//---------------------------------------------------------------------------- // // span.h // // Structures which define the interface between the edge walker to the // span interpolator. // // Copyright (C) Microsoft Corporation, 1997. // //---------------------------------------------------------------------------- #ifndef _SPAN_H_ #define _SPAN_H_ #include #include #ifdef __cplusplus extern "C" { #endif // TBD make this machine independent // don't leave any space between the elements of these structures // currently smallest element is a UINT16, may have to change this to pack(1) // if UINT8's are used. #include // Limits, shifts and scaling factors for RASTSPAN and RASTPRIM data. // C_*_LIMIT is the constant integer form of the limit for cases where // direct integer comparisons can be done. #define Z_LIMIT g_fTwoPow31 #define C_Z_LIMIT 0x4f000000 #define Z16_FRAC_SHIFT 15 #define Z16_FRAC_SCALE g_fTwoPow15 #define OO_Z16_FRAC_SCALE g_fOoTwoPow15 #define Z16_SHIFT 31 #define Z16_SCALE g_fNearTwoPow31 #define OO_Z16_SCALE g_fOoNearTwoPow31 #define Z32_FRAC_SHIFT 0 #define Z32_FRAC_SCALE g_fOne #define OO_Z32_FRAC_SCALE g_fOoNearTwoPow31 #define Z32_SHIFT 31 #define Z32_SCALE g_fNearTwoPow31 #define OO_Z32_SCALE g_fOoNearTwoPow31 #define TEX_LIMIT g_fTwoPow31 #define C_TEX_LIMIT 0x4f000000 #define TEX_SHIFT 20 #define TEX_SCALE g_fTwoPow20 #define OO_TEX_SCALE g_fOoTwoPow20 #define COLOR_LIMIT g_fTwoPow15 #define C_COLOR_LIMIT 0x47000000 #define COLOR_SHIFT 8 #define COLOR_SCALE g_fTwoPow8 #define INDEX_COLOR_LIMIT g_fTwoPow30 #define C_INDEX_COLOR_LIMIT 0x4e800000 #define INDEX_COLOR_SHIFT 16 #define INDEX_COLOR_SCALE g_fTwoPow16 #define INDEX_COLOR_VERTEX_SHIFT 8 // Shift to go from fixed-point value in vertex color to proper shift. #define INDEX_COLOR_FIXED_SHIFT (INDEX_COLOR_SHIFT - INDEX_COLOR_VERTEX_SHIFT) #define LOD_LIMIT g_fTwoPow15 #define C_LOD_LIMIT 0x47000000 #define LOD_SHIFT 11 #define LOD_SCALE g_fTwoPow11 #define LOD_MIN (-15) #define OOW_LIMIT g_fTwoPow31 #define C_OOW_LIMIT 0x4f000000 #define OOW_SHIFT 31 #define OOW_SCALE g_fNearTwoPow31 #define OO_OOW_SCALE g_fOoNearTwoPow31 #define W_SHIFT 16 #define W_SCALE g_fTwoPow16 #define OO_W_SCALE g_fOoTwoPow16 #define OOW_W_SHIFT (OOW_SHIFT + W_SHIFT) #define OOW_W_SCALE g_fTwoPow47 #define FOG_LIMIT g_fTwoPow15 #define C_FOG_LIMIT 0x47000000 #define FOG_SHIFT 8 #define FOG_SCALE g_fTwoPow8 #define FOG_ONE_SCALE g_fTwoPow16 #define FOG_255_SCALE g_fTwoPow8 #define TEX_FINAL_SHIFT 16 #define TEX_FINAL_FRAC_MASK (0xffff) #define TEX_TO_FINAL_SHIFT (TEX_SHIFT - TEX_FINAL_SHIFT) // Multiply with span W so that [U|V]oW times resulting W is in the // final shift position. 