mirror of https://github.com/tongzx/nt5src
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
294 lines
10 KiB
294 lines
10 KiB
/*==========================================================================;
|
|
*
|
|
* Copyright (C) 1995-2000 Microsoft Corporation. All Rights Reserved.
|
|
*
|
|
* File: vstream.h
|
|
* Content: Direct3D Vertex Streams header
|
|
*
|
|
*
|
|
***************************************************************************/
|
|
#ifndef _VSTREAM_H
|
|
#define _VSTREAM_H
|
|
|
|
//---------------------------------------------------------------------
|
|
// Constants
|
|
//---------------------------------------------------------------------
|
|
const DWORD RD_MAX_NUMELEMENTS = 16;
|
|
const DWORD RD_MAX_NUMSTREAMS = RD_MAX_NUMELEMENTS;
|
|
const DWORD RDVSD_STREAMTESS = RD_MAX_NUMSTREAMS;
|
|
const DWORD RD_MAX_SHADERINSTSTRING = 128;
|
|
const DWORD RD_MAX_SHADERTOKENSPERINST = 32;
|
|
|
|
//---------------------------------------------------------------------
|
|
// macros for parsing Declaration Token Array
|
|
|
|
// TRUE, if shader handle is DX7 FVF code
|
|
//---------------------------------------------------------------------
|
|
#define RDVSD_ISLEGACY(ShaderHandle) !(ShaderHandle & D3DFVF_RESERVED0)
|
|
|
|
enum RDVSD_DATALOAD
|
|
{
|
|
RDVSD_LOADREGISTER = 0,
|
|
RDVSD_SKIP
|
|
};
|
|
|
|
#define RDVSD_GETTOKENTYPE(token) \
|
|
((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT)
|
|
#define RDVSD_ISSTREAMTESS(token) \
|
|
((token & D3DVSD_STREAMTESSMASK) >> D3DVSD_STREAMTESSSHIFT)
|
|
#define RDVSD_GETDATALOADTYPE(token) \
|
|
((token & D3DVSD_DATALOADTYPEMASK) >> D3DVSD_DATALOADTYPESHIFT)
|
|
#define RDVSD_GETDATATYPE(token) \
|
|
((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT)
|
|
#define RDVSD_GETSKIPCOUNT(token) \
|
|
((token & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT)
|
|
#define RDVSD_GETSTREAMNUMBER(token) \
|
|
((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT)
|
|
#define RDVSD_GETVERTEXREG(token) \
|
|
((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT)
|
|
#define RDVSD_GETVERTEXREGIN(token) \
|
|
((token & D3DVSD_VERTEXREGINMASK) >> D3DVSD_VERTEXREGINSHIFT)
|
|
#define RDVSD_GETCONSTCOUNT(token) \
|
|
((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT)
|
|
#define RDVSD_GETCONSTADDRESS(token) \
|
|
((token & D3DVSD_CONSTADDRESSMASK) >> D3DVSD_CONSTADDRESSSHIFT)
|
|
#define RDVSD_GETCONSTRS(token) \
|
|
((token & D3DVSD_CONSTRSMASK) >> D3DVSD_CONSTRSSHIFT)
|
|
#define RDVSD_GETEXTCOUNT(token) \
|
|
((token & D3DVSD_EXTCOUNTMASK) >> D3DVSD_EXTCOUNTSHIFT)
|
|
#define RDVSD_GETEXTINFO(token) \
|
|
((token & D3DVSD_EXTINFOMASK) >> D3DVSD_EXTINFOSHIFT)
|
|
|
|
//---------------------------------------------------------------------
|
|
//
|
|
// RDVElement: Describes a vertex element
|
|
//
|
|
//---------------------------------------------------------------------
|
|
|
|
// Function pointer that copies a vertex element into the 4-float vector.
|
|
typedef void (*PFN_RDCOPYELEMENT)(LPVOID pInputStream,
|
|
RDVECTOR4* pVertexRegister);
|
|
|
|
class RDVElement
|
|
{
|
|
public:
|
|
RDVElement()
|
|
{
|
|
memset( this, 0, sizeof( RDVElement ) );
|
|
}
|
|
|
|
// Pointer to a function to convert input vertex element data type to
|
|
// the RDVECTOR4
|
|
PFN_RDCOPYELEMENT m_pfnCopy;
|
|
DWORD m_dwToken; // The token that described this vertex element.
