Update lost device support for D3DPOOL_DEFAULT and improve render to texture support.

This commit is contained in:
aignacio_sf 2005-12-16 01:35:36 +00:00
parent 578aefebc4
commit 6db8e96427
9 changed files with 286 additions and 458 deletions

View File

@ -3374,7 +3374,7 @@ reset_d3d_device(D3DPRESENT_PARAMETERS *presentation_params,
// regenerated, a prerequisite to calling Reset(). Actually, this
// shouldn't be necessary, because all of our textures and
// vbuffers are stored in the D3DPOOL_MANAGED memory class.
// release_all();
release_all();
// Just to be extra-conservative for now, we'll go ahead and
// release the vbuffers and ibuffers at least; they're relatively
@ -3382,6 +3382,8 @@ reset_d3d_device(D3DPRESENT_PARAMETERS *presentation_params,
release_all_vertex_buffers();
release_all_index_buffers();
_prepared_objects->update(this);
hr = _d3d_device->Reset(&_presentation_reset);
if (FAILED(hr)) {
return hr;
@ -3436,6 +3438,10 @@ check_cooperative_level() {
switch (hr) {
case D3DERR_DEVICENOTRESET:
_dx_is_ready = false;
// call this just in case
_prepared_objects->update (this);
hr = reset_d3d_device(&_screen->_presentation_params);
if (FAILED(hr)) {
// I think this shouldnt fail unless I've screwed up the

View File

@ -630,26 +630,43 @@ create_texture(DXScreenData &scrn) {
mip_level_count = 1;
}
DWORD usage;
D3DPOOL pool;
if (_texture->get_render_to_texture ()) {
// REQUIRED
pool = D3DPOOL_DEFAULT;
usage = D3DUSAGE_RENDERTARGET;
// *****
target_pixel_format = D3DFMT_X8R8G8B8;
}
else {
pool = D3DPOOL_MANAGED;
// pool = D3DPOOL_DEFAULT;
usage = 0;
}
switch (_texture->get_texture_type()) {
case Texture::TT_1d_texture:
case Texture::TT_2d_texture:
hr = scrn._d3d_device->CreateTexture
(target_width, target_height, mip_level_count, 0x0,
target_pixel_format, D3DPOOL_MANAGED, &_d3d_2d_texture);
(target_width, target_height, mip_level_count, usage,
target_pixel_format, pool, &_d3d_2d_texture);
_d3d_texture = _d3d_2d_texture;
break;
case Texture::TT_3d_texture:
hr = scrn._d3d_device->CreateVolumeTexture
(target_width, target_height, target_depth, mip_level_count, 0x0,
target_pixel_format, D3DPOOL_MANAGED, &_d3d_volume_texture);
(target_width, target_height, target_depth, mip_level_count, usage,
target_pixel_format, pool, &_d3d_volume_texture);
_d3d_texture = _d3d_volume_texture;
break;
case Texture::TT_cube_map:
hr = scrn._d3d_device->CreateCubeTexture
(target_width, mip_level_count, 0x0,
target_pixel_format, D3DPOOL_MANAGED, &_d3d_cube_texture);
(target_width, mip_level_count, usage,
target_pixel_format, pool, &_d3d_cube_texture);
_d3d_texture = _d3d_cube_texture;
break;
}

View File

@ -190,6 +190,11 @@ DXVertexBufferContext8::
void DXVertexBufferContext8::
create_vbuffer(DXScreenData &scrn) {
if (_vbuffer != NULL) {
if (dxgsg8_cat.is_debug()) {
dxgsg8_cat.debug()
<< "deleting vertex buffer " << _vbuffer << "\n";
}
RELEASE(_vbuffer, dxgsg8, "vertex buffer", RELEASE_ONCE);
_vbuffer = NULL;
}
@ -199,7 +204,7 @@ create_vbuffer(DXScreenData &scrn) {
HRESULT hr = scrn._d3d_device->CreateVertexBuffer
// (get_data()->get_data_size_bytes(), D3DUSAGE_WRITEONLY,
// _fvf, D3DPOOL_MANAGED, &_vbuffer);
(get_data()->get_data_size_bytes(), D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC,
(get_data()->get_data_size_bytes(), D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC,
_fvf, D3DPOOL_DEFAULT, &_vbuffer);
if (FAILED(hr)) {
dxgsg8_cat.warning()

