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///////////////////////////////////////////////////////////////////////////////
// Copyright (C) Microsoft Corporation, 1998.
//
// rdcomm.hpp
//
// Direct3D Reference Device - Common Header
//
///////////////////////////////////////////////////////////////////////////////
#ifndef _RDCOMM_HPP
#define _RDCOMM_HPP
#include <math.h>
#ifndef FASTCALL
#ifdef _X86_
#define FASTCALL __fastcall
#else
#define FASTCALL
#endif
#endif
#ifndef CDECL
#ifdef _X86_
#define CDECL __cdecl
#else
#define CDECL
#endif
#endif
///////////////////////////////////////////////////////////////////////////////
// //
// Globals //
// //
///////////////////////////////////////////////////////////////////////////////
// memory allocation callbacks
extern LPVOID (__cdecl *g_pfnMemAlloc)( size_t size ); extern void (__cdecl *g_pfnMemFree)( LPVOID lptr ); extern LPVOID (__cdecl *g_pfnMemReAlloc)( LPVOID ptr, size_t size );
// debug print controls
extern int g_iDPFLevel; extern unsigned long g_uDPFMask;
///////////////////////////////////////////////////////////////////////////////
// //
// Typedefs //
// //
///////////////////////////////////////////////////////////////////////////////
#ifndef DllExport
#define DllExport __declspec( dllexport )
#endif
// width-specific typedefs for basic types
//@@BEGIN_MSINTERNAL
#ifndef _BASETSD_H_
//@@END_MSINTERNAL
typedef signed char INT8, *PINT8; typedef short int INT16, *PINT16; typedef int INT32, *PINT32; typedef __int64 INT64, *PINT64; typedef unsigned char UINT8, *PUINT8; typedef unsigned short int UINT16, *PUINT16; typedef unsigned int UINT32, *PUINT32; typedef unsigned __int64 UINT64, *PUINT64; //@@BEGIN_MSINTERNAL
#endif
//@@END_MSINTERNAL
typedef float FLOAT; typedef double DOUBLE; typedef int BOOL; typedef FLOAT *PFLOAT; typedef DOUBLE *PDOUBLE;
struct RDVECTOR4 { RDVECTOR4() { memset( this, 0, sizeof( *this ) ); } union { struct { union { D3DVALUE x; D3DVALUE r; }; union { D3DVALUE y; D3DVALUE g; }; union { D3DVALUE z; D3DVALUE b; }; union { D3DVALUE w; D3DVALUE a; }; }; D3DVALUE v[4]; }; };
struct RDVECTOR3 { RDVECTOR3() { memset( this, 0, sizeof( *this ) ); }
union { struct { D3DVALUE x; D3DVALUE y; D3DVALUE z; }; D3DVALUE v[3]; }; };
struct RDCOLOR3 { // 0 - 255
D3DVALUE r,g,b; };
struct RDCOLOR4 { // Normalized 0 - 1
D3DVALUE r,g,b,a; };
struct RDLIGHTINGELEMENT { RDVECTOR3 dvPosition; RDVECTOR3 dvNormal; };
//-----------------------------------------------------------------------------
//
// Surface formats for rendering surfaces and textures. Different subsets are
// supported for render targets and for textures.
//
//-----------------------------------------------------------------------------
typedef enum _RDSurfaceFormat { RD_SF_NULL = 0, RD_SF_B8G8R8 = 1, RD_SF_B8G8R8A8 = 2, RD_SF_B8G8R8X8 = 3, RD_SF_B5G6R5 = 4, RD_SF_B5G5R5A1 = 5, RD_SF_B5G5R5X1 = 6, RD_SF_PALETTE4 = 7, RD_SF_PALETTE8 = 8, RD_SF_B4G4R4A4 = 9, RD_SF_B4G4R4X4 =10, RD_SF_L8 =11, // 8 bit luminance-only
RD_SF_L8A8 =12, // 16 bit alpha-luminance
RD_SF_U8V8 =13, // 16 bit bump map format
RD_SF_U5V5L6 =14, // 16 bit bump map format with luminance
RD_SF_U8V8L8X8 =15, // 32 bit bump map format with luminance
RD_SF_UYVY =16, // UYVY format (PC98 compliance)
RD_SF_YUY2 =17, // YUY2 format (PC98 compliance)
RD_SF_DXT1 =18, // DXT texture compression technique 1
RD_SF_DXT2 =19, // DXT texture compression technique 2
RD_SF_DXT3 =20, // DXT texture compression technique 3
RD_SF_DXT4 =21, // DXT texture compression technique 4
RD_SF_DXT5 =22, // DXT texture compression technique 5
RD_SF_B2G3R3 =23, // 8 bit RGB texture format
RD_SF_L4A4 =24, // 8 bit alpha-luminance
RD_SF_B2G3R3A8 =25, // 16 bit alpha-rgb
RD_SF_U16V16 =26, // 32 bit bump map format
RD_SF_U10V11W11=27, // 32 bit signed format for custom data
RD_SF_U8V8W8Q8 =28, // 32 bit signed format for custom data
RD_SF_A8 =29, // 8 bit alpha only
RD_SF_P8A8 =30, // 8 bit alpha + 8 bit palette
// The following have been introduced in DX 8.1
// The byte ordering is opposite to that in the D3DFORMAT_*
// definition, so RD_SF_R8G8B8A8 here corresponds to D3DFORMAT_A8B8G8R8
// hence the DWORD contains AAAAAAAABBBBBBBBGGGGGGGGRRRRRRRR
// This is not true for the Depth formats.
