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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef TRANSITION_TABLE_H
#define TRANSITION_TABLE_H
#ifdef _WIN32
#pragma once
#endif
#include "utlvector.h"
#include "shadershadowdx8.h"
#include "UtlSortVector.h"
#include "checksum_crc.h"
#include "shaderapi/ishaderapi.h"
// Required for DEBUG_BOARD_STATE
#include "shaderapidx8_global.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
struct IDirect3DStateBlock9; //-----------------------------------------------------------------------------
// Enumeration for ApplyStateFunc_ts
//-----------------------------------------------------------------------------
// Any function that does not require a texture stage
// NOTE: If you change this, change the function table s_pRenderFunctionTable[] below!!
enum RenderStateFunc_t { RENDER_STATE_DepthTest = 0, RENDER_STATE_ZWriteEnable, RENDER_STATE_ColorWriteEnable, RENDER_STATE_AlphaTest, RENDER_STATE_FillMode, RENDER_STATE_Lighting, RENDER_STATE_SpecularEnable, RENDER_STATE_SRGBWriteEnable, RENDER_STATE_AlphaBlend, RENDER_STATE_SeparateAlphaBlend, RENDER_STATE_CullEnable, RENDER_STATE_VertexBlendEnable, RENDER_STATE_FogMode, RENDER_STATE_ActivateFixedFunction, RENDER_STATE_TextureEnable, RENDER_STATE_DiffuseMaterialSource, RENDER_STATE_DisableFogGammaCorrection, RENDER_STATE_EnableAlphaToCoverage, RENDER_STATE_COUNT, };
// Any function that requires a texture stage
// NOTE: If you change this, change the function table s_pTextureFunctionTable[] below!!
enum TextureStateFunc_t { TEXTURE_STATE_TexCoordIndex = 0, TEXTURE_STATE_SRGBReadEnable, TEXTURE_STATE_Fetch4Enable, #ifdef DX_TO_GL_ABSTRACTION
TEXTURE_STATE_ShadowFilterEnable, #endif
// Fixed function states
TEXTURE_STATE_ColorTextureStage, TEXTURE_STATE_AlphaTextureStage, TEXTURE_STATE_COUNT };
//-----------------------------------------------------------------------------
// Types related to transition table entries
//-----------------------------------------------------------------------------
typedef void (*ApplyStateFunc_t)( const ShadowState_t& shadowState, int arg );
//-----------------------------------------------------------------------------
// The DX8 implementation of the transition table
//-----------------------------------------------------------------------------
class CTransitionTable { public: struct CurrentTextureStageState_t { D3DTEXTUREOP m_ColorOp; int m_ColorArg1; int m_ColorArg2; D3DTEXTUREOP m_AlphaOp; int m_AlphaArg1; int m_AlphaArg2; }; struct CurrentSamplerState_t { bool m_SRGBReadEnable; bool m_Fetch4Enable; bool m_ShadowFilterEnable; }; struct CurrentState_t { // Everything in this 'CurrentState' structure is a state whose value we don't care about
// under certain circumstances, (which therefore can diverge from the shadow state),
// or states which we override in the dynamic pass.
// Alpha state
bool m_AlphaBlendEnable; D3DBLEND m_SrcBlend; D3DBLEND m_DestBlend; D3DBLENDOP m_BlendOp;
// GR - Separate alpha state
bool m_SeparateAlphaBlendEnable; D3DBLEND m_SrcBlendAlpha; D3DBLEND m_DestBlendAlpha; D3DBLENDOP m_BlendOpAlpha;
// Depth testing states
D3DZBUFFERTYPE m_ZEnable; D3DCMPFUNC m_ZFunc; PolygonOffsetMode_t m_ZBias;
// Alpha testing states
bool m_AlphaTestEnable; D3DCMPFUNC m_AlphaFunc; int m_AlphaRef;
bool m_ForceDepthFuncEquals; bool m_bOverrideDepthEnable; D3DZBUFFERTYPE m_OverrideZWriteEnable;
bool m_bOverrideAlphaWriteEnable; bool m_bOverriddenAlphaWriteValue; bool m_bOverrideColorWriteEnable; bool m_bOverriddenColorWriteValue; DWORD m_ColorWriteEnable;
bool m_bLinearColorSpaceFrameBufferEnable;
bool m_StencilEnable; D3DCMPFUNC m_StencilFunc; int m_StencilRef; int m_StencilMask; DWORD m_StencilFail; DWORD m_StencilZFail; DWORD m_StencilPass; int m_StencilWriteMask;
// Texture stage state
CurrentTextureStageState_t m_TextureStage[MAX_TEXTURE_STAGES]; CurrentSamplerState_t m_SamplerState[MAX_SAMPLERS]; };
public: // constructor, destructor
CTransitionTable( ); virtual ~CTransitionTable();
// Initialization, shutdown
bool Init( ); void Shutdown( );
// Resets the snapshots...