View File

@ -29,7 +29,6 @@
// can be specified via the DXGraphicsStateGuardian8 member
// _render_to_texture_d3d_format default = D3DFMT_X8R8G8B8
// LOST DEVICE case for D3DPOOL_DEFAULT buffers
// should check texture creation with CheckDepthStencilMatch
// support copy from texture to ram?
// check D3DCAPS2_DYNAMICTEXTURES
@ -102,55 +101,59 @@ begin_frame() {
////////////////////////////////////////////////////////////////////
void wdxGraphicsBuffer8::
begin_render_texture() {
DXGraphicsStateGuardian8 *dxgsg;
DCAST_INTO_V(dxgsg, _gsg);
HRESULT hr;
bool state;
if (_gsg != (GraphicsStateGuardian *)NULL) {
state = false;
DXGraphicsStateGuardian8 *dxgsg;
DCAST_INTO_V(dxgsg, _gsg);
// save render context
hr = dxgsg -> _d3d_device -> GetRenderTarget (&_back_buffer);
if (SUCCEEDED (hr)) {
hr = dxgsg -> _d3d_device -> GetDepthStencilSurface (&_z_stencil_buffer);
if (SUCCEEDED (hr)) {
state = true;
}
}
HRESULT hr;
bool state;
// set render context
if (state && _dx_texture_context8)
{
int tex_index;
DXTextureContext8 *dx_texture_context8;
state = false;
// ***** assume 0 ???
tex_index = 0;
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);
Texture *tex = get_texture(tex_index);
_dx_texture_context8 = DCAST (DXTextureContext8, tc);
// ***** ??? CAST
// use saved dx_texture_context8
dx_texture_context8 = _dx_texture_context8;
UINT mipmap_level;
mipmap_level = 0;
_direct_3d_surface = NULL;
// render to texture 2D
IDirect3DTexture8 *direct_3d_texture;
direct_3d_texture = dx_texture_context8 -> _d3d_2d_texture;
if (direct_3d_texture) {
hr = direct_3d_texture -> GetSurfaceLevel (mipmap_level, &_direct_3d_surface);
// save render context
hr = dxgsg -> _d3d_device -> GetRenderTarget (&_back_buffer);
if (SUCCEEDED (hr)) {
hr = dxgsg -> _d3d_device -> SetRenderTarget (_direct_3d_surface,
_z_stencil_buffer);
hr = dxgsg -> _d3d_device -> GetDepthStencilSurface (&_z_stencil_buffer);
if (SUCCEEDED (hr)) {
state = true;
}
}
// set render context
if (state && _dx_texture_context8)
{
DXTextureContext8 *dx_texture_context8;
// use saved dx_texture_context8
dx_texture_context8 = _dx_texture_context8;
UINT mipmap_level;
mipmap_level = 0;
_direct_3d_surface = NULL;
// render to texture 2D
IDirect3DTexture8 *direct_3d_texture;
direct_3d_texture = dx_texture_context8 -> _d3d_2d_texture;
if (direct_3d_texture) {
hr = direct_3d_texture -> GetSurfaceLevel (mipmap_level, &_direct_3d_surface);
if (SUCCEEDED (hr)) {
hr = dxgsg -> _d3d_device -> SetRenderTarget (_direct_3d_surface,
_z_stencil_buffer);
if (SUCCEEDED (hr)) {
}
}
}
}
}
@ -168,55 +171,34 @@ begin_render_texture() {
////////////////////////////////////////////////////////////////////
void wdxGraphicsBuffer8::
end_render_texture() {
DXGraphicsStateGuardian8 *dxgsg;
DCAST_INTO_V(dxgsg, _gsg);
// is this really needed ??? seems to work without it though
/*
if (_gsg != (GraphicsStateGuardian *)NULL) {
// Find the color texture, if there is one. That one can be bound to
// the framebuffer. All others must be marked RTM_copy_to_texture.
DXGraphicsStateGuardian8 *dxgsg;
DCAST_INTO_V(dxgsg, _gsg);
int 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)&&
(tex_index < 0)) {
tex_index = i;
} else {
_textures[i]._rtm_mode = RTM_copy_texture;
if (dxgsg -> _d3d_device) {
// restore render context
HRESULT hr;
if (_back_buffer) {
hr = dxgsg -> _d3d_device -> SetRenderTarget (_back_buffer,
_z_stencil_buffer);
if (SUCCEEDED (hr)) {
_back_buffer -> Release ( );
}
_back_buffer = NULL;
}
if (_z_stencil_buffer) {
_z_stencil_buffer -> Release ( );
_z_stencil_buffer = NULL;
}
if (_direct_3d_surface) {
_direct_3d_surface -> Release ( );
_direct_3d_surface = NULL;
}
}
}
if (tex_index >= 0) {
Texture *tex = get_texture(tex_index);
TextureContext *tc = tex->prepare_now(_gsg->get_prepared_objects(), _gsg);
nassertv(tc != (TextureContext *)NULL);
}
*/
// restore render context
HRESULT hr;
if (_back_buffer) {
hr = dxgsg -> _d3d_device -> SetRenderTarget (_back_buffer,
_z_stencil_buffer);
if (SUCCEEDED (hr)) {
_back_buffer -> Release ( );
}
_back_buffer = NULL;
}
if (_z_stencil_buffer) {
_z_stencil_buffer -> Release ( );
_z_stencil_buffer = NULL;
}
if (_direct_3d_surface) {
_direct_3d_surface -> Release ( );
_direct_3d_surface = NULL;
}
}
////////////////////////////////////////////////////////////////////
@ -230,42 +212,49 @@ end_render_texture() {
////////////////////////////////////////////////////////////////////
void wdxGraphicsBuffer8::
select_cube_map(int cube_map_index) {
DXGraphicsStateGuardian8 *dxgsg;
DCAST_INTO_V(dxgsg, _gsg);
_cube_map_index = cube_map_index;
if (_gsg != (GraphicsStateGuardian *)NULL) {
HRESULT hr;
UINT mipmap_level;
int render_target_index;
