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14352 lines
444 KiB
14352 lines
444 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// |
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// The dx8 implementation of the shader API |
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//===========================================================================// |
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/* |
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DX9 todo: |
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-make the transforms in the older shaders match the transforms in lightmappedgeneric |
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-fix polyoffset for hardware that doesn't support D3DRS_SLOPESCALEDEPTHBIAS and D3DRS_DEPTHBIAS |
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- code is there, I think matrix offset just needs tweaking |
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-fix forcehardwaresync - implement texture locking for hardware that doesn't support async query |
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-get the format for GetAdapterModeCount and EnumAdapterModes from somewhere (shaderapidx8.cpp, GetModeCount, GetModeInfo) |
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-record frame sync objects (allocframesyncobjects, free framesync objects, ForceHardwareSync) |
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-Need to fix ENVMAPMASKSCALE, BUMPOFFSET in lightmappedgeneric*.cpp and vertexlitgeneric*.cpp |
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fix this: |
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// FIXME: This also depends on the vertex format and whether or not we are static lit in dx9 |
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#ifndef SHADERAPIDX9 |
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if (m_DynamicState.m_VertexShader != shader) // garymcthack |
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#endif // !SHADERAPIDX9 |
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unrelated to dx9: |
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mat_fullbright 1 doesn't work properly on alpha materials in testroom_standards |
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*/ |
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#define DISABLE_PROTECTED_THINGS |
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#include "shaderapidx8.h" |
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#include "shaderapidx8_global.h" |
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#include "shadershadowdx8.h" |
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#include "locald3dtypes.h" |
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#include "utlvector.h" |
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#include "IHardwareConfigInternal.h" |
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#include "utlstack.h" |
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#include "shaderapi/ishaderutil.h" |
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#include "shaderapi/commandbuffer.h" |
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#include "shaderapidx8_global.h" |
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#include "materialsystem/imaterialsystem.h" |
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#include "materialsystem/itexture.h" |
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#include "imaterialinternal.h" |
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#include "imeshdx8.h" |
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#include "materialsystem/imorph.h" |
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#include "colorformatdx8.h" |
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#include "texturedx8.h" |
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#include "textureheap.h" |
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#include "interface.h" |
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#include "utlrbtree.h" |
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#include "utlsymbol.h" |
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#include "tier1/strtools.h" |
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#include "recording.h" |
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#ifndef _X360 |
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#include <crtmemdebug.h> |
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#endif |
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#include "vertexshaderdx8.h" |
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#include "filesystem.h" |
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#include "mathlib/mathlib.h" |
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#include "materialsystem/materialsystem_config.h" |
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#include "worldsize.h" |
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#include "TransitionTable.h" |
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#include "tier0/vcrmode.h" |
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#include "tier0/vprof.h" |
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#include "tier1/tier1.h" |
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#include "tier1/utlbuffer.h" |
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#include "vertexdecl.h" |
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#include "tier0/icommandline.h" |
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#include "IShaderSystem.h" |
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#include "tier1/convar.h" |
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#include "tier1/KeyValues.h" |
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#include "Color.h" |
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#ifdef RECORDING |
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#include "materialsystem/IShader.h" |
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#endif |
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#include "../stdshaders/common_hlsl_cpp_consts.h" // hack hack hack! |
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#include "KeyValues.h" |
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#include "bitmap/imageformat.h" |
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#include "materialsystem/idebugtextureinfo.h" |
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#include "tier1/utllinkedlist.h" |
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#include "vtf/vtf.h" |
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#include "datacache/idatacache.h" |
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#include "renderparm.h" |
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#include "tier2/tier2.h" |
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#include "materialsystem/deformations.h" |
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#include "bitmap/tgawriter.h" |
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#include "tier0/icommandline.h" |
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#include "togl/rendermechanism.h" // provides GLMPRINTF/GLMPRINTSTR / GLMPRINTEXT macros which only activate if GLMDEBUG is nonzero and POSIX is defined. |
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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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#include "xbox/xbox_launch.h" |
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#endif |
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#include "tier0/tslist.h" |
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#ifndef _X360 |
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#include "wmi.h" |
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#endif |
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#include "filesystem/IQueuedLoader.h" |
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#include "shaderdevicedx8.h" |
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#include "togl/rendermechanism.h" |
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// Define this if you want to use a stubbed d3d. |
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//#define STUBD3D |
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#ifdef STUBD3D |
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#include "stubd3ddevice.h" |
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#endif |
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#include "winutils.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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#if defined( OSX ) |
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typedef unsigned int DWORD; |
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typedef DWORD* LPDWORD; |
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#endif |
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#ifdef _WIN32 |
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#pragma warning (disable:4189) |
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#endif |
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ConVar mat_texture_limit( "mat_texture_limit", "-1", FCVAR_NEVER_AS_STRING, |
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"If this value is not -1, the material system will limit the amount of texture memory it uses in a frame." |
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" Useful for identifying performance cliffs. The value is in kilobytes." ); |
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ConVar mat_frame_sync_enable( "mat_frame_sync_enable", "1", FCVAR_CHEAT ); |
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ConVar mat_frame_sync_force_texture( "mat_frame_sync_force_texture", "0", FCVAR_CHEAT, "Force frame syncing to lock a managed texture." ); |
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#if defined( _X360 ) |
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ConVar mat_texturecachesize( "mat_texturecachesize", "176" ); |
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ConVar mat_force_flush_texturecache( "mat_force_flush_texturecache", "0" ); |
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#endif |
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extern ConVar mat_debugalttab; |
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#define ALLOW_SMP_ACCESS 0 |
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#if ALLOW_SMP_ACCESS |
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static ConVar mat_use_smp( "mat_use_smp", "0" ); |
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#endif |
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// Convars for driving PIX (not all hooked up yet...JasonM) |
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static ConVar r_pix_start( "r_pix_start", "0" ); |
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static ConVar r_pix_recordframes( "r_pix_recordframes", "0" ); |
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#define D3DDeviceWrapper IDirect3DDevice9 |
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//----------------------------------------------------------------------------- |
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// Some important enumerations |
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//----------------------------------------------------------------------------- |
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enum |
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{ |
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MAX_VERTEX_TEXTURE_COUNT = 4, |
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}; |
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//----------------------------------------------------------------------------- |
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// These board states change with high frequency; are not shadowed |
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//----------------------------------------------------------------------------- |
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struct TextureStageState_t |
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{ |
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D3DTEXTURETRANSFORMFLAGS m_TextureTransformFlags; |
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float m_BumpEnvMat00; |
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float m_BumpEnvMat01; |
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float m_BumpEnvMat10; |
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float m_BumpEnvMat11; |
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}; |
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struct SamplerState_t |
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{ |
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ShaderAPITextureHandle_t m_BoundTexture; |
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D3DTEXTUREADDRESS m_UTexWrap; |
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D3DTEXTUREADDRESS m_VTexWrap; |
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D3DTEXTUREADDRESS m_WTexWrap; |
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D3DTEXTUREFILTERTYPE m_MagFilter; |
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D3DTEXTUREFILTERTYPE m_MinFilter; |
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D3DTEXTUREFILTERTYPE m_MipFilter; |
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int m_FinestMipmapLevel; |
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float m_LodBias; |
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int m_nAnisotropicLevel; |
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bool m_TextureEnable; |
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bool m_SRGBReadEnable; |
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}; |
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//----------------------------------------------------------------------------- |
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// State related to vertex textures |
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//----------------------------------------------------------------------------- |
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struct VertexTextureState_t |
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{ |
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ShaderAPITextureHandle_t m_BoundTexture; |
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D3DTEXTUREADDRESS m_UTexWrap; |
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D3DTEXTUREADDRESS m_VTexWrap; |
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D3DTEXTUREFILTERTYPE m_MagFilter; |
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D3DTEXTUREFILTERTYPE m_MinFilter; |
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D3DTEXTUREFILTERTYPE m_MipFilter; |
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}; |
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enum TransformType_t |
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{ |
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TRANSFORM_IS_IDENTITY = 0, |
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TRANSFORM_IS_CAMERA_TO_WORLD, |
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TRANSFORM_IS_GENERAL, |
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}; |
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enum TransformDirtyBits_t |
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{ |
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STATE_CHANGED_VERTEX_SHADER = 0x1, |
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STATE_CHANGED_FIXED_FUNCTION = 0x2, |
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STATE_CHANGED = 0x3 |
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}; |
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enum |
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{ |
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#if !defined( _X360 ) |
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MAX_NUM_RENDERSTATES = ( D3DRS_BLENDOPALPHA+1 ), |
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#else |
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MAX_NUM_RENDERSTATES = D3DRS_MAX, |
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#endif |
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// MORPH_TARGET_FACTOR_COUNT = VERTEX_SHADER_MORPH_TARGET_FACTOR_COUNT * 4, |
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}; |
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struct DynamicState_t |
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{ |
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// Constant color |
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unsigned int m_ConstantColor; |
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// Normalize normals? |
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bool m_NormalizeNormals; |
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// Viewport state |
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D3DVIEWPORT9 m_Viewport; |
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// Transform state |
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D3DXMATRIX m_Transform[NUM_MATRIX_MODES]; |
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unsigned char m_TransformType[NUM_MATRIX_MODES]; |
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unsigned char m_TransformChanged[NUM_MATRIX_MODES]; |
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// Ambient light color |
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D3DCOLOR m_Ambient; |
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D3DLIGHT m_Lights[MAX_NUM_LIGHTS]; |
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LightDesc_t m_LightDescs[MAX_NUM_LIGHTS]; |
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bool m_LightEnable[MAX_NUM_LIGHTS]; |
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Vector4D m_AmbientLightCube[6]; |
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unsigned char m_LightChanged[MAX_NUM_LIGHTS]; |
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unsigned char m_LightEnableChanged[MAX_NUM_LIGHTS]; |
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VertexShaderLightTypes_t m_LightType[MAX_NUM_LIGHTS]; |
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Vector m_vLightingOrigin; |
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int m_NumLights; |
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// Shade mode |
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D3DSHADEMODE m_ShadeMode; |
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// Clear color |
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D3DCOLOR m_ClearColor; |
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// Fog |
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D3DCOLOR m_FogColor; |
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float m_PixelFogColor[4]; |
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bool m_bFogGammaCorrectionDisabled; |
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bool m_FogEnable; |
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MaterialFogMode_t m_SceneFog; |
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D3DFOGMODE m_FogMode; |
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float m_FogStart; |
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float m_FogEnd; |
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float m_FogZ; |
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float m_FogMaxDensity; |
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float m_HeightClipZ; |
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MaterialHeightClipMode_t m_HeightClipMode; |
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// user clip planes |
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int m_UserClipPlaneEnabled; |
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int m_UserClipPlaneChanged; |
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D3DXPLANE m_UserClipPlaneWorld[MAXUSERCLIPPLANES]; |
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D3DXPLANE m_UserClipPlaneProj[MAXUSERCLIPPLANES]; |
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bool m_UserClipLastUpdatedUsingFixedFunction; |
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bool m_FastClipEnabled; |
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bool m_bFastClipPlaneChanged; |
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D3DXPLANE m_FastClipPlane; |
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// Used when overriding the user clip plane |
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bool m_bUserClipTransformOverride; |
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D3DXMATRIX m_UserClipTransform; |
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// Cull mode |
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D3DCULL m_DesiredCullMode; |
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D3DCULL m_CullMode; |
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bool m_bCullEnabled; |
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// Skinning |
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D3DVERTEXBLENDFLAGS m_VertexBlend; |
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int m_NumBones; |
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// Pixel and vertex shader constants... |
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Vector4D* m_pVectorVertexShaderConstant; |
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BOOL* m_pBooleanVertexShaderConstant; |
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IntVector4D* m_pIntegerVertexShaderConstant; |
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Vector4D* m_pVectorPixelShaderConstant; |
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BOOL* m_pBooleanPixelShaderConstant; |
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IntVector4D* m_pIntegerPixelShaderConstant; |
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// Texture stage state |
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TextureStageState_t m_TextureStage[MAX_TEXTURE_STAGES]; |
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SamplerState_t m_SamplerState[MAX_SAMPLERS]; |
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// Vertex texture stage state |
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VertexTextureState_t m_VertexTextureState[MAX_VERTEX_TEXTURE_COUNT]; |
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DWORD m_RenderState[MAX_NUM_RENDERSTATES]; |
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RECT m_ScissorRect; |
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IDirect3DVertexDeclaration9 *m_pVertexDecl; |
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bool m_bSRGBWritesEnabled; |
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bool m_bHWMorphingEnabled; |
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float m_DestAlphaDepthRange; //Dest alpha writes compress the depth to get better results. This holds the default setting that can be overriden with r_destalpharange |
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#if defined( _X360 ) |
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int m_iVertexShaderGPRAllocation; //only need to track vertex shader |
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bool m_bBuffer2Frames; |
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#endif |
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DynamicState_t() = default; |
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private: |
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DynamicState_t( DynamicState_t const& ); |
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}; |
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//----------------------------------------------------------------------------- |
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// Method to queue up dirty dynamic state change calls |
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//----------------------------------------------------------------------------- |
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typedef void (*StateCommitFunc_t)( IDirect3DDevice9 *pDevice, const DynamicState_t &desiredState, DynamicState_t ¤tState, bool bForce ); |
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static void CommitSetViewports( IDirect3DDevice9 *pDevice, const DynamicState_t &desiredState, DynamicState_t ¤tState, bool bForce ); |
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// NOTE: It's slightly memory inefficient, and definitely not typesafe, |
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// to put all commit funcs into the same table (vs, ff, per-draw, per-pass), |
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// but it makes the code a heck of a lot simpler and smaller. |
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enum CommitFunc_t |
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{ |
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COMMIT_FUNC_CommitVertexTextures = 0, |
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COMMIT_FUNC_CommitFlexWeights, |
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COMMIT_FUNC_CommitSetScissorRect, |
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COMMIT_FUNC_CommitSetViewports, |
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#if defined( _X360 ) |
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COMMIT_FUNC_CommitShaderGPRs, |
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#endif |
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COMMIT_FUNC_COUNT, |
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COMMIT_FUNC_BYTE_COUNT = ( COMMIT_FUNC_COUNT + 0x7 ) >> 3, |
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}; |
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enum CommitFuncType_t |
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{ |
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COMMIT_PER_DRAW = 0, |
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COMMIT_PER_PASS, |
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COMMIT_FUNC_TYPE_COUNT, |
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}; |
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enum CommitShaderType_t |
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{ |
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COMMIT_FIXED_FUNCTION = 0, |
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COMMIT_VERTEX_SHADER, |
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COMMIT_ALWAYS, |
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COMMIT_SHADER_TYPE_COUNT, |
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}; |
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#define ADD_COMMIT_FUNC( _func, _shader, _func_name ) \ |
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if ( !IsCommitFuncInUse( _func, _shader, COMMIT_FUNC_ ## _func_name ) ) \ |
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{ \ |
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AddCommitFunc( _func, _shader, _func_name ); \ |
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MarkCommitFuncInUse( _func, _shader, COMMIT_FUNC_ ## _func_name ); \ |
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} |
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#define ADD_RENDERSTATE_FUNC( _func, _shader, _func_name, _state, _val ) \ |
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if ( m_bResettingRenderState || (m_DesiredState._state != _val) ) \ |
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{ \ |
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m_DesiredState._state = _val; \ |
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ADD_COMMIT_FUNC( _func, _shader, _func_name ) \ |
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} |
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#define ADD_VERTEX_TEXTURE_FUNC( _func, _shader, _func_name, _stage, _state, _val ) \ |
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Assert( ( int )_stage < MAX_VERTEX_TEXTURE_COUNT ); \ |
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if ( m_bResettingRenderState || (m_DesiredState.m_VertexTextureState[_stage]._state != _val) ) \ |
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{ \ |
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m_DesiredState.m_VertexTextureState[_stage]._state = _val; \ |
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ADD_COMMIT_FUNC( _func, _shader, _func_name ) \ |
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} |
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//----------------------------------------------------------------------------- |
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// Check render state support at compile time instead of runtime |
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//----------------------------------------------------------------------------- |
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#define SetSupportedRenderState( _state, _val ) \ |
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{ \ |
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if( _state != D3DRS_NOTSUPPORTED ) \ |
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{ \ |
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SetRenderState( _state, _val, false ); \ |
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} \ |
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} |
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#define SetSupportedRenderStateForce( _state, _val ) \ |
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{ \ |
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if( _state != D3DRS_NOTSUPPORTED ) \ |
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{ \ |
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SetRenderStateForce( _state, _val ); \ |
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} \ |
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} |
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//----------------------------------------------------------------------------- |
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// Allocated textures |
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//----------------------------------------------------------------------------- |
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struct Texture_t |
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{ |
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Texture_t() |
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{ |
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m_Flags = 0; |
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m_Count = 1; |
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m_CountIndex = 0; |
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m_nTimesBoundMax = 0; |
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m_nTimesBoundThisFrame = 0; |
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m_pTexture = NULL; |
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m_ppTexture = NULL; |
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m_ImageFormat = IMAGE_FORMAT_RGBA8888; |
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m_pTextureGroupCounterGlobal = NULL; |
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m_pTextureGroupCounterFrame = NULL; |
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m_FinestMipmapLevel = 0; |
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m_LodBias = 0.0f; |
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} |
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// FIXME: Compress this info |
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D3DTEXTUREADDRESS m_UTexWrap; |
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D3DTEXTUREADDRESS m_VTexWrap; |
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D3DTEXTUREADDRESS m_WTexWrap; |
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D3DTEXTUREFILTERTYPE m_MagFilter; |
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D3DTEXTUREFILTERTYPE m_MinFilter; |
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D3DTEXTUREFILTERTYPE m_MipFilter; |
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int m_FinestMipmapLevel; |
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float m_LodBias; |
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unsigned char m_NumLevels; |
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unsigned char m_SwitchNeeded; // Do we need to advance the current copy? |
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unsigned char m_NumCopies; // copies are used to optimize procedural textures |
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unsigned char m_CurrentCopy; // the current copy we're using... |
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int m_CreationFlags; |
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CUtlSymbol m_DebugName; |
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CUtlSymbol m_TextureGroupName; |
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int *m_pTextureGroupCounterGlobal; // Global counter for this texture's group. |
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int *m_pTextureGroupCounterFrame; // Per-frame global counter for this texture's group. |
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// stats stuff |
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int m_SizeBytes; |
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int m_SizeTexels; |
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int m_LastBoundFrame; |
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int m_nTimesBoundMax; |
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int m_nTimesBoundThisFrame; |
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enum Flags_t |
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{ |
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IS_ALLOCATED = 0x0001, |
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IS_DEPTH_STENCIL = 0x0002, |
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IS_DEPTH_STENCIL_TEXTURE = 0x0004, // depth stencil texture, not surface |
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IS_RENDERABLE = ( IS_DEPTH_STENCIL | IS_ALLOCATED ), |
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IS_LOCKABLE = 0x0008, |
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IS_FINALIZED = 0x0010, // 360: completed async hi-res load |
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IS_FAILED = 0x0020, // 360: failed during load |
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CAN_CONVERT_FORMAT = 0x0040, // 360: allow format conversion |
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IS_LINEAR = 0x0080, // 360: unswizzled linear format |
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IS_RENDER_TARGET = 0x0100, // 360: marks a render target texture source |
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IS_RENDER_TARGET_SURFACE = 0x0200, // 360: marks a render target surface target |
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IS_VERTEX_TEXTURE = 0x0800, |
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}; |
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short m_Width; |
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short m_Height; |
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short m_Depth; |
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unsigned short m_Flags; |
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typedef IDirect3DBaseTexture *IDirect3DBaseTexturePtr; |
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typedef IDirect3DBaseTexture **IDirect3DBaseTexturePtrPtr; |
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typedef IDirect3DSurface *IDirect3DSurfacePtr; |
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IDirect3DBaseTexturePtr GetTexture( void ) |
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{ |
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Assert( m_NumCopies == 1 ); |
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Assert( !( m_Flags & IS_DEPTH_STENCIL ) ); |
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return m_pTexture; |
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} |
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IDirect3DBaseTexturePtr GetTexture( int copy ) |
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{ |
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Assert( m_NumCopies > 1 ); |
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Assert( !( m_Flags & IS_DEPTH_STENCIL ) ); |
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return m_ppTexture[copy]; |
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} |
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IDirect3DBaseTexturePtrPtr &GetTextureArray( void ) |
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{ |
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Assert( m_NumCopies > 1 ); |
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Assert( !( m_Flags & IS_DEPTH_STENCIL ) ); |
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return m_ppTexture; |
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} |
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IDirect3DSurfacePtr &GetDepthStencilSurface( void ) |
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{ |
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Assert( m_NumCopies == 1 ); |
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Assert( (m_Flags & IS_DEPTH_STENCIL) ); |
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return m_pDepthStencilSurface; |
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} |
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IDirect3DSurfacePtr &GetRenderTargetSurface( bool bSRGB ) |
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{ |
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Assert( m_NumCopies == 1 ); |
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Assert( m_Flags & IS_RENDER_TARGET_SURFACE ); |
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return m_pRenderTargetSurface[bSRGB]; |
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} |
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void SetTexture( IDirect3DBaseTexturePtr pPtr ) |
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{ |
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m_pTexture = pPtr; |
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} |
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void SetTexture( int copy, IDirect3DBaseTexturePtr pPtr ) |
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{ |
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m_ppTexture[copy] = pPtr; |
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} |
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int GetMemUsage() const |
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{ |
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return m_SizeBytes; |
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} |
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int GetWidth() const |
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{ |
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return ( int )m_Width; |
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} |
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int GetHeight() const |
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{ |
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return ( int )m_Height; |
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} |
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int GetDepth() const |
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{ |
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return ( int )m_Depth; |
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} |
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int GetLodClamp() const |
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{ |
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return m_FinestMipmapLevel; |
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} |
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void SetImageFormat( ImageFormat format ) |
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{ |
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m_ImageFormat = format; |
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} |
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ImageFormat GetImageFormat() const |
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{ |
|
return m_ImageFormat; |
|
} |
|
|
|
private: |
|
union |
|
{ |
|
IDirect3DBaseTexture *m_pTexture; // used when there's one copy |
|
IDirect3DBaseTexture **m_ppTexture; // used when there are more than one copies |
|
IDirect3DSurface *m_pDepthStencilSurface; // used when there's one depth stencil surface |
|
IDirect3DSurface *m_pRenderTargetSurface[2]; |
|
}; |
|
|
|
ImageFormat m_ImageFormat; |
|
|
|
public: |
|
short m_Count; |
|
short m_CountIndex; |
|
|
|
short GetCount() const |
|
{ |
|
return m_Count; |
|
} |
|
}; |
|
|
|
#define MAX_DEFORMATION_PARAMETERS 16 |
|
#define DEFORMATION_STACK_DEPTH 10 |
|
|
|
struct Deformation_t |
|
{ |
|
int m_nDeformationType; |
|
int m_nNumParameters; |
|
float m_flDeformationParameters[MAX_DEFORMATION_PARAMETERS]; |
|
}; |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// The DX8 implementation of the shader API |
|
//----------------------------------------------------------------------------- |
|
class CShaderAPIDx8 : public CShaderDeviceDx8, public IShaderAPIDX8, public IDebugTextureInfo |
|
{ |
|
typedef CShaderDeviceDx8 BaseClass; |
|
|
|
public: |
|
// constructor, destructor |
|
CShaderAPIDx8( ); |
|
virtual ~CShaderAPIDx8(); |
|
|
|
// Methods of IShaderAPI |
|
public: |
|
virtual void SetViewports( int nCount, const ShaderViewport_t* pViewports ); |
|
virtual int GetViewports( ShaderViewport_t* pViewports, int nMax ) const; |
|
virtual void ClearBuffers( bool bClearColor, bool bClearDepth, bool bClearStencil, int renderTargetWidth, int renderTargetHeight ); |
|
virtual void ClearColor3ub( unsigned char r, unsigned char g, unsigned char b ); |
|
virtual void ClearColor4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a ); |
|
virtual void BindVertexShader( VertexShaderHandle_t hVertexShader ); |
|
virtual void BindGeometryShader( GeometryShaderHandle_t hGeometryShader ); |
|
virtual void BindPixelShader( PixelShaderHandle_t hPixelShader ); |
|
virtual void SetRasterState( const ShaderRasterState_t& state ); |
|
virtual void SetFlexWeights( int nFirstWeight, int nCount, const MorphWeight_t* pWeights ); |
|
|
|
// Methods of IShaderDynamicAPI |
|
public: |
|
virtual void GetBackBufferDimensions( int &nWidth, int &nHeight ) const |
|
{ |
|
// Chain to the device |
|
BaseClass::GetBackBufferDimensions( nWidth, nHeight ); |
|
} |
|
virtual void MarkUnusedVertexFields( unsigned int nFlags, int nTexCoordCount, bool *pUnusedTexCoords ); |
|
|
|
public: |
|
// Methods of CShaderAPIBase |
|
virtual bool OnDeviceInit(); |
|
virtual void OnDeviceShutdown(); |
|
virtual void ReleaseShaderObjects(); |
|
virtual void RestoreShaderObjects(); |
|
virtual void BeginPIXEvent( unsigned long color, const char *szName ); |
|
virtual void EndPIXEvent(); |
|
virtual void AdvancePIXFrame(); |
|
|
|
public: |
|
// Methods of IShaderAPIDX8 |
|
virtual void QueueResetRenderState(); |
|
|
|
// |
|
// Abandon all hope ye who pass below this line which hasn't been ported. |
|
// |
|
|
|
// Sets the mode... |
|
bool SetMode( void* VD3DHWND, int nAdapter, const ShaderDeviceInfo_t &info ); |
|
|
|
// Change the video mode after it's already been set. |
|
void ChangeVideoMode( const ShaderDeviceInfo_t &info ); |
|
|
|
// Sets the default render state |
|
void SetDefaultState(); |
|
|
|
// Methods to ask about particular state snapshots |
|
virtual bool IsTranslucent( StateSnapshot_t id ) const; |
|
virtual bool IsAlphaTested( StateSnapshot_t id ) const; |
|
virtual bool UsesVertexAndPixelShaders( StateSnapshot_t id ) const; |
|
virtual int CompareSnapshots( StateSnapshot_t snapshot0, StateSnapshot_t snapshot1 ); |
|
|
|
// Computes the vertex format for a particular set of snapshot ids |
|
VertexFormat_t ComputeVertexFormat( int num, StateSnapshot_t* pIds ) const; |
|
VertexFormat_t ComputeVertexUsage( int num, StateSnapshot_t* pIds ) const; |
|
|
|
// What fields in the morph do we actually use? |
|
virtual MorphFormat_t ComputeMorphFormat( int numSnapshots, StateSnapshot_t* pIds ) const; |
|
|
|
// Uses a state snapshot |
|
void UseSnapshot( StateSnapshot_t snapshot ); |
|
|
|
// Color state |
|
void Color3f( float r, float g, float b ); |
|
void Color4f( float r, float g, float b, float a ); |
|
void Color3fv( float const* c ); |
|
void Color4fv( float const* c ); |
|
|
|
void Color3ub( unsigned char r, unsigned char g, unsigned char b ); |
|
void Color3ubv( unsigned char const* pColor ); |
|
void Color4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a ); |
|
void Color4ubv( unsigned char const* pColor ); |
|
|
|
// Set the number of bone weights |
|
virtual void SetNumBoneWeights( int numBones ); |
|
virtual void EnableHWMorphing( bool bEnable ); |
|
|
|
// Sets the vertex and pixel shaders |
|
virtual void SetVertexShaderIndex( int vshIndex = -1 ); |
|
virtual void SetPixelShaderIndex( int pshIndex = 0 ); |
|
|
|
// Matrix state |
|
void MatrixMode( MaterialMatrixMode_t matrixMode ); |
|
void PushMatrix(); |
|
void PopMatrix(); |
|
void LoadMatrix( float *m ); |
|
void LoadBoneMatrix( int boneIndex, const float *m ); |
|
void MultMatrix( float *m ); |
|
void MultMatrixLocal( float *m ); |
|
void GetMatrix( MaterialMatrixMode_t matrixMode, float *dst ); |
|
void LoadIdentity( void ); |
|
void LoadCameraToWorld( void ); |
|
void Ortho( double left, double top, double right, double bottom, double zNear, double zFar ); |
|
void PerspectiveX( double fovx, double aspect, double zNear, double zFar ); |
|
void PerspectiveOffCenterX( double fovx, double aspect, double zNear, double zFar, double bottom, double top, double left, double right ); |
|
void PickMatrix( int x, int y, int width, int height ); |
|
void Rotate( float angle, float x, float y, float z ); |
|
void Translate( float x, float y, float z ); |
|
void Scale( float x, float y, float z ); |
|
void ScaleXY( float x, float y ); |
|
|
|
// Binds a particular material to render with |
|
void Bind( IMaterial* pMaterial ); |
|
IMaterialInternal* GetBoundMaterial(); |
|
|
|
// Level of anisotropic filtering |
|
virtual void SetAnisotropicLevel( int nAnisotropyLevel ); |
|
|
|
virtual void SyncToken( const char *pToken ); |
|
|
|
// Cull mode |
|
void CullMode( MaterialCullMode_t cullMode ); |
|
|
|
// Force writes only when z matches. . . useful for stenciling things out |
|
// by rendering the desired Z values ahead of time. |
|
void ForceDepthFuncEquals( bool bEnable ); |
|
|
|
// Turns off Z buffering |
|
void OverrideDepthEnable( bool bEnable, bool bDepthEnable ); |
|
|
|
void OverrideAlphaWriteEnable( bool bOverrideEnable, bool bAlphaWriteEnable ); |
|
void OverrideColorWriteEnable( bool bOverrideEnable, bool bColorWriteEnable ); |
|
|
|
void SetHeightClipZ( float z ); |
|
void SetHeightClipMode( enum MaterialHeightClipMode_t heightClipMode ); |
|
|
|
void SetClipPlane( int index, const float *pPlane ); |
|
void EnableClipPlane( int index, bool bEnable ); |
|
|
|
void SetFastClipPlane(const float *pPlane); |
|
void EnableFastClip(bool bEnable); |
|
|
|
// The shade mode |
|
void ShadeMode( ShaderShadeMode_t mode ); |
|
|
|
// Vertex blend state |
|
void SetVertexBlendState( int numBones ); |
|
|
|
// Gets the dynamic mesh |
|
IMesh* GetDynamicMesh( IMaterial* pMaterial, int nHWSkinBoneCount, bool buffered, |
|
IMesh* pVertexOverride, IMesh* pIndexOverride ); |
|
IMesh* GetDynamicMeshEx( IMaterial* pMaterial, VertexFormat_t vertexFormat, int nHWSkinBoneCount, |
|
bool bBuffered, IMesh* pVertexOverride, IMesh* pIndexOverride ); |
|
IMesh *GetFlexMesh(); |
|
|
|
// Returns the number of vertices we can render using the dynamic mesh |
|
virtual void GetMaxToRender( IMesh *pMesh, bool bMaxUntilFlush, int *pMaxVerts, int *pMaxIndices ); |
|
virtual int GetMaxVerticesToRender( IMaterial *pMaterial ); |
|
virtual int GetMaxIndicesToRender( ); |
|
|
|
// Draws the mesh |
|
void DrawMesh( CMeshBase* mesh ); |
|
|
|
// modifies the vertex data when necessary |
|
void ModifyVertexData( ); |
|
|
|
// Draws |
|
void BeginPass( StateSnapshot_t snapshot ); |
|
void RenderPass( int nPass, int nPassCount ); |
|
|
|
// We use smaller dynamic VBs during level transitions, to free up memory |
|
virtual int GetCurrentDynamicVBSize( void ); |
|
virtual void DestroyVertexBuffers( bool bExitingLevel = false ); |
|
|
|
void SetVertexDecl( VertexFormat_t vertexFormat, bool bHasColorMesh, bool bUsingFlex, bool bUsingMorph ); |
|
|
|
// Sets the constant register for vertex and pixel shaders |
|
FORCEINLINE void SetVertexShaderConstantInternal( int var, float const* pVec, int numVecs = 1, bool bForce = false ); |
|
|
|
void SetVertexShaderConstant( int var, float const* pVec, int numVecs = 1, bool bForce = false ); |
|
void SetBooleanVertexShaderConstant( int var, BOOL const* pVec, int numBools = 1, bool bForce = false ); |
|
void SetIntegerVertexShaderConstant( int var, int const* pVec, int numIntVecs = 1, bool bForce = false ); |
|
|
|
void SetPixelShaderConstant( int var, float const* pVec, int numVecs = 1, bool bForce = false ); |
|
FORCEINLINE void SetPixelShaderConstantInternal( int var, float const* pValues, int nNumConsts, bool bForce ); |
|
|
|
void SetBooleanPixelShaderConstant( int var, BOOL const* pVec, int numBools = 1, bool bForce = false ); |
|
void SetIntegerPixelShaderConstant( int var, int const* pVec, int numIntVecs = 1, bool bForce = false ); |
|
|
|
void InvalidateDelayedShaderConstants( void ); |
|
|
|
// Returns the nearest supported format |
|
ImageFormat GetNearestSupportedFormat( ImageFormat fmt, bool bFilteringRequired = true ) const; |
|
ImageFormat GetNearestRenderTargetFormat( ImageFormat format ) const; |
|
virtual bool DoRenderTargetsNeedSeparateDepthBuffer() const; |
|
|
|
// stuff that shouldn't be used from within a shader |
|
void ModifyTexture( ShaderAPITextureHandle_t textureHandle ); |
|
void BindTexture( Sampler_t sampler, ShaderAPITextureHandle_t textureHandle ); |
|
virtual void BindVertexTexture( VertexTextureSampler_t nStage, ShaderAPITextureHandle_t textureHandle ); |
|
void DeleteTexture( ShaderAPITextureHandle_t textureHandle ); |
|
|
|
void WriteTextureToFile( ShaderAPITextureHandle_t hTexture, const char *szFileName ); |
|
|
|
bool IsTexture( ShaderAPITextureHandle_t textureHandle ); |
|
bool IsTextureResident( ShaderAPITextureHandle_t textureHandle ); |
|
FORCEINLINE bool TextureIsAllocated( ShaderAPITextureHandle_t hTexture ) |
|
{ |
|
return m_Textures.IsValidIndex( hTexture ) && ( GetTexture( hTexture ).m_Flags & Texture_t::IS_ALLOCATED ); |
|
} |
|
FORCEINLINE void AssertValidTextureHandle( ShaderAPITextureHandle_t textureHandle ) |
|
{ |
|
#ifdef _DEBUG |
|
Assert( TextureIsAllocated( textureHandle ) ); |
|
#endif |
|
} |
|
|
|
// Lets the shader know about the full-screen texture so it can |
|
virtual void SetFullScreenTextureHandle( ShaderAPITextureHandle_t h ); |
|
|
|
virtual void SetLinearToGammaConversionTextures( ShaderAPITextureHandle_t hSRGBWriteEnabledTexture, ShaderAPITextureHandle_t hIdentityTexture ); |
|
|
|
// Set the render target to a texID. |
|
// Set to SHADER_RENDERTARGET_BACKBUFFER if you want to use the regular framebuffer. |
|
void SetRenderTarget( ShaderAPITextureHandle_t colorTextureHandle = SHADER_RENDERTARGET_BACKBUFFER, |
|
ShaderAPITextureHandle_t depthTextureHandle = SHADER_RENDERTARGET_DEPTHBUFFER ); |
|
// Set the render target to a texID. |
|
// Set to SHADER_RENDERTARGET_BACKBUFFER if you want to use the regular framebuffer. |
|
void SetRenderTargetEx( int nRenderTargetID, ShaderAPITextureHandle_t colorTextureHandle = SHADER_RENDERTARGET_BACKBUFFER, |
|
ShaderAPITextureHandle_t depthTextureHandle = SHADER_RENDERTARGET_DEPTHBUFFER ); |
|
|
|
// These are bound to the texture, not the texture environment |
|
void TexMinFilter( ShaderTexFilterMode_t texFilterMode ); |
|
void TexMagFilter( ShaderTexFilterMode_t texFilterMode ); |
|
void TexWrap( ShaderTexCoordComponent_t coord, ShaderTexWrapMode_t wrapMode ); |
|
void TexSetPriority( int priority ); |
|
void TexLodClamp( int finest ); |
|
void TexLodBias( float bias ); |
|
|
|
ShaderAPITextureHandle_t CreateTextureHandle( void ); |
|
void CreateTextureHandles( ShaderAPITextureHandle_t *handles, int count ); |
|
|
|
ShaderAPITextureHandle_t CreateTexture( |
|
int width, |
|
int height, |
|
int depth, |
|
ImageFormat dstImageFormat, |
|
int numMipLevels, |
|
int numCopies, |
|
int creationFlags, |
|
const char *pDebugName, |
|
const char *pTextureGroupName ); |
|
|
|
// Create a multi-frame texture (equivalent to calling "CreateTexture" multiple times, but more efficient) |
|
void CreateTextures( |
|
ShaderAPITextureHandle_t *pHandles, |
|
int count, |
|
int width, |
|
int height, |
|
int depth, |
|
ImageFormat dstImageFormat, |
|
int numMipLevels, |
|
int numCopies, |
|
int flags, |
|
const char *pDebugName, |
|
const char *pTextureGroupName ); |
|
|
|
ShaderAPITextureHandle_t CreateDepthTexture( |
|
ImageFormat renderTargetFormat, |
|
int width, |
|
int height, |
|
const char *pDebugName, |
|
bool bTexture ); |
|
|
|
void TexImage2D( |
|
int level, |
|
int cubeFaceID, |
|
ImageFormat dstFormat, |
|
int zOffset, |
|
int width, |
|
int height, |
|
ImageFormat srcFormat, |
|
bool bSrcIsTiled, |
|
void *imageData ); |
|
|
|
void TexSubImage2D( |
|
int level, |
|
int cubeFaceID, |
|
int xOffset, |
|
int yOffset, |
|
int zOffset, |
|
int width, |
|
int height, |
|
ImageFormat srcFormat, |
|
int srcStride, |
|
bool bSrcIsTiled, |
|
void *imageData ); |
|
|
|
void TexImageFromVTF( IVTFTexture *pVTF, int iVTFFrame ); |
|
|
|
bool TexLock( int level, int cubeFaceID, int xOffset, int yOffset, int width, int height, CPixelWriter& writer ); |
|
void TexUnlock( ); |
|
|
|
// stuff that isn't to be used from within a shader |
|
// what's the best way to hide this? subclassing? |
|
virtual void ClearBuffersObeyStencil( bool bClearColor, bool bClearDepth ); |
|
virtual void ClearBuffersObeyStencilEx( bool bClearColor, bool bClearAlpha, bool bClearDepth ); |
|
virtual void PerformFullScreenStencilOperation( void ); |
|
void ReadPixels( int x, int y, int width, int height, unsigned char *data, ImageFormat dstFormat ); |
|
virtual void ReadPixels( Rect_t *pSrcRect, Rect_t *pDstRect, unsigned char *data, ImageFormat dstFormat, int nDstStride ); |
|
|
|
// Gets the current buffered state... (debug only) |
|
void GetBufferedState( BufferedState_t& state ); |
|
|
|
// Buffered primitives |
|
void FlushBufferedPrimitives(); |
|
void FlushBufferedPrimitivesInternal( ); |
|
|
|
// Make sure we finish drawing everything that has been requested |
|
void FlushHardware(); |
|
|
|
// Use this to begin and end the frame |
|
void BeginFrame(); |
|
void EndFrame(); |
|
|
|
// Used to clear the transition table when we know it's become invalid. |
|
void ClearSnapshots(); |
|
|
|
// Backward compat |
|
virtual int GetActualTextureStageCount() const; |
|
virtual int GetActualSamplerCount() const; |
|
virtual int StencilBufferBits() const; |
|
virtual bool IsAAEnabled() const; // Is antialiasing being used? |
|
virtual bool OnAdapterSet( ); |
|
bool m_bAdapterSet; |
|
|
|
void UpdateFastClipUserClipPlane( void ); |
|
bool ReadPixelsFromFrontBuffer() const; |
|
|
|
// returns the current time in seconds.... |
|
double CurrentTime() const; |
|
|
|
// Get the current camera position in world space. |
|
void GetWorldSpaceCameraPosition( float* pPos ) const; |
|
|
|
// Fog methods |
|
void FogMode( MaterialFogMode_t fogMode ); |
|
void FogStart( float fStart ); |
|
void FogEnd( float fEnd ); |
|
void FogMaxDensity( float flMaxDensity ); |
|
void SetFogZ( float fogZ ); |
|
void GetFogDistances( float *fStart, float *fEnd, float *fFogZ ); |
|
|
|
void SceneFogMode( MaterialFogMode_t fogMode ); |
|
MaterialFogMode_t GetSceneFogMode( ); |
|
MaterialFogMode_t GetPixelFogMode( ); |
|
int GetPixelFogCombo( );//0 is either range fog, or no fog simulated with rigged range fog values. 1 is height fog |
|
bool ShouldUsePixelFogForMode( MaterialFogMode_t fogMode ); |
|
void SceneFogColor3ub( unsigned char r, unsigned char g, unsigned char b ); |
|
void GetSceneFogColor( unsigned char *rgb ); |
|
void GetSceneFogColor( unsigned char *r, unsigned char *g, unsigned char *b ); |
|
|
|
// Selection mode methods |
|
int SelectionMode( bool selectionMode ); |
|
void SelectionBuffer( unsigned int* pBuffer, int size ); |
|
void ClearSelectionNames( ); |
|
void LoadSelectionName( int name ); |
|
void PushSelectionName( int name ); |
|
void PopSelectionName(); |
|
bool IsInSelectionMode() const; |
|
void RegisterSelectionHit( float minz, float maxz ); |
|
void WriteHitRecord(); |
|
|
|
// Binds a standard texture |
|
virtual void BindStandardTexture( Sampler_t sampler, StandardTextureId_t id ); |
|
virtual void BindStandardVertexTexture( VertexTextureSampler_t sampler, StandardTextureId_t id ); |
|
virtual void GetStandardTextureDimensions( int *pWidth, int *pHeight, StandardTextureId_t id ); |
|
|
|
// Gets the lightmap dimensions |
|
virtual void GetLightmapDimensions( int *w, int *h ); |
|
|
|
// Use this to get the mesh builder that allows us to modify vertex data |
|
CMeshBuilder* GetVertexModifyBuilder(); |
|
|
|
virtual bool InFlashlightMode() const; |
|
virtual bool InEditorMode() const; |
|
|
|
// Gets the bound morph's vertex format; returns 0 if no morph is bound |
|
virtual MorphFormat_t GetBoundMorphFormat(); |
|
|
|
// Helper to get at the texture state stage |
|
TextureStageState_t& TextureStage( int stage ) { return m_DynamicState.m_TextureStage[stage]; } |
|
const TextureStageState_t& TextureStage( int stage ) const { return m_DynamicState.m_TextureStage[stage]; } |
|
SamplerState_t& SamplerState( int nSampler ) { return m_DynamicState.m_SamplerState[nSampler]; } |
|
const SamplerState_t& SamplerState( int nSampler ) const { return m_DynamicState.m_SamplerState[nSampler]; } |
|
|
|
void SetAmbientLight( float r, float g, float b ); |
|
void SetLight( int lightNum, const LightDesc_t& desc ); |
|
void SetLightingOrigin( Vector vLightingOrigin ); |
|
void DisableAllLocalLights(); |
|
void SetAmbientLightCube( Vector4D colors[6] ); |
|
float GetAmbientLightCubeLuminance( void ); |
|
|
|
int GetMaxLights( void ) const; |
|
const LightDesc_t& GetLight( int lightNum ) const; |
|
|
|
void SetVertexShaderStateAmbientLightCube(); |
|
void SetPixelShaderStateAmbientLightCube( int pshReg, bool bForceToBlack = false ); |
|
|
|
void CopyRenderTargetToTexture( ShaderAPITextureHandle_t textureHandle ); |
|
void CopyRenderTargetToTextureEx( ShaderAPITextureHandle_t textureHandle, int nRenderTargetID, Rect_t *pSrcRect = NULL, Rect_t *pDstRect = NULL ); |
|
void CopyTextureToRenderTargetEx( int nRenderTargetID, ShaderAPITextureHandle_t textureHandle, Rect_t *pSrcRect = NULL, Rect_t *pDstRect = NULL ); |
|
void CopyRenderTargetToScratchTexture( ShaderAPITextureHandle_t srcHandle, ShaderAPITextureHandle_t dstHandle, Rect_t *pSrcRect = NULL, Rect_t *pDstRect = NULL ); |
|
|
|
virtual void LockRect( void** pOutBits, int* pOutPitch, ShaderAPITextureHandle_t texHandle, int mipmap, int x, int y, int w, int h, bool bWrite, bool bRead ); |
|
virtual void UnlockRect( ShaderAPITextureHandle_t texHandle, int mipmap ); |
|
|
|
virtual void CopyTextureToTexture( ShaderAPITextureHandle_t srcTex, ShaderAPITextureHandle_t dstTex ); |
|
|
|
// Returns the cull mode (for fill rate computation) |
|
D3DCULL GetCullMode() const; |
|
void SetCullModeState( bool bEnable, D3DCULL nDesiredCullMode ); |
|
void ApplyCullEnable( bool bEnable ); |
|
|
|
// Alpha to coverage |
|
void ApplyAlphaToCoverage( bool bEnable ); |
|
|
|
#if defined( _X360 ) |
|
void ApplySRGBReadState( int iTextureStage, bool bSRGBReadEnabled ); |
|
#endif |
|
|
|
// Applies Z Bias |
|
void ApplyZBias( const ShadowState_t& shaderState ); |
|
|
|
// Applies texture enable |
|
void ApplyTextureEnable( const ShadowState_t& state, int stage ); |
|
|
|
void ApplyFogMode( ShaderFogMode_t fogMode, bool bSRGBWritesEnabled, bool bDisableFogGammaCorrection ); |
|
void UpdatePixelFogColorConstant( void ); |
|
|
|
void EnabledSRGBWrite( bool bEnabled ); |
|
|
|
// Gamma<->Linear conversions according to the video hardware we're running on |
|
float GammaToLinear_HardwareSpecific( float fGamma ) const; |
|
float LinearToGamma_HardwareSpecific( float fLinear ) const; |
|
|
|
// Applies alpha blending |
|
void ApplyAlphaBlend( bool bEnable, D3DBLEND srcBlend, D3DBLEND destBlend ); |
|
|
|
// Applies alpha texture op |
|
void ApplyColorTextureStage( int stage, D3DTEXTUREOP op, int arg1, int arg2 ); |
|
void ApplyAlphaTextureStage( int stage, D3DTEXTUREOP op, int arg1, int arg2 ); |
|
|
|
// Sets texture stage stage + render stage state |
|
void SetSamplerState( int stage, D3DSAMPLERSTATETYPE state, DWORD val ); |
|
void SetTextureStageState( int stage, D3DTEXTURESTAGESTATETYPE state, DWORD val); |
|
void SetRenderStateForce( D3DRENDERSTATETYPE state, DWORD val ); |
|
void SetRenderState( D3DRENDERSTATETYPE state, DWORD val, |
|
bool bFlushBufferedPrimitivesIfChanged = false); |
|
|
|
// Scissor Rect |
|
void SetScissorRect( const int nLeft, const int nTop, const int nRight, const int nBottom, const bool bEnableScissor ); |
|
// Can we download textures? |
|
virtual bool CanDownloadTextures() const; |
|
|
|
void ForceHardwareSync_WithManagedTexture(); |
|
void ForceHardwareSync( void ); |
|
void UpdateFrameSyncQuery( int queryIndex, bool bIssue ); |
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|
|
void EvictManagedResources(); |
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|
|
virtual void EvictManagedResourcesInternal(); |
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|
|
// Gets at a particular transform |
|
inline D3DXMATRIX& GetTransform( int i ) |
|
{ |
|
return *m_pMatrixStack[i]->GetTop(); |
|
} |
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|
|
int GetCurrentNumBones( void ) const; |
|
bool IsHWMorphingEnabled( ) const; |
|
int GetCurrentLightCombo( void ) const; // Used for DX8 only |
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void GetDX9LightState( LightState_t *state ) const; // Used for DX9 only |
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|
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MaterialFogMode_t GetCurrentFogType( void ) const; |
