Source code of Windows XP (NT5)
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417 lines
16 KiB

/*
* $Id: gensym.cpp,v 1.7 1995/11/21 14:45:51 sjl Exp $
*
* Copyright (c) Microsoft Corp. 1993-1997
*
* All rights reserved.
*
* This file contains private, unpublished information and may not be
* copied in part or in whole without express permission of
* Microsoft Corp.
*
*/
#include "ddrawpr.h"
#include "dxgint.h"
#include "resource.hpp"
#include "texture.hpp"
#include "volume.hpp"
#include "mipmap.hpp"
#include "mipvol.hpp"
#include "cubemap.hpp"
#include "surface.hpp"
#include "d3d8ddi.h"
#include <windows.h>
#include <assert.h>
#include <math.h>
#include <stdlib.h>
#include <stdio.h>
#include "dpf.h"
#include "d3di.hpp"
#include "ddi.h"
#include "d3dpr.hpp"
#include "ddrawp.h"
#include "memalloc.h"
#include "fltval.h"
#include "stateset.hpp"
#include "hmgr.hpp"
#include "d3dexcept.hpp"
#include "drawprim.hpp"
#include "resource.inl"
#include "pipeln.h"
#define DEFINE(type, member) \
printf(#type "_" #member " equ 0%xh\n", ((LONG)(&((type *)0)->member)))
#define MACRO(name) \
printf(#name " equ 0%xh\n", name)
main()
// pcomment prints a comment.
#define pcomment(s) printf("; %s\n",s)
// pequate prints an equate statement.
#define pequate(name, value) printf("%s equ 0x%08lX\n",name,value);
#define OFFSET(type, field) ((LONG)(&((type *)0)->field))
// pblank prints a blank line.
#define pblank() printf("\n")
#define printVCACHE(name) \
{ \
printf("%-30s equ 0%LXH\n", "PV_VCACHE_"#name, OFFSET(D3DFE_PROCESSVERTICES, vcache.##name)); \
}
#define printD3DI_LIGHT(name) \
{ \
printf("%-30s equ 0%LXH\n", "D3DI_LIGHT_"#name, OFFSET(D3DI_LIGHT, name)); \
}
#define printD3DFE_LIGHTING(name) \
{ \
printf("%-30s equ 0%LXH\n", "PV_LIGHTING_"#name, OFFSET(D3DFE_PROCESSVERTICES, lighting.##name)); \
}
#define printDevice(name) \
{ \
printf("%-30s equ 0%LXH\n", "DEVI_"#name, OFFSET(CD3DHal, name)); \
}
#define printPV(name) \
{ \
printf("%-30s equ 0%LXH\n", "D3DPV_"#name, OFFSET(D3DFE_PROCESSVERTICES, name)); \
}
#define printDeviceDP2(name) \
{ \
printf("%-30s equ 0%LXH\n", #name, OFFSET(CD3DHalDP2, name)); \
}
{
pcomment("------------------------------------------------------------------");
pcomment(" Module Name: offsets.asm");
pcomment("");
pcomment(" Defines D3D assembly-language structures.");
pcomment(" This file is generated");
pcomment("");
pcomment(" Copyright (c) 1998, 1995 Microsoft Corporation");
pcomment("------------------------------------------------------------------");
pblank();
pblank();
DEFINE(D3DINSTRUCTION, wCount);
DEFINE(D3DINSTRUCTION, bSize);
