Leaked source code of windows server 2003
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

885 lines
29 KiB

///////////////////////////////////////////////////////////////////////////////
// Copyright (C) Microsoft Corporation, 1998.
//
// refrast.cpp
//
// Direct3D Reference Rasterizer - public interface
//
///////////////////////////////////////////////////////////////////////////////
#include "pch.cpp"
#pragma hdrstop
// This is a global static array of the block sizes in bytes for the
// various S3 compression formats
int g_DXTBlkSize[NUM_DXT_FORMATS] =
{
sizeof(DXTBlockRGB),
sizeof(DXTBlockAlpha4),
sizeof(DXTBlockAlpha4),
sizeof(DXTBlockAlpha3),
sizeof(DXTBlockAlpha3),
};
//-----------------------------------------------------------------------------
//
// Memory management function installation
//
//-----------------------------------------------------------------------------
// global pointers to memory allocation functions (used through MEM* macros)
LPVOID (__cdecl *g_pfnMemAlloc)( size_t size ) = NULL;
void (__cdecl *g_pfnMemFree)( LPVOID lptr ) = NULL;
LPVOID (__cdecl *g_pfnMemReAlloc)( LPVOID ptr, size_t size ) = NULL;
// install memory management functions - must be called before instancing
// rasterizer object
void RefRastSetMemif(
LPVOID(__cdecl *pfnMemAlloc)(size_t),
void(__cdecl *pfnMemFree)(LPVOID),
LPVOID(__cdecl *pfnMemReAlloc)(LPVOID,size_t))
{
DPFRR(1, "RefRastSetMemif %08x %08x %08x\n",
pfnMemAlloc,pfnMemFree,pfnMemReAlloc);
g_pfnMemAlloc = pfnMemAlloc;
g_pfnMemFree = pfnMemFree;
g_pfnMemReAlloc = pfnMemReAlloc;
}
///////////////////////////////////////////////////////////////////////////////
// //
// Public Interface Methods //
// //
///////////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//
// SetRenderTarget -
//
//-----------------------------------------------------------------------------
void
ReferenceRasterizer::SetRenderTarget( RRRenderTarget* pRenderTarget )
{
m_pRenderTarget = pRenderTarget;
// update the W scaling values for mapping interpolated W's into buffer range
m_fWBufferNorm[0] = pRenderTarget->m_fWRange[0];
FLOAT fWRange = pRenderTarget->m_fWRange[1] - pRenderTarget->m_fWRange[0];
m_fWBufferNorm[1] = ( 0. != fWRange ) ? ( 1./fWRange ) : ( 1. );
// free fragment buffer array - will reallocate with new size when needed
if (pRenderTarget->m_iWidth != m_iFragBufWidth ||
pRenderTarget->m_iHeight != m_iFragBufHeight)
{
MEMFREE( m_ppFragBuf ); m_ppFragBuf = NULL;
m_iFragBufWidth = pRenderTarget->m_iWidth;
m_iFragBufHeight = pRenderTarget->m_iHeight;
}
}
//-----------------------------------------------------------------------------
//
// SetTextureStageState -
//
//-----------------------------------------------------------------------------
void
ReferenceRasterizer::SetTextureStageState(
DWORD dwStage, DWORD dwStageState, DWORD dwValue )
{
// check for range before continuing
if ( dwStage >= D3DHAL_TSS_MAXSTAGES )
{
return;
}
if ( dwStageState > D3DTSS_MAX )
{
return;
}
// set in internal per-stage state
m_TextureStageState[dwStage].m_dwVal[dwStageState] = dwValue;
switch ( dwStageState )
{
case D3DTSS_TEXTUREMAP:
// bind texture indicated by handle to m_pTexture array
if (IsDriverDX6AndBefore() || IsInterfaceDX6AndBefore())
{
// This is the legacy behavior (prev. to DX7)
MapTextureHandleToDevice( dwStage );
}
else
{
// This is the new behavior (DX7 and beyond)
SetTextureHandle( dwStage, dwValue );
}
break;
case D3DTSS_COLOROP:
// may need to recompute count of active textures based on COLOROP change
UpdateActiveTexStageCount();
break;
case D3DTSS_ADDRESS:
// map single set ADDRESS to both U and V controls
m_TextureStageState[dwStage].m_dwVal[D3DTSS_ADDRESSU] = dwValue;
m_TextureStageState[dwStage].m_dwVal[D3DTSS_ADDRESSV] = dwValue;
}
}
//-----------------------------------------------------------------------------
//
// TextureCreate - Instantiates new RRTexture object, computes texture handle
// to associate with it, and returns both to caller. Note that texture handle
// is a pointer and can be used to get at the corresponding texture object.
