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/*****************************************************************************\
FILE: texture.cpp
DESCRIPTION: Manage a texture for several instance for each monitor. Also manage keeping the ratio correct when it's not square when loaded.
BryanSt 2/9/2000 Copyright (C) Microsoft Corp 2000-2001. All rights reserved. \*****************************************************************************/
#include "stdafx.h"
#include "texture.h"
#include "util.h"
int g_nTotalTexturesLoaded = 0; int g_nTexturesRenderedInThisFrame = 0;
CTexture::CTexture(CMSLogoDXScreenSaver * pMain, LPCTSTR pszPath, LPVOID pvBits, DWORD cbSize) { _Init(pMain);
Str_SetPtr(&m_pszPath, pszPath); m_pvBits = pvBits; m_cbSize = cbSize; }
CTexture::CTexture(CMSLogoDXScreenSaver * pMain, LPCTSTR pszPath, LPCTSTR pszResource, float fScale) { _Init(pMain); Str_SetPtr(&m_pszPath, pszPath); Str_SetPtr(&m_pszResource, pszResource); m_fScale = fScale; }
CTexture::~CTexture() { Str_SetPtr(&m_pszResource, NULL); Str_SetPtr(&m_pszPath, NULL); if (m_pvBits) { LocalFree(m_pvBits); m_pvBits = NULL; m_cbSize = 0; }
for (int nIndex = 0; nIndex < ARRAYSIZE(m_pTexture); nIndex++) { if (m_pTexture[nIndex]) { SAFE_RELEASE(m_pTexture[nIndex]); g_nTotalTexturesLoaded--; } }
m_pMain = NULL; }
void CTexture::_Init(CMSLogoDXScreenSaver * pMain) { m_pszResource = NULL; m_fScale = 1.0f; m_pszPath = NULL; m_pvBits = NULL; m_cbSize = 0;
m_dxImageInfo.Width = 0; m_dxImageInfo.Height = 0; m_dxImageInfo.Depth = 0; m_dxImageInfo.MipLevels = 0; m_dxImageInfo.Format = D3DFMT_UNKNOWN;
for (int nIndex = 0; nIndex < ARRAYSIZE(m_pTexture); nIndex++) { m_pTexture[nIndex] = NULL; }
m_cRef = 1; m_pMain = pMain; }
BOOL CTexture::IsLoadedInAnyDevice(void) { BOOL fIsLoaded = FALSE;
for (int nIndex = 0; nIndex < ARRAYSIZE(m_pTexture); nIndex++) { if (m_pTexture[nIndex]) { fIsLoaded = TRUE; break; } }
return fIsLoaded; }
BOOL CTexture::IsLoadedForThisDevice(void) { BOOL fIsLoaded = FALSE;
if (m_pMain) { int nCurrMonitor = m_pMain->GetCurrMonitorIndex();
if (m_pTexture[nCurrMonitor]) { fIsLoaded = TRUE; } }
return fIsLoaded; }
HRESULT CTexture::_GetPictureInfo(HRESULT hr, LPTSTR pszString, DWORD cchSize) { int nCurrMonitor = m_pMain->GetCurrMonitorIndex();
StrCpyN(pszString, TEXT("<NoInfo>"), cchSize); if (SUCCEEDED(hr) && m_pTexture[nCurrMonitor] && m_pMain) { D3DSURFACE_DESC d3dSurfaceDesc;
if (SUCCEEDED(m_pTexture[nCurrMonitor]->GetLevelDesc(0, &d3dSurfaceDesc))) { wnsprintf(pszString, cchSize, TEXT("Size Orig=<%d,%d> Now=<%d,%d>"), m_dxImageInfo.Width, m_dxImageInfo.Height, d3dSurfaceDesc.Width, d3dSurfaceDesc.Height); } }
return S_OK; }
BOOL CTexture::_DoesImageNeedClipping(int * pnNewWidth, int * pnNewHeight) { BOOL fClip = FALSE;
*pnNewWidth = 512; *pnNewHeight = 512; if (m_pMain) { int nScreenWidth; int nScreenHeight; int nCurrMonitor = m_pMain->GetCurrMonitorIndex(); D3DSURFACE_DESC d3dSurfaceDesc;
if (FAILED(m_pMain->GetCurrentScreenSize(&nScreenWidth, &nScreenHeight))) { nScreenWidth = 800; // Fall back values
nScreenHeight = 600; }
if (!m_pTexture[nCurrMonitor] || FAILED(m_pTexture[nCurrMonitor]->GetLevelDesc(0, &d3dSurfaceDesc))) { d3dSurfaceDesc.Width = 800; // default values
d3dSurfaceDesc.Height = 800; // default values
}
int nCapWidth = 256; int nCapHeight = 256;
if (d3dSurfaceDesc.Width > 256) { if (d3dSurfaceDesc.Width > 300) { nCapWidth = 512;
if (d3dSurfaceDesc.Width > 512) { if (d3dSurfaceDesc.Width > 640) // 615 is 20% larger than 512
{ nCapWidth = 1024; if (d3dSurfaceDesc.Width > 1024) // 615 is 20% larger than 512
{ fClip = TRUE; // We don't want it any larger than this
} } else { fClip = TRUE; // We are forcing it down to 512
} } } else { fClip = TRUE; // We are forcing it down to 256
} }
if (d3dSurfaceDesc.Height > 256) { if (d3dSurfaceDesc.Height > 300) { nCapHeight = 512;
if (d3dSurfaceDesc.Height > 512) { if (d3dSurfaceDesc.Height > 640) // 615 is 20% larger than 512
{ nCapHeight = 1024; if (d3dSurfaceDesc.Height > 1024) // 615 is 20% larger than 512
{ fClip = TRUE; // We don't want it any larger than this
} } else { fClip = TRUE; // We are forcing it down to 512
} } } else { fClip = TRUE; // We are forcing it down to 256
} }
if ((FALSE == fClip) && m_pMain->UseSmallImages()) { // The caller wants to make sure we don't use anything larger than 512.
