407 lines
13 KiB
C
407 lines
13 KiB
C
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/**
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* PANDA 3D SOFTWARE
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* Copyright (c) Carnegie Mellon University. All rights reserved.
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*
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* All use of this software is subject to the terms of the revised BSD
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* license. You should have received a copy of this license along
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* with this source code in a file named "LICENSE."
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*
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* @file dxGraphicsStateGuardian9.h
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* @author mike
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* @date 1999-02-02
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* @author fperazzi, PandaSE
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* @date 2010-05-05
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*/
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#ifndef DXGRAPHICSSTATEGUARDIAN9_H
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#define DXGRAPHICSSTATEGUARDIAN9_H
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#include "dxgsg9base.h"
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#include "dxTextureContext9.h"
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#include "config_dxgsg9.h"
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#include "graphicsStateGuardian.h"
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#include "texture.h"
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#include "samplerState.h"
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#include "displayRegion.h"
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#include "material.h"
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#include "depthTestAttrib.h"
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#include "cullFaceAttrib.h"
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#include "renderModeAttrib.h"
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#include "colorBlendAttrib.h"
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#include "fog.h"
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#include "pointerToArray.h"
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#include "vertexElementArray.h"
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#include "dxShaderContext9.h"
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enum GsgPageType {
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GPT_Texture,
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GPT_VertexBuffer,
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GPT_IndexBuffer,
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GPT_TotalPageTypes
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};
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class Light;
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class DXTextureContext9;
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class DXVertexBufferContext9;
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class DXIndexBufferContext9;
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class wdxGraphicsBuffer9;
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/**
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* A GraphicsStateGuardian for rendering into DirectX9 contexts.
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*/
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class EXPCL_PANDADX DXGraphicsStateGuardian9 : public GraphicsStateGuardian {
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public:
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DXGraphicsStateGuardian9(GraphicsEngine *engine, GraphicsPipe *pipe);
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~DXGraphicsStateGuardian9();
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FrameBufferProperties
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calc_fb_properties(DWORD cformat, DWORD dformat,
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DWORD multisampletype, DWORD multisamplequality);
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virtual TextureContext *prepare_texture(Texture *tex, int view);
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void apply_texture(int i, TextureContext *tc, const SamplerState &sampler);
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virtual bool update_texture(TextureContext *tc, bool force);
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bool upload_texture(DXTextureContext9 *dtc, bool force);
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virtual void release_texture(TextureContext *tc);
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virtual bool extract_texture_data(Texture *tex);
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ShaderContext *prepare_shader(Shader *se);
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void release_shader(ShaderContext *sc);
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virtual VertexBufferContext *prepare_vertex_buffer(GeomVertexArrayData *data);
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bool apply_vertex_buffer(VertexBufferContext *vbc,
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const GeomVertexArrayDataHandle *reader,
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bool force);
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virtual void release_vertex_buffer(VertexBufferContext *vbc);
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bool setup_array_data(DXVertexBufferContext9 *&vbc,
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const GeomVertexArrayDataHandle* data,
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bool force);
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virtual IndexBufferContext *prepare_index_buffer(GeomPrimitive *data);
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bool apply_index_buffer(IndexBufferContext *ibc,
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const GeomPrimitivePipelineReader *reader, bool force);
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virtual void release_index_buffer(IndexBufferContext *ibc);
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virtual void begin_occlusion_query();
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virtual PT(OcclusionQueryContext) end_occlusion_query();
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virtual PT(GeomMunger) make_geom_munger(const RenderState *state,
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Thread *current_thread);
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virtual void clear(DrawableRegion *clearable);
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virtual void prepare_display_region(DisplayRegionPipelineReader *dr);
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virtual CPT(TransformState) calc_projection_mat(const Lens *lens);
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virtual bool prepare_lens();
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virtual bool begin_frame(Thread *current_thread);
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virtual bool begin_scene();
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virtual void end_scene();
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virtual void end_frame(Thread *current_thread);
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virtual bool begin_draw_primitives(const GeomPipelineReader *geom_reader,
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const GeomVertexDataPipelineReader *data_reader,
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bool force);
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virtual bool draw_triangles(const GeomPrimitivePipelineReader *reader,
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bool force);
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virtual bool draw_tristrips(const GeomPrimitivePipelineReader *reader,
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bool force);
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virtual bool draw_trifans(const GeomPrimitivePipelineReader *reader,
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bool force);
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virtual bool draw_lines(const GeomPrimitivePipelineReader *reader,
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bool force);
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virtual bool draw_linestrips(const GeomPrimitivePipelineReader *reader,
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bool force);
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virtual bool draw_points(const GeomPrimitivePipelineReader *reader,
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bool force);
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virtual void end_draw_primitives();
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virtual bool framebuffer_copy_to_texture(Texture *tex, int view, int z,
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const DisplayRegion *dr,
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const RenderBuffer &rb);
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virtual bool framebuffer_copy_to_ram(Texture *tex, int view, int z,
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const DisplayRegion *dr,
