Fix re-creating of textures.

Safer setting of mag filter, especially for anisotripic filtering.
Allow aux buffers.
Remove old debug code.
This commit is contained in:
aignacio_sf 2008-09-17 21:28:00 +00:00
parent e3cd187cef
commit d0bafd0bc2

View File

@ -254,14 +254,23 @@ apply_texture(int i, TextureContext *tc) {
set_sampler_state(i, D3DSAMP_MAXANISOTROPY, aniso_degree);
}
int supports_anisotropic_mag_filter;
D3DTEXTUREFILTERTYPE new_mag_filter;
if (aniso_degree <= 1) {
supports_anisotropic_mag_filter = (_screen -> _d3dcaps.TextureFilterCaps & D3DPTFILTERCAPS_MAGFANISOTROPIC) != 0;
if (aniso_degree <= 1 || supports_anisotropic_mag_filter == 0) {
new_mag_filter = ((ft != Texture::FT_nearest) ? D3DTEXF_LINEAR : D3DTEXF_POINT);
} else {
new_mag_filter = D3DTEXF_ANISOTROPIC;
}
set_sampler_state(i, D3DSAMP_MAGFILTER, new_mag_filter);
HRESULT hr;
hr = set_sampler_state(i, D3DSAMP_MAGFILTER, new_mag_filter);
if (hr != D3D_OK) {
dxgsg9_cat.error()
<< "ERROR: set_sampler_state (D3DSAMP_MAGFILTER, "
<< new_mag_filter << ") failed for texture:" << tex -> get_name() << endl;
}
// map Panda composite min+mip filter types to d3d's separate min & mip filter types
D3DTEXTUREFILTERTYPE new_min_filter = get_d3d_min_type(tex->get_minfilter(),
@ -343,6 +352,8 @@ upload_texture(DXTextureContext9 *dtc, bool force) {
return false;
}
dtc->delete_texture();
if (_incomplete_render && !force) {
bool has_image = _supports_compressed_texture ? tex->has_ram_image() : tex->has_uncompressed_ram_image();
if (!has_image && tex->might_have_ram_image() &&
@ -455,8 +466,6 @@ apply_vertex_buffer(VertexBufferContext *vbc,
string name) {
DXVertexBufferContext9 *dvbc = DCAST(DXVertexBufferContext9, vbc);
DBG_SH3 dxgsg9_cat.debug ( ) << "apply_vertex_buffer\n"; DBG_E
bool set_stream_source;
HRESULT hr;
UINT stream;
@ -592,6 +601,21 @@ apply_vertex_buffer(VertexBufferContext *vbc,
dxgsg9_cat.error()
<< "CreateVertexDeclaration failed"
<< D3DERRORSTRING(hr);
if (0) {
// DEBUG
printf ("TOTAL ELEMENTS: %d \n", vertex_element_array -> total_elements);
for (index = 0; index < vertex_element_array -> total_elements; index++)
{
DIRECT_3D_VERTEX_ELEMENT *vertex_element;
VERTEX_ELEMENT_TYPE *vertex_element_type;
vertex_element = &vertex_element_array -> vertex_element_array [index];
vertex_element_type = &vertex_element_array -> vertex_element_type_array [index];
printf (" index %d Stream %d Offset %d Type %d Method %d Usage %d UsageIndex %d \n", index, vertex_element -> Stream, vertex_element -> Offset, vertex_element -> Type, vertex_element -> Method, vertex_element -> Usage, vertex_element -> UsageIndex);
}
}
}
dvbc -> _shader_context = shader_context;
@ -614,9 +638,6 @@ apply_vertex_buffer(VertexBufferContext *vbc,
}
if (dvbc -> _direct_3d_vertex_declaration) {
DBG_SH5 dxgsg9_cat.debug() << "SetVertexDeclaration ( ) \n"; DBG_E
hr = _d3d_device -> SetVertexDeclaration (dvbc -> _direct_3d_vertex_declaration);
if (FAILED(hr)) {
dxgsg9_cat.error()
@ -830,8 +851,6 @@ clear(DrawableRegion *clearable) {
