mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 06:36:54 +00:00
1445 lines
54 KiB
C++
1445 lines
54 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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// TOGL CODE LICENSE
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//
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// Copyright 2011-2014 Valve Corporation
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// All Rights Reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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// dxabstract.h
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//
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//==================================================================================================
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#ifndef DXABSTRACT_H
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#define DXABSTRACT_H
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#ifdef DX_TO_GL_ABSTRACTION
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#include "togl/rendermechanism.h"
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#include "tier0/platform.h"
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#include "tier0/dbg.h"
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#include "tier1/utlmap.h"
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// turn this on to get refcount logging from IUnknown
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#define IUNKNOWN_ALLOC_SPEW 0
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#define IUNKNOWN_ALLOC_SPEW_MARK_ALL 0
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TOGL_INTERFACE void toglGetClientRect( VD3DHWND hWnd, RECT *destRect );
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struct TOGL_CLASS IUnknown
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{
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int m_refcount[2];
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bool m_mark;
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IUnknown()
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{
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m_refcount[0] = 1;
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m_refcount[1] = 0;
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m_mark = (IUNKNOWN_ALLOC_SPEW_MARK_ALL != 0); // either all are marked, or only the ones that have SetMark(true) called on them
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#if IUNKNOWN_ALLOC_SPEW
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if (m_mark)
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{
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GLMPRINTF(("-A- IUnew (%08x) refc -> (%d,%d) ",this,m_refcount[0],m_refcount[1]));
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}
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#endif
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};
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virtual ~IUnknown()
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{
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#if IUNKNOWN_ALLOC_SPEW
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if (m_mark)
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{
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GLMPRINTF(("-A- IUdel (%08x) ",this ));
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}
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#endif
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};
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void AddRef( int which=0, char *comment = NULL )
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{
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Assert( which >= 0 );
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Assert( which < 2 );
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m_refcount[which]++;
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#if IUNKNOWN_ALLOC_SPEW
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if (m_mark)
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{
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GLMPRINTF(("-A- IUAddRef (%08x,%d) refc -> (%d,%d) [%s]",this,which,m_refcount[0],m_refcount[1],comment?comment:"...")) ;
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if (!comment)
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{
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GLMPRINTF(("")) ; // place to hang a breakpoint
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}
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}
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#endif
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};
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ULONG __stdcall Release( int which=0, char *comment = NULL )
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{
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Assert( which >= 0 );
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Assert( which < 2 );
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//int oldrefcs[2] = { m_refcount[0], m_refcount[1] };
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bool deleting = false;
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m_refcount[which]--;
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if ( (!m_refcount[0]) && (!m_refcount[1]) )
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{
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deleting = true;
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}
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#if IUNKNOWN_ALLOC_SPEW
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if (m_mark)
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{
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GLMPRINTF(("-A- IURelease (%08x,%d) refc -> (%d,%d) [%s] %s",this,which,m_refcount[0],m_refcount[1],comment?comment:"...",deleting?"->DELETING":""));
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if (!comment)
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{
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GLMPRINTF(("")) ; // place to hang a breakpoint
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}
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}
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#endif
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if (deleting)
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{
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if (m_mark)
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{
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GLMPRINTF(("")) ; // place to hang a breakpoint
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}
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delete this;
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return 0;
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}
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else
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{
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return m_refcount[0];
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}
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};
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void SetMark( bool markValue, char *comment=NULL )
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{
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#if IUNKNOWN_ALLOC_SPEW
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if (!m_mark && markValue) // leading edge detect
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{
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// print the same thing that the constructor would have printed if it had been marked from the beginning
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// i.e. it's anticipated that callers asking for marking will do so right at create time
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GLMPRINTF(("-A- IUSetMark (%08x) refc -> (%d,%d) (%s) ",this,m_refcount[0],m_refcount[1],comment?comment:"..."));
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}
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#endif
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m_mark = markValue;
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}
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};
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// ------------------------------------------------------------------------------------------------------------------------------ //
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// INTERFACES
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// ------------------------------------------------------------------------------------------------------------------------------ //
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struct TOGL_CLASS IDirect3DResource9 : public IUnknown
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{
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IDirect3DDevice9 *m_device; // parent device
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D3DRESOURCETYPE m_restype;
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DWORD SetPriority(DWORD PriorityNew);
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};
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struct TOGL_CLASS IDirect3DBaseTexture9 : public IDirect3DResource9 // "A Texture.."
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{
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D3DSURFACE_DESC m_descZero; // desc of top level.
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CGLMTex *m_tex; // a CGLMTex can represent all forms of tex
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virtual ~IDirect3DBaseTexture9();
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D3DRESOURCETYPE TOGLMETHODCALLTYPE GetType();
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DWORD TOGLMETHODCALLTYPE GetLevelCount();
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HRESULT TOGLMETHODCALLTYPE GetLevelDesc(UINT Level,D3DSURFACE_DESC *pDesc);
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};
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struct TOGL_CLASS IDirect3DTexture9 : public IDirect3DBaseTexture9 // "Texture 2D"
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{
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IDirect3DSurface9 *m_surfZero; // surf of top level.
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virtual ~IDirect3DTexture9();
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HRESULT TOGLMETHODCALLTYPE LockRect(UINT Level,D3DLOCKED_RECT* pLockedRect,CONST RECT* pRect,DWORD Flags);
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HRESULT TOGLMETHODCALLTYPE UnlockRect(UINT Level);
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HRESULT TOGLMETHODCALLTYPE GetSurfaceLevel(UINT Level,IDirect3DSurface9** ppSurfaceLevel);
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};
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struct TOGL_CLASS IDirect3DCubeTexture9 : public IDirect3DBaseTexture9 // "Texture Cube Map"
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{
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IDirect3DSurface9 *m_surfZero[6]; // surfs of top level.
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virtual ~IDirect3DCubeTexture9();
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HRESULT TOGLMETHODCALLTYPE GetCubeMapSurface(D3DCUBEMAP_FACES FaceType,UINT Level,IDirect3DSurface9** ppCubeMapSurface);
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HRESULT TOGLMETHODCALLTYPE GetLevelDesc(UINT Level,D3DSURFACE_DESC *pDesc);
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};
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struct TOGL_CLASS IDirect3DVolumeTexture9 : public IDirect3DBaseTexture9 // "Texture 3D"
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{
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IDirect3DSurface9 *m_surfZero; // surf of top level.
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D3DVOLUME_DESC m_volDescZero; // volume desc top level
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virtual ~IDirect3DVolumeTexture9();
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HRESULT TOGLMETHODCALLTYPE LockBox(UINT Level,D3DLOCKED_BOX* pLockedVolume,CONST D3DBOX* pBox,DWORD Flags);
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HRESULT TOGLMETHODCALLTYPE UnlockBox(UINT Level);
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HRESULT TOGLMETHODCALLTYPE GetLevelDesc( UINT level, D3DVOLUME_DESC *pDesc );
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};
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// for the moment, a "D3D surface" is modeled as a GLM tex, a face, and a mip.
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// no Create method, these are filled in by the various create surface methods.
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struct TOGL_CLASS IDirect3DSurface9 : public IDirect3DResource9
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{
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virtual ~IDirect3DSurface9();
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HRESULT TOGLMETHODCALLTYPE LockRect(D3DLOCKED_RECT* pLockedRect,CONST RECT* pRect,DWORD Flags);
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HRESULT TOGLMETHODCALLTYPE UnlockRect();
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HRESULT TOGLMETHODCALLTYPE GetDesc(D3DSURFACE_DESC *pDesc);
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D3DSURFACE_DESC m_desc;
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CGLMTex *m_tex;
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int m_face;
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int m_mip;
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};
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struct TOGL_CLASS IDirect3D9 : public IUnknown
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{
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virtual ~IDirect3D9();
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UINT TOGLMETHODCALLTYPE GetAdapterCount();
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HRESULT TOGLMETHODCALLTYPE GetDeviceCaps (UINT Adapter,D3DDEVTYPE DeviceType,D3DCAPS9* pCaps);
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HRESULT TOGLMETHODCALLTYPE GetAdapterIdentifier (UINT Adapter,DWORD Flags,D3DADAPTER_IDENTIFIER9* pIdentifier);
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HRESULT TOGLMETHODCALLTYPE CheckDeviceFormat (UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT AdapterFormat,DWORD Usage,D3DRESOURCETYPE RType,D3DFORMAT CheckFormat);
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UINT TOGLMETHODCALLTYPE GetAdapterModeCount (UINT Adapter,D3DFORMAT Format);
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HRESULT TOGLMETHODCALLTYPE EnumAdapterModes (UINT Adapter,D3DFORMAT Format,UINT Mode,D3DDISPLAYMODE* pMode);
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HRESULT TOGLMETHODCALLTYPE CheckDeviceType (UINT Adapter,D3DDEVTYPE DevType,D3DFORMAT AdapterFormat,D3DFORMAT BackBufferFormat,BOOL bWindowed);
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HRESULT TOGLMETHODCALLTYPE GetAdapterDisplayMode (UINT Adapter,D3DDISPLAYMODE* pMode);
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HRESULT TOGLMETHODCALLTYPE CheckDepthStencilMatch (UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT AdapterFormat,D3DFORMAT RenderTargetFormat,D3DFORMAT DepthStencilFormat);
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HRESULT TOGLMETHODCALLTYPE CheckDeviceMultiSampleType (UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT SurfaceFormat,BOOL Windowed,D3DMULTISAMPLE_TYPE MultiSampleType,DWORD* pQualityLevels);
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HRESULT TOGLMETHODCALLTYPE CreateDevice (UINT Adapter,D3DDEVTYPE DeviceType,VD3DHWND hFocusWindow,DWORD BehaviorFlags,D3DPRESENT_PARAMETERS* pPresentationParameters,IDirect3DDevice9** ppReturnedDeviceInterface);
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};
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struct TOGL_CLASS IDirect3DVertexDeclaration9 : public IUnknown
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{
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IDirect3DDevice9 *m_device;
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uint m_elemCount;
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D3DVERTEXELEMENT9_GL m_elements[ MAX_D3DVERTEXELEMENTS ];
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uint8 m_VertexAttribDescToStreamIndex[256];
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virtual ~IDirect3DVertexDeclaration9();
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};
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struct TOGL_CLASS IDirect3DQuery9 : public IDirect3DResource9 //was IUnknown
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{
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D3DQUERYTYPE m_type; // D3DQUERYTYPE_OCCLUSION or D3DQUERYTYPE_EVENT
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GLMContext *m_ctx;
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CGLMQuery *m_query;
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uintp m_nIssueStartThreadID, m_nIssueEndThreadID;
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uint m_nIssueStartDrawCallIndex, m_nIssueEndDrawCallIndex;
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uint m_nIssueStartFrameIndex, m_nIssueEndFrameIndex;
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uint m_nIssueStartQueryCreationCounter, m_nIssueEndQueryCreationCounter;
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virtual ~IDirect3DQuery9();
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HRESULT Issue(DWORD dwIssueFlags);
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HRESULT GetData(void* pData,DWORD dwSize,DWORD dwGetDataFlags);
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};
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struct TOGL_CLASS IDirect3DVertexBuffer9 : public IDirect3DResource9 //was IUnknown
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{
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GLMContext *m_ctx;
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CGLMBuffer *m_vtxBuffer;
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D3DVERTEXBUFFER_DESC m_vtxDesc; // to satisfy GetDesc
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virtual ~IDirect3DVertexBuffer9();
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HRESULT Lock(UINT OffsetToLock,UINT SizeToLock,void** ppbData,DWORD Flags);
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HRESULT Unlock();
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void UnlockActualSize( uint nActualSize, const void *pActualData = NULL );
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};
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struct TOGL_CLASS IDirect3DIndexBuffer9 : public IDirect3DResource9 //was IUnknown
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{
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GLMContext *m_ctx;
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CGLMBuffer *m_idxBuffer;
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D3DINDEXBUFFER_DESC m_idxDesc; // to satisfy GetDesc
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virtual ~IDirect3DIndexBuffer9();
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HRESULT Lock(UINT OffsetToLock,UINT SizeToLock,void** ppbData,DWORD Flags);
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HRESULT Unlock();
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void UnlockActualSize( uint nActualSize, const void *pActualData = NULL );
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HRESULT GetDesc(D3DINDEXBUFFER_DESC *pDesc);
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};
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struct TOGL_CLASS IDirect3DPixelShader9 : public IDirect3DResource9 //was IUnknown
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{
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CGLMProgram *m_pixProgram;
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uint m_pixHighWater; // count of active constant slots referenced by shader.
