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//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
//  * Redistributions of source code must retain the above copyright
//    notice, this list of conditions and the following disclaimer.
//  * Redistributions in binary form must reproduce the above copyright
//    notice, this list of conditions and the following disclaimer in the
//    documentation and/or other materials provided with the distribution.
//  * Neither the name of NVIDIA CORPORATION nor the names of its
//    contributors may be used to endorse or promote products derived
//    from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.

#include <RendererConfig.h>

#if defined(RENDERER_ENABLE_DIRECT3D9)

#include "D3D9RendererTexture2D.h"
#include <RendererTexture2DDesc.h>

#include <SamplePlatform.h>

using namespace SampleRenderer;

static void supportsAnisotropic(IDirect3DDevice9& device, bool& min, bool& mag, bool& mip)
{
	D3DCAPS9 caps;
	device.GetDeviceCaps(&caps);
	min = (caps.TextureFilterCaps & D3DPTFILTERCAPS_MINFANISOTROPIC) != 0;
	mag = (caps.TextureFilterCaps & D3DPTFILTERCAPS_MAGFANISOTROPIC) != 0;
	mip = false;
}

static D3DFORMAT getD3D9TextureFormat(RendererTexture2D::Format format)
{
	D3DFORMAT d3dFormat = static_cast<D3DFORMAT>(SampleFramework::SamplePlatform::platform()->getD3D9TextureFormat(format));
	RENDERER_ASSERT(d3dFormat != D3DFMT_UNKNOWN, "Unable to convert to D3D9 Texture Format.");
	return d3dFormat;
}

static D3DTEXTUREFILTERTYPE getD3D9TextureFilter(RendererTexture2D::Filter filter, bool anisoSupport)
{
	D3DTEXTUREFILTERTYPE d3dFilter = D3DTEXF_FORCE_DWORD;
	switch(filter)
	{
	case RendererTexture2D::FILTER_NEAREST:     d3dFilter = D3DTEXF_POINT;                              break;
	case RendererTexture2D::FILTER_LINEAR:      d3dFilter = D3DTEXF_LINEAR;                             break;
	case RendererTexture2D::FILTER_ANISOTROPIC: d3dFilter = anisoSupport ? D3DTEXF_ANISOTROPIC : D3DTEXF_LINEAR; break;
	}
	RENDERER_ASSERT(d3dFilter != D3DTEXF_FORCE_DWORD, "Unable to convert to D3D9 Filter mode.");
	return d3dFilter;
}

static D3DTEXTUREADDRESS getD3D9TextureAddressing(RendererTexture2D::Addressing addressing)
{
	D3DTEXTUREADDRESS d3dAddressing = D3DTADDRESS_FORCE_DWORD;
	switch(addressing)
	{
	case RendererTexture2D::ADDRESSING_WRAP:   d3dAddressing = D3DTADDRESS_WRAP;   break;
	case RendererTexture2D::ADDRESSING_CLAMP:  d3dAddressing = D3DTADDRESS_CLAMP;  break;
	case RendererTexture2D::ADDRESSING_MIRROR: d3dAddressing = D3DTADDRESS_MIRROR; break;
	}
	RENDERER_ASSERT(d3dAddressing != D3DTADDRESS_FORCE_DWORD, "Unable to convert to D3D9 Addressing mode.");
	return d3dAddressing;
}

D3D9RendererTexture2D::D3D9RendererTexture2D(IDirect3DDevice9 &d3dDevice, D3D9Renderer& renderer, const RendererTexture2DDesc &desc) 
	: RendererTexture2D(desc)
	, m_d3dDevice(d3dDevice)
{
	RENDERER_ASSERT(desc.depth == 1, "Invalid depth for 2D Texture!");

	m_d3dTexture     = 0;
	//managed textures can't be locked.
#ifdef	DIRECT3D9_SUPPORT_D3DUSAGE_DYNAMIC
	m_usage          = renderer.canUseManagedResources() ? 0 : D3DUSAGE_DYNAMIC;
#else
	m_usage          = 0;
#endif
	m_pool           = renderer.canUseManagedResources() ? D3DPOOL_MANAGED : D3DPOOL_DEFAULT;
	m_format         = getD3D9TextureFormat(desc.format);