//
// TODO: this is not 64 bit clean
//
//-----------------------------------------------------------------------------
BOOL
ReferenceRasterizer::TextureCreate(
LPD3DTEXTUREHANDLE phTex, RRTexture** ppTex )
{
// allocate internal texture structure
*ppTex = new RRTexture( );
_ASSERTa( NULL != *ppTex, "new failure on texture create", return FALSE; );
// use separately allocated pointer for handle
RRTexture** ppTexForHandle = (RRTexture**)MEMALLOC( sizeof(RRTexture*) );
_ASSERTa( NULL != ppTexForHandle, "malloc failure on texture create", return FALSE; );
*ppTexForHandle = *ppTex;
// return texture handle
(*ppTex)->m_hTex = (ULONG_PTR)ppTexForHandle;
*phTex = (*ppTex)->m_hTex;
return TRUE;
}
//-----------------------------------------------------------------------------
//
// TextureCreate -
//
//-----------------------------------------------------------------------------
BOOL
ReferenceRasterizer::TextureCreate(
DWORD dwHandle, RRTexture** ppTex )
{
// allocate internal texture structure
*ppTex = new RRTexture( );
_ASSERTa( NULL != *ppTex, "new failure on texture create", return FALSE; );
// assign texture handle
(*ppTex)->m_hTex = dwHandle;
return TRUE;
}
//-----------------------------------------------------------------------------
//
// TextureDestroy -
//
//-----------------------------------------------------------------------------
BOOL
ReferenceRasterizer::TextureDestroy( D3DTEXTUREHANDLE hTex )
{
// first check if texture about to be destroyed is mapped - if so then
// unmap it
for ( int iStage=0; iStage<D3DHAL_TSS_MAXSTAGES; iStage++ )
{
if ( hTex == m_TextureStageState[iStage].m_dwVal[D3DTSS_TEXTUREMAP] )
{
SetTextureStageState( iStage, D3DTSS_TEXTUREMAP, 0x0 );
}
}
// resolve handle to RRTexture pointer
RRTexture* pTex = MapHandleToTexture( hTex );
if ( NULL == pTex ) { return FALSE; }
// free the handle pointer
RRTexture** ppTex = (RRTexture**)ULongToPtr(hTex);
if ( NULL != ppTex) { MEMFREE( ppTex ); }
// free the RRTexture
delete pTex;
return TRUE;
}
//-----------------------------------------------------------------------------
//
// TextureGetSurf -
//
//-----------------------------------------------------------------------------
DWORD
ReferenceRasterizer::TextureGetSurf( D3DTEXTUREHANDLE hTex )
{
RRTexture* pTex = MapHandleToTexture(hTex);
if ( NULL == pTex ) { return 0x0; }
return (ULONG_PTR)( pTex->m_pDDSLcl[0] );
}
//-----------------------------------------------------------------------------
//
// GetCurrentTextureMaps - This function fills in a passed array texture handles
// and pointers. The array should be sized by D3DHAL_TSS_MAXSTAGES.
//
// This is used to facilitate external locking/unlocking of surfaces used for
// textures.
