mirror of
https://github.com/nillerusr/source-engine.git
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1925 lines
65 KiB
C++
1925 lines
65 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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#define DISABLE_PROTECTED_THINGS
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#include "togl/rendermechanism.h"
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#include "TransitionTable.h"
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#include "recording.h"
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#include "shaderapidx8.h"
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#include "shaderapi/ishaderutil.h"
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#include "tier1/convar.h"
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#include "materialsystem/imaterialsystemhardwareconfig.h"
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#include "vertexshaderdx8.h"
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#include "tier0/vprof.h"
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#include "shaderdevicedx8.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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enum
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{
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TEXTURE_STAGE_BIT_COUNT = 4,
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TEXTURE_STAGE_MAX_STAGE = 1 << TEXTURE_STAGE_BIT_COUNT,
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TEXTURE_STAGE_MASK = TEXTURE_STAGE_MAX_STAGE - 1,
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TEXTURE_OP_BIT_COUNT = 7 - TEXTURE_STAGE_BIT_COUNT,
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TEXTURE_OP_SHIFT = TEXTURE_STAGE_BIT_COUNT,
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TEXTURE_OP_MASK = ((1 << TEXTURE_OP_BIT_COUNT) - 1) << TEXTURE_OP_SHIFT,
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};
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//-----------------------------------------------------------------------------
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// Texture op compressing/uncompressing
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//-----------------------------------------------------------------------------
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inline unsigned char TextureOp( TextureStateFunc_t func, int stage )
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{
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// This fails if we've added too many texture stages states to fit in a byte.
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COMPILE_TIME_ASSERT( TEXTURE_STATE_COUNT < (1 << TEXTURE_OP_BIT_COUNT) );
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Assert( stage < TEXTURE_STAGE_MAX_STAGE );
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return ((func << TEXTURE_OP_SHIFT) & TEXTURE_OP_MASK) | (stage & TEXTURE_STAGE_MASK);
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}
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inline void GetTextureOp( unsigned char nBits, TextureStateFunc_t *pFunc, int *pStage )
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{
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*pStage = (nBits & TEXTURE_STAGE_MASK);
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*pFunc = (TextureStateFunc_t)((nBits & TEXTURE_OP_MASK) >> TEXTURE_OP_SHIFT);
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}
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//-----------------------------------------------------------------------------
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// Stats
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//-----------------------------------------------------------------------------
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static int s_pRenderTransitions[RENDER_STATE_COUNT];
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static int s_pTextureTransitions[TEXTURE_STATE_COUNT][TEXTURE_STAGE_MAX_STAGE];
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//-----------------------------------------------------------------------------
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// Singleton
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//-----------------------------------------------------------------------------
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CTransitionTable *g_pTransitionTable = NULL;
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#ifdef DEBUG_BOARD_STATE
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inline ShadowState_t& BoardState()
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{
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return g_pTransitionTable->BoardState();
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}
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#endif
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inline CTransitionTable::CurrentState_t& CurrentState()
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{
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return g_pTransitionTable->CurrentState();
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}
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//-----------------------------------------------------------------------------
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// Less functions
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//-----------------------------------------------------------------------------
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bool CTransitionTable::ShadowStateDictLessFunc::Less( const CTransitionTable::ShadowStateDictEntry_t &src1, const CTransitionTable::ShadowStateDictEntry_t &src2, void *pCtx )
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{
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return src1.m_nChecksum < src2.m_nChecksum;
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}
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bool CTransitionTable::SnapshotDictLessFunc::Less( const CTransitionTable::SnapshotDictEntry_t &src1, const CTransitionTable::SnapshotDictEntry_t &src2, void *pCtx )
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{
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return src1.m_nChecksum < src2.m_nChecksum;
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}
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bool CTransitionTable::UniqueSnapshotLessFunc::Less( const CTransitionTable::TransitionList_t &src1, const CTransitionTable::TransitionList_t &src2, void *pCtx )
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{
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return src1.m_NumOperations > src2.m_NumOperations;
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}
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//-----------------------------------------------------------------------------
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// Constructor, destructor
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//-----------------------------------------------------------------------------
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CTransitionTable::CTransitionTable() : m_DefaultStateSnapshot(-1),
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m_CurrentShadowId(-1), m_CurrentSnapshotId(-1), m_TransitionOps( 0, 8192 ), m_ShadowStateList( 0, 256 ),
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m_TransitionTable( 0, 256 ), m_SnapshotList( 0, 256 ),
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m_ShadowStateDict(0, 256 ),
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m_SnapshotDict( 0, 256 ),
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m_UniqueTransitions( 0, 4096 )
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{
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Assert( !g_pTransitionTable );
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g_pTransitionTable = this;
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#ifdef DEBUG_BOARD_STATE
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memset( &m_BoardState, 0, sizeof( m_BoardState ) );
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memset( &m_BoardShaderState, 0, sizeof( m_BoardShaderState ) );
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#endif
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}
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CTransitionTable::~CTransitionTable()
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{
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Assert( g_pTransitionTable == this );
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g_pTransitionTable = NULL;
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}
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//-----------------------------------------------------------------------------
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// Initialization, shutdown
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//-----------------------------------------------------------------------------
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bool CTransitionTable::Init( )
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{
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return true;
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}
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void CTransitionTable::Shutdown( )
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{
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Reset();
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}
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//-----------------------------------------------------------------------------
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// Creates a shadow, adding an entry into the shadow list and transition table
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//-----------------------------------------------------------------------------
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StateSnapshot_t CTransitionTable::CreateStateSnapshot( ShadowStateId_t shadowStateId, const ShadowShaderState_t& currentShaderState )
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{
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StateSnapshot_t snapshotId = m_SnapshotList.AddToTail();
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// Copy our snapshot into the list
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SnapshotShaderState_t &shaderState = m_SnapshotList[snapshotId];
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shaderState.m_ShadowStateId = shadowStateId;
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memcpy( &shaderState.m_ShaderState, ¤tShaderState, sizeof(ShadowShaderState_t) );
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memset( shaderState.m_ShaderState.m_nReserved, 0, sizeof( shaderState.m_ShaderState.m_nReserved ) );
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shaderState.m_nReserved = 0; // needed to get a good CRC
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shaderState.m_nReserved2 = 0;
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// Insert entry into the lookup table
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SnapshotDictEntry_t insert;
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CRC32_Init( &insert.m_nChecksum );
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CRC32_ProcessBuffer( &insert.m_nChecksum, &shaderState, sizeof(SnapshotShaderState_t) );
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CRC32_Final( &insert.m_nChecksum );
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insert.m_nSnapshot = snapshotId;
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m_SnapshotDict.Insert( insert );
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return snapshotId;
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}
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//-----------------------------------------------------------------------------
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// Creates a shadow, adding an entry into the shadow list and transition table
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//-----------------------------------------------------------------------------
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CTransitionTable::ShadowStateId_t CTransitionTable::CreateShadowState( const ShadowState_t ¤tState )
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{
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int newShaderState = m_ShadowStateList.AddToTail();
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// Copy our snapshot into the list
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memcpy( &m_ShadowStateList[newShaderState], ¤tState, sizeof(ShadowState_t) );
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// all existing states must transition to the new state
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int i;
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for ( i = 0; i < newShaderState; ++i )
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{
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// Add a new transition to all existing states
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int newElem = m_TransitionTable[i].AddToTail();
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m_TransitionTable[i][newElem].m_FirstOperation = INVALID_TRANSITION_OP;
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m_TransitionTable[i][newElem].m_NumOperations = 0;
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}
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// Add a new vector for this transition
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int newTransitionElem = m_TransitionTable.AddToTail();
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m_TransitionTable[newTransitionElem].EnsureCapacity( 32 );
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Assert( newShaderState == newTransitionElem );
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for ( i = 0; i <= newShaderState; ++i )
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{
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// Add a new transition from all existing states
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int newElem = m_TransitionTable[newShaderState].AddToTail();
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m_TransitionTable[newShaderState][newElem].m_FirstOperation = INVALID_TRANSITION_OP;
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m_TransitionTable[newShaderState][newElem].m_NumOperations = 0;
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}
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// Insert entry into the lookup table
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ShadowStateDictEntry_t insert;
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CRC32_Init( &insert.m_nChecksum );
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CRC32_ProcessBuffer( &insert.m_nChecksum, &m_ShadowStateList[newShaderState], sizeof(ShadowState_t) );
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CRC32_Final( &insert.m_nChecksum );
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insert.m_nShadowStateId = newShaderState;
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m_ShadowStateDict.Insert( insert );
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return newShaderState;
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}
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//-----------------------------------------------------------------------------
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// Finds a snapshot, if it exists. Or creates a new one if it doesn't.
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//-----------------------------------------------------------------------------
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CTransitionTable::ShadowStateId_t CTransitionTable::FindShadowState( const ShadowState_t& currentState ) const
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{
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ShadowStateDictEntry_t find;
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CRC32_Init( &find.m_nChecksum );
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CRC32_ProcessBuffer( &find.m_nChecksum, ¤tState, sizeof(ShadowState_t) );
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CRC32_Final( &find.m_nChecksum );
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int nDictCount = m_ShadowStateDict.Count();
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int i = m_ShadowStateDict.FindLessOrEqual( find );
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if ( i < 0 )
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return (ShadowStateId_t)-1;
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for ( ; i < nDictCount; ++i )
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{
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const ShadowStateDictEntry_t &entry = m_ShadowStateDict[i];
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// Didn't find a match
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if ( entry.m_nChecksum > find.m_nChecksum )
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break;
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if ( entry.m_nChecksum != find.m_nChecksum )
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continue;
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ShadowStateId_t nShadowState = entry.m_nShadowStateId;
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if (!memcmp(&m_ShadowStateList[nShadowState], ¤tState, sizeof(ShadowState_t) ))
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return nShadowState;
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}
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// Need to create a new one
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return (ShadowStateId_t)-1;
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}
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//-----------------------------------------------------------------------------
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// Finds a snapshot, if it exists. Or creates a new one if it doesn't.
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//-----------------------------------------------------------------------------
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StateSnapshot_t CTransitionTable::FindStateSnapshot( ShadowStateId_t id, const ShadowShaderState_t& currentState ) const
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{
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SnapshotShaderState_t temp;
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temp.m_ShaderState = currentState;
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temp.m_ShadowStateId = id;
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memset( temp.m_ShaderState.m_nReserved, 0, sizeof( temp.m_ShaderState.m_nReserved ) );
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temp.m_nReserved = 0; // needed to get a good CRC
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temp.m_nReserved2 = 0;
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SnapshotDictEntry_t find;
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CRC32_Init( &find.m_nChecksum );
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CRC32_ProcessBuffer( &find.m_nChecksum, &temp, sizeof(temp) );
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CRC32_Final( &find.m_nChecksum );
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int nDictCount = m_SnapshotDict.Count();
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int i = m_SnapshotDict.FindLessOrEqual( find );
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if ( i < 0 )
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return (StateSnapshot_t)-1;
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for ( ; i < nDictCount; ++i )
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{
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// Didn't find a match
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if ( m_SnapshotDict[i].m_nChecksum > find.m_nChecksum )
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break;
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if ( m_SnapshotDict[i].m_nChecksum != find.m_nChecksum )
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continue;
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StateSnapshot_t nShapshot = m_SnapshotDict[i].m_nSnapshot;
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if ( (id == m_SnapshotList[nShapshot].m_ShadowStateId) &&
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!memcmp(&m_SnapshotList[nShapshot].m_ShaderState, ¤tState, sizeof(ShadowShaderState_t)) )
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{
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return nShapshot;
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}
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}
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// Need to create a new one
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return (StateSnapshot_t)-1;
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}
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//-----------------------------------------------------------------------------
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// Used to clear the transition table when we know it's become invalid.