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uint m_pixSamplerMask; // (1<<n) mask of samplers referemnced by this pixel shader
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// this can help FlushSamplers avoid SRGB flipping on textures not being referenced...
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uint m_pixSamplerTypes; // SAMPLER_TYPE_2D, etc.
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uint m_pixFragDataMask; // (1<<n) mask of gl_FragData[n] referenced by this pixel shader
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virtual ~IDirect3DPixelShader9();
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};
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struct TOGL_CLASS IDirect3DVertexShader9 : public IDirect3DResource9 //was IUnknown
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{
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CGLMProgram *m_vtxProgram;
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uint m_vtxHighWater; // count of active constant slots referenced by shader.
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uint m_vtxHighWaterBone;
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unsigned char m_vtxAttribMap[16]; // high nibble is usage, low nibble is usageindex, array position is attrib number
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uint m_maxVertexAttrs;
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virtual ~IDirect3DVertexShader9();
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};
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#ifdef _MSC_VER
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typedef class TOGL_CLASS CUtlMemory<D3DMATRIX> CD3DMATRIXAllocator;
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typedef class TOGL_CLASS CUtlVector<D3DMATRIX, CD3DMATRIXAllocator> CD3DMATRIXStack;
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#else
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typedef class CUtlMemory<D3DMATRIX> CD3DMATRIXAllocator;
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typedef class CUtlVector<D3DMATRIX, CD3DMATRIXAllocator> CD3DMATRIXStack;
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#endif
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struct TOGL_CLASS ID3DXMatrixStack //: public IUnknown
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{
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int m_refcount[2];
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bool m_mark;
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CD3DMATRIXStack m_stack;
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int m_stackTop; // top of stack is at the highest index, this is that index. push increases, pop decreases.
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ID3DXMatrixStack();
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void AddRef( int which=0, char *comment = NULL );
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ULONG Release( int which=0, char *comment = NULL );
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HRESULT Create( void );
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D3DXMATRIX* GetTop();
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void Push();
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void Pop();
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void LoadIdentity();
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void LoadMatrix( const D3DXMATRIX *pMat );
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void MultMatrix( const D3DXMATRIX *pMat );
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void MultMatrixLocal( const D3DXMATRIX *pMat );
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HRESULT ScaleLocal(FLOAT x, FLOAT y, FLOAT z);
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// Left multiply the current matrix with the computed rotation
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// matrix, counterclockwise about the given axis with the given angle.
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// (rotation is about the local origin of the object)
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HRESULT RotateAxisLocal(CONST D3DXVECTOR3* pV, FLOAT Angle);
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// Left multiply the current matrix with the computed translation
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// matrix. (transformation is about the local origin of the object)
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HRESULT TranslateLocal(FLOAT x, FLOAT y, FLOAT z);
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};
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typedef ID3DXMatrixStack* LPD3DXMATRIXSTACK;
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struct RenderTargetState_t
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{
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void clear() { V_memset( this, 0, sizeof( *this ) ); }
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CGLMTex *m_pRenderTargets[4];
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CGLMTex *m_pDepthStencil;
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inline bool RefersTo( CGLMTex * pSurf ) const
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{
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for ( uint i = 0; i < 4; i++ )
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if ( m_pRenderTargets[i] == pSurf )
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return true;
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if ( m_pDepthStencil == pSurf )
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return true;
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return false;
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}
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static inline bool LessFunc( const RenderTargetState_t &lhs, const RenderTargetState_t &rhs )
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{
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COMPILE_TIME_ASSERT( sizeof( lhs.m_pRenderTargets[0] ) == sizeof( uintp ) );
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uint64 lhs0 = reinterpret_cast<const uint64 *>(lhs.m_pRenderTargets)[0];
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uint64 rhs0 = reinterpret_cast<const uint64 *>(rhs.m_pRenderTargets)[0];
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if ( lhs0 < rhs0 )
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return true;
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else if ( lhs0 == rhs0 )
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{
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uint64 lhs1 = reinterpret_cast<const uint64 *>(lhs.m_pRenderTargets)[1];
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uint64 rhs1 = reinterpret_cast<const uint64 *>(rhs.m_pRenderTargets)[1];
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if ( lhs1 < rhs1 )
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return true;
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else if ( lhs1 == rhs1 )
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{
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return lhs.m_pDepthStencil < rhs.m_pDepthStencil;
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}
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}
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return false;
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}
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inline bool operator < ( const RenderTargetState_t &rhs ) const
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{
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return LessFunc( *this, rhs );
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}
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};
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typedef CUtlMap< RenderTargetState_t, CGLMFBO *> CGLMFBOMap;
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class simple_bitmap;
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struct TOGL_CLASS IDirect3DDevice9 : public IUnknown
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{
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friend class GLMContext;
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friend struct IDirect3DBaseTexture9;
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friend struct IDirect3DTexture9;
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friend struct IDirect3DCubeTexture9;
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friend struct IDirect3DVolumeTexture9;
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friend struct IDirect3DSurface9;
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friend struct IDirect3DVertexBuffer9;
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friend struct IDirect3DIndexBuffer9;
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friend struct IDirect3DPixelShader9;
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friend struct IDirect3DVertexShader9;
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friend struct IDirect3DQuery9;
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friend struct IDirect3DVertexDeclaration9;
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IDirect3DDevice9();
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virtual ~IDirect3DDevice9();
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// Create call invoked from IDirect3D9
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HRESULT TOGLMETHODCALLTYPE Create( IDirect3DDevice9Params *params );
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//
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// Basics
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//
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HRESULT TOGLMETHODCALLTYPE Reset(D3DPRESENT_PARAMETERS* pPresentationParameters);
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HRESULT TOGLMETHODCALLTYPE SetViewport(CONST D3DVIEWPORT9* pViewport);
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HRESULT TOGLMETHODCALLTYPE GetViewport(D3DVIEWPORT9* pViewport);
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HRESULT TOGLMETHODCALLTYPE BeginScene();
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HRESULT TOGLMETHODCALLTYPE Clear(DWORD Count,CONST D3DRECT* pRects,DWORD Flags,D3DCOLOR Color,float Z,DWORD Stencil);
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HRESULT TOGLMETHODCALLTYPE EndScene();
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HRESULT TOGLMETHODCALLTYPE Present(CONST RECT* pSourceRect,CONST RECT* pDestRect,VD3DHWND hDestWindowOverride,CONST RGNDATA* pDirtyRegion);
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// textures
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HRESULT TOGLMETHODCALLTYPE CreateTexture(UINT Width,UINT Height,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DTexture9** ppTexture,VD3DHANDLE* pSharedHandle, char *debugLabel=NULL);
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HRESULT TOGLMETHODCALLTYPE CreateCubeTexture(UINT EdgeLength,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DCubeTexture9** ppCubeTexture,VD3DHANDLE* pSharedHandle, char *debugLabel=NULL);
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HRESULT TOGLMETHODCALLTYPE CreateVolumeTexture(UINT Width,UINT Height,UINT Depth,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DVolumeTexture9** ppVolumeTexture,VD3DHANDLE* pSharedHandle, char *debugLabel=NULL);
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FORCEINLINE HRESULT TOGLMETHODCALLTYPE SetTexture(DWORD Stage,IDirect3DBaseTexture9* pTexture);
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HRESULT TOGLMETHODCALLTYPE SetTextureNonInline(DWORD Stage,IDirect3DBaseTexture9* pTexture);
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HRESULT TOGLMETHODCALLTYPE GetTexture(DWORD Stage,IDirect3DBaseTexture9** ppTexture);
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// render targets, color and depthstencil, surfaces, blit
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HRESULT TOGLMETHODCALLTYPE CreateRenderTarget(UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,DWORD MultisampleQuality,BOOL Lockable,IDirect3DSurface9** ppSurface,VD3DHANDLE* pSharedHandle, char *debugLabel=NULL);
|
|
HRESULT TOGLMETHODCALLTYPE SetRenderTarget(DWORD RenderTargetIndex,IDirect3DSurface9* pRenderTarget);
|
|
HRESULT TOGLMETHODCALLTYPE GetRenderTarget(DWORD RenderTargetIndex,IDirect3DSurface9** ppRenderTarget);
|
|
|
|
HRESULT TOGLMETHODCALLTYPE CreateOffscreenPlainSurface(UINT Width,UINT Height,D3DFORMAT Format,D3DPOOL Pool,IDirect3DSurface9** ppSurface,VD3DHANDLE* pSharedHandle);
|
|
|
|
HRESULT TOGLMETHODCALLTYPE CreateDepthStencilSurface(UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,DWORD MultisampleQuality,BOOL Discard,IDirect3DSurface9** ppSurface,VD3DHANDLE* pSharedHandle);
|
|
HRESULT TOGLMETHODCALLTYPE SetDepthStencilSurface(IDirect3DSurface9* pNewZStencil);
|
|
HRESULT TOGLMETHODCALLTYPE GetDepthStencilSurface(IDirect3DSurface9** ppZStencilSurface);
|
|
|
|
HRESULT TOGLMETHODCALLTYPE GetRenderTargetData(IDirect3DSurface9* pRenderTarget,IDirect3DSurface9* pDestSurface); // ? is anyone using this ?
