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1acc3d00c4
palettes smaller than 256 entries with the shader I wrote for it. Is there a list of gotchas like this listed some where? I'd really like to see it. Well, when compiled with SM2.0, the PalTex shader seems to be every-so- slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a minor win for cards that support it. - Fixed: ST_Endoom() failed to free the bitmap it used. - Added the DTA_ColorOverlay attribute to blend a color with the texture being drawn. For software, this (currently) only works with black. For hardware, it works with any color. The motiviation for this was so I could rewrite the status bar calls that passed DIM_MAP to DTA_Translation to draw darker icons into something that didn't require making a whole new remap table. - After having an "OMG! How could I have been so stupid?" moment, I have removed the off-by-one check from D3DFB. I had thought the off-by-one error was caused by rounding errors by the shader hardware. Not so. Rather, I wasn't sampling what I thought I was sampling. A texture that uses palette index 255 passes the value 1.0 to the shader. The shader needs to adjust the range of its palette indexes, or it will end up trying to read color 256 from the palette texture when it should be reading color 255. Doh! - The TranslationToTable() function has been added to map from translation numbers used by actors to the tables those numbers represent. This function performs validation for the input and returns NULL if the input value is invalid. - Major changes to the way translation tables work: No longer are they each a 256-byte array. Instead, the FRemapTable structure is used to represent each one. It includes a remap array for the software renderer, a palette array for a hardware renderer, and a native texture pointer for D3DFB. The translationtables array itself is now an array of TArrays that point to the real tables. The DTA_Translation attribute must also be passed a pointer to a FRemapTable, not a byte array as previously. - Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly for D3DFB's 2D mode. Before, any fullscreen graphics (like help images) covered it up. SVN r640 (trunk)
329 lines
9.4 KiB
C++
329 lines
9.4 KiB
C++
/*
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** win32iface.h
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#ifndef __WIN32IFACE_H
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#define __WIN32IFACE_H
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#ifndef DIRECTDRAW_VERSION
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#define DIRECTDRAW_VERSION 0x0300
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#endif
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#ifndef DIRECT3D_VERSION
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#define DIRECT3D_VERSION 0x0900
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#endif
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#include <ddraw.h>
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#include <d3d9.h>
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#include "hardware.h"
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#include "v_video.h"
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EXTERN_CVAR (Bool, vid_vsync)
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class Win32Video : public IVideo
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{
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public:
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Win32Video (int parm);
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~Win32Video ();
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bool InitD3D9();
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void InitDDraw();
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EDisplayType GetDisplayType () { return DISPLAY_Both; }
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void SetWindowedScale (float scale);
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DFrameBuffer *CreateFrameBuffer (int width, int height, bool fs, DFrameBuffer *old);
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void StartModeIterator (int bits, bool fs);
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bool NextMode (int *width, int *height, bool *letterbox);
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bool GoFullscreen (bool yes);
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void BlankForGDI ();
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private:
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struct ModeInfo
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{
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ModeInfo (int inX, int inY, int inBits, int inRealY)
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: next (NULL),
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width (inX),
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height (inY),
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bits (inBits),
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realheight (inRealY)
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{}
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ModeInfo *next;
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int width, height, bits;
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int realheight;
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} *m_Modes;
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ModeInfo *m_IteratorMode;
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int m_IteratorBits;
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bool m_IteratorFS;
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bool m_IsFullscreen;
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bool m_CalledCoInitialize;
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void AddMode (int x, int y, int bits, int baseHeight);
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void FreeModes ();
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static HRESULT WINAPI EnumDDModesCB (LPDDSURFACEDESC desc, void *modes);
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void AddD3DModes (D3DFORMAT format);
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void AddLetterboxModes ();
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friend class DDrawFB;
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friend class D3DFB;
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};
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class BaseWinFB : public DFrameBuffer
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{
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DECLARE_ABSTRACT_CLASS(BaseWinFB, DFrameBuffer)
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public:
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BaseWinFB (int width, int height) : DFrameBuffer (width, height), Windowed (true) {}
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bool IsFullscreen () { return !Windowed; }
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virtual void Blank () = 0;
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virtual bool PaintToWindow () = 0;
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virtual HRESULT GetHR () = 0;
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protected:
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virtual bool CreateResources () = 0;
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virtual void ReleaseResources () = 0;
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bool Windowed;
