Engine directory for ticket #1

This commit is contained in:
DavidWyand-GG 2012-09-19 11:15:01 -04:00
parent 352279af7a
commit 7dbfe6994d
3795 changed files with 1363358 additions and 0 deletions

View file

@ -0,0 +1,87 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "gfx/D3D9/pc/gfxPCD3D9Device.h"
#include "gfx/D3D9/gfxD3D9CardProfiler.h"
#include "gfx/D3D9/gfxD3D9Shader.h"
#include "gfx/D3D9/gfxD3D9VertexBuffer.h"
#include "gfx/D3D9/gfxD3D9EnumTranslate.h"
#include "core/strings/unicode.h"
#include "console/console.h"
//------------------------------------------------------------------------------
// D3DX Function binding
//------------------------------------------------------------------------------
bool d3dxBindFunction( DLibrary *dll, void *&fnAddress, const char *name )
{
fnAddress = dll->bind( name );
if (!fnAddress)
Con::warnf( "D3DX Loader: DLL bind failed for %s", name );
return fnAddress != 0;
}
void GFXD3D9Device::initD3DXFnTable()
{
if ( smD3DX.isLoaded )
return;
// We only load the d3dx version that we compiled
// and linked against which should keep unexpected
// problems from newer or older SDKs to a minimum.
String d3dxVersion = String::ToString( "d3dx9_%d.dll", (S32)D3DX_SDK_VERSION );
smD3DX.dllRef = OsLoadLibrary( d3dxVersion );
// If the d3dx version we requested didn't load then we have
// a corrupt or old install of DirectX.... prompt them to update.
if ( !smD3DX.dllRef )
{
Con::errorf( "Unsupported DirectX version!" );
Platform::messageBox( Con::getVariable( "$appName" ),
"DirectX could not be started!\r\n"
"Please be sure you have the latest version of DirectX installed.",
MBOk, MIStop );
Platform::forceShutdown( -1 );
}
smD3DX.isLoaded = true;
#define D3DX_FUNCTION(fn_name, fn_return, fn_args) \
smD3DX.isLoaded &= d3dxBindFunction(smD3DX.dllRef, *(void**)&smD3DX.fn_name, #fn_name);
# include "gfx/D3D9/d3dx9Functions.h"
#undef D3DX_FUNCTION
AssertISV( smD3DX.isLoaded, "D3DX Failed to load all functions." );
// HACK: For some reason in the latest versions of
// the D3D SDK on the PC the shader compiler will load
// and unload the compiler DLL over and over with each
// shader compiled.
//
// By loading the DLL once ourselves we keep it from
// ever unloading it which makes shader compiling faster.
//
String compilerVersion = String::ToString( "D3DCompiler_%d.dll", (S32)D3DX_SDK_VERSION );
smD3DX.compilerDllRef = OsLoadLibrary( compilerVersion );
}

View file

@ -0,0 +1,376 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include <d3d9.h>
#include "gfx/D3D9/gfxD3D9EnumTranslate.h"
#include "console/console.h"
//------------------------------------------------------------------------------
_D3DFORMAT GFXD3D9IndexFormat[GFXIndexFormat_COUNT];
_D3DSAMPLERSTATETYPE GFXD3D9SamplerState[GFXSAMP_COUNT];
_D3DFORMAT GFXD3D9TextureFormat[GFXFormat_COUNT];
_D3DRENDERSTATETYPE GFXD3D9RenderState[GFXRenderState_COUNT];
_D3DTEXTUREFILTERTYPE GFXD3D9TextureFilter[GFXTextureFilter_COUNT];
_D3DBLEND GFXD3D9Blend[GFXBlend_COUNT];
_D3DBLENDOP GFXD3D9BlendOp[GFXBlendOp_COUNT];
_D3DSTENCILOP GFXD3D9StencilOp[GFXStencilOp_COUNT];
_D3DCMPFUNC GFXD3D9CmpFunc[GFXCmp_COUNT];
_D3DCULL GFXD3D9CullMode[GFXCull_COUNT];
_D3DFILLMODE GFXD3D9FillMode[GFXFill_COUNT];
_D3DPRIMITIVETYPE GFXD3D9PrimType[GFXPT_COUNT];
_D3DTEXTURESTAGESTATETYPE GFXD3D9TextureStageState[GFXTSS_COUNT];
_D3DTEXTUREADDRESS GFXD3D9TextureAddress[GFXAddress_COUNT];
_D3DTEXTUREOP GFXD3D9TextureOp[GFXTOP_COUNT];
_D3DDECLTYPE GFXD3D9DeclType[GFXDeclType_COUNT];
//------------------------------------------------------------------------------
#define INIT_LOOKUPTABLE( tablearray, enumprefix, type ) \
for( int i = enumprefix##_FIRST; i < enumprefix##_COUNT; i++ ) \
tablearray##[i] = (##type##)GFX_UNINIT_VAL;
#define VALIDATE_LOOKUPTABLE( tablearray, enumprefix ) \
for( int i = enumprefix##_FIRST; i < enumprefix##_COUNT; i++ ) \
if( (int)tablearray##[i] == GFX_UNINIT_VAL ) \
Con::warnf( "GFXD3D9EnumTranslate: Unassigned value in " #tablearray ": %i", i ); \
else if( (int)tablearray##[i] == GFX_UNSUPPORTED_VAL ) \
Con::warnf( "GFXD3D9EnumTranslate: Unsupported value in " #tablearray ": %i", i );
//------------------------------------------------------------------------------
void GFXD3D9EnumTranslate::init()
{
INIT_LOOKUPTABLE( GFXD3D9IndexFormat, GFXIndexFormat, _D3DFORMAT );
GFXD3D9IndexFormat[GFXIndexFormat16] = D3DFMT_INDEX16;
GFXD3D9IndexFormat[GFXIndexFormat32] = D3DFMT_INDEX32;
VALIDATE_LOOKUPTABLE( GFXD3D9IndexFormat, GFXIndexFormat );
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
INIT_LOOKUPTABLE( GFXD3D9SamplerState, GFXSAMP, _D3DSAMPLERSTATETYPE );
GFXD3D9SamplerState[GFXSAMPAddressU] = D3DSAMP_ADDRESSU;
GFXD3D9SamplerState[GFXSAMPAddressV] = D3DSAMP_ADDRESSV;
GFXD3D9SamplerState[GFXSAMPAddressW] = D3DSAMP_ADDRESSW;
