823 lines
22 KiB
C++
823 lines
22 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "D3DBase.h"
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#include "VideoConfig.h"
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#include "Render.h"
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#include "XFStructs.h"
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#include "StringUtil.h"
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#include "VideoCommon.h"
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// D3DX
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HINSTANCE hD3DXDll = NULL;
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D3DXSAVESURFACETOFILEATYPE PD3DXSaveSurfaceToFileA = NULL;
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D3DXSAVETEXTURETOFILEATYPE PD3DXSaveTextureToFileA = NULL;
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D3DXCOMPILESHADERTYPE PD3DXCompileShader = NULL;
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int d3dx_dll_ref = 0;
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typedef IDirect3D9* (WINAPI* DIRECT3DCREATE9)(UINT);
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DIRECT3DCREATE9 PDirect3DCreate9 = NULL;
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HINSTANCE hD3DDll = NULL;
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int d3d_dll_ref = 0;
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namespace D3D
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{
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LPDIRECT3D9 D3D = NULL; // Used to create the D3DDevice
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LPDIRECT3DDEVICE9 dev = NULL; // Our rendering device
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LPDIRECT3DSURFACE9 back_buffer;
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LPDIRECT3DSURFACE9 back_buffer_z;
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D3DCAPS9 caps;
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HWND hWnd;
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static int multisample;
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static int resolution;
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static int xres, yres;
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static bool auto_depth_stencil = false;
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#define VENDOR_NVIDIA 4318
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#define VENDOR_ATI 4098
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bool bFrameInProgress = false;
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#define MAX_ADAPTERS 4
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static Adapter adapters[MAX_ADAPTERS];
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static int numAdapters;
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static int cur_adapter;
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// Value caches for state filtering
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const int MaxTextureStages = 9;
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const int MaxRenderStates = 210 + 46;
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const int MaxTextureTypes = 33;
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const int MaxSamplerSize = 13;
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const int MaxSamplerTypes = 15;
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static bool m_RenderStatesSet[MaxRenderStates];
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static DWORD m_RenderStates[MaxRenderStates];
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static bool m_RenderStatesChanged[MaxRenderStates];
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static DWORD m_TextureStageStates[MaxTextureStages][MaxTextureTypes];
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static bool m_TextureStageStatesSet[MaxTextureStages][MaxTextureTypes];
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static bool m_TextureStageStatesChanged[MaxTextureStages][MaxTextureTypes];
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static DWORD m_SamplerStates[MaxSamplerSize][MaxSamplerTypes];
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static bool m_SamplerStatesSet[MaxSamplerSize][MaxSamplerTypes];
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static bool m_SamplerStatesChanged[MaxSamplerSize][MaxSamplerTypes];
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LPDIRECT3DBASETEXTURE9 m_Textures[16];
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LPDIRECT3DVERTEXDECLARATION9 m_VtxDecl;
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LPDIRECT3DPIXELSHADER9 m_PixelShader;
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LPDIRECT3DVERTEXSHADER9 m_VertexShader;
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// Z buffer formats to be used for EFB depth surface
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D3DFORMAT DepthFormats[] = {
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FOURCC_INTZ,
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FOURCC_DF24,
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FOURCC_RAWZ,
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FOURCC_DF16,
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D3DFMT_D24X8,
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D3DFMT_D24X4S4,
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D3DFMT_D24S8,
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D3DFMT_D24FS8,
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D3DFMT_D32, // too much precision, but who cares
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D3DFMT_D16, // much lower precision, but better than nothing
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D3DFMT_D15S1,
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};
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void Enumerate();
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int GetNumAdapters() { return numAdapters; }
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const Adapter &GetAdapter(int i) { return adapters[i]; }
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const Adapter &GetCurAdapter() { return adapters[cur_adapter]; }
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bool IsATIDevice()
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{
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return GetCurAdapter().ident.VendorId == VENDOR_ATI;
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}
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HRESULT Init()
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{
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if (d3d_dll_ref++ > 0) return S_OK;
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hD3DDll = LoadLibraryA("d3d9.dll");
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if (!hD3DDll)
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{
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MessageBoxA(NULL, "Failed to load d3d9.dll", "Critical error", MB_OK | MB_ICONERROR);
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return E_FAIL;
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}
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PDirect3DCreate9 = (DIRECT3DCREATE9)GetProcAddress(hD3DDll, "Direct3DCreate9");
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if (PDirect3DCreate9 == NULL) MessageBoxA(NULL, "GetProcAddress failed for Direct3DCreate9!", "Critical error", MB_OK | MB_ICONERROR);
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// Create the D3D object, which is needed to create the D3DDevice.
