mirror of
https://github.com/nillerusr/source-engine.git
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1568 lines
42 KiB
C++
1568 lines
42 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//===========================================================================//
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#ifdef D3D_ASYNC_SUPPORTED
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#ifndef D3DASYNC_H
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#define D3DASYNC_H
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#ifdef _WIN32
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#pragma once
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#endif
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// Set this to 1 to allow d3d calls to be buffered and played back on another thread
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// Slamming this off - it's causing very hot D3D9 function calls to not be inlined and contain a bunch of unused code. (Does this code even work/add real value any more?)
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#define SHADERAPI_USE_SMP 0
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// Set this to 1 to allow buffering of the whole frame to memory and then playback (singlethreaded).
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// This is for debugging only and is used to test the performance of just calling D3D and rendering without other CPU overhead.
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#define SHADERAPI_BUFFER_D3DCALLS 0
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#if SHADERAPI_BUFFER_D3DCALLS && !SHADERAPI_USE_SMP
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# error "SHADERAPI_USE_SMP must be 1 for SHADERAPI_BUFFER_D3DCALLS to work!"
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#endif
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#include "recording.h"
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#include "strtools.h"
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#include "glmgr/dxabstract.h"
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#ifdef NDEBUG
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#define DO_D3D(x) Dx9Device()->x
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#else
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#define DO_D3D(x) Dx9Device()->x
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//#define DO_D3D(x) { HRESULT hr=Dx9Device()->x; Assert( !FAILED(hr) ); }
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#endif
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#define PUSHBUFFER_NELEMS 4096
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enum PushBufferState
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{
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PUSHBUFFER_AVAILABLE,
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PUSHBUFFER_BEING_FILLED,
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PUSHBUFFER_SUBMITTED,
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PUSHBUFFER_BEING_USED_FOR_LOCKEDDATA,
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};
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class PushBuffer
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{
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friend class D3DDeviceWrapper;
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volatile PushBufferState m_State;
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uint32 m_BufferData[PUSHBUFFER_NELEMS];
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public:
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PushBuffer(void)
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{
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m_State = PUSHBUFFER_AVAILABLE;
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}
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};
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// When running multithreaded, lock for write calls actually return a pointer to temporary memory
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// buffer. When the buffer is later unlocked by the caller, data must be queued with the Unlock()
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// that lets the d3d thread know how much data to copy from where. One possible optimization for
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// things which write a lot of data into lock buffers woudl be to proviude a way for the caller to
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// occasionally check if the Lock() has been dequeued. If so, the the data pushed so far could be
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// copied asynchronously into the buffer, while the caller would be told to switch to writing
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// directly to the vertex buffer.
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//
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// another possibility would be lock()ing in advance for large ones, such as the world renderer,
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// or keeping multiple locked vb's open for meshbuilder.
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struct LockedBufferContext
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{
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PushBuffer *m_pPushBuffer; // if a push buffer was used to hold
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// the temporary data, this will be non-null
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void *m_pMallocedMemory; // if memory had to be malloc'd, this will be set.
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size_t m_MallocSize; // # of bytes malloced if mallocedmem ptr non-null
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LockedBufferContext( void )
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{
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m_pPushBuffer = NULL;
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m_pMallocedMemory = NULL;
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}
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};
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// push buffer commands follow
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enum PushBufferCommand
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{
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PBCMD_END, // at end of push buffer
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PBCMD_SET_RENDERSTATE, // state, val
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PBCMD_SET_TEXTURE, // stage, txtr
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PBCMD_DRAWPRIM, // prim type, start v, nprims
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PBCMD_DRAWINDEXEDPRIM, // prim type, baseidx, minidx, numv, starti, pcount
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PBCMD_SET_PIXEL_SHADER, // shaderptr
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PBCMD_SET_VERTEX_SHADER, // shaderptr
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PBCMD_SET_PIXEL_SHADER_CONSTANT, // startreg, nregs, data...
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PBCMD_SET_BOOLEAN_PIXEL_SHADER_CONSTANT, // startreg, nregs, data...
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PBCMD_SET_INTEGER_PIXEL_SHADER_CONSTANT, // startreg, nregs, data...
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PBCMD_SET_VERTEX_SHADER_CONSTANT, // startreg, nregs, data...
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PBCMD_SET_BOOLEAN_VERTEX_SHADER_CONSTANT, // startreg, nregs, data...
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PBCMD_SET_INTEGER_VERTEX_SHADER_CONSTANT, // startreg, nregs, data...
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PBCMD_SET_RENDER_TARGET, // idx, targetptr
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PBCMD_SET_DEPTH_STENCIL_SURFACE, // surfptr
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PBCMD_SET_STREAM_SOURCE, // idx, sptr, ofs, stride
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PBCMD_SET_INDICES, // idxbuffer
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PBCMD_SET_SAMPLER_STATE, // stage, state, val
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PBCMD_UNLOCK_VB, // vptr
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PBCMD_UNLOCK_IB, // idxbufptr
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PBCMD_SETVIEWPORT, // vp_struct
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PBCMD_CLEAR, // count, n rect structs, flags, color, z, stencil
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PBCMD_SET_VERTEXDECLARATION, // vdeclptr
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PBCMD_BEGIN_SCENE, //
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PBCMD_END_SCENE, //
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PBCMD_PRESENT, // complicated..see code
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PBCMD_SETCLIPPLANE, // idx, 4 floats
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PBCMD_STRETCHRECT, // see code
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PBCMD_ASYNC_LOCK_VB, // see code
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PBCMD_ASYNC_UNLOCK_VB,
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PBCMD_ASYNC_LOCK_IB, // see code
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PBCMD_ASYNC_UNLOCK_IB,
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PBCMD_SET_SCISSOR_RECT, // RECT
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};
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#define N_DWORDS( x ) (( sizeof(x)+3)/sizeof( DWORD ))
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#define N_DWORDS_IN_PTR (N_DWORDS( void * ))
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class D3DDeviceWrapper
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{
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private:
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IDirect3DDevice9 *m_pD3DDevice;
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bool m_bSupportsTessellation;
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int m_nCurrentTessLevel;
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TessellationMode_t m_nTessellationMode;
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#if SHADERAPI_USE_SMP
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uintptr_t m_pASyncThreadHandle;
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PushBuffer *m_pCurPushBuffer;
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uint32 *m_pOutputPtr;
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size_t m_PushBufferFreeSlots;
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#endif
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#if SHADERAPI_BUFFER_D3DCALLS
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bool m_bBufferingD3DCalls;
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# define SHADERAPI_BUFFER_MAXRENDERTARGETS 4
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IDirect3DSurface9 *m_StoredRenderTargets[SHADERAPI_BUFFER_MAXRENDERTARGETS];
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#endif
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PushBuffer *FindFreePushBuffer( PushBufferState newstate ); // find a free push buffer and change its state
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void GetPushBuffer(void); // set us up to point at a new push buffer
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void SubmitPushBufferAndGetANewOne(void); // submit the current push buffer
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void ExecutePushBuffer( PushBuffer const *pb);
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#if SHADERAPI_USE_SMP
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void Synchronize(void); // wait for all commands to be done
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#else
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FORCEINLINE void Synchronize(void)
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{
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}
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#endif
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void SubmitIfNotBusy(void);
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#if SHADERAPI_USE_SMP
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template<class T> FORCEINLINE void PushStruct( PushBufferCommand cmd, T const *str )
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{
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int nwords=N_DWORDS( T );
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AllocatePushBufferSpace( 1+ nwords );
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m_pOutputPtr[0]=cmd;
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memcpy( m_pOutputPtr+1, str, sizeof( T ) );
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m_pOutputPtr += 1+nwords;
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}
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FORCEINLINE void AllocatePushBufferSpace(size_t nSlots)
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{
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// check for N slots of space, and decrement amount of space left
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if ( nSlots>m_PushBufferFreeSlots ) // out of room?
