mirror of
https://github.com/nillerusr/source-engine.git
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1003 lines
31 KiB
C++
1003 lines
31 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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#include <d3d10.h>
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#include <d3dx10.h>
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#include "shaderdevicedx10.h"
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#include "shaderdevicedx8.h"
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#include "shaderapi/ishaderutil.h"
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#include "shaderapidx10.h"
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#include "shadershadowdx10.h"
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#include "meshdx10.h"
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#include "shaderapidx10_global.h"
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#include "tier1/KeyValues.h"
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#include "tier2/tier2.h"
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#include "tier0/icommandline.h"
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#include "inputlayoutdx10.h"
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#include "shaderapibase.h"
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//-----------------------------------------------------------------------------
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// Explicit instantiation of shader buffer implementation
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//-----------------------------------------------------------------------------
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template class CShaderBuffer< ID3D10Blob >;
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//-----------------------------------------------------------------------------
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//
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// Device manager
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//
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//-----------------------------------------------------------------------------
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static CShaderDeviceMgrDx10 g_ShaderDeviceMgrDx10;
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CShaderDeviceMgrDx10, IShaderDeviceMgr,
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SHADER_DEVICE_MGR_INTERFACE_VERSION, g_ShaderDeviceMgrDx10 )
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static CShaderDeviceDx10 g_ShaderDeviceDx10;
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CShaderDeviceDx10* g_pShaderDeviceDx10 = &g_ShaderDeviceDx10;
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//-----------------------------------------------------------------------------
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// constructor, destructor
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//-----------------------------------------------------------------------------
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CShaderDeviceMgrDx10::CShaderDeviceMgrDx10()
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{
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m_pDXGIFactory = NULL;
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m_bObeyDxCommandlineOverride = true;
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}
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CShaderDeviceMgrDx10::~CShaderDeviceMgrDx10()
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{
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}
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//-----------------------------------------------------------------------------
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// Connect, disconnect
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//-----------------------------------------------------------------------------
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bool CShaderDeviceMgrDx10::Connect( CreateInterfaceFn factory )
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{
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LOCK_SHADERAPI();
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if ( !BaseClass::Connect( factory ) )
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return false;
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HRESULT hr = CreateDXGIFactory( __uuidof(IDXGIFactory), (void**)(&m_pDXGIFactory) );
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if ( FAILED( hr ) )
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{
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Warning( "Failed to create the DXGI Factory!\n" );
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return false;
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}
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InitAdapterInfo();
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return true;
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}
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void CShaderDeviceMgrDx10::Disconnect()
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{
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LOCK_SHADERAPI();
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if ( m_pDXGIFactory )
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{
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m_pDXGIFactory->Release();
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m_pDXGIFactory = NULL;
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}
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BaseClass::Disconnect();
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}
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//-----------------------------------------------------------------------------
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// Initialization
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//-----------------------------------------------------------------------------
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InitReturnVal_t CShaderDeviceMgrDx10::Init( )
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{
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LOCK_SHADERAPI();
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return INIT_OK;
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}
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//-----------------------------------------------------------------------------
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// Shutdown
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//-----------------------------------------------------------------------------
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void CShaderDeviceMgrDx10::Shutdown( )
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{
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LOCK_SHADERAPI();
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if ( g_pShaderDevice )
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{
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g_pShaderDevice->ShutdownDevice();
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g_pShaderDevice = NULL;
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}
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}
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//-----------------------------------------------------------------------------
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// Initialize adapter information
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//-----------------------------------------------------------------------------
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void CShaderDeviceMgrDx10::InitAdapterInfo()
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{
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m_Adapters.RemoveAll();
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IDXGIAdapter *pAdapter;
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for( UINT nCount = 0; m_pDXGIFactory->EnumAdapters( nCount, &pAdapter ) != DXGI_ERROR_NOT_FOUND; ++nCount )
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{
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int j = m_Adapters.AddToTail();
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AdapterInfo_t &info = m_Adapters[j];
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#ifdef _DEBUG
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memset( &info.m_ActualCaps, 0xDD, sizeof(info.m_ActualCaps) );
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#endif
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IDXGIOutput *pOutput = GetAdapterOutput( nCount );
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info.m_ActualCaps.m_bDeviceOk = ComputeCapsFromD3D( &info.m_ActualCaps, pAdapter, pOutput );
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if ( !info.m_ActualCaps.m_bDeviceOk )
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continue;
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ReadDXSupportLevels( info.m_ActualCaps );
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// Read dxsupport.cfg which has config overrides for particular cards.
