Leaked source code of windows server 2003
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/*==========================================================================
*
* Copyright (C) 1999 Microsoft Corporation. All Rights Reserved.
*
* File: vvm.h
* Content: Virtual Vertex Machine declarations
*
*
***************************************************************************/
#ifndef __VVM_H__
#define __VVM_H__
#include "d3dhalp.h"
class CVShaderCodeI;
extern HRESULT ComputeShaderCodeSize(CONST DWORD* pCode, DWORD* pdwCodeOnlySize, DWORD* pdwCodeAndCommentSize,
DWORD* pdwNumConstDefs);
// Number of vertices in batch to process
const DWORD VVMVERTEXBATCH = 16;
//-----------------------------------------------------------------------------
// Internal word of the vertual vertex machine
//
struct VVM_WORD
{
union
{
struct
{
D3DVALUE x, y, z, w;
};
D3DVALUE v[4];
};
};
//-----------------------------------------------------------------------------
struct VVM_REGISTERS
{
VVM_REGISTERS() {m_c = NULL;}
~VVM_REGISTERS() {delete [] m_c;}
// Input registers
VVM_WORD m_v[D3DVS_INPUTREG_MAX_V1_1][VVMVERTEXBATCH];
// Temporary registers
VVM_WORD m_r[D3DVS_TEMPREG_MAX_V1_1][VVMVERTEXBATCH];
// Constant registers. Allocated dynamically, base on MaxVertexShaderConst
// cap
VVM_WORD* m_c;
// Address registers
VVM_WORD m_a[D3DVS_ADDRREG_MAX_V1_1][VVMVERTEXBATCH];
// Output register file
VVM_WORD m_output[3][VVMVERTEXBATCH];
// Attribute register file
VVM_WORD m_color[D3DVS_ATTROUTREG_MAX_V1_1][VVMVERTEXBATCH];
// Output texture registers
VVM_WORD m_texture[D3DVS_TCRDOUTREG_MAX_V1_1][VVMVERTEXBATCH];
};
//-----------------------------------------------------------------------------
//
// CVShaderCode: Vertex Shader Code
//
//-----------------------------------------------------------------------------
class CVShaderCode: public CPSGPShader
{
public:
CVShaderCode() {};
virtual ~CVShaderCode() {};
virtual DWORD InstCount( void ) { return 0; };
virtual DWORD* InstTokens( DWORD Inst ) { return NULL; };
virtual char* InstDisasm( DWORD Inst ) { return NULL; };
virtual DWORD* InstComment( DWORD Inst ) { return NULL; };
virtual DWORD InstCommentSize( DWORD Inst ) { return 0; };
};
//-----------------------------------------------------------------------------
// Vertex Virtual Machine object
//
//-----------------------------------------------------------------------------
const UINT __MAX_SRC_OPERANDS = 5;
class CVertexVM
{
public:
CVertexVM();
~CVertexVM();
void Init(UINT MaxVertexShaderConst);
// Parses binary shader representatio, compiles is and returns
// compiled object
CVShaderCode* CreateShader(CVElement* pElements, DWORD dwNumElements,
DWORD* code);
HRESULT SetActiveShader(CVShaderCode* code);
CVShaderCode* GetActiveShader() {return (CVShaderCode*)m_pCurrentShader;}
HRESULT ExecuteShader(LPD3DFE_PROCESSVERTICES pv, UINT vertexCount);
HRESULT GetDataPointer(DWORD dwMemType, VVM_WORD ** pData);
// Set internal registers to user data
HRESULT SetData(DWORD RegType, DWORD start, DWORD count, LPVOID buffer);
// Get data from internal registers
HRESULT GetData(DWORD RegType, DWORD start, DWORD count, LPVOID buffer);
VVM_REGISTERS* GetRegisters();
DWORD GetCurInstIndex() {return m_CurInstIndex; }
// Number of allocated constant registers
UINT m_MaxVertexShaderConst;
protected:
void InstMov();
void InstAdd();
void InstMad();
void InstMul();
void InstRcp();
void InstRsq();
void InstDP3();
void InstDP4();
void InstMin();
void InstMax();
void InstSlt();
void InstSge();
void InstExp();
void InstLog();
void InstExpP();
void InstLogP();
void InstLit();
void InstDst();
void InstFrc();
void InstM4x4();
void InstM4x3();
void InstM3x4();
void InstM3x3();
void InstM3x2();
void EvalDestination();
void EvalSource(DWORD index);
void EvalSource(DWORD index, DWORD count);
VVM_WORD* GetDataAddr(DWORD dwRegType, DWORD dwElementIndex);
void ValidateShader(CVShaderCodeI* shader, DWORD* orgShader);
void PrintInstCount();
UINT GetNumSrcOperands(UINT opcode);
UINT GetInstructionLength(DWORD Inst);
UINT GetRegisterUsage(UINT opcode, UINT SourceIndex);
// Virtual machine registers
VVM_REGISTERS m_reg;
// Current shader code
CVShaderCodeI* m_pCurrentShader;
// Current token during parsing
DWORD* m_pdwCurToken;
// Pointer to destination operand
VVM_WORD* m_pDest;
// Offset in the register file for destination operand
DWORD m_dwOffset;
// Write mask for destination operand
DWORD m_WriteMask;
// Current instruction (about to be executed)
DWORD m_CurInstIndex;
// Source operands
VVM_WORD m_Source[__MAX_SRC_OPERANDS][VVMVERTEXBATCH];
// How many vertices to process in a batch
UINT m_count;
// m_count * sizeof(VVM_WORD)
UINT m_BatchSize;
// Initialized flags
#if DBG
// Constant registers
BOOL m_c_initialized[D3DVS_CONSTREG_MAX_V1_1];
#endif // DBG
friend class D3DFE_PVFUNCSI;
friend class CD3DHal;
};
#endif // __VVM_H__