Torque3D/Engine/source/gfx/gfxDevice.cpp
2021-01-05 12:57:17 +10:00

1330 lines
41 KiB
C++

//-----------------------------------------------------------------------------
// 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/gfxDevice.h"
#include "gfx/gfxInit.h"
#include "gfx/gfxCubemap.h"
#include "gfx/primBuilder.h"
#include "gfx/gfxDrawUtil.h"
#include "gfx/gfxFence.h"
#include "gfx/gfxFontRenderBatcher.h"
#include "gfx/gfxPrimitiveBuffer.h"
#include "gfx/gfxShader.h"
#include "gfx/gfxStateBlock.h"
#include "gfx/screenshot.h"
#include "gfx/gfxStringEnumTranslate.h"
#include "gfx/gfxTextureManager.h"
#include "core/frameAllocator.h"
#include "core/stream/fileStream.h"
#include "core/strings/unicode.h"
#include "core/util/journal/process.h"
#include "core/util/safeDelete.h"
#include "math/util/frustum.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
GFXDevice * GFXDevice::smGFXDevice = NULL;
bool GFXDevice::smWireframe = false;
bool GFXDevice::smDisableVSync = true;
F32 GFXDevice::smForcedPixVersion = -1.0f;
bool GFXDevice::smDisableOcclusionQuery = false;
bool gDisassembleAllShaders = false;
void GFXDevice::initConsole()
{
GFXStringEnumTranslate::init();
Con::addVariable( "$gfx::wireframe", TypeBool, &smWireframe,
"Used to toggle wireframe rendering at runtime.\n"
"@ingroup GFX\n" );
Con::addVariable( "$gfx::disassembleAllShaders", TypeBool, &gDisassembleAllShaders,
"On supported devices this will dump shader disassembly to the "
"procedural shader folder.\n"
"@ingroup GFX\n" );
Con::addVariable( "$gfx::disableOcclusionQuery", TypeBool, &smDisableOcclusionQuery,
"Debug helper that disables all hardware occlusion queries causing "
"them to return only the visibile state.\n"
"@ingroup GFX\n" );
Con::addVariable( "$pref::Video::disableVerticalSync", TypeBool, &smDisableVSync,
"Disables vertical sync on the active device.\n"
"@note The video mode must be reset for the change to take affect.\n"
"@ingroup GFX\n" );
Con::addVariable( "$pref::Video::forcedPixVersion", TypeF32, &smForcedPixVersion,
"Will force the shader model if the value is positive and less than the "
"shader model supported by the active device. Use 0 for fixed function.\n"
"@note The graphics device must be reset for the change to take affect.\n"
"@ingroup GFX\n" );
}
GFXDevice::DeviceEventSignal& GFXDevice::getDeviceEventSignal()
{
static DeviceEventSignal theSignal;
return theSignal;
}
GFXDevice::GFXDevice()
{
VECTOR_SET_ASSOCIATION( mVideoModes );
VECTOR_SET_ASSOCIATION( mRTStack );
mWorldStackSize = 0;
mViewMatrix.identity();
mProjectionMatrix.identity();
for( S32 i = 0; i < GFX_WORLD_STACK_MAX; i++ )
mWorldMatrix[i].identity();
AssertFatal(smGFXDevice == NULL, "Already a GFXDevice created! Bad!");
smGFXDevice = this;
// Vertex buffer cache
mCurrVertexDecl = NULL;
mVertexDeclDirty = false;
for ( U32 i=0; i < VERTEX_STREAM_COUNT; i++ )
{
mVertexBufferDirty[i] = false;
mVertexBufferFrequency[i] = 0;
mVertexBufferFrequencyDirty[i] = false;
}
// Primitive buffer cache
mPrimitiveBufferDirty = false;
mTexturesDirty = false;
// Use of GFX_TEXTURE_STAGE_COUNT in initialization is okay [7/2/2007 Pat]
for(U32 i = 0; i < GFX_TEXTURE_STAGE_COUNT; i++)
{
mTextureDirty[i] = false;
mCurrentTexture[i] = NULL;
mNewTexture[i] = NULL;
mCurrentCubemap[i] = NULL;
mNewCubemap[i] = NULL;
mCurrentCubemapArray[i] = NULL;
mNewTextureArray[i] = NULL;
mCurrentTextureArray[i] = NULL;
mNewCubemapArray[i] = NULL;
mTexType[i] = GFXTDT_Normal;
}
// State block
mStateBlockDirty = false;
mCurrentStateBlock = NULL;
mNewStateBlock = NULL;
mCurrentShaderConstBuffer = NULL;
// misc
mAllowRender = true;
mCurrentRenderStyle = RS_Standard;
mCurrentStereoTarget = -1;
mStereoHeadTransform = MatrixF(1);
mCanCurrentlyRender = false;
mInitialized = false;
mRTDirty = false;
mViewport = RectI::Zero;
mViewportDirty = false;
mDeviceSwizzle32 = NULL;
mDeviceSwizzle24 = NULL;
mResourceListHead = NULL;
mCardProfiler = NULL;
// Initialize our drawing utility.
