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: $
//
//===========================================================================//
#define DISABLE_PROTECTED_THINGS
#include "locald3dtypes.h"
#include "shaderdevicedx8.h"
#include "shaderapi/ishaderutil.h"
#include "shaderapidx8_global.h"
#include "filesystem.h"
#include "tier0/icommandline.h"
#include "tier2/tier2.h"
#include "shadershadowdx8.h"
#include "colorformatdx8.h"
#include "materialsystem/IShader.h"
#include "shaderapidx8.h"
#include "shaderapidx8_global.h"
#include "imeshdx8.h"
#include "materialsystem/materialsystem_config.h"
#include "vertexshaderdx8.h"
#include "recording.h"
#include "winutils.h"
#include "tier0/vprof_telemetry.h"
#if defined ( DX_TO_GL_ABSTRACTION )
// Placed here so inlines placed in dxabstract.h can access gGL
COpenGLEntryPoints *gGL = NULL;
#endif
#define D3D_BATCH_PERF_ANALYSIS 0
#if D3D_BATCH_PERF_ANALYSIS
#if defined( DX_TO_GL_ABSTRACTION )
#error Cannot enable D3D_BATCH_PERF_ANALYSIS when using DX_TO_GL_ABSTRACTION, use GL_BATCH_PERF_ANALYSIS instead.
#endif
// Define this if you want all d3d9 interfaces hooked and run through the dx9hook.h shim interfaces. For profiling, etc.
#define DO_DX9_HOOK
#endif
#ifdef DO_DX9_HOOK
#if D3D_BATCH_PERF_ANALYSIS
ConVar d3d_batch_vis( "d3d_batch_vis", "0" );
ConVar d3d_batch_vis_abs_scale( "d3d_batch_vis_abs_scale", ".050" );
ConVar d3d_present_vis_abs_scale( "d3d_batch_vis_abs_scale", ".050" );
ConVar d3d_batch_vis_y_scale( "d3d_batch_vis_y_scale", "0.0" );
uint64 g_nTotalD3DCalls, g_nTotalD3DCycles;
static double s_rdtsc_to_ms;
#endif
#include "dx9hook.h"
#endif
#ifndef _X360
#include "wmi.h"
#endif
#if defined( _X360 )
#include "xbox/xbox_console.h"
#include "xbox/xbox_win32stubs.h"
#endif
//#define DX8_COMPATABILITY_MODE
//-----------------------------------------------------------------------------
// Globals
//-----------------------------------------------------------------------------
static CShaderDeviceMgrDx8 g_ShaderDeviceMgrDx8;
CShaderDeviceMgrDx8* g_pShaderDeviceMgrDx8 = &g_ShaderDeviceMgrDx8;
#ifndef SHADERAPIDX10
// In the shaderapidx10.dll, we use its version of IShaderDeviceMgr.
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CShaderDeviceMgrDx8, IShaderDeviceMgr,
SHADER_DEVICE_MGR_INTERFACE_VERSION, g_ShaderDeviceMgrDx8 )
#endif
#if defined( _X360 )
IDirect3D9 *m_pD3D;
#endif
IDirect3DDevice *g_pD3DDevice = NULL;
#if defined(IS_WINDOWS_PC) && defined(SHADERAPIDX9)
// HACK: need to pass knowledge of D3D9Ex usage into callers of D3D Create* methods
// so they do not try to specify D3DPOOL_MANAGED, which is unsupported in D3D9Ex
bool g_ShaderDeviceUsingD3D9Ex = false;
static ConVar mat_supports_d3d9ex( "mat_supports_d3d9ex", "0", FCVAR_HIDDEN );
#endif
// hook into mat_forcedynamic from the engine.
static ConVar mat_forcedynamic( "mat_forcedynamic", "0", FCVAR_CHEAT );
// this is hooked into the engines convar
ConVar mat_debugalttab( "mat_debugalttab", "0", FCVAR_CHEAT );
//-----------------------------------------------------------------------------
//
// Device manager
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// constructor, destructor
//-----------------------------------------------------------------------------
CShaderDeviceMgrDx8::CShaderDeviceMgrDx8()
{
m_pD3D = NULL;
m_bObeyDxCommandlineOverride = true;
m_bAdapterInfoIntialized = false;
#if defined( PIX_INSTRUMENTATION ) && defined ( DX_TO_GL_ABSTRACTION ) && defined( _WIN32 )
m_hD3D9 = NULL;
m_pBeginEvent = NULL;
m_pEndEvent = NULL;
m_pSetMarker = NULL;
m_pSetOptions = NULL;
#endif
}
CShaderDeviceMgrDx8::~CShaderDeviceMgrDx8()
{
}
#ifdef OSX
#include <Carbon/Carbon.h>
#endif
//-----------------------------------------------------------------------------
// Connect, disconnect
//-----------------------------------------------------------------------------
bool CShaderDeviceMgrDx8::Connect( CreateInterfaceFn factory )
{
LOCK_SHADERAPI();
if ( !BaseClass::Connect( factory ) )
return false;
#if defined ( DX_TO_GL_ABSTRACTION )
gGL = ToGLConnectLibraries( factory );
#endif
#if defined(IS_WINDOWS_PC) && defined(SHADERAPIDX9) && !defined(RECORDING) && !defined( DX_TO_GL_ABSTRACTION )
m_pD3D = NULL;
// Attempt to create a D3D9Ex device (Windows Vista and later) if possible
bool bD3D9ExForceDisable = ( CommandLine()->FindParm( "-nod3d9ex" ) != 0 ) ||
( CommandLine()->ParmValue( "-dxlevel", 95 ) < 90 );
bool bD3D9ExAvailable = false;
if ( HMODULE hMod = ::LoadLibraryA( "d3d9.dll" ) )
{
typedef HRESULT ( WINAPI *CreateD3D9ExFunc_t )( UINT, IUnknown** );
if ( CreateD3D9ExFunc_t pfnCreateD3D9Ex = (CreateD3D9ExFunc_t) ::GetProcAddress( hMod, "Direct3DCreate9Ex" ) )
{
IUnknown *pD3D9Ex = NULL;
if ( (*pfnCreateD3D9Ex)( D3D_SDK_VERSION, &pD3D9Ex ) == S_OK && pD3D9Ex )
{
bD3D9ExAvailable = true;
if ( bD3D9ExForceDisable )
{
pD3D9Ex->Release();
}
else
{
g_ShaderDeviceUsingD3D9Ex = true;
// The following is more "correct" but incompatible with the Steam overlay:
//pD3D9Ex->QueryInterface( IID_IDirect3D9, (void**) &m_pD3D );
//pD3D9Ex->Release();
m_pD3D = static_cast< IDirect3D9* >( pD3D9Ex );
}
}
}
::FreeLibrary( hMod );
}
if ( !m_pD3D )
{
g_ShaderDeviceUsingD3D9Ex = false;
m_pD3D = Direct3DCreate9(D3D_SDK_VERSION);
}
mat_supports_d3d9ex.SetValue( bD3D9ExAvailable ? 1 : 0 );
#else
#if defined( DO_DX9_HOOK )
m_pD3D = Direct3DCreate9Hook(D3D_SDK_VERSION);
#else
m_pD3D = Direct3DCreate9(D3D_SDK_VERSION);
#endif
#endif
if ( !m_pD3D )
{
Warning( "Failed to create D3D9!\n" );
return false;
}
#if defined( PIX_INSTRUMENTATION ) && defined ( DX_TO_GL_ABSTRACTION ) && defined( _WIN32 )
// This is a little odd, but AMD PerfStudio hooks D3D9.DLL and intercepts all of the D3DPERF API's (even for OpenGL apps).
// So dynamically load d3d9.dll and get the address of these exported functions.
if ( !m_hD3D9 )
{
m_hD3D9 = LoadLibraryA("d3d9.dll");
}
if ( m_hD3D9 )
{
Plat_DebugString( "PIX_INSTRUMENTATION: Loaded d3d9.dll\n" );
printf( "PIX_INSTRUMENTATION: Loaded d3d9.dll\n" );
m_pBeginEvent = (D3DPERF_BeginEvent_FuncPtr)GetProcAddress( m_hD3D9, "D3DPERF_BeginEvent" );
m_pEndEvent = (D3DPERF_EndEvent_FuncPtr)GetProcAddress( m_hD3D9, "D3DPERF_EndEvent" );
m_pSetMarker = (D3DPERF_SetMarker_FuncPtr)GetProcAddress( m_hD3D9, "D3DPERF_SetOptions" );
m_pSetOptions = (D3DPERF_SetOptions_FuncPtr)GetProcAddress( m_hD3D9, "D3DPERF_SetMarker" );
}
#endif
// FIXME: Want this to be here, but we can't because Steam
// hasn't had it's application ID set up yet.
// InitAdapterInfo();
return true;
}
void CShaderDeviceMgrDx8::Disconnect()
{
LOCK_SHADERAPI();
#if defined( PIX_INSTRUMENTATION ) && defined ( DX_TO_GL_ABSTRACTION ) && defined( _WIN32 )
if ( m_hD3D9 )
{
m_pBeginEvent = NULL;
m_pEndEvent = NULL;
m_pSetMarker = NULL;
m_pSetOptions = NULL;
FreeLibrary( m_hD3D9 );
m_hD3D9 = NULL;
}
#endif
if ( m_pD3D )
{
m_pD3D->Release();
m_pD3D = 0;
}
#if defined ( DX_TO_GL_ABSTRACTION )
ToGLDisconnectLibraries();
#endif
BaseClass::Disconnect();
}
//-----------------------------------------------------------------------------
// Initialization
//-----------------------------------------------------------------------------
InitReturnVal_t CShaderDeviceMgrDx8::Init( )
{
// FIXME: Remove call to InitAdapterInfo once Steam startup issues are resolved.
// Do it in Connect instead.
InitAdapterInfo();
return INIT_OK;
}
//-----------------------------------------------------------------------------
// Shutdown
//-----------------------------------------------------------------------------
void CShaderDeviceMgrDx8::Shutdown( )
{
LOCK_SHADERAPI();
// FIXME: Make PIX work
// BeginPIXEvent( PIX_VALVE_ORANGE, "Shutdown" );
if ( g_pShaderAPI )
{
g_pShaderAPI->OnDeviceShutdown();
}
if ( g_pShaderDevice )
{
g_pShaderDevice->ShutdownDevice();
g_pMaterialSystemHardwareConfig = NULL;
}
// EndPIXEvent();
}
//-----------------------------------------------------------------------------
// Inline methods
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Initialize adapter information
//-----------------------------------------------------------------------------
void CShaderDeviceMgrDx8::InitAdapterInfo()
{
if ( m_bAdapterInfoIntialized )
return;
m_bAdapterInfoIntialized = true;
m_Adapters.RemoveAll();
Assert(m_pD3D);
int nCount = m_pD3D->GetAdapterCount( );
for( int i = 0; i < nCount; ++i )
{
int j = m_Adapters.AddToTail();
AdapterInfo_t &info = m_Adapters[j];
#ifdef _DEBUG
memset( &info.m_ActualCaps, 0xDD, sizeof(info.m_ActualCaps) );
#endif
info.m_ActualCaps.m_bDeviceOk = ComputeCapsFromD3D( &info.m_ActualCaps, i );
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 ) );
}
}
}
//--------------------------------------------------------------------------------
// Code to detect support for texture border color (widely supported but the caps
// bit is messed up in drivers due to a stupid WHQL test that requires this to work
// with float textures which we don't generally care about wrt this address mode)
//--------------------------------------------------------------------------------
void CShaderDeviceMgrDx8::CheckBorderColorSupport( HardwareCaps_t *pCaps, int nAdapter )
{
#ifdef DX_TO_GL_ABSTRACTION
if( true )
#else
if( IsX360() )
#endif
{
pCaps->m_bSupportsBorderColor = true;
}
else // Most PC parts do this, but let's not deal with that yet (JasonM)
{
pCaps->m_bSupportsBorderColor = false;
}
}
//--------------------------------------------------------------------------------
// Vendor-dependent code to detect support for various flavors of shadow mapping
//--------------------------------------------------------------------------------
void CShaderDeviceMgrDx8::CheckVendorDependentShadowMappingSupport( HardwareCaps_t *pCaps, int nAdapter )
{
// Set a default null texture format...may be overridden below by IHV-specific surface type
pCaps->m_NullTextureFormat = IMAGE_FORMAT_ARGB8888;
if ( m_pD3D->CheckDeviceFormat( nAdapter, DX8_DEVTYPE, D3DFMT_X8R8G8B8, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, D3DFMT_R5G6B5 ) == S_OK )
{
pCaps->m_NullTextureFormat = IMAGE_FORMAT_RGB565;
}
#if defined( _X360 )
pCaps->m_ShadowDepthTextureFormat = ReverseDepthOnX360() ? IMAGE_FORMAT_X360_DST24F : IMAGE_FORMAT_X360_DST24;
pCaps->m_bSupportsShadowDepthTextures = true;
pCaps->m_bSupportsFetch4 = false;
return;
#elif defined ( DX_TO_GL_ABSTRACTION )
// We may want to only do this on the higher-end Mac SKUs, since it's not free...
pCaps->m_ShadowDepthTextureFormat = IMAGE_FORMAT_NV_DST16; // This format shunts us down the right shader combo path
pCaps->m_bSupportsShadowDepthTextures = true;
pCaps->m_bSupportsFetch4 = false;
return;
#endif
if ( IsPC() || !IsX360() )
{
bool bToolsMode = IsWindows() && ( CommandLine()->CheckParm( "-tools" ) != NULL );
bool bFound16Bit = false;
if ( ( pCaps->m_VendorID == VENDORID_NVIDIA ) && ( pCaps->m_SupportsShaderModel_3_0 ) ) // ps_3_0 parts from nVidia
{
// First, test for null texture support
if ( m_pD3D->CheckDeviceFormat( nAdapter, DX8_DEVTYPE, D3DFMT_X8R8G8B8, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, NVFMT_NULL ) == S_OK )
{
pCaps->m_NullTextureFormat = IMAGE_FORMAT_NV_NULL;
}
//
// NVIDIA has two no-PCF formats (these are not filtering modes, but surface formats
// NVFMT_RAWZ is supported by NV4x (not supported here yet...requires a dp3 to reconstruct in shader code, which doesn't seem to work)
// NVFMT_INTZ is supported on newer chips as of G8x (just read like ATI non-fetch4 mode)
//
/*
if ( m_pD3D->CheckDeviceFormat( nAdapter, DX8_DEVTYPE, D3DFMT_X8R8G8B8, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, NVFMT_INTZ ) == S_OK )
{
pCaps->m_ShadowDepthTextureFormat = IMAGE_FORMAT_NV_INTZ;
pCaps->m_bSupportsFetch4 = false;
pCaps->m_bSupportsShadowDepthTextures = true;
return;
}
*/
if ( m_pD3D->CheckDeviceFormat( nAdapter, DX8_DEVTYPE, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_D16 ) == S_OK )
{
pCaps->m_ShadowDepthTextureFormat = IMAGE_FORMAT_NV_DST16;
pCaps->m_bSupportsFetch4 = false;
pCaps->m_bSupportsShadowDepthTextures = true;
bFound16Bit = true;
if ( !bToolsMode ) // Tools will continue on and try for 24 bit...
return;
}
if ( m_pD3D->CheckDeviceFormat( nAdapter, DX8_DEVTYPE, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_D24S8 ) == S_OK )
{
pCaps->m_ShadowDepthTextureFormat = IMAGE_FORMAT_NV_DST24;
pCaps->m_bSupportsFetch4 = false;
pCaps->m_bSupportsShadowDepthTextures = true;
return;
}
if ( bFound16Bit ) // Found 16 bit but not 24
return;
}
else if ( ( pCaps->m_VendorID == VENDORID_ATI ) && pCaps->m_SupportsPixelShaders_2_b ) // ps_2_b parts from ATI
{
// Initially, check for Fetch4 (tied to ATIFMT_D24S8 support)
pCaps->m_bSupportsFetch4 = false;
if ( m_pD3D->CheckDeviceFormat( nAdapter, DX8_DEVTYPE, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, ATIFMT_D24S8 ) == S_OK )
{
pCaps->m_bSupportsFetch4 = true;
}
if ( m_pD3D->CheckDeviceFormat( nAdapter, DX8_DEVTYPE, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, ATIFMT_D16 ) == S_OK ) // Prefer 16-bit
{
pCaps->m_ShadowDepthTextureFormat = IMAGE_FORMAT_ATI_DST16;
pCaps->m_bSupportsShadowDepthTextures = true;
bFound16Bit = true;
if ( !bToolsMode ) // Tools will continue on and try for 24 bit...
