Counter Strike : Global Offensive Source Code
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//======Copyright 1996-2006, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// methods for muti-core dx9 threading
//===========================================================================//
#include "togl/rendermechanism.h"
#include "utlsymbol.h"
#include "utlvector.h"
#include "utldict.h"
#include "utlbuffer.h"
#include "UtlStringMap.h"
#include "locald3dtypes.h"
#include "shaderapidx8_global.h"
#include "recording.h"
#include "tier0/vprof.h"
#include "materialsystem/imaterialsystem.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "shaderapidx8.h"
#include "materialsystem/IShader.h"
#include "utllinkedlist.h"
#include "materialsystem/ishadersystem.h"
#include "tier0/fasttimer.h"
#include <stdlib.h>
#include "convar.h"
#include "materialsystem/shader_vcs_version.h"
#include "datacache/idatacache.h"
#include "winutils.h"
#include "tier0/memdbgon.h"
#if SHADERAPI_USE_SMP
// Set this to 1 to get vprof nodes for playing back the command stream. This is good for counting calls in a frame, etc.
#define SHADERAPI_VPROF_BUFFER_PLAYBACK 1
#if SHADERAPI_VPROF_BUFFER_PLAYBACK && SHADERAPI_BUFFER_D3DCALLS
#define VPROF_BUFFER_PLAYBACK(name) VPROF(name)
#else
#define VPROF_BUFFER_PLAYBACK(name) ((void)0)
#endif
template<class T, int QSIZE> class FixedWorkQueue
{
T Data[QSIZE];
char pad0[256];
volatile int n_added;
int write_index;
char pad1[256]; // make sure these don't share cache lines
volatile int n_removed;
int read_index;
public:
FixedWorkQueue(void)
{
read_index=write_index=0;
n_added=n_removed=0;
}
int IsEmpty(void)
{
return (n_added==n_removed);
}
int IsFull(void)
{
return (n_added-n_removed)>=QSIZE;
}
T GetWorkUnit(void)
{
if (IsEmpty())
return 0;
return Data[read_index];
}
void MarkUnitDone(void)
{
n_removed++;
read_index=(read_index+1) % QSIZE;
}
void AddWorkUnit(T unit)
{
#if SHADERAPI_BUFFER_D3DCALLS
Assert( !IsFull() );
#else
while (IsFull())
Sleep(0);
#endif
Data[write_index]=unit;
n_added++;
write_index=(write_index+1) % QSIZE;
}
};
#if SHADERAPI_BUFFER_D3DCALLS
#define N_PUSH_BUFFERS 5000
#else
#define N_PUSH_BUFFERS 500
#endif
static volatile PushBuffer *PushBuffers[N_PUSH_BUFFERS];
FixedWorkQueue<PushBuffer *, N_PUSH_BUFFERS> PBQueue;
uintp OurThreadInit( void * ourthis )
{
(( D3DDeviceWrapper *) ourthis )->RunThread();
return 0;
}
void D3DDeviceWrapper::RunThread( void )
{
SetThreadAffinityMask(GetCurrentThread(), 2);
for(;;)
{
PushBuffer *Pbuf=PBQueue.GetWorkUnit();
if (! Pbuf)
{
; //Sleep(0);
}
else
{
ExecutePushBuffer( Pbuf );
PBQueue.MarkUnitDone();
Pbuf->m_State = PUSHBUFFER_AVAILABLE;
}
}
}
#if SHADERAPI_BUFFER_D3DCALLS
void D3DDeviceWrapper::ExecuteAllWork( void )
