3DTS_TEXTURE1: index = 3; break;
case D3DTS_TEXTURE2: index = 4; break;
case D3DTS_TEXTURE3: index = 5; break;
case D3DTS_TEXTURE4: index = 6; break;
case D3DTS_TEXTURE5: index = 7; break;
case D3DTS_TEXTURE6: index = 8; break;
case D3DTS_TEXTURE7: index = 9; break;
default:
if (!(t >= D3DTS_WORLDMATRIX(0) && t <= D3DTS_WORLDMATRIX(255)))
return NULL;
index = 10 + (t - D3DTS_WORLDMATRIX(0));
break;
}
if (index >= state->ff.num_transforms) {
unsigned N = index + 1;
unsigned n = state->ff.num_transforms;
if (!alloc)
return &Identity;
state->ff.transform = REALLOC(state->ff.transform,
n * sizeof(D3DMATRIX),
N * sizeof(D3DMATRIX));
for (; n < N; ++n)
state->ff.transform[n] = Identity;
state->ff.num_transforms = N;
}
return &state->ff.transform[index];
}
#define D3DRS_TO_STRING_CASE(n) case D3DRS_##n: return "D3DRS_"#n
const char *nine_d3drs_to_string(DWORD State)
{
switch (State) {
D3DRS_TO_STRING_CASE(ZENABLE);
D3DRS_TO_STRING_CASE(FILLMODE);
D3DRS_TO_STRING_CASE(SHADEMODE);
D3DRS_TO_STRING_CASE(ZWRITEENABLE);
D3DRS_TO_STRING_CASE(ALPHATESTENABLE);
D3DRS_TO_STRING_CASE(LASTPIXEL);
D3DRS_TO_STRING_CASE(SRCBLEND);
D3DRS_TO_STRING_CASE(DESTBLEND);
D3DRS_TO_STRING_CASE(CULLMODE);
D3DRS_TO_STRING_CASE(ZFUNC);
D3DRS_TO_STRING_CASE(ALPHAREF);
D3DRS_TO_STRING_CASE(ALPHAFUNC);
D3DRS_TO_STRING_CASE(DITHERENABLE);
D3DRS_TO_STRING_CASE(ALPHABLENDENABLE);
D3DRS_TO_STRING_CASE(FOGENABLE);
D3DRS_TO_STRING_CASE(SPECULARENABLE);
D3DRS_TO_STRING_CASE(FOGCOLOR);
D3DRS_TO_STRING_CASE(FOGTABLEMODE);
D3DRS_TO_STRING_CASE(FOGSTART);
D3DRS_TO_STRING_CASE(FOGEND);
D3DRS_TO_STRING_CASE(FOGDENSITY);
D3DRS_TO_STRING_CASE(RANGEFOGENABLE);
D3DRS_TO_STRING_CASE(STENCILENABLE);
D3DRS_TO_STRING_CASE(STENCILFAIL);
D3DRS_TO_STRING_CASE(STENCILZFAIL);
D3DRS_TO_STRING_CASE(STENCILPASS);
D3DRS_TO_STRING_CASE(STENCILFUNC);
D3DRS_TO_STRING_CASE(STENCILREF);
D3DRS_TO_STRING_CASE(STENCILMASK);
D3DRS_TO_STRING_CASE(STENCILWRITEMASK);
D3DRS_TO_STRING_CASE(TEXTUREFACTOR);
D3DRS_TO_STRING_CASE(WRAP0);
D3DRS_TO_STRING_CASE(WRAP1);
D3DRS_TO_STRING_CASE(WRAP2);
D3DRS_TO_STRING_CASE(WRAP3);
D3DRS_TO_STRING_CASE(WRAP4);
D3DRS_TO_STRING_CASE(WRAP5);
D3DRS_TO_STRING_CASE(WRAP6);
D3DRS_TO_STRING_CASE(WRAP7);
D3DRS_TO_STRING_CASE(CLIPPING);
D3DRS_TO_STRING_CASE(LIGHTING);
D3DRS_TO_STRING_CASE(AMBIENT);
D3DRS_TO_STRING_CASE(FOGVERTEXMODE);
