windows-nt/Source/XPSP1/NT/multimedia/directx/dxg/d3d8/fe/devstate.cpp

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2020-09-26 03:20:57 -05:00
/*==========================================================================;
*
* Copyright (C) 1997 Microsoft Corporation. All Rights Reserved.
*
* File: devstate.c
* Content: device state management
*
***************************************************************************/
#include "pch.cpp"
#pragma hdrstop
#include "drawprim.hpp"
#include "pvvid.h"
#include "ddibase.h"
//---------------------------------------------------------------------
#if DBG
void CPackedBitArray::CheckIndex(UINT index)
{
if (index >= m_size)
{
D3D_THROW_FAIL("Invalid index");
}
}
#endif // DBG
//---------------------------------------------------------------------
inline void UpdateFogFactor(D3DFE_PROCESSVERTICES* lpDevI)
{
if (lpDevI->lighting.fog_end == lpDevI->lighting.fog_start)
lpDevI->lighting.fog_factor = D3DVAL(0.0);
else
lpDevI->lighting.fog_factor = D3DVAL(255) /
(lpDevI->lighting.fog_end - lpDevI->lighting.fog_start);
}
//---------------------------------------------------------------------
#undef DPF_MODNAME
#define DPF_MODNAME "CD3DHal::SetRenderState"
HRESULT D3DAPI
CD3DHal::SetRenderState(D3DRENDERSTATETYPE dwState, DWORD value)
{
API_ENTER(this); // Takes D3D Lock if necessary
#if DBG
if (dwState >= D3D_MAXRENDERSTATES || dwState == 0 )
{
D3D_ERR( "Invalid render state type. SetRenderState failed." );
return D3DERR_INVALIDCALL;
}
#endif
try
{
if (this->m_dwRuntimeFlags & D3DRT_RECORDSTATEMODE)
{
if(this->CheckForRetiredRenderState(dwState))
{
m_pStateSets->InsertRenderState(dwState, value, CanHandleRenderState(dwState));
}
else
{
D3D_ERR("Invalid renderstate %d. SetRenderState failed.", dwState);
return D3DERR_INVALIDCALL;
}
}
else
this->SetRenderStateFast(dwState, value);
return D3D_OK;
}
catch(HRESULT ret)
{
D3D_ERR("SetRenderState failed.");
return ret;
}
}
//---------------------------------------------------------------------
#undef DPF_MODNAME
#define DPF_MODNAME "CD3DHal::SetRenderStateFast"
HRESULT D3DAPI CD3DHal::SetRenderStateFast(D3DRENDERSTATETYPE dwState, DWORD value)
{
// NOTE: This can become a public API through the
// v-table hack. This should only happen for
// single-threaded apps; so we don't need
// to take the critical section.
// API_ENTER(this); // Takes D3D Lock if necessary
#if DBG
if (dwState >= D3D_MAXRENDERSTATES || dwState == 0 )
{
D3D_ERR( "Invalid render state type. SetRenderState failed." );
return D3DERR_INVALIDCALL;
}
#endif
if (!rsVec.IsBitSet(dwState))
{ // Fast path. We do not need any processing done in UpdateInternalState
// other than updating rstates array
if ( (this->rstates[dwState] == value)
#if DBG
&& (dwState != D3DRS_DEBUGMONITORTOKEN) // don't filter these
#endif
)
{
D3D_WARN(4,"Ignoring redundant SetRenderState - %d", dwState);
return D3D_OK;
}
this->rstates[dwState] = value;
// Output state to the device driver
try
{
m_pDDI->SetRenderState(dwState, value);
}
catch(HRESULT ret)
{
D3D_ERR("SetRenderState failed.");
return ret;
}
}
else
{
try
{
// Wrap modes could be re-programmed. We need to restore them before
// filtering redundant values
if (m_pv->dwDeviceFlags & D3DDEV_REMAPTEXTUREINDICES)
{
RestoreTextureStages(this);
ForceFVFRecompute();
}
