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//================ Copyright (c) 1996-2009 Valve Corporation. All Rights Reserved. =================
//
//
//
//==================================================================================================
#ifdef _PS3
// Delegate to the correct dxabstract,
// code in other files seem to include dxabstract
// in a lot of places without platform specialization
#include "../ps3gcm/dxabstract.h"
#include "ps3/dxabstract_gcm_shared.h"
#else
#ifndef DXABSTRACT_H
#define DXABSTRACT_H
#ifdef _WIN32
#pragma once
#endif
#include "materialsystem/IShader.h"
// Uncomment this on Windows if you want to compile the Windows GL version.
// #undef USE_ACTUAL_DX
#ifdef 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;
#else
#ifdef WIN32
#error Gl on win32?
#endif
#include "tier0/platform.h"
#define DX_TO_GL_ABSTRACTION
#include "bitmap/imageformat.h"
#include "glmgr/glmgr.h"
extern "C" void Debugger(void);
// ------------------------------------------------------------------------------------------------------------------------------ //
// DEFINES
// ------------------------------------------------------------------------------------------------------------------------------ //
typedef void* VD3DHWND; typedef void* VD3DHANDLE;
//
//
// Stuff that would be in windows.h
//
//
#ifdef _WINNT_
#error "No interoperability with windows.h!"
#else
typedef int INT; typedef unsigned long ULONG; typedef long LONG; typedef float FLOAT; typedef unsigned int DWORD; typedef unsigned short WORD; typedef long long LONGLONG; typedef unsigned int UINT; typedef long HRESULT; typedef unsigned char BYTE; #define CONST const
typedef unsigned long ULONG_PTR; typedef ULONG_PTR SIZE_T;
typedef const char* LPCSTR; typedef char* LPSTR; typedef DWORD* LPDWORD;
#define ZeroMemory RtlZeroMemory
#define RtlZeroMemory(Destination,Length) memset((Destination),0,(Length))
typedef union _LARGE_INTEGER { struct { DWORD LowPart; LONG HighPart; }; struct { DWORD LowPart; LONG HighPart; } u; LONGLONG QuadPart; } LARGE_INTEGER;
typedef struct _GUID {
bool operator==( const struct _GUID &other ) const;
unsigned long Data1; unsigned short Data2; unsigned short Data3; unsigned char Data4[ 8 ]; } GUID;
typedef struct _RECT { int left; int top; int right; int bottom; } RECT;
// turn this on to get refcount logging from IUnknown
#define IUNKNOWN_ALLOC_SPEW 0
#define IUNKNOWN_ALLOC_SPEW_MARK_ALL 0
struct IUnknown { public: int m_refcount[2]; bool m_mark; IUnknown( void ) { m_refcount[0] = 1; m_refcount[1] = 0; m_mark = (IUNKNOWN_ALLOC_SPEW_MARK_ALL != 0); // either all are marked, or only the ones that have SetMark(true) called on them
#if IUNKNOWN_ALLOC_SPEW
if (m_mark) { GLMPRINTF(("-A- IUnew (%08x) refc -> (%d,%d) ",this,m_refcount[0],m_refcount[1])); } #endif
}; virtual ~IUnknown( void ) { #if IUNKNOWN_ALLOC_SPEW
if (m_mark) { GLMPRINTF(("-A- IUdel (%08x) ",this )); } #endif
}; void AddRef( int which=0, char *comment = NULL ) { Assert( which >= 0 ); Assert( which < 2 ); m_refcount[which]++; #if IUNKNOWN_ALLOC_SPEW
if (m_mark) { GLMPRINTF(("-A- IUAddRef (%08x,%d) refc -> (%d,%d) [%s]",this,which,m_refcount[0],m_refcount[1],comment?comment:"...")) ; if (!comment) { GLMPRINTF(("")) ; // place to hang a breakpoint
} } #endif
}; ULONG __stdcall Release( int which=0, char *comment = NULL ) { Assert( which >= 0 ); Assert( which < 2 ); //int oldrefcs[2] = { m_refcount[0], m_refcount[1] };
bool deleting = false; m_refcount[which]--; if ( (!m_refcount[0]) && (!m_refcount[1]) ) { deleting = true; } #if IUNKNOWN_ALLOC_SPEW
if (m_mark) { GLMPRINTF(("-A- IURelease (%08x,%d) refc -> (%d,%d) [%s] %s",this,which,m_refcount[0],m_refcount[1],comment?comment:"...",deleting?"->DELETING":"")); if (!comment) { GLMPRINTF(("")) ; // place to hang a breakpoint
} } #endif
if (deleting) { if (m_mark) { GLMPRINTF(("")) ; // place to hang a breakpoint
} delete this; return 0; } else { return m_refcount[0]; } }; void SetMark( bool markValue, char *comment=NULL ) { #if IUNKNOWN_ALLOC_SPEW
if (!m_mark && markValue) // leading edge detect
{ // print the same thing that the constructor would have printed if it had been marked from the beginning
// i.e. it's anticipated that callers asking for marking will do so right at create time
GLMPRINTF(("-A- IUSetMark (%08x) refc -> (%d,%d) (%s) ",this,m_refcount[0],m_refcount[1],comment?comment:"...")); } #endif
m_mark = markValue; } };
typedef struct tagPOINT { LONG x; LONG y; } POINT, *PPOINT, *LPPOINT;
typedef struct _MEMORYSTATUS { DWORD dwLength; SIZE_T dwTotalPhys; } MEMORYSTATUS, *LPMEMORYSTATUS;
typedef DWORD COLORREF; #define RGB(r,g,b) ((COLORREF)(((BYTE)(r)|((WORD)((BYTE)(g))<<8))|(((DWORD)(BYTE)(b))<<16)))
#define MAKE_HRESULT(sev,fac,code) \
((HRESULT) (((unsigned long)(sev)<<31) | ((unsigned long)(fac)<<16) | ((unsigned long)(code))) )
#define S_FALSE ((HRESULT)0x00000001L)
#define S_OK 0
#define E_OUTOFMEMORY ((HRESULT)(0x8007000EL))
#define FAILED(hr) ((HRESULT)(hr) < 0)
#define SUCCEEDED(hr) ((HRESULT)(hr) >= 0)
#define MAKEFOURCC(ch0, ch1, ch2, ch3) \
((DWORD)(BYTE)(ch0) | ((DWORD)(BYTE)(ch1) << 8) | \ ((DWORD)(BYTE)(ch2) << 16) | ((DWORD)(BYTE)(ch3) << 24 ))
struct RGNDATA { public: };
void Sleep( unsigned int ms ); bool IsIconic( VD3DHWND hWnd ); void GetClientRect( VD3DHWND hWnd, RECT *destRect ); BOOL ClientToScreen( VD3DHWND hWnd, LPPOINT pPoint );
typedef const void* LPCVOID;
void* GetCurrentThread(); void SetThreadAffinityMask( void *hThread, int nMask ); void GlobalMemoryStatus( MEMORYSTATUS *pOut );
#endif
#define D3DSI_OPCODE_MASK 0x0000FFFF
#define D3DSP_TEXTURETYPE_MASK 0x78000000
#define D3DUSAGE_AUTOGENMIPMAP (0x00000400L)
#define D3DSP_DCL_USAGE_MASK 0x0000000f
#define D3DSP_OPCODESPECIFICCONTROL_MASK 0x00ff0000
#define D3DSP_OPCODESPECIFICCONTROL_SHIFT 16
/* Flags to construct D3DRS_COLORWRITEENABLE */ #define D3DCOLORWRITEENABLE_RED (1L<<0)
#define D3DCOLORWRITEENABLE_GREEN (1L<<1)
#define D3DCOLORWRITEENABLE_BLUE (1L<<2)
#define D3DCOLORWRITEENABLE_ALPHA (1L<<3)
#define D3DSGR_NO_CALIBRATION 0x00000000L
#define D3DXINLINE inline
#define D3D_SDK_VERSION 32
#define _FACD3D 0x876
#define MAKE_D3DHRESULT( code ) MAKE_HRESULT( 1, _FACD3D, code )
#define D3DERR_NOTFOUND MAKE_D3DHRESULT(2150)
#define D3DERR_DEVICELOST MAKE_D3DHRESULT(2152)
#define D3DERR_NOTAVAILABLE MAKE_D3DHRESULT(2154)
#define D3DERR_DEVICENOTRESET MAKE_D3DHRESULT(2153)
#define D3DERR_INVALIDCALL MAKE_D3DHRESULT(2156)
#define D3DERR_DRIVERINTERNALERROR MAKE_D3DHRESULT(2087)
#define D3DERR_OUTOFVIDEOMEMORY MAKE_D3DHRESULT(380)
#define D3D_OK S_OK
#define D3DPRESENT_RATE_DEFAULT 0x00000000
//
// DevCaps
//
// we need to see who in Source land is interested in these values, as dxabstract is currently reporting zero for the whole Caps word
#define D3DDEVCAPS_EXECUTESYSTEMMEMORY 0x00000010L /* Device can use execute buffers from system memory */
#define D3DDEVCAPS_TLVERTEXSYSTEMMEMORY 0x00000040L /* Device can use TL buffers from system memory */
#define D3DDEVCAPS_TLVERTEXVIDEOMEMORY 0x00000080L /* Device can use TL buffers from video memory */
#define D3DDEVCAPS_TEXTURESYSTEMMEMORY 0x00000100L /* Device can texture from system memory */
#define D3DDEVCAPS_TEXTUREVIDEOMEMORY 0x00000200L /* Device can texture from device memory */
#define D3DDEVCAPS_DRAWPRIMTLVERTEX 0x00000400L /* Device can draw TLVERTEX primitives */
#define D3DDEVCAPS_CANRENDERAFTERFLIP 0x00000800L /* Device can render without waiting for flip to complete */
#define D3DDEVCAPS_TEXTURENONLOCALVIDMEM 0x00001000L /* Device can texture from nonlocal video memory */
#define D3DDEVCAPS_SEPARATETEXTUREMEMORIES 0x00004000L /* Device is texturing from separate memory pools */
#define D3DDEVCAPS_HWTRANSFORMANDLIGHT 0x00010000L /* Device can support transformation and lighting in hardware and DRAWPRIMITIVES2EX must be also */
#define D3DDEVCAPS_CANBLTSYSTONONLOCAL 0x00020000L /* Device supports a Tex Blt from system memory to non-local vidmem */
#define D3DDEVCAPS_HWRASTERIZATION 0x00080000L /* Device has HW acceleration for rasterization */
#define D3DDEVCAPS_PUREDEVICE 0x00100000L /* Device supports D3DCREATE_PUREDEVICE */
#define D3DDEVCAPS_QUINTICRTPATCHES 0x00200000L /* Device supports quintic Beziers and BSplines */
#define D3DDEVCAPS_RTPATCHHANDLEZERO 0x00800000L /* Indicates that RT Patches may be drawn efficiently using handle 0 */
#define D3DDEVCAPS_NPATCHES 0x01000000L /* Device supports N-Patches */
//
// PrimitiveMiscCaps
//
#define D3DPMISCCAPS_MASKZ 0x00000002L
#define D3DPMISCCAPS_CULLNONE 0x00000010L
#define D3DPMISCCAPS_CULLCW 0x00000020L
#define D3DPMISCCAPS_CULLCCW 0x00000040L
#define D3DPMISCCAPS_COLORWRITEENABLE 0x00000080L
#define D3DPMISCCAPS_CLIPPLANESCALEDPOINTS 0x00000100L /* Device correctly clips scaled points to clip planes */
#define D3DPMISCCAPS_CLIPTLVERTS 0x00000200L /* device will clip post-transformed vertex primitives */
#define D3DPMISCCAPS_TSSARGTEMP 0x00000400L /* device supports D3DTA_TEMP for temporary register */
#define D3DPMISCCAPS_BLENDOP 0x00000800L /* device supports D3DRS_BLENDOP */
#define D3DPMISCCAPS_NULLREFERENCE 0x00001000L /* Reference Device that doesnt render */
#define D3DPMISCCAPS_PERSTAGECONSTANT 0x00008000L /* Device supports per-stage constants */
#define D3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS 0x00040000L /* Device supports different bit depths for MRT */
#define D3DPMISCCAPS_FOGVERTEXCLAMPED 0x00100000L /* Device clamps fog blend factor per vertex */
// Flags field for Issue
#define D3DISSUE_END (1 << 0) // Tells the runtime to issue the end of a query, changing it's state to "non-signaled".
#define D3DISSUE_BEGIN (1 << 1) // Tells the runtime to issue the beginng of a query.