D3DRS_TO_STRING_CASE(COLORVERTEX);
D3DRS_TO_STRING_CASE(LOCALVIEWER);
D3DRS_TO_STRING_CASE(NORMALIZENORMALS);
D3DRS_TO_STRING_CASE(DIFFUSEMATERIALSOURCE);
D3DRS_TO_STRING_CASE(SPECULARMATERIALSOURCE);
D3DRS_TO_STRING_CASE(AMBIENTMATERIALSOURCE);
D3DRS_TO_STRING_CASE(EMISSIVEMATERIALSOURCE);
D3DRS_TO_STRING_CASE(VERTEXBLEND);
D3DRS_TO_STRING_CASE(CLIPPLANEENABLE);
D3DRS_TO_STRING_CASE(POINTSIZE);
D3DRS_TO_STRING_CASE(POINTSIZE_MIN);
D3DRS_TO_STRING_CASE(POINTSPRITEENABLE);
D3DRS_TO_STRING_CASE(POINTSCALEENABLE);
D3DRS_TO_STRING_CASE(POINTSCALE_A);
D3DRS_TO_STRING_CASE(POINTSCALE_B);
D3DRS_TO_STRING_CASE(POINTSCALE_C);
D3DRS_TO_STRING_CASE(MULTISAMPLEANTIALIAS);
D3DRS_TO_STRING_CASE(MULTISAMPLEMASK);
D3DRS_TO_STRING_CASE(PATCHEDGESTYLE);
D3DRS_TO_STRING_CASE(DEBUGMONITORTOKEN);
D3DRS_TO_STRING_CASE(POINTSIZE_MAX);
D3DRS_TO_STRING_CASE(INDEXEDVERTEXBLENDENABLE);
D3DRS_TO_STRING_CASE(COLORWRITEENABLE);
D3DRS_TO_STRING_CASE(TWEENFACTOR);
D3DRS_TO_STRING_CASE(BLENDOP);
D3DRS_TO_STRING_CASE(POSITIONDEGREE);
D3DRS_TO_STRING_CASE(NORMALDEGREE);
D3DRS_TO_STRING_CASE(SCISSORTESTENABLE);
D3DRS_TO_STRING_CASE(SLOPESCALEDEPTHBIAS);
D3DRS_TO_STRING_CASE(ANTIALIASEDLINEENABLE);
D3DRS_TO_STRING_CASE(MINTESSELLATIONLEVEL);
D3DRS_TO_STRING_CASE(MAXTESSELLATIONLEVEL);
D3DRS_TO_STRING_CASE(ADAPTIVETESS_X);
D3DRS_TO_STRING_CASE(ADAPTIVETESS_Y);
D3DRS_TO_STRING_CASE(ADAPTIVETESS_Z);
D3DRS_TO_STRING_CASE(ADAPTIVETESS_W);
D3DRS_TO_STRING_CASE(ENABLEADAPTIVETESSELLATION);
D3DRS_TO_STRING_CASE(TWOSIDEDSTENCILMODE);
D3DRS_TO_STRING_CASE(CCW_STENCILFAIL);
D3DRS_TO_STRING_CASE(CCW_STENCILZFAIL);
D3DRS_TO_STRING_CASE(CCW_STENCILPASS);
D3DRS_TO_STRING_CASE(CCW_STENCILFUNC);
D3DRS_TO_STRING_CASE(COLORWRITEENABLE1);
D3DRS_TO_STRING_CASE(COLORWRITEENABLE2);
D3DRS_TO_STRING_CASE(COLORWRITEENABLE3);
D3DRS_TO_STRING_CASE(BLENDFACTOR);
D3DRS_TO_STRING_CASE(SRGBWRITEENABLE);
D3DRS_TO_STRING_CASE(DEPTHBIAS);
D3DRS_TO_STRING_CASE(WRAP8);
D3DRS_TO_STRING_CASE(WRAP9);
D3DRS_TO_STRING_CASE(WRAP10);
D3DRS_TO_STRING_CASE(WRAP11);
D3DRS_TO_STRING_CASE(WRAP12);
D3DRS_TO_STRING_CASE(WRAP13);
D3DRS_TO_STRING_CASE(WRAP14);
D3DRS_TO_STRING_CASE(WRAP15);
D3DRS_TO_STRING_CASE(SEPARATEALPHABLENDENABLE);
D3DRS_TO_STRING_CASE(SRCBLENDALPHA);
D3DRS_TO_STRING_CASE(DESTBLENDALPHA);
D3DRS_TO_STRING_CASE(BLENDOPALPHA);
default:
return "(invalid)";
}
}