- Added a framework for drawing the 2D screen elements with Direct3D textures.
They are not actually drawn with it yet, nor is it complete, but it's something to start with. - Split up DCanvas::DrawTexture() into more pieces to make it easier to virtualize. - Removed support for non-32-bit palette textures from D3DFB. What kind of card supports pixel shaders but not 32-bit textures? SVN r605 (trunk)
This commit is contained in:
parent
990f720409
commit
111853e623
17 changed files with 1867 additions and 984 deletions
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@ -81,6 +81,27 @@ struct FBVERTEX
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};
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#define D3DFVF_FBVERTEX (D3DFVF_XYZRHW|D3DFVF_TEX1)
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class D3DTex : public FNativeTexture
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{
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public:
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D3DTex(FTexture *tex, IDirect3DDevice9 *D3DDevice);
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~D3DTex();
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FTexture *GameTex;
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IDirect3DTexture9 *Tex;
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// Texture coordinates to use for the lower-right corner, should this
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// texture prove to be larger than the game texture it represents.
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FLOAT TX, TY;
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bool IsGray;
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bool Create(IDirect3DDevice9 *D3DDevice);
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bool Update();
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D3DFORMAT GetTexFormat();
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FTextureFormat ToTexFmt(D3DFORMAT fmt);
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};
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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@ -101,6 +122,7 @@ EXTERN_CVAR (Bool, fullscreen)
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EXTERN_CVAR (Float, Gamma)
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EXTERN_CVAR (Int, vid_displaybits)
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EXTERN_CVAR (Bool, vid_vsync)
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EXTERN_CVAR (Float, transsouls)
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extern IDirect3D9 *D3D;
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@ -108,75 +130,7 @@ extern cycle_t BlitCycles;
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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#if 0
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// This is the HLSL code:
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// Technically, Palette only needs to be a sampler1D, but that
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// produces assembly code to copy index.x to index.y, which is
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// totally unnecessary.
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sampler2D Image : register(s0);
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sampler2D Palette : register(s1);
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float4 Flash : register(c0);
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float4 InvFlash : register(c1);
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float4 main (float2 texCoord : TEXCOORD0) : COLOR
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{
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float4 index = tex2D (Image, texCoord);
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float4 rgb = tex2D (Palette, index);
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return Flash + rgb * InvFlash;
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}
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#endif
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#if 0
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//
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// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
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//
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// fxc paltex.ps /Tps_1_4 /VnPalTexShaderDef /Fh
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//
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//
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// Parameters:
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//
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// float4 Flash;
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// sampler2D Image;
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// float4 InvFlash;
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// sampler2D Palette;
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//
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//
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// Registers:
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//
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// Name Reg Size
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// ------------ ----- ----
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// Flash c0 1
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// InvFlash c1 1
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// Image s0 1
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// Palette s1 1
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//
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ps_1_4
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texld r0, t0
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phase
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texld r1, r0
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mad r0, r1, c1, c0
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// approximately 3 instruction slots used (2 texture, 1 arithmetic)
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#endif
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const DWORD PalTexShaderDef[] =
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{
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0xffff0104, 0x003bfffe, 0x42415443, 0x0000001c, 0x000000b4, 0xffff0104,
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0x00000004, 0x0000001c, 0x00000100, 0x000000ad, 0x0000006c, 0x00000002,
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0x00020001, 0x00000074, 0x00000000, 0x00000084, 0x00000003, 0x00000001,
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0x0000008c, 0x00000000, 0x0000009c, 0x00010002, 0x00020001, 0x00000074,
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0x00000000, 0x000000a5, 0x00010003, 0x00000001, 0x0000008c, 0x00000000,
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0x73616c46, 0xabab0068, 0x00030001, 0x00040001, 0x00000001, 0x00000000,
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0x67616d49, 0xabab0065, 0x000c0004, 0x00010001, 0x00000001, 0x00000000,
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0x46766e49, 0x6873616c, 0x6c615000, 0x65747465, 0x5f737000, 0x00345f31,
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0x7263694d, 0x666f736f, 0x52282074, 0x33442029, 0x20395844, 0x64616853,
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0x43207265, 0x69706d6f, 0x2072656c, 0x35312e39, 0x3937372e, 0x3030302e,