RD_SF_R10G10B10A2 = 31, RD_SF_R8G8B8A8 = 32, RD_SF_R8G8B8X8 = 33, RD_SF_R16G16 = 34, RD_SF_U11V11W10 = 35, RD_SF_U10V10W10A2 = 36, RD_SF_U8V8X8A8 = 37, RD_SF_U8V8X8L8 = 38,
RD_SF_Z16S0 =70, RD_SF_Z24S8 =71, RD_SF_Z24X8 =72, RD_SF_Z15S1 =73, RD_SF_Z32S0 =74, RD_SF_S1Z15 =75, RD_SF_S8Z24 =76, RD_SF_X8Z24 =77, RD_SF_Z24X4S4 =78, RD_SF_X4S4Z24 =79,
} RDSurfaceFormat;
// compute pixel address from x,y location, sample number, and surface info
char* PixelAddress( int iX, int iY, int iZ, BYTE* pBits, int iYPitch, int iZPitch, RDSurfaceFormat SType );
class RDSurface2D;
char* PixelAddress( int iX, int iY, int iZ, int iSample, RDSurface2D* pRT );
// The most general pixel address calculation
char* PixelAddress( int iX, int iY, int iZ, int iSample, BYTE* pBits, int iYPitch, int iZPitch, int cSamples, RDSurfaceFormat SType );
//---------------------------------------------------------------------
// Inline functions to answer various questions about surface formats.
//---------------------------------------------------------------------
inline BOOL IsDXTn( DWORD dwFourCC ) { return ((dwFourCC == MAKEFOURCC('D', 'X', 'T', '1')) || (dwFourCC == MAKEFOURCC('D', 'X', 'T', '2')) || (dwFourCC == MAKEFOURCC('D', 'X', 'T', '3')) || (dwFourCC == MAKEFOURCC('D', 'X', 'T', '4')) || (dwFourCC == MAKEFOURCC('D', 'X', 'T', '5'))); }
inline BOOL IsYUV( DWORD dwFourCC ) { return ((dwFourCC == MAKEFOURCC('U', 'Y', 'V', 'Y')) || (dwFourCC == MAKEFOURCC('Y', 'U', 'Y', '2'))); }
//---------------------------------------------------------------------
// This class manages growing buffer, aligned to 32 byte boundary
// Number if bytes should be power of 2.
// D3DMalloc is used to allocate memory
//---------------------------------------------------------------------
class RefAlignedBuffer32 { public: RefAlignedBuffer32() {m_size = 0; m_allocatedBuf = 0; m_alignedBuf = 0;} ~RefAlignedBuffer32() {if (m_allocatedBuf) free(m_allocatedBuf);} // Returns aligned buffer address
LPVOID GetAddress() {return m_alignedBuf;} // Returns aligned buffer size
DWORD GetSize() {return m_size;} HRESULT Grow(DWORD dwSize); HRESULT CheckAndGrow(DWORD dwSize) { if (dwSize > m_size) return Grow(dwSize + 1024); else return S_OK; } protected: LPVOID m_allocatedBuf; LPVOID m_alignedBuf; DWORD m_size; };
//-----------------------------------------------------------------------------
//
// Private FVF flags
//
//-----------------------------------------------------------------------------
#define D3DFVFP_FOG ((UINT64)1<<32) // Fog is present
#define D3DFVFP_CLIP ((UINT64)1<<33) // Clip coordinates are present
#define D3DFVFP_POSITION2 ((UINT64)1<<34) // Position2 present (tweening)
#define D3DFVFP_NORMAL2 ((UINT64)1<<35) // Normal2 present (tweening)
#define D3DFVFP_BLENDINDICES ((UINT64)1<<36) // Blend Indices present.
///////////////////////////////////////////////////////////////////////////////
// //
// Macros //
// //
///////////////////////////////////////////////////////////////////////////////
#ifndef TRUE
#define TRUE 1
#endif
#ifndef FALSE
#define FALSE 0
#endif
#ifndef NULL
#define NULL 0
#endif
#define MAX(a,b) (((a) > (b)) ? (a) : (b))
#define MIN(a,b) (((a) < (b)) ? (a) : (b))
#define ABS(a) (((a) < 0) ? (-(a)) : (a))
// Check the return value and return if something wrong.
// Assume hr has been declared
#define HR_RET(exp) \
{ \ hr = (exp); \ if (hr != S_OK) \ { \ return hr; \ } \ }
//-----------------------------------------------------------------------------
// macros for converting n-bit signed integers to floats clamped to [-1.0, 1.0]
//
// e.g. For an 8 bit number, if it is -128, it gets clamped to -127.
// Then the number is divided by 127.
