Leaked source code of windows server 2003
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//----------------------------------------------------------------------------
//
// span.h
//
// Structures which define the interface between the edge walker to the
// span interpolator.
//
// Copyright (C) Microsoft Corporation, 1997.
//
//----------------------------------------------------------------------------
#ifndef _SPAN_H_
#define _SPAN_H_
#include <d3ditype.h>
#include <d3dhalp.h>
#ifdef __cplusplus
extern "C" {
#endif
// TBD make this machine independent
// don't leave any space between the elements of these structures
// currently smallest element is a UINT16, may have to change this to pack(1)
// if UINT8's are used.
#include <pshpack2.h>
// Limits, shifts and scaling factors for RASTSPAN and RASTPRIM data.
// C_*_LIMIT is the constant integer form of the limit for cases where
// direct integer comparisons can be done.
#define Z_LIMIT g_fTwoPow31
#define C_Z_LIMIT 0x4f000000
#define Z16_FRAC_SHIFT 15
#define Z16_FRAC_SCALE g_fTwoPow15
#define OO_Z16_FRAC_SCALE g_fOoTwoPow15
#define Z16_SHIFT 31
#define Z16_SCALE g_fNearTwoPow31
#define OO_Z16_SCALE g_fOoNearTwoPow31
#define Z32_FRAC_SHIFT 0
#define Z32_FRAC_SCALE g_fOne
#define OO_Z32_FRAC_SCALE g_fOoNearTwoPow31
#define Z32_SHIFT 31
#define Z32_SCALE g_fNearTwoPow31
#define OO_Z32_SCALE g_fOoNearTwoPow31
#define TEX_LIMIT g_fTwoPow31
#define C_TEX_LIMIT 0x4f000000
#define TEX_SHIFT 20
#define TEX_SCALE g_fTwoPow20
#define OO_TEX_SCALE g_fOoTwoPow20
#define COLOR_LIMIT g_fTwoPow15
#define C_COLOR_LIMIT 0x47000000
#define COLOR_SHIFT 8
#define COLOR_SCALE g_fTwoPow8
#define INDEX_COLOR_LIMIT g_fTwoPow30
#define C_INDEX_COLOR_LIMIT 0x4e800000
#define INDEX_COLOR_SHIFT 16
#define INDEX_COLOR_SCALE g_fTwoPow16
#define INDEX_COLOR_VERTEX_SHIFT 8
// Shift to go from fixed-point value in vertex color to proper shift.
#define INDEX_COLOR_FIXED_SHIFT (INDEX_COLOR_SHIFT - INDEX_COLOR_VERTEX_SHIFT)
#define LOD_LIMIT g_fTwoPow15
#define C_LOD_LIMIT 0x47000000
#define LOD_SHIFT 11
#define LOD_SCALE g_fTwoPow11
#define LOD_MIN (-15)
#define OOW_LIMIT g_fTwoPow31
#define C_OOW_LIMIT 0x4f000000
#define OOW_SHIFT 31
#define OOW_SCALE g_fNearTwoPow31
#define OO_OOW_SCALE g_fOoNearTwoPow31
#define W_SHIFT 16
#define W_SCALE g_fTwoPow16
#define OO_W_SCALE g_fOoTwoPow16
#define OOW_W_SHIFT (OOW_SHIFT + W_SHIFT)
#define OOW_W_SCALE g_fTwoPow47
#define FOG_LIMIT g_fTwoPow15
#define C_FOG_LIMIT 0x47000000
#define FOG_SHIFT 8
#define FOG_SCALE g_fTwoPow8
#define FOG_ONE_SCALE g_fTwoPow16
#define FOG_255_SCALE g_fTwoPow8
#define TEX_FINAL_SHIFT 16
#define TEX_FINAL_FRAC_MASK (0xffff)
#define TEX_TO_FINAL_SHIFT (TEX_SHIFT - TEX_FINAL_SHIFT)
// Multiply with span W so that [U|V]oW times resulting W is in the
// final shift position. 1 / (W_SHIFT + TEX_TO_FINAL_SHIFT).
