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RenderDevice.cpp
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RenderDevice.cpp
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#include "stdafx.h"
#include "RenderDevice.h"
#include "nvapi.h"
#pragma comment(lib, "d3d9.lib") // TODO: put into build system
void ReportError(const HRESULT hr, const char *file, const int line)
{
char msg[128];
sprintf_s(msg, 128, "Fatal error: HRESULT %x at %s:%d", hr, file, line);
ShowError(msg);
exit(-1);
}
D3DTexture* TextureManager::LoadTexture(MemTexture* memtex)
{
Iter it = m_map.find(memtex);
if (it == m_map.end())
{
TexInfo texinfo;
texinfo.d3dtex = m_rd.UploadTexture(memtex, &texinfo.texWidth, &texinfo.texHeight);
if (!texinfo.d3dtex)
return 0;
texinfo.dirty = false;
m_map[memtex] = texinfo;
return texinfo.d3dtex;
}
else
{
if (it->second.dirty)
{
m_rd.UpdateTexture(it->second.d3dtex, memtex);
it->second.dirty = false;
}
return it->second.d3dtex;
}
}
void TextureManager::SetDirty(MemTexture* memtex)
{
Iter it = m_map.find(memtex);
if (it != m_map.end())
it->second.dirty = true;
}
void TextureManager::UnloadTexture(MemTexture* memtex)
{
Iter it = m_map.find(memtex);
if (it != m_map.end())
{
it->second.d3dtex->Release();
m_map.erase(it);
}
}
void TextureManager::UnloadAll()
{
for (Iter it = m_map.begin(); it != m_map.end(); ++it)
{
it->second.d3dtex->Release();
}
m_map.clear();
}
#define CHECKD3D(s) { HRESULT hr = (s); if (FAILED(hr)) ReportError(hr, __FILE__, __LINE__); }
static unsigned int fvfToSize(DWORD fvf)
{
switch (fvf)
{
case MY_D3DFVF_VERTEX:
case MY_D3DTRANSFORMED_VERTEX:
return sizeof(Vertex3D);
case MY_D3DFVF_NOLIGHTING_VERTEX:
return sizeof(Vertex3D_NoLighting);
case MY_D3DFVF_NOTEX2_VERTEX:
case MY_D3DTRANSFORMED_NOTEX2_VERTEX:
return sizeof(Vertex3D_NoTex2);
case MY_D3DFVF_NOTEX_VERTEX:
case MY_D3DTRANSFORMED_NOTEX_VERTEX:
return sizeof(Vertex3D_NoTex);
case MY_D3DFVF_TEX:
return 5*sizeof(float);
default:
assert(0 && "Unknown FVF type in fvfToSize");
return 0;
}
}
static UINT ComputePrimitiveCount(D3DPRIMITIVETYPE type, int vertexCount)
{
switch (type)
{
case D3DPT_POINTLIST:
return vertexCount;
case D3DPT_LINELIST:
return vertexCount / 2;
case D3DPT_LINESTRIP:
return std::max(0, vertexCount - 1);
case D3DPT_TRIANGLELIST:
return vertexCount / 3;
case D3DPT_TRIANGLESTRIP:
case D3DPT_TRIANGLEFAN:
return std::max(0, vertexCount - 2);
default:
return 0;
}
}
////////////////////////////////////////////////////////////////////
void EnumerateDisplayModes(int adapter, std::vector<VideoMode>& modes)
{
IDirect3D9 *d3d;
d3d = Direct3DCreate9(D3D_SDK_VERSION);
if (d3d == NULL)
{
ShowError("Could not create D3D9 object.");
throw 0;
}
modes.clear();
for (int j = 0; j < 2; ++j)
{
const D3DFORMAT fmt = (j == 0) ? D3DFMT_X8R8G8B8 : D3DFMT_R5G6B5;
const unsigned numModes = d3d->GetAdapterModeCount(adapter, fmt);
for (unsigned i = 0; i < numModes; ++i)
{
D3DDISPLAYMODE d3dmode;
d3d->EnumAdapterModes(adapter, fmt, i, &d3dmode);
if (d3dmode.Width >= 640)
{
VideoMode mode;
