Пример #1
0
/*  CDirect3D::ResetDevice
resets the device
called if surface was lost or the settings/display size require a device reset
-----
returns true if successful, false otherwise
*/
bool CDirect3D::ResetDevice()
{
	if(!init_done) return false;

	HRESULT hr;

	//release prior to reset
	DestroyDrawSurface();

	if(cgAvailable) {
		cgShader->OnLostDevice();
		cgD3D9SetDevice(NULL);
	}

	//zero or unknown values result in the current window size/display settings
	dPresentParams.BackBufferWidth = 0;
	dPresentParams.BackBufferHeight = 0;
	dPresentParams.BackBufferCount = GUI.DoubleBuffered?2:1;
	dPresentParams.BackBufferFormat = D3DFMT_UNKNOWN;
	dPresentParams.FullScreen_RefreshRateInHz = 0;
	dPresentParams.Windowed = true;
	dPresentParams.PresentationInterval = GUI.Vsync?D3DPRESENT_INTERVAL_ONE:D3DPRESENT_INTERVAL_IMMEDIATE;
	dPresentParams.Flags = D3DPRESENTFLAG_LOCKABLE_BACKBUFFER;

	if(fullscreen) {
		dPresentParams.BackBufferWidth = GUI.FullscreenMode.width;
		dPresentParams.BackBufferHeight = GUI.FullscreenMode.height;
		dPresentParams.BackBufferCount = GUI.DoubleBuffered?2:1;
		dPresentParams.Windowed = false;
		if(GUI.FullscreenMode.depth == 32)
			dPresentParams.BackBufferFormat = D3DFMT_X8R8G8B8;
		else
			dPresentParams.BackBufferFormat = D3DFMT_R5G6B5;
		dPresentParams.FullScreen_RefreshRateInHz = GUI.FullscreenMode.rate;
	}

	if(FAILED(hr = pDevice->Reset(&dPresentParams))) {
		DXTRACE_ERR(TEXT("Unable to reset device"), hr);
		return false;
	}

	if(cgAvailable) {
		cgD3D9SetDevice(pDevice);
		cgShader->OnResetDevice();
	}

	pDevice->SetRenderState(D3DRS_LIGHTING, FALSE);

	pDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
	
	//recreate the surface
	CreateDrawSurface();

	SetViewport();

	return true;
}
Пример #2
0
static bool d3d_init_shader(void *data)
{
   d3d_video_t *d3d = (d3d_video_t*)data;
   (void)d3d;
	(void)data;
#if defined(HAVE_HLSL)
   RARCH_LOG("D3D]: Using HLSL shader backend.\n");
   const shader_backend_t *backend = &hlsl_backend;
   const char *shader_path = g_settings.video.shader_path;
   d3d->shader = backend;
   if (!d3d->shader)
      return false;

   return d3d->shader->init(d3d, shader_path);
#elif defined(HAVE_CG)
   d3d->cgCtx = cgCreateContext();
   if (!d3d->cgCtx)
      return false;

   RARCH_LOG("[D3D]: Created shader context.\n");

   HRESULT ret = cgD3D9SetDevice(d3d->dev);
   if (FAILED(ret))
      return false;
   return true;
#elif defined(_XBOX1)
	return false;
#endif
}
Пример #3
0
static void d3d9_cg_destroy_resources(void *data)
{
   unsigned i;
   cg_renderchain_t *cg_data = (cg_renderchain_t*)data;

   for (i = 0; i < TEXTURES; i++)
   {
      if (cg_data->prev.tex[i])
         d3d_texture_free(cg_data->prev.tex[i]);
      if (cg_data->prev.vertex_buf[i])
         d3d_vertex_buffer_free(cg_data->prev.vertex_buf[i], NULL);
   }

   d3d9_cg_deinit_progs(cg_data);

   for (i = 0; i < cg_data->luts.size(); i++)
   {
      if (cg_data->luts[i].tex)
         d3d_texture_free(cg_data->luts[i].tex);
   }

