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@@ -82,6 +82,7 @@
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#include <pStatTimer.h>
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#include <pStatTimer.h>
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#include <pStatCollector.h>
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#include <pStatCollector.h>
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+
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#define DISABLE_POLYGON_OFFSET_DECALING
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#define DISABLE_POLYGON_OFFSET_DECALING
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// currently doesnt work well enough in toontown models for us to use
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// currently doesnt work well enough in toontown models for us to use
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// prob is when viewer gets close to decals, they disappear into wall poly, need to investigate
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// prob is when viewer gets close to decals, they disappear into wall poly, need to investigate
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@@ -5560,12 +5561,12 @@ HRESULT DXGraphicsStateGuardian::RestoreAllVideoSurfaces(void) {
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// Description: Repaint primary buffer from back buffer
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// Description: Repaint primary buffer from back buffer
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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void DXGraphicsStateGuardian::show_frame(void) {
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void DXGraphicsStateGuardian::show_frame(void) {
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- PStatTimer timer(_win->_swap_pcollector); // this times just the flip, so it must go here in dxgsg, instead of wdxdisplay, which would time the whole frame
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+ if(_pri==NULL)
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+ return;
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- if(_pri==NULL)
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- return;
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+ PStatTimer timer(_win->_swap_pcollector); // this times just the flip, so it must go here in dxgsg, instead of wdxdisplay, which would time the whole frame
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- if(dx_full_screen) {
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+ if(dx_full_screen) {
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show_full_screen_frame();
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show_full_screen_frame();
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} else {
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} else {
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show_windowed_frame();
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show_windowed_frame();
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@@ -5578,7 +5579,22 @@ void DXGraphicsStateGuardian::show_frame(void) {
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// Description: Repaint primary buffer from back buffer
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// Description: Repaint primary buffer from back buffer
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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void DXGraphicsStateGuardian::show_full_screen_frame(void) {
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void DXGraphicsStateGuardian::show_full_screen_frame(void) {
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- HRESULT hr = _pri->Flip( NULL, DDFLIP_WAIT ); // bugbug: dont we want triple buffering instead of wasting time waiting for vsync?
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+ HRESULT hr;
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+
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+ // Flip the front and back buffers, to make what we just rendered
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+ // visible.
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+ if (dx_sync_video) {
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+ // bugbug: dont we want triple buffering instead of wasting time
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+ // waiting for vsync?
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+ hr = _pri->Flip( NULL, DDFLIP_WAIT );
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+ } else {
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+ // If the user indicated via Config that we shouldn't wait for
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+ // video sync, then don't wait (if the hardware supports this).
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+ // This will introduce visible artifacts like tearing, and may
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+ // cause the frame rate to grow excessively (and pointlessly)
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+ // high, starving out other processes.
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+ hr = _pri->Flip( NULL, DDFLIP_WAIT | DDFLIP_NOVSYNC );
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+ }
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if(hr == DDERR_SURFACELOST || hr == DDERR_SURFACEBUSY) {
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if(hr == DDERR_SURFACELOST || hr == DDERR_SURFACEBUSY) {
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//full screen app has been switched away
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//full screen app has been switched away
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@@ -5634,52 +5650,80 @@ void DXGraphicsStateGuardian::show_full_screen_frame(void) {
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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// Function: show_windowed_frame
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// Function: show_windowed_frame
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-// Access:
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-// Description: Repaint primary buffer from back buffer (windowed mode only)
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+// Access: Public
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+// Description: Repaint primary buffer from back buffer (windowed
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+// mode only)
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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void DXGraphicsStateGuardian::show_windowed_frame(void) {
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void DXGraphicsStateGuardian::show_windowed_frame(void) {
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- DX_DECLARE_CLEAN(DDBLTFX, bltfx);
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+ HRESULT hr;
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+
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+ if (dx_sync_video) {
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+ // Wait for the video refresh *before* we blt the rendered image
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+ // onto the window. This will (a) prevent the "tearing" of the
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+ // image that would occur if only part of the image happened to be
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+ // copied into the window before the video refresh occurred, and
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+ // (b) prevent our frame rate from going excessively (and
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+ // pointlessly) higher than our video refresh rate, starving out
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+ // other processes.
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+
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+ // Unfortunately, when the system is even lightly loaded, this
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+ // wait call sometimes appears to wait through multiple frames
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+ // before returning, causing our frame rate to be unreasonably low
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+ // and erratic. There doesn't appear to be any way to prevent
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+ // this behavior; thus, we allow the user to avoid this wait,
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+ // based on the Config settings.