//
//-----------------------------------------------------------------------------
int
ReferenceRasterizer::GetCurrentTextureMaps(
D3DTEXTUREHANDLE *phTex, RRTexture** pTex)
{
UpdateActiveTexStageCount();
for ( int i=0; i<m_cActiveTextureStages; i++ )
{
if ( NULL == m_pTexture[i] )
{
phTex[i] = 0x0;
pTex[i] = NULL;
}
else
{
phTex[i] = m_pTexture[i]->m_hTex;
pTex[i] = m_pTexture[i];
}
}
return m_cActiveTextureStages;
}
//-----------------------------------------------------------------------------
//
// SceneCapture - Used to trigger fragment buffer resolve.
//
//-----------------------------------------------------------------------------
void
ReferenceRasterizer::SceneCapture( DWORD dwFlags )
{
switch (dwFlags)
{
case D3DHAL_SCENE_CAPTURE_START:
break;
case D3DHAL_SCENE_CAPTURE_END:
DoBufferResolve();
break;
}
}
//-----------------------------------------------------------------------------
//
// Query functions to get pointer to current render target and render state.
//
//-----------------------------------------------------------------------------
RRRenderTarget*
ReferenceRasterizer::GetRenderTarget(void)
{
return m_pRenderTarget;
}
//-----------------------------------------------------------------------------
DWORD*
ReferenceRasterizer::GetRenderState(void)
{
return &(m_dwRenderState[0]);
}
//-----------------------------------------------------------------------------
DWORD*
ReferenceRasterizer::GetTextureStageState(DWORD dwStage)
{
return &(m_TextureStageState[dwStage].m_dwVal[0]);
}
//-----------------------------------------------------------------------------
//
// Begin/End bracket functions - Called before/after a list of primitives are
// rendered.
//
//-----------------------------------------------------------------------------
HRESULT
ReferenceRasterizer::BeginRendering( DWORD dwFVFControl )
{
// set FVF control word - this specifies the vertex types for this
// begin/end sequence
if ( dwFVFControl )
{
m_qwFVFControl = dwFVFControl;
}
else
{
// Legacy TLVERTEX's
m_qwFVFControl = D3DFVF_TLVERTEX;
}
// set colorkey enable
for (INT32 i = 0; i < m_cActiveTextureStages; i++)
{
if ( m_pTexture[i] != NULL )
{
m_pTexture[i]->m_bDoColorKeyKill = FALSE;
m_pTexture[i]->m_bDoColorKeyZero = FALSE;
if ( m_pTexture[i]->m_uFlags & RR_TEXTURE_HAS_CK)
{
if ( m_dwRenderState[D3DRENDERSTATE_COLORKEYBLENDENABLE] )
{
m_pTexture[i]->m_bDoColorKeyZero = TRUE;
}
else
{
if ( m_dwRenderState[D3DRENDERSTATE_COLORKEYENABLE] )
{
m_pTexture[i]->m_bDoColorKeyKill = TRUE;
}
}
}
}
}
#ifdef _X86_
// save floating point mode and set to extended precision mode
{
WORD wTemp, wSave;
__asm
{
fstcw wSave
mov ax, wSave
or ax, 300h ;; extended precision mode
mov wTemp, ax
fldcw wTemp
}
m_wSaveFP = wSave;
}
#endif
m_bInBegin = TRUE;
return S_OK;
}
//-----------------------------------------------------------------------------
HRESULT
ReferenceRasterizer::EndRendering( void )
{
if ( m_bInBegin )
{
#ifdef _X86_
// restore floating point mode
{
WORD wSave = m_wSaveFP;
__asm {fldcw wSave}
}
#endif
m_bInBegin = FALSE;
}
return S_OK;
}
//-----------------------------------------------------------------------------
//
// Clear specified rectangles in the render target
// Directly handles the command from the DP2 stream
//
//-----------------------------------------------------------------------------
HRESULT ReferenceRasterizer::Clear(LPD3DHAL_DP2COMMAND pCmd)
{
LPD3DHAL_DP2CLEAR pData = (LPD3DHAL_DP2CLEAR)(pCmd + 1);
WORD i;
INT32 x,y;
RRColor fillColor(pData->dwFillColor);
RRDepth fillDepth(m_pRenderTarget->m_DepthSType);
fillDepth = pData->dvFillDepth;
#ifdef _X86_
// Float to integer conversion routines for 24+ bit buffers work
// only with extended FPU mode.
