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/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
Additional permissions under GNU GPL version 3 section 7
If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
licensors of this Program grant you additional
permission to convey the resulting work. Corresponding Source for a
non-source form of such a combination shall include the source code for
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
#include "plDXEnumerate.h"
#include "hsG3DDeviceSelector.h"
#include "hsUtils.h"
//// Local Typedefs ///////////////////////////////////////////////////////////
typedef LPDIRECT3D9 (WINAPI * Direct3DCreateProc)( UINT sdkVersion );
const UInt8 hsGDirect3DTnLEnumerate::kNumDisplayFormats = 6;
const D3DFORMAT hsGDirect3DTnLEnumerate::kDisplayFormats[] =
{
D3DFMT_A1R5G5B5,
D3DFMT_A2B10G10R10,
D3DFMT_A8R8G8B8,
D3DFMT_R5G6B5,
D3DFMT_X1R5G5B5,
D3DFMT_X8R8G8B8,
};
HRESULT hsGDirect3DTnLEnumerate::SelectFromDevMode(const hsG3DDeviceRecord* devRec, const hsG3DDeviceMode* devMode)
{
int i;
for( i = 0; i < GetNumDrivers(); i++ )
{
if( !stricmp(GetDriver(i)->fAdapterInfo.Description, devRec->GetDriverDesc()) )
{
int j;
for( j = 0; j < GetDriver(i)->fDevices.GetCount(); j++ )
{
if( !stricmp(GetDriver(i)->fDevices[j].fStrName, devRec->GetDeviceDesc()) )
{
SetCurrentDriver(GetDriver(i));
SetCurrentDevice(&GetDriver(i)->fDevices[j]);
D3DEnum_SelectDefaultMode(
devMode->GetWidth(),
devMode->GetHeight(),
devMode->GetColorDepth());
return false;
}
}
}
}
char errStr[256];
sprintf(errStr, "Can't find requested device - %s:%s:%s:%s:%s",
devRec->GetG3DDeviceTypeName(),
devRec->GetDriverDesc(),
devRec->GetDriverName(),
devRec->GetDriverVersion(),
devRec->GetDeviceDesc());
DWORD enumFlags = 0;
int width = devMode->GetWidth();
int height = devMode->GetHeight();
int colorDepth = devMode->GetColorDepth();
// for a window, take whatever colordepth we can get.
if( !colorDepth )
enumFlags |= D3DENUM_CANWINDOW;
enumFlags |= D3DENUM_TNLHAL;
D3DEnum_SelectDefaultDriver(enumFlags);
// If we didn't get what we want, try for anything.
if( !GetCurrentDriver() || !GetCurrentDevice() )
{
enumFlags = colorDepth ? 0 : D3DENUM_CANWINDOW;
D3DEnum_SelectDefaultDriver(enumFlags);
}
if( !GetCurrentDriver() || !GetCurrentDevice() )
D3DEnum_SelectDefaultDriver(0);
if( !GetCurrentDriver() || !GetCurrentDevice() )
{
if( !*GetEnumeErrorStr() )
SetEnumeErrorStr("Error finding device");
return true;
}
D3DEnum_SelectDefaultMode(width, height, colorDepth);
if( !GetCurrentMode() )
{
if( !*GetEnumeErrorStr() )
SetEnumeErrorStr("Error finding mode");
return true;
}
return false;
}
HRESULT hsGDirect3DTnLEnumerate::D3DEnum_SelectDefaultMode(int width, int height, int depth)
{
hsAssert(GetCurrentDriver() && GetCurrentDevice(), "Must have selected device already");
BOOL windowed = false;
if (depth == 0)
{
// Legacy code writes out 0 bit depth to mean windowed
windowed = true;
depth = 32;
}
D3DEnum_DeviceInfo* device = GetCurrentDevice();
int i;
for( i = 0; i < device->fModes.GetCount(); i++ )
{
D3DEnum_ModeInfo* mode = &device->fModes[i];
if (mode->fWindowed != windowed)
continue;
if( depth )
{
if( width < mode->fDDmode.Width )
continue;
if( height < mode->fDDmode.Height )
continue;
}
if( depth < mode->fBitDepth )
continue;
if( GetCurrentMode() )
{
D3DEnum_ModeInfo* curMode = GetCurrentDriver()->fCurrentMode;
if( depth )
{
if( curMode->fDDmode.Width > mode->fDDmode.Width )
continue;
if( curMode->fDDmode.Height > mode->fDDmode.Height )
continue;
}
if( curMode->fBitDepth > mode->fBitDepth )
continue;
}
SetCurrentMode(mode);
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: D3DEnum_SelectDefaultDriver()
// Desc: Picks a default driver according to the passed in flags.