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+
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+ hr = _pDD->WaitForVerticalBlank(DDWAITVB_BLOCKBEGIN, NULL);
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+ if(hr != DD_OK) {
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+ dxgsg_cat.error() << "DXGraphicsStateGuardian::WaitForVerticalBlank() failed : " << ConvD3DErrorToString(hr) << endl;
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+ exit(1);
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+ }
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+ }
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+ DX_DECLARE_CLEAN(DDBLTFX, bltfx);
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+
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bltfx.dwDDFX |= DDBLTFX_NOTEARING;
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bltfx.dwDDFX |= DDBLTFX_NOTEARING;
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- HRESULT hr = _pri->Blt( &_view_rect, _back, NULL, DDBLT_DDFX | DDBLT_WAIT, &bltfx );
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+ hr = _pri->Blt( &_view_rect, _back, NULL, DDBLT_DDFX | DDBLT_WAIT, &bltfx );
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if(FAILED(hr)) {
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if(FAILED(hr)) {
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if(hr == DDERR_SURFACELOST || hr == DDERR_SURFACEBUSY) {
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if(hr == DDERR_SURFACELOST || hr == DDERR_SURFACEBUSY) {
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HRESULT hr;
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HRESULT hr;
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- // TestCooperativeLevel returns DD_OK: If the current mode is same as the one which the App set.
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- // The following two errors are returned to NORMALMODE (windowed)apps only.
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- //
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- // DDERR_WRONGMODE: If the App is a windowed app and the current mode is
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- // not the same as the one in which the app was created.
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- // DDERR_EXCLUSIVEMODEALREADYSET: If another app took exclusivemode access
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+ // TestCooperativeLevel returns DD_OK: If the current mode is
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+ // same as the one which the App set. The following two errors
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+ // are returned to NORMALMODE (windowed)apps only.
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+ //
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+ // DDERR_WRONGMODE: If the App is a windowed app and the current mode is
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+ // not the same as the one in which the app was created.
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+ // DDERR_EXCLUSIVEMODEALREADYSET: If another app took exclusivemode access
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hr = _pDD->TestCooperativeLevel();
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hr = _pDD->TestCooperativeLevel();
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while(hr == DDERR_EXCLUSIVEMODEALREADYSET) {
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while(hr == DDERR_EXCLUSIVEMODEALREADYSET) {
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- // This means that mode changes had taken place, surfaces
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- // were lost but still we are in the original mode, so we
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- // simply restore all surfaces and keep going.
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-
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+ // This means that mode changes had taken place, surfaces
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+ // were lost but still we are in the original mode, so we
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+ // simply restore all surfaces and keep going.
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+
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_dx_ready = FALSE;
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_dx_ready = FALSE;
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-
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+
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#ifdef _DEBUG
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#ifdef _DEBUG
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dxgsg_cat.spam() << "DXGraphicsStateGuardian:: another app has exclusive mode, waiting...\n";
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dxgsg_cat.spam() << "DXGraphicsStateGuardian:: another app has exclusive mode, waiting...\n";
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#endif
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#endif
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Sleep( 500 ); // Dont consume CPU.
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Sleep( 500 ); // Dont consume CPU.
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throw_event("PandaPaused"); // throw panda event to invoke network-only processing
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throw_event("PandaPaused"); // throw panda event to invoke network-only processing
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-
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+
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hr = _pDD->TestCooperativeLevel();
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hr = _pDD->TestCooperativeLevel();
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}
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}
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-
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+
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if(hr==DDERR_WRONGMODE) {
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if(hr==DDERR_WRONGMODE) {
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- // This means that the desktop mode has changed
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- // need to destroy all of dx stuff and recreate everything back again, which is a big hit
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+ // This means that the desktop mode has changed
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+ // need to destroy all of dx stuff and recreate everything
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+ // back again, which is a big hit
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dxgsg_cat.error() << "DXGraphicsStateGuardian:: detected display mode change in TestCoopLevel, must recreate all DDraw surfaces, D3D devices, this is not handled yet. " << ConvD3DErrorToString(hr) << endl;
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dxgsg_cat.error() << "DXGraphicsStateGuardian:: detected display mode change in TestCoopLevel, must recreate all DDraw surfaces, D3D devices, this is not handled yet. " << ConvD3DErrorToString(hr) << endl;
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exit(1);
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exit(1);
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return;
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return;
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}
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}
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-
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+
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if(FAILED(hr)) {
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if(FAILED(hr)) {
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dxgsg_cat.error() << "DXGraphicsStateGuardian::unexpected return code from TestCoopLevel: " << ConvD3DErrorToString(hr) << endl;
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dxgsg_cat.error() << "DXGraphicsStateGuardian::unexpected return code from TestCoopLevel: " << ConvD3DErrorToString(hr) << endl;
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return;
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return;
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@@ -5700,16 +5744,6 @@ void DXGraphicsStateGuardian::show_windowed_frame(void) {
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exit(1);
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exit(1);
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}
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}
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}
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}
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-
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- // right now, we force sync to v-blank (time from now up to vblank
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- // is wasted) this keeps calling processes from trying to render
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- // more frames than the refresh rate since (as implemented right
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- // now) they expect this call to block
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- hr = _pDD->WaitForVerticalBlank(DDWAITVB_BLOCKBEGIN, NULL);
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- if(hr != DD_OK) {
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- dxgsg_cat.error() << "DXGraphicsStateGuardian::WaitForVerticalBlank() failed : " << ConvD3DErrorToString(hr) << endl;
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- exit(1);
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- }
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}
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}
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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