Files
fs2open.github.com/code/graphics/grd3dtexture.cpp
T
2002-08-01 01:41:11 +00:00

1416 lines
36 KiB
C++

/*
* 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: 2.1 $
* $Date: 2002-08-01 01:41:05 $
* $Author: penguin $
*
* Code to manage loading textures into VRAM for Direct3D
*
* $Log: not supported by cvs2svn $
* 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 "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 "network/multi_log.h"
typedef struct tcache_slot_d3d {
LPDIRECTDRAWSURFACE vram_texture_surface;
LPDIRECT3DTEXTURE2 vram_texture;
D3DTEXTUREHANDLE texture_handle;
float u_scale, v_scale;
int bitmap_id;
int size;
char used_this_frame;
int time_created;
ushort w, h;
// sections
tcache_slot_d3d *data_sections[MAX_BMAP_SECTIONS_X][MAX_BMAP_SECTIONS_Y];
tcache_slot_d3d *parent;
} tcache_slot_d3d;
static void *Texture_sections = NULL;
tcache_slot_d3d *Textures = NULL;
int D3D_texture_sections = 0;
int D3D_texture_ram = 0;
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;
int D3D_last_section_x = -1;
int D3D_last_section_y = -1;
int vram_full = 0;
int d3d_free_texture( tcache_slot_d3d *t )
{
int idx, s_idx;
// Bitmap changed!!
if ( t->bitmap_id > -1 ) {
// if I, or any of my children have been used this frame, bail
if(t->used_this_frame){
return 0;
}
for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
if((t->data_sections[idx][s_idx] != NULL) && (t->data_sections[idx][s_idx]->used_this_frame)){
return 0;
}
}
}
// ok, now we know its legal to free everything safely
if ( t->vram_texture ) {
t->vram_texture->Release();
t->vram_texture = NULL;
}
if ( t->vram_texture_surface ) {
t->vram_texture_surface->Release();
t->vram_texture_surface = NULL;
}
t->texture_handle = NULL;
if ( D3D_last_bitmap_id == t->bitmap_id ) {
D3D_last_bitmap_id = -1;
}
// if this guy has children, free them too, since the children
// actually make up his size
for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
if(t->data_sections[idx][s_idx] != NULL){
d3d_free_texture(t->data_sections[idx][s_idx]);
}
}
}
t->bitmap_id = -1;
t->used_this_frame = 0;
D3D_textures_in -= t->size;
}
return 1;
}
// we must make sure we never free my parent or any of my siblings!!!!!
int d3d_older_test(tcache_slot_d3d *new_slot, tcache_slot_d3d *test, tcache_slot_d3d *oldest)
{
if ( (test != new_slot) && (test != new_slot->parent) && (test->bitmap_id > -1) && (!test->used_this_frame)) {
if ( (oldest == NULL) || (test->time_created < oldest->time_created)) {
return 1;
}
}
// not older
return 0;
}
int d3d_free_some_texture_ram(tcache_slot_d3d *t, int size)
{
tcache_slot_d3d *oldest = NULL;
// Go through all the textures... find the oldest one
// that was not used this frame yet.
int i;
int goal_size = D3D_textures_in - size*2;
if ( goal_size < 0 ) {
goal_size = 0;
} else if ( goal_size > D3D_texture_ram*3/4 ) {
goal_size = D3D_texture_ram*3/4;
}
while( D3D_textures_in > goal_size ) {
oldest = NULL;
for( i=0; i<MAX_BITMAPS; i++ ) {
// maybe pick this one
if(d3d_older_test(t, &Textures[i], oldest)){
oldest = &Textures[i];
}
}
if ( oldest == NULL ) {
mprintf(( "Couldn't free enough VRAM this frame... you might see some ugliness!\n" ));
return 0;
}
d3d_free_texture(oldest);
}
mprintf(( "Freed 1/4 of the VRAM\n" ));
return 1;
}
#ifndef NDEBUG
int Show_uploads = 0;
DCF_BOOL( show_uploads, Show_uploads )
#endif
// is the given existing texture handle the same dimensions as the passed in bitmap?