//-----------------------------------------------------------------------------
HRESULT hsGDirect3DTnLEnumerate::D3DEnum_SelectDefaultDriver( DWORD dwFlags )
{
// If a specific driver was requested, perform that search here
if( dwFlags & D3DENUM_MASK )
{
int i;
for( i = 0; i < fDrivers.GetCount(); i++ )
{
D3DEnum_DriverInfo* pDriver = &fDrivers[i];
int j;
for( j = 0; j < pDriver->fDevices.GetCount(); j++ )
{
D3DEnum_DeviceInfo* pDevice = &pDriver->fDevices[j];
BOOL bFound = FALSE;
if( pDevice->fDDType == D3DDEVTYPE_REF )
{
if( dwFlags & D3DENUM_REFERENCERAST )
bFound = TRUE;
}
else if( pDevice->fDDType == D3DDEVTYPE_HAL &&
pDevice->fDDCaps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT )
{
if( dwFlags & D3DENUM_TNLHAL )
bFound = TRUE;
}
else
{
if( dwFlags & D3DENUM_CANWINDOW )
{
Graphics cleanup for old graphics card tunables. c.f. H'uru commits: > commit e4e718e243b721cde94ea39335574360a3a4805e > Author: Adam Johnson <AdamJohnso@gmail.com> > Date: Fri Feb 1 17:19:50 2013 -0500 > > Bypass ATI Generic fudging with Radeon HD cards > commit bbae6a76d7745f3a1e3ea9e00fb5a95d5e76cbfc > Author: Adam Johnson <AdamJohnso@gmail.com> > Date: Sat Nov 30 20:02:08 2013 -0500 > > We don't support 3dfx cards... > > Come on, man... They made some good cards, but they went out of business > in 1999! Ain't nobody got time fo' dat. > commit a30a326d17a7266fe7af799a0771b4147103f495 > Author: Adam Johnson <AdamJohnso@gmail.com> > Date: Sat Nov 30 20:06:19 2013 -0500 > > We only support DirectX 9... > > If you have less than 11MB VRAM or need to use the ref implementation, > then you are using a dinosaur and have no business even attempting to play > this game. > commit 544abef39e1aa5fe27968e927831de7020454440 > Author: Adam Johnson <AdamJohnso@gmail.com> > Date: Sat Nov 30 20:41:56 2013 -0500 > > Wow, those cards are old... > > Remove detection for cards that are don't support at LEAST DirectX 8. > There's no way they would even be able to get past Direct3DCreate9, so we > shouldn't need to worry about them... I hope. > commit 9070d70e504a65145d270ad601b32583f814c991 > Author: Branan Purvine-Riley <branan@gmail.com> > Date: Sat Jul 27 14:50:20 2013 -0700 > > Lots of cleanups to hsG3DeviceDelector > commit ac238353842ab085179957ab2562f9ba5ea3bbcc > Author: Branan Purvine-Riley <branan@gmail.com> > Date: Sat Jul 27 15:09:24 2013 -0700 > > Get rid of obsolete readers/writes for device info > commit fc67738ee80989e79ba65c34521c42e1a30934f4 > Author: Branan Purvine-Riley <branan@gmail.com> > Date: Sat Jul 27 15:50:10 2013 -0700 > > Remove some obviously obsolete caps > commit 60c544e1ff637445cfc0b0a0e56077792239a40a > Author: Adam Johnson <AdamJohnso@gmail.com> > Date: Fri Nov 29 23:42:20 2013 -0500 > > Don't lazy-load D3D9.dll > > We already link against it, so that's just a waste of time. Also, cleanup > some unneeded ddraw includes. Remember that in Direct3D9, all devices can > render in windowed mode.