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//-----------------------------------------------------------------------------
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void CTransitionTable::Reset()
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{
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m_ShadowStateList.RemoveAll();
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m_SnapshotList.RemoveAll();
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m_TransitionTable.RemoveAll();
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m_TransitionOps.RemoveAll();
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m_ShadowStateDict.RemoveAll();
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m_SnapshotDict.RemoveAll();
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m_UniqueTransitions.RemoveAll();
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m_CurrentShadowId = -1;
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m_CurrentSnapshotId = -1;
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m_DefaultStateSnapshot = -1;
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}
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//-----------------------------------------------------------------------------
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// Sets the texture stage state
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//-----------------------------------------------------------------------------
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#ifdef _WIN32
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#pragma warning( disable : 4189 )
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#endif
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static inline void SetTextureStageState( int stage, D3DTEXTURESTAGESTATETYPE state, DWORD val )
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{
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#if !defined( _X360 )
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Assert( !g_pShaderDeviceDx8->IsDeactivated() );
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Dx9Device()->SetTextureStageState( stage, state, val );
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#endif
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}
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//Moved to a #define so every instance of this skips unsupported render states at compile time
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#define SetSamplerState( _stage, _state, _val ) \
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{ \
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if ( (_state != D3DSAMP_NOTSUPPORTED) ) \
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{ \
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Assert( !g_pShaderDeviceDx8->IsDeactivated() ); \
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Dx9Device()->SetSamplerState( _stage, _state, _val ); \
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} \
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}
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//Moved to a #define so every instance of this skips unsupported render states at compile time
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#define SetRenderState( _state, _val ) \
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{ \
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if ( _state != D3DRS_NOTSUPPORTED ) \
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{ \
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Assert( !g_pShaderDeviceDx8->IsDeactivated() ); \
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Dx9Device()->SetRenderState( _state, _val ); \
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} \
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}
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#ifdef DX_TO_GL_ABSTRACTION
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#define SetRenderStateConstMacro( state, val ) { if ( state != D3DRS_NOTSUPPORTED ) Dx9Device()->SetRenderStateConstInline( state, val ); }
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#else
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#define SetRenderStateConstMacro( state, val ) SetRenderState( state, val )
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#endif
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#ifdef _WIN32
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#pragma warning( default : 4189 )
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#endif
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//-----------------------------------------------------------------------------
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// Methods that actually apply the state
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//-----------------------------------------------------------------------------
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#ifdef DEBUG_BOARD_STATE
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static bool g_SpewTransitions = false;
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#define UPDATE_BOARD_RENDER_STATE( _d3dState, _state ) \
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{ \
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BoardState().m_ ## _state = shaderState.m_ ## _state; \
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if (g_SpewTransitions) \
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{ \
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char buf[128]; \
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sprintf( buf, "Apply %s : %d\n", #_d3dState, shaderState.m_ ## _state ); \
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Plat_DebugString(buf); \
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} \
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}
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#define UPDATE_BOARD_TEXTURE_STAGE_STATE( _d3dState, _state, _stage ) \
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{ \
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BoardState().m_TextureStage[_stage].m_ ## _state = shaderState.m_TextureStage[_stage].m_ ## _state; \
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if (g_SpewTransitions) \
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{ \
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char buf[128]; \
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sprintf( buf, "Apply Tex %s (%d): %d\n", #_d3dState, _stage, shaderState.m_TextureStage[_stage].m_ ## _state ); \
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Plat_DebugString(buf); \
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} \
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}
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#define UPDATE_BOARD_SAMPLER_STATE( _d3dState, _state, _stage ) \
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{ \
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BoardState().m_SamplerState[_stage].m_ ## _state = shaderState.m_SamplerState[_stage].m_ ## _state; \
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if (g_SpewTransitions) \
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{ \
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char buf[128]; \
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sprintf( buf, "Apply SamplerSate %s (%d): %d\n", #_d3dState, stage, shaderState.m_SamplerState[_stage].m_ ## _state ); \
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Plat_DebugString(buf); \
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} \
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}
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#else
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#define UPDATE_BOARD_RENDER_STATE( _d3dState, _state ) {}
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#define UPDATE_BOARD_TEXTURE_STAGE_STATE( _d3dState, _state, _stage ) {}
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#define UPDATE_BOARD_SAMPLER_STATE( _d3dState, _state, _stage ) {}
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#endif
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#define APPLY_RENDER_STATE_FUNC( _d3dState, _state ) \
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void Apply ## _state( const ShadowState_t& shaderState, int arg ) \
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{ \
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SetRenderState( _d3dState, shaderState.m_ ## _state ); \
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UPDATE_BOARD_RENDER_STATE( _d3dState, _state ); \
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}
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#define APPLY_TEXTURE_STAGE_STATE_FUNC( _d3dState, _state ) \
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void Apply ## _state( const ShadowState_t& shaderState, int stage ) \
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{ \
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SetTextureStageState( stage, _d3dState, shaderState.m_TextureStage[stage].m_ ## _state ); \
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UPDATE_BOARD_TEXTURE_STAGE_STATE( _d3dState, _state, stage ); \
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}
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#define APPLY_SAMPLER_STATE_FUNC( _d3dState, _state ) \
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void Apply ## _state( const ShadowState_t& shaderState, int stage ) \
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{ \
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SetSamplerState( stage, _d3dState, shaderState.m_SamplerState[stage].m_ ## _state ); \
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UPDATE_BOARD_SAMPLER_STATE( _d3dState, _state, stage ); \
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}
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// Special overridden sampler state to turn on Fetch4 on ATI hardware (and 360?)
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void ApplyFetch4Enable( const ShadowState_t& shaderState, int stage )
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{
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if ( ShaderAPI()->SupportsFetch4() )
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{
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SetSamplerState( stage, ATISAMP_FETCH4, shaderState.m_SamplerState[stage].m_Fetch4Enable ? ATI_FETCH4_ENABLE : ATI_FETCH4_DISABLE );
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}
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UPDATE_BOARD_SAMPLER_STATE( ATISAMP_FETCH4, Fetch4Enable, stage );
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}
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#ifdef DX_TO_GL_ABSTRACTION
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void ApplyShadowFilterEnable( const ShadowState_t& shaderState, int stage )
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{
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SetSamplerState( stage, D3DSAMP_SHADOWFILTER, shaderState.m_SamplerState[stage].m_ShadowFilterEnable );
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UPDATE_BOARD_SAMPLER_STATE( D3DSAMP_SHADOWFILTER, ShadowFilterEnable, stage );
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}
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#endif
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//APPLY_RENDER_STATE_FUNC( D3DRS_ZWRITEENABLE, ZWriteEnable )
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//APPLY_RENDER_STATE_FUNC( D3DRS_COLORWRITEENABLE, ColorWriteEnable )
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APPLY_RENDER_STATE_FUNC( D3DRS_FILLMODE, FillMode )
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APPLY_RENDER_STATE_FUNC( D3DRS_LIGHTING, Lighting )
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APPLY_RENDER_STATE_FUNC( D3DRS_SPECULARENABLE, SpecularEnable )
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APPLY_RENDER_STATE_FUNC( D3DRS_DIFFUSEMATERIALSOURCE, DiffuseMaterialSource )
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APPLY_TEXTURE_STAGE_STATE_FUNC( D3DTSS_TEXCOORDINDEX, TexCoordIndex )
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void ApplyZWriteEnable( const ShadowState_t& shaderState, int arg )
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{
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SetRenderStateConstMacro( D3DRS_ZWRITEENABLE, shaderState.m_ZWriteEnable );
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#if defined( _X360 )
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//SetRenderStateConstMacro( D3DRS_HIZWRITEENABLE, shaderState.m_ZWriteEnable ? D3DHIZ_AUTOMATIC : D3DHIZ_DISABLE );
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#endif
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UPDATE_BOARD_RENDER_STATE( D3DRS_ZWRITEENABLE, ZWriteEnable );
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}
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void ApplyColorWriteEnable( const ShadowState_t& shaderState, int arg )
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{
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SetRenderState( D3DRS_COLORWRITEENABLE, shaderState.m_ColorWriteEnable );
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g_pTransitionTable->CurrentState().m_ColorWriteEnable = shaderState.m_ColorWriteEnable;
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UPDATE_BOARD_RENDER_STATE( D3DRS_COLORWRITEENABLE, ColorWriteEnable );
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}
|
|
|
|
void ApplySRGBReadEnable( const ShadowState_t& shaderState, int stage )
|
|
{
|
|
# if ( !defined( _X360 ) )
|
|
{
|
|
SetSamplerState( stage, D3DSAMP_SRGBTEXTURE, shaderState.m_SamplerState[stage].m_SRGBReadEnable );
|
|
}
|
|
# else
|
|
{
|
|
ShaderAPI()->ApplySRGBReadState( stage, shaderState.m_SamplerState[stage].m_SRGBReadEnable );
|
|
}
|
|
# endif
|
|
|
|
UPDATE_BOARD_SAMPLER_STATE( D3DSAMP_SRGBTEXTURE, SRGBReadEnable, stage );
|
|
}
|
|
|
|
|
|
void ApplySRGBWriteEnable( const ShadowState_t& shadowState, int stageUnused )
|
|
{
|
|
g_pTransitionTable->ApplySRGBWriteEnable( shadowState );
|
|
}
|
|
|
|
|
|
void CTransitionTable::ApplySRGBWriteEnable( const ShadowState_t& shaderState )
|
|
{
|
|
// ApplySRGBWriteEnable set to true means that the shader is writing linear values.
|
|
if ( CurrentState().m_bLinearColorSpaceFrameBufferEnable )
|
|
{
|
|
// The shader had better be writing linear values since we can't convert to gamma here.
|
|
// Can't leave this assert here since there are cases where the shader is doing the right thing.
|
|
// This is good to test occasionally to make sure that the shaders are doing the right thing.
|
|
// Assert( shaderState.m_SRGBWriteEnable );
|
|
|
|
// render target is linear
|
|
SetRenderStateConstMacro( D3DRS_SRGBWRITEENABLE, 0 );
|
|
ShaderAPI()->EnabledSRGBWrite( false );
|
|
|
|
// fog isn't fixed-function with linear frame buffers, so don't bother with that here.
|
|
}
|
|
else
|
|
{
|
|
// render target is gamma
|
|
|
|
// SRGBWrite enable can affect the space in which fog color is defined
|
|
if ( HardwareConfig()->NeedsShaderSRGBConversion() )
|
|
{
|
|
if ( HardwareConfig()->SupportsPixelShaders_2_b() ) //in 2b supported devices, we never actually enable SRGB writes, but instead handle the conversion in the pixel shader. But we want all other code to be unaware.