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|
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void RecordString( const char *pStr ); |
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|
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virtual bool IsRenderingMesh() const { return m_pRenderMesh != 0; } |
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|
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void SetTextureTransformDimension( TextureStage_t textureStage, int dimension, bool projected ); |
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void DisableTextureTransform( TextureStage_t textureMatrix ); |
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void SetBumpEnvMatrix( TextureStage_t textureStage, float m00, float m01, float m10, float m11 ); |
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|
|
int GetCurrentFrameCounter( void ) const |
|
{ |
|
return m_CurrentFrame; |
|
} |
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|
|
// Workaround hack for visualization of selection mode |
|
virtual void SetupSelectionModeVisualizationState(); |
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|
|
// Allocate and delete query objects. |
|
virtual ShaderAPIOcclusionQuery_t CreateOcclusionQueryObject( void ); |
|
virtual void DestroyOcclusionQueryObject( ShaderAPIOcclusionQuery_t h ); |
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|
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// Bracket drawing with begin and end so that we can get counts next frame. |
|
virtual void BeginOcclusionQueryDrawing( ShaderAPIOcclusionQuery_t h ); |
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virtual void EndOcclusionQueryDrawing( ShaderAPIOcclusionQuery_t h ); |
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|
|
// Get the number of pixels rendered between begin and end on an earlier frame. |
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// Calling this in the same frame is a huge perf hit! |
|
virtual int OcclusionQuery_GetNumPixelsRendered( ShaderAPIOcclusionQuery_t h, bool bFlush ); |
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|
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void SetFlashlightState( const FlashlightState_t &state, const VMatrix &worldToTexture ); |
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void SetFlashlightStateEx( const FlashlightState_t &state, const VMatrix &worldToTexture, ITexture *pFlashlightDepthTexture ); |
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const FlashlightState_t &GetFlashlightState( VMatrix &worldToTexture ) const; |
|
const FlashlightState_t &GetFlashlightStateEx( VMatrix &worldToTexture, ITexture **pFlashlightDepthTexture ) const; |
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|
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// Gets at the shadow state for a particular state snapshot |
|
virtual bool IsDepthWriteEnabled( StateSnapshot_t id ) const; |
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|
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// IDebugTextureInfo implementation. |
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|
|
virtual bool IsDebugTextureListFresh( int numFramesAllowed = 1 ); |
|
virtual void EnableDebugTextureList( bool bEnable ); |
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virtual bool SetDebugTextureRendering( bool bEnable ); |
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virtual void EnableGetAllTextures( bool bEnable ); |
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virtual KeyValues* GetDebugTextureList(); |
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virtual int GetTextureMemoryUsed( TextureMemoryType eTextureMemory ); |
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|
|
virtual void ClearVertexAndPixelShaderRefCounts(); |
|
virtual void PurgeUnusedVertexAndPixelShaders(); |
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|
|
// Called when the dx support level has changed |
|
virtual void DXSupportLevelChanged(); |
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|
|
// User clip plane override |
|
virtual void EnableUserClipTransformOverride( bool bEnable ); |
|
virtual void UserClipTransform( const VMatrix &worldToProjection ); |
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|
|
bool UsingSoftwareVertexProcessing() const; |
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|
|
// Mark all user clip planes as being dirty |
|
void MarkAllUserClipPlanesDirty(); |
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|
|
// Converts a D3DXMatrix to a VMatrix and back |
|
void D3DXMatrixToVMatrix( const D3DXMATRIX &in, VMatrix &out ); |
|
void VMatrixToD3DXMatrix( const VMatrix &in, D3DXMATRIX &out ); |
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|
|
ITexture *GetRenderTargetEx( int nRenderTargetID ); |
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|
|
virtual void SetToneMappingScaleLinear( const Vector &scale ); |
|
virtual const Vector &GetToneMappingScaleLinear( void ) const; |
|
float GetLightMapScaleFactor( void ) const; |
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|
|
void SetFloatRenderingParameter(int parm_number, float value); |
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|
|
void SetIntRenderingParameter(int parm_number, int value); |
|
void SetVectorRenderingParameter(int parm_number, Vector const &value); |
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|
|
float GetFloatRenderingParameter(int parm_number) const; |
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|
|
int GetIntRenderingParameter(int parm_number) const; |
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|
|
Vector GetVectorRenderingParameter(int parm_number) const; |
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|
|
// For dealing with device lost in cases where Present isn't called all the time (Hammer) |
|
virtual void HandleDeviceLost(); |
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|
|
virtual void EnableLinearColorSpaceFrameBuffer( bool bEnable ); |
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|
|
virtual void SetPSNearAndFarZ( int pshReg ); |
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|
|
// stencil methods |
|
void SetStencilEnable(bool onoff); |
|
void SetStencilFailOperation(StencilOperation_t op); |
|
void SetStencilZFailOperation(StencilOperation_t op); |
|
void SetStencilPassOperation(StencilOperation_t op); |
|
void SetStencilCompareFunction(StencilComparisonFunction_t cmpfn); |
|
void SetStencilReferenceValue(int ref); |
|
void SetStencilTestMask(uint32 msk); |
|
void SetStencilWriteMask(uint32 msk); |
|
void ClearStencilBufferRectangle(int xmin, int ymin, int xmax, int ymax,int value); |
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|
|
virtual void GetDXLevelDefaults(uint &max_dxlevel,uint &recommended_dxlevel); |
|
|
|
#if defined( _X360 ) |
|
HXUIFONT OpenTrueTypeFont( const char *pFontname, int tall, int style ); |
|
void CloseTrueTypeFont( HXUIFONT hFont ); |
|
bool GetTrueTypeFontMetrics( HXUIFONT hFont, XUIFontMetrics *pFontMetrics, XUICharMetrics charMetrics[256] ); |
|
// Render a sequence of characters and extract the data into a buffer |
|
// For each character, provide the width+height of the font texture subrect, |
|
// an offset to apply when rendering the glyph, and an offset into a buffer to receive the RGBA data |
|
bool GetTrueTypeGlyphs( HXUIFONT hFont, int numChars, wchar_t *pWch, int *pOffsetX, int *pOffsetY, int *pWidth, int *pHeight, unsigned char *pRGBA, int *pRGBAOffset ); |
|
ShaderAPITextureHandle_t CreateRenderTargetSurface( int width, int height, ImageFormat format, const char *pDebugName, const char *pTextureGroupName ); |
|
void PersistDisplay(); |
|
bool PostQueuedTexture( const void *pData, int nSize, ShaderAPITextureHandle_t *pHandles, int nHandles, int nWidth, int nHeight, int nDepth, int nMips, int *pRefCount ); |
|
void *GetD3DDevice(); |
|
|
|
void PushVertexShaderGPRAllocation( int iVertexShaderCount = 64 ); |
|
void PopVertexShaderGPRAllocation( void ); |
|
|
|
void EnableVSync_360( bool bEnable ); |
|
#endif |
|
|
|
virtual bool OwnGPUResources( bool bEnable ); |
|
|
|
// ------------ New Vertex/Index Buffer interface ---------------------------- |
|
void BindVertexBuffer( int streamID, IVertexBuffer *pVertexBuffer, int nOffsetInBytes, int nFirstVertex, int nVertexCount, VertexFormat_t fmt, int nRepetitions = 1 ); |
|
void BindIndexBuffer( IIndexBuffer *pIndexBuffer, int nOffsetInBytes ); |
|
void Draw( MaterialPrimitiveType_t primitiveType, int nFirstIndex, int nIndexCount ); |
|
|
|
// Draw the mesh with the currently bound vertex and index buffers. |
|
void DrawWithVertexAndIndexBuffers( void ); |
|
// ------------ End ---------------------------- |
|
|
|
// deformations |
|
virtual void PushDeformation( const DeformationBase_t *pDeformation ); |
|
virtual void PopDeformation( ); |
|
virtual int GetNumActiveDeformations( ) const ; |
|
|
|
|
|
// for shaders to set vertex shader constants. returns a packed state which can be used to set the dynamic combo |
|
virtual int GetPackedDeformationInformation( int nMaskOfUnderstoodDeformations, |
|
float *pConstantValuesOut, |
|
int nBufferSize, |
|
int nMaximumDeformations, |
|
int *pNumDefsOut ) const ; |
|
|
|
inline Texture_t &GetTexture( ShaderAPITextureHandle_t hTexture ) |
|
{ |
|
return m_Textures[hTexture]; |
|
} |
|
|
|
// Gets the texture |
|
IDirect3DBaseTexture* GetD3DTexture( ShaderAPITextureHandle_t hTexture ); |
|
|
|
|
|
virtual bool ShouldWriteDepthToDestAlpha( void ) const; |
|
|
|
virtual void AcquireThreadOwnership(); |
|
virtual void ReleaseThreadOwnership(); |
|
private: |
|
enum |
|
{ |
|
SMALL_BACK_BUFFER_SURFACE_WIDTH = 256, |
|
SMALL_BACK_BUFFER_SURFACE_HEIGHT = 256, |
|
}; |
|
|
|
bool m_bEnableDebugTextureList; |
|
bool m_bDebugGetAllTextures; |
|
bool m_bDebugTexturesRendering; |
|
KeyValues *m_pDebugTextureList; |
|
int m_nTextureMemoryUsedLastFrame, m_nTextureMemoryUsedTotal; |
|
int m_nTextureMemoryUsedPicMip1, m_nTextureMemoryUsedPicMip2; |
|
int m_nDebugDataExportFrame; |
|
|
|
FlashlightState_t m_FlashlightState; |
|
VMatrix m_FlashlightWorldToTexture; |
|
ITexture *m_pFlashlightDepthTexture; |
|
|
|
CShaderAPIDx8( CShaderAPIDx8 const& ); |
|
|
|
enum |
|
{ |
|
INVALID_TRANSITION_OP = 0xFFFF |
|
}; |
|
|
|
// State transition table for the device is as follows: |
|
|
|
// Other app init causes transition from OK to OtherAppInit, during transition we must release resources |
|
// !Other app init causes transition from OtherAppInit to OK, during transition we must restore resources |
|
// Minimized or device lost or device not reset causes transition from OK to LOST_DEVICE, during transition we must release resources |
|
// Minimized or device lost or device not reset causes transition from OtherAppInit to LOST_DEVICE |
|
|
|
// !minimized AND !device lost causes transition from LOST_DEVICE to NEEDS_RESET |
|
// minimized or device lost causes transition from NEEDS_RESET to LOST_DEVICE |
|
|
|
// Successful TryDeviceReset and !Other app init causes transition from NEEDS_RESET to OK, during transition we must restore resources |
|
// Successful TryDeviceReset and Other app init causes transition from NEEDS_RESET to OtherAppInit |
|
|
|
void ExportTextureList(); |
|
void AddBufferToTextureList( const char *pName, D3DSURFACE_DESC &desc ); |
|
|
|
void SetupTextureGroup( ShaderAPITextureHandle_t hTexture, const char *pTextureGroupName ); |
|
|
|
// Creates the matrix stack |
|
void CreateMatrixStacks(); |
|
|
|
// Initializes the render state |
|
void InitRenderState( ); |
|
|
|
// Resets all dx renderstates to dx default so that our shadows are correct. |
|
void ResetDXRenderState( ); |
|
|
|
// Resets the render state |
|
void ResetRenderState( bool bFullReset = true ); |
|
|
|
// Setup standard vertex shader constants (that don't change) |
|
void SetStandardVertexShaderConstants( float fOverbright ); |
|
|
|
// Initializes vertex and pixel shaders |
|
void InitVertexAndPixelShaders(); |
|
|
|
// Discards the vertex and index buffers |
|
void DiscardVertexBuffers(); |
|
|
|
// Computes the fill rate |
|
void ComputeFillRate(); |
|
|
|
// Takes a snapshot |
|
virtual StateSnapshot_t TakeSnapshot( ); |
|
|
|
// Converts the clear color to be appropriate for HDR |
|
D3DCOLOR GetActualClearColor( D3DCOLOR clearColor ); |
|
|
|
// We lost the device |
|
void OnDeviceLost(); |
|
|
|
// Gets the matrix stack from the matrix mode |
|
int GetMatrixStack( MaterialMatrixMode_t mode ) const; |
|
|
|
// Flushes the matrix state, returns false if we don't need to |
|
// do any more work |
|
bool MatrixIsChanging( TransformType_t transform = TRANSFORM_IS_GENERAL ); |
|
|
|
// Updates the matrix transform state |
|
void UpdateMatrixTransform( TransformType_t transform = TRANSFORM_IS_GENERAL ); |
|
|
|
// Sets the vertex shader modelView state.. |
|
// NOTE: GetProjectionMatrix should only be called from the Commit functions! |
|
const D3DXMATRIX &GetProjectionMatrix( void ); |
|
void SetVertexShaderViewProj(); |
|
void SetVertexShaderModelViewProjAndModelView(); |
|
|
|
void SetPixelShaderFogParams( int reg ); |
|
void SetPixelShaderFogParams( int reg, ShaderFogMode_t fogMode ); |
|
|
|
FORCEINLINE void UpdateVertexShaderFogParams( void ) |
|
{ |
|
if ( g_pHardwareConfig->Caps().m_SupportsPixelShaders ) |
|
{ |
|
float ooFogRange = 1.0f; |
|
|
|
float fStart = m_VertexShaderFogParams[0]; |
|
float fEnd = m_VertexShaderFogParams[1]; |
|
|
|
// Check for divide by zero |
|
if ( fEnd != fStart ) |
|
{ |
|
ooFogRange = 1.0f / ( fEnd - fStart ); |
|
} |
|
|
|
float fogParams[4]; |
|
fogParams[0] = ooFogRange * fEnd; |
|
fogParams[1] = 1.0f; |
|
fogParams[2] = 1.0f - clamp( m_flFogMaxDensity, 0.0f, 1.0f ); // Max fog density |
|
|
|
fogParams[3] = ooFogRange; |
|
|
|
float vertexShaderCameraPos[4]; |
|
vertexShaderCameraPos[0] = m_WorldSpaceCameraPositon[0]; |
|
vertexShaderCameraPos[1] = m_WorldSpaceCameraPositon[1]; |
|
vertexShaderCameraPos[2] = m_WorldSpaceCameraPositon[2]; |
|
vertexShaderCameraPos[3] = m_DynamicState.m_FogZ; // waterheight |
|
|
|
// cFogEndOverFogRange, cFogOne, unused, cOOFogRange |
|
SetVertexShaderConstant( VERTEX_SHADER_FOG_PARAMS, fogParams, 1 ); |
|
|
|
// eyepos.x eyepos.y eyepos.z cWaterZ |
|
SetVertexShaderConstant( VERTEX_SHADER_CAMERA_POS, vertexShaderCameraPos ); |
|
} |
|
} |
|
|
|
// Compute stats info for a texture |
|
void ComputeStatsInfo( ShaderAPITextureHandle_t hTexture, bool isCubeMap, bool isVolumeTexture ); |
|
|
|
// For procedural textures |
|
void AdvanceCurrentCopy( ShaderAPITextureHandle_t hTexture ); |
|
|
|
// Deletes a D3D texture |
|
void DeleteD3DTexture( ShaderAPITextureHandle_t hTexture ); |
|
|
|
// Unbinds a texture |
|
void UnbindTexture( ShaderAPITextureHandle_t hTexture ); |
|
|
|
// Releases all D3D textures |
|
void ReleaseAllTextures(); |
|
|
|
// Deletes all textures |
|
void DeleteAllTextures(); |
|
|
|
// Gets the currently modified texture handle |
|
ShaderAPITextureHandle_t GetModifyTextureHandle() const; |
|
|
|
// Gets the bind id |
|
ShaderAPITextureHandle_t GetBoundTextureBindId( Sampler_t sampler ) const; |
|
|
|
// If mat_texture_limit is enabled, then this tells us if binding the specified texture would |
|
// take us over the limit. |
|
bool WouldBeOverTextureLimit( ShaderAPITextureHandle_t hTexture ); |
|
|
|
// Sets the texture state |
|
void SetTextureState( Sampler_t sampler, ShaderAPITextureHandle_t hTexture, bool force = false ); |
|
|
|
// Grab/release the internal render targets such as the back buffer and the save game thumbnail |
|
void AcquireInternalRenderTargets(); |
|
void ReleaseInternalRenderTargets(); |
|
|
|
// create/release linear->gamma table texture lookups. Only used by hardware supporting pixel shader 2b and up |
|
void AcquireLinearToGammaTableTextures(); |
|
void ReleaseLinearToGammaTableTextures(); |
|
|
|
// Gets the texture being modified |
|
IDirect3DBaseTexture* GetModifyTexture(); |
|
void SetModifyTexture( IDirect3DBaseTexture *pTex ); |
|
|
|
// returns true if we're using texture coordinates at a given stage |
|
bool IsUsingTextureCoordinates( int stage, int flags ) const; |
|
|
|
// Returns true if the board thinks we're generating spheremap coordinates |
|
bool IsSpheremapRenderStateActive( int stage ) const; |
|
|
|
// Returns true if we're modulating constant color into the vertex color |
|
bool IsModulatingVertexColor() const; |
|
|
|
// Recomputes ambient light cube |
|
void RecomputeAmbientLightCube( ); |
|
|
|
// Debugging spew |
|
void SpewBoardState(); |
|
|
|
// Compute and save the world space camera position. |
|
void CacheWorldSpaceCameraPosition(); |
|
|
|
// Compute and save the projection atrix with polyoffset built in if we need it. |
|
void CachePolyOffsetProjectionMatrix(); |
|
|
|
// Vertex shader helper functions |
|
int FindVertexShader( VertexFormat_t fmt, char const* pFileName ) const; |
|
int FindPixelShader( char const* pFileName ) const; |
|
|
|
// Returns copies of the front and back buffers |
|
IDirect3DSurface* GetFrontBufferImage( ImageFormat& format ); |
|
IDirect3DSurface* GetBackBufferImage( Rect_t *pSrcRect, Rect_t *pDstRect, ImageFormat& format ); |
|
IDirect3DSurface* GetBackBufferImageHDR( Rect_t *pSrcRect, Rect_t *pDstRect, ImageFormat& format ); |
|
|
|
// Copy bits from a host-memory surface |
|
void CopyBitsFromHostSurface( IDirect3DSurface* pSurfaceBits, |
|
const Rect_t &dstRect, unsigned char *pData, ImageFormat srcFormat, ImageFormat dstFormat, int nDstStride ); |
|
|
|
FORCEINLINE void SetTransform( D3DTRANSFORMSTATETYPE State, CONST D3DXMATRIX *pMatrix ) |
|
{ |
|
#if !defined( _X360 ) |
|
Dx9Device()->SetTransform( State, pMatrix ); |
|
#endif |
|
} |
|
|
|
FORCEINLINE void SetLight( DWORD Index, CONST D3DLIGHT9 *pLight ) |
|
{ |
|
#if !defined( _X360 ) |
|
Dx9Device()->SetLight( Index, pLight ); |
|
#endif |
|
} |
|
|
|
FORCEINLINE void LightEnable( DWORD LightIndex, bool bEnable ) |
|
{ |
|
#if !defined( _X360 ) |
|
Dx9Device()->LightEnable( LightIndex, bEnable ); |
|
#endif |
|
} |
|
|
|
|
|
void ExecuteCommandBuffer( uint8 *pCmdBuffer ); |
|
void SetStandardTextureHandle( StandardTextureId_t nId, ShaderAPITextureHandle_t ); |
|
|
|
// Methods related to queuing functions to be called per-(pMesh->Draw call) or per-pass |
|
void ClearAllCommitFuncs( CommitFuncType_t func, CommitShaderType_t shader ); |
|
void CallCommitFuncs( CommitFuncType_t func, CommitShaderType_t shader, bool bForce ); |
|
bool IsCommitFuncInUse( CommitFuncType_t func, CommitShaderType_t shader, int nFunc ) const; |
|
void MarkCommitFuncInUse( CommitFuncType_t func, CommitShaderType_t shader, int nFunc ); |
|
void AddCommitFunc( CommitFuncType_t func, CommitShaderType_t shader, StateCommitFunc_t f ); |
|
void CallCommitFuncs( CommitFuncType_t func, bool bUsingFixedFunction, bool bForce = false ); |
|
|
|
// Commits transforms and lighting |
|
void CommitStateChanges(); |
|
|
|
// Commits transforms that have to be dealt with on a per pass basis (ie. projection matrix for polyoffset) |
|
void CommitPerPassStateChanges( StateSnapshot_t id ); |
|
|
|
// Need to handle fog mode on a per-pass basis |
|
void CommitPerPassFogMode( bool bUsingVertexAndPixelShaders ); |
|
|
|
void CommitPerPassXboxFixups(); |
|
|
|
// Commits user clip planes |
|
void CommitUserClipPlanes( bool bUsingFixedFunction ); |
|
|
|
// Gets the user clip transform (world->view) |
|
D3DXMATRIX & GetUserClipTransform( ); |
|
|
|
// transform commit |
|
bool VertexShaderTransformChanged( int i ); |
|
bool FixedFunctionTransformChanged( int i ); |
|
|
|
void UpdateVertexShaderMatrix( int iMatrix ); |
|
void SetVertexShaderStateSkinningMatrices(); |
|
void CommitVertexShaderTransforms(); |
|
void CommitPerPassVertexShaderTransforms(); |
|
|
|
void UpdateFixedFunctionMatrix( int iMatrix ); |
|
void SetFixedFunctionStateSkinningMatrices(); |
|
void CommitFixedFunctionTransforms(); |
|
void CommitPerPassFixedFunctionTransforms(); |
|
|
|
// Recomputes the fast-clip plane matrices based on the current fast-clip plane |
|
void CommitFastClipPlane( ); |
|
|
|
// Computes a matrix which includes the poly offset given an initial projection matrix |
|
void ComputePolyOffsetMatrix( const D3DXMATRIX& matProjection, D3DXMATRIX &matProjectionOffset ); |
|
|
|
void SetSkinningMatrices(); |
|
|
|
// lighting commit |
|
bool VertexShaderLightingChanged( int i ); |
|
bool VertexShaderLightingEnableChanged( int i ); |
|
bool FixedFunctionLightingChanged( int i ); |
|
bool FixedFunctionLightingEnableChanged( int i ); |
|
VertexShaderLightTypes_t ComputeLightType( int i ) const; |
|
void SortLights( int* index ); |
|
void CommitVertexShaderLighting(); |
|
void CommitPixelShaderLighting( int pshReg ); |
|
void CommitFixedFunctionLighting(); |
|
|
|
// Gets the surface associated with a texture (refcount of surface is increased) |
|
IDirect3DSurface* GetTextureSurface( ShaderAPITextureHandle_t textureHandle ); |
|
IDirect3DSurface* GetDepthTextureSurface( ShaderAPITextureHandle_t textureHandle ); |
|
|
|
// |
|
// Methods related to hardware config |
|
// |
|
void SetDefaultConfigValuesForDxLevel( int dxLevelFromCaps, ShaderDeviceInfo_t &info, unsigned int nFlagsUsed ); |
|
|
|
// Determines hardware capabilities |
|
bool DetermineHardwareCaps( ); |
|
|
|
// Alpha To Coverage entrypoints and states - much of this involves vendor-dependent paths and states... |
|
bool CheckVendorDependentAlphaToCoverage(); |
|
void EnableAlphaToCoverage(); |
|
void DisableAlphaToCoverage(); |
|
|
|
// Vendor-dependent shadow mapping detection |
|
void CheckVendorDependentShadowMappingSupport( bool &bSupportsShadowDepthTextures, bool &bSupportsFetch4 ); |
|
|
|
// Override caps based on a requested dx level |
|
void OverrideCaps( int nForcedDXLevel ); |
|
|
|
// Reports support for a given MSAA mode |
|
bool SupportsMSAAMode( int nMSAAMode ); |
|
|
|
// Reports support for a given CSAA mode |
|
bool SupportsCSAAMode( int nNumSamples, int nQualityLevel ); |
|
|
|
// Gamma correction of fog color, or not... |
|
D3DCOLOR ComputeGammaCorrectedFogColor( unsigned char r, unsigned char g, unsigned char b, bool bSRGBWritesEnabled ); |
|
|
|
void SetDefaultMaterial(); |
|
|
|
bool RestorePersistedDisplay( bool bUseFrontBuffer ); |
|
|
|
void ClearStdTextureHandles( void ); |
|
|
|
// debug logging |
|
void PrintfVA( char *fmt, va_list vargs ); |
|
void Printf( const char *fmt, ... ); |
|
float Knob( char *knobname, float *setvalue = NULL ); |
|
|
|
// "normal" back buffer and depth buffer. Need to keep this around so that we |
|
// know what to set the render target to when we are done rendering to a texture. |
|
IDirect3DSurface *m_pBackBufferSurface; |
|
IDirect3DSurface *m_pBackBufferSurfaceSRGB; |
|
IDirect3DSurface *m_pZBufferSurface; |
|
|
|
// Optimization for screenshots |
|
IDirect3DSurface *m_pSmallBackBufferFP16TempSurface; |
|
|
|
ShaderAPITextureHandle_t m_hFullScreenTexture; |
|
|
|
ShaderAPITextureHandle_t m_hLinearToGammaTableTexture; |
|
ShaderAPITextureHandle_t m_hLinearToGammaTableIdentityTexture; |
|
|
|
// |
|
// State needed at the time of rendering (after snapshots have been applied) |
|
// |
|
|
|
// Interface for the D3DXMatrixStack |
|
ID3DXMatrixStack* m_pMatrixStack[NUM_MATRIX_MODES]; |
|
matrix3x4_t m_boneMatrix[NUM_MODEL_TRANSFORMS]; |
|
int m_maxBoneLoaded; |
|
|
|
// Current matrix mode |
|
D3DTRANSFORMSTATETYPE m_MatrixMode; |
|
int m_CurrStack; |
|
|
|
// The current camera position in world space. |
|
Vector4D m_WorldSpaceCameraPositon; |
|
|
|
// The current projection matrix with polyoffset baked into it. |
|
D3DXMATRIX m_CachedPolyOffsetProjectionMatrix; |
|
D3DXMATRIX m_CachedFastClipProjectionMatrix; |
|
D3DXMATRIX m_CachedFastClipPolyOffsetProjectionMatrix; |
|
|
|
// The texture stage state that changes frequently |
|
DynamicState_t m_DynamicState; |
|
|
|
// The *desired* dynamic state. Most dynamic state is committed into actual hardware state |
|
// at either per-pass or per-material time. This can also be used to force the hardware |
|
// to match the desired state after returning from alt-tab. |
|
DynamicState_t m_DesiredState; |
|
|
|
// A list of state commit functions to run as per-draw call commit time |
|
unsigned char m_pCommitFlags[COMMIT_FUNC_TYPE_COUNT][COMMIT_SHADER_TYPE_COUNT][ COMMIT_FUNC_BYTE_COUNT ]; |
|
CUtlVector< StateCommitFunc_t > m_CommitFuncs[COMMIT_FUNC_TYPE_COUNT][COMMIT_SHADER_TYPE_COUNT]; |
|
|
|
// Render data |
|
CMeshBase *m_pRenderMesh; |
|
int m_nDynamicVBSize; |
|
IMaterialInternal *m_pMaterial; |
|
|
|
// Shadow depth bias states |
|
float m_fShadowSlopeScaleDepthBias; |
|
float m_fShadowDepthBias; |
|
|
|
bool m_bReadPixelsEnabled; |
|
|
|
// Render-to-texture stuff... |
|
bool m_UsingTextureRenderTarget; |
|
|
|
int m_ViewportMaxWidth; |
|
int m_ViewportMaxHeight; |
|
|
|
ShaderAPITextureHandle_t m_hCachedRenderTarget; |
|
bool m_bUsingSRGBRenderTarget; |
|
|
|
// Ambient cube map ok? |
|
int m_CachedAmbientLightCube; |
|
|
|
// The current frame |
|
int m_CurrentFrame; |
|
|
|
// The texture we're currently modifying |
|
ShaderAPITextureHandle_t m_ModifyTextureHandle; |
|
char m_ModifyTextureLockedLevel; |
|
unsigned char m_ModifyTextureLockedFace; |
|
|
|
// Stores all textures |
|
CUtlFixedLinkedList< Texture_t > m_Textures; |
|
|
|
// Mesh builder used to modify vertex data |
|
CMeshBuilder m_ModifyBuilder; |
|
|
|
float m_VertexShaderFogParams[2]; |
|
float m_flFogMaxDensity; |
|
|
|
// Shadow state transition table |
|
CTransitionTable m_TransitionTable; |
|
StateSnapshot_t m_nCurrentSnapshot; |
|
|
|
// Depth test override... |
|
bool m_bOverrideMaterialIgnoreZ; |
|
bool m_bIgnoreZValue; |
|
|
|
// Are we in the middle of resetting the render state? |
|
bool m_bResettingRenderState; |
|
|
|
// Can we buffer 2 frames ahead? |
|
bool m_bBuffer2FramesAhead; |
|
|
|
// Selection name stack |
|
CUtlStack< int > m_SelectionNames; |
|
bool m_InSelectionMode; |
|
unsigned int* m_pSelectionBufferEnd; |
|
unsigned int* m_pSelectionBuffer; |
|
unsigned int* m_pCurrSelectionRecord; |
|
float m_SelectionMinZ; |
|
float m_SelectionMaxZ; |
|
int m_NumHits; |
|
|
|
// fog |
|
unsigned char m_SceneFogColor[3]; |
|
MaterialFogMode_t m_SceneFogMode; |
|
|
|
// Tone Mapping state ( w is gamma scale ) |
|
Vector4D m_ToneMappingScale; |
|
|
|
Deformation_t m_DeformationStack[DEFORMATION_STACK_DEPTH]; |
|
|
|
Deformation_t *m_pDeformationStackPtr; |
|
|
|
void WriteShaderConstantsToGPU(); |
|
|
|
// rendering parameter storage |
|
int IntRenderingParameters[MAX_INT_RENDER_PARMS]; |
|
float FloatRenderingParameters[MAX_FLOAT_RENDER_PARMS]; |
|
Vector VectorRenderingParameters[MAX_VECTOR_RENDER_PARMS]; |
|
|
|
ShaderAPITextureHandle_t m_StdTextureHandles[TEXTURE_MAX_STD_TEXTURES]; |
|
|
|
// PIX instrumentation utlities...enable these with PIX_INSTRUMENTATION |
|
void StartPIXInstrumentation(); |
|
void EndPIXInstrumentation(); |
|
void SetPIXMarker( unsigned long color, const char *szName ); |
|
void IncrementPIXError(); |
|
bool PIXError(); |
|
int m_nPIXErrorCount; |
|
int m_nPixFrame; |
|
bool m_bPixCapturing; |
|
|
|
void ComputeVertexDescription( unsigned char* pBuffer, VertexFormat_t vertexFormat, MeshDesc_t& desc ) const |
|
{ |
|
return MeshMgr()->ComputeVertexDescription( pBuffer, vertexFormat, desc ); |
|
} |
|
|
|
// Reports support for shadow depth texturing |
|
bool SupportsShadowDepthTextures( void ); |
|
bool SupportsFetch4( void ); |
|
|
|
void SetShadowDepthBiasFactors( float fShadowSlopeScaleDepthBias, float fShadowDepthBias ); |
|
|
|
// Vendor-dependent depth stencil texture format |
|
ImageFormat GetShadowDepthTextureFormat( void ); |
|
|
|
bool SupportsBorderColor( void ) const; |
|
bool SupportsFetch4( void ) const; |
|
|
|
void EnableBuffer2FramesAhead( bool bEnable ); |
|
|
|
void SetDepthFeatheringPixelShaderConstant( int iConstant, float fDepthBlendScale ); |
|
|
|
void SetDisallowAccess( bool b ) |
|
{ |
|
g_bShaderAccessDisallowed = b; |
|
} |
|
|
|
void EnableShaderShaderMutex( bool b ) |
|
{ |
|
Assert( g_ShaderMutex.GetOwnerId() == 0 ); |
|
g_bUseShaderMutex = b; |
|
} |
|
|
|
void ShaderLock() |
|
{ |
|
g_ShaderMutex.Lock(); |
|
} |
|
|
|
void ShaderUnlock() |
|
{ |
|
g_ShaderMutex.Unlock(); |
|
} |
|
|
|
// Vendor-dependent slim texture format |
|
ImageFormat GetNullTextureFormat( void ); |
|
|
|
//The idea behind a delayed constant is this. |
|
// Some shaders set constants based on rendering states, and some rendering states aren't updated until after a shader's already called Draw(). |
|
// So, for some functions that are state based, we save the constant we set and if the state changes between when it's set in the shader setup code |
|
// and when the shader is drawn, we update that constant. |
|
struct DelayedConstants_t |
|
{ |
|
int iPixelShaderFogParams; |
|
|
|
void Invalidate( void ) |
|
{ |
|
iPixelShaderFogParams = -1; |
|
} |
|
DelayedConstants_t( void ) { this->Invalidate(); } |
|
}; |
|
DelayedConstants_t m_DelayedShaderConstants; |
|
|
|
bool SetRenderTargetInternalXbox( ShaderAPITextureHandle_t hTexture, bool bForce = false ); |
|
|
|
#if defined( _X360 ) |
|
CUtlStack<int> m_VertexShaderGPRAllocationStack; |
|
#endif |
|
|
|
int m_MaxVectorVertexShaderConstant; |
|
int m_MaxBooleanVertexShaderConstant; |
|
int m_MaxIntegerVertexShaderConstant; |
|
int m_MaxVectorPixelShaderConstant; |
|
int m_MaxBooleanPixelShaderConstant; |
|
int m_MaxIntegerPixelShaderConstant; |
|
|
|
bool m_bGPUOwned; |
|
bool m_bResetRenderStateNeeded; |
|
|
|
#ifdef ENABLE_NULLREF_DEVICE_SUPPORT |
|
bool m_NullDevice; |
|
#endif |
|
}; |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Class Factory |
|
//----------------------------------------------------------------------------- |
|
static CShaderAPIDx8 g_ShaderAPIDX8; |
|
IShaderAPIDX8 *g_pShaderAPIDX8 = &g_ShaderAPIDX8; |
|
CShaderDeviceDx8* g_pShaderDeviceDx8 = &g_ShaderAPIDX8; |
|
|
|
// FIXME: Remove IShaderAPI + IShaderDevice; they change after SetMode |
|
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CShaderAPIDx8, IShaderAPI, |
|
SHADERAPI_INTERFACE_VERSION, g_ShaderAPIDX8 ) |
|
|
|
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CShaderAPIDx8, IShaderDevice, |
|
SHADER_DEVICE_INTERFACE_VERSION, g_ShaderAPIDX8 ) |
|
|
|
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CShaderAPIDx8, IDebugTextureInfo, |
|
DEBUG_TEXTURE_INFO_VERSION, g_ShaderAPIDX8 ) |
|
|
|
//----------------------------------------------------------------------------- |
|
// Accessors for major interfaces |
|
//----------------------------------------------------------------------------- |
|
|
|
// Pix wants a max of 32 characters |
|
// We'll give it the right-most substrings separated by slashes |
|
static char s_pPIXMaterialName[32]; |
|
void PIXifyName( char *pDst, int destSize, const char *pSrc ) |
|
{ |
|
char *pSrcWalk = (char *)pSrc; |
|
|
|
while ( V_strlen( pSrcWalk ) > 31 ) // While we still have too many characters |
|
{ |
|
char *pTok = strpbrk( pSrcWalk, "/\\" ); // Find next token |
|
|
|
if ( pTok ) |
|
pSrcWalk = pTok + 1; |
|
else |
|
break; |
|
} |
|
|
|
V_strncpy( pDst, pSrcWalk, min( 32, destSize ) ); |
|
} |
|
|
|
static int AdjustUpdateRange( float const* pVec, void const *pOut, int numVecs, int* pSkip ) |
|
{ |
|
int skip = 0; |
|
uint32* pSrc = (uint32*)pVec; |
|
uint32* pDst = (uint32*)pOut; |
|
while( numVecs && !( ( pSrc[0] ^ pDst[0] ) | ( pSrc[1] ^ pDst[1] ) | ( pSrc[2] ^ pDst[2] ) | ( pSrc[3] ^ pDst[3] ) ) ) |
|
{ |
|
pSrc += 4; |
|
pDst += 4; |
|
numVecs--; |
|
skip++; |
|
} |
|
*pSkip = skip; |
|
if ( !numVecs ) |
|
return 0; |
|
|
|
uint32* pSrcLast = pSrc + numVecs * 4 - 4; |
|
uint32* pDstLast = pDst + numVecs * 4 - 4; |
|
while( numVecs > 1 && !( ( pSrcLast[0] ^ pDstLast[0] ) | ( pSrcLast[1] ^ pDstLast[1] ) | ( pSrcLast[2] ^ pDstLast[2] ) | ( pSrcLast[3] ^ pDstLast[3] ) ) ) |
|
{ |
|
pSrcLast -= 4; |
|
pDstLast -= 4; |
|
numVecs--; |
|
} |
|
|
|
return numVecs; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Constructor, destructor |
|
//----------------------------------------------------------------------------- |
|
CShaderAPIDx8::CShaderAPIDx8() : |
|
m_Textures( 32 ), |
|
m_CurrStack( -1 ), |
|
m_ModifyTextureHandle( INVALID_SHADERAPI_TEXTURE_HANDLE ), |
|
m_pRenderMesh( 0 ), |
|
m_nDynamicVBSize( DYNAMIC_VERTEX_BUFFER_MEMORY ), |
|
m_pMaterial( NULL ), |
|
m_CurrentFrame( 0 ), |
|
m_CachedAmbientLightCube( STATE_CHANGED ), |
|
m_InSelectionMode( false ), |
|
m_SelectionMinZ( FLT_MAX ), |
|
m_SelectionMaxZ( FLT_MIN ), |
|
m_pSelectionBuffer( 0 ), |
|
m_pSelectionBufferEnd( 0 ), |
|
m_bResetRenderStateNeeded( false ), |
|
m_ModifyTextureLockedLevel( -1 ), |
|
m_nPixFrame(0), |
|
m_bPixCapturing(false), |
|
m_nPIXErrorCount(0), |
|
m_pBackBufferSurface( 0 ), |
|
m_pBackBufferSurfaceSRGB( 0 ), |
|
m_pZBufferSurface( 0 ), |
|
m_bResettingRenderState( false ), |
|
m_bReadPixelsEnabled( false ), |
|
m_ToneMappingScale( 1.0f, 1.0f, 1.0f, 1.0f ), |
|
m_hFullScreenTexture( INVALID_SHADERAPI_TEXTURE_HANDLE ), |
|
m_hLinearToGammaTableTexture( INVALID_SHADERAPI_TEXTURE_HANDLE ), |
|
m_hLinearToGammaTableIdentityTexture( INVALID_SHADERAPI_TEXTURE_HANDLE ), |
|
m_fShadowSlopeScaleDepthBias( 16.0f ), |
|
m_fShadowDepthBias( 0.00008f ), |
|
m_hCachedRenderTarget( INVALID_SHADERAPI_TEXTURE_HANDLE ), |
|
m_bUsingSRGBRenderTarget( false ) |
|
{ |
|
// FIXME: Remove! Backward compat |
|
m_bAdapterSet = false; |
|
m_bBuffer2FramesAhead = false; |
|
m_bReadPixelsEnabled = true; |
|
|
|
memset( m_pMatrixStack, 0, sizeof(ID3DXMatrixStack*) * NUM_MATRIX_MODES ); |
|
memset( &m_DynamicState, 0, sizeof(m_DynamicState) ); |
|
//m_DynamicState.m_HeightClipMode = MATERIAL_HEIGHTCLIPMODE_DISABLE; |
|
m_nWindowHeight = m_nWindowWidth = 0; |
|
m_maxBoneLoaded = 0; |
|
|
|
m_bEnableDebugTextureList = 0; |
|
m_bDebugTexturesRendering = 0; |
|
m_pDebugTextureList = NULL; |
|
m_nTextureMemoryUsedLastFrame = 0; |
|
m_nTextureMemoryUsedTotal = 0; |
|
m_nTextureMemoryUsedPicMip1 = 0; |
|
m_nTextureMemoryUsedPicMip2 = 0; |
|
m_nDebugDataExportFrame = 0; |
|
|
|
m_SceneFogColor[0] = 0; |
|
m_SceneFogColor[1] = 0; |
|
m_SceneFogColor[2] = 0; |
|
m_SceneFogMode = MATERIAL_FOG_NONE; |
|
|
|
// We haven't yet detected whether we support CreateQuery or not yet. |
|
memset(IntRenderingParameters,0,sizeof(IntRenderingParameters)); |
|
memset(FloatRenderingParameters,0,sizeof(FloatRenderingParameters)); |
|
memset(VectorRenderingParameters,0,sizeof(VectorRenderingParameters)); |
|
|
|
m_pDeformationStackPtr = m_DeformationStack + DEFORMATION_STACK_DEPTH; |
|
|
|
m_bGPUOwned = false; |
|
m_MaxVectorVertexShaderConstant = 0; |
|
m_MaxBooleanVertexShaderConstant = 0; |
|
m_MaxIntegerVertexShaderConstant = 0; |
|
m_MaxVectorPixelShaderConstant = 0; |
|
m_MaxBooleanPixelShaderConstant = 0; |
|
m_MaxIntegerPixelShaderConstant = 0; |
|
|
|
ClearStdTextureHandles(); |
|
|
|
//Debugger(); |
|
#ifdef ENABLE_NULLREF_DEVICE_SUPPORT |
|
m_NullDevice = !!CommandLine()->FindParm( "-nulldevice" ); |
|
#endif |
|
} |
|
|
|
CShaderAPIDx8::~CShaderAPIDx8() |
|
{ |
|
if ( m_DynamicState.m_pVectorVertexShaderConstant ) |
|
{ |
|
delete[] m_DynamicState.m_pVectorVertexShaderConstant; |
|
m_DynamicState.m_pVectorVertexShaderConstant = NULL; |
|
} |
|
|
|
if ( m_DynamicState.m_pBooleanVertexShaderConstant ) |
|
{ |
|
delete[] m_DynamicState.m_pBooleanVertexShaderConstant; |
|
m_DynamicState.m_pBooleanVertexShaderConstant = NULL; |
|
} |
|
|
|
if ( m_DynamicState.m_pIntegerVertexShaderConstant ) |
|
{ |
|
delete[] m_DynamicState.m_pIntegerVertexShaderConstant; |
|
m_DynamicState.m_pIntegerVertexShaderConstant = NULL; |
|
} |
|
|
|
if ( m_DynamicState.m_pVectorPixelShaderConstant ) |
|
{ |
|
delete[] m_DynamicState.m_pVectorPixelShaderConstant; |
|
m_DynamicState.m_pVectorPixelShaderConstant = NULL; |
|
} |
|
|
|
if ( m_DynamicState.m_pBooleanPixelShaderConstant ) |
|
{ |
|
delete[] m_DynamicState.m_pBooleanPixelShaderConstant; |
|
m_DynamicState.m_pBooleanPixelShaderConstant = NULL; |
|
} |
|
|
|
if ( m_DynamicState.m_pIntegerPixelShaderConstant ) |
|
{ |
|
delete[] m_DynamicState.m_pIntegerPixelShaderConstant; |
|
m_DynamicState.m_pIntegerPixelShaderConstant = NULL; |
|
} |
|
|
|
if ( m_pDebugTextureList ) |
|
{ |
|
m_pDebugTextureList->deleteThis(); |
|
m_pDebugTextureList = NULL; |
|
} |
|
} |
|
|
|
|
|
void CShaderAPIDx8::ClearStdTextureHandles( void ) |
|
{ |
|
for(int i = 0 ; i < ARRAYSIZE( m_StdTextureHandles ) ; i++ ) |
|
m_StdTextureHandles[i] = INVALID_SHADERAPI_TEXTURE_HANDLE; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// FIXME: Remove! Backward compat. |
|
//----------------------------------------------------------------------------- |
|
bool CShaderAPIDx8::OnAdapterSet() |
|
{ |
|
if ( !DetermineHardwareCaps( ) ) |
|
return false; |
|
|
|
// Modify the caps based on requested DXlevels |
|
int nForcedDXLevel = CommandLine()->ParmValue( "-dxlevel", 0 ); |
|
|
|
if ( nForcedDXLevel > 0 ) |
|
{ |
|
nForcedDXLevel = MAX( nForcedDXLevel, ABSOLUTE_MINIMUM_DXLEVEL ); |
|
} |
|
|
|
|
|
// FIXME: Check g_pHardwareConfig->ActualCaps() for a preferred DX level |
|
OverrideCaps( nForcedDXLevel ); |
|
|
|
m_bAdapterSet = true; |
|
return true; |
|
} |
|
|
|
|
|
void CShaderAPIDx8::GetDXLevelDefaults(uint &max_dxlevel,uint &recommended_dxlevel) |
|
{ |
|
max_dxlevel=g_pHardwareConfig->ActualCaps().m_nMaxDXSupportLevel; |
|
recommended_dxlevel=g_pHardwareConfig->ActualCaps().m_nDXSupportLevel; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Can we download textures? |
|
//----------------------------------------------------------------------------- |
|
bool CShaderAPIDx8::CanDownloadTextures() const |
|
{ |
|
if ( IsDeactivated() ) |
|
return false; |
|
|
|
return IsActive(); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Grab the render targets |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::AcquireInternalRenderTargets() |
|
{ |
|
GLMPRINTF(( ">-A- CShaderAPIDx8::AcquireInternalRenderTargets... ")); |
|
if ( mat_debugalttab.GetBool() ) |
|
{ |
|
Warning( "mat_debugalttab: CShaderAPIDx8::AcquireInternalRenderTargets\n" ); |
|
} |
|
|
|
if ( !m_pBackBufferSurface ) |
|
{ |
|
Dx9Device()->GetRenderTarget( 0, &m_pBackBufferSurface ); |
|
#ifdef ENABLE_NULLREF_DEVICE_SUPPORT |
|
if( !m_NullDevice ) |
|
#endif |
|
{ |
|
Assert( m_pBackBufferSurface ); |
|
} |
|
} |
|
|
|
#if defined( _X360 ) |
|
if ( !m_pBackBufferSurfaceSRGB ) |
|
{ |
|
// create a SRGB back buffer clone |
|
int backWidth, backHeight; |
|
ShaderAPI()->GetBackBufferDimensions( backWidth, backHeight ); |
|
D3DFORMAT backBufferFormat = ImageLoader::ImageFormatToD3DFormat( g_pShaderDevice->GetBackBufferFormat() ); |
|
m_pBackBufferSurfaceSRGB = g_TextureHeap.AllocRenderTargetSurface( backWidth, backHeight, (D3DFORMAT)MAKESRGBFMT( backBufferFormat ), true, 0 ); |
|
} |
|
#endif |
|
|
|
#ifdef ENABLE_NULLREF_DEVICE_SUPPORT |
|
if ( !m_pZBufferSurface && !m_NullDevice ) |
|
#else |
|
if ( !m_pZBufferSurface ) |
|
#endif |
|
{ |
|
Dx9Device()->GetDepthStencilSurface( &m_pZBufferSurface ); |
|
Assert( m_pZBufferSurface ); |
|
} |
|
GLMPRINTF(( "<-A- CShaderAPIDx8::AcquireInternalRenderTargets...complete ")); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Release the render targets |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::ReleaseInternalRenderTargets( ) |
|
{ |
|
GLMPRINTF(( ">-A- CShaderAPIDx8::ReleaseInternalRenderTargets... ")); |
|
if( mat_debugalttab.GetBool() ) |
|
{ |
|
Warning( "mat_debugalttab: CShaderAPIDx8::ReleaseInternalRenderTargets\n" ); |
|
} |
|
|
|
// Note: This function does not release renderable textures created elsewhere |
|
// Those should be released separately via the texure manager |
|
if ( m_pBackBufferSurface ) |
|
{ |
|
#if POSIX |
|
// dxabstract's AddRef/Release have optional args to help track usage |
|
int nRetVal = m_pBackBufferSurface->Release( 0, "-B CShaderAPIDx8::ReleaseInternalRenderTargets public release color buffer"); |
|
#else |
|
int nRetVal = m_pBackBufferSurface->Release(); |
|
#endif |
|
//Assert( nRetVal == 0 ); |
|
m_pBackBufferSurface = NULL; |
|
} |
|
|
|
if ( m_pZBufferSurface ) |
|
{ |
|
#if POSIX |
|
// dxabstract's AddRef/Release have optional args to help track usage |
|
int nRetVal = m_pZBufferSurface->Release( 0, "-B CShaderAPIDx8::ReleaseInternalRenderTargets public release zbuffer"); |
|
#else |
|
int nRetVal = m_pZBufferSurface->Release(); |
|
#endif |
|
|
|
//Assert( nRetVal == 0 ); //FIXME not sure why we're seeing a refcount of 3 here |
|
m_pZBufferSurface = NULL; |
|
} |
|
GLMPRINTF(( "<-A- CShaderAPIDx8::ReleaseInternalRenderTargets... complete")); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// During init, places the persisted texture back into the back buffer. |
|
// The initial 360 fixup present will then not flash. This routine has to be |
|
// self contained, no other shader api systems are viable during init. |
|
//----------------------------------------------------------------------------- |
|
bool CShaderAPIDx8::RestorePersistedDisplay( bool bUseFrontBuffer ) |
|
{ |
|
#if defined( _X360 ) |
|
if ( !( XboxLaunch()->GetLaunchFlags() & LF_INTERNALLAUNCH ) ) |
|
{ |
|
// there is no persisted screen |
|
return false; |
|
} |
|
|
|
OwnGPUResources( false ); |
|
|
|
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;" |
|
" float4 main( PS_IN In ) : COLOR" |
|
" {" |
|
" return tex2D( detail, In.TexCoord );" |
|
" }"; |
|
|
|
D3DVERTEXELEMENT9 VertexElements[3] = |
|
{ |
|
{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 }, |
|
{ 0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 }, |
|
D3DDECL_END() |
|
}; |
|
|
|
|
|
IDirect3DTexture *pTexture; |
|
if ( bUseFrontBuffer ) |
|
{ |
|
Dx9Device()->GetFrontBuffer( &pTexture ); |
|
} |
|
else |
|
{ |
|
// 360 holds a persistent image across restarts |
|
Dx9Device()->GetPersistedTexture( &pTexture ); |
|
} |
|
|
|
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; |
|
} |
|
IDirect3DVertexShader9 *pVertexShader; |
|
Dx9Device()->CreateVertexShader( (DWORD*)pShaderCode->GetBufferPointer(), &pVertexShader ); |
|
pShaderCode->Release(); |
|
|
|
pErrorMsg = NULL; |
|
pShaderCode = NULL; |
|
hr = D3DXCompileShader( strPixelShaderProgram, (UINT)strlen( strPixelShaderProgram ), NULL, NULL, "main", "ps_2_0", 0, &pShaderCode, &pErrorMsg, NULL ); |
|
if ( FAILED(hr) ) |
|
{ |
|
return false; |
|
} |
|
IDirect3DPixelShader9 *pPixelShader; |
|
Dx9Device()->CreatePixelShader( (DWORD*)pShaderCode->GetBufferPointer(), &pPixelShader ); |
|
pShaderCode->Release(); |
|
|
|
int w, h; |
|
GetBackBufferDimensions( w, h ); |
|
|
|
// Create a vertex declaration from the element descriptions. |
|
IDirect3DVertexDeclaration9 *pVertexDecl; |
|
Dx9Device()->CreateVertexDeclaration( VertexElements, &pVertexDecl ); |
|
XMMATRIX matWVP = XMMatrixOrthographicOffCenterLH( 0, (FLOAT)w, (FLOAT)h, 0, 0, 1 ); |
|
|
|
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" ); |
|
g_pShaderDeviceDx8->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() ); |
|
|
|
// Structure to hold vertex data. |
|
struct COLORVERTEX |
|
{ |
|
FLOAT Position[3]; |
|
float TexCoord[2]; |
|
}; |
|
COLORVERTEX Vertices[4]; |
|
|
|
Vertices[0].Position[0] = 0; |
|
Vertices[0].Position[1] = 0; |
|
Vertices[0].Position[2] = 0; |
|
Vertices[0].TexCoord[0] = 0; |
|
Vertices[0].TexCoord[1] = 0; |
|
|
|
Vertices[1].Position[0] = w-1; |
|
Vertices[1].Position[1] = 0; |
|
Vertices[1].Position[2] = 0; |
|
Vertices[1].TexCoord[0] = 1; |
|
Vertices[1].TexCoord[1] = 0; |
|
|
|
Vertices[2].Position[0] = w-1; |
|
Vertices[2].Position[1] = h-1; |
|
Vertices[2].Position[2] = 0; |
|
Vertices[2].TexCoord[0] = 1; |
|
Vertices[2].TexCoord[1] = 1; |
|
|
|
Vertices[3].Position[0] = 0; |
|
Vertices[3].Position[1] = h-1; |
|
Vertices[3].Position[2] = 0; |
|
Vertices[3].TexCoord[0] = 0; |
|
Vertices[3].TexCoord[1] = 1; |
|
|
|
Dx9Device()->SetTexture( 0, pTexture ); |
|
Dx9Device()->SetVertexShader( pVertexShader ); |
|
Dx9Device()->SetPixelShader( pPixelShader ); |
|
Dx9Device()->SetVertexShaderConstantF( 0, (FLOAT*)&matWVP, 4 ); |
|
Dx9Device()->SetVertexDeclaration( pVertexDecl ); |
|
Dx9Device()->DrawPrimitiveUP( D3DPT_QUADLIST, 1, Vertices, sizeof( COLORVERTEX ) ); |
|
|
|
Dx9Device()->SetVertexShader( NULL ); |
|
Dx9Device()->SetPixelShader( NULL ); |
|
Dx9Device()->SetTexture( 0, NULL ); |
|
Dx9Device()->SetVertexDeclaration( NULL ); |
|
|
|
pVertexShader->Release(); |
|
pPixelShader->Release(); |
|
pVertexDecl->Release(); |
|
pTexture->Release(); |
|
|
|
OwnGPUResources( true ); |
|
|
|
return true; |
|
#else |
|
return false; |
|
#endif |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Initialize, shutdown the Device.... |
|
//----------------------------------------------------------------------------- |
|
bool CShaderAPIDx8::OnDeviceInit() |
|
{ |
|
AcquireInternalRenderTargets(); |
|
|
|
g_pHardwareConfig->CapsForEdit().m_TextureMemorySize = g_pShaderDeviceMgrDx8->GetVidMemBytes( m_nAdapter ); |
|
|
|
CreateMatrixStacks(); |
|
|
|
// Hide the cursor |
|
RECORD_COMMAND( DX8_SHOW_CURSOR, 1 ); |
|
RECORD_INT( false ); |
|
|
|
#if !defined( _X360 ) |
|
Dx9Device()->ShowCursor( false ); |
|
#endif |
|
|
|
// Initialize the shader manager |
|
ShaderManager()->Init(); |
|
|
|
// Initialize the shader shadow |
|
ShaderShadow()->Init(); |
|
|
|
// Initialize the mesh manager |
|
MeshMgr()->Init(); |
|
|
|
bool bToolsMode = IsWindows() && ( CommandLine()->CheckParm( "-tools" ) != NULL ); |
|
|
|
// Use fat vertices when running in tools |
|
MeshMgr()->UseFatVertices( bToolsMode ); |
|
|
|
// Initialize the transition table. |
|
m_TransitionTable.Init(); |
|
|
|
// Initialize the render state |
|
InitRenderState(); |
|
|
|
// Clear the z and color buffers |
|
ClearBuffers( true, true, true, -1, -1 ); |
|
|
|
AllocFrameSyncObjects(); |
|
AllocNonInteractiveRefreshObjects(); |
|
|
|
RECORD_COMMAND( DX8_BEGIN_SCENE, 0 ); |
|
|
|
// Apply mandatory initialization HW fixups, GPU state will be left as expected |
|
if ( IsX360() ) |
|
{ |
|
// place the possible persisted display into the back buffer, ready for present() |
|
RestorePersistedDisplay( false ); |
|
|
|
// 360 MUST perform an initial swap to stabilize the state |
|
// this ensures any states (e.g. gamma) are respected |
|
// without this, the 360 resets to internal default state on the first swap |
|
OwnGPUResources( false ); |
|
Dx9Device()->Present( 0, 0, 0, 0 ); |
|
|
|
// present corrupts the GPU state and back buffer (according to docs) |
|
// re-clear the back buffer in order to re-establish the expected contents |
|
ResetRenderState( false ); |
|
ClearBuffers( true, true, true, -1, -1 ); |
|
|
|
// place the front buffer image in the back buffer, later systems will detect and grab |
|
// other systems will detect and grab |
|
RestorePersistedDisplay( true ); |
|
} |
|
|
|
Dx9Device()->BeginScene(); |
|
|
|
return true; |
|
} |
|
|
|
void CShaderAPIDx8::OnDeviceShutdown() |
|
{ |
|
if ( !IsPC() || !IsActive() ) |
|
return; |
|
|
|
// Deallocate all textures |
|
DeleteAllTextures(); |
|
|
|
// Release render targets |
|
ReleaseInternalRenderTargets(); |
|
|
|
// Free objects that are used for frame syncing. |
|
FreeFrameSyncObjects(); |
|
FreeNonInteractiveRefreshObjects(); |
|
|
|
for (int i = 0; i < NUM_MATRIX_MODES; ++i) |
|
{ |
|
if (m_pMatrixStack[i]) |
|
{ |
|
int ref = m_pMatrixStack[i]->Release(); |
|
Assert( ref == 0 ); |
|
} |
|
} |
|
|
|
// Shutdown the transition table. |
|
m_TransitionTable.Shutdown(); |
|
|
|
MeshMgr()->Shutdown(); |
|
|
|
ShaderManager()->Shutdown(); |
|
|
|
ReleaseAllVertexDecl( ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Sets the mode... |
|
//----------------------------------------------------------------------------- |
|
bool CShaderAPIDx8::SetMode( void* VD3DHWND, int nAdapter, const ShaderDeviceInfo_t &info ) |
|
{ |
|
// |
|
// FIXME: Note that this entire function is backward compat and will go soon |
|
// |
|
|
|
bool bRestoreNeeded = false; |
|
|
|
if ( IsActive() ) |
|
{ |
|
ReleaseResources(); |
|
OnDeviceShutdown(); |
|
ShutdownDevice(); |
|
bRestoreNeeded = true; |
|
} |
|
|
|
LOCK_SHADERAPI(); |
|
Assert( D3D() ); |
|
Assert( nAdapter < g_pShaderDeviceMgr->GetAdapterCount() ); |
|
|
|
const HardwareCaps_t& actualCaps = g_pShaderDeviceMgr->GetHardwareCaps( nAdapter ); |
|
|
|
ShaderDeviceInfo_t actualInfo = info; |
|
int nDXLevel = actualInfo.m_nDXLevel ? actualInfo.m_nDXLevel : actualCaps.m_nDXSupportLevel; |
|
|
|
static bool bSetModeOnce = false; |
|
if ( !bSetModeOnce ) |
|
{ |
|
nDXLevel = MAX( ABSOLUTE_MINIMUM_DXLEVEL, CommandLine()->ParmValue( "-dxlevel", nDXLevel ) ); |
|
bSetModeOnce = true; |
|
} |
|
if ( nDXLevel > actualCaps.m_nMaxDXSupportLevel ) |
|
{ |
|
nDXLevel = actualCaps.m_nMaxDXSupportLevel; |
|
} |
|
actualInfo.m_nDXLevel = g_pShaderDeviceMgr->GetClosestActualDXLevel( nDXLevel ); |
|
|
|
if ( !g_pShaderDeviceMgrDx8->ValidateMode( nAdapter, actualInfo ) ) |
|
return false; |
|
|
|
g_pShaderAPI = this; |
|
g_pShaderDevice = this; |
|
g_pShaderShadow = ShaderShadow(); |
|
bool bOk = InitDevice( VD3DHWND, nAdapter, actualInfo ); |
|
if ( !bOk ) |
|
return false; |
|
|
|
if ( !OnDeviceInit() ) |
|
return false; |
|
|
|
if ( bRestoreNeeded && IsPC() ) |
|
{ |
|
ReacquireResources(); |
|
} |
|
|
|
return true; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Creates the matrix stack |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::CreateMatrixStacks() |
|
{ |
|
MEM_ALLOC_D3D_CREDIT(); |
|
|
|
for (int i = 0; i < NUM_MATRIX_MODES; ++i) |
|
{ |
|
HRESULT hr = D3DXCreateMatrixStack( 0, &m_pMatrixStack[i] ); |
|
Assert( hr == D3D_OK ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Vendor-dependent code to turn on alpha to coverage |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::EnableAlphaToCoverage( void ) |
|
{ |
|
if( !g_pHardwareConfig->ActualCaps().m_bSupportsAlphaToCoverage || !IsAAEnabled() ) |
|
return; |
|
|
|
D3DRENDERSTATETYPE renderState = (D3DRENDERSTATETYPE)g_pHardwareConfig->Caps().m_AlphaToCoverageState; |
|
SetRenderState( renderState, g_pHardwareConfig->Caps().m_AlphaToCoverageEnableValue ); // Vendor dependent state |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Vendor-dependent code to turn off alpha to coverage |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::DisableAlphaToCoverage() |
|
{ |
|
if( !g_pHardwareConfig->ActualCaps().m_bSupportsAlphaToCoverage || !IsAAEnabled() ) |
|
return; |
|
|
|
D3DRENDERSTATETYPE renderState = (D3DRENDERSTATETYPE)g_pHardwareConfig->Caps().m_AlphaToCoverageState; |
|
SetRenderState( renderState, g_pHardwareConfig->Caps().m_AlphaToCoverageDisableValue ); // Vendor dependent state |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Determine capabilities |
|
//----------------------------------------------------------------------------- |
|
bool CShaderAPIDx8::DetermineHardwareCaps( ) |
|
{ |
|
HardwareCaps_t& actualCaps = g_pHardwareConfig->ActualCapsForEdit(); |
|
if ( !g_pShaderDeviceMgrDx8->ComputeCapsFromD3D( &actualCaps, m_DisplayAdapter ) ) |
|
return false; |
|
|
|
// See if the file tells us otherwise |
|
g_pShaderDeviceMgrDx8->ReadDXSupportLevels( actualCaps ); |
|
|
|
// Read dxsupport.cfg which has config overrides for particular cards. |
|
g_pShaderDeviceMgrDx8->ReadHardwareCaps( actualCaps, actualCaps.m_nMaxDXSupportLevel ); |
|
|
|
// What's in "-shader" overrides dxsupport.cfg |
|
const char *pShaderParam = CommandLine()->ParmValue( "-shader" ); |
|
if ( pShaderParam ) |
|
{ |
|
Q_strncpy( actualCaps.m_pShaderDLL, pShaderParam, sizeof( actualCaps.m_pShaderDLL ) ); |
|
} |
|
|
|
return true; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Override caps based on a particular dx level |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::OverrideCaps( int nForcedDXLevel ) |
|
{ |
|
// Just use the actual caps if we can't use what was requested or if the default is requested |
|
if ( nForcedDXLevel <= 0 ) |
|
{ |
|
nForcedDXLevel = g_pHardwareConfig->ActualCaps().m_nDXSupportLevel; |
|
} |
|
nForcedDXLevel = g_pShaderDeviceMgr->GetClosestActualDXLevel( nForcedDXLevel ); |
|
|
|
g_pHardwareConfig->SetupHardwareCaps( nForcedDXLevel, g_pHardwareConfig->ActualCaps() ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Called when the dx support level has changed |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::DXSupportLevelChanged() |
|
{ |
|
LOCK_SHADERAPI(); |
|
if ( IsPC() ) |
|
{ |
|
OverrideCaps( ShaderUtil()->GetConfig().dxSupportLevel ); |
|
} |
|
else |
|
{ |
|
Assert( 0 ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// FIXME: Remove! Backward compat only |
|
//----------------------------------------------------------------------------- |
|
int CShaderAPIDx8::GetActualTextureStageCount() const |
|
{ |
|
return g_pHardwareConfig->GetActualTextureStageCount(); |
|
} |
|
|
|
int CShaderAPIDx8::GetActualSamplerCount() const |
|
{ |
|
return g_pHardwareConfig->GetActualSamplerCount(); |
|
} |
|
|
|
int CShaderAPIDx8::StencilBufferBits() const |
|
{ |
|
return m_bUsingStencil ? m_iStencilBufferBits : 0; |
|
} |
|
|
|
bool CShaderAPIDx8::IsAAEnabled() const |
|
{ |
|
bool bAntialiasing = ( m_PresentParameters.MultiSampleType != D3DMULTISAMPLE_NONE ); |
|
return bAntialiasing; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Methods related to queuing functions to be called per-(pMesh->Draw call) or per-pass |
|
//----------------------------------------------------------------------------- |
|
bool CShaderAPIDx8::IsCommitFuncInUse( CommitFuncType_t func, CommitShaderType_t shader, int nFunc ) const |
|
{ |
|
Assert( nFunc < COMMIT_FUNC_COUNT ); |
|
return ( m_pCommitFlags[func][shader][ nFunc >> 3 ] & ( 1 << ( nFunc & 0x7 ) ) ) != 0; |
|
} |
|
|
|
void CShaderAPIDx8::MarkCommitFuncInUse( CommitFuncType_t func, CommitShaderType_t shader, int nFunc ) |
|
{ |
|
m_pCommitFlags[func][shader][ nFunc >> 3 ] |= 1 << ( nFunc & 0x7 ); |
|
} |
|
|
|
void CShaderAPIDx8::AddCommitFunc( CommitFuncType_t func, CommitShaderType_t shader, StateCommitFunc_t f ) |
|
{ |
|
m_CommitFuncs[func][shader].AddToTail( f ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Clears all commit functions |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::ClearAllCommitFuncs( CommitFuncType_t func, CommitShaderType_t shader ) |
|
{ |
|
memset( m_pCommitFlags[func][shader], 0, COMMIT_FUNC_BYTE_COUNT ); |
|
m_CommitFuncs[func][shader].RemoveAll(); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Calls all commit functions in a particular list |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::CallCommitFuncs( CommitFuncType_t func, CommitShaderType_t shader, bool bForce ) |
|
{ |
|
// 360 does not have have a FF pipe |
|
Assert ( IsPC() || ( IsX360() && shader != COMMIT_FIXED_FUNCTION ) ); |
|
|
|
// Don't bother committing anything if we're deactivated |
|
if ( IsDeactivated() ) |
|
return; |
|
|
|
CUtlVector< StateCommitFunc_t > &funcList = m_CommitFuncs[func][shader]; |
|
int nCount = funcList.Count(); |
|
if ( nCount == 0 ) |
|
return; |
|
|
|
for ( int i = 0; i < nCount; ++i ) |
|
{ |
|
funcList[i]( Dx9Device(), m_DesiredState, m_DynamicState, bForce ); |
|
} |
|
ClearAllCommitFuncs( func, shader ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Calls all per-mesh draw commit functions |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::CallCommitFuncs( CommitFuncType_t func, bool bUsingFixedFunction, bool bForce ) |
|
{ |
|
// Fixed-Function only funcs |
|
if ( IsPC() && ( bUsingFixedFunction || bForce ) ) |
|
{ |
|
CallCommitFuncs( func, COMMIT_FIXED_FUNCTION, bForce ); |
|
} |
|
|
|
// Vertex-shader only funcs |
|
if ( !bUsingFixedFunction || bForce ) |
|
{ |
|
CallCommitFuncs( func, COMMIT_VERTEX_SHADER, bForce ); |
|
} |
|
|
|
// State set in both FF + VS |
|
CallCommitFuncs( func, COMMIT_ALWAYS, bForce ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Sets the sampler state |
|
//----------------------------------------------------------------------------- |
|
static FORCEINLINE void SetSamplerState( IDirect3DDevice9 *pDevice, int stage, D3DSAMPLERSTATETYPE state, DWORD val ) |
|
{ |
|
RECORD_SAMPLER_STATE( stage, state, val ); |
|
|
|
#if defined( _X360 ) |
|
if ( state == D3DSAMP_NOTSUPPORTED ) |
|
return; |
|
#endif |
|
|
|
pDevice->SetSamplerState( stage, state, val ); |
|
} |
|
|
|
inline void CShaderAPIDx8::SetSamplerState( int stage, D3DSAMPLERSTATETYPE state, DWORD val ) |
|
{ |
|
#ifndef DX_TO_GL_ABSTRACTION |
|
if ( IsDeactivated() ) |
|
return; |
|
#endif |
|
|
|
::SetSamplerState( Dx9Device(), stage, state, val ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Sets the texture stage state |
|
//----------------------------------------------------------------------------- |
|
inline void CShaderAPIDx8::SetTextureStageState( int stage, D3DTEXTURESTAGESTATETYPE state, DWORD val ) |
|
{ |
|
#if !defined( _X360 ) |
|
if ( IsDeactivated() ) |
|
return; |
|
|
|
Dx9Device()->SetTextureStageState( stage, state, val ); |
|
#endif |
|
} |
|
|
|
inline void CShaderAPIDx8::SetRenderState( D3DRENDERSTATETYPE state, DWORD val, bool bFlushIfChanged ) |
|
{ |
|
#if ( !defined( _X360 ) && !defined( DX_TO_GL_ABSTRACTION ) ) |
|
{ |
|
if ( IsDeactivated() ) |
|
return; |
|
} |
|
#else |
|
{ |
|
Assert( state != D3DRS_NOTSUPPORTED ); //Use SetSupportedRenderState() macro to avoid this at compile time |
|
//if ( state == D3DRS_NOTSUPPORTED ) |
|
// return; |
|
} |
|
#endif |
|
|
|
Assert( state >= 0 && ( int )state < MAX_NUM_RENDERSTATES ); |
|
if ( m_DynamicState.m_RenderState[state] != val ) |
|
{ |
|
if ( bFlushIfChanged ) |
|
{ |
|
FlushBufferedPrimitives(); |
|
} |
|
#ifdef DX_TO_GL_ABSTRACTION |
|
Dx9Device()->SetRenderStateInline( state, val ); |
|
#else |
|
Dx9Device()->SetRenderState( state, val ); |
|
#endif |
|
m_DynamicState.m_RenderState[state] = val; |
|
} |
|
} |
|
|
|
#ifdef DX_TO_GL_ABSTRACTION |
|
// Purposely always writing the new state (even if it's not changed), in case SetRenderStateConstInline() compiles away to nothing (it sometimes does) |
|
#define SetRenderStateConstMacro(t, state, val ) \ |
|
do \ |
|
{ \ |
|
Assert( state >= 0 && ( int )state < MAX_NUM_RENDERSTATES ); \ |
|
if ( t->m_DynamicState.m_RenderState[state] != (DWORD)val ) \ |
|
{ \ |
|
Dx9Device()->SetRenderStateConstInline( state, val ); \ |
|
} \ |
|
t->m_DynamicState.m_RenderState[state] = val; \ |
|
} while(0) |
|
#else |
|
#define SetRenderStateConstMacro(t, state, val ) t->SetRenderState( state, val ); |
|
#endif |
|
|
|
//----------------------------------------------------------------------------- |
|
// Commits viewports |
|
//----------------------------------------------------------------------------- |
|
static void CommitSetScissorRect( IDirect3DDevice9 *pDevice, const DynamicState_t &desiredState, DynamicState_t ¤tState, bool bForce ) |
|
{ |
|
// Set the enable/disable renderstate |
|
|
|
bool bEnableChanged = desiredState.m_RenderState[D3DRS_SCISSORTESTENABLE] != currentState.m_RenderState[D3DRS_SCISSORTESTENABLE]; |
|
if ( bEnableChanged ) |
|
{ |
|
Dx9Device()->SetRenderState( D3DRS_SCISSORTESTENABLE, desiredState.m_RenderState[D3DRS_SCISSORTESTENABLE] ); |
|
currentState.m_RenderState[D3DRS_SCISSORTESTENABLE] = desiredState.m_RenderState[D3DRS_SCISSORTESTENABLE]; |
|
} |
|
|
|
// Only bother with the rect if we're enabling |
|
if ( desiredState.m_RenderState[D3DRS_SCISSORTESTENABLE] ) |
|
{ |
|
int nWidth, nHeight; |
|
ITexture *pTexture = ShaderAPI()->GetRenderTargetEx( 0 ); |
|
if ( pTexture == NULL ) |
|
{ |
|
ShaderAPI()->GetBackBufferDimensions( nWidth, nHeight ); |
|
} |
|
else |
|
{ |
|
nWidth = pTexture->GetActualWidth(); |
|
nHeight = pTexture->GetActualHeight(); |
|
} |
|
|
|
Assert( (desiredState.m_ScissorRect.left <= nWidth) && (desiredState.m_ScissorRect.bottom <= nHeight) && |
|
( desiredState.m_ScissorRect.top >= 0 ) && (desiredState.m_ScissorRect.left >= 0) ); |
|
|
|
clamp( desiredState.m_ScissorRect.right, 0, nWidth ); |
|
clamp( desiredState.m_ScissorRect.left, 0, nWidth ); |
|
clamp( desiredState.m_ScissorRect.top, 0, nHeight ); |
|
clamp( desiredState.m_ScissorRect.bottom, 0, nHeight ); |
|
|
|
Dx9Device()->SetScissorRect( &desiredState.m_ScissorRect ); |
|
currentState.m_ScissorRect = desiredState.m_ScissorRect; |
|
} |
|
} |
|
|
|
// Routine for setting scissor rect |
|
// If pScissorRect is NULL, disable scissoring by setting the render state |
|
// If pScissorRect is non-NULL, set the RECT state in Direct3D AND set the renderstate |
|
inline void CShaderAPIDx8::SetScissorRect( const int nLeft, const int nTop, const int nRight, const int nBottom, const bool bEnableScissor ) |
|
{ |
|
Assert( (nLeft <= nRight) && (nTop <= nBottom) ); //360 craps itself if this isn't true |
|
if ( !g_pHardwareConfig->Caps().m_bScissorSupported ) |
|
return; |
|
|
|
// If we're turning it on, check the validity of the rect |
|
if ( bEnableScissor ) |
|
{ |
|
int nWidth, nHeight; |
|
ITexture *pTexture = GetRenderTargetEx( 0 ); |
|
if ( pTexture == NULL ) |
|
{ |
|
GetBackBufferDimensions( nWidth, nHeight ); |
|
} |
|
else |
|
{ |
|
nWidth = pTexture->GetActualWidth(); |
|
nHeight = pTexture->GetActualHeight(); |
|
} |
|
|
|
Assert( (nRight <= nWidth) && (nBottom <= nHeight) && ( nTop >= 0 ) && (nLeft >= 0) ); |
|
|
|
clamp( nRight, 0, nWidth ); |
|
clamp( nLeft, 0, nWidth ); |
|
clamp( nTop, 0, nHeight ); |
|
clamp( nBottom, 0, nHeight ); |
|
} |
|
|
|
DWORD dwEnableScissor = bEnableScissor ? TRUE : FALSE; |
|
RECT newScissorRect; |
|
newScissorRect.left = nLeft; |
|
newScissorRect.top = nTop; |
|
newScissorRect.right = nRight; |
|
newScissorRect.bottom = nBottom; |
|
|
|
if ( !m_bResettingRenderState ) |
|
{ |
|
bool bEnableChanged = m_DesiredState.m_RenderState[D3DRS_SCISSORTESTENABLE] != dwEnableScissor; |
|
bool bRectChanged = memcmp( &newScissorRect, &m_DesiredState.m_ScissorRect, sizeof(RECT) ) != 0; |
|
|
|
if ( !bEnableChanged && !bRectChanged ) |
|
return; |
|
} |
|
|
|
if ( !IsDeactivated() ) |
|
{ |
|
// Do we need to do this always? |
|
FlushBufferedPrimitives(); |
|
} |
|
|
|
m_DesiredState.m_RenderState[D3DRS_SCISSORTESTENABLE] = dwEnableScissor; |
|
memcpy( &m_DesiredState.m_ScissorRect, &newScissorRect, sizeof(RECT) ); |
|
|
|
ADD_COMMIT_FUNC( COMMIT_PER_DRAW, COMMIT_ALWAYS, CommitSetScissorRect ); |
|
} |
|
|
|
inline void CShaderAPIDx8::SetRenderStateForce( D3DRENDERSTATETYPE state, DWORD val ) |
|
{ |
|
#if ( !defined( _X360 ) && !defined( DX_TO_GL_ABSTRACTION ) ) |
|
{ |
|
if ( IsDeactivated() ) |
|
return; |
|
} |
|
#else |
|
{ |
|
Assert( state != D3DRS_NOTSUPPORTED ); //Use SetSupportedRenderStateForce() macro to avoid this at compile time |
|
//if ( state == D3DRS_NOTSUPPORTED ) |
|
// return; |
|
} |
|
#endif |
|
|
|
Dx9Device()->SetRenderState( state, val ); |
|
m_DynamicState.m_RenderState[state] = val; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Set the values for pixel shader constants that don't change. |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::SetStandardVertexShaderConstants( float fOverbright ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
if ( g_pHardwareConfig->GetDXSupportLevel() < 80 ) |
|
