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plDXPipeline.cpp
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plDXPipeline.cpp
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/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
Additional permissions under GNU GPL version 3 section 7
If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
licensors of this Program grant you additional
permission to convey the resulting work. Corresponding Source for a
non-source form of such a combination shall include the source code for
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
///////////////////////////////////////////////////////////////////////////////
// //
// plDXPipeline Class Functions //
// plPipeline derivative for DirectX //
// Cyan, Inc. //
// //
//// Version History //////////////////////////////////////////////////////////
// //
// 2.23.2001 mcn - Created. //
// //
///////////////////////////////////////////////////////////////////////////////
#include "plDXPipeline.h"
#include "HeadSpin.h"
#include "hsWindows.h"
#include <d3d9.h>
#include <directxmath.h>
#include "plDXBufferRefs.h"
#include "plDXEnumerate.h"
#include "plDXLightRef.h"
#include "plDXPixelShader.h"
#include "plDXRenderTargetRef.h"
#include "plDXTextFont.h"
#include "plDXTextureRef.h"
#include "plDXVertexShader.h"
#include "hsGDirect3D.h"
#include "hsFastMath.h"
#include "hsGMatState.inl"
#include "plPipeDebugFlags.h"
#include "plPipeResReq.h"
#include "plProfile.h"
#include "plQuality.h"
#include "hsResMgr.h"
#include "hsSIMD.h"
#include "hsTimer.h"
#include "plTweak.h"
// Project local
#include "plPipeline/plCubicRenderTarget.h"
#include "plPipeline/plCullTree.h"
#include "plPipeline/plDebugText.h"
#include "plPipeline/plDynamicEnvMap.h"
#include "plPipeline/hsG3DDeviceSelector.h"
#include "plPipeline/plFogEnvironment.h"
#include "plPipeline/plRenderTarget.h"
#include "plPipeline/plStatusLogDrawer.h"
#include "plPipeline/hsWinRef.h"
#include "pnMessage/plClientMsg.h"
#include "pnMessage/plPipeResMakeMsg.h"
#include "pnNetCommon/plNetApp.h" // for dbg logging
#include "pnSceneObject/plDrawInterface.h"
#include "pnSceneObject/plSceneObject.h"
#include "plAvatar/plAvatarClothing.h"
#include "plDrawable/plAccessSpan.h"
#include "plDrawable/plAuxSpan.h"
#include "plDrawable/plDrawableGenerator.h"
#include "plDrawable/plDrawableSpans.h"
#include "plDrawable/plGBufferGroup.h"
#include "plDrawable/plGeometrySpan.h"
#include "plDrawable/plSpaceTree.h"
#include "plDrawable/plSpanTypes.h"
#include "plGImage/hsCodecManager.h"
#include "plGImage/plCubicEnvironmap.h"
#include "plGImage/plMipmap.h"
#include "plGLight/plLightInfo.h"
#include "plGLight/plShadowCaster.h"
#include "plGLight/plShadowMaster.h"
#include "plGLight/plShadowSlave.h"
#include "plMessage/plDeviceRecreateMsg.h"
#include "plMessageBox/hsMessageBox.h"
#include "plResMgr/plLocalization.h"
#include "plScene/plRenderRequest.h"
#include "plScene/plVisMgr.h"
#include "plSurface/hsGMaterial.h"
#include "plSurface/plLayerDepth.h" // mf horse - test hack, nuke this later
#include "plSurface/plLayerInterface.h"
#include "plSurface/plLayerShadowBase.h"
#include "plSurface/plShader.h"
#include "pfCamera/plCameraModifier.h"
#include "pfCamera/plVirtualCamNeu.h"
#include <algorithm>
#include <string_theory/string>
#include <utility>
//#define MF_TOSSER
extern int mfCurrentTest;
//#define MF_ENABLE_HACKOFF
#ifdef MF_ENABLE_HACKOFF
//WHITE
static std::vector<plRenderTarget*> hackOffscreens;
size_t doHackPlate = size_t(-1);
#endif // MF_ENABLE_HACKOFF
uint32_t fDbgSetupInitFlags; // HACK temp only
#ifdef HS_DEBUGGING
void plReleaseObject(IUnknown* x)
{
if( x )
{
int refs = x->Release();
if( refs )
refs = 0;
}
}
#else // HS_DEBUGGING
void plReleaseObject(IUnknown* x)
{
if( x )
x->Release();
}
#endif // HS_DEBUGGING
//// Local Static Stuff ///////////////////////////////////////////////////////
/// Macros for getting/setting data in a D3D vertex buffer
template<typename T>
static inline void inlCopy(uint8_t*& src, uint8_t*& dst)
{
