Counter Strike : Global Offensive Source Code
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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