Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#include <d3d10.h>
#include <d3dx10.h>
#include "shaderdevicedx10.h"
#include "shaderdevicedx8.h"
#include "shaderapi/ishaderutil.h"
#include "shaderapidx10.h"
#include "shadershadowdx10.h"
#include "meshdx10.h"
#include "shaderapidx10_global.h"
#include "tier1/KeyValues.h"
#include "tier2/tier2.h"
#include "tier0/icommandline.h"
#include "inputlayoutdx10.h"
#include "shaderapibase.h"
//-----------------------------------------------------------------------------
// Explicit instantiation of shader buffer implementation
//-----------------------------------------------------------------------------
template class CShaderBuffer< ID3D10Blob >;
//-----------------------------------------------------------------------------
//
// Device manager
//
//-----------------------------------------------------------------------------
static CShaderDeviceMgrDx10 g_ShaderDeviceMgrDx10;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CShaderDeviceMgrDx10, IShaderDeviceMgr,
SHADER_DEVICE_MGR_INTERFACE_VERSION, g_ShaderDeviceMgrDx10 )
static CShaderDeviceDx10 g_ShaderDeviceDx10;
CShaderDeviceDx10* g_pShaderDeviceDx10 = &g_ShaderDeviceDx10;
//-----------------------------------------------------------------------------
// constructor, destructor
//-----------------------------------------------------------------------------
CShaderDeviceMgrDx10::CShaderDeviceMgrDx10()
{
m_pDXGIFactory = NULL;
m_bObeyDxCommandlineOverride = true;
}
CShaderDeviceMgrDx10::~CShaderDeviceMgrDx10()
{
}
//-----------------------------------------------------------------------------
// Connect, disconnect
//-----------------------------------------------------------------------------
bool CShaderDeviceMgrDx10::Connect( CreateInterfaceFn factory )
{
LOCK_SHADERAPI();
if ( !BaseClass::Connect( factory ) )
return false;
HRESULT hr = CreateDXGIFactory( __uuidof(IDXGIFactory), (void**)(&m_pDXGIFactory) );
if ( FAILED( hr ) )
{
Warning( "Failed to create the DXGI Factory!\n" );
return false;
}
InitAdapterInfo();
return true;
}
void CShaderDeviceMgrDx10::Disconnect()
{
LOCK_SHADERAPI();
if ( m_pDXGIFactory )
{
m_pDXGIFactory->Release();
m_pDXGIFactory = NULL;
}
BaseClass::Disconnect();
}
//-----------------------------------------------------------------------------
// Initialization
//-----------------------------------------------------------------------------
InitReturnVal_t CShaderDeviceMgrDx10::Init( )
{
LOCK_SHADERAPI();
return INIT_OK;
}
//-----------------------------------------------------------------------------
// Shutdown
//-----------------------------------------------------------------------------
void CShaderDeviceMgrDx10::Shutdown( )
{
LOCK_SHADERAPI();
if ( g_pShaderDevice )
{
g_pShaderDevice->ShutdownDevice();
g_pShaderDevice = NULL;
}
}
//-----------------------------------------------------------------------------
// Initialize adapter information
//-----------------------------------------------------------------------------
void CShaderDeviceMgrDx10::InitAdapterInfo()
{
m_Adapters.RemoveAll();
IDXGIAdapter *pAdapter;
for( UINT nCount = 0; m_pDXGIFactory->EnumAdapters( nCount, &pAdapter ) != DXGI_ERROR_NOT_FOUND; ++nCount )
{
int j = m_Adapters.AddToTail();
AdapterInfo_t &info = m_Adapters[j];
#ifdef _DEBUG
memset( &info.m_ActualCaps, 0xDD, sizeof(info.m_ActualCaps) );
#endif
IDXGIOutput *pOutput = GetAdapterOutput( nCount );
info.m_ActualCaps.m_bDeviceOk = ComputeCapsFromD3D( &info.m_ActualCaps, pAdapter, pOutput );
if ( !info.m_ActualCaps.m_bDeviceOk )
continue;
ReadDXSupportLevels( info.m_ActualCaps );
// Read dxsupport.cfg which has config overrides for particular cards.
