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504 lines
24 KiB
504 lines
24 KiB
Pluggable Software Rasterizer
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(c) Microsoft 2000
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D3D8 now allows applications to register specific software rasterizers as
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a software device, also known as pluggable software rasterizers. Only one
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rasterizer can be registered with each Direct3D object, and then cannot be
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unregisted.
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The rasterizer is registered with a call to
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IDirect3D8::RegisterSoftwareDevice, and then devices are created with calls
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to IDirect3D8::CreateDevice by passing in D3DDEVTYPE_SW. The void* parameter
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to IDirect3D8::RegisterSoftwareDevice is a pointer to a function, typically
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named D3D8GetSWInfo.
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HRESULT APIENTRY D3D8GetSWInfo( D3DCAPS8* pCaps, PD3D8_SWCALLBACKS pCallbacks,
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DWORD* pNumTextures, DDSURFACEDESC** ppTexList);
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This primary entry point is used to retrieve the caps that the device
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supports, the secondary entry points/ callbacks, and a list of supported render
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surfaces/ textures. This function should be expected to be called multiple
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times; but the returning parameters should never change. See the sample, D3D
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headers, SDK & DDK documentation for descriptions of D3DCAPS8 and supported
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surface lists. Many of the secondary entry points/ callbacks are unused due
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to an aging API. The required list of entry points is as follows:
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DWORD APIENTRY CreateSurface( LPDDHAL_CREATESURFACEDATA pData);
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DWORD APIENTRY CreateSurfaceEx( LPDDHAL_CREATESURFACEEXDATA pData);
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DWORD APIENTRY DestroySurface( LPDDHAL_DESTROYSURFACEDATA pData);
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DWORD APIENTRY Lock( LPDDHAL_LOCKDATA pData);
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DWORD APIENTRY Unlock( LPDDHAL_UNLOCKDATA pData);
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DWORD APIENTRY ContextCreate( LPD3DHAL_CONTEXTCREATEDATA pData);
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DWORD APIENTRY ContextDestroy( LPD3DHAL_CONTEXTDESTROYDATA pData);
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DWORD APIENTRY DrawPrimitives2( LPD3DHAL_DRAWPRIMITIVES2DATA pData);
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Each of these callbacks has some documentation in the DDK help. But, in
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essence, CreateSurface and DestroySurface must allocate and destroy
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"video memory" or "driver allocated" surfaces, textures, vertex buffers, etc.
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CreateSurfaceEx is used to update the driver on the existence of system
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memory surfaces and complex attachment arrangements. Lock and Unlock request
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the driver to lock and unlock "video memory" or "driver allocated" surfaces.
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ContextCreate and ContextDestroy must allocate and destroy device contexts.
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DrawPrimitives2 is a complex callback which requires a context to parse a
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command buffer to manipulate render states and rasterize primitives.
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The DX8SDDI framework provides templated classes, which provide a design mix
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between STL and ATL. This provides a highly componentized and extendable
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programming framework without much performance penalty, as long as the compiler
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is able to efficiently compile STL objects or inline deeply. In the spirit of
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generic programming, there are 5 major concepts that make up the driver
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framework: Driver, PerDDrawData, SurfDBEntry, Surface, and Context. Typically,
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as in ATL, to create one's own Driver concept class, a developer would inherit
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from CSubDriver with the parent class a template parameter of the CSubDriver.
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For ex:
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class CMyDriver:
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public CSubDriver< CMyDriver, ... >
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{
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};
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This allows the CSubDriver to call supplied or overriden functions provided
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by CMyDriver without the performance penalty of virtual functions. The naming
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convention of the base implementation is always CSub*****, such as CSubDriver,
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CSubPerDDrawData, and CSubContext. Sometimes, all the functions provided by
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a CSub***** base class is all that is needed. Since a CSub***** base class
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cannot be created without deriving from it, there is another naming convention
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for the classes which have such a minimal implementation. They are named
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CMinimal***** classes, such as CMinimalPerDDrawData. All these classes do is
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derive from the CSub***** base class and publicize the constructor and
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destructor. The CMinimalDriver is an exception to this rule, as it can't be
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created directly either. A unique driver class must be created and inherit
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even from CMinimalDriver< * >.