float depth_clear_value = clearable->get_clear_depth();
DWORD stencil_clear_value = (DWORD)(clearable->get_clear_stencil());
DBG_S dxgsg9_cat.debug ( ) << "DXGraphicsStateGuardian9::do_clear\n"; DBG_E
//set appropriate flags
if (clearable->get_clear_color_active()) {
main_flags |= D3DCLEAR_TARGET;
@ -847,19 +866,10 @@ clear(DrawableRegion *clearable) {
if (_screen->_presentation_params.EnableAutoDepthStencil &&
IS_STENCIL_FORMAT(_screen->_presentation_params.AutoDepthStencilFormat)) {
aux_flags |= D3DCLEAR_STENCIL;
// DEBUG
if (false) {
dxgsg9_cat.debug ( ) << "STENCIL CLEAR " << stencil_clear_value << "\n";
}
}
}
if ((main_flags | aux_flags) != 0) {
DBG_S dxgsg9_cat.debug ( ) << "ccccc DXGraphicsStateGuardian9::really do_clear\n"; DBG_E
DBG_S dxgsg9_cat.debug ( ) << "clear flags: main " << main_flags << " aux :" << aux_flags << "\n"; DBG_E
HRESULT hr = _d3d_device->Clear(0, NULL, main_flags | aux_flags, color_clear_value,
depth_clear_value, stencil_clear_value);
if (FAILED(hr) && main_flags == D3DCLEAR_TARGET && aux_flags != 0) {
@ -874,7 +884,7 @@ clear(DrawableRegion *clearable) {
aux_flags |= D3DCLEAR_ZBUFFER;
HRESULT hr2 = _d3d_device->Clear(0, NULL, D3DCLEAR_ZBUFFER, color_clear_value,
depth_clear_value, stencil_clear_value);
if (FAILED(hr2)) {
if (FAILED(hr2)) {
dxgsg9_cat.error()
<< "Unable to clear depth buffer; removing.\n";
// This is really hacky code.
@ -914,15 +924,9 @@ prepare_display_region(DisplayRegionPipelineReader *dr,
nassertv(dr != (DisplayRegionPipelineReader *)NULL);
GraphicsStateGuardian::prepare_display_region(dr, stereo_channel);
// DBG_S dxgsg9_cat.debug ( ) << "DXGraphicsStateGuardian9::PRE prepare_display_region\n"; DBG_E
// DBG_S dxgsg9_cat.debug ( ) << "DXGraphicsStateGuardian9::prepare_display_region\n"; DBG_E
int l, u, w, h;
dr->get_region_pixels_i(l, u, w, h);
DBG_S dxgsg9_cat.debug ( ) << "display_region " << l << " " << u << " " << w << " " << h << "\n"; DBG_E;
// Create the viewport
D3DVIEWPORT9 vp = { l, u, w, h, 0.0f, 1.0f };
_current_viewport = vp;
@ -1034,8 +1038,6 @@ prepare_lens() {
bool DXGraphicsStateGuardian9::
begin_frame(Thread *current_thread) {
DBG_S dxgsg9_cat.debug ( ) << "^^^^^^^^^^^ begin_frame \n"; DBG_E
GraphicsStateGuardian::begin_frame(current_thread);
if (_d3d_device == NULL) {
@ -1088,8 +1090,6 @@ begin_scene() {
return false;
}
DBG_S dxgsg9_cat.debug ( ) << "DXGraphicsStateGuardian9::begin_scene\n"; DBG_E
/*
HRESULT hr = _d3d_device->BeginScene();
@ -1144,8 +1144,6 @@ end_scene() {
_current_shader_context = (CLP(ShaderContext) *)NULL;
}
DBG_S dxgsg9_cat.debug ( ) << "DXGraphicsStateGuardian9::end_scene\n"; DBG_E
/*
HRESULT hr = _d3d_device->EndScene();
@ -1178,8 +1176,6 @@ DBG_S dxgsg9_cat.debug ( ) << "DXGraphicsStateGuardian9::end_scene\n"; DBG_E
void DXGraphicsStateGuardian9::
end_frame(Thread *current_thread) {
DBG_S dxgsg9_cat.debug ( ) << "@@@@@@@@@@ end_frame \n"; DBG_E
HRESULT hr = _d3d_device->EndScene();
if (FAILED(hr)) {