int d3d_tcache_same_dimension(int bitmap_id, int bitmap_type, tcache_slot_d3d *t)
{
int idx, s_idx;
int w, h, nframes, fps;
ubyte flags;
bitmap_section_info *s = NULL;
// get bitmap info
bm_get_info(bitmap_id, &w, &h, &flags, &nframes, &fps, &s);
// bogus
if(s == NULL){
return 0;
}
// sectioned bitmap
if(bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
for(idx=0; idx<s->num_x; idx++){
for(s_idx=0; s_idx<s->num_y; s_idx++){
// bogus
if(t->data_sections[idx][s_idx] == NULL){
return 0;
}
// given a bitmap and a section, return the size (w, h)
bm_get_section_size(bitmap_id, idx, s_idx, &w, &h);
// same ?
if((t->data_sections[idx][s_idx]->w != w) || (t->data_sections[idx][s_idx]->h != h)){
return 0;
}
}
}
}
// non-sectioned bitmap
else {
if((t->w != w) || (t->h != h)){
return 0;
}
}
// all good
return 1;
}
// 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<<i)) && (tex_w <= (1<<(i+1))) ) {
tex_w = 1 << (i+1);
break;
}
}
for (i=0; i<16; i++ ) {
if ( (tex_h > (1<<i)) && (tex_h <= (1<<(i+1))) ) {
tex_h = 1 << (i+1);
break;
}
}
}
if ( tex_w < D3D_min_texture_width ) {
tex_w = D3D_min_texture_width;
} else if ( tex_w > 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;
}
// 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, ushort *data, int sx, int sy, int src_w, int src_h, int bmap_w, int bmap_h, int tex_w, int tex_h, tcache_slot_d3d *t, int reload, int fail_on_full)
{
LPDIRECTDRAWSURFACE sys_texture_surface = NULL;
LPDIRECT3DTEXTURE2 sys_texture = NULL;
int ret_val = 1;
#ifndef NDEBUG
if ( Show_uploads ) {
if ( reload ) {
mprintf(( "Reloading '%s'\n", bm_get_filename(texture_handle) ));
} else {
mprintf(( "Uploading '%s'\n", bm_get_filename(texture_handle) ));
}
}
#endif
// bogus
if(t == NULL){
return 0;
}
if ( t->used_this_frame ) {
mprintf(( "ARGHH!!! Texture already used this frame! Cannot free it!\n" ));
return 0;
}
if ( !reload ) {
// gah
if(!d3d_free_texture(t)){
return 0;
}
}
DDSURFACEDESC ddsd;
HRESULT ddrval;
DWORD dwHeight, dwWidth;
int i,j;
ushort *bmp_data;
DDPIXELFORMAT *surface_desc;
switch( bitmap_type ) {
case TCACHE_TYPE_AABITMAP:
surface_desc = &AlphaTextureFormat;
break;
case TCACHE_TYPE_XPARENT:
Int3();
default:
surface_desc = &NonAlphaTextureFormat;
}
// get final texture size
d3d_tcache_get_adjusted_texture_size(tex_w, tex_h, &tex_w, &tex_h);
if ( (tex_w < 1) || (tex_h < 1) ) {
mprintf(("Bitmap is to small at %dx%d.\n", tex_w, tex_h ));
return 0;
}
if ( bitmap_type == TCACHE_TYPE_AABITMAP ) {
t->u_scale = (float)bmap_w / (float)tex_w;
t->v_scale = (float)bmap_h / (float)tex_h;
} else if(bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
t->u_scale = (float)src_w / (float)tex_w;
t->v_scale = (float)src_h / (float)tex_h;
} else {
t->u_scale = 1.0f;
t->v_scale = 1.0f;
}
dwHeight = tex_h;
dwWidth = tex_w;
bmp_data = (ushort *)data;
ubyte *bmp_data_byte = (ubyte*)data;
// Create a surface in system memory and load texture into it.