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0xabab0030, 0x00000042, 0x800f0000, 0xb0e40000, 0x0000fffd, 0x00000042,
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0x800f0001, 0x80e40000, 0x00000004, 0x800f0000, 0x80e40001, 0xa0e40001,
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0xa0e40000, 0x0000ffff
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};
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#include "fb_d3d9_shaders.h"
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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@ -192,6 +146,8 @@ D3DFB::D3DFB (int width, int height, bool fullscreen)
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VertexBuffer = NULL;
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FBTexture = NULL;
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PaletteTexture = NULL;
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StencilPaletteTexture = NULL;
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ShadedPaletteTexture = NULL;
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PalTexShader = NULL;
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FBFormat = D3DFMT_UNKNOWN;
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PalFormat = D3DFMT_UNKNOWN;
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@ -202,10 +158,11 @@ D3DFB::D3DFB (int width, int height, bool fullscreen)
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BlendingRect.right = FBWidth;
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BlendingRect.bottom = FBHeight;
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UseBlendingRect = false;
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In2D = 0;
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Gamma = 1.0;
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memset (FlashConstants, 0, sizeof(FlashConstants));
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FlashConstants[1][3] = 1.f; // Always use alpha from palette (which is always 1, so meh)
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FlashConstants[0][3] = FlashConstants[0][2] = FlashConstants[0][1] = FlashConstants[0][0] = 0;
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FlashConstants[1][3] = FlashConstants[1][2] = FlashConstants[1][1] = FlashConstants[1][0] = 1;
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FlashColor = 0;
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FlashAmount = 0;
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@ -250,7 +207,7 @@ D3DFB::D3DFB (int width, int height, bool fullscreen)
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{
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d3dpp.BackBufferFormat = D3DFMT_R5G6B5;
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if (FAILED(D3D->CreateDevice (D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, Window,
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D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &D3DDevice)))
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D3DCREATE_SOFTWARE_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE, &d3dpp, &D3DDevice)))
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{
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D3DDevice = NULL;
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}
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@ -321,7 +278,14 @@ bool D3DFB::CreateResources ()
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{
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return false;
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}
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if (!CreateFBTexture() || !CreatePaletteTexture())
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if (FAILED(D3DDevice->CreatePixelShader (PlainShaderDef, &PlainShader)))
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{
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return false;
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}
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if (!CreateFBTexture() ||
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!CreatePaletteTexture() ||
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!CreateStencilPaletteTexture() ||
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!CreateShadedPaletteTexture())
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{
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return false;
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}
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@ -351,11 +315,26 @@ void D3DFB::ReleaseResources ()
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PaletteTexture->Release();
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PaletteTexture = NULL;
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}
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if (StencilPaletteTexture != NULL)
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{
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StencilPaletteTexture->Release();
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StencilPaletteTexture = NULL;
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}
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if (ShadedPaletteTexture != NULL)
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{
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ShadedPaletteTexture->Release();
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ShadedPaletteTexture = NULL;
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}
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if (PalTexShader != NULL)
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{
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PalTexShader->Release();
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PalTexShader = NULL;
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}
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if (PlainShader != NULL)
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{
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PlainShader->Release();
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PlainShader = NULL;
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}
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}
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bool D3DFB::Reset ()
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@ -426,11 +405,7 @@ void D3DFB::DoOffByOneCheck ()
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{ 255.5f, 0.5f, 0.5f, 1.f, texright, texbot },
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{ -0.5f, 0.5f, 0.5f, 1.f, 0.f, texbot }
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};
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float flash[2][4] =
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{
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{ 0.f, 0.f, 0.f, 0.f },
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{ 1.f, 1.f, 1.f, 1.f }
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};
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float ps_constants[2][4] = { { 0, 0, 0, 0 }, { 1, 1, 1, 1 } };
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union
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{
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@ -445,29 +420,18 @@ void D3DFB::DoOffByOneCheck ()
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}
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// Create an easily recognizable R3G3B2 palette.
