gzdoom-gles/src/win32/fb_d3d9.cpp
Randy Heit ca0b61d066 - Added texture packing to D3DFB so that textures that are temporally related
can share the same hardware texture. This greatly reduces the number of
  DrawPrimitive calls that need to be made when drawing text (or any 2D
  graphics in general), so now hardware text is much faster than software text
  all around. (As an example, one scenario went from 315 fps to over 1635 fps
  for hardware, compared to 540 fps for software.)


SVN r687 (trunk)
2008-01-10 04:11:38 +00:00

2945 lines
70 KiB
C++

/*
** 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 <windows.h>
#include <d3d9.h>
#include <stdio.h>
#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 "f_wipe.h"
#include "st_stuff.h"
#include "win32iface.h"
#include <mmsystem.h>
// MACROS ------------------------------------------------------------------
// The number of points for the vertex buffer.
#define NUM_VERTS 10240
// The number of indices for the index buffer.
#define NUM_INDEXES ((NUM_VERTS * 6) / 4)
// The number of quads we can batch together.
#define MAX_QUAD_BATCH (NUM_INDEXES / 6)
// TYPES -------------------------------------------------------------------
IMPLEMENT_CLASS(D3DFB)
struct D3DFB::PackedTexture
{
D3DFB::PackingTexture *Owner;
PackedTexture *Next, **Prev;
// Pixels this image covers
RECT Area;
// Texture coordinates for this image
float Left, Top, Right, Bottom;
};
struct D3DFB::PackingTexture
{
PackingTexture(D3DFB *fb, int width, int height, D3DFORMAT format);
~PackingTexture();
PackedTexture *GetBestFit(int width, int height, int &area);
void AllocateImage(PackedTexture *box, int width, int height);
PackedTexture *AllocateBox();
void AddEmptyBox(int left, int top, int right, int bottom);
void FreeBox(PackedTexture *box);
PackingTexture *Next;
IDirect3DTexture9 *Tex;
D3DFORMAT Format;
PackedTexture *UsedList; // Boxes that contain images
PackedTexture *EmptyList; // Boxes that contain empty space
PackedTexture *FreeList; // Boxes that are just waiting to be used
int Width, Height;
bool OneUse;
};
class D3DTex : public FNativeTexture
{
public:
D3DTex(FTexture *tex, D3DFB *fb, bool wrapping);
~D3DTex();
FTexture *GameTex;
D3DFB::PackedTexture *Box;
D3DTex **Prev;
D3DTex *Next;
bool IsGray;
bool Create(D3DFB *fb, bool wrapping);
bool Update();
bool CheckWrapping(bool wrapping);
D3DFORMAT GetTexFormat();
FTextureFormat ToTexFmt(D3DFORMAT fmt);
};
class D3DPal : public FNativePalette
{
public:
D3DPal(FRemapTable *remap, D3DFB *fb);
~D3DPal();
D3DPal **Prev;
D3DPal *Next;
IDirect3DTexture9 *Tex;
bool Update();
FRemapTable *Remap;
int RoundedPaletteSize;
};
// Flags for a buffered quad
enum
{
BQF_GamePalette = 1,
BQF_ShadedPalette = 2,
BQF_CustomPalette = 3,
BQF_StencilPalette = 4,
BQF_Paletted = 7,
BQF_Bilinear = 8,
BQF_WrapUV = 16,
};
// Shaders for a buffered quad
enum
{
BQS_PalTex,
BQS_Plain,
BQS_PlainStencil,
BQS_ColorOnly
};
// 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 (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 -------------------------------------------------
CUSTOM_CVAR(Bool, test2d, true, CVAR_NOINITCALL)
{
BorderNeedRefresh = SB_state = screen->GetPageCount();
}
CVAR(Int, d3d_showpacks, 0, 0)
// CODE --------------------------------------------------------------------
D3DFB::D3DFB (int width, int height, bool fullscreen)
: BaseWinFB (width, height)
{
D3DPRESENT_PARAMETERS d3dpp;
D3DDevice = NULL;
VertexBuffer = NULL;
IndexBuffer = NULL;
FBTexture = NULL;
TempRenderTexture = NULL;
InitialWipeScreen = NULL;
FinalWipeScreen = NULL;
PaletteTexture = NULL;
StencilPaletteTexture = NULL;
ShadedPaletteTexture = NULL;
PalTexShader = NULL;
PalTexBilinearShader = NULL;
PlainShader = NULL;
PlainStencilShader = NULL;
ColorOnlyShader = NULL;
GammaFixerShader = NULL;
BurnShader = NULL;
FBFormat = D3DFMT_UNKNOWN;
PalFormat = D3DFMT_UNKNOWN;
VSync = vid_vsync;
BlendingRect.left = 0;
BlendingRect.top = 0;
BlendingRect.right = FBWidth;
BlendingRect.bottom = FBHeight;
In2D = 0;
Palettes = NULL;
Textures = NULL;
Accel2D = true;
GatheringWipeScreen = false;
ScreenWipe = NULL;
InScene = false;
QuadExtra = new BufferedQuad[MAX_QUAD_BATCH];
Packs = NULL;
Gamma = 1.0;
FlashColor0 = 0;
FlashColor1 = 0xFFFFFFFF;
FlashColor = 0;
FlashAmount = 0;
NeedGammaUpdate = false;
NeedPalUpdate = false;
if (MemBuffer == NULL)
{
return;
}
memcpy (SourcePalette, GPalette.BaseColors, sizeof(PalEntry)*256);
Windowed = !(static_cast<Win32Video *>(Video)->GoFullscreen (fullscreen));
TrueHeight = height;
if (fullscreen)
{
for (Win32Video::ModeInfo *mode = static_cast<Win32Video *>(Video)->m_Modes; mode != NULL; mode = mode->next)
{
if (mode->width == Width && mode->height == Height)
{
TrueHeight = mode->realheight;
break;
}
}
}
// Offset from top of screen to top of letterboxed screen
LBOffsetI = (TrueHeight - Height) / 2;
LBOffset = float(LBOffsetI);
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 ();
SetInitialState ();
}
}
D3DFB::~D3DFB ()
{
ReleaseResources ();
SAFE_RELEASE( D3DDevice );
delete[] QuadExtra;
}
// Called after initial device creation and reset, when everything is set
// to D3D's defaults.
