/* ** fb_d3d9.cpp ** Code to let ZDoom use Direct3D 9 as a simple framebuffer ** **--------------------------------------------------------------------------- ** Copyright 1998-2007 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** ** This file does _not_ implement hardware-acclerated rendering. It is just ** a means of getting the pixel data to the screen in a more reliable ** method on modern hardware by copying the entire frame to a texture, ** drawing that to the screen, and presenting. */ // HEADER FILES ------------------------------------------------------------ #ifdef _DEBUG #define D3D_DEBUG_INFO #endif #define DIRECT3D_VERSION 0x0900 #define WIN32_LEAN_AND_MEAN #include #include #include #define USE_WINDOWS_DWORD #include "doomtype.h" #include "c_dispatch.h" #include "templates.h" #include "i_system.h" #include "i_video.h" #include "i_input.h" #include "v_video.h" #include "v_pfx.h" #include "stats.h" #include "doomerrors.h" #include "win32iface.h" #include // MACROS ------------------------------------------------------------------ // The number of vertices the vertex buffer should hold. #define NUM_VERTS 28 // TYPES ------------------------------------------------------------------- IMPLEMENT_CLASS(D3DFB) struct FBVERTEX { FLOAT x, y, z, rhw; FLOAT tu, tv; }; #define D3DFVF_FBVERTEX (D3DFVF_XYZRHW|D3DFVF_TEX1) class D3DTex : public FNativeTexture { public: D3DTex(FTexture *tex, IDirect3DDevice9 *D3DDevice); ~D3DTex(); FTexture *GameTex; IDirect3DTexture9 *Tex; // Texture coordinates to use for the lower-right corner, should this // texture prove to be larger than the game texture it represents. FLOAT TX, TY; bool IsGray; bool Create(IDirect3DDevice9 *D3DDevice); bool Update(); D3DFORMAT GetTexFormat(); FTextureFormat ToTexFmt(D3DFORMAT fmt); }; // EXTERNAL FUNCTION PROTOTYPES -------------------------------------------- // PUBLIC FUNCTION PROTOTYPES ---------------------------------------------- void DoBlending (const PalEntry *from, PalEntry *to, int count, int r, int g, int b, int a); // PRIVATE FUNCTION PROTOTYPES --------------------------------------------- // EXTERNAL DATA DECLARATIONS ---------------------------------------------- extern HWND Window; extern IVideo *Video; extern BOOL AppActive; extern int SessionState; extern bool VidResizing; EXTERN_CVAR (Bool, fullscreen) EXTERN_CVAR (Float, Gamma) EXTERN_CVAR (Int, vid_displaybits) EXTERN_CVAR (Bool, vid_vsync) EXTERN_CVAR (Float, transsouls) extern IDirect3D9 *D3D; extern cycle_t BlitCycles; // PRIVATE DATA DEFINITIONS ------------------------------------------------ #include "fb_d3d9_shaders.h" // PUBLIC DATA DEFINITIONS ------------------------------------------------- // CODE -------------------------------------------------------------------- D3DFB::D3DFB (int width, int height, bool fullscreen) : BaseWinFB (width, height) { D3DPRESENT_PARAMETERS d3dpp; int i; D3DDevice = NULL; VertexBuffer = NULL; FBTexture = NULL; PaletteTexture = NULL; StencilPaletteTexture = NULL; ShadedPaletteTexture = NULL; PalTexShader = NULL; FBFormat = D3DFMT_UNKNOWN; PalFormat = D3DFMT_UNKNOWN; VSync = vid_vsync; OffByOneAt = -1; BlendingRect.left = 0; BlendingRect.top = 0; BlendingRect.right = FBWidth; BlendingRect.bottom = FBHeight; UseBlendingRect = false; In2D = 0; Gamma = 1.0; FlashConstants[0][3] = FlashConstants[0][2] = FlashConstants[0][1] = FlashConstants[0][0] = 0; FlashConstants[1][3] = FlashConstants[1][2] = FlashConstants[1][1] = FlashConstants[1][0] = 1; FlashColor = 0; FlashAmount = 0; NeedGammaUpdate = false; NeedPalUpdate = false; if (MemBuffer == NULL) { return; } for (i = 0; i < 256; i++) { GammaTable[i] = (BYTE)i; } memcpy (SourcePalette, GPalette.BaseColors, sizeof(PalEntry)*256); Windowed = !(static_cast(Video)->GoFullscreen (fullscreen)); TrueHeight = height; if (fullscreen) { for (Win32Video::ModeInfo *mode = static_cast(Video)->m_Modes; mode != NULL; mode = mode->next) { if (mode->width == Width && mode->height == Height) { TrueHeight = mode->realheight; break; } } } FillPresentParameters (&d3dpp, fullscreen, VSync); HRESULT hr; if (FAILED(hr = D3D->CreateDevice (D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, Window, D3DCREATE_SOFTWARE_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE, &d3dpp, &D3DDevice))) { D3DDevice = NULL; if (fullscreen) { d3dpp.BackBufferFormat = D3DFMT_R5G6B5; if (FAILED(D3D->CreateDevice (D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, Window, D3DCREATE_SOFTWARE_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE, &d3dpp, &D3DDevice))) { D3DDevice = NULL; } } } if (D3DDevice != NULL) { CreateResources (); } } D3DFB::~D3DFB () { ReleaseResources (); if (D3DDevice != NULL) { D3DDevice->Release(); } } void D3DFB::FillPresentParameters (D3DPRESENT_PARAMETERS *pp, bool fullscreen, bool vsync) { memset (pp, 0, sizeof(*pp)); pp->Windowed = !fullscreen; pp->SwapEffect = D3DSWAPEFFECT_DISCARD; pp->BackBufferWidth = Width; pp->BackBufferHeight = TrueHeight; pp->BackBufferFormat = fullscreen ? D3DFMT_X8R8G8B8 : D3DFMT_UNKNOWN; pp->hDeviceWindow = Window; pp->PresentationInterval = vsync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE; } bool D3DFB::CreateResources () { if (!Windowed) { // Remove the window border in fullscreen mode SetWindowLong (Window, GWL_STYLE, WS_POPUP|WS_VISIBLE|WS_SYSMENU); } else { // Resize the window to match desired dimensions int sizew = Width + GetSystemMetrics (SM_CXSIZEFRAME)*2; int sizeh = Height + GetSystemMetrics (SM_CYSIZEFRAME) * 2 + GetSystemMetrics (SM_CYCAPTION); LOG2 ("Resize window to %dx%d\n", sizew, sizeh); VidResizing = true; // Make sure the window has a border in windowed mode SetWindowLong (Window, GWL_STYLE, WS_VISIBLE|WS_OVERLAPPEDWINDOW); if (GetWindowLong (Window, GWL_EXSTYLE) & WS_EX_TOPMOST) { // Direct3D 9 will apparently add WS_EX_TOPMOST to fullscreen windows, // and removing it is a little tricky. Using SetWindowLongPtr to clear it // will not do the trick, but sending the window behind everything will. SetWindowPos (Window, HWND_BOTTOM, 0, 0, sizew, sizeh, SWP_DRAWFRAME | SWP_NOCOPYBITS | SWP_NOMOVE); SetWindowPos (Window, HWND_TOP, 0, 0, 0, 0, SWP_NOCOPYBITS | SWP_NOMOVE | SWP_NOSIZE); } else { SetWindowPos (Window, NULL, 0, 0, sizew, sizeh, SWP_DRAWFRAME | SWP_NOCOPYBITS | SWP_NOMOVE | SWP_NOZORDER); } I_RestoreWindowedPos (); VidResizing = false; } if (FAILED(D3DDevice->CreatePixelShader (PalTexShaderDef, &PalTexShader)) || FAILED(D3DDevice->CreatePixelShader (PlainShaderDef, &PlainShader)) || FAILED(D3DDevice->CreatePixelShader (DimShaderDef, &DimShader))) { return false; } if (!CreateFBTexture() || !CreatePaletteTexture() || !CreateStencilPaletteTexture() || !CreateShadedPaletteTexture()) { return false; } if (!CreateVertexes()) { return false; } SetGamma (Gamma); return true; } void D3DFB::ReleaseResources () { I_SaveWindowedPos (); if (FBTexture != NULL) { FBTexture->Release(); FBTexture = NULL; } if (VertexBuffer != NULL) { VertexBuffer->Release(); VertexBuffer = NULL; } if (PaletteTexture != NULL) { PaletteTexture->Release(); PaletteTexture = NULL; } if (StencilPaletteTexture != NULL) { StencilPaletteTexture->Release(); StencilPaletteTexture = NULL; } if (ShadedPaletteTexture != NULL) { ShadedPaletteTexture->Release(); ShadedPaletteTexture = NULL; } if (PalTexShader != NULL) { PalTexShader->Release(); PalTexShader = NULL; } if (PlainShader != NULL) { PlainShader->Release(); PlainShader = NULL; } if (DimShader != NULL) { DimShader->Release(); DimShader = NULL; } } bool D3DFB::Reset () { D3DPRESENT_PARAMETERS d3dpp; // Free resources created with D3DPOOL_DEFAULT. if (FBTexture != NULL) { FBTexture->Release(); FBTexture = NULL; } if (VertexBuffer != NULL) { VertexBuffer->Release(); VertexBuffer = NULL; } FillPresentParameters (&d3dpp, !Windowed, VSync); if (!SUCCEEDED(D3DDevice->Reset (&d3dpp))) { return false; } if (!CreateFBTexture() || !CreateVertexes()) { return false; } if (OffByOneAt < 256) { D3DDevice->SetSamplerState (1, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); D3DDevice->SetSamplerState (1, D3DSAMP_BORDERCOLOR, D3DCOLOR_XRGB(GammaTable[SourcePalette[255].r], GammaTable[SourcePalette[255].g], GammaTable[SourcePalette[255].b])); } return true; } //========================================================================== // // DoOffByOneCheck // // NVidia hardware has an off-by-one error in the pixel shader. // On a Geforce 7950GT and a 6200, I have witnessed it skip palette entry // 240. I have a report that an FX card skips in a totally different spot. // So rather than try and correct it in the shader, we detect it here and // compensate when uploading the palette and when drawing by setting the // sampler mode for the palette to border and making the border color the // final color in the palette. // // Interestingly, a Radeon x300 doesn't have this problem. I am curious // if other ATI hardware is the same. // //========================================================================== void