mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
1391 lines
42 KiB
C++
1391 lines
42 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/gfxDevice.h"
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#include "gfx/gfxInit.h"
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#include "gfx/gfxCubemap.h"
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#include "gfx/primBuilder.h"
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#include "gfx/gfxDrawUtil.h"
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#include "gfx/gfxFence.h"
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#include "gfx/gfxFontRenderBatcher.h"
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#include "gfx/gfxPrimitiveBuffer.h"
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#include "gfx/gfxShader.h"
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#include "gfx/gfxStateBlock.h"
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#include "gfx/screenshot.h"
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#include "gfx/gfxStringEnumTranslate.h"
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#include "gfx/gfxTextureManager.h"
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#include "core/frameAllocator.h"
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#include "core/stream/fileStream.h"
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#include "core/strings/unicode.h"
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#include "core/util/journal/process.h"
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#include "core/util/safeDelete.h"
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#include "math/util/frustum.h"
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#include "console/consoleTypes.h"
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#include "console/engineAPI.h"
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GFXDevice * GFXDevice::smGFXDevice = NULL;
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bool GFXDevice::smWireframe = false;
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bool GFXDevice::smDisableVSync = true;
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F32 GFXDevice::smForcedPixVersion = -1.0f;
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bool GFXDevice::smDisableOcclusionQuery = false;
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bool gDisassembleAllShaders = false;
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void GFXDevice::initConsole()
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{
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GFXStringEnumTranslate::init();
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Con::addVariable( "$gfx::wireframe", TypeBool, &smWireframe,
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"Used to toggle wireframe rendering at runtime.\n"
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"@ingroup GFX\n" );
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Con::addVariable( "$gfx::disassembleAllShaders", TypeBool, &gDisassembleAllShaders,
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"On supported devices this will dump shader disassembly to the "
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"procedural shader folder.\n"
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"@ingroup GFX\n" );
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Con::addVariable( "$gfx::disableOcclusionQuery", TypeBool, &smDisableOcclusionQuery,
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"Debug helper that disables all hardware occlusion queries causing "
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"them to return only the visibile state.\n"
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"@ingroup GFX\n" );
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Con::addVariable( "$pref::Video::disableVerticalSync", TypeBool, &smDisableVSync,
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"Disables vertical sync on the active device.\n"
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"@note The video mode must be reset for the change to take affect.\n"
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"@ingroup GFX\n" );
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Con::addVariable( "$pref::Video::forcedPixVersion", TypeF32, &smForcedPixVersion,
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"Will force the shader model if the value is positive and less than the "
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"shader model supported by the active device. Use 0 for fixed function.\n"
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"@note The graphics device must be reset for the change to take affect.\n"
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"@ingroup GFX\n" );
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}
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GFXDevice::DeviceEventSignal& GFXDevice::getDeviceEventSignal()
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{
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static DeviceEventSignal theSignal;
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return theSignal;
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}
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GFXDevice::GFXDevice()
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{
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VECTOR_SET_ASSOCIATION( mVideoModes );
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VECTOR_SET_ASSOCIATION( mRTStack );
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mWorldMatrixDirty = false;
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mWorldStackSize = 0;
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mProjectionMatrixDirty = false;
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mViewMatrixDirty = false;
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mTextureMatrixCheckDirty = false;
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mViewMatrix.identity();
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mProjectionMatrix.identity();
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for( S32 i = 0; i < WORLD_STACK_MAX; i++ )
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mWorldMatrix[i].identity();
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AssertFatal(smGFXDevice == NULL, "Already a GFXDevice created! Bad!");
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smGFXDevice = this;
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// Vertex buffer cache
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mCurrVertexDecl = NULL;
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mVertexDeclDirty = false;
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for ( U32 i=0; i < VERTEX_STREAM_COUNT; i++ )
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{
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mVertexBufferDirty[i] = false;
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mVertexBufferFrequency[i] = 0;
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mVertexBufferFrequencyDirty[i] = false;
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}
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// Primitive buffer cache
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mPrimitiveBufferDirty = false;
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mTexturesDirty = false;
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// Use of TEXTURE_STAGE_COUNT in initialization is okay [7/2/2007 Pat]
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for(U32 i = 0; i < TEXTURE_STAGE_COUNT; i++)
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{
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mTextureDirty[i] = false;
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mCurrentTexture[i] = NULL;
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mNewTexture[i] = NULL;
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mCurrentCubemap[i] = NULL;
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mNewCubemap[i] = NULL;
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mCurrentCubemapArray[i] = NULL;
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mNewCubemapArray[i] = NULL;
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mTexType[i] = GFXTDT_Normal;
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mTextureMatrix[i].identity();
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mTextureMatrixDirty[i] = false;
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}
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mLightsDirty = false;
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for(U32 i = 0; i < LIGHT_STAGE_COUNT; i++)
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{
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mLightDirty[i] = false;
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mCurrentLightEnable[i] = false;
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}
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mGlobalAmbientColorDirty = false;
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mGlobalAmbientColor = LinearColorF(0.0f, 0.0f, 0.0f, 1.0f);
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mLightMaterialDirty = false;
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dMemset(&mCurrentLightMaterial, 0, sizeof(GFXLightMaterial));
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// State block
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mStateBlockDirty = false;
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mCurrentStateBlock = NULL;
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mNewStateBlock = NULL;
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mCurrentShaderConstBuffer = NULL;
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// misc
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mAllowRender = true;
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mCurrentRenderStyle = RS_Standard;
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mCurrentStereoTarget = -1;
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mStereoHeadTransform = MatrixF(1);
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mCanCurrentlyRender = false;
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mInitialized = false;
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mRTDirty = false;
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mViewport = RectI::Zero;
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mViewportDirty = false;
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mCurrentFrontBufferIdx = 0;
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mDeviceSwizzle32 = NULL;
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mDeviceSwizzle24 = NULL;
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mResourceListHead = NULL;
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mCardProfiler = NULL;
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// Initialize our drawing utility.
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mDrawer = NULL;
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mFrameTime = PlatformTimer::create();
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// Add a few system wide shader macros.
