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d03881b83a
setTexture functions for single textures (more or less the usual case) IRenderTarget no longer need memory allocations on each call. Also calling IRenderTarget::setTexture with a nullpointer no longer sets a rendertarget with an array which contains a single nullpointer but clears the array instead. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6243 dfc29bdd-3216-0410-991c-e03cc46cb475
282 lines
6.8 KiB
C++
282 lines
6.8 KiB
C++
// Copyright (C) 2015 Patryk Nadrowski
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "CD3D9RenderTarget.h"
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#ifdef _IRR_COMPILE_WITH_DIRECT3D_9_
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#include "IImage.h"
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#include "irrMath.h"
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#include "irrString.h"
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#include "CD3D9Driver.h"
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#include "CD3D9Texture.h"
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namespace irr
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{
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namespace video
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{
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CD3D9RenderTarget::CD3D9RenderTarget(CD3D9Driver* driver) : DepthStencilSurface(0), Driver(driver)
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{
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#ifdef _DEBUG
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setDebugName("CD3D9RenderTarget");
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#endif
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DriverType = EDT_DIRECT3D9;
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Size = Driver->getScreenSize();
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}
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CD3D9RenderTarget::~CD3D9RenderTarget()
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{
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for (u32 i = 0; i < Surfaces.size(); ++i)
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{
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if (Surfaces[i])
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Surfaces[i]->Release();
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}
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if (DepthStencilSurface)
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DepthStencilSurface->Release();
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for (u32 i = 0; i < Textures.size(); ++i)
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{
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if (Textures[i])
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Textures[i]->drop();
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}
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if (DepthStencil)
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DepthStencil->drop();
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}
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void CD3D9RenderTarget::setTextures(ITexture* const * textures, u32 numTextures, ITexture* depthStencil, const E_CUBE_SURFACE* cubeSurfaces, u32 numCubeSurfaces)
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{
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bool needSizeUpdate = false;
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// Set color attachments.
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if (!Textures.equals(textures, numTextures) || !CubeSurfaces.equals(cubeSurfaces, numCubeSurfaces))
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{
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needSizeUpdate = true;
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CubeSurfaces.set_data(cubeSurfaces, numCubeSurfaces); // TODO: we can probably avoid some memory allocating/de-allocating if _only_ CubeSurfaces change.
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if (numTextures > Driver->ActiveRenderTarget.size())
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{
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core::stringc message = "This GPU supports up to ";
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message += Driver->ActiveRenderTarget.size();
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message += " textures per render target.";
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os::Printer::log(message.c_str(), ELL_WARNING);
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}
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const u32 size = core::min_(numTextures, static_cast<u32>(Driver->ActiveRenderTarget.size()));
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for (u32 i = 0; i < Surfaces.size(); ++i)
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{
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if (Surfaces[i])
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Surfaces[i]->Release();
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}
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Surfaces.set_used(size);
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core::array<ITexture*> prevTextures(Textures);
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Textures.set_used(size);
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for (u32 i = 0; i < size; ++i)
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{
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CD3D9Texture* currentTexture = (textures[i] && textures[i]->getDriverType() == DriverType) ? static_cast<CD3D9Texture*>(textures[i]) : 0;
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IDirect3DTexture9* textureID = 0;
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IDirect3DCubeTexture9* cubeTextureId = 0;
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UINT level = 0; // no support for rendering to to other mip-levels so far
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if (currentTexture)
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{
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if (currentTexture->getType() == ETT_2D)
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textureID = currentTexture->getDX9Texture();
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else if ( currentTexture->getType() == ETT_CUBEMAP )
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cubeTextureId = currentTexture->getDX9CubeTexture();
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}
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if (textureID)
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{
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Textures[i] = textures[i];
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Textures[i]->grab();
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IDirect3DSurface9* currentSurface = 0;
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textureID->GetSurfaceLevel(level, ¤tSurface);
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Surfaces[i] = currentSurface;
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}
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else if ( cubeTextureId )
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{
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Textures[i] = textures[i];
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Textures[i]->grab();
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IDirect3DSurface9* currentSurface = 0;
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D3DCUBEMAP_FACES face = (D3DCUBEMAP_FACES)CubeSurfaces[i]; // we use same numbering
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cubeTextureId->GetCubeMapSurface(face, level, ¤tSurface);
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Surfaces[i] = currentSurface;
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}
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else
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{
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Surfaces[i] = 0;
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Textures[i] = 0;
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}
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}
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for (u32 i = 0; i < prevTextures.size(); ++i)
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{
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if (prevTextures[i])
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prevTextures[i]->drop();
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}
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}
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// Set depth and stencil attachments.