//
//-----------------------------------------------------------------------------
inline FLOAT CLAMP_SIGNED16(INT16 i) { return (-32768 == i ? -1.f : (FLOAT)i/32767.f); }
inline FLOAT CLAMP_SIGNED11(INT16 i) //only looks at bottom 11 bits
{ // sign extend to 16 bits
i <<= 5; i >>= 5; return (-1024 == i ? -1.f : (FLOAT)i/1023.f); }
inline FLOAT CLAMP_SIGNED10(INT16 i) //only looks at bottom 10 bits
{ // sign extend to 16 bits
i <<= 6; i >>= 6; return (-512 == i ? -1.f : (FLOAT)i/511.f); }
inline FLOAT CLAMP_SIGNED8(INT8 i) { return (-128 == i ? -1.f : (FLOAT)i/127.f); }
inline FLOAT CLAMP_SIGNED6(INT8 i) //only looks at bottom 6 bits
{ // sign extend to 8 bits
i <<= 2; i >>= 2; return (-32 == i ? -1.f : (FLOAT)i/31.f); }
inline FLOAT CLAMP_SIGNED5(INT8 i) //only looks at bottom 5 bits
{ // sign extend to 8 bits
i <<= 3; i >>= 3; return (-16 == i ? -1.f : (FLOAT)i/15.f); }
inline FLOAT CLAMP_SIGNED4(INT8 i) //only looks at bottom 4 bits
{ // sign extend to 8 bits
i <<= 4; i >>= 4; return (-8 == i ? -1.f : (FLOAT)i/7.f); }
//-----------------------------------------------------------------------------
//
// macros for accessing floating point data as 32 bit integers and vice versa
//
// This is used primarily to do floating point to fixed point conversion with
// the unbiased nearest-even rounding that IEEE floating point does internally
// between operations. Adding a big number slides the mantissa down to where
// the fixed point equivalent is aligned to the LSB. IEEE applies a nearest-
// even round to the bits it lops off before storing. The mantissa can then
// be grabbed by the AS_INT* operations. Note that the sign and exponent are
// still there, so the easiest thing is to do it with doubles and grab the low
// 32 bits.
//
// The snap values (i.e. the "big number") is the sum of 2**n and 2**(n-1),
// which makes the trick return signed numbers (at least within the mantissa).
//
//-----------------------------------------------------------------------------
#if 0
// NOTE: vc5 optimizing compiler bug breaks this pointer casting technique
#define AS_FLOAT(i) ( *(FLOAT*)&(i) )
#define AS_INT32(f) ( *(INT32*)&(f) )
#define AS_INT16(f) ( *(INT16*)&(f) )
#define AS_UINT32(f) ( *(UINT32*)&(f) )
#else
// workaround using union
typedef union { float f; UINT32 u; INT32 i; } VAL32; typedef union { double d; UINT64 u; INT64 i; } VAL64; inline FLOAT AS_FLOAT( long int iVal ) { VAL32 v; v.i = iVal; return v.f; } inline FLOAT AS_FLOAT( unsigned long int uVal ) { VAL32 v; v.u = uVal; return v.f; } inline INT32 AS_INT32( FLOAT fVal ) { VAL32 v; v.f = fVal; return v.i; } inline INT32 AS_INT32( DOUBLE dVal ) { VAL64 v; v.d = dVal; return (INT32)(v.u & 0xffffffff); } inline INT16 AS_INT16( FLOAT fVal ) { VAL32 v; v.f = fVal; return (INT16)(v.u & 0xffff); } inline INT16 AS_INT16( DOUBLE dVal ) { VAL64 v; v.d = dVal; return (INT16)(v.u & 0xffff); } inline INT32 AS_UINT32( FLOAT fVal ) { VAL32 v; v.f = fVal; return v.u; }
#endif
//-----------------------------------------------------------------------------
//
// Some common FP values as constants
// point values
//
//-----------------------------------------------------------------------------
#define g_fZero (0.0f)
#define g_fOne (1.0f)
// Integer representation of 1.0f.
#define INT32_FLOAT_ONE 0x3f800000
const D3DVALUE __HUGE_PWR2 = 1024.0f*1024.0f*2.0f;
//-----------------------------------------------------------------------------
//
// these are handy to form 'magic' constants to snap real values to fixed
// point values
//
//-----------------------------------------------------------------------------
#define C2POW0 1
#define C2POW1 2
#define C2POW2 4
#define C2POW3 8
#define C2POW4 16
#define C2POW5 32
#define C2POW6 64
#define C2POW7 128
#define C2POW8 256
#define C2POW9 512
#define C2POW10 1024
#define C2POW11 2048
#define C2POW12 4096
#define C2POW13 8192
#define C2POW14 16384
#define C2POW15 32768
#define C2POW16 65536
#define C2POW17 131072
#define C2POW18 262144
#define C2POW19 524288
#define C2POW20 1048576
#define C2POW21 2097152
#define C2POW22 4194304
#define C2POW23 8388608
#define C2POW24 16777216
#define C2POW25 33554432
#define C2POW26 67108864
#define C2POW27 134217728
#define C2POW28 268435456
#define C2POW29 536870912
#define C2POW30 1073741824
#define C2POW31 2147483648
#define C2POW32 4294967296
#define C2POW33 8589934592
#define C2POW34 17179869184
#define C2POW35 34359738368
#define C2POW36 68719476736
#define C2POW37 137438953472
#define C2POW38 274877906944
#define C2POW39 549755813888