ReadHardwareCaps( info.m_ActualCaps, info.m_ActualCaps.m_nMaxDXSupportLevel );
// What's in "-shader" overrides dxsupport.cfg
const char *pShaderParam = CommandLine()->ParmValue( "-shader" );
if ( pShaderParam )
{
Q_strncpy( info.m_ActualCaps.m_pShaderDLL, pShaderParam, sizeof( info.m_ActualCaps.m_pShaderDLL ) );
}
}
}
//-----------------------------------------------------------------------------
// Determines hardware caps from D3D
//-----------------------------------------------------------------------------
bool CShaderDeviceMgrDx10::ComputeCapsFromD3D( HardwareCaps_t *pCaps, IDXGIAdapter *pAdapter, IDXGIOutput *pOutput )
{
HRESULT hr = pAdapter->CheckInterfaceSupport( __uuidof(ID3D10Device), NULL );
if ( hr != S_OK )
{
// Fall back to Dx9
return false;
}
DXGI_ADAPTER_DESC desc;
hr = pAdapter->GetDesc( &desc );
Assert( !FAILED( hr ) );
if ( FAILED(hr) )
return false;
bool bForceFloatHDR = ( CommandLine()->CheckParm( "-floathdr" ) != NULL );
// DX10 settings
// NOTE: We'll need to have different settings for dx10.1 and dx11
Q_UnicodeToUTF8( desc.Description, pCaps->m_pDriverName, MATERIAL_ADAPTER_NAME_LENGTH );
pCaps->m_VendorID = desc.VendorId;
pCaps->m_DeviceID = desc.DeviceId;
pCaps->m_SubSysID = desc.SubSysId;
pCaps->m_Revision = desc.Revision;
pCaps->m_NumSamplers = 16;
pCaps->m_NumTextureStages = 0;
pCaps->m_HasSetDeviceGammaRamp = true;
pCaps->m_bSoftwareVertexProcessing = false;
pCaps->m_SupportsVertexShaders = true;
pCaps->m_SupportsVertexShaders_2_0 = false;
pCaps->m_SupportsPixelShaders = true;
pCaps->m_SupportsPixelShaders_1_4 = false;
pCaps->m_SupportsPixelShaders_2_0 = false;
pCaps->m_SupportsPixelShaders_2_b = false;
pCaps->m_SupportsShaderModel_3_0 = false;
pCaps->m_SupportsCompressedTextures = COMPRESSED_TEXTURES_ON;
pCaps->m_SupportsCompressedVertices = VERTEX_COMPRESSION_ON;
pCaps->m_bSupportsAnisotropicFiltering = true;
pCaps->m_bSupportsMagAnisotropicFiltering = true;
pCaps->m_bSupportsVertexTextures = true;
pCaps->m_nMaxAnisotropy = 16;
pCaps->m_MaxTextureWidth = D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION;
pCaps->m_MaxTextureHeight = D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION;
pCaps->m_MaxTextureDepth = D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION;
pCaps->m_MaxTextureAspectRatio = 1024; // FIXME
pCaps->m_MaxPrimitiveCount = 65536; // FIXME
pCaps->m_ZBiasAndSlopeScaledDepthBiasSupported = true;
pCaps->m_SupportsMipmapping = true;
pCaps->m_SupportsOverbright = true;
pCaps->m_SupportsCubeMaps = true;
pCaps->m_NumPixelShaderConstants = 1024; // FIXME
pCaps->m_NumVertexShaderConstants = 1024; // FIXME
pCaps->m_TextureMemorySize = desc.DedicatedVideoMemory;
pCaps->m_MaxNumLights = 4;
pCaps->m_SupportsHardwareLighting = false;
pCaps->m_MaxBlendMatrices = 0;
pCaps->m_MaxBlendMatrixIndices = 0;
pCaps->m_MaxVertexShaderBlendMatrices = 53; // FIXME
pCaps->m_SupportsMipmappedCubemaps = true;
pCaps->m_SupportsNonPow2Textures = true;
pCaps->m_nDXSupportLevel = 100;
pCaps->m_PreferDynamicTextures = false;
pCaps->m_HasProjectedBumpEnv = true;
pCaps->m_MaxUserClipPlanes = 6; // FIXME
pCaps->m_HDRType = bForceFloatHDR ? HDR_TYPE_FLOAT : HDR_TYPE_INTEGER;
pCaps->m_SupportsSRGB = true;
pCaps->m_FakeSRGBWrite = true;
pCaps->m_CanDoSRGBReadFromRTs = true;
pCaps->m_bSupportsSpheremapping = true;
pCaps->m_UseFastClipping = false;
pCaps->m_pShaderDLL[0] = 0;
pCaps->m_bNeedsATICentroidHack = false;
pCaps->m_bColorOnSecondStream = true;
pCaps->m_bSupportsStreamOffset = true;
pCaps->m_nMaxDXSupportLevel = 100;
pCaps->m_bFogColorSpecifiedInLinearSpace = ( desc.VendorId == VENDORID_NVIDIA );
pCaps->m_nVertexTextureCount = 16;
pCaps->m_nMaxVertexTextureDimension = D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION;
pCaps->m_bSupportsAlphaToCoverage = false; // FIXME
pCaps->m_bSupportsShadowDepthTextures = true;
pCaps->m_bSupportsFetch4 = ( desc.VendorId == VENDORID_ATI );
pCaps->m_bSupportsBorderColor = true;
pCaps->m_ShadowDepthTextureFormat = IMAGE_FORMAT_UNKNOWN;
pCaps->m_nMaxViewports = 4;
DXGI_GAMMA_CONTROL_CAPABILITIES gammaCaps;
pOutput->GetGammaControlCapabilities( &gammaCaps );
pCaps->m_flMinGammaControlPoint = gammaCaps.MinConvertedValue;
pCaps->m_flMaxGammaControlPoint = gammaCaps.MaxConvertedValue;
pCaps->m_nGammaControlPointCount = gammaCaps.NumGammaControlPoints;
pCaps->m_bCanStretchRectFromTextures = true;
return true;
}
//-----------------------------------------------------------------------------
// Gets the number of adapters...
