Counter Strike : Global Offensive Source Code
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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#include "locald3dtypes.h"
#include "texturedx8.h"
#include "shaderapidx8_global.h"
#include "colorformatdx8.h"
#include "shaderapi/ishaderutil.h"
#include "materialsystem/imaterialsystem.h"
#include "utlvector.h"
#include "recording.h"
#include "shaderapi/ishaderapi.h"
#include "filesystem.h"
#include "locald3dtypes.h"
#include "textureheap.h"
#include "tier1/utlbuffer.h"
#include "tier1/callqueue.h"
#include "tier0/vprof.h"
#include "tier0/memdbgon.h"
#ifdef _WIN32
#pragma warning (disable:4189 4701)
#endif
static int s_TextureCount = 0;
//-----------------------------------------------------------------------------
// Stats...
//-----------------------------------------------------------------------------
int TextureCount()
{
return s_TextureCount;
}
static bool IsVolumeTexture( IDirect3DBaseTexture* pBaseTexture )
{
if ( !pBaseTexture )
{
return false;
}
return ( pBaseTexture->GetType() == D3DRTYPE_VOLUMETEXTURE );
}
static HRESULT GetLevelDesc( IDirect3DBaseTexture* pBaseTexture, UINT level, D3DSURFACE_DESC* pDesc )
{
MEM_ALLOC_D3D_CREDIT();
if ( !pBaseTexture )
{
return ( HRESULT )-1;
}
HRESULT hr;
switch( pBaseTexture->GetType() )
{
case D3DRTYPE_TEXTURE:
hr = ( ( IDirect3DTexture * )pBaseTexture )->GetLevelDesc( level, pDesc );
break;
case D3DRTYPE_CUBETEXTURE:
hr = ( ( IDirect3DCubeTexture * )pBaseTexture )->GetLevelDesc( level, pDesc );
break;
default:
return ( HRESULT )-1;
}
return hr;
}
static HRESULT GetSurfaceFromTexture( IDirect3DBaseTexture* pBaseTexture, UINT level,
D3DCUBEMAP_FACES cubeFaceID, IDirect3DSurface** ppSurfLevel )
{
MEM_ALLOC_D3D_CREDIT();
if ( !pBaseTexture )
{
return ( HRESULT )-1;
}
HRESULT hr;
switch( pBaseTexture->GetType() )
{
case D3DRTYPE_TEXTURE:
hr = ( ( IDirect3DTexture * )pBaseTexture )->GetSurfaceLevel( level, ppSurfLevel );
break;
case D3DRTYPE_CUBETEXTURE:
if (cubeFaceID !=0)
{
//Debugger();
}
hr = ( ( IDirect3DCubeTexture * )pBaseTexture )->GetCubeMapSurface( cubeFaceID, level, ppSurfLevel );
break;
default:
Assert(0);
return ( HRESULT )-1;
}
return hr;
}
//-----------------------------------------------------------------------------
// Gets the image format of a texture
//-----------------------------------------------------------------------------
static ImageFormat GetImageFormat( IDirect3DBaseTexture* pTexture )
{
MEM_ALLOC_D3D_CREDIT();
if ( pTexture )
{
HRESULT hr;
if ( !IsVolumeTexture( pTexture ) )
{
D3DSURFACE_DESC desc;
hr = GetLevelDesc( pTexture, 0, &desc );
if ( !FAILED( hr ) )
return ImageLoader::D3DFormatToImageFormat( desc.Format );
}
else
{
D3DVOLUME_DESC desc;
IDirect3DVolumeTexture *pVolumeTexture = static_cast<IDirect3DVolumeTexture*>( pTexture );
hr = pVolumeTexture->GetLevelDesc( 0, &desc );
if ( !FAILED( hr ) )
return ImageLoader::D3DFormatToImageFormat( desc.Format );
}
}
// Bogus baby!
return (ImageFormat)-1;
}
//-----------------------------------------------------------------------------
// Allocates the D3DTexture
//-----------------------------------------------------------------------------
IDirect3DBaseTexture* CreateD3DTexture( int width, int height, int nDepth,
ImageFormat dstFormat, int numLevels, int nCreationFlags, char *debugLabel ) // OK to skip the last param
{
if ( nDepth <= 0 )
{
nDepth = 1;
}
bool bIsCubeMap = ( nCreationFlags & TEXTURE_CREATE_CUBEMAP ) != 0;
bool bIsRenderTarget = ( nCreationFlags & TEXTURE_CREATE_RENDERTARGET ) != 0;
bool bManaged = ( nCreationFlags & TEXTURE_CREATE_MANAGED ) != 0;
bool bIsDepthBuffer = ( nCreationFlags & TEXTURE_CREATE_DEPTHBUFFER ) != 0;
bool bIsDynamic = ( nCreationFlags & TEXTURE_CREATE_DYNAMIC ) != 0;
bool bAutoMipMap = ( nCreationFlags & TEXTURE_CREATE_AUTOMIPMAP ) != 0;
bool bVertexTexture = ( nCreationFlags & TEXTURE_CREATE_VERTEXTEXTURE ) != 0;
bool bAllowNonFilterable = ( nCreationFlags & TEXTURE_CREATE_UNFILTERABLE_OK ) != 0;
bool bVolumeTexture = ( nDepth > 1 );
bool bNoD3DBits = ( nCreationFlags & TEXTURE_CREATE_NOD3DMEMORY ) != 0;
bool bSysMem = ( nCreationFlags & TEXTURE_CREATE_SYSMEM ) != 0;
bool bDefaultPool = ( nCreationFlags & TEXTURE_CREATE_DEFAULT_POOL ) != 0;
bool bCacheable = ( nCreationFlags & TEXTURE_CREATE_CACHEABLE ) != 0;
bool bSRGB = (nCreationFlags & TEXTURE_CREATE_SRGB) != 0; // for Posix/GL only
bool bAnsiotropic = (nCreationFlags & TEXTURE_CREATE_ANISOTROPIC) != 0; // for Posix/GL only
// NOTE: This function shouldn't be used for creating depth buffers!