void D3DFB::SetInitialState()
{
D3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
AlphaBlendEnabled = FALSE;
AlphaSrcBlend = D3DBLEND(0);
AlphaDestBlend = D3DBLEND(0);
CurPixelShader = NULL;
memset(Constant, 0, sizeof(Constant));
Texture[0] = NULL;
Texture[1] = NULL;
D3DDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
D3DDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
D3DDevice->SetSamplerState(1, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
D3DDevice->SetSamplerState(1, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
D3DDevice->SetRenderState(D3DRS_ANTIALIASEDLINEENABLE, TRUE);
SetGamma (Gamma);
OldRenderTarget = NULL;
}
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_A8R8G8B8 : D3DFMT_UNKNOWN;
pp->hDeviceWindow = Window;
pp->PresentationInterval = vsync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
}
bool D3DFB::CreateResources ()
{
Packs = NULL;
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 (ColorOnlyDef, &ColorOnlyShader)))
{
return false;
}
if (FAILED(D3DDevice->CreatePixelShader (GammaFixerDef, &GammaFixerShader)))
{
Printf ("Windowed mode gamma will not work.\n");
GammaFixerShader = NULL;
}
if (FAILED(D3DDevice->CreatePixelShader(PalTexBilinearDef, &PalTexBilinearShader)))
{
PalTexBilinearShader = PalTexShader;
}
if (FAILED(D3DDevice->CreatePixelShader (BurnShaderDef, &BurnShader)))
{
Printf ("Burn screenwipe will not work in D3D mode.\n");
BurnShader = NULL;
}
if (!CreateFBTexture() ||
!CreatePaletteTexture() ||
!CreateStencilPaletteTexture() ||
!CreateShadedPaletteTexture())
{
return false;
}
if (!CreateVertexes())
{
return false;
}
return true;
}
void D3DFB::ReleaseResources ()
{
I_SaveWindowedPos ();
KillNativeTexs();
KillNativePals();
ReleaseDefaultPoolItems();
SAFE_RELEASE( PaletteTexture );
SAFE_RELEASE( StencilPaletteTexture );
SAFE_RELEASE( ShadedPaletteTexture );
if (PalTexBilinearShader != NULL)
{
if (PalTexBilinearShader != PalTexShader)
{
PalTexBilinearShader->Release();
}
PalTexBilinearShader = NULL;
}
SAFE_RELEASE( PalTexShader );
SAFE_RELEASE( PlainShader );
SAFE_RELEASE( PlainStencilShader );
SAFE_RELEASE( ColorOnlyShader );
SAFE_RELEASE( GammaFixerShader );
SAFE_RELEASE( BurnShader );
if (ScreenWipe != NULL)
{
delete ScreenWipe;
ScreenWipe = NULL;
}
PackingTexture *pack, *next;
for (pack = Packs; pack != NULL; pack = next)
{
next = pack->Next;
delete pack;
}
GatheringWipeScreen = false;
}
// Free resources created with D3DPOOL_DEFAULT.
void D3DFB::ReleaseDefaultPoolItems()
{
SAFE_RELEASE( FBTexture );
if (FinalWipeScreen != NULL)
{
if (FinalWipeScreen != TempRenderTexture)
{
FinalWipeScreen->Release();
}
FinalWipeScreen = NULL;
}
SAFE_RELEASE( TempRenderTexture );
SAFE_RELEASE( InitialWipeScreen );
SAFE_RELEASE( VertexBuffer );
SAFE_RELEASE( IndexBuffer );
}
bool D3DFB::Reset ()
{
D3DPRESENT_PARAMETERS d3dpp;
ReleaseDefaultPoolItems();
FillPresentParameters (&d3dpp, !Windowed, VSync);
if (!SUCCEEDED(D3DDevice->Reset (&d3dpp)))
{
return false;
}
if (!CreateFBTexture() || !CreateVertexes())
{
return false;
}
SetInitialState();
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;
}
}
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 (FAILED(D3DDevice->CreateTexture (FBWidth, FBHeight, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &TempRenderTexture, NULL)))
{
TempRenderTexture = NULL;
}
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 ()
{
VertexPos = -1;
IndexPos = -1;
QuadBatchPos = -1;
BatchType = BATCH_None;
if (FAILED(D3DDevice->CreateVertexBuffer(sizeof(FBVERTEX)*NUM_VERTS,
D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_FBVERTEX, D3DPOOL_DEFAULT, &VertexBuffer, NULL)))
{
return false;
}
if (FAILED(D3DDevice->CreateIndexBuffer(sizeof(WORD)*NUM_INDEXES,
D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &IndexBuffer, NULL)))
{
return false;
}
return true;
}
void D3DFB::CalcFullscreenCoords (FBVERTEX verts[4], bool viewarea_only, D3DCOLOR color0, D3DCOLOR color1) const
{
float offset = OldRenderTarget != NULL ? 0 : LBOffset;
float top = offset - 0.5f;
float texright = float(Width) / float(FBWidth);
float texbot = float(Height) / float(FBHeight);
float mxl, mxr, myt, myb, tmxl, tmxr, tmyt, tmyb;
if (viewarea_only)
{ // Just calculate vertices for the viewarea/BlendingRect
mxl = float(BlendingRect.left) - 0.5f;
mxr = float(BlendingRect.right) - 0.5f;
myt = float(BlendingRect.top) + top;
myb = float(BlendingRect.bottom) + top;
tmxl = float(BlendingRect.left) / float(Width) * texright;
tmxr = float(BlendingRect.right) / float(Width) * texright;
tmyt = float(BlendingRect.top) / float(Height) * texbot;
tmyb = float(BlendingRect.bottom) / float(Height) * texbot;
}
else
{ // Calculate vertices for the whole screen
mxl = -0.5f;
mxr = float(Width) - 0.5f;
myt = top;
myb = float(Height) + top;
tmxl = 0;
tmxr = texright;
tmyt = 0;
tmyb = texbot;
}
//{ mxl, myt, 0, 1, 0, 0xFFFFFFFF, tmxl, tmyt },
//{ mxr, myt, 0, 1, 0, 0xFFFFFFFF, tmxr, tmyt },
//{ mxr, myb, 0, 1, 0, 0xFFFFFFFF, tmxr, tmyb },
//{ mxl, myb, 0, 1, 0, 0xFFFFFFFF, tmxl, tmyb },
verts[0].x = mxl;
verts[0].y = myt;
verts[0].z = 0;
verts[0].rhw = 1;
verts[0].color0 = color0;
verts[0].color1 = color1;
verts[0].tu = tmxl;
verts[0].tv = tmyt;
verts[1].x = mxr;
verts[1].y = myt;
verts[1].z = 0;
verts[1].rhw = 1;
verts[1].color0 = color0;
verts[1].color1 = color1;
verts[1].tu = tmxr;
verts[1].tv = tmyt;
verts[2].x = mxr;
verts[2].y = myb;
verts[2].z = 0;
verts[2].rhw = 1;
verts[2].color0 = color0;
verts[2].color1 = color1;
verts[2].tu = tmxr;
verts[2].tv = tmyb;
verts[3].x = mxl;
verts[3].y = myb;
verts[3].z = 0;
verts[3].rhw = 1;
verts[3].color0 = color0;
verts[3].color1 = color1;
verts[3].tu = tmxl;
verts[3].tv = tmyb;
}
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: Set up for 2D drawing but do not draw anything
// When In2D == 3: Present and set In2D to 0
void D3DFB::Update ()
{
if (In2D == 3)
{
if (InScene)
{
DrawRateStuff();
DrawPackedTextures(d3d_showpacks);
EndBatch(); // Make sure all batched primitives are drawn.