void Reset();
// Takes a snapshot
StateSnapshot_t TakeSnapshot( );
// Take startup snapshot
void TakeDefaultStateSnapshot( );
// Makes the board state match the snapshot
void UseSnapshot( StateSnapshot_t snapshotId );
// Cause the board to match the default state snapshot
void UseDefaultState();
// Snapshotted state overrides
void ForceDepthFuncEquals( bool bEnable ); void OverrideDepthEnable( bool bEnable, bool bDepthEnable ); void OverrideAlphaWriteEnable( bool bOverrideEnable, bool bAlphaWriteEnable ); void OverrideColorWriteEnable( bool bOverrideEnable, bool bColorWriteEnable ); void EnableLinearColorSpaceFrameBuffer( bool bEnable );
// Returns a particular snapshot
const ShadowState_t &GetSnapshot( StateSnapshot_t snapshotId ) const; const ShadowShaderState_t &GetSnapshotShader( StateSnapshot_t snapshotId ) const;
// Gets the current shadow state
const ShadowState_t *CurrentShadowState() const; const ShadowShaderState_t *CurrentShadowShaderState() const;
// Return the current shapshot
int CurrentSnapshot() const { return m_CurrentSnapshotId; }
CurrentState_t& CurrentState() { return m_CurrentState; }
#ifdef DEBUG_BOARD_STATE
ShadowState_t& BoardState() { return m_BoardState; } ShadowShaderState_t& BoardShaderState() { return m_BoardShaderState; } #endif
// The following are meant to be used by the transition table only
public: // Applies alpha blending
void ApplyAlphaBlend( const ShadowState_t& state ); // GR - separate alpha blend
void ApplySeparateAlphaBlend( const ShadowState_t& state ); void ApplyAlphaTest( const ShadowState_t& state ); void ApplyDepthTest( const ShadowState_t& state );
// Applies alpha texture op
void ApplyColorTextureStage( const ShadowState_t& state, int stage ); void ApplyAlphaTextureStage( const ShadowState_t& state, int stage );
void ApplySRGBWriteEnable( const ShadowState_t& state ); private: enum { INVALID_TRANSITION_OP = 0xFFFFFF };
typedef short ShadowStateId_t;
// For the transition table
struct TransitionList_t { unsigned int m_FirstOperation : 24; unsigned int m_NumOperations : 8; };
union TransitionOp_t { unsigned char m_nBits; struct { unsigned char m_nOpCode : 7; unsigned char m_bIsTextureCode : 1; } m_nInfo; };
struct SnapshotShaderState_t { ShadowShaderState_t m_ShaderState; ShadowStateId_t m_ShadowStateId; unsigned short m_nReserved; // Pad to 2 ints
unsigned int m_nReserved2; };
struct ShadowStateDictEntry_t { CRC32_t m_nChecksum; ShadowStateId_t m_nShadowStateId; };
struct SnapshotDictEntry_t { CRC32_t m_nChecksum; StateSnapshot_t m_nSnapshot; };
class ShadowStateDictLessFunc { public: bool Less( const ShadowStateDictEntry_t &src1, const ShadowStateDictEntry_t &src2, void *pCtx ); };
class SnapshotDictLessFunc { public: bool Less( const SnapshotDictEntry_t &src1, const SnapshotDictEntry_t &src2, void *pCtx ); };
class UniqueSnapshotLessFunc { public: bool Less( const TransitionList_t &src1, const TransitionList_t &src2, void *pCtx ); };
CurrentTextureStageState_t &TextureStage( int stage ) { return m_CurrentState.m_TextureStage[stage]; } const CurrentTextureStageState_t &TextureStage( int stage ) const { return m_CurrentState.m_TextureStage[stage]; }
CurrentSamplerState_t &SamplerState( int stage ) { return m_CurrentState.m_SamplerState[stage]; } const CurrentSamplerState_t &SamplerState( int stage ) const { return m_CurrentState.m_SamplerState[stage]; }
// creates state snapshots
ShadowStateId_t CreateShadowState( const ShadowState_t ¤tState ); StateSnapshot_t CreateStateSnapshot( ShadowStateId_t shadowStateId, const ShadowShaderState_t& currentShaderState );
// finds state snapshots
ShadowStateId_t FindShadowState( const ShadowState_t& currentState ) const; StateSnapshot_t FindStateSnapshot( ShadowStateId_t id, const ShadowShaderState_t& currentState ) const;