3 years ago
if( (pDriver == &fDrivers[0]) )
{
if( ( pDevice->fDDCaps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT )
^ !(dwFlags & D3DENUM_TNLHAL) )
bFound = TRUE;
}
}
else
if( dwFlags & D3DENUM_PRIMARYHAL )
{
if( pDriver == &fDrivers[0] )
bFound = TRUE;
}
else
if( dwFlags & D3DENUM_SECONDARYHAL )
{
if( pDriver != &fDrivers[0] )
bFound = TRUE;
}
}
if( bFound )
{
SetCurrentDriver(pDriver);
SetCurrentDevice(pDevice);
return S_OK;
}
}
}
return D3DENUMERR_NOTFOUND;
}
int i;
for( i = 0; i < fDrivers.GetCount(); i++ )
{
D3DEnum_DriverInfo* pDriver = &fDrivers[i];
int j;
for( j = 0; j < pDriver->fDevices.GetCount(); j++ )
{
D3DEnum_DeviceInfo* pDevice = &pDriver->fDevices[j];
if( !pDevice->fIsHardware )
continue;
SetCurrentDriver(pDriver);
SetCurrentDevice(pDevice);
return S_OK;
}
}
// No compatible devices were found. Return an error code
return D3DENUMERR_NOCOMPATIBLEDEVICES;
}
//// Constructor //////////////////////////////////////////////////////////////
//
// Inits the enumeration and builds our list of devices/whatever.
hsGDirect3DTnLEnumerate::hsGDirect3DTnLEnumerate()
{
memset( &fEnumeErrorStr[0], 0x00, sizeof(fEnumeErrorStr) );
fCurrentDriver = NULL; // The selected DD driver
fDrivers.Reset(); // List of DD drivers
// Create a D3D object to use
IDirect3D9 *pD3D = Direct3DCreate9( D3D_SDK_VERSION );
if( pD3D == nil )
{
strcpy( fEnumeErrorStr, "Cannot load DirectX!" );
return;
}
/// Loop through the "adapters" (we don't call them drivers anymore)
UINT iAdapter;
for( iAdapter = 0; iAdapter < pD3D->GetAdapterCount(); iAdapter++ )
{
D3DEnum_DriverInfo* newDriver = fDrivers.Push();
ZeroMemory( newDriver, sizeof( *newDriver ) );
// Copy data to a device info structure
D3DADAPTER_IDENTIFIER9 adapterInfo;
pD3D->GetAdapterIdentifier( iAdapter, 0, &adapterInfo );
pD3D->GetAdapterDisplayMode( iAdapter, &newDriver->fDesktopMode );
memcpy( &newDriver->fAdapterInfo, &adapterInfo, sizeof( adapterInfo ) );
strncpy( newDriver->fStrName, adapterInfo.Driver, 39 );
strncpy( newDriver->fStrDesc, adapterInfo.Description, 39 );
newDriver->fGuid = adapterInfo.DeviceIdentifier;
newDriver->fMemory = 16 * 1024 * 1024; /// Simulate 16 MB
/// Do the mode and device enumeration for this adapter
IEnumAdapterDevices( pD3D, iAdapter, newDriver );
}
// Cleanup
pD3D->Release();
}
//// IEnumAdapterDevices //////////////////////////////////////////////////////
//
// DirectX: Enumerates all the modes for a given adapter, then using the
// two faked modes for HAL and REF, attaches the modes to each "device" that
// can support them.
void hsGDirect3DTnLEnumerate::IEnumAdapterDevices( IDirect3D9 *pD3D, UINT iAdapter, D3DEnum_DriverInfo *drivInfo )
{
// A bit backwards from DX8... First we have to go through our list of formats and check for validity.
// Then we can enum through the modes for each format.
const DWORD numDeviceTypes = 2;
const TCHAR* strDeviceDescs[] = { "HAL", "REF" };
const D3DDEVTYPE deviceTypes[] = { D3DDEVTYPE_HAL, D3DDEVTYPE_REF };
BOOL *formatWorks = TRACKED_NEW BOOL[kNumDisplayFormats + 1]; // One for each format
DWORD *behavior = TRACKED_NEW DWORD[kNumDisplayFormats + 1];
UINT iDevice;
for (iDevice = 0; iDevice < numDeviceTypes; iDevice++)
{
D3DEnum_DeviceInfo *deviceInfo = drivInfo->fDevices.Push();
ZeroMemory(deviceInfo, sizeof(*deviceInfo));
pD3D->GetDeviceCaps(iAdapter, deviceTypes[iDevice], &deviceInfo->fDDCaps);
strncpy(deviceInfo->fStrName, strDeviceDescs[iDevice], 39);
deviceInfo->fDDType = deviceTypes[iDevice];
deviceInfo->fIsHardware = deviceInfo->fDDCaps.DevCaps & D3DDEVCAPS_HWRASTERIZATION;
/// Loop through the formats, checking each against this device to see
/// if it will work. If so, add all modes matching that format
UInt8 iFormat;
for (iFormat = 0; iFormat < kNumDisplayFormats + 1; iFormat++ )
{
// the desktop format gets to be first, everything else is nudged over one.