return; |
|
|
|
// Set a couple standard constants.... |
|
Vector4D standardVertexShaderConstant( 0.0f, 1.0f, 2.0f, 0.5f ); |
|
SetVertexShaderConstant( VERTEX_SHADER_MATH_CONSTANTS0, standardVertexShaderConstant.Base(), 1 ); |
|
|
|
// [ gamma, overbright, 1/3, 1/overbright ] |
|
standardVertexShaderConstant.Init( 1.0f/2.2f, fOverbright, 1.0f / 3.0f, 1.0f / fOverbright ); |
|
SetVertexShaderConstant( VERTEX_SHADER_MATH_CONSTANTS1, standardVertexShaderConstant.Base(), 1 ); |
|
|
|
int nModelIndex = g_pHardwareConfig->Caps().m_nDXSupportLevel < 90 ? VERTEX_SHADER_MODEL - 10 : VERTEX_SHADER_MODEL; |
|
|
|
/* |
|
if ( g_pHardwareConfig->Caps().m_SupportsVertexShaders_3_0 ) |
|
{ |
|
Vector4D factors[4]; |
|
factors[0].Init( 1, 0, 0, 0 ); |
|
factors[1].Init( 0, 1, 0, 0 ); |
|
factors[2].Init( 0, 0, 1, 0 ); |
|
factors[3].Init( 0, 0, 0, 1 ); |
|
SetVertexShaderConstant( VERTEX_SHADER_DOT_PRODUCT_FACTORS, factors[0].Base(), 4 ); |
|
} |
|
*/ |
|
|
|
if ( g_pHardwareConfig->Caps().m_SupportsVertexShaders_2_0 ) |
|
{ |
|
float c[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; |
|
SetVertexShaderConstant( VERTEX_SHADER_FLEXSCALE, c, 1 ); |
|
} |
|
else |
|
{ |
|
// These point to the lighting and the transforms |
|
standardVertexShaderConstant.Init( |
|
VERTEX_SHADER_LIGHTS, |
|
VERTEX_SHADER_LIGHTS + 5, |
|
// Use COLOR instead of UBYTE4 since Geforce3 does not support it |
|
// vConst.w should be 3, but due to about hack, mul by 255 and add epsilon |
|
// 360 supports UBYTE4, so no fixup required |
|
(IsPC() || !IsX360()) ? 765.01f : 3.0f, |
|
nModelIndex ); // DX8 has different constant packing |
|
|
|
SetVertexShaderConstant( VERTEX_SHADER_LIGHT_INDEX, standardVertexShaderConstant.Base(), 1 ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Initialize vertex and pixel shaders |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::InitVertexAndPixelShaders() |
|
{ |
|
// Allocate space for the pixel and vertex shader constants... |
|
if ( g_pHardwareConfig->Caps().m_SupportsPixelShaders ) |
|
{ |
|
// pixel shaders |
|
{ |
|
if (m_DynamicState.m_pVectorPixelShaderConstant) |
|
{ |
|
delete[] m_DynamicState.m_pVectorPixelShaderConstant; |
|
} |
|
m_DynamicState.m_pVectorPixelShaderConstant = new Vector4D[g_pHardwareConfig->Caps().m_NumPixelShaderConstants]; |
|
|
|
if (m_DesiredState.m_pVectorPixelShaderConstant) |
|
{ |
|
delete[] m_DesiredState.m_pVectorPixelShaderConstant; |
|
} |
|
m_DesiredState.m_pVectorPixelShaderConstant = new Vector4D[g_pHardwareConfig->Caps().m_NumPixelShaderConstants]; |
|
|
|
if (m_DynamicState.m_pBooleanPixelShaderConstant) |
|
{ |
|
delete[] m_DynamicState.m_pBooleanPixelShaderConstant; |
|
} |
|
m_DynamicState.m_pBooleanPixelShaderConstant = new BOOL[g_pHardwareConfig->Caps().m_NumBooleanPixelShaderConstants]; |
|
|
|
if (m_DesiredState.m_pBooleanPixelShaderConstant) |
|
{ |
|
delete[] m_DesiredState.m_pBooleanPixelShaderConstant; |
|
} |
|
m_DesiredState.m_pBooleanPixelShaderConstant = new BOOL[g_pHardwareConfig->Caps().m_NumBooleanPixelShaderConstants]; |
|
|
|
if (m_DynamicState.m_pIntegerPixelShaderConstant) |
|
{ |
|
delete[] m_DynamicState.m_pIntegerPixelShaderConstant; |
|
} |
|
m_DynamicState.m_pIntegerPixelShaderConstant = new IntVector4D[g_pHardwareConfig->Caps().m_NumIntegerPixelShaderConstants]; |
|
|
|
if (m_DesiredState.m_pIntegerPixelShaderConstant) |
|
{ |
|
delete[] m_DesiredState.m_pIntegerPixelShaderConstant; |
|
} |
|
m_DesiredState.m_pIntegerPixelShaderConstant = new IntVector4D[g_pHardwareConfig->Caps().m_NumIntegerPixelShaderConstants]; |
|
|
|
// force reset vector pixel constants |
|
int i; |
|
for ( i = 0; i < g_pHardwareConfig->Caps().m_NumPixelShaderConstants; ++i ) |
|
{ |
|
m_DesiredState.m_pVectorPixelShaderConstant[i].Init(); |
|
} |
|
SetPixelShaderConstant( 0, m_DesiredState.m_pVectorPixelShaderConstant[0].Base(), g_pHardwareConfig->Caps().m_NumPixelShaderConstants, true ); |
|
|
|
// force reset boolean pixel constants |
|
int nNumBooleanPixelShaderConstants = g_pHardwareConfig->Caps().m_NumBooleanPixelShaderConstants; |
|
if ( nNumBooleanPixelShaderConstants ) |
|
{ |
|
for ( i = 0; i < nNumBooleanPixelShaderConstants; ++i ) |
|
{ |
|
m_DesiredState.m_pBooleanPixelShaderConstant[i] = 0; |
|
} |
|
SetBooleanPixelShaderConstant( 0, m_DesiredState.m_pBooleanPixelShaderConstant, nNumBooleanPixelShaderConstants, true ); |
|
} |
|
|
|
// force reset integer pixel constants |
|
int nNumIntegerPixelShaderConstants = g_pHardwareConfig->Caps().m_NumIntegerPixelShaderConstants; |
|
if ( nNumIntegerPixelShaderConstants ) |
|
{ |
|
for ( i = 0; i < nNumIntegerPixelShaderConstants; ++i ) |
|
{ |
|
m_DesiredState.m_pIntegerPixelShaderConstant[i].Init(); |
|
} |
|
SetIntegerPixelShaderConstant( 0, m_DesiredState.m_pIntegerPixelShaderConstant[0].Base(), nNumIntegerPixelShaderConstants, true ); |
|
} |
|
} |
|
|
|
// vertex shaders |
|
{ |
|
if (m_DynamicState.m_pVectorVertexShaderConstant) |
|
{ |
|
delete[] m_DynamicState.m_pVectorVertexShaderConstant; |
|
} |
|
m_DynamicState.m_pVectorVertexShaderConstant = new Vector4D[g_pHardwareConfig->Caps().m_NumVertexShaderConstants]; |
|
|
|
if (m_DesiredState.m_pVectorVertexShaderConstant) |
|
{ |
|
delete[] m_DesiredState.m_pVectorVertexShaderConstant; |
|
} |
|
m_DesiredState.m_pVectorVertexShaderConstant = new Vector4D[g_pHardwareConfig->Caps().m_NumVertexShaderConstants]; |
|
|
|
if (m_DynamicState.m_pBooleanVertexShaderConstant) |
|
{ |
|
delete[] m_DynamicState.m_pBooleanVertexShaderConstant; |
|
} |
|
m_DynamicState.m_pBooleanVertexShaderConstant = new BOOL[g_pHardwareConfig->Caps().m_NumBooleanVertexShaderConstants]; |
|
|
|
if (m_DesiredState.m_pBooleanVertexShaderConstant) |
|
{ |
|
delete[] m_DesiredState.m_pBooleanVertexShaderConstant; |
|
} |
|
m_DesiredState.m_pBooleanVertexShaderConstant = new BOOL[g_pHardwareConfig->Caps().m_NumBooleanVertexShaderConstants]; |
|
|
|
if (m_DynamicState.m_pIntegerVertexShaderConstant) |
|
{ |
|
delete[] m_DynamicState.m_pIntegerVertexShaderConstant; |
|
} |
|
m_DynamicState.m_pIntegerVertexShaderConstant = new IntVector4D[g_pHardwareConfig->Caps().m_NumIntegerVertexShaderConstants]; |
|
|
|
if (m_DesiredState.m_pIntegerVertexShaderConstant) |
|
{ |
|
delete[] m_DesiredState.m_pIntegerVertexShaderConstant; |
|
} |
|
m_DesiredState.m_pIntegerVertexShaderConstant = new IntVector4D[g_pHardwareConfig->Caps().m_NumIntegerVertexShaderConstants]; |
|
|
|
// force reset vector vertex constants |
|
int i; |
|
for ( i = 0; i < g_pHardwareConfig->Caps().m_NumVertexShaderConstants; ++i ) |
|
{ |
|
m_DesiredState.m_pVectorVertexShaderConstant[i].Init(); |
|
} |
|
SetVertexShaderConstant( 0, m_DesiredState.m_pVectorVertexShaderConstant[0].Base(), g_pHardwareConfig->Caps().m_NumVertexShaderConstants, true ); |
|
|
|
// force reset boolean vertex constants |
|
for ( i = 0; i < g_pHardwareConfig->Caps().m_NumBooleanVertexShaderConstants; ++i ) |
|
{ |
|
m_DesiredState.m_pBooleanVertexShaderConstant[i] = 0; |
|
} |
|
SetBooleanVertexShaderConstant( 0, m_DesiredState.m_pBooleanVertexShaderConstant, g_pHardwareConfig->Caps().m_NumBooleanVertexShaderConstants, true ); |
|
|
|
// force reset integer vertex constants |
|
for ( i = 0; i < g_pHardwareConfig->Caps().m_NumIntegerVertexShaderConstants; ++i ) |
|
{ |
|
m_DesiredState.m_pIntegerVertexShaderConstant[i].Init(); |
|
} |
|
SetIntegerVertexShaderConstant( 0, m_DesiredState.m_pIntegerVertexShaderConstant[0].Base(), g_pHardwareConfig->Caps().m_NumIntegerVertexShaderConstants, true ); |
|
} |
|
|
|
if ( IsX360() ) |
|
{ |
|
// to init/update all constants, must disable ownership |
|
bool bPreviousState = OwnGPUResources( false ); |
|
WriteShaderConstantsToGPU(); |
|
OwnGPUResources( bPreviousState ); |
|
} |
|
SetStandardVertexShaderConstants( OVERBRIGHT ); |
|
} |
|
|
|
// Set up the vertex and pixel shader stuff |
|
ShaderManager()->ResetShaderState(); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Initialize render state |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::InitRenderState() |
|
{ |
|
// Set the default shadow state |
|
g_pShaderShadowDx8->SetDefaultState(); |
|
|
|
// Grab a snapshot of this state; we'll be using it to set the board |
|
// state to something well defined. |
|
m_TransitionTable.TakeDefaultStateSnapshot(); |
|
|
|
if ( !IsDeactivated() ) |
|
{ |
|
ResetRenderState(); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Commits vertex textures |
|
//----------------------------------------------------------------------------- |
|
static void CommitVertexTextures( IDirect3DDevice9 *pDevice, const DynamicState_t &desiredState, DynamicState_t ¤tState, bool bForce ) |
|
{ |
|
int nCount = g_pMaterialSystemHardwareConfig->GetVertexTextureCount(); |
|
for ( int i = 0; i < nCount; ++i ) |
|
{ |
|
VertexTextureState_t ¤tVTState = currentState.m_VertexTextureState[i]; |
|
ShaderAPITextureHandle_t textureHandle = desiredState.m_VertexTextureState[i].m_BoundTexture; |
|
|
|
Texture_t *pTexture = ( textureHandle != INVALID_SHADERAPI_TEXTURE_HANDLE ) ? &g_ShaderAPIDX8.GetTexture( textureHandle ) : NULL; |
|
if ( pTexture && ( pTexture->m_Flags & Texture_t::IS_VERTEX_TEXTURE ) == 0 ) |
|
{ |
|
Warning( "Attempting to bind a vertex texture (%s) which was not created as a vertex texture!\n", pTexture->m_DebugName.String() ); |
|
} |
|
|
|
if ( bForce || ( currentVTState.m_BoundTexture != textureHandle ) ) |
|
{ |
|
currentVTState.m_BoundTexture = textureHandle; |
|
|
|
// RECORD_COMMAND( DX8_SET_VERTEXTEXTURE, 3 ); |
|
// RECORD_INT( D3DVERTEXTEXTURESAMPLER0 + nStage ); |
|
// RECORD_INT( pTexture ? pTexture->GetUniqueID() : 0xFFFF ); |
|
// RECORD_INT( 0 ); |
|
|
|
IDirect3DBaseTexture *pD3DTexture = ( textureHandle >= 0 ) ? g_ShaderAPIDX8.GetD3DTexture( textureHandle ) : NULL; |
|
|
|
pDevice->SetTexture( D3DVERTEXTEXTURESAMPLER0 + i, pD3DTexture ); |
|
} |
|
|
|
if ( !pTexture ) |
|
continue; |
|
|
|
D3DTEXTUREADDRESS nNewUTexWrap = pTexture->m_UTexWrap; |
|
if ( bForce || ( currentVTState.m_UTexWrap != nNewUTexWrap ) ) |
|
{ |
|
currentVTState.m_UTexWrap = nNewUTexWrap; |
|
SetSamplerState( pDevice, D3DVERTEXTEXTURESAMPLER0 + i, D3DSAMP_ADDRESSU, currentVTState.m_UTexWrap ); |
|
} |
|
|
|
D3DTEXTUREADDRESS nNewVTexWrap = pTexture->m_VTexWrap; |
|
if ( bForce || ( currentVTState.m_VTexWrap != nNewVTexWrap ) ) |
|
{ |
|
currentVTState.m_VTexWrap = nNewVTexWrap; |
|
SetSamplerState( pDevice, D3DVERTEXTEXTURESAMPLER0 + i, D3DSAMP_ADDRESSV, currentVTState.m_VTexWrap ); |
|
} |
|
|
|
/* |
|
D3DTEXTUREADDRESS nNewWTexWrap = pTexture->GetWTexWrap(); |
|
if ( bForce || ( currentVTState.m_WTexWrap != nNewWTexWrap ) ) |
|
{ |
|
currentVTState.m_WTexWrap = nNewWTexWrap; |
|
SetSamplerState( pDevice, D3DVERTEXTEXTURESAMPLER0 + i, D3DSAMP_ADDRESSW, currentVTState.m_WTexWrap ); |
|
} |
|
*/ |
|
|
|
D3DTEXTUREFILTERTYPE nNewMinFilter = pTexture->m_MinFilter; |
|
if ( bForce || ( currentVTState.m_MinFilter != nNewMinFilter ) ) |
|
{ |
|
currentVTState.m_MinFilter = nNewMinFilter; |
|
SetSamplerState( pDevice, D3DVERTEXTEXTURESAMPLER0 + i, D3DSAMP_MINFILTER, currentVTState.m_MinFilter ); |
|
} |
|
|
|
D3DTEXTUREFILTERTYPE nNewMagFilter = pTexture->m_MagFilter; |
|
if ( bForce || ( currentVTState.m_MagFilter != nNewMagFilter ) ) |
|
{ |
|
currentVTState.m_MagFilter = nNewMagFilter; |
|
SetSamplerState( pDevice, D3DVERTEXTEXTURESAMPLER0 + i, D3DSAMP_MAGFILTER, currentVTState.m_MagFilter ); |
|
} |
|
|
|
D3DTEXTUREFILTERTYPE nNewMipFilter = pTexture->m_MipFilter; |
|
if ( bForce || ( currentVTState.m_MipFilter != nNewMipFilter ) ) |
|
{ |
|
currentVTState.m_MipFilter = nNewMipFilter; |
|
SetSamplerState( pDevice, D3DVERTEXTEXTURESAMPLER0 + i, D3DSAMP_MIPFILTER, currentVTState.m_MipFilter ); |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Returns true if the state snapshot is translucent |
|
//----------------------------------------------------------------------------- |
|
bool CShaderAPIDx8::IsTranslucent( StateSnapshot_t id ) const |
|
{ |
|
LOCK_SHADERAPI(); |
|
return m_TransitionTable.GetSnapshot(id).m_AlphaBlendEnable; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Returns true if the state snapshot is alpha tested |
|
//----------------------------------------------------------------------------- |
|
bool CShaderAPIDx8::IsAlphaTested( StateSnapshot_t id ) const |
|
{ |
|
LOCK_SHADERAPI(); |
|
return m_TransitionTable.GetSnapshot(id).m_AlphaTestEnable; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Gets at the shadow state for a particular state snapshot |
|
//----------------------------------------------------------------------------- |
|
bool CShaderAPIDx8::IsDepthWriteEnabled( StateSnapshot_t id ) const |
|
{ |
|
LOCK_SHADERAPI(); |
|
return m_TransitionTable.GetSnapshot(id).m_ZWriteEnable; |
|
} |
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Returns true if the state snapshot uses shaders |
|
//----------------------------------------------------------------------------- |
|
bool CShaderAPIDx8::UsesVertexAndPixelShaders( StateSnapshot_t id ) const |
|
{ |
|
LOCK_SHADERAPI(); |
|
return m_TransitionTable.GetSnapshotShader(id).m_VertexShader != INVALID_SHADER; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Takes a snapshot |
|
//----------------------------------------------------------------------------- |
|
StateSnapshot_t CShaderAPIDx8::TakeSnapshot( ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
|
|
return m_TransitionTable.TakeSnapshot(); |
|
} |
|
|
|
void CShaderAPIDx8::ResetDXRenderState( void ) |
|
{ |
|
float zero = 0.0f; |
|
float one = 1.0f; |
|
DWORD dZero = *((DWORD*)(&zero)); |
|
DWORD dOne = *((DWORD*)(&one)); |
|
|
|
// Set default values for all dx render states. |
|
// NOTE: this does not include states encapsulated by the transition table, |
|
// which are reset in CTransitionTable::UseDefaultState |
|
SetSupportedRenderStateForce( D3DRS_FILLMODE, D3DFILL_SOLID ); |
|
SetSupportedRenderStateForce( D3DRS_SHADEMODE, D3DSHADE_GOURAUD ); |
|
SetSupportedRenderStateForce( D3DRS_LASTPIXEL, TRUE ); |
|
SetSupportedRenderStateForce( D3DRS_CULLMODE, D3DCULL_CCW ); |
|
SetSupportedRenderStateForce( D3DRS_DITHERENABLE, FALSE ); |
|
SetSupportedRenderStateForce( D3DRS_FOGENABLE, FALSE ); |
|
SetSupportedRenderStateForce( D3DRS_SPECULARENABLE, FALSE ); |
|
SetSupportedRenderStateForce( D3DRS_FOGCOLOR, 0 ); |
|
SetSupportedRenderStateForce( D3DRS_FOGTABLEMODE, D3DFOG_NONE ); |
|
SetSupportedRenderStateForce( D3DRS_FOGSTART, dZero ); |
|
SetSupportedRenderStateForce( D3DRS_FOGEND, dOne ); |
|
SetSupportedRenderStateForce( D3DRS_FOGDENSITY, dZero ); |
|
SetSupportedRenderStateForce( D3DRS_RANGEFOGENABLE, FALSE ); |
|
SetSupportedRenderStateForce( D3DRS_STENCILENABLE, FALSE); |
|
SetSupportedRenderStateForce( D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP ); |
|
SetSupportedRenderStateForce( D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP ); |
|
SetSupportedRenderStateForce( D3DRS_STENCILPASS, D3DSTENCILOP_KEEP ); |
|
SetSupportedRenderStateForce( D3DRS_STENCILFUNC, D3DCMP_ALWAYS ); |
|
SetSupportedRenderStateForce( D3DRS_STENCILREF, 0 ); |
|
SetSupportedRenderStateForce( D3DRS_STENCILMASK, 0xFFFFFFFF ); |
|
SetSupportedRenderStateForce( D3DRS_STENCILWRITEMASK, 0xFFFFFFFF ); |
|
SetSupportedRenderStateForce( D3DRS_TEXTUREFACTOR, 0xFFFFFFFF ); |
|
SetSupportedRenderStateForce( D3DRS_WRAP0, 0 ); |
|
SetSupportedRenderStateForce( D3DRS_WRAP1, 0 ); |
|
SetSupportedRenderStateForce( D3DRS_WRAP2, 0 ); |
|
SetSupportedRenderStateForce( D3DRS_WRAP3, 0 ); |
|
SetSupportedRenderStateForce( D3DRS_WRAP4, 0 ); |
|
SetSupportedRenderStateForce( D3DRS_WRAP5, 0 ); |
|
SetSupportedRenderStateForce( D3DRS_WRAP6, 0 ); |
|
SetSupportedRenderStateForce( D3DRS_WRAP7, 0 ); |
|
SetSupportedRenderStateForce( D3DRS_CLIPPING, TRUE ); |
|
SetSupportedRenderStateForce( D3DRS_LIGHTING, TRUE ); |
|
SetSupportedRenderStateForce( D3DRS_AMBIENT, 0 ); |
|
SetSupportedRenderStateForce( D3DRS_FOGVERTEXMODE, D3DFOG_NONE); |
|
SetSupportedRenderStateForce( D3DRS_COLORVERTEX, TRUE ); |
|
SetSupportedRenderStateForce( D3DRS_LOCALVIEWER, TRUE ); |
|
SetSupportedRenderStateForce( D3DRS_NORMALIZENORMALS, FALSE ); |
|
SetSupportedRenderStateForce( D3DRS_SPECULARMATERIALSOURCE, D3DMCS_COLOR2 ); |
|
SetSupportedRenderStateForce( D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL ); |
|
SetSupportedRenderStateForce( D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL ); |
|
SetSupportedRenderStateForce( D3DRS_VERTEXBLEND, D3DVBF_DISABLE ); |
|
SetSupportedRenderStateForce( D3DRS_CLIPPLANEENABLE, 0 ); |
|
|
|
// -disable_d3d9_hacks is for debugging. For example, the "CENT" driver hack thing causes the flashlight pass to appear much brighter on NVidia drivers. |
|
if ( IsPC() && !IsOpenGL() && !CommandLine()->CheckParm( "-disable_d3d9_hacks" ) ) |
|
{ |
|
if ( g_pHardwareConfig->Caps().m_bNeedsATICentroidHack && ( g_pHardwareConfig->Caps().m_VendorID == VENDORID_ATI ) ) |
|
{ |
|
SetSupportedRenderStateForce( D3DRS_POINTSIZE, MAKEFOURCC( 'C', 'E', 'N', 'T' ) ); |
|
} |
|
|
|
if( g_pHardwareConfig->Caps().m_bDisableShaderOptimizations ) |
|
{ |
|
SetSupportedRenderStateForce( D3DRS_ADAPTIVETESS_Y, MAKEFOURCC( 'C', 'O', 'P', 'M' ) ); |
|
} |
|
} |
|
SetSupportedRenderStateForce( D3DRS_POINTSIZE, dOne ); |
|
SetSupportedRenderStateForce( D3DRS_POINTSIZE_MIN, dOne ); |
|
SetSupportedRenderStateForce( D3DRS_POINTSPRITEENABLE, FALSE ); |
|
SetSupportedRenderStateForce( D3DRS_POINTSCALEENABLE, FALSE ); |
|
SetSupportedRenderStateForce( D3DRS_POINTSCALE_A, dOne ); |
|
SetSupportedRenderStateForce( D3DRS_POINTSCALE_B, dZero ); |
|
SetSupportedRenderStateForce( D3DRS_POINTSCALE_C, dZero ); |
|
SetSupportedRenderStateForce( D3DRS_MULTISAMPLEANTIALIAS, TRUE ); |
|
SetSupportedRenderStateForce( D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF ); |
|
SetSupportedRenderStateForce( D3DRS_PATCHEDGESTYLE, D3DPATCHEDGE_DISCRETE ); |
|
SetSupportedRenderStateForce( D3DRS_DEBUGMONITORTOKEN, D3DDMT_ENABLE ); |
|
float sixtyFour = 64.0f; |
|
SetSupportedRenderStateForce( D3DRS_POINTSIZE_MAX, *((DWORD*)(&sixtyFour))); |
|
SetSupportedRenderStateForce( D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE ); |
|
SetSupportedRenderStateForce( D3DRS_TWEENFACTOR, dZero ); |
|
SetSupportedRenderStateForce( D3DRS_POSITIONDEGREE, D3DDEGREE_CUBIC ); |
|
SetSupportedRenderStateForce( D3DRS_NORMALDEGREE, D3DDEGREE_LINEAR ); |
|
SetSupportedRenderStateForce( D3DRS_SCISSORTESTENABLE, FALSE); |
|
SetSupportedRenderStateForce( D3DRS_SLOPESCALEDEPTHBIAS, dZero ); |
|
SetSupportedRenderStateForce( D3DRS_ANTIALIASEDLINEENABLE, FALSE ); |
|
SetSupportedRenderStateForce( D3DRS_MINTESSELLATIONLEVEL, dOne ); |
|
SetSupportedRenderStateForce( D3DRS_MAXTESSELLATIONLEVEL, dOne ); |
|
SetSupportedRenderStateForce( D3DRS_ADAPTIVETESS_X, dZero ); |
|
SetSupportedRenderStateForce( D3DRS_ADAPTIVETESS_Y, dZero ); |
|
SetSupportedRenderStateForce( D3DRS_ADAPTIVETESS_Z, dOne ); |
|
SetSupportedRenderStateForce( D3DRS_ADAPTIVETESS_W, dZero ); |
|
SetSupportedRenderStateForce( D3DRS_ENABLEADAPTIVETESSELLATION, FALSE ); |
|
SetSupportedRenderStateForce( D3DRS_TWOSIDEDSTENCILMODE, FALSE ); |
|
SetSupportedRenderStateForce( D3DRS_CCW_STENCILFAIL, D3DSTENCILOP_KEEP ); |
|
SetSupportedRenderStateForce( D3DRS_CCW_STENCILZFAIL, D3DSTENCILOP_KEEP ); |
|
SetSupportedRenderStateForce( D3DRS_CCW_STENCILPASS, D3DSTENCILOP_KEEP ); |
|
SetSupportedRenderStateForce( D3DRS_CCW_STENCILFUNC, D3DCMP_ALWAYS ); |
|
SetSupportedRenderStateForce( D3DRS_COLORWRITEENABLE1, 0x0000000f ); |
|
SetSupportedRenderStateForce( D3DRS_COLORWRITEENABLE2, 0x0000000f ); |
|
SetSupportedRenderStateForce( D3DRS_COLORWRITEENABLE3, 0x0000000f ); |
|
SetSupportedRenderStateForce( D3DRS_BLENDFACTOR, 0xffffffff ); |
|
SetSupportedRenderStateForce( D3DRS_SRGBWRITEENABLE, 0); |
|
SetSupportedRenderStateForce( D3DRS_DEPTHBIAS, dZero ); |
|
SetSupportedRenderStateForce( D3DRS_WRAP8, 0 ); |
|
SetSupportedRenderStateForce( D3DRS_WRAP9, 0 ); |
|
SetSupportedRenderStateForce( D3DRS_WRAP10, 0 ); |
|
SetSupportedRenderStateForce( D3DRS_WRAP11, 0 ); |
|
SetSupportedRenderStateForce( D3DRS_WRAP12, 0 ); |
|
SetSupportedRenderStateForce( D3DRS_WRAP13, 0 ); |
|
SetSupportedRenderStateForce( D3DRS_WRAP14, 0 ); |
|
SetSupportedRenderStateForce( D3DRS_WRAP15, 0 ); |
|
SetSupportedRenderStateForce( D3DRS_BLENDOP, D3DBLENDOP_ADD ); |
|
SetSupportedRenderStateForce( D3DRS_BLENDOPALPHA, D3DBLENDOP_ADD ); |
|
|
|
#if defined( _X360 ) |
|
SetSupportedRenderStateForce( D3DRS_HIZENABLE, D3DHIZ_AUTOMATIC ); |
|
SetSupportedRenderStateForce( D3DRS_HIZWRITEENABLE, D3DHIZ_AUTOMATIC ); |
|
|
|
SetSupportedRenderStateForce( D3DRS_HISTENCILENABLE, FALSE ); |
|
SetSupportedRenderStateForce( D3DRS_HISTENCILWRITEENABLE, FALSE ); |
|
SetSupportedRenderStateForce( D3DRS_HISTENCILFUNC, D3DHSCMP_EQUAL ); |
|
SetSupportedRenderStateForce( D3DRS_HISTENCILREF, 0 ); |
|
#endif |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Own GPU Resources. Return previous state. |
|
//----------------------------------------------------------------------------- |
|
bool CShaderAPIDx8::OwnGPUResources( bool bEnable ) |
|
{ |
|
#if defined( _X360 ) |
|
if ( m_bGPUOwned == bEnable ) |
|
{ |
|
return m_bGPUOwned; |
|
} |
|
|
|
if ( !bEnable ) |
|
{ |
|
Dx9Device()->GpuDisownAll(); |
|
} |
|
else |
|
{ |
|
// owned GPU constants can be set very fast, and must be in blocks of 4 |
|
// there are 256, but the game only uses 217 (snapped to 220), leaving just enough room for shader literals |
|
COMPILE_TIME_ASSERT( VERTEX_SHADER_MODEL + 3*NUM_MODEL_TRANSFORMS == 217 ); |
|
Dx9Device()->GpuOwnVertexShaderConstantF( 0, AlignValue( VERTEX_SHADER_MODEL + 3*NUM_MODEL_TRANSFORMS, 4 ) ); |
|
// there are 256, but the game only utilizes 32, leaving lots of room for shader literals |
|
Dx9Device()->GpuOwnPixelShaderConstantF( 0, 32 ); |
|
} |
|
|
|
bool bPrevious = m_bGPUOwned; |
|
m_bGPUOwned = bEnable; |
|
|
|
return bPrevious; |
|
#else |
|
return false; |
|
#endif |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Reset render state (to its initial value) |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::ResetRenderState( bool bFullReset ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
RECORD_DEBUG_STRING( "BEGIN ResetRenderState" ); |
|
|
|
if ( !CanDownloadTextures() ) |
|
{ |
|
QueueResetRenderState(); |
|
return; |
|
} |
|
|
|
m_bResettingRenderState = true; |
|
|
|
OwnGPUResources( true ); |
|
|
|
ResetDXRenderState(); |
|
|
|
// We're not currently rendering anything |
|
m_nCurrentSnapshot = -1; |
|
|
|
D3DXMatrixIdentity( &m_CachedPolyOffsetProjectionMatrix ); |
|
D3DXMatrixIdentity( &m_CachedFastClipProjectionMatrix ); |
|
D3DXMatrixIdentity( &m_CachedFastClipPolyOffsetProjectionMatrix ); |
|
m_UsingTextureRenderTarget = false; |
|
|
|
m_SceneFogColor[0] = 0; |
|
m_SceneFogColor[1] = 0; |
|
m_SceneFogColor[2] = 0; |
|
m_SceneFogMode = MATERIAL_FOG_NONE; |
|
|
|
// This is state that isn't part of the snapshot per-se, because we |
|
// don't need it when it's actually time to render. This just helps us |
|
// to construct the shadow state. |
|
m_DynamicState.m_ClearColor = D3DCOLOR_XRGB(0,0,0); |
|
|
|
if ( bFullReset ) |
|
{ |
|
InitVertexAndPixelShaders(); |
|
} |
|
else |
|
{ |
|
// just need to dirty the dynamic state, desired state gets copied into below |
|
Q_memset( m_DynamicState.m_pVectorPixelShaderConstant, 0, g_pHardwareConfig->Caps().m_NumPixelShaderConstants * sizeof( Vector4D ) ); |
|
Q_memset( m_DynamicState.m_pBooleanPixelShaderConstant, 0, g_pHardwareConfig->Caps().m_NumBooleanPixelShaderConstants * sizeof( BOOL ) ); |
|
Q_memset( m_DynamicState.m_pIntegerPixelShaderConstant, 0, g_pHardwareConfig->Caps().m_NumIntegerPixelShaderConstants * sizeof( IntVector4D ) ); |
|
|
|
Q_memset( m_DynamicState.m_pVectorVertexShaderConstant, 0, g_pHardwareConfig->Caps().m_NumVertexShaderConstants * sizeof( Vector4D ) ); |
|
Q_memset( m_DynamicState.m_pBooleanVertexShaderConstant, 0, g_pHardwareConfig->Caps().m_NumBooleanVertexShaderConstants * sizeof( BOOL ) ); |
|
Q_memset( m_DynamicState.m_pIntegerVertexShaderConstant, 0, g_pHardwareConfig->Caps().m_NumIntegerVertexShaderConstants * sizeof( IntVector4D ) ); |
|
|
|
SetStandardVertexShaderConstants( OVERBRIGHT ); |
|
} |
|
|
|
//Set the default compressed depth range written to dest alpha. Only need to compress it for 8bit alpha to get a useful gradient. |
|
m_DynamicState.m_DestAlphaDepthRange = (g_pHardwareConfig->GetHDRType() == HDR_TYPE_FLOAT) ? 8192.0f : 192.0f; |
|
|
|
m_CachedAmbientLightCube = STATE_CHANGED; |
|
|
|
// Set the constant color |
|
m_DynamicState.m_ConstantColor = 0xFFFFFFFF; |
|
Color4ub( 255, 255, 255, 255 ); |
|
|
|
// Ambient light color |
|
m_DynamicState.m_Ambient = 0; |
|
SetSupportedRenderState( D3DRS_AMBIENT, m_DynamicState.m_Ambient ); |
|
|
|
// Fog |
|
m_VertexShaderFogParams[0] = m_VertexShaderFogParams[1] = 0.0f; |
|
m_WorldSpaceCameraPositon.Init( 0, 0, 0.01f, 0 ); // Don't let z be zero, as some pixel shaders will divide by this |
|
m_DynamicState.m_FogColor = 0xFFFFFFFF; |
|
m_DynamicState.m_PixelFogColor[0] = m_DynamicState.m_PixelFogColor[1] = |
|
m_DynamicState.m_PixelFogColor[2] = m_DynamicState.m_PixelFogColor[3] = 0.0f; |
|
m_DynamicState.m_bFogGammaCorrectionDisabled = false; |
|
m_DynamicState.m_FogEnable = false; |
|
m_DynamicState.m_SceneFog = MATERIAL_FOG_NONE; |
|
m_DynamicState.m_FogMode = D3DFOG_NONE; |
|
m_DynamicState.m_FogStart = -1; |
|
m_DynamicState.m_FogEnd = -1; |
|
m_DynamicState.m_FogMaxDensity = -1.0f; |
|
m_DynamicState.m_FogZ = 0.0f; |
|
|
|
SetSupportedRenderState( D3DRS_FOGCOLOR, m_DynamicState.m_FogColor ); |
|
SetSupportedRenderState( D3DRS_FOGENABLE, m_DynamicState.m_FogEnable ); |
|
SetSupportedRenderState( D3DRS_FOGTABLEMODE, D3DFOG_NONE ); |
|
SetSupportedRenderState( D3DRS_FOGVERTEXMODE, D3DFOG_NONE ); |
|
SetSupportedRenderState( D3DRS_RANGEFOGENABLE, false ); |
|
|
|
FogStart( 0 ); |
|
FogEnd( 0 ); |
|
FogMaxDensity( 1.0f ); |
|
|
|
m_DynamicState.m_bSRGBWritesEnabled = false; |
|
|
|
// Set the cull mode |
|
m_DynamicState.m_bCullEnabled = true; |
|
m_DynamicState.m_CullMode = D3DCULL_CCW; |
|
m_DynamicState.m_DesiredCullMode = D3DCULL_CCW; |
|
SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW ); |
|
|
|
// No shade mode yet |
|
const D3DSHADEMODE D3DSHADE_NONE = (D3DSHADEMODE)0; |
|
m_DynamicState.m_ShadeMode = D3DSHADE_NONE; |
|
ShadeMode( SHADER_SMOOTH ); |
|
|
|
m_DynamicState.m_bHWMorphingEnabled = false; |
|
|
|
// Skinning... |
|
m_DynamicState.m_NumBones = 0; |
|
m_DynamicState.m_VertexBlend = (D3DVERTEXBLENDFLAGS)-1; |
|
SetSupportedRenderState( D3DRS_VERTEXBLEND, D3DVBF_DISABLE ); |
|
SetSupportedRenderState( D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE ); |
|
|
|
// No normal normalization |
|
m_DynamicState.m_NormalizeNormals = false; |
|
SetSupportedRenderState( D3DRS_NORMALIZENORMALS, m_DynamicState.m_NormalizeNormals ); |
|
|
|
bool bAntialiasing = ( m_PresentParameters.MultiSampleType != D3DMULTISAMPLE_NONE ); |
|
if ( g_pHardwareConfig->GetHDRType() == HDR_TYPE_FLOAT ) |
|
{ |
|
bAntialiasing = false; |
|
} |
|
SetRenderState( D3DRS_MULTISAMPLEANTIALIAS, bAntialiasing ); |
|
|
|
// Anisotropic filtering is disabled by default |
|
if ( bFullReset ) |
|
{ |
|
SetAnisotropicLevel( 1 ); |
|
} |
|
|
|
int i; |
|
for ( i = 0; i < g_pHardwareConfig->ActualCaps().m_NumTextureStages; ++i ) |
|
{ |
|
TextureStage(i).m_TextureTransformFlags = D3DTTFF_DISABLE; |
|
TextureStage(i).m_BumpEnvMat00 = 1.0f; |
|
TextureStage(i).m_BumpEnvMat01 = 0.0f; |
|
TextureStage(i).m_BumpEnvMat10 = 0.0f; |
|
TextureStage(i).m_BumpEnvMat11 = 1.0f; |
|
|
|
SetTextureStageState( i, D3DTSS_TEXTURETRANSFORMFLAGS, TextureStage(i).m_TextureTransformFlags ); |
|
SetTextureStageState( i, D3DTSS_BUMPENVMAT00, *( ( LPDWORD ) (&TextureStage(i).m_BumpEnvMat00) ) ); |
|
SetTextureStageState( i, D3DTSS_BUMPENVMAT01, *( ( LPDWORD ) (&TextureStage(i).m_BumpEnvMat01) ) ); |
|
SetTextureStageState( i, D3DTSS_BUMPENVMAT10, *( ( LPDWORD ) (&TextureStage(i).m_BumpEnvMat10) ) ); |
|
SetTextureStageState( i, D3DTSS_BUMPENVMAT11, *( ( LPDWORD ) (&TextureStage(i).m_BumpEnvMat11) ) ); |
|
} |
|
|
|
for ( i = 0; i < g_pHardwareConfig->ActualCaps().m_NumSamplers; ++i ) |
|
{ |
|
SamplerState(i).m_BoundTexture = INVALID_SHADERAPI_TEXTURE_HANDLE; |
|
SamplerState(i).m_UTexWrap = D3DTADDRESS_WRAP; |
|
SamplerState(i).m_VTexWrap = D3DTADDRESS_WRAP; |
|
SamplerState(i).m_WTexWrap = D3DTADDRESS_WRAP; |
|
SamplerState(i).m_MagFilter = D3DTEXF_POINT; |
|
SamplerState(i).m_MinFilter = D3DTEXF_POINT; |
|
SamplerState(i).m_MipFilter = D3DTEXF_NONE; |
|
SamplerState(i).m_FinestMipmapLevel = 0; |
|
SamplerState(i).m_LodBias = 0.0f; |
|
SamplerState(i).m_TextureEnable = false; |
|
SamplerState(i).m_SRGBReadEnable = false; |
|
|
|
// Just some initial state... |
|
Dx9Device()->SetTexture( i, 0 ); |
|
|
|
SetSamplerState( i, D3DSAMP_ADDRESSU, SamplerState(i).m_UTexWrap ); |
|
SetSamplerState( i, D3DSAMP_ADDRESSV, SamplerState(i).m_VTexWrap ); |
|
SetSamplerState( i, D3DSAMP_ADDRESSW, SamplerState(i).m_WTexWrap ); |
|
SetSamplerState( i, D3DSAMP_MINFILTER, SamplerState(i).m_MinFilter ); |
|
SetSamplerState( i, D3DSAMP_MAGFILTER, SamplerState(i).m_MagFilter ); |
|
SetSamplerState( i, D3DSAMP_MIPFILTER, SamplerState(i).m_MipFilter ); |
|
SetSamplerState( i, D3DSAMP_MAXMIPLEVEL, SamplerState(i).m_FinestMipmapLevel ); |
|
SetSamplerState( i, D3DSAMP_MIPMAPLODBIAS, SamplerState(i).m_LodBias ); |
|
|
|
SetSamplerState( i, D3DSAMP_BORDERCOLOR, RGB( 0,0,0 ) ); |
|
} |
|
|
|
// FIXME!!!!! : This barfs with the debug runtime on 6800. |
|
for( i = 0; i < g_pHardwareConfig->ActualCaps().m_nVertexTextureCount; i++ ) |
|
{ |
|
m_DynamicState.m_VertexTextureState[i].m_BoundTexture = INVALID_SHADERAPI_TEXTURE_HANDLE; |
|
Dx9Device()->SetTexture( D3DVERTEXTEXTURESAMPLER0 + i, NULL ); |
|
|
|
m_DynamicState.m_VertexTextureState[i].m_UTexWrap = D3DTADDRESS_CLAMP; |
|
m_DynamicState.m_VertexTextureState[i].m_VTexWrap = D3DTADDRESS_CLAMP; |
|
// m_DynamicState.m_VertexTextureState[i].m_WTexWrap = D3DTADDRESS_CLAMP; |
|
m_DynamicState.m_VertexTextureState[i].m_MinFilter = D3DTEXF_POINT; |
|
m_DynamicState.m_VertexTextureState[i].m_MagFilter = D3DTEXF_POINT; |
|
m_DynamicState.m_VertexTextureState[i].m_MipFilter = D3DTEXF_POINT; |
|
SetSamplerState( D3DVERTEXTEXTURESAMPLER0 + i, D3DSAMP_ADDRESSU, m_DynamicState.m_VertexTextureState[i].m_UTexWrap ); |
|
SetSamplerState( D3DVERTEXTEXTURESAMPLER0 + i, D3DSAMP_ADDRESSV, m_DynamicState.m_VertexTextureState[i].m_VTexWrap ); |
|
// SetSamplerState( D3DVERTEXTEXTURESAMPLER0 + i, D3DSAMP_ADDRESSW, m_DynamicState.m_VertexTextureState[i].m_WTexWrap ); |
|
SetSamplerState( D3DVERTEXTEXTURESAMPLER0 + i, D3DSAMP_MINFILTER, m_DynamicState.m_VertexTextureState[i].m_MinFilter ); |
|
SetSamplerState( D3DVERTEXTEXTURESAMPLER0 + i, D3DSAMP_MAGFILTER, m_DynamicState.m_VertexTextureState[i].m_MagFilter ); |
|
SetSamplerState( D3DVERTEXTEXTURESAMPLER0 + i, D3DSAMP_MIPFILTER, m_DynamicState.m_VertexTextureState[i].m_MipFilter ); |
|
} |
|
|
|
m_DynamicState.m_NumLights = 0; |
|
for ( i = 0; i < MAX_NUM_LIGHTS; ++i) |
|
{ |
|
m_DynamicState.m_LightEnable[i] = false; |
|
m_DynamicState.m_LightChanged[i] = STATE_CHANGED; |
|
m_DynamicState.m_LightEnableChanged[i] = STATE_CHANGED; |
|
} |
|
|
|
for ( i = 0; i < NUM_MATRIX_MODES; ++i) |
|
{ |
|
// By setting this to *not* be identity, we force an update... |
|
m_DynamicState.m_TransformType[i] = TRANSFORM_IS_GENERAL; |
|
m_DynamicState.m_TransformChanged[i] = STATE_CHANGED; |
|
} |
|
|
|
// set the board state to match the default state |
|
m_TransitionTable.UseDefaultState(); |
|
|
|
// Set the default render state |
|
SetDefaultState(); |
|
|
|
// Constant for all time |
|
SetSupportedRenderState( D3DRS_CLIPPING, TRUE ); |
|
SetSupportedRenderState( D3DRS_LOCALVIEWER, TRUE ); |
|
SetSupportedRenderState( D3DRS_POINTSCALEENABLE, FALSE ); |
|
SetSupportedRenderState( D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL ); |
|
SetSupportedRenderState( D3DRS_SPECULARMATERIALSOURCE, D3DMCS_COLOR2 ); |
|
SetSupportedRenderState( D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL ); |
|
SetSupportedRenderState( D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL ); |
|
SetSupportedRenderState( D3DRS_COLORVERTEX, TRUE ); // This defaults to true anyways. . . |
|
|
|
// Set a default identity material. |
|
SetDefaultMaterial(); |
|
|
|
#if 0 |
|
float fBias = -1.0f; |
|
SetTextureStageState( 0, D3DTSS_MIPMAPLODBIAS, *( ( LPDWORD ) (&fBias) ) ); |
|
SetTextureStageState( 1, D3DTSS_MIPMAPLODBIAS, *( ( LPDWORD ) (&fBias) ) ); |
|
SetTextureStageState( 2, D3DTSS_MIPMAPLODBIAS, *( ( LPDWORD ) (&fBias) ) ); |
|
SetTextureStageState( 3, D3DTSS_MIPMAPLODBIAS, *( ( LPDWORD ) (&fBias) ) ); |
|
#endif |
|
|
|
if ( bFullReset ) |
|
{ |
|
// Set the modelview matrix to identity too |
|
for ( i = 0; i < NUM_MODEL_TRANSFORMS; ++i ) |
|
{ |
|
SetIdentityMatrix( m_boneMatrix[i] ); |
|
} |
|
MatrixMode( MATERIAL_VIEW ); |
|
LoadIdentity(); |
|
MatrixMode( MATERIAL_PROJECTION ); |
|
LoadIdentity(); |
|
} |
|
|
|
#ifdef _X360 |
|
m_DynamicState.m_bBuffer2Frames = m_bBuffer2FramesAhead; |
|
SetRenderState( D3DRS_BUFFER2FRAMES, m_DynamicState.m_bBuffer2Frames ); |
|
#endif |
|
|
|
m_DynamicState.m_Viewport.X = m_DynamicState.m_Viewport.Y = |
|
m_DynamicState.m_Viewport.Width = m_DynamicState.m_Viewport.Height = 0xFFFFFFFF; |
|
m_DynamicState.m_Viewport.MinZ = m_DynamicState.m_Viewport.MaxZ = 0.0; |
|
|
|
// Be sure scissoring is off |
|
m_DynamicState.m_RenderState[D3DRS_SCISSORTESTENABLE] = FALSE; |
|
SetRenderState( D3DRS_SCISSORTESTENABLE, FALSE ); |
|
m_DynamicState.m_ScissorRect.left = -1; |
|
m_DynamicState.m_ScissorRect.top = -1; |
|
m_DynamicState.m_ScissorRect.right = -1; |
|
m_DynamicState.m_ScissorRect.bottom = -1; |
|
|
|
//SetHeightClipMode( MATERIAL_HEIGHTCLIPMODE_DISABLE ); |
|
EnableFastClip( false ); |
|
float fFakePlane[4]; |
|
unsigned int iFakePlaneVal = 0xFFFFFFFF; |
|
fFakePlane[0] = fFakePlane[1] = fFakePlane[2] = fFakePlane[3] = *((float *)&iFakePlaneVal); |
|
SetFastClipPlane( fFakePlane ); //doing this to better wire up plane change detection |
|
|
|
float zero[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; |
|
|
|
// Make sure that our state is dirty. |
|
m_DynamicState.m_UserClipPlaneEnabled = 0; |
|
m_DynamicState.m_UserClipPlaneChanged = 0; |
|
m_DynamicState.m_UserClipLastUpdatedUsingFixedFunction = false; |
|
for( i = 0; i < g_pHardwareConfig->MaxUserClipPlanes(); i++ ) |
|
{ |
|
// Make sure that our state is dirty. |
|
m_DynamicState.m_UserClipPlaneWorld[i][0] = -1.0f; |
|
m_DynamicState.m_UserClipPlaneProj[i][0] = -9999.0f; |
|
m_DynamicState.m_UserClipPlaneEnabled |= ( 1 << i ); |
|
SetClipPlane( i, zero ); |
|
EnableClipPlane( i, false ); |
|
Assert( m_DynamicState.m_UserClipPlaneEnabled == 0 ); |
|
} |
|
Assert( m_DynamicState.m_UserClipPlaneChanged == ((1 << g_pHardwareConfig->MaxUserClipPlanes()) - 1) ); |
|
|
|
m_DynamicState.m_FastClipEnabled = false; |
|
m_DynamicState.m_bFastClipPlaneChanged = true; |
|
|
|
// User clip override |
|
m_DynamicState.m_bUserClipTransformOverride = false; |
|
D3DXMatrixIdentity( &m_DynamicState.m_UserClipTransform ); |
|
|
|
// Viewport defaults to the window size |
|
RECT windowRect; |
|
#if !defined( DX_TO_GL_ABSTRACTION ) |
|
GetClientRect( (HWND)m_hWnd, &windowRect ); |
|
#else |
|
toglGetClientRect( (VD3DHWND)m_hWnd, &windowRect ); |
|
#endif |
|
|
|
ShaderViewport_t viewport; |
|
viewport.Init( windowRect.left, windowRect.top, |
|
windowRect.right - windowRect.left, windowRect.bottom - windowRect.top ); |
|
SetViewports( 1, &viewport ); |
|
|
|
// No render mesh |
|
m_pRenderMesh = 0; |
|
|
|
// Reset cached vertex decl |
|
m_DynamicState.m_pVertexDecl = NULL; |
|
|
|
// Reset the render target to be the normal backbuffer |
|
if ( IsX360() ) |
|
{ |
|
m_hCachedRenderTarget = INVALID_SHADERAPI_TEXTURE_HANDLE; |
|
m_bUsingSRGBRenderTarget = false; |
|
} |
|
AcquireInternalRenderTargets(); |
|
SetRenderTarget(); |
|
|
|
// Maintain vertex + pixel shader constant buffers |
|
Vector4D *pVectorPixelShaderConstants = m_DesiredState.m_pVectorPixelShaderConstant; |
|
int *pBooleanPixelShaderConstants = m_DesiredState.m_pBooleanPixelShaderConstant; |
|
IntVector4D *pIntegerPixelShaderConstants = m_DesiredState.m_pIntegerPixelShaderConstant; |
|
Vector4D *pVectorVertexShaderConstants = m_DesiredState.m_pVectorVertexShaderConstant; |
|
int *pBooleanVertexShaderConstants = m_DesiredState.m_pBooleanVertexShaderConstant; |
|
IntVector4D *pIntegerVertexShaderConstants = m_DesiredState.m_pIntegerVertexShaderConstant; |
|
m_DesiredState = m_DynamicState; |
|
m_DesiredState.m_pVectorPixelShaderConstant = pVectorPixelShaderConstants; |
|
m_DesiredState.m_pBooleanPixelShaderConstant = pBooleanPixelShaderConstants; |
|
m_DesiredState.m_pIntegerPixelShaderConstant = pIntegerPixelShaderConstants; |
|
m_DesiredState.m_pVectorVertexShaderConstant = pVectorVertexShaderConstants; |
|
m_DesiredState.m_pBooleanVertexShaderConstant = pBooleanVertexShaderConstants; |
|
m_DesiredState.m_pIntegerVertexShaderConstant = pIntegerVertexShaderConstants; |
|
if ( g_pHardwareConfig->Caps().m_SupportsPixelShaders ) |
|
{ |
|
if ( !bFullReset ) |
|
{ |
|
//Full resets init the values to defaults. Normal resets just leave them dirty. |
|
if( g_pHardwareConfig->Caps().m_NumVertexShaderConstants != 0 ) |
|
SetVertexShaderConstant( 0, m_DesiredState.m_pVectorVertexShaderConstant[0].Base(), IsX360() ? 217 : g_pHardwareConfig->Caps().m_NumVertexShaderConstants, true ); //217 on X360 to play nice with fast blatting code |
|
|
|
if( g_pHardwareConfig->Caps().m_NumIntegerVertexShaderConstants != 0 ) |
|
SetIntegerVertexShaderConstant( 0, (int *)m_DesiredState.m_pIntegerVertexShaderConstant, g_pHardwareConfig->Caps().m_NumIntegerVertexShaderConstants, true ); |
|
|
|
if( g_pHardwareConfig->Caps().m_NumBooleanVertexShaderConstants != 0 ) |
|
SetBooleanVertexShaderConstant( 0, m_DesiredState.m_pBooleanVertexShaderConstant, g_pHardwareConfig->Caps().m_NumBooleanVertexShaderConstants, true ); |
|
|
|
|
|
if( g_pHardwareConfig->Caps().m_NumPixelShaderConstants != 0 ) |
|
SetPixelShaderConstant( 0, m_DesiredState.m_pVectorPixelShaderConstant[0].Base(), g_pHardwareConfig->Caps().m_NumPixelShaderConstants, true ); |
|
|
|
if( g_pHardwareConfig->Caps().m_NumIntegerPixelShaderConstants != 0 ) |
|
SetIntegerPixelShaderConstant( 0, (int *)m_DesiredState.m_pIntegerPixelShaderConstant, g_pHardwareConfig->Caps().m_NumIntegerPixelShaderConstants, true ); |
|
|
|
if( g_pHardwareConfig->Caps().m_NumBooleanPixelShaderConstants != 0 ) |
|
SetBooleanPixelShaderConstant( 0, m_DesiredState.m_pBooleanPixelShaderConstant, g_pHardwareConfig->Caps().m_NumBooleanPixelShaderConstants, true ); |
|
} |
|
} |
|
|
|
RECORD_DEBUG_STRING( "END ResetRenderState" ); |
|
|
|
m_bResettingRenderState = false; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Sets the default render state |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::SetDefaultState() |
|
{ |
|
LOCK_SHADERAPI(); |
|
|
|
// NOTE: This used to be in the material system, but I want to avoid all the per pass/batch |
|
// virtual function calls. |
|
int numTextureStages = g_pHardwareConfig->GetTextureStageCount(); |
|
|
|
// FIXME: This is a brutal hack. We only need to load these transforms for fixed-function |
|
// hardware. Cap the max here to 4. |
|
if ( IsPC() ) |
|
{ |
|
numTextureStages = min( numTextureStages, 4 ); |
|
int i; |
|
for( i = 0; i < numTextureStages; i++ ) |
|
{ |
|
CShaderAPIDx8::DisableTextureTransform( (TextureStage_t)i ); |
|
CShaderAPIDx8::MatrixMode( (MaterialMatrixMode_t)(MATERIAL_TEXTURE0 + i) ); |
|
CShaderAPIDx8::LoadIdentity( ); |
|
} |
|
} |
|
CShaderAPIDx8::MatrixMode( MATERIAL_MODEL ); |
|
|
|
CShaderAPIDx8::Color4ub( 255, 255, 255, 255 ); |
|
CShaderAPIDx8::ShadeMode( SHADER_SMOOTH ); |
|
CShaderAPIDx8::SetVertexShaderIndex( ); |
|
CShaderAPIDx8::SetPixelShaderIndex( ); |
|
|
|
MeshMgr()->MarkUnusedVertexFields( 0, 0, NULL ); |
|
} |
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
// Methods related to vertex format |
|
// |
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Sets the vertex |
|
//----------------------------------------------------------------------------- |
|
inline void CShaderAPIDx8::SetVertexDecl( VertexFormat_t vertexFormat, bool bHasColorMesh, bool bUsingFlex, bool bUsingMorph ) |
|
{ |
|
VPROF("CShaderAPIDx8::SetVertexDecl"); |
|
IDirect3DVertexDeclaration9 *pDecl = FindOrCreateVertexDecl( vertexFormat, bHasColorMesh, bUsingFlex, bUsingMorph ); |
|
Assert( pDecl ); |
|
|
|
if ( ( pDecl != m_DynamicState.m_pVertexDecl ) && pDecl ) |
|
{ |
|
Dx9Device()->SetVertexDeclaration( pDecl ); |
|
m_DynamicState.m_pVertexDecl = pDecl; |
|
} |
|
} |
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
// Methods related to vertex buffers |
|
// |
|
//----------------------------------------------------------------------------- |
|
|
|
IMesh *CShaderAPIDx8::GetFlexMesh() |
|
{ |
|
LOCK_SHADERAPI(); |
|
return MeshMgr()->GetFlexMesh(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Gets the dynamic mesh |
|
//----------------------------------------------------------------------------- |
|
IMesh* CShaderAPIDx8::GetDynamicMesh( IMaterial* pMaterial, int nHWSkinBoneCount, bool buffered, |
|
IMesh* pVertexOverride, IMesh* pIndexOverride ) |
|
{ |
|
Assert( (pMaterial == NULL) || ((IMaterialInternal *)pMaterial)->IsRealTimeVersion() ); |
|
|
|
LOCK_SHADERAPI(); |
|
return MeshMgr()->GetDynamicMesh( pMaterial, 0, nHWSkinBoneCount, buffered, pVertexOverride, pIndexOverride ); |
|
} |
|
|
|
IMesh* CShaderAPIDx8::GetDynamicMeshEx( IMaterial* pMaterial, VertexFormat_t vertexFormat, int nHWSkinBoneCount, |
|
bool bBuffered, IMesh* pVertexOverride, IMesh* pIndexOverride ) |
|
{ |
|
Assert( (pMaterial == NULL) || ((IMaterialInternal *)pMaterial)->IsRealTimeVersion() ); |
|
|
|
LOCK_SHADERAPI(); |
|
return MeshMgr()->GetDynamicMesh( pMaterial, vertexFormat, nHWSkinBoneCount, bBuffered, pVertexOverride, pIndexOverride ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Returns the number of vertices we can render using the dynamic mesh |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::GetMaxToRender( IMesh *pMesh, bool bMaxUntilFlush, int *pMaxVerts, int *pMaxIndices ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
MeshMgr()->GetMaxToRender( pMesh, bMaxUntilFlush, pMaxVerts, pMaxIndices ); |
|
} |
|
|
|
int CShaderAPIDx8::GetMaxVerticesToRender( IMaterial *pMaterial ) |
|
{ |
|
pMaterial = ((IMaterialInternal *)pMaterial)->GetRealTimeVersion(); //always work with the realtime version internally |
|
|
|
LOCK_SHADERAPI(); |
|
return MeshMgr()->GetMaxVerticesToRender( pMaterial ); |
|
} |
|
|
|
int CShaderAPIDx8::GetMaxIndicesToRender( ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
return MeshMgr()->GetMaxIndicesToRender( ); |
|
} |
|
|
|
void CShaderAPIDx8::MarkUnusedVertexFields( unsigned int nFlags, int nTexCoordCount, bool *pUnusedTexCoords ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
MeshMgr()->MarkUnusedVertexFields( nFlags, nTexCoordCount, pUnusedTexCoords ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Draws the mesh |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::DrawMesh( CMeshBase *pMesh ) |
|
{ |
|
VPROF("CShaderAPIDx8::DrawMesh"); |
|
if ( ShaderUtil()->GetConfig().m_bSuppressRendering ) |
|
return; |
|
|
|
#if defined( PIX_INSTRUMENTATION ) || defined( NVPERFHUD ) |
|
PIXifyName( s_pPIXMaterialName, sizeof( s_pPIXMaterialName ), m_pMaterial->GetName() ); |
|
BeginPIXEvent( PIX_VALVE_ORANGE, s_pPIXMaterialName ); |
|
#endif |
|
|
|
m_pRenderMesh = pMesh; |
|
VertexFormat_t vertexFormat = m_pRenderMesh->GetVertexFormat(); |
|
SetVertexDecl( vertexFormat, m_pRenderMesh->HasColorMesh(), m_pRenderMesh->HasFlexMesh(), m_pMaterial->IsUsingVertexID() ); |
|
CommitStateChanges(); |
|
Assert( m_pRenderMesh && m_pMaterial ); |
|
m_pMaterial->DrawMesh( CompressionType( vertexFormat ) ); |
|
m_pRenderMesh = NULL; |
|
|
|
#if defined( PIX_INSTRUMENTATION ) || defined( NVPERFHUD ) |
|
EndPIXEvent(); |
|
#endif |
|
} |
|
|
|
void CShaderAPIDx8::DrawWithVertexAndIndexBuffers( void ) |
|
{ |
|
VPROF("CShaderAPIDx8::DrawWithVertexAndIndexBuffers"); |
|
if ( ShaderUtil()->GetConfig().m_bSuppressRendering ) |
|
return; |
|
|
|
#if defined( PIX_INSTRUMENTATION ) || defined( NVPERFHUD ) |
|
PIXifyName( s_pPIXMaterialName, sizeof( s_pPIXMaterialName ), m_pMaterial->GetName()); |
|
BeginPIXEvent( PIX_VALVE_ORANGE, s_pPIXMaterialName ); |
|
#endif |
|
|
|
// m_pRenderMesh = pMesh; |
|
// FIXME: need to make this deal with multiple streams, etc. |
|
VertexFormat_t vertexFormat = MeshMgr()->GetCurrentVertexFormat(); |
|
SetVertexDecl( vertexFormat, false /*m_pRenderMesh->HasColorMesh()*/, |
|
false /*m_pRenderMesh->HasFlexMesh()*/, false /*m_pRenderMesh->IsUsingMorphData()*/ ); |
|
CommitStateChanges(); |
|
if ( m_pMaterial ) |
|
{ |
|
m_pMaterial->DrawMesh( CompressionType( vertexFormat ) ); |
|
} |
|
else |
|
{ |
|
MeshMgr()->RenderPassWithVertexAndIndexBuffers(); |
|
} |
|
// m_pRenderMesh = NULL; |
|
|
|
#if defined( PIX_INSTRUMENTATION ) || defined( NVPERFHUD ) |
|
EndPIXEvent(); |
|
#endif |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Discards the vertex buffers |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::DiscardVertexBuffers() |
|
{ |
|
MeshMgr()->DiscardVertexBuffers(); |
|
} |
|
|
|
void CShaderAPIDx8::ForceHardwareSync_WithManagedTexture() |
|
{ |
|
if ( IsX360() || !m_pFrameSyncTexture ) |
|
return; |
|
|
|
// Set the default state for everything so we don't get more than we ask for here! |
|
SetDefaultState(); |
|
|
|
D3DLOCKED_RECT rect; |
|
|
|
tmZone( TELEMETRY_LEVEL1, TMZF_NONE, "%s", __FUNCTION__ ); |
|
|
|
HRESULT hr = m_pFrameSyncTexture->LockRect( 0, &rect, NULL, 0 ); |
|
if ( SUCCEEDED( hr ) ) |
|
{ |
|
// modify.. |
|
unsigned long *pData = (unsigned long*)rect.pBits; |
|
(*pData)++; |
|
|
|
m_pFrameSyncTexture->UnlockRect( 0 ); |
|
|
|
// Now draw something with this texture. |
|
DWORD iStage = 0; |
|
IDirect3DBaseTexture9 *pOldTexture; |
|
hr = Dx9Device()->GetTexture( iStage, &pOldTexture ); |
|
if ( SUCCEEDED( hr ) ) |
|
{ |
|
Dx9Device()->SetTexture( iStage, m_pFrameSyncTexture ); |
|
// Remember the old FVF. |
|
DWORD oldFVF; |
|
hr = Dx9Device()->GetFVF( &oldFVF ); |
|
if ( SUCCEEDED( hr ) ) |
|
{ |
|
// Set the new FVF. |
|
Dx9Device()->SetFVF( D3DFVF_XYZ ); |
|
// Now, draw the simplest primitive D3D has ever seen. |
|
unsigned short indices[3] = { 0, 1, 2 }; |
|
Vector verts[3] = {vec3_origin, vec3_origin, vec3_origin}; |
|
|
|
tmZone( TELEMETRY_LEVEL1, TMZF_NONE, "DrawIndexedPrimitiveUP" ); |
|
|
|
Dx9Device()->DrawIndexedPrimitiveUP( |
|
D3DPT_TRIANGLELIST, |
|
0, // Min vertex index |
|
3, // Num vertices used |
|
1, // # primitives |
|
indices, // indices |
|
D3DFMT_INDEX16, // index format |
|
verts, // Vertices |
|
sizeof( Vector )// Vertex stride |
|
); |
|
|
|
Dx9Device()->SetFVF( oldFVF ); |
|
} |
|
Dx9Device()->SetTexture( iStage, pOldTexture ); |
|
} |
|
} |
|
// If this assert fails, then we failed somewhere above. |
|
AssertOnce( SUCCEEDED( hr ) ); |
|
} |
|
|
|
void CShaderAPIDx8::UpdateFrameSyncQuery( int queryIndex, bool bIssue ) |
|
{ |
|
Assert(queryIndex < NUM_FRAME_SYNC_QUERIES); |
|
// wait if already issued |
|
if ( m_bQueryIssued[queryIndex] ) |
|
{ |
|
tmZone( TELEMETRY_LEVEL1, TMZF_NONE, "%s", __FUNCTION__ ); |
|
|
|
double flStartTime = Plat_FloatTime(); |
|
BOOL dummyData = 0; |
|
HRESULT hr = S_OK; |
|
// NOTE: This fix helps out motherboards that are a little freaky. |
|
// On such boards, sometimes the driver has to reset itself (an event which takes several seconds) |
|
// and when that happens, the frame sync query object gets lost |
|
for (;;) |
|
{ |
|
hr = m_pFrameSyncQueryObject[queryIndex]->GetData( &dummyData, sizeof( dummyData ), D3DGETDATA_FLUSH ); |
|
if ( hr != S_FALSE ) |
|
break; |
|
double flCurrTime = Plat_FloatTime(); |
|
// don't wait more than 200ms (5fps) for these |
|
if ( flCurrTime - flStartTime > 0.200f ) |
|
break; |
|
// Avoid burning a full core while waiting for the query. Spinning can actually harm performance |
|
// because there might be driver threads that are trying to do work that end up starved, and the |
|
// power drawn by the CPU may take away from the power available to the integrated graphics chip. |
|
// A sleep of one millisecond should never be long enough to affect performance, especially since |
|
// this should only trigger when the CPU is already ahead of the GPU. |
|
// On L4D2/TF2 in GL mode this spinning was causing slowdowns. |
|
ThreadSleep( 1 ); |
|
} |
|
m_bQueryIssued[queryIndex] = false; |
|
Assert(hr == S_OK || hr == D3DERR_DEVICELOST); |
|
|
|
if ( hr == D3DERR_DEVICELOST ) |
|
{ |
|
MarkDeviceLost( ); |
|
return; |
|
} |
|
} |
|
if ( bIssue ) |
|
{ |
|
m_pFrameSyncQueryObject[queryIndex]->Issue( D3DISSUE_END ); |
|
m_bQueryIssued[queryIndex] = true; |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::ForceHardwareSync( void ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
VPROF( "CShaderAPIDx8::ForceHardwareSync" ); |
|
|
|
#ifdef DX_TO_GL_ABSTRACTION |
|
if ( true ) |
|
#else |
|
if ( !mat_frame_sync_enable.GetInt() ) |
|
#endif |
|
return; |
|
|
|
// need to flush the dynamic buffer and make sure the entire image is there |
|
FlushBufferedPrimitives(); |
|
|
|
RECORD_COMMAND( DX8_HARDWARE_SYNC, 0 ); |
|
|
|
#if !defined( _X360 ) |
|
// How do you query dx9 for how many frames behind the hardware is or, alternatively, how do you tell the hardware to never be more than N frames behind? |
|
// 1) The old QueryPendingFrameCount design was removed. It was |
|
// a simple transaction with the driver through the |
|
// GetDriverState, trivial for the drivers to lie. We came up |
|
// with a much better scheme for tracking pending frames where |
|
// the driver can not lie without a possible performance loss: |
|
// use the asynchronous query system with D3DQUERYTYPE_EVENT and |
|
// data size 0. When GetData returns S_OK for the query, you |
|
// know that frame has finished. |
|
if ( mat_frame_sync_force_texture.GetBool() ) |
|
{ |
|
ForceHardwareSync_WithManagedTexture(); |
|
} |
|
else if ( m_pFrameSyncQueryObject[0] ) |
|
{ |
|
// FIXME: Could install a callback into the materialsystem to do something while waiting for |
|
// the frame to finish (update sound, etc.) |
|
|
|
// Disable VCR mode here or else it'll screw up (and we don't really care if this part plays back in exactly the same amount of time). |
|
VCRSetEnabled( false ); |
|
|
|
m_currentSyncQuery ++; |
|
if ( m_currentSyncQuery >= ARRAYSIZE(m_pFrameSyncQueryObject) ) |
|
{ |
|
m_currentSyncQuery = 0; |
|
} |
|
double fStart = Plat_FloatTime(); |
|
int waitIndex = ((m_currentSyncQuery + NUM_FRAME_SYNC_QUERIES) - (NUM_FRAME_SYNC_FRAMES_LATENCY+1)) % NUM_FRAME_SYNC_QUERIES; |
|
UpdateFrameSyncQuery( waitIndex, false ); |
|
UpdateFrameSyncQuery( m_currentSyncQuery, true ); |
|
VCRSetEnabled( true ); |
|
} |
|
#else |
|
DWORD hFence = Dx9Device()->InsertFence(); |
|
Dx9Device()->BlockOnFence( hFence ); |
|
#endif |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Needs render state |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::QueueResetRenderState() |
|
{ |
|
m_bResetRenderStateNeeded = true; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Use this to begin and end the frame |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::BeginFrame() |
|
{ |
|
LOCK_SHADERAPI(); |
|
|
|
if ( m_bResetRenderStateNeeded ) |
|
{ |
|
ResetRenderState( false ); |
|
m_bResetRenderStateNeeded = false; |
|
} |
|
|
|
#if ALLOW_SMP_ACCESS |
|
Dx9Device()->SetASyncMode( mat_use_smp.GetInt() != 0 ); |
|
#endif |
|
|
|
++m_CurrentFrame; |
|
m_nTextureMemoryUsedLastFrame = 0; |
|
} |
|
|
|
void CShaderAPIDx8::EndFrame() |
|
{ |
|
LOCK_SHADERAPI(); |
|
|
|
#if !defined( _X360 ) |
|
MEMCHECK; |
|
#endif |
|
|
|
ExportTextureList(); |
|
} |
|
|
|
|
|
void CShaderAPIDx8::AddBufferToTextureList( const char *pName, D3DSURFACE_DESC &desc ) |
|
{ |
|
// ImageFormat imageFormat; |
|
// imageFormat = ImageLoader::D3DFormatToImageFormat( desc.Format ); |
|
// if( imageFormat < 0 ) |
|
// { |
|
// Assert( 0 ); |
|
// return; |
|
// } |
|
KeyValues *pSubKey = m_pDebugTextureList->CreateNewKey(); |
|
pSubKey->SetString( "Name", pName ); |
|
pSubKey->SetString( "TexGroup", TEXTURE_GROUP_RENDER_TARGET ); |
|
pSubKey->SetInt( "Size", |
|
// ImageLoader::SizeInBytes( imageFormat ) * desc.Width * desc.Height ); |
|
4 * desc.Width * desc.Height ); |
|
pSubKey->SetString( "Format", "32 bit buffer (hack)" );//ImageLoader::GetName( imageFormat ) ); |
|
pSubKey->SetInt( "Width", desc.Width ); |
|
pSubKey->SetInt( "Height", desc.Height ); |
|
|
|
pSubKey->SetInt( "BindsMax", 1 ); |
|
pSubKey->SetInt( "BindsFrame", 1 ); |
|
} |
|
|
|
void CShaderAPIDx8::ExportTextureList() |
|
{ |
|
if ( !m_bEnableDebugTextureList ) |
|
return; |
|
|
|
if ( !m_pBackBufferSurface || !m_pZBufferSurface ) |
|
// Device vanished... |
|
return; |
|
|
|
m_nDebugDataExportFrame = m_CurrentFrame; |
|
|
|
if ( IsPC() || !IsX360() ) |
|
{ |
|
if ( m_pDebugTextureList ) |
|
m_pDebugTextureList->deleteThis(); |
|
|
|
m_pDebugTextureList = new KeyValues( "TextureList" ); |
|
|
|
m_nTextureMemoryUsedTotal = 0; |
|
m_nTextureMemoryUsedPicMip1 = 0; |
|
m_nTextureMemoryUsedPicMip2 = 0; |
|
for ( ShaderAPITextureHandle_t hTexture = m_Textures.Head() ; hTexture != m_Textures.InvalidIndex(); hTexture = m_Textures.Next( hTexture ) ) |
|
{ |
|
Texture_t &tex = m_Textures[hTexture]; |
|
|
|
if ( !( tex.m_Flags & Texture_t::IS_ALLOCATED ) ) |
|
continue; |
|
|
|
// Compute total texture memory usage |
|
m_nTextureMemoryUsedTotal += tex.GetMemUsage(); |
|
|
|
// Compute picmip memory usage |
|
{ |
|
int numBytes = tex.GetMemUsage(); |
|
|
|
if ( tex.m_NumLevels > 1 ) |
|
{ |
|
if ( tex.GetWidth() > 4 || tex.GetHeight() > 4 || tex.GetDepth() > 4 ) |
|
{ |
|
int topmipsize = ImageLoader::GetMemRequired( tex.GetWidth(), tex.GetHeight(), tex.GetDepth(), tex.GetImageFormat(), false ); |
|
numBytes -= topmipsize; |
|
|
|
m_nTextureMemoryUsedPicMip1 += numBytes; |
|
|
|
if ( tex.GetWidth() > 8 || tex.GetHeight() > 8 || tex.GetDepth() > 8 ) |
|
{ |
|
int othermipsizeRatio = ( ( tex.GetWidth() > 8 ) ? 2 : 1 ) * ( ( tex.GetHeight() > 8 ) ? 2 : 1 ) * ( ( tex.GetDepth() > 8 ) ? 2 : 1 ); |
|
int othermipsize = topmipsize / othermipsizeRatio; |
|
numBytes -= othermipsize; |
|
} |
|
|
|
m_nTextureMemoryUsedPicMip1 += numBytes; |
|
} |
|
else |
|
{ |
|
m_nTextureMemoryUsedPicMip1 += numBytes; |
|
m_nTextureMemoryUsedPicMip2 += numBytes; |
|
} |
|
} |
|
else |
|
{ |
|
m_nTextureMemoryUsedPicMip1 += numBytes; |
|
m_nTextureMemoryUsedPicMip2 += numBytes; |
|
} |
|
} |
|
|
|
if ( !m_bDebugGetAllTextures && |
|
tex.m_LastBoundFrame != m_CurrentFrame ) |
|
continue; |
|
|
|
if ( tex.m_LastBoundFrame != m_CurrentFrame ) |
|
tex.m_nTimesBoundThisFrame = 0; |
|
|
|
KeyValues *pSubKey = m_pDebugTextureList->CreateNewKey(); |
|
pSubKey->SetString( "Name", tex.m_DebugName.String() ); |
|
pSubKey->SetString( "TexGroup", tex.m_TextureGroupName.String() ); |
|
pSubKey->SetInt( "Size", tex.GetMemUsage() ); |
|
if ( tex.GetCount() > 1 ) |
|
pSubKey->SetInt( "Count", tex.GetCount() ); |
|
pSubKey->SetString( "Format", ImageLoader::GetName( tex.GetImageFormat() ) ); |
|
pSubKey->SetInt( "Width", tex.GetWidth() ); |
|
pSubKey->SetInt( "Height", tex.GetHeight() ); |
|
|
|
pSubKey->SetInt( "BindsMax", tex.m_nTimesBoundMax ); |
|
pSubKey->SetInt( "BindsFrame", tex.m_nTimesBoundThisFrame ); |
|
} |
|
|
|
D3DSURFACE_DESC desc; |
|
m_pBackBufferSurface->GetDesc( &desc ); |
|
AddBufferToTextureList( "BACKBUFFER", desc ); |
|
AddBufferToTextureList( "FRONTBUFFER", desc ); |
|
// ImageFormat imageFormat = ImageLoader::D3DFormatToImageFormat( desc.Format ); |
|
// if( imageFormat >= 0 ) |
|
{ |
|
VPROF_INCREMENT_GROUP_COUNTER( "TexGroup_frame_" TEXTURE_GROUP_RENDER_TARGET, |
|
COUNTER_GROUP_TEXTURE_PER_FRAME, |
|
// ImageLoader::SizeInBytes( imageFormat ) * desc.Width * desc.Height ); |
|
2 * 4 * desc.Width * desc.Height ); // hack (times 2 for front and back buffer) |
|
} |
|
|
|
m_pZBufferSurface->GetDesc( &desc ); |
|
AddBufferToTextureList( "DEPTHBUFFER", desc ); |
|
// imageFormat = ImageLoader::D3DFormatToImageFormat( desc.Format ); |
|
// if( imageFormat >= 0 ) |
|
{ |
|
VPROF_INCREMENT_GROUP_COUNTER( "TexGroup_frame_" TEXTURE_GROUP_RENDER_TARGET, |
|
COUNTER_GROUP_TEXTURE_PER_FRAME, |
|
// ImageLoader::SizeInBytes( imageFormat ) * desc.Width * desc.Height ); |
|
4 * desc.Width * desc.Height ); // hack |
|
} |
|
} |
|
|
|
#if defined( _X360 ) |
|
// toggle to do one shot transmission |
|
m_bEnableDebugTextureList = false; |
|
|
|
int numTextures = m_Textures.Count() + 3; |
|
xTextureList_t* pXTextureList = (xTextureList_t *)_alloca( numTextures * sizeof( xTextureList_t ) ); |
|
memset( pXTextureList, 0, numTextures * sizeof( xTextureList_t ) ); |
|
|
|
numTextures = 0; |
|
for ( ShaderAPITextureHandle_t hTexture = m_Textures.Head() ; hTexture != m_Textures.InvalidIndex(); hTexture = m_Textures.Next( hTexture ) ) |
|
{ |
|
Texture_t &tex = m_Textures[hTexture]; |
|
|
|
if ( !m_bDebugGetAllTextures && tex.m_LastBoundFrame != m_CurrentFrame ) |
|
{ |
|
continue; |
|
} |
|
if ( !( tex.m_Flags & Texture_t::IS_ALLOCATED ) ) |
|
{ |
|
continue; |
|
} |
|
|
|
int refCount; |
|
if ( tex.m_Flags & Texture_t::IS_DEPTH_STENCIL ) |
|
{ |
|
// interface forces us to ignore these |
|
refCount = -1; |
|
} |
|
else |
|
{ |
|
refCount = GetD3DTextureRefCount( CShaderAPIDx8::GetD3DTexture( hTexture ) ); |
|
} |
|
|
|
pXTextureList[numTextures].pName = tex.m_DebugName.String(); |
|
pXTextureList[numTextures].size = tex.m_SizeBytes * tex.m_NumCopies; |
|
pXTextureList[numTextures].pGroupName = tex.m_TextureGroupName.String(); |
|
pXTextureList[numTextures].pFormatName = D3DFormatName( ImageLoader::ImageFormatToD3DFormat( tex.GetImageFormat() ) ); |
|
pXTextureList[numTextures].width = tex.GetWidth(); |
|
pXTextureList[numTextures].height = tex.GetHeight(); |
|
pXTextureList[numTextures].depth = tex.GetDepth(); |
|
pXTextureList[numTextures].numLevels = tex.m_NumLevels; |
|
pXTextureList[numTextures].binds = tex.m_nTimesBoundThisFrame; |
|
pXTextureList[numTextures].refCount = refCount; |
|
pXTextureList[numTextures].edram = ( tex.m_Flags & Texture_t::IS_RENDER_TARGET_SURFACE ) != 0; |
|
pXTextureList[numTextures].procedural = tex.m_NumCopies > 1; |
|
pXTextureList[numTextures].final = ( tex.m_Flags & Texture_t::IS_FINALIZED ) != 0; |
|
pXTextureList[numTextures].failed = ( tex.m_Flags & Texture_t::IS_FAILED ) != 0; |
|
numTextures++; |
|
} |
|
|
|
// build special entries for implicit surfaces/textures |
|
D3DSURFACE_DESC desc; |
|
m_pBackBufferSurface->GetDesc( &desc ); |
|
int size = ImageLoader::GetMemRequired( |
|
desc.Width, |
|
desc.Height, |
|
0, |
|
ImageLoader::D3DFormatToImageFormat( desc.Format ), |
|
false ); |
|
pXTextureList[numTextures].pName = "_rt_BackBuffer"; |
|
pXTextureList[numTextures].size = size; |
|
pXTextureList[numTextures].pGroupName = TEXTURE_GROUP_RENDER_TARGET_SURFACE; |
|
pXTextureList[numTextures].pFormatName = D3DFormatName( desc.Format ); |
|
pXTextureList[numTextures].width = desc.Width; |
|
pXTextureList[numTextures].height = desc.Height; |
|
pXTextureList[numTextures].depth = 1; |
|
pXTextureList[numTextures].binds = 1; |
|
pXTextureList[numTextures].refCount = 1; |
|
pXTextureList[numTextures].sRGB = IS_D3DFORMAT_SRGB( desc.Format ); |
|
pXTextureList[numTextures].edram = true; |
|
numTextures++; |
|
|
|
m_pZBufferSurface->GetDesc( &desc ); |
|
pXTextureList[numTextures].pName = "_rt_DepthBuffer"; |
|
pXTextureList[numTextures].size = size; |
|
pXTextureList[numTextures].pGroupName = TEXTURE_GROUP_RENDER_TARGET_SURFACE; |
|
pXTextureList[numTextures].pFormatName = D3DFormatName( desc.Format ); |
|
pXTextureList[numTextures].width = desc.Width; |
|
pXTextureList[numTextures].height = desc.Height; |
|
pXTextureList[numTextures].depth = 1; |
|
pXTextureList[numTextures].binds = 1; |
|
pXTextureList[numTextures].refCount = 1; |
|
pXTextureList[numTextures].sRGB = IS_D3DFORMAT_SRGB( desc.Format ); |
|
pXTextureList[numTextures].edram = true; |
|
numTextures++; |
|
|
|
// front buffer resides in DDR |
|
pXTextureList[numTextures].pName = "_rt_FrontBuffer"; |
|
pXTextureList[numTextures].size = size; |
|
pXTextureList[numTextures].pGroupName = TEXTURE_GROUP_RENDER_TARGET; |
|
pXTextureList[numTextures].pFormatName = D3DFormatName( desc.Format ); |
|
pXTextureList[numTextures].width = desc.Width; |
|
pXTextureList[numTextures].height = desc.Height; |
|
pXTextureList[numTextures].depth = 1; |
|
pXTextureList[numTextures].binds = 1; |
|
pXTextureList[numTextures].refCount = 1; |
|
pXTextureList[numTextures].sRGB = IS_D3DFORMAT_SRGB( desc.Format ); |
|
numTextures++; |
|
|
|
int totalMemory = 0; |
|
for ( int i = 0; i < numTextures; i++ ) |
|
{ |
|
if ( pXTextureList[i].edram ) |
|
{ |
|
// skip edram based items |
|
continue; |
|
} |
|
totalMemory += pXTextureList[i].size; |
|
} |
|
Msg( "Total D3D Texture Memory: %.2f MB\n", (float)totalMemory/( 1024.0f * 1024.0f ) ); |
|
|
|
// transmit to console |
|
XBX_rTextureList( numTextures, pXTextureList ); |
|
#endif |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Releases/reloads resources when other apps want some memory |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::ReleaseShaderObjects() |
|
{ |
|
ReleaseInternalRenderTargets(); |
|
EvictManagedResourcesInternal(); |
|
|
|
// FIXME: Move into shaderdevice when textures move over. |
|
|
|
#ifdef _DEBUG |
|
// Helps to find the unreleased textures. |
|
if ( TextureCount() > 0 ) |
|
{ |
|
ShaderAPITextureHandle_t hTexture; |
|
for ( hTexture = m_Textures.Head(); hTexture != m_Textures.InvalidIndex(); hTexture = m_Textures.Next( hTexture ) ) |
|
{ |
|
if ( GetTexture( hTexture ).m_NumCopies == 1 ) |
|
{ |
|
if ( GetTexture( hTexture ).GetTexture() ) |
|
{ |
|
Warning( "Didn't correctly clean up texture 0x%8.8x (%s)\n", hTexture, GetTexture( hTexture ).m_DebugName.String() ); |
|
} |
|
} |
|
else |
|
{ |
|
for ( int k = GetTexture( hTexture ).m_NumCopies; --k >= 0; ) |
|
{ |
|
if ( GetTexture( hTexture ).GetTexture( k ) != 0 ) |
|
{ |
|
Warning( "Didn't correctly clean up texture 0x%8.8x (%s)\n", hTexture, GetTexture( hTexture ).m_DebugName.String() ); |
|
break; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
#endif |
|
|
|
Assert( TextureCount() == 0 ); |
|
} |
|
|
|
void CShaderAPIDx8::RestoreShaderObjects() |
|
{ |
|
AcquireInternalRenderTargets(); |
|
SetRenderTarget(); |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------- |
|
// PIX instrumentation routines |
|
// Windows only for now. Turn these on with PIX_INSTRUMENTATION above |
|
//-------------------------------------------------------------------- |
|
|
|
#if 0 // hack versions for OSX to be able to PIX log even when not built debug... |
|
void CShaderAPIDx8::BeginPIXEvent( unsigned long color, const char* szName ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
GLMBeginPIXEvent( szName ); // direct call no macro |
|
return; |
|
} |
|
|
|