	bool minAniso, magAniso, mipAniso;
	supportsAnisotropic(d3dDevice, minAniso, magAniso, mipAniso);
	m_d3dMinFilter   = getD3D9TextureFilter(desc.filter, minAniso);
	m_d3dMagFilter   = getD3D9TextureFilter(desc.filter, magAniso);
	m_d3dMipFilter   = getD3D9TextureFilter(desc.filter, mipAniso);
	m_d3dAddressingU = getD3D9TextureAddressing(desc.addressingU);
	m_d3dAddressingV = getD3D9TextureAddressing(desc.addressingV);
	if(desc.renderTarget)
	{
		m_usage = D3DUSAGE_RENDERTARGET; 
		m_pool  = D3DPOOL_DEFAULT;
	}
	if(isDepthStencilFormat(desc.format))
	{
		m_usage = D3DUSAGE_DEPTHSTENCIL; 
		m_pool  = D3DPOOL_DEFAULT;
	}
	onDeviceReset();
}

D3D9RendererTexture2D::~D3D9RendererTexture2D(void)
{
	if(m_d3dTexture)
	{
		D3DCAPS9 pCaps;
		m_d3dDevice.GetDeviceCaps(&pCaps);
		DWORD i = pCaps.MaxTextureBlendStages;
		while(i--) m_d3dDevice.SetTexture(i, NULL);
		SampleFramework::SamplePlatform::platform()->D3D9BlockUntilNotBusy(m_d3dTexture);
		m_d3dTexture->Release();
	}
}

void *D3D9RendererTexture2D::lockLevel(PxU32 level, PxU32 &pitch)
{
	void *buffer = 0;
	if(m_d3dTexture)
	{
		D3DLOCKED_RECT lockedRect;
		HRESULT result = m_d3dTexture->LockRect((DWORD)level, &lockedRect, 0, D3DLOCK_NOSYSLOCK);
		RENDERER_ASSERT(result == D3D_OK, "Unable to lock Texture 2D.");
		if(result == D3D_OK)
		{
			buffer = lockedRect.pBits;
			pitch  = (PxU32)lockedRect.Pitch;
		}
	}
	return buffer;
}

void D3D9RendererTexture2D::unlockLevel(PxU32 level)
{
	if(m_d3dTexture)
	{
		m_d3dTexture->UnlockRect(level);
	}
}

void D3D9RendererTexture2D::bind(PxU32 samplerIndex)
{
	m_d3dDevice.SetTexture(     (DWORD)samplerIndex, m_d3dTexture);
	m_d3dDevice.SetSamplerState((DWORD)samplerIndex, D3DSAMP_MINFILTER, m_d3dMinFilter);
	m_d3dDevice.SetSamplerState((DWORD)samplerIndex, D3DSAMP_MAGFILTER, m_d3dMagFilter);
	m_d3dDevice.SetSamplerState((DWORD)samplerIndex, D3DSAMP_MIPFILTER, m_d3dMipFilter);
	m_d3dDevice.SetSamplerState((DWORD)samplerIndex, D3DSAMP_ADDRESSU,  m_d3dAddressingU);
	m_d3dDevice.SetSamplerState((DWORD)samplerIndex, D3DSAMP_ADDRESSV,  m_d3dAddressingV);
}

void D3D9RendererTexture2D::onDeviceLost(void)
{
	if(m_pool != D3DPOOL_MANAGED)
	{
		if(m_d3dTexture)
		{
			m_d3dTexture->Release();
			m_d3dTexture = 0;
		}
	}
}

void D3D9RendererTexture2D::onDeviceReset(void)
{
	if(!m_d3dTexture)
	{
		HRESULT result   = m_d3dDevice.CreateTexture((UINT)getWidth(), (UINT)getHeight(), (UINT)getNumLevels(), m_usage, m_format, m_pool, &m_d3dTexture, 0);
		RENDERER_ASSERT(result == D3D_OK, "Unable to create D3D9 Texture.");
		if(result == D3D_OK)
		{

		}
	}
}

#endif // #if defined(RENDERER_ENABLE_DIRECT3D9)