DEFINE(D3DINSTRUCTION, bOpcode);
DEFINE(D3DVERTEX, x);
DEFINE(D3DVERTEX, y);
DEFINE(D3DVERTEX, z);
DEFINE(D3DVERTEX, tu);
DEFINE(D3DVERTEX, tv);
DEFINE(D3DHVERTEX, dwFlags);
DEFINE(D3DHVERTEX, hx);
DEFINE(D3DHVERTEX, hy);
DEFINE(D3DHVERTEX, hz);
printf("D3DHVERTEX_size equ %d\n", sizeof(D3DHVERTEX));
DEFINE(D3DTRIANGLE, v1);
DEFINE(D3DTRIANGLE, v2);
DEFINE(D3DTRIANGLE, v3);
DEFINE(D3DTRIANGLE, wFlags);
printf("D3DTRIANGLE_size equ %d\n", sizeof(D3DTRIANGLE));
DEFINE(D3DMATRIXI, _11);
DEFINE(D3DMATRIXI, _12);
DEFINE(D3DMATRIXI, _13);
DEFINE(D3DMATRIXI, _14);
DEFINE(D3DMATRIXI, _21);
DEFINE(D3DMATRIXI, _22);
DEFINE(D3DMATRIXI, _23);
DEFINE(D3DMATRIXI, _24);
DEFINE(D3DMATRIXI, _31);
DEFINE(D3DMATRIXI, _32);
DEFINE(D3DMATRIXI, _33);
DEFINE(D3DMATRIXI, _34);
DEFINE(D3DMATRIXI, _41);
DEFINE(D3DMATRIXI, _42);
DEFINE(D3DMATRIXI, _43);
DEFINE(D3DMATRIXI, _44);
printf("D3DMATRIXI_size equ %d\n", sizeof(D3DMATRIXI));
printf("D3DFE_LIGHTING_size equ %d\n", sizeof(D3DFE_LIGHTING));
printf("D3DFE_VIEWPORTCACHE_size equ %d\n", sizeof(D3DFE_VIEWPORTCACHE));
MACRO(D3DOP_TRIANGLE);
MACRO(D3DCS_LEFT);
MACRO(D3DCS_RIGHT);
MACRO(D3DCS_TOP);
MACRO(D3DCS_BOTTOM);
MACRO(D3DCS_FRONT);
MACRO(D3DCS_BACK);
MACRO(D3DTBLEND_COPY);
MACRO(D3DSHADE_FLAT);
MACRO(D3DCMP_LESSEQUAL);
MACRO(D3DCMP_GREATEREQUAL);
MACRO(D3DCMP_ALWAYS);
MACRO(D3DSTATUS_ZNOTVISIBLE);
MACRO(D3DDEV_DONOTCLIP);
// Geometry pipeline
pcomment("-------------------- VCACHE ------------------------------------");
printVCACHE(scaleX);
printVCACHE(scaleY);
printVCACHE(scaleZ);
printVCACHE(offsetX);
printVCACHE(offsetY);
printVCACHE(offsetZ);
printVCACHE(minXgb);
printVCACHE(minYgb);
printVCACHE(maxXgb);
printVCACHE(maxYgb);
printVCACHE(minX);
printVCACHE(minY);
printVCACHE(maxX);
printVCACHE(maxY);
printVCACHE(gb11);
printVCACHE(gb22);
printVCACHE(gb41);
printVCACHE(gb42);
printVCACHE(Kgbx1);
printVCACHE(Kgby1);
printVCACHE(Kgbx2);
printVCACHE(Kgby2);
printVCACHE(dvX);
printVCACHE(dvY);
printVCACHE(dvWidth);
printVCACHE(dvHeight);
printVCACHE(scaleXi);
printVCACHE(scaleYi);
printVCACHE(minXi);
printVCACHE(minYi);
printVCACHE(maxXi);
printVCACHE(maxYi);
pcomment("---------------- D3DFE_LIGHTING ------------------------------------");
printD3DFE_LIGHTING(diffuse);
printD3DFE_LIGHTING(alpha);
printD3DFE_LIGHTING(diffuse0);
printD3DFE_LIGHTING(currentSpecTable);
printD3DFE_LIGHTING(specular);
printD3DFE_LIGHTING(outDiffuse);
printD3DFE_LIGHTING(vertexAmbient);
printD3DFE_LIGHTING(vertexDiffuse);
printD3DFE_LIGHTING(outSpecular);
printD3DFE_LIGHTING(vertexSpecular);
printD3DFE_LIGHTING(dwLightingFlags);
printD3DFE_LIGHTING(alphaSpecular);