mode.width = d3dmode.Width;
mode.height = d3dmode.Height;
mode.depth = (fmt == D3DFMT_R5G6B5) ? 16 : 32;
mode.refreshrate = d3dmode.RefreshRate;
modes.push_back(mode);
}
}
}
d3d->Release();
}
////////////////////////////////////////////////////////////////////
//#define MY_IDX_BUF_SIZE 8192
#define MY_IDX_BUF_SIZE 65536
RenderDevice::RenderDevice(HWND hwnd, int width, int height, bool fullscreen, int screenWidth, int screenHeight, int colordepth, int &refreshrate, int VSync, bool useAA, bool stereo3DFXAA)
: m_texMan(*this)
{
m_adapter = D3DADAPTER_DEFAULT; // for now, always use the default adapter
#ifdef USE_D3D9EX
CHECKD3D(Direct3DCreate9Ex(D3D_SDK_VERSION, &m_pD3D));
if (m_pD3D == NULL)
{
throw 0;
}
#else
m_pD3D = Direct3DCreate9(D3D_SDK_VERSION);
if (m_pD3D == NULL)
{
ShowError("Could not create D3D9 object.");
throw 0;
}
#endif
D3DDEVTYPE devtype = D3DDEVTYPE_HAL;
// Look for 'NVIDIA PerfHUD' adapter
// If it is present, override default settings
// This only takes effect if run under NVPerfHud, otherwise does nothing
for (UINT adapter=0; adapter < m_pD3D->GetAdapterCount(); adapter++)
{
D3DADAPTER_IDENTIFIER9 Identifier;
m_pD3D->GetAdapterIdentifier(adapter, 0, &Identifier);
if (strstr(Identifier.Description, "PerfHUD") != 0)
{
m_adapter = adapter;
devtype = D3DDEVTYPE_REF;
break;
}
}
D3DCAPS9 caps;
m_pD3D->GetDeviceCaps(m_adapter, devtype, &caps);
// check which parameters can be used for anisotropic filter
m_mag_aniso = (caps.TextureFilterCaps & D3DPTFILTERCAPS_MAGFANISOTROPIC) != 0;
m_maxaniso = caps.MaxAnisotropy;
if(((caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) != 0) || ((caps.TextureCaps & D3DPTEXTURECAPS_POW2) != 0))
ShowError("D3D device does only support power of 2 textures");
// get the current display format
D3DFORMAT format;
if (!fullscreen)
{
D3DDISPLAYMODE mode;
CHECKD3D(m_pD3D->GetAdapterDisplayMode(m_adapter, &mode));
format = mode.Format;
refreshrate = mode.RefreshRate;
}
else
{
format = (colordepth == 16) ? D3DFMT_R5G6B5 : D3DFMT_X8R8G8B8;
}
// limit vsync rate to actual refresh rate, otherwise special handling in renderloop
if(VSync > refreshrate)
VSync = 0;
D3DPRESENT_PARAMETERS params;
params.BackBufferWidth = fullscreen ? screenWidth : width;
params.BackBufferHeight = fullscreen ? screenHeight : height;
params.BackBufferFormat = format;
params.BackBufferCount = 1;
params.MultiSampleType = useAA ? D3DMULTISAMPLE_4_SAMPLES : D3DMULTISAMPLE_NONE; // D3DMULTISAMPLE_NONMASKABLE?
params.MultiSampleQuality = 0; // if D3DMULTISAMPLE_NONMASKABLE then set to > 0
params.SwapEffect = D3DSWAPEFFECT_DISCARD; // FLIP ?
params.hDeviceWindow = hwnd;
params.Windowed = !fullscreen;
params.EnableAutoDepthStencil = FALSE;
params.AutoDepthStencilFormat = D3DFMT_UNKNOWN; // ignored
params.Flags = /*stereo3DFXAA ?*/ 0 /*: D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL*/;
params.FullScreen_RefreshRateInHz = fullscreen ? refreshrate : 0;
#ifdef USE_D3D9EX
params.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; //!! or have a special mode to force normal vsync?
