Leaked source code of windows server 2003
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#ifndef __DXGINT_H__
#define __DXGINT_H__
// COM interface stuff to allow functions such as CoCreateInstance and the like
#include <unknwn.h>
#include "d3d8p.h"
#include "d3d8ddi.h"
#include "enum.hpp"
// Forward decls
class CResource;
class CResourceManager;
class CBaseTexture;
class CBaseSurface;
class CSwapChain;
class CEnum;
#undef DPF_MODNAME
#define DPF_MODNAME "CBaseDevice"
class CBaseDevice : public CLockOwner, public IDirect3DDevice8
{
public:
// IUnknown methods
STDMETHODIMP QueryInterface(REFIID, LPVOID FAR*); // 0
STDMETHODIMP_(ULONG) AddRef(void); // 1
STDMETHODIMP_(ULONG) Release(void); // 2
// IDirectGraphicsDevice methods
STDMETHODIMP TestCooperativeLevel(); // 3
STDMETHODIMP_(UINT) GetAvailableTextureMem(void); // 4
// ResourceManagerDiscardBytes is declared in d3di.hpp = 5
STDMETHODIMP GetDirect3D(LPDIRECT3D8 *pD3D8); // 6
STDMETHODIMP GetDeviceCaps(D3DCAPS8 *pCaps); // 7
STDMETHODIMP GetDisplayMode(D3DDISPLAYMODE *pMode); // 8
STDMETHODIMP GetCreationParameters(D3DDEVICE_CREATION_PARAMETERS *pParameters); // 9
STDMETHODIMP SetCursorProperties(
UINT xHotSpot,UINT yHotSpot,
IDirect3DSurface8 *pCursorBitmap); // 10
STDMETHODIMP_(void) SetCursorPosition(UINT xScreenSpace,UINT yScreenSpace,DWORD Flags); // 11
STDMETHODIMP_(INT) ShowCursor(BOOL bShow); // 12
// Swap Chain stuff
STDMETHODIMP CreateAdditionalSwapChain(
D3DPRESENT_PARAMETERS *pPresentationParameters,
IDirect3DSwapChain8 **pSwapChain); // 13
STDMETHODIMP Reset( D3DPRESENT_PARAMETERS *pPresentationParameters); // 14
STDMETHODIMP Present( CONST RECT *pSourceRect,
CONST RECT *pDestRect,
HWND hTargetWindow,
CONST RGNDATA *pDestinationRegion); // 15
STDMETHODIMP GetBackBuffer(UINT iBackBuffer, D3DBACKBUFFER_TYPE Type, IDirect3DSurface8 **ppBackBuffer); // 16
STDMETHODIMP GetRasterStatus(D3DRASTER_STATUS *pRasterStatus); // 17
STDMETHODIMP_(void) SetGammaRamp(DWORD dwFlags, CONST D3DGAMMARAMP *pRamp); // 18
STDMETHODIMP_(void) GetGammaRamp(D3DGAMMARAMP *pRamp); // 19
STDMETHODIMP CreateTexture(UINT cpWidth,UINT cpHeight,UINT cLevels,DWORD dwUsage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DTexture8 **ppTexture); // 20
STDMETHODIMP CreateVolumeTexture(UINT cpWidth,UINT cpHeight,UINT cpDepth,UINT cLevels,DWORD dwUsage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DVolumeTexture8 **ppVolumeTexture); // 21
STDMETHODIMP CreateCubeTexture(UINT cpEdge,UINT cLevels,DWORD dwUsage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DCubeTexture8 **ppCubeTexture); // 22
STDMETHODIMP CreateVertexBuffer(UINT cbLength,DWORD Usage,DWORD dwFVF,D3DPOOL Pool,IDirect3DVertexBuffer8 **ppVertexBuffer); // 23
STDMETHODIMP CreateIndexBuffer(UINT cbLength,DWORD dwUsage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DIndexBuffer8 **ppIndexBuffer); // 24
STDMETHODIMP CreateRenderTarget(UINT cpWidth,UINT cpHeight,D3DFORMAT Format, D3DMULTISAMPLE_TYPE MultiSample, BOOL Lockable, IDirect3DSurface8 **ppSurface); // 25
STDMETHODIMP CreateDepthStencilSurface(UINT cpWidth,UINT cpHeight,D3DFORMAT Format, D3DMULTISAMPLE_TYPE MultiSample, IDirect3DSurface8 **ppSurface); // 26
STDMETHODIMP CreateImageSurface(UINT cpWidth,UINT cpHeight,D3DFORMAT Format, IDirect3DSurface8 **ppSurface); // 27