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if (PalFormat == D3DFMT_A8R8G8B8)
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for (i = 0; i < 256; ++i)
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{
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for (i = 0; i < 256; ++i)
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{
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Pal32[i][0] = BYTE(i & 0x03) << 6; // blue
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Pal32[i][1] = BYTE(i & 0x1C) << 3; // green
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Pal32[i][2] = BYTE(i & 0xE0); // red;
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Pal32[i][3] = 255;
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}
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}
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else
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{
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for (i = 0; i < 256; ++i)
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{
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Pal16[i] = WORD((i & 0xE0) << 8) | // red
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((i & 0x1C) << 6) | // green
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((i & 0x03) << 3); // blue
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}
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Pal32[i][0] = BYTE(i & 0x03) << 6; // blue
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Pal32[i][1] = BYTE(i & 0x1C) << 3; // green
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Pal32[i][2] = BYTE(i & 0xE0); // red;
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Pal32[i][3] = 255;
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}
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// Upload the palette
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if (SUCCEEDED(PaletteTexture->LockRect (0, &lockrect, NULL, 0)))
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{
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memcpy (lockrect.pBits, Pal32, 256 * ((PalFormat == D3DFMT_A8R8G8B8) ? 4 : 2));
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memcpy (lockrect.pBits, Pal32, 256 * 4);
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PaletteTexture->UnlockRect (0);
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}
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else
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@ -513,7 +477,7 @@ void D3DFB::DoOffByOneCheck ()
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D3DDevice->SetTexture (1, PaletteTexture);
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D3DDevice->SetFVF (D3DFVF_FBVERTEX);
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D3DDevice->SetPixelShader (PalTexShader);
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D3DDevice->SetPixelShaderConstantF (0, flash[0], 2);
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D3DDevice->SetPixelShaderConstantF (0, ps_constants[0], 2);
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D3DDevice->DrawPrimitiveUP (D3DPT_TRIANGLEFAN, 2, verts, sizeof(FBVERTEX));
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D3DDevice->EndScene();
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D3DDevice->SetRenderTarget (0, savedrendertarget);
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@ -612,18 +576,50 @@ bool D3DFB::CreatePaletteTexture ()
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{
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if (FAILED(D3DDevice->CreateTexture (256, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &PaletteTexture, NULL)))
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{
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if (FAILED(D3DDevice->CreateTexture (256, 1, 1, 0, D3DFMT_R5G6B5, D3DPOOL_MANAGED, &PaletteTexture, NULL)))
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{
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return false;
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}
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else
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{
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PalFormat = D3DFMT_R5G6B5;
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}
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return false;
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}
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else
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PalFormat = D3DFMT_A8R8G8B8;
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return true;
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}
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bool D3DFB::CreateStencilPaletteTexture()
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{
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// The stencil palette is a special palette where the first entry is zero alpha,
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// and everything else is white with full alpha.
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if (FAILED(D3DDevice->CreateTexture(256, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &StencilPaletteTexture, NULL)))
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{
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PalFormat = D3DFMT_A8R8G8B8;
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return false;
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}
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D3DLOCKED_RECT lockrect;
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if (SUCCEEDED(StencilPaletteTexture->LockRect(0, &lockrect, NULL, 0)))
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{
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DWORD *pix = (DWORD *)lockrect.pBits;
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*pix = 0;
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memset(pix + 1, 0xFF, 255*4);
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StencilPaletteTexture->UnlockRect(0);
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}
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return true;
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}
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bool D3DFB::CreateShadedPaletteTexture()
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{
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// The shaded palette is similar to the stencil palette, except each entry's
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// alpha is the same as its index.
