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636 lines
22 KiB
636 lines
22 KiB
///////////////////////////////////////////////////////////////////////////////
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// Copyright (C) Microsoft Corporation, 2000.
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//
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// refrast.hpp
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//
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// Direct3D Reference Device - Rasterizer Core
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//
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///////////////////////////////////////////////////////////////////////////////
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#ifndef _REFRAST_HPP
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#define _REFRAST_HPP
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#include "pshader.h"
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inline INT32 FloatToNdot4( FLOAT f )
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{
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// alternate form if FPU is set up to do double precision
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// return AS_INT32( (DOUBLE)f + DOUBLE_4_SNAP );
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INT32 i = AS_INT32( f + FLOAT_4_SNAP );
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i <<= 10; i >>= 10; // sign extend
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return i;
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}
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inline INT32 FloatToNdot5( FLOAT f )
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{
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// alternate form if FPU is set up to do double precision
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// return AS_INT32( (DOUBLE)f + DOUBLE_5_SNAP );
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INT32 i = AS_INT32( f + FLOAT_5_SNAP );
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i <<= 10; i >>= 10; // sign extend
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return i;
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}
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//-----------------------------------------------------------------------------
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//
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// Constants
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//
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//-----------------------------------------------------------------------------
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const DWORD RD_MAX_MULTISAMPLES = 9;
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const UINT RDPRIM_MAX_EDGES = 4; // 4 edges for a point sprite
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const UINT RDATTR_MAX_DIMENSIONALITY = 4; // up to 4 scalars per attribute
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// attribute array assignments
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#define RDATTR_DEPTH 0
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#define RDATTR_FOG 1
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#define RDATTR_COLOR 2
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#define RDATTR_SPECULAR 3
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#define RDATTR_TEXTURE0 4
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#define RDATTR_TEXTURE1 5
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#define RDATTR_TEXTURE2 6
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#define RDATTR_TEXTURE3 7
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#define RDATTR_TEXTURE4 8
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#define RDATTR_TEXTURE5 9
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#define RDATTR_TEXTURE6 10
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#define RDATTR_TEXTURE7 11
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const UINT RDPRIM_MAX_ATTRIBUTES = 12;
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///////////////////////////////////////////////////////////////////////////////
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// //
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// Pixel Component Classes //
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// //
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///////////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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//
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// Color Value Class - Holds an array of floats.
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//
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//-----------------------------------------------------------------------------
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class RDColor
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{
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public:
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FLOAT R,G,B,A;
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inline RDColor( void ) { R = G = B = 0.0f; A = 1.0f; }
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// assignment constructors
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inline RDColor( UINT32 uVal )
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{
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R = (FLOAT)RGBA_GETRED( uVal )*(1.f/255.f);
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G = (FLOAT)RGBA_GETGREEN( uVal )*(1.f/255.f);
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B = (FLOAT)RGBA_GETBLUE( uVal )*(1.f/255.f);
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A = (FLOAT)RGBA_GETALPHA( uVal )*(1.f/255.f);
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}
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inline RDColor( FLOAT fR, FLOAT fG, FLOAT fB, FLOAT fA )
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{
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R = fR; G = fG; B = fB; A = fA;
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}
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inline RDColor( FLOAT* pC )
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{
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R = *(pC+0); G = *(pC+1); B= *(pC+2); A = *(pC+3);
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}
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// UINT32 copy operator
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inline void operator=(const UINT32 uVal)
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{
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R = (FLOAT)RGBA_GETRED( uVal )*(1.f/255.f);
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G = (FLOAT)RGBA_GETGREEN( uVal )*(1.f/255.f);
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B = (FLOAT)RGBA_GETBLUE( uVal )*(1.f/255.f);
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A = (FLOAT)RGBA_GETALPHA( uVal )*(1.f/255.f);
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}