{
if( !m_bBufferingD3DCalls )
return;
VPROF_BUDGET( "ExecuteAllWork", "ExecuteAllWork" );
SubmitPushBufferAndGetANewOne();
PushBuffer *Pbuf;
while( ( Pbuf = PBQueue.GetWorkUnit() ) != NULL )
{
ExecutePushBuffer( Pbuf );
PBQueue.MarkUnitDone();
Pbuf->m_State = PUSHBUFFER_AVAILABLE;
}
m_bBufferingD3DCalls = false;
}
#endif
#if SHADERAPI_BUFFER_D3DCALLS
#define MAXIMUM_NUMBER_OF_BUFFERS_LOCKED_AT_ONCE 1600
#else
#define MAXIMUM_NUMBER_OF_BUFFERS_LOCKED_AT_ONCE 16
#endif
struct RememberedPointer
{
void *m_pKey;
void *m_pRememberedPtr;
} RememberedPointerHistory[MAXIMUM_NUMBER_OF_BUFFERS_LOCKED_AT_ONCE];
void D3DDeviceWrapper::SetASyncMode( bool onoff )
{
#if SHADERAPI_BUFFER_D3DCALLS
if ( onoff )
{
m_bBufferingD3DCalls = true;
// allocate push buffers if we need to
if ( PushBuffers[0] == NULL )
{
for(int i=0; i<N_PUSH_BUFFERS; i++)
PushBuffers[i]=new PushBuffer;
}
// create thread and init communications
memset( RememberedPointerHistory,0,sizeof(RememberedPointerHistory) );
}
#else
if ( onoff )
{
if (! m_pASyncThreadHandle )
{
// allocate push buffers if we need to
if ( PushBuffers[0] == NULL )
{
for(int i=0; i<N_PUSH_BUFFERS; i++)
PushBuffers[i]=new PushBuffer;
}
// create thread and init communications
memset( RememberedPointerHistory,0,sizeof(RememberedPointerHistory) );
SetThreadAffinityMask(GetCurrentThread(), 1);
#ifdef WIN32
m_pASyncThreadHandle = CreateSimpleThread( OurThreadInit, this, 128*1024 );
#else
#warning "D3DDeviceWrapper::SetASyncMode might need a beginthread version"
Assert( !"Impl D3DDeviceWrapper::SetASyncMode" );
#endif
}
}
else
{
Synchronize();
}
#endif
}
PushBuffer *D3DDeviceWrapper::FindFreePushBuffer( PushBufferState newstate )
{
VPROF_BUFFER_PLAYBACK( "D3DDeviceWrapper::FindFreePushBuffer" );
for(;;)
{
for(int i=0;i<N_PUSH_BUFFERS;i++)
{
if (PushBuffers[i]->m_State == PUSHBUFFER_AVAILABLE )
{
PushBuffers[i]->m_State = newstate;
return (PushBuffer *) PushBuffers[i];
}
}
// hmm, out of push buffers. better sleep and try again later
SubmitPushBufferAndGetANewOne();
Sleep(0);
}
}
void D3DDeviceWrapper::GetPushBuffer( void )
{
VPROF_BUFFER_PLAYBACK( "D3DDeviceWrapper::GetPushBuffer" );
m_pCurPushBuffer = FindFreePushBuffer( PUSHBUFFER_BEING_FILLED );
m_pOutputPtr = m_pCurPushBuffer->m_BufferData;
m_PushBufferFreeSlots = PUSHBUFFER_NELEMS - 1; // leave room for end marker
}
void D3DDeviceWrapper::SubmitPushBufferAndGetANewOne( void )
{
VPROF_BUFFER_PLAYBACK( "D3DDeviceWrapper::SubmitPushBufferAndGetANewOne" );
// submit the current push buffer
if ( m_pCurPushBuffer )
{
if (m_pOutputPtr == m_pCurPushBuffer->m_BufferData) // haven't done anyting, don't bother
return;
*(m_pOutputPtr) = PBCMD_END; // mark end
m_pCurPushBuffer->m_State = PUSHBUFFER_SUBMITTED;
// here, enqueue for task