1 / (W_SHIFT + TEX_TO_FINAL_SHIFT). #define TEX_UVW_TO_FINAL_SCALE g_fOoTwoPow20 // Divide by span OoW so that [U|V]oW times resulting W is in the // final shift position. OOW_SHIFT - TEX_TO_FINAL_SHIFT. #define TEX_OOW_TO_FINAL_SCALE g_fTwoPow27 #define RAST_DIRTYBITS_SIZE ((D3DHAL_MAX_RSTATES_AND_STAGES >> 3) + 1) /* * Macro to compute D3DRENDERSTATE offset for a particular per-stage state. * It's moved here after texture3 removal. */ #define D3DHAL_TSS_OFFSET( _Stage, _State ) \ ((D3DRENDERSTATETYPE) \ (D3DHAL_TSS_RENDERSTATEBASE + \ ((_Stage) * D3DHAL_TSS_STATESPERSTAGE) + (_State))) /* * Convenience texture map offsets for stages. */ #define D3DHAL_TSS_TEXTUREMAP0 D3DHAL_TSS_OFFSET(0, D3DTSS_TEXTUREMAP) #define D3DHAL_TSS_TEXTUREMAP1 D3DHAL_TSS_OFFSET(1, D3DTSS_TEXTUREMAP) #define D3DHAL_TSS_TEXTUREMAP2 D3DHAL_TSS_OFFSET(2, D3DTSS_TEXTUREMAP) #define D3DHAL_TSS_TEXTUREMAP3 D3DHAL_TSS_OFFSET(3, D3DTSS_TEXTUREMAP) #define D3DHAL_TSS_TEXTUREMAP4 D3DHAL_TSS_OFFSET(4, D3DTSS_TEXTUREMAP) #define D3DHAL_TSS_TEXTUREMAP5 D3DHAL_TSS_OFFSET(5, D3DTSS_TEXTUREMAP) #define D3DHAL_TSS_TEXTUREMAP6 D3DHAL_TSS_OFFSET(6, D3DTSS_TEXTUREMAP) #define D3DHAL_TSS_TEXTUREMAP7 D3DHAL_TSS_OFFSET(7, D3DTSS_TEXTUREMAP) // General per span data. This structure is designed to be qword aligned. typedef struct tagD3DI_RASTSPAN { // Space separated things are quad words and are intended to be // quad word aligned. UINT16 uPix; // count of pixels to render INT16 iDFog; // 1.7.8 delta fog UINT16 uX; // 16.0 start X UINT16 uY; // 16.0 start Y INT16 iLOD; // 1.4.11 start LOD INT16 iDLOD; // 1.4.11 delta LOD (so piecewise linear LOD interp // is possible) union { UINT32 uZ; // 16.15 start Z FLOAT fZ; }; // If texture stuff (iOoW, iUoW1, etc.) is 32 bits (even if we iterate // them at 16 bits under MMX sometimes) union { INT32 iW; // 1.15.16 first inverted W of span FLOAT fW; }; union { INT32 iOoW; // 1.31 start 1/W (signed since they are target // of MMX multiply) FLOAT fOoW; }; union { INT32 iUoW1; // 1.11.20 first texture coordinates FLOAT fUoW1; }; union { INT32 iVoW1; // 1.11.20 first texture coordinates FLOAT fVoW1; }; union { struct { UINT16 uB, uG, uR, uA; // 8.8 start colors }; struct { INT32 iIdx, iIdxA; // 1.8.16 ramp start color and alpha }; }; UINT16 uBS, uGS, uRS; // 8.8 start specular colors // Specular alpha is fog. This prevents specular color from // being unioned with the texture 2 coordinates below. UINT16 uFog; // 1.7.8 start fog value union { INT32 iUoW2; // 1.11.20 second texture coordinates FLOAT fUoW2; }; union { INT32 iVoW2; // 1.11.20 second texture coordinates FLOAT fVoW2; }; // Pointers into surface and Z buffers interpolated by the edge walker. PUINT8 pSurface; PUINT8 pZ; #ifdef _IA64_ UINT8 Padding[24]; #endif // _IA64_ } D3DI_RASTSPAN, *PD3DI_RASTSPAN; // sizeof(D3DI_RASTSPAN) == 64 typedef CONST D3DI_RASTSPAN *PCD3DI_RASTSPAN; // D3DI_RASTPRIM uFlags #define