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3709 lines
122 KiB
3709 lines
122 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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// |
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//===========================================================================// |
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#define DISABLE_PROTECTED_THINGS |
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#include "locald3dtypes.h" |
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#include "shaderdevicedx8.h" |
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#include "shaderapi/ishaderutil.h" |
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#include "shaderapidx8_global.h" |
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#include "filesystem.h" |
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#include "tier0/icommandline.h" |
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#include "tier2/tier2.h" |
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#include "shadershadowdx8.h" |
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#include "colorformatdx8.h" |
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#include "materialsystem/IShader.h" |
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#include "shaderapidx8.h" |
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#include "shaderapidx8_global.h" |
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#include "imeshdx8.h" |
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#include "materialsystem/materialsystem_config.h" |
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#include "vertexshaderdx8.h" |
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#include "recording.h" |
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#include "winutils.h" |
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#include "tier0/vprof_telemetry.h" |
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#if defined ( DX_TO_GL_ABSTRACTION ) |
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// Placed here so inlines placed in dxabstract.h can access gGL |
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COpenGLEntryPoints *gGL = NULL; |
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#endif |
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#define D3D_BATCH_PERF_ANALYSIS 0 |
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#if D3D_BATCH_PERF_ANALYSIS |
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#if defined( DX_TO_GL_ABSTRACTION ) |
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#error Cannot enable D3D_BATCH_PERF_ANALYSIS when using DX_TO_GL_ABSTRACTION, use GL_BATCH_PERF_ANALYSIS instead. |
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#endif |
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// Define this if you want all d3d9 interfaces hooked and run through the dx9hook.h shim interfaces. For profiling, etc. |
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#define DO_DX9_HOOK |
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#endif |
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#ifdef DO_DX9_HOOK |
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#if D3D_BATCH_PERF_ANALYSIS |
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ConVar d3d_batch_vis( "d3d_batch_vis", "0" ); |
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ConVar d3d_batch_vis_abs_scale( "d3d_batch_vis_abs_scale", ".050" ); |
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ConVar d3d_present_vis_abs_scale( "d3d_batch_vis_abs_scale", ".050" ); |
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ConVar d3d_batch_vis_y_scale( "d3d_batch_vis_y_scale", "0.0" ); |
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uint64 g_nTotalD3DCalls, g_nTotalD3DCycles; |
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static double s_rdtsc_to_ms; |
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#endif |
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#include "dx9hook.h" |
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#endif |
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#ifndef _X360 |
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#include "wmi.h" |
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#endif |
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#if defined( _X360 ) |
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#include "xbox/xbox_console.h" |
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#include "xbox/xbox_win32stubs.h" |
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#endif |
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//#define DX8_COMPATABILITY_MODE |
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//----------------------------------------------------------------------------- |
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// Globals |
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//----------------------------------------------------------------------------- |
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static CShaderDeviceMgrDx8 g_ShaderDeviceMgrDx8; |
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CShaderDeviceMgrDx8* g_pShaderDeviceMgrDx8 = &g_ShaderDeviceMgrDx8; |
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#ifndef SHADERAPIDX10 |
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// In the shaderapidx10.dll, we use its version of IShaderDeviceMgr. |
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CShaderDeviceMgrDx8, IShaderDeviceMgr, |
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SHADER_DEVICE_MGR_INTERFACE_VERSION, g_ShaderDeviceMgrDx8 ) |
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#endif |
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#if defined( _X360 ) |
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IDirect3D9 *m_pD3D; |
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#endif |
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IDirect3DDevice *g_pD3DDevice = NULL; |
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#if defined(IS_WINDOWS_PC) && defined(SHADERAPIDX9) |
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// HACK: need to pass knowledge of D3D9Ex usage into callers of D3D Create* methods |
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// so they do not try to specify D3DPOOL_MANAGED, which is unsupported in D3D9Ex |
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bool g_ShaderDeviceUsingD3D9Ex = false; |
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static ConVar mat_supports_d3d9ex( "mat_supports_d3d9ex", "0", FCVAR_HIDDEN ); |
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#endif |
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// hook into mat_forcedynamic from the engine. |
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static ConVar mat_forcedynamic( "mat_forcedynamic", "0", FCVAR_CHEAT ); |
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// this is hooked into the engines convar |
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ConVar mat_debugalttab( "mat_debugalttab", "0", FCVAR_CHEAT ); |
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//----------------------------------------------------------------------------- |
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// |
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// Device manager |
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// |
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//----------------------------------------------------------------------------- |
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//----------------------------------------------------------------------------- |