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D3D = PDirect3DCreate9(D3D_SDK_VERSION);
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if (!D3D)
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{
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--d3d_dll_ref;
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return E_FAIL;
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}
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Enumerate();
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return S_OK;
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}
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void Shutdown()
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{
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if (!d3d_dll_ref) return;
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if (--d3d_dll_ref != 0) return;
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if (D3D) D3D->Release();
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D3D = NULL;
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if (hD3DDll) FreeLibrary(hD3DDll);
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PDirect3DCreate9 = NULL;
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}
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void EnableAlphaToCoverage()
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{
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// Each vendor has their own specific little hack.
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if (GetCurAdapter().ident.VendorId == VENDOR_ATI)
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D3D::SetRenderState(D3DRS_POINTSIZE, (D3DFORMAT)MAKEFOURCC('A', '2', 'M', '1'));
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else
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D3D::SetRenderState(D3DRS_ADAPTIVETESS_Y, (D3DFORMAT)MAKEFOURCC('A', 'T', 'O', 'C'));
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}
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void InitPP(int adapter, int f, int aa_mode, D3DPRESENT_PARAMETERS *pp)
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{
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ZeroMemory(pp, sizeof(D3DPRESENT_PARAMETERS));
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pp->hDeviceWindow = hWnd;
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if (auto_depth_stencil)
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{
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pp->EnableAutoDepthStencil = TRUE;
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pp->AutoDepthStencilFormat = D3DFMT_D24S8;
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} else {
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pp->EnableAutoDepthStencil = FALSE;
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pp->AutoDepthStencilFormat = D3DFMT_UNKNOWN;
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}
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pp->BackBufferFormat = D3DFMT_X8R8G8B8;
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if (aa_mode >= (int)adapters[adapter].aa_levels.size())
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aa_mode = 0;
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pp->MultiSampleType = adapters[adapter].aa_levels[aa_mode].ms_setting;
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pp->MultiSampleQuality = adapters[adapter].aa_levels[aa_mode].qual_setting;
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pp->Flags = auto_depth_stencil ? D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL : 0;
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RECT client;
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GetClientRect(hWnd, &client);
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xres = pp->BackBufferWidth = client.right - client.left;
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yres = pp->BackBufferHeight = client.bottom - client.top;
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pp->SwapEffect = D3DSWAPEFFECT_DISCARD;
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pp->PresentationInterval = g_Config.bVSync ? D3DPRESENT_INTERVAL_DEFAULT : D3DPRESENT_INTERVAL_IMMEDIATE;
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pp->Windowed = !g_Config.b3DVision;
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}
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void Enumerate()
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{
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numAdapters = D3D::D3D->GetAdapterCount();
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for (int i = 0; i < std::min(MAX_ADAPTERS, numAdapters); i++)
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{
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Adapter &a = adapters[i];
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a.aa_levels.clear();
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a.resolutions.clear();
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D3D::D3D->GetAdapterIdentifier(i, 0, &a.ident);
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bool isNvidia = a.ident.VendorId == VENDOR_NVIDIA;
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// Add SuperSamples modes
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a.aa_levels.push_back(AALevel("None", D3DMULTISAMPLE_NONE, 0));
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a.aa_levels.push_back(AALevel("4x SSAA", D3DMULTISAMPLE_NONE, 0));
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a.aa_levels.push_back(AALevel("9x SSAA", D3DMULTISAMPLE_NONE, 0));
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//Add multisample modes
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//disable them will they are not implemnted
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/*
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DWORD qlevels = 0;
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if (D3DERR_NOTAVAILABLE != D3D::D3D->CheckDeviceMultiSampleType(
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i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, &qlevels))
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if (qlevels > 0)
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a.aa_levels.push_back(AALevel("2x MSAA", D3DMULTISAMPLE_2_SAMPLES, 0));
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if (D3DERR_NOTAVAILABLE != D3D::D3D->CheckDeviceMultiSampleType(
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i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, &qlevels))
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if (qlevels > 0)
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a.aa_levels.push_back(AALevel("4x MSAA", D3DMULTISAMPLE_4_SAMPLES, 0));
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if (D3DERR_NOTAVAILABLE != D3D::D3D->CheckDeviceMultiSampleType(