DXTextureContext8 *dx_texture_context8;
DXGraphicsStateGuardian8 *dxgsg;
DCAST_INTO_V(dxgsg, _gsg);
mipmap_level = 0;
render_target_index = 0;
dx_texture_context8 = _dx_texture_context8;
_cube_map_index = cube_map_index;
if (_direct_3d_surface) {
_direct_3d_surface -> Release ( );
_direct_3d_surface = NULL;
}
HRESULT hr;
UINT mipmap_level;
int render_target_index;
DXTextureContext8 *dx_texture_context8;
// render to cubemap face
IDirect3DCubeTexture8 *direct_3d_cube_texture;
mipmap_level = 0;
render_target_index = 0;
dx_texture_context8 = _dx_texture_context8;
direct_3d_cube_texture = dx_texture_context8 -> _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)) {
hr = dxgsg -> _d3d_device -> SetRenderTarget (_direct_3d_surface,
_z_stencil_buffer);
if (SUCCEEDED (hr)) {
if (_direct_3d_surface) {
_direct_3d_surface -> Release ( );
_direct_3d_surface = NULL;
}
if (dxgsg -> _d3d_device) {
// render to cubemap face
IDirect3DCubeTexture8 *direct_3d_cube_texture;
direct_3d_cube_texture = dx_texture_context8 -> _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)) {
hr = dxgsg -> _d3d_device -> SetRenderTarget (_direct_3d_surface,
_z_stencil_buffer);
if (SUCCEEDED (hr)) {
}
}
} else {
// error: invalid cube map face index
}
}
} else {
// error: invalid cube map face index
}
}
}
@ -373,49 +362,23 @@ open_buffer() {
// create texture
int tex_index;
UINT texture_depth;
DXTextureContext8 *dx_texture_context8;
state = false;
_is_valid = false;
// **** assume tex_index is 0 ???
// assume tex_index is 0
tex_index = 0;
texture_depth = 1;
Texture *tex = get_texture(tex_index);
// SET render to texture
tex->set_render_to_texture(true);
TextureContext *tc = tex->prepare_now(_gsg->get_prepared_objects(), _gsg);
// ***** ??? CAST
dx_texture_context8 = (DXTextureContext8 *) tc;
// release managed texture
if (dx_texture_context8 -> _d3d_texture) {
dx_texture_context8 -> _d3d_texture -> Release ( );
}
dx_texture_context8 -> _d3d_texture = NULL;
dx_texture_context8 -> _d3d_2d_texture = NULL;
dx_texture_context8 -> _d3d_volume_texture = NULL;
dx_texture_context8 -> _d3d_cube_texture = NULL;
// save dx_texture_context8
_dx_texture_context8 = dx_texture_context8;
// create render texture
if (wdxGraphicsBuffer8::create_render_texture (
get_x_size ( ),
get_y_size ( ),
texture_depth,
dxgsg -> _render_to_texture_d3d_format,
dx_texture_context8,
dxgsg -> _d3d_device)) {
// override texture managed format
dx_texture_context8 -> _d3d_format = dxgsg -> _render_to_texture_d3d_format;
dx_texture_context8 -> _has_mipmaps = false;
if (tc != NULL) {
_dx_texture_context8 = DCAST (DXTextureContext8, tc);
_is_valid = true;
state = true;
}
@ -442,75 +405,3 @@ process_1_event() {
// Call window_proc
DispatchMessage(&msg);
}
////////////////////////////////////////////////////////////////////
// Function: wdxGraphicsBuffer8::create_render_texture
// Access: Private
// Description: Creates a texture that can be rendered into
////////////////////////////////////////////////////////////////////
bool wdxGraphicsBuffer8::
create_render_texture (UINT texture_width, UINT texture_height, UINT texture_depth, D3DFORMAT texture_format, DXTextureContext8 *dx_texture_context8, IDirect3DDevice8 *direct_3d_device)
{
bool state;
HRESULT hr;
DWORD usage;
D3DPOOL pool;
UINT mip_level_count;
D3DFORMAT pixel_format;
int texture_type;
state = false;
texture_type = dx_texture_context8 -> _texture -> get_texture_type ( );
// assume 1 mip level
mip_level_count = 1;
// REQUIRED pool and usage
pool = D3DPOOL_DEFAULT;
usage = D3DUSAGE_RENDERTARGET;
// ???
// usage |= D3DUSAGE_DYNAMIC;
pixel_format = texture_format;
switch (texture_type)
{
case Texture::TT_2d_texture:
hr = direct_3d_device->CreateTexture
(texture_width, texture_height, mip_level_count, usage,
pixel_format, pool, &dx_texture_context8 -> _d3d_2d_texture);
dx_texture_context8 -> _d3d_texture = dx_texture_context8 -> _d3d_2d_texture;
break;
case Texture::TT_3d_texture:
// DX8 does not support rendering to volume textures so this should fail
hr = direct_3d_device->CreateVolumeTexture
(texture_width, texture_height, texture_depth, mip_level_count, usage,
pixel_format, pool, &dx_texture_context8 -> _d3d_volume_texture);
dx_texture_context8 -> _d3d_texture = dx_texture_context8 -> _d3d_volume_texture;
break;
case Texture::TT_cube_map:
hr = direct_3d_device->CreateCubeTexture
(texture_width, mip_level_count, usage,
pixel_format, pool, &dx_texture_context8 -> _d3d_cube_texture);
dx_texture_context8 -> _d3d_texture = dx_texture_context8 -> _d3d_cube_texture;
break;
default:
break;
}
if (FAILED(hr)) {
dxgsg8_cat.error()
<< "create_render_texture failed" << D3DERRORSTRING(hr);
}
else {
state = true;
}
return state;
}