DoWindowedGamma();
D3DDevice->EndScene();
D3DDevice->Present(NULL, NULL, NULL, NULL);
InScene = false;
}
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(7, psgamma, 1);
NeedPalUpdate = true;
}
if (NeedPalUpdate)
{
UploadPalette();
}
BlitCycles = 0;
clock (BlitCycles);
LockCount = 0;
HRESULT hr = D3DDevice->TestCooperativeLevel();
if (FAILED(hr) && (hr != D3DERR_DEVICENOTRESET || !Reset()))
{
Sleep(1);
return;
}
Draw3DPart(In2D <= 1);
if (In2D == 0)
{
DoWindowedGamma();
D3DDevice->EndScene();
D3DDevice->Present(NULL, NULL, NULL, NULL);
InScene = false;
}
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(true);
return true;
}
void D3DFB::Draw3DPart(bool copy3d)
{
RECT texrect = { 0, 0, Width, Height };
D3DLOCKED_RECT lockrect;
if (copy3d)
{
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);
}
}
DrawLetterbox();
InScene = true;
D3DDevice->BeginScene();
assert(OldRenderTarget == NULL);
if (TempRenderTexture != NULL &&
((Windowed && GammaFixerShader && TempRenderTexture != FinalWipeScreen) || GatheringWipeScreen))
{
IDirect3DSurface9 *targetsurf;
if (SUCCEEDED(TempRenderTexture->GetSurfaceLevel(0, &targetsurf)))
{
if (SUCCEEDED(D3DDevice->GetRenderTarget(0, &OldRenderTarget)))
{
if (FAILED(D3DDevice->SetRenderTarget(0, targetsurf)))
{
// Setting the render target failed.
}
}
targetsurf->Release();
}
}
SetTexture (0, FBTexture);
SetPaletteTexture(PaletteTexture, 256);
SetPixelShader(PalTexShader);
D3DDevice->SetFVF (D3DFVF_FBVERTEX);
memset(Constant, 0, sizeof(Constant));
SetAlphaBlend(FALSE);
if (copy3d)
{
FBVERTEX verts[4];
CalcFullscreenCoords(verts, test2d, FlashColor0, FlashColor1);
D3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, verts, sizeof(FBVERTEX));
}
}
//==========================================================================
//
// D3DFB :: DrawLetterbox
//
// Draws the black bars at the top and bottom of the screen for letterboxed
// modes.
//
//==========================================================================
void D3DFB::DrawLetterbox()
{
if (LBOffsetI != 0)
{
D3DRECT rects[2] = { { 0, 0, Width, LBOffsetI }, { 0, Height + LBOffsetI, Width, TrueHeight } };
D3DDevice->Clear (2, rects, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.f, 0);
}
}
//==========================================================================
//
// D3DFB :: DoWindowedGamma
//
// Draws the render target texture to the real back buffer using a gamma-
// correcting pixel shader.
//
//==========================================================================
void D3DFB::DoWindowedGamma()
{
if (OldRenderTarget != NULL)
{
FBVERTEX verts[4];
CalcFullscreenCoords(verts, false, 0, 0xFFFFFFFF);
D3DDevice->SetRenderTarget(0, OldRenderTarget);
D3DDevice->SetFVF(D3DFVF_FBVERTEX);
SetTexture(0, TempRenderTexture);
SetPixelShader((Windowed && GammaFixerShader != NULL) ? GammaFixerShader : PlainShader);
SetAlphaBlend(FALSE);
D3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, verts, sizeof(FBVERTEX));
OldRenderTarget->Release();
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;
FlashColor0 = D3DCOLOR_COLORVALUE(r * a, g * a, b * a, 0);
a = 1 - a;
FlashColor1 = D3DCOLOR_COLORVALUE(a, a, a, 1);
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)
{
BlendingRect.left = x1;
BlendingRect.top = y1;
BlendingRect.right = x2;
BlendingRect.bottom = y2;
}
/**************************************************************************/
/* 2D Stuff */
/**************************************************************************/
//==========================================================================
//
// D3DFB :: DrawPackedTextures
//
// DEBUG: Draws the packing textures to the screen, starting with the
// 1-based packnum.
//
//==========================================================================
void D3DFB::DrawPackedTextures(int packnum)
{
D3DCOLOR empty_colors[8] =
{
0xFFFF9999, 0xFF99FF99, 0xFF9999FF, 0xFFFFFF99,
0xFFFF99FF, 0xFF99FFFF, 0xFFFFCC99, 0xFF99CCFF
};
PackingTexture *pack;
int x = 8, y = 8;
if (packnum <= 0)
{
return;
}
pack = Packs;
while (pack != NULL && pack->OneUse)
{ // Skip textures that aren't used as packing containers
pack = pack->Next;
}
while (pack != NULL && packnum != 1)
{
if (!pack->OneUse)
{ // Skip textures that aren't used as packing containers
packnum--;
}
pack = pack->Next;
}
while (pack != NULL)
{
if (pack->OneUse)
{ // Skip textures that aren't used as packing containers
pack = pack->Next;
continue;
}
AddColorOnlyQuad(x-1, y-1-LBOffsetI, 258, 258, D3DCOLOR_XRGB(255,255,0));
CheckQuadBatch();
BufferedQuad *quad = &QuadExtra[QuadBatchPos];
FBVERTEX *vert = &VertexData[VertexPos];
if (pack->Format == D3DFMT_L8/* && !tex->IsGray*/)
{
quad->Flags = BQF_WrapUV | BQF_GamePalette;
quad->ShaderNum = BQS_PalTex;
}
else
{
quad->Flags = BQF_WrapUV;
quad->ShaderNum = BQS_Plain;
}
quad->SrcBlend = 0;
quad->DestBlend = 0;
quad->Palette = NULL;
quad->Texture = pack;
float x0 = float(x) - 0.5f;
float y0 = float(y) - 0.5f;
float x1 = x0 + 256.f;
float y1 = y0 + 256.f;
vert[0].x = x0;
vert[0].y = y0;
vert[0].z = 0;
vert[0].rhw = 1;
vert[0].color0 = 0;
vert[0].color1 = 0xFFFFFFFF;
vert[0].tu = 0;
vert[0].tv = 0;
vert[1].x = x1;
vert[1].y = y0;
vert[1].z = 0;
vert[1].rhw = 1;
vert[1].color0 = 0;
vert[1].color1 = 0xFFFFFFFF;
vert[1].tu = 1;
vert[1].tv = 0;
vert[2].x = x1;
vert[2].y = y1;
vert[2].z = 0;
vert[2].rhw = 1;
vert[2].color0 = 0;
vert[2].color1 = 0xFFFFFFFF;
vert[2].tu = 1;
vert[2].tv = 1;
vert[3].x = x0;
vert[3].y = y1;
vert[3].z = 0;
vert[3].rhw = 1;
vert[3].color0 = 0;
vert[3].color1 = 0xFFFFFFFF;
vert[3].tu = 0;
vert[3].tv = 1;
IndexData[IndexPos ] = VertexPos;
IndexData[IndexPos + 1] = VertexPos + 1;
IndexData[IndexPos + 2] = VertexPos + 2;
IndexData[IndexPos + 3] = VertexPos;
IndexData[IndexPos + 4] = VertexPos + 2;
IndexData[IndexPos + 5] = VertexPos + 3;
QuadBatchPos++;
VertexPos += 4;
IndexPos += 6;
// Draw entries in the empty list.