#else
params.PresentationInterval = !!VSync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
#endif
// check if auto generation of mipmaps can be used, otherwise will be done via d3dx
m_autogen_mipmap = (caps.Caps2 & D3DCAPS2_CANAUTOGENMIPMAP) != 0;
if(m_autogen_mipmap)
m_autogen_mipmap = (m_pD3D->CheckDeviceFormat(m_adapter, devtype, params.BackBufferFormat, D3DUSAGE_AUTOGENMIPMAP, D3DRTYPE_TEXTURE, D3DFMT_A8R8G8B8)) == D3D_OK;
// check if requested MSAA is possible
DWORD MultiSampleQualityLevels;
if( !SUCCEEDED(m_pD3D->CheckDeviceMultiSampleType( m_adapter,
devtype, params.BackBufferFormat,
params.Windowed, params.MultiSampleType, &MultiSampleQualityLevels ) ) )
{
ShowError("D3D device does not support this MultiSampleType");
params.MultiSampleType = D3DMULTISAMPLE_NONE;
params.MultiSampleQuality = 0;
}
else
params.MultiSampleQuality = min(params.MultiSampleQuality, MultiSampleQualityLevels);
const int softwareVP = GetRegIntWithDefault("Player", "SoftwareVertexProcessing", 0);
const DWORD flags = softwareVP ? D3DCREATE_SOFTWARE_VERTEXPROCESSING : D3DCREATE_HARDWARE_VERTEXPROCESSING;
// Create the D3D device. This optionally goes to the proper fullscreen mode.
// It also creates the default swap chain (front and back buffer).
#ifdef USE_D3D9EX
D3DDISPLAYMODEEX mode;
mode.Size = sizeof(D3DDISPLAYMODEEX);
CHECKD3D(m_pD3D->CreateDeviceEx(
m_adapter,
devtype,
hwnd,
flags /*| D3DCREATE_PUREDEVICE*/,
¶ms,
fullscreen ? &mode : NULL,
&m_pD3DDevice));
// Get the display mode so that we can report back the actual refresh rate.
CHECKD3D(m_pD3DDevice->GetDisplayModeEx(m_adapter, &mode, NULL));
#else
CHECKD3D(m_pD3D->CreateDevice(
m_adapter,
devtype,
hwnd,
flags /*| D3DCREATE_PUREDEVICE*/,
¶ms,
&m_pD3DDevice));
// Get the display mode so that we can report back the actual refresh rate.
D3DDISPLAYMODE mode;
CHECKD3D(m_pD3DDevice->GetDisplayMode(m_adapter, &mode));
#endif
refreshrate = mode.RefreshRate;
// Retrieve a reference to the back buffer.
CHECKD3D(m_pD3DDevice->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &m_pBackBuffer));
// Set up a dynamic index buffer to cache passed indices in
CreateIndexBuffer(MY_IDX_BUF_SIZE, D3DUSAGE_DYNAMIC, IndexBuffer::FMT_INDEX16, &m_dynIndexBuffer);
Texture::SetRenderDevice(this);
m_curIndexBuffer = 0;
m_curVertexBuffer = 0;
memset(m_curTexture, 0, 8*sizeof(m_curTexture[0]));
// fill state caches with dummy values
memset( renderStateCache, 0xCC, sizeof(DWORD)*RENDER_STATE_CACHE_SIZE);
memset( textureStateCache, 0xCC, sizeof(DWORD)*8*TEXTURE_STATE_CACHE_SIZE);
memset(&materialStateCache, 0xCC, sizeof(Material));
// initialize performance counters
m_curDrawCalls = m_frameDrawCalls = 0;
m_curStateChanges = m_frameStateChanges = 0;
m_curTextureChanges = m_frameTextureChanges = 0;
}
#include <d3dx9.h> //!! meh
#pragma comment(lib, "d3dx9.lib") // TODO: put into build system
#define CHECKNVAPI(s) { NvAPI_Status hr = (s); if (hr != NVAPI_OK) { NvAPI_ShortString ss; NvAPI_GetErrorMessage(hr,ss); MessageBox(NULL, ss, "NVAPI", MB_OK | MB_ICONEXCLAMATION); } }
static bool NVAPIinit = false; //!! meh
static RenderTarget *src_cache = NULL; //!! meh
static D3DTexture* dest_cache = NULL;
static IDirect3DPixelShader9 *gShader = NULL; //!! meh
static const char * shader_cache = NULL;
RenderDevice::~RenderDevice()
{
if(src_cache != NULL)
CHECKNVAPI(NvAPI_D3D9_UnregisterResource(src_cache)); //!! meh
src_cache = NULL;
if(dest_cache != NULL)
CHECKNVAPI(NvAPI_D3D9_UnregisterResource(dest_cache)); //!! meh
dest_cache = NULL;
if(NVAPIinit) //!! meh
CHECKNVAPI(NvAPI_Unload());
NVAPIinit = false;
if(gShader != NULL) //!! meh
gShader->Release();
gShader = NULL;
shader_cache = NULL;
//
m_pD3DDevice->SetStreamSource(0, NULL, 0, 0);
m_pD3DDevice->SetIndices(NULL);
SAFE_RELEASE(m_dynIndexBuffer);
m_texMan.UnloadAll();
SAFE_RELEASE(m_pBackBuffer);
m_pD3DDevice->Release();
m_pD3D->Release();
/*
* D3D sets the FPU to single precision mode when it's initialized, but doesn't
* bother to reset the FPU when it's destroyed. This creates some precision issues
* and messes with the RoundToInt function, so we reset it manually here.
