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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 "gfx/D3D9/gfxD3D9Device.h"
- #include "console/console.h"
- #include "core/stream/fileStream.h"
- #include "core/strings/unicode.h"
- #include "gfx/D3D9/gfxD3D9CardProfiler.h"
- #include "gfx/D3D9/gfxD3D9VertexBuffer.h"
- #include "gfx/D3D9/screenShotD3D9.h"
- #include "gfx/D3D9/gfxD3D9EnumTranslate.h"
- #include "gfx/D3D9/gfxD3D9QueryFence.h"
- #include "gfx/D3D9/gfxD3D9OcclusionQuery.h"
- #include "gfx/D3D9/gfxD3D9Shader.h"
- #include "windowManager/platformWindow.h"
- #ifndef TORQUE_OS_XENON
- # include "windowManager/win32/win32Window.h"
- #endif
- D3DXFNTable GFXD3D9Device::smD3DX;
- GFXD3D9Device::GFXD3D9Device( LPDIRECT3D9 d3d, U32 index )
- {
- mDeviceSwizzle32 = &Swizzles::bgra;
- GFXVertexColor::setSwizzle( mDeviceSwizzle32 );
- mDeviceSwizzle24 = &Swizzles::bgr;
- mD3D = d3d;
- mAdapterIndex = index;
- mD3DDevice = NULL;
- mVolatileVB = NULL;
- mCurrentPB = NULL;
- mDynamicPB = NULL;
- mLastVertShader = NULL;
- mLastPixShader = NULL;
- mCanCurrentlyRender = false;
- mTextureManager = NULL;
- mCurrentStateBlock = NULL;
- mResourceListHead = NULL;
- #ifdef TORQUE_DEBUG
- mVBListHead = NULL;
- mNumAllocatedVertexBuffers = 0;
- #endif
- mPixVersion = 0.0;
- mNumSamplers = 0;
- mNumRenderTargets = 0;
- mCardProfiler = NULL;
- mDeviceDepthStencil = NULL;
- mDeviceBackbuffer = NULL;
- mDeviceColor = NULL;
- mCreateFenceType = -1; // Unknown, test on first allocate
- mCurrentConstBuffer = NULL;
- mOcclusionQuerySupported = false;
- // Set up the Enum translation tables
- GFXD3D9EnumTranslate::init();
- #if !defined(TORQUE_OS_XENON)
- mD3DEx = NULL;
- mD3DDeviceEx = NULL;
- #endif
- }
- //-----------------------------------------------------------------------------
- GFXD3D9Device::~GFXD3D9Device()
- {
- // Release our refcount on the current stateblock object
- mCurrentStateBlock = NULL;
- releaseDefaultPoolResources();
- // Free the vertex declarations.
- VertexDeclMap::Iterator iter = mVertexDecls.begin();
- for ( ; iter != mVertexDecls.end(); iter++ )
- delete iter->value;
- // Check up on things
- Con::printf("Cur. D3DDevice ref count=%d", mD3DDevice->AddRef() - 1);
- mD3DDevice->Release();
- // Forcibly clean up the pools
- mVolatileVBList.setSize(0);
- mDynamicPB = NULL;
- // And release our D3D resources.
- SAFE_RELEASE( mDeviceDepthStencil );
- SAFE_RELEASE( mDeviceBackbuffer )
- SAFE_RELEASE( mDeviceColor );
- SAFE_RELEASE( mD3D );
- SAFE_RELEASE( mD3DDevice );
- #ifdef TORQUE_DEBUG
- logVertexBuffers();
- #endif
- if( mCardProfiler )
- {
- delete mCardProfiler;
- mCardProfiler = NULL;
- }
- if( gScreenShot )
- {
- delete gScreenShot;
- gScreenShot = NULL;
- }
- }
- //------------------------------------------------------------------------------
- // setupGenericShaders - This function is totally not needed on PC because there
- // is fixed-function support in D3D9
- //------------------------------------------------------------------------------
- inline void GFXD3D9Device::setupGenericShaders( GenericShaderType type /* = GSColor */ )
- {
- #ifdef WANT_TO_SIMULATE_UI_ON_360
- if( mGenericShader[GSColor] == NULL )
- {
- mGenericShader[GSColor] = createShader( "shaders/common/genericColorV.hlsl",
- "shaders/common/genericColorP.hlsl",
- 2.f );
- mGenericShader[GSModColorTexture] = createShader( "shaders/common/genericModColorTextureV.hlsl",
- "shaders/common/genericModColorTextureP.hlsl",
- 2.f );
- mGenericShader[GSAddColorTexture] = createShader( "shaders/common/genericAddColorTextureV.hlsl",
- "shaders/common/genericAddColorTextureP.hlsl",
- 2.f );
- }
- mGenericShader[type]->process();
- MatrixF world, view, proj;
- mWorldMatrix[mWorldStackSize].transposeTo( world );
- mViewMatrix.transposeTo( view );
- mProjectionMatrix.transposeTo( proj );
- mTempMatrix = world * view * proj;
- setVertexShaderConstF( VC_WORLD_PROJ, (F32 *)&mTempMatrix, 4 );
- #else
- disableShaders();
- #endif
- }
- //-----------------------------------------------------------------------------
- /// Creates a state block object based on the desc passed in. This object
- /// represents an immutable state.