void CShaderAPIDx8::EndPIXEvent( void ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
GLMEndPIXEvent(); // direct call no macro |
|
return; |
|
} |
|
|
|
#else |
|
|
|
#if defined( PIX_INSTRUMENTATION ) || defined( NVPERFHUD ) |
|
ConVar pix_break_on_event( "pix_break_on_event", "" ); |
|
#endif |
|
|
|
void CShaderAPIDx8::BeginPIXEvent( unsigned long color, const char* szName ) |
|
{ |
|
#if ( defined( PIX_INSTRUMENTATION ) || defined( NVPERFHUD ) ) |
|
//LOCK_SHADERAPI(); |
|
|
|
const char *p = pix_break_on_event.GetString(); |
|
if ( p && V_strlen( p ) ) |
|
{ |
|
if ( V_stristr( szName, p ) != NULL ) |
|
{ |
|
DebuggerBreak(); |
|
} |
|
} |
|
|
|
#if defined ( DX_TO_GL_ABSTRACTION ) |
|
GLMBeginPIXEvent( szName ); |
|
|
|
#if defined( _WIN32 ) |
|
// AMD PerfStudio integration: Call into D3D9.DLL's D3DPERF_BeginEvent() (this gets intercepted by PerfStudio even in GL mode). |
|
if ( g_pShaderDeviceMgrDx8->m_pBeginEvent ) |
|
{ |
|
wchar_t wszName[128]; |
|
mbstowcs( wszName, szName, 128 ); |
|
|
|
g_pShaderDeviceMgrDx8->m_pBeginEvent( 0x2F2F2F2F, wszName ); |
|
} |
|
#endif |
|
#elif defined(_X360 ) |
|
#ifndef _DEBUG |
|
char szPIXEventName[32]; |
|
PIXifyName( szPIXEventName, szName ); |
|
PIXBeginNamedEvent( color, szPIXEventName ); |
|
#endif |
|
#else // PC |
|
if ( PIXError() ) |
|
return; |
|
|
|
wchar_t wszName[128]; |
|
mbstowcs( wszName, szName, 128 ); |
|
|
|
// Fire the PIX event, trapping for errors... |
|
if ( D3DPERF_BeginEvent( color, wszName ) < 0 ) |
|
{ |
|
Warning( "PIX error Beginning %s event\n", szName ); |
|
IncrementPIXError(); |
|
} |
|
#endif |
|
#endif // #if defined( PIX_INSTRUMENTATION ) |
|
} |
|
|
|
void CShaderAPIDx8::EndPIXEvent( void ) |
|
{ |
|
#if ( defined( PIX_INSTRUMENTATION ) || defined( NVPERFHUD ) ) |
|
//LOCK_SHADERAPI(); |
|
|
|
#if defined ( DX_TO_GL_ABSTRACTION ) |
|
GLMEndPIXEvent(); |
|
|
|
#if defined( _WIN32 ) |
|
// AMD PerfStudio integration: Call into D3D9.DLL's D3DPERF_EndEvent() (this gets intercepted by PerfStudio even in GL mode). |
|
if ( g_pShaderDeviceMgrDx8->m_pEndEvent ) |
|
{ |
|
g_pShaderDeviceMgrDx8->m_pEndEvent(); |
|
} |
|
#endif |
|
#elif defined( _X360 ) |
|
#ifndef _DEBUG |
|
PIXEndNamedEvent(); |
|
#endif |
|
#else // PC |
|
if ( PIXError() ) |
|
return; |
|
|
|
#if !defined( NVPERFHUD ) |
|
// Fire the PIX event, trapping for errors... |
|
if ( D3DPERF_EndEvent() < 0 ) |
|
{ |
|
Warning("PIX error ending event\n"); |
|
IncrementPIXError(); |
|
} |
|
#endif |
|
#endif |
|
#endif // #if defined( PIX_INSTRUMENTATION ) |
|
} |
|
|
|
#endif |
|
|
|
void CShaderAPIDx8::AdvancePIXFrame() |
|
{ |
|
#if defined( PIX_INSTRUMENTATION ) |
|
// Ping PIX when this bool goes from false to true |
|
if ( r_pix_start.GetBool() && (!m_bPixCapturing) ) |
|
{ |
|
StartPIXInstrumentation(); |
|
m_bPixCapturing = true; |
|
} |
|
|
|
// If we want to record frames... |
|
if ( r_pix_recordframes.GetInt() ) |
|
{ |
|
if ( m_nPixFrame == 0 ) // First frame to record |
|
{ |
|
StartPIXInstrumentation(); |
|
m_nPixFrame++; |
|
} |
|
else if( m_nPixFrame == r_pix_recordframes.GetInt() ) // Last frame to record |
|
{ |
|
EndPIXInstrumentation(); |
|
r_pix_recordframes.SetValue(0); |
|
m_nPixFrame = 0; |
|
} |
|
else |
|
{ |
|
m_nPixFrame++; // Recording frames... |
|
} |
|
} |
|
#endif |
|
} |
|
|
|
// No begin-end for this...use this to put discrete markers in the PIX stream |
|
void CShaderAPIDx8::SetPIXMarker( unsigned long color, const char* szName ) |
|
{ |
|
#if defined( PIX_INSTRUMENTATION ) |
|
LOCK_SHADERAPI(); |
|
|
|
#if defined( DX_TO_GL_ABSTRACTION ) |
|
if ( g_pShaderDeviceMgrDx8->m_pSetMarker ) |
|
{ |
|
wchar_t wszName[128]; |
|
mbstowcs(wszName, szName, 128 ); |
|
g_pShaderDeviceMgrDx8->m_pSetMarker( 0x2F2F2F2F, wszName ); |
|
} |
|
#elif defined( _X360 ) |
|
#ifndef _DEBUG |
|
char szPIXMarkerName[32]; |
|
PIXifyName( szPIXMarkerName, szName ); |
|
PIXSetMarker( color, szPIXMarkerName ); |
|
#endif |
|
#else // PC |
|
if ( PIXError() ) |
|
return; |
|
wchar_t wszName[128]; |
|
mbstowcs(wszName, szName, 128 ); |
|
D3DPERF_SetMarker( color, wszName ); |
|
#endif |
|
|
|
#endif // PIX_INSTRUMENTATION |
|
} |
|
|
|
void CShaderAPIDx8::StartPIXInstrumentation() |
|
{ |
|
#if defined( PIX_INSTRUMENTATION ) |
|
SetPIXMarker( PIX_VALVE_ORANGE, "Valve_PIX_Capture_Start" ); |
|
#endif |
|
} |
|
|
|
void CShaderAPIDx8::EndPIXInstrumentation() |
|
{ |
|
#if defined( PIX_INSTRUMENTATION ) |
|
SetPIXMarker( PIX_VALVE_ORANGE, "Valve_PIX_Capture_End" ); |
|
#endif |
|
} |
|
|
|
void CShaderAPIDx8::IncrementPIXError() |
|
{ |
|
#if defined( PIX_INSTRUMENTATION ) && !defined( NVPERFHUD ) |
|
m_nPIXErrorCount++; |
|
if ( m_nPIXErrorCount >= MAX_PIX_ERRORS ) |
|
{ |
|
Warning( "Source engine built with PIX instrumentation, but PIX doesn't seem to have been used to instantiate the game, which is necessary on PC.\n" ); |
|
} |
|
#endif |
|
} |
|
|
|
// Have we already hit several PIX errors? |
|
bool CShaderAPIDx8::PIXError() |
|
{ |
|
#if defined( PIX_INSTRUMENTATION ) && !defined( NVPERFHUD ) |
|
return m_nPIXErrorCount >= MAX_PIX_ERRORS; |
|
#else |
|
return false; |
|
#endif |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Check for device lost |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::ChangeVideoMode( const ShaderDeviceInfo_t &info ) |
|
{ |
|
if ( IsX360() ) |
|
return; |
|
|
|
LOCK_SHADERAPI(); |
|
|
|
m_PendingVideoModeChangeConfig = info; |
|
m_bPendingVideoModeChange = true; |
|
|
|
if ( info.m_DisplayMode.m_nWidth != 0 && info.m_DisplayMode.m_nHeight != 0 ) |
|
{ |
|
m_nWindowWidth = info.m_DisplayMode.m_nWidth; |
|
m_nWindowHeight = info.m_DisplayMode.m_nHeight; |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Compute fill rate |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::ComputeFillRate() |
|
{ |
|
if ( IsX360() ) |
|
{ |
|
// not valid |
|
return; |
|
} |
|
|
|
static unsigned char* pBuf = 0; |
|
|
|
int width, height; |
|
GetWindowSize( width, height ); |
|
// Snapshot; look at total # pixels drawn... |
|
if ( !pBuf ) |
|
{ |
|
int memSize = ShaderUtil()->GetMemRequired( |
|
width, |
|
height, |
|
1, |
|
IMAGE_FORMAT_RGB888, |
|
false ) + 4; |
|
|
|
pBuf = (unsigned char*)malloc( memSize ); |
|
} |
|
|
|
ReadPixels( |
|
0, |
|
0, |
|
width, |
|
height, |
|
pBuf, |
|
IMAGE_FORMAT_RGB888 ); |
|
|
|
int mask = 0xFF; |
|
int count = 0; |
|
unsigned char* pRead = pBuf; |
|
for (int i = 0; i < height; ++i) |
|
{ |
|
for (int j = 0; j < width; ++j) |
|
{ |
|
int val = *(int*)pRead; |
|
count += (val & mask); |
|
pRead += 3; |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Use this to get the mesh builder that allows us to modify vertex data |
|
//----------------------------------------------------------------------------- |
|
CMeshBuilder* CShaderAPIDx8::GetVertexModifyBuilder() |
|
{ |
|
return &m_ModifyBuilder; |
|
} |
|
|
|
bool CShaderAPIDx8::InFlashlightMode() const |
|
{ |
|
return ShaderUtil()->InFlashlightMode(); |
|
} |
|
|
|
bool CShaderAPIDx8::InEditorMode() const |
|
{ |
|
return ShaderUtil()->InEditorMode(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Gets the bound morph's vertex format; returns 0 if no morph is bound |
|
//----------------------------------------------------------------------------- |
|
MorphFormat_t CShaderAPIDx8::GetBoundMorphFormat() |
|
{ |
|
return ShaderUtil()->GetBoundMorphFormat(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// returns the current time in seconds... |
|
//----------------------------------------------------------------------------- |
|
double CShaderAPIDx8::CurrentTime() const |
|
{ |
|
// FIXME: Return game time instead of real time! |
|
// Or eliminate this altogether and put it into a material var |
|
// (this is used by vertex modifiers in shader code at the moment) |
|
return Plat_FloatTime(); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Methods called by the transition table that use dynamic state... |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::ApplyZBias( const ShadowState_t& shaderState ) |
|
{ |
|
MaterialSystem_Config_t &config = ShaderUtil()->GetConfig(); |
|
float a = (config.m_SlopeScaleDepthBias_Decal != 0.0f) ? 1.0f / config.m_SlopeScaleDepthBias_Decal : 0.0f; |
|
float b = (config.m_SlopeScaleDepthBias_Normal != 0.0f) ? 1.0f / config.m_SlopeScaleDepthBias_Normal : 0.0f; |
|
float c = (config.m_DepthBias_Decal != 0.0f) ? 1.0f / config.m_DepthBias_Decal : 0.0f; |
|
float d = (config.m_DepthBias_Normal != 0.0f) ? 1.0f / config.m_DepthBias_Normal : 0.0f; |
|
|
|
// FIXME: No longer necessary; may be necessary if you want to use cat 4.3 drivers? |
|
// GR - hack for R200 |
|
bool bPS14Only = g_pHardwareConfig->Caps().m_SupportsPixelShaders_1_4 && !g_pHardwareConfig->Caps().m_SupportsPixelShaders_2_0; |
|
if( ( g_pHardwareConfig->Caps().m_VendorID == 0x1002 ) && bPS14Only ) |
|
{ |
|
// Slam to m_SlopeScaleDepthBias_Decal = 0, m_DepthBias_Decal = -4096 |
|
// which empirically is what appears to look good on r200 |
|
// NOTE: Slamming to 0 instead of -1.0 / 4096 because on Cat 4.9, WinXP, 8500, |
|
// this causes the z values to be more than 50 units away from the original z values |
|
|
|
a = 0.0f; |
|
c = -1.0/4096.0; |
|
} |
|
|
|
// bias = (s * D3DRS_SLOPESCALEDEPTHBIAS) + D3DRS_DEPTHBIAS, where s is the maximum depth slope of the triangle being rendered |
|
if ( g_pHardwareConfig->Caps().m_ZBiasAndSlopeScaledDepthBiasSupported ) |
|
{ |
|
float fSlopeScaleDepthBias, fDepthBias; |
|
if ( shaderState.m_ZBias == SHADER_POLYOFFSET_DECAL ) |
|
{ |
|
fSlopeScaleDepthBias = a; |
|
fDepthBias = c; |
|
} |
|
else if ( shaderState.m_ZBias == SHADER_POLYOFFSET_SHADOW_BIAS ) |
|
{ |
|
fSlopeScaleDepthBias = m_fShadowSlopeScaleDepthBias; |
|
fDepthBias = m_fShadowDepthBias; |
|
} |
|
else // assume SHADER_POLYOFFSET_DISABLE |
|
{ |
|
fSlopeScaleDepthBias = b; |
|
fDepthBias = d; |
|
} |
|
|
|
if( ReverseDepthOnX360() ) |
|
{ |
|
fSlopeScaleDepthBias = -fSlopeScaleDepthBias; |
|
fDepthBias = -fDepthBias; |
|
} |
|
|
|
SetRenderStateConstMacro( this, D3DRS_SLOPESCALEDEPTHBIAS, *((DWORD*) (&fSlopeScaleDepthBias)) ); |
|
SetRenderStateConstMacro( this, D3DRS_DEPTHBIAS, *((DWORD*) (&fDepthBias)) ); |
|
} |
|
else |
|
{ |
|
MarkAllUserClipPlanesDirty(); |
|
m_DynamicState.m_TransformChanged[MATERIAL_PROJECTION] |= |
|
STATE_CHANGED_VERTEX_SHADER | STATE_CHANGED_FIXED_FUNCTION; |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::ApplyTextureEnable( const ShadowState_t& state, int nSampler ) |
|
{ |
|
if ( state.m_SamplerState[nSampler].m_TextureEnable == SamplerState(nSampler).m_TextureEnable ) |
|
return; |
|
|
|
if ( state.m_SamplerState[nSampler].m_TextureEnable ) |
|
{ |
|
SamplerState( nSampler ).m_TextureEnable = true; |
|
|
|
// Should not be necessary/possible (SetTextureState() calls D3D9/DXAbstract, so the calling thread must already own the device. |
|
//LOCK_SHADERAPI(); |
|
|
|
// Don't do this here!! It ends up giving us extra texture sets. |
|
// We'll Assert in debug mode if you enable a texture stage |
|
// but don't bind a texture. |
|
// see CShaderAPIDx8::RenderPass() for this check. |
|
// NOTE: We aren't doing this optimization quite yet. There are situations |
|
// where you want a texture stage enabled for its texture coordinates, but |
|
// you don't actually bind a texture (texmvspec for example.) |
|
SetTextureState( (Sampler_t)nSampler, SamplerState(nSampler).m_BoundTexture, true ); |
|
} |
|
else |
|
{ |
|
SamplerState( nSampler ).m_TextureEnable = false; |
|
SetTextureState( (Sampler_t)nSampler, INVALID_SHADERAPI_TEXTURE_HANDLE ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Used to clear the transition table when we know it's become invalid. |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::ClearSnapshots() |
|
{ |
|
LOCK_SHADERAPI(); |
|
FlushBufferedPrimitives(); |
|
m_TransitionTable.Reset(); |
|
InitRenderState(); |
|
} |
|
|
|
|
|
static void KillTranslation( D3DXMATRIX& mat ) |
|
{ |
|
mat[3] = 0.0f; |
|
mat[7] = 0.0f; |
|
mat[11] = 0.0f; |
|
mat[12] = 0.0f; |
|
mat[13] = 0.0f; |
|
mat[14] = 0.0f; |
|
mat[15] = 1.0f; |
|
} |
|
|
|
static void PrintMatrix( const char *name, const D3DXMATRIX& mat ) |
|
{ |
|
int row, col; |
|
char buf[128]; |
|
|
|
Plat_DebugString( name ); |
|
Plat_DebugString( "\n" ); |
|
for( row = 0; row < 4; row++ ) |
|
{ |
|
Plat_DebugString( " " ); |
|
for( col = 0; col < 4; col++ ) |
|
{ |
|
sprintf( buf, "%f ", ( float )mat( row, col ) ); |
|
Plat_DebugString( buf ); |
|
} |
|
Plat_DebugString( "\n" ); |
|
} |
|
Plat_DebugString( "\n" ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Gets the vertex format for a particular snapshot id |
|
//----------------------------------------------------------------------------- |
|
VertexFormat_t CShaderAPIDx8::ComputeVertexUsage( int num, StateSnapshot_t* pIds ) const |
|
{ |
|
LOCK_SHADERAPI(); |
|
if (num == 0) |
|
return 0; |
|
|
|
// We don't have to all sorts of crazy stuff if there's only one snapshot |
|
if ( num == 1 ) |
|
{ |
|
const ShadowShaderState_t& state = m_TransitionTable.GetSnapshotShader( pIds[0] ); |
|
return state.m_VertexUsage; |
|
} |
|
|
|
Assert( pIds ); |
|
|
|
// Aggregating vertex formats is a little tricky; |
|
// For example, what do we do when two passes want user data? |
|
// Can we assume they are the same? For now, I'm going to |
|
// just print a warning in debug. |
|
|
|
VertexCompressionType_t compression = VERTEX_COMPRESSION_INVALID; |
|
int userDataSize = 0; |
|
int numBones = 0; |
|
int texCoordSize[VERTEX_MAX_TEXTURE_COORDINATES] = { 0, 0, 0, 0, 0, 0, 0, 0 }; |
|
int flags = 0; |
|
|
|
for (int i = num; --i >= 0; ) |
|
{ |
|
const ShadowShaderState_t& state = m_TransitionTable.GetSnapshotShader( pIds[i] ); |
|
VertexFormat_t fmt = state.m_VertexUsage; |
|
flags |= VertexFlags(fmt); |
|
|
|
VertexCompressionType_t newCompression = CompressionType( fmt ); |
|
if ( ( compression != newCompression ) && ( compression != VERTEX_COMPRESSION_INVALID ) ) |
|
{ |
|
Warning("Encountered a material with two passes that specify different vertex compression types!\n"); |
|
compression = VERTEX_COMPRESSION_NONE; // Be safe, disable compression |
|
} |
|
|
|
int newNumBones = NumBoneWeights(fmt); |
|
if ((numBones != newNumBones) && (newNumBones != 0)) |
|
{ |
|
if (numBones != 0) |
|
{ |
|
Warning("Encountered a material with two passes that use different numbers of bones!\n"); |
|
} |
|
numBones = newNumBones; |
|
} |
|
|
|
int newUserSize = UserDataSize(fmt); |
|
if ((userDataSize != newUserSize) && (newUserSize != 0)) |
|
{ |
|
if (userDataSize != 0) |
|
{ |
|
Warning("Encountered a material with two passes that use different user data sizes!\n"); |
|
} |
|
userDataSize = newUserSize; |
|
} |
|
|
|
for ( int j = 0; j < VERTEX_MAX_TEXTURE_COORDINATES; ++j ) |
|
{ |
|
int newSize = TexCoordSize( (TextureStage_t)j, fmt ); |
|
if ( ( texCoordSize[j] != newSize ) && ( newSize != 0 ) ) |
|
{ |
|
if ( texCoordSize[j] != 0 ) |
|
{ |
|
Warning("Encountered a material with two passes that use different texture coord sizes!\n"); |
|
} |
|
if ( texCoordSize[j] < newSize ) |
|
{ |
|
texCoordSize[j] = newSize; |
|
} |
|
} |
|
} |
|
} |
|
|
|
return MeshMgr()->ComputeVertexFormat( flags, VERTEX_MAX_TEXTURE_COORDINATES, |
|
texCoordSize, numBones, userDataSize ); |
|
} |
|
|
|
VertexFormat_t CShaderAPIDx8::ComputeVertexFormat( int num, StateSnapshot_t* pIds ) const |
|
{ |
|
LOCK_SHADERAPI(); |
|
VertexFormat_t fmt = ComputeVertexUsage( num, pIds ); |
|
return fmt; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// What fields in the morph do we actually use? |
|
//----------------------------------------------------------------------------- |
|
MorphFormat_t CShaderAPIDx8::ComputeMorphFormat( int numSnapshots, StateSnapshot_t* pIds ) const |
|
{ |
|
LOCK_SHADERAPI(); |
|
MorphFormat_t format = 0; |
|
for ( int i = 0; i < numSnapshots; ++i ) |
|
{ |
|
MorphFormat_t fmt = m_TransitionTable.GetSnapshotShader( pIds[i] ).m_MorphUsage; |
|
format |= VertexFlags(fmt); |
|
} |
|
return format; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Commits a range of vertex shader constants |
|
//----------------------------------------------------------------------------- |
|
static void CommitVertexShaderConstantRange( IDirect3DDevice9 *pDevice, const DynamicState_t &desiredState, |
|
DynamicState_t ¤tState, bool bForce, int nFirstConstant, int nCount ) |
|
{ |
|
if ( IsX360() ) |
|
{ |
|
// invalid code path for 360, not coded for 360 GPU contant awareness |
|
Assert( 0 ); |
|
return; |
|
} |
|
|
|
int nFirstCommit = nFirstConstant; |
|
int nCommitCount = 0; |
|
|
|
for ( int i = 0; i < nCount; ++i ) |
|
{ |
|
int nVar = nFirstConstant + i; |
|
|
|
bool bDifferentValue = bForce || ( desiredState.m_pVectorVertexShaderConstant[nVar] != currentState.m_pVectorVertexShaderConstant[nVar] ); |
|
if ( !bDifferentValue ) |
|
{ |
|
if ( nCommitCount != 0 ) |
|
{ |
|
// flush the prior range |
|
pDevice->SetVertexShaderConstantF( nFirstCommit, desiredState.m_pVectorVertexShaderConstant[nFirstCommit].Base(), nCommitCount ); |
|
|
|
memcpy( ¤tState.m_pVectorVertexShaderConstant[nFirstCommit], |
|
&desiredState.m_pVectorVertexShaderConstant[nFirstCommit], nCommitCount * 4 * sizeof(float) ); |
|
} |
|
|
|
// start of new range |
|
nFirstCommit = nVar + 1; |
|
nCommitCount = 0; |
|
} |
|
else |
|
{ |
|
++nCommitCount; |
|
} |
|
} |
|
|
|
if ( nCommitCount != 0 ) |
|
{ |
|
// flush range |
|
pDevice->SetVertexShaderConstantF( nFirstCommit, desiredState.m_pVectorVertexShaderConstant[nFirstCommit].Base(), nCommitCount ); |
|
|
|
memcpy( ¤tState.m_pVectorVertexShaderConstant[nFirstCommit], |
|
&desiredState.m_pVectorVertexShaderConstant[nFirstCommit], nCommitCount * 4 * sizeof(float) ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Gets the current buffered state... (debug only) |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::GetBufferedState( BufferedState_t& state ) |
|
{ |
|
memcpy( &state.m_Transform[0], &GetTransform(MATERIAL_MODEL), sizeof(D3DXMATRIX) ); |
|
memcpy( &state.m_Transform[1], &GetTransform(MATERIAL_VIEW), sizeof(D3DXMATRIX) ); |
|
memcpy( &state.m_Transform[2], &GetTransform(MATERIAL_PROJECTION), sizeof(D3DXMATRIX) ); |
|
memcpy( &state.m_Viewport, &m_DynamicState.m_Viewport, sizeof(state.m_Viewport) ); |
|
state.m_PixelShader = ShaderManager()->GetCurrentPixelShader(); |
|
state.m_VertexShader = ShaderManager()->GetCurrentVertexShader(); |
|
for (int i = 0; i < g_pHardwareConfig->GetSamplerCount(); ++i) |
|
{ |
|
state.m_BoundTexture[i] = m_DynamicState.m_SamplerState[i].m_BoundTexture; |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// constant color methods |
|
//----------------------------------------------------------------------------- |
|
|
|
void CShaderAPIDx8::Color3f( float r, float g, float b ) |
|
{ |
|
unsigned int color = D3DCOLOR_ARGB( 255, (int)(r * 255), |
|
(int)(g * 255), (int)(b * 255) ); |
|
if (color != m_DynamicState.m_ConstantColor) |
|
{ |
|
m_DynamicState.m_ConstantColor = color; |
|
SetSupportedRenderState( D3DRS_TEXTUREFACTOR, color ); |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::Color4f( float r, float g, float b, float a ) |
|
{ |
|
unsigned int color = D3DCOLOR_ARGB( (int)(a * 255), (int)(r * 255), |
|
(int)(g * 255), (int)(b * 255) ); |
|
if (color != m_DynamicState.m_ConstantColor) |
|
{ |
|
m_DynamicState.m_ConstantColor = color; |
|
SetSupportedRenderState( D3DRS_TEXTUREFACTOR, color ); |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::Color3fv( float const *c ) |
|
{ |
|
Assert( c ); |
|
unsigned int color = D3DCOLOR_ARGB( 255, (int)(c[0] * 255), |
|
(int)(c[1] * 255), (int)(c[2] * 255) ); |
|
if (color != m_DynamicState.m_ConstantColor) |
|
{ |
|
m_DynamicState.m_ConstantColor = color; |
|
SetSupportedRenderState( D3DRS_TEXTUREFACTOR, color ); |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::Color4fv( float const *c ) |
|
{ |
|
Assert( c ); |
|
unsigned int color = D3DCOLOR_ARGB( (int)(c[3] * 255), (int)(c[0] * 255), |
|
(int)(c[1] * 255), (int)(c[2] * 255) ); |
|
if (color != m_DynamicState.m_ConstantColor) |
|
{ |
|
m_DynamicState.m_ConstantColor = color; |
|
SetSupportedRenderState( D3DRS_TEXTUREFACTOR, color ); |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::Color3ub( unsigned char r, unsigned char g, unsigned char b ) |
|
{ |
|
unsigned int color = D3DCOLOR_ARGB( 255, r, g, b ); |
|
if (color != m_DynamicState.m_ConstantColor) |
|
{ |
|
m_DynamicState.m_ConstantColor = color; |
|
SetSupportedRenderState( D3DRS_TEXTUREFACTOR, color ); |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::Color3ubv( unsigned char const* pColor ) |
|
{ |
|
Assert( pColor ); |
|
unsigned int color = D3DCOLOR_ARGB( 255, pColor[0], pColor[1], pColor[2] ); |
|
if (color != m_DynamicState.m_ConstantColor) |
|
{ |
|
m_DynamicState.m_ConstantColor = color; |
|
SetSupportedRenderState( D3DRS_TEXTUREFACTOR, color ); |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::Color4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a ) |
|
{ |
|
unsigned int color = D3DCOLOR_ARGB( a, r, g, b ); |
|
if (color != m_DynamicState.m_ConstantColor) |
|
{ |
|
m_DynamicState.m_ConstantColor = color; |
|
SetSupportedRenderState( D3DRS_TEXTUREFACTOR, color ); |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::Color4ubv( unsigned char const* pColor ) |
|
{ |
|
Assert( pColor ); |
|
unsigned int color = D3DCOLOR_ARGB( pColor[3], pColor[0], pColor[1], pColor[2] ); |
|
if (color != m_DynamicState.m_ConstantColor) |
|
{ |
|
m_DynamicState.m_ConstantColor = color; |
|
SetSupportedRenderState( D3DRS_TEXTUREFACTOR, color ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// The shade mode |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::ShadeMode( ShaderShadeMode_t mode ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
D3DSHADEMODE shadeMode = (mode == SHADER_FLAT) ? D3DSHADE_FLAT : D3DSHADE_GOURAUD; |
|
if (m_DynamicState.m_ShadeMode != shadeMode) |
|
{ |
|
m_DynamicState.m_ShadeMode = shadeMode; |
|
SetRenderStateConstMacro( this, D3DRS_SHADEMODE, shadeMode ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Buffering 2 frames ahead |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::EnableBuffer2FramesAhead( bool bEnable ) |
|
{ |
|
#ifdef _X360 |
|
m_bBuffer2FramesAhead = bEnable; |
|
if ( bEnable != m_DynamicState.m_bBuffer2Frames ) |
|
{ |
|
SetRenderState( D3DRS_BUFFER2FRAMES, bEnable ); |
|
m_DynamicState.m_bBuffer2Frames = bEnable; |
|
} |
|
#endif |
|
} |
|
|
|
void CShaderAPIDx8::SetDepthFeatheringPixelShaderConstant( int iConstant, float fDepthBlendScale ) |
|
{ |
|
float fConstantValues[4]; |
|
|
|
if( IsX360() ) |
|
{ |
|
const D3DMATRIX &projMatrix = GetProjectionMatrix(); |
|
|
|
fConstantValues[0] = 50.0f / fDepthBlendScale; |
|
fConstantValues[1] = 1.0f / projMatrix.m[2][2]; |
|
fConstantValues[2] = 1.0f / projMatrix.m[3][2]; |
|
fConstantValues[3] = projMatrix.m[2][2]; |
|
|
|
/* |
|
D3DXMATRIX invProjMatrix; |
|
D3DXMatrixInverse( &invProjMatrix, NULL, (D3DXMATRIX *)&projMatrix ); |
|
fConstantValues[1] = invProjMatrix.m[3][2]; |
|
fConstantValues[2] = invProjMatrix.m[3][3]; |
|
fConstantValues[3] = invProjMatrix.m[2][2]; |
|
*/ |
|
} |
|
else |
|
{ |
|
fConstantValues[0] = m_DynamicState.m_DestAlphaDepthRange / fDepthBlendScale; |
|
fConstantValues[1] = fConstantValues[2] = fConstantValues[3] = 0.0f; //empty |
|
} |
|
|
|
SetPixelShaderConstant( iConstant, fConstantValues ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Cull mode.. |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::SetCullModeState( bool bEnable, D3DCULL nDesiredCullMode ) |
|
{ |
|
D3DCULL nCullMode = bEnable ? nDesiredCullMode : D3DCULL_NONE; |
|
if ( nCullMode != m_DynamicState.m_CullMode ) |
|
{ |
|
SetRenderStateConstMacro( this, D3DRS_CULLMODE, nCullMode ); |
|
m_DynamicState.m_CullMode = nCullMode; |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::ApplyCullEnable( bool bEnable ) |
|
{ |
|
m_DynamicState.m_bCullEnabled = bEnable; |
|
SetCullModeState( m_DynamicState.m_bCullEnabled, m_DynamicState.m_DesiredCullMode ); |
|
} |
|
|
|
void CShaderAPIDx8::CullMode( MaterialCullMode_t nCullMode ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
D3DCULL nNewCullMode; |
|
switch( nCullMode ) |
|
{ |
|
case MATERIAL_CULLMODE_CCW: |
|
// Culls backfacing polys (normal) |
|
nNewCullMode = D3DCULL_CCW; |
|
break; |
|
|
|
case MATERIAL_CULLMODE_CW: |
|
// Culls frontfacing polys |
|
nNewCullMode = D3DCULL_CW; |
|
break; |
|
|
|
default: |
|
Warning( "CullMode: invalid cullMode\n" ); |
|
return; |
|
} |
|
|
|
if (m_DynamicState.m_DesiredCullMode != nNewCullMode) |
|
{ |
|
FlushBufferedPrimitives(); |
|
m_DynamicState.m_DesiredCullMode = nNewCullMode; |
|
SetCullModeState( m_DynamicState.m_bCullEnabled, m_DynamicState.m_DesiredCullMode ); |
|
} |
|
} |
|
|
|
static ConVar mat_alphacoverage( "mat_alphacoverage", "1" ); |
|
void CShaderAPIDx8::ApplyAlphaToCoverage( bool bEnable ) |
|
{ |
|
if ( mat_alphacoverage.GetBool() ) |
|
{ |
|
if ( bEnable ) |
|
EnableAlphaToCoverage(); |
|
else |
|
DisableAlphaToCoverage(); |
|
} |
|
else |
|
{ |
|
DisableAlphaToCoverage(); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Returns the current cull mode of the current material (for selection mode only) |
|
//----------------------------------------------------------------------------- |
|
D3DCULL CShaderAPIDx8::GetCullMode() const |
|
{ |
|
Assert( m_pMaterial ); |
|
if ( m_pMaterial->GetMaterialVarFlag( MATERIAL_VAR_NOCULL ) ) |
|
return D3DCULL_NONE; |
|
return m_DynamicState.m_DesiredCullMode; |
|
} |
|
|
|
void CShaderAPIDx8::SetRasterState( const ShaderRasterState_t& state ) |
|
{ |
|
// FIXME: Implement! |
|
} |
|
|
|
|
|
void CShaderAPIDx8::ForceDepthFuncEquals( bool bEnable ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
if ( !g_pShaderDeviceDx8->IsDeactivated() ) |
|
{ |
|
m_TransitionTable.ForceDepthFuncEquals( bEnable ); |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::OverrideDepthEnable( bool bEnable, bool bDepthEnable ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
if ( !g_pShaderDeviceDx8->IsDeactivated() ) |
|
{ |
|
m_TransitionTable.OverrideDepthEnable( bEnable, bDepthEnable ); |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::OverrideAlphaWriteEnable( bool bOverrideEnable, bool bAlphaWriteEnable ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
if ( !g_pShaderDeviceDx8->IsDeactivated() ) |
|
{ |
|
m_TransitionTable.OverrideAlphaWriteEnable( bOverrideEnable, bAlphaWriteEnable ); |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::OverrideColorWriteEnable( bool bOverrideEnable, bool bColorWriteEnable ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
if ( !g_pShaderDeviceDx8->IsDeactivated() ) |
|
{ |
|
m_TransitionTable.OverrideColorWriteEnable( bOverrideEnable, bColorWriteEnable ); |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::UpdateFastClipUserClipPlane( void ) |
|
{ |
|
float plane[4]; |
|
switch( m_DynamicState.m_HeightClipMode ) |
|
{ |
|
case MATERIAL_HEIGHTCLIPMODE_DISABLE: |
|
EnableFastClip( false ); |
|
break; |
|
case MATERIAL_HEIGHTCLIPMODE_RENDER_ABOVE_HEIGHT: |
|
plane[0] = 0.0f; |
|
plane[1] = 0.0f; |
|
plane[2] = 1.0f; |
|
plane[3] = m_DynamicState.m_HeightClipZ; |
|
EnableFastClip( true ); |
|
SetFastClipPlane(plane); |
|
break; |
|
case MATERIAL_HEIGHTCLIPMODE_RENDER_BELOW_HEIGHT: |
|
plane[0] = 0.0f; |
|
plane[1] = 0.0f; |
|
plane[2] = -1.0f; |
|
plane[3] = -m_DynamicState.m_HeightClipZ; |
|
EnableFastClip( true ); |
|
SetFastClipPlane(plane); |
|
break; |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::SetHeightClipZ( float z ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
if( z != m_DynamicState.m_HeightClipZ ) |
|
{ |
|
FlushBufferedPrimitives(); |
|
m_DynamicState.m_HeightClipZ = z; |
|
UpdateVertexShaderFogParams(); |
|
UpdateFastClipUserClipPlane(); |
|
m_DynamicState.m_TransformChanged[MATERIAL_PROJECTION] |= |
|
STATE_CHANGED_VERTEX_SHADER | STATE_CHANGED_FIXED_FUNCTION; |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::SetHeightClipMode( MaterialHeightClipMode_t heightClipMode ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
if( heightClipMode != m_DynamicState.m_HeightClipMode ) |
|
{ |
|
FlushBufferedPrimitives(); |
|
m_DynamicState.m_HeightClipMode = heightClipMode; |
|
UpdateVertexShaderFogParams(); |
|
UpdateFastClipUserClipPlane(); |
|
m_DynamicState.m_TransformChanged[MATERIAL_PROJECTION] |= |
|
STATE_CHANGED_VERTEX_SHADER | STATE_CHANGED_FIXED_FUNCTION; |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::SetClipPlane( int index, const float *pPlane ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
Assert( index < g_pHardwareConfig->MaxUserClipPlanes() && index >= 0 ); |
|
|
|
// NOTE: The plane here is specified in *world space* |
|
// NOTE: This is done because they assume Ax+By+Cz+Dw = 0 (where w = 1 in real space) |
|
// while we use Ax+By+Cz=D |
|
D3DXPLANE plane; |
|
plane.a = pPlane[0]; |
|
plane.b = pPlane[1]; |
|
plane.c = pPlane[2]; |
|
plane.d = -pPlane[3]; |
|
|
|
if ( plane != m_DynamicState.m_UserClipPlaneWorld[index] ) |
|
{ |
|
FlushBufferedPrimitives(); |
|
|
|
m_DynamicState.m_UserClipPlaneChanged |= ( 1 << index ); |
|
m_DynamicState.m_UserClipPlaneWorld[index] = plane; |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Converts a D3DXMatrix to a VMatrix and back |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::D3DXMatrixToVMatrix( const D3DXMATRIX &in, VMatrix &out ) |
|
{ |
|
MatrixTranspose( *(const VMatrix*)&in, out ); |
|
} |
|
|
|
void CShaderAPIDx8::VMatrixToD3DXMatrix( const VMatrix &in, D3DXMATRIX &out ) |
|
{ |
|
MatrixTranspose( in, *(VMatrix*)&out ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Mark all user clip planes as being dirty |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::MarkAllUserClipPlanesDirty() |
|
{ |
|
m_DynamicState.m_UserClipPlaneChanged |= ( 1 << g_pHardwareConfig->MaxUserClipPlanes() ) - 1; |
|
m_DynamicState.m_bFastClipPlaneChanged = true; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// User clip plane override |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::EnableUserClipTransformOverride( bool bEnable ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
if ( m_DynamicState.m_bUserClipTransformOverride != bEnable ) |
|
{ |
|
FlushBufferedPrimitives(); |
|
m_DynamicState.m_bUserClipTransformOverride = bEnable; |
|
MarkAllUserClipPlanesDirty(); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Specify user clip transform |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::UserClipTransform( const VMatrix &worldToProjection ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
D3DXMATRIX dxWorldToProjection; |
|
VMatrixToD3DXMatrix( worldToProjection, dxWorldToProjection ); |
|
|
|
if ( m_DynamicState.m_UserClipTransform != dxWorldToProjection ) |
|
{ |
|
m_DynamicState.m_UserClipTransform = dxWorldToProjection; |
|
if ( m_DynamicState.m_bUserClipTransformOverride ) |
|
{ |
|
FlushBufferedPrimitives(); |
|
MarkAllUserClipPlanesDirty(); |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Enables a user clip plane |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::EnableClipPlane( int index, bool bEnable ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
Assert( index < g_pHardwareConfig->MaxUserClipPlanes() && index >= 0 ); |
|
if( ( m_DynamicState.m_UserClipPlaneEnabled & ( 1 << index ) ? true : false ) != bEnable ) |
|
{ |
|
FlushBufferedPrimitives(); |
|
if( bEnable ) |
|
{ |
|
m_DynamicState.m_UserClipPlaneEnabled |= ( 1 << index ); |
|
} |
|
else |
|
{ |
|
m_DynamicState.m_UserClipPlaneEnabled &= ~( 1 << index ); |
|
} |
|
SetRenderStateConstMacro( this, D3DRS_CLIPPLANEENABLE, m_DynamicState.m_UserClipPlaneEnabled ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Recomputes the fast-clip plane matrices based on the current fast-clip plane |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::CommitFastClipPlane( ) |
|
{ |
|
// Don't bother recomputing if unchanged or disabled |
|
if ( !m_DynamicState.m_bFastClipPlaneChanged || !m_DynamicState.m_FastClipEnabled ) |
|
return; |
|
|
|
m_DynamicState.m_bFastClipPlaneChanged = false; |
|
|
|
D3DXMatrixIdentity( &m_CachedFastClipProjectionMatrix ); |
|
|
|
// Compute worldToProjection - need inv. transpose for transforming plane. |
|
D3DXMATRIX viewToProjInvTrans, viewToProjInv, viewToProj = GetTransform(MATERIAL_PROJECTION); |
|
viewToProj._43 *= 0.5f; // pull in zNear because the shear in effect |
|
// moves it out: clipping artifacts when looking down at water |
|
// could occur if this multiply is not done |
|
|
|
D3DXMATRIX worldToViewInvTrans, worldToViewInv, worldToView = GetUserClipTransform(); |
|
|
|
D3DXMatrixInverse( &worldToViewInv, NULL, &worldToView ); |
|
D3DXMatrixTranspose( &worldToViewInvTrans, &worldToViewInv ); |
|
|
|
D3DXMatrixInverse( &viewToProjInv, NULL, &viewToProj ); |
|
D3DXMatrixTranspose( &viewToProjInvTrans, &viewToProjInv ); |
|
|
|
D3DXPLANE plane; |
|
D3DXPlaneNormalize( &plane, &m_DynamicState.m_FastClipPlane ); |
|
D3DXVECTOR4 clipPlane( plane.a, plane.b, plane.c, plane.d ); |
|
|
|
// transform clip plane into view space |
|
D3DXVec4Transform( &clipPlane, &clipPlane, &worldToViewInvTrans ); |
|
|
|
// transform clip plane into projection space |
|
D3DXVec4Transform( &clipPlane, &clipPlane, &viewToProjInvTrans ); |
|
|
|
#define ALLOW_FOR_FASTCLIPDUMPS 0 |
|
|
|
#if (ALLOW_FOR_FASTCLIPDUMPS == 1) |
|
static ConVar shader_dumpfastclipprojectioncoords( "shader_dumpfastclipprojectioncoords", "0", 0, "dump fast clip projected matrix" ); |
|
if( shader_dumpfastclipprojectioncoords.GetBool() ) |
|
DevMsg( "Fast clip plane projected coordinates: %f %f %f %f", clipPlane.x, clipPlane.y, clipPlane.z, clipPlane.w ); |
|
#endif |
|
|
|
if( (clipPlane.z * clipPlane.w) <= -0.4f ) // a plane with (z*w) > -0.4 at this point is behind the camera and will cause graphical glitches. Toss it. (0.4 found through experimentation) |
|
{ |
|
#if (ALLOW_FOR_FASTCLIPDUMPS == 1) |
|
if( shader_dumpfastclipprojectioncoords.GetBool() ) |
|
DevMsg( " %f %f %f %f\n", clipPlane.x, clipPlane.y, clipPlane.z, clipPlane.w ); |
|
#endif |
|
|
|
D3DXVec4Normalize( &clipPlane, &clipPlane ); |
|
|
|
//if ((fabs(clipPlane.z) > 0.01) && (fabs(clipPlane.w) > 0.01f)) |
|
{ |
|
// put projection space clip plane in Z column |
|
m_CachedFastClipProjectionMatrix._13 = clipPlane.x; |
|
m_CachedFastClipProjectionMatrix._23 = clipPlane.y; |
|
m_CachedFastClipProjectionMatrix._33 = clipPlane.z; |
|
m_CachedFastClipProjectionMatrix._43 = clipPlane.w; |
|
} |
|
} |
|
#if (ALLOW_FOR_FASTCLIPDUMPS == 1) |
|
else |
|
{ |
|
if( shader_dumpfastclipprojectioncoords.GetBool() ) |
|
DevMsg( "\n" ); //finish off the line above |
|
} |
|
#endif |
|
|
|
m_CachedFastClipProjectionMatrix = viewToProj * m_CachedFastClipProjectionMatrix; |
|
|
|
// Update the cached polyoffset matrix (with clip) too: |
|
ComputePolyOffsetMatrix( m_CachedFastClipProjectionMatrix, m_CachedFastClipPolyOffsetProjectionMatrix ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Sets the fast-clip plane; but doesn't update the matrices |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::SetFastClipPlane( const float *pPlane ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
D3DXPLANE plane; |
|
plane.a = pPlane[0]; |
|
plane.b = pPlane[1]; |
|
plane.c = pPlane[2]; |
|
plane.d = -pPlane[3]; |
|
if ( plane != m_DynamicState.m_FastClipPlane ) |
|
{ |
|
FlushBufferedPrimitives(); |
|
UpdateVertexShaderFogParams(); |
|
|
|
m_DynamicState.m_FastClipPlane = plane; |
|
|
|
// Mark a dirty bit so when it comes time to commit view + projection transforms, |
|
// we also update the fast clip matrices |
|
m_DynamicState.m_bFastClipPlaneChanged = true; |
|
|
|
m_DynamicState.m_TransformChanged[MATERIAL_PROJECTION] |= |
|
STATE_CHANGED_VERTEX_SHADER | STATE_CHANGED_FIXED_FUNCTION; |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Enables/disables fast-clip mode |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::EnableFastClip( bool bEnable ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
if( m_DynamicState.m_FastClipEnabled != bEnable ) |
|
{ |
|
FlushBufferedPrimitives(); |
|
UpdateVertexShaderFogParams(); |
|
|
|
m_DynamicState.m_FastClipEnabled = bEnable; |
|
|
|
m_DynamicState.m_TransformChanged[MATERIAL_PROJECTION] |= |
|
STATE_CHANGED_VERTEX_SHADER | STATE_CHANGED_FIXED_FUNCTION; |
|
} |
|
} |
|
|
|
/* |
|
// ----------------------------------------------------------------------------- |
|
// SetInvariantClipVolume - This routine takes six planes as input and sets the |
|
// appropriate Direct3D user clip plane state |
|
// What we mean by "invariant clipping" here is that certain devices implement |
|
// user clip planes at the raster level, which means that multi-pass rendering |
|
// where one pass is unclipped (such as base geometry) and another pass *IS* |
|
// clipped (such as flashlight geometry), there is no z-fighting since the |
|
// clipping is implemented at the raster level in an "invariant" way |
|
// ----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::SetInvariantClipVolume( Frustum_t *pFrustumPlanes ) |
|
{ |
|
// Only do this on modern nVidia hardware, which does invariant clipping |
|
if ( m_VendorID == VENDORID_NVIDIA ) |
|
{ |
|
if ( pFrustumPlanes ) |
|
{ |
|
// if () |
|
// { |
|
// |
|
// } |
|
|
|
for (int i=0; i<6; i++) |
|
{ |
|
const cplane_t *pPlane = pFrustumPlanes->GetPlane(i); |
|
|
|
SetClipPlane( i, (float *) &pPlane->normal ); |
|
EnableClipPlane( i, true ); |
|
|
|
// FRUSTUM_RIGHT = 0, |
|
// FRUSTUM_LEFT = 1, |
|
// FRUSTUM_TOP = 2, |
|
// FRUSTUM_BOTTOM = 3, |
|
// FRUSTUM_NEARZ = 4, |
|
// FRUSTUM_FARZ = 5, |
|
|
|
} |
|
} |
|
else // NULL disables the invariant clip volume... |
|
{ |
|
for (int i=0; i<6; i++) |
|
{ |
|
EnableClipPlane( i, false ); |
|
} |
|
} |
|
} |
|
} |
|
*/ |
|
|
|
//----------------------------------------------------------------------------- |
|
// Vertex blending |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::SetVertexBlendState( int numBones ) |
|
{ |
|
if (numBones < 0) |
|
{ |
|
numBones = m_DynamicState.m_NumBones; |
|
} |
|
|
|
// For fixed-function, the number of weights is actually one less than |
|
// the number of bones |
|
if (numBones > 0) |
|
--numBones; |
|
|
|
bool normalizeNormals = true; |
|
D3DVERTEXBLENDFLAGS vertexBlend; |
|
switch(numBones) |
|
{ |
|
case 0: |
|
vertexBlend = D3DVBF_DISABLE; |
|
normalizeNormals = false; |
|
break; |
|
|
|
case 1: |
|
vertexBlend = D3DVBF_1WEIGHTS; |
|
break; |
|
|
|
case 2: |
|
vertexBlend = D3DVBF_2WEIGHTS; |
|
break; |
|
|
|
case 3: |
|
vertexBlend = D3DVBF_3WEIGHTS; |
|
break; |
|
|
|
default: |
|
vertexBlend = D3DVBF_DISABLE; |
|
Assert(0); |
|
break; |
|
} |
|
|
|
if (m_DynamicState.m_VertexBlend != vertexBlend) |
|
{ |
|
m_DynamicState.m_VertexBlend = vertexBlend; |
|
SetSupportedRenderState( D3DRS_VERTEXBLEND, vertexBlend ); |
|
} |
|
|
|
// Activate normalize normals when skinning is on |
|
if (m_DynamicState.m_NormalizeNormals != normalizeNormals) |
|
{ |
|
m_DynamicState.m_NormalizeNormals = normalizeNormals; |
|
SetSupportedRenderState( D3DRS_NORMALIZENORMALS, normalizeNormals ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Vertex blending |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::SetNumBoneWeights( int numBones ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
if (m_DynamicState.m_NumBones != numBones) |
|
{ |
|
FlushBufferedPrimitives(); |
|
m_DynamicState.m_NumBones = numBones; |
|
|
|
if ( m_TransitionTable.CurrentShadowState() ) |
|
{ |
|
SetVertexBlendState( m_TransitionTable.CurrentShadowState()->m_VertexBlendEnable ? -1 : 0 ); |
|
} |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::EnableHWMorphing( bool bEnable ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
if ( m_DynamicState.m_bHWMorphingEnabled != bEnable ) |
|
{ |
|
FlushBufferedPrimitives(); |
|
m_DynamicState.m_bHWMorphingEnabled = bEnable; |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::EnabledSRGBWrite( bool bEnabled ) |
|
{ |
|
m_DynamicState.m_bSRGBWritesEnabled = bEnabled; |
|
|
|
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
|
{ |
|
UpdatePixelFogColorConstant(); |
|
|
|
if ( bEnabled && g_pHardwareConfig->NeedsShaderSRGBConversion() ) |
|
BindTexture( SHADER_SAMPLER15, m_hLinearToGammaTableTexture ); |
|
else |
|
BindTexture( SHADER_SAMPLER15, m_hLinearToGammaTableIdentityTexture ); |
|
} |
|
} |
|
|
|
#if defined( _X360 ) |
|
void CShaderAPIDx8::ApplySRGBReadState( int iTextureStage, bool bSRGBReadEnabled ) |
|
{ |
|
Sampler_t sampler = (Sampler_t)iTextureStage; |
|
SamplerState_t &samplerState = SamplerState( sampler ); |
|
samplerState.m_SRGBReadEnable = bSRGBReadEnabled; |
|
|
|
if ( ( samplerState.m_BoundTexture == INVALID_SHADERAPI_TEXTURE_HANDLE ) || !samplerState.m_TextureEnable ) |
|
{ |
|
return; |
|
} |
|
|
|
IDirect3DBaseTexture *pBindTexture = CShaderAPIDx8::GetD3DTexture( samplerState.m_BoundTexture ); |
|
if ( !pBindTexture ) |
|
{ |
|
return; |
|
} |
|
|
|
DWORD linearFormatBackup = pBindTexture->Format.dword[0]; //if we convert to srgb format, we need the original format for reverting. We only need the first DWORD of GPUTEXTURE_FETCH_CONSTANT. |
|
if ( bSRGBReadEnabled ) |
|
{ |
|
pBindTexture->Format.SignX = pBindTexture->Format.SignY = pBindTexture->Format.SignZ = 3; //convert to srgb format for the bind. This effectively emulates the old srgb read sampler state |
|
} |
|
|
|
Dx9Device()->SetTexture( sampler, pBindTexture ); |
|
|
|
// copy back the format in case we changed it |
|
pBindTexture->Format.dword[0] = linearFormatBackup; |
|
} |
|
#endif |
|
|
|
//----------------------------------------------------------------------------- |
|
// Fog methods... |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::UpdatePixelFogColorConstant( void ) |
|
{ |
|
Assert( HardwareConfig()->SupportsPixelShaders_2_b() ); |
|
float fogColor[4]; |
|
|
|
switch( GetPixelFogMode() ) |
|
{ |
|
case MATERIAL_FOG_NONE: |
|
{ |
|
for( int i = 0; i != 3; ++i ) |
|
fogColor[i] = 0.0f; |
|
} |
|
break; |
|
|
|
case MATERIAL_FOG_LINEAR: |
|
{ |
|
//setup the fog for mixing linear fog in the pixel shader so that it emulates ff range fog |
|
for( int i = 0; i != 3; ++i ) |
|
fogColor[i] = m_DynamicState.m_PixelFogColor[i]; |
|
|
|
if( m_DynamicState.m_bSRGBWritesEnabled ) |
|
{ |
|
//since the fog color will assuredly get converted from linear to gamma, we should probably convert it from gamma to linear |
|
for( int i = 0; i != 3; ++i ) |
|
fogColor[i] = GammaToLinear_HardwareSpecific( fogColor[i] ); |
|
} |
|
|
|
if( (!m_DynamicState.m_bFogGammaCorrectionDisabled) && (g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER) ) |
|
{ |
|
for( int i = 0; i != 3; ++i ) |
|
fogColor[i] *= m_ToneMappingScale.x; // Linear |
|
} |
|
} |
|
break; |
|
|
|
case MATERIAL_FOG_LINEAR_BELOW_FOG_Z: |
|
{ |
|
//water fog has been around a while and has never tonemap scaled, and has always been in linear space |
|
if( g_pHardwareConfig->NeedsShaderSRGBConversion() ) |
|
{ |
|
//srgb in ps2b uses the 2.2 curve |
|
for( int i = 0; i != 3; ++i ) |
|
fogColor[i] = pow( m_DynamicState.m_PixelFogColor[i], 2.2f ); |
|
} |
|
else |
|
{ |
|
for( int i = 0; i != 3; ++i ) |
|
fogColor[i] = GammaToLinear_HardwareSpecific( m_DynamicState.m_PixelFogColor[i] ); //this is how water fog color has always been setup in the past |
|
} |
|
|
|
if( (!m_DynamicState.m_bFogGammaCorrectionDisabled) && (g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER) ) |
|
{ |
|
for( int i = 0; i != 3; ++i ) |
|
fogColor[i] *= m_ToneMappingScale.x; // Linear |
|
} |
|
} |
|
break; |
|
|
|
NO_DEFAULT; |
|
}; |
|
|
|
fogColor[3] = 1.0f / m_DynamicState.m_DestAlphaDepthRange; |
|
|
|
SetPixelShaderConstant( LINEAR_FOG_COLOR, fogColor ); |
|
} |
|
|
|
|
|
void CShaderAPIDx8::ApplyFogMode( ShaderFogMode_t fogMode, bool bSRGBWritesEnabled, bool bDisableFogGammaCorrection ) |
|
{ |
|
HDRType_t hdrType = g_pHardwareConfig->GetHDRType(); |
|
|
|
if ( fogMode == SHADER_FOGMODE_DISABLED ) |
|
{ |
|
if( hdrType != HDR_TYPE_FLOAT ) |
|
{ |
|
FogMode( MATERIAL_FOG_NONE ); |
|
} |
|
|
|
if( m_DelayedShaderConstants.iPixelShaderFogParams != -1 ) |
|
SetPixelShaderFogParams( m_DelayedShaderConstants.iPixelShaderFogParams, fogMode ); |
|
|
|
return; |
|
} |
|
|
|
bool bShouldGammaCorrect = true; // By default, we'll gamma correct. |
|
unsigned char r = 0, g = 0, b = 0; // Black fog |
|
|
|
|
|
if( hdrType != HDR_TYPE_FLOAT ) |
|
{ |
|
FogMode( m_SceneFogMode ); |
|
} |
|
|
|
if( m_DelayedShaderConstants.iPixelShaderFogParams != -1 ) |
|
SetPixelShaderFogParams( m_DelayedShaderConstants.iPixelShaderFogParams, fogMode ); |
|
|
|
switch( fogMode ) |
|
{ |
|
case SHADER_FOGMODE_BLACK: // Additive decals |
|
bShouldGammaCorrect = false; |
|
break; |
|
case SHADER_FOGMODE_OO_OVERBRIGHT: |
|
case SHADER_FOGMODE_GREY: // Mod2x decals |
|
r = g = b = 128; |
|
break; |
|
case SHADER_FOGMODE_WHITE: // Multiplicative decals |
|
r = g = b = 255; |
|
bShouldGammaCorrect = false; |
|
break; |
|
case SHADER_FOGMODE_FOGCOLOR: |
|
GetSceneFogColor( &r, &g, &b ); // Scene fog color |
|
break; |
|
NO_DEFAULT |
|
} |
|
|
|
bShouldGammaCorrect &= !bDisableFogGammaCorrection; |
|
m_DynamicState.m_bFogGammaCorrectionDisabled = !bShouldGammaCorrect; |
|
|
|
D3DCOLOR color; |
|
if ( bShouldGammaCorrect ) |
|
{ |
|
color = ComputeGammaCorrectedFogColor( r, g, b, bSRGBWritesEnabled ); |
|
} |
|
else |
|
{ |
|
color = D3DCOLOR_ARGB( 255, r, g, b ); |
|
} |
|
|
|
|
|
const float fColorScale = 1.0f / 255.0f; |
|
m_DynamicState.m_PixelFogColor[0] = (float)(r) * fColorScale; |
|
m_DynamicState.m_PixelFogColor[1] = (float)(g) * fColorScale; |
|
m_DynamicState.m_PixelFogColor[2] = (float)(b) * fColorScale; |
|
|
|
if( g_pMaterialSystemHardwareConfig->SupportsPixelShaders_2_b() ) |
|
{ |
|
UpdatePixelFogColorConstant(); |
|
} |
|
|
|
if ( color != m_DynamicState.m_FogColor ) |
|
{ |
|
if( hdrType != HDR_TYPE_FLOAT ) |
|
{ |
|
m_DynamicState.m_FogColor = color; |
|
SetRenderStateConstMacro( this, D3DRS_FOGCOLOR, m_DynamicState.m_FogColor ); |
|
} |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::SceneFogMode( MaterialFogMode_t fogMode ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
if( m_SceneFogMode != fogMode ) |
|
{ |
|
FlushBufferedPrimitives(); |
|
m_SceneFogMode = fogMode; |
|
|
|
if ( m_TransitionTable.CurrentShadowState() ) |
|
{ |
|
// Get the shadow state in sync since it depends on SceneFogMode. |
|
ApplyFogMode( m_TransitionTable.CurrentShadowState()->m_FogMode, m_TransitionTable.CurrentShadowState()->m_SRGBWriteEnable, m_TransitionTable.CurrentShadowState()->m_bDisableFogGammaCorrection ); |
|
} |
|
} |
|
} |
|
|
|
MaterialFogMode_t CShaderAPIDx8::GetSceneFogMode() |
|
{ |
|
return m_SceneFogMode; |
|
} |
|
|
|
MaterialFogMode_t CShaderAPIDx8::GetPixelFogMode() |
|
{ |
|
if( ShouldUsePixelFogForMode( m_SceneFogMode ) ) |
|
return m_SceneFogMode; |
|
else |
|
return MATERIAL_FOG_NONE; |
|
} |
|
|
|
int CShaderAPIDx8::GetPixelFogCombo( void ) |
|
{ |
|
if( (m_SceneFogMode != MATERIAL_FOG_NONE) && ShouldUsePixelFogForMode( m_SceneFogMode ) ) |
|
return m_SceneFogMode - 1; //PIXELFOGTYPE dynamic combos are shifted down one. MATERIAL_FOG_NONE is simulated by range fog with rigged parameters. Gets rid of a dynamic combo across the ps2x set |
|
else |
|
return MATERIAL_FOG_NONE; |
|
} |
|
|
|
|
|
static ConVar r_pixelfog( "r_pixelfog", "1" ); |
|
|
|
bool CShaderAPIDx8::ShouldUsePixelFogForMode( MaterialFogMode_t fogMode ) |
|
{ |
|
if( fogMode == MATERIAL_FOG_NONE ) |
|
return false; |
|
|
|
if( IsX360() || IsPosix() ) // Always use pixel fog on X360 and Posix |
|
return true; |
|
|
|
if( g_pHardwareConfig->Caps().m_nDXSupportLevel < 90 ) //pixel fog not available until at least ps2.0 |
|
return false; |
|
|
|
switch( m_SceneFogMode ) |
|
{ |
|
case MATERIAL_FOG_LINEAR: |
|
return (g_pHardwareConfig->SupportsPixelShaders_2_b() && //lightmappedgeneric_ps20.fxc can't handle the instruction count |
|
r_pixelfog.GetBool()); //use pixel fog if preferred |
|
|
|
case MATERIAL_FOG_LINEAR_BELOW_FOG_Z: |
|
return true; |
|
}; |
|
|
|
return false; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Fog methods... |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::FogMode( MaterialFogMode_t fogMode ) |
|
{ |
|
bool bFogEnable; |
|
|
|
if ( IsX360() ) |
|
{ |
|
// FF fog not applicable on 360 |
|
return; |
|
} |
|
|
|
m_DynamicState.m_SceneFog = fogMode; |
|
switch( fogMode ) |
|
{ |
|
default: |
|
Assert( 0 ); |
|
// fall through |
|
|
|
case MATERIAL_FOG_NONE: |
|
bFogEnable = false; |
|
break; |
|
|
|
case MATERIAL_FOG_LINEAR: |
|
// use vertex fog to achieve linear range fog |
|
bFogEnable = true; |
|
break; |
|
|
|
case MATERIAL_FOG_LINEAR_BELOW_FOG_Z: |
|
// use pixel fog on 9.0 and greater for height fog |
|
bFogEnable = g_pHardwareConfig->Caps().m_nDXSupportLevel < 90; |
|
break; |
|
} |
|
|
|
if( ShouldUsePixelFogForMode( fogMode ) ) |
|
{ |
|
bFogEnable = false; //disable FF fog when doing fog in the pixel shader |
|
} |
|
|
|
#if 0 |
|
// HACK - do this to disable fog always |
|
bFogEnable = false; |
|
m_DynamicState.m_SceneFog = MATERIAL_FOG_NONE; |
|
#endif |
|
|
|
// These two are always set to this, so don't bother setting them. |
|
// We are always using vertex fog. |
|
// SetRenderState( D3DRS_FOGTABLEMODE, D3DFOG_NONE ); |
|
// SetRenderState( D3DRS_RANGEFOGENABLE, false ); |
|
|
|
// Set fog enable if it's different than before. |
|
if ( bFogEnable != m_DynamicState.m_FogEnable ) |
|
{ |
|
SetSupportedRenderState( D3DRS_FOGENABLE, bFogEnable ); |
|
m_DynamicState.m_FogEnable = bFogEnable; |
|
} |
|
} |
|
|
|
|
|
void CShaderAPIDx8::FogStart( float fStart ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
if (fStart != m_DynamicState.m_FogStart) |
|
{ |
|
// need to flush the dynamic buffer |
|
FlushBufferedPrimitives(); |
|
|
|
SetRenderStateConstMacro( this, D3DRS_FOGSTART, *((DWORD*)(&fStart))); |
|
m_VertexShaderFogParams[0] = fStart; |
|
UpdateVertexShaderFogParams(); |
|
m_DynamicState.m_FogStart = fStart; |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::FogEnd( float fEnd ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
if (fEnd != m_DynamicState.m_FogEnd) |
|
{ |
|
// need to flush the dynamic buffer |
|
FlushBufferedPrimitives(); |
|
|
|
SetRenderStateConstMacro( this, D3DRS_FOGEND, *((DWORD*)(&fEnd))); |
|
m_VertexShaderFogParams[1] = fEnd; |
|
UpdateVertexShaderFogParams(); |
|
m_DynamicState.m_FogEnd = fEnd; |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::SetFogZ( float fogZ ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
if (fogZ != m_DynamicState.m_FogZ) |
|
{ |
|
// need to flush the dynamic buffer |
|
FlushBufferedPrimitives(); |
|
m_DynamicState.m_FogZ = fogZ; |
|
UpdateVertexShaderFogParams(); |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::FogMaxDensity( float flMaxDensity ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
if (flMaxDensity != m_DynamicState.m_FogMaxDensity) |
|
{ |
|
// need to flush the dynamic buffer |
|
FlushBufferedPrimitives(); |
|
|
|
// SetRenderState(D3DRS_FOGDENSITY, *((DWORD*)(&flMaxDensity))); // ??? do I need to to this ??? |
|
m_flFogMaxDensity = flMaxDensity; |
|
UpdateVertexShaderFogParams(); |
|
m_DynamicState.m_FogMaxDensity = flMaxDensity; |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::GetFogDistances( float *fStart, float *fEnd, float *fFogZ ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
if( fStart ) |
|
*fStart = m_DynamicState.m_FogStart; |
|
|
|
if( fEnd ) |
|
*fEnd = m_DynamicState.m_FogEnd; |
|
|
|
if( fFogZ ) |
|
*fFogZ = m_DynamicState.m_FogZ; |
|
} |
|
|
|
void CShaderAPIDx8::SceneFogColor3ub( unsigned char r, unsigned char g, unsigned char b ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
if( m_SceneFogColor[0] != r || m_SceneFogColor[1] != g || m_SceneFogColor[2] != b ) |
|
{ |
|
FlushBufferedPrimitives(); |
|
m_SceneFogColor[0] = r; |
|
m_SceneFogColor[1] = g; |
|
m_SceneFogColor[2] = b; |
|
|
|
if ( m_TransitionTable.CurrentShadowState() ) |
|
{ |
|
ApplyFogMode( m_TransitionTable.CurrentShadowState()->m_FogMode, m_TransitionTable.CurrentShadowState()->m_SRGBWriteEnable, m_TransitionTable.CurrentShadowState()->m_bDisableFogGammaCorrection ); |
|
} |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::GetSceneFogColor( unsigned char *rgb ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
rgb[0] = m_SceneFogColor[0]; |
|
rgb[1] = m_SceneFogColor[1]; |
|
rgb[2] = m_SceneFogColor[2]; |
|
} |
|
|
|
void CShaderAPIDx8::GetSceneFogColor( unsigned char *r, unsigned char *g, unsigned char *b ) |
|
{ |
|
*r = m_SceneFogColor[0]; |
|
*g = m_SceneFogColor[1]; |
|
*b = m_SceneFogColor[2]; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Gamma correction of fog color, or not... |
|
//----------------------------------------------------------------------------- |
|
D3DCOLOR CShaderAPIDx8::ComputeGammaCorrectedFogColor( unsigned char r, unsigned char g, unsigned char b, bool bSRGBWritesEnabled ) |
|
{ |
|
#ifdef _DEBUG |
|
if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_FLOAT && !bSRGBWritesEnabled ) |
|
{ |
|
// Assert( 0 ); |
|
} |
|
#endif |
|
bool bLinearSpace = g_pHardwareConfig->Caps().m_bFogColorAlwaysLinearSpace || |
|
( bSRGBWritesEnabled && ( g_pHardwareConfig->Caps().m_bFogColorSpecifiedInLinearSpace || g_pHardwareConfig->GetHDRType() == HDR_TYPE_FLOAT ) ); |
|
|
|
bool bScaleFogByToneMappingScale = g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER; |
|
|
|
float fr = ( r / 255.0f ); |
|
float fg = ( g / 255.0f ); |
|
float fb = ( b / 255.0f ); |
|
if ( bLinearSpace ) |
|
{ |
|
fr = GammaToLinear( fr ); |
|
fg = GammaToLinear( fg ); |
|
fb = GammaToLinear( fb ); |
|
if ( bScaleFogByToneMappingScale ) |
|
{ |
|
fr *= m_ToneMappingScale.x; // |
|
fg *= m_ToneMappingScale.x; // Linear |
|
fb *= m_ToneMappingScale.x; // |
|
} |
|
} |
|
else if ( bScaleFogByToneMappingScale ) |
|
{ |
|
fr *= m_ToneMappingScale.w; // |
|
fg *= m_ToneMappingScale.w; // Gamma |
|
fb *= m_ToneMappingScale.w; // |
|
} |
|
|
|
fr = min( fr, 1.0f ); |
|
fg = min( fg, 1.0f ); |
|
fb = min( fb, 1.0f ); |
|
r = (int)( fr * 255 ); |
|
g = (int)( fg * 255 ); |
|
b = (int)( fb * 255 ); |
|
return D3DCOLOR_ARGB( 255, r, g, b ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Some methods chaining vertex + pixel shaders through to the shader manager |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::SetVertexShaderIndex( int vshIndex ) |
|
{ |
|
ShaderManager()->SetVertexShaderIndex( vshIndex ); |
|
} |
|
|
|
void CShaderAPIDx8::SetPixelShaderIndex( int pshIndex ) |
|
{ |
|
ShaderManager()->SetPixelShaderIndex( pshIndex ); |
|
} |
|
|
|
void CShaderAPIDx8::SyncToken( const char *pToken ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
RECORD_COMMAND( DX8_SYNC_TOKEN, 1 ); |
|
RECORD_STRING( pToken ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Deals with vertex buffers |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::DestroyVertexBuffers( bool bExitingLevel ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
MeshMgr()->DestroyVertexBuffers( ); |
|
// After a map is shut down, we switch to using smaller dynamic VBs |
|
// (VGUI shouldn't need much), so that we have more memory free during map loading |
|
m_nDynamicVBSize = bExitingLevel ? DYNAMIC_VERTEX_BUFFER_MEMORY_SMALL : DYNAMIC_VERTEX_BUFFER_MEMORY; |
|
} |
|
|
|
int CShaderAPIDx8::GetCurrentDynamicVBSize( void ) |
|
{ |
|
return m_nDynamicVBSize; |
|
} |
|
|
|
FORCEINLINE void CShaderAPIDx8::SetVertexShaderConstantInternal( int var, float const* pVec, int numVecs, bool bForce ) |
|
{ |
|
Assert( numVecs > 0 ); |
|
Assert( pVec ); |
|
|
|
if ( IsPC() || IsPS3() ) |
|
{ |
|
Assert( var + numVecs <= g_pHardwareConfig->NumVertexShaderConstants() ); |
|
|
|
if ( !bForce && memcmp( pVec, &m_DynamicState.m_pVectorVertexShaderConstant[var], numVecs * 4 * sizeof( float ) ) == 0 ) |
|
return; |
|
|
|
Dx9Device()->SetVertexShaderConstantF( var, pVec, numVecs ); |
|
memcpy( &m_DynamicState.m_pVectorVertexShaderConstant[var], pVec, numVecs * 4 * sizeof(float) ); |
|
} |
|
else |
|
{ |
|
Assert( var + numVecs <= g_pHardwareConfig->NumVertexShaderConstants() ); |
|
} |
|
|
|
if ( IsX360() && var + numVecs > m_MaxVectorVertexShaderConstant ) |
|
m_MaxVectorVertexShaderConstant = var + numVecs; |
|
|
|
memcpy( &m_DesiredState.m_pVectorVertexShaderConstant[var], pVec, numVecs * 4 * sizeof(float) ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Sets the constant register for vertex and pixel shaders |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::SetVertexShaderConstant( int var, float const* pVec, int numVecs, bool bForce ) |
|
{ |
|
SetVertexShaderConstantInternal( var, pVec, numVecs, bForce ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Sets the boolean registers for vertex shader control flow |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::SetBooleanVertexShaderConstant( int var, int const* pVec, int numBools, bool bForce ) |
|
{ |
|
Assert( pVec ); |
|
Assert( var + numBools <= g_pHardwareConfig->NumBooleanVertexShaderConstants() ); |
|
|
|
if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 90 ) |
|
{ |
|
return; |
|
} |
|
|
|
if ( IsPC() && !bForce && memcmp( pVec, &m_DesiredState.m_pBooleanVertexShaderConstant[var], numBools * sizeof( BOOL ) ) == 0 ) |
|
{ |
|
return; |
|
} |
|
|
|
if ( IsPC() ) |
|
{ |
|
Dx9Device()->SetVertexShaderConstantB( var, pVec, numBools ); |
|
memcpy( &m_DynamicState.m_pBooleanVertexShaderConstant[var], pVec, numBools * sizeof(BOOL) ); |
|
} |
|
|
|
memcpy( &m_DesiredState.m_pBooleanVertexShaderConstant[var], pVec, numBools * sizeof(BOOL) ); |
|
|
|
if ( IsX360() && var + numBools > m_MaxBooleanVertexShaderConstant ) |
|
{ |
|
m_MaxBooleanVertexShaderConstant = var + numBools; |
|
Assert( m_MaxBooleanVertexShaderConstant <= 16 ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Sets the integer registers for vertex shader control flow |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::SetIntegerVertexShaderConstant( int var, int const* pVec, int numIntVecs, bool bForce ) |
|
{ |
|
Assert( pVec ); |
|
Assert( var + numIntVecs <= g_pHardwareConfig->NumIntegerVertexShaderConstants() ); |
|
|
|
if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 90 ) |
|
{ |
|
return; |
|
} |
|
|
|
if ( IsPC() && !bForce && memcmp( pVec, &m_DesiredState.m_pIntegerVertexShaderConstant[var], numIntVecs * sizeof( IntVector4D ) ) == 0 ) |
|
{ |
|
return; |
|
} |
|
|
|
if ( IsPC() ) |
|
{ |
|
Dx9Device()->SetVertexShaderConstantI( var, pVec, numIntVecs ); |
|
memcpy( &m_DynamicState.m_pIntegerVertexShaderConstant[var], pVec, numIntVecs * sizeof(IntVector4D) ); |
|
} |
|
memcpy( &m_DesiredState.m_pIntegerVertexShaderConstant[var], pVec, numIntVecs * sizeof(IntVector4D) ); |
|
|
|
if ( IsX360() && var + numIntVecs > m_MaxIntegerVertexShaderConstant ) |
|
{ |
|
m_MaxIntegerVertexShaderConstant = var + numIntVecs; |
|
Assert( m_MaxIntegerVertexShaderConstant <= 16 ); |
|
} |
|
} |
|
|
|
FORCEINLINE void CShaderAPIDx8::SetPixelShaderConstantInternal( int nStartConst, float const* pValues, int nNumConsts, bool bForce ) |
|
{ |
|
Assert( nStartConst + nNumConsts <= g_pHardwareConfig->NumPixelShaderConstants() ); |
|
|
|
if ( IsPC() || IsPS3() ) |
|
{ |
|
if ( !bForce ) |
|
{ |
|
DWORD* pSrc = (DWORD*)pValues; |
|
DWORD* pDst = (DWORD*)&m_DesiredState.m_pVectorPixelShaderConstant[nStartConst]; |
|
while( nNumConsts && ( pSrc[0] == pDst[0] ) && ( pSrc[1] == pDst[1] ) && ( pSrc[2] == pDst[2] ) && ( pSrc[3] == pDst[3] ) ) |
|
{ |
|
pSrc += 4; |
|
pDst += 4; |
|
nNumConsts--; |
|
nStartConst++; |
|
} |
|
if ( !nNumConsts ) |
|
return; |
|
pValues = reinterpret_cast< float const * >( pSrc ); |
|
} |
|
|
|
Dx9Device()->SetPixelShaderConstantF( nStartConst, pValues, nNumConsts ); |
|
memcpy( &m_DynamicState.m_pVectorPixelShaderConstant[nStartConst], pValues, nNumConsts * 4 * sizeof(float) ); |
|
} |
|
|
|
if ( IsX360() && nStartConst + nNumConsts > m_MaxVectorPixelShaderConstant ) |
|
{ |
|
m_MaxVectorPixelShaderConstant = nStartConst + nNumConsts; |
|
Assert( m_MaxVectorPixelShaderConstant <= 32 ); |
|
if ( m_MaxVectorPixelShaderConstant > 32 ) |
|
{ |
|
// NOTE! There really are 224 pixel shader constants on the 360, but we do an optimization that only blasts the first 32 always. |
|
Error( "Don't use more then the first 32 pixel shader constants on the 360!" ); |
|
} |
|
} |
|
|
|
memcpy( &m_DesiredState.m_pVectorPixelShaderConstant[nStartConst], pValues, nNumConsts * 4 * sizeof(float) ); |
|
} |
|
|
|
void CShaderAPIDx8::SetPixelShaderConstant( int var, float const* pVec, int numVecs, bool bForce ) |
|
{ |
|
SetPixelShaderConstantInternal( var, pVec, numVecs, bForce ); |
|
} |
|
|
|
template<class T> FORCEINLINE T GetData( uint8 const *pData ) |
|
{ |
|
return * ( reinterpret_cast< T const *>( pData ) ); |
|
} |
|
|
|
|
|
|
|
void CShaderAPIDx8::SetStandardTextureHandle( StandardTextureId_t nId, ShaderAPITextureHandle_t nHandle ) |
|
{ |
|
Assert( nId < ARRAYSIZE( m_StdTextureHandles ) ); |
|
m_StdTextureHandles[nId] = nHandle; |
|
} |
|
|
|
void CShaderAPIDx8::ExecuteCommandBuffer( uint8 *pCmdBuf ) |
|
{ |
|
uint8 *pReturnStack[20]; |
|
uint8 **pSP = &pReturnStack[ARRAYSIZE(pReturnStack)]; |
|
uint8 *pLastCmd; |
|
for(;;) |
|
{ |
|
uint8 *pCmd=pCmdBuf; |
|
int nCmd = GetData<int>( pCmdBuf ); |
|
switch( nCmd ) |
|
{ |
|
case CBCMD_END: |
|
{ |
|
if ( pSP == &pReturnStack[ARRAYSIZE(pReturnStack)] ) |
|
return; |
|
else |
|
{ |
|
// pop pc |
|
pCmdBuf = *( pSP ++ ); |
|
break; |
|
} |
|
} |
|
|
|
case CBCMD_JUMP: |
|
pCmdBuf = GetData<uint8 *>( pCmdBuf + sizeof( int ) ); |
|
break; |
|
|
|
case CBCMD_JSR: |
|
{ |
|
Assert( pSP > &(pReturnStack[0] ) ); |
|
// *(--pSP ) = pCmdBuf + sizeof( int ) + sizeof( uint8 *); |
|
// pCmdBuf = GetData<uint8 *>( pCmdBuf + sizeof( int ) ); |
|
ExecuteCommandBuffer( GetData<uint8 *>( pCmdBuf + sizeof( int ) ) ); |
|
pCmdBuf = pCmdBuf + sizeof( int ) + sizeof( uint8 *); |
|
break; |
|
} |
|
|
|
case CBCMD_SET_PIXEL_SHADER_FLOAT_CONST: |
|
{ |
|
int nStartConst = GetData<int>( pCmdBuf + sizeof( int ) ); |
|
int nNumConsts = GetData<int>( pCmdBuf + 2 * sizeof( int ) ); |
|
float const *pValues = reinterpret_cast< float const *> ( pCmdBuf + 3 * sizeof( int ) ); |
|
pCmdBuf += nNumConsts * 4 * sizeof( float ) + 3 * sizeof( int ); |
|
SetPixelShaderConstantInternal( nStartConst, pValues, nNumConsts, false ); |
|
break; |
|
} |
|
|
|
case CBCMD_SETPIXELSHADERFOGPARAMS: |
|
{ |
|
int nReg = GetData<int>( pCmdBuf + sizeof( int ) ); |
|
pCmdBuf += 2 * sizeof( int ); |
|
SetPixelShaderFogParams( nReg ); // !! speed fixme |
|
break; |
|
} |
|
case CBCMD_STORE_EYE_POS_IN_PSCONST: |
|
{ |
|
int nReg = GetData<int>( pCmdBuf + sizeof( int ) ); |
|
pCmdBuf += 2 * sizeof( int ); |
|
SetPixelShaderConstantInternal( nReg, m_WorldSpaceCameraPositon.Base(), 1, false ); |
|
break; |
|
} |
|
|
|
case CBCMD_COMMITPIXELSHADERLIGHTING: |
|
{ |
|
int nReg = GetData<int>( pCmdBuf + sizeof( int ) ); |
|
pCmdBuf += 2 * sizeof( int ); |
|
CommitPixelShaderLighting( nReg ); |
|
break; |
|
} |
|
|
|
case CBCMD_SETPIXELSHADERSTATEAMBIENTLIGHTCUBE: |
|
{ |
|