return;
}
if ( m_pD3D->CheckDeviceFormat( nAdapter, DX8_DEVTYPE, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, ATIFMT_D24S8 ) == S_OK )
{
pCaps->m_ShadowDepthTextureFormat = IMAGE_FORMAT_ATI_DST24;
pCaps->m_bSupportsShadowDepthTextures = true;
return;
}
if ( bFound16Bit ) // Found 16 bit but not 24
return;
}
}
// Other vendor or old hardware
pCaps->m_ShadowDepthTextureFormat = IMAGE_FORMAT_UNKNOWN;
pCaps->m_bSupportsShadowDepthTextures = false;
pCaps->m_bSupportsFetch4 = false;
}
//-----------------------------------------------------------------------------
// Vendor-dependent code to detect Alpha To Coverage Backdoors
//-----------------------------------------------------------------------------
void CShaderDeviceMgrDx8::CheckVendorDependentAlphaToCoverage( HardwareCaps_t *pCaps, int nAdapter )
{
pCaps->m_bSupportsAlphaToCoverage = false;
// Bail out on OpenGL
#ifdef DX_TO_GL_ABSTRACTION
pCaps->m_bSupportsAlphaToCoverage = true;
pCaps->m_AlphaToCoverageEnableValue = TRUE;
pCaps->m_AlphaToCoverageDisableValue = FALSE;
pCaps->m_AlphaToCoverageState = D3DRS_ADAPTIVETESS_Y; // Just match the NVIDIA state hackery
return;
#endif
if ( pCaps->m_nDXSupportLevel < 90 )
return;
#ifdef _X360
{
pCaps->m_bSupportsAlphaToCoverage = true;
pCaps->m_AlphaToCoverageEnableValue = TRUE;
pCaps->m_AlphaToCoverageDisableValue = FALSE;
pCaps->m_AlphaToCoverageState = D3DRS_ALPHATOMASKENABLE;
return;
}
#endif // _X360
if ( pCaps->m_VendorID == VENDORID_NVIDIA )
{
// nVidia has two modes...assume SSAA is superior to MSAA and hence more desirable (though it's probably not)
//
// Currently, they only seem to expose any of this on 7800 and up though older parts certainly
// support at least the MSAA mode since they support it on OpenGL via the arb_multisample extension
bool bNVIDIA_MSAA = false;
bool bNVIDIA_SSAA = false;
if ( m_pD3D->CheckDeviceFormat( nAdapter, DX8_DEVTYPE, // Check MSAA version
D3DFMT_X8R8G8B8, 0, D3DRTYPE_SURFACE,
(D3DFORMAT)MAKEFOURCC('A', 'T', 'O', 'C')) == S_OK )
{
bNVIDIA_MSAA = true;
}
if ( m_pD3D->CheckDeviceFormat( nAdapter, DX8_DEVTYPE, // Check SSAA version
D3DFMT_X8R8G8B8, 0, D3DRTYPE_SURFACE,
(D3DFORMAT)MAKEFOURCC('S', 'S', 'A', 'A')) == S_OK )
{
bNVIDIA_SSAA = true;
}
// nVidia pitches SSAA but we prefer ATOC
if ( bNVIDIA_MSAA )// || bNVIDIA_SSAA )
{
// if ( bNVIDIA_SSAA )
// m_AlphaToCoverageEnableValue = MAKEFOURCC('S', 'S', 'A', 'A');
// else
pCaps->m_AlphaToCoverageEnableValue = MAKEFOURCC('A', 'T', 'O', 'C');
pCaps->m_AlphaToCoverageState = D3DRS_ADAPTIVETESS_Y;
pCaps->m_AlphaToCoverageDisableValue = (DWORD)D3DFMT_UNKNOWN;
pCaps->m_bSupportsAlphaToCoverage = true;
return;
}
}
else if ( pCaps->m_VendorID == VENDORID_ATI )
{
// Supported on all ATI parts...just go ahead and set the state when appropriate
pCaps->m_AlphaToCoverageState = D3DRS_POINTSIZE;
pCaps->m_AlphaToCoverageEnableValue = MAKEFOURCC('A','2','M','1');
pCaps->m_AlphaToCoverageDisableValue = MAKEFOURCC('A','2','M','0');
pCaps->m_bSupportsAlphaToCoverage = true;
return;
}
}
ConVar mat_hdr_level( "mat_hdr_level", "2", FCVAR_ARCHIVE );
ConVar mat_slopescaledepthbias_shadowmap( "mat_slopescaledepthbias_shadowmap", "16", FCVAR_CHEAT );
#ifdef DX_TO_GL_ABSTRACTION
ConVar mat_depthbias_shadowmap( "mat_depthbias_shadowmap", "40", FCVAR_CHEAT );
5 years ago
#else
ConVar mat_depthbias_shadowmap( "mat_depthbias_shadowmap", "0.0005", FCVAR_CHEAT );
#endif
// For testing Fast Clip
ConVar mat_fastclip( "mat_fastclip", "0", FCVAR_CHEAT );
//-----------------------------------------------------------------------------
// Determine capabilities
//-----------------------------------------------------------------------------
bool CShaderDeviceMgrDx8::ComputeCapsFromD3D( HardwareCaps_t *pCaps, int nAdapter )
{
D3DCAPS caps;
D3DADAPTER_IDENTIFIER9 ident;
HRESULT hr;
// NOTE: When getting the caps, we want to be limited by the hardware
// even if we're running with software T&L...
hr = m_pD3D->GetDeviceCaps( nAdapter, DX8_DEVTYPE, &caps );
if ( FAILED( hr ) )
return false;
hr = m_pD3D->GetAdapterIdentifier( nAdapter, D3DENUM_WHQL_LEVEL, &ident );
if ( FAILED( hr ) )
return false;
if ( IsOpenGL() )
{
if ( !ident.DeviceId && !ident.VendorId )
{
ident.DeviceId = 1; // fake default device/vendor ID for OpenGL
ident.VendorId = 1;
}
}
// Intended for debugging only
if ( CommandLine()->CheckParm( "-force_device_id" ) )
{
const char *pDevID = CommandLine()->ParmValue( "-force_device_id", "" );
if ( pDevID )
{
int nDevID = V_atoi( pDevID ); // use V_atoi for hex support
if ( nDevID > 0 )
{
ident.DeviceId = nDevID;
}
}
}
// Intended for debugging only
if ( CommandLine()->CheckParm( "-force_vendor_id" ) )
{
const char *pVendorID = CommandLine()->ParmValue( "-force_vendor_id", "" );
if ( pVendorID )
{
int nVendorID = V_atoi( pVendorID ); // use V_atoi for hex support
if ( pVendorID )
5 years ago
ident.VendorId = nVendorID;
}
}
Q_strncpy( pCaps->m_pDriverName, ident.Description, MATERIAL_ADAPTER_NAME_LENGTH );
pCaps->m_VendorID = ident.VendorId;
pCaps->m_DeviceID = ident.DeviceId;
pCaps->m_SubSysID = ident.SubSysId;
pCaps->m_Revision = ident.Revision;
pCaps->m_nDriverVersionHigh = ident.DriverVersion.HighPart;
pCaps->m_nDriverVersionLow = ident.DriverVersion.LowPart;
pCaps->m_pShaderDLL[0] = 0;
pCaps->m_nMaxViewports = 1;
pCaps->m_PreferDynamicTextures = ( caps.Caps2 & D3DCAPS2_DYNAMICTEXTURES ) ? 1 : 0;
pCaps->m_HasProjectedBumpEnv = ( caps.TextureCaps & D3DPTEXTURECAPS_NOPROJECTEDBUMPENV ) == 0;
pCaps->m_HasSetDeviceGammaRamp = (caps.Caps2 & D3DCAPS2_CANCALIBRATEGAMMA) != 0;
pCaps->m_SupportsVertexShaders = ((caps.VertexShaderVersion >> 8) & 0xFF) >= 1;
pCaps->m_SupportsPixelShaders = ((caps.PixelShaderVersion >> 8) & 0xFF) >= 1;
pCaps->m_bScissorSupported = ( caps.RasterCaps & D3DPRASTERCAPS_SCISSORTEST ) != 0;
#if defined( DX8_COMPATABILITY_MODE )
pCaps->m_SupportsPixelShaders_1_4 = false;
pCaps->m_SupportsPixelShaders_2_0 = false;
pCaps->m_SupportsPixelShaders_2_b = false;
pCaps->m_SupportsVertexShaders_2_0 = false;
pCaps->m_SupportsShaderModel_3_0 = false;
pCaps->m_SupportsMipmappedCubemaps = false;
#else
pCaps->m_SupportsPixelShaders_1_4 = ( caps.PixelShaderVersion & 0xffff ) >= 0x0104;
pCaps->m_SupportsPixelShaders_2_0 = ( caps.PixelShaderVersion & 0xffff ) >= 0x0200;
pCaps->m_SupportsPixelShaders_2_b = ( ( caps.PixelShaderVersion & 0xffff ) >= 0x0200) && (caps.PS20Caps.NumInstructionSlots >= 512); // More caps to this, but this will do
pCaps->m_SupportsVertexShaders_2_0 = ( caps.VertexShaderVersion & 0xffff ) >= 0x0200;
pCaps->m_SupportsShaderModel_3_0 = ( caps.PixelShaderVersion & 0xffff ) >= 0x0300;
pCaps->m_SupportsMipmappedCubemaps = ( caps.TextureCaps & D3DPTEXTURECAPS_MIPCUBEMAP ) ? true : false;
#endif
// Slam this off for OpenGL
if ( IsOpenGL() )
{
pCaps->m_SupportsShaderModel_3_0 = false;
}
// Slam 3.0 shaders off for Intel
if ( pCaps->m_VendorID == VENDORID_INTEL )
{
pCaps->m_SupportsShaderModel_3_0 = false;
}
pCaps->m_MaxVertexShader30InstructionSlots = 0;
pCaps->m_MaxPixelShader30InstructionSlots = 0;
if ( pCaps->m_SupportsShaderModel_3_0 )
{
pCaps->m_MaxVertexShader30InstructionSlots = caps.MaxVertexShader30InstructionSlots;
pCaps->m_MaxPixelShader30InstructionSlots = caps.MaxPixelShader30InstructionSlots;
}
if( CommandLine()->CheckParm( "-nops2b" ) )
{
pCaps->m_SupportsPixelShaders_2_b = false;
}
pCaps->m_bSoftwareVertexProcessing = false;
if ( IsWindows() && CommandLine()->CheckParm( "-mat_softwaretl" ) )
{
pCaps->m_bSoftwareVertexProcessing = true;
}
if ( IsWindows() && !( caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT ) )
{
// no hardware t&l. . use software
pCaps->m_bSoftwareVertexProcessing = true;
}
// Set mat_forcedynamic if software vertex processing since the software vp pipe has
// problems with sparse vertex buffers (it transforms the whole thing.)
if ( pCaps->m_bSoftwareVertexProcessing )
{
mat_forcedynamic.SetValue( 1 );
}
if ( pCaps->m_bSoftwareVertexProcessing )
{
pCaps->m_SupportsVertexShaders = true;
pCaps->m_SupportsVertexShaders_2_0 = true;
}
#ifdef OSX
// Static control flow is disabled by default on OSX (the Mac version of togl has known bugs preventing this path from working properly that we've fixed in togl linux/win)
pCaps->m_bSupportsStaticControlFlow = CommandLine()->CheckParm( "-glslcontrolflow" ) != NULL;
#else
pCaps->m_bSupportsStaticControlFlow = !CommandLine()->CheckParm( "-noglslcontrolflow" );
#endif
// NOTE: Texture stages is a fixed-function concept
// NOTE: Normally, the number of texture units == the number of texture
// stages except for NVidia hardware, which reports more stages than units.
// The reason for this is because they expose the inner hardware pixel
// pipeline through the extra stages. The only thing we use stages for
// in the hardware is for configuring the color + alpha args + ops.
pCaps->m_NumSamplers = caps.MaxSimultaneousTextures;
pCaps->m_NumTextureStages = caps.MaxTextureBlendStages;
if ( pCaps->m_SupportsPixelShaders_2_0 )
{
pCaps->m_NumSamplers = 16;
}
else
{
Assert( pCaps->m_NumSamplers <= pCaps->m_NumTextureStages );
}
// Clamp
pCaps->m_NumSamplers = min( pCaps->m_NumSamplers, (int)MAX_SAMPLERS );
pCaps->m_NumTextureStages = min( pCaps->m_NumTextureStages, (int)MAX_TEXTURE_STAGES );
if ( D3DSupportsCompressedTextures() )
{
pCaps->m_SupportsCompressedTextures = COMPRESSED_TEXTURES_ON;
}
else
{
pCaps->m_SupportsCompressedTextures = COMPRESSED_TEXTURES_OFF;
}
pCaps->m_bSupportsAnisotropicFiltering = (caps.TextureFilterCaps & D3DPTFILTERCAPS_MINFANISOTROPIC) != 0;
pCaps->m_bSupportsMagAnisotropicFiltering = (caps.TextureFilterCaps & D3DPTFILTERCAPS_MAGFANISOTROPIC) != 0;
// OpenGL does not support this--at least not on OSX which is the primary GL target, so just don't use that path on GL at all.
#if !defined( DX_TO_GL_ABSTRACTION )
pCaps->m_bCanStretchRectFromTextures = ( ( caps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES ) != 0 ) && ( pCaps->m_VendorID != VENDORID_INTEL );
#else
pCaps->m_bCanStretchRectFromTextures = false;
#endif
pCaps->m_nMaxAnisotropy = pCaps->m_bSupportsAnisotropicFiltering ? caps.MaxAnisotropy : 1;
pCaps->m_SupportsCubeMaps = ( caps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP ) ? true : false;
pCaps->m_SupportsNonPow2Textures =
( !( caps.TextureCaps & D3DPTEXTURECAPS_POW2 ) ||
( caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL ) );
Assert( caps.TextureCaps & D3DPTEXTURECAPS_PROJECTED );
if ( pCaps->m_bSoftwareVertexProcessing )
{
// This should be pushed down based on pixel shaders.
pCaps->m_NumVertexShaderConstants = 256;
pCaps->m_NumBooleanVertexShaderConstants = pCaps->m_SupportsPixelShaders_2_0 ? 16 : 0; // 2.0 parts have 16 bool vs registers
pCaps->m_NumBooleanPixelShaderConstants = pCaps->m_SupportsPixelShaders_2_0 ? 16 : 0; // 2.0 parts have 16 bool ps registers
pCaps->m_NumIntegerVertexShaderConstants = pCaps->m_SupportsPixelShaders_2_0 ? 16 : 0; // 2.0 parts have 16 bool vs registers
pCaps->m_NumIntegerPixelShaderConstants = pCaps->m_SupportsPixelShaders_2_0 ? 16 : 0; // 2.0 parts have 16 bool ps registers
}
else
{
pCaps->m_NumVertexShaderConstants = caps.MaxVertexShaderConst;
if ( CommandLine()->FindParm( "-limitvsconst" ) )
{
pCaps->m_NumVertexShaderConstants = min( 256, pCaps->m_NumVertexShaderConstants );
}
pCaps->m_NumBooleanVertexShaderConstants = pCaps->m_SupportsPixelShaders_2_0 ? 16 : 0; // 2.0 parts have 16 bool vs registers
pCaps->m_NumBooleanPixelShaderConstants = pCaps->m_SupportsPixelShaders_2_0 ? 16 : 0; // 2.0 parts have 16 bool ps registers
// This is a little misleading...this is really 16 int4 registers
pCaps->m_NumIntegerVertexShaderConstants = pCaps->m_SupportsPixelShaders_2_0 ? 16 : 0; // 2.0 parts have 16 bool vs registers
pCaps->m_NumIntegerPixelShaderConstants = pCaps->m_SupportsPixelShaders_2_0 ? 16 : 0; // 2.0 parts have 16 bool ps registers
}
if ( pCaps->m_SupportsPixelShaders )
{
if ( pCaps->m_SupportsPixelShaders_2_0 )
{
pCaps->m_NumPixelShaderConstants = 32;
}
else
{
pCaps->m_NumPixelShaderConstants = 8;
}
}
else
{
pCaps->m_NumPixelShaderConstants = 0;
}
pCaps->m_SupportsHardwareLighting = (caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) != 0;
pCaps->m_MaxNumLights = caps.MaxActiveLights;
if ( pCaps->m_MaxNumLights > MAX_NUM_LIGHTS )
{
pCaps->m_MaxNumLights = MAX_NUM_LIGHTS;
}
if ( IsOpenGL() )
{
// Set according to control flow bit on OpenGL
pCaps->m_MaxNumLights = MIN( pCaps->m_MaxNumLights, ( pCaps->m_bSupportsStaticControlFlow && pCaps->m_SupportsPixelShaders_2_b ) ? MAX_NUM_LIGHTS : ( MAX_NUM_LIGHTS - 2 ) );
}
if ( pCaps->m_bSoftwareVertexProcessing )
{
pCaps->m_SupportsHardwareLighting = true;
pCaps->m_MaxNumLights = 2;
}
pCaps->m_MaxTextureWidth = caps.MaxTextureWidth;
pCaps->m_MaxTextureHeight = caps.MaxTextureHeight;
pCaps->m_MaxTextureDepth = caps.MaxVolumeExtent ? caps.MaxVolumeExtent : 1;
pCaps->m_MaxTextureAspectRatio = caps.MaxTextureAspectRatio;
if ( pCaps->m_MaxTextureAspectRatio == 0 )
{
pCaps->m_MaxTextureAspectRatio = max( pCaps->m_MaxTextureWidth, pCaps->m_MaxTextureHeight);
}
pCaps->m_MaxPrimitiveCount = caps.MaxPrimitiveCount;
pCaps->m_MaxBlendMatrices = caps.MaxVertexBlendMatrices;
pCaps->m_MaxBlendMatrixIndices = caps.MaxVertexBlendMatrixIndex;
bool addSupported = (caps.TextureOpCaps & D3DTEXOPCAPS_ADD) != 0;
bool modSupported = (caps.TextureOpCaps & D3DTEXOPCAPS_MODULATE2X) != 0;
pCaps->m_bNeedsATICentroidHack = false;
pCaps->m_bDisableShaderOptimizations = false;
pCaps->m_SupportsMipmapping = true;
pCaps->m_SupportsOverbright = true;
// Thank you to all you driver writers who actually correctly return caps
if ( !modSupported || !addSupported )
{
Assert( 0 );
pCaps->m_SupportsOverbright = false;
}
// Check if ZBias and SlopeScaleDepthBias are supported. .if not, tweak the projection matrix instead
// for polyoffset.
pCaps->m_ZBiasAndSlopeScaledDepthBiasSupported =
( ( caps.RasterCaps & D3DPRASTERCAPS_DEPTHBIAS) != 0 ) &&
( ( caps.RasterCaps & D3DPRASTERCAPS_SLOPESCALEDEPTHBIAS ) != 0 );
if ( IsX360() )
{
// driver lies, force it
pCaps->m_ZBiasAndSlopeScaledDepthBiasSupported = true;
}
// Spheremapping supported?
pCaps->m_bSupportsSpheremapping = (caps.VertexProcessingCaps & D3DVTXPCAPS_TEXGEN_SPHEREMAP) != 0;
// How many user clip planes?
pCaps->m_MaxUserClipPlanes = caps.MaxUserClipPlanes;
if ( CommandLine()->CheckParm( "-nouserclip" ) /* || (IsOpenGL() && (!CommandLine()->FindParm("-glslmode"))) || r_emulategl.GetBool() */ )
{
// rbarris 03Feb10: this now ignores POSIX / -glslmode / r_emulategl because we're defaulting GLSL mode "on".
// so this will mean that the engine will always ask for user clip planes.
// this will misbehave under ARB mode, since ARB shaders won't respect that state.
// it's difficult to make this fluid without teaching the engine about a cap that could change during run.
pCaps->m_MaxUserClipPlanes = 0;
}
if ( pCaps->m_MaxUserClipPlanes > MAXUSERCLIPPLANES )
{
pCaps->m_MaxUserClipPlanes = MAXUSERCLIPPLANES;
}
pCaps->m_FakeSRGBWrite = false;
pCaps->m_CanDoSRGBReadFromRTs = true;
pCaps->m_bSupportsGLMixedSizeTargets = false;
#ifdef DX_TO_GL_ABSTRACTION
// using #if because we're referencing fields in the RHS which don't exist in Windows headers for the caps9 struct
pCaps->m_FakeSRGBWrite = caps.FakeSRGBWrite != 0;
pCaps->m_CanDoSRGBReadFromRTs = caps.CanDoSRGBReadFromRTs != 0;
pCaps->m_bSupportsGLMixedSizeTargets = caps.MixedSizeTargets != 0;
#endif
// Query for SRGB support as needed for our DX 9 stuff
if ( IsPC() || !IsX360() )
{
pCaps->m_SupportsSRGB = ( D3D()->CheckDeviceFormat( nAdapter, DX8_DEVTYPE, D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_SRGBREAD, D3DRTYPE_TEXTURE, D3DFMT_DXT1 ) == S_OK);
if ( pCaps->m_SupportsSRGB )
{
pCaps->m_SupportsSRGB = ( D3D()->CheckDeviceFormat( nAdapter, DX8_DEVTYPE, D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_SRGBREAD | D3DUSAGE_QUERY_SRGBWRITE, D3DRTYPE_TEXTURE, D3DFMT_A8R8G8B8 ) == S_OK);
}
}
else
{
// 360 does support it, but is queried in the wrong manner, so force it
pCaps->m_SupportsSRGB = true;
}
if ( CommandLine()->CheckParm( "-nosrgb" ) )
{
pCaps->m_SupportsSRGB = false;
}
pCaps->m_bSupportsVertexTextures = ( D3D()->CheckDeviceFormat( nAdapter, DX8_DEVTYPE, D3DFMT_X8R8G8B8,
D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R32F ) == S_OK );
if ( IsOpenGL() )
{
pCaps->m_bSupportsVertexTextures = false;
}
// FIXME: vs30 has a fixed setting here at 4.