PackedTexture *box;
int emptynum;
for (box = pack->EmptyList, emptynum = 0; box != NULL; box = box->Next, emptynum++)
{
AddColorOnlyQuad(x + box->Area.left, y + box->Area.top - LBOffsetI,
box->Area.right - box->Area.left, box->Area.bottom - box->Area.top,
empty_colors[emptynum & 7]);
}
x += 256 + 8;
if (x > Width - 256)
{
x = 8;
y += 256 + 8;
if (y > TrueHeight - 256)
{
return;
}
}
pack = pack->Next;
}
}
//==========================================================================
//
// D3DFB :: AllocPackedTexture
//
// Finds space to pack an image inside a packing texture and returns it.
// Large images and those that need to wrap always get their own textures.
//
//==========================================================================
D3DFB::PackedTexture *D3DFB::AllocPackedTexture(int w, int h, bool wrapping, D3DFORMAT format)
{
PackingTexture *bestpack;
PackedTexture *bestbox;
int area;
if (w > 256 || h > 256 || wrapping)
{ // Create a new packing texture.
bestpack = new PackingTexture(this, w, h, format);
bestpack->OneUse = true;
bestbox = bestpack->GetBestFit(w, h, area);
}
else
{ // Try to find space in an existing packing texture.
int bestarea = INT_MAX;
int bestareaever = w * h;
bestpack = NULL;
bestbox = NULL;
for (PackingTexture *pack = Packs; pack != NULL; pack = pack->Next)
{
if (pack->Format == format)
{
PackedTexture *box = pack->GetBestFit(w, h, area);
if (area == bestareaever)
{ // An exact fit! Use it!
bestpack = pack;
bestbox = box;
break;
}
if (area < bestarea)
{
bestarea = area;
bestpack = pack;
bestbox = box;
}
}
}
if (bestpack == NULL)
{ // Create a new packing texture.
bestpack = new PackingTexture(this, 256, 256, format);
bestbox = bestpack->GetBestFit(w, h, bestarea);
}
}
bestpack->AllocateImage(bestbox, w, h);
return bestbox;
}
//==========================================================================
//
// PackingTexture Constructor
//
//==========================================================================
D3DFB::PackingTexture::PackingTexture(D3DFB *fb, int w, int h, D3DFORMAT format)
{
Tex = NULL;
Format = format;
UsedList = NULL;
EmptyList = NULL;
FreeList = NULL;
OneUse = false;
Width = 0;
Height = 0;
Next = fb->Packs;
fb->Packs = this;
#if 1
if (FAILED(fb->D3DDevice->CreateTexture(w, h, 1, 0, format, D3DPOOL_MANAGED, &Tex, NULL)))
#endif
{ // 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;
if (FAILED(fb->D3DDevice->CreateTexture(w, h, 1, 0, format, D3DPOOL_MANAGED, &Tex, NULL)))
{
return;
}
}
Width = w;
Height = h;
// The whole texture is initially empty.
AddEmptyBox(0, 0, w, h);
}
//==========================================================================
//
// PackingTexture Destructor
//
//==========================================================================
D3DFB::PackingTexture::~PackingTexture()
{
PackedTexture *box, *next;
SAFE_RELEASE( Tex );
for (box = UsedList; box != NULL; box = next)
{
next = box->Next;
delete box;
}
for (box = EmptyList; box != NULL; box = next)
{
next = box->Next;
delete box;
}
for (box = FreeList; box != NULL; box = next)
{
next = box->Next;
delete box;
}
}
//==========================================================================
//
// PackingTexture :: GetBestFit
//
// Returns the empty box that provides the best fit for the requested
// dimensions, or NULL if none of them are large enough.
//
//==========================================================================
D3DFB::PackedTexture *D3DFB::PackingTexture::GetBestFit(int w, int h, int &area)
{
PackedTexture *box;
int smallestarea = INT_MAX;
PackedTexture *smallestbox = NULL;
for (box = EmptyList; box != NULL; box = box->Next)
{
int boxw = box->Area.right - box->Area.left;
int boxh = box->Area.bottom - box->Area.top;
if (boxw >= w && boxh >= h)
{
int boxarea = boxw * boxh;
if (boxarea < smallestarea)
{
smallestarea = boxarea;
smallestbox = box;
if (boxw == w && boxh == h)
{ // An exact fit! Use it!
break;
}
}
}
}
area = smallestarea;
return smallestbox;
}
//==========================================================================
//
// PackingTexture :: AllocateImage
//
// Moves the box from the empty list to the used list, sizing it to the
// requested dimensions and adding additional boxes to the empty list if
// needed.
//
// The passed box *MUST* be in this packing textures empty list.
//
//==========================================================================
void D3DFB::PackingTexture::AllocateImage(D3DFB::PackedTexture *box, int w, int h)
{
RECT start = box->Area;
box->Area.right = box->Area.left + w;
box->Area.bottom = box->Area.top + h;
box->Left = float(box->Area.left) / Width;
box->Right = float(box->Area.right) / Width;
box->Top = float(box->Area.top) / Height;
box->Bottom = float(box->Area.bottom) / Height;
// Remove it from the empty list.
*(box->Prev) = box->Next;
if (box->Next != NULL)
{
box->Next->Prev = box->Prev;
}
// Add it to the used list.
box->Next = UsedList;
if (box->Next != NULL)
{
box->Next->Prev = &box->Next;
}
UsedList = box;
box->Prev = &UsedList;
// If we didn't use the whole box, split the remainder into the empty list.
