Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#ifdef D3D_ASYNC_SUPPORTED
#ifndef D3DASYNC_H
#define D3DASYNC_H
#ifdef _WIN32
#pragma once
#endif
// Set this to 1 to allow d3d calls to be buffered and played back on another thread
// Slamming this off - it's causing very hot D3D9 function calls to not be inlined and contain a bunch of unused code. (Does this code even work/add real value any more?)
#define SHADERAPI_USE_SMP 0
// Set this to 1 to allow buffering of the whole frame to memory and then playback (singlethreaded).
// This is for debugging only and is used to test the performance of just calling D3D and rendering without other CPU overhead.
#define SHADERAPI_BUFFER_D3DCALLS 0
#if SHADERAPI_BUFFER_D3DCALLS && !SHADERAPI_USE_SMP
# error "SHADERAPI_USE_SMP must be 1 for SHADERAPI_BUFFER_D3DCALLS to work!"
#endif
#include "recording.h"
#include "strtools.h"
#include "glmgr/dxabstract.h"
#ifdef NDEBUG
#define DO_D3D(x) Dx9Device()->x
#else
#define DO_D3D(x) Dx9Device()->x
//#define DO_D3D(x) { HRESULT hr=Dx9Device()->x; Assert( !FAILED(hr) ); }
#endif
#define PUSHBUFFER_NELEMS 4096
enum PushBufferState
{
PUSHBUFFER_AVAILABLE,
PUSHBUFFER_BEING_FILLED,
PUSHBUFFER_SUBMITTED,
PUSHBUFFER_BEING_USED_FOR_LOCKEDDATA,
};
class PushBuffer
{
friend class D3DDeviceWrapper;
volatile PushBufferState m_State;
uint32 m_BufferData[PUSHBUFFER_NELEMS];
public:
PushBuffer(void)
{
m_State = PUSHBUFFER_AVAILABLE;
}
};
// When running multithreaded, lock for write calls actually return a pointer to temporary memory
// buffer. When the buffer is later unlocked by the caller, data must be queued with the Unlock()
// that lets the d3d thread know how much data to copy from where. One possible optimization for
// things which write a lot of data into lock buffers woudl be to proviude a way for the caller to
// occasionally check if the Lock() has been dequeued. If so, the the data pushed so far could be
// copied asynchronously into the buffer, while the caller would be told to switch to writing
// directly to the vertex buffer.
//
// another possibility would be lock()ing in advance for large ones, such as the world renderer,
// or keeping multiple locked vb's open for meshbuilder.
struct LockedBufferContext
{
PushBuffer *m_pPushBuffer; // if a push buffer was used to hold
// the temporary data, this will be non-null
void *m_pMallocedMemory; // if memory had to be malloc'd, this will be set.
size_t m_MallocSize; // # of bytes malloced if mallocedmem ptr non-null
LockedBufferContext( void )
{
m_pPushBuffer = NULL;
m_pMallocedMemory = NULL;
}
};
// push buffer commands follow
enum PushBufferCommand
{
PBCMD_END, // at end of push buffer
PBCMD_SET_RENDERSTATE, // state, val
PBCMD_SET_TEXTURE, // stage, txtr
PBCMD_DRAWPRIM, // prim type, start v, nprims
PBCMD_DRAWINDEXEDPRIM, // prim type, baseidx, minidx, numv, starti, pcount
PBCMD_SET_PIXEL_SHADER, // shaderptr
PBCMD_SET_VERTEX_SHADER, // shaderptr
PBCMD_SET_PIXEL_SHADER_CONSTANT, // startreg, nregs, data...
PBCMD_SET_BOOLEAN_PIXEL_SHADER_CONSTANT, // startreg, nregs, data...
PBCMD_SET_INTEGER_PIXEL_SHADER_CONSTANT, // startreg, nregs, data...
PBCMD_SET_VERTEX_SHADER_CONSTANT, // startreg, nregs, data...
PBCMD_SET_BOOLEAN_VERTEX_SHADER_CONSTANT, // startreg, nregs, data...
PBCMD_SET_INTEGER_VERTEX_SHADER_CONSTANT, // startreg, nregs, data...
PBCMD_SET_RENDER_TARGET, // idx, targetptr
PBCMD_SET_DEPTH_STENCIL_SURFACE, // surfptr
PBCMD_SET_STREAM_SOURCE, // idx, sptr, ofs, stride
PBCMD_SET_INDICES, // idxbuffer
PBCMD_SET_SAMPLER_STATE, // stage, state, val
PBCMD_UNLOCK_VB, // vptr
PBCMD_UNLOCK_IB, // idxbufptr
PBCMD_SETVIEWPORT, // vp_struct
PBCMD_CLEAR, // count, n rect structs, flags, color, z, stencil
PBCMD_SET_VERTEXDECLARATION, // vdeclptr
PBCMD_BEGIN_SCENE, //
PBCMD_END_SCENE, //
PBCMD_PRESENT, // complicated..see code
PBCMD_SETCLIPPLANE, // idx, 4 floats
PBCMD_STRETCHRECT, // see code
PBCMD_ASYNC_LOCK_VB, // see code
PBCMD_ASYNC_UNLOCK_VB,
PBCMD_ASYNC_LOCK_IB, // see code
PBCMD_ASYNC_UNLOCK_IB,
PBCMD_SET_SCISSOR_RECT, // RECT
};
#define N_DWORDS( x ) (( sizeof(x)+3)/sizeof( DWORD ))
#define N_DWORDS_IN_PTR (N_DWORDS( void * ))
class D3DDeviceWrapper
{
private:
IDirect3DDevice9 *m_pD3DDevice;
bool m_bSupportsTessellation;
int m_nCurrentTessLevel;
TessellationMode_t m_nTessellationMode;
#if SHADERAPI_USE_SMP
uintptr_t m_pASyncThreadHandle;
PushBuffer *m_pCurPushBuffer;
uint32 *m_pOutputPtr;
size_t m_PushBufferFreeSlots;
#endif
#if SHADERAPI_BUFFER_D3DCALLS
bool m_bBufferingD3DCalls;
# define SHADERAPI_BUFFER_MAXRENDERTARGETS 4
IDirect3DSurface9 *m_StoredRenderTargets[SHADERAPI_BUFFER_MAXRENDERTARGETS];
#endif
PushBuffer *FindFreePushBuffer( PushBufferState newstate ); // find a free push buffer and change its state
void GetPushBuffer(void); // set us up to point at a new push buffer
void SubmitPushBufferAndGetANewOne(void); // submit the current push buffer
void ExecutePushBuffer( PushBuffer const *pb);
#if SHADERAPI_USE_SMP
void Synchronize(void); // wait for all commands to be done
#else
FORCEINLINE void Synchronize(void)
{
}
#endif
void SubmitIfNotBusy(void);
#if SHADERAPI_USE_SMP
template<class T> FORCEINLINE void PushStruct( PushBufferCommand cmd, T const *str )
{
int nwords=N_DWORDS( T );
AllocatePushBufferSpace( 1+ nwords );
m_pOutputPtr[0]=cmd;
memcpy( m_pOutputPtr+1, str, sizeof( T ) );
m_pOutputPtr += 1+nwords;
}
FORCEINLINE void AllocatePushBufferSpace(size_t nSlots)
{
// check for N slots of space, and decrement amount of space left
if ( nSlots>m_PushBufferFreeSlots ) // out of room?
