Browse Source

Merge pull request #354 from Hoikas/init-cleanup

Graphics Init Cleanup
Branan Purvine-Riley 11 years ago
parent
commit
b358b26ae9
  1. 114
      Sources/Plasma/Apps/plClient/plClient.cpp
  2. 2
      Sources/Plasma/Apps/plClient/plClient.h
  3. 27
      Sources/Plasma/PubUtilLib/plGImage/hsDXTDirectXCodec.cpp
  4. 5
      Sources/Plasma/PubUtilLib/plPipeline/CMakeLists.txt
  5. 50
      Sources/Plasma/PubUtilLib/plPipeline/DX/hsGDirect3D.cpp
  6. 28
      Sources/Plasma/PubUtilLib/plPipeline/DX/hsGDirect3D.h
  7. 113
      Sources/Plasma/PubUtilLib/plPipeline/DX/plDXEnumerate.cpp
  8. 2
      Sources/Plasma/PubUtilLib/plPipeline/DX/plDXEnumerate.h
  9. 175
      Sources/Plasma/PubUtilLib/plPipeline/DX/plDXPipeline.cpp
  10. 28
      Sources/Plasma/PubUtilLib/plPipeline/DX/plDXPipeline.h
  11. 1265
      Sources/Plasma/PubUtilLib/plPipeline/hsG3DDeviceSelector.cpp
  12. 134
      Sources/Plasma/PubUtilLib/plPipeline/hsG3DDeviceSelector.h

114
Sources/Plasma/Apps/plClient/plClient.cpp

@ -2070,78 +2070,6 @@ void plClient::IAddRenderRequest(plRenderRequest* req)
}
}
hsG3DDeviceModeRecord plClient::ILoadDevMode(const char* devModeFile)
{
hsStatusMessage("Load DevMode client\n");
HWND hWnd = fWindowHndl;
hsUNIXStream stream;
bool gottaCreate = false;
// If DevModeFind is specified, use the old method
// if ((GetGameFlags() & kDevModeFind))
// FindAndSaveDevMode(hWnd, devModeFile);
// Otherwise, use the new method
hsG3DDeviceModeRecord dmr;
if (stream.Open(devModeFile, "rb"))
{
/// It's there, but is the device record valid?
hsG3DDeviceRecord selRec;
hsG3DDeviceMode selMode;
selRec.Read(&stream);
if( selRec.IsInvalid() )
{
hsStatusMessage( "WARNING: Old DeviceRecord found on file. Setting defaults..." );
gottaCreate = true;
}
else
{
/// Read the rest in
selMode.Read(&stream);
uint16_t performance = stream.ReadLE16();
if( performance < 25 )
plBitmap::SetGlobalLevelChopCount( 2 );
else if( performance < 75 )
plBitmap::SetGlobalLevelChopCount( 1 );
else
plBitmap::SetGlobalLevelChopCount( 0 );
}
stream.Close();
dmr = hsG3DDeviceModeRecord(selRec, selMode);
}
else
gottaCreate = true;
if( gottaCreate )
{
hsG3DDeviceSelector devSel;
devSel.Enumerate(hWnd);
devSel.RemoveUnusableDevModes(true);
if (!devSel.GetDefault(&dmr))
{
//hsAssert(0, "plGame::LoadDevMode - No acceptable hardware found");
hsMessageBox("No suitable rendering devices found.","realMYST",hsMessageBoxNormal);
return dmr;
}
if (stream.Open(devModeFile, "wb"))
{
dmr.GetDevice()->Write(&stream);
dmr.GetMode()->Write(&stream);
stream.WriteLE16((uint16_t)(0*100));
stream.Close();
}
}
return dmr;
}
void plClient::ResetDisplayDevice(int Width, int Height, int ColorDepth, bool Windowed, int NumAASamples, int MaxAnisotropicSamples, bool VSync)
{
if(!fPipeline) return;
@ -2235,11 +2163,6 @@ void plClient::IDetectAudioVideoSettings()
const hsG3DDeviceMode *mode = dmr.GetMode();
bool pixelshaders = rec->GetCap(hsG3DDeviceSelector::kCapsPixelShader);
int psMajor = 0, psMinor = 0;
rec->GetPixelShaderVersion(psMajor, psMinor);
bool refDevice = false;
if(rec->GetG3DHALorHEL() == hsG3DDeviceSelector::kHHD3DRefDev)
refDevice = true;
plPipeline::fDefaultPipeParams.ColorDepth = hsG3DDeviceSelector::kDefaultDepth;
#if defined(HS_DEBUGGING) || defined(DEBUG)
@ -2260,52 +2183,19 @@ void plClient::IDetectAudioVideoSettings()
plPipeline::fDefaultPipeParams.Height = hsG3DDeviceSelector::kDefaultHeight;
}
plPipeline::fDefaultPipeParams.Shadows = 0;
// enable shadows if TnL is available, meaning not an intel extreme.
if(rec->GetG3DHALorHEL() == hsG3DDeviceSelector::kHHD3DTnLHalDev)
plPipeline::fDefaultPipeParams.Shadows = 1;
// enable planar reflections if pixelshaders are available
if(pixelshaders && !refDevice)
{
plPipeline::fDefaultPipeParams.PlanarReflections = 1;
}
else
{
plPipeline::fDefaultPipeParams.PlanarReflections = 0;
}
// enable 2x antialiasing and anisotropic to 2 samples if pixelshader version is greater that 2.0
if(psMajor >= 2 && !refDevice)
{
plPipeline::fDefaultPipeParams.AntiAliasingAmount = rec->GetMaxAnisotropicSamples() ? 2 : 0;
plPipeline::fDefaultPipeParams.AnisotropicLevel = mode->GetNumFSAATypes() ? 2 : 0;
}
else
{
plPipeline::fDefaultPipeParams.AntiAliasingAmount = 0;
plPipeline::fDefaultPipeParams.AnisotropicLevel = 0;
}
if(refDevice)
{
plPipeline::fDefaultPipeParams.TextureQuality = 0;
plPipeline::fDefaultPipeParams.VideoQuality = 0;
}
else
{
plPipeline::fDefaultPipeParams.TextureQuality = psMajor >= 2 ? 2 : 1;
plPipeline::fDefaultPipeParams.TextureQuality = pixelshaders ? 2 : 1;
plPipeline::fDefaultPipeParams.VideoQuality = pixelshaders ? 2 : 1;
}
plPipeline::fDefaultPipeParams.VSync = false;
// card specific overrides
if(rec->GetDriverDesc() && strstr(rec->GetDriverDesc(), "FX 5200"))
{
plPipeline::fDefaultPipeParams.AntiAliasingAmount = 0;
}
plPipeline::fDefaultPipeParams.VSync = false;
int val = 0;
hsStream *stream = nil;

2
Sources/Plasma/Apps/plClient/plClient.h

@ -135,8 +135,6 @@ protected:
pfGameGUIMgr *fGameGUIMgr;
virtual hsG3DDeviceModeRecord ILoadDevMode(const char* devModeFile);
bool IUpdate();
bool IDraw();
bool IDrawProgress();