#define D3DPRESENT_INTERVAL_ONE 0x00000001L
#define D3DPRESENT_INTERVAL_IMMEDIATE 0x80000000L
/*
* Options for clearing */ #define D3DCLEAR_TARGET 0x00000001l /* Clear target surface */
#define D3DCLEAR_ZBUFFER 0x00000002l /* Clear target z buffer */
#define D3DCLEAR_STENCIL 0x00000004l /* Clear stencil planes */
#define D3DENUM_WHQL_LEVEL 0x00000002L
#define D3DPTEXTURECAPS_NOPROJECTEDBUMPENV 0x00200000L /* Device does not support projected bump env lookup operation
in programmable and fixed function pixel shaders */ #define D3DDEVCAPS2_STREAMOFFSET 0x00000001L /* Device supports offsets in streams. Must be set by DX9 drivers */
#define D3DDEVCAPS_PUREDEVICE 0x00100000L /* Device supports D3DCREATE_PUREDEVICE */
#define D3DCREATE_PUREDEVICE 0x00000010L
#define D3DCREATE_SOFTWARE_VERTEXPROCESSING 0x00000020L
#define D3DCREATE_HARDWARE_VERTEXPROCESSING 0x00000040L
#define D3DCREATE_FPU_PRESERVE 0x00000002L
#define D3DPRASTERCAPS_FOGRANGE 0x00010000L
#define D3DPRASTERCAPS_FOGTABLE 0x00000100L
#define D3DPRASTERCAPS_FOGVERTEX 0x00000080L
#define D3DPRASTERCAPS_WFOG 0x00100000L
#define D3DPRASTERCAPS_ZFOG 0x00200000L
#define D3DPRASTERCAPS_MIPMAPLODBIAS 0x00002000L
#define D3DPRASTERCAPS_WBUFFER 0x00040000L
#define D3DPRASTERCAPS_ZTEST 0x00000010L
//
// Caps2
//
#define D3DCAPS2_CANCALIBRATEGAMMA 0x00100000L
#define D3DPRASTERCAPS_SCISSORTEST 0x01000000L
#define D3DPTEXTURECAPS_MIPCUBEMAP 0x00010000L /* Device can do mipmapped cube maps */
#define D3DPTEXTURECAPS_ALPHA 0x00000004L /* Alpha in texture pixels is supported */
#define D3DPTEXTURECAPS_SQUAREONLY 0x00000020L /* Only square textures are supported */
#define D3DCREATE_MULTITHREADED 0x00000004L
#define D3DDEVCAPS_HWTRANSFORMANDLIGHT 0x00010000L /* Device can support transformation and lighting in hardware and DRAWPRIMITIVES2EX must be also */
#define D3DPTFILTERCAPS_MINFANISOTROPIC 0x00000400L
#define D3DPTFILTERCAPS_MAGFANISOTROPIC 0x04000000L
#define D3DPTEXTURECAPS_CUBEMAP 0x00000800L /* Device can do cubemap textures */
#define D3DPTEXTURECAPS_POW2 0x00000002L /* Power-of-2 texture dimensions are required - applies to non-Cube/Volume textures only. */
#define D3DPTEXTURECAPS_NONPOW2CONDITIONAL 0x00000100L
#define D3DPTEXTURECAPS_PROJECTED 0x00000400L /* Device can do D3DTTFF_PROJECTED */
#define D3DTEXOPCAPS_ADD 0x00000040L
#define D3DTEXOPCAPS_MODULATE2X 0x00000010L
#define D3DPRASTERCAPS_DEPTHBIAS 0x04000000L
#define D3DPRASTERCAPS_SLOPESCALEDEPTHBIAS 0x02000000L
#define D3DVTXPCAPS_TEXGEN_SPHEREMAP 0x00000100L /* device supports D3DTSS_TCI_SPHEREMAP */
#define D3DCAPS2_DYNAMICTEXTURES 0x20000000L
// The following usages are valid only for querying CheckDeviceFormat
#define D3DUSAGE_QUERY_SRGBREAD (0x00010000L)
#define D3DUSAGE_QUERY_FILTER (0x00020000L)
#define D3DUSAGE_QUERY_SRGBWRITE (0x00040000L)
#define D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING (0x00080000L)
#define D3DUSAGE_QUERY_VERTEXTEXTURE (0x00100000L)
/* Usages for Vertex/Index buffers */ #define D3DUSAGE_WRITEONLY (0x00000008L)
#define D3DUSAGE_SOFTWAREPROCESSING (0x00000010L)
#define D3DUSAGE_DONOTCLIP (0x00000020L)
#define D3DUSAGE_POINTS (0x00000040L)
#define D3DUSAGE_RTPATCHES (0x00000080L)
#define D3DUSAGE_NPATCHES (0x00000100L)
// Flags field for GetData
#define D3DGETDATA_FLUSH (1 << 0) // Tells the runtime to flush if the query is outstanding.
#define D3DFVF_XYZ 0x002
#define D3DTA_SELECTMASK 0x0000000f // mask for arg selector
#define D3DTA_DIFFUSE 0x00000000 // select diffuse color (read only)
#define D3DTA_CURRENT 0x00000001 // select stage destination register (read/write)
#define D3DTA_TEXTURE 0x00000002 // select texture color (read only)
#define D3DTA_TFACTOR 0x00000003 // select D3DRS_TEXTUREFACTOR (read only)
#define D3DTA_SPECULAR 0x00000004 // select specular color (read only)
#define D3DTA_TEMP 0x00000005 // select temporary register color (read/write)
#define D3DTA_CONSTANT 0x00000006 // select texture stage constant
#define D3DTA_COMPLEMENT 0x00000010 // take 1.0 - x (read modifier)
#define D3DTA_ALPHAREPLICATE 0x00000020 // replicate alpha to color components (read modifier)
#define D3DUSAGE_RENDERTARGET (0x00000001L)
#define D3DUSAGE_QUERY_VERTEXTEXTURE (0x00100000L)
#define D3DUSAGE_QUERY_FILTER (0x00020000L)
#define D3DUSAGE_DEPTHSTENCIL (0x00000002L)
#define D3DUSAGE_WRITEONLY (0x00000008L)
#define D3DUSAGE_SOFTWAREPROCESSING (0x00000010L)
#define D3DUSAGE_DYNAMIC (0x00000200L)
#define D3DSI_INSTLENGTH_MASK 0x0F000000
#define D3DSI_INSTLENGTH_SHIFT 24
#define D3DSP_TEXTURETYPE_SHIFT 27
#define D3DSP_REGTYPE_SHIFT 28
#define D3DSP_REGTYPE_SHIFT2 8
#define D3DSP_REGTYPE_MASK 0x70000000
#define D3DSP_REGTYPE_MASK2 0x00001800
#define D3DSP_REGNUM_MASK 0x000007FF
#define D3DSP_DSTMOD_SHIFT 20
#define D3DSP_DSTMOD_MASK 0x00F00000
#define D3DSPDM_MSAMPCENTROID (4<<D3DSP_DSTMOD_SHIFT) // Relevant to multisampling only:
// When the pixel center is not covered, sample
// attribute or compute gradients/LOD
// using multisample "centroid" location.
// "Centroid" is some location within the covered
// region of the pixel.
#define D3DXSHADER_DEBUG (1 << 0)
#define D3DXSHADER_AVOID_FLOW_CONTROL (1 << 9)
#define D3DLOCK_READONLY 0x00000010L
#define D3DLOCK_DISCARD 0x00002000L
#define D3DLOCK_NOOVERWRITE 0x00001000L
#define D3DLOCK_NOSYSLOCK 0x00000800L
#define D3DLOCK_NO_DIRTY_UPDATE 0x00008000L
#define D3DDMAPSAMPLER 256
#define D3DVERTEXTEXTURESAMPLER0 (D3DDMAPSAMPLER+1)
#define D3DSP_SRCMOD_SHIFT 24
#define D3DCOLOR_ARGB(a,r,g,b) \
((D3DCOLOR)((((a)&0xff)<<24)|(((r)&0xff)<<16)|(((g)&0xff)<<8)|((b)&0xff))) #define D3DCOLOR_RGBA(r,g,b,a) D3DCOLOR_ARGB(a,r,g,b)
#define D3DCOLOR_XRGB(r,g,b) D3DCOLOR_ARGB(0xff,r,g,b)
// maps floating point channels (0.f to 1.f range) to D3DCOLOR
#define D3DCOLOR_COLORVALUE(r,g,b,a) \
D3DCOLOR_RGBA((DWORD)((r)*255.f),(DWORD)((g)*255.f),(DWORD)((b)*255.f),(DWORD)((a)*255.f))
#define D3DDECL_END() {0xFF,0,D3DDECLTYPE_UNUSED,0,0,0}
#define D3DSP_DCL_USAGEINDEX_SHIFT 16
#define D3DSP_DCL_USAGEINDEX_MASK 0x000f0000
// Bit masks for destination parameter modifiers
#define D3DSPDM_NONE (0<<D3DSP_DSTMOD_SHIFT) // nop
#define D3DSPDM_SATURATE (1<<D3DSP_DSTMOD_SHIFT) // clamp to 0. to 1. range
#define D3DSPDM_PARTIALPRECISION (2<<D3DSP_DSTMOD_SHIFT) // Partial precision hint
#define D3DSPDM_MSAMPCENTROID (4<<D3DSP_DSTMOD_SHIFT) // Relevant to multisampling only:
// When the pixel center is not covered, sample
// attribute or compute gradients/LOD
// using multisample "centroid" location.
// "Centroid" is some location within the covered
// region of the pixel.