   cg_data->luts.clear();

   if (cg_data->state_tracker)
   {
      state_tracker_free(cg_data->state_tracker);
      cg_data->state_tracker = NULL;
   }

   cgD3D9UnloadAllPrograms();
   cgD3D9SetDevice(NULL);
}
Пример #4
0
static HRESULT CALLBACK OnResetDevice(IDirect3DDevice9* pDev,
									  const D3DSURFACE_DESC* backBuf,
									  void* userContext)
{
	cgD3D9SetDevice(pDev);
	checkForCgError("setting Direct3D device");

	
	static int firstTime = 1;
	if (firstTime) {
		/* Cg runtime resources such as CGprogram and CGparameter handles
		survive a device reset so we just need to compile a Cg program
		just once.  We do however need to unload Cg programs with
		cgD3DUnloadProgram upon when a Direct3D device is lost and load
		Cg programs every Direct3D device reset with cgD3D9UnloadProgram. */
		createCgPrograms();
		firstTime = 0;
	}

	/* false below means "no parameter shadowing" */
	cgD3D9LoadProgram(g_cgVertexProgram, false, 0);
	checkForCgError("loading vertex program");

	bool bRet;
	bRet = init(pDev);
	if (bRet)
		return S_OK;
	else
		return S_FALSE;
}
Пример #5
0
static void cg_d3d9_renderchain_deinit_shader(cg_renderchain_t *chain)
{
   if (!chain || !chain->cgCtx)
      return;

   cgD3D9UnloadAllPrograms();
   cgD3D9SetDevice(NULL);
   cgDestroyContext(chain->cgCtx);
   chain->cgCtx = NULL;
}
Пример #6
0
void d3d_deinit_shader(void *data)
{
   D3DVideo *d3d = reinterpret_cast<D3DVideo*>(data);
   if (!d3d->cgCtx)
      return;

   cgD3D9UnloadAllPrograms();
   cgD3D9SetDevice(NULL);
   cgDestroyContext(d3d->cgCtx);
   d3d->cgCtx = NULL;
}
Пример #7
0
bool d3d_init_shader(void *data)
{
   D3DVideo *d3d = reinterpret_cast<D3DVideo*>(data);
   d3d->cgCtx = cgCreateContext();
   if (d3d->cgCtx == NULL)
      return false;

   RARCH_LOG("[D3D9 Cg]: Created context.\n");

   HRESULT ret = cgD3D9SetDevice(d3d->dev);
   if (FAILED(ret))
      return false;

   return true;
}
Пример #8
0
static void d3d_deinit_shader(void *data)
{
   d3d_video_t *d3d = (d3d_video_t*)data;
   (void)d3d;
   (void)data;

#ifdef HAVE_CG
   if (!d3d->cgCtx)
      return;

   cgD3D9UnloadAllPrograms();
   cgD3D9SetDevice(NULL);
   cgDestroyContext(d3d->cgCtx);
   d3d->cgCtx = NULL;
#endif
}
Пример #9
0
void CDirect3D::DeInitialize()
{
	DestroyDrawSurface();
	SetShader(NULL);

	if(cgShader) {
		delete cgShader;
		cgShader = NULL;
	}
	if(cgContext) {
		cgDestroyContext(cgContext);
		cgContext = NULL;
	}
	if(cgAvailable)
		cgD3D9SetDevice(NULL);

	if(vertexBuffer) {
		vertexBuffer->Release();
		vertexBuffer = NULL;
	}

	if(vertexDeclaration) {
		vertexDeclaration->Release();
		vertexDeclaration = NULL;
	}

	if( pDevice ) {
		pDevice->Release();
		pDevice = NULL;
	}

	if( pD3D ) {
		pD3D->Release();
		pD3D = NULL;
	}

	init_done = false;
	afterRenderWidth = 0;
	afterRenderHeight = 0;
	quadTextureSize = 0;
	fullscreen = false;
	filterScale = 0;
	if(cgAvailable)
		unloadCgLibrary();
	cgAvailable = false;
}
static bool d3d9_cg_renderchain_init_shader(d3d9_video_t *d3d,
      cg_renderchain_t *renderchain)
{
   CGcontext cgCtx    = cgCreateContext();