- GFXStateBlockRef GFXD3D9Device::createStateBlockInternal(const GFXStateBlockDesc& desc)
- {
- return GFXStateBlockRef(new GFXD3D9StateBlock(desc, mD3DDevice));
- }
- /// Activates a stateblock
- void GFXD3D9Device::setStateBlockInternal(GFXStateBlock* block, bool force)
- {
- AssertFatal(dynamic_cast<GFXD3D9StateBlock*>(block), "Incorrect stateblock type for this device!");
- GFXD3D9StateBlock* d3dBlock = static_cast<GFXD3D9StateBlock*>(block);
- GFXD3D9StateBlock* d3dCurrent = static_cast<GFXD3D9StateBlock*>(mCurrentStateBlock.getPointer());
- if (force)
- d3dCurrent = NULL;
- d3dBlock->activate(d3dCurrent);
- }
- /// Called by base GFXDevice to actually set a const buffer
- void GFXD3D9Device::setShaderConstBufferInternal(GFXShaderConstBuffer* buffer)
- {
- if (buffer)
- {
- PROFILE_SCOPE(GFXD3D9Device_setShaderConstBufferInternal);
- AssertFatal(dynamic_cast<GFXD3D9ShaderConstBuffer*>(buffer), "Incorrect shader const buffer type for this device!");
- GFXD3D9ShaderConstBuffer* d3dBuffer = static_cast<GFXD3D9ShaderConstBuffer*>(buffer);
- d3dBuffer->activate(mCurrentConstBuffer);
- mCurrentConstBuffer = d3dBuffer;
- } else {
- mCurrentConstBuffer = NULL;
- }
- }
- //-----------------------------------------------------------------------------
- void GFXD3D9Device::clear( U32 flags, ColorI color, F32 z, U32 stencil )
- {
- // Make sure we have flushed our render target state.
- _updateRenderTargets();
- // Kind of a bummer we have to do this, there should be a better way made
- DWORD realflags = 0;
- if( flags & GFXClearTarget )
- realflags |= D3DCLEAR_TARGET;
- if( flags & GFXClearZBuffer )
- realflags |= D3DCLEAR_ZBUFFER;
- if( flags & GFXClearStencil )
- realflags |= D3DCLEAR_STENCIL;
- mD3DDevice->Clear( 0, NULL, realflags,
- D3DCOLOR_ARGB( color.alpha, color.red, color.green, color.blue ),
- z, stencil );
- }
- //-----------------------------------------------------------------------------
- bool GFXD3D9Device::beginSceneInternal()
- {
- HRESULT hr = mD3DDevice->BeginScene();
- D3D9Assert(hr, "GFXD3D9Device::beginSceneInternal - failed to BeginScene");
- mCanCurrentlyRender = SUCCEEDED(hr);
- return mCanCurrentlyRender;
- }
- //-----------------------------------------------------------------------------
- void GFXD3D9Device::endSceneInternal()
- {
- mD3DDevice->EndScene();
- mCanCurrentlyRender = false;
- }
- void GFXD3D9Device::_updateRenderTargets()
- {
- if ( mRTDirty || ( mCurrentRT && mCurrentRT->isPendingState() ) )
- {
- if ( mRTDeactivate )
- {
- mRTDeactivate->deactivate();
- mRTDeactivate = NULL;
- }
- // NOTE: The render target changes are not really accurate
- // as the GFXTextureTarget supports MRT internally. So when
- // we activate a GFXTarget it could result in multiple calls
- // to SetRenderTarget on the actual device.
