Leaked source code of windows server 2003
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/*==========================================================================;
* * Copyright (C) 1995-2000 Microsoft Corporation. All Rights Reserved. * * File: vstream.h * Content: Direct3D Vertex Streams header * * ***************************************************************************/ #ifndef _VSTREAM_H
#define _VSTREAM_H
//---------------------------------------------------------------------
// Constants
//---------------------------------------------------------------------
const DWORD RD_MAX_NUMELEMENTS = 16; const DWORD RD_MAX_NUMSTREAMS = RD_MAX_NUMELEMENTS; const DWORD RDVSD_STREAMTESS = RD_MAX_NUMSTREAMS; const DWORD RD_MAX_SHADERINSTSTRING = 128; const DWORD RD_MAX_SHADERTOKENSPERINST = 32;
//---------------------------------------------------------------------
// macros for parsing Declaration Token Array
// TRUE, if shader handle is DX7 FVF code
//---------------------------------------------------------------------
#define RDVSD_ISLEGACY(ShaderHandle) !(ShaderHandle & D3DFVF_RESERVED0)
enum RDVSD_DATALOAD { RDVSD_LOADREGISTER = 0, RDVSD_SKIP };
#define RDVSD_GETTOKENTYPE(token) \
((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT) #define RDVSD_ISSTREAMTESS(token) \
((token & D3DVSD_STREAMTESSMASK) >> D3DVSD_STREAMTESSSHIFT) #define RDVSD_GETDATALOADTYPE(token) \
((token & D3DVSD_DATALOADTYPEMASK) >> D3DVSD_DATALOADTYPESHIFT) #define RDVSD_GETDATATYPE(token) \
((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT) #define RDVSD_GETSKIPCOUNT(token) \
((token & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT) #define RDVSD_GETSTREAMNUMBER(token) \
((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT) #define RDVSD_GETVERTEXREG(token) \
((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT) #define RDVSD_GETVERTEXREGIN(token) \
((token & D3DVSD_VERTEXREGINMASK) >> D3DVSD_VERTEXREGINSHIFT) #define RDVSD_GETCONSTCOUNT(token) \
((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT) #define RDVSD_GETCONSTADDRESS(token) \
((token & D3DVSD_CONSTADDRESSMASK) >> D3DVSD_CONSTADDRESSSHIFT) #define RDVSD_GETCONSTRS(token) \
((token & D3DVSD_CONSTRSMASK) >> D3DVSD_CONSTRSSHIFT) #define RDVSD_GETEXTCOUNT(token) \
((token & D3DVSD_EXTCOUNTMASK) >> D3DVSD_EXTCOUNTSHIFT) #define RDVSD_GETEXTINFO(token) \
((token & D3DVSD_EXTINFOMASK) >> D3DVSD_EXTINFOSHIFT)
//---------------------------------------------------------------------
//
// RDVElement: Describes a vertex element
//
//---------------------------------------------------------------------
// Function pointer that copies a vertex element into the 4-float vector.
typedef void (*PFN_RDCOPYELEMENT)(LPVOID pInputStream, RDVECTOR4* pVertexRegister);
class RDVElement { public: RDVElement() { memset( this, 0, sizeof( RDVElement ) ); }
// Pointer to a function to convert input vertex element data type to
// the RDVECTOR4
PFN_RDCOPYELEMENT m_pfnCopy; DWORD m_dwToken; // The token that described this vertex element.
DWORD m_dwRegister; // Input register index
DWORD m_dwDataType; // Data type and dimension
DWORD m_dwStreamIndex; // API stream index
DWORD m_dwOffset; // Offset in the input stream in bytes
//
// Tesselator support
//
BOOL m_bIsTessGen; // Is this vertex element generated by
// tesselator
DWORD m_dwRegisterIn; // Tesselator Input register index
DWORD m_dwStreamIndexIn;// API stream index for m_dwRegisterIn
DWORD m_dwOffsetIn; // Offset for m_dwRegisterIn in bytes
};
//---------------------------------------------------------------------
//
// RDVConstantData: Constant data that is used by a shader
//
//---------------------------------------------------------------------
class RDVConstantData: public RDListEntry { public: RDVConstantData() {m_pData = NULL; m_dwCount = 0;} ~RDVConstantData() {delete m_pData;}
DWORD m_dwCount; // Number of 4*DWORDs to load
DWORD m_dwAddress; // Start constant register
DWORD* m_pData; // Data. Multiple of 4*DWORD
}; //-----------------------------------------------------------------------------
//
// RDVStream: Class representing the vertex stream.
//
//-----------------------------------------------------------------------------
class RDVStream { public: RDVStream() { m_pData = NULL; m_pSavedData = NULL; m_dwHandle = 0; m_dwNumVertices = 0; m_dwSize = 0; }
// Stream memory.
