gfxDevice.cpp 40 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326
  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "platform/platform.h"
  23. #include "gfx/gfxDevice.h"
  24. #include "gfx/gfxInit.h"
  25. #include "gfx/gfxCubemap.h"
  26. #include "gfx/primBuilder.h"
  27. #include "gfx/gfxDrawUtil.h"
  28. #include "gfx/gfxFence.h"
  29. #include "gfx/gfxFontRenderBatcher.h"
  30. #include "gfx/gfxPrimitiveBuffer.h"
  31. #include "gfx/gfxShader.h"
  32. #include "gfx/gfxStateBlock.h"
  33. #include "gfx/screenshot.h"
  34. #include "gfx/gfxStringEnumTranslate.h"
  35. #include "gfx/gfxTextureManager.h"
  36. #include "core/frameAllocator.h"
  37. #include "core/stream/fileStream.h"
  38. #include "core/strings/unicode.h"
  39. #include "core/util/journal/process.h"
  40. #include "core/util/safeDelete.h"
  41. #include "math/util/frustum.h"
  42. #include "console/consoleTypes.h"
  43. #include "console/engineAPI.h"
  44. GFXDevice * GFXDevice::smGFXDevice = NULL;
  45. bool GFXDevice::smWireframe = false;
  46. bool GFXDevice::smDisableVSync = true;
  47. F32 GFXDevice::smForcedPixVersion = -1.0f;
  48. bool GFXDevice::smDisableOcclusionQuery = false;
  49. bool gDisassembleAllShaders = false;
  50. void GFXDevice::initConsole()
  51. {
  52. GFXStringEnumTranslate::init();
  53. Con::addVariable( "$gfx::wireframe", TypeBool, &smWireframe,
  54. "Used to toggle wireframe rendering at runtime.\n"
  55. "@ingroup GFX\n" );
  56. Con::addVariable( "$gfx::disassembleAllShaders", TypeBool, &gDisassembleAllShaders,
  57. "On supported devices this will dump shader disassembly to the "
  58. "procedural shader folder.\n"
  59. "@ingroup GFX\n" );
  60. Con::addVariable( "$gfx::disableOcclusionQuery", TypeBool, &smDisableOcclusionQuery,
  61. "Debug helper that disables all hardware occlusion queries causing "
  62. "them to return only the visibile state.\n"
  63. "@ingroup GFX\n" );
  64. Con::addVariable( "$pref::Video::disableVerticalSync", TypeBool, &smDisableVSync,
  65. "Disables vertical sync on the active device.\n"
  66. "@note The video mode must be reset for the change to take affect.\n"
  67. "@ingroup GFX\n" );
  68. Con::addVariable( "$pref::Video::forcedPixVersion", TypeF32, &smForcedPixVersion,
  69. "Will force the shader model if the value is positive and less than the "
  70. "shader model supported by the active device. Use 0 for fixed function.\n"
  71. "@note The graphics device must be reset for the change to take affect.\n"
  72. "@ingroup GFX\n" );
  73. }
  74. GFXDevice::DeviceEventSignal& GFXDevice::getDeviceEventSignal()
  75. {
  76. static DeviceEventSignal theSignal;
  77. return theSignal;
  78. }
  79. GFXDevice::GFXDevice()
  80. {
  81. VECTOR_SET_ASSOCIATION( mVideoModes );
  82. VECTOR_SET_ASSOCIATION( mRTStack );
  83. mWorldMatrixDirty = false;
  84. mWorldStackSize = 0;
  85. mProjectionMatrixDirty = false;
  86. mViewMatrixDirty = false;
  87. mTextureMatrixCheckDirty = false;
  88. mViewMatrix.identity();
  89. mProjectionMatrix.identity();
  90. for( S32 i = 0; i < WORLD_STACK_MAX; i++ )
  91. mWorldMatrix[i].identity();
  92. AssertFatal(smGFXDevice == NULL, "Already a GFXDevice created! Bad!");
  93. smGFXDevice = this;
  94. // Vertex buffer cache
  95. mCurrVertexDecl = NULL;
  96. mVertexDeclDirty = false;
  97. for ( U32 i=0; i < VERTEX_STREAM_COUNT; i++ )
  98. {
  99. mVertexBufferDirty[i] = false;
  100. mVertexBufferFrequency[i] = 0;
  101. mVertexBufferFrequencyDirty[i] = false;
  102. }
  103. // Primitive buffer cache
  104. mPrimitiveBufferDirty = false;
  105. mTexturesDirty = false;
  106. // Use of TEXTURE_STAGE_COUNT in initialization is okay [7/2/2007 Pat]
  107. for(U32 i = 0; i < TEXTURE_STAGE_COUNT; i++)
  108. {
  109. mTextureDirty[i] = false;
  110. mCurrentTexture[i] = NULL;
  111. mNewTexture[i] = NULL;
  112. mCurrentCubemap[i] = NULL;
  113. mNewCubemap[i] = NULL;
  114. mTexType[i] = GFXTDT_Normal;
  115. mTextureMatrix[i].identity();
  116. mTextureMatrixDirty[i] = false;
  117. }
  118. mLightsDirty = false;
  119. for(U32 i = 0; i < LIGHT_STAGE_COUNT; i++)
  120. {
  121. mLightDirty[i] = false;
  122. mCurrentLightEnable[i] = false;
  123. }
  124. mGlobalAmbientColorDirty = false;
  125. mGlobalAmbientColor = ColorF(0.0f, 0.0f, 0.0f, 1.0f);
  126. mLightMaterialDirty = false;
  127. dMemset(&mCurrentLightMaterial, NULL, sizeof(GFXLightMaterial));
  128. // State block
  129. mStateBlockDirty = false;
  130. mCurrentStateBlock = NULL;
  131. mNewStateBlock = NULL;
  132. mCurrentShaderConstBuffer = NULL;
  133. // misc
  134. mAllowRender = true;
  135. mCurrentRenderStyle = RS_Standard;
  136. mCurrentProjectionOffset = Point2F::Zero;
  137. mStereoEyeOffset = Point3F::Zero;
  138. mCanCurrentlyRender = false;
  139. mInitialized = false;
  140. mRTDirty = false;
  141. mViewport = RectI::Zero;
  142. mViewportDirty = false;
  143. mCurrentFrontBufferIdx = 0;
  144. mDeviceSwizzle32 = NULL;
  145. mDeviceSwizzle24 = NULL;
  146. mResourceListHead = NULL;
  147. mCardProfiler = NULL;
  148. // Initialize our drawing utility.