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const RenderBuffer &rb);
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bool do_framebuffer_copy_to_ram(Texture *tex, int view, int z,
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const DisplayRegion *dr,
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const RenderBuffer &rb,
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bool inverted);
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void reset_render_states (void);
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virtual void reset();
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virtual void apply_fog(Fog *fog);
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virtual void bind_light(PointLight *light_obj, const NodePath &light,
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int light_id);
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virtual void bind_light(DirectionalLight *light_obj, const NodePath &light,
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int light_id);
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virtual void bind_light(Spotlight *light_obj, const NodePath &light,
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int light_id);
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static D3DFORMAT get_index_type(Geom::NumericType numeric_type);
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INLINE static DWORD LColor_to_D3DCOLOR(const LColor &cLColor);
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virtual void set_state_and_transform(const RenderState *state,
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const TransformState *transform);
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bool check_dx_allocation (HRESULT result, int allocation_size, int attempts);
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INLINE HRESULT set_render_state (D3DRENDERSTATETYPE state, DWORD value);
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INLINE HRESULT set_texture_stage_state (DWORD stage, D3DTEXTURESTAGESTATETYPE type, DWORD value);
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INLINE HRESULT set_sampler_state (DWORD sampler, D3DSAMPLERSTATETYPE type, DWORD value);
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INLINE bool get_supports_render_texture() const;
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static bool get_gamma_table(void);
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static bool static_set_gamma(bool restore, PN_stdfloat gamma);
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bool set_gamma(PN_stdfloat gamma);
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void restore_gamma();
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static void atexit_function(void);
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static void set_cg_device(LPDIRECT3DDEVICE9 cg_device);
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virtual bool get_supports_cg_profile(const std::string &name) const;
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LPDIRECT3DVERTEXBUFFER9 get_white_vbuffer();
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protected:
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void do_issue_transform();
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void do_issue_alpha_test();
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void do_issue_shader();
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void do_issue_render_mode();
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void do_issue_rescale_normal();
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void do_issue_color_write();
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void do_issue_depth_test();
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void do_issue_depth_write();
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void do_issue_cull_face();
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void do_issue_fog();
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void do_issue_depth_offset();
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void do_issue_tex_gen();
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void do_issue_shade_model();
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void do_issue_material();
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void do_issue_texture();
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void do_issue_blending();
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void do_issue_stencil();
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void do_issue_scissor();
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virtual void reissue_transforms();
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virtual void enable_lighting(bool enable);
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virtual void set_ambient_light(const LColor &color);
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virtual void enable_light(int light_id, bool enable);
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virtual void enable_clip_plane(int plane_id, bool enable);
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virtual void bind_clip_plane(const NodePath &plane, int plane_id);
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virtual void close_gsg();
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void free_nondx_resources();
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void free_d3d_device();
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void set_draw_buffer(const RenderBuffer &rb);
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void set_read_buffer(const RenderBuffer &rb);
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void disable_standard_vertex_arrays();
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bool update_standard_vertex_arrays(bool force);
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void disable_standard_texture_bindings();
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void update_standard_texture_bindings();
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protected:
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INLINE static D3DTEXTUREADDRESS get_texture_wrap_mode(SamplerState::WrapMode wm);
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INLINE static D3DFOGMODE get_fog_mode_type(Fog::Mode m);
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const D3DCOLORVALUE &get_light_color(Light *light) const;
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INLINE static D3DTRANSFORMSTATETYPE get_tex_mat_sym(int stage_index);
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static D3DBLENDOP get_blend_mode(ColorBlendAttrib::Mode mode);
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static D3DBLEND get_blend_func(ColorBlendAttrib::Operand operand);
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void report_texmgr_stats();
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void set_context(DXScreenData *new_context);
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void set_render_target();
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void set_texture_blend_mode(int i, const TextureStage *stage);
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void dx_cleanup();
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HRESULT reset_d3d_device(D3DPRESENT_PARAMETERS *p_presentation_params,
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DXScreenData **screen = nullptr);
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bool check_cooperative_level();
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void show_frame();
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bool create_swap_chain (DXScreenData *new_context);
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bool release_swap_chain (DXScreenData *new_context);
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void copy_pres_reset(DXScreenData *new_context);
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static D3DTEXTUREFILTERTYPE get_d3d_min_type(SamplerState::FilterType filter_type);
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static D3DTEXTUREFILTERTYPE get_d3d_mip_type(SamplerState::FilterType filter_type);
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static D3DTEXTUREOP get_texture_operation(TextureStage::CombineMode mode, int scale);
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DWORD get_texture_argument(TextureStage::CombineSource source,
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TextureStage::CombineOperand operand) const;
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static DWORD get_texture_argument_modifier(TextureStage::CombineOperand operand);
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void draw_primitive_up(D3DPRIMITIVETYPE primitive_type,
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unsigned int primitive_count,
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unsigned int first_vertex,
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unsigned int num_vertices,
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const unsigned char *buffer, size_t stride);
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void draw_indexed_primitive_up(D3DPRIMITIVETYPE primitive_type,
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unsigned int min_index, unsigned int max_index,
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unsigned int num_primitives,
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const unsigned char *index_data,
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D3DFORMAT index_type,