#define C2POW40 1099511627776
#define C2POW41 2199023255552
#define C2POW42 4398046511104
#define C2POW43 8796093022208
#define C2POW44 17592186044416
#define C2POW45 35184372088832
#define C2POW46 70368744177664
#define C2POW47 140737488355328
#define C2POW48 281474976710656
#define C2POW49 562949953421312
#define C2POW50 1125899906842624
#define C2POW51 2251799813685248
#define C2POW52 4503599627370496
#define FLOAT_0_SNAP (FLOAT)(C2POW23+C2POW22)
#define FLOAT_4_SNAP (FLOAT)(C2POW19+C2POW18)
#define FLOAT_5_SNAP (FLOAT)(C2POW18+C2POW17)
#define FLOAT_8_SNAP (FLOAT)(C2POW15+C2POW14)
#define FLOAT_17_SNAP (FLOAT)(C2POW6 +C2POW5 )
#define FLOAT_18_SNAP (FLOAT)(C2POW5 +C2POW4 )
#define DOUBLE_0_SNAP (DOUBLE)(C2POW52+C2POW51)
#define DOUBLE_4_SNAP (DOUBLE)(C2POW48+C2POW47)
#define DOUBLE_5_SNAP (DOUBLE)(C2POW47+C2POW46)
#define DOUBLE_8_SNAP (DOUBLE)(C2POW44+C2POW43)
#define DOUBLE_17_SNAP (DOUBLE)(C2POW35+C2POW34)
#define DOUBLE_18_SNAP (DOUBLE)(C2POW34+C2POW33)
//-----------------------------------------------------------------------------
//
// Floating point related macros
//
//-----------------------------------------------------------------------------
#define COSF(fV) ((FLOAT)cos((double)(fV)))
#define SINF(fV) ((FLOAT)sin((double)(fV)))
#define SQRTF(fV) ((FLOAT)sqrt((double)(fV)))
#define POWF(fV, fE) ((FLOAT)pow((double)(fV), (double)(fE)))
#ifdef _X86_
#define FLOAT_CMP_POS(fa, op, fb) (AS_INT32(fa) op AS_INT32(fb))
#define FLOAT_CMP_PONE(flt, op) (AS_INT32(flt) op INT32_FLOAT_ONE)
__inline int FLOAT_GTZ(FLOAT f) { VAL32 fi; fi.f = f; return fi.i > 0; } __inline int FLOAT_LTZ(FLOAT f) { VAL32 fi; fi.f = f; return fi.u > 0x80000000; } __inline int FLOAT_GEZ(FLOAT f) { VAL32 fi; fi.f = f; return fi.u <= 0x80000000; } __inline int FLOAT_LEZ(FLOAT f) { VAL32 fi; fi.f = f; return fi.i <= 0; } __inline int FLOAT_EQZ(FLOAT f) { VAL32 fi; fi.f = f; return (fi.u & 0x7fffffff) == 0; } __inline int FLOAT_NEZ(FLOAT f) { VAL32 fi; fi.f = f; return (fi.u & 0x7fffffff) != 0; }
// Strip sign bit in integer.
__inline FLOAT ABSF(FLOAT f) { VAL32 fi; fi.f = f; fi.u &= 0x7fffffff; return fi.f; }
// Requires chop rounding.
__inline INT FTOI(FLOAT f) { LARGE_INTEGER i;
__asm { fld f fistp i }
return i.LowPart; }
#else
#define FLOAT_GTZ(flt) ((flt) > g_fZero)
#define FLOAT_LTZ(flt) ((flt) < g_fZero)
#define FLOAT_GEZ(flt) ((flt) >= g_fZero)
#define FLOAT_LEZ(flt) ((flt) <= g_fZero)
#define FLOAT_EQZ(flt) ((flt) == g_fZero)
#define FLOAT_NEZ(flt) ((flt) != g_fZero)
#define FLOAT_CMP_POS(fa, op, fb) ((fa) op (fb))
#define FLOAT_CMP_PONE(flt, op) ((flt) op g_fOne)
#define ABSF(f) ((FLOAT)fabs((double)(f)))
#define FTOI(f) ((INT)(f))
#endif // _X86_
//-----------------------------------------------------------------------------
//
// macro wrappers for memory allocation - wrapped around global function ptrs
// set by RefRastSetMemif
//
//-----------------------------------------------------------------------------
#define MEMALLOC(_size) ((*g_pfnMemAlloc)(_size))
#define MEMFREE(_ptr) { if (NULL != (_ptr)) { ((*g_pfnMemFree)(_ptr)); } }
#define MEMREALLOC(_ptr,_size) ((*g_pfnMemReAlloc)((_ptr),(_size)))
//////////////////////////////////////////////////////////////////////////////////
// //
// Utility Functions //
// //
//////////////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//
// Base class for all RefTnL classes to use common allocation functions
//
//-----------------------------------------------------------------------------
class RDAlloc { public: void* operator new(size_t s); void operator delete(void* p, size_t); };
//-----------------------------------------------------------------------------
//
// debug printf support
//
//-----------------------------------------------------------------------------
void RDDebugPrintfL( int iLevel, const char* pszFormat, ... ); void RDDebugPrintf( const char* pszFormat, ... ); void RDErrorPrintf( const char* pszFormat, ... );
#define _DPF_IF 0x0001
#define _DPF_INPUT 0x0002
#define _DPF_SETUP 0x0004
#define _DPF_RAST 0x0008
#define _DPF_TEX 0x0010
#define _DPF_PIX 0x0020
#define _DPF_FRAG 0x0040
#define _DPF_STATS 0x0080
#define _DPF_DRV 0x0100
#define _DPF_TNL 0x0200
#define _DPF_VS 0x0400
#define _DPF_VVM 0x0800
#define _DPF_ANY 0xffff
#define _DPF_TEMP 0x8000
#ifdef DBG
#define DPFRR RDDebugPrintfL
#define DPFM( _level, _mask, _message) \
if ((g_iDPFLevel >= (_level)) && (g_uDPFMask & (_DPF_##_mask))) { \ RDDebugPrintf ## _message; \ } #define DPFINFO RDDebugPrintf
#else
#pragma warning(disable:4002)
#define DPFRR()