   if (!cgCtx)
   {
      RARCH_ERR("Failed to create Cg context.\n");
      return false;
   }

   if (FAILED(cgD3D9SetDevice((IDirect3DDevice9*)d3d->dev)))
      return false;

   renderchain->cgCtx = cgCtx;
   return true;
}
Пример #11
0
bool d3d_init_shader(void *data)
{
   D3DVideo *d3d = reinterpret_cast<D3DVideo*>(data);
   (void)d3d;
#ifdef HAVE_CG
   d3d->cgCtx = cgCreateContext();
   if (d3d->cgCtx == NULL)
      return false;
#endif

   RARCH_LOG("[D3D]: Created shader context.\n");

#ifdef HAVE_CG
   HRESULT ret = cgD3D9SetDevice(d3d->dev);
   if (FAILED(ret))
      return false;
#endif

   return true;
}
Пример #12
0
static bool cg_d3d9_renderchain_init_shader(void *data,
      void *renderchain_data)
{
   d3d_video_t *d3d              = (d3d_video_t*)data;
   cg_renderchain_t *renderchain = (cg_renderchain_t*)renderchain_data;

   if (!d3d || !renderchain)
      return false;

   renderchain->cgCtx = cgCreateContext();
   if (!renderchain->cgCtx)
      return false;

   RARCH_LOG("[D3D]: Created shader context.\n");

   HRESULT ret = cgD3D9SetDevice((IDirect3DDevice9*)d3d->dev);
   if (FAILED(ret))
      return false;
   return true;
}
static void d3d9_cg_destroy_resources(cg_renderchain_t *chain)
{
   unsigned i;

   for (i = 0; i < TEXTURES; i++)
   {
      if (chain->chain.prev.tex[i])
         d3d9_texture_free(chain->chain.prev.tex[i]);
      if (chain->chain.prev.vertex_buf[i])
         d3d9_vertex_buffer_free(chain->chain.prev.vertex_buf[i], NULL);
   }

   d3d9_cg_deinit_progs(chain);

   for (i = 0; i < chain->chain.luts->count; i++)
   {
      if (chain->chain.luts->data[i].tex)
         d3d9_texture_free(chain->chain.luts->data[i].tex);
   }

   cgD3D9UnloadAllPrograms();
   cgD3D9SetDevice(NULL);
}
Пример #14
0
/*  CDirect3D::Initialize
Initializes Direct3D (always in window mode)
IN:
hWnd	-	the HWND of the window in which we render/the focus window for fullscreen
-----
returns true if successful, false otherwise
*/
bool CDirect3D::Initialize(HWND hWnd)
{
	if(init_done)
		return true;

	pD3D = Direct3DCreate9(D3D_SDK_VERSION);
	if(pD3D == NULL) {
		DXTRACE_ERR_MSGBOX(TEXT("Error creating initial D3D9 object"), 0);
		return false;
	}

	memset(&dPresentParams, 0, sizeof(dPresentParams));
	dPresentParams.hDeviceWindow = hWnd;
    dPresentParams.Windowed = true;
	dPresentParams.BackBufferCount = GUI.DoubleBuffered?2:1;
    dPresentParams.SwapEffect = D3DSWAPEFFECT_DISCARD;
	dPresentParams.BackBufferFormat = D3DFMT_UNKNOWN;

