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///////////////////////////////////////////////////////////////////////////////
// Copyright (C) Microsoft Corporation, 2000.
//
// refdevi.cpp
//
// Direct3D Reference Device - Main Internal Object Methods
//
///////////////////////////////////////////////////////////////////////////////
#include "pch.cpp"
#pragma hdrstop
//////////////////////////////////////////////////////////////////////////////////
// //
// global controls //
// //
//////////////////////////////////////////////////////////////////////////////////
float g_GammaTable[256]; UINT g_iGamma = 150;
//////////////////////////////////////////////////////////////////////////////////
// //
// RefDev Methods //
// //
//////////////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//
// Constructor/Destructor for renderer core object.
//
//-----------------------------------------------------------------------------
RefDev::RefDev( LPDDRAWI_DIRECTDRAW_LCL pDDLcl, DWORD dwInterfaceType, RDDDITYPE dwDDIType, D3DCAPS8* pCaps8 ) : m_RefVP(), m_RefVM(), m_Clipper(), m_FVFShader()
{ m_Caps8 = *pCaps8; m_pDDLcl = NULL; m_wSaveFP = 0; m_bInBegin = FALSE; m_bPointSprite = 0; m_pRenderTarget = NULL; memset( m_fWBufferNorm, 0, sizeof( float)*2 ); memset( m_dwRenderState, 0, sizeof( DWORD ) * D3DHAL_MAX_RSTATES ); memset( &m_renderstate_override, 0, sizeof(m_renderstate_override) ); m_cActiveTextureStages = 0; m_ReferencedTexCoordMask = 0; memset( m_pTexture, 0, sizeof(RDSurface2D*)*D3DHAL_TSS_MAXSTAGES ); memset( m_dwTextureStageState, 0, sizeof(m_dwTextureStageState) ); for (int i=0; i<D3DHAL_TSS_MAXSTAGES; i++) m_pTextureStageState[i] = m_dwTextureStageState[i]; m_dwTexArrayLength = 0; m_LastState = 0;
m_primType = (D3DPRIMITIVETYPE)0; m_dwNumVertices = 0; m_dwStartVertex = 0; m_dwNumIndices = 0; m_dwStartIndex = 0;
m_RefVP.m_pDev = m_RefVM.m_pDev = m_Clipper.m_pDev = this;
m_CurrentVShaderHandle = 0; m_pCurrentVShader = NULL; m_qwFVFOut = 0;
m_CurrentPShaderHandle = 0x0;
m_Rast.Init( this );
// All render and texture stage state is initialized by
// DIRECT3DDEVICEI::stateInitialize
m_dwInterfaceType = dwInterfaceType; m_dwDDIType = dwDDIType; m_pDDLcl = pDDLcl;
// StateOverride initialize
STATESET_INIT( m_renderstate_override );
m_bOverrideTCI = FALSE;
SetSetStateFunctions();
// Set this renderstate so that the pre-DX8 emulations continue to work
GetRS()[D3DRS_COLORWRITEENABLE] = 0xf;
// set 'changed' flags
m_dwRastFlags = RDRF_MULTISAMPLE_CHANGED| RDRF_PIXELSHADER_CHANGED| RDRF_LEGACYPIXELSHADER_CHANGED| RDRF_TEXTURESTAGESTATE_CHANGED;
// make the gamma table
{ FLOAT fGamma = (float)(log10(0.5f)/log10((float)g_iGamma/255)); FLOAT fOOGamma = 1/fGamma; FLOAT fA = 0.018f; FLOAT fS = (float)(((1-fOOGamma)*pow(fA,fOOGamma))/(1-(1-fOOGamma)*pow(fA,fOOGamma))); FLOAT fGain = (float)((fOOGamma*pow(fA,(fOOGamma-1)))/(1-(1-fOOGamma)*pow(fA,fOOGamma))); FLOAT fX; int i; for (i = 0; i < 4; i++) g_GammaTable[i] = (float)(fGain*(((float)i)/255)); for (i = 4; i < 256; i++) g_GammaTable[i] = (float)((1+fS)*pow((((float)i)/255),fOOGamma)-fS); } } //-----------------------------------------------------------------------------
RefDev::~RefDev( void ) { UINT i;
// Clean up statesets
for ( i = 0; i < m_pStateSets.ArraySize(); i++ ) { if (m_pStateSets[i] != NULL) delete m_pStateSets[i]; }
// Clean up vertex shaders
for( i=0; i<m_VShaderHandleArray.GetSize(); i++ ) { delete m_VShaderHandleArray[i].m_pShader; }
// Clean up pixel shaders
for( i=0; i<m_PShaderHandleArray.GetSize(); i++ ) { delete m_PShaderHandleArray[i].m_pShader; }
// Clean up palette handles
for( i=0; i<m_PaletteHandleArray.GetSize(); i++ ) { delete m_PaletteHandleArray[i].m_pPal; } }
///////////////////////////////////////////////////////////////////////////////
// //
// State Management Utilities //
// //
///////////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//
// MapTextureHandleToDevice - This is called when texture handles change or
// when leaving legacy texture mode. This maps the texture handle embedded
// in the per-stage state to texture object pointers.
