source-engine/materialsystem/shaderapidx9/texturedx8.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

1546 lines
44 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#define DISABLE_PROTECTED_THINGS
#include "locald3dtypes.h"
#include "texturedx8.h"
#include "shaderapidx8_global.h"
#include "colorformatdx8.h"
#include "shaderapi/ishaderutil.h"
#include "materialsystem/imaterialsystem.h"
#include "utlvector.h"
#include "recording.h"
#include "shaderapi/ishaderapi.h"
#include "filesystem.h"
#include "locald3dtypes.h"
#include "textureheap.h"
#include "tier1/utlbuffer.h"
#include "tier1/callqueue.h"
#include "tier0/vprof.h"
#include "vtf/vtf.h"
#include "tier0/icommandline.h"
#include "tier0/memdbgon.h"
#ifdef _WIN32
#pragma warning (disable:4189 4701)
#endif
static int s_TextureCount = 0;
static bool s_bTestingVideoMemorySize = false;
//-----------------------------------------------------------------------------
// Stats...
//-----------------------------------------------------------------------------
int TextureCount()
{
return s_TextureCount;
}
static bool IsVolumeTexture( IDirect3DBaseTexture* pBaseTexture )
{
if ( !pBaseTexture )
{
return false;
}
return ( pBaseTexture->GetType() == D3DRTYPE_VOLUMETEXTURE );
}
static HRESULT GetLevelDesc( IDirect3DBaseTexture* pBaseTexture, UINT level, D3DSURFACE_DESC* pDesc )
{
MEM_ALLOC_D3D_CREDIT();
if ( !pBaseTexture )
{
return ( HRESULT )-1;
}
HRESULT hr;
switch( pBaseTexture->GetType() )
{
case D3DRTYPE_TEXTURE:
hr = ( ( IDirect3DTexture * )pBaseTexture )->GetLevelDesc( level, pDesc );
break;
case D3DRTYPE_CUBETEXTURE:
hr = ( ( IDirect3DCubeTexture * )pBaseTexture )->GetLevelDesc( level, pDesc );
break;
default:
return ( HRESULT )-1;
}
return hr;
}
static HRESULT GetSurfaceFromTexture( IDirect3DBaseTexture* pBaseTexture, UINT level,
D3DCUBEMAP_FACES cubeFaceID, IDirect3DSurface** ppSurfLevel )
{
MEM_ALLOC_D3D_CREDIT();
if ( !pBaseTexture )
{
return ( HRESULT )-1;
}
HRESULT hr;
switch( pBaseTexture->GetType() )
{
case D3DRTYPE_TEXTURE:
hr = ( ( IDirect3DTexture * )pBaseTexture )->GetSurfaceLevel( level, ppSurfLevel );
break;
case D3DRTYPE_CUBETEXTURE:
if (cubeFaceID !=0)
{
//Debugger();
}
hr = ( ( IDirect3DCubeTexture * )pBaseTexture )->GetCubeMapSurface( cubeFaceID, level, ppSurfLevel );
break;
default:
Assert(0);
return ( HRESULT )-1;
}
return hr;
}
//-----------------------------------------------------------------------------
// Gets the image format of a texture
//-----------------------------------------------------------------------------
static ImageFormat GetImageFormat( IDirect3DBaseTexture* pTexture )
{
MEM_ALLOC_D3D_CREDIT();
if ( pTexture )
{
HRESULT hr;
if ( !IsVolumeTexture( pTexture ) )
{
D3DSURFACE_DESC desc;
hr = GetLevelDesc( pTexture, 0, &desc );
if ( !FAILED( hr ) )
return ImageLoader::D3DFormatToImageFormat( desc.Format );
}
else
{
D3DVOLUME_DESC desc;
IDirect3DVolumeTexture *pVolumeTexture = static_cast<IDirect3DVolumeTexture*>( pTexture );
hr = pVolumeTexture->GetLevelDesc( 0, &desc );
if ( !FAILED( hr ) )
return ImageLoader::D3DFormatToImageFormat( desc.Format );
}
}
// Bogus baby!
return (ImageFormat)-1;
}
//-----------------------------------------------------------------------------
// Allocates the D3DTexture
//-----------------------------------------------------------------------------
IDirect3DBaseTexture* CreateD3DTexture( int width, int height, int nDepth,
ImageFormat dstFormat, int numLevels, int nCreationFlags, char *debugLabel ) // OK to skip the last param
{
if ( nDepth <= 0 )
{
nDepth = 1;
}
bool isCubeMap = ( nCreationFlags & TEXTURE_CREATE_CUBEMAP ) != 0;
bool bIsRenderTarget = ( nCreationFlags & TEXTURE_CREATE_RENDERTARGET ) != 0;
bool bManaged = ( nCreationFlags & TEXTURE_CREATE_MANAGED ) != 0;
bool bSysmem = ( nCreationFlags & TEXTURE_CREATE_SYSMEM ) != 0;
bool bIsDepthBuffer = ( nCreationFlags & TEXTURE_CREATE_DEPTHBUFFER ) != 0;
bool isDynamic = ( nCreationFlags & TEXTURE_CREATE_DYNAMIC ) != 0;
bool bAutoMipMap = ( nCreationFlags & TEXTURE_CREATE_AUTOMIPMAP ) != 0;
bool bVertexTexture = ( nCreationFlags & TEXTURE_CREATE_VERTEXTEXTURE ) != 0;
bool bAllowNonFilterable = ( nCreationFlags & TEXTURE_CREATE_UNFILTERABLE_OK ) != 0;
bool bVolumeTexture = ( nDepth > 1 );
bool bIsFallback = ( nCreationFlags & TEXTURE_CREATE_FALLBACK ) != 0;
bool bNoD3DBits = ( nCreationFlags & TEXTURE_CREATE_NOD3DMEMORY ) != 0;
bool bSRGB = (nCreationFlags & TEXTURE_CREATE_SRGB) != 0; // for Posix/GL only
// NOTE: This function shouldn't be used for creating depth buffers!