- mDeviceStatistics.mRenderTargetChanges++;
- mCurrentRT->activate();
- mRTDirty = false;
- }
- if ( mViewportDirty )
- {
- D3DVIEWPORT9 viewport;
- viewport.X = mViewport.point.x;
- viewport.Y = mViewport.point.y;
- viewport.Width = mViewport.extent.x;
- viewport.Height = mViewport.extent.y;
- viewport.MinZ = 0.0;
- viewport.MaxZ = 1.0;
- D3D9Assert( mD3DDevice->SetViewport( &viewport ),
- "GFXD3D9Device::_updateRenderTargets() - Error setting viewport!" );
- mViewportDirty = false;
- }
- }
- #ifdef TORQUE_DEBUG
- void GFXD3D9Device::logVertexBuffers()
- {
- // NOTE: This function should be called on the destructor of this class and ONLY then
- // otherwise it'll produce the wrong output
- if( mNumAllocatedVertexBuffers == 0 )
- return;
- FileStream fs;
- fs.open( "vertexbuffer.log", Torque::FS::File::Write );
- char buff[256];
- fs.writeLine( (U8 *)avar("-- Vertex buffer memory leak report -- time = %d", Platform::getRealMilliseconds()) );
- dSprintf( (char *)&buff, sizeof( buff ), "%d un-freed vertex buffers", mNumAllocatedVertexBuffers );
- fs.writeLine( (U8 *)buff );
- GFXD3D9VertexBuffer *walk = mVBListHead;
- while( walk != NULL )
- {
- dSprintf( (char *)&buff, sizeof( buff ), "[Name: %s] Size: %d", walk->name, walk->mNumVerts );
- fs.writeLine( (U8 *)buff );
- walk = walk->next;
- }
- fs.writeLine( (U8 *)"-- End report --" );
- fs.close();
- }
- //-----------------------------------------------------------------------------
- void GFXD3D9Device::addVertexBuffer( GFXD3D9VertexBuffer *buffer )
- {
- mNumAllocatedVertexBuffers++;
- if( mVBListHead == NULL )
- {
- mVBListHead = buffer;
- }
- else
- {
- GFXD3D9VertexBuffer *walk = mVBListHead;
- while( walk->next != NULL )
- {
- walk = walk->next;
- }
- walk->next = buffer;
- }
- buffer->next = NULL;
- }
- //-----------------------------------------------------------------------------
- void GFXD3D9Device::removeVertexBuffer( GFXD3D9VertexBuffer *buffer )
- {
- mNumAllocatedVertexBuffers--;
- // Quick check to see if this is head of list
- if( mVBListHead == buffer )
- {
- mVBListHead = mVBListHead->next;
- return;
- }
- GFXD3D9VertexBuffer *walk = mVBListHead;
- while( walk->next != NULL )
- {
- if( walk->next == buffer )
- {
- walk->next = walk->next->next;
- return;
- }
- walk = walk->next;
- }
- AssertFatal( false, "Vertex buffer not found in list." );
- }
- #endif
- //-----------------------------------------------------------------------------
- void GFXD3D9Device::releaseDefaultPoolResources()
- {
- // Release all the dynamic vertex buffer arrays
- // Forcibly clean up the pools
- for( U32 i=0; i<mVolatileVBList.size(); i++ )
- {
- // Con::printf("Trying to release volatile vb with COM refcount of %d and internal refcount of %d", mVolatileVBList[i]->vb->AddRef() - 1, mVolatileVBList[i]->mRefCount);
- // mVolatileVBList[i]->vb->Release();
- mVolatileVBList[i]->vb->Release();
- mVolatileVBList[i]->vb = NULL;
- mVolatileVBList[i] = NULL;
- }
- mVolatileVBList.setSize(0);
- // We gotta clear the current const buffer else the next
- // activate may erroneously think the device is still holding
- // this state and fail to set it.
- mCurrentConstBuffer = NULL;
- // Set current VB to NULL and set state dirty
- for ( U32 i=0; i < VERTEX_STREAM_COUNT; i++ )
- {
- mCurrentVertexBuffer[i] = NULL;
- mVertexBufferDirty[i] = true;
- mVertexBufferFrequency[i] = 0;
- mVertexBufferFrequencyDirty[i] = true;
- }
- // Release dynamic index buffer
- if( mDynamicPB != NULL )
- {
- SAFE_RELEASE( mDynamicPB->ib );
- }
- // Set current PB/IB to NULL and set state dirty
- mCurrentPrimitiveBuffer = NULL;
- mCurrentPB = NULL;
- mPrimitiveBufferDirty = true;
- // Zombify texture manager (for D3D this only modifies default pool textures)
- if( mTextureManager )
- mTextureManager->zombify();
- // Kill off other potentially dangling references...
- SAFE_RELEASE( mDeviceDepthStencil );
- SAFE_RELEASE( mDeviceBackbuffer );
- mD3DDevice->SetDepthStencilSurface(NULL);
- // Set global dirty state so the IB/PB and VB get reset
- mStateDirty = true;
- // Walk the resource list and zombify everything.
- GFXResource *walk = mResourceListHead;
- while(walk)
- {
- walk->zombify();
- walk = walk->getNextResource();
- }
- }
- //-----------------------------------------------------------------------------
- void GFXD3D9Device::reacquireDefaultPoolResources()
- {
- // Now do the dynamic index buffers
- if( mDynamicPB == NULL )
- mDynamicPB = new GFXD3D9PrimitiveBuffer(this, 0, 0, GFXBufferTypeDynamic);
- D3D9Assert( mD3DDevice->CreateIndexBuffer( sizeof( U16 ) * MAX_DYNAMIC_INDICES,
- #ifdef TORQUE_OS_XENON
- D3DUSAGE_WRITEONLY,
- #else
- D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC,
- #endif
- GFXD3D9IndexFormat[GFXIndexFormat16], D3DPOOL_DEFAULT, &mDynamicPB->ib, NULL ), "Failed to allocate dynamic IB" );
- // Grab the depth-stencil...
- SAFE_RELEASE(mDeviceDepthStencil);
- D3D9Assert(mD3DDevice->GetDepthStencilSurface(&mDeviceDepthStencil),
- "GFXD3D9Device::reacquireDefaultPoolResources - couldn't grab reference to device's depth-stencil surface.");
- SAFE_RELEASE(mDeviceBackbuffer);
- mD3DDevice->GetBackBuffer( 0, 0, D3DBACKBUFFER_TYPE_MONO, &mDeviceBackbuffer );
- // Store for query later.