#define DPFM( _level, _mask, _message)
#define DPFINFO
#endif
#define DPFERR RDErrorPrintf
//-----------------------------------------------------------------------------
//
// assert macros and reporting functions
//
//-----------------------------------------------------------------------------
// ASSERT with simple string
#undef _ASSERT
#define _ASSERT( value, string ) \
if ( !(value) ) { \ RDAssertReport( string, __FILE__, __LINE__ ); \ } // ASSERT with formatted string - note extra parenthesis on report
// usage: _ASSERTf(foo,("foo is %d",foo))
#undef _ASSERTf
#define _ASSERTf(value,report) \
if (!(value)) { \ char __sz__FILE__[] = __FILE__; \ RDAssertReportPrefix(__sz__FILE__,__LINE__); \ RDAssertReportMessage ## report; \ } // ASSERT with action field
#undef _ASSERTa
#define _ASSERTa(value,string,action) \
if (!(value)) { \ RDAssertReport(string,__FILE__,__LINE__); \ action \ } // ASSERTf with action field
#undef _ASSERTfa
#define _ASSERTfa(value,report,action) \
if (!(value)) { \ RDAssertReportPrefix(__FILE__,__LINE__); \ RDAssertReportMessage ## report; \ action \ }
extern void RDAssertReport( const char* pszString, const char* pszFile, int iLine ); extern void RDAssertReportPrefix( const char* pszFile, int iLine ); extern void RDAssertReportMessage( const char* pszFormat, ... );
//-----------------------------------------------------------------------------
//
// bit twiddling utilities
//
//-----------------------------------------------------------------------------
extern INT32 CountSetBits( UINT32 uVal, INT32 nBits ); extern INT32 FindFirstSetBit( UINT32 uVal, INT32 nBits ); extern INT32 FindMostSignificantSetBit( UINT32 uVal, INT32 nBits ); extern INT32 FindLastSetBit( UINT32 uVal, INT32 nBits );
// TRUE if integer is a power of 2
inline BOOL IsPowerOf2( INT32 i ) { if ( i <= 0 ) return 0; return ( 0x0 == ( i & (i-1) ) ); }
//-----------------------------------------------------------------------------
//
// multiply/add routines & macros for unsigned 8 bit values, signed 16 bit values
//
// These are not currently used, but the Mult8x8Scl is an interesting routine
// for hardware designers to look at. This does a 8x8 multiply combined with
// a 256/255 scale which accurately solves the "0xff * value = value" issue.
// There are refinements on this (involving half-adders) which are not easily
// representable in C. Credits to Steve Gabriel and Jim Blinn.
//
//-----------------------------------------------------------------------------
// straight 8x8 unsigned multiply returning 8 bits, tossing fractional
// bits (no rounding)
inline UINT8 Mult8x8( const UINT8 uA, const UINT8 uB ) { UINT16 uA16 = (UINT16)uA; UINT16 uB16 = (UINT16)uB; UINT16 uRes16 = uA16*uB16; UINT8 uRes8 = (UINT8)(uRes16>>8); return uRes8; }
// 8x8 unsigned multiply with ff*val = val scale adjustment (scale by (256/255))
inline UINT8 Mult8x8Scl( const UINT8 uA, const UINT8 uB ) { UINT16 uA16 = (UINT16)uA; UINT16 uB16 = (UINT16)uB; UINT16 uRes16 = uA16*uB16; uRes16 += 0x0080; uRes16 += (uRes16>>8); UINT8 uRes8 = (UINT8)(uRes16>>8); return uRes8; }
// 8x8 saturated addition - result > 0xff returns 0xff
inline UINT8 SatAdd8x8( const UINT8 uA, const UINT8 uB ) { UINT16 uA16 = (UINT16)uA; UINT16 uB16 = (UINT16)uB; UINT16 uRes16 = uA16+uB16; UINT8 uRes8 = (uRes16 > 0xff) ? (0xff) : ((UINT8)uRes16); return uRes8; }
//----------------------------------------------------------------------------
//
// IntLog2
//
// Do a quick, integer log2 for exact powers of 2.
//
//----------------------------------------------------------------------------
inline UINT32 FASTCALL IntLog2(UINT32 x) { UINT32 y = 0;
x >>= 1; while(x != 0) { x >>= 1; y++; }
return y; } //////////////////////////////////////////////////////////////////////////////
// FVF related macros
//////////////////////////////////////////////////////////////////////////////
#define FVF_TRANSFORMED(dwFVF) ((dwFVF & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW)
#define FVF_TEXCOORD_NUMBER(dwFVF) \
(((dwFVF) & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT)
//////////////////////////////////////////////////////////////////////////////
// State Override Macros
//////////////////////////////////////////////////////////////////////////////
#define IS_OVERRIDE(type) ((DWORD)(type) > D3DSTATE_OVERRIDE_BIAS)
#define GET_OVERRIDE(type) ((DWORD)(type) - D3DSTATE_OVERRIDE_BIAS)
#define STATESET_MASK(set, state) \
(set).bits[((state) - 1) >> RRSTATEOVERRIDE_DWORD_SHIFT]
#define STATESET_BIT(state) (1 << (((state) - 1) & (RRSTATEOVERRIDE_DWORD_BITS - 1)))