//
//-----------------------------------------------------------------------------
void RefDev::MapTextureHandleToDevice( int iStage ) { // map one
m_pTexture[iStage] = MapHandleToTexture( m_TextureStageState[iStage].m_dwVal[D3DTSS_TEXTUREMAP] ); m_pTexture[iStage]->SetRefDev(this);
// update num active stages
UpdateActiveTexStageCount(); }
//-----------------------------------------------------------------------------
//
// SetTextureHandle - On DX7, this is called when a texture handle is set.
// This maps the texture handle embedded in the per-stage state to texture
// object pointers.
//
//-----------------------------------------------------------------------------
HRESULT RefDev::SetTextureHandle( int iStage, DWORD dwTexHandle ) { HRESULT hr = D3D_OK;
// Special case, if texture handle == 0, then unmap the texture from the TSS
if (dwTexHandle == 0) { m_pTexture[iStage] = NULL;
// update num active stages
UpdateActiveTexStageCount(); return D3D_OK; }
// Ask DDraw to decipher what this particular handle meant wrt. to the
// the DDraw_Local associated with this instance of the Refrast
RDSurface2D* pTex = (RDSurface2D *)g_SurfMgr.GetSurfFromList(m_pDDLcl, dwTexHandle); if( pTex == NULL ) { DPFERR( "Unable to obtain Texture from the list" ); return DDERR_INVALIDOBJECT; }
// map one
m_pTexture[iStage] = pTex; m_pTexture[iStage]->SetRefDev(this);
// update num active stages
UpdateActiveTexStageCount(); return D3D_OK; }
//-----------------------------------------------------------------------------
//
// UpdateActiveTexStageCount - Updates number of texture coordinate/lookup
// stages that are active.
//
//-----------------------------------------------------------------------------
void RefDev::UpdateActiveTexStageCount( void ) { m_dwRastFlags |= RDRF_TEXTURESTAGESTATE_CHANGED;
// DX3/5 - always one active texture stage
if ( NULL != m_dwRenderState[D3DRENDERSTATE_TEXTUREHANDLE] ) { m_cActiveTextureStages = 1; m_ReferencedTexCoordMask = 0x1; return; }
// DX8+ pixel shading model - count derived from shader code
if (m_CurrentPShaderHandle) { RDPShader* pShader = GetPShader(m_CurrentPShaderHandle);
if( pShader ) { m_cActiveTextureStages = pShader->m_cActiveTextureStages; m_ReferencedTexCoordMask = pShader->m_ReferencedTexCoordMask; } else { m_cActiveTextureStages = 0; m_ReferencedTexCoordMask = 0; } return; }
// DX6/7 pixel shading model
m_cActiveTextureStages = 0; for ( int iStage=0; iStage<D3DHAL_TSS_MAXSTAGES; iStage++ ) { // check for disabled stage (subsequent are thus inactive)
if ( m_TextureStageState[iStage].m_dwVal[D3DTSS_COLOROP] == D3DTOP_DISABLE ) { break; }
// check for incorrectly enabled stage (may be legacy)
if ( ( m_pTexture[iStage] == NULL ) && ( m_TextureStageState[iStage].m_dwVal[D3DTSS_COLORARG1] == D3DTA_TEXTURE ) ) { break; }
// stage is active
m_cActiveTextureStages++; } m_ReferencedTexCoordMask = (1<<m_cActiveTextureStages)-1; }
//-----------------------------------------------------------------------------
//
// MapHandleToTexture - Map handle to RDSurface2D pointer. Handle is a ppTex,
// so test it and reference it.
//
//-----------------------------------------------------------------------------
RDSurface2D* RefDev::MapHandleToTexture( D3DTEXTUREHANDLE hTex ) { if ( 0x0 == hTex ) { return NULL; } #ifdef _IA64_
_ASSERTa(FALSE, "This will not work on IA64", return NULL;); #endif
return ( *(RDSurface2D**)ULongToPtr(hTex) ); }
#ifndef __D3D_NULL_REF
//------------------------------------------------------------------------
//
// Called upon loading/unloading DLL
//
//------------------------------------------------------------------------
BOOL WINAPI DllMain(HINSTANCE hmod, DWORD dwReason, LPVOID lpvReserved) { switch( dwReason ) { case DLL_PROCESS_ATTACH: break;
case DLL_PROCESS_DETACH: break;
default: break; }
return TRUE; } #endif //__D3D_NULL_REF
///////////////////////////////////////////////////////////////////////////////
// end
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