//-----------------------------------------------------------------------------
int CShaderDeviceMgrDx10::GetAdapterCount() const
{
return m_Adapters.Count();
}
//-----------------------------------------------------------------------------
// Returns info about each adapter
//-----------------------------------------------------------------------------
void CShaderDeviceMgrDx10::GetAdapterInfo( int nAdapter, MaterialAdapterInfo_t& info ) const
{
Assert( ( nAdapter >= 0 ) && ( nAdapter < m_Adapters.Count() ) );
const HardwareCaps_t &caps = m_Adapters[ nAdapter ].m_ActualCaps;
memcpy( &info, &caps, sizeof(MaterialAdapterInfo_t) );
}
//-----------------------------------------------------------------------------
// Returns the adapter interface for a particular adapter
//-----------------------------------------------------------------------------
IDXGIAdapter* CShaderDeviceMgrDx10::GetAdapter( int nAdapter ) const
{
Assert( m_pDXGIFactory && ( nAdapter < GetAdapterCount() ) );
IDXGIAdapter *pAdapter;
HRESULT hr = m_pDXGIFactory->EnumAdapters( nAdapter, &pAdapter );
return ( FAILED(hr) ) ? NULL : pAdapter;
}
//-----------------------------------------------------------------------------
// Returns the amount of video memory in bytes for a particular adapter
//-----------------------------------------------------------------------------
int CShaderDeviceMgrDx10::GetVidMemBytes( int nAdapter ) const
{
LOCK_SHADERAPI();
IDXGIAdapter *pAdapter = GetAdapter( nAdapter );
if ( !pAdapter )
return 0;
DXGI_ADAPTER_DESC desc;
#ifdef DBGFLAG_ASSERT
HRESULT hr =
#endif
pAdapter->GetDesc( &desc );
Assert( !FAILED( hr ) );
return desc.DedicatedVideoMemory;
}
//-----------------------------------------------------------------------------
// Returns the appropriate adapter output to use
//-----------------------------------------------------------------------------
IDXGIOutput* CShaderDeviceMgrDx10::GetAdapterOutput( int nAdapter ) const
{
LOCK_SHADERAPI();
IDXGIAdapter *pAdapter = GetAdapter( nAdapter );
if ( !pAdapter )
return 0;
IDXGIOutput *pOutput;
for( UINT i = 0; pAdapter->EnumOutputs( i, &pOutput ) != DXGI_ERROR_NOT_FOUND; ++i )
{
DXGI_OUTPUT_DESC desc;
HRESULT hr = pOutput->GetDesc( &desc );
if ( FAILED( hr ) )
continue;
// FIXME: Is this what I want? Or should I be looking at other fields,
// like DXGI_MODE_ROTATION_IDENTITY?
if ( !desc.AttachedToDesktop )
continue;
return pOutput;
}
return NULL;
}
//-----------------------------------------------------------------------------
// Returns the number of modes
//-----------------------------------------------------------------------------
int CShaderDeviceMgrDx10::GetModeCount( int nAdapter ) const
{
LOCK_SHADERAPI();
Assert( m_pDXGIFactory && ( nAdapter < GetAdapterCount() ) );
IDXGIOutput *pOutput = GetAdapterOutput( nAdapter );
if ( !pOutput )
return 0;
UINT num = 0;
DXGI_FORMAT format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; //desired color format
UINT flags = 0; //desired scanline order and/or scaling
// get the number of available display mode for the given format and scanline order
HRESULT hr = pOutput->GetDisplayModeList( format, flags, &num, 0 );
return ( FAILED(hr) ) ? 0 : num;
}
//-----------------------------------------------------------------------------
// Returns mode information..