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if (FAILED(D3DDevice->CreateTexture(256, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &ShadedPaletteTexture, NULL)))
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{
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return false;
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}
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D3DLOCKED_RECT lockrect;
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if (SUCCEEDED(ShadedPaletteTexture->LockRect(0, &lockrect, NULL, 0)))
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{
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BYTE *pix = (BYTE *)lockrect.pBits;
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for (int i = 0; i < 256; ++i)
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{
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pix[3] = i;
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pix[2] = pix[1] = pix[0] = 255;
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pix += 4;
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}
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ShadedPaletteTexture->UnlockRect(0);
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}
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return true;
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}
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@ -805,8 +801,22 @@ void D3DFB::Unlock ()
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}
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}
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// When In2D == 0: Copy buffer to screen and present
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// When In2D == 1: Copy buffer to screen but do not present
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// When In2D == 2: Do nothing
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// When In2D == 3: Present and set In2D to 0
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void D3DFB::Update ()
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{
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assert(In2D != 2);
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if (In2D == 3)
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{
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D3DDevice->EndScene();
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D3DDevice->Present(NULL, NULL, NULL, NULL);
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In2D = false;
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return;
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}
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if (LockCount != 1)
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{
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//I_FatalError ("Framebuffer must have exactly 1 lock to be updated");
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@ -837,6 +847,11 @@ void D3DFB::Update ()
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LockCount = 0;
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PaintToWindow ();
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if (In2D == 0)
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{
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D3DDevice->EndScene();
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D3DDevice->Present(NULL, NULL, NULL, NULL);
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}
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unclock (BlitCycles);
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LOG1 ("cycles = %d\n", BlitCycles);
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@ -847,8 +862,6 @@ void D3DFB::Update ()
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bool D3DFB::PaintToWindow ()
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{
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RECT texrect = { 0, 0, Width, Height };
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D3DLOCKED_RECT lockrect;
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HRESULT hr;
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if (LockCount != 0)
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@ -864,7 +877,17 @@ bool D3DFB::PaintToWindow ()
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return false;
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}
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}
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if ((FBWidth == Width && FBHeight == Height && SUCCEEDED(FBTexture->LockRect (0, &lockrect, NULL, D3DLOCK_DISCARD))) ||
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Draw3DPart();
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return true;
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}
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void D3DFB::Draw3DPart()
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{
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RECT texrect = { 0, 0, Width, Height };
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D3DLOCKED_RECT lockrect;
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if ((FBWidth == Width && FBHeight == Height &&
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SUCCEEDED(FBTexture->LockRect (0, &lockrect, NULL, D3DLOCK_DISCARD))) ||
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SUCCEEDED(FBTexture->LockRect (0, &lockrect, &texrect, 0)))
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{
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if (lockrect.Pitch == Pitch)
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@ -898,6 +921,7 @@ bool D3DFB::PaintToWindow ()
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D3DDevice->SetFVF (D3DFVF_FBVERTEX);
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D3DDevice->SetPixelShader (PalTexShader);
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D3DDevice->SetPixelShaderConstantF (0, FlashConstants[0], 2);
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D3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
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if (!UseBlendingRect || FlashConstants[1][0] == 1)
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{ // The whole screen as a single quad.
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D3DDevice->DrawPrimitive (D3DPT_TRIANGLEFAN, 0, 2);
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@ -907,9 +931,7 @@ bool D3DFB::PaintToWindow ()
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D3DDevice->DrawPrimitive (D3DPT_TRIANGLEFAN, 24, 2); // middle
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// The rest is drawn unblended, so reset the shader constant.
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static const float FlashZero[2][4] =
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{ { 0, 0, 0, 0 },
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{ 1, 1, 1, 0 } };
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static const float FlashZero[2][4] = { { 0, 0, 0, 0 }, { 1, 1, 1, 1 } };
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D3DDevice->SetPixelShaderConstantF (0, FlashZero[0], 2);
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D3DDevice->DrawPrimitive (D3DPT_TRIANGLEFAN, 4, 2); // left
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@ -917,8 +939,26 @@ bool D3DFB::PaintToWindow ()
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D3DDevice->DrawPrimitive (D3DPT_TRIANGLEFAN, 12, 4); // bottom
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D3DDevice->DrawPrimitive (D3DPT_TRIANGLEFAN, 18, 4); // top
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}
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D3DDevice->EndScene();
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return SUCCEEDED(D3DDevice->Present(NULL, NULL, NULL, NULL));
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if (UseBlendingRect && FlashConstants[1][0] != 1 && RateX)
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{
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float left = float(RateX) - 0.5f;
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float top = (TrueHeight - Height) * 0.5f - 0.5f;
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float right = float(Width) - 0.5f;
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float bot = float(8) + top;
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float texleft = float(RateX) / float(FBWidth);
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float texright = float(Width) / float(FBWidth);
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float texbot = float(8) / float(FBHeight);
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// Redraw the vid_fps part without the flash
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FBVERTEX verts[4] =
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{
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{ left, top, 0.5f, 1.f, texleft, 0.f },
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{ right, top, 0.5f, 1.f, texright, 0.f },
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{ right, bot, 0.5f, 1.f, texright, texbot },
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{ left, bot, 0.5f, 1.f, texleft, texbot }
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};
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D3DDevice->DrawPrimitiveUP (D3DPT_TRIANGLEFAN, 2, verts, sizeof(FBVERTEX));
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}
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}
|
||||
|
||||
void D3DFB::UploadPalette ()
|
||||
|
|
@ -936,39 +976,21 @@ void D3DFB::UploadPalette ()
|
|||
// check yet. Otherwise, wait until the next time the palette changes.