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GFXShader::addGlobalMacro( "TORQUE", "1" );
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GFXShader::addGlobalMacro( "TORQUE_VERSION", String::ToString(getVersionNumber()) );
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#if defined TORQUE_OS_WIN
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GFXShader::addGlobalMacro( "TORQUE_OS_WIN" );
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#elif defined TORQUE_OS_MAC
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GFXShader::addGlobalMacro( "TORQUE_OS_MAC" );
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#elif defined TORQUE_OS_LINUX
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GFXShader::addGlobalMacro( "TORQUE_OS_LINUX" );
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#endif
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mStereoTargets[0] = NULL;
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mStereoTargets[1] = NULL;
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}
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GFXDrawUtil* GFXDevice::getDrawUtil()
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{
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if (!mDrawer)
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{
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mDrawer = new GFXDrawUtil(this);
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}
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return mDrawer;
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}
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void GFXDevice::deviceInited()
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{
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getDeviceEventSignal().trigger(deInit);
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mDeviceStatistics.setPrefix("$GFXDeviceStatistics::");
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// Initialize the static helper textures.
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GBitmap temp( 2, 2, false, GFXFormatR8G8B8A8 );
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temp.fill( ColorI::ONE );
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GFXTexHandle::ONE.set( &temp, &GFXStaticTextureSRGBProfile, false, "GFXTexHandle::ONE" );
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temp.fill( ColorI::ZERO );
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GFXTexHandle::ZERO.set( &temp, &GFXStaticTextureSRGBProfile, false, "GFXTexHandle::ZERO" );
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temp.fill( ColorI( 128, 128, 255 ) );
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GFXTexHandle::ZUP.set( &temp, &GFXNormalMapProfile, false, "GFXTexHandle::ZUP" );
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}
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bool GFXDevice::destroy()
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{
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// Cleanup the static helper textures.
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GFXTexHandle::ONE.free();
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GFXTexHandle::ZERO.free();
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GFXTexHandle::ZUP.free();
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// Make this release its buffer.
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PrimBuild::shutdown();
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// Let people know we are shutting down
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getDeviceEventSignal().trigger(deDestroy);
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if(smGFXDevice)
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smGFXDevice->preDestroy();
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SAFE_DELETE(smGFXDevice);
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return true;
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}
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void GFXDevice::preDestroy()
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{
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// Delete draw util
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SAFE_DELETE( mDrawer );
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}
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GFXDevice::~GFXDevice()
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{
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smGFXDevice = NULL;
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// Clean up our current buffers.
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mCurrentPrimitiveBuffer = NULL;
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for ( U32 i=0; i < VERTEX_STREAM_COUNT; i++ )
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mCurrentVertexBuffer[i] = NULL;
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// Clear out our current texture references
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for (U32 i = 0; i < TEXTURE_STAGE_COUNT; i++)
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{
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mCurrentTexture[i] = NULL;
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mNewTexture[i] = NULL;
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mCurrentCubemap[i] = NULL;
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mNewCubemap[i] = NULL;
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mCurrentCubemapArray[i] = NULL;
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mNewCubemapArray[i] = NULL;
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}
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mCurrentRT = NULL;
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// Release all the unreferenced textures in the cache.
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mTextureManager->cleanupCache();
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// Check for resource leaks
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#ifdef TORQUE_DEBUG
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AssertFatal( GFXTextureObject::dumpActiveTOs() == 0, "There is a texture object leak, check the log for more details." );
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GFXPrimitiveBuffer::dumpActivePBs();
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#endif
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SAFE_DELETE( mTextureManager );
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SAFE_DELETE( mFrameTime );
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// Clear out our state block references
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mCurrentStateBlocks.clear();
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mNewStateBlock = NULL;
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mCurrentStateBlock = NULL;
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mCurrentShaderConstBuffer = NULL;
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/// End Block above BTR
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// -- Clear out resource list
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// Note: our derived class destructor will have already released resources.
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// Clearing this list saves us from having our resources (which are not deleted
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// just released) turn around and try to remove themselves from this list.
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while (mResourceListHead)
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{
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GFXResource * head = mResourceListHead;
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mResourceListHead = head->mNextResource;
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head->mPrevResource = NULL;
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head->mNextResource = NULL;
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head->mOwningDevice = NULL;
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}
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}
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GFXStateBlockRef GFXDevice::createStateBlock(const GFXStateBlockDesc& desc)
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{
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PROFILE_SCOPE( GFXDevice_CreateStateBlock );
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U32 hashValue = desc.getHashValue();
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if (mCurrentStateBlocks[hashValue])
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return mCurrentStateBlocks[hashValue];
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GFXStateBlockRef result = createStateBlockInternal(desc);
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result->registerResourceWithDevice(this);
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mCurrentStateBlocks[hashValue] = result;
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return result;
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}
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void GFXDevice::setStateBlock(GFXStateBlock* block)
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{
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AssertFatal(block, "NULL state block!");
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AssertFatal(block->getOwningDevice() == this, "This state doesn't apply to this device!");
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if (block != mCurrentStateBlock)
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{
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mStateDirty = true;
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mStateBlockDirty = true;
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mNewStateBlock = block;
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} else {
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mStateBlockDirty = false;
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mNewStateBlock = mCurrentStateBlock;
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}
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}
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void GFXDevice::setStateBlockByDesc( const GFXStateBlockDesc &desc )
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{
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PROFILE_SCOPE( GFXDevice_SetStateBlockByDesc );
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GFXStateBlock *block = createStateBlock( desc );
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setStateBlock( block );
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}
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void GFXDevice::setShaderConstBuffer(GFXShaderConstBuffer* buffer)
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{
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mCurrentShaderConstBuffer = buffer;
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}
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void GFXDevice::updateStates(bool forceSetAll /*=false*/)
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{
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PROFILE_SCOPE(GFXDevice_updateStates);
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if(forceSetAll)
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{
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bool rememberToEndScene = false;
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if(!canCurrentlyRender())
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{
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if (!beginScene())
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{
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AssertFatal(false, "GFXDevice::updateStates: Unable to beginScene!");
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}
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rememberToEndScene = true;
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}
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setMatrix( GFXMatrixProjection, mProjectionMatrix );
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setMatrix( GFXMatrixWorld, mWorldMatrix[mWorldStackSize] );
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setMatrix( GFXMatrixView, mViewMatrix );
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setVertexDecl( mCurrVertexDecl );
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for ( U32 i=0; i < VERTEX_STREAM_COUNT; i++ )
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{
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setVertexStream( i, mCurrentVertexBuffer[i] );
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setVertexStreamFrequency( i, mVertexBufferFrequency[i] );
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}
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if( mCurrentPrimitiveBuffer.isValid() ) // This could be NULL when the device is initalizing
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mCurrentPrimitiveBuffer->prepare();
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/// Stateblocks
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if ( mNewStateBlock )
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setStateBlockInternal(mNewStateBlock, true);
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mCurrentStateBlock = mNewStateBlock;
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for(U32 i = 0; i < getNumSamplers(); i++)
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{
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switch (mTexType[i])
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{
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case GFXTDT_Normal :
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{
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mCurrentTexture[i] = mNewTexture[i];
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setTextureInternal(i, mCurrentTexture[i]);
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}
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break;
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case GFXTDT_Cube :
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{
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mCurrentCubemap[i] = mNewCubemap[i];
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if (mCurrentCubemap[i])
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mCurrentCubemap[i]->setToTexUnit(i);
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else
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setTextureInternal(i, NULL);
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}
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break;
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case GFXTDT_CubeArray:
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{
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mCurrentCubemapArray[i] = mNewCubemapArray[i];
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if (mCurrentCubemapArray[i])
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mCurrentCubemapArray[i]->setToTexUnit(i);
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else
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setTextureInternal(i, NULL);
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}
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break;
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default:
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AssertFatal(false, "Unknown texture type!");
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break;
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}
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}
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// Set our material
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setLightMaterialInternal(mCurrentLightMaterial);
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// Set our lights
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for(U32 i = 0; i < LIGHT_STAGE_COUNT; i++)
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{
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setLightInternal(i, mCurrentLight[i], mCurrentLightEnable[i]);
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}
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_updateRenderTargets();
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if(rememberToEndScene)
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endScene();
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return;
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}
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if (!mStateDirty)
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return;
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// Normal update logic begins here.