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// FLOAT array copy operator
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inline void operator=(const FLOAT* pFVal)
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{
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R = *(pFVal+0);
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G = *(pFVal+1);
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B = *(pFVal+2);
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A = *(pFVal+3);
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}
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// casting operator
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inline operator UINT32() const
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{
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return D3DRGBA( R, G, B, A );
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}
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// set all channels
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inline void SetAllChannels( FLOAT fVal )
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{
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R = fVal; G = fVal; B = fVal; A = fVal;
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}
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// clamp to unity
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inline void Saturate( void )
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{
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R = MIN( 1.f, R );
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G = MIN( 1.f, G );
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B = MIN( 1.f, B );
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A = MIN( 1.f, A );
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}
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inline void Clamp( void )
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{
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R = MAX( 0.f, MIN( 1.f, R ) );
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G = MAX( 0.f, MIN( 1.f, G ) );
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B = MAX( 0.f, MIN( 1.f, B ) );
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A = MAX( 0.f, MIN( 1.f, A ) );
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}
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// copy to array of FLOATs
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inline void CopyTo( FLOAT* pF )
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{
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*(pF+0) = R;
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*(pF+1) = G;
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*(pF+2) = B;
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*(pF+3) = A;
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}
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//
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// conversions between surface format and RDColor - these define the
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// correct way to map between resolutions
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//
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// convert from surface type format to RDColor
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void ConvertFrom( RDSurfaceFormat Type, const char* pSurfaceBits );
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// Convert surface type format to RDColor
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void ConvertTo( RDSurfaceFormat Type, float fRoundOffset, char* pSurfaceBits ) const;
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};
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//-----------------------------------------------------------------------------
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//
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// RDDepth - Class for storing and manipulating pixel depth values. Underlying
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// storage is a double precision floating point, which has sufficient precision
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// and range to support 16 and 32 bit fixed point and 32 bit floating point.
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//
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// The UINT32 methods receive a 24 or 32 bit value, and the UINT16
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// methods receive a 15 or 16 bit value.
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//
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//-----------------------------------------------------------------------------
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class RDDepth
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{
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DOUBLE m_dVal;
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RDSurfaceFormat m_DepthSType;
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DOUBLE dGetValClamped(void) const { return min(1.,max(0.,m_dVal)); }
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DOUBLE dGetCnvScale(void) const
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{
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switch(m_DepthSType)
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{
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case RD_SF_Z16S0:
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return DOUBLE((1<<16)-1);
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case RD_SF_Z24S8:
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case RD_SF_Z24X8:
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case RD_SF_S8Z24:
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case RD_SF_X8Z24:
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case RD_SF_Z24X4S4:
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case RD_SF_X4S4Z24:
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return DOUBLE((1<<24)-1);
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case RD_SF_Z15S1:
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case RD_SF_S1Z15:
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return DOUBLE((1<<15)-1);
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case RD_SF_Z32S0:
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return DOUBLE(0xffffffff); // too big to be generated as above without INT64's
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default:
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DPFRR(0, "RDDepth not initialized correctly");
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return DOUBLE(0.0);
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}
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}
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DOUBLE dGetCnvInvScale(void) const
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{
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switch(m_DepthSType)
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{
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case RD_SF_Z16S0:
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return DOUBLE( 1./(DOUBLE)((1<<16)-1) );
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case RD_SF_Z24S8:
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case RD_SF_Z24X8:
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case RD_SF_S8Z24:
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case RD_SF_X8Z24:
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case RD_SF_Z24X4S4:
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case RD_SF_X4S4Z24:
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return DOUBLE( 1./(DOUBLE)((1<<24)-1) );
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case RD_SF_Z15S1:
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case RD_SF_S1Z15:
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return DOUBLE( 1./(DOUBLE)((1<<15)-1) );
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case RD_SF_Z32S0:
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return DOUBLE( 1./(DOUBLE)(0xffffffff) ); // too big to be generated as above without INT64's
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default:
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DPFRR(0, "RDDepth not initialized correctly");
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return DOUBLE(0.0);
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}
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}
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public:
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RDDepth() {;}
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// assignment constructors
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RDDepth(RDSurfaceFormat SType) : m_dVal(0.F), m_DepthSType(SType) {;}
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RDDepth(UINT16 uVal, RDSurfaceFormat SType): m_DepthSType(SType), m_dVal((DOUBLE)uVal*dGetCnvInvScale()) {;}
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RDDepth(UINT32 uVal, RDSurfaceFormat SType): m_DepthSType(SType), m_dVal((DOUBLE)uVal*dGetCnvInvScale()) {;}
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// copy and assignment operators
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RDDepth& operator=(const RDDepth& A) { m_dVal = A.m_dVal; m_DepthSType = A.m_DepthSType; return *this; }
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RDDepth& operator=(UINT16 uVal) { m_dVal = (DOUBLE)uVal*dGetCnvInvScale(); return *this; }
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RDDepth& operator=(UINT32 uVal) { m_dVal = (DOUBLE)uVal*dGetCnvInvScale(); return *this; }
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RDDepth& operator=(FLOAT fVal) { m_dVal = (DOUBLE)fVal; return *this; }
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// round for integer get operations
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operator UINT16() const { return (UINT16)( (dGetValClamped()*dGetCnvScale()) + .5); }
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operator UINT32() const { return (UINT32)( (dGetValClamped()*dGetCnvScale()) + .5); }
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operator DOUBLE() const { return dGetValClamped(); }
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operator FLOAT() const { return (FLOAT)dGetValClamped(); }
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void SetSType(RDSurfaceFormat SType) { m_DepthSType = SType; }
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RDSurfaceFormat GetSType(void) const { return m_DepthSType; }
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};
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//-----------------------------------------------------------------------------
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//
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// Texture
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//
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//-----------------------------------------------------------------------------
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#define RRTEX_LODFRAC 5
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#define RRTEX_LODFRACMASK 0x1F
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#define RRTEX_LODFRACF .03125f
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#define RRTEX_MAPFRAC 5
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#define RRTEX_MAPFRACMASK 0x1F
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#define RRTEX_MAPFRACF .03125f
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typedef struct _TextureSample
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{
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INT32 iLOD;
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FLOAT fWgt;
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INT32 iCrd[3];
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} TextureSample;
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typedef struct _TextureFilterControl
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{
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int cSamples;
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TextureSample pSamples[16*4*2]; // handles 16:1 aniso in two LODs
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D3DTEXTUREFILTERTYPE MinFilter;
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D3DTEXTUREFILTERTYPE MagFilter;
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D3DTEXTUREFILTERTYPE MipFilter;
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D3DTEXTUREFILTERTYPE CvgFilter;
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FLOAT fCrd[3]; // temporary: to run old filter/sample code
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} TextureFilterControl;
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typedef struct _TextureCoverage
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{
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FLOAT fLOD;
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FLOAT fAnisoRatio;
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FLOAT fAnisoLine[3];
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INT16 iLOD; // n.RRTEX_LODFRAC fixed point LOD
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BOOL bMagnify;
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int cLOD; // 1 or 2, for accessing one or two LOD maps
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INT32 iLODMap[2]; // map index for maps adjacent to sample point
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FLOAT fLODFrc[2]; // (fractional) weighting for each adjacent map
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FLOAT fGradients[3][2]; // need to store gradients for cube maps
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} TextureCoverage;
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//
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// structure containing texture coordinate and gradient information
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// for lookup and filtering
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//
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class RDTextureCoord
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{