D3DFB::DoOffByOneCheck () { IDirect3DSurface9 *savedrendertarget; IDirect3DSurface9 *testsurf, *readsurf; D3DSURFACE_DESC desc; D3DLOCKED_RECT lockrect; RECT testrect = { 0, 0, 256, 1 }; float texright = 256.f / float(FBWidth); float texbot = 1.f / float(FBHeight); FBVERTEX verts[4] = { { -0.5f, -0.5f, 0.5f, 1.f, 0.f, 0.f }, { 255.5f, -0.5f, 0.5f, 1.f, texright, 0.f }, { 255.5f, 0.5f, 0.5f, 1.f, texright, texbot }, { -0.5f, 0.5f, 0.5f, 1.f, 0.f, texbot } }; float ps_constants[2][4] = { { 0, 0, 0, 0 }, { 1, 1, 1, 1 } }; union { BYTE Pal32[256][4]; WORD Pal16[256]; }; int i, c; if (OffByOneAt >= 0) { return; } // Create an easily recognizable R3G3B2 palette. for (i = 0; i < 256; ++i) { Pal32[i][0] = BYTE(i & 0x03) << 6; // blue Pal32[i][1] = BYTE(i & 0x1C) << 3; // green Pal32[i][2] = BYTE(i & 0xE0); // red; Pal32[i][3] = 255; } // Upload the palette if (SUCCEEDED(PaletteTexture->LockRect (0, &lockrect, NULL, 0))) { memcpy (lockrect.pBits, Pal32, 256 * 4); PaletteTexture->UnlockRect (0); } else { return; } // Prepare a texture with values 0-256. if (SUCCEEDED(FBTexture->LockRect (0, &lockrect, &testrect, 0))) { for (i = 0; i < 256; ++i) { ((BYTE *)lockrect.pBits)[i] = (BYTE)i; } FBTexture->UnlockRect (0); } else { return; } // Create a render target that we can draw it to. if (FAILED(D3DDevice->GetRenderTarget (0, &savedrendertarget))) { return; } if (FAILED(D3DDevice->CreateRenderTarget (256, 1, PalFormat, D3DMULTISAMPLE_NONE, 0, FALSE, &testsurf, NULL))) { return; } if (FAILED(D3DDevice->CreateOffscreenPlainSurface (256, 1, PalFormat, D3DPOOL_SYSTEMMEM, &readsurf, NULL))) { testsurf->Release(); return; } if (FAILED(D3DDevice->SetRenderTarget (0, testsurf))) { testsurf->Release(); readsurf->Release(); return; } // Write it to the render target using the pixel shader. D3DDevice->BeginScene(); D3DDevice->SetTexture (0, FBTexture); D3DDevice->SetTexture (1, PaletteTexture); D3DDevice->SetFVF (D3DFVF_FBVERTEX); D3DDevice->SetPixelShader (PalTexShader); D3DDevice->SetPixelShaderConstantF (0, ps_constants[0], 2); D3DDevice->DrawPrimitiveUP (D3DPT_TRIANGLEFAN, 2, verts, sizeof(FBVERTEX)); D3DDevice->EndScene(); D3DDevice->SetRenderTarget (0, savedrendertarget); savedrendertarget->Release(); // Now read it back and see where it skips an entry if (SUCCEEDED(D3DDevice->GetRenderTargetData (testsurf, readsurf)) && SUCCEEDED(readsurf->LockRect (&lockrect, &testrect, D3DLOCK_READONLY))) { desc.Format = PalFormat; if (desc.Format == D3DFMT_A8R8G8B8 || desc.Format == D3DFMT_X8R8G8B8) { const BYTE *pix = (const BYTE *)lockrect.pBits; for (i = 0; i < 256; ++i, pix += 4) { c = (pix[0] >> 6) | // blue ((pix[1] >> 5) << 2) | // green ((pix[2] >> 5) << 5); // red if (c != i) { break; } } } else if (desc.Format == D3DFMT_A1R5G5B5 || desc.Format == D3DFMT_X1R5G5B5) { const WORD *pix = (const WORD *)lockrect.pBits; for (i = 0; i < 256; ++i, ++pix) { c = ((*pix & 0x0018) >> 3) | // blue ((*pix & 0x0380) >> 5) | // green ((*pix & 0x7C00) >> 7) ; // red if (c != i) { break; } } } else if (desc.Format == D3DFMT_R5G6B5) { const WORD *pix = (const WORD *)lockrect.pBits; for (i = 0; i < 256; ++i, ++pix) { c = ((*pix & 0x0018) >> 3) | // blue ((*pix & 0x0700) >> 6) | // green ((*pix & 0xE000) >> 8) ; // red if (c != i) { break; } } } else { // Huh? What kind of backbuffer is this? i = 256; } } readsurf->UnlockRect(); readsurf->Release(); testsurf->Release(); OffByOneAt = i; if (i < 256) { D3DDevice->SetSamplerState (1, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); } } bool D3DFB::CreateFBTexture () { if (FAILED(D3DDevice->CreateTexture (Width, Height, 1, D3DUSAGE_DYNAMIC, D3DFMT_L8, D3DPOOL_DEFAULT, &FBTexture, NULL))) { int pow2width, pow2height, i; for (i = 1; i < Width; i <<= 1) {} pow2width = i; for (i = 1; i < Height; i <<= 1) {} pow2height = i; if (FAILED(D3DDevice->CreateTexture (pow2width, pow2height, 1, D3DUSAGE_DYNAMIC, D3DFMT_L8, D3DPOOL_DEFAULT, &FBTexture, NULL))) { return false; } else { FBWidth = pow2width; FBHeight = pow2height; } } else { FBWidth = Width; FBHeight = Height; } return true; } bool D3DFB::CreatePaletteTexture () { if (FAILED(D3DDevice->CreateTexture (256, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &PaletteTexture, NULL))) { return false; } PalFormat = D3DFMT_A8R8G8B8; return true; } bool D3DFB::CreateStencilPaletteTexture() { // The stencil palette is a special palette where the first entry is zero alpha, // and everything else is white with full alpha. if (FAILED(D3DDevice->CreateTexture(256, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &StencilPaletteTexture, NULL))) { return false; } D3DLOCKED_RECT lockrect; if (SUCCEEDED(StencilPaletteTexture->LockRect(0, &lockrect, NULL, 0))) { DWORD *pix = (DWORD *)lockrect.pBits; *pix = 0; memset(pix + 1, 0xFF, 255*4); StencilPaletteTexture->UnlockRect(0); } return true; } bool D3DFB::CreateShadedPaletteTexture() { // The shaded palette is similar to the stencil palette, except each entry's // alpha is the same as its index. if (FAILED(D3DDevice->CreateTexture(256, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &ShadedPaletteTexture, NULL))) { return false; } D3DLOCKED_RECT lockrect; if (SUCCEEDED(ShadedPaletteTexture->LockRect(0, &lockrect, NULL, 0))) { BYTE *pix = (BYTE *)lockrect.pBits; for (int i = 0; i < 256; ++i) { pix[3] = i; pix[2] = pix[1] = pix[0] = 255; pix += 4; } ShadedPaletteTexture->UnlockRect(0); } return true; } bool D3DFB::CreateVertexes () { if (FAILED(D3DDevice->CreateVertexBuffer (sizeof(FBVERTEX)*NUM_VERTS, D3DUSAGE_WRITEONLY, D3DFVF_FBVERTEX, D3DPOOL_DEFAULT, &VertexBuffer, NULL)) || !UploadVertices()) { return false; } return true; } bool D3DFB::UploadVertices() { float top = (TrueHeight - Height) * 0.5f - 0.5f; float right = float(Width) - 0.5f; float bot = float(Height) + top; float texright = float(Width) / float(FBWidth); float texbot = float(Height) / float(FBHeight); void *pverts; if ((BlendingRect.left <= 0 && BlendingRect.right >= FBWidth && BlendingRect.top <= 0 && BlendingRect.bottom >= FBHeight) || BlendingRect.left >= BlendingRect.right || BlendingRect.top >= BlendingRect.bottom) { // Blending rect covers the whole screen, so only need 4 verts. FBVERTEX verts[4] = { { -0.5f, top, 0.5f, 1.f, 0.f, 0.f }, { right, top, 0.5f, 1.f, texright, 0.f }, { right, bot, 0.5f, 1.f, texright, texbot }, { -0.5f, bot, 0.5f, 1.f, 0.f, texbot } }; if (SUCCEEDED(VertexBuffer->Lock(0, sizeof(verts), &pverts, 0))) { memcpy (pverts, verts, sizeof(verts)); VertexBuffer->Unlock(); return true; } return false; } // Only the 3D area of the screen is effected by palette flashes. // So we create some boxes around it that can be drawn without the // flash. These include the corners of the view area so I can be // sure the texture interpolation is consistant. (Well, actually, // since it's a 1-to-1 pixel mapping, it shouldn't matter.) float mxl = float(BlendingRect.left) - 0.5f; float mxr = float(BlendingRect.right) - 0.5f; float myt = float(BlendingRect.top) + top; float myb = float(BlendingRect.bottom) + top; float tmxl = float(BlendingRect.left) / float(Width) * texright; float tmxr = float(BlendingRect.right) / float(Width) * texright; float tmyt = float(BlendingRect.top) / float(Height) * texbot; float tmyb = float(BlendingRect.bottom) / float(Height) * texbot; /* +-------------------+ | | +-----+-------+-----+ | | | | | | | | | | | | +-----+-------+-----+ | | +-------------------+ */ FBVERTEX verts[28] = { // The whole screen, for when no blending is happening { -0.5f, top, 0.5f, 1.f, 0.f, 0.f }, // 0 { right, top, 0.5f, 1.f, texright, 0.f }, { right, bot, 0.5f, 1.f, texright, texbot }, { -0.5f, bot, 0.5f, 1.f, 0.f, texbot }, // Left area { -0.5f, myt, 0.5f, 1.f, 0.f, tmyt }, // 4 { mxl, myt, 0.5f, 1.f, tmxl, tmyt }, { mxl, myb, 0.5f, 1.f, tmxl, tmyb }, { -0.5f, myb, 0.5f, 1.f, 0.f, tmyb }, // Right area { mxr, myt, 0.5f, 1.f, tmxr, tmyt }, // 8 { right, myt, 0.5f, 1.f, texright, tmyt }, { right, myb, 0.5f, 1.f, texright, tmyb }, { mxr, myb, 0.5f, 1.f, tmxr, tmyb }, // Bottom area { -0.5f, bot, 0.5f, 1.f, 0.f, texbot }, // 12 { -0.5f, myb, 0.5f, 1.f, 0.f, tmyb }, { mxl, myb, 0.5f, 1.f, tmxl, tmyb }, { mxr, myb, 0.5f, 1.f, tmxr, tmyb }, { right, myb, 0.5f, 1.f, texright, tmyb }, { right, bot, 0.5f, 1.f, texright, texbot }, // Top area { right, top, 0.5f, 1.f, texright, 0.f }, // 18 { right, myt, 0.5f, 1.f, texright, tmyt }, { mxr, myt, 0.5f, 1.f, tmxr, tmyt }, { mxl, myt, 0.5f, 1.f, tmxl, tmyt }, { -0.5f, myt, 0.5f, 1.f, 0.f, tmyt }, { -0.5f, top, 0.5f, 1.f, 0.f, 0.f }, // Middle (blended) area { mxl, myt, 0.5f, 1.f, tmxl, tmyt }, // 24 { mxr, myt, 0.5f, 1.f, tmxr, tmyt }, { mxr, myb, 0.5f, 1.f, tmxr, tmyb }, { mxl, myb, 0.5f, 1.f, tmxl, tmyb } }; if (SUCCEEDED(VertexBuffer->Lock(0, sizeof(verts), &pverts, 0))) { memcpy (pverts, verts, sizeof(verts)); VertexBuffer->Unlock(); return true; } return false; } int D3DFB::GetPageCount () { return 1; } void D3DFB::PaletteChanged () { } int D3DFB::QueryNewPalette () { return 0; } bool