27
Sources/Plasma/PubUtilLib/plGImage/hsDXTDirectXCodec.cpp

@ -53,16 +53,19 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
#include "HeadSpin.h"
#include <functional>
#include <memory>
#if HS_BUILD_FOR_WIN32
#include <ddraw.h>
#include <d3d9.h>
# include "hsWindows.h"
# include <ddraw.h>
# include <d3d9.h>
#endif
#include "hsDXTDirectXCodec.h"
#include "hsColorRGBA.h"
#include "plMipmap.h"
#include "hsCodecManager.h"
#include "plPipeline/hsGDDrawDllLoad.h"
#if HS_BUILD_FOR_WIN32
namespace {
@ -144,26 +147,20 @@ bool hsDXTDirectXCodec::IInitialize()
{
fFlags |= kInitialized;
// if( hsGDDrawDllLoad::GetDDrawDll() == nil )
// return false;
DIRECTDRAWCREATEEX DirectDrawCreateEx = 0;
DIRECTDRAWCREATEEX DirectDrawCreateEx = nullptr;
// Initialize DirectDraw
HRESULT hr;
DirectDrawCreateEx = (DIRECTDRAWCREATEEX)GetProcAddress( hsGDDrawDllLoad::GetD3DDll(), "DirectDrawCreateEx" );
if( DirectDrawCreateEx == nil )
std::unique_ptr<HINSTANCE__, std::function<BOOL(HMODULE)>> ddraw(LoadLibraryA("ddraw.dll"), FreeLibrary);
DirectDrawCreateEx = (DIRECTDRAWCREATEEX)GetProcAddress(ddraw.get(), "DirectDrawCreateEx");
if (!DirectDrawCreateEx)
return false;
/// Using EMULATIONONLY here usually fails--using NULL forces the
/// use of the standard display driver, which DOES work.
if (FAILED(hr = DirectDrawCreateEx((GUID FAR *)NULL/*DDCREATE_EMULATIONONLY*/, (VOID**)&fDirectDraw, IID_IDirectDraw7, NULL)))
return false;
if (FAILED(hr = fDirectDraw->SetCooperativeLevel(NULL, DDSCL_NORMAL)))
if (FAILED(DirectDrawCreateEx((GUID FAR *)NULL/*DDCREATE_EMULATIONONLY*/, (VOID**)&fDirectDraw, IID_IDirectDraw7, NULL)))
return false;
return true;
return SUCCEEDED(fDirectDraw->SetCooperativeLevel(NULL, DDSCL_NORMAL));
}
#endif

5
Sources/Plasma/PubUtilLib/plPipeline/CMakeLists.txt

@ -14,7 +14,6 @@ endif(WIN32)
set(plPipeline_SOURCES
hsG3DDeviceSelector.cpp
hsGColorizer.cpp
hsGDDrawDllLoad.cpp
plCaptureRender.cpp
plCubicRenderTargetModifier.cpp
plCullTree.cpp
@ -33,6 +32,7 @@ set(plPipeline_SOURCES
)
set(plDXPipeline_SOURCES
DX/hsGDirect3D.cpp
DX/plDXDeviceRefs.cpp
DX/plDXEnumerate.cpp
DX/plDXPipeline.cpp
@ -46,7 +46,6 @@ set(plPipeline_HEADERS
hsFogControl.h
hsG3DDeviceSelector.h
hsGColorizer.h
hsGDDrawDllLoad.h
hsGDeviceRef.h
hsWinRef.h
plBinkPlayer.h
@ -75,6 +74,7 @@ set(plPipeline_HEADERS
)
set(plDXPipeline_HEADERS
DX/hsGDirect3D.h
DX/plDXBufferRefs.h
DX/plDXDeviceRef.h
DX/plDXEnumerate.h
@ -91,6 +91,7 @@ set(plDXPipeline_HEADERS
if(WIN32)
add_library(plPipeline STATIC ${plPipeline_SOURCES} ${plDXPipeline_SOURCES} ${plPipeline_HEADERS} ${plDXPipeline_HEADERS})
target_link_libraries(plPipeline ${DirectX_LIBRARIES})
else()
add_library(plPipeline STATIC ${plPipeline_SOURCES} ${plPipeline_HEADERS})
endif()

50
Sources/Plasma/PubUtilLib/plPipeline/hsGDDrawDllLoad.cpp → Sources/Plasma/PubUtilLib/plPipeline/DX/hsGDirect3D.cpp

@ -40,39 +40,43 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
*==LICENSE==*/
#ifdef HS_BUILD_FOR_WIN32
#include "hsGDirect3D.h"
#include "plDXEnumerate.h"
#include "hsWindows.h"
#include <d3d9.h>
#include <functional>
#include <memory>
#include <ddraw.h>
#include "hsGDDrawDllLoad.h"
static std::unique_ptr<hsGDirect3DTnLEnumerate> s_tnlEnum;
hsGDirect3DTnLEnumerate& hsGDirect3D::EnumerateTnL(bool reenum)
{
if (reenum || !s_tnlEnum.get())
s_tnlEnum.reset(new hsGDirect3DTnLEnumerate());
static hsGDDrawDllLoad staticDllLoad;
// Be nice to legacy code and return a reference...
hsGDirect3DTnLEnumerate* ptr = s_tnlEnum.get();
return *ptr;
}
hsGDDrawDllLoad::hsGDDrawDllLoad()
void hsGDirect3D::ReleaseTnLEnum()
{
hsAssert(!staticDllLoad.fD3DDll, "Don't make instances of this class, just use GetDDrawDll func");
fD3DDll = LoadLibrary( "D3D9.DLL" );
if (fD3DDll)
hsStatusMessage( "--- D3D9.DLL loaded successfully.\n" );
else
hsStatusMessage( "--- Unable to load D3D9.DLL successfully.\n" );
s_tnlEnum.release();
}
hsGDDrawDllLoad::~hsGDDrawDllLoad()
static void IDeleteDirect3D(IDirect3D9* d3d)
{
if (fD3DDll != nil)
{
hsStatusMessage( "--- Unloading D3D.DLL.\n" );
FreeLibrary(fD3DDll);
}
while (d3d->Release()) { }
}
HMODULE hsGDDrawDllLoad::GetD3DDll()
static std::unique_ptr<IDirect3D9, std::function<void(IDirect3D9*)>> s_direct3d(nullptr, IDeleteDirect3D);
IDirect3D9* hsGDirect3D::GetDirect3D(bool recreate)
{
return staticDllLoad.fD3DDll;
if (recreate || !s_direct3d.get()) {
IDirect3D9* ptr = Direct3DCreate9(D3D_SDK_VERSION);
hsAssert(ptr, "failed to create Direct3D");
s_direct3d.reset(ptr);
}
return s_direct3d.get();
}
#endif //HS_BUILD_FOR_WIN32

28
Sources/Plasma/PubUtilLib/plPipeline/hsGDDrawDllLoad.h → Sources/Plasma/PubUtilLib/plPipeline/DX/hsGDirect3D.h

@ -40,23 +40,21 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
*==LICENSE==*/
#ifndef hsGDDrawDllLoad_inc
#define hsGDDrawDllLoad_inc
#ifndef _hsGDirect3D_inc_
#define _hsGDirect3D_inc_
#include "HeadSpin.h"
class hsGDirect3DTnLEnumerate;
struct IDirect3D9;
#if HS_BUILD_FOR_WIN32
class hsGDDrawDllLoad
namespace hsGDirect3D
{
private:
HMODULE fD3DDll;
hsGDirect3DTnLEnumerate& EnumerateTnL(bool reenum=false);
void ReleaseTnLEnum();
public:
hsGDDrawDllLoad();
~hsGDDrawDllLoad();
/** Get a root Direct3D object.
* \remarks You should not hold this pointer.
*/
IDirect3D9* GetDirect3D(bool recreate=false);
}
static HMODULE GetD3DDll();
};
#endif
#endif // hsGDDrawDllLoad_inc
#endif // _hsGDirect3D_inc_