STDMETHODIMP CopyRects(IDirect3DSurface8 *pSourceSurface, CONST RECT *pSourceRectsArray,UINT cRects,IDirect3DSurface8 *pDestinationSurface, CONST POINT *pDestPointsArray); // 28
STDMETHODIMP UpdateTexture(IDirect3DBaseTexture8 *pSourceTexture,IDirect3DBaseTexture8 *pDestinationTexture); // 29
STDMETHODIMP GetFrontBuffer(IDirect3DSurface8 *pDestSurface); // 30
// Constructor/deconstructor
CBaseDevice();
virtual ~CBaseDevice();
HRESULT Init(
PD3D8_DEVICEDATA pDeviceData,
D3DDEVTYPE DeviceType,
HWND hwndFocusWindow,
DWORD dwBehaviorFlags,
D3DPRESENT_PARAMETERS *pPresentationParameters,
UINT AdapterIndex,
CEnum* Parent);
PD3D8_CALLBACKS GetHalCallbacks(void)
{
return &m_DeviceData.Callbacks;
} // GetHalCallbacks
// Get a handle for the device; used for kernel calls
HANDLE GetHandle(void) const
{
return m_DeviceData.hDD;
} // GetHandle
BOOL CanTexBlt(void) const
{
if (GetDeviceType() == D3DDEVTYPE_SW ||
GetDeviceType() == D3DDEVTYPE_REF)
{
// TexBlt is not supported for software
// devices
return FALSE;
}
// DX7 and above
return (m_ddiType >= D3DDDITYPE_DX7);
} // CanTexBlt
BOOL CanBufBlt(void) const
{
if (GetDeviceType() == D3DDEVTYPE_SW ||
GetDeviceType() == D3DDEVTYPE_REF)
{
// BufBlt is not supported for software
// devices
return FALSE;
}
// DX8 and above
return (m_ddiType >= D3DDDITYPE_DX8);
} // CanBufBlt
BOOL CanDriverManageResource(void) const
{
if (m_dwBehaviorFlags & D3DCREATE_DISABLE_DRIVER_MANAGEMENT)
{
return FALSE;
}
else if (GetD3DCaps()->Caps2 & DDCAPS2_CANMANAGERESOURCE)
{
DDASSERT(m_ddiType >= D3DDDITYPE_DX8);
return TRUE;
}
else
{
return FALSE;
}
} // CanDriverManage
D3DDDITYPE GetDDIType(void) const
{
return m_ddiType;
} // GetDDIType
const D3D8_DRIVERCAPS* GetCoreCaps() const
{
return &m_DeviceData.DriverData;
} // GetCoreCaps
const D3DCAPS8* GetD3DCaps() const
{
return &m_DeviceData.DriverData.D3DCaps;
} // GetD3DCaps
D3DDISPLAYMODE* GetModeTable() const
{
return m_pD3DClass->GetModeTable(m_AdapterIndex);
} // GetModeTable
VOID* GetInitFunction() const
{
if (m_DeviceType == D3DDEVTYPE_SW)
{
return m_pD3DClass->GetInitFunction();
}
return NULL;
} // GetModeTable
const DWORD GetNumModes() const
{
return m_pD3DClass->GetNumModes(m_AdapterIndex);
} // GetNumModes
D3D8_DEVICEDATA* GetDeviceData()
{
return &m_DeviceData;
} // GetDeviceData
CBaseSurface *ZBuffer() const
{
return m_pZBuffer;
} // ZBuffer
CBaseSurface *RenderTarget() const
{
return m_pRenderTarget;
} // RenderTarget
void UpdateRenderTarget(CBaseSurface *pRenderTarget, CBaseSurface *pZStencil);
CResourceManager* ResourceManager() const
{
// return the ResourceManager
return m_pResourceManager;
} // ResourceManager
CEnum * Enum() const
{
// return the enumerator that created us
return m_pD3DClass;
} // Enum
// Internal version of CopyRects (no parameter validation)
HRESULT InternalCopyRects(CBaseSurface *pSourceSurface,
CONST RECT *pSourceRectsArray,
UINT cRects,
CBaseSurface *pDestinationSurface,
CONST POINT *pDestPointsArray);
// Internal function for format validation
HRESULT CheckDeviceFormat(DWORD Usage,
D3DRESOURCETYPE RType,
D3DFORMAT CheckFormat)
{
return Enum()->CheckDeviceFormat(AdapterIndex(),
GetDeviceType(),
DisplayFormat(),
Usage,
RType,
CheckFormat);