Assert( !bIsDepthBuffer );
D3DFORMAT d3dFormat = D3DFMT_UNKNOWN;
if ( IsX360() )
{
// 360 does not support vertex textures
// 360 render target creation path is for the target as a texture source (NOT the EDRAM version)
// use normal texture format rules
Assert( !bVertexTexture );
if ( !bVertexTexture )
{
d3dFormat = FindNearestSupportedFormat( dstFormat, false, false, false );
}
}
else
{
d3dFormat = FindNearestSupportedFormat( dstFormat, bVertexTexture, bIsRenderTarget, bAllowNonFilterable );
}
if ( d3dFormat == D3DFMT_UNKNOWN )
{
Warning( "ShaderAPIDX8::CreateD3DTexture: Invalid color format!\n" );
Assert( 0 );
return 0;
}
IDirect3DBaseTexture* pBaseTexture = NULL;
IDirect3DTexture* pD3DTexture = NULL;
IDirect3DCubeTexture* pD3DCubeTexture = NULL;
IDirect3DVolumeTexture* pD3DVolumeTexture = NULL;
HRESULT hr = S_OK;
DWORD usage = 0;
if ( bIsRenderTarget )
{
usage |= D3DUSAGE_RENDERTARGET;
}
if ( bIsDynamic )
{
usage |= D3DUSAGE_DYNAMIC;
}
if ( bAutoMipMap )
{
usage |= D3DUSAGE_AUTOGENMIPMAP;
}
#ifdef DX_TO_GL_ABSTRACTION
if ( bSRGB )
{
// This flag does not exist in real DX9... just for GL to know that this is an SRGB tex
usage |= D3DUSAGE_TEXTURE_SRGB;
}
#endif
#if defined( _PS3 )
if ( bNoD3DBits && !bVolumeTexture )
{
// This flag does not exist in real DX9... tells GCM to defer allocating storage for the bits (until CShaderAPIDx8::PostQueuedTexture)
usage |= D3DUSAGE_TEXTURE_NOD3DMEMORY;
}
#endif
if ( bIsCubeMap )
{
#if !defined( _X360 )
hr = Dx9Device()->CreateCubeTexture(
width,
numLevels,
usage,
d3dFormat,
bManaged ? D3DPOOL_MANAGED : D3DPOOL_DEFAULT,
&pD3DCubeTexture,
NULL
#if ( defined( DX_TO_GL_ABSTRACTION ) && !defined( _PS3 ) )
, debugLabel // tex create funcs take extra arg for debug name on GL
#endif
);
#else
pD3DCubeTexture = g_TextureHeap.AllocCubeTexture( width, numLevels, usage, d3dFormat, bNoD3DBits );
#endif
pBaseTexture = pD3DCubeTexture;
}
else if ( bVolumeTexture )
{
Assert( !bNoD3DBits );
#if !defined( _X360 )
hr = Dx9Device()->CreateVolumeTexture(
width,
height,
nDepth,
numLevels,
usage,
d3dFormat,
bManaged ? D3DPOOL_MANAGED : D3DPOOL_DEFAULT,
&pD3DVolumeTexture,
NULL
#if ( defined( DX_TO_GL_ABSTRACTION ) && !defined( _PS3 ) )
, debugLabel // tex create funcs take extra arg for debug name on GL
#endif
);
#else
pD3DVolumeTexture = g_TextureHeap.AllocVolumeTexture( width, height, nDepth, numLevels, usage, d3dFormat );
#endif
pBaseTexture = pD3DVolumeTexture;
}
else
{
#if !defined( _X360 )
// Override usage and managed params if using special hardware shadow depth map formats...
if ( ( d3dFormat == NVFMT_RAWZ ) || ( d3dFormat == NVFMT_INTZ ) ||
( d3dFormat == D3DFMT_D16 ) || ( d3dFormat == D3DFMT_D24S8 ) ||
( d3dFormat == ATIFMT_D16 ) || ( d3dFormat == ATIFMT_D24S8 ) )
{
// Not putting D3DUSAGE_RENDERTARGET here causes D3D debug spew later, but putting the flag causes this create to fail...