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public:
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union { FLOAT C0; FLOAT fNX; FLOAT fU; };
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union { FLOAT C1; FLOAT fNY; FLOAT fV; };
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union { FLOAT C2; FLOAT fNZ; FLOAT fW; };
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union { FLOAT DC0DX; FLOAT fDNXDX; FLOAT fDUDX; };
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union { FLOAT DC0DY; FLOAT fDNXDY; FLOAT fDUDY; };
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union { FLOAT DC1DX; FLOAT fDNYDX; FLOAT fDVDX; };
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union { FLOAT DC1DY; FLOAT fDNYDY; FLOAT fDVDY; };
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union { FLOAT DC2DX; FLOAT fDNZDX; };
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union { FLOAT DC2DY; FLOAT fDNZDY; };
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};
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void
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ComputeMipCoverage(
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const FLOAT (*fGradients)[2],
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FLOAT& fLOD, int cDim );
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void
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ComputeAnisoCoverage(
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const FLOAT (*fGradients)[2], FLOAT fMaxAniso,
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FLOAT& fLOD, FLOAT& fRatio, FLOAT fDelta[] );
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void
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ComputeCubeCoverage(
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const FLOAT (*fGradients)[2],
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FLOAT& fLOD );
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void
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DoCubeRemap(
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INT32 iCrd[], INT32 iCrdMax[],
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D3DCUBEMAP_FACES& Face, UINT uOut0, UINT uOut1);
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//-----------------------------------------------------------------------------
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//
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// Primitive edge function - Computes, stores, and evaluates linear function
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// for edges. Basic function is stored in fixed point. Gradient sign terms
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// are computed and stored separately to adhere to fill rules.
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//
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// This can evaluate edges to a 1/16th subpixel resolution grid.
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//
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//-----------------------------------------------------------------------------
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class RDEdge
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{
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public:
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INT32 m_iA; // n.4 fixed point
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INT32 m_iB; // n.4 fixed point
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INT64 m_iC; // n.8 fixed point
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BOOL m_bAPos; // carefully computed signs of A,B
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BOOL m_bBPos;
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void Set(
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BOOL bDetSign,
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INT32 iX0, INT32 iY0,
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INT32 iX1, INT32 iY1);
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BOOL Test(INT32 iX, INT32 iY );
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};
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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class RDAttribute
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{
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public:
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friend class RefRast;
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// pointer back to containing refrast object
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RefRast* m_pRR;
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BOOL m_bPerspective;
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BOOL m_bClamp; // clamp to 0..1 if TRUE
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UINT m_cDimensionality;
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UINT m_cProjection; // project by c'th element (0 == disable)
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DWORD m_dwWrapFlags; // wrap flags for each dimension (from LSB)
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BOOL m_bFlatShade;
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// per-dimension attribute functions
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FLOAT m_fA[RDATTR_MAX_DIMENSIONALITY];
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FLOAT m_fB[RDATTR_MAX_DIMENSIONALITY];
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FLOAT m_fC[RDATTR_MAX_DIMENSIONALITY];
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// things generally only set once
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void Init(
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RefRast* pPrimitive, // RefRast with which this attrib is used
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UINT cDimensionality,
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BOOL bPerspective,
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BOOL bClamp );
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// things generally set as RS or TSS changes
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void SetFlatShade( BOOL bFlatShade ) { m_bFlatShade = bFlatShade; }
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void SetWrapFlags( DWORD dwWrapFlags ) { m_dwWrapFlags = dwWrapFlags; }
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void SetProjection( UINT cProjection ) { m_cProjection = cProjection; }
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void SetPerspective( BOOL bPerspective) { m_bPerspective = bPerspective; }
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void Setup(
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const FLOAT* pVtx0, const FLOAT* pVtx1, const FLOAT* pVtx2);
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void LineSetup(
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const FLOAT* pVtx0, const FLOAT* pVtx1, const FLOAT* pVtxFlat = NULL );
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void Setup(
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DWORD dwVtx0, DWORD dwVtx1, DWORD dwVtx2);
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// fully general sample function
