mirror of
https://github.com/panda3d/panda3d.git
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5837 lines
211 KiB
C++
Executable File
5837 lines
211 KiB
C++
Executable File
// Filename: dxGraphicsStateGuardian9.cxx
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// Created by: mike (02Feb99)
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// Updated by: fperazzi, PandaSE (05May10) (added get_supports_cg_profile)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) Carnegie Mellon University. All rights reserved.
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//
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// All use of this software is subject to the terms of the revised BSD
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// license. You should have received a copy of this license along
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// with this source code in a file named "LICENSE."
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//
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////////////////////////////////////////////////////////////////////
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#include "dxGraphicsStateGuardian9.h"
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#include "config_dxgsg9.h"
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#include "displayRegion.h"
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#include "renderBuffer.h"
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#include "geom.h"
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#include "graphicsWindow.h"
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#include "graphicsEngine.h"
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#include "lens.h"
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#include "ambientLight.h"
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#include "directionalLight.h"
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#include "pointLight.h"
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#include "spotlight.h"
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#include "textureAttrib.h"
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#include "texGenAttrib.h"
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#include "shadeModelAttrib.h"
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#include "cullFaceAttrib.h"
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#include "transparencyAttrib.h"
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#include "alphaTestAttrib.h"
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#include "depthTestAttrib.h"
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#include "depthWriteAttrib.h"
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#include "colorWriteAttrib.h"
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#include "texMatrixAttrib.h"
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#include "materialAttrib.h"
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#include "renderModeAttrib.h"
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#include "rescaleNormalAttrib.h"
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#include "fogAttrib.h"
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#include "depthOffsetAttrib.h"
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#include "lightAttrib.h"
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#include "stencilAttrib.h"
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#include "scissorAttrib.h"
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#include "clipPlaneAttrib.h"
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#include "fog.h"
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#include "throw_event.h"
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#include "geomVertexFormat.h"
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#include "geomVertexData.h"
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#include "geomTriangles.h"
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#include "geomTristrips.h"
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#include "geomTrifans.h"
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#include "geomLines.h"
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#include "geomLinestrips.h"
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#include "geomPoints.h"
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#include "geomVertexReader.h"
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#include "dxGeomMunger9.h"
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#include "config_gobj.h"
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#include "dxVertexBufferContext9.h"
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#include "dxIndexBufferContext9.h"
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#include "dxOcclusionQueryContext9.h"
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#include "pStatTimer.h"
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#include "pStatCollector.h"
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#include "wdxGraphicsBuffer9.h"
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#include "config_pgraph.h"
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#include "shaderGenerator.h"
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#ifdef HAVE_CG
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#include "Cg/cgD3D9.h"
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#endif
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#include <mmsystem.h>
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#include <dxsdkver.h>
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#define tostring(x) #x
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#define SDK_VERSION(major,minor) tostring(major) << "." << tostring(minor)
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#define DIRECTX_SDK_VERSION SDK_VERSION (_DXSDK_PRODUCT_MAJOR, _DXSDK_PRODUCT_MINOR) << "." << SDK_VERSION (_DXSDK_BUILD_MAJOR, _DXSDK_BUILD_MINOR)
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TypeHandle DXGraphicsStateGuardian9::_type_handle;
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D3DMATRIX DXGraphicsStateGuardian9::_d3d_ident_mat;
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unsigned char *DXGraphicsStateGuardian9::_temp_buffer = NULL;
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unsigned char *DXGraphicsStateGuardian9::_safe_buffer_start = NULL;
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LPDIRECT3DDEVICE9 DXGraphicsStateGuardian9::_cg_device = NULL;
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#define __D3DLIGHT_RANGE_MAX ((PN_stdfloat)sqrt(FLT_MAX)) //for some reason this is missing in dx9 hdrs
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#define MY_D3DRGBA(r, g, b, a) ((D3DCOLOR) D3DCOLOR_COLORVALUE(r, g, b, a))
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////////////////////////////////////////////////////////////////////
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// Function: DXGraphicsStateGuardian9::Constructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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DXGraphicsStateGuardian9::
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DXGraphicsStateGuardian9(GraphicsEngine *engine, GraphicsPipe *pipe) :
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GraphicsStateGuardian(CS_yup_left, engine, pipe)
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{
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if (dxgsg9_cat.is_debug()) {
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dxgsg9_cat.debug()
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<< "DXGraphicsStateGuardian9 " << this << " constructing\n";
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}
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// Assume that we will get a hardware-accelerated context, unless
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// the window tells us otherwise.
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_is_hardware = true;
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_screen = NULL;
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_d3d_device = NULL;
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_dx_is_ready = false;
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_vertex_blending_enabled = false;
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_overlay_windows_supported = false;
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_tex_stats_retrieval_impossible = false;
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_supports_render_texture = false;
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_active_ibuffer = NULL;
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// This is a static member, but we initialize it here in the
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// constructor anyway. It won't hurt if it gets repeatedly
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// initalized.
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ZeroMemory(&_d3d_ident_mat, sizeof(D3DMATRIX));
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_d3d_ident_mat._11 = _d3d_ident_mat._22 = _d3d_ident_mat._33 = _d3d_ident_mat._44 = 1.0f;
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_cur_read_pixel_buffer = RenderBuffer::T_front;
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// DirectX drivers seem to consistently invert the texture when
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// they copy framebuffer-to-texture. Ok.
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_copy_texture_inverted = true;
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_gsg_managed_textures = dx_management | dx_texture_management;
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_gsg_managed_vertex_buffers = dx_management;
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_gsg_managed_index_buffers = dx_management;
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_last_fvf = 0;
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_num_bound_streams = 0;
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_vertex_shader_version_major = 0;
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_vertex_shader_version_minor = 0;
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_pixel_shader_version_major = 0;
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_pixel_shader_version_minor = 0;
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_vertex_shader_profile = 0;
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_pixel_shader_profile = 0;
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_vertex_shader_maximum_constants = 0;
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_supports_stream_offset = false;
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get_gamma_table();
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atexit (atexit_function);
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}
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////////////////////////////////////////////////////////////////////
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// Function: DXGraphicsStateGuardian9::Destructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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DXGraphicsStateGuardian9::
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~DXGraphicsStateGuardian9() {
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if (dxgsg9_cat.is_debug()) {
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dxgsg9_cat.debug()
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<< "DXGraphicsStateGuardian9 " << this << " destructing\n";
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}
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if (IS_VALID_PTR(_d3d_device)) {
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_d3d_device->SetTexture(0, NULL); // this frees reference to the old texture
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}
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free_nondx_resources();
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}
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////////////////////////////////////////////////////////////////////
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// Function: DXGraphicsStateGuardian9::prepare_texture
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// Access: Public, Virtual
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// Description: Creates a new retained-mode representation of the
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// given texture, and returns a newly-allocated
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// TextureContext pointer to reference it. It is the
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// responsibility of the calling function to later
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// call release_texture() with this same pointer (which
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// will also delete the pointer).
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//
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// This function should not be called directly to
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// prepare a texture. Instead, call Texture::prepare().
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////////////////////////////////////////////////////////////////////
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TextureContext *DXGraphicsStateGuardian9::
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prepare_texture(Texture *tex, int view) {
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DXTextureContext9 *dtc = new DXTextureContext9(_prepared_objects, tex, view);
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if (!get_supports_compressed_texture_format(tex->get_ram_image_compression())) {
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dxgsg9_cat.error()
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<< *dtc->get_texture() << " is stored in an unsupported compressed format.\n";
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return NULL;
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}
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return dtc;
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}
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////////////////////////////////////////////////////////////////////
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// Function: DXGraphicsStateGuardian9::apply_texture
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// Access: Public
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// Description: Makes the texture the currently available texture for
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// rendering on the ith stage.
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////////////////////////////////////////////////////////////////////
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void DXGraphicsStateGuardian9::
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apply_texture(int i, TextureContext *tc) {
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if (tc == (TextureContext *)NULL) {
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// The texture wasn't bound properly or something, so ensure
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// texturing is disabled and just return.
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set_texture_stage_state(i, D3DTSS_COLOROP, D3DTOP_DISABLE);
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return;
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}
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if (!update_texture(tc, false)) {
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// Couldn't get the texture image or something.
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set_texture_stage_state(i, D3DTSS_COLOROP, D3DTOP_DISABLE);
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return;
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}
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tc->set_active(true);
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DXTextureContext9 *dtc = DCAST(DXTextureContext9, tc);
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Texture *tex = tc->get_texture();
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Texture::WrapMode wrap_u, wrap_v, wrap_w;
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DWORD address_u;
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DWORD address_v;
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DWORD address_w;
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wrap_u = tex->get_wrap_u();
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wrap_v = tex->get_wrap_v();
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wrap_w = tex->get_wrap_w();
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address_u = get_texture_wrap_mode(wrap_u);
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address_v = get_texture_wrap_mode(wrap_v);
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address_w = get_texture_wrap_mode(wrap_w);
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set_sampler_state(i, D3DSAMP_ADDRESSU, address_u);
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set_sampler_state(i, D3DSAMP_ADDRESSV, address_v);
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set_sampler_state(i, D3DSAMP_ADDRESSW, address_w);
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DWORD border_color;
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border_color = LColor_to_D3DCOLOR(tex->get_border_color());
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set_sampler_state(i, D3DSAMP_BORDERCOLOR, border_color);
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uint aniso_degree = tex->get_effective_anisotropic_degree();
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Texture::FilterType ft = tex->get_effective_magfilter();
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if (aniso_degree >= 1) {
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set_sampler_state(i, D3DSAMP_MAXANISOTROPY, aniso_degree);
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}
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int supports_anisotropic_mag_filter;
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D3DTEXTUREFILTERTYPE new_mag_filter;
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supports_anisotropic_mag_filter = (_screen -> _d3dcaps.TextureFilterCaps & D3DPTFILTERCAPS_MAGFANISOTROPIC) != 0;
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if (aniso_degree <= 1 || supports_anisotropic_mag_filter == 0) {
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new_mag_filter = ((ft != Texture::FT_nearest) ? D3DTEXF_LINEAR : D3DTEXF_POINT);
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} else {
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new_mag_filter = D3DTEXF_ANISOTROPIC;
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}
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HRESULT hr;
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hr = set_sampler_state(i, D3DSAMP_MAGFILTER, new_mag_filter);
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if (hr != D3D_OK) {
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dxgsg9_cat.error()
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<< "ERROR: set_sampler_state (D3DSAMP_MAGFILTER, "
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<< new_mag_filter << ") failed for texture:" << tex -> get_name() << endl;
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}
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// map Panda composite min+mip filter types to d3d's separate min & mip filter types
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D3DTEXTUREFILTERTYPE new_min_filter = get_d3d_min_type(tex->get_effective_minfilter());
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D3DTEXTUREFILTERTYPE new_mip_filter = get_d3d_mip_type(tex->get_effective_minfilter());
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if (!tex->might_have_ram_image()) {
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// If the texture is completely dynamic, don't try to issue
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// mipmaps--pandadx doesn't support auto-generated mipmaps at this
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// point.
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new_mip_filter = D3DTEXF_NONE;
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}
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// sanity check
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if (!dtc->has_mipmaps()) {
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new_mip_filter = D3DTEXF_NONE;
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}
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if (aniso_degree >= 2) {
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new_min_filter = D3DTEXF_ANISOTROPIC;
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}
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set_sampler_state(i, D3DSAMP_MINFILTER, new_min_filter);
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set_sampler_state(i, D3DSAMP_MIPFILTER, new_mip_filter);
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_d3d_device->SetTexture(i, dtc->get_d3d_texture());
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}
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////////////////////////////////////////////////////////////////////
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// Function: DXGraphicsStateGuardian9::update_texture
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// Access: Public, Virtual
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// Description: Ensures that the current Texture data is refreshed
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// onto the GSG. This means updating the texture
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// properties and/or re-uploading the texture image, if
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// necessary. This should only be called within the
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// draw thread.
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//
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// If force is true, this function will not return until
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// the texture has been fully uploaded. If force is
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// false, the function may choose to upload a simple
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// version of the texture instead, if the texture is not
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// fully resident (and if get_incomplete_render() is
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// true).
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////////////////////////////////////////////////////////////////////
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bool DXGraphicsStateGuardian9::
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update_texture(TextureContext *tc, bool force) {
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DXTextureContext9 *dtc = DCAST(DXTextureContext9, tc);
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// If the texture image has changed, or if its use of mipmaps has
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// changed, we need to re-create the image.
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if (dtc->was_modified()) {
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if (!upload_texture(dtc, force)) {
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// Oops, we can't re-create the texture for some reason.
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Texture *tex = tc->get_texture();
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dxgsg9_cat.error()
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<< "Unable to re-create texture " << *tex << endl;
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return false;
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}
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}
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dtc->enqueue_lru(&_prepared_objects->_graphics_memory_lru);
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return true;
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}
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////////////////////////////////////////////////////////////////////
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// Function: DXGraphicsStateGuardian9::upload_texture
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// Access: Public
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// Description: Creates a texture surface on the graphics card and
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// fills it with its pixel data.
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////////////////////////////////////////////////////////////////////
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bool DXGraphicsStateGuardian9::
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upload_texture(DXTextureContext9 *dtc, bool force) {
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Texture *tex = dtc->get_texture();
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if (!get_supports_compressed_texture_format(tex->get_ram_image_compression())) {
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dxgsg9_cat.error()
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<< *tex << " is stored in an unsupported compressed format.\n";
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return false;
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}
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dtc->delete_texture();
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dtc->update_data_size_bytes(0);
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dtc->mark_unloaded();
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if (_effective_incomplete_render && !force) {
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bool has_image = _supports_compressed_texture ? tex->has_ram_image() : tex->has_uncompressed_ram_image();
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if (!has_image && tex->might_have_ram_image() &&
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tex->has_simple_ram_image() &&
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!_loader.is_null()) {
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// If we don't have the texture data right now, go get it, but in
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// the meantime load a temporary simple image in its place.
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async_reload_texture(dtc);
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has_image = _supports_compressed_texture ? tex->has_ram_image() : tex->has_uncompressed_ram_image();
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if (!has_image) {
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if (dtc->was_simple_image_modified()) {
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return dtc->create_simple_texture(*_screen);
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}
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return true;
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}
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}
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}
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return dtc->create_texture(*_screen);
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}
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////////////////////////////////////////////////////////////////////
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// Function: DXGraphicsStateGuardian9::release_texture
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// Access: Public, Virtual
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// Description: Frees the GL resources previously allocated for the
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// texture.
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////////////////////////////////////////////////////////////////////
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void DXGraphicsStateGuardian9::
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release_texture(TextureContext *tc) {
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DXTextureContext9 *dtc = DCAST(DXTextureContext9, tc);
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delete dtc;
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}
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////////////////////////////////////////////////////////////////////
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// Function: DXGraphicsStateGuardian9::extract_texture_data
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// Access: Public, Virtual
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// Description: This method should only be called by the
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// GraphicsEngine. Do not call it directly; call
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// GraphicsEngine::extract_texture_data() instead.
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//
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// This method will be called in the draw thread to
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// download the texture memory's image into its
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// ram_image value. It returns true on success, false
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// otherwise.
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////////////////////////////////////////////////////////////////////
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bool DXGraphicsStateGuardian9::
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extract_texture_data(Texture *tex) {
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bool success = true;
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int num_views = tex->get_num_views();
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for (int view = 0; view < num_views; ++view) {
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TextureContext *tc = tex->prepare_now(view, get_prepared_objects(), this);
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nassertr(tc != (TextureContext *)NULL, false);
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DXTextureContext9 *dtc = DCAST(DXTextureContext9, tc);
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if (!dtc->extract_texture_data(*_screen)) {
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success = false;
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}
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}
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return success;
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}
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////////////////////////////////////////////////////////////////////
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// Function: DXGraphicsStateGuardian9::prepare_shader
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// Access: Public, Virtual
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// Description:
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////////////////////////////////////////////////////////////////////
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ShaderContext *DXGraphicsStateGuardian9::
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prepare_shader(Shader *se) {
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#ifdef HAVE_CG
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CLP(ShaderContext) *result = new CLP(ShaderContext)(se, this);
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return result;
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#endif
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return NULL;
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}
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////////////////////////////////////////////////////////////////////
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// Function: DXGraphicsStateGuardian9::release_shader
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// Access: Public, Virtual
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// Description:
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////////////////////////////////////////////////////////////////////
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void DXGraphicsStateGuardian9::
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release_shader(ShaderContext *sc) {
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CLP(ShaderContext) *gsc = DCAST(CLP(ShaderContext), sc);
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delete gsc;
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}
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////////////////////////////////////////////////////////////////////
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// Function: DXGraphicsStateGuardian9::prepare_vertex_buffer
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// Access: Public, Virtual
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// Description: Creates a new retained-mode representation of the
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// given data, and returns a newly-allocated
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// VertexBufferContext pointer to reference it. It is the
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// responsibility of the calling function to later
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// call release_vertex_buffer() with this same pointer (which
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// will also delete the pointer).
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//
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// This function should not be called directly to
|
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// prepare a buffer. Instead, call Geom::prepare().
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////////////////////////////////////////////////////////////////////
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VertexBufferContext *CLP(GraphicsStateGuardian)::
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prepare_vertex_buffer(GeomVertexArrayData *data) {
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CLP(VertexBufferContext) *dvbc = new CLP(VertexBufferContext)(this, _prepared_objects, data);
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DWORD usage;
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D3DPOOL pool;
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if (_screen->_managed_vertex_buffers) {
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pool = D3DPOOL_MANAGED;
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usage = D3DUSAGE_WRITEONLY;
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} else {
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pool = D3DPOOL_DEFAULT;
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usage = D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC;
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}
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int num_bytes = data->get_data_size_bytes();
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PStatTimer timer(_create_vertex_buffer_pcollector, Thread::get_current_thread());
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HRESULT hr;
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int attempts = 0;
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do
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{
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hr = _screen->_d3d_device->CreateVertexBuffer(num_bytes, usage, dvbc->_fvf, pool, &dvbc->_vbuffer, NULL);
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attempts++;
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}
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while (check_dx_allocation(hr, num_bytes, attempts));
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if (!FAILED(hr)) {
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#if 0
|
|
if (dxgsg9_cat.is_debug() && CLP(debug_buffers)) {
|
|
dxgsg9_cat.debug()
|
|
<< "creating vertex buffer " << dvbc->_vbuffer << ": "
|
|
<< data->get_num_rows() << " vertices "
|
|
<< *data->get_array_format() << "\n";
|
|
}
|
|
#endif
|
|
|
|
return dvbc;
|
|
} else {
|
|
dxgsg9_cat.error()
|
|
<< "CreateVertexBuffer failed" << D3DERRORSTRING(hr);
|
|
|
|
dvbc->_vbuffer = NULL;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::apply_vertex_buffer
|
|
// Access: Public
|
|
// Description: Updates the vertex buffer with the current data, and
|
|
// makes it the current vertex buffer for rendering.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool CLP(GraphicsStateGuardian)::
|
|
apply_vertex_buffer(VertexBufferContext *vbc,
|
|
const GeomVertexArrayDataHandle *reader, bool force ) {
|
|
|
|
CLP(VertexBufferContext) *dvbc = DCAST(CLP(VertexBufferContext), vbc);
|
|
|
|
if (dvbc->was_modified(reader)) {
|
|
int num_bytes = reader->get_data_size_bytes();
|
|
#if 0
|
|
if (dxgsg9_cat.is_debug() && CLP(debug_buffers)) {
|
|
dxgsg9_cat.debug()
|
|
<< "copying " << num_bytes
|
|
<< " bytes into vertex buffer " << dvbc->_vbuffer << "\n";
|
|
}
|
|
#endif
|
|
|
|
if ( num_bytes != 0 ) {
|
|
const unsigned char *client_pointer = reader->get_read_pointer(force);
|
|
if (client_pointer == NULL) {
|
|
return false;
|
|
}
|
|
|
|
PStatTimer timer(_load_vertex_buffer_pcollector, reader->get_current_thread());
|
|
|
|
#if 0
|
|
if (dvbc->changed_size(reader)) {
|
|
// We have to destroy the old vertex buffer and create a new
|
|
// one.
|
|
dvbc->create_vbuffer(*_screen, reader);
|
|
}
|
|
#endif
|
|
|
|
HRESULT hr;
|
|
BYTE *local_pointer;
|
|
if (_screen->_managed_vertex_buffers) {
|
|
hr = dvbc->_vbuffer->Lock(0, num_bytes, (void **) &local_pointer, 0);
|
|
} else {
|
|
hr = dvbc->_vbuffer->Lock(0, num_bytes, (void **) &local_pointer, D3DLOCK_DISCARD);
|
|
}
|
|
if (FAILED(hr)) {
|
|
dxgsg9_cat.error()
|
|
<< "VertexBuffer::Lock failed" << D3DERRORSTRING(hr);
|
|
return false;
|
|
}
|
|
|
|
memcpy(local_pointer, client_pointer, num_bytes);
|
|
|
|
dvbc->_vbuffer->Unlock();
|
|
|
|
_data_transferred_pcollector.add_level(num_bytes);
|
|
}
|
|
|
|
dvbc->mark_loaded(reader);
|
|
}
|
|
dvbc->enqueue_lru(&_prepared_objects->_graphics_memory_lru);
|
|
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::release_vertex_buffer
|
|
// Access: Public, Virtual
|
|
// Description: Frees the GL resources previously allocated for the
|
|
// data. This function should never be called
|
|
// directly; instead, call Data::release() (or simply
|
|
// let the Data destruct).
|
|
////////////////////////////////////////////////////////////////////
|
|
void CLP(GraphicsStateGuardian)::
|
|
release_vertex_buffer(VertexBufferContext *vbc) {
|
|
|
|
CLP(VertexBufferContext) *dvbc = DCAST(CLP(VertexBufferContext), vbc);
|
|
|
|
#if 0
|
|
if (dxgsg9_cat.is_debug() && CLP(debug_buffers)) {
|
|
dxgsg9_cat.debug()
|
|
<< "deleting vertex buffer " << dvbc->_vbuffer << "\n";
|
|
}
|
|
#endif
|
|
|
|
dvbc->_vbuffer->Release();
|
|
dvbc->_vbuffer = NULL;
|
|
|
|
delete dvbc;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::setup_array_data
|
|
// Access: Public
|
|
// Description: Internal function to bind a buffer object for the
|
|
// indicated data array, if appropriate, or to unbind a
|
|
// buffer object if it should be rendered from client
|
|
// memory.
|
|
//
|
|
// If the buffer object is bound, this function sets
|
|
// client_pointer to NULL (representing the start of the
|
|
// buffer object in server memory); if the buffer object
|
|
// is not bound, this function sets client_pointer the
|
|
// pointer to the data array in client memory, that is,
|
|
// the data array passed in.
|
|
//
|
|
// If force is not true, the function may return false
|
|
// indicating the data is not currently available.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool CLP(GraphicsStateGuardian)::
|
|
setup_array_data(CLP(VertexBufferContext)*& dvbc,
|
|
const GeomVertexArrayDataHandle* array_reader,
|
|
bool force) {
|
|
|
|
// Prepare the buffer object and bind it.
|
|
VertexBufferContext* vbc = ((GeomVertexArrayData *)array_reader->get_object())->prepare_now(get_prepared_objects(), this);
|
|
nassertr(vbc != (VertexBufferContext *)NULL, false);
|
|
if (!apply_vertex_buffer(vbc, array_reader, force)) {
|
|
return false;
|
|
}
|
|
|
|
dvbc = (CLP(VertexBufferContext)*)vbc;
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::prepare_index_buffer
|
|
// Access: Public, Virtual
|
|
// Description: Creates a new retained-mode representation of the
|
|
// given data, and returns a newly-allocated
|
|
// IndexBufferContext pointer to reference it. It is the
|
|
// responsibility of the calling function to later call
|
|
// release_index_buffer() with this same pointer (which
|
|
// will also delete the pointer).
|
|
//
|
|
// This function should not be called directly to
|
|
// prepare a buffer. Instead, call Geom::prepare().
|
|
////////////////////////////////////////////////////////////////////
|
|
IndexBufferContext *DXGraphicsStateGuardian9::
|
|
prepare_index_buffer(GeomPrimitive *data) {
|
|
DXIndexBufferContext9 *dibc = new DXIndexBufferContext9(_prepared_objects, data);
|
|
return dibc;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::apply_index_buffer
|
|
// Access: Public
|
|
// Description: Updates the index buffer with the current data, and
|
|
// makes it the current index buffer for rendering.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool DXGraphicsStateGuardian9::
|
|
apply_index_buffer(IndexBufferContext *ibc,
|
|
const GeomPrimitivePipelineReader *reader, bool force) {
|
|
DXIndexBufferContext9 *dibc = DCAST(DXIndexBufferContext9, ibc);
|
|
|
|
if (dibc->_ibuffer == NULL) {
|
|
// Attempt to create a new index buffer.
|
|
dibc->create_ibuffer(*_screen, reader);
|
|
|
|
if (dibc->_ibuffer != NULL) {
|
|
if (!dibc->upload_data(reader, force)) {
|
|
return false;
|
|
}
|
|
dibc->mark_loaded(reader);
|
|
|
|
_d3d_device->SetIndices(dibc->_ibuffer);
|
|
_active_ibuffer = dibc;
|
|
dibc->set_active(true);
|
|
|
|
} else {
|
|
_d3d_device->SetIndices(NULL);
|
|
_active_ibuffer = NULL;
|
|
}
|
|
|
|
} else {
|
|
if (dibc->was_modified(reader)) {
|
|
if (dibc->changed_size(reader)) {
|
|
// We have to destroy the old index buffer and create a new
|
|
// one.
|
|
dibc->create_ibuffer(*_screen, reader);
|
|
}
|
|
|
|
if (!dibc->upload_data(reader, force)) {
|
|
return false;
|
|
}
|
|
|
|
dibc->mark_loaded(reader);
|
|
_active_ibuffer = NULL;
|
|
}
|
|
|
|
if (_active_ibuffer != dibc) {
|
|
_d3d_device->SetIndices(dibc->_ibuffer);
|
|
_active_ibuffer = dibc;
|
|
dibc->set_active(true);
|
|
}
|
|
}
|
|
dibc->enqueue_lru(&_prepared_objects->_graphics_memory_lru);
|
|
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::release_index_buffer
|
|
// Access: Public, Virtual
|
|
// Description: Frees the GL resources previously allocated for the
|
|
// data. This function should never be called
|
|
// directly; instead, call Data::release() (or simply
|
|
// let the Data destruct).