int nReg = GetData<int>( pCmdBuf + sizeof( int ) ); |
|
pCmdBuf += 2 * sizeof( int ); |
|
float *pCubeBase = m_DynamicState.m_AmbientLightCube[0].Base(); |
|
SetPixelShaderConstantInternal( nReg, pCubeBase, 6, false ); |
|
break; |
|
} |
|
|
|
case CBCMD_SETAMBIENTCUBEDYNAMICSTATEVERTEXSHADER: |
|
{ |
|
pCmdBuf +=sizeof( int ); |
|
SetVertexShaderStateAmbientLightCube(); |
|
break; |
|
} |
|
|
|
case CBCMD_SET_DEPTH_FEATHERING_CONST: |
|
{ |
|
int nConst = GetData<int>( pCmdBuf + sizeof( int ) ); |
|
float fDepthBlendScale = GetData<float>( pCmdBuf + 2 * sizeof( int ) ); |
|
pCmdBuf += 2 * sizeof( int ) + sizeof( float ); |
|
SetDepthFeatheringPixelShaderConstant( nConst, fDepthBlendScale ); |
|
break; |
|
} |
|
|
|
case CBCMD_SET_VERTEX_SHADER_FLOAT_CONST: |
|
{ |
|
int nStartConst = GetData<int>( pCmdBuf + sizeof( int ) ); |
|
int nNumConsts = GetData<int>( pCmdBuf + 2 * sizeof( int ) ); |
|
float const *pValues = reinterpret_cast< float const *> ( pCmdBuf + 3 * sizeof( int ) ); |
|
pCmdBuf += nNumConsts * 4 * sizeof( float ) + 3 * sizeof( int ); |
|
SetVertexShaderConstantInternal( nStartConst, pValues, nNumConsts, false ); |
|
break; |
|
} |
|
|
|
case CBCMD_BIND_STANDARD_TEXTURE: |
|
{ |
|
int nSampler = GetData<int>( pCmdBuf + sizeof( int ) ); |
|
int nTextureID = GetData<int>( pCmdBuf + 2 * sizeof( int ) ); |
|
pCmdBuf += 3 * sizeof( int ); |
|
if ( m_StdTextureHandles[nTextureID] != INVALID_SHADERAPI_TEXTURE_HANDLE ) |
|
{ |
|
BindTexture( (Sampler_t) nSampler, m_StdTextureHandles[nTextureID] ); |
|
} |
|
else |
|
{ |
|
ShaderUtil()->BindStandardTexture( (Sampler_t) nSampler, (StandardTextureId_t ) nTextureID ); |
|
} |
|
break; |
|
} |
|
|
|
case CBCMD_BIND_SHADERAPI_TEXTURE_HANDLE: |
|
{ |
|
int nSampler = GetData<int>( pCmdBuf + sizeof( int ) ); |
|
ShaderAPITextureHandle_t hTexture = GetData<ShaderAPITextureHandle_t>( pCmdBuf + 2 * sizeof( int ) ); |
|
Assert( hTexture != INVALID_SHADERAPI_TEXTURE_HANDLE ); |
|
pCmdBuf += 2 * sizeof( int ) + sizeof( ShaderAPITextureHandle_t ); |
|
BindTexture( (Sampler_t) nSampler, hTexture ); |
|
break; |
|
} |
|
|
|
case CBCMD_SET_PSHINDEX: |
|
{ |
|
int nIdx = GetData<int>( pCmdBuf + sizeof( int ) ); |
|
ShaderManager()->SetPixelShaderIndex( nIdx ); |
|
pCmdBuf += 2 * sizeof( int ); |
|
break; |
|
} |
|
|
|
case CBCMD_SET_VSHINDEX: |
|
{ |
|
int nIdx = GetData<int>( pCmdBuf + sizeof( int ) ); |
|
ShaderManager()->SetVertexShaderIndex( nIdx ); |
|
pCmdBuf += 2 * sizeof( int ); |
|
break; |
|
} |
|
|
|
|
|
|
|
#ifndef NDEBUG |
|
default: |
|
{ |
|
Assert(0); |
|
} |
|
#endif |
|
|
|
|
|
} |
|
pLastCmd = pCmd; |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Sets the boolean registers for pixel shader control flow |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::SetBooleanPixelShaderConstant( int var, int const* pVec, int numBools, bool bForce ) |
|
{ |
|
Assert( pVec ); |
|
Assert( var + numBools <= g_pHardwareConfig->NumBooleanPixelShaderConstants() ); |
|
|
|
if ( IsPC() && !bForce && memcmp( pVec, &m_DesiredState.m_pBooleanPixelShaderConstant[var], numBools * sizeof( BOOL ) ) == 0 ) |
|
{ |
|
return; |
|
} |
|
|
|
if ( IsPC() ) |
|
{ |
|
Dx9Device()->SetPixelShaderConstantB( var, pVec, numBools ); |
|
memcpy( &m_DynamicState.m_pBooleanPixelShaderConstant[var], pVec, numBools * sizeof(BOOL) ); |
|
} |
|
|
|
memcpy( &m_DesiredState.m_pBooleanPixelShaderConstant[var], pVec, numBools * sizeof(BOOL) ); |
|
|
|
if ( IsX360() && var + numBools > m_MaxBooleanPixelShaderConstant ) |
|
{ |
|
m_MaxBooleanPixelShaderConstant = var + numBools; |
|
Assert( m_MaxBooleanPixelShaderConstant <= 16 ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Sets the integer registers for pixel shader control flow |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::SetIntegerPixelShaderConstant( int var, int const* pVec, int numIntVecs, bool bForce ) |
|
{ |
|
Assert( pVec ); |
|
Assert( var + numIntVecs <= g_pHardwareConfig->NumIntegerPixelShaderConstants() ); |
|
|
|
if ( IsPC() && !bForce && memcmp( pVec, &m_DesiredState.m_pIntegerPixelShaderConstant[var], numIntVecs * sizeof( IntVector4D ) ) == 0 ) |
|
{ |
|
return; |
|
} |
|
|
|
if ( IsPC() ) |
|
{ |
|
Dx9Device()->SetPixelShaderConstantI( var, pVec, numIntVecs ); |
|
memcpy( &m_DynamicState.m_pIntegerPixelShaderConstant[var], pVec, numIntVecs * sizeof(IntVector4D) ); |
|
} |
|
|
|
memcpy( &m_DesiredState.m_pIntegerPixelShaderConstant[var], pVec, numIntVecs * sizeof(IntVector4D) ); |
|
|
|
if ( IsX360() && var + numIntVecs > m_MaxIntegerPixelShaderConstant ) |
|
{ |
|
m_MaxIntegerPixelShaderConstant = var + numIntVecs; |
|
Assert( m_MaxBooleanPixelShaderConstant <= 16 ); |
|
} |
|
} |
|
|
|
|
|
void CShaderAPIDx8::InvalidateDelayedShaderConstants( void ) |
|
{ |
|
m_DelayedShaderConstants.Invalidate(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
// Methods dealing with texture stage state |
|
// |
|
//----------------------------------------------------------------------------- |
|
|
|
//----------------------------------------------------------------------------- |
|
// Gets the texture associated with a texture state... |
|
//----------------------------------------------------------------------------- |
|
|
|
inline IDirect3DBaseTexture* CShaderAPIDx8::GetD3DTexture( ShaderAPITextureHandle_t hTexture ) |
|
{ |
|
if ( hTexture == INVALID_SHADERAPI_TEXTURE_HANDLE ) |
|
{ |
|
return NULL; |
|
} |
|
|
|
AssertValidTextureHandle( hTexture ); |
|
|
|
Texture_t& tex = GetTexture( hTexture ); |
|
if ( tex.m_NumCopies == 1 ) |
|
{ |
|
return tex.GetTexture(); |
|
} |
|
else |
|
{ |
|
return tex.GetTexture( tex.m_CurrentCopy ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Inline methods |
|
//----------------------------------------------------------------------------- |
|
inline ShaderAPITextureHandle_t CShaderAPIDx8::GetModifyTextureHandle() const |
|
{ |
|
return m_ModifyTextureHandle; |
|
} |
|
|
|
inline IDirect3DBaseTexture* CShaderAPIDx8::GetModifyTexture() |
|
{ |
|
return CShaderAPIDx8::GetD3DTexture( m_ModifyTextureHandle ); |
|
} |
|
|
|
void CShaderAPIDx8::SetModifyTexture( IDirect3DBaseTexture* pTex ) |
|
{ |
|
if ( m_ModifyTextureHandle == INVALID_SHADERAPI_TEXTURE_HANDLE ) |
|
return; |
|
|
|
Texture_t& tex = GetTexture( m_ModifyTextureHandle ); |
|
if ( tex.m_NumCopies == 1 ) |
|
{ |
|
tex.SetTexture( pTex ); |
|
} |
|
else |
|
{ |
|
tex.SetTexture( tex.m_CurrentCopy, pTex ); |
|
} |
|
} |
|
|
|
inline ShaderAPITextureHandle_t CShaderAPIDx8::GetBoundTextureBindId( Sampler_t sampler ) const |
|
{ |
|
return SamplerState( sampler ).m_BoundTexture; |
|
} |
|
|
|
inline bool CShaderAPIDx8::WouldBeOverTextureLimit( ShaderAPITextureHandle_t hTexture ) |
|
{ |
|
if ( IsPC() ) |
|
{ |
|
if ( mat_texture_limit.GetInt() < 0 ) |
|
return false; |
|
|
|
Texture_t &tex = GetTexture( hTexture ); |
|
if ( tex.m_LastBoundFrame == m_CurrentFrame ) |
|
return false; |
|
|
|
return m_nTextureMemoryUsedLastFrame + tex.GetMemUsage() > (mat_texture_limit.GetInt() * 1024); |
|
} |
|
return false; |
|
} |
|
|
|
|
|
#define SETSAMPLESTATEANDMIRROR( sampler, samplerState, state_type, mirror_field, value ) \ |
|
if ( samplerState.mirror_field != value ) \ |
|
{ \ |
|
samplerState.mirror_field = value; \ |
|
::SetSamplerState( g_pD3DDevice, sampler, state_type, value ); \ |
|
} |
|
|
|
#define SETSAMPLESTATEANDMIRROR_FLOAT( sampler, samplerState, state_type, mirror_field, value ) \ |
|
if ( samplerState.mirror_field != value ) \ |
|
{ \ |
|
samplerState.mirror_field = value; \ |
|
::SetSamplerState( g_pD3DDevice, sampler, state_type, *(DWORD*)&value ); \ |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Sets state on the board related to the texture state |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::SetTextureState( Sampler_t sampler, ShaderAPITextureHandle_t hTexture, bool force ) |
|
{ |
|
// Get the dynamic texture info |
|
SamplerState_t &samplerState = SamplerState( sampler ); |
|
|
|
// Set the texture state, but only if it changes |
|
if ( ( samplerState.m_BoundTexture == hTexture ) && !force ) |
|
return; |
|
|
|
// Disabling texturing |
|
if ( hTexture == INVALID_SHADERAPI_TEXTURE_HANDLE || WouldBeOverTextureLimit( hTexture ) ) |
|
{ |
|
Dx9Device()->SetTexture( sampler, 0 ); |
|
return; |
|
} |
|
|
|
samplerState.m_BoundTexture = hTexture; |
|
|
|
// Don't set this if we're disabled |
|
if ( !samplerState.m_TextureEnable ) |
|
return; |
|
|
|
RECORD_COMMAND( DX8_SET_TEXTURE, 3 ); |
|
RECORD_INT( stage ); |
|
RECORD_INT( hTexture ); |
|
RECORD_INT( GetTexture( hTexture).m_CurrentCopy ); |
|
|
|
IDirect3DBaseTexture *pTexture = CShaderAPIDx8::GetD3DTexture( hTexture ); |
|
|
|
#if defined( _X360 ) |
|
DWORD linearFormatBackup = pTexture->Format.dword[0]; |
|
if ( samplerState.m_SRGBReadEnable ) |
|
{ |
|
// convert to srgb format for the bind. This effectively emulates the old srgb read sampler state |
|
pTexture->Format.SignX = |
|
pTexture->Format.SignY = |
|
pTexture->Format.SignZ = 3; |
|
} |
|
#endif |
|
|
|
Dx9Device()->SetTexture( sampler, pTexture ); |
|
|
|
#if defined( _X360 ) |
|
// put the format back in linear space |
|
pTexture->Format.dword[0] = linearFormatBackup; |
|
#endif |
|
|
|
Texture_t &tex = GetTexture( hTexture ); |
|
if ( tex.m_LastBoundFrame != m_CurrentFrame ) |
|
{ |
|
tex.m_LastBoundFrame = m_CurrentFrame; |
|
tex.m_nTimesBoundThisFrame = 0; |
|
|
|
if ( tex.m_pTextureGroupCounterFrame ) |
|
{ |
|
// Update the per-frame texture group counter. |
|
*tex.m_pTextureGroupCounterFrame += tex.GetMemUsage(); |
|
} |
|
|
|
// Track memory usage. |
|
m_nTextureMemoryUsedLastFrame += tex.GetMemUsage(); |
|
} |
|
|
|
if ( !m_bDebugTexturesRendering ) |
|
++tex.m_nTimesBoundThisFrame; |
|
|
|
tex.m_nTimesBoundMax = MAX( tex.m_nTimesBoundMax, tex.m_nTimesBoundThisFrame ); |
|
|
|
static MaterialSystem_Config_t &materialSystemConfig = ShaderUtil()->GetConfig(); |
|
|
|
D3DTEXTUREFILTERTYPE minFilter = tex.m_MinFilter; |
|
D3DTEXTUREFILTERTYPE magFilter = tex.m_MagFilter; |
|
D3DTEXTUREFILTERTYPE mipFilter = tex.m_MipFilter; |
|
int finestMipmapLevel = tex.m_FinestMipmapLevel; |
|
float lodBias = tex.m_LodBias; |
|
|
|
if ( materialSystemConfig.bMipMapTextures == 0 ) |
|
{ |
|
mipFilter = D3DTEXF_NONE; |
|
} |
|
|
|
if ( materialSystemConfig.bFilterTextures == 0 && tex.m_NumLevels > 1 ) |
|
{ |
|
minFilter = D3DTEXF_NONE; |
|
magFilter = D3DTEXF_NONE; |
|
mipFilter = D3DTEXF_POINT; |
|
} |
|
|
|
D3DTEXTUREADDRESS uTexWrap = tex.m_UTexWrap; |
|
D3DTEXTUREADDRESS vTexWrap = tex.m_VTexWrap; |
|
D3DTEXTUREADDRESS wTexWrap = tex.m_WTexWrap; |
|
|
|
// For now do this the old way on OSX since the dxabstract layer doesn't support SetSamplerStates |
|
// ###OSX### punting on OSX for now |
|
#if DX_TO_GL_ABSTRACTION && !OSX |
|
if ( ( samplerState.m_MinFilter != minFilter ) || ( samplerState.m_MagFilter != magFilter ) || ( samplerState.m_MipFilter != mipFilter ) || |
|
( samplerState.m_UTexWrap != uTexWrap ) || ( samplerState.m_VTexWrap != vTexWrap ) || ( samplerState.m_WTexWrap != wTexWrap ) || |
|
( samplerState.m_FinestMipmapLevel != finestMipmapLevel ) || ( samplerState.m_LodBias != lodBias ) ) |
|
{ |
|
samplerState.m_UTexWrap = uTexWrap; |
|
samplerState.m_VTexWrap = vTexWrap; |
|
samplerState.m_WTexWrap = wTexWrap; |
|
samplerState.m_MinFilter = minFilter; |
|
samplerState.m_MagFilter = magFilter; |
|
samplerState.m_MipFilter = mipFilter; |
|
samplerState.m_FinestMipmapLevel = finestMipmapLevel; |
|
samplerState.m_LodBias = lodBias; |
|
Dx9Device()->SetSamplerStates( sampler, uTexWrap, vTexWrap, wTexWrap, minFilter, magFilter, mipFilter, finestMipmapLevel, lodBias ); |
|
} |
|
#else |
|
SETSAMPLESTATEANDMIRROR( sampler, samplerState, D3DSAMP_ADDRESSU, m_UTexWrap, uTexWrap ); |
|
SETSAMPLESTATEANDMIRROR( sampler, samplerState, D3DSAMP_ADDRESSV, m_VTexWrap, vTexWrap ); |
|
SETSAMPLESTATEANDMIRROR( sampler, samplerState, D3DSAMP_ADDRESSW, m_WTexWrap, wTexWrap ); |
|
SETSAMPLESTATEANDMIRROR( sampler, samplerState, D3DSAMP_MINFILTER, m_MinFilter, minFilter ); |
|
SETSAMPLESTATEANDMIRROR( sampler, samplerState, D3DSAMP_MAGFILTER, m_MagFilter, magFilter ); |
|
SETSAMPLESTATEANDMIRROR( sampler, samplerState, D3DSAMP_MIPFILTER, m_MipFilter, mipFilter ); |
|
SETSAMPLESTATEANDMIRROR( sampler, samplerState, D3DSAMP_MAXMIPLEVEL, m_FinestMipmapLevel, finestMipmapLevel ); |
|
SETSAMPLESTATEANDMIRROR_FLOAT( sampler, samplerState, D3DSAMP_MIPMAPLODBIAS, m_LodBias, lodBias ); |
|
|
|
#endif |
|
} |
|
|
|
void CShaderAPIDx8::BindTexture( Sampler_t sampler, ShaderAPITextureHandle_t textureHandle ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
SetTextureState( sampler, textureHandle ); |
|
} |
|
|
|
void CShaderAPIDx8::BindVertexTexture( VertexTextureSampler_t nStage, ShaderAPITextureHandle_t textureHandle ) |
|
{ |
|
Assert( g_pMaterialSystemHardwareConfig->GetVertexTextureCount() != 0 ); |
|
LOCK_SHADERAPI(); |
|
ADD_VERTEX_TEXTURE_FUNC( COMMIT_PER_PASS, COMMIT_VERTEX_SHADER, |
|
CommitVertexTextures, nStage, m_BoundTexture, textureHandle ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Texture allocation/deallocation |
|
//----------------------------------------------------------------------------- |
|
|
|
//----------------------------------------------------------------------------- |
|
// Computes stats info for a texture |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::ComputeStatsInfo( ShaderAPITextureHandle_t hTexture, bool isCubeMap, bool isVolumeTexture ) |
|
{ |
|
Texture_t &textureData = GetTexture( hTexture ); |
|
|
|
textureData.m_SizeBytes = 0; |
|
textureData.m_SizeTexels = 0; |
|
textureData.m_LastBoundFrame = -1; |
|
if ( IsX360() ) |
|
{ |
|
textureData.m_nTimesBoundThisFrame = 0; |
|
} |
|
|
|
IDirect3DBaseTexture* pD3DTex = CShaderAPIDx8::GetD3DTexture( hTexture ); |
|
|
|
if ( IsPC() || !IsX360() ) |
|
{ |
|
if ( isCubeMap ) |
|
{ |
|
IDirect3DCubeTexture* pTex = static_cast<IDirect3DCubeTexture*>(pD3DTex); |
|
if ( !pTex ) |
|
{ |
|
Assert( 0 ); |
|
return; |
|
} |
|
|
|
int numLevels = pTex->GetLevelCount(); |
|
for (int i = 0; i < numLevels; ++i) |
|
{ |
|
D3DSURFACE_DESC desc; |
|
HRESULT hr = pTex->GetLevelDesc( i, &desc ); |
|
Assert( !FAILED(hr) ); |
|
textureData.m_SizeBytes += 6 * ImageLoader::GetMemRequired( desc.Width, desc.Height, 1, textureData.GetImageFormat(), false ); |
|
textureData.m_SizeTexels += 6 * desc.Width * desc.Height; |
|
} |
|
} |
|
else if ( isVolumeTexture ) |
|
{ |
|
IDirect3DVolumeTexture9* pTex = static_cast<IDirect3DVolumeTexture9*>(pD3DTex); |
|
if ( !pTex ) |
|
{ |
|
Assert( 0 ); |
|
return; |
|
} |
|
int numLevels = pTex->GetLevelCount(); |
|
for (int i = 0; i < numLevels; ++i) |
|
{ |
|
D3DVOLUME_DESC desc; |
|
HRESULT hr = pTex->GetLevelDesc( i, &desc ); |
|
Assert( !FAILED( hr ) ); |
|
textureData.m_SizeBytes += ImageLoader::GetMemRequired( desc.Width, desc.Height, desc.Depth, textureData.GetImageFormat(), false ); |
|
textureData.m_SizeTexels += desc.Width * desc.Height; |
|
} |
|
} |
|
else |
|
{ |
|
IDirect3DTexture* pTex = static_cast<IDirect3DTexture*>(pD3DTex); |
|
if ( !pTex ) |
|
{ |
|
Assert( 0 ); |
|
return; |
|
} |
|
|
|
int numLevels = pTex->GetLevelCount(); |
|
for (int i = 0; i < numLevels; ++i) |
|
{ |
|
D3DSURFACE_DESC desc; |
|
HRESULT hr = pTex->GetLevelDesc( i, &desc ); |
|
Assert( !FAILED( hr ) ); |
|
textureData.m_SizeBytes += ImageLoader::GetMemRequired( desc.Width, desc.Height, 1, textureData.GetImageFormat(), false ); |
|
textureData.m_SizeTexels += desc.Width * desc.Height; |
|
} |
|
} |
|
} |
|
|
|
#if defined( _X360 ) |
|
// 360 uses gpu storage size (which accounts for page alignment bloat), not format size |
|
textureData.m_SizeBytes = g_TextureHeap.GetSize( pD3DTex ); |
|
#endif |
|
} |
|
|
|
static D3DFORMAT ComputeFormat( IDirect3DBaseTexture* pTexture, bool isCubeMap ) |
|
{ |
|
Assert( pTexture ); |
|
D3DSURFACE_DESC desc; |
|
if (isCubeMap) |
|
{ |
|
IDirect3DCubeTexture* pTex = static_cast<IDirect3DCubeTexture*>(pTexture); |
|
HRESULT hr = pTex->GetLevelDesc( 0, &desc ); |
|
Assert( !FAILED(hr) ); |
|
} |
|
else |
|
{ |
|
IDirect3DTexture* pTex = static_cast<IDirect3DTexture*>(pTexture); |
|
HRESULT hr = pTex->GetLevelDesc( 0, &desc ); |
|
Assert( !FAILED(hr) ); |
|
} |
|
return desc.Format; |
|
} |
|
|
|
ShaderAPITextureHandle_t CShaderAPIDx8::CreateDepthTexture( |
|
ImageFormat renderTargetFormat, |
|
int width, |
|
int height, |
|
const char *pDebugName, |
|
bool bTexture ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
|
|
ShaderAPITextureHandle_t i = CreateTextureHandle(); |
|
Texture_t *pTexture = &GetTexture( i ); |
|
|
|
pTexture->m_Flags = Texture_t::IS_ALLOCATED; |
|
if( bTexture ) |
|
{ |
|
pTexture->m_Flags |= Texture_t::IS_DEPTH_STENCIL_TEXTURE; |
|
} |
|
else |
|
{ |
|
pTexture->m_Flags |= Texture_t::IS_DEPTH_STENCIL; |
|
} |
|
|
|
pTexture->m_DebugName = pDebugName; |
|
pTexture->m_Width = width; |
|
pTexture->m_Height = height; |
|
pTexture->m_Depth = 1; // fake |
|
pTexture->m_Count = 1; // created single texture |
|
pTexture->m_CountIndex = 0; // created single texture |
|
pTexture->m_CreationFlags = 0; // fake |
|
pTexture->m_NumCopies = 1; |
|
pTexture->m_CurrentCopy = 0; |
|
|
|
ImageFormat renderFormat = FindNearestSupportedFormat( renderTargetFormat, false, true, false ); |
|
#if defined( _X360 ) |
|
D3DFORMAT nDepthFormat = ReverseDepthOnX360() ? D3DFMT_D24FS8 : D3DFMT_D24S8; |
|
#else |
|
D3DFORMAT nDepthFormat = m_bUsingStencil ? D3DFMT_D24S8 : D3DFMT_D24X8; |
|
#endif |
|
D3DFORMAT format = FindNearestSupportedDepthFormat( m_nAdapter, m_AdapterFormat, renderFormat, nDepthFormat ); |
|
D3DMULTISAMPLE_TYPE multisampleType = D3DMULTISAMPLE_NONE; |
|
|
|
pTexture->m_NumLevels = 1; |
|
pTexture->m_SizeTexels = width * height; |
|
pTexture->m_SizeBytes = ImageLoader::GetMemRequired( width, height, 1, renderFormat, false ); |
|
|
|
RECORD_COMMAND( DX8_CREATE_DEPTH_TEXTURE, 5 ); |
|
RECORD_INT( i ); |
|
RECORD_INT( width ); |
|
RECORD_INT( height ); |
|
RECORD_INT( format ); |
|
RECORD_INT( multisampleType ); |
|
|
|
HRESULT hr; |
|
if ( !bTexture ) |
|
{ |
|
#if defined( _X360 ) |
|
int backWidth, backHeight; |
|
ShaderAPI()->GetBackBufferDimensions( backWidth, backHeight ); |
|
D3DFORMAT backBufferFormat = ImageLoader::ImageFormatToD3DFormat( g_pShaderDevice->GetBackBufferFormat() ); |
|
// immediately follows back buffer in EDRAM |
|
D3DSURFACE_PARAMETERS surfParameters; |
|
surfParameters.Base = 2*XGSurfaceSize( backWidth, backHeight, backBufferFormat, D3DMULTISAMPLE_NONE ); |
|
surfParameters.ColorExpBias = 0; |
|
surfParameters.HierarchicalZBase = 0; |
|
hr = Dx9Device()->CreateDepthStencilSurface( |
|
width, height, format, multisampleType, 0, TRUE, &pTexture->GetDepthStencilSurface(), &surfParameters ); |
|
#else |
|
hr = Dx9Device()->CreateDepthStencilSurface( |
|
width, height, format, multisampleType, 0, TRUE, &pTexture->GetDepthStencilSurface(), NULL ); |
|
#endif |
|
} |
|
else |
|
{ |
|
IDirect3DTexture9 *pTex; |
|
hr = Dx9Device()->CreateTexture( width, height, 1, D3DUSAGE_DEPTHSTENCIL, format, D3DPOOL_DEFAULT, &pTex, NULL ); |
|
pTexture->SetTexture( pTex ); |
|
} |
|
|
|
if ( FAILED( hr ) ) |
|
{ |
|
switch( hr ) |
|
{ |
|
case D3DERR_INVALIDCALL: |
|
Warning( "ShaderAPIDX8::CreateDepthStencilSurface: D3DERR_INVALIDCALL\n" ); |
|
break; |
|
case D3DERR_OUTOFVIDEOMEMORY: |
|
Warning( "ShaderAPIDX8::CreateDepthStencilSurface: D3DERR_OUTOFVIDEOMEMORY\n" ); |
|
break; |
|
default: |
|
break; |
|
} |
|
Assert( 0 ); |
|
} |
|
|
|
#ifdef _XBOX |
|
D3DSURFACE_DESC desc; |
|
hr = pTexture->GetDepthStencilSurface()->GetDesc( &desc ); |
|
Assert( !FAILED( hr ) ); |
|
|
|
pTexture->m_nTimesBoundThisFrame = 0; |
|
pTexture->m_StaticSizeBytes = desc.Size; |
|
pTexture->m_DynamicSizeBytes = 0; |
|
pTexture->m_DebugName = pDebugName; |
|
pTexture->m_TextureGroupName = TEXTURE_GROUP_RENDER_TARGET; |
|
pTexture->SetImageFormat( IMAGE_FORMAT_UNKNOWN ); |
|
#endif |
|
|
|
return i; |
|
} |
|
|
|
|
|
// FIXME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! |
|
// Could keep a free-list for this instead of linearly searching. We |
|
// don't create textures all the time, so this is probably fine for now. |
|
// FIXME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! |
|
ShaderAPITextureHandle_t CShaderAPIDx8::CreateTextureHandle( void ) |
|
{ |
|
ShaderAPITextureHandle_t handle; |
|
CreateTextureHandles( &handle, 1 ); |
|
return handle; |
|
} |
|
|
|
void CShaderAPIDx8::CreateTextureHandles( ShaderAPITextureHandle_t *handles, int count ) |
|
{ |
|
TM_ZONE_DEFAULT( TELEMETRY_LEVEL0 ); |
|
|
|
if ( count <= 0 ) |
|
return; |
|
|
|
MEM_ALLOC_CREDIT(); |
|
|
|
int idxCreating = 0; |
|
ShaderAPITextureHandle_t hTexture; |
|
|
|
{ |
|
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s - Search", __FUNCTION__ ); |
|
|
|
for ( hTexture = m_Textures.Head(); hTexture != m_Textures.InvalidIndex(); hTexture = m_Textures.Next( hTexture ) ) |
|
{ |
|
if ( !( m_Textures[hTexture].m_Flags & Texture_t::IS_ALLOCATED ) ) |
|
{ |
|
handles[ idxCreating ++ ] = hTexture; |
|
if ( idxCreating >= count ) |
|
return; |
|
} |
|
} |
|
} |
|
|
|
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s - Add", __FUNCTION__ ); |
|
while ( idxCreating < count ) |
|
handles[ idxCreating ++ ] = m_Textures.AddToTail(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Creates a lovely texture |
|
//----------------------------------------------------------------------------- |
|
|
|
ShaderAPITextureHandle_t CShaderAPIDx8::CreateTexture( |
|
int width, |
|
int height, |
|
int depth, |
|
ImageFormat dstImageFormat, |
|
int numMipLevels, |
|
int numCopies, |
|
int creationFlags, |
|
const char *pDebugName, |
|
const char *pTextureGroupName ) |
|
{ |
|
ShaderAPITextureHandle_t handle = 0; |
|
CreateTextures( &handle, 1, width, height, depth, dstImageFormat, numMipLevels, numCopies, creationFlags, pDebugName, pTextureGroupName ); |
|
return handle; |
|
} |
|
|
|
void CShaderAPIDx8::CreateTextures( |
|
ShaderAPITextureHandle_t *pHandles, |
|
int count, |
|
int width, |
|
int height, |
|
int depth, |
|
ImageFormat dstImageFormat, |
|
int numMipLevels, |
|
int numCopies, |
|
int creationFlags, |
|
const char *pDebugName, |
|
const char *pTextureGroupName ) |
|
{ |
|
TM_ZONE_DEFAULT( TELEMETRY_LEVEL0 ); |
|
|
|
LOCK_SHADERAPI(); |
|
|
|
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s - PostLock", __FUNCTION__ ); |
|
|
|
Assert( this == g_pShaderAPI ); |
|
|
|
if ( depth == 0 ) |
|
{ |
|
depth = 1; |
|
} |
|
|
|
bool isCubeMap = (creationFlags & TEXTURE_CREATE_CUBEMAP) != 0; |
|
bool isRenderTarget = (creationFlags & TEXTURE_CREATE_RENDERTARGET) != 0; |
|
bool managed = (creationFlags & TEXTURE_CREATE_MANAGED) != 0; |
|
bool isDepthBuffer = (creationFlags & TEXTURE_CREATE_DEPTHBUFFER) != 0; |
|
bool isDynamic = (creationFlags & TEXTURE_CREATE_DYNAMIC) != 0; |
|
bool isSRGB = (creationFlags & TEXTURE_CREATE_SRGB) != 0; // for Posix/GL only... not used here ? |
|
|
|
#if defined(IS_WINDOWS_PC) && defined(SHADERAPIDX9) |
|
extern bool g_ShaderDeviceUsingD3D9Ex; |
|
if ( g_ShaderDeviceUsingD3D9Ex && managed ) |
|
{ |
|
// Managed textures aren't available under D3D9Ex, but we never lose |
|
// texture data, so it's ok to use the default pool. Really. We can't |
|
// lock default-pool textures like we normally would to upload, but we |
|
// have special logic to blit full updates via D3DX helper functions |
|
// in D3D9Ex mode (see texturedx8.cpp) |
|
managed = false; |
|
creationFlags &= ~TEXTURE_CREATE_MANAGED; |
|
} |
|
#endif |
|
|
|
// Can't be both managed + dynamic. Dynamic is an optimization, but |
|
// if it's not managed, then we gotta do special client-specific stuff |
|
// So, managed wins out! |
|
if ( managed ) |
|
{ |
|
creationFlags &= ~TEXTURE_CREATE_DYNAMIC; |
|
isDynamic = false; |
|
} |
|
|
|
|
|
|
|
// Create a set of texture handles |
|
CreateTextureHandles( pHandles, count ); |
|
Texture_t **arrTxp = ( Texture_t ** ) stackalloc( count * sizeof( Texture_t * ) ); |
|
|
|
unsigned short usSetFlags = 0; |
|
usSetFlags |= ( IsPosix() || ( creationFlags & (TEXTURE_CREATE_DYNAMIC | TEXTURE_CREATE_MANAGED) ) ) ? Texture_t::IS_LOCKABLE : 0; |
|
usSetFlags |= ( creationFlags & TEXTURE_CREATE_VERTEXTEXTURE) ? Texture_t::IS_VERTEX_TEXTURE : 0; |
|
#if defined( _X360 ) |
|
usSetFlags |= ( creationFlags & TEXTURE_CREATE_RENDERTARGET ) ? Texture_t::IS_RENDER_TARGET : 0; |
|
usSetFlags |= ( creationFlags & TEXTURE_CREATE_CANCONVERTFORMAT ) ? Texture_t::CAN_CONVERT_FORMAT : 0; |
|
#endif |
|
|
|
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s - CreateFrames", __FUNCTION__ ); |
|
|
|
for ( int idxFrame = 0; idxFrame < count; ++ idxFrame ) |
|
{ |
|
arrTxp[ idxFrame ] = &GetTexture( pHandles[ idxFrame ] ); |
|
Texture_t *pTexture = arrTxp[ idxFrame ]; |
|
pTexture->m_Flags = Texture_t::IS_ALLOCATED; |
|
pTexture->m_DebugName = pDebugName; |
|
pTexture->m_Width = width; |
|
pTexture->m_Height = height; |
|
pTexture->m_Depth = depth; |
|
pTexture->m_Count = count; |
|
pTexture->m_CountIndex = idxFrame; |
|
|
|
pTexture->m_CreationFlags = creationFlags; |
|
pTexture->m_Flags |= usSetFlags; |
|
|
|
RECORD_COMMAND( DX8_CREATE_TEXTURE, 12 ); |
|
RECORD_INT( textureHandle ); |
|
RECORD_INT( width ); |
|
RECORD_INT( height ); |
|
RECORD_INT( depth ); // depth for volume textures |
|
RECORD_INT( ImageLoader::ImageFormatToD3DFormat( FindNearestSupportedFormat(dstImageFormat)) ); |
|
RECORD_INT( numMipLevels ); |
|
RECORD_INT( isCubeMap ); |
|
RECORD_INT( numCopies <= 1 ? 1 : numCopies ); |
|
RECORD_INT( isRenderTarget ? 1 : 0 ); |
|
RECORD_INT( managed ); |
|
RECORD_INT( isDepthBuffer ? 1 : 0 ); |
|
RECORD_INT( isDynamic ? 1 : 0 ); |
|
|
|
IDirect3DBaseTexture* pD3DTex; |
|
|
|
// Set the initial texture state |
|
if ( numCopies <= 1 ) |
|
{ |
|
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s - CreateD3DTexture", __FUNCTION__ ); |
|
|
|
pTexture->m_NumCopies = 1; |
|
pD3DTex = CreateD3DTexture( width, height, depth, dstImageFormat, numMipLevels, creationFlags, (char*)pDebugName ); |
|
pTexture->SetTexture( pD3DTex ); |
|
} |
|
else |
|
{ |
|
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s - CreateD3DTexture", __FUNCTION__ ); |
|
|
|
pTexture->m_NumCopies = numCopies; |
|
{ |
|
// X360TEMP |
|
// MEM_ALLOC_CREDIT(); |
|
pTexture->GetTextureArray() = new IDirect3DBaseTexture* [numCopies]; |
|
} |
|
for (int k = 0; k < numCopies; ++k) |
|
{ |
|
pD3DTex = CreateD3DTexture( width, height, depth, dstImageFormat, numMipLevels, creationFlags, (char*)pDebugName ); |
|
pTexture->SetTexture( k, pD3DTex ); |
|
} |
|
} |
|
pTexture->m_CurrentCopy = 0; |
|
|
|
pD3DTex = CShaderAPIDx8::GetD3DTexture( pHandles[ idxFrame ] ); |
|
|
|
#if defined( _X360 ) |
|
if ( pD3DTex ) |
|
{ |
|
D3DSURFACE_DESC desc; |
|
HRESULT hr; |
|
if ( creationFlags & TEXTURE_CREATE_CUBEMAP ) |
|
{ |
|
hr = ((IDirect3DCubeTexture *)pD3DTex)->GetLevelDesc( 0, &desc ); |
|
} |
|
else |
|
{ |
|
hr = ((IDirect3DTexture *)pD3DTex)->GetLevelDesc( 0, &desc ); |
|
} |
|
Assert( !FAILED( hr ) ); |
|
|
|
// for proper info get the actual format because the input format may have been redirected |
|
dstImageFormat = ImageLoader::D3DFormatToImageFormat( desc.Format ); |
|
Assert( dstImageFormat != IMAGE_FORMAT_UNKNOWN ); |
|
|
|
// track linear or tiled |
|
if ( !XGIsTiledFormat( desc.Format ) ) |
|
{ |
|
pTexture->m_Flags |= Texture_t::IS_LINEAR; |
|
} |
|
} |
|
#endif |
|
|
|
pTexture->SetImageFormat( dstImageFormat ); |
|
pTexture->m_UTexWrap = D3DTADDRESS_CLAMP; |
|
pTexture->m_VTexWrap = D3DTADDRESS_CLAMP; |
|
pTexture->m_WTexWrap = D3DTADDRESS_CLAMP; |
|
|
|
if ( isRenderTarget ) |
|
{ |
|
#if !defined( _X360 ) |
|
if ( ( dstImageFormat == IMAGE_FORMAT_NV_INTZ ) || ( dstImageFormat == IMAGE_FORMAT_NV_RAWZ ) || |
|
( dstImageFormat == IMAGE_FORMAT_ATI_DST16 ) || ( dstImageFormat == IMAGE_FORMAT_ATI_DST24 ) ) |
|
{ |
|
pTexture->m_MinFilter = pTexture->m_MagFilter = D3DTEXF_POINT; |
|
} |
|
else |
|
#endif |
|
{ |
|
pTexture->m_MinFilter = pTexture->m_MagFilter = D3DTEXF_LINEAR; |
|
} |
|
|
|
pTexture->m_NumLevels = 1; |
|
pTexture->m_MipFilter = D3DTEXF_NONE; |
|
} |
|
else |
|
{ |
|
pTexture->m_NumLevels = pD3DTex ? pD3DTex->GetLevelCount() : 1; |
|
pTexture->m_MipFilter = (pTexture->m_NumLevels != 1) ? D3DTEXF_LINEAR : D3DTEXF_NONE; |
|
pTexture->m_MinFilter = pTexture->m_MagFilter = D3DTEXF_LINEAR; |
|
} |
|
pTexture->m_SwitchNeeded = false; |
|
|
|
ComputeStatsInfo( pHandles[idxFrame], isCubeMap, (depth > 1) ); |
|
SetupTextureGroup( pHandles[idxFrame], pTextureGroupName ); |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::SetupTextureGroup( ShaderAPITextureHandle_t hTexture, const char *pTextureGroupName ) |
|
{ |
|
Texture_t *pTexture = &GetTexture( hTexture ); |
|
|
|
Assert( !pTexture->m_pTextureGroupCounterGlobal ); |
|
|
|
// Setup the texture group stuff. |
|
if ( pTextureGroupName && pTextureGroupName[0] != 0 ) |
|
{ |
|
pTexture->m_TextureGroupName = pTextureGroupName; |
|
} |
|
else |
|
{ |
|
pTexture->m_TextureGroupName = TEXTURE_GROUP_UNACCOUNTED; |
|
} |
|
|
|
// 360 cannot vprof due to multicore loading until vprof is reentrant and these counters are real. |
|
#if defined( VPROF_ENABLED ) && !defined( _X360 ) |
|
char counterName[256]; |
|
Q_snprintf( counterName, sizeof( counterName ), "TexGroup_global_%s", pTexture->m_TextureGroupName.String() ); |
|
pTexture->m_pTextureGroupCounterGlobal = g_VProfCurrentProfile.FindOrCreateCounter( counterName, COUNTER_GROUP_TEXTURE_GLOBAL ); |
|
|
|
Q_snprintf( counterName, sizeof( counterName ), "TexGroup_frame_%s", pTexture->m_TextureGroupName.String() ); |
|
pTexture->m_pTextureGroupCounterFrame = g_VProfCurrentProfile.FindOrCreateCounter( counterName, COUNTER_GROUP_TEXTURE_PER_FRAME ); |
|
#else |
|
pTexture->m_pTextureGroupCounterGlobal = NULL; |
|
pTexture->m_pTextureGroupCounterFrame = NULL; |
|
#endif |
|
|
|
if ( pTexture->m_pTextureGroupCounterGlobal ) |
|
{ |
|
*pTexture->m_pTextureGroupCounterGlobal += pTexture->GetMemUsage(); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Deletes a texture... |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::DeleteD3DTexture( ShaderAPITextureHandle_t hTexture ) |
|
{ |
|
int numDeallocated = 0; |
|
Texture_t &texture = GetTexture( hTexture ); |
|
|
|
if ( texture.m_Flags & Texture_t::IS_DEPTH_STENCIL ) |
|
{ |
|
// garymcthack - need to make sure that playback knows how to deal with these. |
|
RECORD_COMMAND( DX8_DESTROY_DEPTH_TEXTURE, 1 ); |
|
RECORD_INT( hTexture ); |
|
|
|
if ( texture.GetDepthStencilSurface() ) |
|
{ |
|
int nRetVal = texture.GetDepthStencilSurface()->Release(); |
|
Assert( nRetVal == 0 ); |
|
texture.GetDepthStencilSurface() = 0; |
|
numDeallocated = 1; |
|
} |
|
else |
|
{ |
|
// FIXME: we hit this on shutdown of HLMV on some machines |
|
Assert( 0 ); |
|
} |
|
} |
|
else if ( texture.m_NumCopies == 1 ) |
|
{ |
|
if ( texture.GetTexture() ) |
|
{ |
|
RECORD_COMMAND( DX8_DESTROY_TEXTURE, 1 ); |
|
RECORD_INT( hTexture ); |
|
|
|
DestroyD3DTexture( texture.GetTexture() ); |
|
texture.SetTexture( 0 ); |
|
numDeallocated = 1; |
|
} |
|
} |
|
else |
|
{ |
|
if ( texture.GetTextureArray() ) |
|
{ |
|
RECORD_COMMAND( DX8_DESTROY_TEXTURE, 1 ); |
|
RECORD_INT( hTexture ); |
|
|
|
// Multiple copy texture |
|
for (int j = 0; j < texture.m_NumCopies; ++j) |
|
{ |
|
if (texture.GetTexture( j )) |
|
{ |
|
DestroyD3DTexture( texture.GetTexture( j ) ); |
|
texture.SetTexture( j, 0 ); |
|
++numDeallocated; |
|
} |
|
} |
|
|
|
delete [] texture.GetTextureArray(); |
|
texture.GetTextureArray() = 0; |
|
} |
|
} |
|
|
|
texture.m_NumCopies = 0; |
|
|
|
// Remove this texture from its global texture group counter. |
|
if ( texture.m_pTextureGroupCounterGlobal ) |
|
{ |
|
*texture.m_pTextureGroupCounterGlobal -= texture.GetMemUsage(); |
|
Assert( *texture.m_pTextureGroupCounterGlobal >= 0 ); |
|
texture.m_pTextureGroupCounterGlobal = NULL; |
|
} |
|
|
|
// remove this texture from std textures |
|
for( int i=0 ; i < ARRAYSIZE( m_StdTextureHandles ) ; i++ ) |
|
{ |
|
if ( m_StdTextureHandles[i] == hTexture ) |
|
m_StdTextureHandles[i] = INVALID_SHADERAPI_TEXTURE_HANDLE; |
|
} |
|
|
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Unbinds a texture from all texture stages |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::UnbindTexture( ShaderAPITextureHandle_t hTexture ) |
|
{ |
|
// Make sure no texture units are currently bound to it... |
|
for ( int unit = 0; unit < g_pHardwareConfig->GetSamplerCount(); ++unit ) |
|
{ |
|
if ( hTexture == SamplerState( unit ).m_BoundTexture ) |
|
{ |
|
// Gotta set this here because INVALID_SHADERAPI_TEXTURE_HANDLE means don't actually |
|
// set bound texture (it's used for disabling texturemapping) |
|
SamplerState( unit ).m_BoundTexture = INVALID_SHADERAPI_TEXTURE_HANDLE; |
|
SetTextureState( (Sampler_t)unit, INVALID_SHADERAPI_TEXTURE_HANDLE ); |
|
} |
|
} |
|
|
|
int nVertexTextureCount = g_pHardwareConfig->GetVertexTextureCount(); |
|
for ( int nSampler = 0; nSampler < nVertexTextureCount; ++nSampler ) |
|
{ |
|
if ( hTexture == m_DynamicState.m_VertexTextureState[ nSampler ].m_BoundTexture ) |
|
{ |
|
// Gotta set this here because INVALID_SHADERAPI_TEXTURE_HANDLE means don't actually |
|
// set bound texture (it's used for disabling texturemapping) |
|
BindVertexTexture( (VertexTextureSampler_t)nSampler, INVALID_SHADERAPI_TEXTURE_HANDLE ); |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Deletes a texture... |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::DeleteTexture( ShaderAPITextureHandle_t textureHandle ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
AssertValidTextureHandle( textureHandle ); |
|
|
|
if ( !TextureIsAllocated( textureHandle ) ) |
|
{ |
|
// already deallocated |
|
return; |
|
} |
|
|
|
// Unbind it! |
|
UnbindTexture( textureHandle ); |
|
|
|
// Delete it baby |
|
DeleteD3DTexture( textureHandle ); |
|
|
|
// Now remove the texture from the list |
|
// Mark as deallocated so that it can be reused. |
|
GetTexture( textureHandle ).m_Flags = 0; |
|
} |
|
|
|
|
|
void CShaderAPIDx8::WriteTextureToFile( ShaderAPITextureHandle_t hTexture, const char *szFileName ) |
|
{ |
|
Texture_t *pTexInt = &GetTexture( hTexture ); |
|
//Assert( pTexInt->IsCubeMap() == false ); |
|
//Assert( pTexInt->IsVolumeTexture() == false ); |
|
IDirect3DTexture *pD3DTexture = (IDirect3DTexture *)pTexInt->GetTexture(); |
|
|
|
// Get the level of the texture we want to read from |
|
IDirect3DSurface* pTextureLevel; |
|
HRESULT hr = pD3DTexture ->GetSurfaceLevel( 0, &pTextureLevel ); |
|
if ( FAILED( hr ) ) |
|
return; |
|
|
|
D3DSURFACE_DESC surfaceDesc; |
|
pD3DTexture->GetLevelDesc( 0, &surfaceDesc ); |
|
|
|
D3DLOCKED_RECT lockedRect; |
|
|
|
|
|
//if( pTexInt->m_Flags & Texture_t::IS_RENDER_TARGET ) |
|
#if !defined( _X360 ) //TODO: x360 version |
|
{ |
|
//render targets can't be locked, luckily we can copy the surface to system memory and lock that. |
|
IDirect3DSurface *pSystemSurface; |
|
|
|
Assert( !IsX360() ); |
|
|
|
hr = Dx9Device()->CreateOffscreenPlainSurface( surfaceDesc.Width, surfaceDesc.Height, surfaceDesc.Format, D3DPOOL_SYSTEMMEM, &pSystemSurface, NULL ); |
|
Assert( SUCCEEDED( hr ) ); |
|
|
|
pSystemSurface->GetDesc( &surfaceDesc ); |
|
|
|
hr = Dx9Device()->GetRenderTargetData( pTextureLevel, pSystemSurface ); |
|
Assert( SUCCEEDED( hr ) ); |
|
|
|
//pretend this is the texture level we originally grabbed with GetSurfaceLevel() and continue on |
|
pTextureLevel->Release(); |
|
pTextureLevel = pSystemSurface; |
|
} |
|
#endif |
|
|
|
// lock the region |
|
if ( FAILED( pTextureLevel->LockRect( &lockedRect, NULL, D3DLOCK_READONLY ) ) ) |
|
{ |
|
Assert( 0 ); |
|
pTextureLevel->Release(); |
|
return; |
|
} |
|
|
|
TGAWriter::WriteTGAFile( szFileName, surfaceDesc.Width, surfaceDesc.Height, pTexInt->GetImageFormat(), (const uint8 *)lockedRect.pBits, lockedRect.Pitch ); |
|
|
|
if ( FAILED( pTextureLevel->UnlockRect() ) ) |
|
{ |
|
Assert( 0 ); |
|
pTextureLevel->Release(); |
|
return; |
|
} |
|
|
|
pTextureLevel->Release(); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Releases all textures |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::ReleaseAllTextures() |
|
{ |
|
ClearStdTextureHandles(); |
|
ShaderAPITextureHandle_t hTexture; |
|
for ( hTexture = m_Textures.Head(); hTexture != m_Textures.InvalidIndex(); hTexture = m_Textures.Next( hTexture ) ) |
|
{ |
|
if ( TextureIsAllocated( hTexture ) ) |
|
{ |
|
// Delete it baby |
|
DeleteD3DTexture( hTexture ); |
|
} |
|
} |
|
|
|
// Make sure all texture units are pointing to nothing |
|
for (int unit = 0; unit < g_pHardwareConfig->GetSamplerCount(); ++unit ) |
|
{ |
|
SamplerState( unit ).m_BoundTexture = INVALID_SHADERAPI_TEXTURE_HANDLE; |
|
SetTextureState( (Sampler_t)unit, INVALID_SHADERAPI_TEXTURE_HANDLE ); |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::DeleteAllTextures() |
|
{ |
|
ReleaseAllTextures(); |
|
m_Textures.Purge(); |
|
} |
|
|
|
bool CShaderAPIDx8::IsTexture( ShaderAPITextureHandle_t textureHandle ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
|
|
if ( !TextureIsAllocated( textureHandle ) ) |
|
{ |
|
return false; |
|
} |
|
|
|
#if !defined( _X360 ) |
|
if ( GetTexture( textureHandle ).m_Flags & Texture_t::IS_DEPTH_STENCIL ) |
|
{ |
|
return GetTexture( textureHandle ).GetDepthStencilSurface() != 0; |
|
} |
|
else if ( ( GetTexture( textureHandle ).m_NumCopies == 1 && GetTexture( textureHandle ).GetTexture() != 0 ) || |
|
( GetTexture( textureHandle ).m_NumCopies > 1 && GetTexture( textureHandle ).GetTexture( 0 ) != 0 ) ) |
|
{ |
|
return true; |
|
} |
|
else |
|
{ |
|
return false; |
|
} |
|
#else |
|
// query is about texture handle validity, not presence |
|
// texture handle is allocated, texture may or may not be present |
|
return true; |
|
#endif |
|
} |
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Gets the surface associated with a texture (refcount of surface is increased) |
|
//----------------------------------------------------------------------------- |
|
IDirect3DSurface* CShaderAPIDx8::GetTextureSurface( ShaderAPITextureHandle_t textureHandle ) |
|
{ |
|
MEM_ALLOC_D3D_CREDIT(); |
|
|
|
IDirect3DSurface* pSurface; |
|
|
|
// We'll be modifying this sucka |
|
AssertValidTextureHandle( textureHandle ); |
|
Texture_t &tex = GetTexture( textureHandle ); |
|
if ( !( tex.m_Flags & Texture_t::IS_ALLOCATED ) ) |
|
{ |
|
return NULL; |
|
} |
|
|
|
if ( IsX360() && ( tex.m_Flags & Texture_t::IS_RENDER_TARGET_SURFACE ) ) |
|
{ |
|
pSurface = tex.GetRenderTargetSurface( false ); |
|
|
|
#if POSIX |
|
// dxabstract's AddRef/Release have optional args to help track usage |
|
pSurface->AddRef( 0, "CShaderAPIDx8::GetTextureSurface public addref"); |
|
#else |
|
pSurface->AddRef(); |
|
#endif |
|
|
|
return pSurface; |
|
} |
|
|
|
IDirect3DBaseTexture* pD3DTex = CShaderAPIDx8::GetD3DTexture( textureHandle ); |
|
IDirect3DTexture* pTex = static_cast<IDirect3DTexture*>( pD3DTex ); |
|
Assert( pTex ); |
|
if ( !pTex ) |
|
{ |
|
return NULL; |
|
} |
|
|
|
HRESULT hr = pTex->GetSurfaceLevel( 0, &pSurface ); |
|
Assert( hr == D3D_OK ); |
|
|
|
return pSurface; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Gets the surface associated with a texture (refcount of surface is increased) |
|
//----------------------------------------------------------------------------- |
|
IDirect3DSurface* CShaderAPIDx8::GetDepthTextureSurface( ShaderAPITextureHandle_t textureHandle ) |
|
{ |
|
AssertValidTextureHandle( textureHandle ); |
|
if ( !TextureIsAllocated( textureHandle ) ) |
|
{ |
|
return NULL; |
|
} |
|
return GetTexture( textureHandle ).GetDepthStencilSurface(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Changes the render target |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::SetRenderTargetEx( int nRenderTargetID, ShaderAPITextureHandle_t colorTextureHandle, ShaderAPITextureHandle_t depthTextureHandle ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
if ( IsDeactivated( ) ) |
|
{ |
|
return; |
|
} |
|
|
|
// GR - need to flush batched geometry |
|
FlushBufferedPrimitives(); |
|
|
|
#if defined( PIX_INSTRUMENTATION ) |
|
{ |
|
const char *pRT = "Backbuffer"; |
|
const char *pDS = "DefaultDepthStencil"; |
|
|
|
if ( colorTextureHandle == SHADER_RENDERTARGET_NONE ) |
|
{ |
|
pRT = "None"; |
|
} |
|
else if ( colorTextureHandle != SHADER_RENDERTARGET_BACKBUFFER ) |
|
{ |
|
Texture_t &tex = GetTexture( colorTextureHandle ); |
|
pRT = tex.m_DebugName.String(); |
|
} |
|
|
|
if ( depthTextureHandle == SHADER_RENDERTARGET_NONE ) |
|
{ |
|
pDS = "None"; |
|
} |
|
else if ( depthTextureHandle != SHADER_RENDERTARGET_DEPTHBUFFER ) |
|
{ |
|
Texture_t &tex = GetTexture( depthTextureHandle ); |
|
pDS = tex.m_DebugName.String(); |
|
} |
|
|
|
char buf[256]; |
|
sprintf( buf, "SRT:%s %s", pRT ? pRT : "?", pDS ? pDS : "?" ); |
|
BeginPIXEvent( 0xFFFFFFFF, buf ); |
|
EndPIXEvent(); |
|
} |
|
#endif |
|
|
|
#if !defined( _X360 ) |
|
RECORD_COMMAND( DX8_TEST_COOPERATIVE_LEVEL, 0 ); |
|
HRESULT hr = Dx9Device()->TestCooperativeLevel(); |
|
if ( hr != D3D_OK ) |
|
{ |
|
MarkDeviceLost(); |
|
return; |
|
} |
|
#endif |
|
|
|
IDirect3DSurface* pColorSurface = NULL; |
|
IDirect3DSurface* pZSurface = NULL; |
|
|
|
RECORD_COMMAND( DX8_SET_RENDER_TARGET, 3 ); |
|
RECORD_INT( nRenderTargetID ); |
|
RECORD_INT( colorTextureHandle ); |
|
RECORD_INT( depthTextureHandle ); |
|
|
|
// The 0th render target defines which depth buffer we are using, so |
|
// don't bother if we are another render target |
|
if ( nRenderTargetID > 0 ) |
|
{ |
|
depthTextureHandle = SHADER_RENDERTARGET_NONE; |
|
} |
|
|
|
// NOTE!!!! If this code changes, also change Dx8SetRenderTarget in playback.cpp |
|
bool usingTextureTarget = false; |
|
if ( colorTextureHandle == SHADER_RENDERTARGET_BACKBUFFER ) |
|
{ |
|
pColorSurface = m_pBackBufferSurface; |
|
|
|
#ifdef ENABLE_NULLREF_DEVICE_SUPPORT |
|
if( pColorSurface ) |
|
#endif |
|
{ |
|
// This is just to make the code a little simpler... |
|
// (simplifies the release logic) |
|
#if POSIX |
|
// dxabstract's AddRef/Release have optional args to help track usage |
|
pColorSurface->AddRef( 0, "+C CShaderAPIDx8::SetRenderTargetEx public addref 1"); |
|
#else |
|
pColorSurface->AddRef(); |
|
#endif |
|
} |
|
} |
|
else |
|
{ |
|
// get the texture (Refcount increases) |
|
UnbindTexture( colorTextureHandle ); |
|
pColorSurface = GetTextureSurface( colorTextureHandle ); |
|
if ( !pColorSurface ) |
|
{ |
|
return; |
|
} |
|
|
|
usingTextureTarget = true; |
|
} |
|
|
|
if ( depthTextureHandle == SHADER_RENDERTARGET_DEPTHBUFFER ) |
|
{ |
|
// using the default depth buffer |
|
pZSurface = m_pZBufferSurface; |
|
|
|
#ifdef ENABLE_NULLREF_DEVICE_SUPPORT |
|
if( pZSurface ) |
|
#endif |
|
{ |
|
// simplify the prologue logic |
|
#if POSIX |
|
// dxabstract's AddRef/Release have optional args to help track usage |
|
pZSurface->AddRef( 0, "+D CShaderAPIDx8::SetRenderTargetEx public addref 1"); |
|
#else |
|
pZSurface->AddRef(); |
|
#endif |
|
} |
|
} |
|
else if ( depthTextureHandle == SHADER_RENDERTARGET_NONE ) |
|
{ |
|
// GR - disable depth buffer |
|
pZSurface = NULL; |
|
} |
|
else |
|
{ |
|
UnbindTexture( depthTextureHandle ); |
|
|
|
Texture_t &tex = GetTexture( depthTextureHandle ); |
|
|
|
//Cannot use a depth/stencil surface derived from a texture. |
|
//Asserting helps get the whole call stack instead of letting the 360 report an error with a partial stack |
|
Assert( !( IsX360() && (tex.m_Flags & Texture_t::IS_DEPTH_STENCIL_TEXTURE) ) ); |
|
|
|
if ( tex.m_Flags & Texture_t::IS_DEPTH_STENCIL ) |
|
{ |
|
pZSurface = GetDepthTextureSurface( depthTextureHandle ); |
|
if ( pZSurface ) |
|
{ |
|
#if POSIX |
|
// dxabstract's AddRef/Release have optional args to help track usage |
|
pZSurface->AddRef( 0, "+D CShaderAPIDx8::SetRenderTargetEx public addref 2"); |
|
#else |
|
pZSurface->AddRef(); |
|
#endif |
|
} |
|
} |
|
else |
|
{ |
|
HRESULT hr = ((IDirect3DTexture9*)tex.GetTexture())->GetSurfaceLevel( 0, &pZSurface ); |
|
} |
|
|
|
if ( !pZSurface ) |
|
{ |
|
// Refcount of color surface was increased above |
|
#if POSIX |
|
// dxabstract's AddRef/Release have optional args to help track usage |
|
pColorSurface->Release( 0, "-C CShaderAPIDx8::SetRenderTargetEx public release 1" ); |
|
#else |
|
pColorSurface->Release(); |
|
#endif |
|
return; |
|
} |
|
usingTextureTarget = true; |
|
} |
|
|
|
#ifdef _DEBUG |
|
if ( pZSurface ) |
|
{ |
|
D3DSURFACE_DESC zSurfaceDesc, colorSurfaceDesc; |
|
pZSurface->GetDesc( &zSurfaceDesc ); |
|
pColorSurface->GetDesc( &colorSurfaceDesc ); |
|
|
|
if ( !HushAsserts() ) |
|
{ |
|
Assert( colorSurfaceDesc.Width <= zSurfaceDesc.Width ); |
|
Assert( colorSurfaceDesc.Height <= zSurfaceDesc.Height ); |
|
} |
|
} |
|
#endif |
|
|
|
// we only set this flag for the 0th render target so that NULL |
|
// render targets 1-3 don't mess with the viewport on the main RT |
|
if( nRenderTargetID == 0 ) |
|
m_UsingTextureRenderTarget = usingTextureTarget; |
|
|
|
// NOTE: The documentation says that SetRenderTarget increases the refcount |
|
// but it doesn't appear to in practice. If this somehow changes (perhaps |
|
// in a device-specific manner, we're in trouble). |
|
if ( IsPC() || !IsX360() ) |
|
{ |
|
if ( pColorSurface == m_pBackBufferSurface && nRenderTargetID > 0 ) |
|
{ |
|
// SetRenderTargetEx is overloaded so that if you pass NULL in for anything that |
|
// isn't the zeroth render target, you effectively disable that MRT index. |
|
// (Passing in NULL for the zeroth render target means that you want to use the backbuffer |
|
// as the render target.) |
|
// hack hack hack!!!!! If the render target id > 0 and the user passed in NULL, disable the render target |
|
Dx9Device()->SetRenderTarget( nRenderTargetID, NULL ); |
|
} |
|
else |
|
{ |
|
Dx9Device()->SetRenderTarget( nRenderTargetID, pColorSurface ); |
|
} |
|
} |
|
else |
|
{ |
|
Assert( nRenderTargetID == 0 ); |
|
SetRenderTargetInternalXbox( colorTextureHandle ); |
|
} |
|
|
|
// The 0th render target defines which depth buffer we are using, so |
|
// don't bother if we are another render target |
|
if ( nRenderTargetID == 0 ) |
|
{ |
|
Dx9Device()->SetDepthStencilSurface( pZSurface ); |
|
} |
|
|
|
// The 0th render target defines the viewport, therefore it also defines |
|
// the viewport limits. |
|
if ( m_UsingTextureRenderTarget && nRenderTargetID == 0 ) |
|
{ |
|
D3DSURFACE_DESC desc; |
|
HRESULT hr; |
|
if ( !pZSurface ) |
|
{ |
|
hr = pColorSurface->GetDesc( &desc ); |
|
} |
|
else |
|
{ |
|
hr = pZSurface->GetDesc( &desc ); |
|
} |
|
Assert( !FAILED(hr) ); |
|
m_ViewportMaxWidth = desc.Width; |
|
m_ViewportMaxHeight = desc.Height; |
|
} |
|
|
|
static bool assert_on_refzero = false; |
|
int ref; |
|
if ( pZSurface ) |
|
{ |
|
#if POSIX |
|
ref = pZSurface->Release( 0, "-D CShaderAPIDx8::SetRenderTargetEx public release (z surface)"); |
|
#else |
|
ref = pZSurface->Release(); |
|
#endif |
|
|
|
if(assert_on_refzero) |
|
{ |
|
Assert( ref != 0 ); |
|
} |
|
} |
|
|
|
#ifdef ENABLE_NULLREF_DEVICE_SUPPORT |
|
if( pColorSurface ) |
|
#endif |
|
{ |
|
#if POSIX |
|
ref = pColorSurface->Release( 0, "-C CShaderAPIDx8::SetRenderTargetEx public release (color surface)"); |
|
#else |
|
ref = pColorSurface->Release(); |
|
#endif |
|
if(assert_on_refzero) |
|
{ |
|
Assert( ref != 0 ); |
|
} |
|
} |
|
|
|
// Changing the render target sets a default viewport. Force rewrite to preserve the current desired state. |
|
m_DynamicState.m_Viewport.X = 0; |
|
m_DynamicState.m_Viewport.Y = 0; |
|
m_DynamicState.m_Viewport.Width = (DWORD)-1; |
|
m_DynamicState.m_Viewport.Height = (DWORD)-1; |
|
|
|
ADD_COMMIT_FUNC( COMMIT_PER_DRAW, COMMIT_ALWAYS, CommitSetViewports ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Changes the render target |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::SetRenderTarget( ShaderAPITextureHandle_t colorTextureHandle, ShaderAPITextureHandle_t depthTextureHandle ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
SetRenderTargetEx( 0, colorTextureHandle, depthTextureHandle ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Returns the nearest supported format |
|
//----------------------------------------------------------------------------- |
|
ImageFormat CShaderAPIDx8::GetNearestSupportedFormat( ImageFormat fmt, bool bFilteringRequired /* = true */ ) const |
|
{ |
|
return FindNearestSupportedFormat( fmt, false, false, bFilteringRequired ); |
|
} |
|
|
|
|
|
ImageFormat CShaderAPIDx8::GetNearestRenderTargetFormat( ImageFormat fmt ) const |
|
{ |
|
return FindNearestSupportedFormat( fmt, false, true, false ); |
|
} |
|
|
|
|
|
bool CShaderAPIDx8::DoRenderTargetsNeedSeparateDepthBuffer() const |
|
{ |
|
LOCK_SHADERAPI(); |
|
return m_PresentParameters.MultiSampleType != D3DMULTISAMPLE_NONE; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Indicates we're modifying a texture |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::ModifyTexture( ShaderAPITextureHandle_t textureHandle ) |
|
{ |
|
tmZone( TELEMETRY_LEVEL2, TMZF_NONE, "%s", __FUNCTION__ ); |
|
|
|
LOCK_SHADERAPI(); |
|
// Can't do this if we're locked! |
|
Assert( m_ModifyTextureLockedLevel < 0 ); |
|
|
|
AssertValidTextureHandle( textureHandle ); |
|
m_ModifyTextureHandle = textureHandle; |
|
|
|
// If we're got a multi-copy texture, we need to up the current copy count |
|
Texture_t& tex = GetTexture( textureHandle ); |
|
if (tex.m_NumCopies > 1) |
|
{ |
|
// Each time we modify a texture, we'll want to switch texture |
|
// as soon as a TexImage2D call is made... |
|
tex.m_SwitchNeeded = true; |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Advances the current copy of a texture... |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::AdvanceCurrentCopy( ShaderAPITextureHandle_t hTexture ) |
|
{ |
|
// May need to switch textures.... |
|
Texture_t& tex = GetTexture( hTexture ); |
|
if (tex.m_NumCopies > 1) |
|
{ |
|
if (++tex.m_CurrentCopy >= tex.m_NumCopies) |
|
tex.m_CurrentCopy = 0; |
|
|
|
// When the current copy changes, we need to make sure this texture |
|
// isn't bound to any stages any more; thereby guaranteeing the new |
|
// copy will be re-bound. |
|
UnbindTexture( hTexture ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Locks, unlocks the current texture |
|
//----------------------------------------------------------------------------- |
|
|
|
bool CShaderAPIDx8::TexLock( int level, int cubeFaceID, int xOffset, int yOffset, |
|
int width, int height, CPixelWriter& writer ) |
|
{ |
|
tmZone( TELEMETRY_LEVEL2, TMZF_NONE, "%s", __FUNCTION__ ); |
|
|
|
LOCK_SHADERAPI(); |
|
|
|
Assert( m_ModifyTextureLockedLevel < 0 ); |
|
|
|
ShaderAPITextureHandle_t hTexture = GetModifyTextureHandle(); |
|
if ( !m_Textures.IsValidIndex( hTexture ) ) |
|
return false; |
|
|
|
// Blow off mip levels if we don't support mipmapping |
|
if ( !g_pHardwareConfig->SupportsMipmapping() && ( level > 0 ) ) |
|
return false; |
|
|
|
// This test here just makes sure we don't try to download mipmap levels |
|
// if we weren't able to create them in the first place |
|
Texture_t& tex = GetTexture( hTexture ); |
|
if ( level >= tex.m_NumLevels ) |
|
{ |
|
return false; |
|
} |
|
|
|
// May need to switch textures.... |
|
if ( tex.m_SwitchNeeded ) |
|
{ |
|
AdvanceCurrentCopy( hTexture ); |
|
tex.m_SwitchNeeded = false; |
|
} |
|
|
|
IDirect3DBaseTexture *pTexture = GetModifyTexture(); |
|
#if defined( _X360 ) |
|
// 360 can't lock a bound texture |
|
if ( pTexture->IsSet( Dx9Device() ) ) |
|
{ |
|
UnbindTexture( hTexture ); |
|
} |
|
#endif |
|
|
|
bool bOK = LockTexture( hTexture, tex.m_CurrentCopy, pTexture, |
|
level, (D3DCUBEMAP_FACES)cubeFaceID, xOffset, yOffset, width, height, false, writer ); |
|
if ( bOK ) |
|
{ |
|
m_ModifyTextureLockedLevel = level; |
|
m_ModifyTextureLockedFace = cubeFaceID; |
|
} |
|
return bOK; |
|
} |
|
|
|
void CShaderAPIDx8::TexUnlock( ) |
|
{ |
|
tmZone( TELEMETRY_LEVEL2, TMZF_NONE, "%s", __FUNCTION__ ); |
|
|
|
LOCK_SHADERAPI(); |
|
if ( m_ModifyTextureLockedLevel >= 0 ) |
|
{ |
|
Texture_t& tex = GetTexture( GetModifyTextureHandle() ); |
|
UnlockTexture( GetModifyTextureHandle(), tex.m_CurrentCopy, GetModifyTexture(), |
|
m_ModifyTextureLockedLevel, (D3DCUBEMAP_FACES)m_ModifyTextureLockedFace ); |
|
|
|
m_ModifyTextureLockedLevel = -1; |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Texture image upload |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::TexImage2D( |
|
int level, |
|
int cubeFaceID, |
|
ImageFormat dstFormat, |
|
int z, |
|
int width, |
|
int height, |
|
ImageFormat srcFormat, |
|
bool bSrcIsTiled, |
|
void *pSrcData ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
|
|
Assert( pSrcData ); |
|
AssertValidTextureHandle( GetModifyTextureHandle() ); |
|
|
|
if ( !m_Textures.IsValidIndex( GetModifyTextureHandle() ) ) |
|
{ |
|
return; |
|
} |
|
|
|
Assert( (width <= g_pHardwareConfig->Caps().m_MaxTextureWidth) && (height <= g_pHardwareConfig->Caps().m_MaxTextureHeight) ); |
|
|
|
// Blow off mip levels if we don't support mipmapping |
|
if ( !g_pHardwareConfig->SupportsMipmapping() && (level > 0)) |
|
{ |
|
return; |
|
} |
|
|
|
// This test here just makes sure we don't try to download mipmap levels |
|
// if we weren't able to create them in the first place |
|
Texture_t& tex = GetTexture( GetModifyTextureHandle() ); |
|
if ( level >= tex.m_NumLevels ) |
|
{ |
|
return; |
|
} |
|
|
|
// May need to switch textures.... |
|
if (tex.m_SwitchNeeded) |
|
{ |
|
AdvanceCurrentCopy( GetModifyTextureHandle() ); |
|
tex.m_SwitchNeeded = false; |
|
} |
|
|
|
TextureLoadInfo_t info; |
|
info.m_TextureHandle = GetModifyTextureHandle(); |
|
info.m_pTexture = GetModifyTexture(); |
|
info.m_nLevel = level; |
|
info.m_nCopy = tex.m_CurrentCopy; |
|
info.m_CubeFaceID = (D3DCUBEMAP_FACES)cubeFaceID; |
|
info.m_nWidth = width; |
|
info.m_nHeight = height; |
|
info.m_nZOffset = z; |
|
info.m_SrcFormat = srcFormat; |
|
info.m_pSrcData = (unsigned char *)pSrcData; |
|
#if defined( _X360 ) |
|
info.m_bSrcIsTiled = bSrcIsTiled; |
|
info.m_bCanConvertFormat = ( tex.m_Flags & Texture_t::CAN_CONVERT_FORMAT ) != 0; |
|
#else |
|
info.m_bTextureIsLockable = ( tex.m_Flags & Texture_t::IS_LOCKABLE ) != 0; |
|
#endif |
|
LoadTexture( info ); |
|
SetModifyTexture( info.m_pTexture ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Upload to a sub-piece of a texture |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::TexSubImage2D( |
|
int level, |
|
int cubeFaceID, |
|
int xOffset, |
|
int yOffset, |
|
int zOffset, |
|
int width, |
|
int height, |
|
ImageFormat srcFormat, |
|
int srcStride, |
|
bool bSrcIsTiled, |
|
void *pSrcData ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
|
|
Assert( pSrcData ); |
|
AssertValidTextureHandle( GetModifyTextureHandle() ); |
|
|
|
if ( !m_Textures.IsValidIndex( GetModifyTextureHandle() ) ) |
|
{ |
|
return; |
|
} |
|
|
|
// Blow off mip levels if we don't support mipmapping |
|
if ( !g_pHardwareConfig->SupportsMipmapping() && ( level > 0 ) ) |
|
{ |
|
return; |
|
} |
|
|
|
// NOTE: This can only be done with procedural textures if this method is |
|
// being used to download the entire texture, cause last frame's partial update |
|
// may be in a completely different texture! Sadly, I don't have all of the |
|
// information I need, but I can at least check a couple things.... |
|
#ifdef _DEBUG |
|
if ( GetTexture( GetModifyTextureHandle() ).m_NumCopies > 1 ) |
|
{ |
|
Assert( (xOffset == 0) && (yOffset == 0) ); |
|
} |
|
#endif |
|
|
|
// This test here just makes sure we don't try to download mipmap levels |
|
// if we weren't able to create them in the first place |
|
Texture_t& tex = GetTexture( GetModifyTextureHandle() ); |
|
if ( level >= tex.m_NumLevels ) |
|
{ |
|
return; |
|
} |
|
|
|
// May need to switch textures.... |
|
if ( tex.m_SwitchNeeded ) |
|
{ |
|
AdvanceCurrentCopy( GetModifyTextureHandle() ); |
|
tex.m_SwitchNeeded = false; |
|
} |
|
|
|
TextureLoadInfo_t info; |
|
info.m_TextureHandle = GetModifyTextureHandle(); |
|
info.m_pTexture = GetModifyTexture(); |
|
info.m_nLevel = level; |
|
info.m_nCopy = tex.m_CurrentCopy; |
|
info.m_CubeFaceID = (D3DCUBEMAP_FACES)cubeFaceID; |
|
info.m_nWidth = width; |
|
info.m_nHeight = height; |
|
info.m_nZOffset = zOffset; |
|
info.m_SrcFormat = srcFormat; |
|
info.m_pSrcData = (unsigned char *)pSrcData; |
|
#if defined( _X360 ) |
|
info.m_bSrcIsTiled = bSrcIsTiled; |
|
info.m_bCanConvertFormat = ( tex.m_Flags & Texture_t::CAN_CONVERT_FORMAT ) != 0; |
|
#else |
|
info.m_bTextureIsLockable = ( tex.m_Flags & Texture_t::IS_LOCKABLE ) != 0; |
|
#endif |
|
LoadSubTexture( info, xOffset, yOffset, srcStride ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Volume texture upload |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::TexImageFromVTF( IVTFTexture *pVTF, int iVTFFrame ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
Assert( pVTF ); |
|
AssertValidTextureHandle( GetModifyTextureHandle() ); |
|
if ( !m_Textures.IsValidIndex( GetModifyTextureHandle() ) ) |
|
{ |
|
return; |
|
} |
|
Texture_t& tex = GetTexture( GetModifyTextureHandle() ); |
|
|
|
// May need to switch textures.... |
|
if (tex.m_SwitchNeeded) |
|
{ |
|
AdvanceCurrentCopy( GetModifyTextureHandle() ); |
|
tex.m_SwitchNeeded = false; |
|
} |
|
|
|
TextureLoadInfo_t info; |
|
info.m_TextureHandle = GetModifyTextureHandle(); |
|
info.m_pTexture = GetModifyTexture(); |
|
info.m_nLevel = 0; |
|
info.m_nCopy = tex.m_CurrentCopy; |
|
info.m_CubeFaceID = (D3DCUBEMAP_FACES)0; |
|
info.m_nWidth = 0; |
|
info.m_nHeight = 0; |
|
info.m_nZOffset = 0; |
|
info.m_SrcFormat = pVTF->Format(); |
|
info.m_pSrcData = NULL; |
|
#if defined( _X360 ) |
|
info.m_bSrcIsTiled = pVTF->IsPreTiled(); |
|
info.m_bCanConvertFormat = ( tex.m_Flags & Texture_t::CAN_CONVERT_FORMAT ) != 0; |
|
#else |
|
info.m_bTextureIsLockable = ( tex.m_Flags & Texture_t::IS_LOCKABLE ) != 0; |
|
#endif |
|
if ( pVTF->Depth() > 1 ) |
|
{ |
|
LoadVolumeTextureFromVTF( info, pVTF, iVTFFrame ); |
|
} |
|
else if ( pVTF->IsCubeMap() ) |
|
{ |
|
if ( HardwareConfig()->SupportsCubeMaps() ) |
|
{ |
|
LoadCubeTextureFromVTF( info, pVTF, iVTFFrame ); |
|
} |
|
else |
|
{ |
|
info.m_CubeFaceID = (D3DCUBEMAP_FACES)6; |
|
LoadTextureFromVTF( info, pVTF, iVTFFrame ); |
|
} |
|
} |
|
else |
|
{ |
|
LoadTextureFromVTF( info, pVTF, iVTFFrame ); |
|
} |
|
SetModifyTexture( info.m_pTexture ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Is the texture resident? |
|
//----------------------------------------------------------------------------- |
|
bool CShaderAPIDx8::IsTextureResident( ShaderAPITextureHandle_t textureHandle ) |
|
{ |
|
return true; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Level of anisotropic filtering |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::SetAnisotropicLevel( int nAnisotropyLevel ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
|
|
// NOTE: This must be called before the rest of the code in this function so |
|
// anisotropic can be set per-texture to force it on! This will also avoid |
|
// a possible infinite loop that existed before. |
|
g_pShaderUtil->NoteAnisotropicLevel( nAnisotropyLevel ); |
|
|
|
// Never set this to 1. In the case we want it set to 1, we will use this to override |
|
// aniso per-texture, so set it to something reasonable |
|
if ( nAnisotropyLevel > g_pHardwareConfig->Caps().m_nMaxAnisotropy || nAnisotropyLevel <= 1 ) |
|
{ |
|
// Set it to 1/4 the max but between 2-8 |
|
nAnisotropyLevel = max( 2, min( 8, ( g_pHardwareConfig->Caps().m_nMaxAnisotropy / 4 ) ) ); |
|
} |
|
|
|
// Set the D3D max insotropy state for all samplers |
|
for ( int i = 0; i < g_pHardwareConfig->Caps().m_NumSamplers; ++i) |
|
{ |
|
SamplerState(i).m_nAnisotropicLevel = nAnisotropyLevel; |
|
SetSamplerState( i, D3DSAMP_MAXANISOTROPY, SamplerState(i).m_nAnisotropicLevel ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Sets the priority |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::TexSetPriority( int priority ) |
|
{ |
|
#if !defined( _X360 ) |
|
LOCK_SHADERAPI(); |
|
|
|
// A hint to the cacher... |
|
ShaderAPITextureHandle_t hModifyTexture = GetModifyTextureHandle(); |
|
if ( hModifyTexture == INVALID_SHADERAPI_TEXTURE_HANDLE ) |
|
return; |
|
|
|
Texture_t& tex = GetTexture( hModifyTexture ); |
|
if ( tex.m_NumCopies > 1 ) |
|
{ |
|
for (int i = 0; i < tex.m_NumCopies; ++i) |
|
tex.GetTexture( i )->SetPriority( priority ); |
|
} |
|
else |
|
{ |
|
tex.GetTexture()->SetPriority( priority ); |
|
} |
|
#endif |
|
} |
|
|
|
void CShaderAPIDx8::TexLodClamp( int finest ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
|
|
ShaderAPITextureHandle_t hModifyTexture = GetModifyTextureHandle(); |
|
if ( hModifyTexture == INVALID_SHADERAPI_TEXTURE_HANDLE ) |
|
return; |
|
|
|
Texture_t& tex = GetTexture( hModifyTexture ); |
|
tex.m_FinestMipmapLevel = finest; |
|
} |
|
|
|
void CShaderAPIDx8::TexLodBias( float bias ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
|
|
ShaderAPITextureHandle_t hModifyTexture = GetModifyTextureHandle(); |
|
if ( hModifyTexture == INVALID_SHADERAPI_TEXTURE_HANDLE ) |
|
return; |
|
|
|
Texture_t& tex = GetTexture( hModifyTexture ); |
|
tex.m_LodBias = bias; |
|
} |
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Texturemapping state |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::TexWrap( ShaderTexCoordComponent_t coord, ShaderTexWrapMode_t wrapMode ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
|
|
ShaderAPITextureHandle_t hModifyTexture = GetModifyTextureHandle(); |
|
if ( hModifyTexture == INVALID_SHADERAPI_TEXTURE_HANDLE ) |
|
return; |
|
|
|
D3DTEXTUREADDRESS address; |
|
switch( wrapMode ) |
|
{ |
|
case SHADER_TEXWRAPMODE_CLAMP: |
|
address = D3DTADDRESS_CLAMP; |
|
break; |
|
case SHADER_TEXWRAPMODE_REPEAT: |
|
address = D3DTADDRESS_WRAP; |
|
break; |
|
case SHADER_TEXWRAPMODE_BORDER: |
|
address = D3DTADDRESS_BORDER; |
|
break; |
|
default: |
|
address = D3DTADDRESS_CLAMP; |
|
Warning( "CShaderAPIDx8::TexWrap: unknown wrapMode\n" ); |
|
break; |
|
} |
|
|
|
switch( coord ) |
|
{ |
|
case SHADER_TEXCOORD_S: |
|
GetTexture( hModifyTexture ).m_UTexWrap = address; |
|
break; |
|
case SHADER_TEXCOORD_T: |
|
GetTexture( hModifyTexture ).m_VTexWrap = address; |
|
break; |
|
case SHADER_TEXCOORD_U: |
|
GetTexture( hModifyTexture ).m_WTexWrap = address; |
|
break; |
|
default: |
|
Warning( "CShaderAPIDx8::TexWrap: unknown coord\n" ); |
|
break; |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::TexMinFilter( ShaderTexFilterMode_t texFilterMode ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
|
|
ShaderAPITextureHandle_t hModifyTexture = GetModifyTextureHandle(); |
|
if ( hModifyTexture == INVALID_SHADERAPI_TEXTURE_HANDLE ) |
|
return; |
|
|
|
switch( texFilterMode ) |
|
{ |
|
case SHADER_TEXFILTERMODE_NEAREST: |
|
GetTexture( hModifyTexture ).m_MinFilter = D3DTEXF_POINT; |
|
GetTexture( hModifyTexture ).m_MipFilter = D3DTEXF_NONE; |
|
break; |
|
case SHADER_TEXFILTERMODE_LINEAR: |
|
GetTexture( hModifyTexture ).m_MinFilter = D3DTEXF_LINEAR; |
|
GetTexture( hModifyTexture ).m_MipFilter = D3DTEXF_NONE; |
|
break; |
|
case SHADER_TEXFILTERMODE_NEAREST_MIPMAP_NEAREST: |
|
GetTexture( hModifyTexture ).m_MinFilter = D3DTEXF_POINT; |
|
GetTexture( hModifyTexture ).m_MipFilter = |