// Future hardware will need some other way of computing this.
pCaps->m_nVertexTextureCount = pCaps->m_bSupportsVertexTextures ? 4 : 0;
// FIXME: How do I actually compute this?
pCaps->m_nMaxVertexTextureDimension = pCaps->m_bSupportsVertexTextures ? 4096 : 0;
// Does the device support filterable int16 textures?
bool bSupportsInteger16Textures =
( D3D()->CheckDeviceFormat( nAdapter, DX8_DEVTYPE,
D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_FILTER,
D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16 ) == S_OK );
// Does the device support filterable fp16 textures?
bool bSupportsFloat16Textures =
( D3D()->CheckDeviceFormat( nAdapter, DX8_DEVTYPE,
D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_FILTER,
D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F ) == S_OK );
// Does the device support blendable fp16 render targets?
bool bSupportsFloat16RenderTargets =
( D3D()->CheckDeviceFormat( nAdapter, DX8_DEVTYPE,
D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING | D3DUSAGE_RENDERTARGET,
D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F ) == S_OK );
// Essentially a proxy for a DX10 device running DX9 code path
pCaps->m_bSupportsFloat32RenderTargets = ( D3D()->CheckDeviceFormat( nAdapter, DX8_DEVTYPE,
D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING | D3DUSAGE_RENDERTARGET,
D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F ) == S_OK );
pCaps->m_bFogColorSpecifiedInLinearSpace = false;
pCaps->m_bFogColorAlwaysLinearSpace = false;
// Assume not DX10. Check below.
pCaps->m_bDX10Card = false;
pCaps->m_bDX10Blending = false;
if ( IsOpenGL() && ( pCaps->m_VendorID == 1 ) )
{
// Linux/Win OpenGL - always assume the device supports DX10 style blending
pCaps->m_bFogColorAlwaysLinearSpace = true;
pCaps->m_bDX10Card = true;
pCaps->m_bDX10Blending = true;
}
// NVidia wants fog color to be specified in linear space
if ( IsPC() && pCaps->m_SupportsSRGB )
{
if ( pCaps->m_VendorID == VENDORID_NVIDIA )
{
pCaps->m_bFogColorSpecifiedInLinearSpace = true;
if ( IsOpenGL() )
{
// If we're not the Quadro 4500 or GeForce 7x000, we're an NVIDIA DX10 part on MacOS
if ( !( (pCaps->m_DeviceID == 0x009d) || ( (pCaps->m_DeviceID >= 0x0391) && (pCaps->m_DeviceID <= 0x0395) ) ) )
{
pCaps->m_bFogColorAlwaysLinearSpace = true;
pCaps->m_bDX10Card = true;
pCaps->m_bDX10Blending = true;
}
}
else
{
// On G80 and later, always specify in linear space
if ( pCaps->m_bSupportsFloat32RenderTargets )
{
pCaps->m_bFogColorAlwaysLinearSpace = true;
pCaps->m_bDX10Card = true;
pCaps->m_bDX10Blending = true;
}
}
}
else if ( pCaps->m_VendorID == VENDORID_ATI )
{
if ( IsOpenGL() )
{
// If we're not a Radeon X1x00 (device IDs in this range), we're a DX10 chip
if ( !( (pCaps->m_DeviceID >= 0x7109) && (pCaps->m_DeviceID <= 0x7291) ) )
{
pCaps->m_bFogColorSpecifiedInLinearSpace = true;
pCaps->m_bFogColorAlwaysLinearSpace = true;
pCaps->m_bDX10Card = true;
pCaps->m_bDX10Blending = true;
}
}
else
{
// Check for DX10 part
pCaps->m_bDX10Card = pCaps->m_SupportsShaderModel_3_0 &&
( pCaps->m_MaxVertexShader30InstructionSlots > 1024 ) &&
( pCaps->m_MaxPixelShader30InstructionSlots > 512 ) ;
// On ATI, DX10 card means DX10 blending
pCaps->m_bDX10Blending = pCaps->m_bDX10Card;
if( pCaps->m_bDX10Blending )
{
pCaps->m_bFogColorSpecifiedInLinearSpace = true;
pCaps->m_bFogColorAlwaysLinearSpace = true;
}
}
}
else if ( pCaps->m_VendorID == VENDORID_INTEL )
{
// Intel does not have performant vertex textures
pCaps->m_bDX10Card = false;
// Intel supports DX10 SRGB on Broadwater and better
// The two checks are for devices from GMA generation (0x29A2-0x2A43) and HD graphics (0x0042-0x2500)
pCaps->m_bDX10Blending = ( ( pCaps->m_DeviceID >= 0x29A2 ) && ( pCaps->m_DeviceID <= 0x2A43 ) ) ||
( ( pCaps->m_DeviceID >= 0x0042 ) && ( pCaps->m_DeviceID <= 0x2500 ) );
if( pCaps->m_bDX10Blending )
{
pCaps->m_bFogColorSpecifiedInLinearSpace = true;
pCaps->m_bFogColorAlwaysLinearSpace = true;
}
}
}
#ifdef TOGLES
bSupportsInteger16Textures = caps.SupportInt16Format;
#endif
5 years ago
// Do we have everything necessary to run with integer HDR? Note that
// even if we don't support integer 16-bit/component textures, we
// can still run in this mode if fp16 textures are supported.
bool bSupportsIntegerHDR = pCaps->m_SupportsPixelShaders_2_0 &&
pCaps->m_SupportsVertexShaders_2_0 &&
// (caps.Caps3 & D3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD) &&
// (caps.PrimitiveMiscCaps & D3DPMISCCAPS_SEPARATEALPHABLEND) &&
bSupportsInteger16Textures &&
5 years ago
pCaps->m_SupportsSRGB;
// Do we have everything necessary to run with float HDR?
bool bSupportsFloatHDR = pCaps->m_SupportsShaderModel_3_0 &&
// (caps.Caps3 & D3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD) &&
// (caps.PrimitiveMiscCaps & D3DPMISCCAPS_SEPARATEALPHABLEND) &&
bSupportsFloat16Textures &&
bSupportsFloat16RenderTargets &&
pCaps->m_SupportsSRGB &&
!IsX360();
pCaps->m_MaxHDRType = HDR_TYPE_NONE;
if ( bSupportsFloatHDR )
pCaps->m_MaxHDRType = HDR_TYPE_FLOAT;
else
if ( bSupportsIntegerHDR )
pCaps->m_MaxHDRType = HDR_TYPE_INTEGER;
5 years ago
if ( bSupportsFloatHDR && ( mat_hdr_level.GetInt() == 3 ) )
{
pCaps->m_HDRType = HDR_TYPE_FLOAT;
}
else if ( bSupportsIntegerHDR )
{
pCaps->m_HDRType = HDR_TYPE_INTEGER;
}
else
{
pCaps->m_HDRType = HDR_TYPE_NONE;
}
pCaps->m_bColorOnSecondStream = caps.MaxStreams > 1;
pCaps->m_bSupportsStreamOffset = ( ( caps.DevCaps2 & D3DDEVCAPS2_STREAMOFFSET ) && // Tie these caps together since we want to filter out
pCaps->m_SupportsPixelShaders_2_0 ); // any DX8 parts which export D3DDEVCAPS2_STREAMOFFSET
pCaps->m_flMinGammaControlPoint = 0.0f;
pCaps->m_flMaxGammaControlPoint = 65535.0f;
pCaps->m_nGammaControlPointCount = 256;
// Compute the effective DX support level based on all the other caps
ComputeDXSupportLevel( *pCaps );
int nCmdlineMaxDXLevel = CommandLine()->ParmValue( "-maxdxlevel", 0 );
if ( IsOpenGL() && ( nCmdlineMaxDXLevel > 0 ) )
{
// Prevent customers from slamming us below DX level 90 in OpenGL mode.
nCmdlineMaxDXLevel = MAX( nCmdlineMaxDXLevel, 90 );
}
if( nCmdlineMaxDXLevel > 0 )
{
pCaps->m_nMaxDXSupportLevel = min( pCaps->m_nMaxDXSupportLevel, nCmdlineMaxDXLevel );
}
pCaps->m_nDXSupportLevel = pCaps->m_nMaxDXSupportLevel;
int nModelIndex = pCaps->m_nDXSupportLevel < 90 ? VERTEX_SHADER_MODEL - 10 : VERTEX_SHADER_MODEL;
pCaps->m_MaxVertexShaderBlendMatrices = (pCaps->m_NumVertexShaderConstants - nModelIndex) / 3;
if ( pCaps->m_MaxVertexShaderBlendMatrices > NUM_MODEL_TRANSFORMS )
{
pCaps->m_MaxVertexShaderBlendMatrices = NUM_MODEL_TRANSFORMS;
}
CheckBorderColorSupport( pCaps, nAdapter );
// This may get more complex if we start using multiple flavors of compressed vertex - for now it's "on or off"
pCaps->m_SupportsCompressedVertices = ( pCaps->m_nDXSupportLevel >= 90 ) && ( pCaps->m_CanDoSRGBReadFromRTs ) ? VERTEX_COMPRESSION_ON : VERTEX_COMPRESSION_NONE;
if ( CommandLine()->CheckParm( "-no_compressed_verts" ) ) // m_CanDoSRGBReadFromRTs limits us to Snow Leopard or later on OSX
{
pCaps->m_SupportsCompressedVertices = VERTEX_COMPRESSION_NONE;
}
// Various vendor-dependent checks...
CheckVendorDependentAlphaToCoverage( pCaps, nAdapter );
CheckVendorDependentShadowMappingSupport( pCaps, nAdapter );
// If we're not on a 3.0 part, these values are more appropriate (X800 & X850 parts from ATI do shadow mapping but not 3.0 )
if ( !IsOpenGL() )
{
if ( !pCaps->m_SupportsShaderModel_3_0 )
{
mat_slopescaledepthbias_shadowmap.SetValue( 5.9f );
mat_depthbias_shadowmap.SetValue( 0.003f );
}
}
if( pCaps->m_MaxUserClipPlanes == 0 )
{
pCaps->m_UseFastClipping = true;
}
pCaps->m_MaxSimultaneousRenderTargets = caps.NumSimultaneousRTs;
return true;
}
//-----------------------------------------------------------------------------
// Compute the effective DX support level based on all the other caps
//-----------------------------------------------------------------------------
void CShaderDeviceMgrDx8::ComputeDXSupportLevel( HardwareCaps_t &caps )
{
// NOTE: Support level is actually DX level * 10 + subversion
// So, 70 = DX7, 80 = DX8, 81 = DX8 w/ 1.4 pixel shaders
// 90 = DX9 w/ 2.0 pixel shaders
// 95 = DX9 w/ 3.0 pixel shaders and vertex textures
// 98 = DX9 XBox360
// NOTE: 82 = NVidia nv3x cards, which can't run dx9 fast
// FIXME: Improve this!! There should be a whole list of features
// we require in order to be considered a DX7 board, DX8 board, etc.
if ( IsX360() )
{
caps.m_nMaxDXSupportLevel = 98;
return;
}
bool bIsOpenGL = IsOpenGL();
if ( caps.m_SupportsShaderModel_3_0 && !bIsOpenGL ) // Note that we don't tie vertex textures to 30 shaders anymore
{
caps.m_nMaxDXSupportLevel = 95;
return;
}
// NOTE: sRGB is currently required for DX90 because it isn't doing
// gamma correctly if that feature doesn't exist
if ( caps.m_SupportsVertexShaders_2_0 && caps.m_SupportsPixelShaders_2_0 && caps.m_SupportsSRGB )
{
caps.m_nMaxDXSupportLevel = 90;
return;
}
if ( caps.m_SupportsPixelShaders && caps.m_SupportsVertexShaders )// && caps.m_bColorOnSecondStream)
{
if (caps.m_SupportsPixelShaders_1_4)
{
caps.m_nMaxDXSupportLevel = 81;
return;
}
caps.m_nMaxDXSupportLevel = 80;
return;
}
if( caps.m_SupportsCubeMaps && ( caps.m_MaxBlendMatrices >= 2 ) )
{
caps.m_nMaxDXSupportLevel = 70;
return;
}
if ( ( caps.m_NumSamplers >= 2) && caps.m_SupportsMipmapping )
{
caps.m_nMaxDXSupportLevel = 60;
return;
}
Assert( 0 );
// we don't support this!
caps.m_nMaxDXSupportLevel = 50;
}
//-----------------------------------------------------------------------------
// Gets the number of adapters...
//-----------------------------------------------------------------------------
int CShaderDeviceMgrDx8::GetAdapterCount() const
{
// FIXME: Remove call to InitAdapterInfo once Steam startup issues are resolved.
const_cast<CShaderDeviceMgrDx8*>( this )->InitAdapterInfo();
return m_Adapters.Count();
}
//-----------------------------------------------------------------------------
// Returns info about each adapter
//-----------------------------------------------------------------------------
void CShaderDeviceMgrDx8::GetAdapterInfo( int nAdapter, MaterialAdapterInfo_t& info ) const
{
// FIXME: Remove call to InitAdapterInfo once Steam startup issues are resolved.
const_cast<CShaderDeviceMgrDx8*>( this )->InitAdapterInfo();
Assert( ( nAdapter >= 0 ) && ( nAdapter < m_Adapters.Count() ) );
const HardwareCaps_t &caps = m_Adapters[ nAdapter ].m_ActualCaps;
memcpy( &info, &caps, sizeof(MaterialAdapterInfo_t) );
}
//-----------------------------------------------------------------------------
// Sets the adapter
//-----------------------------------------------------------------------------
bool CShaderDeviceMgrDx8::SetAdapter( int nAdapter, int nAdapterFlags )
{
LOCK_SHADERAPI();
// FIXME:
// g_pShaderDeviceDx8->m_bReadPixelsEnabled = (nAdapterFlags & MATERIAL_INIT_READ_PIXELS_ENABLED) != 0;
// Set up hardware information for this adapter...
g_pShaderDeviceDx8->m_DeviceType = (nAdapterFlags & MATERIAL_INIT_REFERENCE_RASTERIZER) ?
D3DDEVTYPE_REF : D3DDEVTYPE_HAL;
g_pShaderDeviceDx8->m_DisplayAdapter = nAdapter;
if ( g_pShaderDeviceDx8->m_DisplayAdapter >= (UINT)GetAdapterCount() )
{
g_pShaderDeviceDx8->m_DisplayAdapter = 0;
}
#ifdef NVPERFHUD
// hack for nvperfhud
g_pShaderDeviceDx8->m_DisplayAdapter = m_pD3D->GetAdapterCount() - 1;
g_pShaderDeviceDx8->m_DeviceType = D3DDEVTYPE_REF;
#endif
// backward compat
if ( !g_pShaderDeviceDx8->OnAdapterSet() )
return false;
// if ( !g_pShaderDeviceDx8->Init() )
// {
// Warning( "Unable to initialize dx8 device!\n" );
// return false;
// }
g_pShaderDevice = g_pShaderDeviceDx8;
return true;
}
//-----------------------------------------------------------------------------
// Returns the number of modes
//-----------------------------------------------------------------------------
int CShaderDeviceMgrDx8::GetModeCount( int nAdapter ) const
{
LOCK_SHADERAPI();
Assert( m_pD3D && (nAdapter < GetAdapterCount() ) );
#if !defined( _X360 )
// fixme - what format should I use here?
return m_pD3D->GetAdapterModeCount( nAdapter, D3DFMT_X8R8G8B8 );
#else
return 1; // Only one mode, which is the current mode set in the 360 dashboard. Going to fill it in with exactly what the 360 is set to.
#endif
}
//-----------------------------------------------------------------------------
// Returns mode information..
//-----------------------------------------------------------------------------
void CShaderDeviceMgrDx8::GetModeInfo( ShaderDisplayMode_t* pInfo, int nAdapter, int nMode ) const
{
Assert( pInfo->m_nVersion == SHADER_DISPLAY_MODE_VERSION );
LOCK_SHADERAPI();
Assert( m_pD3D && (nAdapter < GetAdapterCount() ) );
Assert( nMode < GetModeCount( nAdapter ) );
#if !defined( _X360 )
HRESULT hr;
D3DDISPLAYMODE d3dInfo;
// fixme - what format should I use here?
hr = D3D()->EnumAdapterModes( nAdapter, D3DFMT_X8R8G8B8, nMode, &d3dInfo );
Assert( !FAILED(hr) );
pInfo->m_nWidth = d3dInfo.Width;
pInfo->m_nHeight = d3dInfo.Height;
pInfo->m_Format = ImageLoader::D3DFormatToImageFormat( d3dInfo.Format );
pInfo->m_nRefreshRateNumerator = d3dInfo.RefreshRate;
pInfo->m_nRefreshRateDenominator = 1;
#else
pInfo->m_Format = ImageLoader::D3DFormatToImageFormat( D3DFMT_X8R8G8B8 );
pInfo->m_nRefreshRateNumerator = 60;
pInfo->m_nRefreshRateDenominator = 1;
pInfo->m_nWidth = GetSystemMetrics( SM_CXSCREEN );
pInfo->m_nHeight = GetSystemMetrics( SM_CYSCREEN );
#endif
}
//-----------------------------------------------------------------------------
// Returns the current mode information for an adapter
//-----------------------------------------------------------------------------
void CShaderDeviceMgrDx8::GetCurrentModeInfo( ShaderDisplayMode_t* pInfo, int nAdapter ) const
{
Assert( pInfo->m_nVersion == SHADER_DISPLAY_MODE_VERSION );
LOCK_SHADERAPI();
Assert( D3D() );
HRESULT hr;
D3DDISPLAYMODE mode = { 0 };
#if !defined( _X360 )
hr = D3D()->GetAdapterDisplayMode( nAdapter, &mode );
Assert( !FAILED(hr) );
#else
if ( !g_pD3DDevice )
{
// the console has no prior display or mode until its created
mode.Width = GetSystemMetrics( SM_CXSCREEN );
mode.Height = GetSystemMetrics( SM_CYSCREEN );
mode.RefreshRate = 60;
mode.Format = D3DFMT_X8R8G8B8;
}
else
{
hr = g_pD3DDevice->GetDisplayMode( 0, &mode );
Assert( !FAILED(hr) );
}
#endif
pInfo->m_nWidth = mode.Width;
pInfo->m_nHeight = mode.Height;
pInfo->m_Format = ImageLoader::D3DFormatToImageFormat( mode.Format );
pInfo->m_nRefreshRateNumerator = mode.RefreshRate;
pInfo->m_nRefreshRateDenominator = 1;
}
//-----------------------------------------------------------------------------
// Sets the video mode
//-----------------------------------------------------------------------------
CreateInterfaceFn CShaderDeviceMgrDx8::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 )
return NULL;
bool bReacquireResourcesNeeded = false;
if ( g_pShaderDevice )
{
bReacquireResourcesNeeded = IsPC();
g_pShaderDevice->ReleaseResources();
}
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_pShaderDeviceDx8->InitDevice( hWnd, nAdapter, adjustedMode ) )
return NULL;
if ( !g_pShaderAPIDX8->OnDeviceInit() )
return NULL;
g_pShaderDevice = g_pShaderDeviceDx8;
g_pShaderAPI = g_pShaderAPIDX8;
g_pShaderShadow = g_pShaderShadowDx8;
if ( bReacquireResourcesNeeded )
{
g_pShaderDevice->ReacquireResources();
}
return ShaderInterfaceFactory;
}
//-----------------------------------------------------------------------------
// Validates the mode...