mDrawer = NULL;
mFrameTime = PlatformTimer::create();
// Add a few system wide shader macros.
GFXShader::addGlobalMacro( "TORQUE", "1" );
GFXShader::addGlobalMacro( "TORQUE_VERSION", String::ToString(getVersionNumber()) );
#if defined TORQUE_OS_WIN
GFXShader::addGlobalMacro( "TORQUE_OS_WIN" );
#elif defined TORQUE_OS_MAC
GFXShader::addGlobalMacro( "TORQUE_OS_MAC" );
#elif defined TORQUE_OS_LINUX
GFXShader::addGlobalMacro( "TORQUE_OS_LINUX" );
#endif
mStereoTargets[0] = NULL;
mStereoTargets[1] = NULL;
}
GFXDrawUtil* GFXDevice::getDrawUtil()
{
if (!mDrawer)
{
mDrawer = new GFXDrawUtil(this);
}
return mDrawer;
}
void GFXDevice::deviceInited()
{
getDeviceEventSignal().trigger(deInit);
mDeviceStatistics.setPrefix("$GFXDeviceStatistics::");
// Initialize the static helper textures.
GBitmap temp( 2, 2, false, GFXFormatR8G8B8A8 );
temp.fill( ColorI::ONE );
GFXTexHandle::ONE.set( &temp, &GFXStaticTextureSRGBProfile, false, "GFXTexHandle::ONE" );
temp.fill( ColorI::ZERO );
GFXTexHandle::ZERO.set( &temp, &GFXStaticTextureSRGBProfile, false, "GFXTexHandle::ZERO" );
temp.fill( ColorI( 128, 128, 255 ) );
GFXTexHandle::ZUP.set( &temp, &GFXNormalMapProfile, false, "GFXTexHandle::ZUP" );
}
bool GFXDevice::destroy()
{
// Cleanup the static helper textures.
GFXTexHandle::ONE.free();
GFXTexHandle::ZERO.free();
GFXTexHandle::ZUP.free();
// Make this release its buffer.
PrimBuild::shutdown();
// Let people know we are shutting down
getDeviceEventSignal().trigger(deDestroy);
if(smGFXDevice)
smGFXDevice->preDestroy();
SAFE_DELETE(smGFXDevice);
return true;
}
void GFXDevice::preDestroy()
{
// Delete draw util
SAFE_DELETE( mDrawer );
}
GFXDevice::~GFXDevice()
{
smGFXDevice = NULL;
// Clean up our current buffers.
mCurrentPrimitiveBuffer = NULL;
for ( U32 i=0; i < VERTEX_STREAM_COUNT; i++ )
mCurrentVertexBuffer[i] = NULL;
// Clear out our current texture references
for (U32 i = 0; i < GFX_TEXTURE_STAGE_COUNT; i++)
{
mCurrentTexture[i] = NULL;
mNewTexture[i] = NULL;
mCurrentCubemap[i] = NULL;
mNewCubemap[i] = NULL;
mCurrentCubemapArray[i] = NULL;
mNewCubemapArray[i] = NULL;
mCurrentTextureArray[i] = NULL;
mNewTextureArray[i] = NULL;
}
mCurrentRT = NULL;
// Release all the unreferenced textures in the cache.