T* src_ptr = reinterpret_cast<T*>(src);
T* dst_ptr = reinterpret_cast<T*>(dst);
*dst_ptr = *src_ptr;
src += sizeof(T);
dst += sizeof(T);
}
static inline void inlCopy(const uint8_t*& src, uint8_t*& dst, size_t sz)
{
memcpy(dst, src, sz);
src += sz;
dst += sz;
}
template<typename T>
static inline const uint8_t* inlExtract(const uint8_t* src, T* val)
{
const T* ptr = reinterpret_cast<const T*>(src);
*val = *ptr++;
return reinterpret_cast<const uint8_t*>(ptr);
}
template<>
inline const uint8_t* inlExtract<hsPoint3>(const uint8_t* src, hsPoint3* val)
{
const float* src_ptr = reinterpret_cast<const float*>(src);
float* dst_ptr = reinterpret_cast<float*>(val);
*dst_ptr++ = *src_ptr++;
*dst_ptr++ = *src_ptr++;
*dst_ptr++ = *src_ptr++;
*dst_ptr = 1.f;
return reinterpret_cast<const uint8_t*>(src_ptr);
}
template<>
inline const uint8_t* inlExtract<hsVector3>(const uint8_t* src, hsVector3* val)
{
const float* src_ptr = reinterpret_cast<const float*>(src);
float* dst_ptr = reinterpret_cast<float*>(val);
*dst_ptr++ = *src_ptr++;
*dst_ptr++ = *src_ptr++;
*dst_ptr++ = *src_ptr++;
*dst_ptr = 0.f;
return reinterpret_cast<const uint8_t*>(src_ptr);
}
template<typename T, size_t N>
static inline void inlSkip(uint8_t*& src)
{
src += sizeof(T) * N;
}
template<typename T>
static inline uint8_t* inlStuff(uint8_t* dst, const T* val)
{
T* ptr = reinterpret_cast<T*>(dst);
*ptr++ = *val;
return reinterpret_cast<uint8_t*>(ptr);
}
inline DWORD F2DW( FLOAT f )
{
return *((DWORD*)&f);
}
//// Macros for D3D error handling
#define INIT_ERROR_CHECK( cond, errMsg ) if( FAILED( fSettings.fDXError = cond ) ) { return ICreateFail( errMsg ); }
#if 1 // DEBUG
#define STRONG_ERROR_CHECK( cond ) if( FAILED( fSettings.fDXError = cond ) ) { IGetD3DError(); IShowErrorMessage(); }
#define WEAK_ERROR_CHECK( cond ) STRONG_ERROR_CHECK( cond )
#else
#define STRONG_ERROR_CHECK( cond ) if( FAILED( fSettings.fDXError = cond ) ) { IGetD3DError(); }
#define WEAK_ERROR_CHECK( cond ) cond
#endif
static D3DMATRIX d3dIdentityMatrix{ 1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f };
static const enum _D3DTRANSFORMSTATETYPE sTextureStages[ 8 ] =
{
D3DTS_TEXTURE0, D3DTS_TEXTURE1, D3DTS_TEXTURE2, D3DTS_TEXTURE3,
D3DTS_TEXTURE4, D3DTS_TEXTURE5, D3DTS_TEXTURE6, D3DTS_TEXTURE7
};
// This caps the number of D3D lights we use. We'll use up to the max allowed
// or this number, whichever is smaller. (This is to prevent us going haywire
// on trying to allocate an array for ALL of the lights in the Ref device.)
//#define kD3DMaxTotalLights 32
///HAAAAACK Let's be mean and limit the artists to only 4 run-time lights.... hehehehhehe (not my idea!!!)
const int kD3DMaxTotalLights = 8;
// The framerate is the limit on the number of projected lights an object can have.
const int kMaxProjectors = 100;
/// This controls whether we can draw bounds boxes around all the ice spans.
//#ifdef HS_DEBUGGING
#define MCN_BOUNDS_SPANS 1
//#endif
#define MF_BOUNDS_LEVEL_ICE 1
//#define HS_D3D_USE_SPECULAR
/// Define this to write out z-buffer debug info to plasmalog.txt
#ifdef HS_DEBUGGING
//#define DBG_WRITE_FORMATS
#endif
plProfile_CreateMemCounter("Pipeline Surfaces", "Memory", MemPipelineSurfaces);
plProfile_Extern(MemVertex);
plProfile_Extern(MemIndex);
plProfile_CreateCounter("Feed Triangles", "Draw", DrawFeedTriangles);
plProfile_CreateCounter("Draw Prim Static", "Draw", DrawPrimStatic);
plProfile_CreateMemCounter("Total Texture Size", "Draw", TotalTexSize);
plProfile_CreateCounter("Layer Change", "Draw", LayChange);
plProfile_Extern(DrawTriangles);
plProfile_Extern(MatChange);
plProfile_CreateCounterNoReset("Reload", "PipeC", PipeReload);
plProfile_CreateTimer("PrepShadows", "PipeT", PrepShadows);
plProfile_CreateTimer("PrepDrawable", "PipeT", PrepDrawable);
plProfile_CreateTimer(" Skin", "PipeT", Skin);
plProfile_CreateTimer(" AvSort", "PipeT", AvatarSort);
plProfile_CreateTimer(" ClearLights", "PipeT", ClearLights);
plProfile_CreateTimer("RenderSpan", "PipeT", RenderSpan);
plProfile_CreateTimer(" MergeCheck", "PipeT", MergeCheck);