D3DFB::IsValid () { return D3DDevice != NULL; } HRESULT D3DFB::GetHR () { return 0; } bool D3DFB::IsFullscreen () { return !Windowed; } bool D3DFB::Lock () { return Lock(true); } bool D3DFB::Lock (bool buffered) { if (LockCount++ > 0) { return false; } Buffer = MemBuffer; return false; } void D3DFB::Unlock () { LOG1 ("Unlock <%d>\n", LockCount); if (LockCount == 0) { return; } if (UpdatePending && LockCount == 1) { Update (); } else if (--LockCount == 0) { Buffer = NULL; } } // When In2D == 0: Copy buffer to screen and present // When In2D == 1: Copy buffer to screen but do not present // When In2D == 2: Present and set In2D to 0 void D3DFB::Update () { if (In2D == 2) { D3DDevice->EndScene(); D3DDevice->Present(NULL, NULL, NULL, NULL); In2D = 0; return; } if (LockCount != 1) { //I_FatalError ("Framebuffer must have exactly 1 lock to be updated"); if (LockCount > 0) { UpdatePending = true; --LockCount; } return; } DrawRateStuff (); if (NeedGammaUpdate) { NeedGammaUpdate = false; CalcGamma (Gamma, GammaTable); NeedPalUpdate = true; } if (NeedPalUpdate) { UploadPalette(); } BlitCycles = 0; clock (BlitCycles); LockCount = 0; PaintToWindow (); if (In2D == 0) { D3DDevice->EndScene(); D3DDevice->Present(NULL, NULL, NULL, NULL); } unclock (BlitCycles); LOG1 ("cycles = %d\n", BlitCycles); Buffer = NULL; UpdatePending = false; } bool D3DFB::PaintToWindow () { HRESULT hr; if (LockCount != 0) { return false; } hr = D3DDevice->TestCooperativeLevel(); if (FAILED(hr)) { if (hr != D3DERR_DEVICENOTRESET || !Reset()) { Sleep (1); return false; } } Draw3DPart(); return true; } void D3DFB::Draw3DPart() { RECT texrect = { 0, 0, Width, Height }; D3DLOCKED_RECT lockrect; if ((FBWidth == Width && FBHeight == Height && SUCCEEDED(FBTexture->LockRect (0, &lockrect, NULL, D3DLOCK_DISCARD))) || SUCCEEDED(FBTexture->LockRect (0, &lockrect, &texrect, 0))) { if (lockrect.Pitch == Pitch) { memcpy (lockrect.pBits, MemBuffer, Width * Height); } else { BYTE *dest = (BYTE *)lockrect.pBits; BYTE *src = MemBuffer; for (int y = 0; y < Height; y++) { memcpy (dest, src, Width); dest += lockrect.Pitch; src += Pitch; } } FBTexture->UnlockRect (0); } if (TrueHeight != Height) { // Letterbox! Draw black top and bottom borders. int topborder = (TrueHeight - Height) / 2; D3DRECT rects[2] = { { 0, 0, Width, topborder }, { 0, Height + topborder, Width, TrueHeight } }; D3DDevice->Clear (2, rects, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.f, 0); } D3DDevice->BeginScene(); D3DDevice->SetTexture (0, FBTexture); D3DDevice->SetTexture (1, PaletteTexture); D3DDevice->SetStreamSource (0, VertexBuffer, 0, sizeof(FBVERTEX)); D3DDevice->SetFVF (D3DFVF_FBVERTEX); D3DDevice->SetPixelShader (PalTexShader); D3DDevice->SetPixelShaderConstantF (0, FlashConstants[0], 2); D3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); if (!UseBlendingRect || FlashConstants[1][0] == 1) { // The whole screen as a single quad. D3DDevice->DrawPrimitive (D3DPT_TRIANGLEFAN, 0, 2); } else { // The screen split up so that only the 3D view is blended. D3DDevice->DrawPrimitive (D3DPT_TRIANGLEFAN, 24, 2); // middle // The rest is drawn unblended, so reset the shader constant. static const float FlashZero[2][4] = { { 0, 0, 0, 0 }, { 1, 1, 1, 1 } }; D3DDevice->SetPixelShaderConstantF (0, FlashZero[0], 2); D3DDevice->DrawPrimitive (D3DPT_TRIANGLEFAN, 4, 2); // left D3DDevice->DrawPrimitive (D3DPT_TRIANGLEFAN, 8, 2); // right D3DDevice->DrawPrimitive (D3DPT_TRIANGLEFAN, 12, 4); // bottom D3DDevice->DrawPrimitive (D3DPT_TRIANGLEFAN, 18, 4); // top } if (UseBlendingRect && FlashConstants[1][0] != 1 && RateX) { float left = float(RateX) - 0.5f; float top = (TrueHeight - Height) * 0.5f - 0.5f; float right = float(Width) - 0.5f; float bot = float(8) + top; float texleft = float(RateX) / float(FBWidth); float texright = float(Width) / float(FBWidth); float texbot = float(8) / float(FBHeight); // Redraw the vid_fps part without the flash FBVERTEX verts[4] = { { left, top, 0.5f, 1.f, texleft, 0.f }, { right, top, 0.5f, 1.f, texright, 0.f }, { right, bot, 0.5f, 1.f, texright, texbot }, { left, bot, 0.5f, 1.f, texleft, texbot } }; D3DDevice->DrawPrimitiveUP (D3DPT_TRIANGLEFAN, 2, verts, sizeof(FBVERTEX)); } } void D3DFB::UploadPalette () { D3DLOCKED_RECT lockrect; int i; if (OffByOneAt < 0) { DoOffByOneCheck (); } if (SUCCEEDED(PaletteTexture->LockRect (0, &lockrect, NULL, 0))) { // Keep trying to update the palette if we haven't done the off-by-one // check yet. Otherwise, wait until the next time the palette changes. NeedPalUpdate = (OffByOneAt < 0); BYTE *pix = (BYTE *)lockrect.pBits; for (i = 0; i < OffByOneAt; ++i, pix += 4) { pix[0] = GammaTable[SourcePalette[i].b]; pix[1] = GammaTable[SourcePalette[i].g]; pix[2] = GammaTable[SourcePalette[i].r]; pix[3] = (i == 0 ? 