D3DI_RASTPRIM_X_DEC (0x00000001L) // Else X increments. // General per primitive for edge walking and span scanning. // Can be expanded to suit the edge walker. // The information the span rasterizer needs is sensitive to qwords for // the MMX rasterizers. typedef struct tagD3DI_RASTPRIM { UINT32 uFlags; UINT16 uSpans; // count of spans UINT16 uResvd1; // perhaps we want to expand uSpans to 32 bits, // or perhaps 16 flag bits are enough // X gradients union { INT32 iDZDX; // 1.16.15 FLOAT fDZDX; }; union { INT32 iDOoWDX; // 1.31 FLOAT fDOoWDX; }; union { INT32 iDUoW1DX; // 1.11.20 FLOAT fDUoW1DX; }; union { INT32 iDVoW1DX; // 1.11.20 FLOAT fDVoW1DX; }; union { struct { INT16 iDBDX, iDGDX, iDRDX, iDADX; // 1.7.8 }; struct { FLOAT fDBDX, fDGDX, fDRDX, fDADX; }; struct { INT32 iDIdxDX, iDIdxADX; // 1.8.16 }; }; struct { union { struct { INT16 iDBSDX, iDGSDX, iDRSDX; // 1.7.8 }; struct { FLOAT fDBSDX, fDGSDX, fDRSDX; FLOAT fPad; // Padding to keep this set of attributes // an even multiple of quadwords. }; }; }; struct { union { INT32 iDUoW2DX; // 1.11.20 FLOAT fDUoW2DX; }; union { INT32 iDVoW2DX; // 1.11.20 FLOAT fDVoW2DX; }; }; // Y gradients for some attributes so that span routines // can do per-pixel mipmapping. union { INT32 iDUoW1DY; // 1.11.20 FLOAT fDUoW1DY; }; union { INT32 iDVoW1DY; // 1.11.20 FLOAT fDVoW1DY; }; union { INT32 iDUoW2DY; // 1.11.20 FLOAT fDUoW2DY; }; union { INT32 iDVoW2DY; // 1.11.20 FLOAT fDVoW2DY; }; union { INT32 iDOoWDY; // 1.31 FLOAT fDOoWDY; }; struct tagD3DI_RASTPRIM *pNext; // Pad to an even multiple of 32 bytes for cache alignment. DWORD uPad[2]; // Anything else needed #ifdef _IA64_ UINT8 Padding[28]; #endif // _IA64_ } D3DI_RASTPRIM, *PD3DI_RASTPRIM; typedef CONST D3DI_RASTPRIM *PCD3DI_RASTPRIM; // D3DI_SPANTEX uFlags #define D3DI_SPANTEX_HAS_TRANSPARENT (0x00000001L) #define D3DI_SPANTEX_SURFACES_LOCKED (0x00000002L) #define D3DI_SPANTEX_MAXMIPLEVELS_DIRTY (0x00000004L) // Palette with alpha #define D3DI_SPANTEX_ALPHAPALETTE (0x00000008L) #define D3DI_SPANTEX_NON_POWER_OF_2 (0x00000010L) // D3DI_SPANTEX uFormat - NOTE: these enumerations match the sequence in the // array of DDPIXELFORMAT structures defined for matching in texture creation // // NOTE: these must be kept consistent with the RRPixelFormats for the reference rasterizer typedef enum _D3DI_SPANTEX_FORMAT { D3DI_SPTFMT_NULL = 0, D3DI_SPTFMT_B8G8R8 = 1, D3DI_SPTFMT_B8G8R8A8 = 2, D3DI_SPTFMT_B8G8R8X8 = 3, D3DI_SPTFMT_B5G6R5 = 4, D3DI_SPTFMT_B5G5R5 = 5, D3DI_SPTFMT_PALETTE4 = 6, D3DI_SPTFMT_PALETTE8 = 7, D3DI_SPTFMT_B5G5R5A1 = 8, D3DI_SPTFMT_B4G4R4 = 9, D3DI_SPTFMT_B4G4R4A4 =10, D3DI_SPTFMT_L8 =11, /* 8 bit luminance-only */ D3DI_SPTFMT_L8A8 =12, /* 16 bit alpha-luminance */ D3DI_SPTFMT_U8V8 =13, /* 16 bit bump map format */ D3DI_SPTFMT_U5V5L6 =14, /* 16 bit