Assert( !bIsDepthBuffer );
D3DFORMAT d3dFormat = D3DFMT_UNKNOWN;
D3DPOOL pool = bManaged ? D3DPOOL_MANAGED : D3DPOOL_DEFAULT;
if ( bSysmem )
pool = D3DPOOL_SYSTEMMEM;
if ( IsX360() )
{
// 360 does not support vertex textures
// 360 render target creation path is for the target as a texture source (NOT the EDRAM version)
// use normal texture format rules
Assert( !bVertexTexture );
if ( !bVertexTexture )
{
d3dFormat = ImageLoader::ImageFormatToD3DFormat( FindNearestSupportedFormat( dstFormat, false, false, false ) );
}
}
else
{
d3dFormat = ImageLoader::ImageFormatToD3DFormat( FindNearestSupportedFormat( dstFormat, bVertexTexture, bIsRenderTarget, bAllowNonFilterable ) );
}
if ( d3dFormat == D3DFMT_UNKNOWN )
{
Warning( "ShaderAPIDX8::CreateD3DTexture: Invalid color format!\n" );
Assert( 0 );
return 0;
}
IDirect3DBaseTexture* pBaseTexture = NULL;
IDirect3DTexture* pD3DTexture = NULL;
IDirect3DCubeTexture* pD3DCubeTexture = NULL;
IDirect3DVolumeTexture* pD3DVolumeTexture = NULL;
HRESULT hr = S_OK;
DWORD usage = 0;
if ( bIsRenderTarget )
{
usage |= D3DUSAGE_RENDERTARGET;
}
if ( isDynamic )
{
usage |= D3DUSAGE_DYNAMIC;
}
if ( bAutoMipMap )
{
usage |= D3DUSAGE_AUTOGENMIPMAP;
}
#ifdef DX_TO_GL_ABSTRACTION
{
if (bSRGB)
{
usage |= D3DUSAGE_TEXTURE_SRGB; // does not exist in real DX9... just for GL to know that this is an SRGB tex
}
}
#endif
if ( isCubeMap )
{
#if !defined( _X360 )
hr = Dx9Device()->CreateCubeTexture(
width,
numLevels,
usage,
d3dFormat,
pool,
&pD3DCubeTexture,
NULL
#if defined( DX_TO_GL_ABSTRACTION )
, debugLabel // tex create funcs take extra arg for debug name on GL
#endif
);
#else
pD3DCubeTexture = g_TextureHeap.AllocCubeTexture( width, numLevels, usage, d3dFormat, bIsFallback, bNoD3DBits );
#endif
pBaseTexture = pD3DCubeTexture;
}
else if ( bVolumeTexture )
{
#if !defined( _X360 )
hr = Dx9Device()->CreateVolumeTexture(
width,
height,
nDepth,
numLevels,
usage,
d3dFormat,
pool,
&pD3DVolumeTexture,
NULL
#if defined( DX_TO_GL_ABSTRACTION )
, debugLabel // tex create funcs take extra arg for debug name on GL
#endif
);
#else
Assert( !bIsFallback && !bNoD3DBits );
pD3DVolumeTexture = g_TextureHeap.AllocVolumeTexture( width, height, nDepth, numLevels, usage, d3dFormat );
#endif
pBaseTexture = pD3DVolumeTexture;
}
else
{
#if !defined( _X360 )
// Override usage and managed params if using special hardware shadow depth map formats...
if ( ( d3dFormat == NVFMT_RAWZ ) || ( d3dFormat == NVFMT_INTZ ) ||
( d3dFormat == D3DFMT_D16 ) || ( d3dFormat == D3DFMT_D24S8 ) ||
( d3dFormat == ATIFMT_D16 ) || ( d3dFormat == ATIFMT_D24S8 ) )
{
// Not putting D3DUSAGE_RENDERTARGET here causes D3D debug spew later, but putting the flag causes this create to fail...
usage = D3DUSAGE_DEPTHSTENCIL;
bManaged = false;
}
// Override managed param if using special null texture format
if ( d3dFormat == NVFMT_NULL )
{
bManaged = false;
}
hr = Dx9Device()->CreateTexture(
width,
height,
numLevels,
usage,
d3dFormat,
pool,
&pD3DTexture,
NULL
#if defined( DX_TO_GL_ABSTRACTION )
, debugLabel // tex create funcs take extra arg for debug name on GL
#endif
);
#else
pD3DTexture = g_TextureHeap.AllocTexture( width, height, numLevels, usage, d3dFormat, bIsFallback, bNoD3DBits );
#endif
pBaseTexture = pD3DTexture;
}
if ( FAILED( hr ) )
{
#ifdef ENABLE_NULLREF_DEVICE_SUPPORT
if( CommandLine()->FindParm( "-nulldevice" ) )
{
Warning( "ShaderAPIDX8::CreateD3DTexture: Null device used. Texture not created.\n" );
return 0;
}
#endif
switch ( hr )
{
case D3DERR_INVALIDCALL:
Warning( "ShaderAPIDX8::CreateD3DTexture: D3DERR_INVALIDCALL\n" );
break;
case D3DERR_OUTOFVIDEOMEMORY:
// This conditional is here so that we don't complain when testing
// how much video memory we have. . this is kinda gross.
if ( !s_bTestingVideoMemorySize )
{
Warning( "ShaderAPIDX8::CreateD3DTexture: D3DERR_OUTOFVIDEOMEMORY\n" );
}
break;
case E_OUTOFMEMORY:
Warning( "ShaderAPIDX8::CreateD3DTexture: E_OUTOFMEMORY\n" );
break;
default:
break;
}
return 0;
}
#ifdef MEASURE_DRIVER_ALLOCATIONS
int nMipCount = numLevels;
if ( !nMipCount )
{
while ( width > 1 || height > 1 )
{
width >>= 1;
height >>= 1;
++nMipCount;
}
}
int nMemUsed = nMipCount * 1.1f * 1024;
if ( isCubeMap )
{
nMemUsed *= 6;
}
VPROF_INCREMENT_GROUP_COUNTER( "texture count", COUNTER_GROUP_NO_RESET, 1 );
VPROF_INCREMENT_GROUP_COUNTER( "texture driver mem", COUNTER_GROUP_NO_RESET, nMemUsed );
VPROF_INCREMENT_GROUP_COUNTER( "total driver mem", COUNTER_GROUP_NO_RESET, nMemUsed );
#endif
++s_TextureCount;
return pBaseTexture;
}
//-----------------------------------------------------------------------------
// Texture destruction
//-----------------------------------------------------------------------------
void ReleaseD3DTexture( IDirect3DBaseTexture* pD3DTex )
{
int ref = pD3DTex->Release();
Assert( ref == 0 );
}
void DestroyD3DTexture( IDirect3DBaseTexture* pD3DTex )
{
if ( pD3DTex )
{
#ifdef MEASURE_DRIVER_ALLOCATIONS
D3DRESOURCETYPE type = pD3DTex->GetType();
int nMipCount = pD3DTex->GetLevelCount();
if ( type == D3DRTYPE_CUBETEXTURE )
{
nMipCount *= 6;
}
int nMemUsed = nMipCount * 1.1f * 1024;
VPROF_INCREMENT_GROUP_COUNTER( "texture count", COUNTER_GROUP_NO_RESET, -1 );
VPROF_INCREMENT_GROUP_COUNTER( "texture driver mem", COUNTER_GROUP_NO_RESET, -nMemUsed );
VPROF_INCREMENT_GROUP_COUNTER( "total driver mem", COUNTER_GROUP_NO_RESET, -nMemUsed );
#endif
#if !defined( _X360 )
CMatRenderContextPtr pRenderContext( materials );
ICallQueue *pCallQueue;
if ( ( pCallQueue = pRenderContext->GetCallQueue() ) != NULL )
{
pCallQueue->QueueCall( ReleaseD3DTexture, pD3DTex );
}
else
{
ReleaseD3DTexture( pD3DTex );
}
#else
g_TextureHeap.FreeTexture( pD3DTex );
#endif
--s_TextureCount;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pTex -
// Output : int
//-----------------------------------------------------------------------------
int GetD3DTextureRefCount( IDirect3DBaseTexture *pTex )
{
if ( !pTex )
return 0;
pTex->AddRef();
int ref = pTex->Release();
return ref;
}
//-----------------------------------------------------------------------------
// See version 13 for a function that converts a texture to a mipmap (ConvertToMipmap)
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Lock, unlock a texture...
