Repairs to DX buffers
This commit is contained in:
parent
c7a4859e3c
commit
40db93b374
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@ -119,8 +119,10 @@ process_events() {
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return;
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case OR_open:
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open_buffer();
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set_inverted(_gsg->get_copy_texture_inverted());
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if (open_buffer()) {
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_is_valid = true;
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set_inverted(_gsg->get_copy_texture_inverted());
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}
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break;
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case OR_close:
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@ -51,13 +51,12 @@ wdxGraphicsBuffer8(GraphicsPipe *pipe,
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{
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// initialize all class members
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_cube_map_index = -1;
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_back_buffer = NULL;
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_z_stencil_buffer = NULL;
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_direct_3d_surface = NULL;
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_dx_texture_context8 = NULL;
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_new_z_stencil_surface = NULL;
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_saved_color_buffer = NULL;
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_saved_depth_buffer = NULL;
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_color_backing_store = NULL;
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_depth_backing_store = NULL;
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// is this correct ???
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// is this correct ???
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// Since the pbuffer never gets flipped, we get screenshots from the
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// same buffer we draw into.
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_screenshot_buffer_type = _draw_buffer_type;
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@ -89,9 +88,18 @@ begin_frame(FrameMode mode, Thread *current_thread) {
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if (_gsg == (GraphicsStateGuardian *)NULL) {
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return false;
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}
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if (_dxgsg -> _d3d_device == 0) {
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return false;
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}
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if (mode == FM_render) {
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begin_render_texture();
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if (!save_bitplanes()) {
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return false;
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}
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if (!rebuild_bitplanes()) {
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restore_bitplanes();
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return false;
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}
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clear_cube_map_selection();
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}
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@ -113,7 +121,6 @@ end_frame(FrameMode mode, Thread *current_thread) {
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nassertv(_gsg != (GraphicsStateGuardian *)NULL);
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if (mode == FM_render) {
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end_render_texture();
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copy_to_textures();
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}
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@ -125,138 +132,232 @@ end_frame(FrameMode mode, Thread *current_thread) {
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prepare_for_deletion();
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}
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clear_cube_map_selection();
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restore_bitplanes();
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: wglGraphicsStateGuardian::begin_render_texture
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// Function: wglGraphicsStateGuardian::save_bitplanes
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// Access: Public
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// Description: If the GraphicsOutput supports direct render-to-texture,
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// and if any setup needs to be done during begin_frame,
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// then the setup code should go here. Any textures that
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// can not be rendered to directly should be reflagged
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// as RTM_copy_texture.
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// Description: After rendering, d3d_device will need to be restored
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// to its initial state. This function saves the state.
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////////////////////////////////////////////////////////////////////
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void wdxGraphicsBuffer8::
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begin_render_texture() {
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bool wdxGraphicsBuffer8::
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save_bitplanes() {
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HRESULT hr;
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if (_gsg != (GraphicsStateGuardian *)NULL) {
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DXGraphicsStateGuardian8 *dxgsg;
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DCAST_INTO_V(dxgsg, _gsg);
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HRESULT hr;
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bool state;
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state = false;
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if (dxgsg -> _d3d_device) {
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Texture *tex = get_texture(0);
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tex->set_render_to_texture(true);
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TextureContext *tc = tex->prepare_now(_gsg->get_prepared_objects(), _gsg);
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_dx_texture_context8 = DCAST (DXTextureContext8, tc);
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// save render context
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hr = dxgsg -> _d3d_device -> GetRenderTarget (&_back_buffer);
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if (SUCCEEDED (hr)) {
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hr = dxgsg -> _d3d_device -> GetDepthStencilSurface (&_z_stencil_buffer);
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if (SUCCEEDED (hr)) {
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state = true;
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}
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else {
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dxgsg8_cat.error ( ) << "GetDepthStencilSurface " << D3DERRORSTRING(hr) FL;
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}
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}
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else {
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dxgsg8_cat.error ( ) << "GetRenderTarget " << D3DERRORSTRING(hr) FL;
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}
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// set render context
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if (state && _dx_texture_context8)
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{
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DXTextureContext8 *dx_texture_context8;
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// use saved dx_texture_context8
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dx_texture_context8 = _dx_texture_context8;
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UINT mipmap_level;
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mipmap_level = 0;
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_direct_3d_surface = NULL;
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// render to texture 2D
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IDirect3DTexture8 *direct_3d_texture;
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direct_3d_texture = dx_texture_context8 -> _d3d_2d_texture;
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if (direct_3d_texture) {
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hr = direct_3d_texture -> GetSurfaceLevel (mipmap_level, &_direct_3d_surface);
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if (SUCCEEDED (hr)) {
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IDirect3DSurface8 *z_stencil_buffer;
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if (this -> _new_z_stencil_surface) {
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z_stencil_buffer = this -> _new_z_stencil_surface;
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}
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else {
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z_stencil_buffer = _z_stencil_buffer;
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}
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hr = dxgsg -> _d3d_device -> SetRenderTarget (_direct_3d_surface, z_stencil_buffer);
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if (SUCCEEDED (hr)) {
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} else {
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dxgsg8_cat.error ( ) << "SetRenderTarget " << D3DERRORSTRING(hr) FL;
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}
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} else {
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dxgsg8_cat.error ( ) << "GetSurfaceLevel " << D3DERRORSTRING(hr) FL;
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}
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}
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}
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}
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hr = _dxgsg -> _d3d_device -> GetRenderTarget (&_saved_color_buffer);
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if (!SUCCEEDED (hr)) {
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dxgsg8_cat.error ( ) << "GetRenderTarget " << D3DERRORSTRING(hr) FL;
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return false;
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}
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hr = _saved_color_buffer -> GetDesc (&_saved_color_desc);
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if (!SUCCEEDED (hr)) {
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dxgsg8_cat.error ( ) << "GetDesc " << D3DERRORSTRING(hr) FL;
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return false;
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}
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hr = _dxgsg -> _d3d_device -> GetDepthStencilSurface (&_saved_depth_buffer);
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if (!SUCCEEDED (hr)) {
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dxgsg8_cat.error ( ) << "GetDepthStencilSurface " << D3DERRORSTRING(hr) FL;
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return false;
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}
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hr = _saved_depth_buffer -> GetDesc (&_saved_depth_desc);
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if (!SUCCEEDED (hr)) {
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dxgsg8_cat.error ( ) << "GetDesc " << D3DERRORSTRING(hr) FL;
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return false;
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}
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return true;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::end_render_texture
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// Function: wglGraphicsStateGuardian::restore_bitplanes
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// Access: Public
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// Description: If the GraphicsOutput supports direct render-to-texture,
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// and if any setup needs to be done during end_frame,
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// then the setup code should go here. Any textures that
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// could not be rendered to directly should be reflagged
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// as RTM_copy_texture.
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// Description: After rendering, d3d_device will need to be restored
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// to its initial state. This function restores the state.