usage = D3DUSAGE_DEPTHSTENCIL;
bManaged = false;
}
// Override managed param if using special null texture format
if ( d3dFormat == NVFMT_NULL )
{
bManaged = false;
}
D3DPOOL d3dPool = D3DPOOL_DEFAULT;
if ( bSysMem )
d3dPool = D3DPOOL_SYSTEMMEM;
else if ( bManaged )
d3dPool = D3DPOOL_MANAGED;
hr = Dx9Device()->CreateTexture(
width,
height,
numLevels,
usage,
d3dFormat,
d3dPool,
&pD3DTexture,
NULL
#if ( defined( DX_TO_GL_ABSTRACTION ) && !defined( _PS3 ) )
, debugLabel // tex create funcs take extra arg for debug name on GL
#endif
);
#else
pD3DTexture = g_TextureHeap.AllocTexture( width, height, numLevels, usage, d3dFormat, bNoD3DBits, bCacheable );
if ( pD3DTexture == NULL )
{
Warning( "ShaderAPIDX8::CreateD3DTexture: TexureHeap out of memory.\n" );
g_pMemAlloc->DumpStats();
return 0;
}
#endif
pBaseTexture = pD3DTexture;
}
if ( FAILED( hr ) )
{
switch ( hr )
{
case D3DERR_INVALIDCALL:
Warning( "ShaderAPIDX8::CreateD3DTexture: D3DERR_INVALIDCALL\n" );
break;
case D3DERR_OUTOFVIDEOMEMORY:
// This conditional is here so that we don't complain when testing
// how much video memory we have. . this is kinda gross.
if ( bManaged )
{
Warning( "ShaderAPIDX8::CreateD3DTexture: D3DERR_OUTOFVIDEOMEMORY\n" );
}
break;
case E_OUTOFMEMORY:
Warning( "ShaderAPIDX8::CreateD3DTexture: E_OUTOFMEMORY\n" );
break;
default:
break;
}
return 0;
}
#ifdef MEASURE_DRIVER_ALLOCATIONS
int nMipCount = numLevels;
if ( !nMipCount )
{
while ( width > 1 || height > 1 )
{
width >>= 1;
height >>= 1;
++nMipCount;
}
}
int nMemUsed = nMipCount * 1.1f * 1024;
if ( bIsCubeMap )
{
nMemUsed *= 6;
}
VPROF_INCREMENT_GROUP_COUNTER( "texture count", COUNTER_GROUP_NO_RESET, 1 );
VPROF_INCREMENT_GROUP_COUNTER( "texture driver mem", COUNTER_GROUP_NO_RESET, nMemUsed );
VPROF_INCREMENT_GROUP_COUNTER( "total driver mem", COUNTER_GROUP_NO_RESET, nMemUsed );
#endif
++s_TextureCount;
return pBaseTexture;
}
//-----------------------------------------------------------------------------
// Texture destruction
//-----------------------------------------------------------------------------
void ReleaseD3DTexture( IDirect3DBaseTexture* pD3DTex )
{
int ref = pD3DTex->Release();
Assert( ref == 0 );
}
void DestroyD3DTexture( IDirect3DBaseTexture* pD3DTex )
{
if ( pD3DTex )
{
#ifdef MEASURE_DRIVER_ALLOCATIONS
D3DRESOURCETYPE type = pD3DTex->GetType();
int nMipCount = pD3DTex->GetLevelCount();
if ( type == D3DRTYPE_CUBETEXTURE )
{
nMipCount *= 6;
}
int nMemUsed = nMipCount * 1.1f * 1024;
VPROF_INCREMENT_GROUP_COUNTER( "texture count", COUNTER_GROUP_NO_RESET, -1 );
VPROF_INCREMENT_GROUP_COUNTER( "texture driver mem", COUNTER_GROUP_NO_RESET, -nMemUsed );
VPROF_INCREMENT_GROUP_COUNTER( "total driver mem", COUNTER_GROUP_NO_RESET, -nMemUsed );
#endif
#if !defined( _X360 )
CMatRenderContextPtr pRenderContext( materials );
ICallQueue *pCallQueue;
if ( ( pCallQueue = pRenderContext->GetCallQueue() ) != NULL )
{
pCallQueue->QueueCall( ReleaseD3DTexture, pD3DTex );
}
else
{
ReleaseD3DTexture( pD3DTex );
}
#else
g_TextureHeap.FreeTexture( pD3DTex );
#endif
--s_TextureCount;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pTex -
// Output : int
//-----------------------------------------------------------------------------
int GetD3DTextureRefCount( IDirect3DBaseTexture *pTex )
{
if ( !pTex )
return 0;
pTex->AddRef();
int ref = pTex->Release();
return ref;
}
//-----------------------------------------------------------------------------
// See version 13 for a function that converts a texture to a mipmap (ConvertToMipmap)
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Lock, unlock a texture...
