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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/gfxDevice.h"
- #if defined(TORQUE_OS_XENON)
- # include <xtl.h>
- #else
- # include <d3d9.h>
- #endif
- #include "gfx/D3D9/gfxD3D9StateBlock.h"
- #include "gfx/D3D9/gfxD3D9EnumTranslate.h"
- GFXD3D9StateBlock::GFXD3D9StateBlock(const GFXStateBlockDesc& desc, LPDIRECT3DDEVICE9 d3dDevice)
- {
- AssertFatal(d3dDevice, "Invalid mD3DDevice!");
- mDesc = desc;
- mCachedHashValue = desc.getHashValue();
- mD3DDevice = d3dDevice;
- // Color writes
- mColorMask = 0;
- mColorMask |= ( mDesc.colorWriteRed ? GFXCOLORWRITEENABLE_RED : 0 );
- mColorMask |= ( mDesc.colorWriteGreen ? GFXCOLORWRITEENABLE_GREEN : 0 );
- mColorMask |= ( mDesc.colorWriteBlue ? GFXCOLORWRITEENABLE_BLUE : 0 );
- mColorMask |= ( mDesc.colorWriteAlpha ? GFXCOLORWRITEENABLE_ALPHA : 0 );
- // Z*bias
- mZBias = *((U32*)&mDesc.zBias);
- mZSlopeBias = *((U32*)&mDesc.zSlopeBias);
- }
- GFXD3D9StateBlock::~GFXD3D9StateBlock()
- {
-
- }
- /// Returns the hash value of the desc that created this block
- U32 GFXD3D9StateBlock::getHashValue() const
- {
- return mCachedHashValue;
- }
- /// Returns a GFXStateBlockDesc that this block represents
- const GFXStateBlockDesc& GFXD3D9StateBlock::getDesc() const
- {
- return mDesc;
- }
- /// Called by D3D9 device to active this state block.
- /// @param oldState The current state, used to make sure we don't set redundant states on the device. Pass NULL to reset all states.
- void GFXD3D9StateBlock::activate(GFXD3D9StateBlock* oldState)
- {
- PROFILE_SCOPE( GFXD3D9StateBlock_Activate );
- // Little macro to save some typing, SD = state diff, checks for null source state block, then
- // checks to see if the states differ
- #if defined(TORQUE_OS_XENON)
- #define SD(x, y) if (!oldState || oldState->mDesc.x != mDesc.x) \
- mD3DDevice->SetRenderState_Inline(y, mDesc.x)
- // Same as above, but allows you to set the data
- #define SDD(x, y, z) if (!oldState || oldState->mDesc.x != mDesc.x) \
- mD3DDevice->SetRenderState_Inline(y, z)
- #else
- #define SD(x, y) if (!oldState || oldState->mDesc.x != mDesc.x) \
- mD3DDevice->SetRenderState(y, mDesc.x)
- // Same as above, but allows you to set the data
- #define SDD(x, y, z) if (!oldState || oldState->mDesc.x != mDesc.x) \
- mD3DDevice->SetRenderState(y, z)
- #endif
- // Blending
- SD(blendEnable, D3DRS_ALPHABLENDENABLE);
- SDD(blendSrc, D3DRS_SRCBLEND, GFXD3D9Blend[mDesc.blendSrc]);
- SDD(blendDest, D3DRS_DESTBLEND, GFXD3D9Blend[mDesc.blendDest]);
- SDD(blendOp, D3DRS_BLENDOP, GFXD3D9BlendOp[mDesc.blendOp]);
- // Separate alpha blending
- SD(separateAlphaBlendEnable, D3DRS_SEPARATEALPHABLENDENABLE);
- SDD(separateAlphaBlendSrc, D3DRS_SRCBLENDALPHA, GFXD3D9Blend[mDesc.separateAlphaBlendSrc]);
- SDD(separateAlphaBlendDest, D3DRS_DESTBLENDALPHA, GFXD3D9Blend[mDesc.separateAlphaBlendDest]);
- SDD(separateAlphaBlendOp, D3DRS_BLENDOPALPHA, GFXD3D9BlendOp[mDesc.separateAlphaBlendOp]);
- // Alpha test
- SD(alphaTestEnable, D3DRS_ALPHATESTENABLE);
- SDD(alphaTestFunc, D3DRS_ALPHAFUNC, GFXD3D9CmpFunc[mDesc.alphaTestFunc]);
- SD(alphaTestRef, D3DRS_ALPHAREF);
- // Color writes
- if ((oldState == NULL) || (mColorMask != oldState->mColorMask))
- mD3DDevice->SetRenderState(D3DRS_COLORWRITEENABLE, mColorMask);
- // Culling
- SDD(cullMode, D3DRS_CULLMODE, GFXD3D9CullMode[mDesc.cullMode]);
- // Depth
- SD(zEnable, D3DRS_ZENABLE);
- SD(zWriteEnable, D3DRS_ZWRITEENABLE);
- SDD(zFunc, D3DRS_ZFUNC, GFXD3D9CmpFunc[mDesc.zFunc]);
- if ((!oldState) || (mZBias != oldState->mZBias))
- mD3DDevice->SetRenderState(D3DRS_DEPTHBIAS, mZBias);