// Finds identical transition lists
unsigned int FindIdenticalTransitionList( unsigned int firstElem, unsigned short numOps, unsigned int nFirstTest ) const;
// Adds a transition
void AddTransition( RenderStateFunc_t func ); void AddTextureTransition( TextureStateFunc_t func, int stage );
// Apply a transition
void ApplyTransition( TransitionList_t& list, int snapshot );
// Creates an entry in the transition table
void CreateTransitionTableEntry( int to, int from );
// Checks if a state is valid
bool TestShadowState( const ShadowState_t& state, const ShadowShaderState_t &shaderState );
// Perform state block overrides
void PerformShadowStateOverrides( );
// Applies the transition list
void ApplyTransitionList( int snapshot, int nFirstOp, int nOpCount );
// Apply shader state (stuff that doesn't lie in the transition table)
void ApplyShaderState( const ShadowState_t &shadowState, const ShadowShaderState_t &shaderState );
// Wrapper for the non-standard transitions for stateblock + non-stateblock cases
int CreateNormalTransitions( const ShadowState_t& fromState, const ShadowState_t& toState, bool bForce );
// State setting methods
void SetZEnable( D3DZBUFFERTYPE nEnable ); void SetZFunc( D3DCMPFUNC nCmpFunc );
private: // Sets up the default state
StateSnapshot_t m_DefaultStateSnapshot; TransitionList_t m_DefaultTransition; ShadowState_t m_DefaultShadowState; // The current snapshot id
ShadowStateId_t m_CurrentShadowId; StateSnapshot_t m_CurrentSnapshotId;
// Maintains a list of all used snapshot transition states
CUtlVector< ShadowState_t > m_ShadowStateList;
// Lookup table for fast snapshot finding
CUtlSortVector< ShadowStateDictEntry_t, ShadowStateDictLessFunc > m_ShadowStateDict;
// The snapshot transition table
CUtlVector< CUtlVector< TransitionList_t > > m_TransitionTable;
// List of unique transitions
CUtlSortVector< TransitionList_t, UniqueSnapshotLessFunc > m_UniqueTransitions;
// Stores all state transition operations
CUtlVector< TransitionOp_t > m_TransitionOps;
// Stores all state for a particular snapshot
CUtlVector< SnapshotShaderState_t > m_SnapshotList;
// Lookup table for fast snapshot finding
CUtlSortVector< SnapshotDictEntry_t, SnapshotDictLessFunc > m_SnapshotDict;
// The current board state.
CurrentState_t m_CurrentState;
#ifdef DEBUG_BOARD_STATE
// Maintains the total shadow state
ShadowState_t m_BoardState; ShadowShaderState_t m_BoardShaderState; #endif
};
//-----------------------------------------------------------------------------
// Inline methods
//-----------------------------------------------------------------------------
inline const ShadowState_t &CTransitionTable::GetSnapshot( StateSnapshot_t snapshotId ) const { Assert( (snapshotId >= 0) && (snapshotId < m_SnapshotList.Count()) ); return m_ShadowStateList[m_SnapshotList[snapshotId].m_ShadowStateId]; }
inline const ShadowShaderState_t &CTransitionTable::GetSnapshotShader( StateSnapshot_t snapshotId ) const { Assert( (snapshotId >= 0) && (snapshotId < m_SnapshotList.Count()) ); return m_SnapshotList[snapshotId].m_ShaderState; }
inline const ShadowState_t *CTransitionTable::CurrentShadowState() const { if ( m_CurrentShadowId == -1 ) return NULL;
Assert( (m_CurrentShadowId >= 0) && (m_CurrentShadowId < m_ShadowStateList.Count()) ); return &m_ShadowStateList[m_CurrentShadowId]; }
inline const ShadowShaderState_t *CTransitionTable::CurrentShadowShaderState() const { if ( m_CurrentShadowId == -1 ) return NULL;
Assert( (m_CurrentShadowId >= 0) && (m_CurrentShadowId < m_ShadowStateList.Count()) ); return &m_SnapshotList[m_CurrentShadowId].m_ShaderState; }
#endif // TRANSITION_TABLE_H
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