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friend int I_PlayMovie (const char *name);
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friend class Win32Video;
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BaseWinFB() {}
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};
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class DDrawFB : public BaseWinFB
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{
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DECLARE_CLASS(DDrawFB, BaseWinFB)
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public:
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DDrawFB (int width, int height, bool fullscreen);
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~DDrawFB ();
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bool IsValid ();
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bool Lock ();
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bool Lock (bool buffer);
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void Unlock ();
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void ForceBuffering (bool force);
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void Update ();
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PalEntry *GetPalette ();
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void GetFlashedPalette (PalEntry pal[256]);
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void UpdatePalette ();
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bool SetGamma (float gamma);
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bool SetFlash (PalEntry rgb, int amount);
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void GetFlash (PalEntry &rgb, int &amount);
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int GetPageCount ();
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int QueryNewPalette ();
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void PaletteChanged ();
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void SetVSync (bool vsync);
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HRESULT GetHR ();
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void Blank ();
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bool PaintToWindow ();
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private:
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enum LockSurfRes { NoGood, Good, GoodWasLost };
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bool CreateResources ();
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void ReleaseResources ();
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bool CreateSurfacesAttached ();
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bool CreateSurfacesComplex ();
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bool CreateBlitterSource ();
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LockSurfRes LockSurf (LPRECT lockrect, LPDIRECTDRAWSURFACE surf);
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void RebuildColorTable ();
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void MaybeCreatePalette ();
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bool AddBackBuf (LPDIRECTDRAWSURFACE *surface, int num);
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HRESULT AttemptRestore ();
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HRESULT LastHR;
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BYTE GammaTable[3][256];
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PalEntry SourcePalette[256];
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PALETTEENTRY PalEntries[256];
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DWORD FlipFlags;
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LPDIRECTDRAWPALETTE Palette;
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LPDIRECTDRAWSURFACE PrimarySurf;
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LPDIRECTDRAWSURFACE BackSurf;
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LPDIRECTDRAWSURFACE BackSurf2;
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LPDIRECTDRAWSURFACE BlitSurf;
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LPDIRECTDRAWSURFACE LockingSurf;
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LPDIRECTDRAWCLIPPER Clipper;
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HPALETTE GDIPalette;
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BYTE *ClipRegion;
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DWORD ClipSize;
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PalEntry Flash;
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int FlashAmount;
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int BufferCount;
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int BufferPitch;
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int TrueHeight;
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float Gamma;
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bool NeedGammaUpdate;
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bool NeedPalUpdate;
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bool NeedResRecreate;
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bool MustBuffer; // The screen is not 8-bit, or there is no backbuffer
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bool BufferingNow; // Most recent Lock was buffered
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bool WasBuffering; // Second most recent Lock was buffered
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bool Write8bit;
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bool UpdatePending; // On final unlock, call Update()
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bool UseBlitter; // Use blitter to copy from sys mem to video mem
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bool UsePfx;
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DDrawFB() {}
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};
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class D3DFB : public BaseWinFB
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{
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DECLARE_CLASS(D3DFB, BaseWinFB)
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public:
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D3DFB (int width, int height, bool fullscreen);
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~D3DFB ();
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bool IsValid ();
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bool Lock ();
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bool Lock (bool buffered);
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void Unlock ();
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void Update ();
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PalEntry *GetPalette ();
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void GetFlashedPalette (PalEntry palette[256]);
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void UpdatePalette ();
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bool SetGamma (float gamma);
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bool SetFlash (PalEntry rgb, int amount);
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void GetFlash (PalEntry &rgb, int &amount);
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int GetPageCount ();
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bool IsFullscreen ();
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void PaletteChanged ();
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int QueryNewPalette ();
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void Blank ();
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bool PaintToWindow ();