// Create a surface of the given format using the dimensions of the bitmap
memset(&ddsd, 0, sizeof(DDSURFACEDESC));
ddsd.dwSize = sizeof(DDSURFACEDESC);
ddsd.dwFlags = DDSD_CAPS | DDSD_HEIGHT | DDSD_WIDTH | DDSD_PIXELFORMAT;
ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_SYSTEMMEMORY;
ddsd.dwHeight = dwHeight;
ddsd.dwWidth = dwWidth;
ddsd.ddpfPixelFormat = *surface_desc;
sys_texture_surface = NULL;
ddrval = lpDD->CreateSurface(&ddsd, &sys_texture_surface, NULL);
if ( (ddrval != DD_OK) || (sys_texture_surface == NULL) ) {
mprintf(("CreateSurface for texture failed (loadtex), w=%d, h=%d, %s\n", tex_w, tex_h, d3d_error_string(ddrval) ));
mprintf(( "Texture RAM = %d KB\n", D3D_textures_in / 1024 ));
// bm_unlock(bitmap_handle);
return 0;
}
// Lock the surface so it can be filled with the bitmap data
memset(&ddsd, 0, sizeof(DDSURFACEDESC));
ddsd.dwSize = sizeof(DDSURFACEDESC);
ddrval = sys_texture_surface->Lock(NULL, &ddsd, 0, NULL);
if (ddrval != DD_OK) {
sys_texture_surface->Release();
mprintf(("Lock failed while loading surface (loadtex).\n" ));
return 0;
}
Assert( surface_desc->dwRGBBitCount == 16 );
// Each RGB bit count requires different pointers
ushort *lpSP;
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 = Gr_gamma_lookup[(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<<Gr_ta_alpha.shift) | (r << Gr_ta_red.shift) | (g << Gr_ta_green.shift) | (b << Gr_ta_blue.shift)));
}
xlat[15] = xlat[1];
for ( ; i<256; i++ ) {
xlat[i] = xlat[0];
}
for (j = 0; j < tex_h; j++) {
lpSP = (unsigned short*)(((char*)ddsd.lpSurface) + ddsd.lPitch * j);
for (i = 0; i < tex_w; i++) {
if ( (i < bmap_w) && (j<bmap_h) ) {
*lpSP++ = xlat[(ubyte)bmp_data_byte[j*bmap_w+i]];
} else {
*lpSP++ = 0;
}
}
}
break;
case TCACHE_TYPE_BITMAP_SECTION:
for (j = 0; j < src_h; j++) {
// the proper line in the temp ram
lpSP = (unsigned short*)(((char*)ddsd.lpSurface) + ddsd.lPitch * j);
// nice and clean
for (i = 0; i < src_w; i++) {
// stuff the texture into vram
*lpSP++ = bmp_data[((j+sy) * bmap_w) + sx + i];
}
}
break;
default: { // normal:
fix u, utmp, v, du, dv;
u = v = 0;
du = ( (bmap_w-1)*F1_0 ) / tex_w;
dv = ( (bmap_h-1)*F1_0 ) / tex_h;
for (j = 0; j < tex_h; j++) {
lpSP = (unsigned short*)(((char*)ddsd.lpSurface) + ddsd.lPitch * j);
utmp = u;
for (i = 0; i < tex_w; i++) {
*lpSP++ = bmp_data[f2i(v)*bmap_w+f2i(utmp)];
utmp += du;
}
v += dv;
}
}
break;
}
// bm_unlock(bitmap_handle);
// Unlock the texture
sys_texture_surface->Unlock(NULL);
sys_texture = NULL;
ddrval = sys_texture_surface->QueryInterface(IID_IDirect3DTexture2, (LPVOID *)&sys_texture);
if ( (ddrval != DD_OK) || (sys_texture == NULL) ) {
mprintf(( "Getting sys surface's texture failed!\n" ));
// bad return value
ret_val = 0;
goto FreeSurfacesAndExit;
}
RetryLoad:
if ( !reload ) {
// Create a surface of the given format using the dimensions of the bitmap
memset(&ddsd, 0, sizeof(DDSURFACEDESC));
ddsd.dwSize = sizeof(DDSURFACEDESC);
ddsd.dwFlags = DDSD_CAPS | DDSD_HEIGHT | DDSD_WIDTH | DDSD_PIXELFORMAT;
ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_ALLOCONLOAD | DDSCAPS_VIDEOMEMORY;