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i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_8_SAMPLES, &qlevels))
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if (qlevels > 0)
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a.aa_levels.push_back(AALevel("8x MSAA", D3DMULTISAMPLE_8_SAMPLES, 0));
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if (isNvidia)
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{
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// CSAA support
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if (D3DERR_NOTAVAILABLE != D3D::D3D->CheckDeviceMultiSampleType(
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i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_4_SAMPLES, &qlevels))
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{
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if (qlevels > 2)
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{
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// 8x, 8xQ are available
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// See http://developer.nvidia.com/object/coverage-sampled-aa.html
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a.aa_levels.push_back(AALevel("8x CSAA", D3DMULTISAMPLE_4_SAMPLES, 2));
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a.aa_levels.push_back(AALevel("8xQ CSAA", D3DMULTISAMPLE_8_SAMPLES, 0));
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}
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}
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if (D3DERR_NOTAVAILABLE != D3D::D3D->CheckDeviceMultiSampleType(
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i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_8_SAMPLES, &qlevels))
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{
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if (qlevels > 2)
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{
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// 16x, 16xQ are available
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// See http://developer.nvidia.com/object/coverage-sampled-aa.html
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a.aa_levels.push_back(AALevel("16x CSAA", D3DMULTISAMPLE_4_SAMPLES, 4));
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a.aa_levels.push_back(AALevel("16xQ CSAA", D3DMULTISAMPLE_8_SAMPLES, 2));
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}
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}
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}
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*/
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// Determine if INTZ is supported. Code from ATI's doc.
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// http://developer.amd.com/gpu_assets/Advanced%20DX9%20Capabilities%20for%20ATI%20Radeon%20Cards.pdf
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a.supports_intz = D3D_OK == D3D->CheckDeviceFormat(
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i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
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D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, FOURCC_INTZ);
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// Also check for RAWZ (nvidia only, but the only option to get Z24 textures on sub GF8800
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a.supports_rawz = D3D_OK == D3D->CheckDeviceFormat(
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i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
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D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, FOURCC_RAWZ);
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// Might as well check for RESZ and NULL too.
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a.supports_resz = D3D_OK == D3D->CheckDeviceFormat(
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i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
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D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, FOURCC_RESZ);
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a.supports_null = D3D_OK == D3D->CheckDeviceFormat(
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i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
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D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, FOURCC_NULL);
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if (a.aa_levels.size() == 1)
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{
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strcpy(a.aa_levels[0].name, "(Not supported on this device)");
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}
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int numModes = D3D::D3D->GetAdapterModeCount(i, D3DFMT_X8R8G8B8);
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for (int m = 0; m < numModes; m++)
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{
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D3DDISPLAYMODE mode;
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D3D::D3D->EnumAdapterModes(i, D3DFMT_X8R8G8B8, m, &mode);
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int found = -1;
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for (int x = 0; x < (int)a.resolutions.size(); x++)
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{
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if (a.resolutions[x].xres == mode.Width && a.resolutions[x].yres == mode.Height)
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{
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found = x;
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break;
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}
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}
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Resolution temp;
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Resolution &r = found==-1 ? temp : a.resolutions[found];
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sprintf(r.name, "%ix%i", mode.Width, mode.Height);
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r.bitdepths.insert(mode.Format);
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r.refreshes.insert(mode.RefreshRate);
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if (found == -1 && mode.Width >= 640 && mode.Height >= 480)
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{
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r.xres = mode.Width;
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r.yres = mode.Height;
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a.resolutions.push_back(r);
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}
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}
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}
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}
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// dynamically picks one of the available d3dx9 dlls and loads it.