#if 1
// Split like this:
// +---+------+
// |###| |
// +---+------+
// | |
// | |
// +----------+
// Empirical evidence indicates that this gives the best utilization.
if (box->Area.bottom < start.bottom)
{
AddEmptyBox(start.left, box->Area.bottom, start.right, start.bottom);
}
if (box->Area.right < start.right)
{
AddEmptyBox(box->Area.right, start.top, start.right, box->Area.bottom);
}
#else
// Split like this:
// +---+------+
// |###| |
// +---+ |
// | | |
// | | |
// +---+------+
if (box->Area.bottom < start.bottom)
{
AddEmptyBox(start.left, box->Area.bottom, box->Area.right, start.bottom);
}
if (box->Area.right < start.right)
{
AddEmptyBox(box->Area.right, start.top, start.right, start.bottom);
}
#endif
}
//==========================================================================
//
// PackingTexture :: AddEmptyBox
//
// Adds a box with the specified dimensions to the empty list.
//
//==========================================================================
void D3DFB::PackingTexture::AddEmptyBox(int left, int top, int right, int bottom)
{
PackedTexture *box = AllocateBox();
box->Area.left = left;
box->Area.top = top;
box->Area.right = right;
box->Area.bottom = bottom;
box->Next = EmptyList;
if (box->Next != NULL)
{
box->Next->Prev = &box->Next;
}
box->Prev = &EmptyList;
EmptyList = box;
}
//==========================================================================
//
// PackingTexture :: AllocateBox
//
// Returns a new PackedTexture box, either by retrieving one off the free
// list or by creating a new one. The box is not linked into a list.
//
//==========================================================================
D3DFB::PackedTexture *D3DFB::PackingTexture::AllocateBox()
{
PackedTexture *box;
if (FreeList != NULL)
{
box = FreeList;
FreeList = box->Next;
if (box->Next != NULL)
{
box->Next->Prev = &FreeList;
}
}
else
{
box = new PackedTexture;
box->Owner = this;
}
return box;
}
//==========================================================================
//
// PackingTexture :: FreeBox
//
// Removes a box from its current list and adds it to the empty list,
// updating EmptyArea. If there are no boxes left in the used list, then
// the empty list is replaced with a single box, so the texture can be
// subdivided again.
//
//==========================================================================
void D3DFB::PackingTexture::FreeBox(D3DFB::PackedTexture *box)
{
*(box->Prev) = box->Next;
if (box->Next != NULL)
{
box->Next->Prev = box->Prev;
}
box->Next = EmptyList;
box->Prev = &EmptyList;
if (EmptyList != NULL)
{
EmptyList->Prev = &box->Next;
}
EmptyList = box;
if (UsedList == NULL)
{ // No more space in use! Move all but this into the free list.
if (box->Next != NULL)
{
D3DFB::PackedTexture *lastbox;
// Find the last box in the free list.
lastbox = FreeList;
if (lastbox != NULL)
{
while (lastbox->Next != NULL)
{
lastbox = lastbox->Next;
}
}
// Chain the empty list to the end of the free list.
if (lastbox != NULL)
{
lastbox->Next = box->Next;
box->Next->Prev = &lastbox->Next;
}
else
{
FreeList = box->Next;
box->Next->Prev = &FreeList;
}
box->Next = NULL;
}
// Now this is the only box in the empty list, so it should
// contain the whole texture.
box->Area.left = 0;
box->Area.top = 0;
box->Area.right = Width;
box->Area.bottom = Height;
}
}
//==========================================================================
//
// D3DTex Constructor
//
//==========================================================================
D3DTex::D3DTex(FTexture *tex, D3DFB *fb, bool wrapping)
{
// 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;
Box = NULL;
IsGray = false;
Create(fb, wrapping);
}
//==========================================================================
//
// D3DTex Destructor
//
//==========================================================================
D3DTex::~D3DTex()
{
if (Box != NULL)
{
Box->Owner->FreeBox(Box);
Box = 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 :: CheckWrapping
//
// Returns true if the texture is compatible with the specified wrapping
// mode.
//
//==========================================================================
bool D3DTex::CheckWrapping(bool wrapping)
{
// If it doesn't need to wrap, then it works.
if (!wrapping)
{
return true;
}
// If it needs to wrap, then it can't be packed inside another texture.
return Box->Owner->OneUse;
}
//==========================================================================
//
// 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(D3DFB *fb, bool wrapping)
{
if (Box != NULL)
{
Box->Owner->FreeBox(Box);
}
Box = fb->AllocPackedTexture(GameTex->GetWidth(), GameTex->GetHeight(), wrapping, GetTexFormat());
if (Box == NULL)
{
return false;
}
if (!Update())
{
Box->Owner->FreeBox(Box);
Box = 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(Box != NULL);
assert(Box->Owner != NULL);
assert(Box->Owner->Tex != NULL);
assert(GameTex != NULL);
if (FAILED(Box->Owner->Tex->GetLevelDesc(0, &desc)))
{
return false;
}
rect = Box->Area;
if (FAILED(Box->Owner->Tex->LockRect(0, &lrect, &rect, 0)))
{
return false;
}
GameTex->FillBuffer((BYTE *)lrect.pBits, lrect.Pitch, GameTex->GetHeight(), ToTexFmt(desc.Format));
Box->Owner->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()
{
SAFE_RELEASE( Tex );
// 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.
//
//==========================================================================
bool D3DFB::Begin2D(bool copy3d)
{
if (!test2d)
{
return false;
}
if (In2D)
{
return true;
}
In2D = 2 - copy3d;
Update();
In2D = 3;
return true;
}
//==========================================================================
//
// D3DFB :: CreateTexture
//
// Returns a native texture that wraps a FTexture.
//
//==========================================================================
FNativeTexture *D3DFB::CreateTexture(FTexture *gametex, bool wrapping)
{
D3DTex *tex = new D3DTex(gametex, this, wrapping);
if (tex->Box == NULL)
{
delete tex;
return NULL;
}
return tex;
}
//==========================================================================
//
// D3DFB :: CreatePalette
//
// Returns a native texture that contains a palette.
//
//==========================================================================
FNativePalette *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 (!InScene)
{
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;
}
AddColorOnlyQuad(left, top, right - left, bottom - top, color | 0xFF000000);
}
//==========================================================================
//
// 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 (!InScene)
{
return;
}
if (amount > 1)
{
amount = 1;
}
AddColorOnlyQuad(x1, y1, w, h, color | (int(amount * 255) << 24));
}
//==========================================================================
//
// D3DFB :: BeginLineBatch
//
//==========================================================================
void D3DFB::BeginLineBatch()
{
if (In2D < 2 || !InScene || BatchType == BATCH_Lines)
{
return;
}
EndQuadBatch(); // Make sure all quads have been drawn first.
