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//===== Copyright (c) 1996-2008, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef SHADERDEVICEDX8_H
#define SHADERDEVICEDX8_H
#ifdef _WIN32
#pragma once
#endif
#include "shaderdevicebase.h"
#include "shaderapidx8_global.h"
#include "tier1/utlvector.h"
#include "materialsystem/imaterialsystem.h"
//-----------------------------------------------------------------------------
// Describes which D3DDEVTYPE to use
//-----------------------------------------------------------------------------
#ifndef USE_REFERENCE_RASTERIZER
#define DX8_DEVTYPE D3DDEVTYPE_HAL
#else
#define DX8_DEVTYPE D3DDEVTYPE_REF
#endif
// PC: By default, PIX profiling is explicitly disallowed using the D3DPERF_SetOptions(1) API on PC
// X360: PIX_INSTRUMENTATION will only generate PIX events in RELEASE builds on 360
// Also be sure to enable PIX_ENABLE in imaterialsystem.h
// Uncomment to use PIX instrumentation:
//#define PIX_INSTRUMENTATION
#define MAX_PIX_ERRORS 3
#if defined( PIX_INSTRUMENTATION ) && defined ( DX_TO_GL_ABSTRACTION ) && defined( _WIN32 )
typedef int (WINAPI *D3DPERF_BeginEvent_FuncPtr)( D3DCOLOR col, LPCWSTR wszName ); typedef int (WINAPI *D3DPERF_EndEvent_FuncPtr)( void ); typedef void (WINAPI *D3DPERF_SetMarker_FuncPtr)( D3DCOLOR col, LPCWSTR wszName ); typedef void (WINAPI *D3DPERF_SetOptions_FuncPtr)( DWORD dwOptions ); #endif
//-----------------------------------------------------------------------------
// The Base implementation of the shader device
//-----------------------------------------------------------------------------
class CShaderDeviceMgrDx8 : public CShaderDeviceMgrBase { typedef CShaderDeviceMgrBase BaseClass;
public: // constructor, destructor
CShaderDeviceMgrDx8(); virtual ~CShaderDeviceMgrDx8();
// Methods of IAppSystem
virtual bool Connect( CreateInterfaceFn factory ); virtual void Disconnect(); virtual InitReturnVal_t Init(); virtual void Shutdown();
// Methods of IShaderDevice
virtual int GetAdapterCount() const; virtual void GetAdapterInfo( int adapter, MaterialAdapterInfo_t& info ) const; virtual int GetModeCount( int nAdapter ) const; virtual void GetModeInfo( ShaderDisplayMode_t* pInfo, int nAdapter, int mode ) const; virtual void GetCurrentModeInfo( ShaderDisplayMode_t* pInfo, int nAdapter ) const; virtual bool SetAdapter( int nAdapter, int nFlags ); virtual CreateInterfaceFn SetMode( void *hWnd, int nAdapter, const ShaderDeviceInfo_t& mode );
// Determines hardware caps from D3D
bool ComputeCapsFromD3D( HardwareCaps_t *pCaps, int nAdapter );
// Forces caps to a specific dx level
void ForceCapsToDXLevel( HardwareCaps_t *pCaps, int nDxLevel, const HardwareCaps_t &actualCaps );
// Validates the mode...