plProfile_CreateTimer(" MergeSpan", "PipeT", MergeSpan);
plProfile_CreateTimer(" SpanTransforms", "PipeT", SpanTransforms);
plProfile_CreateTimer(" SpanFog", "PipeT", SpanFog);
plProfile_CreateTimer(" SelectLights", "PipeT", SelectLights);
plProfile_CreateTimer(" SelectProj", "PipeT", SelectProj);
plProfile_CreateTimer(" CheckDyn", "PipeT", CheckDyn);
plProfile_CreateTimer(" CheckStat", "PipeT", CheckStat);
plProfile_CreateTimer(" RenderBuff", "PipeT", RenderBuff);
plProfile_CreateTimer(" RenderPrim", "PipeT", RenderPrim);
plProfile_CreateTimer("PlateMgr", "PipeT", PlateMgr);
plProfile_CreateTimer("DebugText", "PipeT", DebugText);
plProfile_CreateTimer("Reset", "PipeT", Reset);
plProfile_CreateMemCounter("DefMem", "PipeC", DefaultMem);
plProfile_CreateMemCounter("ManMem", "PipeC", ManagedMem);
plProfile_CreateMemCounterReset("CurrTex", "PipeC", CurrTex);
plProfile_CreateMemCounterReset("CurrVB", "PipeC", CurrVB);
plProfile_CreateMemCounterReset("fTexUsed", "PipeC", fTexUsed);
plProfile_CreateMemCounterReset("fTexManaged", "PipeC", fTexManaged);
plProfile_CreateMemCounterReset("fVtxUsed", "PipeC", fVtxUsed);
plProfile_CreateMemCounterReset("fVtxManaged", "PipeC", fVtxManaged);
plProfile_CreateCounter("Merge", "PipeC", SpanMerge);
plProfile_CreateCounter("TexNum", "PipeC", NumTex);
plProfile_CreateCounter("LiState", "PipeC", MatLightState);
plProfile_CreateCounter("NumSkin", "PipeC", NumSkin);
plProfile_CreateCounter("AvatarFaces", "PipeC", AvatarFaces);
plProfile_CreateCounter("VertexChange", "PipeC", VertexChange);
plProfile_CreateCounter("IndexChange", "PipeC", IndexChange);
plProfile_CreateCounter("DynVBuffs", "PipeC", DynVBuffs);
plProfile_CreateCounter("EmptyList", "PipeC", EmptyList);
plProfile_CreateCounter("AvRTPoolUsed", "PipeC", AvRTPoolUsed);
plProfile_CreateCounter("AvRTPoolCount", "PipeC", AvRTPoolCount);
plProfile_CreateCounter("AvRTPoolRes", "PipeC", AvRTPoolRes);
plProfile_CreateCounter("AvRTShrinkTime", "PipeC", AvRTShrinkTime);
#ifndef PLASMA_EXTERNAL_RELEASE
/// Fun inlines for keeping track of surface creation/deletion memory
void D3DSURF_MEMNEW(IDirect3DSurface9* surf)
{
if( surf )
{
D3DSURFACE_DESC info;
surf->GetDesc( &info );
PROFILE_POOL_MEM(D3DPOOL_DEFAULT, info.Width * info.Height * plDXPipeline::GetDXBitDepth(info.Format) / 8 + sizeof(IDirect3DSurface9), true, "D3DSurface");
plProfile_NewMem(MemPipelineSurfaces, info.Width * info.Height * plDXPipeline::GetDXBitDepth(info.Format) / 8 + sizeof(IDirect3DSurface9));
}
}
void D3DSURF_MEMNEW(IDirect3DTexture9* tex)
{
if( tex )
{
IDirect3DSurface9* surf;
tex->GetSurfaceLevel(0, &surf);
if( surf )
{
D3DSURF_MEMNEW(surf);
surf->Release();
}
}
}
void D3DSURF_MEMNEW(IDirect3DCubeTexture9* cTex)
{
if( cTex )
{
IDirect3DSurface9* surf;
cTex->GetCubeMapSurface(D3DCUBEMAP_FACE_POSITIVE_X, 0, &surf);
if( surf )
{
D3DSURF_MEMNEW(surf);
D3DSURF_MEMNEW(surf);
D3DSURF_MEMNEW(surf);
D3DSURF_MEMNEW(surf);
D3DSURF_MEMNEW(surf);
D3DSURF_MEMNEW(surf);
surf->Release();
}
}
}
void D3DSURF_MEMDEL(IDirect3DSurface9* surf)
{
if( surf )
{
D3DSURFACE_DESC info;
surf->GetDesc( &info );
PROFILE_POOL_MEM(D3DPOOL_DEFAULT, info.Width * info.Height * plDXPipeline::GetDXBitDepth(info.Format) / 8 + sizeof(IDirect3DSurface9), false, "D3DSurface");
plProfile_DelMem(MemPipelineSurfaces, info.Width * info.Height * plDXPipeline::GetDXBitDepth(info.Format) / 8 + sizeof(IDirect3DSurface9));
}
}
void D3DSURF_MEMDEL(IDirect3DTexture9* tex)
{
if( tex )
{
IDirect3DSurface9* surf;
tex->GetSurfaceLevel(0, &surf);
if( surf )
{
D3DSURF_MEMDEL(surf);
surf->Release();
}
}
}
void D3DSURF_MEMDEL(IDirect3DCubeTexture9* cTex)
{
if( cTex )
{
IDirect3DSurface9* surf;
cTex->GetCubeMapSurface(D3DCUBEMAP_FACE_POSITIVE_X, 0, &surf);
if( surf )
{
D3DSURF_MEMDEL(surf);
D3DSURF_MEMDEL(surf);
D3DSURF_MEMDEL(surf);
D3DSURF_MEMDEL(surf);
D3DSURF_MEMDEL(surf);
D3DSURF_MEMDEL(surf);
surf->Release();
}
}
}
#else
void D3DSURF_MEMNEW(IDirect3DSurface9* surf) {}
void D3DSURF_MEMNEW(IDirect3DTexture9* tex) {}
void D3DSURF_MEMNEW(IDirect3DCubeTexture9* cTex) {}