// Value when there is no swizzle (X is taken from X, Y is taken from Y,
// Z is taken from Z, W is taken from W
//
#define D3DVS_NOSWIZZLE (D3DVS_X_X | D3DVS_Y_Y | D3DVS_Z_Z | D3DVS_W_W)
// extract major/minor from version cap
#define D3DSHADER_VERSION_MAJOR(_Version) (((_Version)>>8)&0xFF)
#define D3DSHADER_VERSION_MINOR(_Version) (((_Version)>>0)&0xFF)
#define D3DSHADER_ADDRESSMODE_SHIFT 13
#define D3DSHADER_ADDRESSMODE_MASK (1 << D3DSHADER_ADDRESSMODE_SHIFT)
#define D3DPS_END() 0x0000FFFF
// ps_2_0 texld controls
#define D3DSI_TEXLD_PROJECT (0x01 << D3DSP_OPCODESPECIFICCONTROL_SHIFT)
#define D3DSI_TEXLD_BIAS (0x02 << D3DSP_OPCODESPECIFICCONTROL_SHIFT)
// destination parameter write mask
#define D3DSP_WRITEMASK_0 0x00010000 // Component 0 (X;Red)
#define D3DSP_WRITEMASK_1 0x00020000 // Component 1 (Y;Green)
#define D3DSP_WRITEMASK_2 0x00040000 // Component 2 (Z;Blue)
#define D3DSP_WRITEMASK_3 0x00080000 // Component 3 (W;Alpha)
#define D3DSP_WRITEMASK_ALL 0x000F0000 // All Components
#define D3DVS_SWIZZLE_SHIFT 16
#define D3DVS_SWIZZLE_MASK 0x00FF0000
// The following bits define where to take component X from:
#define D3DVS_X_X (0 << D3DVS_SWIZZLE_SHIFT)
#define D3DVS_X_Y (1 << D3DVS_SWIZZLE_SHIFT)
#define D3DVS_X_Z (2 << D3DVS_SWIZZLE_SHIFT)
#define D3DVS_X_W (3 << D3DVS_SWIZZLE_SHIFT)
// The following bits define where to take component Y from:
#define D3DVS_Y_X (0 << (D3DVS_SWIZZLE_SHIFT + 2))
#define D3DVS_Y_Y (1 << (D3DVS_SWIZZLE_SHIFT + 2))
#define D3DVS_Y_Z (2 << (D3DVS_SWIZZLE_SHIFT + 2))
#define D3DVS_Y_W (3 << (D3DVS_SWIZZLE_SHIFT + 2))
// The following bits define where to take component Z from:
#define D3DVS_Z_X (0 << (D3DVS_SWIZZLE_SHIFT + 4))
#define D3DVS_Z_Y (1 << (D3DVS_SWIZZLE_SHIFT + 4))
#define D3DVS_Z_Z (2 << (D3DVS_SWIZZLE_SHIFT + 4))
#define D3DVS_Z_W (3 << (D3DVS_SWIZZLE_SHIFT + 4))
// The following bits define where to take component W from:
#define D3DVS_W_X (0 << (D3DVS_SWIZZLE_SHIFT + 6))
#define D3DVS_W_Y (1 << (D3DVS_SWIZZLE_SHIFT + 6))
#define D3DVS_W_Z (2 << (D3DVS_SWIZZLE_SHIFT + 6))
#define D3DVS_W_W (3 << (D3DVS_SWIZZLE_SHIFT + 6))
// source parameter modifiers
#define D3DSP_SRCMOD_SHIFT 24
#define D3DSP_SRCMOD_MASK 0x0F000000
struct IDirect3DSurface9; struct IDirect3DDevice9; struct IDirect3DCubeTexture9; struct IDirect3DVertexDeclaration9; struct IDirect3DQuery9;
// ------------------------------------------------------------------------------------------------------------------------------ //
// ENUMS
// ------------------------------------------------------------------------------------------------------------------------------ //
typedef enum _D3DSHADER_PARAM_SRCMOD_TYPE { D3DSPSM_NONE = 0<<D3DSP_SRCMOD_SHIFT, // nop
D3DSPSM_NEG = 1<<D3DSP_SRCMOD_SHIFT, // negate
D3DSPSM_BIAS = 2<<D3DSP_SRCMOD_SHIFT, // bias
D3DSPSM_BIASNEG = 3<<D3DSP_SRCMOD_SHIFT, // bias and negate
D3DSPSM_SIGN = 4<<D3DSP_SRCMOD_SHIFT, // sign
D3DSPSM_SIGNNEG = 5<<D3DSP_SRCMOD_SHIFT, // sign and negate
D3DSPSM_COMP = 6<<D3DSP_SRCMOD_SHIFT, // complement
D3DSPSM_X2 = 7<<D3DSP_SRCMOD_SHIFT, // *2
D3DSPSM_X2NEG = 8<<D3DSP_SRCMOD_SHIFT, // *2 and negate
D3DSPSM_DZ = 9<<D3DSP_SRCMOD_SHIFT, // divide through by z component
D3DSPSM_DW = 10<<D3DSP_SRCMOD_SHIFT, // divide through by w component
D3DSPSM_ABS = 11<<D3DSP_SRCMOD_SHIFT, // abs()
D3DSPSM_ABSNEG = 12<<D3DSP_SRCMOD_SHIFT, // -abs()
D3DSPSM_NOT = 13<<D3DSP_SRCMOD_SHIFT, // for predicate register: "!p0"
D3DSPSM_FORCE_DWORD = 0x7fffffff, // force 32-bit size enum
} D3DSHADER_PARAM_SRCMOD_TYPE;
typedef enum _D3DSAMPLER_TEXTURE_TYPE { D3DSTT_UNKNOWN = 0<<D3DSP_TEXTURETYPE_SHIFT, // uninitialized value
D3DSTT_2D = 2<<D3DSP_TEXTURETYPE_SHIFT, // dcl_2d s# (for declaring a 2-D texture)
D3DSTT_CUBE = 3<<D3DSP_TEXTURETYPE_SHIFT, // dcl_cube s# (for declaring a cube texture)
D3DSTT_VOLUME = 4<<D3DSP_TEXTURETYPE_SHIFT, // dcl_volume s# (for declaring a volume texture)
D3DSTT_FORCE_DWORD = 0x7fffffff, // force 32-bit size enum
} D3DSAMPLER_TEXTURE_TYPE;
typedef enum _D3DSHADER_INSTRUCTION_OPCODE_TYPE { D3DSIO_NOP = 0, D3DSIO_MOV , D3DSIO_ADD , D3DSIO_SUB , D3DSIO_MAD , D3DSIO_MUL , D3DSIO_RCP , D3DSIO_RSQ , D3DSIO_DP3 , D3DSIO_DP4 , D3DSIO_MIN , //10
D3DSIO_MAX , D3DSIO_SLT , D3DSIO_SGE , D3DSIO_EXP , D3DSIO_LOG , D3DSIO_LIT , D3DSIO_DST , D3DSIO_LRP , D3DSIO_FRC , D3DSIO_M4x4 , //20
D3DSIO_M4x3 , D3DSIO_M3x4 , D3DSIO_M3x3 , D3DSIO_M3x2 , D3DSIO_CALL , D3DSIO_CALLNZ , D3DSIO_LOOP , D3DSIO_RET , D3DSIO_ENDLOOP , D3DSIO_LABEL , //30
D3DSIO_DCL , D3DSIO_POW , D3DSIO_CRS , D3DSIO_SGN , D3DSIO_ABS , D3DSIO_NRM , D3DSIO_SINCOS , D3DSIO_REP , D3DSIO_ENDREP , D3DSIO_IF , //40
D3DSIO_IFC , D3DSIO_ELSE , D3DSIO_ENDIF , D3DSIO_BREAK , D3DSIO_BREAKC , D3DSIO_MOVA , D3DSIO_DEFB , D3DSIO_DEFI ,
D3DSIO_TEXCOORD = 64, D3DSIO_TEXKILL , D3DSIO_TEX , D3DSIO_TEXBEM , D3DSIO_TEXBEML , D3DSIO_TEXREG2AR , D3DSIO_TEXREG2GB , D3DSIO_TEXM3x2PAD , D3DSIO_TEXM3x2TEX , D3DSIO_TEXM3x3PAD , D3DSIO_TEXM3x3TEX , D3DSIO_RESERVED0 , D3DSIO_TEXM3x3SPEC , D3DSIO_TEXM3x3VSPEC , D3DSIO_EXPP , D3DSIO_LOGP , D3DSIO_CND , D3DSIO_DEF , D3DSIO_TEXREG2RGB , D3DSIO_TEXDP3TEX , D3DSIO_TEXM3x2DEPTH , D3DSIO_TEXDP3 , D3DSIO_TEXM3x3 , D3DSIO_TEXDEPTH , D3DSIO_CMP , D3DSIO_BEM , D3DSIO_DP2ADD , D3DSIO_DSX , D3DSIO_DSY , D3DSIO_TEXLDD , D3DSIO_SETP , D3DSIO_TEXLDL , D3DSIO_BREAKP ,
D3DSIO_PHASE = 0xFFFD, D3DSIO_COMMENT = 0xFFFE, D3DSIO_END = 0xFFFF,
D3DSIO_FORCE_DWORD = 0x7fffffff, // force 32-bit size enum
} D3DSHADER_INSTRUCTION_OPCODE_TYPE;
typedef enum _D3DVS_RASTOUT_OFFSETS { D3DSRO_POSITION = 0, D3DSRO_FOG, D3DSRO_POINT_SIZE, D3DSRO_FORCE_DWORD = 0x7fffffff, // force 32-bit size enum
} D3DVS_RASTOUT_OFFSETS;
/* SwapEffects */ typedef enum _D3DSWAPEFFECT { D3DSWAPEFFECT_DISCARD = 1, D3DSWAPEFFECT_COPY = 3,
D3DSWAPEFFECT_FORCE_DWORD = 0x7fffffff } D3DSWAPEFFECT;
typedef enum _D3DRESOURCETYPE { D3DRTYPE_SURFACE = 1, D3DRTYPE_TEXTURE = 3, D3DRTYPE_VOLUMETEXTURE = 4, D3DRTYPE_CUBETEXTURE = 5, D3DRTYPE_VERTEXBUFFER = 6, D3DRTYPE_INDEXBUFFER = 7,
D3DRTYPE_FORCE_DWORD = 0x7fffffff } D3DRESOURCETYPE;
typedef enum _D3DDEVTYPE { D3DDEVTYPE_HAL = 1, D3DDEVTYPE_REF = 2, D3DDEVTYPE_FORCE_DWORD = 0x7fffffff } D3DDEVTYPE;
typedef enum _D3DSTENCILOP { D3DSTENCILOP_KEEP = 1, D3DSTENCILOP_ZERO = 2, D3DSTENCILOP_REPLACE = 3, D3DSTENCILOP_INCRSAT = 4, D3DSTENCILOP_DECRSAT = 5, D3DSTENCILOP_INVERT = 6, D3DSTENCILOP_INCR = 7, D3DSTENCILOP_DECR = 8, D3DSTENCILOP_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DSTENCILOP;
typedef enum _D3DPATCHEDGESTYLE { D3DPATCHEDGE_DISCRETE = 0, D3DPATCHEDGE_CONTINUOUS = 1, D3DPATCHEDGE_FORCE_DWORD = 0x7fffffff, } D3DPATCHEDGESTYLE;
/* Debug monitor tokens (DEBUG only)
Note that if D3DRS_DEBUGMONITORTOKEN is set, the call is treated as passing a token to the debug monitor. For example, if, after passing D3DDMT_ENABLE/DISABLE to D3DRS_DEBUGMONITORTOKEN other token values are passed in, the enabled/disabled state of the debug monitor will still persist.
The debug monitor defaults to enabled.
Calling GetRenderState on D3DRS_DEBUGMONITORTOKEN is not of any use. */ typedef enum _D3DDEBUGMONITORTOKENS { D3DDMT_ENABLE = 0, // enable debug monitor
} D3DDEBUGMONITORTOKENS;
typedef enum _D3DDEGREETYPE { D3DDEGREE_LINEAR = 1, D3DDEGREE_QUADRATIC = 2, D3DDEGREE_CUBIC = 3, D3DDEGREE_FORCE_DWORD = 0x7fffffff, } D3DDEGREETYPE;
typedef enum _D3DBLENDOP { D3DBLENDOP_ADD = 1, D3DBLENDOP_SUBTRACT = 2, D3DBLENDOP_REVSUBTRACT = 3, D3DBLENDOP_MIN = 4, D3DBLENDOP_MAX = 5, D3DBLENDOP_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DBLENDOP;
typedef enum _D3DMULTISAMPLE_TYPE { D3DMULTISAMPLE_NONE = 0, D3DMULTISAMPLE_NONMASKABLE = 1, D3DMULTISAMPLE_2_SAMPLES = 2, D3DMULTISAMPLE_3_SAMPLES = 3, D3DMULTISAMPLE_4_SAMPLES = 4, D3DMULTISAMPLE_5_SAMPLES = 5, D3DMULTISAMPLE_6_SAMPLES = 6, D3DMULTISAMPLE_7_SAMPLES = 7, D3DMULTISAMPLE_8_SAMPLES = 8, D3DMULTISAMPLE_9_SAMPLES = 9, D3DMULTISAMPLE_10_SAMPLES = 10, D3DMULTISAMPLE_11_SAMPLES = 11, D3DMULTISAMPLE_12_SAMPLES = 12, D3DMULTISAMPLE_13_SAMPLES = 13, D3DMULTISAMPLE_14_SAMPLES = 14, D3DMULTISAMPLE_15_SAMPLES = 15, D3DMULTISAMPLE_16_SAMPLES = 16,
D3DMULTISAMPLE_FORCE_DWORD = 0x7fffffff } D3DMULTISAMPLE_TYPE;
/* Pool types */ typedef enum _D3DPOOL { D3DPOOL_DEFAULT = 0, D3DPOOL_MANAGED = 1, D3DPOOL_SYSTEMMEM = 2, D3DPOOL_SCRATCH = 3,
D3DPOOL_FORCE_DWORD = 0x7fffffff } D3DPOOL;
typedef enum _D3DQUERYTYPE { D3DQUERYTYPE_RESOURCEMANAGER = 5, /* D3DISSUE_END */ D3DQUERYTYPE_EVENT = 8, /* D3DISSUE_END */ D3DQUERYTYPE_OCCLUSION = 9, /* D3DISSUE_BEGIN, D3DISSUE_END */ D3DQUERYTYPE_TIMESTAMP = 10, /* D3DISSUE_END */ D3DQUERYTYPE_TIMESTAMPFREQ = 12, /* D3DISSUE_END */ D3DQUERYTYPE_INTERFACETIMINGS = 14, /* D3DISSUE_BEGIN, D3DISSUE_END */ D3DQUERYTYPE_PIXELTIMINGS = 16, /* D3DISSUE_BEGIN, D3DISSUE_END */ D3DQUERYTYPE_CACHEUTILIZATION = 18, /* D3DISSUE_BEGIN, D3DISSUE_END */ } D3DQUERYTYPE;