- if ((!oldState) || (mZSlopeBias != oldState->mZSlopeBias))
- mD3DDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, mZSlopeBias);
- // Stencil
- SD(stencilEnable, D3DRS_STENCILENABLE);
- SDD(stencilFailOp, D3DRS_STENCILFAIL, GFXD3D9StencilOp[mDesc.stencilFailOp]);
- SDD(stencilZFailOp, D3DRS_STENCILZFAIL, GFXD3D9StencilOp[mDesc.stencilZFailOp]);
- SDD(stencilPassOp, D3DRS_STENCILPASS, GFXD3D9StencilOp[mDesc.stencilPassOp]);
- SDD(stencilFunc, D3DRS_STENCILFUNC, GFXD3D9CmpFunc[mDesc.stencilFunc]);
- SD(stencilRef, D3DRS_STENCILREF);
- SD(stencilMask, D3DRS_STENCILMASK);
- SD(stencilWriteMask, D3DRS_STENCILWRITEMASK);
- SDD(fillMode, D3DRS_FILLMODE, GFXD3D9FillMode[mDesc.fillMode]);
- #if !defined(TORQUE_OS_XENON)
- SD(ffLighting, D3DRS_LIGHTING);
- SD(vertexColorEnable, D3DRS_COLORVERTEX);
- static DWORD swzTemp;
- getOwningDevice()->getDeviceSwizzle32()->ToBuffer( &swzTemp, &mDesc.textureFactor, sizeof(ColorI) );
- SDD(textureFactor, D3DRS_TEXTUREFACTOR, swzTemp);
- #endif
- #undef SD
- #undef SDD
- // NOTE: Samplers and Stages are different things.
- //
- // The Stages were for fixed function blending. When using shaders
- // calling SetTextureStageState() is a complete waste of time. In
- // fact if this function rises to the top of profiles we should
- // refactor stateblocks to seperate the two.
- //
- // Samplers are used by both fixed function and shaders, but the
- // number of samplers is limited by shader model.
- #if !defined(TORQUE_OS_XENON)
- #define TSS(x, y, z) if (!oldState || oldState->mDesc.samplers[i].x != mDesc.samplers[i].x) \
- mD3DDevice->SetTextureStageState(i, y, z)
- for ( U32 i = 0; i < 8; i++ )
- {
- TSS(textureColorOp, D3DTSS_COLOROP, GFXD3D9TextureOp[mDesc.samplers[i].textureColorOp]);
- TSS(colorArg1, D3DTSS_COLORARG1, mDesc.samplers[i].colorArg1);
- TSS(colorArg2, D3DTSS_COLORARG2, mDesc.samplers[i].colorArg2);
- TSS(colorArg3, D3DTSS_COLORARG0, mDesc.samplers[i].colorArg3);
- TSS(alphaOp, D3DTSS_ALPHAOP, GFXD3D9TextureOp[mDesc.samplers[i].alphaOp]);
- TSS(alphaArg1, D3DTSS_ALPHAARG1, mDesc.samplers[i].alphaArg1);
- TSS(alphaArg2, D3DTSS_ALPHAARG2, mDesc.samplers[i].alphaArg2);
- TSS(alphaArg3, D3DTSS_ALPHAARG0, mDesc.samplers[i].alphaArg3);
- TSS(textureTransform, D3DTSS_TEXTURETRANSFORMFLAGS, mDesc.samplers[i].textureTransform);
- TSS(resultArg, D3DTSS_RESULTARG, mDesc.samplers[i].resultArg);
- }
- #undef TSS
- #endif
- #if defined(TORQUE_OS_XENON)
- #define SS(x, y, z) if (!oldState || oldState->mDesc.samplers[i].x != mDesc.samplers[i].x) \
- mD3DDevice->SetSamplerState_Inline(i, y, z)
- #else
- #define SS(x, y, z) if (!oldState || oldState->mDesc.samplers[i].x != mDesc.samplers[i].x) \
- mD3DDevice->SetSamplerState(i, y, z)
- #endif
- for ( U32 i = 0; i < getOwningDevice()->getNumSamplers(); i++ )
- {
- SS(minFilter, D3DSAMP_MINFILTER, GFXD3D9TextureFilter[mDesc.samplers[i].minFilter]);
- SS(magFilter, D3DSAMP_MAGFILTER, GFXD3D9TextureFilter[mDesc.samplers[i].magFilter]);
- SS(mipFilter, D3DSAMP_MIPFILTER, GFXD3D9TextureFilter[mDesc.samplers[i].mipFilter]);
- F32 bias = mDesc.samplers[i].mipLODBias;
- DWORD dwBias = *( (LPDWORD)(&bias) );
- SS(mipLODBias, D3DSAMP_MIPMAPLODBIAS, dwBias);
- SS(maxAnisotropy, D3DSAMP_MAXANISOTROPY, mDesc.samplers[i].maxAnisotropy);
- SS(addressModeU, D3DSAMP_ADDRESSU, GFXD3D9TextureAddress[mDesc.samplers[i].addressModeU]);
- SS(addressModeV, D3DSAMP_ADDRESSV, GFXD3D9TextureAddress[mDesc.samplers[i].addressModeV]);
- SS(addressModeW, D3DSAMP_ADDRESSW, GFXD3D9TextureAddress[mDesc.samplers[i].addressModeW]);
- }
- #undef SS
- }
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