@ -1236,8 +1232,6 @@ begin_draw_primitives(const GeomPipelineReader *geom_reader,
}
nassertr(_data_reader != (GeomVertexDataPipelineReader *)NULL, false);
DBG_SH5 dxgsg9_cat.debug ( ) << "begin_draw_primitives\n"; DBG_E
string name;
const Geom *geom;
@ -1304,14 +1298,6 @@ begin_draw_primitives(const GeomPipelineReader *geom_reader,
const GeomVertexArrayFormat *array_format = data->get_array_format();
int number_of_columns = array_format->get_num_columns();
DBG_VEA
dxgsg9_cat.debug ( )
<< " data index " << index
<< " number_of_columns " << number_of_columns
<< " vertex_element_array -> total_elements " << vertex_element_array -> total_elements
<< "\n";
DBG_E
if (number_of_columns >= vertex_element_array -> total_elements) {
if (first_index >= 0) {
multiple_matches = true;
@ -1483,8 +1469,6 @@ bool DXGraphicsStateGuardian9::
draw_triangles(const GeomPrimitivePipelineReader *reader, bool force) {
PStatTimer timer(_draw_primitive_pcollector);
// DBG_SH5 dxgsg9_cat.debug ( ) << "draw_triangles 1\n"; DBG_E
_vertices_tri_pcollector.add_level(reader->get_num_vertices());
_primitive_batches_tri_pcollector.add_level(1);
if (reader->is_indexed()) {
@ -1499,8 +1483,6 @@ draw_triangles(const GeomPrimitivePipelineReader *reader, bool force) {
return false;
}
//DBG_SH2 dxgsg9_cat.debug ( ) << "DrawIndexedPrimitive \n"; DBG_E
_d3d_device->DrawIndexedPrimitive
(D3DPT_TRIANGLELIST, 0,
min_vertex, max_vertex - min_vertex + 1,
@ -1509,8 +1491,6 @@ draw_triangles(const GeomPrimitivePipelineReader *reader, bool force) {
} else {
// Indexed, client arrays.
//DBG_SH2 dxgsg9_cat.debug ( ) << "draw_indexed_primitive_up \n"; DBG_E
const unsigned char *index_pointer = reader->get_read_pointer(force);
if (index_pointer == NULL) {
return false;
@ -1532,8 +1512,6 @@ draw_triangles(const GeomPrimitivePipelineReader *reader, bool force) {
if (_active_vbuffer != NULL) {
// Nonindexed, vbuffers.
//DBG_SH2 dxgsg9_cat.debug ( ) << "DrawPrimitive D3DPT_TRIANGLELIST \n"; DBG_E
_d3d_device->DrawPrimitive
(D3DPT_TRIANGLELIST,
reader->get_first_vertex(),
@ -1542,7 +1520,6 @@ draw_triangles(const GeomPrimitivePipelineReader *reader, bool force) {
} else {
// Nonindexed, client arrays.
//DBG_SH2 dxgsg9_cat.debug ( ) << "draw_primitive_up \n"; DBG_E
const unsigned char *vertex_pointer = _data_reader->get_array_reader(0)->get_read_pointer(force);
if (vertex_pointer == NULL) {
return false;
@ -1555,7 +1532,6 @@ draw_triangles(const GeomPrimitivePipelineReader *reader, bool force) {
}
}
// DBG_SH5 dxgsg9_cat.debug ( ) << "end draw_triangles 1\n"; DBG_E
return true;
}
@ -1568,8 +1544,6 @@ bool DXGraphicsStateGuardian9::
draw_tristrips(const GeomPrimitivePipelineReader *reader, bool force) {
PStatTimer timer(_draw_primitive_pcollector);
DBG_SH5 dxgsg9_cat.debug ( ) << "draw_tristrips\n"; DBG_E
if (connect_triangle_strips && _current_fill_mode != RenderModeAttrib::M_wireframe) {
// One long triangle strip, connected by the degenerate vertices
// that have already been set up within the primitive.