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{
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SubmitPushBufferAndGetANewOne();
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}
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m_PushBufferFreeSlots -= nSlots;
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}
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// simple methods for pushing a few words into output buffer
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FORCEINLINE void Push( PushBufferCommand cmd )
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{
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AllocatePushBufferSpace(1);
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m_pOutputPtr[0]=cmd;
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m_pOutputPtr++;
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}
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FORCEINLINE void Push( PushBufferCommand cmd, int arg1)
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{
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AllocatePushBufferSpace(2);
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m_pOutputPtr[0]=cmd;
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m_pOutputPtr[1]=arg1;
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m_pOutputPtr += 2;
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}
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FORCEINLINE void Push( PushBufferCommand cmd, void *ptr )
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{
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AllocatePushBufferSpace(1+N_DWORDS_IN_PTR);
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*(m_pOutputPtr++)=cmd;
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*((void **) m_pOutputPtr)=ptr;
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m_pOutputPtr+=N_DWORDS_IN_PTR;
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}
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FORCEINLINE void Push( PushBufferCommand cmd, void *ptr, void *ptr1 )
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{
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AllocatePushBufferSpace(1+2*N_DWORDS_IN_PTR);
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*(m_pOutputPtr++)=cmd;
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*((void **) m_pOutputPtr)=ptr;
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m_pOutputPtr+=N_DWORDS_IN_PTR;
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*((void **) m_pOutputPtr)=ptr1;
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m_pOutputPtr+=N_DWORDS_IN_PTR;
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}
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FORCEINLINE void Push( PushBufferCommand cmd, void *arg1, uint32 arg2, uint32 arg3, uint32 arg4,
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void *arg5)
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{
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AllocatePushBufferSpace(1+N_DWORDS_IN_PTR+1+1+1+N_DWORDS_IN_PTR);
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*(m_pOutputPtr++)=cmd;
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*((void **) m_pOutputPtr)=arg1;
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m_pOutputPtr+=N_DWORDS_IN_PTR;
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*(m_pOutputPtr++)=arg2;
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*(m_pOutputPtr++)=arg3;
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*(m_pOutputPtr++)=arg4;
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*((void **) m_pOutputPtr)=arg5;
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m_pOutputPtr+=N_DWORDS_IN_PTR;
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}
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FORCEINLINE void Push( PushBufferCommand cmd, uint32 arg1, void *ptr )
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{
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AllocatePushBufferSpace(2+N_DWORDS_IN_PTR);
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*(m_pOutputPtr++)=cmd;
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*(m_pOutputPtr++)=arg1;
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*((void **) m_pOutputPtr)=ptr;
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m_pOutputPtr+=N_DWORDS_IN_PTR;
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}
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FORCEINLINE void Push( PushBufferCommand cmd, uint32 arg1, void *ptr, int arg2, int arg3 )
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{
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AllocatePushBufferSpace( 4+N_DWORDS_IN_PTR );
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*(m_pOutputPtr++)=cmd;
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*(m_pOutputPtr++)=arg1;
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*((void **) m_pOutputPtr)=ptr;
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m_pOutputPtr+=N_DWORDS_IN_PTR;
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m_pOutputPtr[0]=arg2;
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m_pOutputPtr[1]=arg3;
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m_pOutputPtr += 2;
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}
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FORCEINLINE void Push( PushBufferCommand cmd, int arg1, int arg2)
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{
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AllocatePushBufferSpace(3);
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m_pOutputPtr[0]=cmd;
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m_pOutputPtr[1]=arg1;
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m_pOutputPtr[2]=arg2;
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m_pOutputPtr += 3;
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}
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FORCEINLINE void Push( PushBufferCommand cmd, int arg1, int arg2, int arg3)
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{
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AllocatePushBufferSpace(4);
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m_pOutputPtr[0]=cmd;
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m_pOutputPtr[1]=arg1;
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m_pOutputPtr[2]=arg2;
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m_pOutputPtr[3]=arg3;
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m_pOutputPtr += 4;
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}
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FORCEINLINE void Push( PushBufferCommand cmd, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6 )
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{
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AllocatePushBufferSpace(7);
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m_pOutputPtr[0]=cmd;
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m_pOutputPtr[1]=arg1;
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m_pOutputPtr[2]=arg2;
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m_pOutputPtr[3]=arg3;
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m_pOutputPtr[4]=arg4;
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m_pOutputPtr[5]=arg5;
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m_pOutputPtr[6]=arg6;
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m_pOutputPtr += 7;
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}
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#else
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template<class T> FORCEINLINE void PushStruct( PushBufferCommand cmd, T const *str )
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{
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}
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FORCEINLINE void AllocatePushBufferSpace(size_t nSlots)
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{
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}
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// simple methods for pushing a few words into output buffer
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FORCEINLINE void Push( PushBufferCommand cmd )
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{
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}
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FORCEINLINE void Push( PushBufferCommand cmd, int arg1)
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{
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}
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FORCEINLINE void Push( PushBufferCommand cmd, void *ptr )
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{
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}
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FORCEINLINE void Push( PushBufferCommand cmd, void *ptr, void *ptr1 )
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{
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}
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FORCEINLINE void Push( PushBufferCommand cmd, void *arg1, uint32 arg2, uint32 arg3, uint32 arg4,
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void *arg5)
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{
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}
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FORCEINLINE void Push( PushBufferCommand cmd, uint32 arg1, void *ptr )
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{
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}
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FORCEINLINE void Push( PushBufferCommand cmd, uint32 arg1, void *ptr, int arg2, int arg3 )
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{
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}
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FORCEINLINE void Push( PushBufferCommand cmd, int arg1, int arg2)
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{
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}
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FORCEINLINE void Push( PushBufferCommand cmd, int arg1, int arg2, int arg3)
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{
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}
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FORCEINLINE void Push( PushBufferCommand cmd, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6 )
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{
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}
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#endif
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FORCEINLINE bool ASyncMode(void) const
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{
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#if SHADERAPI_USE_SMP
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# if SHADERAPI_BUFFER_D3DCALLS
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return m_bBufferingD3DCalls;
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# else
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return (m_pASyncThreadHandle != 0 );
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# endif
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#else
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return false;
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#endif
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}
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FORCEINLINE IDirect3DDevice9* Dx9Device(void) const
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{
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return m_pD3DDevice;
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}
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void AsynchronousLock( IDirect3DVertexBuffer9* vb, size_t offset, size_t size, void **ptr,
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DWORD flags,
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LockedBufferContext *lb);
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void AsynchronousLock( IDirect3DIndexBuffer9* ib, size_t offset, size_t size, void **ptr,
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DWORD flags,
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LockedBufferContext *lb);
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// handlers for push buffer contexts
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void HandleAsynchronousLockVBCommand( uint32 const *dptr );
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void HandleAsynchronousUnLockVBCommand( uint32 const *dptr );
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void HandleAsynchronousLockIBCommand( uint32 const *dptr );
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void HandleAsynchronousUnLockIBCommand( uint32 const *dptr );
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public:
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#if SHADERAPI_BUFFER_D3DCALLS
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void ExecuteAllWork( void );
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#endif
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void RunThread( void ); // this is what the worker thread runs
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void SetASyncMode( bool onoff );
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bool IsActive( void )const
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{
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return m_pD3DDevice != NULL;
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}
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void D3DeviceWrapper(void)
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{
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m_pD3DDevice = 0;
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#if SHADERAPI_USE_SMP
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m_pASyncThreadHandle = 0;
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#endif
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#if SHADERAPI_BUFFER_D3DCALLS
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m_bBufferingD3DCalls = false;
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#endif
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}
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void SetDevicePtr(IDirect3DDevice9 *pD3DDev )
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{
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m_pD3DDevice = pD3DDev;
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}
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void SetSupportsTessellation( bool bSupportsTessellation )
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{
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m_bSupportsTessellation = bSupportsTessellation;
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}
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void ShutDownDevice(void)
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{
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if ( ASyncMode() )
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{
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// sync w/ thread
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}
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m_pD3DDevice = 0;
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}
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void FORCEINLINE SetDepthStencilSurface( IDirect3DSurface9 *new_stencil )
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{
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if ( ASyncMode() )
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Push( PBCMD_SET_DEPTH_STENCIL_SURFACE, new_stencil );
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else
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DO_D3D( SetDepthStencilSurface( new_stencil ) );
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}
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HRESULT CreateCubeTexture(
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UINT EdgeLength,
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UINT Levels,
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DWORD Usage,
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D3DFORMAT Format,
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D3DPOOL Pool,
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IDirect3DCubeTexture9 ** ppCubeTexture,
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HANDLE* pSharedHandle,
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char *debugLabel = NULL // <-- OK to not pass this arg, only passed through on DX_TO_GL_ABSTRACTION
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)
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{
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Synchronize();
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return m_pD3DDevice->CreateCubeTexture( EdgeLength, Levels, Usage, Format, Pool,
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ppCubeTexture, pSharedHandle
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#if defined( DX_TO_GL_ABSTRACTION )
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,debugLabel
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#endif
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);
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}
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HRESULT CreateVolumeTexture(
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UINT Width,
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UINT Height,
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UINT Depth,
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UINT Levels,
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DWORD Usage,
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D3DFORMAT Format,
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D3DPOOL Pool,
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IDirect3DVolumeTexture9** ppVolumeTexture,
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HANDLE* pSharedHandle,
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char *debugLabel = NULL // <-- OK to not pass this arg, only passed through on DX_TO_GL_ABSTRACTION
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)
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{
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Synchronize();
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return m_pD3DDevice->CreateVolumeTexture( Width, Height, Depth, Levels,
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Usage, Format, Pool, ppVolumeTexture,
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pSharedHandle
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#if defined( DX_TO_GL_ABSTRACTION )
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,debugLabel
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#endif
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);
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}
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HRESULT CreateOffscreenPlainSurface( UINT Width,
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UINT Height,
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D3DFORMAT Format,
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D3DPOOL Pool,
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IDirect3DSurface9** ppSurface,
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HANDLE* pSharedHandle)
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{
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Synchronize();
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return m_pD3DDevice->CreateOffscreenPlainSurface( Width, Height, Format, Pool,
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ppSurface, pSharedHandle);
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}
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HRESULT CreateTexture(
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UINT Width,
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UINT Height,
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UINT Levels,
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DWORD Usage,
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D3DFORMAT Format,
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D3DPOOL Pool,
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IDirect3DTexture9** ppTexture,
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HANDLE* pSharedHandle,
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char *debugLabel = NULL // <-- OK to not pass this arg, only passed through on DX_TO_GL_ABSTRACTION
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)
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{
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Synchronize();
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return m_pD3DDevice->CreateTexture( Width, Height, Levels, Usage,
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Format, Pool, ppTexture, pSharedHandle
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#if defined( DX_TO_GL_ABSTRACTION )
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,debugLabel
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#endif
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);
|
|
}
|
|
|
|
HRESULT GetRenderTargetData(
|
|
IDirect3DSurface9* pRenderTarget,
|
|
IDirect3DSurface9* pDestSurface
|
|
)
|
|
{
|
|
Synchronize();
|
|
return m_pD3DDevice->GetRenderTargetData( pRenderTarget, pDestSurface );
|
|
}
|
|
|
|
|
|
void GetDeviceCaps( D3DCAPS9 * pCaps )
|
|
{
|
|
Synchronize();
|
|
m_pD3DDevice->GetDeviceCaps( pCaps );
|
|
}
|
|
|
|
LPCSTR GetPixelShaderProfile( void )
|
|
{
|
|
Synchronize();
|
|
return D3DXGetPixelShaderProfile( m_pD3DDevice );
|
|
}
|
|
|
|
HRESULT TestCooperativeLevel( void )
|
|
{
|
|
// hack! We are going to assume that calling this immediately when in buffered mode isn't going to cause problems.