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////////////////////////////////////////////////////////////////////
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void wdxGraphicsBuffer8::
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end_render_texture() {
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restore_bitplanes() {
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DXGraphicsStateGuardian8 *dxgsg;
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DCAST_INTO_V(dxgsg, _gsg);
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if (_gsg != (GraphicsStateGuardian *)NULL) {
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HRESULT hr;
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hr = dxgsg -> _d3d_device ->
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SetRenderTarget (_saved_color_buffer, _saved_depth_buffer);
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if (!SUCCEEDED (hr)) {
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dxgsg8_cat.error ( ) << "SetRenderTarget " << D3DERRORSTRING(hr) FL;
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}
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_saved_color_buffer->Release();
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_saved_depth_buffer->Release();
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_saved_color_buffer = NULL;
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_saved_depth_buffer = NULL;
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}
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DXGraphicsStateGuardian8 *dxgsg;
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DCAST_INTO_V(dxgsg, _gsg);
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if (dxgsg -> _d3d_device) {
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// restore render context
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HRESULT hr;
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////////////////////////////////////////////////////////////////////
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// Function: wglGraphicsStateGuardian::rebuild_bitplanes
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// Access: Public
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// Description: If necessary, reallocates (or allocates) the
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// bitplanes for the buffer.
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////////////////////////////////////////////////////////////////////
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bool wdxGraphicsBuffer8::
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rebuild_bitplanes() {
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if (_back_buffer) {
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hr = dxgsg -> _d3d_device -> SetRenderTarget (_back_buffer,
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_z_stencil_buffer);
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if (SUCCEEDED (hr)) {
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_back_buffer -> Release ( );
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} else {
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dxgsg8_cat.error ( ) << "SetRenderTarget " << D3DERRORSTRING(hr) FL;
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}
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_back_buffer = NULL;
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}
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if (_z_stencil_buffer) {
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_z_stencil_buffer -> Release ( );
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_z_stencil_buffer = NULL;
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}
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if (_direct_3d_surface) {
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_direct_3d_surface -> Release ( );
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_direct_3d_surface = NULL;
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HRESULT hr;
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Texture *color_tex = 0;
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Texture *depth_tex = 0;
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DXTextureContext8 *color_ctx = 0;
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DXTextureContext8 *depth_ctx = 0;
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IDirect3DTexture8 *color_d3d_tex = 0;
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IDirect3DTexture8 *depth_d3d_tex = 0;
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IDirect3DCubeTexture8 *color_cube = 0;
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IDirect3DCubeTexture8 *depth_cube = 0;
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IDirect3DSurface8 *color_surf = 0;
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IDirect3DSurface8 *depth_surf = 0;
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// Decide how big the bitplanes should be.
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int bitplane_x = _x_size;
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int bitplane_y = _y_size;
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if (!_gsg->get_supports_tex_non_pow2()) {
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bitplane_x = Texture::up_to_power_2(bitplane_x);
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bitplane_y = Texture::up_to_power_2(bitplane_y);
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}
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// Find the color and depth textures. Either may be present,
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// or neither.
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//
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// NOTE: Currently, depth-stencil textures are not implemented,
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// but since it's coming soon, we're structuring for it.
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int color_tex_index = -1;
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int depth_tex_index = -1;
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for (int i=0; i<count_textures(); i++) {
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if (get_rtm_mode(i) == RTM_bind_or_copy) {
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if ((get_texture(i)->get_format() != Texture::F_depth_component)&&
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(get_texture(i)->get_format() != Texture::F_stencil_index)&&
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(color_tex_index < 0)) {
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color_tex_index = i;
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} else {
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_textures[i]._rtm_mode = RTM_copy_texture;
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}
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}
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}
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if (color_tex_index < 0) {
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// Maintain the backing color surface.
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if ((_color_backing_store)&&
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((bitplane_x != _backing_sizex)||(bitplane_y != _backing_sizey))) {
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_color_backing_store->Release();
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_color_backing_store = NULL;
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}
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if (!_color_backing_store) {
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hr = _dxgsg -> _d3d_device ->
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CreateImageSurface(bitplane_x, bitplane_y, _saved_color_desc.Format, &_color_backing_store);
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if (!SUCCEEDED(hr)) {
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dxgsg8_cat.error ( ) << "CreateImageSurface " << D3DERRORSTRING(hr) FL;
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}
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}
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color_surf = _color_backing_store;
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} else {
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// Maintain the color texture.
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if (_color_backing_store) {
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_color_backing_store->Release();
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_color_backing_store = NULL;
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}
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color_tex = get_texture(color_tex_index);
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color_tex->set_x_size(bitplane_x);
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color_tex->set_y_size(bitplane_y);
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color_tex->set_format(Texture::F_rgba);
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color_ctx =
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DCAST(DXTextureContext8,
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color_tex->prepare_now(_gsg->get_prepared_objects(), _gsg));
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if (color_tex->get_texture_type() == Texture::TT_2d_texture) {
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color_d3d_tex = color_ctx->_d3d_2d_texture;
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nassertr(color_d3d_tex != 0, false);
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hr = color_d3d_tex -> GetSurfaceLevel(0, &color_surf);
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if (!SUCCEEDED(hr)) {
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dxgsg8_cat.error ( ) << "GetSurfaceLevel " << D3DERRORSTRING(hr) FL;
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}
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} else {
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color_cube = color_ctx->_d3d_cube_texture;
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nassertr(color_cube != 0, false);
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hr = color_cube -> GetCubeMapSurface ((D3DCUBEMAP_FACES) _cube_map_index, 0, &color_surf);
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if (!SUCCEEDED(hr)) {
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dxgsg8_cat.error ( ) << "GetCubeMapSurface " << D3DERRORSTRING(hr) FL;
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}
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}
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}
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if (depth_tex_index < 0) {
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// Maintain the backing depth surface.
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if ((_depth_backing_store)&&
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((bitplane_x != _backing_sizex)||(bitplane_y != _backing_sizey))) {
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_depth_backing_store->Release();
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_depth_backing_store = NULL;
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}
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if (!_depth_backing_store) {
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hr = _dxgsg -> _d3d_device ->
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CreateDepthStencilSurface (bitplane_x, bitplane_y, _saved_depth_desc.Format,
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_saved_depth_desc.MultiSampleType, &_depth_backing_store);
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if (!SUCCEEDED(hr)) {
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dxgsg8_cat.error ( ) << "CreateDepthStencilSurface " << D3DERRORSTRING(hr) FL;
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}
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}
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depth_surf = _depth_backing_store;
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} else {
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// Maintain the depth texture.
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if (_depth_backing_store) {
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_depth_backing_store->Release();
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_depth_backing_store = NULL;
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}
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depth_tex = get_texture(depth_tex_index);
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depth_tex->set_x_size(bitplane_x);
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depth_tex->set_y_size(bitplane_y);
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depth_tex->set_format(Texture::F_depth_component); // Should say depth_stencil
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depth_ctx =
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DCAST(DXTextureContext8,
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depth_tex->prepare_now(_gsg->get_prepared_objects(), _gsg));
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if (depth_tex->get_texture_type() == Texture::TT_2d_texture) {
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depth_d3d_tex = depth_ctx->_d3d_2d_texture;
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nassertr(depth_d3d_tex != 0, false);
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hr = color_d3d_tex -> GetSurfaceLevel(0, &depth_surf);
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if (!SUCCEEDED(hr)) {
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dxgsg8_cat.error ( ) << "GetSurfaceLevel " << D3DERRORSTRING(hr) FL;
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}
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} else {
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depth_cube = depth_ctx->_d3d_cube_texture;
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nassertr(depth_cube != 0, false);
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hr = depth_cube -> GetCubeMapSurface ((D3DCUBEMAP_FACES) _cube_map_index, 0, &depth_surf);
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if (!SUCCEEDED(hr)) {
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dxgsg8_cat.error ( ) << "GetCubeMapSurface " << D3DERRORSTRING(hr) FL;
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}
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}
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}
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_backing_sizex = bitplane_x;
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_backing_sizey = bitplane_y;
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// Load up the bitplanes.
