Beispiel #1
0
void DevState::createCleanState() {
	if (dwMyThread != 0) {
		ods("D3D9: CreateCleanState from other thread.");
	}
	Stash<DWORD> stashThread(&dwMyThread, GetCurrentThreadId());

	if (pSB)
		pSB->Release();
	pSB = NULL;

	IDirect3DStateBlock9* pStateBlock = NULL;
	dev->CreateStateBlock(D3DSBT_ALL, &pStateBlock);
	if (! pStateBlock)
		return;

	pStateBlock->Capture();

	dev->CreateStateBlock(D3DSBT_ALL, &pSB);
	if (! pSB) {
		pStateBlock->Release();
		return;
	}

	D3DVIEWPORT9 vp;
	dev->GetViewport(&vp);

	dev->SetVertexShader(NULL);
	dev->SetPixelShader(NULL);
	dev->SetFVF(D3DFVF_TLVERTEX);

	dev->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
	dev->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
	dev->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); // 0x16
	dev->SetRenderState(D3DRS_WRAP0, FALSE); // 0x80

	dev->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
	dev->SetRenderState(D3DRS_SRCBLEND,  D3DBLEND_ONE);
	dev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);

	dev->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE);
	dev->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER);

	dev->SetRenderState(D3DRS_ZENABLE, FALSE);
	dev->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
	dev->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
	dev->SetRenderState(D3DRS_COLORVERTEX, FALSE);

	dev->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
	dev->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
	dev->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);

	dev->SetRenderState(D3DRS_LIGHTING, FALSE);

	pSB->Capture();

	pStateBlock->Apply();
	pStateBlock->Release();
}
Beispiel #2
0
void CState::Save()
{
    if( !m_StateBlock && m_D3DDev )
        m_D3DDev->CreateStateBlock(D3DSBT_ALL, &m_StateBlock);

    if( m_StateBlock )
        m_StateBlock->Capture();
}
Beispiel #3
0
static void doPresent(IDirect3DDevice9 *idd) {
	DevMapType::iterator it = devMap.find(idd);
	DevState *ds = it != devMap.end() ? it->second : NULL;

	if (ds && ds->pSB) {
		if (ds->dwMyThread != 0) {
			ods("D3D9: doPresent from other thread");
		}
		Stash<DWORD> stashThread(&(ds->dwMyThread), GetCurrentThreadId());

		IDirect3DSurface9 *pTarget = NULL;
		IDirect3DSurface9 *pRenderTarget = NULL;
		idd->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &pTarget);
		idd->GetRenderTarget(0, &pRenderTarget);

		// Present is called for each frame. Thus, we do not want to always log here.
		#ifdef EXTENDED_OVERLAY_DEBUGOUTPUT
		ods("D3D9: doPresent BackB %p RenderT %p", pTarget, pRenderTarget);
		#endif

		IDirect3DStateBlock9* pStateBlock = NULL;
		idd->CreateStateBlock(D3DSBT_ALL, &pStateBlock);
		pStateBlock->Capture();

		ds->pSB->Apply();

		if (pTarget != pRenderTarget)
			idd->SetRenderTarget(0, pTarget);

		idd->BeginScene();
		ds->draw();
		idd->EndScene();

		pStateBlock->Apply();
		pStateBlock->Release();

		pRenderTarget->Release();
		pTarget->Release();

//		ods("D3D9: Finished ref is %d %d", ds->myRefCount, ds->refCount);
	}
}
Beispiel #4
0
static void doPresent(IDirect3DDevice9 *idd) {
	DevState *ds = devMap[idd];

	if (ds && ds->pSB) {
		DWORD dwOldThread = ds->dwMyThread;
		if (dwOldThread)
			ods("doPresent from other thread");
		ds->dwMyThread = GetCurrentThreadId();

		IDirect3DSurface9 *pTarget = NULL;
		IDirect3DSurface9 *pRenderTarget = NULL;
		idd->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &pTarget);
		idd->GetRenderTarget(0, &pRenderTarget);

		ods("D3D9: doPresent Back %p RenderT %p",pTarget,pRenderTarget);

		IDirect3DStateBlock9* pStateBlock = NULL;
		idd->CreateStateBlock(D3DSBT_ALL, &pStateBlock);
		pStateBlock->Capture();

		ds->pSB->Apply();

		if (pTarget != pRenderTarget)
			idd->SetRenderTarget(0, pTarget);

		idd->BeginScene();
		ds->draw();
		idd->EndScene();

		pStateBlock->Apply();
		pStateBlock->Release();

		pRenderTarget->Release();
		pTarget->Release();