GFXD3D9SamplerState[GFXSAMPBorderColor] = D3DSAMP_BORDERCOLOR;
GFXD3D9SamplerState[GFXSAMPMagFilter] = D3DSAMP_MAGFILTER;
GFXD3D9SamplerState[GFXSAMPMinFilter] = D3DSAMP_MINFILTER;
GFXD3D9SamplerState[GFXSAMPMipFilter] = D3DSAMP_MIPFILTER;
GFXD3D9SamplerState[GFXSAMPMipMapLODBias] = D3DSAMP_MIPMAPLODBIAS;
GFXD3D9SamplerState[GFXSAMPMaxMipLevel] = D3DSAMP_MAXMIPLEVEL;
GFXD3D9SamplerState[GFXSAMPMaxAnisotropy] = D3DSAMP_MAXANISOTROPY;
GFXD3D9SamplerState[GFXSAMPSRGBTexture] = D3DSAMP_SRGBTEXTURE;
GFXD3D9SamplerState[GFXSAMPElementIndex] = D3DSAMP_ELEMENTINDEX;
GFXD3D9SamplerState[GFXSAMPDMapOffset] = D3DSAMP_DMAPOFFSET;
VALIDATE_LOOKUPTABLE( GFXD3D9SamplerState, GFXSAMP );
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
INIT_LOOKUPTABLE( GFXD3D9TextureFormat, GFXFormat, _D3DFORMAT );
GFXD3D9TextureFormat[GFXFormatR8G8B8] = D3DFMT_R8G8B8;
GFXD3D9TextureFormat[GFXFormatR8G8B8A8] = D3DFMT_A8R8G8B8;
GFXD3D9TextureFormat[GFXFormatR8G8B8X8] = D3DFMT_X8R8G8B8;
GFXD3D9TextureFormat[GFXFormatR5G6B5] = D3DFMT_R5G6B5;
GFXD3D9TextureFormat[GFXFormatR5G5B5A1] = D3DFMT_A1R5G5B5;
GFXD3D9TextureFormat[GFXFormatR5G5B5X1] = D3DFMT_X1R5G5B5;
GFXD3D9TextureFormat[GFXFormatR32F] = D3DFMT_R32F;
GFXD3D9TextureFormat[GFXFormatA4L4] = D3DFMT_A4L4;
GFXD3D9TextureFormat[GFXFormatA8L8] = D3DFMT_A8L8;
GFXD3D9TextureFormat[GFXFormatA8] = D3DFMT_A8;
GFXD3D9TextureFormat[GFXFormatL8] = D3DFMT_L8;
GFXD3D9TextureFormat[GFXFormatDXT1] = D3DFMT_DXT1;
GFXD3D9TextureFormat[GFXFormatDXT2] = D3DFMT_DXT2;
GFXD3D9TextureFormat[GFXFormatDXT3] = D3DFMT_DXT3;
GFXD3D9TextureFormat[GFXFormatDXT4] = D3DFMT_DXT4;
GFXD3D9TextureFormat[GFXFormatDXT5] = D3DFMT_DXT5;
GFXD3D9TextureFormat[GFXFormatR32G32B32A32F] = D3DFMT_A32B32G32R32F;
GFXD3D9TextureFormat[GFXFormatR16G16B16A16F] = D3DFMT_A16B16G16R16F;
GFXD3D9TextureFormat[GFXFormatL16] = D3DFMT_L16;
GFXD3D9TextureFormat[GFXFormatR16G16B16A16] = D3DFMT_A16B16G16R16;
GFXD3D9TextureFormat[GFXFormatR16G16] = D3DFMT_G16R16;
GFXD3D9TextureFormat[GFXFormatR16F] = D3DFMT_R16F;
GFXD3D9TextureFormat[GFXFormatR16G16F] = D3DFMT_G16R16F;
GFXD3D9TextureFormat[GFXFormatR10G10B10A2] = D3DFMT_A2R10G10B10;
GFXD3D9TextureFormat[GFXFormatD32] = D3DFMT_D32;
GFXD3D9TextureFormat[GFXFormatD24X8] = D3DFMT_D24X8;
GFXD3D9TextureFormat[GFXFormatD24S8] = D3DFMT_D24S8;
GFXD3D9TextureFormat[GFXFormatD24FS8] = D3DFMT_D24FS8;
GFXD3D9TextureFormat[GFXFormatD16] = D3DFMT_D16;
VALIDATE_LOOKUPTABLE( GFXD3D9TextureFormat, GFXFormat);
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
INIT_LOOKUPTABLE( GFXD3D9RenderState, GFXRenderState, _D3DRENDERSTATETYPE );
GFXD3D9RenderState[GFXRSZEnable] = D3DRS_ZENABLE;
GFXD3D9RenderState[GFXRSFillMode] = D3DRS_FILLMODE;
GFXD3D9RenderState[GFXRSZWriteEnable] = D3DRS_ZWRITEENABLE;
GFXD3D9RenderState[GFXRSAlphaTestEnable] = D3DRS_ALPHATESTENABLE;
GFXD3D9RenderState[GFXRSSrcBlend] = D3DRS_SRCBLEND;
GFXD3D9RenderState[GFXRSDestBlend] = D3DRS_DESTBLEND;
GFXD3D9RenderState[GFXRSCullMode] = D3DRS_CULLMODE;
GFXD3D9RenderState[GFXRSZFunc] = D3DRS_ZFUNC;
GFXD3D9RenderState[GFXRSAlphaRef] = D3DRS_ALPHAREF;
GFXD3D9RenderState[GFXRSAlphaFunc] = D3DRS_ALPHAFUNC;
GFXD3D9RenderState[GFXRSAlphaBlendEnable] = D3DRS_ALPHABLENDENABLE;
GFXD3D9RenderState[GFXRSStencilEnable] = D3DRS_STENCILENABLE;
GFXD3D9RenderState[GFXRSStencilFail] = D3DRS_STENCILFAIL;
GFXD3D9RenderState[GFXRSStencilZFail] = D3DRS_STENCILZFAIL;
GFXD3D9RenderState[GFXRSStencilPass] = D3DRS_STENCILPASS;
GFXD3D9RenderState[GFXRSStencilFunc] = D3DRS_STENCILFUNC;
GFXD3D9RenderState[GFXRSStencilRef] = D3DRS_STENCILREF;
GFXD3D9RenderState[GFXRSStencilMask] = D3DRS_STENCILMASK;
GFXD3D9RenderState[GFXRSStencilWriteMask] = D3DRS_STENCILWRITEMASK;
GFXD3D9RenderState[GFXRSWrap0] = D3DRS_WRAP0;
GFXD3D9RenderState[GFXRSWrap1] = D3DRS_WRAP1;
GFXD3D9RenderState[GFXRSWrap2] = D3DRS_WRAP2;
GFXD3D9RenderState[GFXRSWrap3] = D3DRS_WRAP3;
GFXD3D9RenderState[GFXRSWrap4] = D3DRS_WRAP4;
GFXD3D9RenderState[GFXRSWrap5] = D3DRS_WRAP5;
GFXD3D9RenderState[GFXRSWrap6] = D3DRS_WRAP6;
GFXD3D9RenderState[GFXRSWrap7] = D3DRS_WRAP7;
GFXD3D9RenderState[GFXRSClipPlaneEnable] = D3DRS_CLIPPLANEENABLE;
GFXD3D9RenderState[GFXRSPointSize] = D3DRS_POINTSIZE;
GFXD3D9RenderState[GFXRSPointSizeMin] = D3DRS_POINTSIZE_MIN;
GFXD3D9RenderState[GFXRSPointSize_Max] = D3DRS_POINTSIZE_MAX;
GFXD3D9RenderState[GFXRSPointSpriteEnable] = D3DRS_POINTSPRITEENABLE;
GFXD3D9RenderState[GFXRSMultiSampleantiAlias] = D3DRS_MULTISAMPLEANTIALIAS;
GFXD3D9RenderState[GFXRSMultiSampleMask] = D3DRS_MULTISAMPLEMASK;
GFXD3D9RenderState[GFXRSShadeMode] = D3DRS_SHADEMODE;
GFXD3D9RenderState[GFXRSLastPixel] = D3DRS_LASTPIXEL;
GFXD3D9RenderState[GFXRSClipping] = D3DRS_CLIPPING;
GFXD3D9RenderState[GFXRSPointScaleEnable] = D3DRS_POINTSCALEENABLE;
GFXD3D9RenderState[GFXRSPointScale_A] = D3DRS_POINTSCALE_A;