0 : 255); // To let masked textures work, the first palette entry's alpha is 0. } for (; i < 256; ++i, pix += 4) { pix[0] = GammaTable[SourcePalette[i-1].b]; pix[1] = GammaTable[SourcePalette[i-1].g]; pix[2] = GammaTable[SourcePalette[i-1].r]; pix[3] = 255; } PaletteTexture->UnlockRect (0); } if (OffByOneAt < 256) { D3DDevice->SetSamplerState (1, D3DSAMP_BORDERCOLOR, D3DCOLOR_XRGB(GammaTable[SourcePalette[255].r], GammaTable[SourcePalette[255].g], GammaTable[SourcePalette[255].b])); } } PalEntry *D3DFB::GetPalette () { return SourcePalette; } void D3DFB::UpdatePalette () { NeedPalUpdate = true; } bool D3DFB::SetGamma (float gamma) { LOG1 ("SetGamma %g\n", gamma); Gamma = gamma; NeedGammaUpdate = true; return true; } bool D3DFB::SetFlash (PalEntry rgb, int amount) { FlashColor = rgb; FlashAmount = amount; // Fill in the constants for the pixel shader to do linear interpolation between the palette and the flash: float r = rgb.r / 255.f, g = rgb.g / 255.f, b = rgb.b / 255.f, a = amount / 256.f; FlashConstants[0][0] = r * a; FlashConstants[0][1] = g * a; FlashConstants[0][2] = b * a; a = 1 - a; FlashConstants[1][0] = a; FlashConstants[1][1] = a; FlashConstants[1][2] = a; return true; } void D3DFB::GetFlash (PalEntry &rgb, int &amount) { rgb = FlashColor; amount = FlashAmount; } void D3DFB::GetFlashedPalette (PalEntry pal[256]) { memcpy (pal, SourcePalette, 256*sizeof(PalEntry)); if (FlashAmount) { DoBlending (pal, pal, 256, FlashColor.r, FlashColor.g, FlashColor.b, FlashAmount); } } void D3DFB::SetVSync (bool vsync) { if (VSync != vsync) { VSync = vsync; Reset(); } } void D3DFB::Blank () { // Only used by movie player, which isn't working with D3D9 yet. } void D3DFB::SetBlendingRect(int x1, int y1, int x2, int y2) { if (BlendingRect.left != x1 || BlendingRect.top != y1 || BlendingRect.right != x2 || BlendingRect.bottom != y2) { BlendingRect.left = x1; BlendingRect.top = y1; BlendingRect.right = x2; BlendingRect.bottom = y2; if (UploadVertices()) { UseBlendingRect = ((x1 > 0 || x2 < FBWidth || y1 > 0 || y2 < FBHeight) && BlendingRect.left < BlendingRect.right && BlendingRect.top < BlendingRect.bottom); } } } /**************************************************************************/ /* 2D Stuff */ /**************************************************************************/ //========================================================================== // // D3DTex Constructor // //========================================================================== D3DTex::D3DTex(FTexture *tex, IDirect3DDevice9 *D3DDevice) { GameTex = tex; Tex = NULL; IsGray = false; Create(D3DDevice); } //========================================================================== // // D3DTex Destructor // //========================================================================== D3DTex::~D3DTex() { if (Tex != NULL) { Tex->Release(); Tex = NULL; } } //========================================================================== // // D3DTex :: Create // // Creates an IDirect3DTexture9 for the texture and copies the image data // to it. Note that unlike FTexture, this image is row-major. // //========================================================================== bool D3DTex::Create(IDirect3DDevice9 *D3DDevice) { HRESULT hr; int w, h; if (Tex != NULL) { Tex->Release(); Tex = NULL; } w = GameTex->GetWidth(); h = GameTex->GetHeight(); // We don't really want mip-maps, but specifying the flag is the only // way to use D3DPOOL_MANAGED, according to the docs. hr = D3DDevice->CreateTexture(w, h, 1, 0, GetTexFormat(), D3DPOOL_MANAGED, &Tex, NULL); if (FAILED(hr)) { // Try again, using power-of-2 sizes int i; for (i = 1; i < w; i <<= 1) {} w = i; for (i = 1; i < h; i <<= 1) {} h = i; hr = D3DDevice->CreateTexture(w, h, 1, 0, GetTexFormat(), D3DPOOL_MANAGED, &Tex, NULL); if (FAILED(hr)) { return false; } } if (!Update()) { Tex->Release(); Tex = NULL; return false; } return true; } //========================================================================== // // D3DTex :: Update // // Copies image data from the underlying FTexture to the D3D texture. // //========================================================================== bool D3DTex::Update() { D3DSURFACE_DESC