#define TEX_UVW_TO_FINAL_SCALE g_fOoTwoPow20
// Divide by span OoW so that [U|V]oW times resulting W is in the
// final shift position. OOW_SHIFT - TEX_TO_FINAL_SHIFT.
#define TEX_OOW_TO_FINAL_SCALE g_fTwoPow27
#define RAST_DIRTYBITS_SIZE (((D3D_MAXRENDERSTATES + (D3DHAL_TSS_MAXSTAGES * D3DHAL_TSS_STATESPERSTAGE)) >> 3) + 2)
#define RAST_TSS_DIRTYBIT( _Stage, _State ) \
((UINT32)(D3D_MAXRENDERSTATES + \
((_Stage) * D3DHAL_TSS_STATESPERSTAGE) + (_State)))
typedef struct _UV_UNION {
union {
D3DVALUE tu;
D3DVALUE dvTU;
INT32 iU;
FLOAT fU;
INT32 iUoW; // 1.11.20 texture coordinates
FLOAT fUoW;
INT32 iDUoWDX; // 1.11.20
FLOAT fDUoWDX;
INT32 iDUoWDY; // 1.11.20
FLOAT fDUoWDY;
};
union {
D3DVALUE tv;
D3DVALUE dvTV;
INT32 iV;
FLOAT fV;
INT32 iVoW; // 1.11.20 texture coordinates
FLOAT fVoW;
INT32 iDVoWDX; // 1.11.20
FLOAT fDVoWDX;
INT32 iDVoWDY; // 1.11.20
FLOAT fDVoWDY;
};
}UV_UNION;
// General per span data. This structure is designed to be qword aligned.
typedef struct tagD3DI_RASTSPAN
{
// Space separated things are quad words and are intended to be
// quad word aligned.
UINT16 uPix; // count of pixels to render
INT16 iDFog; // 1.7.8 delta fog
UINT16 uX; // 16.0 start X
UINT16 uY; // 16.0 start Y
INT16 iLOD; // 1.4.11 start LOD
INT16 iDLOD; // 1.4.11 delta LOD (so piecewise linear LOD interp
// is possible)
union
{
UINT32 uZ; // 16.15 start Z
FLOAT fZ;
};
// If texture stuff (iOoW, iUoW1, etc.) is 32 bits (even if we iterate
// them at 16 bits under MMX sometimes)
union
{
INT32 iW; // 1.15.16 first inverted W of span
FLOAT fW;
};
union
{
INT32 iOoW; // 1.31 start 1/W (signed since they are target
// of MMX multiply)
FLOAT fOoW;
};
UV_UNION UVoW[D3DHAL_TSS_MAXSTAGES];
union
{
struct
{
UINT16 uB, uG, uR, uA; // 8.8 start colors
};
struct
{
INT32 iIdx, iIdxA; // 1.8.16 ramp start color and alpha
};
};
UINT16 uBS, uGS, uRS; // 8.8 start specular colors
// Specular alpha is fog. This prevents specular color from
// being unioned with the texture 2 coordinates below.
UINT16 uFog; // 1.7.8 start fog value
// Pointers into surface and Z buffers interpolated by the edge walker.
PUINT8 pSurface;
PUINT8 pZ;
UINT8 pPad[16];
} D3DI_RASTSPAN, *PD3DI_RASTSPAN; // sizeof(D3DI_RASTSPAN) == 64
typedef CONST D3DI_RASTSPAN *PCD3DI_RASTSPAN;
// D3DI_RASTPRIM uFlags
#define D3DI_RASTPRIM_X_DEC (0x00000001L) // Else X increments.
// General per primitive for edge walking and span scanning.
// Can be expanded to suit the edge walker.