bump map format with luminance */ D3DI_SPTFMT_U8V8L8 =15, /* 24 bit bump map format with luminance */ D3DI_SPTFMT_UYVY =16, /* UYVY format for PC98 compliance */ D3DI_SPTFMT_YUY2 =17, /* YUY2 format for PC98 compliance */ D3DI_SPTFMT_DXT1 =18, /* S3 texture compression technique 1 */ D3DI_SPTFMT_DXT2 =19, /* S3 texture compression technique 2 */ D3DI_SPTFMT_DXT3 =20, /* S3 texture compression technique 3 */ D3DI_SPTFMT_DXT4 =21, /* S3 texture compression technique 4 */ D3DI_SPTFMT_DXT5 =22, /* S3 texture compression technique 5 */ D3DI_SPTFMT_B2G3R3 =23, /* 8 bit RGB texture format */ D3DI_SPTFMT_Z16S0 =32, D3DI_SPTFMT_Z24S8 =33, D3DI_SPTFMT_Z15S1 =34, D3DI_SPTFMT_Z32S0 =35, D3DI_SPTFMT_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DI_SPANTEX_FORMAT; // This encompasses all needed info about a chain of DD surfaces being used // as a potentially mipmapped texture. #define SPANTEX_MAXCLOD 11 // up to 2kx2k texture, all we can do with MMX INT16 // U's and V's typedef struct tagD3DI_SPANTEX { UINT32 dwSize; INT32 iGeneration; // incremented when the texture changes UINT32 uFlags; // perspective, etc. D3DI_SPANTEX_FORMAT Format; // pixel format of the texture D3DTEXTUREADDRESS TexAddrU, TexAddrV; // texture address mode D3DTEXTUREMAGFILTER uMagFilter;// TEX3 style filter information D3DTEXTUREMINFILTER uMinFilter;// ATTENTION we could express this information more compactly D3DTEXTUREMIPFILTER uMipFilter; D3DCOLOR BorderColor; // border color for the texture // (for D3DTADDRESS_BORDER) D3DCOLOR TransparentColor; // color key on texture read FLOAT fLODBias; // Texture3 LOD bias value. PUINT8 pBits[SPANTEX_MAXCLOD]; // pointer for each LOD #if (SPANTEX_MAXCLOD & 1) != 0 // Pad following fields to a DWORD boundary. INT16 iPitchPad; #endif PUINT32 pRampmap; // set by ramp rasterizer, if necessary PUINT32 pPalette; // pointer to palette, if necessary INT32 iPaletteSize; // size of palette INT32 cLOD; // contains count of levels - 1 (0 means 1 level) // to use INT32 cLODTex; // contains count of levels - 1 (0 means 1 level) // that are actually in the texture // cLODTex >= cLOD is always true INT32 iMaxMipLevel; // index of largest mip map to use. 0 means use largest. INT iMaxScaledLOD; // ((cLOD + 1) scaled by LOD_SCALE) - 1. INT16 iSizeU, iSizeV; // LOD 0 size (only support power of 2 // textures) INT16 iShiftU, iShiftV; // LOD 0 log2 size (valid for power-of-2 // size only) INT16 iShiftPitch[SPANTEX_MAXCLOD]; // log2 pitch for each LOD UINT16 uMaskU, uMaskV; // LOD 0 (1<iZAndMask) - (p)->iZNeg) >= 0) ^ (p)->iZXorMask) // Assumes the most significant bit of Z is 0 (31 bit Z) #define ZCMP32(p, g, b) \ ((((((INT32)(g) - (INT32)(b)) & (p)->iZAndMask) - (p)->iZNeg) >= 0) ^ (p)->iZXorMask) // Alpha Test compare macro #define ACMP(p, g, b) \ ((((((INT32)(g) - (INT32)(b)) & (p)->iAAndMask) - (p)->iANeg) >= 0) ^ (p)->iAXorMask) // Stencil Test compare macro #define SCMP(p, g, b) \ ((((((INT32)(g) - (INT32)(b)) & (p)->iSAndMask) - (p)->iSNeg) >= 0) ^ (p)->iSXorMask) // Helper macro that converts [0, 0xff] to [0, 5], linearly #define RGB8_CHANNEL(rgb) ((((rgb) * 5) + 0x80) >> 8) // Defines conversion from 24 bit RGB to 8 bit palette index. Each color has 6 values // resulting in 6**3 == 216 required colors in the palette. #define MAKE_RGB8(r, g, b) (RGB8_CHANNEL(r) * 36 \ + RGB8_CHANNEL(g) * 6 \ + RGB8_CHANNEL(b)) // forward declaration of D3DI_RASTCTX struct tagD3DI_RASTCTX; typedef struct tagD3DI_RASTCTX D3DI_RASTCTX; typedef struct tagD3DI_RASTCTX *PD3DI_RASTCTX; typedef CONST struct tagD3DI_RASTCTX *PCD3DI_RASTCTX; // typedef for old ramp assembly monolithics typedef void (CDECL *PFNRAMPOLD)(PD3DI_RASTCTX drv, D3DINSTRUCTION* ins, D3DTLVERTEX* lpTLVert, D3DTRIANGLE* tri); // typedef for entry point for old ramp assembly monolithics typedef HRESULT (CDECL *PFNRAMPOLDTRI)(PD3DI_RASTCTX pCtx, LPD3DTLVERTEX pV0, LPD3DTLVERTEX pV1, LPD3DTLVERTEX pV2); // typedef for each rendering layer // note that the RASTCTX is changed because of the D3DI_SPANITER values typedef void (CDECL *PFNSPANLAYER)(PD3DI_RASTCTX pCtx, PD3DI_RASTPRIM pP, PD3DI_RASTSPAN pS); // typedef texture read functions // this is an actual function so it can be called multiple times // note that the RASTCTX is changed because of the D3DI_SPANITER values typedef D3DCOLOR (CDECL *PFNTEXREAD)(INT32 iU, INT32 iV, INT32 iShiftU, PUINT8 pBits, PD3DI_SPANTEX pTex); // Typedef for span rendering function pointers. typedef HRESULT (CDECL *PFNRENDERSPANS)(PD3DI_RASTCTX pCtx); // typedef for alpha blending functions. typedef void (CDECL *PFNBLENDFUNC)(PUINT16 pR, PUINT16 pG, PUINT16 pB, PUINT16 pA, D3DCOLOR DestC, PD3DI_RASTCTX pCtx); // typedef for buffer read functions. typedef D3DCOLOR (CDECL *PFNBUFREAD)(PUINT8 pBits); // typedef for texture blend get functions. typedef void (CDECL *PFNTEXBLENDGET)(PD3DI_RASTCOLOR pArg1, PD3DI_RASTCOLOR pArg2, PD3DI_RASTCOLOR pInput, PD3DI_RASTCTX pCtx, PD3DI_RASTSPAN pS, INT32 iTex); // typedef for texture blend get functions. typedef void (CDECL *PFNTEXBLENDOP)(PD3DI_RASTCOLOR pOut, PD3DI_RASTCOLOR pArg1, PD3DI_RASTCOLOR pArg2, PD3DI_RASTCTX pCtx, PD3DI_RASTSPAN pS, INT32 iTex); // Prototype for set of bead selections. typedef enum tagD3DI_BEADSET { D3DIBS_CMMX = 1, // C emulation of MMX beads D3DIBS_MMX = 2, // MMX beads D3DIBS_C = 3, // C beads D3DIBS_RAMP = 4, // Ramp beads D3DIBS_MMXASRGB = 5, // MMX selected for RGB rasterizer } D3DI_BEADSET; typedef struct tagD3DI_FILLPARAMS { DWORD dwWrapU; DWORD dwWrapV; DWORD dwCullCCW; DWORD dwCullCW; } D3DI_FILLPARAMS, *PD3DI_FILLPARAMS; // General span scanning