//-----------------------------------------------------------------------------
static RECT s_LockedSrcRect;
static D3DLOCKED_RECT s_LockedRect;
#ifdef DBGFLAG_ASSERT
static bool s_bInLock = false;
#endif
bool LockTexture( ShaderAPITextureHandle_t bindId, int copy, IDirect3DBaseTexture* pTexture, int level,
D3DCUBEMAP_FACES cubeFaceID, int xOffset, int yOffset, int width, int height, bool bDiscard,
CPixelWriter& writer )
{
Assert( !s_bInLock );
IDirect3DSurface* pSurf;
HRESULT hr = GetSurfaceFromTexture( pTexture, level, cubeFaceID, &pSurf );
if ( FAILED( hr ) )
return false;
s_LockedSrcRect.left = xOffset;
s_LockedSrcRect.right = xOffset + width;
s_LockedSrcRect.top = yOffset;
s_LockedSrcRect.bottom = yOffset + height;
unsigned int flags = D3DLOCK_NOSYSLOCK;
flags |= bDiscard ? D3DLOCK_DISCARD : 0;
RECORD_COMMAND( DX8_LOCK_TEXTURE, 6 );
RECORD_INT( bindId );
RECORD_INT( copy );
RECORD_INT( level );
RECORD_INT( cubeFaceID );
RECORD_STRUCT( &s_LockedSrcRect, sizeof(s_LockedSrcRect) );
RECORD_INT( flags );
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "D3DLockTexture" );
hr = pSurf->LockRect( &s_LockedRect, &s_LockedSrcRect, flags );
pSurf->Release();
if ( FAILED( hr ) )
return false;
writer.SetPixelMemory( GetImageFormat(pTexture), s_LockedRect.pBits, s_LockedRect.Pitch );
#ifdef DBGFLAG_ASSERT
s_bInLock = true;
#endif
return true;
}
void UnlockTexture( ShaderAPITextureHandle_t bindId, int copy, IDirect3DBaseTexture* pTexture, int level,
D3DCUBEMAP_FACES cubeFaceID )
{
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
Assert( s_bInLock );
IDirect3DSurface* pSurf;
HRESULT hr = GetSurfaceFromTexture( pTexture, level, cubeFaceID, &pSurf );
if (FAILED(hr))
return;
#ifdef RECORD_TEXTURES
int width = s_LockedSrcRect.right - s_LockedSrcRect.left;
int height = s_LockedSrcRect.bottom - s_LockedSrcRect.top;
int imageFormatSize = ImageLoader::SizeInBytes( GetImageFormat( pTexture ) );
Assert( imageFormatSize != 0 );
int validDataBytesPerRow = imageFormatSize * width;
int storeSize = validDataBytesPerRow * height;
static CUtlVector< unsigned char > tmpMem;
if( tmpMem.Size() < storeSize )
{
tmpMem.AddMultipleToTail( storeSize - tmpMem.Size() );
}
unsigned char *pDst = tmpMem.Base();
unsigned char *pSrc = ( unsigned char * )s_LockedRect.pBits;
RECORD_COMMAND( DX8_SET_TEXTURE_DATA, 3 );
RECORD_INT( validDataBytesPerRow );
RECORD_INT( height );
int i;
for( i = 0; i < height; i++ )
{
memcpy( pDst, pSrc, validDataBytesPerRow );
pDst += validDataBytesPerRow;
pSrc += s_LockedRect.Pitch;
}
RECORD_STRUCT( tmpMem.Base(), storeSize );
#endif // RECORD_TEXTURES
RECORD_COMMAND( DX8_UNLOCK_TEXTURE, 4 );
RECORD_INT( bindId );
RECORD_INT( copy );
RECORD_INT( level );
RECORD_INT( cubeFaceID );
hr = pSurf->UnlockRect();
pSurf->Release();
#ifdef DBGFLAG_ASSERT
s_bInLock = false;
#endif
}
//-----------------------------------------------------------------------------
// Compute texture size based on compression
//-----------------------------------------------------------------------------
static inline int DetermineGreaterPowerOfTwo( int val )
{
int num = 1;
while (val > num)
{
num <<= 1;
}
return num;
}
inline int DeterminePowerOfTwo( int val )
{
int pow = 0;
while ((val & 0x1) == 0x0)
{
val >>= 1;
++pow;
}
return pow;
}
//-----------------------------------------------------------------------------
// Blit in bits
//-----------------------------------------------------------------------------
// NOTE: IF YOU CHANGE THIS, CHANGE THE VERSION IN PLAYBACK.CPP!!!!
// OPTIMIZE??: could lock the texture directly instead of the surface in dx9.
#if !defined( _X360 )
static void BlitSurfaceBits( TextureLoadInfo_t &info, int xOffset, int yOffset, int srcStride )
{
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
// Get the level of the texture we want to write into
IDirect3DSurface* pTextureLevel;
if (info.m_CubeFaceID !=0)
{
//Debugger();
}
HRESULT hr = GetSurfaceFromTexture( info.m_pTexture, info.m_nLevel, info.m_CubeFaceID, &pTextureLevel );
if ( FAILED( hr ) )
return;
RECT srcRect;
RECT *pSrcRect = NULL;
D3DLOCKED_RECT lockedRect;
srcRect.left = xOffset;
srcRect.right = xOffset + info.m_nWidth;
srcRect.top = yOffset;
srcRect.bottom = yOffset + info.m_nHeight;
#if defined( SHADERAPIDX9 ) && !defined( _X360 ) && !defined( DX_TO_GL_ABSTRACTION )
if ( !info.m_bTextureIsLockable )
{
// Copy from system memory to video memory using D3D9Device->UpdateSurface
bool bSuccess = false;
D3DSURFACE_DESC desc;
Verify( pTextureLevel->GetDesc( &desc ) == S_OK );
ImageFormat dstFormat = ImageLoader::D3DFormatToImageFormat( desc.Format );
D3DFORMAT dstFormatD3D = ImageLoader::ImageFormatToD3DFormat( dstFormat );
IDirect3DSurface* pSrcSurface = NULL;
bool bCopyBitsToSrcSurface = true;
#if defined(IS_WINDOWS_PC) && defined(SHADERAPIDX9)
// D3D9Ex fast path: create a texture wrapping our own system memory buffer
// if the source and destination formats are exactly the same and the stride
// is tightly packed. no locking/blitting required.
