Leaked source code of windows server 2003
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///////////////////////////////////////////////////////////////////////////////
// Copyright (C) Microsoft Corporation, 2000.
//
// refdevi.cpp
//
// Direct3D Reference Device - Main Internal Object Methods
//
///////////////////////////////////////////////////////////////////////////////
#include "pch.cpp"
#pragma hdrstop
//////////////////////////////////////////////////////////////////////////////////
// //
// global controls //
// //
//////////////////////////////////////////////////////////////////////////////////
float g_GammaTable[256];
UINT g_iGamma = 150;
//////////////////////////////////////////////////////////////////////////////////
// //
// RefDev Methods //
// //
//////////////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//
// Constructor/Destructor for renderer core object.
//
//-----------------------------------------------------------------------------
RefDev::RefDev( LPDDRAWI_DIRECTDRAW_LCL pDDLcl, DWORD dwInterfaceType,
RDDDITYPE dwDDIType, D3DCAPS8* pCaps8 )
: m_RefVP(), m_RefVM(), m_Clipper(),
m_FVFShader()
{
m_Caps8 = *pCaps8;
m_pDDLcl = NULL;
m_wSaveFP = 0;
m_bInBegin = FALSE;
m_bPointSprite = 0;
m_pRenderTarget = NULL;
memset( m_fWBufferNorm, 0, sizeof( float)*2 );
memset( m_dwRenderState, 0, sizeof( DWORD ) * D3DHAL_MAX_RSTATES );
memset( &m_renderstate_override, 0, sizeof(m_renderstate_override) );
m_cActiveTextureStages = 0;
m_ReferencedTexCoordMask = 0;
memset( m_pTexture, 0, sizeof(RDSurface2D*)*D3DHAL_TSS_MAXSTAGES );
memset( m_dwTextureStageState, 0, sizeof(m_dwTextureStageState) );
for (int i=0; i<D3DHAL_TSS_MAXSTAGES; i++) m_pTextureStageState[i] = m_dwTextureStageState[i];
m_dwTexArrayLength = 0;
m_LastState = 0;
m_primType = (D3DPRIMITIVETYPE)0;
m_dwNumVertices = 0;
m_dwStartVertex = 0;
m_dwNumIndices = 0;
m_dwStartIndex = 0;
m_RefVP.m_pDev = m_RefVM.m_pDev = m_Clipper.m_pDev = this;
m_CurrentVShaderHandle = 0;
m_pCurrentVShader = NULL;
m_qwFVFOut = 0;
m_CurrentPShaderHandle = 0x0;
m_Rast.Init( this );
// All render and texture stage state is initialized by
// DIRECT3DDEVICEI::stateInitialize
m_dwInterfaceType = dwInterfaceType;
m_dwDDIType = dwDDIType;
m_pDDLcl = pDDLcl;
// StateOverride initialize
STATESET_INIT( m_renderstate_override );
m_bOverrideTCI = FALSE;
SetSetStateFunctions();
// Set this renderstate so that the pre-DX8 emulations continue to work
GetRS()[D3DRS_COLORWRITEENABLE] = 0xf;
// set 'changed' flags
m_dwRastFlags =
RDRF_MULTISAMPLE_CHANGED|
RDRF_PIXELSHADER_CHANGED|
RDRF_LEGACYPIXELSHADER_CHANGED|
RDRF_TEXTURESTAGESTATE_CHANGED;
// make the gamma table
{
FLOAT fGamma = (float)(log10(0.5f)/log10((float)g_iGamma/255));
FLOAT fOOGamma = 1/fGamma;
FLOAT fA = 0.018f;
FLOAT fS = (float)(((1-fOOGamma)*pow(fA,fOOGamma))/(1-(1-fOOGamma)*pow(fA,fOOGamma)));
FLOAT fGain = (float)((fOOGamma*pow(fA,(fOOGamma-1)))/(1-(1-fOOGamma)*pow(fA,fOOGamma)));
FLOAT fX;
int i;
for (i = 0; i < 4; i++)
g_GammaTable[i] = (float)(fGain*(((float)i)/255));
for (i = 4; i < 256; i++)
g_GammaTable[i] = (float)((1+fS)*pow((((float)i)/255),fOOGamma)-fS);
}
}
//-----------------------------------------------------------------------------
RefDev::~RefDev( void )
{
UINT i;
// Clean up statesets
for ( i = 0; i < m_pStateSets.ArraySize(); i++ )
{
if (m_pStateSets[i] != NULL)
delete m_pStateSets[i];
}
// Clean up vertex shaders
for( i=0; i<m_VShaderHandleArray.GetSize(); i++ )
{
delete m_VShaderHandleArray[i].m_pShader;
}
// Clean up pixel shaders
for( i=0; i<m_PShaderHandleArray.GetSize(); i++ )
{
delete m_PShaderHandleArray[i].m_pShader;
}
// Clean up palette handles
for( i=0; i<m_PaletteHandleArray.GetSize(); i++ )
{
delete m_PaletteHandleArray[i].m_pPal;
}
}
///////////////////////////////////////////////////////////////////////////////
// //
// State Management Utilities //
// //
///////////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//
// MapTextureHandleToDevice - This is called when texture handles change or
// when leaving legacy texture mode. This maps the texture handle embedded
// in the per-stage state to texture object pointers.