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// constructor, destructor |
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//----------------------------------------------------------------------------- |
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CShaderDeviceMgrDx8::CShaderDeviceMgrDx8() |
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{ |
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m_pD3D = NULL; |
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m_bObeyDxCommandlineOverride = true; |
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m_bAdapterInfoIntialized = false; |
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#if defined( PIX_INSTRUMENTATION ) && defined ( DX_TO_GL_ABSTRACTION ) && defined( _WIN32 ) |
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m_hD3D9 = NULL; |
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m_pBeginEvent = NULL; |
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m_pEndEvent = NULL; |
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m_pSetMarker = NULL; |
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m_pSetOptions = NULL; |
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#endif |
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} |
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CShaderDeviceMgrDx8::~CShaderDeviceMgrDx8() |
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{ |
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} |
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#ifdef OSX |
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#include <Carbon/Carbon.h> |
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#endif |
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//----------------------------------------------------------------------------- |
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// Connect, disconnect |
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//----------------------------------------------------------------------------- |
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bool CShaderDeviceMgrDx8::Connect( CreateInterfaceFn factory ) |
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{ |
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LOCK_SHADERAPI(); |
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if ( !BaseClass::Connect( factory ) ) |
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return false; |
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#if defined ( DX_TO_GL_ABSTRACTION ) |
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gGL = ToGLConnectLibraries( factory ); |
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#endif |
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#if defined(IS_WINDOWS_PC) && defined(SHADERAPIDX9) && !defined(RECORDING) && !defined( DX_TO_GL_ABSTRACTION ) |
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m_pD3D = NULL; |
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// Attempt to create a D3D9Ex device (Windows Vista and later) if possible |
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bool bD3D9ExForceDisable = ( CommandLine()->FindParm( "-nod3d9ex" ) != 0 ) || |
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( CommandLine()->ParmValue( "-dxlevel", 95 ) < 90 ); |
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bool bD3D9ExAvailable = false; |
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if ( HMODULE hMod = ::LoadLibraryA( "d3d9.dll" ) ) |
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{ |
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typedef HRESULT ( WINAPI *CreateD3D9ExFunc_t )( UINT, IUnknown** ); |
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if ( CreateD3D9ExFunc_t pfnCreateD3D9Ex = (CreateD3D9ExFunc_t) ::GetProcAddress( hMod, "Direct3DCreate9Ex" ) ) |
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{ |
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IUnknown *pD3D9Ex = NULL; |
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if ( (*pfnCreateD3D9Ex)( D3D_SDK_VERSION, &pD3D9Ex ) == S_OK && pD3D9Ex ) |
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{ |
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bD3D9ExAvailable = true; |
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if ( bD3D9ExForceDisable ) |
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{ |
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pD3D9Ex->Release(); |
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} |
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else |
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{ |
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g_ShaderDeviceUsingD3D9Ex = true; |
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// The following is more "correct" but incompatible with the Steam overlay: |
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//pD3D9Ex->QueryInterface( IID_IDirect3D9, (void**) &m_pD3D ); |
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//pD3D9Ex->Release(); |
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m_pD3D = static_cast< IDirect3D9* >( pD3D9Ex ); |
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} |
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} |
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} |
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::FreeLibrary( hMod ); |
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} |
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if ( !m_pD3D ) |
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{ |
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g_ShaderDeviceUsingD3D9Ex = false; |
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m_pD3D = Direct3DCreate9(D3D_SDK_VERSION); |
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} |
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mat_supports_d3d9ex.SetValue( bD3D9ExAvailable ? 1 : 0 ); |
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#else |
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#if defined( DO_DX9_HOOK ) |
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m_pD3D = Direct3DCreate9Hook(D3D_SDK_VERSION); |
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#else |
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m_pD3D = Direct3DCreate9(D3D_SDK_VERSION); |
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#endif |
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#endif |
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if ( !m_pD3D ) |
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{ |
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Warning( "Failed to create D3D9!\n" ); |
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return false; |
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} |
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#if defined( PIX_INSTRUMENTATION ) && defined ( DX_TO_GL_ABSTRACTION ) && defined( _WIN32 ) |
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// This is a little odd, but AMD PerfStudio hooks D3D9.DLL and intercepts all of the D3DPERF API's (even for OpenGL apps). |
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// So dynamically load d3d9.dll and get the address of these exported functions. |
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if ( !m_hD3D9 ) |
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{ |
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m_hD3D9 = LoadLibraryA("d3d9.dll"); |
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} |
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if ( m_hD3D9 ) |
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{ |