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For ex:
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template< class TD>
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class CMinimalPerDDrawData:
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public CSubPerDDrawData< CMinimalPerDDrawData< TD>, TD>
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{
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public:
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CMinimalPerDDrawData( TD& Driver, DDRAWI_DIRECTDRAW_LCL& DDLcl)
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:CSubPerDDrawData< CMinimalPerDDrawData< TD>, TD>( Driver, DDLcl)
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{ }
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~CMinimalPerDDrawData()
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{ }
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};
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Note, CMinimalPerDDrawData still needs to know the concept class of the
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Driver, so that it can store a local reference back to it. Therefore, it
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still has a template parameter which requires the type of Driver, TD. This
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could be CMinimalDriver, a class derived from CSubDriver, or a completely
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custom class which still conforms to the concept of Driver. This way a
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developer can replace each component of the entire driver as need be without
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modifying the other components.
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/------------------------------------------------------------------------------\
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| Driver
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\------------------------------------------------------------------------------/
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The first concept is the Driver class. This class handles direct interaction
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of mapping the primary and secondary entry points from the SDDI to the
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appropriate concept objects. It also enforces the restriction of only one
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Driver class per process. The CSubDriver class provides a static pointer to
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the one and only Driver in the process and provides a GetSWInfo function
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which has to be called by a "bridge" function. The pointer to this bridge
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function is what should be passed to IDirect3D8::RegisterSoftwareDevice. Also,
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the static variable must be defined somewhere, or the compiler will error.
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For ex, in the sample:
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class CMyDriver:
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public CMinimalDriver< CMyDriver, CMyRasterizer>
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{
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...
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};
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// Define static variable and initialize to NULL.
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CMyDriver* CMyDriver::sm_pGlobalDriver= NULL;
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// Somewhere the class must be created. A global class is dangerous, because
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// C++ doesn't guarentee creation order of global/ static data. There is some
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// global data which might not be created before the driver does which should
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// be. So, it is safer to create the class within main. Otherwise, a global
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// class is possible if construction order doesn't matter:
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//
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// CMyDriver g_GlobalDriver;
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// CMyDriver* CMyDriver::sm_pGlobalDriver= &g_GlobalDriver;
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//
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BOOL WINAPI DllMain( HINSTANCE hInstance, DWORD dwReason, LPVOID lpvReserved)
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{
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switch( dwReason)
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{
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case( DLL_PROCESS_ATTACH):
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try {
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CMyDriver::sm_pGlobalDriver= new CMyDriver;
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} catch( ... ) {
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// This can catch any constructor execeptions
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// as well as bad_alloc.
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}
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if( NULL== CMyDriver::sm_pGlobalDriver)
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return FALSE;
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break;
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case( DLL_PROCESS_DETACH):
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if( NULL!= CMyDriver::sm_pGlobalDriver)
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delete CMyDriver::sm_pGlobalDriver;
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CMyDriver::sm_pGlobalDriver= NULL;
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break;
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}
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return TRUE;
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}
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// Bridge function which calls the Driver object's GetSWInfo. D3D8GetSWInfo
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// should be passed into RegisterSoftwareDevice.
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HRESULT APIENTRY
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D3D8GetSWInfo( D3DCAPS8* pCaps, PD3D8_SWCALLBACKS pCallbacks,
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DWORD* pNumTextures, DDSURFACEDESC** ppTexList)
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{
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return CMyDriver::sm_pGlobalDriver->GetSWInfo( *pCaps, *pCallbacks,
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*pNumTextures, *ppTexList );
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}
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The Driver concept class exposes the following types: TDriver, TContext,
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TPerDDrawData, TSurface, as well as a few others. The Driver contains a STL
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vector of TContext*s, which tracks all instances of Contexts; and a STL vector
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of TSurface*s, which tracks all instances of Surfaces or driver allocated
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surfaces. The Driver also contains a STL map associating a
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LPDDRAWI_DIRECTDRAW_LCL to a TPerDDrawData. The Driver also maps the secondary
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entry points to their respective concept objects.
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-CreateSurface
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This entry point is requesting the driver to allocate a "video memory" or
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"driver allocated" surface. This is equivalent to new TSurface;. However, the
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creation is actually done by a surface allocator object which can, naturally,
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be replaced: TSurfAlloc.