D3DFORMAT currFormat = (iFormat == 0 ? drivInfo->fDesktopMode.Format : kDisplayFormats[iFormat - 1]);
formatWorks[iFormat] = FALSE;
int bitDepth = IGetDXBitDepth(currFormat);
if (bitDepth == 0)
continue; // Don't like this mode, skip it
/// Can it be used as a render target?
if (FAILED(pD3D->CheckDeviceType(iAdapter, deviceTypes[iDevice],
currFormat,
currFormat,
FALSE)))
continue; // Nope--skip it
if (deviceInfo->fDDCaps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT)
{
/// Confirm that HW vertex processing works on this device
if (deviceInfo->fDDCaps.DevCaps & D3DDEVCAPS_PUREDEVICE)
{
behavior[iFormat] = D3DCREATE_HARDWARE_VERTEXPROCESSING;
if (SUCCEEDED(IConfirmDevice(&deviceInfo->fDDCaps, behavior[iFormat],
currFormat)))
{
formatWorks[iFormat] = TRUE;
}
}
if (!formatWorks[iFormat])
{
/// HW vertex & Pure didn't work--just try HW vertex
behavior[iFormat] = D3DCREATE_HARDWARE_VERTEXPROCESSING;
if (SUCCEEDED(IConfirmDevice(&deviceInfo->fDDCaps, behavior[iFormat],
currFormat)))
{
formatWorks[iFormat] = TRUE;
}
}
if (!formatWorks[iFormat])
{
/// HW vertex didn't work--can we do mixed?
behavior[iFormat] = D3DCREATE_MIXED_VERTEXPROCESSING;
if (SUCCEEDED(IConfirmDevice(&deviceInfo->fDDCaps, behavior[iFormat],
currFormat)))
{
formatWorks[iFormat] = TRUE;
}
}
}
if (!formatWorks[iFormat])
{
/// Egads. Try SW vertex processing
behavior[iFormat] = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
if (SUCCEEDED(IConfirmDevice(&deviceInfo->fDDCaps, behavior[iFormat],
currFormat)))
{
formatWorks[iFormat] = TRUE;
}
}
if (formatWorks[iFormat])
{
/// Now go through all the modes. If a given mode has a format that works,
/// add it to the device
UINT numAdapterModes = pD3D->GetAdapterModeCount(iAdapter, currFormat);
DWORD iMode;
for (iMode = 0; iMode < numAdapterModes; iMode++)
{
// TODO: Check for modes that only differ by refresh rate and exclude duplicates.
/// Get the mode attributes
D3DDISPLAYMODE dispMode;
pD3D->EnumAdapterModes(iAdapter, currFormat, iMode, &dispMode);
{
/// Add it to our driver's global mode list
D3DEnum_ModeInfo *modeInfo = drivInfo->fModes.Push();
ZeroMemory( modeInfo, sizeof( *modeInfo ) );
modeInfo->fDDmode = dispMode;
sprintf( modeInfo->fStrDesc, TEXT( "%ld x %ld x %ld" ), dispMode.Width, dispMode.Height, bitDepth );
modeInfo->fBitDepth = bitDepth;
// Add it to the device
modeInfo->fDDBehavior = behavior[ iFormat ];
IFindDepthFormats( pD3D, iAdapter, deviceInfo->fDDType, modeInfo );
IFindFSAATypes( pD3D, iAdapter, deviceInfo->fDDType, modeInfo );
ICheckCubicRenderTargets( pD3D, iAdapter, deviceInfo->fDDType, modeInfo );
deviceInfo->fModes.Append( *modeInfo );
// Special check for the desktop, which we know is the first entry, because we put it there.