//-----------------------------------------------------------------------------
void CShaderDeviceMgrDx10::GetModeInfo( ShaderDisplayMode_t* pInfo, int nAdapter, int nMode ) const
{
// Default error state
pInfo->m_nWidth = pInfo->m_nHeight = 0;
pInfo->m_Format = IMAGE_FORMAT_UNKNOWN;
pInfo->m_nRefreshRateNumerator = pInfo->m_nRefreshRateDenominator = 0;
LOCK_SHADERAPI();
Assert( m_pDXGIFactory && ( nAdapter < GetAdapterCount() ) );
IDXGIOutput *pOutput = GetAdapterOutput( nAdapter );
if ( !pOutput )
return;
UINT num = 0;
DXGI_FORMAT format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; //desired color format
UINT flags = DXGI_ENUM_MODES_INTERLACED; //desired scanline order and/or scaling
// get the number of available display mode for the given format and scanline order
HRESULT hr = pOutput->GetDisplayModeList( format, flags, &num, 0 );
Assert( !FAILED( hr ) );
if ( (UINT)nMode >= num )
return;
DXGI_MODE_DESC *pDescs = (DXGI_MODE_DESC*)_alloca( num * sizeof( DXGI_MODE_DESC ) );
hr = pOutput->GetDisplayModeList( format, flags, &num, pDescs );
Assert( !FAILED( hr ) );
pInfo->m_nWidth = pDescs[nMode].Width;
pInfo->m_nHeight = pDescs[nMode].Height;
// pInfo->m_Format = ImageLoader::D3DFormatToImageFormat( pDescs[nMode].Format );
pInfo->m_nRefreshRateNumerator = pDescs[nMode].RefreshRate.Numerator;
pInfo->m_nRefreshRateDenominator = pDescs[nMode].RefreshRate.Denominator;
}
//-----------------------------------------------------------------------------
// Returns the current mode for an adapter
//-----------------------------------------------------------------------------
void CShaderDeviceMgrDx10::GetCurrentModeInfo( ShaderDisplayMode_t* pInfo, int nAdapter ) const
{
// FIXME: Implement!
Assert( 0 );
}
//-----------------------------------------------------------------------------
// Initialization, shutdown
//-----------------------------------------------------------------------------
bool CShaderDeviceMgrDx10::SetAdapter( int nAdapter, int nFlags )
{
/*
if ( !g_pShaderDeviceDx10->Init() )
{
Warning( "Unable to initialize dx10 device!\n" );
return false;
}
g_pMaterialSystemHardwareConfig = g_pShaderDeviceDx10;
g_pShaderDevice = g_pShaderDeviceDx10;
*/
return true;
}
//-----------------------------------------------------------------------------
// Sets the mode
//-----------------------------------------------------------------------------
CreateInterfaceFn CShaderDeviceMgrDx10::SetMode( void *hWnd, int nAdapter, const ShaderDeviceInfo_t& mode )
{
LOCK_SHADERAPI();
Assert( nAdapter < GetAdapterCount() );
int nDXLevel = mode.m_nDXLevel != 0 ? mode.m_nDXLevel : m_Adapters[nAdapter].m_ActualCaps.m_nDXSupportLevel;
if ( m_bObeyDxCommandlineOverride )
{
nDXLevel = CommandLine()->ParmValue( "-dxlevel", nDXLevel );
m_bObeyDxCommandlineOverride = false;
}
if ( nDXLevel > m_Adapters[nAdapter].m_ActualCaps.m_nMaxDXSupportLevel )
{
nDXLevel = m_Adapters[nAdapter].m_ActualCaps.m_nMaxDXSupportLevel;
}
nDXLevel = GetClosestActualDXLevel( nDXLevel );
if ( nDXLevel < 100 )
{
// Fall back to the Dx9 implementations
return g_pShaderDeviceMgrDx8->SetMode( hWnd, nAdapter, mode );
}
if ( g_pShaderAPI )
{
g_pShaderAPI->OnDeviceShutdown();
g_pShaderAPI = NULL;
}
if ( g_pShaderDevice )
{
g_pShaderDevice->ShutdownDevice();
g_pShaderDevice = NULL;
}
g_pShaderShadow = NULL;
ShaderDeviceInfo_t adjustedMode = mode;
adjustedMode.m_nDXLevel = nDXLevel;
if ( !g_pShaderDeviceDx10->InitDevice( hWnd, nAdapter, adjustedMode ) )
return NULL;
if ( !g_pShaderAPIDx10->OnDeviceInit() )
return NULL;
g_pShaderDevice = g_pShaderDeviceDx10;
g_pShaderAPI = g_pShaderAPIDx10;
g_pShaderShadow = g_pShaderShadowDx10;
return ShaderInterfaceFactory;
}
//-----------------------------------------------------------------------------
//
// Device
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// constructor, destructor
//-----------------------------------------------------------------------------
CShaderDeviceDx10::CShaderDeviceDx10()
{
m_pDevice = NULL;
m_pOutput = NULL;
m_pSwapChain = NULL;
m_pRenderTargetView = NULL;
}
CShaderDeviceDx10::~CShaderDeviceDx10()
{
}
//-----------------------------------------------------------------------------
// Sets the mode
//-----------------------------------------------------------------------------
bool CShaderDeviceDx10::InitDevice( void *hWnd, int nAdapter, const ShaderDeviceInfo_t& mode )