//
WORD wSaveFP;
// save floating point mode and set to extended precision mode
{
WORD wTemp, wSave;
__asm
{
fstcw wSaveFP
mov ax, wSaveFP
or ax, 300h ;; extended precision mode
mov wTemp, ax
fldcw wTemp
}
}
#endif
if(pData->dwFlags & D3DCLEAR_TARGET)
{
if (m_dwRenderState[D3DRENDERSTATE_DITHERENABLE] == FALSE)
{
m_pRenderTarget->Clear(fillColor, pCmd);
}
else
{
for (i = 0; i < pCmd->wStateCount; i++)
{
for (y = pData->Rects[i].top; y < pData->Rects[i].bottom; ++y)
{
for (x = pData->Rects[i].left; x < pData->Rects[i].right; ++x)
{
m_pRenderTarget->WritePixelColor(x, y, fillColor, TRUE);
}
}
}
}
}
switch (pData->dwFlags & (D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL))
{
case (D3DCLEAR_ZBUFFER):
m_pRenderTarget->ClearDepth(fillDepth, pCmd);
break;
case (D3DCLEAR_STENCIL):
m_pRenderTarget->ClearStencil(pData->dwFillStencil, pCmd);
break;
case (D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL):
m_pRenderTarget->ClearDepthStencil(fillDepth, pData->dwFillStencil, pCmd);
break;
}
#ifdef _X86_
// restore floating point mode
{
__asm {fldcw wSaveFP}
}
#endif
return D3D_OK;
}
//-----------------------------------------------------------------------------
//
// Clear specified rectangles in the render target
// Directly handles the command from the DP2 stream
//
//-----------------------------------------------------------------------------
void RRRenderTarget::Clear(RRColor fillColor, LPD3DHAL_DP2COMMAND pCmd)
{
LPD3DHAL_DP2CLEAR pData = (LPD3DHAL_DP2CLEAR)(pCmd + 1);
UINT32 dwColor = 0;
fillColor.ConvertTo( m_ColorSType, 0.5f, (char*)&dwColor);
for (DWORD i = 0; i < pCmd->wStateCount; i++)
{
DWORD x0 = pData->Rects[i].left;
DWORD y0 = pData->Rects[i].top;
DWORD dwWidth = pData->Rects[i].right - x0;
DWORD dwHeight = pData->Rects[i].bottom - y0;
char* pSurface = PixelAddress( x0, y0, m_pColorBufBits, m_iColorBufPitch, m_ColorSType );
switch ( m_ColorSType )
{
case RR_STYPE_B8G8R8A8:
case RR_STYPE_B8G8R8X8:
{
for (DWORD y = dwHeight; y > 0; y--)
{
UINT32 *p = (UINT32*)pSurface;
for (DWORD x = dwWidth; x > 0; x--)
{
*p++ = dwColor;
}
pSurface += m_iColorBufPitch;
}
}
break;
case RR_STYPE_B8G8R8:
{
for (DWORD y = dwHeight; y > 0; y--)
{
UINT8 *p = (UINT8*)pSurface;
for (DWORD x = dwWidth; x > 0; x--)
{
*p++ = ((UINT8*)&dwColor)[0];
*p++ = ((UINT8*)&dwColor)[1];
*p++ = ((UINT8*)&dwColor)[2];
}
pSurface += m_iColorBufPitch;
}
}
break;
case RR_STYPE_B4G4R4A4:
case RR_STYPE_B5G6R5:
case RR_STYPE_B5G5R5A1:
case RR_STYPE_B5G5R5:
{
for (DWORD y = dwHeight; y > 0; y--)
{
UINT16 *p = (UINT16*)pSurface;
