mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
587 lines
20 KiB
C++
587 lines
20 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "gfx/D3D9/pc/gfxPCD3D9Target.h"
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#include "gfx/D3D9/gfxD3D9Device.h"
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#include "gfx/D3D9/gfxD3D9TextureObject.h"
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#include "gfx/D3D9/gfxD3D9Cubemap.h"
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#include "gfx/D3D9/gfxD3D9EnumTranslate.h"
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#include "gfx/D3D9/pc/gfxPCD3D9Device.h"
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#include "gfx/gfxDebugEvent.h"
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#include "windowManager/win32/win32Window.h"
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GFXPCD3D9TextureTarget::GFXPCD3D9TextureTarget()
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: mTargetSize( Point2I::Zero ),
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mTargetFormat( GFXFormatR8G8B8A8 )
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{
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for(S32 i=0; i<MaxRenderSlotId; i++)
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{
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mTargets[i] = NULL;
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mResolveTargets[i] = NULL;
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}
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}
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GFXPCD3D9TextureTarget::~GFXPCD3D9TextureTarget()
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{
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// Release anything we might be holding.
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for(S32 i=0; i<MaxRenderSlotId; i++)
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{
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mResolveTargets[i] = NULL;
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if( GFXDevice::devicePresent() )
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{
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mDevice->destroyD3DResource( mTargets[i] ); // SAFE_RELEASE
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mTargets[i] = NULL;
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}
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else
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SAFE_RELEASE( mTargets[i] );
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}
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zombify();
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}
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void GFXPCD3D9TextureTarget::attachTexture( RenderSlot slot, GFXTextureObject *tex, U32 mipLevel/*=0*/, U32 zOffset /*= 0*/ )
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{
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GFXDEBUGEVENT_SCOPE( GFXPCD3D9TextureTarget_attachTexture, ColorI::RED );
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AssertFatal(slot < MaxRenderSlotId, "GFXPCD3D9TextureTarget::attachTexture - out of range slot.");
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// TODO: The way this is implemented... you can attach a texture
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// object multiple times and it will release and reset it.
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//
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// We should rework this to detect when no change has occured
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// and skip out early.
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// Mark state as dirty so device can know to update.
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invalidateState();
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// Release what we had, it's definitely going to change.
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mDevice->destroyD3DResource( mTargets[slot] ); // SAFE_RELEASE
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mTargets[slot] = NULL;
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mResolveTargets[slot] = NULL;
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if(slot == Color0)
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{
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mTargetSize = Point2I::Zero;
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mTargetFormat = GFXFormatR8G8B8A8;
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}
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// Are we clearing?
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if(!tex)
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{
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// Yup - just exit, it'll stay NULL.
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return;
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}
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// Take care of default targets
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if( tex == GFXTextureTarget::sDefaultDepthStencil )
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{
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mTargets[slot] = mDevice->mDeviceDepthStencil;
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mTargets[slot]->AddRef();
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}
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else
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{
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// Cast the texture object to D3D...
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AssertFatal(dynamic_cast<GFXD3D9TextureObject*>(tex),
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"GFXPCD3D9TextureTarget::attachTexture - invalid texture object.");
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GFXD3D9TextureObject *d3dto = static_cast<GFXD3D9TextureObject*>(tex);
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// Grab the surface level.
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if( slot == DepthStencil )
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{
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mTargets[slot] = d3dto->getSurface();
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if ( mTargets[slot] )
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mTargets[slot]->AddRef();
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}
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else
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{
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// getSurface will almost always return NULL. It will only return non-NULL
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// if the surface that it needs to render to is different than the mip level
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// in the actual texture. This will happen with MSAA.
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if( d3dto->getSurface() == NULL )
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{
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D3D9Assert(d3dto->get2DTex()->GetSurfaceLevel(mipLevel, &mTargets[slot]),
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"GFXPCD3D9TextureTarget::attachTexture - could not get surface level for the passed texture!");
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}
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else
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{
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mTargets[slot] = d3dto->getSurface();
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mTargets[slot]->AddRef();
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// Only assign resolve target if d3dto has a surface to give us.
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//
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// That usually means there is an MSAA target involved, which is why
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// the resolve is needed to get the data out of the target.