  149. mDrawer = NULL;
  150. mFrameTime = PlatformTimer::create();
  151. // Add a few system wide shader macros.
  152. GFXShader::addGlobalMacro( "TORQUE", "1" );
  153. GFXShader::addGlobalMacro( "TORQUE_VERSION", String::ToString(getVersionNumber()) );
  154. #if defined TORQUE_OS_WIN
  155. GFXShader::addGlobalMacro( "TORQUE_OS_WIN" );
  156. #elif defined TORQUE_OS_MAC
  157. GFXShader::addGlobalMacro( "TORQUE_OS_MAC" );
  158. #elif defined TORQUE_OS_LINUX
  159. GFXShader::addGlobalMacro( "TORQUE_OS_LINUX" );
  160. #elif defined TORQUE_OS_XENON
  161. GFXShader::addGlobalMacro( "TORQUE_OS_XENON" );
  162. #elif defined TORQUE_OS_XBOX
  163. GFXShader::addGlobalMacro( "TORQUE_OS_XBOX" );
  164. #elif defined TORQUE_OS_PS3
  165. GFXShader::addGlobalMacro( "TORQUE_OS_PS3" );
  166. #endif
  167. }
  168. GFXDrawUtil* GFXDevice::getDrawUtil()
  169. {
  170. if (!mDrawer)
  171. {
  172. mDrawer = new GFXDrawUtil(this);
  173. }
  174. return mDrawer;
  175. }
  176. void GFXDevice::deviceInited()
  177. {
  178. getDeviceEventSignal().trigger(deInit);
  179. mDeviceStatistics.setPrefix("$GFXDeviceStatistics::");
  180. // Initialize the static helper textures.
  181. GBitmap temp( 2, 2, false, GFXFormatR8G8B8A8 );
  182. temp.fill( ColorI::ONE );
  183. GFXTexHandle::ONE.set( &temp, &GFXDefaultStaticDiffuseProfile, false, "GFXTexHandle::ONE" );
  184. temp.fill( ColorI::ZERO );
  185. GFXTexHandle::ZERO.set( &temp, &GFXDefaultStaticDiffuseProfile, false, "GFXTexHandle::ZERO" );
  186. temp.fill( ColorI( 128, 128, 255 ) );
  187. GFXTexHandle::ZUP.set( &temp, &GFXDefaultStaticNormalMapProfile, false, "GFXTexHandle::ZUP" );
  188. }
  189. bool GFXDevice::destroy()
  190. {
  191. // Cleanup the static helper textures.
  192. GFXTexHandle::ONE.free();
  193. GFXTexHandle::ZERO.free();
  194. GFXTexHandle::ZUP.free();
  195. // Make this release its buffer.
  196. PrimBuild::shutdown();
  197. // Let people know we are shutting down
  198. getDeviceEventSignal().trigger(deDestroy);
  199. if(smGFXDevice)
  200. smGFXDevice->preDestroy();
  201. SAFE_DELETE(smGFXDevice);
  202. return true;
  203. }
  204. void GFXDevice::preDestroy()
  205. {
  206. // Delete draw util
  207. SAFE_DELETE( mDrawer );
  208. }
  209. GFXDevice::~GFXDevice()
  210. {
  211. smGFXDevice = NULL;
  212. // Clean up our current buffers.
  213. mCurrentPrimitiveBuffer = NULL;
  214. for ( U32 i=0; i < VERTEX_STREAM_COUNT; i++ )
  215. mCurrentVertexBuffer[i] = NULL;
  216. // Clear out our current texture references
  217. for (U32 i = 0; i < TEXTURE_STAGE_COUNT; i++)
  218. {
  219. mCurrentTexture[i] = NULL;
  220. mNewTexture[i] = NULL;
  221. mCurrentCubemap[i] = NULL;
  222. mNewCubemap[i] = NULL;
  223. }
  224. // Release all the unreferenced textures in the cache.
  225. mTextureManager->cleanupCache();
  226. // Check for resource leaks
  227. #ifdef TORQUE_DEBUG
  228. AssertFatal( GFXTextureObject::dumpActiveTOs() == 0, "There is a texture object leak, check the log for more details." );
  229. GFXPrimitiveBuffer::dumpActivePBs();
  230. #endif
  231. SAFE_DELETE( mTextureManager );
  232. // Clear out our state block references
  233. mCurrentStateBlocks.clear();
  234. mNewStateBlock = NULL;
  235. mCurrentStateBlock = NULL;
  236. mCurrentShaderConstBuffer = NULL;
  237. /// End Block above BTR
  238. // -- Clear out resource list
  239. // Note: our derived class destructor will have already released resources.
  240. // Clearing this list saves us from having our resources (which are not deleted
  241. // just released) turn around and try to remove themselves from this list.