*/
_fpreset();
}
void RenderDevice::BeginScene()
{
CHECKD3D(m_pD3DDevice->BeginScene());
}
void RenderDevice::EndScene()
{
CHECKD3D(m_pD3DDevice->EndScene());
}
void RenderDevice::CreatePixelShader( const char* shader )
{
if(shader != shader_cache)
{
if(gShader != NULL) //!! meh
{
gShader->Release();
gShader = NULL;
}
ID3DXBuffer *tmp;
CHECKD3D(D3DXCompileShader( shader, strlen(shader), 0, 0, "ps_main", "ps_2_a", D3DXSHADER_OPTIMIZATION_LEVEL3|D3DXSHADER_PREFER_FLOW_CONTROL, &tmp, 0, 0 ));
CHECKD3D(m_pD3DDevice->CreatePixelShader( (DWORD*)tmp->GetBufferPointer(), &gShader ));
shader_cache = shader;
}
CHECKD3D(m_pD3DDevice->SetPixelShader(gShader));
}
void RenderDevice::SetPixelShaderConstants(const float* constantData, const unsigned int numFloat4s)
{
m_pD3DDevice->SetPixelShaderConstantF(0, constantData, numFloat4s);
}
void RenderDevice::RevertPixelShaderToFixedFunction()
{
m_pD3DDevice->SetPixelShader( NULL );
}
static void FlushGPUCommandBuffer(IDirect3DDevice9* pd3dDevice)
{
IDirect3DQuery9* pEventQuery;
pd3dDevice->CreateQuery(D3DQUERYTYPE_EVENT, &pEventQuery);
if (pEventQuery)
{
pEventQuery->Issue(D3DISSUE_END);
while (S_FALSE == pEventQuery->GetData(NULL, 0, D3DGETDATA_FLUSH))
;
pEventQuery->Release();
}
}
void RenderDevice::Flip(bool vsync)
{
#ifdef USE_D3D9EX
if(vsync)
m_pD3DDevice->WaitForVBlank(0);
#endif
CHECKD3D(m_pD3DDevice->Present(NULL, NULL, NULL, NULL));
// reset performance counters
m_frameDrawCalls = m_curDrawCalls;
m_frameStateChanges = m_curStateChanges;
m_frameTextureChanges = m_curTextureChanges;
m_curDrawCalls = m_curStateChanges = m_curTextureChanges = 0;
}
RenderTarget* RenderDevice::DuplicateRenderTarget(RenderTarget* src)
{
D3DSURFACE_DESC desc;
src->GetDesc(&desc);
IDirect3DSurface9 *dup;
CHECKD3D(m_pD3DDevice->CreateRenderTarget(desc.Width, desc.Height, desc.Format,
desc.MultiSampleType, desc.MultiSampleQuality, FALSE /* lockable */, &dup, NULL));
return dup;
}
void RenderDevice::CopySurface(RenderTarget* dest, RenderTarget* src)
{
CHECKD3D(m_pD3DDevice->StretchRect(src, NULL, dest, NULL, D3DTEXF_NONE));
}
D3DTexture* RenderDevice::DuplicateTexture(RenderTarget* src)
{
D3DSURFACE_DESC desc;
src->GetDesc(&desc);
D3DTexture* dup;
CHECKD3D(m_pD3DDevice->CreateTexture(desc.Width, desc.Height, 1,
D3DUSAGE_RENDERTARGET, desc.Format, D3DPOOL_DEFAULT, &dup, NULL)); // D3DUSAGE_AUTOGENMIPMAP?
return dup;
}
D3DTexture* RenderDevice::DuplicateDepthTexture(RenderTarget* src)
{
D3DSURFACE_DESC desc;
src->GetDesc(&desc);
D3DTexture* dup;
CHECKD3D(m_pD3DDevice->CreateTexture(desc.Width, desc.Height, 1,
D3DUSAGE_DEPTHSTENCIL, (D3DFORMAT)MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &dup, NULL)); // D3DUSAGE_AUTOGENMIPMAP?