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mResolveTargets[slot] = d3dto;
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if ( tex && slot == Color0 )
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{
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mTargetSize.set( tex->getSize().x, tex->getSize().y );
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mTargetFormat = tex->getFormat();
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}
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}
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}
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// Update surface size
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if(slot == Color0)
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{
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IDirect3DSurface9 *surface = mTargets[Color0];
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if ( surface )
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{
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D3DSURFACE_DESC sd;
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surface->GetDesc(&sd);
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mTargetSize = Point2I(sd.Width, sd.Height);
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S32 format = sd.Format;
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GFXREVERSE_LOOKUP( GFXD3D9TextureFormat, GFXFormat, format );
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mTargetFormat = (GFXFormat)format;
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}
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}
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}
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}
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void GFXPCD3D9TextureTarget::attachTexture( RenderSlot slot, GFXCubemap *tex, U32 face, U32 mipLevel/*=0*/ )
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{
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GFXDEBUGEVENT_SCOPE( GFXPCD3D9TextureTarget_attachTexture_Cubemap, ColorI::RED );
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AssertFatal(slot < MaxRenderSlotId, "GFXPCD3D9TextureTarget::attachTexture - out of range slot.");
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// Mark state as dirty so device can know to update.
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invalidateState();
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// Release what we had, it's definitely going to change.
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mDevice->destroyD3DResource( mTargets[slot] ); // SAFE_RELEASE
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mTargets[slot] = NULL;
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mResolveTargets[slot] = NULL;
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// Cast the texture object to D3D...
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AssertFatal(!tex || dynamic_cast<GFXD3D9Cubemap*>(tex),
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"GFXD3DTextureTarget::attachTexture - invalid cubemap object.");
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GFXD3D9Cubemap *cube = static_cast<GFXD3D9Cubemap*>(tex);
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if(slot == Color0)
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{
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mTargetSize = Point2I::Zero;
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mTargetFormat = GFXFormatR8G8B8A8;
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}
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// Are we clearing?
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if(!tex)
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{
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// Yup - just exit, it'll stay NULL.
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return;
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}
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D3D9Assert(cube->mCubeTex->GetCubeMapSurface( (D3DCUBEMAP_FACES)face, mipLevel, &mTargets[slot] ),
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"GFXD3DTextureTarget::attachTexture - could not get surface level for the passed texture!");
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// Update surface size
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if(slot == Color0)
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{
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IDirect3DSurface9 *surface = mTargets[Color0];
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if ( surface )
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{
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D3DSURFACE_DESC sd;
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surface->GetDesc(&sd);
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mTargetSize = Point2I(sd.Width, sd.Height);
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S32 format = sd.Format;
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GFXREVERSE_LOOKUP( GFXD3D9TextureFormat, GFXFormat, format );
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mTargetFormat = (GFXFormat)format;
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}
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}
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}
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void GFXPCD3D9TextureTarget::activate()
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{
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GFXDEBUGEVENT_SCOPE( GFXPCD3D9TextureTarget_activate, ColorI::RED );
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AssertFatal( mTargets[GFXTextureTarget::Color0],
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"GFXPCD3D9TextureTarget::activate() - You can never have a NULL primary render target!" );
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const U32 NumRenderTargets = getMin( mDevice->getNumRenderTargets(), (U32)Color4 - Color0 );
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LPDIRECT3DDEVICE9 d3dDevice = mDevice->getDevice();
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// Clear the state indicator.
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stateApplied();
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IDirect3DSurface9 *depth = mTargets[GFXTextureTarget::DepthStencil];
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// In debug lets do a complete test to be sure we don't
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// have a bad depth format for this display mode.
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#ifdef TORQUE_DEBUG
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if ( depth && mTargets[GFXTextureTarget::Color0] )
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{
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D3DSURFACE_DESC desc;
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D3D9Assert( mTargets[GFXTextureTarget::Color0]->GetDesc( &desc ),
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"GFXPCD3D9TextureTarget::activate() - Failed to get surface description!");
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D3DFORMAT renderFormat = desc.Format;
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D3D9Assert( depth->GetDesc( &desc ),
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"GFXPCD3D9TextureTarget::activate() - Failed to get surface description!");
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D3DFORMAT depthFormat = desc.Format;
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HRESULT hr = mDevice->getD3D()->CheckDepthStencilMatch( mDevice->getAdaterIndex(),
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D3DDEVTYPE_HAL,
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mDevice->mDisplayMode.Format,
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renderFormat,
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depthFormat );
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D3D9Assert( hr, "GFXPCD3D9TextureTarget::activate() - Bad depth format for this target!" );
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}
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#endif
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// First clear the non-primary targets to make the debug DX runtime happy.
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for(U32 i = 1; i < NumRenderTargets; i++)
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D3D9Assert(d3dDevice->SetRenderTarget( i, NULL ),
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avar("GFXPCD3D9TextureTarget::activate() - failed to clear texture target %d!", i) );
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// Now set all the new surfaces into the appropriate slots.