GFXD3D9RenderState[GFXRSPointScale_B] = D3DRS_POINTSCALE_B;
GFXD3D9RenderState[GFXRSPointScale_C] = D3DRS_POINTSCALE_C;
GFXD3D9RenderState[GFXRSLighting] = D3DRS_LIGHTING;
GFXD3D9RenderState[GFXRSAmbient] = D3DRS_AMBIENT;
GFXD3D9RenderState[GFXRSFogVertexMode] = D3DRS_FOGVERTEXMODE;
GFXD3D9RenderState[GFXRSColorVertex] = D3DRS_COLORVERTEX;
GFXD3D9RenderState[GFXRSLocalViewer] = D3DRS_LOCALVIEWER;
GFXD3D9RenderState[GFXRSNormalizeNormals] = D3DRS_NORMALIZENORMALS;
GFXD3D9RenderState[GFXRSDiffuseMaterialSource] = D3DRS_DIFFUSEMATERIALSOURCE;
GFXD3D9RenderState[GFXRSSpecularMaterialSource] = D3DRS_SPECULARMATERIALSOURCE;
GFXD3D9RenderState[GFXRSAmbientMaterialSource] = D3DRS_AMBIENTMATERIALSOURCE;
GFXD3D9RenderState[GFXRSEmissiveMaterialSource] = D3DRS_EMISSIVEMATERIALSOURCE;
GFXD3D9RenderState[GFXRSVertexBlend] = D3DRS_VERTEXBLEND;
GFXD3D9RenderState[GFXRSFogEnable] = D3DRS_FOGENABLE;
GFXD3D9RenderState[GFXRSSpecularEnable] = D3DRS_SPECULARENABLE;
GFXD3D9RenderState[GFXRSFogColor] = D3DRS_FOGCOLOR;
GFXD3D9RenderState[GFXRSFogTableMode] = D3DRS_FOGTABLEMODE;
GFXD3D9RenderState[GFXRSFogStart] = D3DRS_FOGSTART;
GFXD3D9RenderState[GFXRSFogEnd] = D3DRS_FOGEND;
GFXD3D9RenderState[GFXRSFogDensity] = D3DRS_FOGDENSITY;
GFXD3D9RenderState[GFXRSRangeFogEnable] = D3DRS_RANGEFOGENABLE;
GFXD3D9RenderState[GFXRSDebugMonitorToken] = D3DRS_DEBUGMONITORTOKEN;
GFXD3D9RenderState[GFXRSIndexedVertexBlendEnable] = D3DRS_INDEXEDVERTEXBLENDENABLE;
GFXD3D9RenderState[GFXRSTweenFactor] = D3DRS_TWEENFACTOR;
GFXD3D9RenderState[GFXRSTextureFactor] = D3DRS_TEXTUREFACTOR;
GFXD3D9RenderState[GFXRSPatchEdgeStyle] = D3DRS_PATCHEDGESTYLE;
GFXD3D9RenderState[GFXRSPositionDegree] = D3DRS_POSITIONDEGREE;
GFXD3D9RenderState[GFXRSNormalDegree] = D3DRS_NORMALDEGREE;
GFXD3D9RenderState[GFXRSAntiAliasedLineEnable] = D3DRS_ANTIALIASEDLINEENABLE;
GFXD3D9RenderState[GFXRSAdaptiveTess_X] = D3DRS_ADAPTIVETESS_X;
GFXD3D9RenderState[GFXRSAdaptiveTess_Y] = D3DRS_ADAPTIVETESS_Y;
GFXD3D9RenderState[GFXRSdaptiveTess_Z] = D3DRS_ADAPTIVETESS_Z;
GFXD3D9RenderState[GFXRSAdaptiveTess_W] = D3DRS_ADAPTIVETESS_W;
GFXD3D9RenderState[GFXRSEnableAdaptiveTesselation] = D3DRS_ENABLEADAPTIVETESSELLATION;
GFXD3D9RenderState[GFXRSDitherEnable] = D3DRS_DITHERENABLE;
GFXD3D9RenderState[GFXRSColorWriteEnable] = D3DRS_COLORWRITEENABLE;
GFXD3D9RenderState[GFXRSBlendOp] = D3DRS_BLENDOP;
GFXD3D9RenderState[GFXRSScissorTestEnable] = D3DRS_SCISSORTESTENABLE;
GFXD3D9RenderState[GFXRSSlopeScaleDepthBias] = D3DRS_SLOPESCALEDEPTHBIAS;
GFXD3D9RenderState[GFXRSMinTessellationLevel] = D3DRS_MINTESSELLATIONLEVEL;
GFXD3D9RenderState[GFXRSMaxTessellationLevel] = D3DRS_MAXTESSELLATIONLEVEL;
GFXD3D9RenderState[GFXRSTwoSidedStencilMode] = D3DRS_TWOSIDEDSTENCILMODE;
GFXD3D9RenderState[GFXRSCCWStencilFail] = D3DRS_CCW_STENCILFAIL;
GFXD3D9RenderState[GFXRSCCWStencilZFail] = D3DRS_CCW_STENCILZFAIL;
GFXD3D9RenderState[GFXRSCCWStencilPass] = D3DRS_CCW_STENCILPASS;
GFXD3D9RenderState[GFXRSCCWStencilFunc] = D3DRS_CCW_STENCILFUNC;
GFXD3D9RenderState[GFXRSColorWriteEnable1] = D3DRS_COLORWRITEENABLE1;
GFXD3D9RenderState[GFXRSColorWriteEnable2] = D3DRS_COLORWRITEENABLE2;
GFXD3D9RenderState[GFXRSolorWriteEnable3] = D3DRS_COLORWRITEENABLE3;
GFXD3D9RenderState[GFXRSBlendFactor] = D3DRS_BLENDFACTOR;
GFXD3D9RenderState[GFXRSSRGBWriteEnable] = D3DRS_SRGBWRITEENABLE;
GFXD3D9RenderState[GFXRSDepthBias] = D3DRS_DEPTHBIAS;
GFXD3D9RenderState[GFXRSWrap8] = D3DRS_WRAP8;
GFXD3D9RenderState[GFXRSWrap9] = D3DRS_WRAP9;
GFXD3D9RenderState[GFXRSWrap10] = D3DRS_WRAP10;
GFXD3D9RenderState[GFXRSWrap11] = D3DRS_WRAP11;
GFXD3D9RenderState[GFXRSWrap12] = D3DRS_WRAP12;
GFXD3D9RenderState[GFXRSWrap13] = D3DRS_WRAP13;
GFXD3D9RenderState[GFXRSWrap14] = D3DRS_WRAP14;
GFXD3D9RenderState[GFXRSWrap15] = D3DRS_WRAP15;
GFXD3D9RenderState[GFXRSSeparateAlphaBlendEnable] = D3DRS_SEPARATEALPHABLENDENABLE;
GFXD3D9RenderState[GFXRSSrcBlendAlpha] = D3DRS_SRCBLENDALPHA;
GFXD3D9RenderState[GFXRSDestBlendAlpha] = D3DRS_DESTBLENDALPHA;
GFXD3D9RenderState[GFXRSBlendOpAlpha] = D3DRS_BLENDOPALPHA;
VALIDATE_LOOKUPTABLE( GFXD3D9RenderState, GFXRenderState );
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
INIT_LOOKUPTABLE( GFXD3D9TextureFilter, GFXTextureFilter, _D3DTEXTUREFILTERTYPE );
GFXD3D9TextureFilter[GFXTextureFilterNone] = D3DTEXF_NONE;
GFXD3D9TextureFilter[GFXTextureFilterPoint] = D3DTEXF_POINT;
GFXD3D9TextureFilter[GFXTextureFilterLinear] = D3DTEXF_LINEAR;
GFXD3D9TextureFilter[GFXTextureFilterAnisotropic] = D3DTEXF_ANISOTROPIC;
GFXD3D9TextureFilter[GFXTextureFilterPyramidalQuad] = D3DTEXF_PYRAMIDALQUAD;
GFXD3D9TextureFilter[GFXTextureFilterGaussianQuad] = D3DTEXF_GAUSSIANQUAD;
VALIDATE_LOOKUPTABLE( GFXD3D9TextureFilter, GFXTextureFilter );
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
INIT_LOOKUPTABLE( GFXD3D9Blend, GFXBlend, _D3DBLEND );