  242. while (mResourceListHead)
  243. {
  244. GFXResource * head = mResourceListHead;
  245. mResourceListHead = head->mNextResource;
  246. head->mPrevResource = NULL;
  247. head->mNextResource = NULL;
  248. head->mOwningDevice = NULL;
  249. }
  250. }
  251. GFXStateBlockRef GFXDevice::createStateBlock(const GFXStateBlockDesc& desc)
  252. {
  253. PROFILE_SCOPE( GFXDevice_CreateStateBlock );
  254. U32 hashValue = desc.getHashValue();
  255. if (mCurrentStateBlocks[hashValue])
  256. return mCurrentStateBlocks[hashValue];
  257. GFXStateBlockRef result = createStateBlockInternal(desc);
  258. result->registerResourceWithDevice(this);
  259. mCurrentStateBlocks[hashValue] = result;
  260. return result;
  261. }
  262. void GFXDevice::setStateBlock(GFXStateBlock* block)
  263. {
  264. AssertFatal(block, "NULL state block!");
  265. AssertFatal(block->getOwningDevice() == this, "This state doesn't apply to this device!");
  266. if (block != mCurrentStateBlock)
  267. {
  268. mStateDirty = true;
  269. mStateBlockDirty = true;
  270. mNewStateBlock = block;
  271. } else {
  272. mStateBlockDirty = false;
  273. mNewStateBlock = mCurrentStateBlock;
  274. }
  275. }
  276. void GFXDevice::setStateBlockByDesc( const GFXStateBlockDesc &desc )
  277. {
  278. PROFILE_SCOPE( GFXDevice_SetStateBlockByDesc );
  279. GFXStateBlock *block = createStateBlock( desc );
  280. setStateBlock( block );
  281. }
  282. void GFXDevice::setShaderConstBuffer(GFXShaderConstBuffer* buffer)
  283. {
  284. mCurrentShaderConstBuffer = buffer;
  285. }
  286. void GFXDevice::updateStates(bool forceSetAll /*=false*/)
  287. {
  288. PROFILE_SCOPE(GFXDevice_updateStates);
  289. if(forceSetAll)
  290. {
  291. bool rememberToEndScene = false;
  292. if(!canCurrentlyRender())
  293. {
  294. if (!beginScene())
  295. {
  296. AssertFatal(false, "GFXDevice::updateStates: Unable to beginScene!");
  297. }
  298. rememberToEndScene = true;
  299. }
  300. setMatrix( GFXMatrixProjection, mProjectionMatrix );
  301. setMatrix( GFXMatrixWorld, mWorldMatrix[mWorldStackSize] );
  302. setMatrix( GFXMatrixView, mViewMatrix );
  303. setVertexDecl( mCurrVertexDecl );
  304. for ( U32 i=0; i < VERTEX_STREAM_COUNT; i++ )
  305. {
  306. setVertexStream( i, mCurrentVertexBuffer[i] );
  307. setVertexStreamFrequency( i, mVertexBufferFrequency[i] );
  308. }
  309. if( mCurrentPrimitiveBuffer.isValid() ) // This could be NULL when the device is initalizing
  310. mCurrentPrimitiveBuffer->prepare();
  311. /// Stateblocks
  312. if ( mNewStateBlock )
  313. setStateBlockInternal(mNewStateBlock, true);
  314. mCurrentStateBlock = mNewStateBlock;
  315. for(U32 i = 0; i < getNumSamplers(); i++)
  316. {
  317. switch (mTexType[i])
  318. {
  319. case GFXTDT_Normal :
  320. {
  321. mCurrentTexture[i] = mNewTexture[i];
  322. setTextureInternal(i, mCurrentTexture[i]);
  323. }
  324. break;
  325. case GFXTDT_Cube :
  326. {
  327. mCurrentCubemap[i] = mNewCubemap[i];
  328. if (mCurrentCubemap[i])
  329. mCurrentCubemap[i]->setToTexUnit(i);
  330. else
  331. setTextureInternal(i, NULL);
  332. }
  333. break;
  334. default:
  335. AssertFatal(false, "Unknown texture type!");
  336. break;
  337. }
  338. }
  339. // Set our material
  340. setLightMaterialInternal(mCurrentLightMaterial);
  341. // Set our lights
  342. for(U32 i = 0; i < LIGHT_STAGE_COUNT; i++)
  343. {
  344. setLightInternal(i, mCurrentLight[i], mCurrentLightEnable[i]);
  345. }
  346. _updateRenderTargets();
  347. if(rememberToEndScene)
  348. endScene();
  349. return;
  350. }
  351. if (!mStateDirty)
  352. return;
  353. // Normal update logic begins here.
  354. mStateDirty = false;
  355. // Update Projection Matrix
  356. if( mProjectionMatrixDirty )
  357. {
  358. setMatrix( GFXMatrixProjection, mProjectionMatrix );
  359. mProjectionMatrixDirty = false;
  360. }
  361. // Update World Matrix
  362. if( mWorldMatrixDirty )
  363. {
  364. setMatrix( GFXMatrixWorld, mWorldMatrix[mWorldStackSize] );
  365. mWorldMatrixDirty = false;
  366. }
  367. // Update View Matrix
  368. if( mViewMatrixDirty )
  369. {
  370. setMatrix( GFXMatrixView, mViewMatrix );
  371. mViewMatrixDirty = false;
  372. }
  373. if( mTextureMatrixCheckDirty )
  374. {
  375. for( S32 i = 0; i < getNumSamplers(); i++ )
  376. {
  377. if( mTextureMatrixDirty[i] )
  378. {
  379. mTextureMatrixDirty[i] = false;
  380. setMatrix( (GFXMatrixType)(GFXMatrixTexture + i), mTextureMatrix[i] );
  381. }
  382. }
  383. mTextureMatrixCheckDirty = false;
  384. }
  385. // Update the vertex declaration.
  386. if ( mVertexDeclDirty )
  387. {
  388. setVertexDecl( mCurrVertexDecl );
  389. mVertexDeclDirty = false;
  390. }
  391. // Update the vertex buffers.
  392. for ( U32 i=0; i < VERTEX_STREAM_COUNT; i++ )
  393. {
  394. if ( mVertexBufferDirty[i] )
  395. {
  396. setVertexStream( i, mCurrentVertexBuffer[i] );
  397. mVertexBufferDirty[i] = false;
  398. }
  399. if ( mVertexBufferFrequencyDirty[i] )
  400. {
  401. setVertexStreamFrequency( i, mVertexBufferFrequency[i] );
  402. mVertexBufferFrequencyDirty[i] = false;
  403. }
  404. }
  405. // Update primitive buffer
  406. //
  407. // NOTE: It is very important to set the primitive buffer AFTER the vertex buffer
  408. // because in order to draw indexed primitives in DX8, the call to SetIndicies
  409. // needs to include the base vertex offset, and the DX8 GFXDevice relies on
  410. // having mCurrentVB properly assigned before the call to setIndices -patw
  411. if( mPrimitiveBufferDirty )
  412. {
  413. if( mCurrentPrimitiveBuffer.isValid() ) // This could be NULL when the device is initalizing
  414. mCurrentPrimitiveBuffer->prepare();
  415. mPrimitiveBufferDirty = false;
  416. }
  417. // NOTE: With state blocks, it's now important to update state before setting textures
  418. // some devices (e.g. OpenGL) set states on the texture and we need that information before
  419. // the texture is activated.