//-----------------------------------------------------------------------------
bool CShaderDeviceMgrDx8::ValidateMode( int nAdapter, const ShaderDeviceInfo_t &info ) const
{
if ( nAdapter >= (int)D3D()->GetAdapterCount() )
return false;
ShaderDisplayMode_t displayMode;
if ( info.m_bWindowed )
{
// windowed mode always appears on the primary display, so we should use that adapter's
// settings
GetCurrentModeInfo( &displayMode, 0 );
// make sure the window fits within the current video mode
if ( ( info.m_DisplayMode.m_nWidth > displayMode.m_nWidth ) ||
( info.m_DisplayMode.m_nHeight > displayMode.m_nHeight ) )
return false;
}
else
{
GetCurrentModeInfo( &displayMode, nAdapter );
}
// Make sure the image format requested is valid
ImageFormat backBufferFormat = FindNearestSupportedBackBufferFormat( nAdapter,
DX8_DEVTYPE, displayMode.m_Format, info.m_DisplayMode.m_Format, info.m_bWindowed );
return ( backBufferFormat != IMAGE_FORMAT_UNKNOWN );
}
//-----------------------------------------------------------------------------
// Returns the amount of video memory in bytes for a particular adapter
//-----------------------------------------------------------------------------
int CShaderDeviceMgrDx8::GetVidMemBytes( int nAdapter ) const
{
#if defined( _X360 )
return 256*1024*1024;
#elif defined (DX_TO_GL_ABSTRACTION)
D3DADAPTER_IDENTIFIER9 devIndentifier;
D3D()->GetAdapterIdentifier( nAdapter, D3DENUM_WHQL_LEVEL, &devIndentifier );
return devIndentifier.VideoMemory;
#else
// FIXME: This currently ignores the adapter
uint64 nBytes = ::GetVidMemBytes();
if ( nBytes > INT_MAX )
return INT_MAX;
return nBytes;
#endif
}
//-----------------------------------------------------------------------------
//
// Shader device
//
//-----------------------------------------------------------------------------
#if 0
// FIXME: Enable after I've separated it out from shaderapidx8 a little better
static CShaderDeviceDx8 s_ShaderDeviceDX8;
CShaderDeviceDx8* g_pShaderDeviceDx8 = &s_ShaderDeviceDX8;
#endif
//-----------------------------------------------------------------------------
// Constructor, destructor
//-----------------------------------------------------------------------------
CShaderDeviceDx8::CShaderDeviceDx8()
{
g_pD3DDevice = NULL;
for ( int i = 0; i < ARRAYSIZE(m_pFrameSyncQueryObject); i++ )
{
m_pFrameSyncQueryObject[i] = NULL;
m_bQueryIssued[i] = false;
}
m_pFrameSyncTexture = NULL;
m_bQueuedDeviceLost = false;
m_DeviceState = DEVICE_STATE_OK;
m_bOtherAppInitializing = false;
m_IsResizing = false;
m_bPendingVideoModeChange = false;
m_DeviceSupportsCreateQuery = -1;
m_bUsingStencil = false;
m_bResourcesReleased = false;
m_iStencilBufferBits = 0;
m_NonInteractiveRefresh.m_Mode = MATERIAL_NON_INTERACTIVE_MODE_NONE;
m_NonInteractiveRefresh.m_pVertexShader = NULL;
m_NonInteractiveRefresh.m_pPixelShader = NULL;
m_NonInteractiveRefresh.m_pPixelShaderStartup = NULL;
m_NonInteractiveRefresh.m_pPixelShaderStartupPass2 = NULL;
m_NonInteractiveRefresh.m_pVertexDecl = NULL;
m_NonInteractiveRefresh.m_nPacifierFrame = 0;
m_numReleaseResourcesRefCount = 0;
}
CShaderDeviceDx8::~CShaderDeviceDx8()
{
}
//-----------------------------------------------------------------------------
// Computes device creation paramters
//-----------------------------------------------------------------------------
static DWORD ComputeDeviceCreationFlags( D3DCAPS& caps, bool bSoftwareVertexProcessing )
{
// Find out what type of device to make
bool bPureDeviceSupported = (caps.DevCaps & D3DDEVCAPS_PUREDEVICE) != 0;
DWORD nDeviceCreationFlags;
if ( !bSoftwareVertexProcessing )
{
nDeviceCreationFlags = D3DCREATE_HARDWARE_VERTEXPROCESSING;
if ( bPureDeviceSupported )
{
nDeviceCreationFlags |= D3DCREATE_PUREDEVICE;
}
}
else
{
nDeviceCreationFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
}
nDeviceCreationFlags |= D3DCREATE_FPU_PRESERVE;
#ifdef _X360
nDeviceCreationFlags |= D3DCREATE_BUFFER_2_FRAMES;
#endif
return nDeviceCreationFlags;
}
//-----------------------------------------------------------------------------
// Computes the supersample flags
//-----------------------------------------------------------------------------
D3DMULTISAMPLE_TYPE CShaderDeviceDx8::ComputeMultisampleType( int nSampleCount )
{
switch (nSampleCount)
{
#if !defined( _X360 )
case 2: return D3DMULTISAMPLE_2_SAMPLES;
case 3: return D3DMULTISAMPLE_3_SAMPLES;
case 4: return D3DMULTISAMPLE_4_SAMPLES;
case 5: return D3DMULTISAMPLE_5_SAMPLES;
case 6: return D3DMULTISAMPLE_6_SAMPLES;
case 7: return D3DMULTISAMPLE_7_SAMPLES;
case 8: return D3DMULTISAMPLE_8_SAMPLES;
case 9: return D3DMULTISAMPLE_9_SAMPLES;
case 10: return D3DMULTISAMPLE_10_SAMPLES;
case 11: return D3DMULTISAMPLE_11_SAMPLES;
case 12: return D3DMULTISAMPLE_12_SAMPLES;
case 13: return D3DMULTISAMPLE_13_SAMPLES;
case 14: return D3DMULTISAMPLE_14_SAMPLES;
case 15: return D3DMULTISAMPLE_15_SAMPLES;
case 16: return D3DMULTISAMPLE_16_SAMPLES;
#else
case 2: return D3DMULTISAMPLE_2_SAMPLES;
case 4: return D3DMULTISAMPLE_4_SAMPLES;
#endif
default:
case 0:
case 1:
return D3DMULTISAMPLE_NONE;
}
}
//-----------------------------------------------------------------------------
// Sets the present parameters
//-----------------------------------------------------------------------------
void CShaderDeviceDx8::SetPresentParameters( void* hWnd, int nAdapter, const ShaderDeviceInfo_t &info )
{
ShaderDisplayMode_t mode;
g_pShaderDeviceMgr->GetCurrentModeInfo( &mode, nAdapter );
HRESULT hr;
ZeroMemory( &m_PresentParameters, sizeof(m_PresentParameters) );
m_PresentParameters.Windowed = info.m_bWindowed;
m_PresentParameters.SwapEffect = info.m_bUsingMultipleWindows ? D3DSWAPEFFECT_COPY : D3DSWAPEFFECT_DISCARD;
// for 360, we want to create it ourselves for hierarchical z support
m_PresentParameters.EnableAutoDepthStencil = IsX360() ? FALSE : TRUE;
// What back-buffer format should we use?
ImageFormat backBufferFormat = FindNearestSupportedBackBufferFormat( nAdapter,
DX8_DEVTYPE, m_AdapterFormat, info.m_DisplayMode.m_Format, info.m_bWindowed );
// What depth format should we use?
m_bUsingStencil = info.m_bUseStencil;
if ( info.m_nDXLevel >= 80 )
{
// always stencil for dx9/hdr
m_bUsingStencil = true;
}
#if defined( _X360 )
D3DFORMAT nDepthFormat = ReverseDepthOnX360() ? D3DFMT_D24FS8 : D3DFMT_D24S8;
#else
D3DFORMAT nDepthFormat = m_bUsingStencil ? D3DFMT_D24S8 : D3DFMT_D24X8;
#endif
m_PresentParameters.AutoDepthStencilFormat = FindNearestSupportedDepthFormat(
nAdapter, m_AdapterFormat, backBufferFormat, nDepthFormat );
m_PresentParameters.hDeviceWindow = (VD3DHWND)hWnd;
// store how many stencil buffer bits we have available with the depth/stencil buffer
switch( m_PresentParameters.AutoDepthStencilFormat )
{
case D3DFMT_D24S8:
m_iStencilBufferBits = 8;
break;
#if defined( _X360 )
case D3DFMT_D24FS8:
m_iStencilBufferBits = 8;
break;
#else
case D3DFMT_D24X4S4:
m_iStencilBufferBits = 4;
break;
case D3DFMT_D15S1:
m_iStencilBufferBits = 1;
break;
#endif
default:
m_iStencilBufferBits = 0;
m_bUsingStencil = false; //couldn't acquire a stencil buffer
};
if ( IsX360() || !info.m_bWindowed )
{
bool useDefault = ( info.m_DisplayMode.m_nWidth == 0 ) || ( info.m_DisplayMode.m_nHeight == 0 );
m_PresentParameters.BackBufferCount = 1;
m_PresentParameters.BackBufferWidth = useDefault ? mode.m_nWidth : info.m_DisplayMode.m_nWidth;
m_PresentParameters.BackBufferHeight = useDefault ? mode.m_nHeight : info.m_DisplayMode.m_nHeight;
m_PresentParameters.BackBufferFormat = ImageLoader::ImageFormatToD3DFormat( backBufferFormat );
#if defined( _X360 )
m_PresentParameters.FrontBufferFormat = D3DFMT_LE_X8R8G8B8;
#endif
if ( !info.m_bWaitForVSync || CommandLine()->FindParm( "-forcenovsync" ) )
{
m_PresentParameters.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
}
else
{
m_PresentParameters.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
}
m_PresentParameters.FullScreen_RefreshRateInHz = info.m_DisplayMode.m_nRefreshRateDenominator ?
info.m_DisplayMode.m_nRefreshRateNumerator / info.m_DisplayMode.m_nRefreshRateDenominator : D3DPRESENT_RATE_DEFAULT;
#if defined( _X360 )
XVIDEO_MODE videoMode;
XGetVideoMode( &videoMode );
// want 30 for 60Hz, and 25 for 50Hz (PAL)
int nNewFpsMax = ( ( int )( videoMode.RefreshRate + 0.5f ) ) >> 1;
// slam to either 30 or 25 so that we don't end up with any other cases.
if( nNewFpsMax < 26 )
{
nNewFpsMax = 25;
}
else
{
nNewFpsMax = 30;
}
DevMsg( "*******Monitor refresh is %f, setting fps_max to %d*********\n", videoMode.RefreshRate, nNewFpsMax );
ConVarRef fps_max( "fps_max" );
fps_max.SetValue( nNewFpsMax );
// setup hardware scaling - should be native 720p upsampling to 1080i
if ( info.m_bScaleToOutputResolution )
{
m_PresentParameters.VideoScalerParameters.ScalerSourceRect.x2 = m_PresentParameters.BackBufferWidth;
m_PresentParameters.VideoScalerParameters.ScalerSourceRect.y2 = m_PresentParameters.BackBufferHeight;
m_PresentParameters.VideoScalerParameters.ScaledOutputWidth = videoMode.dwDisplayWidth;
m_PresentParameters.VideoScalerParameters.ScaledOutputHeight = videoMode.dwDisplayHeight;
DevMsg( "VIDEO SCALING: scaling from %dx%d to %dx%d\n", ( int )m_PresentParameters.BackBufferWidth, ( int )m_PresentParameters.BackBufferHeight,
( int )videoMode.dwDisplayWidth, ( int )videoMode.dwDisplayHeight );
}
else
{
DevMsg( "VIDEO SCALING: No scaling: %dx%d\n", ( int )m_PresentParameters.BackBufferWidth, ( int )m_PresentParameters.BackBufferHeight );
}
#endif
}
else
{
// NJS: We are seeing a lot of time spent in present in some cases when this isn't set.
m_PresentParameters.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
if ( info.m_bResizing )
{
if ( info.m_bLimitWindowedSize &&
( info.m_nWindowedSizeLimitWidth < mode.m_nWidth || info.m_nWindowedSizeLimitHeight < mode.m_nHeight ) )
{
// When using material system in windowed resizing apps, it's
// sometimes not a good idea to allocate stuff as big as the screen
// video cards can soo run out of resources
m_PresentParameters.BackBufferWidth = info.m_nWindowedSizeLimitWidth;
m_PresentParameters.BackBufferHeight = info.m_nWindowedSizeLimitHeight;
}
else
{
// When in resizing windowed mode,
// we want to allocate enough memory to deal with any resizing...
m_PresentParameters.BackBufferWidth = mode.m_nWidth;
m_PresentParameters.BackBufferHeight = mode.m_nHeight;
}
}
else
{
m_PresentParameters.BackBufferWidth = info.m_DisplayMode.m_nWidth;
m_PresentParameters.BackBufferHeight = info.m_DisplayMode.m_nHeight;
}
m_PresentParameters.BackBufferFormat = ImageLoader::ImageFormatToD3DFormat( backBufferFormat );
m_PresentParameters.BackBufferCount = 1;
}
if ( info.m_nAASamples > 0 && ( m_PresentParameters.SwapEffect == D3DSWAPEFFECT_DISCARD ) )
{
D3DMULTISAMPLE_TYPE multiSampleType = ComputeMultisampleType( info.m_nAASamples );
DWORD nQualityLevel;
// FIXME: Should we add the quality level to the ShaderAdapterMode_t struct?
// 16x on nVidia refers to CSAA or "Coverage Sampled Antialiasing"
const HardwareCaps_t &adapterCaps = g_ShaderDeviceMgrDx8.GetHardwareCaps( nAdapter );
if ( ( info.m_nAASamples == 16 ) && ( adapterCaps.m_VendorID == VENDORID_NVIDIA ) )
{
multiSampleType = ComputeMultisampleType(4);
hr = D3D()->CheckDeviceMultiSampleType( nAdapter, DX8_DEVTYPE,
m_PresentParameters.BackBufferFormat, m_PresentParameters.Windowed,
multiSampleType, &nQualityLevel ); // 4x at highest quality level
if ( !FAILED( hr ) && ( nQualityLevel == 16 ) )
{
nQualityLevel = nQualityLevel - 1; // Highest quality level triggers 16x CSAA
}
else
{
nQualityLevel = 0; // No CSAA
}
}
else // Regular MSAA on any old vendor
{
hr = D3D()->CheckDeviceMultiSampleType( nAdapter, DX8_DEVTYPE,
m_PresentParameters.BackBufferFormat, m_PresentParameters.Windowed,
multiSampleType, &nQualityLevel );
nQualityLevel = 0;
}
if ( !FAILED( hr ) )
{
m_PresentParameters.MultiSampleType = multiSampleType;
m_PresentParameters.MultiSampleQuality = nQualityLevel;
}
}
else
{
m_PresentParameters.MultiSampleType = D3DMULTISAMPLE_NONE;
m_PresentParameters.MultiSampleQuality = 0;
}
}
//-----------------------------------------------------------------------------
// Initializes, shuts down the D3D device
//-----------------------------------------------------------------------------
bool CShaderDeviceDx8::InitDevice( void* hwnd, int nAdapter, const ShaderDeviceInfo_t &info )
{
//Debugger();
// good place to run some self tests.
//#if OSX
//{
// extern void GLMgrSelfTests( void );
// GLMgrSelfTests();
//}
//#endif
// windowed
if ( !CreateD3DDevice( (VD3DHWND)hwnd, nAdapter, info ) )
return false;
// Hook up our own windows proc to get at messages to tell us when
// other instances of the material system are trying to set the mode
InstallWindowHook( (VD3DHWND)m_hWnd );
return true;
}
void CShaderDeviceDx8::ShutdownDevice()
{
if ( IsPC() && IsActive() )
{
Dx9Device()->Release();
#ifdef STUBD3D
delete ( CStubD3DDevice * )Dx9Device();
#endif
g_pD3DDevice = NULL;
RemoveWindowHook( (VD3DHWND)m_hWnd );
m_hWnd = 0;
}
}
//-----------------------------------------------------------------------------
// Are we using graphics?
//-----------------------------------------------------------------------------
bool CShaderDeviceDx8::IsUsingGraphics() const
{
//*****LOCK_SHADERAPI();
return IsActive();
}
//-----------------------------------------------------------------------------
// Returns the current adapter in use
//-----------------------------------------------------------------------------
int CShaderDeviceDx8::GetCurrentAdapter() const
{
LOCK_SHADERAPI();
return m_DisplayAdapter;
}
//-----------------------------------------------------------------------------
// Returns the current adapter in use
//-----------------------------------------------------------------------------
char *CShaderDeviceDx8::GetDisplayDeviceName()
{
if( m_sDisplayDeviceName.IsEmpty() )
{
D3DADAPTER_IDENTIFIER9 ident;
// On Win10, this function is getting called with m_nAdapter still initialized to -1.
// It's failing, and m_sDisplayDeviceName has garbage, and tf2 fails to launch.
// To repro this, run "hl2.exe -dev -fullscreen -game tf" on Win10.