|
||||
NeedPalUpdate = (OffByOneAt < 0);
|
||||
|
||||
if (PalFormat == D3DFMT_A8R8G8B8)
|
||||
BYTE *pix = (BYTE *)lockrect.pBits;
|
||||
for (i = 0; i < OffByOneAt; ++i, pix += 4)
|
||||
{
|
||||
BYTE *pix = (BYTE *)lockrect.pBits;
|
||||
for (i = 0; i < OffByOneAt; ++i, pix += 4)
|
||||
{
|
||||
pix[0] = GammaTable[SourcePalette[i].b];
|
||||
pix[1] = GammaTable[SourcePalette[i].g];
|
||||
pix[2] = GammaTable[SourcePalette[i].r];
|
||||
pix[3] = 255;
|
||||
}
|
||||
for (; i < 256; ++i, pix += 4)
|
||||
{
|
||||
pix[0] = GammaTable[SourcePalette[i-1].b];
|
||||
pix[1] = GammaTable[SourcePalette[i-1].g];
|
||||
pix[2] = GammaTable[SourcePalette[i-1].r];
|
||||
pix[3] = 255;
|
||||
}
|
||||
pix[0] = GammaTable[SourcePalette[i].b];
|
||||
pix[1] = GammaTable[SourcePalette[i].g];
|
||||
pix[2] = GammaTable[SourcePalette[i].r];
|
||||
pix[3] = (i == 0 ? 0 : 255);
|
||||
// To let masked textures work, the first palette entry's alpha is 0.
|
||||
}
|
||||
else
|
||||
for (; i < 256; ++i, pix += 4)
|
||||
{
|
||||
WORD *pix = (WORD *)lockrect.pBits;
|
||||
for (i = 0; i < OffByOneAt; ++i, ++pix)
|
||||
{
|
||||
*pix = ((GammaTable[SourcePalette[i].r] >> 3) << 11) |
|
||||
((GammaTable[SourcePalette[i].g] >> 2) << 5) |
|
||||
(GammaTable[SourcePalette[i].b] >> 3);
|
||||
}
|
||||
for (; i < 256; ++i, ++pix)
|
||||
{
|
||||
*pix = ((GammaTable[SourcePalette[i-1].r] >> 3) << 11) |
|
||||
((GammaTable[SourcePalette[i-1].g] >> 2) << 5) |
|
||||
(GammaTable[SourcePalette[i-1].b] >> 3);
|
||||
}
|
||||
pix[0] = GammaTable[SourcePalette[i-1].b];
|
||||
pix[1] = GammaTable[SourcePalette[i-1].g];
|
||||
pix[2] = GammaTable[SourcePalette[i-1].r];
|
||||
pix[3] = 255;
|
||||
}
|
||||
PaletteTexture->UnlockRect (0);
|
||||
}
|
||||
|
|
@ -1065,3 +1087,433 @@ void D3DFB::SetBlendingRect(int x1, int y1, int x2, int y2)
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**************************************************************************/
|
||||
/* 2D Stuff */
|
||||
/**************************************************************************/
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// D3DTex Constructor
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
D3DTex::D3DTex(FTexture *tex, IDirect3DDevice9 *D3DDevice)
|
||||
{
|
||||
GameTex = tex;
|
||||
Tex = NULL;
|
||||
IsGray = false;
|
||||
|
||||
Create(D3DDevice);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// D3DTex Destructor
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
D3DTex::~D3DTex()
|
||||
{
|
||||
if (Tex != NULL)
|
||||
{
|
||||
Tex->Release();
|
||||
Tex = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// D3DTex :: Create
|
||||
//
|
||||
// Creates an IDirect3DTexture9 for the texture and copies the image data
|
||||
// to it. Note that unlike FTexture, this image is row-major.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
bool D3DTex::Create(IDirect3DDevice9 *D3DDevice)
|
||||
{
|
||||
HRESULT hr;
|
||||
int w, h;
|
||||
|
||||
if (Tex != NULL)
|
||||
{
|
||||
Tex->Release();
|
||||
Tex = NULL;
|
||||
}
|
||||
|
||||
w = GameTex->GetWidth();
|
||||
h = GameTex->GetHeight();
|
||||
|
||||
// We don't really want mip-maps, but specifying the flag is the only
|
||||
// way to use D3DPOOL_MANAGED, according to the docs.
