gfxFence.cpp

Engine/source/gfx/gfxFence.cpp

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Detailed Description

  1
  2//-----------------------------------------------------------------------------
  3// Copyright (c) 2012 GarageGames, LLC
  4//
  5// Permission is hereby granted, free of charge, to any person obtaining a copy
  6// of this software and associated documentation files (the "Software"), to
  7// deal in the Software without restriction, including without limitation the
  8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  9// sell copies of the Software, and to permit persons to whom the Software is
 10// furnished to do so, subject to the following conditions:
 11//
 12// The above copyright notice and this permission notice shall be included in
 13// all copies or substantial portions of the Software.
 14//
 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
 21// IN THE SOFTWARE.
 22//-----------------------------------------------------------------------------
 23
 24#include "platform/platform.h"
 25#include "gfx/gfxFence.h"
 26
 27#include "gfx/primBuilder.h"
 28#include "gfx/gfxTextureManager.h"
 29
 30
 31GFXGeneralFence::~GFXGeneralFence()
 32{
 33   // Release the ref pointers
 34   mRenderTarget = NULL;
 35   mRTTexHandle = NULL;
 36
 37   // Unregister texture callback
 38   GFXTextureManager::removeEventDelegate( this, &GFXGeneralFence::_onTextureEvent );
 39}
 40
 41//------------------------------------------------------------------------------
 42
 43void GFXGeneralFence::_init()
 44{
 45   // Register texture callback to re-create resources
 46   if ( !mInitialized )
 47      GFXTextureManager::addEventDelegate( this, &GFXGeneralFence::_onTextureEvent );
 48
 49   // Set this to true for error checking
 50   mInitialized = true;
 51
 52   // Allocate resources
 53   mInitialized &= mRTTexHandle.set( 2, 2, GFXFormatR8G8B8X8, &GFXRenderTargetProfile, avar("%s() - mInitialized (line %d)", __FUNCTION__, __LINE__) );
 54   mRenderTarget = GFX->allocRenderToTextureTarget();
 55   mInitialized &= ( mRenderTarget != NULL );
 56
 57   GFXStateBlockDesc d;
 58   mRenderSB = GFX->createStateBlock(d);
 59}
 60
 61//------------------------------------------------------------------------------
 62
 63void GFXGeneralFence::issue()
 64{
 65   PROFILE_SCOPE(GFXGeneralFence_Issue);
 66   
 67   // Resource creation will be done on first call to issue()
 68   if( !mInitialized )
 69      _init();
 70
 71   // If we can't init, return.
 72   if(!mInitialized)
 73      return;
 74
 75   AssertFatal( mInitialized, "Error occured during GFXGeneralFence::_init, sorry I can't be more specific, break and debug." );
 76
 77   RectI viewport = GFX->getViewport();
 78
 79   GFX->pushActiveRenderTarget();
 80   mRenderTarget->attachTexture( GFXTextureTarget::Color0, mRTTexHandle );
 81   GFX->setActiveRenderTarget( mRenderTarget );
 82
 83   // Set-up states
 84   GFX->setStateBlock(mRenderSB);
 85   GFX->pushWorldMatrix();
 86   GFX->setWorldMatrix( MatrixF::Identity );
 87
 88   // CodeReview: We can re-do this with a static vertex buffer at some point. [5/9/2007 Pat]
 89   PrimBuild::begin( GFXTriangleList, 3 );
 90      PrimBuild::vertex2f( 0.f, 0.f );
 91      PrimBuild::vertex2f( 0.f, 1.f );
 92      PrimBuild::vertex2f( 1.f, 0.f );
 93   PrimBuild::end();
 94
 95   GFX->popWorldMatrix();
 96   GFX->popActiveRenderTarget();
 97
 98   GFX->setViewport(viewport);
 99}
100
101//------------------------------------------------------------------------------
102
103void GFXGeneralFence::block()
104{
105   PROFILE_SCOPE(GFXGeneralFence_block);
106   if( !mInitialized )
107      return;
108
109   // We have to deal with the case where the lock fails (usually due to 
110   // a device reset).
111   if(mRTTexHandle.lock())
112      mRTTexHandle.unlock();
113}
114
115void GFXGeneralFence::_onTextureEvent( GFXTexCallbackCode code )
116{
117   switch( code )
118   {
119   case GFXZombify:
120      mRTTexHandle = NULL;
121      break;
122
123   case GFXResurrect:
124      mRTTexHandle.set( 2, 2, GFXFormatR8G8B8X8, &GFXRenderTargetProfile, avar("%s() - GFXGeneralFence->mRTTexHandle (line %d)", __FUNCTION__, __LINE__) );
125      break;
126   }
127}
128
129void GFXGeneralFence::zombify()
130{
131   mRTTexHandle = NULL;
132}
133
134void GFXGeneralFence::resurrect()
135{
136   mRTTexHandle.set( 2, 2, GFXFormatR8G8B8X8, &GFXRenderTargetProfile, avar("%s() - mRTTexHandle (line %d)", __FUNCTION__, __LINE__) );
137}
138
139const String GFXGeneralFence::describeSelf() const
140{
141   // We've got nothing
142   return String();
143}
144