// The information the span rasterizer needs is sensitive to qwords for
// the MMX rasterizers.
typedef struct tagD3DI_RASTPRIM
{
UINT32 uFlags;
UINT16 uSpans; // count of spans
UINT16 uResvd1; // perhaps we want to expand uSpans to 32 bits,
// or perhaps 16 flag bits are enough
// X gradients
union
{
INT32 iDZDX; // 1.16.15
FLOAT fDZDX;
};
union
{
INT32 iDOoWDX; // 1.31
FLOAT fDOoWDX;
};
UV_UNION DUVoWDX[D3DHAL_TSS_MAXSTAGES];
union
{
struct
{
INT16 iDBDX, iDGDX, iDRDX, iDADX; // 1.7.8
};
struct
{
FLOAT fDBDX, fDGDX, fDRDX, fDADX;
};
struct
{
INT32 iDIdxDX, iDIdxADX; // 1.8.16
};
};
struct
{
union
{
struct
{
INT16 iDBSDX, iDGSDX, iDRSDX; // 1.7.8
};
struct
{
FLOAT fDBSDX, fDGSDX, fDRSDX;
FLOAT fPad; // Padding to keep this set of attributes
// an even multiple of quadwords.
};
};
};
// Y gradients for some attributes so that span routines
// can do per-pixel mipmapping.
UV_UNION DUVoWDY[D3DHAL_TSS_MAXSTAGES];
union
{
INT32 iDOoWDY; // 1.31
FLOAT fDOoWDY;
};
struct tagD3DI_RASTPRIM *pNext;
// Pad to an even multiple of 32 bytes for cache alignment.
UINT8 uPad[72];
// Anything else needed
} D3DI_RASTPRIM, *PD3DI_RASTPRIM;
typedef CONST D3DI_RASTPRIM *PCD3DI_RASTPRIM;
// D3DI_SPANTEX uFlags
#define D3DI_SPANTEX_HAS_TRANSPARENT (0x00000001L)
#define D3DI_SPANTEX_SURFACES_LOCKED (0x00000002L)
#define D3DI_SPANTEX_MAXMIPLEVELS_DIRTY (0x00000004L)
// Palette with alpha
#define D3DI_SPANTEX_ALPHAPALETTE (0x00000008L)
// D3DI_SPANTEX uFormat - NOTE: these enumerations match the sequence in the
// array of DDPIXELFORMAT structures defined for matching in texture creation
//
// NOTE: these must be kept consistent with the RRPixelFormats for the reference rasterizer
typedef enum _D3DI_SPANTEX_FORMAT
{
D3DI_SPTFMT_NULL = 0,
D3DI_SPTFMT_B8G8R8 = 1,
D3DI_SPTFMT_B8G8R8A8 = 2,
D3DI_SPTFMT_B8G8R8X8 = 3,
D3DI_SPTFMT_B5G6R5 = 4,
D3DI_SPTFMT_B5G5R5 = 5,
D3DI_SPTFMT_PALETTE4 = 6,
D3DI_SPTFMT_PALETTE8 = 7,
D3DI_SPTFMT_B5G5R5A1 = 8,
D3DI_SPTFMT_B4G4R4 = 9,
D3DI_SPTFMT_B4G4R4A4 =10,
D3DI_SPTFMT_L8 =11, /* 8 bit luminance-only */
D3DI_SPTFMT_L8A8 =12, /* 16 bit alpha-luminance */
D3DI_SPTFMT_U8V8 =13, /* 16 bit bump map format */
D3DI_SPTFMT_U5V5L6 =14, /* 16 bit bump map format with luminance */
D3DI_SPTFMT_U8V8L8 =15, /* 24 bit bump map format with luminance */
D3DI_SPTFMT_UYVY =16, /* UYVY format for PC98 compliance */
D3DI_SPTFMT_YUY2 =17, /* YUY2 format for PC98 compliance */
D3DI_SPTFMT_DXT1 =18, /* S3 texture compression technique 1 */
D3DI_SPTFMT_DXT2 =19, /* S3 texture compression technique 2 */
D3DI_SPTFMT_DXT3 =20, /* S3 texture compression technique 3 */