113
Sources/Plasma/PubUtilLib/plPipeline/DX/plDXEnumerate.cpp

@ -39,11 +39,10 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
Mead, WA 99021
*==LICENSE==*/
#include "plDXEnumerate.h"
#include <ddraw.h>
#include "plPipeline/hsGDDrawDllLoad.h"
#include "plDXEnumerate.h"
#include "plPipeline/hsG3DDeviceSelector.h"
#include "hsGDirect3D.h"
//// Local Typedefs ///////////////////////////////////////////////////////////
@ -102,9 +101,6 @@ HRESULT hsGDirect3DTnLEnumerate::SelectFromDevMode(const hsG3DDeviceRecord* devR
if( !colorDepth )
enumFlags |= D3DENUM_CANWINDOW;
enumFlags |= D3DENUM_TNLHAL;
#ifdef HS_ALLOW_D3D_REF_DRIVER
enumFlags |= D3DENUM_REFERENCERAST;
#endif
D3DEnum_SelectDefaultDriver(enumFlags);
@ -219,8 +215,7 @@ HRESULT hsGDirect3DTnLEnumerate::D3DEnum_SelectDefaultDriver( DWORD dwFlags )
{
if( dwFlags & D3DENUM_CANWINDOW )
{
if( (pDriver == &fDrivers[0])
&&( pDevice->fDDCaps.Caps2 & DDCAPS2_CANRENDERWINDOWED ) )
if( (pDriver == &fDrivers[0]) )
{
if( ( pDevice->fDDCaps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT )
^ !(dwFlags & D3DENUM_TNLHAL) )
@ -286,27 +281,9 @@ hsGDirect3DTnLEnumerate::hsGDirect3DTnLEnumerate()
fCurrentDriver = NULL; // The selected DD driver
fDrivers.Reset(); // List of DD drivers
/// New DX Enumeration
// Get a pointer to the creation function
if( hsGDDrawDllLoad::GetD3DDll() == nil )
{
strcpy( fEnumeErrorStr, "Cannot load Direct3D driver!" );
return;
}
Direct3DCreateProc procPtr;
procPtr = (Direct3DCreateProc)GetProcAddress( hsGDDrawDllLoad::GetD3DDll(), "Direct3DCreate9" );
if( procPtr == nil )
{
strcpy( fEnumeErrorStr, "Cannot load D3D Create Proc!" );
return;
}
// Create a D3D object to use
IDirect3D9 *pD3D = procPtr( D3D_SDK_VERSION );
if( pD3D == nil )
IDirect3D9* pD3D = hsGDirect3D::GetDirect3D();
if (!pD3D)
{
strcpy( fEnumeErrorStr, "Cannot load DirectX!" );
return;
@ -333,9 +310,6 @@ hsGDirect3DTnLEnumerate::hsGDirect3DTnLEnumerate()
/// Do the mode and device enumeration for this adapter
IEnumAdapterDevices( pD3D, iAdapter, newDriver );
}
// Cleanup
pD3D->Release();
}
//// IEnumAdapterDevices //////////////////////////////////////////////////////
@ -391,12 +365,7 @@ void hsGDirect3DTnLEnumerate::IEnumAdapterDevices( IDirect3D9 *pD3D, UINT iAd
/// Confirm that HW vertex processing works on this device
if (deviceInfo->fDDCaps.DevCaps & D3DDEVCAPS_PUREDEVICE)
{
#if 0
behavior[iFormat] = D3DCREATE_HARDWARE_VERTEXPROCESSING |
D3DCREATE_PUREDEVICE;
#else
behavior[iFormat] = D3DCREATE_HARDWARE_VERTEXPROCESSING;
#endif
if (SUCCEEDED(IConfirmDevice(&deviceInfo->fDDCaps, behavior[iFormat],
currFormat)))
{
@ -662,16 +631,6 @@ bool hsG3DDeviceSelector::IGetD3DCardInfo( hsG3DDeviceRecord &record,
adapterInfo = &driverD3DInfo->fAdapterInfo;
/// Print out to our demo data file
plDemoDebugFile::Write( "DeviceSelector detected DX Direct3D device. Info:" );
plDemoDebugFile::Write( " Driver Description", (char *)adapterInfo->Description );
plDemoDebugFile::Write( " Driver Name", (char *)adapterInfo->Driver );
plDemoDebugFile::Write( " Vendor ID", (int32_t)adapterInfo->VendorId );
plDemoDebugFile::Write( " Device ID", (int32_t)adapterInfo->DeviceId );
plDemoDebugFile::Write( " Version", (char *)record.GetDriverVersion() );
plDemoDebugFile::Write( " Memory size (in MB)", record.GetMemoryBytes() / ( 1024 * 1024 ) );
plDemoDebugFile::Write( " Memory size (in bytes)", record.GetMemoryBytes() );
*vendorID = adapterInfo->VendorId;
*deviceID = adapterInfo->DeviceId;
*driverString = adapterInfo->Driver;
@ -680,42 +639,11 @@ bool hsG3DDeviceSelector::IGetD3DCardInfo( hsG3DDeviceRecord &record,
return true;
}
//// IInitDirect3D ////////////////////////////////////////////////////////////
bool hsG3DDeviceSelector::IInitDirect3D( void )
{
if( hsGDDrawDllLoad::GetD3DDll() == nil )
{
strcpy( fErrorString, "Cannot load Direct3D driver!" );
return false;
}
Direct3DCreateProc procPtr;
procPtr = (Direct3DCreateProc)GetProcAddress( hsGDDrawDllLoad::GetD3DDll(), "Direct3DCreate9" );
if( procPtr == nil )
{
strcpy( fErrorString, "Cannot load D3D Create Proc!" );
return false;
}
// Create a D3D object to use
IDirect3D9 *pD3D = procPtr( D3D_SDK_VERSION );
if( pD3D == nil )
{
strcpy( fErrorString, "Cannot load DirectX!" );
return false;
}
pD3D->Release();
fErrorString[ 0 ] = 0;
return true;
}
//// ITryDirect3DTnL //////////////////////////////////////////////////////////
void hsG3DDeviceSelector::ITryDirect3DTnL(hsWinRef winRef)
{
hsGDirect3DTnLEnumerate d3dEnum;
hsGDirect3DTnLEnumerate& d3dEnum = hsGDirect3D::EnumerateTnL();
int i;
for( i = 0; i < d3dEnum.GetNumDrivers(); i++ )
@ -732,7 +660,7 @@ void hsG3DDeviceSelector::ITryDirect3DTnLDriver(D3DEnum_DriverInfo* drivInfo)
{
hsG3DDeviceRecord devRec;
devRec.Clear();
devRec.SetG3DDeviceType( kDevTypeDirect3DTnL );
devRec.SetG3DDeviceType( kDevTypeDirect3D );
devRec.SetDriverName( drivInfo->fAdapterInfo.Driver );
devRec.SetDriverDesc( drivInfo->fAdapterInfo.Description );
@ -758,29 +686,6 @@ void hsG3DDeviceSelector::ITryDirect3DTnLDriver(D3DEnum_DriverInfo* drivInfo)
/// Done first now, so we can alter the D3D type later
ITryDirect3DTnLDevice( &drivInfo->fDevices[i], currDevRec );
/// Check the vendor ID to see if it's 3dfx (#0x121a). If it is, don't add it.
/// (we don't support 3dfx D3D devices) -mcn
/// 11.25.2000 mcn - Knew this was going to come back and bite me. Now we just
/// append (3dfx) to the end of the device description, so that our latter test
/// can throw it out or not, depending on whether we're "strong".
if( drivInfo->fAdapterInfo.VendorId == 0x121a &&
( currDevRec.GetG3DHALorHEL() == hsG3DDeviceSelector::kHHD3DHALDev ||
currDevRec.GetG3DHALorHEL() == hsG3DDeviceSelector::kHHD3DTnLHalDev ) )
{
if( drivInfo->fAdapterInfo.DeviceId >= 0x00000009 )
{
currDevRec.SetG3DHALorHEL( kHHD3D3dfxVoodoo5Dev );
plDemoDebugFile::Write( " Tagging device as a 3dfx Voodoo5 or above" );
}
else
{
currDevRec.SetG3DHALorHEL( kHHD3D3dfxDev );
plDemoDebugFile::Write( " Tagging device as a non-V5 3dfx card" );
}
}
IFudgeDirectXDevice( currDevRec, (D3DEnum_DriverInfo *)drivInfo, (D3DEnum_DeviceInfo *)&drivInfo->fDevices[ i ] );
if( currDevRec.GetModes().GetCount() )
@ -822,10 +727,6 @@ void hsG3DDeviceSelector::ITryDirect3DTnLDevice(D3DEnum_DeviceInfo* devInfo, hsG
devRec.SetCap(kCapsPerspective);
if( devInfo->fIsHardware )
devRec.SetCap( kCapsHardware );
if( devInfo->fDDCaps.RasterCaps & D3DPRASTERCAPS_DITHER )
devRec.SetCap(kCapsDither);
if( devInfo->fDDCaps.RasterCaps & D3DPRASTERCAPS_WBUFFER )
devRec.SetCap(kCapsWBuffer);
if( devInfo->fDDCaps.RasterCaps & D3DPRASTERCAPS_FOGTABLE )
{
devRec.SetCap( kCapsFogLinear );