if (iFormat == 0)
{
/// Check if the device can window and/or is compatible with the desktop display mode
deviceInfo->fCompatibleWithDesktop = TRUE;
// As of DirectX 9, any device supports windowed mode
//if (deviceInfo->fDDCaps.Caps2 & D3DCAPS2_CANRENDERWINDOWED)
{
deviceInfo->fCanWindow = TRUE;
/// Add a fake mode to represent windowed. Silly, but here for legacy
D3DEnum_ModeInfo *pModeInfo = drivInfo->fModes.Push();
ZeroMemory(pModeInfo, sizeof(*pModeInfo));
pModeInfo->fDDmode = dispMode;
pModeInfo->fDDBehavior = behavior[iFormat];
pModeInfo->fBitDepth = bitDepth;
sprintf(pModeInfo->fStrDesc, TEXT("Windowed"));
pModeInfo->fWindowed = true;
IFindDepthFormats(pD3D, iAdapter, deviceInfo->fDDType, pModeInfo);
IFindFSAATypes(pD3D, iAdapter, deviceInfo->fDDType, pModeInfo);
ICheckCubicRenderTargets(pD3D, iAdapter, deviceInfo->fDDType, pModeInfo);
deviceInfo->fModes.Append( *pModeInfo );
}
}
}
}
}
}
}
delete [] formatWorks;
delete [] behavior;
}
//// IFindDepthFormats ////////////////////////////////////////////////////////
// DirectX: Given a device and mode, find ALL available depth/stencil
// formats and add them to the mode info struct.
hsBool hsGDirect3DTnLEnumerate::IFindDepthFormats( IDirect3D9 *pD3D, UINT iAdapter, D3DDEVTYPE deviceType,
D3DEnum_ModeInfo *modeInfo )
{
#if HS_BUILD_FOR_XBOX
D3DFORMAT formats[] = { D3DFMT_D16, D3DFMT_D24S8, D3DFMT_UNKNOWN };
#else
D3DFORMAT formats[] = { D3DFMT_D16, D3DFMT_D24X8, D3DFMT_D32,
D3DFMT_D15S1, D3DFMT_D24X4S4, D3DFMT_D24S8, D3DFMT_UNKNOWN };
#endif
/// Try 'em
for( int i = 0; formats[ i ] != D3DFMT_UNKNOWN; i++ )
{
if( SUCCEEDED( pD3D->CheckDeviceFormat( iAdapter, deviceType, modeInfo->fDDmode.Format,
D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE,
formats[ i ] ) ) )
{
if( SUCCEEDED( pD3D->CheckDepthStencilMatch( iAdapter, deviceType,
modeInfo->fDDmode.Format, modeInfo->fDDmode.Format, formats[ i ] ) ) )
{
modeInfo->fDepthFormats.Append( formats[ i ] );
}
}
}
return( modeInfo->fDepthFormats.GetCount() > 0 ? true : false );
}
//// IFindFSAATypes ///////////////////////////////////////////////////////////
// DirectX: Given a device and mode, find ALL available multisample types
// and add them to the mode info struct.
hsBool hsGDirect3DTnLEnumerate::IFindFSAATypes( IDirect3D9 *pD3D, UINT iAdapter, D3DDEVTYPE deviceType,
D3DEnum_ModeInfo *modeInfo )
{
/// Try 'em
for (int type = 2; type <= 16; type++)
{
if (SUCCEEDED(pD3D->CheckDeviceMultiSampleType(iAdapter, deviceType, modeInfo->fDDmode.Format,
modeInfo->fWindowed ? TRUE : FALSE,
(D3DMULTISAMPLE_TYPE)type, NULL)))
{
modeInfo->fFSAATypes.Append((D3DMULTISAMPLE_TYPE)type);
}
}
return (modeInfo->fFSAATypes.GetCount() > 0 ? true : false);
}
//// ICheckCubicRenderTargets /////////////////////////////////////////////////
hsBool hsGDirect3DTnLEnumerate::ICheckCubicRenderTargets( IDirect3D9 *pD3D, UINT iAdapter, D3DDEVTYPE deviceType,
D3DEnum_ModeInfo *modeInfo )
{
if( SUCCEEDED( pD3D->CheckDeviceFormat( iAdapter, deviceType, modeInfo->fDDmode.Format,
D3DUSAGE_RENDERTARGET, D3DRTYPE_CUBETEXTURE,
modeInfo->fDDmode.Format ) ) )
{
modeInfo->fCanRenderToCubic = true;
return true;
}
modeInfo->fCanRenderToCubic = false;
return false;
}
//// IConfirmDevice ///////////////////////////////////////////////////////////