GFXD3D9Blend[GFXBlendZero] = D3DBLEND_ZERO;
GFXD3D9Blend[GFXBlendOne] = D3DBLEND_ONE;
GFXD3D9Blend[GFXBlendSrcColor] = D3DBLEND_SRCCOLOR;
GFXD3D9Blend[GFXBlendInvSrcColor] = D3DBLEND_INVSRCCOLOR;
GFXD3D9Blend[GFXBlendSrcAlpha] = D3DBLEND_SRCALPHA;
GFXD3D9Blend[GFXBlendInvSrcAlpha] = D3DBLEND_INVSRCALPHA;
GFXD3D9Blend[GFXBlendDestAlpha] = D3DBLEND_DESTALPHA;
GFXD3D9Blend[GFXBlendInvDestAlpha] = D3DBLEND_INVDESTALPHA;
GFXD3D9Blend[GFXBlendDestColor] = D3DBLEND_DESTCOLOR;
GFXD3D9Blend[GFXBlendInvDestColor] = D3DBLEND_INVDESTCOLOR;
GFXD3D9Blend[GFXBlendSrcAlphaSat] = D3DBLEND_SRCALPHASAT;
VALIDATE_LOOKUPTABLE( GFXD3D9Blend, GFXBlend );
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
INIT_LOOKUPTABLE( GFXD3D9BlendOp, GFXBlendOp, _D3DBLENDOP );
GFXD3D9BlendOp[GFXBlendOpAdd] = D3DBLENDOP_ADD;
GFXD3D9BlendOp[GFXBlendOpSubtract] = D3DBLENDOP_SUBTRACT;
GFXD3D9BlendOp[GFXBlendOpRevSubtract] = D3DBLENDOP_REVSUBTRACT;
GFXD3D9BlendOp[GFXBlendOpMin] = D3DBLENDOP_MIN;
GFXD3D9BlendOp[GFXBlendOpMax] = D3DBLENDOP_MAX;
VALIDATE_LOOKUPTABLE( GFXD3D9BlendOp, GFXBlendOp );
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
INIT_LOOKUPTABLE( GFXD3D9StencilOp, GFXStencilOp, _D3DSTENCILOP );
GFXD3D9StencilOp[GFXStencilOpKeep] = D3DSTENCILOP_KEEP;
GFXD3D9StencilOp[GFXStencilOpZero] = D3DSTENCILOP_ZERO;
GFXD3D9StencilOp[GFXStencilOpReplace] = D3DSTENCILOP_REPLACE;
GFXD3D9StencilOp[GFXStencilOpIncrSat] = D3DSTENCILOP_INCRSAT;
GFXD3D9StencilOp[GFXStencilOpDecrSat] = D3DSTENCILOP_DECRSAT;
GFXD3D9StencilOp[GFXStencilOpInvert] = D3DSTENCILOP_INVERT;
GFXD3D9StencilOp[GFXStencilOpIncr] = D3DSTENCILOP_INCR;
GFXD3D9StencilOp[GFXStencilOpDecr] = D3DSTENCILOP_DECR;
VALIDATE_LOOKUPTABLE( GFXD3D9StencilOp, GFXStencilOp );
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
INIT_LOOKUPTABLE( GFXD3D9CmpFunc, GFXCmp, _D3DCMPFUNC );
GFXD3D9CmpFunc[GFXCmpNever] = D3DCMP_NEVER;
GFXD3D9CmpFunc[GFXCmpLess] = D3DCMP_LESS;
GFXD3D9CmpFunc[GFXCmpEqual] = D3DCMP_EQUAL;
GFXD3D9CmpFunc[GFXCmpLessEqual] = D3DCMP_LESSEQUAL;
GFXD3D9CmpFunc[GFXCmpGreater] = D3DCMP_GREATER;
GFXD3D9CmpFunc[GFXCmpNotEqual] = D3DCMP_NOTEQUAL;
GFXD3D9CmpFunc[GFXCmpGreaterEqual] = D3DCMP_GREATEREQUAL;
GFXD3D9CmpFunc[GFXCmpAlways] = D3DCMP_ALWAYS;
VALIDATE_LOOKUPTABLE( GFXD3D9CmpFunc, GFXCmp );
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
INIT_LOOKUPTABLE( GFXD3D9CullMode, GFXCull, _D3DCULL );
GFXD3D9CullMode[GFXCullNone] = D3DCULL_NONE;
GFXD3D9CullMode[GFXCullCW] = D3DCULL_CW;
GFXD3D9CullMode[GFXCullCCW] = D3DCULL_CCW;
VALIDATE_LOOKUPTABLE( GFXD3D9CullMode, GFXCull );
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
INIT_LOOKUPTABLE( GFXD3D9FillMode, GFXFill, _D3DFILLMODE );
GFXD3D9FillMode[GFXFillPoint] = D3DFILL_POINT;
GFXD3D9FillMode[GFXFillWireframe] = D3DFILL_WIREFRAME;
GFXD3D9FillMode[GFXFillSolid] = D3DFILL_SOLID;
VALIDATE_LOOKUPTABLE( GFXD3D9FillMode, GFXFill );
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
INIT_LOOKUPTABLE( GFXD3D9PrimType, GFXPT, _D3DPRIMITIVETYPE );
GFXD3D9PrimType[GFXPointList] = D3DPT_POINTLIST;
GFXD3D9PrimType[GFXLineList] = D3DPT_LINELIST;
GFXD3D9PrimType[GFXLineStrip] = D3DPT_LINESTRIP;
GFXD3D9PrimType[GFXTriangleList] = D3DPT_TRIANGLELIST;
GFXD3D9PrimType[GFXTriangleStrip] = D3DPT_TRIANGLESTRIP;
GFXD3D9PrimType[GFXTriangleFan] = D3DPT_TRIANGLEFAN;
VALIDATE_LOOKUPTABLE( GFXD3D9PrimType, GFXPT );
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
INIT_LOOKUPTABLE( GFXD3D9TextureStageState, GFXTSS, _D3DTEXTURESTAGESTATETYPE );
GFXD3D9TextureStageState[GFXTSSColorOp] = D3DTSS_COLOROP;
GFXD3D9TextureStageState[GFXTSSColorArg1] = D3DTSS_COLORARG1;
GFXD3D9TextureStageState[GFXTSSColorArg2] = D3DTSS_COLORARG2;
GFXD3D9TextureStageState[GFXTSSAlphaOp] = D3DTSS_ALPHAOP;
GFXD3D9TextureStageState[GFXTSSAlphaArg1] = D3DTSS_ALPHAARG1;
GFXD3D9TextureStageState[GFXTSSAlphaArg2] = D3DTSS_ALPHAARG2;
GFXD3D9TextureStageState[GFXTSSBumpEnvMat00] = D3DTSS_BUMPENVMAT00;
GFXD3D9TextureStageState[GFXTSSBumpEnvMat01] = D3DTSS_BUMPENVMAT01;
GFXD3D9TextureStageState[GFXTSSBumpEnvMat10] = D3DTSS_BUMPENVMAT10;
GFXD3D9TextureStageState[GFXTSSBumpEnvMat11] = D3DTSS_BUMPENVMAT11;
GFXD3D9TextureStageState[GFXTSSTexCoordIndex] = D3DTSS_TEXCOORDINDEX;
GFXD3D9TextureStageState[GFXTSSBumpEnvlScale] = D3DTSS_BUMPENVLSCALE;
GFXD3D9TextureStageState[GFXTSSBumpEnvlOffset] = D3DTSS_BUMPENVLOFFSET;
GFXD3D9TextureStageState[GFXTSSTextureTransformFlags] = D3DTSS_TEXTURETRANSFORMFLAGS;
GFXD3D9TextureStageState[GFXTSSColorArg0] = D3DTSS_COLORARG0;
GFXD3D9TextureStageState[GFXTSSAlphaArg0] = D3DTSS_ALPHAARG0;
GFXD3D9TextureStageState[GFXTSSResultArg] = D3DTSS_RESULTARG;
GFXD3D9TextureStageState[GFXTSSConstant] = D3DTSS_CONSTANT;
VALIDATE_LOOKUPTABLE( GFXD3D9TextureStageState, GFXTSS );
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