{
SubmitPushBufferAndGetANewOne();
}
m_PushBufferFreeSlots -= nSlots;
}
// simple methods for pushing a few words into output buffer
FORCEINLINE void Push( PushBufferCommand cmd )
{
AllocatePushBufferSpace(1);
m_pOutputPtr[0]=cmd;
m_pOutputPtr++;
}
FORCEINLINE void Push( PushBufferCommand cmd, int arg1)
{
AllocatePushBufferSpace(2);
m_pOutputPtr[0]=cmd;
m_pOutputPtr[1]=arg1;
m_pOutputPtr += 2;
}
FORCEINLINE void Push( PushBufferCommand cmd, void *ptr )
{
AllocatePushBufferSpace(1+N_DWORDS_IN_PTR);
*(m_pOutputPtr++)=cmd;
*((void **) m_pOutputPtr)=ptr;
m_pOutputPtr+=N_DWORDS_IN_PTR;
}
FORCEINLINE void Push( PushBufferCommand cmd, void *ptr, void *ptr1 )
{
AllocatePushBufferSpace(1+2*N_DWORDS_IN_PTR);
*(m_pOutputPtr++)=cmd;
*((void **) m_pOutputPtr)=ptr;
m_pOutputPtr+=N_DWORDS_IN_PTR;
*((void **) m_pOutputPtr)=ptr1;
m_pOutputPtr+=N_DWORDS_IN_PTR;
}
FORCEINLINE void Push( PushBufferCommand cmd, void *arg1, uint32 arg2, uint32 arg3, uint32 arg4,
void *arg5)
{
AllocatePushBufferSpace(1+N_DWORDS_IN_PTR+1+1+1+N_DWORDS_IN_PTR);
*(m_pOutputPtr++)=cmd;
*((void **) m_pOutputPtr)=arg1;
m_pOutputPtr+=N_DWORDS_IN_PTR;
*(m_pOutputPtr++)=arg2;
*(m_pOutputPtr++)=arg3;
*(m_pOutputPtr++)=arg4;
*((void **) m_pOutputPtr)=arg5;
m_pOutputPtr+=N_DWORDS_IN_PTR;
}
FORCEINLINE void Push( PushBufferCommand cmd, uint32 arg1, void *ptr )
{
AllocatePushBufferSpace(2+N_DWORDS_IN_PTR);
*(m_pOutputPtr++)=cmd;
*(m_pOutputPtr++)=arg1;
*((void **) m_pOutputPtr)=ptr;
m_pOutputPtr+=N_DWORDS_IN_PTR;
}
FORCEINLINE void Push( PushBufferCommand cmd, uint32 arg1, void *ptr, int arg2, int arg3 )
{
AllocatePushBufferSpace( 4+N_DWORDS_IN_PTR );
*(m_pOutputPtr++)=cmd;
*(m_pOutputPtr++)=arg1;
*((void **) m_pOutputPtr)=ptr;
m_pOutputPtr+=N_DWORDS_IN_PTR;
m_pOutputPtr[0]=arg2;
m_pOutputPtr[1]=arg3;
m_pOutputPtr += 2;
}
FORCEINLINE void Push( PushBufferCommand cmd, int arg1, int arg2)
{
AllocatePushBufferSpace(3);
m_pOutputPtr[0]=cmd;
m_pOutputPtr[1]=arg1;
m_pOutputPtr[2]=arg2;
m_pOutputPtr += 3;
}
FORCEINLINE void Push( PushBufferCommand cmd, int arg1, int arg2, int arg3)
{
AllocatePushBufferSpace(4);
m_pOutputPtr[0]=cmd;
m_pOutputPtr[1]=arg1;
m_pOutputPtr[2]=arg2;
m_pOutputPtr[3]=arg3;
m_pOutputPtr += 4;
}
FORCEINLINE void Push( PushBufferCommand cmd, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6 )
{
AllocatePushBufferSpace(7);
m_pOutputPtr[0]=cmd;
m_pOutputPtr[1]=arg1;
m_pOutputPtr[2]=arg2;
m_pOutputPtr[3]=arg3;
m_pOutputPtr[4]=arg4;
m_pOutputPtr[5]=arg5;
m_pOutputPtr[6]=arg6;
m_pOutputPtr += 7;
}
#else
template<class T> FORCEINLINE void PushStruct( PushBufferCommand cmd, T const *str )
{
}
FORCEINLINE void AllocatePushBufferSpace(size_t nSlots)
{
}
// simple methods for pushing a few words into output buffer
FORCEINLINE void Push( PushBufferCommand cmd )
{
}
FORCEINLINE void Push( PushBufferCommand cmd, int arg1)
{
}
FORCEINLINE void Push( PushBufferCommand cmd, void *ptr )
{
}
FORCEINLINE void Push( PushBufferCommand cmd, void *ptr, void *ptr1 )
{
}
FORCEINLINE void Push( PushBufferCommand cmd, void *arg1, uint32 arg2, uint32 arg3, uint32 arg4,
void *arg5)
{
}
FORCEINLINE void Push( PushBufferCommand cmd, uint32 arg1, void *ptr )
{
}
FORCEINLINE void Push( PushBufferCommand cmd, uint32 arg1, void *ptr, int arg2, int arg3 )
{
}
FORCEINLINE void Push( PushBufferCommand cmd, int arg1, int arg2)
{
}
FORCEINLINE void Push( PushBufferCommand cmd, int arg1, int arg2, int arg3)
{
}
FORCEINLINE void Push( PushBufferCommand cmd, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6 )
{
}
#endif
FORCEINLINE bool ASyncMode(void) const
{
#if SHADERAPI_USE_SMP
# if SHADERAPI_BUFFER_D3DCALLS
return m_bBufferingD3DCalls;
# else
return (m_pASyncThreadHandle != 0 );
# endif
#else
return false;
#endif
}
FORCEINLINE IDirect3DDevice9* Dx9Device(void) const
{
return m_pD3DDevice;
}
void AsynchronousLock( IDirect3DVertexBuffer9* vb, size_t offset, size_t size, void **ptr,
DWORD flags,
LockedBufferContext *lb);
void AsynchronousLock( IDirect3DIndexBuffer9* ib, size_t offset, size_t size, void **ptr,
DWORD flags,
LockedBufferContext *lb);
// handlers for push buffer contexts
void HandleAsynchronousLockVBCommand( uint32 const *dptr );
void HandleAsynchronousUnLockVBCommand( uint32 const *dptr );
void HandleAsynchronousLockIBCommand( uint32 const *dptr );
void HandleAsynchronousUnLockIBCommand( uint32 const *dptr );
public:
#if SHADERAPI_BUFFER_D3DCALLS
void ExecuteAllWork( void );
#endif
void RunThread( void ); // this is what the worker thread runs
void SetASyncMode( bool onoff );
bool IsActive( void )const
{
return m_pD3DDevice != NULL;
}
void D3DeviceWrapper(void)
{
m_pD3DDevice = 0;
#if SHADERAPI_USE_SMP
m_pASyncThreadHandle = 0;
#endif
#if SHADERAPI_BUFFER_D3DCALLS
m_bBufferingD3DCalls = false;
#endif
}
void SetDevicePtr(IDirect3DDevice9 *pD3DDev )
{
m_pD3DDevice = pD3DDev;
}
void SetSupportsTessellation( bool bSupportsTessellation )