void D3DSURF_MEMDEL(IDirect3DSurface9* surf) {}
void D3DSURF_MEMDEL(IDirect3DTexture9* tex) {}
void D3DSURF_MEMDEL(IDirect3DCubeTexture9* cTex) {}
#endif // PLASMA_EXTERNAL_RELEASE
#ifndef PLASMA_EXTERNAL_RELEASE
void plDXPipeline::ProfilePoolMem(D3DPOOL poolType, uint32_t size, bool add, const char *id)
{
switch( poolType )
{
case D3DPOOL_MANAGED:
if (add)
{
plProfile_NewMem(ManagedMem, size);
//plStatusLog::AddLineSF("pipeline.log", 0xffff0000, "Adding MANAGED mem. Size: {10d}, Total: {10d} ID: {}",
// size, gProfileVarManagedMem.GetValue(), id);
}
else
{
plProfile_DelMem(ManagedMem, size);
//plStatusLog::AddLineSF("pipeline.log", 0xffff0000, "Deleting MANAGED mem. Size: {10d}, Total: {10d} ID: {}",
// size, gProfileVarManagedMem.GetValue(), id);
}
break;
default:
if (add)
{
plProfile_NewMem(DefaultMem, size);
//plStatusLog::AddLineSF("pipeline.log", 0xffff0000, "Adding DEFAULT mem. Size: {10d}, Total: {10d} ID: {}",
// size, gProfileVarDefaultMem.GetValue(), id);
}
else
{
plProfile_DelMem(DefaultMem, size);
//plStatusLog::AddLineSF("pipeline.log", 0xffff0000, "Deleting DEFAULT mem. Size: {10d}, Total: {10d} ID: {}",
// size, gProfileVarDefaultMem.GetValue(), id);
}
break;
}
}
#endif // PLASMA_EXTERNAL_RELEASE
/////////////////////////////////////////////////////////////////////////////////////////
// Implementations of RenderPrims types.
// Currently support render tri list
// These allow the same setup code path to be followed, no matter what the primitive type
// (i.e. data-type/draw-call is going to happen once the render state is set.
// Originally useful to make one code path for trilists, tri-patches, and rect-patches, but
// we've since dropped support for patches. We still use the RenderNil function to allow the
// code to go through all the state setup without knowing whether a render call is going to
// come out the other end.
// Would allow easy extension for supporting tristrips or pointsprites, but we've never had
// a strong reason to use either.
// First, Declarations.
// Adding a nil RenderPrim for turning off drawing
class plRenderNilFunc : public plRenderPrimFunc
{
public:
plRenderNilFunc() {}
bool RenderPrims() const override { return false; }
};
static plRenderNilFunc sRenderNil;
class plRenderTriListFunc : public plRenderPrimFunc
{
protected:
LPDIRECT3DDEVICE9 fD3DDevice;
int fBaseVertexIndex;
int fVStart;
int fVLength;
int fIStart;
int fNumTris;
public:
plRenderTriListFunc(LPDIRECT3DDEVICE9 d3dDevice, int baseVertexIndex,
int vStart, int vLength, int iStart, int iNumTris)
: fD3DDevice(d3dDevice), fBaseVertexIndex(baseVertexIndex), fVStart(vStart), fVLength(vLength), fIStart(iStart), fNumTris(iNumTris) {}
bool RenderPrims() const override;
};
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Implementations
bool plRenderTriListFunc::RenderPrims() const
{
plProfile_IncCount(DrawFeedTriangles, fNumTris);
plProfile_IncCount(DrawTriangles, fNumTris);
plProfile_Inc(DrawPrimStatic);
return FAILED( fD3DDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, fBaseVertexIndex, fVStart, fVLength, fIStart, fNumTris ) );
}
//// Constructor & Destructor /////////////////////////////////////////////////
uint32_t plDXPipeline::fTexUsed(0);
uint32_t plDXPipeline::fTexManaged(0);
uint32_t plDXPipeline::fVtxUsed(0);
uint32_t plDXPipeline::fVtxManaged(0);
plDXPipeline::plDXPipeline( hsWinRef hWnd, const hsG3DDeviceModeRecord *devModeRec )
: pl3DPipeline(devModeRec),
fManagedAlloced(false),
fAllocUnManaged(false)
{
hsAssert(D3DTSS_TCI_PASSTHRU == plLayerInterface::kUVWPassThru, "D3D Enum has changed. Notify graphics department.");
hsAssert(D3DTSS_TCI_CAMERASPACENORMAL == plLayerInterface::kUVWNormal, "D3D Enum has changed. Notify graphics department.");
hsAssert(D3DTSS_TCI_CAMERASPACEPOSITION == plLayerInterface::kUVWPosition, "D3D Enum has changed. Notify graphics department.");
hsAssert(D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR == plLayerInterface::kUVWReflect, "D3D Enum has changed. Notify graphics department.");
// Initialize everything to NULL.