LPBYTE m_pData; // Temporary pointer
LPBYTE m_pSavedData; // Vertex buffer handle
DWORD m_dwHandle; // Vertex (or index) stride in bytes
DWORD m_dwStride; // Max number of vertices (or indices in case of index buffer) the buffer
// can store
DWORD m_dwNumVertices; // Buffer size in bytes
DWORD m_dwSize; // Output array for a tessellator
GArrayT<BYTE> m_TessOut; }; //-----------------------------------------------------------------------------
//
// RDIStream: Class representing the current Index stream
//
//-----------------------------------------------------------------------------
class RDIStream: public RDVStream { public: RDIStream() { m_dwFlags = 0; } DWORD m_dwFlags; // User passed flags
}; //---------------------------------------------------------------------
//
// RDVStreamDecl:
//
// Describes a stream, used by a declaration
//
//---------------------------------------------------------------------
class RDVStreamDecl { public: RDVStreamDecl();
// Parses declaration.
// For fixed-function pipeline computes FVF and FVF2 (used to record
// texture presence)
HRESULT Parse(DWORD ** ppToken, BOOL bFixedFunction, BOOL bStreamTess, UINT64* pqwFVF, UINT64* pqwFVF2, DWORD* pdwNumBetas); HRESULT MakeVElementArray( UINT64 qwFVF ); RDVElement m_Elements[RD_MAX_NUMELEMENTS]; // Vertex elements in the
// stream.
DWORD m_dwNumElements; // Number of elements to use
DWORD m_dwStride; // Vertex size in bytes
DWORD m_dwStreamIndex; // Index to device streams
BOOL m_bIsStreamTess; // Is it a tesselator stream ?
}; //---------------------------------------------------------------------
//
// RDVShaderInst:
// The object representing each shader instruction. Used for
// debugging, since the reference implementation directly interprets
// the raw token stream during vshader execution.
//-----------------------------------------------------------------------------
class RDVShaderInst { public: char m_String[RD_MAX_SHADERINSTSTRING]; DWORD m_Tokens[RD_MAX_SHADERTOKENSPERINST]; DWORD* m_pComment; DWORD m_CommentSize; }; //---------------------------------------------------------------------
//
// RDVShaderCode:
// The object representing the compiled shader code.
// In the reference implementation, there is really no compiling
// happening. The compile phase consists of:
// 1) Validating the the code.
// 2) Computing the output FVF.
// 3) Saving the original bits for later interpretation.
// In the execution phase (in the RefVM) these saved bits are
// interpreted.
//-----------------------------------------------------------------------------
class RDVShaderCode { public: RDVShaderCode() { memset( this, 0, sizeof( this ) ); } ~RDVShaderCode(){ delete m_pRawBits; if (m_pInst) delete m_pInst; } inline UINT GetInstructionCount( void ) { return m_InstCount; }
LPDWORD m_pRawBits; // Raw code bits
DWORD m_dwSize; // Number of DWORDs
UINT m_InstCount; // Instruction count (for debug monitor)
RDVShaderInst* m_pInst; // Instruction array (for debug monitor)
// Output FVF for this shaders
UINT64 m_qwFVFOut; }; //---------------------------------------------------------------------
//
// RDVDeclaration:
// The object representing the parsed and compiled declaration.
//-----------------------------------------------------------------------------
class RDVDeclaration { public: RDVDeclaration() { memset( this, 0, sizeof( RDVDeclaration ) ); } ~RDVDeclaration(); HRESULT Parse( DWORD * decl, BOOL bFixedFunction ); HRESULT MakeVElementArray( UINT64 qwFVF );
// List of streams, which are used by the declaration
// The additional one is used for the Tesselator stream.
RDVStreamDecl m_StreamArray[RD_MAX_NUMSTREAMS + 1];
// Number of active streams
DWORD m_dwNumActiveStreams;
// Corresponding FVF for fixed-function pipeline
// This is OR of all streams input FVF
UINT64 m_qwInputFVF;
// Constant data that should be loaded when shader becomes active
RDVConstantData* m_pConstants;
// The description of all vertex elements to be loaded into input
// registers. The array is built by going through active streams and
// elements inside each stream
RDVElement m_VertexElements[RD_MAX_NUMELEMENTS];
// Number of used members of m_VertexElements
DWORD m_dwNumElements;
// Stride computed for the implicit tesselator stream
DWORD m_dwStreamTessStride; }; //-----------------------------------------------------------------------------
//
// RDVShader: Vertex Shader Class
//
//-----------------------------------------------------------------------------
class RDVShader { public: RDVShader(); ~RDVShader(); HRESULT Initialize(DWORD* lpdwDeclaration, DWORD* lpdwFunction);
RDVDeclaration m_Declaration; RDVShaderCode* m_pCode;
inline BOOL IsFixedFunction() { return (m_pCode == NULL); } }; typedef RDVShader *PRDVSHADER;
#endif _VSTREAM_H
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