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@ -1008,33 +1008,38 @@ void plDXPipeline::ISetCaps()
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fSettings.fD3DCaps = kCapsNone; |
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// Set relevant caps (ones we can do something about).
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if( fCurrentDevice->fDDCaps.RasterCaps & D3DPRASTERCAPS_DEPTHBIAS ) |
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if (fCurrentDevice->fDDCaps.RasterCaps & D3DPRASTERCAPS_DEPTHBIAS) |
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fSettings.fD3DCaps |= kCapsZBias; |
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if( fCurrentDevice->fDDCaps.RasterCaps & D3DPRASTERCAPS_FOGRANGE ) |
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if (fCurrentDevice->fDDCaps.RasterCaps & D3DPRASTERCAPS_FOGRANGE) |
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fSettings.fD3DCaps |= kCapsRangeFog; |
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if( fCurrentDevice->fDDCaps.RasterCaps & D3DPRASTERCAPS_FOGTABLE ) |
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if (fCurrentDevice->fDDCaps.RasterCaps & D3DPRASTERCAPS_FOGTABLE) |
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fSettings.fD3DCaps |= kCapsLinearFog | kCapsExpFog | kCapsExp2Fog | kCapsPixelFog; |
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else |
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fSettings.fD3DCaps |= kCapsLinearFog; |
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if( fCurrentDevice->fDDCaps.TextureFilterCaps & D3DPTFILTERCAPS_MIPFLINEAR ) |
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if (fCurrentDevice->fDDCaps.TextureFilterCaps & D3DPTFILTERCAPS_MIPFLINEAR) |
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fSettings.fD3DCaps |= kCapsMipmap; |
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if( fCurrentDevice->fDDCaps.TextureCaps & D3DPTEXTURECAPS_MIPCUBEMAP ) |
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if (fCurrentDevice->fDDCaps.TextureCaps & D3DPTEXTURECAPS_MIPCUBEMAP) |
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fSettings.fD3DCaps |= kCapsCubicMipmap; |
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if( fCurrentDevice->fDDCaps.RasterCaps & D3DPRASTERCAPS_WBUFFER ) |
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if (fCurrentDevice->fDDCaps.RasterCaps & D3DPRASTERCAPS_WBUFFER) |
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fSettings.fD3DCaps |= kCapsWBuffer; |
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if( fCurrentDevice->fDDCaps.RasterCaps & D3DPRASTERCAPS_DITHER ) |
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if (fCurrentDevice->fDDCaps.RasterCaps & D3DPRASTERCAPS_DITHER) |
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fSettings.fD3DCaps |= kCapsDither; |
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if( fSettings.fNumAASamples > 0 ) |
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if (fSettings.fNumAASamples > 0) |
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fSettings.fD3DCaps |= kCapsFSAntiAlias; |
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if( fCurrentDevice->fDDCaps.RasterCaps & D3DPRASTERCAPS_WFOG ) |
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if (fCurrentDevice->fDDCaps.RasterCaps & D3DPRASTERCAPS_WFOG) |
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fSettings.fD3DCaps |= kCapsDoesWFog; |
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if( fCurrentDevice->fDDCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP ) |
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if (fCurrentDevice->fDDCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP) |
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fSettings.fD3DCaps |= kCapsCubicTextures; |
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// Unconditional Non-Power of Two Textures
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// To make life easy for us, we can have non POT textures or we can't
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if (!(fCurrentDevice->fDDCaps.TextureCaps & D3DPTEXTURECAPS_POW2 && |
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fCurrentDevice->fDDCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL)) |
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fSettings.fD3DCaps |= kCapsNpotTextures; |
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/// New 1.5.2000 - cull out mixed vertex processing
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if( fCurrentDevice->fDDCaps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT |
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&& fCurrentMode->fDDBehavior == D3DCREATE_HARDWARE_VERTEXPROCESSING
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) |
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if (fCurrentDevice->fDDCaps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT && |
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fCurrentMode->fDDBehavior == D3DCREATE_HARDWARE_VERTEXPROCESSING) |
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fSettings.fD3DCaps |= kCapsHWTransform; |
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@ -1046,14 +1051,14 @@ void plDXPipeline::ISetCaps()
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fSettings.fD3DCaps |= kCapsDoesSmallTextures; |
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/// Look for supported texture formats
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if( IFindCompressedFormats() ) |
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if ( IFindCompressedFormats() ) |
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fSettings.fD3DCaps |= kCapsCompressTextures; |
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if( IFindLuminanceFormats() ) |
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if ( IFindLuminanceFormats() ) |
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fSettings.fD3DCaps |= kCapsLuminanceTextures; |
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/// Max # of hardware lights
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fSettings.fMaxNumLights = fCurrentDevice->fDDCaps.MaxActiveLights; |
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if( fSettings.fMaxNumLights > kD3DMaxTotalLights ) |
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if ( fSettings.fMaxNumLights > kD3DMaxTotalLights ) |
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fSettings.fMaxNumLights = kD3DMaxTotalLights; |
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// Intel Extreme chips report 0 lights, meaning T&L is done
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@ -1062,7 +1067,7 @@ void plDXPipeline::ISetCaps()
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// since the extreme can't really afford them, and record
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// the fact this is the extreme for other driver problem
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// workarounds.