  420. if (mStateBlockDirty)
  421. {
  422. setStateBlockInternal(mNewStateBlock, false);
  423. mCurrentStateBlock = mNewStateBlock;
  424. mStateBlockDirty = false;
  425. }
  426. if( mTexturesDirty )
  427. {
  428. mTexturesDirty = false;
  429. for(U32 i = 0; i < getNumSamplers(); i++)
  430. {
  431. if(!mTextureDirty[i])
  432. continue;
  433. mTextureDirty[i] = false;
  434. switch (mTexType[i])
  435. {
  436. case GFXTDT_Normal :
  437. {
  438. mCurrentTexture[i] = mNewTexture[i];
  439. setTextureInternal(i, mCurrentTexture[i]);
  440. }
  441. break;
  442. case GFXTDT_Cube :
  443. {
  444. mCurrentCubemap[i] = mNewCubemap[i];
  445. if (mCurrentCubemap[i])
  446. mCurrentCubemap[i]->setToTexUnit(i);
  447. else
  448. setTextureInternal(i, NULL);
  449. }
  450. break;
  451. default:
  452. AssertFatal(false, "Unknown texture type!");
  453. break;
  454. }
  455. }
  456. }
  457. // Set light material
  458. if(mLightMaterialDirty)
  459. {
  460. setLightMaterialInternal(mCurrentLightMaterial);
  461. mLightMaterialDirty = false;
  462. }
  463. // Set our lights
  464. if(mLightsDirty)
  465. {
  466. mLightsDirty = false;
  467. for(U32 i = 0; i < LIGHT_STAGE_COUNT; i++)
  468. {
  469. if(!mLightDirty[i])
  470. continue;
  471. mLightDirty[i] = false;
  472. setLightInternal(i, mCurrentLight[i], mCurrentLightEnable[i]);
  473. }
  474. }
  475. _updateRenderTargets();
  476. #ifdef TORQUE_DEBUG_RENDER
  477. doParanoidStateCheck();
  478. #endif
  479. }
  480. void GFXDevice::setPrimitiveBuffer( GFXPrimitiveBuffer *buffer )
  481. {
  482. if( buffer == mCurrentPrimitiveBuffer )
  483. return;
  484. mCurrentPrimitiveBuffer = buffer;
  485. mPrimitiveBufferDirty = true;
  486. mStateDirty = true;
  487. }
  488. void GFXDevice::drawPrimitive( U32 primitiveIndex )
  489. {
  490. AssertFatal( mCurrentPrimitiveBuffer.isValid(), "Trying to call drawPrimitive with no current primitive buffer, call setPrimitiveBuffer()" );
  491. AssertFatal( primitiveIndex < mCurrentPrimitiveBuffer->mPrimitiveCount, "Out of range primitive index.");
  492. drawPrimitive( mCurrentPrimitiveBuffer->mPrimitiveArray[primitiveIndex] );
  493. }
  494. void GFXDevice::drawPrimitive( const GFXPrimitive &prim )
  495. {
  496. // Do NOT add index buffer offset to this call, it will be added by drawIndexedPrimitive
  497. drawIndexedPrimitive( prim.type,
  498. prim.startVertex,
  499. prim.minIndex,
  500. prim.numVertices,
  501. prim.startIndex,
  502. prim.numPrimitives );
  503. }
  504. void GFXDevice::drawPrimitives()
  505. {
  506. AssertFatal( mCurrentPrimitiveBuffer.isValid(), "Trying to call drawPrimitive with no current primitive buffer, call setPrimitiveBuffer()" );
  507. GFXPrimitive *info = NULL;
  508. for( U32 i = 0; i < mCurrentPrimitiveBuffer->mPrimitiveCount; i++ ) {
  509. info = &mCurrentPrimitiveBuffer->mPrimitiveArray[i];
  510. // Do NOT add index buffer offset to this call, it will be added by drawIndexedPrimitive
  511. drawIndexedPrimitive( info->type,
  512. info->startVertex,
  513. info->minIndex,
  514. info->numVertices,
  515. info->startIndex,
  516. info->numPrimitives );
  517. }
  518. }
  519. DefineEngineFunction( getDisplayDeviceList, String, (),,
  520. "Returns a tab-seperated string of the detected devices across all adapters.\n"
  521. "@ingroup GFX\n" )
  522. {
  523. Vector<GFXAdapter*> adapters;
  524. GFXInit::getAdapters(&adapters);
  525. StringBuilder str;
  526. for (S32 i=0; i<adapters.size(); i++)
  527. {
  528. if (i)
  529. str.append( '\t' );
  530. str.append(adapters[i]->mName);
  531. }
  532. return str.end();
  533. }
  534. void GFXDevice::setFrustum( F32 left,
  535. F32 right,
  536. F32 bottom,
  537. F32 top,
  538. F32 nearPlane,
  539. F32 farPlane,
  540. bool bRotate )
  541. {
  542. // store values
  543. mFrustum.set(false, left, right, top, bottom, nearPlane, farPlane);
  544. // compute matrix
  545. MatrixF projection;
  546. mFrustum.getProjectionMatrix(&projection, bRotate);
  547. setProjectionMatrix( projection );
  548. }
  549. void GFXDevice::setFrustum( const Frustum& frust, bool bRotate )
  550. {
  551. // store values
  552. mFrustum = frust;
  553. // compute matrix
  554. MatrixF projection;
  555. mFrustum.getProjectionMatrix(&projection, bRotate);
  556. setProjectionMatrix( projection );
  557. }
  558. void GFXDevice::getFrustum( F32 *left, F32 *right, F32 *bottom, F32 *top, F32 *nearPlane, F32 *farPlane, bool *isOrtho ) const
  559. {
  560. if ( left ) *left = mFrustum.getNearLeft();
  561. if ( right ) *right = mFrustum.getNearRight();
  562. if ( bottom ) *bottom = mFrustum.getNearBottom();
  563. if ( top ) *top = mFrustum.getNearTop();
  564. if ( nearPlane ) *nearPlane = mFrustum.getNearDist();
  565. if ( farPlane ) *farPlane = mFrustum.getFarDist();
  566. if ( isOrtho ) *isOrtho = mFrustum.isOrtho();
  567. }
  568. void GFXDevice::setOrtho( F32 left,
  569. F32 right,
  570. F32 bottom,
  571. F32 top,
  572. F32 nearPlane,
  573. F32 farPlane,
  574. bool doRotate )
  575. {
  576. // store values
  577. mFrustum.set(true, left, right, top, bottom, nearPlane, farPlane);
  578. // compute matrix
  579. MatrixF projection;
  580. mFrustum.getProjectionMatrix(&projection, doRotate);
  581. setProjectionMatrix( projection );
  582. }