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mStateDirty = false;
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// Update Projection Matrix
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if( mProjectionMatrixDirty )
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{
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setMatrix( GFXMatrixProjection, mProjectionMatrix );
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mProjectionMatrixDirty = false;
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}
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// Update World Matrix
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if( mWorldMatrixDirty )
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{
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setMatrix( GFXMatrixWorld, mWorldMatrix[mWorldStackSize] );
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mWorldMatrixDirty = false;
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}
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// Update View Matrix
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if( mViewMatrixDirty )
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{
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setMatrix( GFXMatrixView, mViewMatrix );
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mViewMatrixDirty = false;
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}
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if( mTextureMatrixCheckDirty )
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{
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for( S32 i = 0; i < getNumSamplers(); i++ )
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{
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if( mTextureMatrixDirty[i] )
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{
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mTextureMatrixDirty[i] = false;
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setMatrix( (GFXMatrixType)(GFXMatrixTexture + i), mTextureMatrix[i] );
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}
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}
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mTextureMatrixCheckDirty = false;
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}
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// Update the vertex declaration.
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if ( mVertexDeclDirty )
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{
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setVertexDecl( mCurrVertexDecl );
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mVertexDeclDirty = false;
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}
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// Update the vertex buffers.
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for ( U32 i=0; i < VERTEX_STREAM_COUNT; i++ )
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{
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if ( mVertexBufferDirty[i] )
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{
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setVertexStream( i, mCurrentVertexBuffer[i] );
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mVertexBufferDirty[i] = false;
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}
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if ( mVertexBufferFrequencyDirty[i] )
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{
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setVertexStreamFrequency( i, mVertexBufferFrequency[i] );
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mVertexBufferFrequencyDirty[i] = false;
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}
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}
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// Update primitive buffer
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//
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// NOTE: It is very important to set the primitive buffer AFTER the vertex buffer
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// because in order to draw indexed primitives in DX8, the call to SetIndicies
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// needs to include the base vertex offset, and the DX8 GFXDevice relies on
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// having mCurrentVB properly assigned before the call to setIndices -patw
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if( mPrimitiveBufferDirty )
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{
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if( mCurrentPrimitiveBuffer.isValid() ) // This could be NULL when the device is initalizing
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mCurrentPrimitiveBuffer->prepare();
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mPrimitiveBufferDirty = false;
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}
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// NOTE: With state blocks, it's now important to update state before setting textures
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// some devices (e.g. OpenGL) set states on the texture and we need that information before
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// the texture is activated.
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if (mStateBlockDirty)
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{
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setStateBlockInternal(mNewStateBlock, false);
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mCurrentStateBlock = mNewStateBlock;
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mStateBlockDirty = false;
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}