PBQueue.AddWorkUnit( m_pCurPushBuffer );
}
GetPushBuffer();
}
void D3DDeviceWrapper::SubmitIfNotBusy( void )
{
VPROF_BUFFER_PLAYBACK( "D3DDeviceWrapper::SubmitIfNotBusy" );
if ( PBQueue.IsEmpty() )
SubmitPushBufferAndGetANewOne();
}
void D3DDeviceWrapper::UpdateStereoTexture( IDirect3DTexture9 *pTex, bool devLost, bool *pStereoActiveThisFrame )
{
#if ( IS_WINDOWS_PC ) && !NO_STEREO_D3D9
Assert( m_pStereoTexUpdater );
if ( m_pStereoTexUpdater )
{
if ( pStereoActiveThisFrame != NULL )
{
*pStereoActiveThisFrame = m_pStereoTexUpdater->IsStereoActive();
}
// We always want to call this so it can deal with a lost device
m_pStereoTexUpdater->UpdateStereoTexture( Dx9Device(), pTex, devLost );
}
#else
if ( pStereoActiveThisFrame != NULL )
{
*pStereoActiveThisFrame = false;
}
#endif
}
void D3DDeviceWrapper::Synchronize( void )
{
#if SHADERAPI_BUFFER_D3DCALLS
if( m_bBufferingD3DCalls )
{
Assert( 0 );
Error( "Synchronize not supported with SHADERAPI_BUFFER_D3DCALLS" );
}
return;
#endif
if ( ASyncMode())
{
SubmitPushBufferAndGetANewOne();
// here, wait for queue to become empty
while (! PBQueue.IsEmpty() )
{
// Sleep(1);
}
}
}
void D3DDeviceWrapper::AsynchronousLock( IDirect3DIndexBuffer9* ib,
size_t offset, size_t size, void **ptr,
DWORD flags,
LockedBufferContext *lb)
{
VPROF_BUFFER_PLAYBACK( "D3DDeviceWrapper::AsynchronousLock index" );
if ( size <= sizeof( PushBuffers[0]->m_BufferData ))
{
// can use one of our pushbuffers for this
lb->m_pPushBuffer = FindFreePushBuffer( PUSHBUFFER_BEING_USED_FOR_LOCKEDDATA );
*(ptr) = lb->m_pPushBuffer->m_BufferData;
Assert( *ptr );
lb->m_pMallocedMemory = NULL;
}
else // out of buffer space or size too big
{
lb->m_pPushBuffer = NULL;
lb->m_pMallocedMemory = new uint8 [ size ];
*(ptr) = lb->m_pMallocedMemory;
}
// now, push lock commands
AllocatePushBufferSpace( 1+N_DWORDS_IN_PTR+3 );
*(m_pOutputPtr++)=PBCMD_ASYNC_LOCK_IB;
*((LPDIRECT3DINDEXBUFFER *) m_pOutputPtr)=ib;
m_pOutputPtr+=N_DWORDS_IN_PTR;
*(m_pOutputPtr++)=offset;
*(m_pOutputPtr++)=size;
*(m_pOutputPtr++)=flags;
}
void D3DDeviceWrapper::AsynchronousLock( IDirect3DVertexBuffer9* vb,
size_t offset, size_t size, void **ptr,
DWORD flags,
LockedBufferContext *lb)
{
VPROF_BUFFER_PLAYBACK( "D3DDeviceWrapper::AsynchronousLock vertex" );
// we have commands in flight. Need to use temporary memory for this lock.
// if the size needed is < the amount of space in a push buffer, we can use
// a push buffer for the buffer. Otherwise, we're going to malloc one.
if ( size <= sizeof( PushBuffers[0]->m_BufferData ))
{
// can use one of our pushbuffers for this
lb->m_pPushBuffer = FindFreePushBuffer( PUSHBUFFER_BEING_USED_FOR_LOCKEDDATA );
*(ptr) = lb->m_pPushBuffer->m_BufferData;
Assert( *ptr );