typedef enum _D3DRENDERSTATETYPE { D3DRS_ZENABLE = 7, /* D3DZBUFFERTYPE (or TRUE/FALSE for legacy) */ D3DRS_FILLMODE = 8, /* D3DFILLMODE */ D3DRS_SHADEMODE = 9, /* D3DSHADEMODE */ D3DRS_ZWRITEENABLE = 14, /* TRUE to enable z writes */ D3DRS_ALPHATESTENABLE = 15, /* TRUE to enable alpha tests */ D3DRS_LASTPIXEL = 16, /* TRUE for last-pixel on lines */ D3DRS_SRCBLEND = 19, /* D3DBLEND */ D3DRS_DESTBLEND = 20, /* D3DBLEND */ D3DRS_CULLMODE = 22, /* D3DCULL */ D3DRS_ZFUNC = 23, /* D3DCMPFUNC */ D3DRS_ALPHAREF = 24, /* D3DFIXED */ D3DRS_ALPHAFUNC = 25, /* D3DCMPFUNC */ D3DRS_DITHERENABLE = 26, /* TRUE to enable dithering */ D3DRS_ALPHABLENDENABLE = 27, /* TRUE to enable alpha blending */ D3DRS_FOGENABLE = 28, /* TRUE to enable fog blending */ D3DRS_SPECULARENABLE = 29, /* TRUE to enable specular */ D3DRS_FOGCOLOR = 34, /* D3DCOLOR */ D3DRS_FOGTABLEMODE = 35, /* D3DFOGMODE */ D3DRS_FOGSTART = 36, /* Fog start (for both vertex and pixel fog) */ D3DRS_FOGEND = 37, /* Fog end */ D3DRS_FOGDENSITY = 38, /* Fog density */ D3DRS_RANGEFOGENABLE = 48, /* Enables range-based fog */ D3DRS_STENCILENABLE = 52, /* BOOL enable/disable stenciling */ D3DRS_STENCILFAIL = 53, /* D3DSTENCILOP to do if stencil test fails */ D3DRS_STENCILZFAIL = 54, /* D3DSTENCILOP to do if stencil test passes and Z test fails */ D3DRS_STENCILPASS = 55, /* D3DSTENCILOP to do if both stencil and Z tests pass */ D3DRS_STENCILFUNC = 56, /* D3DCMPFUNC fn. Stencil Test passes if ((ref & mask) stencilfn (stencil & mask)) is true */ D3DRS_STENCILREF = 57, /* Reference value used in stencil test */ D3DRS_STENCILMASK = 58, /* Mask value used in stencil test */ D3DRS_STENCILWRITEMASK = 59, /* Write mask applied to values written to stencil buffer */ D3DRS_TEXTUREFACTOR = 60, /* D3DCOLOR used for multi-texture blend */ D3DRS_WRAP0 = 128, /* wrap for 1st texture coord. set */ D3DRS_WRAP1 = 129, /* wrap for 2nd texture coord. set */ D3DRS_WRAP2 = 130, /* wrap for 3rd texture coord. set */ D3DRS_WRAP3 = 131, /* wrap for 4th texture coord. set */ D3DRS_WRAP4 = 132, /* wrap for 5th texture coord. set */ D3DRS_WRAP5 = 133, /* wrap for 6th texture coord. set */ D3DRS_WRAP6 = 134, /* wrap for 7th texture coord. set */ D3DRS_WRAP7 = 135, /* wrap for 8th texture coord. set */ D3DRS_CLIPPING = 136, D3DRS_LIGHTING = 137, D3DRS_AMBIENT = 139, D3DRS_FOGVERTEXMODE = 140, D3DRS_COLORVERTEX = 141, D3DRS_LOCALVIEWER = 142, D3DRS_NORMALIZENORMALS = 143, D3DRS_DIFFUSEMATERIALSOURCE = 145, D3DRS_SPECULARMATERIALSOURCE = 146, D3DRS_AMBIENTMATERIALSOURCE = 147, D3DRS_EMISSIVEMATERIALSOURCE = 148, D3DRS_VERTEXBLEND = 151, D3DRS_CLIPPLANEENABLE = 152, D3DRS_POINTSIZE = 154, /* float point size */ D3DRS_POINTSIZE_MIN = 155, /* float point size min threshold */ D3DRS_POINTSPRITEENABLE = 156, /* BOOL point texture coord control */ D3DRS_POINTSCALEENABLE = 157, /* BOOL point size scale enable */ D3DRS_POINTSCALE_A = 158, /* float point attenuation A value */ D3DRS_POINTSCALE_B = 159, /* float point attenuation B value */ D3DRS_POINTSCALE_C = 160, /* float point attenuation C value */ D3DRS_MULTISAMPLEANTIALIAS = 161, // BOOL - set to do FSAA with multisample buffer
D3DRS_MULTISAMPLEMASK = 162, // DWORD - per-sample enable/disable
D3DRS_PATCHEDGESTYLE = 163, // Sets whether patch edges will use float style tessellation
D3DRS_DEBUGMONITORTOKEN = 165, // DEBUG ONLY - token to debug monitor
D3DRS_POINTSIZE_MAX = 166, /* float point size max threshold */ D3DRS_INDEXEDVERTEXBLENDENABLE = 167, D3DRS_COLORWRITEENABLE = 168, // per-channel write enable
D3DRS_TWEENFACTOR = 170, // float tween factor
D3DRS_BLENDOP = 171, // D3DBLENDOP setting
D3DRS_POSITIONDEGREE = 172, // NPatch position interpolation degree. D3DDEGREE_LINEAR or D3DDEGREE_CUBIC (default)
D3DRS_NORMALDEGREE = 173, // NPatch normal interpolation degree. D3DDEGREE_LINEAR (default) or D3DDEGREE_QUADRATIC
D3DRS_SCISSORTESTENABLE = 174, D3DRS_SLOPESCALEDEPTHBIAS = 175, D3DRS_ANTIALIASEDLINEENABLE = 176, D3DRS_MINTESSELLATIONLEVEL = 178, D3DRS_MAXTESSELLATIONLEVEL = 179, D3DRS_ADAPTIVETESS_X = 180, D3DRS_ADAPTIVETESS_Y = 181, D3DRS_ADAPTIVETESS_Z = 182, D3DRS_ADAPTIVETESS_W = 183, D3DRS_ENABLEADAPTIVETESSELLATION = 184, D3DRS_TWOSIDEDSTENCILMODE = 185, /* BOOL enable/disable 2 sided stenciling */ D3DRS_CCW_STENCILFAIL = 186, /* D3DSTENCILOP to do if ccw stencil test fails */ D3DRS_CCW_STENCILZFAIL = 187, /* D3DSTENCILOP to do if ccw stencil test passes and Z test fails */ D3DRS_CCW_STENCILPASS = 188, /* D3DSTENCILOP to do if both ccw stencil and Z tests pass */ D3DRS_CCW_STENCILFUNC = 189, /* D3DCMPFUNC fn. ccw Stencil Test passes if ((ref & mask) stencilfn (stencil & mask)) is true */ D3DRS_COLORWRITEENABLE1 = 190, /* Additional ColorWriteEnables for the devices that support D3DPMISCCAPS_INDEPENDENTWRITEMASKS */ D3DRS_COLORWRITEENABLE2 = 191, /* Additional ColorWriteEnables for the devices that support D3DPMISCCAPS_INDEPENDENTWRITEMASKS */ D3DRS_COLORWRITEENABLE3 = 192, /* Additional ColorWriteEnables for the devices that support D3DPMISCCAPS_INDEPENDENTWRITEMASKS */ D3DRS_BLENDFACTOR = 193, /* D3DCOLOR used for a constant blend factor during alpha blending for devices that support D3DPBLENDCAPS_BLENDFACTOR */ D3DRS_SRGBWRITEENABLE = 194, /* Enable rendertarget writes to be DE-linearized to SRGB (for formats that expose D3DUSAGE_QUERY_SRGBWRITE) */ D3DRS_DEPTHBIAS = 195, D3DRS_WRAP8 = 198, /* Additional wrap states for vs_3_0+ attributes with D3DDECLUSAGE_TEXCOORD */ D3DRS_WRAP9 = 199, D3DRS_WRAP10 = 200, D3DRS_WRAP11 = 201, D3DRS_WRAP12 = 202, D3DRS_WRAP13 = 203, D3DRS_WRAP14 = 204, D3DRS_WRAP15 = 205, D3DRS_SEPARATEALPHABLENDENABLE = 206, /* TRUE to enable a separate blending function for the alpha channel */ D3DRS_SRCBLENDALPHA = 207, /* SRC blend factor for the alpha channel when D3DRS_SEPARATEDESTALPHAENABLE is TRUE */ D3DRS_DESTBLENDALPHA = 208, /* DST blend factor for the alpha channel when D3DRS_SEPARATEDESTALPHAENABLE is TRUE */ D3DRS_BLENDOPALPHA = 209, /* Blending operation for the alpha channel when D3DRS_SEPARATEDESTALPHAENABLE is TRUE */
D3DRS_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DRENDERSTATETYPE;
typedef enum _D3DCULL { D3DCULL_NONE = 1, D3DCULL_CW = 2, D3DCULL_CCW = 3, D3DCULL_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DCULL;
typedef enum _D3DTEXTUREFILTERTYPE { D3DTEXF_NONE = 0, // filtering disabled (valid for mip filter only)
D3DTEXF_POINT = 1, // nearest
D3DTEXF_LINEAR = 2, // linear interpolation
D3DTEXF_ANISOTROPIC = 3, // anisotropic
D3DTEXF_FORCE_DWORD = 0x7fffffff, // force 32-bit size enum
} D3DTEXTUREFILTERTYPE;
typedef enum _D3DBACKBUFFER_TYPE { D3DBACKBUFFER_TYPE_MONO = 0,
D3DBACKBUFFER_TYPE_FORCE_DWORD = 0x7fffffff } D3DBACKBUFFER_TYPE;
#define D3DTS_WORLDMATRIX(index) (D3DTRANSFORMSTATETYPE)(index + 256)
#define D3DTS_WORLD D3DTS_WORLDMATRIX(0)
#define D3DTS_WORLD1 D3DTS_WORLDMATRIX(1)
#define D3DTS_WORLD2 D3DTS_WORLDMATRIX(2)
#define D3DTS_WORLD3 D3DTS_WORLDMATRIX(3)
typedef enum _D3DCMPFUNC { D3DCMP_NEVER = 1, D3DCMP_LESS = 2, D3DCMP_EQUAL = 3, D3DCMP_LESSEQUAL = 4, D3DCMP_GREATER = 5, D3DCMP_NOTEQUAL = 6, D3DCMP_GREATEREQUAL = 7, D3DCMP_ALWAYS = 8, D3DCMP_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DCMPFUNC;
typedef enum _D3DZBUFFERTYPE { D3DZB_FALSE = 0, D3DZB_TRUE = 1, // Z buffering
D3DZB_USEW = 2, // W buffering
D3DZB_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DZBUFFERTYPE;
typedef enum _D3DFILLMODE { D3DFILL_POINT = 1, D3DFILL_WIREFRAME = 2, D3DFILL_SOLID = 3, D3DFILL_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DFILLMODE;
typedef enum _D3DBLEND { D3DBLEND_ZERO = 1, D3DBLEND_ONE = 2, D3DBLEND_SRCCOLOR = 3, D3DBLEND_INVSRCCOLOR = 4, D3DBLEND_SRCALPHA = 5, D3DBLEND_INVSRCALPHA = 6, D3DBLEND_DESTALPHA = 7, D3DBLEND_INVDESTALPHA = 8, D3DBLEND_DESTCOLOR = 9, D3DBLEND_INVDESTCOLOR = 10, D3DBLEND_SRCALPHASAT = 11, D3DBLEND_BOTHSRCALPHA = 12, D3DBLEND_BOTHINVSRCALPHA = 13, D3DBLEND_BLENDFACTOR = 14, /* Only supported if D3DPBLENDCAPS_BLENDFACTOR is on */ D3DBLEND_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DBLEND;
// Values for material source
typedef enum _D3DMATERIALCOLORSOURCE { D3DMCS_MATERIAL = 0, // Color from material is used
D3DMCS_COLOR1 = 1, // Diffuse vertex color is used
D3DMCS_COLOR2 = 2, // Specular vertex color is used
D3DMCS_FORCE_DWORD = 0x7fffffff, // force 32-bit size enum
} D3DMATERIALCOLORSOURCE;
typedef enum _D3DCUBEMAP_FACES { D3DCUBEMAP_FACE_POSITIVE_Z = 4,
D3DCUBEMAP_FACE_FORCE_DWORD = 0x7fffffff } D3DCUBEMAP_FACES;
typedef enum _D3DTEXTURETRANSFORMFLAGS { D3DTTFF_DISABLE = 0, // texture coordinates are passed directly
D3DTTFF_COUNT3 = 3, // rasterizer should expect 3-D texture coords
D3DTTFF_PROJECTED = 256, // texcoords to be divided by COUNTth element
D3DTTFF_FORCE_DWORD = 0x7fffffff, } D3DTEXTURETRANSFORMFLAGS;
typedef enum _D3DTEXTUREADDRESS { D3DTADDRESS_WRAP = 1, D3DTADDRESS_CLAMP = 3, D3DTADDRESS_BORDER = 4, D3DTADDRESS_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DTEXTUREADDRESS;
typedef enum _D3DSHADEMODE { D3DSHADE_FLAT = 1, D3DSHADE_GOURAUD = 2, D3DSHADE_PHONG = 3, D3DSHADE_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DSHADEMODE;
typedef enum _D3DFOGMODE { D3DFOG_NONE = 0, D3DFOG_LINEAR = 3, D3DFOG_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DFOGMODE;
typedef struct _D3DRECT { LONG x1; LONG y1; LONG x2; LONG y2; } D3DRECT;
typedef enum _D3DSHADER_PARAM_REGISTER_TYPE { D3DSPR_TEMP = 0, // Temporary Register File
D3DSPR_INPUT = 1, // Input Register File
D3DSPR_CONST = 2, // Constant Register File
D3DSPR_ADDR = 3, // Address Register (VS)
D3DSPR_TEXTURE = 3, // Texture Register File (PS)
D3DSPR_RASTOUT = 4, // Rasterizer Register File
D3DSPR_ATTROUT = 5, // Attribute Output Register File
D3DSPR_TEXCRDOUT = 6, // Texture Coordinate Output Register File
D3DSPR_OUTPUT = 6, // Output register file for VS3.0+
D3DSPR_CONSTINT = 7, // Constant Integer Vector Register File
D3DSPR_COLOROUT = 8, // Color Output Register File
D3DSPR_DEPTHOUT = 9, // Depth Output Register File
D3DSPR_SAMPLER = 10, // Sampler State Register File
D3DSPR_CONST2 = 11, // Constant Register File 2048 - 4095
D3DSPR_CONST3 = 12, // Constant Register File 4096 - 6143
D3DSPR_CONST4 = 13, // Constant Register File 6144 - 8191
D3DSPR_CONSTBOOL = 14, // Constant Boolean register file
D3DSPR_LOOP = 15, // Loop counter register file
D3DSPR_TEMPFLOAT16 = 16, // 16-bit float temp register file
D3DSPR_MISCTYPE = 17, // Miscellaneous (single) registers.
