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(); }
void CState::Save() { if( !m_StateBlock && m_D3DDev ) m_D3DDev->CreateStateBlock(D3DSBT_ALL, &m_StateBlock); if( m_StateBlock ) m_StateBlock->Capture(); }
void CFullscreenTriangleDrawer::CreateDX9Resources() { HRESULT hr = S_OK; float VertexData[] = { -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 3.0f, 1.0f, 0.0f, 2.0f, 0.0f, -1.0f, -3.0f, 0.0f, 0.0f, 2.0f, }; IDirect3DDevice9* pDevice = static_cast<IDirect3DDevice9*>( gD3DDevice ); // Vertex buffer hr = pDevice->CreateVertexBuffer( sizeof( VertexData ), D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &m_pVertexBuffer, NULL ); CRY_ASSERT( SUCCEEDED( hr ) ); float* pVertexBuffer = NULL; hr = m_pVertexBuffer->Lock( 0, 0, ( void** )&pVertexBuffer, 0 ); CRY_ASSERT( SUCCEEDED( hr ) ); memcpy( pVertexBuffer, VertexData, sizeof( VertexData ) ); m_pVertexBuffer->Unlock(); // Vertex declaration D3DVERTEXELEMENT9 VertexElements[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, D3DDECL_END() }; hr = pDevice->CreateVertexDeclaration( VertexElements, &m_pVertexDeclaration ); CRY_ASSERT( SUCCEEDED( hr ) ); // Vertex shader /* // FSTriangle.vs // fxc /O2 /T vs_2_0 /E VSMain float Width : register(c0); float Height : register(c1); struct VertexPT { float4 PositionL : POSITION0; float2 TexCoord : TEXCOORD0; }; VertexPT VSMain(VertexPT vsIn) { vsIn.PositionL += float4(-0.5 / Width, 0.5 / Height, 0, 0); return vsIn; } */ const char CompiledVS[] = { 0x00, 0x02, 0xfe, 0xff, 0xfe, 0xff, 0x28, 0x00, 0x43, 0x54, 0x41, 0x42, 0x1c, 0x00, 0x00, 0x00, 0x69, 0x00, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff, 0x02, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0xc1, 0x00, 0x00, 0x62, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x02, 0x00, 0x01, 0x00, 0x01, 0x00, 0x06, 0x00, 0x4c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x5c, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x01, 0x00, 0x02, 0x00, 0x4c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x48, 0x65, 0x69, 0x67, 0x68, 0x74, 0x00, 0xab, 0x00, 0x00, 0x03, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x57, 0x69, 0x64, 0x74, 0x68, 0x00, 0x76, 0x73, 0x5f, 0x32, 0x5f, 0x30, 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, 0x20, 0x39, 0x2e, 0x32, 0x39, 0x2e, 0x39, 0x35, 0x32, 0x2e, 0x33, 0x31, 0x31, 0x31, 0x00, 0xab, 0xab, 0x51, 0x00, 0x00, 0x05, 0x02, 0x00, 0x0f, 0xa0, 0x00, 0x00, 0x00, 0xbf, 0x00, 0x00, 0x00, 0x3f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02, 0x05, 0x00, 0x00, 0x80, 0x01, 0x00, 0x0f, 0x90, 0x06, 0x00, 0x00, 0x02, 0x00, 0x00, 0x01, 0x80, 0x00, 0x00, 0x00, 0xa0, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80, 0x00, 0x00, 0x00, 0x80, 0x02, 0x00, 0x00, 0xa0, 0x06, 0x00, 0x00, 0x02, 0x01, 0x00, 0x01, 0x80, 0x01, 0x00, 0x00, 0xa0, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x02, 0x80, 0x01, 0x00, 0x00, 0x80, 0x02, 0x00, 0x55, 0xa0, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x0c, 0x80, 0x02, 0x00, 0xaa, 0xa0, 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0xc0, 0x00, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0x90, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x03, 0xe0, 0x01, 0x00, 0xe4, 0x90, 0xff, 0xff, 0x00, 0x00, }; hr = pDevice->CreateVertexShader( ( DWORD* )CompiledVS, &m_pVertexShader9 ); CRY_ASSERT( SUCCEEDED( hr ) ); // Pixel shader /* // FSTriangle.ps // fxc /O2 /T ps_2_0 /E PSMain texture Texture : register(s0); sampler PointSampler = sampler_state { Texture = <Texture>; MinFilter = Point; MagFilter = Point; MipFilter = Point; MaxAnisotropy = 1; AddressU = CLAMP; AddressV = CLAMP; }; struct VertexPT { float4 PositionL : POSITION0; float2 TexCoord : TEXCOORD0; }; float4 PSMain(VertexPT psIn) : COLOR { return tex2D(PointSampler, psIn.TexCoord); } */ const char CompiledPS[] = { 0x00, 0x02, 0xff, 0xff, 0xfe, 0xff, 0x23, 0x00, 0x43, 0x54, 0x41, 0x42, 0x1c, 0x00, 0x00, 0x00, 0x57, 0x00, 0x00, 0x00, 0x00, 0x02, 0xff, 0xff, 0x01, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0xc1, 0x00, 0x00, 0x50, 0x00, 0x00, 0x00, 0x30, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x50, 0x6f, 0x69, 0x6e, 0x74, 0x53, 0x61, 0x6d, 0x70, 0x6c, 0x65, 0x72, 0x00, 0xab, 0xab, 0xab, 0x04, 0x00, 0x0c, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x70, 0x73, 0x5f, 0x32, 0x5f, 0x30, 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, 0x20, 0x39, 0x2e, 0x32, 0x39, 0x2e, 0x39, 0x35, 0x32, 0x2e, 0x33, 0x31, 0x31, 0x31, 0x00, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x03, 0xb0, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90, 0x00, 0x08, 0x0f, 0xa0, 0x42, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0xb0, 0x00, 0x08, 0xe4, 0xa0, 0x01, 0x00, 0x00, 0x02, 0x00, 0x08, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, 0xff, 0xff, 0x00, 0x00, }; hr = pDevice->CreatePixelShader( ( DWORD* )CompiledPS, &m_pPixelShader9 ); CRY_ASSERT( SUCCEEDED( hr ) ); hr = pDevice->CreateStateBlock( D3DSBT_ALL, &m_pStateBlock ); CRY_ASSERT( SUCCEEDED( hr ) ); }