|
|
#if !SHADERAPI_BUFFER_D3DCALLS
|
|
Synchronize();
|
|
#endif
|
|
return m_pD3DDevice->TestCooperativeLevel();
|
|
}
|
|
|
|
HRESULT GetFrontBufferData( UINT iSwapChain, IDirect3DSurface9 * pDestSurface )
|
|
{
|
|
Synchronize();
|
|
return m_pD3DDevice->GetFrontBufferData( iSwapChain, pDestSurface );
|
|
}
|
|
|
|
void SetGammaRamp( int swapchain, int flags, D3DGAMMARAMP const *pRamp)
|
|
{
|
|
Synchronize();
|
|
m_pD3DDevice->SetGammaRamp( swapchain, flags, pRamp);
|
|
}
|
|
|
|
HRESULT GetTexture( DWORD Stage, IDirect3DBaseTexture9 ** ppTexture )
|
|
{
|
|
Synchronize();
|
|
return m_pD3DDevice->GetTexture( Stage, ppTexture );
|
|
}
|
|
|
|
HRESULT GetFVF( DWORD * pFVF )
|
|
{
|
|
Synchronize();
|
|
return m_pD3DDevice->GetFVF( pFVF );
|
|
}
|
|
|
|
HRESULT GetDepthStencilSurface(
|
|
IDirect3DSurface9 ** ppZStencilSurface
|
|
)
|
|
{
|
|
Synchronize();
|
|
return m_pD3DDevice->GetDepthStencilSurface( ppZStencilSurface );
|
|
}
|
|
|
|
FORCEINLINE void SetClipPlane( int idx, float const * pplane)
|
|
{
|
|
RECORD_COMMAND( DX8_SET_CLIP_PLANE, 5 );
|
|
RECORD_INT( idx );
|
|
RECORD_FLOAT( pplane[0] );
|
|
RECORD_FLOAT( pplane[1] );
|
|
RECORD_FLOAT( pplane[2] );
|
|
RECORD_FLOAT( pplane[3] );
|
|
#if SHADERAPI_USE_SMP
|
|
if ( ASyncMode() )
|
|
{
|
|
AllocatePushBufferSpace( 6 );
|
|
m_pOutputPtr[0]=PBCMD_SETCLIPPLANE;
|
|
m_pOutputPtr[1]=idx;
|
|
memcpy(m_pOutputPtr+2,pplane, 4*sizeof(float) );
|
|
m_pOutputPtr += 6;
|
|
}
|
|
else
|
|
#endif
|
|
DO_D3D( SetClipPlane( idx, pplane ) );
|
|
}
|
|
|
|
FORCEINLINE void SetVertexDeclaration( IDirect3DVertexDeclaration9 *decl )
|
|
{
|
|
RECORD_COMMAND( DX8_SET_VERTEX_DECLARATION, 1 );
|
|
RECORD_INT( ( int ) decl );
|
|
|
|
#if SHADERAPI_USE_SMP
|
|
if ( ASyncMode() )
|
|
{
|
|
Push( PBCMD_SET_VERTEXDECLARATION, decl );
|
|
}
|
|
else
|
|
#endif
|
|
DO_D3D( SetVertexDeclaration( decl ) );
|
|
}
|
|
|
|
FORCEINLINE void SetViewport( D3DVIEWPORT9 const *vp )
|
|
{
|
|
RECORD_COMMAND( DX8_SET_VIEWPORT, 1 );
|
|
RECORD_STRUCT( vp, sizeof( *vp ));
|
|
|
|
#if SHADERAPI_USE_SMP
|
|
if ( ASyncMode() )
|
|
PushStruct( PBCMD_SETVIEWPORT, vp );
|
|
else
|
|
#endif
|
|
DO_D3D( SetViewport( vp ) );
|
|
}
|
|
|
|
HRESULT GetRenderTarget(
|
|
DWORD RenderTargetIndex,
|
|
IDirect3DSurface9 ** ppRenderTarget)
|
|
{
|
|
#if SHADERAPI_BUFFER_D3DCALLS
|
|
if ( ASyncMode() )
|
|
{
|
|
Assert( RenderTargetIndex >= 0 && RenderTargetIndex < SHADERAPI_BUFFER_MAXRENDERTARGETS );
|
|
*ppRenderTarget = m_StoredRenderTargets[RenderTargetIndex];
|
|
return D3D_OK;
|
|
}
|
|
#endif
|
|
Synchronize();
|
|
return m_pD3DDevice->GetRenderTarget( RenderTargetIndex, ppRenderTarget );
|
|
}
|
|
|
|
HRESULT CreateQuery( D3DQUERYTYPE Type, IDirect3DQuery9** ppQuery )
|
|
{
|
|
Synchronize();
|
|
return m_pD3DDevice->CreateQuery( Type, ppQuery );
|
|
}
|
|
|
|
HRESULT CreateRenderTarget(
|
|
UINT Width,
|
|
UINT Height,
|
|
D3DFORMAT Format,
|
|
D3DMULTISAMPLE_TYPE MultiSample,
|
|
DWORD MultisampleQuality,
|
|
BOOL Lockable,
|
|
IDirect3DSurface9** ppSurface,
|
|
HANDLE* pSharedHandle
|
|
)
|
|
{
|
|
Synchronize();
|
|
return m_pD3DDevice->CreateRenderTarget( Width, Height, Format, MultiSample,
|
|
MultisampleQuality, Lockable, ppSurface,
|
|
pSharedHandle);
|
|
}
|
|
|
|
HRESULT CreateDepthStencilSurface(
|
|
UINT Width,
|
|
UINT Height,
|
|
D3DFORMAT Format,
|
|
D3DMULTISAMPLE_TYPE MultiSample,
|
|
DWORD MultisampleQuality,
|
|
BOOL Discard,
|
|
IDirect3DSurface9** ppSurface,
|
|
HANDLE* pSharedHandle
|
|
)
|
|
{
|
|
Synchronize();
|
|
return m_pD3DDevice->CreateDepthStencilSurface( Width, Height, Format, MultiSample,
|
|
MultisampleQuality, Discard, ppSurface,
|
|
pSharedHandle );
|
|
}
|
|
|
|
|
|
FORCEINLINE void SetRenderTarget( int idx, IDirect3DSurface9 *new_rt )
|
|
{
|
|
if (ASyncMode())
|
|
{
|
|
Push( PBCMD_SET_RENDER_TARGET, idx, new_rt );
|
|
#if SHADERAPI_BUFFER_D3DCALLS
|
|
m_StoredRenderTargets[idx] = new_rt;
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
// NOTE: If the debug runtime breaks here on the shadow depth render target that is normal. dx9 doesn't directly support shadow
|
|
// depth texturing so we are forced to initialize this texture without the render target flagr
|
|
DO_D3D( SetRenderTarget( idx, new_rt) );
|
|
}
|
|
}
|
|
|
|
FORCEINLINE void LightEnable( int lidx, bool onoff )
|
|
{
|
|
RECORD_COMMAND( DX8_LIGHT_ENABLE, 2 );
|
|
RECORD_INT( lidx );
|
|
RECORD_INT( onoff );
|
|
|
|
Synchronize();
|
|
DO_D3D( LightEnable( lidx, onoff ) );
|
|
}
|
|
|
|
FORCEINLINE void SetRenderState( D3DRENDERSTATETYPE state, DWORD val )
|
|
{
|
|
// Assert( state >= 0 && state < MAX_NUM_RENDERSTATES );
|
|
RECORD_RENDER_STATE( state, val );
|
|
if (ASyncMode())
|
|
{
|
|
Push( PBCMD_SET_RENDERSTATE, state, val );
|
|
}
|
|
else
|
|
DO_D3D( SetRenderState( state, val ) );
|
|
}
|
|
|
|
FORCEINLINE void SetRenderStateInline( D3DRENDERSTATETYPE state, DWORD val )
|
|
{
|
|
// Assert( state >= 0 && state < MAX_NUM_RENDERSTATES );
|
|
RECORD_RENDER_STATE( state, val );
|
|
if (ASyncMode())
|
|
{
|
|
SetRenderState( state, val );
|
|
}
|
|
else
|
|
{
|
|
#ifdef DX_TO_GL_ABSTRACTION
|
|