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_updateRenderTargets();
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if( mTexturesDirty )
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{
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mTexturesDirty = false;
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for(U32 i = 0; i < getNumSamplers(); i++)
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{
|
|
if(!mTextureDirty[i])
|
|
continue;
|
|
mTextureDirty[i] = false;
|
|
|
|
switch (mTexType[i])
|
|
{
|
|
case GFXTDT_Normal :
|
|
{
|
|
mCurrentTexture[i] = mNewTexture[i];
|
|
setTextureInternal(i, mCurrentTexture[i]);
|
|
}
|
|
break;
|
|
case GFXTDT_Cube :
|
|
{
|
|
mCurrentCubemap[i] = mNewCubemap[i];
|
|
if (mCurrentCubemap[i])
|
|
mCurrentCubemap[i]->setToTexUnit(i);
|
|
else
|
|
setTextureInternal(i, NULL);
|
|
}
|
|
break;
|
|
case GFXTDT_CubeArray:
|
|
{
|
|
mCurrentCubemapArray[i] = mNewCubemapArray[i];
|
|
if (mCurrentCubemapArray[i])
|
|
mCurrentCubemapArray[i]->setToTexUnit(i);
|
|
else
|
|
setTextureInternal(i, NULL);
|
|
}
|
|
break;
|
|
default:
|
|
AssertFatal(false, "Unknown texture type!");
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Set light material
|
|
if(mLightMaterialDirty)
|
|
{
|
|
setLightMaterialInternal(mCurrentLightMaterial);
|
|
mLightMaterialDirty = false;
|
|
}
|
|
|
|
// Set our lights
|
|
if(mLightsDirty)
|
|
{
|
|
mLightsDirty = false;
|
|
for(U32 i = 0; i < LIGHT_STAGE_COUNT; i++)
|
|
{
|
|
if(!mLightDirty[i])
|
|
continue;
|
|
|
|
mLightDirty[i] = false;
|
|
setLightInternal(i, mCurrentLight[i], mCurrentLightEnable[i]);
|
|
}
|
|
}
|
|
|
|
_updateRenderTargets();
|
|
|
|
#ifdef TORQUE_DEBUG_RENDER
|
|
doParanoidStateCheck();
|
|
#endif
|
|
}
|
|
|
|
void GFXDevice::clearTextureStateImmediate(U32 stage)
|
|
{
|
|
mCurrentTexture[stage] = NULL;
|
|
mCurrentCubemap[stage] = NULL;
|
|
setTextureInternal(stage, NULL);
|
|
}
|
|
|
|
void GFXDevice::setPrimitiveBuffer( GFXPrimitiveBuffer *buffer )
|
|
{
|
|
if( buffer == mCurrentPrimitiveBuffer )
|
|
return;
|
|
|
|
mCurrentPrimitiveBuffer = buffer;
|
|
mPrimitiveBufferDirty = true;
|
|
mStateDirty = true;
|
|
}
|
|
|
|
void GFXDevice::drawPrimitive( U32 primitiveIndex )
|
|
{
|
|
AssertFatal( mCurrentPrimitiveBuffer.isValid(), "Trying to call drawPrimitive with no current primitive buffer, call setPrimitiveBuffer()" );
|
|
AssertFatal( primitiveIndex < mCurrentPrimitiveBuffer->mPrimitiveCount, "Out of range primitive index.");
|
|
drawPrimitive( mCurrentPrimitiveBuffer->mPrimitiveArray[primitiveIndex] );
|
|
}
|
|
|
|
void GFXDevice::drawPrimitive( const GFXPrimitive &prim )
|
|
{
|
|
// Do NOT add index buffer offset to this call, it will be added by drawIndexedPrimitive
|
|
drawIndexedPrimitive( prim.type,
|
|
prim.startVertex,
|
|
prim.minIndex,
|
|
prim.numVertices,
|
|
prim.startIndex,
|
|
prim.numPrimitives );
|
|
}
|
|
|
|
void GFXDevice::drawPrimitives()
|
|
{
|
|
AssertFatal( mCurrentPrimitiveBuffer.isValid(), "Trying to call drawPrimitive with no current primitive buffer, call setPrimitiveBuffer()" );
|
|
|
|
GFXPrimitive *info = NULL;
|
|
|
|
for( U32 i = 0; i < mCurrentPrimitiveBuffer->mPrimitiveCount; i++ ) {
|
|
info = &mCurrentPrimitiveBuffer->mPrimitiveArray[i];
|
|
|
|
// Do NOT add index buffer offset to this call, it will be added by drawIndexedPrimitive
|
|
drawIndexedPrimitive( info->type,
|
|
info->startVertex,
|
|
info->minIndex,
|
|
info->numVertices,
|
|
info->startIndex,
|
|
info->numPrimitives );
|
|
}
|
|
}
|
|
|
|
DefineEngineFunction( getDisplayDeviceList, String, (),,
|
|
"Returns a tab-seperated string of the detected devices across all adapters.\n"
|
|
"@ingroup GFX\n" )
|
|
{
|
|
Vector<GFXAdapter*> adapters;
|
|
GFXInit::getAdapters(&adapters);
|
|
|
|
StringBuilder str;
|
|
for (S32 i=0; i<adapters.size(); i++)
|
|
{
|
|
if (i)
|
|
str.append( '\t' );
|
|
str.append(adapters[i]->mName);
|
|
}
|
|
|
|
return str.end();
|
|
}
|
|
|
|
void GFXDevice::setFrustum( F32 left,
|
|
F32 right,
|
|
F32 bottom,
|
|
F32 top,
|
|
F32 nearPlane,
|
|
F32 farPlane,
|
|
bool bRotate )
|
|
{
|
|
// store values
|
|
mFrustum.set(false, left, right, top, bottom, nearPlane, farPlane);
|
|
|
|
// compute matrix
|
|
MatrixF projection;
|
|
mFrustum.getProjectionMatrix(&projection, bRotate);
|
|
setProjectionMatrix( projection );
|
|
}
|
|
|
|
void GFXDevice::setFrustum( const Frustum& frust, bool bRotate )
|
|
{
|
|
// store values
|
|
mFrustum = frust;
|
|
|
|
// compute matrix
|
|
MatrixF projection;
|
|
mFrustum.getProjectionMatrix(&projection, bRotate);
|
|
setProjectionMatrix( projection );
|
|
}
|
|
|
|
|
|
void GFXDevice::getFrustum( F32 *left, F32 *right, F32 *bottom, F32 *top, F32 *nearPlane, F32 *farPlane, bool *isOrtho ) const
|
|
{
|
|
if ( left ) *left = mFrustum.getNearLeft();
|
|
if ( right ) *right = mFrustum.getNearRight();
|
|
if ( bottom ) *bottom = mFrustum.getNearBottom();
|
|
if ( top ) *top = mFrustum.getNearTop();
|
|
if ( nearPlane ) *nearPlane = mFrustum.getNearDist();
|
|
if ( farPlane ) *farPlane = mFrustum.getFarDist();
|
|
if ( isOrtho ) *isOrtho = mFrustum.isOrtho();
|
|
}
|
|
|
|
void GFXDevice::setOrtho( F32 left,
|
|
F32 right,
|
|
F32 bottom,
|
|
F32 top,
|
|
F32 nearPlane,
|
|
F32 farPlane,
|
|
bool doRotate )
|
|
{
|
|
// store values
|
|
mFrustum.set(true, left, right, top, bottom, nearPlane, farPlane);
|
|
|
|
// compute matrix
|
|
MatrixF projection;
|
|
mFrustum.getProjectionMatrix(&projection, doRotate);
|
|
|
|
setProjectionMatrix( projection );
|
|
}
|
|
|
|
Point2F GFXDevice::getWorldToScreenScale() const
|
|
{
|
|
Point2F scale;
|
|
|
|
const RectI &viewport = getViewport();
|
|
|
|
if ( mFrustum.isOrtho() )
|
|
scale.set( viewport.extent.x / mFrustum.getWidth(),
|
|
viewport.extent.y / mFrustum.getHeight() );
|
|
else
|
|
scale.set( ( mFrustum.getNearDist() * viewport.extent.x ) / mFrustum.getWidth(),