INIT_LOOKUPTABLE( GFXD3D9TextureAddress, GFXAddress, _D3DTEXTUREADDRESS );
GFXD3D9TextureAddress[GFXAddressWrap] = D3DTADDRESS_WRAP ;
GFXD3D9TextureAddress[GFXAddressMirror] = D3DTADDRESS_MIRROR;
GFXD3D9TextureAddress[GFXAddressClamp] = D3DTADDRESS_CLAMP;
GFXD3D9TextureAddress[GFXAddressBorder] = D3DTADDRESS_BORDER;
GFXD3D9TextureAddress[GFXAddressMirrorOnce] = D3DTADDRESS_MIRRORONCE;
VALIDATE_LOOKUPTABLE(GFXD3D9TextureAddress, GFXAddress );
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
INIT_LOOKUPTABLE( GFXD3D9TextureOp, GFXTOP, _D3DTEXTUREOP );
GFXD3D9TextureOp[GFXTOPDisable] = D3DTOP_DISABLE;
GFXD3D9TextureOp[GFXTOPSelectARG1] = D3DTOP_SELECTARG1;
GFXD3D9TextureOp[GFXTOPSelectARG2] = D3DTOP_SELECTARG2;
GFXD3D9TextureOp[GFXTOPModulate] = D3DTOP_MODULATE;
GFXD3D9TextureOp[GFXTOPModulate2X] = D3DTOP_MODULATE2X;
GFXD3D9TextureOp[GFXTOPModulate4X] = D3DTOP_MODULATE4X;
GFXD3D9TextureOp[GFXTOPAdd] = D3DTOP_ADD;
GFXD3D9TextureOp[GFXTOPAddSigned] = D3DTOP_ADDSIGNED;
GFXD3D9TextureOp[GFXTOPAddSigned2X] = D3DTOP_ADDSIGNED2X;
GFXD3D9TextureOp[GFXTOPSubtract] = D3DTOP_SUBTRACT;
GFXD3D9TextureOp[GFXTOPAddSmooth] = D3DTOP_ADDSMOOTH;
GFXD3D9TextureOp[GFXTOPBlendDiffuseAlpha] = D3DTOP_BLENDDIFFUSEALPHA;
GFXD3D9TextureOp[GFXTOPBlendTextureAlpha] = D3DTOP_BLENDTEXTUREALPHA;
GFXD3D9TextureOp[GFXTOPBlendFactorAlpha] = D3DTOP_BLENDFACTORALPHA;
GFXD3D9TextureOp[GFXTOPBlendTextureAlphaPM] = D3DTOP_BLENDTEXTUREALPHAPM;
GFXD3D9TextureOp[GFXTOPBlendCURRENTALPHA] = D3DTOP_BLENDCURRENTALPHA;
GFXD3D9TextureOp[GFXTOPPreModulate] = D3DTOP_PREMODULATE;
GFXD3D9TextureOp[GFXTOPModulateAlphaAddColor] = D3DTOP_MODULATEALPHA_ADDCOLOR;
GFXD3D9TextureOp[GFXTOPModulateColorAddAlpha] = D3DTOP_MODULATECOLOR_ADDALPHA;
GFXD3D9TextureOp[GFXTOPModulateInvAlphaAddColor] = D3DTOP_MODULATEINVALPHA_ADDCOLOR;
GFXD3D9TextureOp[GFXTOPModulateInvColorAddAlpha] = D3DTOP_MODULATEINVCOLOR_ADDALPHA;
GFXD3D9TextureOp[GFXTOPBumpEnvMap] = D3DTOP_BUMPENVMAP;
GFXD3D9TextureOp[GFXTOPBumpEnvMapLuminance] = D3DTOP_BUMPENVMAPLUMINANCE;
GFXD3D9TextureOp[GFXTOPDotProduct3] = D3DTOP_DOTPRODUCT3;
GFXD3D9TextureOp[GFXTOPLERP] = D3DTOP_LERP;
VALIDATE_LOOKUPTABLE( GFXD3D9TextureOp, GFXTOP );
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
INIT_LOOKUPTABLE( GFXD3D9DeclType, GFXDeclType, _D3DDECLTYPE );
GFXD3D9DeclType[GFXDeclType_Float] = D3DDECLTYPE_FLOAT1;
GFXD3D9DeclType[GFXDeclType_Float2] = D3DDECLTYPE_FLOAT2;
GFXD3D9DeclType[GFXDeclType_Float3] = D3DDECLTYPE_FLOAT3;
GFXD3D9DeclType[GFXDeclType_Float4] = D3DDECLTYPE_FLOAT4;
GFXD3D9DeclType[GFXDeclType_Color] = D3DDECLTYPE_D3DCOLOR;
VALIDATE_LOOKUPTABLE( GFXD3D9DeclType, GFXDeclType );
}

View file

@ -0,0 +1,94 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "gfx/D3D9/gfxD3D9Device.h"
#include "gfx/D3D9/gfxD3D9PrimitiveBuffer.h"
#include "core/util/safeRelease.h"
void GFXD3D9PrimitiveBuffer::lock(U32 indexStart, U32 indexEnd, void **indexPtr)
{
AssertFatal(!mLocked, "GFXD3D9PrimitiveBuffer::lock - Can't lock a primitive buffer more than once!");
mLocked = true;
U32 flags=0;
switch(mBufferType)
{
case GFXBufferTypeStatic:
// flags |= D3DLOCK_DISCARD;
break;
case GFXBufferTypeDynamic:
// Always discard the content within a locked region.
flags |= D3DLOCK_DISCARD;
break;
case GFXBufferTypeVolatile:
// Get our range now...
AssertFatal(indexStart == 0, "Cannot get a subrange on a volatile buffer.");
AssertFatal(indexEnd < MAX_DYNAMIC_INDICES, "Cannot get more than MAX_DYNAMIC_INDICES in a volatile buffer. Up the constant!");
// Get the primtive buffer
mVolatileBuffer = ((GFXD3D9Device*)mDevice)->mDynamicPB;
AssertFatal( mVolatileBuffer, "GFXD3D9PrimitiveBuffer::lock - No dynamic primitive buffer was available!");
// We created the pool when we requested this volatile buffer, so assume it exists...
if( mVolatileBuffer->mIndexCount + indexEnd > MAX_DYNAMIC_INDICES )
{
flags |= D3DLOCK_DISCARD;
mVolatileStart = indexStart = 0;
indexEnd = indexEnd;
}
else
{
flags |= D3DLOCK_NOOVERWRITE;
mVolatileStart = indexStart = mVolatileBuffer->mIndexCount;
indexEnd += mVolatileBuffer->mIndexCount;
}
mVolatileBuffer->mIndexCount = indexEnd + 1;
ib = mVolatileBuffer->ib;
break;
}
D3D9Assert( ib->Lock(indexStart * sizeof(U16), (indexEnd - indexStart) * sizeof(U16), indexPtr, flags),
"GFXD3D9PrimitiveBuffer::lock - Could not lock primitive buffer.");
#ifdef TORQUE_DEBUG
// Allocate a debug buffer large enough for the lock
// plus space for over and under run guard strings.
mLockedSize = (indexEnd - indexStart) * sizeof(U16);
const U32 guardSize = sizeof( _PBGuardString );
mDebugGuardBuffer = new U8[mLockedSize+(guardSize*2)];
// Setup the guard strings.
dMemcpy( mDebugGuardBuffer, _PBGuardString, guardSize );
dMemcpy( mDebugGuardBuffer + mLockedSize + guardSize, _PBGuardString, guardSize );
// Store the real lock pointer and return our debug pointer.