D3DSPR_LABEL = 18, // Label
D3DSPR_PREDICATE = 19, // Predicate register
D3DSPR_FORCE_DWORD = 0x7fffffff, // force 32-bit size enum
} D3DSHADER_PARAM_REGISTER_TYPE;
typedef struct _D3DMATRIX { union { struct { float _11, _12, _13, _14; float _21, _22, _23, _24; float _31, _32, _33, _34; float _41, _42, _43, _44;
}; float m[4][4]; }; } D3DMATRIX;
typedef struct _D3DVERTEXBUFFER_DESC { D3DFORMAT Format; D3DRESOURCETYPE Type; DWORD Usage; D3DPOOL Pool; UINT Size;
DWORD FVF;
} D3DVERTEXBUFFER_DESC;
class D3DXMATRIX : public D3DMATRIX { public: D3DXMATRIX operator*( const D3DXMATRIX &o ) const; operator FLOAT* (); float& operator()( int row, int column ); const float& operator()( int row, int column ) const; };
typedef DWORD D3DCOLOR;
typedef enum _D3DSAMPLERSTATETYPE { D3DSAMP_ADDRESSU = 1, /* D3DTEXTUREADDRESS for U coordinate */ D3DSAMP_ADDRESSV = 2, /* D3DTEXTUREADDRESS for V coordinate */ D3DSAMP_ADDRESSW = 3, /* D3DTEXTUREADDRESS for W coordinate */ D3DSAMP_BORDERCOLOR = 4, /* D3DCOLOR */ D3DSAMP_MAGFILTER = 5, /* D3DTEXTUREFILTER filter to use for magnification */ D3DSAMP_MINFILTER = 6, /* D3DTEXTUREFILTER filter to use for minification */ D3DSAMP_MIPFILTER = 7, /* D3DTEXTUREFILTER filter to use between mipmaps during minification */ D3DSAMP_MIPMAPLODBIAS = 8, /* float Mipmap LOD bias */ D3DSAMP_MAXMIPLEVEL = 9, /* DWORD 0..(n-1) LOD index of largest map to use (0 == largest) */ D3DSAMP_MAXANISOTROPY = 10, /* DWORD maximum anisotropy */ D3DSAMP_SRGBTEXTURE = 11, /* Default = 0 (which means Gamma 1.0,
no correction required.) else correct for Gamma = 2.2 */ D3DSAMP_SHADOWFILTER = 12, /* Tells the sampler that it should be doing shadow compares */ D3DSAMP_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DSAMPLERSTATETYPE;
typedef enum _D3DDECLTYPE { D3DDECLTYPE_FLOAT1 = 0, // 1D float expanded to (value, 0., 0., 1.)
D3DDECLTYPE_FLOAT2 = 1, // 2D float expanded to (value, value, 0., 1.)
D3DDECLTYPE_FLOAT3 = 2, // 3D float expanded to (value, value, value, 1.)
D3DDECLTYPE_FLOAT4 = 3, // 4D float
D3DDECLTYPE_D3DCOLOR = 4, // 4D packed unsigned bytes mapped to 0. to 1. range
// Input is in D3DCOLOR format (ARGB) expanded to (R, G, B, A)
D3DDECLTYPE_UBYTE4 = 5, // 4D unsigned byte
D3DDECLTYPE_SHORT2 = 6, // 2D signed short expanded to (value, value, 0., 1.)
D3DDECLTYPE_SHORT4 = 7, // 4D signed short
// The following types are valid only with vertex shaders >= 2.0
D3DDECLTYPE_UBYTE4N = 8, // Each of 4 bytes is normalized by dividing to 255.0
D3DDECLTYPE_SHORT2N = 9, // 2D signed short normalized (v[0]/32767.0,v[1]/32767.0,0,1)
D3DDECLTYPE_SHORT4N = 10, // 4D signed short normalized (v[0]/32767.0,v[1]/32767.0,v[2]/32767.0,v[3]/32767.0)
D3DDECLTYPE_USHORT2N = 11, // 2D unsigned short normalized (v[0]/65535.0,v[1]/65535.0,0,1)
D3DDECLTYPE_USHORT4N = 12, // 4D unsigned short normalized (v[0]/65535.0,v[1]/65535.0,v[2]/65535.0,v[3]/65535.0)
D3DDECLTYPE_UDEC3 = 13, // 3D unsigned 10 10 10 format expanded to (value, value, value, 1)
D3DDECLTYPE_DEC3N = 14, // 3D signed 10 10 10 format normalized and expanded to (v[0]/511.0, v[1]/511.0, v[2]/511.0, 1)
D3DDECLTYPE_FLOAT16_2 = 15, // Two 16-bit floating point values, expanded to (value, value, 0, 1)
D3DDECLTYPE_FLOAT16_4 = 16, // Four 16-bit floating point values
D3DDECLTYPE_UNUSED = 17, // When the type field in a decl is unused.
} D3DDECLTYPE;
typedef enum _D3DDECLMETHOD { D3DDECLMETHOD_DEFAULT = 0, D3DDECLMETHOD_PARTIALU, D3DDECLMETHOD_PARTIALV, D3DDECLMETHOD_CROSSUV, // Normal
D3DDECLMETHOD_UV, D3DDECLMETHOD_LOOKUP, // Lookup a displacement map
D3DDECLMETHOD_LOOKUPPRESAMPLED, // Lookup a pre-sampled displacement map
} D3DDECLMETHOD;
typedef enum _D3DDECLUSAGE { D3DDECLUSAGE_POSITION = 0, D3DDECLUSAGE_BLENDWEIGHT = 1, D3DDECLUSAGE_BLENDINDICES = 2, D3DDECLUSAGE_NORMAL = 3, D3DDECLUSAGE_PSIZE = 4, D3DDECLUSAGE_TEXCOORD = 5, D3DDECLUSAGE_TANGENT = 6, D3DDECLUSAGE_BINORMAL = 7, D3DDECLUSAGE_TESSFACTOR = 8, D3DDECLUSAGE_PLUGH = 9, // mystery value
D3DDECLUSAGE_COLOR = 10, D3DDECLUSAGE_FOG = 11, D3DDECLUSAGE_DEPTH = 12, D3DDECLUSAGE_SAMPLE = 13, } D3DDECLUSAGE;
typedef enum _D3DPRIMITIVETYPE { D3DPT_POINTLIST = 1, D3DPT_LINELIST = 2, D3DPT_TRIANGLELIST = 4, D3DPT_TRIANGLESTRIP = 5, D3DPT_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DPRIMITIVETYPE;
// ------------------------------------------------------------------------------------------------------------------------------ //
// STRUCTURES
// ------------------------------------------------------------------------------------------------------------------------------ //
typedef struct D3DXPLANE { float& operator[]( int i ); bool operator==( const D3DXPLANE &o ); bool operator!=( const D3DXPLANE &o ); operator float*(); operator const float*() const;
float a, b, c, d; } D3DXPLANE;
typedef enum _D3DVERTEXBLENDFLAGS { D3DVBF_DISABLE = 0, // Disable vertex blending
D3DVBF_1WEIGHTS = 1, // 2 matrix blending
D3DVBF_2WEIGHTS = 2, // 3 matrix blending
D3DVBF_3WEIGHTS = 3, // 4 matrix blending
D3DVBF_TWEENING = 255, // blending using D3DRS_TWEENFACTOR
D3DVBF_0WEIGHTS = 256, // one matrix is used with weight 1.0
D3DVBF_FORCE_DWORD = 0x7fffffff, // force 32-bit size enum
} D3DVERTEXBLENDFLAGS;
typedef struct _D3DINDEXBUFFER_DESC { D3DFORMAT Format; D3DRESOURCETYPE Type; DWORD Usage; D3DPOOL Pool; UINT Size; } D3DINDEXBUFFER_DESC;
typedef struct _D3DVERTEXELEMENT9 { WORD Stream; // Stream index
WORD Offset; // Offset in the stream in bytes
BYTE Type; // Data type
BYTE Method; // Processing method
BYTE Usage; // Semantics
BYTE UsageIndex; // Semantic index
} D3DVERTEXELEMENT9, *LPD3DVERTEXELEMENT9;
#define MAX_DEVICE_IDENTIFIER_STRING 512
typedef struct _D3DADAPTER_IDENTIFIER9 { char Driver[MAX_DEVICE_IDENTIFIER_STRING]; char Description[MAX_DEVICE_IDENTIFIER_STRING]; char DeviceName[32]; /* Device name for GDI (ex. \\.\DISPLAY1) */
LARGE_INTEGER DriverVersion; /* Defined for 32 bit components */
DWORD VendorId; DWORD DeviceId; DWORD SubSysId; DWORD Revision; DWORD VideoMemory;
} D3DADAPTER_IDENTIFIER9;
typedef struct _D3DCOLORVALUE { float r; float g; float b; float a; } D3DCOLORVALUE;
typedef struct _D3DMATERIAL9 { D3DCOLORVALUE Diffuse; /* Diffuse color RGBA */ D3DCOLORVALUE Ambient; /* Ambient color RGB */ D3DCOLORVALUE Specular; /* Specular 'shininess' */ D3DCOLORVALUE Emissive; /* Emissive color RGB */ float Power; /* Sharpness if specular highlight */ } D3DMATERIAL9;
typedef struct _D3DVOLUME_DESC { D3DFORMAT Format; D3DRESOURCETYPE Type; DWORD Usage; D3DPOOL Pool;
UINT Width; UINT Height; UINT Depth; } D3DVOLUME_DESC;
typedef struct _D3DVIEWPORT9 { DWORD X; DWORD Y; /* Viewport Top left */ DWORD Width; DWORD Height; /* Viewport Dimensions */ float MinZ; /* Min/max of clip Volume */ float MaxZ; } D3DVIEWPORT9;
typedef struct _D3DPSHADERCAPS2_0 { DWORD Caps; INT DynamicFlowControlDepth; INT NumTemps; INT StaticFlowControlDepth; INT NumInstructionSlots; } D3DPSHADERCAPS2_0;
typedef struct _D3DCAPS9 { /* Device Info */ D3DDEVTYPE DeviceType;
/* Caps from DX7 Draw */ DWORD Caps; DWORD Caps2; /* Cursor Caps */ DWORD CursorCaps;
/* 3D Device Caps */ DWORD DevCaps;
DWORD PrimitiveMiscCaps; DWORD RasterCaps; DWORD TextureCaps; DWORD TextureFilterCaps; // D3DPTFILTERCAPS for IDirect3DTexture9's
DWORD MaxTextureWidth, MaxTextureHeight; DWORD MaxVolumeExtent;
DWORD MaxTextureAspectRatio; DWORD MaxAnisotropy; DWORD TextureOpCaps; DWORD MaxTextureBlendStages; DWORD MaxSimultaneousTextures;
DWORD VertexProcessingCaps; DWORD MaxActiveLights; DWORD MaxUserClipPlanes; DWORD MaxVertexBlendMatrices; DWORD MaxVertexBlendMatrixIndex;
DWORD MaxPrimitiveCount; // max number of primitives per DrawPrimitive call
DWORD MaxStreams;
DWORD VertexShaderVersion; DWORD MaxVertexShaderConst; // number of vertex shader constant registers
DWORD PixelShaderVersion;
// Here are the DX9 specific ones
DWORD DevCaps2; D3DPSHADERCAPS2_0 PS20Caps;
DWORD NumSimultaneousRTs; // Will be at least 1
DWORD MaxVertexShader30InstructionSlots; DWORD MaxPixelShader30InstructionSlots; // only on Mac Posix/GL
#if ( defined ( PLATFORM_OSX ) )
DWORD FakeSRGBWrite; // 1 for parts which can't support SRGB writes due to driver issues - 0 for others
DWORD MixedSizeTargets; // 1 for parts which can mix attachment sizes (RT's color vs depth)
DWORD CanDoSRGBReadFromRTs; // 0 when we're on Leopard, 1 when on Snow Leopard
DWORD SRGBDecode; #endif
} D3DCAPS9;
typedef struct _D3DDISPLAYMODE { UINT Width; UINT Height; UINT RefreshRate; D3DFORMAT Format; } D3DDISPLAYMODE;
typedef struct _D3DGAMMARAMP { WORD red [256]; WORD green[256]; WORD blue [256]; } D3DGAMMARAMP;
/* Resize Optional Parameters */ typedef struct _D3DPRESENT_PARAMETERS_ { UINT BackBufferWidth; UINT BackBufferHeight; D3DFORMAT BackBufferFormat; UINT BackBufferCount;
D3DMULTISAMPLE_TYPE MultiSampleType; DWORD MultiSampleQuality;
D3DSWAPEFFECT SwapEffect; VD3DHWND hDeviceWindow; BOOL Windowed; BOOL EnableAutoDepthStencil; D3DFORMAT AutoDepthStencilFormat; DWORD Flags;
/* FullScreen_RefreshRateInHz must be zero for Windowed mode */ UINT FullScreen_RefreshRateInHz; UINT PresentationInterval; } D3DPRESENT_PARAMETERS;