return dup;
}
void RenderDevice::CopySurface(D3DTexture* dest, RenderTarget* src)
{
IDirect3DSurface9 *textureSurface;
CHECKD3D(dest->GetSurfaceLevel(0, &textureSurface));
CHECKD3D(m_pD3DDevice->StretchRect(src, NULL, textureSurface, NULL, D3DTEXF_NONE));
textureSurface->Release();
}
void RenderDevice::CopyDepth(D3DTexture* dest, RenderTarget* src)
{
if(!NVAPIinit)
{
CHECKNVAPI(NvAPI_Initialize()); //!! meh
NVAPIinit = true;
}
if(src != src_cache)
{
if(src_cache != NULL)
CHECKNVAPI(NvAPI_D3D9_UnregisterResource(src_cache)); //!! meh
CHECKNVAPI(NvAPI_D3D9_RegisterResource(src)); //!! meh
src_cache = src;
}
if(dest != dest_cache)
{
if(dest_cache != NULL)
CHECKNVAPI(NvAPI_D3D9_UnregisterResource(dest_cache)); //!! meh
CHECKNVAPI(NvAPI_D3D9_RegisterResource(dest)); //!! meh
dest_cache = dest;
}
//CHECKNVAPI(NvAPI_D3D9_AliasSurfaceAsTexture(m_pD3DDevice,src,dest,0));
CHECKNVAPI(NvAPI_D3D9_StretchRectEx(m_pD3DDevice, src, NULL, dest, NULL, D3DTEXF_NONE));
}
D3DTexture* RenderDevice::CreateSystemTexture(MemTexture* surf)
{
IDirect3DTexture9 *sysTex;
int texwidth = surf->width();
int texheight = surf->height();
CHECKD3D(m_pD3DDevice->CreateTexture(texwidth, texheight, m_autogen_mipmap ? 1 : 0, 0, D3DFMT_A8R8G8B8,
D3DPOOL_SYSTEMMEM, &sysTex, NULL));
// copy data into system memory texture
D3DLOCKED_RECT locked;
CHECKD3D(sysTex->LockRect(0, &locked, NULL, 0));
BYTE *pdest = (BYTE*)locked.pBits;
for (int y = 0; y < surf->height(); ++y)
{
memcpy(pdest + y*locked.Pitch, surf->data() + y*surf->pitch(), 4 * surf->width());
}
CHECKD3D(sysTex->UnlockRect(0));
if(!m_autogen_mipmap)
CHECKD3D(D3DXFilterTexture(sysTex,NULL,D3DX_DEFAULT,D3DX_DEFAULT));
return sysTex;
}
D3DTexture* RenderDevice::UploadTexture(MemTexture* surf, int *pTexWidth, int *pTexHeight)
{
IDirect3DTexture9 *sysTex, *tex;
int texwidth = surf->width();
int texheight = surf->height();
if (pTexWidth) *pTexWidth = texwidth;
if (pTexHeight) *pTexHeight = texheight;
sysTex = CreateSystemTexture(surf);
CHECKD3D(m_pD3DDevice->CreateTexture(texwidth, texheight, m_autogen_mipmap ? 0 : sysTex->GetLevelCount(), m_autogen_mipmap ? D3DUSAGE_AUTOGENMIPMAP : 0, D3DFMT_A8R8G8B8,
D3DPOOL_DEFAULT, &tex, NULL));
CHECKD3D(m_pD3DDevice->UpdateTexture(sysTex, tex));
CHECKD3D(sysTex->Release());
if(m_autogen_mipmap)
tex->GenerateMipSubLevels(); // tell driver that now is a good time to generate mipmaps
return tex;
}
void RenderDevice::UpdateTexture(D3DTexture* tex, MemTexture* surf)
{
IDirect3DTexture9* sysTex = CreateSystemTexture(surf);
CHECKD3D(m_pD3DDevice->UpdateTexture(sysTex, tex));
CHECKD3D(sysTex->Release());
}
void RenderDevice::SetTexture(DWORD texUnit, D3DTexture* tex )
{
if (texUnit >= 8 || tex != m_curTexture[texUnit])
{
CHECKD3D(m_pD3DDevice->SetTexture(texUnit, tex));
if (texUnit < 8)
m_curTexture[texUnit] = tex;
m_curTextureChanges++;
}
}
void RenderDevice::SetTextureFilter(DWORD texUnit, DWORD mode)
{
if((mode == TEXTURE_MODE_TRILINEAR) && m_force_aniso)
mode = TEXTURE_MODE_ANISOTROPIC;
switch ( mode )
{
default:
case TEXTURE_MODE_POINT:
// Don't filter textures, no mipmapping.