lb->m_pMallocedMemory = NULL;
}
else // out of buffer space or size too big
{
lb->m_pPushBuffer = NULL;
lb->m_pMallocedMemory = new uint8 [ size ];
*(ptr) = lb->m_pMallocedMemory;
}
// now, push lock commands
AllocatePushBufferSpace( 1+N_DWORDS_IN_PTR+3 );
*(m_pOutputPtr++)=PBCMD_ASYNC_LOCK_VB;
*((LPDIRECT3DVERTEXBUFFER *) m_pOutputPtr)=vb;
m_pOutputPtr+=N_DWORDS_IN_PTR;
*(m_pOutputPtr++)=offset;
*(m_pOutputPtr++)=size;
*(m_pOutputPtr++)=flags;
}
inline void RememberLockedPointer( void *key, void *value )
{
VPROF_BUFFER_PLAYBACK( "RememberLockedPointer" );
int repl=-1;
int i;
for(i=0;i<MAXIMUM_NUMBER_OF_BUFFERS_LOCKED_AT_ONCE;i++)
{
if ( RememberedPointerHistory[i].m_pKey==key )
break;
if ( (repl == -1 ) && (RememberedPointerHistory[i].m_pRememberedPtr == 0 ) )
repl=i;
}
if (i != MAXIMUM_NUMBER_OF_BUFFERS_LOCKED_AT_ONCE )
{
RememberedPointerHistory[i].m_pRememberedPtr = value;
if ( value==NULL )
RememberedPointerHistory[i].m_pKey = NULL;
}
else
{
if (repl == -1 )
{
Assert( 0 );
}
else
{
RememberedPointerHistory[repl].m_pKey = key;
RememberedPointerHistory[repl].m_pRememberedPtr = value;
}
}
}
inline void *RecallLockedPointer( void *key )
{
VPROF_BUFFER_PLAYBACK( "RecallLockedPointer" );
for(int i=0;i<MAXIMUM_NUMBER_OF_BUFFERS_LOCKED_AT_ONCE;i++)
if ( RememberedPointerHistory[i].m_pKey == key )
return RememberedPointerHistory[i].m_pRememberedPtr;
return NULL;
}
void D3DDeviceWrapper::HandleAsynchronousLockVBCommand( uint32 const *dptr )
{
dptr++;
LPDIRECT3DVERTEXBUFFER vb=*((LPDIRECT3DVERTEXBUFFER *) dptr);
dptr+=N_DWORDS_IN_PTR;
uint32 offset=*(dptr++);
uint32 size=*(dptr++);
uint32 flags=*(dptr++);
void *locked_ptr=0;
vb->Lock( offset, size, &locked_ptr, flags );
RememberLockedPointer( vb, locked_ptr );
}
void D3DDeviceWrapper::HandleAsynchronousUnLockVBCommand( uint32 const *dptr )
{
dptr++;
LPDIRECT3DVERTEXBUFFER vb=*((LPDIRECT3DVERTEXBUFFER *) dptr);
dptr+=N_DWORDS_IN_PTR;
LockedBufferContext lb=*((LockedBufferContext *) dptr);
dptr+=N_DWORDS( LockedBufferContext );
size_t unlock_size=*( dptr++ );
void *locked_data=RecallLockedPointer( vb );
Assert( locked_data );
if (lb.m_pPushBuffer)
{
Assert( ! lb.m_pMallocedMemory );
if ( locked_data )
memcpy( locked_data, lb.m_pPushBuffer->m_BufferData, unlock_size );
lb.m_pPushBuffer->m_State = PUSHBUFFER_AVAILABLE;
}
else if ( lb.m_pMallocedMemory )
{
Assert( ! lb.m_pPushBuffer );
if ( locked_data )
memcpy( locked_data, lb.m_pMallocedMemory, unlock_size );
delete[] lb.m_pMallocedMemory;
}
// now, actually unlock
RememberLockedPointer( vb, NULL );
vb->Unlock();
}
void D3DDeviceWrapper::HandleAsynchronousLockIBCommand( uint32 const *dptr )
{
dptr++;
LPDIRECT3DINDEXBUFFER ib=*((LPDIRECT3DINDEXBUFFER *) dptr);
Assert( ib );
dptr+=N_DWORDS_IN_PTR;
uint32 offset=*(dptr++);