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ReadHardwareCaps( info.m_ActualCaps, info.m_ActualCaps.m_nMaxDXSupportLevel );
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// What's in "-shader" overrides dxsupport.cfg
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const char *pShaderParam = CommandLine()->ParmValue( "-shader" );
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if ( pShaderParam )
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{
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Q_strncpy( info.m_ActualCaps.m_pShaderDLL, pShaderParam, sizeof( info.m_ActualCaps.m_pShaderDLL ) );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Determines hardware caps from D3D
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//-----------------------------------------------------------------------------
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bool CShaderDeviceMgrDx10::ComputeCapsFromD3D( HardwareCaps_t *pCaps, IDXGIAdapter *pAdapter, IDXGIOutput *pOutput )
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{
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HRESULT hr = pAdapter->CheckInterfaceSupport( __uuidof(ID3D10Device), NULL );
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if ( hr != S_OK )
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{
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// Fall back to Dx9
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return false;
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}
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DXGI_ADAPTER_DESC desc;
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hr = pAdapter->GetDesc( &desc );
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Assert( !FAILED( hr ) );
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if ( FAILED(hr) )
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return false;
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bool bForceFloatHDR = ( CommandLine()->CheckParm( "-floathdr" ) != NULL );
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// DX10 settings
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// NOTE: We'll need to have different settings for dx10.1 and dx11
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Q_UnicodeToUTF8( desc.Description, pCaps->m_pDriverName, MATERIAL_ADAPTER_NAME_LENGTH );
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pCaps->m_VendorID = desc.VendorId;
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pCaps->m_DeviceID = desc.DeviceId;
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pCaps->m_SubSysID = desc.SubSysId;
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pCaps->m_Revision = desc.Revision;
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pCaps->m_NumSamplers = 16;
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pCaps->m_NumTextureStages = 0;
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pCaps->m_HasSetDeviceGammaRamp = true;
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pCaps->m_bSoftwareVertexProcessing = false;
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pCaps->m_SupportsVertexShaders = true;
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pCaps->m_SupportsVertexShaders_2_0 = false;
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pCaps->m_SupportsPixelShaders = true;
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pCaps->m_SupportsPixelShaders_1_4 = false;
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pCaps->m_SupportsPixelShaders_2_0 = false;
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pCaps->m_SupportsPixelShaders_2_b = false;
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pCaps->m_SupportsShaderModel_3_0 = false;
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pCaps->m_SupportsCompressedTextures = COMPRESSED_TEXTURES_ON;
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pCaps->m_SupportsCompressedVertices = VERTEX_COMPRESSION_ON;
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pCaps->m_bSupportsAnisotropicFiltering = true;
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pCaps->m_bSupportsMagAnisotropicFiltering = true;
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pCaps->m_bSupportsVertexTextures = true;
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pCaps->m_nMaxAnisotropy = 16;
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pCaps->m_MaxTextureWidth = D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION;
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pCaps->m_MaxTextureHeight = D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION;
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pCaps->m_MaxTextureDepth = D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION;
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pCaps->m_MaxTextureAspectRatio = 1024; // FIXME
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pCaps->m_MaxPrimitiveCount = 65536; // FIXME
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pCaps->m_ZBiasAndSlopeScaledDepthBiasSupported = true;
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pCaps->m_SupportsMipmapping = true;
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pCaps->m_SupportsOverbright = true;
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pCaps->m_SupportsCubeMaps = true;
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pCaps->m_NumPixelShaderConstants = 1024; // FIXME
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pCaps->m_NumVertexShaderConstants = 1024; // FIXME
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pCaps->m_TextureMemorySize = desc.DedicatedVideoMemory;
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pCaps->m_MaxNumLights = 4;
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pCaps->m_SupportsHardwareLighting = false;
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pCaps->m_MaxBlendMatrices = 0;
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pCaps->m_MaxBlendMatrixIndices = 0;
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pCaps->m_MaxVertexShaderBlendMatrices = 53; // FIXME
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pCaps->m_SupportsMipmappedCubemaps = true;
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pCaps->m_SupportsNonPow2Textures = true;
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pCaps->m_nDXSupportLevel = 100;
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pCaps->m_PreferDynamicTextures = false;
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pCaps->m_HasProjectedBumpEnv = true;
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pCaps->m_MaxUserClipPlanes = 6; // FIXME
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pCaps->m_HDRType = bForceFloatHDR ? HDR_TYPE_FLOAT : HDR_TYPE_INTEGER;
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pCaps->m_SupportsSRGB = true;
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pCaps->m_FakeSRGBWrite = true;
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pCaps->m_CanDoSRGBReadFromRTs = true;
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pCaps->m_bSupportsSpheremapping = true;
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pCaps->m_UseFastClipping = false;
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pCaps->m_pShaderDLL[0] = 0;
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pCaps->m_bNeedsATICentroidHack = false;
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pCaps->m_bColorOnSecondStream = true;
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pCaps->m_bSupportsStreamOffset = true;
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pCaps->m_nMaxDXSupportLevel = 100;
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pCaps->m_bFogColorSpecifiedInLinearSpace = ( desc.VendorId == VENDORID_NVIDIA );
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pCaps->m_nVertexTextureCount = 16;
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pCaps->m_nMaxVertexTextureDimension = D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION;
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pCaps->m_bSupportsAlphaToCoverage = false; // FIXME
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pCaps->m_bSupportsShadowDepthTextures = true;
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pCaps->m_bSupportsFetch4 = ( desc.VendorId == VENDORID_ATI );
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pCaps->m_bSupportsBorderColor = true;
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pCaps->m_ShadowDepthTextureFormat = IMAGE_FORMAT_UNKNOWN;
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pCaps->m_nMaxViewports = 4;
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DXGI_GAMMA_CONTROL_CAPABILITIES gammaCaps;
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pOutput->GetGammaControlCapabilities( &gammaCaps );
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pCaps->m_flMinGammaControlPoint = gammaCaps.MinConvertedValue;
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pCaps->m_flMaxGammaControlPoint = gammaCaps.MaxConvertedValue;
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pCaps->m_nGammaControlPointCount = gammaCaps.NumGammaControlPoints;
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pCaps->m_bCanStretchRectFromTextures = true;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Gets the number of adapters...