  583. Point2F GFXDevice::getWorldToScreenScale() const
  584. {
  585. Point2F scale;
  586. const RectI &viewport = getViewport();
  587. if ( mFrustum.isOrtho() )
  588. scale.set( viewport.extent.x / mFrustum.getWidth(),
  589. viewport.extent.y / mFrustum.getHeight() );
  590. else
  591. scale.set( ( mFrustum.getNearDist() * viewport.extent.x ) / mFrustum.getWidth(),
  592. ( mFrustum.getNearDist() * viewport.extent.y ) / mFrustum.getHeight() );
  593. return scale;
  594. }
  595. //-----------------------------------------------------------------------------
  596. // Set Light
  597. //-----------------------------------------------------------------------------
  598. void GFXDevice::setLight(U32 stage, GFXLightInfo* light)
  599. {
  600. AssertFatal(stage < LIGHT_STAGE_COUNT, "GFXDevice::setLight - out of range stage!");
  601. if(!mLightDirty[stage])
  602. {
  603. mStateDirty = true;
  604. mLightsDirty = true;
  605. mLightDirty[stage] = true;
  606. }
  607. mCurrentLightEnable[stage] = (light != NULL);
  608. if(mCurrentLightEnable[stage])
  609. mCurrentLight[stage] = *light;
  610. }
  611. //-----------------------------------------------------------------------------
  612. // Set Light Material
  613. //-----------------------------------------------------------------------------
  614. void GFXDevice::setLightMaterial(GFXLightMaterial mat)
  615. {
  616. mCurrentLightMaterial = mat;
  617. mLightMaterialDirty = true;
  618. mStateDirty = true;
  619. }
  620. void GFXDevice::setGlobalAmbientColor(ColorF color)
  621. {
  622. if(mGlobalAmbientColor != color)
  623. {
  624. mGlobalAmbientColor = color;
  625. mGlobalAmbientColorDirty = true;
  626. }
  627. }
  628. //-----------------------------------------------------------------------------
  629. // Set texture
  630. //-----------------------------------------------------------------------------
  631. void GFXDevice::setTexture( U32 stage, GFXTextureObject *texture )
  632. {
  633. AssertFatal(stage < getNumSamplers(), "GFXDevice::setTexture - out of range stage!");
  634. if ( mTexType[stage] == GFXTDT_Normal &&
  635. ( ( mTextureDirty[stage] && mNewTexture[stage].getPointer() == texture ) ||
  636. ( !mTextureDirty[stage] && mCurrentTexture[stage].getPointer() == texture ) ) )
  637. return;
  638. mStateDirty = true;
  639. mTexturesDirty = true;
  640. mTextureDirty[stage] = true;
  641. mNewTexture[stage] = texture;
  642. mTexType[stage] = GFXTDT_Normal;
  643. // Clear out the cubemaps
  644. mNewCubemap[stage] = NULL;
  645. mCurrentCubemap[stage] = NULL;
  646. }
  647. //-----------------------------------------------------------------------------
  648. // Set cube texture
  649. //-----------------------------------------------------------------------------
  650. void GFXDevice::setCubeTexture( U32 stage, GFXCubemap *texture )
  651. {
  652. AssertFatal(stage < getNumSamplers(), "GFXDevice::setTexture - out of range stage!");
  653. if ( mTexType[stage] == GFXTDT_Cube &&
  654. ( ( mTextureDirty[stage] && mNewCubemap[stage].getPointer() == texture ) ||
  655. ( !mTextureDirty[stage] && mCurrentCubemap[stage].getPointer() == texture ) ) )
  656. return;
  657. mStateDirty = true;
  658. mTexturesDirty = true;
  659. mTextureDirty[stage] = true;
  660. mNewCubemap[stage] = texture;
  661. mTexType[stage] = GFXTDT_Cube;
  662. // Clear out the normal textures
  663. mNewTexture[stage] = NULL;
  664. mCurrentTexture[stage] = NULL;
  665. }
  666. //------------------------------------------------------------------------------
  667. inline bool GFXDevice::beginScene()
  668. {
  669. AssertFatal( mCanCurrentlyRender == false, "GFXDevice::beginScene() - The scene has already begun!" );
  670. mDeviceStatistics.clear();
  671. // Send the start of frame signal.
  672. getDeviceEventSignal().trigger( GFXDevice::deStartOfFrame );
  673. mFrameTime->reset();
  674. return beginSceneInternal();
  675. }
  676. inline void GFXDevice::endScene()
  677. {
  678. AssertFatal( mCanCurrentlyRender == true, "GFXDevice::endScene() - The scene has already ended!" );
  679. // End frame signal
  680. getDeviceEventSignal().trigger( GFXDevice::deEndOfFrame );
  681. endSceneInternal();
  682. mDeviceStatistics.exportToConsole();
  683. }
  684. inline void GFXDevice::beginField()
  685. {
  686. AssertFatal( mCanCurrentlyRender == true, "GFXDevice::beginField() - The scene has not yet begun!" );
  687. // Send the start of field signal.
  688. getDeviceEventSignal().trigger( GFXDevice::deStartOfField );
  689. }
  690. inline void GFXDevice::endField()
  691. {
  692. AssertFatal( mCanCurrentlyRender == true, "GFXDevice::endField() - The scene has not yet begun!" );
  693. // Send the end of field signal.
  694. getDeviceEventSignal().trigger( GFXDevice::deEndOfField );
  695. }
  696. void GFXDevice::setViewport( const RectI &inRect )
  697. {
  698. // Clip the rect against the renderable size.
  699. Point2I size = mCurrentRT->getSize();
  700. RectI maxRect(Point2I(0,0), size);
  701. RectI rect = inRect;
  702. rect.intersect(maxRect);
  703. if ( mViewport != rect )
  704. {
  705. mViewport = rect;
  706. mViewportDirty = true;
  707. }
  708. }
  709. void GFXDevice::pushActiveRenderTarget()
  710. {
  711. // Push the current target on to the stack.