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if( !fSettings.fMaxNumLights ) |
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if ( !fSettings.fMaxNumLights ) |
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{ |
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fSettings.fMaxNumLights = kD3DMaxTotalLights; |
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fSettings.fIsIntel = true; |
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@ -1071,7 +1076,7 @@ void plDXPipeline::ISetCaps()
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/// Max # of textures at once
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fSettings.fMaxLayersAtOnce = fCurrentDevice->fDDCaps.MaxSimultaneousTextures; |
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if( fCurrentDevice->fDDCaps.DevCaps & D3DDEVCAPS_SEPARATETEXTUREMEMORIES ) |
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if ( fCurrentDevice->fDDCaps.DevCaps & D3DDEVCAPS_SEPARATETEXTUREMEMORIES ) |
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fSettings.fMaxLayersAtOnce = 1; |
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// Alloc half our simultaneous textures to piggybacks.
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// Won't hurt us unless we try to many things at once.
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@ -4390,14 +4395,20 @@ hsGDeviceRef *plDXPipeline::MakeRenderTargetRef( plRenderTarget *owner )
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IDirect3DCubeTexture9 *cTexture = nil; |
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D3DFORMAT surfFormat = D3DFMT_UNKNOWN, depthFormat = D3DFMT_UNKNOWN; |
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D3DRESOURCETYPE resType; |
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int i; |
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plCubicRenderTarget *cubicRT; |
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uint16_t width, height; |
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hsAssert(!fManagedAlloced, "Allocating non-managed resource with managed resources alloc'd"); |
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// If we have Shader Model 3 and support non-POT textures, let's make reflections the pipe size
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plDynamicCamMap* camMap = plDynamicCamMap::ConvertNoRef(owner); |
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if (camMap) |
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{ |
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if ((plQuality::GetCapability() > plQuality::kPS_2) && fSettings.fD3DCaps & kCapsNpotTextures) |
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camMap->ResizeViewport(IGetViewTransform()); |
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} |
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/// Check--is this renderTarget really a child of a cubicRenderTarget?
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if( owner->GetParent() != nil ) |
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if( owner->GetParent() ) |
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{ |
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/// This'll create the deviceRefs for all of its children as well
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MakeRenderTargetRef( owner->GetParent() ); |
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@ -4405,7 +4416,7 @@ hsGDeviceRef *plDXPipeline::MakeRenderTargetRef( plRenderTarget *owner )
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} |
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// If we already have a rendertargetref, we just need it filled out with D3D resources.
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if( owner->GetDeviceRef() != nil ) |
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if( owner->GetDeviceRef() ) |
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ref = (plDXRenderTargetRef *)owner->GetDeviceRef(); |
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// Look for supported format. Note that the surfFormat and depthFormat are
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@ -4417,7 +4428,6 @@ hsGDeviceRef *plDXPipeline::MakeRenderTargetRef( plRenderTarget *owner )
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return nil; |
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} |
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/// Create the render target now
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// Start with the depth surface.
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// Note that we only ever give a cubic rendertarget a single shared depth buffer,
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@ -4467,19 +4477,19 @@ hsGDeviceRef *plDXPipeline::MakeRenderTargetRef( plRenderTarget *owner )
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// See if it's a cubic render target.
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// Primary consumer here is the vertex/pixel shader water.