bool ValidateMode( int nAdapter, const ShaderDeviceInfo_t &info ) const;
// Returns the amount of video memory in bytes for a particular adapter
virtual int GetVidMemBytes( int nAdapter ) const;
#if !defined( _X360 )
FORCEINLINE IDirect3D9 *D3D() const { return m_pD3D; } #endif
#if defined( PIX_INSTRUMENTATION ) && defined ( DX_TO_GL_ABSTRACTION ) && defined( _WIN32 )
HMODULE m_hD3D9; D3DPERF_BeginEvent_FuncPtr m_pBeginEvent; D3DPERF_EndEvent_FuncPtr m_pEndEvent; D3DPERF_SetMarker_FuncPtr m_pSetMarker; D3DPERF_SetOptions_FuncPtr m_pSetOptions; #endif
protected: // Determine capabilities
bool DetermineHardwareCaps( );
private: // Returns the screen resolution
virtual void GetDesktopResolution( int *pWidth, int *pHeight, int nAdapter ) const;
// Initialize adapter information
void InitAdapterInfo();
// Code to detect support for texture border mode (not a simple caps check)
void CheckBorderColorSupport( HardwareCaps_t *pCaps, int nAdapter );
// Vendor-dependent code to detect support for various flavors of shadow mapping
void CheckVendorDependentShadowMappingSupport( HardwareCaps_t *pCaps, int nAdapter );
// Vendor-dependent code to detect Alpha To Coverage Backdoors
void CheckVendorDependentAlphaToCoverage( HardwareCaps_t *pCaps, int nAdapter );
// Vendor-dependent code to detect support for optimal depth buffer rt resolve
void CheckVendorDependentDepthResolveSupport( HardwareCaps_t *pCaps, int nAdapter );
// Compute the effective DX support level based on all the other caps
void ComputeDXSupportLevel( HardwareCaps_t &caps );
// Used to enumerate adapters, attach to windows
#if !defined( _X360 )
IDirect3D9 *m_pD3D; #endif
bool m_bAdapterInfoIntialized : 1; };
extern CShaderDeviceMgrDx8* g_pShaderDeviceMgrDx8;
//-----------------------------------------------------------------------------
// IDirect3D accessor
//-----------------------------------------------------------------------------
#if defined( _X360 )
extern IDirect3D9 *m_pD3D; inline IDirect3D9* D3D() { return m_pD3D; }
#else
inline IDirect3D9* D3D() { return g_pShaderDeviceMgrDx8->D3D(); }
#endif
#define NUM_FRAME_SYNC_QUERIES 2
#define NUM_FRAME_SYNC_FRAMES_LATENCY 0
//-----------------------------------------------------------------------------
// The Dx8implementation of the shader device
//-----------------------------------------------------------------------------
class CShaderDeviceDx8 : public CShaderDeviceBase { // Methods of IShaderDevice
public: virtual bool IsUsingGraphics() const; virtual ImageFormat GetBackBufferFormat() const; virtual void GetBackBufferDimensions( int& width, int& height ) const; virtual const AspectRatioInfo_t &GetAspectRatioInfo( void ) const; virtual void Present(); virtual IShaderBuffer* CompileShader( const char *pProgram, size_t nBufLen, const char *pShaderVersion ); virtual VertexShaderHandle_t CreateVertexShader( IShaderBuffer *pBuffer ); virtual void DestroyVertexShader( VertexShaderHandle_t hShader ); virtual GeometryShaderHandle_t CreateGeometryShader( IShaderBuffer* pShaderBuffer ); virtual void DestroyGeometryShader( GeometryShaderHandle_t hShader ); virtual PixelShaderHandle_t CreatePixelShader( IShaderBuffer* pShaderBuffer ); virtual void DestroyPixelShader( PixelShaderHandle_t hShader ); virtual void ReleaseResources( bool bReleaseManagedResources = true ); virtual void ReacquireResources(); virtual