VertexBuffer->Lock(0, 0, (void **)&VertexData, D3DLOCK_DISCARD);
VertexPos = 0;
BatchType = BATCH_Lines;
}
//==========================================================================
//
// D3DFB :: EndLineBatch
//
//==========================================================================
void D3DFB::EndLineBatch()
{
if (In2D < 2 || !InScene || BatchType != BATCH_Lines)
{
return;
}
VertexBuffer->Unlock();
if (VertexPos > 0)
{
SetPixelShader(ColorOnlyShader);
SetAlphaBlend(TRUE, D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA);
D3DDevice->SetStreamSource(0, VertexBuffer, 0, sizeof(FBVERTEX));
D3DDevice->DrawPrimitive(D3DPT_LINELIST, 0, VertexPos / 2);
}
VertexPos = -1;
BatchType = BATCH_None;
}
//==========================================================================
//
// D3DFB :: DrawLine
//
//==========================================================================
void D3DFB::DrawLine(int x0, int y0, int x1, int y1, int palcolor, uint32 color)
{
if (In2D < 2)
{
Super::DrawLine(x0, y0, x1, y1, palcolor, color);
return;
}
if (!InScene)
{
return;
}
if (BatchType != BATCH_Lines)
{
BeginLineBatch();
}
if (VertexPos == NUM_VERTS)
{ // Flush the buffer and refill it.
EndLineBatch();
BeginLineBatch();
}
// Add the endpoints to the vertex buffer.
VertexData[VertexPos].x = float(x0);
VertexData[VertexPos].y = float(y0) + LBOffset;
VertexData[VertexPos].z = 0;
VertexData[VertexPos].rhw = 1;
VertexData[VertexPos].color0 = color;
VertexData[VertexPos].color1 = 0;
VertexData[VertexPos].tu = 0;
VertexData[VertexPos].tv = 0;
VertexData[VertexPos+1].x = float(x1);
VertexData[VertexPos+1].y = float(y1) + LBOffset;
VertexData[VertexPos+1].z = 0;
VertexData[VertexPos+1].rhw = 1;
VertexData[VertexPos+1].color0 = color;
VertexData[VertexPos+1].color1 = 0;
VertexData[VertexPos+1].tu = 0;
VertexData[VertexPos+1].tv = 0;
VertexPos += 2;
}
//==========================================================================
//
// D3DFB :: DrawPixel
//
//==========================================================================
void D3DFB::DrawPixel(int x, int y, int palcolor, uint32 color)
{
if (In2D < 2)
{
Super::DrawPixel(x, y, palcolor, color);
return;
}
if (!InScene)
{
return;
}
FBVERTEX pt =
{
float(x), float(y), 0, 1, color
};
EndBatch(); // Draw out any batched operations.
SetPixelShader(ColorOnlyShader);
SetAlphaBlend(TRUE, D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA);
D3DDevice->DrawPrimitiveUP(D3DPT_POINTLIST, 1, &pt, 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 (!InScene || !ParseDrawTextureTags(img, x, y, tags_first, tags, &parms, true))
{
return;
}
D3DTex *tex = static_cast<D3DTex *>(img->GetNative(false));
if (tex == NULL)
{
assert(tex != NULL);
return;
}
CheckQuadBatch();
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 = tex->Box->Left;
float v0 = tex->Box->Top;
float u1 = tex->Box->Right;
float v1 = tex->Box->Bottom;
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 -= (y1 - float(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);
}
parms.bilinear = false;
D3DCOLOR color0, color1;
if (!SetStyle(tex, parms, color0, color1, QuadExtra[QuadBatchPos]))
{
return;
}
QuadExtra[QuadBatchPos].Texture = tex->Box->Owner;
if (parms.bilinear)
{
QuadExtra[QuadBatchPos].Flags |= BQF_Bilinear;
}
float yoffs = GatheringWipeScreen ? 0.5f : 0.5f - LBOffset;
x0 -= 0.5f;
y0 -= yoffs;
x1 -= 0.5f;
y1 -= yoffs;
FBVERTEX *vert = &VertexData[VertexPos];
vert[0].x = x0;
vert[0].y = y0;
vert[0].z = 0;
vert[0].rhw = 1;
vert[0].color0 = color0;
vert[0].color1 = color1;
vert[0].tu = u0;
vert[0].tv = v0;
vert[1].x = x1;
vert[1].y = y0;
vert[1].z = 0;
vert[1].rhw = 1;
vert[1].color0 = color0;
vert[1].color1 = color1;
vert[1].tu = u1;
vert[1].tv = v0;
vert[2].x = x1;
vert[2].y = y1;
vert[2].z = 0;
vert[2].rhw = 1;
vert[2].color0 = color0;
vert[2].color1 = color1;
vert[2].tu = u1;
vert[2].tv = v1;
vert[3].x = x0;
vert[3].y = y1;
vert[3].z = 0;
vert[3].rhw = 1;
vert[3].color0 = color0;
vert[3].color1 = color1;
vert[3].tu = u0;
vert[3].tv = v1;
IndexData[IndexPos ] = VertexPos;
IndexData[IndexPos + 1] = VertexPos + 1;
IndexData[IndexPos + 2] = VertexPos + 2;
IndexData[IndexPos + 3] = VertexPos;
IndexData[IndexPos + 4] = VertexPos + 2;
IndexData[IndexPos + 5] = VertexPos + 3;
QuadBatchPos++;
VertexPos += 4;
IndexPos += 6;
}
//==========================================================================
//
// D3DFB :: FlatFill
//
// Fills an area with a repeating copy of the texture.