{
m_bSupportsTessellation = bSupportsTessellation;
}
void ShutDownDevice(void)
{
if ( ASyncMode() )
{
// sync w/ thread
}
m_pD3DDevice = 0;
}
void FORCEINLINE SetDepthStencilSurface( IDirect3DSurface9 *new_stencil )
{
if ( ASyncMode() )
Push( PBCMD_SET_DEPTH_STENCIL_SURFACE, new_stencil );
else
DO_D3D( SetDepthStencilSurface( new_stencil ) );
}
HRESULT CreateCubeTexture(
UINT EdgeLength,
UINT Levels,
DWORD Usage,
D3DFORMAT Format,
D3DPOOL Pool,
IDirect3DCubeTexture9 ** ppCubeTexture,
HANDLE* pSharedHandle,
char *debugLabel = NULL // <-- OK to not pass this arg, only passed through on DX_TO_GL_ABSTRACTION
)
{
Synchronize();
return m_pD3DDevice->CreateCubeTexture( EdgeLength, Levels, Usage, Format, Pool,
ppCubeTexture, pSharedHandle
#if defined( DX_TO_GL_ABSTRACTION )
,debugLabel
#endif
);
}
HRESULT CreateVolumeTexture(
UINT Width,
UINT Height,
UINT Depth,
UINT Levels,
DWORD Usage,
D3DFORMAT Format,
D3DPOOL Pool,
IDirect3DVolumeTexture9** ppVolumeTexture,
HANDLE* pSharedHandle,
char *debugLabel = NULL // <-- OK to not pass this arg, only passed through on DX_TO_GL_ABSTRACTION
)
{
Synchronize();
return m_pD3DDevice->CreateVolumeTexture( Width, Height, Depth, Levels,
Usage, Format, Pool, ppVolumeTexture,
pSharedHandle
#if defined( DX_TO_GL_ABSTRACTION )
,debugLabel
#endif
);
}
HRESULT CreateOffscreenPlainSurface( UINT Width,
UINT Height,
D3DFORMAT Format,
D3DPOOL Pool,
IDirect3DSurface9** ppSurface,
HANDLE* pSharedHandle)
{
Synchronize();
return m_pD3DDevice->CreateOffscreenPlainSurface( Width, Height, Format, Pool,
ppSurface, pSharedHandle);
}
HRESULT CreateTexture(
UINT Width,
UINT Height,
UINT Levels,
DWORD Usage,
D3DFORMAT Format,
D3DPOOL Pool,
IDirect3DTexture9** ppTexture,
HANDLE* pSharedHandle,
char *debugLabel = NULL // <-- OK to not pass this arg, only passed through on DX_TO_GL_ABSTRACTION
)
{
Synchronize();
return m_pD3DDevice->CreateTexture( Width, Height, Levels, Usage,
Format, Pool, ppTexture, pSharedHandle
#if defined( DX_TO_GL_ABSTRACTION )
,debugLabel
#endif
);
}
HRESULT GetRenderTargetData(
IDirect3DSurface9* pRenderTarget,
IDirect3DSurface9* pDestSurface
)
{
Synchronize();
return m_pD3DDevice->GetRenderTargetData( pRenderTarget, pDestSurface );
}
void GetDeviceCaps( D3DCAPS9 * pCaps )
{
Synchronize();
m_pD3DDevice->GetDeviceCaps( pCaps );
}
LPCSTR GetPixelShaderProfile( void )
{
Synchronize();
return D3DXGetPixelShaderProfile( m_pD3DDevice );
}
HRESULT TestCooperativeLevel( void )
{
// hack! We are going to assume that calling this immediately when in buffered mode isn't going to cause problems.
#if !SHADERAPI_BUFFER_D3DCALLS
Synchronize();
#endif
return m_pD3DDevice->TestCooperativeLevel();
}
HRESULT GetFrontBufferData( UINT iSwapChain, IDirect3DSurface9 * pDestSurface )
{
Synchronize();
return m_pD3DDevice->GetFrontBufferData( iSwapChain, pDestSurface );
}
void SetGammaRamp( int swapchain, int flags, D3DGAMMARAMP const *pRamp)
{
Synchronize();
m_pD3DDevice->SetGammaRamp( swapchain, flags, pRamp);
}
HRESULT GetTexture( DWORD Stage, IDirect3DBaseTexture9 ** ppTexture )
{
Synchronize();
return m_pD3DDevice->GetTexture( Stage, ppTexture );
}
HRESULT GetFVF( DWORD * pFVF )
{
Synchronize();
return m_pD3DDevice->GetFVF( pFVF );
}
HRESULT GetDepthStencilSurface(
IDirect3DSurface9 ** ppZStencilSurface
)
{
Synchronize();
return m_pD3DDevice->GetDepthStencilSurface( ppZStencilSurface );
}
FORCEINLINE void SetClipPlane( int idx, float const * pplane)
{
RECORD_COMMAND( DX8_SET_CLIP_PLANE, 5 );
RECORD_INT( idx );
RECORD_FLOAT( pplane[0] );
RECORD_FLOAT( pplane[1] );
RECORD_FLOAT( pplane[2] );
RECORD_FLOAT( pplane[3] );
#if SHADERAPI_USE_SMP
if ( ASyncMode() )
{
AllocatePushBufferSpace( 6 );
m_pOutputPtr[0]=PBCMD_SETCLIPPLANE;
m_pOutputPtr[1]=idx;
memcpy(m_pOutputPtr+2,pplane, 4*sizeof(float) );
m_pOutputPtr += 6;
}
else
#endif
DO_D3D( SetClipPlane( idx, pplane ) );
}
FORCEINLINE void SetVertexDeclaration( IDirect3DVertexDeclaration9 *decl )
{
RECORD_COMMAND( DX8_SET_VERTEX_DECLARATION, 1 );
RECORD_INT( ( int ) decl );
#if SHADERAPI_USE_SMP
if ( ASyncMode() )
{
Push( PBCMD_SET_VERTEXDECLARATION, decl );
}
else
#endif
DO_D3D( SetVertexDeclaration( decl ) );
}
FORCEINLINE void SetViewport( D3DVIEWPORT9 const *vp )
{
RECORD_COMMAND( DX8_SET_VIEWPORT, 1 );
RECORD_STRUCT( vp, sizeof( *vp ));
#if SHADERAPI_USE_SMP
if ( ASyncMode() )
PushStruct( PBCMD_SETVIEWPORT, vp );
else
#endif
DO_D3D( SetViewport( vp ) );
}
HRESULT GetRenderTarget(
DWORD RenderTargetIndex,
IDirect3DSurface9 ** ppRenderTarget)
{
#if SHADERAPI_BUFFER_D3DCALLS
if ( ASyncMode() )
{
Assert( RenderTargetIndex >= 0 && RenderTargetIndex < SHADERAPI_BUFFER_MAXRENDERTARGETS );
*ppRenderTarget = m_StoredRenderTargets[RenderTargetIndex];
return D3D_OK;
}
#endif
Synchronize();
return m_pD3DDevice->GetRenderTarget( RenderTargetIndex, ppRenderTarget );
}
HRESULT CreateQuery( D3DQUERYTYPE Type, IDirect3DQuery9** ppQuery )