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
release_index_buffer(IndexBufferContext *ibc) {
|
|
DXIndexBufferContext9 *dibc = DCAST(DXIndexBufferContext9, ibc);
|
|
delete dibc;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::begin_occlusion_query
|
|
// Access: Public, Virtual
|
|
// Description: Begins a new occlusion query. After this call, you
|
|
// may call begin_draw_primitives() and
|
|
// draw_triangles()/draw_whatever() repeatedly.
|
|
// Eventually, you should call end_occlusion_query()
|
|
// before the end of the frame; that will return a new
|
|
// OcclusionQueryContext object that will tell you how
|
|
// many pixels represented by the bracketed geometry
|
|
// passed the depth test.
|
|
//
|
|
// It is not valid to call begin_occlusion_query()
|
|
// between another begin_occlusion_query()
|
|
// .. end_occlusion_query() sequence.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
begin_occlusion_query() {
|
|
nassertv(_supports_occlusion_query);
|
|
nassertv(_current_occlusion_query == (OcclusionQueryContext *)NULL);
|
|
|
|
IDirect3DQuery9 *query;
|
|
HRESULT hr = _d3d_device->CreateQuery(D3DQUERYTYPE_OCCLUSION, &query);
|
|
if (FAILED(hr)) {
|
|
dxgsg9_cat.warning()
|
|
<< "Occlusion query failed.\n";
|
|
return;
|
|
}
|
|
|
|
PT(DXOcclusionQueryContext9) queryobj = new DXOcclusionQueryContext9(query);
|
|
|
|
if (dxgsg9_cat.is_debug()) {
|
|
dxgsg9_cat.debug()
|
|
<< "beginning occlusion query " << query << "\n";
|
|
}
|
|
|
|
query->Issue(D3DISSUE_BEGIN);
|
|
_current_occlusion_query = queryobj;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::end_occlusion_query
|
|
// Access: Public, Virtual
|
|
// Description: Ends a previous call to begin_occlusion_query().
|
|
// This call returns the OcclusionQueryContext object
|
|
// that will (eventually) report the number of pixels
|
|
// that passed the depth test between the call to
|
|
// begin_occlusion_query() and end_occlusion_query().
|
|
////////////////////////////////////////////////////////////////////
|
|
PT(OcclusionQueryContext) DXGraphicsStateGuardian9::
|
|
end_occlusion_query() {
|
|
if (_current_occlusion_query == (OcclusionQueryContext *)NULL) {
|
|
return NULL;
|
|
}
|
|
|
|
PT(OcclusionQueryContext) result = _current_occlusion_query;
|
|
|
|
IDirect3DQuery9 *query = DCAST(DXOcclusionQueryContext9, result)->_query;
|
|
|
|
if (dxgsg9_cat.is_debug()) {
|
|
dxgsg9_cat.debug()
|
|
<< "ending occlusion query " << query << "\n";
|
|
}
|
|
|
|
_current_occlusion_query = NULL;
|
|
query->Issue(D3DISSUE_END);
|
|
|
|
return result;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::make_geom_munger
|
|
// Access: Public, Virtual
|
|
// Description: Creates a new GeomMunger object to munge vertices
|
|
// appropriate to this GSG for the indicated state.
|
|
////////////////////////////////////////////////////////////////////
|
|
PT(GeomMunger) DXGraphicsStateGuardian9::
|
|
make_geom_munger(const RenderState *state, Thread *current_thread) {
|
|
PT(DXGeomMunger9) munger = new DXGeomMunger9(this, state);
|
|
return GeomMunger::register_munger(munger, current_thread);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::clear
|
|
// Access: Public, Virtual
|
|
// Description: Clears all of the indicated buffers to their assigned
|
|
// colors.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
clear(DrawableRegion *clearable) {
|
|
|
|
DWORD main_flags = 0;
|
|
DWORD aux_flags = 0;
|
|
|
|
if ((!clearable->get_clear_color_active())&&
|
|
(!clearable->get_clear_depth_active())&&
|
|
(!clearable->get_clear_stencil_active())) {
|
|
return;
|
|
}
|
|
|
|
set_state_and_transform(RenderState::make_empty(), _internal_transform);
|
|
|
|
D3DCOLOR color_clear_value = LColor_to_D3DCOLOR(clearable->get_clear_color());
|
|
PN_stdfloat depth_clear_value = clearable->get_clear_depth();
|
|
DWORD stencil_clear_value = (DWORD)(clearable->get_clear_stencil());
|
|
|
|
//set appropriate flags
|
|
if (clearable->get_clear_color_active()) {
|
|
main_flags |= D3DCLEAR_TARGET;
|
|
}
|
|
|
|
if (clearable->get_clear_depth_active()) {
|
|
aux_flags |= D3DCLEAR_ZBUFFER;
|
|
nassertv(_screen->_presentation_params.EnableAutoDepthStencil);
|
|
}
|
|
|
|
if (clearable->get_clear_stencil_active()) {
|
|
// clear only if there is a stencil buffer
|
|
if (_screen->_presentation_params.EnableAutoDepthStencil &&
|
|
IS_STENCIL_FORMAT(_screen->_presentation_params.AutoDepthStencilFormat)) {
|
|
aux_flags |= D3DCLEAR_STENCIL;
|
|
}
|
|
}
|
|
|
|
if ((main_flags | aux_flags) != 0) {
|
|
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) {
|
|
// Maybe there's a problem with the one or more of the auxiliary
|
|
// buffers.
|
|
hr = _d3d_device->Clear(0, NULL, D3DCLEAR_TARGET, color_clear_value,
|
|
depth_clear_value, stencil_clear_value);
|
|
if (!FAILED(hr)) {
|
|
// Yep, it worked without them. That's a problem. Which buffer
|
|
// poses the problem?
|
|
if (clearable->get_clear_depth_active()) {
|
|
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)) {
|
|
dxgsg9_cat.error()
|
|
<< "Unable to clear depth buffer; removing.\n";
|
|
// This is really hacky code.
|
|
((FrameBufferProperties *)_current_properties)->set_depth_bits(0);
|
|
}
|
|
}
|
|
if (clearable->get_clear_stencil_active()) {
|
|
aux_flags |= D3DCLEAR_STENCIL;
|
|
HRESULT hr2 = _d3d_device->Clear(0, NULL, D3DCLEAR_STENCIL, color_clear_value,
|
|
stencil_clear_value, stencil_clear_value);
|
|
if (FAILED(hr2)) {
|
|
dxgsg9_cat.error()
|
|
<< "Unable to clear stencil buffer; removing.\n";
|
|
// This is really hacky code.
|
|
((FrameBufferProperties *)_current_properties)->set_stencil_bits(0);
|
|
_supports_stencil = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (FAILED(hr)) {
|
|
dxgsg9_cat.error()
|
|
<< "clear_buffer failed: Clear returned " << D3DERRORSTRING(hr);
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::prepare_display_region
|
|
// Access: Public, Virtual
|
|
// Description: Prepare a display region for rendering (set up
|
|
// scissor region and viewport)
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
prepare_display_region(DisplayRegionPipelineReader *dr) {
|
|
nassertv(dr != (DisplayRegionPipelineReader *)NULL);
|
|
GraphicsStateGuardian::prepare_display_region(dr);
|
|
|
|
int l, u, w, h;
|
|
dr->get_region_pixels_i(l, u, w, h);
|
|
|
|
// Create the viewport
|
|
D3DVIEWPORT9 vp = { l, u, w, h, 0.0f, 1.0f };
|
|
_current_viewport = vp;
|
|
HRESULT hr = _d3d_device->SetViewport(&_current_viewport);
|
|
if (FAILED(hr)) {
|
|
dxgsg9_cat.error()
|
|
<< "_screen->_swap_chain = " << _screen->_swap_chain << " _swap_chain = " << _swap_chain << "\n";
|
|
dxgsg9_cat.error()
|
|
<< "SetViewport(" << l << ", " << u << ", " << w << ", " << h
|
|
<< ") failed" << D3DERRORSTRING(hr);
|
|
|
|
D3DVIEWPORT9 vp_old;
|
|
_d3d_device->GetViewport(&vp_old);
|
|
dxgsg9_cat.error()
|
|
<< "GetViewport(" << vp_old.X << ", " << vp_old.Y << ", " << vp_old.Width << ", "
|
|
<< vp_old.Height << ") returned: Trying to set that vp---->\n";
|
|
hr = _d3d_device->SetViewport(&vp_old);
|
|
set_render_state(D3DRS_SCISSORTESTENABLE, FALSE);
|
|
|
|
if (FAILED(hr)) {
|
|
dxgsg9_cat.error() << "Failed again\n";
|
|
throw_event("panda3d-render-error");
|
|
nassertv(false);
|
|
}
|
|
}
|
|
|
|
if (_screen->_can_direct_disable_color_writes) {
|
|
set_render_state(D3DRS_COLORWRITEENABLE, _color_write_mask);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::calc_projection_mat
|
|
// Access: Public, Virtual
|
|
// Description: Given a lens, calculates the appropriate projection
|
|
// matrix for use with this gsg. Note that the
|
|
// projection matrix depends a lot upon the coordinate
|
|
// system of the rendering API.
|
|
//
|
|
// The return value is a TransformState if the lens is
|
|
// acceptable, NULL if it is not.
|
|
////////////////////////////////////////////////////////////////////
|
|
CPT(TransformState) DXGraphicsStateGuardian9::
|
|
calc_projection_mat(const Lens *lens) {
|
|
if (lens == (Lens *)NULL) {
|
|
return NULL;
|
|
}
|
|
|
|
if (!lens->is_linear()) {
|
|
return NULL;
|
|
}
|
|
|
|
// DirectX also uses a Z range of 0 to 1, whereas the Panda
|
|
// convention is for the projection matrix to produce a Z range of
|
|
// -1 to 1. We have to rescale to compensate.
|
|
static const LMatrix4 rescale_mat
|
|
(1, 0, 0, 0,
|
|
0, 1, 0, 0,
|
|
0, 0, 0.5, 0,
|
|
0, 0, 0.5, 1);
|
|
|
|
LMatrix4 result =
|
|
LMatrix4::convert_mat(CS_yup_left, _current_lens->get_coordinate_system()) *
|
|
lens->get_projection_mat(_current_stereo_channel) *
|
|
rescale_mat;
|
|
|
|
if (_scene_setup->get_inverted()) {
|
|
// If the scene is supposed to be inverted, then invert the
|
|
// projection matrix.
|
|
result *= LMatrix4::scale_mat(1.0f, -1.0f, 1.0f);
|
|
}
|
|
|
|
return TransformState::make_mat(result);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::prepare_lens
|
|
// Access: Public, Virtual
|
|
// Description: Makes the current lens (whichever lens was most
|
|
// recently specified with set_scene()) active, so
|
|
// that it will transform future rendered geometry.
|
|
// Normally this is only called from the draw process,
|
|
// and usually it is called by set_scene().
|
|
//
|
|
// The return value is true if the lens is acceptable,
|
|
// false if it is not.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool DXGraphicsStateGuardian9::
|
|
prepare_lens() {
|
|
LMatrix4f mat = LCAST(float, _projection_mat->get_mat());
|
|
HRESULT hr =
|
|
_d3d_device->SetTransform(D3DTS_PROJECTION,
|
|
(D3DMATRIX*)mat.get_data());
|
|
return SUCCEEDED(hr);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::begin_frame
|
|
// Access: Public, Virtual
|
|
// Description: Called before each frame is rendered, to allow the
|
|
// GSG a chance to do any internal cleanup before
|
|
// beginning the frame.
|
|
//
|
|
// The return value is true if successful (in which case
|
|
// the frame will be drawn and end_frame() will be
|
|
// called later), or false if unsuccessful (in which
|
|
// case nothing will be drawn and end_frame() will not
|
|
// be called).
|
|
////////////////////////////////////////////////////////////////////
|
|
bool DXGraphicsStateGuardian9::
|
|
begin_frame(Thread *current_thread) {
|
|
|
|
GraphicsStateGuardian::begin_frame(current_thread);
|
|
|
|
if (_d3d_device == NULL) {
|
|
dxgsg9_cat.debug()
|
|
<< this << "::begin_frame(): no device.\n";
|
|
return false;
|
|
}
|
|
|
|
HRESULT hr = _d3d_device->BeginScene();
|
|
|
|
if (FAILED(hr)) {
|
|
if (hr == D3DERR_DEVICELOST) {
|
|
if (dxgsg9_cat.is_debug()) {
|
|
dxgsg9_cat.debug()
|
|
<< "BeginScene returns D3DERR_DEVICELOST" << endl;
|
|
}
|
|
|
|
check_cooperative_level();
|
|
|
|
} else {
|
|
dxgsg9_cat.error()
|
|
<< "BeginScene failed, unhandled error hr == "
|
|
<< D3DERRORSTRING(hr) << endl;
|
|
throw_event("panda3d-render-error");
|
|
}
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::begin_scene
|
|
// Access: Public, Virtual
|
|
// Description: Called between begin_frame() and end_frame() to mark
|
|
// the beginning of drawing commands for a "scene"
|
|
// (usually a particular DisplayRegion) within a frame.
|
|
// All 3-D drawing commands, except the clear operation,
|
|
// must be enclosed within begin_scene() .. end_scene().
|
|
//
|
|
// The return value is true if successful (in which case
|
|
// the scene will be drawn and end_scene() will be
|
|
// called later), or false if unsuccessful (in which
|
|
// case nothing will be drawn and end_scene() will not
|
|
// be called).
|
|
////////////////////////////////////////////////////////////////////
|
|
bool DXGraphicsStateGuardian9::
|
|
begin_scene() {
|
|
if (!GraphicsStateGuardian::begin_scene()) {
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
HRESULT hr = _d3d_device->BeginScene();
|
|
|
|
if (FAILED(hr)) {
|
|
if (hr == D3DERR_DEVICELOST) {
|
|
if (dxgsg9_cat.is_debug()) {
|
|
dxgsg9_cat.debug()
|
|
<< "BeginScene returns D3DERR_DEVICELOST" << endl;
|
|
}
|
|
|
|
check_cooperative_level();
|
|
|
|
} else {
|
|
dxgsg9_cat.error()
|
|
<< "BeginScene failed, unhandled error hr == "
|
|
<< D3DERRORSTRING(hr) << endl;
|
|
throw_event("panda3d-render-error");
|
|
}
|
|
return false;
|
|
}
|
|
*/
|
|
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::end_scene
|
|
// Access: Public, Virtual
|
|
// Description: Called between begin_frame() and end_frame() to mark
|
|
// the end of drawing commands for a "scene" (usually a
|
|
// particular DisplayRegion) within a frame. All 3-D
|
|
// drawing commands, except the clear operation, must be
|
|
// enclosed within begin_scene() .. end_scene().
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
end_scene() {
|
|
GraphicsStateGuardian::end_scene();
|
|
|
|
if (_vertex_array_shader_context != 0) {
|
|
_vertex_array_shader_context->disable_shader_vertex_arrays(this);
|
|
_vertex_array_shader = (Shader *)NULL;
|
|
_vertex_array_shader_context = (CLP(ShaderContext) *)NULL;
|
|
}
|
|
if (_texture_binding_shader_context != 0) {
|
|
_texture_binding_shader_context->disable_shader_texture_bindings(this);
|
|
_texture_binding_shader = (Shader *)NULL;
|
|
_texture_binding_shader_context = (CLP(ShaderContext) *)NULL;
|
|
}
|
|
if (_current_shader_context != 0) {
|
|
_current_shader_context->unbind(this);
|
|
_current_shader = (Shader *)NULL;
|
|
_current_shader_context = (CLP(ShaderContext) *)NULL;
|
|
}
|
|
|
|
_dlights.clear();
|
|
|
|
/*
|
|
HRESULT hr = _d3d_device->EndScene();
|
|
|
|
if (FAILED(hr)) {
|
|
if (hr == D3DERR_DEVICELOST) {
|
|
if (dxgsg9_cat.is_debug()) {
|
|
dxgsg9_cat.debug()
|
|
<< "EndScene returns DeviceLost\n";
|
|
}
|
|
check_cooperative_level();
|
|
|
|
} else {
|
|
dxgsg9_cat.error()
|
|
<< "EndScene failed, unhandled error hr == " << D3DERRORSTRING(hr);
|
|
throw_event("panda3d-render-error");
|
|
}
|
|
return;
|
|
}
|
|
*/
|
|
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::end_frame
|
|
// Access: Public, Virtual
|
|
// Description: Called after each frame is rendered, to allow the
|
|
// GSG a chance to do any internal cleanup after
|
|
// rendering the frame, and before the window flips.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
end_frame(Thread *current_thread) {
|
|
|
|
HRESULT hr = _d3d_device->EndScene();
|
|
|
|
if (FAILED(hr)) {
|
|
if (hr == D3DERR_DEVICELOST) {
|
|
if (dxgsg9_cat.is_debug()) {
|
|
dxgsg9_cat.debug()
|
|
<< "EndScene returns DeviceLost\n";
|
|
}
|
|
check_cooperative_level();
|
|
|
|
} else {
|
|
dxgsg9_cat.error()
|
|
<< "EndScene failed, unhandled error hr == " << D3DERRORSTRING(hr);
|
|
throw_event("panda3d-render-error");
|
|
}
|
|
return;
|
|
}
|
|
|
|
#if defined(DO_PSTATS)
|
|
if (_texmgrmem_total_pcollector.is_active()) {
|
|
#define TICKS_PER_GETTEXINFO (2.5*1000) // 2.5 second interval
|
|
static DWORD last_tick_count = 0;
|
|
DWORD cur_tick_count = GetTickCount();
|
|
|
|
if (cur_tick_count - last_tick_count > TICKS_PER_GETTEXINFO) {
|
|
last_tick_count = cur_tick_count;
|
|
report_texmgr_stats();
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// Note: regular GraphicsWindow::end_frame is being called,
|
|
// but we override gsg::end_frame, so need to explicitly call it here
|
|
// (currently it's an empty fn)
|
|
GraphicsStateGuardian::end_frame(current_thread);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::begin_draw_primitives
|
|
// Access: Public, Virtual
|
|
// Description: Called before a sequence of draw_primitive()
|
|
// functions are called, this should prepare the vertex
|
|
// data for rendering. It returns true if the vertices
|
|
// are ok, false to abort this group of primitives.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool DXGraphicsStateGuardian9::
|
|
begin_draw_primitives(const GeomPipelineReader *geom_reader,
|
|
const GeomMunger *munger,
|
|
const GeomVertexDataPipelineReader *data_reader,
|
|
bool force) {
|
|
if (!GraphicsStateGuardian::begin_draw_primitives(geom_reader, munger,
|
|
data_reader, force)) {
|
|
return false;
|
|
}
|
|
nassertr(_data_reader != (GeomVertexDataPipelineReader *)NULL, false);
|
|
|
|
const GeomVertexFormat *format = _data_reader->get_format();
|
|
|
|
const GeomVertexAnimationSpec &animation =
|
|
data_reader->get_format()->get_animation();
|
|
if (animation.get_animation_type() == Geom::AT_hardware) {
|
|
// Set up vertex blending.
|
|
switch (animation.get_num_transforms()) {
|
|
case 1:
|
|
// The MSDN docs suggest we should use D3DVBF_0WEIGHTS here, but
|
|
// that doesn't seem to work at all. On the other hand,
|
|
// D3DVBF_DISABLE *does* work, because it disables special
|
|
// handling, meaning only the world matrix affects these
|
|
// vertices--and by accident or design, the first matrix,
|
|
// D3DTS_WORLDMATRIX(0), *is* the world matrix.
|
|
set_render_state(D3DRS_VERTEXBLEND, D3DVBF_DISABLE);
|
|
break;
|
|
case 2:
|
|
set_render_state(D3DRS_VERTEXBLEND, D3DVBF_1WEIGHTS);
|
|
break;
|
|
case 3:
|
|
set_render_state(D3DRS_VERTEXBLEND, D3DVBF_2WEIGHTS);
|
|
break;
|
|
case 4:
|
|
set_render_state(D3DRS_VERTEXBLEND, D3DVBF_3WEIGHTS);
|
|
break;
|
|
}
|
|
|
|
if (animation.get_indexed_transforms()) {
|
|
// Set up indexed vertex blending.
|
|
set_render_state(D3DRS_INDEXEDVERTEXBLENDENABLE, TRUE);
|
|
} else {
|
|
set_render_state(D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
|
|
}
|
|
|
|
const TransformTable *table = data_reader->get_transform_table();
|
|
if (table != (TransformTable *)NULL) {
|
|
for (int i = 0; i < table->get_num_transforms(); i++) {
|
|
LMatrix4 mat;
|
|
table->get_transform(i)->mult_matrix(mat, _internal_transform->get_mat());
|
|
const D3DMATRIX *d3d_mat = (const D3DMATRIX *)mat.get_data();
|
|
_d3d_device->SetTransform(D3DTS_WORLDMATRIX(i), d3d_mat);
|
|
}
|
|
|
|
// Setting the first animation matrix steps on the world matrix,
|
|
// so we have to set a flag to reload the world matrix later.
|
|
_transform_stale = true;
|
|
}
|
|
_vertex_blending_enabled = true;
|
|
|
|
} else {
|
|
// We're not using vertex blending.
|
|
if (_vertex_blending_enabled) {
|
|
set_render_state(D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
|
|
set_render_state(D3DRS_VERTEXBLEND, D3DVBF_DISABLE);
|
|
_vertex_blending_enabled = false;
|
|
}
|
|
|
|
if (_transform_stale && !_data_reader->is_vertex_transformed()) {
|
|
const D3DMATRIX *d3d_mat = (const D3DMATRIX *)_internal_transform->get_mat().get_data();
|
|
_d3d_device->SetTransform(D3DTS_WORLD, d3d_mat);
|
|
_transform_stale = false;
|
|
}
|
|
}
|
|
|
|
if (_data_reader->is_vertex_transformed()) {
|
|
// If the vertex data claims to be already transformed into clip
|
|
// coordinates, wipe out the current projection and modelview
|
|
// matrix (so we don't attempt to transform it again).
|
|
|
|
// It's tempting just to use the D3DFVF_XYZRHW specification on
|
|
// these vertices, but that turns out to be a bigger hammer than
|
|
// we want: that also prevents lighting calculations and user clip
|
|
// planes.
|
|
_d3d_device->SetTransform(D3DTS_WORLD, &_d3d_ident_mat);
|
|
static const LMatrix4f rescale_mat
|
|
(1, 0, 0, 0,
|
|
0, 1, 0, 0,
|
|
0, 0, 0.5, 0,
|
|
0, 0, 0.5, 1);
|
|
_transform_stale = true;
|
|
|
|
_d3d_device->SetTransform(D3DTS_PROJECTION, (const D3DMATRIX *)rescale_mat.get_data());
|
|
}
|
|
|
|
if (_current_shader_context == 0 /*|| !_current_shader_context->uses_custom_vertex_arrays()*/) {
|
|
// No shader, or a non-Cg shader.
|
|
if (_vertex_array_shader_context != 0) {
|
|
_vertex_array_shader_context->disable_shader_vertex_arrays(this);
|
|
}
|
|
if (!update_standard_vertex_arrays(force)) {
|
|
return false;
|
|
}
|
|
} else {
|
|
// Cg shader.
|
|
if (_vertex_array_shader_context == 0) {
|
|
disable_standard_vertex_arrays();
|
|
if (!_current_shader_context->update_shader_vertex_arrays(NULL, this, force)) {
|
|
return false;
|
|
}
|
|
} else {
|
|
if (!_current_shader_context->
|
|
update_shader_vertex_arrays(_vertex_array_shader_context, this, force)) {
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
_vertex_array_shader = _current_shader;
|
|
_vertex_array_shader_context = _current_shader_context;
|
|
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::update_standard_vertex_arrays
|
|
// Access: Protected
|
|
// Description: Binds vertex buffers as stream sources and sets the
|
|
// correct FVF format for fixed-function rendering.
|
|
// Used only when the standard (non-shader) pipeline
|
|
// is about to be used - dxShaderContexts are responsible
|
|
// for setting up their own vertex arrays.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool CLP(GraphicsStateGuardian)::
|
|
update_standard_vertex_arrays(bool force) {
|
|
|
|
int fvf = 0;
|
|
HRESULT hr;
|
|
|
|
int number_of_arrays = _data_reader->get_num_arrays();
|
|
for ( int array_index = 0; array_index < number_of_arrays; ++array_index ) {
|
|
const GeomVertexArrayDataHandle* array_reader = _data_reader->get_array_reader( array_index );
|
|
if ( array_reader == NULL ) {
|
|
dxgsg9_cat.error() << "Unable to get reader for array " << array_index << "\n";
|
|
return false;
|
|
}
|
|
|
|
// Get the vertex buffer for this array.
|
|
CLP(VertexBufferContext)* dvbc;
|
|
if (!setup_array_data(dvbc, array_reader, force)) {
|
|
dxgsg9_cat.error() << "Unable to setup vertex buffer for array " << array_index << "\n";
|
|
return false;
|
|
}
|
|
|
|
// Bind this array as the data source for the corresponding stream.
|
|
const GeomVertexArrayFormat* array_format = array_reader->get_array_format();
|
|
hr = _d3d_device->SetStreamSource( array_index, dvbc->_vbuffer, 0, array_format->get_stride() );
|
|
if (FAILED(hr)) {
|
|
dxgsg9_cat.error() << "SetStreamSource failed" << D3DERRORSTRING(hr);
|
|
return false;
|
|
}
|
|
|
|
// Update our combined set of FVF flags
|
|
fvf |= dvbc->_fvf;
|
|
}
|
|
|
|
hr = _d3d_device->SetFVF( fvf );
|
|
if (FAILED(hr)) {
|
|
dxgsg9_cat.error() << "SetFVF failed" << D3DERRORSTRING(hr);
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::disable_standard_vertex_arrays
|
|
// Access: Protected
|
|
// Description: Unbinds all of the streams that are currently enabled.
|
|
// dxShaderContexts are responsible for setting up their
|
|
// own streams, but before they can do so, the standard
|
|
// streams need to be disabled to get them "out of the
|
|
// way." Called only from begin_draw_primitives.
|
|
////////////////////////////////////////////////////////////////////
|
|
void CLP(GraphicsStateGuardian)::
|
|
disable_standard_vertex_arrays() {
|
|
for ( int array_index = 0; array_index < _num_bound_streams; ++array_index )
|
|
{
|
|
_d3d_device->SetStreamSource( array_index, NULL, 0, 0 );
|
|
}
|
|
_num_bound_streams = 0;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::draw_triangles
|
|
// Access: Public, Virtual
|
|
// Description: Draws a series of disconnected triangles.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool DXGraphicsStateGuardian9::
|
|
draw_triangles(const GeomPrimitivePipelineReader *reader, bool force) {
|
|
//PStatTimer timer(_draw_primitive_pcollector);
|
|
|
|
_vertices_tri_pcollector.add_level(reader->get_num_vertices());
|
|
_primitive_batches_tri_pcollector.add_level(1);
|
|
|
|
if (reader->is_indexed()) {
|
|
int min_vertex = dx_broken_max_index ? 0 : reader->get_min_vertex();
|
|
int max_vertex = reader->get_max_vertex();
|
|
|
|
// Indexed, vbuffers.
|
|
IndexBufferContext *ibc = ((GeomPrimitive *)(reader->get_object()))->prepare_now(get_prepared_objects(), this);
|
|
nassertr(ibc != (IndexBufferContext *)NULL, false);
|
|
if (!apply_index_buffer(ibc, reader, force)) {
|
|
return false;
|
|
}
|
|
|
|
_d3d_device->DrawIndexedPrimitive( D3DPT_TRIANGLELIST,
|
|
0,
|
|
min_vertex, max_vertex - min_vertex + 1,
|
|
0, reader->get_num_primitives() );
|
|
|
|
#if 0
|
|
// Indexed, client arrays.
|
|
const unsigned char *index_pointer = reader->get_read_pointer(force);
|
|
if (index_pointer == NULL) {
|
|
return false;
|
|
}
|
|
D3DFORMAT index_type = get_index_type(reader->get_index_type());
|
|
const unsigned char *vertex_pointer = _data_reader->get_array_reader(0)->get_read_pointer(force);
|
|
if (vertex_pointer == NULL) {
|
|
return false;
|
|
}
|
|
|
|
draw_indexed_primitive_up( D3DPT_TRIANGLELIST,
|
|
min_vertex, max_vertex,
|
|
reader->get_num_primitives(),
|
|
index_pointer, index_type, vertex_pointer,
|
|
_data_reader->get_format()->get_array(0)->get_stride() );
|
|
#endif
|
|
} else {
|
|
// Nonindexed, vbuffers.
|
|
_d3d_device->DrawPrimitive( D3DPT_TRIANGLELIST,
|
|
reader->get_first_vertex(),
|
|
reader->get_num_primitives() );
|
|
|
|
#if 0
|
|
// Nonindexed, client arrays.
|
|
const unsigned char *vertex_pointer = _data_reader->get_array_reader(0)->get_read_pointer(force);
|
|
if (vertex_pointer == NULL) {
|
|
return false;
|
|
}
|
|
|
|
draw_primitive_up(D3DPT_TRIANGLELIST, reader->get_num_primitives(),
|
|
reader->get_first_vertex(),
|
|
reader->get_num_vertices(), vertex_pointer,
|
|
_data_reader->get_format()->get_array(0)->get_stride());
|
|
#endif
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::draw_tristrips
|
|
// Access: Public, Virtual
|
|
// Description: Draws a series of triangle strips.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool DXGraphicsStateGuardian9::
|
|
draw_tristrips(const GeomPrimitivePipelineReader *reader, bool force) {
|
|
//PStatTimer timer(_draw_primitive_pcollector);
|
|
|
|
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.
|
|
_vertices_tristrip_pcollector.add_level(reader->get_num_vertices());
|
|
_primitive_batches_tristrip_pcollector.add_level(1);
|
|
|
|
if (reader->is_indexed()) {
|
|
int min_vertex = dx_broken_max_index ? 0 : reader->get_min_vertex();
|
|
int max_vertex = reader->get_max_vertex();
|
|
|
|
// Indexed, vbuffers, one long triangle strip.
|
|
IndexBufferContext *ibc = ((GeomPrimitive *)(reader->get_object()))->prepare_now(get_prepared_objects(), this);
|
|
nassertr(ibc != (IndexBufferContext *)NULL, false);
|
|
if (!apply_index_buffer(ibc, reader, force)) {
|
|
return false;
|
|
}
|
|
|
|
_d3d_device->DrawIndexedPrimitive( D3DPT_TRIANGLESTRIP,
|
|
0,
|
|
min_vertex, max_vertex - min_vertex + 1,
|
|
0, reader->get_num_vertices() - 2 );
|
|
|
|
#if 0
|
|
// Indexed, client arrays, one long triangle strip.
|
|
const unsigned char *index_pointer = reader->get_read_pointer(force);
|
|
if (index_pointer == NULL) {
|
|
return false;
|
|
}
|
|
D3DFORMAT index_type = get_index_type(reader->get_index_type());
|
|
const unsigned char *vertex_pointer = _data_reader->get_array_reader(0)->get_read_pointer(force);
|
|
if (vertex_pointer == NULL) {
|
|
return false;
|
|
}
|
|
|
|
draw_indexed_primitive_up
|
|
(D3DPT_TRIANGLESTRIP,
|
|
min_vertex, max_vertex,
|
|
reader->get_num_vertices() - 2,
|
|
index_pointer, index_type, vertex_pointer,
|
|
_data_reader->get_format()->get_array(0)->get_stride());
|
|
#endif
|
|
} else {
|
|
// Nonindexed, vbuffers, one long triangle strip.
|
|
_d3d_device->DrawPrimitive( D3DPT_TRIANGLESTRIP,
|
|
reader->get_first_vertex(),
|
|
reader->get_num_vertices() - 2 );
|
|
|
|
#if 0
|
|
// Indexed, client arrays, one long triangle strip.
|
|
const unsigned char *vertex_pointer = _data_reader->get_array_reader(0)->get_read_pointer(force);
|
|
if (vertex_pointer == NULL) {
|
|
return false;
|
|
}
|
|
draw_primitive_up(D3DPT_TRIANGLESTRIP,
|
|
reader->get_num_vertices() - 2,
|
|
reader->get_first_vertex(),
|
|
reader->get_num_vertices(), vertex_pointer,
|
|
_data_reader->get_format()->get_array(0)->get_stride());
|
|
#endif
|
|
}
|
|
|
|
} else {
|
|
// Send the individual triangle strips, stepping over the degenerate vertices.
|
|
CPTA_int ends = reader->get_ends();
|
|
_primitive_batches_tristrip_pcollector.add_level(ends.size());
|
|
|
|
if (reader->is_indexed()) {
|
|
CPTA_int ends = reader->get_ends();
|
|
int index_stride = reader->get_index_stride();
|
|
_primitive_batches_tristrip_pcollector.add_level(ends.size());
|
|
|
|
GeomVertexReader mins(reader->get_mins(), 0);
|
|
GeomVertexReader maxs(reader->get_maxs(), 0);
|
|
nassertr(reader->get_mins()->get_num_rows() == (int)ends.size() &&
|
|
reader->get_maxs()->get_num_rows() == (int)ends.size(), false);
|
|
|
|
// Indexed, vbuffers, individual triangle strips.
|
|
IndexBufferContext *ibc = ((GeomPrimitive *)(reader->get_object()))->prepare_now(get_prepared_objects(), this);
|
|
nassertr(ibc != (IndexBufferContext *)NULL, false);
|
|
if (!apply_index_buffer(ibc, reader, force)) {
|
|
return false;
|
|
}
|
|
|
|
unsigned int start = 0;
|
|
for (size_t i = 0; i < ends.size(); i++) {
|
|
_vertices_tristrip_pcollector.add_level(ends[i] - start);
|
|
unsigned int min = mins.get_data1i();
|
|
unsigned int max = maxs.get_data1i();
|
|
_d3d_device->DrawIndexedPrimitive( D3DPT_TRIANGLESTRIP,
|
|
0,
|
|
min, max - min + 1,
|
|
start, ends[i] - start - 2 );
|
|
start = ends[i] + 2;
|
|
}
|
|
|
|
#if 0
|
|
// Indexed, client arrays, individual triangle strips.
|
|
int stride = _data_reader->get_format()->get_array(0)->get_stride();
|
|
const unsigned char *index_pointer = reader->get_read_pointer(force);
|
|
if (index_pointer == NULL) {
|
|
return false;
|
|
}
|
|
D3DFORMAT index_type = get_index_type(reader->get_index_type());
|
|
const unsigned char *vertex_pointer = _data_reader->get_array_reader(0)->get_read_pointer(force);
|
|
if (vertex_pointer == NULL) {
|
|
return false;
|
|
}
|
|
|
|
unsigned int start = 0;
|
|
for (size_t i = 0; i < ends.size(); i++) {
|
|
_vertices_tristrip_pcollector.add_level(ends[i] - start);
|
|
unsigned int min = mins.get_data1i();
|
|
unsigned int max = maxs.get_data1i();
|
|
draw_indexed_primitive_up
|
|
(D3DPT_TRIANGLESTRIP,
|
|
min, max,
|
|
ends[i] - start - 2,
|
|
index_pointer + start * index_stride, index_type,
|
|
vertex_pointer, stride);
|
|
|
|
start = ends[i] + 2;
|
|
}
|
|
#endif
|
|
} else {
|
|
unsigned int first_vertex = reader->get_first_vertex();
|
|
|
|
// Nonindexed, vbuffers, individual triangle strips.