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void Sample( FLOAT* pSampleData, FLOAT fX, FLOAT fY,
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BOOL bNoProjectionOverride = TRUE, BOOL bClampOverride = FALSE );
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// sample scalar attribute at given location; assumes no perspective or projection
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// (used for Depth)
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FLOAT Sample( FLOAT fX, FLOAT fY );
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};
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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class RefRast
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{
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public:
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friend class RDAttribute;
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friend class RDEdge;
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RefDev* m_pRD;
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~RefRast();
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void Init( RefDev* pRD );
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// used for all primitives
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BOOL m_bIsLine; // TRUE if rendering a line
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UINT m_iFlatVtx; // 0..2 range; which vertex to use for flat shading color
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RDAttribute m_Attr[RDPRIM_MAX_ATTRIBUTES];
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FLOAT m_fX0, m_fY0; // first vertex, snapped (for initial evaluation)
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FLOAT m_fRHW0, m_fRHW1, m_fRHW2; // 1/W data for perspective correction
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FLOAT m_fRHWA, m_fRHWB, m_fRHWC; // linear function for 1/W for perspective correction
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FLOAT SampleAndInvertRHW( FLOAT fX, FLOAT fY ); // sample 1/W at current given location, invert, and return
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// triangle and point rendering
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RDEdge m_Edge[RDPRIM_MAX_EDGES];
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INT32 m_iEdgeCount;
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// integer x,y coords snapped to n.4 grid
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INT32 m_iX0, m_iY0, m_iX1, m_iY1, m_iX2, m_iY2;
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INT64 m_iDet; // n.8 determinant
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FLOAT m_fDelX10, m_fDelX02; // float x,y deltas
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FLOAT m_fDelY01, m_fDelY20; //
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FLOAT m_fTriOODet; // 1/determinant for triangle function normalization
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// integer x,y scan area, intersected with viewport and guardband
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INT32 m_iXMin, m_iXMax, m_iYMin, m_iYMax;
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BOOL PerTriangleSetup(
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FLOAT* pVtx0, FLOAT* pVtx1, FLOAT* pVtx2,
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DWORD CullMode,
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RECT* pClip);
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BOOL EvalPixelPosition( int iPix );
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// line rendering
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INT64 m_iLineEdgeFunc[3]; // line function: Pminor = ([0]*Pmajor + [1])/[2]
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BOOL m_bLineXMajor; // TRUE if X major for line function
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INT32 m_iLineMin, m_iLineMax; // min and max pixel extent in major direction
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INT32 m_iLineStep; // +1 or -1 depending on line major direction
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FLOAT m_fLineMajorLength; // major length for line function
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INT32 m_cLineSteps; // number of steps to take in line iteration
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BOOL PerLineSetup(
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FLOAT* pVtx0, FLOAT* pVtx1,
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BOOL bLastPixel,
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RECT* pClip);
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void StepLine( void );
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INT32 m_iMajorCoord;
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// per-pixel data
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int m_iPix; // which of 4 pixels are currently being worked on
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// per-pixel values
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BOOL m_bPixelIn[4];
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INT32 m_iX[4], m_iY[4]; // current position
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FLOAT m_fW[4];
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FLOAT m_FogIntensity[4];
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RDDepth m_Depth[4]; // TODO - get rid of this...
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// per-(pixel&sample) values
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BOOL m_bSampleCovered[RD_MAX_MULTISAMPLES][4];
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RDDepth m_SampleDepth[RD_MAX_MULTISAMPLES][4];
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// pixel shader stuff
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BOOL m_bLegacyPixelShade;
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RDPShader* m_pCurrentPixelShader;
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UINT m_CurrentPSInst;
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BOOL m_bPixelDiscard[4];
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// register files
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FLOAT m_InputReg[RDPS_MAX_NUMINPUTREG][4][4];
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FLOAT m_TempReg[RDPS_MAX_NUMTEMPREG][4][4];
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FLOAT m_ConstReg[RDPS_MAX_NUMCONSTREG][4][4];
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FLOAT m_TextReg[RDPS_MAX_NUMTEXTUREREG][4][4];
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// additional ref-specific registers for holding temporary values in pixel shader
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FLOAT m_PostModSrcReg[RDPS_MAX_NUMPOSTMODSRCREG][4][4]; // temporary values holding src mod results for 3 source parameters
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FLOAT m_ScratchReg[RDPS_MAX_NUMSCRATCHREG][4][4]; // just a general scratchpad register (example use: storing eye/reflection vector)
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FLOAT m_ZeroReg[4][4]; // register containing 0.0f.