printD3DFE_LIGHTING(model_eye);
printD3DFE_LIGHTING(activeLights);
printD3DFE_LIGHTING(material);
printD3DFE_LIGHTING(ambientSceneScaled);
printD3DFE_LIGHTING(ambientScene);
printD3DFE_LIGHTING(fog_mode);
printD3DFE_LIGHTING(fog_density);
printD3DFE_LIGHTING(fog_start);
printD3DFE_LIGHTING(fog_end);
printD3DFE_LIGHTING(fog_factor);
printD3DFE_LIGHTING(specThreshold);
printD3DFE_LIGHTING(ambient_save);
printD3DFE_LIGHTING(materialAlpha);
printD3DFE_LIGHTING(materialAlphaS);
printD3DFE_LIGHTING(dwDiffuse0);
printD3DFE_LIGHTING(directionToCamera);
printD3DFE_LIGHTING(dwAmbientSrcIndex);
printD3DFE_LIGHTING(dwDiffuseSrcIndex);
printD3DFE_LIGHTING(dwSpecularSrcIndex);
printD3DFE_LIGHTING(dwEmissiveSrcIndex);
pcomment("---------------- D3DI_LIGHT ------------------------------------");
printD3DI_LIGHT(model_position);
printD3DI_LIGHT(type);
printD3DI_LIGHT(model_direction);
printD3DI_LIGHT(flags);
printD3DI_LIGHT(falloff);
printD3DI_LIGHT(inv_theta_minus_phi);
printD3DI_LIGHT(halfway);
printD3DI_LIGHT(next);
printD3DI_LIGHT(range_squared);
printD3DI_LIGHT(attenuation0);
printD3DI_LIGHT(attenuation1);
printD3DI_LIGHT(attenuation2);
printD3DI_LIGHT(cos_theta_by_2);
printD3DI_LIGHT(cos_phi_by_2);
printD3DI_LIGHT(position);
printD3DI_LIGHT(direction);
printD3DI_LIGHT(range);
pcomment("---------------- D3DFE_PROCESSVERTICES ------------------------------");
printPV(mCTM);
printPV(dwMaxTextureIndices);
printPV(lighting);
printPV(vcache);
printPV(lpdwRStates);
printPV(ClipperState);
printPV(dwFlags);
printPV(dwDeviceFlags);
printPV(dwNumVertices);
printPV(dwNumPrimitives);
printPV(dwNumIndices);
printPV(lpwIndices);
printPV(primType);
printPV(nTexCoord);
printPV(position);
printPV(normal);
printPV(diffuse);
printPV(specular);
printPV(textures);
printPV(dwVIDIn);
printPV(dwVIDOut);
printPV(dwOutputSize);
printPV(lpvOut);
printPV(lpClipFlags);
printPV(dwClipUnion);
printPV(dwClipIntersection);
printPV(texOffset);
printPV(normalOffset);
printPV(diffuseOffset);
printPV(specularOffset);
printPV(texOffsetOut);
printPV(diffuseOffsetOut);
printPV(specularOffsetOut);
printPV(dwClipMaskOffScreen);
printPV(dwFirstClippedVertex);
printPV(userClipPlane);
printPV(dwFlags2);
pcomment("---------------- CD3DHal ------------------------------------");
printDevice(m_DeviceType );
// printDevice(ddiType );
// printDevice(lpD3DHALCallbacks );
// printDevice(lpD3DHALGlobalDriverData );
// printDevice(lpD3DHALCallbacks2 );
// printDevice(lpD3DHALCallbacks3 );
// printDevice(lpDD );
// printDevice(lpD3DExtendedCaps);
// printDevice(pfnRastService);
printDevice(transform );
printDevice(dwFEFlags);
printDevice(specular_tables);