View File

@ -79,9 +79,6 @@ public:
}
virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
private:
bool create_render_texture (UINT texture_width, UINT texture_height, UINT texture_depth, D3DFORMAT texture_format, DXTextureContext8 *dx_texture_context8, IDirect3DDevice8 *direct_3d_device);
private:
static TypeHandle _type_handle;

View File

@ -3485,7 +3485,7 @@ reset_d3d_device(D3DPRESENT_PARAMETERS *presentation_params,
// regenerated, a prerequisite to calling Reset(). Actually, this
// shouldn't be necessary, because all of our textures and
// vbuffers are stored in the D3DPOOL_MANAGED memory class.
// release_all();
release_all();
// Just to be extra-conservative for now, we'll go ahead and
// release the vbuffers and ibuffers at least; they're relatively
@ -3493,6 +3493,8 @@ reset_d3d_device(D3DPRESENT_PARAMETERS *presentation_params,
release_all_vertex_buffers();
release_all_index_buffers();
_prepared_objects->update(this);
hr = _d3d_device->Reset(&_presentation_reset);
if (FAILED(hr)) {
return hr;
@ -3547,6 +3549,10 @@ check_cooperative_level() {
switch (hr) {
case D3DERR_DEVICENOTRESET:
_dx_is_ready = false;
// call this just in case
_prepared_objects->update (this);
hr = reset_d3d_device(&_screen->_presentation_params);
if (FAILED(hr)) {
// I think this shouldnt fail unless I've screwed up the