|
GetTexture( hModifyTexture ).m_NumLevels != 1 ? D3DTEXF_POINT : D3DTEXF_NONE; |
|
break; |
|
case SHADER_TEXFILTERMODE_LINEAR_MIPMAP_NEAREST: |
|
GetTexture( hModifyTexture ).m_MinFilter = D3DTEXF_LINEAR; |
|
GetTexture( hModifyTexture ).m_MipFilter = |
|
GetTexture( hModifyTexture ).m_NumLevels != 1 ? D3DTEXF_POINT : D3DTEXF_NONE; |
|
break; |
|
case SHADER_TEXFILTERMODE_NEAREST_MIPMAP_LINEAR: |
|
GetTexture( hModifyTexture ).m_MinFilter = D3DTEXF_POINT; |
|
GetTexture( hModifyTexture ).m_MipFilter = |
|
GetTexture( hModifyTexture ).m_NumLevels != 1 ? D3DTEXF_LINEAR : D3DTEXF_NONE; |
|
break; |
|
case SHADER_TEXFILTERMODE_LINEAR_MIPMAP_LINEAR: |
|
GetTexture( hModifyTexture ).m_MinFilter = D3DTEXF_LINEAR; |
|
GetTexture( hModifyTexture ).m_MipFilter = |
|
GetTexture( hModifyTexture ).m_NumLevels != 1 ? D3DTEXF_LINEAR : D3DTEXF_NONE; |
|
break; |
|
case SHADER_TEXFILTERMODE_ANISOTROPIC: |
|
GetTexture( hModifyTexture ).m_MinFilter = D3DTEXF_ANISOTROPIC; |
|
GetTexture( hModifyTexture ).m_MipFilter = |
|
GetTexture( hModifyTexture ).m_NumLevels != 1 ? D3DTEXF_LINEAR : D3DTEXF_NONE; |
|
break; |
|
default: |
|
Warning( "CShaderAPIDx8::TexMinFilter: Unknown texFilterMode\n" ); |
|
break; |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::TexMagFilter( ShaderTexFilterMode_t texFilterMode ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
|
|
ShaderAPITextureHandle_t hModifyTexture = GetModifyTextureHandle(); |
|
if ( hModifyTexture == INVALID_SHADERAPI_TEXTURE_HANDLE ) |
|
return; |
|
|
|
switch( texFilterMode ) |
|
{ |
|
case SHADER_TEXFILTERMODE_NEAREST: |
|
GetTexture( hModifyTexture ).m_MagFilter = D3DTEXF_POINT; |
|
break; |
|
case SHADER_TEXFILTERMODE_LINEAR: |
|
GetTexture( hModifyTexture ).m_MagFilter = D3DTEXF_LINEAR; |
|
break; |
|
case SHADER_TEXFILTERMODE_NEAREST_MIPMAP_NEAREST: |
|
Warning( "CShaderAPIDx8::TexMagFilter: SHADER_TEXFILTERMODE_NEAREST_MIPMAP_NEAREST is invalid\n" ); |
|
break; |
|
case SHADER_TEXFILTERMODE_LINEAR_MIPMAP_NEAREST: |
|
Warning( "CShaderAPIDx8::TexMagFilter: SHADER_TEXFILTERMODE_LINEAR_MIPMAP_NEAREST is invalid\n" ); |
|
break; |
|
case SHADER_TEXFILTERMODE_NEAREST_MIPMAP_LINEAR: |
|
Warning( "CShaderAPIDx8::TexMagFilter: SHADER_TEXFILTERMODE_NEAREST_MIPMAP_LINEAR is invalid\n" ); |
|
break; |
|
case SHADER_TEXFILTERMODE_LINEAR_MIPMAP_LINEAR: |
|
Warning( "CShaderAPIDx8::TexMagFilter: SHADER_TEXFILTERMODE_LINEAR_MIPMAP_LINEAR is invalid\n" ); |
|
break; |
|
case SHADER_TEXFILTERMODE_ANISOTROPIC: |
|
GetTexture( hModifyTexture ).m_MagFilter = g_pHardwareConfig->Caps().m_bSupportsMagAnisotropicFiltering ? D3DTEXF_ANISOTROPIC : D3DTEXF_LINEAR; |
|
break; |
|
default: |
|
Warning( "CShaderAPIDx8::TexMAGFilter: Unknown texFilterMode\n" ); |
|
break; |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Gets the matrix stack from the matrix mode |
|
//----------------------------------------------------------------------------- |
|
|
|
int CShaderAPIDx8::GetMatrixStack( MaterialMatrixMode_t mode ) const |
|
{ |
|
Assert( mode >= 0 && mode < NUM_MATRIX_MODES ); |
|
return mode; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Returns true if we're modulating constant color into the vertex color |
|
//----------------------------------------------------------------------------- |
|
bool CShaderAPIDx8::IsModulatingVertexColor() const |
|
{ |
|
return m_TransitionTable.CurrentShadowShaderState()->m_ModulateConstantColor; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Material property (used to deal with overbright for lights) |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::SetDefaultMaterial() |
|
{ |
|
#if !defined( _X360 ) |
|
D3DMATERIAL mat; |
|
mat.Diffuse.r = mat.Diffuse.g = mat.Diffuse.b = mat.Diffuse.a = 1.0f; |
|
mat.Ambient.r = mat.Ambient.g = mat.Ambient.b = mat.Ambient.a = 0.0f; |
|
mat.Specular.r = mat.Specular.g = mat.Specular.b = mat.Specular.a = 0.0f; |
|
mat.Emissive.r = mat.Emissive.g = mat.Emissive.b = mat.Emissive.a = 0.0f; |
|
mat.Power = 1.0f; |
|
Dx9Device()->SetMaterial( &mat ); |
|
#endif |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// lighting related methods |
|
//----------------------------------------------------------------------------- |
|
|
|
void CShaderAPIDx8::SetAmbientLight( float r, float g, float b ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
unsigned int ambient = D3DCOLOR_ARGB( 255, (int)(r * 255), |
|
(int)(g * 255), (int)(b * 255) ); |
|
if (ambient != m_DynamicState.m_Ambient) |
|
{ |
|
m_DynamicState.m_Ambient = ambient; |
|
SetSupportedRenderState( D3DRS_AMBIENT, ambient ); |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::SetLightingOrigin( Vector vLightingOrigin ) |
|
{ |
|
if ( vLightingOrigin != m_DynamicState.m_vLightingOrigin ) |
|
{ |
|
FlushBufferedPrimitives(); |
|
m_DynamicState.m_vLightingOrigin = vLightingOrigin; |
|
} |
|
} |
|
|
|
//#define NO_LOCAL_LIGHTS |
|
void CShaderAPIDx8::SetLight( int lightNum, const LightDesc_t& desc_ ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
#ifdef NO_LOCAL_LIGHTS |
|
LightDesc_t desc = desc_; |
|
desc.m_Type = MATERIAL_LIGHT_DISABLE; |
|
#else |
|
LightDesc_t &desc = const_cast<LightDesc_t &>(desc_); // to permit '&' |
|
#endif |
|
Assert( lightNum < g_pHardwareConfig->Caps().m_MaxNumLights && lightNum >= 0 ); |
|
|
|
if( lightNum >= g_pHardwareConfig->Caps().m_MaxNumLights || lightNum < 0 ) |
|
return; |
|
|
|
m_DynamicState.m_LightDescs[lightNum] = desc; |
|
|
|
FlushBufferedPrimitives(); |
|
|
|
if (desc.m_Type == MATERIAL_LIGHT_DISABLE) |
|
{ |
|
if (m_DynamicState.m_LightEnable[lightNum]) |
|
{ |
|
m_DynamicState.m_LightEnableChanged[lightNum] = STATE_CHANGED; |
|
m_DynamicState.m_LightEnable[lightNum] = false; |
|
} |
|
return; |
|
} |
|
|
|
if (!m_DynamicState.m_LightEnable[lightNum]) |
|
{ |
|
m_DynamicState.m_LightEnableChanged[lightNum] = STATE_CHANGED; |
|
m_DynamicState.m_LightEnable[lightNum] = true; |
|
} |
|
|
|
D3DLIGHT light; |
|
switch( desc.m_Type ) |
|
{ |
|
case MATERIAL_LIGHT_POINT: |
|
light.Type = D3DLIGHT_POINT; |
|
light.Range = desc.m_Range; |
|
break; |
|
|
|
case MATERIAL_LIGHT_DIRECTIONAL: |
|
light.Type = D3DLIGHT_DIRECTIONAL; |
|
light.Range = 1e12; // This is supposed to be ignored |
|
break; |
|
|
|
case MATERIAL_LIGHT_SPOT: |
|
light.Type = D3DLIGHT_SPOT; |
|
light.Range = desc.m_Range; |
|
break; |
|
|
|
default: |
|
m_DynamicState.m_LightEnable[lightNum] = false; |
|
return; |
|
} |
|
|
|
// This is a D3D limitation |
|
Assert( (light.Range >= 0) && (light.Range <= sqrt(FLT_MAX)) ); |
|
|
|
memcpy( &light.Diffuse, &desc.m_Color[0], 3*sizeof(float) ); |
|
memcpy( &light.Specular, &desc.m_Color[0], 3*sizeof(float) ); |
|
light.Diffuse.a = 1.0f; |
|
light.Specular.a = 1.0f; |
|
light.Ambient.a = light.Ambient.b = light.Ambient.g = light.Ambient.r = 0; |
|
memcpy( &light.Position, &desc.m_Position[0], 3 * sizeof(float) ); |
|
memcpy( &light.Direction, &desc.m_Direction[0], 3 * sizeof(float) ); |
|
light.Falloff = desc.m_Falloff; |
|
light.Attenuation0 = desc.m_Attenuation0; |
|
light.Attenuation1 = desc.m_Attenuation1; |
|
light.Attenuation2 = desc.m_Attenuation2; |
|
|
|
// normalize light color... |
|
light.Theta = desc.m_Theta; |
|
light.Phi = desc.m_Phi; |
|
if (light.Phi > M_PI) |
|
light.Phi = M_PI; |
|
|
|
// This piece of crap line of code is because if theta gets too close to phi, |
|
// we get no light at all. |
|
if (light.Theta - light.Phi > -1e-3) |
|
light.Theta = light.Phi - 1e-3; |
|
|
|
m_DynamicState.m_LightChanged[lightNum] = STATE_CHANGED; |
|
memcpy( &m_DynamicState.m_Lights[lightNum], &light, sizeof(light) ); |
|
} |
|
|
|
void CShaderAPIDx8::DisableAllLocalLights() |
|
{ |
|
LOCK_SHADERAPI(); |
|
bool bFlushed = false; |
|
for ( int lightNum = 0; lightNum < MAX_NUM_LIGHTS; lightNum++ ) |
|
{ |
|
if (m_DynamicState.m_LightEnable[lightNum]) |
|
{ |
|
if ( !bFlushed ) |
|
{ |
|
FlushBufferedPrimitives(); |
|
bFlushed = true; |
|
} |
|
m_DynamicState.m_LightDescs[lightNum].m_Type = MATERIAL_LIGHT_DISABLE; |
|
m_DynamicState.m_LightEnableChanged[lightNum] = STATE_CHANGED; |
|
m_DynamicState.m_LightEnable[lightNum] = false; |
|
} |
|
} |
|
} |
|
|
|
int CShaderAPIDx8::GetMaxLights( void ) const |
|
{ |
|
return g_pHardwareConfig->Caps().m_MaxNumLights; |
|
} |
|
|
|
const LightDesc_t& CShaderAPIDx8::GetLight( int lightNum ) const |
|
{ |
|
Assert( lightNum < g_pHardwareConfig->Caps().m_MaxNumLights && lightNum >= 0 ); |
|
return m_DynamicState.m_LightDescs[lightNum]; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Ambient cube |
|
//----------------------------------------------------------------------------- |
|
|
|
//#define NO_AMBIENT_CUBE 1 |
|
void CShaderAPIDx8::SetAmbientLightCube( Vector4D cube[6] ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
/* |
|
int i; |
|
for( i = 0; i < 6; i++ ) |
|
{ |
|
ColorClamp( cube[i].AsVector3D() ); |
|
// if( i == 0 ) |
|
// { |
|
// Warning( "%d: %f %f %f\n", i, cube[i][0], cube[i][1], cube[i][2] ); |
|
// } |
|
} |
|
*/ |
|
if (memcmp(&m_DynamicState.m_AmbientLightCube[0][0], cube, 6 * sizeof(Vector4D))) |
|
{ |
|
memcpy( &m_DynamicState.m_AmbientLightCube[0][0], cube, 6 * sizeof(Vector4D) ); |
|
|
|
#ifdef NO_AMBIENT_CUBE |
|
memset( &m_DynamicState.m_AmbientLightCube[0][0], 0, 6 * sizeof(Vector4D) ); |
|
#endif |
|
|
|
//#define DEBUG_AMBIENT_CUBE |
|
|
|
#ifdef DEBUG_AMBIENT_CUBE |
|
m_DynamicState.m_AmbientLightCube[0][0] = 1.0f; |
|
m_DynamicState.m_AmbientLightCube[0][1] = 0.0f; |
|
m_DynamicState.m_AmbientLightCube[0][2] = 0.0f; |
|
|
|
m_DynamicState.m_AmbientLightCube[1][0] = 0.0f; |
|
m_DynamicState.m_AmbientLightCube[1][1] = 1.0f; |
|
m_DynamicState.m_AmbientLightCube[1][2] = 0.0f; |
|
|
|
m_DynamicState.m_AmbientLightCube[2][0] = 0.0f; |
|
m_DynamicState.m_AmbientLightCube[2][1] = 0.0f; |
|
m_DynamicState.m_AmbientLightCube[2][2] = 1.0f; |
|
|
|
m_DynamicState.m_AmbientLightCube[3][0] = 1.0f; |
|
m_DynamicState.m_AmbientLightCube[3][1] = 0.0f; |
|
m_DynamicState.m_AmbientLightCube[3][2] = 1.0f; |
|
|
|
m_DynamicState.m_AmbientLightCube[4][0] = 1.0f; |
|
m_DynamicState.m_AmbientLightCube[4][1] = 1.0f; |
|
m_DynamicState.m_AmbientLightCube[4][2] = 0.0f; |
|
|
|
m_DynamicState.m_AmbientLightCube[5][0] = 0.0f; |
|
m_DynamicState.m_AmbientLightCube[5][1] = 1.0f; |
|
m_DynamicState.m_AmbientLightCube[5][2] = 1.0f; |
|
#endif |
|
|
|
m_CachedAmbientLightCube = STATE_CHANGED; |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::SetVertexShaderStateAmbientLightCube() |
|
{ |
|
if (m_CachedAmbientLightCube & STATE_CHANGED_VERTEX_SHADER) |
|
{ |
|
SetVertexShaderConstant( VERTEX_SHADER_AMBIENT_LIGHT, m_DynamicState.m_AmbientLightCube[0].Base(), 6 ); |
|
m_CachedAmbientLightCube &= ~STATE_CHANGED_VERTEX_SHADER; |
|
} |
|
} |
|
|
|
|
|
void CShaderAPIDx8::SetPixelShaderStateAmbientLightCube( int pshReg, bool bForceToBlack ) |
|
{ |
|
float *pCubeBase; |
|
Vector4D tempCube[6]; |
|
|
|
if( bForceToBlack ) |
|
{ |
|
for ( int i=0; i<6 ; i++ ) |
|
tempCube[i].Init(); |
|
|
|
pCubeBase = tempCube[0].Base(); |
|
} |
|
else |
|
{ |
|
pCubeBase = m_DynamicState.m_AmbientLightCube[0].Base(); |
|
} |
|
|
|
SetPixelShaderConstant( pshReg, pCubeBase, 6 ); |
|
} |
|
|
|
float CShaderAPIDx8::GetAmbientLightCubeLuminance( void ) |
|
{ |
|
Vector4D vLuminance( 0.3f, 0.59f, 0.11f, 0.0f ); |
|
float fLuminance = 0.0f; |
|
|
|
for (int i=0; i<6; i++) |
|
{ |
|
fLuminance += vLuminance.Dot( m_DynamicState.m_AmbientLightCube[i] ); |
|
} |
|
|
|
return fLuminance / 6.0f; |
|
} |
|
|
|
static inline RECT* RectToRECT( Rect_t *pSrcRect, RECT &dstRect ) |
|
{ |
|
if ( !pSrcRect ) |
|
return NULL; |
|
|
|
dstRect.left = pSrcRect->x; |
|
dstRect.top = pSrcRect->y; |
|
dstRect.right = pSrcRect->x + pSrcRect->width; |
|
dstRect.bottom = pSrcRect->y + pSrcRect->height; |
|
return &dstRect; |
|
} |
|
|
|
void CShaderAPIDx8::CopyRenderTargetToTextureEx( ShaderAPITextureHandle_t textureHandle, int nRenderTargetID, Rect_t *pSrcRect, Rect_t *pDstRect ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
VPROF_BUDGET( "CShaderAPIDx8::CopyRenderTargetToTexture", "Refraction overhead" ); |
|
|
|
if ( !TextureIsAllocated( textureHandle ) ) |
|
return; |
|
|
|
#if defined( PIX_INSTRUMENTATION ) |
|
{ |
|
const char *pRT = ( nRenderTargetID < 0 ) ? "DS" : "RT"; |
|
|
|
if ( textureHandle == SHADER_RENDERTARGET_NONE ) |
|
{ |
|
pRT = "None"; |
|
} |
|
else if ( textureHandle != SHADER_RENDERTARGET_BACKBUFFER ) |
|
{ |
|
Texture_t &tex = GetTexture( textureHandle ); |
|
pRT = tex.m_DebugName.String(); |
|
} |
|
|
|
char buf[256]; |
|
sprintf( buf, "CopyRTToTexture:%s", pRT ? pRT : "?" ); |
|
BeginPIXEvent( 0xFFFFFFFF, buf ); |
|
EndPIXEvent(); |
|
} |
|
#endif |
|
|
|
// Don't flush here!! If you have to flush here, then there is a driver bug. |
|
// FlushHardware( ); |
|
|
|
AssertValidTextureHandle( textureHandle ); |
|
Texture_t *pTexture = &GetTexture( textureHandle ); |
|
Assert( pTexture ); |
|
IDirect3DTexture *pD3DTexture = (IDirect3DTexture *)pTexture->GetTexture(); |
|
Assert( pD3DTexture ); |
|
|
|
#if !defined( _X360 ) |
|
IDirect3DSurface* pRenderTargetSurface; |
|
HRESULT hr = Dx9Device()->GetRenderTarget( nRenderTargetID, &pRenderTargetSurface ); |
|
if ( FAILED( hr ) ) |
|
{ |
|
Assert( 0 ); |
|
return; |
|
} |
|
|
|
IDirect3DSurface *pDstSurf; |
|
hr = pD3DTexture->GetSurfaceLevel( 0, &pDstSurf ); |
|
Assert( !FAILED( hr ) ); |
|
if ( FAILED( hr ) ) |
|
{ |
|
pRenderTargetSurface->Release(); |
|
return; |
|
} |
|
|
|
bool tryblit = true; |
|
if ( tryblit ) |
|
{ |
|
RECORD_COMMAND( DX8_COPY_FRAMEBUFFER_TO_TEXTURE, 1 ); |
|
RECORD_INT( textureHandle ); |
|
|
|
RECT srcRect, dstRect; |
|
hr = Dx9Device()->StretchRect( pRenderTargetSurface, RectToRECT( pSrcRect, srcRect ), |
|
pDstSurf, RectToRECT( pDstRect, dstRect ), D3DTEXF_LINEAR ); |
|
Assert( !FAILED( hr ) ); |
|
} |
|
|
|
pDstSurf->Release(); |
|
pRenderTargetSurface->Release(); |
|
#else |
|
DWORD flags = 0; |
|
switch( nRenderTargetID ) |
|
{ |
|
case -1: |
|
flags = D3DRESOLVE_DEPTHSTENCIL | D3DRESOLVE_FRAGMENT0; |
|
break; |
|
case 0: |
|
flags = D3DRESOLVE_RENDERTARGET0; |
|
break; |
|
case 1: |
|
case 2: |
|
case 3: |
|
// not supporting MRT |
|
Assert( 0 ); |
|
return; |
|
NO_DEFAULT |
|
}; |
|
|
|
// not prepared to handle mip mapping yet |
|
Assert( pD3DTexture->GetLevelCount() == 1 ); |
|
|
|
D3DPOINT dstPoint = { 0 }; |
|
if ( pDstRect ) |
|
{ |
|
dstPoint.x = pDstRect->x; |
|
dstPoint.y = pDstRect->y; |
|
} |
|
|
|
int destWidth, destHeight; |
|
if( pDstRect ) |
|
{ |
|
destWidth = pDstRect->width; |
|
destHeight = pDstRect->height; |
|
|
|
Assert( (destWidth <= pTexture->GetWidth()) && (destHeight <= pTexture->GetHeight()) ); |
|
} |
|
else |
|
{ |
|
destWidth = pTexture->GetWidth(); |
|
destHeight = pTexture->GetHeight(); |
|
} |
|
|
|
RECT srcRect; |
|
RECT *pResolveRect = NULL; |
|
int srcWidth, srcHeight; |
|
if ( pSrcRect ) |
|
{ |
|
RectToRECT( pSrcRect, srcRect ); |
|
pResolveRect = &srcRect; |
|
|
|
// resolve has no stretching ability, and we can only compensate when doing a resolve to a whole texture larger than the source |
|
Assert( !pDstRect || ( pSrcRect->width <= pDstRect->width && pSrcRect->height <= pDstRect->height ) ); |
|
|
|
srcWidth = pSrcRect->width; |
|
srcHeight = pSrcRect->height; |
|
} |
|
else |
|
{ |
|
srcRect.left = srcRect.top = 0; |
|
srcRect.right = m_DynamicState.m_Viewport.Width; |
|
srcRect.bottom = m_DynamicState.m_Viewport.Height; |
|
if( (srcRect.right < 0) || (srcRect.bottom < 0) ) |
|
{ |
|
if( m_UsingTextureRenderTarget ) |
|
{ |
|
srcRect.right = m_ViewportMaxWidth; |
|
srcRect.bottom = m_ViewportMaxHeight; |
|
} |
|
else |
|
{ |
|
int w,h; |
|
GetBackBufferDimensions( w, h ); |
|
srcRect.right = w; |
|
srcRect.bottom = h; |
|
} |
|
} |
|
srcWidth = srcRect.right; |
|
srcHeight = srcRect.bottom; |
|
} |
|
|
|
if( (srcWidth != destWidth) || (srcHeight != destHeight) ) |
|
{ |
|
//Not a 1:1 resolve, we should only have gotten this far if we can downsize the target texture to compensate |
|
Assert( (destWidth > srcWidth) && (destHeight > srcHeight) && (dstPoint.x == 0) && (dstPoint.y == 0) ); |
|
|
|
//What we're doing is telling D3D that this texture is smaller than it is so the resolve is 1:1. |
|
//We leave the texture in this state until it resolves from something bigger. |
|
//All outside code still thinks this texture is it's original size. And it still owns enough memory to go back to it's original size. |
|
pD3DTexture->Format.Size.TwoD.Width = srcWidth - 1; |
|
pD3DTexture->Format.Size.TwoD.Height = srcHeight - 1; //no idea why they store it as size-1, but they do |
|
pResolveRect = NULL; |
|
} |
|
else |
|
{ |
|
//restore D3D texture to full size in case it was previously downsized |
|
pD3DTexture->Format.Size.TwoD.Width = pTexture->GetWidth() - 1; |
|
pD3DTexture->Format.Size.TwoD.Height = pTexture->GetHeight() - 1; //no idea why they store it as size-1, but they do |
|
} |
|
|
|
// if we convert to srgb format, we need the original format for reverting. We only need the first DWORD of GPUTEXTURE_FETCH_CONSTANT. |
|
DWORD linearFormatBackup = pD3DTexture->Format.dword[0]; |
|
if ( !( flags & D3DRESOLVE_DEPTHSTENCIL ) && ( m_DynamicState.m_bSRGBWritesEnabled ) ) |
|
{ |
|
// we need a matched resolve regarding sRGB to get values transfered as-is |
|
// when the surface is sRGB, use the corresponding sRGB texture |
|
pD3DTexture->Format.SignX = pD3DTexture->Format.SignY = pD3DTexture->Format.SignZ = 3; |
|
} |
|
|
|
HRESULT hr = Dx9Device()->Resolve( flags, (D3DRECT*)pResolveRect, pD3DTexture, &dstPoint, 0, 0, NULL, 0, 0, NULL ); |
|
Assert( !FAILED( hr ) ); |
|
|
|
pD3DTexture->Format.dword[0] = linearFormatBackup; |
|
#endif |
|
} |
|
|
|
void CShaderAPIDx8::CopyRenderTargetToScratchTexture( ShaderAPITextureHandle_t srcRt, ShaderAPITextureHandle_t dstTex, Rect_t *pSrcRect, Rect_t *pDstRect ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
|
|
if ( !TextureIsAllocated( srcRt ) || !TextureIsAllocated( dstTex ) ) |
|
{ |
|
Assert( !"Fix that render target or dest texture aren't allocated." ); |
|
return; |
|
} |
|
|
|
HRESULT hr = D3D_OK; |
|
|
|
IDirect3DSurface9* srcSurf = NULL; |
|
AssertValidTextureHandle( srcRt ); |
|
Texture_t *pSrcRt = &GetTexture( srcRt ); |
|
Assert( pSrcRt ); |
|
IDirect3DTexture *pD3DSrcRt = ( IDirect3DTexture * ) pSrcRt->GetTexture(); |
|
Assert( pD3DSrcRt ); |
|
hr = pD3DSrcRt->GetSurfaceLevel( 0, &srcSurf ); |
|
Assert( SUCCEEDED( hr ) && srcSurf ); |
|
|
|
IDirect3DSurface9* dstSurf = NULL; |
|
AssertValidTextureHandle( dstTex ); |
|
Texture_t *pDstTex = &GetTexture( dstTex ); |
|
Assert( pDstTex ); |
|
IDirect3DTexture *pD3DDstTex = ( IDirect3DTexture * ) pDstTex->GetTexture(); |
|
Assert( pD3DDstTex ); |
|
hr = pD3DDstTex->GetSurfaceLevel( 0, &dstSurf ); |
|
Assert( SUCCEEDED( hr ) && dstSurf ); |
|
|
|
// This does it. |
|
hr = Dx9Device()->GetRenderTargetData( srcSurf, dstSurf ); |
|
Assert( SUCCEEDED( hr ) ); |
|
|
|
srcSurf->Release(); |
|
dstSurf->Release(); |
|
} |
|
|
|
//------------------------------------------------------------------------- |
|
// Allows locking and unlocking of very specific surface types. pOutBits and pOutPitch will not be touched if |
|
// the lock fails. |
|
//------------------------------------------------------------------------- |
|
void CShaderAPIDx8::LockRect( void** pOutBits, int* pOutPitch, ShaderAPITextureHandle_t texHandle, int mipmap, int x, int y, int w, int h, bool bWrite, bool bRead ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
|
|
Assert( pOutBits ); |
|
Assert( pOutPitch ); |
|
|
|
if ( !TextureIsAllocated( texHandle ) ) |
|
{ |
|
Assert( !"Fix that texture isn't allocated." ); |
|
return; |
|
} |
|
|
|
HRESULT hr = D3D_OK; |
|
IDirect3DSurface9* surf = NULL; |
|
AssertValidTextureHandle( texHandle ); |
|
Texture_t *pTex = &GetTexture( texHandle ); |
|
Assert( pTex ); |
|
IDirect3DTexture *pD3DTex = ( IDirect3DTexture * ) pTex->GetTexture(); |
|
Assert( pD3DTex ); |
|
|
|
hr = pD3DTex->GetSurfaceLevel( mipmap, &surf ); |
|
Assert( SUCCEEDED( hr ) && surf ); |
|
|
|
D3DLOCKED_RECT lockRect = { 0 }; |
|
RECT srcRect = { x, y, w, h }; |
|
DWORD flags = 0; |
|
|
|
if ( !bRead && !bWrite ) |
|
{ |
|
Assert( !"Asking to neither read nor write? Probably a caller bug." ); |
|
goto cleanup; |
|
} |
|
|
|
if ( bRead && !bWrite ) |
|
flags = D3DLOCK_READONLY; |
|
|
|
hr = surf->LockRect( &lockRect, &srcRect, flags ); |
|
if ( FAILED( hr ) ) |
|
{ |
|
Assert( !"Lock failed, look into why." ); |
|
goto cleanup; |
|
} |
|
|
|
(*pOutBits) = lockRect.pBits; |
|
(*pOutPitch) = lockRect.Pitch; |
|
|
|
cleanup: |
|
surf->Release(); |
|
} |
|
|
|
void CShaderAPIDx8::UnlockRect( ShaderAPITextureHandle_t texHandle, int mipmap ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
|
|
if ( !TextureIsAllocated( texHandle ) ) |
|
{ |
|
Assert( !"Fix that texture isn't allocated." ); |
|
return; |
|
} |
|
|
|
HRESULT hr = D3D_OK; |
|
IDirect3DSurface9* surf = NULL; |
|
AssertValidTextureHandle( texHandle ); |
|
Texture_t *pTex = &GetTexture( texHandle ); |
|
Assert( pTex ); |
|
IDirect3DTexture *pD3DTex = ( IDirect3DTexture * ) pTex->GetTexture(); |
|
Assert( pD3DTex ); |
|
|
|
hr = pD3DTex->GetSurfaceLevel( mipmap, &surf ); |
|
Assert( SUCCEEDED( hr ) && surf ); |
|
|
|
hr = surf->UnlockRect(); |
|
Assert( SUCCEEDED( hr ) ); |
|
|
|
surf->Release(); |
|
} |
|
|
|
static float GetAspectRatio( const Texture_t* pTex ) |
|
{ |
|
Assert( pTex ); |
|
if ( pTex->m_Height != 0 ) |
|
return float( pTex->m_Width ) / float( pTex->m_Height ); |
|
|
|
Assert( !"Height of texture is 0, that seems like a bug." ); |
|
return 0.0f; |
|
} |
|
|
|
struct TextureExtents_t |
|
{ |
|
int width; |
|
int height; |
|
int depth; |
|
int mipmaps; |
|
|
|
int fine; |
|
int coarse; |
|
|
|
TextureExtents_t() : width( 0 ), height( 0 ), depth( 0 ), mipmaps( 0 ), fine( 0 ), coarse( 0 ) { } |
|
}; |
|
|
|
// Returns positive integer on success, 0 or <0 on failure. |
|
static int FindCommonMipmapRange( int *pOutSrcFine, int *pOutDstFine, Texture_t *pSrcTex, Texture_t *pDstTex ) |
|
{ |
|
Assert( pOutSrcFine && pOutDstFine ); |
|
Assert( pSrcTex && pDstTex ); |
|
|
|
if ( GetAspectRatio( pSrcTex ) != GetAspectRatio( pDstTex ) ) |
|
return 0; |
|
|
|
TextureExtents_t src, |
|
dst; |
|
|
|
// LOD Clamp indicates that there's no actual data in the finer mipmap levels yet, so respect it when determining |
|
// the source and destination levels that could have data. |
|
const int srcLodClamp = pSrcTex->GetLodClamp(); |
|
src.width = Max( 1, pSrcTex->GetWidth() >> srcLodClamp ); |
|
src.height = Max( 1, pSrcTex->GetHeight() >> srcLodClamp ); |
|
src.depth = Max( 1, pSrcTex->GetDepth() >> srcLodClamp ); |
|
src.mipmaps = pSrcTex->m_NumLevels - srcLodClamp; |
|
Assert( src.mipmaps >= 1 ); |
|
|
|
|
|
const int dstLodClamp = pDstTex->GetLodClamp(); |
|
dst.width = Max( 1, pDstTex->GetWidth() >> dstLodClamp ); |
|
dst.height = Max( 1, pDstTex->GetHeight() >> dstLodClamp ); |
|
dst.depth = Max( 1, pDstTex->GetDepth() >> dstLodClamp ); |
|
dst.mipmaps = pDstTex->m_NumLevels - dstLodClamp; |
|
Assert( dst.mipmaps >= 1 ); |
|
|
|
TextureExtents_t *pLarger = NULL, |
|
*pSmaller = NULL; |
|
|
|
if ( src.width >= dst.width && src.height >= dst.height && src.depth >= dst.depth ) |
|
{ |
|
pLarger = &src; |
|
pSmaller = &dst; |
|
} |
|
else |
|
{ |
|
pLarger = &dst; |
|
pSmaller = &src; |
|
} |
|
|
|
// Since we are same aspect ratio, only need to test one dimension |
|
while ( ( pLarger->width >> pLarger->fine ) > pSmaller->width ) |
|
{ |
|
++pLarger->fine; |
|
--pLarger->mipmaps; |
|
} |
|
|
|
( *pOutSrcFine ) = src.fine; |
|
( *pOutDstFine ) = dst.fine; |
|
|
|
return Min( src.mipmaps, dst.mipmaps ); |
|
} |
|
|
|
void CShaderAPIDx8::CopyTextureToTexture( ShaderAPITextureHandle_t srcTex, ShaderAPITextureHandle_t dstTex ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
|
|
AssertValidTextureHandle( srcTex ); |
|
AssertValidTextureHandle( dstTex ); |
|
|
|
Assert( TextureIsAllocated( srcTex ) && TextureIsAllocated( dstTex ) ); |
|
|
|
Texture_t *pSrcTex = &GetTexture( srcTex ); |
|
Texture_t *pDstTex = &GetTexture( dstTex ); |
|
|
|
Assert( pSrcTex && pDstTex ); |
|
|
|
// Must have same image format |
|
Assert( pSrcTex->GetImageFormat() == pDstTex->GetImageFormat() ); |
|
|
|
int srcFine = 0, |
|
dstFine = 0; |
|
|
|
int mipmapCount = FindCommonMipmapRange( &srcFine, &dstFine, pSrcTex, pDstTex ); |
|
|
|
if ( mipmapCount <= 0 ) |
|
{ |
|
// This is legit for things that are streamed in that are very small (near the 32x32 cutoff we do at the |
|
// tip of the mipmap pyramid). But leaving it here because it's useful if you're tracking a specific bug. |
|
// Warning( "Attempted to copy textures that had non-overlapping mipmap pyramids. This has failed and no copy has taken place.\n" ); |
|
return; |
|
} |
|
|
|
IDirect3DTexture* pSrcD3DTex = ( IDirect3DTexture * ) pSrcTex->GetTexture(); |
|
IDirect3DTexture* pDstD3DTex = ( IDirect3DTexture * ) pDstTex->GetTexture(); |
|
|
|
HRESULT hr = S_OK; |
|
for ( int i = 0; i < mipmapCount; ++i ) |
|
{ |
|
int srcMipmap = srcFine + i; |
|
int dstMipmap = dstFine + i; |
|
|
|
IDirect3DSurface9* pSrcSurf = NULL; |
|
IDirect3DSurface9* pDstSurf = NULL; |
|
|
|
hr = pSrcD3DTex->GetSurfaceLevel( srcMipmap, &pSrcSurf ); |
|
Assert( SUCCEEDED( hr ) && pSrcSurf ); |
|
|
|
hr = pDstD3DTex->GetSurfaceLevel( dstMipmap, &pDstSurf ); |
|
Assert( SUCCEEDED( hr ) && pDstSurf ); |
|
|
|
hr = g_pD3DDevice->StretchRect( pSrcSurf, NULL, pDstSurf, NULL, D3DTEXF_NONE ); |
|
Assert( SUCCEEDED( hr ) ); |
|
|
|
pSrcSurf->Release(); |
|
pDstSurf->Release(); |
|
} |
|
} |
|
|
|
|
|
|
|
void CShaderAPIDx8::CopyRenderTargetToTexture( ShaderAPITextureHandle_t textureHandle ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
CopyRenderTargetToTextureEx( textureHandle, 0 ); |
|
} |
|
|
|
|
|
void CShaderAPIDx8::CopyTextureToRenderTargetEx( int nRenderTargetID, ShaderAPITextureHandle_t textureHandle, Rect_t *pSrcRect, Rect_t *pDstRect ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
VPROF( "CShaderAPIDx8::CopyRenderTargetToTexture" ); |
|
|
|
if ( !TextureIsAllocated( textureHandle ) ) |
|
return; |
|
|
|
// Don't flush here!! If you have to flush here, then there is a driver bug. |
|
// FlushHardware( ); |
|
|
|
AssertValidTextureHandle( textureHandle ); |
|
Texture_t *pTexture = &GetTexture( textureHandle ); |
|
Assert( pTexture ); |
|
IDirect3DTexture *pD3DTexture = (IDirect3DTexture *)pTexture->GetTexture(); |
|
Assert( pD3DTexture ); |
|
|
|
#if !defined( _X360 ) |
|
IDirect3DSurface* pRenderTargetSurface; |
|
HRESULT hr = Dx9Device()->GetRenderTarget( nRenderTargetID, &pRenderTargetSurface ); |
|
if ( FAILED( hr ) ) |
|
{ |
|
Assert( 0 ); |
|
return; |
|
} |
|
|
|
IDirect3DSurface *pDstSurf; |
|
hr = pD3DTexture->GetSurfaceLevel( 0, &pDstSurf ); |
|
Assert( !FAILED( hr ) ); |
|
if ( FAILED( hr ) ) |
|
{ |
|
pRenderTargetSurface->Release(); |
|
return; |
|
} |
|
|
|
bool tryblit = true; |
|
if ( tryblit ) |
|
{ |
|
RECORD_COMMAND( DX8_COPY_FRAMEBUFFER_TO_TEXTURE, 1 ); |
|
RECORD_INT( textureHandle ); |
|
|
|
RECT srcRect, dstRect; |
|
hr = Dx9Device()->StretchRect( pDstSurf, RectToRECT( pSrcRect, srcRect ), |
|
pRenderTargetSurface, RectToRECT( pDstRect, dstRect ), D3DTEXF_LINEAR ); |
|
Assert( !FAILED( hr ) ); |
|
} |
|
|
|
pDstSurf->Release(); |
|
pRenderTargetSurface->Release(); |
|
#else |
|
Assert( 0 ); |
|
#endif |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// modifies the vertex data when necessary |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::ModifyVertexData( ) |
|
{ |
|
// this should be a dead code path |
|
Assert( 0 ); |
|
#if 0 |
|
// We have to modulate the vertex color by the constant color sometimes |
|
if (IsModulatingVertexColor()) |
|
{ |
|
m_ModifyBuilder.Reset(); |
|
|
|
float factor[4]; |
|
unsigned char* pColor = (unsigned char*)&m_DynamicState.m_ConstantColor; |
|
factor[0] = pColor[0] / 255.0f; |
|
factor[1] = pColor[1] / 255.0f; |
|
factor[2] = pColor[2] / 255.0f; |
|
factor[3] = pColor[3] / 255.0f; |
|
|
|
for ( int i = 0; i < m_ModifyBuilder.VertexCount(); ++i ) |
|
{ |
|
unsigned int color = m_ModifyBuilder.Color(); |
|
unsigned char* pVertexColor = (unsigned char*)&color; |
|
|
|
pVertexColor[0] = (unsigned char)((float)pVertexColor[0] * factor[0]); |
|
pVertexColor[1] = (unsigned char)((float)pVertexColor[1] * factor[1]); |
|
pVertexColor[2] = (unsigned char)((float)pVertexColor[2] * factor[2]); |
|
pVertexColor[3] = (unsigned char)((float)pVertexColor[3] * factor[3]); |
|
m_ModifyBuilder.Color4ubv( pVertexColor ); |
|
|
|
m_ModifyBuilder.AdvanceVertex(); |
|
} |
|
} |
|
#endif |
|
} |
|
|
|
static const char *TextureArgToString( int arg ) |
|
{ |
|
static char buf[128]; |
|
switch( arg & D3DTA_SELECTMASK ) |
|
{ |
|
case D3DTA_DIFFUSE: |
|
strcpy( buf, "D3DTA_DIFFUSE" ); |
|
break; |
|
case D3DTA_CURRENT: |
|
strcpy( buf, "D3DTA_CURRENT" ); |
|
break; |
|
case D3DTA_TEXTURE: |
|
strcpy( buf, "D3DTA_TEXTURE" ); |
|
break; |
|
case D3DTA_TFACTOR: |
|
strcpy( buf, "D3DTA_TFACTOR" ); |
|
break; |
|
case D3DTA_SPECULAR: |
|
strcpy( buf, "D3DTA_SPECULAR" ); |
|
break; |
|
case D3DTA_TEMP: |
|
strcpy( buf, "D3DTA_TEMP" ); |
|
break; |
|
default: |
|
strcpy( buf, "<ERROR>" ); |
|
break; |
|
} |
|
|
|
if( arg & D3DTA_COMPLEMENT ) |
|
{ |
|
strcat( buf, "|D3DTA_COMPLEMENT" ); |
|
} |
|
if( arg & D3DTA_ALPHAREPLICATE ) |
|
{ |
|
strcat( buf, "|D3DTA_ALPHAREPLICATE" ); |
|
} |
|
return buf; |
|
} |
|
|
|
static const char *TextureOpToString( D3DTEXTUREOP op ) |
|
{ |
|
switch( op ) |
|
{ |
|
case D3DTOP_DISABLE: |
|
return "D3DTOP_DISABLE"; |
|
case D3DTOP_SELECTARG1: |
|
return "D3DTOP_SELECTARG1"; |
|
case D3DTOP_SELECTARG2: |
|
return "D3DTOP_SELECTARG2"; |
|
case D3DTOP_MODULATE: |
|
return "D3DTOP_MODULATE"; |
|
case D3DTOP_MODULATE2X: |
|
return "D3DTOP_MODULATE2X"; |
|
case D3DTOP_MODULATE4X: |
|
return "D3DTOP_MODULATE4X"; |
|
case D3DTOP_ADD: |
|
return "D3DTOP_ADD"; |
|
case D3DTOP_ADDSIGNED: |
|
return "D3DTOP_ADDSIGNED"; |
|
case D3DTOP_ADDSIGNED2X: |
|
return "D3DTOP_ADDSIGNED2X"; |
|
case D3DTOP_SUBTRACT: |
|
return "D3DTOP_SUBTRACT"; |
|
case D3DTOP_ADDSMOOTH: |
|
return "D3DTOP_ADDSMOOTH"; |
|
case D3DTOP_BLENDDIFFUSEALPHA: |
|
return "D3DTOP_BLENDDIFFUSEALPHA"; |
|
case D3DTOP_BLENDTEXTUREALPHA: |
|
return "D3DTOP_BLENDTEXTUREALPHA"; |
|
case D3DTOP_BLENDFACTORALPHA: |
|
return "D3DTOP_BLENDFACTORALPHA"; |
|
case D3DTOP_BLENDTEXTUREALPHAPM: |
|
return "D3DTOP_BLENDTEXTUREALPHAPM"; |
|
case D3DTOP_BLENDCURRENTALPHA: |
|
return "D3DTOP_BLENDCURRENTALPHA"; |
|
case D3DTOP_PREMODULATE: |
|
return "D3DTOP_PREMODULATE"; |
|
case D3DTOP_MODULATEALPHA_ADDCOLOR: |
|
return "D3DTOP_MODULATEALPHA_ADDCOLOR"; |
|
case D3DTOP_MODULATECOLOR_ADDALPHA: |
|
return "D3DTOP_MODULATECOLOR_ADDALPHA"; |
|
case D3DTOP_MODULATEINVALPHA_ADDCOLOR: |
|
return "D3DTOP_MODULATEINVALPHA_ADDCOLOR"; |
|
case D3DTOP_MODULATEINVCOLOR_ADDALPHA: |
|
return "D3DTOP_MODULATEINVCOLOR_ADDALPHA"; |
|
case D3DTOP_BUMPENVMAP: |
|
return "D3DTOP_BUMPENVMAP"; |
|
case D3DTOP_BUMPENVMAPLUMINANCE: |
|
return "D3DTOP_BUMPENVMAPLUMINANCE"; |
|
case D3DTOP_DOTPRODUCT3: |
|
return "D3DTOP_DOTPRODUCT3"; |
|
case D3DTOP_MULTIPLYADD: |
|
return "D3DTOP_MULTIPLYADD"; |
|
case D3DTOP_LERP: |
|
return "D3DTOP_LERP"; |
|
default: |
|
return "<ERROR>"; |
|
} |
|
} |
|
|
|
static const char *BlendModeToString( int blendMode ) |
|
{ |
|
switch( blendMode ) |
|
{ |
|
case D3DBLEND_ZERO: |
|
return "D3DBLEND_ZERO"; |
|
case D3DBLEND_ONE: |
|
return "D3DBLEND_ONE"; |
|
case D3DBLEND_SRCCOLOR: |
|
return "D3DBLEND_SRCCOLOR"; |
|
case D3DBLEND_INVSRCCOLOR: |
|
return "D3DBLEND_INVSRCCOLOR"; |
|
case D3DBLEND_SRCALPHA: |
|
return "D3DBLEND_SRCALPHA"; |
|
case D3DBLEND_INVSRCALPHA: |
|
return "D3DBLEND_INVSRCALPHA"; |
|
case D3DBLEND_DESTALPHA: |
|
return "D3DBLEND_DESTALPHA"; |
|
case D3DBLEND_INVDESTALPHA: |
|
return "D3DBLEND_INVDESTALPHA"; |
|
case D3DBLEND_DESTCOLOR: |
|
return "D3DBLEND_DESTCOLOR"; |
|
case D3DBLEND_INVDESTCOLOR: |
|
return "D3DBLEND_INVDESTCOLOR"; |
|
case D3DBLEND_SRCALPHASAT: |
|
return "D3DBLEND_SRCALPHASAT"; |
|
#if !defined( _X360 ) |
|
case D3DBLEND_BOTHSRCALPHA: |
|
return "D3DBLEND_BOTHSRCALPHA"; |
|
case D3DBLEND_BOTHINVSRCALPHA: |
|
return "D3DBLEND_BOTHINVSRCALPHA"; |
|
#endif |
|
default: |
|
return "<ERROR>"; |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Spew Board State |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::SpewBoardState() |
|
{ |
|
// FIXME: This has regressed |
|
return; |
|
#ifdef DEBUG_BOARD_STATE |
|
/* |
|
{ |
|
static ID3DXFont* pFont = 0; |
|
if (!pFont) |
|
{ |
|
HFONT hFont = CreateFont( 0, 0, 0, 0, FW_DONTCARE, FALSE, FALSE, FALSE, |
|
ANSI_CHARSET, OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS, DEFAULT_QUALITY, |
|
DEFAULT_PITCH | FF_MODERN, 0 ); |
|
Assert( hFont != 0 ); |
|
|
|
HRESULT hr = D3DXCreateFont( Dx9Device(), hFont, &pFont ); |
|
} |
|
|
|
static char buf[1024]; |
|
static RECT r = { 0, 0, 640, 480 }; |
|
|
|
if (m_DynamicState.m_VertexBlend == 0) |
|
return; |
|
|
|
#if 1 |
|
D3DXMATRIX* m = &GetTransform(MATERIAL_MODEL); |
|
D3DXMATRIX* m2 = &GetTransform(MATERIAL_MODEL + 1); |
|
sprintf(buf,"FVF %x\n" |
|
"[%6.3f %6.3f %6.3f %6.3f]\n[%6.3f %6.3f %6.3f %6.3f]\n" |
|
"[%6.3f %6.3f %6.3f %6.3f]\n[%6.3f %6.3f %6.3f %6.3f]\n\n", |
|
"[%6.3f %6.3f %6.3f %6.3f]\n[%6.3f %6.3f %6.3f %6.3f]\n", |
|
"[%6.3f %6.3f %6.3f %6.3f]\n[%6.3f %6.3f %6.3f %6.3f]\n", |
|
ShaderManager()->GetCurrentVertexShader(), |
|
m->m[0][0], m->m[0][1], m->m[0][2], m->m[0][3], |
|
m->m[1][0], m->m[1][1], m->m[1][2], m->m[1][3], |
|
m->m[2][0], m->m[2][1], m->m[2][2], m->m[2][3], |
|
m->m[3][0], m->m[3][1], m->m[3][2], m->m[3][3], |
|
m2->m[0][0], m2->m[0][1], m2->m[0][2], m2->m[0][3], |
|
m2->m[1][0], m2->m[1][1], m2->m[1][2], m2->m[1][3], |
|
m2->m[2][0], m2->m[2][1], m2->m[2][2], m2->m[2][3], |
|
m2->m[3][0], m2->m[3][1], m2->m[3][2], m2->m[3][3] |
|
); |
|
#else |
|
Vector4D *pVec2 = &m_DynamicState.m_pVectorVertexShaderConstant[VERTEX_SHADER_MODELVIEWPROJ]; |
|
Vector4D *pVec3 = &m_DynamicState.m_pVectorVertexShaderConstant[VERTEX_SHADER_VIEWPROJ]; |
|
Vector4D *pVec4 = &m_DynamicState.m_pVectorVertexShaderConstant[VERTEX_SHADER_MODEL]; |
|
|
|
sprintf(buf,"\n" |
|
"[%6.3f %6.3f %6.3f %6.3f]\n[%6.3f %6.3f %6.3f %6.3f]\n" |
|
"[%6.3f %6.3f %6.3f %6.3f]\n[%6.3f %6.3f %6.3f %6.3f]\n\n" |
|
|
|
"[%6.3f %6.3f %6.3f %6.3f]\n[%6.3f %6.3f %6.3f %6.3f]\n" |
|
"[%6.3f %6.3f %6.3f %6.3f]\n[%6.3f %6.3f %6.3f %6.3f]\n\n" |
|
|
|
"[%6.3f %6.3f %6.3f %6.3f]\n[%6.3f %6.3f %6.3f %6.3f]\n" |
|
"[%6.3f %6.3f %6.3f %6.3f]\n[%6.3f %6.3f %6.3f %6.3f]\n\n" |
|
|
|
"[%6.3f %6.3f %6.3f %6.3f]\n[%6.3f %6.3f %6.3f %6.3f]\n" |
|
"[%6.3f %6.3f %6.3f %6.3f]\n[%6.3f %6.3f %6.3f %6.3f]\n", |
|
|
|
pVec1[0][0], pVec1[0][1], pVec1[0][2], pVec1[0][3], |
|
pVec1[1][0], pVec1[1][1], pVec1[1][2], pVec1[1][3], |
|
pVec1[2][0], pVec1[2][1], pVec1[2][2], pVec1[2][3], |
|
pVec1[3][0], pVec1[3][1], pVec1[3][2], pVec1[3][3], |
|
|
|
pVec2[0][0], pVec2[0][1], pVec2[0][2], pVec2[0][3], |
|
pVec2[1][0], pVec2[1][1], pVec2[1][2], pVec2[1][3], |
|
pVec2[2][0], pVec2[2][1], pVec2[2][2], pVec2[2][3], |
|
pVec2[3][0], pVec2[3][1], pVec2[3][2], pVec2[3][3], |
|
|
|
pVec3[0][0], pVec3[0][1], pVec3[0][2], pVec3[0][3], |
|
pVec3[1][0], pVec3[1][1], pVec3[1][2], pVec3[1][3], |
|
pVec3[2][0], pVec3[2][1], pVec3[2][2], pVec3[2][3], |
|
pVec3[3][0], pVec3[3][1], pVec3[3][2], pVec3[3][3], |
|
|
|
pVec4[0][0], pVec4[0][1], pVec4[0][2], pVec4[0][3], |
|
pVec4[1][0], pVec4[1][1], pVec4[1][2], pVec4[1][3], |
|
pVec4[2][0], pVec4[2][1], pVec4[2][2], pVec4[2][3], |
|
0, 0, 0, 1 |
|
); |
|
#endif |
|
pFont->Begin(); |
|
pFont->DrawText( buf, -1, &r, DT_LEFT | DT_TOP, |
|
D3DCOLOR_RGBA( 255, 255, 255, 255 ) ); |
|
pFont->End(); |
|
|
|
return; |
|
} |
|
|
|
#if 0 |
|
Vector4D *pVec2 = &m_DynamicState.m_pVectorVertexShaderConstant[VERTEX_SHADER_MODELVIEWPROJ]; |
|
Vector4D *pVec3 = &m_DynamicState.m_pVectorVertexShaderConstant[VERTEX_SHADER_VIEWPROJ]; |
|
Vector4D *pVec4 = &m_DynamicState.m_pVectorVertexShaderConstant[VERTEX_SHADER_MODEL]; |
|
|
|
static char buf2[1024]; |
|
sprintf(buf2,"\n" |
|
"[%6.3f %6.3f %6.3f %6.3f]\n[%6.3f %6.3f %6.3f %6.3f]\n" |
|
"[%6.3f %6.3f %6.3f %6.3f]\n[%6.3f %6.3f %6.3f %6.3f]\n\n" |
|
|
|
"[%6.3f %6.3f %6.3f %6.3f]\n[%6.3f %6.3f %6.3f %6.3f]\n" |
|
"[%6.3f %6.3f %6.3f %6.3f]\n[%6.3f %6.3f %6.3f %6.3f]\n\n" |
|
|
|
"[%6.3f %6.3f %6.3f %6.3f]\n[%6.3f %6.3f %6.3f %6.3f]\n" |
|
"[%6.3f %6.3f %6.3f %6.3f]\n[%6.3f %6.3f %6.3f %6.3f]\n\n" |
|
|
|
"[%6.3f %6.3f %6.3f %6.3f]\n[%6.3f %6.3f %6.3f %6.3f]\n" |
|
"[%6.3f %6.3f %6.3f %6.3f]\n[%6.3f %6.3f %6.3f %6.3f]\n", |
|
|
|
pVec1[0][0], pVec1[0][1], pVec1[0][2], pVec1[0][3], |
|
pVec1[1][0], pVec1[1][1], pVec1[1][2], pVec1[1][3], |
|
pVec1[2][0], pVec1[2][1], pVec1[2][2], pVec1[2][3], |
|
pVec1[3][0], pVec1[3][1], pVec1[3][2], pVec1[3][3], |
|
|
|
pVec2[0][0], pVec2[0][1], pVec2[0][2], pVec2[0][3], |
|
pVec2[1][0], pVec2[1][1], pVec2[1][2], pVec2[1][3], |
|
pVec2[2][0], pVec2[2][1], pVec2[2][2], pVec2[2][3], |
|
pVec2[3][0], pVec2[3][1], pVec2[3][2], pVec2[3][3], |
|
|
|
pVec3[0][0], pVec3[0][1], pVec3[0][2], pVec3[0][3], |
|
pVec3[1][0], pVec3[1][1], pVec3[1][2], pVec3[1][3], |
|
pVec3[2][0], pVec3[2][1], pVec3[2][2], pVec3[2][3], |
|
pVec3[3][0], pVec3[3][1], pVec3[3][2], pVec3[3][3], |
|
|
|
pVec4[0][0], pVec4[0][1], pVec4[0][2], pVec4[0][3], |
|
pVec4[1][0], pVec4[1][1], pVec4[1][2], pVec4[1][3], |
|
pVec4[2][0], pVec4[2][1], pVec4[2][2], pVec4[2][3], |
|
0, 0, 0, 1.0f |
|
); |
|
Plat_DebugString(buf2); |
|
return; |
|
#endif |
|
*/ |
|
|
|
char buf[256]; |
|
sprintf(buf, "\nSnapshot id %d : \n", m_TransitionTable.CurrentSnapshot() ); |
|
Plat_DebugString(buf); |
|
|
|
ShadowState_t &boardState = m_TransitionTable.BoardState(); |
|
ShadowShaderState_t &boardShaderState = m_TransitionTable.BoardShaderState(); |
|
|
|
sprintf(buf,"Depth States: ZFunc %d, ZWrite %d, ZEnable %d, ZBias %d\n", |
|
boardState.m_ZFunc, boardState.m_ZWriteEnable, |
|
boardState.m_ZEnable, boardState.m_ZBias ); |
|
Plat_DebugString(buf); |
|
sprintf(buf,"Cull Enable %d Cull Mode %d Color Write %d Fill %d Const Color Mod %d sRGBWriteEnable %d\n", |
|
boardState.m_CullEnable, m_DynamicState.m_CullMode, boardState.m_ColorWriteEnable, |
|
boardState.m_FillMode, boardShaderState.m_ModulateConstantColor, boardState.m_SRGBWriteEnable ); |
|
Plat_DebugString(buf); |
|
sprintf(buf,"Blend States: Blend Enable %d Test Enable %d Func %d SrcBlend %d (%s) DstBlend %d (%s)\n", |
|
boardState.m_AlphaBlendEnable, boardState.m_AlphaTestEnable, |
|
boardState.m_AlphaFunc, boardState.m_SrcBlend, BlendModeToString( boardState.m_SrcBlend ), |
|
boardState.m_DestBlend, BlendModeToString( boardState.m_DestBlend ) ); |
|
Plat_DebugString(buf); |
|
int len = sprintf(buf,"Alpha Ref %d, Lighting: %d, Ambient Color %x, LightsEnabled ", |
|
boardState.m_AlphaRef, boardState.m_Lighting, m_DynamicState.m_Ambient); |
|
|
|
int i; |
|
for ( i = 0; i < g_pHardwareConfig->Caps().m_MaxNumLights; ++i) |
|
{ |
|
len += sprintf(buf+len,"%d ", m_DynamicState.m_LightEnable[i] ); |
|
} |
|
sprintf(buf+len,"\n"); |
|
Plat_DebugString(buf); |
|
sprintf(buf,"Fixed Function: %d, VertexBlend %d\n", |
|
boardState.m_UsingFixedFunction, m_DynamicState.m_VertexBlend ); |
|
Plat_DebugString(buf); |
|
|
|
sprintf(buf,"Pass Vertex Usage: %llx Pixel Shader %p Vertex Shader %p\n", |
|
boardShaderState.m_VertexUsage, ShaderManager()->GetCurrentPixelShader(), |
|
ShaderManager()->GetCurrentVertexShader() ); |
|
Plat_DebugString(buf); |
|
|
|
// REGRESSED!!!! |
|
/* |
|
D3DXMATRIX* m = &GetTransform(MATERIAL_MODEL); |
|
sprintf(buf,"WorldMat [%4.3f %4.3f %4.3f %4.3f %4.3f %4.3f %4.3f %4.3f %4.3f %4.3f %4.3f %4.3f %4.3f %4.3f %4.3f %4.3f]\n", |
|
m->m[0][0], m->m[0][1], m->m[0][2], m->m[0][3], |
|
m->m[1][0], m->m[1][1], m->m[1][2], m->m[1][3], |
|
m->m[2][0], m->m[2][1], m->m[2][2], m->m[2][3], |
|
m->m[3][0], m->m[3][1], m->m[3][2], m->m[3][3] ); |
|
Plat_DebugString(buf); |
|
|
|
m = &GetTransform(MATERIAL_MODEL + 1); |
|
sprintf(buf,"WorldMat2 [%4.3f %4.3f %4.3f %4.3f %4.3f %4.3f %4.3f %4.3f %4.3f %4.3f %4.3f %4.3f %4.3f %4.3f %4.3f %4.3f]\n", |
|
m->m[0][0], m->m[0][1], m->m[0][2], m->m[0][3], |
|
m->m[1][0], m->m[1][1], m->m[1][2], m->m[1][3], |
|
m->m[2][0], m->m[2][1], m->m[2][2], m->m[2][3], |
|
m->m[3][0], m->m[3][1], m->m[3][2], m->m[3][3] ); |
|
Plat_DebugString(buf); |
|
|
|
m = &GetTransform(MATERIAL_VIEW); |
|
sprintf(buf,"ViewMat [%4.3f %4.3f %4.3f %4.3f %4.3f %4.3f %4.3f %4.3f %4.3f %4.3f %4.3f %4.3f]\n", |
|
m->m[0][0], m->m[0][1], m->m[0][2], |
|
m->m[1][0], m->m[1][1], m->m[1][2], |
|
m->m[2][0], m->m[2][1], m->m[2][2], |
|
m->m[3][0], m->m[3][1], m->m[3][2] ); |
|
Plat_DebugString(buf); |
|
|
|
m = &GetTransform(MATERIAL_PROJECTION); |
|
sprintf(buf,"ProjMat [%4.3f %4.3f %4.3f %4.3f %4.3f %4.3f %4.3f %4.3f %4.3f %4.3f %4.3f %4.3f]\n", |
|
m->m[0][0], m->m[0][1], m->m[0][2], |
|
m->m[1][0], m->m[1][1], m->m[1][2], |
|
m->m[2][0], m->m[2][1], m->m[2][2], |
|
m->m[3][0], m->m[3][1], m->m[3][2] ); |
|
Plat_DebugString(buf); |
|
|
|
for (i = 0; i < GetTextureStageCount(); ++i) |
|
{ |
|
m = &GetTransform(MATERIAL_TEXTURE0 + i); |
|
sprintf(buf,"TexMat%d [%4.3f %4.3f %4.3f %4.3f %4.3f %4.3f %4.3f %4.3f %4.3f %4.3f %4.3f %4.3f]\n", |
|
i, m->m[0][0], m->m[0][1], m->m[0][2], |
|
m->m[1][0], m->m[1][1], m->m[1][2], |
|
m->m[2][0], m->m[2][1], m->m[2][2], |
|
m->m[3][0], m->m[3][1], m->m[3][2] ); |
|
Plat_DebugString(buf); |
|
} |
|
*/ |
|
|
|
sprintf(buf,"Viewport (%d %d) [%d %d] %4.3f %4.3f\n", |
|
m_DynamicState.m_Viewport.X, m_DynamicState.m_Viewport.Y, |
|
m_DynamicState.m_Viewport.Width, m_DynamicState.m_Viewport.Height, |
|
m_DynamicState.m_Viewport.MinZ, m_DynamicState.m_Viewport.MaxZ); |
|
Plat_DebugString(buf); |
|
|
|
for (i = 0; i < MAX_TEXTURE_STAGES; ++i) |
|
{ |
|
sprintf(buf,"Stage %d :\n", i); |
|
Plat_DebugString(buf); |
|
sprintf(buf," Color Op: %d (%s) Color Arg1: %d (%s)", |
|
boardState.m_TextureStage[i].m_ColorOp, |
|
TextureOpToString( boardState.m_TextureStage[i].m_ColorOp ), |
|
boardState.m_TextureStage[i].m_ColorArg1, |
|
TextureArgToString( boardState.m_TextureStage[i].m_ColorArg1 ) ); |
|
Plat_DebugString(buf); |
|
sprintf( buf, " Color Arg2: %d (%s)\n", |
|
boardState.m_TextureStage[i].m_ColorArg2, |
|
TextureArgToString( boardState.m_TextureStage[i].m_ColorArg2 ) ); |
|
Plat_DebugString(buf); |
|
sprintf(buf," Alpha Op: %d (%s) Alpha Arg1: %d (%s)", |
|
boardState.m_TextureStage[i].m_AlphaOp, |
|
TextureOpToString( boardState.m_TextureStage[i].m_AlphaOp ), |
|
boardState.m_TextureStage[i].m_AlphaArg1, |
|
TextureArgToString( boardState.m_TextureStage[i].m_AlphaArg1 ) ); |
|
Plat_DebugString(buf); |
|
sprintf(buf," Alpha Arg2: %d (%s)\n", |
|
boardState.m_TextureStage[i].m_AlphaArg2, |
|
TextureArgToString( boardState.m_TextureStage[i].m_AlphaArg2 ) ); |
|
Plat_DebugString(buf); |
|
} |
|
|
|
for ( int i = 0; i < MAX_SAMPLERS; ++i ) |
|
{ |
|
sprintf(buf," Texture Enabled: %d Bound Texture: %d UWrap: %d VWrap: %d\n", |
|
SamplerState(i).m_TextureEnable, GetBoundTextureBindId( (Sampler_t)i ), |
|
SamplerState(i).m_UTexWrap, SamplerState(i).m_VTexWrap ); |
|
Plat_DebugString(buf); |
|
sprintf(buf," Mag Filter: %d Min Filter: %d Mip Filter: %d\n", |
|
SamplerState(i).m_MagFilter, SamplerState(i).m_MinFilter, |
|
SamplerState(i).m_MipFilter ); |
|
sprintf(buf," MaxMipLevel: %d\n", SamplerState(i).m_FinestMipmapLevel ); |
|
Plat_DebugString(buf); |
|
} |
|
#else |
|
Plat_DebugString("::SpewBoardState() Not Implemented Yet"); |
|
#endif |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Begin a render pass |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::BeginPass( StateSnapshot_t snapshot ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
VPROF("CShaderAPIDx8::BeginPass"); |
|
if (IsDeactivated()) |
|
return; |
|
|
|
m_nCurrentSnapshot = snapshot; |
|
// Assert( m_pRenderMesh ); |
|
// FIXME: This only does anything with temp meshes, so don't bother yet for the new code. |
|
if( m_pRenderMesh ) |
|
{ |
|
m_pRenderMesh->BeginPass( ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Render da polygon! |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::RenderPass( int nPass, int nPassCount ) |
|
{ |
|
if ( IsDeactivated() ) |
|
return; |
|
|
|
Assert( m_nCurrentSnapshot != -1 ); |
|
// Assert( m_pRenderMesh ); MESHFIXME |
|
|
|
m_TransitionTable.UseSnapshot( m_nCurrentSnapshot ); |
|
CommitPerPassStateChanges( m_nCurrentSnapshot ); |
|
|
|
// Make sure that we bound a texture for every stage that is enabled |
|
// NOTE: not enabled/finished yet... see comment in CShaderAPIDx8::ApplyTextureEnable |
|
// int nSampler; |
|
// for ( nSampler = 0; nSampler < g_pHardwareConfig->GetSamplerCount(); nSampler++ ) |
|
// { |
|
// if ( SamplerState( nSampler ).m_TextureEnable ) |
|
// { |
|
// } |
|
// } |
|
|
|
#ifdef DEBUG_BOARD_STATE |
|
// Spew out render state... |
|
if ( m_pMaterial->PerformDebugTrace() ) |
|
{ |
|
SpewBoardState(); |
|
} |
|
#endif |
|
|
|
#ifdef TEST_CACHE_LOCKS |
|
g_pDataCache->Flush(); |
|
#endif |
|
|
|
// Assert( m_pRenderMesh ); MESHFIXME |
|
if ( m_pRenderMesh ) |
|
{ |
|
m_pRenderMesh->RenderPass(); |
|
} |
|
else |
|
{ |
|
MeshMgr()->RenderPassWithVertexAndIndexBuffers(); |
|
} |
|
m_nCurrentSnapshot = -1; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Matrix mode |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::MatrixMode( MaterialMatrixMode_t matrixMode ) |
|
{ |
|
// NOTE!!!!!! |
|
// The only time that m_MatrixMode is used is for texture matrices. Do not use |
|
// it for anything else unless you change this code! |
|
if ( matrixMode >= MATERIAL_TEXTURE0 && matrixMode <= MATERIAL_TEXTURE7 ) |
|
{ |
|
m_MatrixMode = ( D3DTRANSFORMSTATETYPE )( matrixMode - MATERIAL_TEXTURE0 + D3DTS_TEXTURE0 ); |
|
} |
|
else |
|
{ |
|
m_MatrixMode = (D3DTRANSFORMSTATETYPE)-1; |
|
} |
|
|
|
m_CurrStack = GetMatrixStack( matrixMode ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// the current camera position in world space. |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::GetWorldSpaceCameraPosition( float* pPos ) const |
|
{ |
|
memcpy( pPos, m_WorldSpaceCameraPositon.Base(), sizeof( float[3] ) ); |
|
} |
|
|
|
void CShaderAPIDx8::CacheWorldSpaceCameraPosition() |
|
{ |
|
D3DXMATRIX& view = GetTransform(MATERIAL_VIEW); |
|
m_WorldSpaceCameraPositon[0] = |
|
-( view( 3, 0 ) * view( 0, 0 ) + |
|
view( 3, 1 ) * view( 0, 1 ) + |
|
view( 3, 2 ) * view( 0, 2 ) ); |
|
m_WorldSpaceCameraPositon[1] = |
|
-( view( 3, 0 ) * view( 1, 0 ) + |
|
view( 3, 1 ) * view( 1, 1 ) + |
|
view( 3, 2 ) * view( 1, 2 ) ); |
|
m_WorldSpaceCameraPositon[2] = |
|
-( view( 3, 0 ) * view( 2, 0 ) + |
|
view( 3, 1 ) * view( 2, 1 ) + |
|
view( 3, 2 ) * view( 2, 2 ) ); |
|
m_WorldSpaceCameraPositon[3] = 1.0f; |
|
|
|
// Protect against zero, as some pixel shaders will divide by this in CalcWaterFogAlpha() in common_ps_fxc.h |
|
if ( fabs( m_WorldSpaceCameraPositon[2] ) <= 0.00001f ) |
|
{ |
|
m_WorldSpaceCameraPositon[2] = 0.01f; |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Computes a matrix which includes the poly offset given an initial projection matrix |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::ComputePolyOffsetMatrix( const D3DXMATRIX& matProjection, D3DXMATRIX &matProjectionOffset ) |
|
{ |
|
// We never need to do this on hardware that can handle zbias |
|
if ( g_pHardwareConfig->Caps().m_ZBiasAndSlopeScaledDepthBiasSupported ) |
|
return; |
|
|
|
float offsetVal = |
|
-1.0f * (m_DesiredState.m_Viewport.MaxZ - m_DesiredState.m_Viewport.MinZ) / |
|
16384.0f; |
|
|
|
D3DXMATRIX offset; |
|
D3DXMatrixTranslation( &offset, 0.0f, 0.0f, offsetVal ); |
|
D3DXMatrixMultiply( &matProjectionOffset, &matProjection, &offset ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Caches off the poly-offset projection matrix |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::CachePolyOffsetProjectionMatrix() |
|
{ |
|
ComputePolyOffsetMatrix( GetTransform(MATERIAL_PROJECTION), m_CachedPolyOffsetProjectionMatrix ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Performs a flush on the matrix state if necessary |
|
//----------------------------------------------------------------------------- |
|
bool CShaderAPIDx8::MatrixIsChanging( TransformType_t type ) |
|
{ |
|
if ( IsDeactivated() ) |
|
{ |
|
return false; |
|
} |
|
|
|
// early out if the transform is already one of our standard types |
|
if ((type != TRANSFORM_IS_GENERAL) && (type == m_DynamicState.m_TransformType[m_CurrStack])) |
|
return false; |
|
|
|
// Only flush state if we're changing something other than a texture transform |
|
int textureMatrix = m_CurrStack - MATERIAL_TEXTURE0; |
|
if (( textureMatrix < 0 ) || (textureMatrix >= NUM_TEXTURE_TRANSFORMS)) |
|
FlushBufferedPrimitivesInternal(); |
|
|
|
return true; |
|
} |
|
|
|
void CShaderAPIDx8::SetTextureTransformDimension( TextureStage_t textureMatrix, int dimension, bool projected ) |
|
{ |
|
D3DTEXTURETRANSFORMFLAGS textureTransformFlags = ( D3DTEXTURETRANSFORMFLAGS )dimension; |
|
if( projected ) |
|
{ |
|
Assert( sizeof( int ) == sizeof( D3DTEXTURETRANSFORMFLAGS ) ); |
|
( *( int * )&textureTransformFlags ) |= D3DTTFF_PROJECTED; |
|
} |
|
|
|
if (TextureStage(textureMatrix).m_TextureTransformFlags != textureTransformFlags ) |
|
{ |
|
SetTextureStageState( textureMatrix, D3DTSS_TEXTURETRANSFORMFLAGS, textureTransformFlags ); |
|
TextureStage(textureMatrix).m_TextureTransformFlags = textureTransformFlags; |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::DisableTextureTransform( TextureStage_t textureMatrix ) |
|
{ |
|
if (TextureStage(textureMatrix).m_TextureTransformFlags != D3DTTFF_DISABLE ) |
|
{ |
|
SetTextureStageState( textureMatrix, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE ); |
|
TextureStage(textureMatrix).m_TextureTransformFlags = D3DTTFF_DISABLE; |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::SetBumpEnvMatrix( TextureStage_t textureStage, float m00, float m01, float m10, float m11 ) |
|
{ |
|
TextureStageState_t &textureStageState = TextureStage( textureStage ); |
|
|
|
if( textureStageState.m_BumpEnvMat00 != m00 || |
|
textureStageState.m_BumpEnvMat01 != m01 || |
|
textureStageState.m_BumpEnvMat10 != m10 || |
|
textureStageState.m_BumpEnvMat11 != m11 ) |
|
{ |
|
SetTextureStageState( textureStage, D3DTSS_BUMPENVMAT00, *( ( LPDWORD ) (&m00) ) ); |
|
SetTextureStageState( textureStage, D3DTSS_BUMPENVMAT01, *( ( LPDWORD ) (&m01) ) ); |
|
SetTextureStageState( textureStage, D3DTSS_BUMPENVMAT10, *( ( LPDWORD ) (&m10) ) ); |
|
SetTextureStageState( textureStage, D3DTSS_BUMPENVMAT11, *( ( LPDWORD ) (&m11) ) ); |
|
textureStageState.m_BumpEnvMat00 = m00; |
|
textureStageState.m_BumpEnvMat01 = m01; |
|
textureStageState.m_BumpEnvMat10 = m10; |
|
textureStageState.m_BumpEnvMat11 = m11; |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Sets the actual matrix state |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::UpdateMatrixTransform( TransformType_t type ) |
|
{ |
|
int textureMatrix = m_CurrStack - MATERIAL_TEXTURE0; |
|
if (( textureMatrix >= 0 ) && (textureMatrix < NUM_TEXTURE_TRANSFORMS)) |
|
{ |
|
// NOTE: Flush shouldn't happen here because we |
|
// expect that texture transforms will be set within the shader |
|
|
|
// FIXME: We only want to use D3DTTFF_COUNT3 for cubemaps |
|
// D3DTFF_COUNT2 is used for non-cubemaps. Of course, if there's |
|
// no performance penalty for COUNT3, we should just use that. |
|
D3DTEXTURETRANSFORMFLAGS transformFlags; |
|
transformFlags = (type == TRANSFORM_IS_IDENTITY) ? D3DTTFF_DISABLE : D3DTTFF_COUNT3; |
|
|
|
if (TextureStage(textureMatrix).m_TextureTransformFlags != transformFlags ) |
|
{ |
|
SetTextureStageState( textureMatrix, D3DTSS_TEXTURETRANSFORMFLAGS, transformFlags ); |
|
TextureStage(textureMatrix).m_TextureTransformFlags = transformFlags; |
|
} |
|
} |
|
|
|
m_DynamicState.m_TransformType[m_CurrStack] = type; |
|
m_DynamicState.m_TransformChanged[m_CurrStack] = STATE_CHANGED; |
|
|
|
#ifdef _DEBUG |
|
// Store off the board state |
|
D3DXMATRIX *pSrc = &GetTransform(m_CurrStack); |
|
D3DXMATRIX *pDst = &m_DynamicState.m_Transform[m_CurrStack]; |
|
// Assert( *pSrc != *pDst ); |
|
memcpy( pDst, pSrc, sizeof(D3DXMATRIX) ); |
|
#endif |
|
|
|
if ( m_CurrStack == MATERIAL_VIEW ) |
|
{ |
|
CacheWorldSpaceCameraPosition(); |
|
} |
|
|
|
if ( !IsX360() && m_CurrStack == MATERIAL_PROJECTION ) |
|
{ |
|
CachePolyOffsetProjectionMatrix(); |
|
} |
|
|
|
// Any time the view or projection matrix changes, the user clip planes need recomputing.... |
|
// Assuming we're not overriding the user clip transform |
|
if ( ( m_CurrStack == MATERIAL_PROJECTION ) || |
|
( ( m_CurrStack == MATERIAL_VIEW ) && ( !m_DynamicState.m_bUserClipTransformOverride ) ) ) |
|
{ |
|
MarkAllUserClipPlanesDirty(); |
|
} |
|
|
|
// Set the state if it's a texture transform |
|
if ( (m_CurrStack >= MATERIAL_TEXTURE0) && (m_CurrStack <= MATERIAL_TEXTURE7) ) |
|
{ |
|
SetTransform( m_MatrixMode, &GetTransform(m_CurrStack) ); |
|
} |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------- |
|
// deformations |
|
//-------------------------------------------------------------------------------- |
|
void CShaderAPIDx8::PushDeformation( DeformationBase_t const *pDef ) |
|
{ |
|
Assert( m_pDeformationStackPtr > m_DeformationStack ); |
|
--m_pDeformationStackPtr; |
|
m_pDeformationStackPtr->m_nDeformationType = pDef->m_eType; |
|
|
|
switch( pDef->m_eType ) |
|
{ |
|
case DEFORMATION_CLAMP_TO_BOX_IN_WORLDSPACE: |
|
{ |
|
BoxDeformation_t const *pBox = reinterpret_cast< const BoxDeformation_t *>( pDef ); |
|
m_pDeformationStackPtr->m_nNumParameters = 16; |
|
memcpy( m_pDeformationStackPtr->m_flDeformationParameters, &( pBox->m_SourceMins.x ), 16 * sizeof( float ) ); |
|
break; |
|
} |
|
break; |
|
|
|
default: |
|
Assert( 0 ); |
|
} |
|
} |
|
|
|
|
|
void CShaderAPIDx8::PopDeformation( ) |
|
{ |
|
Assert( m_pDeformationStackPtr != m_DeformationStack + DEFORMATION_STACK_DEPTH ); |
|
++m_pDeformationStackPtr; |
|
} |
|
|
|
int CShaderAPIDx8::GetNumActiveDeformations( void ) const |
|
{ |
|
return ( m_DeformationStack + DEFORMATION_STACK_DEPTH ) - m_pDeformationStackPtr; |
|
} |
|
|
|
|
|
// for shaders to set vertex shader constants. returns a packed state which can be used to set the dynamic combo |
|
int CShaderAPIDx8::GetPackedDeformationInformation( int nMaskOfUnderstoodDeformations, |
|
float *pConstantValuesOut, |
|
int nBufferSize, |
|
int nMaximumDeformations, |
|
int *pDefCombosOut ) const |
|
{ |
|
int nCombosFound = 0; |
|
memset( pDefCombosOut, 0, sizeof( pDefCombosOut[0] ) * nMaximumDeformations ); |
|
size_t nRemainingBufferSize = nBufferSize; |
|
|
|
for( const Deformation_t *i = m_DeformationStack + DEFORMATION_STACK_DEPTH -1; i >= m_pDeformationStackPtr; i-- ) |
|
{ |
|
int nFloatsOut = 4 * ( ( i->m_nNumParameters + 3 )>> 2 ); |
|
if ( |
|
( ( 1 << i->m_nDeformationType ) & nMaskOfUnderstoodDeformations ) && |
|
( nRemainingBufferSize >= ( nFloatsOut * sizeof( float ) ) ) ) |
|
{ |
|
memcpy( pConstantValuesOut, i->m_flDeformationParameters, nFloatsOut * sizeof( float ) ); |
|
pConstantValuesOut += nFloatsOut; |
|
nRemainingBufferSize -= nFloatsOut * sizeof( float ); |
|
( *pDefCombosOut++ ) = i->m_nDeformationType; |
|
nCombosFound++; |
|
} |
|
} |
|
return nCombosFound; |
|
} |
|
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Matrix stack operations |
|
//----------------------------------------------------------------------------- |
|
|
|
void CShaderAPIDx8::PushMatrix() |
|
{ |
|
// NOTE: No matrix transform update needed here. |
|
m_pMatrixStack[m_CurrStack]->Push(); |
|
} |
|
|
|
void CShaderAPIDx8::PopMatrix() |
|
{ |
|
if (MatrixIsChanging()) |
|
{ |
|
m_pMatrixStack[m_CurrStack]->Pop(); |
|
UpdateMatrixTransform(); |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::LoadIdentity( ) |
|
{ |
|
if (MatrixIsChanging(TRANSFORM_IS_IDENTITY)) |
|
{ |
|
m_pMatrixStack[m_CurrStack]->LoadIdentity( ); |
|
UpdateMatrixTransform( TRANSFORM_IS_IDENTITY ); |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::LoadCameraToWorld( ) |
|
{ |
|
if (MatrixIsChanging(TRANSFORM_IS_CAMERA_TO_WORLD)) |
|
{ |
|
// could just use the transpose instead, if we know there's no scale |
|
float det; |
|
D3DXMATRIX inv; |
|
D3DXMatrixInverse( &inv, &det, &GetTransform(MATERIAL_VIEW) ); |
|
|
|
// Kill translation |
|
inv.m[3][0] = inv.m[3][1] = inv.m[3][2] = 0.0f; |
|
|
|
m_pMatrixStack[m_CurrStack]->LoadMatrix( &inv ); |
|
UpdateMatrixTransform( TRANSFORM_IS_CAMERA_TO_WORLD ); |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::LoadMatrix( float *m ) |
|
{ |
|
// Check for identity... |
|
if ( (fabs(m[0] - 1.0f) < 1e-3) && (fabs(m[5] - 1.0f) < 1e-3) && (fabs(m[10] - 1.0f) < 1e-3) && (fabs(m[15] - 1.0f) < 1e-3) && |
|
(fabs(m[1]) < 1e-3) && (fabs(m[2]) < 1e-3) && (fabs(m[3]) < 1e-3) && |
|
(fabs(m[4]) < 1e-3) && (fabs(m[6]) < 1e-3) && (fabs(m[7]) < 1e-3) && |
|
(fabs(m[8]) < 1e-3) && (fabs(m[9]) < 1e-3) && (fabs(m[11]) < 1e-3) && |
|
(fabs(m[12]) < 1e-3) && (fabs(m[13]) < 1e-3) && (fabs(m[14]) < 1e-3) ) |
|
{ |
|
LoadIdentity(); |
|
return; |
|
} |
|
|
|
if (MatrixIsChanging()) |
|
{ |
|
m_pMatrixStack[m_CurrStack]->LoadMatrix( (D3DXMATRIX*)m ); |
|
UpdateMatrixTransform(); |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::LoadBoneMatrix( int boneIndex, const float *m ) |
|
{ |
|
if ( IsDeactivated() ) |
|
return; |
|
|
|
memcpy( m_boneMatrix[boneIndex].Base(), m, sizeof(float)*12 ); |
|
if ( boneIndex > m_maxBoneLoaded ) |
|
{ |
|
m_maxBoneLoaded = boneIndex; |
|
} |
|
if ( boneIndex == 0 ) |
|
{ |
|
MatrixMode( MATERIAL_MODEL ); |
|
VMatrix transposeMatrix; |
|
transposeMatrix.Init( *(matrix3x4_t *)m ); |
|
MatrixTranspose( transposeMatrix, transposeMatrix ); |
|
LoadMatrix( (float*)transposeMatrix.m ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Commits morph target factors |
|
//----------------------------------------------------------------------------- |
|
static void CommitFlexWeights( IDirect3DDevice9 *pDevice, const DynamicState_t &desiredState, |
|
DynamicState_t ¤tState, bool bForce ) |
|
{ |
|
if ( IsX360() ) |
|
{ |
|
// not supporting for 360 |
|
return; |
|
} |
|
|
|
CommitVertexShaderConstantRange( pDevice, desiredState, currentState, bForce, |
|
VERTEX_SHADER_FLEX_WEIGHTS, VERTEX_SHADER_MAX_FLEX_WEIGHT_COUNT ); |
|
} |
|
|
|
void CShaderAPIDx8::SetFlexWeights( int nFirstWeight, int nCount, const MorphWeight_t* pWeights ) |
|
{ |
|
if ( IsX360() ) |
|
{ |
|
// not supported for 360 |
|
return; |
|
} |
|
|
|
LOCK_SHADERAPI(); |
|
if ( g_pHardwareConfig->Caps().m_NumVertexShaderConstants < VERTEX_SHADER_FLEX_WEIGHTS + VERTEX_SHADER_MAX_FLEX_WEIGHT_COUNT ) |
|
return; |
|
|
|
if ( nFirstWeight + nCount > VERTEX_SHADER_MAX_FLEX_WEIGHT_COUNT ) |
|
{ |
|
Warning( "Attempted to set too many flex weights! Max is %d\n", VERTEX_SHADER_MAX_FLEX_WEIGHT_COUNT ); |
|
nCount = VERTEX_SHADER_MAX_FLEX_WEIGHT_COUNT - nFirstWeight; |
|
} |
|
|
|
if ( nCount <= 0 ) |
|
return; |
|
|
|
float *pDest = m_DesiredState.m_pVectorVertexShaderConstant[ VERTEX_SHADER_FLEX_WEIGHTS + nFirstWeight ].Base(); |
|
memcpy( pDest, pWeights, nCount * sizeof(MorphWeight_t) ); |
|
|
|
ADD_COMMIT_FUNC( COMMIT_PER_DRAW, COMMIT_VERTEX_SHADER, CommitFlexWeights ); |
|
} |
|
|
|
void CShaderAPIDx8::MultMatrix( float *m ) |
|
{ |
|
if (MatrixIsChanging()) |
|
{ |
|
m_pMatrixStack[m_CurrStack]->MultMatrix( (D3DXMATRIX*)m ); |
|
UpdateMatrixTransform(); |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::MultMatrixLocal( float *m ) |
|
{ |
|
if (MatrixIsChanging()) |
|
{ |
|
m_pMatrixStack[m_CurrStack]->MultMatrixLocal( (D3DXMATRIX*)m ); |
|
UpdateMatrixTransform(); |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::Rotate( float angle, float x, float y, float z ) |
|
{ |
|
if (MatrixIsChanging()) |
|
{ |
|
D3DXVECTOR3 axis( x, y, z ); |
|
m_pMatrixStack[m_CurrStack]->RotateAxisLocal( &axis, M_PI * angle / 180.0f ); |
|
UpdateMatrixTransform(); |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::Translate( float x, float y, float z ) |
|
{ |
|
if (MatrixIsChanging()) |
|
{ |
|
m_pMatrixStack[m_CurrStack]->TranslateLocal( x, y, z ); |
|
UpdateMatrixTransform(); |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::Scale( float x, float y, float z ) |
|
{ |
|
if (MatrixIsChanging()) |
|
{ |
|
m_pMatrixStack[m_CurrStack]->ScaleLocal( x, y, z ); |
|
UpdateMatrixTransform(); |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::ScaleXY( float x, float y ) |
|
{ |
|
if (MatrixIsChanging()) |
|
{ |
|
m_pMatrixStack[m_CurrStack]->ScaleLocal( x, y, 1.0f ); |
|
UpdateMatrixTransform(); |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::Ortho( double left, double top, double right, double bottom, double zNear, double zFar ) |
|
{ |
|
if (MatrixIsChanging()) |
|
{ |
|
D3DXMATRIX matrix; |
|
|
|
// FIXME: This is being used incorrectly! Should read: |
|
// D3DXMatrixOrthoOffCenterRH( &matrix, left, right, bottom, top, zNear, zFar ); |
|
// Which is certainly why we need these extra -1 scales in y. Bleah |
|
|
|
// NOTE: The camera can be imagined as the following diagram: |
|
// /z |
|
// / |
|
// /____ x Z is going into the screen |
|
// | |
|
// | |
|
// |y |
|
// |
|
// (0,0,z) represents the upper-left corner of the screen. |
|
// Our projection transform needs to transform from this space to a LH coordinate |
|
// system that looks thusly: |
|
// |
|
// y| /z |
|
// | / |
|
// |/____ x Z is going into the screen |
|
// |
|
// Where x,y lies between -1 and 1, and z lies from 0 to 1 |
|
// This is because the viewport transformation from projection space to pixels |
|
// introduces a -1 scale in the y coordinates |
|
// D3DXMatrixOrthoOffCenterLH( &matrix, left, right, bottom, top, zNear, zFar ); |
|
|
|
D3DXMatrixOrthoOffCenterRH( &matrix, left, right, top, bottom, zNear, zFar ); |
|
m_pMatrixStack[m_CurrStack]->MultMatrixLocal(&matrix); |
|
Assert( m_CurrStack == MATERIAL_PROJECTION ); |
|
UpdateMatrixTransform(); |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::PerspectiveX( double fovx, double aspect, double zNear, double zFar ) |
|
{ |
|
if (MatrixIsChanging()) |
|
{ |
|
float width = 2 * zNear * tan( fovx * M_PI / 360.0 ); |
|
float height = width / aspect; |
|
Assert( m_CurrStack == MATERIAL_PROJECTION ); |
|
D3DXMATRIX rh; |
|
D3DXMatrixPerspectiveRH( &rh, width, height, zNear, zFar ); |
|
m_pMatrixStack[m_CurrStack]->MultMatrixLocal(&rh); |
|
UpdateMatrixTransform(); |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::PerspectiveOffCenterX( double fovx, double aspect, double zNear, double zFar, double bottom, double top, double left, double right ) |
|
{ |
|
if (MatrixIsChanging()) |
|
{ |
|
float width = 2 * zNear * tan( fovx * M_PI / 360.0 ); |
|
float height = width / aspect; |
|
|
|
// bottom, top, left, right are 0..1 so convert to -1..1 |
|
float flFrontPlaneLeft = -(width/2.0f) * (1.0f - left) + left * (width/2.0f); |
|
float flFrontPlaneRight = -(width/2.0f) * (1.0f - right) + right * (width/2.0f); |
|
float flFrontPlaneBottom = -(height/2.0f) * (1.0f - bottom) + bottom * (height/2.0f); |
|
float flFrontPlaneTop = -(height/2.0f) * (1.0f - top) + top * (height/2.0f); |
|
|
|