|
|
( mFrustum.getNearDist() * viewport.extent.y ) / mFrustum.getHeight() );
|
|
|
|
return scale;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Set Light
|
|
//-----------------------------------------------------------------------------
|
|
void GFXDevice::setLight(U32 stage, GFXLightInfo* light)
|
|
{
|
|
AssertFatal(stage < LIGHT_STAGE_COUNT, "GFXDevice::setLight - out of range stage!");
|
|
|
|
if(!mLightDirty[stage])
|
|
{
|
|
mStateDirty = true;
|
|
mLightsDirty = true;
|
|
mLightDirty[stage] = true;
|
|
}
|
|
mCurrentLightEnable[stage] = (light != NULL);
|
|
if(mCurrentLightEnable[stage])
|
|
mCurrentLight[stage] = *light;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Set Light Material
|
|
//-----------------------------------------------------------------------------
|
|
void GFXDevice::setLightMaterial(const GFXLightMaterial& mat)
|
|
{
|
|
mCurrentLightMaterial = mat;
|
|
mLightMaterialDirty = true;
|
|
mStateDirty = true;
|
|
}
|
|
|
|
void GFXDevice::setGlobalAmbientColor(const LinearColorF& color)
|
|
{
|
|
if(mGlobalAmbientColor != color)
|
|
{
|
|
mGlobalAmbientColor = color;
|
|
mGlobalAmbientColorDirty = true;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Set texture
|
|
//-----------------------------------------------------------------------------
|
|
void GFXDevice::setTexture( U32 stage, GFXTextureObject *texture )
|
|
{
|
|
AssertFatal(stage < getNumSamplers(), "GFXDevice::setTexture - out of range stage!");
|
|
|
|
if ( mTexType[stage] == GFXTDT_Normal &&
|
|
( ( mTextureDirty[stage] && mNewTexture[stage].getPointer() == texture ) ||
|
|
( !mTextureDirty[stage] && mCurrentTexture[stage].getPointer() == texture ) ) )
|
|
return;
|
|
|
|
mStateDirty = true;
|
|
mTexturesDirty = true;
|
|
mTextureDirty[stage] = true;
|
|
|
|
mNewTexture[stage] = texture;
|
|
mTexType[stage] = GFXTDT_Normal;
|
|
|
|
// Clear out the cubemaps
|
|
mNewCubemap[stage] = NULL;
|
|
mCurrentCubemap[stage] = NULL;
|
|
mNewCubemapArray[stage] = NULL;
|
|
mCurrentCubemapArray[stage] = NULL;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Set cube texture
|
|
//-----------------------------------------------------------------------------
|
|
void GFXDevice::setCubeTexture( U32 stage, GFXCubemap *cubemap )
|
|
{
|
|
AssertFatal(stage < getNumSamplers(), "GFXDevice::setTexture - out of range stage!");
|
|
|
|
if ( mTexType[stage] == GFXTDT_Cube &&
|
|
( ( mTextureDirty[stage] && mNewCubemap[stage].getPointer() == cubemap) ||
|
|
( !mTextureDirty[stage] && mCurrentCubemap[stage].getPointer() == cubemap) ) )
|
|
return;
|
|
|
|
mStateDirty = true;
|
|
mTexturesDirty = true;
|
|
mTextureDirty[stage] = true;
|
|
|
|
mNewCubemap[stage] = cubemap;
|
|
mTexType[stage] = GFXTDT_Cube;
|
|
|
|
// Clear out textures
|
|
mNewTexture[stage] = NULL;
|
|
mCurrentTexture[stage] = NULL;
|
|
mNewCubemapArray[stage] = NULL;
|
|
mCurrentCubemapArray[stage] = NULL;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Set cube texture array
|
|
//-----------------------------------------------------------------------------
|
|
void GFXDevice::setCubeArrayTexture(U32 stage, GFXCubemapArray *cubemapArray)
|
|
{
|
|
AssertFatal(stage < getNumSamplers(), avar("GFXDevice::setTexture - out of range stage! %i>%i", stage, getNumSamplers()));
|
|
|
|
if (mTexType[stage] == GFXTDT_CubeArray &&
|
|
((mTextureDirty[stage] && mNewCubemapArray[stage].getPointer() == cubemapArray) ||
|
|
(!mTextureDirty[stage] && mCurrentCubemapArray[stage].getPointer() == cubemapArray)))
|
|
return;
|
|
|
|
mStateDirty = true;
|
|
mTexturesDirty = true;
|
|
mTextureDirty[stage] = true;
|
|
|
|
mNewCubemapArray[stage] = cubemapArray;
|
|
mTexType[stage] = GFXTDT_CubeArray;
|
|
|
|
// Clear out textures
|
|
mNewTexture[stage] = NULL;
|
|
mCurrentTexture[stage] = NULL;
|
|
mNewCubemap[stage] = NULL;
|
|
mCurrentCubemap[stage] = NULL;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
inline bool GFXDevice::beginScene()
|
|
{
|
|
AssertFatal( mCanCurrentlyRender == false, "GFXDevice::beginScene() - The scene has already begun!" );
|
|
|
|
mDeviceStatistics.clear();
|
|
|
|
// Send the start of frame signal.
|
|
getDeviceEventSignal().trigger( GFXDevice::deStartOfFrame );
|
|
mFrameTime->reset();
|
|
return beginSceneInternal();
|
|
}
|
|
|
|
inline void GFXDevice::endScene()
|
|
{
|
|
AssertFatal( mCanCurrentlyRender == true, "GFXDevice::endScene() - The scene has already ended!" );
|
|
|
|
// End frame signal
|
|
getDeviceEventSignal().trigger( GFXDevice::deEndOfFrame );
|
|
|
|
endSceneInternal();
|
|
mDeviceStatistics.exportToConsole();
|
|
}
|
|
|
|
inline void GFXDevice::beginField()
|
|
{
|
|
AssertFatal( mCanCurrentlyRender == true, "GFXDevice::beginField() - The scene has not yet begun!" );
|
|
|
|
// Send the start of field signal.
|
|
getDeviceEventSignal().trigger( GFXDevice::deStartOfField );
|
|
}
|
|
|
|
inline void GFXDevice::endField()
|
|
{
|
|
AssertFatal( mCanCurrentlyRender == true, "GFXDevice::endField() - The scene has not yet begun!" );
|
|
|
|
// Send the end of field signal.
|
|
getDeviceEventSignal().trigger( GFXDevice::deEndOfField );
|
|
}
|
|
|
|
void GFXDevice::setViewport( const RectI &inRect )
|
|
{
|
|
// Clip the rect against the renderable size.
|
|
Point2I size = mCurrentRT->getSize();
|
|
RectI maxRect(Point2I(0,0), size);
|
|
RectI rect = inRect;
|
|
rect.intersect(maxRect);
|
|
|
|
if ( mViewport != rect )
|
|
{
|
|
mViewport = rect;
|
|
mViewportDirty = true;
|
|
}
|
|
}
|
|
|
|
void GFXDevice::pushActiveRenderTarget()
|
|
{
|
|
// Push the current target on to the stack.
|
|
mRTStack.push_back( mCurrentRT );
|
|
}
|
|
|
|
void GFXDevice::popActiveRenderTarget()
|
|
{
|
|
AssertFatal( mRTStack.size() > 0, "GFXDevice::popActiveRenderTarget() - stack is empty!" );
|
|
|
|
// Restore the last item on the stack and pop.