  712. mRTStack.push_back( mCurrentRT );
  713. }
  714. void GFXDevice::popActiveRenderTarget()
  715. {
  716. AssertFatal( mRTStack.size() > 0, "GFXDevice::popActiveRenderTarget() - stack is empty!" );
  717. // Restore the last item on the stack and pop.
  718. setActiveRenderTarget( mRTStack.last() );
  719. mRTStack.pop_back();
  720. }
  721. void GFXDevice::setActiveRenderTarget( GFXTarget *target, bool updateViewport )
  722. {
  723. AssertFatal( target,
  724. "GFXDevice::setActiveRenderTarget - must specify a render target!" );
  725. if ( target == mCurrentRT )
  726. return;
  727. // If we're not dirty then store the
  728. // current RT for deactivation later.
  729. if ( !mRTDirty )
  730. {
  731. // Deactivate the target queued for deactivation
  732. if(mRTDeactivate)
  733. mRTDeactivate->deactivate();
  734. mRTDeactivate = mCurrentRT;
  735. }
  736. mRTDirty = true;
  737. mCurrentRT = target;
  738. // When a target changes we also change the viewport
  739. // to match it. This causes problems when the viewport
  740. // has been modified for clipping to a GUI bounds.
  741. //
  742. // We should consider removing this and making it the
  743. // responsibility of the caller to set a proper viewport
  744. // when the target is changed.
  745. if ( updateViewport )
  746. {
  747. setViewport( RectI( Point2I::Zero, mCurrentRT->getSize() ) );
  748. }
  749. }
  750. /// Helper class for GFXDevice::describeResources.
  751. class DescriptionOutputter
  752. {
  753. /// Are we writing to a file?
  754. bool mWriteToFile;
  755. /// File if we are writing to a file
  756. FileStream mFile;
  757. public:
  758. DescriptionOutputter(const char* file)
  759. {
  760. mWriteToFile = false;
  761. // If we've been given what could be a valid file path, open it.
  762. if(file && file[0] != '\0')
  763. {
  764. mWriteToFile = mFile.open(file, Torque::FS::File::Write);
  765. // Note that it is safe to retry. If this is hit, we'll just write to the console instead of to the file.
  766. AssertFatal(mWriteToFile, avar("DescriptionOutputter::DescriptionOutputter - could not open file %s", file));
  767. }
  768. }
  769. ~DescriptionOutputter()
  770. {
  771. // Close the file
  772. if(mWriteToFile)
  773. mFile.close();
  774. }
  775. /// Writes line to the file or to the console, depending on what we want.
  776. void write(const char* line)
  777. {
  778. if(mWriteToFile)
  779. mFile.writeLine((const U8*)line);
  780. else
  781. Con::printf(line);
  782. }
  783. };
  784. #ifndef TORQUE_SHIPPING
  785. void GFXDevice::dumpStates( const char *fileName ) const
  786. {
  787. DescriptionOutputter output(fileName);
  788. output.write("Current state");
  789. if (!mCurrentStateBlock.isNull())
  790. output.write(mCurrentStateBlock->getDesc().describeSelf().c_str());
  791. else
  792. output.write("No state!");
  793. output.write("\nAll states:\n");
  794. GFXResource* walk = mResourceListHead;
  795. while(walk)
  796. {
  797. const GFXStateBlock* sb = dynamic_cast<const GFXStateBlock*>(walk);
  798. if (sb)
  799. {
  800. output.write(sb->getDesc().describeSelf().c_str());
  801. }
  802. walk = walk->getNextResource();
  803. }
  804. }
  805. #endif
  806. void GFXDevice::listResources(bool unflaggedOnly)
  807. {
  808. U32 numTextures = 0, numShaders = 0, numRenderToTextureTargs = 0, numWindowTargs = 0;
  809. U32 numCubemaps = 0, numVertexBuffers = 0, numPrimitiveBuffers = 0, numFences = 0;
  810. U32 numStateBlocks = 0;
  811. GFXResource* walk = mResourceListHead;
  812. while(walk)
  813. {
  814. if(unflaggedOnly && walk->isFlagged())
  815. {
  816. walk = walk->getNextResource();
  817. continue;
  818. }
  819. if(dynamic_cast<GFXTextureObject*>(walk))
  820. numTextures++;
  821. else if(dynamic_cast<GFXShader*>(walk))
  822. numShaders++;
  823. else if(dynamic_cast<GFXTextureTarget*>(walk))
  824. numRenderToTextureTargs++;
  825. else if(dynamic_cast<GFXWindowTarget*>(walk))
  826. numWindowTargs++;
  827. else if(dynamic_cast<GFXCubemap*>(walk))
  828. numCubemaps++;
  829. else if(dynamic_cast<GFXVertexBuffer*>(walk))
  830. numVertexBuffers++;
  831. else if(dynamic_cast<GFXPrimitiveBuffer*>(walk))
  832. numPrimitiveBuffers++;
  833. else if(dynamic_cast<GFXFence*>(walk))
  834. numFences++;
  835. else if (dynamic_cast<GFXStateBlock*>(walk))
  836. numStateBlocks++;
  837. else
  838. Con::warnf("Unknown resource: %x", walk);
  839. walk = walk->getNextResource();
  840. }
  841. const char* flag = unflaggedOnly ? "unflagged" : "allocated";
  842. Con::printf("GFX currently has:");
  843. Con::printf(" %i %s textures", numTextures, flag);
  844. Con::printf(" %i %s shaders", numShaders, flag);
  845. Con::printf(" %i %s texture targets", numRenderToTextureTargs, flag);
  846. Con::printf(" %i %s window targets", numWindowTargs, flag);
  847. Con::printf(" %i %s cubemaps", numCubemaps, flag);
  848. Con::printf(" %i %s vertex buffers", numVertexBuffers, flag);
  849. Con::printf(" %i %s primitive buffers", numPrimitiveBuffers, flag);
  850. Con::printf(" %i %s fences", numFences, flag);
  851. Con::printf(" %i %s state blocks", numStateBlocks, flag);
  852. }