#define STATESET_ISSET(set, state) \
STATESET_MASK(set, state) & STATESET_BIT(state)
#define STATESET_SET(set, state) \
STATESET_MASK(set, state) |= STATESET_BIT(state)
#define STATESET_CLEAR(set, state) \
STATESET_MASK(set, state) &= ~STATESET_BIT(state)
#define STATESET_INIT(set) memset(&(set), 0, sizeof(set))
//---------------------------------------------------------------------
// GetVertexCount
//---------------------------------------------------------------------
__inline DWORD GetVertexCount( D3DPRIMITIVETYPE primType, DWORD cPrims ) { switch( primType ) { case D3DPT_POINTLIST: return cPrims; case D3DPT_LINELIST: return cPrims * 2; case D3DPT_LINESTRIP: return cPrims + 1; case D3DPT_TRIANGLELIST: return cPrims * 3; case D3DPT_TRIANGLESTRIP: return cPrims + 2; case D3DPT_TRIANGLEFAN: return cPrims + 2; } return 0; }
//---------------------------------------------------------------------
// GetTexCoordDim:
// Computes the dimensionality of the given TexCoord in an FVF
//---------------------------------------------------------------------
#ifndef D3DFVF_GETTEXCOORDSIZE
#define D3DFVF_GETTEXCOORDSIZE(FVF, CoordIndex) ((FVF >> (CoordIndex*2 + 16)) & 0x3)
#endif
inline DWORD GetTexCoordDim( UINT64 FVF, DWORD Index) { DWORD dwFVF = (DWORD)FVF; DWORD numTex = FVF_TEXCOORD_NUMBER(dwFVF);
if( (numTex == 0) || (Index >= numTex ) ) return 0;
switch( D3DFVF_GETTEXCOORDSIZE(FVF, Index) ) { case D3DFVF_TEXTUREFORMAT1: return 1; break; case D3DFVF_TEXTUREFORMAT2: return 2; break; case D3DFVF_TEXTUREFORMAT3: return 3; break; case D3DFVF_TEXTUREFORMAT4: return 4; break; } return 0; }
//---------------------------------------------------------------------
// GetFVFVertexSize:
// Computes total vertex size in bytes for given fvf
// including the texture coordinates
//---------------------------------------------------------------------
__inline DWORD GetFVFVertexSize( UINT64 qwFVF ) { // Texture formats size 00 01 10 11
static DWORD dwTextureSize[4] = {2*4, 3*4, 4*4, 4};
DWORD dwSize = 3 << 2; switch( qwFVF & D3DFVF_POSITION_MASK ) { case D3DFVF_XYZRHW: dwSize += 4; break; case D3DFVF_XYZB1: dwSize += 1*4; break; case D3DFVF_XYZB2: dwSize += 2*4; break; case D3DFVF_XYZB3: dwSize += 3*4; break; case D3DFVF_XYZB4: dwSize += 4*4; break; case D3DFVF_XYZB5: dwSize += 5*4; break; } if (qwFVF & D3DFVF_NORMAL) dwSize += 3*4; if (qwFVF & D3DFVF_PSIZE) dwSize += 4;
if (qwFVF & D3DFVF_DIFFUSE) dwSize += 4; if (qwFVF & D3DFVF_SPECULAR) dwSize += 4; if (qwFVF & D3DFVF_FOG) dwSize += 4;
// Texture coordinates
DWORD dwNumTexCoord = (DWORD)(FVF_TEXCOORD_NUMBER(qwFVF)); DWORD dwTextureFormats = (DWORD)qwFVF >> 16; if (dwTextureFormats == 0) { dwSize += dwNumTexCoord * 2 * 4; } else { for (DWORD i=0; i < dwNumTexCoord; i++) {
// dwSize += GetTexCoordDim( qwFVF, i ) * sizeof( float);
dwSize += dwTextureSize[dwTextureFormats & 3]; dwTextureFormats >>= 2; } }
return dwSize; }
#if 0
//---------------------------------------------------------------------
// ComputeTextureCoordSize:
// Computes the following device data
// - bTextureCoordSizeTotal
// - bTextureCoordSize[] array, based on the input FVF id
//---------------------------------------------------------------------
__inline void ComputeTextureCoordInfo( DWORD dwFVF, LPDWORD pdwNumTexCoord, LPDWORD pdwTexCoordSizeArray ) { // Texture formats size 00 01 10 11
static BYTE bTextureSize[4] = {2*4, 3*4, 4*4, 4};
DWORD dwNumTexCoord = FVF_TEXCOORD_NUMBER(dwFVF); *pdwNumTexCoord = dwNumTexCoord;
// Compute texture coordinate size
DWORD dwTextureFormats = dwFVF >> 16; if (dwTextureFormats == 0) { for (DWORD i=0; i < dwNumTexCoord; i++) pdwTexCoordSizeArray[i] = 4*2; } else { for (DWORD i=0; i < dwNumTexCoord; i++) { BYTE dwSize = bTextureSize[dwTextureFormats & 3]; pdwTexCoordSizeArray[i] = dwSize; dwTextureFormats >>= 2; } } return; } #endif
HRESULT RDFVFCheckAndStride( DWORD dwFVF, DWORD* pdwStride );
///////////////////////////////////////////////////////////////////////////////
// Matrix and Vector routines
///////////////////////////////////////////////////////////////////////////////
inline void ReverseVector(const RDVECTOR3 &in, RDVECTOR3 &out) { out.x = -in.x; out.y = -in.y; out.z = -in.z; }
inline void AddVector(const RDVECTOR3 &v1, const RDVECTOR3 &v2, RDVECTOR3 &out) { out.x = v1.x + v2.x; out.y = v1.y + v2.y; out.z = v1.z + v2.z; }
inline void SubtractVector(const RDVECTOR3 &v1, const RDVECTOR3 &v2, RDVECTOR3 &out) { out.x = v1.x - v2.x; out.y = v1.y - v2.y; out.z = v1.z - v2.z; }