//| DDSCAPS_VIDEOMEMORY | DDSCAPS_LOCALVIDMEM | DDSCAPS_ALLOCONLOAD;
ddsd.dwHeight = dwHeight;
ddsd.dwWidth = dwWidth;
ddsd.ddpfPixelFormat = *surface_desc;
t->vram_texture_surface = NULL;
ddrval = lpDD->CreateSurface(&ddsd, &t->vram_texture_surface, NULL);
if ( (ddrval != DD_OK) || (t->vram_texture_surface == NULL) ) {
t->vram_texture = NULL;
t->vram_texture_surface = NULL;
t->texture_handle = NULL;
if ( ddrval==DDERR_OUTOFVIDEOMEMORY ) {
mprintf(("Out of VRAM (w=%d, h=%d, used=%d KB)\n", tex_w, tex_h, D3D_textures_in / 1024 ));
if ( fail_on_full ) {
// bad return value
ret_val = 0;
goto FreeSurfacesAndExit;
}
if ( d3d_free_some_texture_ram(t,dwHeight*dwWidth*2)) {
goto RetryLoad;
}
} else {
mprintf(("CreateSurface for VRAM texture failed, w=%d, h=%d\n%s\n", tex_w, tex_h, d3d_error_string(ddrval) ));
mprintf(( "Texture RAM = %d KB\n", D3D_textures_in / 1024 ));
}
vram_full = 1;
// bad return value
ret_val = 0;
goto FreeSurfacesAndExit;
//goto RetryLoad;
}
t->vram_texture = NULL;
ddrval = t->vram_texture_surface->QueryInterface(IID_IDirect3DTexture2, (LPVOID *)&t->vram_texture);
if ( (ddrval != DD_OK) || (t->vram_texture == NULL) ) {
mprintf(( "GR_D3D_INIT: TextureSurface->QueryInterface failed.\n" ));
vram_full = 1;
// bad return value
ret_val = 0;
goto FreeSurfacesAndExit;
}
// char *name = bm_get_filename(bitmap_handle);
// mprintf(( "Uploading '%s'\n", name ));
t->texture_handle = NULL;
ddrval = t->vram_texture->GetHandle(lpD3DDevice, &t->texture_handle );
if ( (ddrval != DD_OK) || (t->texture_handle == NULL) ) {
mprintf(( "GR_D3D_INIT: Texture->GetHandle failed.\n" ));
t->texture_handle = NULL;
vram_full = 1;
// bad return value
ret_val = 0;
goto FreeSurfacesAndExit;
}
}
// argh. this texture appears to be bogus. lets free it
if(t->vram_texture == NULL){
d3d_free_texture(t);
// bad
ret_val = 0;
goto FreeSurfacesAndExit;
}
ddrval = t->vram_texture->Load( sys_texture );
if ( ddrval != DD_OK ) {
mprintf(("VRAM Load failed, w=%d, h=%d, %s\n", tex_w, tex_h, d3d_error_string(ddrval) ));
mprintf(( "Texture RAM = %d KB\n", D3D_textures_in / 1024 ));
vram_full = 1;
// bad return value
ret_val = 0;
goto FreeSurfacesAndExit;
}
t->bitmap_id = texture_handle;
t->time_created = D3D_frame_count;
t->used_this_frame = 0;
t->size = tex_w * tex_h * 2;
t->w = (ushort)tex_w;
t->h = (ushort)tex_h;
D3D_textures_in_frame += t->size;
if ( !reload ) {
D3D_textures_in += t->size;
}
FreeSurfacesAndExit:
if ( sys_texture ) {
sys_texture->Release();
sys_texture = NULL;
}
if ( sys_texture_surface ) {
sys_texture_surface->Release();
sys_texture_surface = NULL;
}
// hopefully this is 1 :)
return ret_val;
}
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;
}
// 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 ) {
max_w /= D3D_texture_divider;
max_h /= D3D_texture_divider;
// 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) {
if((final_w == tslot->w) && (final_h == tslot->h)){
reload = 1;
ml_printf("Reloading texture %d\n", bitmap_handle);
} else {
reload = 0;
}
}
// call the helper
