Leaked source code of windows server 2003
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/*==========================================================================;
*
* Copyright (C) 1998 Microsoft Corporation. All Rights Reserved.
*
* File: stateset.hpp
* Content: State sets handling interfaces
*
***************************************************************************/
#ifndef _STATESET_HPP_
#define _STATESET_HPP_
#include "hmgr.hpp"
extern void InsertStateSetOp(CD3DBase *pDevI, DWORD dwOperation, DWORD dwParam, D3DSTATEBLOCKTYPE sbt);
//---------------------------------------------------------------------
// This class provides interface to the growing state set buffer
//
class CStateSetBuffer
{
public:
CStateSetBuffer()
{
m_pBuffer = NULL;
m_dwCurrentSize = 0;
m_dwBufferSize = 0;
m_pDP2CurrCommand = 0;
}
CStateSetBuffer(CStateSetBuffer& src)
{
m_dwCurrentSize = src.m_dwCurrentSize;
m_dwBufferSize = src.m_dwCurrentSize;
if(m_dwCurrentSize != 0)
{
m_pBuffer = new BYTE[m_dwCurrentSize];
if(m_pBuffer == 0)
{
m_dwCurrentSize = 0;
m_pDP2CurrCommand = 0;
throw E_OUTOFMEMORY;
}
memcpy(m_pBuffer, src.m_pBuffer, m_dwCurrentSize);
}
else
{
m_pBuffer = 0;
}
m_pDP2CurrCommand = 0;
}
~CStateSetBuffer()
{
delete [] m_pBuffer;
}
void operator=(CStateSetBuffer& src)
{
m_dwCurrentSize = src.m_dwCurrentSize;
if(m_dwBufferSize != m_dwCurrentSize)
{
m_dwBufferSize = m_dwCurrentSize;
delete [] m_pBuffer;
if(m_dwCurrentSize != 0)
{
m_pBuffer = new BYTE[m_dwCurrentSize];
if(m_pBuffer == 0)
{
m_dwCurrentSize = 0;
m_pDP2CurrCommand = 0;
throw E_OUTOFMEMORY;
}
}
else
{
m_pBuffer = 0;
m_pDP2CurrCommand = 0;
return;
}
}
memcpy(m_pBuffer, src.m_pBuffer, m_dwCurrentSize);
m_pDP2CurrCommand = 0;
}
// Insert a command to the buffer. Grow buffer if necessary
void InsertCommand(D3DHAL_DP2OPERATION, LPVOID pData, DWORD dwDataSize);
// Reset current command
void ResetCurrentCommand()
{
m_pDP2CurrCommand = 0;
}
// Set buffer to its initial state. Memory is not freed
void Reset()
{
m_dwCurrentSize = 0;
m_pDP2CurrCommand = 0;
}
DWORD m_dwCurrentSize;
DWORD m_dwBufferSize;
BYTE *m_pBuffer;
//Pointer to the current position the CB1 buffer
LPD3DHAL_DP2COMMAND m_pDP2CurrCommand;
};
//---------------------------------------------------------------------
// This class provides interface to a state set
//
const DWORD __STATESET_INITIALIZED = 1;
// Set if we have to check if we need to restore texture stage indices
const DWORD __STATESET_NEEDCHECKREMAPPING = 2;
// Set if the state set executed had purely pixel state
const DWORD __STATESET_HASONLYVERTEXSTATE = 4;
class CStateSet
{
public:
CStateSet()
{
m_dwStateSetFlags = 0;
m_dwDeviceHandle = __INVALIDHANDLE;
}
virtual void InsertCommand(D3DHAL_DP2OPERATION, LPVOID pData, DWORD dwDataSize, BOOL bDriverCanHandle);
// Mark the state set as unused. The object is not destroyed and can be
// reused
HRESULT Release();
// Execute the front-end only or device state subset
virtual void Execute(CD3DBase *pDevI, BOOL bFrontEndBuffer);
// Capture the current device state into the state block
virtual void Capture(CD3DBase *pDevI, BOOL bFrontEndBuffer);
// Create a predefined state block
virtual void CreatePredefined(CD3DBase *pDevI, D3DSTATEBLOCKTYPE sbt);
// Reset the current command in both buffers
void ResetCurrentCommand()
{
m_FEOnlyBuffer.ResetCurrentCommand();
m_DriverBuffer.ResetCurrentCommand();
}
protected:
CStateSetBuffer m_FEOnlyBuffer; // Contains commands that driver can not
// understand
CStateSetBuffer m_DriverBuffer; // Contains commands that driver can
// understand
DWORD m_dwDeviceHandle; // Some sets could not have corresponding
// device buffers, so device handle is not
// equal to the user visible handle
DWORD m_dwStateSetFlags;
friend class CStateSets;
};
class CPureStateSet : public CStateSet
{
public:
void InsertCommand(D3DHAL_DP2OPERATION, LPVOID pData, DWORD dwDataSize, BOOL bDriverCanHandle);
void Execute(CD3DBase *pDevI, BOOL bFrontEndBuffer);
void Capture(CD3DBase *pDevI, BOOL bFrontEndBuffer);
void CreatePredefined(CD3DBase *pDevI, D3DSTATEBLOCKTYPE sbt);
};
//---------------------------------------------------------------------
// This class encapsulates handling of array of state sets
//
class CStateSets
{
public:
CStateSets();
~CStateSets();
HRESULT Init(CD3DBase *pDev);
HRESULT StartNewSet();
void EndSet();
// Returns current handle
DWORD GetCurrentHandle() {return m_dwCurrentHandle;}
// Delete state set
void DeleteStateSet(CD3DBase *pDevI, DWORD dwHandle);
// Returns information about state set data to be written to the device
// Allocates a new handle for the device buffer
void GetDeviceBufferInfo(DWORD* dwStateSetHandle, LPVOID *pBuffer, DWORD* dwBufferSize);
void CreateNewDeviceHandle(DWORD* dwStateSetHandle);
// Copy buffer and translate for DX7 DDI
void TranslateDeviceBufferToDX7DDI( DWORD* p, DWORD dwSize );
// Insert a render state to the current state set
// Throws an exception in case of error
void InsertRenderState(D3DRENDERSTATETYPE state, DWORD dwValue,
BOOL bDriverCanHandle);
void InsertLight(DWORD dwLightIndex, CONST D3DLIGHT8*);
void InsertLightEnable(DWORD dwLightIndex, BOOL bEnable);
void InsertMaterial(CONST D3DMATERIAL8*);
void InsertViewport(CONST D3DVIEWPORT8*);
void InsertTransform(D3DTRANSFORMSTATETYPE state, CONST D3DMATRIX* lpMat);
void InsertTextureStageState(DWORD, D3DTEXTURESTAGESTATETYPE, DWORD);
void InsertTexture(DWORD dwStage, IDirect3DBaseTexture8 *pTex);
void InsertClipPlane(DWORD dwPlaneIndex, CONST D3DVALUE* pPlaneEquation);
void InsertVertexShader(DWORD dwShaderHandle, BOOL bHardware);
void InsertPixelShader(DWORD dwShaderHandle);
void InsertStreamSource(DWORD dwStream, CVertexBuffer *pBuf, DWORD dwStride);
void InsertIndices(CIndexBuffer *pBuf, DWORD dwBaseVertex);
void InsertVertexShaderConstant(DWORD Register, CONST VOID* pConstantData, DWORD ConstantCount);
void InsertPixelShaderConstant(DWORD Register, CONST VOID* pConstantData, DWORD ConstantCount);
void InsertCurrentTexturePalette(DWORD PaletteNumber);
// Execute a state set with the specified handle
void Execute(CD3DBase *pDevI, DWORD dwHandle);
// Capture a state set to the the specified handle
void Capture(CD3DBase *pDevI, DWORD dwHandle);
// Capture predefined state
void CreatePredefined(CD3DBase *pDevI, D3DSTATEBLOCKTYPE sbt);
void Cleanup(DWORD dwHandle);
protected:
const DWORD m_GrowSize;
DWORD m_dwMaxSets; // Maximum number of state sets
DWORD m_dwCurrentHandle;
CStateSet * m_pStateSets; // Array of state sets
CStateSet * m_pCurrentStateSet;
CHandleFactory m_DeviceHandles; // Used to create device handles
CHandleFactory m_SetHandles; // Used to create state sets
CStateSet * m_pBufferSet;
DWORD m_dwFlags;
BOOL m_bPure, m_bTLHal, m_bEmulate, m_bDX8Dev, m_bHardwareVP;
};
// This is RESERVED0 in d3dhal.h
#define D3DDP2OP_FRONTENDDATA 4 // Used by the front-end only
#define D3DDP2OP_FESETVB 5
#define D3DDP2OP_FESETIB 6
#define D3DDP2OP_FESETPAL 7
// This structure is used by the front-end only
typedef struct _D3DHAL_DP2FRONTENDDATA
{
WORD wStage; // texture stage
IDirect3DBaseTexture8 * pTexture; // Texture pointer
} D3DHAL_DP2FRONTENDDATA;
typedef D3DHAL_DP2FRONTENDDATA UNALIGNED64 * LPD3DHAL_DP2FRONTENDDATA;
typedef struct _D3DHAL_DP2FESETVB
{
WORD wStream;
CVertexBuffer * pBuf;
DWORD dwStride;
} D3DHAL_DP2FESETVB;
typedef D3DHAL_DP2FESETVB UNALIGNED64 * LPD3DHAL_DP2FESETVB;
typedef struct _D3DHAL_DP2FESETIB
{
CIndexBuffer * pBuf;
DWORD dwBase;
} D3DHAL_DP2FESETIB;
typedef D3DHAL_DP2FESETIB UNALIGNED64 * LPD3DHAL_DP2FESETIB;
typedef struct _D3DHAL_DP2FESETPAL
{
DWORD dwPaletteNumber;
} D3DHAL_DP2FESETPAL;
typedef D3DHAL_DP2FESETPAL UNALIGNED64 * LPD3DHAL_DP2FESETPAL;
#endif //_STATESTE_HPP_