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hr = _dxgsg -> _d3d_device -> SetRenderTarget (color_surf, depth_surf);
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if (!SUCCEEDED (hr)) {
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dxgsg8_cat.error ( ) << "SetRenderTarget " << D3DERRORSTRING(hr) FL;
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}
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// Decrement the reference counts on these surfaces. The refcounts
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// were incremented earlier when we called GetSurfaceLevel.
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if ((color_surf != 0)&&(color_surf != _color_backing_store)) {
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color_surf->Release();
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}
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if ((depth_surf != 0)&&(depth_surf != _depth_backing_store)) {
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depth_surf->Release();
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}
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return true;
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}
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////////////////////////////////////////////////////////////////////
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@ -270,63 +371,7 @@ end_render_texture() {
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////////////////////////////////////////////////////////////////////
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void wdxGraphicsBuffer8::
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select_cube_map(int cube_map_index) {
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if (_gsg != (GraphicsStateGuardian *)NULL) {
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DXGraphicsStateGuardian8 *dxgsg;
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DCAST_INTO_V(dxgsg, _gsg);
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_cube_map_index = cube_map_index;
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HRESULT hr;
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UINT mipmap_level;
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int render_target_index;
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DXTextureContext8 *dx_texture_context8;
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mipmap_level = 0;
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render_target_index = 0;
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dx_texture_context8 = _dx_texture_context8;
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if (_direct_3d_surface) {
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_direct_3d_surface -> Release ( );
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_direct_3d_surface = NULL;
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}
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if (dxgsg -> _d3d_device) {
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// render to cubemap face
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IDirect3DCubeTexture8 *direct_3d_cube_texture;
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direct_3d_cube_texture = dx_texture_context8 -> _d3d_cube_texture;
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if (direct_3d_cube_texture) {
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if (_cube_map_index >= 0 && _cube_map_index < 6) {
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hr = direct_3d_cube_texture -> GetCubeMapSurface (
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(D3DCUBEMAP_FACES) _cube_map_index, mipmap_level, &_direct_3d_surface);
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if (SUCCEEDED (hr)) {
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IDirect3DSurface8 *z_stencil_buffer;
|
||||
|
||||
if (this -> _new_z_stencil_surface) {
|
||||
z_stencil_buffer = this -> _new_z_stencil_surface;
|
||||
}
|
||||
else {
|
||||
z_stencil_buffer = _z_stencil_buffer;
|
||||
}
|
||||
|
||||
hr = dxgsg -> _d3d_device -> SetRenderTarget (_direct_3d_surface, z_stencil_buffer);
|
||||
if (SUCCEEDED (hr)) {
|
||||
|
||||
} else {
|
||||
dxgsg8_cat.error ( ) << "SetRenderTarget " << D3DERRORSTRING(hr) FL;
|
||||
}
|
||||
} else {
|
||||
dxgsg8_cat.error ( ) << "GetCubeMapSurface " << D3DERRORSTRING(hr) FL;
|
||||
}
|
||||
} else {
|
||||
dxgsg8_cat.error ( ) << "Invalid Cube Map Face Index " << _cube_map_index FL;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
_cube_map_index = cube_map_index;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
|
@ -363,23 +408,20 @@ void wdxGraphicsBuffer8::
|
|||
close_buffer() {
|
||||
|
||||
if (_gsg != (GraphicsStateGuardian *)NULL) {
|
||||
DXGraphicsStateGuardian8 *dxgsg;
|
||||
DCAST_INTO_V(dxgsg, _gsg);
|
||||
|
||||
_dx_texture_context8 = NULL;
|
||||
|
||||
// release new depth stencil buffer if one was created
|
||||
if (this -> _new_z_stencil_surface) {
|
||||
this -> _new_z_stencil_surface -> Release ( );
|
||||
this -> _new_z_stencil_surface = NULL;
|
||||
}
|
||||
|
||||
_gsg.clear();
|
||||
_active = false;
|
||||
}
|
||||
|
||||
if (_color_backing_store) {
|
||||
_color_backing_store->Release();
|
||||
_color_backing_store = NULL;
|
||||
}
|
||||
if (_depth_backing_store) {
|
||||
_depth_backing_store->Release();
|
||||
_depth_backing_store = NULL;
|
||||
}
|
||||
|
||||
_active = false;
|
||||
_cube_map_index = -1;
|
||||
|
||||
_is_valid = false;
|
||||
}
|
||||
|
||||
|
|
@ -392,97 +434,26 @@ close_buffer() {
|
|||
////////////////////////////////////////////////////////////////////
|
||||
bool wdxGraphicsBuffer8::
|
||||
open_buffer() {
|
||||
bool state;
|
||||
|
||||
// GSG creation/initialization.
|
||||
if (_gsg == 0) {
|
||||
_dxgsg = new DXGraphicsStateGuardian8(_pipe);
|
||||
_gsg = _dxgsg;
|
||||
} else {
|
||||
DCAST_INTO_R(_dxgsg, _gsg, false);
|
||||
}
|
||||
|
||||
if (!save_bitplanes()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// create texture
|
||||
int tex_index;
|
||||
|
||||
state = false;
|
||||
_is_valid = false;
|
||||
|
||||
// assume tex_index is 0
|
||||
tex_index = 0;
|
||||
|
||||
Texture *tex = get_texture(tex_index);
|
||||
|
||||
// render to texture must be set
|
||||
tex->set_render_to_texture(true);
|
||||
|
||||
TextureContext *tc = tex->prepare_now(_gsg->get_prepared_objects(), _gsg);
|
||||
if (tc != NULL) {
|
||||
HRESULT hr;
|
||||
IDirect3DSurface8 *_depth_stencil_surface;
|
||||
|
||||
_dx_texture_context8 = DCAST (DXTextureContext8, tc);
|
||||
|
||||
// create a depth stencil buffer if needed
|
||||
hr = _dxgsg -> _d3d_device -> GetDepthStencilSurface (&_depth_stencil_surface);
|
||||
if (SUCCEEDED (hr))
|
||||
{
|
||||
D3DSURFACE_DESC surface_description;
|
||||
|
||||
// get and copy the current depth stencil's parameters for the new buffer
|
||||
hr = _depth_stencil_surface -> GetDesc (&surface_description);