if (512 < nCapHeight) { nCapHeight = 512; fClip = TRUE; }
if (512 < nCapWidth) { nCapWidth = 512; fClip = TRUE; } }
*pnNewWidth = nCapWidth; *pnNewHeight = nCapHeight; }
return fClip; }
IDirect3DTexture8 * CTexture::GetTexture(float * pfScale) { IDirect3DTexture8 * pTexture = NULL; HRESULT hr = E_FAIL; TCHAR szPictureInfo[MAX_PATH];
if (pfScale) { *pfScale = m_fScale; }
// PERF NOTES: Often the background thread will only spend 107ms to load the file (ReadFile)
// but it will take the forground thread 694ms in D3DXCreateTextureFromFileInMemoryEx to
// load and decode the file. This is because more memory is needed after the file is finished
// being compressed and it takes a while to decompress. After this, if the image is too large,
// it will need to call D3DXCreateTextureFromFileInMemoryEx in order to load it into a smaller
// size, which will take 902ms.
// TODO: How should we solve this?
if (m_pMain) { int nCurrMonitor = m_pMain->GetCurrMonitorIndex();
pTexture = m_pTexture[nCurrMonitor]; if (!pTexture) // Cache is empty, so populate it.
{ if (m_pvBits) { DebugStartWatch(); hr = D3DXCreateTextureFromFileInMemoryEx(m_pMain->GetD3DDevice(), m_pvBits, m_cbSize, D3DX_DEFAULT /* Size X*/, D3DX_DEFAULT /* Size Y*/, 5/*MIP Levels*/, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_FILTER_LINEAR, D3DX_FILTER_BOX, 0, &m_dxImageInfo, NULL, &(m_pTexture[nCurrMonitor])); _GetPictureInfo(hr, szPictureInfo, ARRAYSIZE(szPictureInfo)); DXUtil_Trace(TEXT("PICTURE: It took %d ms for D3DXCreateTextureFromFileInMemoryEx(\"%ls\"). %s hr=%#08lx\n"), DebugStopWatch(), m_pszPath, szPictureInfo, hr); if (SUCCEEDED(hr)) { int nNewWidth; int nNewHeight;
g_nTotalTexturesLoaded++;
// In order to save memory, we never want to load images over 800x600. If the render surface is small, we want to use
// even smaller max sizes.
if (_DoesImageNeedClipping(&nNewWidth, &nNewHeight)) { SAFE_RELEASE(m_pTexture[nCurrMonitor]); g_nTotalTexturesLoaded--;
DebugStartWatch(); // Now we found that we want to re-render the image, but this time shrink it, then we do that now.
hr = D3DXCreateTextureFromFileInMemoryEx(m_pMain->GetD3DDevice(), m_pvBits, m_cbSize, nNewWidth /* Size X*/, nNewHeight /* Size Y*/, 5/*MIP Levels*/, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_FILTER_LINEAR, D3DX_FILTER_BOX, 0, &m_dxImageInfo, NULL, &(m_pTexture[nCurrMonitor])); _GetPictureInfo(hr, szPictureInfo, ARRAYSIZE(szPictureInfo)); DXUtil_Trace(TEXT("PICTURE: It took %d ms for D3DXCreateTextureFromFileInMemoryEx(\"%ls\") 2nd time. %s hr=%#08lx\n"), DebugStopWatch(), m_pszPath, szPictureInfo, hr);
if (SUCCEEDED(hr)) { g_nTotalTexturesLoaded++; } } } } else { // This will give people a chance to customize the images.