//		ods("Finished ref is %d %d", ds->myRefCount, ds->refCount);
		ds->dwMyThread = dwOldThread;
	}
}
Beispiel #5
0
		//--------------------------------------------------------------------------------
		void System::OnRender(IDirect3DDevice9* pDevice)
		{
			//if(clock() - TheGameWorld->GetRendering() < 400)
			{
				IDirect3DStateBlock9* pStateBlock = NULL;
 				pDevice->CreateStateBlock(D3DSBT_ALL, &pStateBlock);
 				pStateBlock->Capture();
				try
				{
					if(mUI && mPlatform)
					{
						Update();
						mPlatform->getRenderManagerPtr()->drawOneFrame();
					}
				}
				catch(...)
				{
				}
				pStateBlock->Apply();
				pStateBlock->Release();
			}
		}
STDMETHODIMP CDirect3DDevice8::CaptureStateBlock(THIS_ DWORD Token)
{
	IDirect3DStateBlock9* pBlock = (IDirect3DStateBlock9*)Token;
	return pBlock->Capture();
}
Beispiel #7
0
/// Present the overlay.
///
/// If called via IDirect3DDevice9::present() or IDirect3DDevice9Ex::present(),
/// idd will be non-NULL and ids ill be NULL.
///
/// If called via IDirect3DSwapChain9::present(), both idd and ids will be
/// non-NULL.
///
/// The doPresent function expects the following assumptions to be valid:
///
/// - Only one swap chain used at the same time.
/// - Windowed? IDirect3D9SwapChain::present() is used. ("Additional swap chain" is used)
/// - Full screen? IDirect3D9Device::present() is used. (Implicit swap chain for IDirect3D9Device is used)
///
/// It's either/or.
///
/// If doPresent is called multiple times per frame (say, for different swap chains),
/// the overlay will break badly when DevState::draw() is called. FPS counting will be off,
/// different render targets with different sizes will cause a size-renegotiation with Mumble
/// every frame, etc.
static void doPresent(IDirect3DDevice9 *idd, IDirect3DSwapChain9 *ids) {
	DevMapType::iterator it = devMap.find(idd);
	DevState *ds = it != devMap.end() ? it->second : NULL;
	HRESULT hres;

	if (ds && ds->pSB) {
		if (ds->dwMyThread != 0) {
			ods("D3D9: doPresent from other thread");
		}
		Stash<DWORD> stashThread(&(ds->dwMyThread), GetCurrentThreadId());

		// Get the back buffer.
		// If we're called via IDirect3DSwapChain9, acquire it via the swap chain object.
		// Otherwise, acquire it via the device itself.
		IDirect3DSurface9 *pTarget = NULL;
		if (ids) {
			hres = ids->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &pTarget);
			if (FAILED(hres)) {
				if (hres == D3DERR_INVALIDCALL) {
					ods("D3D9: IDirect3DSwapChain9::GetBackBuffer failed. BackBuffer index equals or exceeds the total number of back buffers");
				} else {
					ods("D3D9: IDirect3DSwapChain9::GetBackBuffer failed");
				}
			}
		} else {
			hres = idd->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &pTarget);
			if (FAILED(hres)) {
				if (hres == D3DERR_INVALIDCALL) {
					ods("D3D9: IDirect3DDevice9::GetBackBuffer failed. BackBuffer index equals or exceeds the total number of back buffers");
				} else {
					ods("D3D9: IDirect3DDevice9::GetBackBuffer failed");
				}
			}
		}

		IDirect3DSurface9 *pRenderTarget = NULL;
		hres = idd->GetRenderTarget(0, &pRenderTarget);
		if (FAILED(hres)) {
			if (hres == D3DERR_NOTFOUND) {
				ods("D3D9: IDirect3DDevice9::GetRenderTarget failed. There is no render target with the specified index");
			} else if (hres == D3DERR_INVALIDCALL) {
				ods("D3D9: IDirect3DDevice9::GetRenderTarget failed. One of the passed arguments was invalid");
			} else {
				ods("D3D9: IDirect3DDevice9::GetRenderTarget failed");
			}
		}

		// Present is called for each frame. Thus, we do not want to always log here.
		#ifdef EXTENDED_OVERLAY_DEBUGOUTPUT
		ods("D3D9: doPresent BackB %p RenderT %p", pTarget, pRenderTarget);
		#endif

		IDirect3DStateBlock9* pStateBlock = NULL;
		idd->CreateStateBlock(D3DSBT_ALL, &pStateBlock);
		pStateBlock->Capture();

		ds->pSB->Apply();

		if (pTarget != pRenderTarget) {
			hres = idd->SetRenderTarget(0, pTarget);
			if (FAILED(hres)) {
				ods("D3D9: IDirect3DDevice9::SetRenderTarget failed");
			}
		}

		// If we're called via IDirect3DSwapChain9::present(), we have to
		// get the size of the back buffer and manually set the viewport size
		// to match it.
		//
		// Although the call to IDirect3DDevice9::SetRenderTarget() above is
		// documented as updating the device's viewport:
		//
		//     "Setting a new render target will cause the viewport (see Viewports
		//      and Clipping (Direct3D 9)) to be set to the full size of the new
		//      render target."
		//
		//  (via https://msdn.microsoft.com/en-us/library/windows/desktop/bb174455(v=vs.85).aspx)
		//
		// ...this doesn't happen. At least for some programs such as Final Fantasy XIV
		// and Battle.net Launcher. For these programs, we get a viewport of 1x1.
		//
		// The viewport we set here is used in the call below to DevState::draw()
		// as the full size of the screen/window.
		if (ids) {
			D3DPRESENT_PARAMETERS pp;
			hres = ids->GetPresentParameters(&pp);
			if (FAILED(hres)) {
				ods("D3D9: IDirect3DSwapChain9::GetPresentParameters failed");
			} else {
				if (pp.BackBufferWidth != 0 && pp.BackBufferHeight != 0) {
					D3DVIEWPORT9 vp;
					vp.X = 0;
					vp.Y = 0;
					vp.Width = pp.BackBufferWidth;
					vp.Height = pp.BackBufferHeight;
					vp.MinZ = 0.0f;
					vp.MaxZ = 1.0f;

					idd->SetViewport(&vp);
				}
			}
		}

		idd->BeginScene();
		ds->draw();
		idd->EndScene();

		pStateBlock->Apply();
		pStateBlock->Release();

		pRenderTarget->Release();
		pTarget->Release();

//		ods("D3D9: Finished ref is %d %d", ds->myRefCount, ds->refCount);
	}
}