int ret_val = d3d_create_texture_sub(bitmap_type, bitmap_handle, (ushort*)bmp->data, 0, 0, bmp->w, bmp->h, bmp->w, bmp->h, max_w, max_h, tslot, reload, fail_on_full);
// unlock the bitmap
bm_unlock(bitmap_handle);
return ret_val;
}
int d3d_create_texture_sectioned(int bitmap_handle, int bitmap_type, tcache_slot_d3d *tslot, int sx, int sy, int fail_on_full)
{
ubyte flags;
bitmap *bmp;
int final_w, final_h;
int section_x, section_y;
int reload = 0;
// setup texture/bitmap flags
Assert(bitmap_type == TCACHE_TYPE_BITMAP_SECTION);
if(bitmap_type != TCACHE_TYPE_BITMAP_SECTION){
bitmap_type = TCACHE_TYPE_BITMAP_SECTION;
}
flags = BMP_TEX_XPARENT;
// lock the bitmap in the proper format
bmp = bm_lock(bitmap_handle, 16, flags);
if ( bmp == NULL ) {
mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
return 0;
}
// determine the width and height of this section
bm_get_section_size(bitmap_handle, sx, sy, &section_x, &section_y);
// get final texture size as it will be allocated as a DD surface
d3d_tcache_get_adjusted_texture_size(section_x, section_y, &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) {
if((final_w == tslot->w) && (final_h == tslot->h)){
reload = 1;
} else {
reload = 0;
}
}
// call the helper
int ret_val = d3d_create_texture_sub(bitmap_type, bitmap_handle, (ushort*)bmp->data, bmp->sections.sx[sx], bmp->sections.sy[sy], section_x, section_y, bmp->w, bmp->h, section_x, section_y, tslot, reload, fail_on_full);
// unlock the bitmap
bm_unlock(bitmap_handle);
return ret_val;
}
extern int bm_get_cache_slot( int bitmap_id, int separate_ani_frames );
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 )
{
bitmap *bmp = NULL;
int idx, s_idx;
int ret_val = 1;
if ( bitmap_id < 0 ) {
D3D_last_bitmap_id = -1;
return 0;
}
if ( D3D_last_detail != Detail.hardware_textures ) {
D3D_last_detail = Detail.hardware_textures;
d3d_tcache_flush();
}
//mprintf(( "Setting texture %d\n", bitmap_handle ));
if ( vram_full ) {
return 0;
}
int n = bm_get_cache_slot( bitmap_id, 1 );
tcache_slot_d3d * t = &Textures[n];
if ( (D3D_last_bitmap_id == bitmap_id) && (D3D_last_bitmap_type==bitmap_type) && (t->bitmap_id == bitmap_id) && (D3D_last_section_x == sx) && (D3D_last_section_y == sy)) {
t->used_this_frame++;
// mark all children as used
if(D3D_texture_sections){
for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
if(t->data_sections[idx][s_idx] != NULL){
t->data_sections[idx][s_idx]->used_this_frame++;
}
}
}
}
*u_scale = t->u_scale;
*v_scale = t->v_scale;
return 1;
}
// if this is a sectioned bitmap
if(bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
Assert((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y));
if(!((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y))){
return 0;
}
ret_val = 1;
// if the texture sections haven't been created yet
if((t->bitmap_id < 0) || (t->bitmap_id != bitmap_id)){
// lock the bitmap in the proper format
bmp = bm_lock(bitmap_id, 16, BMP_TEX_XPARENT);
bm_unlock(bitmap_id);
// now lets do something for each texture
for(idx=0; idx<bmp->sections.num_x; idx++){
for(s_idx=0; s_idx<bmp->sections.num_y; s_idx++){
// hmm. i'd rather we didn't have to do it this way...