|
||||
if (SUCCEEDED (hr)) {
|
||||
UINT width;
|
||||
UINT height;
|
||||
D3DFORMAT format;
|
||||
D3DMULTISAMPLE_TYPE multisample_type;
|
||||
// DWORD multisample_quality;
|
||||
BOOL discard;
|
||||
|
||||
width = tex -> get_x_size ( );
|
||||
height = tex -> get_y_size ( );
|
||||
|
||||
// dxgsg8_cat.error ( ) << "-------------RTT SIZE " << "t width " << width << " t height " << height << "\n";
|
||||
|
||||
if (surface_description.Width < width || surface_description.Height < height) {
|
||||
format = surface_description.Format;
|
||||
multisample_type = surface_description.MultiSampleType;
|
||||
// multisample_quality = surface_description.MultiSampleQuality;
|
||||
discard = false;
|
||||
|
||||
hr = _dxgsg -> _d3d_device -> CreateDepthStencilSurface (
|
||||
width, height, format, multisample_type, /* multisample_quality,
|
||||
discard, */ &this -> _new_z_stencil_surface);
|
||||
if (SUCCEEDED (hr)) {
|
||||
|
||||
// dxgsg8_cat.error ( ) << "-------------CreatedDepthStencilSurface for RTT \n";
|
||||
|
||||
state = true;
|
||||
|
||||
} else {
|
||||
dxgsg8_cat.error ( ) << "CreateDepthStencilSurface " << D3DERRORSTRING(hr) FL;
|
||||
}
|
||||
}
|
||||
else {
|
||||
// no need to create a separate depth stencil buffer since
|
||||
// the current depth stencil buffer size is big enough
|
||||
state = true;
|
||||
}
|
||||
}
|
||||
else {
|
||||
dxgsg8_cat.error ( ) << "GetDesc " << D3DERRORSTRING(hr) FL;
|
||||
}
|
||||
|
||||
_depth_stencil_surface -> Release ( );
|
||||
}
|
||||
else {
|
||||
dxgsg8_cat.error ( ) << "GetDepthStencilSurface " << D3DERRORSTRING(hr) FL;
|
||||
}
|
||||
|
||||
if (state) {
|
||||
_is_valid = true;
|
||||
}
|
||||
if (!rebuild_bitplanes()) {
|
||||
restore_bitplanes();
|
||||
return false;
|
||||
}
|
||||
|
||||
return state;
|
||||
|
||||
restore_bitplanes();
|
||||
return true;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
|
|
|||
|
|
@ -56,18 +56,21 @@ protected:
|
|||
virtual bool open_buffer();
|
||||
|
||||
private:
|
||||
void begin_render_texture();
|
||||
void end_render_texture();
|
||||
bool save_bitplanes();
|
||||
bool rebuild_bitplanes();
|
||||
void restore_bitplanes();
|
||||
static void process_1_event();
|
||||
|
||||
int _cube_map_index;
|
||||
DXGraphicsStateGuardian8 *_dxgsg;
|
||||
IDirect3DSurface8 *_back_buffer;
|
||||
IDirect3DSurface8 *_z_stencil_buffer;
|
||||
IDirect3DSurface8 *_direct_3d_surface;
|
||||
DXTextureContext8 *_dx_texture_context8;
|
||||
|
||||
IDirect3DSurface8 *_new_z_stencil_surface;
|
||||
IDirect3DSurface8 *_saved_color_buffer;
|
||||
IDirect3DSurface8 *_saved_depth_buffer;
|
||||
D3DSURFACE_DESC _saved_color_desc;
|
||||
D3DSURFACE_DESC _saved_depth_desc;
|
||||
IDirect3DSurface8 *_color_backing_store;
|
||||
IDirect3DSurface8 *_depth_backing_store;
|
||||
int _backing_sizex;
|
||||
int _backing_sizey;
|
||||
|
||||
public:
|
||||
static TypeHandle get_class_type() {
|
||||
|
|
|
|||
|
|
@ -275,6 +275,8 @@ open_window() {
|
|||
if (_gsg == 0) {
|
||||
_dxgsg = new DXGraphicsStateGuardian8(_pipe);
|
||||
_gsg = _dxgsg;
|
||||
} else {
|
||||
DCAST_INTO_R(_dxgsg, _gsg, false);
|
||||
}
|
||||
|
||||
if (!choose_device()) {
|
||||
|
|
|
|||
|
|
@ -1,10 +1,10 @@
|
|||
// Filename: wdxGraphicsBuffer9.cxx
|
||||
// Filename: wdxGraphicsBuffer8.cxx
|
||||
// Created by: drose (08Feb04)
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// PANDA 3D SOFTWARE
|
||||
// Copyright (c) 2001 - 2006, Disney Enterprises, Inc. All rights reserved
|
||||
// Copyright (c) 2001 - 2005, Disney Enterprises, Inc. All rights reserved
|
||||
//
|
||||
// All use of this software is subject to the terms of the Panda 3d
|
||||
// Software license. You should have received a copy of this license
|
||||
|
|
@ -21,8 +21,11 @@
|
|||
#include "dxGraphicsStateGuardian9.h"
|
||||
#include "pStatTimer.h"
|
||||
|
||||
|
||||
// ISSUES:
|
||||
// render to texure format
|
||||
// can be specified via the DXGraphicsStateGuardian8 member
|
||||
// _render_to_texture_d3d_format default = D3DFMT_X8R8G8B8
|
||||
|
||||
// should check texture creation with CheckDepthStencilMatch
|
||||
// support copy from texture to ram?
|
||||
// check D3DCAPS2_DYNAMICTEXTURES
|
||||
|
|
@ -40,19 +43,18 @@ TypeHandle wdxGraphicsBuffer9::_type_handle;
|
|||
wdxGraphicsBuffer9::
|
||||
wdxGraphicsBuffer9(GraphicsPipe *pipe,
|
||||
const string &name,
|
||||
const FrameBufferProperties &prop,
|
||||
const FrameBufferProperties &properties,
|
||||
int x_size, int y_size, int flags,
|
||||
GraphicsStateGuardian *gsg,
|
||||
GraphicsOutput *host):
|
||||
GraphicsBuffer(pipe, name, prop, x_size, y_size, flags, gsg, host)
|
||||
GraphicsBuffer(pipe, name, properties, x_size, y_size, flags, gsg, host)
|
||||
{
|
||||
// initialize all class members
|
||||
_cube_map_index = -1;
|
||||
_back_buffer = NULL;
|
||||
_z_stencil_buffer = NULL;
|
||||
_direct_3d_surface = NULL;
|
||||
_dx_texture_context9 = NULL;
|
||||
_new_z_stencil_surface = NULL;
|
||||
_saved_color_buffer = NULL;
|
||||
_saved_depth_buffer = NULL;
|
||||
_color_backing_store = NULL;
|
||||
_depth_backing_store = NULL;
|
||||
|
||||
// is this correct ???
|
||||
// Since the pbuffer never gets flipped, we get screenshots from the
|
||||
|
|
@ -81,15 +83,23 @@ wdxGraphicsBuffer9::
|
|||
////////////////////////////////////////////////////////////////////
|
||||
bool wdxGraphicsBuffer9::
|
||||
begin_frame(FrameMode mode, Thread *current_thread) {
|
||||
DBG_S dxgsg9_cat.debug ( ) << "wdxGraphicsBuffer9::begin_frame\n"; DBG_E
|
||||
|
||||
begin_frame_spam();
|
||||
if (_gsg == (GraphicsStateGuardian *)NULL) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (_dxgsg -> _d3d_device == 0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (mode == FM_render) {
|
||||
begin_render_texture();
|
||||
if (!save_bitplanes()) {
|
||||
return false;
|
||||
}
|
||||
if (!rebuild_bitplanes()) {
|
||||
restore_bitplanes();
|
||||
return false;
|
||||
}
|
||||
clear_cube_map_selection();
|
||||
}
|
||||
|
||||
|
|
@ -111,7 +121,6 @@ end_frame(FrameMode mode, Thread *current_thread) {
|
|||
nassertv(_gsg != (GraphicsStateGuardian *)NULL);
|
||||
|
||||
if (mode == FM_render) {
|
||||
end_render_texture();
|
||||
copy_to_textures();
|
||||
}
|
||||
|
||||
|
|
@ -123,162 +132,242 @@ end_frame(FrameMode mode, Thread *current_thread) {
|
|||
prepare_for_deletion();
|
||||
}
|
||||
clear_cube_map_selection();
|
||||
restore_bitplanes();
|
||||
}
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: wglGraphicsStateGuardian::begin_render_texture
|
||||
// Function: wglGraphicsStateGuardian::save_bitplanes
|
||||
// Access: Public
|
||||
// Description: If the GraphicsOutput supports direct render-to-texture,
|
||||
// and if any setup needs to be done during begin_frame,
|
||||
// then the setup code should go here. Any textures that
|
||||
// can not be rendered to directly should be reflagged
|
||||
// as RTM_copy_texture.