mLockedBuffer = *indexPtr;
*indexPtr = (U16*)( mDebugGuardBuffer + guardSize );
#endif // TORQUE_DEBUG
}

File diff suppressed because it is too large Load diff

View file

@ -0,0 +1,81 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _GFX_PC_D3D9DEVICE_H_
#define _GFX_PC_D3D9DEVICE_H_
#include "gfx/D3D9/gfxD3D9Device.h"
class PlatformWindow;
class VideoFrameGrabberD3D9;
class GFXPCD3D9Device : public GFXD3D9Device
{
typedef GFXD3D9Device Parent;
public:
// Set to true to force nvperfhud device creation
static bool mEnableNVPerfHUD;
GFXPCD3D9Device( LPDIRECT3D9 d3d, U32 index )
: GFXD3D9Device( d3d, index ),
mVideoFrameGrabber( NULL ) {};
~GFXPCD3D9Device();
static GFXDevice *createInstance( U32 adapterIndex );
virtual GFXFormat selectSupportedFormat(GFXTextureProfile *profile,
const Vector<GFXFormat> &formats, bool texture, bool mustblend, bool mustfilter);
static void enumerateAdapters( Vector<GFXAdapter*> &adapterList );
virtual void enumerateVideoModes();
virtual GFXWindowTarget *allocWindowTarget(PlatformWindow *window);
virtual GFXTextureTarget *allocRenderToTextureTarget();
virtual bool beginSceneInternal();
virtual void init( const GFXVideoMode &mode, PlatformWindow *window = NULL );
virtual void enterDebugEvent(ColorI color, const char *name);
virtual void leaveDebugEvent();
virtual void setDebugMarker(ColorI color, const char *name);
virtual void setMatrix( GFXMatrixType mtype, const MatrixF &mat );
virtual void initStates();
virtual void reset( D3DPRESENT_PARAMETERS &d3dpp );
virtual D3DPRESENT_PARAMETERS setupPresentParams( const GFXVideoMode &mode, const HWND &hwnd ) const;
protected:
VideoFrameGrabberD3D9* mVideoFrameGrabber;
static GFXAdapter::CreateDeviceInstanceDelegate mCreateDeviceInstance;
static void createDirect3D9(LPDIRECT3D9 &d3d9, LPDIRECT3D9EX &d3d9ex);
HRESULT createDevice(U32 adapter, D3DDEVTYPE deviceType, HWND hFocusWindow, DWORD behaviorFlags, D3DPRESENT_PARAMETERS* pPresentationParameters);
virtual void _setTextureStageState( U32 stage, U32 state, U32 value );
void _validateMultisampleParams(D3DFORMAT format, D3DMULTISAMPLE_TYPE & aatype, DWORD & aalevel) const;
};
#endif

View file

@ -0,0 +1,587 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "gfx/D3D9/pc/gfxPCD3D9Target.h"
#include "gfx/D3D9/gfxD3D9Device.h"
#include "gfx/D3D9/gfxD3D9TextureObject.h"
#include "gfx/D3D9/gfxD3D9Cubemap.h"
#include "gfx/D3D9/gfxD3D9EnumTranslate.h"
#include "gfx/D3D9/pc/gfxPCD3D9Device.h"
#include "gfx/gfxDebugEvent.h"
#include "windowManager/win32/win32Window.h"
GFXPCD3D9TextureTarget::GFXPCD3D9TextureTarget()
: mTargetSize( Point2I::Zero ),
mTargetFormat( GFXFormatR8G8B8A8 )
{
for(S32 i=0; i<MaxRenderSlotId; i++)
{
mTargets[i] = NULL;
mResolveTargets[i] = NULL;
}
}
GFXPCD3D9TextureTarget::~GFXPCD3D9TextureTarget()
{
// Release anything we might be holding.
for(S32 i=0; i<MaxRenderSlotId; i++)
{
mResolveTargets[i] = NULL;
if( GFXDevice::devicePresent() )
{
mDevice->destroyD3DResource( mTargets[i] ); // SAFE_RELEASE
mTargets[i] = NULL;
}
else
SAFE_RELEASE( mTargets[i] );
}
zombify();
}
void GFXPCD3D9TextureTarget::attachTexture( RenderSlot slot, GFXTextureObject *tex, U32 mipLevel/*=0*/, U32 zOffset /*= 0*/ )
{
GFXDEBUGEVENT_SCOPE( GFXPCD3D9TextureTarget_attachTexture, ColorI::RED );
AssertFatal(slot < MaxRenderSlotId, "GFXPCD3D9TextureTarget::attachTexture - out of range slot.");
// TODO: The way this is implemented... you can attach a texture
// object multiple times and it will release and reset it.
//
// We should rework this to detect when no change has occured
// and skip out early.
// Mark state as dirty so device can know to update.
invalidateState();
// Release what we had, it's definitely going to change.
mDevice->destroyD3DResource( mTargets[slot] ); // SAFE_RELEASE
mTargets[slot] = NULL;
mResolveTargets[slot] = NULL;
if(slot == Color0)
{
mTargetSize = Point2I::Zero;
mTargetFormat = GFXFormatR8G8B8A8;
}
// Are we clearing?
if(!tex)
{
// Yup - just exit, it'll stay NULL.
return;
}
// Take care of default targets
if( tex == GFXTextureTarget::sDefaultDepthStencil )
{
mTargets[slot] = mDevice->mDeviceDepthStencil;
mTargets[slot]->AddRef();
}
else
{
// Cast the texture object to D3D...
AssertFatal(dynamic_cast<GFXD3D9TextureObject*>(tex),
"GFXPCD3D9TextureTarget::attachTexture - invalid texture object.");
GFXD3D9TextureObject *d3dto = static_cast<GFXD3D9TextureObject*>(tex);
// Grab the surface level.
if( slot == DepthStencil )
{
mTargets[slot] = d3dto->getSurface();
if ( mTargets[slot] )
mTargets[slot]->AddRef();
}
else
{
// getSurface will almost always return NULL. It will only return non-NULL
// if the surface that it needs to render to is different than the mip level
// in the actual texture. This will happen with MSAA.
if( d3dto->getSurface() == NULL )
{
D3D9Assert(d3dto->get2DTex()->GetSurfaceLevel(mipLevel, &mTargets[slot]),
"GFXPCD3D9TextureTarget::attachTexture - could not get surface level for the passed texture!");
}
else
{
mTargets[slot] = d3dto->getSurface();
mTargets[slot]->AddRef();
// Only assign resolve target if d3dto has a surface to give us.
//
// That usually means there is an MSAA target involved, which is why
// the resolve is needed to get the data out of the target.
mResolveTargets[slot] = d3dto;
if ( tex && slot == Color0 )
{
mTargetSize.set( tex->getSize().x, tex->getSize().y );
mTargetFormat = tex->getFormat();
}
}
}
// Update surface size
if(slot == Color0)
{
IDirect3DSurface9 *surface = mTargets[Color0];
if ( surface )
{
D3DSURFACE_DESC sd;
surface->GetDesc(&sd);
mTargetSize = Point2I(sd.Width, sd.Height);
S32 format = sd.Format;
GFXREVERSE_LOOKUP( GFXD3D9TextureFormat, GFXFormat, format );
mTargetFormat = (GFXFormat)format;
}
}
}
}
void GFXPCD3D9TextureTarget::attachTexture( RenderSlot slot, GFXCubemap *tex, U32 face, U32 mipLevel/*=0*/ )
{
GFXDEBUGEVENT_SCOPE( GFXPCD3D9TextureTarget_attachTexture_Cubemap, ColorI::RED );
AssertFatal(slot < MaxRenderSlotId, "GFXPCD3D9TextureTarget::attachTexture - out of range slot.");
// Mark state as dirty so device can know to update.
invalidateState();
// Release what we had, it's definitely going to change.
mDevice->destroyD3DResource( mTargets[slot] ); // SAFE_RELEASE
mTargets[slot] = NULL;
mResolveTargets[slot] = NULL;
// Cast the texture object to D3D...
AssertFatal(!tex || dynamic_cast<GFXD3D9Cubemap*>(tex),
"GFXD3DTextureTarget::attachTexture - invalid cubemap object.");
GFXD3D9Cubemap *cube = static_cast<GFXD3D9Cubemap*>(tex);
if(slot == Color0)
{
mTargetSize = Point2I::Zero;
mTargetFormat = GFXFormatR8G8B8A8;
}
// Are we clearing?
if(!tex)
{
// Yup - just exit, it'll stay NULL.
return;
}
D3D9Assert(cube->mCubeTex->GetCubeMapSurface( (D3DCUBEMAP_FACES)face, mipLevel, &mTargets[slot] ),
"GFXD3DTextureTarget::attachTexture - could not get surface level for the passed texture!");
// Update surface size
if(slot == Color0)
{
IDirect3DSurface9 *surface = mTargets[Color0];
if ( surface )
{
D3DSURFACE_DESC sd;
surface->GetDesc(&sd);
mTargetSize = Point2I(sd.Width, sd.Height);
S32 format = sd.Format;
GFXREVERSE_LOOKUP( GFXD3D9TextureFormat, GFXFormat, format );
mTargetFormat = (GFXFormat)format;
}
}
}
void GFXPCD3D9TextureTarget::activate()
{
GFXDEBUGEVENT_SCOPE( GFXPCD3D9TextureTarget_activate, ColorI::RED );
AssertFatal( mTargets[GFXTextureTarget::Color0],
"GFXPCD3D9TextureTarget::activate() - You can never have a NULL primary render target!" );
const U32 NumRenderTargets = getMin( mDevice->getNumRenderTargets(), (U32)Color4 - Color0 );
LPDIRECT3DDEVICE9 d3dDevice = mDevice->getDevice();
// Clear the state indicator.
stateApplied();
IDirect3DSurface9 *depth = mTargets[GFXTextureTarget::DepthStencil];
// In debug lets do a complete test to be sure we don't
// have a bad depth format for this display mode.