HRESULT hr = D3D()->GetAdapterIdentifier( Max( m_nAdapter, 0 ), 0, &ident );
if ( FAILED(hr) )
{
Assert( false );
ident.DeviceName[0] = 0;
}
m_sDisplayDeviceName = ident.DeviceName;
}
return m_sDisplayDeviceName.GetForModify();
}
//-----------------------------------------------------------------------------
// Use this to spew information about the 3D layer
//-----------------------------------------------------------------------------
void CShaderDeviceDx8::SpewDriverInfo() const
{
LOCK_SHADERAPI();
HRESULT hr;
D3DCAPS caps;
D3DADAPTER_IDENTIFIER9 ident;
RECORD_COMMAND( DX8_GET_DEVICE_CAPS, 0 );
RECORD_COMMAND( DX8_GET_ADAPTER_IDENTIFIER, 2 );
RECORD_INT( m_nAdapter );
RECORD_INT( 0 );
Dx9Device()->GetDeviceCaps( &caps );
hr = D3D()->GetAdapterIdentifier( m_nAdapter, D3DENUM_WHQL_LEVEL, &ident );
Warning("Shader API Driver Info:\n\nDriver : %s Version : %lld\n",
ident.Driver, ident.DriverVersion.QuadPart );
Warning("Driver Description : %s\n", ident.Description );
Warning("Chipset version %d %d %d %d\n\n",
ident.VendorId, ident.DeviceId, ident.SubSysId, ident.Revision );
ShaderDisplayMode_t mode;
g_pShaderDeviceMgr->GetCurrentModeInfo( &mode, m_nAdapter );
Warning("Display mode : %d x %d (%s)\n",
mode.m_nWidth, mode.m_nHeight, ImageLoader::GetName( mode.m_Format ) );
Warning("Vertex Shader Version : %d.%d Pixel Shader Version : %d.%d\n",
(caps.VertexShaderVersion >> 8) & 0xFF, caps.VertexShaderVersion & 0xFF,
(caps.PixelShaderVersion >> 8) & 0xFF, caps.PixelShaderVersion & 0xFF);
Warning("\nDevice Caps :\n");
Warning("CANBLTSYSTONONLOCAL %s CANRENDERAFTERFLIP %s HWRASTERIZATION %s\n",
(caps.DevCaps & D3DDEVCAPS_CANBLTSYSTONONLOCAL) ? " Y " : " N ",
(caps.DevCaps & D3DDEVCAPS_CANRENDERAFTERFLIP) ? " Y " : " N ",
(caps.DevCaps & D3DDEVCAPS_HWRASTERIZATION) ? " Y " : "*N*" );
Warning("HWTRANSFORMANDLIGHT %s NPATCHES %s PUREDEVICE %s\n",
(caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) ? " Y " : " N ",
(caps.DevCaps & D3DDEVCAPS_NPATCHES) ? " Y " : " N ",
(caps.DevCaps & D3DDEVCAPS_PUREDEVICE) ? " Y " : " N " );
Warning("SEPARATETEXTUREMEMORIES %s TEXTURENONLOCALVIDMEM %s TEXTURESYSTEMMEMORY %s\n",
(caps.DevCaps & D3DDEVCAPS_SEPARATETEXTUREMEMORIES) ? "*Y*" : " N ",
(caps.DevCaps & D3DDEVCAPS_TEXTURENONLOCALVIDMEM) ? " Y " : " N ",
(caps.DevCaps & D3DDEVCAPS_TEXTURESYSTEMMEMORY) ? " Y " : " N " );
Warning("TEXTUREVIDEOMEMORY %s TLVERTEXSYSTEMMEMORY %s TLVERTEXVIDEOMEMORY %s\n",
(caps.DevCaps & D3DDEVCAPS_TEXTUREVIDEOMEMORY) ? " Y " : "*N*",
(caps.DevCaps & D3DDEVCAPS_TLVERTEXSYSTEMMEMORY) ? " Y " : "*N*",
(caps.DevCaps & D3DDEVCAPS_TLVERTEXVIDEOMEMORY) ? " Y " : " N " );
Warning("\nPrimitive Caps :\n");
Warning("BLENDOP %s CLIPPLANESCALEDPOINTS %s CLIPTLVERTS %s\n",
(caps.PrimitiveMiscCaps & D3DPMISCCAPS_BLENDOP) ? " Y " : " N ",
(caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPPLANESCALEDPOINTS) ? " Y " : " N ",
(caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS) ? " Y " : " N " );
Warning("COLORWRITEENABLE %s MASKZ %s TSSARGTEMP %s\n",
(caps.PrimitiveMiscCaps & D3DPMISCCAPS_COLORWRITEENABLE) ? " Y " : " N ",
(caps.PrimitiveMiscCaps & D3DPMISCCAPS_MASKZ) ? " Y " : "*N*",
(caps.PrimitiveMiscCaps & D3DPMISCCAPS_TSSARGTEMP) ? " Y " : " N " );
Warning("\nRaster Caps :\n");
Warning("FOGRANGE %s FOGTABLE %s FOGVERTEX %s ZFOG %s WFOG %s\n",
(caps.RasterCaps & D3DPRASTERCAPS_FOGRANGE) ? " Y " : " N ",
(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE) ? " Y " : " N ",
(caps.RasterCaps & D3DPRASTERCAPS_FOGVERTEX) ? " Y " : " N ",
(caps.RasterCaps & D3DPRASTERCAPS_ZFOG) ? " Y " : " N ",
(caps.RasterCaps & D3DPRASTERCAPS_WFOG) ? " Y " : " N " );
Warning("MIPMAPLODBIAS %s WBUFFER %s ZBIAS %s ZTEST %s\n",
(caps.RasterCaps & D3DPRASTERCAPS_MIPMAPLODBIAS) ? " Y " : " N ",
(caps.RasterCaps & D3DPRASTERCAPS_WBUFFER) ? " Y " : " N ",
(caps.RasterCaps & D3DPRASTERCAPS_DEPTHBIAS) ? " Y " : " N ",
(caps.RasterCaps & D3DPRASTERCAPS_ZTEST) ? " Y " : "*N*" );
Warning("Size of Texture Memory : %d kb\n", g_pHardwareConfig->Caps().m_TextureMemorySize / 1024 );
Warning("Max Texture Dimensions : %d x %d\n",
caps.MaxTextureWidth, caps.MaxTextureHeight );
if (caps.MaxTextureAspectRatio != 0)
Warning("Max Texture Aspect Ratio : *%d*\n", caps.MaxTextureAspectRatio );
Warning("Max Textures : %d Max Stages : %d\n",
caps.MaxSimultaneousTextures, caps.MaxTextureBlendStages );
Warning("\nTexture Caps :\n");
Warning("ALPHA %s CUBEMAP %s MIPCUBEMAP %s SQUAREONLY %s\n",
(caps.TextureCaps & D3DPTEXTURECAPS_ALPHA) ? " Y " : " N ",
(caps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP) ? " Y " : " N ",
(caps.TextureCaps & D3DPTEXTURECAPS_MIPCUBEMAP) ? " Y " : " N ",
(caps.TextureCaps & D3DPTEXTURECAPS_SQUAREONLY) ? "*Y*" : " N " );
Warning( "vendor id: 0x%x\n", g_pHardwareConfig->ActualCaps().m_VendorID );
Warning( "device id: 0x%x\n", g_pHardwareConfig->ActualCaps().m_DeviceID );
Warning( "SHADERAPI CAPS:\n" );
Warning( "m_NumSamplers: %d\n", g_pHardwareConfig->Caps().m_NumSamplers );
Warning( "m_NumTextureStages: %d\n", g_pHardwareConfig->Caps().m_NumTextureStages );
Warning( "m_HasSetDeviceGammaRamp: %s\n", g_pHardwareConfig->Caps().m_HasSetDeviceGammaRamp ? "yes" : "no" );
Warning( "m_SupportsVertexShaders (1.1): %s\n", g_pHardwareConfig->Caps().m_SupportsVertexShaders ? "yes" : "no" );
Warning( "m_SupportsVertexShaders_2_0: %s\n", g_pHardwareConfig->Caps().m_SupportsVertexShaders_2_0 ? "yes" : "no" );
Warning( "m_SupportsPixelShaders (1.1): %s\n", g_pHardwareConfig->Caps().m_SupportsPixelShaders ? "yes" : "no" );
Warning( "m_SupportsPixelShaders_1_4: %s\n", g_pHardwareConfig->Caps().m_SupportsPixelShaders_1_4 ? "yes" : "no" );
Warning( "m_SupportsPixelShaders_2_0: %s\n", g_pHardwareConfig->Caps().m_SupportsPixelShaders_2_0 ? "yes" : "no" );
Warning( "m_SupportsPixelShaders_2_b: %s\n", g_pHardwareConfig->Caps().m_SupportsPixelShaders_2_b ? "yes" : "no" );
Warning( "m_SupportsShaderModel_3_0: %s\n", g_pHardwareConfig->Caps().m_SupportsShaderModel_3_0 ? "yes" : "no" );
switch( g_pHardwareConfig->Caps().m_SupportsCompressedTextures )
{
case COMPRESSED_TEXTURES_ON:
Warning( "m_SupportsCompressedTextures: COMPRESSED_TEXTURES_ON\n" );
break;
case COMPRESSED_TEXTURES_OFF:
Warning( "m_SupportsCompressedTextures: COMPRESSED_TEXTURES_ON\n" );
break;
case COMPRESSED_TEXTURES_NOT_INITIALIZED:
Warning( "m_SupportsCompressedTextures: COMPRESSED_TEXTURES_NOT_INITIALIZED\n" );
break;
default:
Assert( 0 );
break;
}
Warning( "m_SupportsCompressedVertices: %d\n", g_pHardwareConfig->Caps().m_SupportsCompressedVertices );
Warning( "m_bSupportsAnisotropicFiltering: %s\n", g_pHardwareConfig->Caps().m_bSupportsAnisotropicFiltering ? "yes" : "no" );
Warning( "m_nMaxAnisotropy: %d\n", g_pHardwareConfig->Caps().m_nMaxAnisotropy );
Warning( "m_MaxTextureWidth: %d\n", g_pHardwareConfig->Caps().m_MaxTextureWidth );
Warning( "m_MaxTextureHeight: %d\n", g_pHardwareConfig->Caps().m_MaxTextureHeight );
Warning( "m_MaxTextureAspectRatio: %d\n", g_pHardwareConfig->Caps().m_MaxTextureAspectRatio );
Warning( "m_MaxPrimitiveCount: %d\n", g_pHardwareConfig->Caps().m_MaxPrimitiveCount );
Warning( "m_ZBiasAndSlopeScaledDepthBiasSupported: %s\n", g_pHardwareConfig->Caps().m_ZBiasAndSlopeScaledDepthBiasSupported ? "yes" : "no" );
Warning( "m_SupportsMipmapping: %s\n", g_pHardwareConfig->Caps().m_SupportsMipmapping ? "yes" : "no" );
Warning( "m_SupportsOverbright: %s\n", g_pHardwareConfig->Caps().m_SupportsOverbright ? "yes" : "no" );
Warning( "m_SupportsCubeMaps: %s\n", g_pHardwareConfig->Caps().m_SupportsCubeMaps ? "yes" : "no" );
Warning( "m_NumPixelShaderConstants: %d\n", g_pHardwareConfig->Caps().m_NumPixelShaderConstants );
Warning( "m_NumVertexShaderConstants: %d\n", g_pHardwareConfig->Caps().m_NumVertexShaderConstants );
Warning( "m_NumBooleanVertexShaderConstants: %d\n", g_pHardwareConfig->Caps().m_NumBooleanVertexShaderConstants );
Warning( "m_NumIntegerVertexShaderConstants: %d\n", g_pHardwareConfig->Caps().m_NumIntegerVertexShaderConstants );
Warning( "m_TextureMemorySize: %d\n", g_pHardwareConfig->Caps().m_TextureMemorySize );
Warning( "m_MaxNumLights: %d\n", g_pHardwareConfig->Caps().m_MaxNumLights );
Warning( "m_SupportsHardwareLighting: %s\n", g_pHardwareConfig->Caps().m_SupportsHardwareLighting ? "yes" : "no" );
Warning( "m_MaxBlendMatrices: %d\n", g_pHardwareConfig->Caps().m_MaxBlendMatrices );
Warning( "m_MaxBlendMatrixIndices: %d\n", g_pHardwareConfig->Caps().m_MaxBlendMatrixIndices );
Warning( "m_MaxVertexShaderBlendMatrices: %d\n", g_pHardwareConfig->Caps().m_MaxVertexShaderBlendMatrices );
Warning( "m_SupportsMipmappedCubemaps: %s\n", g_pHardwareConfig->Caps().m_SupportsMipmappedCubemaps ? "yes" : "no" );
Warning( "m_SupportsNonPow2Textures: %s\n", g_pHardwareConfig->Caps().m_SupportsNonPow2Textures ? "yes" : "no" );
Warning( "m_nDXSupportLevel: %d\n", g_pHardwareConfig->Caps().m_nDXSupportLevel );
Warning( "m_PreferDynamicTextures: %s\n", g_pHardwareConfig->Caps().m_PreferDynamicTextures ? "yes" : "no" );
Warning( "m_HasProjectedBumpEnv: %s\n", g_pHardwareConfig->Caps().m_HasProjectedBumpEnv ? "yes" : "no" );
Warning( "m_MaxUserClipPlanes: %d\n", g_pHardwareConfig->Caps().m_MaxUserClipPlanes );
Warning( "m_SupportsSRGB: %s\n", g_pHardwareConfig->Caps().m_SupportsSRGB ? "yes" : "no" );
switch( g_pHardwareConfig->Caps().m_HDRType )
{
case HDR_TYPE_NONE:
Warning( "m_HDRType: HDR_TYPE_NONE\n" );
break;
case HDR_TYPE_INTEGER:
Warning( "m_HDRType: HDR_TYPE_INTEGER\n" );
break;
case HDR_TYPE_FLOAT:
Warning( "m_HDRType: HDR_TYPE_FLOAT\n" );
break;
default:
Assert( 0 );
break;
}
Warning( "m_bSupportsSpheremapping: %s\n", g_pHardwareConfig->Caps().m_bSupportsSpheremapping ? "yes" : "no" );
Warning( "m_UseFastClipping: %s\n", g_pHardwareConfig->Caps().m_UseFastClipping ? "yes" : "no" );
Warning( "m_pShaderDLL: %s\n", g_pHardwareConfig->Caps().m_pShaderDLL );
Warning( "m_bNeedsATICentroidHack: %s\n", g_pHardwareConfig->Caps().m_bNeedsATICentroidHack ? "yes" : "no" );
Warning( "m_bDisableShaderOptimizations: %s\n", g_pHardwareConfig->Caps().m_bDisableShaderOptimizations ? "yes" : "no" );
Warning( "m_bColorOnSecondStream: %s\n", g_pHardwareConfig->Caps().m_bColorOnSecondStream ? "yes" : "no" );
Warning( "m_MaxSimultaneousRenderTargets: %d\n", g_pHardwareConfig->Caps().m_MaxSimultaneousRenderTargets );
}
//-----------------------------------------------------------------------------
// Back buffer information
//-----------------------------------------------------------------------------
ImageFormat CShaderDeviceDx8::GetBackBufferFormat() const
{
return ImageLoader::D3DFormatToImageFormat( m_PresentParameters.BackBufferFormat );
}
void CShaderDeviceDx8::GetBackBufferDimensions( int& width, int& height ) const
{
width = m_PresentParameters.BackBufferWidth;
height = m_PresentParameters.BackBufferHeight;
}
//-----------------------------------------------------------------------------
// Detects support for CreateQuery
//-----------------------------------------------------------------------------
void CShaderDeviceDx8::DetectQuerySupport( IDirect3DDevice9 *pD3DDevice )
{
// Do I need to detect whether this device supports CreateQuery before creating it?
if ( m_DeviceSupportsCreateQuery != -1 )
return;
IDirect3DQuery9 *pQueryObject = NULL;
// Detect whether query is supported by creating and releasing:
HRESULT hr = pD3DDevice->CreateQuery( D3DQUERYTYPE_EVENT, &pQueryObject );
if ( !FAILED(hr) && pQueryObject )
{
pQueryObject->Release();
m_DeviceSupportsCreateQuery = 1;
}
else
{
m_DeviceSupportsCreateQuery = 0;
}
}
const char *GetD3DErrorText( HRESULT hr )
{
const char *pszMoreInfo = NULL;
#if defined( _WIN32 ) && !defined(DX_TO_GL_ABSTRACTION)
switch ( hr )
{
case D3DERR_WRONGTEXTUREFORMAT:
pszMoreInfo = "D3DERR_WRONGTEXTUREFORMAT: The pixel format of the texture surface is not valid.";
break;
case D3DERR_UNSUPPORTEDCOLOROPERATION:
pszMoreInfo = "D3DERR_UNSUPPORTEDCOLOROPERATION: The device does not support a specified texture-blending operation for color values.";
break;
case D3DERR_UNSUPPORTEDCOLORARG:
pszMoreInfo = "D3DERR_UNSUPPORTEDCOLORARG: The device does not support a specified texture-blending argument for color values.";
break;
case D3DERR_UNSUPPORTEDALPHAOPERATION:
pszMoreInfo = "D3DERR_UNSUPPORTEDALPHAOPERATION: The device does not support a specified texture-blending operation for the alpha channel.";
break;
case D3DERR_UNSUPPORTEDALPHAARG:
pszMoreInfo = "D3DERR_UNSUPPORTEDALPHAARG: The device does not support a specified texture-blending argument for the alpha channel.";
break;
case D3DERR_TOOMANYOPERATIONS:
pszMoreInfo = "D3DERR_TOOMANYOPERATIONS: The application is requesting more texture-filtering operations than the device supports.";
break;
case D3DERR_CONFLICTINGTEXTUREFILTER:
pszMoreInfo = "D3DERR_CONFLICTINGTEXTUREFILTER: The current texture filters cannot be used together.";
break;
case D3DERR_UNSUPPORTEDFACTORVALUE:
pszMoreInfo = "D3DERR_UNSUPPORTEDFACTORVALUE: The device does not support the specified texture factor value.";
break;
case D3DERR_CONFLICTINGRENDERSTATE:
pszMoreInfo = "D3DERR_CONFLICTINGRENDERSTATE: The currently set render states cannot be used together.";
break;
case D3DERR_UNSUPPORTEDTEXTUREFILTER:
pszMoreInfo = "D3DERR_UNSUPPORTEDTEXTUREFILTER: The device does not support the specified texture filter.";
break;
case D3DERR_CONFLICTINGTEXTUREPALETTE:
pszMoreInfo = "D3DERR_CONFLICTINGTEXTUREPALETTE: The current textures cannot be used simultaneously.";
break;
case D3DERR_DRIVERINTERNALERROR:
pszMoreInfo = "D3DERR_DRIVERINTERNALERROR: Internal driver error.";
break;
case D3DERR_NOTFOUND:
pszMoreInfo = "D3DERR_NOTFOUND: The requested item was not found.";
break;
case D3DERR_DEVICELOST:
pszMoreInfo = "D3DERR_DEVICELOST: The device has been lost but cannot be reset at this time. Therefore, rendering is not possible.";
break;
case D3DERR_DEVICENOTRESET:
pszMoreInfo = "D3DERR_DEVICENOTRESET: The device has been lost.";
break;
case D3DERR_NOTAVAILABLE:
pszMoreInfo = "D3DERR_NOTAVAILABLE: This device does not support the queried technique.";
break;
case D3DERR_OUTOFVIDEOMEMORY:
pszMoreInfo = "D3DERR_OUTOFVIDEOMEMORY: Direct3D does not have enough display memory to perform the operation. The device is using more resources in a single scene than can fit simultaneously into video memory.";
break;
case D3DERR_INVALIDDEVICE:
pszMoreInfo = "D3DERR_INVALIDDEVICE: The requested device type is not valid.";
break;
case D3DERR_INVALIDCALL:
pszMoreInfo = "D3DERR_INVALIDCALL: The method call is invalid.";
break;
case D3DERR_DRIVERINVALIDCALL:
pszMoreInfo = "D3DERR_DRIVERINVALIDCALL";
break;
case D3DERR_WASSTILLDRAWING:
pszMoreInfo = "D3DERR_WASSTILLDRAWING: The previous blit operation that is transferring information to or from this surface is incomplete.";
break;
}
#endif // _WIN32
return pszMoreInfo;
}
//-----------------------------------------------------------------------------
// Actually creates the D3D Device once the present parameters are set up
//-----------------------------------------------------------------------------
IDirect3DDevice9* CShaderDeviceDx8::InvokeCreateDevice( void* hWnd, int nAdapter, DWORD deviceCreationFlags )
{
IDirect3DDevice9 *pD3DDevice = NULL;
D3DDEVTYPE devType = DX8_DEVTYPE;
#if NVPERFHUD
nAdapter = D3D()->GetAdapterCount()-1;
devType = D3DDEVTYPE_REF;
deviceCreationFlags = D3DCREATE_FPU_PRESERVE | D3DCREATE_HARDWARE_VERTEXPROCESSING;
#endif
#if 1 // with the changes for opengl to enable threading, we no longer need the d3d device to have threading guards
#ifndef _X360
// Create the device with multi-threaded safeguards if we're using mat_queue_mode 2.