|
||||
// Description: After rendering, d3d_device will need to be restored
|
||||
// to its initial state. This function saves the state.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void wdxGraphicsBuffer9::
|
||||
begin_render_texture() {
|
||||
bool wdxGraphicsBuffer9::
|
||||
save_bitplanes() {
|
||||
HRESULT hr;
|
||||
|
||||
if (_gsg != (GraphicsStateGuardian *)NULL) {
|
||||
|
||||
DXGraphicsStateGuardian9 *dxgsg;
|
||||
DCAST_INTO_V(dxgsg, _gsg);
|
||||
|
||||
HRESULT hr;
|
||||
bool state;
|
||||
int render_target_index;
|
||||
|
||||
state = false;
|
||||
render_target_index = 0;
|
||||
|
||||
DBG_S dxgsg9_cat.debug ( ) << "wdxGraphicsBuffer9::begin_render_texture\n"; DBG_E
|
||||
|
||||
if (dxgsg -> _d3d_device) {
|
||||
Texture *tex = get_texture(0);
|
||||
tex->set_render_to_texture(true);
|
||||
TextureContext *tc = tex->prepare_now(_gsg->get_prepared_objects(), _gsg);
|
||||
|
||||
_dx_texture_context9 = DCAST (DXTextureContext9, tc);
|
||||
|
||||
// save render context
|
||||
hr = dxgsg -> _d3d_device -> GetRenderTarget (render_target_index, &_back_buffer);
|
||||
if (SUCCEEDED (hr)) {
|
||||
hr = dxgsg -> _d3d_device -> GetDepthStencilSurface (&_z_stencil_buffer);
|
||||
if (SUCCEEDED (hr)) {
|
||||
state = true;
|
||||
}
|
||||
else {
|
||||
dxgsg9_cat.error ( ) << "GetDepthStencilSurface " << D3DERRORSTRING(hr) FL;
|
||||
}
|
||||
}
|
||||
else {
|
||||
dxgsg9_cat.error ( ) << "GetRenderTarget " << D3DERRORSTRING(hr) FL;
|
||||
}
|
||||
|
||||
// set render context
|
||||
if (state && _dx_texture_context9)
|
||||
{
|
||||
DXTextureContext9 *dx_texture_context9;
|
||||
|
||||
// use saved dx_texture_context9
|
||||
dx_texture_context9 = _dx_texture_context9;
|
||||
|
||||
UINT mipmap_level;
|
||||
|
||||
mipmap_level = 0;
|
||||
_direct_3d_surface = NULL;
|
||||
|
||||
// render to texture 2D
|
||||
IDirect3DTexture9 *direct_3d_texture;
|
||||
|
||||
direct_3d_texture = dx_texture_context9 -> _d3d_2d_texture;
|
||||
if (direct_3d_texture) {
|
||||
|
||||
// Make sure texturing is fully disabled (and all of our
|
||||
// textures are therefore unbound in the GSG) before we try
|
||||
// to render to this texture.
|
||||
dxgsg->disable_texturing();
|
||||
|
||||
hr = direct_3d_texture -> GetSurfaceLevel (mipmap_level, &_direct_3d_surface);
|
||||
if (SUCCEEDED (hr)) {
|
||||
hr = dxgsg -> _d3d_device -> SetRenderTarget (render_target_index, _direct_3d_surface);
|
||||
if (SUCCEEDED (hr)) {
|
||||
if (this -> _new_z_stencil_surface) {
|
||||
hr = dxgsg -> _d3d_device -> SetDepthStencilSurface (this -> _new_z_stencil_surface);
|
||||
if (SUCCEEDED (hr)) {
|
||||
|
||||
} else {
|
||||
dxgsg9_cat.error ( ) << "SetDepthStencilSurface " << D3DERRORSTRING(hr) FL;
|
||||
}
|
||||
} else {
|
||||
hr = dxgsg -> _d3d_device -> SetDepthStencilSurface (_z_stencil_buffer);
|
||||
if (SUCCEEDED (hr)) {
|
||||
|
||||
} else {
|
||||
dxgsg9_cat.error ( ) << "SetDepthStencilSurface " << D3DERRORSTRING(hr) FL;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
dxgsg9_cat.error ( ) << "SetRenderTarget " << D3DERRORSTRING(hr) FL;
|
||||
}
|
||||
} else {
|
||||
dxgsg9_cat.error ( ) << "GetSurfaceLevel " << D3DERRORSTRING(hr) FL;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
hr = _dxgsg -> _d3d_device -> GetRenderTarget (0, &_saved_color_buffer);
|
||||
if (!SUCCEEDED (hr)) {
|
||||
dxgsg9_cat.error ( ) << "GetRenderTarget " << D3DERRORSTRING(hr) FL;
|
||||
return false;
|
||||
}
|
||||
hr = _saved_color_buffer -> GetDesc (&_saved_color_desc);
|
||||
if (!SUCCEEDED (hr)) {
|
||||
dxgsg9_cat.error ( ) << "GetDesc " << D3DERRORSTRING(hr) FL;
|
||||
return false;
|
||||
}
|
||||
hr = _dxgsg -> _d3d_device -> GetDepthStencilSurface (&_saved_depth_buffer);
|
||||
if (!SUCCEEDED (hr)) {
|
||||
dxgsg9_cat.error ( ) << "GetDepthStencilSurface " << D3DERRORSTRING(hr) FL;
|
||||
return false;
|
||||
}
|
||||
hr = _saved_depth_buffer -> GetDesc (&_saved_depth_desc);
|
||||
if (!SUCCEEDED (hr)) {
|
||||
dxgsg9_cat.error ( ) << "GetDesc " << D3DERRORSTRING(hr) FL;
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: GraphicsOutput::end_render_texture
|
||||
// Function: wglGraphicsStateGuardian::restore_bitplanes
|
||||
// Access: Public
|
||||
// Description: If the GraphicsOutput supports direct render-to-texture,
|
||||
// and if any setup needs to be done during end_frame,
|
||||
// then the setup code should go here. Any textures that
|
||||
// could not be rendered to directly should be reflagged
|
||||
// as RTM_copy_texture.