//-----------------------------------------------------------------------------
static RECT s_LockedSrcRect;
static D3DLOCKED_RECT s_LockedRect;
#ifdef DBGFLAG_ASSERT
static bool s_bInLock = false;
#endif
bool LockTexture( ShaderAPITextureHandle_t bindId, int copy, IDirect3DBaseTexture* pTexture, int level,
D3DCUBEMAP_FACES cubeFaceID, int xOffset, int yOffset, int width, int height, bool bDiscard,
CPixelWriter& writer )
{
Assert( !s_bInLock );
IDirect3DSurface* pSurf;
HRESULT hr = GetSurfaceFromTexture( pTexture, level, cubeFaceID, &pSurf );
if ( FAILED( hr ) )
return false;
s_LockedSrcRect.left = xOffset;
s_LockedSrcRect.right = xOffset + width;
s_LockedSrcRect.top = yOffset;
s_LockedSrcRect.bottom = yOffset + height;
unsigned int flags = D3DLOCK_NOSYSLOCK;
flags |= bDiscard ? D3DLOCK_DISCARD : 0;
RECORD_COMMAND( DX8_LOCK_TEXTURE, 6 );
RECORD_INT( bindId );
RECORD_INT( copy );
RECORD_INT( level );
RECORD_INT( cubeFaceID );
RECORD_STRUCT( &s_LockedSrcRect, sizeof(s_LockedSrcRect) );
RECORD_INT( flags );
hr = pSurf->LockRect( &s_LockedRect, &s_LockedSrcRect, flags );
pSurf->Release();
if ( FAILED( hr ) )
return false;
writer.SetPixelMemory( GetImageFormat(pTexture), s_LockedRect.pBits, s_LockedRect.Pitch );
#ifdef DBGFLAG_ASSERT
s_bInLock = true;
#endif
return true;
}
void UnlockTexture( ShaderAPITextureHandle_t bindId, int copy, IDirect3DBaseTexture* pTexture, int level,
D3DCUBEMAP_FACES cubeFaceID )
{
Assert( s_bInLock );
IDirect3DSurface* pSurf;
HRESULT hr = GetSurfaceFromTexture( pTexture, level, cubeFaceID, &pSurf );
if (FAILED(hr))
return;
#ifdef RECORD_TEXTURES
int width = s_LockedSrcRect.right - s_LockedSrcRect.left;
int height = s_LockedSrcRect.bottom - s_LockedSrcRect.top;
int imageFormatSize = ImageLoader::SizeInBytes( GetImageFormat( pTexture ) );
Assert( imageFormatSize != 0 );
int validDataBytesPerRow = imageFormatSize * width;
int storeSize = validDataBytesPerRow * height;
static CUtlVector< unsigned char > tmpMem;
if( tmpMem.Size() < storeSize )
{
tmpMem.AddMultipleToTail( storeSize - tmpMem.Size() );
}
unsigned char *pDst = tmpMem.Base();
unsigned char *pSrc = ( unsigned char * )s_LockedRect.pBits;
RECORD_COMMAND( DX8_SET_TEXTURE_DATA, 3 );
RECORD_INT( validDataBytesPerRow );
RECORD_INT( height );
int i;
for( i = 0; i < height; i++ )
{
memcpy( pDst, pSrc, validDataBytesPerRow );
pDst += validDataBytesPerRow;
pSrc += s_LockedRect.Pitch;
}
RECORD_STRUCT( tmpMem.Base(), storeSize );
#endif // RECORD_TEXTURES
RECORD_COMMAND( DX8_UNLOCK_TEXTURE, 4 );
RECORD_INT( bindId );
RECORD_INT( copy );
RECORD_INT( level );
RECORD_INT( cubeFaceID );
hr = pSurf->UnlockRect();
pSurf->Release();
#ifdef DBGFLAG_ASSERT
s_bInLock = false;
#endif
}
//-----------------------------------------------------------------------------
// Compute texture size based on compression
//-----------------------------------------------------------------------------
static inline int DetermineGreaterPowerOfTwo( int val )
{
int num = 1;
while (val > num)
{
num <<= 1;
}
return num;
}
inline int DeterminePowerOfTwo( int val )
{
int pow = 0;
while ((val & 0x1) == 0x0)
{
val >>= 1;
++pow;
}
return pow;
}
//-----------------------------------------------------------------------------
// Blit in bits
//-----------------------------------------------------------------------------
// NOTE: IF YOU CHANGE THIS, CHANGE THE VERSION IN PLAYBACK.CPP!!!!
// OPTIMIZE??: could lock the texture directly instead of the surface in dx9.
#if !defined( _X360 )
static void BlitSurfaceBits( TextureLoadInfo_t &info, int xOffset, int yOffset, int srcStride )
{
// Get the level of the texture we want to write into
IDirect3DSurface* pTextureLevel;
if (info.m_CubeFaceID !=0)
{
//Debugger();
}
HRESULT hr = GetSurfaceFromTexture( info.m_pTexture, info.m_nLevel, info.m_CubeFaceID, &pTextureLevel );
if ( FAILED( hr ) )
return;
RECT srcRect;
D3DLOCKED_RECT lockedRect;
srcRect.left = xOffset;
srcRect.right = xOffset + info.m_nWidth;
srcRect.top = yOffset;
srcRect.bottom = yOffset + info.m_nHeight;
#ifndef RECORD_TEXTURES
RECORD_COMMAND( DX8_LOCK_TEXTURE, 6 );
RECORD_INT( info.m_TextureHandle );
RECORD_INT( info.m_nCopy );
RECORD_INT( info.m_nLevel );
RECORD_INT( info.m_CubeFaceID );
RECORD_STRUCT( &srcRect, sizeof(srcRect) );
RECORD_INT( D3DLOCK_NOSYSLOCK );
#endif
// lock the region (could be the full surface or less)
if ( FAILED( pTextureLevel->LockRect( &lockedRect, &srcRect, D3DLOCK_NOSYSLOCK ) ) )
{
Warning( "CShaderAPIDX8::BlitTextureBits: couldn't lock texture rect\n" );
pTextureLevel->Release();
return;
}
ImageFormat dstFormat = GetImageFormat( info.m_pTexture );
unsigned char *pImage = (unsigned char *)lockedRect.pBits;
// garymcthack : need to make a recording command for this.