desc; D3DLOCKED_RECT lrect; RECT rect; assert(Tex != NULL); assert(GameTex != NULL); if (FAILED(Tex->GetLevelDesc(0, &desc))) { return false; } rect.left = 0; rect.top = 0; rect.right = GameTex->GetWidth(); rect.bottom = GameTex->GetHeight(); if (FAILED(Tex->LockRect(0, &lrect, &rect, 0))) { return false; } GameTex->FillBuffer((BYTE *)lrect.pBits, lrect.Pitch, rect.bottom, ToTexFmt(desc.Format)); Tex->UnlockRect(0); return true; } //========================================================================== // // D3DTex :: GetTexFormat // // Returns the texture format that would best fit this texture. // //========================================================================== D3DFORMAT D3DTex::GetTexFormat() { FTextureFormat fmt = GameTex->GetFormat(); IsGray = false; switch (fmt) { case TEX_Pal: return D3DFMT_L8; case TEX_Gray: IsGray = true; return D3DFMT_L8; case TEX_RGB: return D3DFMT_A8R8G8B8; case TEX_DXT1: return D3DFMT_DXT1; case TEX_DXT2: return D3DFMT_DXT2; case TEX_DXT3: return D3DFMT_DXT3; case TEX_DXT4: return D3DFMT_DXT4; case TEX_DXT5: return D3DFMT_DXT5; default: I_FatalError ("GameTex->GetFormat() returned invalid format."); } return D3DFMT_L8; } //========================================================================== // // D3DTex :: ToTexFmt // // Converts a D3DFORMAT constant to something the FTexture system // understands. // //========================================================================== FTextureFormat D3DTex::ToTexFmt(D3DFORMAT fmt) { switch (fmt) { case D3DFMT_L8: return IsGray ? TEX_Gray : TEX_Pal; case D3DFMT_A8R8G8B8: return TEX_RGB; case D3DFMT_DXT1: return TEX_DXT1; case D3DFMT_DXT2: return TEX_DXT2; case D3DFMT_DXT3: return TEX_DXT3; case D3DFMT_DXT4: return TEX_DXT4; case D3DFMT_DXT5: return TEX_DXT5; default: assert(0); // LOL WUT? return TEX_Pal; } } //========================================================================== // // D3DFB :: Begin2D // // Begins 2D mode drawing operations. In particular, DrawTexture is // rerouted to use Direct3D instead of the software renderer. // //========================================================================== void D3DFB::Begin2D() { if (In2D) { return; } In2D = 1; Update(); In2D = 2; // Set default state for 2D rendering. float ps_constants[2][4] = { { 0, 0, 0, 0 }, { 1, 1, 1, 1 } }; D3DDevice->SetPixelShaderConstantF (0, ps_constants[0], 2); D3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); D3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); D3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); // This is set by Update() //D3DDevice->SetTexture(1, PaletteTexture); } FNativeTexture *D3DFB::CreateTexture(FTexture *gametex) { return new D3DTex(gametex, D3DDevice); } //========================================================================== // // D3DFB :: Clear // // Fills the specified region with a color. // //========================================================================== void D3DFB::Clear (int left, int top, int right, int bottom, int palcolor, uint32 color) const { if (In2D < 2) { Super::Clear(left, top, right, bottom, palcolor, color); return; } if (palcolor >= 0) { color = GPalette.BaseColors[palcolor]; } D3DRECT rect = { left, top, right, bottom }; D3DDevice->Clear(1, &rect, D3DCLEAR_TARGET, color | 0xFF000000, 1.f, 0); } //========================================================================== // // D3DFB :: Dim // //========================================================================== void D3DFB::Dim (PalEntry color, float amount, int x1, int y1, int w, int h) const { if (amount <= 0) return; if (In2D < 2) { Super::Dim(color, amount, x1, y1, w, h); return; } if (amount >= 1) { D3DRECT rect = { x1, y1, x1 + w, y1 + h }; D3DDevice->Clear(1, &rect, D3DCLEAR_TARGET, color | 0xFF000000, 1.f, 0); } else { FBVERTEX verts[4] = { { x1-0.5f, y1-0.5f, 0.5f, 1, 0, 0 }, { x1+w-0.5f, y1-0.5f, 0.5f, 1, 0, 0 }, { x1+w-0.5f, y1+h-0.5f, 0.5f, 1, 0, 0 }, { x1-0.5f, y1+h-0.5f, 0.5f, 1, 0, 0 } }; float constant[4] = { RPART(color)/255.f, GPART(color)/255.f, BPART(color)/255.f, APART(color)/255.f, }; D3DDevice->SetPixelShader(DimShader); D3DDevice->SetPixelShaderConstantF(1, constant, 1); D3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, &verts, sizeof(FBVERTEX)); D3DDevice->SetPixelShader(PalTexShader); } } //========================================================================== // // D3DFB :: DrawTextureV // // If not in 2D mode, just call the normal software version. // If