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//-----------------------------------------------------------------------------
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int CShaderDeviceMgrDx10::GetAdapterCount() const
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{
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return m_Adapters.Count();
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}
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//-----------------------------------------------------------------------------
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// Returns info about each adapter
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//-----------------------------------------------------------------------------
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void CShaderDeviceMgrDx10::GetAdapterInfo( int nAdapter, MaterialAdapterInfo_t& info ) const
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{
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Assert( ( nAdapter >= 0 ) && ( nAdapter < m_Adapters.Count() ) );
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const HardwareCaps_t &caps = m_Adapters[ nAdapter ].m_ActualCaps;
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memcpy( &info, &caps, sizeof(MaterialAdapterInfo_t) );
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}
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//-----------------------------------------------------------------------------
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// Returns the adapter interface for a particular adapter
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//-----------------------------------------------------------------------------
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IDXGIAdapter* CShaderDeviceMgrDx10::GetAdapter( int nAdapter ) const
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{
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Assert( m_pDXGIFactory && ( nAdapter < GetAdapterCount() ) );
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IDXGIAdapter *pAdapter;
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HRESULT hr = m_pDXGIFactory->EnumAdapters( nAdapter, &pAdapter );
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return ( FAILED(hr) ) ? NULL : pAdapter;
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}
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//-----------------------------------------------------------------------------
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// Returns the amount of video memory in bytes for a particular adapter
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//-----------------------------------------------------------------------------
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int CShaderDeviceMgrDx10::GetVidMemBytes( int nAdapter ) const
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{
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LOCK_SHADERAPI();
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IDXGIAdapter *pAdapter = GetAdapter( nAdapter );
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if ( !pAdapter )
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return 0;
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DXGI_ADAPTER_DESC desc;
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#ifdef DBGFLAG_ASSERT
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HRESULT hr =
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#endif
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pAdapter->GetDesc( &desc );
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Assert( !FAILED( hr ) );
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return desc.DedicatedVideoMemory;
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}
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//-----------------------------------------------------------------------------
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// Returns the appropriate adapter output to use
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//-----------------------------------------------------------------------------
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IDXGIOutput* CShaderDeviceMgrDx10::GetAdapterOutput( int nAdapter ) const
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{
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LOCK_SHADERAPI();
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IDXGIAdapter *pAdapter = GetAdapter( nAdapter );
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if ( !pAdapter )
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return 0;
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IDXGIOutput *pOutput;
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for( UINT i = 0; pAdapter->EnumOutputs( i, &pOutput ) != DXGI_ERROR_NOT_FOUND; ++i )
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{
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DXGI_OUTPUT_DESC desc;
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HRESULT hr = pOutput->GetDesc( &desc );
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if ( FAILED( hr ) )
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continue;
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// FIXME: Is this what I want? Or should I be looking at other fields,
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// like DXGI_MODE_ROTATION_IDENTITY?
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if ( !desc.AttachedToDesktop )
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continue;
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return pOutput;
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}
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Returns the number of modes
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//-----------------------------------------------------------------------------
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int CShaderDeviceMgrDx10::GetModeCount( int nAdapter ) const
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{
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LOCK_SHADERAPI();
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Assert( m_pDXGIFactory && ( nAdapter < GetAdapterCount() ) );
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IDXGIOutput *pOutput = GetAdapterOutput( nAdapter );
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if ( !pOutput )
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return 0;
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UINT num = 0;
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DXGI_FORMAT format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; //desired color format
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UINT flags = 0; //desired scanline order and/or scaling
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// get the number of available display mode for the given format and scanline order
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HRESULT hr = pOutput->GetDisplayModeList( format, flags, &num, 0 );
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return ( FAILED(hr) ) ? 0 : num;
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}
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//-----------------------------------------------------------------------------
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// Returns mode information..
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//-----------------------------------------------------------------------------
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void CShaderDeviceMgrDx10::GetModeInfo( ShaderDisplayMode_t* pInfo, int nAdapter, int nMode ) const
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{
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// Default error state
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pInfo->m_nWidth = pInfo->m_nHeight = 0;
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pInfo->m_Format = IMAGE_FORMAT_UNKNOWN;
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pInfo->m_nRefreshRateNumerator = pInfo->m_nRefreshRateDenominator = 0;
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LOCK_SHADERAPI();
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Assert( m_pDXGIFactory && ( nAdapter < GetAdapterCount() ) );
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IDXGIOutput *pOutput = GetAdapterOutput( nAdapter );
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if ( !pOutput )
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return;
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UINT num = 0;
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DXGI_FORMAT format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; //desired color format
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UINT flags = DXGI_ENUM_MODES_INTERLACED; //desired scanline order and/or scaling
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// get the number of available display mode for the given format and scanline order
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HRESULT hr = pOutput->GetDisplayModeList( format, flags, &num, 0 );
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Assert( !FAILED( hr ) );
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if ( (UINT)nMode >= num )
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return;
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DXGI_MODE_DESC *pDescs = (DXGI_MODE_DESC*)_alloca( num * sizeof( DXGI_MODE_DESC ) );
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hr = pOutput->GetDisplayModeList( format, flags, &num, pDescs );
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Assert( !FAILED( hr ) );
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pInfo->m_nWidth = pDescs[nMode].Width;
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pInfo->m_nHeight = pDescs[nMode].Height;
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// pInfo->m_Format = ImageLoader::D3DFormatToImageFormat( pDescs[nMode].Format );
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pInfo->m_nRefreshRateNumerator = pDescs[nMode].RefreshRate.Numerator;
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pInfo->m_nRefreshRateDenominator = pDescs[nMode].RefreshRate.Denominator;
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}
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//-----------------------------------------------------------------------------
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// Returns the current mode for an adapter
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//-----------------------------------------------------------------------------
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void CShaderDeviceMgrDx10::GetCurrentModeInfo( ShaderDisplayMode_t* pInfo, int nAdapter ) const
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{
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// FIXME: Implement!