CHECKD3D(m_pD3DDevice->SetSamplerState(texUnit, D3DSAMP_MAGFILTER, D3DTEXF_POINT));
CHECKD3D(m_pD3DDevice->SetSamplerState(texUnit, D3DSAMP_MINFILTER, D3DTEXF_POINT));
CHECKD3D(m_pD3DDevice->SetSamplerState(texUnit, D3DSAMP_MIPFILTER, D3DTEXF_NONE));
break;
case TEXTURE_MODE_BILINEAR:
// Interpolate in 2x2 texels, no mipmapping.
CHECKD3D(m_pD3DDevice->SetSamplerState(texUnit, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR));
CHECKD3D(m_pD3DDevice->SetSamplerState(texUnit, D3DSAMP_MINFILTER, D3DTEXF_LINEAR));
CHECKD3D(m_pD3DDevice->SetSamplerState(texUnit, D3DSAMP_MIPFILTER, D3DTEXF_NONE));
break;
case TEXTURE_MODE_TRILINEAR:
// Filter textures on 2 mip levels (interpolate in 2x2 texels). And filter between the 2 mip levels.
CHECKD3D(m_pD3DDevice->SetSamplerState(texUnit, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR));
CHECKD3D(m_pD3DDevice->SetSamplerState(texUnit, D3DSAMP_MINFILTER, D3DTEXF_LINEAR));
CHECKD3D(m_pD3DDevice->SetSamplerState(texUnit, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR));
break;
case TEXTURE_MODE_ANISOTROPIC:
// Full HQ anisotropic Filter. Should lead to driver doing whatever it thinks is best.
CHECKD3D(m_pD3DDevice->SetSamplerState(texUnit, D3DSAMP_MAGFILTER, m_mag_aniso ? D3DTEXF_ANISOTROPIC : D3DTEXF_LINEAR));
CHECKD3D(m_pD3DDevice->SetSamplerState(texUnit, D3DSAMP_MINFILTER, D3DTEXF_ANISOTROPIC));
CHECKD3D(m_pD3DDevice->SetSamplerState(texUnit, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR));
CHECKD3D(m_pD3DDevice->SetSamplerState(texUnit, D3DSAMP_MAXANISOTROPY, min(m_maxaniso,(DWORD)16)));
break;
}
}
void RenderDevice::SetTextureStageState( DWORD p1, D3DTEXTURESTAGESTATETYPE p2, DWORD p3)
{
if( (unsigned int)p2 < TEXTURE_STATE_CACHE_SIZE && p1 < 8)
{
if(textureStateCache[p1][p2] == p3)
{
// texture stage state hasn't changed since last call of this function -> do nothing here
return;
}
textureStateCache[p1][p2] = p3;
}
CHECKD3D(m_pD3DDevice->SetTextureStageState(p1, p2, p3));
m_curStateChanges++;
}
void RenderDevice::SetMaterial( const BaseMaterial * const _material )
{
#if !defined(DEBUG_XXX) && !defined(_CRTDBG_MAP_ALLOC)
// this produces a crash if BaseMaterial isn't proper aligned to 16byte (in main.cpp new/delete is overloaded for that)
if((_mm_movemask_ps(_mm_and_ps(
_mm_and_ps(_mm_cmpeq_ps(_material->d,materialStateCache.d),_mm_cmpeq_ps(_material->a,materialStateCache.a)),
_mm_and_ps(_mm_cmpeq_ps(_material->s,materialStateCache.s),_mm_cmpeq_ps(_material->e,materialStateCache.e)))) == 15)
&&
(_material->power == materialStateCache.power))
return;
materialStateCache.d = _material->d;
materialStateCache.a = _material->a;
materialStateCache.e = _material->e;
materialStateCache.s = _material->s;
materialStateCache.power = _material->power;
#endif
CHECKD3D(m_pD3DDevice->SetMaterial((D3DMATERIAL9*)_material));
}
void RenderDevice::SetRenderTarget( RenderTarget* surf)
{
CHECKD3D(m_pD3DDevice->SetRenderTarget(0, surf));
}
void RenderDevice::SetZBuffer( RenderTarget* surf)
{
CHECKD3D(m_pD3DDevice->SetDepthStencilSurface(surf));
}
void RenderDevice::SetRenderState( const RenderStates p1, const DWORD p2 )
{
if ( (unsigned int)p1 < RENDER_STATE_CACHE_SIZE)
{
if( renderStateCache[p1]==p2 )
{
// this render state is already set -> don't do anything then
return;
}
renderStateCache[p1]=p2;
}
CHECKD3D(m_pD3DDevice->SetRenderState((D3DRENDERSTATETYPE)p1, p2));
m_curStateChanges++;
}
void RenderDevice::SetTextureAddressMode(DWORD texUnit, TextureAddressMode mode)
{
CHECKD3D(m_pD3DDevice->SetSamplerState(texUnit, D3DSAMP_ADDRESSU, mode));
CHECKD3D(m_pD3DDevice->SetSamplerState(texUnit, D3DSAMP_ADDRESSV, mode));
}
void RenderDevice::CreateVertexBuffer( unsigned int vertexCount, DWORD usage, DWORD fvf, VertexBuffer **vBuffer )
{
// NB: We always specify WRITEONLY since MSDN states,
// "Buffers created with D3DPOOL_DEFAULT that do not specify D3DUSAGE_WRITEONLY may suffer a severe performance penalty."
