Torque3D/Engine/source/gfx/D3D9/pc/gfxPCD3D9Target.cpp
Azaezel 8c5810adad The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of:
renderPrePassMgr.cpp related:
A) shifting .addFeature( MFT_XYZ); calls from ProcessedShaderMaterial::_determineFeatures to ProcessedPrePassMaterial::_determineFeatures
B) mimicking the "// set the XXX if different" entries from RenderMeshMgr::render in RenderPrePassMgr::render
C) fleshing out ProcessedPrePassMaterial::getNumStages() so that it shares a 1:1 correlation with ProcessedShaderMaterial::getNumStages()
D) causing inline void Swizzle<T, mapLength>::ToBuffer( void *destination, const void *source, const dsize_t size )  to silently fail rather than fatally assert if a source or destination buffer is not yet ready to be filled. (support for #customTarget scripted render targets)

Reflections:
A) removing reflectRenderState.disableAdvancedLightingBins(true); entries. this would otherwise early out from prepass and provide no color data whatsoever.
B) removing the fd.features.addFeature( MFT_ForwardShading ); entry forcing all materials to be forward lit when reflected.
C) 2 things best described bluntly as working hacks:
C1) when reflected, a scattersky is rotated PI along it's z then x axis in order to draw properly.
C2) along similar lines, in terraincellmaterial, we shut off culling if it's a prepass material.

Skies: scattersky is given a pair of rotations for reflection purposes, all sky objects are given a z value for depth testing.
2016-02-16 02:50:49 -06:00

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//-----------------------------------------------------------------------------
// 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"
#ifndef _GFXDEVICE_H_
#include "gfx/gfxDevice.h"
#endif
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( mDevice->getAdaterIndex(),
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(S32 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!");
}
HWND hwnd = (HWND)mWindow->getSystemWindow( PlatformWindow::WindowSystem_Windows );
AssertISV(hwnd, "GFXPCD3D9WindowTarget::initPresentationParams() - no HWND");
// 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()
{
GFX->beginReset();
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()
{
GFX->beginReset();
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();
}