Assert( m_CurrStack == MATERIAL_PROJECTION ); |
|
D3DXMATRIX rh; |
|
D3DXMatrixPerspectiveOffCenterRH( &rh, flFrontPlaneLeft, flFrontPlaneRight, flFrontPlaneBottom, flFrontPlaneTop, zNear, zFar ); |
|
m_pMatrixStack[m_CurrStack]->MultMatrixLocal(&rh); |
|
UpdateMatrixTransform(); |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::PickMatrix( int x, int y, int width, int height ) |
|
{ |
|
if (MatrixIsChanging()) |
|
{ |
|
Assert( m_CurrStack == MATERIAL_PROJECTION ); |
|
|
|
// This is going to create a matrix to append to the standard projection. |
|
// Projection space goes from -1 to 1 in x and y. This matrix we append |
|
// will transform the pick region to -1 to 1 in projection space |
|
ShaderViewport_t viewport; |
|
GetViewports( &viewport, 1 ); |
|
|
|
int vx = viewport.m_nTopLeftX; |
|
int vy = viewport.m_nTopLeftX; |
|
int vwidth = viewport.m_nWidth; |
|
int vheight = viewport.m_nHeight; |
|
|
|
// Compute the location of the pick region in projection space... |
|
float px = 2.0 * (float)(x - vx) / (float)vwidth - 1; |
|
float py = 2.0 * (float)(y - vy)/ (float)vheight - 1; |
|
float pw = 2.0 * (float)width / (float)vwidth; |
|
float ph = 2.0 * (float)height / (float)vheight; |
|
|
|
// we need to translate (px, py) to the origin |
|
// and scale so (pw,ph) -> (2, 2) |
|
D3DXMATRIX matrix; |
|
D3DXMatrixIdentity( &matrix ); |
|
matrix.m[0][0] = 2.0 / pw; |
|
matrix.m[1][1] = 2.0 / ph; |
|
matrix.m[3][0] = -2.0 * px / pw; |
|
matrix.m[3][1] = -2.0 * py / ph; |
|
|
|
m_pMatrixStack[m_CurrStack]->MultMatrixLocal(&matrix); |
|
UpdateMatrixTransform(); |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::GetMatrix( MaterialMatrixMode_t matrixMode, float *dst ) |
|
{ |
|
memcpy( dst, (void*)(FLOAT*)GetTransform(matrixMode), sizeof(D3DXMATRIX) ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Did a transform change? |
|
//----------------------------------------------------------------------------- |
|
inline bool CShaderAPIDx8::VertexShaderTransformChanged( int i ) |
|
{ |
|
return (m_DynamicState.m_TransformChanged[i] & STATE_CHANGED_VERTEX_SHADER) != 0; |
|
} |
|
|
|
inline bool CShaderAPIDx8::FixedFunctionTransformChanged( int i ) |
|
{ |
|
return (m_DynamicState.m_TransformChanged[i] & STATE_CHANGED_FIXED_FUNCTION) != 0; |
|
} |
|
|
|
|
|
const D3DXMATRIX &CShaderAPIDx8::GetProjectionMatrix( void ) |
|
{ |
|
bool bUsingZBiasProjectionMatrix = |
|
!g_pHardwareConfig->Caps().m_ZBiasAndSlopeScaledDepthBiasSupported && |
|
( m_TransitionTable.CurrentSnapshot() != -1 ) && |
|
m_TransitionTable.CurrentShadowState() && |
|
m_TransitionTable.CurrentShadowState()->m_ZBias; |
|
|
|
if ( !m_DynamicState.m_FastClipEnabled ) |
|
{ |
|
if ( bUsingZBiasProjectionMatrix ) |
|
return m_CachedPolyOffsetProjectionMatrix; |
|
|
|
return GetTransform( MATERIAL_PROJECTION ); |
|
} |
|
|
|
if ( bUsingZBiasProjectionMatrix ) |
|
return m_CachedFastClipPolyOffsetProjectionMatrix; |
|
|
|
return m_CachedFastClipProjectionMatrix; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Workaround hack for visualization of selection mode |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::SetupSelectionModeVisualizationState() |
|
{ |
|
Dx9Device()->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE ); |
|
|
|
D3DXMATRIX ident; |
|
D3DXMatrixIdentity( &ident ); |
|
SetTransform( D3DTS_WORLD, &ident ); |
|
SetTransform( D3DTS_VIEW, &ident ); |
|
SetTransform( D3DTS_PROJECTION, &ident ); |
|
|
|
if ( g_pHardwareConfig->Caps().m_SupportsPixelShaders ) |
|
{ |
|
SetVertexShaderConstant( VERTEX_SHADER_VIEWPROJ, ident, 4 ); |
|
SetVertexShaderConstant( VERTEX_SHADER_MODELVIEWPROJ, ident, 4 ); |
|
float *pRowTwo = (float *)ident + 8; |
|
SetVertexShaderConstant( VERTEX_SHADER_MODELVIEWPROJ_THIRD_ROW, pRowTwo, 1 ); // Row two of an identity matrix |
|
SetVertexShaderConstant( VERTEX_SHADER_MODEL, ident, 3 * NUM_MODEL_TRANSFORMS ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Set view transforms |
|
//----------------------------------------------------------------------------- |
|
|
|
static void printmat4x4( char *label, float *m00 ) |
|
{ |
|
// print label.. |
|
// fetch 4 from row, print as a row |
|
// fetch 4 from column, print as a row |
|
|
|
#ifdef DX_TO_GL_ABSTRACTION |
|
float row[4]; |
|
float col[4]; |
|
|
|
GLMPRINTF(("-M- -- %s --", label )); |
|
for( int n=0; n<4; n++ ) |
|
{ |
|
// extract row and column floats |
|
for( int i=0; i<4;i++) |
|
{ |
|
row[i] = m00[(n*4)+i]; |
|
col[i] = m00[(i*4)+n]; |
|
} |
|
GLMPRINTF(( "-M- [ %7.4f %7.4f %7.4f %7.4f ] T=> [ %7.4f %7.4f %7.4f %7.4f ]", |
|
row[0],row[1],row[2],row[3], |
|
col[0],col[1],col[2],col[3] |
|
)); |
|
} |
|
GLMPRINTF(("-M-")); |
|
#endif |
|
} |
|
|
|
void CShaderAPIDx8::SetVertexShaderViewProj() |
|
{ |
|
//GLM_FUNC; |
|
//GLMPRINTF(( ">-M- SetVertexShaderViewProj" )); |
|
|
|
if (g_pHardwareConfig->Caps().m_SupportsPixelShaders) |
|
{ |
|
D3DXMATRIX transpose; |
|
if(0) |
|
{ |
|
transpose = GetTransform(MATERIAL_VIEW) * GetProjectionMatrix(); |
|
D3DXMatrixTranspose( &transpose, &transpose ); |
|
} |
|
else |
|
{ |
|
// show work |
|
D3DXMATRIX matView,matProj; |
|
|
|
matView = GetTransform(MATERIAL_VIEW); |
|
matProj = GetProjectionMatrix(); |
|
transpose = matView * matProj; |
|
|
|
//printmat4x4( "matView", (float*)&matView ); |
|
//printmat4x4( "matProj", (float*)&matProj ); |
|
//printmat4x4( "result (view * proj) pre-transpose", (float*)&transpose ); |
|
|
|
D3DXMatrixTranspose( &transpose, &transpose ); |
|
|
|
#if 0 // turned off while we try to do fixup-Y in shader translate |
|
if (IsPosix()) // flip all shader projection matrices for Y on GL since you can't have an upside-down viewport specification |
|
{ |
|
// flip Y |
|
transpose._21 *= -1.0f; |
|
transpose._22 *= -1.0f; |
|
transpose._23 *= -1.0f; |
|
transpose._24 *= -1.0f; |
|
} |
|
#endif |
|
|
|
//printmat4x4( "result (view * proj) post-transpose", (float*)&transpose ); |
|
} |
|
|
|
|
|
SetVertexShaderConstant( VERTEX_SHADER_VIEWPROJ, transpose, 4 ); |
|
|
|
// If we're doing FastClip, the above viewproj matrix won't work well for |
|
// vertex shaders which compute projPos.z, hence we'll compute a more useful |
|
// viewproj and put the third row of it in another constant |
|
transpose = GetTransform( MATERIAL_VIEW ) * GetTransform( MATERIAL_PROJECTION ); // Get the non-FastClip projection matrix |
|
D3DXMatrixTranspose( &transpose, &transpose ); |
|
|
|
float *pRowTwo = (float *)transpose + 8; |
|
SetVertexShaderConstant( VERTEX_SHADER_VIEWPROJ_THIRD_ROW, pRowTwo, 1 ); |
|
} |
|
//GLMPRINTF(( "<-M- SetVertexShaderViewProj" )); |
|
} |
|
|
|
void CShaderAPIDx8::SetVertexShaderModelViewProjAndModelView( void ) |
|
{ |
|
//GLM_FUNC; |
|
//GLMPRINTF(( ">-M- SetVertexShaderModelViewProjAndModelView" )); |
|
|
|
if (g_pHardwareConfig->Caps().m_SupportsPixelShaders) |
|
{ |
|
D3DXMATRIX modelView, transpose; |
|
|
|
if (0) |
|
{ |
|
D3DXMatrixMultiply( &modelView, &GetTransform(MATERIAL_MODEL), &GetTransform(MATERIAL_VIEW) ); |
|
D3DXMatrixMultiply( &transpose, &modelView, &GetProjectionMatrix() ); |
|
} |
|
else |
|
{ |
|
// show work |
|
D3DXMATRIX matView,matProj,matModel; |
|
|
|
matModel = GetTransform(MATERIAL_MODEL); |
|
matView = GetTransform(MATERIAL_VIEW); |
|
matProj = GetProjectionMatrix(); |
|
|
|
D3DXMatrixMultiply( &modelView, &matModel, &matView ); |
|
D3DXMatrixMultiply( &transpose, &modelView, &matProj ); |
|
|
|
//printmat4x4( "matModel", (float*)&matModel ); |
|
//printmat4x4( "matView", (float*)&matView ); |
|
//printmat4x4( "matProj", (float*)&matProj ); |
|
//printmat4x4( "result (model * view * proj) pre-transpose", (float*)&transpose ); |
|
} |
|
|
|
D3DXMatrixTranspose( &transpose, &transpose ); |
|
|
|
#if 0 // turned off while we try to do fixup-Y in shader translate |
|
if (IsPosix()) // flip all shader projection matrices for Y on GL since you can't have an upside-down viewport specification |
|
{ |
|
// flip Y |
|
transpose._21 *= -1.0f; |
|
transpose._22 *= -1.0f; |
|
transpose._23 *= -1.0f; |
|
transpose._24 *= -1.0f; |
|
} |
|
#endif |
|
|
|
SetVertexShaderConstant( VERTEX_SHADER_MODELVIEWPROJ, transpose, 4 ); |
|
|
|
// If we're doing FastClip, the above modelviewproj matrix won't work well for |
|
// vertex shaders which compute projPos.z, hence we'll compute a more useful |
|
// modelviewproj and put the third row of it in another constant |
|
D3DXMatrixMultiply( &transpose, &modelView, &GetTransform( MATERIAL_PROJECTION ) ); // Get the non-FastClip projection matrix |
|
D3DXMatrixTranspose( &transpose, &transpose ); |
|
|
|
float *pRowTwo = (float *)transpose + 8; |
|
SetVertexShaderConstant( VERTEX_SHADER_MODELVIEWPROJ_THIRD_ROW, pRowTwo, 1 ); |
|
} |
|
|
|
//GLMPRINTF(( "<-M- SetVertexShaderModelViewProjAndModelView" )); |
|
} |
|
|
|
void CShaderAPIDx8::UpdateVertexShaderMatrix( int iMatrix ) |
|
{ |
|
//GLM_FUNC; |
|
if ( iMatrix == 0 ) |
|
{ |
|
int matrix = MATERIAL_MODEL; |
|
if (VertexShaderTransformChanged(matrix)) |
|
{ |
|
int vertexShaderConstant = VERTEX_SHADER_MODEL + iMatrix * 3; |
|
|
|
// Put the transform into the vertex shader constants... |
|
D3DXMATRIX transpose; |
|
D3DXMatrixTranspose( &transpose, &GetTransform(matrix) ); |
|
SetVertexShaderConstant( vertexShaderConstant, transpose, 3 ); |
|
|
|
// clear the change flag |
|
m_DynamicState.m_TransformChanged[matrix] &= ~STATE_CHANGED_VERTEX_SHADER; |
|
} |
|
} |
|
else |
|
{ |
|
SetVertexShaderConstant( VERTEX_SHADER_MODEL + iMatrix, m_boneMatrix[iMatrix].Base(), 3 ); |
|
} |
|
} |
|
|
|
|
|
void CShaderAPIDx8::SetVertexShaderStateSkinningMatrices() |
|
{ |
|
//GLM_FUNC; |
|
// casting from 4x3 matrices to a 4x4 D3DXMATRIX, need 4 floats of overflow |
|
float results[12+4]; |
|
|
|
// get the first one from the MATERIAL_MODEL matrix stack |
|
D3DXMatrixTranspose( (D3DXMATRIX *)&results[0], &GetTransform( MATERIAL_MODEL ) ); |
|
memcpy( m_boneMatrix[0].Base(), results, 12 * sizeof(float) ); |
|
|
|
m_maxBoneLoaded++; |
|
int matricesLoaded = max( 1, m_maxBoneLoaded ); |
|
m_maxBoneLoaded = 0; |
|
|
|
m_DynamicState.m_TransformChanged[MATERIAL_MODEL] &= ~STATE_CHANGED_VERTEX_SHADER; |
|
SetVertexShaderConstant( VERTEX_SHADER_MODEL, m_boneMatrix[0].Base(), matricesLoaded * 3, true ); |
|
|
|
// ###OSX### punting on OSX for now |
|
#if defined( DX_TO_GL_ABSTRACTION ) && !defined( OSX ) |
|
Dx9Device()->SetMaxUsedVertexShaderConstantsHint( VERTEX_SHADER_MODEL + ( matricesLoaded * 3 ) ); |
|
#endif |
|
|
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Commits vertex shader transforms that can change on a per pass basis |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::CommitPerPassVertexShaderTransforms() |
|
{ |
|
//GLMPRINTF(( ">-M- CommitPerPassVertexShaderTransforms" )); |
|
Assert( g_pHardwareConfig->Caps().m_SupportsPixelShaders ); |
|
|
|
bool projChanged = VertexShaderTransformChanged( MATERIAL_PROJECTION ); |
|
//projChanged = true; //only for debug |
|
if ( projChanged ) |
|
{ |
|
//GLMPRINTF(( "-M- projChanged=true in CommitPerPassVertexShaderTransforms" )); |
|
SetVertexShaderViewProj(); |
|
SetVertexShaderModelViewProjAndModelView(); |
|
|
|
// Clear change flags |
|
m_DynamicState.m_TransformChanged[MATERIAL_PROJECTION] &= ~STATE_CHANGED_VERTEX_SHADER; |
|
} |
|
else |
|
{ |
|
//GLMPRINTF(( "-M- projChanged=false in CommitPerPassVertexShaderTransforms" )); |
|
} |
|
|
|
//GLMPRINTF(( "<-M- CommitPerPassVertexShaderTransforms" )); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Commits vertex shader transforms |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::CommitVertexShaderTransforms() |
|
{ |
|
//GLMPRINTF(( ">-M- CommitVertexShaderTransforms" )); |
|
|
|
Assert( g_pHardwareConfig->Caps().m_SupportsPixelShaders ); |
|
|
|
bool viewChanged = VertexShaderTransformChanged(MATERIAL_VIEW); |
|
bool projChanged = VertexShaderTransformChanged(MATERIAL_PROJECTION); |
|
bool modelChanged = VertexShaderTransformChanged(MATERIAL_MODEL) && (m_DynamicState.m_NumBones < 1); |
|
|
|
//GLMPRINTF(( "-M- viewChanged=%s projChanged=%s modelChanged = %s in CommitVertexShaderTransforms", viewChanged?"Y":"N",projChanged?"Y":"N",modelChanged?"Y":"N" )); |
|
if (viewChanged) |
|
{ |
|
//GLMPRINTF(( "-M- viewChanged --> UpdateVertexShaderFogParams" )); |
|
UpdateVertexShaderFogParams(); |
|
} |
|
|
|
if( viewChanged || projChanged ) |
|
{ |
|
// NOTE: We have to deal with fast-clip *before* |
|
//GLMPRINTF(( "-M- viewChanged||projChanged --> SetVertexShaderViewProj" )); |
|
SetVertexShaderViewProj(); |
|
} |
|
|
|
if( viewChanged || modelChanged || projChanged ) |
|
{ |
|
//GLMPRINTF(( "-M- viewChanged||projChanged||modelChanged --> SetVertexShaderModelViewProjAndModelView" )); |
|
SetVertexShaderModelViewProjAndModelView(); |
|
} |
|
|
|
if( modelChanged && m_DynamicState.m_NumBones < 1 ) |
|
{ |
|
UpdateVertexShaderMatrix( 0 ); |
|
} |
|
|
|
// Clear change flags |
|
m_DynamicState.m_TransformChanged[MATERIAL_MODEL] &= ~STATE_CHANGED_VERTEX_SHADER; |
|
m_DynamicState.m_TransformChanged[MATERIAL_VIEW] &= ~STATE_CHANGED_VERTEX_SHADER; |
|
m_DynamicState.m_TransformChanged[MATERIAL_PROJECTION] &= ~STATE_CHANGED_VERTEX_SHADER; |
|
|
|
//GLMPRINTF(( "<-M- CommitVertexShaderTransforms" )); |
|
} |
|
|
|
|
|
void CShaderAPIDx8::UpdateFixedFunctionMatrix( int iMatrix ) |
|
{ |
|
if ( IsX360() ) |
|
return; |
|
|
|
int matrix = MATERIAL_MODEL + iMatrix; |
|
if ( FixedFunctionTransformChanged( matrix ) ) |
|
{ |
|
SetTransform( D3DTS_WORLDMATRIX(iMatrix), &GetTransform(matrix) ); |
|
|
|
// clear the change flag |
|
m_DynamicState.m_TransformChanged[matrix] &= ~STATE_CHANGED_FIXED_FUNCTION; |
|
} |
|
} |
|
|
|
|
|
void CShaderAPIDx8::SetFixedFunctionStateSkinningMatrices() |
|
{ |
|
if ( IsX360() ) |
|
return; |
|
|
|
for( int i=1; i < g_pHardwareConfig->MaxBlendMatrices(); i++ ) |
|
{ |
|
UpdateFixedFunctionMatrix( i ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Commits transforms for the fixed function pipeline that can happen on a per pass basis |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::CommitPerPassFixedFunctionTransforms() |
|
{ |
|
if ( IsX360() ) |
|
return; |
|
|
|
// Update projection |
|
if ( FixedFunctionTransformChanged( MATERIAL_PROJECTION ) ) |
|
{ |
|
D3DTRANSFORMSTATETYPE matrix = D3DTS_PROJECTION; |
|
|
|
SetTransform( matrix, &GetProjectionMatrix() ); |
|
// clear the change flag |
|
m_DynamicState.m_TransformChanged[MATERIAL_PROJECTION] &= ~STATE_CHANGED_FIXED_FUNCTION; |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Commits transforms for the fixed function pipeline |
|
//----------------------------------------------------------------------------- |
|
|
|
void CShaderAPIDx8::CommitFixedFunctionTransforms() |
|
{ |
|
if ( IsX360() ) |
|
return; |
|
|
|
// Update view + projection |
|
int i; |
|
for ( i = MATERIAL_VIEW; i <= MATERIAL_PROJECTION; ++i) |
|
{ |
|
if (FixedFunctionTransformChanged( i )) |
|
{ |
|
D3DTRANSFORMSTATETYPE matrix = (i == MATERIAL_VIEW) ? D3DTS_VIEW : D3DTS_PROJECTION; |
|
if ( i == MATERIAL_PROJECTION ) |
|
{ |
|
SetTransform( matrix, &GetProjectionMatrix() ); |
|
} |
|
else |
|
{ |
|
SetTransform( matrix, &GetTransform(i) ); |
|
} |
|
|
|
// clear the change flag |
|
m_DynamicState.m_TransformChanged[i] &= ~STATE_CHANGED_FIXED_FUNCTION; |
|
} |
|
} |
|
|
|
UpdateFixedFunctionMatrix( 0 ); |
|
} |
|
|
|
|
|
void CShaderAPIDx8::SetSkinningMatrices() |
|
{ |
|
LOCK_SHADERAPI(); |
|
Assert( m_pMaterial ); |
|
|
|
if ( m_DynamicState.m_NumBones == 0 ) |
|
{ |
|
// ###OSX### punting on OSX for now |
|
#if defined( DX_TO_GL_ABSTRACTION ) && !defined( OSX) |
|
Dx9Device()->SetMaxUsedVertexShaderConstantsHint( VERTEX_SHADER_BONE_TRANSFORM( 0 ) + 3 ); |
|
#endif |
|
return; |
|
} |
|
|
|
uint nMaxVertexConstantIndex = 0; |
|
|
|
if ( IsX360() || UsesVertexShader(m_pMaterial->GetVertexFormat()) ) |
|
{ |
|
SetVertexShaderStateSkinningMatrices(); |
|
} |
|
else if ( IsPC() ) |
|
{ |
|
#if defined( DX_TO_GL_ABSTRACTION ) && !defined( OSX) |
|
Assert( 0 ); |
|
#else |
|
SetFixedFunctionStateSkinningMatrices(); |
|
#endif |
|
} |
|
else |
|
{ |
|
Assert( 0 ); |
|
} |
|
} |
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Commits vertex shader lighting |
|
//----------------------------------------------------------------------------- |
|
|
|
inline bool CShaderAPIDx8::VertexShaderLightingChanged( int i ) |
|
{ |
|
return (m_DynamicState.m_LightChanged[i] & STATE_CHANGED_VERTEX_SHADER) != 0; |
|
} |
|
|
|
inline bool CShaderAPIDx8::VertexShaderLightingEnableChanged( int i ) |
|
{ |
|
return (m_DynamicState.m_LightEnableChanged[i] & STATE_CHANGED_VERTEX_SHADER) != 0; |
|
} |
|
|
|
inline bool CShaderAPIDx8::FixedFunctionLightingChanged( int i ) |
|
{ |
|
return (m_DynamicState.m_LightChanged[i] & STATE_CHANGED_FIXED_FUNCTION) != 0; |
|
} |
|
|
|
inline bool CShaderAPIDx8::FixedFunctionLightingEnableChanged( int i ) |
|
{ |
|
return (m_DynamicState.m_LightEnableChanged[i] & STATE_CHANGED_FIXED_FUNCTION) != 0; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Computes the light type |
|
//----------------------------------------------------------------------------- |
|
|
|
VertexShaderLightTypes_t CShaderAPIDx8::ComputeLightType( int i ) const |
|
{ |
|
if (!m_DynamicState.m_LightEnable[i]) |
|
return LIGHT_NONE; |
|
|
|
switch( m_DynamicState.m_Lights[i].Type ) |
|
{ |
|
case D3DLIGHT_POINT: |
|
return LIGHT_POINT; |
|
|
|
case D3DLIGHT_DIRECTIONAL: |
|
return LIGHT_DIRECTIONAL; |
|
|
|
case D3DLIGHT_SPOT: |
|
return LIGHT_SPOT; |
|
} |
|
|
|
Assert(0); |
|
return LIGHT_NONE; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Sort the lights by type |
|
//----------------------------------------------------------------------------- |
|
|
|
void CShaderAPIDx8::SortLights( int* index ) |
|
{ |
|
m_DynamicState.m_NumLights = 0; |
|
|
|
for (int i = 0; i < MAX_NUM_LIGHTS; ++i) |
|
{ |
|
VertexShaderLightTypes_t type = ComputeLightType(i); // returns LIGHT_NONE if the light is disabled |
|
int j = m_DynamicState.m_NumLights; |
|
if (type != LIGHT_NONE) |
|
{ |
|
while ( --j >= 0 ) |
|
{ |
|
if (m_DynamicState.m_LightType[j] <= type) |
|
break; |
|
|
|
// shift... |
|
m_DynamicState.m_LightType[j+1] = m_DynamicState.m_LightType[j]; |
|
index[j+1] = index[j]; |
|
} |
|
++j; |
|
|
|
m_DynamicState.m_LightType[j] = type; |
|
index[j] = i; |
|
|
|
++m_DynamicState.m_NumLights; |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Vertex Shader lighting |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::CommitVertexShaderLighting() |
|
{ |
|
// If nothing changed, then don't bother. Otherwise, reload... |
|
int i; |
|
for ( i = 0; i < MAX_NUM_LIGHTS; ++i ) |
|
{ |
|
if (VertexShaderLightingChanged(i) || VertexShaderLightingEnableChanged(i)) |
|
break; |
|
} |
|
|
|
// Yeah baby |
|
if ( i == MAX_NUM_LIGHTS ) |
|
return; |
|
|
|
// First, gotta sort the lights by their type |
|
int lightIndex[MAX_NUM_LIGHTS]; |
|
memset( lightIndex, 0, sizeof( lightIndex ) ); |
|
SortLights( lightIndex ); |
|
|
|
// Clear the lighting enable flags |
|
for ( i = 0; i < MAX_NUM_LIGHTS; ++i ) |
|
{ |
|
m_DynamicState.m_LightEnableChanged[i] &= ~STATE_CHANGED_VERTEX_SHADER; |
|
m_DynamicState.m_LightChanged[i] &= ~STATE_CHANGED_VERTEX_SHADER; |
|
} |
|
|
|
bool bAtLeastDX90 = g_pHardwareConfig->GetDXSupportLevel() >= 90; |
|
|
|
// Set the lighting state |
|
for ( i = 0; i < m_DynamicState.m_NumLights; ++i ) |
|
{ |
|
D3DLIGHT& light = m_DynamicState.m_Lights[lightIndex[i]]; |
|
|
|
Vector4D lightState[5]; |
|
|
|
// The first one is the light color (and light type code on DX9) |
|
float w = (light.Type == D3DLIGHT_DIRECTIONAL) && bAtLeastDX90 ? 1.0f : 0.0f; |
|
lightState[0].Init( light.Diffuse.r, light.Diffuse.g, light.Diffuse.b, w); |
|
|
|
// The next constant holds the light direction (and light type code on DX9) |
|
w = (light.Type == D3DLIGHT_SPOT) && bAtLeastDX90 ? 1.0f : 0.0f; |
|
lightState[1].Init( light.Direction.x, light.Direction.y, light.Direction.z, w ); |
|
|
|
// The next constant holds the light position |
|
lightState[2].Init( light.Position.x, light.Position.y, light.Position.z, 1.0f ); |
|
|
|
// The next constant holds exponent, stopdot, stopdot2, 1 / (stopdot - stopdot2) |
|
if (light.Type == D3DLIGHT_SPOT) |
|
{ |
|
float stopdot = cos( light.Theta * 0.5f ); |
|
float stopdot2 = cos( light.Phi * 0.5f ); |
|
float oodot = (stopdot > stopdot2) ? 1.0f / (stopdot - stopdot2) : 0.0f; |
|
lightState[3].Init( light.Falloff, stopdot, stopdot2, oodot ); |
|
} |
|
else |
|
{ |
|
lightState[3].Init( 0, 1, 1, 1 ); |
|
} |
|
|
|
// The last constant holds attenuation0, attenuation1, attenuation2 |
|
lightState[4].Init( light.Attenuation0, light.Attenuation1, light.Attenuation2, 0.0f ); |
|
|
|
// Set the state |
|
SetVertexShaderConstant( VERTEX_SHADER_LIGHTS + i * 5, lightState[0].Base(), 5 ); |
|
} |
|
|
|
if ( g_pHardwareConfig->NumIntegerVertexShaderConstants() > 0 && g_pHardwareConfig->NumBooleanVertexShaderConstants() > 0 ) |
|
{ |
|
// Vertex Shader loop counter for number of lights (Only the .x component is used by our shaders) |
|
// .x is the iteration count, .y is the initial value and .z is the increment step |
|
int nLoopControl[4] = {m_DynamicState.m_NumLights, 0, 1, 0}; |
|
SetIntegerVertexShaderConstant( 0, nLoopControl, 1 ); |
|
|
|
// Enable lights using vertex shader static flow control |
|
int nLightEnable[VERTEX_SHADER_LIGHT_ENABLE_BOOL_CONST_COUNT] = {0, 0, 0, 0}; |
|
for ( i = 0; i < m_DynamicState.m_NumLights; ++i ) |
|
{ |
|
nLightEnable[i] = 1; |
|
} |
|
|
|
SetBooleanVertexShaderConstant( VERTEX_SHADER_LIGHT_ENABLE_BOOL_CONST, nLightEnable, VERTEX_SHADER_LIGHT_ENABLE_BOOL_CONST_COUNT ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Set the pixel shader constants for lights |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::CommitPixelShaderLighting( int pshReg ) |
|
{ |
|
#ifndef NDEBUG |
|
char const *materialName = m_pMaterial->GetName(); |
|
#endif |
|
|
|
// First, gotta sort the lights by their type |
|
int lightIndex[MAX_NUM_LIGHTS]; |
|
SortLights( lightIndex ); |
|
|
|
// Offset to create a point light from directional |
|
const float fFarAway = 10000.0f; |
|
|
|
// Total pixel shader lighting state for four lights |
|
Vector4D lightState[6]; |
|
for ( int i = 0; i < 6; i++ ) |
|
lightState[i].Init(); |
|
|
|
int nNumLights = m_DynamicState.m_NumLights; |
|
if ( nNumLights > 0 ) |
|
{ |
|
D3DLIGHT *light = &m_DynamicState.m_Lights[lightIndex[0]]; |
|
lightState[0].Init( light->Diffuse.r, light->Diffuse.g, light->Diffuse.b, 0.0f ); |
|
|
|
if ( light->Type == D3DLIGHT_DIRECTIONAL ) |
|
{ |
|
Vector vDir(light->Direction.x, light->Direction.y, light->Direction.z ); |
|
Vector vPos = m_DynamicState.m_vLightingOrigin - vDir * fFarAway; |
|
lightState[1].Init( vPos.x, vPos.y, vPos.z, 0.0f ); |
|
} |
|
else |
|
{ |
|
lightState[1].Init( light->Position.x, light->Position.y, light->Position.z, 0.0f ); |
|
} |
|
|
|
if ( nNumLights > 1 ) // At least two lights |
|
{ |
|
light = &m_DynamicState.m_Lights[lightIndex[1]]; |
|
lightState[2].Init( light->Diffuse.r, light->Diffuse.g, light->Diffuse.b, 0.0f ); |
|
|
|
if ( light->Type == D3DLIGHT_DIRECTIONAL ) |
|
{ |
|
Vector vDir(light->Direction.x, light->Direction.y, light->Direction.z ); |
|
Vector vPos = m_DynamicState.m_vLightingOrigin - vDir * fFarAway; |
|
lightState[3].Init( vPos.x, vPos.y, vPos.z, 0.0f ); |
|
} |
|
else |
|
{ |
|
lightState[3].Init( light->Position.x, light->Position.y, light->Position.z, 0.0f ); |
|
} |
|
|
|
if ( nNumLights > 2 ) // At least three lights |
|
{ |
|
light = &m_DynamicState.m_Lights[lightIndex[2]]; |
|
lightState[4].Init( light->Diffuse.r, light->Diffuse.g, light->Diffuse.b, 0.0f ); |
|
|
|
if ( light->Type == D3DLIGHT_DIRECTIONAL ) |
|
{ |
|
Vector vDir(light->Direction.x, light->Direction.y, light->Direction.z ); |
|
Vector vPos = m_DynamicState.m_vLightingOrigin - vDir * fFarAway; |
|
lightState[5].Init( vPos.x, vPos.y, vPos.z, 0.0f ); |
|
} |
|
else |
|
{ |
|
lightState[5].Init( light->Position.x, light->Position.y, light->Position.z, 0.0f ); |
|
} |
|
|
|
if ( nNumLights > 3 ) // At least four lights (our current max) |
|
{ |
|
light = &m_DynamicState.m_Lights[lightIndex[3]]; // Spread 4th light's constants across w components |
|
lightState[0].w = light->Diffuse.r; |
|
lightState[1].w = light->Diffuse.g; |
|
lightState[2].w = light->Diffuse.b; |
|
|
|
if ( light->Type == D3DLIGHT_DIRECTIONAL ) |
|
{ |
|
Vector vDir(light->Direction.x, light->Direction.y, light->Direction.z ); |
|
Vector vPos = m_DynamicState.m_vLightingOrigin - vDir * fFarAway; |
|
lightState[3].w = vPos.x; |
|
lightState[4].w = vPos.y; |
|
lightState[5].w = vPos.z; |
|
} |
|
else |
|
{ |
|
lightState[3].w = light->Position.x; |
|
lightState[4].w = light->Position.y; |
|
lightState[5].w = light->Position.z; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
SetPixelShaderConstant( pshReg, lightState[0].Base(), 6 ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Fixed function lighting |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::CommitFixedFunctionLighting() |
|
{ |
|
if ( IsX360() ) |
|
{ |
|
return; |
|
} |
|
|
|
// Commit each light |
|
for (int i = 0; i < g_pHardwareConfig->MaxNumLights(); ++i) |
|
{ |
|
// Change light enable |
|
if ( FixedFunctionLightingEnableChanged( i ) ) |
|
{ |
|
LightEnable( i, m_DynamicState.m_LightEnable[i] ); |
|
|
|
// Clear change flag |
|
m_DynamicState.m_LightEnableChanged[i] &= ~STATE_CHANGED_FIXED_FUNCTION; |
|
} |
|
|
|
// Change lighting state... |
|
if ( m_DynamicState.m_LightEnable[i] ) |
|
{ |
|
if ( FixedFunctionLightingChanged( i ) ) |
|
{ |
|
// Store off the "correct" falloff... |
|
D3DLIGHT& light = m_DynamicState.m_Lights[i]; |
|
|
|
float falloff = light.Falloff; |
|
|
|
SetLight( i, &light ); |
|
|
|
// Clear change flag |
|
m_DynamicState.m_LightChanged[i] &= ~STATE_CHANGED_FIXED_FUNCTION; |
|
|
|
// restore the correct falloff |
|
light.Falloff = falloff; |
|
} |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Commits user clip planes |
|
//----------------------------------------------------------------------------- |
|
D3DXMATRIX& CShaderAPIDx8::GetUserClipTransform( ) |
|
{ |
|
if ( !m_DynamicState.m_bUserClipTransformOverride ) |
|
return GetTransform(MATERIAL_VIEW); |
|
|
|
return m_DynamicState.m_UserClipTransform; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Commits user clip planes |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::CommitUserClipPlanes( bool bUsingFixedFunction ) |
|
{ |
|
// We need to transform the clip planes, specified in world space, |
|
// to be in projection space.. To transform the plane, we must transform |
|
// the intercept and then transform the normal. |
|
|
|
if( bUsingFixedFunction != m_DynamicState.m_UserClipLastUpdatedUsingFixedFunction ) |
|
{ |
|
//fixed function clip planes are in world space, vertex shader clip planes are in clip space, so we need to update every clip plane whenever there's a flip |
|
m_DynamicState.m_UserClipPlaneChanged = (1 << g_pHardwareConfig->MaxUserClipPlanes()) - 1; |
|
m_DynamicState.m_UserClipLastUpdatedUsingFixedFunction = bUsingFixedFunction; |
|
} |
|
|
|
D3DXMATRIX worldToProjectionInvTrans; |
|
#ifndef _DEBUG |
|
if( m_DynamicState.m_UserClipPlaneChanged & m_DynamicState.m_UserClipPlaneEnabled & ((1 << g_pHardwareConfig->MaxUserClipPlanes()) - 1) ) |
|
#endif |
|
{ |
|
//we're going to need the transformation matrix at least once this call |
|
if( bUsingFixedFunction ) |
|
{ |
|
if( m_DynamicState.m_bUserClipTransformOverride ) |
|
{ |
|
//D3DXMatrixIdentity( &worldToProjectionInvTrans ); //TODO: Test user clip transforms with this |
|
//Since GetUserClipTransform() returns the view matrix if a user supplied transform doesn't exist, the general solution to this should be to transform the user transform by the inverse view matrix |
|
//Since we don't know if the user clip is invertable, we'll premultiply by inverse view and cross our fingers that it's right more often than wrong |
|
D3DXMATRIX viewInverse = GetTransform( MATERIAL_VIEW ); |
|
D3DXMatrixInverse(&viewInverse, NULL, &viewInverse); |
|
worldToProjectionInvTrans = viewInverse * GetUserClipTransform(); //taking a cue from the multiplication below, multiplication goes left into right |
|
|
|
D3DXMatrixInverse(&worldToProjectionInvTrans, NULL, &worldToProjectionInvTrans); |
|
D3DXMatrixTranspose(&worldToProjectionInvTrans, &worldToProjectionInvTrans); |
|
} |
|
else |
|
{ |
|
D3DXMatrixIdentity( &worldToProjectionInvTrans ); |
|
} |
|
} |
|
else |
|
{ |
|
worldToProjectionInvTrans = GetUserClipTransform( ) * GetTransform( MATERIAL_PROJECTION ); |
|
D3DXMatrixInverse(&worldToProjectionInvTrans, NULL, &worldToProjectionInvTrans); |
|
D3DXMatrixTranspose(&worldToProjectionInvTrans, &worldToProjectionInvTrans); |
|
} |
|
} |
|
|
|
for (int i = 0; i < g_pHardwareConfig->MaxUserClipPlanes(); ++i) |
|
{ |
|
// Don't bother with the plane if it's not enabled |
|
if ( (m_DynamicState.m_UserClipPlaneEnabled & (1 << i)) == 0 ) |
|
continue; |
|
|
|
// Don't bother if it didn't change... |
|
if ( (m_DynamicState.m_UserClipPlaneChanged & (1 << i)) == 0 ) |
|
{ |
|
#ifdef _DEBUG |
|
//verify that the plane has not actually changed |
|
D3DXPLANE clipPlaneProj; |
|
D3DXPlaneTransform( &clipPlaneProj, &m_DynamicState.m_UserClipPlaneWorld[i], &worldToProjectionInvTrans ); |
|
Assert ( clipPlaneProj == m_DynamicState.m_UserClipPlaneProj[i] ); |
|
#endif |
|
continue; |
|
} |
|
|
|
m_DynamicState.m_UserClipPlaneChanged &= ~(1 << i); |
|
|
|
D3DXPLANE clipPlaneProj; |
|
D3DXPlaneTransform( &clipPlaneProj, &m_DynamicState.m_UserClipPlaneWorld[i], &worldToProjectionInvTrans ); |
|
|
|
if ( clipPlaneProj != m_DynamicState.m_UserClipPlaneProj[i] ) |
|
{ |
|
Dx9Device()->SetClipPlane( i, (float*)clipPlaneProj ); |
|
m_DynamicState.m_UserClipPlaneProj[i] = clipPlaneProj; |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Need to handle fog mode on a per-pass basis |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::CommitPerPassFogMode( bool bUsingVertexAndPixelShaders ) |
|
{ |
|
if ( IsX360() ) |
|
{ |
|
// FF fog not applicable on 360 |
|
return; |
|
} |
|
|
|
D3DFOGMODE dxFogMode = D3DFOG_NONE; |
|
if ( m_DynamicState.m_FogEnable ) |
|
{ |
|
dxFogMode = bUsingVertexAndPixelShaders ? D3DFOG_NONE : D3DFOG_LINEAR; |
|
} |
|
|
|
// Set fog mode if it's different than before. |
|
if( m_DynamicState.m_FogMode != dxFogMode ) |
|
{ |
|
SetRenderStateConstMacro( this, D3DRS_FOGVERTEXMODE, dxFogMode ); |
|
m_DynamicState.m_FogMode = dxFogMode; |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Handle Xbox GPU/DX API fixups necessary before actual draw. |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::CommitPerPassXboxFixups() |
|
{ |
|
#if defined( _X360 ) |
|
// send updated shader constants to gpu |
|
WriteShaderConstantsToGPU(); |
|
|
|
// sRGB write state may have changed after RT set, have to re-set correct RT |
|
SetRenderTargetInternalXbox( m_hCachedRenderTarget ); |
|
#endif |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// These states can change between each pass |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::CommitPerPassStateChanges( StateSnapshot_t id ) |
|
{ |
|
if ( IsX360() || UsesVertexAndPixelShaders(id) ) |
|
{ |
|
CommitPerPassVertexShaderTransforms(); |
|
CommitPerPassFogMode( true ); |
|
CommitPerPassXboxFixups(); |
|
CallCommitFuncs( COMMIT_PER_PASS, false ); |
|
} |
|
else if ( IsPC() ) |
|
{ |
|
CommitPerPassFixedFunctionTransforms(); |
|
CommitPerPassFogMode( false ); |
|
CallCommitFuncs( COMMIT_PER_PASS, true ); |
|
} |
|
else |
|
{ |
|
Assert( 0 ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Commits transforms and lighting |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::CommitStateChanges() |
|
{ |
|
VPROF("CShaderAPIDx8::CommitStateChanges"); |
|
CommitFastClipPlane(); |
|
|
|
bool bUsingFixedFunction = !IsX360() && m_pMaterial && !UsesVertexShader( m_pMaterial->GetVertexFormat() ); |
|
|
|
// xboxissue - cannot support ff pipeline |
|
Assert ( IsPC() || ( IsX360() && !bUsingFixedFunction ) ); |
|
|
|
if ( IsX360() || !bUsingFixedFunction ) |
|
{ |
|
CommitVertexShaderTransforms(); |
|
|
|
if ( m_pMaterial && m_pMaterial->IsVertexLit() ) |
|
{ |
|
CommitVertexShaderLighting(); |
|
} |
|
} |
|
else if ( IsPC() ) |
|
{ |
|
CommitFixedFunctionTransforms(); |
|
|
|
if ( m_pMaterial && ( m_pMaterial->IsVertexLit() || m_pMaterial->NeedsFixedFunctionFlashlight() ) ) |
|
{ |
|
CommitFixedFunctionLighting(); |
|
} |
|
} |
|
else |
|
{ |
|
Assert( 0 ); |
|
} |
|
|
|
if ( m_DynamicState.m_UserClipPlaneEnabled ) |
|
{ |
|
CommitUserClipPlanes( bUsingFixedFunction ); |
|
} |
|
|
|
CallCommitFuncs( COMMIT_PER_DRAW, bUsingFixedFunction ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Commits viewports |
|
//----------------------------------------------------------------------------- |
|
static void CommitSetViewports( IDirect3DDevice9 *pDevice, const DynamicState_t &desiredState, DynamicState_t ¤tState, bool bForce ) |
|
{ |
|
bool bChanged = bForce || memcmp( &desiredState.m_Viewport, ¤tState.m_Viewport, sizeof(D3DVIEWPORT9) ); |
|
|
|
// The width + height can be zero at startup sometimes. |
|
if ( bChanged && ( desiredState.m_Viewport.Width != 0 ) && ( desiredState.m_Viewport.Height != 0 ) ) |
|
{ |
|
if( ReverseDepthOnX360() ) //reverse depth on 360 for better perf through hierarchical z |
|
{ |
|
D3DVIEWPORT9 reverseDepthViewport; |
|
reverseDepthViewport = desiredState.m_Viewport; |
|
reverseDepthViewport.MinZ = 1.0f - desiredState.m_Viewport.MinZ; |
|
reverseDepthViewport.MaxZ = 1.0f - desiredState.m_Viewport.MaxZ; |
|
Dx9Device()->SetViewport( &reverseDepthViewport ); |
|
} |
|
else |
|
{ |
|
Dx9Device()->SetViewport( &desiredState.m_Viewport ); |
|
} |
|
memcpy( ¤tState.m_Viewport, &desiredState.m_Viewport, sizeof( D3DVIEWPORT9 ) ); |
|
} |
|
} |
|
|
|
|
|
void CShaderAPIDx8::SetViewports( int nCount, const ShaderViewport_t* pViewports ) |
|
{ |
|
Assert( nCount == 1 && pViewports[0].m_nVersion == SHADER_VIEWPORT_VERSION ); |
|
if ( nCount != 1 ) |
|
return; |
|
|
|
LOCK_SHADERAPI(); |
|
|
|
D3DVIEWPORT9 viewport; |
|
viewport.X = pViewports[0].m_nTopLeftX; |
|
viewport.Y = pViewports[0].m_nTopLeftY; |
|
viewport.Width = pViewports[0].m_nWidth; |
|
viewport.Height = pViewports[0].m_nHeight; |
|
viewport.MinZ = pViewports[0].m_flMinZ; |
|
viewport.MaxZ = pViewports[0].m_flMaxZ; |
|
|
|
// Clamp the viewport to the current render target... |
|
if ( !m_UsingTextureRenderTarget ) |
|
{ |
|
// Clamp to both the back buffer and the window, if it is resizing |
|
int nMaxWidth = 0, nMaxHeight = 0; |
|
GetBackBufferDimensions( nMaxWidth, nMaxHeight ); |
|
if ( IsPC() && m_IsResizing ) |
|
{ |
|
RECT viewRect; |
|
#if !defined( DX_TO_GL_ABSTRACTION ) |
|
GetClientRect( ( HWND )m_ViewHWnd, &viewRect ); |
|
#else |
|
toglGetClientRect( (VD3DHWND)m_ViewHWnd, &viewRect ); |
|
#endif |
|
m_nWindowWidth = viewRect.right - viewRect.left; |
|
m_nWindowHeight = viewRect.bottom - viewRect.top; |
|
nMaxWidth = min( m_nWindowWidth, nMaxWidth ); |
|
nMaxHeight = min( m_nWindowHeight, nMaxHeight ); |
|
} |
|
|
|
// Dimensions can freak out on app exit, so at least make sure the viewport is positive |
|
if ( (viewport.Width > (unsigned int)nMaxWidth ) && (nMaxWidth > 0) ) |
|
{ |
|
viewport.Width = nMaxWidth; |
|
} |
|
|
|
// Dimensions can freak out on app exit, so at least make sure the viewport is positive |
|
if ( ( viewport.Height > (unsigned int)nMaxHeight ) && (nMaxHeight > 0) ) |
|
{ |
|
viewport.Height = nMaxHeight; |
|
} |
|
} |
|
else |
|
{ |
|
if ( viewport.Width > (unsigned int)m_ViewportMaxWidth ) |
|
{ |
|
viewport.Width = m_ViewportMaxWidth; |
|
} |
|
if ( viewport.Height > (unsigned int)m_ViewportMaxHeight ) |
|
{ |
|
viewport.Height = m_ViewportMaxHeight; |
|
} |
|
} |
|
|
|
// FIXME: Once we extract buffered primitives out, we can directly fill in desired state |
|
// and avoid the memcmp and copy |
|
if ( memcmp( &m_DesiredState.m_Viewport, &viewport, sizeof(D3DVIEWPORT9) ) ) |
|
{ |
|
if ( !IsDeactivated() ) |
|
{ |
|
// State changed... need to flush the dynamic buffer |
|
FlushBufferedPrimitives(); |
|
} |
|
|
|
memcpy( &m_DesiredState.m_Viewport, &viewport, sizeof(D3DVIEWPORT9) ); |
|
} |
|
|
|
ADD_COMMIT_FUNC( COMMIT_PER_DRAW, COMMIT_ALWAYS, CommitSetViewports ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Gets the current viewport size |
|
//----------------------------------------------------------------------------- |
|
int CShaderAPIDx8::GetViewports( ShaderViewport_t* pViewports, int nMax ) const |
|
{ |
|
if ( !pViewports || nMax == 0 ) |
|
return 1; |
|
|
|
LOCK_SHADERAPI(); |
|
|
|
pViewports[0].m_nTopLeftX = m_DesiredState.m_Viewport.X; |
|
pViewports[0].m_nTopLeftY = m_DesiredState.m_Viewport.Y; |
|
pViewports[0].m_nWidth = m_DesiredState.m_Viewport.Width; |
|
pViewports[0].m_nHeight = m_DesiredState.m_Viewport.Height; |
|
pViewports[0].m_flMinZ = m_DesiredState.m_Viewport.MinZ; |
|
pViewports[0].m_flMaxZ = m_DesiredState.m_Viewport.MaxZ; |
|
return 1; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Flushes buffered primitives |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::FlushBufferedPrimitives( ) |
|
{ |
|
if ( ShaderUtil() ) |
|
{ |
|
if ( !ShaderUtil()->OnFlushBufferedPrimitives() ) |
|
{ |
|
return; |
|
} |
|
} |
|
FlushBufferedPrimitivesInternal(); |
|
} |
|
|
|
void CShaderAPIDx8::FlushBufferedPrimitivesInternal( ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
// This shouldn't happen in the inner rendering loop! |
|
Assert( m_pRenderMesh == 0 ); |
|
|
|
// NOTE: We've gotta store off the matrix mode because |
|
// it'll get reset by the default state application caused by the flush |
|
int tempStack = m_CurrStack; |
|
D3DTRANSFORMSTATETYPE tempMatrixMode = m_MatrixMode; |
|
|
|
MeshMgr()->Flush(); |
|
|
|
m_CurrStack = tempStack; |
|
m_MatrixMode = tempMatrixMode; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Flush the hardware |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::FlushHardware( ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
FlushBufferedPrimitives(); |
|
|
|
Dx9Device()->EndScene(); |
|
|
|
DiscardVertexBuffers(); |
|
|
|
Dx9Device()->BeginScene(); |
|
|
|
ForceHardwareSync(); |
|
} |
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Deal with device lost (alt-tab) |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::HandleDeviceLost() |
|
{ |
|
if ( IsX360() ) |
|
{ |
|
return; |
|
} |
|
|
|
LOCK_SHADERAPI(); |
|
|
|
if ( !IsActive() ) |
|
return; |
|
|
|
// need to flush the dynamic buffer |
|
FlushBufferedPrimitives(); |
|
|
|
if ( !IsDeactivated() ) |
|
{ |
|
Dx9Device()->EndScene(); |
|
} |
|
|
|
CheckDeviceLost( m_bOtherAppInitializing ); |
|
|
|
if ( !IsDeactivated() ) |
|
{ |
|
Dx9Device()->BeginScene(); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Buffer clear color |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::ClearColor3ub( unsigned char r, unsigned char g, unsigned char b ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
float a = 255;//(r * 0.30f + g * 0.59f + b * 0.11f) / MAX_HDR_OVERBRIGHT; |
|
|
|
// GR - need to force alpha to black for HDR |
|
m_DynamicState.m_ClearColor = D3DCOLOR_ARGB((unsigned char)a,r,g,b); |
|
} |
|
|
|
void CShaderAPIDx8::ClearColor4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
m_DynamicState.m_ClearColor = D3DCOLOR_ARGB(a,r,g,b); |
|
} |
|
|
|
// Converts the clear color to be appropriate for HDR |
|
D3DCOLOR CShaderAPIDx8::GetActualClearColor( D3DCOLOR clearColor ) |
|
{ |
|
bool bConvert = !IsX360() && m_TransitionTable.CurrentState().m_bLinearColorSpaceFrameBufferEnable; |
|
|
|
#if defined( _X360 ) |
|
// The PC disables SRGBWrite when clearing so that the clear color won't get gamma converted |
|
// The 360 cannot disable that state, and thus compensates for the sRGB conversion |
|
// the desired result is the clear color written to the RT as-is |
|
if ( clearColor & D3DCOLOR_ARGB( 0, 255, 255, 255 ) ) |
|
{ |
|
IDirect3DSurface *pRTSurface = NULL; |
|
Dx9Device()->GetRenderTarget( 0, &pRTSurface ); |
|
if ( pRTSurface ) |
|
{ |
|
D3DSURFACE_DESC desc; |
|
HRESULT hr = pRTSurface->GetDesc( &desc ); |
|
if ( !FAILED( hr ) && IS_D3DFORMAT_SRGB( desc.Format ) ) |
|
{ |
|
bConvert = true; |
|
} |
|
pRTSurface->Release(); |
|
} |
|
} |
|
#endif |
|
|
|
if ( bConvert ) |
|
{ |
|
// HDRFIXME: need to make sure this works this way. |
|
// HDRFIXME: Is there a helper function that'll do this easier? |
|
// convert clearColor from gamma to linear since our frame buffer is linear. |
|
Vector vecGammaColor; |
|
vecGammaColor.x = ( 1.0f / 255.0f ) * ( ( clearColor >> 16 ) & 0xff ); |
|
vecGammaColor.y = ( 1.0f / 255.0f ) * ( ( clearColor >> 8 ) & 0xff ); |
|
vecGammaColor.z = ( 1.0f / 255.0f ) * ( clearColor & 0xff ); |
|
Vector vecLinearColor; |
|
vecLinearColor.x = GammaToLinear( vecGammaColor.x ); |
|
vecLinearColor.y = GammaToLinear( vecGammaColor.y ); |
|
vecLinearColor.z = GammaToLinear( vecGammaColor.z ); |
|
clearColor &= D3DCOLOR_RGBA( 0, 0, 0, 255 ); |
|
clearColor |= D3DCOLOR_COLORVALUE( vecLinearColor.x, vecLinearColor.y, vecLinearColor.z, 0.0f ); |
|
} |
|
|
|
return clearColor; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Clear buffers while obeying stencil |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::ClearBuffersObeyStencil( bool bClearColor, bool bClearDepth ) |
|
{ |
|
//copy the clear color bool into the clear alpha bool |
|
ClearBuffersObeyStencilEx( bClearColor, bClearColor, bClearDepth ); |
|
} |
|
|
|
void CShaderAPIDx8::ClearBuffersObeyStencilEx( bool bClearColor, bool bClearAlpha, bool bClearDepth ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
|
|
if ( !bClearColor && !bClearAlpha && !bClearDepth ) |
|
return; |
|
|
|
FlushBufferedPrimitives(); |
|
|
|
// Before clearing can happen, user clip planes must be disabled |
|
SetRenderState( D3DRS_CLIPPLANEENABLE, 0 ); |
|
|
|
D3DCOLOR clearColor = GetActualClearColor( m_DynamicState.m_ClearColor ); |
|
|
|
unsigned char r, g, b, a; |
|
b = clearColor& 0xFF; |
|
g = ( clearColor >> 8 ) & 0xFF; |
|
r = ( clearColor >> 16 ) & 0xFF; |
|
a = ( clearColor >> 24 ) & 0xFF; |
|
|
|
ShaderUtil()->DrawClearBufferQuad( r, g, b, a, bClearColor, bClearAlpha, bClearDepth ); |
|
|
|
// Reset user clip plane state |
|
FlushBufferedPrimitives(); |
|
SetRenderState( D3DRS_CLIPPLANEENABLE, m_DynamicState.m_UserClipPlaneEnabled ); |
|
} |
|
|
|
//------------------------------------------------------------------------- |
|
//Perform stencil operations to every pixel on the screen |
|
//------------------------------------------------------------------------- |
|
void CShaderAPIDx8::PerformFullScreenStencilOperation( void ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
|
|
FlushBufferedPrimitives(); |
|
|
|
// We'll be drawing a large quad in altered worldspace, user clip planes must be disabled |
|
SetRenderStateConstMacro( this, D3DRS_CLIPPLANEENABLE, 0 ); |
|
|
|
ShaderUtil()->DrawClearBufferQuad( 0, 0, 0, 0, false, false, false ); |
|
|
|
// Reset user clip plane state |
|
FlushBufferedPrimitives(); |
|
SetRenderStateConstMacro( this, D3DRS_CLIPPLANEENABLE, m_DynamicState.m_UserClipPlaneEnabled ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Buffer clear |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::ClearBuffers( bool bClearColor, bool bClearDepth, bool bClearStencil, int renderTargetWidth, int renderTargetHeight ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
if ( ShaderUtil()->GetConfig().m_bSuppressRendering ) |
|
return; |
|
|
|
if ( IsDeactivated() ) |
|
return; |
|
|
|
// State changed... need to flush the dynamic buffer |
|
FlushBufferedPrimitives(); |
|
CallCommitFuncs( COMMIT_PER_DRAW, true ); |
|
|
|
float depth = (ShaderUtil()->GetConfig().bReverseDepth ^ ReverseDepthOnX360()) ? 0.0f : 1.0f; |
|
DWORD mask = 0; |
|
|
|
if ( bClearColor ) |
|
{ |
|
mask |= D3DCLEAR_TARGET; |
|
} |
|
|
|
if ( bClearDepth ) |
|
{ |
|
mask |= D3DCLEAR_ZBUFFER; |
|
} |
|
|
|
if ( bClearStencil && m_bUsingStencil ) |
|
{ |
|
mask |= D3DCLEAR_STENCIL; |
|
} |
|
|
|
// Only clear the current view... right!??! |
|
D3DRECT clear; |
|
clear.x1 = m_DesiredState.m_Viewport.X; |
|
clear.y1 = m_DesiredState.m_Viewport.Y; |
|
clear.x2 = clear.x1 + m_DesiredState.m_Viewport.Width; |
|
clear.y2 = clear.y1 + m_DesiredState.m_Viewport.Height; |
|
|
|
// SRGBWrite is disabled when clearing so that the clear color won't get gamma converted |
|
bool bSRGBWriteEnable = false; |
|
if ( !IsX360() && bClearColor && m_TransitionTable.CurrentShadowState() ) |
|
{ |
|
bSRGBWriteEnable = m_TransitionTable.CurrentShadowState()->m_SRGBWriteEnable; |
|
} |
|
|
|
#if !defined( _X360 ) |
|
if ( bSRGBWriteEnable ) |
|
{ |
|
// This path used to be !IsPosix(), but this makes no sense and causes the clear color to differ in D3D9 vs. GL. |
|
Dx9Device()->SetRenderState( D3DRS_SRGBWRITEENABLE, 0 ); |
|
} |
|
#endif |
|
|
|
D3DCOLOR clearColor = GetActualClearColor( m_DynamicState.m_ClearColor ); |
|
|
|
if ( mask != 0 ) |
|
{ |
|
bool bRenderTargetMatchesViewport = |
|
( renderTargetWidth == -1 && renderTargetHeight == -1 ) || |
|
( m_DesiredState.m_Viewport.Width == -1 && m_DesiredState.m_Viewport.Height == -1 ) || |
|
( renderTargetWidth == ( int )m_DesiredState.m_Viewport.Width && |
|
renderTargetHeight == ( int )m_DesiredState.m_Viewport.Height ); |
|
|
|
if ( bRenderTargetMatchesViewport ) |
|
{ |
|
RECORD_COMMAND( DX8_CLEAR, 6 ); |
|
RECORD_INT( 0 ); |
|
RECORD_STRUCT( &clear, sizeof(clear) ); |
|
RECORD_INT( mask ); |
|
RECORD_INT( clearColor ); |
|
RECORD_FLOAT( depth ); |
|
RECORD_INT( 0 ); |
|
|
|
Dx9Device()->Clear( 0, NULL, mask, clearColor, depth, 0L ); |
|
} |
|
else |
|
{ |
|
RECORD_COMMAND( DX8_CLEAR, 6 ); |
|
RECORD_INT( 0 ); |
|
RECORD_STRUCT( &clear, sizeof(clear) ); |
|
RECORD_INT( mask ); |
|
RECORD_INT( clearColor ); |
|
RECORD_FLOAT( depth ); |
|
RECORD_INT( 0 ); |
|
|
|
Dx9Device()->Clear( 1, &clear, mask, clearColor, depth, 0L ); |
|
} |
|
} |
|
|
|
// Restore state |
|
if ( bSRGBWriteEnable ) |
|
{ |
|
// sRGBWriteEnable shouldn't be true if we have no shadow state. . . Assert just in case. |
|
Assert( m_TransitionTable.CurrentShadowState() ); |
|
m_TransitionTable.ApplySRGBWriteEnable( *m_TransitionTable.CurrentShadowState() ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Bind |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::BindVertexShader( VertexShaderHandle_t hVertexShader ) |
|
{ |
|
ShaderManager()->BindVertexShader( hVertexShader ); |
|
} |
|
|
|
void CShaderAPIDx8::BindGeometryShader( GeometryShaderHandle_t hGeometryShader ) |
|
{ |
|
Assert( hGeometryShader == GEOMETRY_SHADER_HANDLE_INVALID ); |
|
} |
|
|
|
void CShaderAPIDx8::BindPixelShader( PixelShaderHandle_t hPixelShader ) |
|
{ |
|
ShaderManager()->BindPixelShader( hPixelShader ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Returns a copy of the front buffer |
|
//----------------------------------------------------------------------------- |
|
IDirect3DSurface* CShaderAPIDx8::GetFrontBufferImage( ImageFormat& format ) |
|
{ |
|
#if !defined( _X360 ) |
|
// need to flush the dynamic buffer and make sure the entire image is there |
|
FlushBufferedPrimitives(); |
|
|
|
int w, h; |
|
GetBackBufferDimensions( w, h ); |
|
|
|
HRESULT hr; |
|
IDirect3DSurface *pFullScreenSurfaceBits = 0; |
|
hr = Dx9Device()->CreateOffscreenPlainSurface( w, h, |
|
D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &pFullScreenSurfaceBits, NULL ); |
|
if (FAILED(hr)) |
|
return 0; |
|
|
|
hr = Dx9Device()->GetFrontBufferData( 0, pFullScreenSurfaceBits ); |
|
if (FAILED(hr)) |
|
return 0; |
|
|
|
int windowWidth, windowHeight; |
|
GetWindowSize( windowWidth, windowHeight ); |
|
|
|
IDirect3DSurface *pSurfaceBits = 0; |
|
hr = Dx9Device()->CreateOffscreenPlainSurface( windowWidth, windowHeight, |
|
D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &pSurfaceBits, NULL ); |
|
Assert( hr == D3D_OK ); |
|
|
|
POINT pnt; |
|
pnt.x = pnt.y = 0; |
|
#ifdef _WIN32 |
|
BOOL result = ClientToScreen( ( HWND )m_hWnd, &pnt ); |
|
#else |
|
BOOL result = ClientToScreen( (VD3DHWND)m_hWnd, &pnt ); |
|
#endif |
|
Assert( result ); |
|
|
|
RECT srcRect; |
|
srcRect.left = pnt.x; |
|
srcRect.top = pnt.y; |
|
srcRect.right = pnt.x + windowWidth; |
|
srcRect.bottom = pnt.y + windowHeight; |
|
|
|
POINT dstPnt; |
|
dstPnt.x = dstPnt.y = 0; |
|
|
|
D3DLOCKED_RECT lockedSrcRect; |
|
hr = pFullScreenSurfaceBits->LockRect( &lockedSrcRect, &srcRect, D3DLOCK_READONLY ); |
|
Assert( hr == D3D_OK ); |
|
|
|
D3DLOCKED_RECT lockedDstRect; |
|
hr = pSurfaceBits->LockRect( &lockedDstRect, NULL, 0 ); |
|
Assert( hr == D3D_OK ); |
|
|
|
int i; |
|
for( i = 0; i < windowHeight; i++ ) |
|
{ |
|
memcpy( ( unsigned char * )lockedDstRect.pBits + ( i * lockedDstRect.Pitch ), |
|
( unsigned char * )lockedSrcRect.pBits + ( i * lockedSrcRect.Pitch ), |
|
windowWidth * 4 ); // hack . . what if this is a different format? |
|
} |
|
hr = pSurfaceBits->UnlockRect(); |
|
Assert( hr == D3D_OK ); |
|
hr = pFullScreenSurfaceBits->UnlockRect(); |
|
Assert( hr == D3D_OK ); |
|
|
|
pFullScreenSurfaceBits->Release(); |
|
|
|
format = ImageLoader::D3DFormatToImageFormat( D3DFMT_A8R8G8B8 ); |
|
return pSurfaceBits; |
|
#else |
|
Assert( 0 ); |
|
return NULL; |
|
#endif |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Lets the shader know about the full-screen texture so it can |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::SetFullScreenTextureHandle( ShaderAPITextureHandle_t h ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
m_hFullScreenTexture = h; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Lets the shader know about the full-screen texture so it can |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::SetLinearToGammaConversionTextures( ShaderAPITextureHandle_t hSRGBWriteEnabledTexture, ShaderAPITextureHandle_t hIdentityTexture ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
|
|
m_hLinearToGammaTableTexture = hSRGBWriteEnabledTexture; |
|
m_hLinearToGammaTableIdentityTexture = hIdentityTexture; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Returns a copy of the back buffer |
|
//----------------------------------------------------------------------------- |
|
IDirect3DSurface* CShaderAPIDx8::GetBackBufferImageHDR( Rect_t *pSrcRect, Rect_t *pDstRect, ImageFormat& format ) |
|
{ |
|
#if !defined( _X360 ) |
|
HRESULT hr; |
|
IDirect3DSurface *pSurfaceBits = 0; |
|
IDirect3DSurface *pTmpSurface = NULL; |
|
|
|
// Get the back buffer |
|
IDirect3DSurface* pBackBuffer; |
|
hr = Dx9Device()->GetRenderTarget( 0, &pBackBuffer ); |
|
if (FAILED(hr)) |
|
return 0; |
|
|
|
// Find about its size and format |
|
D3DSURFACE_DESC desc; |
|
D3DTEXTUREFILTERTYPE filter; |
|
|
|
hr = pBackBuffer->GetDesc( &desc ); |
|
if (FAILED(hr)) |
|
goto CleanUp; |
|
|
|
filter = ((pDstRect->width != pSrcRect->width) || (pDstRect->height != pSrcRect->height)) ? D3DTEXF_LINEAR : D3DTEXF_NONE; |
|
|
|
if ( ( pDstRect->x + pDstRect->width <= SMALL_BACK_BUFFER_SURFACE_WIDTH ) && |
|
( pDstRect->y + pDstRect->height <= SMALL_BACK_BUFFER_SURFACE_HEIGHT ) ) |
|
{ |
|
if (!m_pSmallBackBufferFP16TempSurface) |
|
{ |
|
hr = Dx9Device()->CreateRenderTarget( |
|
SMALL_BACK_BUFFER_SURFACE_WIDTH, SMALL_BACK_BUFFER_SURFACE_HEIGHT, |
|
desc.Format, D3DMULTISAMPLE_NONE, 0, TRUE, &m_pSmallBackBufferFP16TempSurface, |
|
NULL ); |
|
} |
|
pTmpSurface = m_pSmallBackBufferFP16TempSurface; |
|
#if POSIX |
|
pTmpSurface->AddRef( 0, "CShaderAPIDx8::GetBackBufferImageHDR public addref"); |
|
#else |
|
pTmpSurface->AddRef(); |
|
#endif |
|
|
|
desc.Width = SMALL_BACK_BUFFER_SURFACE_WIDTH; |
|
desc.Height = SMALL_BACK_BUFFER_SURFACE_HEIGHT; |
|
|
|
RECT srcRect, destRect; |
|
RectToRECT( pSrcRect, srcRect ); |
|
RectToRECT( pDstRect, destRect ); |
|
hr = Dx9Device()->StretchRect( pBackBuffer, &srcRect, pTmpSurface, &destRect, filter ); |
|
if ( FAILED(hr) ) |
|
goto CleanUp; |
|
} |
|
else |
|
{ |
|
// Normally we would only have to create a separate render target here and StretchBlt to it first |
|
// if AA was enabled, but certain machines/drivers get reboots if we do GetRenderTargetData |
|
// straight off the backbuffer. |
|
hr = Dx9Device()->CreateRenderTarget( desc.Width, desc.Height, desc.Format, |
|
D3DMULTISAMPLE_NONE, 0, TRUE, &pTmpSurface, NULL ); |
|
if ( FAILED(hr) ) |
|
goto CleanUp; |
|
|
|
hr = Dx9Device()->StretchRect( pBackBuffer, NULL, pTmpSurface, NULL, filter ); |
|
if ( FAILED(hr) ) |
|
goto CleanUp; |
|
} |
|
|
|
// Create a buffer the same size and format |
|
hr = Dx9Device()->CreateOffscreenPlainSurface( desc.Width, desc.Height, |
|
desc.Format, D3DPOOL_SYSTEMMEM, &pSurfaceBits, NULL ); |
|
if (FAILED(hr)) |
|
goto CleanUp; |
|
|
|
// Blit from the back buffer to our scratch buffer |
|
hr = Dx9Device()->GetRenderTargetData( pTmpSurface ? pTmpSurface : pBackBuffer, pSurfaceBits ); |
|
if (FAILED(hr)) |
|
goto CleanUp2; |
|
|
|
format = ImageLoader::D3DFormatToImageFormat(desc.Format); |
|
if ( pTmpSurface ) |
|
{ |
|
pTmpSurface->Release(); |
|
} |
|
pBackBuffer->Release(); |
|
return pSurfaceBits; |
|
|
|
CleanUp2: |
|
pSurfaceBits->Release(); |
|
|
|
CleanUp: |
|
if ( pTmpSurface ) |
|
{ |
|
pTmpSurface->Release(); |
|
} |
|
|
|
pBackBuffer->Release(); |
|
#else |
|
Assert( 0 ); |
|
#endif |
|
return 0; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Returns a copy of the back buffer |
|
//----------------------------------------------------------------------------- |
|
IDirect3DSurface* CShaderAPIDx8::GetBackBufferImage( Rect_t *pSrcRect, Rect_t *pDstRect, ImageFormat& format ) |
|
{ |
|
#if !defined( _X360 ) |
|
if ( !m_pBackBufferSurface || ( m_hFullScreenTexture == INVALID_SHADERAPI_TEXTURE_HANDLE ) ) |
|
return NULL; |
|
|
|
HRESULT hr; |
|
D3DSURFACE_DESC desc; |
|
|
|
FlushBufferedPrimitives(); |
|
|
|
// Get the current render target |
|
IDirect3DSurface* pRenderTarget; |
|
hr = Dx9Device()->GetRenderTarget( 0, &pRenderTarget ); |
|
if (FAILED(hr)) |
|
return 0; |
|
|
|
// Find about its size and format |
|
hr = pRenderTarget->GetDesc( &desc ); |
|
|
|
if ( desc.Format == D3DFMT_A16B16G16R16F || desc.Format == D3DFMT_A32B32G32R32F ) |
|
return GetBackBufferImageHDR( pSrcRect, pDstRect, format ); |
|
|
|
IDirect3DSurface *pSurfaceBits = NULL; |
|
IDirect3DSurface *pTmpSurface = NULL; |
|
int nRenderTargetRefCount; |
|
nRenderTargetRefCount = 0; |
|
|
|
if ( (desc.MultiSampleType == D3DMULTISAMPLE_NONE) && (pRenderTarget != m_pBackBufferSurface) && |
|
(pSrcRect->width == pDstRect->width) && (pSrcRect->height == pDstRect->height) ) |
|
{ |
|
// Don't bother to blit through the full-screen texture if we don't |
|
// have to stretch, we're not coming from the backbuffer, and we don't have to do AA resolve |
|
pTmpSurface = pRenderTarget; |
|
#if POSIX |
|
pTmpSurface->AddRef( 0, "CShaderAPIDx8::GetBackBufferImage public addref"); |
|
#else |
|
pTmpSurface->AddRef(); |
|
#endif |
|
} |
|
else |
|
{ |
|
Texture_t *pTex = &GetTexture( m_hFullScreenTexture ); |
|
IDirect3DTexture* pFullScreenTexture = (IDirect3DTexture*)pTex->GetTexture(); |
|
|
|
D3DTEXTUREFILTERTYPE filter = ((pDstRect->width != pSrcRect->width) || (pDstRect->height != pSrcRect->height)) ? D3DTEXF_LINEAR : D3DTEXF_NONE; |
|
|
|
hr = pFullScreenTexture->GetSurfaceLevel( 0, &pTmpSurface ); |
|
if ( FAILED(hr) ) |
|
goto CleanUp; |
|
|
|
if ( pTmpSurface == pRenderTarget ) |
|
{ |
|
Warning( "Can't blit from full-sized offscreen buffer!\n" ); |
|
goto CleanUp; |
|
} |
|
|
|
RECT srcRect, destRect; |
|
srcRect.left = pSrcRect->x; srcRect.right = pSrcRect->x + pSrcRect->width; |
|
srcRect.top = pSrcRect->y; srcRect.bottom = pSrcRect->y + pSrcRect->height; |
|
srcRect.left = clamp( srcRect.left, 0, (int)desc.Width ); |
|
srcRect.right = clamp( srcRect.right, 0, (int)desc.Width ); |
|
srcRect.top = clamp( srcRect.top, 0, (int)desc.Height ); |
|
srcRect.bottom = clamp( srcRect.bottom, 0, (int)desc.Height ); |
|
|
|
destRect.left = pDstRect->x ; destRect.right = pDstRect->x + pDstRect->width; |
|
destRect.top = pDstRect->y; destRect.bottom = pDstRect->y + pDstRect->height; |
|
destRect.left = clamp( destRect.left, 0, (int)desc.Width ); |
|
destRect.right = clamp( destRect.right, 0, (int)desc.Width ); |
|
destRect.top = clamp( destRect.top, 0, (int)desc.Height ); |
|
destRect.bottom = clamp( destRect.bottom, 0, (int)desc.Height ); |
|
|
|
hr = Dx9Device()->StretchRect( pRenderTarget, &srcRect, pTmpSurface, &destRect, filter ); |
|
if ( FAILED(hr) ) |
|
{ |
|
AssertOnce( "Error resizing pixels!\n" ); |
|
goto CleanUp; |
|
} |
|
} |
|
|
|
D3DSURFACE_DESC tmpDesc; |
|
hr = pTmpSurface->GetDesc( &tmpDesc ); |
|
Assert( !FAILED(hr) ); |
|
|
|
// Create a buffer the same size and format |
|
hr = Dx9Device()->CreateOffscreenPlainSurface( tmpDesc.Width, tmpDesc.Height, |
|
desc.Format, D3DPOOL_SYSTEMMEM, &pSurfaceBits, NULL ); |
|
if ( FAILED(hr) ) |
|
{ |
|
AssertOnce( "Error creating offscreen surface!\n" ); |
|
goto CleanUp; |
|
} |
|
|
|
// Blit from the back buffer to our scratch buffer |
|
hr = Dx9Device()->GetRenderTargetData( pTmpSurface, pSurfaceBits ); |
|
if ( FAILED(hr) ) |
|
{ |
|
AssertOnce( "Error copying bits into the offscreen surface!\n" ); |
|
goto CleanUp; |
|
} |
|
|
|
format = ImageLoader::D3DFormatToImageFormat( desc.Format ); |
|
|
|
pTmpSurface->Release(); |
|
#ifdef _DEBUG |
|
nRenderTargetRefCount = |
|
#endif |
|
pRenderTarget->Release(); |
|
AssertOnce( nRenderTargetRefCount == 1 ); |
|
return pSurfaceBits; |
|
|
|
CleanUp: |
|
if ( pSurfaceBits ) |
|
{ |
|
pSurfaceBits->Release(); |
|
} |
|
|
|
if ( pTmpSurface ) |
|
{ |
|
pTmpSurface->Release(); |
|
} |
|
#else |
|
Assert( 0 ); |
|
#endif |
|
|
|
return 0; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Copy bits from a host-memory surface |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::CopyBitsFromHostSurface( IDirect3DSurface* pSurfaceBits, |
|
const Rect_t &dstRect, unsigned char *pData, ImageFormat srcFormat, ImageFormat dstFormat, int nDstStride ) |
|
{ |
|
// Copy out the bits... |
|
RECT rect; |
|
rect.left = dstRect.x; |
|
rect.right = dstRect.x + dstRect.width; |
|
rect.top = dstRect.y; |
|
rect.bottom = dstRect.y + dstRect.height; |
|
|
|
D3DLOCKED_RECT lockedRect; |
|
HRESULT hr; |
|
int flags = D3DLOCK_READONLY | D3DLOCK_NOSYSLOCK; |
|
|
|
tmZone( TELEMETRY_LEVEL1, TMZF_NONE, "%s", __FUNCTION__ ); |
|
|
|
hr = pSurfaceBits->LockRect( &lockedRect, &rect, flags ); |
|
if ( !FAILED( hr ) ) |
|
{ |
|
unsigned char *pImage = (unsigned char *)lockedRect.pBits; |
|
ShaderUtil()->ConvertImageFormat( (unsigned char *)pImage, srcFormat, |
|
pData, dstFormat, dstRect.width, dstRect.height, lockedRect.Pitch, nDstStride ); |
|
|
|
hr = pSurfaceBits->UnlockRect( ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Reads from the current read buffer + stretches |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::ReadPixels( Rect_t *pSrcRect, Rect_t *pDstRect, unsigned char *pData, ImageFormat dstFormat, int nDstStride ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
Assert( pDstRect ); |
|
|
|
if ( IsPC() || !IsX360() ) |
|
{ |
|
Rect_t srcRect; |
|
if ( !pSrcRect ) |
|
{ |
|
srcRect.x = srcRect.y = 0; |
|
srcRect.width = m_nWindowWidth; |
|
srcRect.height = m_nWindowHeight; |
|
pSrcRect = &srcRect; |
|
} |
|
|
|
ImageFormat format; |
|
IDirect3DSurface* pSurfaceBits = GetBackBufferImage( pSrcRect, pDstRect, format ); |
|
if ( pSurfaceBits ) |
|
{ |
|
CopyBitsFromHostSurface( pSurfaceBits, *pDstRect, pData, format, dstFormat, nDstStride ); |
|
|
|
// Release the temporary surface |
|
pSurfaceBits->Release(); |
|
} |
|
} |
|
else |
|
{ |
|
#if defined( _X360 ) |
|
// 360 requires material system to handle due to RT complexities |
|
ShaderUtil()->ReadBackBuffer( pSrcRect, pDstRect, pData, dstFormat, nDstStride ); |
|
#endif |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Reads from the current read buffer |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::ReadPixels( int x, int y, int width, int height, unsigned char *pData, ImageFormat dstFormat ) |
|
{ |
|
Rect_t rect; |
|
rect.x = x; |
|
rect.y = y; |
|
rect.width = width; |
|
rect.height = height; |
|
|
|
if ( IsPC() || !IsX360() ) |
|
{ |
|
ImageFormat format; |
|
IDirect3DSurface* pSurfaceBits = GetBackBufferImage( &rect, &rect, format ); |
|
if (pSurfaceBits) |
|
{ |
|
CopyBitsFromHostSurface( pSurfaceBits, rect, pData, format, dstFormat, 0 ); |
|
|
|
// Release the temporary surface |
|
pSurfaceBits->Release(); |
|
} |
|
} |
|
else |
|
{ |
|
#if defined( _X360 ) |
|
// 360 requires material system to handle due to RT complexities |
|
ShaderUtil()->ReadBackBuffer( &rect, &rect, pData, dstFormat, 0 ); |
|
#endif |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Binds a particular material to render with |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::Bind( IMaterial* pMaterial ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
IMaterialInternal* pMatInt = static_cast<IMaterialInternal*>( pMaterial ); |
|
|
|
bool bMaterialChanged; |
|
if ( m_pMaterial && pMatInt && m_pMaterial->InMaterialPage() && pMatInt->InMaterialPage() ) |
|
{ |
|
bMaterialChanged = ( m_pMaterial->GetMaterialPage() != pMatInt->GetMaterialPage() ); |
|
} |
|
else |
|
{ |
|
bMaterialChanged = ( m_pMaterial != pMatInt ) || ( m_pMaterial && m_pMaterial->InMaterialPage() ) || ( pMatInt && pMatInt->InMaterialPage() ); |
|
} |
|
|
|
if ( bMaterialChanged ) |
|
{ |
|
FlushBufferedPrimitives(); |
|
#ifdef RECORDING |
|
RECORD_DEBUG_STRING( ( char * )pMaterial->GetName() ); |
|
IShader *pShader = pMatInt->GetShader(); |
|
if( pShader && pShader->GetName() ) |
|
{ |
|
RECORD_DEBUG_STRING( pShader->GetName() ); |
|
} |
|
else |
|
{ |
|
RECORD_DEBUG_STRING( "<NULL SHADER>" ); |
|
} |
|
#endif |
|
m_pMaterial = pMatInt; |
|
|
|
#if ( defined( PIX_INSTRUMENTATION ) || defined( NVPERFHUD ) ) |
|
PIXifyName( s_pPIXMaterialName, sizeof( s_pPIXMaterialName ), m_pMaterial->GetName() ); |
|
#endif |
|
} |
|
} |
|
|
|
// Get the currently bound material |
|
IMaterialInternal* CShaderAPIDx8::GetBoundMaterial() |
|
{ |
|
return m_pMaterial; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Binds a standard texture |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::BindStandardTexture( Sampler_t sampler, StandardTextureId_t id ) |
|
{ |
|
if ( m_StdTextureHandles[id] != INVALID_SHADERAPI_TEXTURE_HANDLE ) |
|
{ |
|
BindTexture( sampler, m_StdTextureHandles[id] ); |
|
} |
|
else |
|
{ |
|
ShaderUtil()->BindStandardTexture( sampler, id ); |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::BindStandardVertexTexture( VertexTextureSampler_t sampler, StandardTextureId_t id ) |
|
{ |
|
ShaderUtil()->BindStandardVertexTexture( sampler, id ); |
|
} |
|
|
|
void CShaderAPIDx8::GetStandardTextureDimensions( int *pWidth, int *pHeight, StandardTextureId_t id ) |
|
{ |
|
ShaderUtil()->GetStandardTextureDimensions( pWidth, pHeight, id ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Gets the lightmap dimensions |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::GetLightmapDimensions( int *w, int *h ) |
|
{ |
|
ShaderUtil()->GetLightmapDimensions( w, h ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Selection mode methods |