|
||||
hr = D3DDevice->CreateTexture(w, h, 1, 0,
|
||||
GetTexFormat(), D3DPOOL_MANAGED, &Tex, NULL);
|
||||
if (FAILED(hr))
|
||||
{ // Try again, using power-of-2 sizes
|
||||
int i;
|
||||
|
||||
for (i = 1; i < w; i <<= 1) {} w = i;
|
||||
for (i = 1; i < h; i <<= 1) {} h = i;
|
||||
hr = D3DDevice->CreateTexture(w, h, 1, 0,
|
||||
GetTexFormat(), D3DPOOL_MANAGED, &Tex, NULL);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
if (!Update())
|
||||
{
|
||||
Tex->Release();
|
||||
Tex = NULL;
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// D3DTex :: Update
|
||||
//
|
||||
// Copies image data from the underlying FTexture to the D3D texture.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
bool D3DTex::Update()
|
||||
{
|
||||
D3DSURFACE_DESC desc;
|
||||
D3DLOCKED_RECT lrect;
|
||||
RECT rect;
|
||||
|
||||
assert(Tex != NULL);
|
||||
assert(GameTex != NULL);
|
||||
|
||||
if (FAILED(Tex->GetLevelDesc(0, &desc)))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
rect.left = 0;
|
||||
rect.top = 0;
|
||||
rect.right = GameTex->GetWidth();
|
||||
rect.bottom = GameTex->GetHeight();
|
||||
if (FAILED(Tex->LockRect(0, &lrect, &rect, 0)))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
GameTex->FillBuffer((BYTE *)lrect.pBits, lrect.Pitch, ToTexFmt(desc.Format));
|
||||
Tex->UnlockRect(0);
|
||||
return true;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// D3DTex :: GetTexFormat
|
||||
//
|
||||
// Returns the texture format that would best fit this texture.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
D3DFORMAT D3DTex::GetTexFormat()
|
||||
{
|
||||
FTextureFormat fmt = GameTex->GetFormat();
|
||||
|
||||
IsGray = false;
|
||||
|
||||
switch (fmt)
|
||||
{
|
||||
case TEX_Pal: return D3DFMT_L8;
|
||||
case TEX_Gray: IsGray = true; return D3DFMT_L8;
|
||||
case TEX_RGB: return D3DFMT_A8R8G8B8;
|
||||
case TEX_DXT1: return D3DFMT_DXT1;
|
||||
case TEX_DXT2: return D3DFMT_DXT2;
|
||||
case TEX_DXT3: return D3DFMT_DXT3;
|
||||
case TEX_DXT4: return D3DFMT_DXT4;
|
||||
case TEX_DXT5: return D3DFMT_DXT5;
|
||||
default: I_FatalError ("GameTex->GetFormat() returned invalid format.");
|
||||
}
|
||||
return D3DFMT_L8;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// D3DTex :: ToTexFmt
|
||||
//
|
||||
// Converts a D3DFORMAT constant to something the FTexture system
|
||||
// understands.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FTextureFormat D3DTex::ToTexFmt(D3DFORMAT fmt)
|
||||
{
|
||||
switch (fmt)
|
||||
{
|
||||
case D3DFMT_L8: return IsGray ? TEX_Gray : TEX_Pal;
|
||||
case D3DFMT_A8R8G8B8: return TEX_RGB;
|
||||
case D3DFMT_DXT1: return TEX_DXT1;
|
||||
case D3DFMT_DXT2: return TEX_DXT2;
|
||||
case D3DFMT_DXT3: return TEX_DXT3;
|
||||
case D3DFMT_DXT4: return TEX_DXT4;
|
||||
case D3DFMT_DXT5: return TEX_DXT5;
|
||||
default:
|
||||
assert(0); // LOL WUT?
|
||||
return TEX_Pal;
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// D3DFB :: Begin2D
|
||||
//
|
||||
// Begins 2D mode drawing operations. In particular, DrawTexture is
|
||||
// rerouted to use Direct3D instead of the software renderer.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void D3DFB::Begin2D()
|
||||
{
|
||||
if (In2D)
|
||||
{
|
||||
return;
|
||||
}
|
||||
In2D = 1;
|
||||
Update();
|
||||
In2D = 2;
|
||||
|
||||
// Set default state for 2D rendering.
