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