// NOTE: the fast path does not work on sub-4x4 DXT compressed textures.
extern bool g_ShaderDeviceUsingD3D9Ex;
if ( g_ShaderDeviceUsingD3D9Ex &&
( info.m_SrcFormat == dstFormat || ( info.m_SrcFormat == IMAGE_FORMAT_DXT1_ONEBITALPHA && dstFormat == IMAGE_FORMAT_DXT1 ) ) &&
( !ImageLoader::IsCompressed( dstFormat ) || (info.m_nWidth >= 4 || info.m_nHeight >= 4) ) )
{
if ( srcStride == 0 || srcStride == info.m_nWidth * ImageLoader::SizeInBytes( info.m_SrcFormat ) )
{
IDirect3DTexture9* pTempTex = NULL;
if ( Dx9Device()->CreateTexture( info.m_nWidth, info.m_nHeight, 1, 0, dstFormatD3D, D3DPOOL_SYSTEMMEM, &pTempTex, (HANDLE*) &info.m_pSrcData ) == S_OK )
{
IDirect3DSurface* pTempSurf = NULL;
if ( pTempTex->GetSurfaceLevel( 0, &pTempSurf ) == S_OK )
{
pSrcSurface = pTempSurf;
bCopyBitsToSrcSurface = false;
}
pTempTex->Release();
}
}
}
#endif
// If possible to create a texture of this size, create a temporary texture in
// system memory and then use the UpdateSurface method to copy between textures.
if ( !pSrcSurface && ( g_pHardwareConfig->Caps().m_SupportsNonPow2Textures ||
( IsPowerOfTwo( info.m_nWidth ) && IsPowerOfTwo( info.m_nHeight ) ) ) )
{
int tempW = info.m_nWidth, tempH = info.m_nHeight, mip = 0;
if ( info.m_nLevel > 0 && ( ( tempW | tempH ) & 3 ) && ImageLoader::IsCompressed( dstFormat ) )
{
// Loading lower mip levels of DXT compressed textures is sort of tricky
// because we can't create textures that aren't multiples of 4, and we can't
// pass subrectangles of DXT textures into UpdateSurface. Create a temporary
// texture which is 1 or 2 mip levels larger and then lock the appropriate
// mip level to grab its correctly-dimensioned surface. -henryg 11/18/2011
mip = ( info.m_nLevel > 1 && ( ( tempW | tempH ) & 1 ) ) ? 2 : 1;
tempW <<= mip;
tempH <<= mip;
}
IDirect3DTexture9* pTempTex = NULL;
IDirect3DSurface* pTempSurf = NULL;
if ( Dx9Device()->CreateTexture( tempW, tempH, mip+1, 0, dstFormatD3D, D3DPOOL_SYSTEMMEM, &pTempTex, NULL ) == S_OK )
{
if ( pTempTex->GetSurfaceLevel( mip, &pTempSurf ) == S_OK )
{
pSrcSurface = pTempSurf;
bCopyBitsToSrcSurface = true;
}
pTempTex->Release();
}
}
// Create an offscreen surface if the texture path wasn't an option.
if ( !pSrcSurface )
{
IDirect3DSurface* pTempSurf = NULL;
if ( Dx9Device()->CreateOffscreenPlainSurface( info.m_nWidth, info.m_nHeight, dstFormatD3D, D3DPOOL_SYSTEMMEM, &pTempSurf, NULL ) == S_OK )
{
pSrcSurface = pTempSurf;
bCopyBitsToSrcSurface = true;
}
}
// Lock and fill the surface
if ( bCopyBitsToSrcSurface && pSrcSurface )
{
if ( pSrcSurface->LockRect( &lockedRect, NULL, D3DLOCK_NOSYSLOCK ) == S_OK )
{
unsigned char *pImage = (unsigned char *)lockedRect.pBits;
ShaderUtil()->ConvertImageFormat( info.m_pSrcData, info.m_SrcFormat,
pImage, dstFormat, info.m_nWidth, info.m_nHeight, srcStride, lockedRect.Pitch );
pSrcSurface->UnlockRect();
}
else
{
// Lock failed.
pSrcSurface->Release();
pSrcSurface = NULL;
}
}
// Perform the UpdateSurface call that blits between system and video memory
if ( pSrcSurface )
{
POINT pt = { xOffset, yOffset };
bSuccess = ( Dx9Device()->UpdateSurface( pSrcSurface, NULL, pTextureLevel, &pt ) == S_OK );
pSrcSurface->Release();
}
if ( !bSuccess )
{
Warning( "CShaderAPIDX8::BlitTextureBits: couldn't lock texture rect or use UpdateSurface\n" );
}
pTextureLevel->Release();
return;
}
#endif
Assert( info.m_bTextureIsLockable );
#ifndef RECORD_TEXTURES
RECORD_COMMAND( DX8_LOCK_TEXTURE, 6 );
RECORD_INT( info.m_TextureHandle );
RECORD_INT( info.m_nCopy );
RECORD_INT( info.m_nLevel );
RECORD_INT( info.m_CubeFaceID );
RECORD_STRUCT( &srcRect, sizeof(srcRect) );
RECORD_INT( D3DLOCK_NOSYSLOCK );
#endif
{
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s - D3DLockRect", __FUNCTION__ );
// lock the region (could be the full surface or less)
if ( FAILED( pTextureLevel->LockRect( &lockedRect, &srcRect, D3DLOCK_NOSYSLOCK ) ) )
{
Warning( "CShaderAPIDX8::BlitTextureBits: couldn't lock texture rect\n" );
pTextureLevel->Release();
return;
}
}
{
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s - ConvertImageFormat", __FUNCTION__ );
// garymcthack : need to make a recording command for this.
ImageFormat dstFormat = GetImageFormat( info.m_pTexture );
unsigned char *pImage = (unsigned char *)lockedRect.pBits;
ShaderUtil()->ConvertImageFormat( info.m_pSrcData, info.m_SrcFormat,
pImage, dstFormat, info.m_nWidth, info.m_nHeight, srcStride, lockedRect.Pitch );
}
#ifndef RECORD_TEXTURES
RECORD_COMMAND( DX8_UNLOCK_TEXTURE, 4 );
RECORD_INT( info.m_TextureHandle );
RECORD_INT( info.m_nCopy );
RECORD_INT( info.m_nLevel );
RECORD_INT( info.m_CubeFaceID );
#endif
{
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s - UnlockRect", __FUNCTION__ );
if ( FAILED( pTextureLevel->UnlockRect() ) )
{
Warning( "CShaderAPIDX8::BlitTextureBits: couldn't unlock texture rect\n" );
pTextureLevel->Release();
return;
}
}
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s - pTextureLevel->Release", __FUNCTION__ );
pTextureLevel->Release();
}
#endif
//-----------------------------------------------------------------------------
// Puts 2D texture data into 360 gpu memory.
