/* ** fb_d3d9.cpp ** Code to let ZDoom use Direct3D 9 as a simple framebuffer ** **--------------------------------------------------------------------------- ** Copyright 1998-2008 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 "r_draw.h" #include "r_translate.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, D3DFB *fb); ~D3DTex(); FTexture *GameTex; IDirect3DTexture9 *Tex; D3DTex **Prev; D3DTex *Next; // 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); }; class D3DPal : public FNativeTexture { public: D3DPal(FRemapTable *remap, D3DFB *fb); ~D3DPal(); D3DPal **Prev; D3DPal *Next; IDirect3DTexture9 *Tex; bool Update(); FRemapTable *Remap; int RoundedPaletteSize; }; // 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; D3DDevice = NULL; VertexBuffer = NULL; FBTexture = NULL; WindowedRenderTexture = NULL; PaletteTexture = NULL; StencilPaletteTexture = NULL; ShadedPaletteTexture = NULL; PalTexShader = NULL; PlainShader = NULL; PlainStencilShader = NULL; DimShader = NULL; GammaFixerShader = NULL; FBFormat = D3DFMT_UNKNOWN; PalFormat = D3DFMT_UNKNOWN; VSync = vid_vsync; BlendingRect.left = 0; BlendingRect.top = 0; BlendingRect.right = FBWidth; BlendingRect.bottom = FBHeight; UseBlendingRect = false; In2D = 0; Palettes = NULL; Textures = NULL; Accel2D = true; 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; } 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 (); // Be sure we know what the alpha blend is D3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); AlphaBlendEnabled = FALSE; AlphaSrcBlend = D3DBLEND(0); AlphaDestBlend = D3DBLEND(0); } } D3DFB::~D3DFB () { KillNativeTexs(); KillNativePals(); 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; } SM14 = false; if (FAILED(D3DDevice->CreatePixelShader (PalTexShader20Def, &PalTexShader)) && (SM14 = true, FAILED(D3DDevice->CreatePixelShader (PalTexShader14Def, &PalTexShader)))) { return false; } if (FAILED(D3DDevice->CreatePixelShader (PlainShaderDef, &PlainShader)) || FAILED(D3DDevice->CreatePixelShader (PlainStencilDef, &PlainStencilShader)) || FAILED(D3DDevice->CreatePixelShader (DimShaderDef, &DimShader))) { return false; } if (FAILED(D3DDevice->CreatePixelShader (GammaFixerDef, &GammaFixerShader))) { GammaFixerShader = NULL; } CurPixelShader = NULL; memset(Constant, 0, sizeof(Constant)); 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 (WindowedRenderTexture != NULL) { WindowedRenderTexture->Release(); WindowedRenderTexture = 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 (PlainStencilShader != NULL) { PlainStencilShader->Release(); PlainStencilShader = NULL; } if (DimShader != NULL) { DimShader->Release(); DimShader = NULL; } if (GammaFixerShader != NULL) { GammaFixerShader->Release(); GammaFixerShader = NULL; } } bool D3DFB::Reset () { D3DPRESENT_PARAMETERS d3dpp; // Free resources created with D3DPOOL_DEFAULT. if (FBTexture != NULL) { FBTexture->Release(); FBTexture = NULL; } if (WindowedRenderTexture != NULL) { WindowedRenderTexture->Release(); WindowedRenderTexture = NULL; } if (VertexBuffer != NULL) { VertexBuffer->Release(); VertexBuffer = NULL; } FillPresentParameters (&d3dpp, !Windowed, VSync); if (!SUCCEEDED(D3DDevice->Reset (&d3dpp))) { return false; } if (!CreateFBTexture() || !CreateVertexes()) { return false; } return true; } //========================================================================== // // D3DFB :: KillNativePals // // Frees all native palettes. // //========================================================================== void D3DFB::KillNativePals() { while (Palettes != NULL) { delete Palettes; } } //========================================================================== // // D3DFB :: KillNativeTexs // // Frees all native textures. // //========================================================================== void D3DFB::KillNativeTexs() { while (Textures != NULL) { delete Textures; } } //========================================================================== // // D3DFB :: KillNativeNonPalettedTexs // // Frees all native textures that aren't paletted. // //========================================================================== void D3DFB::KillNativeNonPalettedTexs() { D3DTex *tex; D3DTex *next; for (tex = Textures; tex != NULL; tex = next) { next = tex->Next; if (tex->GetTexFormat() != D3DFMT_L8) { delete