|
|
setActiveRenderTarget( mRTStack.last() );
|
|
mRTStack.pop_back();
|
|
}
|
|
|
|
void GFXDevice::setActiveRenderTarget( GFXTarget *target, bool updateViewport )
|
|
{
|
|
AssertFatal( target,
|
|
"GFXDevice::setActiveRenderTarget - must specify a render target!" );
|
|
|
|
if ( target == mCurrentRT )
|
|
return;
|
|
|
|
// If we're not dirty then store the
|
|
// current RT for deactivation later.
|
|
if ( !mRTDirty )
|
|
{
|
|
// Deactivate the target queued for deactivation
|
|
if(mRTDeactivate)
|
|
mRTDeactivate->deactivate();
|
|
|
|
mRTDeactivate = mCurrentRT;
|
|
}
|
|
|
|
mRTDirty = true;
|
|
mCurrentRT = target;
|
|
|
|
// When a target changes we also change the viewport
|
|
// to match it. This causes problems when the viewport
|
|
// has been modified for clipping to a GUI bounds.
|
|
//
|
|
// We should consider removing this and making it the
|
|
// responsibility of the caller to set a proper viewport
|
|
// when the target is changed.
|
|
if ( updateViewport )
|
|
{
|
|
setViewport( RectI( Point2I::Zero, mCurrentRT->getSize() ) );
|
|
}
|
|
}
|
|
|
|
/// Helper class for GFXDevice::describeResources.
|
|
class DescriptionOutputter
|
|
{
|
|
/// Are we writing to a file?
|
|
bool mWriteToFile;
|
|
|
|
/// File if we are writing to a file
|
|
FileStream mFile;
|
|
public:
|
|
DescriptionOutputter(const char* file)
|
|
{
|
|
mWriteToFile = false;
|
|
// If we've been given what could be a valid file path, open it.
|
|
if(file && file[0] != '\0')
|
|
{
|
|
mWriteToFile = mFile.open(file, Torque::FS::File::Write);
|
|
|
|
// Note that it is safe to retry. If this is hit, we'll just write to the console instead of to the file.
|
|
AssertFatal(mWriteToFile, avar("DescriptionOutputter::DescriptionOutputter - could not open file %s", file));
|
|
}
|
|
}
|
|
|
|
~DescriptionOutputter()
|
|
{
|
|
// Close the file
|
|
if(mWriteToFile)
|
|
mFile.close();
|
|
}
|
|
|
|
/// Writes line to the file or to the console, depending on what we want.
|
|
void write(const char* line)
|
|
{
|
|
if(mWriteToFile)
|
|
mFile.writeLine((const U8*)line);
|
|
else
|
|
Con::printf(line);
|
|
}
|
|
};
|
|
|
|
#ifndef TORQUE_SHIPPING
|
|
void GFXDevice::dumpStates( const char *fileName ) const
|
|
{
|
|
DescriptionOutputter output(fileName);
|
|
|
|
output.write("Current state");
|
|
if (!mCurrentStateBlock.isNull())
|
|
output.write(mCurrentStateBlock->getDesc().describeSelf().c_str());
|
|
else
|
|
output.write("No state!");
|
|
|
|
output.write("\nAll states:\n");
|
|
GFXResource* walk = mResourceListHead;
|
|
while(walk)
|
|
{
|
|
const GFXStateBlock* sb = dynamic_cast<const GFXStateBlock*>(walk);
|
|
if (sb)
|
|
{
|
|
output.write(sb->getDesc().describeSelf().c_str());
|
|
}
|
|
walk = walk->getNextResource();
|
|
}
|
|
}
|
|
#endif
|
|
|
|
void GFXDevice::listResources(bool unflaggedOnly)
|
|
{
|
|
U32 numTextures = 0, numShaders = 0, numRenderToTextureTargs = 0, numWindowTargs = 0;
|
|
U32 numCubemaps = 0, numVertexBuffers = 0, numPrimitiveBuffers = 0, numFences = 0;
|
|
U32 numStateBlocks = 0;
|
|
|
|
GFXResource* walk = mResourceListHead;
|
|
while(walk)
|
|
{
|
|
if(unflaggedOnly && walk->isFlagged())
|
|
{
|
|
walk = walk->getNextResource();
|
|
continue;
|
|
}
|
|
|
|
if(dynamic_cast<GFXTextureObject*>(walk))
|
|
numTextures++;
|
|
else if(dynamic_cast<GFXShader*>(walk))
|
|
numShaders++;
|
|
else if(dynamic_cast<GFXTextureTarget*>(walk))
|
|
numRenderToTextureTargs++;
|
|
else if(dynamic_cast<GFXWindowTarget*>(walk))
|
|
numWindowTargs++;
|
|
else if(dynamic_cast<GFXCubemap*>(walk))
|
|
numCubemaps++;
|
|
else if(dynamic_cast<GFXVertexBuffer*>(walk))
|
|
numVertexBuffers++;
|
|
else if(dynamic_cast<GFXPrimitiveBuffer*>(walk))
|
|
numPrimitiveBuffers++;
|
|
else if(dynamic_cast<GFXFence*>(walk))
|
|
numFences++;
|
|
else if (dynamic_cast<GFXStateBlock*>(walk))
|
|
numStateBlocks++;
|
|
else
|
|
Con::warnf("Unknown resource: %x", walk);
|
|
|
|
walk = walk->getNextResource();
|
|
}
|
|
const char* flag = unflaggedOnly ? "unflagged" : "allocated";
|
|
|
|
Con::printf("GFX currently has:");
|
|
Con::printf(" %i %s textures", numTextures, flag);
|
|
Con::printf(" %i %s shaders", numShaders, flag);
|
|
Con::printf(" %i %s texture targets", numRenderToTextureTargs, flag);
|
|
Con::printf(" %i %s window targets", numWindowTargs, flag);
|
|
Con::printf(" %i %s cubemaps", numCubemaps, flag);
|
|
Con::printf(" %i %s vertex buffers", numVertexBuffers, flag);
|
|
Con::printf(" %i %s primitive buffers", numPrimitiveBuffers, flag);
|
|
Con::printf(" %i %s fences", numFences, flag);
|
|
Con::printf(" %i %s state blocks", numStateBlocks, flag);
|
|
}
|
|
|
|
void GFXDevice::fillResourceVectors(const char* resNames, bool unflaggedOnly, Vector<GFXResource*> &textureObjects,
|
|