DO_D3D( SetRenderStateInline( state, val ) );
|
|
#else
|
|
DO_D3D( SetRenderState( state, val ) );
|
|
#endif
|
|
}
|
|
}
|
|
|
|
FORCEINLINE void SetScissorRect( const RECT *pScissorRect )
|
|
{
|
|
RECORD_COMMAND( DX8_SET_SCISSOR_RECT, 1 );
|
|
RECORD_STRUCT( pScissorRect, 4 * sizeof(LONG) );
|
|
#if SHADERAPI_USE_SMP
|
|
if ( ASyncMode() )
|
|
{
|
|
AllocatePushBufferSpace( 5 );
|
|
m_pOutputPtr[0] = PBCMD_SET_SCISSOR_RECT;
|
|
memcpy( m_pOutputPtr + 1, pScissorRect, sizeof( *pScissorRect ) );
|
|
}
|
|
else
|
|
#endif
|
|
DO_D3D( SetScissorRect( pScissorRect ) );
|
|
}
|
|
|
|
FORCEINLINE void SetVertexShaderConstantF( UINT StartRegister, CONST float * pConstantData,
|
|
UINT Vector4fCount)
|
|
{
|
|
RECORD_COMMAND( DX8_SET_VERTEX_SHADER_CONSTANT, 3 );
|
|
RECORD_INT( StartRegister );
|
|
RECORD_INT( Vector4fCount );
|
|
RECORD_STRUCT( pConstantData, Vector4fCount * 4 * sizeof(float) );
|
|
#if SHADERAPI_USE_SMP
|
|
if ( ASyncMode() )
|
|
{
|
|
AllocatePushBufferSpace(3+4*Vector4fCount);
|
|
m_pOutputPtr[0]=PBCMD_SET_VERTEX_SHADER_CONSTANT;
|
|
m_pOutputPtr[1]=StartRegister;
|
|
m_pOutputPtr[2]=Vector4fCount;
|
|
memcpy(m_pOutputPtr+3,pConstantData,sizeof(float)*4*Vector4fCount);
|
|
m_pOutputPtr+=3+4*Vector4fCount;
|
|
}
|
|
else
|
|
#endif
|
|
DO_D3D( SetVertexShaderConstantF( StartRegister, pConstantData, Vector4fCount ) );
|
|
}
|
|
|
|
FORCEINLINE void SetVertexShaderConstantB( UINT StartRegister, CONST int * pConstantData,
|
|
UINT BoolCount)
|
|
{
|
|
RECORD_COMMAND( DX8_SET_VERTEX_SHADER_CONSTANT, 3 );
|
|
RECORD_INT( StartRegister );
|
|
RECORD_INT( BoolCount );
|
|
RECORD_STRUCT( pConstantData, BoolCount * sizeof(int) );
|
|
#if SHADERAPI_USE_SMP
|
|
if ( ASyncMode() )
|
|
{
|
|
AllocatePushBufferSpace(3+BoolCount);
|
|
m_pOutputPtr[0]=PBCMD_SET_BOOLEAN_VERTEX_SHADER_CONSTANT;
|
|
m_pOutputPtr[1]=StartRegister;
|
|
m_pOutputPtr[2]=BoolCount;
|
|
memcpy(m_pOutputPtr+3,pConstantData,sizeof(int)*BoolCount);
|
|
m_pOutputPtr+=3+BoolCount;
|
|
}
|
|
else
|
|
#endif
|
|
DO_D3D( SetVertexShaderConstantB( StartRegister, pConstantData, BoolCount ) );
|
|
}
|
|
|
|
FORCEINLINE void SetVertexShaderConstantI( UINT StartRegister, CONST int * pConstantData,
|
|
UINT Vector4IntCount)
|
|
{
|
|
RECORD_COMMAND( DX8_SET_VERTEX_SHADER_CONSTANT, 3 );
|
|
RECORD_INT( StartRegister );
|
|
RECORD_INT( Vector4IntCount );
|
|
RECORD_STRUCT( pConstantData, Vector4IntCount * 4 * sizeof(int) );
|
|
#if SHADERAPI_USE_SMP
|
|
if ( ASyncMode() )
|
|
{
|
|
AllocatePushBufferSpace(3+4*Vector4IntCount);
|
|
m_pOutputPtr[0]=PBCMD_SET_INTEGER_VERTEX_SHADER_CONSTANT;
|
|
m_pOutputPtr[1]=StartRegister;
|
|
m_pOutputPtr[2]=Vector4IntCount;
|
|
memcpy(m_pOutputPtr+3,pConstantData,sizeof(int)*4*Vector4IntCount);
|
|
m_pOutputPtr+=3+4*Vector4IntCount;
|
|
}
|
|
else
|
|
#endif
|
|
DO_D3D( SetVertexShaderConstantI( StartRegister, pConstantData, Vector4IntCount ) );
|
|
}
|
|
|
|
FORCEINLINE void SetPixelShaderConstantF( UINT StartRegister, CONST float * pConstantData,
|
|
UINT Vector4fCount)
|
|
{
|
|
RECORD_COMMAND( DX8_SET_PIXEL_SHADER_CONSTANT, 3 );
|
|
RECORD_INT( StartRegister );
|
|
RECORD_INT( Vector4fCount );
|
|
RECORD_STRUCT( pConstantData, Vector4fCount * 4 * sizeof(float) );
|
|
#if SHADERAPI_USE_SMP
|
|
if ( ASyncMode() )
|
|
{
|
|
AllocatePushBufferSpace(3+4*Vector4fCount);
|
|
m_pOutputPtr[0]=PBCMD_SET_PIXEL_SHADER_CONSTANT;
|
|
m_pOutputPtr[1]=StartRegister;
|
|
m_pOutputPtr[2]=Vector4fCount;
|
|
memcpy(m_pOutputPtr+3,pConstantData,sizeof(float)*4*Vector4fCount);
|
|
m_pOutputPtr+=3+4*Vector4fCount;
|
|
}
|
|
else
|
|
#endif
|
|
DO_D3D( SetPixelShaderConstantF( StartRegister, pConstantData, Vector4fCount ) );
|
|
}
|
|
|
|
FORCEINLINE void SetPixelShaderConstantB( UINT StartRegister, CONST int * pConstantData,
|
|
UINT BoolCount)
|
|
{
|
|
RECORD_COMMAND( DX8_SET_PIXEL_SHADER_CONSTANT, 3 );
|
|
RECORD_INT( StartRegister );
|
|
RECORD_INT( BoolCount );
|
|
RECORD_STRUCT( pConstantData, BoolCount * sizeof(int) );
|
|
#if SHADERAPI_USE_SMP
|
|
if ( ASyncMode() )
|
|
{
|
|
AllocatePushBufferSpace(3+BoolCount);
|
|
m_pOutputPtr[0]=PBCMD_SET_BOOLEAN_PIXEL_SHADER_CONSTANT;
|
|
m_pOutputPtr[1]=StartRegister;
|
|
m_pOutputPtr[2]=BoolCount;
|
|
memcpy(m_pOutputPtr+3,pConstantData,sizeof(int)*BoolCount);
|
|
m_pOutputPtr+=3+BoolCount;
|
|
}
|
|
else
|
|
#endif
|
|
DO_D3D( SetPixelShaderConstantB( StartRegister, pConstantData, BoolCount ) );
|
|
}
|
|
|
|
FORCEINLINE void SetPixelShaderConstantI( UINT StartRegister, CONST int * pConstantData,
|
|
UINT Vector4IntCount)
|
|
{
|
|
RECORD_COMMAND( DX8_SET_PIXEL_SHADER_CONSTANT, 3 );
|
|
RECORD_INT( StartRegister );
|
|
RECORD_INT( Vector4IntCount );
|
|
RECORD_STRUCT( pConstantData, Vector4IntCount * 4 * sizeof(int) );
|
|
#if SHADERAPI_USE_SMP
|
|
if ( ASyncMode() )
|
|
{
|
|
AllocatePushBufferSpace(3+4*Vector4IntCount);
|
|
m_pOutputPtr[0]=PBCMD_SET_INTEGER_PIXEL_SHADER_CONSTANT;
|
|
m_pOutputPtr[1]=StartRegister;
|
|
m_pOutputPtr[2]=Vector4IntCount;
|
|
memcpy(m_pOutputPtr+3,pConstantData,sizeof(int)*4*Vector4IntCount);
|
|
m_pOutputPtr+=3+4*Vector4IntCount;
|
|
}
|
|
else
|
|
#endif
|
|