//
// Nice, encapsulated way of testing for specific caps on a particular device
HRESULT hsGDirect3DTnLEnumerate::IConfirmDevice( D3DCAPS9* pCaps, DWORD dwBehavior,
D3DFORMAT Format )
{
short bits;
bits = IGetDXBitDepth( Format );
if( bits == 16 || bits == 24 || bits == 32 )
return S_OK;
return E_FAIL;
}
//-----------------------------------------------------------------------------
// Name: ~hsGDirect3DTnLEnumerate()
// Desc:
//-----------------------------------------------------------------------------
hsGDirect3DTnLEnumerate::~hsGDirect3DTnLEnumerate()
{
D3DEnum_FreeResources();
}
//-----------------------------------------------------------------------------
// Name: D3DEnum_FreeResources()
// Desc: Frees all resources used for driver enumeration
//-----------------------------------------------------------------------------
VOID hsGDirect3DTnLEnumerate::D3DEnum_FreeResources()
{
}
//-----------------------------------------------------------------------------
// Name: SetEnumeErrorStr()
// Desc:
//-----------------------------------------------------------------------------
void hsGDirect3DTnLEnumerate::SetEnumeErrorStr(const char* s)
{
hsStrncpy(fEnumeErrorStr, s, 128);
}
//// IGetDXBitDepth //////////////////////////////////////////////////////////
//
// From a D3DFORMAT enumeration, return the bit depth associated with it.
// Copied from hsGDirect3DDevice to prevent inclusion of that class in
// the RenderMenu project (for some reason, VC can't figure out we're only
// calling one static function!)
short hsGDirect3DTnLEnumerate::IGetDXBitDepth( D3DFORMAT format )
{
#define ReturnDepth(type, depth) if (format == type) return depth
ReturnDepth(D3DFMT_UNKNOWN, 0);
ReturnDepth(D3DFMT_A8R8G8B8, 32);
ReturnDepth(D3DFMT_X8R8G8B8, 32);
ReturnDepth(D3DFMT_R5G6B5, 16);
ReturnDepth(D3DFMT_X1R5G5B5, 16);
ReturnDepth(D3DFMT_A1R5G5B5, 16);
// Supported by DX9, but we don't currently support it. Can add support if needed.
//ReturnDepth(D3DFMT_A2B10G10R10, 32);
// Unsupported translation format--return 0
return 0;
}
///////////////////////////////////////////////////////////////////////////////
//// Direct3D DeviceSelector Code ///////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
//// IGetD3DCardInfo /////////////////////////////////////////////////////////
// Given two enum structs, strips out and produces the vendor ID, device ID
// and the driver name. Returns true if processed, false otherwise.
hsBool hsG3DDeviceSelector::IGetD3DCardInfo( hsG3DDeviceRecord &record, // In
void *driverInfo,
void *deviceInfo,
DWORD *vendorID, DWORD *deviceID, // Out
char **driverString, char **descString )
{
D3DEnum_DriverInfo *driverD3DInfo = (D3DEnum_DriverInfo *)driverInfo;
D3DEnum_DeviceInfo *deviceD3DInfo = (D3DEnum_DeviceInfo *)deviceInfo;
D3DADAPTER_IDENTIFIER9 *adapterInfo;
adapterInfo = &driverD3DInfo->fAdapterInfo;
*vendorID = adapterInfo->VendorId;
*deviceID = adapterInfo->DeviceId;
*driverString = adapterInfo->Driver;
*descString = adapterInfo->Description;
return true;
}
//// ITryDirect3DTnL //////////////////////////////////////////////////////////
void hsG3DDeviceSelector::ITryDirect3DTnL(hsWinRef winRef)
{
hsGDirect3DTnLEnumerate d3dEnum;
int i;
for( i = 0; i < d3dEnum.GetNumDrivers(); i++ )