{
// Make sure we've been shutdown previously
if ( m_nAdapter != -1 )
{
Warning( "CShaderDeviceDx10::SetMode: Previous mode has not been shut down!\n" );
return false;
}
LOCK_SHADERAPI();
IDXGIAdapter *pAdapter = g_ShaderDeviceMgrDx10.GetAdapter( nAdapter );
if ( !pAdapter )
return false;
m_pOutput = g_ShaderDeviceMgrDx10.GetAdapterOutput( nAdapter );
if ( !m_pOutput )
return false;
m_pOutput->AddRef();
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory( &sd, sizeof(sd) );
sd.BufferDesc.Width = mode.m_DisplayMode.m_nWidth;
sd.BufferDesc.Height = mode.m_DisplayMode.m_nHeight;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = mode.m_DisplayMode.m_nRefreshRateNumerator;
sd.BufferDesc.RefreshRate.Denominator = mode.m_DisplayMode.m_nRefreshRateDenominator;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.BufferCount = mode.m_nBackBufferCount;
sd.OutputWindow = (HWND)hWnd;
sd.Windowed = mode.m_bWindowed ? TRUE : FALSE;
sd.Flags = mode.m_bWindowed ? 0 : DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
// NOTE: Having more than 1 back buffer disables MSAA!
sd.SwapEffect = mode.m_nBackBufferCount > 1 ? DXGI_SWAP_EFFECT_SEQUENTIAL : DXGI_SWAP_EFFECT_DISCARD;
// FIXME: Chicken + egg problem with SampleDesc.
sd.SampleDesc.Count = mode.m_nAASamples ? mode.m_nAASamples : 1;
sd.SampleDesc.Quality = mode.m_nAAQuality;
UINT nDeviceFlags = 0;
#ifdef _DEBUG
nDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG;
#endif
HRESULT hr = D3D10CreateDeviceAndSwapChain( pAdapter, D3D10_DRIVER_TYPE_HARDWARE,
NULL, nDeviceFlags, D3D10_SDK_VERSION, &sd, &m_pSwapChain, &m_pDevice );
if ( FAILED( hr ) )
return false;
// Create a render target view
ID3D10Texture2D *pBackBuffer;
hr = m_pSwapChain->GetBuffer( 0, __uuidof( ID3D10Texture2D ), (LPVOID*)&pBackBuffer );
if ( FAILED( hr ) )
return FALSE;
hr = m_pDevice->CreateRenderTargetView( pBackBuffer, NULL, &m_pRenderTargetView );
pBackBuffer->Release();
if( FAILED( hr ) )
return FALSE;
m_pDevice->OMSetRenderTargets( 1, &m_pRenderTargetView, NULL );
m_hWnd = hWnd;
m_nAdapter = nAdapter;
// This is our current view.
m_ViewHWnd = hWnd;
GetWindowSize( m_nWindowWidth, m_nWindowHeight );
g_pHardwareConfig->SetupHardwareCaps( mode, g_ShaderDeviceMgrDx10.GetHardwareCaps( nAdapter ) );
return true;
}
//-----------------------------------------------------------------------------
// Shuts down the mode
//-----------------------------------------------------------------------------
void CShaderDeviceDx10::ShutdownDevice()
{
if ( m_pRenderTargetView )
{
m_pRenderTargetView->Release();
m_pRenderTargetView = NULL;
}
if ( m_pDevice )
{
m_pDevice->Release();
m_pDevice = NULL;
}
if ( m_pSwapChain )
{
m_pSwapChain->Release();
m_pSwapChain = NULL;
}
if ( m_pOutput )
{
m_pOutput->Release();
m_pOutput = NULL;
}
m_hWnd = NULL;
m_nAdapter = -1;
}
//-----------------------------------------------------------------------------
// Are we using graphics?
//-----------------------------------------------------------------------------
bool CShaderDeviceDx10::IsUsingGraphics() const
{
return ( m_nAdapter >= 0 );
}
//-----------------------------------------------------------------------------
// Returns the adapter
//-----------------------------------------------------------------------------
int CShaderDeviceDx10::GetCurrentAdapter() const
{
return m_nAdapter;
}
//-----------------------------------------------------------------------------
// Get back buffer information
//-----------------------------------------------------------------------------
ImageFormat CShaderDeviceDx10::GetBackBufferFormat() const
{
return IMAGE_FORMAT_RGB888;
}
void CShaderDeviceDx10::GetBackBufferDimensions( int& width, int& height ) const
{
width = 1024;
height = 768;
}
//-----------------------------------------------------------------------------
// Use this to spew information about the 3D layer
//-----------------------------------------------------------------------------
void CShaderDeviceDx10::SpewDriverInfo() const
{
Warning( "Dx10 Driver!\n" );
}
//-----------------------------------------------------------------------------
// Swap buffers
//-----------------------------------------------------------------------------
void CShaderDeviceDx10::Present()
{
// FIXME: Deal with window occlusion, alt-tab, etc.