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-DestroySurface
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This entry point is requesting the driver to deallocate a "video memory" or
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"driver allocated" surface. This is equivalent to delete TSurface;
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-CreateSurfaceEx
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This entry point is notifing the driver of "system memory" surface and
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"video memory" surface creation and destruction. This is the point where each
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surface gets assigned a DWORD handle, except "video memory" surfaces already
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know theirs from CreateSurface. The Driver passes this to
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TPerDDrawData::SurfaceCreated and TPerDDrawData::SurfaceDestroyed which will
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update the Surface Database with information about surfaces, their attachment
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heirarchy, and their DWORD handle.
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-Lock
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This entry point is requesting the driver to lock a "video memory" or
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"driver allocated" surface. The Driver maps this to TSurface::Lock,
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which returns the pointer to the surface bits.
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-Unlock
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This entry point is requesting the driver to unlock a "video memory" or
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"driver allocated" surface. The Driver maps this to TSurface::Unlock.
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-ContextCreate
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This entry point is requesting the driver to allocate a device context.
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This is equivalent to new TContext.
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-ContextDestroy
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This entry point is requesting the driver to deallocate a device context.
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This is equivalent to delete TContext;
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-DrawPrimitives2
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This entry point contains all the instructions to change render states and
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rasterize primitives. It is mapped directly to the corresponding
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TContext::DrawPrimitves2.
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-ValidateTextureStageState
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This entry point is slightly optional as it is directly called by an
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application. Since the application knows whether it calls
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IDirect3DDevice8::ValidateDevice, it can appropriately add code for
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ValidateTextureStageState. For maximum compatability, it is suggested to
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have this implemented. The Driver maps this call to the corresponding
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TContext::ValidateTextureStageState.
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-GetDriverState
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This entry point is slightly optional as it is directly called by an
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application. Since the application knows whether it calls
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IDirect3DDevice8::GetInfo, it can appropriately add code for GetDriverState.
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For maximum compatability, it is suggested to have this implemented. The
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Driver maps this call to the corresponding TContext::GetDriverState.
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If any other entry points or callbacks are called which do not have a default
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implementation, an assert will fire in debug mode. Then, a developer can
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override the insufficient entry point CSubDriver provides.
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/------------------------------------------------------------------------------\
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| PerDDrawData and SurfDBEntry
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\------------------------------------------------------------------------------/
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The second concept is the PerDDrawData class. This appropriately named class
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really just stores any information which should be associated with a SDDI
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DDraw object (DDRAWI_DIRECTDRAW_LCL). Typically, it is considered invalid to
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store pointers to DDRAWI***** objects; and even worse to read or write from this
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pointer outside of the callback context which it was passed into. However, it
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is allowable to store a pointer to DDRAWI_DIRECTDRAW_LCL to make the distinction
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of "per DDraw" in the sense used here. There can be multiple DDraw objects
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when multiple Direct3D8 objects are created. If the same driver is registered
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with each Direct3D8 objects, then multiple DDraw objects will be exposed to
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the driver. The PerDDrawData class needs to contain a database of DWORD
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surface handles to information about the surface for the Context.
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For example, if the application specifies IDirect3DDevice8::SetTexture,
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the SW device, known by us as a Context concept, needs to be able to at least
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get the lpVidMem pointer to the surface bits from the DWORD passed into
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SetTexture. The Context will also need to be able to extract other information
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from the DWORD, like pixel format, width, height, etc., especially for "system
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memory" surfaces. All this information is stored in the PerDDrawData surface
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database. This must be, because the DWORD handles are unique per DDraw object.
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So, the driver must be able to convert a LPDDRAWI_DIRECTDRAW_LCL and DWORD
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surface handle to information about the surface for the Context.
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The PerDDrawData exposes the following types: TDriver and the third concept,
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TSurfDBEntry. The PerDDrawData contains a surface database which is a STL map
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which associates DWORD surface handles to TSurfDBEntry objects, which contain
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information about the surface. The PerDDrawData must implement SurfaceCreated
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and SurfaceDestroyed for the Driver to call. It must also implement GetDriver
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and GetSurfDBEntry for the Context to use.
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Note that there should be at least as many TSurfDBEntry objects as there are
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TSurface objects. This is because the SDDI will notify the driver of the
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surface characteristics and attachment configuration of any "system memory"
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surfaces and any "video memory" surface belonging to the driver. This is the
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only way the driver can figure out the attachment configuration of "video
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memory" surfaces.