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const unsigned char *buffer, size_t stride);
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INLINE static unsigned char *get_safe_buffer_start();
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public:
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DXScreenData *_screen;
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protected:
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LPDIRECT3DDEVICE9 _d3d_device; // same as _screen->_d3d_device, cached for spd
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IDirect3DSwapChain9 *_swap_chain;
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D3DPRESENT_PARAMETERS _presentation_reset; // This is built during reset device
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bool _dx_is_ready;
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HRESULT _last_testcooplevel_result;
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bool _vertex_blending_enabled;
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bool _supports_render_texture;
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RenderBuffer::Type _cur_read_pixel_buffer; // source for copy_pixel_buffer operation
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enum DxgsgFogType {
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None,
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PerVertexFog=D3DRS_FOGVERTEXMODE,
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PerPixelFog=D3DRS_FOGTABLEMODE
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};
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DxgsgFogType _do_fog_type;
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D3DVIEWPORT9 _current_viewport;
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bool _supports_depth_bias;
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DWORD _clip_plane_bits;
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CullFaceAttrib::Mode _cull_face_mode;
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RenderModeAttrib::Mode _current_fill_mode; //point/wireframe/solid
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PT(Shader) _current_shader;
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DXShaderContext9 *_current_shader_context;
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PT(Shader) _vertex_array_shader;
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DXShaderContext9 *_vertex_array_shader_context;
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PT(Shader) _texture_binding_shader;
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DXShaderContext9 *_texture_binding_shader_context;
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const DXIndexBufferContext9 *_active_ibuffer;
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bool _overlay_windows_supported;
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bool _tex_stats_retrieval_impossible;
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bool _supports_texture_constant_color;
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DWORD _constant_color_operand;
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static D3DMATRIX _d3d_ident_mat;
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static unsigned char *_temp_buffer;
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static unsigned char *_safe_buffer_start;
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int _gsg_managed_textures;
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int _gsg_managed_vertex_buffers;
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int _gsg_managed_index_buffers;
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UINT _available_texture_memory;
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DWORD _last_fvf;
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int _num_bound_streams;
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LPDIRECT3DVERTEXBUFFER9 _white_vbuffer;
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// Cache the data necessary to bind each particular light each frame, so if
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// we bind a given light multiple times, we only have to compute its data
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// once.
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typedef pmap<NodePath, D3DLIGHT9> DirectionalLights;
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DirectionalLights _dlights;
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#define MAXIMUM_TEXTURES 16
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// from D3DRENDERSTATETYPE + pad
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#define MAXIMUM_RENDER_STATES 256
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// from D3DTEXTURESTAGESTATETYPE + pad
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#define MAXIMUM_TEXTURE_STAGE_STATES 40
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typedef struct {
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DWORD state_array [MAXIMUM_TEXTURE_STAGE_STATES];
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}
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TextureStageStates;
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// from D3DSAMPLERSTATETYPE + pad
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#define MAXIMUM_TEXTURE_RENDER_STATES 16
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typedef struct {
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DWORD state_array [MAXIMUM_TEXTURE_RENDER_STATES];
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}
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TextureRenderStates;
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// from D3DRENDERSTATETYPE
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DWORD _render_state_array [MAXIMUM_RENDER_STATES];
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TextureStageStates _texture_stage_states_array [D3D_MAXTEXTURESTAGES];
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TextureRenderStates _texture_render_states_array [MAXIMUM_TEXTURES];
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int _num_active_texture_stages;
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int _vertex_shader_version_major;
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int _vertex_shader_version_minor;
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int _pixel_shader_version_major;
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int _pixel_shader_version_minor;
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char *_vertex_shader_profile;
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char *_pixel_shader_profile;
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int _vertex_shader_maximum_constants;
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bool _supports_stream_offset;
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std::list <wdxGraphicsBuffer9 **> _graphics_buffer_list;
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int _supports_gamma_calibration;
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#ifdef HAVE_CG
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CGcontext _cg_context;
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static LPDIRECT3DDEVICE9 _cg_device;
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#endif
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public:
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virtual TypeHandle get_type() const {
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return get_class_type();
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}
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virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
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static TypeHandle get_class_type() {
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return _type_handle;
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}
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public:
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static void init_type() {
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GraphicsStateGuardian::init_type();
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register_type(_type_handle, "DXGraphicsStateGuardian9",
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GraphicsStateGuardian::get_class_type());
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}
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private:
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static TypeHandle _type_handle;
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friend class wdxGraphicsWindow9;
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friend class wdxGraphicsPipe9;
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friend class wdxGraphicsWindowGroup9;
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friend class DXTextureContext9;
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friend class wdxGraphicsBuffer9;
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friend class DXVertexBufferContext9;
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friend class DXIndexBufferContext9;
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friend class DXShaderContext9;
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};
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#include "dxGraphicsStateGuardian9.I"
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#endif
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