in 2D mode, then use Direct3D calls to perform the drawing. // //========================================================================== void STACK_ARGS D3DFB::DrawTextureV (FTexture *img, int x, int y, uint32 tags_first, va_list tags) { if (In2D < 2) { Super::DrawTextureV(img, x, y, tags_first, tags); return; } DrawParms parms; if (!ParseDrawTextureTags(img, x, y, tags_first, tags, &parms)) { return; } D3DTex *tex = static_cast(img->GetNative()); if (tex == NULL) { assert(tex != NULL); return; } float xscale = float(parms.destwidth) / parms.texwidth / 65536.f; float yscale = float(parms.destheight) / parms.texheight / 65536.f; float x0 = float(parms.x) / 65536.f - float(parms.left) * xscale; float y0 = float(parms.y) / 65536.f - float(parms.top) * yscale; float x1 = x0 + float(parms.destwidth) / 65536.f; float y1 = y0 + float(parms.destheight) / 65536.f; float u0 = 0.f; float v0 = 0.f; float u1 = 1.f; float v1 = 1.f; float uscale = 1.f / parms.texwidth / u1; float vscale = 1.f / parms.texheight / v1 / yscale; if (y0 < parms.uclip) { v0 += float(parms.uclip - y0) * vscale; y0 = float(parms.uclip); } if (y1 > parms.dclip) { v1 -= float(y1 - parms.dclip) * vscale; y1 = float(parms.dclip); } if (parms.flipX) { swap(u0, u1); } if (parms.windowleft > 0 || parms.windowright < parms.texwidth) { x0 += parms.windowleft * xscale; u0 += parms.windowleft * uscale; x1 -= (parms.texwidth - parms.windowright) * xscale; u1 -= (parms.texwidth - parms.windowright) * uscale; } if (x0 < parms.lclip) { u0 += float(parms.lclip - x0) * uscale / xscale; x0 = float(parms.lclip); } if (x1 > parms.rclip) { u1 -= float(x1 - parms.rclip) * uscale / xscale; x1 = float(parms.rclip); } x0 -= 0.5f; y0 -= 0.5f; x1 -= 0.5f; y1 -= 0.5f; FBVERTEX verts[4] = { { x0, y0, 0.5f, 1.f, u0, v0 }, { x1, y0, 0.5f, 1.f, u1, v0 }, { x1, y1, 0.5f, 1.f, u1, v1 }, { x0, y1, 0.5f, 1.f, u0, v1 } }; if (!SetStyle(parms.style, parms.alpha, parms.fillcolor, parms.masked)) { return; } D3DDevice->SetTexture(0, tex->Tex); D3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, &verts, sizeof(FBVERTEX)); } //========================================================================== // // D3DFB :: SetStyle // // Patterned after R_SetPatchStyle. // //========================================================================== bool D3DFB::SetStyle(int style, fixed_t alpha_fixed, DWORD color, INTBOOL masked) { D3DBLEND fglevel, bglevel; float alpha; bool stencilling; alpha = clamp (alpha_fixed, 0, FRACUNIT) / 65536.f; if (style == STYLE_OptFuzzy) { style = STYLE_Translucent; } else if (style == STYLE_SoulTrans) { style = STYLE_Translucent; alpha = transsouls; } // FIXME: STYLE_Fuzzy is not written if (style == STYLE_Fuzzy) { style = STYLE_Translucent; alpha = transsouls; } stencilling = false; switch (style) { // Special modes case STYLE_Shaded: if (alpha > 0) { float constant[4] = { RPART(color)/255.f,GPART(color)/255.f,BPART(color)/255.f,alpha }; D3DDevice->SetPixelShaderConstantF(1, constant, 1); D3DDevice->SetTexture(1, ShadedPaletteTexture); D3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); D3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); D3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); return true; } return false; // Standard modes case STYLE_Stencil: stencilling = true; case STYLE_Normal: fglevel = D3DBLEND_SRCALPHA; bglevel = D3DBLEND_INVSRCALPHA; alpha = 1; break; case STYLE_TranslucentStencil: stencilling = true; case STYLE_Translucent: fglevel = D3DBLEND_SRCALPHA; bglevel = D3DBLEND_INVSRCALPHA; if (alpha == 0) { return false; } if (alpha == 1 && style == STYLE_Translucent) { style = STYLE_Normal; } break; case STYLE_Add: fglevel = D3DBLEND_SRCALPHA; bglevel = D3DBLEND_ONE; break; default: return false; } // Masking can only be turned off for STYLE_Normal, because it requires // turning off the alpha blend. if (!masked && style == STYLE_Normal) { D3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); } else { D3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); D3DDevice->SetRenderState(D3DRS_SRCBLEND, fglevel); D3DDevice->SetRenderState(D3DRS_DESTBLEND, bglevel); if (!stencilling) { float constant[4] = { 1,1,1,alpha }; D3DDevice->SetPixelShaderConstantF(1, constant, 1); D3DDevice->SetTexture(1, PaletteTexture); } else { float constant[4] = { RPART(color)/255.f,GPART(color)/255.f,BPART(color)/255.f,alpha }; D3DDevice->SetPixelShaderConstantF(1, constant, 1); D3DDevice->SetTexture(1, StencilPaletteTexture); } } return true; }