2
Sources/Plasma/PubUtilLib/plPipeline/DX/plDXEnumerate.h

@ -121,8 +121,6 @@ class hsG3DDeviceMode;
class hsGDirect3DTnLEnumerate
{
protected:
HMODULE fDDrawDLL;
char fEnumeErrorStr[128]; // ドライバ、デバイス列挙エラーメッセージ格納バッファ
hsTArray<D3DEnum_DriverInfo> fDrivers;

175
Sources/Plasma/PubUtilLib/plPipeline/DX/plDXPipeline.cpp

@ -55,8 +55,8 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
#include "hsWindows.h"
#include <d3d9.h>
#include <ddraw.h>
#include <d3dx9mesh.h>
#include "hsGDirect3D.h"
#if defined(DX_OLD_SDK) || defined(__MINGW32__)
#include <dxerr9.h>
@ -78,7 +78,6 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
#include "plPipeline/plDebugText.h"
#include "plDXEnumerate.h"
#include "plPipeline/hsG3DDeviceSelector.h"
#include "plPipeline/hsGDDrawDllLoad.h"
#include "hsResMgr.h"
#include "plPipeline/plStatusLogDrawer.h"
#include "plQuality.h"
@ -625,7 +624,7 @@ plDXPipeline::plDXPipeline( hsWinRef hWnd, const hsG3DDeviceModeRecord *devModeR
else
fSettings.fNumAASamples = devMode->GetFSAAType( devRec->GetAASetting() - 1 );
hsGDirect3DTnLEnumerate d3dEnum;
hsGDirect3DTnLEnumerate& d3dEnum = hsGDirect3D::EnumerateTnL();
if( d3dEnum.GetEnumeErrorStr()[ 0 ] )
{
IShowErrorMessage( (char *)d3dEnum.GetEnumeErrorStr() );
@ -638,16 +637,6 @@ plDXPipeline::plDXPipeline( hsWinRef hWnd, const hsG3DDeviceModeRecord *devModeR
return;
}
// Gotta create this very first, so that the device/driver init works
if( !fD3DObject )
{
if( ICreateMaster() )
{
IShowErrorMessage( "Cannot create D3D master object" );
return;
}
}
// Record the requested mode/setup.
ISetCurrentDriver( d3dEnum.GetCurrentDriver() );
ISetCurrentDevice( d3dEnum.GetCurrentDevice() );
@ -695,6 +684,8 @@ plDXPipeline::plDXPipeline( hsWinRef hWnd, const hsG3DDeviceModeRecord *devModeR
plStatusLog::AddLineS("pipeline.log", "%d, %d, %d", temp[i].Width, temp[i].Height, 32);
}*/
// We don't need the TnL enumeration for the lifetime of the game, so say goodbye!
hsGDirect3D::ReleaseTnLEnum();
}
// Cleanup - Most happens in IReleaseDeviceObject().
@ -722,7 +713,7 @@ plDXPipeline::~plDXPipeline()
// built from. For example, the fD3DObject pointer is set to nil so that it's safe
// to delete or set to a valid pointer. It must be set to a valid pointer
// before the pipeline can be used for much.
// After the core initialization is done (in ICreateMaster and ICreateDeviceObjects)
// After the core initialization is done (in ICreateDeviceObjects)
// render state will be initialized in IInitDeviceState.
void plDXPipeline::IClearMembers()
@ -774,7 +765,6 @@ void plDXPipeline::IClearMembers()
fBlurVBuffers[i] = nil;
fBlurVSHandle = 0;
fD3DObject = nil;
fD3DDevice = nil;
fD3DBackBuff = nil;
fD3DDepthSurface = nil;
@ -892,7 +882,6 @@ void plDXGeneralSettings::Reset()
fNoGammaCorrect = false;
fMaxUVWSrc = 8;
fCantProj = false;
fLimitedProj = false;
fBadManaged = false;
fShareDepth = false;
fCurrAnisotropy = false;
@ -931,7 +920,7 @@ void plDXPipeline::IInitDeviceState()
fD3DDevice->SetRenderState( D3DRS_ZFUNC, D3DCMP_LESSEQUAL );
fD3DDevice->SetRenderState( D3DRS_ZWRITEENABLE, TRUE );
fD3DDevice->SetRenderState( D3DRS_ZENABLE, ( fSettings.fD3DCaps & kCapsWBuffer ) ? D3DZB_USEW : D3DZB_TRUE );
fD3DDevice->SetRenderState( D3DRS_ZENABLE, D3DZB_TRUE );
fD3DDevice->SetRenderState( D3DRS_CLIPPING, TRUE );
fD3DDevice->SetRenderState( D3DRS_CULLMODE, fCurrCullMode );
ISetCullMode();
@ -943,7 +932,7 @@ void plDXPipeline::IInitDeviceState()
fD3DDevice->SetRenderState( D3DRS_MULTISAMPLEANTIALIAS, ( fSettings.fD3DCaps & kCapsFSAntiAlias ) ? TRUE : FALSE );
fD3DDevice->SetRenderState( D3DRS_ANTIALIASEDLINEENABLE, FALSE );
fD3DDevice->SetRenderState( D3DRS_DITHERENABLE, ( fSettings.fD3DCaps & kCapsDither ) ? TRUE : FALSE );
fD3DDevice->SetRenderState( D3DRS_DITHERENABLE, FALSE );
fD3DDevice->SetRenderState( D3DRS_SPECULARENABLE, FALSE );
fD3DDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
fCurrD3DLiteState = false;
@ -1040,10 +1029,6 @@ void plDXPipeline::ISetCaps()
fSettings.fD3DCaps |= kCapsMipmap;
if (fCurrentDevice->fDDCaps.TextureCaps & D3DPTEXTURECAPS_MIPCUBEMAP)
fSettings.fD3DCaps |= kCapsCubicMipmap;
if (fCurrentDevice->fDDCaps.RasterCaps & D3DPRASTERCAPS_WBUFFER)
fSettings.fD3DCaps |= kCapsWBuffer;
if (fCurrentDevice->fDDCaps.RasterCaps & D3DPRASTERCAPS_DITHER)
fSettings.fD3DCaps |= kCapsDither;
if (fSettings.fNumAASamples > 0)
fSettings.fD3DCaps |= kCapsFSAntiAlias;
if (fCurrentDevice->fDDCaps.RasterCaps & D3DPRASTERCAPS_WFOG)
@ -1167,16 +1152,8 @@ void plDXPipeline::IRestrictCaps( const hsG3DDeviceRecord& devRec )
fSettings.fD3DCaps &= ~kCapsMipmap;
if( !devRec.GetCap( hsG3DDeviceSelector::kCapsCubicMipmap ) )
fSettings.fD3DCaps &= ~kCapsCubicMipmap;
if( !devRec.GetCap( hsG3DDeviceSelector::kCapsWBuffer ) )
fSettings.fD3DCaps &= ~kCapsWBuffer;
if( !devRec.GetCap( hsG3DDeviceSelector::kCapsZBias ) )
fSettings.fD3DCaps &= ~kCapsZBias;
// if( !devRec.GetCap( hsG3DDeviceSelector::kCapsHWTransform ) )
// fSettings.fD3DCaps &= ~kCapsHWTransform;
if( !devRec.GetCap( hsG3DDeviceSelector::kCapsDither ) )
fSettings.fD3DCaps &= ~kCapsDither;
// if( devRec.GetAASetting() == 0 )
// fSettings.fD3DCaps &= ~kCapsFSAntiAlias;
if( !devRec.GetCap( hsG3DDeviceSelector::kCapsFogExp ) )
fSettings.fD3DCaps &= ~kCapsExpFog;
if( !devRec.GetCap( hsG3DDeviceSelector::kCapsCubicTextures ) )
@ -1187,8 +1164,6 @@ void plDXPipeline::IRestrictCaps( const hsG3DDeviceRecord& devRec )
if( devRec.GetCap(hsG3DDeviceSelector::kCapsCantProj) )
fSettings.fCantProj = true;
if( devRec.GetCap(hsG3DDeviceSelector::kCapsLimitedProj) )
fSettings.fLimitedProj = true;
if( devRec.GetCap(hsG3DDeviceSelector::kCapsBadManaged) )
fSettings.fBadManaged = true;
if( devRec.GetCap(hsG3DDeviceSelector::kCapsShareDepth) )
@ -1204,11 +1179,6 @@ void plDXPipeline::IRestrictCaps( const hsG3DDeviceRecord& devRec )
if( devRec.GetCap( hsG3DDeviceSelector::kCapsBadYonStuff ) )
fSettings.fD3DCaps |= kCapsHasBadYonStuff;
/// 10.31.2000 mcn - Flag for can't-handle-under-8-pixel-dimensions-on-textures
/// (see, isn't the name flag actually better in retrospect? :)
if( devRec.GetCap( hsG3DDeviceSelector::kCapsNoKindaSmallTexs ) )
fSettings.fD3DCaps |= kCapsNoKindaSmallTexs;
/// Note: the following SHOULD be here, but we later detect for texture
/// formats and reset this flag. It should only be set if it is set already,
/// but that means ensuring it's set beforehand, which it might not be.