|
|
HRESULT TOGLMETHODCALLTYPE GetFrontBufferData(UINT iSwapChain,IDirect3DSurface9* pDestSurface);
|
|
HRESULT TOGLMETHODCALLTYPE StretchRect(IDirect3DSurface9* pSourceSurface,CONST RECT* pSourceRect,IDirect3DSurface9* pDestSurface,CONST RECT* pDestRect,D3DTEXTUREFILTERTYPE Filter);
|
|
|
|
// pixel shaders
|
|
HRESULT TOGLMETHODCALLTYPE CreatePixelShader(CONST DWORD* pFunction,IDirect3DPixelShader9** ppShader, const char *pShaderName, char *debugLabel = NULL, const uint32 *pCentroidMask = NULL );
|
|
|
|
FORCEINLINE HRESULT TOGLMETHODCALLTYPE SetPixelShader(IDirect3DPixelShader9* pShader);
|
|
HRESULT TOGLMETHODCALLTYPE SetPixelShaderNonInline(IDirect3DPixelShader9* pShader);
|
|
|
|
FORCEINLINE HRESULT TOGLMETHODCALLTYPE SetPixelShaderConstantF(UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount);
|
|
HRESULT TOGLMETHODCALLTYPE SetPixelShaderConstantFNonInline(UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount);
|
|
|
|
HRESULT TOGLMETHODCALLTYPE SetPixelShaderConstantB(UINT StartRegister,CONST BOOL* pConstantData,UINT BoolCount);
|
|
HRESULT TOGLMETHODCALLTYPE SetPixelShaderConstantI(UINT StartRegister,CONST int* pConstantData,UINT Vector4iCount);
|
|
|
|
// vertex shaders
|
|
HRESULT TOGLMETHODCALLTYPE CreateVertexShader(CONST DWORD* pFunction,IDirect3DVertexShader9** ppShader, const char *pShaderName, char *debugLabel = NULL);
|
|
|
|
FORCEINLINE HRESULT TOGLMETHODCALLTYPE SetVertexShader(IDirect3DVertexShader9* pShader);
|
|
HRESULT TOGLMETHODCALLTYPE SetVertexShaderNonInline(IDirect3DVertexShader9* pShader);
|
|
|
|
FORCEINLINE HRESULT TOGLMETHODCALLTYPE SetVertexShaderConstantF(UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount);
|
|
HRESULT TOGLMETHODCALLTYPE SetVertexShaderConstantFNonInline(UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount);
|
|
|
|
FORCEINLINE HRESULT TOGLMETHODCALLTYPE SetVertexShaderConstantB(UINT StartRegister,CONST BOOL* pConstantData,UINT BoolCount);
|
|
HRESULT TOGLMETHODCALLTYPE SetVertexShaderConstantBNonInline(UINT StartRegister,CONST BOOL* pConstantData,UINT BoolCount);
|
|
|
|
FORCEINLINE HRESULT TOGLMETHODCALLTYPE SetVertexShaderConstantI(UINT StartRegister,CONST int* pConstantData,UINT Vector4iCount);
|
|
HRESULT TOGLMETHODCALLTYPE SetVertexShaderConstantINonInline(UINT StartRegister,CONST int* pConstantData,UINT Vector4iCount);
|
|
|
|
// POSIX only - preheating for a specific vertex/pixel shader pair - trigger GLSL link inside GLM
|
|
HRESULT TOGLMETHODCALLTYPE LinkShaderPair( IDirect3DVertexShader9* vs, IDirect3DPixelShader9* ps );
|
|
HRESULT TOGLMETHODCALLTYPE ValidateShaderPair( IDirect3DVertexShader9* vs, IDirect3DPixelShader9* ps );
|
|
HRESULT TOGLMETHODCALLTYPE QueryShaderPair( int index, GLMShaderPairInfo *infoOut );
|
|
|
|
// vertex buffers
|
|
HRESULT TOGLMETHODCALLTYPE CreateVertexDeclaration(CONST D3DVERTEXELEMENT9* pVertexElements,IDirect3DVertexDeclaration9** ppDecl);
|
|
|
|
FORCEINLINE HRESULT TOGLMETHODCALLTYPE SetVertexDeclaration(IDirect3DVertexDeclaration9* pDecl);
|
|
HRESULT TOGLMETHODCALLTYPE SetVertexDeclarationNonInline(IDirect3DVertexDeclaration9* pDecl);
|
|
|
|
HRESULT TOGLMETHODCALLTYPE SetFVF(DWORD FVF); // we might not be using these ?
|
|
HRESULT TOGLMETHODCALLTYPE GetFVF(DWORD* pFVF);
|
|
|
|
HRESULT CreateVertexBuffer(UINT Length,DWORD Usage,DWORD FVF,D3DPOOL Pool,IDirect3DVertexBuffer9** ppVertexBuffer,VD3DHANDLE* pSharedHandle);
|
|
|
|
FORCEINLINE HRESULT TOGLMETHODCALLTYPE SetStreamSource(UINT StreamNumber,IDirect3DVertexBuffer9* pStreamData,UINT OffsetInBytes,UINT Stride);
|
|
HRESULT SetStreamSourceNonInline(UINT StreamNumber,IDirect3DVertexBuffer9* pStreamData,UINT OffsetInBytes,UINT Stride);
|
|
|
|
// index buffers
|
|
HRESULT TOGLMETHODCALLTYPE CreateIndexBuffer(UINT Length,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DIndexBuffer9** ppIndexBuffer,VD3DHANDLE* pSharedHandle);
|
|
|
|
FORCEINLINE HRESULT TOGLMETHODCALLTYPE SetIndices(IDirect3DIndexBuffer9* pIndexData);
|
|
HRESULT TOGLMETHODCALLTYPE SetIndicesNonInline(IDirect3DIndexBuffer9* pIndexData);
|
|
|
|
// State management.
|
|
FORCEINLINE HRESULT TOGLMETHODCALLTYPE SetRenderStateInline(D3DRENDERSTATETYPE State,DWORD Value);
|
|
FORCEINLINE HRESULT TOGLMETHODCALLTYPE SetRenderStateConstInline(D3DRENDERSTATETYPE State,DWORD Value);
|
|
HRESULT TOGLMETHODCALLTYPE SetRenderState(D3DRENDERSTATETYPE State,DWORD Value);
|
|
|
|
FORCEINLINE HRESULT TOGLMETHODCALLTYPE SetSamplerState(DWORD Sampler,D3DSAMPLERSTATETYPE Type,DWORD Value);
|
|
HRESULT TOGLMETHODCALLTYPE SetSamplerStateNonInline(DWORD Sampler,D3DSAMPLERSTATETYPE Type,DWORD Value);
|
|
|
|
FORCEINLINE void TOGLMETHODCALLTYPE SetSamplerStates(DWORD Sampler, DWORD AddressU, DWORD AddressV, DWORD AddressW, DWORD MinFilter, DWORD MagFilter, DWORD MipFilter, DWORD MinLod, float LodBias );
|
|
void TOGLMETHODCALLTYPE SetSamplerStatesNonInline(DWORD Sampler, DWORD AddressU, DWORD AddressV, DWORD AddressW, DWORD MinFilter, DWORD MagFilter, DWORD MipFilter, DWORD MinLod, float LodBias );
|
|
|
|
#ifdef OSX
|
|
// required for 10.6 support
|
|
HRESULT TOGLMETHODCALLTYPE FlushIndexBindings(void); // push index buffer (set index ptr)
|
|
HRESULT TOGLMETHODCALLTYPE FlushVertexBindings(uint baseVertexIndex); // push vertex streams (set attrib ptrs)
|
|
#endif
|
|
|
|
// Draw.