|
||||
// Description: After rendering, d3d_device will need to be restored
|
||||
// to its initial state. This function restores the state.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void wdxGraphicsBuffer9::
|
||||
end_render_texture() {
|
||||
restore_bitplanes() {
|
||||
DXGraphicsStateGuardian9 *dxgsg;
|
||||
DCAST_INTO_V(dxgsg, _gsg);
|
||||
|
||||
DBG_S dxgsg9_cat.debug ( ) << "wdxGraphicsBuffer9::end_render_texture\n"; DBG_E
|
||||
HRESULT hr;
|
||||
|
||||
hr = dxgsg -> _d3d_device ->
|
||||
SetRenderTarget (0, _saved_color_buffer);
|
||||
if (!SUCCEEDED (hr)) {
|
||||
dxgsg9_cat.error ( ) << "SetRenderTarget " << D3DERRORSTRING(hr) FL;
|
||||
}
|
||||
hr = _dxgsg -> _d3d_device -> SetDepthStencilSurface (_saved_depth_buffer);
|
||||
if (!SUCCEEDED (hr)) {
|
||||
dxgsg9_cat.error ( ) << "SetDepthStencilSurface " << D3DERRORSTRING(hr) FL;
|
||||
}
|
||||
|
||||
_saved_color_buffer->Release();
|
||||
_saved_depth_buffer->Release();
|
||||
_saved_color_buffer = NULL;
|
||||
_saved_depth_buffer = NULL;
|
||||
}
|
||||
|
||||
if (_gsg != (GraphicsStateGuardian *)NULL) {
|
||||
|
||||
DXGraphicsStateGuardian9 *dxgsg;
|
||||
DCAST_INTO_V(dxgsg, _gsg);
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: wglGraphicsStateGuardian::rebuild_bitplanes
|
||||
// Access: Public
|
||||
// Description: If necessary, reallocates (or allocates) the
|
||||
// bitplanes for the buffer.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
bool wdxGraphicsBuffer9::
|
||||
rebuild_bitplanes() {
|
||||
|
||||
if (dxgsg -> _d3d_device) {
|
||||
// restore render context
|
||||
HRESULT hr;
|
||||
int render_target_index;
|
||||
HRESULT hr;
|
||||
Texture *color_tex = 0;
|
||||
Texture *depth_tex = 0;
|
||||
DXTextureContext9 *color_ctx = 0;
|
||||
DXTextureContext9 *depth_ctx = 0;
|
||||
IDirect3DTexture9 *color_d3d_tex = 0;
|
||||
IDirect3DTexture9 *depth_d3d_tex = 0;
|
||||
IDirect3DCubeTexture9 *color_cube = 0;
|
||||
IDirect3DCubeTexture9 *depth_cube = 0;
|
||||
IDirect3DSurface9 *color_surf = 0;
|
||||
IDirect3DSurface9 *depth_surf = 0;
|
||||
|
||||
render_target_index = 0;
|
||||
// Decide how big the bitplanes should be.
|
||||
|
||||
if (_back_buffer) {
|
||||
hr = dxgsg -> _d3d_device -> SetRenderTarget (render_target_index, _back_buffer);
|
||||
if (SUCCEEDED (hr)) {
|
||||
_back_buffer -> Release ( );
|
||||
} else {
|
||||
dxgsg9_cat.error ( ) << "SetRenderTarget " << D3DERRORSTRING(hr) FL;
|
||||
}
|
||||
_back_buffer = NULL;
|
||||
}
|
||||
if (_z_stencil_buffer) {
|
||||
hr = dxgsg -> _d3d_device -> SetDepthStencilSurface (_z_stencil_buffer);
|
||||
if (SUCCEEDED (hr)) {
|
||||
_z_stencil_buffer -> Release ( );
|
||||
} else {
|
||||
dxgsg9_cat.error ( ) << "SetDepthStencilSurface " << D3DERRORSTRING(hr) FL;
|
||||
}
|
||||
_z_stencil_buffer = NULL;
|
||||
}
|
||||
if (_direct_3d_surface) {
|
||||
_direct_3d_surface -> Release ( );
|
||||
_direct_3d_surface = NULL;
|
||||
int bitplane_x = _x_size;
|
||||
int bitplane_y = _y_size;
|
||||
if (!_gsg->get_supports_tex_non_pow2()) {
|
||||
bitplane_x = Texture::up_to_power_2(bitplane_x);
|
||||
bitplane_y = Texture::up_to_power_2(bitplane_y);
|
||||
}
|
||||
|
||||
// Find the color and depth textures. Either may be present,
|
||||
// or neither.
|
||||
//
|
||||
// NOTE: Currently, depth-stencil textures are not implemented,
|
||||
// but since it's coming soon, we're structuring for it.
|
||||
|
||||
int color_tex_index = -1;
|
||||
int depth_tex_index = -1;
|
||||
for (int i=0; i<count_textures(); i++) {
|
||||
if (get_rtm_mode(i) == RTM_bind_or_copy) {
|
||||
if ((get_texture(i)->get_format() != Texture::F_depth_component)&&
|
||||
(get_texture(i)->get_format() != Texture::F_stencil_index)&&
|
||||
(color_tex_index < 0)) {
|
||||
color_tex_index = i;
|
||||
} else {
|
||||
_textures[i]._rtm_mode = RTM_copy_texture;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (color_tex_index < 0) {
|
||||
// Maintain the backing color surface.
|
||||
if ((_color_backing_store)&&
|
||||
((bitplane_x != _backing_sizex)||(bitplane_y != _backing_sizey))) {
|
||||
_color_backing_store->Release();
|
||||
_color_backing_store = NULL;
|
||||
}
|
||||
if (!_color_backing_store) {
|
||||
hr = _dxgsg -> _d3d_device ->
|
||||
CreateOffscreenPlainSurface(bitplane_x, bitplane_y, _saved_color_desc.Format,
|
||||
D3DPOOL_DEFAULT, &_color_backing_store, NULL);
|
||||
if (!SUCCEEDED(hr)) {
|
||||
dxgsg9_cat.error ( ) << "CreateImageSurface " << D3DERRORSTRING(hr) FL;
|
||||
}
|
||||
}
|
||||
color_surf = _color_backing_store;
|
||||
} else {
|
||||
// Maintain the color texture.
|
||||
if (_color_backing_store) {
|
||||
_color_backing_store->Release();
|
||||
_color_backing_store = NULL;
|
||||
}
|
||||
color_tex = get_texture(color_tex_index);
|
||||
color_tex->set_x_size(bitplane_x);
|
||||
color_tex->set_y_size(bitplane_y);
|
||||
color_tex->set_format(Texture::F_rgba);
|
||||
color_ctx =
|
||||
DCAST(DXTextureContext9,
|
||||
color_tex->prepare_now(_gsg->get_prepared_objects(), _gsg));
|
||||
if (color_tex->get_texture_type() == Texture::TT_2d_texture) {
|
||||
color_d3d_tex = color_ctx->_d3d_2d_texture;
|
||||
nassertr(color_d3d_tex != 0, false);
|
||||
hr = color_d3d_tex -> GetSurfaceLevel(0, &color_surf);
|
||||
if (!SUCCEEDED(hr)) {
|
||||
dxgsg9_cat.error ( ) << "GetSurfaceLevel " << D3DERRORSTRING(hr) FL;
|
||||
}
|
||||
} else {
|
||||
color_cube = color_ctx->_d3d_cube_texture;
|
||||
nassertr(color_cube != 0, false);
|
||||
hr = color_cube -> GetCubeMapSurface ((D3DCUBEMAP_FACES) _cube_map_index, 0, &color_surf);
|
||||
if (!SUCCEEDED(hr)) {
|
||||
dxgsg9_cat.error ( ) << "GetCubeMapSurface " << D3DERRORSTRING(hr) FL;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (depth_tex_index < 0) {
|
||||
// Maintain the backing depth surface.