inline RDVECTOR3& ScaleVector(RDVECTOR3 &v, FLOAT scale) { v.x = v.x * scale; v.y = v.y * scale; v.z = v.z * scale; return v; }
inline void SetIdentity(D3DMATRIX &m) { m._11 = m._22 = m._33 = m._44 = 1.0f; m._12 = m._13 = m._14 = 0.0f; m._21 = m._23 = m._24 = 0.0f; m._31 = m._32 = m._34 = 0.0f; m._41 = m._42 = m._43 = 0.0f; }
inline void SetNull(D3DMATRIX &m) { m._11 = m._22 = m._33 = m._44 = 0.0f; m._12 = m._13 = m._14 = 0.0f; m._21 = m._23 = m._24 = 0.0f; m._31 = m._32 = m._34 = 0.0f; m._41 = m._42 = m._43 = 0.0f; }
inline void CopyMatrix(D3DMATRIX &s, D3DMATRIX &d) { d._11 = s._11; d._12 = s._12; d._13 = s._13; d._14 = s._14; d._21 = s._21; d._22 = s._22; d._23 = s._23; d._24 = s._24; d._31 = s._31; d._32 = s._32; d._33 = s._33; d._34 = s._34; d._41 = s._41; d._42 = s._42; d._43 = s._43; d._44 = s._44; }
inline D3DVALUE SquareMagnitude (const RDVECTOR3& v) { return v.x*v.x + v.y*v.y + v.z*v.z; }
inline D3DVALUE Magnitude (const RDVECTOR3& v) { return (D3DVALUE) sqrt(SquareMagnitude(v)); }
inline RDVECTOR3 Normalize (const RDVECTOR3& v) { RDVECTOR3 nv; D3DVALUE mag = Magnitude(v);
if( FLOAT_NEZ( mag ) ) { nv.x = v.x/mag; nv.y = v.y/mag; nv.z = v.z/mag; }
return nv; }
inline void Normalize (RDVECTOR3& v) { D3DVALUE mag = Magnitude(v);
if( FLOAT_NEZ( mag ) ) { v.x = v.x/mag; v.y = v.y/mag; v.z = v.z/mag; } else { v.x = v.y = v.z = 0.0f; }
return; }
inline RDVECTOR3 CrossProduct (const RDVECTOR3& v1, const RDVECTOR3& v2) { RDVECTOR3 result;
result.x = v1.y*v2.z - v1.z*v2.y; result.y = v1.z*v2.x - v1.x*v2.z; result.z = v1.x*v2.y - v1.y*v2.x;
return result; }
inline D3DVALUE DotProduct (const RDVECTOR3& v1, const RDVECTOR3& v2) { return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z; }
//---------------------------------------------------------------------
// Multiplies vector (x,y,z,w) by a 4x4 matrix transposed,
// producing a homogeneous vector
//
// res and v should not be the same
//---------------------------------------------------------------------
inline void XformPlaneBy4x4Transposed(RDVECTOR4 *v, D3DMATRIX *m, RDVECTOR4 *res) { res->x = v->x*m->_11 + v->y*m->_12 + v->z*m->_13 + v->w*m->_14; res->y = v->x*m->_21 + v->y*m->_22 + v->z*m->_23 + v->w*m->_24; res->z = v->x*m->_31 + v->y*m->_32 + v->z*m->_33 + v->w*m->_34; res->w = v->x*m->_41 + v->y*m->_42 + v->z*m->_43 + v->w*m->_44; } //---------------------------------------------------------------------
// Multiplies vector (x,y,z,w) by 4x4 matrix, producing a homogeneous vector
//
// res and v should not be the same
//---------------------------------------------------------------------
inline void XformPlaneBy4x4(RDVECTOR4 *v, D3DMATRIX *m, RDVECTOR4 *res) { res->x = v->x*m->_11 + v->y*m->_21 + v->z*m->_31 + v->w*m->_41; res->y = v->x*m->_12 + v->y*m->_22 + v->z*m->_32 + v->w*m->_42; res->z = v->x*m->_13 + v->y*m->_23 + v->z*m->_33 + v->w*m->_43; res->w = v->x*m->_14 + v->y*m->_24 + v->z*m->_34 + v->w*m->_44; } //---------------------------------------------------------------------
// Multiplies vector (x,y,z,1) by 4x4 matrix, producing a homogeneous vector
//
// res and v should not be the same
//---------------------------------------------------------------------
inline void XformBy4x4(RDVECTOR3 *v, D3DMATRIX *m, RDVECTOR4 *res) { res->x = v->x*m->_11 + v->y*m->_21 + v->z*m->_31 + m->_41; res->y = v->x*m->_12 + v->y*m->_22 + v->z*m->_32 + m->_42; res->z = v->x*m->_13 + v->y*m->_23 + v->z*m->_33 + m->_43; res->w = v->x*m->_14 + v->y*m->_24 + v->z*m->_34 + m->_44; } //---------------------------------------------------------------------
// Multiplies vector (x,y,z,1) by 4x3 matrix
//
// res and v should not be the same
//---------------------------------------------------------------------
inline void XformBy4x3(RDVECTOR3 *v, D3DMATRIX *m, RDVECTOR3 *res) { res->x = v->x*m->_11 + v->y*m->_21 + v->z*m->_31 + m->_41; res->y = v->x*m->_12 + v->y*m->_22 + v->z*m->_32 + m->_42; res->z = v->x*m->_13 + v->y*m->_23 + v->z*m->_33 + m->_43; } //---------------------------------------------------------------------
// Multiplies vector (x,y,z) by 3x3 matrix
//
// res and v should not be the same
//---------------------------------------------------------------------
inline void Xform3VecBy3x3(RDVECTOR3 *v, D3DMATRIX *m, RDVECTOR3 *res) { res->x = v->x*m->_11 + v->y*m->_21 + v->z*m->_31; res->y = v->x*m->_12 + v->y*m->_22 + v->z*m->_32; res->z = v->x*m->_13 + v->y*m->_23 + v->z*m->_33; }
//---------------------------------------------------------------------
// This function uses Cramer's Rule to calculate the matrix inverse.