|
|
HRESULT TOGLMETHODCALLTYPE DrawPrimitive(D3DPRIMITIVETYPE PrimitiveType,UINT StartVertex,UINT PrimitiveCount);
|
|
HRESULT TOGLMETHODCALLTYPE DrawIndexedPrimitive(D3DPRIMITIVETYPE PrimitiveType,INT BaseVertexIndex,UINT MinVertexIndex,UINT NumVertices,UINT startIndex,UINT primCount);
|
|
HRESULT TOGLMETHODCALLTYPE DrawIndexedPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType,UINT MinVertexIndex,UINT NumVertices,UINT PrimitiveCount,CONST void* pIndexData,D3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,UINT VertexStreamZeroStride);
|
|
|
|
// misc
|
|
BOOL TOGLMETHODCALLTYPE ShowCursor(BOOL bShow);
|
|
HRESULT TOGLMETHODCALLTYPE ValidateDevice(DWORD* pNumPasses);
|
|
HRESULT TOGLMETHODCALLTYPE SetMaterial(CONST D3DMATERIAL9* pMaterial);
|
|
HRESULT TOGLMETHODCALLTYPE LightEnable(DWORD Index,BOOL Enable);
|
|
HRESULT TOGLMETHODCALLTYPE SetScissorRect(CONST RECT* pRect);
|
|
HRESULT TOGLMETHODCALLTYPE CreateQuery(D3DQUERYTYPE Type,IDirect3DQuery9** ppQuery);
|
|
HRESULT TOGLMETHODCALLTYPE GetDeviceCaps(D3DCAPS9* pCaps);
|
|
HRESULT TOGLMETHODCALLTYPE TestCooperativeLevel();
|
|
HRESULT TOGLMETHODCALLTYPE EvictManagedResources();
|
|
HRESULT TOGLMETHODCALLTYPE SetLight(DWORD Index,CONST D3DLIGHT9*);
|
|
void TOGLMETHODCALLTYPE SetGammaRamp(UINT iSwapChain,DWORD Flags,CONST D3DGAMMARAMP* pRamp);
|
|
|
|
|
|
void TOGLMETHODCALLTYPE SaveGLState();
|
|
void TOGLMETHODCALLTYPE RestoreGLState();
|
|
|
|
// Talk to JasonM about this one. It's tricky in GL.
|
|
HRESULT TOGLMETHODCALLTYPE SetClipPlane(DWORD Index,CONST float* pPlane);
|
|
|
|
//
|
|
//
|
|
// **** FIXED FUNCTION STUFF - None of this stuff needs support in GL.
|
|
//
|
|
//
|
|
HRESULT TOGLMETHODCALLTYPE SetTransform(D3DTRANSFORMSTATETYPE State,CONST D3DMATRIX* pMatrix);
|
|
HRESULT TOGLMETHODCALLTYPE SetTextureStageState(DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD Value);
|
|
|
|
void TOGLMETHODCALLTYPE AcquireThreadOwnership( );
|
|
void TOGLMETHODCALLTYPE ReleaseThreadOwnership( );
|
|
inline uintp TOGLMETHODCALLTYPE GetCurrentOwnerThreadId() const { return m_ctx->m_nCurOwnerThreadId; }
|
|
|
|
FORCEINLINE void TOGLMETHODCALLTYPE SetMaxUsedVertexShaderConstantsHint( uint nMaxReg );
|
|
void TOGLMETHODCALLTYPE SetMaxUsedVertexShaderConstantsHintNonInline( uint nMaxReg );
|
|
|
|
void DumpStatsToConsole( const CCommand *pArgs );
|
|
|
|
#if GLMDEBUG
|
|
void DumpTextures( const CCommand *pArgs );
|
|
#endif
|
|
|
|
private:
|
|
IDirect3DDevice9( const IDirect3DDevice9& );
|
|
IDirect3DDevice9& operator= ( const IDirect3DDevice9& );
|
|
// Flushing changes to GL
|
|
void FlushClipPlaneEquation();
|
|
void InitStates();
|
|
void FullFlushStates();
|
|
void UpdateBoundFBO();
|
|
void ResetFBOMap();
|
|
void ScrubFBOMap( CGLMTex *pTex );
|
|
|
|
// response to retired objects (when refcount goes to zero and they self-delete..)
|
|
void ReleasedVertexDeclaration( IDirect3DVertexDeclaration9 *pDecl );
|
|
void ReleasedTexture( IDirect3DBaseTexture9 *baseTex ); // called from texture destructor - need to scrub samplers
|
|
void ReleasedCGLMTex( CGLMTex *pTex );
|
|
void ReleasedSurface( IDirect3DSurface9 *surface ); // called from any surface destructor - need to scrub RT table if an RT
|
|
void ReleasedPixelShader( IDirect3DPixelShader9 *pixelShader ); // called from IDirect3DPixelShader9 destructor
|
|
void ReleasedVertexShader( IDirect3DVertexShader9 *vertexShader ); // called from IDirect3DVertexShader9 destructor
|
|
void ReleasedVertexBuffer( IDirect3DVertexBuffer9 *vertexBuffer ); // called from IDirect3DVertexBuffer9 destructor
|
|
void ReleasedIndexBuffer( IDirect3DIndexBuffer9 *indexBuffer ); // called from IDirect3DIndexBuffer9 destructor
|
|
void ReleasedQuery( IDirect3DQuery9 *query ); // called from IDirect3DQuery9 destructor
|
|
|
|
// Member variables
|
|
|
|
DWORD m_nValidMarker;
|
|
public:
|
|
IDirect3DDevice9Params m_params; // mirror of the creation inputs
|
|
private:
|
|
|
|
// D3D flavor stuff
|
|
IDirect3DSurface9 *m_pRenderTargets[4];
|
|
IDirect3DSurface9 *m_pDepthStencil;
|
|
|
|
IDirect3DSurface9 *m_pDefaultColorSurface; // default color surface.
|
|
IDirect3DSurface9 *m_pDefaultDepthStencilSurface; // queried by GetDepthStencilSurface.
|
|
|
|
IDirect3DVertexDeclaration9 *m_pVertDecl; // Set by SetVertexDeclaration...
|
|
D3DStreamDesc m_streams[ D3D_MAX_STREAMS ]; // Set by SetStreamSource..
|
|
CGLMBuffer *m_vtx_buffers[ D3D_MAX_STREAMS ];
|
|
CGLMBuffer *m_pDummy_vtx_buffer;
|
|
D3DIndexDesc m_indices; // Set by SetIndices..
|
|
|
|
IDirect3DVertexShader9 *m_vertexShader; // Set by SetVertexShader...
|
|
IDirect3DPixelShader9 *m_pixelShader; // Set by SetPixelShader...
|
|
|
|
IDirect3DBaseTexture9 *m_textures[GLM_SAMPLER_COUNT]; // set by SetTexture... NULL if stage inactive
|
|
|
|
// GLM flavor stuff
|
|
GLMContext *m_ctx;
|
|
CGLMFBOMap *m_pFBOs;
|
|
bool m_bFBODirty;
|
|
|
|
struct ObjectStats_t
|
|
{
|
|
int m_nTotalFBOs;
|
|
int m_nTotalVertexShaders;
|
|
int m_nTotalPixelShaders;
|
|
int m_nTotalVertexDecls;
|
|
int m_nTotalIndexBuffers;
|
|
int m_nTotalVertexBuffers;
|
|
int m_nTotalRenderTargets;
|
|
int m_nTotalTextures;
|
|
int m_nTotalSurfaces;
|
|
int m_nTotalQueries;
|
|
|
|
void clear() { V_memset( this, 0, sizeof(* this ) ); }
|
|
|
|
ObjectStats_t &operator -= ( const ObjectStats_t &rhs )
|
|
{
|
|
m_nTotalFBOs -= rhs.m_nTotalFBOs;
|
|
m_nTotalVertexShaders -= rhs.m_nTotalVertexShaders;
|
|
m_nTotalPixelShaders -= rhs.m_nTotalPixelShaders;
|
|
m_nTotalVertexDecls -= rhs.m_nTotalVertexDecls;
|
|
m_nTotalIndexBuffers -= rhs.m_nTotalIndexBuffers;
|
|
m_nTotalVertexBuffers -= rhs.m_nTotalVertexBuffers;
|
|
m_nTotalRenderTargets -= rhs.m_nTotalRenderTargets;
|
|
m_nTotalTextures -= rhs.m_nTotalTextures;
|
|
m_nTotalSurfaces -= rhs.m_nTotalSurfaces;
|
|
m_nTotalQueries -= m_nTotalQueries;
|
|
return *this;
|
|
}
|
|
};
|
|
ObjectStats_t m_ObjectStats;
|
|
ObjectStats_t m_PrevObjectStats;
|
|
void PrintObjectStats( const ObjectStats_t &stats );
|
|
|
|
// GL state
|
|
struct
|
|
{
|
|
// render state buckets
|
|
GLAlphaTestEnable_t m_AlphaTestEnable;
|
|
GLAlphaTestFunc_t m_AlphaTestFunc;
|
|
|
|
GLAlphaToCoverageEnable_t m_AlphaToCoverageEnable;
|
|
|
|
GLDepthTestEnable_t m_DepthTestEnable;
|
|
GLDepthMask_t m_DepthMask;
|
|
GLDepthFunc_t m_DepthFunc;
|
|
|
|
GLClipPlaneEnable_t m_ClipPlaneEnable[kGLMUserClipPlanes];
|
|
GLClipPlaneEquation_t m_ClipPlaneEquation[kGLMUserClipPlanes];
|
|
|
|
GLColorMaskSingle_t m_ColorMaskSingle;
|
|
GLColorMaskMultiple_t m_ColorMaskMultiple;
|
|
|
|
GLCullFaceEnable_t m_CullFaceEnable;
|
|
GLCullFrontFace_t m_CullFrontFace;
|
|
GLPolygonMode_t m_PolygonMode;
|
|
GLDepthBias_t m_DepthBias;
|
|
GLScissorEnable_t m_ScissorEnable;
|
|
GLScissorBox_t m_ScissorBox;
|
|
GLViewportBox_t m_ViewportBox;
|
|
GLViewportDepthRange_t m_ViewportDepthRange;
|
|
|
|
GLBlendEnable_t m_BlendEnable;
|
|
GLBlendFactor_t m_BlendFactor;
|
|
GLBlendEquation_t m_BlendEquation;
|
|
GLBlendColor_t m_BlendColor;
|
|
GLBlendEnableSRGB_t m_BlendEnableSRGB;
|
|
|
|
GLStencilTestEnable_t m_StencilTestEnable;
|
|
GLStencilFunc_t m_StencilFunc;