|
||||
if ((_depth_backing_store)&&
|
||||
((bitplane_x != _backing_sizex)||(bitplane_y != _backing_sizey))) {
|
||||
_depth_backing_store->Release();
|
||||
_depth_backing_store = NULL;
|
||||
}
|
||||
if (!_depth_backing_store) {
|
||||
hr = _dxgsg -> _d3d_device ->
|
||||
CreateDepthStencilSurface (bitplane_x, bitplane_y, _saved_depth_desc.Format,
|
||||
_saved_depth_desc.MultiSampleType, _saved_depth_desc.MultiSampleQuality,
|
||||
false, &_depth_backing_store, NULL);
|
||||
if (!SUCCEEDED(hr)) {
|
||||
dxgsg9_cat.error ( ) << "CreateDepthStencilSurface " << D3DERRORSTRING(hr) FL;
|
||||
}
|
||||
}
|
||||
depth_surf = _depth_backing_store;
|
||||
} else {
|
||||
// Maintain the depth texture.
|
||||
if (_depth_backing_store) {
|
||||
_depth_backing_store->Release();
|
||||
_depth_backing_store = NULL;
|
||||
}
|
||||
depth_tex = get_texture(depth_tex_index);
|
||||
depth_tex->set_x_size(bitplane_x);
|
||||
depth_tex->set_y_size(bitplane_y);
|
||||
depth_tex->set_format(Texture::F_depth_component); // Should say depth_stencil
|
||||
depth_ctx =
|
||||
DCAST(DXTextureContext9,
|
||||
depth_tex->prepare_now(_gsg->get_prepared_objects(), _gsg));
|
||||
if (depth_tex->get_texture_type() == Texture::TT_2d_texture) {
|
||||
depth_d3d_tex = depth_ctx->_d3d_2d_texture;
|
||||
nassertr(depth_d3d_tex != 0, false);
|
||||
hr = color_d3d_tex -> GetSurfaceLevel(0, &depth_surf);
|
||||
if (!SUCCEEDED(hr)) {
|
||||
dxgsg9_cat.error ( ) << "GetSurfaceLevel " << D3DERRORSTRING(hr) FL;
|
||||
}
|
||||
} else {
|
||||
depth_cube = depth_ctx->_d3d_cube_texture;
|
||||
nassertr(depth_cube != 0, false);
|
||||
hr = depth_cube -> GetCubeMapSurface ((D3DCUBEMAP_FACES) _cube_map_index, 0, &depth_surf);
|
||||
if (!SUCCEEDED(hr)) {
|
||||
dxgsg9_cat.error ( ) << "GetCubeMapSurface " << D3DERRORSTRING(hr) FL;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
_backing_sizex = bitplane_x;
|
||||
_backing_sizey = bitplane_y;
|
||||
|
||||
// Load up the bitplanes.
|
||||
|
||||
hr = _dxgsg -> _d3d_device -> SetRenderTarget (0, color_surf);
|
||||
if (!SUCCEEDED (hr)) {
|
||||
dxgsg9_cat.error ( ) << "SetRenderTarget " << D3DERRORSTRING(hr) FL;
|
||||
}
|
||||
|
||||
hr = _dxgsg -> _d3d_device -> SetDepthStencilSurface (depth_surf);
|
||||
if (!SUCCEEDED (hr)) {
|
||||
dxgsg9_cat.error ( ) << "SetDepthStencilSurface " << D3DERRORSTRING(hr) FL;
|
||||
}
|
||||
|
||||
// Decrement the reference counts on these surfaces. The refcounts
|
||||
// were incremented earlier when we called GetSurfaceLevel.
|
||||
|
||||
if ((color_surf != 0)&&(color_surf != _color_backing_store)) {
|
||||
color_surf->Release();
|
||||
}
|
||||
if ((depth_surf != 0)&&(depth_surf != _depth_backing_store)) {
|
||||
depth_surf->Release();
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
|
@ -292,77 +381,7 @@ DBG_S dxgsg9_cat.debug ( ) << "wdxGraphicsBuffer9::end_render_texture\n"; DBG_E
|
|||
////////////////////////////////////////////////////////////////////
|
||||
void wdxGraphicsBuffer9::
|
||||
select_cube_map(int cube_map_index) {
|
||||
|
||||
if (_gsg != (GraphicsStateGuardian *)NULL) {
|
||||
|
||||
DXGraphicsStateGuardian9 *dxgsg;
|
||||
DCAST_INTO_V(dxgsg, _gsg);
|
||||
|
||||
_cube_map_index = cube_map_index;
|
||||
|
||||
HRESULT hr;
|
||||
UINT mipmap_level;
|
||||
int render_target_index;
|
||||
DXTextureContext9 *dx_texture_context9;
|
||||
|
||||
mipmap_level = 0;
|
||||
render_target_index = 0;
|
||||
dx_texture_context9 = _dx_texture_context9;
|
||||
|
||||
if (_direct_3d_surface) {
|
||||
_direct_3d_surface -> Release ( );
|
||||
_direct_3d_surface = NULL;
|
||||
}
|
||||
|
||||
if (dxgsg -> _d3d_device) {
|
||||
|
||||
// render to cubemap face
|
||||
IDirect3DCubeTexture9 *direct_3d_cube_texture;
|
||||
|
||||
direct_3d_cube_texture = dx_texture_context9 -> _d3d_cube_texture;
|
||||
if (direct_3d_cube_texture) {
|
||||
if (_cube_map_index >= 0 && _cube_map_index < 6) {
|
||||
hr = direct_3d_cube_texture -> GetCubeMapSurface (
|
||||
(D3DCUBEMAP_FACES) _cube_map_index, mipmap_level, &_direct_3d_surface);
|
||||
if (SUCCEEDED (hr)) {
|
||||
|
||||
// Make sure texturing is fully disabled (and all of our
|
||||
// textures are therefore unbound in the GSG) before we try
|
||||
// to render to this texture.