|
||||
float ps_constants[2][4] = { { 0, 0, 0, 0 }, { 1, 1, 1, 1 } };
|
||||
D3DDevice->SetPixelShaderConstantF (0, ps_constants[0], 2);
|
||||
D3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
|
||||
D3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
|
||||
D3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
|
||||
|
||||
// This is set by Update()
|
||||
//D3DDevice->SetTexture(1, PaletteTexture);
|
||||
}
|
||||
|
||||
void D3DFB::End2D()
|
||||
{
|
||||
if (In2D == 2)
|
||||
{
|
||||
In2D = 3;
|
||||
}
|
||||
}
|
||||
|
||||
FNativeTexture *D3DFB::CreateTexture(FTexture *gametex)
|
||||
{
|
||||
return new D3DTex(gametex, D3DDevice);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// D3DFB :: DrawTexture
|
||||
//
|
||||
// If not in 2D mode, just call the normal software version.
|
||||
// If in 2D mode, then use Direct3D calls to perform the drawing.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void STACK_ARGS D3DFB::DrawTexture (FTexture *img, int x, int y, int tags_first, ...)
|
||||
{
|
||||
va_list tags;
|
||||
va_start(tags, tags_first);
|
||||
|
||||
if (In2D < 2)
|
||||
{
|
||||
DrawTextureV(img, x, y, tags_first, tags);
|
||||
return;
|
||||
}
|
||||
|
||||
DrawParms parms;
|
||||
|
||||
if (!ParseDrawTextureTags(img, x, y, tags_first, tags, &parms))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
D3DTex *tex = static_cast<D3DTex *>(img->GetNative());
|
||||
|
||||
if (tex == NULL)
|
||||
{
|
||||
assert(tex != NULL);
|
||||
return;
|
||||
}
|
||||
|
||||
float xscale = float(parms.destwidth) / parms.texwidth / 65536.f;
|
||||
float yscale = float(parms.destheight) / parms.texheight / 65536.f;
|
||||
float x0 = float(parms.x) / 65536.f - float(parms.left) * xscale;
|
||||
float y0 = float(parms.y) / 65536.f - float(parms.top) * yscale;
|
||||
float x1 = x0 + float(parms.destwidth) / 65536.f;
|
||||
float y1 = y0 + float(parms.destheight) / 65536.f;
|
||||
float u0 = 0.f;
|
||||
float v0 = 0.f;
|
||||
float u1 = 1.f;
|
||||
float v1 = 1.f;
|
||||
float uscale = 1.f / parms.texwidth / u1;
|
||||
float vscale = 1.f / parms.texheight / v1 / yscale;
|
||||
|
||||
if (y0 < parms.uclip)
|
||||
{
|
||||
v0 += float(parms.uclip - y0) * vscale;
|
||||
y0 = float(parms.uclip);
|
||||
}
|
||||
if (y1 > parms.dclip)
|
||||
{
|
||||
v1 -= float(y1 - parms.dclip) * vscale;
|
||||
y1 = float(parms.dclip);
|
||||
}
|
||||
|
||||
if (parms.flipX)
|
||||
{
|
||||
swap(u0, u1);
|
||||
}
|
||||
if (parms.windowleft > 0 || parms.windowright < parms.texwidth)
|
||||
{
|
||||
x0 += parms.windowleft * xscale;
|
||||
u0 += parms.windowleft * uscale;
|
||||
x1 -= (parms.texwidth - parms.windowright) * xscale;
|
||||
u1 -= (parms.texwidth - parms.windowright) * uscale;
|
||||
}
|
||||
if (x0 < parms.lclip)
|
||||
{
|
||||
u0 += float(parms.lclip - x0) * uscale / xscale;
|
||||
x0 = float(parms.lclip);
|
||||
}
|
||||
if (x1 > parms.rclip)
|
||||
{
|
||||
u1 -= float(x1 - parms.rclip) * uscale / xscale;
|
||||
x1 = float(parms.rclip);
|
||||
}
|
||||
|
||||
x0 -= 0.5f;
|
||||
y0 -= 0.5f;
|
||||
x1 -= 0.5f;
|
||||
y1 -= 0.5f;
|
||||
|
||||
FBVERTEX verts[4] =
|
||||
{
|
||||
{ x0, y0, 0.5f, 1.f, u0, v0 },
|
||||
{ x1, y0, 0.5f, 1.f, u1, v0 },
|
||||
{ x1, y1, 0.5f, 1.f, u1, v1 },
|
||||
{ x0, y1, 0.5f, 1.f, u0, v1 }
|
||||