|
|
GLStencilOp_t m_StencilOp;
|
|
GLStencilWriteMask_t m_StencilWriteMask;
|
|
|
|
GLClearColor_t m_ClearColor;
|
|
GLClearDepth_t m_ClearDepth;
|
|
GLClearStencil_t m_ClearStencil;
|
|
|
|
bool m_FogEnable; // not really pushed to GL, just latched here
|
|
|
|
// samplers
|
|
//GLMTexSamplingParams m_samplers[GLM_SAMPLER_COUNT];
|
|
} gl;
|
|
|
|
#if GL_BATCH_PERF_ANALYSIS
|
|
simple_bitmap *m_pBatch_vis_bitmap;
|
|
uint m_nBatchVisY;
|
|
uint m_nBatchVisFrameIndex, m_nBatchVisFileIdx;
|
|
uint m_nNumProgramChanges;
|
|
|
|
uint m_nTotalD3DCalls;
|
|
double m_flTotalD3DTime;
|
|
uint m_nTotalGLCalls;
|
|
double m_flTotalGLTime;
|
|
uint m_nTotalPrims;
|
|
|
|
uint m_nOverallProgramChanges;
|
|
uint m_nOverallDraws;
|
|
uint m_nOverallPrims;
|
|
uint m_nOverallD3DCalls;
|
|
double m_flOverallD3DTime;
|
|
uint m_nOverallGLCalls;
|
|
double m_flOverallGLTime;
|
|
|
|
double m_flOverallPresentTime;
|
|
double m_flOverallPresentTimeSquared;
|
|
double m_flOverallSwapWindowTime;
|
|
double m_flOverallSwapWindowTimeSquared;
|
|
uint m_nOverallPresents;
|
|
#endif
|
|
};
|
|
|
|
FORCEINLINE HRESULT TOGLMETHODCALLTYPE IDirect3DDevice9::SetSamplerState( DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD Value )
|
|
{
|
|
#if GLMDEBUG || GL_BATCH_PERF_ANALYSIS
|
|
return SetSamplerStateNonInline( Sampler, Type, Value );
|
|
#else
|
|
Assert( GetCurrentOwnerThreadId() == ThreadGetCurrentId() );
|
|
Assert( Sampler < GLM_SAMPLER_COUNT );
|
|
|
|
m_ctx->SetSamplerDirty( Sampler );
|
|
|
|
switch( Type )
|
|
{
|
|
case D3DSAMP_ADDRESSU:
|
|
m_ctx->SetSamplerAddressU( Sampler, Value );
|
|
break;
|
|
case D3DSAMP_ADDRESSV:
|
|
m_ctx->SetSamplerAddressV( Sampler, Value );
|
|
break;
|
|
case D3DSAMP_ADDRESSW:
|
|
m_ctx->SetSamplerAddressW( Sampler, Value );
|
|
break;
|
|
case D3DSAMP_BORDERCOLOR:
|
|
m_ctx->SetSamplerBorderColor( Sampler, Value );
|
|
break;
|
|
case D3DSAMP_MAGFILTER:
|
|
m_ctx->SetSamplerMagFilter( Sampler, Value );
|
|
break;
|
|
case D3DSAMP_MIPFILTER:
|
|
m_ctx->SetSamplerMipFilter( Sampler, Value );
|
|
break;
|
|
case D3DSAMP_MINFILTER:
|
|
m_ctx->SetSamplerMinFilter( Sampler, Value );
|
|
break;
|
|
case D3DSAMP_MIPMAPLODBIAS:
|
|
m_ctx->SetSamplerMipMapLODBias( Sampler, Value );
|
|
break;
|
|
case D3DSAMP_MAXMIPLEVEL:
|
|
m_ctx->SetSamplerMaxMipLevel( Sampler, Value);
|
|
break;
|
|
case D3DSAMP_MAXANISOTROPY:
|
|
m_ctx->SetSamplerMaxAnisotropy( Sampler, Value);
|
|
break;
|
|
case D3DSAMP_SRGBTEXTURE:
|
|
//m_samplers[ Sampler ].m_srgb = Value;
|
|
m_ctx->SetSamplerSRGBTexture(Sampler, Value);
|
|
break;
|
|
case D3DSAMP_SHADOWFILTER:
|
|
m_ctx->SetShadowFilter(Sampler, Value);
|
|
break;
|
|
|
|
default: DXABSTRACT_BREAK_ON_ERROR(); break;
|
|
}
|
|
return S_OK;
|
|
#endif
|
|
}
|
|
|
|
FORCEINLINE void TOGLMETHODCALLTYPE IDirect3DDevice9::SetSamplerStates(
|
|
DWORD Sampler, DWORD AddressU, DWORD AddressV, DWORD AddressW,
|
|
DWORD MinFilter, DWORD MagFilter, DWORD MipFilter, DWORD MinLod,
|
|
float LodBias)
|
|
{
|
|
#if GLMDEBUG || GL_BATCH_PERF_ANALYSIS
|
|
SetSamplerStatesNonInline( Sampler, AddressU, AddressV, AddressW, MinFilter, MagFilter, MipFilter, MinLod, LodBias );
|
|
#else
|
|
Assert( GetCurrentOwnerThreadId() == ThreadGetCurrentId() );
|
|
Assert( Sampler < GLM_SAMPLER_COUNT);
|
|
|
|
m_ctx->SetSamplerDirty( Sampler );
|
|
|
|
m_ctx->SetSamplerStates( Sampler, AddressU, AddressV, AddressW, MinFilter, MagFilter, MipFilter, MinLod, LodBias );
|
|
#endif
|
|
}
|
|
|
|
FORCEINLINE HRESULT TOGLMETHODCALLTYPE IDirect3DDevice9::SetTexture(DWORD Stage,IDirect3DBaseTexture9* pTexture)
|
|
{
|
|
#if GLMDEBUG || GL_BATCH_PERF_ANALYSIS
|
|
return SetTextureNonInline( Stage, pTexture );
|
|
#else
|
|
Assert( GetCurrentOwnerThreadId() == ThreadGetCurrentId() );
|
|
Assert( Stage < GLM_SAMPLER_COUNT );
|
|
m_textures[Stage] = pTexture;
|
|
m_ctx->SetSamplerTex( Stage, pTexture ? pTexture->m_tex : NULL );
|
|
return S_OK;
|
|
#endif
|
|
}
|
|
|
|
inline GLenum D3DCompareFuncToGL( DWORD function )
|
|
{
|
|
switch ( function )
|
|
{
|
|
case D3DCMP_NEVER : return GL_NEVER; // Always fail the test.
|
|
case D3DCMP_LESS : return GL_LESS; // Accept the new pixel if its value is less than the value of the current pixel.
|
|
case D3DCMP_EQUAL : return GL_EQUAL; // Accept the new pixel if its value equals the value of the current pixel.
|
|
case D3DCMP_LESSEQUAL : return GL_LEQUAL; // Accept the new pixel if its value is less than or equal to the value of the current pixel. **
|
|
case D3DCMP_GREATER : return GL_GREATER; // Accept the new pixel if its value is greater than the value of the current pixel.
|
|
case D3DCMP_NOTEQUAL : return GL_NOTEQUAL; // Accept the new pixel if its value does not equal the value of the current pixel.
|
|
case D3DCMP_GREATEREQUAL: return GL_GEQUAL; // Accept the new pixel if its value is greater than or equal to the value of the current pixel.
|
|
case D3DCMP_ALWAYS : return GL_ALWAYS; // Always pass the test.
|
|
default : DXABSTRACT_BREAK_ON_ERROR(); return 0xFFFFFFFF;
|
|
}
|
|
}
|
|
|
|
FORCEINLINE GLenum D3DBlendOperationToGL( DWORD operation )
|
|
{
|
|
switch (operation)
|
|
{
|
|
case D3DBLENDOP_ADD : return GL_FUNC_ADD; // The result is the destination added to the source. Result = Source + Destination
|
|
case D3DBLENDOP_SUBTRACT : return GL_FUNC_SUBTRACT; // The result is the destination subtracted from to the source. Result = Source - Destination
|
|
case D3DBLENDOP_REVSUBTRACT : return GL_FUNC_REVERSE_SUBTRACT; // The result is the source subtracted from the destination. Result = Destination - Source
|
|
case D3DBLENDOP_MIN : return GL_MIN; // The result is the minimum of the source and destination. Result = MIN(Source, Destination)
|
|
case D3DBLENDOP_MAX : return GL_MAX; // The result is the maximum of the source and destination. Result = MAX(Source, Destination)
|
|
default:
|
|
DXABSTRACT_BREAK_ON_ERROR();
|
|
return 0xFFFFFFFF;
|
|
break;
|
|
}
|
|
}
|
|
|
|
FORCEINLINE GLenum D3DBlendFactorToGL( DWORD equation )
|
|
{
|
|
switch (equation)
|
|
{
|
|
case D3DBLEND_ZERO : return GL_ZERO; // Blend factor is (0, 0, 0, 0).
|
|
case D3DBLEND_ONE : return GL_ONE; // Blend factor is (1, 1, 1, 1).
|
|
case D3DBLEND_SRCCOLOR : return GL_SRC_COLOR; // Blend factor is (Rs, Gs, Bs, As).
|
|
case D3DBLEND_INVSRCCOLOR : return GL_ONE_MINUS_SRC_COLOR; // Blend factor is (1 - Rs, 1 - Gs, 1 - Bs, 1 - As).
|
|
case D3DBLEND_SRCALPHA : return GL_SRC_ALPHA; // Blend factor is (As, As, As, As).
|
|
case D3DBLEND_INVSRCALPHA : return GL_ONE_MINUS_SRC_ALPHA; // Blend factor is ( 1 - As, 1 - As, 1 - As, 1 - As).
|
|
case D3DBLEND_DESTALPHA : return GL_DST_ALPHA; // Blend factor is (Ad Ad Ad Ad).
|
|
case D3DBLEND_INVDESTALPHA : return GL_ONE_MINUS_DST_ALPHA; // Blend factor is (1 - Ad 1 - Ad 1 - Ad 1 - Ad).
|
|
case D3DBLEND_DESTCOLOR : return GL_DST_COLOR; // Blend factor is (Rd, Gd, Bd, Ad).
|
|
case D3DBLEND_INVDESTCOLOR : return GL_ONE_MINUS_DST_COLOR; // Blend factor is (1 - Rd, 1 - Gd, 1 - Bd, 1 - Ad).
|
|
case D3DBLEND_SRCALPHASAT : return GL_SRC_ALPHA_SATURATE; // Blend factor is (f, f, f, 1); where f = min(As, 1 - Ad).