//
//==========================================================================
void D3DFB::FlatFill(int left, int top, int right, int bottom, FTexture *src, bool local_origin)
{
if (In2D < 2)
{
Super::FlatFill(left, top, right, bottom, src, local_origin);
return;
}
if (!InScene)
{
return;
}
D3DTex *tex = static_cast<D3DTex *>(src->GetNative(true));
if (tex == NULL)
{
return;
}
float yoffs = GatheringWipeScreen ? 0.5f : 0.5f - LBOffset;
float x0 = float(left);
float y0 = float(top);
float x1 = float(right);
float y1 = float(bottom);
float itw = 1.f / float(src->GetWidth());
float ith = 1.f / float(src->GetHeight());
float xo = local_origin ? x0 : 0;
float yo = local_origin ? y0 : 0;
float u0 = (x0 - xo) * itw;
float v0 = (y0 - yo) * ith;
float u1 = (x1 - xo) * itw;
float v1 = (y1 - yo) * ith;
x0 -= 0.5f;
y0 -= yoffs;
x1 -= 0.5f;
y1 -= yoffs;
CheckQuadBatch();
BufferedQuad *quad = &QuadExtra[QuadBatchPos];
FBVERTEX *vert = &VertexData[VertexPos];
if (tex->GetTexFormat() == D3DFMT_L8 && !tex->IsGray)
{
quad->Flags = BQF_WrapUV | BQF_GamePalette;
quad->ShaderNum = BQS_PalTex;
}
else
{
quad->Flags = BQF_WrapUV;
quad->ShaderNum = BQS_Plain;
}
quad->SrcBlend = 0;
quad->DestBlend = 0;
quad->Palette = NULL;
quad->Texture = tex->Box->Owner;
vert[0].x = x0;
vert[0].y = y0;
vert[0].z = 0;
vert[0].rhw = 1;
vert[0].color0 = 0;
vert[0].color1 = 0xFFFFFFFF;
vert[0].tu = u0;
vert[0].tv = v0;
vert[1].x = x1;
vert[1].y = y0;
vert[1].z = 0;
vert[1].rhw = 1;
vert[1].color0 = 0;
vert[1].color1 = 0xFFFFFFFF;
vert[1].tu = u1;
vert[1].tv = v0;
vert[2].x = x1;
vert[2].y = y1;
vert[2].z = 0;
vert[2].rhw = 1;
vert[2].color0 = 0;
vert[2].color1 = 0xFFFFFFFF;
vert[2].tu = u1;
vert[2].tv = v1;
vert[3].x = x0;
vert[3].y = y1;
vert[3].z = 0;
vert[3].rhw = 1;
vert[3].color0 = 0;
vert[3].color1 = 0xFFFFFFFF;
vert[3].tu = u0;
vert[3].tv = v1;
IndexData[IndexPos ] = VertexPos;
IndexData[IndexPos + 1] = VertexPos + 1;
IndexData[IndexPos + 2] = VertexPos + 2;
IndexData[IndexPos + 3] = VertexPos;
IndexData[IndexPos + 4] = VertexPos + 2;
IndexData[IndexPos + 5] = VertexPos + 3;
QuadBatchPos++;
VertexPos += 4;
IndexPos += 6;
}
//==========================================================================
//
// D3DFB :: AddColorOnlyQuad
//
// Adds a single-color, untextured quad to the batch.
//
//==========================================================================
void D3DFB::AddColorOnlyQuad(int left, int top, int width, int height, D3DCOLOR color)
{
BufferedQuad *quad;
FBVERTEX *verts;
CheckQuadBatch();
quad = &QuadExtra[QuadBatchPos];
verts = &VertexData[VertexPos];
float x = float(left) - 0.5f;
float y = float(top) - 0.5f + (GatheringWipeScreen ? 0 : LBOffset);
quad->Flags = 0;
quad->ShaderNum = BQS_ColorOnly;
if ((color & 0xFF000000) == 0xFF000000)
{
quad->SrcBlend = 0;
quad->DestBlend = 0;
}
else
{
quad->SrcBlend = D3DBLEND_SRCALPHA;
quad->DestBlend = D3DBLEND_INVSRCALPHA;
}
quad->Palette = NULL;
quad->Texture = NULL;
verts[0].x = x;
verts[0].y = y;
verts[0].z = 0;
verts[0].rhw = 1;
verts[0].color0 = color;
verts[0].color1 = 0;
verts[0].tu = 0;
verts[0].tv = 0;
verts[1].x = x + width;
verts[1].y = y;
verts[1].z = 0;
verts[1].rhw = 1;
verts[1].color0 = color;
verts[1].color1 = 0;
verts[1].tu = 0;
verts[1].tv = 0;
verts[2].x = x + width;
verts[2].y = y + height;
verts[2].z = 0;
verts[2].rhw = 1;
verts[2].color0 = color;
verts[2].color1 = 0;
verts[2].tu = 0;
verts[2].tv = 0;
verts[3].x = x;
verts[3].y = y + height;
verts[3].z = 0;
verts[3].rhw = 1;
verts[3].color0 = color;
verts[3].color1 = 0;
verts[3].tu = 0;
verts[3].tv = 0;
IndexData[IndexPos ] = VertexPos;
IndexData[IndexPos + 1] = VertexPos + 1;
IndexData[IndexPos + 2] = VertexPos + 2;
IndexData[IndexPos + 3] = VertexPos;
IndexData[IndexPos + 4] = VertexPos + 2;
IndexData[IndexPos + 5] = VertexPos + 3;
QuadBatchPos++;
VertexPos += 4;
IndexPos += 6;
}
//==========================================================================
//
// D3DFB :: CheckQuadBatch
//
// Make sure there's enough room in the batch for one more quad.
//
//==========================================================================
void D3DFB::CheckQuadBatch()
{
if (BatchType == BATCH_Lines)
{
EndLineBatch();
}
else if (QuadBatchPos == MAX_QUAD_BATCH)
{
EndQuadBatch();
}
if (QuadBatchPos < 0)
{
BeginQuadBatch();
}
}
//==========================================================================
//
// D3DFB :: BeginQuadBatch
//
// Locks the vertex buffer for quads and sets the cursor to 0.
//
//==========================================================================
void D3DFB::BeginQuadBatch()
{
if (In2D < 2 || !InScene || QuadBatchPos >= 0)
{
return;
}
EndLineBatch(); // Make sure all lines have been drawn first.
VertexBuffer->Lock(0, 0, (void **)&VertexData, D3DLOCK_DISCARD);
IndexBuffer->Lock(0, 0, (void **)&IndexData, D3DLOCK_DISCARD);
VertexPos = 0;
IndexPos = 0;
QuadBatchPos = 0;
BatchType = BATCH_Quads;
}
//==========================================================================
//
// D3DFB :: EndQuadBatch
//
// Draws all the quads that have been batched up.