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Assert( 0 );
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}
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//-----------------------------------------------------------------------------
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// Initialization, shutdown
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//-----------------------------------------------------------------------------
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bool CShaderDeviceMgrDx10::SetAdapter( int nAdapter, int nFlags )
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{
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/*
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if ( !g_pShaderDeviceDx10->Init() )
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{
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Warning( "Unable to initialize dx10 device!\n" );
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return false;
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}
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g_pMaterialSystemHardwareConfig = g_pShaderDeviceDx10;
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g_pShaderDevice = g_pShaderDeviceDx10;
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*/
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return true;
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}
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//-----------------------------------------------------------------------------
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// Sets the mode
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//-----------------------------------------------------------------------------
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CreateInterfaceFn CShaderDeviceMgrDx10::SetMode( void *hWnd, int nAdapter, const ShaderDeviceInfo_t& mode )
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{
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LOCK_SHADERAPI();
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Assert( nAdapter < GetAdapterCount() );
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int nDXLevel = mode.m_nDXLevel != 0 ? mode.m_nDXLevel : m_Adapters[nAdapter].m_ActualCaps.m_nDXSupportLevel;
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if ( m_bObeyDxCommandlineOverride )
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{
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nDXLevel = CommandLine()->ParmValue( "-dxlevel", nDXLevel );
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m_bObeyDxCommandlineOverride = false;
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}
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if ( nDXLevel > m_Adapters[nAdapter].m_ActualCaps.m_nMaxDXSupportLevel )
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{
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nDXLevel = m_Adapters[nAdapter].m_ActualCaps.m_nMaxDXSupportLevel;
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}
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nDXLevel = GetClosestActualDXLevel( nDXLevel );
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if ( nDXLevel < 100 )
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{
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// Fall back to the Dx9 implementations
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return g_pShaderDeviceMgrDx8->SetMode( hWnd, nAdapter, mode );
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}
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if ( g_pShaderAPI )
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{
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g_pShaderAPI->OnDeviceShutdown();
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g_pShaderAPI = NULL;
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}
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if ( g_pShaderDevice )
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{
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g_pShaderDevice->ShutdownDevice();
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g_pShaderDevice = NULL;
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}
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g_pShaderShadow = NULL;
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ShaderDeviceInfo_t adjustedMode = mode;
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adjustedMode.m_nDXLevel = nDXLevel;
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if ( !g_pShaderDeviceDx10->InitDevice( hWnd, nAdapter, adjustedMode ) )
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return NULL;
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if ( !g_pShaderAPIDx10->OnDeviceInit() )
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return NULL;
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g_pShaderDevice = g_pShaderDeviceDx10;
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g_pShaderAPI = g_pShaderAPIDx10;
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g_pShaderShadow = g_pShaderShadowDx10;
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return ShaderInterfaceFactory;
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}
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//-----------------------------------------------------------------------------
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//
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// Device
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//
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// constructor, destructor
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//-----------------------------------------------------------------------------
|
|
CShaderDeviceDx10::CShaderDeviceDx10()
|
|
{
|
|
m_pDevice = NULL;
|
|
m_pOutput = NULL;
|
|
m_pSwapChain = NULL;
|
|
m_pRenderTargetView = NULL;
|
|
}
|
|
|
|
CShaderDeviceDx10::~CShaderDeviceDx10()
|
|
{
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Sets the mode
|
|
//-----------------------------------------------------------------------------
|
|
bool CShaderDeviceDx10::InitDevice( void *hWnd, int nAdapter, const ShaderDeviceInfo_t& mode )
|
|
{
|
|
// Make sure we've been shutdown previously
|
|
if ( m_nAdapter != -1 )
|
|
{
|
|
Warning( "CShaderDeviceDx10::SetMode: Previous mode has not been shut down!\n" );
|
|
return false;
|
|
}
|
|
|
|
LOCK_SHADERAPI();
|
|
IDXGIAdapter *pAdapter = g_ShaderDeviceMgrDx10.GetAdapter( nAdapter );
|
|
if ( !pAdapter )
|
|
return false;
|
|
|
|
m_pOutput = g_ShaderDeviceMgrDx10.GetAdapterOutput( nAdapter );
|
|
if ( !m_pOutput )
|
|
return false;
|
|
m_pOutput->AddRef();
|
|
|
|
DXGI_SWAP_CHAIN_DESC sd;
|
|
ZeroMemory( &sd, sizeof(sd) );
|
|
sd.BufferDesc.Width = mode.m_DisplayMode.m_nWidth;
|
|
sd.BufferDesc.Height = mode.m_DisplayMode.m_nHeight;
|
|
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
sd.BufferDesc.RefreshRate.Numerator = mode.m_DisplayMode.m_nRefreshRateNumerator;
|
|
sd.BufferDesc.RefreshRate.Denominator = mode.m_DisplayMode.m_nRefreshRateDenominator;
|
|
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
|
sd.BufferCount = mode.m_nBackBufferCount;
|
|
sd.OutputWindow = (HWND)hWnd;
|
|
sd.Windowed = mode.m_bWindowed ? TRUE : FALSE;
|
|
sd.Flags = mode.m_bWindowed ? 0 : DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
|
|
|
|
// NOTE: Having more than 1 back buffer disables MSAA!