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// we're first trying to load the dll Dolphin was compiled with, otherwise the most up-to-date one
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HRESULT LoadD3DX9()
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{
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if (d3dx_dll_ref++ > 0) return S_OK;
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HRESULT hr = E_FAIL;
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hD3DXDll = LoadLibraryA(StringFromFormat("d3dx9_%d.dll", D3DX_SDK_VERSION).c_str());
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if (hD3DXDll != NULL)
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{
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hr = S_OK;
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}
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else
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{
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// if that fails, try loading older dlls (no need to look for newer ones)
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for (unsigned int num = D3DX_SDK_VERSION-1; num >= 24; --num)
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{
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hD3DXDll = LoadLibraryA(StringFromFormat("d3dx9_%d.dll", num).c_str());
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if (hD3DXDll != NULL)
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{
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NOTICE_LOG(VIDEO, "Successfully loaded %s. If you're having trouble, try updating your DX runtime first.", StringFromFormat("d3dx9_%d.dll", num).c_str());
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hr = S_OK;
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break;
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}
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}
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if (FAILED(hr))
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{
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MessageBoxA(NULL, "Failed to load any D3DX9 dll, update your DX9 runtime, please", "Critical error", MB_OK | MB_ICONERROR);
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return hr;
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}
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}
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PD3DXCompileShader = (D3DXCOMPILESHADERTYPE)GetProcAddress(hD3DXDll, "D3DXCompileShader");
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if (PD3DXCompileShader == NULL)
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{
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MessageBoxA(NULL, "GetProcAddress failed for D3DXCompileShader!", "Critical error", MB_OK | MB_ICONERROR);
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goto fail;
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}
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PD3DXSaveSurfaceToFileA = (D3DXSAVESURFACETOFILEATYPE)GetProcAddress(hD3DXDll, "D3DXSaveSurfaceToFileA");
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if (PD3DXSaveSurfaceToFileA == NULL)
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{
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MessageBoxA(NULL, "GetProcAddress failed for D3DXSaveSurfaceToFileA!", "Critical error", MB_OK | MB_ICONERROR);
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goto fail;
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}
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PD3DXSaveTextureToFileA = (D3DXSAVETEXTURETOFILEATYPE)GetProcAddress(hD3DXDll, "D3DXSaveTextureToFileA");
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if (PD3DXSaveTextureToFileA == NULL)
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{
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MessageBoxA(NULL, "GetProcAddress failed for D3DXSaveTextureToFileA!", "Critical error", MB_OK | MB_ICONERROR);
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goto fail;
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}
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return S_OK;
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fail:
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--d3dx_dll_ref;
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FreeLibrary(hD3DXDll);
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PD3DXCompileShader = NULL;
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PD3DXSaveSurfaceToFileA = NULL;
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PD3DXSaveTextureToFileA = NULL;
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return E_FAIL;
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}
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void UnloadD3DX9()
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{
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if (!d3dx_dll_ref) return;
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if (--d3dx_dll_ref != 0) return;