D3DI_SPTFMT_DXT4 =21, /* S3 texture compression technique 4 */
D3DI_SPTFMT_DXT5 =22, /* S3 texture compression technique 5 */
D3DI_SPTFMT_B2G3R3 =23, /* 8 bit RGB texture format */
D3DI_SPTFMT_Z16S0 =32,
D3DI_SPTFMT_Z24S8 =33,
D3DI_SPTFMT_Z15S1 =34,
D3DI_SPTFMT_Z32S0 =35,
D3DI_SPTFMT_S1Z15 =36,
D3DI_SPTFMT_S8Z24 =37,
// NOTE: this must be changed in conjunction with RR_STYPE in ref\inc\refrast.hpp
D3DI_SPTFMT_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
} D3DI_SPANTEX_FORMAT;
// This encompasses all needed info about a chain of DD surfaces being used
// as a potentially mipmapped texture.
#define SPANTEX_MAXCLOD 11 // up to 2kx2k texture, all we can do with MMX INT16
// U's and V's
typedef struct tagD3DI_SPANTEX
{
UINT32 dwSize;
INT32 iGeneration; // incremented when the texture changes
UINT32 uFlags; // perspective, etc.
D3DI_SPANTEX_FORMAT Format; // pixel format of the texture
D3DTEXTUREADDRESS TexAddrU, TexAddrV; // texture address mode
D3DTEXTUREMAGFILTER uMagFilter;// TEX3 style filter information
D3DTEXTUREMINFILTER uMinFilter;// ATTENTION we could express this information more compactly
D3DTEXTUREMIPFILTER uMipFilter;
D3DCOLOR BorderColor; // border color for the texture
// (for D3DTADDRESS_BORDER)
D3DCOLOR TransparentColor; // color key on texture read
FLOAT fLODBias; // Texture3 LOD bias value.
PUINT8 pBits[SPANTEX_MAXCLOD]; // pointer for each LOD
PUINT32 pRampmap; // set by ramp rasterizer, if necessary
PUINT32 pPalette; // pointer to palette, if necessary
INT32 iPaletteSize; // size of palette
INT32 cLOD; // contains count of levels - 1 (0 means 1 level)
// to use
INT32 cLODTex; // contains count of levels - 1 (0 means 1 level)
// that are actually in the texture
// cLODTex >= cLOD is always true
INT32 iMaxMipLevel; // index of largest mip map to use. 0 means use largest.
INT iMaxScaledLOD; // ((cLOD + 1) scaled by LOD_SCALE) - 1.
INT16 iSizeU, iSizeV; // LOD 0 size (only support power of 2
// textures)
INT16 iShiftU, iShiftV; // LOD 0 log2 size (valid for power-of-2
// size only)
INT16 iShiftPitch[SPANTEX_MAXCLOD]; // log2 pitch for each LOD
#if (SPANTEX_MAXCLOD & 1) != 0
// Pad following fields to a DWORD boundary.
INT16 iPitchPad;
#endif
UINT16 uMaskU, uMaskV; // LOD 0 (1<<log2(size))-1
// Variables for arithmetic address computation. Computed by DoTexAddrSetup.
INT16 iFlipMaskU, iFlipMaskV;
INT16 iClampMinU, iClampMinV;
INT16 iClampMaxU, iClampMaxV;
INT16 iClampEnU, iClampEnV;
LPDIRECTDRAWSURFACE pSurf[SPANTEX_MAXCLOD]; // Added for TextureGetSurf
// and Lock/Unlock Texture
} D3DI_SPANTEX, *PD3DI_SPANTEX;
// Color structure for blending etc. with enough room for 8.8 colors.