@ -1270,14 +1240,7 @@ void plDXPipeline::IRestrictCaps( const hsG3DDeviceRecord& devRec )
fManagedCutoff = 1;
}
//// Our temp debug flag to force z-buffering...
if( !( fDbgSetupInitFlags & 0x00000001 ) )
fSettings.fD3DCaps &= ~kCapsWBuffer;
/// Set up the z-bias scale values, based on z- or w-buffering
if( fSettings.fD3DCaps & kCapsWBuffer )
fTweaks.fDefaultPerspLayerScale = kPerspLayerScaleW;
else
/// Set up the z-bias scale values
fTweaks.fDefaultPerspLayerScale = kPerspLayerScale;
@ -1417,11 +1380,13 @@ void plDXPipeline::ISetCurrentDriver( D3DEnum_DriverInfo *driv )
fCurrentDriver->fCurrentDevice = nil;
/// Go looking for an adapter to match this one
IDirect3D9* d3d = hsGDirect3D::GetDirect3D();
UINT iAdapter;
for( fCurrentAdapter = 0, iAdapter = 0; iAdapter < fD3DObject->GetAdapterCount(); iAdapter++ )
for( fCurrentAdapter = 0, iAdapter = 0; iAdapter < d3d->GetAdapterCount(); iAdapter++ )
{
D3DADAPTER_IDENTIFIER9 adapterInfo;
fD3DObject->GetAdapterIdentifier( iAdapter, 0, &adapterInfo );
d3d->GetAdapterIdentifier( iAdapter, 0, &adapterInfo );
if( adapterInfo.DeviceIdentifier == fCurrentDriver->fAdapterInfo.DeviceIdentifier )
{
@ -1498,7 +1463,7 @@ bool plDXPipeline::IFindCompressedFormats()
for( i = 0; toCheckFor[ i ] != D3DFMT_UNKNOWN; i++ )
{
if( FAILED( fD3DObject->CheckDeviceFormat( fCurrentAdapter, fCurrentDevice->fDDType,
if( FAILED( hsGDirect3D::GetDirect3D()->CheckDeviceFormat( fCurrentAdapter, fCurrentDevice->fDDType,
fCurrentMode->fDDmode.Format,
0, D3DRTYPE_TEXTURE, toCheckFor[ i ] ) ) )
return false;
@ -1520,7 +1485,7 @@ bool plDXPipeline::IFindLuminanceFormats()
for( i = 0; toCheckFor[ i ] != D3DFMT_UNKNOWN; i++ )
{
if( FAILED( fD3DObject->CheckDeviceFormat( fCurrentAdapter, fCurrentDevice->fDDType,
if (FAILED(hsGDirect3D::GetDirect3D()->CheckDeviceFormat(fCurrentAdapter, fCurrentDevice->fDDType,
fCurrentMode->fDDmode.Format,
0, D3DRTYPE_TEXTURE, toCheckFor[ i ] ) ) )
return false;
@ -1537,7 +1502,7 @@ bool plDXPipeline::IFindLuminanceFormats()
bool plDXPipeline::ITextureFormatAllowed( D3DFORMAT format )
{
if( FAILED( fD3DObject->CheckDeviceFormat( fCurrentAdapter, fCurrentDevice->fDDType,
if (FAILED( hsGDirect3D::GetDirect3D()->CheckDeviceFormat(fCurrentAdapter, fCurrentDevice->fDDType,
fCurrentMode->fDDmode.Format,
0, D3DRTYPE_TEXTURE, format ) ) )
return false;
@ -1584,32 +1549,6 @@ bool plDXPipeline::IsDebugFlagSet( uint32_t flag ) const
//// Device Creation //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
//// ICreateMaster ////////////////////////////////////////////////////////////
// Creates the master Direct3D objects. I guess just in case you want
// multiple Direct3D devices.... :~
bool plDXPipeline::ICreateMaster()
{
hsAssert( !fD3DObject, "ICreateMaster() should only be called for Master Direct3DDevice" );
/// The new DirectX Way: Create a Direct3D object, out of which everything else springs
if( hsGDDrawDllLoad::GetD3DDll() == nil )
return ICreateFail( "Cannot load Direct3D driver!" );
Direct3DCreateProc procPtr;
procPtr = (Direct3DCreateProc)GetProcAddress( hsGDDrawDllLoad::GetD3DDll(), "Direct3DCreate9" );
if( procPtr == nil )
return ICreateFail( "Cannot load D3D Create Proc!" );
// Create a D3D object to use
fD3DObject = procPtr( D3D_SDK_VERSION );
if( fD3DObject == nil )
return ICreateFail( "Cannot create Direct3D object" );
return false;
}
//// ICreateDevice ////////////////////////////////////////////////////
//
// Creates the device. Surfaces, buffers, etc. created separately (in case of lost device).
@ -1625,7 +1564,11 @@ bool plDXPipeline::ICreateDevice(bool windowed)
char msg[ 256 ];
#endif // DBG_WRITE_FORMATS
INIT_ERROR_CHECK( fD3DObject->GetAdapterDisplayMode( fCurrentAdapter, &dispMode ),
IDirect3D9* d3d = hsGDirect3D::GetDirect3D();
if (!d3d)
return ICreateFail("Failed to get Direct3D Object");
INIT_ERROR_CHECK( d3d->GetAdapterDisplayMode( fCurrentAdapter, &dispMode ),
"Cannot get desktop display mode" );
// save desktop properties
@ -1722,10 +1665,10 @@ bool plDXPipeline::ICreateDevice(bool windowed)
#ifndef PLASMA_EXTERNAL_RELEASE
UINT adapter;
for (adapter = 0; adapter < fD3DObject->GetAdapterCount(); adapter++)
for (adapter = 0; adapter < d3d->GetAdapterCount(); adapter++)
{
D3DADAPTER_IDENTIFIER9 id;
fD3DObject->GetAdapterIdentifier(adapter, 0, &id);
d3d->GetAdapterIdentifier(adapter, 0, &id);
// We should be matching against "NVIDIA NVPerfHUD", but the space
// in the description seems to be bogus. This seems to be a fair
@ -1743,7 +1686,7 @@ bool plDXPipeline::ICreateDevice(bool windowed)
}
#endif // PLASMA_EXTERNAL_RELEASE
INIT_ERROR_CHECK( fD3DObject->CreateDevice( fCurrentAdapter, fCurrentDevice->fDDType,
INIT_ERROR_CHECK( d3d->CreateDevice( fCurrentAdapter, fCurrentDevice->fDDType,
fSettings.fHWnd, fCurrentMode->fDDBehavior,
&params, &fD3DDevice ),
"Cannot create primary display surface via CreateDevice()" );
@ -1774,6 +1717,8 @@ bool plDXPipeline::ICreateDevice(bool windowed)
// will work.
bool plDXPipeline::IFindDepthFormat(D3DPRESENT_PARAMETERS& params)
{
IDirect3D9* d3d = hsGDirect3D::GetDirect3D();
// Okay, we're not using the stencil buffer right now, and it's bringing out
// some painful driver bugs on the GeForce2. So rather than go out of our way
// looking for trouble, we're going to look for a depth buffer with NO STENCIL.
@ -1785,7 +1730,7 @@ bool plDXPipeline::IFindDepthFormat(D3DPRESENT_PARAMETERS& params)
||(fmt == D3DFMT_D24X8)
||(fmt == D3DFMT_D16) )
{
HRESULT hr = fD3DObject->CheckDeviceMultiSampleType(fCurrentAdapter,
HRESULT hr = d3d->CheckDeviceMultiSampleType(fCurrentAdapter,
fCurrentDevice->fDDType,
fmt,
fCurrentMode->fWindowed ? TRUE : FALSE,
@ -1805,7 +1750,7 @@ bool plDXPipeline::IFindDepthFormat(D3DPRESENT_PARAMETERS& params)
D3DFORMAT fmt = fCurrentMode->fDepthFormats[ i ];
if( fmt == D3DFMT_D15S1 || fmt == D3DFMT_D24X4S4 || fmt == D3DFMT_D24S8 )
{
HRESULT hr = fD3DObject->CheckDeviceMultiSampleType(fCurrentAdapter,
HRESULT hr = d3d->CheckDeviceMultiSampleType(fCurrentAdapter,
fCurrentDevice->fDDType,
fmt,
fCurrentMode->fWindowed ? TRUE : FALSE,
@ -2071,16 +2016,6 @@ void plDXPipeline::IReleaseDeviceObjects()
fD3DDevice = nil;
}
if( fD3DObject != nil )
{
LONG ret;
while( ret = fD3DObject->Release() )
{
hsStatusMessageF("%d - Error releasing Direct3D Object", ret);
}
fD3DObject = nil;
}
fManagedAlloced = false;
fAllocUnManaged = false;
}
@ -2579,14 +2514,11 @@ void plDXPipeline::Resize( uint32_t width, uint32_t height )
}
// Recreate
if( !fD3DObject )