// See nt\private\windows\opengl\serever\soft\so_math.c
//
// Returns:
// 0 - if success
// -1 - if input matrix is singular
//---------------------------------------------------------------------
int Inverse4x4(D3DMATRIX *src, D3DMATRIX *inverse);
//---------------------------------------------------------------------
// Make RDCOLOR3 from a Packed DWORD
//---------------------------------------------------------------------
inline void MakeRDCOLOR3( RDCOLOR3 *out, DWORD inputColor ) { out->r = (D3DVALUE)RGBA_GETRED( inputColor ); out->g = (D3DVALUE)RGBA_GETGREEN( inputColor ); out->b = (D3DVALUE)RGBA_GETBLUE( inputColor ); }
//---------------------------------------------------------------------
// Make RDCOLOR4 from a Packed DWORD
//---------------------------------------------------------------------
inline void MakeRDCOLOR4( RDCOLOR4 *out, DWORD inputColor ) { out->a = (D3DVALUE)RGBA_GETALPHA( inputColor )/255.0f; out->r = (D3DVALUE)RGBA_GETRED ( inputColor )/255.0f; out->g = (D3DVALUE)RGBA_GETGREEN( inputColor )/255.0f; out->b = (D3DVALUE)RGBA_GETBLUE ( inputColor )/255.0f; }
////////////////////////////////////////////////////////////////////////
//
// Macros used to access DDRAW surface info.
//
////////////////////////////////////////////////////////////////////////
#define DDSurf_Width(lpLcl) ( (lpLcl)->lpGbl->wWidth )
#define DDSurf_Pitch(lpLcl) ( (lpLcl)->lpGbl->lPitch )
#define DDSurf_Height(lpLcl) ( (lpLcl)->lpGbl->wHeight )
#define DDSurf_BitDepth(lpLcl) \
( (lpLcl->dwFlags & DDRAWISURF_HASPIXELFORMAT) ? \ (lpLcl->lpGbl->ddpfSurface.dwRGBBitCount) : \ (lpLcl->lpGbl->lpDD->vmiData.ddpfDisplay.dwRGBBitCount) \ ) #define DDSurf_PixFmt(lpLcl) \
( ((lpLcl)->dwFlags & DDRAWISURF_HASPIXELFORMAT) ? \ ((lpLcl)->lpGbl->ddpfSurface) : \ ((lpLcl)->lpGbl->lpDD->vmiData.ddpfDisplay) \ ) #define VIDEO_MEMORY(pDDSLcl) \
(!((pDDSLcl)->lpGbl->dwGlobalFlags & DDRAWISURFGBL_SYSMEMREQUESTED)) #define SURFACE_LOCKED(pDDSLcl) \
((pDDSLcl)->lpGbl->dwUsageCount > 0) #define SURFACE_MEMORY(surfLcl) \
(LPVOID)((surfLcl)->lpGbl->fpVidMem)
//---------------------------------------------------------------------
// DDraw extern functions
//---------------------------------------------------------------------
extern "C" HRESULT WINAPI DDInternalLock( LPDDRAWI_DDRAWSURFACE_LCL this_lcl, LPVOID* lpBits ); extern "C" HRESULT WINAPI DDInternalUnlock( LPDDRAWI_DDRAWSURFACE_LCL this_lcl );
HRESULT DDGetAttachedSurfaceLcl( LPDDRAWI_DDRAWSURFACE_LCL this_lcl, LPDDSCAPS2 lpDDSCaps, LPDDRAWI_DDRAWSURFACE_LCL *lplpDDAttachedSurfaceLcl); extern "C" LPDDRAWI_DDRAWSURFACE_LCL WINAPI GetDDSurfaceLocal( LPDDRAWI_DIRECTDRAW_LCL this_lcl, DWORD handle, BOOL* isnew );
//---------------------------------------------------------------------
// RDListEntry:
//
// To support singly linked lists with no deletion of entries. Useful
// for active lists (Active Lights etc.)
//---------------------------------------------------------------------
struct RDListEntry { RDListEntry(){m_pNext = NULL;} virtual ~RDListEntry(){}
// Seek to the end of the chain and append
void Append(RDListEntry* p) { if( m_pNext == NULL ) { m_pNext = p; return; } RDListEntry* c = m_pNext; while( c->m_pNext ) c = c->m_pNext; c->m_pNext = p; } RDListEntry *Next() { return m_pNext; } RDListEntry * m_pNext; };
//---------------------------------------------------------------------
// Registry access
//---------------------------------------------------------------------
#define RESPATH_D3D "Software\\Microsoft\\Direct3D"
#define RESPATH_D3DREF RESPATH_D3D "\\ReferenceDevice"
BOOL GetD3DRegValue(DWORD type, char *valueName, LPVOID value, DWORD dwSize); BOOL GetD3DRefRegValue(DWORD type, char *valueName, LPVOID value, DWORD dwSize);
///////////////////////////////////////////////////////////////////////////////
#endif // _RDCOMM_HPP
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