IClearMembers();
// Get the requested mode and setup
const hsG3DDeviceRecord *devRec = devModeRec->GetDevice();
const hsG3DDeviceMode *devMode = devModeRec->GetMode();
/// Init our screen mode
fDevice.fHWnd = hWnd;
fDevice.fPipeline = this;
if( devRec->GetAASetting() == 0 )
fSettings.fNumAASamples = 0;
else
fSettings.fNumAASamples = devMode->GetFSAAType( devRec->GetAASetting() - 1 );
hsGDirect3DTnLEnumerate& d3dEnum = hsGDirect3D::EnumerateTnL();
if( d3dEnum.GetEnumeErrorStr()[ 0 ] )
{
IShowErrorMessage( (char *)d3dEnum.GetEnumeErrorStr() );
return;
}
if( d3dEnum.SelectFromDevMode(devRec, devMode) )
{
IShowErrorMessage( (char *)d3dEnum.GetEnumeErrorStr() );
return;
}
// Record the requested mode/setup.
ISetCurrentDriver( d3dEnum.GetCurrentDriver() );
ISetCurrentDevice( d3dEnum.GetCurrentDevice() );
D3DEnum_ModeInfo *pModeInfo = d3dEnum.GetCurrentMode();
pModeInfo->fWindowed = fInitialPipeParams.Windowed; // set windowed mode from ini file
ISetCurrentMode( d3dEnum.GetCurrentMode() );
fSettings.fFullscreen = !fCurrentMode->fWindowed;
fSettings.fNumAASamples = fInitialPipeParams.AntiAliasingAmount;
// ISetCaps just records the card capabilities that were passed in.
ISetCaps();
// IRestrictCaps looks over those explicit caps and makes some decisions on
// what the card can really do.
IRestrictCaps( *devRec );
fSettings.fMaxAnisotropicSamples = fInitialPipeParams.AnisotropicLevel;
if(fSettings.fMaxAnisotropicSamples > fCurrentDevice->fDDCaps.MaxAnisotropy)
fSettings.fMaxAnisotropicSamples = (uint8_t)fCurrentDevice->fDDCaps.MaxAnisotropy;
plConst(uint32_t) kDefaultDynVtxSize(32000 * 44);
plConst(uint32_t) kDefaultDynIdxSize(0 * plGBufferGroup::kMaxNumIndicesPerBuffer * 2);
fDynVtxSize = kDefaultDynVtxSize;
fVtxRefTime = 0;
// Go create surfaces and DX-dependent objects
if( ICreateDeviceObjects() )
{
IShowErrorMessage( "Cannot create Direct3D device" );
return;
}
// We don't need the TnL enumeration for the lifetime of the game, so say goodbye!
hsGDirect3D::ReleaseTnLEnum();
}
// Cleanup - Most happens in IReleaseDeviceObject().
plDXPipeline::~plDXPipeline()
{
fCurrLay = nullptr;
hsAssert(fCurrMaterial == nullptr, "Current material not unrefed properly");
// CullProxy is a debugging representation of our CullTree. See plCullTree.cpp,
// plScene/plOccluder.cpp and plScene/plOccluderProxy.cpp for more info
if( fView.HasCullProxy() )
fView.GetCullProxy()->GetKey()->UnRefObject();
delete fCurrentDriver;
delete fCurrentDevice;
delete fCurrentMode;
IReleaseDeviceObjects();
IClearClothingOutfits(&fClothingOutfits);
IClearClothingOutfits(&fPrevClothingOutfits);
}
//// IClearMembers ////////////////////////////////////////////////////////////
// Initialize everything to a nil state.
// This does not initialize to a working state, but to a state that can be
// built from. For example, the fD3DObject pointer is set to nil so that it's safe
// to delete or set to a valid pointer. It must be set to a valid pointer
// before the pipeline can be used for much.
// After the core initialization is done (in ICreateDeviceObjects)
// render state will be initialized in IInitDeviceState.