{
ITryDirect3DTnLDriver(d3dEnum.GetDriver(i));
}
}
//// ITryDirect3DDriver ///////////////////////////////////////////////////////
//
// New DirectX Way
void hsG3DDeviceSelector::ITryDirect3DTnLDriver(D3DEnum_DriverInfo* drivInfo)
{
hsG3DDeviceRecord devRec;
devRec.Clear();
Graphics cleanup for old graphics card tunables. c.f. H'uru commits: > commit e4e718e243b721cde94ea39335574360a3a4805e > Author: Adam Johnson <AdamJohnso@gmail.com> > Date: Fri Feb 1 17:19:50 2013 -0500 > > Bypass ATI Generic fudging with Radeon HD cards > commit bbae6a76d7745f3a1e3ea9e00fb5a95d5e76cbfc > Author: Adam Johnson <AdamJohnso@gmail.com> > Date: Sat Nov 30 20:02:08 2013 -0500 > > We don't support 3dfx cards... > > Come on, man... They made some good cards, but they went out of business > in 1999! Ain't nobody got time fo' dat. > commit a30a326d17a7266fe7af799a0771b4147103f495 > Author: Adam Johnson <AdamJohnso@gmail.com> > Date: Sat Nov 30 20:06:19 2013 -0500 > > We only support DirectX 9... > > If you have less than 11MB VRAM or need to use the ref implementation, > then you are using a dinosaur and have no business even attempting to play > this game. > commit 544abef39e1aa5fe27968e927831de7020454440 > Author: Adam Johnson <AdamJohnso@gmail.com> > Date: Sat Nov 30 20:41:56 2013 -0500 > > Wow, those cards are old... > > Remove detection for cards that are don't support at LEAST DirectX 8. > There's no way they would even be able to get past Direct3DCreate9, so we > shouldn't need to worry about them... I hope. > commit 9070d70e504a65145d270ad601b32583f814c991 > Author: Branan Purvine-Riley <branan@gmail.com> > Date: Sat Jul 27 14:50:20 2013 -0700 > > Lots of cleanups to hsG3DeviceDelector > commit ac238353842ab085179957ab2562f9ba5ea3bbcc > Author: Branan Purvine-Riley <branan@gmail.com> > Date: Sat Jul 27 15:09:24 2013 -0700 > > Get rid of obsolete readers/writes for device info > commit fc67738ee80989e79ba65c34521c42e1a30934f4 > Author: Branan Purvine-Riley <branan@gmail.com> > Date: Sat Jul 27 15:50:10 2013 -0700 > > Remove some obviously obsolete caps > commit 60c544e1ff637445cfc0b0a0e56077792239a40a > Author: Adam Johnson <AdamJohnso@gmail.com> > Date: Fri Nov 29 23:42:20 2013 -0500 > > Don't lazy-load D3D9.dll > > We already link against it, so that's just a waste of time. Also, cleanup > some unneeded ddraw includes. Remember that in Direct3D9, all devices can > render in windowed mode.
3 years ago
devRec.SetG3DDeviceType( kDevTypeDirect3D );
devRec.SetDriverName( drivInfo->fAdapterInfo.Driver );
devRec.SetDriverDesc( drivInfo->fAdapterInfo.Description );
char buff[ 256 ];
sprintf( buff, "%d.%02d.%02d.%04d",
HIWORD( drivInfo->fAdapterInfo.DriverVersion.u.HighPart ),
LOWORD( drivInfo->fAdapterInfo.DriverVersion.u.HighPart ),
HIWORD( drivInfo->fAdapterInfo.DriverVersion.u.LowPart ),
LOWORD( drivInfo->fAdapterInfo.DriverVersion.u.LowPart ) );
devRec.SetDriverVersion(buff);
devRec.SetMemoryBytes(drivInfo->fMemory);
int i;
for( i = 0; i < drivInfo->fDevices.GetCount(); i++ )
{
/// 9.6.2000 mcn - Changed here so we can do fudging here, rather
/// than passing all the messy driver data to the function
hsG3DDeviceRecord currDevRec = devRec;
/// Done first now, so we can alter the D3D type later