  853. void GFXDevice::fillResourceVectors(const char* resNames, bool unflaggedOnly, Vector<GFXResource*> &textureObjects,
  854. Vector<GFXResource*> &textureTargets, Vector<GFXResource*> &windowTargets, Vector<GFXResource*> &vertexBuffers,
  855. Vector<GFXResource*> &primitiveBuffers, Vector<GFXResource*> &fences, Vector<GFXResource*> &cubemaps,
  856. Vector<GFXResource*> &shaders, Vector<GFXResource*> &stateblocks)
  857. {
  858. bool describeTexture = true, describeTextureTarget = true, describeWindowTarget = true, describeVertexBuffer = true,
  859. describePrimitiveBuffer = true, describeFence = true, describeCubemap = true, describeShader = true,
  860. describeStateBlock = true;
  861. // If we didn't specify a string of names, we'll print all of them
  862. if(resNames && resNames[0] != '\0')
  863. {
  864. // If we did specify a string of names, determine which names
  865. describeTexture = (dStrstr(resNames, "GFXTextureObject") != NULL);
  866. describeTextureTarget = (dStrstr(resNames, "GFXTextureTarget") != NULL);
  867. describeWindowTarget = (dStrstr(resNames, "GFXWindowTarget") != NULL);
  868. describeVertexBuffer = (dStrstr(resNames, "GFXVertexBuffer") != NULL);
  869. describePrimitiveBuffer = (dStrstr(resNames, "GFXPrimitiveBuffer") != NULL);
  870. describeFence = (dStrstr(resNames, "GFXFence") != NULL);
  871. describeCubemap = (dStrstr(resNames, "GFXCubemap") != NULL);
  872. describeShader = (dStrstr(resNames, "GFXShader") != NULL);
  873. describeStateBlock = (dStrstr(resNames, "GFXStateBlock") != NULL);
  874. }
  875. // Start going through the list
  876. GFXResource* walk = mResourceListHead;
  877. while(walk)
  878. {
  879. // If we only want unflagged resources, skip all flagged resources
  880. if(unflaggedOnly && walk->isFlagged())
  881. {
  882. walk = walk->getNextResource();
  883. continue;
  884. }
  885. // All of the following checks go through the same logic.
  886. // if(describingThisResource)
  887. // {
  888. // ResourceType* type = dynamic_cast<ResourceType*>(walk)
  889. // if(type)
  890. // {
  891. // typeVector.push_back(type);
  892. // walk = walk->getNextResource();
  893. // continue;
  894. // }
  895. // }
  896. if(describeTexture)
  897. {
  898. GFXTextureObject* tex = dynamic_cast<GFXTextureObject*>(walk);
  899. {
  900. if(tex)
  901. {
  902. textureObjects.push_back(tex);
  903. walk = walk->getNextResource();
  904. continue;
  905. }
  906. }
  907. }
  908. if(describeShader)
  909. {
  910. GFXShader* shd = dynamic_cast<GFXShader*>(walk);
  911. if(shd)
  912. {
  913. shaders.push_back(shd);
  914. walk = walk->getNextResource();
  915. continue;
  916. }
  917. }
  918. if(describeVertexBuffer)
  919. {
  920. GFXVertexBuffer* buf = dynamic_cast<GFXVertexBuffer*>(walk);
  921. if(buf)
  922. {
  923. vertexBuffers.push_back(buf);
  924. walk = walk->getNextResource();
  925. continue;
  926. }
  927. }
  928. if(describePrimitiveBuffer)
  929. {
  930. GFXPrimitiveBuffer* buf = dynamic_cast<GFXPrimitiveBuffer*>(walk);
  931. if(buf)
  932. {
  933. primitiveBuffers.push_back(buf);
  934. walk = walk->getNextResource();
  935. continue;
  936. }
  937. }
  938. if(describeTextureTarget)
  939. {
  940. GFXTextureTarget* targ = dynamic_cast<GFXTextureTarget*>(walk);
  941. if(targ)
  942. {
  943. textureTargets.push_back(targ);
  944. walk = walk->getNextResource();
  945. continue;
  946. }
  947. }
  948. if(describeWindowTarget)
  949. {
  950. GFXWindowTarget* targ = dynamic_cast<GFXWindowTarget*>(walk);
  951. if(targ)
  952. {
  953. windowTargets.push_back(targ);
  954. walk = walk->getNextResource();
  955. continue;
  956. }
  957. }
  958. if(describeCubemap)
  959. {
  960. GFXCubemap* cube = dynamic_cast<GFXCubemap*>(walk);
  961. if(cube)
  962. {
  963. cubemaps.push_back(cube);
  964. walk = walk->getNextResource();
  965. continue;
  966. }
  967. }
  968. if(describeFence)
  969. {
  970. GFXFence* fence = dynamic_cast<GFXFence*>(walk);
  971. if(fence)
  972. {
  973. fences.push_back(fence);
  974. walk = walk->getNextResource();
  975. continue;
  976. }
  977. }
  978. if (describeStateBlock)
  979. {
  980. GFXStateBlock* sb = dynamic_cast<GFXStateBlock*>(walk);
  981. if (sb)
  982. {
  983. stateblocks.push_back(sb);
  984. walk = walk->getNextResource();
  985. continue;
  986. }
  987. }
  988. // Wasn't something we were looking for
  989. walk = walk->getNextResource();
  990. }
  991. }
  992. void GFXDevice::describeResources(const char* resNames, const char* filePath, bool unflaggedOnly)
  993. {
  994. const U32 numResourceTypes = 9;
  995. Vector<GFXResource*> resVectors[numResourceTypes];
  996. const char* reslabels[numResourceTypes] = { "texture", "texture target", "window target", "vertex buffers", "primitive buffers", "fences", "cubemaps", "shaders", "stateblocks" };
  997. // Fill the vectors with the right resources
  998. fillResourceVectors(resNames, unflaggedOnly, resVectors[0], resVectors[1], resVectors[2], resVectors[3],
  999. resVectors[4], resVectors[5], resVectors[6], resVectors[7], resVectors[8]);
  1000. // Helper object
  1001. DescriptionOutputter output(filePath);
  1002. // Print the info to the file
  1003. // Note that we check if we have any objects of that type.