|
|
unsigned int start = 0;
|
|
for (size_t i = 0; i < ends.size(); i++) {
|
|
_vertices_tristrip_pcollector.add_level(ends[i] - start);
|
|
_d3d_device->DrawPrimitive( D3DPT_TRIANGLESTRIP,
|
|
first_vertex + start,
|
|
ends[i] - start - 2 );
|
|
start = ends[i] + 2;
|
|
}
|
|
|
|
#if 0
|
|
// Nonindexed, client arrays, individual triangle strips.
|
|
const unsigned char *vertex_pointer = _data_reader->get_array_reader(0)->get_read_pointer(force);
|
|
if (vertex_pointer == NULL) {
|
|
return false;
|
|
}
|
|
int stride = _data_reader->get_format()->get_array(0)->get_stride();
|
|
|
|
unsigned int start = 0;
|
|
for (size_t i = 0; i < ends.size(); i++) {
|
|
_vertices_tristrip_pcollector.add_level(ends[i] - start);
|
|
draw_primitive_up(D3DPT_TRIANGLESTRIP, ends[i] - start - 2,
|
|
first_vertex + start,
|
|
ends[i] - start,
|
|
vertex_pointer, stride);
|
|
|
|
start = ends[i] + 2;
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::draw_trifans
|
|
// Access: Public, Virtual
|
|
// Description: Draws a series of triangle fans.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool DXGraphicsStateGuardian9::
|
|
draw_trifans(const GeomPrimitivePipelineReader *reader, bool force) {
|
|
//PStatTimer timer(_draw_primitive_pcollector);
|
|
|
|
CPTA_int ends = reader->get_ends();
|
|
_primitive_batches_trifan_pcollector.add_level(ends.size());
|
|
|
|
if (reader->is_indexed()) {
|
|
int min_vertex = dx_broken_max_index ? 0 : reader->get_min_vertex();
|
|
int max_vertex = reader->get_max_vertex();
|
|
|
|
// Send the individual triangle fans. There's no connecting fans
|
|
// with degenerate vertices, so no worries about that.
|
|
int index_stride = reader->get_index_stride();
|
|
|
|
GeomVertexReader mins(reader->get_mins(), 0);
|
|
GeomVertexReader maxs(reader->get_maxs(), 0);
|
|
nassertr(reader->get_mins()->get_num_rows() == (int)ends.size() &&
|
|
reader->get_maxs()->get_num_rows() == (int)ends.size(), false);
|
|
|
|
// Indexed, vbuffers.
|
|
IndexBufferContext *ibc = ((GeomPrimitive *)(reader->get_object()))->prepare_now(get_prepared_objects(), this);
|
|
nassertr(ibc != (IndexBufferContext *)NULL, false);
|
|
if (!apply_index_buffer(ibc, reader, force)) {
|
|
return false;
|
|
}
|
|
|
|
unsigned int start = 0;
|
|
for (size_t i = 0; i < ends.size(); i++) {
|
|
_vertices_trifan_pcollector.add_level(ends[i] - start);
|
|
unsigned int min = mins.get_data1i();
|
|
unsigned int max = maxs.get_data1i();
|
|
_d3d_device->DrawIndexedPrimitive( D3DPT_TRIANGLEFAN,
|
|
0,
|
|
min, max - min + 1,
|
|
start, ends[i] - start - 2 );
|
|
start = ends[i];
|
|
}
|
|
|
|
#if 0
|
|
// Indexed, client arrays.
|
|
int stride = _data_reader->get_format()->get_array(0)->get_stride();
|
|
const unsigned char *index_pointer = reader->get_read_pointer(force);
|
|
if (index_pointer == NULL) {
|
|
return false;
|
|
}
|
|
D3DFORMAT index_type = get_index_type(reader->get_index_type());
|
|
const unsigned char *vertex_pointer = _data_reader->get_array_reader(0)->get_read_pointer(force);
|
|
if (vertex_pointer == NULL) {
|
|
return false;
|
|
}
|
|
|
|
unsigned int start = 0;
|
|
for (size_t i = 0; i < ends.size(); i++) {
|
|
_vertices_trifan_pcollector.add_level(ends[i] - start);
|
|
unsigned int min = mins.get_data1i();
|
|
unsigned int max = maxs.get_data1i();
|
|
draw_indexed_primitive_up
|
|
(D3DPT_TRIANGLEFAN,
|
|
min, max,
|
|
ends[i] - start - 2,
|
|
index_pointer + start * index_stride, index_type,
|
|
vertex_pointer, stride);
|
|
|
|
start = ends[i];
|
|
}
|
|
#endif
|
|
} else {
|
|
unsigned int first_vertex = reader->get_first_vertex();
|
|
|
|
// Nonindexed, vbuffers.
|
|
unsigned int start = 0;
|
|
for (size_t i = 0; i < ends.size(); i++) {
|
|
_vertices_trifan_pcollector.add_level(ends[i] - start);
|
|
_d3d_device->DrawPrimitive( D3DPT_TRIANGLEFAN,
|
|
first_vertex + start,
|
|
ends[i] - start - 2 );
|
|
start = ends[i];
|
|
}
|
|
|
|
#if 0
|
|
// Nonindexed, client arrays.
|
|
const unsigned char *vertex_pointer = _data_reader->get_array_reader(0)->get_read_pointer(force);
|
|
if (vertex_pointer == NULL) {
|
|
return false;
|
|
}
|
|
int stride = _data_reader->get_format()->get_array(0)->get_stride();
|
|
|
|
unsigned int start = 0;
|
|
for (size_t i = 0; i < ends.size(); i++) {
|
|
_vertices_trifan_pcollector.add_level(ends[i] - start);
|
|
draw_primitive_up(D3DPT_TRIANGLEFAN,
|
|
ends[i] - start - 2,
|
|
first_vertex,
|
|
ends[i] - start,
|
|
vertex_pointer, stride);
|
|
start = ends[i];
|
|
}
|
|
#endif
|
|
}
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::draw_lines
|
|
// Access: Public, Virtual
|
|
// Description: Draws a series of disconnected line segments.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool DXGraphicsStateGuardian9::
|
|
draw_lines(const GeomPrimitivePipelineReader *reader, bool force) {
|
|
//PStatTimer timer(_draw_primitive_pcollector);
|
|
|
|
_vertices_other_pcollector.add_level(reader->get_num_vertices());
|
|
_primitive_batches_other_pcollector.add_level(1);
|
|
|
|
if (reader->is_indexed()) {
|
|
int min_vertex = dx_broken_max_index ? 0 : reader->get_min_vertex();
|
|
int max_vertex = reader->get_max_vertex();
|
|
|
|
// Indexed, vbuffers.
|
|
IndexBufferContext *ibc = ((GeomPrimitive *)(reader->get_object()))->prepare_now(get_prepared_objects(), this);
|
|
nassertr(ibc != (IndexBufferContext *)NULL, false);
|
|
if (!apply_index_buffer(ibc, reader, force)) {
|
|
return false;
|
|
}
|
|
|
|
_d3d_device->DrawIndexedPrimitive( D3DPT_LINELIST,
|
|
0,
|
|
min_vertex, max_vertex - min_vertex + 1,
|
|
0, reader->get_num_primitives() );
|
|
|
|
#if 0
|
|
// Indexed, client arrays.
|
|
const unsigned char *index_pointer = reader->get_read_pointer(force);
|
|
if (index_pointer == NULL) {
|
|
return false;
|
|
}
|
|
D3DFORMAT index_type = get_index_type(reader->get_index_type());
|
|
const unsigned char *vertex_pointer = _data_reader->get_array_reader(0)->get_read_pointer(force);
|
|
if (vertex_pointer == NULL) {
|
|
return false;
|
|
}
|
|
|
|
draw_indexed_primitive_up
|
|
(D3DPT_LINELIST,
|
|
min_vertex, max_vertex,
|
|
reader->get_num_primitives(),
|
|
index_pointer, index_type, vertex_pointer,
|
|
_data_reader->get_format()->get_array(0)->get_stride());
|
|
#endif
|
|
} else {
|
|
// Nonindexed, vbuffers.
|
|
_d3d_device->DrawPrimitive( D3DPT_LINELIST,
|
|
reader->get_first_vertex(),
|
|
reader->get_num_primitives() );
|
|
|
|
#if 0
|
|
// Nonindexed, client arrays.
|
|
const unsigned char *vertex_pointer = _data_reader->get_array_reader(0)->get_read_pointer(force);
|
|
if (vertex_pointer == NULL) {
|
|
return false;
|
|
}
|
|
draw_primitive_up(D3DPT_LINELIST, reader->get_num_primitives(),
|
|
reader->get_first_vertex(),
|
|
reader->get_num_vertices(), vertex_pointer,
|
|
_data_reader->get_format()->get_array(0)->get_stride());
|
|
#endif
|
|
}
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::draw_linestrips
|
|
// Access: Public, Virtual
|
|
// Description: Draws a series of line strips.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool DXGraphicsStateGuardian9::
|
|
draw_linestrips(const GeomPrimitivePipelineReader *reader, bool force) {
|
|
return false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::draw_points
|
|
// Access: Public, Virtual
|
|
// Description: Draws a series of disconnected points.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool DXGraphicsStateGuardian9::
|
|
draw_points(const GeomPrimitivePipelineReader *reader, bool force) {
|
|
//PStatTimer timer(_draw_primitive_pcollector);
|
|
|
|
_vertices_other_pcollector.add_level(reader->get_num_vertices());
|
|
_primitive_batches_other_pcollector.add_level(1);
|
|
|
|
// The munger should have protected us from indexed points--DirectX
|
|
// doesn't support them.
|
|
nassertr(!reader->is_indexed(), false);
|
|
|
|
// Nonindexed, vbuffers.
|
|
_d3d_device->DrawPrimitive( D3DPT_POINTLIST,
|
|
reader->get_first_vertex(),
|
|
reader->get_num_primitives() );
|
|
|
|
#if 0
|
|
// Nonindexed, client arrays.
|
|
const unsigned char *vertex_pointer = _data_reader->get_array_reader(0)->get_read_pointer(force);
|
|
if (vertex_pointer == NULL) {
|
|
return false;
|
|
}
|
|
draw_primitive_up(D3DPT_POINTLIST, reader->get_num_primitives(),
|
|
reader->get_first_vertex(),
|
|
reader->get_num_vertices(), vertex_pointer,
|
|
_data_reader->get_format()->get_array(0)->get_stride());
|
|
#endif
|
|
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::end_draw_primitives()
|
|
// Access: Public, Virtual
|
|
// Description: Called after a sequence of draw_primitive()
|
|
// functions are called, this should do whatever cleanup
|
|
// is appropriate.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
end_draw_primitives() {
|
|
// Turn off vertex blending--it seems to cause problems if we leave
|
|
// it on.
|
|
if (_vertex_blending_enabled) {
|
|
set_render_state(D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
|
|
set_render_state(D3DRS_VERTEXBLEND, D3DVBF_DISABLE);
|
|
_vertex_blending_enabled = false;
|
|
}
|
|
|
|
if (_data_reader->is_vertex_transformed()) {
|
|
// Restore the projection matrix that we wiped out above.
|
|
LMatrix4f mat = LCAST(float, _projection_mat->get_mat());
|
|
_d3d_device->SetTransform(D3DTS_PROJECTION,
|
|
(D3DMATRIX*)mat.get_data());
|
|
}
|
|
|
|
GraphicsStateGuardian::end_draw_primitives();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::framebuffer_copy_to_texture
|
|
// Access: Public, Virtual
|
|
// Description: Copy the pixels within the indicated display
|
|
// region from the framebuffer into texture memory.
|
|
//
|
|
// If z > -1, it is the cube map index into which to
|
|
// copy.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool DXGraphicsStateGuardian9::
|
|
framebuffer_copy_to_texture(Texture *tex, int z, const DisplayRegion *dr,
|
|
const RenderBuffer &rb) {
|
|
set_read_buffer(rb);
|
|
|
|
int orig_x = tex->get_x_size();
|
|
int orig_y = tex->get_y_size();
|
|
|
|
HRESULT hr;
|
|
int xo, yo, w, h;
|
|
dr->get_region_pixels_i(xo, yo, w, h);
|
|
tex->set_size_padded(w, h);
|
|
|
|
// must use a render target type texture for StretchRect
|
|
tex->set_render_to_texture(true);
|
|
|
|
int view = dr->get_tex_view_offset();
|
|
TextureContext *tc = tex->prepare_now(view, get_prepared_objects(), this);
|
|
if (tc == (TextureContext *)NULL) {
|
|
return false;
|
|
}
|
|
DXTextureContext9 *dtc = DCAST(DXTextureContext9, tc);
|
|
if (!dtc->create_texture(*_screen)) {
|
|
// Oops, we can't re-create the texture for some reason.
|
|
dxgsg9_cat.error()
|
|
<< "Unable to re-create texture " << *dtc->get_texture() << endl;
|
|
return false;
|
|
}
|
|
|
|
if (tex->get_texture_type() != Texture::TT_2d_texture) {
|
|
// For a specialty texture like a cube map, go the slow route
|
|
// through RAM for now.
|
|
return do_framebuffer_copy_to_ram(tex, z, dr, rb, true);
|
|
}
|
|
nassertr(dtc->get_d3d_2d_texture() != NULL, false);
|
|
|
|
IDirect3DSurface9 *tex_level_0;
|
|
hr = dtc->get_d3d_2d_texture()->GetSurfaceLevel(0, &tex_level_0);
|
|
if (FAILED(hr)) {
|
|
dxgsg9_cat.error() << "GetSurfaceLev failed in copy_texture" << D3DERRORSTRING(hr);
|
|
return false;
|
|
}
|
|
|
|
// If the texture is the wrong size, we need to do something about it.
|
|
D3DSURFACE_DESC texdesc;
|
|
hr = tex_level_0->GetDesc(&texdesc);
|
|
if (FAILED(hr)) {
|
|
dxgsg9_cat.error() << "GetDesc failed in copy_texture" << D3DERRORSTRING(hr);
|
|
SAFE_RELEASE(tex_level_0);
|
|
return false;
|
|
}
|
|
if ((texdesc.Width != tex->get_x_size())||(texdesc.Height != tex->get_y_size())) {
|
|
if ((orig_x != tex->get_x_size()) || (orig_y != tex->get_y_size())) {
|
|
// Texture might be wrong size because we resized it and need to recreate.
|
|
SAFE_RELEASE(tex_level_0);
|
|
if (!dtc->create_texture(*_screen)) {
|
|
// Oops, we can't re-create the texture for some reason.
|
|
dxgsg9_cat.error()
|
|
<< "Unable to re-create texture " << *dtc->get_texture() << endl;
|
|
return false;
|
|
}
|
|
hr = dtc->get_d3d_2d_texture()->GetSurfaceLevel(0, &tex_level_0);
|
|
if (FAILED(hr)) {
|
|
dxgsg9_cat.error() << "GetSurfaceLev failed in copy_texture" << D3DERRORSTRING(hr);
|
|
return false;
|
|
}
|
|
hr = tex_level_0->GetDesc(&texdesc);
|
|
if (FAILED(hr)) {
|
|
dxgsg9_cat.error() << "GetDesc 2 failed in copy_texture" << D3DERRORSTRING(hr);
|
|
SAFE_RELEASE(tex_level_0);
|
|
return false;
|
|
}
|
|
}
|
|
if ((texdesc.Width != tex->get_x_size())||(texdesc.Height != tex->get_y_size())) {
|
|
// If it's still the wrong size, it's because driver can't create size
|
|
// that we want. In that case, there's no helping it, we have to give up.
|
|
dxgsg9_cat.error()
|
|
<< "Unable to copy to texture, texture is wrong size: " << *dtc->get_texture() << endl;
|
|
SAFE_RELEASE(tex_level_0);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
DWORD render_target_index;
|
|
IDirect3DSurface9 *render_target;
|
|
|
|
/* ***** DX9 GetRenderTarget, assume only one render target so index = 0 */
|
|
render_target_index = 0;
|
|
|
|
hr = _d3d_device->GetRenderTarget(render_target_index, &render_target);
|
|
if (FAILED(hr)) {
|
|
dxgsg9_cat.error()
|
|
<< "GetRenderTarget failed in framebuffer_copy_to_texture"
|
|
<< D3DERRORSTRING(hr);
|
|
SAFE_RELEASE(tex_level_0);
|
|
return false;
|
|
}
|
|
|
|
RECT src_rect;
|
|
|
|
src_rect.left = xo;
|
|
src_rect.right = xo+w;
|
|
src_rect.top = yo;
|
|
src_rect.bottom = yo+h;
|
|
|
|
// THE DX8 WAY
|
|
// hr = _d3d_device->CopyRects(render_target, &src_rect, 1, tex_level_0, 0);
|
|
|
|
// DX9
|
|
D3DTEXTUREFILTERTYPE filter;
|
|
|
|
filter = D3DTEXF_POINT;
|
|
|
|
bool okflag = true;
|
|
hr = _d3d_device->StretchRect(render_target, &src_rect,
|
|
tex_level_0, &src_rect,
|
|
filter);
|
|
if (FAILED(hr)) {
|
|
dxgsg9_cat.debug()
|
|
<< "StretchRect failed in framebuffer_copy_to_texture"
|
|
<< D3DERRORSTRING(hr);
|
|
okflag = false;
|
|
}
|
|
|
|
SAFE_RELEASE(render_target);
|
|
SAFE_RELEASE(tex_level_0);
|
|
|
|
if (okflag) {
|
|
dtc->mark_loaded();
|
|
dtc->enqueue_lru(&_prepared_objects->_graphics_memory_lru);
|
|
|
|
} else {
|
|
// The copy failed. Fall back to copying it to RAM and back.
|
|
// Terribly slow, but what are you going to do?
|
|
return do_framebuffer_copy_to_ram(tex, z, dr, rb, true);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::framebuffer_copy_to_ram
|
|
// Access: Public, Virtual
|
|
// Description: Copy the pixels within the indicated display region
|
|
// from the framebuffer into system memory, not texture
|
|
// memory. Returns true on success, false on failure.
|
|
//
|
|
// This completely redefines the ram image of the
|
|
// indicated texture.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool DXGraphicsStateGuardian9::
|
|
framebuffer_copy_to_ram(Texture *tex, int z, const DisplayRegion *dr,
|
|
const RenderBuffer &rb) {
|
|
return do_framebuffer_copy_to_ram(tex, z, dr, rb, false);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::do_framebuffer_copy_to_ram
|
|
// Access: Public
|
|
// Description: This is the implementation of
|
|
// framebuffer_copy_to_ram(); it adds one additional
|
|
// parameter, which should be true if the framebuffer is
|
|
// to be inverted during the copy (as in the same way it
|
|
// copies to texture memory).
|
|
////////////////////////////////////////////////////////////////////
|
|
bool DXGraphicsStateGuardian9::
|
|
do_framebuffer_copy_to_ram(Texture *tex, int z, const DisplayRegion *dr,
|
|
const RenderBuffer &rb, bool inverted) {
|
|
set_read_buffer(rb);
|
|
|
|
RECT rect;
|
|
nassertr(tex != NULL && dr != NULL, false);
|
|
|
|
int xo, yo, w, h;
|
|
dr->get_region_pixels_i(xo, yo, w, h);
|
|
|
|
Texture::Format format = tex->get_format();
|
|
Texture::ComponentType component_type = tex->get_component_type();
|
|
|
|
switch (format) {
|
|
case Texture::F_depth_stencil:
|
|
// Sorry, not (yet?) supported in pandadx.
|
|
return false;
|
|
|
|
default:
|
|
format = Texture::F_rgb;
|
|
component_type = Texture::T_unsigned_byte;
|
|
}
|
|
|
|
Texture::TextureType texture_type;
|
|
if (z >= 0) {
|
|
texture_type = Texture::TT_cube_map;
|
|
} else {
|
|
texture_type = Texture::TT_2d_texture;
|
|
}
|
|
|
|
if (tex->get_x_size() != w || tex->get_y_size() != h ||
|
|
tex->get_component_type() != component_type ||
|
|
tex->get_format() != format ||
|
|
tex->get_texture_type() != texture_type) {
|
|
// Re-setup the texture; its properties have changed.
|
|
tex->setup_texture(texture_type, w, h, tex->get_z_size(),
|
|
component_type, format);
|
|
}
|
|
|
|
rect.top = yo;
|
|
rect.left = xo;
|
|
rect.right = xo + w;
|
|
rect.bottom = yo + h;
|
|
bool copy_inverted = false;
|
|
|
|
IDirect3DSurface9 *temp_surface = NULL;
|
|
HRESULT hr;
|
|
|
|
// Note if you try to grab the backbuffer and full-screen
|
|
// anti-aliasing is on, the backbuffer might be larger than the
|
|
// window size. For screenshots it's safer to get the front buffer.
|
|
if (_cur_read_pixel_buffer & RenderBuffer::T_back) {
|
|
DWORD render_target_index;
|
|
IDirect3DSurface9 *backbuffer = NULL;
|
|
// GetRenderTarget() seems to be a little more reliable than
|
|
// GetBackBuffer(). Might just be related to the swap_chain
|
|
// thing.
|
|
|
|
render_target_index = 0;
|
|
hr = _d3d_device->GetRenderTarget(render_target_index, &backbuffer);
|
|
|
|
if (FAILED(hr)) {
|
|
dxgsg9_cat.error() << "GetRenderTarget failed" << D3DERRORSTRING(hr);
|
|
return false;
|
|
}
|
|
|
|
// Since we might not be able to Lock the back buffer, we will
|
|
// need to copy it to a temporary surface of the appropriate type
|
|
// first.
|
|
D3DPOOL pool;
|
|
D3DSURFACE_DESC surface_description;
|
|
|
|
backbuffer -> GetDesc (&surface_description);
|
|
|
|
pool = D3DPOOL_SYSTEMMEM;
|
|
hr = _d3d_device->CreateOffscreenPlainSurface(
|
|
surface_description.Width,
|
|
surface_description.Height,
|
|
surface_description.Format,
|
|
pool,
|
|
&temp_surface,
|
|
NULL);
|
|
if (FAILED(hr)) {
|
|
dxgsg9_cat.error()
|
|
<< "CreateImageSurface failed in copy_pixel_buffer()"
|
|
<< D3DERRORSTRING(hr);
|
|
backbuffer->Release();
|
|
return false;
|
|
}
|
|
|
|
// 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();
|
|
backbuffer->Release();
|
|
return false;
|
|
}
|
|
|
|
copy_inverted = true;
|
|
|
|
RELEASE(backbuffer, dxgsg9, "backbuffer", RELEASE_ONCE);
|
|
|
|
} else if (_cur_read_pixel_buffer & RenderBuffer::T_front) {
|
|
|
|
if (_screen->_presentation_params.Windowed) {
|
|
// GetFrontBuffer() retrieves the entire desktop for a monitor,
|
|
// so we need to reserve space for that.
|
|
|
|
// We have to use GetMonitorInfo(), since this GSG may not be
|
|
// for the primary monitor.
|
|
MONITORINFO minfo;
|
|
minfo.cbSize = sizeof(MONITORINFO);
|
|
GetMonitorInfo(_screen->_monitor, &minfo);
|
|
|
|
w = RECT_XSIZE(minfo.rcMonitor);
|
|
h = RECT_YSIZE(minfo.rcMonitor);
|
|
|
|
// set rect to client area of window in scrn coords
|
|
ClientToScreen(_screen->_window, (POINT*)&rect.left);
|
|
ClientToScreen(_screen->_window, (POINT*)&rect.right);
|
|
}
|
|
|
|
// For GetFrontBuffer(), we need a temporary surface of type
|
|
// A8R8G8B8. Unlike GetBackBuffer(), GetFrontBuffer() implicitly
|
|
// performs a copy.
|
|
hr = _d3d_device->CreateOffscreenPlainSurface(w, h, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &temp_surface, NULL);
|
|
if (FAILED(hr)) {
|
|
dxgsg9_cat.error()
|
|
<< "CreateImageSurface failed in copy_pixel_buffer()"
|
|
<< D3DERRORSTRING(hr);
|
|
return false;
|
|
}
|
|
|
|
UINT swap_chain;
|
|
|
|
swap_chain = 0;
|
|
hr = _d3d_device->GetFrontBufferData(swap_chain,temp_surface);
|
|
|
|
if (hr == D3DERR_DEVICELOST) {
|
|
dxgsg9_cat.error()
|
|
<< "copy_pixel_buffer failed: device lost\n";
|
|
temp_surface->Release();
|
|
return false;
|
|
}
|
|
|
|
copy_inverted = true;
|
|
|
|
} else {
|
|
dxgsg9_cat.error()
|
|
<< "copy_pixel_buffer: unhandled current_read_pixel_buffer type\n";
|
|
temp_surface->Release();
|
|
return false;
|
|
}
|
|
|
|
if (inverted) {
|
|
copy_inverted = !copy_inverted;
|
|
}
|
|
DXTextureContext9::d3d_surface_to_texture(rect, temp_surface,
|
|
copy_inverted, tex, z);
|
|
|
|
RELEASE(temp_surface, dxgsg9, "temp_surface", RELEASE_ONCE);
|
|
|
|
nassertr(tex->has_ram_image(), false);
|
|
return true;
|
|
}
|
|
|
|
void DXGraphicsStateGuardian9::reset_render_states (void)
|
|
{
|
|
int index;
|
|
int maximum_texture_stages;
|
|
|
|
maximum_texture_stages = D3D_MAXTEXTURESTAGES;
|
|
|
|
// set to invalid values so that the state will always be set the first time
|
|
memset (_render_state_array, -1, sizeof (_render_state_array));
|
|
memset (_texture_stage_states_array, -1, sizeof (_texture_stage_states_array));
|
|
|
|
// states that may be set intially to -1 by the user, so set it to D3D's default value
|
|
_render_state_array [D3DRS_FOGCOLOR] = 0;
|
|
_render_state_array [D3DRS_AMBIENT] = 0;
|
|
|
|
// set to D3D default values or invalid values so that the state will always be set the first time
|
|
memset (_texture_render_states_array, 0, sizeof (_texture_render_states_array));
|
|
|
|
// states that may be set intially to 0 by the user, so set it to D3D's default value
|
|
for (index = 0; index < MAXIMUM_TEXTURES; index++) {
|
|
TextureRenderStates *texture_render_states;
|
|
|
|
texture_render_states = &_texture_render_states_array [index];
|
|
texture_render_states -> state_array [D3DSAMP_MAGFILTER] = D3DTEXF_POINT;
|
|
texture_render_states -> state_array [D3DSAMP_MINFILTER] = D3DTEXF_POINT;
|
|
texture_render_states -> state_array [D3DSAMP_MAXANISOTROPY] = 1;
|
|
}
|
|
_num_active_texture_stages = 0;
|
|
|
|
set_render_state(D3DRS_NORMALIZENORMALS, false);
|
|
|
|
_last_fvf = 0;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::reset
|
|
// Access: Public, Virtual
|
|
// Description: Resets all internal state as if the gsg were newly
|
|
// created. The GraphicsWindow pointer represents a
|
|
// typical window that might be used for this context;
|
|
// it may be required to set up the frame buffer
|
|
// properly the first time.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
reset() {
|
|
GraphicsStateGuardian::reset();
|
|
|
|
// Build _inv_state_mask as a mask of 1's where we don't care, and
|
|
// 0's where we do care, about the state.
|
|
_inv_state_mask.clear_bit(ShaderAttrib::get_class_slot());
|
|
_inv_state_mask.clear_bit(AlphaTestAttrib::get_class_slot());
|
|
_inv_state_mask.clear_bit(ClipPlaneAttrib::get_class_slot());
|
|
_inv_state_mask.clear_bit(ColorAttrib::get_class_slot());
|
|
_inv_state_mask.clear_bit(ColorScaleAttrib::get_class_slot());
|
|
_inv_state_mask.clear_bit(CullFaceAttrib::get_class_slot());
|
|
_inv_state_mask.clear_bit(DepthOffsetAttrib::get_class_slot());
|
|
_inv_state_mask.clear_bit(DepthTestAttrib::get_class_slot());
|
|
_inv_state_mask.clear_bit(DepthWriteAttrib::get_class_slot());
|
|
_inv_state_mask.clear_bit(RenderModeAttrib::get_class_slot());
|
|
_inv_state_mask.clear_bit(RescaleNormalAttrib::get_class_slot());
|
|
_inv_state_mask.clear_bit(ShadeModelAttrib::get_class_slot());
|
|
_inv_state_mask.clear_bit(TransparencyAttrib::get_class_slot());
|
|
_inv_state_mask.clear_bit(ColorWriteAttrib::get_class_slot());
|
|
_inv_state_mask.clear_bit(ColorBlendAttrib::get_class_slot());
|
|
_inv_state_mask.clear_bit(TextureAttrib::get_class_slot());
|
|
_inv_state_mask.clear_bit(TexGenAttrib::get_class_slot());
|
|
_inv_state_mask.clear_bit(TexMatrixAttrib::get_class_slot());
|
|
_inv_state_mask.clear_bit(MaterialAttrib::get_class_slot());
|
|
_inv_state_mask.clear_bit(LightAttrib::get_class_slot());
|
|
_inv_state_mask.clear_bit(StencilAttrib::get_class_slot());
|
|
_inv_state_mask.clear_bit(FogAttrib::get_class_slot());
|
|
_inv_state_mask.clear_bit(ScissorAttrib::get_class_slot());
|
|
|
|
// D3DRS_POINTSPRITEENABLE doesn't seem to support remapping the
|
|
// texture coordinates via a texture matrix, so we don't advertise
|
|
// GR_point_sprite_tex_matrix.