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FLOAT m_OneReg[4][4]; // register containing 1.0f.
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FLOAT m_TwoReg[4][4]; // register containing 2.0f.
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FLOAT m_QueuedWriteReg[RDPS_MAX_NUMQUEUEDWRITEREG][4][4]; // staging registers for queued writes
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PSQueuedWriteDst m_QueuedWriteDst[RDPS_MAX_NUMQUEUEDWRITEREG]; // destination register on flush for queued write
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FLOAT m_Gradients[3][2]; // gradients for texture sampling
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void ExecShader( void );
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void DoRegToRegOp( PixelShaderInstruction* pInst );
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#if DBG
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BOOL m_bDebugPrintTranslatedPixelShaderTokens;
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#endif
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RDPShader* m_pLegacyPixelShader;
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void UpdateLegacyPixelShader( void );
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// multi-sample stuff
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UINT m_SampleCount; // count and deltas for current MS buffer type
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INT32 m_SampleDelta[RD_MAX_MULTISAMPLES][2];
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DWORD m_SampleMask; // copy of renderstate
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UINT m_CurrentSample; // current sample number for 'NextSample' stepper
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inline void SetSampleMask( DWORD SampleMask ) { m_SampleMask = SampleMask; }
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inline BOOL GetCurrentSampleMask( void )
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{
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if ( m_SampleCount <= 1 ) return TRUE; // not effective when not MS buffer
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return ( (1<<m_CurrentSample) & m_SampleMask ) ? TRUE : FALSE;
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}
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inline UINT GetCurrentSample( void ) { return m_CurrentSample; }
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// returns TRUE until samples exhausted and then resets itself on FALSE return
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inline BOOL NextSample( void )
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{
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if (++m_CurrentSample == m_SampleCount)
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{
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// done iterating thru samples, so reset and return FALSE
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m_CurrentSample = 0;
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return FALSE;
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}
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return TRUE;
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}
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// returns x,y deltas (n.4 fixed point) of current sample
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inline INT32 GetCurrentSampleX( int iPix )
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{ return (m_iX[iPix]<<4) + m_SampleDelta[m_CurrentSample][0]; }
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inline INT32 GetCurrentSampleY( int iPix )
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{ return (m_iY[iPix]<<4) + m_SampleDelta[m_CurrentSample][1]; }
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inline FLOAT GetCurrentSamplefX( int iPix )
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{ return (FLOAT)GetCurrentSampleX(iPix) * (1./16.); }
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inline FLOAT GetCurrentSamplefY( int iPix )
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{ return (FLOAT)GetCurrentSampleY(iPix) * (1./16.); }
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// sets internal sample number and per-sample deltas based on FSAA type
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void SetSampleMode( UINT MultiSampleCount, BOOL bAntialias );
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UINT GetCurrentNumberOfSamples( void )
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{ return m_SampleCount; }