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Plat_DebugString( "PIX_INSTRUMENTATION: Loaded d3d9.dll\n" ); |
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printf( "PIX_INSTRUMENTATION: Loaded d3d9.dll\n" ); |
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m_pBeginEvent = (D3DPERF_BeginEvent_FuncPtr)GetProcAddress( m_hD3D9, "D3DPERF_BeginEvent" ); |
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m_pEndEvent = (D3DPERF_EndEvent_FuncPtr)GetProcAddress( m_hD3D9, "D3DPERF_EndEvent" ); |
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m_pSetMarker = (D3DPERF_SetMarker_FuncPtr)GetProcAddress( m_hD3D9, "D3DPERF_SetOptions" ); |
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m_pSetOptions = (D3DPERF_SetOptions_FuncPtr)GetProcAddress( m_hD3D9, "D3DPERF_SetMarker" ); |
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} |
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#endif |
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// FIXME: Want this to be here, but we can't because Steam |
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// hasn't had it's application ID set up yet. |
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// InitAdapterInfo(); |
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return true; |
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} |
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void CShaderDeviceMgrDx8::Disconnect() |
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{ |
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LOCK_SHADERAPI(); |
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#if defined( PIX_INSTRUMENTATION ) && defined ( DX_TO_GL_ABSTRACTION ) && defined( _WIN32 ) |
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if ( m_hD3D9 ) |
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{ |
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m_pBeginEvent = NULL; |
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m_pEndEvent = NULL; |
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m_pSetMarker = NULL; |
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m_pSetOptions = NULL; |
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FreeLibrary( m_hD3D9 ); |
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m_hD3D9 = NULL; |
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} |
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#endif |
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if ( m_pD3D ) |
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{ |
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m_pD3D->Release(); |
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m_pD3D = 0; |
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} |
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#if defined ( DX_TO_GL_ABSTRACTION ) |
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ToGLDisconnectLibraries(); |
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#endif |
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BaseClass::Disconnect(); |
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} |
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//----------------------------------------------------------------------------- |
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// Initialization |
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//----------------------------------------------------------------------------- |
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InitReturnVal_t CShaderDeviceMgrDx8::Init( ) |
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{ |
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// FIXME: Remove call to InitAdapterInfo once Steam startup issues are resolved. |
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// Do it in Connect instead. |
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InitAdapterInfo(); |
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return INIT_OK; |
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} |
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//----------------------------------------------------------------------------- |
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// Shutdown |
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//----------------------------------------------------------------------------- |
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void CShaderDeviceMgrDx8::Shutdown( ) |
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{ |
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LOCK_SHADERAPI(); |
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// FIXME: Make PIX work |
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// BeginPIXEvent( PIX_VALVE_ORANGE, "Shutdown" ); |
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if ( g_pShaderAPI ) |
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{ |
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g_pShaderAPI->OnDeviceShutdown(); |
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} |
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if ( g_pShaderDevice ) |
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{ |
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g_pShaderDevice->ShutdownDevice(); |
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g_pMaterialSystemHardwareConfig = NULL; |
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} |
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// EndPIXEvent(); |
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} |
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//----------------------------------------------------------------------------- |
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// Inline methods |
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//----------------------------------------------------------------------------- |
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//----------------------------------------------------------------------------- |
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// Initialize adapter information |
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//----------------------------------------------------------------------------- |
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void CShaderDeviceMgrDx8::InitAdapterInfo() |
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{ |
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if ( m_bAdapterInfoIntialized ) |
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return; |
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m_bAdapterInfoIntialized = true; |
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m_Adapters.RemoveAll(); |
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Assert(m_pD3D); |
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int nCount = m_pD3D->GetAdapterCount( ); |
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for( int i = 0; i < nCount; ++i ) |
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{ |
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int j = m_Adapters.AddToTail(); |
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AdapterInfo_t &info = m_Adapters[j]; |
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#ifdef _DEBUG |
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memset( &info.m_ActualCaps, 0xDD, sizeof(info.m_ActualCaps) ); |
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#endif |
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info.m_ActualCaps.m_bDeviceOk = ComputeCapsFromD3D( &info.m_ActualCaps, i ); |
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if ( !info.m_ActualCaps.m_bDeviceOk ) |
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continue; |