context struct tagD3DI_RASTCTX { UINT32 dwSize; ////////////////////////////////////////////////////////////////////// // Temporary storage for span rendering routines. Could be global. // Not set by caller, and not changed by SpanInit. // D3DI_SPANITER SI; ////////////////////////////////////////////////////////////////////// // Data that must be set by caller before a SpanInit. // // we may want to put a pointer to a DDSURFACEDESC or something like it // instead of this PUINT8 pSurfaceBits; INT iSurfaceStride; INT iSurfaceStep; INT iSurfaceBitCount; INT iSurfaceType; // or however we end up expressing this PUINT32 pRampMap; // pointer to ramp map, if necessary LPDIRECTDRAWSURFACE pDDS; PUINT8 pZBits; INT iZStride; INT iZStep; INT iZBitCount; LPDIRECTDRAWSURFACE pDDSZ; // Clip area. RECT Clip; // Sign of face area that should be culled. Zero is clockwise, // one is CCW and everything else means no culling. UINT uCullFaceSign; union { DWORD pdwRenderState[D3DHAL_MAX_RSTATES_AND_STAGES]; FLOAT pfRenderState[D3DHAL_MAX_RSTATES_AND_STAGES]; }; // Since we are adjusting the order of texIdx in the vertex to suit that // defined in state TEXCOORDINDEX, we need a copy of adjusted WRAP state. // This is declared immediately after pdwRenderState so that we can share // a register with it in the assembly code. // WARNING WARNING - THIS ABSOLUTELY NEEDS TO BE FOLLOWING pdwRenderState // IMMEDIATELY. ASM CODE DEPENDS ON THIS. DWORD pdwWrap[2]; // first texture object contains information for texture for first pair // of texture coordinates, second contains texture for second pair of // texture coordinates, etc. PD3DI_SPANTEX pTexture[2]; // Number of active textures. 0 - texture off; 1 - pTexture[0] is valid // 2 - both pTexture[0] and pTexture[1] are valid UINT cActTex; // Dirty bits for render states. // ATTENTION - We can reduce the size to have one bit for each group of // states when we implement the light weighted beed chooser. // Right now, it's set by SetRenderState and cleared after SpanInit is // called. The bit corresponding to D3DHAL_MAX_RSTATES_AND_STAGES is set // whenever a state is changed. UINT8 StatesDirtyBits[RAST_DIRTYBITS_SIZE]; #if (RAST_DIRTYBITS_SIZE & 1) != 0 // Pad following fields to a DWORD boundary. INT8 StatesDirtyBitsPad0; #endif #if (RAST_DIRTYBITS_SIZE & 2) != 0 // Pad following fields to a DWORD boundary. INT16 StatesDirtyBitsPad1; #endif // Version# of the D3DDevice corresponding to this Context UINT32 uDevVer; ////////////////////////////////////////////////////////////////////// // Data is set by SpanInit given the input above. // // Triangle entry points for old DX5/DX3 style ramp monolithics PFNRAMPOLDTRI pfnRampOldTri; PFNRAMPOLD pfnRampOld; // Span rendering entry point. PFNRENDERSPANS pfnRenderSpans; // function pointers