uint32 size=*(dptr++);
uint32 flags=*(dptr++);
void *locked_ptr=0;
ib->Lock( offset, size, &locked_ptr, flags );
RememberLockedPointer( ib, locked_ptr );
}
void D3DDeviceWrapper::HandleAsynchronousUnLockIBCommand( uint32 const *dptr )
{
dptr++;
LPDIRECT3DINDEXBUFFER ib=*((LPDIRECT3DINDEXBUFFER *) dptr);
dptr+=N_DWORDS_IN_PTR;
LockedBufferContext lb=*((LockedBufferContext *) dptr);
dptr+=N_DWORDS( LockedBufferContext );
size_t unlock_size=*( dptr++ );
void *locked_data=RecallLockedPointer( ib );
Assert( locked_data );
if (lb.m_pPushBuffer)
{
Assert( ! lb.m_pMallocedMemory );
if ( locked_data )
memcpy( locked_data, lb.m_pPushBuffer->m_BufferData, unlock_size );
lb.m_pPushBuffer->m_State = PUSHBUFFER_AVAILABLE;
}
else if ( lb.m_pMallocedMemory )
{
Assert( ! lb.m_pPushBuffer );
if ( locked_data )
memcpy( locked_data, lb.m_pMallocedMemory, unlock_size );
delete[] lb.m_pMallocedMemory;
}
// now, actually unlock
RememberLockedPointer( ib, NULL );
ib->Unlock();
}
static inline void *FetchPtr( uint32 const *mem)
{
void **p=(void **) mem;
return *p;
}
#define CALC_STATS 1
#if CALC_STATS
int n_commands_executed=0;
int n_pbs_executed=0;
#endif
void D3DDeviceWrapper::ExecutePushBuffer( PushBuffer const* pb)
{
VPROF_BUFFER_PLAYBACK( "D3DDeviceWrapper::ExecutePushBuffer" );
uint32 const *dptr=pb->m_BufferData;
n_pbs_executed++;
for(;;)
{
n_commands_executed++;
switch( dptr[0] )
{
case PBCMD_END:
{
VPROF_BUFFER_PLAYBACK( "END" );
n_commands_executed--; // doesn't count
return;
}
case PBCMD_SET_RENDERSTATE:
{
VPROF_BUFFER_PLAYBACK( "SET_RENDERSTATE" );
Dx9Device()->SetRenderState((D3DRENDERSTATETYPE) dptr[1],dptr[2]);
dptr+=3;
break;
}
case PBCMD_SET_SAMPLER_STATE:
{
VPROF_BUFFER_PLAYBACK( "SET_SAMPLER_STATE" );
Dx9Device()->SetSamplerState(dptr[1], (D3DSAMPLERSTATETYPE) dptr[2], dptr[3]);
dptr+=4;
break;
}
#ifdef DX_TO_GL_ABSTRACTION
case PBCMD_SET_RENDERSTATEINLINE:
{
VPROF_BUFFER_PLAYBACK( "SET_RENDERSTATEINLINE" );
Dx9Device()->SetRenderStateInline( (D3DRENDERSTATETYPE)dptr[1], dptr[2] );
dptr += 3;
break;
}
case PBCMD_SET_SAMPLER_STATES:
{
VPROF_BUFFER_PLAYBACK( "SET_SAMPLER_STATES" );
Dx9Device()->SetSamplerStates( dptr[1], dptr[2], dptr[3], dptr[4], dptr[5], dptr[6], dptr[7] );
dptr += 8;
break;
}
#endif
case PBCMD_DRAWPRIM:
{
VPROF_BUFFER_PLAYBACK( "DRAWPRIM" );
Dx9Device()->DrawPrimitive( (D3DPRIMITIVETYPE) dptr[1], dptr[2], dptr[3] );
dptr+=4;
break;
}
#ifndef DX_TO_GL_ABSTRACTION
case PBCMD_DRAWPRIMUP_RESZ:
{
VPROF_BUFFER_PLAYBACK( "DRAWPRIMUP_RESZ" );
struct sPoints
{
FLOAT pos[3];
};
sPoints verts[1];
verts[0].pos[0] = 0.0f;
verts[0].pos[1] = 0.0f;
verts[0].pos[2] = 0.0f;
Dx9Device()->DrawPrimitiveUP( D3DPT_POINTLIST, 1, verts, sizeof( sPoints ) );
dptr++;
break;
}
#endif