|
|
|
|
/*
|
|
// these are weird.... break if we hit them
|
|
case D3DBLEND_BOTHSRCALPHA : Assert(0); return GL_ZERO; // Obsolete. Starting with DirectX 6, you can achieve the same effect by setting the source and destination blend factors to D3DBLEND_SRCALPHA and D3DBLEND_INVSRCALPHA in separate calls.
|
|
case D3DBLEND_BOTHINVSRCALPHA: Assert(0); return GL_ZERO; // Source blend factor is (1 - As, 1 - As, 1 - As, 1 - As), and destination blend factor is (As, As, As, As); the destination blend selection is overridden. This blend mode is supported only for the D3DRS_SRCBLEND render state.
|
|
case D3DBLEND_BLENDFACTOR : Assert(0); return GL_ZERO; // Constant color blending factor used by the frame-buffer blender. This blend mode is supported only if D3DPBLENDCAPS_BLENDFACTOR is set in the SrcBlendCaps or DestBlendCaps members of D3DCAPS9.
|
|
|
|
dxabstract.h has not heard of these, so let them hit the debugger if they come through
|
|
case D3DBLEND_INVBLENDFACTOR: //Inverted constant color-blending factor used by the frame-buffer blender. This blend mode is supported only if the D3DPBLENDCAPS_BLENDFACTOR bit is set in the SrcBlendCaps or DestBlendCaps members of D3DCAPS9.
|
|
case D3DBLEND_SRCCOLOR2: // Blend factor is (PSOutColor[1]r, PSOutColor[1]g, PSOutColor[1]b, not used). This flag is available in Direct3D 9Ex only.
|
|
case D3DBLEND_INVSRCCOLOR2: // Blend factor is (1 - PSOutColor[1]r, 1 - PSOutColor[1]g, 1 - PSOutColor[1]b, not used)). This flag is available in Direct3D 9Ex only.
|
|
*/
|
|
default:
|
|
DXABSTRACT_BREAK_ON_ERROR();
|
|
return 0xFFFFFFFF;
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
FORCEINLINE GLenum D3DStencilOpToGL( DWORD operation )
|
|
{
|
|
switch( operation )
|
|
{
|
|
case D3DSTENCILOP_KEEP : return GL_KEEP;
|
|
case D3DSTENCILOP_ZERO : return GL_ZERO;
|
|
case D3DSTENCILOP_REPLACE : return GL_REPLACE;
|
|
case D3DSTENCILOP_INCRSAT : return GL_INCR;
|
|
case D3DSTENCILOP_DECRSAT : return GL_DECR;
|
|
case D3DSTENCILOP_INVERT : return GL_INVERT;
|
|
case D3DSTENCILOP_INCR : return GL_INCR_WRAP_EXT;
|
|
case D3DSTENCILOP_DECR : return GL_DECR_WRAP_EXT;
|
|
default : DXABSTRACT_BREAK_ON_ERROR(); return 0xFFFFFFFF;
|
|
}
|
|
}
|
|
|
|
FORCEINLINE HRESULT TOGLMETHODCALLTYPE IDirect3DDevice9::SetRenderStateInline( D3DRENDERSTATETYPE State, DWORD Value )
|
|
{
|
|
#if GLMDEBUG || GL_BATCH_PERF_ANALYSIS
|
|
return SetRenderState( State, Value );
|
|
#else
|
|
TOGL_NULL_DEVICE_CHECK;
|
|
Assert( GetCurrentOwnerThreadId() == ThreadGetCurrentId() );
|
|
|
|
switch (State)
|
|
{
|
|
case D3DRS_ZENABLE: // kGLDepthTestEnable
|
|
{
|
|
gl.m_DepthTestEnable.enable = Value;
|
|
m_ctx->WriteDepthTestEnable( &gl.m_DepthTestEnable );
|
|
break;
|
|
}
|
|
case D3DRS_ZWRITEENABLE: // kGLDepthMask
|
|
{
|
|
gl.m_DepthMask.mask = Value;
|
|
m_ctx->WriteDepthMask( &gl.m_DepthMask );
|
|
break;
|
|
}
|
|
case D3DRS_ZFUNC:
|
|
{
|
|
// kGLDepthFunc
|
|
GLenum func = D3DCompareFuncToGL( Value );
|
|
gl.m_DepthFunc.func = func;
|
|
m_ctx->WriteDepthFunc( &gl.m_DepthFunc );
|
|
break;
|
|
}
|
|
case D3DRS_COLORWRITEENABLE: // kGLColorMaskSingle
|
|
{
|
|
gl.m_ColorMaskSingle.r = ((Value & D3DCOLORWRITEENABLE_RED) != 0) ? 0xFF : 0x00;
|
|
gl.m_ColorMaskSingle.g = ((Value & D3DCOLORWRITEENABLE_GREEN)!= 0) ? 0xFF : 0x00;
|
|
gl.m_ColorMaskSingle.b = ((Value & D3DCOLORWRITEENABLE_BLUE) != 0) ? 0xFF : 0x00;
|
|
gl.m_ColorMaskSingle.a = ((Value & D3DCOLORWRITEENABLE_ALPHA)!= 0) ? 0xFF : 0x00;
|
|
m_ctx->WriteColorMaskSingle( &gl.m_ColorMaskSingle );
|
|
break;
|
|
}
|
|
case D3DRS_CULLMODE: // kGLCullFaceEnable / kGLCullFrontFace
|
|
{
|
|
switch (Value)
|
|
{
|
|
case D3DCULL_NONE:
|
|
{
|
|
gl.m_CullFaceEnable.enable = false;
|
|
gl.m_CullFrontFace.value = GL_CCW; //doesn't matter
|
|
|
|
m_ctx->WriteCullFaceEnable( &gl.m_CullFaceEnable );
|
|
m_ctx->WriteCullFrontFace( &gl.m_CullFrontFace );
|
|
break;
|
|
}
|
|
|
|
case D3DCULL_CW:
|
|
{
|
|
gl.m_CullFaceEnable.enable = true;
|
|
gl.m_CullFrontFace.value = GL_CW; //origGL_CCW;
|
|
|
|
m_ctx->WriteCullFaceEnable( &gl.m_CullFaceEnable );
|
|
m_ctx->WriteCullFrontFace( &gl.m_CullFrontFace );
|
|
break;
|
|
}
|
|
case D3DCULL_CCW:
|
|
{
|
|
gl.m_CullFaceEnable.enable = true;
|
|
gl.m_CullFrontFace.value = GL_CCW; //origGL_CW;
|
|
|
|
m_ctx->WriteCullFaceEnable( &gl.m_CullFaceEnable );
|
|
m_ctx->WriteCullFrontFace( &gl.m_CullFrontFace );
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
DXABSTRACT_BREAK_ON_ERROR();
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
//-------------------------------------------------------------------------------------------- alphablend stuff
|
|
case D3DRS_ALPHABLENDENABLE: // kGLBlendEnable
|
|
{
|
|
gl.m_BlendEnable.enable = Value;
|
|
m_ctx->WriteBlendEnable( &gl.m_BlendEnable );
|
|
break;
|
|
}
|
|
case D3DRS_BLENDOP: // kGLBlendEquation // D3D blend-op ==> GL blend equation
|
|
{
|
|
GLenum equation = D3DBlendOperationToGL( Value );
|
|
gl.m_BlendEquation.equation = equation;
|
|
m_ctx->WriteBlendEquation( &gl.m_BlendEquation );
|
|
break;
|
|
}
|
|
case D3DRS_SRCBLEND: // kGLBlendFactor // D3D blend-factor ==> GL blend factor
|
|
case D3DRS_DESTBLEND: // kGLBlendFactor
|
|
{
|
|
GLenum factor = D3DBlendFactorToGL( Value );
|
|
|
|
if (State==D3DRS_SRCBLEND)
|
|
{
|
|
gl.m_BlendFactor.srcfactor = factor;
|
|
}
|
|
else
|
|
{
|
|
gl.m_BlendFactor.dstfactor = factor;
|
|
}
|
|
m_ctx->WriteBlendFactor( &gl.m_BlendFactor );
|
|
break;
|
|
}
|
|
case D3DRS_SRGBWRITEENABLE: // kGLBlendEnableSRGB
|
|
{
|
|
gl.m_BlendEnableSRGB.enable = Value;
|
|
m_ctx->WriteBlendEnableSRGB( &gl.m_BlendEnableSRGB );
|
|
break;
|
|
}
|
|
//-------------------------------------------------------------------------------------------- alphatest stuff
|
|
case D3DRS_ALPHATESTENABLE:
|
|
{
|
|
gl.m_AlphaTestEnable.enable = Value;
|
|
m_ctx->WriteAlphaTestEnable( &gl.m_AlphaTestEnable );
|
|
break;
|
|
}
|
|
case D3DRS_ALPHAREF:
|
|
{
|
|
gl.m_AlphaTestFunc.ref = Value / 255.0f;
|
|
m_ctx->WriteAlphaTestFunc( &gl.m_AlphaTestFunc );
|
|
break;
|
|
}
|
|
case D3DRS_ALPHAFUNC:
|
|
{
|
|
GLenum func = D3DCompareFuncToGL( Value );;
|
|
gl.m_AlphaTestFunc.func = func;
|
|
m_ctx->WriteAlphaTestFunc( &gl.m_AlphaTestFunc );
|
|
break;
|
|
}
|
|
//-------------------------------------------------------------------------------------------- stencil stuff
|
|
case D3DRS_STENCILENABLE: // GLStencilTestEnable_t
|
|
{
|
|
gl.m_StencilTestEnable.enable = Value;
|
|
m_ctx->WriteStencilTestEnable( &gl.m_StencilTestEnable );
|
|
break;
|
|
}
|
|
case D3DRS_STENCILFAIL: // GLStencilOp_t "what do you do if stencil test fails"
|
|
{
|
|
GLenum stencilop = D3DStencilOpToGL( Value );
|
|
gl.m_StencilOp.sfail = stencilop;
|
|
|
|
m_ctx->WriteStencilOp( &gl.m_StencilOp,0 );
|
|
m_ctx->WriteStencilOp( &gl.m_StencilOp,1 ); // ********* need to recheck this
|
|
break;
|
|
}
|
|
case D3DRS_STENCILZFAIL: // GLStencilOp_t "what do you do if stencil test passes *but* depth test fails, if depth test happened"
