Leaked source code of windows server 2003
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/*==========================================================================;
*
* Copyright (C) 1995 Microsoft Corporation. All Rights Reserved.
*
* File: vwport.c
* Content: Direct3D viewport functions
*
***************************************************************************/
#include "pch.cpp"
#pragma hdrstop
/*
* Create an api for the Direct3DViewport object
*/
#include "drawprim.hpp"
#include "ddibase.h"
//---------------------------------------------------------------------
// Update pre-computed constants related to viewport
//
// This functions should be called every time the viewport parameters are
// changed
//
// Notes:
// 1. scaleY and offsetY are computed to flip Y axes from up to down.
// 2. Mclip matrix is computed multiplied by Mshift matrix
//
const D3DVALUE SMALL_NUMBER = 0.000001f;
void
UpdateViewportCache(LPD3DHAL device, D3DVIEWPORT8 *data)
{
#if DBG
// Bail if we are going to cause any divide by zero exceptions.
// The likely reason is that we have a bogus viewport set by
// TLVertex execute buffer app.
if (data->Width == 0 || data->Height == 0)
{
D3D_ERR("Viewport width or height is zero");
throw D3DERR_INVALIDCALL;
}
if (data->MaxZ < 0 ||
data->MinZ < 0 ||
data->MaxZ > 1 ||
data->MinZ > 1)
{
D3D_ERR("dvMaxZ and dvMinZ should be between 0 and 1");
throw D3DERR_INVALIDCALL;
}
if (data->MaxZ < data->MinZ)
{
D3D_ERR("dvMaxZ should not be smaller than dvMinZ");
throw D3DERR_INVALIDCALL;
}
#endif // DBG
const D3DVALUE eps = 0.001f;
if (data->MaxZ - data->MinZ < eps)
{
// When we clip, we transform vertices from the screen space to the
// clipping space. With the above condition it is impossible. So we do
// a little hack here by setting dvMinZ and dvMaxZ to different values
if (data->MaxZ >= 0.5f)
data->MinZ = data->MaxZ - eps;
else
data->MaxZ = data->MinZ + eps;
}
D3DFE_VIEWPORTCACHE *cache = &device->m_pv->vcache;
cache->dvX = D3DVAL(data->X);
cache->dvY = D3DVAL(data->Y);
cache->dvWidth = D3DVAL(data->Width);
cache->dvHeight = D3DVAL(data->Height);
cache->scaleX = cache->dvWidth;
cache->scaleY = - cache->dvHeight;
cache->scaleZ = D3DVAL(data->MaxZ - data->MinZ);
cache->offsetX = cache->dvX;
cache->offsetY = cache->dvY + cache->dvHeight;
cache->offsetZ = D3DVAL(data->MinZ);
// Small offset is added to prevent generation of negative screen
// coordinates (this could happen because of precision errors).
cache->offsetX += SMALL_NUMBER;
cache->offsetY += SMALL_NUMBER;
cache->scaleXi = D3DVAL(1) / cache->scaleX;
cache->scaleYi = D3DVAL(1) / cache->scaleY;
cache->scaleZi = D3DVAL(1) / cache->scaleZ;
cache->minX = cache->dvX;
cache->maxX = cache->dvX + cache->dvWidth;
cache->minY = cache->dvY;
cache->maxY = cache->dvY + cache->dvHeight;
cache->minXi = FTOI(cache->minX);
cache->maxXi = FTOI(cache->maxX);
cache->minYi = FTOI(cache->minY);
cache->maxYi = FTOI(cache->maxY);
if (device->m_pv->dwDeviceFlags & D3DDEV_GUARDBAND)
{
const D3DCAPS8 *pCaps = device->GetD3DCaps();
// Because we clip by guard band window we have to use its extents
cache->minXgb = pCaps->GuardBandLeft;
cache->maxXgb = pCaps->GuardBandRight;
cache->minYgb = pCaps->GuardBandTop;
cache->maxYgb = pCaps->GuardBandBottom;
D3DVALUE w = 2.0f / cache->dvWidth;
D3DVALUE h = 2.0f / cache->dvHeight;
D3DVALUE ax1 = -(pCaps->GuardBandLeft - cache->dvX) * w + 1.0f;
D3DVALUE ax2 = (pCaps->GuardBandRight - cache->dvX) * w - 1.0f;
D3DVALUE ay1 = (pCaps->GuardBandBottom - cache->dvY) * h - 1.0f;
D3DVALUE ay2 = -(pCaps->GuardBandTop - cache->dvY) * h + 1.0f;
cache->gb11 = 2.0f / (ax1 + ax2);
cache->gb41 = cache->gb11 * (ax1 - 1.0f) * 0.5f;
cache->gb22 = 2.0f / (ay1 + ay2);
cache->gb42 = cache->gb22 * (ay1 - 1.0f) * 0.5f;
cache->Kgbx1 = 0.5f * (1.0f - ax1);
cache->Kgbx2 = 0.5f * (1.0f + ax2);
cache->Kgby1 = 0.5f * (1.0f - ay1);
cache->Kgby2 = 0.5f * (1.0f + ay2);
}
else
{
cache->minXgb = cache->minX;
cache->maxXgb = cache->maxX;
cache->minYgb = cache->minY;
cache->maxYgb = cache->maxY;
}
}
//---------------------------------------------------------------------
#undef DPF_MODNAME
#define DPF_MODNAME "CD3DBase::CheckViewport"
void CD3DBase::CheckViewport(CONST D3DVIEWPORT8* lpData)
{
// We have to check parameters here, because viewport could be changed
// after creating a state set
DWORD uSurfWidth,uSurfHeight;
D3DSURFACE_DESC desc = this->RenderTarget()->InternalGetDesc();
uSurfWidth = desc.Width;
uSurfHeight = desc.Height;
if (lpData->X > uSurfWidth ||
lpData->Y > uSurfHeight ||
lpData->X + lpData->Width > uSurfWidth ||
lpData->Y + lpData->Height > uSurfHeight)
{
D3D_THROW(D3DERR_INVALIDCALL, "Viewport outside the render target surface");
}
}
//---------------------------------------------------------------------
#undef DPF_MODNAME
#define DPF_MODNAME "CD3DHal::SetViewportI"
void CD3DHal::SetViewportI(CONST D3DVIEWPORT8* lpData)
{
// We check viewport here, because the render target could have been
// changed after a state block is created
CheckViewport(lpData);
m_Viewport = *lpData;
// Update front-end data
UpdateViewportCache(this, &this->m_Viewport);
if (!(m_dwRuntimeFlags & D3DRT_EXECUTESTATEMODE))
m_pDDI->SetViewport(&m_Viewport);
}
//---------------------------------------------------------------------
#undef DPF_MODNAME
#define DPF_MODNAME "CD3DHal::GetViewport"
HRESULT
D3DAPI CD3DHal::GetViewport(D3DVIEWPORT8* lpData)
{
API_ENTER(this); // Takes D3D Lock if necessary
if (!VALID_WRITEPTR(lpData, sizeof(*lpData)))
{
D3D_ERR( "Invalid viewport pointer. GetViewport failed." );
return D3DERR_INVALIDCALL;
}
*lpData = this->m_Viewport;
return (D3D_OK);
}