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