void plDXPipeline::IClearMembers()
{
/// Clear some stuff
fTextureRefList = nullptr;
fTextFontRefList = nullptr;
fRenderTargetRefList = nullptr;
fVShaderRefList = nullptr;
fPShaderRefList = nullptr;
#if MCN_BOUNDS_SPANS
fBoundsMat = nullptr;
fBoundsSpans = nullptr;
#endif
fPlateMgr = nullptr;
fLogDrawer = nullptr;
fDebugTextMgr = nullptr;
fTexturing = false;
fLastEndingStage = -1;
fSettings.Reset();
fStencil.Reset();
fLights.Reset(this);
fCurrFog.Reset();
fDeviceLost = false;
fDevWasLost = false;
fSettings.fCurrFVFFormat = 0;
fDynVtxBuff = nullptr;
fNextDynVtx = 0;
int i;
IResetRenderTargetPools();
fULutTextureRef = nullptr;
for( i = 0; i < kMaxRenderTargetNext; i++ )
fBlurVBuffers[i] = nullptr;
fBlurVSHandle = 0;
fSharedDepthSurface[0] = nullptr;
fSharedDepthFormat[0] = D3DFMT_UNKNOWN;
fSharedDepthSurface[1] = nullptr;
fSharedDepthFormat[1] = D3DFMT_UNKNOWN;
fCurrentMode = nullptr;
fCurrentDriver = nullptr;
fCurrentDevice = nullptr;
for( i = 0; i < 8; i++ )
{
fLayerState[i].Reset();
fOldLayerState[i].Reset();
}
fMaxNumLights = kD3DMaxTotalLights;
fMaxNumProjectors = kMaxProjectors;
fRenderCnt = 0;
fForceMatHandle = true;
fAvRTShrinkValidSince = 0;
fAvRTWidth = 1024;
fAvNextFreeRT = 0;
}
//// plDXGeneralSettings::Reset //////////////////////////////////////////////
// Catch all struct of general settings plus pointers to current d3d objects.
void plDXGeneralSettings::Reset()
{
fCurrVertexBuffRef = nullptr;
fCurrIndexBuffRef = nullptr;
fFullscreen = false;
fD3DCaps = 0;
fBoardKluge = 0;
fStageEnd = 0;
fBoundsDrawLevel = -1;
fClearColor = 0;
fNoGammaCorrect = false;
fMaxUVWSrc = 8;
fCantProj = false;
fBadManaged = false;
fShareDepth = false;
fCurrAnisotropy = false;
fIsIntel = false;
fDXError = D3D_OK;
memset( fErrorStr, 0, sizeof( fErrorStr ) );
fCurrFVFFormat = 0;
fCurrVertexShader = nullptr;
fCurrPixelShader = nullptr;
fVeryAnnoyingTextureInvalidFlag = false;
}
//// IInitDeviceState /////////////////////////////////////////////////////////
// Initialize the device to a known state. This also syncs it up with our internal state
// as recorded in the fLayerStates.
// Some of these states reflect the caps of the device, but for the most part, the
// important thing here is NOT what state we're in coming out of this function, but
// that we are in a known state, and that the known state is recorded in fLayerStates.
void plDXPipeline::IInitDeviceState()
{
fLayerState[0].Reset();
fDevice.fCurrCullMode = D3DCULL_CW;
/// Set D3D states
fCurrFog.Reset();
ISetFogParameters(nullptr, nullptr);
fD3DDevice->SetRenderState( D3DRS_ZFUNC, D3DCMP_LESSEQUAL );
fD3DDevice->SetRenderState( D3DRS_ZWRITEENABLE, TRUE );
fD3DDevice->SetRenderState( D3DRS_ZENABLE, D3DZB_TRUE );
fD3DDevice->SetRenderState( D3DRS_CLIPPING, TRUE );
fD3DDevice->SetRenderState( D3DRS_CULLMODE, fDevice.fCurrCullMode );
ISetCullMode();
fD3DDevice->SetRenderState( D3DRS_ALPHATESTENABLE, TRUE );
fD3DDevice->SetRenderState( D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL );
fD3DDevice->SetRenderState( D3DRS_ALPHAREF, 0x00000001 );
fD3DDevice->SetRenderState( D3DRS_MULTISAMPLEANTIALIAS, ( fSettings.fD3DCaps & kCapsFSAntiAlias ) ? TRUE : FALSE );
fD3DDevice->SetRenderState( D3DRS_ANTIALIASEDLINEENABLE, FALSE );
fD3DDevice->SetRenderState( D3DRS_DITHERENABLE, FALSE );
fD3DDevice->SetRenderState( D3DRS_SPECULARENABLE, FALSE );
fD3DDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
fCurrD3DLiteState = false;
fD3DDevice->SetRenderState( D3DRS_TEXTUREFACTOR, 0x0 );
fD3DDevice->SetRenderState( D3DRS_STENCILENABLE, FALSE );
fD3DDevice->SetTransform( D3DTS_TEXTURE0, &d3dIdentityMatrix );
fD3DDevice->SetTransform( D3DTS_WORLD, &d3dIdentityMatrix );
/// NEW: to compensate for scaling transformations that might screw up our nicely
/// normalized normals. Note: nVidia says this is as fast or faster than with
/// this disabled, but who knows what it'll do on other cards...
fD3DDevice->SetRenderState( D3DRS_NORMALIZENORMALS, TRUE );
fD3DDevice->SetRenderState( D3DRS_LOCALVIEWER, TRUE );
uint32_t totalMem = fD3DDevice->GetAvailableTextureMem();
plProfile_Set(TotalTexSize, totalMem);
// Initialization for all 8 stages (even though we only use a few of them).