HRESULT hr = m_pSwapChain->Present( 0, 0 );
if ( FAILED(hr) )
{
Assert( 0 );
}
}
//-----------------------------------------------------------------------------
// Camma ramp
//-----------------------------------------------------------------------------
void CShaderDeviceDx10::SetHardwareGammaRamp( float fGamma, float fGammaTVRangeMin, float fGammaTVRangeMax, float fGammaTVExponent, bool bTVEnabled )
{
DevMsg( "SetHardwareGammaRamp( %f )\n", fGamma );
Assert( m_pOutput );
if( !m_pOutput )
return;
float flMin = g_pHardwareConfig->Caps().m_flMinGammaControlPoint;
float flMax = g_pHardwareConfig->Caps().m_flMaxGammaControlPoint;
int nGammaPoints = g_pHardwareConfig->Caps().m_nGammaControlPointCount;
DXGI_GAMMA_CONTROL gammaControl;
gammaControl.Scale.Red = gammaControl.Scale.Green = gammaControl.Scale.Blue = 1.0f;
gammaControl.Offset.Red = gammaControl.Offset.Green = gammaControl.Offset.Blue = 0.0f;
float flOOCount = 1.0f / ( nGammaPoints - 1 );
for ( int i = 0; i < nGammaPoints; i++ )
{
float flGamma22 = i * flOOCount;
float flCorrection = pow( flGamma22, fGamma / 2.2f );
flCorrection = clamp( flCorrection, flMin, flMax );
gammaControl.GammaCurve[i].Red = flCorrection;
gammaControl.GammaCurve[i].Green = flCorrection;
gammaControl.GammaCurve[i].Blue = flCorrection;
}
HRESULT hr = m_pOutput->SetGammaControl( &gammaControl );
if ( FAILED(hr) )
{
Warning( "CShaderDeviceDx10::SetHardwareGammaRamp: Unable to set gamma controls!\n" );
}
}
//-----------------------------------------------------------------------------
// Compiles all manner of shaders
//-----------------------------------------------------------------------------
IShaderBuffer* CShaderDeviceDx10::CompileShader( const char *pProgram, size_t nBufLen, const char *pShaderVersion )
{
int nCompileFlags = D3D10_SHADER_AVOID_FLOW_CONTROL;
nCompileFlags |= D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY;
#ifdef _DEBUG
nCompileFlags |= D3D10_SHADER_DEBUG;
#endif
ID3D10Blob *pCompiledShader, *pErrorMessages;
HRESULT hr = D3DX10CompileFromMemory( pProgram, nBufLen, "",
NULL, NULL, "main", pShaderVersion, nCompileFlags, 0, NULL,
&pCompiledShader, &pErrorMessages, NULL );
if ( FAILED( hr ) )
{
if ( pErrorMessages )
{
const char *pErrorMessage = (const char *)pErrorMessages->GetBufferPointer();
Warning( "Vertex shader compilation failed! Reported the following errors:\n%s\n", pErrorMessage );
pErrorMessages->Release();
}
return NULL;
}
// NOTE: This uses small block heap allocator; so I'm not going
// to bother creating a memory pool.
