Leaked source code of windows server 2003
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/*==========================================================================;
*
* Copyright (C) 1998 Microsoft Corporation. All Rights Reserved.
*
* File: dpgen.h
* Content: Generate some functions for Draw Primitive
*
***************************************************************************/
#ifdef __DRAWPRIMFUNC
//---------------------------------------------------------------------
// Draws indexed and non-indexed primitives which do not require clipping
//
#ifdef __DRAWPRIMINDEX
HRESULT CDirect3DDeviceIDP::DrawIndexPrim()
{
D3DHAL_DRAWONEINDEXEDPRIMITIVEDATA dpData;
DWORD &dwNumElements = this->dwNumIndices;
#else
HRESULT CDirect3DDeviceIDP::DrawPrim()
{
D3DHAL_DRAWONEPRIMITIVEDATA dpData;
DWORD &dwNumElements = this->dwNumVertices;
#endif
const WORD vertexType = D3DVT_TLVERTEX; // XXX While we do not have DDI
// Do we need to map new texture stage operations to DX5 renderstates?
if(this->dwFEFlags & D3DFE_MAP_TSS_TO_RS) {
MapTSSToRS();
this->dwFEFlags &= ~D3DFE_MAP_TSS_TO_RS; // Reset request bit
}
if(this->dwFEFlags & D3DFE_NEED_TEXTURE_UPDATE)
{
UpdateTextures();
this->dwFEFlags &= ~D3DFE_NEED_TEXTURE_UPDATE;
}
if (dwNumElements < LOWVERTICESNUMBER &&
this->dwCurrentBatchVID == this->dwVIDOut)
{
LPD3DHAL_DRAWPRIMCOUNTS lpPC;
lpPC = this->lpDPPrimCounts;
if (lpPC->wNumVertices)
{
if ((lpPC->wPrimitiveType!=(WORD) this->primType) ||
(lpPC->wVertexType != vertexType) ||
(this->primType==D3DPT_TRIANGLESTRIP) ||
(this->primType==D3DPT_TRIANGLEFAN) ||
(this->primType==D3DPT_LINESTRIP))
{
lpPC = this->lpDPPrimCounts=(LPD3DHAL_DRAWPRIMCOUNTS)
((LPBYTE)this->lpwDPBuffer + this->dwDPOffset);
memset( (char *)lpPC, 0, sizeof(D3DHAL_DRAWPRIMCOUNTS));
// preserve 32 bytes alignment for vertices
this->dwDPOffset += sizeof(D3DHAL_DRAWPRIMCOUNTS);
ALIGN32(this->dwDPOffset);
}
}
else
{
// 32-byte align offset pointer, just in case states have been
// recorded.
ALIGN32(this->dwDPOffset);
}
ULONG ByteCount;
if (FVF_DRIVERSUPPORTED(this))
ByteCount = dwNumElements * this->dwOutputSize;
else
ByteCount = dwNumElements << 5; // D3DTLVERTEX
if (this->dwDPOffset + ByteCount > this->dwDPMaxOffset)
{
CLockD3DST lockObject(this, DPF_MODNAME, REMIND("")); // Takes D3D lock (ST only).
//DPF(0,"overflowed ByteCount=%08lx",ByteCount);
HRESULT ret;
ret = this->FlushStates();
if (ret != D3D_OK)
{
D3D_ERR("Error trying to render batched commands in Draw*Prim");
return ret;
}
lpPC = this->lpDPPrimCounts;
ALIGN32(this->dwDPOffset);
}
lpPC->wPrimitiveType = (WORD)this->primType;
lpPC->wVertexType = (WORD)vertexType;
lpPC->wNumVertices += (WORD)dwNumElements;
BYTE *lpVertex = (BYTE*)((char *)this->lpwDPBuffer + this->dwDPOffset);
#ifdef __DRAWPRIMINDEX
DWORD i;
BYTE *pV = (BYTE*)this->lpvOut;
if (FVF_DRIVERSUPPORTED(this) || this->dwVIDOut == D3DFVF_TLVERTEX)
for (i=0; i < this->dwNumIndices; i++)
{
memcpy(lpVertex, pV + this->lpwIndices[i] * this->dwOutputSize,
this->dwOutputSize);
lpVertex += this->dwOutputSize;
}
else
for (i=0; i < this->dwNumIndices; i++)
{
MapFVFtoTLVertex1(this, (D3DTLVERTEX*)lpVertex,
(DWORD*)(pV + this->lpwIndices[i] *
this->dwOutputSize));
lpVertex += sizeof(D3DTLVERTEX);
}
#else // !__DRAWPRIMINDEX
if (FVF_DRIVERSUPPORTED(this) || this->dwVIDOut == D3DFVF_TLVERTEX)
memcpy(lpVertex, this->lpvOut, ByteCount);
else
MapFVFtoTLVertex(this, lpVertex);
#endif //__DRAWPRIMINDEX
this->dwDPOffset += ByteCount;
return D3D_OK;
}
else
{
CLockD3DST lockObject(this, DPF_MODNAME, REMIND("")); // Takes D3D lock (ST only).
HRESULT ret;
ret = this->FlushStates();
if (ret != D3D_OK)
{
D3D_ERR("Error trying to render batched commands in Draw*Prim");
return ret;
}
dpData.dwhContext = this->dwhContext;
dpData.dwFlags = this->dwFlags;
dpData.PrimitiveType = this->primType;
if (FVF_DRIVERSUPPORTED(this))
{
dpData.dwFVFControl = this->dwVIDOut;
dpData.lpvVertices = this->lpvOut;
}
else
{
if (this->dwVIDOut == D3DFVF_TLVERTEX)
dpData.lpvVertices = this->lpvOut;
else
{
HRESULT ret;
if ((ret = MapFVFtoTLVertex(this, NULL)) != D3D_OK)
return ret;
dpData.lpvVertices = this->TLVbuf.GetAddress();
}
dpData.VertexType = (D3DVERTEXTYPE)vertexType;
if (this->dwDebugFlags & D3DDEBUG_DISABLEFVF)
dpData.dwFVFControl = D3DFVF_TLVERTEX;
}
dpData.dwNumVertices = this->dwNumVertices;
dpData.ddrval = D3D_OK;
#ifdef __DRAWPRIMINDEX
dpData.lpwIndices = this->lpwIndices;
dpData.dwNumIndices = this->dwNumIndices;
#endif
// Spin waiting on the driver if wait requested
#if _D3D_FORCEDOUBLE
CD3DForceFPUDouble ForceFPUDouble(this);
#endif //_D3D_FORCEDOUBLE
do {
DWORD dwRet;
#ifndef WIN95
if((dwRet = CheckContextSurface(this)) != D3D_OK)
{
return (dwRet);
}
#endif //WIN95
#ifdef __DRAWPRIMINDEX
CALL_HAL2ONLY(dwRet, this, DrawOneIndexedPrimitive, &dpData);
#else
CALL_HAL2ONLY(dwRet, this, DrawOnePrimitive, &dpData);
#endif
if (dwRet != DDHAL_DRIVER_HANDLED)
{
D3D_ERR ( "Driver not handled in DrawOnePrimitive" );
// Need sensible return value in this case,
// currently we return whatever the driver stuck in here.
}
} while ( (this->dwFlags & D3DDP_WAIT) && (dpData.ddrval == DDERR_WASSTILLDRAWING) );
}
return dpData.ddrval;
}
#endif //__DRAWPRIMFUNC
#undef __DRAWPRIMFUNC
#undef __DRAWPRIMINDEX