- mD3DDevice->GetDisplayMode( 0, &mDisplayMode );
- // Walk the resource list and zombify everything.
- GFXResource *walk = mResourceListHead;
- while(walk)
- {
- walk->resurrect();
- walk = walk->getNextResource();
- }
- if(mTextureManager)
- mTextureManager->resurrect();
- }
- GFXD3D9VertexBuffer* GFXD3D9Device::findVBPool( const GFXVertexFormat *vertexFormat, U32 vertsNeeded )
- {
- PROFILE_SCOPE( GFXD3D9Device_findVBPool );
- // Verts needed is ignored on the base device, 360 is different
- for( U32 i=0; i<mVolatileVBList.size(); i++ )
- if( mVolatileVBList[i]->mVertexFormat.isEqual( *vertexFormat ) )
- return mVolatileVBList[i];
- return NULL;
- }
- GFXD3D9VertexBuffer * GFXD3D9Device::createVBPool( const GFXVertexFormat *vertexFormat, U32 vertSize )
- {
- PROFILE_SCOPE( GFXD3D9Device_createVBPool );
- // this is a bit funky, but it will avoid problems with (lack of) copy constructors
- // with a push_back() situation
- mVolatileVBList.increment();
- StrongRefPtr<GFXD3D9VertexBuffer> newBuff;
- mVolatileVBList.last() = new GFXD3D9VertexBuffer();
- newBuff = mVolatileVBList.last();
- newBuff->mNumVerts = 0;
- newBuff->mBufferType = GFXBufferTypeVolatile;
- newBuff->mVertexFormat.copy( *vertexFormat );
- newBuff->mVertexSize = vertSize;
- newBuff->mDevice = this;
- // Requesting it will allocate it.
- vertexFormat->getDecl();
- // Con::printf("Created buff with type %x", vertFlags);
- D3D9Assert( mD3DDevice->CreateVertexBuffer( vertSize * MAX_DYNAMIC_VERTS,
- #ifdef TORQUE_OS_XENON
- D3DUSAGE_WRITEONLY,
- #else
- D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC,
- #endif
- 0,
- D3DPOOL_DEFAULT,
- &newBuff->vb,
- NULL ),
- "Failed to allocate dynamic VB" );
- return newBuff;
- }
- //-----------------------------------------------------------------------------
- void GFXD3D9Device::setClipRect( const RectI &inRect )
- {
- // We transform the incoming rect by the view
- // matrix first, so that it can be used to pan
- // and scale the clip rect.
- //
- // This is currently used to take tiled screenshots.
- Point3F pos( inRect.point.x, inRect.point.y, 0.0f );
- Point3F extent( inRect.extent.x, inRect.extent.y, 0.0f );
- getViewMatrix().mulP( pos );
- getViewMatrix().mulV( extent );
- RectI rect( pos.x, pos.y, extent.x, extent.y );
- // Clip the rect against the renderable size.
- Point2I size = mCurrentRT->getSize();
- RectI maxRect(Point2I(0,0), size);
- rect.intersect(maxRect);
- mClipRect = rect;
- F32 l = F32( mClipRect.point.x );
- F32 r = F32( mClipRect.point.x + mClipRect.extent.x );
- F32 b = F32( mClipRect.point.y + mClipRect.extent.y );
- F32 t = F32( mClipRect.point.y );
- // Set up projection matrix,
- static Point4F pt;
- pt.set(2.0f / (r - l), 0.0f, 0.0f, 0.0f);
- mTempMatrix.setColumn(0, pt);
- pt.set(0.0f, 2.0f/(t - b), 0.0f, 0.0f);
- mTempMatrix.setColumn(1, pt);
- pt.set(0.0f, 0.0f, 1.0f, 0.0f);
- mTempMatrix.setColumn(2, pt);
- pt.set((l+r)/(l-r), (t+b)/(b-t), 1.0f, 1.0f);
- mTempMatrix.setColumn(3, pt);
- setProjectionMatrix( mTempMatrix );
- // Set up world/view matrix
- mTempMatrix.identity();
- setWorldMatrix( mTempMatrix );
- setViewport( mClipRect );
- }
- void GFXD3D9Device::setVertexStream( U32 stream, GFXVertexBuffer *buffer )
- {
- GFXD3D9VertexBuffer *d3dBuffer = static_cast<GFXD3D9VertexBuffer*>( buffer );
- if ( stream == 0 )
- {
- // Set the volatile buffer which is used to
- // offset the start index when doing draw calls.
- if ( d3dBuffer && d3dBuffer->mVolatileStart > 0 )
- mVolatileVB = d3dBuffer;
- else
- mVolatileVB = NULL;
- }
- // NOTE: We do not use the stream offset here for stream 0
- // as that feature is *supposedly* not as well supported as
- // using the start index in drawPrimitive.
- //
- // If we can verify that this is not the case then we should
- // start using this method exclusively for all streams.