// Even for 8 bit colors, this is convenient for lining up the colors
// as we desire in MMX for 16 bit multiplies
typedef struct tagD3DI_RASTCOLOR
{
UINT16 uB, uG, uR, uA;
} D3DI_RASTCOLOR, *PD3DI_RASTCOLOR;
// This structure has all the temporary storage needed for all the iterated
// values to route the span information between the layers.
// TBD there is lots more to add here, do texture mapping first
typedef struct tagD3DI_SPANITER
{
// make the colors use the same order as RASTCOLOR above
UINT16 uBB, uBG, uBR, uBA; // 8.8 blended color
UINT16 uFogB, uFogG, uFogR, uFog; // 8.8 fog color, 0.16 fog value
INT16 iFogBDX, iFogGDX, iFogRDX, iDFog; // 1.7.8 fog color deltas
UINT32 uZDeferred; // storage for Z for deferred Z write
UV_UNION TexUV[D3DHAL_TSS_MAXSTAGES];
D3DCOLOR TexCol[D3DHAL_TSS_MAXSTAGES]; // [Texture]
INT32 iDW; // to remember last delta W in
UINT16 uDitherOffset;
INT16 iXStep; // 1 or -1
INT16 iSpecialW; // negative for first or last 3 pixels of span
INT16 bStencilPass; // 1 if stencil test passed, otherwise 0
union
{
INT32 iOoW; // previous OoW to pass between texaddr stages
FLOAT fOoW;
};
} D3DI_SPANITER, *PD3DI_SPANITER;
// Z compare macro
// This does depend on the result of a compare being 0 or 1 (for the final XOR, since C
// doesn't have a logical XOR), but this has been true on all processors and
// compilers for some time.
#define ZCMP16(p, g, b) \
((((((INT32)(g) - (INT32)(b)) & (p)->iZAndMask) - (p)->iZNeg) >= 0) ^ (p)->iZXorMask)
// Assumes the most significant bit of Z is 0 (31 bit Z)
#define ZCMP32(p, g, b) \
((((((INT32)(g) - (INT32)(b)) & (p)->iZAndMask) - (p)->iZNeg) >= 0) ^ (p)->iZXorMask)
// Alpha Test compare macro
#define ACMP(p, g, b) \
((((((INT32)(g) - (INT32)(b)) & (p)->iAAndMask) - (p)->iANeg) >= 0) ^ (p)->iAXorMask)
// Stencil Test compare macro
#define SCMP(p, g, b) \
((((((INT32)(g) - (INT32)(b)) & (p)->iSAndMask) - (p)->iSNeg) >= 0) ^ (p)->iSXorMask)
// Helper macro that converts [0, 0xff] to [0, 5], linearly
#define RGB8_CHANNEL(rgb) ((((rgb) * 5) + 0x80) >> 8)
// Defines conversion from 24 bit RGB to 8 bit palette index. Each color has 6 values
// resulting in 6**3 == 216 required colors in the palette.
#define MAKE_RGB8(r, g, b) (RGB8_CHANNEL(r) * 36 \
+ RGB8_CHANNEL(g) * 6 \
+ RGB8_CHANNEL(b))
// forward declaration of D3DI_RASTCTX
struct tagD3DI_RASTCTX;
typedef struct tagD3DI_RASTCTX D3DI_RASTCTX;
typedef struct tagD3DI_RASTCTX *PD3DI_RASTCTX;
typedef CONST struct tagD3DI_RASTCTX *PCD3DI_RASTCTX;
// typedef for each rendering layer
// note that the RASTCTX is changed because of the D3DI_SPANITER values
typedef void (CDECL *PFNSPANLAYER)(PD3DI_RASTCTX pCtx, PD3DI_RASTPRIM pP,
PD3DI_RASTSPAN pS);
typedef void (CDECL *PFNTEXADDRESS)(PD3DI_RASTCTX pCtx, PD3DI_RASTPRIM pP,
PD3DI_RASTSPAN pS, INT32 iTex);
// typedef texture read functions
// this is an actual function so it can be called multiple times
// note that the RASTCTX is changed because of the D3DI_SPANITER values
typedef D3DCOLOR (CDECL *PFNTEXREAD)(INT32 iU, INT32 iV, INT32 iShiftU,
PUINT8 pBits, PD3DI_SPANTEX pTex);
// Typedef for span rendering function pointers.