case PBCMD_DRAWINDEXEDPRIM:
{
VPROF_BUFFER_PLAYBACK( "DRAWINDEXEDPRIM" );
Dx9Device()->DrawIndexedPrimitive( (D3DPRIMITIVETYPE) dptr[1], dptr[2], dptr[3],
dptr[4], dptr[5], dptr[6]);
dptr+=7;
break;
}
case PBCMD_SET_STREAM_SOURCE:
{
VPROF_BUFFER_PLAYBACK( "SET_STREAM_SOURCE" );
Dx9Device()->SetStreamSource( dptr[1],(IDirect3DVertexBuffer9 *) FetchPtr(dptr+2),
dptr[3],dptr[4] );
dptr += 4+N_DWORDS( IDirect3DVertexBuffer9 * );
break;
}
case PBCMD_SET_TEXTURE:
{
VPROF_BUFFER_PLAYBACK( "SET_TEXTURE" );
Dx9Device()->SetTexture( dptr[1],(IDirect3DBaseTexture *) FetchPtr(dptr+2));
dptr += 2+N_DWORDS_IN_PTR;
break;
}
case PBCMD_SET_RENDER_TARGET:
{
VPROF_BUFFER_PLAYBACK( "SET_RENDER_TARGET" );
Dx9Device()->SetRenderTarget( dptr[1],(IDirect3DSurface *) FetchPtr(dptr+2));
dptr += 2+N_DWORDS_IN_PTR;
break;
}
case PBCMD_SET_PIXEL_SHADER:
{
VPROF_BUFFER_PLAYBACK( "SET_PIXEL_SHADER" );
Dx9Device()->SetPixelShader( (IDirect3DPixelShader9 *) FetchPtr(dptr+1));
dptr += 1+N_DWORDS_IN_PTR;
break;
}
case PBCMD_SET_INDICES:
{
VPROF_BUFFER_PLAYBACK( "SET_INDICES" );
Dx9Device()->SetIndices( (IDirect3DIndexBuffer9*) FetchPtr(dptr+1));
dptr += 1+N_DWORDS_IN_PTR;
break;
}
case PBCMD_SET_DEPTH_STENCIL_SURFACE:
{
VPROF_BUFFER_PLAYBACK( "SET_DEPTH_STENCIL_SURFACE" );
Dx9Device()->SetDepthStencilSurface( (IDirect3DSurface9*) FetchPtr(dptr+1));
dptr += 1+N_DWORDS_IN_PTR;
break;
}
case PBCMD_SETVIEWPORT:
{
VPROF_BUFFER_PLAYBACK( "SETVIEWPORT" );
Dx9Device()->SetViewport( (D3DVIEWPORT9 const *) (dptr+1) );
dptr += 1+N_DWORDS(D3DVIEWPORT9);
break;
}
case PBCMD_SET_VERTEX_SHADER:
{
VPROF_BUFFER_PLAYBACK( "SET_VERTEX_SHADER" );
Dx9Device()->SetVertexShader( (IDirect3DVertexShader9 *) FetchPtr(dptr+1));
dptr += 1+N_DWORDS_IN_PTR;
break;
}
case PBCMD_ASYNC_LOCK_VB:
{
VPROF_BUFFER_PLAYBACK( "ASYNC_LOCK_VB" );
HandleAsynchronousLockVBCommand(dptr);
dptr+=1+N_DWORDS_IN_PTR+3;
break;
}
case PBCMD_ASYNC_UNLOCK_VB:
{
VPROF_BUFFER_PLAYBACK( "ASYNC_UNLOCK_VB" );
HandleAsynchronousUnLockVBCommand( dptr );
dptr+=1+N_DWORDS_IN_PTR+N_DWORDS( LockedBufferContext )+1;
break;
}
case PBCMD_ASYNC_LOCK_IB:
{
VPROF_BUFFER_PLAYBACK( "ASYNC_LOCK_IB" );
HandleAsynchronousLockIBCommand(dptr);
dptr+=1+N_DWORDS_IN_PTR+3;
break;
}
case PBCMD_ASYNC_UNLOCK_IB:
{
VPROF_BUFFER_PLAYBACK( "ASYNC_UNLOCK_IB" );
HandleAsynchronousUnLockIBCommand( dptr );
dptr+=1+N_DWORDS_IN_PTR+N_DWORDS( LockedBufferContext )+1;
break;
}
case PBCMD_UNLOCK_VB:
{
VPROF_BUFFER_PLAYBACK( "UNLOCK_VB" );
IDirect3DVertexBuffer9 *p=(IDirect3DVertexBuffer9 *) FetchPtr(dptr+1);
p->Unlock();
dptr += 1+N_DWORDS_IN_PTR;
break;
}
case PBCMD_UNLOCK_IB:
{
VPROF_BUFFER_PLAYBACK( "UNLOCK_IB" );
IDirect3DIndexBuffer9 *p=(IDirect3DIndexBuffer9 *) FetchPtr(dptr+1);
p->Unlock();
dptr += 1+N_DWORDS_IN_PTR;