|
|
_supported_geom_rendering =
|
|
Geom::GR_point | Geom::GR_point_uniform_size |
|
|
Geom::GR_point_perspective | Geom::GR_point_sprite |
|
|
Geom::GR_indexed_other |
|
|
Geom::GR_triangle_strip | Geom::GR_triangle_fan |
|
|
Geom::GR_flat_first_vertex;
|
|
|
|
_auto_rescale_normal = false;
|
|
|
|
// overwrite gsg defaults with these values
|
|
|
|
HRESULT hr;
|
|
|
|
// make sure gsg passes all current state down to us
|
|
// set_state_and_transform(RenderState::make_empty(),
|
|
// TransformState::make_identity());
|
|
// want gsg to pass all state settings down so any non-matching defaults we set here get overwritten
|
|
|
|
nassertv(_screen->_d3d9 != NULL);
|
|
|
|
if (_d3d_device == NULL) {
|
|
return;
|
|
}
|
|
|
|
D3DCAPS9 d3d_caps;
|
|
_d3d_device->GetDeviceCaps(&d3d_caps);
|
|
|
|
_vertex_shader_version_major = D3DSHADER_VERSION_MAJOR (d3d_caps.VertexShaderVersion);
|
|
_vertex_shader_version_minor = D3DSHADER_VERSION_MINOR (d3d_caps.VertexShaderVersion);
|
|
_pixel_shader_version_major = D3DSHADER_VERSION_MAJOR (d3d_caps.PixelShaderVersion);
|
|
_pixel_shader_version_minor = D3DSHADER_VERSION_MINOR (d3d_caps.PixelShaderVersion);
|
|
|
|
_vertex_shader_profile = (char *) D3DXGetVertexShaderProfile (_d3d_device);
|
|
_pixel_shader_profile = (char *) D3DXGetPixelShaderProfile (_d3d_device);
|
|
|
|
_vertex_shader_maximum_constants = d3d_caps.MaxVertexShaderConst;
|
|
|
|
switch (_pixel_shader_version_major)
|
|
{
|
|
case 0:
|
|
_shader_model = SM_00;
|
|
break;
|
|
case 1:
|
|
_shader_model = SM_11;
|
|
break;
|
|
case 2:
|
|
// minimim specification for pixel shader 2.0 is 96 instruction slots
|
|
_shader_model = SM_20;
|
|
if (d3d_caps.PS20Caps.NumInstructionSlots >= 512) {
|
|
_shader_model = SM_2X;
|
|
}
|
|
break;
|
|
case 3:
|
|
_shader_model = SM_30;
|
|
break;
|
|
case 4:
|
|
default:
|
|
_shader_model = SM_40;
|
|
break;
|
|
}
|
|
|
|
_auto_detect_shader_model = _shader_model;
|
|
|
|
#ifdef HAVE_CG
|
|
set_cg_device(_d3d_device);
|
|
|
|
if (cgD3D9IsProfileSupported(CG_PROFILE_PS_2_0) &&
|
|
cgD3D9IsProfileSupported(CG_PROFILE_VS_2_0)) {
|
|
_supports_basic_shaders = true;
|
|
_shader_caps._active_vprofile = (int)cgD3D9GetLatestVertexProfile();
|
|
_shader_caps._active_fprofile = (int)cgD3D9GetLatestPixelProfile();
|
|
_shader_caps._ultimate_vprofile = (int)CG_PROFILE_VS_3_0;
|
|
_shader_caps._ultimate_fprofile = (int)CG_PROFILE_PS_3_0;
|
|
/*
|
|
_shader_caps._active_vprofile = (int)CG_PROFILE_VS_2_0;
|
|
_shader_caps._active_fprofile = (int)CG_PROFILE_PS_2_0;
|
|
_shader_caps._ultimate_vprofile = (int)CG_PROFILE_VS_2_0;
|
|
_shader_caps._ultimate_fprofile = (int)CG_PROFILE_PS_2_0;
|
|
*/
|
|
}
|
|
|
|
if (dxgsg9_cat.is_debug()) {
|
|
|
|
CGprofile vertex_profile;
|
|
CGprofile pixel_profile;
|
|
|
|
vertex_profile = cgD3D9GetLatestVertexProfile( );
|
|
pixel_profile = cgD3D9GetLatestPixelProfile( );
|
|
|
|
const char *vertex_profile_str =
|
|
cgGetProfileString(vertex_profile);
|
|
const char *pixel_profile_str =
|
|
cgGetProfileString(pixel_profile);
|
|
|
|
if (vertex_profile_str == NULL) {
|
|
vertex_profile_str = "(null)";
|
|
}
|
|
if (pixel_profile_str == NULL) {
|
|
pixel_profile_str = "(null)";
|
|
}
|
|
|
|
dxgsg9_cat.debug()
|
|
<< "\nCg vertex profile = " << vertex_profile_str << " id = " << vertex_profile
|
|
<< "\nCg pixel profile = " << pixel_profile_str << " id = " << pixel_profile
|
|
<< "\nshader model = " << _shader_model
|
|
<< "\n";
|
|
}
|
|
#endif
|
|
|
|
_supports_stream_offset = (d3d_caps.DevCaps2 & D3DDEVCAPS2_STREAMOFFSET) != 0;
|
|
_screen->_supports_dynamic_textures = ((d3d_caps.Caps2 & D3DCAPS2_DYNAMICTEXTURES) != 0);
|
|
_screen->_supports_automatic_mipmap_generation = ((d3d_caps.Caps2 & D3DCAPS2_CANAUTOGENMIPMAP) != 0);
|
|
|
|
if (support_stencil) {
|
|
int min_stencil = D3DSTENCILCAPS_ZERO | D3DSTENCILCAPS_REPLACE | D3DSTENCILCAPS_INCR | D3DSTENCILCAPS_DECR;
|
|
if ((d3d_caps.StencilCaps & min_stencil) == min_stencil) {
|
|
if (dxgsg9_cat.is_debug()) {
|
|
dxgsg9_cat.debug()
|
|
<< "Checking for stencil; mode = "
|
|
<< D3DFormatStr(_screen->_presentation_params.AutoDepthStencilFormat)
|
|
<< "\n";
|
|
}
|
|
switch (_screen->_presentation_params.AutoDepthStencilFormat) {
|
|
// These are the only formats that support stencil.
|
|
case D3DFMT_D15S1:
|
|
case D3DFMT_D24S8:
|
|
case D3DFMT_D24X4S4:
|
|
_supports_stencil = true;
|
|
if (dxgsg9_cat.is_debug()) {
|
|
dxgsg9_cat.debug()
|
|
<< "Stencils supported.\n";
|
|
}
|
|
break;
|
|
|
|
default:
|
|
if (dxgsg9_cat.is_debug()) {
|
|
dxgsg9_cat.debug()
|
|
<< "Stencils NOT supported.\n";
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
_supports_stencil_wrap = (d3d_caps.StencilCaps & D3DSTENCILCAPS_INCR) && (d3d_caps.StencilCaps & D3DSTENCILCAPS_DECR);
|
|
_supports_two_sided_stencil = ((d3d_caps.StencilCaps & D3DSTENCILCAPS_TWOSIDED) != 0);
|
|
|
|
_maximum_simultaneous_render_targets = d3d_caps.NumSimultaneousRTs;
|
|
|
|
_supports_depth_bias = ((d3d_caps.RasterCaps & (D3DPRASTERCAPS_DEPTHBIAS | D3DPRASTERCAPS_SLOPESCALEDEPTHBIAS)) == (D3DPRASTERCAPS_DEPTHBIAS | D3DPRASTERCAPS_SLOPESCALEDEPTHBIAS));
|
|
|
|
_supports_gamma_calibration = ((d3d_caps.Caps2 & D3DCAPS2_CANCALIBRATEGAMMA) != 0);
|
|
|
|
// Test for occlusion query support
|
|
hr = _d3d_device->CreateQuery(D3DQUERYTYPE_OCCLUSION, NULL);
|
|
_supports_occlusion_query = !FAILED(hr);
|
|
|
|
if (dxgsg9_cat.is_error()) {
|
|
dxgsg9_cat.debug()
|
|
<< "\nHwTransformAndLight = " << ((d3d_caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) != 0)
|
|
<< "\nMaxTextureWidth = " << d3d_caps.MaxTextureWidth
|
|
<< "\nMaxTextureHeight = " << d3d_caps.MaxTextureHeight
|
|
<< "\nMaxVolumeExtent = " << d3d_caps.MaxVolumeExtent
|
|
<< "\nMaxTextureAspectRatio = " << d3d_caps.MaxTextureAspectRatio
|
|
<< "\nTexCoordCount = " << (d3d_caps.FVFCaps & D3DFVFCAPS_TEXCOORDCOUNTMASK)
|
|
<< "\nMaxTextureBlendStages = " << d3d_caps.MaxTextureBlendStages
|
|
<< "\nMaxSimultaneousTextures = " << d3d_caps.MaxSimultaneousTextures
|
|
<< "\nMaxActiveLights = " << d3d_caps.MaxActiveLights
|
|
<< "\nMaxUserClipPlanes = " << d3d_caps.MaxUserClipPlanes
|
|
<< "\nMaxVertexBlendMatrices = " << d3d_caps.MaxVertexBlendMatrices
|
|
<< "\nMaxVertexBlendMatrixIndex = " << d3d_caps.MaxVertexBlendMatrixIndex
|
|
<< "\nMaxPointSize = " << d3d_caps.MaxPointSize
|
|
<< "\nMaxPrimitiveCount = " << d3d_caps.MaxPrimitiveCount
|
|
<< "\nMaxVertexIndex = " << d3d_caps.MaxVertexIndex
|
|
<< "\nMaxStreams = " << d3d_caps.MaxStreams
|
|
<< "\nMaxStreamStride = " << d3d_caps.MaxStreamStride
|
|
<< "\nD3DTEXOPCAPS_MULTIPLYADD = " << ((d3d_caps.TextureOpCaps & D3DTEXOPCAPS_MULTIPLYADD) != 0)
|
|
<< "\nD3DTEXOPCAPS_LERP = " << ((d3d_caps.TextureOpCaps & D3DTEXOPCAPS_LERP) != 0)
|
|
<< "\nD3DPMISCCAPS_TSSARGTEMP = " << ((d3d_caps.PrimitiveMiscCaps & D3DPMISCCAPS_TSSARGTEMP) != 0)
|
|
<< "\nD3DPRASTERCAPS_DEPTHBIAS = " << ((d3d_caps.RasterCaps & D3DPRASTERCAPS_DEPTHBIAS) != 0)
|
|
<< "\nD3DPRASTERCAPS_SLOPESCALEDEPTHBIAS = " << ((d3d_caps.RasterCaps & D3DPRASTERCAPS_SLOPESCALEDEPTHBIAS) != 0)
|
|
<< "\nVertexShaderVersion = " << _vertex_shader_version_major << "." << _vertex_shader_version_minor
|
|
<< "\nPixelShaderVersion = " << _pixel_shader_version_major << "." << _pixel_shader_version_minor
|
|
<< "\nMaxVertexShaderConst = " << _vertex_shader_maximum_constants
|
|
<< "\nsupports_stream_offset = " << _supports_stream_offset
|
|
<< "\nsupports_dynamic_textures = " << _screen->_supports_dynamic_textures
|
|
<< "\nsupports_automatic_mipmap_generation = " << _screen->_supports_automatic_mipmap_generation
|
|
<< "\nsupports_stencil_wrap = " << _supports_stencil_wrap
|
|
<< "\nsupports_two_sided_stencil = " << _supports_two_sided_stencil
|
|
<< "\nsupports_occlusion_query = " << _supports_occlusion_query
|
|
<< "\nsupports_gamma_calibration = " << _supports_gamma_calibration
|
|
<< "\nMaxAnisotropy = " << d3d_caps.MaxAnisotropy
|
|
<< "\nNumSimultaneousRTs = " << d3d_caps.NumSimultaneousRTs
|
|
<< "\nD3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING = " << ((d3d_caps.PrimitiveMiscCaps & D3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING) != 0)
|
|
<< "\nDirectX SDK version " DIRECTX_SDK_VERSION
|
|
<< "\n";
|
|
}
|
|
|
|
// OVERRIDE SUPPORT SINCE IT DOES NOT WORK WELL
|
|
_screen->_supports_automatic_mipmap_generation = false;
|
|
|
|
this -> reset_render_states ( );
|
|
|
|
_max_vertices_per_array = d3d_caps.MaxVertexIndex;
|
|
_max_vertices_per_primitive = d3d_caps.MaxPrimitiveCount;
|
|
|
|
_max_texture_stages = d3d_caps.MaxSimultaneousTextures;
|
|
|
|
_max_texture_dimension = min(d3d_caps.MaxTextureWidth, d3d_caps.MaxTextureHeight);
|
|
|
|
_supports_tex_non_pow2 = !(d3d_caps.TextureCaps & D3DPTEXTURECAPS_POW2);
|
|
|
|
_supports_texture_combine = ((d3d_caps.TextureOpCaps & D3DTEXOPCAPS_LERP) != 0);
|
|
_supports_texture_saved_result = ((d3d_caps.PrimitiveMiscCaps & D3DPMISCCAPS_TSSARGTEMP) != 0);
|
|
_supports_texture_constant_color = ((d3d_caps.PrimitiveMiscCaps & D3DPMISCCAPS_PERSTAGECONSTANT) != 0);
|
|
_supports_texture_dot3 = true;
|
|
|
|
if (_supports_texture_constant_color) {
|
|
_constant_color_operand = D3DTA_CONSTANT;
|
|
} else {
|
|
_constant_color_operand = D3DTA_TFACTOR;
|
|
}
|
|
|
|
_screen->_managed_textures = _gsg_managed_textures;
|
|
_screen->_managed_vertex_buffers = _gsg_managed_vertex_buffers;
|
|
_screen->_managed_index_buffers = _gsg_managed_index_buffers;
|
|
|
|
UINT available_texture_memory;
|
|
|
|
available_texture_memory = _d3d_device->GetAvailableTextureMem ( );
|
|
if (dxgsg9_cat.is_debug()) {
|
|
dxgsg9_cat.debug() << "*** GetAvailableTextureMem = " << available_texture_memory << "\n";
|
|
}
|
|
_available_texture_memory = available_texture_memory;
|
|
|
|
// check for render to texture support
|
|
D3DDEVICE_CREATION_PARAMETERS creation_parameters;
|
|
|
|
_supports_render_texture = false;
|
|
_screen->_render_to_texture_d3d_format = D3DFMT_UNKNOWN;
|
|
_screen->_framebuffer_d3d_format = D3DFMT_UNKNOWN;
|
|
|
|
#define TOTAL_RENDER_TO_TEXTURE_FORMATS 3
|
|
|
|
D3DFORMAT render_to_texture_formats [TOTAL_RENDER_TO_TEXTURE_FORMATS] =
|
|
{
|
|
D3DFMT_A8R8G8B8, // check for this format first
|
|
D3DFMT_X8R8G8B8,
|
|
D3DFMT_UNKNOWN, // place holder for _screen->_display_mode.Format
|
|
};
|
|
|
|
render_to_texture_formats [TOTAL_RENDER_TO_TEXTURE_FORMATS - 1] = _screen->_display_mode.Format;
|
|
|
|
hr = _d3d_device->GetCreationParameters (&creation_parameters);
|
|
if (SUCCEEDED (hr)) {
|
|
_screen->_framebuffer_d3d_format = _screen->_display_mode.Format;
|
|
|
|
int index;
|
|
for (index = 0; index < TOTAL_RENDER_TO_TEXTURE_FORMATS; index++) {
|
|
hr = _screen->_d3d9->CheckDeviceFormat (
|
|
creation_parameters.AdapterOrdinal,
|
|
creation_parameters.DeviceType,
|
|
_screen->_display_mode.Format,
|
|
D3DUSAGE_RENDERTARGET,
|
|
D3DRTYPE_TEXTURE,
|
|
render_to_texture_formats [index]);
|
|
if (SUCCEEDED (hr)) {
|
|
_screen->_render_to_texture_d3d_format = render_to_texture_formats [index];
|
|
_supports_render_texture = true;
|
|
}
|
|
if (_supports_render_texture) {
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (dxgsg9_cat.is_debug()) {
|
|
dxgsg9_cat.debug() << "Render to Texture Support = " << _supports_render_texture << "\n";
|
|
}
|
|
|
|
// override default config setting since it is really supported or not ???
|
|
// support_render_texture = _supports_render_texture;
|
|
|
|
_supports_3d_texture = ((d3d_caps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP) != 0);
|
|
if (_supports_3d_texture) {
|
|
_max_3d_texture_dimension = d3d_caps.MaxVolumeExtent;
|
|
}
|
|
_supports_cube_map = ((d3d_caps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP) != 0);
|
|
if (_supports_cube_map) {
|
|
_max_cube_map_dimension = _max_texture_dimension;
|
|
}
|
|
|
|
_max_lights = (int)d3d_caps.MaxActiveLights;
|
|
_max_clip_planes = (int)d3d_caps.MaxUserClipPlanes;
|
|
_max_vertex_transforms = d3d_caps.MaxVertexBlendMatrices;
|
|
_max_vertex_transform_indices = d3d_caps.MaxVertexBlendMatrixIndex;
|
|
|
|
set_render_state(D3DRS_AMBIENT, 0x0);
|
|
|
|
_clip_plane_bits = 0;
|
|
set_render_state(D3DRS_CLIPPLANEENABLE , 0x0);
|
|
|
|
set_render_state(D3DRS_CLIPPING, true);
|
|
|
|
set_render_state(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
|
|
|
|
set_render_state(D3DRS_ZWRITEENABLE, TRUE);
|
|
|
|
/* ***** DX9 ??? D3DRS_EDGEANTIALIAS NOT IN DX9 */
|
|
// set_render_state(D3DRS_EDGEANTIALIAS, false);
|
|
|
|
set_render_state(D3DRS_ZENABLE, D3DZB_FALSE);
|
|
|
|
set_render_state(D3DRS_ALPHABLENDENABLE, FALSE);
|
|
|
|
set_render_state(D3DRS_FOGENABLE, FALSE);
|
|
|
|
_has_scene_graph_color = false;
|
|
|
|
_last_testcooplevel_result = D3D_OK;
|
|
|
|
for(int i = 0; i < MAX_POSSIBLE_TEXFMTS; i++) {
|
|
// look for all possible DX9 texture fmts
|
|
D3DFORMAT_FLAG fmtflag = D3DFORMAT_FLAG(1 << i);
|
|
hr = _screen->_d3d9->CheckDeviceFormat(_screen->_card_id, D3DDEVTYPE_HAL, _screen->_display_mode.Format,
|
|
0x0, D3DRTYPE_TEXTURE, g_D3DFORMATmap[fmtflag]);
|
|
if (SUCCEEDED(hr)){
|
|
_screen->_supported_tex_formats_mask |= fmtflag;
|
|
}
|
|
}
|
|
|
|
// check if compressed textures are supported
|
|
#define CHECK_FOR_DXTVERSION(num) \
|
|
if (_screen->_supported_tex_formats_mask & DXT##num##_FLAG) {\
|
|
if (dxgsg9_cat.is_debug()) {\
|
|
dxgsg9_cat.debug() << "Compressed texture format DXT" << #num << " supported \n";\
|
|
}\
|
|
_supports_compressed_texture = true;\
|
|
_compressed_texture_formats.set_bit(Texture::CM_dxt##num);\
|
|
}
|
|
|
|
if (_screen->_intel_compressed_texture_bug) {
|
|
dxgsg9_cat.info()
|
|
<< "Buggy Intel driver detected; disabling compressed textures.\n";
|
|
_screen->_supported_tex_formats_mask &=
|
|
~(DXT1_FLAG | DXT2_FLAG | DXT3_FLAG | DXT4_FLAG | DXT5_FLAG);
|
|
|
|
} else {
|
|
// Check for available compressed formats normally.
|
|
CHECK_FOR_DXTVERSION(1);
|
|
CHECK_FOR_DXTVERSION(2);
|
|
CHECK_FOR_DXTVERSION(3);
|
|
CHECK_FOR_DXTVERSION(4);
|
|
CHECK_FOR_DXTVERSION(5);
|
|
}
|
|
|
|
#undef CHECK_FOR_DXTVERSION
|
|
|
|
_screen->_supports_rgba16f_texture_format = false;
|
|
hr = _screen->_d3d9->CheckDeviceFormat(_screen->_card_id, D3DDEVTYPE_HAL, _screen->_display_mode.Format, 0x0, D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F);
|
|
if (SUCCEEDED(hr)){
|
|
_screen->_supports_rgba16f_texture_format = true;
|
|
}
|
|
_screen->_supports_rgba32_texture_format = false;
|
|
hr = _screen->_d3d9->CheckDeviceFormat(_screen->_card_id, D3DDEVTYPE_HAL, _screen->_display_mode.Format, 0x0, D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F);
|
|
if (SUCCEEDED(hr)){
|
|
_screen->_supports_rgba32_texture_format = true;
|
|
}
|
|
|
|
// s3 virge drivers sometimes give crap values for these
|
|
if (_screen->_d3dcaps.MaxTextureWidth == 0)
|
|
_screen->_d3dcaps.MaxTextureWidth = 256;
|
|
|
|
if (_screen->_d3dcaps.MaxTextureHeight == 0)
|
|
_screen->_d3dcaps.MaxTextureHeight = 256;
|
|
|
|
if (_screen->_d3dcaps.RasterCaps & D3DPRASTERCAPS_FOGTABLE) {
|
|
// Watch out for drivers that emulate per-pixel fog with
|
|
// per-vertex fog (Riva128, Matrox Millen G200). Some of these
|
|
// require gouraud-shading to be set to work, as if you were using
|
|
// vertex fog
|
|
_do_fog_type = PerPixelFog;
|
|
} else {
|
|
// every card is going to have vertex fog, since it's implemented
|
|
// in d3d runtime.
|
|
nassertv((_screen->_d3dcaps.RasterCaps & D3DPRASTERCAPS_FOGVERTEX) != 0);
|
|
|
|
// vertex fog may look crappy if you have large polygons in the
|
|
// foreground and they get clipped, so you may want to disable it
|
|
|
|
if (dx_no_vertex_fog) {
|
|
_do_fog_type = None;
|
|
} else {
|
|
_do_fog_type = PerVertexFog;
|
|
|
|
// range-based fog only works with vertex fog in dx7/8
|
|
if (dx_use_rangebased_fog && (_screen->_d3dcaps.RasterCaps & D3DPRASTERCAPS_FOGRANGE)) {
|
|
set_render_state(D3DRS_RANGEFOGENABLE, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
_screen->_can_direct_disable_color_writes = ((_screen->_d3dcaps.PrimitiveMiscCaps & D3DPMISCCAPS_COLORWRITEENABLE) != 0);
|
|
|
|
// Lighting, let's turn it off initially.
|
|
set_render_state(D3DRS_LIGHTING, false);
|
|
|
|
// turn on dithering if the rendertarget is < 8bits/color channel
|
|
bool dither_enabled = ((!dx_no_dithering) && IS_16BPP_DISPLAY_FORMAT(_screen->_presentation_params.BackBufferFormat)
|
|
&& (_screen->_d3dcaps.RasterCaps & D3DPRASTERCAPS_DITHER));
|
|
set_render_state(D3DRS_DITHERENABLE, dither_enabled);
|
|
|
|
set_render_state(D3DRS_CLIPPING, true);
|
|
|
|
// Stencil test is off by default
|
|
set_render_state(D3DRS_STENCILENABLE, FALSE);
|
|
if (_supports_two_sided_stencil) {
|
|
set_render_state(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
|
|
}
|
|
|
|
// Antialiasing.
|
|
/* ***** DX9 ??? D3DRS_EDGEANTIALIAS NOT IN DX9 */
|
|
// set_render_state(D3DRS_EDGEANTIALIAS, FALSE);
|
|
|
|
_current_fill_mode = RenderModeAttrib::M_filled;
|
|
set_render_state(D3DRS_FILLMODE, D3DFILL_SOLID);
|
|
|
|
// must do SetTSS here because redundant states are filtered out by
|
|
// our code based on current values above, so initial conditions
|
|
// must be correct
|
|
set_texture_stage_state(0, D3DTSS_COLOROP, D3DTOP_DISABLE); // disables texturing
|
|
|
|
_cull_face_mode = CullFaceAttrib::M_cull_none;
|
|
set_render_state(D3DRS_CULLMODE, D3DCULL_NONE);
|
|
|
|
set_render_state(D3DRS_ALPHAFUNC, D3DCMP_ALWAYS);
|
|
set_render_state(D3DRS_ALPHAREF, 255);
|
|
set_render_state(D3DRS_ALPHATESTENABLE, FALSE);
|
|
|
|
// this is a new DX8 state that lets you do additional operations other than ADD (e.g. subtract/max/min)
|
|
// must check (_screen->_d3dcaps.PrimitiveMiscCaps & D3DPMISCCAPS_BLENDOP) (yes on GF2/Radeon8500, no on TNT)
|
|
set_render_state(D3DRS_BLENDOP, D3DBLENDOP_ADD);
|
|
|
|
_current_shader = (Shader *)NULL;
|
|
_current_shader_context = (CLP(ShaderContext) *)NULL;
|
|
_vertex_array_shader = (Shader *)NULL;
|
|
_vertex_array_shader_context = (CLP(ShaderContext) *)NULL;
|
|
_texture_binding_shader = (Shader *)NULL;
|
|
_texture_binding_shader_context = (CLP(ShaderContext) *)NULL;
|
|
|
|
PRINT_REFCNT(dxgsg9, _d3d_device);
|
|
|
|
void dx_set_stencil_functions (StencilRenderStates *stencil_render_states);
|
|
dx_set_stencil_functions (_stencil_render_states);
|
|
|
|
// Now that the GSG has been initialized, make it available for
|
|
// optimizations.
|
|
add_gsg(this);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::apply_fog
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
apply_fog(Fog *fog) {
|
|
if (_do_fog_type == None)
|
|
return;
|
|
|
|
Fog::Mode panda_fogmode = fog->get_mode();
|
|
D3DFOGMODE d3dfogmode = get_fog_mode_type(panda_fogmode);
|
|
|
|
set_render_state((D3DRENDERSTATETYPE)_do_fog_type, d3dfogmode);
|
|
|
|
const LColor &fog_colr = fog->get_color();
|
|
set_render_state(D3DRS_FOGCOLOR,
|
|
MY_D3DRGBA(fog_colr[0], fog_colr[1], fog_colr[2], 0.0f)); // Alpha bits are not used
|
|
|
|
// do we need to adjust fog start/end values based on D3DPRASTERCAPS_WFOG/D3DPRASTERCAPS_ZFOG ?
|
|
// if not WFOG, then docs say we need to adjust values to range [0, 1]
|
|
|
|
switch (panda_fogmode) {
|
|
case Fog::M_linear:
|
|
{
|
|
PN_stdfloat onset, opaque;
|
|
fog->get_linear_range(onset, opaque);
|
|
|
|
set_render_state(D3DRS_FOGSTART,
|
|
*((LPDWORD) (&onset)));
|
|
set_render_state(D3DRS_FOGEND,
|
|
*((LPDWORD) (&opaque)));
|
|
}
|
|
break;
|
|
case Fog::M_exponential:
|
|
case Fog::M_exponential_squared:
|
|
{
|
|
// Exponential fog is always camera-relative.
|
|
PN_stdfloat fog_density = fog->get_exp_density();
|
|
set_render_state(D3DRS_FOGDENSITY,
|
|
*((LPDWORD) (&fog_density)));
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::do_issue_transform
|
|
// Access: Protected
|
|
// Description: Sends the indicated transform matrix to the graphics
|
|
// API to be applied to future vertices.
|
|
//
|
|
// This transform is the internal_transform, already
|
|
// converted into the GSG's internal coordinate system.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
do_issue_transform() {
|
|
const TransformState *transform = _internal_transform;
|
|
DO_PSTATS_STUFF(_transform_state_pcollector.add_level(1));
|
|
|
|
if (_current_shader_context) {
|
|
// _current_shader_context->issue_transform(this);
|
|
_current_shader_context->issue_parameters(this, Shader::SSD_transform);
|
|
|
|
// ??? NO NEED TO SET THE D3D TRANSFORM VIA SetTransform SINCE THE TRANSFORM IS ONLY USED IN THE SHADER
|
|
LMatrix4f mat = LCAST(float, transform->get_mat());
|
|
const D3DMATRIX *d3d_mat = (const D3DMATRIX *)mat.get_data();
|
|
_d3d_device->SetTransform(D3DTS_WORLD, d3d_mat);
|
|
|
|
}
|
|
else {
|
|
LMatrix4f mat = LCAST(float, transform->get_mat());
|
|
const D3DMATRIX *d3d_mat = (const D3DMATRIX *)mat.get_data();
|
|
_d3d_device->SetTransform(D3DTS_WORLD, d3d_mat);
|
|
|
|
// DEBUG PRINT
|
|
/*
|
|
const PN_stdfloat *data;
|
|
data = &d3d_mat -> _11;
|
|
dxgsg9_cat.debug ( ) << "do_issue_transform\n" <<
|
|
data[ 0] << " " << data[ 1] << " " << data[ 2] << " " << data[ 3] << "\n" <<
|
|
data[ 4] << " " << data[ 5] << " " << data[ 6] << " " << data[ 7] << "\n" <<
|
|
data[ 8] << " " << data[ 9] << " " << data[10] << " " << data[11] << "\n" <<
|
|
data[12] << " " << data[13] << " " << data[14] << " " << data[15] << "\n";
|
|
*/
|
|
|
|
}
|
|
|
|
_transform_stale = false;
|
|
|
|
if (_auto_rescale_normal) {
|
|
do_auto_rescale_normal();
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::do_issue_alpha_test
|
|
// Access: Protected
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
do_issue_alpha_test() {
|
|
if (_target_shader->get_flag(ShaderAttrib::F_subsume_alpha_test)) {
|
|
set_render_state(D3DRS_ALPHATESTENABLE, FALSE);
|
|
} else {
|
|
const AlphaTestAttrib *target_alpha_test = DCAST(AlphaTestAttrib, _target_rs->get_attrib_def(AlphaTestAttrib::get_class_slot()));
|
|
AlphaTestAttrib::PandaCompareFunc mode = target_alpha_test->get_mode();
|
|
if (mode == AlphaTestAttrib::M_none) {
|
|
set_render_state(D3DRS_ALPHATESTENABLE, FALSE);
|
|
} else {
|
|
// AlphaTestAttrib::PandaCompareFunc === D3DCMPFUNC
|
|
set_render_state(D3DRS_ALPHAFUNC, (D3DCMPFUNC)mode);
|
|
set_render_state(D3DRS_ALPHAREF, (UINT) (target_alpha_test->get_reference_alpha()*255.0f)); //d3d uses 0x0-0xFF, not a float
|
|
set_render_state(D3DRS_ALPHATESTENABLE, TRUE);
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::do_issue_shader
|
|
// Access: Protected
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
do_issue_shader() {
|
|
|
|
CLP(ShaderContext) *context = 0;
|
|
Shader *shader = 0;
|
|
if (_target_shader) {
|
|
shader = (Shader *)(_target_shader->get_shader());
|
|
}
|
|
if (shader) {
|
|
context = (CLP(ShaderContext) *)(shader->prepare_now(get_prepared_objects(), this));
|
|
}
|
|
|
|
if (context == 0 || (context && context -> valid (this) == false)) {
|
|
if (_current_shader_context != 0) {
|
|
_current_shader_context->unbind(this);
|
|
_current_shader = 0;
|
|
_current_shader_context = 0;
|
|
disable_standard_texture_bindings();
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (context != _current_shader_context) {
|
|
// Use a completely different shader than before.