int i;
for( i = 0; i < 8; i++ )
{
fLayerLODBias[ i ] = fTweaks.fDefaultLODBias;
fLayerTransform[ i ] = false;
fLayerRef[i] = nullptr;
fLayerUVWSrcs[ i ] = i;
fLayerState[ i ].Reset();
fD3DDevice->SetTexture(i, nullptr);
fD3DDevice->SetTextureStageState( i, D3DTSS_TEXCOORDINDEX, i );
fD3DDevice->SetSamplerState( i, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP );
fD3DDevice->SetSamplerState( i, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP );
fD3DDevice->SetSamplerState( i, D3DSAMP_MIPMAPLODBIAS, *(DWORD *)( &fLayerLODBias[ i ] ) );
if( fSettings.fMaxAnisotropicSamples > 0 && !IsDebugFlagSet(plPipeDbg::kFlagNoAnisotropy))
{
fD3DDevice->SetSamplerState( i, D3DSAMP_MINFILTER, D3DTEXF_ANISOTROPIC );
fD3DDevice->SetSamplerState( i, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
fD3DDevice->SetSamplerState( i, D3DSAMP_MAXANISOTROPY, (DWORD)fSettings.fMaxAnisotropicSamples );
fSettings.fCurrAnisotropy = true;
}
else
{
fD3DDevice->SetSamplerState( i, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
fD3DDevice->SetSamplerState( i, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
fSettings.fCurrAnisotropy = false;
}
fD3DDevice->SetSamplerState( i, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR );
fD3DDevice->SetTransform( sTextureStages[ i ], &d3dIdentityMatrix );
fLayerXformFlags[ i ] = D3DTTFF_COUNT2;
fD3DDevice->SetTextureStageState( i, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 );
}
// Initialize our bump mapping matrices.
for( i = 0; i < 4; i++ )
{
int j;
for( j = 0; j < 4; j++ )
{
fBumpDuMatrix.fMap[i][j] = 0;
fBumpDvMatrix.fMap[i][j] = 0;
fBumpDwMatrix.fMap[i][j] = 0;
}
}
fBumpDuMatrix.NotIdentity();
fBumpDvMatrix.NotIdentity();
fBumpDwMatrix.NotIdentity();
PushMaterialOverride( hsGMatState::kShade, hsGMatState::kShadeSpecularHighlight, false );
fLights.Reset(this);
// Tell the light infos to unlink themselves
while (fActiveLights)
UnRegisterLight(fActiveLights);
return;
}
//// ISetCaps /////////////////////////////////////////////////////////////////
// We've recorded the capabilities of the current device in fCurrentDevice (traditionally in the setup program),
// now translate that into our own caps flags.
void plDXPipeline::ISetCaps()
{
fSettings.fD3DCaps = kCapsNone;
// Set relevant caps (ones we can do something about).
if (fCurrentDevice->fDDCaps.RasterCaps & D3DPRASTERCAPS_DEPTHBIAS)
fSettings.fD3DCaps |= kCapsZBias;
if (fCurrentDevice->fDDCaps.RasterCaps & D3DPRASTERCAPS_FOGRANGE)
fSettings.fD3DCaps |= kCapsRangeFog;
if (fCurrentDevice->fDDCaps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)
fSettings.fD3DCaps |= kCapsLinearFog | kCapsExpFog | kCapsExp2Fog | kCapsPixelFog;
else
fSettings.fD3DCaps |= kCapsLinearFog;
if (fCurrentDevice->fDDCaps.TextureFilterCaps & D3DPTFILTERCAPS_MIPFLINEAR)
fSettings.fD3DCaps |= kCapsMipmap;
if (fCurrentDevice->fDDCaps.TextureCaps & D3DPTEXTURECAPS_MIPCUBEMAP)
fSettings.fD3DCaps |= kCapsCubicMipmap;
if (fSettings.fNumAASamples > 0)
fSettings.fD3DCaps |= kCapsFSAntiAlias;
if (fCurrentDevice->fDDCaps.RasterCaps & D3DPRASTERCAPS_WFOG)
fSettings.fD3DCaps |= kCapsDoesWFog;
if (fCurrentDevice->fDDCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP)
fSettings.fD3DCaps |= kCapsCubicTextures;
// Unconditional Non-Power of Two Textures
// To make life easy for us, we can have non POT textures or we can't
if (!(fCurrentDevice->fDDCaps.TextureCaps & D3DPTEXTURECAPS_POW2 &&
fCurrentDevice->fDDCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL))
fSettings.fD3DCaps |= kCapsNpotTextures;
/// New 1.5.2000 - cull out mixed vertex processing
if (fCurrentDevice->fDDCaps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT &&
fCurrentMode->fDDBehavior == D3DCREATE_HARDWARE_VERTEXPROCESSING)
fSettings.fD3DCaps |= kCapsHWTransform;
// Currently always want d3d to transform
fSettings.fD3DCaps |= kCapsHWTransform;
/// Always assume we can do small textures (IRestrictCaps will turn this off
/// if necessary)
fSettings.fD3DCaps |= kCapsDoesSmallTextures;
/// Look for supported texture formats
if ( IFindCompressedFormats() )
fSettings.fD3DCaps |= kCapsCompressTextures;
if ( IFindLuminanceFormats() )
fSettings.fD3DCaps |= kCapsLuminanceTextures;
/// Max # of hardware lights
fMaxNumLights = fCurrentDevice->fDDCaps.MaxActiveLights;
if ( fMaxNumLights > kD3DMaxTotalLights )
fMaxNumLights = kD3DMaxTotalLights;
// Intel Extreme chips report 0 lights, meaning T&L is done
// in software, so you can have as many lights as you want.