	HRESULT hr = pD3D->CreateDevice(D3DADAPTER_DEFAULT,
                      D3DDEVTYPE_HAL,
                      hWnd,
                      D3DCREATE_MIXED_VERTEXPROCESSING,
					  &dPresentParams,
                      &pDevice);
	if(FAILED(hr)) {
		DXTRACE_ERR_MSGBOX(TEXT("Error creating D3D9 device"), hr);
		return false;
	}

	hr = pDevice->CreateVertexBuffer(sizeof(vertexStream),D3DUSAGE_WRITEONLY,0,D3DPOOL_MANAGED,&vertexBuffer,NULL);
	if(FAILED(hr)) {
		DXTRACE_ERR_MSGBOX(TEXT("Error creating vertex buffer"), hr);
		return false;
	}

	hr = pDevice->CreateVertexDeclaration(vertexElems,&vertexDeclaration);
	if(FAILED(hr)) {
		DXTRACE_ERR_MSGBOX(TEXT("Error creating vertex declaration"), hr);
		return false;
	}

	cgAvailable = loadCgFunctions();

	if(cgAvailable) {
		cgContext = cgCreateContext();
		hr = cgD3D9SetDevice(pDevice);
		if(FAILED(hr)) {
			DXTRACE_ERR_MSGBOX(TEXT("Error setting cg device"), hr);
		}
		cgShader = new CD3DCG(cgContext,pDevice);
	}

	pDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
	pDevice->SetRenderState( D3DRS_ZENABLE, FALSE);
	pDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
	pDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);

	Clear();

	init_done = true;

	ApplyDisplayChanges();

	return true;

}
Пример #15
0
	void D3D9Device::init(
		const ion_uint32 width,const ion_uint32 height,
		const base::String& title,const bool fullscreen,void* displayhandle,
		const ion_uint32 adapter,
		const video::Pixelformat colorbufferformat,
		const video::Pixelformat depthstencilformat,const ion_uint32 Hz,const bool vsync)
	{
		if (!m_IsValid) {
			base::log("D3D9Device::init()",base::Warning) <<
				"Initializing an invalid device\n";
		}

		openWindow(width,height,title,fullscreen,displayhandle);

		bool windowed=!m_Fullscreen;

		D3DFORMAT adapterfmt;
		if (windowed) {
			 D3DDISPLAYMODE d3ddm;
			 m_pD3D9->GetAdapterDisplayMode(adapter,&d3ddm);
			 adapterfmt=d3ddm.Format;
		} else adapterfmt=d3dpixelformat(colorbufferformat);

		if (adapterfmt==D3DFMT_UNKNOWN) {
			base::log("D3D9Device::init()",base::Error) << "Unknown/unsupported color buffer format\n";
			m_IsValid=false; return;
		}

		RECT r;
		GetClientRect(m_hWindow,&r);

		m_D3DPP.Windowed=windowed;
		m_D3DPP.BackBufferWidth=r.right-r.left;
		m_D3DPP.BackBufferHeight=r.bottom-r.top;
		m_D3DPP.BackBufferCount=1;
		m_D3DPP.BackBufferFormat=adapterfmt;
		m_D3DPP.AutoDepthStencilFormat=d3dpixelformat(depthstencilformat);
		m_D3DPP.EnableAutoDepthStencil=TRUE;
		m_D3DPP.Flags=0;
		m_D3DPP.PresentationInterval=vsync ? D3DPRESENT_INTERVAL_DEFAULT : D3DPRESENT_INTERVAL_IMMEDIATE;
		m_D3DPP.FullScreen_RefreshRateInHz=windowed ? 0 : Hz;
		m_D3DPP.hDeviceWindow=m_hWindow;
		m_D3DPP.MultiSampleQuality=0;
		m_D3DPP.MultiSampleType=D3DMULTISAMPLE_NONE;
		m_D3DPP.SwapEffect=D3DSWAPEFFECT_DISCARD;
		m_D3DPP.Windowed=windowed;

		// Getting caps
		base::log("D3D9Device::init()",base::Message) << "Getting caps\n";

		HRESULT hr=m_pD3D9->GetDeviceCaps(adapter,D3DDEVTYPE_HAL,&m_D3DCaps);
		if (FAILED(hr)) {
			base::log("D3D9Device::init()",base::Error) << "GetDeviceCaps() failed\n";
			m_IsValid=false;
			return;
		}