CShaderBuffer< ID3D10Blob > *pShaderBuffer = new CShaderBuffer< ID3D10Blob >( pCompiledShader );
if ( pErrorMessages )
{
pErrorMessages->Release();
}
return pShaderBuffer;
}
//-----------------------------------------------------------------------------
// Release input layouts
//-----------------------------------------------------------------------------
void CShaderDeviceDx10::ReleaseInputLayouts( VertexShaderIndex_t nIndex )
{
InputLayoutDict_t &dict = m_VertexShaderDict[nIndex].m_InputLayouts;
unsigned short hCurr = dict.FirstInorder();
while( hCurr != dict.InvalidIndex() )
{
if ( dict[hCurr].m_pInputLayout )
{
dict[hCurr].m_pInputLayout->Release();
dict[hCurr].m_pInputLayout = NULL;
}
hCurr = dict.NextInorder( hCurr );
}
}
//-----------------------------------------------------------------------------
// Create, destroy vertex shader
//-----------------------------------------------------------------------------
VertexShaderHandle_t CShaderDeviceDx10::CreateVertexShader( IShaderBuffer* pShaderBuffer )
{
// Create the vertex shader
ID3D10VertexShader *pShader = NULL;
HRESULT hr = m_pDevice->CreateVertexShader( pShaderBuffer->GetBits(),
pShaderBuffer->GetSize(), &pShader );
if ( FAILED( hr ) || !pShader )
return VERTEX_SHADER_HANDLE_INVALID;
ID3D10ShaderReflection *pInfo;
hr = D3D10ReflectShader( pShaderBuffer->GetBits(), pShaderBuffer->GetSize(), &pInfo );
if ( FAILED( hr ) || !pInfo )
{
pShader->Release();
return VERTEX_SHADER_HANDLE_INVALID;
}
// Insert the shader into the dictionary of shaders
VertexShaderIndex_t i = m_VertexShaderDict.AddToTail( );
VertexShader_t &dict = m_VertexShaderDict[i];
dict.m_pShader = pShader;
dict.m_pInfo = pInfo;
dict.m_nByteCodeLen = pShaderBuffer->GetSize();
dict.m_pByteCode = new unsigned char[ dict.m_nByteCodeLen ];
memcpy( dict.m_pByteCode, pShaderBuffer->GetBits(), dict.m_nByteCodeLen );
return (VertexShaderHandle_t)i;
}
void CShaderDeviceDx10::DestroyVertexShader( VertexShaderHandle_t hShader )
{
if ( hShader == VERTEX_SHADER_HANDLE_INVALID )
return;
g_pShaderAPIDx10->Unbind( hShader );
VertexShaderIndex_t i = (VertexShaderIndex_t)hShader;
VertexShader_t &dict = m_VertexShaderDict[i];
VerifyEquals( dict.m_pShader->Release(), 0 );
VerifyEquals( dict.m_pInfo->Release(), 0 );
delete[] dict.m_pByteCode;
ReleaseInputLayouts( i );
m_VertexShaderDict.Remove( i );
}
//-----------------------------------------------------------------------------
// Create, destroy geometry shader
//-----------------------------------------------------------------------------
GeometryShaderHandle_t CShaderDeviceDx10::CreateGeometryShader( IShaderBuffer* pShaderBuffer )
{
// Create the geometry shader
ID3D10GeometryShader *pShader = NULL;
HRESULT hr = m_pDevice->CreateGeometryShader( pShaderBuffer->GetBits(),
pShaderBuffer->GetSize(), &pShader );
if ( FAILED( hr ) || !pShader )
return GEOMETRY_SHADER_HANDLE_INVALID;
ID3D10ShaderReflection *pInfo;
hr = D3D10ReflectShader( pShaderBuffer->GetBits(), pShaderBuffer->GetSize(), &pInfo );
if ( FAILED( hr ) || !pInfo )
{
pShader->Release();
return GEOMETRY_SHADER_HANDLE_INVALID;
}
// Insert the shader into the dictionary of shaders
GeometryShaderIndex_t i = m_GeometryShaderDict.AddToTail( );
m_GeometryShaderDict[i].m_pShader = pShader;
m_GeometryShaderDict[i].m_pInfo = pInfo;
return (GeometryShaderHandle_t)i;
}
void CShaderDeviceDx10::DestroyGeometryShader( GeometryShaderHandle_t hShader )
{
if ( hShader == GEOMETRY_SHADER_HANDLE_INVALID )
return;
g_pShaderAPIDx10->Unbind( hShader );
GeometryShaderIndex_t i = (GeometryShaderIndex_t)hShader;
VerifyEquals( m_GeometryShaderDict[ i ].m_pShader->Release(), 0 );
VerifyEquals( m_GeometryShaderDict[ i ].m_pInfo->Release(), 0 );
m_GeometryShaderDict.Remove( i );
}
//-----------------------------------------------------------------------------
// Create, destroy pixel shader
//-----------------------------------------------------------------------------
PixelShaderHandle_t CShaderDeviceDx10::CreatePixelShader( IShaderBuffer* pShaderBuffer )
{
// Create the pixel shader
ID3D10PixelShader *pShader = NULL;