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if (DepthStencil != depthStencil)
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{
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if (DepthStencilSurface)
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{
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DepthStencilSurface->Release();
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DepthStencilSurface = 0;
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}
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if (DepthStencil)
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{
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DepthStencil->drop();
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DepthStencil = 0;
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DepthStencilSurface = 0;
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}
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needSizeUpdate = true;
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CD3D9Texture* currentTexture = (depthStencil && depthStencil->getDriverType() == DriverType) ? static_cast<CD3D9Texture*>(depthStencil) : 0;
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if (currentTexture)
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{
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if (currentTexture->getType() == ETT_2D)
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{
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IDirect3DTexture9* textureID = currentTexture->getDX9Texture();
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if (textureID)
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{
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const ECOLOR_FORMAT textureFormat = depthStencil->getColorFormat();
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if (IImage::isDepthFormat(textureFormat))
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{
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DepthStencil = depthStencil;
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DepthStencil->grab();
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IDirect3DSurface9* currentSurface = 0;
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textureID->GetSurfaceLevel(0, ¤tSurface);
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DepthStencilSurface = currentSurface;
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}
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else
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{
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os::Printer::log("Ignoring depth/stencil texture without depth color format.", ELL_WARNING);
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}
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}
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}
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else
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os::Printer::log("This driver doesn't support depth/stencil to cubemaps.", ELL_WARNING);
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}
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}
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if (needSizeUpdate)
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{
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// Set size required for a viewport.
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bool sizeDetected = false;
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for (u32 i = 0; i < Textures.size(); ++i)
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{
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if (Textures[i])
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{
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Size = Textures[i]->getSize();
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sizeDetected = true;
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break;
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}
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}
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if (!sizeDetected)
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{
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if (DepthStencil)
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Size = DepthStencil->getSize();
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else
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Size = Driver->getScreenSize();
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}
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}
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}
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const core::dimension2d<u32>& CD3D9RenderTarget::getSize() const
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{
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return Size;
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}
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IDirect3DSurface9* CD3D9RenderTarget::getSurface(u32 id) const
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{
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return (id < Surfaces.size()) ? Surfaces[id] : 0;
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}
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u32 CD3D9RenderTarget::getSurfaceCount() const
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{
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return Surfaces.size();
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}
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IDirect3DSurface9* CD3D9RenderTarget::getDepthStencilSurface() const
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{
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return DepthStencilSurface;
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}
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void CD3D9RenderTarget::releaseSurfaces()
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{
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for (u32 i = 0; i < Surfaces.size(); ++i)
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{
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if (Surfaces[i])
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{
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Surfaces[i]->Release();
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Surfaces[i] = 0;
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}
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}
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if (DepthStencilSurface)
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{
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DepthStencilSurface->Release();
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DepthStencilSurface = 0;
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}
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}
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void CD3D9RenderTarget::generateSurfaces()
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{
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for (u32 i = 0; i < Surfaces.size(); ++i)
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{
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if (!Surfaces[i] && Textures[i])
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{
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IDirect3DTexture9* currentTexture = static_cast<CD3D9Texture*>(Textures[i])->getDX9Texture();
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if ( currentTexture )
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{
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IDirect3DSurface9* currentSurface = 0;
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currentTexture->GetSurfaceLevel(0, ¤tSurface);
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Surfaces[i] = currentSurface;
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}
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}
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}
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if (!DepthStencilSurface && DepthStencil)
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{
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IDirect3DTexture9* currentTexture = static_cast<CD3D9Texture*>(DepthStencil)->getDX9Texture();
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if ( currentTexture )
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{
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IDirect3DSurface9* currentSurface = 0;
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currentTexture->GetSurfaceLevel(0, ¤tSurface);
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DepthStencilSurface = currentSurface;
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}
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}
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}
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}
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}
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#endif
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