mTextureManager->cleanupCache();
// Check for resource leaks
#ifdef TORQUE_DEBUG
AssertFatal( GFXTextureObject::dumpActiveTOs() == 0, "There is a texture object leak, check the log for more details." );
GFXPrimitiveBuffer::dumpActivePBs();
#endif
SAFE_DELETE( mTextureManager );
SAFE_DELETE( mFrameTime );
// Clear out our state block references
mCurrentStateBlocks.clear();
mNewStateBlock = NULL;
mCurrentStateBlock = NULL;
mCurrentShaderConstBuffer = NULL;
/// End Block above BTR
// -- Clear out resource list
// Note: our derived class destructor will have already released resources.
// Clearing this list saves us from having our resources (which are not deleted
// just released) turn around and try to remove themselves from this list.
while (mResourceListHead)
{
GFXResource * head = mResourceListHead;
mResourceListHead = head->mNextResource;
head->mPrevResource = NULL;
head->mNextResource = NULL;
head->mOwningDevice = NULL;
}
}
GFXStateBlockRef GFXDevice::createStateBlock(const GFXStateBlockDesc& desc)
{
PROFILE_SCOPE( GFXDevice_CreateStateBlock );
U32 hashValue = desc.getHashValue();
if (mCurrentStateBlocks[hashValue])
return mCurrentStateBlocks[hashValue];
GFXStateBlockRef result = createStateBlockInternal(desc);
result->registerResourceWithDevice(this);
mCurrentStateBlocks[hashValue] = result;
return result;
}
void GFXDevice::setStateBlock(GFXStateBlock* block)
{
AssertFatal(block, "NULL state block!");
AssertFatal(block->getOwningDevice() == this, "This state doesn't apply to this device!");
if (block != mCurrentStateBlock)
{
mStateDirty = true;
mStateBlockDirty = true;
mNewStateBlock = block;
} else {
mStateBlockDirty = false;
mNewStateBlock = mCurrentStateBlock;
}
}
void GFXDevice::setStateBlockByDesc( const GFXStateBlockDesc &desc )
{
PROFILE_SCOPE( GFXDevice_SetStateBlockByDesc );
GFXStateBlock *block = createStateBlock( desc );
setStateBlock( block );
}
void GFXDevice::setShaderConstBuffer(GFXShaderConstBuffer* buffer)
{
mCurrentShaderConstBuffer = buffer;
}
void GFXDevice::updateStates(bool forceSetAll /*=false*/)
{
PROFILE_SCOPE(GFXDevice_updateStates);
if(forceSetAll)
{
bool rememberToEndScene = false;
if(!canCurrentlyRender())
{
if (!beginScene())
{
AssertFatal(false, "GFXDevice::updateStates: Unable to beginScene!");
}
rememberToEndScene = true;
}
setVertexDecl( mCurrVertexDecl );
for ( U32 i=0; i < VERTEX_STREAM_COUNT; i++ )
{
setVertexStream( i, mCurrentVertexBuffer[i] );
setVertexStreamFrequency( i, mVertexBufferFrequency[i] );
}
if( mCurrentPrimitiveBuffer.isValid() ) // This could be NULL when the device is initalizing
mCurrentPrimitiveBuffer->prepare();
/// Stateblocks
if ( mNewStateBlock )
setStateBlockInternal(mNewStateBlock, true);
mCurrentStateBlock = mNewStateBlock;
for(U32 i = 0; i < getNumSamplers(); i++)
{
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;
case GFXTDT_TextureArray:
{
mCurrentTextureArray[i] = mNewTextureArray[i];
if (mCurrentTextureArray[i])
mCurrentTextureArray[i]->setToTexUnit(i);
else
setTextureInternal(i, NULL);
}
break;
default:
AssertFatal(false, "Unknown texture type!");
break;
}
}
_updateRenderTargets();
if(rememberToEndScene)
endScene();
return;
}
if (!mStateDirty)
return;
// Normal update logic begins here.