if(!d3d_create_texture_sectioned(bitmap_id, bitmap_type, t->data_sections[idx][s_idx], idx, s_idx, fail_on_full)){
ret_val = 0;
}
// not used this frame
t->data_sections[idx][s_idx]->used_this_frame = 0;
}
}
// zero out pretty much everything in the parent struct since he's just the root
t->bitmap_id = bitmap_id;
t->texture_handle = NULL;
t->time_created = t->data_sections[sx][sy]->time_created;
t->used_this_frame = 0;
t->vram_texture = NULL;
t->vram_texture_surface = NULL;
}
// argh. we failed to upload. free anything we can
if(!ret_val){
d3d_free_texture(t);
}
// swap in the texture we want
else {
t = t->data_sections[sx][sy];
}
}
// all other "normal" textures
else if((bitmap_id < 0) || (bitmap_id != t->bitmap_id)){
ret_val = d3d_create_texture( bitmap_id, bitmap_type, t, fail_on_full );
}
// everything went ok
if(ret_val && (t->texture_handle != NULL) && !vram_full){
*u_scale = t->u_scale;
*v_scale = t->v_scale;
d3d_SetRenderState(D3DRENDERSTATE_TEXTUREHANDLE, t->texture_handle );
D3D_last_bitmap_id = t->bitmap_id;
D3D_last_bitmap_type = bitmap_type;
D3D_last_section_x = sx;
D3D_last_section_y = sy;
t->used_this_frame++;
}
// gah
else {
return 0;
}
return 1;
}
int D3D_should_preload = 0;
void d3d_tcache_init(int use_sections)
{
int i, idx, s_idx;
D3D_should_preload = 0;
{
DDSCAPS ddsCaps;
DWORD dwFree, dwTotal;
memset(&ddsCaps,0,sizeof(ddsCaps) );
ddsCaps.dwCaps = DDSCAPS_TEXTURE;
HRESULT ddrval = lpDD->GetAvailableVidMem(&ddsCaps, &dwTotal, &dwFree);
if ( ddrval != DD_OK ) {
mprintf(( "GR_D3D_INIT: GetAvailableVidMem failed.\n" ));
dwFree = 0;
// goto D3DError;
}
D3D_texture_ram = dwFree;
uint tmp_pl = os_config_read_uint( NULL, NOX("D3DPreloadTextures"), 255 );
if ( tmp_pl == 0 ) {
D3D_should_preload = 0;
} else if ( tmp_pl == 1 ) {
D3D_should_preload = 1;
} else {
if ( D3D_texture_ram >= 6*1024*1024 ) {
D3D_should_preload = 1;
} else {
D3D_should_preload = 0;
}
}
/*
int megs = dwFree / (1024*1024);
uint tmp_val = os_config_read_uint( NULL, NOX("D3DTextureDivider"), 255 );
if ( tmp_val == 0 ) {
// auto set
if ( megs <= 4 ) {
D3D_texture_divider = 4;
} else if ( megs <=8 ) {
D3D_texture_divider = 3;
} else if ( megs <=16 ) {
D3D_texture_divider = 2;
} else {
D3D_texture_divider = 1;
}
} else if ( tmp_val < 5 ) {
D3D_texture_divider = tmp_val;
} else {
// force to 4
D3D_texture_divider = 4;
}
*/
// setup texture divider
uint tmp_val = os_config_read_uint( NULL, NOX("D3DFast"), 1 );
D3D_texture_divider = 1;
if(tmp_val){
D3D_texture_divider = 4;
}
#ifndef NDEBUG
int megs = dwFree / (1024*1024);
mprintf(( "TEXTURE RAM: %d bytes (%d MB) available, size divisor = %d\n", dwFree, megs, D3D_texture_divider ));
#endif
}
D3D_min_texture_width = (int)lpDevDesc->dwMinTextureWidth;
D3D_max_texture_width = (int)lpDevDesc->dwMaxTextureWidth;
D3D_min_texture_height = (int)lpDevDesc->dwMinTextureHeight;
D3D_max_texture_height = (int)lpDevDesc->dwMaxTextureHeight;
// The following checks are needed because the PowerVR reports
// it's texture caps as 0,0 up to 0,0.