#ifdef TORQUE_DEBUG
if ( depth && mTargets[GFXTextureTarget::Color0] )
{
D3DSURFACE_DESC desc;
D3D9Assert( mTargets[GFXTextureTarget::Color0]->GetDesc( &desc ),
"GFXPCD3D9TextureTarget::activate() - Failed to get surface description!");
D3DFORMAT renderFormat = desc.Format;
D3D9Assert( depth->GetDesc( &desc ),
"GFXPCD3D9TextureTarget::activate() - Failed to get surface description!");
D3DFORMAT depthFormat = desc.Format;
HRESULT hr = mDevice->getD3D()->CheckDepthStencilMatch( D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
mDevice->mDisplayMode.Format,
renderFormat,
depthFormat );
D3D9Assert( hr, "GFXPCD3D9TextureTarget::activate() - Bad depth format for this target!" );
}
#endif
// First clear the non-primary targets to make the debug DX runtime happy.
for(U32 i = 1; i < NumRenderTargets; i++)
D3D9Assert(d3dDevice->SetRenderTarget( i, NULL ),
avar("GFXPCD3D9TextureTarget::activate() - failed to clear texture target %d!", i) );
// Now set all the new surfaces into the appropriate slots.
for(U32 i = 0; i < NumRenderTargets; i++)
{
IDirect3DSurface9 *target = mTargets[GFXTextureTarget::Color0 + i];
if ( target )
{
D3D9Assert(d3dDevice->SetRenderTarget(i, target),
avar("GFXPCD3D9TextureTarget::activate() - failed to set slot %d for texture target!", i) );
}
}
// TODO: This is often the same shared depth buffer used by most
// render targets. Are we getting performance hit from setting it
// multiple times... aside from the function call?
D3D9Assert(d3dDevice->SetDepthStencilSurface( depth ),
"GFXPCD3D9TextureTarget::activate() - failed to set depthstencil target!" );
}
void GFXPCD3D9TextureTarget::deactivate()
{
// Nothing to do... the next activate() call will
// set all the targets correctly.
}
void GFXPCD3D9TextureTarget::resolve()
{
GFXDEBUGEVENT_SCOPE( GFXPCD3D9TextureTarget_resolve, ColorI::RED );
for (U32 i = 0; i < MaxRenderSlotId; i++)
{
// We use existance @ mResolveTargets as a flag that we need to copy
// data from the rendertarget into the texture.
if (mResolveTargets[i])
{
IDirect3DSurface9 *surf;
D3D9Assert( mResolveTargets[i]->get2DTex()->GetSurfaceLevel( 0, &surf ),
"GFXPCD3D9TextureTarget::resolve() - GetSurfaceLevel failed!" );
D3D9Assert( mDevice->getDevice()->StretchRect( mTargets[i], NULL, surf, NULL, D3DTEXF_NONE ),
"GFXPCD3D9TextureTarget::resolve() - StretchRect failed!" );
surf->Release();
}
}
}
void GFXPCD3D9TextureTarget::resolveTo( GFXTextureObject *tex )
{
GFXDEBUGEVENT_SCOPE( GFXPCD3D9TextureTarget_resolveTo, ColorI::RED );
if ( mTargets[Color0] == NULL )
return;
IDirect3DSurface9 *surf;
D3D9Assert( ((GFXD3D9TextureObject*)(tex))->get2DTex()->GetSurfaceLevel( 0, &surf ),
"GFXPCD3D9TextureTarget::resolveTo() - GetSurfaceLevel failed!" );
D3D9Assert( mDevice->getDevice()->StretchRect( mTargets[Color0], NULL, surf, NULL, D3DTEXF_NONE ),
"GFXPCD3D9TextureTarget::resolveTo() - StretchRect failed!" );
surf->Release();
}
void GFXPCD3D9TextureTarget::zombify()
{
for(int i = 0; i < MaxRenderSlotId; i++)
attachTexture(RenderSlot(i), NULL);
}
void GFXPCD3D9TextureTarget::resurrect()
{
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
GFXPCD3D9WindowTarget::GFXPCD3D9WindowTarget()
{
mSwapChain = NULL;
mDepthStencil = NULL;
mWindow = NULL;
mDevice = NULL;
mBackbuffer = NULL;
mImplicit = true;
}
GFXPCD3D9WindowTarget::~GFXPCD3D9WindowTarget()
{
SAFE_RELEASE(mSwapChain);
SAFE_RELEASE(mDepthStencil);
SAFE_RELEASE(mBackbuffer);
}
void GFXPCD3D9WindowTarget::initPresentationParams()
{
// Get some video mode related info.
GFXVideoMode vm = mWindow->getVideoMode();
// Do some validation...
if(vm.fullScreen == true && mImplicit == false)
{
AssertISV(false,
"GFXPCD3D9WindowTarget::initPresentationParams - Cannot go fullscreen with secondary window!");
}
Win32Window *win = dynamic_cast<Win32Window*>(mWindow);
AssertISV(win, "GFXPCD3D9WindowTarget::initPresentationParams() - got a non Win32Window window passed in! Did DX go crossplatform?");
HWND hwnd = win->getHWND();
// At some point, this will become GFXPCD3D9WindowTarget like trunk has,
// so this cast isn't as bad as it looks. ;) BTR
GFXPCD3D9Device* pcdevice = dynamic_cast<GFXPCD3D9Device*>(mDevice);
mPresentationParams = pcdevice->setupPresentParams(vm, hwnd);
if (mImplicit)
{
pcdevice->mMultisampleType = mPresentationParams.MultiSampleType;
pcdevice->mMultisampleLevel = mPresentationParams.MultiSampleQuality;
}
}
const Point2I GFXPCD3D9WindowTarget::getSize()
{
return mWindow->getVideoMode().resolution;
}
GFXFormat GFXPCD3D9WindowTarget::getFormat()
{
S32 format = mPresentationParams.BackBufferFormat;
GFXREVERSE_LOOKUP( GFXD3D9TextureFormat, GFXFormat, format );
return (GFXFormat)format;
}
bool GFXPCD3D9WindowTarget::present()
{
AssertFatal(mSwapChain, "GFXPCD3D9WindowTarget::present - no swap chain present to present!");
HRESULT res = mSwapChain->Present(NULL, NULL, NULL, NULL, NULL);
return (res == S_OK);
}
void GFXPCD3D9WindowTarget::setImplicitSwapChain()
{
AssertFatal(mImplicit, "Invalid swap chain type! Additional swap chains are created as needed");
// Reacquire our swapchain & DS
if(!mSwapChain)
mDevice->getDevice()->GetSwapChain(0, &mSwapChain);
if(!mDepthStencil)
mDevice->getDevice()->GetDepthStencilSurface(&mDepthStencil);
if (!mBackbuffer)
mSwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &mBackbuffer);
}
void GFXPCD3D9WindowTarget::createAdditionalSwapChain()
{
AssertFatal(!mImplicit, "Invalid swap chain type! Implicit swap chains use the device");
// Since we're not going to do a device reset for an additional swap
// chain, we can just release our resources and regrab them.
SAFE_RELEASE(mSwapChain);
SAFE_RELEASE(mDepthStencil);
SAFE_RELEASE(mBackbuffer);
// If there's a fullscreen window active, don't try to create these additional swap chains.
// CodeReview, we need to store the window target with the implicit swap chain better, this line below
// could fail if the current render target isn't what we expect.
GFXPCD3D9WindowTarget* currTarget = dynamic_cast<GFXPCD3D9WindowTarget*>(mDevice->getActiveRenderTarget());
if (currTarget && currTarget->getWindow()->getVideoMode().fullScreen)
return;
// Setup our presentation params.
initPresentationParams();
// Create our resources!