// The logic to enable multithreaded rendering happens well after the device has been created,
// so we replicate some of that logic here.
ConVarRef mat_queue_mode( "mat_queue_mode" );
if ( mat_queue_mode.GetInt() == 2 ||
( mat_queue_mode.GetInt() == -2 && GetCPUInformation()->m_nPhysicalProcessors >= 2 ) ||
( mat_queue_mode.GetInt() == -1 && GetCPUInformation()->m_nPhysicalProcessors >= 2 ) )
{
deviceCreationFlags |= D3DCREATE_MULTITHREADED;
}
#endif
#endif
#ifdef ENABLE_NULLREF_DEVICE_SUPPORT
devType = CommandLine()->FindParm( "-nulldevice" ) ? D3DDEVTYPE_NULLREF: devType;
#endif
HRESULT hr = D3D()->CreateDevice( nAdapter, devType,
(VD3DHWND)hWnd, deviceCreationFlags, &m_PresentParameters, &pD3DDevice );
if ( !FAILED( hr ) && pD3DDevice )
return pD3DDevice;
if ( !IsPC() )
return NULL;
// try again, other applications may be taking their time
Sleep( 1000 );
hr = D3D()->CreateDevice( nAdapter, devType,
(VD3DHWND)hWnd, deviceCreationFlags, &m_PresentParameters, &pD3DDevice );
if ( !FAILED( hr ) && pD3DDevice )
return pD3DDevice;
// in this case, we actually are allocating too much memory....
// This will cause us to use less buffers...
if ( m_PresentParameters.Windowed )
{
m_PresentParameters.SwapEffect = D3DSWAPEFFECT_COPY;
m_PresentParameters.BackBufferCount = 0;
hr = D3D()->CreateDevice( nAdapter, devType,
(VD3DHWND)hWnd, deviceCreationFlags, &m_PresentParameters, &pD3DDevice );
}
if ( !FAILED( hr ) && pD3DDevice )
return pD3DDevice;
const char *pszMoreInfo = NULL;
switch ( hr )
{
#ifdef _WIN32
case D3DERR_INVALIDCALL:
// Override the error text for this error since it has a known meaning for CreateDevice failures.
pszMoreInfo = "D3DERR_INVALIDCALL: The device or the device driver may not support Direct3D or may not support the resolution or color depth specified.";
break;
#endif // _WIN32
default:
pszMoreInfo = GetD3DErrorText( hr );
break;
}
// Otherwise we failed, show a message and shutdown
if ( pszMoreInfo )
{
DWarning( "init", 0, "Failed to create %s device!\nError 0x%lX: %s\n\nPlease see the following for more info.\n"
"http://support.steampowered.com/cgi-bin/steampowered.cfg/php/enduser/std_adp.php?p_faqid=772\n", IsOpenGL() ? "OpenGL" : "D3D", hr, pszMoreInfo );
}
else
{
DWarning( "init", 0, "Failed to create %s device!\nError 0x%lX.\n\nPlease see the following for more info.\n"
"http://support.steampowered.com/cgi-bin/steampowered.cfg/php/enduser/std_adp.php?p_faqid=772\n", IsOpenGL() ? "OpenGL" : "D3D", hr );
}
return NULL;
}
//-----------------------------------------------------------------------------
// Creates the D3D Device
//-----------------------------------------------------------------------------
bool CShaderDeviceDx8::CreateD3DDevice( void* pHWnd, int nAdapter, const ShaderDeviceInfo_t &info )
{
Assert( info.m_nVersion == SHADER_DEVICE_INFO_VERSION );
MEM_ALLOC_CREDIT_( __FILE__ ": D3D Device" );
VD3DHWND hWnd = (VD3DHWND)pHWnd;
#if ( !defined( PIX_INSTRUMENTATION ) && !defined( _X360 ) && !defined( NVPERFHUD ) )
D3DPERF_SetOptions(1); // Explicitly disallow PIX instrumented profiling in external builds
#endif
// Get some caps....
D3DCAPS caps;
HRESULT hr = D3D()->GetDeviceCaps( nAdapter, DX8_DEVTYPE, &caps );
if ( FAILED( hr ) )
return false;
// Determine the adapter format
ShaderDisplayMode_t mode;
g_pShaderDeviceMgrDx8->GetCurrentModeInfo( &mode, nAdapter );
m_AdapterFormat = mode.m_Format;
// FIXME: Need to do this prior to SetPresentParameters. Fix.
// Make it part of HardwareCaps_t
InitializeColorInformation( nAdapter, DX8_DEVTYPE, m_AdapterFormat );
const HardwareCaps_t &adapterCaps = g_ShaderDeviceMgrDx8.GetHardwareCaps( nAdapter );
DWORD deviceCreationFlags = ComputeDeviceCreationFlags( caps, adapterCaps.m_bSoftwareVertexProcessing );
SetPresentParameters( hWnd, nAdapter, info );
// Tell all other instances of the material system to let go of memory
SendIPCMessage( RELEASE_MESSAGE );
// Creates the device
IDirect3DDevice9 *pD3DDevice = InvokeCreateDevice( pHWnd, nAdapter, deviceCreationFlags );
if ( !pD3DDevice )
return false;
// Check to see if query is supported
DetectQuerySupport( pD3DDevice );
#ifdef STUBD3D
Dx9Device() = new CStubD3DDevice( pD3DDevice, g_pFullFileSystem );
#else
g_pD3DDevice = pD3DDevice;
#endif
#if defined( _X360 )
// Create the depth buffer, created manually to enable hierarchical z
{
D3DSURFACE_PARAMETERS DepthStencilParams;
// Depth is immediately after the back buffer in EDRAM
// allocate the hierarchical z tiles at the end of the area so all other allocations can trivially allocate at 0
DepthStencilParams.Base = XGSurfaceSize(
m_PresentParameters.BackBufferWidth,
m_PresentParameters.BackBufferHeight,
m_PresentParameters.BackBufferFormat,
m_PresentParameters.MultiSampleType );
DepthStencilParams.ColorExpBias = 0;
DepthStencilParams.HierarchicalZBase = GPU_HIERARCHICAL_Z_TILES - XGHierarchicalZSize( m_PresentParameters.BackBufferWidth, m_PresentParameters.BackBufferHeight, m_PresentParameters.MultiSampleType );
IDirect3DSurface *pDepthStencilSurface = NULL;
hr = Dx9Device()->CreateDepthStencilSurface(
m_PresentParameters.BackBufferWidth,
m_PresentParameters.BackBufferHeight,
m_PresentParameters.AutoDepthStencilFormat,
m_PresentParameters.MultiSampleType,
m_PresentParameters.MultiSampleQuality,
TRUE,
&pDepthStencilSurface,
&DepthStencilParams );
Assert( SUCCEEDED( hr ) );
if ( FAILED( hr ) )
return false;
hr = Dx9Device()->SetDepthStencilSurface( pDepthStencilSurface );
Assert( SUCCEEDED( hr ) );
if ( FAILED( hr ) )
return false;
}
// Initialize XUI, needed for TTF font rasterization
// xui requires and shares our d3d device
{
hr = XuiRenderInitShared( pD3DDevice, &m_PresentParameters, XuiD3DXTextureLoader );
if ( FAILED( hr ) )
return false;
XUIInitParams xuiInit;
XUI_INIT_PARAMS( xuiInit );
xuiInit.dwFlags = XUI_INIT_PARAMS_FLAGS_NONE;
xuiInit.pHooks = NULL;
hr = XuiInit( &xuiInit );
if ( FAILED( hr ) )
return false;
hr = XuiRenderCreateDC( &m_hDC );
if ( FAILED( hr ) )
return false;
}
#endif
// CheckDeviceLost();
// Tell all other instances of the material system it's ok to grab memory
SendIPCMessage( REACQUIRE_MESSAGE );
m_hWnd = pHWnd;
m_nAdapter = m_DisplayAdapter = nAdapter;
m_DeviceState = DEVICE_STATE_OK;
m_bIsMinimized = false;
m_bQueuedDeviceLost = false;
m_IsResizing = info.m_bWindowed && info.m_bResizing;
// This is our current view.
m_ViewHWnd = hWnd;
GetWindowSize( m_nWindowWidth, m_nWindowHeight );
g_pHardwareConfig->SetupHardwareCaps( info, g_ShaderDeviceMgrDx8.GetHardwareCaps( nAdapter ) );
// FIXME: Bake this into hardware config
// What texture formats do we support?
if ( D3DSupportsCompressedTextures() )
{
g_pHardwareConfig->ActualCapsForEdit().m_SupportsCompressedTextures = COMPRESSED_TEXTURES_ON;
g_pHardwareConfig->CapsForEdit().m_SupportsCompressedTextures = COMPRESSED_TEXTURES_ON;
}
else
{
g_pHardwareConfig->ActualCapsForEdit().m_SupportsCompressedTextures = COMPRESSED_TEXTURES_OFF;
g_pHardwareConfig->CapsForEdit().m_SupportsCompressedTextures = COMPRESSED_TEXTURES_OFF;
}
return ( !FAILED( hr ) );
}
//-----------------------------------------------------------------------------
// Frame sync
//-----------------------------------------------------------------------------
void CShaderDeviceDx8::AllocFrameSyncTextureObject()
{
if ( IsX360() )
return;
FreeFrameSyncTextureObject();
// Create a tiny managed texture.
HRESULT hr = Dx9Device()->CreateTexture(
1, 1, // width, height
0, // levels
D3DUSAGE_DYNAMIC, // usage
D3DFMT_A8R8G8B8, // format
D3DPOOL_DEFAULT,
&m_pFrameSyncTexture,
NULL );
if ( FAILED( hr ) )
{
m_pFrameSyncTexture = NULL;
}
}
void CShaderDeviceDx8::FreeFrameSyncTextureObject()
{
if ( IsX360() )
return;
if ( m_pFrameSyncTexture )
{
m_pFrameSyncTexture->Release();
m_pFrameSyncTexture = NULL;
}
}
void CShaderDeviceDx8::AllocFrameSyncObjects( void )
{
if ( IsX360() )
return;
if ( mat_debugalttab.GetBool() )
{
Warning( "mat_debugalttab: CShaderAPIDX8::AllocFrameSyncObjects\n" );
}
// Allocate the texture for frame syncing in case we force that to be on.
AllocFrameSyncTextureObject();
if ( m_DeviceSupportsCreateQuery == 0 )
{
for ( int i = 0; i < ARRAYSIZE(m_pFrameSyncQueryObject); i++ )
{
m_pFrameSyncQueryObject[i] = NULL;
m_bQueryIssued[i] = false;
}
return;
}
// FIXME FIXME FIXME!!!!! Need to record this.
for ( int i = 0; i < ARRAYSIZE(m_pFrameSyncQueryObject); i++ )
{
HRESULT hr = Dx9Device()->CreateQuery( D3DQUERYTYPE_EVENT, &m_pFrameSyncQueryObject[i] );
if( hr == D3DERR_NOTAVAILABLE )
{
Warning( "D3DQUERYTYPE_EVENT not available on this driver\n" );
Assert( m_pFrameSyncQueryObject[i] == NULL );
}
else
{
Assert( hr == D3D_OK );
Assert( m_pFrameSyncQueryObject[i] );
m_pFrameSyncQueryObject[i]->Issue( D3DISSUE_END );
m_bQueryIssued[i] = true;
}
}
}
void CShaderDeviceDx8::FreeFrameSyncObjects( void )
{
if ( IsX360() )
return;
if ( mat_debugalttab.GetBool() )
{
Warning( "mat_debugalttab: CShaderAPIDX8::FreeFrameSyncObjects\n" );
}
FreeFrameSyncTextureObject();
// FIXME FIXME FIXME!!!!! Need to record this.
for ( int i = 0; i < ARRAYSIZE(m_pFrameSyncQueryObject); i++ )
{
if ( m_pFrameSyncQueryObject[i] )
{
if ( m_bQueryIssued[i] )
{
tmZone( TELEMETRY_LEVEL1, TMZF_NONE, "D3DQueryGetData %t", tmSendCallStack( TELEMETRY_LEVEL0, 0 ) );
double flStartTime = Plat_FloatTime();
BOOL dummyData = 0;
HRESULT hr = S_OK;
// Make every attempt (within 2 seconds) to get the result from the query. Doing so may prevent
// crashes in the driver if we try to release outstanding queries.
do
{
hr = m_pFrameSyncQueryObject[i]->GetData( &dummyData, sizeof( dummyData ), D3DGETDATA_FLUSH );
double flCurrTime = Plat_FloatTime();
// don't wait more than 2 seconds for these
if ( flCurrTime - flStartTime > 2.00 )
break;
} while ( hr == S_FALSE );
}
#ifdef DBGFLAG_ASSERT
int nRetVal =
#endif
m_pFrameSyncQueryObject[i]->Release();
Assert( nRetVal == 0 );
m_pFrameSyncQueryObject[i] = NULL;
m_bQueryIssued[i] = false;
}
}
}
//-----------------------------------------------------------------------------
// Occurs when another application is initializing
//-----------------------------------------------------------------------------
void CShaderDeviceDx8::OtherAppInitializing( bool initializing )
{
if ( !ThreadOwnsDevice() || !ThreadInMainThread() )
{
if ( initializing )
{
ShaderUtil()->OnThreadEvent( SHADER_THREAD_OTHER_APP_START );
}
else
{
ShaderUtil()->OnThreadEvent( SHADER_THREAD_OTHER_APP_END );
}
return;
}
Assert( m_bOtherAppInitializing != initializing );
if ( !IsDeactivated() )
{
Dx9Device()->EndScene();
}
// NOTE: OtherApp is set in this way because we need to know we're
// active as we release and restore everything
CheckDeviceLost( initializing );
if ( !IsDeactivated() )
{
Dx9Device()->BeginScene();
}
}
void CShaderDeviceDx8::HandleThreadEvent( uint32 threadEvent )
{
Assert(ThreadOwnsDevice());
switch ( threadEvent )
{
case SHADER_THREAD_OTHER_APP_START:
OtherAppInitializing(true);
break;
case SHADER_THREAD_RELEASE_RESOURCES:
ReleaseResources();
break;
case SHADER_THREAD_EVICT_RESOURCES:
EvictManagedResourcesInternal();
break;
case SHADER_THREAD_RESET_RENDER_STATE:
ResetRenderState();
break;
case SHADER_THREAD_ACQUIRE_RESOURCES:
ReacquireResources();
break;
case SHADER_THREAD_OTHER_APP_END:
OtherAppInitializing(false);
break;
}
}
//-----------------------------------------------------------------------------
// We lost the device, but we have a chance to recover
//-----------------------------------------------------------------------------
bool CShaderDeviceDx8::TryDeviceReset()
{
if ( IsX360() )
return true;
// Don't try to reset the device until we're sure our resources have been released
if ( !m_bResourcesReleased )
{
return false;
}
// FIXME: Make this rebuild the Dx9Device from scratch!
// Helps with compatibility
HRESULT hr = Dx9Device()->Reset( &m_PresentParameters );
bool bResetSuccess = !FAILED(hr);
#if defined(IS_WINDOWS_PC) && defined(SHADERAPIDX9)
if ( bResetSuccess && g_ShaderDeviceUsingD3D9Ex )
{
bResetSuccess = SUCCEEDED( Dx9Device()->TestCooperativeLevel() );
if ( bResetSuccess )
{
Warning("video driver has crashed and been reset, re-uploading resources now");
}
}
#endif
if ( bResetSuccess )
m_bResourcesReleased = false;
return bResetSuccess;
}
//-----------------------------------------------------------------------------
// Release, reacquire resources
//-----------------------------------------------------------------------------
void CShaderDeviceDx8::ReleaseResources()
{
if ( !ThreadOwnsDevice() || !ThreadInMainThread() )
{
// Set our resources as not being released yet.
// We reset this in two places since release resources can be called without a call to TryDeviceReset.
m_bResourcesReleased = false;
ShaderUtil()->OnThreadEvent( SHADER_THREAD_RELEASE_RESOURCES );
return;
}
// Only the initial "ReleaseResources" actually has effect
if ( m_numReleaseResourcesRefCount ++ != 0 )
{
Warning( "ReleaseResources has no effect, now at level %d.\n", m_numReleaseResourcesRefCount );
DevWarning( "ReleaseResources called twice is a bug: use IsDeactivated to check for a valid device.\n" );
Assert( 0 );
return;
}
LOCK_SHADERAPI();
CPixEvent( PIX_VALVE_ORANGE, "ReleaseResources" );
FreeFrameSyncObjects();
FreeNonInteractiveRefreshObjects();
ShaderUtil()->ReleaseShaderObjects();
MeshMgr()->ReleaseBuffers();
g_pShaderAPI->ReleaseShaderObjects();
#ifdef _DEBUG
if ( MeshMgr()->BufferCount() != 0 )
{
for( int i = 0; i < MeshMgr()->BufferCount(); i++ )
{
}
}
#endif
// All meshes cleaned up?