IMesh* CreateStaticMesh( VertexFormat_t format, const char *pBudgetGroup, IMaterial * pMaterial = NULL, VertexStreamSpec_t *pStreamSpec = NULL ); virtual void DestroyStaticMesh( IMesh* mesh ); virtual IVertexBuffer *CreateVertexBuffer( ShaderBufferType_t type, VertexFormat_t fmt, int nVertexCount, const char *pBudgetGroup ); virtual void DestroyVertexBuffer( IVertexBuffer *pVertexBuffer ); virtual IIndexBuffer *CreateIndexBuffer( ShaderBufferType_t bufferType, MaterialIndexFormat_t fmt, int nIndexCount, const char *pBudgetGroup ); virtual void DestroyIndexBuffer( IIndexBuffer *pIndexBuffer ); virtual IVertexBuffer *GetDynamicVertexBuffer( int nStreamID, VertexFormat_t vertexFormat, bool bBuffered = true ); virtual IIndexBuffer *GetDynamicIndexBuffer(); virtual void SetHardwareGammaRamp( float fGamma, float fGammaTVRangeMin, float fGammaTVRangeMax, float fGammaTVExponent, bool bTVEnabled ); virtual void SpewDriverInfo() const; virtual int GetCurrentAdapter() const; virtual void EnableNonInteractiveMode( MaterialNonInteractiveMode_t mode, ShaderNonInteractiveInfo_t *pInfo = NULL ); virtual void RefreshFrontBufferNonInteractive();
// Alternative method for ib/vs
// NOTE: If this works, remove GetDynamicVertexBuffer/IndexBuffer
// Methods of CShaderDeviceBase
public: virtual bool InitDevice( void* hWnd, int nAdapter, const ShaderDeviceInfo_t &info ); virtual void ShutdownDevice(); virtual bool IsDeactivated() const;
// Other public methods
public: // constructor, destructor
CShaderDeviceDx8(); virtual ~CShaderDeviceDx8();
// Call this when another app is initializing or finished initializing
virtual void OtherAppInitializing( bool initializing ); // This handles any events queued because they were called outside of the owning thread
virtual void HandleThreadEvent( uint32 threadEvent );
// FIXME: Make private
// Which device are we using?
UINT m_DisplayAdapter; D3DDEVTYPE m_DeviceType;
protected: enum DeviceState_t { DEVICE_STATE_OK = 0, DEVICE_STATE_OTHER_APP_INIT, DEVICE_STATE_LOST_DEVICE, DEVICE_STATE_NEEDS_RESET, };
struct NonInteractiveRefreshState_t { IDirect3DVertexShader9 *m_pVertexShader; IDirect3DPixelShader9 *m_pPixelShader; IDirect3DPixelShader9 *m_pPixelShaderStartup; IDirect3DPixelShader9 *m_pPixelShaderStartupPass2; IDirect3DVertexDeclaration9 *m_pVertexDecl; ShaderNonInteractiveInfo_t m_Info; MaterialNonInteractiveMode_t m_Mode; float m_flLastPacifierTime; int m_nPacifierFrame;
float m_flStartTime; float m_flLastPresentTime; float m_flPeakDt; float m_flTotalDt; int m_nSamples; int m_nCountAbove66; };
protected: // Creates the D3D Device
bool CreateD3DDevice( void* pHWnd, int nAdapter, const ShaderDeviceInfo_t &info );
// Actually creates the D3D Device once the present parameters are set up
IDirect3DDevice9* InvokeCreateDevice( void* hWnd, int nAdapter, DWORD deviceCreationFlags );
// Checks for CreateQuery support
void DetectQuerySupport( IDirect3DDevice9* pD3DDevice );
// Computes the presentation parameters
void SetPresentParameters( void* hWnd, int nAdapter, const ShaderDeviceInfo_t &info, bool bSetSymbolsOnly = false ); void CalcBackBufferDimensions( const ShaderDisplayMode_t &mode, const ShaderDeviceInfo_t &info, int *pBackBufferWidth, int *pBackBufferHeight );
// Computes the supersample flags
D3DMULTISAMPLE_TYPE ComputeMultisampleType( int nSampleCount );
// Is the device active?