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ReadDXSupportLevels( info.m_ActualCaps ); |
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// Read dxsupport.cfg which has config overrides for particular cards. |
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ReadHardwareCaps( info.m_ActualCaps, info.m_ActualCaps.m_nMaxDXSupportLevel ); |
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// What's in "-shader" overrides dxsupport.cfg |
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const char *pShaderParam = CommandLine()->ParmValue( "-shader" ); |
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if ( pShaderParam ) |
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{ |
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Q_strncpy( info.m_ActualCaps.m_pShaderDLL, pShaderParam, sizeof( info.m_ActualCaps.m_pShaderDLL ) ); |
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} |
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} |
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} |
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//-------------------------------------------------------------------------------- |
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// Code to detect support for texture border color (widely supported but the caps |
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// bit is messed up in drivers due to a stupid WHQL test that requires this to work |
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// with float textures which we don't generally care about wrt this address mode) |
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//-------------------------------------------------------------------------------- |
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void CShaderDeviceMgrDx8::CheckBorderColorSupport( HardwareCaps_t *pCaps, int nAdapter ) |
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{ |
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#ifdef DX_TO_GL_ABSTRACTION |
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if( true ) |
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#else |
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if( IsX360() ) |
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#endif |
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{ |
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pCaps->m_bSupportsBorderColor = true; |
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} |
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else // Most PC parts do this, but let's not deal with that yet (JasonM) |
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{ |
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pCaps->m_bSupportsBorderColor = false; |
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} |
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} |
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//-------------------------------------------------------------------------------- |
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// Vendor-dependent code to detect support for various flavors of shadow mapping |
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//-------------------------------------------------------------------------------- |
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void CShaderDeviceMgrDx8::CheckVendorDependentShadowMappingSupport( HardwareCaps_t *pCaps, int nAdapter ) |
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{ |
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// Set a default null texture format...may be overridden below by IHV-specific surface type |
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pCaps->m_NullTextureFormat = IMAGE_FORMAT_ARGB8888; |
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if ( m_pD3D->CheckDeviceFormat( nAdapter, DX8_DEVTYPE, D3DFMT_X8R8G8B8, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, D3DFMT_R5G6B5 ) == S_OK ) |
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{ |
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pCaps->m_NullTextureFormat = IMAGE_FORMAT_RGB565; |
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} |
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#if defined( _X360 ) |
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pCaps->m_ShadowDepthTextureFormat = ReverseDepthOnX360() ? IMAGE_FORMAT_X360_DST24F : IMAGE_FORMAT_X360_DST24; |
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pCaps->m_bSupportsShadowDepthTextures = true; |
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pCaps->m_bSupportsFetch4 = false; |
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return; |
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#elif defined ( DX_TO_GL_ABSTRACTION ) |
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// We may want to only do this on the higher-end Mac SKUs, since it's not free... |
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pCaps->m_ShadowDepthTextureFormat = IMAGE_FORMAT_NV_DST16; // This format shunts us down the right shader combo path |
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pCaps->m_bSupportsShadowDepthTextures = true; |
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pCaps->m_bSupportsFetch4 = false; |
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return; |
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#endif |
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if ( IsPC() || !IsX360() ) |
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{ |
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bool bToolsMode = IsWindows() && ( CommandLine()->CheckParm( "-tools" ) != NULL ); |
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bool bFound16Bit = false; |
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if ( ( pCaps->m_VendorID == VENDORID_NVIDIA ) && ( pCaps->m_SupportsShaderModel_3_0 ) ) // ps_3_0 parts from nVidia |
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{ |
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// First, test for null texture support |
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if ( m_pD3D->CheckDeviceFormat( nAdapter, DX8_DEVTYPE, D3DFMT_X8R8G8B8, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, NVFMT_NULL ) == S_OK ) |
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{ |
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pCaps->m_NullTextureFormat = IMAGE_FORMAT_NV_NULL; |
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} |
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// |
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// NVIDIA has two no-PCF formats (these are not filtering modes, but surface formats |
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// NVFMT_RAWZ is supported by NV4x (not supported here yet...requires a dp3 to reconstruct in shader code, which doesn't seem to work) |
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// NVFMT_INTZ is supported on newer chips as of G8x (just read like ATI non-fetch4 mode) |
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// |
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/* |
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if ( m_pD3D->CheckDeviceFormat( nAdapter, DX8_DEVTYPE, D3DFMT_X8R8G8B8, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, NVFMT_INTZ ) == S_OK ) |
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{ |
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pCaps->m_ShadowDepthTextureFormat = IMAGE_FORMAT_NV_INTZ; |
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pCaps->m_bSupportsFetch4 = false; |
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pCaps->m_bSupportsShadowDepthTextures = true; |
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return; |