DO_D3D( SetPixelShaderConstantI( StartRegister, pConstantData, Vector4IntCount ) );
|
|
}
|
|
|
|
HRESULT StretchRect( IDirect3DSurface9 * pSourceSurface,
|
|
CONST RECT * pSourceRect,
|
|
IDirect3DSurface9 * pDestSurface,
|
|
CONST RECT * pDestRect,
|
|
D3DTEXTUREFILTERTYPE Filter )
|
|
{
|
|
#if SHADERAPI_USE_SMP
|
|
if ( ASyncMode() )
|
|
{
|
|
AllocatePushBufferSpace(1+1+1+N_DWORDS( RECT )+1+1+N_DWORDS( RECT ) + 1);
|
|
*(m_pOutputPtr++)=PBCMD_STRETCHRECT;
|
|
*(m_pOutputPtr++)=(int) pSourceSurface;
|
|
*(m_pOutputPtr++)=(pSourceRect != NULL);
|
|
if (pSourceRect)
|
|
{
|
|
memcpy(m_pOutputPtr,pSourceRect,sizeof(RECT));
|
|
}
|
|
m_pOutputPtr+=N_DWORDS(RECT);
|
|
*(m_pOutputPtr++)=(int) pDestSurface;
|
|
*(m_pOutputPtr++)=(pDestRect != NULL);
|
|
if (pDestRect)
|
|
memcpy(m_pOutputPtr,pDestRect,sizeof(RECT));
|
|
m_pOutputPtr+=N_DWORDS(RECT);
|
|
*(m_pOutputPtr++)=Filter;
|
|
return S_OK; // !bug!
|
|
}
|
|
else
|
|
#endif
|
|
return m_pD3DDevice->
|
|
StretchRect( pSourceSurface, pSourceRect, pDestSurface, pDestRect, Filter );
|
|
}
|
|
|
|
|
|
FORCEINLINE void BeginScene(void)
|
|
{
|
|
RECORD_COMMAND( DX8_BEGIN_SCENE, 0 );
|
|
if ( ASyncMode() )
|
|
Push( PBCMD_BEGIN_SCENE );
|
|
else
|
|
DO_D3D( BeginScene() );
|
|
}
|
|
|
|
FORCEINLINE void EndScene(void)
|
|
{
|
|
RECORD_COMMAND( DX8_END_SCENE, 0 );
|
|
if ( ASyncMode() )
|
|
Push( PBCMD_END_SCENE );
|
|
else
|
|
DO_D3D( EndScene() );
|
|
}
|
|
|
|
FORCEINLINE HRESULT Lock( IDirect3DVertexBuffer9* vb, size_t offset, size_t size, void **ptr, DWORD flags )
|
|
{
|
|
Assert( size ); // lock size of 0 = unknown entire size of buffer = bad
|
|
Synchronize();
|
|
|
|
HRESULT hr = vb->Lock(offset, size, ptr, flags);
|
|
switch (hr)
|
|
{
|
|
case D3DERR_INVALIDCALL:
|
|
Warning( "D3DERR_INVALIDCALL - Vertex Buffer Lock Failed in %s on line %d(offset %d, size %d, flags 0x%x)\n", V_UnqualifiedFileName(__FILE__), __LINE__, offset, size, flags );
|
|
break;
|
|
case D3DERR_DRIVERINTERNALERROR:
|
|
Warning( "D3DERR_DRIVERINTERNALERROR - Vertex Buffer Lock Failed in %s on line %d (offset %d, size %d, flags 0x%x)\n", V_UnqualifiedFileName(__FILE__), __LINE__, offset, size, flags );
|
|
break;
|
|
case D3DERR_OUTOFVIDEOMEMORY:
|
|
Warning( "D3DERR_OUTOFVIDEOMEMORY - Vertex Buffer Lock Failed in %s on line %d (offset %d, size %d, flags 0x%x)\n", V_UnqualifiedFileName(__FILE__), __LINE__, offset, size, flags );
|
|
break;
|
|
}
|
|
|
|
return hr;
|
|
}
|
|
|
|
|
|
FORCEINLINE HRESULT Lock( IDirect3DVertexBuffer9* vb, size_t offset, size_t size, void **ptr,
|
|
DWORD flags,
|
|
LockedBufferContext *lb)
|
|
{
|
|
|
|
HRESULT hr = D3D_OK;
|
|
|
|
// asynchronous write-only dynamic vb lock
|
|
if ( ASyncMode() )
|
|
{
|
|
AsynchronousLock( vb, offset, size, ptr, flags, lb );
|
|
}
|
|
else
|
|
{
|
|
hr = vb->Lock(offset, size, ptr, flags);
|
|
switch (hr)
|
|
{
|
|
case D3DERR_INVALIDCALL:
|
|
Warning( "D3DERR_INVALIDCALL - Vertex Buffer Lock Failed in %s on line %d(offset %d, size %d, flags 0x%x)\n", V_UnqualifiedFileName(__FILE__), __LINE__, offset, size, flags );
|
|
break;
|
|
case D3DERR_DRIVERINTERNALERROR:
|
|
Warning( "D3DERR_DRIVERINTERNALERROR - Vertex Buffer Lock Failed in %s on line %d (offset %d, size %d, flags 0x%x)\n", V_UnqualifiedFileName(__FILE__), __LINE__, offset, size, flags );
|
|
break;
|
|
case D3DERR_OUTOFVIDEOMEMORY:
|
|
Warning( "D3DERR_OUTOFVIDEOMEMORY - Vertex Buffer Lock Failed in %s on line %d (offset %d, size %d, flags 0x%x)\n", V_UnqualifiedFileName(__FILE__), __LINE__, offset, size, flags );
|
|
break;
|
|
}
|
|
}
|
|
|
|
return hr;
|
|
}
|
|
|
|
FORCEINLINE HRESULT Lock( IDirect3DIndexBuffer9* ib, size_t offset, size_t size, void **ptr, DWORD flags)
|
|
{
|
|
HRESULT hr = D3D_OK;
|
|
|
|
Synchronize();
|
|
|
|
hr = ib->Lock(offset, size, ptr, flags);
|
|
switch (hr)
|
|
{
|
|
case D3DERR_INVALIDCALL:
|
|
Warning( "D3DERR_INVALIDCALL - Index Buffer Lock Failed in %s on line %d(offset %d, size %d, flags 0x%x)\n", V_UnqualifiedFileName(__FILE__), __LINE__, offset, size, flags );
|
|
break;
|
|
case D3DERR_DRIVERINTERNALERROR:
|
|
Warning( "D3DERR_DRIVERINTERNALERROR - Index Buffer Lock Failed in %s on line %d (offset %d, size %d, flags 0x%x)\n", V_UnqualifiedFileName(__FILE__), __LINE__, offset, size, flags );
|
|
break;
|
|
case D3DERR_OUTOFVIDEOMEMORY:
|
|
Warning( "D3DERR_OUTOFVIDEOMEMORY - Index Buffer Lock Failed in %s on line %d (offset %d, size %d, flags 0x%x)\n", V_UnqualifiedFileName(__FILE__), __LINE__, offset, size, flags );
|
|
break;
|
|
}
|
|
|
|
return hr;
|
|
}
|
|
|
|
// asycnhronous lock of index buffer
|
|
FORCEINLINE HRESULT Lock( IDirect3DIndexBuffer9* ib, size_t offset, size_t size, void **ptr, DWORD flags,
|
|
LockedBufferContext * lb)
|
|
{
|
|
HRESULT hr = D3D_OK;
|
|
|
|
if ( ASyncMode() )
|
|
AsynchronousLock( ib, offset, size, ptr, flags, lb );
|
|
else
|
|
{
|
|
hr = ib->Lock(offset, size, ptr, flags);
|
|
switch (hr)
|
|
{
|
|
case D3DERR_INVALIDCALL:
|
|
Warning( "D3DERR_INVALIDCALL - Index Buffer Lock Failed in %s on line %d(offset %d, size %d, flags 0x%x)\n", V_UnqualifiedFileName(__FILE__), __LINE__, offset, size, flags );
|
|
break;
|