|
|
sd.SwapEffect = mode.m_nBackBufferCount > 1 ? DXGI_SWAP_EFFECT_SEQUENTIAL : DXGI_SWAP_EFFECT_DISCARD;
|
|
|
|
// FIXME: Chicken + egg problem with SampleDesc.
|
|
sd.SampleDesc.Count = mode.m_nAASamples ? mode.m_nAASamples : 1;
|
|
sd.SampleDesc.Quality = mode.m_nAAQuality;
|
|
|
|
UINT nDeviceFlags = 0;
|
|
#ifdef _DEBUG
|
|
nDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG;
|
|
#endif
|
|
|
|
HRESULT hr = D3D10CreateDeviceAndSwapChain( pAdapter, D3D10_DRIVER_TYPE_HARDWARE,
|
|
NULL, nDeviceFlags, D3D10_SDK_VERSION, &sd, &m_pSwapChain, &m_pDevice );
|
|
|
|
if ( FAILED( hr ) )
|
|
return false;
|
|
|
|
// Create a render target view
|
|
ID3D10Texture2D *pBackBuffer;
|
|
hr = m_pSwapChain->GetBuffer( 0, __uuidof( ID3D10Texture2D ), (LPVOID*)&pBackBuffer );
|
|
if ( FAILED( hr ) )
|
|
return FALSE;
|
|
|
|
hr = m_pDevice->CreateRenderTargetView( pBackBuffer, NULL, &m_pRenderTargetView );
|
|
pBackBuffer->Release();
|
|
if( FAILED( hr ) )
|
|
return FALSE;
|
|
|
|
m_pDevice->OMSetRenderTargets( 1, &m_pRenderTargetView, NULL );
|
|
|
|
m_hWnd = hWnd;
|
|
m_nAdapter = nAdapter;
|
|
|
|
// This is our current view.
|
|
m_ViewHWnd = hWnd;
|
|
GetWindowSize( m_nWindowWidth, m_nWindowHeight );
|
|
|
|
g_pHardwareConfig->SetupHardwareCaps( mode, g_ShaderDeviceMgrDx10.GetHardwareCaps( nAdapter ) );
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Shuts down the mode
|
|
//-----------------------------------------------------------------------------
|
|
void CShaderDeviceDx10::ShutdownDevice()
|
|
{
|
|
if ( m_pRenderTargetView )
|
|
{
|
|
m_pRenderTargetView->Release();
|
|
m_pRenderTargetView = NULL;
|
|
}
|
|
|
|
if ( m_pDevice )
|
|
{
|
|
m_pDevice->Release();
|
|
m_pDevice = NULL;
|
|
}
|
|
|
|
if ( m_pSwapChain )
|
|
{
|
|
m_pSwapChain->Release();
|
|
m_pSwapChain = NULL;
|
|
}
|
|
|
|
if ( m_pOutput )
|
|
{
|
|
m_pOutput->Release();
|
|
m_pOutput = NULL;
|
|
}
|
|
|
|
m_hWnd = NULL;
|
|
m_nAdapter = -1;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Are we using graphics?
|
|
//-----------------------------------------------------------------------------
|
|
bool CShaderDeviceDx10::IsUsingGraphics() const
|
|
{
|
|
return ( m_nAdapter >= 0 );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns the adapter
|
|
//-----------------------------------------------------------------------------
|
|
int CShaderDeviceDx10::GetCurrentAdapter() const
|
|
{
|
|
return m_nAdapter;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Get back buffer information
|
|
//-----------------------------------------------------------------------------
|
|
ImageFormat CShaderDeviceDx10::GetBackBufferFormat() const
|
|
{
|
|
return IMAGE_FORMAT_RGB888;
|
|
}
|
|
|
|
void CShaderDeviceDx10::GetBackBufferDimensions( int& width, int& height ) const
|
|
{
|
|
width = 1024;
|
|
height = 768;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Use this to spew information about the 3D layer
|
|
//-----------------------------------------------------------------------------
|
|
void CShaderDeviceDx10::SpewDriverInfo() const
|
|
{
|
|
Warning( "Dx10 Driver!\n" );
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Swap buffers
|
|
//-----------------------------------------------------------------------------
|
|
void CShaderDeviceDx10::Present()
|
|
{
|
|
// FIXME: Deal with window occlusion, alt-tab, etc.
|
|
HRESULT hr = m_pSwapChain->Present( 0, 0 );
|
|
if ( FAILED(hr) )
|
|
{
|
|
Assert( 0 );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Camma ramp
|
|
//-----------------------------------------------------------------------------
|
|
void CShaderDeviceDx10::SetHardwareGammaRamp( float fGamma, float fGammaTVRangeMin, float fGammaTVRangeMax, float fGammaTVExponent, bool bTVEnabled )
|
|
{
|
|
DevMsg( "SetHardwareGammaRamp( %f )\n", fGamma );
|
|
|
|
Assert( m_pOutput );
|
|
if( !m_pOutput )
|
|
return;
|
|
|
|
float flMin = g_pHardwareConfig->Caps().m_flMinGammaControlPoint;
|
|
float flMax = g_pHardwareConfig->Caps().m_flMaxGammaControlPoint;
|
|
int nGammaPoints = g_pHardwareConfig->Caps().m_nGammaControlPointCount;
|
|
|
|
DXGI_GAMMA_CONTROL gammaControl;
|
|
gammaControl.Scale.Red = gammaControl.Scale.Green = gammaControl.Scale.Blue = 1.0f;
|
|
gammaControl.Offset.Red = gammaControl.Offset.Green = gammaControl.Offset.Blue = 0.0f;
|
|
float flOOCount = 1.0f / ( nGammaPoints - 1 );
|
|
for ( int i = 0; i < nGammaPoints; i++ )
|
|
{
|
|
float flGamma22 = i * flOOCount;
|
|
float flCorrection = pow( flGamma22, fGamma / 2.2f );
|
|
flCorrection = clamp( flCorrection, flMin, flMax );
|
|
|
|
gammaControl.GammaCurve[i].Red = flCorrection;
|
|
gammaControl.GammaCurve[i].Green = flCorrection;
|
|
gammaControl.GammaCurve[i].Blue = flCorrection;
|
|
}
|
|
|
|
HRESULT hr = m_pOutput->SetGammaControl( &gammaControl );
|
|
if ( FAILED(hr) )
|
|
{
|
|
Warning( "CShaderDeviceDx10::SetHardwareGammaRamp: Unable to set gamma controls!\n" );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Compiles all manner of shaders
|
|
//-----------------------------------------------------------------------------
|
|
IShaderBuffer* CShaderDeviceDx10::CompileShader( const char *pProgram, size_t nBufLen, const char *pShaderVersion )
|
|
{
|
|
int nCompileFlags = D3D10_SHADER_AVOID_FLOW_CONTROL;
|
|
nCompileFlags |= D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY;
|
|
|
|
#ifdef _DEBUG
|
|
nCompileFlags |= D3D10_SHADER_DEBUG;
|
|
#endif
|
|
|
|
ID3D10Blob *pCompiledShader, *pErrorMessages;
|
|
HRESULT hr = D3DX10CompileFromMemory( pProgram, nBufLen, "",
|
|
NULL, NULL, "main", pShaderVersion, nCompileFlags, 0, NULL,
|
|
&pCompiledShader, &pErrorMessages, NULL );
|
|
|
|
if ( FAILED( hr ) )
|
|
{
|
|
if ( pErrorMessages )
|
|
{
|
|
const char *pErrorMessage = (const char *)pErrorMessages->GetBufferPointer();
|
|
Warning( "Vertex shader compilation failed! Reported the following errors:\n%s\n", pErrorMessage );
|
|
pErrorMessages->Release();
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
// NOTE: This uses small block heap allocator; so I'm not going
|
|
// to bother creating a memory pool.
|
|
CShaderBuffer< ID3D10Blob > *pShaderBuffer = new CShaderBuffer< ID3D10Blob >( pCompiledShader );
|
|
if ( pErrorMessages )
|
|
{
|
|
pErrorMessages->Release();
|
|
}
|
|
|
|
return pShaderBuffer;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Release input layouts
|
|
//-----------------------------------------------------------------------------
|
|
void CShaderDeviceDx10::ReleaseInputLayouts( VertexShaderIndex_t nIndex )
|
|
{
|
|
InputLayoutDict_t &dict = m_VertexShaderDict[nIndex].m_InputLayouts;
|
|
unsigned short hCurr = dict.FirstInorder();
|
|
while( hCurr != dict.InvalidIndex() )
|
|
{
|
|
if ( dict[hCurr].m_pInputLayout )
|
|
{
|
|
dict[hCurr].m_pInputLayout->Release();
|
|
dict[hCurr].m_pInputLayout = NULL;
|
|
}
|
|
hCurr = dict.NextInorder( hCurr );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Create, destroy vertex shader
|
|
//-----------------------------------------------------------------------------
|
|
VertexShaderHandle_t CShaderDeviceDx10::CreateVertexShader( IShaderBuffer* pShaderBuffer )
|
|
{
|
|
// Create the vertex shader
|
|
ID3D10VertexShader *pShader = NULL;
|
|
HRESULT hr = m_pDevice->CreateVertexShader( pShaderBuffer->GetBits(),
|
|
pShaderBuffer->GetSize(), &pShader );
|
|
|
|
if ( FAILED( hr ) || !pShader )
|
|
return VERTEX_SHADER_HANDLE_INVALID;
|
|
|
|
ID3D10ShaderReflection *pInfo;
|
|
hr = D3D10ReflectShader( pShaderBuffer->GetBits(), pShaderBuffer->GetSize(), &pInfo );
|
|
if ( FAILED( hr ) || !pInfo )
|
|
{
|
|
pShader->Release();
|
|
return VERTEX_SHADER_HANDLE_INVALID;
|
|
}
|
|
|
|
// Insert the shader into the dictionary of shaders
|
|
VertexShaderIndex_t i = m_VertexShaderDict.AddToTail( );
|
|
VertexShader_t &dict = m_VertexShaderDict[i];
|
|
dict.m_pShader = pShader;
|
|
dict.m_pInfo = pInfo;
|
|
dict.m_nByteCodeLen = pShaderBuffer->GetSize();
|
|
dict.m_pByteCode = new unsigned char[ dict.m_nByteCodeLen ];
|
|
memcpy( dict.m_pByteCode, pShaderBuffer->GetBits(), dict.m_nByteCodeLen );
|
|
return (VertexShaderHandle_t)i;
|
|
}
|
|
|
|
void CShaderDeviceDx10::DestroyVertexShader( VertexShaderHandle_t hShader )
|
|
{
|
|
if ( hShader == VERTEX_SHADER_HANDLE_INVALID )
|
|
return;
|
|
|
|
g_pShaderAPIDx10->Unbind( hShader );
|
|
|
|
VertexShaderIndex_t i = (VertexShaderIndex_t)hShader;
|
|
VertexShader_t &dict = m_VertexShaderDict[i];
|
|
VerifyEquals( dict.m_pShader->Release(), 0 );
|
|
VerifyEquals( dict.m_pInfo->Release(), 0 );
|
|
delete[] dict.m_pByteCode;
|
|
ReleaseInputLayouts( i );
|
|
m_VertexShaderDict.Remove( i );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Create, destroy geometry shader
|
|
//-----------------------------------------------------------------------------
|
|
GeometryShaderHandle_t CShaderDeviceDx10::CreateGeometryShader( IShaderBuffer* pShaderBuffer )
|
|
{
|
|
// Create the geometry shader
|
|
ID3D10GeometryShader *pShader = NULL;
|
|
HRESULT hr = m_pDevice->CreateGeometryShader( pShaderBuffer->GetBits(),
|
|
pShaderBuffer->GetSize(), &pShader );
|
|
|
|
if ( FAILED( hr ) || !pShader )
|
|
return GEOMETRY_SHADER_HANDLE_INVALID;
|
|
|
|
ID3D10ShaderReflection *pInfo;
|
|
hr = D3D10ReflectShader( pShaderBuffer->GetBits(), pShaderBuffer->GetSize(), &pInfo );
|
|
if ( FAILED( hr ) || !pInfo )
|
|
{
|
|
pShader->Release();
|
|
return GEOMETRY_SHADER_HANDLE_INVALID;
|
|
}
|
|
|
|
// Insert the shader into the dictionary of shaders
|
|
GeometryShaderIndex_t i = m_GeometryShaderDict.AddToTail( );
|
|
m_GeometryShaderDict[i].m_pShader = pShader;
|
|
m_GeometryShaderDict[i].m_pInfo = pInfo;
|
|
return (GeometryShaderHandle_t)i;
|
|
}
|
|
|
|
void CShaderDeviceDx10::DestroyGeometryShader( GeometryShaderHandle_t hShader )
|
|
{
|
|
if ( hShader == GEOMETRY_SHADER_HANDLE_INVALID )
|
|
return;
|
|
|
|
g_pShaderAPIDx10->Unbind( hShader );
|
|
|
|
GeometryShaderIndex_t i = (GeometryShaderIndex_t)hShader;
|
|
VerifyEquals( m_GeometryShaderDict[ i ].m_pShader->Release(), 0 );
|
|
VerifyEquals( m_GeometryShaderDict[ i ].m_pInfo->Release(), 0 );
|
|
m_GeometryShaderDict.Remove( i );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Create, destroy pixel shader
|
|
//-----------------------------------------------------------------------------
|
|
PixelShaderHandle_t CShaderDeviceDx10::CreatePixelShader( IShaderBuffer* pShaderBuffer )
|
|
{
|
|
// Create the pixel shader
|
|
ID3D10PixelShader *pShader = NULL;
|
|
HRESULT hr = m_pDevice->CreatePixelShader( pShaderBuffer->GetBits(),
|
|
pShaderBuffer->GetSize(), &pShader );
|
|
|
|
if ( FAILED( hr ) || !pShader )
|
|
return PIXEL_SHADER_HANDLE_INVALID;
|
|
|
|
ID3D10ShaderReflection *pInfo;
|
|
hr = D3D10ReflectShader( pShaderBuffer->GetBits(), pShaderBuffer->GetSize(), &pInfo );
|
|
if ( FAILED( hr ) || !pInfo )
|
|
{
|
|
pShader->Release();
|
|
return PIXEL_SHADER_HANDLE_INVALID;
|
|
}
|
|
|
|
// Insert the shader into the dictionary of shaders
|
|
PixelShaderIndex_t i = m_PixelShaderDict.AddToTail( );
|
|
m_PixelShaderDict[i].m_pShader = pShader;
|
|
m_PixelShaderDict[i].m_pInfo = pInfo;
|
|
return (PixelShaderHandle_t)i;
|
|
}
|
|
|
|
void CShaderDeviceDx10::DestroyPixelShader( PixelShaderHandle_t hShader )
|
|
{
|
|
if ( hShader == PIXEL_SHADER_HANDLE_INVALID )
|
|
return;
|
|
|
|
g_pShaderAPIDx10->Unbind( hShader );
|
|
|
|
PixelShaderIndex_t i = (PixelShaderIndex_t)hShader;
|
|
VerifyEquals( m_PixelShaderDict[ i ].m_pShader->Release(), 0 );
|
|
VerifyEquals( m_PixelShaderDict[ i ].m_pInfo->Release(), 0 );
|
|
m_PixelShaderDict.Remove( i );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Finds or creates an input layout for a given vertex shader + stream format
|
|
//-----------------------------------------------------------------------------
|
|
ID3D10InputLayout* CShaderDeviceDx10::GetInputLayout( VertexShaderHandle_t hShader, VertexFormat_t format )
|
|
{
|
|
if ( hShader == VERTEX_SHADER_HANDLE_INVALID )
|
|
return NULL;
|
|
|
|
// FIXME: VertexFormat_t is not the appropriate way of specifying this
|
|
// because it has no stream information
|
|
InputLayout_t insert;
|
|
insert.m_VertexFormat = format;
|
|
|
|
VertexShaderIndex_t i = (VertexShaderIndex_t)hShader;
|
|
InputLayoutDict_t &dict = m_VertexShaderDict[i].m_InputLayouts;
|
|
unsigned short hIndex = dict.Find( insert );
|
|
if ( hIndex != dict.InvalidIndex() )
|
|
return dict[hIndex].m_pInputLayout;
|
|
|
|
VertexShader_t &shader = m_VertexShaderDict[i];
|
|
insert.m_pInputLayout = CreateInputLayout( format, shader.m_pInfo, shader.m_pByteCode, shader.m_nByteCodeLen );
|
|
dict.Insert( insert );
|
|
return insert.m_pInputLayout;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Creates/destroys Mesh
|
|
//-----------------------------------------------------------------------------
|
|
IMesh* CShaderDeviceDx10::CreateStaticMesh( VertexFormat_t vertexFormat, const char *pBudgetGroup, IMaterial * pMaterial )
|
|
{
|
|
LOCK_SHADERAPI();
|
|
return NULL;
|
|
}
|
|
|
|
void CShaderDeviceDx10::DestroyStaticMesh( IMesh* pMesh )
|
|
{
|
|
LOCK_SHADERAPI();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Creates/destroys vertex buffers + index buffers
|
|
//-----------------------------------------------------------------------------
|
|
IVertexBuffer *CShaderDeviceDx10::CreateVertexBuffer( ShaderBufferType_t type, VertexFormat_t fmt, int nVertexCount, const char *pBudgetGroup )
|
|
{
|
|
LOCK_SHADERAPI();
|
|
CVertexBufferDx10 *pVertexBuffer = new CVertexBufferDx10( type, fmt, nVertexCount, pBudgetGroup );
|
|
return pVertexBuffer;
|
|
}
|
|
|
|
void CShaderDeviceDx10::DestroyVertexBuffer( IVertexBuffer *pVertexBuffer )
|
|
{
|
|
LOCK_SHADERAPI();
|
|
if ( pVertexBuffer )
|
|
{
|
|
CVertexBufferDx10 *pVertexBufferBase = assert_cast<CVertexBufferDx10*>( pVertexBuffer );
|
|
g_pShaderAPIDx10->UnbindVertexBuffer( pVertexBufferBase->GetDx10Buffer() );
|
|
delete pVertexBufferBase;
|
|
}
|
|
}
|
|
|
|
IIndexBuffer *CShaderDeviceDx10::CreateIndexBuffer( ShaderBufferType_t type, MaterialIndexFormat_t fmt, int nIndexCount, const char *pBudgetGroup )
|
|
{
|
|
LOCK_SHADERAPI();
|
|
CIndexBufferDx10 *pIndexBuffer = new CIndexBufferDx10( type, fmt, nIndexCount, pBudgetGroup );
|
|
return pIndexBuffer;
|
|
}
|
|
|
|
void CShaderDeviceDx10::DestroyIndexBuffer( IIndexBuffer *pIndexBuffer )
|
|
{
|
|
LOCK_SHADERAPI();
|
|
if ( pIndexBuffer )
|
|
{
|
|
CIndexBufferDx10 *pIndexBufferBase = assert_cast<CIndexBufferDx10*>( pIndexBuffer );
|
|
g_pShaderAPIDx10->UnbindIndexBuffer( pIndexBufferBase->GetDx10Buffer() );
|
|
delete pIndexBufferBase;
|
|
}
|
|
}
|
|
|
|
IVertexBuffer *CShaderDeviceDx10::GetDynamicVertexBuffer( int nStreamID, VertexFormat_t vertexFormat, bool bBuffered )
|
|
{
|
|
LOCK_SHADERAPI();
|
|
return NULL;
|
|
}
|
|
|
|
IIndexBuffer *CShaderDeviceDx10::GetDynamicIndexBuffer( MaterialIndexFormat_t fmt, bool bBuffered )
|
|
{
|
|
LOCK_SHADERAPI();
|
|
return NULL;
|
|
}
|
|
|
|
|
|
|