-
- D3D9Assert( mD3DDevice->SetStreamSource( stream,
- d3dBuffer ? d3dBuffer->vb : NULL,
- d3dBuffer && stream != 0 ? d3dBuffer->mVolatileStart * d3dBuffer->mVertexSize : 0,
- d3dBuffer ? d3dBuffer->mVertexSize : 0 ),
- "GFXD3D9Device::setVertexStream - Failed to set stream source." );
- }
- void GFXD3D9Device::setVertexStreamFrequency( U32 stream, U32 frequency )
- {
- if ( frequency == 0 )
- frequency = 1;
- else
- {
- if ( stream == 0 )
- frequency = D3DSTREAMSOURCE_INDEXEDDATA | frequency;
- else
- frequency = D3DSTREAMSOURCE_INSTANCEDATA | frequency;
- }
- D3D9Assert( mD3DDevice->SetStreamSourceFreq( stream, frequency ),
- "GFXD3D9Device::setVertexStreamFrequency - Failed to set stream frequency." );
- }
- void GFXD3D9Device::_setPrimitiveBuffer( GFXPrimitiveBuffer *buffer )
- {
- mCurrentPB = static_cast<GFXD3D9PrimitiveBuffer *>( buffer );
- D3D9Assert( mD3DDevice->SetIndices( mCurrentPB->ib ), "Failed to set indices" );
- }
- void GFXD3D9Device::drawPrimitive( GFXPrimitiveType primType, U32 vertexStart, U32 primitiveCount )
- {
- // This is done to avoid the function call overhead if possible
- if( mStateDirty )
- updateStates();
- if (mCurrentShaderConstBuffer)
- setShaderConstBufferInternal(mCurrentShaderConstBuffer);
- if ( mVolatileVB )
- vertexStart += mVolatileVB->mVolatileStart;
- D3D9Assert( mD3DDevice->DrawPrimitive( GFXD3D9PrimType[primType], vertexStart, primitiveCount ), "Failed to draw primitives" );
- mDeviceStatistics.mDrawCalls++;
- if ( mVertexBufferFrequency[0] > 1 )
- mDeviceStatistics.mPolyCount += primitiveCount * mVertexBufferFrequency[0];
- else
- mDeviceStatistics.mPolyCount += primitiveCount;
- }
- //-----------------------------------------------------------------------------
- void GFXD3D9Device::drawIndexedPrimitive( GFXPrimitiveType primType,
- U32 startVertex,
- U32 minIndex,
- U32 numVerts,
- U32 startIndex,
- U32 primitiveCount )
- {
- // This is done to avoid the function call overhead if possible
- if( mStateDirty )
- updateStates();
- if (mCurrentShaderConstBuffer)
- setShaderConstBufferInternal(mCurrentShaderConstBuffer);
- AssertFatal( mCurrentPB != NULL, "Trying to call drawIndexedPrimitive with no current index buffer, call setIndexBuffer()" );
- if ( mVolatileVB )
- startVertex += mVolatileVB->mVolatileStart;
- D3D9Assert( mD3DDevice->DrawIndexedPrimitive( GFXD3D9PrimType[primType],
- startVertex,
- /* mCurrentPB->mVolatileStart + */ minIndex,
- numVerts,
- mCurrentPB->mVolatileStart + startIndex,
- primitiveCount ), "Failed to draw indexed primitive" );
- mDeviceStatistics.mDrawCalls++;
- if ( mVertexBufferFrequency[0] > 1 )
- mDeviceStatistics.mPolyCount += primitiveCount * mVertexBufferFrequency[0];
- else
- mDeviceStatistics.mPolyCount += primitiveCount;
- }
- GFXShader* GFXD3D9Device::createShader()
- {
- GFXD3D9Shader* shader = new GFXD3D9Shader();
- shader->registerResourceWithDevice( this );
- return shader;
- }
- void GFXD3D9Device::disableShaders(bool force)
- {
- setShader( NULL, force );
- setShaderConstBuffer( NULL );
- }
- //-----------------------------------------------------------------------------
- // Set shader - this function exists to make sure this is done in one place,
- // and to make sure redundant shader states are not being
- // sent to the card.
- //-----------------------------------------------------------------------------
- void GFXD3D9Device::setShader( GFXShader *shader, bool force )
- {
- GFXD3D9Shader *d3dShader = static_cast<GFXD3D9Shader*>( shader );
- IDirect3DPixelShader9 *pixShader = ( d3dShader != NULL ? d3dShader->mPixShader : NULL );
- IDirect3DVertexShader9 *vertShader = ( d3dShader ? d3dShader->mVertShader : NULL );
- if( pixShader != mLastPixShader || force )
- {
- mD3DDevice->SetPixelShader( pixShader );
- mLastPixShader = pixShader;
- }
- if( vertShader != mLastVertShader || force )
- {
- mD3DDevice->SetVertexShader( vertShader );
- mLastVertShader = vertShader;
- }
- }
- //-----------------------------------------------------------------------------
- // allocPrimitiveBuffer
- //-----------------------------------------------------------------------------
- GFXPrimitiveBuffer * GFXD3D9Device::allocPrimitiveBuffer( U32 numIndices,
- U32 numPrimitives,
- GFXBufferType bufferType )
- {
- // Allocate a buffer to return
- GFXD3D9PrimitiveBuffer * res = new GFXD3D9PrimitiveBuffer(this, numIndices, numPrimitives, bufferType);
- // Determine usage flags
- U32 usage = 0;
- D3DPOOL pool = D3DPOOL_DEFAULT;
- // Assumptions:
- // - static buffers are write once, use many
- // - dynamic buffers are write many, use many
- // - volatile buffers are write once, use once
- // You may never read from a buffer.