if (m_pszPath && PathFileExists(m_pszPath)) { int nOrigX; int nOrigY;
DebugStartWatch(); hr = D3DXCreateTextureFromFileEx(m_pMain->GetD3DDevice(), m_pszPath, D3DX_DEFAULT /* Size X*/, D3DX_DEFAULT /* Size Y*/, 5/*MIP Levels*/, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_FILTER_LINEAR, D3DX_FILTER_BOX, 0, &m_dxImageInfo, NULL, &(m_pTexture[nCurrMonitor])); _GetPictureInfo(hr, szPictureInfo, ARRAYSIZE(szPictureInfo)); DXUtil_Trace(TEXT("PICTURE: It took %d ms for FromFileEx(\"%ls\"). %s hr=%#08lx\n"), DebugStopWatch(), (PathFindFileName(m_pszPath) ? PathFindFileName(m_pszPath) : m_pszPath), szPictureInfo, hr); if (SUCCEEDED(hr)) { int nNewWidth; int nNewHeight;
g_nTotalTexturesLoaded++;
// In order to save memory, we never want to load images over 800x600. If the render surface is small, we want to use
// even smaller max sizes.
if (_DoesImageNeedClipping(&nNewWidth, &nNewHeight)) { SAFE_RELEASE(m_pTexture[nCurrMonitor]); g_nTotalTexturesLoaded--;
DebugStartWatch(); // Now we found that we want to re-render the image, but this time shrink it, then we do that now.
hr = D3DXCreateTextureFromFileEx(m_pMain->GetD3DDevice(), m_pszPath, nNewWidth /* Size X*/, nNewHeight /* Size Y*/, 5/*MIP Levels*/, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_FILTER_LINEAR, D3DX_FILTER_BOX, 0, &m_dxImageInfo, NULL, &(m_pTexture[nCurrMonitor])); _GetPictureInfo(hr, szPictureInfo, ARRAYSIZE(szPictureInfo)); DXUtil_Trace(TEXT("PICTURE: It took %d ms for FromFileEx(\"%ls\") 2nd time. %s hr=%#08lx\n"), DebugStopWatch(), (PathFindFileName(m_pszPath) ? PathFindFileName(m_pszPath) : m_pszPath), szPictureInfo, hr);
if (SUCCEEDED(hr)) { g_nTotalTexturesLoaded++; } } } else { // We failed to load the picture, so it may be a type we don't support,
// like .gif. So stop trying to load it.
Str_SetPtr(&m_pszPath, NULL); } }
if (FAILED(hr) && m_pszResource) { // Now, let's grab our standard value.
int nMipLevels = 5;
DebugStartWatch(); hr = D3DXCreateTextureFromResourceEx(m_pMain->GetD3DDevice(), HINST_THISDLL, m_pszResource, D3DX_DEFAULT /* Size X*/, D3DX_DEFAULT /* Size Y*/, nMipLevels/*MIP Levels*/, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_FILTER_LINEAR, D3DX_FILTER_BOX, 0, &m_dxImageInfo, NULL, &(m_pTexture[nCurrMonitor])); _GetPictureInfo(hr, szPictureInfo, ARRAYSIZE(szPictureInfo)); DXUtil_Trace(TEXT("PICTURE: It took %d ms for D3DXCreateTextureFromResourceEx(\"%ls\"). %s hr=%#08lx\n"), DebugStopWatch(), m_pszResource, szPictureInfo, hr); if (SUCCEEDED(hr)) { int nNewWidth; int nNewHeight;
g_nTotalTexturesLoaded++;
// In order to save memory, we never want to load images over 800x600. If the render surface is small, we want to use
// even smaller max sizes.
if (_DoesImageNeedClipping(&nNewWidth, &nNewHeight)) { SAFE_RELEASE(m_pTexture[nCurrMonitor]); g_nTotalTexturesLoaded--;
DebugStartWatch(); // Now we found that we want to re-render the image, but this time shrink it, then we do that now.
hr = D3DXCreateTextureFromResourceEx(m_pMain->GetD3DDevice(), HINST_THISDLL, m_pszResource, nNewWidth /* Size X*/, nNewHeight /* Size Y*/, 5/*MIP Levels*/, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_FILTER_LINEAR, D3DX_FILTER_BOX, 0, &m_dxImageInfo, NULL, &(m_pTexture[nCurrMonitor])); _GetPictureInfo(hr, szPictureInfo, ARRAYSIZE(szPictureInfo)); DXUtil_Trace(TEXT("PICTURE: It took %d ms for D3DXCreateTextureFromResourceEx(\"%ls\") 2nd time. %s hr=%#08lx\n"), DebugStopWatch(), m_pszResource, szPictureInfo, hr);
if (SUCCEEDED(hr)) { g_nTotalTexturesLoaded++; } } } else { // We failed to load the picture, so it may be a type we don't support,
// like .gif. So stop trying to load it.
Str_SetPtr(&m_pszPath, NULL); } } }
pTexture = m_pTexture[nCurrMonitor]; } }
return pTexture; }
//===========================
// *** IUnknown Interface ***
//===========================
ULONG CTexture::AddRef() { return InterlockedIncrement(&m_cRef); }
ULONG CTexture::Release() { ASSERT( 0 != m_cRef ); ULONG cRef = InterlockedDecrement(&m_cRef); if ( 0 == cRef ) { delete this; } return cRef; }
HRESULT CTexture::QueryInterface(REFIID riid, void **ppvObj) { static const QITAB qit[] = { QITABENT(CTexture, IUnknown), { 0 }, };
return QISearch(this, qit, riid, ppvObj); }
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