HRESULT hr = m_pDevice->CreatePixelShader( pShaderBuffer->GetBits(),
pShaderBuffer->GetSize(), &pShader );
if ( FAILED( hr ) || !pShader )
return PIXEL_SHADER_HANDLE_INVALID;
ID3D10ShaderReflection *pInfo;
hr = D3D10ReflectShader( pShaderBuffer->GetBits(), pShaderBuffer->GetSize(), &pInfo );
if ( FAILED( hr ) || !pInfo )
{
pShader->Release();
return PIXEL_SHADER_HANDLE_INVALID;
}
// Insert the shader into the dictionary of shaders
PixelShaderIndex_t i = m_PixelShaderDict.AddToTail( );
m_PixelShaderDict[i].m_pShader = pShader;
m_PixelShaderDict[i].m_pInfo = pInfo;
return (PixelShaderHandle_t)i;
}
void CShaderDeviceDx10::DestroyPixelShader( PixelShaderHandle_t hShader )
{
if ( hShader == PIXEL_SHADER_HANDLE_INVALID )
return;
g_pShaderAPIDx10->Unbind( hShader );
PixelShaderIndex_t i = (PixelShaderIndex_t)hShader;
VerifyEquals( m_PixelShaderDict[ i ].m_pShader->Release(), 0 );
VerifyEquals( m_PixelShaderDict[ i ].m_pInfo->Release(), 0 );
m_PixelShaderDict.Remove( i );
}
//-----------------------------------------------------------------------------
// Finds or creates an input layout for a given vertex shader + stream format
//-----------------------------------------------------------------------------
ID3D10InputLayout* CShaderDeviceDx10::GetInputLayout( VertexShaderHandle_t hShader, VertexFormat_t format )
{
if ( hShader == VERTEX_SHADER_HANDLE_INVALID )
return NULL;
// FIXME: VertexFormat_t is not the appropriate way of specifying this
// because it has no stream information
InputLayout_t insert;
insert.m_VertexFormat = format;
VertexShaderIndex_t i = (VertexShaderIndex_t)hShader;
InputLayoutDict_t &dict = m_VertexShaderDict[i].m_InputLayouts;
unsigned short hIndex = dict.Find( insert );
if ( hIndex != dict.InvalidIndex() )
return dict[hIndex].m_pInputLayout;
VertexShader_t &shader = m_VertexShaderDict[i];
insert.m_pInputLayout = CreateInputLayout( format, shader.m_pInfo, shader.m_pByteCode, shader.m_nByteCodeLen );
dict.Insert( insert );
return insert.m_pInputLayout;
}
//-----------------------------------------------------------------------------
// Creates/destroys Mesh
//-----------------------------------------------------------------------------
IMesh* CShaderDeviceDx10::CreateStaticMesh( VertexFormat_t vertexFormat, const char *pBudgetGroup, IMaterial * pMaterial )
{
LOCK_SHADERAPI();
return NULL;
}
void CShaderDeviceDx10::DestroyStaticMesh( IMesh* pMesh )
{
LOCK_SHADERAPI();
}
//-----------------------------------------------------------------------------
// Creates/destroys vertex buffers + index buffers
//-----------------------------------------------------------------------------
IVertexBuffer *CShaderDeviceDx10::CreateVertexBuffer( ShaderBufferType_t type, VertexFormat_t fmt, int nVertexCount, const char *pBudgetGroup )
{
LOCK_SHADERAPI();
CVertexBufferDx10 *pVertexBuffer = new CVertexBufferDx10( type, fmt, nVertexCount, pBudgetGroup );
return pVertexBuffer;
}
void CShaderDeviceDx10::DestroyVertexBuffer( IVertexBuffer *pVertexBuffer )
{
LOCK_SHADERAPI();
if ( pVertexBuffer )
{
CVertexBufferDx10 *pVertexBufferBase = assert_cast<CVertexBufferDx10*>( pVertexBuffer );
g_pShaderAPIDx10->UnbindVertexBuffer( pVertexBufferBase->GetDx10Buffer() );
delete pVertexBufferBase;
}
}
IIndexBuffer *CShaderDeviceDx10::CreateIndexBuffer( ShaderBufferType_t type, MaterialIndexFormat_t fmt, int nIndexCount, const char *pBudgetGroup )
{
LOCK_SHADERAPI();
CIndexBufferDx10 *pIndexBuffer = new CIndexBufferDx10( type, fmt, nIndexCount, pBudgetGroup );
return pIndexBuffer;
}
void CShaderDeviceDx10::DestroyIndexBuffer( IIndexBuffer *pIndexBuffer )
{
LOCK_SHADERAPI();
if ( pIndexBuffer )
{
CIndexBufferDx10 *pIndexBufferBase = assert_cast<CIndexBufferDx10*>( pIndexBuffer );
g_pShaderAPIDx10->UnbindIndexBuffer( pIndexBufferBase->GetDx10Buffer() );
delete pIndexBufferBase;
}
}
IVertexBuffer *CShaderDeviceDx10::GetDynamicVertexBuffer( int nStreamID, VertexFormat_t vertexFormat, bool bBuffered )
{
LOCK_SHADERAPI();
return NULL;
}
IIndexBuffer *CShaderDeviceDx10::GetDynamicIndexBuffer( MaterialIndexFormat_t fmt, bool bBuffered )
{
LOCK_SHADERAPI();
return NULL;
}