//-----------------------------------------------------------------------------
#if defined( _X360 )
static void BlitSurfaceBits( TextureLoadInfo_t &info, int xOffset, int yOffset, int srcStride )
{
// xbox textures are NOT backed in gpu memory contiguously
// stride details are critical - see [Xbox 360 Texture Storage]
// a d3dformat identifier on the xbox is tiled, the same d3dformat on the pc is expected linear to the app
// we purposely hide the tiling here, otherwise much confusion for the pc
// the *entire* target must be un-tiled *only* before any *subrect* blitting linear work
// the *entire* target must then be re-tiled after the *subrect* blit
// procedural textures require this to subrect blit their new portions correctly
// the tiling dance can be avoided if the source and target match in tiled state during a full rect blit
if ( info.m_bSrcIsTiled )
{
// not supporting subrect blitting from a tiled source
Assert( 0 );
return;
}
CUtlBuffer formatConvertMemory;
unsigned char *pSrcData = info.m_pSrcData;
ImageFormat dstFormat = GetImageFormat( info.m_pTexture );
if ( dstFormat != info.m_SrcFormat )
{
if ( !info.m_bCanConvertFormat )
{
// texture is expected to be in target format
// not supporting conversion of a tiled source
Assert( 0 );
return;
}
int srcSize = ImageLoader::GetMemRequired( info.m_nWidth, info.m_nHeight, 1, info.m_SrcFormat, false );
int dstSize = ImageLoader::GetMemRequired( info.m_nWidth, info.m_nHeight, 1, dstFormat, false );
formatConvertMemory.EnsureCapacity( dstSize );
// due to format conversion, source is in non-native order
ImageLoader::PreConvertSwapImageData( (unsigned char*)info.m_pSrcData, srcSize, info.m_SrcFormat, info.m_nWidth, srcStride );
// slow conversion operation
if ( !ShaderUtil()->ConvertImageFormat(
info.m_pSrcData,
info.m_SrcFormat,
(unsigned char*)formatConvertMemory.Base(),
dstFormat,
info.m_nWidth,
info.m_nHeight,
srcStride,
0 ) )
{
// conversion failed
Assert( 0 );
return;
}
// due to format conversion, source must have been in non-native order
ImageLoader::PostConvertSwapImageData( (unsigned char*)formatConvertMemory.Base(), dstSize, dstFormat );
pSrcData = (unsigned char*)formatConvertMemory.Base();
}
// get the top mip level info (needed for proper sub mip access)
XGTEXTURE_DESC baseDesc;
XGGetTextureDesc( info.m_pTexture, 0, &baseDesc );
bool bDstIsTiled = XGIsTiledFormat( baseDesc.Format ) == TRUE;
// get the target mip level info
XGTEXTURE_DESC mipDesc;
XGGetTextureDesc( info.m_pTexture, info.m_nLevel, &mipDesc );
bool bFullSurfBlit = ( mipDesc.Width == (unsigned)info.m_nWidth && mipDesc.Height == (unsigned)info.m_nHeight );
// get the mip level of the texture we want to write into
IDirect3DSurface* pTextureLevel;
HRESULT hr = GetSurfaceFromTexture( info.m_pTexture, info.m_nLevel, info.m_CubeFaceID, &pTextureLevel );
if ( FAILED( hr ) )
{
Warning( "CShaderAPIDX8::BlitTextureBits: GetSurfaceFromTexture() failure\n" );
return;
}
CUtlBuffer scratchMemory;
D3DLOCKED_RECT lockedRect;
hr = pTextureLevel->LockRect( &lockedRect, NULL, D3DLOCK_NOSYSLOCK );
if ( FAILED( hr ) )
{
Warning( "CShaderAPIDX8::BlitTextureBits: couldn't lock texture rect\n" );
goto cleanUp;
}
unsigned char *pTargetImage = (unsigned char *)lockedRect.pBits;
POINT p;
p.x = xOffset;
p.y = yOffset;
RECT r;
r.left = 0;
r.top = 0;
r.right = info.m_nWidth;
r.bottom = info.m_nHeight;
int blockSize = mipDesc.Width/mipDesc.WidthInBlocks;
if ( !srcStride )
{
srcStride = (mipDesc.Width/blockSize)*mipDesc.BytesPerBlock;
}
// subrect blitting path
if ( !bDstIsTiled )
{
// Copy the subrect without conversion
hr = XGCopySurface(
pTargetImage,
mipDesc.RowPitch,
mipDesc.Width,
mipDesc.Height,
mipDesc.Format,
&p,
pSrcData,
srcStride,
mipDesc.Format,
&r,
0,
0 );
if ( FAILED( hr ) )
{
Warning( "CShaderAPIDX8::BlitTextureBits: failed subrect copy\n" );
goto cleanUp;
}
}
else
{
int tileFlags = 0;
if ( !( mipDesc.Flags & XGTDESC_PACKED ) )
tileFlags |= XGTILE_NONPACKED;
if ( mipDesc.Flags & XGTDESC_BORDERED )
tileFlags |= XGTILE_BORDER;
// tile the temp store back into the target surface
XGTileTextureLevel(
baseDesc.Width,
baseDesc.Height,
info.m_nLevel,
XGGetGpuFormat( baseDesc.Format ),
tileFlags,
pTargetImage,
&p,
pSrcData,
srcStride,
&r );
}
hr = pTextureLevel->UnlockRect();
if ( FAILED( hr ) )
{
Warning( "CShaderAPIDX8::BlitTextureBits: couldn't unlock texture rect\n" );
goto cleanUp;
}
cleanUp:
pTextureLevel->Release();
}
#endif
//-----------------------------------------------------------------------------
// Blit in bits
//-----------------------------------------------------------------------------
#if !defined( _X360 )
static void BlitVolumeBits( TextureLoadInfo_t &info, int xOffset, int yOffset, int srcStride )
{
D3DBOX srcBox;
D3DLOCKED_BOX lockedBox;
srcBox.Left = xOffset;
srcBox.Right = xOffset + info.m_nWidth;
srcBox.Top = yOffset;
srcBox.Bottom = yOffset + info.m_nHeight;
srcBox.Front = info.m_nZOffset;
srcBox.Back = info.m_nZOffset + 1;
#ifndef RECORD_TEXTURES
RECORD_COMMAND( DX8_LOCK_TEXTURE, 6 );
RECORD_INT( info.m_TextureHandle );
RECORD_INT( info.m_nCopy );
RECORD_INT( info.m_nLevel );
RECORD_INT( info.m_CubeFaceID );
RECORD_STRUCT( &srcRect, sizeof(srcRect) );
RECORD_INT( D3DLOCK_NOSYSLOCK );
#endif
IDirect3DVolumeTexture *pVolumeTexture = static_cast<IDirect3DVolumeTexture*>( info.m_pTexture );
if ( FAILED( pVolumeTexture->LockBox( info.m_nLevel, &lockedBox, &srcBox, D3DLOCK_NOSYSLOCK ) ) )
{
Warning( "BlitVolumeBits: couldn't lock volume texture rect\n" );
return;
}
// garymcthack : need to make a recording command for this.
ImageFormat dstFormat = GetImageFormat( info.m_pTexture );
unsigned char *pImage = (unsigned char *)lockedBox.pBits;
ShaderUtil()->ConvertImageFormat( info.m_pSrcData, info.m_SrcFormat,
pImage, dstFormat, info.m_nWidth, info.m_nHeight, srcStride, lockedBox.RowPitch );
#ifndef RECORD_TEXTURES
RECORD_COMMAND( DX8_UNLOCK_TEXTURE, 4 );
RECORD_INT( info.m_TextureHandle );
RECORD_INT( info.m_nCopy );
RECORD_INT( info.m_nLevel );
RECORD_INT( info.m_CubeFaceID );
#endif
if ( FAILED( pVolumeTexture->UnlockBox( info.m_nLevel ) ) )
{
Warning( "BlitVolumeBits: couldn't unlock volume texture rect\n" );
return;
}
}
#endif
//-----------------------------------------------------------------------------
// Puts 3D texture data into 360 gpu memory.
// Does not support any subvolume or slice blitting.
//-----------------------------------------------------------------------------
#if defined( _X360 )
static void BlitVolumeBits( TextureLoadInfo_t &info, int xOffset, int yOffset, int srcStride )
{
if ( xOffset || yOffset || info.m_nZOffset || srcStride )
{
// not supporting any subvolume blitting
// the entire volume per mip must be blitted
Assert( 0 );
return;
}
ImageFormat dstFormat = GetImageFormat( info.m_pTexture );
if ( dstFormat != info.m_SrcFormat )
{
// texture is expected to be in target format
// not supporting conversion
Assert( 0 );
return;
}
// get the top mip level info (needed for proper sub mip access)
XGTEXTURE_DESC baseDesc;
XGGetTextureDesc( info.m_pTexture, 0, &baseDesc );
bool bDstIsTiled = XGIsTiledFormat( baseDesc.Format ) == TRUE;
if ( info.m_bSrcIsTiled && !bDstIsTiled )
{
// not supporting a tiled source into an untiled target
Assert( 0 );
return;
}
// get the mip level info
XGTEXTURE_DESC mipDesc;
XGGetTextureDesc( info.m_pTexture, info.m_nLevel, &mipDesc );
bool bFullSurfBlit = ( mipDesc.Width == (unsigned int)info.m_nWidth && mipDesc.Height == (unsigned int)info.m_nHeight );
if ( !bFullSurfBlit )
{
// not supporting subrect blitting
Assert( 0 );
return;
}
D3DLOCKED_BOX lockedBox;
// get the mip level of the volume we want to write into
IDirect3DVolumeTexture *pVolumeTexture = static_cast<IDirect3DVolumeTexture*>( info.m_pTexture );
HRESULT hr = pVolumeTexture->LockBox( info.m_nLevel, &lockedBox, NULL, D3DLOCK_NOSYSLOCK );
if ( FAILED( hr ) )
{
Warning( "CShaderAPIDX8::BlitVolumeBits: Couldn't lock volume box\n" );
return;
}
unsigned char *pSrcData = info.m_pSrcData;
unsigned char *pTargetImage = (unsigned char *)lockedBox.pBits;
int tileFlags = 0;
if ( !( mipDesc.Flags & XGTDESC_PACKED ) )
tileFlags |= XGTILE_NONPACKED;
if ( mipDesc.Flags & XGTDESC_BORDERED )
tileFlags |= XGTILE_BORDER;
if ( !info.m_bSrcIsTiled && bDstIsTiled )
{
// tile the source directly into the target surface
XGTileVolumeTextureLevel(
baseDesc.Width,
baseDesc.Height,
baseDesc.Depth,
info.m_nLevel,
XGGetGpuFormat( baseDesc.Format ),
tileFlags,
pTargetImage,
NULL,
pSrcData,
mipDesc.RowPitch,
mipDesc.SlicePitch,
NULL );
}
else if ( !info.m_bSrcIsTiled && !bDstIsTiled )
{
// not implemented yet
Assert( 0 );
}
else
{
// not implemented yet
Assert( 0 );
}
hr = pVolumeTexture->UnlockBox( info.m_nLevel );
if ( FAILED( hr ) )
{
Warning( "CShaderAPIDX8::BlitVolumeBits: couldn't unlock volume box\n" );
return;
}
}
#endif
// FIXME: How do I blit from D3DPOOL_SYSTEMMEM to D3DPOOL_MANAGED? I used to use CopyRects for this. UpdateSurface doesn't work because it can't blit to anything besides D3DPOOL_DEFAULT.
// We use this only in the case where we need to create a < 4x4 miplevel for a compressed texture. We end up creating a 4x4 system memory texture, and blitting it into the proper miplevel.
// 6) LockRects should be used for copying between SYSTEMMEM and
// MANAGED. For such a small copy, you'd avoid a significant
// amount of overhead from the old CopyRects code. Ideally, you
// should just lock the bottom of MANAGED and generate your
// sub-4x4 data there.
// NOTE: IF YOU CHANGE THIS, CHANGE THE VERSION IN PLAYBACK.CPP!!!!
static void BlitTextureBits( TextureLoadInfo_t &info, int xOffset, int yOffset, int srcStride )
{
#ifdef RECORD_TEXTURES
RECORD_COMMAND( DX8_BLIT_TEXTURE_BITS, 14 );
RECORD_INT( info.m_TextureHandle );
RECORD_INT( info.m_nCopy );
RECORD_INT( info.m_nLevel );
RECORD_INT( info.m_CubeFaceID );
RECORD_INT( xOffset );
RECORD_INT( yOffset );
RECORD_INT( info.m_nZOffset );
RECORD_INT( info.m_nWidth );
RECORD_INT( info.m_nHeight );
RECORD_INT( info.m_SrcFormat );
RECORD_INT( srcStride );
RECORD_INT( GetImageFormat( info.m_pTexture ) );
// strides are in bytes.
int srcDataSize;
if ( srcStride == 0 )
{
srcDataSize = ImageLoader::GetMemRequired( info.m_nWidth, info.m_nHeight, 1, info.m_SrcFormat, false );
}
else
{
srcDataSize = srcStride * info.m_nHeight;
}
RECORD_INT( srcDataSize );
RECORD_STRUCT( info.m_pSrcData, srcDataSize );
#endif // RECORD_TEXTURES
if ( !IsVolumeTexture( info.m_pTexture ) )
{
Assert( info.m_nZOffset == 0 );
BlitSurfaceBits( info, xOffset, yOffset, srcStride );
}
else
{
BlitVolumeBits( info, xOffset, yOffset, srcStride );
}
}
//-----------------------------------------------------------------------------
// Texture image upload
//-----------------------------------------------------------------------------
void LoadTexture( TextureLoadInfo_t &info )
{
MEM_ALLOC_D3D_CREDIT();
Assert( info.m_pSrcData );
Assert( info.m_pTexture );
#ifdef _DEBUG
ImageFormat format = GetImageFormat( info.m_pTexture );
Assert( (format != -1) && (format == FindNearestSupportedFormat( format, false, false, false )) );
#endif
// Copy in the bits...