mStateDirty = false;
// Update the vertex declaration.
if ( mVertexDeclDirty )
{
setVertexDecl( mCurrVertexDecl );
mVertexDeclDirty = false;
}
// Update the vertex buffers.
for ( U32 i=0; i < VERTEX_STREAM_COUNT; i++ )
{
if ( mVertexBufferDirty[i] )
{
setVertexStream( i, mCurrentVertexBuffer[i] );
mVertexBufferDirty[i] = false;
}
if ( mVertexBufferFrequencyDirty[i] )
{
setVertexStreamFrequency( i, mVertexBufferFrequency[i] );
mVertexBufferFrequencyDirty[i] = false;
}
}
// Update primitive buffer
//
// NOTE: It is very important to set the primitive buffer AFTER the vertex buffer
// because in order to draw indexed primitives in DX8, the call to SetIndicies
// needs to include the base vertex offset, and the DX8 GFXDevice relies on
// having mCurrentVB properly assigned before the call to setIndices -patw
if( mPrimitiveBufferDirty )
{
if( mCurrentPrimitiveBuffer.isValid() ) // This could be NULL when the device is initalizing
mCurrentPrimitiveBuffer->prepare();
mPrimitiveBufferDirty = false;
}
// NOTE: With state blocks, it's now important to update state before setting textures
// some devices (e.g. OpenGL) set states on the texture and we need that information before
// the texture is activated.
if (mStateBlockDirty)
{
setStateBlockInternal(mNewStateBlock, false);
mCurrentStateBlock = mNewStateBlock;
mStateBlockDirty = false;
}
_updateRenderTargets();
if( mTexturesDirty )
{
mTexturesDirty = false;
for(U32 i = 0; i < getNumSamplers(); i++)
{
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;
case GFXTDT_TextureArray:
{
mCurrentTextureArray[i] = mNewTextureArray[i];
if (mCurrentTextureArray[i])
mCurrentTextureArray[i]->setToTexUnit(i);
else
setTextureInternal(i, NULL);
}
break;
default:
AssertFatal(false, "Unknown texture type!");
break;
}
}
}
_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 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;
mNewTextureArray[stage] = NULL;
mCurrentTextureArray[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;
mNewTextureArray[stage] = NULL;
mCurrentTextureArray[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;
mNewTextureArray[stage] = NULL;
mCurrentTextureArray[stage] = NULL;
}
//-----------------------------------------------------------------------------
// Set texture array
//-----------------------------------------------------------------------------
void GFXDevice::setTextureArray(U32 stage, GFXTextureArray *textureArray)
{
AssertFatal(stage < getNumSamplers(), avar("GFXDevice::setTextureArray - out of range stage! %i>%i", stage, getNumSamplers()));
if (mTexType[stage] == GFXTDT_TextureArray &&
((mTextureDirty[stage] && mNewTextureArray[stage].getPointer() == textureArray) ||
(!mTextureDirty[stage] && mCurrentTextureArray[stage].getPointer() == textureArray)))
return;
mStateDirty = true;
mTexturesDirty = true;
mTextureDirty[stage] = true;
mNewTextureArray[stage] = textureArray;
mTexType[stage] = GFXTDT_TextureArray;
// Clear out textures
mNewTexture[stage] = NULL;
mCurrentTexture[stage] = NULL;
mNewCubemap[stage] = NULL;
mCurrentCubemap[stage] = NULL;
mNewCubemapArray[stage] = NULL;
mCurrentCubemapArray[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(getDisplayDeviceType, GFXAdapterType, (), ,
"Get the string describing the active GFX device type.\n"
"@ingroup GFX\n")
{
if (!GFXDevice::devicePresent())
return NullDevice;
const GFXAdapter& adapter = GFX->getAdapter();
return adapter.mType;
}
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();
}