|
|
// Unbind old shader, bind the new one.
|
|
if (_current_shader_context != 0) {
|
|
_current_shader_context->unbind(this);
|
|
_current_shader_context = 0;
|
|
_current_shader = 0;
|
|
disable_standard_texture_bindings();
|
|
}
|
|
if (context != 0) {
|
|
context->bind(this);
|
|
_current_shader = shader;
|
|
_current_shader_context = context;
|
|
}
|
|
} else {
|
|
// Use the same shader as before, but with new input arguments.
|
|
context->issue_parameters(this, Shader::SSD_shaderinputs);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::do_issue_render_mode
|
|
// Access: Protected
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
do_issue_render_mode() {
|
|
const RenderModeAttrib *target_render_mode = DCAST(RenderModeAttrib, _target_rs->get_attrib_def(RenderModeAttrib::get_class_slot()));
|
|
RenderModeAttrib::Mode mode = target_render_mode->get_mode();
|
|
|
|
switch (mode) {
|
|
case RenderModeAttrib::M_unchanged:
|
|
case RenderModeAttrib::M_filled:
|
|
case RenderModeAttrib::M_filled_flat:
|
|
set_render_state(D3DRS_FILLMODE, D3DFILL_SOLID);
|
|
break;
|
|
|
|
case RenderModeAttrib::M_wireframe:
|
|
set_render_state(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
|
|
break;
|
|
|
|
case RenderModeAttrib::M_point:
|
|
set_render_state(D3DRS_FILLMODE, D3DFILL_POINT);
|
|
break;
|
|
|
|
default:
|
|
dxgsg9_cat.error()
|
|
<< "Unknown render mode " << (int)mode << endl;
|
|
}
|
|
|
|
// This might also specify the point size.
|
|
PN_stdfloat point_size = target_render_mode->get_thickness();
|
|
set_render_state(D3DRS_POINTSIZE, *((DWORD*)&point_size));
|
|
|
|
if (target_render_mode->get_perspective()) {
|
|
set_render_state(D3DRS_POINTSCALEENABLE, TRUE);
|
|
|
|
LVector3 height(0.0f, point_size, 1.0f);
|
|
height = height * _projection_mat->get_mat();
|
|
PN_stdfloat s = height[1] / point_size;
|
|
|
|
PN_stdfloat zero = 0.0f;
|
|
PN_stdfloat one_over_s2 = 1.0f / (s * s);
|
|
set_render_state(D3DRS_POINTSCALE_A, *((DWORD*)&zero));
|
|
set_render_state(D3DRS_POINTSCALE_B, *((DWORD*)&zero));
|
|
set_render_state(D3DRS_POINTSCALE_C, *((DWORD*)&one_over_s2));
|
|
|
|
} else {
|
|
set_render_state(D3DRS_POINTSCALEENABLE, FALSE);
|
|
}
|
|
|
|
_current_fill_mode = mode;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::do_issue_rescale_normal
|
|
// Access: Protected
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
do_issue_rescale_normal() {
|
|
const RescaleNormalAttrib *target_rescale_normal = DCAST(RescaleNormalAttrib, _target_rs->get_attrib_def(RescaleNormalAttrib::get_class_slot()));
|
|
RescaleNormalAttrib::Mode mode = target_rescale_normal->get_mode();
|
|
|
|
_auto_rescale_normal = false;
|
|
|
|
switch (mode) {
|
|
case RescaleNormalAttrib::M_none:
|
|
set_render_state(D3DRS_NORMALIZENORMALS, false);
|
|
break;
|
|
|
|
case RescaleNormalAttrib::M_rescale:
|
|
case RescaleNormalAttrib::M_normalize:
|
|
set_render_state(D3DRS_NORMALIZENORMALS, true);
|
|
break;
|
|
|
|
case RescaleNormalAttrib::M_auto:
|
|
_auto_rescale_normal = true;
|
|
do_auto_rescale_normal();
|
|
break;
|
|
|
|
default:
|
|
dxgsg9_cat.error()
|
|
<< "Unknown rescale_normal mode " << (int)mode << endl;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::do_issue_depth_test
|
|
// Access: Protected
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
do_issue_depth_test() {
|
|
const DepthTestAttrib *target_depth_test = DCAST(DepthTestAttrib, _target_rs->get_attrib_def(DepthTestAttrib::get_class_slot()));
|
|
DepthTestAttrib::PandaCompareFunc mode = target_depth_test->get_mode();
|
|
if (mode == DepthTestAttrib::M_none) {
|
|
set_render_state(D3DRS_ZENABLE, D3DZB_FALSE);
|
|
} else {
|
|
set_render_state(D3DRS_ZENABLE, D3DZB_TRUE);
|
|
set_render_state(D3DRS_ZFUNC, (D3DCMPFUNC) mode);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::do_issue_depth_write
|
|
// Access: Protected
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
do_issue_depth_write() {
|
|
const DepthWriteAttrib *target_depth_write = DCAST(DepthWriteAttrib, _target_rs->get_attrib_def(DepthWriteAttrib::get_class_slot()));
|
|
DepthWriteAttrib::Mode mode = target_depth_write->get_mode();
|
|
if (mode == DepthWriteAttrib::M_on) {
|
|
set_render_state(D3DRS_ZWRITEENABLE, TRUE);
|
|
} else {
|
|
set_render_state(D3DRS_ZWRITEENABLE, FALSE);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::do_issue_cull_face
|
|
// Access: Protected
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
do_issue_cull_face() {
|
|
const CullFaceAttrib *target_cull_face = DCAST(CullFaceAttrib, _target_rs->get_attrib_def(CullFaceAttrib::get_class_slot()));
|
|
_cull_face_mode = target_cull_face->get_effective_mode();
|
|
|
|
switch (_cull_face_mode) {
|
|
case CullFaceAttrib::M_cull_none:
|
|
set_render_state(D3DRS_CULLMODE, D3DCULL_NONE);
|
|
|
|
// printf ("------------------- D3DCULL_NONE\n");
|
|
|
|
break;
|
|
case CullFaceAttrib::M_cull_clockwise:
|
|
set_render_state(D3DRS_CULLMODE, D3DCULL_CW);
|
|
|
|
// printf ("------------------- D3DCULL_CW -- CLOCKWISE \n");
|
|
|
|
break;
|
|
case CullFaceAttrib::M_cull_counter_clockwise:
|
|
set_render_state(D3DRS_CULLMODE, D3DCULL_CCW);
|
|
|
|
// printf ("------------------- D3DCULL_CCW\n");
|
|
|
|
break;
|
|
default:
|
|
dxgsg9_cat.error()
|
|
<< "invalid cull face mode " << (int)_cull_face_mode << endl;
|
|
break;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::do_issue_fog
|
|
// Access: Protected
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
do_issue_fog() {
|
|
const FogAttrib *target_fog = DCAST(FogAttrib, _target_rs->get_attrib_def(FogAttrib::get_class_slot()));
|
|
if (!target_fog->is_off()) {
|
|
set_render_state(D3DRS_FOGENABLE, TRUE);
|
|
Fog *fog = target_fog->get_fog();
|
|
nassertv(fog != (Fog *)NULL);
|
|
apply_fog(fog);
|
|
} else {
|
|
set_render_state(D3DRS_FOGENABLE, FALSE);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::do_issue_depth_offset
|
|
// Access: Protected
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
do_issue_depth_offset() {
|
|
const DepthOffsetAttrib *target_depth_offset = DCAST(DepthOffsetAttrib, _target_rs->get_attrib_def(DepthOffsetAttrib::get_class_slot()));
|
|
int offset = target_depth_offset->get_offset();
|
|
|
|
if (_supports_depth_bias && !dx_broken_depth_bias) {
|
|
set_render_state(D3DRS_DEPTHBIAS, offset);
|
|
set_render_state(D3DRS_SLOPESCALEDEPTHBIAS, offset);
|
|
|
|
} else {
|
|
// DirectX depth bias isn't directly supported by the driver.
|
|
// Cheese a depth bias effect by sliding the viewport backward a
|
|
// bit.
|
|
static const PN_stdfloat bias_scale = dx_depth_bias_scale;
|
|
D3DVIEWPORT9 vp = _current_viewport;
|
|
vp.MinZ -= bias_scale * offset;
|
|
vp.MaxZ -= bias_scale * offset;
|
|
_d3d_device->SetViewport(&vp);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::do_issue_shade_model
|
|
// Access: Protected
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
do_issue_shade_model() {
|
|
const ShadeModelAttrib *target_shade_model = DCAST(ShadeModelAttrib, _target_rs->get_attrib_def(ShadeModelAttrib::get_class_slot()));
|
|
switch (target_shade_model->get_mode()) {
|
|
case ShadeModelAttrib::M_smooth:
|
|
set_render_state(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
|
|
break;
|
|
|
|
case ShadeModelAttrib::M_flat:
|
|
set_render_state(D3DRS_SHADEMODE, D3DSHADE_FLAT);
|
|
break;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::set_state_and_transform
|
|
// Access: Public, Virtual
|
|
// Description: Simultaneously resets the render state and the
|
|
// transform state.
|
|
//
|
|
// This transform specified is the "internal" net
|
|
// transform, already converted into the GSG's internal
|
|
// coordinate space by composing it to
|
|
// get_cs_transform(). (Previously, this used to be the
|
|
// "external" net transform, with the assumption that
|
|
// that GSG would convert it internally, but that is no
|
|
// longer the case.)
|
|
//
|
|
// Special case: if (state==NULL), then the target
|
|
// state is already stored in _target.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
set_state_and_transform(const RenderState *target,
|
|
const TransformState *transform) {
|
|
#ifndef NDEBUG
|
|
if (gsg_cat.is_spam()) {
|
|
gsg_cat.spam() << "Setting GSG state to " << (void *)target << ":\n";
|
|
target->write(gsg_cat.spam(false), 2);
|
|
}
|
|
#endif
|
|
_state_pcollector.add_level(1);
|
|
PStatTimer timer1(_draw_set_state_pcollector);
|
|
|
|
if (transform != _internal_transform) {
|
|
//PStatTimer timer(_draw_set_state_transform_pcollector);
|
|
_state_pcollector.add_level(1);
|
|
_internal_transform = transform;
|
|
do_issue_transform();
|
|
}
|
|
|
|
if (target == _state_rs && (_state_mask | _inv_state_mask).is_all_on()) {
|
|
return;
|
|
}
|
|
_target_rs = target;
|
|
|
|
_target_shader = DCAST(ShaderAttrib, _target_rs->get_attrib_def(ShaderAttrib::get_class_slot()));
|
|
if (_target_shader->auto_shader()) {
|
|
// If we don't have a generated shader, make sure we have a ShaderGenerator, then generate the shader.
|
|
if (_target_rs->_generated_shader == NULL) {
|
|
if (_shader_generator == NULL) {
|
|
_shader_generator = new ShaderGenerator(this, _scene_setup->get_display_region()->get_window());
|
|
}
|
|
const_cast<RenderState*>(_target_rs.p())->_generated_shader = DCAST(ShaderAttrib, _shader_generator->synthesize_shader(_target_rs));
|
|
}
|
|
_target_shader = DCAST(ShaderAttrib, _target_rs->_generated_shader);
|
|
}
|
|
|
|
int alpha_test_slot = AlphaTestAttrib::get_class_slot();
|
|
if (_target_rs->get_attrib(alpha_test_slot) != _state_rs->get_attrib(alpha_test_slot) ||
|
|
!_state_mask.get_bit(alpha_test_slot)) {
|
|
//PStatTimer timer(_draw_set_state_alpha_test_pcollector);
|
|
do_issue_alpha_test();
|
|
_state_mask.set_bit(alpha_test_slot);
|
|
}
|
|
|
|
int clip_plane_slot = ClipPlaneAttrib::get_class_slot();
|
|
if (_target_rs->get_attrib(clip_plane_slot) != _state_rs->get_attrib(clip_plane_slot) ||
|
|
!_state_mask.get_bit(clip_plane_slot)) {
|
|
//PStatTimer timer(_draw_set_state_clip_plane_pcollector);
|
|
do_issue_clip_plane();
|
|
_state_mask.set_bit(clip_plane_slot);
|
|
}
|
|
|
|
int color_slot = ColorAttrib::get_class_slot();
|
|
int color_scale_slot = ColorScaleAttrib::get_class_slot();
|
|
if (_target_rs->get_attrib(color_slot) != _state_rs->get_attrib(color_slot) ||
|
|
_target_rs->get_attrib(color_scale_slot) != _state_rs->get_attrib(color_scale_slot) ||
|
|
!_state_mask.get_bit(color_slot) ||
|
|
!_state_mask.get_bit(color_scale_slot)) {
|
|
//PStatTimer timer(_draw_set_state_color_pcollector);
|
|
do_issue_color();
|
|
do_issue_color_scale();
|
|
_state_mask.set_bit(color_slot);
|
|
_state_mask.set_bit(color_scale_slot);
|
|
if (_current_shader_context) {
|
|
_current_shader_context->issue_parameters(this, Shader::SSD_color);
|
|
_current_shader_context->issue_parameters(this, Shader::SSD_colorscale);
|
|
}
|
|
}
|
|
|
|
int cull_face_slot = CullFaceAttrib::get_class_slot();
|
|
if (_target_rs->get_attrib(cull_face_slot) != _state_rs->get_attrib(cull_face_slot) ||
|
|
!_state_mask.get_bit(cull_face_slot)) {
|
|
//PStatTimer timer(_draw_set_state_cull_face_pcollector);
|
|
do_issue_cull_face();
|
|
_state_mask.set_bit(cull_face_slot);
|
|
}
|
|
|
|
int depth_offset_slot = DepthOffsetAttrib::get_class_slot();
|
|
if (_target_rs->get_attrib(depth_offset_slot) != _state_rs->get_attrib(depth_offset_slot) ||
|
|
!_state_mask.get_bit(depth_offset_slot)) {
|
|
//PStatTimer timer(_draw_set_state_depth_offset_pcollector);
|
|
do_issue_depth_offset();
|
|
_state_mask.set_bit(depth_offset_slot);
|
|
}
|
|
|
|
int depth_test_slot = DepthTestAttrib::get_class_slot();
|
|
if (_target_rs->get_attrib(depth_test_slot) != _state_rs->get_attrib(depth_test_slot) ||
|
|
!_state_mask.get_bit(depth_test_slot)) {
|
|
//PStatTimer timer(_draw_set_state_depth_test_pcollector);
|
|
do_issue_depth_test();
|
|
_state_mask.set_bit(depth_test_slot);
|
|
}
|
|
|
|
int depth_write_slot = DepthWriteAttrib::get_class_slot();
|
|
if (_target_rs->get_attrib(depth_write_slot) != _state_rs->get_attrib(depth_write_slot) ||
|
|
!_state_mask.get_bit(depth_write_slot)) {
|
|
//PStatTimer timer(_draw_set_state_depth_write_pcollector);
|
|
do_issue_depth_write();
|
|
_state_mask.set_bit(depth_write_slot);
|
|
}
|
|
|
|
int render_mode_slot = RenderModeAttrib::get_class_slot();
|
|
if (_target_rs->get_attrib(render_mode_slot) != _state_rs->get_attrib(render_mode_slot) ||
|
|
!_state_mask.get_bit(render_mode_slot)) {
|
|
//PStatTimer timer(_draw_set_state_render_mode_pcollector);
|
|
do_issue_render_mode();
|
|
_state_mask.set_bit(render_mode_slot);
|
|
}
|
|
|
|
int rescale_normal_slot = RescaleNormalAttrib::get_class_slot();
|
|
if (_target_rs->get_attrib(rescale_normal_slot) != _state_rs->get_attrib(rescale_normal_slot) ||
|
|
!_state_mask.get_bit(rescale_normal_slot)) {
|
|
//PStatTimer timer(_draw_set_state_rescale_normal_pcollector);
|
|
do_issue_rescale_normal();
|
|
_state_mask.set_bit(rescale_normal_slot);
|
|
}
|
|
|
|
int shade_model_slot = ShadeModelAttrib::get_class_slot();
|
|
if (_target_rs->get_attrib(shade_model_slot) != _state_rs->get_attrib(shade_model_slot) ||
|
|
!_state_mask.get_bit(shade_model_slot)) {
|
|
//PStatTimer timer(_draw_set_state_shade_model_pcollector);
|
|
do_issue_shade_model();
|
|
_state_mask.set_bit(shade_model_slot);
|
|
}
|
|
|
|
int transparency_slot = TransparencyAttrib::get_class_slot();
|
|
int color_write_slot = ColorWriteAttrib::get_class_slot();
|
|
int color_blend_slot = ColorBlendAttrib::get_class_slot();
|
|
if (_target_rs->get_attrib(transparency_slot) != _state_rs->get_attrib(transparency_slot) ||
|
|
_target_rs->get_attrib(color_write_slot) != _state_rs->get_attrib(color_write_slot) ||
|
|
_target_rs->get_attrib(color_blend_slot) != _state_rs->get_attrib(color_blend_slot) ||
|
|
!_state_mask.get_bit(transparency_slot) ||
|
|
!_state_mask.get_bit(color_write_slot) ||
|
|
!_state_mask.get_bit(color_blend_slot) ||
|
|
(_target_shader->get_flag(ShaderAttrib::F_disable_alpha_write) !=
|
|
_state_shader->get_flag(ShaderAttrib::F_disable_alpha_write))) {
|
|
//PStatTimer timer(_draw_set_state_blending_pcollector);
|
|
do_issue_blending();
|
|
_state_mask.set_bit(transparency_slot);
|
|
_state_mask.set_bit(color_write_slot);
|
|
_state_mask.set_bit(color_blend_slot);
|
|
}
|
|
|
|
if (_target_shader != _state_shader) {
|
|
//PStatTimer timer(_draw_set_state_shader_pcollector);
|
|
do_issue_shader();
|
|
_state_shader = _target_shader;
|
|
_state_mask.clear_bit(TextureAttrib::get_class_slot());
|
|
}
|
|
|
|
int texture_slot = TextureAttrib::get_class_slot();
|
|
int tex_matrix_slot = TexMatrixAttrib::get_class_slot();
|
|
int tex_gen_slot = TexGenAttrib::get_class_slot();
|
|
if (_target_rs->get_attrib(texture_slot) != _state_rs->get_attrib(texture_slot) ||
|
|
_target_rs->get_attrib(tex_matrix_slot) != _state_rs->get_attrib(tex_matrix_slot) ||
|
|
_target_rs->get_attrib(tex_gen_slot) != _state_rs->get_attrib(tex_gen_slot) ||
|
|
!_state_mask.get_bit(texture_slot) ||
|
|
!_state_mask.get_bit(tex_matrix_slot) ||
|
|
!_state_mask.get_bit(tex_gen_slot)) {
|
|
//PStatTimer timer(_draw_set_state_texture_pcollector);
|
|
determine_target_texture();
|
|
do_issue_texture();
|
|
|
|
_state_texture = _target_texture;
|
|
_state_mask.set_bit(texture_slot);
|
|
_state_mask.set_bit(tex_matrix_slot);
|
|
_state_mask.set_bit(tex_gen_slot);
|
|
}
|
|
|
|
int material_slot = MaterialAttrib::get_class_slot();
|
|
if (_target_rs->get_attrib(material_slot) != _state_rs->get_attrib(material_slot) ||
|
|
!_state_mask.get_bit(material_slot)) {
|
|
//PStatTimer timer(_draw_set_state_material_pcollector);
|
|
do_issue_material();
|
|
_state_mask.set_bit(material_slot);
|
|
if (_current_shader_context) {
|
|
_current_shader_context->issue_parameters(this, Shader::SSD_material);
|
|
}
|
|
}
|
|
|
|
int light_slot = LightAttrib::get_class_slot();
|
|
if (_target_rs->get_attrib(light_slot) != _state_rs->get_attrib(light_slot) ||
|
|
!_state_mask.get_bit(light_slot)) {
|
|
//PStatTimer timer(_draw_set_state_light_pcollector);
|
|
do_issue_light();
|
|
_state_mask.set_bit(light_slot);
|
|
}
|
|
|
|
int stencil_slot = StencilAttrib::get_class_slot();
|
|
if (_target_rs->get_attrib(stencil_slot) != _state_rs->get_attrib(stencil_slot) ||
|
|
!_state_mask.get_bit(stencil_slot)) {
|
|
//PStatTimer timer(_draw_set_state_stencil_pcollector);
|
|
do_issue_stencil();
|
|
_state_mask.set_bit(stencil_slot);
|
|
}
|
|
|
|
int fog_slot = FogAttrib::get_class_slot();
|
|
if (_target_rs->get_attrib(fog_slot) != _state_rs->get_attrib(fog_slot) ||
|
|
!_state_mask.get_bit(fog_slot)) {
|
|
//PStatTimer timer(_draw_set_state_fog_pcollector);
|
|
do_issue_fog();
|
|
_state_mask.set_bit(fog_slot);
|
|
if (_current_shader_context) {
|
|
_current_shader_context->issue_parameters(this, Shader::SSD_fog);
|
|
}
|
|
}
|
|
|
|
int scissor_slot = ScissorAttrib::get_class_slot();
|
|
if (_target_rs->get_attrib(scissor_slot) != _state_rs->get_attrib(scissor_slot) ||
|
|
!_state_mask.get_bit(scissor_slot)) {
|
|
//PStatTimer timer(_draw_set_state_scissor_pcollector);
|
|
do_issue_scissor();
|
|
_state_mask.set_bit(scissor_slot);
|
|
}
|
|
|
|
_state_rs = _target_rs;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::bind_light
|
|
// Access: Public, Virtual
|
|
// Description: Called the first time a particular light has been
|
|
// bound to a given id within a frame, this should set
|
|
// up the associated hardware light with the light's
|
|
// properties.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
bind_light(PointLight *light_obj, const NodePath &light, int light_id) {
|
|
// Get the light in "world coordinates" (actually, view
|
|
// coordinates). This means the light in the coordinate space of
|
|
// the camera, converted to DX's coordinate system.
|
|
CPT(TransformState) transform = light.get_transform(_scene_setup->get_camera_path());
|
|
const LMatrix4 &light_mat = transform->get_mat();
|
|
LMatrix4 rel_mat = light_mat * LMatrix4::convert_mat(CS_yup_left, CS_default);
|
|
LPoint3f pos = LCAST(float, light_obj->get_point() * rel_mat);
|
|
|
|
D3DCOLORVALUE black;
|
|
black.r = black.g = black.b = black.a = 0.0f;
|
|
D3DLIGHT9 alight;
|
|
alight.Type = D3DLIGHT_POINT;
|
|
alight.Diffuse = get_light_color(light_obj);
|
|
alight.Ambient = black ;
|
|
LColorf color = LCAST(float, light_obj->get_specular_color());
|
|
alight.Specular = *(D3DCOLORVALUE *)(color.get_data());
|
|
|
|
// Position needs to specify x, y, z, and w
|
|
// w == 1 implies non-infinite position
|
|
alight.Position = *(D3DVECTOR *)pos.get_data();
|
|
|
|
alight.Range = __D3DLIGHT_RANGE_MAX;
|
|
alight.Falloff = 1.0f;
|
|
|
|
const LVecBase3 &att = light_obj->get_attenuation();
|
|
alight.Attenuation0 = att[0];
|
|
alight.Attenuation1 = att[1];
|
|
alight.Attenuation2 = att[2];
|
|
|
|
HRESULT hr = _d3d_device->SetLight(light_id, &alight);
|
|
if (FAILED(hr)) {
|
|
wdxdisplay9_cat.warning()
|
|
<< "Could not set light properties for " << light
|
|
<< " to id " << light_id << ": " << D3DERRORSTRING(hr) << "\n";
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::bind_light
|
|
// Access: Public, Virtual
|
|
// Description: Called the first time a particular light has been
|
|
// bound to a given id within a frame, this should set
|
|
// up the associated hardware light with the light's
|
|
// properties.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
bind_light(DirectionalLight *light_obj, const NodePath &light, int light_id) {
|
|
static PStatCollector _draw_set_state_light_bind_directional_pcollector("Draw:Set State:Light:Bind:Directional");
|
|
//PStatTimer timer(_draw_set_state_light_bind_directional_pcollector);
|
|
|
|
pair<DirectionalLights::iterator, bool> lookup = _dlights.insert(DirectionalLights::value_type(light, D3DLIGHT9()));
|
|
D3DLIGHT9 &fdata = (*lookup.first).second;
|
|
if (lookup.second) {
|
|
// Get the light in "world coordinates" (actually, view
|
|
// coordinates). This means the light in the coordinate space of
|
|
// the camera, converted to DX's coordinate system.
|
|
CPT(TransformState) transform = light.get_transform(_scene_setup->get_camera_path());
|
|
const LMatrix4 &light_mat = transform->get_mat();
|
|
LMatrix4 rel_mat = light_mat * LMatrix4::convert_mat(CS_yup_left, CS_default);
|
|
LVector3f dir = LCAST(float, light_obj->get_direction() * rel_mat);
|
|
|
|
D3DCOLORVALUE black;
|
|
black.r = black.g = black.b = black.a = 0.0f;
|
|
|
|
ZeroMemory(&fdata, sizeof(D3DLIGHT9));
|
|
|
|
fdata.Type = D3DLIGHT_DIRECTIONAL;
|
|
fdata.Ambient = black ;
|
|
LColorf color = LCAST(float, light_obj->get_specular_color());
|
|
fdata.Specular = *(D3DCOLORVALUE *)(color.get_data());
|
|
|
|
fdata.Direction = *(D3DVECTOR *)dir.get_data();
|
|
|
|
fdata.Range = __D3DLIGHT_RANGE_MAX;
|
|
fdata.Falloff = 1.0f;
|
|
|
|
fdata.Attenuation0 = 1.0f; // constant
|
|
fdata.Attenuation1 = 0.0f; // linear
|
|
fdata.Attenuation2 = 0.0f; // quadratic
|
|
}
|
|
|
|
// We have to reset the Diffuse color at each call, because it might
|
|
// have changed independently of the light object itself (due to
|
|
// color_scale_via_lighting being in effect).
|
|
fdata.Diffuse = get_light_color(light_obj);
|
|
|
|
HRESULT hr = _d3d_device->SetLight(light_id, &fdata);
|
|
if (FAILED(hr)) {
|
|
wdxdisplay9_cat.warning()
|
|
<< "Could not set light properties for " << light
|
|
<< " to id " << light_id << ": " << D3DERRORSTRING(hr) << "\n";
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::bind_light
|
|
// Access: Public, Virtual
|
|
// Description: Called the first time a particular light has been
|
|
// bound to a given id within a frame, this should set
|
|
// up the associated hardware light with the light's
|
|
// properties.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
bind_light(Spotlight *light_obj, const NodePath &light, int light_id) {
|
|
Lens *lens = light_obj->get_lens();
|
|
nassertv(lens != (Lens *)NULL);
|
|
|
|
// Get the light in "world coordinates" (actually, view
|
|
// coordinates). This means the light in the coordinate space of
|
|
// the camera, converted to DX's coordinate system.
|
|
CPT(TransformState) transform = light.get_transform(_scene_setup->get_camera_path());
|
|
const LMatrix4 &light_mat = transform->get_mat();
|
|
LMatrix4 rel_mat = light_mat * LMatrix4::convert_mat(CS_yup_left, CS_default);
|
|
LPoint3f pos = LCAST(float, lens->get_nodal_point() * rel_mat);
|
|
LVector3f dir = LCAST(float, lens->get_view_vector() * rel_mat);
|
|
|
|
D3DCOLORVALUE black;
|
|
black.r = black.g = black.b = black.a = 0.0f;
|
|
|
|
D3DLIGHT9 alight;
|
|
ZeroMemory(&alight, sizeof(D3DLIGHT9));
|
|
|
|
alight.Type = D3DLIGHT_SPOT;
|
|
alight.Ambient = black ;
|
|
alight.Diffuse = get_light_color(light_obj);
|
|
LColorf color = LCAST(float, light_obj->get_specular_color());
|
|
alight.Specular = *(D3DCOLORVALUE *)(color.get_data());
|
|
|
|
alight.Position = *(D3DVECTOR *)pos.get_data();
|
|
|
|
alight.Direction = *(D3DVECTOR *)dir.get_data();
|
|
|
|
alight.Range = __D3DLIGHT_RANGE_MAX;
|
|
|
|
// I determined this formular empirically. It seems to mostly
|
|
// approximate the OpenGL spotlight equation, for a reasonable range
|
|
// of values for FOV.
|
|
PN_stdfloat fov = lens->get_hfov();
|
|
alight.Falloff = light_obj->get_exponent() * (fov * fov * fov) / 1620000.0f;
|
|
|
|
alight.Theta = 0.0f;
|
|
alight.Phi = deg_2_rad(fov);
|
|
|
|
const LVecBase3 &att = light_obj->get_attenuation();
|
|
alight.Attenuation0 = att[0];
|
|
alight.Attenuation1 = att[1];
|
|
alight.Attenuation2 = att[2];
|
|
|
|
HRESULT hr = _d3d_device->SetLight(light_id, &alight);
|
|
if (FAILED(hr)) {
|
|
wdxdisplay9_cat.warning()
|
|
<< "Could not set light properties for " << light
|
|
<< " to id " << light_id << ": " << D3DERRORSTRING(hr) << "\n";
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::get_index_type
|
|
// Access: Protected, Static
|
|
// Description: Maps from the Geom's internal numeric type symbols
|
|
// to DirectX's.
|
|
////////////////////////////////////////////////////////////////////
|
|
D3DFORMAT DXGraphicsStateGuardian9::
|
|
get_index_type(Geom::NumericType numeric_type) {
|
|
switch (numeric_type) {
|
|
case Geom::NT_uint16:
|
|
return D3DFMT_INDEX16;
|
|
|
|
case Geom::NT_uint32:
|
|
return D3DFMT_INDEX32;
|
|
}
|
|
|
|
dxgsg9_cat.error()
|
|
<< "Invalid index NumericType value (" << (int)numeric_type << ")\n";
|
|
return D3DFMT_INDEX16;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::do_issue_material
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
do_issue_material() {
|
|
static Material empty;
|
|
const Material *material;
|
|
const MaterialAttrib *target_material = DCAST(MaterialAttrib, _target_rs->get_attrib_def(MaterialAttrib::get_class_slot()));
|
|
if (target_material->is_off()) {
|
|
material = ∅
|
|
} else {
|
|
material = target_material->get_material();
|
|
}
|
|
|
|
D3DMATERIAL9 cur_material;
|
|
LColorf color = LCAST(float, material->get_diffuse());
|
|
cur_material.Diffuse = *(D3DCOLORVALUE *)(color.get_data());
|
|
color = LCAST(float, material->get_ambient());
|
|
cur_material.Ambient = *(D3DCOLORVALUE *)(color.get_data());
|
|
color = LCAST(float, material->get_specular());
|
|
cur_material.Specular = *(D3DCOLORVALUE *)(color.get_data());
|
|
color = LCAST(float, material->get_emission());
|
|
cur_material.Emissive = *(D3DCOLORVALUE *)(color.get_data());
|
|
cur_material.Power = material->get_shininess();
|
|
|
|
if (material->has_diffuse()) {
|
|
// If the material specifies an diffuse color, use it.