for (DWORD x = dwWidth; x > 0; x--)
{
*p++ = (UINT16)dwColor;
}
pSurface += m_iColorBufPitch;
}
}
break;
case RR_STYPE_B2G3R3:
{
for (DWORD y = dwHeight; y > 0; y--)
{
UINT8 *p = (UINT8*)pSurface;
for (DWORD x = dwWidth; x > 0; x--)
{
*p++ = (UINT8)dwColor;
}
pSurface += m_iColorBufPitch;
}
}
break;
default:
{
for (int y = y0; y < pData->Rects[i].bottom; ++y)
{
for (int x = x0; x < pData->Rects[i].right; ++x)
{
this->WritePixelColor(x, y, fillColor, TRUE);
}
}
}
}
}
}
//-----------------------------------------------------------------------------
//
// Clear specified rectangles in the depth buffer
// Directly handles the command from the DP2 stream
//
//-----------------------------------------------------------------------------
void RRRenderTarget::ClearDepth(RRDepth fillDepth, LPD3DHAL_DP2COMMAND pCmd)
{
LPD3DHAL_DP2CLEAR pData = (LPD3DHAL_DP2CLEAR)(pCmd + 1);
for (DWORD i = 0; i < pCmd->wStateCount; i++)
{
DWORD x0 = pData->Rects[i].left;
DWORD y0 = pData->Rects[i].top;
DWORD dwWidth = pData->Rects[i].right - x0;
DWORD dwHeight = pData->Rects[i].bottom - y0;
char* pSurface = PixelAddress( x0, y0, m_pDepthBufBits, m_iDepthBufPitch, m_DepthSType);
switch (m_DepthSType)
{
case RR_STYPE_Z16S0:
{
UINT16 Depth = UINT16(fillDepth);
for (DWORD y = dwHeight; y > 0; y--)
{
UINT16 *p = (UINT16*)pSurface;
for (DWORD x = dwWidth; x > 0; x--)
{
*p++ = Depth;
}
pSurface += m_iDepthBufPitch;
}
}
break;
case RR_STYPE_Z24S8:
case RR_STYPE_Z24S4:
{
UINT32 Depth = UINT32(fillDepth) << 8;
for (DWORD y = dwHeight; y > 0; y--)
{
UINT32 *p = (UINT32*)pSurface;
for (DWORD x = dwWidth; x > 0; x--)
{
// need to do read-modify-write to not step on stencil
*p++ = (*p & ~(0xffffff00)) | Depth;
}
pSurface += m_iDepthBufPitch;
}
}
break;
case RR_STYPE_S8Z24:
case RR_STYPE_S4Z24:
{
UINT32 Depth = UINT32(fillDepth) & 0x00ffffff;
for (DWORD y = dwHeight; y > 0; y--)
{
UINT32 *p = (UINT32*)pSurface;
for (DWORD x = dwWidth; x > 0; x--)
{
// need to do read-modify-write to not step on stencil
*p++ = (*p & ~(0x00ffffff)) | Depth;
}
pSurface += m_iDepthBufPitch;
}
}
break;
case RR_STYPE_Z15S1:
{
UINT16 Depth = UINT16(fillDepth) << 1;
for (DWORD y = dwHeight; y > 0; y--)
{
UINT16 *p = (UINT16*)pSurface;
for (DWORD x = dwWidth; x > 0; x--)
{
// need to do read-modify-write to not step on stencil
*p++ = (*p & ~(0xfffe)) | Depth;
}
pSurface += m_iDepthBufPitch;
}
}
break;
case RR_STYPE_S1Z15:
{
UINT16 Depth = UINT16(fillDepth) & 0x7fff;
for (DWORD y = dwHeight; y > 0; y--)
{
UINT16 *p = (UINT16*)pSurface;
for (DWORD x = dwWidth; x > 0; x--)
{
// need to do read-modify-write to not step on stencil