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cubicRT = plCubicRenderTarget::ConvertNoRef( owner ); |
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if( cubicRT != nil ) |
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if( cubicRT ) |
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{ |
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/// And create the ref (it'll know how to set all the flags)
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if( ref != nil ) |
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if( ref ) |
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ref->Set( surfFormat, 0, owner ); |
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else |
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ref = new plDXRenderTargetRef( surfFormat, 0, owner ); |
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if( !FAILED( fD3DDevice->CreateCubeTexture( owner->GetWidth(), 1, D3DUSAGE_RENDERTARGET, surfFormat,
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if( !FAILED( fD3DDevice->CreateCubeTexture( owner->GetWidth(), 1, D3DUSAGE_RENDERTARGET, surfFormat, |
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D3DPOOL_DEFAULT, (IDirect3DCubeTexture9 **)&cTexture, NULL ) ) ) |
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{ |
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/// Create a CUBIC texture
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for( i = 0; i < 6; i++ ) |
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for( int i = 0; i < 6; i++ ) |
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{ |
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plRenderTarget *face = cubicRT->GetFace( i ); |
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plDXRenderTargetRef *fRef; |
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@ -4499,7 +4509,7 @@ hsGDeviceRef *plDXPipeline::MakeRenderTargetRef( plRenderTarget *owner )
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hsRefCnt_SafeUnRef( face->GetDeviceRef() ); |
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} |
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} |
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D3DSURF_MEMNEW(cTexture); |
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ref->SetTexture( cTexture, depthSurface ); |
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@ -4516,12 +4526,12 @@ hsGDeviceRef *plDXPipeline::MakeRenderTargetRef( plRenderTarget *owner )
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else if( owner->GetFlags() & plRenderTarget::kIsTexture ) |
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{ |
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/// Create a normal texture
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if( ref != nil ) |
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if( ref ) |
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ref->Set( surfFormat, 0, owner ); |
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else |
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ref = new plDXRenderTargetRef( surfFormat, 0, owner ); |
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if( !FAILED( fD3DDevice->CreateTexture( owner->GetWidth(), owner->GetHeight(), 1, D3DUSAGE_RENDERTARGET, surfFormat,
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if( !FAILED( fD3DDevice->CreateTexture( owner->GetWidth(), owner->GetHeight(), 1, D3DUSAGE_RENDERTARGET, surfFormat, |
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D3DPOOL_DEFAULT, (IDirect3DTexture9 **)&texture, NULL ) ) ) |
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{ |
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D3DSURF_MEMNEW(texture); |
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@ -4546,19 +4556,16 @@ hsGDeviceRef *plDXPipeline::MakeRenderTargetRef( plRenderTarget *owner )
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else if( owner->GetFlags() & plRenderTarget::kIsOffscreen ) |
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{ |
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/// Create a blank surface
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if( ref != nil ) |
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if( ref ) |
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ref->Set( surfFormat, 0, owner ); |
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else |
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ref = new plDXRenderTargetRef( surfFormat, 0, owner ); |
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width = owner->GetWidth(); |
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height = owner->GetHeight(); |
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// Specify true for lockable, otherwise I'm not sure what we'd do with it. I guess we
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// could copyrect to another surface, presumably a texture. But right now the only
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// thing we use this for is to render a snapshot and copy it to sysmem, which implies
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// lockable.
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if( !FAILED( fD3DDevice->CreateRenderTarget( width, height, surfFormat,
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if( !FAILED( fD3DDevice->CreateRenderTarget( owner->GetWidth(), owner->GetHeight(), surfFormat, |
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D3DMULTISAMPLE_NONE, 0, |
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TRUE, &surface, NULL ) ) ) |
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{ |
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@ -4674,7 +4681,7 @@ hsGDeviceRef* plDXPipeline::SharedRenderTargetRef(plRenderTarget* share, plRende
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ref = new plDXRenderTargetRef( surfFormat, 0, owner ); |
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hsAssert(!fManagedAlloced, "Alloc default with managed alloc'd"); |
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if( !FAILED( fD3DDevice->CreateCubeTexture( owner->GetWidth(), 1, D3DUSAGE_RENDERTARGET, surfFormat,
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if( !FAILED( fD3DDevice->CreateCubeTexture( owner->GetWidth(), 1, D3DUSAGE_RENDERTARGET, surfFormat, |
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D3DPOOL_DEFAULT, (IDirect3DCubeTexture9 **)&cTexture, NULL ) ) ) |
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{ |
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@ -4810,13 +4817,16 @@ bool plDXPipeline::IPrepRenderTargetInfo( plRenderTarget *owner, D3DFORMAT &sur
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if( flags & plRenderTarget::kIsTexture ) |
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{ |
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/// Do an extra check for width and height here
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for( i = width >> 1, j = 0; i != 0; i >>= 1, j++ ); |
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if( width != ( 1 << j ) ) |
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return false; |
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if (!(fSettings.fD3DCaps & kCapsNpotTextures)) |
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{ |
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for( i = width >> 1, j = 0; i != 0; i >>= 1, j++ ); |
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if( width != ( 1 << j ) ) |
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return false; |
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for( i = height >> 1, j = 0; i != 0; i >>= 1, j++ ); |
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if( height!= ( 1 << j ) ) |
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return false; |
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for( i = height >> 1, j = 0; i != 0; i >>= 1, j++ ); |
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if( height!= ( 1 << j ) ) |
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return false; |
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} |
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resType = D3DRTYPE_TEXTURE; |
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} |
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