Leaked source code of windows server 2003
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/*==========================================================================;
*
* Copyright (C) 1995-2000 Microsoft Corporation. All Rights Reserved.
*
* File: ddi.h
* Content: Direct3D DDI encapsulation implementations
*
*
***************************************************************************/
#ifndef _DDIBASE_H
#define _DDIBASE_H
#include "d3ditype.h"
#include "d3dhalp.h"
extern char *HrToStr(HRESULT hr);
class CD3DBase;
struct _D3D8_DEVICEDATA;
typedef struct _D3D8_DEVICEDATA D3D8_DEVICEDATA;
class CSurface;
class D3DFE_PROCESSVERTICES;
class CBaseTexture;
class CDriverVertexBuffer;
struct CVStream;
struct CVIndexStream;
class CBaseSurface;
class CResource;
class CBuffer;
/////////////////////////////////////////////////////////////////////////////
// //
// CD3DDDI //
// //
/////////////////////////////////////////////////////////////////////////////
class CD3DDDI
{
protected:
// DrawIndexedStream params
UINT m_StartIndex;
UINT m_MinVertexIndex;
UINT m_NumVertices;
int m_BaseVertexIndex;
public:
CD3DDDI();
virtual ~CD3DDDI();
//++++++++++++++ Interface which the PSGP is using ++++++++++++++++++++++++
//
// These functions are used when vertices are processed by D3D pipeline.
// Internal driver buffers
// D3D has three driver buffers: TL buffer, which contains primitive
// vertices, command buffer, where drawing commands are recorded, and clip
// buffer, where vertices, generated by clipper, are recorded. D3D maintains
// count of vertices in the TL buffer (TL buffer vertex count) and an index
// of the first vertex of the current primitive (primitive base). When a
// drawing command is recorded, D3D records the current primitive base.
// All drawing commands expect that vertices have already been copied to the
// TL buffer (excluding DrawClippedPrim).
//
// If a flush occurs during recording a command, vertex buffer is not
// flushed, because m_bWithinPrimitive is set to TRUE. So primitive base
// and TL vertex count stay the same.
//
// When PSGP processes and clip a non-indexed primitive, it should update
// primitive base and TL vertex count, using SkipVertices and
// MovePrimitiveBase functions. AddVertices is not used, because DrawPrim()
// functions calls AddVertices and MovePrimitiveBase inself.
// Draw unclipped part of non-indexed primitive
//
// Parameters:
// pv->lpvOut - pointer to the first vertex
// pv->primType - primitiveType;
// pv->dwNumVertices - vertexCount
// pv->dwNumPrimitives - number of primitives
// Remarks:
// This function is used when vertices are processed by D3D pipeline.
// The function inserts a new command to the command buffer.
// Primitive base is increased by the number of vertices.
// TL buffer vertex count is increased by the number of vertices.
//
virtual void DrawPrim(D3DFE_PROCESSVERTICES* pv) = 0;
// Draw unclipped part of an indexed primitive
//
// Parameters:
// pv->lpvOut - pointer to the first vertex of the whole
// primitive
// pv->primType - primitiveType
// pv->dwNumPrimitives - number of primitives
// pv->lpwIndices - pointer to the first index
// pv->dwNumIndices - number of indices
// pv->dwIndexSize - size of an index in bytes (2 or 4)
// Remarks:
// Vertices must be already copied to the TL buffer.
// The function inserts a new command to the command buffer.
// Indices are copied to the index buffer. Vertices must be in the TL
// buffer already.
// Primitive base and TL buffer vertex count are not changed.
//
virtual void DrawIndexPrim(D3DFE_PROCESSVERTICES* pv) = 0;
// Draw a primitive, generated by clipper
//
// Parameters:
// pv->lpvOut - pointer to the first vertex of the primitive
// pv->primType - primitiveType
// pv->dwNumVertices - vertex count
// pv->dwNumPrimitives - number of primitives
// Remarks:
// Vertices are copied to the clipping buffer
// The function inserts a new command to the command buffer.
// Primitive base and TL buffer vertex count are not changed.
//
virtual void DrawClippedPrim(D3DFE_PROCESSVERTICES* pv) = 0;
// Increase TL buffer vertex count
//
// The function addes the number of vertices to the current primitive
// base. So when it is called several times without moving the primitive
// base, only the last call will have effect.
// This function should be called after vertices are added to the
// TL buffer, but before a drawing function is called.
//
virtual void AddVertices(UINT NumVertices) = 0;
// Decrease TL buffer vertex count
//
// This function should be called after vertices are added to the
// TL buffer, but before a drawing function is called.
//
virtual void SubVertices(UINT NumVertices) = 0;
// Update primitive base
//
// It should be called when some vertices are skipped because of clipping.
// NumVertices could be negative,
//
virtual void MovePrimitiveBase(int NumVertices) = 0;
// Update primitive base and TL buffer vertex count
//
// Call this function when some vertices in the vertex buffer are used
// for clipping and should be skipped
//
virtual void SkipVertices(DWORD NumVertices) = 0;
void SetIndexedPrimParams(UINT StartIndex, UINT MinIndex, UINT NumVertices,
UINT BaseVertexIndex)
{
m_StartIndex = StartIndex;
m_MinVertexIndex = MinIndex;
m_NumVertices = NumVertices;
m_BaseVertexIndex = BaseVertexIndex;
}
// Returns offset in bytes of the start vertex of the current primitive in
// the current TL stream
virtual DWORD GetCurrentPrimBase() {return 0;}
//-------------------- End PSGP functions ---------------------------------
};
typedef CD3DDDI *LPD3DDDI;
#endif /* _D3DIBASE_H */