- switch(bufferType)
- {
- case GFXBufferTypeStatic:
- pool = isD3D9Ex() ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED;
- break;
- case GFXBufferTypeDynamic:
- case GFXBufferTypeVolatile:
- #ifndef TORQUE_OS_XENON
- usage |= D3DUSAGE_DYNAMIC;
- #endif
- break;
- }
- // Register resource
- res->registerResourceWithDevice(this);
- // We never allow reading from a primitive buffer.
- usage |= D3DUSAGE_WRITEONLY;
- // Create d3d index buffer
- if(bufferType == GFXBufferTypeVolatile)
- {
- // Get it from the pool if it's a volatile...
- AssertFatal( numIndices < MAX_DYNAMIC_INDICES, "Cannot allocate that many indices in a volatile buffer, increase MAX_DYNAMIC_INDICES." );
- res->ib = mDynamicPB->ib;
- // mDynamicPB->ib->AddRef();
- res->mVolatileBuffer = mDynamicPB;
- }
- else
- {
- // Otherwise, get it as a seperate buffer...
- D3D9Assert(mD3DDevice->CreateIndexBuffer( sizeof(U16) * numIndices , usage, GFXD3D9IndexFormat[GFXIndexFormat16], pool, &res->ib, 0),
- "Failed to allocate an index buffer.");
- }
- return res;
- }
- //-----------------------------------------------------------------------------
- // allocVertexBuffer
- //-----------------------------------------------------------------------------
- GFXVertexBuffer * GFXD3D9Device::allocVertexBuffer( U32 numVerts,
- const GFXVertexFormat *vertexFormat,
- U32 vertSize,
- GFXBufferType bufferType )
- {
- PROFILE_SCOPE( GFXD3D9Device_allocVertexBuffer );
- GFXD3D9VertexBuffer *res = new GFXD3D9VertexBuffer( this,
- numVerts,
- vertexFormat,
- vertSize,
- bufferType );
- // Determine usage flags
- U32 usage = 0;
- D3DPOOL pool = D3DPOOL_DEFAULT;
- res->mNumVerts = 0;
- // Assumptions:
- // - static buffers are write once, use many
- // - dynamic buffers are write many, use many
- // - volatile buffers are write once, use once
- // You may never read from a buffer.
- switch(bufferType)
- {
- case GFXBufferTypeStatic:
- pool = isD3D9Ex() ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED;
- break;
- case GFXBufferTypeDynamic:
- case GFXBufferTypeVolatile:
- pool = D3DPOOL_DEFAULT;
- usage |= D3DUSAGE_WRITEONLY;
- #ifndef TORQUE_OS_XENON
- usage |= D3DUSAGE_DYNAMIC;
- #endif
- break;
- }
- res->registerResourceWithDevice(this);
- // Create vertex buffer
- if( bufferType == GFXBufferTypeVolatile )
- {
- // NOTE: Volatile VBs are pooled and will be allocated at lock time.
- AssertFatal( numVerts <= MAX_DYNAMIC_VERTS,
- "GFXD3D9Device::allocVertexBuffer - Volatile vertex buffer is too big... see MAX_DYNAMIC_VERTS!" );
- }
- else
- {
- // Requesting it will allocate it.
- vertexFormat->getDecl();
- // Get a new buffer...
- D3D9Assert( mD3DDevice->CreateVertexBuffer( vertSize * numVerts, usage, 0, pool, &res->vb, NULL ),
- "Failed to allocate VB" );
- }
- res->mNumVerts = numVerts;
- return res;
- }
- //-----------------------------------------------------------------------------
- // deallocate vertex buffer
- //-----------------------------------------------------------------------------
- void GFXD3D9Device::deallocVertexBuffer( GFXD3D9VertexBuffer *vertBuff )
- {
- SAFE_RELEASE(vertBuff->vb);
- }
- GFXVertexDecl* GFXD3D9Device::allocVertexDecl( const GFXVertexFormat *vertexFormat )
- {
- PROFILE_SCOPE( GFXD3D9Device_allocVertexDecl );
- // First check the map... you shouldn't allocate VBs very often
- // if you want performance. The map lookup should never become
- // a performance bottleneck.
- D3D9VertexDecl *decl = mVertexDecls[vertexFormat->getDescription()];
- if ( decl )
- return decl;
- // Setup the declaration struct.
- U32 elemCount = vertexFormat->getElementCount();
- U32 offsets[4] = { 0 };
- U32 stream;
- D3DVERTEXELEMENT9 *vd = new D3DVERTEXELEMENT9[ elemCount + 1 ];
- for ( U32 i=0; i < elemCount; i++ )
- {
- const GFXVertexElement &element = vertexFormat->getElement( i );
-
- stream = element.getStreamIndex();
- vd[i].Stream = stream;
- vd[i].Offset = offsets[stream];
- vd[i].Type = GFXD3D9DeclType[element.getType()];
- vd[i].Method = D3DDECLMETHOD_DEFAULT;
- // We force the usage index of 0 for everything but
- // texture coords for now... this may change later.