};
|
||||
|
||||
if (!SetStyle(parms.style, parms.alpha, parms.fillcolor, parms.masked))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
D3DDevice->SetTexture(0, tex->Tex);
|
||||
D3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, &verts, sizeof(FBVERTEX));
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// D3DFB :: SetStyle
|
||||
//
|
||||
// Patterned after R_SetPatchStyle.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
bool D3DFB::SetStyle(int style, fixed_t alpha_fixed, DWORD color, INTBOOL masked)
|
||||
{
|
||||
D3DBLEND fglevel, bglevel;
|
||||
float alpha;
|
||||
bool stencilling;
|
||||
|
||||
alpha = clamp<fixed_t> (alpha_fixed, 0, FRACUNIT) / 65536.f;
|
||||
|
||||
if (style == STYLE_OptFuzzy)
|
||||
{
|
||||
style = STYLE_Translucent;
|
||||
}
|
||||
else if (style == STYLE_SoulTrans)
|
||||
{
|
||||
style = STYLE_Translucent;
|
||||
alpha = transsouls;
|
||||
}
|
||||
|
||||
// FIXME: STYLE_Fuzzy is not written
|
||||
if (style == STYLE_Fuzzy)
|
||||
{
|
||||
style = STYLE_Translucent;
|
||||
alpha = transsouls;
|
||||
}
|
||||
|
||||
stencilling = false;
|
||||
|
||||
switch (style)
|
||||
{
|
||||
// Special modes
|
||||
case STYLE_Shaded:
|
||||
if (alpha > 0)
|
||||
{
|
||||
float constant[4] = { RPART(color)/255.f,GPART(color)/255.f,BPART(color)/255.f,alpha };
|
||||
D3DDevice->SetPixelShaderConstantF(1, constant, 1);
|
||||
D3DDevice->SetTexture(1, ShadedPaletteTexture);
|
||||
D3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
|
||||
D3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
|
||||
D3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
|
||||
// Standard modes
|
||||
case STYLE_Stencil:
|
||||
stencilling = true;
|
||||
case STYLE_Normal:
|
||||
fglevel = D3DBLEND_SRCALPHA;
|
||||
bglevel = D3DBLEND_INVSRCALPHA;
|
||||
alpha = 1;
|
||||
break;
|
||||
|
||||
case STYLE_TranslucentStencil:
|
||||
stencilling = true;
|
||||
case STYLE_Translucent:
|
||||
fglevel = D3DBLEND_SRCALPHA;
|
||||
bglevel = D3DBLEND_INVSRCALPHA;
|
||||
if (alpha == 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (alpha == 1 && style == STYLE_Translucent)
|
||||
{
|
||||
style = STYLE_Normal;
|
||||
}
|
||||
break;
|
||||
|
||||
case STYLE_Add:
|
||||
fglevel = D3DBLEND_SRCALPHA;
|
||||
bglevel = D3DBLEND_ONE;
|
||||
break;
|
||||
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
|
||||
// Masking can only be turned off for STYLE_Normal, because it requires
|
||||
// turning off the alpha blend.
|
||||
if (!masked && style == STYLE_Normal)
|
||||
{
|
||||
D3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
|
||||
}
|
||||
else
|
||||
{
|
||||
D3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
|
||||
D3DDevice->SetRenderState(D3DRS_SRCBLEND, fglevel);
|
||||
D3DDevice->SetRenderState(D3DRS_DESTBLEND, bglevel);
|
||||
|
||||
if (!stencilling)
|
||||
{
|
||||
float constant[4] = { 1,1,1,alpha };
|
||||
D3DDevice->SetPixelShaderConstantF(1, constant, 1);
|
||||
D3DDevice->SetTexture(1, PaletteTexture);
|
||||
}
|
||||
else
|
||||
{
|
||||
float constant[4] = { RPART(color)/255.f,GPART(color)/255.f,BPART(color)/255.f,alpha };
|
||||
D3DDevice->SetPixelShaderConstantF(1, constant, 1);
|
||||
D3DDevice->SetTexture(1, StencilPaletteTexture);
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue