/* * Copyright (C) Volition, Inc. 1999. All rights reserved. * * All source code herein is the property of Volition, Inc. You may not sell * or otherwise commercially exploit the source or things you created based on the * source. * */ /* * $Logfile: /Freespace2/code/Graphics/GrD3DTexture.cpp $ * $Revision: 2.47 $ * $Date: 2005-03-10 08:00:05 $ * $Author: taylor $ * * Code to manage loading textures into VRAM for Direct3D * * $Log: not supported by cvs2svn $ * Revision 2.46 2005/03/07 13:10:21 bobboau * commit of render target code, d3d should be totaly functional, * OGL still needs implementation. * * Revision 2.45 2005/02/15 00:03:36 taylor * don't try and draw starfield bitmaps if they aren't valid * make AB thruster stuff in ship_create() a little less weird * replace an Int3() with debug warning and fix crash in docking code * make D3D Textures[] allocate on use like OGL does, can only use one anyway * * Revision 2.44 2005/01/01 11:24:22 taylor * good OpenGL spec mapping * fix VBO crash with multitexture using same uv coord data * little speedup of opengl_tcache_frame() * error message to make sure hardware supports the minimum texture size * move OpenGL version check out of the extention printout code * disable 2d_poof with OpenGL * * Revision 2.43 2004/10/31 21:40:11 taylor * move some otherwise bmpman stuff into grd3dbmpman.cpp * * Revision 2.42 2004/07/29 03:41:46 taylor * plug memory leaks * * Revision 2.41 2004/07/26 20:47:31 Kazan * remove MCD complete * * Revision 2.40 2004/07/12 16:32:48 Kazan * MCD - define _MCD_CHECK to use memory tracking * * Revision 2.39 2004/07/11 03:22:49 bobboau * added the working decal code * * Revision 2.38 2004/07/01 01:12:31 bobboau * implemented index buffered background bitmaps, * OGL people you realy should get this implemented * * Revision 2.37 2004/06/06 12:25:20 randomtiger * Added new compression option -pcx32dds, build posted in RSB forum. * Changed flag because of launcher bug, have fixed launcher bug, will distribute later. * Also removed experimental flag from launcher flag list, stupid people were reporting bugs on unfinished code. * * Revision 2.36 2004/04/03 06:22:32 Goober5000 * fixed some stub functions and a bunch of compile warnings * --Goober5000 * * Revision 2.35 2004/03/19 14:51:55 randomtiger * New command line parameter: -d3d_lesstmem causes D3D to bypass V's secondry texture system. * * Revision 2.34 2004/03/19 12:35:58 randomtiger * Further D3D texture system simplification. * * Revision 2.33 2004/03/19 11:44:04 randomtiger * Removed -d3d_notmanaged param. * Tided D3D texture code. Merged remaining section code into the rest of the system. * Prepared for removal of code causing waste of memory for secondry store of textures. * * Revision 2.32 2004/02/28 14:14:56 randomtiger * Removed a few uneeded if DIRECT3D's. * Set laser function to only render the effect one sided. * Added some stuff to the credits. * Set D3D fogging to fall back to vertex fog if table fog not supported. * * Revision 2.31 2004/02/20 04:29:54 bobboau * pluged memory leaks, * 3D HTL lasers (they work perfictly) * and posably fixed Turnsky's shinemap bug * * Revision 2.30 2004/02/16 11:47:33 randomtiger * Removed a lot of files that we dont need anymore. * Changed htl to be on by default, command now -nohtl * Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system. * Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing. * Removed old dshow code and took away timerbar compile flag condition since it uses a runtime flag now. * * Revision 2.29 2004/02/15 06:02:31 bobboau * fixed sevral asorted matrix errors, * OGL people make sure I didn't break anything, * most of what I did was replaceing falses with (if graphicts_mode == D3D) * * Revision 2.28 2004/02/14 00:18:32 randomtiger * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. * OK, these changes effect a lot of file, I suggest everyone updates ASAP: * Removal of many files from project. * Removal of meanless Gr_bitmap_poly variable. * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. * Removal of redundant Fred paths that arent needed for Fred OGL. * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. * Fixed many D3D non standard mode bugs and brought OGL up to the same level. * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. * * Revision 2.27 2004/01/29 01:34:02 randomtiger * Added malloc montoring system, use -show_mem_usage, debug exes only to get an ingame list of heap usage. * Also added -d3d_notmanaged flag to activate non managed D3D path, in experimental stage. * * Revision 2.26 2004/01/26 20:03:51 randomtiger * Fix to blurring of interface bitmaps from TGA and JPG. * Changes to the pointsprite system, better but not perfect yet. * * Revision 2.25 2004/01/20 23:01:52 Goober5000 * added some initialization to get rid of warnings * --Goober5000 * * Revision 2.24 2003/12/08 22:30:02 randomtiger * Put render state and other direct D3D calls repetition check back in, provides speed boost. * Fixed bug that caused fullscreen only crash with DXT textures * Put dithering back in for tgas and jpgs * * Revision 2.23 2003/12/05 18:17:06 randomtiger * D3D now supports loading for DXT1-5 into the texture itself, defaults to on same as OGL. * Fixed bug in old ship choice screen that stopped ani repeating. * Changed all builds (demo, OEM) to use retail reg path, this means launcher can set all them up successfully. * * Revision 2.22 2003/12/04 20:39:09 randomtiger * Added DDS image support for D3D * Added new command flag '-ship_choice_3d' to activate 3D models instead of ani's in ship choice, feature now off by default * Hopefully have fixed D3D text batching bug that caused old values to appear * Added Hud_target_object_factor variable to control 3D object sizes of zoom in HUD target * Fixed jump nodes not showing * * Revision 2.21 2003/12/03 19:27:00 randomtiger * Changed -t32 flag to -jpgtga * Added -query_flag to identify builds with speech not compiled and other problems * Now loads up launcher if videocard reg entry not found * Now offers to go online to download launcher if its not present * Changed target view not to use lower res texture, hi res one is already chached so might as well use it * * Revision 2.20 2003/11/19 20:37:24 randomtiger * Almost fully working 32 bit pcx, use -pcx32 flag to activate. * Made some commandline variables fit the naming standard. * Changed timerbar system not to run pushes and pops if its not in use. * Put in a note about not uncommenting asserts. * Fixed up a lot of missing POP's on early returns? * Perhaps the motivation for Assert functionality getting commented out? * Fixed up some bad asserts. * Changed nebula poofs to render in 2D in htl, it makes it look how it used to in non htl. (neb.cpp,1248) * Before the poofs were creating a nasty stripe effect where they intersected with ships hulls. * Put in a special check for the signs of that D3D init bug I need to lock down. * * Revision 2.19 2003/11/17 06:52:52 bobboau * got assert to work again * * Revision 2.18 2003/11/16 04:09:23 Goober5000 * language * * Revision 2.17 2003/11/12 00:31:45 Kazan * A few multi tweaks - fixed a couple warning-killing collisions between goober and me (kazan) * * Revision 2.16 2003/11/11 03:56:11 bobboau * lots of bug fixing, much of it in nebula and bitmap drawing * * Revision 2.15 2003/11/11 02:15:44 Goober5000 * ubercommit - basically spelling and language fixes with some additional * warnings disabled * --Goober5000 * * Revision 2.14 2003/11/07 18:31:02 randomtiger * Fixed a nohtl call to htl funcs (crash with NULL pointer) * Fixed a bug with 32bit PCX code. * Fixed a bug in the d3d_string batch system that was messing up screen shaking. * Added a couple of checks to try and stop timerbar push and pop overloads, check returns missing pops if you use the system. * Put in a higher res icon until we get something better sorted out. * * Revision 2.13 2003/10/27 23:04:21 randomtiger * Added -no_set_gamma flags * Fixed up some more non standard res stuff * Improved selection of device type, this includes using a pure device when allowed which means dev should not use Get* functions in D3D * Made fade in credits work * Stopped a call to gr_reser_lighting() in non htl mode when the pointer was NULL, was causing a crash loading a fogged level * Deleted directx8 directory content, has never been needed. * * Revision 2.12 2003/10/26 00:31:58 randomtiger * Fixed hulls not drawing (with Phreaks advise). * Put my 32bit PCX loading under PCX_32 compile flag until its working. * Fixed a bug with res 640x480 I introduced with my non standard mode code. * Changed JPG and TGA loading command line param to "-t32" * * Revision 2.11 2003/10/24 17:35:05 randomtiger * Implemented support for 32bit TGA and JPG for D3D * Also 32 bit PCX, but it still has some bugs to be worked out * Moved convert_24_to_16 out of the bitmap pfunction structures and into packunpack.cpp because thats the only place that uses it. * * Revision 2.10 2003/10/17 17:18:42 randomtiger * Big restructure for D3D and new modules grd3dlight and grd3dsetup * * Revision 2.9 2003/10/16 17:36:29 randomtiger * D3D now has its own gamma system (stored in GammaD3D reg entry) that effects everything. * Put in Bobs specular fog fix. * * Revision 2.8 2003/08/22 07:35:08 bobboau * specular code should be bugless now, * cell shadeing has been added activated via the comand line '-cell', * 3D shockwave models, and a transparency method I'm calling edge and center alpha that could be usefull for other things, ask for details * * Revision 2.7 2003/08/21 20:54:38 randomtiger * Fixed switching - RT * * Revision 2.6 2003/08/16 03:52:23 bobboau * update for the specmapping code includeing * suport for seperate specular levels on lights and * optional strings for the stars table * code has been made more organised, * though there seems to be a bug in the state selecting code * resulting in the HUD being rendered incorectly * and specmapping failing ocasionaly * * Revision 2.5 2003/08/05 23:45:18 bobboau * glow maps, for some reason they wern't in here, they should be now, * also there is some debug code for changeing the FOV in game, * and I have some changes to the init code to try and get a 32 or 24 bit back buffer * if posable, this may cause problems for people * the changes were all marked and if needed can be undone * * Revision 2.4 2003/03/18 10:07:02 unknownplayer * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. * * Revision 2.3 2003/03/02 05:43:48 penguin * ANSI C++ - fixed non-compliant casts to unsigned short and unsigned char * - penguin * * Revision 2.2 2003/01/19 01:07:41 bobboau * redid the way glowmaps are handeled, you now must set the global int GLOWMAP (no longer an array) before you render a poly that uses a glow map then set GLOWMAP to -1 when you're done with, fixed a few other misc bugs it * * Revision 2.1.2.26 2002/11/16 20:09:54 randomtiger * * Changed my fog hack to be valid code. Put large texture check back in. * Added some blending type checks. - RT * * Revision 2.1.2.25 2002/11/11 21:26:04 randomtiger * * Tided up D3DX8 calls, did some documentation and add new file: grd3dcalls.cpp. - RT * * Revision 2.1.2.24 2002/11/10 11:32:29 randomtiger * * Made D3D8 mipmapping optional on command line flag -d3dmipmip, off by default. * When on is now less blury. - RT * * Revision 2.1.2.23 2002/11/09 19:28:15 randomtiger * * Fixed small gfx initialisation bug that wasnt actually causing any problems. * Tided DX code, shifted stuff around, removed some stuff and documented some stuff. * * Revision 2.1.2.22 2002/11/05 10:27:39 randomtiger * * Fixed windowed mode bug I introduced. * Added Antialiasing functionality, can only be sure it works on GF4 in 1024 mode. - RT * * Revision 2.1.2.21 2002/11/04 23:53:25 randomtiger * * Added new command line parameter -d3dlauncher which brings up the launcher. * This is needed since FS2 DX8 now stores the last successful details in the registry and * uses them to choose the adapter and mode to run in unless its windowed or they are not set. * Added some code for Antialiasing but it messes up the font but hopefully that can be fixed later. - RT * * Revision 2.1.2.20 2002/11/04 21:24:59 randomtiger * * When running in D3D all ani's are memory mapped for speed, this takes up more memory but stops gametime locking of textures which D3D8 hates. * Added new command line tag Cmdline_d3dlowmem for people who dont want to make use of this because they have no memory. * Cleaned up some more texture stuff enabled console debug for D3D. * * Revision 2.1.2.19 2002/11/04 03:02:29 randomtiger * * I have made some fairly drastic changes to the bumpman system. Now functionality can be engine dependant. * This is so D3D8 can call its own loading code that will allow good efficient loading and use of textures that it desparately needs without * turning bumpman.cpp into a total hook infested nightmare. Note the new bumpman code is still relying on a few of the of the old functions and all of the old bumpman arrays. * * I have done this by adding to the gr_screen list of function pointers that are set up by the engines init functions. * I have named the define calls the same name as the original 'bm_' functions so that I havent had to change names all through the code. * * Rolled back to an old version of bumpman and made a few changes. * Added new files: grd3dbumpman.cpp and .h * Moved the bitmap init function to after the 3D engine is initialised * Added includes where needed * Disabled (for now) the D3D8 TGA loading - RT * * Revision 2.1.2.18 2002/11/02 15:22:34 randomtiger * * Small addition to my TGA code. Trys to determine if TGA is using an alpha channel, if so an alpha texture format it used. * * Revision 2.1.2.17 2002/11/02 13:54:26 randomtiger * * Made a few cunning alterations to get rid of that alpha bug but might have a slight slowdown. * Non alpha textures are now alpha textures with (if texture format supported) just one bit for alpha. * And non alpha blending is now alpha blending with automatic disregaring of 0 alpha. * * Revision 2.1.2.16 2002/10/30 22:57:21 randomtiger * * Changed DX8 code to not use set render and texture states if they are already set to that value. * Disabled buffer saving and restoring code when windowed to stop DX8 debug runs from crashing. - RT * * Revision 2.1.2.15 2002/10/26 01:24:22 randomtiger * Fixed debug bitmap compiling bug. * Fixed tga bug. - RT * * Revision 2.1.2.14 2002/10/22 17:46:18 randomtiger * Fixed new TGA code texturing bug. - RT * * Revision 2.1.2.13 2002/10/21 16:33:41 randomtiger * Added D3D only 32 bit TGA functionality. Will load a texture as big as your graphics card allows. Code not finished yet and will forge the beginnings of the new texture system. - RT * * Revision 2.1.2.12 2002/10/19 23:56:40 randomtiger * Changed generic bitmap code to allow maximum dimensions to be determined by 3D's engines maximum texture size query. * Defaults to 256 as it was before. Also added base code for reworking the texture code to be more efficient. - RT * * Revision 2.1.2.11 2002/10/14 21:52:02 randomtiger * Finally tracked down and killed off that 8 bit alpha bug. * So the font, HUD and 8 bit ani's now work fine. - RT * * Revision 2.1.2.10 2002/10/11 18:50:54 randomtiger * Checked in fix for 16 bit problem, thanks to Righteous1 * Removed a fair bit of code that was used by the 16 bit code path which no longer exists. * 32 bit and 16 bit should now work in exactly the same way. - RT * * Revision 2.1.2.9 2002/10/08 14:33:27 randomtiger * OK, I've fixed the z-buffer problem. * However I have abandoned using w-buffer for now because of problems. * I think I know how to solve it but Im not sure it would make much difference given the way FS2 engine works. * I have left code in there of use if anyone wants to turn their hand to it. However for now * we just need to crack of the alpha problem then we will have FS2 fully wokring in DX8 on GF4 in 32 bit. * * Revision 2.1.2.8 2002/10/04 00:48:42 randomtiger * Fixed video memory leaks * Added code to cope with lost device, not tested * Got rid of some DX5 stuff we definately dont need * Moved some enum's into internal,h because gr_d3d_set_state should be able to be called from any dx file * Cleaned up some stuff - RT * * Revision 2.1.2.7 2002/10/03 08:32:08 unknownplayer * * Hacked in a windowed mode so we can properly debug this without using * monitors (although I drool at the concept of having that!) * * Revision 2.1.2.6 2002/10/02 17:52:32 randomtiger * Fixed blue lighting bug. * Put filtering flag set back in that I accidentally removed * Added some new functionality to my debuging system - RT * * Revision 2.1.2.5 2002/10/02 11:40:19 randomtiger * Bmpmap has been reverted to an old non d3d8 version. * All d3d8 code is now in the proper place. * PCX code is now working to an extent. Problems with alpha though. * Ani's work slowly with alpha problems. * Also I have done a bit of tidying - RT * * Revision 2.1.2.4 2002/09/28 22:13:43 randomtiger * Sorted out some bits and pieces. The background nebula blends now which is nice. – RT * * Revision 2.1.2.3 2002/09/28 12:20:32 randomtiger * Just a tiny code change that lets stuff work in 16 bit. * For some reason 16 bit code was taking a different code path for displaying textures. * So until I unstand why, Im cutting off that codepath because it isnt easy to convert into DX8. * * Revision 2.1.2.2 2002/09/28 00:18:08 randomtiger * Did some work on trying to get textures to load from pcx, define TX_ATTEMPT for access to it. * Converted some DX7 blending calls to DX8 which a fair difference to ingame visuals. * * - RT * * Revision 2.1.2.1 2002/09/24 18:56:42 randomtiger * DX8 branch commit * * This is the scub of UP's previous code with the more up to date RT code. * For full details check previous dev e-mails * * Revision 2.1 2002/08/01 01:41:05 penguin * The big include file move * * Revision 2.0 2002/06/03 04:02:22 penguin * Warpcore CVS sync * * Revision 1.1 2002/05/02 18:03:07 mharris * Initial checkin - converted filenames and includes to lower case * * * 22 9/09/99 8:53p Dave * Fixed multiplayer degenerate orientation case problem. Make sure warp * effect never goes lower than LOD 1. * * 21 9/05/99 11:19p Dave * Made d3d texture cache much more safe. Fixed training scoring bug where * it would backout scores without ever having applied them in the first * place. * * 20 8/16/99 4:04p Dave * Big honking checkin. * * 19 7/29/99 10:47p Dave * Standardized D3D fogging using vertex fog. Shook out Savage 4 bugs. * * 18 7/16/99 1:49p Dave * 8 bit aabitmaps. yay. * * 17 7/13/99 1:15p Dave * 32 bit support. Whee! * * 16 7/09/99 9:51a Dave * Added thick polyline code. * * 15 6/29/99 10:35a Dave * Interface polygon bitmaps! Whee! * * 14 6/16/99 4:06p Dave * New pilot info popup. Added new draw-bitmap-as-poly function. * * 13 5/05/99 9:02p Dave * Fixed D3D aabitmap rendering. Spiffed up nebula effect a bit (added * rotations, tweaked values, made bitmap selection more random). Fixed * D3D beam weapon clipping problem. Added D3d frame dumping. * * 12 2/11/99 3:08p Dave * PXO refresh button. Very preliminary squad war support. * * 11 2/05/99 12:52p Dave * Fixed Glide nondarkening textures. * * 10 2/03/99 11:44a Dave * Fixed d3d transparent textures. * * 9 1/30/99 5:08p Dave * More new hi-res stuff.Support for nice D3D textures. * * 8 1/15/99 11:29a Neilk * Fixed D3D screen/texture pixel formatting problem. * * 7 1/12/99 12:53a Dave * More work on beam weapons - made collision detection very efficient - * collide against all object types properly - made 3 movement types * smooth. Put in test code to check for possible non-darkening pixels on * object textures. * * 6 12/01/98 6:12p Johnson * Make sure to page in weapon impact animations as xparent textures. * * 5 12/01/98 10:32a Johnson * Fixed direct3d font problems. Fixed sun bitmap problem. Fixed direct3d * starfield problem. * * 4 11/30/98 1:07p Dave * 16 bit conversion, first run. * * 3 10/09/98 2:57p Dave * Starting splitting up OS stuff. * * 2 10/07/98 10:52a Dave * Initial checkin. * * 1 10/07/98 10:49a Dave * * 37 6/13/98 3:18p Hoffoss * NOX()ed out a bunch of strings that shouldn't be translated. * * 36 5/23/98 6:12p John * added code to use registry to force preloading of textures or not. * * 35 5/23/98 5:17p John * added reg key to set texture divider * * 34 5/23/98 5:01p John * made agp preloading happen if >= 6 MB of VRAM. * * 33 5/23/98 4:14p John * Added code to preload textures to video card for AGP. Added in code * to page in some bitmaps that weren't getting paged in at level start. * * 32 5/22/98 10:29p John * made direct3d textures scale as little as glide. * * 31 5/22/98 12:54p John * forced all cards to use a max of 256 pixel wide textures, but added a * registry setting to disable it. * * 30 5/21/98 9:56p John * Made Direct3D work with classic alpha-blending only devices, like the * Virge. Added a texture type XPARENT that fills the alpha in in the * bitmap for Virge. Added support for Permedia by making making * additive alphablending be one/one instead of alpha/one, which didn't * work, and there is no way to tell this from caps. * * 29 5/20/98 10:23a John * put in code to fix an optimized build problem. * * 28 5/18/98 8:26p John * Made cards with only 1bpp alpha fonts work. * * 27 5/12/98 7:53p John * Fixed some 3dfx d3d bugs on allenders, jasen and johnson's computers * caused by 8:3:3:2 format being used, but not liked by the card. * * 26 5/12/98 8:18a John * Put in code to use a different texture format for alpha textures and * normal textures. Turned off filtering for aabitmaps. Took out * destblend=invsrccolor alpha mode that doesn't work on riva128. * * 25 5/11/98 10:58a John * Fixed pilot name cursor bug. Started adding in code for alphachannel * textures. * * 24 5/09/98 12:37p John * More texture caching * * 23 5/09/98 12:16p John * Even better texture caching. * * 22 5/09/98 11:07a John * Better Direct3D texture caching * * 21 5/08/98 5:41p John * * 20 5/08/98 5:36p John * MAde texturing blink white but not crash * * 19 5/07/98 3:02p John * Mpre texture cleanup. You can now reinit d3d without a crash. * * 18 5/07/98 11:31a John * Removed DEMO defines * * 17 5/07/98 10:28a John * Made texture format use 4444. Made fonts use alpha to render. * * 16 5/07/98 9:40a John * Fixed some bitmap transparency issues with Direct3D. * * 15 5/06/98 11:21p John * Fixed a bitmap bug with Direct3D. Started adding new caching code into * D3D. * * 14 5/06/98 8:41p John * Fixed some font clipping bugs. Moved texture handle set code for d3d * into the texture module. * * 13 5/03/98 10:52a John * Made D3D sort of work on 3dfx. * * 12 5/03/98 10:43a John * Working on Direct3D. * * 11 4/09/98 11:05a John * Removed all traces of Direct3D out of the demo version of Freespace and * the launcher. * * 10 3/12/98 5:36p John * Took out any unused shaders. Made shader code take rgbc instead of * matrix and vector since noone used it like a matrix and it would have * been impossible to do in hardware. Made Glide implement a basic * shader for online help. * * 9 3/08/98 10:25a John * Made textures in VRAM reload if they changed * * 8 3/07/98 8:29p John * Put in some Direct3D features. Transparency on bitmaps. Made fonts & * aabitmaps render nice. * * 7 3/06/98 5:39p John * Started adding in aabitmaps * * 6 3/02/98 6:00p John * Moved MAX_BITMAPS into BmpMan.h so the stuff in the graphics code that * is dependent on it won't break if it changes. Made ModelCache slots * be equal to MAX_OBJECTS which is what it is. * * 5 2/17/98 7:46p John * Took out debug code * * 4 2/17/98 7:28p John * Got fonts and texturing working in Direct3D * * 3 2/06/98 4:56p John * Turned off texturing * * 2 2/05/98 9:21p John * Some new Direct3D code. Added code to monitor a ton of stuff in the * game. * * 1 2/03/98 9:24p John * * $NoKeywords: $ */ #include #include "graphics/grd3d.h" #include "graphics/grd3dinternal.h" #include "graphics/2d.h" #include "globalincs/pstypes.h" #include "bmpman/bmpman.h" #include "io/key.h" #include "globalincs/systemvars.h" #include "osapi/osregistry.h" #include "debugconsole/dbugfile.h" #include "graphics/grd3dbmpman.h" #include "cmdline/cmdline.h" #include "network/multi_log.h" static tcache_slot_d3d *Textures = NULL; int D3D_frame_count = 0; int D3D_min_texture_width = 0; int D3D_max_texture_width = 0; int D3D_min_texture_height = 0; int D3D_max_texture_height = 0; int D3D_square_textures = 0; int D3D_pow2_textures = 0; int D3D_textures_in = 0; int D3D_textures_in_frame = 0; int D3D_last_bitmap_id = -1; int D3D_last_detail = -1; int D3D_last_bitmap_type = -1; /** * * @return bool */ bool d3d_free_texture( tcache_slot_d3d *t ) { // Bitmap changed!! if ( t->bitmap_id > -1 ) { // if I have been used this frame, bail if(t->used_this_frame){ return false; } if(t->d3d8_thandle) { DBUGFILE_DEC_COUNTER(0); int m = 1; while ( m > 0 ) { m = t->d3d8_thandle->Release(); } t->d3d8_thandle = NULL; } if ( D3D_last_bitmap_id == t->bitmap_id ) { D3D_last_bitmap_id = -1; } t->bitmap_id = -1; t->used_this_frame = 0; D3D_textures_in -= t->size; } return true; } #ifndef NDEBUG int Show_uploads = 0; DCF_BOOL( show_uploads, Show_uploads ) #endif // get the final texture size (the one which will get allocated as a surface) void d3d_tcache_get_adjusted_texture_size(int w_in, int h_in, int *w_out, int *h_out) { int tex_w, tex_h; // bogus if((w_out == NULL) || (h_out == NULL)){ return; } // starting size tex_w = w_in; tex_h = h_in; if ( D3D_pow2_textures ) { int i; for (i=0; i<16; i++ ) { if ( (tex_w > (1< (1< D3D_max_texture_width ) { tex_w = D3D_max_texture_width; } if ( tex_h < D3D_min_texture_height ) { tex_h = D3D_min_texture_height; } else if ( tex_h > D3D_max_texture_height ) { tex_h = D3D_max_texture_height; } if ( D3D_square_textures ) { int new_size; // Make the both be equal to larger of the two new_size = MAX(tex_w, tex_h); tex_w = new_size; tex_h = new_size; } // store the outgoing size *w_out = tex_w; *h_out = tex_h; } void *d3d_vimage_to_texture(int bitmap_type, int bpp, void *thandle, ushort *data, int src_w, int src_h, int *tex_w, int *tex_h, float *u_scale, float *v_scale, int reload) { // Dont prepare bool use_mipmapping = (bitmap_type != TCACHE_TYPE_BITMAP_SECTION); if(Cmdline_d3dmipmap == 0) { use_mipmapping = 0; } int i,j; PIXELFORMAT *surface_desc = NULL; D3DFORMAT d3d8_format; switch( bitmap_type ) { case TCACHE_TYPE_AABITMAP: surface_desc = (bpp == 32) ? NULL : &AlphaTextureFormat; d3d8_format = (bpp == 32) ? D3DFMT_A8R8G8B8 : default_alpha_tformat; break; case TCACHE_TYPE_XPARENT: Int3(); default: surface_desc = (bpp == 32) ? NULL : &NonAlphaTextureFormat; d3d8_format = (bpp == 32) ? D3DFMT_A8R8G8B8 : default_non_alpha_tformat; break; } // get final texture size d3d_tcache_get_adjusted_texture_size(*tex_w, *tex_h, tex_w, tex_h); if ( bitmap_type == TCACHE_TYPE_AABITMAP || bitmap_type == TCACHE_TYPE_BITMAP_SECTION) { *u_scale = (float)src_w / (float)*tex_w; *v_scale = (float)src_h / (float)*tex_h; } else { *u_scale = 1.0f; *v_scale = 1.0f; } bool use_dxt = (bpp == 32) && Cmdline_pcx32dds && (bitmap_type != TCACHE_TYPE_AABITMAP); IDirect3DTexture8 *texture_handle = (IDirect3DTexture8 *) thandle; if(!reload) { DBUGFILE_INC_COUNTER(0); if(FAILED(GlobalD3DVars::lpD3DDevice->CreateTexture( *tex_w, *tex_h, use_mipmapping ? 0 : 1, 0, use_dxt ? D3DFMT_DXT5 : d3d8_format, D3DPOOL_MANAGED, &texture_handle))) { Assert(0); return NULL; } } // Careful, these surfaces are used for difference purposes depending on the Cmdline_pcx32dds codepath IDirect3DSurface8 *dds_surface = NULL; IDirect3DSurface8 *d3d_surface = NULL; if(use_dxt) { // Get dds surface to copy to texture_handle->GetSurfaceLevel(0, &dds_surface); // Create new surface GlobalD3DVars::lpD3DDevice->CreateImageSurface(*tex_w, *tex_h, d3d8_format, &d3d_surface); } else texture_handle->GetSurfaceLevel(0, &d3d_surface); // lock texture here D3DLOCKED_RECT locked_rect; if(FAILED(d3d_surface->LockRect(&locked_rect, NULL, 0))) { Assert(0); return NULL; } ubyte *bmp_data_byte = (ubyte*)data; // If 16 bit if( surface_desc) { ushort *bmp_data = (ushort *)data; ushort *lpSP; int pitch = locked_rect.Pitch / sizeof(ushort); ushort *dest_data_start = (ushort *) locked_rect.pBits; ushort xlat[256]; int r, g, b, a; switch( bitmap_type ) { case TCACHE_TYPE_AABITMAP: // setup convenient translation table for (i=0; i<16; i++ ) { r = 255; g = 255; b = 255; a = (i*255)/15; r /= Gr_ta_red.scale; g /= Gr_ta_green.scale; b /= Gr_ta_blue.scale; a /= Gr_ta_alpha.scale; xlat[i] = unsigned short(((a<UnlockRect())) { Assert(0); return NULL; } if(use_dxt) { // Copy data back and free data, this copy should compress the texture D3DXLoadSurfaceFromSurface(dds_surface, NULL, NULL, d3d_surface, NULL, NULL, D3DX_FILTER_NONE, 0); d3d_surface->Release(); } if( use_mipmapping ) { D3DXFilterTexture( texture_handle, NULL, 0, D3DX_DEFAULT); } return texture_handle; } // data == start of bitmap data // sx == x offset into bitmap // sy == y offset into bitmap // src_w == absolute width of section on source bitmap // src_h == absolute height of section on source bitmap // bmap_w == width of source bitmap // bmap_h == height of source bitmap // tex_w == width of final texture // tex_h == height of final texture int d3d_create_texture_sub(int bitmap_type, int texture_handle, int bpp, ushort *data, int src_w, int src_h, int tex_w, int tex_h, tcache_slot_d3d *t, int reload, int fail_on_full) { Assert(*data != 0xdeadbeef); if(t == NULL) { return 0; } if(!reload) { d3d_free_texture(t); } #if 0 if ( reload ) { mprintf( ("Reloading '%s'\n", bm_get_filename(texture_handle)) ); } else { mprintf( ("Uploading '%s'\n", bm_get_filename(texture_handle)) ); } #endif t->d3d8_thandle = (IDirect3DTexture8 *) d3d_vimage_to_texture( bitmap_type, bpp, t->d3d8_thandle, data, src_w, src_h, &tex_w, &tex_h, &t->u_scale, &t->v_scale, reload); if(t->d3d8_thandle == NULL) { return 0; } t->bitmap_id = texture_handle; t->time_created = D3D_frame_count; t->used_this_frame = 0; t->size = tex_w * tex_h * bpp / 8; t->w = (ushort)tex_w; t->h = (ushort)tex_h; D3D_textures_in_frame += t->size; return 1; } int d3d_create_texture(int bitmap_handle, int bitmap_type, tcache_slot_d3d *tslot, int fail_on_full) { ubyte flags; bitmap *bmp; int final_w, final_h; ubyte bpp = 16; int reload = 0; // setup texture/bitmap flags flags = 0; switch(bitmap_type){ case TCACHE_TYPE_AABITMAP: flags |= BMP_AABITMAP; bpp = 8; break; case TCACHE_TYPE_NORMAL: flags |= BMP_TEX_OTHER; case TCACHE_TYPE_XPARENT: flags |= BMP_TEX_XPARENT; break; case TCACHE_TYPE_NONDARKENING: Int3(); flags |= BMP_TEX_NONDARK; break; case TCACHE_TYPE_BITMAP_SECTION: flags = BMP_TEX_XPARENT; break; } // lock the bitmap into the proper format bmp = bm_lock(bitmap_handle, bpp, flags); if ( bmp == NULL ) { mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle )); return 0; } int max_w = bmp->w; int max_h = bmp->h; if ( bitmap_type != TCACHE_TYPE_AABITMAP && bitmap_type != TCACHE_TYPE_BITMAP_SECTION) { // Detail.debris_culling goes from 0 to 4. max_w /= 16 >> Detail.hardware_textures; max_h /= 16 >> Detail.hardware_textures; } // get final texture size as it will be allocated as a DD surface d3d_tcache_get_adjusted_texture_size(max_w, max_h, &final_w, &final_h); // if this tcache slot has no bitmap if ( tslot->bitmap_id < 0) { reload = 0; } // different bitmap altogether - determine if the new one can use the old one's slot else if(tslot->bitmap_id != bitmap_handle) { reload = (final_w == tslot->w) && (final_h == tslot->h); } int ret_val = d3d_create_texture_sub(bitmap_type, bitmap_handle, bmp->bpp, (ushort*)bmp->data, bmp->w, bmp->h, max_w, max_h, tslot, reload, fail_on_full); // unlock the bitmap bm_unlock(bitmap_handle); return ret_val; } bool d3d_preload_texture_func(int bitmap_id) { return 1; } bool d3d_lock_and_set_internal_texture(int stage, int handle, ubyte bpp, ubyte flags, float *u_scale, float *v_scale ); int d3d_tcache_set_internal(int bitmap_id, int bitmap_type, float *u_scale, float *v_scale, int fail_on_full, int sx, int sy, int force, int stage ) { //bitmap *bmp = NULL; if ( bitmap_id < 0 ) { D3D_last_bitmap_id = -1; return 0; } if(d3d_lock_and_set_internal_texture(stage, bitmap_id, (ubyte) 16, (ubyte) bitmap_type, u_scale, v_scale) == true) { D3D_last_bitmap_id = -1; return 1; } int n = bm_get_cache_slot( bitmap_id, 1 ); if ( D3D_last_detail != Detail.hardware_textures ) { D3D_last_detail = Detail.hardware_textures; d3d_tcache_flush(); } tcache_slot_d3d * t = &Textures[n]; if(!is_render_target(bitmap_id)){ // If rendering exactly the same texture section as before if ( (D3D_last_bitmap_id == bitmap_id) && (D3D_last_bitmap_type==bitmap_type) && (t->bitmap_id == bitmap_id)) { t->used_this_frame++; *u_scale = t->u_scale; *v_scale = t->v_scale; return 1; } // if the texture sections haven't been created yet if((t->bitmap_id < 0) || (t->bitmap_id != bitmap_id)) { if(d3d_create_texture( bitmap_id, bitmap_type, t, fail_on_full ) == 0) { d3d_free_texture(t); return 0; } } *u_scale = t->u_scale; *v_scale = t->v_scale; d3d_SetTexture(stage, t->d3d8_thandle); }else{ d3d_SetTexture(stage, get_render_target_texture(bitmap_id)); } D3D_last_bitmap_id = t->bitmap_id; D3D_last_bitmap_type = bitmap_type; t->used_this_frame++; return 1; } int d3d_tcache_set(int bitmap_id, int bitmap_type, float *u_scale, float *v_scale, int fail_on_full, int sx, int sy, int force, int stage) { return d3d_tcache_set_internal(bitmap_id, bitmap_type, u_scale, v_scale, fail_on_full, 0, 0, force, stage ); } void d3d_tcache_init() { int i; D3D_min_texture_width = 16; D3D_min_texture_height = 16; D3D_max_texture_width = GlobalD3DVars::d3d_caps.MaxTextureWidth; D3D_max_texture_height = GlobalD3DVars::d3d_caps.MaxTextureHeight; D3D_square_textures = (GlobalD3DVars::d3d_caps.TextureCaps & D3DPTEXTURECAPS_SQUAREONLY) ? 1 : 0; D3D_pow2_textures = (GlobalD3DVars::d3d_caps.TextureCaps & D3DPTEXTURECAPS_POW2) ? 1 : 0; // RT I dont think wide surfaces are supported in D3D8 so we need this code if(0) { if ( D3D_max_texture_width > gr_screen.max_w ) { D3D_max_texture_width = gr_screen.max_w; if ( D3D_pow2_textures ) { for (i=0; i<16; i++ ) { if ( (D3D_max_texture_width>= (1< D3D_max_texture_width ) { D3D_max_texture_height = D3D_max_texture_width; } mprintf(( "Doesn't support wide surfaces. Bashing max down to %d\n", D3D_max_texture_width )); } } { if( !os_config_read_uint( NULL, NOX("D3DUseLargeTextures"), 0 )) { if ( D3D_max_texture_width > 1024 ) { D3D_max_texture_width = 1024; } if ( D3D_max_texture_height > 1024 ) { D3D_max_texture_height = 1024; } } } DBUGFILE_OUTPUT_2("Max textures: %d %d",D3D_max_texture_width,D3D_max_texture_height); Textures = (tcache_slot_d3d *) malloc(MAX_BITMAPS * sizeof(tcache_slot_d3d)); if ( !Textures ) { DBUGFILE_OUTPUT_0("exit"); exit(1); } memset( Textures, 0, MAX_BITMAPS * sizeof(tcache_slot_d3d) ); // Init the texture structures for( i=0; iSetTransform(D3DTS_TEXTURE0, &world); }else{ d3d_SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE); } }