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FreeLibrary(hD3DXDll);
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PD3DXCompileShader = NULL;
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PD3DXSaveSurfaceToFileA = NULL;
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PD3DXSaveTextureToFileA = NULL;
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}
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HRESULT Create(int adapter, HWND wnd, int _resolution, int aa_mode, bool auto_depth)
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{
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hWnd = wnd;
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multisample = aa_mode;
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resolution = _resolution;
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auto_depth_stencil = auto_depth;
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cur_adapter = adapter;
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D3DPRESENT_PARAMETERS d3dpp;
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HRESULT hr = LoadD3DX9();
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if (FAILED(hr)) return hr;
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InitPP(adapter, resolution, aa_mode, &d3dpp);
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if (FAILED(D3D->CreateDevice(
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adapter,
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D3DDEVTYPE_HAL,
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wnd,
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D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, //doesn't seem to make a difference
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&d3dpp, &dev)))
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{
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if (FAILED(D3D->CreateDevice(
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adapter,
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D3DDEVTYPE_HAL,
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wnd,
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D3DCREATE_SOFTWARE_VERTEXPROCESSING,
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&d3dpp, &dev)))
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{
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MessageBox(wnd,
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_T("Failed to initialize Direct3D."),
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_T("Dolphin Direct3D plugin"), MB_OK | MB_ICONERROR);
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return E_FAIL;
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}
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}
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dev->GetDeviceCaps(&caps);
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dev->GetRenderTarget(0, &back_buffer);
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if (dev->GetDepthStencilSurface(&back_buffer_z) == D3DERR_NOTFOUND)
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back_buffer_z = NULL;
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D3D::SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE );
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D3D::SetRenderState(D3DRS_FILLMODE, g_Config.bWireFrame ? D3DFILL_WIREFRAME : D3DFILL_SOLID);
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memset(m_Textures, 0, sizeof(m_Textures));
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memset(m_TextureStageStatesSet, 0, sizeof(m_TextureStageStatesSet));
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memset(m_RenderStatesSet, 0, sizeof(m_RenderStatesSet));
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memset(m_SamplerStatesSet, 0, sizeof(m_SamplerStatesSet));
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memset(m_TextureStageStatesChanged, 0, sizeof(m_TextureStageStatesChanged));
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memset(m_RenderStatesChanged, 0, sizeof(m_RenderStatesChanged));
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memset(m_SamplerStatesChanged, 0, sizeof(m_SamplerStatesChanged));
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m_VtxDecl = NULL;
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m_PixelShader = NULL;
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m_VertexShader = NULL;
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// Device state would normally be set here
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return S_OK;
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}
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|
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void Close()
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{
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UnloadD3DX9();
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if (back_buffer_z)
|
|
back_buffer_z->Release();
|
|
back_buffer_z = NULL;
|
|
if( back_buffer )
|
|
back_buffer->Release();
|
|
back_buffer = NULL;
|
|
|
|
ULONG references = dev->Release();
|
|
if (references)
|
|
ERROR_LOG(VIDEO, "Unreleased references: %i.", references);
|
|
|
|
dev = NULL;
|
|
}
|
|
|
|
const D3DCAPS9 &GetCaps()
|
|
{
|
|
return caps;
|
|
}
|
|
|
|
// returns true if size was changed
|
|
bool FixTextureSize(int& width, int& height)
|
|
{
|
|
int oldw = width, oldh = height;
|
|
|
|
// conditional nonpow2 support should work fine for us
|
|
if ((caps.TextureCaps & D3DPTEXTURECAPS_POW2) && !(caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL))
|
|
{
|
|
// all texture dimensions need to be powers of two
|
|
width = (int)MakePow2((u32)width);
|
|
height = (int)MakePow2((u32)height);
|
|
}
|
|
if (caps.TextureCaps & D3DPTEXTURECAPS_SQUAREONLY)
|
|
{
|
|
width = height = max(width, height);
|
|
}
|
|
|
|
width = min(width, (int)caps.MaxTextureWidth);
|
|
height = min(height, (int)caps.MaxTextureHeight);
|
|
|
|
return (width != oldw) || (height != oldh);
|
|
}
|
|
|
|
// returns true if format is supported
|
|
bool CheckTextureSupport(DWORD usage, D3DFORMAT tex_format)
|
|
{
|
|
return D3D_OK == D3D->CheckDeviceFormat(cur_adapter, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, usage, D3DRTYPE_TEXTURE, tex_format);
|
|
}
|
|
|
|
bool CheckDepthStencilSupport(D3DFORMAT target_format, D3DFORMAT depth_format)
|
|
{
|
|
return D3D_OK == D3D->CheckDepthStencilMatch(cur_adapter, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, target_format, depth_format);
|
|
}
|
|
|
|
D3DFORMAT GetSupportedDepthTextureFormat()
|
|
{
|
|
for (int i = 0; i < sizeof(DepthFormats)/sizeof(D3DFORMAT); ++i)
|
|
if (D3D::CheckTextureSupport(D3DUSAGE_DEPTHSTENCIL, DepthFormats[i]))
|
|
return DepthFormats[i];
|
|
|
|
return D3DFMT_UNKNOWN;
|
|
}
|
|
|
|
D3DFORMAT GetSupportedDepthSurfaceFormat(D3DFORMAT target_format)
|
|
{
|
|
for (int i = 0; i < sizeof(DepthFormats)/sizeof(D3DFORMAT); ++i)
|
|
if (D3D::CheckDepthStencilSupport(target_format, DepthFormats[i]))
|
|
return DepthFormats[i];
|
|
|
|
return D3DFMT_UNKNOWN;
|
|
}
|
|
|
|
const char *VertexShaderVersionString()
|
|
{
|
|
static const char *versions[5] = {"ERROR", "vs_1_4", "vs_2_0", "vs_3_0", "vs_4_0"};
|
|
int version = ((D3D::caps.VertexShaderVersion >> 8) & 0xFF);
|
|
return versions[std::min(4, version)];
|
|
}
|
|
|
|
const char *PixelShaderVersionString()
|
|
{
|
|
static const char *versions[5] = {"ERROR", "ps_1_4", "ps_2_0", "ps_3_0", "ps_4_0"};
|
|
int version = ((D3D::caps.PixelShaderVersion >> 8) & 0xFF);
|
|
return versions[std::min(4, version)];
|
|
}
|
|
|
|
LPDIRECT3DSURFACE9 GetBackBufferSurface()
|
|
{
|
|
return back_buffer;
|
|
}
|
|
|
|
LPDIRECT3DSURFACE9 GetBackBufferDepthSurface()
|
|
{
|
|
return back_buffer_z;
|
|
}
|
|
|
|
void ShowD3DError(HRESULT err)
|
|
{
|
|
switch (err)
|
|
{
|
|
case D3DERR_DEVICELOST:
|
|
PanicAlert("Device Lost");
|
|
break;
|
|
case D3DERR_INVALIDCALL:
|
|
PanicAlert("Invalid Call");
|
|
break;
|
|
case D3DERR_DRIVERINTERNALERROR:
|
|
PanicAlert("Driver Internal Error");
|
|
break;
|
|
case D3DERR_OUTOFVIDEOMEMORY:
|
|
PanicAlert("Out of vid mem");
|
|
break;
|
|
default:
|
|
// MessageBox(0,_T("Other error or success"),_T("ERROR"),0);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void Reset()
|
|
{
|
|
if (dev)
|
|
{
|
|
// ForgetCachedState();
|
|
|
|
// Can't keep a pointer around to the backbuffer surface when resetting.
|
|
if (back_buffer_z)
|
|
back_buffer_z->Release();
|
|
back_buffer_z = NULL;
|
|
back_buffer->Release();
|
|
back_buffer = NULL;
|
|
|
|
D3DPRESENT_PARAMETERS d3dpp;
|
|
InitPP(cur_adapter, resolution, multisample, &d3dpp);
|
|
HRESULT hr = dev->Reset(&d3dpp);
|
|
ShowD3DError(hr);
|
|
|
|
dev->GetRenderTarget(0, &back_buffer);
|
|
if (dev->GetDepthStencilSurface(&back_buffer_z) == D3DERR_NOTFOUND)
|
|
back_buffer_z = NULL;
|
|
ApplyCachedState();
|
|
}
|
|
}
|
|
|
|
int GetBackBufferWidth()
|
|
{
|
|
return xres;
|
|
}
|
|
|
|
int GetBackBufferHeight()
|
|
{
|
|
return yres;
|
|
}
|
|
|
|
bool BeginFrame()
|
|
{
|
|
if (bFrameInProgress)
|
|
{
|
|
PanicAlert("BeginFrame WTF");
|
|
return false;
|
|
}
|
|
bFrameInProgress = true;
|
|
if (dev)
|
|
{
|
|
dev->BeginScene();
|
|
return true;
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
|
|
void EndFrame()
|
|
{
|
|
if (!bFrameInProgress)
|
|
{
|
|
PanicAlert("EndFrame WTF");
|
|
return;
|
|
}
|
|
bFrameInProgress = false;
|
|
dev->EndScene();
|
|
}
|
|
|
|
void Present()
|
|
{
|
|
if (dev)
|
|
{
|
|
dev->Present(NULL, NULL, NULL, NULL);
|
|
}
|
|
}
|
|
|
|
void ApplyCachedState()
|
|
{
|
|
for (int sampler = 0; sampler < 8; sampler++)
|
|
{
|
|
for (int type = 0; type < MaxSamplerTypes; type++)
|
|
{
|
|
if(m_SamplerStatesSet[sampler][type])
|
|
D3D::dev->SetSamplerState(sampler, (D3DSAMPLERSTATETYPE)type, m_SamplerStates[sampler][type]);
|
|
}
|
|
}
|
|
|
|
for (int rs = 0; rs < MaxRenderStates; rs++)
|
|
{
|
|
if (m_RenderStatesSet[rs])
|
|
D3D::dev->SetRenderState((D3DRENDERSTATETYPE)rs, m_RenderStates[rs]);
|
|
}
|
|
|
|
// We don't bother restoring these so let's just wipe the state copy
|
|
// so no stale state is around.
|
|
memset(m_Textures, 0, sizeof(m_Textures));
|
|
memset(m_TextureStageStatesSet, 0, sizeof(m_TextureStageStatesSet));
|
|
memset(m_TextureStageStatesChanged, 0, sizeof(m_TextureStageStatesChanged));
|
|
m_VtxDecl = NULL;
|
|
m_PixelShader = NULL;
|
|
m_VertexShader = NULL;
|
|
}
|
|
|
|
void SetTexture(DWORD Stage, LPDIRECT3DBASETEXTURE9 pTexture)
|
|
{
|
|
if (m_Textures[Stage] != pTexture)
|
|
{
|
|
m_Textures[Stage] = pTexture;
|
|
D3D::dev->SetTexture(Stage, pTexture);
|
|
}
|
|
}
|
|
|
|
void RefreshRenderState(D3DRENDERSTATETYPE State)
|
|
{
|
|
if(m_RenderStatesSet[State] && m_RenderStatesChanged[State])
|
|
{
|
|
D3D::dev->SetRenderState(State, m_RenderStates[State]);
|
|
m_RenderStatesChanged[State] = false;
|
|
}
|
|
}
|
|
|
|
void SetRenderState(D3DRENDERSTATETYPE State, DWORD Value)
|
|
{
|
|
if (m_RenderStates[State] != Value || !m_RenderStatesSet[State])
|
|
{
|
|
m_RenderStates[State] = Value;
|
|
m_RenderStatesSet[State] = true;
|
|
m_RenderStatesChanged[State] = false;
|
|
D3D::dev->SetRenderState(State, Value);
|
|
}
|
|
}
|
|
|
|
void ChangeRenderState(D3DRENDERSTATETYPE State, DWORD Value)
|
|
{
|
|
if (m_RenderStates[State] != Value || !m_RenderStatesSet[State])
|
|
{
|
|
m_RenderStatesChanged[State] = m_RenderStatesSet[State];
|
|
D3D::dev->SetRenderState(State, Value);
|
|
}
|
|
else
|
|
{
|
|
m_RenderStatesChanged[State] = false;
|
|
}
|
|
}
|
|
|
|
void SetTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value)
|
|
{
|
|
if (m_TextureStageStates[Stage][Type] != Value || !m_TextureStageStatesSet[Stage][Type])
|
|
{
|
|
m_TextureStageStates[Stage][Type] = Value;
|
|
m_TextureStageStatesSet[Stage][Type]=true;
|
|
m_TextureStageStatesChanged[Stage][Type]=false;
|
|
D3D::dev->SetTextureStageState(Stage, Type, Value);
|
|
}
|
|
}
|
|
|
|
void RefreshTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type)
|
|
{
|
|
if(m_TextureStageStatesSet[Stage][Type] && m_TextureStageStatesChanged[Stage][Type])
|
|
{
|
|
D3D::dev->SetTextureStageState(Stage, Type, m_TextureStageStates[Stage][Type]);
|
|
m_TextureStageStatesChanged[Stage][Type] = false;
|
|
}
|
|
}
|
|
|
|
void ChangeTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value)
|
|
{
|
|
if (m_TextureStageStates[Stage][Type] != Value || !m_TextureStageStatesSet[Stage][Type])
|
|
{
|
|
m_TextureStageStatesChanged[Stage][Type] = m_TextureStageStatesSet[Stage][Type];
|
|
D3D::dev->SetTextureStageState(Stage, Type, Value);
|
|
}
|
|
else
|
|
{
|
|
m_TextureStageStatesChanged[Stage][Type] = false;
|
|
}
|
|
}
|
|
|
|
void SetSamplerState(DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD Value)
|
|
{
|
|
if (m_SamplerStates[Sampler][Type] != Value || !m_SamplerStatesSet[Sampler][Type])
|
|
{
|
|
m_SamplerStates[Sampler][Type] = Value;
|
|
m_SamplerStatesSet[Sampler][Type] = true;
|
|
m_SamplerStatesChanged[Sampler][Type] = false;
|
|
D3D::dev->SetSamplerState(Sampler, Type, Value);
|
|
}
|
|
}
|
|
|
|
void RefreshSamplerState(DWORD Sampler, D3DSAMPLERSTATETYPE Type)
|
|
{
|
|
if(m_SamplerStatesSet[Sampler][Type] && m_SamplerStatesChanged[Sampler][Type])
|
|
{
|
|
D3D::dev->SetSamplerState(Sampler, Type, m_SamplerStates[Sampler][Type]);
|
|
m_SamplerStatesChanged[Sampler][Type] = false;
|
|
}
|
|
}
|
|
|
|
void ChangeSamplerState(DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD Value)
|
|
{
|
|
if (m_SamplerStates[Sampler][Type] != Value || !m_SamplerStatesSet[Sampler][Type])
|
|
{
|
|
m_SamplerStatesChanged[Sampler][Type] = m_SamplerStatesSet[Sampler][Type];
|
|
D3D::dev->SetSamplerState(Sampler, Type, Value);
|
|
}
|
|
else
|
|
{
|
|
m_SamplerStatesChanged[Sampler][Type] = false;
|
|
}
|
|
}
|
|
|
|
void RefreshVertexDeclaration()
|
|
{
|
|
if (m_VtxDecl)
|
|
{
|
|
D3D::dev->SetVertexDeclaration(m_VtxDecl);
|
|
}
|
|
}
|
|
|
|
void SetVertexDeclaration(LPDIRECT3DVERTEXDECLARATION9 decl)
|
|
{
|
|
if (!decl) {
|
|
m_VtxDecl = NULL;
|
|
return;
|
|
}
|
|
if (decl != m_VtxDecl)
|
|
{
|
|
D3D::dev->SetVertexDeclaration(decl);
|
|
m_VtxDecl = decl;
|
|
}
|
|
}
|
|
|
|
void RefreshVertexShader()
|
|
{
|
|
if (m_VertexShader)
|
|
{
|
|
D3D::dev->SetVertexShader(m_VertexShader);
|
|
}
|
|
}
|
|
|
|
void SetVertexShader(LPDIRECT3DVERTEXSHADER9 shader)
|
|
{
|
|
if (!shader) {
|
|
m_VertexShader = NULL;
|
|
return;
|
|
}
|
|
if (shader != m_VertexShader)
|
|
{
|
|
D3D::dev->SetVertexShader(shader);
|
|
m_VertexShader = shader;
|
|
}
|
|
}
|
|
|
|
void RefreshPixelShader()
|
|
{
|
|
if (m_PixelShader)
|
|
{
|
|
D3D::dev->SetPixelShader(m_PixelShader);
|
|
}
|
|
}
|
|
|
|
void SetPixelShader(LPDIRECT3DPIXELSHADER9 shader)
|
|
{
|
|
if (!shader) {
|
|
m_PixelShader = NULL;
|
|
return;
|
|
}
|
|
if (shader != m_PixelShader)
|
|
{
|
|
D3D::dev->SetPixelShader(shader);
|
|
m_PixelShader = shader;
|
|
}
|
|
}
|
|
|
|
|
|
} // namespace
|