View File

@ -633,26 +633,43 @@ create_texture(DXScreenData &scrn) {
mip_level_count = 1;
}
DWORD usage;
D3DPOOL pool;
if (_texture->get_render_to_texture ()) {
// REQUIRED
pool = D3DPOOL_DEFAULT;
usage = D3DUSAGE_RENDERTARGET;
// *****
target_pixel_format = D3DFMT_X8R8G8B8;
}
else {
pool = D3DPOOL_MANAGED;
// pool = D3DPOOL_DEFAULT;
usage = 0;
}
switch (_texture->get_texture_type()) {
case Texture::TT_1d_texture:
case Texture::TT_2d_texture:
hr = scrn._d3d_device->CreateTexture
(target_width, target_height, mip_level_count, 0x0,
target_pixel_format, D3DPOOL_MANAGED, &_d3d_2d_texture, NULL);
(target_width, target_height, mip_level_count, usage,
target_pixel_format, pool, &_d3d_2d_texture, NULL);
_d3d_texture = _d3d_2d_texture;
break;
case Texture::TT_3d_texture:
hr = scrn._d3d_device->CreateVolumeTexture
(target_width, target_height, target_depth, mip_level_count, 0x0,
target_pixel_format, D3DPOOL_MANAGED, &_d3d_volume_texture, NULL);
(target_width, target_height, target_depth, mip_level_count, usage,
target_pixel_format, pool, &_d3d_volume_texture, NULL);
_d3d_texture = _d3d_volume_texture;
break;
case Texture::TT_cube_map:
hr = scrn._d3d_device->CreateCubeTexture
(target_width, mip_level_count, 0x0,
target_pixel_format, D3DPOOL_MANAGED, &_d3d_cube_texture, NULL);
(target_width, mip_level_count, usage,
target_pixel_format, pool, &_d3d_cube_texture, NULL);
_d3d_texture = _d3d_cube_texture;
break;
}