- vd[i].UsageIndex = 0;
- if ( element.isSemantic( GFXSemantic::POSITION ) )
- vd[i].Usage = D3DDECLUSAGE_POSITION;
- else if ( element.isSemantic( GFXSemantic::NORMAL ) )
- vd[i].Usage = D3DDECLUSAGE_NORMAL;
- else if ( element.isSemantic( GFXSemantic::COLOR ) )
- vd[i].Usage = D3DDECLUSAGE_COLOR;
- else if ( element.isSemantic( GFXSemantic::TANGENT ) )
- vd[i].Usage = D3DDECLUSAGE_TANGENT;
- else if ( element.isSemantic( GFXSemantic::BINORMAL ) )
- vd[i].Usage = D3DDECLUSAGE_BINORMAL;
- else
- {
- // Anything that falls thru to here will be a texture coord.
- vd[i].Usage = D3DDECLUSAGE_TEXCOORD;
- vd[i].UsageIndex = element.getSemanticIndex();
- }
- offsets[stream] += element.getSizeInBytes();
- }
- D3DVERTEXELEMENT9 declEnd = D3DDECL_END();
- vd[elemCount] = declEnd;
- decl = new D3D9VertexDecl();
- D3D9Assert( mD3DDevice->CreateVertexDeclaration( vd, &decl->decl ),
- "GFXD3D9Device::allocVertexDecl - Failed to create vertex declaration!" );
- delete [] vd;
- // Store it in the cache.
- mVertexDecls[vertexFormat->getDescription()] = decl;
- return decl;
- }
- void GFXD3D9Device::setVertexDecl( const GFXVertexDecl *decl )
- {
- IDirect3DVertexDeclaration9 *dx9Decl = NULL;
- if ( decl )
- dx9Decl = static_cast<const D3D9VertexDecl*>( decl )->decl;
- D3D9Assert( mD3DDevice->SetVertexDeclaration( dx9Decl ), "GFXD3D9Device::setVertexDecl - Failed to set vertex declaration." );
- }
- //-----------------------------------------------------------------------------
- // This function should ONLY be called from GFXDevice::updateStates() !!!
- //-----------------------------------------------------------------------------
- void GFXD3D9Device::setTextureInternal( U32 textureUnit, const GFXTextureObject *texture)
- {
- if( texture == NULL )
- {
- D3D9Assert(mD3DDevice->SetTexture( textureUnit, NULL ), "Failed to set texture to null!");
- return;
- }
- GFXD3D9TextureObject *tex = (GFXD3D9TextureObject *) texture;
- D3D9Assert(mD3DDevice->SetTexture( textureUnit, tex->getTex()), "Failed to set texture to valid value!");
- }
- //-----------------------------------------------------------------------------
- // This function should ONLY be called from GFXDevice::updateStates() !!!
- //-----------------------------------------------------------------------------
- void GFXD3D9Device::setLightInternal(U32 lightStage, const GFXLightInfo light, bool lightEnable)
- {
- #ifndef TORQUE_OS_XENON
- if(!lightEnable)
- {
- mD3DDevice->LightEnable(lightStage, false);
- return;
- }
- D3DLIGHT9 d3dLight;
- switch (light.mType)
- {
- case GFXLightInfo::Ambient:
- AssertFatal(false, "Instead of setting an ambient light you should set the global ambient color.");
- return;
- case GFXLightInfo::Vector:
- d3dLight.Type = D3DLIGHT_DIRECTIONAL;
- break;
- case GFXLightInfo::Point:
- d3dLight.Type = D3DLIGHT_POINT;
- break;
- case GFXLightInfo::Spot:
- d3dLight.Type = D3DLIGHT_SPOT;
- break;
- default :
- AssertFatal(false, "Unknown light type!");
- };
- dMemcpy(&d3dLight.Diffuse, &light.mColor, sizeof(light.mColor));
- dMemcpy(&d3dLight.Ambient, &light.mAmbient, sizeof(light.mAmbient));
- dMemcpy(&d3dLight.Specular, &light.mColor, sizeof(light.mColor));
- dMemcpy(&d3dLight.Position, &light.mPos, sizeof(light.mPos));
- dMemcpy(&d3dLight.Direction, &light.mDirection, sizeof(light.mDirection));
- d3dLight.Range = light.mRadius;
- d3dLight.Falloff = 1.0;
- d3dLight.Attenuation0 = 1.0f;
- d3dLight.Attenuation1 = 0.1f;
- d3dLight.Attenuation2 = 0.0f;
- d3dLight.Theta = light.mInnerConeAngle;
- d3dLight.Phi = light.mOuterConeAngle;
- mD3DDevice->SetLight(lightStage, &d3dLight);
- mD3DDevice->LightEnable(lightStage, true);
- #endif
- }
- void GFXD3D9Device::setLightMaterialInternal(const GFXLightMaterial mat)
- {
- #ifndef TORQUE_OS_XENON
- D3DMATERIAL9 d3dmat;
- dMemset(&d3dmat, 0, sizeof(D3DMATERIAL9));
- D3DCOLORVALUE col;
- col.r = mat.ambient.red;
- col.g = mat.ambient.green;
- col.b = mat.ambient.blue;
- col.a = mat.ambient.alpha;
- d3dmat.Ambient = col;