ShaderUtil()->ConvertImageFormat( info.m_pSrcData, info.m_SrcFormat,
pImage, dstFormat, info.m_nWidth, info.m_nHeight, srcStride, lockedRect.Pitch );
#ifndef RECORD_TEXTURES
RECORD_COMMAND( DX8_UNLOCK_TEXTURE, 4 );
RECORD_INT( info.m_TextureHandle );
RECORD_INT( info.m_nCopy );
RECORD_INT( info.m_nLevel );
RECORD_INT( info.m_CubeFaceID );
#endif
if ( FAILED( pTextureLevel->UnlockRect() ) )
{
Warning( "CShaderAPIDX8::BlitTextureBits: couldn't unlock texture rect\n" );
pTextureLevel->Release();
return;
}
pTextureLevel->Release();
}
#endif
//-----------------------------------------------------------------------------
// Puts 2D texture data into 360 gpu memory.
//-----------------------------------------------------------------------------
#if defined( _X360 )
static void BlitSurfaceBits( TextureLoadInfo_t &info, int xOffset, int yOffset, int srcStride )
{
// xbox textures are NOT backed in gpu memory contiguously
// stride details are critical - see [Xbox 360 Texture Storage]
// a d3dformat identifier on the xbox is tiled, the same d3dformat on the pc is expected linear to the app
// we purposely hide the tiling here, otherwise much confusion for the pc
// the *entire* target must be un-tiled *only* before any *subrect* blitting linear work
// the *entire* target must then be re-tiled after the *subrect* blit
// procedural textures require this to subrect blit their new portions correctly
// the tiling dance can be avoided if the source and target match in tiled state during a full rect blit
if ( info.m_nLevel == 0 && !g_TextureHeap.IsBaseAllocated( info.m_pTexture ) )
{
return;
}
if ( info.m_bSrcIsTiled )
{
// not supporting subrect blitting from a tiled source
Assert( 0 );
return;
}
CUtlBuffer formatConvertMemory;
unsigned char *pSrcData = info.m_pSrcData;
ImageFormat dstFormat = GetImageFormat( info.m_pTexture );
if ( dstFormat != info.m_SrcFormat )
{
if ( !info.m_bCanConvertFormat )
{
// texture is expected to be in target format
// not supporting conversion of a tiled source
Assert( 0 );
return;
}
int srcSize = ImageLoader::GetMemRequired( info.m_nWidth, info.m_nHeight, 1, info.m_SrcFormat, false );
int dstSize = ImageLoader::GetMemRequired( info.m_nWidth, info.m_nHeight, 1, dstFormat, false );
formatConvertMemory.EnsureCapacity( dstSize );
// due to format conversion, source is in non-native order
ImageLoader::PreConvertSwapImageData( (unsigned char*)info.m_pSrcData, srcSize, info.m_SrcFormat, VTF_CONSOLE_360, info.m_nWidth, srcStride );
// slow conversion operation
if ( !ShaderUtil()->ConvertImageFormat(
info.m_pSrcData,
info.m_SrcFormat,
(unsigned char*)formatConvertMemory.Base(),
dstFormat,
info.m_nWidth,
info.m_nHeight,
srcStride,
0 ) )
{
// conversion failed
Assert( 0 );
return;
}
// due to format conversion, source must have been in non-native order
ImageLoader::PostConvertSwapImageData( (unsigned char*)formatConvertMemory.Base(), dstSize, dstFormat, VTF_CONSOLE_360 );
pSrcData = (unsigned char*)formatConvertMemory.Base();
}
// get the top mip level info (needed for proper sub mip access)
XGTEXTURE_DESC baseDesc;
XGGetTextureDesc( info.m_pTexture, 0, &baseDesc );
bool bDstIsTiled = XGIsTiledFormat( baseDesc.Format ) == TRUE;
// get the target mip level info
XGTEXTURE_DESC mipDesc;
XGGetTextureDesc( info.m_pTexture, info.m_nLevel, &mipDesc );
bool bFullSurfBlit = ( mipDesc.Width == (unsigned)info.m_nWidth && mipDesc.Height == (unsigned)info.m_nHeight );
// get the mip level of the texture we want to write into
IDirect3DSurface* pTextureLevel = NULL;
unsigned char *pTargetImage;
if ( info.m_nLevel == 0 )
{
// can bypass API to gain pointer, circumventing a D3DRIP when async texture streaming
pTargetImage = (unsigned char *)GetD3DTextureBasePtr( info.m_pTexture );
// textures can have a non-zero offset due to texture tiles
pTargetImage += XGGetMipLevelOffset( info.m_pTexture, info.m_CubeFaceID, 0 );
}
else
{
// using API to avoid determining true mip bases
// texture streaming does not blat in mips, so no D3DRIP
HRESULT hr = GetSurfaceFromTexture( info.m_pTexture, info.m_nLevel, info.m_CubeFaceID, &pTextureLevel );
if ( FAILED( hr ) )
{
Warning( "CShaderAPIDX8::BlitSurfaceBits: GetSurfaceFromTexture() failure\n" );
return;
}
D3DLOCKED_RECT lockedRect;
hr = pTextureLevel->LockRect( &lockedRect, NULL, D3DLOCK_NOSYSLOCK );
if ( FAILED( hr ) )