typedef HRESULT (CDECL *PFNRENDERSPANS)(PD3DI_RASTCTX pCtx);
// typedef for alpha blending functions.
typedef void (CDECL *PFNBLENDFUNC)(PUINT16 pR, PUINT16 pG, PUINT16 pB,
PUINT16 pA, D3DCOLOR DestC,
PD3DI_RASTCTX pCtx);
// typedef for buffer read functions.
typedef D3DCOLOR (CDECL *PFNBUFREAD)(PUINT8 pBits);
// typedef for texture blend get functions.
typedef void (CDECL *PFNTEXBLENDGET)(PD3DI_RASTCOLOR pArg1,
PD3DI_RASTCOLOR pArg2,
PD3DI_RASTCOLOR pInput,
PD3DI_RASTCTX pCtx, PD3DI_RASTSPAN pS,
INT32 iTex);
// typedef for texture blend get functions.
typedef void (CDECL *PFNTEXBLENDOP)(PD3DI_RASTCOLOR pOut,
PD3DI_RASTCOLOR pArg1,
PD3DI_RASTCOLOR pArg2,
PD3DI_RASTCTX pCtx, PD3DI_RASTSPAN pS,
INT32 iTex);
// Prototype for set of bead selections.
typedef enum tagD3DI_BEADSET
{
D3DIBS_CMMX = 1, // C emulation of MMX beads
D3DIBS_MMX = 2, // MMX beads
D3DIBS_C = 3, // C beads
D3DIBS_RAMP = 4, // Ramp beads
D3DIBS_MMXASRGB = 5, // MMX selected for RGB rasterizer
} D3DI_BEADSET;
// General span scanning context
struct tagD3DI_RASTCTX
{
UINT32 dwSize;
//////////////////////////////////////////////////////////////////////
// Temporary storage for span rendering routines. Could be global.
// Not set by caller, and not changed by SpanInit.
//
D3DI_SPANITER SI;
//////////////////////////////////////////////////////////////////////
// Data that must be set by caller before a SpanInit.
//
// we may want to put a pointer to a DDSURFACEDESC or something like it
// instead of this
PUINT8 pSurfaceBits;
INT iSurfaceStride;
INT iSurfaceStep;
INT iSurfaceBitCount;
INT iSurfaceType; // or however we end up expressing this
PUINT32 pRampMap; // pointer to ramp map, if necessary
LPDIRECTDRAWSURFACE pDDS;
PUINT8 pZBits;
INT iZStride;
INT iZStep;
INT iZBitCount;
LPDIRECTDRAWSURFACE pDDSZ;
// Clip area.
RECT Clip;
// Sign of face area that should be culled. Zero is clockwise,
// one is CCW and everything else means no culling.
UINT uCullFaceSign;
union
{
DWORD pdwRenderState[D3D_MAXRENDERSTATES];
FLOAT pfRenderState[D3D_MAXRENDERSTATES];
};
// Since we are adjusting the order of texIdx in the vertex to suit that
// defined in state TEXCOORDINDEX, we need a copy of adjusted WRAP state.
// This is declared immediately after pdwRenderState so that we can share
// a register with it in the assembly code.