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for(U32 i = 0; i < NumRenderTargets; i++)
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{
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IDirect3DSurface9 *target = mTargets[GFXTextureTarget::Color0 + i];
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if ( target )
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{
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D3D9Assert(d3dDevice->SetRenderTarget(i, target),
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avar("GFXPCD3D9TextureTarget::activate() - failed to set slot %d for texture target!", i) );
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}
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}
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// TODO: This is often the same shared depth buffer used by most
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// render targets. Are we getting performance hit from setting it
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// multiple times... aside from the function call?
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D3D9Assert(d3dDevice->SetDepthStencilSurface( depth ),
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"GFXPCD3D9TextureTarget::activate() - failed to set depthstencil target!" );
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}
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void GFXPCD3D9TextureTarget::deactivate()
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{
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// Nothing to do... the next activate() call will
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// set all the targets correctly.
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}
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void GFXPCD3D9TextureTarget::resolve()
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{
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GFXDEBUGEVENT_SCOPE( GFXPCD3D9TextureTarget_resolve, ColorI::RED );
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for (U32 i = 0; i < MaxRenderSlotId; i++)
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{
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// We use existance @ mResolveTargets as a flag that we need to copy
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// data from the rendertarget into the texture.
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if (mResolveTargets[i])
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{
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IDirect3DSurface9 *surf;
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D3D9Assert( mResolveTargets[i]->get2DTex()->GetSurfaceLevel( 0, &surf ),
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"GFXPCD3D9TextureTarget::resolve() - GetSurfaceLevel failed!" );
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D3D9Assert( mDevice->getDevice()->StretchRect( mTargets[i], NULL, surf, NULL, D3DTEXF_NONE ),
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"GFXPCD3D9TextureTarget::resolve() - StretchRect failed!" );
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surf->Release();
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}
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}
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}
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void GFXPCD3D9TextureTarget::resolveTo( GFXTextureObject *tex )
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{
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GFXDEBUGEVENT_SCOPE( GFXPCD3D9TextureTarget_resolveTo, ColorI::RED );
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if ( mTargets[Color0] == NULL )
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return;
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IDirect3DSurface9 *surf;
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D3D9Assert( ((GFXD3D9TextureObject*)(tex))->get2DTex()->GetSurfaceLevel( 0, &surf ),
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"GFXPCD3D9TextureTarget::resolveTo() - GetSurfaceLevel failed!" );
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D3D9Assert( mDevice->getDevice()->StretchRect( mTargets[Color0], NULL, surf, NULL, D3DTEXF_NONE ),
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"GFXPCD3D9TextureTarget::resolveTo() - StretchRect failed!" );
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surf->Release();
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}
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void GFXPCD3D9TextureTarget::zombify()
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{
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for(S32 i = 0; i < MaxRenderSlotId; i++)
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attachTexture(RenderSlot(i), NULL);
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}
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void GFXPCD3D9TextureTarget::resurrect()
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{
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}
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//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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GFXPCD3D9WindowTarget::GFXPCD3D9WindowTarget()
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{
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mSwapChain = NULL;
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mDepthStencil = NULL;
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mWindow = NULL;
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mDevice = NULL;
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mBackbuffer = NULL;
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mImplicit = true;
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}
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GFXPCD3D9WindowTarget::~GFXPCD3D9WindowTarget()
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{
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SAFE_RELEASE(mSwapChain);
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SAFE_RELEASE(mDepthStencil);
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SAFE_RELEASE(mBackbuffer);
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}
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void GFXPCD3D9WindowTarget::initPresentationParams()
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{
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// Get some video mode related info.
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GFXVideoMode vm = mWindow->getVideoMode();
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// Do some validation...
