Team Fortress 2 Source Code as on 22/4/2020
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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 &currentState );
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