D3D9Assert(mDevice->getDevice()->CreateAdditionalSwapChain(&mPresentationParams, &mSwapChain),
"GFXPCD3D9WindowTarget::createAdditionalSwapChain - couldn't reallocate additional swap chain!");
D3D9Assert(mDevice->getDevice()->CreateDepthStencilSurface(mPresentationParams.BackBufferWidth, mPresentationParams.BackBufferHeight,
D3DFMT_D24S8, mPresentationParams.MultiSampleType, mPresentationParams.MultiSampleQuality, false, &mDepthStencil, NULL),
"GFXPCD3D9WindowTarget::createAdditionalSwapChain: Unable to create stencil/depth surface");
D3D9Assert(mSwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &mBackbuffer),
"GFXPCD3D9WindowTarget::createAdditionalSwapChain: Unable to get backbuffer!");
}
void GFXPCD3D9WindowTarget::resetMode()
{
mWindow->setSuppressReset(true);
if (mSwapChain)
{
// The current video settings.
D3DPRESENT_PARAMETERS pp;
mSwapChain->GetPresentParameters(&pp);
bool ppFullscreen = !pp.Windowed;
Point2I backbufferSize(pp.BackBufferWidth, pp.BackBufferHeight);
// The settings we are now applying.
const GFXVideoMode &mode = mWindow->getVideoMode();
// Convert the current multisample parameters into something
// we can compare with our GFXVideoMode.antialiasLevel value.
U32 ppAntiAliaseLevel = 0;
if ( pp.MultiSampleType != D3DMULTISAMPLE_NONE )
ppAntiAliaseLevel = pp.MultiSampleQuality + 1;
// Early out if none of the settings which require a device reset
// have changed.
if ( backbufferSize == getSize() &&
ppFullscreen == mode.fullScreen &&
ppAntiAliaseLevel == mode.antialiasLevel )
return;
}
// So, the video mode has changed - if we're an additional swap chain
// just kill the swapchain and reallocate to match new vid mode.
if(mImplicit == false)
{
createAdditionalSwapChain();
}
else
{
// Setup our presentation params.
initPresentationParams();
// Otherwise, we have to reset the device, if we're the implicit swapchain.
mDevice->reset(mPresentationParams);
}
// Update our size, too.
mSize = Point2I(mPresentationParams.BackBufferWidth, mPresentationParams.BackBufferHeight);
mWindow->setSuppressReset(false);
}
void GFXPCD3D9WindowTarget::zombify()
{
// Release our resources
SAFE_RELEASE(mSwapChain);
SAFE_RELEASE(mDepthStencil);
SAFE_RELEASE(mBackbuffer);
}
void GFXPCD3D9WindowTarget::resurrect()
{
if(mImplicit)
{
setImplicitSwapChain();
}
else if(!mSwapChain)
{
createAdditionalSwapChain();
}
}
void GFXPCD3D9WindowTarget::activate()
{
GFXDEBUGEVENT_SCOPE( GFXPCD3D9WindowTarget_activate, ColorI::RED );
LPDIRECT3DDEVICE9 d3dDevice = mDevice->getDevice();
// In debug lets do a complete test to be sure we don't
// have a bad depth format for this display mode.
#ifdef TORQUE_DEBUG
if ( mDepthStencil && mBackbuffer )
{
D3DSURFACE_DESC desc;
D3D9Assert( mBackbuffer->GetDesc( &desc ),
"GFXPCD3D9TextureTarget::activate() - Failed to get surface description!");
D3DFORMAT renderFormat = desc.Format;
D3D9Assert( mDepthStencil->GetDesc( &desc ),
"GFXPCD3D9TextureTarget::activate() - Failed to get surface description!");
D3DFORMAT depthFormat = desc.Format;
HRESULT hr = mDevice->getD3D()->CheckDepthStencilMatch( D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
mDevice->mDisplayMode.Format,
renderFormat,
depthFormat );
D3D9Assert( hr, "GFXPCD3D9WindowTarget::activate() - Bad depth format for this back buffer!" );
}
#endif
D3D9Assert( d3dDevice->SetRenderTarget( 0, mBackbuffer ),
"GFXPCD3D9WindowTarget::activate() - Failed to set backbuffer target!" );
D3D9Assert( d3dDevice->SetDepthStencilSurface( mDepthStencil ),
"GFXPCD3D9WindowTarget::activate() - Failed to set depthstencil target!" );
D3DPRESENT_PARAMETERS pp;
mSwapChain->GetPresentParameters(&pp);
// Update our video mode here, too.
GFXVideoMode vm;
vm = mWindow->getVideoMode();
vm.resolution.x = pp.BackBufferWidth;
vm.resolution.y = pp.BackBufferHeight;
vm.fullScreen = !pp.Windowed;
mSize = vm.resolution;
}
void GFXPCD3D9WindowTarget::resolveTo( GFXTextureObject *tex )
{
GFXDEBUGEVENT_SCOPE( GFXPCD3D9WindowTarget_resolveTo, ColorI::RED );
IDirect3DSurface9 *surf;
D3D9Assert( ((GFXD3D9TextureObject*)(tex))->get2DTex()->GetSurfaceLevel( 0, &surf ),
"GFXPCD3D9WindowTarget::resolveTo() - GetSurfaceLevel failed!" );
D3D9Assert( mDevice->getDevice()->StretchRect( mBackbuffer, NULL, surf, NULL, D3DTEXF_NONE ),
"GFXPCD3D9WindowTarget::resolveTo() - StretchRect failed!" );
surf->Release();
}

View file

@ -0,0 +1,130 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _GFX_D3D_GFXD3D9TARGET_H_
#define _GFX_D3D_GFXD3D9TARGET_H_
#ifndef _GFXTARGET_H_
#include "gfx/gfxTarget.h"
#endif
#ifndef _MPOINT3_H_
#include "math/mPoint3.h"
#endif
#ifndef _MPOINT2_H_
#include "math/mPoint2.h"
#endif
#include <d3d9.h>
struct IDirect3DSurface9;
struct IDirect3DSwapChain9;
class GFXD3D9TextureObject;
class GFXPCD3D9TextureTarget : public GFXTextureTarget
{
friend class GFXPCD3D9Device;
// Array of target surfaces, this is given to us by attachTexture
IDirect3DSurface9 * mTargets[MaxRenderSlotId];
// Array of texture objects which correspond to the target surfaces above,
// needed for copy from RenderTarget to texture situations. Current only valid in those situations
GFXD3D9TextureObject* mResolveTargets[MaxRenderSlotId];
/// Owning d3d device.
GFXD3D9Device *mDevice;
Point2I mTargetSize;
GFXFormat mTargetFormat;
public:
GFXPCD3D9TextureTarget();
~GFXPCD3D9TextureTarget();
// Public interface.
virtual const Point2I getSize() { return mTargetSize; }
virtual GFXFormat getFormat() { return mTargetFormat; }
virtual void attachTexture(RenderSlot slot, GFXTextureObject *tex, U32 mipLevel=0, U32 zOffset = 0);
virtual void attachTexture(RenderSlot slot, GFXCubemap *tex, U32 face, U32 mipLevel=0);
virtual void resolve();
/// Note we always copy the Color0 RenderSlot.
virtual void resolveTo( GFXTextureObject *tex );
virtual void activate();
virtual void deactivate();
void zombify();
void resurrect();
};
class GFXPCD3D9WindowTarget : public GFXWindowTarget
{
friend class GFXPCD3D9Device;
/// Our depth stencil buffer, if any.
IDirect3DSurface9 *mDepthStencil;
/// Our backbuffer
IDirect3DSurface9 *mBackbuffer;
/// Maximum size we can render to.
Point2I mSize;
/// Our swap chain, potentially the implicit device swap chain.
IDirect3DSwapChain9 *mSwapChain;
/// D3D presentation info.
D3DPRESENT_PARAMETERS mPresentationParams;
/// Owning d3d device.
GFXD3D9Device *mDevice;
/// Is this the implicit swap chain?
bool mImplicit;
/// Internal interface that notifies us we need to reset our video mode.
void resetMode();
public:
GFXPCD3D9WindowTarget();
~GFXPCD3D9WindowTarget();
virtual const Point2I getSize();
virtual GFXFormat getFormat();
virtual bool present();
void initPresentationParams();
void setImplicitSwapChain();
void createAdditionalSwapChain();
virtual void activate();
void zombify();
void resurrect();
virtual void resolveTo( GFXTextureObject *tex );
};
#endif // _GFX_D3D_GFXD3D9TARGET_H_