{
Synchronize();
return m_pD3DDevice->CreateQuery( Type, ppQuery );
}
HRESULT CreateRenderTarget(
UINT Width,
UINT Height,
D3DFORMAT Format,
D3DMULTISAMPLE_TYPE MultiSample,
DWORD MultisampleQuality,
BOOL Lockable,
IDirect3DSurface9** ppSurface,
HANDLE* pSharedHandle
)
{
Synchronize();
return m_pD3DDevice->CreateRenderTarget( Width, Height, Format, MultiSample,
MultisampleQuality, Lockable, ppSurface,
pSharedHandle);
}
HRESULT CreateDepthStencilSurface(
UINT Width,
UINT Height,
D3DFORMAT Format,
D3DMULTISAMPLE_TYPE MultiSample,
DWORD MultisampleQuality,
BOOL Discard,
IDirect3DSurface9** ppSurface,
HANDLE* pSharedHandle
)
{
Synchronize();
return m_pD3DDevice->CreateDepthStencilSurface( Width, Height, Format, MultiSample,
MultisampleQuality, Discard, ppSurface,
pSharedHandle );
}
FORCEINLINE void SetRenderTarget( int idx, IDirect3DSurface9 *new_rt )
{
if (ASyncMode())
{
Push( PBCMD_SET_RENDER_TARGET, idx, new_rt );
#if SHADERAPI_BUFFER_D3DCALLS
m_StoredRenderTargets[idx] = new_rt;
#endif
}
else
{
// NOTE: If the debug runtime breaks here on the shadow depth render target that is normal. dx9 doesn't directly support shadow
// depth texturing so we are forced to initialize this texture without the render target flagr
DO_D3D( SetRenderTarget( idx, new_rt) );
}
}
FORCEINLINE void LightEnable( int lidx, bool onoff )
{
RECORD_COMMAND( DX8_LIGHT_ENABLE, 2 );
RECORD_INT( lidx );
RECORD_INT( onoff );
Synchronize();
DO_D3D( LightEnable( lidx, onoff ) );
}
FORCEINLINE void SetRenderState( D3DRENDERSTATETYPE state, DWORD val )
{
// Assert( state >= 0 && state < MAX_NUM_RENDERSTATES );
RECORD_RENDER_STATE( state, val );
if (ASyncMode())
{
Push( PBCMD_SET_RENDERSTATE, state, val );
}
else
DO_D3D( SetRenderState( state, val ) );
}
FORCEINLINE void SetRenderStateInline( D3DRENDERSTATETYPE state, DWORD val )
{
// Assert( state >= 0 && state < MAX_NUM_RENDERSTATES );
RECORD_RENDER_STATE( state, val );
if (ASyncMode())
{
SetRenderState( state, val );
}
else
{
#ifdef DX_TO_GL_ABSTRACTION
DO_D3D( SetRenderStateInline( state, val ) );
#else
DO_D3D( SetRenderState( state, val ) );
#endif
}
}
FORCEINLINE void SetScissorRect( const RECT *pScissorRect )
{
RECORD_COMMAND( DX8_SET_SCISSOR_RECT, 1 );
RECORD_STRUCT( pScissorRect, 4 * sizeof(LONG) );
#if SHADERAPI_USE_SMP
if ( ASyncMode() )
{
AllocatePushBufferSpace( 5 );
m_pOutputPtr[0] = PBCMD_SET_SCISSOR_RECT;
memcpy( m_pOutputPtr + 1, pScissorRect, sizeof( *pScissorRect ) );
}
else
#endif
DO_D3D( SetScissorRect( pScissorRect ) );
}
FORCEINLINE void SetVertexShaderConstantF( UINT StartRegister, CONST float * pConstantData,
UINT Vector4fCount)
{
RECORD_COMMAND( DX8_SET_VERTEX_SHADER_CONSTANT, 3 );
RECORD_INT( StartRegister );
RECORD_INT( Vector4fCount );
RECORD_STRUCT( pConstantData, Vector4fCount * 4 * sizeof(float) );
#if SHADERAPI_USE_SMP
if ( ASyncMode() )
{
AllocatePushBufferSpace(3+4*Vector4fCount);
m_pOutputPtr[0]=PBCMD_SET_VERTEX_SHADER_CONSTANT;
m_pOutputPtr[1]=StartRegister;
m_pOutputPtr[2]=Vector4fCount;
memcpy(m_pOutputPtr+3,pConstantData,sizeof(float)*4*Vector4fCount);
m_pOutputPtr+=3+4*Vector4fCount;
}
else
#endif
DO_D3D( SetVertexShaderConstantF( StartRegister, pConstantData, Vector4fCount ) );
}
FORCEINLINE void SetVertexShaderConstantB( UINT StartRegister, CONST int * pConstantData,
UINT BoolCount)
{
RECORD_COMMAND( DX8_SET_VERTEX_SHADER_CONSTANT, 3 );
RECORD_INT( StartRegister );
RECORD_INT( BoolCount );
RECORD_STRUCT( pConstantData, BoolCount * sizeof(int) );
#if SHADERAPI_USE_SMP
if ( ASyncMode() )
{
AllocatePushBufferSpace(3+BoolCount);
m_pOutputPtr[0]=PBCMD_SET_BOOLEAN_VERTEX_SHADER_CONSTANT;
m_pOutputPtr[1]=StartRegister;
m_pOutputPtr[2]=BoolCount;
memcpy(m_pOutputPtr+3,pConstantData,sizeof(int)*BoolCount);
m_pOutputPtr+=3+BoolCount;
}
else
#endif
DO_D3D( SetVertexShaderConstantB( StartRegister, pConstantData, BoolCount ) );
}
FORCEINLINE void SetVertexShaderConstantI( UINT StartRegister, CONST int * pConstantData,
UINT Vector4IntCount)
{
RECORD_COMMAND( DX8_SET_VERTEX_SHADER_CONSTANT, 3 );
RECORD_INT( StartRegister );
RECORD_INT( Vector4IntCount );
RECORD_STRUCT( pConstantData, Vector4IntCount * 4 * sizeof(int) );
#if SHADERAPI_USE_SMP
if ( ASyncMode() )
{
AllocatePushBufferSpace(3+4*Vector4IntCount);
m_pOutputPtr[0]=PBCMD_SET_INTEGER_VERTEX_SHADER_CONSTANT;
m_pOutputPtr[1]=StartRegister;
m_pOutputPtr[2]=Vector4IntCount;
memcpy(m_pOutputPtr+3,pConstantData,sizeof(int)*4*Vector4IntCount);
m_pOutputPtr+=3+4*Vector4IntCount;
}
else
#endif
DO_D3D( SetVertexShaderConstantI( StartRegister, pConstantData, Vector4IntCount ) );
}
FORCEINLINE void SetPixelShaderConstantF( UINT StartRegister, CONST float * pConstantData,
UINT Vector4fCount)
{
RECORD_COMMAND( DX8_SET_PIXEL_SHADER_CONSTANT, 3 );
RECORD_INT( StartRegister );
RECORD_INT( Vector4fCount );
RECORD_STRUCT( pConstantData, Vector4fCount * 4 * sizeof(float) );