View File

@ -29,7 +29,6 @@
// can be specified via the DXGraphicsStateGuardian9 member
// _render_to_texture_d3d_format default = D3DFMT_X8R8G8B8
// LOST DEVICE case for D3DPOOL_DEFAULT buffers
// should check texture creation with CheckDepthStencilMatch
// support copy from texture to ram?
// check D3DCAPS2_DYNAMICTEXTURES
@ -102,58 +101,62 @@ begin_frame() {
////////////////////////////////////////////////////////////////////
void wdxGraphicsBuffer9::
begin_render_texture() {
DXGraphicsStateGuardian9 *dxgsg;
DCAST_INTO_V(dxgsg, _gsg);
HRESULT hr;
bool state;
int render_target_index;
if (_gsg != (GraphicsStateGuardian *)NULL) {
state = false;
render_target_index = 0;
DXGraphicsStateGuardian9 *dxgsg;
DCAST_INTO_V(dxgsg, _gsg);
// 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;
}
}
HRESULT hr;
bool state;
int render_target_index;
// set render context
if (state && _dx_texture_context9)
{
int tex_index;
DXTextureContext9 *dx_texture_context9;
state = false;
render_target_index = 0;
// ***** assume 0 ???
tex_index = 0;
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);
Texture *tex = get_texture(tex_index);
_dx_texture_context9 = DCAST (DXTextureContext9, tc);
// ***** ??? CAST
// 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) {
hr = direct_3d_texture -> GetSurfaceLevel (mipmap_level, &_direct_3d_surface);
// save render context
hr = dxgsg -> _d3d_device -> GetRenderTarget (render_target_index,
&_back_buffer);
if (SUCCEEDED (hr)) {
hr = dxgsg -> _d3d_device -> SetRenderTarget (render_target_index,
_direct_3d_surface);
hr = dxgsg -> _d3d_device -> GetDepthStencilSurface (&_z_stencil_buffer);
if (SUCCEEDED (hr)) {
state = true;
}
}
// 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) {
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)) {
}
}
}
}
}
@ -171,60 +174,39 @@ begin_render_texture() {
////////////////////////////////////////////////////////////////////
void wdxGraphicsBuffer9::
end_render_texture() {
DXGraphicsStateGuardian9 *dxgsg;
DCAST_INTO_V(dxgsg, _gsg);
// is this really needed ??? seems to work without it though
/*
if (_gsg != (GraphicsStateGuardian *)NULL) {
// Find the color texture, if there is one. That one can be bound to
// the framebuffer. All others must be marked RTM_copy_to_texture.
DXGraphicsStateGuardian9 *dxgsg;
DCAST_INTO_V(dxgsg, _gsg);
int 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)&&
(tex_index < 0)) {
tex_index = i;
} else {
_textures[i]._rtm_mode = RTM_copy_texture;
if (dxgsg -> _d3d_device) {
// restore render context
HRESULT hr;
int render_target_index;
render_target_index = 0;
if (_back_buffer) {
hr = dxgsg -> _d3d_device -> SetRenderTarget (render_target_index, _back_buffer);
if (SUCCEEDED (hr)) {
_back_buffer -> Release ( );
}
_back_buffer = NULL;
}
if (_z_stencil_buffer) {
hr = dxgsg -> _d3d_device -> SetDepthStencilSurface (_z_stencil_buffer);
if (SUCCEEDED (hr)) {
_z_stencil_buffer -> Release ( );
}
_z_stencil_buffer = NULL;
}
if (_direct_3d_surface) {
_direct_3d_surface -> Release ( );
_direct_3d_surface = NULL;
}
}
}
if (tex_index >= 0) {
Texture *tex = get_texture(tex_index);
TextureContext *tc = tex->prepare_now(_gsg->get_prepared_objects(), _gsg);
nassertv(tc != (TextureContext *)NULL);
}
*/
// restore render context
HRESULT hr;
int render_target_index;
render_target_index = 0;
if (_back_buffer) {
hr = dxgsg -> _d3d_device -> SetRenderTarget (render_target_index, _back_buffer);
if (SUCCEEDED (hr)) {
_back_buffer -> Release ( );
}
_back_buffer = NULL;
}
if (_z_stencil_buffer) {
hr = dxgsg -> _d3d_device -> SetDepthStencilSurface (_z_stencil_buffer);
if (SUCCEEDED (hr)) {
_z_stencil_buffer -> Release ( );
}
_z_stencil_buffer = NULL;
}
if (_direct_3d_surface) {
_direct_3d_surface -> Release ( );
_direct_3d_surface = NULL;
}
}
////////////////////////////////////////////////////////////////////
@ -238,42 +220,49 @@ end_render_texture() {
////////////////////////////////////////////////////////////////////
void wdxGraphicsBuffer9::
select_cube_map(int cube_map_index) {
DXGraphicsStateGuardian9 *dxgsg;
DCAST_INTO_V(dxgsg, _gsg);
_cube_map_index = cube_map_index;
if (_gsg != (GraphicsStateGuardian *)NULL) {
HRESULT hr;
UINT mipmap_level;
int render_target_index;
DXTextureContext9 *dx_texture_context9;
DXGraphicsStateGuardian9 *dxgsg;
DCAST_INTO_V(dxgsg, _gsg);
mipmap_level = 0;
render_target_index = 0;
dx_texture_context9 = _dx_texture_context9;
_cube_map_index = cube_map_index;
if (_direct_3d_surface) {