{
if( ICreateMaster() )
if( hsGDirect3D::GetDirect3D(true) )
{
IShowErrorMessage( "Cannot create D3D master object" );
return;
}
}
// Go recreate surfaces and DX-dependent objects
if( ICreateDeviceObjects() )
@ -3920,9 +3852,7 @@ bool plDXPipeline::BeginRender()
}
// Superfluous setting of Z state.
fD3DDevice->SetRenderState( D3DRS_ZENABLE,
( fView.IsPerspective() && ( fSettings.fD3DCaps & kCapsWBuffer ) )
? D3DZB_USEW : D3DZB_TRUE );
fD3DDevice->SetRenderState( D3DRS_ZENABLE, D3DZB_TRUE );
/// If we have a renderTarget active, use its viewport
ISetViewport();
@ -4820,6 +4750,7 @@ bool plDXPipeline::IPrepRenderTargetInfo( plRenderTarget *owner, D3DFORMAT &sur
uint16_t flags, width, height;
int8_t bitDepth, zDepth, stencilDepth, stencilIndex;
D3DFORMAT depthFormats[] = { D3DFMT_D24X8, D3DFMT_D24X4S4, D3DFMT_D24S8 };
IDirect3D9* d3d = hsGDirect3D::GetDirect3D();
flags = owner->GetFlags();
@ -4886,7 +4817,7 @@ bool plDXPipeline::IPrepRenderTargetInfo( plRenderTarget *owner, D3DFORMAT &sur
}
/// Check the device format
if( FAILED( fSettings.fDXError = fD3DObject->CheckDeviceFormat( fCurrentAdapter, fCurrentDevice->fDDType, fCurrentMode->fDDmode.Format,
if( FAILED( fSettings.fDXError = d3d->CheckDeviceFormat( fCurrentAdapter, fCurrentDevice->fDDType, fCurrentMode->fDDmode.Format,
D3DUSAGE_RENDERTARGET, resType, surfFormat ) ) )
{
if( bitDepth == 16 )
@ -4899,7 +4830,7 @@ bool plDXPipeline::IPrepRenderTargetInfo( plRenderTarget *owner, D3DFORMAT &sur
bitDepth = 16;
surfFormat = D3DFMT_A4R4G4B4;
}
if( FAILED( fSettings.fDXError = fD3DObject->CheckDeviceFormat( fCurrentAdapter, fCurrentDevice->fDDType, fCurrentMode->fDDmode.Format,
if( FAILED( fSettings.fDXError = d3d->CheckDeviceFormat( fCurrentAdapter, fCurrentDevice->fDDType, fCurrentMode->fDDmode.Format,
D3DUSAGE_RENDERTARGET, resType, surfFormat ) ) )
{
IGetD3DError();
@ -4909,7 +4840,7 @@ bool plDXPipeline::IPrepRenderTargetInfo( plRenderTarget *owner, D3DFORMAT &sur
if( zDepth )
{
while( FAILED( fSettings.fDXError = fD3DObject->CheckDeviceFormat( fCurrentAdapter, fCurrentDevice->fDDType, fCurrentMode->fDDmode.Format,
while( FAILED( fSettings.fDXError = d3d->CheckDeviceFormat( fCurrentAdapter, fCurrentDevice->fDDType, fCurrentMode->fDDmode.Format,
D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, depthFormat ) ) )
{
if( stencilIndex < sizeof( depthFormats ) / sizeof( depthFormats[ 0 ] ) - 1 )
@ -4924,7 +4855,7 @@ bool plDXPipeline::IPrepRenderTargetInfo( plRenderTarget *owner, D3DFORMAT &sur
}
}
if( FAILED( fSettings.fDXError = fD3DObject->CheckDepthStencilMatch( fCurrentAdapter, fCurrentDevice->fDDType, fCurrentMode->fDDmode.Format,
if( FAILED( fSettings.fDXError = d3d->CheckDepthStencilMatch( fCurrentAdapter, fCurrentDevice->fDDType, fCurrentMode->fDDmode.Format,
surfFormat, depthFormat ) ) )
{
IGetD3DError();
@ -4952,6 +4883,7 @@ bool plDXPipeline::IFindRenderTargetInfo( plRenderTarget *owner, D3DFORMAT &sur
height = owner->GetHeight();
bitDepth = owner->GetPixelSize();
IDirect3D9* d3d = hsGDirect3D::GetDirect3D();
if( flags != 0 )
{
if( flags & plRenderTarget::kIsTexture )
@ -4972,7 +4904,7 @@ bool plDXPipeline::IFindRenderTargetInfo( plRenderTarget *owner, D3DFORMAT &sur
}
/// Check the device format
if( FAILED( fSettings.fDXError = fD3DObject->CheckDeviceFormat( fCurrentAdapter, fCurrentDevice->fDDType, fCurrentMode->fDDmode.Format,
if( FAILED( fSettings.fDXError = d3d->CheckDeviceFormat( fCurrentAdapter, fCurrentDevice->fDDType, fCurrentMode->fDDmode.Format,
D3DUSAGE_RENDERTARGET, resType, surfFormat ) ) )
{
if( bitDepth == 16 )
@ -4985,7 +4917,7 @@ bool plDXPipeline::IFindRenderTargetInfo( plRenderTarget *owner, D3DFORMAT &sur
bitDepth = 16;
surfFormat = D3DFMT_A4R4G4B4;
}
if( FAILED( fSettings.fDXError = fD3DObject->CheckDeviceFormat( fCurrentAdapter, fCurrentDevice->fDDType, fCurrentMode->fDDmode.Format,
if( FAILED( fSettings.fDXError = d3d->CheckDeviceFormat( fCurrentAdapter, fCurrentDevice->fDDType, fCurrentMode->fDDmode.Format,
D3DUSAGE_RENDERTARGET, resType, surfFormat ) ) )
{
IGetD3DError();
@ -8702,11 +8634,6 @@ bool plDXPipeline::IProcessMipmapLevels( plMipmap *mipmap, uint32_t &numLevels,
{
uint32_t sizeMask = 0x03;
/// 10.31.2000 - If we have this flag set, we really have to cut out
/// sizes under 8x8. So far only true on the KYRO...
if( fSettings.fD3DCaps & kCapsNoKindaSmallTexs )
sizeMask = 0x07;
int maxLevel = mipmap->GetNumLevels() - 1;
/// 9.7.2000 - Also do this test if the card doesn't support
@ -9722,25 +9649,7 @@ hsMatrix44 plDXPipeline::IGetCameraToNDC()
// is [x/w, y/w, z/w + t/s, 1/sw]
if( fSettings.fD3DCaps & kCapsWBuffer )
{
// W-buffering is only true w-buffering on 3dfx cards. On everything else,
// they REALLY base it off the Z value. So we want to scale (but NOT translate)
// the Z...
// Note: the base value for perspLayerScale should be 0.001 for w-buffering,
// not the normal 0.00001
float scale = 1.f - float(fCurrRenderLayer) * fTweaks.fPerspLayerScale;
cam2ndc.fMap[0][0] *= scale;
cam2ndc.fMap[1][1] *= scale;
cam2ndc.fMap[2][2] *= scale;
cam2ndc.fMap[3][2] *= scale;
}
else
{
// Z-buffering, so do it the traditional way
float scale = 1.f - float(fCurrRenderLayer) * fTweaks.fPerspLayerScale;
// scale = -1.f;
float zTrans = -scale * float(fCurrRenderLayer) * fTweaks.fPerspLayerTrans;
cam2ndc.fMap[0][0] *= scale;
@ -9750,7 +9659,6 @@ hsMatrix44 plDXPipeline::IGetCameraToNDC()
cam2ndc.fMap[2][2] += zTrans * cam2ndc.fMap[3][2];
cam2ndc.fMap[3][2] *= scale;
}
}
else
{
plConst(float) kZTrans = -1.e-4f;
@ -11417,9 +11325,6 @@ void plDXPipeline::IRenderProjectionEach(const plRenderPrimFunc& render, hsGMate
int iNextPass = iPass + fCurrNumLayers;
if( fSettings.fLimitedProj && (material->GetLayer(iPass)->GetUVWSrc() & ~plLayerInterface::kUVWIdxMask) )
return;
// For each projector:
int k;
for( k = 0; k < fLights.fProjEach.GetCount(); k++ )
@ -12248,12 +12153,6 @@ void plDXPipeline::SubmitShadowSlave(plShadowSlave* slave)
if( !(slave && slave->fCaster && slave->fCaster->GetKey()) )
return;
// A board with limited projection capability (i.e. GeForce1) can't
// do perspective shadows (from point source lights) because it
// requires a count3 uvw on 2 texture units (0,1) simultaneously. Just skip.
if( (fSettings.fLimitedProj || fSettings.fCantProj) && slave->fView.GetPerspective() )
return;
// Ref the shadow caster so we're sure it will still be around when we go to
// render it.
slave->fCaster->GetKey()->RefObject();