|
|
DWORD m_dwRegister; // Input register index
|
|
DWORD m_dwDataType; // Data type and dimension
|
|
DWORD m_dwStreamIndex; // API stream index
|
|
DWORD m_dwOffset; // Offset in the input stream in bytes
|
|
|
|
//
|
|
// Tesselator support
|
|
//
|
|
BOOL m_bIsTessGen; // Is this vertex element generated by
|
|
// tesselator
|
|
DWORD m_dwRegisterIn; // Tesselator Input register index
|
|
DWORD m_dwStreamIndexIn;// API stream index for m_dwRegisterIn
|
|
DWORD m_dwOffsetIn; // Offset for m_dwRegisterIn in bytes
|
|
|
|
};
|
|
|
|
//---------------------------------------------------------------------
|
|
//
|
|
// RDVConstantData: Constant data that is used by a shader
|
|
//
|
|
//---------------------------------------------------------------------
|
|
class RDVConstantData: public RDListEntry
|
|
{
|
|
public:
|
|
RDVConstantData() {m_pData = NULL; m_dwCount = 0;}
|
|
~RDVConstantData() {delete m_pData;}
|
|
|
|
DWORD m_dwCount; // Number of 4*DWORDs to load
|
|
DWORD m_dwAddress; // Start constant register
|
|
DWORD* m_pData; // Data. Multiple of 4*DWORD
|
|
};
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// RDVStream: Class representing the vertex stream.
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
class RDVStream
|
|
{
|
|
public:
|
|
RDVStream()
|
|
{
|
|
m_pData = NULL;
|
|
m_pSavedData = NULL;
|
|
m_dwHandle = 0;
|
|
m_dwNumVertices = 0;
|
|
m_dwSize = 0;
|
|
}
|
|
|
|
// Stream memory.
|
|
LPBYTE m_pData;
|
|
// Temporary pointer
|
|
LPBYTE m_pSavedData;
|
|
// Vertex buffer handle
|
|
DWORD m_dwHandle;
|
|
// Vertex (or index) stride in bytes
|
|
DWORD m_dwStride;
|
|
// Max number of vertices (or indices in case of index buffer) the buffer
|
|
// can store
|
|
DWORD m_dwNumVertices;
|
|
// Buffer size in bytes
|
|
DWORD m_dwSize;
|
|
// Output array for a tessellator
|
|
GArrayT<BYTE> m_TessOut;
|
|
};
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// RDIStream: Class representing the current Index stream
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
class RDIStream: public RDVStream
|
|
{
|
|
public:
|
|
RDIStream()
|
|
{
|
|
m_dwFlags = 0;
|
|
}
|
|
DWORD m_dwFlags; // User passed flags
|
|
};
|
|
//---------------------------------------------------------------------
|
|
//
|
|
// RDVStreamDecl:
|
|
//
|
|
// Describes a stream, used by a declaration
|
|
//
|
|
//---------------------------------------------------------------------
|
|
class RDVStreamDecl
|
|
{
|
|
public:
|
|
RDVStreamDecl();
|
|
|
|
// Parses declaration.
|
|
// For fixed-function pipeline computes FVF and FVF2 (used to record
|
|
// texture presence)
|
|
HRESULT Parse(DWORD ** ppToken, BOOL bFixedFunction, BOOL bStreamTess,
|
|
UINT64* pqwFVF, UINT64* pqwFVF2, DWORD* pdwNumBetas);
|
|
HRESULT MakeVElementArray( UINT64 qwFVF );
|
|
RDVElement m_Elements[RD_MAX_NUMELEMENTS]; // Vertex elements in the
|
|
// stream.
|
|
DWORD m_dwNumElements; // Number of elements to use
|
|
DWORD m_dwStride; // Vertex size in bytes
|
|
DWORD m_dwStreamIndex; // Index to device streams
|
|
BOOL m_bIsStreamTess; // Is it a tesselator stream ?