//
//==========================================================================
void D3DFB::EndQuadBatch()
{
if (In2D < 2 || !InScene || BatchType != BATCH_Quads)
{
return;
}
BatchType = BATCH_None;
VertexBuffer->Unlock();
IndexBuffer->Unlock();
if (QuadBatchPos == 0)
{
QuadBatchPos = -1;
VertexPos = -1;
IndexPos = -1;
return;
}
D3DDevice->SetStreamSource(0, VertexBuffer, 0, sizeof(FBVERTEX));
D3DDevice->SetIndices(IndexBuffer);
bool uv_wrapped = false;
bool uv_should_wrap;
for (int i = 0; i < QuadBatchPos; )
{
const BufferedQuad *quad = &QuadExtra[i];
int j;
// Quads with matching parameters should be done with a single
// DrawPrimitive call.
for (j = i + 1; j < QuadBatchPos; ++j)
{
const BufferedQuad *q2 = &QuadExtra[j];
if (quad->Texture != q2->Texture ||
quad->Group1 != q2->Group1 ||
quad->Palette != q2->Palette)
{
break;
}
}
// Set the palette (if one)
if ((quad->Flags & BQF_Paletted) == BQF_GamePalette)
{
SetPaletteTexture(PaletteTexture, 256);
}
else if ((quad->Flags & BQF_Paletted) == BQF_CustomPalette)
{
SetPaletteTexture(quad->Palette->Tex, quad->Palette->RoundedPaletteSize);
}
else if ((quad->Flags & BQF_Paletted) == BQF_ShadedPalette)
{
SetPaletteTexture(ShadedPaletteTexture, 256);
}
else if ((quad->Flags & BQF_Paletted) == BQF_StencilPalette)
{
SetPaletteTexture(StencilPaletteTexture, 256);
}
// Set paletted bilinear filtering (IF IT WORKED RIGHT!)
if (quad->Flags & (BQF_Paletted | BQF_Bilinear))
{
SetPalTexBilinearConstants(quad->Texture);
}
// Set the alpha blending
if (quad->SrcBlend != 0)
{
SetAlphaBlend(TRUE, D3DBLEND(quad->SrcBlend), D3DBLEND(quad->DestBlend));
}
else
{
SetAlphaBlend(FALSE);
}
// Set the pixel shader
if (quad->ShaderNum == BQS_PalTex)
{
SetPixelShader(!(quad->Flags & BQF_Bilinear) ? PalTexShader : PalTexBilinearShader);
}
else if (quad->ShaderNum == BQS_Plain)
{
SetPixelShader(PlainShader);
}
else if (quad->ShaderNum == BQS_PlainStencil)
{
SetPixelShader(PlainStencilShader);
}
else if (quad->ShaderNum == BQS_ColorOnly)
{
SetPixelShader(ColorOnlyShader);
}
// Set the texture clamp addressing mode
uv_should_wrap = !!(quad->Flags & BQF_WrapUV);
if (uv_wrapped != uv_should_wrap)
{
DWORD mode = uv_should_wrap ? D3DTADDRESS_WRAP : D3DTADDRESS_BORDER;
uv_wrapped = uv_should_wrap;
D3DDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, mode);
D3DDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, mode);
}
// Set the texture
if (quad->Texture != NULL)
{
SetTexture(0, quad->Texture->Tex);
}
// Draw the quad
D3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 4 * i, 4 * (j - i), 6 * i, 2 * (j - i));
i = j;
}
if (uv_wrapped)
{
D3DDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
D3DDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
}
QuadBatchPos = -1;
VertexPos = -1;
IndexPos = -1;
}
//==========================================================================
//
// D3DFB :: EndBatch
//
// Draws whichever type of primitive is currently being batched.
//
//==========================================================================
void D3DFB::EndBatch()
{
if (BatchType == BATCH_Quads)
{
EndQuadBatch();
}
else if (BatchType == BATCH_Lines)
{
EndLineBatch();
}
}
//==========================================================================
//
// D3DFB :: SetStyle
//
// Patterned after R_SetPatchStyle.
//
//==========================================================================
bool D3DFB::SetStyle(D3DTex *tex, DrawParms &parms, D3DCOLOR &color0, D3DCOLOR &color1, BufferedQuad &quad)
{
D3DFORMAT fmt = tex->GetTexFormat();
ERenderStyle style = parms.style;
D3DBLEND fglevel, bglevel;
float alpha;
bool stencilling;
alpha = clamp<fixed_t> (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;
quad.Palette = NULL;
switch (style)
{
// Special modes
case STYLE_Shaded:
if (alpha > 0)
{
color0 = 0;
color1 = parms.fillcolor | (D3DCOLOR(alpha * 255) << 24);
quad.Flags = BQF_ShadedPalette;
quad.SrcBlend = D3DBLEND_SRCALPHA;
quad.DestBlend = D3DBLEND_INVSRCALPHA;
quad.ShaderNum = BQS_PalTex;
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)
{
quad.SrcBlend = 0;
quad.DestBlend = 0;
SetColorOverlay(parms.colorOverlay, 1, color0, color1);
if (fmt == D3DFMT_L8 && !tex->IsGray)
{
quad.Flags = BQF_GamePalette;
quad.ShaderNum = BQS_PalTex;
}
else
{
quad.Flags = 0;
quad.ShaderNum = BQS_Plain;
}
}
else
{
quad.SrcBlend = fglevel;
quad.DestBlend = bglevel;
if (!stencilling)
{
if (fmt == D3DFMT_L8)
{
if (parms.remap != NULL)
{
quad.Flags = BQF_CustomPalette;
quad.Palette = reinterpret_cast<D3DPal *>(parms.remap->GetNative());
quad.ShaderNum = BQS_PalTex;
}
else if (tex->IsGray)
{
quad.Flags = 0;
quad.ShaderNum = BQS_Plain;
}
else
{
quad.Flags = BQF_GamePalette;
quad.ShaderNum = BQS_PalTex;
}
}
else
{
quad.Flags = 0;
quad.ShaderNum = BQS_Plain;
}
SetColorOverlay(parms.colorOverlay, alpha, color0, color1);
}
else
{
color0 = 0;
color1 = parms.fillcolor | (D3DCOLOR(alpha * 255) << 24);
if (fmt == D3DFMT_L8)
{
quad.Flags = BQF_StencilPalette;
quad.ShaderNum = BQS_PalTex;
}
else
{
quad.Flags = 0;
quad.ShaderNum = BQS_PlainStencil;
}
}
}
return true;
}
void D3DFB::SetColorOverlay(DWORD color, float alpha, D3DCOLOR &color0, D3DCOLOR &color1)
{
if (APART(color) != 0)
{
int a = APART(color) * 256 / 255;
color0 = D3DCOLOR_RGBA(
(RPART(color) * a) >> 8,
(GPART(color) * a) >> 8,
(BPART(color) * a) >> 8,
0);
a = 256 - a;
color1 = D3DCOLOR_RGBA(a, a, a, int(alpha * 255));
}
else
{
color0 = 0;
color1 = D3DCOLOR_COLORVALUE(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);
}
void D3DFB::SetPalTexBilinearConstants(PackingTexture *tex)
{
float con[8];
// Don't bother doing anything if the constants won't be used.
if (PalTexShader == PalTexBilinearShader)
{
return;
}
con[0] = float(tex->Width);
con[1] = float(tex->Height);
con[2] = 0;
con[3] = 1 / con[0];
con[4] = 0;
con[5] = 1 / con[1];
con[6] = con[5];
con[7] = con[3];
D3DDevice->SetPixelShaderConstantF(3, con, 2);
}