// This means we cannot read from vertex buffers, but I don't think we need to.
CHECKD3D(m_pD3DDevice->CreateVertexBuffer(vertexCount * fvfToSize(fvf), D3DUSAGE_WRITEONLY | usage, fvf,
D3DPOOL_DEFAULT, (IDirect3DVertexBuffer9**)vBuffer, NULL));
}
void RenderDevice::CreateIndexBuffer(unsigned int numIndices, DWORD usage, IndexBuffer::Format format, IndexBuffer **idxBuffer)
{
// NB: We always specify WRITEONLY since MSDN states,
// "Buffers created with D3DPOOL_DEFAULT that do not specify D3DUSAGE_WRITEONLY may suffer a severe performance penalty."
const unsigned idxSize = (format == IndexBuffer::FMT_INDEX16) ? 2 : 4;
CHECKD3D(m_pD3DDevice->CreateIndexBuffer(idxSize * numIndices, usage | D3DUSAGE_WRITEONLY, (D3DFORMAT)format,
D3DPOOL_DEFAULT, (IDirect3DIndexBuffer9**)idxBuffer, NULL));
}
IndexBuffer* RenderDevice::CreateAndFillIndexBuffer(unsigned int numIndices, const WORD * indices)
{
IndexBuffer* ib;
CreateIndexBuffer(numIndices, 0, IndexBuffer::FMT_INDEX16, &ib);
void* buf;
ib->lock(0, 0, &buf, 0);
memcpy(buf, indices, numIndices * sizeof(indices[0]));
ib->unlock();
return ib;
}
IndexBuffer* RenderDevice::CreateAndFillIndexBuffer(const std::vector<WORD>& indices)
{
return CreateAndFillIndexBuffer(indices.size(), &indices[0]);
}
RenderTarget* RenderDevice::AttachZBufferTo(RenderTarget* surf)
{
D3DSURFACE_DESC desc;
surf->GetDesc(&desc);
IDirect3DSurface9 *pZBuf;
CHECKD3D(m_pD3DDevice->CreateDepthStencilSurface(desc.Width, desc.Height, D3DFMT_D16 /*D3DFMT_D24X8*/,
desc.MultiSampleType, desc.MultiSampleQuality, FALSE, &pZBuf, NULL));
return pZBuf;
}
void RenderDevice::DrawPrimitive(D3DPRIMITIVETYPE type, DWORD fvf, const void* vertices, DWORD vertexCount)
{
m_pD3DDevice->SetFVF(fvf);
CHECKD3D(m_pD3DDevice->DrawPrimitiveUP(type, ComputePrimitiveCount(type, vertexCount), vertices, fvfToSize(fvf)));
m_curVertexBuffer = 0; // DrawPrimitiveUP sets the VB to NULL
m_curDrawCalls++;
}
void RenderDevice::DrawIndexedPrimitive(D3DPRIMITIVETYPE type, DWORD fvf, const void* vertices, DWORD vertexCount, const WORD* indices, DWORD indexCount)
{
m_pD3DDevice->SetFVF(fvf);
CHECKD3D(m_pD3DDevice->DrawIndexedPrimitiveUP(type, 0, vertexCount, ComputePrimitiveCount(type, indexCount),
indices, D3DFMT_INDEX16, vertices, fvfToSize(fvf)));
m_curVertexBuffer = 0; // DrawIndexedPrimitiveUP sets the VB to NULL
m_curIndexBuffer = 0; // DrawIndexedPrimitiveUP sets the IB to NULL
m_curDrawCalls++;
}
void RenderDevice::DrawPrimitiveVB(D3DPRIMITIVETYPE type, VertexBuffer* vb, DWORD startVertex, DWORD vertexCount)
{
D3DVERTEXBUFFER_DESC desc;
vb->GetDesc(&desc); // let's hope this is not very slow
const unsigned int vsize = fvfToSize(desc.FVF);
CHECKD3D(m_pD3DDevice->SetFVF(desc.FVF));