printDevice(specular_table);
printDevice(lightVertexFuncTable);
printDevice(m_lpD3DMappedTexI);
printDevice(m_dwHintFlags);
// printDevice(lpwDPBuffer);
printDevice(HVbuf);
printDevice(rstates);
printDevice(tsstates);
pcomment("---------------- MISC ------------------------------------");
/*
pequate("DEVI_ ", OFFSET(CD3DHal, ));
pequate("DEVI_ ", OFFSET(CD3DHal, ));
pequate("DEVI_ ", OFFSET(CD3DHal, ));
pequate("DEVI_ ", OFFSET(CD3DHal, ));
pequate("DEVI_ ", OFFSET(CD3DHal, ));
pequate("DEVI_ ", OFFSET(CD3DHal, ));
pequate("DEVI_ ", OFFSET(CD3DHal, ));
pequate("DEVI_ ", OFFSET(CD3DHal, ));
pequate("DEVI_ ", OFFSET(CD3DHal, ));
pequate("DEVI_ ", OFFSET(CD3DHal, ));
pequate("DEVI_ ", OFFSET(CD3DHal, ));
pequate("DEVI_ ", OFFSET(CD3DHal, ));
*/
pequate("_R_", 0);
pequate("_G_", 4);
pequate("_B_", 8);
pequate("_X_", 0);
pequate("_Y_", 4);
pequate("_Z_", 8);
pequate("_W_", 12);
pequate("D3DLIGHTI_COMPUTE_SPECULAR ", D3DLIGHTI_COMPUTE_SPECULAR);
pcomment("---------------- dwHintFlags-----------------------------------");
pequate("D3DDEVBOOL_HINTFLAGS_INSCENE ", D3DDEVBOOL_HINTFLAGS_INSCENE );
pequate("D3DDEVBOOL_HINTFLAGS_MULTITHREADED ", D3DDEVBOOL_HINTFLAGS_MULTITHREADED);
pcomment("---------------- m_dwRuntimeFlags ---------------------------------");
pequate("D3DRT_RECORDSTATEMODE ", D3DRT_RECORDSTATEMODE );
pequate("D3DRT_EXECUTESTATEMODE ", D3DRT_EXECUTESTATEMODE );
pequate("D3DRT_NEED_TEXTURE_UPDATE ", D3DRT_NEED_TEXTURE_UPDATE );
pcomment("---------------- dwFEFlags ------------------------------------");
pequate("D3DFE_WORLDMATRIX_DIRTY ", D3DFE_WORLDMATRIX_DIRTY );
pequate("D3DFE_TLVERTEX ", D3DFE_TLVERTEX );
pequate("D3DFE_PROJMATRIX_DIRTY ", D3DFE_PROJMATRIX_DIRTY );
pequate("D3DFE_VIEWMATRIX_DIRTY ", D3DFE_VIEWMATRIX_DIRTY );
pequate("D3DFE_NEED_TRANSFORM_LIGHTS ", D3DFE_NEED_TRANSFORM_LIGHTS );
pequate("D3DFE_MATERIAL_DIRTY ", D3DFE_MATERIAL_DIRTY );
pequate("D3DFE_CLIPPLANES_DIRTY ", D3DFE_CLIPPLANES_DIRTY );
pequate("D3DFE_LIGHTS_DIRTY ", D3DFE_LIGHTS_DIRTY );
pequate("D3DFE_VERTEXBLEND_DIRTY ", D3DFE_VERTEXBLEND_DIRTY );
pequate("D3DFE_FRUSTUMPLANES_DIRTY ", D3DFE_FRUSTUMPLANES_DIRTY );
pequate("D3DFE_WORLDVIEWMATRIX_DIRTY ", D3DFE_WORLDVIEWMATRIX_DIRTY );
pequate("D3DFE_FVF_DIRTY ", D3DFE_FVF_DIRTY );
pequate("D3DFE_MAP_TSS_TO_RS ", D3DFE_MAP_TSS_TO_RS );
pequate("D3DFE_INVWORLDVIEWMATRIX_DIRTY ", D3DFE_INVWORLDVIEWMATRIX_DIRTY);
pequate("D3DRT_LOSTSURFACES ", D3DRT_LOSTSURFACES );
pequate("D3DFE_DISABLE_TEXTURES ", D3DFE_DISABLE_TEXTURES );
pequate("D3DFE_CLIPMATRIX_DIRTY ", D3DFE_CLIPMATRIX_DIRTY );
pequate("D3DFE_TLHAL ", D3DFE_TLHAL );