if ( D3D_min_texture_width < 16 ) {
D3D_min_texture_width = 16;
}
if ( D3D_min_texture_height < 16 ) {
D3D_min_texture_height = 16;
}
if ( D3D_max_texture_width < 16 ) {
mprintf(( "Driver claims to have a max texture width of %d. Bashing to 256.\n(Is this a PowerVR?)\n", D3D_max_texture_width ));
D3D_max_texture_width = 256; // Can we assume 256?
}
if ( D3D_max_texture_height < 16 ) {
mprintf(( "Driver claims to have a max texture height of %d. Bashing to 256.\n(Is this a PowerVR?)\n", D3D_max_texture_height ));
D3D_max_texture_height = 256; // Can we assume 256?
}
if (lpDevDesc->dpcTriCaps.dwTextureCaps & D3DPTEXTURECAPS_SQUAREONLY) {
mprintf(( "Darn. Driver needs square textures.\n" ));
D3D_square_textures = 1;
} else {
mprintf(( "Woohoo! Driver doesn't need square textures!\n" ));
D3D_square_textures = 0;
}
if ( lpDevDesc->dpcTriCaps.dwTextureCaps & D3DPTEXTURECAPS_POW2 ) {
mprintf(( "Textures must be power of 2.\n" ));
D3D_pow2_textures = 1;
} else {
mprintf(( "Textures can be any size.\n" ));
D3D_pow2_textures = 0;
}
if ( !(DD_driver_caps.dwCaps2 & DDCAPS2_WIDESURFACES) ) {
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<<i)) && (D3D_max_texture_width < (1<<(i+1))) ) {
D3D_max_texture_width = 1 << i;
break;
}
}
}
if ( D3D_max_texture_height > 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 )) {
mprintf(( "No large texture flag specified, so using max of 256\n" ));
if ( D3D_max_texture_width > 256 ) {
D3D_max_texture_width = 256;
}
if ( D3D_max_texture_height > 256 ) {
D3D_max_texture_height = 256;
}
} else {
mprintf(( "Large textures enabled!\n" ));
}
Textures = (tcache_slot_d3d *)malloc(MAX_BITMAPS*sizeof(tcache_slot_d3d));
if ( !Textures ) {
exit(1);
}
if(use_sections){
Texture_sections = (tcache_slot_d3d*)malloc(MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_d3d));
if(!Texture_sections){
exit(1);
}
memset(Texture_sections, 0, MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_d3d));
}
// Init the texture structures
int section_count = 0;
for( i=0; i<MAX_BITMAPS; i++ ) {
Textures[i].vram_texture = NULL;
Textures[i].vram_texture_surface = NULL;
Textures[i].texture_handle = NULL;
Textures[i].bitmap_id = -1;
Textures[i].size = 0;
Textures[i].used_this_frame = 0;
Textures[i].parent = NULL;
// allocate sections
if(use_sections){
for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
Textures[i].data_sections[idx][s_idx] = &((tcache_slot_d3d*)Texture_sections)[section_count++];
Textures[i].data_sections[idx][s_idx]->parent = &Textures[i];
Textures[i].data_sections[idx][s_idx]->vram_texture = NULL;
Textures[i].data_sections[idx][s_idx]->vram_texture_surface = NULL;
Textures[i].data_sections[idx][s_idx]->texture_handle = NULL;
Textures[i].data_sections[idx][s_idx]->bitmap_id = -1;
Textures[i].data_sections[idx][s_idx]->size = 0;
Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
}
}
} else {
for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
Textures[i].data_sections[idx][s_idx] = NULL;
}
}
}
}