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// setup.cpp
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void SetAttributeFunctions(
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const RDVertex& Vtx0,
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const RDVertex& Vtx1,
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const RDVertex& Vtx2 );
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// scancnv.cpp
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FLOAT ComputeFogIntensity( FLOAT fX, FLOAT fY );
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void SnapDepth( void );
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void DoScanCnvGenPixels( void );
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void DoScanCnvTri( int iEdgeCount );
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void DoScanCnvLine( void );
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// texture filtering
|
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TextureCoverage m_TexCvg[D3DHAL_TSS_MAXSTAGES];
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TextureFilterControl m_TexFlt[D3DHAL_TSS_MAXSTAGES];
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void UpdateTextureControls( void );
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void ComputeTextureCoverage( int iStage, FLOAT (*fGradients)[2] );
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void ComputePerLODControls( int iStage );
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|
void ComputePointSampleCoords(
|
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int iStage, INT32 iLOD, FLOAT fCrd[],
|
|
INT32 iCrd[] );
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|
void ComputeLinearSampleCoords(
|
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int iStage, INT32 iLOD, FLOAT fCrd[],
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INT32 iCrdFlr[], INT32 iCrdClg[], FLOAT fCrdFrcF[], FLOAT fCrdFrcC[] );
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void SetUp1DTextureSample(
|
|
int iStage, int Start,
|
|
INT32 iLODMap, FLOAT fLODScale,
|
|
INT32 iCrdF, INT32 iCrdC,
|
|
FLOAT fCrdFrcF, FLOAT fCrdFrcC );
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void SetUp2DTextureSample(
|
|
int iStage, int Start,
|
|
INT32 iLODMap, FLOAT fLODScale,
|
|
INT32 iCrdF[], INT32 iCrdC[],
|
|
FLOAT fCrdFrcF[], FLOAT fCrdFrcC[] );
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|
void SetUp3DTextureSample(
|
|
int iStage, int Start,
|
|
INT32 iLODMap, FLOAT fLODScale,
|
|
INT32 iCrdF[], INT32 iCrdC[],
|
|
FLOAT fCrdFrcF[], FLOAT fCrdFrcC[] );
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|
void SetUpCubeMapLinearSample(
|
|
int iStage, D3DCUBEMAP_FACES Face,
|
|
INT32 iLODMap, FLOAT fLODScale,
|
|
INT32 (*iCrd)[2], FLOAT (*fFrc)[2] );
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|
void ComputeTextureFilter( int iStage, FLOAT fCrd[] );
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|
void ComputeCubeTextureFilter( int iStage, FLOAT fCrd[] );
|
|
void SampleTexture( INT32 iStage, FLOAT fCol[] );
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|
|
|
|
|
// texstage.cpp
|
|
void ComputeTextureBlendArg(
|
|
DWORD dwArgCtl, BOOL bAlphaOnly,
|
|
const RDColor& DiffuseColor,
|
|
const RDColor& SpecularColor,
|
|
const RDColor& CurrentColor,
|
|
const RDColor& TextureColor,
|
|
const RDColor& TempColor,
|
|
RDColor& BlendArg);
|
|
void DoTextureBlendStage(
|
|
int iStage,
|
|
const RDColor& DiffuseColor,
|
|
const RDColor& SpecularColor,
|
|
const RDColor& CurrentColor,
|
|
const RDColor& TextureColor,
|
|
RDColor& TempColor,
|
|
RDColor& OutputColor);
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|
|
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// pixproc.cpp
|
|
void DoPixels( void );
|
|
BOOL DepthCloser( const RDDepth& DepthVal, const RDDepth& DepthBuf );
|
|
BOOL AlphaTest( FLOAT fAlpha );
|
|
BOOL DoStencil( UINT8 uStncBuf, BOOL bDepthTest, RDSurfaceFormat DepthSFormat, UINT8& uStncRet );
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|
void DoAlphaBlend( const RDColor& SrcColor, const RDColor& DstColor, RDColor& ResColor );
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|
|
// pixref.cpp
|
|
void WritePixel( INT32 iX, INT32 iY, UINT Sample, const RDColor& Color, const RDDepth& Depth);
|
|
|
|
};
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///////////////////////////////////////////////////////////////////////////////
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#endif // _REFRAST_HPP
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