|
|
set_render_state(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL);
|
|
} else {
|
|
// Otherwise, the diffuse color comes from the object color.
|
|
if (_has_material_force_color) {
|
|
color = LCAST(float, _material_force_color);
|
|
cur_material.Diffuse = *(D3DCOLORVALUE *)color.get_data();
|
|
set_render_state(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL);
|
|
} else {
|
|
set_render_state(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
|
|
}
|
|
}
|
|
if (material->has_ambient()) {
|
|
// If the material specifies an ambient color, use it.
|
|
set_render_state(D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL);
|
|
} else {
|
|
// Otherwise, the ambient color comes from the object color.
|
|
if (_has_material_force_color) {
|
|
color = LCAST(float, _material_force_color);
|
|
cur_material.Ambient = *(D3DCOLORVALUE *)color.get_data();
|
|
set_render_state(D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL);
|
|
} else {
|
|
set_render_state(D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_COLOR1);
|
|
}
|
|
}
|
|
|
|
if (material->has_specular()) {
|
|
set_render_state(D3DRS_SPECULARENABLE, TRUE);
|
|
} else {
|
|
set_render_state(D3DRS_SPECULARENABLE, FALSE);
|
|
}
|
|
|
|
if (material->get_local()) {
|
|
set_render_state(D3DRS_LOCALVIEWER, TRUE);
|
|
} else {
|
|
set_render_state(D3DRS_LOCALVIEWER, FALSE);
|
|
}
|
|
|
|
_d3d_device->SetMaterial(&cur_material);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::do_issue_texture
|
|
// Access: Protected
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
do_issue_texture() {
|
|
DO_PSTATS_STUFF(_texture_state_pcollector.add_level(1));
|
|
|
|
if (_texture_binding_shader_context==0) {
|
|
if (_current_shader_context==0) {
|
|
update_standard_texture_bindings();
|
|
} else {
|
|
disable_standard_texture_bindings();
|
|
_current_shader_context->update_shader_texture_bindings(NULL,this);
|
|
}
|
|
} else {
|
|
if (_current_shader_context==0) {
|
|
_texture_binding_shader_context->disable_shader_texture_bindings(this);
|
|
update_standard_texture_bindings();
|
|
} else {
|
|
_current_shader_context->
|
|
update_shader_texture_bindings(_texture_binding_shader_context,this);
|
|
}
|
|
}
|
|
_texture_binding_shader = _current_shader;
|
|
_texture_binding_shader_context = _current_shader_context;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::disable_standard_texture_bindings
|
|
// Access: Private
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
disable_standard_texture_bindings() {
|
|
// Disable the texture stages that are no longer used.
|
|
for (int i = 0; i < _num_active_texture_stages; i++) {
|
|
HRESULT hr;
|
|
|
|
hr = _d3d_device -> SetTexture (i, NULL);
|
|
if (FAILED (hr)) {
|
|
dxgsg9_cat.error()
|
|
<< "SetTexture ("
|
|
<< i
|
|
<< ", NULL) failed "
|
|
<< D3DERRORSTRING(hr);
|
|
}
|
|
set_texture_stage_state(i, D3DTSS_COLOROP, D3DTOP_DISABLE);
|
|
}
|
|
|
|
_num_active_texture_stages = 0;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::update_standard_texture_bindings
|
|
// Access: Protected
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
update_standard_texture_bindings() {
|
|
DO_PSTATS_STUFF(_texture_state_pcollector.add_level(1));
|
|
|
|
int num_stages = _target_texture->get_num_on_ff_stages();
|
|
int num_old_stages = _max_texture_stages;
|
|
if (_state_texture != (TextureAttrib *)NULL) {
|
|
num_old_stages = _state_texture->get_num_on_ff_stages();
|
|
}
|
|
|
|
nassertv(num_stages <= _max_texture_stages &&
|
|
_num_active_texture_stages <= _max_texture_stages);
|
|
|
|
_texture_involves_color_scale = false;
|
|
|
|
// We have to match up the texcoord stage index to the order written
|
|
// out by the DXGeomMunger. This means the texcoord names are
|
|
// written in the order indicated by the TextureAttrib.
|
|
|
|
int si;
|
|
for (si = 0; si < num_stages; si++) {
|
|
TextureStage *stage = _target_texture->get_on_ff_stage(si);
|
|
int texcoord_index = _target_texture->get_ff_tc_index(si);
|
|
|
|
Texture *texture = _target_texture->get_on_texture(stage);
|
|
nassertv(texture != (Texture *)NULL);
|
|
|
|
// We always reissue every stage in DX, just in case the texcoord
|
|
// index or texgen mode or some other property has changed.
|
|
int view = get_current_tex_view_offset() + stage->get_tex_view_offset();
|
|
TextureContext *tc = texture->prepare_now(view, _prepared_objects, this);
|
|
apply_texture(si, tc);
|
|
set_texture_blend_mode(si, stage);
|
|
|
|
int texcoord_dimensions = 2;
|
|
|
|
CPT(TransformState) tex_mat = TransformState::make_identity();
|
|
const TexMatrixAttrib *target_tex_matrix = DCAST(TexMatrixAttrib, _target_rs->get_attrib_def(TexMatrixAttrib::get_class_slot()));
|
|
if (target_tex_matrix->has_stage(stage)) {
|
|
tex_mat = target_tex_matrix->get_transform(stage);
|
|
}
|
|
|
|
// Issue the texgen mode.
|
|
TexGenAttrib::Mode mode = _target_tex_gen->get_mode(stage);
|
|
bool any_point_sprite = false;
|
|
|
|
switch (mode) {
|
|
case TexGenAttrib::M_off:
|
|
case TexGenAttrib::M_light_vector:
|
|
set_texture_stage_state(si, D3DTSS_TEXCOORDINDEX, texcoord_index);
|
|
break;
|
|
|
|
case TexGenAttrib::M_eye_sphere_map:
|
|
{
|
|
set_texture_stage_state(si, D3DTSS_TEXCOORDINDEX,
|
|
texcoord_index | D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR);
|
|
// This texture matrix, applied on top of the texcoord
|
|
// computed by D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR,
|
|
// approximates the effect produced by OpenGL's GL_SPHERE_MAP.
|
|
static CPT(TransformState) sphere_map =
|
|
TransformState::make_mat(LMatrix4(0.33, 0.0f, 0.0f, 0.0f,
|
|
0.0f, 0.33, 0.0f, 0.0f,
|
|
0.0f, 0.0f, 1.0f, 0.0f,
|
|
0.5f, 0.5f, 0.0f, 1.0f));
|
|
tex_mat = tex_mat->compose(sphere_map);
|
|
texcoord_dimensions = 3;
|
|
}
|
|
break;
|
|
|
|
case TexGenAttrib::M_world_cube_map:
|
|
// To achieve world reflection vector, we must transform camera
|
|
// coordinates to world coordinates; i.e. apply the camera
|
|
// transform. In the case of a vector, we should not apply the
|
|
// pos component of the transform.
|
|
{
|
|
set_texture_stage_state(si, D3DTSS_TEXCOORDINDEX,
|
|
texcoord_index | D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR);
|
|
texcoord_dimensions = 3;
|
|
CPT(TransformState) camera_transform = _scene_setup->get_camera_transform()->compose(_inv_cs_transform);
|
|
tex_mat = tex_mat->compose(camera_transform->set_pos(LVecBase3::zero()));
|
|
}
|
|
break;
|
|
|
|
case TexGenAttrib::M_eye_cube_map:
|
|
set_texture_stage_state(si, D3DTSS_TEXCOORDINDEX,
|
|
texcoord_index | D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR);
|
|
tex_mat = tex_mat->compose(_inv_cs_transform);
|
|
texcoord_dimensions = 3;
|
|
break;
|
|
|
|
case TexGenAttrib::M_world_normal:
|
|
// To achieve world normal, we must transform camera coordinates
|
|
// to world coordinates; i.e. apply the camera transform. In
|
|
// the case of a normal, we should not apply the pos component
|
|
// of the transform.
|
|
{
|
|
set_texture_stage_state(si, D3DTSS_TEXCOORDINDEX,
|
|
texcoord_index | D3DTSS_TCI_CAMERASPACENORMAL);
|
|
texcoord_dimensions = 3;
|
|
CPT(TransformState) camera_transform = _scene_setup->get_camera_transform()->compose(_inv_cs_transform);
|
|
tex_mat = tex_mat->compose(camera_transform->set_pos(LVecBase3::zero()));
|
|
}
|
|
break;
|
|
|
|
case TexGenAttrib::M_eye_normal:
|
|
set_texture_stage_state(si, D3DTSS_TEXCOORDINDEX,
|
|
texcoord_index | D3DTSS_TCI_CAMERASPACENORMAL);
|
|
texcoord_dimensions = 3;
|
|
tex_mat = tex_mat->compose(_inv_cs_transform);
|
|
break;
|
|
|
|
case TexGenAttrib::M_world_position:
|
|
// To achieve world position, we must transform camera
|
|
// coordinates to world coordinates; i.e. apply the
|
|
// camera transform.
|
|
{
|
|
set_texture_stage_state(si, D3DTSS_TEXCOORDINDEX,
|
|
texcoord_index | D3DTSS_TCI_CAMERASPACEPOSITION);
|
|
texcoord_dimensions = 3;
|
|
CPT(TransformState) camera_transform = _scene_setup->get_camera_transform()->compose(_inv_cs_transform);
|
|
tex_mat = tex_mat->compose(camera_transform);
|
|
}
|
|
break;
|
|
|
|
case TexGenAttrib::M_eye_position:
|
|
set_texture_stage_state(si, D3DTSS_TEXCOORDINDEX,
|
|
texcoord_index | D3DTSS_TCI_CAMERASPACEPOSITION);
|
|
texcoord_dimensions = 3;
|
|
tex_mat = tex_mat->compose(_inv_cs_transform);
|
|
break;
|
|
|
|
case TexGenAttrib::M_point_sprite:
|
|
set_texture_stage_state(si, D3DTSS_TEXCOORDINDEX, texcoord_index);
|
|
any_point_sprite = true;
|
|
break;
|
|
|
|
case TexGenAttrib::M_constant:
|
|
// To generate a constant UV(w) coordinate everywhere, we use
|
|
// CAMERASPACEPOSITION coordinates, but we construct a special
|
|
// matrix that flattens the existing values to zero and then
|
|
// adds our desired value.
|
|
|
|
// The only reason we need to specify CAMERASPACEPOSITION at
|
|
// all, instead of using whatever texture coordinates (if any)
|
|
// happen to be on the vertices, is because we need to guarantee
|
|
// that there are 3-d texture coordinates, because of the
|
|
// 3-component texture coordinate in get_constant_value().
|
|
{
|
|
set_texture_stage_state(si, D3DTSS_TEXCOORDINDEX,
|
|
texcoord_index | D3DTSS_TCI_CAMERASPACEPOSITION);
|
|
texcoord_dimensions = 3;
|
|
|
|
const LTexCoord3 &v = _target_tex_gen->get_constant_value(stage);
|
|
CPT(TransformState) squash =
|
|
TransformState::make_pos_hpr_scale(v, LVecBase3::zero(),
|
|
LVecBase3::zero());
|
|
tex_mat = tex_mat->compose(squash);
|
|
}
|
|
break;
|
|
}
|
|
|
|
set_render_state(D3DRS_POINTSPRITEENABLE, any_point_sprite);
|
|
|
|
if (!tex_mat->is_identity()) {
|
|
if (/*tex_mat->is_2d() &&*/ texcoord_dimensions <= 2) {
|
|
// For 2-d texture coordinates, we have to reorder the matrix.
|
|
LMatrix4 m = tex_mat->get_mat();
|
|
LMatrix4f mf;
|
|
mf.set(m(0, 0), m(0, 1), m(0, 3), 0.0f,
|
|
m(1, 0), m(1, 1), m(1, 3), 0.0f,
|
|
m(3, 0), m(3, 1), m(3, 3), 0.0f,
|
|
0.0f, 0.0f, 0.0f, 1.0f);
|
|
_d3d_device->SetTransform(get_tex_mat_sym(si), (D3DMATRIX *)mf.get_data());
|
|
set_texture_stage_state(si, D3DTSS_TEXTURETRANSFORMFLAGS,
|
|
D3DTTFF_COUNT2);
|
|
} else {
|
|
LMatrix4f mf = LCAST(float, tex_mat->get_mat());
|
|
_d3d_device->SetTransform(get_tex_mat_sym(si), (D3DMATRIX *)mf.get_data());
|
|
DWORD transform_flags = texcoord_dimensions;
|
|
if (mf.get_col(3) != LVecBase4f(0.0f, 0.0f, 0.0f, 1.0f)) {
|
|
// If we have a projected texture matrix, we also need to
|
|
// set D3DTTFF_COUNT4.
|
|
transform_flags = D3DTTFF_COUNT4 | D3DTTFF_PROJECTED;
|
|
}
|
|
set_texture_stage_state(si, D3DTSS_TEXTURETRANSFORMFLAGS,
|
|
transform_flags);
|
|
}
|
|
|
|
} else {
|
|
set_texture_stage_state(si, D3DTSS_TEXTURETRANSFORMFLAGS,
|
|
D3DTTFF_DISABLE);
|
|
// For some reason, "disabling" texture coordinate transforms
|
|
// doesn't seem to be sufficient. We'll load an identity matrix
|
|
// to underscore the point.
|
|
_d3d_device->SetTransform(get_tex_mat_sym(si), &_d3d_ident_mat);
|
|
}
|
|
}
|
|
|
|
// Disable the texture stages that are no longer used.
|
|
for (si = num_stages; si < _num_active_texture_stages; si++) {
|
|
set_texture_stage_state(si, D3DTSS_COLOROP, D3DTOP_DISABLE);
|
|
_d3d_device->SetTexture(si, NULL);
|
|
}
|
|
|
|
// Save the count of texture stages for next time.
|
|
_num_active_texture_stages = num_stages;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::do_issue_blending
|
|
// Access: Protected, Virtual
|
|
// Description: Called after any of the things that might change
|
|
// blending state have changed, this function is
|
|
// responsible for setting the appropriate color
|
|
// blending mode based on the current properties.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
do_issue_blending() {
|
|
// Handle the color_write attrib. If color_write is off, then
|
|
// all the other blending-related stuff doesn't matter. If the
|
|
// device doesn't support color-write, we use blending tricks
|
|
// to effectively disable color write.
|
|
const ColorWriteAttrib *target_color_write = DCAST(ColorWriteAttrib, _target_rs->get_attrib_def(ColorWriteAttrib::get_class_slot()));
|
|
unsigned int color_channels =
|
|
target_color_write->get_channels() & _color_write_mask;
|
|
if (_target_shader->get_flag(ShaderAttrib::F_disable_alpha_write)) {
|
|
color_channels &= ~(ColorWriteAttrib::C_alpha);
|
|
}
|
|
if (color_channels == ColorWriteAttrib::C_off) {
|
|
if (_screen->_can_direct_disable_color_writes) {
|
|
set_render_state(D3DRS_ALPHABLENDENABLE, FALSE);
|
|
set_render_state(D3DRS_COLORWRITEENABLE, (DWORD)0x0);
|
|
} else {
|
|
set_render_state(D3DRS_ALPHABLENDENABLE, TRUE);
|
|
set_render_state(D3DRS_SRCBLEND, D3DBLEND_ZERO);
|
|
set_render_state(D3DRS_DESTBLEND, D3DBLEND_ONE);
|
|
}
|
|
return;
|
|
} else {
|
|
if (_screen->_can_direct_disable_color_writes) {
|
|
set_render_state(D3DRS_COLORWRITEENABLE, color_channels);
|
|
}
|
|
}
|
|
|
|
const ColorBlendAttrib *target_color_blend = DCAST(ColorBlendAttrib, _target_rs->get_attrib_def(ColorBlendAttrib::get_class_slot()));
|
|
CPT(ColorBlendAttrib) color_blend = target_color_blend;
|
|
ColorBlendAttrib::Mode color_blend_mode = target_color_blend->get_mode();
|
|
|
|
const TransparencyAttrib *target_transparency = DCAST(TransparencyAttrib, _target_rs->get_attrib_def(TransparencyAttrib::get_class_slot()));
|
|
TransparencyAttrib::Mode transparency_mode = target_transparency->get_mode();
|
|
|
|
// Is there a color blend set?
|
|
if (color_blend_mode != ColorBlendAttrib::M_none) {
|
|
set_render_state(D3DRS_ALPHABLENDENABLE, TRUE);
|
|
|
|
switch (color_blend_mode) {
|
|
case ColorBlendAttrib::M_add:
|
|
set_render_state(D3DRS_BLENDOP, D3DBLENDOP_ADD);
|
|
break;
|
|
|
|
case ColorBlendAttrib::M_subtract:
|
|
set_render_state(D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
|
|
break;
|
|
|
|
case ColorBlendAttrib::M_inv_subtract:
|
|
set_render_state(D3DRS_BLENDOP, D3DBLENDOP_REVSUBTRACT);
|
|
break;
|
|
|
|
case ColorBlendAttrib::M_min:
|
|
set_render_state(D3DRS_BLENDOP, D3DBLENDOP_MIN);
|
|
break;
|
|
|
|
case ColorBlendAttrib::M_max:
|
|
set_render_state(D3DRS_BLENDOP, D3DBLENDOP_MAX);
|
|
break;
|
|
}
|
|
|
|
set_render_state(D3DRS_SRCBLEND,
|
|
get_blend_func(color_blend->get_operand_a()));
|
|
set_render_state(D3DRS_DESTBLEND,
|
|
get_blend_func(color_blend->get_operand_b()));
|
|
return;
|
|
}
|
|
|
|
// No color blend; is there a transparency set?
|
|
switch (transparency_mode) {
|
|
case TransparencyAttrib::M_none:
|
|
case TransparencyAttrib::M_binary:
|
|
break;
|
|
|
|
case TransparencyAttrib::M_alpha:
|
|
case TransparencyAttrib::M_multisample:
|
|
case TransparencyAttrib::M_multisample_mask:
|
|
case TransparencyAttrib::M_dual:
|
|
set_render_state(D3DRS_ALPHABLENDENABLE, TRUE);
|
|
set_render_state(D3DRS_BLENDOP, D3DBLENDOP_ADD);
|
|
set_render_state(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
|
|
set_render_state(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
|
|
return;
|
|
|
|
default:
|
|
dxgsg9_cat.error()
|
|
<< "invalid transparency mode " << (int)transparency_mode << endl;
|
|
break;
|
|
}
|
|
|
|
// Nothing's set, so disable blending.
|
|
set_render_state(D3DRS_ALPHABLENDENABLE, FALSE);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::reissue_transforms
|
|
// Access: Protected, Virtual
|
|
// Description: Called by clear_state_and_transform() to ensure that
|
|
// the current modelview and projection matrices are
|
|
// properly loaded in the graphics state, after a
|
|
// callback might have mucked them up.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
reissue_transforms() {
|
|
prepare_lens();
|
|
do_issue_transform();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::enable_lighting
|
|
// Access: Protected, Virtual
|
|
// Description: Intended to be overridden by a derived class to
|
|
// enable or disable the use of lighting overall. This
|
|
// is called by issue_light() according to whether any
|
|
// lights are in use or not.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
enable_lighting(bool enable) {
|
|
set_render_state(D3DRS_LIGHTING, (DWORD)enable);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::set_ambient_light
|
|
// Access: Protected, Virtual
|
|
// Description: Intended to be overridden by a derived class to
|
|
// indicate the color of the ambient light that should
|
|
// be in effect. This is called by issue_light() after
|
|
// all other lights have been enabled or disabled.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
set_ambient_light(const LColor &color) {
|
|
LColor c = color;
|
|
c.set(c[0] * _light_color_scale[0],
|
|
c[1] * _light_color_scale[1],
|
|
c[2] * _light_color_scale[2],
|
|
c[3] * _light_color_scale[3]);
|
|
|
|
set_render_state(D3DRS_AMBIENT, LColor_to_D3DCOLOR(c));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::enable_light
|
|
// Access: Protected, Virtual
|
|
// Description: Intended to be overridden by a derived class to
|
|
// enable the indicated light id. A specific Light will
|
|
// already have been bound to this id via bind_light().
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
enable_light(int light_id, bool enable) {
|
|
HRESULT hr = _d3d_device->LightEnable(light_id, enable);
|
|
|
|
if (FAILED(hr)) {
|
|
wdxdisplay9_cat.warning()
|
|
<< "Could not enable light " << light_id << ": "
|
|
<< D3DERRORSTRING(hr) << "\n";
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::enable_clip_plane
|
|
// Access: Protected, Virtual
|
|
// Description: Intended to be overridden by a derived class to
|
|
// enable the indicated clip_plane id. A specific
|
|
// PlaneNode will already have been bound to this id via
|
|
// bind_clip_plane().
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
enable_clip_plane(int plane_id, bool enable) {
|
|
if (enable) {
|
|
_clip_plane_bits |= ((DWORD)1 << plane_id);
|
|
} else {
|
|
_clip_plane_bits &= ~((DWORD)1 << plane_id);
|
|
}
|
|
set_render_state(D3DRS_CLIPPLANEENABLE, _clip_plane_bits);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::bind_clip_plane
|
|
// Access: Protected, Virtual
|
|
// Description: Called the first time a particular clip_plane has been
|
|
// bound to a given id within a frame, this should set
|
|
// up the associated hardware clip_plane with the clip_plane's
|
|
// properties.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
bind_clip_plane(const NodePath &plane, int plane_id) {
|
|
// Get the plane in "world coordinates" (actually, view
|
|
// coordinates). This means the plane in the coordinate space of
|
|
// the camera, converted to DX's coordinate system.
|
|
CPT(TransformState) transform = plane.get_transform(_scene_setup->get_camera_path());
|
|
const LMatrix4 &plane_mat = transform->get_mat();
|
|
LMatrix4 rel_mat = plane_mat * LMatrix4::convert_mat(CS_yup_left, CS_default);
|
|
const PlaneNode *plane_node;
|
|
DCAST_INTO_V(plane_node, plane.node());
|
|
LPlanef world_plane = LCAST(float, plane_node->get_plane() * rel_mat);
|
|
|
|
HRESULT hr = _d3d_device->SetClipPlane(plane_id, world_plane.get_data());
|
|
if (FAILED(hr)) {
|
|
wdxdisplay9_cat.warning()
|
|
<< "Could not set clip plane for " << plane
|
|
<< " to id " << plane_id << ": " << D3DERRORSTRING(hr) << "\n";
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::close_gsg
|
|
// Access: Protected, Virtual
|
|
// Description: This is called by the associated GraphicsWindow when
|
|
// close_window() is called. It should null out the
|
|
// _win pointer and possibly free any open resources
|
|
// associated with the GSG.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
close_gsg() {
|
|
GraphicsStateGuardian::close_gsg();
|
|
|
|
if (dxgsg9_cat.is_debug()) {
|
|
dxgsg9_cat.debug()
|
|
<< "Closing GSG, prepared_objects count = "
|
|
<< _prepared_objects->get_ref_count() << "\n";
|
|
}
|
|
|
|
// Unlike in OpenGL, in DX9 it is safe to try to explicitly release
|
|
// any textures here. And it may even be a good idea.
|
|
if (_prepared_objects->get_ref_count() == 1) {
|
|
release_all();
|
|
|
|
// Now we need to actually delete all of the objects we just
|
|
// released.
|
|
Thread *current_thread = Thread::get_current_thread();
|
|
_prepared_objects->begin_frame(this, current_thread);
|
|
_prepared_objects->end_frame(current_thread);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::free_nondx_resources
|
|
// Access: Public
|
|
// Description: Frees some memory that was explicitly allocated
|
|
// within the dxgsg.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
free_nondx_resources() {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::free_d3d_device
|
|
// Access: Public
|
|
// Description: setup for re-calling dx_init(), this is not the final
|
|
// exit cleanup routine (see dx_cleanup)
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
free_d3d_device() {
|
|
// dont want a full reset of gsg, just a state clear
|
|
_state_rs = RenderState::make_empty();
|
|
_state_mask.clear();
|
|
|
|
// want gsg to pass all state settings through
|
|
|
|
_dx_is_ready = false;
|
|
|
|
if (_d3d_device != NULL) {
|
|
for(int i = 0; i < D3D_MAXTEXTURESTAGES; i++) {
|
|
// d3d should release this stuff internally anyway, but whatever
|
|
_d3d_device->SetTexture(i, NULL);
|
|
}
|
|
}
|
|
|
|
release_all();
|
|
|
|
if (_d3d_device != NULL) {
|
|
RELEASE(_d3d_device, dxgsg9, "d3dDevice", RELEASE_DOWN_TO_ZERO);
|
|
}
|
|
|
|
free_nondx_resources();
|
|
|
|
// obviously we dont release ID3D9, just ID3DDevice9
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::set_draw_buffer
|
|
// Access: Protected
|
|
// Description: Sets up the glDrawBuffer to render into the buffer
|
|
// indicated by the RenderBuffer object. This only sets
|
|
// up the color bits; it does not affect the depth,
|
|
// stencil, accum layers.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
set_draw_buffer(const RenderBuffer &rb) {
|
|
dxgsg9_cat.fatal() << "DX set_draw_buffer unimplemented!!!";
|
|
return;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::set_read_buffer
|
|
// Access: Protected
|
|
// Description: Vestigial analog of glReadBuffer
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
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;
|
|
} 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";
|
|
}
|
|
return;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::do_auto_rescale_normal
|
|
// Access: Protected
|
|
// Description: Issues the appropriate DX commands to either rescale
|
|
// or normalize the normals according to the current
|
|
// transform.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
do_auto_rescale_normal() {
|
|
if (_internal_transform->has_identity_scale()) {
|
|
// If there's no scale, don't normalize anything.
|
|
set_render_state(D3DRS_NORMALIZENORMALS, false);
|
|
} else {
|
|
// If there is a scale, turn on normalization.
|
|
set_render_state(D3DRS_NORMALIZENORMALS, true);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::get_light_color
|
|
// Access: Public
|
|
// Description: Returns the array of four floats that should be
|
|
// issued as the light's color, as scaled by the current
|
|
// value of _light_color_scale, in the case of
|
|
// color_scale_via_lighting.
|
|
////////////////////////////////////////////////////////////////////
|
|
const D3DCOLORVALUE &DXGraphicsStateGuardian9::
|
|
get_light_color(Light *light) const {
|
|
LColor c = light->get_color();
|
|
static LColorf cf;
|
|
cf.set(c[0] * _light_color_scale[0],
|
|
c[1] * _light_color_scale[1],
|
|
c[2] * _light_color_scale[2],
|
|
c[3] * _light_color_scale[3]);
|
|
return *(D3DCOLORVALUE *)cf.get_data();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::get_blend_func
|
|
// Access: Protected, Static
|
|
// Description: Maps from ColorBlendAttrib::Operand to D3DBLEND
|
|
// value.
|
|
////////////////////////////////////////////////////////////////////
|
|
D3DBLEND DXGraphicsStateGuardian9::
|
|
get_blend_func(ColorBlendAttrib::Operand operand) {
|
|
switch (operand) {
|
|
case ColorBlendAttrib::O_zero:
|
|
return D3DBLEND_ZERO;
|
|
|
|
case ColorBlendAttrib::O_one:
|
|
return D3DBLEND_ONE;
|
|
|
|
case ColorBlendAttrib::O_incoming_color:
|
|
return D3DBLEND_SRCCOLOR;
|
|
|
|
case ColorBlendAttrib::O_one_minus_incoming_color:
|
|
return D3DBLEND_INVSRCCOLOR;
|
|
|
|
case ColorBlendAttrib::O_fbuffer_color:
|
|
return D3DBLEND_DESTCOLOR;
|
|
|
|
case ColorBlendAttrib::O_one_minus_fbuffer_color:
|
|
return D3DBLEND_INVDESTCOLOR;
|
|
|
|
case ColorBlendAttrib::O_incoming_alpha:
|
|
return D3DBLEND_SRCALPHA;
|
|
|
|
case ColorBlendAttrib::O_one_minus_incoming_alpha:
|
|
return D3DBLEND_INVSRCALPHA;
|
|
|
|
case ColorBlendAttrib::O_fbuffer_alpha:
|
|
return D3DBLEND_DESTALPHA;
|
|
|
|
case ColorBlendAttrib::O_one_minus_fbuffer_alpha:
|
|
return D3DBLEND_INVDESTALPHA;
|
|
|
|
case ColorBlendAttrib::O_constant_color:
|
|
// Not supported by DX.
|
|
return D3DBLEND_SRCCOLOR;
|
|
|
|
case ColorBlendAttrib::O_one_minus_constant_color:
|
|
// Not supported by DX.
|
|
return D3DBLEND_INVSRCCOLOR;
|
|
|
|
case ColorBlendAttrib::O_constant_alpha:
|
|
// Not supported by DX.
|
|
return D3DBLEND_SRCALPHA;
|
|
|
|
case ColorBlendAttrib::O_one_minus_constant_alpha:
|
|
// Not supported by DX.