typedef struct _D3DDEVICE_CREATION_PARAMETERS { UINT AdapterOrdinal; D3DDEVTYPE DeviceType; VD3DHWND hFocusWindow; DWORD BehaviorFlags; } D3DDEVICE_CREATION_PARAMETERS;
/* Structures for LockBox */ typedef struct _D3DBOX { UINT Left; UINT Top; UINT Right; UINT Bottom; UINT Front; UINT Back; } D3DBOX;
typedef struct _D3DLOCKED_BOX { INT RowPitch; INT SlicePitch; void* pBits; } D3DLOCKED_BOX;
typedef struct _D3DSURFACE_DESC { D3DFORMAT Format; D3DRESOURCETYPE Type; DWORD Usage; D3DPOOL Pool;
D3DMULTISAMPLE_TYPE MultiSampleType; DWORD MultiSampleQuality; UINT Width; UINT Height; } D3DSURFACE_DESC;
typedef struct _D3DLOCKED_RECT { INT Pitch; void* pBits; } D3DLOCKED_RECT;
typedef struct _D3DRASTER_STATUS { BOOL InVBlank; UINT ScanLine; } D3DRASTER_STATUS;
typedef enum _D3DLIGHTTYPE { D3DLIGHT_POINT = 1, D3DLIGHT_SPOT = 2, D3DLIGHT_DIRECTIONAL = 3, D3DLIGHT_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DLIGHTTYPE;
typedef struct _D3DVECTOR { float x; float y; float z; } D3DVECTOR;
class D3DXVECTOR2 { public: operator FLOAT* (); operator CONST FLOAT* () const;
float x,y; };
class D3DXVECTOR3 : public D3DVECTOR { public: D3DXVECTOR3() {} D3DXVECTOR3( float a, float b, float c ); operator FLOAT* (); operator CONST FLOAT* () const; };
typedef enum _D3DXINCLUDE_TYPE { D3DXINC_LOCAL,
// force 32-bit size enum
D3DXINC_FORCE_DWORD = 0x7fffffff
} D3DXINCLUDE_TYPE;
typedef struct _D3DLIGHT9 { D3DLIGHTTYPE Type; /* Type of light source */ D3DCOLORVALUE Diffuse; /* Diffuse color of light */ D3DCOLORVALUE Specular; /* Specular color of light */ D3DCOLORVALUE Ambient; /* Ambient color of light */ D3DVECTOR Position; /* Position in world space */ D3DVECTOR Direction; /* Direction in world space */ float Range; /* Cutoff range */ float Falloff; /* Falloff */ float Attenuation0; /* Constant attenuation */ float Attenuation1; /* Linear attenuation */ float Attenuation2; /* Quadratic attenuation */ float Theta; /* Inner angle of spotlight cone */ float Phi; /* Outer angle of spotlight cone */ } D3DLIGHT9;
class D3DXVECTOR4 { public: D3DXVECTOR4() {} D3DXVECTOR4( float a, float b, float c, float d );
float x,y,z,w; };
//----------------------------------------------------------------------------
// D3DXMACRO:
// ----------
// Preprocessor macro definition. The application pass in a NULL-terminated
// array of this structure to various D3DX APIs. This enables the application
// to #define tokens at runtime, before the file is parsed.
//----------------------------------------------------------------------------
typedef struct _D3DXMACRO { LPCSTR Name; LPCSTR Definition;
} D3DXMACRO, *LPD3DXMACRO;
// ------------------------------------------------------------------------------------------------------------------------------ //
// ------------------------------------------------------------------------------------------------------------------------------ //
// **** FIXED FUNCTION STUFF - None of this stuff needs support in GL.
//
// Also look for any functions marked with "**** FIXED FUNCTION STUFF"
//
// It's only laying around here so we don't have to chop up the shader system a lot to strip out the fixed function code paths.
// ------------------------------------------------------------------------------------------------------------------------------ //
// ------------------------------------------------------------------------------------------------------------------------------ //
// **** FIXED FUNCTION STUFF - None of this stuff needs support in GL.
typedef enum _D3DTRANSFORMSTATETYPE { D3DTS_VIEW = 2, D3DTS_PROJECTION = 3, D3DTS_TEXTURE0 = 16, D3DTS_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DTRANSFORMSTATETYPE;
// **** FIXED FUNCTION STUFF - None of this stuff needs support in GL.
typedef enum _D3DTEXTUREOP { // Control
D3DTOP_DISABLE = 1, // disables stage
D3DTOP_SELECTARG1 = 2, // the default
D3DTOP_SELECTARG2 = 3,
// Modulate
D3DTOP_MODULATE = 4, // multiply args together
D3DTOP_MODULATE2X = 5, // multiply and 1 bit
D3DTOP_MODULATE4X = 6, // multiply and 2 bits
// Add
D3DTOP_ADD = 7, // add arguments together
D3DTOP_ADDSIGNED = 8, // add with -0.5 bias
D3DTOP_ADDSIGNED2X = 9, // as above but left 1 bit
D3DTOP_SUBTRACT = 10, // Arg1 - Arg2, with no saturation
D3DTOP_ADDSMOOTH = 11, // add 2 args, subtract product
// Arg1 + Arg2 - Arg1*Arg2
// = Arg1 + (1-Arg1)*Arg2
// Linear alpha blend: Arg1*(Alpha) + Arg2*(1-Alpha)
D3DTOP_BLENDDIFFUSEALPHA = 12, // iterated alpha
D3DTOP_BLENDTEXTUREALPHA = 13, // texture alpha
D3DTOP_BLENDFACTORALPHA = 14, // alpha from D3DRS_TEXTUREFACTOR
// Linear alpha blend with pre-multiplied arg1 input: Arg1 + Arg2*(1-Alpha)
D3DTOP_BLENDTEXTUREALPHAPM = 15, // texture alpha
D3DTOP_BLENDCURRENTALPHA = 16, // by alpha of current color
// Specular mapping
D3DTOP_PREMODULATE = 17, // modulate with next texture before use
D3DTOP_MODULATEALPHA_ADDCOLOR = 18, // Arg1.RGB + Arg1.A*Arg2.RGB
// COLOROP only
D3DTOP_MODULATECOLOR_ADDALPHA = 19, // Arg1.RGB*Arg2.RGB + Arg1.A
// COLOROP only
D3DTOP_MODULATEINVALPHA_ADDCOLOR = 20, // (1-Arg1.A)*Arg2.RGB + Arg1.RGB
// COLOROP only
D3DTOP_MODULATEINVCOLOR_ADDALPHA = 21, // (1-Arg1.RGB)*Arg2.RGB + Arg1.A
// COLOROP only
// Bump mapping
D3DTOP_BUMPENVMAP = 22, // per pixel env map perturbation
D3DTOP_BUMPENVMAPLUMINANCE = 23, // with luminance channel
// This can do either diffuse or specular bump mapping with correct input.
// Performs the function (Arg1.R*Arg2.R + Arg1.G*Arg2.G + Arg1.B*Arg2.B)
// where each component has been scaled and offset to make it signed.
// The result is replicated into all four (including alpha) channels.
// This is a valid COLOROP only.
D3DTOP_DOTPRODUCT3 = 24,
// Triadic ops
D3DTOP_MULTIPLYADD = 25, // Arg0 + Arg1*Arg2
D3DTOP_LERP = 26, // (Arg0)*Arg1 + (1-Arg0)*Arg2
D3DTOP_FORCE_DWORD = 0x7fffffff, } D3DTEXTUREOP;
// **** FIXED FUNCTION STUFF - None of this stuff needs support in GL.
typedef enum _D3DTEXTURESTAGESTATETYPE { D3DTSS_COLOROP = 1, /* D3DTEXTUREOP - per-stage blending controls for color channels */ D3DTSS_COLORARG1 = 2, /* D3DTA_* (texture arg) */ D3DTSS_COLORARG2 = 3, /* D3DTA_* (texture arg) */ D3DTSS_ALPHAOP = 4, /* D3DTEXTUREOP - per-stage blending controls for alpha channel */ D3DTSS_ALPHAARG1 = 5, /* D3DTA_* (texture arg) */ D3DTSS_ALPHAARG2 = 6, /* D3DTA_* (texture arg) */ D3DTSS_BUMPENVMAT00 = 7, /* float (bump mapping matrix) */ D3DTSS_BUMPENVMAT01 = 8, /* float (bump mapping matrix) */ D3DTSS_BUMPENVMAT10 = 9, /* float (bump mapping matrix) */ D3DTSS_BUMPENVMAT11 = 10, /* float (bump mapping matrix) */ D3DTSS_TEXCOORDINDEX = 11, /* identifies which set of texture coordinates index this texture */ D3DTSS_BUMPENVLOFFSET = 23, /* float offset for bump map luminance */ D3DTSS_TEXTURETRANSFORMFLAGS = 24, /* D3DTEXTURETRANSFORMFLAGS controls texture transform */ D3DTSS_COLORARG0 = 26, /* D3DTA_* third arg for triadic ops */ D3DTSS_RESULTARG = 28, /* D3DTA_* arg for result (CURRENT or TEMP) */
D3DTSS_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DTEXTURESTAGESTATETYPE;
// ------------------------------------------------------------------------------------------------------------------------------ //
// INTERFACES
// ------------------------------------------------------------------------------------------------------------------------------ //
struct IDirect3DResource9 : public IUnknown { IDirect3DDevice9 *m_device; // parent device
D3DRESOURCETYPE m_restype; DWORD SetPriority(DWORD PriorityNew); };
struct IDirect3DBaseTexture9 : public IDirect3DResource9 // "A Texture.."
{ D3DSURFACE_DESC m_descZero; // desc of top level.
CGLMTex *m_tex; // a CGLMTex can represent all forms of tex
int m_srgbFlipCount;
virtual ~IDirect3DBaseTexture9(); D3DRESOURCETYPE GetType(); DWORD GetLevelCount(); HRESULT GetLevelDesc(UINT Level,D3DSURFACE_DESC *pDesc); };
struct IDirect3DTexture9 : public IDirect3DBaseTexture9 // "Texture 2D"
{ IDirect3DSurface9 *m_surfZero; // surf of top level.
virtual ~IDirect3DTexture9();
HRESULT LockRect(UINT Level,D3DLOCKED_RECT* pLockedRect,CONST RECT* pRect,DWORD Flags); HRESULT UnlockRect(UINT Level); HRESULT GetSurfaceLevel(UINT Level,IDirect3DSurface9** ppSurfaceLevel); };
struct IDirect3DCubeTexture9 : public IDirect3DBaseTexture9 // "Texture Cube Map"
{ IDirect3DSurface9 *m_surfZero[6]; // surfs of top level.
virtual ~IDirect3DCubeTexture9();
HRESULT GetCubeMapSurface(D3DCUBEMAP_FACES FaceType,UINT Level,IDirect3DSurface9** ppCubeMapSurface); HRESULT GetLevelDesc(UINT Level,D3DSURFACE_DESC *pDesc); };
struct IDirect3DVolumeTexture9 : public IDirect3DBaseTexture9 // "Texture 3D"
{ IDirect3DSurface9 *m_surfZero; // surf of top level.
D3DVOLUME_DESC m_volDescZero; // volume desc top level
virtual ~IDirect3DVolumeTexture9();
HRESULT LockBox(UINT Level,D3DLOCKED_BOX* pLockedVolume,CONST D3DBOX* pBox,DWORD Flags); HRESULT UnlockBox(UINT Level); HRESULT GetLevelDesc( UINT level, D3DVOLUME_DESC *pDesc ); };
// for the moment, a "D3D surface" is modeled as a GLM tex, a face, and a mip.