for the beads PFNSPANLAYER pfnBegin; PFNSPANLAYER pfnLoopEnd; PFNSPANLAYER pfnTestPassEnd; PFNSPANLAYER pfnTestFailEnd; PFNSPANLAYER pfnTex1AddrEnd; PFNTEXREAD pfnTexRead[2]; PFNSPANLAYER pfnTex2AddrEnd; PFNSPANLAYER pfnTexBlendEnd; PFNTEXBLENDGET pfnTexBlendGetColor[2]; PFNTEXBLENDGET pfnTexBlendGetAlpha[2]; PFNTEXBLENDOP pfnTexBlendOpColor[2]; PFNTEXBLENDOP pfnTexBlendOpAlpha[2]; PFNSPANLAYER pfnColorGenEnd; PFNSPANLAYER pfnAlphaTestPassEnd; PFNSPANLAYER pfnAlphaTestFailEnd; PFNBLENDFUNC pfnSrcBlend; PFNBLENDFUNC pfnDestBlend; PFNBUFREAD pfnBufRead; PFNSPANLAYER pfnColorBlendEnd; // Optional bead that can be called after every pixel for rasterizers // which loop beads rather than returning. PFNSPANLAYER pfnPixelEnd; // Optional bead that can be called after every span for rasterizers // which loop spans rather than returning. PFNSPANLAYER pfnSpanEnd; // arithmetic Z variables INT32 iZAndMask, iZNeg, iZXorMask; // arithmetic Alpha test variables. These could be 16 bits, if we ever really want // to save space INT32 iAAndMask, iANeg, iAXorMask; // 8.8 Alpha reference value INT32 iARef; // arithmetic stencil test variables. These could be 16 bits, if we ever really want // to save space INT32 iSAndMask, iSNeg, iSXorMask; // Pointer to first RASTPRIM. PD3DI_RASTPRIM pPrim; // Pointer to next context. PD3DI_RASTCTX pNext; // Current BeadTable to use D3DI_BEADSET BeadSet; // Bit 0 set disables ml1, etc. #define MMX_FP_DISABLE_MASK_NUM 1 DWORD dwMMXFPDisableMask[MMX_FP_DISABLE_MASK_NUM]; // RampLightingDriver, should be NULL except for RampRast and 8 bit palettized RGB // output surface cases. LPVOID pRampDrv; // RAMP_RANGE_INFO RampInfo; DWORD RampBase; DWORD RampSize; PUINT32 pTexRampMap; BOOL bRampSpecular; PD3DI_FILLPARAMS pFillParams; D3DI_FILLPARAMS FillParams; DWORD uFlags; // misc. flags #ifdef DBG #define NAME_LEN 128 char szTest[NAME_LEN]; char szTestFail[NAME_LEN]; char szTex1Addr[NAME_LEN]; char szTexRead[2][NAME_LEN]; char szTex2Addr[NAME_LEN]; char szTexBlend[NAME_LEN]; char szColorGen[NAME_LEN]; char szAlphaTest[NAME_LEN]; char szColorBlend[NAME_LEN]; char szSrcBlend[NAME_LEN]; char szDestBlend[NAME_LEN]; char szBufRead[NAME_LEN]; char szBufWrite[NAME_LEN]; #undef NAME_LEN #endif }; #define RASTCTXFLAGS_APPHACK_MSGOLF 0x00000001 // Data passed to the span rendering functions looks like this: // // RASTCTX // |-> RASTPRIM // | | RASTSPAN // | | RASTSPAN (as many as RASTPRIM.uSpans says there are) // | RASTPRIM // | | RASTSPAN // | NULL // RASTCTX // |-> RASTPRIM // | | RASTSPAN // | NULL // NULL // // The given RASTCTX is the head of a list of contexts. Each context // points to a list of RASTPRIMs. Each RASTPRIM structure is immediately // followed by RASTPRIM.uSpans RASTSPAN structures. // Prototype for state validation call. HRESULT