#if SHADERAPI_USE_SMP
if ( ASyncMode() )
{
AllocatePushBufferSpace(3+4*Vector4fCount);
m_pOutputPtr[0]=PBCMD_SET_PIXEL_SHADER_CONSTANT;
m_pOutputPtr[1]=StartRegister;
m_pOutputPtr[2]=Vector4fCount;
memcpy(m_pOutputPtr+3,pConstantData,sizeof(float)*4*Vector4fCount);
m_pOutputPtr+=3+4*Vector4fCount;
}
else
#endif
DO_D3D( SetPixelShaderConstantF( StartRegister, pConstantData, Vector4fCount ) );
}
FORCEINLINE void SetPixelShaderConstantB( UINT StartRegister, CONST int * pConstantData,
UINT BoolCount)
{
RECORD_COMMAND( DX8_SET_PIXEL_SHADER_CONSTANT, 3 );
RECORD_INT( StartRegister );
RECORD_INT( BoolCount );
RECORD_STRUCT( pConstantData, BoolCount * sizeof(int) );
#if SHADERAPI_USE_SMP
if ( ASyncMode() )
{
AllocatePushBufferSpace(3+BoolCount);
m_pOutputPtr[0]=PBCMD_SET_BOOLEAN_PIXEL_SHADER_CONSTANT;
m_pOutputPtr[1]=StartRegister;
m_pOutputPtr[2]=BoolCount;
memcpy(m_pOutputPtr+3,pConstantData,sizeof(int)*BoolCount);
m_pOutputPtr+=3+BoolCount;
}
else
#endif
DO_D3D( SetPixelShaderConstantB( StartRegister, pConstantData, BoolCount ) );
}
FORCEINLINE void SetPixelShaderConstantI( UINT StartRegister, CONST int * pConstantData,
UINT Vector4IntCount)
{
RECORD_COMMAND( DX8_SET_PIXEL_SHADER_CONSTANT, 3 );
RECORD_INT( StartRegister );
RECORD_INT( Vector4IntCount );
RECORD_STRUCT( pConstantData, Vector4IntCount * 4 * sizeof(int) );
#if SHADERAPI_USE_SMP
if ( ASyncMode() )
{
AllocatePushBufferSpace(3+4*Vector4IntCount);
m_pOutputPtr[0]=PBCMD_SET_INTEGER_PIXEL_SHADER_CONSTANT;
m_pOutputPtr[1]=StartRegister;
m_pOutputPtr[2]=Vector4IntCount;
memcpy(m_pOutputPtr+3,pConstantData,sizeof(int)*4*Vector4IntCount);
m_pOutputPtr+=3+4*Vector4IntCount;
}
else
#endif
DO_D3D( SetPixelShaderConstantI( StartRegister, pConstantData, Vector4IntCount ) );
}
HRESULT StretchRect( IDirect3DSurface9 * pSourceSurface,
CONST RECT * pSourceRect,
IDirect3DSurface9 * pDestSurface,
CONST RECT * pDestRect,
D3DTEXTUREFILTERTYPE Filter )
{
#if SHADERAPI_USE_SMP
if ( ASyncMode() )
{
AllocatePushBufferSpace(1+1+1+N_DWORDS( RECT )+1+1+N_DWORDS( RECT ) + 1);
*(m_pOutputPtr++)=PBCMD_STRETCHRECT;
*(m_pOutputPtr++)=(int) pSourceSurface;
*(m_pOutputPtr++)=(pSourceRect != NULL);
if (pSourceRect)
{
memcpy(m_pOutputPtr,pSourceRect,sizeof(RECT));
}
m_pOutputPtr+=N_DWORDS(RECT);
*(m_pOutputPtr++)=(int) pDestSurface;
*(m_pOutputPtr++)=(pDestRect != NULL);
if (pDestRect)
memcpy(m_pOutputPtr,pDestRect,sizeof(RECT));
m_pOutputPtr+=N_DWORDS(RECT);
*(m_pOutputPtr++)=Filter;
return S_OK; // !bug!
}
else
#endif
return m_pD3DDevice->
StretchRect( pSourceSurface, pSourceRect, pDestSurface, pDestRect, Filter );
}
FORCEINLINE void BeginScene(void)
{
RECORD_COMMAND( DX8_BEGIN_SCENE, 0 );
if ( ASyncMode() )
Push( PBCMD_BEGIN_SCENE );
else
DO_D3D( BeginScene() );
}
FORCEINLINE void EndScene(void)
{
RECORD_COMMAND( DX8_END_SCENE, 0 );
if ( ASyncMode() )
Push( PBCMD_END_SCENE );
else
DO_D3D( EndScene() );
}
FORCEINLINE HRESULT Lock( IDirect3DVertexBuffer9* vb, size_t offset, size_t size, void **ptr, DWORD flags )
{
Assert( size ); // lock size of 0 = unknown entire size of buffer = bad
Synchronize();
HRESULT hr = vb->Lock(offset, size, ptr, flags);
switch (hr)
{
case D3DERR_INVALIDCALL:
Warning( "D3DERR_INVALIDCALL - Vertex Buffer Lock Failed in %s on line %d(offset %d, size %d, flags 0x%x)\n", V_UnqualifiedFileName(__FILE__), __LINE__, offset, size, flags );
break;
case D3DERR_DRIVERINTERNALERROR:
Warning( "D3DERR_DRIVERINTERNALERROR - Vertex Buffer Lock Failed in %s on line %d (offset %d, size %d, flags 0x%x)\n", V_UnqualifiedFileName(__FILE__), __LINE__, offset, size, flags );
break;
case D3DERR_OUTOFVIDEOMEMORY:
Warning( "D3DERR_OUTOFVIDEOMEMORY - Vertex Buffer Lock Failed in %s on line %d (offset %d, size %d, flags 0x%x)\n", V_UnqualifiedFileName(__FILE__), __LINE__, offset, size, flags );
break;
}
return hr;
}
FORCEINLINE HRESULT Lock( IDirect3DVertexBuffer9* vb, size_t offset, size_t size, void **ptr,
DWORD flags,
LockedBufferContext *lb)
{
HRESULT hr = D3D_OK;
// asynchronous write-only dynamic vb lock
if ( ASyncMode() )
{
AsynchronousLock( vb, offset, size, ptr, flags, lb );
}
else
{
hr = vb->Lock(offset, size, ptr, flags);
switch (hr)
{
case D3DERR_INVALIDCALL:
Warning( "D3DERR_INVALIDCALL - Vertex Buffer Lock Failed in %s on line %d(offset %d, size %d, flags 0x%x)\n", V_UnqualifiedFileName(__FILE__), __LINE__, offset, size, flags );
break;
case D3DERR_DRIVERINTERNALERROR:
Warning( "D3DERR_DRIVERINTERNALERROR - Vertex Buffer Lock Failed in %s on line %d (offset %d, size %d, flags 0x%x)\n", V_UnqualifiedFileName(__FILE__), __LINE__, offset, size, flags );
break;
case D3DERR_OUTOFVIDEOMEMORY:
Warning( "D3DERR_OUTOFVIDEOMEMORY - Vertex Buffer Lock Failed in %s on line %d (offset %d, size %d, flags 0x%x)\n", V_UnqualifiedFileName(__FILE__), __LINE__, offset, size, flags );
break;
}
}
return hr;
}