pcomment("---------------- pv->dwFlags ------------------------------------");
pequate("D3DPV_FOG ", D3DPV_FOG );
pequate("D3DPV_DOCOLORVERTEX ", D3DPV_DOCOLORVERTEX );
pequate("D3DPV_LIGHTING ", D3DPV_LIGHTING );
pequate("D3DPV_SOA ", D3DPV_SOA );
pequate("D3DPV_COLORVERTEX_E ", D3DPV_COLORVERTEX_E );
pequate("D3DPV_COLORVERTEX_D ", D3DPV_COLORVERTEX_D );
pequate("D3DPV_COLORVERTEX_S ", D3DPV_COLORVERTEX_S );
pequate("D3DPV_COLORVERTEX_A ", D3DPV_COLORVERTEX_A );
pequate("D3DPV_DONOTCOPYSPECULAR ", D3DPV_DONOTCOPYSPECULAR );
pequate("D3DPV_NONCLIPPED ", D3DPV_NONCLIPPED );
pequate("D3DPV_FRUSTUMPLANES_DIRTY ", D3DPV_FRUSTUMPLANES_DIRTY );
pequate("D3DPV_VBCALL ", D3DPV_VBCALL );
pequate("D3DPV_DONOTCOPYTEXTURE ", D3DPV_DONOTCOPYTEXTURE );
pequate("D3DPV_TLVCLIP ", D3DPV_TLVCLIP );
pequate("D3DPV_TRANSFORMONLY ", D3DPV_TRANSFORMONLY );
pequate("D3DPV_DONOTCOPYDIFFUSE ", D3DPV_DONOTCOPYDIFFUSE );
pequate("D3DPV_PERSIST ", D3DPV_PERSIST );
pcomment("---------------- pv->dwDeviceFlags ------------------------------");
pequate("D3DDEV_GUARDBAND ", D3DDEV_GUARDBAND );
pequate("D3DDEV_RANGEBASEDFOG ", D3DDEV_RANGEBASEDFOG );
pequate("D3DDEV_FOG ", D3DDEV_FOG );
pequate("D3DDEV_SHADERDIRTY ", D3DDEV_SHADERDIRTY);
pequate("D3DDEV_DONOTSTRIPELEMENTS ", D3DDEV_DONOTSTRIPELEMENTS);
pequate("D3DDEV_VERTEXSHADERS ", D3DDEV_VERTEXSHADERS);
pequate("D3DDEV_VBPROCVER ", D3DDEV_VBPROCVER);
pequate("D3DDEV_DOPOINTSPRITEEMULATION ", D3DDEV_DOPOINTSPRITEEMULATION);
pequate("D3DDEV_FLATSHADEMODE ", D3DDEV_FLATSHADEMODE);
pequate("D3DDEV_SPECULARENABLE ", D3DDEV_SPECULARENABLE);
pequate("D3DDEV_TRANSFORMEDFVF ", D3DDEV_TRANSFORMEDFVF);
pequate("D3DDEV_INDEXEDVERTEXBLENDENABLE ", D3DDEV_INDEXEDVERTEXBLENDENABLE);
pequate("D3DDEV_FRUSTUMPLANES_DIRTY ", D3DDEV_FRUSTUMPLANES_DIRTY);
pequate("D3DDEV_TEXTRANSFORMDIRTY ", D3DDEV_TEXTRANSFORMDIRTY );
pequate("D3DDEV_TRANSFORMDIRTY ", D3DDEV_TRANSFORMDIRTY );
pequate("D3DDEV_REMAPTEXTUREINDICES ", D3DDEV_REMAPTEXTUREINDICES);
pequate("D3DDEV_LIGHTSDIRTY ", D3DDEV_LIGHTSDIRTY );
pequate("D3DDEV_DONOTCLIP ", D3DDEV_DONOTCLIP );
pequate("D3DDEV_MODELSPACELIGHTING ", D3DDEV_MODELSPACELIGHTING );
pequate("D3DDEV_LOCALVIEWER ", D3DDEV_LOCALVIEWER );
pequate("D3DDEV_NORMALIZENORMALS ", D3DDEV_NORMALIZENORMALS );
pequate("D3DDEV_TEXTURETRANSFORM ", D3DDEV_TEXTURETRANSFORM );
pequate("D3DDEV_STRIDE ", D3DDEV_STRIDE );
pequate("D3DDEV_COLORVERTEX ", D3DDEV_COLORVERTEX );
pequate("D3DDEV_POSITIONINCAMERASPACE ", D3DDEV_POSITIONINCAMERASPACE);
pequate("D3DDEV_NORMALINCAMERASPACE ", D3DDEV_NORMALINCAMERASPACE);
pequate("D3DDEV_LIGHTING ", D3DDEV_LIGHTING);
return 0;
}