// no Create method, these are filled in by the various create surface methods.
struct IDirect3DSurface9 : public IDirect3DResource9 { virtual ~IDirect3DSurface9();
HRESULT LockRect(D3DLOCKED_RECT* pLockedRect,CONST RECT* pRect,DWORD Flags); HRESULT UnlockRect(); HRESULT GetDesc(D3DSURFACE_DESC *pDesc);
D3DSURFACE_DESC m_desc; CGLMTex *m_tex; int m_face; int m_mip; };
struct IDirect3D9 : public IUnknown { public: virtual ~IDirect3D9();
UINT GetAdapterCount(); //cheese: returns 1
HRESULT GetDeviceCaps (UINT Adapter,D3DDEVTYPE DeviceType,D3DCAPS9* pCaps); HRESULT GetAdapterIdentifier (UINT Adapter,DWORD Flags,D3DADAPTER_IDENTIFIER9* pIdentifier); HRESULT CheckDeviceFormat (UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT AdapterFormat,DWORD Usage,D3DRESOURCETYPE RType,D3DFORMAT CheckFormat); UINT GetAdapterModeCount (UINT Adapter,D3DFORMAT Format); HRESULT EnumAdapterModes (UINT Adapter,D3DFORMAT Format,UINT Mode,D3DDISPLAYMODE* pMode); HRESULT CheckDeviceType (UINT Adapter,D3DDEVTYPE DevType,D3DFORMAT AdapterFormat,D3DFORMAT BackBufferFormat,BOOL bWindowed); HRESULT GetAdapterDisplayMode (UINT Adapter,D3DDISPLAYMODE* pMode); HRESULT CheckDepthStencilMatch (UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT AdapterFormat,D3DFORMAT RenderTargetFormat,D3DFORMAT DepthStencilFormat); HRESULT CheckDeviceMultiSampleType (UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT SurfaceFormat,BOOL Windowed,D3DMULTISAMPLE_TYPE MultiSampleType,DWORD* pQualityLevels);
HRESULT CreateDevice (UINT Adapter,D3DDEVTYPE DeviceType,VD3DHWND hFocusWindow,DWORD BehaviorFlags,D3DPRESENT_PARAMETERS* pPresentationParameters,IDirect3DDevice9** ppReturnedDeviceInterface); };
struct IDirect3DSwapChain9 : public IUnknown { };
// typedef enum D3DDECLUSAGE
// {
// D3DDECLUSAGE_POSITION = 0,
// D3DDECLUSAGE_BLENDWEIGHT = 1,
// D3DDECLUSAGE_BLENDINDICES = 2,
// D3DDECLUSAGE_NORMAL = 3,
// D3DDECLUSAGE_PSIZE = 4,
// D3DDECLUSAGE_TEXCOORD = 5,
// D3DDECLUSAGE_TANGENT = 6,
// D3DDECLUSAGE_BINORMAL = 7,
// D3DDECLUSAGE_TESSFACTOR = 8,
// D3DDECLUSAGE_POSITIONT = 9,
// D3DDECLUSAGE_COLOR = 10,
// D3DDECLUSAGE_FOG = 11,
// D3DDECLUSAGE_DEPTH = 12,
// D3DDECLUSAGE_SAMPLE = 13,
// } D3DDECLUSAGE, *LPD3DDECLUSAGE;
// Constants
//
// D3DDECLUSAGE_POSITION
// Position data ranging from (-1,-1) to (1,1). Use D3DDECLUSAGE_POSITION with
// a usage index of 0 to specify untransformed position for fixed function
// vertex processing and the n-patch tessellator. Use D3DDECLUSAGE_POSITION
// with a usage index of 1 to specify untransformed position in the fixed
// function vertex shader for vertex tweening.
//
// D3DDECLUSAGE_BLENDWEIGHT
// Blending weight data. Use D3DDECLUSAGE_BLENDWEIGHT with a usage index of 0
// to specify the blend weights used in indexed and nonindexed vertex
// blending.
//
// D3DDECLUSAGE_BLENDINDICES
// Blending indices data. Use D3DDECLUSAGE_BLENDINDICES with a usage index of
// 0 to specify matrix indices for indexed paletted skinning.
//
// D3DDECLUSAGE_NORMAL
// Vertex normal data. Use D3DDECLUSAGE_NORMAL with a usage index of 0 to
// specify vertex normals for fixed function vertex processing and the n-patch
// tessellator. Use D3DDECLUSAGE_NORMAL with a usage index of 1 to specify
// vertex normals for fixed function vertex processing for vertex tweening.
//
// D3DDECLUSAGE_PSIZE
// Point size data. Use D3DDECLUSAGE_PSIZE with a usage index of 0 to specify
// the point-size attribute used by the setup engine of the rasterizer to
// expand a point into a quad for the point-sprite functionality.
//
// D3DDECLUSAGE_TEXCOORD
// Texture coordinate data. Use D3DDECLUSAGE_TEXCOORD, n to specify texture
// coordinates in fixed function vertex processing and in pixel shaders prior
// to ps_3_0. These can be used to pass user defined data.
//
// D3DDECLUSAGE_TANGENT
// Vertex tangent data.
//
// D3DDECLUSAGE_BINORMAL
// Vertex binormal data.
//
// D3DDECLUSAGE_TESSFACTOR
// Single positive floating point value. Use D3DDECLUSAGE_TESSFACTOR with a
// usage index of 0 to specify a tessellation factor used in the tessellation
// unit to control the rate of tessellation. For more information about the
// data type, see D3DDECLTYPE_FLOAT1.
//
// D3DDECLUSAGE_POSITIONT
// Vertex data contains transformed position data ranging from (0,0) to
// (viewport width, viewport height). Use D3DDECLUSAGE_POSITIONT with a usage
// index of 0 to specify transformed position. When a declaration containing
// this is set, the pipeline does not perform vertex processing.
//
// D3DDECLUSAGE_COLOR
// Vertex data contains diffuse or specular color. Use D3DDECLUSAGE_COLOR with
// a usage index of 0 to specify the diffuse color in the fixed function
// vertex shader and pixel shaders prior to ps_3_0. Use D3DDECLUSAGE_COLOR
// with a usage index of 1 to specify the specular color in the fixed function
// vertex shader and pixel shaders prior to ps_3_0.
//
// D3DDECLUSAGE_FOG
// Vertex data contains fog data. Use D3DDECLUSAGE_FOG with a usage index of 0
// to specify a fog blend value used after pixel shading finishes. This
// applies to pixel shaders prior to version ps_3_0.
//
// D3DDECLUSAGE_DEPTH
// Vertex data contains depth data.
//
// D3DDECLUSAGE_SAMPLE
// Vertex data contains sampler data. Use D3DDECLUSAGE_SAMPLE with a usage
// index of 0 to specify the displacement value to look up. It can be used
// only with D3DDECLUSAGE_LOOKUPPRESAMPLED or D3DDECLUSAGE_LOOKUP.
//note the form of the list terminator..
// #define D3DDECL_END() {0xFF,0,D3DDECLTYPE_UNUSED,0,0,0}
// typedef struct _D3DVERTEXELEMENT9
// {
// WORD Stream; // Stream index
// WORD Offset; // Offset in the stream in bytes
// BYTE Type; // Data type
// BYTE Method; // Processing method
// BYTE Usage; // Semantics
// BYTE UsageIndex; // Semantic index
// } D3DVERTEXELEMENT9, *LPD3DVERTEXELEMENT9;
#define MAX_D3DVERTEXELEMENTS 16
struct D3DVERTEXELEMENT9_GL { // fields right out of the original decl element (copied)
D3DVERTEXELEMENT9 m_dxdecl; // d3d info
// WORD Stream; // Stream index
// WORD Offset; // Offset in the stream in bytes
// BYTE Type; // Data type
// BYTE Method; // Processing method
// BYTE Usage; // Semantics
// BYTE UsageIndex; // Semantic index
GLMVertexAttributeDesc m_gldecl; // CGLMBuffer *m_buffer; // late-dropped from selected stream desc (left NULL, will replace with stream source buffer at sync time)
// GLuint m_datasize; // component count (1,2,3,4) of the attrib
// GLenum m_datatype; // data type of the attribute (GL_FLOAT et al)
// GLuint m_stride; // late-dropped from stream desc
// GLuint m_offset; // net offset to attribute 'zero' within the stream data. Add the stream offset before passing to GL.
// GLuint m_normalized; // net offset to attribute 'zero' within the stream data. Add the stream offset before passing to GL.
};
struct IDirect3DVertexDeclaration9 : public IUnknown { //public:
uint m_elemCount; D3DVERTEXELEMENT9_GL m_elements[ MAX_D3DVERTEXELEMENTS ];
virtual ~IDirect3DVertexDeclaration9(); };
struct IDirect3DQuery9 : public IDirect3DResource9 //was IUnknown
{ //public:
D3DQUERYTYPE m_type; // D3DQUERYTYPE_OCCLUSION or D3DQUERYTYPE_EVENT
GLMContext *m_ctx; CGLMQuery *m_query; virtual ~IDirect3DQuery9();
HRESULT Issue(DWORD dwIssueFlags); HRESULT GetData(void* pData,DWORD dwSize,DWORD dwGetDataFlags); };
struct IDirect3DVertexBuffer9 : public IDirect3DResource9 //was IUnknown
{ //public:
GLMContext *m_ctx; CGLMBuffer *m_vtxBuffer; D3DVERTEXBUFFER_DESC m_vtxDesc; // to satisfy GetDesc
virtual ~IDirect3DVertexBuffer9(); HRESULT Lock(UINT OffsetToLock,UINT SizeToLock,void** ppbData,DWORD Flags); HRESULT Unlock();
};
struct IDirect3DIndexBuffer9 : public IDirect3DResource9 //was IUnknown
{ //public:
GLMContext *m_ctx; CGLMBuffer *m_idxBuffer; D3DINDEXBUFFER_DESC m_idxDesc; // to satisfy GetDesc
virtual ~IDirect3DIndexBuffer9();
HRESULT Lock(UINT OffsetToLock,UINT SizeToLock,void** ppbData,DWORD Flags); HRESULT Unlock(); HRESULT GetDesc(D3DINDEXBUFFER_DESC *pDesc); };
struct IDirect3DPixelShader9 : public IDirect3DResource9 //was IUnknown
{ //public:
CGLMProgram *m_pixProgram; uint m_pixHighWater; // count of active constant slots referenced by shader.
uint m_pixSamplerMask; // (1<<n) mask of samplers referemnced by this pixel shader
// this can help FlushSamplers avoid SRGB flipping on textures not being referenced...
virtual ~IDirect3DPixelShader9(); };
struct IDirect3DVertexShader9 : public IDirect3DResource9 //was IUnknown
{ //public:
CGLMProgram *m_vtxProgram; uint m_vtxHighWater; // count of active constant slots referenced by shader.
unsigned char m_vtxAttribMap[16]; // high nibble is usage, low nibble is usageindex, array position is attrib number
virtual ~IDirect3DVertexShader9();
};
struct ID3DXMatrixStack : public IUnknown { //public:
CUtlVector<D3DMATRIX> m_stack; int m_stackTop; // top of stack is at the highest index, this is that index. push increases, pop decreases.
HRESULT Create( void ); D3DXMATRIX* GetTop(); void Push(); void Pop(); void LoadIdentity(); void LoadMatrix( const D3DXMATRIX *pMat ); void MultMatrix( const D3DXMATRIX *pMat ); void MultMatrixLocal( const D3DXMATRIX *pMat ); HRESULT ScaleLocal(FLOAT x, FLOAT y, FLOAT z);
// Left multiply the current matrix with the computed rotation
// matrix, counterclockwise about the given axis with the given angle.
// (rotation is about the local origin of the object)
HRESULT RotateAxisLocal(CONST D3DXVECTOR3* pV, FLOAT Angle);
// Left multiply the current matrix with the computed translation
// matrix. (transformation is about the local origin of the object)
HRESULT TranslateLocal(FLOAT x, FLOAT y, FLOAT z); }; typedef ID3DXMatrixStack* LPD3DXMATRIXSTACK;
struct IDirect3DDevice9Params { UINT m_adapter; D3DDEVTYPE m_deviceType; VD3DHWND m_focusWindow; DWORD m_behaviorFlags; D3DPRESENT_PARAMETERS m_presentationParameters; };
#define D3D_MAX_STREAMS 16
struct D3DStreamDesc { IDirect3DVertexBuffer9 *m_vtxBuffer; uint m_offset; uint m_stride; };
struct D3DIndexDesc { IDirect3DIndexBuffer9 *m_idxBuffer; };
// we latch sampler values until draw time and then convert them all to GL form
// note these are similar in name to the fields of a GLMTexSamplingParams but contents are not
// particularly in the texture filtering area
struct D3DSamplerDesc { D3DTEXTUREADDRESS m_addressModes[3]; // D3DTEXTUREADDRESS modes for S,T,R
DWORD m_borderColor; // DWORD bordercolor
D3DTEXTUREFILTERTYPE m_magFilter; // mag filter
D3DTEXTUREFILTERTYPE m_minFilter; // min filter
D3DTEXTUREFILTERTYPE m_mipFilter; // mip filter
float m_mipmapBias; // float: mipmap bias
DWORD m_maxMipLevel; // DWORD 0..(n-1) LOD index of largest map to use (0 == largest)
DWORD m_maxAniso; // D3DSAMP_MAXANISOTROPY max aniso
DWORD m_srgb; // D3DSAMP_SRGBTEXTURE 0 = no SRGB sampling
DWORD m_shadowFilter; // D3DSAMP_SHADOWFILTER
};
struct IDirect3DDevice9 : public IUnknown { public: // members
IDirect3DDevice9Params m_params; // mirror of the creation inputs
// D3D flavor stuff
IDirect3DSurface9 *m_rtSurfaces[16]; // current color RT surfaces. [0] is initially == m_defaultColorSurface
IDirect3DSurface9 *m_dsSurface; // current DS RT surface. can be changed!