// We only need 8, so set that here. Also turn off shadows,
// since the extreme can't really afford them, and record
// the fact this is the extreme for other driver problem
// workarounds.
if ( !fMaxNumLights )
{
fMaxNumLights = kD3DMaxTotalLights;
fSettings.fIsIntel = true;
plShadowCaster::SetCanShadowCast(false);
}
/// Max # of textures at once
fMaxLayersAtOnce = fCurrentDevice->fDDCaps.MaxSimultaneousTextures;
if ( fCurrentDevice->fDDCaps.DevCaps & D3DDEVCAPS_SEPARATETEXTUREMEMORIES )
fMaxLayersAtOnce = 1;
// Alloc half our simultaneous textures to piggybacks.
// Won't hurt us unless we try to many things at once.
fMaxPiggyBacks = fMaxLayersAtOnce >> 1;
// Less than 4 layers at once means we have to fallback on uv bumpmapping
if (fMaxLayersAtOnce < 4)
SetDebugFlag(plPipeDbg::kFlagBumpUV, true);
fSettings.fMaxAnisotropicSamples = (uint8_t)(fCurrentDevice->fDDCaps.MaxAnisotropy);
fSettings.fNoGammaCorrect = !(fCurrentDevice->fDDCaps.Caps2 & D3DCAPS2_FULLSCREENGAMMA);
if (!(fCurrentDevice->fDDCaps.TextureCaps & D3DPTEXTURECAPS_PROJECTED))
plDynamicCamMap::SetCapable(false);
ISetGraphicsCapability(fCurrentDevice->fDDCaps.PixelShaderVersion);
}
// ISetGraphicsCapability ///////////////////////////////////////////////////////
// Tell our global quality settings what we can do. We'll use this to only load
// versions we can render. So if we can render it, we load it and skip its low quality substitute,
// if we can't render it, we skip it and load its low quality substitute.
// Naturally, this must happen before we do any loading.
void plDXPipeline::ISetGraphicsCapability(uint32_t v)
{
int pixelMajor = D3DSHADER_VERSION_MAJOR(v);
int pixelMinor = D3DSHADER_VERSION_MINOR(v);
switch (pixelMajor)
{
case 1:
if (pixelMinor >= 4)
plQuality::SetCapability(plQuality::kPS_1_4);
else if (pixelMinor > 0)
plQuality::SetCapability(plQuality::kPS_1_1);
break;
case 2:
plQuality::SetCapability(plQuality::kPS_2);
break;
case 3:
plQuality::SetCapability(plQuality::kPS_3);
break;
default:
// Hopefully this is always FALSE. If not, may gawd have mercy upon your soul.
if (pixelMajor == 0)
plQuality::SetCapability(plQuality::kMinimum);
else
plQuality::SetCapability(plQuality::kPS_3);
break;
}
}
//// IRestrictCaps ////////////////////////////////////////////////////////////
// ISetCaps() sets our native caps based on the D3D caps bits D3D returns.
// IRestrictCaps looks at our hsG3DDeviceSelector flags and translates those
// into our runtime native caps.
// The DeviceSelector flags aren't set by what the board claims, but rather
// we try to identify the board and set them according to previous knowledge.
// For example, the ATI7500 will only use uvw coordinates 0 or 1. There's
// no d3d cap to reflect this, and it really should support [0..7], but
// there's no way to force it to be d3d compliant. So when we see we have
// an ATI7500, we set the cap kCapsMaxUVWSrc2.
// See hsG3DDeviceSelector.cpp for details and implementation.
void plDXPipeline::IRestrictCaps( const hsG3DDeviceRecord& devRec )
{
if( !devRec.GetCap( hsG3DDeviceSelector::kCapsMipmap ) )
fSettings.fD3DCaps &= ~kCapsMipmap;
if( !devRec.GetCap( hsG3DDeviceSelector::kCapsCubicMipmap ) )
fSettings.fD3DCaps &= ~kCapsCubicMipmap;
if( !devRec.GetCap( hsG3DDeviceSelector::kCapsZBias ) )
fSettings.fD3DCaps &= ~kCapsZBias;
if( !devRec.GetCap( hsG3DDeviceSelector::kCapsFogExp ) )
fSettings.fD3DCaps &= ~kCapsExpFog;
if( !devRec.GetCap( hsG3DDeviceSelector::kCapsCubicTextures ) )
fSettings.fD3DCaps &= ~kCapsCubicTextures;
if( devRec.GetCap(hsG3DDeviceSelector::kCapsCantShadow) )
plShadowCaster::SetCanShadowCast(false);
if( devRec.GetCap(hsG3DDeviceSelector::kCapsCantProj) )
fSettings.fCantProj = true;
if( devRec.GetCap(hsG3DDeviceSelector::kCapsBadManaged) )
fSettings.fBadManaged = true;
if( devRec.GetCap(hsG3DDeviceSelector::kCapsShareDepth) )
fSettings.fShareDepth = true;
/// Added 9.6.2000 mcn - shouldn't they be here anyway?
if( !devRec.GetCap( hsG3DDeviceSelector::kCapsFogExp2 ) )
fSettings.fD3DCaps &= ~kCapsExp2Fog;
if( !devRec.GetCap( hsG3DDeviceSelector::kCapsDoesSmallTextures ) )