// WARNING WARNING - THIS ABSOLUTELY NEEDS TO BE FOLLOWING pdwRenderState
// IMMEDIATELY. ASM CODE DEPENDS ON THIS.
union
{
DWORD pdwTextureStageState[D3DHAL_TSS_MAXSTAGES][D3DHAL_TSS_STATESPERSTAGE];
FLOAT pfTextureStageState[D3DHAL_TSS_MAXSTAGES][D3DHAL_TSS_STATESPERSTAGE];
};
// first texture object contains information for texture for first pair
// of texture coordinates, second contains texture for second pair of
// texture coordinates, etc.
PD3DI_SPANTEX pTexture[D3DHAL_TSS_MAXSTAGES];
// Number of active textures. 0 - texture off; 1 - pTexture[0] is valid
// 2 - both pTexture[0] and pTexture[1] are valid
UINT cActTex;
// Number of active texture stages for blending. It's set in spaninit()
// and used in TexBlend_TexM_Gen.
UINT cActBldStage;
// Dirty bits for render states.
// ATTENTION - We can reduce the size to have one bit for each group of
// states when we implement the light weighted beed chooser.
// Right now, it's set by SetRenderState and cleared after SpanInit is
// called. The bit corresponding to D3DHAL_MAX_RSTATES_AND_STAGES is set
// whenever a state is changed.
UINT8 StatesDirtyBits[RAST_DIRTYBITS_SIZE];
#if (RAST_DIRTYBITS_SIZE & 1) != 0
// Pad following fields to a DWORD boundary.
INT8 StatesDirtyBitsPad0;
#endif
#if (RAST_DIRTYBITS_SIZE & 2) != 0
// Pad following fields to a DWORD boundary.
INT16 StatesDirtyBitsPad1;
#endif
// Version# of the D3DDevice corresponding to this Context
UINT32 uDevVer;
//////////////////////////////////////////////////////////////////////
// Data is set by SpanInit given the input above.
//
// Span rendering entry point.
PFNRENDERSPANS pfnRenderSpans;
// function pointers for the beads
PFNSPANLAYER pfnBegin;
PFNSPANLAYER pfnLoopEnd;
PFNSPANLAYER pfnTestPassEnd;
PFNSPANLAYER pfnTestFailEnd;
PFNTEXADDRESS pfnTexAddr[D3DHAL_TSS_MAXSTAGES];
PFNSPANLAYER pfnTexAddrEnd;
PFNTEXREAD pfnTexRead[D3DHAL_TSS_MAXSTAGES];
PFNSPANLAYER pfnTexBlendEnd;
PFNTEXBLENDGET pfnTexBlendGetColor[D3DHAL_TSS_MAXSTAGES];
PFNTEXBLENDGET pfnTexBlendGetAlpha[D3DHAL_TSS_MAXSTAGES];
PFNTEXBLENDOP pfnTexBlendOpColor[D3DHAL_TSS_MAXSTAGES];
PFNTEXBLENDOP pfnTexBlendOpAlpha[D3DHAL_TSS_MAXSTAGES];
PFNSPANLAYER pfnColorGenEnd;
PFNSPANLAYER pfnAlphaTestPassEnd;
PFNSPANLAYER pfnAlphaTestFailEnd;
PFNBLENDFUNC pfnSrcBlend;
PFNBLENDFUNC pfnDestBlend;
PFNBUFREAD pfnBufRead;
PFNSPANLAYER pfnColorBlendEnd;
// Optional bead that can be called after every pixel for rasterizers
// which loop beads rather than returning.
PFNSPANLAYER pfnPixelEnd;
// Optional bead that can be called after every span for rasterizers
// which loop spans rather than returning.
PFNSPANLAYER pfnSpanEnd;
// arithmetic Z variables
INT32 iZAndMask, iZNeg, iZXorMask;
// arithmetic Alpha test variables. These could be 16 bits, if we ever really want
// to save space
INT32 iAAndMask, iANeg, iAXorMask;
// 8.8 Alpha reference value
INT32 iARef;
// arithmetic stencil test variables. These could be 16 bits, if we ever really want
// to save space
INT32 iSAndMask, iSNeg, iSXorMask;
// Pointer to first RASTPRIM.