Assert( MeshMgr()->BufferCount() == 0 );
// Signal that our resources have been released so that we can try to reset the device
m_bResourcesReleased = true;
}
void CShaderDeviceDx8::ReacquireResources()
{
ReacquireResourcesInternal();
}
void CShaderDeviceDx8::ReacquireResourcesInternal( bool bResetState, bool bForceReacquire, char const *pszForceReason )
{
if ( !ThreadOwnsDevice() || !ThreadInMainThread() )
{
if ( bResetState )
{
ShaderUtil()->OnThreadEvent( SHADER_THREAD_RESET_RENDER_STATE );
}
ShaderUtil()->OnThreadEvent( SHADER_THREAD_ACQUIRE_RESOURCES );
return;
}
if ( bForceReacquire )
{
// If we are forcing reacquire then warn if release calls are remaining unpaired
if ( m_numReleaseResourcesRefCount > 1 )
{
Warning( "Forcefully resetting device (%s), resources release level was %d.\n", pszForceReason ? pszForceReason : "unspecified", m_numReleaseResourcesRefCount );
Assert( 0 );
}
m_numReleaseResourcesRefCount = 0;
}
else
{
// Only the final "ReacquireResources" actually has effect
if ( -- m_numReleaseResourcesRefCount != 0 )
{
Warning( "ReacquireResources has no effect, now at level %d.\n", m_numReleaseResourcesRefCount );
DevWarning( "ReacquireResources being discarded is a bug: use IsDeactivated to check for a valid device.\n" );
Assert( 0 );
if ( m_numReleaseResourcesRefCount < 0 )
{
m_numReleaseResourcesRefCount = 0;
}
return;
}
}
if ( bResetState )
{
ResetRenderState();
}
LOCK_SHADERAPI();
CPixEvent event( PIX_VALVE_ORANGE, "ReacquireResources" );
g_pShaderAPI->RestoreShaderObjects();
AllocFrameSyncObjects();
AllocNonInteractiveRefreshObjects();
MeshMgr()->RestoreBuffers();
ShaderUtil()->RestoreShaderObjects( CShaderDeviceMgrBase::ShaderInterfaceFactory );
}
//-----------------------------------------------------------------------------
// Changes the window size
//-----------------------------------------------------------------------------
bool CShaderDeviceDx8::ResizeWindow( const ShaderDeviceInfo_t &info )
{
if ( IsX360() )
return false;
m_bPendingVideoModeChange = false;
// We don't need to do crap if the window was set up to set up
// to be resizing...
if ( info.m_bResizing )
return false;
g_pShaderDeviceMgr->InvokeModeChangeCallbacks();
ReleaseResources();
SetPresentParameters( (VD3DHWND)m_hWnd, m_DisplayAdapter, info );
HRESULT hr = Dx9Device()->Reset( &m_PresentParameters );
if ( FAILED( hr ) )
{
Warning( "ResizeWindow: Reset failed, hr = 0x%08lX.\n", hr );
return false;
}
else
{
ReacquireResourcesInternal( true, true, "ResizeWindow" );
}
return true;
}
//-----------------------------------------------------------------------------
// Queue up the fact that the device was lost
//-----------------------------------------------------------------------------
void CShaderDeviceDx8::MarkDeviceLost( )
{
if ( IsX360() )
return;
m_bQueuedDeviceLost = true;
}
//-----------------------------------------------------------------------------
// Checks if the device was lost
//-----------------------------------------------------------------------------
#if defined( _DEBUG ) && !defined( _X360 )
ConVar mat_forcelostdevice( "mat_forcelostdevice", "0" );
#endif
void CShaderDeviceDx8::CheckDeviceLost( bool bOtherAppInitializing )
{
#if !defined( _X360 )
// FIXME: We could also queue up if WM_SIZE changes and look at that
// but that seems to only make sense if we have resizable windows where
// we do *not* allocate buffers as large as the entire current video mode
// which we're not doing
#ifdef _WIN32
m_bIsMinimized = ( static_cast<BOOL>(IsIconic( ( HWND )m_hWnd )) == (BOOL)TRUE );
#else
m_bIsMinimized = ( IsIconic( (VD3DHWND)m_hWnd ) == TRUE );
#endif
m_bOtherAppInitializing = bOtherAppInitializing;
#ifdef _DEBUG
if ( mat_forcelostdevice.GetBool() )
{
mat_forcelostdevice.SetValue( 0 );
MarkDeviceLost();
}
#endif
HRESULT hr = D3D_OK;
#if defined(IS_WINDOWS_PC) && defined(SHADERAPIDX9)
if ( g_ShaderDeviceUsingD3D9Ex && m_DeviceState == DEVICE_STATE_OK )
{
// Steady state - PresentEx return value will mark us lost if necessary.
// We do not care if we are minimized in this state.
m_bIsMinimized = false;
}
else
#endif
{
RECORD_COMMAND( DX8_TEST_COOPERATIVE_LEVEL, 0 );
hr = Dx9Device()->TestCooperativeLevel();
}
// If some other call returned device lost previously in the frame, spoof the return value from TCL
if ( m_bQueuedDeviceLost )
{
hr = (hr != D3D_OK) ? hr : D3DERR_DEVICENOTRESET;
m_bQueuedDeviceLost = false;
}
if ( m_DeviceState == DEVICE_STATE_OK )
{
// We can transition out of ok if bOtherAppInitializing is set
// or if we become minimized, or if TCL returns anything other than D3D_OK.
if ( ( hr != D3D_OK ) || m_bIsMinimized )
{
// purge unreferenced materials
g_pShaderUtil->UncacheUnusedMaterials( true );
// We were ok, now we're not. Release resources
ReleaseResources();
m_DeviceState = DEVICE_STATE_LOST_DEVICE;
}
else if ( bOtherAppInitializing )
{
// purge unreferenced materials
g_pShaderUtil->UncacheUnusedMaterials( true );
// We were ok, now we're not. Release resources
ReleaseResources();
m_DeviceState = DEVICE_STATE_OTHER_APP_INIT;
}
}
// Immediately checking devicelost after ok helps in the case where we got D3DERR_DEVICENOTRESET
// in which case we want to immdiately try to switch out of DEVICE_STATE_LOST and into DEVICE_STATE_NEEDS_RESET
if ( m_DeviceState == DEVICE_STATE_LOST_DEVICE )
{
// We can only try to reset if we're not minimized and not lost
if ( !m_bIsMinimized && (hr != D3DERR_DEVICELOST) )
{
m_DeviceState = DEVICE_STATE_NEEDS_RESET;
}
}
// Immediately checking needs reset also helps for the case where we got D3DERR_DEVICENOTRESET
if ( m_DeviceState == DEVICE_STATE_NEEDS_RESET )
{
if ( ( hr == D3DERR_DEVICELOST ) || m_bIsMinimized )
{
m_DeviceState = DEVICE_STATE_LOST_DEVICE;
}
else
{
bool bResetSucceeded = TryDeviceReset();
if ( bResetSucceeded )
{
if ( !bOtherAppInitializing )
{
m_DeviceState = DEVICE_STATE_OK;
// We were bad, now we're ok. Restore resources and reset render state.
ReacquireResourcesInternal( true, true, "NeedsReset" );
}
else
{
m_DeviceState = DEVICE_STATE_OTHER_APP_INIT;
}
}
}
}
if ( m_DeviceState == DEVICE_STATE_OTHER_APP_INIT )
{
if ( ( hr != D3D_OK ) || m_bIsMinimized )
{
m_DeviceState = DEVICE_STATE_LOST_DEVICE;
}
else if ( !bOtherAppInitializing )
{
m_DeviceState = DEVICE_STATE_OK;
// We were bad, now we're ok. Restore resources and reset render state.
ReacquireResourcesInternal( true, true, "OtherAppInit" );
}
}
// Do mode change if we have a video mode change.
if ( m_bPendingVideoModeChange && !IsDeactivated() )
{
#ifdef _DEBUG
Warning( "mode change!\n" );
#endif
// now purge unreferenced materials
g_pShaderUtil->UncacheUnusedMaterials( true );
ResizeWindow( m_PendingVideoModeChangeConfig );
}
#endif
}
//-----------------------------------------------------------------------------
// Special method to refresh the screen on the XBox360
//-----------------------------------------------------------------------------
bool CShaderDeviceDx8::AllocNonInteractiveRefreshObjects()
{
#if defined( _X360 )
const char *strVertexShaderProgram =
" float4x4 matWVP : register(c0);"
" struct VS_IN"
" {"
" float4 ObjPos : POSITION;"
" float2 TexCoord : TEXCOORD;"
" };"
" struct VS_OUT"
" {"
" float4 ProjPos : POSITION;"
" float2 TexCoord : TEXCOORD;"
" };"
" VS_OUT main( VS_IN In )"
" {"
" VS_OUT Out; "
" Out.ProjPos = mul( matWVP, In.ObjPos );"
" Out.TexCoord = In.TexCoord;"
" return Out;"
" }";
const char *strPixelShaderProgram =
" struct PS_IN"
" {"
" float2 TexCoord : TEXCOORD;"
" };"
" sampler detail : register( s0 );"
" float4 main( PS_IN In ) : COLOR"
" {"
" return tex2D( detail, In.TexCoord );"
" }";
const char *strPixelShaderProgram2 =
" struct PS_IN"
" {"
" float2 TexCoord : TEXCOORD;"
" };"
" sampler detail : register( s0 );"
" float4 main( PS_IN In ) : COLOR"
" {"
" return tex2D( detail, In.TexCoord );"
" }";
const char *strPixelShaderProgram3 =
" struct PS_IN"
" {"
" float2 TexCoord : TEXCOORD;"
" };"
" float SrgbGammaToLinear( float flSrgbGammaValue )"
" {"
" float x = saturate( flSrgbGammaValue );"
" return ( x <= 0.04045f ) ? ( x / 12.92f ) : ( pow( ( x + 0.055f ) / 1.055f, 2.4f ) );"
" }"
"float X360LinearToGamma( float flLinearValue )"
"{"
" float fl360GammaValue;"
""
" flLinearValue = saturate( flLinearValue );"
" if ( flLinearValue < ( 128.0f / 1023.0f ) )"
" {"
" if ( flLinearValue < ( 64.0f / 1023.0f ) )"
" {"
" fl360GammaValue = flLinearValue * ( 1023.0f * ( 1.0f / 255.0f ) );"
" }"
" else"
" {"
" fl360GammaValue = flLinearValue * ( ( 1023.0f / 2.0f ) * ( 1.0f / 255.0f ) ) + ( 32.0f / 255.0f );"
" }"
" }"
" else"
" {"
" if ( flLinearValue < ( 512.0f / 1023.0f ) )"
" {"
" fl360GammaValue = flLinearValue * ( ( 1023.0f / 4.0f ) * ( 1.0f / 255.0f ) ) + ( 64.0f / 255.0f );"
" }"
" else"
" {"
" fl360GammaValue = flLinearValue * ( ( 1023.0f /8.0f ) * ( 1.0f / 255.0f ) ) + ( 128.0f /255.0f );"
" if ( fl360GammaValue > 1.0f )"
" {"
" fl360GammaValue = 1.0f;"
" }"
" }"
" }"
""
" fl360GammaValue = saturate( fl360GammaValue );"
" return fl360GammaValue;"
"}"
" sampler detail : register( s0 );"
" float4 main( PS_IN In ) : COLOR"
" {"
" float4 vTextureColor = tex2D( detail, In.TexCoord );"
" vTextureColor.r = X360LinearToGamma( SrgbGammaToLinear( vTextureColor.r ) );"
" vTextureColor.g = X360LinearToGamma( SrgbGammaToLinear( vTextureColor.g ) );"
" vTextureColor.b = X360LinearToGamma( SrgbGammaToLinear( vTextureColor.b ) );"
" return vTextureColor;"
" }";
D3DVERTEXELEMENT9 VertexElements[4] =
{
{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
{ 0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
D3DDECL_END()
};
ID3DXBuffer *pErrorMsg = NULL;
ID3DXBuffer *pShaderCode = NULL;
HRESULT hr = D3DXCompileShader( strVertexShaderProgram, (UINT)strlen( strVertexShaderProgram ), NULL, NULL, "main", "vs_2_0", 0, &pShaderCode, &pErrorMsg, NULL );
if ( FAILED( hr ) )
return false;
Dx9Device()->CreateVertexShader( (DWORD*)pShaderCode->GetBufferPointer(), &m_NonInteractiveRefresh.m_pVertexShader );
pShaderCode->Release();
pShaderCode = NULL;
if ( pErrorMsg )
{
pErrorMsg->Release();
pErrorMsg = NULL;
}
hr = D3DXCompileShader( strPixelShaderProgram, (UINT)strlen( strPixelShaderProgram ), NULL, NULL, "main", "ps_2_0", 0, &pShaderCode, &pErrorMsg, NULL );
if ( FAILED(hr) )
return false;
Dx9Device()->CreatePixelShader( (DWORD*)pShaderCode->GetBufferPointer(), &m_NonInteractiveRefresh.m_pPixelShader );
pShaderCode->Release();
if ( pErrorMsg )
{
pErrorMsg->Release();
pErrorMsg = NULL;
}
hr = D3DXCompileShader( strPixelShaderProgram3, (UINT)strlen( strPixelShaderProgram3 ), NULL, NULL, "main", "ps_2_0", 0, &pShaderCode, &pErrorMsg, NULL );
if ( FAILED(hr) )
return false;
Dx9Device()->CreatePixelShader( (DWORD*)pShaderCode->GetBufferPointer(), &m_NonInteractiveRefresh.m_pPixelShaderStartup );
pShaderCode->Release();
if ( pErrorMsg )
{
pErrorMsg->Release();
pErrorMsg = NULL;
}
hr = D3DXCompileShader( strPixelShaderProgram2, (UINT)strlen( strPixelShaderProgram2 ), NULL, NULL, "main", "ps_2_0", 0, &pShaderCode, &pErrorMsg, NULL );
if ( FAILED(hr) )
return false;
Dx9Device()->CreatePixelShader( (DWORD*)pShaderCode->GetBufferPointer(), &m_NonInteractiveRefresh.m_pPixelShaderStartupPass2 );
pShaderCode->Release();
if ( pErrorMsg )
{
pErrorMsg->Release();
pErrorMsg = NULL;
}
// Create a vertex declaration from the element descriptions.
Dx9Device()->CreateVertexDeclaration( VertexElements, &m_NonInteractiveRefresh.m_pVertexDecl );
#endif
return true;
}
void CShaderDeviceDx8::FreeNonInteractiveRefreshObjects()
{
if ( m_NonInteractiveRefresh.m_pVertexShader )
{
m_NonInteractiveRefresh.m_pVertexShader->Release();
m_NonInteractiveRefresh.m_pVertexShader = NULL;
}
if ( m_NonInteractiveRefresh.m_pPixelShader )
{
m_NonInteractiveRefresh.m_pPixelShader->Release();
m_NonInteractiveRefresh.m_pPixelShader = NULL;
}
if ( m_NonInteractiveRefresh.m_pPixelShaderStartup )
{
m_NonInteractiveRefresh.m_pPixelShaderStartup->Release();
m_NonInteractiveRefresh.m_pPixelShaderStartup = NULL;
}
if ( m_NonInteractiveRefresh.m_pPixelShaderStartupPass2 )
{
m_NonInteractiveRefresh.m_pPixelShaderStartupPass2->Release();
m_NonInteractiveRefresh.m_pPixelShaderStartupPass2 = NULL;
}
if ( m_NonInteractiveRefresh.m_pVertexDecl )
{
m_NonInteractiveRefresh.m_pVertexDecl->Release();
m_NonInteractiveRefresh.m_pVertexDecl = NULL;
}
}
bool CShaderDeviceDx8::InNonInteractiveMode() const
{
return m_NonInteractiveRefresh.m_Mode != MATERIAL_NON_INTERACTIVE_MODE_NONE;
}
void CShaderDeviceDx8::EnableNonInteractiveMode( MaterialNonInteractiveMode_t mode, ShaderNonInteractiveInfo_t *pInfo )
{
if ( !IsX360() )
return;
if ( pInfo && ( pInfo->m_hTempFullscreenTexture == INVALID_SHADERAPI_TEXTURE_HANDLE ) )
{
mode = MATERIAL_NON_INTERACTIVE_MODE_NONE;
}
m_NonInteractiveRefresh.m_Mode = mode;
if ( pInfo )
{
m_NonInteractiveRefresh.m_Info = *pInfo;
}
m_NonInteractiveRefresh.m_nPacifierFrame = 0;
if ( mode != MATERIAL_NON_INTERACTIVE_MODE_NONE )
{
ConVarRef mat_monitorgamma( "mat_monitorgamma" );
ConVarRef mat_monitorgamma_tv_range_min( "mat_monitorgamma_tv_range_min" );
ConVarRef mat_monitorgamma_tv_range_max( "mat_monitorgamma_tv_range_max" );
ConVarRef mat_monitorgamma_tv_exp( "mat_monitorgamma_tv_exp" );
ConVarRef mat_monitorgamma_tv_enabled( "mat_monitorgamma_tv_enabled" );
SetHardwareGammaRamp( mat_monitorgamma.GetFloat(), mat_monitorgamma_tv_range_min.GetFloat(), mat_monitorgamma_tv_range_max.GetFloat(),
mat_monitorgamma_tv_exp.GetFloat(), mat_monitorgamma_tv_enabled.GetBool() );
}
#ifdef _X360
if ( mode != MATERIAL_NON_INTERACTIVE_MODE_NONE )
{
// HACK: VSync off (prevents us wasting time blocking on VSync due to our irregular present intervals)
Dx9Device()->SetRenderState( D3DRS_PRESENTINTERVAL, D3DPRESENT_INTERVAL_IMMEDIATE );
}
else
{
// HACK: VSync on (defaulting to on on 360 is fine, but really should save+restore this state)
Dx9Device()->SetRenderState( D3DRS_PRESENTINTERVAL, D3DPRESENT_INTERVAL_ONE );
}
#endif
// Msg( "Time elapsed: %.3f Peak %.3f Ave %.5f Count %d Count Above %d\n", Plat_FloatTime() - m_NonInteractiveRefresh.m_flStartTime,
// m_NonInteractiveRefresh.m_flPeakDt, m_NonInteractiveRefresh.m_flTotalDt / m_NonInteractiveRefresh.m_nSamples, m_NonInteractiveRefresh.m_nSamples, m_NonInteractiveRefresh.m_nCountAbove66 );
m_NonInteractiveRefresh.m_flStartTime = m_NonInteractiveRefresh.m_flLastPresentTime =
m_NonInteractiveRefresh.m_flLastPacifierTime = Plat_FloatTime();
m_NonInteractiveRefresh.m_flPeakDt = 0.0f;
m_NonInteractiveRefresh.m_flTotalDt = 0.0f;
m_NonInteractiveRefresh.m_nSamples = 0;
m_NonInteractiveRefresh.m_nCountAbove66 = 0;
}
void CShaderDeviceDx8::UpdatePresentStats()
{
float t = Plat_FloatTime();
float flActualDt = t - m_NonInteractiveRefresh.m_flLastPresentTime;
if ( flActualDt > m_NonInteractiveRefresh.m_flPeakDt )
{
m_NonInteractiveRefresh.m_flPeakDt = flActualDt;
}
if ( flActualDt > 0.066 )
{
++m_NonInteractiveRefresh.m_nCountAbove66;
}
m_NonInteractiveRefresh.m_flTotalDt += flActualDt;
++m_NonInteractiveRefresh.m_nSamples;
t = Plat_FloatTime();
m_NonInteractiveRefresh.m_flLastPresentTime = t;
}
void CShaderDeviceDx8::RefreshFrontBufferNonInteractive()
{
if ( !IsX360() || !InNonInteractiveMode() )
return;
// Other code should not be talking to D3D at the same time as this
AUTO_LOCK( m_nonInteractiveModeMutex );
#ifdef _X360
g_pShaderAPI->OwnGPUResources( false );
IDirect3DBaseTexture *pTexture = g_pShaderAPI->GetD3DTexture( m_NonInteractiveRefresh.m_Info.m_hTempFullscreenTexture );
int w, h;
g_pShaderAPI->GetBackBufferDimensions( w, h );
XMMATRIX matWVP = XMMatrixOrthographicOffCenterLH( 0, (FLOAT)w, (FLOAT)h, 0, 0, 1 );
// Structure to hold vertex data.