IDirect3DSurface9 *m_defaultColorSurface; // default color surface.
IDirect3DSurface9 *m_defaultDepthStencilSurface; // queried by GetDepthStencilSurface.
IDirect3DVertexDeclaration9 *m_vertDecl; // Set by SetVertexDeclaration...
D3DStreamDesc m_streams[ D3D_MAX_STREAMS ]; // Set by SetStreamSource..
D3DIndexDesc m_indices; // Set by SetIndices..
IDirect3DVertexShader9 *m_vertexShader; // Set by SetVertexShader...
IDirect3DPixelShader9 *m_pixelShader; // Set by SetPixelShader...
IDirect3DBaseTexture9 *m_textures[16]; // set by SetTexture... NULL if stage inactive
D3DSamplerDesc m_samplers[16]; // set by SetSamplerState..
// GLM flavor stuff
GLMContext *m_ctx; CGLMFBO *m_drawableFBO; // this FBO should have all the attachments set to match m_rtSurfaces and m_dsSurface.
// GL state
struct { // render state buckets
GLAlphaTestEnable_t m_AlphaTestEnable; GLAlphaTestFunc_t m_AlphaTestFunc; 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[ 16 ]; // bindings...hmmm...
// dirty-bits
uint m_stateDirtyMask; // covers the state blocks, indexed by 1<<n, n = EGLMStateBlockType
uint m_samplerDirtyMask; // covers the samplers, indexed 1<<n, n = sampler index
} gl; // methods
public: virtual ~IDirect3DDevice9(); // Create call invoked from IDirect3D9
HRESULT Create( IDirect3DDevice9Params *params ); //
// Basics
//
HRESULT Reset(D3DPRESENT_PARAMETERS* pPresentationParameters); HRESULT SetViewport(CONST D3DVIEWPORT9* pViewport); HRESULT BeginScene(); HRESULT Clear(DWORD Count,CONST D3DRECT* pRects,DWORD Flags,D3DCOLOR Color,float Z,DWORD Stencil); HRESULT EndScene(); HRESULT Present(CONST RECT* pSourceRect,CONST RECT* pDestRect,VD3DHWND hDestWindowOverride,CONST RGNDATA* pDirtyRegion);
// textures
HRESULT CreateTexture(UINT Width,UINT Height,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DTexture9** ppTexture,VD3DHANDLE* pSharedHandle, char *debugLabel=NULL); HRESULT CreateCubeTexture(UINT EdgeLength,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DCubeTexture9** ppCubeTexture,VD3DHANDLE* pSharedHandle, char *debugLabel=NULL); HRESULT CreateVolumeTexture(UINT Width,UINT Height,UINT Depth,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DVolumeTexture9** ppVolumeTexture,VD3DHANDLE* pSharedHandle, char *debugLabel=NULL); HRESULT SetTexture(DWORD Stage,IDirect3DBaseTexture9* pTexture); HRESULT GetTexture(DWORD Stage,IDirect3DBaseTexture9** ppTexture);
// render targets, color and depthstencil, surfaces, blit
HRESULT CreateRenderTarget(UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,DWORD MultisampleQuality,BOOL Lockable,IDirect3DSurface9** ppSurface,VD3DHANDLE* pSharedHandle, char *debugLabel=NULL); HRESULT SetRenderTarget(DWORD RenderTargetIndex,IDirect3DSurface9* pRenderTarget); HRESULT GetRenderTarget(DWORD RenderTargetIndex,IDirect3DSurface9** ppRenderTarget);
HRESULT CreateOffscreenPlainSurface(UINT Width,UINT Height,D3DFORMAT Format,D3DPOOL Pool,IDirect3DSurface9** ppSurface,VD3DHANDLE* pSharedHandle);
HRESULT CreateDepthStencilSurface(UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,DWORD MultisampleQuality,BOOL Discard,IDirect3DSurface9** ppSurface,VD3DHANDLE* pSharedHandle); HRESULT SetDepthStencilSurface(IDirect3DSurface9* pNewZStencil); HRESULT GetDepthStencilSurface(IDirect3DSurface9** ppZStencilSurface);
HRESULT GetRenderTargetData(IDirect3DSurface9* pRenderTarget,IDirect3DSurface9* pDestSurface); // ? is anyone using this ?
HRESULT GetFrontBufferData(UINT iSwapChain,IDirect3DSurface9* pDestSurface); HRESULT StretchRect(IDirect3DSurface9* pSourceSurface,CONST RECT* pSourceRect,IDirect3DSurface9* pDestSurface,CONST RECT* pDestRect,D3DTEXTUREFILTERTYPE Filter);
// pixel shaders
HRESULT CreatePixelShader(CONST DWORD* pFunction,IDirect3DPixelShader9** ppShader, const char *pShaderName, char *debugLabel = NULL); HRESULT SetPixelShader(IDirect3DPixelShader9* pShader); HRESULT SetPixelShaderConstantF(UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount); HRESULT SetPixelShaderConstantB(UINT StartRegister,CONST BOOL* pConstantData,UINT BoolCount); HRESULT SetPixelShaderConstantI(UINT StartRegister,CONST int* pConstantData,UINT Vector4iCount);
// vertex shaders
HRESULT CreateVertexShader(CONST DWORD* pFunction,IDirect3DVertexShader9** ppShader, const char *pShaderName, char *debugLabel = NULL); HRESULT SetVertexShader(IDirect3DVertexShader9* pShader); HRESULT SetVertexShaderConstantF(UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount); HRESULT SetVertexShaderConstantB(UINT StartRegister,CONST BOOL* pConstantData,UINT BoolCount); HRESULT SetVertexShaderConstantI(UINT StartRegister,CONST int* pConstantData,UINT Vector4iCount);
HRESULT LinkShaderPair( IDirect3DVertexShader9* vs, IDirect3DPixelShader9* ps ); HRESULT QueryShaderPair( int index, GLMShaderPairInfo *infoOut ); // vertex buffers
HRESULT CreateVertexDeclaration(CONST D3DVERTEXELEMENT9* pVertexElements,IDirect3DVertexDeclaration9** ppDecl); HRESULT SetVertexDeclaration(IDirect3DVertexDeclaration9* pDecl);
HRESULT SetFVF(DWORD FVF); // we might not be using these ?
HRESULT GetFVF(DWORD* pFVF);
HRESULT CreateVertexBuffer(UINT Length,DWORD Usage,DWORD FVF,D3DPOOL Pool,IDirect3DVertexBuffer9** ppVertexBuffer,VD3DHANDLE* pSharedHandle); HRESULT SetStreamSource(UINT StreamNumber,IDirect3DVertexBuffer9* pStreamData,UINT OffsetInBytes,UINT Stride);
// index buffers
HRESULT CreateIndexBuffer(UINT Length,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DIndexBuffer9** ppIndexBuffer,VD3DHANDLE* pSharedHandle); HRESULT SetIndices(IDirect3DIndexBuffer9* pIndexData);
// response to retired objects (when refcount goes to zero and they self-delete..)
void ReleasedTexture ( IDirect3DBaseTexture9 *baseTex ); // called from texture destructor - need to scrub samplers
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
// State management.
HRESULT SetRenderState(D3DRENDERSTATETYPE State,DWORD Value); HRESULT SetSamplerState(DWORD Sampler,D3DSAMPLERSTATETYPE Type,DWORD Value);
// Flushing changes to GL
HRESULT FlushStates( uint mask ); HRESULT FlushSamplers(); // push SetRenderState and SetSamplerState changes
HRESULT FlushIndexBindings( void ); // push index buffer (set index ptr)
HRESULT FlushVertexBindings( uint baseVertexIndex ); // push vertex streams (set attrib ptrs)
HRESULT FlushGLM( void ); // Draw.
HRESULT DrawPrimitive(D3DPRIMITIVETYPE PrimitiveType,UINT StartVertex,UINT PrimitiveCount); HRESULT DrawIndexedPrimitive(D3DPRIMITIVETYPE PrimitiveType,INT BaseVertexIndex,UINT MinVertexIndex,UINT NumVertices,UINT startIndex,UINT primCount); HRESULT DrawIndexedPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType,UINT MinVertexIndex,UINT NumVertices,UINT PrimitiveCount,CONST void* pIndexData,D3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,UINT VertexStreamZeroStride);
// misc
BOOL ShowCursor(BOOL bShow); HRESULT ValidateDevice(DWORD* pNumPasses); HRESULT SetMaterial(CONST D3DMATERIAL9* pMaterial); HRESULT LightEnable(DWORD Index,BOOL Enable); HRESULT SetScissorRect(CONST RECT* pRect); HRESULT CreateQuery(D3DQUERYTYPE Type,IDirect3DQuery9** ppQuery); HRESULT GetDeviceCaps(D3DCAPS9* pCaps); HRESULT TestCooperativeLevel(); HRESULT EvictManagedResources(); HRESULT SetLight(DWORD Index,CONST D3DLIGHT9*); void SetGammaRamp(UINT iSwapChain,DWORD Flags,CONST D3DGAMMARAMP* pRamp);
// Talk to JasonM about this one. It's tricky in GL.
HRESULT SetClipPlane(DWORD Index,CONST float* pPlane);
//
//
// **** FIXED FUNCTION STUFF - None of this stuff needs support in GL.
//
//
HRESULT SetTransform(D3DTRANSFORMSTATETYPE State,CONST D3DMATRIX* pMatrix); HRESULT SetTextureStageState(DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD Value); };
struct ID3DXInclude { virtual HRESULT Open(D3DXINCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID *ppData, UINT *pBytes) = 0; virtual HRESULT Close(LPCVOID pData) = 0; }; typedef ID3DXInclude* LPD3DXINCLUDE;
struct ID3DXBuffer : public IUnknown { void* GetBufferPointer(); DWORD GetBufferSize(); };
typedef ID3DXBuffer* LPD3DXBUFFER;
class ID3DXConstantTable : public IUnknown { }; typedef ID3DXConstantTable* LPD3DXCONSTANTTABLE;
// ------------------------------------------------------------------------------------------------------------------------------ //
// D3DX stuff.
// ------------------------------------------------------------------------------------------------------------------------------ //
const char* D3DXGetPixelShaderProfile( IDirect3DDevice9 *pDevice );
D3DXMATRIX* D3DXMatrixMultiply( D3DXMATRIX *pOut, CONST D3DXMATRIX *pM1, CONST D3DXMATRIX *pM2 ); D3DXVECTOR3* D3DXVec3TransformCoord( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM );
HRESULT D3DXCreateMatrixStack( DWORD Flags, LPD3DXMATRIXSTACK* ppStack); void D3DXMatrixIdentity( D3DXMATRIX * );
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; }
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; }
D3DXINLINE FLOAT D3DXVec3Dot( CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ) { return pV1->x * pV2->x + pV1->y * pV2->y + pV1->z * pV2->z; }
D3DXMATRIX* D3DXMatrixInverse( D3DXMATRIX *pOut, FLOAT *pDeterminant, CONST D3DXMATRIX *pM );
D3DXMATRIX* D3DXMatrixTranspose( D3DXMATRIX *pOut, CONST D3DXMATRIX *pM );
D3DXPLANE* D3DXPlaneNormalize( D3DXPLANE *pOut, CONST D3DXPLANE *pP);
D3DXVECTOR4* D3DXVec4Transform( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, CONST D3DXMATRIX *pM );
D3DXVECTOR4* D3DXVec4Normalize( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV );
D3DXMATRIX* D3DXMatrixTranslation( D3DXMATRIX *pOut, FLOAT x, FLOAT y, FLOAT z );
// Build an ortho projection matrix. (right-handed)
D3DXMATRIX* D3DXMatrixOrthoOffCenterRH( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn,FLOAT zf );
D3DXMATRIX* D3DXMatrixPerspectiveRH( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf );
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.
D3DXPLANE* D3DXPlaneTransform( D3DXPLANE *pOut, CONST D3DXPLANE *pP, CONST D3DXMATRIX *pM );
IDirect3D9 *Direct3DCreate9(UINT SDKVersion);
void D3DPERF_SetOptions( DWORD dwOptions );
HRESULT D3DXCompileShader( LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
#endif // USE_ACTUAL_DX
// fake D3D usage constant for SRGB tex creation
#define D3DUSAGE_TEXTURE_SRGB (0x80000000L)
// fake D3D usage constant for deferred tex bits allocation
#define D3DUSAGE_TEXTURE_NOD3DMEMORY (0x40000000L)
#endif // DXABSTRACT_H
#endif // PS3
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