bool IsActive() const;
// Try to reset the device, returned true if it succeeded
bool TryDeviceReset();
// Queue up the fact that the device was lost
void MarkDeviceLost();
// Deals with lost devices
void CheckDeviceLost( bool bOtherAppInitializing );
// Changes the window size
bool ResizeWindow( const ShaderDeviceInfo_t &info );
// Deals with the frame synching object
void AllocFrameSyncObjects( void ); void FreeFrameSyncObjects( void );
// Alloc and free objects that are necessary for frame syncing
void AllocFrameSyncTextureObject(); void FreeFrameSyncTextureObject();
// Alloc and free objects necessary for noninteractive frame refresh on the x360
bool AllocNonInteractiveRefreshObjects(); void FreeNonInteractiveRefreshObjects(); bool BuildStaticShader( bool bVertexShader, void **ppShader, const char *shaderName, const char *strShaderProgram, const DWORD *shaderData, unsigned int shaderSize );
// FIXME: This is for backward compat; I still haven't solved a way of decoupling this
virtual bool OnAdapterSet() = 0; virtual void ResetRenderState( bool bFullReset = true ) = 0;
// For measuring if we meed TCR 022 on the XBox (refreshing often enough)
void UpdatePresentStats();
bool InNonInteractiveMode() const;
void ReacquireResourcesInternal( bool bResetState = false, bool bForceReacquire = false, char const *pszForceReason = NULL );
void OnDebugEvent( const char * pEvent = "" ); #ifdef DX_TO_GL_ABSTRACTION
public: virtual void DoStartupShaderPreloading( void );
protected: #endif
#ifndef _GAMECONSOLE
IDirect3DDevice9 *m_pD3DDevice; #endif
D3DPRESENT_PARAMETERS m_PresentParameters; ImageFormat m_AdapterFormat;
// Mode info
int m_DeviceSupportsCreateQuery;
ShaderDeviceInfo_t m_PendingVideoModeChangeConfig; DeviceState_t m_DeviceState;
bool m_bOtherAppInitializing : 1; bool m_bQueuedDeviceLost : 1; bool m_IsResizing : 1; bool m_bPendingVideoModeChange : 1; bool m_bUsingStencil : 1; bool m_bResourcesReleased : 1;
// amount of stencil variation we have available
int m_iStencilBufferBits;
#ifdef _X360
CON_COMMAND_MEMBER_F( CShaderDeviceDx8, "360vidinfo", SpewVideoInfo360, "Get information on the video mode on the 360", 0 ); #endif
// Frame sync objects
IDirect3DQuery9 *m_pFrameSyncQueryObject[NUM_FRAME_SYNC_QUERIES]; bool m_bQueryIssued[NUM_FRAME_SYNC_QUERIES]; int m_currentSyncQuery; IDirect3DTexture9 *m_pFrameSyncTexture;
#if defined( _X360 )
HXUIDC m_hDC; #endif
AspectRatioInfo_t m_AspectRatioInfo;
// Used for x360 only
NonInteractiveRefreshState_t m_NonInteractiveRefresh; CThreadFastMutex m_nonInteractiveModeMutex; friend class CShaderDeviceMgrDx8;
int m_numReleaseResourcesRefCount; // This is holding the number of ReleaseResources calls queued up,
// for every ReleaseResources call there should be a matching call to
// ReacquireResources, only the last top-level ReacquireResources will
// have effect. Nested ReleaseResources calls are bugs.
};
//-----------------------------------------------------------------------------
// Globals
//-----------------------------------------------------------------------------
#if defined( _GAMECONSOLE )
extern IDirect3DDevice9 *m_pD3DDevice; FORCEINLINE IDirect3DDevice9 *Dx9Device() { return m_pD3DDevice; } #else
class D3DDeviceWrapper; D3DDeviceWrapper *Dx9Device(); #endif
extern CShaderDeviceDx8* g_pShaderDeviceDx8;
//-----------------------------------------------------------------------------
// Inline methods
//-----------------------------------------------------------------------------
#if defined( _GAMECONSOLE )
FORCEINLINE bool CShaderDeviceDx8::IsActive() const { return ( m_pD3DDevice != NULL ); } #endif
// used to determine if we're deactivated
FORCEINLINE bool CShaderDeviceDx8::IsDeactivated() const { return ( IsPC() && ( ( m_DeviceState != DEVICE_STATE_OK ) || m_bQueuedDeviceLost || m_numReleaseResourcesRefCount ) ); }
#endif // SHADERDEVICEDX8_H
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