} // CheckDeviceFormats
HRESULT CheckDepthStencilMatch(D3DFORMAT RTFormat, D3DFORMAT DSFormat)
{
return Enum()->CheckDepthStencilMatch(AdapterIndex(),
GetDeviceType(),
DisplayFormat(),
RTFormat,
DSFormat);
} // CheckDepthStencilMatch
// Internal function for multi-sample validation
HRESULT CheckDeviceMultiSampleType(D3DFORMAT RenderTargetFormat,
BOOL Windowed,
D3DMULTISAMPLE_TYPE MultiSampleType)
{
return Enum()->CheckDeviceMultiSampleType(
AdapterIndex(),
GetDeviceType(),
RenderTargetFormat,
Windowed,
MultiSampleType);
} // CheckDeviceMultiSampleType
D3DFORMAT MapDepthStencilFormat(D3DFORMAT Format) const
{
return Enum()->MapDepthStencilFormat(
AdapterIndex(),
GetDeviceType(),
Format);
} // MapDepthStencilFormat
UINT DisplayWidth() const { return m_DeviceData.DriverData.DisplayWidth; }
UINT DisplayHeight() const { return m_DeviceData.DriverData.DisplayHeight; }
D3DFORMAT DisplayFormat() const { return m_DeviceData.DriverData.DisplayFormatWithoutAlpha; }
UINT DisplayRate() const { return m_DeviceData.DriverData.DisplayFrequency; }
D3DDEVTYPE GetDeviceType() const
{
// Check this value is correct; pure types shouldn't happen
// and other values are wrong. Users of this method
// assume that these three are the only possible values.
DDASSERT(m_DeviceType == D3DDEVTYPE_REF ||
m_DeviceType == D3DDEVTYPE_SW ||
m_DeviceType == D3DDEVTYPE_HAL);
return m_DeviceType;
}
HWND FocusWindow()
{
return m_hwndFocusWindow;
} // FocusWindow
CSwapChain* SwapChain() const
{
DDASSERT(m_pSwapChain);
return m_pSwapChain;
}
D3DDISPLAYMODE DesktopMode() const
{
return m_DesktopMode;
}
UINT AdapterIndex() const
{
return m_AdapterIndex;
}
DWORD BehaviorFlags() const
{
return m_dwBehaviorFlags;
}
void ResetZStencil()
{
m_pAutoZStencil = NULL;
}
CBaseSurface* GetZStencil() const
{
return m_pAutoZStencil;
}
void EnableVidmemVBs()
{
m_DeviceData.DriverData.D3DCaps.DevCaps |= (D3DDEVCAPS_HWVERTEXBUFFER);
}
void DisableVidmemVBs()
{
m_DeviceData.DriverData.D3DCaps.DevCaps &= ~(D3DDEVCAPS_HWVERTEXBUFFER);
}
BOOL DriverSupportsVidmemVBs() const
{
return (GetD3DCaps()->DevCaps & D3DDEVCAPS_HWVERTEXBUFFER);
}
BOOL DriverSupportsVidmemIBs() const
{
return (GetD3DCaps()->DevCaps & D3DDEVCAPS_HWINDEXBUFFER);
}
BOOL VBFailOversDisabled() const
{
return m_bVBFailOversDisabled;
}
CResource* GetResourceList() const
{
return m_pResourceList;
}
void SetResourceList(CResource *pRes)
{
m_pResourceList = pRes;
}
#ifdef DEBUG
// debugging helper
UINT RefCount() const
{
return m_cRef;
} // RefCount
#endif // DEBUG
protected:
// This is the section for access to things that
// the derived versions of the base device need.
D3DDDITYPE m_ddiType;
private:
// We mark "main" as a friend so that gensym can
// access everything it wants to
friend int main(void);
DWORD m_cRef;
BOOL m_fullscreen; // should be a flag?
BOOL m_bVBFailOversDisabled;
CResource *m_pResourceList;
CResourceManager *m_pResourceManager;
D3D8_DEVICEDATA m_DeviceData;
HWND m_hwndFocusWindow;
DWORD m_dwBehaviorFlags;
DWORD m_dwOriginalBehaviorFlags;
CBaseSurface *m_pZBuffer;
CSwapChain *m_pSwapChain;
CBaseSurface *m_pRenderTarget;
CBaseSurface *m_pAutoZStencil;
D3DDEVTYPE m_DeviceType;
UINT m_AdapterIndex;
CEnum *m_pD3DClass;
D3DDISPLAYMODE m_DesktopMode;
};
#endif // define __DXGINT_H__