tex; } } } 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; } if (Windowed && GammaFixerShader) { if (FAILED(D3DDevice->CreateTexture (FBWidth, FBHeight, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &WindowedRenderTexture, NULL))) { WindowedRenderTexture = false; } } 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) { DrawRateStuff(); DoWindowedGamma(); 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; } if (In2D == 0) { DrawRateStuff(); } if (NeedGammaUpdate) { float psgamma[4]; float igamma; NeedGammaUpdate = false; igamma = 1 / Gamma; if (!Windowed) { D3DGAMMARAMP ramp; for (int i = 0; i < 256; ++i) { ramp.blue[i] = ramp.green[i] = ramp.red[i] = WORD(65535.f * powf(i / 255.f, igamma)); } D3DDevice->SetGammaRamp(0, D3DSGR_CALIBRATE, &ramp); } psgamma[2] = psgamma[1] = psgamma[0] = igamma; psgamma[3] = 1; D3DDevice->SetPixelShaderConstantF(4, psgamma, 1); NeedPalUpdate = true; } if (NeedPalUpdate) { UploadPalette(); } BlitCycles = 0; clock (BlitCycles); LockCount = 0; PaintToWindow (); if (In2D == 0) { DoWindowedGamma(); 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(); OldRenderTarget = NULL; if (WindowedRenderTexture != NULL) { IDirect3DSurface9 *targetsurf; if (FAILED(WindowedRenderTexture->GetSurfaceLevel(0, &targetsurf)) || FAILED(D3DDevice->GetRenderTarget(0, &OldRenderTarget)) || FAILED(D3DDevice->SetRenderTarget(0, targetsurf))) { // Setting the render target failed. OldRenderTarget = NULL; } } SetTexture (0, FBTexture); SetPaletteTexture(PaletteTexture, 256); D3DDevice->SetStreamSource (0, VertexBuffer, 0, sizeof(FBVERTEX)); D3DDevice->SetFVF (D3DFVF_FBVERTEX); D3DDevice->SetPixelShaderConstantF (0, FlashConstants[0], 2); memcpy(Constant, FlashConstants, sizeof(FlashConstants)); SetAlphaBlend(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 if (!In2D || 1) { // 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); memcpy(Constant, FlashZero, sizeof(FlashZero)); 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 } } } //========================================================================== // // D3DFB :: DoWindowedGamma // // Draws the render target texture to the real back buffer using a gamma- // correcting pixel shader. // //========================================================================== void D3DFB::DoWindowedGamma() { if (OldRenderTarget != NULL) { D3DDevice->SetRenderTarget(0, OldRenderTarget); D3DDevice->SetStreamSource(0, VertexBuffer, 0, sizeof(FBVERTEX)); D3DDevice->SetFVF(D3DFVF_FBVERTEX); SetTexture(0, WindowedRenderTexture); SetPixelShader(GammaFixerShader); SetAlphaBlend(FALSE); D3DDevice->DrawPrimitive(D3DPT_TRIANGLEFAN, 0, 2); OldRenderTarget = NULL; } } void D3DFB::UploadPalette () { D3DLOCKED_RECT lockrect; int i; if (SUCCEEDED(PaletteTexture->LockRect (0, &lockrect, NULL, 0))) { BYTE *pix = (BYTE *)lockrect.pBits; for (i = 0; i < 256; ++i, pix += 4) { pix[0] = SourcePalette[i].b; pix[1] = SourcePalette[i].g; pix[2] = SourcePalette[i].r; pix[3] = (i == 0 ? 0 : 255); // To let masked textures work, the first palette entry's alpha is 0. } PaletteTexture->UnlockRect (0); } } 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, D3DFB *fb) { // Attach to the texture list for the D3DFB Next = fb->Textures; if (Next != NULL) { Next->Prev = &Next; } Prev = &fb->Textures; fb->Textures = this; GameTex = tex; Tex = NULL; IsGray = false; Create(fb->D3DDevice); } //========================================================================== // // D3DTex Destructor // //========================================================================== D3DTex::~D3DTex() { if (Tex != NULL) { Tex->Release(); Tex = NULL; } // Detach from the texture list *Prev = Next; if (Next != NULL) { Next->Prev = Prev; } // Remove link from the game texture if (GameTex != NULL) { GameTex->Native = 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(); 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; } } //========================================================================== // // D3DPal Constructor // //========================================================================== D3DPal::D3DPal(FRemapTable *remap, D3DFB *fb) : Tex(NULL), Remap(remap) { int count; // Attach to the palette list for the D3DFB Next = fb->Palettes; if (Next != NULL) { Next->Prev = &Next; } Prev = &fb->Palettes; fb->Palettes = this; // Palette textures must be 256 entries for Shader Model 1.4 if (fb->SM14) { count = 256; } else { int pow2count; // Round up to the nearest power of 2. for (pow2count = 1; pow2count < remap->NumEntries; pow2count <<= 1) { } count = pow2count; } RoundedPaletteSize = count; if (SUCCEEDED(fb->D3DDevice->CreateTexture(count, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &Tex, NULL))) { if (!Update()) { Tex->Release(); Tex = NULL; } } } //========================================================================== // // D3DPal Destructor // //========================================================================== D3DPal::~D3DPal() { if (Tex != NULL) { Tex->Release(); Tex = NULL; } // Detach from the palette list *Prev = Next; if (Next != NULL) { Next->Prev = Prev; } // Remove link from the remap table if (Remap != NULL) { Remap->Native = NULL; } } //========================================================================== // // D3DPal :: Update // // Copies the palette to the texture. // //========================================================================== bool D3DPal::Update() { D3DLOCKED_RECT lrect; D3DCOLOR *buff; const PalEntry *pal; assert(Tex != NULL); if (FAILED(Tex->LockRect(0, &lrect, NULL, 0))) { return false; } buff = (D3DCOLOR *)lrect.pBits; pal = Remap->Palette; // Should I allow the source palette to specify alpha values? buff[0] = D3DCOLOR_ARGB(0, pal[0].r, pal[0].g, pal[0].b); for (int i = 1; i < Remap->NumEntries; ++i) { buff[i] = D3DCOLOR_XRGB(pal[i].r, pal[i].g, pal[i].b); } Tex->UnlockRect(0); return true; } //========================================================================== // // D3DFB :: Begin2D // // Begins 2D mode drawing operations. In particular, DrawTexture is // rerouted to use Direct3D instead of the software renderer. // //========================================================================== CVAR(Bool,test2d,true,0) bool D3DFB::Begin2D() { if (!test2d) return false; if (In2D) { return true; } In2D = 1; Update(); In2D = 2; // Set default state for 2D rendering. SetAlphaBlend(TRUE, D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA); return true; } //========================================================================== // // D3DFB :: CreateTexture // // Returns a native texture that wraps a FTexture. // //========================================================================== FNativeTexture *D3DFB::CreateTexture(FTexture *gametex) { D3DTex *tex = new D3DTex(gametex, this); if (tex->Tex == NULL) { delete tex; return NULL; } return tex; } //========================================================================== // // D3DFB :: CreatePalette // // Returns a native texture that contains a palette. // //========================================================================== FNativeTexture *D3DFB::CreatePalette(FRemapTable *remap) { D3DPal *tex = new D3DPal(remap, this); if (tex->Tex == NULL) { delete tex; return NULL; } return tex; } //========================================================================== // // D3DFB :: Clear // // Fills the specified region with a color. // //========================================================================== void D3DFB::Clear (int left, int top, int right, int bottom, int palcolor, uint32 color) { if (In2D < 2) { Super::Clear(left, top, right, bottom, palcolor, color); return; } if (palcolor >= 0) { color = GPalette.BaseColors[palcolor]; } else if (APART(color) < 255) { Dim(color, APART(color)/255.f, left, top, right - left, bottom - top); return; } 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) { 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 } }; SetAlphaBlend(TRUE, D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA); SetPixelShader(DimShader); SetConstant(1, color.r/255.f, color.g/255.f, color.b/255.f, amount); D3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, &verts, sizeof(FBVERTEX)); } } //========================================================================== // // 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, true)) { 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(tex, parms)) { return; } SetTexture(0, tex->Tex); D3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, &verts, sizeof(FBVERTEX)); } //========================================================================== // // D3DFB :: SetStyle // // Patterned after R_SetPatchStyle. // //========================================================================== bool D3DFB::SetStyle(D3DTex *tex, DrawParms &parms) { D3DFORMAT fmt = tex->GetTexFormat(); ERenderStyle style = parms.style; D3DBLEND fglevel, bglevel; float alpha; bool stencilling; alpha = clamp (parms.alpha, 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) { SetConstant(1, RPART(parms.fillcolor)/255.f, GPART(parms.fillcolor)/255.f, BPART(parms.fillcolor)/255.f, alpha); SetPaletteTexture(ShadedPaletteTexture, 256); SetAlphaBlend(TRUE, D3DBLEND_SRCALPHA, 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 (!parms.masked && style == STYLE_Normal) { SetAlphaBlend(FALSE); SetColorOverlay(parms.colorOverlay, 1); if (fmt == D3DFMT_L8 && !tex->IsGray) { SetPaletteTexture(PaletteTexture, 256); SetPixelShader(PalTexShader); } else { SetPixelShader(PlainShader); } } else { SetAlphaBlend(TRUE, fglevel, bglevel); if (!stencilling) { if (fmt == D3DFMT_L8) { if (parms.remap != NULL) { D3DPal *pal = reinterpret_cast(parms.remap->GetNative()); SetPaletteTexture(pal->Tex, pal->RoundedPaletteSize); } else if (tex->IsGray) { SetPixelShader(PlainShader); } else { SetPaletteTexture(PaletteTexture, 256); } SetPixelShader(PalTexShader); } else { SetPixelShader(PlainShader); } SetColorOverlay(parms.colorOverlay, alpha); } else { SetConstant(1, RPART(parms.fillcolor)/255.f, GPART(parms.fillcolor)/255.f, BPART(parms.fillcolor)/255.f, alpha); if (fmt == D3DFMT_L8) { SetPaletteTexture(StencilPaletteTexture, 256); SetPixelShader(PalTexShader); } else { SetPixelShader(PlainStencilShader); } } } return true; } void D3DFB::SetColorOverlay(DWORD color, float alpha) { if (APART(color) != 0) { float a = 255.f / APART(color); float r = RPART(color) * a; float g = GPART(color) * a; float b = BPART(color) * a; SetConstant(0, r, g, b, 0); a = 1 - 1 / a; SetConstant(1, a, a, a, alpha); } else { SetConstant(0, 0, 0, 0, 0); SetConstant(1, 1, 1, 1, alpha); } } void D3DFB::SetAlphaBlend(BOOL enabled, D3DBLEND srcblend, D3DBLEND destblend) { if (!enabled) { // Disable alpha blend if (AlphaBlendEnabled) { AlphaBlendEnabled = FALSE; D3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); } } else { // Enable alpha blend assert(srcblend != 0); assert(destblend != 0); if (!AlphaBlendEnabled) { AlphaBlendEnabled = TRUE; D3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); } if (AlphaSrcBlend != srcblend) { AlphaSrcBlend = srcblend; D3DDevice->SetRenderState(D3DRS_SRCBLEND, srcblend); } if (AlphaDestBlend != destblend) { AlphaDestBlend = destblend; D3DDevice->SetRenderState(D3DRS_DESTBLEND, destblend); } } } void D3DFB::SetConstant(int cnum, float r, float g, float b, float a) { if (Constant[cnum][0] != r || Constant[cnum][1] != g || Constant[cnum][2] != b || Constant[cnum][3] != a) { Constant[cnum][0] = r; Constant[cnum][1] = g; Constant[cnum][2] = b; Constant[cnum][3] = a; D3DDevice->SetPixelShaderConstantF(cnum, Constant[cnum], 1); } } void D3DFB::SetPixelShader(IDirect3DPixelShader9 *shader) { if (CurPixelShader != shader) { CurPixelShader = shader; D3DDevice->SetPixelShader(shader); } } void D3DFB::SetTexture(int tnum, IDirect3DTexture9 *texture) { if (Texture[tnum] != texture) { Texture[tnum] = texture; D3DDevice->SetTexture(tnum, texture); } } void D3DFB::SetPaletteTexture(IDirect3DTexture9 *texture, int count) { if (count == 256 || SM14) { // Shader Model 1.4 only uses 256-color palettes. SetConstant(2, 255 / 256.f, 0.5f / 256.f, 0, 0); } else { // The pixel shader receives color indexes in the range [0.0,1.0]. // The palette texture is also addressed in the range [0.0,1.0], // HOWEVER the coordinate 1.0 is the right edge of the texture and // not actually the texture itself. We need to scale and shift // the palette indexes so they lie exactly in the center of each // texel. For a normal palette with 256 entries, that means the // range we use should be [0.5,255.5], adjusted so the coordinate // is still with [0.0,1.0]. // // The constant register c2 is used to hold the multiplier in the // x part and the adder in the y part. float fcount = 1 / float(count); SetConstant(2, 255 * fcount, 0.5f * fcount, 0, 0); } SetTexture(1, texture); SetPixelShader(PalTexShader); }