*p++ = (*p & ~(0x7fff)) | Depth;
}
pSurface += m_iDepthBufPitch;
}
}
break;
case RR_STYPE_Z32S0:
{
UINT32 Depth = UINT32(fillDepth);
for (DWORD y = dwHeight; y > 0; y--)
{
UINT32 *p = (UINT32*)pSurface;
for (DWORD x = dwWidth; x > 0; x--)
{
*p++ = Depth;
}
pSurface += m_iDepthBufPitch;
}
}
break;
default:
{
for (int y = y0; y < pData->Rects[i].bottom; ++y)
{
for (int x = x0; x < pData->Rects[i].right; ++x)
{
this->WritePixelDepth(x, y, fillDepth);
}
}
}
}
}
}
//-----------------------------------------------------------------------------
//
// Clear specified rectangles in the stencil buffer
// Directly handles the command from the DP2 stream
//
//-----------------------------------------------------------------------------
void RRRenderTarget::ClearStencil(UINT8 uStencil, LPD3DHAL_DP2COMMAND pCmd)
{
LPD3DHAL_DP2CLEAR pData = (LPD3DHAL_DP2CLEAR)(pCmd + 1);
for (DWORD i = 0; i < pCmd->wStateCount; i++)
{
DWORD x0 = pData->Rects[i].left;
DWORD y0 = pData->Rects[i].top;
DWORD dwWidth = pData->Rects[i].right - x0;
DWORD dwHeight = pData->Rects[i].bottom - y0;
char* pSurface = PixelAddress( x0, y0, m_pDepthBufBits, m_iDepthBufPitch, m_DepthSType);
switch (m_DepthSType)
{
case RR_STYPE_Z24S8:
{
for (DWORD y = dwHeight; y > 0; y--)
{
UINT8 *p = (UINT8*)pSurface;
for (DWORD x = dwWidth; x > 0; x--)
{
*p = uStencil;
p += 4;
}
pSurface += m_iDepthBufPitch;
}
}
break;
case RR_STYPE_S8Z24:
{
for (DWORD y = dwHeight; y > 0; y--)
{
UINT8 *p = (UINT8*)&pSurface[3];
for (DWORD x = dwWidth; x > 0; x--)
{
*p = uStencil;
p += 4;
}
pSurface += m_iDepthBufPitch;
}
}
break;
case RR_STYPE_Z24S4:
{
UINT32 stencil = uStencil & 0xf;
for (DWORD y = dwHeight; y > 0; y--)
{
UINT32 *p = (UINT32*)pSurface;
for (DWORD x = dwWidth; x > 0; x--)
{
// need to do read-modify-write to not step on depth
*p++ = (*p & ~(0x000000ff)) | stencil;
}
pSurface += m_iDepthBufPitch;
}
}
break;
case RR_STYPE_S4Z24:
{
UINT32 stencil = (uStencil & 0xf) << 24;
for (DWORD y = dwHeight; y > 0; y--)
{
UINT32 *p = (UINT32*)pSurface;
for (DWORD x = dwWidth; x > 0; x--)
{
// need to do read-modify-write to not step on depth
*p++ = (*p & ~(0xff000000)) | stencil;
}
pSurface += m_iDepthBufPitch;
}
}
break;
case RR_STYPE_Z15S1:
{
UINT16 stencil = uStencil & 0x1;
for (DWORD y = dwHeight; y > 0; y--)
{
UINT16 *p = (UINT16*)pSurface;
for (DWORD x = dwWidth; x > 0; x--)
{
// need to do read-modify-write to not step on depth
*p++ = (*p & ~(0x0001)) | stencil;
}
pSurface += m_iDepthBufPitch;
}
}
break;
case RR_STYPE_S1Z15:
{
UINT16 stencil = uStencil << 15;