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The Driver object knows how to navigate from a DDRAWI_DDRAWSURFACE_LCL object
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and a SurfDBEntry object to a Surface object. Each Surface object also has a
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DWORD surface handle field which allows one to find the associated SurfDBEntry
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object by looking up the handle in the PerDDrawData.
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The typical SurfDBEntry contains accessor functions named similar to the
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data stored in the DDRAWI_DDRAWSURFACE_LCL. For example, the CSurfDBEntry
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exposes:
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GetLCLdwFlags() == DDRAWI_DDRAWSURFACE_LCL::dwFlags
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GetLCLddsCaps() == DDRAWI_DDRAWSURFACE_LCL::ddsCaps
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GetMOREddsCapsEx() == DDRAWI_DDRAWSURFACE_MORE::ddsCapsEx
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GetGBLfpVidMem() == DDRAWI_DDRAWSURFACE_GBL::fpVidMem
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etc.
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/------------------------------------------------------------------------------\
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| Surface
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\------------------------------------------------------------------------------/
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The fourth concept is the Surface class. This represents a "video memory" or
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"driver allocated" surface, eventhough "video memory" doesn't accurately
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represent the reality. Typically, the driver will want to create multiple
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classes which implemented a common ISurface interface either based on pixel
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format or surface role. This is because the Driver object needs to be able to
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lock and unlock each surface. The default implementation of Surface is an
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interface, IVidMemSurface. This means that when the Driver maps the Lock and
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Unlock entry points to TSurface::Lock and TSurface::Unlock, the Driver is
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actually calling a virtual function. Also, the Context concept class need to
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be able to Clear all render targets. Therefore, the IVidMemSurface interface
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includes a Clear function. Thus, the Context is also calling a virtual Clear
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function to clear a surface. A developer adding "video memory" textures to the
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framework can implement a trivial IVidMemSurface::Clear for these textures by
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asserting false and returning failure. This is because non-render targets
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should never be cleared.
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Nothing prevents the developer from removing the interface, and using a
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purely generic surface class. But, it was expected that the more common
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scenario would be to provide an interface here.
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As indicated before, the Surface class needs to implement Lock and Unlock
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for the Driver and Context to call. The Context also needs to be able to call
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Clear.
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/------------------------------------------------------------------------------\
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| Context
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\------------------------------------------------------------------------------/
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The final, fifth main concept is the Context class. This represents the
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object which implements the IDirect3DDevice8 interface to the application.
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The primary functions which it needs to implement is DrawPrimitves2 and
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optionally, ValidateTextureStageState. This is the most complex concept class
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there is and the implementation was broken up into multiple classes, to again
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provide a maxmimum amount of componentization and extendability.
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The entry point DrawPrimitives2 needs to parse a command buffer for
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individual commands and execute them. Whatever parses the command buffer also
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needs to be aware of state sets. See DDK documentation for a description.
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The default implementation for DrawPrimitives2 is CStdDrawPrimitives2. It is
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expected that the Context will inherit from CStdDrawPrimitives2 if its
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implementation is wanted.
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CStdDrawPrimitives2::DrawPrimitives2 first wraps the
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D3DHAL_DRAWPRIMITIVES2DATA class with a class that exposes the command
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buffer as a STL container complete with iterators. It uses a Parser
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function to call a member function corresponding to each D3DHAL_DP2COMMAND.
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The naming convention for these Context member functions are DP2*****. The
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CStdDrawPrimitives2 also takes care of state sets. In order to handle state
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set recording and capturing, CStdDrawPrimitives2 uses another Parser to call
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a recording member function corresponding to each D3DHAL_DP2COMMAND. The
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naming convention for these Context member functions are RecDP2*****.
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There are also classes which implement many of the required DP2***** and
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RecDP2***** functions. So, inheriting from CStdDrawPrimitives2 should be seen
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as providing the Context with an implementation for DrawPrimitives2, but also
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as seen as needing implementations for many DP2 commands, implementations for
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recording many DP2 commands, a collection of DP2Operations <=> member function
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bindings, and a collection of DP2Operations <=> recording member function
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bindings. For example, let's examine a new CMyContext:
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class CMyContext:
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public CSubContext< CMyContext, ... >
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{
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};
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CMyContext still has no DrawPrimitives2 entry point. CSubContext exposes
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the following types: TDriver, TSurface, TPerDDrawData, and TDP2Data.