|
//----------------------------------------------------------------------------- |
|
int CShaderAPIDx8::SelectionMode( bool selectionMode ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
int numHits = m_NumHits; |
|
if (m_InSelectionMode) |
|
{ |
|
WriteHitRecord(); |
|
} |
|
m_InSelectionMode = selectionMode; |
|
m_pCurrSelectionRecord = m_pSelectionBuffer; |
|
m_NumHits = 0; |
|
return numHits; |
|
} |
|
|
|
bool CShaderAPIDx8::IsInSelectionMode() const |
|
{ |
|
return m_InSelectionMode; |
|
} |
|
|
|
void CShaderAPIDx8::SelectionBuffer( unsigned int* pBuffer, int size ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
Assert( !m_InSelectionMode ); |
|
Assert( pBuffer && size ); |
|
m_pSelectionBufferEnd = pBuffer + size; |
|
m_pSelectionBuffer = pBuffer; |
|
m_pCurrSelectionRecord = pBuffer; |
|
} |
|
|
|
void CShaderAPIDx8::ClearSelectionNames( ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
if (m_InSelectionMode) |
|
{ |
|
WriteHitRecord(); |
|
} |
|
m_SelectionNames.Clear(); |
|
} |
|
|
|
void CShaderAPIDx8::LoadSelectionName( int name ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
if (m_InSelectionMode) |
|
{ |
|
WriteHitRecord(); |
|
Assert( m_SelectionNames.Count() > 0 ); |
|
m_SelectionNames.Top() = name; |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::PushSelectionName( int name ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
if (m_InSelectionMode) |
|
{ |
|
WriteHitRecord(); |
|
m_SelectionNames.Push(name); |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::PopSelectionName() |
|
{ |
|
LOCK_SHADERAPI(); |
|
if (m_InSelectionMode) |
|
{ |
|
WriteHitRecord(); |
|
m_SelectionNames.Pop(); |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::WriteHitRecord( ) |
|
{ |
|
FlushBufferedPrimitives(); |
|
|
|
if (m_SelectionNames.Count() && (m_SelectionMinZ != FLT_MAX)) |
|
{ |
|
Assert( m_pCurrSelectionRecord + m_SelectionNames.Count() + 3 < m_pSelectionBufferEnd ); |
|
*m_pCurrSelectionRecord++ = m_SelectionNames.Count(); |
|
// NOTE: because of rounding, "(uint32)(float)UINT32_MAX" yields zero(!), hence the use of doubles. |
|
// [ ALSO: As of Nov 2011, VS2010 exhibits a debug build code-gen bug if we cast the result to int32 instead of uint32 ] |
|
*m_pCurrSelectionRecord++ = (uint32)( 0.5 + m_SelectionMinZ*(double)((uint32)~0) ); |
|
*m_pCurrSelectionRecord++ = (uint32)( 0.5 + m_SelectionMaxZ*(double)((uint32)~0) ); |
|
for (int i = 0; i < m_SelectionNames.Count(); ++i) |
|
{ |
|
*m_pCurrSelectionRecord++ = m_SelectionNames[i]; |
|
} |
|
|
|
++m_NumHits; |
|
} |
|
|
|
m_SelectionMinZ = FLT_MAX; |
|
m_SelectionMaxZ = FLT_MIN; |
|
} |
|
|
|
// We hit somefin in selection mode |
|
void CShaderAPIDx8::RegisterSelectionHit( float minz, float maxz ) |
|
{ |
|
if (minz < 0) |
|
minz = 0; |
|
if (maxz > 1) |
|
maxz = 1; |
|
if (m_SelectionMinZ > minz) |
|
m_SelectionMinZ = minz; |
|
if (m_SelectionMaxZ < maxz) |
|
m_SelectionMaxZ = maxz; |
|
} |
|
|
|
int CShaderAPIDx8::GetCurrentNumBones( void ) const |
|
{ |
|
return m_DynamicState.m_NumBones; |
|
} |
|
|
|
bool CShaderAPIDx8::IsHWMorphingEnabled( ) const |
|
{ |
|
return m_DynamicState.m_bHWMorphingEnabled; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Inserts the lighting block into the code |
|
//----------------------------------------------------------------------------- |
|
|
|
// If you change the number of lighting combinations, change this enum |
|
enum |
|
{ |
|
DX8_LIGHTING_COMBINATION_COUNT = 22, |
|
DX9_LIGHTING_COMBINATION_COUNT = 35 |
|
}; |
|
|
|
#define MAX_LIGHTS 4 |
|
|
|
|
|
// NOTE: These should match g_lightType* in vsh_prep.pl! |
|
static int g_DX8LightCombinations[][4] = |
|
{ |
|
// static ambient local1 local2 |
|
|
|
// This is a special case for no lighting at all. |
|
{ LIGHT_NONE, LIGHT_NONE, LIGHT_NONE, LIGHT_NONE }, |
|
|
|
// This is a special case so that we don't have to do the ambient cube |
|
// when we only have static lighting |
|
{ LIGHT_STATIC, LIGHT_NONE, LIGHT_NONE, LIGHT_NONE }, |
|
|
|
{ LIGHT_NONE, LIGHT_AMBIENTCUBE, LIGHT_NONE, LIGHT_NONE }, |
|
{ LIGHT_NONE, LIGHT_AMBIENTCUBE, LIGHT_SPOT, LIGHT_NONE }, |
|
{ LIGHT_NONE, LIGHT_AMBIENTCUBE, LIGHT_POINT, LIGHT_NONE }, |
|
{ LIGHT_NONE, LIGHT_AMBIENTCUBE, LIGHT_DIRECTIONAL, LIGHT_NONE }, |
|
{ LIGHT_NONE, LIGHT_AMBIENTCUBE, LIGHT_SPOT, LIGHT_SPOT }, |
|
{ LIGHT_NONE, LIGHT_AMBIENTCUBE, LIGHT_SPOT, LIGHT_POINT, }, |
|
{ LIGHT_NONE, LIGHT_AMBIENTCUBE, LIGHT_SPOT, LIGHT_DIRECTIONAL, }, |
|
{ LIGHT_NONE, LIGHT_AMBIENTCUBE, LIGHT_POINT, LIGHT_POINT, }, |
|
{ LIGHT_NONE, LIGHT_AMBIENTCUBE, LIGHT_POINT, LIGHT_DIRECTIONAL, }, |
|
{ LIGHT_NONE, LIGHT_AMBIENTCUBE, LIGHT_DIRECTIONAL, LIGHT_DIRECTIONAL, }, |
|
|
|
{ LIGHT_STATIC, LIGHT_AMBIENTCUBE, LIGHT_NONE, LIGHT_NONE }, |
|
{ LIGHT_STATIC, LIGHT_AMBIENTCUBE, LIGHT_SPOT, LIGHT_NONE }, |
|
{ LIGHT_STATIC, LIGHT_AMBIENTCUBE, LIGHT_POINT, LIGHT_NONE }, |
|
{ LIGHT_STATIC, LIGHT_AMBIENTCUBE, LIGHT_DIRECTIONAL, LIGHT_NONE }, |
|
{ LIGHT_STATIC, LIGHT_AMBIENTCUBE, LIGHT_SPOT, LIGHT_SPOT }, |
|
{ LIGHT_STATIC, LIGHT_AMBIENTCUBE, LIGHT_SPOT, LIGHT_POINT, }, |
|
{ LIGHT_STATIC, LIGHT_AMBIENTCUBE, LIGHT_SPOT, LIGHT_DIRECTIONAL, }, |
|
{ LIGHT_STATIC, LIGHT_AMBIENTCUBE, LIGHT_POINT, LIGHT_POINT, }, |
|
{ LIGHT_STATIC, LIGHT_AMBIENTCUBE, LIGHT_POINT, LIGHT_DIRECTIONAL, }, |
|
{ LIGHT_STATIC, LIGHT_AMBIENTCUBE, LIGHT_DIRECTIONAL, LIGHT_DIRECTIONAL, } |
|
}; |
|
|
|
// NOTE: These should match g_lightType* in vsh_prep.pl! |
|
// They also correspond to the parallel g_LocalLightTypeXArray[] arrays in common_vs_fxc.h |
|
static int g_DX9LightCombinations[][MAX_LIGHTS] = |
|
{ |
|
// local0 local1 local2 local3 |
|
{ LIGHT_NONE, LIGHT_NONE, LIGHT_NONE, LIGHT_NONE }, // Zero lights [ Combo 0] |
|
|
|
{ LIGHT_SPOT, LIGHT_NONE, LIGHT_NONE, LIGHT_NONE }, // One light [ Combo 1] |
|
{ LIGHT_POINT, LIGHT_NONE, LIGHT_NONE, LIGHT_NONE }, |
|
{ LIGHT_DIRECTIONAL, LIGHT_NONE, LIGHT_NONE, LIGHT_NONE }, |
|
|
|
{ LIGHT_SPOT, LIGHT_SPOT, LIGHT_NONE, LIGHT_NONE }, // Two lights [ Combo 4] |
|
{ LIGHT_SPOT, LIGHT_POINT, LIGHT_NONE, LIGHT_NONE }, |
|
{ LIGHT_SPOT, LIGHT_DIRECTIONAL, LIGHT_NONE, LIGHT_NONE }, |
|
{ LIGHT_POINT, LIGHT_POINT, LIGHT_NONE, LIGHT_NONE }, |
|
{ LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_NONE, LIGHT_NONE }, |
|
{ LIGHT_DIRECTIONAL, LIGHT_DIRECTIONAL, LIGHT_NONE, LIGHT_NONE }, |
|
|
|
{ LIGHT_SPOT, LIGHT_SPOT, LIGHT_SPOT, LIGHT_NONE }, // Three lights [ Combo 10] |
|
{ LIGHT_SPOT, LIGHT_SPOT, LIGHT_POINT, LIGHT_NONE }, |
|
{ LIGHT_SPOT, LIGHT_SPOT, LIGHT_DIRECTIONAL, LIGHT_NONE }, |
|
{ LIGHT_SPOT, LIGHT_POINT, LIGHT_POINT, LIGHT_NONE }, |
|
{ LIGHT_SPOT, LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_NONE }, |
|
{ LIGHT_SPOT, LIGHT_DIRECTIONAL, LIGHT_DIRECTIONAL, LIGHT_NONE }, |
|
{ LIGHT_POINT, LIGHT_POINT, LIGHT_POINT, LIGHT_NONE }, |
|
{ LIGHT_POINT, LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_NONE }, |
|
{ LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_DIRECTIONAL, LIGHT_NONE }, |
|
{ LIGHT_DIRECTIONAL, LIGHT_DIRECTIONAL, LIGHT_DIRECTIONAL, LIGHT_NONE }, |
|
|
|
{ LIGHT_SPOT, LIGHT_SPOT, LIGHT_SPOT, LIGHT_SPOT }, // Four lights [ Combo 20] |
|
{ LIGHT_SPOT, LIGHT_SPOT, LIGHT_SPOT, LIGHT_POINT }, |
|
{ LIGHT_SPOT, LIGHT_SPOT, LIGHT_SPOT, LIGHT_DIRECTIONAL }, |
|
{ LIGHT_SPOT, LIGHT_SPOT, LIGHT_POINT, LIGHT_POINT }, |
|
{ LIGHT_SPOT, LIGHT_SPOT, LIGHT_POINT, LIGHT_DIRECTIONAL }, |
|
{ LIGHT_SPOT, LIGHT_SPOT, LIGHT_DIRECTIONAL, LIGHT_DIRECTIONAL }, |
|
{ LIGHT_SPOT, LIGHT_POINT, LIGHT_POINT, LIGHT_POINT }, |
|
{ LIGHT_SPOT, LIGHT_POINT, LIGHT_POINT, LIGHT_DIRECTIONAL }, |
|
{ LIGHT_SPOT, LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_DIRECTIONAL }, |
|
{ LIGHT_SPOT, LIGHT_DIRECTIONAL, LIGHT_DIRECTIONAL, LIGHT_DIRECTIONAL }, |
|
{ LIGHT_POINT, LIGHT_POINT, LIGHT_POINT, LIGHT_POINT }, |
|
{ LIGHT_POINT, LIGHT_POINT, LIGHT_POINT, LIGHT_DIRECTIONAL }, |
|
{ LIGHT_POINT, LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_DIRECTIONAL }, |
|
{ LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_DIRECTIONAL, LIGHT_DIRECTIONAL }, |
|
{ LIGHT_DIRECTIONAL, LIGHT_DIRECTIONAL, LIGHT_DIRECTIONAL, LIGHT_DIRECTIONAL } |
|
}; |
|
|
|
// This is just for getting light combos for DX8 |
|
// For DX9, use GetDX9LightState() |
|
// It is up to the shader cpp files to use the right method |
|
int CShaderAPIDx8::GetCurrentLightCombo( void ) const |
|
{ |
|
Assert( g_pHardwareConfig->Caps().m_nDXSupportLevel <= 81 ); |
|
|
|
Assert( m_DynamicState.m_NumLights <= 2 ); |
|
|
|
COMPILE_TIME_ASSERT( DX8_LIGHTING_COMBINATION_COUNT == |
|
sizeof( g_DX8LightCombinations ) / sizeof( g_DX8LightCombinations[0] ) ); |
|
|
|
// hack . . do this a cheaper way. |
|
bool bUseAmbientCube; |
|
if( m_DynamicState.m_AmbientLightCube[0][0] == 0.0f && |
|
m_DynamicState.m_AmbientLightCube[0][1] == 0.0f && |
|
m_DynamicState.m_AmbientLightCube[0][2] == 0.0f && |
|
m_DynamicState.m_AmbientLightCube[1][0] == 0.0f && |
|
m_DynamicState.m_AmbientLightCube[1][1] == 0.0f && |
|
m_DynamicState.m_AmbientLightCube[1][2] == 0.0f && |
|
m_DynamicState.m_AmbientLightCube[2][0] == 0.0f && |
|
m_DynamicState.m_AmbientLightCube[2][1] == 0.0f && |
|
m_DynamicState.m_AmbientLightCube[2][2] == 0.0f && |
|
m_DynamicState.m_AmbientLightCube[3][0] == 0.0f && |
|
m_DynamicState.m_AmbientLightCube[3][1] == 0.0f && |
|
m_DynamicState.m_AmbientLightCube[3][2] == 0.0f && |
|
m_DynamicState.m_AmbientLightCube[4][0] == 0.0f && |
|
m_DynamicState.m_AmbientLightCube[4][1] == 0.0f && |
|
m_DynamicState.m_AmbientLightCube[4][2] == 0.0f && |
|
m_DynamicState.m_AmbientLightCube[5][0] == 0.0f && |
|
m_DynamicState.m_AmbientLightCube[5][1] == 0.0f && |
|
m_DynamicState.m_AmbientLightCube[5][2] == 0.0f ) |
|
{ |
|
bUseAmbientCube = false; |
|
} |
|
else |
|
{ |
|
bUseAmbientCube = true; |
|
} |
|
|
|
Assert( m_pRenderMesh ); |
|
|
|
const VertexShaderLightTypes_t *pLightType = m_DynamicState.m_LightType; |
|
|
|
if( m_DynamicState.m_NumLights == 0 && !bUseAmbientCube ) |
|
{ |
|
if( m_pRenderMesh->HasColorMesh() ) |
|
return 1; // special case for static lighting only |
|
else |
|
return 0; // special case for no lighting at all. |
|
} |
|
|
|
int i; |
|
// hack - skip the first two for now since we don't know if the ambient cube is needed or not. |
|
for( i = 2; i < DX9_LIGHTING_COMBINATION_COUNT; ++i ) |
|
{ |
|
int j; |
|
for( j = 0; j < m_DynamicState.m_NumLights; ++j ) |
|
{ |
|
if( pLightType[j] != g_DX8LightCombinations[i][j+2] ) |
|
break; |
|
} |
|
if( j == m_DynamicState.m_NumLights ) |
|
{ |
|
while( j < 2 ) |
|
{ |
|
if (g_DX8LightCombinations[i][j+2] != LIGHT_NONE) |
|
break; |
|
++j; |
|
} |
|
if( j == 2 ) |
|
{ |
|
if( m_pRenderMesh->HasColorMesh() ) |
|
{ |
|
return i + 10; |
|
} |
|
else |
|
{ |
|
return i; |
|
} |
|
} |
|
} |
|
} |
|
|
|
// should never get here! |
|
Assert( 0 ); |
|
return 0; |
|
} |
|
|
|
void CShaderAPIDx8::GetDX9LightState( LightState_t *state ) const |
|
{ |
|
// hack . . do this a cheaper way. |
|
if( m_DynamicState.m_AmbientLightCube[0][0] == 0.0f && |
|
m_DynamicState.m_AmbientLightCube[0][1] == 0.0f && |
|
m_DynamicState.m_AmbientLightCube[0][2] == 0.0f && |
|
m_DynamicState.m_AmbientLightCube[1][0] == 0.0f && |
|
m_DynamicState.m_AmbientLightCube[1][1] == 0.0f && |
|
m_DynamicState.m_AmbientLightCube[1][2] == 0.0f && |
|
m_DynamicState.m_AmbientLightCube[2][0] == 0.0f && |
|
m_DynamicState.m_AmbientLightCube[2][1] == 0.0f && |
|
m_DynamicState.m_AmbientLightCube[2][2] == 0.0f && |
|
m_DynamicState.m_AmbientLightCube[3][0] == 0.0f && |
|
m_DynamicState.m_AmbientLightCube[3][1] == 0.0f && |
|
m_DynamicState.m_AmbientLightCube[3][2] == 0.0f && |
|
m_DynamicState.m_AmbientLightCube[4][0] == 0.0f && |
|
m_DynamicState.m_AmbientLightCube[4][1] == 0.0f && |
|
m_DynamicState.m_AmbientLightCube[4][2] == 0.0f && |
|
m_DynamicState.m_AmbientLightCube[5][0] == 0.0f && |
|
m_DynamicState.m_AmbientLightCube[5][1] == 0.0f && |
|
m_DynamicState.m_AmbientLightCube[5][2] == 0.0f ) |
|
{ |
|
state->m_bAmbientLight = false; |
|
} |
|
else |
|
{ |
|
state->m_bAmbientLight = true; |
|
} |
|
|
|
Assert( m_pRenderMesh ); |
|
Assert( m_DynamicState.m_NumLights <= 4 ); |
|
|
|
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
|
{ |
|
Assert( m_DynamicState.m_NumLights <= MAX_LIGHTS ); // 2b hardware gets four lights |
|
} |
|
else |
|
{ |
|
Assert( m_DynamicState.m_NumLights <= (MAX_LIGHTS-2) ); // 2.0 hardware gets two less |
|
} |
|
|
|
#ifdef OSX |
|
state->m_nNumLights = MIN(MAX_NUM_LIGHTS,m_DynamicState.m_NumLights); |
|
#else |
|
state->m_nNumLights = m_DynamicState.m_NumLights; |
|
#endif |
|
|
|
state->m_nNumLights = m_DynamicState.m_NumLights; |
|
state->m_bStaticLightVertex = m_pRenderMesh->HasColorMesh(); |
|
state->m_bStaticLightTexel = false; // For now |
|
} |
|
|
|
MaterialFogMode_t CShaderAPIDx8::GetCurrentFogType( void ) const |
|
{ |
|
return m_DynamicState.m_SceneFog; |
|
} |
|
|
|
void CShaderAPIDx8::RecordString( const char *pStr ) |
|
{ |
|
RECORD_STRING( pStr ); |
|
} |
|
|
|
void CShaderAPIDx8::EvictManagedResourcesInternal() |
|
{ |
|
if ( IsX360() ) |
|
return; |
|
|
|
if ( !ThreadOwnsDevice() || !ThreadInMainThread() ) |
|
{ |
|
ShaderUtil()->OnThreadEvent( SHADER_THREAD_EVICT_RESOURCES ); |
|
return; |
|
} |
|
if ( mat_debugalttab.GetBool() ) |
|
{ |
|
Warning( "mat_debugalttab: CShaderAPIDx8::EvictManagedResourcesInternal\n" ); |
|
} |
|
|
|
#if !defined( _X360 ) |
|
if ( Dx9Device() ) |
|
{ |
|
Dx9Device()->EvictManagedResources(); |
|
} |
|
#endif |
|
} |
|
|
|
void CShaderAPIDx8::EvictManagedResources( void ) |
|
{ |
|
if ( IsX360() ) |
|
{ |
|
return; |
|
} |
|
|
|
LOCK_SHADERAPI(); |
|
Assert(ThreadOwnsDevice()); |
|
// Tell other material system applications to release resources |
|
SendIPCMessage( EVICT_MESSAGE ); |
|
EvictManagedResourcesInternal(); |
|
} |
|
|
|
bool CShaderAPIDx8::IsDebugTextureListFresh( int numFramesAllowed /* = 1 */ ) |
|
{ |
|
return ( m_nDebugDataExportFrame <= m_CurrentFrame ) && ( m_nDebugDataExportFrame >= m_CurrentFrame - numFramesAllowed ); |
|
} |
|
|
|
bool CShaderAPIDx8::SetDebugTextureRendering( bool bEnable ) |
|
{ |
|
bool bVal = m_bDebugTexturesRendering; |
|
m_bDebugTexturesRendering = bEnable; |
|
return bVal; |
|
} |
|
|
|
void CShaderAPIDx8::EnableDebugTextureList( bool bEnable ) |
|
{ |
|
m_bEnableDebugTextureList = bEnable; |
|
} |
|
|
|
void CShaderAPIDx8::EnableGetAllTextures( bool bEnable ) |
|
{ |
|
m_bDebugGetAllTextures = bEnable; |
|
} |
|
|
|
KeyValues* CShaderAPIDx8::GetDebugTextureList() |
|
{ |
|
return m_pDebugTextureList; |
|
} |
|
|
|
int CShaderAPIDx8::GetTextureMemoryUsed( TextureMemoryType eTextureMemory ) |
|
{ |
|
switch ( eTextureMemory ) |
|
{ |
|
case MEMORY_BOUND_LAST_FRAME: |
|
return m_nTextureMemoryUsedLastFrame; |
|
case MEMORY_TOTAL_LOADED: |
|
return m_nTextureMemoryUsedTotal; |
|
case MEMORY_ESTIMATE_PICMIP_1: |
|
return m_nTextureMemoryUsedPicMip1; |
|
case MEMORY_ESTIMATE_PICMIP_2: |
|
return m_nTextureMemoryUsedPicMip2; |
|
default: |
|
return 0; |
|
} |
|
} |
|
|
|
|
|
// Allocate and delete query objects. |
|
ShaderAPIOcclusionQuery_t CShaderAPIDx8::CreateOcclusionQueryObject( void ) |
|
{ |
|
// don't allow this on <80 because it falls back to wireframe in that case |
|
if( m_DeviceSupportsCreateQuery == 0 || g_pHardwareConfig->Caps().m_nDXSupportLevel < 80 ) |
|
return INVALID_SHADERAPI_OCCLUSION_QUERY_HANDLE; |
|
|
|
// While we're deactivated, m_OcclusionQueryObjects just holds NULL pointers. |
|
// Create a dummy one here and let ReacquireResources create the actual D3D object. |
|
if ( IsDeactivated() ) |
|
return INVALID_SHADERAPI_OCCLUSION_QUERY_HANDLE; |
|
|
|
IDirect3DQuery9 *pQuery = NULL; |
|
HRESULT hr = Dx9Device()->CreateQuery( D3DQUERYTYPE_OCCLUSION, &pQuery ); |
|
return ( hr == D3D_OK ) ? (ShaderAPIOcclusionQuery_t)pQuery : INVALID_SHADERAPI_OCCLUSION_QUERY_HANDLE; |
|
} |
|
|
|
void CShaderAPIDx8::DestroyOcclusionQueryObject( ShaderAPIOcclusionQuery_t handle ) |
|
{ |
|
IDirect3DQuery9 *pQuery = (IDirect3DQuery9 *)handle; |
|
|
|
int nRetVal = pQuery->Release(); |
|
Assert( nRetVal == 0 ); |
|
} |
|
|
|
// Bracket drawing with begin and end so that we can get counts next frame. |
|
void CShaderAPIDx8::BeginOcclusionQueryDrawing( ShaderAPIOcclusionQuery_t handle ) |
|
{ |
|
IDirect3DQuery9 *pQuery = (IDirect3DQuery9 *)handle; |
|
|
|
HRESULT hResult = pQuery->Issue( D3DISSUE_BEGIN ); |
|
Assert( hResult == D3D_OK ); |
|
} |
|
|
|
void CShaderAPIDx8::EndOcclusionQueryDrawing( ShaderAPIOcclusionQuery_t handle ) |
|
{ |
|
IDirect3DQuery9 *pQuery = (IDirect3DQuery9 *)handle; |
|
|
|
HRESULT hResult = pQuery->Issue( D3DISSUE_END ); |
|
Assert( hResult == D3D_OK ); |
|
} |
|
|
|
// Get the number of pixels rendered between begin and end on an earlier frame. |
|
// Calling this in the same frame is a huge perf hit! |
|
int CShaderAPIDx8::OcclusionQuery_GetNumPixelsRendered( ShaderAPIOcclusionQuery_t handle, bool bFlush ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
IDirect3DQuery9 *pQuery = (IDirect3DQuery9 *)handle; |
|
|
|
tmZone( TELEMETRY_LEVEL1, TMZF_NONE, "%s", __FUNCTION__ ); |
|
|
|
DWORD nPixels; |
|
HRESULT hResult = pQuery->GetData( &nPixels, sizeof( nPixels ), bFlush ? D3DGETDATA_FLUSH : 0 ); |
|
|
|
// This means that the query will not finish and resulted in an error, game should use |
|
// the previous query's results and not reissue the query |
|
if ( ( hResult == D3DERR_DEVICELOST ) || ( hResult == D3DERR_NOTAVAILABLE ) ) |
|
return OCCLUSION_QUERY_RESULT_ERROR; |
|
|
|
// This means the query isn't finished yet, game will have to use the previous query's |
|
// results and not reissue the query; wait for query to finish later. |
|
if ( hResult == S_FALSE ) |
|
return OCCLUSION_QUERY_RESULT_PENDING; |
|
|
|
// NOTE: This appears to work around a driver bug for ATI on Vista |
|
if ( nPixels & 0x80000000 ) |
|
{ |
|
nPixels = 0; |
|
} |
|
return nPixels; |
|
} |
|
|
|
|
|
void CShaderAPIDx8::SetPixelShaderFogParams( int reg, ShaderFogMode_t fogMode ) |
|
{ |
|
m_DelayedShaderConstants.iPixelShaderFogParams = reg; //save it off in case the ShaderFogMode_t disables fog. We only find out later. |
|
float fogParams[4]; |
|
|
|
if( (GetPixelFogMode() != MATERIAL_FOG_NONE) && (fogMode != SHADER_FOGMODE_DISABLED) ) |
|
{ |
|
float ooFogRange = 1.0f; |
|
|
|
float fStart = m_VertexShaderFogParams[0]; |
|
float fEnd = m_VertexShaderFogParams[1]; |
|
|
|
// Check for divide by zero |
|
if ( fEnd != fStart ) |
|
{ |
|
ooFogRange = 1.0f / ( fEnd - fStart ); |
|
} |
|
|
|
fogParams[0] = fStart * ooFogRange; // fogStart / ( fogEnd - fogStart ) |
|
fogParams[1] = m_DynamicState.m_FogZ; // water height |
|
fogParams[2] = clamp( m_flFogMaxDensity, 0.0f, 1.0f ); // Max fog density |
|
fogParams[3] = ooFogRange; // 1 / ( fogEnd - fogStart ); |
|
|
|
if (GetPixelFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z) |
|
{ |
|
// terms are unused for height fog, forcing 1.0 allows unified PS math |
|
fogParams[0] = 0.0f; |
|
fogParams[2] = 1.0f; |
|
} |
|
} |
|
else |
|
{ |
|
//emulating MATERIAL_FOG_NONE by setting the parameters so that CalcRangeFog() always returns 0. Gets rid of a dynamic combo across the ps2x set. |
|
fogParams[0] = 0.0f; |
|
fogParams[1] = m_DynamicState.m_FogZ; // water height |
|
fogParams[2] = 1.0f; // Max fog density |
|
fogParams[3] = 0.0f; |
|
} |
|
|
|
// cFogEndOverFogRange, cFogOne, unused, cOOFogRange |
|
SetPixelShaderConstant( reg, fogParams, 1 ); |
|
} |
|
|
|
void CShaderAPIDx8::SetPixelShaderFogParams( int reg ) |
|
{ |
|
SetPixelShaderFogParams( reg, m_TransitionTable.CurrentShadowState()->m_FogMode ); |
|
} |
|
|
|
void CShaderAPIDx8::SetFlashlightState( const FlashlightState_t &state, const VMatrix &worldToTexture ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
SetFlashlightStateEx( state, worldToTexture, NULL ); |
|
} |
|
|
|
void CShaderAPIDx8::SetFlashlightStateEx( const FlashlightState_t &state, const VMatrix &worldToTexture, ITexture *pFlashlightDepthTexture ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
// fixme: do a test here. |
|
FlushBufferedPrimitives(); |
|
m_FlashlightState = state; |
|
m_FlashlightWorldToTexture = worldToTexture; |
|
m_pFlashlightDepthTexture = pFlashlightDepthTexture; |
|
|
|
if ( !g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
|
{ |
|
m_FlashlightState.m_bEnableShadows = false; |
|
m_pFlashlightDepthTexture = NULL; |
|
} |
|
} |
|
|
|
const FlashlightState_t &CShaderAPIDx8::GetFlashlightState( VMatrix &worldToTexture ) const |
|
{ |
|
worldToTexture = m_FlashlightWorldToTexture; |
|
return m_FlashlightState; |
|
} |
|
|
|
const FlashlightState_t &CShaderAPIDx8::GetFlashlightStateEx( VMatrix &worldToTexture, ITexture **ppFlashlightDepthTexture ) const |
|
{ |
|
worldToTexture = m_FlashlightWorldToTexture; |
|
*ppFlashlightDepthTexture = m_pFlashlightDepthTexture; |
|
return m_FlashlightState; |
|
} |
|
|
|
bool CShaderAPIDx8::SupportsMSAAMode( int nMSAAMode ) |
|
{ |
|
if ( IsX360() ) |
|
{ |
|
return false; |
|
} |
|
|
|
return ( D3D_OK == D3D()->CheckDeviceMultiSampleType( m_DisplayAdapter, m_DeviceType, |
|
m_PresentParameters.BackBufferFormat, |
|
m_PresentParameters.Windowed, |
|
ComputeMultisampleType( nMSAAMode ), NULL ) ); |
|
} |
|
|
|
bool CShaderAPIDx8::SupportsCSAAMode( int nNumSamples, int nQualityLevel ) |
|
{ |
|
#ifdef DX_TO_GL_ABSTRACTION |
|
// GL_NV_framebuffer_multisample_coverage |
|
return false; |
|
#endif |
|
|
|
// Only nVidia does this kind of AA |
|
if ( g_pHardwareConfig->Caps().m_VendorID != VENDORID_NVIDIA ) |
|
return false; |
|
|
|
DWORD dwQualityLevels = 0; |
|
HRESULT hr = D3D()->CheckDeviceMultiSampleType( m_DisplayAdapter, m_DeviceType, |
|
m_PresentParameters.BackBufferFormat, |
|
m_PresentParameters.Windowed, |
|
ComputeMultisampleType( nNumSamples ), &dwQualityLevels ); |
|
|
|
return ( ( D3D_OK == hr ) && ( (int) dwQualityLevels >= nQualityLevel ) ); |
|
} |
|
|
|
bool CShaderAPIDx8::SupportsShadowDepthTextures( void ) |
|
{ |
|
return g_pHardwareConfig->Caps().m_bSupportsShadowDepthTextures; |
|
} |
|
|
|
bool CShaderAPIDx8::SupportsBorderColor( void ) const |
|
{ |
|
return g_pHardwareConfig->Caps().m_bSupportsBorderColor; |
|
} |
|
|
|
bool CShaderAPIDx8::SupportsFetch4( void ) |
|
{ |
|
return IsPC() && g_pHardwareConfig->Caps().m_bSupportsFetch4; |
|
} |
|
|
|
ImageFormat CShaderAPIDx8::GetShadowDepthTextureFormat( void ) |
|
{ |
|
return g_pHardwareConfig->Caps().m_ShadowDepthTextureFormat; |
|
} |
|
|
|
ImageFormat CShaderAPIDx8::GetNullTextureFormat( void ) |
|
{ |
|
return g_pHardwareConfig->Caps().m_NullTextureFormat; |
|
} |
|
|
|
void CShaderAPIDx8::SetShadowDepthBiasFactors( float fShadowSlopeScaleDepthBias, float fShadowDepthBias ) |
|
{ |
|
m_fShadowSlopeScaleDepthBias = fShadowSlopeScaleDepthBias; |
|
m_fShadowDepthBias = fShadowDepthBias; |
|
} |
|
|
|
void CShaderAPIDx8::ClearVertexAndPixelShaderRefCounts() |
|
{ |
|
LOCK_SHADERAPI(); |
|
ShaderManager()->ClearVertexAndPixelShaderRefCounts(); |
|
} |
|
|
|
void CShaderAPIDx8::PurgeUnusedVertexAndPixelShaders() |
|
{ |
|
LOCK_SHADERAPI(); |
|
ShaderManager()->PurgeUnusedVertexAndPixelShaders(); |
|
} |
|
|
|
bool CShaderAPIDx8::UsingSoftwareVertexProcessing() const |
|
{ |
|
return g_pHardwareConfig->Caps().m_bSoftwareVertexProcessing; |
|
} |
|
|
|
ITexture *CShaderAPIDx8::GetRenderTargetEx( int nRenderTargetID ) |
|
{ |
|
return ShaderUtil()->GetRenderTargetEx( nRenderTargetID ); |
|
} |
|
|
|
float CShaderAPIDx8::GetLightMapScaleFactor( void ) const |
|
{ |
|
switch( HardwareConfig()->GetHDRType() ) |
|
{ |
|
|
|
case HDR_TYPE_FLOAT: |
|
return 1.0; |
|
break; |
|
|
|
case HDR_TYPE_INTEGER: |
|
return 16.0; |
|
|
|
case HDR_TYPE_NONE: |
|
default: |
|
return GammaToLinearFullRange( 2.0 ); // light map scale |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::SetToneMappingScaleLinear( const Vector &scale ) |
|
{ |
|
if ( g_pHardwareConfig->SupportsPixelShaders_2_0() ) |
|
{ |
|
// Flush buffered primitives before changing the tone map scalar! |
|
FlushBufferedPrimitives(); |
|
|
|
Vector scale_to_use = scale; |
|
m_ToneMappingScale.AsVector3D() = scale_to_use; |
|
|
|
bool mode_uses_srgb=false; |
|
|
|
switch( HardwareConfig()->GetHDRType() ) |
|
{ |
|
case HDR_TYPE_NONE: |
|
m_ToneMappingScale.x = 1.0; // output scale |
|
m_ToneMappingScale.z = 1.0; // reflection map scale |
|
break; |
|
|
|
case HDR_TYPE_FLOAT: |
|
m_ToneMappingScale.x = scale_to_use.x; // output scale |
|
m_ToneMappingScale.z = 1.0; // reflection map scale |
|
break; |
|
|
|
case HDR_TYPE_INTEGER: |
|
mode_uses_srgb = true; |
|
m_ToneMappingScale.x = scale_to_use.x; // output scale |
|
m_ToneMappingScale.z = 16.0; // reflection map scale |
|
break; |
|
} |
|
|
|
m_ToneMappingScale.y = GetLightMapScaleFactor(); // light map scale |
|
|
|
// w component gets gamma scale |
|
m_ToneMappingScale.w = LinearToGammaFullRange( m_ToneMappingScale.x ); |
|
SetPixelShaderConstant( TONE_MAPPING_SCALE_PSH_CONSTANT, m_ToneMappingScale.Base() ); |
|
|
|
// We have to change the fog color since we tone map directly in the shaders in integer HDR mode. |
|
if ( HardwareConfig()->GetHDRType() == HDR_TYPE_INTEGER && m_TransitionTable.CurrentShadowState() ) |
|
{ |
|
// Get the shadow state in sync since it depends on SetToneMappingScaleLinear. |
|
ApplyFogMode( m_TransitionTable.CurrentShadowState()->m_FogMode, mode_uses_srgb, m_TransitionTable.CurrentShadowState()->m_bDisableFogGammaCorrection ); |
|
} |
|
} |
|
} |
|
|
|
const Vector & CShaderAPIDx8::GetToneMappingScaleLinear( void ) const |
|
{ |
|
return m_ToneMappingScale.AsVector3D(); |
|
} |
|
|
|
void CShaderAPIDx8::EnableLinearColorSpaceFrameBuffer( bool bEnable ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
m_TransitionTable.EnableLinearColorSpaceFrameBuffer( bEnable ); |
|
} |
|
|
|
|
|
void CShaderAPIDx8::SetPSNearAndFarZ( int pshReg ) |
|
{ |
|
VMatrix m; |
|
GetMatrix( MATERIAL_PROJECTION, m.m[0] ); |
|
|
|
// m[2][2] = F/(N-F) (flip sign if RH) |
|
// m[3][2] = NF/(N-F) |
|
|
|
float vNearFar[4]; |
|
|
|
float N = m[3][2] / m[2][2]; |
|
float F = (m[3][2]*N) / (N + m[3][2]); |
|
|
|
vNearFar[0] = N; |
|
vNearFar[1] = F; |
|
|
|
|
|
SetPixelShaderConstant( pshReg, vNearFar, 1 ); |
|
} |
|
|
|
|
|
void CShaderAPIDx8::SetFloatRenderingParameter( int parm_number, float value ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
if ( parm_number < ARRAYSIZE( FloatRenderingParameters )) |
|
FloatRenderingParameters[parm_number] = value; |
|
} |
|
|
|
void CShaderAPIDx8::SetIntRenderingParameter( int parm_number, int value ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
if ( parm_number < ARRAYSIZE( IntRenderingParameters )) |
|
IntRenderingParameters[parm_number] = value; |
|
} |
|
|
|
void CShaderAPIDx8::SetVectorRenderingParameter( int parm_number, Vector const & value ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
if ( parm_number < ARRAYSIZE( VectorRenderingParameters )) |
|
VectorRenderingParameters[parm_number] = value; |
|
} |
|
|
|
float CShaderAPIDx8::GetFloatRenderingParameter( int parm_number ) const |
|
{ |
|
LOCK_SHADERAPI(); |
|
if ( parm_number < ARRAYSIZE( FloatRenderingParameters )) |
|
return FloatRenderingParameters[parm_number]; |
|
else |
|
return 0.0; |
|
} |
|
|
|
int CShaderAPIDx8::GetIntRenderingParameter( int parm_number ) const |
|
{ |
|
LOCK_SHADERAPI(); |
|
if ( parm_number < ARRAYSIZE( IntRenderingParameters )) |
|
return IntRenderingParameters[parm_number]; |
|
else |
|
return 0; |
|
} |
|
|
|
Vector CShaderAPIDx8::GetVectorRenderingParameter( int parm_number ) const |
|
{ |
|
LOCK_SHADERAPI(); |
|
if ( parm_number < ARRAYSIZE( VectorRenderingParameters )) |
|
return VectorRenderingParameters[parm_number]; |
|
else |
|
return Vector( 0, 0, 0 ); |
|
} |
|
|
|
// stencil entry points |
|
void CShaderAPIDx8::SetStencilEnable( bool onoff ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
SetRenderState( D3DRS_STENCILENABLE, onoff?TRUE:FALSE, true ); |
|
} |
|
|
|
void CShaderAPIDx8::SetStencilFailOperation( StencilOperation_t op ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
SetRenderState( D3DRS_STENCILFAIL, op, true ); |
|
} |
|
|
|
void CShaderAPIDx8::SetStencilZFailOperation( StencilOperation_t op ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
SetRenderState( D3DRS_STENCILZFAIL, op, true ); |
|
} |
|
|
|
void CShaderAPIDx8::SetStencilPassOperation( StencilOperation_t op ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
SetRenderState( D3DRS_STENCILPASS, op, true ); |
|
} |
|
|
|
void CShaderAPIDx8::SetStencilCompareFunction( StencilComparisonFunction_t cmpfn ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
SetRenderState( D3DRS_STENCILFUNC, cmpfn, true ); |
|
} |
|
|
|
void CShaderAPIDx8::SetStencilReferenceValue( int ref ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
SetRenderState( D3DRS_STENCILREF, ref, true ); |
|
} |
|
|
|
void CShaderAPIDx8::SetStencilTestMask( uint32 msk ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
SetRenderState( D3DRS_STENCILMASK, msk, true ); |
|
} |
|
|
|
void CShaderAPIDx8::SetStencilWriteMask( uint32 msk ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
SetRenderState( D3DRS_STENCILWRITEMASK, msk, true ); |
|
} |
|
|
|
void CShaderAPIDx8::ClearStencilBufferRectangle( |
|
int xmin, int ymin, int xmax, int ymax,int value) |
|
{ |
|
LOCK_SHADERAPI(); |
|
D3DRECT clear; |
|
clear.x1 = xmin; |
|
clear.y1 = ymin; |
|
clear.x2 = xmax; |
|
clear.y2 = ymax; |
|
|
|
Dx9Device()->Clear( |
|
1, &clear, D3DCLEAR_STENCIL, 0, 0, value ); |
|
} |
|
|
|
int CShaderAPIDx8::CompareSnapshots( StateSnapshot_t snapshot0, StateSnapshot_t snapshot1 ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
const ShadowState_t &shadow0 = m_TransitionTable.GetSnapshot(snapshot0); |
|
const ShadowState_t &shadow1 = m_TransitionTable.GetSnapshot(snapshot1); |
|
const ShadowShaderState_t &shader0 = m_TransitionTable.GetSnapshotShader(snapshot0); |
|
const ShadowShaderState_t &shader1 = m_TransitionTable.GetSnapshotShader(snapshot1); |
|
|
|
int dVertex = shader0.m_VertexShader - shader1.m_VertexShader; |
|
if ( dVertex ) |
|
return dVertex; |
|
int dVCombo = shader0.m_nStaticVshIndex - shader1.m_nStaticVshIndex; |
|
if ( dVCombo) |
|
return dVCombo; |
|
|
|
int dPixel = shader0.m_PixelShader - shader1.m_PixelShader; |
|
if ( dPixel ) |
|
return dPixel; |
|
int dPCombo = shader0.m_nStaticPshIndex - shader1.m_nStaticPshIndex; |
|
if ( dPCombo) |
|
return dPCombo; |
|
|
|
return snapshot0 - snapshot1; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// X360 TTF support requires XUI state manipulation of d3d. |
|
// Font support lives inside the shaderapi in order to maintain privacy of d3d. |
|
//----------------------------------------------------------------------------- |
|
#if defined( _X360 ) |
|
HXUIFONT CShaderAPIDx8::OpenTrueTypeFont( const char *pFontname, int tall, int style ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
|
|
struct fontTable_t |
|
{ |
|
const char *pFontName; |
|
const char *pPath; |
|
}; |
|
|
|
// explicit mapping now required, dvd searching to expensive |
|
static fontTable_t fontToFilename[] = |
|
{ |
|
{"tf2", "tf/resource/tf2.ttf"}, |
|
{"tf2 build", "tf/resource/tf2build.ttf"}, |
|
{"tf2 professor", "tf/resource/tf2professor.ttf"}, |
|
{"tf2 secondary", "tf/resource/tf2secondary.ttf"}, |
|
{"team fortress", "tf/resource/tf.ttf"}, |
|
{"tfd", "tf/resource/tfd.ttf"}, |
|
{"tflogo", "tf/resource/tflogo.ttf"}, |
|
{"hl2ep2", "ep2/resource/hl2ep2.ttf"}, |
|
{"hl2ep1", "episodic/resource/hl2ep1.ttf"}, |
|
{"halflife2", "hl2/resource/halflife2.ttf"}, |
|
{"hl2cross", "hl2/resource/HL2Crosshairs.ttf"}, |
|
{"courier new", "platform/vgui/fonts/cour.ttf"}, |
|
{"times new roman", "platform/vgui/fonts/times.ttf"}, |
|
{"trebuchet ms", "platform/vgui/fonts/trebuc.ttf"}, |
|
{"verdana", "platform/vgui/fonts/verdana.ttf"}, |
|
{"tahoma", "platform/vgui/fonts/tahoma.ttf"}, |
|
}; |
|
|
|
// remap typeface to diskname |
|
const char *pDiskname = NULL; |
|
for ( int i=0; i<ARRAYSIZE( fontToFilename ); i++ ) |
|
{ |
|
if ( !V_stricmp( pFontname, fontToFilename[i].pFontName ) ) |
|
{ |
|
pDiskname = fontToFilename[i].pPath; |
|
break; |
|
} |
|
} |
|
if ( !pDiskname ) |
|
{ |
|
// not found |
|
DevMsg( "True Type Font: '%s' unknown.\n", pFontname ); |
|
return NULL; |
|
} |
|
|
|
// font will be registered using typeface name |
|
wchar_t wchFontname[MAX_PATH]; |
|
Q_UTF8ToUnicode( pFontname, wchFontname, sizeof( wchFontname ) ); |
|
|
|
// find font in registered typefaces |
|
TypefaceDescriptor *pDescriptors = NULL; |
|
DWORD numTypeFaces = 0; |
|
HRESULT hr = XuiEnumerateTypefaces( &pDescriptors, &numTypeFaces ); |
|
if ( FAILED( hr ) ) |
|
{ |
|
return NULL; |
|
} |
|
|
|
bool bRegistered = false; |
|
for ( DWORD i=0; i<numTypeFaces; i++ ) |
|
{ |
|
if ( !V_wcscmp( pDescriptors->szTypeface, wchFontname ) ) |
|
{ |
|
bRegistered = true; |
|
break; |
|
} |
|
} |
|
|
|
XuiDestroyTypefaceList( pDescriptors, numTypeFaces ); |
|
|
|
if ( !bRegistered ) |
|
{ |
|
// unregistered type face, register type face and retry |
|
// only file based resource locators work |
|
char filename[MAX_PATH]; |
|
V_snprintf( filename, sizeof( filename ), "file://d:/%s", pDiskname ); |
|
Q_FixSlashes( filename, '/' ); |
|
|
|
wchar_t wchFilename[MAX_PATH]; |
|
Q_UTF8ToUnicode( filename, wchFilename, sizeof( wchFilename ) ); |
|
|
|
TypefaceDescriptor desc; |
|
desc.fBaselineAdjust = 0; |
|
desc.szFallbackTypeface = NULL; |
|
desc.szLocator = wchFilename; |
|
desc.szReserved1 = 0; |
|
desc.szTypeface = wchFontname; |
|
hr = XuiRegisterTypeface( &desc, FALSE ); |
|
if ( FAILED( hr ) ) |
|
{ |
|
return NULL; |
|
} |
|
} |
|
|
|
// empirically derived factor to achieve desired cell height |
|
float pointSize = tall * 0.59f; |
|
HXUIFONT hFont = NULL; |
|
hr = XuiCreateFont( wchFontname, pointSize, style, 0, &hFont ); |
|
if ( FAILED( hr ) ) |
|
{ |
|
return NULL; |
|
} |
|
|
|
return hFont; |
|
} |
|
#endif |
|
|
|
//----------------------------------------------------------------------------- |
|
// Release TTF |
|
//----------------------------------------------------------------------------- |
|
#if defined( _X360 ) |
|
void CShaderAPIDx8::CloseTrueTypeFont( HXUIFONT hFont ) |
|
{ |
|
if ( !hFont ) |
|
return; |
|
LOCK_SHADERAPI(); |
|
|
|
XuiReleaseFont( hFont ); |
|
} |
|
#endif |
|
|
|
//----------------------------------------------------------------------------- |
|
// Get the TTF Metrics |
|
//----------------------------------------------------------------------------- |
|
#if defined( _X360 ) |
|
bool CShaderAPIDx8::GetTrueTypeFontMetrics( HXUIFONT hFont, XUIFontMetrics *pFontMetrics, XUICharMetrics charMetrics[256] ) |
|
{ |
|
if ( !hFont ) |
|
return false; |
|
|
|
LOCK_SHADERAPI(); |
|
|
|
V_memset( charMetrics, 0, 256 * sizeof( XUICharMetrics ) ); |
|
|
|
HRESULT hr = XuiGetFontMetrics( hFont, pFontMetrics ); |
|
if ( !FAILED( hr ) ) |
|
{ |
|
// X360 issue: max character width may be too small. |
|
// Run through each character and fixup |
|
for ( int i = 1; i < 256; i++ ) |
|
{ |
|
wchar_t wch = i; |
|
hr = XuiGetCharMetrics( hFont, wch, &charMetrics[i] ); |
|
if ( !FAILED( hr ) ) |
|
{ |
|
float maxWidth = charMetrics[i].fMaxX; |
|
if ( charMetrics[i].fMinX < 0 ) |
|
{ |
|
maxWidth = charMetrics[i].fMaxX - charMetrics[i].fMinX; |
|
} |
|
if ( maxWidth > pFontMetrics->fMaxWidth ) |
|
{ |
|
pFontMetrics->fMaxWidth = maxWidth; |
|
} |
|
if ( charMetrics[i].fAdvance > pFontMetrics->fMaxWidth ) |
|
{ |
|
pFontMetrics->fMaxWidth = charMetrics[i].fAdvance; |
|
} |
|
} |
|
} |
|
|
|
// fonts are getting cut off, MaxHeight seems to be misreported smaller |
|
// take MaxHeight to be the larger of its reported value or (ascent + descent) |
|
float maxHeight = 0; |
|
if ( pFontMetrics->fMaxDescent <= 0 ) |
|
{ |
|
// descent is negative for below baseline |
|
maxHeight = pFontMetrics->fMaxAscent - pFontMetrics->fMaxDescent; |
|
} |
|
if ( maxHeight > pFontMetrics->fMaxHeight ) |
|
{ |
|
pFontMetrics->fMaxHeight = maxHeight; |
|
} |
|
} |
|
|
|
return ( !FAILED( hr ) ); |
|
} |
|
#endif |
|
|
|
//----------------------------------------------------------------------------- |
|
// Gets the glyph bits in rgba order. This function PURPOSELY hijacks D3D |
|
// because XUI is involved. It is called at a very specific place in the VGUI |
|
// render frame where its deleterious affects are going to be harmless. |
|
//----------------------------------------------------------------------------- |
|
#if defined( _X360 ) |
|
bool CShaderAPIDx8::GetTrueTypeGlyphs( HXUIFONT hFont, int numChars, wchar_t *pWch, int *pOffsetX, int *pOffsetY, int *pWidth, int *pHeight, unsigned char *pRGBA, int *pRGBAOffset ) |
|
{ |
|
if ( !hFont ) |
|
return false; |
|
|
|
// Ensure this doesn't talk to D3D at the same time as the loading bar |
|
AUTO_LOCK_FM( m_nonInteractiveModeMutex ); |
|
|
|
|
|
LOCK_SHADERAPI(); |
|
bool bSuccess = false; |
|
IDirect3DSurface *pRTSurface = NULL; |
|
IDirect3DSurface *pSavedSurface = NULL; |
|
IDirect3DSurface *pSavedDepthSurface = NULL; |
|
IDirect3DTexture *pTexture = NULL; |
|
D3DVIEWPORT9 savedViewport; |
|
D3DXMATRIX matView; |
|
D3DXMATRIX matXForm; |
|
D3DLOCKED_RECT lockedRect; |
|
|
|
// have to reset to default state to rasterize glyph correctly |
|
// state will get re-established during next mesh draw |
|
ResetRenderState( false ); |
|
Dx9Device()->SetRenderState( D3DRS_ZENABLE, FALSE ); |
|
|
|
Dx9Device()->GetRenderTarget( 0, &pSavedSurface ); |
|
Dx9Device()->GetDepthStencilSurface( &pSavedDepthSurface ); |
|
Dx9Device()->GetViewport( &savedViewport ); |
|
|
|
// Figure out the size of surface/texture we need to allocate |
|
int rtWidth = 0; |
|
int rtHeight = 0; |
|
for ( int i = 0; i < numChars; i++ ) |
|
{ |
|
rtWidth += pWidth[i]; |
|
rtHeight = max( rtHeight, pHeight[i] ); |
|
} |
|
|
|
// per resolve() restrictions |
|
rtWidth = AlignValue( rtWidth, 32 ); |
|
rtHeight = AlignValue( rtHeight, 32 ); |
|
|
|
// create a render target to capture the glyph render |
|
pRTSurface = g_TextureHeap.AllocRenderTargetSurface( rtWidth, rtHeight, D3DFMT_A8R8G8B8 ); |
|
if ( !pRTSurface ) |
|
goto cleanUp; |
|
|
|
Dx9Device()->SetRenderTarget( 0, pRTSurface ); |
|
// Disable depth here otherwise you get a colour/depth multisample mismatch error (in 480p) |
|
Dx9Device()->SetDepthStencilSurface( NULL ); |
|
Dx9Device()->Clear( 0, NULL, D3DCLEAR_TARGET, 0x00000000, ( ReverseDepthOnX360() ? 0.0 : 1.0f ), 0 ); |
|
|
|
// create texture to get glyph render from EDRAM |
|
HRESULT hr = Dx9Device()->CreateTexture( rtWidth, rtHeight, 1, 0, D3DFMT_A8R8G8B8, 0, &pTexture, NULL ); |
|
if ( FAILED( hr ) ) |
|
goto cleanUp; |
|
|
|
|
|
bool bPreviousOwnState = OwnGPUResources( false ); |
|
XuiRenderBegin( m_hDC, 0x00000000 ); |
|
|
|
D3DXMatrixIdentity( &matView ); |
|
XuiRenderSetViewTransform( m_hDC, &matView ); |
|
XuiRenderSetTransform( m_hDC, &matView ); |
|
|
|
// rasterize the glyph |
|
XuiSelectFont( m_hDC, hFont ); |
|
XuiSetColorFactor( m_hDC, 0xFFFFFFFF ); |
|
|
|
// Draw the characters, stepping across the texture |
|
int xCursor = 0; |
|
for ( int i = 0; i < numChars; i++) |
|
{ |
|
// FIXME: the drawRect params don't make much sense (should use "(xCursor+pWidth[i]), pHeight[i]", but then some characters disappear!) |
|
XUIRect drawRect = XUIRect( xCursor + pOffsetX[i], pOffsetY[i], rtWidth, rtHeight ); |
|
wchar_t text[2] = { pWch[i], 0 }; |
|
XuiDrawText( m_hDC, text, XUI_FONT_STYLE_NORMAL|XUI_FONT_STYLE_SINGLE_LINE|XUI_FONT_STYLE_NO_WORDWRAP, 0, &drawRect ); |
|
xCursor += pWidth[i]; |
|
} |
|
|
|
XuiRenderEnd( m_hDC ); |
|
OwnGPUResources( bPreviousOwnState ); |
|
|
|
|
|
// transfer from edram to system |
|
hr = Dx9Device()->Resolve( 0, NULL, pTexture, NULL, 0, 0, NULL, 0, 0, NULL ); |
|
if ( FAILED( hr ) ) |
|
goto cleanUp; |
|
|
|
hr = pTexture->LockRect( 0, &lockedRect, NULL, 0 ); |
|
if ( FAILED( hr ) ) |
|
goto cleanUp; |
|
|
|
// transfer to linear format, one character at a time |
|
xCursor = 0; |
|
for ( int i = 0;i < numChars; i++ ) |
|
{ |
|
int destPitch = pWidth[i]*4; |
|
unsigned char *pLinear = pRGBA + pRGBAOffset[i]; |
|
RECT copyRect = { xCursor, 0, xCursor + pWidth[i], pHeight[i] }; |
|
xCursor += pWidth[i]; |
|
XGUntileSurface( pLinear, destPitch, NULL, lockedRect.pBits, rtWidth, rtHeight, ©Rect, 4 ); |
|
|
|
// convert argb to rgba |
|
float r, g, b, a; |
|
for ( int y = 0; y < pHeight[i]; y++ ) |
|
{ |
|
unsigned char *pSrc = (unsigned char*)pLinear + y*destPitch; |
|
for ( int x = 0; x < pWidth[i]; x++ ) |
|
{ |
|
// undo pre-multiplied alpha since glyph bits will be sourced as a rgba texture |
|
if ( !pSrc[0] ) |
|
a = 1; |
|
else |
|
a = (float)pSrc[0] * 1.0f/255.0f; |
|
|
|
r = ((float)pSrc[1] * 1.0f/255.0f)/a * 255.0f; |
|
if ( r > 255 ) |
|
r = 255; |
|
|
|
g = ((float)pSrc[2] * 1.0f/255.0f)/a * 255.0f; |
|
if ( g > 255 ) |
|
g = 255; |
|
|
|
b = ((float)pSrc[3] * 1.0f/255.0f)/a * 255.0f; |
|
if ( b > 255 ) |
|
b = 255; |
|
|
|
pSrc[3] = pSrc[0]; |
|
pSrc[2] = b; |
|
pSrc[1] = g; |
|
pSrc[0] = r; |
|
|
|
pSrc += 4; |
|
} |
|
} |
|
} |
|
|
|
pTexture->UnlockRect( 0 ); |
|
|
|
bSuccess = true; |
|
|
|
cleanUp: |
|
if ( pRTSurface ) |
|
{ |
|
Dx9Device()->SetRenderTarget( 0, pSavedSurface ); |
|
Dx9Device()->SetDepthStencilSurface( pSavedDepthSurface ); |
|
Dx9Device()->SetViewport( &savedViewport ); |
|
pRTSurface->Release(); |
|
} |
|
|
|
if ( pTexture ) |
|
pTexture->Release(); |
|
|
|
if ( pSavedSurface ) |
|
pSavedSurface->Release(); |
|
|
|
// XUI changed renderstates behind our back, so we need to reset to defaults again to get back in synch: |
|
ResetRenderState( false ); |
|
|
|
return bSuccess; |
|
} |
|
#endif |
|
|
|
//----------------------------------------------------------------------------- |
|
// Create a 360 Render Target Surface |
|
//----------------------------------------------------------------------------- |
|
#if defined( _X360 ) |
|
ShaderAPITextureHandle_t CShaderAPIDx8::CreateRenderTargetSurface( int width, int height, ImageFormat format, const char *pDebugName, const char *pTextureGroupName ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
ShaderAPITextureHandle_t textureHandle = CreateTextureHandle(); |
|
Texture_t *pTexture = &GetTexture( textureHandle ); |
|
|
|
pTexture->m_Flags = (Texture_t::IS_ALLOCATED | Texture_t::IS_RENDER_TARGET_SURFACE); |
|
|
|
pTexture->m_DebugName = pDebugName; |
|
pTexture->m_Width = width; |
|
pTexture->m_Height = height; |
|
pTexture->m_Depth = 1; |
|
pTexture->m_NumCopies = 1; |
|
pTexture->m_CurrentCopy = 0; |
|
|
|
ImageFormat dstImageFormat = FindNearestSupportedFormat( format, false, true, false ); |
|
D3DFORMAT actualFormat = ImageLoader::ImageFormatToD3DFormat( dstImageFormat ); |
|
|
|
pTexture->GetRenderTargetSurface( false ) = g_TextureHeap.AllocRenderTargetSurface( width, height, actualFormat ); |
|
pTexture->GetRenderTargetSurface( true ) = g_TextureHeap.AllocRenderTargetSurface( width, height, (D3DFORMAT)MAKESRGBFMT( actualFormat ) ); |
|
|
|
pTexture->SetImageFormat( dstImageFormat ); |
|
|
|
pTexture->m_UTexWrap = D3DTADDRESS_CLAMP; |
|
pTexture->m_VTexWrap = D3DTADDRESS_CLAMP; |
|
pTexture->m_WTexWrap = D3DTADDRESS_CLAMP; |
|
pTexture->m_MagFilter = D3DTEXF_LINEAR; |
|
|
|
pTexture->m_NumLevels = 1; |
|
pTexture->m_MipFilter = D3DTEXF_NONE; |
|
pTexture->m_MinFilter = D3DTEXF_LINEAR; |
|
|
|
pTexture->m_SwitchNeeded = false; |
|
|
|
ComputeStatsInfo( textureHandle, false, false ); |
|
SetupTextureGroup( textureHandle, pTextureGroupName ); |
|
|
|
return textureHandle; |
|
} |
|
#endif |
|
|
|
//----------------------------------------------------------------------------- |
|
// Shader constants are batched and written to gpu once prior to draw. |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::WriteShaderConstantsToGPU() |
|
{ |
|
#if defined( _X360 ) |
|
// vector vertex constants can just blast their set range |
|
if ( m_MaxVectorVertexShaderConstant ) |
|
{ |
|
if ( m_bGPUOwned ) |
|
{ |
|
// faster path, write directly into GPU command buffer, bypassing shadow state |
|
// can only set what is actually owned |
|
Assert( m_MaxVectorVertexShaderConstant <= VERTEX_SHADER_MODEL + 3*NUM_MODEL_TRANSFORMS ); |
|
int numVectors = AlignValue( m_MaxVectorVertexShaderConstant, 4 ); |
|
BYTE* pCommandBufferData; |
|
Dx9Device()->GpuBeginVertexShaderConstantF4( 0, (D3DVECTOR4**)&pCommandBufferData, numVectors ); |
|
memcpy( pCommandBufferData, m_DesiredState.m_pVectorVertexShaderConstant[0].Base(), numVectors * (sizeof( float ) * 4) ); |
|
Dx9Device()->GpuEndVertexShaderConstantF4(); |
|
} |
|
else |
|
{ |
|
Dx9Device()->SetVertexShaderConstantF( 0, m_DesiredState.m_pVectorVertexShaderConstant[0].Base(), m_MaxVectorVertexShaderConstant ); |
|
} |
|
|
|
memcpy( m_DynamicState.m_pVectorVertexShaderConstant[0].Base(), m_DesiredState.m_pVectorVertexShaderConstant[0].Base(), m_MaxVectorVertexShaderConstant * 4 * sizeof(float) ); |
|
m_MaxVectorVertexShaderConstant = 0; |
|
} |
|
|
|
if ( m_MaxVectorPixelShaderConstant ) |
|
{ |
|
if ( m_bGPUOwned ) |
|
{ |
|
// faster path, write directly into GPU command buffer, bypassing shadow state |
|
// can only set what is actually owned |
|
Assert( m_MaxVectorPixelShaderConstant <= 32 ); |
|
int numVectors = AlignValue( m_MaxVectorPixelShaderConstant, 4 ); |
|
BYTE* pCommandBufferData; |
|
Dx9Device()->GpuBeginPixelShaderConstantF4( 0, (D3DVECTOR4**)&pCommandBufferData, numVectors ); |
|
memcpy( pCommandBufferData, m_DesiredState.m_pVectorPixelShaderConstant[0].Base(), numVectors * (sizeof( float ) * 4) ); |
|
Dx9Device()->GpuEndPixelShaderConstantF4(); |
|
} |
|
else |
|
{ |
|
Dx9Device()->SetPixelShaderConstantF( 0, m_DesiredState.m_pVectorPixelShaderConstant[0].Base(), m_MaxVectorPixelShaderConstant ); |
|
} |
|
|
|
memcpy( m_DynamicState.m_pVectorPixelShaderConstant[0].Base(), m_DesiredState.m_pVectorPixelShaderConstant[0].Base(), m_MaxVectorPixelShaderConstant * 4 * sizeof(float) ); |
|
m_MaxVectorPixelShaderConstant = 0; |
|
} |
|
|
|
// boolean and integer constants can just blast their set range |
|
// these are currently extremely small in number, if this changes they may benefit from a fast path pattern |
|
if ( m_MaxBooleanVertexShaderConstant ) |
|
{ |
|
Dx9Device()->SetVertexShaderConstantB( 0, m_DesiredState.m_pBooleanVertexShaderConstant, m_MaxBooleanVertexShaderConstant ); |
|
memcpy( m_DynamicState.m_pBooleanVertexShaderConstant, m_DesiredState.m_pBooleanVertexShaderConstant, m_MaxBooleanVertexShaderConstant * sizeof(BOOL) ); |
|
m_MaxBooleanVertexShaderConstant = 0; |
|
} |
|
if ( m_MaxIntegerVertexShaderConstant ) |
|
{ |
|
Dx9Device()->SetVertexShaderConstantI( 0, (int *)m_DesiredState.m_pIntegerVertexShaderConstant, m_MaxIntegerVertexShaderConstant ); |
|
memcpy( m_DynamicState.m_pIntegerVertexShaderConstant[0].Base(), m_DesiredState.m_pIntegerVertexShaderConstant[0].Base(), m_MaxIntegerVertexShaderConstant * sizeof(IntVector4D) ); |
|
m_MaxIntegerVertexShaderConstant = 0; |
|
} |
|
|
|
if ( m_MaxBooleanPixelShaderConstant ) |
|
{ |
|
Dx9Device()->SetPixelShaderConstantB( 0, m_DesiredState.m_pBooleanPixelShaderConstant, m_MaxBooleanPixelShaderConstant ); |
|
memcpy( m_DynamicState.m_pBooleanPixelShaderConstant, m_DesiredState.m_pBooleanPixelShaderConstant, m_MaxBooleanPixelShaderConstant * sizeof(BOOL) ); |
|
m_MaxBooleanPixelShaderConstant = 0; |
|
} |
|
|
|
// integer pixel constants are not used, so not supporting |
|
#if 0 |
|
if ( m_MaxIntegerPixelShaderConstant ) |
|
{ |
|
Dx9Device()->SetPixelShaderConstantI( 0, (int *)m_DesiredState.m_pIntegerPixelShaderConstant, m_MaxIntegerPixelShaderConstant ); |
|
memcpy( m_DynamicState.m_pIntegerPixelShaderConstant[0].Base(), m_DesiredState.m_pIntegerPixelShaderConstant[0].Base(), m_MaxIntegerPixelShaderConstant * sizeof(IntVector4D) ); |
|
m_MaxIntegerPixelShaderConstant = 0; |
|
} |
|
#endif |
|
#endif |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// The application is about to perform a hard reboot, but wants to hide the screen flash |
|
// by persisting the front buffer across a reboot boundary. The persisted frame buffer |
|
// can be detected and restored. |
|
//----------------------------------------------------------------------------- |
|
#if defined( _X360 ) |
|
void CShaderAPIDx8::PersistDisplay() |
|
{ |
|
if ( m_PresentParameters.FrontBufferFormat != D3DFMT_LE_X8R8G8B8 ) |
|
{ |
|
// The format must be what PersistDisplay() expects, otherwise D3DRIP. |
|
// If this hits due to sRGB bit set that confuses PersistDisplay(), |
|
// the fix may be to slam the presentation parameters to the expected format, |
|
// do a ResetDevice(), and then PersistDisplay(). |
|
Assert( 0 ); |
|
return; |
|
} |
|
|
|
IDirect3DTexture *pTexture; |
|
HRESULT hr = Dx9Device()->GetFrontBuffer( &pTexture ); |
|
if ( !FAILED( hr ) ) |
|
{ |
|
OwnGPUResources( false ); |
|
Dx9Device()->PersistDisplay( pTexture, NULL ); |
|
pTexture->Release(); |
|
} |
|
} |
|
#endif |
|
|
|
#if defined( _X360 ) |
|
bool CShaderAPIDx8::PostQueuedTexture( const void *pData, int nDataSize, ShaderAPITextureHandle_t *pHandles, int numHandles, int nWidth, int nHeight, int nDepth, int numMips, int *pRefCount ) |
|
{ |
|
CUtlBuffer vtfBuffer; |
|
IVTFTexture *pVTFTexture = NULL; |
|
bool bOK = false; |
|
|
|
if ( !pData || !nDataSize ) |
|
{ |
|
// invalid |
|
goto cleanUp; |
|
} |
|
|
|
// get a unique vtf and mount texture |
|
// vtf can expect non-volatile buffer data to be stable through vtf lifetime |
|
// this prevents redundant copious amounts of image memory transfers |
|
pVTFTexture = CreateVTFTexture(); |
|
vtfBuffer.SetExternalBuffer( (void *)pData, nDataSize, nDataSize ); |
|
if ( !pVTFTexture->UnserializeFromBuffer( vtfBuffer, false, false, false, 0 ) ) |
|
{ |
|
goto cleanUp; |
|
} |
|
|
|
// provided vtf buffer is all mips, determine top mip due to possible picmip |
|
int iTopMip = 0; |
|
int mipWidth, mipHeight, mipDepth; |
|
do |
|
{ |
|
pVTFTexture->ComputeMipLevelDimensions( iTopMip, &mipWidth, &mipHeight, &mipDepth ); |
|
if ( nWidth == mipWidth && nHeight == mipHeight && nDepth == mipDepth ) |
|
{ |
|
break; |
|
} |
|
iTopMip++; |
|
} |
|
while ( mipWidth != 1 || mipHeight != 1 || mipDepth != 1 ); |
|
|
|
// create and blit |
|
for ( int iFrame = 0; iFrame < numHandles; iFrame++ ) |
|
{ |
|
ShaderAPITextureHandle_t hTexture = pHandles[iFrame]; |
|
Texture_t *pTexture = &GetTexture( hTexture ); |
|
|
|
int nFaceCount = ( pTexture->m_CreationFlags & TEXTURE_CREATE_CUBEMAP ) ? CUBEMAP_FACE_COUNT-1 : 1; |
|
|
|
IDirect3DBaseTexture *pD3DTexture; |
|
if ( pTexture->m_CreationFlags & TEXTURE_CREATE_NOD3DMEMORY ) |
|
{ |
|
pD3DTexture = pTexture->GetTexture(); |
|
if ( !g_TextureHeap.AllocD3DMemory( pD3DTexture ) ) |
|
{ |
|
goto cleanUp; |
|
} |
|
} |
|
else |
|
{ |
|
pD3DTexture = pTexture->GetTexture(); |
|
} |
|
|
|
// blit the hi-res texture bits into d3d memory |
|
for ( int iFace = 0; iFace < nFaceCount; ++iFace ) |
|
{ |
|
for ( int iMip = 0; iMip < numMips; ++iMip ) |
|
{ |
|
pVTFTexture->ComputeMipLevelDimensions( iTopMip + iMip, &mipWidth, &mipHeight, &mipDepth ); |
|
unsigned char *pSourceBits = pVTFTexture->ImageData( iFrame, iFace, iTopMip + iMip, 0, 0, 0 ); |
|
|
|
TextureLoadInfo_t info; |
|
info.m_TextureHandle = hTexture; |
|
info.m_pTexture = pD3DTexture; |
|
info.m_nLevel = iMip; |
|
info.m_nCopy = 0; |
|
info.m_CubeFaceID = (D3DCUBEMAP_FACES)iFace; |
|
info.m_nWidth = mipWidth; |
|
info.m_nHeight = mipHeight; |
|
info.m_nZOffset = 0; |
|
info.m_SrcFormat = pVTFTexture->Format(); |
|
info.m_pSrcData = pSourceBits; |
|
info.m_bSrcIsTiled = pVTFTexture->IsPreTiled(); |
|
info.m_bCanConvertFormat = ( pTexture->m_Flags & Texture_t::CAN_CONVERT_FORMAT ) != 0; |
|
LoadTexture( info ); |
|
} |
|
} |
|
|
|
pTexture->m_Flags |= Texture_t::IS_FINALIZED; |
|
(*pRefCount)--; |
|
} |
|
|
|
// success |
|
bOK = true; |
|
|
|
cleanUp: |
|
if ( pVTFTexture ) |
|
{ |
|
DestroyVTFTexture( pVTFTexture ); |
|
} |
|
|
|
if ( !bOK ) |
|
{ |
|
// undo artificial lock |
|
(*pRefCount) -= numHandles; |
|
} |
|
|
|
return bOK; |
|
} |
|
#endif |
|
|
|
#if defined( _X360 ) |
|
void *CShaderAPIDx8::GetD3DDevice() |
|
{ |
|
return Dx9Device(); |
|
} |
|
#endif |
|
|
|
#if defined( _X360 ) |
|
static void r_enable_gpr_allocations_callback( IConVar *var, const char *pOldValue, float flOldValue ) |
|
{ |
|
if ( ((ConVar *)var)->GetBool() == false ) |
|
{ |
|
//reset back the default 64/64 allocation before we stop updating |
|
if( Dx9Device() != NULL ) |
|
{ |
|
Dx9Device()->SetShaderGPRAllocation( 0, 0, 0 ); |
|
} |
|
} |
|
} |
|
|
|
ConVar r_enable_gpr_allocations( "r_enable_gpr_allocations", "1", 0, "Enable usage of IDirect3DDevice9::SetShaderGPRAllocation()", r_enable_gpr_allocations_callback ); |
|
|
|
static void CommitShaderGPRs( IDirect3DDevice9 *pDevice, const DynamicState_t &desiredState, DynamicState_t ¤tState, bool bForce ) |
|
{ |
|
if( desiredState.m_iVertexShaderGPRAllocation != currentState.m_iVertexShaderGPRAllocation ) |
|
{ |
|
pDevice->SetShaderGPRAllocation( 0, desiredState.m_iVertexShaderGPRAllocation, 128 - desiredState.m_iVertexShaderGPRAllocation ); |
|
currentState.m_iVertexShaderGPRAllocation = desiredState.m_iVertexShaderGPRAllocation; |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::PushVertexShaderGPRAllocation( int iVertexShaderCount ) |
|
{ |
|
Assert( (iVertexShaderCount >= 16) && (iVertexShaderCount <= 112) ); |
|
m_VertexShaderGPRAllocationStack.Push( iVertexShaderCount ); |
|
|
|
if ( r_enable_gpr_allocations.GetBool() ) |
|
{ |
|
if ( m_DynamicState.m_iVertexShaderGPRAllocation != iVertexShaderCount ) |
|
{ |
|
m_DesiredState.m_iVertexShaderGPRAllocation = iVertexShaderCount; |
|
ADD_COMMIT_FUNC( COMMIT_PER_DRAW, COMMIT_ALWAYS, CommitShaderGPRs ); |
|
} |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::PopVertexShaderGPRAllocation( void ) |
|
{ |
|
m_VertexShaderGPRAllocationStack.Pop(); |
|
|
|
if ( r_enable_gpr_allocations.GetBool() ) |
|
{ |
|
int iVertexShaderCount; |
|
if ( m_VertexShaderGPRAllocationStack.Count() ) |
|
iVertexShaderCount = m_VertexShaderGPRAllocationStack.Top(); |
|
else |
|
iVertexShaderCount = 64; |
|
|
|
if ( m_DynamicState.m_iVertexShaderGPRAllocation != iVertexShaderCount ) |
|
{ |
|
m_DesiredState.m_iVertexShaderGPRAllocation = iVertexShaderCount; |
|
ADD_COMMIT_FUNC( COMMIT_PER_DRAW, COMMIT_ALWAYS, CommitShaderGPRs ); |
|
} |
|
} |
|
} |
|
|
|
void CShaderAPIDx8::EnableVSync_360( bool bEnable ) |
|
{ |
|
if( bEnable ) |
|
{ |
|
Dx9Device()->SetRenderState( D3DRS_PRESENTIMMEDIATETHRESHOLD, 0 ); //only swap on vertical blanks |
|
} |
|
else |
|
{ |
|
Dx9Device()->SetRenderState( D3DRS_PRESENTIMMEDIATETHRESHOLD, 100 ); //allow a swap at any point in the DAC scan |
|
} |
|
} |
|
#endif |
|
|
|
// ------------ New Vertex/Index Buffer interface ---------------------------- |
|
|
|
void CShaderAPIDx8::BindVertexBuffer( int streamID, IVertexBuffer *pVertexBuffer, int nOffsetInBytes, int nFirstVertex, int nVertexCount, VertexFormat_t fmt, int nRepetitions ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
MeshMgr()->BindVertexBuffer( streamID, pVertexBuffer, nOffsetInBytes, nFirstVertex, nVertexCount, fmt, nRepetitions ); |
|
} |
|
|
|
void CShaderAPIDx8::BindIndexBuffer( IIndexBuffer *pIndexBuffer, int nOffsetInBytes ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
MeshMgr()->BindIndexBuffer( pIndexBuffer, nOffsetInBytes ); |
|
} |
|
|
|
void CShaderAPIDx8::Draw( MaterialPrimitiveType_t primitiveType, int nFirstIndex, int nIndexCount ) |
|
{ |
|
LOCK_SHADERAPI(); |
|
MeshMgr()->Draw( primitiveType, nFirstIndex, nIndexCount ); |
|
} |
|
|
|
// ------------ End ---------------------------- |
|
|
|
float CShaderAPIDx8::GammaToLinear_HardwareSpecific( float fGamma ) const |
|
{ |
|
if( IsPC() ) |
|
{ |
|
return SrgbGammaToLinear( fGamma ); |
|
} |
|
else if( IsX360() ) |
|
{ |
|
return SrgbGammaToLinear( fGamma ); |
|
} |
|
else |
|
{ |
|
// Unknown console |
|
return pow( fGamma, 2.2f ); // Use a gamma 2.2 curve |
|
} |
|
} |
|
|
|
float CShaderAPIDx8::LinearToGamma_HardwareSpecific( float fLinear ) const |
|
{ |
|
if ( IsPC() ) |
|
{ |
|
return SrgbLinearToGamma( fLinear ); |
|
} |
|
else if ( IsX360() ) |
|
{ |
|
return SrgbLinearToGamma( fLinear ); |
|
} |
|
else |
|
{ |
|
// Unknown console |
|
return pow( fLinear, ( 1.0f / 2.2f ) ); // Use a gamma 2.2 curve |
|
} |
|
} |
|
|
|
|
|
bool CShaderAPIDx8::ShouldWriteDepthToDestAlpha( void ) const |
|
{ |
|
return IsPC() && g_pHardwareConfig->SupportsPixelShaders_2_b() && |
|
(m_SceneFogMode != MATERIAL_FOG_LINEAR_BELOW_FOG_Z) && |
|
(GetIntRenderingParameter(INT_RENDERPARM_WRITE_DEPTH_TO_DESTALPHA) != 0); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::AcquireThreadOwnership() |
|
{ |
|
SetCurrentThreadAsOwner(); |
|
#if (defined( _X360 ) || defined( DX_TO_GL_ABSTRACTION )) |
|
Dx9Device()->AcquireThreadOwnership(); |
|
#endif |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::ReleaseThreadOwnership() |
|
{ |
|
RemoveThreadOwner(); |
|
#if (defined( _X360 ) || defined( DX_TO_GL_ABSTRACTION )) |
|
Dx9Device()->ReleaseThreadOwnership(); |
|
#endif |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Actual low level setting of the color RT. All Xbox RT funnels here |
|
// to track the actual RT state. Returns true if the RT gets set, otherwise false. |
|
//----------------------------------------------------------------------------- |
|
bool CShaderAPIDx8::SetRenderTargetInternalXbox( ShaderAPITextureHandle_t hRenderTargetTexture, bool bForce ) |
|
{ |
|
// valid for 360 only |
|
if ( IsPC() ) |
|
{ |
|
Assert( 0 ); |
|
return false; |
|
} |
|
|
|
if ( hRenderTargetTexture == INVALID_SHADERAPI_TEXTURE_HANDLE ) |
|
{ |
|
// could be a reset, force to back buffer |
|
hRenderTargetTexture = SHADER_RENDERTARGET_BACKBUFFER; |
|
} |
|
|
|
if ( m_hCachedRenderTarget == INVALID_SHADERAPI_TEXTURE_HANDLE ) |
|
{ |
|
// let the set go through to establish the initial state |
|
bForce = true; |
|
} |
|
|
|
if ( !bForce && ( hRenderTargetTexture == m_hCachedRenderTarget && m_DynamicState.m_bSRGBWritesEnabled == m_bUsingSRGBRenderTarget ) ) |
|
{ |
|
// current RT matches expected state, leave state intact |
|
return false; |
|
} |
|
|
|
// track the updated state |
|
m_bUsingSRGBRenderTarget = m_DynamicState.m_bSRGBWritesEnabled; |
|
m_hCachedRenderTarget = hRenderTargetTexture; |
|
|
|
IDirect3DSurface *pSurface; |
|
if ( m_hCachedRenderTarget == SHADER_RENDERTARGET_BACKBUFFER ) |
|
{ |
|
if ( !m_bUsingSRGBRenderTarget ) |
|
{ |
|
pSurface = m_pBackBufferSurface; |
|
} |
|
else |
|
{ |
|
pSurface = m_pBackBufferSurfaceSRGB; |
|
} |
|
} |
|
else |
|
{ |
|
AssertValidTextureHandle( m_hCachedRenderTarget ); |
|
Texture_t *pTexture = &GetTexture( m_hCachedRenderTarget ); |
|
pSurface = pTexture->GetRenderTargetSurface( m_bUsingSRGBRenderTarget ); |
|
} |
|
|
|
// the 360 does a wierd reset of some states on a SetRenderTarget() |
|
// the viewport is a clobbered state, it may not be changed by later callers, so it MUST be put back as expected |
|
// the other clobbered states are waiting to be discovered ... sigh |
|
#if defined( _X360 ) |
|
D3DVIEWPORT9 viewport; |
|
Dx9Device()->GetViewport( &viewport ); |
|
Dx9Device()->SetRenderTarget( 0, pSurface ); |
|
Dx9Device()->SetViewport( &viewport ); |
|
#endif |
|
|
|
return true; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// debug logging |
|
//----------------------------------------------------------------------------- |
|
void CShaderAPIDx8::PrintfVA( char *fmt, va_list vargs ) |
|
{ |
|
#ifdef DX_TO_GL_ABSTRACTION |
|
#if GLMDEBUG |
|
GLMPrintfVA( fmt, vargs ); |
|
#endif |
|
#else |
|
AssertOnce( !"Impl me" ); |
|
#endif |
|
} |
|
|
|
void CShaderAPIDx8::Printf( const char *fmt, ... ) |
|
{ |
|
#ifdef DX_TO_GL_ABSTRACTION |
|
#if GLMDEBUG |
|
va_list vargs; |
|
|
|
va_start(vargs, fmt); |
|
|
|
GLMPrintfVA( fmt, vargs ); |
|
|
|
va_end( vargs ); |
|
#endif |
|
#else |
|
AssertOnce( !"Impl me" ); |
|
#endif |
|
} |
|
|
|
float CShaderAPIDx8::Knob( char *knobname, float *setvalue ) |
|
{ |
|
#ifdef DX_TO_GL_ABSTRACTION |
|
#if GLMDEBUG |
|
return GLMKnob( knobname, setvalue ); |
|
#else |
|
return 0.0f; |
|
#endif |
|
#else |
|
return 0.0f; |
|
#endif |
|
} |
|
|
|
|
|
|
|
#if defined( _X360 ) |
|
|
|
extern ConVar r_blocking_spew_threshold; |
|
void D3DBlockingSpewCallback( DWORD Flags, D3DBLOCKTYPE BlockType, float ClockTime, DWORD ThreadTime ) |
|
{ |
|
if( ClockTime >= r_blocking_spew_threshold.GetFloat() ) |
|
{ |
|
const char *pBlockType = ""; |
|
switch( BlockType ) |
|
{ |
|
case D3DBLOCKTYPE_NONE: |
|
pBlockType = "D3DBLOCKTYPE_NONE"; |
|
break; |
|
case D3DBLOCKTYPE_PRIMARY_OVERRUN: |
|
pBlockType = "D3DBLOCKTYPE_PRIMARY_OVERRUN"; |
|
break; |
|
case D3DBLOCKTYPE_SECONDARY_OVERRUN: |
|
pBlockType = "D3DBLOCKTYPE_SECONDARY_OVERRUN"; |
|
break; |
|
case D3DBLOCKTYPE_SWAP_THROTTLE: |
|
pBlockType = "D3DBLOCKTYPE_SWAP_THROTTLE"; |
|
break; |
|
case D3DBLOCKTYPE_BLOCK_UNTIL_IDLE: |
|
pBlockType = "D3DBLOCKTYPE_BLOCK_UNTIL_IDLE"; |
|
break; |
|
case D3DBLOCKTYPE_BLOCK_UNTIL_NOT_BUSY: |
|
pBlockType = "D3DBLOCKTYPE_BLOCK_UNTIL_NOT_BUSY"; |
|
break; |
|
case D3DBLOCKTYPE_BLOCK_ON_FENCE: |
|
pBlockType = "D3DBLOCKTYPE_BLOCK_ON_FENCE"; |
|
break; |
|
case D3DBLOCKTYPE_VERTEX_SHADER_RELEASE: |
|
pBlockType = "D3DBLOCKTYPE_VERTEX_SHADER_RELEASE"; |
|
break; |
|
case D3DBLOCKTYPE_PIXEL_SHADER_RELEASE: |
|
pBlockType = "D3DBLOCKTYPE_PIXEL_SHADER_RELEASE"; |
|
break; |
|
case D3DBLOCKTYPE_VERTEX_BUFFER_RELEASE: |
|
pBlockType = "D3DBLOCKTYPE_VERTEX_BUFFER_RELEASE"; |
|
break; |
|
case D3DBLOCKTYPE_VERTEX_BUFFER_LOCK: |
|
pBlockType = "D3DBLOCKTYPE_VERTEX_BUFFER_LOCK"; |
|
break; |
|
case D3DBLOCKTYPE_INDEX_BUFFER_RELEASE: |
|
pBlockType = "D3DBLOCKTYPE_INDEX_BUFFER_RELEASE"; |
|
break; |
|
case D3DBLOCKTYPE_INDEX_BUFFER_LOCK: |
|
pBlockType = "D3DBLOCKTYPE_INDEX_BUFFER_LOCK"; |
|
break; |
|
case D3DBLOCKTYPE_TEXTURE_RELEASE: |
|
pBlockType = "D3DBLOCKTYPE_TEXTURE_RELEASE"; |
|
break; |
|
case D3DBLOCKTYPE_TEXTURE_LOCK: |
|
pBlockType = "D3DBLOCKTYPE_TEXTURE_LOCK"; |
|
break; |
|
case D3DBLOCKTYPE_COMMAND_BUFFER_RELEASE: |
|
pBlockType = "D3DBLOCKTYPE_COMMAND_BUFFER_RELEASE"; |
|
break; |
|
case D3DBLOCKTYPE_COMMAND_BUFFER_LOCK: |
|
pBlockType = "D3DBLOCKTYPE_COMMAND_BUFFER_LOCK"; |
|
break; |
|
case D3DBLOCKTYPE_CONSTANT_BUFFER_RELEASE: |
|
pBlockType = "D3DBLOCKTYPE_CONSTANT_BUFFER_RELEASE"; |
|
break; |
|
case D3DBLOCKTYPE_CONSTANT_BUFFER_LOCK: |
|
pBlockType = "D3DBLOCKTYPE_CONSTANT_BUFFER_LOCK"; |
|
break; |
|
|
|
NO_DEFAULT; |
|
}; |
|
|
|
Warning( "D3D Block: %s for %.2f ms\n", pBlockType, ClockTime ); |
|
} |
|
} |
|
|
|
static void r_blocking_spew_threshold_callback( IConVar *var, const char *pOldValue, float flOldValue ) |
|
{ |
|
if( Dx9Device() != NULL ) |
|
{ |
|
if ( ((ConVar *)var)->GetFloat() >= 0.0f ) |
|
{ |
|
Dx9Device()->SetBlockCallback( 0, D3DBlockingSpewCallback ); |
|
} |
|
else |
|
{ |
|
Dx9Device()->SetBlockCallback( 0, NULL ); |
|
} |
|
} |
|
} |
|
|
|
ConVar r_blocking_spew_threshold( "r_blocking_spew_threshold", "-1", 0, "Enable spew of Direct3D Blocks. Specify the minimum blocking time in milliseconds before spewing a warning.", r_blocking_spew_threshold_callback ); |
|
#endif |
|
|
|
|