D3D_texture_sections = use_sections;
D3D_last_detail = Detail.hardware_textures;
D3D_last_bitmap_id = -1;
D3D_last_bitmap_type = -1;
D3D_last_section_x = -1;
D3D_last_section_y = -1;
D3D_textures_in = 0;
D3D_textures_in_frame = 0;
}
void d3d_tcache_flush()
{
int i;
for( i=0; i<MAX_BITMAPS; i++ ) {
d3d_free_texture( &Textures[i] );
}
if ( D3D_textures_in != 0 ) {
mprintf(( "WARNING: VRAM is at %d instead of zero after flushing!\n", D3D_textures_in ));
D3D_textures_in = 0;
}
D3D_last_bitmap_id = -1;
D3D_last_section_x = -1;
D3D_last_section_y = -1;
}
void d3d_tcache_cleanup()
{
d3d_tcache_flush();
D3D_textures_in = 0;
D3D_textures_in_frame = 0;
if ( Textures ) {
free(Textures);
Textures = NULL;
}
if(Texture_sections != NULL){
free(Texture_sections);
Texture_sections = NULL;
}
}
void d3d_tcache_frame()
{
int idx, s_idx;
D3D_last_bitmap_id = -1;
D3D_textures_in_frame = 0;
D3D_frame_count++;
int i;
for( i=0; i<MAX_BITMAPS; i++ ) {
Textures[i].used_this_frame = 0;
// data sections
if(Textures[i].data_sections[0][0] != NULL){
Assert(D3D_texture_sections);
if(D3D_texture_sections){
for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
if(Textures[i].data_sections[idx][s_idx] != NULL){
Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
}
}
}
}
}
}
if ( vram_full ) {
d3d_tcache_flush();
vram_full = 0;
}
}
void gr_d3d_preload_init()
{
if ( gr_screen.mode != GR_DIRECT3D ) {
return;
}
d3d_tcache_flush();
}
int gr_d3d_preload(int bitmap_num, int is_aabitmap)
{
if ( gr_screen.mode != GR_DIRECT3D ) {
return 0;
}
if ( !D3D_should_preload ) {
return 0;
}
float u_scale, v_scale;
int retval;
if ( is_aabitmap ) {
retval = gr_tcache_set(bitmap_num, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale, 1 );
} else {
retval = gr_tcache_set(bitmap_num, TCACHE_TYPE_NORMAL, &u_scale, &v_scale, 1 );
}
if ( !retval ) {
mprintf(("Texture upload failed!\n" ));
}
return retval;
}
// call this to safely fill in the texture shift and scale values for the specified texture type (Gr_t_*)
void gr_d3d_get_tex_format(int alpha)
{
/*
DDPIXELFORMAT *surface_desc;
int s;
// RGB decoder
unsigned long m;
// get the proper texture format
if(alpha){
surface_desc = &AlphaTextureFormat;
} else {
surface_desc = &NonAlphaTextureFormat;
}
// Determine the red, green and blue masks' shift and scale.
for (s = 0, m = surface_desc->dwRBitMask; !(m & 1); s++, m >>= 1);
Gr_t_red_shift = s;
Gr_t_red_scale = 255 / (surface_desc->dwRBitMask >> s);
for (s = 0, m = surface_desc->dwGBitMask; !(m & 1); s++, m >>= 1);
Gr_t_green_shift = s;
Gr_t_green_scale = 255 / (surface_desc->dwGBitMask >> s);
for (s = 0, m = surface_desc->dwBBitMask; !(m & 1); s++, m >>= 1);
Gr_t_blue_shift = s;
Gr_t_blue_scale = 255 / (surface_desc->dwBBitMask >> s);
if ( surface_desc->dwFlags & DDPF_ALPHAPIXELS ) {
for (s = 0, m = surface_desc->dwRGBAlphaBitMask; !(m & 1); s++, m >>= 1);
Gr_t_alpha_shift = s;
Gr_t_alpha_scale = 255 / (surface_desc->dwRGBAlphaBitMask >> s);
} else {
Gr_t_alpha_shift = 0;
Gr_t_alpha_scale = 256;
}
*/
}