|
|
{
|
|
SetRenderStateConstMacro( D3DRS_SRGBWRITEENABLE, 0 );
|
|
}
|
|
else
|
|
{
|
|
SetRenderStateConstMacro( D3DRS_SRGBWRITEENABLE, shaderState.m_SRGBWriteEnable );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SetRenderStateConstMacro( D3DRS_SRGBWRITEENABLE, shaderState.m_SRGBWriteEnable );
|
|
}
|
|
|
|
ShaderAPI()->EnabledSRGBWrite( shaderState.m_SRGBWriteEnable );
|
|
|
|
if ( HardwareConfig()->SpecifiesFogColorInLinearSpace() )
|
|
{
|
|
ShaderAPI()->ApplyFogMode( shaderState.m_FogMode, shaderState.m_SRGBWriteEnable, shaderState.m_bDisableFogGammaCorrection );
|
|
}
|
|
}
|
|
|
|
#ifdef _DEBUG
|
|
BoardState().m_SRGBWriteEnable = shaderState.m_SRGBWriteEnable;
|
|
if (g_SpewTransitions)
|
|
{
|
|
char buf[128];
|
|
sprintf( buf, "Apply %s : %d\n", "D3DRS_SRGBWRITEENABLE", shaderState.m_SRGBWriteEnable );
|
|
Plat_DebugString(buf);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void ApplyDisableFogGammaCorrection( const ShadowState_t& shadowState, int stageUnused )
|
|
{
|
|
ShaderAPI()->ApplyFogMode( shadowState.m_FogMode, shadowState.m_SRGBWriteEnable, shadowState.m_bDisableFogGammaCorrection );
|
|
|
|
#ifdef DEBUG_BOARD_STATE
|
|
g_pTransitionTable->BoardState().m_bDisableFogGammaCorrection = shadowState.m_bDisableFogGammaCorrection;
|
|
#endif
|
|
}
|
|
|
|
|
|
|
|
|
|
void ApplyDepthTest( const ShadowState_t& state, int stage )
|
|
{
|
|
g_pTransitionTable->ApplyDepthTest( state );
|
|
}
|
|
|
|
void CTransitionTable::SetZEnable( D3DZBUFFERTYPE nEnable )
|
|
{
|
|
if (m_CurrentState.m_ZEnable != nEnable )
|
|
{
|
|
SetRenderStateConstMacro( D3DRS_ZENABLE, nEnable );
|
|
#if defined( _X360 )
|
|
//SetRenderState( D3DRS_HIZENABLE, nEnable ? D3DHIZ_AUTOMATIC : D3DHIZ_DISABLE );
|
|
#endif
|
|
m_CurrentState.m_ZEnable = nEnable;
|
|
}
|
|
}
|
|
|
|
void CTransitionTable::SetZFunc( D3DCMPFUNC nCmpFunc )
|
|
{
|
|
if (m_CurrentState.m_ZFunc != nCmpFunc )
|
|
{
|
|
SetRenderStateConstMacro( D3DRS_ZFUNC, nCmpFunc );
|
|
m_CurrentState.m_ZFunc = nCmpFunc;
|
|
}
|
|
}
|
|
|
|
void CTransitionTable::ApplyDepthTest( const ShadowState_t& state )
|
|
{
|
|
SetZEnable( state.m_ZEnable );
|
|
if (state.m_ZEnable != D3DZB_FALSE)
|
|
{
|
|
SetZFunc( state.m_ZFunc );
|
|
}
|
|
if (m_CurrentState.m_ZBias != state.m_ZBias)
|
|
{
|
|
ShaderAPI()->ApplyZBias( state );
|
|
m_CurrentState.m_ZBias = (PolygonOffsetMode_t) state.m_ZBias; // Cast two bits from m_ZBias
|
|
}
|
|
|
|
#ifdef DEBUG_BOARD_STATE
|
|
// This isn't quite true, but it's necessary for other error checking to work
|
|
BoardState().m_ZEnable = state.m_ZEnable;
|
|
BoardState().m_ZFunc = state.m_ZFunc;
|
|
BoardState().m_ZBias = state.m_ZBias;
|
|
#endif
|
|
}
|
|
|
|
void ApplyAlphaTest( const ShadowState_t& state, int stage )
|
|
{
|
|
g_pTransitionTable->ApplyAlphaTest( state );
|
|
}
|
|
|
|
void CTransitionTable::ApplyAlphaTest( const ShadowState_t& state )
|
|
{
|
|
if (m_CurrentState.m_AlphaTestEnable != state.m_AlphaTestEnable)
|
|
{
|
|
SetRenderStateConstMacro( D3DRS_ALPHATESTENABLE, state.m_AlphaTestEnable );
|
|
m_CurrentState.m_AlphaTestEnable = state.m_AlphaTestEnable;
|
|
}
|
|
|
|
if (state.m_AlphaTestEnable)
|
|
{
|
|
// Set the blend state here...
|
|
if (m_CurrentState.m_AlphaFunc != state.m_AlphaFunc)
|
|
{
|
|
SetRenderStateConstMacro( D3DRS_ALPHAFUNC, state.m_AlphaFunc );
|
|
m_CurrentState.m_AlphaFunc = state.m_AlphaFunc;
|
|
}
|
|
|
|
if (m_CurrentState.m_AlphaRef != state.m_AlphaRef)
|
|
{
|
|
SetRenderStateConstMacro( D3DRS_ALPHAREF, state.m_AlphaRef );
|
|
m_CurrentState.m_AlphaRef = state.m_AlphaRef;
|
|
}
|
|
}
|
|
|
|
#ifdef DEBUG_BOARD_STATE
|
|
// This isn't quite true, but it's necessary for other error checking to work
|
|
BoardState().m_AlphaTestEnable = state.m_AlphaTestEnable;
|
|
BoardState().m_AlphaFunc = state.m_AlphaFunc;
|
|
BoardState().m_AlphaRef = state.m_AlphaRef;
|
|
#endif
|
|
}
|
|
|
|
void ApplyAlphaBlend( const ShadowState_t& state, int stage )
|
|
{
|
|
g_pTransitionTable->ApplyAlphaBlend( state );
|
|
}
|
|
|
|
void CTransitionTable::ApplyAlphaBlend( const ShadowState_t& state )
|
|
{
|
|
if (m_CurrentState.m_AlphaBlendEnable != state.m_AlphaBlendEnable)
|
|
{
|
|
SetRenderStateConstMacro( D3DRS_ALPHABLENDENABLE, state.m_AlphaBlendEnable );
|
|
m_CurrentState.m_AlphaBlendEnable = state.m_AlphaBlendEnable;
|
|
}
|
|
|
|
if (state.m_AlphaBlendEnable)
|
|
{
|
|
// Set the blend state here...
|
|
if (m_CurrentState.m_SrcBlend != state.m_SrcBlend)
|
|
{
|
|
SetRenderStateConstMacro( D3DRS_SRCBLEND, state.m_SrcBlend );
|
|
m_CurrentState.m_SrcBlend = state.m_SrcBlend;
|
|
}
|
|
|
|
if (m_CurrentState.m_DestBlend != state.m_DestBlend)
|
|
{
|
|
SetRenderStateConstMacro( D3DRS_DESTBLEND, state.m_DestBlend );
|
|
m_CurrentState.m_DestBlend = state.m_DestBlend;
|
|
}
|
|
|
|
if (m_CurrentState.m_BlendOp != state.m_BlendOp )
|
|
{
|
|
SetRenderStateConstMacro( D3DRS_BLENDOP, state.m_BlendOp );
|
|
m_CurrentState.m_BlendOp = state.m_BlendOp;
|
|
}
|
|
}
|
|
|
|
#ifdef DEBUG_BOARD_STATE
|
|
// This isn't quite true, but it's necessary for other error checking to work
|
|
BoardState().m_AlphaBlendEnable = state.m_AlphaBlendEnable;
|
|
BoardState().m_SrcBlend = state.m_SrcBlend;
|
|
BoardState().m_DestBlend = state.m_DestBlend;
|
|
BoardState().m_BlendOp = state.m_BlendOp;
|
|
#endif
|
|
}
|
|
|
|
void ApplySeparateAlphaBlend( const ShadowState_t& state, int stage )
|
|
{
|
|
g_pTransitionTable->ApplySeparateAlphaBlend( state );
|
|
}
|
|
|
|
void CTransitionTable::ApplySeparateAlphaBlend( const ShadowState_t& state )
|
|
{
|
|
if (m_CurrentState.m_SeparateAlphaBlendEnable != state.m_SeparateAlphaBlendEnable)
|
|
{
|
|
SetRenderStateConstMacro( D3DRS_SEPARATEALPHABLENDENABLE, state.m_SeparateAlphaBlendEnable );
|
|
m_CurrentState.m_SeparateAlphaBlendEnable = state.m_SeparateAlphaBlendEnable;
|
|
}
|
|
|
|
if (state.m_SeparateAlphaBlendEnable)
|
|
{
|
|
// Set the blend state here...
|
|
if (m_CurrentState.m_SrcBlendAlpha != state.m_SrcBlendAlpha)
|
|
{
|
|
SetRenderStateConstMacro( D3DRS_SRCBLENDALPHA, state.m_SrcBlendAlpha );
|
|
m_CurrentState.m_SrcBlendAlpha = state.m_SrcBlendAlpha;
|
|
}
|
|
|
|
if (m_CurrentState.m_DestBlendAlpha != state.m_DestBlendAlpha)
|
|
{
|
|
SetRenderStateConstMacro( D3DRS_DESTBLENDALPHA, state.m_DestBlendAlpha );
|
|
m_CurrentState.m_DestBlendAlpha = state.m_DestBlendAlpha;
|
|
}
|
|
|
|
if (m_CurrentState.m_BlendOpAlpha != state.m_BlendOpAlpha )
|
|
{
|
|
SetRenderStateConstMacro( D3DRS_BLENDOPALPHA, state.m_BlendOpAlpha );
|
|
m_CurrentState.m_BlendOpAlpha = state.m_BlendOpAlpha;
|
|
}
|
|
}
|
|
|
|
#ifdef DEBUG_BOARD_STATE
|
|
// This isn't quite true, but it's necessary for other error checking to work
|
|
BoardState().m_SeparateAlphaBlendEnable = state.m_SeparateAlphaBlendEnable;
|
|
BoardState().m_SrcBlendAlpha = state.m_SrcBlendAlpha;
|
|
BoardState().m_DestBlendAlpha = state.m_DestBlendAlpha;
|
|
BoardState().m_BlendOpAlpha = state.m_BlendOpAlpha;
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Applies alpha texture op
|
|
//-----------------------------------------------------------------------------
|
|
void ApplyColorTextureStage( const ShadowState_t& state, int stage )
|
|
{
|
|
g_pTransitionTable->ApplyColorTextureStage( state, stage );
|
|
}
|
|
|
|
void ApplyAlphaTextureStage( const ShadowState_t& state, int stage )
|
|
{
|
|
g_pTransitionTable->ApplyAlphaTextureStage( state, stage );
|
|
}
|
|
|
|
void CTransitionTable::ApplyColorTextureStage( const ShadowState_t& state, int stage )
|
|
{
|
|
D3DTEXTUREOP op = state.m_TextureStage[stage].m_ColorOp;
|
|
int arg1 = state.m_TextureStage[stage].m_ColorArg1;
|
|
int arg2 = state.m_TextureStage[stage].m_ColorArg2;
|
|
|
|
if (m_CurrentState.m_TextureStage[stage].m_ColorOp != op)
|
|
{
|
|
SetTextureStageState( stage, D3DTSS_COLOROP, op );
|
|
m_CurrentState.m_TextureStage[stage].m_ColorOp = op;
|
|
}
|
|
|
|
if (op != D3DTOP_DISABLE)
|
|
{
|
|
if (m_CurrentState.m_TextureStage[stage].m_ColorArg1 != arg1)
|
|
{
|
|
SetTextureStageState( stage, D3DTSS_COLORARG1, arg1 );
|
|
m_CurrentState.m_TextureStage[stage].m_ColorArg1 = arg1;
|
|
}
|
|
if (m_CurrentState.m_TextureStage[stage].m_ColorArg2 != arg2)
|
|
{
|
|
SetTextureStageState( stage, D3DTSS_COLORARG2, arg2 );
|
|
m_CurrentState.m_TextureStage[stage].m_ColorArg2 = arg2;
|
|
}
|
|
}
|
|
|
|
#ifdef DEBUG_BOARD_STATE
|
|
// This isn't quite true, but it's necessary for other error checking to work
|
|
BoardState().m_TextureStage[stage].m_ColorOp = op;
|
|
BoardState().m_TextureStage[stage].m_ColorArg1 = arg1;
|
|
BoardState().m_TextureStage[stage].m_ColorArg2 = arg2;
|
|
#endif
|
|
}
|
|
|
|
void CTransitionTable::ApplyAlphaTextureStage( const ShadowState_t& state, int stage )
|
|
{
|
|
D3DTEXTUREOP op = state.m_TextureStage[stage].m_AlphaOp;
|
|
int arg1 = state.m_TextureStage[stage].m_AlphaArg1;
|
|
int arg2 = state.m_TextureStage[stage].m_AlphaArg2;
|
|
|
|
if (m_CurrentState.m_TextureStage[stage].m_AlphaOp != op)
|
|
{
|
|
SetTextureStageState( stage, D3DTSS_ALPHAOP, op );
|
|
m_CurrentState.m_TextureStage[stage].m_AlphaOp = op;
|
|
}
|
|
|
|
if (op != D3DTOP_DISABLE)
|
|
{
|
|
if (m_CurrentState.m_TextureStage[stage].m_AlphaArg1 != arg1)
|
|
{
|
|
SetTextureStageState( stage, D3DTSS_ALPHAARG1, arg1 );
|
|
m_CurrentState.m_TextureStage[stage].m_AlphaArg1 = arg1;
|
|
}
|
|
if (m_CurrentState.m_TextureStage[stage].m_AlphaArg2 != arg2)
|
|
{
|
|
SetTextureStageState( stage, D3DTSS_ALPHAARG2, arg2 );
|
|
m_CurrentState.m_TextureStage[stage].m_AlphaArg2 = arg2;
|
|
}
|
|
}
|
|
|
|
#ifdef DEBUG_BOARD_STATE
|
|
// This isn't quite true, but it's necessary for other error checking to work
|
|
BoardState().m_TextureStage[stage].m_AlphaOp = op;
|
|
BoardState().m_TextureStage[stage].m_AlphaArg1 = arg1;
|
|
BoardState().m_TextureStage[stage].m_AlphaArg2 = arg2;
|
|
#endif
|
|
}
|
|
|
|
|
|
void ApplyActivateFixedFunction( const ShadowState_t& state, int stage )
|
|
{
|
|
int nStageCount = HardwareConfig()->GetTextureStageCount();
|
|
for ( int i = 0; i < nStageCount; ++i )
|
|
{
|
|
g_pTransitionTable->ApplyColorTextureStage( state, i );
|
|
g_pTransitionTable->ApplyAlphaTextureStage( state, i );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Enables textures
|
|
//-----------------------------------------------------------------------------
|
|
void ApplyTextureEnable( const ShadowState_t& state, int stage )
|
|
{
|
|
// This may well enable/disable textures that are already enabled/disabled
|
|
// but the ShaderAPI will handle that
|
|
int i;
|
|
int nSamplerCount = HardwareConfig()->GetSamplerCount();
|
|
for ( i = 0; i < nSamplerCount; ++i )
|
|
{
|
|
ShaderAPI()->ApplyTextureEnable( state, i );
|
|
|
|
#ifdef DEBUG_BOARD_STATE
|
|
BoardState().m_SamplerState[i].m_TextureEnable = state.m_SamplerState[i].m_TextureEnable;
|
|
#endif
|
|
}
|
|
|
|
// Needed to prevent mat_dxlevel assertions
|
|
#ifdef DEBUG_BOARD_STATE
|
|
for ( i = nSamplerCount; i < MAX_SAMPLERS; ++i )
|
|
{
|
|
BoardState().m_SamplerState[i].m_TextureEnable = false;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// All transitions below this point depend on dynamic render state
|
|
// FIXME: Eliminate these virtual calls?
|
|
//-----------------------------------------------------------------------------
|
|
void ApplyCullEnable( const ShadowState_t& state, int arg )
|
|
{
|
|
ShaderAPI()->ApplyCullEnable( state.m_CullEnable );
|
|
|
|
#ifdef DEBUG_BOARD_STATE
|
|
BoardState().m_CullEnable = state.m_CullEnable;
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void ApplyAlphaToCoverage( const ShadowState_t& state, int arg )
|
|
{
|
|
ShaderAPI()->ApplyAlphaToCoverage( state.m_EnableAlphaToCoverage );
|
|
|
|
#ifdef DEBUG_BOARD_STATE
|
|
BoardState().m_EnableAlphaToCoverage = state.m_EnableAlphaToCoverage;
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void ApplyVertexBlendEnable( const ShadowState_t& state, int stage )
|
|
{
|
|
ShaderAPI()->SetVertexBlendState( state.m_VertexBlendEnable ? -1 : 0 );
|
|
|
|
#ifdef DEBUG_BOARD_STATE
|
|
BoardState().m_VertexBlendEnable = state.m_VertexBlendEnable;
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Outputs the fog mode string
|
|
//-----------------------------------------------------------------------------
|
|
#ifdef RECORDING
|
|
const char *ShaderFogModeToString( ShaderFogMode_t fogMode )
|
|
{
|
|
switch( fogMode )
|
|
{
|
|
case SHADER_FOGMODE_DISABLED:
|
|
return "SHADER_FOGMODE_DISABLED";
|
|
case SHADER_FOGMODE_OO_OVERBRIGHT:
|
|
return "SHADER_FOGMODE_OO_OVERBRIGHT";
|
|
case SHADER_FOGMODE_BLACK:
|
|
return "SHADER_FOGMODE_BLACK";
|
|
case SHADER_FOGMODE_GREY:
|
|
return "SHADER_FOGMODE_GREY";
|
|
case SHADER_FOGMODE_FOGCOLOR:
|
|
return "SHADER_FOGMODE_FOGCOLOR";
|
|
case SHADER_FOGMODE_WHITE:
|
|
return "SHADER_FOGMODE_WHITE";
|
|
case SHADER_FOGMODE_NUMFOGMODES:
|
|
return "SHADER_FOGMODE_NUMFOGMODES";
|
|
default:
|
|
return "ERROR";
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// Uses GetConfig().overbright and GetSceneFogMode, so
|
|
// will have to fix up the state manually when those change.
|
|
void ApplyFogMode( const ShadowState_t& state, int arg )
|
|
{
|
|
#ifdef RECORDING
|
|
char buf[1024];
|
|
sprintf( buf, "ApplyFogMode( %s )", ShaderFogModeToString( state.m_FogMode ) );
|
|
RECORD_DEBUG_STRING( buf );
|
|
#endif
|
|
|
|
ShaderAPI()->ApplyFogMode( state.m_FogMode, state.m_SRGBWriteEnable, state.m_bDisableFogGammaCorrection );
|
|
|
|
#ifdef DEBUG_BOARD_STATE
|
|
BoardState().m_FogMode = state.m_FogMode;
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Function tables mapping enum to function
|
|
//-----------------------------------------------------------------------------
|
|
ApplyStateFunc_t s_pRenderFunctionTable[] =
|
|
{
|
|
ApplyDepthTest,
|
|
ApplyZWriteEnable,
|
|
ApplyColorWriteEnable,
|
|
ApplyAlphaTest,
|
|
ApplyFillMode,
|
|
ApplyLighting,
|
|
ApplySpecularEnable,
|
|
ApplySRGBWriteEnable,
|
|
ApplyAlphaBlend,
|
|
ApplySeparateAlphaBlend,
|
|
ApplyCullEnable,
|
|
ApplyVertexBlendEnable,
|
|
ApplyFogMode,
|
|
ApplyActivateFixedFunction,
|
|
ApplyTextureEnable, // Enables textures on *all* stages
|
|
ApplyDiffuseMaterialSource,
|
|
ApplyDisableFogGammaCorrection,
|
|
ApplyAlphaToCoverage,
|
|
};
|
|
|
|
ApplyStateFunc_t s_pTextureFunctionTable[] =
|
|
{
|
|
ApplyTexCoordIndex,
|
|
ApplySRGBReadEnable,
|
|
ApplyFetch4Enable,
|
|
#ifdef DX_TO_GL_ABSTRACTION
|
|
ApplyShadowFilterEnable,
|
|
#endif
|
|
// Fixed function states
|
|
ApplyColorTextureStage,
|
|
ApplyAlphaTextureStage,
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Creates an entry in the state transition table
|
|
//-----------------------------------------------------------------------------
|
|
inline void CTransitionTable::AddTransition( RenderStateFunc_t func )
|
|
{
|
|
int nElem = m_TransitionOps.AddToTail();
|
|
TransitionOp_t &op = m_TransitionOps[nElem];
|
|
op.m_nInfo.m_bIsTextureCode = false;
|
|
op.m_nInfo.m_nOpCode = func;
|
|
|
|
// Stats
|
|
// ++s_pRenderTransitions[ func ];
|
|
}
|
|
|
|
inline void CTransitionTable::AddTextureTransition( TextureStateFunc_t func, int stage )
|
|
{
|
|
int nElem = m_TransitionOps.AddToTail();
|
|
TransitionOp_t &op = m_TransitionOps[nElem];
|
|
op.m_nInfo.m_bIsTextureCode = true;
|
|
op.m_nInfo.m_nOpCode = TextureOp( func, stage );
|
|
|
|
// Stats
|
|
// ++s_pTextureTransitions[ func ][stage];
|
|
}
|
|
|
|
#define ADD_RENDER_STATE_TRANSITION( _state ) \
|
|
if (bForce || (toState.m_ ## _state != fromState.m_ ## _state)) \
|
|
{ \
|
|
AddTransition( RENDER_STATE_ ## _state ); \
|
|
++numOps; \
|
|
}
|
|
|
|
#define ADD_TEXTURE_STAGE_STATE_TRANSITION( _stage, _state )\
|
|
if (bForce || (toState.m_TextureStage[_stage].m_ ## _state != fromState.m_TextureStage[_stage].m_ ## _state)) \
|
|
{ \
|
|
Assert( _stage < MAX_TEXTURE_STAGES ); \
|
|
AddTextureTransition( TEXTURE_STATE_ ## _state, _stage ); \
|
|
++numOps; \
|
|
}
|
|
|
|
#define ADD_SAMPLER_STATE_TRANSITION( _stage, _state )\
|
|
if (bForce || (toState.m_SamplerState[_stage].m_ ## _state != fromState.m_SamplerState[_stage].m_ ## _state)) \
|
|
{ \
|
|
Assert( _stage < MAX_SAMPLERS ); \
|
|
AddTextureTransition( TEXTURE_STATE_ ## _state, _stage ); \
|
|
++numOps; \
|
|
}
|
|
|
|
int CTransitionTable::CreateNormalTransitions( const ShadowState_t& fromState, const ShadowState_t& toState, bool bForce )
|
|
{
|
|
int numOps = 0;
|
|
|
|
// Special case for alpha blending to eliminate extra transitions
|
|
bool blendEnableDifferent = (toState.m_AlphaBlendEnable != fromState.m_AlphaBlendEnable);
|
|
bool srcBlendDifferent = toState.m_AlphaBlendEnable && (toState.m_SrcBlend != fromState.m_SrcBlend);
|
|
bool destBlendDifferent = toState.m_AlphaBlendEnable && (toState.m_DestBlend != fromState.m_DestBlend);
|
|
bool blendOpDifferent = toState.m_AlphaBlendEnable && ( toState.m_BlendOp != fromState.m_BlendOp );
|
|
if (bForce || blendOpDifferent || blendEnableDifferent || srcBlendDifferent || destBlendDifferent)
|
|
{
|
|
AddTransition( RENDER_STATE_AlphaBlend );
|
|
++numOps;
|
|
}
|
|
|
|
// Shouldn't have m_SeparateAlphaBlendEnable set unless m_AlphaBlendEnable is also set.
|
|
Assert ( toState.m_AlphaBlendEnable || !toState.m_SeparateAlphaBlendEnable );
|
|
bool blendSeparateAlphaEnableDifferent = (toState.m_SeparateAlphaBlendEnable != fromState.m_SeparateAlphaBlendEnable);
|
|
bool srcBlendAlphaDifferent = toState.m_SeparateAlphaBlendEnable && (toState.m_SrcBlendAlpha != fromState.m_SrcBlendAlpha);
|
|
bool destBlendAlphaDifferent = toState.m_SeparateAlphaBlendEnable && (toState.m_DestBlendAlpha != fromState.m_DestBlendAlpha);
|
|
bool blendOpAlphaDifferent = toState.m_SeparateAlphaBlendEnable && ( toState.m_BlendOpAlpha != fromState.m_BlendOpAlpha );
|
|
if (bForce || blendOpAlphaDifferent || blendSeparateAlphaEnableDifferent || srcBlendAlphaDifferent || destBlendAlphaDifferent)
|
|
{
|
|
AddTransition( RENDER_STATE_SeparateAlphaBlend );
|
|
++numOps;
|
|
}
|
|
|
|
bool bAlphaTestEnableDifferent = (toState.m_AlphaTestEnable != fromState.m_AlphaTestEnable);
|
|
bool bAlphaFuncDifferent = toState.m_AlphaTestEnable && (toState.m_AlphaFunc != fromState.m_AlphaFunc);
|
|
bool bAlphaRefDifferent = toState.m_AlphaTestEnable && (toState.m_AlphaRef != fromState.m_AlphaRef);
|
|
if (bForce || bAlphaTestEnableDifferent || bAlphaFuncDifferent || bAlphaRefDifferent)
|
|
{
|
|
AddTransition( RENDER_STATE_AlphaTest );
|
|
++numOps;
|
|
}
|
|
|
|
bool bDepthTestEnableDifferent = (toState.m_ZEnable != fromState.m_ZEnable);
|
|
bool bDepthFuncDifferent = (toState.m_ZEnable != D3DZB_FALSE) && (toState.m_ZFunc != fromState.m_ZFunc);
|
|
bool bDepthBiasDifferent = (toState.m_ZBias != fromState.m_ZBias);
|
|
if (bForce || bDepthTestEnableDifferent || bDepthFuncDifferent || bDepthBiasDifferent)
|
|
{
|
|
AddTransition( RENDER_STATE_DepthTest );
|
|
++numOps;
|
|
}
|
|
|
|
if ( bForce || (toState.m_UsingFixedFunction && !fromState.m_UsingFixedFunction) )
|
|
{
|
|
AddTransition( RENDER_STATE_ActivateFixedFunction );
|
|
++numOps;
|
|
}
|
|
|
|
if ( bForce || (toState.m_bDisableFogGammaCorrection != fromState.m_bDisableFogGammaCorrection) )
|
|
{
|
|
AddTransition( RENDER_STATE_DisableFogGammaCorrection );
|
|
++numOps;
|
|
}
|
|
|
|
int nStageCount = HardwareConfig()->GetTextureStageCount();
|
|
int i;
|
|
for ( i = 0; i < nStageCount; ++i )
|
|
{
|
|
// Special case for texture stage ops to eliminate extra transitions
|
|
// NOTE: If we're forcing transitions, then ActivateFixedFunction above will take care of all these transitions
|
|
if ( !bForce && toState.m_UsingFixedFunction && fromState.m_UsingFixedFunction )
|
|
{
|
|
const TextureStageShadowState_t& fromTexture = fromState.m_TextureStage[i];
|
|
const TextureStageShadowState_t& toTexture = toState.m_TextureStage[i];
|
|
|
|
bool fromEnabled = (fromTexture.m_ColorOp != D3DTOP_DISABLE);
|
|
bool toEnabled = (toTexture.m_ColorOp != D3DTOP_DISABLE);
|
|
if ( fromEnabled || toEnabled )
|
|
{
|
|
bool opDifferent = (toTexture.m_ColorOp != fromTexture.m_ColorOp);
|
|
bool arg1Different = (toTexture.m_ColorArg1 != fromTexture.m_ColorArg1);
|
|
bool arg2Different = (toTexture.m_ColorArg2 != fromTexture.m_ColorArg2);
|
|
if (opDifferent || arg1Different || arg2Different )
|
|
{
|
|
AddTextureTransition( TEXTURE_STATE_ColorTextureStage, i );
|
|
++numOps;
|
|
}
|
|
}
|
|
|
|
fromEnabled = (fromTexture.m_AlphaOp != D3DTOP_DISABLE);
|
|
toEnabled = (toTexture.m_AlphaOp != D3DTOP_DISABLE);
|
|
if ( fromEnabled || toEnabled )
|
|
{
|
|
bool opDifferent = (toTexture.m_AlphaOp != fromTexture.m_AlphaOp);
|
|
bool arg1Different = (toTexture.m_AlphaArg1 != fromTexture.m_AlphaArg1);
|
|
bool arg2Different = (toTexture.m_AlphaArg2 != fromTexture.m_AlphaArg2);
|
|
if (opDifferent || arg1Different || arg2Different )
|
|
{
|
|
AddTextureTransition( TEXTURE_STATE_AlphaTextureStage, i );
|
|
++numOps;
|
|
}
|
|
}
|
|
}
|
|
|
|
ADD_TEXTURE_STAGE_STATE_TRANSITION( i, TexCoordIndex );
|
|
}
|
|
|
|
int nSamplerCount = HardwareConfig()->GetSamplerCount();
|
|
for ( int i = 0; i < nSamplerCount; ++i )
|
|
{
|
|
ADD_SAMPLER_STATE_TRANSITION( i, SRGBReadEnable );
|
|
ADD_SAMPLER_STATE_TRANSITION( i, Fetch4Enable );
|
|
#ifdef DX_TO_GL_ABSTRACTION
|
|
ADD_SAMPLER_STATE_TRANSITION( i, ShadowFilterEnable );
|
|
#endif
|
|
}
|
|
|
|
return numOps;
|
|
}
|
|
|
|
void CTransitionTable::CreateTransitionTableEntry( int to, int from )
|
|
{
|
|
// You added or removed a state to the enums but not to the function table lists!
|
|
COMPILE_TIME_ASSERT( sizeof(s_pRenderFunctionTable) == sizeof(ApplyStateFunc_t) * RENDER_STATE_COUNT );
|
|
COMPILE_TIME_ASSERT( sizeof(s_pTextureFunctionTable) == sizeof(ApplyStateFunc_t) * TEXTURE_STATE_COUNT );
|
|
|
|
// If from < 0, that means add *all* transitions into it.
|
|
unsigned int firstElem = m_TransitionOps.Count();
|
|
unsigned short numOps = 0;
|
|
|
|
const ShadowState_t& toState = m_ShadowStateList[to];
|
|
const ShadowState_t& fromState = (from >= 0) ? m_ShadowStateList[from] : m_ShadowStateList[to];
|
|
bool bForce = (from < 0);
|
|
|
|
ADD_RENDER_STATE_TRANSITION( ZWriteEnable )
|
|
ADD_RENDER_STATE_TRANSITION( ColorWriteEnable )
|
|
ADD_RENDER_STATE_TRANSITION( FillMode )
|
|
ADD_RENDER_STATE_TRANSITION( Lighting )
|
|
ADD_RENDER_STATE_TRANSITION( SpecularEnable )
|
|
ADD_RENDER_STATE_TRANSITION( SRGBWriteEnable )
|
|
ADD_RENDER_STATE_TRANSITION( DiffuseMaterialSource )
|
|
|
|
// Some code for the non-trivial transitions
|
|
numOps += CreateNormalTransitions( fromState, toState, bForce );
|
|
|
|
// NOTE: From here on down are transitions that depend on dynamic state
|
|
// and which can therefore not appear in the state block
|
|
ADD_RENDER_STATE_TRANSITION( CullEnable )
|
|
ADD_RENDER_STATE_TRANSITION( EnableAlphaToCoverage )
|
|
ADD_RENDER_STATE_TRANSITION( VertexBlendEnable )
|
|
|
|
// NOTE! : Have to do the extra check for changes in m_UsingFixedFunction
|
|
// since d3d fog state is different if you are using fixed function vs.
|
|
// using a vsh/psh.
|
|
// This code is derived from: ADD_RENDER_STATE_TRANSITION( FogMode )
|
|
// If ADD_RENDER_STATE_TRANSITION ever changes, this needs to be updated!
|
|
// This is another reason to try to have very little fixed function in the dx8/dx9 path.
|
|
if( bForce || (toState.m_FogMode != fromState.m_FogMode ) ||
|
|
( toState.m_UsingFixedFunction != fromState.m_UsingFixedFunction ) )
|
|
{
|
|
AddTransition( RENDER_STATE_FogMode );
|
|
++numOps;
|
|
}
|
|
|
|
bool bDifferentTexturesEnabled = false;
|
|
int nSamplerCount = HardwareConfig()->GetSamplerCount();
|
|
for ( int i = 0; i < nSamplerCount; ++i )
|
|
{
|
|
if ( toState.m_SamplerState[i].m_TextureEnable != fromState.m_SamplerState[i].m_TextureEnable )
|
|
{
|
|
bDifferentTexturesEnabled = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( bForce || bDifferentTexturesEnabled )
|
|
{
|
|
AddTransition( RENDER_STATE_TextureEnable );
|
|
++numOps;
|
|
}
|
|
|
|
// Look for identical transition lists, and use those instead...
|
|
TransitionList_t& transition = (from >= 0) ?
|
|
m_TransitionTable[to][from] : m_DefaultTransition;
|
|
Assert( numOps <= 255 );
|
|
transition.m_NumOperations = numOps;
|
|
|
|
// This condition can happen, and is valid. It occurs when we snapshot
|
|
// state but do not generate a transition function for that state
|
|
if (numOps == 0)
|
|
{
|
|
transition.m_FirstOperation = INVALID_TRANSITION_OP;
|
|
return;
|
|
}
|
|
|
|
// An optimization to try to early out of the identical transition check
|
|
// taking advantage of the fact that the matrix is usually diagonal.
|
|
unsigned int nFirstTest = INVALID_TRANSITION_OP;
|
|
if (from >= 0)
|
|
{
|
|
TransitionList_t &diagonalList = m_TransitionTable[from][to];
|
|
if ( diagonalList.m_NumOperations == numOps )
|
|
{
|
|
nFirstTest = diagonalList.m_FirstOperation;
|
|
}
|
|
}
|
|
|
|
unsigned int identicalListFirstElem = FindIdenticalTransitionList( firstElem, numOps, nFirstTest );
|
|
if (identicalListFirstElem == INVALID_TRANSITION_OP)
|
|
{
|
|
transition.m_FirstOperation = firstElem;
|
|
m_UniqueTransitions.Insert( transition );
|
|
Assert( (int)firstElem + (int)numOps < 16777215 );
|
|
|
|
if( (int)firstElem + (int)numOps >= 16777215 )
|
|
{
|
|
Warning("**** WARNING: Transition table overflow. Grab Brian\n");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Remove the transitions ops we made; use the duplicate copy
|
|
transition.m_FirstOperation = identicalListFirstElem;
|
|
m_TransitionOps.RemoveMultiple( firstElem, numOps );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Tests a snapshot to see if it can be used
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#define PERFORM_RENDER_STATE_TRANSITION( _state, _func ) \
|
|
::Apply ## _func( _state, 0 );
|
|
#define PERFORM_TEXTURE_STAGE_STATE_TRANSITION( _state, _stage, _func ) \
|
|
::Apply ## _func( _state, _stage );
|
|
#define PERFORM_SAMPLER_STATE_TRANSITION( _state, _stage, _func ) \
|
|
::Apply ## _func( _state, _stage );
|
|
|
|
bool CTransitionTable::TestShadowState( const ShadowState_t& state, const ShadowShaderState_t &shaderState )
|
|
{
|
|
PERFORM_RENDER_STATE_TRANSITION( state, DepthTest )
|
|
PERFORM_RENDER_STATE_TRANSITION( state, ZWriteEnable )
|
|
PERFORM_RENDER_STATE_TRANSITION( state, ColorWriteEnable )
|
|
PERFORM_RENDER_STATE_TRANSITION( state, AlphaTest )
|
|
PERFORM_RENDER_STATE_TRANSITION( state, FillMode )
|
|
PERFORM_RENDER_STATE_TRANSITION( state, Lighting )
|
|
PERFORM_RENDER_STATE_TRANSITION( state, SpecularEnable )
|
|
PERFORM_RENDER_STATE_TRANSITION( state, SRGBWriteEnable )
|
|
PERFORM_RENDER_STATE_TRANSITION( state, AlphaBlend )
|
|
PERFORM_RENDER_STATE_TRANSITION( state, SeparateAlphaBlend )
|
|
PERFORM_RENDER_STATE_TRANSITION( state, CullEnable )
|
|
PERFORM_RENDER_STATE_TRANSITION( state, AlphaToCoverage )
|
|
PERFORM_RENDER_STATE_TRANSITION( state, VertexBlendEnable )
|
|
PERFORM_RENDER_STATE_TRANSITION( state, FogMode )
|
|
PERFORM_RENDER_STATE_TRANSITION( state, ActivateFixedFunction )
|
|
PERFORM_RENDER_STATE_TRANSITION( state, TextureEnable )
|
|
PERFORM_RENDER_STATE_TRANSITION( state, DiffuseMaterialSource )
|
|
|
|
int i;
|
|
int nStageCount = HardwareConfig()->GetTextureStageCount();
|
|
for ( i = 0; i < nStageCount; ++i )
|
|
{
|
|
PERFORM_TEXTURE_STAGE_STATE_TRANSITION( state, i, ColorTextureStage );
|
|
PERFORM_TEXTURE_STAGE_STATE_TRANSITION( state, i, AlphaTextureStage );
|
|
PERFORM_TEXTURE_STAGE_STATE_TRANSITION( state, i, TexCoordIndex );
|
|
}
|
|
|
|
int nSamplerCount = HardwareConfig()->GetSamplerCount();
|
|
for ( i = 0; i < nSamplerCount; ++i )
|
|
{
|
|
PERFORM_SAMPLER_STATE_TRANSITION( state, i, SRGBReadEnable );
|
|
PERFORM_SAMPLER_STATE_TRANSITION( state, i, Fetch4Enable );
|
|
#ifdef DX_TO_GL_ABSTRACTION
|
|
PERFORM_SAMPLER_STATE_TRANSITION( state, i, ShadowFilterEnable );
|
|
#endif
|
|
}
|
|
|
|
// Just make sure we've got a good snapshot
|
|
RECORD_COMMAND( DX8_VALIDATE_DEVICE, 0 );
|
|
|
|
#if !defined( _X360 )
|
|
DWORD numPasses;
|
|
HRESULT hr = Dx9Device()->ValidateDevice( &numPasses );
|
|
bool ok = !FAILED(hr);
|
|
#else
|
|
bool ok = true;
|
|
#endif
|
|
|
|
// Now set the board state to match the default state
|
|
ApplyTransition( m_DefaultTransition, m_DefaultStateSnapshot );
|
|
|
|
ShaderManager()->SetVertexShader( shaderState.m_VertexShader );
|
|
ShaderManager()->SetPixelShader( shaderState.m_PixelShader );
|
|
|
|
return ok;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Finds identical transition lists and shares them
|
|
//-----------------------------------------------------------------------------
|
|
unsigned int CTransitionTable::FindIdenticalTransitionList( unsigned int firstElem,
|
|
unsigned short numOps, unsigned int nFirstTest ) const
|
|
{
|
|
VPROF("CTransitionTable::FindIdenticalTransitionList");
|
|
// As it turns out, this works most of the time
|
|
if ( nFirstTest != INVALID_TRANSITION_OP )
|
|
{
|
|
const TransitionOp_t *pCurrOp = &m_TransitionOps[firstElem];
|
|
const TransitionOp_t *pTestOp = &m_TransitionOps[nFirstTest];
|
|
if ( !memcmp( pCurrOp, pTestOp, numOps * sizeof(TransitionOp_t) ) )
|
|
return nFirstTest;
|
|
}
|
|
|
|
// Look for a common list
|
|
const TransitionOp_t &op = m_TransitionOps[firstElem];
|
|
|
|
int nCount = m_UniqueTransitions.Count();
|
|
for ( int i = 0; i < nCount; ++i )
|
|
{
|
|
const TransitionList_t &list = m_UniqueTransitions[i];
|
|
|
|
// We can early out here because we've sorted the unique transitions
|
|
// descending by count
|
|
if ( list.m_NumOperations < numOps )
|
|
return INVALID_TRANSITION_OP;
|
|
|
|
// If we don't find a match in the first
|
|
int nPotentialMatch;
|
|
int nLastTest = list.m_FirstOperation + list.m_NumOperations - numOps;
|
|
for ( nPotentialMatch = list.m_FirstOperation; nPotentialMatch <= nLastTest; ++nPotentialMatch )
|
|
{
|
|
// Find the first match
|
|
const TransitionOp_t &testOp = m_TransitionOps[nPotentialMatch];
|
|
if ( testOp.m_nBits == op.m_nBits )
|
|
break;
|
|
}
|
|
|
|
// No matches found, continue
|
|
if ( nPotentialMatch > nLastTest )
|
|
continue;
|
|
|
|
// Ok, found a match of the first op, lets see if they all match
|
|
if ( numOps == 1 )
|
|
return nPotentialMatch;
|
|
|
|
const TransitionOp_t *pCurrOp = &m_TransitionOps[firstElem + 1];
|
|
const TransitionOp_t *pTestOp = &m_TransitionOps[nPotentialMatch + 1];
|
|
if ( !memcmp( pCurrOp, pTestOp, (numOps - 1) * sizeof(TransitionOp_t) ) )
|
|
return nPotentialMatch;
|
|
}
|
|
return INVALID_TRANSITION_OP;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Create startup snapshot
|
|
//-----------------------------------------------------------------------------
|
|
void CTransitionTable::TakeDefaultStateSnapshot( )
|
|
{
|
|
if (m_DefaultStateSnapshot == -1)
|
|
{
|
|
m_DefaultStateSnapshot = TakeSnapshot();
|
|
|
|
// This will create a transition which sets *all* shadowed state
|
|
CreateTransitionTableEntry( m_DefaultStateSnapshot, -1 );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Applies the transition list
|
|
//-----------------------------------------------------------------------------
|
|
void CTransitionTable::ApplyTransitionList( int snapshot, int nFirstOp, int nOpCount )
|
|
{
|
|
VPROF("CTransitionTable::ApplyTransitionList");
|
|
// Don't bother if there's nothing to do
|
|
if (nOpCount > 0)
|
|
{
|
|
// Trying to avoid function overhead here
|
|
ShadowState_t& shadowState = m_ShadowStateList[snapshot];
|
|
TransitionOp_t* pTransitionOp = &m_TransitionOps[nFirstOp];
|
|
|
|
for (int i = 0; i < nOpCount; ++i )
|
|
{
|
|
// invoke the transition method
|
|
if ( pTransitionOp->m_nInfo.m_bIsTextureCode )
|
|
{
|
|
TextureStateFunc_t code;
|
|
int nStage;
|
|
GetTextureOp( pTransitionOp->m_nInfo.m_nOpCode, &code, &nStage );
|
|
(*s_pTextureFunctionTable[code])( shadowState, nStage );
|
|
}
|
|
else
|
|
{
|
|
(*s_pRenderFunctionTable[pTransitionOp->m_nInfo.m_nOpCode])( shadowState, 0 );
|
|
}
|
|
++pTransitionOp;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Apply startup snapshot
|
|
//-----------------------------------------------------------------------------
|
|
#ifdef _WIN32
|
|
#pragma warning( disable : 4189 )
|
|
#endif
|
|
|
|
void CTransitionTable::ApplyTransition( TransitionList_t& list, int snapshot )
|
|
{
|
|
VPROF("CTransitionTable::ApplyTransition");
|
|
if ( g_pShaderDeviceDx8->IsDeactivated() )
|
|
return;
|
|
|
|
// Transition lists when using state blocks have 2 parts: the first
|
|
// is the stateblock part, which is states that are not related to
|
|
// dynamic state at all; followed by states that *are* affected by dynamic state
|
|
int nFirstOp = list.m_FirstOperation;
|
|
int nOpCount = list.m_NumOperations;
|
|
|
|
ApplyTransitionList( snapshot, nFirstOp, nOpCount );
|
|
|
|
// Semi-hacky code to override what the transitions are doing
|
|
PerformShadowStateOverrides();
|
|
|
|
// Set the current snapshot id
|
|
m_CurrentShadowId = snapshot;
|
|
|
|
#ifdef DEBUG_BOARD_STATE
|
|
// Copy over the board states that aren't explicitly in the transition table
|
|
// so the assertion works...
|
|
|
|
int i;
|
|
int nSamplerCount = HardwareConfig()->GetSamplerCount();
|
|
for ( i = nSamplerCount; i < MAX_SAMPLERS; ++i )
|
|
{
|
|
m_BoardState.m_SamplerState[i].m_TextureEnable =
|
|
CurrentShadowState()->m_SamplerState[i].m_TextureEnable;
|
|
}
|
|
|
|
int nTextureStageCount = HardwareConfig()->GetTextureStageCount();
|
|
for ( i = nTextureStageCount; i < MAX_TEXTURE_STAGES; ++i )
|
|
{
|
|
memcpy( &m_BoardState.m_TextureStage[i], &CurrentShadowState()->m_TextureStage[i], sizeof(TextureStageShadowState_t) );
|
|
}
|
|
m_BoardState.m_UsingFixedFunction = CurrentShadowState()->m_UsingFixedFunction;
|
|
|
|
// State blocks bypass the code that sets the board state
|
|
#ifdef _DEBUG
|
|
// NOTE: A memcmp here isn't enough since we don't set alpha args in cases where the op is nothing.
|
|
// Assert( !memcmp( &m_BoardState, &CurrentShadowState(), sizeof(m_BoardState) ) );
|
|
const ShadowState_t &testState1 = *CurrentShadowState();
|
|
ShadowState_t testState2 = m_BoardState;
|
|
|
|
if ( testState1.m_ZEnable == D3DZB_FALSE )
|
|
{
|
|
testState2.m_ZBias = testState1.m_ZBias;
|
|
testState2.m_ZFunc = testState1.m_ZFunc;
|
|
}
|
|
|
|
if ( !testState1.m_AlphaTestEnable )
|
|
{
|
|
testState2.m_AlphaRef = testState1.m_AlphaRef;
|
|
testState2.m_AlphaFunc = testState1.m_AlphaFunc;
|
|
}
|
|
for( i = 0; i < nTextureStageCount; i++ )
|
|
{
|
|
if ( !testState1.m_UsingFixedFunction )
|
|
{
|
|
testState2.m_TextureStage[i].m_ColorOp = testState1.m_TextureStage[i].m_ColorOp;
|
|
testState2.m_TextureStage[i].m_ColorArg1 = testState1.m_TextureStage[i].m_ColorArg1;
|
|
testState2.m_TextureStage[i].m_ColorArg2 = testState1.m_TextureStage[i].m_ColorArg2;
|
|
testState2.m_TextureStage[i].m_AlphaOp = testState1.m_TextureStage[i].m_AlphaOp;
|
|
testState2.m_TextureStage[i].m_AlphaArg1 = testState1.m_TextureStage[i].m_AlphaArg1;
|
|
testState2.m_TextureStage[i].m_AlphaArg2 = testState1.m_TextureStage[i].m_AlphaArg2;
|
|
}
|
|
else
|
|
{
|
|
if ( testState1.m_TextureStage[i].m_ColorOp == D3DTOP_DISABLE )
|
|
{
|
|
testState2.m_TextureStage[i].m_ColorArg1 = testState1.m_TextureStage[i].m_ColorArg1;
|
|
testState2.m_TextureStage[i].m_ColorArg2 = testState1.m_TextureStage[i].m_ColorArg2;
|
|
}
|
|
if ( testState1.m_TextureStage[i].m_AlphaOp == D3DTOP_DISABLE )
|
|
{
|
|
testState2.m_TextureStage[i].m_AlphaArg1 = testState1.m_TextureStage[i].m_AlphaArg1;
|
|
testState2.m_TextureStage[i].m_AlphaArg2 = testState1.m_TextureStage[i].m_AlphaArg2;
|
|
}
|
|
}
|
|
}
|
|
|
|
Assert( !memcmp( &testState1, &testState2, sizeof( testState1 ) ) );
|
|
#endif
|
|
#endif
|
|
}
|
|
|
|
#ifdef _WIN32
|
|
#pragma warning( default : 4189 )
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Takes a snapshot, hooks it into the material
|
|
//-----------------------------------------------------------------------------
|
|
StateSnapshot_t CTransitionTable::TakeSnapshot( )
|
|
{
|
|
// Do any final computation of the shadow state
|
|
ShaderShadow()->ComputeAggregateShadowState();
|
|
|
|
// Get the current snapshot
|
|
const ShadowState_t& currentState = ShaderShadow()->GetShadowState();
|
|
|
|
// Create a new snapshot
|
|
ShadowStateId_t shadowStateId = FindShadowState( currentState );
|
|
if (shadowStateId == -1)
|
|
{
|
|
// Create entry in state transition table
|
|
shadowStateId = CreateShadowState( currentState );
|
|
|
|
// Now create new transition entries
|
|
for (int to = 0; to < shadowStateId; ++to)
|
|
{
|
|
CreateTransitionTableEntry( to, shadowStateId );
|
|
}
|
|
|
|
for (int from = 0; from < shadowStateId; ++from)
|
|
{
|
|
CreateTransitionTableEntry( shadowStateId, from );
|
|
}
|
|
}
|
|
|
|
const ShadowShaderState_t& currentShaderState = ShaderShadow()->GetShadowShaderState();
|
|
StateSnapshot_t snapshotId = FindStateSnapshot( shadowStateId, currentShaderState );
|
|
if (snapshotId == -1)
|
|
{
|
|
// Create entry in state transition table
|
|
snapshotId = CreateStateSnapshot( shadowStateId, currentShaderState );
|
|
}
|
|
|
|
return snapshotId;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Apply shader state (stuff that doesn't lie in the transition table)
|
|
//-----------------------------------------------------------------------------
|
|
void CTransitionTable::ApplyShaderState( const ShadowState_t &shadowState, const ShadowShaderState_t &shaderState )
|
|
{
|
|
VPROF("CTransitionTable::ApplyShaderState");
|
|
// Don't bother testing against the current state because there
|
|
// could well be dynamic state modifiers affecting this too....
|
|
if ( !shadowState.m_UsingFixedFunction )
|
|
{
|
|
// FIXME: Improve early-binding of vertex shader index
|
|
ShaderManager()->SetVertexShader( shaderState.m_VertexShader );
|
|
ShaderManager()->SetPixelShader( shaderState.m_PixelShader );
|
|
|
|
#ifdef DEBUG_BOARD_STATE
|
|
BoardShaderState().m_VertexShader = shaderState.m_VertexShader;
|
|
BoardShaderState().m_PixelShader = shaderState.m_PixelShader;
|
|
BoardShaderState().m_nStaticVshIndex = shaderState.m_nStaticVshIndex;
|
|
BoardShaderState().m_nStaticPshIndex = shaderState.m_nStaticPshIndex;
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
ShaderManager()->SetVertexShader( INVALID_SHADER );
|
|
ShaderManager()->SetPixelShader( INVALID_SHADER );
|
|
#if defined( _X360 )
|
|
// no fixed function support
|
|
Assert( 0 );
|
|
#endif
|
|
|
|
#ifdef DEBUG_BOARD_STATE
|
|
BoardShaderState().m_VertexShader = INVALID_SHADER;
|
|
BoardShaderState().m_PixelShader = INVALID_SHADER;
|
|
BoardShaderState().m_nStaticVshIndex = 0;
|
|
BoardShaderState().m_nStaticPshIndex = 0;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Makes the board state match the snapshot
|
|
//-----------------------------------------------------------------------------
|
|
void CTransitionTable::UseSnapshot( StateSnapshot_t snapshotId )
|
|
{
|
|
VPROF("CTransitionTable::UseSnapshot");
|
|
ShadowStateId_t id = m_SnapshotList[snapshotId].m_ShadowStateId;
|
|
if (m_CurrentSnapshotId != snapshotId)
|
|
{
|
|
// First apply things that are in the transition table
|
|
if ( m_CurrentShadowId != id )
|
|
{
|
|
TransitionList_t& transition = m_TransitionTable[id][m_CurrentShadowId];
|
|
ApplyTransition( transition, id );
|
|
}
|
|
|
|
// NOTE: There is an opportunity here to set non-dynamic state that we don't
|
|
// store in the transition list if we ever need it.
|
|
|
|
m_CurrentSnapshotId = snapshotId;
|
|
}
|
|
|
|
// NOTE: This occurs regardless of whether the snapshot changed because it depends
|
|
// on dynamic state (namely, the dynamic vertex + pixel shader index)
|
|
// Followed by things that are not
|
|
ApplyShaderState( m_ShadowStateList[id], m_SnapshotList[snapshotId].m_ShaderState );
|
|
|
|
#ifdef _DEBUG
|
|
// NOTE: We can't ship with this active because mod makers may well violate this rule
|
|
// We don't want no stinking fixed-function on hardware that has vertex and pixel shaders. .
|
|
// This could cause a serious perf hit.
|
|
if( HardwareConfig()->SupportsVertexAndPixelShaders() )
|
|
{
|
|
// Assert( !CurrentShadowState().m_UsingFixedFunction );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Cause the board to match the default state snapshot
|
|
//-----------------------------------------------------------------------------
|
|
void CTransitionTable::UseDefaultState( )
|
|
{
|
|
VPROF("CTransitionTable::UseDefaultState");
|
|
// Need to blat these out because they are tested during transitions
|
|
m_CurrentState.m_AlphaBlendEnable = false;
|
|
m_CurrentState.m_SrcBlend = D3DBLEND_ONE;
|
|
m_CurrentState.m_DestBlend = D3DBLEND_ZERO;
|
|
m_CurrentState.m_BlendOp = D3DBLENDOP_ADD;
|
|
SetRenderStateConstMacro( D3DRS_ALPHABLENDENABLE, m_CurrentState.m_AlphaBlendEnable );
|
|
SetRenderStateConstMacro( D3DRS_SRCBLEND, m_CurrentState.m_SrcBlend );
|
|
SetRenderStateConstMacro( D3DRS_DESTBLEND, m_CurrentState.m_DestBlend );
|
|
SetRenderStateConstMacro( D3DRS_BLENDOP, m_CurrentState.m_BlendOp );
|
|
|
|
m_CurrentState.m_SeparateAlphaBlendEnable = false;
|
|
m_CurrentState.m_SrcBlendAlpha = D3DBLEND_ONE;
|
|
m_CurrentState.m_DestBlendAlpha = D3DBLEND_ZERO;
|
|
m_CurrentState.m_BlendOpAlpha = D3DBLENDOP_ADD;
|
|
SetRenderStateConstMacro( D3DRS_SEPARATEALPHABLENDENABLE, m_CurrentState.m_SeparateAlphaBlendEnable );
|
|
SetRenderStateConstMacro( D3DRS_SRCBLENDALPHA, m_CurrentState.m_SrcBlendAlpha );
|
|
SetRenderStateConstMacro( D3DRS_DESTBLENDALPHA, m_CurrentState.m_DestBlendAlpha );
|
|
SetRenderStateConstMacro( D3DRS_BLENDOPALPHA, m_CurrentState.m_BlendOpAlpha );
|
|
|
|
m_CurrentState.m_ZEnable = D3DZB_TRUE;
|
|
m_CurrentState.m_ZFunc = D3DCMP_LESSEQUAL;
|
|
m_CurrentState.m_ZBias = SHADER_POLYOFFSET_DISABLE;
|
|
SetRenderStateConstMacro( D3DRS_ZENABLE, m_CurrentState.m_ZEnable );
|
|
#if defined( _X360 )
|
|
//SetRenderStateConstMacro( D3DRS_HIZENABLE, m_CurrentState.m_ZEnable ? D3DHIZ_AUTOMATIC : D3DHIZ_DISABLE );
|
|
#endif
|
|
SetRenderStateConstMacro( D3DRS_ZFUNC, m_CurrentState.m_ZFunc );
|
|
|
|
m_CurrentState.m_AlphaTestEnable = false;
|
|
m_CurrentState.m_AlphaFunc = D3DCMP_GREATEREQUAL;
|
|
m_CurrentState.m_AlphaRef = 0;
|
|
SetRenderStateConstMacro( D3DRS_ALPHATESTENABLE, m_CurrentState.m_AlphaTestEnable );
|
|
SetRenderStateConstMacro( D3DRS_ALPHAFUNC, m_CurrentState.m_AlphaFunc );
|
|
SetRenderStateConstMacro( D3DRS_ALPHAREF, m_CurrentState.m_AlphaRef );
|
|
|
|
int nTextureStages = ShaderAPI()->GetActualTextureStageCount();
|
|
for ( int i = 0; i < nTextureStages; ++i)
|
|
{
|
|
TextureStage(i).m_ColorOp = D3DTOP_DISABLE;
|
|
TextureStage(i).m_ColorArg1 = D3DTA_TEXTURE;
|
|
TextureStage(i).m_ColorArg2 = (i == 0) ? D3DTA_DIFFUSE : D3DTA_CURRENT;
|
|
TextureStage(i).m_AlphaOp = D3DTOP_DISABLE;
|
|
TextureStage(i).m_AlphaArg1 = D3DTA_TEXTURE;
|
|
TextureStage(i).m_AlphaArg2 = (i == 0) ? D3DTA_DIFFUSE : D3DTA_CURRENT;
|
|
|
|
SetTextureStageState( i, D3DTSS_COLOROP, TextureStage(i).m_ColorOp );
|
|
SetTextureStageState( i, D3DTSS_COLORARG1, TextureStage(i).m_ColorArg1 );
|
|
SetTextureStageState( i, D3DTSS_COLORARG2, TextureStage(i).m_ColorArg2 );
|
|
SetTextureStageState( i, D3DTSS_ALPHAOP, TextureStage(i).m_AlphaOp );
|
|
SetTextureStageState( i, D3DTSS_ALPHAARG1, TextureStage(i).m_AlphaArg1 );
|
|
SetTextureStageState( i, D3DTSS_ALPHAARG2, TextureStage(i).m_AlphaArg2 );
|
|
}
|
|
|
|
int nSamplerCount = ShaderAPI()->GetActualSamplerCount();
|
|
for ( int i = 0; i < nSamplerCount; ++i)
|
|
{
|
|
SetSamplerState( i, D3DSAMP_SRGBTEXTURE, SamplerState(i).m_SRGBReadEnable );
|
|
|
|
// Set default Fetch4 state on parts which support it
|
|
if ( ShaderAPI()->SupportsFetch4() )
|
|
{
|
|
SetSamplerState( i, ATISAMP_FETCH4, SamplerState(i).m_Fetch4Enable ? ATI_FETCH4_ENABLE : ATI_FETCH4_DISABLE );
|
|
}
|
|
|
|
#ifdef DX_TO_GL_ABSTRACTION
|
|
SetSamplerState( i, D3DSAMP_SHADOWFILTER, SamplerState(i).m_ShadowFilterEnable );
|
|
#endif
|
|
}
|
|
|
|
// Disable z overrides...
|
|
m_CurrentState.m_bOverrideDepthEnable = false;
|
|
m_CurrentState.m_bOverrideAlphaWriteEnable = false;
|
|
m_CurrentState.m_bOverrideColorWriteEnable = false;
|
|
m_CurrentState.m_ForceDepthFuncEquals = false;
|
|
m_CurrentState.m_bLinearColorSpaceFrameBufferEnable = false;
|
|
ApplyTransition( m_DefaultTransition, m_DefaultStateSnapshot );
|
|
|
|
ShaderManager()->SetVertexShader( INVALID_SHADER );
|
|
ShaderManager()->SetPixelShader( INVALID_SHADER );
|
|
|
|
m_CurrentSnapshotId = -1;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Snapshotted state overrides
|
|
//-----------------------------------------------------------------------------
|
|
void CTransitionTable::ForceDepthFuncEquals( bool bEnable )
|
|
{
|
|
if( bEnable != m_CurrentState.m_ForceDepthFuncEquals )
|
|
{
|
|
// Do this so that we can call this from within the rendering code
|
|
// See OverrideDepthEnable + PerformShadowStateOverrides for a version
|
|
// that isn't expected to be called from within rendering code
|
|
if( !ShaderAPI()->IsRenderingMesh() )
|
|
{
|
|
ShaderAPI()->FlushBufferedPrimitives();
|
|
}
|
|
|
|
m_CurrentState.m_ForceDepthFuncEquals = bEnable;
|
|
|
|
if( bEnable )
|
|
{
|
|
SetZFunc( D3DCMP_EQUAL );
|
|
}
|
|
else
|
|
{
|
|
if ( CurrentShadowState() )
|
|
{
|
|
SetZFunc( CurrentShadowState()->m_ZFunc );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CTransitionTable::OverrideDepthEnable( bool bEnable, bool bDepthEnable )
|
|
{
|
|
if ( bEnable != m_CurrentState.m_bOverrideDepthEnable )
|
|
{
|
|
ShaderAPI()->FlushBufferedPrimitives();
|
|
m_CurrentState.m_bOverrideDepthEnable = bEnable;
|
|
m_CurrentState.m_OverrideZWriteEnable = bDepthEnable ? D3DZB_TRUE : D3DZB_FALSE;
|
|
|
|
if ( m_CurrentState.m_bOverrideDepthEnable )
|
|
{
|
|
SetZEnable( D3DZB_TRUE );
|
|
SetRenderStateConstMacro( D3DRS_ZWRITEENABLE, m_CurrentState.m_OverrideZWriteEnable );
|
|
#if defined( _X360 )
|
|
//SetRenderStateConstMacro( D3DRS_HIZWRITEENABLE, m_CurrentState.m_OverrideZWriteEnable ? D3DHIZ_AUTOMATIC : D3DHIZ_DISABLE );
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
if ( CurrentShadowState() )
|
|
{
|
|
SetZEnable( CurrentShadowState()->m_ZEnable );
|
|
SetRenderStateConstMacro( D3DRS_ZWRITEENABLE, CurrentShadowState()->m_ZWriteEnable );
|
|
#if defined( _X360 )
|
|
//SetRenderStateConstMacro( D3DRS_HIZWRITEENABLE, CurrentShadowState()->m_ZWriteEnable ? D3DHIZ_AUTOMATIC : D3DHIZ_DISABLE );
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CTransitionTable::OverrideAlphaWriteEnable( bool bOverrideEnable, bool bAlphaWriteEnable )
|
|
{
|
|
if ( bOverrideEnable != m_CurrentState.m_bOverrideAlphaWriteEnable )
|
|
{
|
|
ShaderAPI()->FlushBufferedPrimitives();
|
|
m_CurrentState.m_bOverrideAlphaWriteEnable = bOverrideEnable;
|
|
m_CurrentState.m_bOverriddenAlphaWriteValue = bAlphaWriteEnable;
|
|
|
|
DWORD dwSetValue = m_CurrentState.m_ColorWriteEnable;
|
|
if ( m_CurrentState.m_bOverrideAlphaWriteEnable )
|
|
{
|
|
if( m_CurrentState.m_bOverriddenAlphaWriteValue )
|
|
{
|
|
dwSetValue |= D3DCOLORWRITEENABLE_ALPHA;
|
|
}
|
|
else
|
|
{
|
|
dwSetValue &= ~D3DCOLORWRITEENABLE_ALPHA;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( CurrentShadowState() )
|
|
{
|
|
//probably being paranoid, but only copy the alpha flag from the shadow state
|
|
dwSetValue &= ~D3DCOLORWRITEENABLE_ALPHA;
|
|
dwSetValue |= CurrentShadowState()->m_ColorWriteEnable & D3DCOLORWRITEENABLE_ALPHA;
|
|
}
|
|
}
|
|
|
|
if( dwSetValue != m_CurrentState.m_ColorWriteEnable )
|
|
{
|
|
m_CurrentState.m_ColorWriteEnable = dwSetValue;
|
|
SetRenderState( D3DRS_COLORWRITEENABLE, m_CurrentState.m_ColorWriteEnable );
|
|
}
|
|
}
|
|
}
|
|
|
|
void CTransitionTable::OverrideColorWriteEnable( bool bOverrideEnable, bool bColorWriteEnable )
|
|
{
|
|
if ( bOverrideEnable != m_CurrentState.m_bOverrideColorWriteEnable )
|
|
{
|
|
ShaderAPI()->FlushBufferedPrimitives();
|
|
m_CurrentState.m_bOverrideColorWriteEnable = bOverrideEnable;
|
|
m_CurrentState.m_bOverriddenColorWriteValue = bColorWriteEnable;
|
|
|
|
DWORD dwSetValue = m_CurrentState.m_ColorWriteEnable;
|
|
if ( m_CurrentState.m_bOverrideColorWriteEnable )
|
|
{
|
|
if( m_CurrentState.m_bOverriddenColorWriteValue )
|
|
{
|
|
dwSetValue |= (D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE);
|
|
}
|
|
else
|
|
{
|
|
dwSetValue &= ~(D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( CurrentShadowState() )
|
|
{
|
|
//probably being paranoid, but only copy the alpha flag from the shadow state
|
|
dwSetValue &= ~(D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE);
|
|
dwSetValue |= CurrentShadowState()->m_ColorWriteEnable & (D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE);
|
|
}
|
|
}
|
|
|
|
if( dwSetValue != m_CurrentState.m_ColorWriteEnable )
|
|
{
|
|
m_CurrentState.m_ColorWriteEnable = dwSetValue;
|
|
SetRenderState( D3DRS_COLORWRITEENABLE, m_CurrentState.m_ColorWriteEnable );
|
|
}
|
|
}
|
|
}
|
|
|
|
void CTransitionTable::EnableLinearColorSpaceFrameBuffer( bool bEnable )
|
|
{
|
|
if ( m_CurrentState.m_bLinearColorSpaceFrameBufferEnable != bEnable && CurrentShadowState() )
|
|
{
|
|
ShaderAPI()->FlushBufferedPrimitives();
|
|
m_CurrentState.m_bLinearColorSpaceFrameBufferEnable = bEnable;
|
|
ApplySRGBWriteEnable( *CurrentShadowState() );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Perform state block overrides
|
|
//-----------------------------------------------------------------------------
|
|
void CTransitionTable::PerformShadowStateOverrides( )
|
|
{
|
|
VPROF("CTransitionTable::PerformShadowStateOverrides");
|
|
// Deal with funky overrides here, because the state blocks can't...
|
|
if ( m_CurrentState.m_ForceDepthFuncEquals )
|
|
{
|
|
SetZFunc( D3DCMP_EQUAL );
|
|
}
|
|
|
|
if ( m_CurrentState.m_bOverrideDepthEnable )
|
|
{
|
|
SetZEnable( D3DZB_TRUE );
|
|
SetRenderStateConstMacro( D3DRS_ZWRITEENABLE, m_CurrentState.m_OverrideZWriteEnable );
|
|
#if defined( _X360 )
|
|
//SetRenderStateConstMacro( D3DRS_HIZWRITEENABLE, m_CurrentState.m_OverrideZWriteEnable ? D3DHIZ_AUTOMATIC : D3DHIZ_DISABLE );
|
|
#endif
|
|
}
|
|
|
|
if ( m_CurrentState.m_bOverrideAlphaWriteEnable )
|
|
{
|
|
DWORD dwSetValue = m_CurrentState.m_ColorWriteEnable & ~D3DCOLORWRITEENABLE_ALPHA;
|
|
dwSetValue |= m_CurrentState.m_bOverriddenAlphaWriteValue ? D3DCOLORWRITEENABLE_ALPHA : 0;
|
|
if ( dwSetValue != m_CurrentState.m_ColorWriteEnable )
|
|
{
|
|
m_CurrentState.m_ColorWriteEnable = dwSetValue;
|
|
SetRenderState( D3DRS_COLORWRITEENABLE, m_CurrentState.m_ColorWriteEnable );
|
|
}
|
|
}
|
|
|
|
if ( m_CurrentState.m_bOverrideColorWriteEnable )
|
|
{
|
|
DWORD dwSetValue = m_CurrentState.m_ColorWriteEnable & ~(D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE);
|
|
dwSetValue |= m_CurrentState.m_bOverriddenColorWriteValue ? (D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE) : 0;
|
|
if ( dwSetValue != m_CurrentState.m_ColorWriteEnable )
|
|
{
|
|
m_CurrentState.m_ColorWriteEnable = dwSetValue;
|
|
SetRenderState( D3DRS_COLORWRITEENABLE, m_CurrentState.m_ColorWriteEnable );
|
|
}
|
|
}
|
|
}
|