//
//-----------------------------------------------------------------------------
void
RefDev::MapTextureHandleToDevice( int iStage )
{
// map one
m_pTexture[iStage] =
MapHandleToTexture( m_TextureStageState[iStage].m_dwVal[D3DTSS_TEXTUREMAP] );
m_pTexture[iStage]->SetRefDev(this);
// update num active stages
UpdateActiveTexStageCount();
}
//-----------------------------------------------------------------------------
//
// SetTextureHandle - On DX7, this is called when a texture handle is set.
// This maps the texture handle embedded in the per-stage state to texture
// object pointers.
//
//-----------------------------------------------------------------------------
HRESULT
RefDev::SetTextureHandle( int iStage, DWORD dwTexHandle )
{
HRESULT hr = D3D_OK;
// Special case, if texture handle == 0, then unmap the texture from the TSS
if (dwTexHandle == 0)
{
m_pTexture[iStage] = NULL;
// update num active stages
UpdateActiveTexStageCount();
return D3D_OK;
}
// Ask DDraw to decipher what this particular handle meant wrt. to the
// the DDraw_Local associated with this instance of the Refrast
RDSurface2D* pTex = (RDSurface2D *)g_SurfMgr.GetSurfFromList(m_pDDLcl,
dwTexHandle);
if( pTex == NULL )
{
DPFERR( "Unable to obtain Texture from the list" );
return DDERR_INVALIDOBJECT;
}
// map one
m_pTexture[iStage] = pTex;
m_pTexture[iStage]->SetRefDev(this);
// update num active stages
UpdateActiveTexStageCount();
return D3D_OK;
}
//-----------------------------------------------------------------------------
//
// UpdateActiveTexStageCount - Updates number of texture coordinate/lookup
// stages that are active.
//
//-----------------------------------------------------------------------------
void
RefDev::UpdateActiveTexStageCount( void )
{
m_dwRastFlags |= RDRF_TEXTURESTAGESTATE_CHANGED;
// DX3/5 - always one active texture stage
if ( NULL != m_dwRenderState[D3DRENDERSTATE_TEXTUREHANDLE] )
{
m_cActiveTextureStages = 1;
m_ReferencedTexCoordMask = 0x1;
return;
}
// DX8+ pixel shading model - count derived from shader code
if (m_CurrentPShaderHandle)
{
RDPShader* pShader = GetPShader(m_CurrentPShaderHandle);
if( pShader )
{
m_cActiveTextureStages = pShader->m_cActiveTextureStages;
m_ReferencedTexCoordMask = pShader->m_ReferencedTexCoordMask;
}
else
{
m_cActiveTextureStages = 0;
m_ReferencedTexCoordMask = 0;
}
return;
}
// DX6/7 pixel shading model
m_cActiveTextureStages = 0;
for ( int iStage=0; iStage<D3DHAL_TSS_MAXSTAGES; iStage++ )
{
// check for disabled stage (subsequent are thus inactive)
if ( m_TextureStageState[iStage].m_dwVal[D3DTSS_COLOROP] == D3DTOP_DISABLE )
{
break;
}
// check for incorrectly enabled stage (may be legacy)
if ( ( m_pTexture[iStage] == NULL ) &&
( m_TextureStageState[iStage].m_dwVal[D3DTSS_COLORARG1] == D3DTA_TEXTURE ) )
{
break;
}
// stage is active
m_cActiveTextureStages++;
}
m_ReferencedTexCoordMask = (1<<m_cActiveTextureStages)-1;
}
//-----------------------------------------------------------------------------
//
// MapHandleToTexture - Map handle to RDSurface2D pointer. Handle is a ppTex,
// so test it and reference it.
//
//-----------------------------------------------------------------------------
RDSurface2D*
RefDev::MapHandleToTexture( D3DTEXTUREHANDLE hTex )
{
if ( 0x0 == hTex ) { return NULL; }
#ifdef _IA64_
_ASSERTa(FALSE, "This will not work on IA64", return NULL;);
#endif
return ( *(RDSurface2D**)ULongToPtr(hTex) );
}
#ifndef __D3D_NULL_REF
//------------------------------------------------------------------------
//
// Called upon loading/unloading DLL
//
//------------------------------------------------------------------------
BOOL WINAPI
DllMain(HINSTANCE hmod, DWORD dwReason, LPVOID lpvReserved)
{
switch( dwReason )
{
case DLL_PROCESS_ATTACH:
break;
case DLL_PROCESS_DETACH:
break;
default:
break;
}
return TRUE;
}
#endif //__D3D_NULL_REF
///////////////////////////////////////////////////////////////////////////////
// end