|
case D3DERR_DRIVERINTERNALERROR:
|
|
Warning( "D3DERR_DRIVERINTERNALERROR - Index Buffer Lock Failed in %s on line %d (offset %d, size %d, flags 0x%x)\n", V_UnqualifiedFileName(__FILE__), __LINE__, offset, size, flags );
|
|
break;
|
|
case D3DERR_OUTOFVIDEOMEMORY:
|
|
Warning( "D3DERR_OUTOFVIDEOMEMORY - Index Buffer Lock Failed in %s on line %d (offset %d, size %d, flags 0x%x)\n", V_UnqualifiedFileName(__FILE__), __LINE__, offset, size, flags );
|
|
break;
|
|
}
|
|
}
|
|
|
|
return hr;
|
|
}
|
|
|
|
#ifndef DX_TO_GL_ABSTRACTION
|
|
FORCEINLINE HRESULT UpdateSurface( IDirect3DSurface9* pSourceSurface, CONST RECT* pSourceRect, IDirect3DSurface9* pDestSurface, CONST POINT* pDestPoint )
|
|
{
|
|
return m_pD3DDevice->UpdateSurface( pSourceSurface, pSourceRect, pDestSurface, pDestPoint );
|
|
}
|
|
#endif
|
|
|
|
void Release( IDirect3DIndexBuffer9* ib )
|
|
{
|
|
Synchronize();
|
|
ib->Release();
|
|
}
|
|
|
|
void Release( IDirect3DVertexBuffer9* vb )
|
|
{
|
|
Synchronize();
|
|
vb->Release();
|
|
}
|
|
|
|
FORCEINLINE void Unlock( IDirect3DVertexBuffer9* vb )
|
|
{
|
|
// needed for d3d on pc only
|
|
if ( ASyncMode() )
|
|
Push(PBCMD_UNLOCK_VB, vb);
|
|
else
|
|
{
|
|
HRESULT hr = vb->Unlock( );
|
|
|
|
if ( FAILED(hr) )
|
|
{
|
|
Warning( "Vertex Buffer Unlock Failed in %s on line %d\n", V_UnqualifiedFileName(__FILE__), __LINE__ );
|
|
}
|
|
}
|
|
}
|
|
|
|
FORCEINLINE void Unlock( IDirect3DVertexBuffer9* vb, LockedBufferContext *lb, size_t unlock_size)
|
|
{
|
|
// needed for d3d on pc only
|
|
#if SHADERAPI_USE_SMP
|
|
if ( ASyncMode() )
|
|
{
|
|
AllocatePushBufferSpace( 1+N_DWORDS_IN_PTR+N_DWORDS( LockedBufferContext )+1 );
|
|
*(m_pOutputPtr++)=PBCMD_ASYNC_UNLOCK_VB;
|
|
*((IDirect3DVertexBuffer9* *) m_pOutputPtr)=vb;
|
|
m_pOutputPtr+=N_DWORDS_IN_PTR;
|
|
*((LockedBufferContext *) m_pOutputPtr)=*lb;
|
|
m_pOutputPtr+=N_DWORDS( LockedBufferContext );
|
|
*(m_pOutputPtr++)=unlock_size;
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
HRESULT hr = vb->Unlock();
|
|
|
|
if ( FAILED(hr) )
|
|
{
|
|
Warning( "Vertex Buffer Unlock Failed in %s on line %d\n", V_UnqualifiedFileName(__FILE__), __LINE__ );
|
|
}
|
|
}
|
|
}
|
|
|
|
FORCEINLINE void Unlock( IDirect3DIndexBuffer9* ib )
|
|
{
|
|
// needed for d3d on pc only
|
|
if ( ASyncMode() )
|
|
Push(PBCMD_UNLOCK_IB, ib);
|
|
else
|
|
{
|
|
HRESULT hr = ib->Unlock();
|
|
|
|
if ( FAILED(hr) )
|
|
{
|
|
Warning( "Index Buffer Unlock Failed in %s on line %d\n", V_UnqualifiedFileName(__FILE__), __LINE__ );
|
|
}
|
|
}
|
|
}
|
|
|
|
FORCEINLINE void Unlock( IDirect3DIndexBuffer9* ib, LockedBufferContext *lb, size_t unlock_size)
|
|
{
|
|
// needed for d3d on pc only
|
|
#if SHADERAPI_USE_SMP
|
|
if ( ASyncMode() )
|
|
{
|
|
AllocatePushBufferSpace( 1+N_DWORDS_IN_PTR+N_DWORDS( LockedBufferContext )+1 );
|
|
*(m_pOutputPtr++)=PBCMD_ASYNC_UNLOCK_IB;
|
|
*((IDirect3DIndexBuffer9* *) m_pOutputPtr)=ib;
|
|
m_pOutputPtr+=N_DWORDS_IN_PTR;
|
|
*((LockedBufferContext *) m_pOutputPtr)=*lb;
|
|
m_pOutputPtr+=N_DWORDS( LockedBufferContext );
|
|
*(m_pOutputPtr++)=unlock_size;
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
HRESULT hr = ib->Unlock( );
|
|
|
|
if ( FAILED(hr) )
|
|
{
|
|
Warning( "Index Buffer Unlock Failed in %s on line %d\n", V_UnqualifiedFileName(__FILE__), __LINE__ );
|
|
}
|
|
}
|
|
}
|
|
|
|
void ShowCursor( bool onoff)
|
|
{
|
|
Synchronize();
|
|
DO_D3D( ShowCursor(onoff) );
|
|
}
|
|
|
|
FORCEINLINE void Clear( int count, D3DRECT const *pRects, int Flags, D3DCOLOR color, float Z, int stencil)
|
|
{
|
|
#if SHADERAPI_USE_SMP
|
|
if ( ASyncMode() )
|
|
{
|
|
int n_rects_words = count * N_DWORDS( D3DRECT );
|
|
AllocatePushBufferSpace( 2 + n_rects_words + 4 );
|
|
*(m_pOutputPtr++) = PBCMD_CLEAR;
|
|
*(m_pOutputPtr++) = count;
|
|
if ( count )
|
|
{
|
|
memcpy( m_pOutputPtr, pRects, count * sizeof( D3DRECT ) );
|
|
m_pOutputPtr += n_rects_words;
|
|
}
|
|
*(m_pOutputPtr++) = Flags;
|
|
*( (D3DCOLOR *) m_pOutputPtr ) = color;
|
|
m_pOutputPtr++;
|
|
*( (float *) m_pOutputPtr ) = Z;
|
|
m_pOutputPtr++;
|
|
*(m_pOutputPtr++) = stencil;
|
|
}
|
|
else
|
|
#endif
|
|
DO_D3D( Clear(count, pRects, Flags, color, Z, stencil) );
|
|
}
|
|
|
|
HRESULT Reset( D3DPRESENT_PARAMETERS *parms)
|
|
{
|
|
RECORD_COMMAND( DX8_RESET, 1 );
|
|
RECORD_STRUCT( parms, sizeof(*parms) );
|
|
Synchronize();
|
|
return m_pD3DDevice->Reset( parms );
|
|
}
|
|
|
|
void Release( void )
|
|
{
|
|
Synchronize();
|
|
DO_D3D( Release() );
|
|
}
|
|
|
|
FORCEINLINE void SetTexture(int stage, IDirect3DBaseTexture9 *txtr)
|
|
{
|
|
RECORD_COMMAND( DX8_SET_TEXTURE, 3 );
|
|
RECORD_INT( stage );
|
|
RECORD_INT( -1 );
|
|
RECORD_INT( -1 );
|
|
if (ASyncMode())
|
|
{
|
|
Push( PBCMD_SET_TEXTURE, stage, txtr );
|
|
}
|
|
else
|
|
DO_D3D( SetTexture( stage, txtr) );
|
|
}
|
|
void SetTransform( D3DTRANSFORMSTATETYPE mtrx_id, D3DXMATRIX const *mt)
|
|
{
|
|
RECORD_COMMAND( DX8_SET_TRANSFORM, 2 );
|
|
RECORD_INT( mtrx_id );
|
|
RECORD_STRUCT( mt, sizeof(D3DXMATRIX) );
|
|
Synchronize();
|
|
DO_D3D( SetTransform( mtrx_id, mt) );
|
|
}
|
|
|
|
FORCEINLINE void SetSamplerState( int stage, D3DSAMPLERSTATETYPE state, DWORD val)