if (m_curVertexBuffer != vb)
{
CHECKD3D(m_pD3DDevice->SetStreamSource(0, vb, 0, vsize));
m_curVertexBuffer = vb;
}
CHECKD3D(m_pD3DDevice->DrawPrimitive(type, startVertex, ComputePrimitiveCount(type, vertexCount)));
m_curDrawCalls++;
}
void RenderDevice::DrawIndexedPrimitiveVB( D3DPRIMITIVETYPE type, VertexBuffer* vb, DWORD startVertex, DWORD vertexCount, const WORD* indices, DWORD indexCount)
{
if (indexCount > MY_IDX_BUF_SIZE)
{
ShowError("Call to DrawIndexedPrimitiveVB has too many indices. Use an index buffer.");
return;
}
// copy the indices to the dynamic index buffer
WORD *buffer;
m_dynIndexBuffer->lock(0, indexCount * sizeof(WORD), (void**)&buffer, IndexBuffer::DISCARD);
memcpy(buffer, indices, indexCount * sizeof(WORD));
m_dynIndexBuffer->unlock();
DrawIndexedPrimitiveVB(type, vb, startVertex, vertexCount, m_dynIndexBuffer, 0, indexCount);
}
void RenderDevice::DrawIndexedPrimitiveVB( D3DPRIMITIVETYPE type, VertexBuffer* vb, DWORD startVertex, DWORD vertexCount, IndexBuffer* ib, DWORD startIndex, DWORD indexCount)
{
// get VB description (for FVF)
D3DVERTEXBUFFER_DESC desc;
vb->GetDesc(&desc); // let's hope this is not very slow
const unsigned int vsize = fvfToSize(desc.FVF);
// bind the vertex and index buffers
CHECKD3D(m_pD3DDevice->SetFVF(desc.FVF));
if (m_curVertexBuffer != vb)
{
CHECKD3D(m_pD3DDevice->SetStreamSource(0, vb, 0, vsize));
m_curVertexBuffer = vb;
}
if (m_curIndexBuffer != ib)
{
CHECKD3D(m_pD3DDevice->SetIndices(ib));
m_curIndexBuffer = ib;
}
// render
CHECKD3D(m_pD3DDevice->DrawIndexedPrimitive(type, startVertex, 0, vertexCount, startIndex, ComputePrimitiveCount(type, indexCount)));
m_curDrawCalls++;
}
void RenderDevice::SetTransform( TransformStateType p1, D3DMATRIX* p2)
{
CHECKD3D(m_pD3DDevice->SetTransform((D3DTRANSFORMSTATETYPE)p1, p2));
}
void RenderDevice::GetTransform( TransformStateType p1, D3DMATRIX* p2)
{
CHECKD3D(m_pD3DDevice->GetTransform((D3DTRANSFORMSTATETYPE)p1, p2));
}
void RenderDevice::GetMaterial( BaseMaterial *_material )
{
m_pD3DDevice->GetMaterial((D3DMATERIAL9*)_material);
}
void RenderDevice::SetLight( DWORD p1, BaseLight* p2)
{
m_pD3DDevice->SetLight(p1,p2);
}
void RenderDevice::GetLight( DWORD p1, BaseLight* p2 )
{
m_pD3DDevice->GetLight(p1,p2);
}
void RenderDevice::LightEnable( DWORD p1, BOOL p2)
{
m_pD3DDevice->LightEnable(p1,p2);
}
void RenderDevice::Clear(DWORD numRects, D3DRECT* rects, DWORD flags, D3DCOLOR color, D3DVALUE z, DWORD stencil)
{
m_pD3DDevice->Clear(numRects, rects, flags, color, z, stencil);
}
void RenderDevice::SetViewport( ViewPort* p1)
{
m_pD3DDevice->SetViewport((D3DVIEWPORT9*)p1);
}
void RenderDevice::GetViewport( ViewPort* p1)
{
m_pD3DDevice->GetViewport((D3DVIEWPORT9*)p1);
}