break;
}
#ifdef DX_TO_GL_ABSTRACTION
case PBCMD_UNLOCK_ACTAULSIZE_VB:
{
VPROF_BUFFER_PLAYBACK( "UNLOCK_ACTUALSIZE_VB" );
IDirect3DVertexBuffer9 *p = (IDirect3DVertexBuffer9 *)FetchPtr( dptr + 1 );
p->UnlockActualSize( dptr[2] );
dptr += 1 + N_DWORDS_IN_PTR + 1;
break;
}
case PBCMD_UNLOCK_ACTAULSIZE_IB:
{
VPROF_BUFFER_PLAYBACK( "UNLOCK_ACTUALSIZE_IB" );
IDirect3DIndexBuffer9 *p = (IDirect3DIndexBuffer9 *)FetchPtr( dptr + 1 );
p->UnlockActualSize( dptr[2] );
dptr += 1 + N_DWORDS_IN_PTR + 1;
break;
}
case PBCMD_SET_MAX_USED_VERTEX_SHADER_CONSTANTS_HINT:
{
VPROF_BUFFER_PLAYBACK( "SET_MAX_USED_VERTEX_SHADER_CONSTANTS_HINT" );
Dx9Device()->SetMaxUsedVertexShaderConstantsHint( dptr[1] );
dptr += 2;
break;
}
#endif
case PBCMD_SET_VERTEX_SHADER_CONSTANT:
{
VPROF_BUFFER_PLAYBACK( "SET_VERTEX_SHADER_CONSTANT" );
Dx9Device()->SetVertexShaderConstantF( dptr[1], (float const *) dptr+3, dptr[2]);
dptr += 3+4*dptr[2];
break;
}
case PBCMD_SET_BOOLEAN_VERTEX_SHADER_CONSTANT:
{
VPROF_BUFFER_PLAYBACK( "SET_BOOLEAN_VERTEX_SHADER_CONSTANT" );
Dx9Device()->SetVertexShaderConstantB( dptr[1], (int const *) dptr+3, dptr[2]);
dptr += 3+dptr[2];
break;
}
case PBCMD_SET_INTEGER_VERTEX_SHADER_CONSTANT:
{
VPROF_BUFFER_PLAYBACK( "SET_INTEGER_VERTEX_SHADER_CONSTANT" );
Dx9Device()->SetVertexShaderConstantI( dptr[1], (int const *) dptr+3, dptr[2]);
dptr += 3+4*dptr[2];
break;
}
case PBCMD_SET_PIXEL_SHADER_CONSTANT:
{
VPROF_BUFFER_PLAYBACK( "SET_PIXEL_SHADER_CONSTANT" );
Dx9Device()->SetPixelShaderConstantF( dptr[1], (float const *) dptr+3, dptr[2]);
dptr += 3+4*dptr[2];
break;
}
case PBCMD_SET_BOOLEAN_PIXEL_SHADER_CONSTANT:
{
VPROF_BUFFER_PLAYBACK( "SET_BOOLEAN_PIXEL_SHADER_CONSTANT" );
Dx9Device()->SetPixelShaderConstantB( dptr[1], (int const *) dptr+3, dptr[2]);
dptr += 3+dptr[2];
break;
}
case PBCMD_SET_INTEGER_PIXEL_SHADER_CONSTANT:
{
VPROF_BUFFER_PLAYBACK( "SET_INTEGER_PIXEL_SHADER_CONSTANT" );
Dx9Device()->SetPixelShaderConstantI( dptr[1], (int const *) dptr+3, dptr[2]);
dptr += 3+4*dptr[2];
break;
}
case PBCMD_BEGIN_SCENE:
{
VPROF_BUFFER_PLAYBACK( "BEGIN_SCENE" );
Dx9Device()->BeginScene();
dptr++;
break;
}
case PBCMD_END_SCENE:
{
VPROF_BUFFER_PLAYBACK( "END_SCENE" );
Dx9Device()->EndScene();
dptr++;
break;
}
case PBCMD_CLEAR:
{
VPROF_BUFFER_PLAYBACK( "CLEAR" );
dptr++;
int count=*(dptr++);
D3DRECT const *pRects=0;
if (count)
{
pRects=(D3DRECT const *) dptr;
dptr+=count*N_DWORDS( D3DRECT );
}
int flags=*(dptr++);
D3DCOLOR color=*((D3DCOLOR const *) (dptr++));
float z=*((float const *) (dptr++));
int stencil=*(dptr++);
Dx9Device()->Clear( count, pRects, flags, color, z, stencil );
break;
}
case PBCMD_SET_VERTEXDECLARATION:
{
VPROF_BUFFER_PLAYBACK( "SET_VERTEXDECLARATION" );