|
||||
dxgsg->disable_texturing();
|
||||
|
||||
hr = dxgsg -> _d3d_device -> SetRenderTarget (render_target_index, _direct_3d_surface);
|
||||
if (SUCCEEDED (hr)) {
|
||||
if (this -> _new_z_stencil_surface) {
|
||||
hr = dxgsg -> _d3d_device -> SetDepthStencilSurface (_new_z_stencil_surface);
|
||||
if (SUCCEEDED (hr)) {
|
||||
|
||||
} else {
|
||||
dxgsg9_cat.error ( ) << "SetDepthStencilSurface " << D3DERRORSTRING(hr) FL;
|
||||
}
|
||||
} else {
|
||||
hr = dxgsg -> _d3d_device -> SetDepthStencilSurface (_z_stencil_buffer);
|
||||
if (SUCCEEDED (hr)) {
|
||||
|
||||
} else {
|
||||
dxgsg9_cat.error ( ) << "SetDepthStencilSurface " << D3DERRORSTRING(hr) FL;
|
||||
}
|
||||
}
|
||||
|
||||
DBG_S dxgsg9_cat.debug ( ) << "select_cube_map " << _cube_map_index << "\n"; DBG_E
|
||||
|
||||
} else {
|
||||
dxgsg9_cat.error ( ) << "SetRenderTarget " << D3DERRORSTRING(hr) FL;
|
||||
}
|
||||
} else {
|
||||
dxgsg9_cat.error ( ) << "GetCubeMapSurface " << D3DERRORSTRING(hr) FL;
|
||||
}
|
||||
} else {
|
||||
dxgsg9_cat.error ( ) << "Invalid Cube Map Face Index " << _cube_map_index FL;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
_cube_map_index = cube_map_index;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
|
@ -399,23 +418,20 @@ void wdxGraphicsBuffer9::
|
|||
close_buffer() {
|
||||
|
||||
if (_gsg != (GraphicsStateGuardian *)NULL) {
|
||||
DXGraphicsStateGuardian9 *dxgsg;
|
||||
DCAST_INTO_V(dxgsg, _gsg);
|
||||
|
||||
_dx_texture_context9 = NULL;
|
||||
|
||||
// release new depth stencil buffer if one was created
|
||||
if (this -> _new_z_stencil_surface) {
|
||||
this -> _new_z_stencil_surface -> Release ( );
|
||||
this -> _new_z_stencil_surface = NULL;
|
||||
}
|
||||
|
||||
_gsg.clear();
|
||||
_active = false;
|
||||
}
|
||||
|
||||
if (_color_backing_store) {
|
||||
_color_backing_store->Release();
|
||||
_color_backing_store = NULL;
|
||||
}
|
||||
if (_depth_backing_store) {
|
||||
_depth_backing_store->Release();
|
||||
_depth_backing_store = NULL;
|
||||
}
|
||||
|
||||
_active = false;
|
||||
_cube_map_index = -1;
|
||||
|
||||
_is_valid = false;
|
||||
}
|
||||
|
||||
|
|
@ -428,97 +444,26 @@ close_buffer() {
|
|||
////////////////////////////////////////////////////////////////////
|
||||
bool wdxGraphicsBuffer9::
|
||||
open_buffer() {
|
||||
bool state;
|
||||
|
||||
// GSG creation/initialization.
|
||||
if (_gsg == 0) {
|
||||
_dxgsg = new DXGraphicsStateGuardian9(_pipe);
|
||||
_gsg = _dxgsg;
|
||||
} else {
|
||||
DCAST_INTO_R(_dxgsg, _gsg, false);
|
||||
}
|
||||
|
||||
if (!save_bitplanes()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// create texture
|
||||
int tex_index;
|
||||
|
||||
state = false;
|
||||
_is_valid = false;
|
||||
|
||||
// assume tex_index is 0
|
||||
tex_index = 0;
|
||||
|
||||
Texture *tex = get_texture(tex_index);
|
||||
|
||||
// render to texture must be set
|
||||
tex->set_render_to_texture(true);
|
||||
|
||||
TextureContext *tc = tex->prepare_now(_gsg->get_prepared_objects(), _gsg);
|
||||
if (tc != NULL) {
|
||||
HRESULT hr;
|
||||
IDirect3DSurface9 *_depth_stencil_surface;
|
||||
|
||||
_dx_texture_context9 = DCAST (DXTextureContext9, tc);
|
||||
|
||||
// create a depth stencil buffer if needed
|
||||
hr = _dxgsg -> _d3d_device -> GetDepthStencilSurface (&_depth_stencil_surface);
|
||||
if (SUCCEEDED (hr))
|
||||
{
|
||||
D3DSURFACE_DESC surface_description;
|
||||
|
||||
// get and copy the current depth stencil's parameters for the new buffer
|
||||
hr = _depth_stencil_surface -> GetDesc (&surface_description);
|
||||
if (SUCCEEDED (hr)) {
|
||||
UINT width;
|
||||
UINT height;
|
||||
D3DFORMAT format;
|
||||
D3DMULTISAMPLE_TYPE multisample_type;
|
||||
DWORD multisample_quality;
|
||||
BOOL discard;
|
||||
|
||||
width = tex -> get_x_size ( );
|
||||
height = tex -> get_y_size ( );
|
||||
|
||||
DBG_S dxgsg9_cat.debug ( ) << "-------------RTT SIZE " << "t width " << width << " t height " << height FL; DBG_E
|
||||
|
||||
if (surface_description.Width < width || surface_description.Height < height) {
|
||||
format = surface_description.Format;
|
||||
multisample_type = surface_description.MultiSampleType;
|
||||
multisample_quality = surface_description.MultiSampleQuality;
|
||||
discard = false;
|
||||
|
||||
hr = _dxgsg -> _d3d_device -> CreateDepthStencilSurface (
|
||||
width, height, format, multisample_type, multisample_quality,
|
||||
discard, &this -> _new_z_stencil_surface, NULL);
|
||||
if (SUCCEEDED (hr)) {
|
||||
|
||||
DBG_S dxgsg9_cat.debug ( ) << "-------------OK CreatedDepthStencilSurface " << D3DERRORSTRING(hr) FL; DBG_E
|
||||
|
||||
state = true;
|
||||
|
||||
} else {
|
||||
dxgsg9_cat.error ( ) << "CreateDepthStencilSurface " << D3DERRORSTRING(hr) FL;
|
||||
}
|
||||
}
|
||||
else {
|
||||
// no need to create a separate depth stencil buffer since
|
||||
// the current depth stencil buffer size is big enough
|
||||
state = true;
|
||||
}
|
||||
}
|
||||
else {
|
||||
dxgsg9_cat.error ( ) << "GetDesc " << D3DERRORSTRING(hr) FL;
|
||||
}
|
||||
|
||||
_depth_stencil_surface -> Release ( );
|
||||
}
|
||||
else {
|
||||
dxgsg9_cat.error ( ) << "GetDepthStencilSurface " << D3DERRORSTRING(hr) FL;
|
||||
}
|
||||
|
||||
if (state) {
|
||||
_is_valid = true;
|
||||
}
|
||||
if (!rebuild_bitplanes()) {
|
||||
restore_bitplanes();
|
||||
return false;
|
||||
}
|
||||
|
||||
return state;
|
||||
|
||||
restore_bitplanes();
|
||||
return true;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
|
@ -541,4 +486,3 @@ process_1_event() {
|
|||
// Call window_proc
|
||||
DispatchMessage(&msg);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -55,18 +55,21 @@ protected:
|
|||
virtual bool open_buffer();
|
||||
|
||||
private:
|
||||
void begin_render_texture();
|
||||
void end_render_texture();
|
||||
bool save_bitplanes();
|
||||
bool rebuild_bitplanes();
|
||||
void restore_bitplanes();
|
||||
static void process_1_event();
|
||||
|
||||
int _cube_map_index;
|
||||
DXGraphicsStateGuardian9 *_dxgsg;
|
||||
IDirect3DSurface9 *_back_buffer;
|
||||
IDirect3DSurface9 *_z_stencil_buffer;
|
||||
IDirect3DSurface9 *_direct_3d_surface;
|
||||
DXTextureContext9 *_dx_texture_context9;
|
||||
|
||||
IDirect3DSurface9 *_new_z_stencil_surface;
|
||||
IDirect3DSurface9 *_saved_color_buffer;
|
||||
IDirect3DSurface9 *_saved_depth_buffer;
|
||||
D3DSURFACE_DESC _saved_color_desc;
|
||||
D3DSURFACE_DESC _saved_depth_desc;
|
||||
IDirect3DSurface9 *_color_backing_store;
|
||||
IDirect3DSurface9 *_depth_backing_store;
|
||||
int _backing_sizex;
|
||||
int _backing_sizey;
|
||||
|
||||
public:
|
||||
static TypeHandle get_class_type() {
|
||||
|
|
|
|||
Loading…
Reference in New Issue