PD3DI_RASTPRIM pPrim;
// Pointer to next context.
PD3DI_RASTCTX pNext;
// Current BeadTable to use
D3DI_BEADSET BeadSet;
// Bit 0 set disables ml1, etc.
#define MMX_FP_DISABLE_MASK_NUM 1
DWORD dwMMXFPDisableMask[MMX_FP_DISABLE_MASK_NUM];
// RampLightingDriver, should be NULL except for RampRast and 8 bit palettized RGB
// output surface cases.
LPVOID pRampDrv;
// RAMP_RANGE_INFO RampInfo;
DWORD RampBase;
DWORD RampSize;
PUINT32 pTexRampMap;
BOOL bRampSpecular;
#ifdef DBG
#define NAME_LEN 128
char szTest[NAME_LEN];
char szTestFail[NAME_LEN];
char szTexAddr[D3DHAL_TSS_MAXSTAGES][NAME_LEN];
char szTexRead[D3DHAL_TSS_MAXSTAGES][NAME_LEN];
char szTexBlend[NAME_LEN];
char szColorGen[NAME_LEN];
char szAlphaTest[NAME_LEN];
char szColorBlend[NAME_LEN];
char szSrcBlend[NAME_LEN];
char szDestBlend[NAME_LEN];
char szBufRead[NAME_LEN];
char szBufWrite[NAME_LEN];
#undef NAME_LEN
#endif
};
// Data passed to the span rendering functions looks like this:
//
// RASTCTX
// |-> RASTPRIM
// | | RASTSPAN
// | | RASTSPAN (as many as RASTPRIM.uSpans says there are)
// | RASTPRIM
// | | RASTSPAN
// | NULL
// RASTCTX
// |-> RASTPRIM
// | | RASTSPAN
// | NULL
// NULL
//
// The given RASTCTX is the head of a list of contexts. Each context
// points to a list of RASTPRIMs. Each RASTPRIM structure is immediately
// followed by RASTPRIM.uSpans RASTSPAN structures.
// Prototype for state validation call.
HRESULT SpanInit(PD3DI_RASTCTX pCtx);
// This is used to pack a FVF vertex into one understand by OptRast so it
// does not need to figure out where to get the data it needs. This struct
// can be modified to accommodate more data and it can be broken into more
// specilized and smalled structs.
// Right now, it is an extension of D3DTLVERTEX, and the extra uv is at the
// very end so that OptRast can treat it as a D3DTLVERTEX if only the first
// part of the data needs to be accessed.
typedef struct _RAST_GENERIC_VERTEX {
union {
D3DVALUE sx; /* Screen coordinates */
D3DVALUE dvSX;
};
union {
D3DVALUE sy;
D3DVALUE dvSY;
};
union {
D3DVALUE sz;
D3DVALUE dvSZ;
};
union {
D3DVALUE rhw; /* Reciprocal of homogeneous w */
D3DVALUE dvRHW;
};
union {
D3DCOLOR color; /* Vertex color */
D3DCOLOR dcColor;
};
union {
D3DCOLOR specular; /* Specular component of vertex */
D3DCOLOR dcSpecular;
};
UV_UNION texCoord[D3DHAL_TSS_MAXSTAGES]; /* Texture coordinates */
}RAST_GENERIC_VERTEX, *PRAST_GENERIC_VERTEX;
// Vertex types supported by OptRast
typedef enum _RAST_VERTEX_TYPE
{
RAST_TLVERTEX = 1, /* (Legacy) TL vertex */
RAST_GENVERTEX = 2, /* Generic FVF vertex */
RAST_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
}RAST_VERTEX_TYPE;
#include <poppack.h>
#ifdef __cplusplus
}
#endif
#endif // _SPAN_H_