28
Sources/Plasma/PubUtilLib/plPipeline/DX/plDXPipeline.h

@ -187,21 +187,17 @@ protected:
kCapsExpFog = 0x00000040,
kCapsExp2Fog = 0x00000080,
kCapsRangeFog = 0x00000100,
kCapsWBuffer = 0x00000200,
kCapsTexBoundToStage = 0x00000400,
kCapsDither = 0x00000800,
kCapsLODWatch = 0x00001000,
kCapsFSAntiAlias = 0x00002000,
kCapsLuminanceTextures = 0x00004000,
kCapsDoesSmallTextures = 0x00008000,
kCapsDoesWFog = 0x00010000,
kCapsPixelFog = 0x00020000,
kCapsHasBadYonStuff = 0x00040000,
kCapsNoKindaSmallTexs = 0x00080000,
kCapsNpotTextures = 0x00100000,
kCapsCubicTextures = 0x00200000,
kCapsCubicMipmap = 0x00400000
kCapsTexBoundToStage = 0x00000200,
kCapsLODWatch = 0x00000400,
kCapsFSAntiAlias = 0x00000800,
kCapsLuminanceTextures = 0x00001000,
kCapsDoesSmallTextures = 0x00002000,
kCapsDoesWFog = 0x00004000,
kCapsPixelFog = 0x00008000,
kCapsHasBadYonStuff = 0x00010000,
kCapsNpotTextures = 0x00020000,
kCapsCubicTextures = 0x00040000,
kCapsCubicMipmap = 0x00080000
};
enum {
kKNone = 0x0,
@ -212,7 +208,6 @@ protected:
plDXPlateManager* fPlateMgr;
// The main D3D interfaces
LPDIRECT3D9 fD3DObject; // The main D3D object
LPDIRECT3DDEVICE9 fD3DDevice; // The D3D rendering device
IDirect3DSurface9* fD3DMainSurface;
IDirect3DSurface9* fD3DDepthSurface;
@ -506,7 +501,6 @@ protected:
void ISetCurrentDevice( D3DEnum_DeviceInfo *dev );
void ISetCurrentMode( D3DEnum_ModeInfo *mode );
bool ICreateMaster();
bool ICreateDevice(bool windowed);
bool ICreateNormalSurfaces();