for (DWORD y = dwHeight; y > 0; y--)
{
UINT16 *p = (UINT16*)pSurface;
for (DWORD x = dwWidth; x > 0; x--)
{
// need to do read-modify-write to not step on depth
*p++ = (*p & ~(0x8000)) | stencil;
}
pSurface += m_iDepthBufPitch;
}
}
break;
case RR_STYPE_Z16S0:
case RR_STYPE_Z32S0:
break;
default:
{
for (int y = y0; y < pData->Rects[i].bottom; ++y)
{
for (int x = x0; x < pData->Rects[i].right; ++x)
{
this->WritePixelStencil(x, y, uStencil);
}
}
}
}
}
}
//-----------------------------------------------------------------------------
//
// Clear specified rectangles in the depth and stencil buffers
// Directly handles the command from the DP2 stream
//
//-----------------------------------------------------------------------------
void RRRenderTarget::ClearDepthStencil(RRDepth fillDepth, UINT8 uStencil, LPD3DHAL_DP2COMMAND pCmd)
{
LPD3DHAL_DP2CLEAR pData = (LPD3DHAL_DP2CLEAR)(pCmd + 1);
for (DWORD i = 0; i < pCmd->wStateCount; i++)
{
DWORD x0 = pData->Rects[i].left;
DWORD y0 = pData->Rects[i].top;
DWORD dwWidth = pData->Rects[i].right - x0;
DWORD dwHeight = pData->Rects[i].bottom - y0;
char* pSurface = PixelAddress( x0, y0, m_pDepthBufBits, m_iDepthBufPitch, m_DepthSType);
switch (m_DepthSType)
{
case RR_STYPE_Z16S0:
case RR_STYPE_Z32S0:
break;
case RR_STYPE_Z24S8:
case RR_STYPE_S8Z24:
case RR_STYPE_Z24S4:
case RR_STYPE_S4Z24:
{
UINT32 v;
switch (m_DepthSType)
{
case RR_STYPE_Z24S8: v = (UINT32(fillDepth) << 8) + uStencil; break;
case RR_STYPE_S8Z24: v = (UINT32(fillDepth) & 0x00ffffff) + (uStencil << 24); break;
case RR_STYPE_Z24S4: v = (UINT32(fillDepth) << 8) + (uStencil & 0xf); break;
case RR_STYPE_S4Z24: v = (UINT32(fillDepth) & 0x00ffffff) + ((uStencil & 0xf) << 24); break;
}
for (DWORD y = dwHeight; y > 0; y--)
{
UINT32 *p = (UINT32*)pSurface;
for (DWORD x = dwWidth; x > 0; x--)
{
*p++ = v;
}
pSurface += m_iDepthBufPitch;
}
}
break;
case RR_STYPE_Z15S1:
case RR_STYPE_S1Z15:
{
UINT16 v;
switch (m_DepthSType)
{
case RR_STYPE_Z15S1: v = (UINT16(fillDepth) << 1) + (uStencil & 0x1); break;
case RR_STYPE_S1Z15: v = (UINT16(fillDepth) & 0x7fff) + (uStencil << 15); break;
}
for (DWORD y = dwHeight; y > 0; y--)
{
UINT16 *p = (UINT16*)pSurface;
for (DWORD x = dwWidth; x > 0; x--)
{
*p++ = v;
}
pSurface += m_iDepthBufPitch;
}
}
break;
default:
{
for (int y = y0; y < pData->Rects[i].bottom; ++y)
{
for (int x = x0; x < pData->Rects[i].right; ++x)
{
this->WritePixelDepth(x, y, fillDepth);
this->WritePixelStencil(x, y, uStencil);
}
}
}
}
}
}
///////////////////////////////////////////////////////////////////////////////
// end