		// Caps structure is initialized here
		{
			base::log("D3D9Device::init()",base::Message) << "Analyzing caps\n";

			m_Caps.m_NPOTTextures=!((m_D3DCaps.TextureCaps&D3DPTEXTURECAPS_POW2) ||
				(m_D3DCaps.TextureCaps&D3DPTEXTURECAPS_NONPOW2CONDITIONAL));
			m_Caps.m_RectangularTextures=(m_D3DCaps.TextureCaps&D3DPTEXTURECAPS_SQUAREONLY)==0;
			m_Caps.m_Cubemaps=(m_D3DCaps.TextureCaps&D3DPTEXTURECAPS_CUBEMAP)!=0;
			m_Caps.m_NPOTCubemaps=(m_D3DCaps.TextureCaps&D3DPTEXTURECAPS_CUBEMAP_POW2)==0;
			m_Caps.m_ProjectedTextures=(m_D3DCaps.TextureCaps&D3DPTEXTURECAPS_PROJECTED)!=0;
			m_Caps.m_DisplacementMaps=false;
			m_Caps.m_CompressedTextures=false;

			m_Caps.m_MaxTextureWidth=m_D3DCaps.MaxTextureWidth;
			m_Caps.m_MaxTextureHeight=m_D3DCaps.MaxTextureHeight;
			m_Caps.m_MaxTextureVolumeDepth=m_D3DCaps.MaxVolumeExtent;
			m_Caps.m_MaxAnisotropy=m_D3DCaps.MaxAnisotropy;
			m_Caps.m_MaxTextureBlendStages=m_D3DCaps.MaxTextureBlendStages;
			m_Caps.m_MaxActiveFFLights=m_D3DCaps.MaxActiveLights;
			m_Caps.m_MaxPointSize=m_D3DCaps.MaxPointSize;
			m_Caps.m_MaxPrimitiveCount=m_D3DCaps.MaxPrimitiveCount;
			m_Caps.m_MaxVertexIndex=m_D3DCaps.MaxVertexIndex;

		}

		// Probing formats
		{

			video::Caps::Texflags **pTexflags,
				*pTexflagarrays[]={m_Caps.m_Valid2DTextureFormats,m_Caps.m_Valid3DTextureFormats,
				m_Caps.m_ValidCubemapFormats,0};

			const D3DRESOURCETYPE rtype[]={D3DRTYPE_TEXTURE,D3DRTYPE_VOLUMETEXTURE,D3DRTYPE_CUBETEXTURE};

			pTexflags=pTexflagarrays;
			unsigned int ii=0;

			base::log("D3D9Device::init()",base::Message) << "Probing texture formats\n";

			while (*pTexflags) {

				video::Caps::Texflags *pTexflagarray=*pTexflags;

				for (unsigned int i=0;i<video::Pixelformat_NumFormats;++i) {
					D3DFORMAT fmt=d3dpixelformat((video::Pixelformat)i);
					hr=0;

					hr=m_pD3D9->CheckDeviceFormat(adapter,D3DDEVTYPE_HAL,adapterfmt,0,rtype[ii],fmt);
					if (FAILED(hr)) { pTexflagarray[i].m_Supported=false; continue; }
					else pTexflagarray[i].m_Supported=true;

					if ((i==video::Pixelformat_RGB_DXT1)
						|| (i==video::Pixelformat_RGBA_DXT1)
						|| (i==video::Pixelformat_RGBA_DXT3)
						|| (i==video::Pixelformat_RGBA_DXT5))
						m_Caps.m_CompressedTextures=true;

					// Volume textures are not supported as render targets
					if (rtype[ii]!=D3DRTYPE_VOLUMETEXTURE) {
						hr=m_pD3D9->CheckDeviceFormat(adapter,D3DDEVTYPE_HAL,adapterfmt,D3DUSAGE_RENDERTARGET,rtype[ii],fmt);
						pTexflagarray[i].m_Rendertarget=(hr==D3D_OK);
						m_Caps.m_Rendertargets=true;
					} else pTexflagarray[i].m_Rendertarget=false;

					hr=m_pD3D9->CheckDeviceFormat(adapter,D3DDEVTYPE_HAL,adapterfmt,D3DUSAGE_DYNAMIC,rtype[ii],fmt);
					pTexflagarray[i].m_Dynamic=(hr==D3D_OK);