SpanInit(PD3DI_RASTCTX pCtx); // This is used to pack a FVF vertex into one understand by OptRast so it // does not need to figure out where to get the data it needs. This struct // can be modified to accommodate more data and it can be broken into more // specilized and smalled structs. // Right now, it is an extension of D3DTLVERTEX, and the extra uv is at the // very end so that OptRast can treat it as a D3DTLVERTEX if only the first // part of the data needs to be accessed. typedef struct _RAST_GENERIC_VERTEX { union { D3DVALUE sx; /* Screen coordinates */ D3DVALUE dvSX; }; union { D3DVALUE sy; D3DVALUE dvSY; }; union { D3DVALUE sz; D3DVALUE dvSZ; }; union { D3DVALUE rhw; /* Reciprocal of homogeneous w */ D3DVALUE dvRHW; }; union { D3DCOLOR color; /* Vertex color */ D3DCOLOR dcColor; }; union { D3DCOLOR specular; /* Specular component of vertex */ D3DCOLOR dcSpecular; }; union { D3DVALUE tu; /* Texture coordinates */ D3DVALUE dvTU; }; union { D3DVALUE tv; D3DVALUE dvTV; }; union { D3DVALUE tu2; /* second Texture coordinates */ D3DVALUE dvTU2; }; union { D3DVALUE tv2; D3DVALUE dvTV2; }; }RAST_GENERIC_VERTEX, *PRAST_GENERIC_VERTEX; // Vertex types supported by OptRast typedef enum _RAST_VERTEX_TYPE { RAST_TLVERTEX = 1, /* (Legacy) TL vertex */ RAST_GENVERTEX = 2, /* Generic FVF vertex */ RAST_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ }RAST_VERTEX_TYPE; #include //----------------------------------------------------------------------------- // // Surface types for rendering surfaces and textures. Different subsets are // supported for render targets and for textures. // //----------------------------------------------------------------------------- typedef enum _RRSurfaceType { RR_STYPE_NULL = 0, RR_STYPE_B8G8R8 = 1, RR_STYPE_B8G8R8A8 = 2, RR_STYPE_B8G8R8X8 = 3, RR_STYPE_B5G6R5 = 4, RR_STYPE_B5G5R5 = 5, RR_STYPE_PALETTE4 = 6, RR_STYPE_PALETTE8 = 7, RR_STYPE_B5G5R5A1 = 8, RR_STYPE_B4G4R4 = 9, RR_STYPE_B4G4R4A4 =10, RR_STYPE_L8 =11, // 8 bit luminance-only RR_STYPE_L8A8 =12, // 16 bit alpha-luminance RR_STYPE_U8V8 =13, // 16 bit bump map format RR_STYPE_U5V5L6 =14, // 16 bit bump map format with luminance RR_STYPE_U8V8L8 =15, // 24 bit bump map format with luminance RR_STYPE_UYVY =16, // UYVY format (PC98 compliance) RR_STYPE_YUY2 =17, // YUY2 format (PC98 compliance) RR_STYPE_DXT1 =18, // S3 texture compression technique 1 RR_STYPE_DXT2 =19, // S3 texture compression technique 2 RR_STYPE_DXT3 =20, // S3 texture compression technique 3 RR_STYPE_DXT4 =21, // S3 texture compression technique 4 RR_STYPE_DXT5 =22, // S3 texture compression technique 5 RR_STYPE_B2G3R3 =23, // 8 bit RGB texture format RR_STYPE_Z16S0 =32, RR_STYPE_Z24S8 =33, RR_STYPE_Z15S1 =34, RR_STYPE_Z32S0 =35, } RRSurfaceType; #ifdef __cplusplus } #endif #endif // _SPAN_H_