You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
313 lines
10 KiB
313 lines
10 KiB
///////////////////////////////////////////////////////////////////////////////
|
|
// 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
|
|
|
|
|
|
|