|
|
{
|
|
RECORD_SAMPLER_STATE( stage, state, val );
|
|
if ( ASyncMode() )
|
|
Push( PBCMD_SET_SAMPLER_STATE, stage, state, val );
|
|
else
|
|
DO_D3D( SetSamplerState( stage, state, val) );
|
|
}
|
|
|
|
void SetFVF( int fvf)
|
|
{
|
|
Synchronize();
|
|
DO_D3D( SetFVF( fvf) );
|
|
}
|
|
|
|
FORCEINLINE void SetTextureStageState( int stage, D3DTEXTURESTAGESTATETYPE state, DWORD val )
|
|
{
|
|
RECORD_TEXTURE_STAGE_STATE( stage, state, val );
|
|
Synchronize();
|
|
DO_D3D( SetTextureStageState( stage, state, val) );
|
|
}
|
|
|
|
FORCEINLINE void DrawPrimitive(
|
|
D3DPRIMITIVETYPE PrimitiveType,
|
|
UINT StartVertex,
|
|
UINT PrimitiveCount
|
|
)
|
|
{
|
|
RECORD_COMMAND( DX8_DRAW_PRIMITIVE, 3 );
|
|
RECORD_INT( PrimitiveType );
|
|
RECORD_INT( StartVertex );
|
|
RECORD_INT( PrimitiveCount );
|
|
if ( ASyncMode() )
|
|
{
|
|
Push( PBCMD_DRAWPRIM, PrimitiveType, StartVertex, PrimitiveCount );
|
|
SubmitIfNotBusy();
|
|
}
|
|
else
|
|
DO_D3D( DrawPrimitive( PrimitiveType, StartVertex, PrimitiveCount ) );
|
|
|
|
}
|
|
|
|
HRESULT CreateVertexDeclaration(
|
|
CONST D3DVERTEXELEMENT9* pVertexElements,
|
|
IDirect3DVertexDeclaration9** ppDecl
|
|
)
|
|
{
|
|
Synchronize();
|
|
return m_pD3DDevice->CreateVertexDeclaration( pVertexElements, ppDecl );
|
|
}
|
|
|
|
|
|
HRESULT ValidateDevice( DWORD * pNumPasses )
|
|
{
|
|
Synchronize();
|
|
return m_pD3DDevice->ValidateDevice( pNumPasses );
|
|
}
|
|
|
|
|
|
|
|
HRESULT CreateVertexShader(
|
|
CONST DWORD * pFunction,
|
|
IDirect3DVertexShader9** ppShader,
|
|
const char *pShaderName,
|
|
char *debugLabel = NULL
|
|
)
|
|
{
|
|
Synchronize();
|
|
#ifdef DX_TO_GL_ABSTRACTION
|
|
return m_pD3DDevice->CreateVertexShader( pFunction, ppShader, pShaderName, debugLabel );
|
|
#else
|
|
return m_pD3DDevice->CreateVertexShader( pFunction, ppShader );
|
|
#endif
|
|
}
|
|
|
|
HRESULT CreatePixelShader(
|
|
CONST DWORD * pFunction,
|
|
IDirect3DPixelShader9** ppShader,
|
|
const char *pShaderName,
|
|
char *debugLabel = NULL
|
|
)
|
|
{
|
|
Synchronize();
|
|
#ifdef DX_TO_GL_ABSTRACTION
|
|
return m_pD3DDevice->CreatePixelShader( pFunction, ppShader, pShaderName, debugLabel );
|
|
#else
|
|
return m_pD3DDevice->CreatePixelShader( pFunction, ppShader );
|
|
#endif
|
|
}
|
|
|
|
|
|
FORCEINLINE void SetIndices(
|
|
IDirect3DIndexBuffer9 * pIndexData
|
|
)
|
|
{
|
|
if ( ASyncMode() )
|
|
Push( PBCMD_SET_INDICES, pIndexData );
|
|
else
|
|
DO_D3D( SetIndices( pIndexData ) );
|
|
}
|
|
|
|
FORCEINLINE void SetStreamSource(
|
|
UINT StreamNumber,
|
|
IDirect3DVertexBuffer9 * pStreamData,
|
|
UINT OffsetInBytes,
|
|
UINT Stride
|
|
)
|
|
{
|
|
if ( ASyncMode() )
|
|
Push( PBCMD_SET_STREAM_SOURCE, StreamNumber, pStreamData, OffsetInBytes, Stride );
|
|
else
|
|
DO_D3D( SetStreamSource( StreamNumber, pStreamData, OffsetInBytes, Stride ) );
|
|
}
|
|
|
|
|
|
HRESULT CreateVertexBuffer(
|
|
UINT Length,
|
|
DWORD Usage,
|
|
DWORD FVF,
|
|
D3DPOOL Pool,
|
|
IDirect3DVertexBuffer9** ppVertexBuffer,
|
|
HANDLE* pSharedHandle
|
|
)
|
|
{
|
|
Synchronize();
|
|
return m_pD3DDevice->CreateVertexBuffer( Length, Usage, FVF,
|
|
Pool, ppVertexBuffer, pSharedHandle );
|
|
}
|
|
|
|
HRESULT CreateIndexBuffer(
|
|
UINT Length,
|
|
DWORD Usage,
|
|
D3DFORMAT Format,
|
|
D3DPOOL Pool,
|
|
IDirect3DIndexBuffer9** ppIndexBuffer,
|
|
HANDLE* pSharedHandle
|
|
)
|
|
{
|
|
Synchronize();
|
|
return m_pD3DDevice->CreateIndexBuffer( Length, Usage, Format, Pool, ppIndexBuffer,
|
|
pSharedHandle );
|
|
}
|
|
|
|
|
|
FORCEINLINE void DrawIndexedPrimitive(
|
|
D3DPRIMITIVETYPE Type,
|
|
INT BaseVertexIndex,
|
|
UINT MinIndex,
|
|
UINT NumVertices,
|
|
UINT StartIndex,
|
|
UINT PrimitiveCount )
|
|
{
|
|
RECORD_COMMAND( DX8_DRAW_INDEXED_PRIMITIVE, 6 );
|
|
RECORD_INT( Type );
|
|
RECORD_INT( BaseVertexIndex );
|
|
RECORD_INT( MinIndex );
|
|
RECORD_INT( NumVertices );
|
|
RECORD_INT( StartIndex );
|
|
RECORD_INT( PrimitiveCount );
|
|
if ( ASyncMode() )
|
|
{
|
|
Push(PBCMD_DRAWINDEXEDPRIM,
|
|
Type, BaseVertexIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount );
|
|
// SubmitIfNotBusy();
|
|
}
|
|
else
|
|
{
|
|
DO_D3D( DrawIndexedPrimitive( Type, BaseVertexIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount ) );
|
|
}
|
|
}
|
|
|
|
#ifndef DX_TO_GL_ABSTRACTION
|
|
FORCEINLINE void DrawTessellatedIndexedPrimitive( INT BaseVertexIndex, UINT MinIndex, UINT NumVertices,
|
|
UINT StartIndex, UINT PrimitiveCount )
|
|
{
|
|
// Setup our stream-source frequencies
|
|
DO_D3D( SetStreamSourceFreq( 0, D3DSTREAMSOURCE_INDEXEDDATA | PrimitiveCount ) );
|
|
DO_D3D( SetStreamSourceFreq( VertexStreamSpec_t::STREAM_MORPH, D3DSTREAMSOURCE_INSTANCEDATA | 1ul ) );
|
|
DO_D3D( SetStreamSourceFreq( VertexStreamSpec_t::STREAM_SUBDQUADS, D3DSTREAMSOURCE_INSTANCEDATA | 1ul ) );
|
|
|
|
int nIndicesPerPatch = ( ( ( m_nCurrentTessLevel + 1 ) * 2 + 2 ) * m_nCurrentTessLevel ) - 2;
|
|
int nVerticesPerPatch = m_nCurrentTessLevel + 1;
|
|
nVerticesPerPatch *= nVerticesPerPatch;
|
|
int nPrimitiveCount = nIndicesPerPatch - 2;
|
|
DO_D3D( DrawIndexedPrimitive( D3DPT_TRIANGLESTRIP, 0, 0, nVerticesPerPatch, 0, nPrimitiveCount ) );