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void SetVSync (bool vsync);
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void SetBlendingRect (int x1, int y1, int x2, int y2);
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void Begin2D ();
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FNativeTexture *CreateTexture (FTexture *gametex);
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FNativeTexture *CreatePalette (FRemapTable *remap);
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void STACK_ARGS DrawTextureV (FTexture *img, int x, int y, uint32 tag, va_list tags);
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void Clear (int left, int top, int right, int bottom, int palcolor, uint32 color);
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void Dim (PalEntry color, float amount, int x1, int y1, int w, int h);
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HRESULT GetHR ();
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private:
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bool CreateResources();
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void ReleaseResources();
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bool CreateFBTexture();
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bool CreatePaletteTexture();
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bool CreateStencilPaletteTexture();
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bool CreateShadedPaletteTexture();
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bool CreateVertexes();
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void UploadPalette();
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void FillPresentParameters (D3DPRESENT_PARAMETERS *pp, bool fullscreen, bool vsync);
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bool UploadVertices();
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bool Reset();
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void Draw3DPart();
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bool SetStyle(DCanvas::DrawParms &parms);
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void SetColorOverlay(DWORD color, float alpha);
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// State
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void SetAlphaBlend(BOOL enabled, D3DBLEND srcblend=D3DBLEND(0), D3DBLEND destblend=D3DBLEND(0));
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void SetConstant(int cnum, float r, float g, float b, float a);
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void SetPixelShader(IDirect3DPixelShader9 *shader);
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void SetTexture(int tnum, IDirect3DTexture9 *texture);
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void SetPaletteTexture(IDirect3DTexture9 *texture, int count);
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BOOL AlphaBlendEnabled;
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D3DBLEND AlphaSrcBlend;
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D3DBLEND AlphaDestBlend;
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float Constant[3][4];
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IDirect3DPixelShader9 *CurPixelShader;
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IDirect3DTexture9 *Texture[2];
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BYTE GammaTable[256];
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PalEntry SourcePalette[256];
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float FlashConstants[2][4];
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PalEntry FlashColor;
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int FlashAmount;
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int TrueHeight;
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float Gamma;
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bool UpdatePending;
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bool NeedPalUpdate;
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bool NeedGammaUpdate;
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D3DFORMAT FBFormat;
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D3DFORMAT PalFormat;
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int FBWidth, FBHeight;
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bool VSync;
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RECT BlendingRect;
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bool UseBlendingRect;
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int In2D;
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bool SM14;
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IDirect3DDevice9 *D3DDevice;
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IDirect3DVertexBuffer9 *VertexBuffer;
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IDirect3DTexture9 *FBTexture;
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IDirect3DTexture9 *PaletteTexture;
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IDirect3DTexture9 *StencilPaletteTexture;
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IDirect3DTexture9 *ShadedPaletteTexture;
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IDirect3DPixelShader9 *PalTexShader;
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IDirect3DPixelShader9 *PlainShader;
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IDirect3DPixelShader9 *DimShader;
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D3DFB() {}
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friend class D3DPal;
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};
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#if 0
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#define STARTLOG do { if (!dbg) dbg = fopen ("k:/vid.log", "w"); } while(0)
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#define STOPLOG do { if (dbg) { fclose (dbg); dbg=NULL; } } while(0)
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#define LOG(x) do { if (dbg) { fprintf (dbg, x); fflush (dbg); } } while(0)
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#define LOG1(x,y) do { if (dbg) { fprintf (dbg, x, y); fflush (dbg); } } while(0)
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#define LOG2(x,y,z) do { if (dbg) { fprintf (dbg, x, y, z); fflush (dbg); } } while(0)
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#define LOG3(x,y,z,zz) do { if (dbg) { fprintf (dbg, x, y, z, zz); fflush (dbg); } } while(0)
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#define LOG4(x,y,z,a,b) do { if (dbg) { fprintf (dbg, x, y, z, a, b); fflush (dbg); } } while(0)
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#define LOG5(x,y,z,a,b,c) do { if (dbg) { fprintf (dbg, x, y, z, a, b, c); fflush (dbg); } } while(0)
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FILE *dbg;
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#else
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#define STARTLOG
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#define STOPLOG
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#define LOG(x)
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#define LOG1(x,y)
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#define LOG2(x,y,z)
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#define LOG3(x,y,z,zz)
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#define LOG4(x,y,z,a,b)
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#define LOG5(x,y,z,a,b,c)
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#endif
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#endif // __WIN32IFACE_H
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