ITryDirect3DTnLDevice( &drivInfo->fDevices[i], currDevRec );
IFudgeDirectXDevice( currDevRec, (D3DEnum_DriverInfo *)drivInfo, (D3DEnum_DeviceInfo *)&drivInfo->fDevices[ i ] );
if( currDevRec.GetModes().GetCount() )
fRecords.Append( currDevRec );
}
}
//// ITryDirect3DTnLDevice ////////////////////////////////////////////////////
//
// New DirectX Way
void hsG3DDeviceSelector::ITryDirect3DTnLDevice(D3DEnum_DeviceInfo* devInfo, hsG3DDeviceRecord& devRec)
{
devRec.SetDeviceDesc(devInfo->fStrName);
if( devInfo->fDDType == D3DDEVTYPE_REF )
devRec.SetG3DHALorHEL( kHHD3DRefDev );
else if( devInfo->fDDType == D3DDEVTYPE_HAL )
{
if( devInfo->fDDCaps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT )
{
devRec.SetG3DHALorHEL( kHHD3DTnLHalDev );
devRec.SetCap( kCapsHWTransform );
}
else
devRec.SetG3DHALorHEL( kHHD3DHALDev );
}
if( devInfo->fDDCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP )
devRec.SetCap( kCapsCubicTextures );
devRec.SetLayersAtOnce( devInfo->fDDCaps.MaxSimultaneousTextures );
if( devInfo->fDDCaps.TextureFilterCaps & D3DPTFILTERCAPS_MIPFLINEAR )
devRec.SetCap( kCapsMipmap );
if( devInfo->fDDCaps.TextureCaps & D3DPTEXTURECAPS_MIPCUBEMAP )
devRec.SetCap( kCapsCubicMipmap );
if( devInfo->fDDCaps.TextureCaps & D3DPTEXTURECAPS_PERSPECTIVE )
devRec.SetCap(kCapsPerspective);
if( devInfo->fIsHardware )
devRec.SetCap( kCapsHardware );
if( devInfo->fDDCaps.RasterCaps & D3DPRASTERCAPS_FOGTABLE )
{
devRec.SetCap( kCapsFogLinear );
devRec.SetCap( kCapsFogExp );
devRec.SetCap( kCapsFogExp2 );
devRec.SetCap( kCapsPixelFog );
}
else
{
devRec.SetCap( kCapsFogLinear );
}
if( devInfo->fDDCaps.RasterCaps & D3DPRASTERCAPS_FOGRANGE )
devRec.SetCap( kCapsFogRange );
if( devInfo->fDDCaps.MaxAnisotropy <= 1 )
devRec.SetMaxAnisotropicSamples( 0 );
else
devRec.SetMaxAnisotropicSamples( (UInt8)devInfo->fDDCaps.MaxAnisotropy );
if (D3DSHADER_VERSION_MAJOR(devInfo->fDDCaps.PixelShaderVersion) > 0)
devRec.SetCap(kCapsPixelShader);
/// Assume these by default
devRec.SetCap( kCapsCompressTextures );
devRec.SetCap( kCapsDoesSmallTextures );
#if 1 // mf - want to leave this one off by default
// if( devInfo->fCanAntialias )
// devRec.SetCap( kCapsAntiAlias );
#endif // mf - want to leave this one off by default
hsG3DDeviceMode devMode;
int i, j;
const struct
{
D3DFORMAT fmt; UInt16 depth;
} depths[] = { { D3DFMT_D16, 0x0010 }, { D3DFMT_D24X8, 0x0018 }, { D3DFMT_D32, 0x0020 },
{ D3DFMT_D15S1, 0x010f }, { D3DFMT_D24X4S4, 0x0418 }, { D3DFMT_D24S8, 0x0818 }, { D3DFMT_UNKNOWN, 0 } };
for( i = 0; i < devInfo->fModes.GetCount(); i++ )
{
D3DEnum_ModeInfo* modeInfo = &devInfo->fModes[i];
devMode.Clear();
devMode.SetWidth( modeInfo->fDDmode.Width );
devMode.SetHeight( modeInfo->fDDmode.Height );
devMode.SetColorDepth( modeInfo->fBitDepth );
if( modeInfo->fCanRenderToCubic )
devMode.SetCanRenderToCubics( true );
else
devMode.SetCanRenderToCubics( false );
for( j = 0; depths[ j ].depth != 0; j++ )
{
if( modeInfo->fDepthFormats.Find( depths[ j ].fmt ) != modeInfo->fDepthFormats.kMissingIndex )
devMode.AddZStencilDepth( depths[ j ].depth );
}
for( j = 2; j <= 16; j++ )
{
if( modeInfo->fFSAATypes.Find( (D3DMULTISAMPLE_TYPE)j ) != modeInfo->fFSAATypes.kMissingIndex )
devMode.AddFSAAType( j );
}
devRec.GetModes().Append( devMode );
}
}