|
|
};
|
|
//---------------------------------------------------------------------
|
|
//
|
|
// RDVShaderInst:
|
|
// The object representing each shader instruction. Used for
|
|
// debugging, since the reference implementation directly interprets
|
|
// the raw token stream during vshader execution.
|
|
//-----------------------------------------------------------------------------
|
|
class RDVShaderInst
|
|
{
|
|
public:
|
|
char m_String[RD_MAX_SHADERINSTSTRING];
|
|
DWORD m_Tokens[RD_MAX_SHADERTOKENSPERINST];
|
|
DWORD* m_pComment;
|
|
DWORD m_CommentSize;
|
|
};
|
|
//---------------------------------------------------------------------
|
|
//
|
|
// RDVShaderCode:
|
|
// The object representing the compiled shader code.
|
|
// In the reference implementation, there is really no compiling
|
|
// happening. The compile phase consists of:
|
|
// 1) Validating the the code.
|
|
// 2) Computing the output FVF.
|
|
// 3) Saving the original bits for later interpretation.
|
|
// In the execution phase (in the RefVM) these saved bits are
|
|
// interpreted.
|
|
//-----------------------------------------------------------------------------
|
|
class RDVShaderCode
|
|
{
|
|
public:
|
|
RDVShaderCode() { memset( this, 0, sizeof( this ) ); }
|
|
~RDVShaderCode(){ delete m_pRawBits; if (m_pInst) delete m_pInst; }
|
|
inline UINT GetInstructionCount( void ) { return m_InstCount; }
|
|
|
|
LPDWORD m_pRawBits; // Raw code bits
|
|
DWORD m_dwSize; // Number of DWORDs
|
|
|
|
UINT m_InstCount; // Instruction count (for debug monitor)
|
|
RDVShaderInst* m_pInst; // Instruction array (for debug monitor)
|
|
|
|
// Output FVF for this shaders
|
|
UINT64 m_qwFVFOut;
|
|
};
|
|
//---------------------------------------------------------------------
|
|
//
|
|
// RDVDeclaration:
|
|
// The object representing the parsed and compiled declaration.
|
|
//-----------------------------------------------------------------------------
|
|
class RDVDeclaration
|
|
{
|
|
public:
|
|
RDVDeclaration()
|
|
{
|
|
memset( this, 0, sizeof( RDVDeclaration ) );
|
|
}
|
|
~RDVDeclaration();
|
|
HRESULT Parse( DWORD * decl, BOOL bFixedFunction );
|
|
HRESULT MakeVElementArray( UINT64 qwFVF );
|
|
|
|
// List of streams, which are used by the declaration
|
|
// The additional one is used for the Tesselator stream.
|
|
RDVStreamDecl m_StreamArray[RD_MAX_NUMSTREAMS + 1];
|
|
|
|
// Number of active streams
|
|
DWORD m_dwNumActiveStreams;
|
|
|
|
// Corresponding FVF for fixed-function pipeline
|
|
// This is OR of all streams input FVF
|
|
UINT64 m_qwInputFVF;
|
|
|
|
// Constant data that should be loaded when shader becomes active
|
|
RDVConstantData* m_pConstants;
|
|
|
|
// The description of all vertex elements to be loaded into input
|
|
// registers. The array is built by going through active streams and
|
|
// elements inside each stream
|
|
RDVElement m_VertexElements[RD_MAX_NUMELEMENTS];
|
|
|
|
// Number of used members of m_VertexElements
|
|
DWORD m_dwNumElements;
|
|
|
|
// Stride computed for the implicit tesselator stream
|
|
DWORD m_dwStreamTessStride;
|
|
};
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// RDVShader: Vertex Shader Class
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
class RDVShader
|
|
{
|
|
public:
|
|
RDVShader();
|
|
~RDVShader();
|
|
HRESULT Initialize(DWORD* lpdwDeclaration, DWORD* lpdwFunction);
|
|
|
|
RDVDeclaration m_Declaration;
|
|
RDVShaderCode* m_pCode;
|
|
|
|
inline BOOL IsFixedFunction()
|
|
{
|
|
return (m_pCode == NULL);
|
|
}
|
|
};
|
|
typedef RDVShader *PRDVSHADER;
|
|
|
|
|
|
#endif _VSTREAM_H
|