  1004. for (U32 i = 0; i < numResourceTypes; i++)
  1005. {
  1006. if (resVectors[i].size())
  1007. {
  1008. // Header
  1009. String header = String::ToString("--------Dumping GFX %s descriptions...----------", reslabels[i]);
  1010. output.write(header);
  1011. // Data
  1012. for (U32 j = 0; j < resVectors[i].size(); j++)
  1013. {
  1014. GFXResource* resource = resVectors[i][j];
  1015. String dataline = String::ToString("Addr: %x %s", resource, resource->describeSelf().c_str());
  1016. output.write(dataline.c_str());
  1017. }
  1018. // Footer
  1019. output.write("--------------------Done---------------------");
  1020. output.write("");
  1021. }
  1022. }
  1023. }
  1024. void GFXDevice::flagCurrentResources()
  1025. {
  1026. GFXResource* walk = mResourceListHead;
  1027. while(walk)
  1028. {
  1029. walk->setFlag();
  1030. walk = walk->getNextResource();
  1031. }
  1032. }
  1033. void GFXDevice::clearResourceFlags()
  1034. {
  1035. GFXResource* walk = mResourceListHead;
  1036. while(walk)
  1037. {
  1038. walk->clearFlag();
  1039. walk = walk->getNextResource();
  1040. }
  1041. }
  1042. DefineEngineFunction( listGFXResources, void, ( bool unflaggedOnly ), ( false ),
  1043. "Returns a list of the unflagged GFX resources. See flagCurrentGFXResources for usage details.\n"
  1044. "@ingroup GFX\n"
  1045. "@see flagCurrentGFXResources, clearGFXResourceFlags, describeGFXResources" )
  1046. {
  1047. GFX->listResources(unflaggedOnly);
  1048. }
  1049. DefineEngineFunction( flagCurrentGFXResources, void, (),,
  1050. "@brief Flags all currently allocated GFX resources.\n"
  1051. "Used for resource allocation and leak tracking by flagging "
  1052. "current resources then dumping a list of unflagged resources "
  1053. "at some later point in execution.\n"
  1054. "@ingroup GFX\n"
  1055. "@see listGFXResources, clearGFXResourceFlags, describeGFXResources" )
  1056. {
  1057. GFX->flagCurrentResources();
  1058. }
  1059. DefineEngineFunction( clearGFXResourceFlags, void, (),,
  1060. "Clears the flagged state on all allocated GFX resources. "
  1061. "See flagCurrentGFXResources for usage details.\n"
  1062. "@ingroup GFX\n"
  1063. "@see flagCurrentGFXResources, listGFXResources, describeGFXResources" )
  1064. {
  1065. GFX->clearResourceFlags();
  1066. }
  1067. DefineEngineFunction( describeGFXResources, void, ( const char *resourceTypes, const char *filePath, bool unflaggedOnly ), ( false ),
  1068. "@brief Dumps a description of GFX resources to a file or the console.\n"
  1069. "@param resourceTypes A space seperated list of resource types or an empty string for all resources.\n"
  1070. "@param filePath A file to dump the list to or an empty string to write to the console.\n"
  1071. "@param unflaggedOnly If true only unflagged resources are dumped. See flagCurrentGFXResources.\n"
  1072. "@note The resource types can be one or more of the following:\n\n"
  1073. " - texture\n"
  1074. " - texture target\n"
  1075. " - window target\n"
  1076. " - vertex buffers\n"
  1077. " - primitive buffers\n"
  1078. " - fences\n"
  1079. " - cubemaps\n"
  1080. " - shaders\n"
  1081. " - stateblocks\n\n"
  1082. "@ingroup GFX\n" )
  1083. {
  1084. GFX->describeResources( resourceTypes, filePath, unflaggedOnly );
  1085. }
  1086. DefineEngineFunction( describeGFXStateBlocks, void, ( const char *filePath ),,
  1087. "Dumps a description of all state blocks.\n"
  1088. "@param filePath A file to dump the state blocks to or an empty string to write to the console.\n"
  1089. "@ingroup GFX\n" )
  1090. {
  1091. GFX->dumpStates( filePath );
  1092. }
  1093. DefineEngineFunction( getPixelShaderVersion, F32, (),,
  1094. "Returns the pixel shader version for the active device.\n"
  1095. "@ingroup GFX\n" )
  1096. {
  1097. return GFX->getPixelShaderVersion();
  1098. }
  1099. DefineEngineFunction( setPixelShaderVersion, void, ( F32 version ),,
  1100. "@brief Sets the pixel shader version for the active device.\n"
  1101. "This can be used to force a lower pixel shader version than is supported by "
  1102. "the device for testing or performance optimization.\n"
  1103. "@param version The floating point shader version number.\n"
  1104. "@note This will only affect shaders/materials created after the call "
  1105. "and should be used before the game begins.\n"
  1106. "@see $pref::Video::forcedPixVersion\n"
  1107. "@ingroup GFX\n" )
  1108. {
  1109. GFX->setPixelShaderVersion( version );
  1110. }
  1111. DefineEngineFunction( getDisplayDeviceInformation, const char*, (),,
  1112. "Get the string describing the active GFX device.\n"
  1113. "@ingroup GFX\n" )
  1114. {
  1115. if (!GFXDevice::devicePresent())
  1116. return "(no device)";
  1117. const GFXAdapter& adapter = GFX->getAdapter();
  1118. return adapter.getName();
  1119. }
  1120. DefineEngineFunction( getBestHDRFormat, GFXFormat, (),,
  1121. "Returns the best texture format for storage of HDR data for the active device.\n"
  1122. "@ingroup GFX\n" )
  1123. {
  1124. // TODO: Maybe expose GFX::selectSupportedFormat() so that this
  1125. // specialized method can be moved to script.
  1126. // Figure out the best HDR format. This is the smallest
  1127. // format which supports blending and filtering.
  1128. Vector<GFXFormat> formats;
  1129. formats.push_back( GFXFormatR10G10B10A2 );
  1130. formats.push_back( GFXFormatR16G16B16A16F );
  1131. formats.push_back( GFXFormatR16G16B16A16 );
  1132. GFXFormat format = GFX->selectSupportedFormat( &GFXDefaultRenderTargetProfile,
  1133. formats,
  1134. true,
  1135. true,
  1136. true );
  1137. return format;
  1138. }