					// For depth buffers, only depth formats are supported
					// Volume textures are not supported
					if (isDepthformat((video::Pixelformat)i) && (rtype[ii]!=D3DRTYPE_VOLUMETEXTURE)) {
						hr=m_pD3D9->CheckDeviceFormat(adapter,D3DDEVTYPE_HAL,adapterfmt,D3DUSAGE_DEPTHSTENCIL,rtype[ii],fmt);
						pTexflagarray[i].m_Depth=(hr==D3D_OK);
					} else pTexflagarray[i].m_Depth=false;

					if ((m_D3DCaps.DevCaps2&D3DDEVCAPS2_DMAPNPATCH)!=0) {
						hr=m_pD3D9->CheckDeviceFormat(adapter,D3DDEVTYPE_HAL,adapterfmt,D3DUSAGE_DMAP,rtype[ii],fmt);
						pTexflagarray[i].m_DisplacementMap=(hr==D3D_OK);
					} else pTexflagarray[i].m_DisplacementMap=false;
				}

				++pTexflags;
				++ii;
			}
		}

		base::log("D3D9Device::init()",base::Message) << "Creating D3D device\n";

		hr=m_pD3D9->CreateDevice(adapter,D3DDEVTYPE_HAL,m_hWindow,
			D3DCREATE_HARDWARE_VERTEXPROCESSING,&m_D3DPP,&m_pD3DDev9);

		if (FAILED(hr)) {
			base::log("D3D9Device::init()",base::Error) << "CreateDevice() failed\n";
			m_IsValid=false;
			return;
		}

		D3DVIEWPORT9 viewport;
		viewport.X=0;
		viewport.Y=0;
		viewport.Width=r.right-r.left;
		viewport.Height=r.bottom-r.top;
		viewport.MinZ=0;
		viewport.MaxZ=1;
		m_pD3DDev9->SetViewport(&viewport);

#ifdef D3D9DRV_USE_CG
		base::log("D3D9Device::init()",base::Message) << "Initializing Cg\n";
		{
			m_CgContext=cgCreateContext();
			cgD3D9SetDevice(m_pD3DDev9);

#ifdef D3D9DRV_CG_DEBUG_ERRORCALLBACK
			errctx=m_CgContext;
			cgSetErrorCallback(cgErrorCallback);
#endif

			m_CgVertexProfile=cgD3D9GetLatestVertexProfile();
			m_CgFragmentProfile=cgD3D9GetLatestPixelProfile();
			m_CgOptimalVertexProfileOptions=cgD3D9GetOptimalOptions(m_CgVertexProfile);
			m_CgOptimalFragmentProfileOptions=cgD3D9GetOptimalOptions(m_CgFragmentProfile);
		}
#endif
			
		base::log("D3D9Device::init()",base::Message) << "Probing queries\n";
		{
			IDirect3DQuery9* pQuery=0;
			hr=m_pD3DDev9->CreateQuery(D3DQUERYTYPE_OCCLUSION,&pQuery);
			m_Caps.m_HWOcclusionQueries=(hr==D3D_OK);
			if (pQuery) pQuery->Release();
		}
			
		{
			base::log("D3D9Device::init()",base::Message) << "Probing vertex program support\n";

			// Supported vertex programs
			{
				unsigned int version=HIBYTE(LOWORD(m_D3DCaps.VertexShaderVersion));
				unsigned int subversion=LOBYTE(LOWORD(m_D3DCaps.VertexShaderVersion));

				if (version>=3) {
					m_Caps.m_SupportedProgramFormats.addString("d3d_vs11");
					m_Caps.m_SupportedProgramFormats.addString("d3d_vs20");
					m_Caps.m_SupportedProgramFormats.addString("d3d_vs30");
				} else if (version>=2) {
					m_Caps.m_SupportedProgramFormats.addString("d3d_vs11");
					if (subversion>=0) m_Caps.m_SupportedProgramFormats.addString("d3d_vs20");
				} else if (version>=1) {
					if (subversion>=1) m_Caps.m_SupportedProgramFormats.addString("d3d_vs11");
				}