BlitTextureBits( info, 0, 0, 0 );
}
void LoadVolumeTextureFromVTF( TextureLoadInfo_t &info, IVTFTexture* pVTF, int iVTFFrame )
{
if ( !info.m_pTexture || info.m_pTexture->GetType() != D3DRTYPE_VOLUMETEXTURE )
{
Assert( 0 );
return;
}
IDirect3DVolumeTexture9 *pVolTex = static_cast<IDirect3DVolumeTexture*>( info.m_pTexture );
D3DVOLUME_DESC desc;
if ( pVolTex->GetLevelDesc( 0, &desc ) != S_OK )
{
Warning( "LoadVolumeTextureFromVTF: couldn't get texture level description\n" );
return;
}
int iMipCount = pVolTex->GetLevelCount();
if ( pVTF->Depth() != (int)desc.Depth || pVTF->Width() != (int)desc.Width || pVTF->Height() != (int)desc.Height || pVTF->MipCount() < iMipCount )
{
Warning( "LoadVolumeTextureFromVTF: VTF dimensions do not match texture\n" );
return;
}
TextureLoadInfo_t sliceInfo = info;
#if !defined( _X360 ) && !defined( DX_TO_GL_ABSTRACTION )
IDirect3DVolumeTexture9 *pStagingTexture = NULL;
if ( !info.m_bTextureIsLockable )
{
IDirect3DVolumeTexture9 *pTemp;
if ( Dx9Device()->CreateVolumeTexture( desc.Width, desc.Height, desc.Depth, iMipCount, 0, desc.Format, D3DPOOL_SYSTEMMEM, &pTemp, NULL ) != S_OK )
{
Warning( "LoadVolumeTextureFromVTF: failed to create temporary staging texture\n" );
return;
}
sliceInfo.m_pTexture = static_cast<IDirect3DBaseTexture*>( pTemp );
sliceInfo.m_bTextureIsLockable = true;
pStagingTexture = pTemp;
}
#endif
for ( int iMip = 0; iMip < iMipCount; ++iMip )
{
int w, h, d;
pVTF->ComputeMipLevelDimensions( iMip, &w, &h, &d );
sliceInfo.m_nLevel = iMip;
sliceInfo.m_nWidth = w;
sliceInfo.m_nHeight = h;
for ( int iSlice = 0; iSlice < d; ++iSlice )
{
sliceInfo.m_nZOffset = iSlice;
sliceInfo.m_pSrcData = pVTF->ImageData( iVTFFrame, 0, iMip, 0, 0, iSlice );
BlitTextureBits( sliceInfo, 0, 0, 0 );
}
}
#if !defined( _X360 ) && !defined( DX_TO_GL_ABSTRACTION )
if ( pStagingTexture )
{
if ( Dx9Device()->UpdateTexture( pStagingTexture, pVolTex ) != S_OK )
{
Warning( "LoadVolumeTextureFromVTF: volume UpdateTexture failed\n" );
}
pStagingTexture->Release();
}
#endif
}
void LoadCubeTextureFromVTF( TextureLoadInfo_t &info, IVTFTexture* pVTF, int iVTFFrame )
{
if ( !info.m_pTexture || info.m_pTexture->GetType() != D3DRTYPE_CUBETEXTURE )
{
Assert( 0 );
return;
}
IDirect3DCubeTexture9 *pCubeTex = static_cast<IDirect3DCubeTexture9*>( info.m_pTexture );
D3DSURFACE_DESC desc;
if ( pCubeTex->GetLevelDesc( 0, &desc ) != S_OK )
{
Warning( "LoadCubeTextureFromVTF: couldn't get texture level description\n" );
return;
}
int iMipCount = pCubeTex->GetLevelCount();
if ( pVTF->Depth() != 1 || pVTF->Width() != (int)desc.Width || pVTF->Height() != (int)desc.Height || pVTF->FaceCount() < 6 || pVTF->MipCount() < iMipCount )
{
Warning( "LoadCubeTextureFromVTF: VTF dimensions do not match texture\n" );
return;
}
TextureLoadInfo_t faceInfo = info;
#if !defined( _X360 ) && !defined( DX_TO_GL_ABSTRACTION )
IDirect3DCubeTexture9 *pStagingTexture = NULL;
if ( !info.m_bTextureIsLockable )
{
IDirect3DCubeTexture9 *pTemp;
if ( Dx9Device()->CreateCubeTexture( desc.Width, iMipCount, 0, desc.Format, D3DPOOL_SYSTEMMEM, &pTemp, NULL ) != S_OK )
{
Warning( "LoadCubeTextureFromVTF: failed to create temporary staging texture\n" );
return;
}
faceInfo.m_pTexture = static_cast<IDirect3DBaseTexture*>( pTemp );
faceInfo.m_bTextureIsLockable = true;
pStagingTexture = pTemp;
}
#endif
for ( int iMip = 0; iMip < iMipCount; ++iMip )
{
int w, h, d;
pVTF->ComputeMipLevelDimensions( iMip, &w, &h, &d );
faceInfo.m_nLevel = iMip;
faceInfo.m_nWidth = w;
faceInfo.m_nHeight = h;
for ( int iFace = 0; iFace < 6; ++iFace )
{
faceInfo.m_CubeFaceID = (D3DCUBEMAP_FACES) iFace;
faceInfo.m_pSrcData = pVTF->ImageData( iVTFFrame, iFace, iMip );
BlitTextureBits( faceInfo, 0, 0, 0 );
}
}
#if !defined( _X360 ) && !defined( DX_TO_GL_ABSTRACTION )
if ( pStagingTexture )
{
if ( Dx9Device()->UpdateTexture( pStagingTexture, pCubeTex ) != S_OK )
{
Warning( "LoadCubeTextureFromVTF: cube UpdateTexture failed\n" );
}
pStagingTexture->Release();
}
#endif
}
void LoadTextureFromVTF( TextureLoadInfo_t &info, IVTFTexture* pVTF, int iVTFFrame )
{
TM_ZONE_DEFAULT( TELEMETRY_LEVEL0 );
if ( !info.m_pTexture || info.m_pTexture->GetType() != D3DRTYPE_TEXTURE )
{
Assert( 0 );
return;
}
IDirect3DTexture9 *pTex = static_cast<IDirect3DTexture9*>( info.m_pTexture );
D3DSURFACE_DESC desc;
{
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s - GetLevelDesc", __FUNCTION__ );
if ( pTex->GetLevelDesc( 0, &desc ) != S_OK )
{
Warning( "LoadTextureFromVTF: couldn't get texture level description\n" );
return;
}
}
int iMipCount = pTex->GetLevelCount();
if ( pVTF->Depth() != 1 || pVTF->Width() != (int)desc.Width || pVTF->Height() != (int)desc.Height || pVTF->MipCount() < iMipCount || pVTF->FaceCount() <= (int)info.m_CubeFaceID )
{
Warning( "LoadTextureFromVTF: VTF dimensions do not match texture\n" );
return;
}
// Info may have a cube face ID if we are falling back to 2D sphere map support
TextureLoadInfo_t mipInfo = info;
int iVTFFaceNum = info.m_CubeFaceID;
mipInfo.m_CubeFaceID = (D3DCUBEMAP_FACES)0;
#if !defined( _X360 ) && !defined( DX_TO_GL_ABSTRACTION )
// If blitting more than one mip level of an unlockable texture, create a temporary
// texture for all mip levels only call UpdateTexture once. For textures with
// only a single mip level, fall back on the support in BlitSurfaceBits. -henryg
IDirect3DTexture9 *pStagingTexture = NULL;
if ( !info.m_bTextureIsLockable && iMipCount > 1 )
{
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s - CreateSysmemTexture", __FUNCTION__ );
IDirect3DTexture9 *pTemp;
if ( Dx9Device()->CreateTexture( desc.Width, desc.Height, iMipCount, 0, desc.Format, D3DPOOL_SYSTEMMEM, &pTemp, NULL ) != S_OK )
{
Warning( "LoadTextureFromVTF: failed to create temporary staging texture\n" );
return;
}
mipInfo.m_pTexture = static_cast<IDirect3DBaseTexture*>( pTemp );
mipInfo.m_bTextureIsLockable = true;
pStagingTexture = pTemp;
}
#endif
// Get the clamped resolutions from the VTF, then apply any clamping we've done from the higher level code.