|
|
|
|
// Disable instancing
|
|
DO_D3D( SetStreamSourceFreq( 0, 1ul ) );
|
|
DO_D3D( SetStreamSourceFreq( VertexStreamSpec_t::STREAM_MORPH, 1ul ) );
|
|
DO_D3D( SetStreamSourceFreq( VertexStreamSpec_t::STREAM_SUBDQUADS, 1ul ) );
|
|
}
|
|
|
|
FORCEINLINE void DrawTessellatedPrimitive( UINT StartVertex, UINT PrimitiveCount )
|
|
{
|
|
|
|
// Setup our stream-source frequencies
|
|
DO_D3D( SetStreamSourceFreq( 0, D3DSTREAMSOURCE_INDEXEDDATA | PrimitiveCount ) );
|
|
DO_D3D( SetStreamSourceFreq( VertexStreamSpec_t::STREAM_MORPH, D3DSTREAMSOURCE_INSTANCEDATA | 1ul ) );
|
|
DO_D3D( SetStreamSourceFreq( VertexStreamSpec_t::STREAM_SUBDQUADS, D3DSTREAMSOURCE_INSTANCEDATA | 1ul ) );
|
|
|
|
int nIndicesPerPatch = ( ( ( m_nCurrentTessLevel + 1 ) * 2 + 2 ) * m_nCurrentTessLevel ) - 2;
|
|
int nVerticesPerPatch = m_nCurrentTessLevel + 1;
|
|
nVerticesPerPatch *= nVerticesPerPatch;
|
|
int nPrimitiveCount = nIndicesPerPatch - 2;
|
|
DO_D3D( DrawIndexedPrimitive( D3DPT_TRIANGLESTRIP, 0, 0, nVerticesPerPatch, 0, nPrimitiveCount ) );
|
|
|
|
// Disable instancing
|
|
DO_D3D( SetStreamSourceFreq( 0, 1ul ) );
|
|
DO_D3D( SetStreamSourceFreq( VertexStreamSpec_t::STREAM_MORPH, 1ul ) );
|
|
DO_D3D( SetStreamSourceFreq( VertexStreamSpec_t::STREAM_SUBDQUADS, 1ul ) );
|
|
}
|
|
|
|
FORCEINLINE void SetTessellationLevel( float level )
|
|
{
|
|
// Track our current tessellation level
|
|
m_nCurrentTessLevel = (int)ceil( level );
|
|
}
|
|
#endif
|
|
|
|
void SetMaterial( D3DMATERIAL9 const *mat)
|
|
{
|
|
RECORD_COMMAND( DX8_SET_MATERIAL, 1 );
|
|
RECORD_STRUCT( &mat, sizeof(mat) );
|
|
Synchronize();
|
|
DO_D3D( SetMaterial( mat ) );
|
|
}
|
|
|
|
FORCEINLINE void SetPixelShader( IDirect3DPixelShader9 *pShader )
|
|
{
|
|
RECORD_COMMAND( DX8_SET_PIXEL_SHADER, 1 );
|
|
RECORD_INT( ( int ) pShader );
|
|
if ( ASyncMode() )
|
|
Push( PBCMD_SET_PIXEL_SHADER, pShader );
|
|
else
|
|
DO_D3D( SetPixelShader( pShader ) );
|
|
}
|
|
|
|
FORCEINLINE void SetVertexShader( IDirect3DVertexShader9 *pShader )
|
|
{
|
|
if ( ASyncMode() )
|
|
Push( PBCMD_SET_VERTEX_SHADER, pShader );
|
|
else
|
|
DO_D3D( SetVertexShader( pShader ) );
|
|
}
|
|
|
|
#ifdef DX_TO_GL_ABSTRACTION
|
|
FORCEINLINE HRESULT LinkShaderPair( IDirect3DVertexShader9* vs, IDirect3DPixelShader9* ps )
|
|
{
|
|
Assert ( !ASyncMode() );
|
|
return DO_D3D( LinkShaderPair( vs, ps ) );
|
|
}
|
|
|
|
HRESULT QueryShaderPair( int index, GLMShaderPairInfo *infoOut )
|
|
{
|
|
Assert ( !ASyncMode() );
|
|
return DO_D3D( QueryShaderPair( index, infoOut ) );
|
|
}
|
|
|
|
void SetMaxUsedVertexShaderConstantsHint( uint nMaxReg )
|
|
{
|
|
Assert( !ASyncMode() );
|
|
DO_D3D( SetMaxUsedVertexShaderConstantsHint( nMaxReg ) );
|
|
}
|
|
|
|
#endif
|
|
|
|
void EvictManagedResources( void )
|
|
{
|
|
if (m_pD3DDevice) // people call this before creating the device
|
|
{
|
|
Synchronize();
|
|
DO_D3D( EvictManagedResources() );
|
|
}
|
|
}
|
|
|
|
void SetLight( int i, D3DLIGHT9 const *l)
|
|
{
|
|
RECORD_COMMAND( DX8_SET_LIGHT, 2 );
|
|
RECORD_INT( i );
|
|
RECORD_STRUCT( l, sizeof(*l) );
|
|
|
|
Synchronize();
|
|
DO_D3D( SetLight(i, l) );
|
|
}
|
|
|
|
void DrawIndexedPrimitiveUP( D3DPRIMITIVETYPE PrimitiveType,
|
|
UINT MinVertexIndex,
|
|
UINT NumVertices,
|
|
UINT PrimitiveCount,
|
|
CONST void * pIndexData,
|
|
D3DFORMAT IndexDataFormat,
|
|
CONST void* pVertexStreamZeroData,
|
|
UINT VertexStreamZeroStride )
|
|
{
|
|
Synchronize();
|
|
DO_D3D( DrawIndexedPrimitiveUP( PrimitiveType, MinVertexIndex, NumVertices, PrimitiveCount,
|
|
pIndexData, IndexDataFormat, pVertexStreamZeroData,
|
|
VertexStreamZeroStride ) );
|
|
}
|
|
|
|
HRESULT Present(
|
|
CONST RECT * pSourceRect,
|
|
CONST RECT * pDestRect,
|
|
VD3DHWND hDestWindowOverride,
|
|
CONST RGNDATA * pDirtyRegion)
|
|
{
|
|
RECORD_COMMAND( DX8_PRESENT, 0 );
|
|
#if SHADERAPI_USE_SMP
|
|
if ( ASyncMode() )
|
|
{
|
|
// need to deal with ret code here
|
|
AllocatePushBufferSpace(1+1+
|
|
N_DWORDS( RECT )+1+N_DWORDS( RECT )+1+1+N_DWORDS( RGNDATA ));
|
|
*(m_pOutputPtr++)=PBCMD_PRESENT;
|
|
*(m_pOutputPtr++)=( pSourceRect != NULL );
|
|
if (pSourceRect)
|
|
memcpy(m_pOutputPtr, pSourceRect, sizeof( RECT ) );
|
|
m_pOutputPtr+=N_DWORDS( RECT );
|
|
*(m_pOutputPtr++)=( pDestRect != NULL );
|
|
if (pDestRect)
|
|
memcpy(m_pOutputPtr, pDestRect, sizeof( RECT ) );
|
|
m_pOutputPtr+=N_DWORDS( RECT );
|
|
*(m_pOutputPtr++)=(uint32) hDestWindowOverride;
|
|
*(m_pOutputPtr++)=( pDirtyRegion != NULL );
|
|
if (pDirtyRegion)
|
|
memcpy(m_pOutputPtr, pDirtyRegion, sizeof( RGNDATA ));
|
|
m_pOutputPtr+=N_DWORDS( RGNDATA );
|
|
return S_OK; // not good - caller wants to here about lost devices
|
|
}
|
|
else
|
|
#endif
|
|
return m_pD3DDevice->Present( pSourceRect, pDestRect,
|
|
hDestWindowOverride, pDirtyRegion );
|
|
}
|
|
|
|
|
|
#if defined( DX_TO_GL_ABSTRACTION )
|
|
|
|
void AcquireThreadOwnership( )
|
|
{
|
|
m_pD3DDevice->AcquireThreadOwnership();
|
|
}
|
|
|
|
void ReleaseThreadOwnership( )
|
|
{
|
|
m_pD3DDevice->ReleaseThreadOwnership();
|
|
}
|
|
|
|
#endif
|
|
|
|
};
|
|
|
|
#endif // D3DASYNC_H
|
|
|
|
#endif // #if D3D_ASYNC_SUPPORTED
|