_direct_3d_surface -> Release ( );
_direct_3d_surface = NULL;
}
HRESULT hr;
UINT mipmap_level;
int render_target_index;
DXTextureContext9 *dx_texture_context9;
// render to cubemap face
IDirect3DCubeTexture9 *direct_3d_cube_texture;
mipmap_level = 0;
render_target_index = 0;
dx_texture_context9 = _dx_texture_context9;
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)) {
hr = dxgsg -> _d3d_device -> SetRenderTarget (render_target_index,
_direct_3d_surface);
if (SUCCEEDED (hr)) {
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)) {
hr = dxgsg -> _d3d_device -> SetRenderTarget (render_target_index,
_direct_3d_surface);
if (SUCCEEDED (hr)) {
}
}
} else {
// error: invalid cube map face index
}
}
} else {
// error: invalid cube map face index
}
}
}
@ -381,49 +370,23 @@ open_buffer() {
// create texture
int tex_index;
UINT texture_depth;
DXTextureContext9 *dx_texture_context9;
state = false;
_is_valid = false;
// **** assume tex_index is 0 ???
// assume tex_index is 0
tex_index = 0;
texture_depth = 1;
Texture *tex = get_texture(tex_index);
// SET render to texture
tex->set_render_to_texture(true);
TextureContext *tc = tex->prepare_now(_gsg->get_prepared_objects(), _gsg);
// ***** ??? CAST
dx_texture_context9 = (DXTextureContext9 *) tc;
// release managed texture
if (dx_texture_context9 -> _d3d_texture) {
dx_texture_context9 -> _d3d_texture -> Release ( );
}
dx_texture_context9 -> _d3d_texture = NULL;
dx_texture_context9 -> _d3d_2d_texture = NULL;
dx_texture_context9 -> _d3d_volume_texture = NULL;
dx_texture_context9 -> _d3d_cube_texture = NULL;
// save dx_texture_context9
_dx_texture_context9 = dx_texture_context9;
// create render texture
if (wdxGraphicsBuffer9::create_render_texture (
get_x_size ( ),
get_y_size ( ),
texture_depth,
dxgsg -> _render_to_texture_d3d_format,
dx_texture_context9,
dxgsg -> _d3d_device)) {
// override texture managed format
dx_texture_context9 -> _d3d_format = dxgsg -> _render_to_texture_d3d_format;
dx_texture_context9 -> _has_mipmaps = false;
if (tc != NULL) {
_dx_texture_context9 = DCAST (DXTextureContext9, tc);
_is_valid = true;
state = true;
}
@ -451,74 +414,3 @@ process_1_event() {
DispatchMessage(&msg);
}
////////////////////////////////////////////////////////////////////
// Function: wdxGraphicsBuffer9::create_render_texture
// Access: Private
// Description: Creates a texture that can be rendered into
////////////////////////////////////////////////////////////////////
bool wdxGraphicsBuffer9::
create_render_texture (UINT texture_width, UINT texture_height, UINT texture_depth, D3DFORMAT texture_format, DXTextureContext9 *dx_texture_context9, IDirect3DDevice9 *direct_3d_device)
{
bool state;
HRESULT hr;
DWORD usage;
D3DPOOL pool;
UINT mip_level_count;
D3DFORMAT pixel_format;
int texture_type;
state = false;
texture_type = dx_texture_context9 -> _texture -> get_texture_type ( );
// assume 1 mip level
mip_level_count = 1;
// REQUIRED pool and usage
pool = D3DPOOL_DEFAULT;
usage = D3DUSAGE_RENDERTARGET;
// ???
// usage |= D3DUSAGE_DYNAMIC;
pixel_format = texture_format;
switch (texture_type)
{
case Texture::TT_2d_texture:
hr = direct_3d_device->CreateTexture
(texture_width, texture_height, mip_level_count, usage,
pixel_format, pool, &dx_texture_context9 -> _d3d_2d_texture, NULL);
dx_texture_context9 -> _d3d_texture = dx_texture_context9 -> _d3d_2d_texture;
break;
case Texture::TT_3d_texture:
// DX9 does not support rendering to volume textures so this should fail
hr = direct_3d_device->CreateVolumeTexture
(texture_width, texture_height, texture_depth, mip_level_count, usage,
pixel_format, pool, &dx_texture_context9 -> _d3d_volume_texture, NULL);
dx_texture_context9 -> _d3d_texture = dx_texture_context9 -> _d3d_volume_texture;
break;
case Texture::TT_cube_map:
hr = direct_3d_device->CreateCubeTexture
(texture_width, mip_level_count, usage,
pixel_format, pool, &dx_texture_context9 -> _d3d_cube_texture, NULL);
dx_texture_context9 -> _d3d_texture = dx_texture_context9 -> _d3d_cube_texture;
break;
default:
break;
}
if (FAILED(hr)) {
dxgsg9_cat.error()
<< "create_render_texture failed" << D3DERRORSTRING(hr);
}
else {
state = true;
}
return state;
}

View File

@ -79,9 +79,6 @@ public:
}
virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
private:
bool create_render_texture (UINT texture_width, UINT texture_height, UINT texture_depth, D3DFORMAT texture_format, DXTextureContext9 *dx_texture_context9, IDirect3DDevice9 *direct_3d_device);
private:
static TypeHandle _type_handle;