// (For example, we chop off the bottom of the mipmap pyramid at 32x32--that is reflected in iMipCount, so
// honor that here).
int finest = 0, coarsest = 0;
pVTF->GetMipmapRange( &finest, &coarsest );
finest = Min( finest, iMipCount - 1 );
coarsest = Min( coarsest, iMipCount - 1 );
Assert( finest <= coarsest && coarsest < iMipCount );
{
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s - BlitTextureBits", __FUNCTION__ );
for ( int iMip = finest; iMip <= coarsest; ++iMip )
{
int w, h, d;
pVTF->ComputeMipLevelDimensions( iMip, &w, &h, &d );
mipInfo.m_nLevel = iMip;
mipInfo.m_nWidth = w;
mipInfo.m_nHeight = h;
mipInfo.m_pSrcData = pVTF->ImageData( iVTFFrame, iVTFFaceNum, iMip );
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s - BlitTextureBits - %d", __FUNCTION__, iMip );
BlitTextureBits( mipInfo, 0, 0, 0 );
}
}
#if !defined( _X360 ) && !defined( DX_TO_GL_ABSTRACTION )
if ( pStagingTexture )
{
if ( ( coarsest - finest + 1 ) == iMipCount )
{
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s - UpdateTexture", __FUNCTION__ );
if ( Dx9Device()->UpdateTexture( pStagingTexture, pTex ) != S_OK )
{
Warning( "LoadTextureFromVTF: UpdateTexture failed\n" );
}
}
else
{
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s - UpdateSurface", __FUNCTION__ );
for ( int mip = finest; mip <= coarsest; ++mip )
{
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s - UpdateSurface - %d", __FUNCTION__, mip );
IDirect3DSurface9 *pSrcSurf = NULL,
*pDstSurf = NULL;
if ( pStagingTexture->GetSurfaceLevel( mip, &pSrcSurf ) != S_OK )
Warning( "LoadTextureFromVTF: couldn't get surface level %d for system surface\n", mip );
if ( pTex->GetSurfaceLevel( mip, &pDstSurf ) != S_OK )
Warning( "LoadTextureFromVTF: couldn't get surface level %d for dest surface\n", mip );
{
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s - UpdateSurface - Call ", __FUNCTION__, mip );
if ( !pSrcSurf || !pDstSurf || Dx9Device()->UpdateSurface( pSrcSurf, NULL, pDstSurf, NULL ) != S_OK )
Warning( "LoadTextureFromVTF: surface update failed.\n" );
}
if ( pSrcSurf )
pSrcSurf->Release();
if ( pDstSurf )
pDstSurf->Release();
}
}
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s - Cleanup", __FUNCTION__ );
pStagingTexture->Release();
}
#endif
}
//-----------------------------------------------------------------------------
// Upload to a sub-piece of a texture
//-----------------------------------------------------------------------------
void LoadSubTexture( TextureLoadInfo_t &info, int xOffset, int yOffset, int srcStride )
{
Assert( info.m_pSrcData );
Assert( info.m_pTexture );
#if defined( _X360 )
// xboxissue - not supporting subrect swizzling
Assert( !info.m_bSrcIsTiled );
#endif
#ifdef _DEBUG
ImageFormat format = GetImageFormat( info.m_pTexture );
Assert( (format == FindNearestSupportedFormat(format, false, false, false )) && (format != -1) );
#endif
// Copy in the bits...
BlitTextureBits( info, xOffset, yOffset, srcStride );
}
//-----------------------------------------------------------------------------
// Returns the size of texture memory, in MB
//-----------------------------------------------------------------------------
// Helps with startup time.. we don't use the texture memory size for anything anyways
#define DONT_CHECK_MEM
int ComputeTextureMemorySize( const GUID &nDeviceGUID, D3DDEVTYPE deviceType )
{
#if defined( _X360 )
return 0;
#elif defined( DONT_CHECK_MEM )
return (deviceType == D3DDEVTYPE_REF) ? (64 * 1024 * 1024) : 102236160;
#else
FileHandle_t file = g_pFullFileSystem->Open( "vidcfg.bin", "rb", "EXECUTABLE_PATH" );
if ( file )
{
GUID deviceId;
int texSize;
g_pFullFileSystem->Read( &deviceId, sizeof(deviceId), file );
g_pFullFileSystem->Read( &texSize, sizeof(texSize), file );
g_pFullFileSystem->Close( file );
if ( nDeviceGUID == deviceId )
{
return texSize;
}
}
// How much texture memory?
if (deviceType == D3DDEVTYPE_REF)
return 64 * 1024 * 1024;
// Sadly, the only way to compute texture memory size
// is to allocate a crapload of textures until we can't any more
ImageFormat fmt = FindNearestSupportedFormat( IMAGE_FORMAT_BGR565, false, false, false );
int textureSize = ShaderUtil()->GetMemRequired( 256, 256, 1, fmt, false );
int totalSize = 0;
CUtlVector< IDirect3DBaseTexture* > textures;
s_bTestingVideoMemorySize = true;
while (true)
{
RECORD_COMMAND( DX8_CREATE_TEXTURE, 7 );
RECORD_INT( textures.Count() );
RECORD_INT( 256 );
RECORD_INT( 256 );
RECORD_INT( ImageLoader::ImageFormatToD3DFormat(fmt) );
RECORD_INT( 1 );
RECORD_INT( false );
RECORD_INT( 1 );
IDirect3DBaseTexture* pTex = CreateD3DTexture( 256, 256, 1, fmt, 1, 0 );
if (!pTex)
break;
totalSize += textureSize;
textures.AddToTail( pTex );
}
s_bTestingVideoMemorySize = false;
// Free all the temp textures
for (int i = textures.Size(); --i >= 0; )
{
RECORD_COMMAND( DX8_DESTROY_TEXTURE, 1 );
RECORD_INT( i );
DestroyD3DTexture( textures[i] );
}
file = g_pFullFileSystem->Open( "vidcfg.bin", "wb", "EXECUTABLE_PATH" );
if ( file )
{
g_pFullFileSystem->Write( &nDeviceGUID, sizeof(GUID), file );
g_pFullFileSystem->Write( &totalSize, sizeof(totalSize), file );
g_pFullFileSystem->Close( file );
}
return totalSize;
#endif
}