Vector<GFXResource*> &textureTargets, Vector<GFXResource*> &windowTargets, Vector<GFXResource*> &vertexBuffers,
|
|
Vector<GFXResource*> &primitiveBuffers, Vector<GFXResource*> &fences, Vector<GFXResource*> &cubemaps,
|
|
Vector<GFXResource*> &shaders, Vector<GFXResource*> &stateblocks)
|
|
{
|
|
bool describeTexture = true, describeTextureTarget = true, describeWindowTarget = true, describeVertexBuffer = true,
|
|
describePrimitiveBuffer = true, describeFence = true, describeCubemap = true, describeShader = true,
|
|
describeStateBlock = true;
|
|
|
|
// If we didn't specify a string of names, we'll print all of them
|
|
if(resNames && resNames[0] != '\0')
|
|
{
|
|
// If we did specify a string of names, determine which names
|
|
describeTexture = (dStrstr(resNames, "GFXTextureObject") != NULL);
|
|
describeTextureTarget = (dStrstr(resNames, "GFXTextureTarget") != NULL);
|
|
describeWindowTarget = (dStrstr(resNames, "GFXWindowTarget") != NULL);
|
|
describeVertexBuffer = (dStrstr(resNames, "GFXVertexBuffer") != NULL);
|
|
describePrimitiveBuffer = (dStrstr(resNames, "GFXPrimitiveBuffer") != NULL);
|
|
describeFence = (dStrstr(resNames, "GFXFence") != NULL);
|
|
describeCubemap = (dStrstr(resNames, "GFXCubemap") != NULL);
|
|
describeShader = (dStrstr(resNames, "GFXShader") != NULL);
|
|
describeStateBlock = (dStrstr(resNames, "GFXStateBlock") != NULL);
|
|
}
|
|
|
|
// Start going through the list
|
|
GFXResource* walk = mResourceListHead;
|
|
while(walk)
|
|
{
|
|
// If we only want unflagged resources, skip all flagged resources
|
|
if(unflaggedOnly && walk->isFlagged())
|
|
{
|
|
walk = walk->getNextResource();
|
|
continue;
|
|
}
|
|
|
|
// All of the following checks go through the same logic.
|
|
// if(describingThisResource)
|
|
// {
|
|
// ResourceType* type = dynamic_cast<ResourceType*>(walk)
|
|
// if(type)
|
|
// {
|
|
// typeVector.push_back(type);
|
|
// walk = walk->getNextResource();
|
|
// continue;
|
|
// }
|
|
// }
|
|
|
|
if(describeTexture)
|
|
{
|
|
GFXTextureObject* tex = dynamic_cast<GFXTextureObject*>(walk);
|
|
{
|
|
if(tex)
|
|
{
|
|
textureObjects.push_back(tex);
|
|
walk = walk->getNextResource();
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
if(describeShader)
|
|
{
|
|
GFXShader* shd = dynamic_cast<GFXShader*>(walk);
|
|
if(shd)
|
|
{
|
|
shaders.push_back(shd);
|
|
walk = walk->getNextResource();
|
|
continue;
|
|
}
|
|
}
|
|
if(describeVertexBuffer)
|
|
{
|
|
GFXVertexBuffer* buf = dynamic_cast<GFXVertexBuffer*>(walk);
|
|
if(buf)
|
|
{
|
|
vertexBuffers.push_back(buf);
|
|
walk = walk->getNextResource();
|
|
continue;
|
|
}
|
|
}
|
|
if(describePrimitiveBuffer)
|
|
{
|
|
GFXPrimitiveBuffer* buf = dynamic_cast<GFXPrimitiveBuffer*>(walk);
|
|
if(buf)
|
|
{
|
|
primitiveBuffers.push_back(buf);
|
|
walk = walk->getNextResource();
|
|
continue;
|
|
}
|
|
}
|
|
if(describeTextureTarget)
|
|
{
|
|
GFXTextureTarget* targ = dynamic_cast<GFXTextureTarget*>(walk);
|
|
if(targ)
|
|
{
|
|
textureTargets.push_back(targ);
|
|
walk = walk->getNextResource();
|
|
continue;
|
|
}
|
|
}
|
|
if(describeWindowTarget)
|
|
{
|
|
GFXWindowTarget* targ = dynamic_cast<GFXWindowTarget*>(walk);
|
|
if(targ)
|
|
{
|
|
windowTargets.push_back(targ);
|
|
walk = walk->getNextResource();
|
|
continue;
|
|
}
|
|
}
|
|
if(describeCubemap)
|
|
{
|
|
GFXCubemap* cube = dynamic_cast<GFXCubemap*>(walk);
|
|
if(cube)
|
|
{
|
|
cubemaps.push_back(cube);
|
|
walk = walk->getNextResource();
|
|
continue;
|
|
}
|
|
}
|
|
if(describeFence)
|
|
{
|
|
GFXFence* fence = dynamic_cast<GFXFence*>(walk);
|
|
if(fence)
|
|
{
|
|
fences.push_back(fence);
|
|
walk = walk->getNextResource();
|
|
continue;
|
|
}
|
|
}
|
|
if (describeStateBlock)
|
|
{
|
|
GFXStateBlock* sb = dynamic_cast<GFXStateBlock*>(walk);
|
|
if (sb)
|
|
{
|
|
stateblocks.push_back(sb);
|
|
walk = walk->getNextResource();
|
|
continue;
|
|
}
|
|
}
|
|
// Wasn't something we were looking for
|
|
walk = walk->getNextResource();
|
|
}
|
|
}
|
|
|
|
void GFXDevice::describeResources(const char* resNames, const char* filePath, bool unflaggedOnly)
|
|
{
|
|
const U32 numResourceTypes = 9;
|
|
Vector<GFXResource*> resVectors[numResourceTypes];
|
|
const char* reslabels[numResourceTypes] = { "texture", "texture target", "window target", "vertex buffers", "primitive buffers", "fences", "cubemaps", "shaders", "stateblocks" };
|
|
|
|
// Fill the vectors with the right resources
|
|
fillResourceVectors(resNames, unflaggedOnly, resVectors[0], resVectors[1], resVectors[2], resVectors[3],
|
|
resVectors[4], resVectors[5], resVectors[6], resVectors[7], resVectors[8]);
|
|
|
|
// Helper object
|
|
DescriptionOutputter output(filePath);
|
|
|
|
// Print the info to the file
|
|
// Note that we check if we have any objects of that type.
