add dx_sync_video, move WaitForVerticalBlank
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@ -35,6 +35,11 @@ bool dx_show_transforms = config_dxgsg.GetBool("dx-show-transforms", false);
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// If false, it will just blit into a window.
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bool dx_full_screen = config_dxgsg.GetBool("dx-full-screen", false);
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// Configure this true to force the rendering to sync to the video
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// refresh, or false to let your frame rate go as high as it can,
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// irrespective of the video refresh.
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bool dx_sync_video = config_dxgsg.GetBool("sync-video", true);
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// Configure this true to perform a cull traversal over the geometry
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// by default, false otherwise. The cull traversal provides support
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// for state-sorting, z-sorting, and binning.
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@ -26,6 +26,7 @@ NotifyCategoryDecl(dxgsg, EXPCL_PANDADX, EXPTP_PANDADX);
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extern bool dx_show_transforms;
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extern bool dx_full_screen;
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extern bool dx_sync_video;
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extern bool dx_cull_traversal;
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extern bool dx_ignore_mipmaps;
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extern bool dx_force_16bpp_screenbuffers;
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@ -82,6 +82,7 @@
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#include <pStatTimer.h>
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#include <pStatCollector.h>
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#define DISABLE_POLYGON_OFFSET_DECALING
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// currently doesnt work well enough in toontown models for us to use
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// prob is when viewer gets close to decals, they disappear into wall poly, need to investigate
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@ -5560,12 +5561,12 @@ HRESULT DXGraphicsStateGuardian::RestoreAllVideoSurfaces(void) {
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// Description: Repaint primary buffer from back buffer
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////////////////////////////////////////////////////////////////////
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void DXGraphicsStateGuardian::show_frame(void) {
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if(_pri==NULL)
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return;
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PStatTimer timer(_win->_swap_pcollector); // this times just the flip, so it must go here in dxgsg, instead of wdxdisplay, which would time the whole frame
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if(_pri==NULL)
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return;
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if(dx_full_screen) {
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if(dx_full_screen) {
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show_full_screen_frame();
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} else {
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show_windowed_frame();
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@ -5578,7 +5579,22 @@ void DXGraphicsStateGuardian::show_frame(void) {
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// Description: Repaint primary buffer from back buffer
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////////////////////////////////////////////////////////////////////
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void DXGraphicsStateGuardian::show_full_screen_frame(void) {
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HRESULT hr = _pri->Flip( NULL, DDFLIP_WAIT ); // bugbug: dont we want triple buffering instead of wasting time waiting for vsync?
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HRESULT hr;
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// Flip the front and back buffers, to make what we just rendered
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// visible.
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if (dx_sync_video) {
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// bugbug: dont we want triple buffering instead of wasting time
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// waiting for vsync?
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hr = _pri->Flip( NULL, DDFLIP_WAIT );
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} else {
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// If the user indicated via Config that we shouldn't wait for
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// video sync, then don't wait (if the hardware supports this).
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// This will introduce visible artifacts like tearing, and may
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// cause the frame rate to grow excessively (and pointlessly)
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// high, starving out other processes.
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hr = _pri->Flip( NULL, DDFLIP_WAIT | DDFLIP_NOVSYNC );
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}
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if(hr == DDERR_SURFACELOST || hr == DDERR_SURFACEBUSY) {
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//full screen app has been switched away
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@ -5634,52 +5650,80 @@ void DXGraphicsStateGuardian::show_full_screen_frame(void) {
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////////////////////////////////////////////////////////////////////
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// Function: show_windowed_frame
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// Access:
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// Description: Repaint primary buffer from back buffer (windowed mode only)
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// Access: Public
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// Description: Repaint primary buffer from back buffer (windowed
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// mode only)
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////////////////////////////////////////////////////////////////////
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void DXGraphicsStateGuardian::show_windowed_frame(void) {
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DX_DECLARE_CLEAN(DDBLTFX, bltfx);
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HRESULT hr;
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if (dx_sync_video) {
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// Wait for the video refresh *before* we blt the rendered image
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// onto the window. This will (a) prevent the "tearing" of the
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// image that would occur if only part of the image happened to be
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// copied into the window before the video refresh occurred, and
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// (b) prevent our frame rate from going excessively (and
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// pointlessly) higher than our video refresh rate, starving out
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// other processes.