struct TEXVERTEX
{
FLOAT Position[3];
FLOAT TexCoord[2];
};
TEXVERTEX Vertices[4];
Vertices[0].Position[0] = -0.5f;
Vertices[0].Position[1] = -0.5f;
Vertices[0].Position[2] = 0;
Vertices[0].TexCoord[0] = 0;
Vertices[0].TexCoord[1] = 0;
Vertices[1].Position[0] = w-0.5f;
Vertices[1].Position[1] = -0.5f;
Vertices[1].Position[2] = 0;
Vertices[1].TexCoord[0] = 1;
Vertices[1].TexCoord[1] = 0;
Vertices[2].Position[0] = w-0.5f;
Vertices[2].Position[1] = h-0.5f;
Vertices[2].Position[2] = 0;
Vertices[2].TexCoord[0] = 1;
Vertices[2].TexCoord[1] = 1;
Vertices[3].Position[0] = -0.5f;
Vertices[3].Position[1] = h-0.5f;
Vertices[3].Position[2] = 0;
Vertices[3].TexCoord[0] = 0;
Vertices[3].TexCoord[1] = 1;
D3DVIEWPORT9 viewport;
viewport.X = viewport.Y = 0;
viewport.Width = w; viewport.Height = h;
viewport.MinZ = ReverseDepthOnX360() ? 1.0f : 0.0f;
viewport.MaxZ = 1.0f - viewport.MinZ;
bool bInStartupMode = ( m_NonInteractiveRefresh.m_Mode == MATERIAL_NON_INTERACTIVE_MODE_STARTUP );
float flDepth = (ShaderUtil()->GetConfig().bReverseDepth ^ ReverseDepthOnX360()) ? 0.0f : 1.0f;
Dx9Device()->Clear( 0, NULL, D3DCLEAR_ZBUFFER, 0, flDepth, 0L );
Dx9Device()->SetViewport( &viewport );
Dx9Device()->SetTexture( 0, pTexture );
Dx9Device()->SetVertexShader( m_NonInteractiveRefresh.m_pVertexShader );
Dx9Device()->SetPixelShader( bInStartupMode ? m_NonInteractiveRefresh.m_pPixelShaderStartup : m_NonInteractiveRefresh.m_pPixelShader );
Dx9Device()->SetVertexShaderConstantF( 0, (FLOAT*)&matWVP, 4 );
Dx9Device()->SetVertexDeclaration( m_NonInteractiveRefresh.m_pVertexDecl );
Dx9Device()->SetSamplerState( 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP );
Dx9Device()->SetSamplerState( 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP );
Dx9Device()->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
Dx9Device()->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
tmZone( TELEMETRY_LEVEL1, TMZF_NONE, "%s", __FUNCTION__ );
Dx9Device()->DrawPrimitiveUP( D3DPT_QUADLIST, 1, Vertices, sizeof( TEXVERTEX ) );
if ( bInStartupMode )
{
float flXPos = m_NonInteractiveRefresh.m_Info.m_flNormalizedX;
float flYPos = m_NonInteractiveRefresh.m_Info.m_flNormalizedY;
float flHeight = m_NonInteractiveRefresh.m_Info.m_flNormalizedSize;
int nSize = h * flHeight;
int x = w * flXPos - nSize * 0.5f;
int y = h * flYPos - nSize * 0.5f;
w = h = nSize;
Vertices[0].Position[0] = x - 0.5f;
Vertices[0].Position[1] = y - 0.5f;
Vertices[1].Position[0] = x+w-0.5f;
Vertices[1].Position[1] = y - 0.5f;
Vertices[2].Position[0] = x+w-0.5f;
Vertices[2].Position[1] = y+h-0.5f;
Vertices[3].Position[0] = x - 0.5f;
Vertices[3].Position[1] = y+h-0.5f;
float t = Plat_FloatTime();
float flDt = t - m_NonInteractiveRefresh.m_flLastPacifierTime;
if ( flDt > 0.030f )
{
if ( ++m_NonInteractiveRefresh.m_nPacifierFrame >= m_NonInteractiveRefresh.m_Info.m_nPacifierCount )
{
m_NonInteractiveRefresh.m_nPacifierFrame = 0;
}
m_NonInteractiveRefresh.m_flLastPacifierTime = t;
}
pTexture = g_pShaderAPI->GetD3DTexture( m_NonInteractiveRefresh.m_Info.m_pPacifierTextures[ m_NonInteractiveRefresh.m_nPacifierFrame ] );
Dx9Device()->SetRenderState( D3DRS_ALPHABLENDENABLE, 1 );
Dx9Device()->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
Dx9Device()->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
Dx9Device()->SetTexture( 0, pTexture );
Dx9Device()->SetPixelShader( m_NonInteractiveRefresh.m_pPixelShaderStartupPass2 );
Dx9Device()->DrawPrimitiveUP( D3DPT_QUADLIST, 1, Vertices, sizeof( TEXVERTEX ) );
}
Dx9Device()->SetVertexShader( NULL );
Dx9Device()->SetPixelShader( NULL );
Dx9Device()->SetTexture( 0, NULL );
Dx9Device()->SetVertexDeclaration( NULL );
tmZone( TELEMETRY_LEVEL1, TMZF_NONE, "D3DPresent" );
Dx9Device()->Present( 0, 0, 0, 0 );
g_pShaderAPI->QueueResetRenderState();
g_pShaderAPI->OwnGPUResources( true );
UpdatePresentStats();
#endif
}
//-----------------------------------------------------------------------------
// Page flip
//-----------------------------------------------------------------------------
void CShaderDeviceDx8::Present()
{
LOCK_SHADERAPI();
// need to flush the dynamic buffer
g_pShaderAPI->FlushBufferedPrimitives();
if ( !IsDeactivated() )
{
Dx9Device()->EndScene();
}
HRESULT hr = S_OK;
// if we're in queued mode, don't present if the device is already lost
bool bValidPresent = true;
bool bInMainThread = ThreadInMainThread();
if ( !bInMainThread )
{
// don't present if the device is in an invalid state and in queued mode
if ( m_DeviceState != DEVICE_STATE_OK )
{
bValidPresent = false;
}
// check for lost device early in threaded mode
CheckDeviceLost( m_bOtherAppInitializing );
if ( m_DeviceState != DEVICE_STATE_OK )
{
bValidPresent = false;
}
}
// Copy the back buffer into the non-interactive temp buffer
if ( m_NonInteractiveRefresh.m_Mode == MATERIAL_NON_INTERACTIVE_MODE_LEVEL_LOAD )
{
g_pShaderAPI->CopyRenderTargetToTextureEx( m_NonInteractiveRefresh.m_Info.m_hTempFullscreenTexture, 0, NULL, NULL );
}
// If we're not iconified, try to present (without this check, we can flicker when Alt-Tabbed away)
#ifdef _WIN32
if ( IsX360() || (IsIconic( ( HWND )m_hWnd ) == 0 && bValidPresent) )
#else
if ( IsX360() || (IsIconic( (VD3DHWND)m_hWnd ) == 0 && bValidPresent) )
#endif
{
if ( IsPC() && ( m_IsResizing || ( m_ViewHWnd != (VD3DHWND)m_hWnd ) ) )
{
RECT destRect;
#ifndef DX_TO_GL_ABSTRACTION
GetClientRect( ( HWND )m_ViewHWnd, &destRect );
#else
toglGetClientRect( (VD3DHWND)m_ViewHWnd, &destRect );
#endif
ShaderViewport_t viewport;
g_pShaderAPI->GetViewports( &viewport, 1 );
RECT srcRect;
srcRect.left = viewport.m_nTopLeftX;
srcRect.right = viewport.m_nTopLeftX + viewport.m_nWidth;
srcRect.top = viewport.m_nTopLeftY;
srcRect.bottom = viewport.m_nTopLeftY + viewport.m_nHeight;
hr = Dx9Device()->Present( &srcRect, &destRect, (VD3DHWND)m_ViewHWnd, 0 );
}
else
{
g_pShaderAPI->OwnGPUResources( false );
hr = Dx9Device()->Present( 0, 0, 0, 0 );
}
}
UpdatePresentStats();
if ( IsWindows() )
{
if ( hr == D3DERR_DRIVERINTERNALERROR )
{
/* Usually this bug means that the driver has run out of internal video
memory, due to leaking it slowly over several application restarts.
As of summer 2007, IE in particular seemed to leak a lot of driver
memory for every image context it created in the browser window. A
reboot clears out the leaked memory and will generally allow the game
to be run again; occasionally (but not frequently) it's necessary to
reduce video settings in the game as well to run. But, this is too
fine a distinction to explain in a dialog, so place the guilt on the
user and ask them to reduce video settings regardless.
*/
Error( "Internal driver error at Present.\n"
"You're likely out of OS Paged Pool Memory! For more info, see\n"
"http://support.steampowered.com/cgi-bin/steampowered.cfg/php/enduser/std_adp.php?p_faqid=150\n" );
}
if ( hr == D3DERR_DEVICELOST )
{
MarkDeviceLost();
}
}
MeshMgr()->DiscardVertexBuffers();
if ( bInMainThread )
{
CheckDeviceLost( m_bOtherAppInitializing );
}
if ( IsX360() )
{
// according to docs - "Mandatory Reset of GPU Registers"
// 360 must force the cached state to be dirty after any present()
g_pShaderAPI->ResetRenderState( false );
}
#ifdef RECORD_KEYFRAMES
static int frame = 0;
++frame;
if (frame == KEYFRAME_INTERVAL)
{
RECORD_COMMAND( DX8_KEYFRAME, 0 );
g_pShaderAPI->ResetRenderState();
frame = 0;
}
#endif
g_pShaderAPI->AdvancePIXFrame();
if ( !IsDeactivated() )
{
#ifndef DX_TO_GL_ABSTRACTION
if ( ( ShaderUtil()->GetConfig().bMeasureFillRate || ShaderUtil()->GetConfig().bVisualizeFillRate ) )
{
g_pShaderAPI->ClearBuffers( true, true, true, -1, -1 );
}
#endif
Dx9Device()->BeginScene();
}
}
// We need to scale our colors to the range [16, 235] to keep our colors within TV standards. Some colors might
// still be out of gamut if any of the R, G, or B channels are more than 191 units apart from each other in
// the 0-255 scale, but it looks like the 360 deals with this for us by lowering the bright saturated color components.
// NOTE: I'm leaving the max at 255 to retain whiter than whites. On most TV's, we seems a little dark in the bright colors
// compared to TV and movies when played in the same conditions. This keeps out brights on par with what customers are
// used to seeing.
// TV's generally have a 2.5 gamma, so we need to convert our 2.2 frame buffer into a 2.5 frame buffer for display on a TV
void CShaderDeviceDx8::SetHardwareGammaRamp( float fGamma, float fGammaTVRangeMin, float fGammaTVRangeMax, float fGammaTVExponent, bool bTVEnabled )
{
DevMsg( 2, "SetHardwareGammaRamp( %f )\n", fGamma );
Assert( Dx9Device() );
if( !Dx9Device() )
return;
D3DGAMMARAMP gammaRamp;
for ( int i = 0; i < 256; i++ )
{
float flInputValue = float( i ) / 255.0f;
// Since the 360's sRGB read/write is a piecewise linear approximation, we need to correct for the difference in gamma space here
float flSrgbGammaValue;
if ( IsX360() ) // Should we also do this for the PS3?
{
// First undo the 360 broken sRGB curve by bringing the value back into linear space
float flLinearValue = X360GammaToLinear( flInputValue );
flLinearValue = clamp( flLinearValue, 0.0f, 1.0f );
// Now apply a true sRGB curve to mimic PC hardware
flSrgbGammaValue = SrgbLinearToGamma( flLinearValue ); // ( flLinearValue <= 0.0031308f ) ? ( flLinearValue * 12.92f ) : ( 1.055f * powf( flLinearValue, ( 1.0f / 2.4f ) ) ) - 0.055f;
flSrgbGammaValue = clamp( flSrgbGammaValue, 0.0f, 1.0f );
}
else
{
flSrgbGammaValue = flInputValue;
}
// Apply the user controlled exponent curve
float flCorrection = pow( flSrgbGammaValue, ( fGamma / 2.2f ) );
flCorrection = clamp( flCorrection, 0.0f, 1.0f );
// TV adjustment - Apply an exp and a scale and bias
if ( bTVEnabled )
{
// Adjust for TV gamma of 2.5 by applying an exponent of 2.2 / 2.5 = 0.88
flCorrection = pow( flCorrection, 2.2f / fGammaTVExponent );
flCorrection = clamp( flCorrection, 0.0f, 1.0f );
// Scale and bias to fit into the 16-235 range for TV's
flCorrection = ( flCorrection * ( fGammaTVRangeMax - fGammaTVRangeMin ) / 255.0f ) + ( fGammaTVRangeMin / 255.0f );
flCorrection = clamp( flCorrection, 0.0f, 1.0f );
}
// Generate final int value
unsigned int val = ( int )( flCorrection * 65535.0f );
gammaRamp.red[i] = val;
gammaRamp.green[i] = val;
gammaRamp.blue[i] = val;
}
Dx9Device()->SetGammaRamp( 0, D3DSGR_NO_CALIBRATION, &gammaRamp );
}
//-----------------------------------------------------------------------------
// Shader compilation
//-----------------------------------------------------------------------------
IShaderBuffer* CShaderDeviceDx8::CompileShader( const char *pProgram, size_t nBufLen, const char *pShaderVersion )
{
return ShaderManager()->CompileShader( pProgram, nBufLen, pShaderVersion );
}
VertexShaderHandle_t CShaderDeviceDx8::CreateVertexShader( IShaderBuffer *pBuffer )
{
return ShaderManager()->CreateVertexShader( pBuffer );
}
void CShaderDeviceDx8::DestroyVertexShader( VertexShaderHandle_t hShader )
{
ShaderManager()->DestroyVertexShader( hShader );
}
GeometryShaderHandle_t CShaderDeviceDx8::CreateGeometryShader( IShaderBuffer* pShaderBuffer )
{
Assert( 0 );
return GEOMETRY_SHADER_HANDLE_INVALID;
}
void CShaderDeviceDx8::DestroyGeometryShader( GeometryShaderHandle_t hShader )
{
Assert( hShader == GEOMETRY_SHADER_HANDLE_INVALID );
}
PixelShaderHandle_t CShaderDeviceDx8::CreatePixelShader( IShaderBuffer *pBuffer )
{
return ShaderManager()->CreatePixelShader( pBuffer );
}
void CShaderDeviceDx8::DestroyPixelShader( PixelShaderHandle_t hShader )
{
ShaderManager()->DestroyPixelShader( hShader );
}
#ifdef DX_TO_GL_ABSTRACTION
void CShaderDeviceDx8::DoStartupShaderPreloading( void )
{
ShaderManager()->DoStartupShaderPreloading();
}
#endif
//-----------------------------------------------------------------------------
// Creates/destroys Mesh
// NOTE: Will be deprecated soon!
//-----------------------------------------------------------------------------
IMesh* CShaderDeviceDx8::CreateStaticMesh( VertexFormat_t vertexFormat, const char *pTextureBudgetGroup, IMaterial * pMaterial )
{
LOCK_SHADERAPI();
return MeshMgr()->CreateStaticMesh( vertexFormat, pTextureBudgetGroup, pMaterial );
}
void CShaderDeviceDx8::DestroyStaticMesh( IMesh* pMesh )
{
LOCK_SHADERAPI();
MeshMgr()->DestroyStaticMesh( pMesh );
}
//-----------------------------------------------------------------------------
// Creates/destroys vertex buffers + index buffers
//-----------------------------------------------------------------------------
IVertexBuffer *CShaderDeviceDx8::CreateVertexBuffer( ShaderBufferType_t type, VertexFormat_t fmt, int nVertexCount, const char *pBudgetGroup )
{
LOCK_SHADERAPI();
return MeshMgr()->CreateVertexBuffer( type, fmt, nVertexCount, pBudgetGroup );
}
void CShaderDeviceDx8::DestroyVertexBuffer( IVertexBuffer *pVertexBuffer )
{
LOCK_SHADERAPI();
MeshMgr()->DestroyVertexBuffer( pVertexBuffer );
}
IIndexBuffer *CShaderDeviceDx8::CreateIndexBuffer( ShaderBufferType_t bufferType, MaterialIndexFormat_t fmt, int nIndexCount, const char *pBudgetGroup )
{
LOCK_SHADERAPI();
return MeshMgr()->CreateIndexBuffer( bufferType, fmt, nIndexCount, pBudgetGroup );
}
void CShaderDeviceDx8::DestroyIndexBuffer( IIndexBuffer *pIndexBuffer )
{
LOCK_SHADERAPI();
MeshMgr()->DestroyIndexBuffer( pIndexBuffer );
}
IVertexBuffer *CShaderDeviceDx8::GetDynamicVertexBuffer( int streamID, VertexFormat_t vertexFormat, bool bBuffered )
{
LOCK_SHADERAPI();
return MeshMgr()->GetDynamicVertexBuffer( streamID, vertexFormat, bBuffered );
}
IIndexBuffer *CShaderDeviceDx8::GetDynamicIndexBuffer( MaterialIndexFormat_t fmt, bool bBuffered )
{
LOCK_SHADERAPI();
return MeshMgr()->GetDynamicIndexBuffer( fmt, bBuffered );
}
#ifdef _X360
void CShaderDeviceDx8::SpewVideoInfo360( const CCommand &args )
{
XVIDEO_MODE videoMode;
XGetVideoMode( &videoMode );
Warning( "back buffer size: %dx%d\n", m_PresentParameters.BackBufferWidth, m_PresentParameters.BackBufferHeight );
Warning( "display resolution: %dx%d %s\n", videoMode.dwDisplayWidth, videoMode.dwDisplayHeight, videoMode.fIsInterlaced ? "interlaced" : "progressive" );
Warning( "refresh rate: %f\n", videoMode.RefreshRate );
Warning( "aspect: %s\n", videoMode.fIsWideScreen ? "16x9 (widescreen)" : "4x3 (normal)" );
Warning( "%s\n", videoMode.fIsHiDef ? "hidef" : "lodef" );
switch( videoMode.VideoStandard )
{
case XC_VIDEO_STANDARD_NTSC_M:
Warning( "video standard: NTSC_M\n" );
break;
case XC_VIDEO_STANDARD_NTSC_J:
Warning( "video standard: NTSC_J\n" );
break;
case XC_VIDEO_STANDARD_PAL_I:
Warning( "video standard: PAL_I\n" );
break;
default:
Warning( "error: UNKNOWN VIDEO STANDARD!\n" );
Assert( 0 );
break;
}
ConVarRef fps_max( "fps_max" );
Warning( "fps_max: %f\n", fps_max.GetFloat() );
switch( m_PresentParameters.MultiSampleType )
{
case D3DMULTISAMPLE_NONE:
Warning( "multisample type: D3DMULTISAMPLE_NONE\n" );
break;
case D3DMULTISAMPLE_2_SAMPLES:
Warning( "multisample type: D3DMULTISAMPLE_2_SAMPLES\n" );
break;
case D3DMULTISAMPLE_4_SAMPLES:
Warning( "multisample type: D3DMULTISAMPLE_4_SAMPLES\n" );
break;
}
}
#endif