Dx9Device()->SetVertexDeclaration( (IDirect3DVertexDeclaration9 *) FetchPtr(dptr+1));
dptr += 1+N_DWORDS_IN_PTR;
break;
}
case PBCMD_SETCLIPPLANE:
{
VPROF_BUFFER_PLAYBACK( "SETCLIPPLANE" );
Dx9Device()->SetClipPlane( dptr[1], (float const *) dptr+2 );
dptr+=6;
}
break;
case PBCMD_STRETCHRECT:
{
VPROF_BUFFER_PLAYBACK( "STRETCHRECT" );
dptr++;
IDirect3DSurface9 *pSourceSurface=(IDirect3DSurface9 *) FetchPtr(dptr);
dptr+=N_DWORDS_IN_PTR;
RECT const *pSourceRect=0;
if (*(dptr++))
pSourceRect=(RECT const *) dptr;
dptr += N_DWORDS( RECT );
IDirect3DSurface9 *pDestSurface= (IDirect3DSurface9 *) FetchPtr( dptr );
dptr += N_DWORDS_IN_PTR;
RECT const *pDestRect=0;
if (*(dptr++))
pDestRect=(RECT const *) dptr;
dptr += N_DWORDS( RECT );
D3DTEXTUREFILTERTYPE Filter = (D3DTEXTUREFILTERTYPE) *(dptr++);
Dx9Device()->StretchRect( pSourceSurface, pSourceRect,
pDestSurface, pDestRect,
Filter );
}
break;
#ifndef DX_TO_GL_ABSTRACTION
case PBCMD_STRETCHRECT_NVAPI:
{
VPROF_BUFFER_PLAYBACK( "STRETCHRECTNVAPI" );
TM_ZONE( TELEMETRY_LEVEL1, TMZF_NONE, "NvAPI_D3D9_StretchRectEx_async" );
dptr++;
IDirect3DResource9 *pSourceResource = (IDirect3DResource9 *)FetchPtr( dptr );
dptr += N_DWORDS_IN_PTR;
RECT const *pSourceRect = 0;
if ( *(dptr++) )
pSourceRect = (RECT const *)dptr;
dptr += N_DWORDS( RECT );
IDirect3DResource9 *pDestResource = (IDirect3DResource9 *)FetchPtr( dptr );
dptr += N_DWORDS_IN_PTR;
RECT const *pDestRect = 0;
if ( *(dptr++) )
pDestRect = (RECT const *)dptr;
dptr += N_DWORDS( RECT );
D3DTEXTUREFILTERTYPE Filter = (D3DTEXTUREFILTERTYPE)*(dptr++);
NvAPI_D3D9_StretchRectEx( Dx9Device(),
pSourceResource, pSourceRect,
pDestResource, pDestRect,
Filter );
pSourceResource->Release();
}
break;
#endif
case PBCMD_PRESENT:
{
VPROF_BUFFER_PLAYBACK( "PRESENT" );
dptr++;
RECT const *pSourceRect=0;
if (* (dptr++) )
pSourceRect=(RECT const *) dptr;
dptr+=N_DWORDS( RECT );
RECT const *pDestRect = 0;
if (* (dptr++) )
pDestRect=(RECT const *) dptr;
dptr+=N_DWORDS( RECT );
VD3DHWND hDestWindowOverride = (VD3DHWND) *(dptr++);
RGNDATA const *pDirtyRegion=0;
if ( *(dptr++) )
pDirtyRegion= (RGNDATA const *) dptr;
dptr+=N_DWORDS( RGNDATA );
Dx9Device()->Present( pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion );
break;
}
case PBCMD_SET_SCISSOR_RECT:
{
VPROF_BUFFER_PLAYBACK( "SET_SCISSOR_RECT" );
dptr++;
const RECT *pRect = ( RECT * )FetchPtr( dptr );
dptr += sizeof( RECT );
Dx9Device()->SetScissorRect( pRect );
}
#ifdef DX_TO_GL_ABSTRACTION
case PBCMD_ACQUIRE_THREAD_OWNERSHIP:
{
VPROF_BUFFER_PLAYBACK( "ACQUIRE_THREAD_OWNERSHIP" );
Dx9Device()->AcquireThreadOwnership();
dptr++;
break;
}
case PBCMD_RELEASE_THREAD_OWNERSHIP:
{
VPROF_BUFFER_PLAYBACK( "PBCMD_RELEASE_THREAD_OWNERSHIP" );
Dx9Device()->ReleaseThreadOwnership();
dptr++;
break;
}
#endif
}
}
}
#endif