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if(vm.fullScreen == true && mImplicit == false)
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{
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AssertISV(false,
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"GFXPCD3D9WindowTarget::initPresentationParams - Cannot go fullscreen with secondary window!");
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}
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Win32Window *win = dynamic_cast<Win32Window*>(mWindow);
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AssertISV(win, "GFXPCD3D9WindowTarget::initPresentationParams() - got a non Win32Window window passed in! Did DX go crossplatform?");
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HWND hwnd = win->getHWND();
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// At some point, this will become GFXPCD3D9WindowTarget like trunk has,
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// so this cast isn't as bad as it looks. ;) BTR
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GFXPCD3D9Device* pcdevice = dynamic_cast<GFXPCD3D9Device*>(mDevice);
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mPresentationParams = pcdevice->setupPresentParams(vm, hwnd);
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if (mImplicit)
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{
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pcdevice->mMultisampleType = mPresentationParams.MultiSampleType;
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pcdevice->mMultisampleLevel = mPresentationParams.MultiSampleQuality;
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}
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}
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const Point2I GFXPCD3D9WindowTarget::getSize()
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{
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return mWindow->getVideoMode().resolution;
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}
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GFXFormat GFXPCD3D9WindowTarget::getFormat()
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{
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S32 format = mPresentationParams.BackBufferFormat;
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GFXREVERSE_LOOKUP( GFXD3D9TextureFormat, GFXFormat, format );
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return (GFXFormat)format;
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}
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bool GFXPCD3D9WindowTarget::present()
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{
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AssertFatal(mSwapChain, "GFXPCD3D9WindowTarget::present - no swap chain present to present!");
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HRESULT res = mSwapChain->Present(NULL, NULL, NULL, NULL, NULL);
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return (res == S_OK);
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}
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void GFXPCD3D9WindowTarget::setImplicitSwapChain()
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{
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AssertFatal(mImplicit, "Invalid swap chain type! Additional swap chains are created as needed");
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// Reacquire our swapchain & DS
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if(!mSwapChain)
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mDevice->getDevice()->GetSwapChain(0, &mSwapChain);
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if(!mDepthStencil)
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mDevice->getDevice()->GetDepthStencilSurface(&mDepthStencil);
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if (!mBackbuffer)
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mSwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &mBackbuffer);
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}
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void GFXPCD3D9WindowTarget::createAdditionalSwapChain()
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{
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AssertFatal(!mImplicit, "Invalid swap chain type! Implicit swap chains use the device");
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// Since we're not going to do a device reset for an additional swap
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// chain, we can just release our resources and regrab them.
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SAFE_RELEASE(mSwapChain);
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SAFE_RELEASE(mDepthStencil);
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SAFE_RELEASE(mBackbuffer);
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// If there's a fullscreen window active, don't try to create these additional swap chains.
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// CodeReview, we need to store the window target with the implicit swap chain better, this line below
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// could fail if the current render target isn't what we expect.
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GFXPCD3D9WindowTarget* currTarget = dynamic_cast<GFXPCD3D9WindowTarget*>(mDevice->getActiveRenderTarget());
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if (currTarget && currTarget->getWindow()->getVideoMode().fullScreen)
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return;
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// Setup our presentation params.
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initPresentationParams();
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// Create our resources!
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D3D9Assert(mDevice->getDevice()->CreateAdditionalSwapChain(&mPresentationParams, &mSwapChain),
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"GFXPCD3D9WindowTarget::createAdditionalSwapChain - couldn't reallocate additional swap chain!");
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D3D9Assert(mDevice->getDevice()->CreateDepthStencilSurface(mPresentationParams.BackBufferWidth, mPresentationParams.BackBufferHeight,
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D3DFMT_D24S8, mPresentationParams.MultiSampleType, mPresentationParams.MultiSampleQuality, false, &mDepthStencil, NULL),
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"GFXPCD3D9WindowTarget::createAdditionalSwapChain: Unable to create stencil/depth surface");
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D3D9Assert(mSwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &mBackbuffer),
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"GFXPCD3D9WindowTarget::createAdditionalSwapChain: Unable to get backbuffer!");
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}
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void GFXPCD3D9WindowTarget::resetMode()
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{
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mWindow->setSuppressReset(true);
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if (mSwapChain)
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{
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// The current video settings.
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D3DPRESENT_PARAMETERS pp;
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mSwapChain->GetPresentParameters(&pp);
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bool ppFullscreen = !pp.Windowed;
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Point2I backbufferSize(pp.BackBufferWidth, pp.BackBufferHeight);
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// The settings we are now applying.
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const GFXVideoMode &mode = mWindow->getVideoMode();
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// Convert the current multisample parameters into something
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// we can compare with our GFXVideoMode.antialiasLevel value.
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U32 ppAntiAliaseLevel = 0;
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if ( pp.MultiSampleType != D3DMULTISAMPLE_NONE )
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ppAntiAliaseLevel = pp.MultiSampleQuality + 1;
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// Early out if none of the settings which require a device reset
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// have changed.
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if ( backbufferSize == getSize() &&
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ppFullscreen == mode.fullScreen &&
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ppAntiAliaseLevel == mode.antialiasLevel )
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return;
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}
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|
|
|
// 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( mDevice->getAdaterIndex(),
|
|
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();
|
|
} |