{
Warning( "CShaderAPIDX8::BlitSurfaceBits: couldn't lock texture rect\n" );
pTextureLevel->Release();
return;
}
pTargetImage = (unsigned char *)lockedRect.pBits;
}
POINT p;
p.x = xOffset;
p.y = yOffset;
RECT r;
r.left = 0;
r.top = 0;
r.right = info.m_nWidth;
r.bottom = info.m_nHeight;
int blockSize = mipDesc.Width/mipDesc.WidthInBlocks;
if ( !srcStride )
{
srcStride = (mipDesc.Width/blockSize)*mipDesc.BytesPerBlock;
}
// subrect blitting path
if ( !bDstIsTiled )
{
// Copy the subrect without conversion
HRESULT hr = XGCopySurface(
pTargetImage,
mipDesc.RowPitch,
mipDesc.Width,
mipDesc.Height,
mipDesc.Format,
&p,
pSrcData,
srcStride,
mipDesc.Format,
&r,
0,
0 );
if ( FAILED( hr ) )
{
Warning( "CShaderAPIDX8::BlitSurfaceBits: failed subrect copy\n" );
}
}
else
{
int tileFlags = 0;
if ( !( mipDesc.Flags & XGTDESC_PACKED ) )
tileFlags |= XGTILE_NONPACKED;
if ( mipDesc.Flags & XGTDESC_BORDERED )
tileFlags |= XGTILE_BORDER;
// tile the temp store back into the target surface
XGTileTextureLevel(
baseDesc.Width,
baseDesc.Height,
info.m_nLevel,
XGGetGpuFormat( baseDesc.Format ),
tileFlags,
pTargetImage,
&p,
pSrcData,
srcStride,
&r );
}
if ( pTextureLevel )
{
pTextureLevel->UnlockRect();
pTextureLevel->Release();
}
}
#endif
#if defined( _PS3 )
static void BlitVolumeBits( TextureLoadInfo_t &info, int xOffset, int yOffset, int srcStride )
{
if ( xOffset || yOffset || /*info.m_nZOffset ||*/ srcStride )
{
// not supporting any subvolume blitting
// the entire volume per mip must be blitted
Assert( 0 );
return;
}
ImageFormat dstFormat = GetImageFormat( info.m_pTexture );
if ( dstFormat != info.m_SrcFormat )
{
// texture is expected to be in target format
// not supporting conversion
Assert( 0 );
return;
}
D3DBOX srcBox;
D3DLOCKED_BOX lockedBox;
srcBox.Left = xOffset;
srcBox.Right = xOffset + info.m_nWidth;
srcBox.Top = yOffset;
srcBox.Bottom = yOffset + info.m_nHeight;
srcBox.Front = 0;
srcBox.Back = info.m_nZOffset; // doesn't matter, locking entire texture effectively
#ifndef RECORD_TEXTURES
RECORD_COMMAND( DX8_LOCK_TEXTURE, 6 );
RECORD_INT( info.m_TextureHandle );
RECORD_INT( info.m_nCopy );
RECORD_INT( info.m_nLevel );
RECORD_INT( info.m_CubeFaceID );
RECORD_STRUCT( &srcRect, sizeof(srcRect) );
RECORD_INT( D3DLOCK_NOSYSLOCK );
#endif
IDirect3DVolumeTexture *pVolumeTexture = static_cast<IDirect3DVolumeTexture*>( info.m_pTexture );
if ( FAILED( pVolumeTexture->LockBox( info.m_nLevel, &lockedBox, &srcBox, D3DLOCK_NOSYSLOCK ) ) )
{
Warning( "BlitVolumeBits: couldn't lock volume texture rect\n" );
return;
}
// <vitaliy> blast the bits straight into local memory
unsigned char *pImage = (unsigned char *)lockedBox.pBits;
size_t numBytes = ImageLoader::GetMemRequired( info.m_nWidth, info.m_nHeight, info.m_nZOffset, dstFormat, false );
memcpy( pImage, info.m_pSrcData, numBytes );
#ifndef RECORD_TEXTURES
RECORD_COMMAND( DX8_UNLOCK_TEXTURE, 4 );
RECORD_INT( info.m_TextureHandle );
RECORD_INT( info.m_nCopy );
RECORD_INT( info.m_nLevel );
RECORD_INT( info.m_CubeFaceID );
#endif
if ( FAILED( pVolumeTexture->UnlockBox( info.m_nLevel ) ) )
{
Warning( "BlitVolumeBits: couldn't unlock volume texture rect\n" );
return;
}
}
#endif
//-----------------------------------------------------------------------------
// Blit in bits
//-----------------------------------------------------------------------------
#if !defined( _X360 ) && !defined( _PS3 )
static void BlitVolumeBits( TextureLoadInfo_t &info, int xOffset, int yOffset, int srcStride )
{
D3DBOX srcBox;
D3DLOCKED_BOX lockedBox;
srcBox.Left = xOffset;
srcBox.Right = xOffset + info.m_nWidth;
srcBox.Top = yOffset;
srcBox.Bottom = yOffset + info.m_nHeight;
srcBox.Front = info.m_nZOffset;
srcBox.Back = info.m_nZOffset + 1;
#ifndef RECORD_TEXTURES
RECORD_COMMAND( DX8_LOCK_TEXTURE, 6 );
RECORD_INT( info.m_TextureHandle );
RECORD_INT( info.m_nCopy );
RECORD_INT( info.m_nLevel );
RECORD_INT( info.m_CubeFaceID );
RECORD_STRUCT( &srcRect, sizeof(srcRect) );
RECORD_INT( D3DLOCK_NOSYSLOCK );
#endif
IDirect3DVolumeTexture *pVolumeTexture = static_cast<IDirect3DVolumeTexture*>( info.m_pTexture );
if ( FAILED( pVolumeTexture->LockBox( info.m_nLevel, &lockedBox, &srcBox, D3DLOCK_NOSYSLOCK ) ) )
{
Warning( "BlitVolumeBits: couldn't lock volume texture rect\n" );
return;
}
// garymcthack : need to make a recording command for this.