1265
Sources/Plasma/PubUtilLib/plPipeline/hsG3DDeviceSelector.cpp

File diff suppressed because it is too large Load Diff

134
Sources/Plasma/PubUtilLib/plPipeline/hsG3DDeviceSelector.h

@ -69,9 +69,6 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
#define DYNAHEADER 1
#endif // HS_BUILD_FOR_WIN32
/// #define the following to allow selection of the D3D reference driver
#define HS_ALLOW_D3D_REF_DRIVER 1
class hsStream;
struct D3DEnum_DeviceInfo;
@ -127,9 +124,6 @@ public:
void AddFSAAType( uint8_t type ) { fFSAATypes.Append( type ); }
void SetCanRenderToCubics( bool can ) { fCanRenderToCubics = can; }
void Read(hsStream* s);
void Write(hsStream* s) const;
};
class hsG3DDeviceRecord
@ -149,24 +143,6 @@ public:
protected:
uint32_t fRecordVersion; /// Version starts at 2 (see .cpp for explanation)
enum {
kCurrRecordVersion = 0x0b
/// Version history:
/// 1 - Initial version (had no version #)
/// 2 - Added Z and LOD bias
/// 3 - Changed Z and LOD bias to floats, added fog tweaks
/// 4 - Changed values for fog tweaks; force reload through version #
/// 5 - Same as #4, updated fog end bias to be based solely on fog quantization/bit depth
/// 6 - Updated values for the ATI boards, Matrox, and i810
/// 7 - Added fog knee tweaks
/// 8 - Added support for multiple depth/stencil formats per mode
/// 9 - Added multisample types to the mode record
/// A - Added anisotropic sample field
/// B - Added flag for cubic textures support
};
/// Version < 2 Data
uint32_t fFlags;
uint32_t fG3DDeviceType;
@ -184,7 +160,6 @@ protected:
hsTArray<hsG3DDeviceMode> fModes;
/// New to Version 3
float fZBiasRating;
float fLODBiasRating;
float fFogExpApproxStart;
@ -193,17 +168,12 @@ protected:
// (i.e. for Z fog, it's a percentage of 1 to add on,
// for W fog, it's a percentage of the yon)
/// Version 7 - Fog Knee values
float fFogKnees[ kNumFogTypes ];
float fFogKneeVals[ kNumFogTypes ];
/// Version 9 - The actual AA setting we use
uint8_t fAASetting;
/// Version A - the anisotropic level we use
uint8_t fMaxAnisotropicSamples; // 1 to disable, up to max allowed in hardware
int fPixelShaderMajorVer;
int fPixelShaderMinorVer;
public:
hsG3DDeviceRecord();
@ -274,17 +244,6 @@ public:
void ClearModes();
void Clear();
void RemoveDiscarded();
// PlaceHolder - Whether a mode can window is restricted by the current setup
// of the PC. E.g. if the user changes from 16 bit to TrueColor, the Modes that
// can window are pretty much flipped. So we'll have to pass in enough info (like
// the hWnd?) to find out what the current setup is to make sure it's compatible.
bool ModeCanWindow(void* ctx, hsG3DDeviceMode* mode) { return false; }
void SetPixelShaderVersion(int major, int minor) { fPixelShaderMajorVer = major; fPixelShaderMinorVer = minor; }
void GetPixelShaderVersion(int &major, int &minor) { major = fPixelShaderMajorVer; minor = fPixelShaderMinorVer; }
void Read(hsStream* s);
void Write(hsStream* s) const;
};
class hsG3DDeviceModeRecord
@ -309,47 +268,34 @@ class hsG3DDeviceSelector : public hsRefCnt
public:
enum {
kDevTypeUnknown = 0,
kDevTypeGlide,
kDevTypeDirect3D,
kDevTypeOpenGL,
kDevTypeDirect3DTnL,
kNumDevTypes
};
enum {
kHHTypeUnknown = 0,
kHHD3DNullDev,
kHHD3DRampDev,
kHHD3DRGBDev,
kHHD3DHALDev,
kHHD3DMMXDev,
kHHD3DTnLHalDev,
kHHD3DRefDev,
kHHD3D3dfxDev,
kHHD3D3dfxVoodoo5Dev,
kNumHHTypes
};
enum {
kCapsNone = 0,
kCapsNoWindow,
kCapsMipmap,
kCapsPerspective,
kCapsHardware,
kCapsWBuffer,
kCapsCompressTextures,
kCapsHWTransform,
kCapsDither,
kCapsFogLinear,
kCapsFogExp,
kCapsFogExp2,
kCapsFogRange,
kCapsLODWatch,
kCapsUNUSED,
kCapsDoesSmallTextures,
kCapsPixelFog,
kCapsBadYonStuff,
kCapsNoKindaSmallTexs,
kCapsCubicTextures,
kCapsCubicMipmap,
kCapsZBias,
@ -360,7 +306,6 @@ public:
kCapsCantShadow,
kCapsMaxUVWSrc2,
kCapsCantProj,
kCapsLimitedProj,
kCapsShareDepth,
kCapsBadManaged,
kCapsNoAniso,
@ -381,37 +326,19 @@ protected:
char fErrorString[ 128 ];
void IClear();
void IRemoveDiscarded();
void ITryDirect3DTnLDevice(D3DEnum_DeviceInfo* devInfo, hsG3DDeviceRecord& srcDevRec);
void ITryDirect3DTnLDriver(D3DEnum_DriverInfo* drivInfo);
void ITryDirect3DTnL(hsWinRef winRef);
bool IInitDirect3D( void );
#ifdef HS_SELECT_DX7
void ITryDirect3DDevice(D3DEnum_DeviceInfo* devInfo, hsG3DDeviceRecord& srcDevRec);
void ITryDirect3DDriver(D3DEnum_DriverInfo* drivInfo);
void ITryDirect3D(hsWinRef winRef);
#endif // HS_SELECT_DX7
void IFudgeDirectXDevice( hsG3DDeviceRecord &record,
D3DEnum_DriverInfo *driverInfo, D3DEnum_DeviceInfo *deviceInfo );
uint32_t IAdjustDirectXMemory( uint32_t cardMem );
bool IGetD3DCardInfo( hsG3DDeviceRecord &record, void *driverInfo, void *deviceInfo,
uint32_t *vendorID, uint32_t *deviceID, char **driverString, char **descString );
#ifdef HS_SELECT_DX7
bool IGetD3D7CardInfo( hsG3DDeviceRecord &record, void *driverInfo, void *deviceInfo,
uint32_t *vendorID, uint32_t *deviceID, char **driverString, char **descString );
#endif // HS_SELECT_DX7
void ITryOpenGL( hsWinRef winRef );
void IGetExtOpenGLInfo( hsG3DDeviceRecord &devRec );
void IGetOpenGLModes( hsG3DDeviceRecord &devRec, char *driverName );
bool ITestOpenGLRes( int width, int height, int bitDepth,
hsG3DDeviceRecord &devRec, char *driverName );
#ifdef HS_OPEN_GL
#if HS_BUILD_FOR_WIN32
uint32_t ICreateTempOpenGLContext( HDC hDC, bool makeItFull );
#endif
#endif
void ISetFudgeFactors( uint8_t chipsetID, hsG3DDeviceRecord &record );
@ -419,65 +346,10 @@ public:
hsG3DDeviceSelector();
virtual ~hsG3DDeviceSelector();
void Clear();
void RemoveDiscarded();
void RemoveUnusableDevModes(bool bTough); // Removes modes and devices not allowed supported in release
bool Init( void ); // Returns false if couldn't init
const char *GetErrorString( void ) { return fErrorString; }
void Enumerate(hsWinRef winRef);
hsTArray<hsG3DDeviceRecord>& GetDeviceRecords() { return fRecords; }
bool GetDefault(hsG3DDeviceModeRecord *dmr);
hsG3DDeviceRecord* GetRecord(int i) { return &fRecords[i]; }
void Read(hsStream* s);
void Write(hsStream* s);
};
#define M3DDEMOINFO 1 /// Always compiled now, but only enabled if
/// WIN_INIT has DemoInfoOutput in it
///////////////////////////////////////////////////////////////////////////////
//
// Demo Debug File header file stuff
// Created 10.10.2000 by Mathew Burrack @ Cyan, Inc.
//
///////////////////////////////////////////////////////////////////////////////
#include "HeadSpin.h"
class plDemoDebugFile
{
public:
plDemoDebugFile() { fDemoDebugFP = nil; fIsOpen = false; fEnabled = false; }
~plDemoDebugFile() { IDDFClose(); }
// Static function to write a string to the DDF
static void Write( const char *string );
// Static function to write two strings to the DDF
static void Write( const char *string1, const char *string2 );
// Static function to write a string and a signed integer value to the DDF
static void Write( const char *string1, int32_t value );
// Enables or disables the DDF class
static void Enable( bool yes ) { fEnabled = yes; }
protected:
static bool fIsOpen;
static FILE *fDemoDebugFP;
static bool fEnabled;
// Opens the DDF for writing
static bool IDDFOpen( void );
// Closes the DDF
static void IDDFClose( void );
};
#endif // hsG3DDeviceSelector_inc

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