				// HLSL support

				LPCSTR vsprofile=D3DXGetVertexShaderProfile(m_pD3DDev9);
				base::String hlslvsprofile;
				if (vsprofile) hlslvsprofile=vsprofile;

				if (hlslvsprofile.compare("vs_1_1",true)) {
					m_Caps.m_SupportedProgramFormats.addString("d3d_hlsl_vs11");
				} else if (hlslvsprofile.compare("vs_2_0",true)) {
					m_Caps.m_SupportedProgramFormats.addString("d3d_hlsl_vs11");
					m_Caps.m_SupportedProgramFormats.addString("d3d_hlsl_vs20");
				} else if (hlslvsprofile.compare("vs_2_a",true)) {
					m_Caps.m_SupportedProgramFormats.addString("d3d_hlsl_vs11");
					m_Caps.m_SupportedProgramFormats.addString("d3d_hlsl_vs20");
					m_Caps.m_SupportedProgramFormats.addString("d3d_hlsl_vs2a");
				} else if (hlslvsprofile.compare("vs_3_0",true) || (version>=3)) {
					m_Caps.m_SupportedProgramFormats.addString("d3d_hlsl_vs11");
					m_Caps.m_SupportedProgramFormats.addString("d3d_hlsl_vs20");
					m_Caps.m_SupportedProgramFormats.addString("d3d_hlsl_vs2a");
					m_Caps.m_SupportedProgramFormats.addString("d3d_hlsl_vs30");
				}

#ifdef D3D9DRV_USE_CG
				m_Caps.m_SupportedProgramFormats.addString("cg_vprogram");
#endif
			}

			base::log("D3D9Device::init()",base::Message) << "Probing fragment program support\n";

			// Supported fragment programs
			{
				unsigned int version=HIBYTE(LOWORD(m_D3DCaps.PixelShaderVersion));
				unsigned int subversion=LOBYTE(LOWORD(m_D3DCaps.PixelShaderVersion));

				if (version>=3) {
					m_Caps.m_SupportedProgramFormats.addString("d3d_ps11");
					m_Caps.m_SupportedProgramFormats.addString("d3d_ps12");
					m_Caps.m_SupportedProgramFormats.addString("d3d_ps13");
					m_Caps.m_SupportedProgramFormats.addString("d3d_ps14");
					m_Caps.m_SupportedProgramFormats.addString("d3d_ps20");
					if (subversion>=0) m_Caps.m_SupportedProgramFormats.addString("d3d_ps30");
				} else if (version>=2) {
					m_Caps.m_SupportedProgramFormats.addString("d3d_ps11");
					m_Caps.m_SupportedProgramFormats.addString("d3d_ps12");
					m_Caps.m_SupportedProgramFormats.addString("d3d_ps13");
					m_Caps.m_SupportedProgramFormats.addString("d3d_ps14");
					if (subversion>=0) m_Caps.m_SupportedProgramFormats.addString("d3d_ps20");
				} else if (version>=1) {
					if (subversion>=1) m_Caps.m_SupportedProgramFormats.addString("d3d_ps11");
					if (subversion>=2) m_Caps.m_SupportedProgramFormats.addString("d3d_ps12");
					if (subversion>=3) m_Caps.m_SupportedProgramFormats.addString("d3d_ps13");
					if (subversion>=4) m_Caps.m_SupportedProgramFormats.addString("d3d_ps14");
				}
				

				