ImageFormat dstFormat = GetImageFormat( info.m_pTexture );
unsigned char *pImage = (unsigned char *)lockedBox.pBits;
ShaderUtil()->ConvertImageFormat( info.m_pSrcData, info.m_SrcFormat,
pImage, dstFormat, info.m_nWidth, info.m_nHeight, srcStride, lockedBox.RowPitch );
#ifndef RECORD_TEXTURES
RECORD_COMMAND( DX8_UNLOCK_TEXTURE, 4 );
RECORD_INT( info.m_TextureHandle );
RECORD_INT( info.m_nCopy );
RECORD_INT( info.m_nLevel );
RECORD_INT( info.m_CubeFaceID );
#endif
if ( FAILED( pVolumeTexture->UnlockBox( info.m_nLevel ) ) )
{
Warning( "BlitVolumeBits: couldn't unlock volume texture rect\n" );
return;
}
}
#endif
//-----------------------------------------------------------------------------
// Puts 3D texture data into 360 gpu memory.
// Does not support any subvolume or slice blitting.
//-----------------------------------------------------------------------------
#if defined( _X360 )
static void BlitVolumeBits( TextureLoadInfo_t &info, int xOffset, int yOffset, int srcStride )
{
if ( xOffset || yOffset || info.m_nZOffset || srcStride )
{
// not supporting any subvolume blitting
// the entire volume per mip must be blitted
Assert( 0 );
return;
}
ImageFormat dstFormat = GetImageFormat( info.m_pTexture );
if ( dstFormat != info.m_SrcFormat )
{
// texture is expected to be in target format
// not supporting conversion
Assert( 0 );
return;
}
// get the top mip level info (needed for proper sub mip access)
XGTEXTURE_DESC baseDesc;
XGGetTextureDesc( info.m_pTexture, 0, &baseDesc );
bool bDstIsTiled = XGIsTiledFormat( baseDesc.Format ) == TRUE;
if ( info.m_bSrcIsTiled && !bDstIsTiled )
{
// not supporting a tiled source into an untiled target
Assert( 0 );
return;
}
// get the mip level info
XGTEXTURE_DESC mipDesc;
XGGetTextureDesc( info.m_pTexture, info.m_nLevel, &mipDesc );
bool bFullSurfBlit = ( mipDesc.Width == (unsigned int)info.m_nWidth && mipDesc.Height == (unsigned int)info.m_nHeight );
if ( !bFullSurfBlit )
{
// not supporting subrect blitting
Assert( 0 );
return;
}
D3DLOCKED_BOX lockedBox;
// get the mip level of the volume we want to write into
IDirect3DVolumeTexture *pVolumeTexture = static_cast<IDirect3DVolumeTexture*>( info.m_pTexture );
HRESULT hr = pVolumeTexture->LockBox( info.m_nLevel, &lockedBox, NULL, D3DLOCK_NOSYSLOCK );
if ( FAILED( hr ) )
{
Warning( "CShaderAPIDX8::BlitVolumeBits: Couldn't lock volume box\n" );
return;
}
unsigned char *pSrcData = info.m_pSrcData;
unsigned char *pTargetImage = (unsigned char *)lockedBox.pBits;
int tileFlags = 0;
if ( !( mipDesc.Flags & XGTDESC_PACKED ) )
tileFlags |= XGTILE_NONPACKED;
if ( mipDesc.Flags & XGTDESC_BORDERED )
tileFlags |= XGTILE_BORDER;
if ( !info.m_bSrcIsTiled && bDstIsTiled )
{
// tile the source directly into the target surface
XGTileVolumeTextureLevel(
baseDesc.Width,
baseDesc.Height,
baseDesc.Depth,
info.m_nLevel,
XGGetGpuFormat( baseDesc.Format ),
tileFlags,
pTargetImage,
NULL,
pSrcData,
mipDesc.RowPitch,
mipDesc.SlicePitch,
NULL );
}
else if ( !info.m_bSrcIsTiled && !bDstIsTiled )
{
// not implemented yet
Assert( 0 );
}
else
{
// not implemented yet
Assert( 0 );
}
hr = pVolumeTexture->UnlockBox( info.m_nLevel );
if ( FAILED( hr ) )
{
Warning( "CShaderAPIDX8::BlitVolumeBits: couldn't unlock volume box\n" );
return;
}
}
#endif
// FIXME: How do I blit from D3DPOOL_SYSTEMMEM to D3DPOOL_MANAGED? I used to use CopyRects for this. UpdateSurface doesn't work because it can't blit to anything besides D3DPOOL_DEFAULT.
// We use this only in the case where we need to create a < 4x4 miplevel for a compressed texture. We end up creating a 4x4 system memory texture, and blitting it into the proper miplevel.
// 6) LockRects should be used for copying between SYSTEMMEM and
// MANAGED. For such a small copy, you'd avoid a significant
// amount of overhead from the old CopyRects code. Ideally, you
// should just lock the bottom of MANAGED and generate your
// sub-4x4 data there.
// NOTE: IF YOU CHANGE THIS, CHANGE THE VERSION IN PLAYBACK.CPP!!!!
static void BlitTextureBits( TextureLoadInfo_t &info, int xOffset, int yOffset, int srcStride )
{
#ifdef RECORD_TEXTURES
RECORD_COMMAND( DX8_BLIT_TEXTURE_BITS, 14 );
RECORD_INT( info.m_TextureHandle );
RECORD_INT( info.m_nCopy );
RECORD_INT( info.m_nLevel );
RECORD_INT( info.m_CubeFaceID );
RECORD_INT( xOffset );
RECORD_INT( yOffset );
RECORD_INT( info.m_nZOffset );
RECORD_INT( info.m_nWidth );
RECORD_INT( info.m_nHeight );
RECORD_INT( info.m_SrcFormat );
RECORD_INT( srcStride );
RECORD_INT( GetImageFormat( info.m_pTexture ) );
// strides are in bytes.
int srcDataSize;
if ( srcStride == 0 )
{
srcDataSize = ImageLoader::GetMemRequired( info.m_nWidth, info.m_nHeight, 1, info.m_SrcFormat, false );
}
else
{
srcDataSize = srcStride * info.m_nHeight;
}
RECORD_INT( srcDataSize );
RECORD_STRUCT( info.m_pSrcData, srcDataSize );
#endif // RECORD_TEXTURES
if ( !IsVolumeTexture( info.m_pTexture ) )
{
Assert( info.m_nZOffset == 0 );
BlitSurfaceBits( info, xOffset, yOffset, srcStride );
}
else
{
BlitVolumeBits( info, xOffset, yOffset, srcStride );
}
}
//-----------------------------------------------------------------------------
// Texture image upload
//-----------------------------------------------------------------------------
void LoadTexture( TextureLoadInfo_t &info )
{
MEM_ALLOC_D3D_CREDIT();
Assert( info.m_pSrcData );
Assert( info.m_pTexture );
#ifdef _DEBUG
ImageFormat format = GetImageFormat( info.m_pTexture );
Assert( (format != -1) && (format == ImageLoader::D3DFormatToImageFormat( FindNearestSupportedFormat( format, false, false, false )) ) );
#endif
// Copy in the bits...
BlitTextureBits( info, 0, 0, 0 );
}
//-----------------------------------------------------------------------------
// Upload to a sub-piece of a texture
//-----------------------------------------------------------------------------
void LoadSubTexture( TextureLoadInfo_t &info, int xOffset, int yOffset, int srcStride )
{
Assert( info.m_pSrcData );
Assert( info.m_pTexture );
#if defined( _X360 )
// xboxissue - not supporting subrect swizzling
Assert( !info.m_bSrcIsTiled );
#endif
#ifdef _DEBUG
ImageFormat format = GetImageFormat( info.m_pTexture );
Assert( (format == ImageLoader::D3DFormatToImageFormat( FindNearestSupportedFormat(format, false, false, false )) ) && (format != -1) );
#endif
// Copy in the bits...
BlitTextureBits( info, xOffset, yOffset, srcStride );
}
//-----------------------------------------------------------------------------
// Returns the size of texture memory, in MB
//-----------------------------------------------------------------------------
// Helps with startup time.. we don't use the texture memory size for anything anyways
#define DONT_CHECK_MEM
int ComputeTextureMemorySize( const GUID &nDeviceGUID, D3DDEVTYPE deviceType )
{
#if !defined( _X360 )
FileHandle_t file = g_pFullFileSystem->Open( "vidcfg.bin", "rb", "EXECUTABLE_PATH" );
if ( file )
{
GUID deviceId;
int texSize;
g_pFullFileSystem->Read( &deviceId, sizeof(deviceId), file );
g_pFullFileSystem->Read( &texSize, sizeof(texSize), file );
g_pFullFileSystem->Close( file );
if ( nDeviceGUID == deviceId )
{
return texSize;
}
}
// How much texture memory?
if (deviceType == D3DDEVTYPE_REF)
return 64 * 1024 * 1024;
// Sadly, the only way to compute texture memory size
// is to allocate a crapload of textures until we can't any more
ImageFormat fmt = ImageLoader::D3DFormatToImageFormat( FindNearestSupportedFormat( IMAGE_FORMAT_BGR565, false, false, false ) );
int textureSize = ShaderUtil()->GetMemRequired( 256, 256, 1, fmt, false );
int totalSize = 0;
CUtlVector< IDirect3DBaseTexture* > textures;
#ifndef DONT_CHECK_MEM
while (true)
{
RECORD_COMMAND( DX8_CREATE_TEXTURE, 7 );
RECORD_INT( textures.Count() );
RECORD_INT( 256 );
RECORD_INT( 256 );
RECORD_INT( ImageLoader::ImageFormatToD3DFormat(fmt) );
RECORD_INT( 1 );
RECORD_INT( false );
RECORD_INT( 1 );
IDirect3DBaseTexture* pTex = CreateD3DTexture( 256, 256, 1, fmt, 1, 0 );
if (!pTex)
break;
totalSize += textureSize;
textures.AddToTail( pTex );
}
// Free all the temp textures
for (int i = textures.Size(); --i >= 0; )
{
RECORD_COMMAND( DX8_DESTROY_TEXTURE, 1 );
RECORD_INT( i );
DestroyD3DTexture( textures[i] );
}
#else
totalSize = 102236160;
#endif
file = g_pFullFileSystem->Open( "vidcfg.bin", "wb", "EXECUTABLE_PATH" );
if ( file )
{
g_pFullFileSystem->Write( &nDeviceGUID, sizeof(GUID), file );
g_pFullFileSystem->Write( &totalSize, sizeof(totalSize), file );
g_pFullFileSystem->Close( file );
}
return totalSize;
#else
return 0;
#endif
}