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CSubContext stores a reference to the corresponding PerDDrawData, and
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the render target and zbuffer surface pointers. The render target and
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zbuffer are TSurface*, not TSurfDBEntry*, as render targets must be
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"driver allocated". CSubContext also provides a few functions, like
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GetPerDDrawData, DP2SetRenderTarget, and DP2Clear. The last two functions
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provide a default implementation to handle the DP2OP_SETRENDERTARGET and
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DP2OP_CLEAR commands. However, nothing uses these functions yet.
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// Forward declaration
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class CMyContext;
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// For minimal amount of typing/ retyping.
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typedef CStdDrawPrimitves2< CMyContext> TStdDrawPrimitves2;
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class CMyContext:
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public TStdDrawPrimitves2,
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public CSubContext< CMyContext, ... , TStdDrawPrimitves2::TDP2Data >
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{
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};
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Now, CMyContext has a DrawPrimitives2 entry point for the Driver to call,
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which is provided by CStdDrawPrimitives2. CMyContext also has default support
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for DP2OP_SETRENDERTARGET, DP2OP_CLEAR; but CStdDrawPrimitives2 doesn't have
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information on which member function to call for each DP2 command. Note that
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TDP2Data is used as a template parameter for CSubContext. This is because
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the first paramter of the DP2***** member functions is templatized for
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extendability reasons. For CSubContext's DP2SetRenderTarget and DP2Clear
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to have the same parameter types as CStdDrawPrimitives2 can call, this is
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needed.
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// Forward declaration
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class CMyContext;
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// For minimal amount of typing/ retyping.
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typedef CStdDrawPrimitves2< CMyContext> TStdDrawPrimitves2;
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class CMyContext:
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public TStdDrawPrimitves2,
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public CSubContext< CMyContext, ... , TStdDrawPrimitves2::TDP2Data >
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{
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public:
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typedef block< TStdDrawPrimitives2::TDP2CmdBind, 2> TDP2Bindings;
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protected:
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static const TDP2Bindings c_DP2Bindings;
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public:
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CMyContext( ... )
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:TStdDrawDrimitives2( c_DP2Bindings.begin(), c_DP2Bindings.end()),
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CSubContext< CMyContext>( ... )
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{ }
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};
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const CMyContext::TDP2Bindings CMyContext::c_DP2Bindings=
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{
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D3DDP2OP_SETRENDERTARGET, DP2SetRenderTarget,
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D3DDP2OP_CLEAR, DP2Clear
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};
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Now, CMyContext has provided CStdDrawPrimitives2 with a collection of
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bindings. CStdDrawPrimitives2 will now call CMyContext::DP2SetRenderTarget,
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which is really CSubContext< CMyContext, ... >::DP2SetRenderTarget when
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a DP2 command with D3DDP2OP_SETRENDERTARGET is encountered. There are
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other classes which can provide default implementations for each DP2
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operation and have the naming convention CStdDP2*****, like
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CStdDP2RenderStateStore, which provides DP2RenderState and RecDP2RenderState.
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Also, any CStdDP2*****Store class really just stores the parameters of the
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command for later reference. For example, CStdDP2WInfoStore just
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stores the D3DHAL_DP2WINFO data and provides functions so that the Context,
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itself, can be converted to D3DHAL_DP2WINFO or can be retrieved by calling
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TContext::GetDP2WInfo.
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The fully functional CMyContext which exposes 1 stream, no TnL support, and
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only legacy pixel shading would look something like:
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// Forward declaration
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class CMyContext;
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// For minimal amount of typing/ retyping.
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typedef CStdDrawPrimitves2< CMyContext> TStdDrawPrimitves2;
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// Actually, TStdDrawPrimitives2::TDP2Data can be left out of the template
|
|
// parameters for each of the CStdDP2***** classes, as long as the default
|
|
// TDP2Data is used from CStdDrawPrimitives2. This is the same default that
|
|
// all the other classes have.