|
|
for (U32 i = 0; i < numResourceTypes; i++)
|
|
{
|
|
if (resVectors[i].size())
|
|
{
|
|
// Header
|
|
String header = String::ToString("--------Dumping GFX %s descriptions...----------", reslabels[i]);
|
|
output.write(header);
|
|
// Data
|
|
for (U32 j = 0; j < resVectors[i].size(); j++)
|
|
{
|
|
GFXResource* resource = resVectors[i][j];
|
|
String dataline = String::ToString("Addr: %x %s", resource, resource->describeSelf().c_str());
|
|
output.write(dataline.c_str());
|
|
}
|
|
// Footer
|
|
output.write("--------------------Done---------------------");
|
|
output.write("");
|
|
}
|
|
}
|
|
}
|
|
|
|
void GFXDevice::flagCurrentResources()
|
|
{
|
|
GFXResource* walk = mResourceListHead;
|
|
while(walk)
|
|
{
|
|
walk->setFlag();
|
|
walk = walk->getNextResource();
|
|
}
|
|
}
|
|
|
|
void GFXDevice::clearResourceFlags()
|
|
{
|
|
GFXResource* walk = mResourceListHead;
|
|
while(walk)
|
|
{
|
|
walk->clearFlag();
|
|
walk = walk->getNextResource();
|
|
}
|
|
}
|
|
|
|
DefineEngineFunction( listGFXResources, void, ( bool unflaggedOnly ), ( false ),
|
|
"Returns a list of the unflagged GFX resources. See flagCurrentGFXResources for usage details.\n"
|
|
"@ingroup GFX\n"
|
|
"@see flagCurrentGFXResources, clearGFXResourceFlags, describeGFXResources" )
|
|
{
|
|
GFX->listResources(unflaggedOnly);
|
|
}
|
|
|
|
DefineEngineFunction( flagCurrentGFXResources, void, (),,
|
|
"@brief Flags all currently allocated GFX resources.\n"
|
|
"Used for resource allocation and leak tracking by flagging "
|
|
"current resources then dumping a list of unflagged resources "
|
|
"at some later point in execution.\n"
|
|
"@ingroup GFX\n"
|
|
"@see listGFXResources, clearGFXResourceFlags, describeGFXResources" )
|
|
{
|
|
GFX->flagCurrentResources();
|
|
}
|
|
|
|
DefineEngineFunction( clearGFXResourceFlags, void, (),,
|
|
"Clears the flagged state on all allocated GFX resources. "
|
|
"See flagCurrentGFXResources for usage details.\n"
|
|
"@ingroup GFX\n"
|
|
"@see flagCurrentGFXResources, listGFXResources, describeGFXResources" )
|
|
{
|
|
GFX->clearResourceFlags();
|
|
}
|
|
|
|
DefineEngineFunction( describeGFXResources, void, ( const char *resourceTypes, const char *filePath, bool unflaggedOnly ), ( false ),
|
|
"@brief Dumps a description of GFX resources to a file or the console.\n"
|
|
"@param resourceTypes A space seperated list of resource types or an empty string for all resources.\n"
|
|
"@param filePath A file to dump the list to or an empty string to write to the console.\n"
|
|
"@param unflaggedOnly If true only unflagged resources are dumped. See flagCurrentGFXResources.\n"
|
|
"@note The resource types can be one or more of the following:\n\n"
|
|
" - texture\n"
|
|
" - texture target\n"
|
|
" - window target\n"
|
|
" - vertex buffers\n"
|
|
" - primitive buffers\n"
|
|
" - fences\n"
|
|
" - cubemaps\n"
|
|
" - shaders\n"
|
|
" - stateblocks\n\n"
|
|
"@ingroup GFX\n" )
|
|
{
|
|
GFX->describeResources( resourceTypes, filePath, unflaggedOnly );
|
|
}
|
|
|
|
DefineEngineFunction( describeGFXStateBlocks, void, ( const char *filePath ),,
|
|
"Dumps a description of all state blocks.\n"
|
|
"@param filePath A file to dump the state blocks to or an empty string to write to the console.\n"
|
|
"@ingroup GFX\n" )
|
|
{
|
|
GFX->dumpStates( filePath );
|
|
}
|
|
|
|
DefineEngineFunction( getPixelShaderVersion, F32, (),,
|
|
"Returns the pixel shader version for the active device.\n"
|
|
"@ingroup GFX\n" )
|
|
{
|
|
return GFX->getPixelShaderVersion();
|
|
}
|
|
|
|
DefineEngineFunction( setPixelShaderVersion, void, ( F32 version ),,
|
|
"@brief Sets the pixel shader version for the active device.\n"
|
|
"This can be used to force a lower pixel shader version than is supported by "
|
|
"the device for testing or performance optimization.\n"
|
|
"@param version The floating point shader version number.\n"
|
|
"@note This will only affect shaders/materials created after the call "
|
|
"and should be used before the game begins.\n"
|
|
"@see $pref::Video::forcedPixVersion\n"
|
|
"@ingroup GFX\n" )
|
|
{
|
|
GFX->setPixelShaderVersion( version );
|
|
}
|
|
|
|
DefineEngineFunction( getDisplayDeviceInformation, const char*, (),,
|
|
"Get the string describing the active GFX device.\n"
|
|
"@ingroup GFX\n" )
|
|
{
|
|
if (!GFXDevice::devicePresent())
|
|
return "(no device)";
|
|
|
|
const GFXAdapter& adapter = GFX->getAdapter();
|
|
return adapter.getName();
|
|
}
|
|
|
|
DefineEngineFunction( getBestHDRFormat, GFXFormat, (),,
|
|
"Returns the best texture format for storage of HDR data for the active device.\n"
|
|
"@ingroup GFX\n" )
|
|
{
|
|
// TODO: Maybe expose GFX::selectSupportedFormat() so that this
|
|
// specialized method can be moved to script.
|
|
|
|
// Figure out the best HDR format. This is the smallest
|
|
// format which supports blending and filtering.
|
|
Vector<GFXFormat> formats;
|
|
formats.push_back(GFXFormatR16G16B16A16F);
|
|
formats.push_back( GFXFormatR10G10B10A2 );
|
|
GFXFormat format = GFX->selectSupportedFormat( &GFXRenderTargetProfile,
|
|
formats,
|
|
true,
|
|
true,
|
|
true );
|
|
|
|
return format;
|
|
}
|
|
|
|
DefineEngineFunction(ResetGFX, void, (), , "forces the gbuffer to be reinitialized in cases of improper/lack of buffer clears.")
|
|
{
|
|
GFX->beginReset();
|
|
} |