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// Unfortunately, when the system is even lightly loaded, this
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// wait call sometimes appears to wait through multiple frames
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// before returning, causing our frame rate to be unreasonably low
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// and erratic. There doesn't appear to be any way to prevent
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// this behavior; thus, we allow the user to avoid this wait,
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// based on the Config settings.
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hr = _pDD->WaitForVerticalBlank(DDWAITVB_BLOCKBEGIN, NULL);
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if(hr != DD_OK) {
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dxgsg_cat.error() << "DXGraphicsStateGuardian::WaitForVerticalBlank() failed : " << ConvD3DErrorToString(hr) << endl;
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exit(1);
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}
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}
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DX_DECLARE_CLEAN(DDBLTFX, bltfx);
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bltfx.dwDDFX |= DDBLTFX_NOTEARING;
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HRESULT hr = _pri->Blt( &_view_rect, _back, NULL, DDBLT_DDFX | DDBLT_WAIT, &bltfx );
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hr = _pri->Blt( &_view_rect, _back, NULL, DDBLT_DDFX | DDBLT_WAIT, &bltfx );
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if(FAILED(hr)) {
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if(hr == DDERR_SURFACELOST || hr == DDERR_SURFACEBUSY) {
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HRESULT hr;
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// TestCooperativeLevel returns DD_OK: If the current mode is same as the one which the App set.
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// The following two errors are returned to NORMALMODE (windowed)apps only.
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//
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// DDERR_WRONGMODE: If the App is a windowed app and the current mode is
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// not the same as the one in which the app was created.
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// DDERR_EXCLUSIVEMODEALREADYSET: If another app took exclusivemode access
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// TestCooperativeLevel returns DD_OK: If the current mode is
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// same as the one which the App set. The following two errors
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// are returned to NORMALMODE (windowed)apps only.
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//
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// DDERR_WRONGMODE: If the App is a windowed app and the current mode is
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// not the same as the one in which the app was created.
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// DDERR_EXCLUSIVEMODEALREADYSET: If another app took exclusivemode access
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hr = _pDD->TestCooperativeLevel();
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while(hr == DDERR_EXCLUSIVEMODEALREADYSET) {
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// This means that mode changes had taken place, surfaces
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// were lost but still we are in the original mode, so we
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// simply restore all surfaces and keep going.
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// This means that mode changes had taken place, surfaces
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// were lost but still we are in the original mode, so we
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// simply restore all surfaces and keep going.
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_dx_ready = FALSE;
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#ifdef _DEBUG
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dxgsg_cat.spam() << "DXGraphicsStateGuardian:: another app has exclusive mode, waiting...\n";
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#endif
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Sleep( 500 ); // Dont consume CPU.
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throw_event("PandaPaused"); // throw panda event to invoke network-only processing
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hr = _pDD->TestCooperativeLevel();
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}
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if(hr==DDERR_WRONGMODE) {
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// This means that the desktop mode has changed
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// need to destroy all of dx stuff and recreate everything back again, which is a big hit
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// This means that the desktop mode has changed
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// need to destroy all of dx stuff and recreate everything
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// back again, which is a big hit
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dxgsg_cat.error() << "DXGraphicsStateGuardian:: detected display mode change in TestCoopLevel, must recreate all DDraw surfaces, D3D devices, this is not handled yet. " << ConvD3DErrorToString(hr) << endl;
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exit(1);
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return;
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}
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if(FAILED(hr)) {
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dxgsg_cat.error() << "DXGraphicsStateGuardian::unexpected return code from TestCoopLevel: " << ConvD3DErrorToString(hr) << endl;
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return;
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@ -5700,16 +5744,6 @@ void DXGraphicsStateGuardian::show_windowed_frame(void) {
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exit(1);
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}
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}
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// right now, we force sync to v-blank (time from now up to vblank
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// is wasted) this keeps calling processes from trying to render
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// more frames than the refresh rate since (as implemented right
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// now) they expect this call to block
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hr = _pDD->WaitForVerticalBlank(DDWAITVB_BLOCKBEGIN, NULL);
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if(hr != DD_OK) {
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dxgsg_cat.error() << "DXGraphicsStateGuardian::WaitForVerticalBlank() failed : " << ConvD3DErrorToString(hr) << endl;
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exit(1);
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}
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}
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////////////////////////////////////////////////////////////////////
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