- col.r = mat.diffuse.red;
- col.g = mat.diffuse.green;
- col.b = mat.diffuse.blue;
- col.a = mat.diffuse.alpha;
- d3dmat.Diffuse = col;
- col.r = mat.specular.red;
- col.g = mat.specular.green;
- col.b = mat.specular.blue;
- col.a = mat.specular.alpha;
- d3dmat.Specular = col;
- col.r = mat.emissive.red;
- col.g = mat.emissive.green;
- col.b = mat.emissive.blue;
- col.a = mat.emissive.alpha;
- d3dmat.Emissive = col;
- d3dmat.Power = mat.shininess;
- mD3DDevice->SetMaterial(&d3dmat);
- #endif
- }
- void GFXD3D9Device::setGlobalAmbientInternal(ColorF color)
- {
- #ifndef TORQUE_OS_XENON
- mD3DDevice->SetRenderState(D3DRS_AMBIENT,
- D3DCOLOR_COLORVALUE(color.red, color.green, color.blue, color.alpha));
- #endif
- }
- //------------------------------------------------------------------------------
- // Check for texture mis-match between GFX internal state and what is on the card
- // This function is expensive because of the readbacks from DX, and additionally
- // won't work unless it's a non-pure device.
- //
- // This function can crash or give false positives when the game
- // is shutting down or returning to the main menu as some of the textures
- // present in the mCurrentTexture array will have been freed.
- //
- // This function is best used as a quick check for mismatched state when it is
- // suspected.
- //------------------------------------------------------------------------------
- void GFXD3D9Device::doParanoidStateCheck()
- {
- #ifdef TORQUE_DEBUG
- // Read back all states and make sure they match what we think they should be.
- // For now just do texture binds.
- for(U32 i = 0; i < getNumSamplers(); i++)
- {
- IDirect3DBaseTexture9 *b=NULL;
- getDevice()->GetTexture(i, &b);
- if ((mCurrentTexture[i].isNull()) && (mCurrentCubemap[i].isNull()))
- {
- AssertFatal(b == NULL, "GFXD3D9Device::doParanoidStateCheck - got non-null texture in expected NULL slot!");
- getDevice()->SetTexture(i, NULL);
- }
- else
- {
- AssertFatal(mCurrentTexture[i] || mCurrentCubemap[i], "GFXD3D9Device::doParanoidStateCheck - got null texture in expected non-null slot!");
- if (mCurrentCubemap[i])
- {
- IDirect3DCubeTexture9 *cur= static_cast<GFXD3D9Cubemap*>(mCurrentCubemap[i].getPointer())->mCubeTex;
- AssertFatal(cur == b, "GFXD3D9Device::doParanoidStateCheck - mismatched cubemap!");
- }
- else
- {
- IDirect3DBaseTexture9 *cur= static_cast<GFXD3D9TextureObject*>(mCurrentTexture[i].getPointer())->getTex();
- AssertFatal(cur == b, "GFXD3D9Device::doParanoidStateCheck - mismatched 2d texture!");
- }
- }
- SAFE_RELEASE(b);
- }
- #endif
- }
- GFXFence *GFXD3D9Device::createFence()
- {
- // Figure out what fence type we should be making if we don't know
- if( mCreateFenceType == -1 )
- {
- IDirect3DQuery9 *testQuery = NULL;
- mCreateFenceType = ( mD3DDevice->CreateQuery( D3DQUERYTYPE_EVENT, &testQuery ) == D3DERR_NOTAVAILABLE );
- SAFE_RELEASE( testQuery );
- }
- // Cool, use queries
- if( !mCreateFenceType )
- {
- GFXFence* fence = new GFXD3D9QueryFence( this );
- fence->registerResourceWithDevice(this);
- return fence;
- }
- // CodeReview: At some point I would like a specialized D3D9 implementation of
- // the method used by the general fence, only without the overhead incurred
- // by using the GFX constructs. Primarily the lock() method on texture handles
- // will do a data copy, and this method doesn't require a copy, just a lock
- // [5/10/2007 Pat]
- GFXFence* fence = new GFXGeneralFence( this );
- fence->registerResourceWithDevice(this);
- return fence;
- }
- GFXOcclusionQuery* GFXD3D9Device::createOcclusionQuery()
- {
- GFXOcclusionQuery *query;
- if (mOcclusionQuerySupported)
- query = new GFXD3D9OcclusionQuery( this );
- else
- return NULL;
- query->registerResourceWithDevice(this);
- return query;
- }
- GFXCubemap * GFXD3D9Device::createCubemap()
- {
- GFXD3D9Cubemap* cube = new GFXD3D9Cubemap();
- cube->registerResourceWithDevice(this);
- return cube;
- }
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