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} |
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*/ |
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if ( m_pD3D->CheckDeviceFormat( nAdapter, DX8_DEVTYPE, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_D16 ) == S_OK ) |
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{ |
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pCaps->m_ShadowDepthTextureFormat = IMAGE_FORMAT_NV_DST16; |
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pCaps->m_bSupportsFetch4 = false; |
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pCaps->m_bSupportsShadowDepthTextures = true; |
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bFound16Bit = true; |
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if ( !bToolsMode ) // Tools will continue on and try for 24 bit... |
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return; |
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} |
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if ( m_pD3D->CheckDeviceFormat( nAdapter, DX8_DEVTYPE, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_D24S8 ) == S_OK ) |
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{ |
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pCaps->m_ShadowDepthTextureFormat = IMAGE_FORMAT_NV_DST24; |
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pCaps->m_bSupportsFetch4 = false; |
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pCaps->m_bSupportsShadowDepthTextures = true; |
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return; |
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} |
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if ( bFound16Bit ) // Found 16 bit but not 24 |
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return; |
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} |
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else if ( ( pCaps->m_VendorID == VENDORID_ATI ) && pCaps->m_SupportsPixelShaders_2_b ) // ps_2_b parts from ATI |
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{ |
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// Initially, check for Fetch4 (tied to ATIFMT_D24S8 support) |
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pCaps->m_bSupportsFetch4 = false; |
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if ( m_pD3D->CheckDeviceFormat( nAdapter, DX8_DEVTYPE, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, ATIFMT_D24S8 ) == S_OK ) |
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{ |
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pCaps->m_bSupportsFetch4 = true; |
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} |
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if ( m_pD3D->CheckDeviceFormat( nAdapter, DX8_DEVTYPE, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, ATIFMT_D16 ) == S_OK ) // Prefer 16-bit |
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{ |
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pCaps->m_ShadowDepthTextureFormat = IMAGE_FORMAT_ATI_DST16; |
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pCaps->m_bSupportsShadowDepthTextures = true; |
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bFound16Bit = true; |
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if ( !bToolsMode ) // Tools will continue on and try for 24 bit... |
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return; |
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} |
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if ( m_pD3D->CheckDeviceFormat( nAdapter, DX8_DEVTYPE, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, ATIFMT_D24S8 ) == S_OK ) |
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{ |
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pCaps->m_ShadowDepthTextureFormat = IMAGE_FORMAT_ATI_DST24; |
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pCaps->m_bSupportsShadowDepthTextures = true; |
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return; |
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} |
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if ( bFound16Bit ) // Found 16 bit but not 24 |
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return; |
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} |
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} |
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// Other vendor or old hardware |
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pCaps->m_ShadowDepthTextureFormat = IMAGE_FORMAT_UNKNOWN; |
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pCaps->m_bSupportsShadowDepthTextures = false; |
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pCaps->m_bSupportsFetch4 = false; |
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} |
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//----------------------------------------------------------------------------- |
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// Vendor-dependent code to detect Alpha To Coverage Backdoors |
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//----------------------------------------------------------------------------- |
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void CShaderDeviceMgrDx8::CheckVendorDependentAlphaToCoverage( HardwareCaps_t *pCaps, int nAdapter ) |
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{ |
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pCaps->m_bSupportsAlphaToCoverage = false; |
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// Bail out on OpenGL |
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#ifdef DX_TO_GL_ABSTRACTION |
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pCaps->m_bSupportsAlphaToCoverage = true; |
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pCaps->m_AlphaToCoverageEnableValue = TRUE; |
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pCaps->m_AlphaToCoverageDisableValue = FALSE; |
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pCaps->m_AlphaToCoverageState = D3DRS_ADAPTIVETESS_Y; // Just match the NVIDIA state hackery |
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return; |
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#endif |
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if ( pCaps->m_nDXSupportLevel < 90 ) |
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return; |
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#ifdef _X360 |
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{ |
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pCaps->m_bSupportsAlphaToCoverage = true; |
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pCaps->m_AlphaToCoverageEnableValue = TRUE; |
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pCaps->m_AlphaToCoverageDisableValue = FALSE; |
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pCaps->m_AlphaToCoverageState = D3DRS_ALPHATOMASKENABLE; |
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return; |
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} |
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#endif // _X360 |
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|
|
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", "20", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY ); |
|
#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 ) |
|
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 ); |
|
|
|
#ifdef TOGLES |
|
bSupportsInteger16Textures = caps.SupportInt16Format; |
|
#endif |
|
|
|
// 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; |
|
} |
|
} |
|
} |
|
|
|
// 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 || bSupportsFloat16Textures ) && |
|
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; |
|
|
|
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
|
|
|