|
|
return D3DBLEND_INVSRCALPHA;
|
|
|
|
case ColorBlendAttrib::O_incoming_color_saturate:
|
|
return D3DBLEND_SRCALPHASAT;
|
|
}
|
|
|
|
dxgsg9_cat.error()
|
|
<< "Unknown color blend operand " << (int)operand << endl;
|
|
return D3DBLEND_ZERO;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::report_texmgr_stats
|
|
// Access: Protected
|
|
// Description: Reports the DX texture manager's activity to PStats.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
report_texmgr_stats() {
|
|
|
|
#ifdef DO_PSTATS
|
|
HRESULT hr;
|
|
hr = 0;
|
|
|
|
#ifdef TEXMGRSTATS_USES_GETAVAILVIDMEM
|
|
DWORD dwTexTotal, dwTexFree, dwVidTotal, dwVidFree;
|
|
|
|
if (_total_texmem_pcollector.is_active()) {
|
|
DDSCAPS2 ddsCaps;
|
|
|
|
ZeroMemory(&ddsCaps, sizeof(ddsCaps));
|
|
|
|
ddsCaps.dwCaps = DDSCAPS_VIDEOMEMORY | DDSCAPS_PRIMARYSURFACE | DDSCAPS_3DDEVICE;
|
|
if (FAILED( hr = _d3d_device->GetAvailableVidMem(&ddsCaps, &dwVidTotal, &dwVidFree))) {
|
|
dxgsg9_cat.fatal() << "report_texmgr GetAvailableVidMem for VIDMEM failed : result = " << D3DERRORSTRING(hr);
|
|
throw_event("panda3d-render-error");
|
|
return;
|
|
}
|
|
|
|
ddsCaps.dwCaps = DDSCAPS_TEXTURE;
|
|
if (FAILED( hr = _d3d_device->GetAvailableVidMem(&ddsCaps, &dwTexTotal, &dwTexFree))) {
|
|
dxgsg9_cat.fatal() << "report_texmgr GetAvailableVidMem for TEXTURE failed : result = " << D3DERRORSTRING(hr);
|
|
throw_event("panda3d-render-error");
|
|
return;
|
|
}
|
|
}
|
|
#endif // TEXMGRSTATS_USES_GETAVAILVIDMEM
|
|
|
|
D3DDEVINFO_RESOURCEMANAGER all_resource_stats;
|
|
ZeroMemory(&all_resource_stats, sizeof(D3DDEVINFO_RESOURCEMANAGER));
|
|
|
|
/* ***** DX9, GetInfo ( ) NOT IN DX9 */
|
|
/*
|
|
if (!_tex_stats_retrieval_impossible) {
|
|
hr = _d3d_device->GetInfo(D3DDEVINFOID_RESOURCEMANAGER, &all_resource_stats, sizeof(D3DDEVINFO_RESOURCEMANAGER));
|
|
if (hr != D3D_OK) {
|
|
if (hr == S_FALSE) {
|
|
static int PrintedMsg = 2;
|
|
if (PrintedMsg>0) {
|
|
if (dxgsg9_cat.is_debug()) {
|
|
dxgsg9_cat.debug()
|
|
<< "texstats GetInfo() requires debug DX DLLs to be installed!!\n";
|
|
}
|
|
ZeroMemory(&all_resource_stats, sizeof(D3DDEVINFO_RESOURCEMANAGER));
|
|
_tex_stats_retrieval_impossible = true;
|
|
}
|
|
} else {
|
|
dxgsg9_cat.error() << "GetInfo(RESOURCEMANAGER) failed to get tex stats: result = " << D3DERRORSTRING(hr);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
|
|
// Tell PStats about the state of the texture memory.
|
|
|
|
if (_texmgrmem_total_pcollector.is_active()) {
|
|
// report zero if no debug dlls, to signal this info is invalid
|
|
_texmgrmem_total_pcollector.set_level(all_resource_stats.stats[D3DRTYPE_TEXTURE].TotalBytes);
|
|
_texmgrmem_resident_pcollector.set_level(all_resource_stats.stats[D3DRTYPE_TEXTURE].WorkingSetBytes);
|
|
}
|
|
#ifdef TEXMGRSTATS_USES_GETAVAILVIDMEM
|
|
if (_total_texmem_pcollector.is_active()) {
|
|
_total_texmem_pcollector.set_level(dwTexTotal);
|
|
_used_texmem_pcollector.set_level(dwTexTotal - dwTexFree);
|
|
}
|
|
#endif // TEXMGRSTATS_USES_GETAVAILVIDMEM
|
|
#endif // DO_PSTATS
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::set_context
|
|
// Access: Protected
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
set_context(DXScreenData *new_context) {
|
|
nassertv(new_context != NULL);
|
|
_screen = new_context;
|
|
_d3d_device = _screen->_d3d_device; //copy this one field for speed of deref
|
|
_swap_chain = _screen->_swap_chain; //copy this one field for speed of deref
|
|
|
|
_screen->_dxgsg9 = this;
|
|
set_cg_device(_d3d_device);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::set_render_target
|
|
// Access: Protected
|
|
// Description: Set render target to the backbuffer of current swap
|
|
// chain.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
set_render_target() {
|
|
if (_d3d_device == NULL) {
|
|
return;
|
|
}
|
|
|
|
LPDIRECT3DSURFACE9 back = NULL, stencil = NULL;
|
|
|
|
UINT swap_chain;
|
|
|
|
/* ***** DX9 swap_chain ??? */
|
|
swap_chain = 0;
|
|
|
|
if (!_swap_chain) //maybe fullscreen mode or main/single window
|
|
_d3d_device->GetBackBuffer(swap_chain, 0, D3DBACKBUFFER_TYPE_MONO, &back);
|
|
else
|
|
_swap_chain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &back);
|
|
|
|
//wdxdisplay9_cat.debug() << "swapchain is " << _swap_chain << "\n";
|
|
//wdxdisplay9_cat.debug() << "back buffer is " << back << "\n";
|
|
|
|
_d3d_device->GetDepthStencilSurface(&stencil);
|
|
|
|
// _d3d_device->SetRenderTarget(back, stencil);
|
|
DWORD render_target_index;
|
|
render_target_index = 0;
|
|
_d3d_device->SetRenderTarget(render_target_index, back);
|
|
|
|
if (back) {
|
|
back->Release();
|
|
}
|
|
if (stencil) {
|
|
stencil->Release();
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::set_texture_blend_mode
|
|
// Access: Protected
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
set_texture_blend_mode(int i, const TextureStage *stage) {
|
|
switch (stage->get_mode()) {
|
|
case TextureStage::M_modulate:
|
|
case TextureStage::M_modulate_glow:
|
|
case TextureStage::M_modulate_gloss:
|
|
// emulates GL_MODULATE glTexEnv mode
|
|
set_texture_stage_state(i, D3DTSS_COLOROP, D3DTOP_MODULATE);
|
|
set_texture_stage_state(i, D3DTSS_COLORARG1, D3DTA_TEXTURE);
|
|
set_texture_stage_state(i, D3DTSS_COLORARG2, D3DTA_CURRENT);
|
|
set_texture_stage_state(i, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
|
|
set_texture_stage_state(i, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
|
set_texture_stage_state(i, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
|
|
break;
|
|
|
|
case TextureStage::M_decal:
|
|
// emulates GL_DECAL glTexEnv mode
|
|
set_texture_stage_state(i, D3DTSS_COLOROP, D3DTOP_BLENDTEXTUREALPHA);
|
|
set_texture_stage_state(i, D3DTSS_COLORARG1, D3DTA_TEXTURE);
|
|
set_texture_stage_state(i, D3DTSS_COLORARG2, D3DTA_CURRENT);
|
|
|
|
set_texture_stage_state(i, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
|
|
set_texture_stage_state(i, D3DTSS_ALPHAARG1, D3DTA_CURRENT);
|
|
break;
|
|
|
|
case TextureStage::M_replace:
|
|
set_texture_stage_state(i, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
|
|
set_texture_stage_state(i, D3DTSS_COLORARG1, D3DTA_TEXTURE);
|
|
|
|
set_texture_stage_state(i, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
|
|
set_texture_stage_state(i, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
|
break;
|
|
|
|
case TextureStage::M_add:
|
|
set_texture_stage_state(i, D3DTSS_COLOROP, D3DTOP_ADD);
|
|
set_texture_stage_state(i, D3DTSS_COLORARG1, D3DTA_TEXTURE);
|
|
set_texture_stage_state(i, D3DTSS_COLORARG2, D3DTA_CURRENT);
|
|
|
|
set_texture_stage_state(i, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
|
|
set_texture_stage_state(i, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
|
set_texture_stage_state(i, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
|
|
break;
|
|
|
|
case TextureStage::M_blend:
|
|
case TextureStage::M_blend_color_scale:
|
|
{
|
|
set_texture_stage_state(i, D3DTSS_COLOROP, D3DTOP_LERP);
|
|
set_texture_stage_state(i, D3DTSS_COLORARG0, D3DTA_TEXTURE);
|
|
set_texture_stage_state(i, D3DTSS_COLORARG2, D3DTA_CURRENT);
|
|
set_texture_stage_state(i, D3DTSS_COLORARG1, _constant_color_operand);
|
|
|
|
set_texture_stage_state(i, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
|
|
set_texture_stage_state(i, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
|
set_texture_stage_state(i, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
|
|
}
|
|
break;
|
|
|
|
case TextureStage::M_combine:
|
|
// M_combine mode begins a collection of more sophisticated modes,
|
|
// which match up more closely with DirectX's built-in modes.
|
|
set_texture_stage_state
|
|
(i, D3DTSS_COLOROP,
|
|
get_texture_operation(stage->get_combine_rgb_mode(),
|
|
stage->get_rgb_scale()));
|
|
|
|
switch (stage->get_num_combine_rgb_operands()) {
|
|
case 3:
|
|
set_texture_stage_state
|
|
(i, D3DTSS_COLORARG0,
|
|
get_texture_argument(stage->get_combine_rgb_source2(),
|
|
stage->get_combine_rgb_operand2()));
|
|
// fall through
|
|
|
|
case 2:
|
|
set_texture_stage_state
|
|
(i, D3DTSS_COLORARG2,
|
|
get_texture_argument(stage->get_combine_rgb_source1(),
|
|
stage->get_combine_rgb_operand1()));
|
|
// fall through
|
|
|
|
case 1:
|
|
set_texture_stage_state
|
|
(i, D3DTSS_COLORARG1,
|
|
get_texture_argument(stage->get_combine_rgb_source0(),
|
|
stage->get_combine_rgb_operand0()));
|
|
// fall through
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
set_texture_stage_state
|
|
(i, D3DTSS_ALPHAOP,
|
|
get_texture_operation(stage->get_combine_alpha_mode(),
|
|
stage->get_alpha_scale()));
|
|
|
|
switch (stage->get_num_combine_alpha_operands()) {
|
|
case 3:
|
|
set_texture_stage_state
|
|
(i, D3DTSS_ALPHAARG0,
|
|
get_texture_argument(stage->get_combine_alpha_source2(),
|
|
stage->get_combine_alpha_operand2()));
|
|
// fall through
|
|
|
|
case 2:
|
|
set_texture_stage_state
|
|
(i, D3DTSS_ALPHAARG2,
|
|
get_texture_argument(stage->get_combine_alpha_source1(),
|
|
stage->get_combine_alpha_operand1()));
|
|
// fall through
|
|
|
|
case 1:
|
|
set_texture_stage_state
|
|
(i, D3DTSS_ALPHAARG1,
|
|
get_texture_argument(stage->get_combine_alpha_source0(),
|
|
stage->get_combine_alpha_operand0()));
|
|
// fall through
|
|
|
|
default:
|
|
break;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
dxgsg9_cat.error()
|
|
<< "Unknown texture mode " << (int)stage->get_mode() << endl;
|
|
break;
|
|
}
|
|
|
|
if (stage->get_saved_result()) {
|
|
set_texture_stage_state(i, D3DTSS_RESULTARG, D3DTA_TEMP);
|
|
} else {
|
|
set_texture_stage_state(i, D3DTSS_RESULTARG, D3DTA_CURRENT);
|
|
}
|
|
|
|
if (stage->uses_color()) {
|
|
// Set up the constant color for this stage.
|
|
|
|
D3DCOLOR constant_color;
|
|
if (stage->involves_color_scale() && _color_scale_enabled) {
|
|
LColor color = stage->get_color();
|
|
color.set(color[0] * _current_color_scale[0],
|
|
color[1] * _current_color_scale[1],
|
|
color[2] * _current_color_scale[2],
|
|
color[3] * _current_color_scale[3]);
|
|
_texture_involves_color_scale = true;
|
|
constant_color = LColor_to_D3DCOLOR(color);
|
|
} else {
|
|
constant_color = LColor_to_D3DCOLOR(stage->get_color());
|
|
}
|
|
if (_supports_texture_constant_color) {
|
|
set_texture_stage_state(i, D3DTSS_CONSTANT, constant_color);
|
|
} else {
|
|
// This device doesn't supoprt a per-stage constant color, so we
|
|
// have to fall back to a single constant color for the overall
|
|
// texture pipeline.
|
|
set_render_state(D3DRS_TEXTUREFACTOR, constant_color);
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::dx_cleanup
|
|
// Access: Protected
|
|
// Description: Clean up the DirectX environment, accounting for exit()
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
dx_cleanup() {
|
|
if (!_d3d_device) {
|
|
return;
|
|
}
|
|
|
|
free_nondx_resources();
|
|
PRINT_REFCNT(dxgsg9, _d3d_device);
|
|
|
|
// Do a safe check for releasing the D3DDEVICE. RefCount should be zero.
|
|
// if we're called from exit(), _d3d_device may already have been released
|
|
RELEASE(_d3d_device, dxgsg9, "d3dDevice", RELEASE_DOWN_TO_ZERO);
|
|
_screen->_d3d_device = NULL;
|
|
|
|
// Releasing pD3D is now the responsibility of the GraphicsPipe destructor
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::reset_d3d_device
|
|
// Access: Protected
|
|
// Description: This function checks current device's framebuffer
|
|
// dimension against passed p_presentation_params backbuffer
|
|
// dimension to determine a device reset if there is
|
|
// only one window or it is the main window or
|
|
// fullscreen mode then, it resets the device. Finally
|
|
// it returns the new DXScreenData through parameter
|
|
// screen
|
|
////////////////////////////////////////////////////////////////////
|
|
HRESULT DXGraphicsStateGuardian9::
|
|
reset_d3d_device(D3DPRESENT_PARAMETERS *presentation_params,
|
|
DXScreenData **screen) {
|
|
HRESULT hr;
|
|
|
|
nassertr(IS_VALID_PTR(presentation_params), E_FAIL);
|
|
nassertr(IS_VALID_PTR(_screen->_d3d9), E_FAIL);
|
|
nassertr(IS_VALID_PTR(_d3d_device), E_FAIL);
|
|
|
|
// for windowed mode make sure our format matches the desktop fmt,
|
|
// in case the desktop mode has been changed
|
|
_screen->_d3d9->GetAdapterDisplayMode(_screen->_card_id, &_screen->_display_mode);
|
|
presentation_params->BackBufferFormat = _screen->_display_mode.Format;
|
|
|
|
// here we have to look at the _presentation_reset frame buffer dimension
|
|
// if current window's dimension is bigger than _presentation_reset
|
|
// we have to reset the device before creating new swapchain.
|
|
// inorder to reset properly, we need to release all swapchains
|
|
|
|
if (true || !(_screen->_swap_chain)
|
|
|| (_presentation_reset.BackBufferWidth < presentation_params->BackBufferWidth)
|
|
|| (_presentation_reset.BackBufferHeight < presentation_params->BackBufferHeight)) {
|
|
if (wdxdisplay9_cat.is_debug()) {
|
|
wdxdisplay9_cat.debug()
|
|
<< "swap_chain = " << _screen->_swap_chain << " _presentation_reset = "
|
|
<< _presentation_reset.BackBufferWidth << "x" << _presentation_reset.BackBufferHeight
|
|
<< " presentation_params = "
|
|
<< presentation_params->BackBufferWidth << "x" << presentation_params->BackBufferHeight << "\n";
|
|
}
|
|
|
|
get_engine()->reset_all_windows(false);// reset old swapchain by releasing
|
|
|
|
if (_screen->_swap_chain) { //other windows might be using bigger buffers
|
|
_presentation_reset.BackBufferWidth = max(_presentation_reset.BackBufferWidth, presentation_params->BackBufferWidth);
|
|
_presentation_reset.BackBufferHeight = max(_presentation_reset.BackBufferHeight, presentation_params->BackBufferHeight);
|
|
|
|
} else { // single window, must reset to the new presentation_params dimension
|
|
_presentation_reset.BackBufferWidth = presentation_params->BackBufferWidth;
|
|
_presentation_reset.BackBufferHeight = presentation_params->BackBufferHeight;
|
|
}
|
|
|
|
// Calling this forces all of the textures and vbuffers to be
|
|
// regenerated, a prerequisite to calling Reset().
|
|
release_all();
|
|
|
|
// Just to be extra-conservative for now, we'll go ahead and
|
|
// release the vbuffers and ibuffers at least; they're relatively
|
|
// cheap to replace.
|
|
release_all_vertex_buffers();
|
|
release_all_index_buffers();
|
|
|
|
// must be called before reset
|
|
Thread *current_thread = Thread::get_current_thread();
|
|
_prepared_objects->begin_frame(this, current_thread);
|
|
|
|
// release graphics buffer surfaces
|
|
{
|
|
wdxGraphicsBuffer9 *graphics_buffer;
|
|
list <wdxGraphicsBuffer9 **>::iterator graphics_buffer_iterator;
|
|
|
|
for (graphics_buffer_iterator = _graphics_buffer_list.begin( ); graphics_buffer_iterator != _graphics_buffer_list.end( ); graphics_buffer_iterator++)
|
|
{
|
|
graphics_buffer = **graphics_buffer_iterator;
|
|
if (graphics_buffer -> _color_backing_store)
|
|
{
|
|
graphics_buffer -> _color_backing_store -> Release ( );
|
|
graphics_buffer -> _color_backing_store = 0;
|
|
}
|
|
if (graphics_buffer -> _depth_backing_store)
|
|
{
|
|
graphics_buffer -> _depth_backing_store -> Release ( );
|
|
graphics_buffer -> _depth_backing_store = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
this -> mark_new();
|
|
hr = _d3d_device->Reset(&_presentation_reset);
|
|
if (FAILED(hr) && hr != D3DERR_DEVICELOST) {
|
|
return hr;
|
|
}
|
|
|
|
get_engine()->reset_all_windows(true);// reset with new swapchains by creating
|
|
if (screen) {
|
|
*screen = NULL;
|
|
}
|
|
|
|
if (presentation_params != &_screen->_presentation_params) {
|
|
memcpy(&_screen->_presentation_params, presentation_params, sizeof(D3DPRESENT_PARAMETERS));
|
|
}
|
|
|
|
return hr;
|
|
}
|
|
|
|
// release the old swapchain and create a new one
|
|
if (_screen && _screen->_swap_chain) {
|
|
_screen->_swap_chain->Release();
|
|
wdxdisplay9_cat.debug()
|
|
<< "swap chain " << _screen->_swap_chain << " is released\n";
|
|
_screen->_swap_chain = NULL;
|
|
hr = _d3d_device->CreateAdditionalSwapChain(presentation_params, &_screen->_swap_chain);
|
|
}
|
|
if (SUCCEEDED(hr)) {
|
|
if (presentation_params != &_screen->_presentation_params) {
|
|
memcpy(&_screen->_presentation_params, presentation_params, sizeof(D3DPRESENT_PARAMETERS));
|
|
}
|
|
if (screen) {
|
|
*screen = _screen;
|
|
}
|
|
}
|
|
return hr;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::check_cooperative_level
|
|
// Access: Protected
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
bool DXGraphicsStateGuardian9::
|
|
check_cooperative_level() {
|
|
bool bDoReactivateWindow = false;
|
|
if (_d3d_device == NULL) {
|
|
return false;
|
|
}
|
|
|
|
HRESULT hr = _d3d_device->TestCooperativeLevel();
|
|
|
|
if (SUCCEEDED(hr)) {
|
|
nassertr(SUCCEEDED(_last_testcooplevel_result), false);
|
|
return true;
|
|
}
|
|
|
|
switch (hr) {
|
|
case D3DERR_DEVICENOTRESET:
|
|
_dx_is_ready = false;
|
|
|
|
// call this just in case
|
|
_prepared_objects->begin_frame(this, Thread::get_current_thread());
|
|
|
|
hr = reset_d3d_device(&_screen->_presentation_params);
|
|
if (FAILED(hr)) {
|
|
// I think this shouldnt fail unless I've screwed up the
|
|
// _presentation_params from the original working ones somehow
|
|
dxgsg9_cat.error()
|
|
<< "check_cooperative_level Reset() failed, hr = " << D3DERRORSTRING(hr);
|
|
}
|
|
|
|
hr = _d3d_device->TestCooperativeLevel();
|
|
if (FAILED(hr)) {
|
|
// internal chk, shouldnt fail
|
|
dxgsg9_cat.error()
|
|
<< "TestCooperativeLevel following Reset() failed, hr = " << D3DERRORSTRING(hr);
|
|
|
|
}
|
|
|
|
_dx_is_ready = TRUE;
|
|
break;
|
|
|
|
case D3DERR_DEVICELOST:
|
|
// sleep while the device is lost to free up the CPU
|
|
Sleep (10);
|
|
|
|
if (SUCCEEDED(_last_testcooplevel_result)) {
|
|
if (_dx_is_ready) {
|
|
_dx_is_ready = false;
|
|
if (dxgsg9_cat.is_debug()) {
|
|
dxgsg9_cat.debug() << "D3D Device was Lost, waiting...\n";
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
_last_testcooplevel_result = hr;
|
|
return SUCCEEDED(hr);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::show_frame
|
|
// Access: Protected
|
|
// Description: redraw primary buffer
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
show_frame() {
|
|
if (_d3d_device == NULL) {
|
|
return;
|
|
}
|
|
|
|
HRESULT hr;
|
|
|
|
if (_swap_chain) {
|
|
DWORD flags;
|
|
flags = 0;
|
|
|
|
hr = _swap_chain->Present((CONST RECT*)NULL, (CONST RECT*)NULL, (HWND)NULL, NULL, flags);
|
|
} else {
|
|
hr = _d3d_device->Present((CONST RECT*)NULL, (CONST RECT*)NULL, (HWND)NULL, NULL);
|
|
}
|
|
|
|
if (FAILED(hr)) {
|
|
if (hr == D3DERR_DEVICELOST) {
|
|
check_cooperative_level();
|
|
} else {
|
|
dxgsg9_cat.error()
|
|
<< "show_frame() - Present() failed" << D3DERRORSTRING(hr);
|
|
throw_event("panda3d-render-error");
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::create_swap_chain
|
|
// Access: Protected
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
bool DXGraphicsStateGuardian9::
|
|
create_swap_chain(DXScreenData *new_context) {
|
|
// Instead of creating a device and rendering as d3ddevice->present()
|
|
// we should render using SwapChain->present(). This is done to support
|
|
// multiple windows rendering. For that purpose, we need to set additional
|
|
// swap chains here.
|
|
|
|
HRESULT hr;
|
|
hr = new_context->_d3d_device->CreateAdditionalSwapChain(&new_context->_presentation_params, &new_context->_swap_chain);
|
|
if (FAILED(hr)) {
|
|
wdxdisplay9_cat.debug() << "Swapchain creation failed :"<<D3DERRORSTRING(hr)<<"\n";
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::release_swap_chain
|
|
// Access: Protected
|
|
// Description: Release the swap chain on this DXScreenData
|
|
////////////////////////////////////////////////////////////////////
|
|
bool DXGraphicsStateGuardian9::
|
|
release_swap_chain(DXScreenData *new_context) {
|
|
HRESULT hr;
|
|
if (new_context->_swap_chain) {
|
|
hr = new_context->_swap_chain->Release();
|
|
if (FAILED(hr)) {
|
|
wdxdisplay9_cat.debug() << "Swapchain release failed:" << D3DERRORSTRING(hr) << "\n";
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::copy_pres_reset
|
|
// Access: Protected
|
|
// Description: copies the PresReset from passed DXScreenData
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
copy_pres_reset(DXScreenData *screen) {
|
|
memcpy(&_presentation_reset, &_screen->_presentation_params, sizeof(D3DPRESENT_PARAMETERS));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::get_d3d_min_type
|
|
// Access: Protected, Static
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
D3DTEXTUREFILTERTYPE DXGraphicsStateGuardian9::
|
|
get_d3d_min_type(Texture::FilterType filter_type) {
|
|
switch (filter_type) {
|
|
case Texture::FT_nearest:
|
|
return D3DTEXF_POINT;
|
|
|
|
case Texture::FT_linear:
|
|
return D3DTEXF_LINEAR;
|
|
|
|
case Texture::FT_nearest_mipmap_nearest:
|
|
return D3DTEXF_POINT;
|
|
|
|
case Texture::FT_linear_mipmap_nearest:
|
|
return D3DTEXF_LINEAR;
|
|
|
|
case Texture::FT_nearest_mipmap_linear:
|
|
return D3DTEXF_POINT;
|
|
|
|
case Texture::FT_linear_mipmap_linear:
|
|
return D3DTEXF_LINEAR;
|
|
|
|
case Texture::FT_shadow:
|
|
case Texture::FT_default:
|
|
return D3DTEXF_LINEAR;
|
|
}
|
|
|
|
dxgsg9_cat.error()
|
|
<< "Invalid FilterType value (" << (int)filter_type << ")\n";
|
|
return D3DTEXF_POINT;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::get_d3d_mip_type
|
|
// Access: Protected, Static
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
D3DTEXTUREFILTERTYPE DXGraphicsStateGuardian9::
|
|
get_d3d_mip_type(Texture::FilterType filter_type) {
|
|
switch (filter_type) {
|
|
case Texture::FT_nearest:
|
|
return D3DTEXF_NONE;
|
|
|
|
case Texture::FT_linear:
|
|
return D3DTEXF_NONE;
|
|
|
|
case Texture::FT_nearest_mipmap_nearest:
|
|
return D3DTEXF_POINT;
|
|
|
|
case Texture::FT_linear_mipmap_nearest:
|
|
return D3DTEXF_POINT;
|
|
|
|
case Texture::FT_nearest_mipmap_linear:
|
|
return D3DTEXF_LINEAR;
|
|
|
|
case Texture::FT_linear_mipmap_linear:
|
|
return D3DTEXF_LINEAR;
|
|
|
|
case Texture::FT_shadow:
|
|
case Texture::FT_default:
|
|
return D3DTEXF_NONE;
|
|
}
|
|
|
|
dxgsg9_cat.error()
|
|
<< "Invalid FilterType value (" << (int)filter_type << ")\n";
|
|
return D3DTEXF_NONE;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::get_texture_operation
|
|
// Access: Protected, Static
|
|
// Description: Returns the D3DTEXTUREOP value corresponding to the
|
|
// indicated TextureStage::CombineMode enumerated type.
|
|
////////////////////////////////////////////////////////////////////
|
|
D3DTEXTUREOP DXGraphicsStateGuardian9::
|
|
get_texture_operation(TextureStage::CombineMode mode, int scale) {
|
|
switch (mode) {
|
|
case TextureStage::CM_undefined:
|
|
case TextureStage::CM_replace:
|
|
return D3DTOP_SELECTARG1;
|
|
|
|
case TextureStage::CM_modulate:
|
|
if (scale < 2) {
|
|
return D3DTOP_MODULATE;
|
|
} else if (scale < 4) {
|
|
return D3DTOP_MODULATE2X;
|
|
} else {
|
|
return D3DTOP_MODULATE4X;
|
|
}
|
|
|
|
case TextureStage::CM_add:
|
|
return D3DTOP_ADD;
|
|
|
|
case TextureStage::CM_add_signed:
|
|
if (scale < 2) {
|
|
return D3DTOP_ADDSIGNED;
|
|
} else {
|
|
return D3DTOP_ADDSIGNED2X;
|
|
}
|
|
|
|
case TextureStage::CM_interpolate:
|
|
return D3DTOP_LERP;
|
|
|
|
case TextureStage::CM_subtract:
|
|
return D3DTOP_SUBTRACT;
|
|
|
|
case TextureStage::CM_dot3_rgb:
|
|
case TextureStage::CM_dot3_rgba:
|
|
return D3DTOP_DOTPRODUCT3;
|
|
}
|
|
|
|
dxgsg9_cat.error()
|
|
<< "Invalid TextureStage::CombineMode value (" << (int)mode << ")\n";
|
|
return D3DTOP_DISABLE;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::get_texture_argument
|
|
// Access: Protected
|
|
// Description: Returns the D3DTA value corresponding to the
|
|
// indicated TextureStage::CombineSource and
|
|
// TextureStage::CombineOperand enumerated types.
|
|
////////////////////////////////////////////////////////////////////
|
|
DWORD DXGraphicsStateGuardian9::
|
|
get_texture_argument(TextureStage::CombineSource source,
|
|
TextureStage::CombineOperand operand) const {
|
|
switch (source) {
|
|
case TextureStage::CS_undefined:
|
|
case TextureStage::CS_texture:
|
|
return D3DTA_TEXTURE | get_texture_argument_modifier(operand);
|
|
|
|
case TextureStage::CS_constant:
|
|
case TextureStage::CS_constant_color_scale:
|
|
return _constant_color_operand | get_texture_argument_modifier(operand);
|
|
|
|
case TextureStage::CS_primary_color:
|
|
return D3DTA_DIFFUSE | get_texture_argument_modifier(operand);
|
|
|
|
case TextureStage::CS_previous:
|
|
return D3DTA_CURRENT | get_texture_argument_modifier(operand);
|
|
|
|
case TextureStage::CS_last_saved_result:
|
|
return D3DTA_TEMP | get_texture_argument_modifier(operand);
|
|
}
|
|
dxgsg9_cat.error()
|
|
<< "Invalid TextureStage::CombineSource value (" << (int)source << ")\n";
|
|
return D3DTA_CURRENT;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::get_texture_argument_modifier
|
|
// Access: Protected, Static
|
|
// Description: Returns the extra bits that modify the D3DTA
|
|
// argument, according to the indicated
|
|
// TextureStage::CombineOperand enumerated type.
|
|
////////////////////////////////////////////////////////////////////
|
|
DWORD DXGraphicsStateGuardian9::
|
|
get_texture_argument_modifier(TextureStage::CombineOperand operand) {
|
|
switch (operand) {
|
|
case TextureStage::CO_src_color:
|
|
return 0;
|
|
|
|
case TextureStage::CO_one_minus_src_color:
|
|
return D3DTA_COMPLEMENT;
|
|
|
|
case TextureStage::CO_src_alpha:
|
|
return D3DTA_ALPHAREPLICATE;
|
|
|
|
case TextureStage::CO_one_minus_src_alpha:
|
|
return D3DTA_ALPHAREPLICATE | D3DTA_COMPLEMENT;
|
|
|
|
case TextureStage::CO_undefined:
|
|
break;
|
|
}
|
|
dxgsg9_cat.error()
|
|
<< "Invalid TextureStage::CombineOperand value (" << (int)operand << ")\n";
|
|
return 0;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::draw_primitive_up
|
|
// Access: Protected
|
|
// Description: Issues the DrawPrimitiveUP call to draw the indicated
|
|
// primitive_type from the given buffer. We add the
|
|
// num_vertices parameter, so we can determine the size
|
|
// of the buffer.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
draw_primitive_up(D3DPRIMITIVETYPE primitive_type,
|
|
unsigned int primitive_count,
|
|
unsigned int first_vertex,
|
|
unsigned int num_vertices,
|
|
const unsigned char *buffer, size_t stride) {
|
|
|
|
// It appears that the common ATI driver seems to fail to draw
|
|
// anything in the DrawPrimitiveUP() call if the address range of
|
|
// the buffer supplied crosses over a multiple of 0x10000. That's
|
|
// incredibly broken, yet it undeniably appears to be true. We'll
|
|
// have to hack around it.
|
|
|
|
const unsigned char *buffer_start = buffer + stride * first_vertex;
|
|
const unsigned char *buffer_end = buffer_start + stride * num_vertices;
|
|
|
|
if (buffer_end - buffer_start > 0x10000) {
|
|
// Actually, the buffer doesn't fit within the required limit
|
|
// anyway. Go ahead and draw it and hope for the best.
|
|
_d3d_device->DrawPrimitiveUP(primitive_type, primitive_count,
|
|
buffer_start, stride);
|
|
|
|
} else if ((((long)buffer_end ^ (long)buffer_start) & ~0xffff) == 0) {
|
|
// No problem; we can draw the buffer directly.
|
|
_d3d_device->DrawPrimitiveUP(primitive_type, primitive_count,
|
|
buffer_start, stride);
|
|
|
|
} else {
|
|
// We have a problem--the buffer crosses over a 0x10000 boundary.
|
|
// We have to copy the buffer to a temporary buffer that we can
|
|
// draw from.
|
|
unsigned char *safe_buffer_start = get_safe_buffer_start();
|
|
memcpy(safe_buffer_start, buffer_start, buffer_end - buffer_start);
|
|
_d3d_device->DrawPrimitiveUP(primitive_type, primitive_count,
|
|
safe_buffer_start, stride);
|
|
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::draw_indexed_primitive_up
|
|
// Access: Protected
|
|
// Description: Issues the DrawIndexedPrimitiveUP call to draw the
|
|
// indicated primitive_type from the given buffer. As
|
|
// in draw_primitive_up(), above, the parameter list is
|
|
// not exactly one-for-one with the
|
|
// DrawIndexedPrimitiveUP() call, but it's similar (in
|
|
// particular, we pass max_index instead of NumVertices,
|
|
// which always seemed ambiguous to me).