FORCEINLINE HRESULT Lock( IDirect3DIndexBuffer9* ib, size_t offset, size_t size, void **ptr, DWORD flags)
{
HRESULT hr = D3D_OK;
Synchronize();
hr = ib->Lock(offset, size, ptr, flags);
switch (hr)
{
case D3DERR_INVALIDCALL:
Warning( "D3DERR_INVALIDCALL - Index Buffer Lock Failed in %s on line %d(offset %d, size %d, flags 0x%x)\n", V_UnqualifiedFileName(__FILE__), __LINE__, offset, size, flags );
break;
case D3DERR_DRIVERINTERNALERROR:
Warning( "D3DERR_DRIVERINTERNALERROR - Index Buffer Lock Failed in %s on line %d (offset %d, size %d, flags 0x%x)\n", V_UnqualifiedFileName(__FILE__), __LINE__, offset, size, flags );
break;
case D3DERR_OUTOFVIDEOMEMORY:
Warning( "D3DERR_OUTOFVIDEOMEMORY - Index Buffer Lock Failed in %s on line %d (offset %d, size %d, flags 0x%x)\n", V_UnqualifiedFileName(__FILE__), __LINE__, offset, size, flags );
break;
}
return hr;
}
// asycnhronous lock of index buffer
FORCEINLINE HRESULT Lock( IDirect3DIndexBuffer9* ib, size_t offset, size_t size, void **ptr, DWORD flags,
LockedBufferContext * lb)
{
HRESULT hr = D3D_OK;
if ( ASyncMode() )
AsynchronousLock( ib, offset, size, ptr, flags, lb );
else
{
hr = ib->Lock(offset, size, ptr, flags);
switch (hr)
{
case D3DERR_INVALIDCALL:
Warning( "D3DERR_INVALIDCALL - Index Buffer Lock Failed in %s on line %d(offset %d, size %d, flags 0x%x)\n", V_UnqualifiedFileName(__FILE__), __LINE__, offset, size, flags );
break;
case D3DERR_DRIVERINTERNALERROR:
Warning( "D3DERR_DRIVERINTERNALERROR - Index Buffer Lock Failed in %s on line %d (offset %d, size %d, flags 0x%x)\n", V_UnqualifiedFileName(__FILE__), __LINE__, offset, size, flags );
break;
case D3DERR_OUTOFVIDEOMEMORY:
Warning( "D3DERR_OUTOFVIDEOMEMORY - Index Buffer Lock Failed in %s on line %d (offset %d, size %d, flags 0x%x)\n", V_UnqualifiedFileName(__FILE__), __LINE__, offset, size, flags );
break;
}
}
return hr;
}
#ifndef DX_TO_GL_ABSTRACTION
FORCEINLINE HRESULT UpdateSurface( IDirect3DSurface9* pSourceSurface, CONST RECT* pSourceRect, IDirect3DSurface9* pDestSurface, CONST POINT* pDestPoint )
{
return m_pD3DDevice->UpdateSurface( pSourceSurface, pSourceRect, pDestSurface, pDestPoint );
}
#endif
void Release( IDirect3DIndexBuffer9* ib )
{
Synchronize();
ib->Release();
}
void Release( IDirect3DVertexBuffer9* vb )
{
Synchronize();
vb->Release();
}
FORCEINLINE void Unlock( IDirect3DVertexBuffer9* vb )
{
// needed for d3d on pc only
if ( ASyncMode() )
Push(PBCMD_UNLOCK_VB, vb);
else
{
HRESULT hr = vb->Unlock( );
if ( FAILED(hr) )
{
Warning( "Vertex Buffer Unlock Failed in %s on line %d\n", V_UnqualifiedFileName(__FILE__), __LINE__ );
}
}
}
FORCEINLINE void Unlock( IDirect3DVertexBuffer9* vb, LockedBufferContext *lb, size_t unlock_size)
{
// needed for d3d on pc only
#if SHADERAPI_USE_SMP
if ( ASyncMode() )
{
AllocatePushBufferSpace( 1+N_DWORDS_IN_PTR+N_DWORDS( LockedBufferContext )+1 );
*(m_pOutputPtr++)=PBCMD_ASYNC_UNLOCK_VB;
*((IDirect3DVertexBuffer9* *) m_pOutputPtr)=vb;
m_pOutputPtr+=N_DWORDS_IN_PTR;
*((LockedBufferContext *) m_pOutputPtr)=*lb;
m_pOutputPtr+=N_DWORDS( LockedBufferContext );
*(m_pOutputPtr++)=unlock_size;
}
else
#endif
{
HRESULT hr = vb->Unlock();
if ( FAILED(hr) )
{
Warning( "Vertex Buffer Unlock Failed in %s on line %d\n", V_UnqualifiedFileName(__FILE__), __LINE__ );
}
}
}
FORCEINLINE void Unlock( IDirect3DIndexBuffer9* ib )
{
// needed for d3d on pc only
if ( ASyncMode() )
Push(PBCMD_UNLOCK_IB, ib);
else
{
HRESULT hr = ib->Unlock();
if ( FAILED(hr) )
{
Warning( "Index Buffer Unlock Failed in %s on line %d\n", V_UnqualifiedFileName(__FILE__), __LINE__ );
}
}
}
FORCEINLINE void Unlock( IDirect3DIndexBuffer9* ib, LockedBufferContext *lb, size_t unlock_size)
{
// needed for d3d on pc only
#if SHADERAPI_USE_SMP
if ( ASyncMode() )
{
AllocatePushBufferSpace( 1+N_DWORDS_IN_PTR+N_DWORDS( LockedBufferContext )+1 );
*(m_pOutputPtr++)=PBCMD_ASYNC_UNLOCK_IB;
*((IDirect3DIndexBuffer9* *) m_pOutputPtr)=ib;
m_pOutputPtr+=N_DWORDS_IN_PTR;
*((LockedBufferContext *) m_pOutputPtr)=*lb;
m_pOutputPtr+=N_DWORDS( LockedBufferContext );
*(m_pOutputPtr++)=unlock_size;
}
else
#endif
{
HRESULT hr = ib->Unlock( );
if ( FAILED(hr) )
{
Warning( "Index Buffer Unlock Failed in %s on line %d\n", V_UnqualifiedFileName(__FILE__), __LINE__ );
}
}
}
void ShowCursor( bool onoff)
{
Synchronize();
DO_D3D( ShowCursor(onoff) );
}
FORCEINLINE void Clear( int count, D3DRECT const *pRects, int Flags, D3DCOLOR color, float Z, int stencil)
{
#if SHADERAPI_USE_SMP
if ( ASyncMode() )
{
int n_rects_words = count * N_DWORDS( D3DRECT );
AllocatePushBufferSpace( 2 + n_rects_words + 4 );
*(m_pOutputPtr++) = PBCMD_CLEAR;
*(m_pOutputPtr++) = count;
if ( count )
{
memcpy( m_pOutputPtr, pRects, count * sizeof( D3DRECT ) );
m_pOutputPtr += n_rects_words;
}
*(m_pOutputPtr++) = Flags;
*( (D3DCOLOR *) m_pOutputPtr ) = color;
m_pOutputPtr++;
*( (float *) m_pOutputPtr ) = Z;
m_pOutputPtr++;
*(m_pOutputPtr++) = stencil;