|
|
{
|
|
GLenum stencilop = D3DStencilOpToGL( Value );
|
|
gl.m_StencilOp.dpfail = stencilop;
|
|
|
|
m_ctx->WriteStencilOp( &gl.m_StencilOp,0 );
|
|
m_ctx->WriteStencilOp( &gl.m_StencilOp,1 ); // ********* need to recheck this
|
|
break;
|
|
}
|
|
case D3DRS_STENCILPASS: // GLStencilOp_t "what do you do if stencil test and depth test both pass"
|
|
{
|
|
GLenum stencilop = D3DStencilOpToGL( Value );
|
|
gl.m_StencilOp.dppass = stencilop;
|
|
|
|
m_ctx->WriteStencilOp( &gl.m_StencilOp,0 );
|
|
m_ctx->WriteStencilOp( &gl.m_StencilOp,1 ); // ********* need to recheck this
|
|
break;
|
|
}
|
|
case D3DRS_STENCILFUNC: // GLStencilFunc_t
|
|
{
|
|
GLenum stencilfunc = D3DCompareFuncToGL( Value );
|
|
gl.m_StencilFunc.frontfunc = gl.m_StencilFunc.backfunc = stencilfunc;
|
|
|
|
m_ctx->WriteStencilFunc( &gl.m_StencilFunc );
|
|
break;
|
|
}
|
|
case D3DRS_STENCILREF: // GLStencilFunc_t
|
|
{
|
|
gl.m_StencilFunc.ref = Value;
|
|
m_ctx->WriteStencilFunc( &gl.m_StencilFunc );
|
|
break;
|
|
}
|
|
case D3DRS_STENCILMASK: // GLStencilFunc_t
|
|
{
|
|
gl.m_StencilFunc.mask = Value;
|
|
m_ctx->WriteStencilFunc( &gl.m_StencilFunc );
|
|
break;
|
|
}
|
|
case D3DRS_STENCILWRITEMASK: // GLStencilWriteMask_t
|
|
{
|
|
gl.m_StencilWriteMask.mask = Value;
|
|
m_ctx->WriteStencilWriteMask( &gl.m_StencilWriteMask );
|
|
break;
|
|
}
|
|
case D3DRS_FOGENABLE: // none of these are implemented yet... erk
|
|
{
|
|
gl.m_FogEnable = (Value != 0);
|
|
GLMPRINTF(("-D- fogenable = %d",Value ));
|
|
break;
|
|
}
|
|
case D3DRS_SCISSORTESTENABLE: // kGLScissorEnable
|
|
{
|
|
gl.m_ScissorEnable.enable = Value;
|
|
m_ctx->WriteScissorEnable( &gl.m_ScissorEnable );
|
|
break;
|
|
}
|
|
case D3DRS_DEPTHBIAS: // kGLDepthBias
|
|
{
|
|
// the value in the dword is actually a float
|
|
float fvalue = *(float*)&Value;
|
|
gl.m_DepthBias.units = fvalue;
|
|
|
|
m_ctx->WriteDepthBias( &gl.m_DepthBias );
|
|
break;
|
|
}
|
|
// good ref on these: http://aras-p.info/blog/2008/06/12/depth-bias-and-the-power-of-deceiving-yourself/
|
|
case D3DRS_SLOPESCALEDEPTHBIAS:
|
|
{
|
|
// the value in the dword is actually a float
|
|
float fvalue = *(float*)&Value;
|
|
gl.m_DepthBias.factor = fvalue;
|
|
|
|
m_ctx->WriteDepthBias( &gl.m_DepthBias );
|
|
break;
|
|
}
|
|
// Alpha to coverage
|
|
case D3DRS_ADAPTIVETESS_Y:
|
|
{
|
|
gl.m_AlphaToCoverageEnable.enable = Value;
|
|
m_ctx->WriteAlphaToCoverageEnable( &gl.m_AlphaToCoverageEnable );
|
|
break;
|
|
}
|
|
case D3DRS_CLIPPLANEENABLE: // kGLClipPlaneEnable
|
|
{
|
|
// d3d packs all the enables into one word.
|
|
// we break that out so we don't do N glEnable calls to sync -
|
|
// GLM is tracking one unique enable per plane.
|
|
for( int i=0; i<kGLMUserClipPlanes; i++)
|
|
{
|
|
gl.m_ClipPlaneEnable[i].enable = (Value & (1<<i)) != 0;
|
|
}
|
|
|
|
for( int x=0; x<kGLMUserClipPlanes; x++)
|
|
m_ctx->WriteClipPlaneEnable( &gl.m_ClipPlaneEnable[x], x );
|
|
break;
|
|
}
|
|
//-------------------------------------------------------------------------------------------- polygon/fill mode
|
|
case D3DRS_FILLMODE:
|
|
{
|
|
GLuint mode = 0;
|
|
switch(Value)
|
|
{
|
|
case D3DFILL_POINT: mode = GL_POINT; break;
|
|
case D3DFILL_WIREFRAME: mode = GL_LINE; break;
|
|
case D3DFILL_SOLID: mode = GL_FILL; break;
|
|
default: DXABSTRACT_BREAK_ON_ERROR(); break;
|
|
}
|
|
gl.m_PolygonMode.values[0] = gl.m_PolygonMode.values[1] = mode;
|
|
m_ctx->WritePolygonMode( &gl.m_PolygonMode );
|
|
break;
|
|
}
|
|
}
|
|
|
|
return S_OK;
|
|
#endif
|
|
}
|
|
|
|
FORCEINLINE HRESULT TOGLMETHODCALLTYPE IDirect3DDevice9::SetRenderStateConstInline( D3DRENDERSTATETYPE State, DWORD Value )
|
|
{
|
|
// State is a compile time constant - luckily no need to do anything special to get the compiler to optimize this case.
|
|
return SetRenderStateInline( State, Value );
|
|
}
|
|
|
|
FORCEINLINE HRESULT TOGLMETHODCALLTYPE IDirect3DDevice9::SetIndices(IDirect3DIndexBuffer9* pIndexData)
|
|
{
|
|
#if GLMDEBUG || GL_BATCH_PERF_ANALYSIS
|
|
return SetIndicesNonInline( pIndexData );
|
|
#else
|
|
Assert( GetCurrentOwnerThreadId() == ThreadGetCurrentId() );
|
|
// just latch it.
|
|
m_indices.m_idxBuffer = pIndexData;
|
|
return S_OK;
|
|
#endif
|
|
}
|
|
|
|
FORCEINLINE HRESULT TOGLMETHODCALLTYPE IDirect3DDevice9::SetStreamSource(UINT StreamNumber,IDirect3DVertexBuffer9* pStreamData,UINT OffsetInBytes,UINT Stride)
|
|
{
|
|
#if GLMDEBUG || GL_BATCH_PERF_ANALYSIS
|
|
return SetStreamSourceNonInline( StreamNumber, pStreamData, OffsetInBytes, Stride );
|
|
#else
|
|
Assert( GetCurrentOwnerThreadId() == ThreadGetCurrentId() );
|
|
Assert( StreamNumber < D3D_MAX_STREAMS );
|
|
Assert( ( Stride & 3 ) == 0 ); // we support non-DWORD aligned strides, but on some drivers (like AMD's) perf goes off a cliff
|
|
|
|
// perfectly legal to see a vertex buffer of NULL get passed in here.
|
|
// so we need an array to track these.
|
|
// OK, we are being given the stride, we don't need to calc it..
|
|
|
|
GLMPRINTF(("-X- IDirect3DDevice9::SetStreamSource setting stream #%d to D3D buf %p (GL name %d); offset %d, stride %d", StreamNumber, pStreamData, (pStreamData) ? pStreamData->m_vtxBuffer->m_name: -1, OffsetInBytes, Stride));
|
|
|
|
if ( !pStreamData )
|
|
{
|
|
OffsetInBytes = 0;
|
|
Stride = 0;
|
|
|
|
m_vtx_buffers[ StreamNumber ] = m_pDummy_vtx_buffer;
|
|
}
|
|
else
|
|
{
|
|
// We do not support strides of 0
|
|
Assert( Stride > 0 );
|
|
m_vtx_buffers[ StreamNumber ] = pStreamData->m_vtxBuffer;
|
|
}
|
|
|
|
m_streams[ StreamNumber ].m_vtxBuffer = pStreamData;
|
|
m_streams[ StreamNumber ].m_offset = OffsetInBytes;
|
|
m_streams[ StreamNumber ].m_stride = Stride;
|
|
|
|
return S_OK;
|
|
#endif
|
|
}
|
|
|
|
FORCEINLINE HRESULT TOGLMETHODCALLTYPE IDirect3DDevice9::SetVertexShaderConstantF(UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount) // groups of 4 floats!
|
|
{
|
|
#if GLMDEBUG || GL_BATCH_PERF_ANALYSIS
|
|
return SetVertexShaderConstantFNonInline( StartRegister, pConstantData, Vector4fCount );
|
|
#else
|
|
TOGL_NULL_DEVICE_CHECK;
|
|
Assert( GetCurrentOwnerThreadId() == ThreadGetCurrentId() );
|
|
m_ctx->SetProgramParametersF( kGLMVertexProgram, StartRegister, (float *)pConstantData, Vector4fCount );
|
|
return S_OK;
|
|
#endif
|
|
}
|
|
|
|
FORCEINLINE HRESULT TOGLMETHODCALLTYPE IDirect3DDevice9::SetVertexShaderConstantB(UINT StartRegister,CONST BOOL* pConstantData,UINT BoolCount)
|
|
{
|
|
#if GLMDEBUG || GL_BATCH_PERF_ANALYSIS
|
|
return SetVertexShaderConstantBNonInline( StartRegister, pConstantData, BoolCount );
|
|
#else
|
|
TOGL_NULL_DEVICE_CHECK;
|
|
Assert( GetCurrentOwnerThreadId() == ThreadGetCurrentId() );
|
|
m_ctx->SetProgramParametersB( kGLMVertexProgram, StartRegister, (int *)pConstantData, BoolCount );
|
|
return S_OK;
|
|
#endif
|
|
}
|
|
|
|
FORCEINLINE HRESULT IDirect3DDevice9::SetVertexShaderConstantI(UINT StartRegister,CONST int* pConstantData,UINT Vector4iCount) // groups of 4 ints!