|
|
class CMyContext:
|
|
public TStdDrawPrimitves2,
|
|
public CSubContext< CMyContext, ... >,
|
|
public CStdDP2ViewportInfoStore< CMyContext>,
|
|
public CStdDP2WInfoStore< CMyContext>,
|
|
public CStdDP2RenderStateStore< CMyContext>,
|
|
public CStdDP2TextureStageStateStore< CMyContext>,
|
|
public CStdDP2SetVertexShaderStore< CMyContext>,
|
|
public CStdDP2VStreamManager< CMyContext, CVStream< ... > >,
|
|
public CStdDP2IStreamManager< CMyContext, CIStream< ... > >
|
|
{
|
|
public:
|
|
typedef block< TStdDrawPrimitives2::TDP2CmdBind, 15> TDP2Bindings;
|
|
typedef block< TStdDrawPrimitives2::TRecDP2CmdBind, 7> TRecDP2Bindings;
|
|
|
|
protected:
|
|
static const TDP2Bindings c_DP2Bindings;
|
|
static const TRecDP2Bindings c_RecDP2Bindings;
|
|
|
|
public:
|
|
CMyContext( ... )
|
|
:TStdDrawDrimitives2( c_DP2Bindings.begin(), c_DP2Bindings.end(),
|
|
c_RecDP2Bindings.begin(), c_RecDP2Bindings.end()),
|
|
CSubContext< CMyContext>( ... )
|
|
{ }
|
|
};
|
|
|
|
const CMyContext::TDP2Bindings CMyContext::c_DP2Bindings=
|
|
{
|
|
D3DDP2OP_VIEWPORTINFO, DP2ViewportInfo,
|
|
D3DDP2OP_WINFO, DP2WInfo,
|
|
D3DDP2OP_RENDERSTATE, DP2RenderState,
|
|
D3DDP2OP_TEXTURESTAGESTATE, DP2TextureStageState,
|
|
D3DDP2OP_CLEAR, DP2Clear,
|
|
D3DDP2OP_SETRENDERTARGET, DP2SetRenderTarget,
|
|
D3DDP2OP_SETVERTEXSHADER, DP2SetVertexShader,
|
|
D3DDP2OP_SETSTREAMSOURCE, DP2SetStreamSource,
|
|
D3DDP2OP_SETSTREAMSOURCEUM, DP2SetStreamSourceUM,
|
|
D3DDP2OP_SETINDICES, DP2SetIndices,
|
|
D3DDP2OP_DRAWPRIMITIVE, DP2DrawPrimitive,
|
|
D3DDP2OP_DRAWPRIMITIVE2, DP2DrawPrimitive2,
|
|
D3DDP2OP_DRAWINDEXEDPRIMITIVE, DP2DrawIndexedPrimitive,
|
|
D3DDP2OP_DRAWINDEXEDPRIMITIVE2, DP2DrawIndexedPrimitive2,
|
|
D3DDP2OP_CLIPPEDTRIANGLEFAN, DP2ClippedTriangleFan
|
|
};
|
|
|
|
const CMyContext::TRecDP2Bindings CMyContext::c_RecDP2Bindings=
|
|
{
|
|
D3DDP2OP_VIEWPORTINFO, RecDP2ViewportInfo,
|
|
D3DDP2OP_WINFO, RecDP2WInfo,
|
|
D3DDP2OP_RENDERSTATE, RecDP2RenderState,
|
|
D3DDP2OP_TEXTURESTAGESTATE, RecDP2TextureStageState,
|
|
D3DDP2OP_SETVERTEXSHADER, RecDP2SetVertexShader,
|
|
D3DDP2OP_SETSTREAMSOURCE, RecDP2SetStreamSource,
|
|
D3DDP2OP_SETINDICES, RecDP2SetIndices
|
|
};
|
|
|
|
/------------------------------------------------------------------------------\
|
|
|
|
|
| Summary
|
|
|
|
|
\------------------------------------------------------------------------------/
|
|
It is expected that a pluggable software rasterizer developer will first
|
|
start by defining a CMyRasterizer and a CMyDriver, which derives from
|
|
CMinimalDriver just like in the sample to get acquanted with the framework and
|
|
verify the plumbing.
|
|
The expected next step is to define a CMyContext, which derives from
|
|
CSubContext, CStdDrawPrimitives2, & a bunch of CStdDP2*****, just like
|
|
CMinimalContext; and a CMyDriver which derives from CSubDriver. The CMyContext
|
|
should integrate the old CMyRasterizer functionality.
|
|
The expected next step is then to replace CMinimalPerDDrawData with
|
|
CMyPerDDrawData, which derives from CSubPerDDrawData; and then start
|
|
replacing many of the other components with custom pieces (CSurface,
|
|
CStateSet, CSurfDBEntry, CVStream, CIStream, CPalDBEntry, etc).
|