@ -1755,8 +1729,6 @@ bool DXGraphicsStateGuardian9::
draw_trifans(const GeomPrimitivePipelineReader *reader, bool force) {
PStatTimer timer(_draw_primitive_pcollector);
DBG_SH5 dxgsg9_cat.debug ( ) << "draw_trifans\n"; DBG_E
CPTA_int ends = reader->get_ends();
_primitive_batches_trifan_pcollector.add_level(ends.size());
@ -2269,9 +2241,7 @@ do_framebuffer_copy_to_ram(Texture *tex, int z, const DisplayRegion *dr,
}
// Now we must copy from the backbuffer to our temporary surface.
hr = _d3d_device -> GetRenderTargetData (backbuffer, temp_surface);
if (FAILED(hr)) {
dxgsg9_cat.error() << "GetRenderTargetData failed" << D3DERRORSTRING(hr);
temp_surface->Release();
@ -2316,7 +2286,6 @@ do_framebuffer_copy_to_ram(Texture *tex, int z, const DisplayRegion *dr,
UINT swap_chain;
/* ***** DX9 swap chain ??? */
swap_chain = 0;
hr = _d3d_device->GetFrontBufferData(swap_chain,temp_surface);
@ -2504,7 +2473,7 @@ reset() {
_supports_stencil_wrap = (d3d_caps.StencilCaps & D3DSTENCILCAPS_INCR) && (d3d_caps.StencilCaps & D3DSTENCILCAPS_DECR);
_supports_two_sided_stencil = ((d3d_caps.StencilCaps & D3DSTENCILCAPS_TWOSIDED) != 0);
_maximum_simultaneuous_render_targets = d3d_caps.NumSimultaneousRTs;
_maximum_simultaneous_render_targets = d3d_caps.NumSimultaneousRTs;
_supports_depth_bias = ((d3d_caps.RasterCaps & D3DPRASTERCAPS_DEPTHBIAS) != 0);
@ -2929,8 +2898,6 @@ do_issue_alpha_test() {
void DXGraphicsStateGuardian9::
do_issue_shader() {
DBG_SH3 dxgsg9_cat.debug ( ) << "SHADER: do_issue_shader\n"; DBG_E
CLP(ShaderContext) *context = 0;
Shader *shader = 0;
if (_target._shader) {
@ -4156,7 +4123,9 @@ set_read_buffer(const RenderBuffer &rb) {
if (rb._buffer_type & RenderBuffer::T_front) {
_cur_read_pixel_buffer = RenderBuffer::T_front;
} else if (rb._buffer_type & RenderBuffer::T_back) {
_cur_read_pixel_buffer = RenderBuffer::T_back;
_cur_read_pixel_buffer = RenderBuffer::T_back;
} else if (rb._buffer_type & RenderBuffer::T_aux_rgba_ALL) {
_cur_read_pixel_buffer = RenderBuffer::T_back;
} else {
dxgsg9_cat.error() << "Invalid or unimplemented Argument to set_read_buffer!\n";
}
@ -4785,17 +4754,6 @@ show_frame() {
return;
}
DBG_S dxgsg9_cat.debug ( ) << "- - - - - DXGraphicsStateGuardian9::show_frame\n"; DBG_E
// DEBUG
/*
EXPCL_DTOOL void reset_memory_stats (void);
EXPCL_DTOOL void print_memory_stats (void);
print_memory_stats ( );
reset_memory_stats ( );
*/
HRESULT hr;
if (_swap_chain) {