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{
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#if GLMDEBUG || GL_BATCH_PERF_ANALYSIS
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return SetVertexShaderConstantINonInline( StartRegister, pConstantData, Vector4iCount );
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#else
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TOGL_NULL_DEVICE_CHECK;
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Assert( GetCurrentOwnerThreadId() == ThreadGetCurrentId() );
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m_ctx->SetProgramParametersI( kGLMVertexProgram, StartRegister, (int *)pConstantData, Vector4iCount );
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return S_OK;
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#endif
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}
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FORCEINLINE HRESULT TOGLMETHODCALLTYPE IDirect3DDevice9::SetPixelShaderConstantF(UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount)
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{
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#if GLMDEBUG || GL_BATCH_PERF_ANALYSIS
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return SetPixelShaderConstantFNonInline(StartRegister, pConstantData, Vector4fCount);
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#else
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|
TOGL_NULL_DEVICE_CHECK;
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Assert( GetCurrentOwnerThreadId() == ThreadGetCurrentId() );
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m_ctx->SetProgramParametersF( kGLMFragmentProgram, StartRegister, (float *)pConstantData, Vector4fCount );
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return S_OK;
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#endif
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}
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HRESULT IDirect3DDevice9::SetVertexShader(IDirect3DVertexShader9* pShader)
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|
{
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|
#if GLMDEBUG || GL_BATCH_PERF_ANALYSIS
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return SetVertexShaderNonInline(pShader);
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#else
|
|
Assert( GetCurrentOwnerThreadId() == ThreadGetCurrentId() );
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|
m_ctx->SetVertexProgram( pShader ? pShader->m_vtxProgram : NULL );
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m_vertexShader = pShader;
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return S_OK;
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#endif
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}
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|
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FORCEINLINE HRESULT TOGLMETHODCALLTYPE IDirect3DDevice9::SetPixelShader(IDirect3DPixelShader9* pShader)
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|
{
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|
#if GLMDEBUG || GL_BATCH_PERF_ANALYSIS
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return SetPixelShaderNonInline(pShader);
|
|
#else
|
|
Assert( GetCurrentOwnerThreadId() == ThreadGetCurrentId() );
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|
m_ctx->SetFragmentProgram( pShader ? pShader->m_pixProgram : NULL );
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|
m_pixelShader = pShader;
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|
return S_OK;
|
|
#endif
|
|
}
|
|
|
|
FORCEINLINE HRESULT IDirect3DDevice9::SetVertexDeclaration(IDirect3DVertexDeclaration9* pDecl)
|
|
{
|
|
#if GLMDEBUG || GL_BATCH_PERF_ANALYSIS
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|
return SetVertexDeclarationNonInline(pDecl);
|
|
#else
|
|
Assert( GetCurrentOwnerThreadId() == ThreadGetCurrentId() );
|
|
m_pVertDecl = pDecl;
|
|
return S_OK;
|
|
#endif
|
|
}
|
|
|
|
FORCEINLINE void IDirect3DDevice9::SetMaxUsedVertexShaderConstantsHint( uint nMaxReg )
|
|
{
|
|
#if GLMDEBUG || GL_BATCH_PERF_ANALYSIS
|
|
return SetMaxUsedVertexShaderConstantsHintNonInline( nMaxReg );
|
|
#else
|
|
Assert( GetCurrentOwnerThreadId() == ThreadGetCurrentId() );
|
|
m_ctx->SetMaxUsedVertexShaderConstantsHint( nMaxReg );
|
|
#endif
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------------------------------------ //
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|
// D3DX
|
|
// ------------------------------------------------------------------------------------------------------------------------------ //
|
|
struct ID3DXInclude
|
|
{
|
|
virtual HRESULT Open(D3DXINCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID *ppData, UINT *pBytes);
|
|
virtual HRESULT Close(LPCVOID pData);
|
|
};
|
|
typedef ID3DXInclude* LPD3DXINCLUDE;
|
|
|
|
|
|
struct TOGL_CLASS ID3DXBuffer : public IUnknown
|
|
{
|
|
void* GetBufferPointer();
|
|
DWORD GetBufferSize();
|
|
};
|
|
|
|
typedef ID3DXBuffer* LPD3DXBUFFER;
|
|
|
|
class ID3DXConstantTable : public IUnknown
|
|
{
|
|
};
|
|
typedef ID3DXConstantTable* LPD3DXCONSTANTTABLE;
|
|
|
|
TOGL_INTERFACE const char* D3DXGetPixelShaderProfile( IDirect3DDevice9 *pDevice );
|
|
|
|
TOGL_INTERFACE D3DXMATRIX* D3DXMatrixMultiply( D3DXMATRIX *pOut, CONST D3DXMATRIX *pM1, CONST D3DXMATRIX *pM2 );
|
|
TOGL_INTERFACE D3DXVECTOR3* D3DXVec3TransformCoord( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM );
|
|
|
|
TOGL_INTERFACE HRESULT D3DXCreateMatrixStack( DWORD Flags, LPD3DXMATRIXSTACK* ppStack);
|
|
TOGL_INTERFACE void D3DXMatrixIdentity( D3DXMATRIX * );
|
|
|
|
TOGL_INTERFACE D3DXINLINE D3DXVECTOR3* D3DXVec3Subtract( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 )
|
|
{
|
|
pOut->x = pV1->x - pV2->x;
|
|
pOut->y = pV1->y - pV2->y;
|
|
pOut->z = pV1->z - pV2->z;
|
|
return pOut;
|
|
}
|
|
|
|
TOGL_INTERFACE D3DXINLINE D3DXVECTOR3* D3DXVec3Cross( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 )
|
|
{
|
|
D3DXVECTOR3 v;
|
|
|
|
v.x = pV1->y * pV2->z - pV1->z * pV2->y;
|
|
v.y = pV1->z * pV2->x - pV1->x * pV2->z;
|
|
v.z = pV1->x * pV2->y - pV1->y * pV2->x;
|
|
|
|
*pOut = v;
|
|
return pOut;
|
|
}
|
|
|
|
TOGL_INTERFACE D3DXINLINE FLOAT D3DXVec3Dot( CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 )
|
|
{
|
|
return pV1->x * pV2->x + pV1->y * pV2->y + pV1->z * pV2->z;
|
|
}
|
|
|
|
TOGL_INTERFACE D3DXMATRIX* D3DXMatrixInverse( D3DXMATRIX *pOut, FLOAT *pDeterminant, CONST D3DXMATRIX *pM );
|
|
|
|
TOGL_INTERFACE D3DXMATRIX* D3DXMatrixTranspose( D3DXMATRIX *pOut, CONST D3DXMATRIX *pM );
|
|
|
|
TOGL_INTERFACE D3DXPLANE* D3DXPlaneNormalize( D3DXPLANE *pOut, CONST D3DXPLANE *pP);
|
|
|
|
TOGL_INTERFACE D3DXVECTOR4* D3DXVec4Transform( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, CONST D3DXMATRIX *pM );
|
|
|
|
|
|
TOGL_INTERFACE D3DXVECTOR4* D3DXVec4Normalize( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV );
|
|
|
|
TOGL_INTERFACE D3DXMATRIX* D3DXMatrixTranslation( D3DXMATRIX *pOut, FLOAT x, FLOAT y, FLOAT z );
|
|
|
|
// Build an ortho projection matrix. (right-handed)
|
|
TOGL_INTERFACE D3DXMATRIX* D3DXMatrixOrthoOffCenterRH( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn,FLOAT zf );
|
|
|
|
TOGL_INTERFACE D3DXMATRIX* D3DXMatrixPerspectiveRH( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf );
|
|
|
|
TOGL_INTERFACE D3DXMATRIX* D3DXMatrixPerspectiveOffCenterRH( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf );
|
|
|
|
// Transform a plane by a matrix. The vector (a,b,c) must be normal.
|
|
// M should be the inverse transpose of the transformation desired.
|
|
TOGL_INTERFACE D3DXPLANE* D3DXPlaneTransform( D3DXPLANE *pOut, CONST D3DXPLANE *pP, CONST D3DXMATRIX *pM );
|
|
|
|
TOGL_INTERFACE IDirect3D9 *Direct3DCreate9(UINT SDKVersion);
|
|
|
|
TOGL_INTERFACE void D3DPERF_SetOptions( DWORD dwOptions );
|
|
|
|
TOGL_INTERFACE HRESULT D3DXCompileShader(
|
|
LPCSTR pSrcData,
|
|
UINT SrcDataLen,
|
|
CONST D3DXMACRO* pDefines,
|
|
LPD3DXINCLUDE pInclude,
|
|
LPCSTR pFunctionName,
|
|
LPCSTR pProfile,
|
|
DWORD Flags,
|
|
LPD3DXBUFFER* ppShader,
|
|
LPD3DXBUFFER* ppErrorMsgs,
|
|
LPD3DXCONSTANTTABLE* ppConstantTable);
|
|
|
|
// fake D3D usage constant for SRGB tex creation
|
|
#define D3DUSAGE_TEXTURE_SRGB (0x80000000L)
|
|
|
|
#else
|
|
|
|
//USE_ACTUAL_DX
|
|
#ifndef WIN32
|
|
#error sorry man
|
|
#endif
|
|
|
|
#ifdef _X360
|
|
#include "d3d9.h"
|
|
#include "d3dx9.h"
|
|
#else
|
|
#include <windows.h>
|
|
#include "../../dx9sdk/include/d3d9.h"
|
|
#include "../../dx9sdk/include/d3dx9.h"
|
|
#endif
|
|
typedef HWND VD3DHWND;
|
|
|
|
#endif // DX_TO_GL_ABSTRACTION
|
|
|
|
#endif // DXABSTRACT_H
|