}
else
#endif
DO_D3D( Clear(count, pRects, Flags, color, Z, stencil) );
}
HRESULT Reset( D3DPRESENT_PARAMETERS *parms)
{
RECORD_COMMAND( DX8_RESET, 1 );
RECORD_STRUCT( parms, sizeof(*parms) );
Synchronize();
return m_pD3DDevice->Reset( parms );
}
void Release( void )
{
Synchronize();
DO_D3D( Release() );
}
FORCEINLINE void SetTexture(int stage, IDirect3DBaseTexture9 *txtr)
{
RECORD_COMMAND( DX8_SET_TEXTURE, 3 );
RECORD_INT( stage );
RECORD_INT( -1 );
RECORD_INT( -1 );
if (ASyncMode())
{
Push( PBCMD_SET_TEXTURE, stage, txtr );
}
else
DO_D3D( SetTexture( stage, txtr) );
}
void SetTransform( D3DTRANSFORMSTATETYPE mtrx_id, D3DXMATRIX const *mt)
{
RECORD_COMMAND( DX8_SET_TRANSFORM, 2 );
RECORD_INT( mtrx_id );
RECORD_STRUCT( mt, sizeof(D3DXMATRIX) );
Synchronize();
DO_D3D( SetTransform( mtrx_id, mt) );
}
FORCEINLINE void SetSamplerState( int stage, D3DSAMPLERSTATETYPE state, DWORD val)
{
RECORD_SAMPLER_STATE( stage, state, val );
if ( ASyncMode() )
Push( PBCMD_SET_SAMPLER_STATE, stage, state, val );
else
DO_D3D( SetSamplerState( stage, state, val) );
}
void SetFVF( int fvf)
{
Synchronize();
DO_D3D( SetFVF( fvf) );
}
FORCEINLINE void SetTextureStageState( int stage, D3DTEXTURESTAGESTATETYPE state, DWORD val )
{
RECORD_TEXTURE_STAGE_STATE( stage, state, val );
Synchronize();
DO_D3D( SetTextureStageState( stage, state, val) );
}
FORCEINLINE void DrawPrimitive(
D3DPRIMITIVETYPE PrimitiveType,
UINT StartVertex,
UINT PrimitiveCount
)
{
RECORD_COMMAND( DX8_DRAW_PRIMITIVE, 3 );
RECORD_INT( PrimitiveType );
RECORD_INT( StartVertex );
RECORD_INT( PrimitiveCount );
if ( ASyncMode() )
{
Push( PBCMD_DRAWPRIM, PrimitiveType, StartVertex, PrimitiveCount );
SubmitIfNotBusy();
}
else
DO_D3D( DrawPrimitive( PrimitiveType, StartVertex, PrimitiveCount ) );
}
HRESULT CreateVertexDeclaration(
CONST D3DVERTEXELEMENT9* pVertexElements,
IDirect3DVertexDeclaration9** ppDecl
)
{
Synchronize();
return m_pD3DDevice->CreateVertexDeclaration( pVertexElements, ppDecl );
}
HRESULT ValidateDevice( DWORD * pNumPasses )
{
Synchronize();
return m_pD3DDevice->ValidateDevice( pNumPasses );
}
HRESULT CreateVertexShader(
CONST DWORD * pFunction,
IDirect3DVertexShader9** ppShader,
const char *pShaderName,
char *debugLabel = NULL
)
{
Synchronize();
#ifdef DX_TO_GL_ABSTRACTION
return m_pD3DDevice->CreateVertexShader( pFunction, ppShader, pShaderName, debugLabel );
#else
return m_pD3DDevice->CreateVertexShader( pFunction, ppShader );
#endif
}
HRESULT CreatePixelShader(
CONST DWORD * pFunction,
IDirect3DPixelShader9** ppShader,
const char *pShaderName,
char *debugLabel = NULL
)
{
Synchronize();
#ifdef DX_TO_GL_ABSTRACTION
return m_pD3DDevice->CreatePixelShader( pFunction, ppShader, pShaderName, debugLabel );
#else
return m_pD3DDevice->CreatePixelShader( pFunction, ppShader );
#endif
}
FORCEINLINE void SetIndices(
IDirect3DIndexBuffer9 * pIndexData
)
{
if ( ASyncMode() )
Push( PBCMD_SET_INDICES, pIndexData );
else
DO_D3D( SetIndices( pIndexData ) );
}
FORCEINLINE void SetStreamSource(
UINT StreamNumber,
IDirect3DVertexBuffer9 * pStreamData,
UINT OffsetInBytes,
UINT Stride
)
{
if ( ASyncMode() )
Push( PBCMD_SET_STREAM_SOURCE, StreamNumber, pStreamData, OffsetInBytes, Stride );
else
DO_D3D( SetStreamSource( StreamNumber, pStreamData, OffsetInBytes, Stride ) );
}
HRESULT CreateVertexBuffer(
UINT Length,
DWORD Usage,
DWORD FVF,
D3DPOOL Pool,
IDirect3DVertexBuffer9** ppVertexBuffer,
HANDLE* pSharedHandle
)
{
Synchronize();
return m_pD3DDevice->CreateVertexBuffer( Length, Usage, FVF,
Pool, ppVertexBuffer, pSharedHandle );
}
HRESULT CreateIndexBuffer(
UINT Length,
DWORD Usage,
D3DFORMAT Format,
D3DPOOL Pool,
IDirect3DIndexBuffer9** ppIndexBuffer,
HANDLE* pSharedHandle
)
{
Synchronize();
return m_pD3DDevice->CreateIndexBuffer( Length, Usage, Format, Pool, ppIndexBuffer,
pSharedHandle );
}
FORCEINLINE void DrawIndexedPrimitive(
D3DPRIMITIVETYPE Type,
INT BaseVertexIndex,
UINT MinIndex,
UINT NumVertices,
UINT StartIndex,
UINT PrimitiveCount )
{
RECORD_COMMAND( DX8_DRAW_INDEXED_PRIMITIVE, 6 );
RECORD_INT( Type );
RECORD_INT( BaseVertexIndex );
RECORD_INT( MinIndex );
RECORD_INT( NumVertices );
RECORD_INT( StartIndex );
RECORD_INT( PrimitiveCount );
if ( ASyncMode() )
{
Push(PBCMD_DRAWINDEXEDPRIM,
Type, BaseVertexIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount );
// SubmitIfNotBusy();
}
else
{
DO_D3D( DrawIndexedPrimitive( Type, BaseVertexIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount ) );
}
}
#ifndef DX_TO_GL_ABSTRACTION
FORCEINLINE void DrawTessellatedIndexedPrimitive( INT BaseVertexIndex, UINT MinIndex, UINT NumVertices,
UINT StartIndex, UINT PrimitiveCount )
{
// Setup our stream-source frequencies
DO_D3D( SetStreamSourceFreq( 0, D3DSTREAMSOURCE_INDEXEDDATA | PrimitiveCount ) );
DO_D3D( SetStreamSourceFreq( VertexStreamSpec_t::STREAM_MORPH, D3DSTREAMSOURCE_INSTANCEDATA | 1ul ) );