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
draw_indexed_primitive_up(D3DPRIMITIVETYPE primitive_type,
|
|
unsigned int min_index, unsigned int max_index,
|
|
unsigned int num_primitives,
|
|
const unsigned char *index_data,
|
|
D3DFORMAT index_type,
|
|
const unsigned char *buffer, size_t stride) {
|
|
// As above, we'll hack the case of the buffer crossing the 0x10000
|
|
// boundary.
|
|
const unsigned char *buffer_start = buffer + stride * min_index;
|
|
const unsigned char *buffer_end = buffer + stride * (max_index + 1);
|
|
|
|
if (buffer_end - buffer_start > 0x10000) {
|
|
// Actually, the buffer doesn't fit within the required limit
|
|
// anyway. Go ahead and draw it and hope for the best.
|
|
_d3d_device->DrawIndexedPrimitiveUP
|
|
(primitive_type, min_index, max_index - min_index + 1, num_primitives,
|
|
index_data, index_type, buffer, stride);
|
|
|
|
} else if ((((long)buffer_end ^ (long)buffer_start) & ~0xffff) == 0) {
|
|
// No problem; we can draw the buffer directly.
|
|
_d3d_device->DrawIndexedPrimitiveUP
|
|
(primitive_type, min_index, max_index - min_index + 1, num_primitives,
|
|
index_data, index_type, buffer, stride);
|
|
|
|
} else {
|
|
// We have a problem--the buffer crosses over a 0x10000 boundary.
|
|
// We have to copy the buffer to a temporary buffer that we can
|
|
// draw from.
|
|
unsigned char *safe_buffer_start = get_safe_buffer_start();
|
|
memcpy(safe_buffer_start, buffer_start, buffer_end - buffer_start);
|
|
_d3d_device->DrawIndexedPrimitiveUP
|
|
(primitive_type, min_index, max_index - min_index + 1, num_primitives,
|
|
index_data, index_type, safe_buffer_start - stride * min_index, stride);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::check_dx_allocation
|
|
// Access:
|
|
// Description: This function is called after the creation of
|
|
// textures, vertex buffers, and index buffers to
|
|
// check if DirectX is out of memory. If DirectX is
|
|
// out of memory and the LRU is being used, then
|
|
// page out some memory. This function is a fail-safe
|
|
// just in case another process allocates video
|
|
// memory, DirectX is fragmented, or there are some
|
|
// borderline memory allocation cases, ...
|
|
////////////////////////////////////////////////////////////////////
|
|
bool DXGraphicsStateGuardian9::
|
|
check_dx_allocation (HRESULT result, int allocation_size, int attempts)
|
|
{
|
|
bool retry;
|
|
|
|
retry = false;
|
|
if (attempts <= 4)
|
|
{
|
|
switch (result) {
|
|
case D3D_OK:
|
|
break;
|
|
|
|
case D3DERR_OUTOFVIDEOMEMORY:
|
|
case E_OUTOFMEMORY:
|
|
// increase the page out size as the number of attempts increases
|
|
{
|
|
size_t current_size = _prepared_objects->_graphics_memory_lru.get_total_size();
|
|
size_t target_size = max(current_size - allocation_size * attempts, 0);
|
|
_prepared_objects->_graphics_memory_lru.evict_to(target_size);
|
|
dxgsg9_cat.info()
|
|
<< "Evicted " << current_size - _prepared_objects->_graphics_memory_lru.get_total_size() << " bytes of texture memory to make room for more.\n";
|
|
if (_prepared_objects->_graphics_memory_lru.get_total_size() < current_size) {
|
|
retry = true;
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
return retry;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// DX stencil code section
|
|
////////////////////////////////////////////////////////////////////
|
|
|
|
static int dx_stencil_comparison_function_array [ ] =
|
|
{
|
|
D3DCMP_NEVER,
|
|
D3DCMP_LESS,
|
|
D3DCMP_EQUAL,
|
|
D3DCMP_LESSEQUAL,
|
|
D3DCMP_GREATER,
|
|
D3DCMP_NOTEQUAL,
|
|
D3DCMP_GREATEREQUAL,
|
|
D3DCMP_ALWAYS,
|
|
};
|
|
|
|
static int dx_stencil_operation_array [ ] =
|
|
{
|
|
D3DSTENCILOP_KEEP,
|
|
D3DSTENCILOP_ZERO,
|
|
D3DSTENCILOP_REPLACE,
|
|
D3DSTENCILOP_INCR,
|
|
D3DSTENCILOP_DECR,
|
|
D3DSTENCILOP_INVERT,
|
|
|
|
D3DSTENCILOP_INCRSAT,
|
|
D3DSTENCILOP_DECRSAT,
|
|
};
|
|
|
|
void dx_stencil_function (StencilRenderStates::StencilRenderState stencil_render_state, StencilRenderStates *stencil_render_states) {
|
|
StencilType render_state_value;
|
|
|
|
DXGraphicsStateGuardian9 *gsg;
|
|
|
|
gsg = (DXGraphicsStateGuardian9 *) stencil_render_states -> _gsg;
|
|
|
|
render_state_value = stencil_render_states -> get_stencil_render_state (stencil_render_state);
|
|
|
|
// DEBUG
|
|
if (false) {
|
|
dxgsg9_cat.debug()
|
|
<< "SRS: " << StencilAttrib::stencil_render_state_name_array [stencil_render_state] << ", " << render_state_value << "\n";
|
|
}
|
|
|
|
switch (stencil_render_state)
|
|
{
|
|
case StencilRenderStates::SRS_front_enable:
|
|
gsg -> set_render_state (D3DRS_STENCILENABLE, render_state_value);
|
|
break;
|
|
|
|
case StencilRenderStates::SRS_back_enable:
|
|
if (gsg -> get_supports_two_sided_stencil()) {
|
|
gsg -> set_render_state (D3DRS_TWOSIDEDSTENCILMODE, render_state_value);
|
|
}
|
|
break;
|
|
|
|
case StencilRenderStates::SRS_front_comparison_function:
|
|
gsg -> set_render_state (D3DRS_STENCILFUNC, dx_stencil_comparison_function_array [render_state_value]);
|
|
break;
|
|
case StencilRenderStates::SRS_front_stencil_fail_operation:
|
|
gsg -> set_render_state (D3DRS_STENCILFAIL, dx_stencil_operation_array [render_state_value]);
|
|
break;
|
|
case StencilRenderStates::SRS_front_stencil_pass_z_fail_operation:
|
|
gsg -> set_render_state (D3DRS_STENCILZFAIL, dx_stencil_operation_array [render_state_value]);
|
|
break;
|
|
case StencilRenderStates::SRS_front_stencil_pass_z_pass_operation:
|
|
gsg -> set_render_state (D3DRS_STENCILPASS, dx_stencil_operation_array [render_state_value]);
|
|
break;
|
|
|
|
case StencilRenderStates::SRS_reference:
|
|
gsg -> set_render_state (D3DRS_STENCILREF, render_state_value);
|
|
break;
|
|
|
|
case StencilRenderStates::SRS_read_mask:
|
|
gsg -> set_render_state (D3DRS_STENCILMASK, render_state_value);
|
|
break;
|
|
case StencilRenderStates::SRS_write_mask:
|
|
gsg -> set_render_state (D3DRS_STENCILWRITEMASK, render_state_value);
|
|
break;
|
|
|
|
case StencilRenderStates::SRS_back_comparison_function:
|
|
if (gsg -> get_supports_two_sided_stencil()) {
|
|
gsg -> set_render_state (D3DRS_CCW_STENCILFUNC, dx_stencil_comparison_function_array [render_state_value]);
|
|
}
|
|
break;
|
|
case StencilRenderStates::SRS_back_stencil_fail_operation:
|
|
if (gsg -> get_supports_two_sided_stencil()) {
|
|
gsg -> set_render_state (D3DRS_CCW_STENCILFAIL, dx_stencil_operation_array [render_state_value]);
|
|
}
|
|
break;
|
|
case StencilRenderStates::SRS_back_stencil_pass_z_fail_operation:
|
|
if (gsg -> get_supports_two_sided_stencil()) {
|
|
gsg -> set_render_state (D3DRS_CCW_STENCILZFAIL, dx_stencil_operation_array [render_state_value]);
|
|
}
|
|
break;
|
|
case StencilRenderStates::SRS_back_stencil_pass_z_pass_operation:
|
|
if (gsg -> get_supports_two_sided_stencil()) {
|
|
gsg -> set_render_state (D3DRS_CCW_STENCILPASS, dx_stencil_operation_array [render_state_value]);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void dx_set_stencil_functions (StencilRenderStates *stencil_render_states) {
|
|
if (stencil_render_states) {
|
|
StencilRenderStates::StencilRenderState stencil_render_state;
|
|
|
|
for (stencil_render_state = StencilRenderStates::SRS_first; stencil_render_state < StencilRenderStates::SRS_total; stencil_render_state = (StencilRenderStates::StencilRenderState) ((int) stencil_render_state + 1)) {
|
|
stencil_render_states -> set_stencil_function (stencil_render_state, dx_stencil_function);
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::do_issue_stencil
|
|
// Access: Protected
|
|
// Description: Set stencil render states.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
do_issue_stencil() {
|
|
if (!_supports_stencil) {
|
|
return;
|
|
}
|
|
|
|
StencilRenderStates *stencil_render_states;
|
|
const StencilAttrib *stencil = DCAST(StencilAttrib, _target_rs->get_attrib_def(StencilAttrib::get_class_slot()));
|
|
stencil_render_states = this -> _stencil_render_states;
|
|
if (stencil && stencil_render_states) {
|
|
|
|
// DEBUG
|
|
if (false) {
|
|
dxgsg9_cat.debug() << "STENCIL STATE CHANGE\n";
|
|
dxgsg9_cat.debug() << "\n"
|
|
<< "SRS_front_enable " << stencil -> get_render_state (StencilAttrib::SRS_front_enable) << "\n"
|
|
<< "SRS_back_enable " << stencil -> get_render_state (StencilAttrib::SRS_back_enable) << "\n"
|
|
<< "SRS_front_comparison_function " << stencil -> get_render_state (StencilAttrib::SRS_front_comparison_function) << "\n"
|
|
<< "SRS_front_stencil_fail_operation " << stencil -> get_render_state (StencilAttrib::SRS_front_stencil_fail_operation) << "\n"
|
|
<< "SRS_front_stencil_pass_z_fail_operation " << stencil -> get_render_state (StencilAttrib::SRS_front_stencil_pass_z_fail_operation) << "\n"
|
|
<< "SRS_front_stencil_pass_z_pass_operation " << stencil -> get_render_state (StencilAttrib::SRS_front_stencil_pass_z_pass_operation) << "\n"
|
|
<< "SRS_reference " << stencil -> get_render_state (StencilAttrib::SRS_reference) << "\n"
|
|
<< "SRS_read_mask " << stencil -> get_render_state (StencilAttrib::SRS_read_mask) << "\n"
|
|
<< "SRS_write_mask " << stencil -> get_render_state (StencilAttrib::SRS_write_mask) << "\n"
|
|
<< "SRS_back_comparison_function " << stencil -> get_render_state (StencilAttrib::SRS_back_comparison_function) << "\n"
|
|
<< "SRS_back_stencil_fail_operation " << stencil -> get_render_state (StencilAttrib::SRS_back_stencil_fail_operation) << "\n"
|
|
<< "SRS_back_stencil_pass_z_fail_operation " << stencil -> get_render_state (StencilAttrib::SRS_back_stencil_pass_z_fail_operation) << "\n"
|
|
<< "SRS_back_stencil_pass_z_pass_operation " << stencil -> get_render_state (StencilAttrib::SRS_back_stencil_pass_z_pass_operation) << "\n";
|
|
}
|
|
|
|
bool on;
|
|
|
|
on = false;
|
|
stencil_render_states -> set_stencil_render_state (true, StencilRenderStates::SRS_front_enable, stencil -> get_render_state (StencilAttrib::SRS_front_enable));
|
|
if (stencil -> get_render_state (StencilAttrib::SRS_front_enable)) {
|
|
stencil_render_states -> set_stencil_render_state (true, StencilRenderStates::SRS_front_comparison_function, stencil -> get_render_state (StencilAttrib::SRS_front_comparison_function));
|
|
stencil_render_states -> set_stencil_render_state (true, StencilRenderStates::SRS_front_stencil_fail_operation, stencil -> get_render_state (StencilAttrib::SRS_front_stencil_fail_operation));
|
|
stencil_render_states -> set_stencil_render_state (true, StencilRenderStates::SRS_front_stencil_pass_z_fail_operation, stencil -> get_render_state (StencilAttrib::SRS_front_stencil_pass_z_fail_operation));
|
|
stencil_render_states -> set_stencil_render_state (true, StencilRenderStates::SRS_front_stencil_pass_z_pass_operation, stencil -> get_render_state (StencilAttrib::SRS_front_stencil_pass_z_pass_operation));
|
|
on = true;
|
|
}
|
|
|
|
stencil_render_states -> set_stencil_render_state (true, StencilRenderStates::SRS_back_enable, stencil -> get_render_state (StencilAttrib::SRS_back_enable));
|
|
if (stencil -> get_render_state (StencilAttrib::SRS_back_enable)) {
|
|
stencil_render_states -> set_stencil_render_state (true, StencilRenderStates::SRS_back_comparison_function, stencil -> get_render_state (StencilAttrib::SRS_back_comparison_function));
|
|
stencil_render_states -> set_stencil_render_state (true, StencilRenderStates::SRS_back_stencil_fail_operation, stencil -> get_render_state (StencilAttrib::SRS_back_stencil_fail_operation));
|
|
stencil_render_states -> set_stencil_render_state (true, StencilRenderStates::SRS_back_stencil_pass_z_fail_operation, stencil -> get_render_state (StencilAttrib::SRS_back_stencil_pass_z_fail_operation));
|
|
stencil_render_states -> set_stencil_render_state (true, StencilRenderStates::SRS_back_stencil_pass_z_pass_operation, stencil -> get_render_state (StencilAttrib::SRS_back_stencil_pass_z_pass_operation));
|
|
on = true;
|
|
}
|
|
|
|
if (on) {
|
|
stencil_render_states -> set_stencil_render_state (true, StencilRenderStates::SRS_reference, stencil -> get_render_state (StencilAttrib::SRS_reference));
|
|
stencil_render_states -> set_stencil_render_state (true, StencilRenderStates::SRS_read_mask, stencil -> get_render_state (StencilAttrib::SRS_read_mask));
|
|
stencil_render_states -> set_stencil_render_state (true, StencilRenderStates::SRS_write_mask, stencil -> get_render_state (StencilAttrib::SRS_write_mask));
|
|
}
|
|
|
|
if (stencil -> get_render_state (StencilAttrib::SRS_clear)) {
|
|
_d3d_device->Clear(0, NULL, D3DCLEAR_STENCIL, 0, 0.0f, stencil -> get_render_state (StencilAttrib::SRS_clear_value));
|
|
}
|
|
}
|
|
else {
|
|
|
|
// DEBUG
|
|
if (false) {
|
|
dxgsg9_cat.debug() << "STENCIL STATE CHANGE TO OFF \n";
|
|
}
|
|
|
|
stencil_render_states -> set_stencil_render_state (true, StencilRenderStates::SRS_front_enable, 0);
|
|
stencil_render_states -> set_stencil_render_state (true, StencilRenderStates::SRS_back_enable, 0);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: dxGraphicsStateGuardian9::do_issue_scissor
|
|
// Access: Protected
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
do_issue_scissor() {
|
|
const ScissorAttrib *target_scissor = DCAST(ScissorAttrib, _target_rs->get_attrib_def(ScissorAttrib::get_class_slot()));
|
|
const LVecBase4 &frame = target_scissor->get_frame();
|
|
|
|
RECT r;
|
|
r.left = _current_viewport.X + _current_viewport.Width * frame[0];
|
|
r.top = _current_viewport.Y + _current_viewport.Height * (1.0f - frame[3]);
|
|
r.right = _current_viewport.X + _current_viewport.Width * frame[1];
|
|
r.bottom = _current_viewport.Y + _current_viewport.Height * (1.0f - frame[2]);
|
|
_d3d_device->SetScissorRect(&r);
|
|
set_render_state(D3DRS_SCISSORTESTENABLE, TRUE);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: dxGraphicsStateGuardian9::calc_fb_properties
|
|
// Access: Public
|
|
// Description: Convert DirectX framebuffer format ids into a
|
|
// FrameBufferProperties structure.
|
|
////////////////////////////////////////////////////////////////////
|
|
FrameBufferProperties DXGraphicsStateGuardian9::
|
|
calc_fb_properties(DWORD cformat, DWORD dformat,
|
|
DWORD multisampletype, DWORD multisamplequality) {
|
|
FrameBufferProperties props;
|
|
int index=0;
|
|
int alpha=0;
|
|
int color=0;
|
|
switch (cformat) {
|
|
case D3DFMT_R8G8B8: index=0; color=24; alpha=0; break;
|
|
case D3DFMT_A8R8G8B8: index=0; color=24; alpha=8; break;
|
|
case D3DFMT_X8R8G8B8: index=0; color=24; alpha=0; break;
|
|
case D3DFMT_R5G6B5: index=0; color=16; alpha=0; break;
|
|
case D3DFMT_X1R5G5B5: index=0; color=15; alpha=0; break;
|
|
case D3DFMT_A1R5G5B5: index=0; color=15; alpha=1; break;
|
|
case D3DFMT_A4R4G4B4: index=0; color=12; alpha=4; break;
|
|
case D3DFMT_R3G3B2: index=0; color= 8; alpha=0; break;
|
|
case D3DFMT_A8R3G3B2: index=0; color= 8; alpha=8; break;
|
|
case D3DFMT_X4R4G4B4: index=0; color=12; alpha=0; break;
|
|
case D3DFMT_A2B10G10R10: index=0; color=30; alpha=2; break;
|
|
case D3DFMT_A8P8: index=1; color= 8; alpha=8; break;
|
|
case D3DFMT_P8: index=1; color= 8; alpha=0; break;
|
|
}
|
|
props.set_color_bits(color);
|
|
props.set_alpha_bits(alpha);
|
|
if (index) {
|
|
props.set_rgb_color(0);
|
|
props.set_indexed_color(1);
|
|
} else if (color) {
|
|
props.set_rgb_color(1);
|
|
props.set_indexed_color(0);
|
|
}
|
|
int depth=0;
|
|
int stencil=0;
|
|
switch (dformat) {
|
|
case D3DFMT_D32: depth=32; stencil=0; break;
|
|
case D3DFMT_D15S1: depth=15; stencil=1; break;
|
|
case D3DFMT_D24S8: depth=24; stencil=8; break;
|
|
case D3DFMT_D16: depth=16; stencil=0; break;
|
|
case D3DFMT_D24X8: depth=24; stencil=0; break;
|
|
case D3DFMT_D24X4S4: depth=24; stencil=4; break;
|
|
}
|
|
props.set_depth_bits(depth);
|
|
props.set_stencil_bits(stencil);
|
|
if (multisampletype == D3DMULTISAMPLE_NONMASKABLE) {
|
|
props.set_multisamples(2);
|
|
} else {
|
|
props.set_multisamples(multisampletype);
|
|
}
|
|
return props;
|
|
}
|
|
|
|
|
|
#define GAMMA_1 (255.0 * 256.0)
|
|
|
|
static bool _gamma_table_initialized = false;
|
|
static unsigned short _orignial_gamma_table [256 * 3];
|
|
|
|
void _create_gamma_table (PN_stdfloat gamma, unsigned short *original_red_table, unsigned short *original_green_table, unsigned short *original_blue_table, unsigned short *red_table, unsigned short *green_table, unsigned short *blue_table) {
|
|
int i;
|
|
double gamma_correction;
|
|
|
|
if (gamma <= 0.0) {
|
|
// avoid divide by zero and negative exponents
|
|
gamma = 1.0;
|
|
}
|
|
gamma_correction = 1.0 / (double) gamma;
|
|
|
|
for (i = 0; i < 256; i++) {
|
|
double r;
|
|
double g;
|
|
double b;
|
|
|
|
if (original_red_table) {
|
|
r = (double) original_red_table [i] / GAMMA_1;
|
|
g = (double) original_green_table [i] / GAMMA_1;
|
|
b = (double) original_blue_table [i] / GAMMA_1;
|
|
}
|
|
else {
|
|
r = ((double) i / 255.0);
|
|
g = r;
|
|
b = r;
|
|
}
|
|
|
|
r = pow (r, gamma_correction);
|
|
g = pow (g, gamma_correction);
|
|
b = pow (b, gamma_correction);
|
|
|
|
if (r > 1.00) {
|
|
r = 1.0;
|
|
}
|
|
if (g > 1.00) {
|
|
g = 1.0;
|
|
}
|
|
if (b > 1.00) {
|
|
b = 1.0;
|
|
}
|
|
|
|
r = r * GAMMA_1;
|
|
g = g * GAMMA_1;
|
|
b = b * GAMMA_1;
|
|
|
|
red_table [i] = r;
|
|
green_table [i] = g;
|
|
blue_table [i] = b;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::get_gamma_table
|
|
// Access: Public, Static
|
|
// Description: Static function for getting the original gamma.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool DXGraphicsStateGuardian9::
|
|
get_gamma_table(void) {
|
|
bool get;
|
|
|
|
get = false;
|
|
if (_gamma_table_initialized == false) {
|
|
HDC hdc = GetDC(NULL);
|
|
|
|
if (hdc) {
|
|
if (GetDeviceGammaRamp (hdc, (LPVOID) _orignial_gamma_table)) {
|
|
_gamma_table_initialized = true;
|
|
get = true;
|
|
}
|
|
|
|
ReleaseDC (NULL, hdc);
|
|
}
|
|
}
|
|
|
|
return get;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::static_set_gamma
|
|
// Access: Public, Static
|
|
// Description: Static function for setting gamma which is needed
|
|
// for atexit.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool DXGraphicsStateGuardian9::
|
|
static_set_gamma(bool restore, PN_stdfloat gamma) {
|
|
bool set;
|
|
HDC hdc = GetDC(NULL);
|
|
|
|
set = false;
|
|
if (hdc) {
|
|
unsigned short ramp [256 * 3];
|
|
|
|
if (restore && _gamma_table_initialized) {
|
|
_create_gamma_table (gamma, &_orignial_gamma_table [0], &_orignial_gamma_table [256], &_orignial_gamma_table [512], &ramp [0], &ramp [256], &ramp [512]);
|
|
}
|
|
else {
|
|
_create_gamma_table (gamma, 0, 0, 0, &ramp [0], &ramp [256], &ramp [512]);
|
|
}
|
|
|
|
if (SetDeviceGammaRamp (hdc, ramp)) {
|
|
set = true;
|
|
}
|
|
|
|
ReleaseDC (NULL, hdc);
|
|
}
|
|
|
|
return set;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::set_gamma
|
|
// Access: Published
|
|
// Description: Non static version of setting gamma. Returns true
|
|
// on success.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool DXGraphicsStateGuardian9::
|
|
set_gamma(PN_stdfloat gamma) {
|
|
bool set;
|
|
|
|
set = static_set_gamma(false, gamma);
|
|
if (set) {
|
|
_gamma = gamma;
|
|
}
|
|
|
|
return set;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::restore_gamma
|
|
// Access: Published
|
|
// Description: Restore original gamma.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
restore_gamma() {
|
|
static_set_gamma(true, 1.0f);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::atexit_function
|
|
// Access: Public, Static
|
|
// Description: This function is passed to the atexit function.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
atexit_function(void) {
|
|
set_cg_device(NULL);
|
|
static_set_gamma(true, 1.0f);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::get_supports_cg_profile
|
|
// Access: Public, Virtual
|
|
// Description: Returns true if this particular GSG supports the
|
|
// specified Cg Shader Profile.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool DXGraphicsStateGuardian9::
|
|
get_supports_cg_profile(const string &name) const {
|
|
#ifndef HAVE_CG
|
|
return false;
|
|
#else
|
|
CGprofile profile = cgGetProfile(name.c_str());
|
|
|
|
if (profile == CG_PROFILE_UNKNOWN) {
|
|
dxgsg9_cat.error() << name <<", unknown Cg-profile\n";
|
|
return false;
|
|
}
|
|
return cgD3D9IsProfileSupported(cgGetProfile(name.c_str())) != 0;
|
|
#endif // HAVE_CG
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::set_cg_device
|
|
// Access: Protected, Static
|
|
// Description: Sets the global Cg device pointer. TODO: make this
|
|
// thread-safe somehow. Maybe Cg is inherently not
|
|
// thread-safe.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian9::
|
|
set_cg_device(LPDIRECT3DDEVICE9 cg_device) {
|
|
#ifdef HAVE_CG
|
|
if (_cg_device != cg_device) {
|
|
cgD3D9SetDevice(cg_device);
|
|
_cg_device = cg_device;
|
|
}
|
|
#endif // HAVE_CG
|
|
}
|
|
|
|
|
|
|
|
|
|
typedef string KEY;
|
|
|
|
typedef struct _KEY_ELEMENT
|
|
{
|
|
KEY key;
|
|
int count;
|
|
int secondary_count;
|
|
|
|
struct _KEY_ELEMENT *next;
|
|
}
|
|
KEY_ELEMENT;
|
|
|
|
typedef struct _KEY_LIST
|
|
{
|
|
int total_key_elements;
|
|
KEY_ELEMENT *key_element;
|
|
}
|
|
KEY_LIST;
|
|
|
|
KEY_ELEMENT *new_key_element (KEY key, KEY_LIST *key_list)
|
|
{
|
|
KEY_ELEMENT *key_element;
|
|
|
|
key_element = new KEY_ELEMENT;
|
|
key_element -> key = key;
|
|
key_element -> count = 1;
|
|
key_element -> secondary_count = 0;
|
|
key_element -> next = 0;
|
|
|
|
key_list -> total_key_elements++;
|
|
|
|
return key_element;
|
|
}
|
|
|
|
KEY_ELEMENT *first_key_element (KEY_LIST *key_list)
|
|
{
|
|
return key_list -> key_element;
|
|
}
|
|
|
|
KEY_ELEMENT *next_key_element (KEY_ELEMENT *key_element)
|
|
{
|
|
return key_element -> next;
|
|
}
|
|
|
|
void delete_key_list (KEY_LIST *key_list)
|
|
{
|
|
if (key_list)
|
|
{
|
|
KEY_ELEMENT *key_element;
|
|
KEY_ELEMENT *key_element_next;
|
|
|
|
key_element = first_key_element (key_list);
|
|
while (key_element)
|
|
{
|
|
key_element_next = next_key_element (key_element);
|
|
delete key_element;
|
|
key_element = key_element_next;
|
|
}
|
|
|
|
delete key_list;
|
|
}
|
|
}
|
|
|
|
KEY_LIST *new_key_list (void)
|
|
{
|
|
KEY_LIST *key_list;
|
|
|
|
key_list = new KEY_LIST;
|
|
memset (key_list, 0, sizeof (KEY_LIST));
|
|
|
|
return key_list;
|
|
}
|
|
|
|
KEY_ELEMENT *add_to_key_list (KEY key, KEY_LIST *key_list)
|
|
{
|
|
KEY_ELEMENT *key_element;
|
|
KEY_ELEMENT *last_key_element;
|
|
KEY_ELEMENT *current_key_element;
|
|
|
|
key_element = 0;
|
|
last_key_element = 0;
|
|
current_key_element = key_list -> key_element;
|
|
if (current_key_element == 0)
|
|
{
|
|
key_element = new_key_element (key, key_list);
|
|
key_list -> key_element = key_element;
|
|
}
|
|
else
|
|
{
|
|
while (current_key_element)
|
|
{
|
|
if (key < current_key_element -> key)
|
|
{
|
|
key_element = new_key_element (key, key_list);
|
|
key_element -> next = current_key_element;
|
|
|
|
if (last_key_element == 0)
|
|
{
|
|
key_list -> key_element = key_element;
|
|
}
|
|
else
|
|
{
|
|
last_key_element -> next = key_element;
|
|
}
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
if (key > current_key_element -> key)
|
|
{
|
|
if (current_key_element -> next == 0)
|
|
{
|
|
key_element = new_key_element (key, key_list);
|
|
current_key_element -> next = key_element;
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
|
|
}
|
|
}
|
|
else
|
|
{
|
|
current_key_element -> count++;
|
|
break;
|
|
}
|
|
}
|
|
|
|
last_key_element = current_key_element;
|
|
current_key_element = current_key_element -> next;
|
|
}
|
|
}
|
|
|
|
return key_element;
|
|
}
|