				// HLSL support

				LPCSTR vsprofile=D3DXGetPixelShaderProfile(m_pD3DDev9);
				base::String hlslpsprofile;
				if (vsprofile) hlslpsprofile=vsprofile;

				if (hlslpsprofile.compare("ps_1_1",true)) {
					m_Caps.m_SupportedProgramFormats.addString("d3d_hlsl_ps11");
				} else if (hlslpsprofile.compare("ps_1_2",true)) {
					m_Caps.m_SupportedProgramFormats.addString("d3d_hlsl_ps11");
					m_Caps.m_SupportedProgramFormats.addString("d3d_hlsl_ps12");
				} else if (hlslpsprofile.compare("ps_1_3",true)) {
					m_Caps.m_SupportedProgramFormats.addString("d3d_hlsl_ps11");
					m_Caps.m_SupportedProgramFormats.addString("d3d_hlsl_ps12");
					m_Caps.m_SupportedProgramFormats.addString("d3d_hlsl_ps13");
				} else if (hlslpsprofile.compare("ps_1_4",true)) {
					m_Caps.m_SupportedProgramFormats.addString("d3d_hlsl_ps11");
					m_Caps.m_SupportedProgramFormats.addString("d3d_hlsl_ps12");
					m_Caps.m_SupportedProgramFormats.addString("d3d_hlsl_ps13");
					m_Caps.m_SupportedProgramFormats.addString("d3d_hlsl_ps14");
				} else if (hlslpsprofile.compare("ps_2_0",true)) {
					m_Caps.m_SupportedProgramFormats.addString("d3d_hlsl_ps11");
					m_Caps.m_SupportedProgramFormats.addString("d3d_hlsl_ps12");
					m_Caps.m_SupportedProgramFormats.addString("d3d_hlsl_ps13");
					m_Caps.m_SupportedProgramFormats.addString("d3d_hlsl_ps14");
					m_Caps.m_SupportedProgramFormats.addString("d3d_hlsl_ps20");
				} else if (hlslpsprofile.compare("ps_2_a",true)) {
					m_Caps.m_SupportedProgramFormats.addString("d3d_hlsl_ps11");
					m_Caps.m_SupportedProgramFormats.addString("d3d_hlsl_ps12");
					m_Caps.m_SupportedProgramFormats.addString("d3d_hlsl_ps13");
					m_Caps.m_SupportedProgramFormats.addString("d3d_hlsl_ps14");
					m_Caps.m_SupportedProgramFormats.addString("d3d_hlsl_ps20");
					m_Caps.m_SupportedProgramFormats.addString("d3d_hlsl_ps2a");
				} else if (hlslpsprofile.compare("ps_3_0",true) || (version>=3)) {
					m_Caps.m_SupportedProgramFormats.addString("d3d_hlsl_ps11");
					m_Caps.m_SupportedProgramFormats.addString("d3d_hlsl_ps12");
					m_Caps.m_SupportedProgramFormats.addString("d3d_hlsl_ps13");
					m_Caps.m_SupportedProgramFormats.addString("d3d_hlsl_ps14");
					m_Caps.m_SupportedProgramFormats.addString("d3d_hlsl_ps20");
					m_Caps.m_SupportedProgramFormats.addString("d3d_hlsl_ps2a");
					m_Caps.m_SupportedProgramFormats.addString("d3d_hlsl_ps30");
				}

#ifdef D3D9DRV_USE_CG
				m_Caps.m_SupportedProgramFormats.addString("cg_fprogram");
#endif
			}

		} // Caps end

		m_Displaywidth=viewport.Width;
		m_Displayheight=viewport.Height;
		m_ColorbufferFormat=colorbufferformat;
		m_DepthstencilbufferFormat=depthstencilformat;

		m_pD3DDev9->SetRenderState(D3DRS_FOGVERTEXMODE,D3DFOG_LINEAR);

		fixedLighting(false);

		base::log("D3D9Device::init()",base::Message) << "Init complete\n";
	}
Пример #16
0
static void CALLBACK OnLostDevice(void* userContext)
{
	g_pMeshSphere->Release();
	cgD3D9SetDevice(NULL);
}