DO_D3D( SetStreamSourceFreq( VertexStreamSpec_t::STREAM_SUBDQUADS, D3DSTREAMSOURCE_INSTANCEDATA | 1ul ) );
int nIndicesPerPatch = ( ( ( m_nCurrentTessLevel + 1 ) * 2 + 2 ) * m_nCurrentTessLevel ) - 2;
int nVerticesPerPatch = m_nCurrentTessLevel + 1;
nVerticesPerPatch *= nVerticesPerPatch;
int nPrimitiveCount = nIndicesPerPatch - 2;
DO_D3D( DrawIndexedPrimitive( D3DPT_TRIANGLESTRIP, 0, 0, nVerticesPerPatch, 0, nPrimitiveCount ) );
// Disable instancing
DO_D3D( SetStreamSourceFreq( 0, 1ul ) );
DO_D3D( SetStreamSourceFreq( VertexStreamSpec_t::STREAM_MORPH, 1ul ) );
DO_D3D( SetStreamSourceFreq( VertexStreamSpec_t::STREAM_SUBDQUADS, 1ul ) );
}
FORCEINLINE void DrawTessellatedPrimitive( UINT StartVertex, UINT PrimitiveCount )
{
// Setup our stream-source frequencies
DO_D3D( SetStreamSourceFreq( 0, D3DSTREAMSOURCE_INDEXEDDATA | PrimitiveCount ) );
DO_D3D( SetStreamSourceFreq( VertexStreamSpec_t::STREAM_MORPH, D3DSTREAMSOURCE_INSTANCEDATA | 1ul ) );
DO_D3D( SetStreamSourceFreq( VertexStreamSpec_t::STREAM_SUBDQUADS, D3DSTREAMSOURCE_INSTANCEDATA | 1ul ) );
int nIndicesPerPatch = ( ( ( m_nCurrentTessLevel + 1 ) * 2 + 2 ) * m_nCurrentTessLevel ) - 2;
int nVerticesPerPatch = m_nCurrentTessLevel + 1;
nVerticesPerPatch *= nVerticesPerPatch;
int nPrimitiveCount = nIndicesPerPatch - 2;
DO_D3D( DrawIndexedPrimitive( D3DPT_TRIANGLESTRIP, 0, 0, nVerticesPerPatch, 0, nPrimitiveCount ) );
// Disable instancing
DO_D3D( SetStreamSourceFreq( 0, 1ul ) );
DO_D3D( SetStreamSourceFreq( VertexStreamSpec_t::STREAM_MORPH, 1ul ) );
DO_D3D( SetStreamSourceFreq( VertexStreamSpec_t::STREAM_SUBDQUADS, 1ul ) );
}
FORCEINLINE void SetTessellationLevel( float level )
{
// Track our current tessellation level
m_nCurrentTessLevel = (int)ceil( level );
}
#endif
void SetMaterial( D3DMATERIAL9 const *mat)
{
RECORD_COMMAND( DX8_SET_MATERIAL, 1 );
RECORD_STRUCT( &mat, sizeof(mat) );
Synchronize();
DO_D3D( SetMaterial( mat ) );
}
FORCEINLINE void SetPixelShader( IDirect3DPixelShader9 *pShader )
{
RECORD_COMMAND( DX8_SET_PIXEL_SHADER, 1 );
RECORD_INT( ( int ) pShader );
if ( ASyncMode() )
Push( PBCMD_SET_PIXEL_SHADER, pShader );
else
DO_D3D( SetPixelShader( pShader ) );
}
FORCEINLINE void SetVertexShader( IDirect3DVertexShader9 *pShader )
{
if ( ASyncMode() )
Push( PBCMD_SET_VERTEX_SHADER, pShader );
else
DO_D3D( SetVertexShader( pShader ) );
}
#ifdef DX_TO_GL_ABSTRACTION
FORCEINLINE HRESULT LinkShaderPair( IDirect3DVertexShader9* vs, IDirect3DPixelShader9* ps )
{
Assert ( !ASyncMode() );
return DO_D3D( LinkShaderPair( vs, ps ) );
}
HRESULT QueryShaderPair( int index, GLMShaderPairInfo *infoOut )
{
Assert ( !ASyncMode() );
return DO_D3D( QueryShaderPair( index, infoOut ) );
}
void SetMaxUsedVertexShaderConstantsHint( uint nMaxReg )
{
Assert( !ASyncMode() );
DO_D3D( SetMaxUsedVertexShaderConstantsHint( nMaxReg ) );
}
#endif
void EvictManagedResources( void )
{
if (m_pD3DDevice) // people call this before creating the device
{
Synchronize();
DO_D3D( EvictManagedResources() );
}
}
void SetLight( int i, D3DLIGHT9 const *l)
{
RECORD_COMMAND( DX8_SET_LIGHT, 2 );
RECORD_INT( i );
RECORD_STRUCT( l, sizeof(*l) );
Synchronize();
DO_D3D( SetLight(i, l) );
}
void DrawIndexedPrimitiveUP( D3DPRIMITIVETYPE PrimitiveType,
UINT MinVertexIndex,
UINT NumVertices,
UINT PrimitiveCount,
CONST void * pIndexData,
D3DFORMAT IndexDataFormat,
CONST void* pVertexStreamZeroData,
UINT VertexStreamZeroStride )
{
Synchronize();
DO_D3D( DrawIndexedPrimitiveUP( PrimitiveType, MinVertexIndex, NumVertices, PrimitiveCount,
pIndexData, IndexDataFormat, pVertexStreamZeroData,
VertexStreamZeroStride ) );
}
HRESULT Present(
CONST RECT * pSourceRect,
CONST RECT * pDestRect,
VD3DHWND hDestWindowOverride,
CONST RGNDATA * pDirtyRegion)
{
RECORD_COMMAND( DX8_PRESENT, 0 );
#if SHADERAPI_USE_SMP
if ( ASyncMode() )
{
// need to deal with ret code here
AllocatePushBufferSpace(1+1+
N_DWORDS( RECT )+1+N_DWORDS( RECT )+1+1+N_DWORDS( RGNDATA ));
*(m_pOutputPtr++)=PBCMD_PRESENT;
*(m_pOutputPtr++)=( pSourceRect != NULL );
if (pSourceRect)
memcpy(m_pOutputPtr, pSourceRect, sizeof( RECT ) );
m_pOutputPtr+=N_DWORDS( RECT );
*(m_pOutputPtr++)=( pDestRect != NULL );
if (pDestRect)
memcpy(m_pOutputPtr, pDestRect, sizeof( RECT ) );
m_pOutputPtr+=N_DWORDS( RECT );
*(m_pOutputPtr++)=(uint32) hDestWindowOverride;
*(m_pOutputPtr++)=( pDirtyRegion != NULL );
if (pDirtyRegion)
memcpy(m_pOutputPtr, pDirtyRegion, sizeof( RGNDATA ));
m_pOutputPtr+=N_DWORDS( RGNDATA );
return S_OK; // not good - caller wants to here about lost devices
}
else
#endif
return m_pD3DDevice->Present( pSourceRect, pDestRect,
hDestWindowOverride, pDirtyRegion );
}
#if defined( DX_TO_GL_ABSTRACTION )
void AcquireThreadOwnership( )
{
m_pD3DDevice->AcquireThreadOwnership();
}
void ReleaseThreadOwnership( )
{
m_pD3DDevice->ReleaseThreadOwnership();
}
#endif
};
#endif // D3DASYNC_H
#endif // #if D3D_ASYNC_SUPPORTED