if ( (this->rstates[dwState] == value)
#if DBG
&& (dwState != D3DRS_DEBUGMONITORTOKEN) // don't filter these
#endif
)
{
D3D_WARN(4,"Ignoring redundant SetRenderState - %d", dwState);
return D3D_OK;
}
this->UpdateInternalState(dwState, value);
// Vertex processing only render states will be passed to the
// driver when we switch to the hardware vertex processing mode
if ((!(rsVertexProcessingOnly.IsBitSet(dwState) &&
m_dwRuntimeFlags & D3DRT_RSSOFTWAREPROCESSING)))
{
if (CanHandleRenderState(dwState))
{
#if DBG
if(!CheckForRetiredRenderState(dwState))
{
D3D_ERR("Invalid (old) renderstate %d. SetRenderState failed.", dwState);
return D3DERR_INVALIDCALL;
}
#endif // DBG
m_pDDI->SetRenderState(dwState, value);
}
}
}
catch(HRESULT ret)
{
D3D_ERR("SetRenderState failed.");
return ret;
}
}
return D3D_OK;
}
//---------------------------------------------------------------------
#undef DPF_MODNAME
#define DPF_MODNAME "CD3DHal::SetRenderStateInternal"
void
CD3DHal::SetRenderStateInternal(D3DRENDERSTATETYPE dwState, DWORD dwValue)
{
if (this->rstates[dwState] == dwValue)
{
D3D_WARN(4,"Ignoring redundant SetRenderState - %d", dwState);
return;
}
this->UpdateInternalState(dwState, dwValue);
if (CanHandleRenderState(dwState))
m_pDDI->SetRenderState(dwState, dwValue);
}
//---------------------------------------------------------------------
#undef DPF_MODNAME
#define DPF_MODNAME "Direct3DDevice::GetRenderState"
HRESULT D3DAPI
CD3DHal::GetRenderState(D3DRENDERSTATETYPE dwState, LPDWORD lpdwValue)
{
API_ENTER(this); // Takes D3D Lock if necessary
#if DBG
if (dwState >= D3D_MAXRENDERSTATES || dwState == 0)
{
D3D_ERR( "Invalid render state value. GetRenderState failed." );
return D3DERR_INVALIDCALL;
}
#endif
if (!VALID_WRITEPTR(lpdwValue, sizeof(DWORD)))
{
D3D_ERR( "Invalid DWORD pointer. GetRenderState failed." );
return D3DERR_INVALIDCALL;
}
if(!CheckForRetiredRenderState(dwState))
{
D3D_ERR("invalid renderstate %d. GetRenderState failed.", dwState);
return D3DERR_INVALIDCALL;
}
// WRAP render states could be re-mapped so we have to return the original
// value
if (dwState >= D3DRENDERSTATE_WRAP0 && dwState <= D3DRENDERSTATE_WRAP7)
{
if (m_pv->dwDeviceFlags & D3DDEV_REMAPTEXTUREINDICES)
{
DWORD dwTexCoordIndex = dwState - D3DRENDERSTATE_WRAP0;
for (DWORD i=0; i < this->dwNumTextureStagesToRemap; i++)
{
LPD3DFE_TEXTURESTAGE pStage = &this->textureStageToRemap[i];
if (pStage->dwInpCoordIndex == dwTexCoordIndex)
{
if (pStage->dwInpCoordIndex != pStage->dwOutCoordIndex)
{
*lpdwValue = pStage->dwOrgWrapMode;
return D3D_OK;
}
}
}
}
}
*lpdwValue = this->rstates[dwState];
return D3D_OK;
}
//---------------------------------------------------------------------
#undef DPF_MODNAME
#define DPF_MODNAME "CD3DHal::SetTextureStageState"
HRESULT D3DAPI
CD3DHal::SetTextureStageState(DWORD dwStage,
D3DTEXTURESTAGESTATETYPE dwState,
DWORD dwValue)
{
API_ENTER(this); // Takes D3D Lock if necessary
#if DBG
if ( (dwStage >= D3DHAL_TSS_MAXSTAGES) ||
(dwState == 0) ||
(dwState >= D3DTSS_MAX) ||
(dwState == 12) ) // D3DTSS_ADDRESS no longer valid
{
D3D_ERR( "Invalid texture stage or state index. SetTextureStageState failed." );
return D3DERR_INVALIDCALL;
}
#endif //DBG
try
{
if (this->m_dwRuntimeFlags & D3DRT_RECORDSTATEMODE)
{
m_pStateSets->InsertTextureStageState(dwStage, dwState, dwValue);
return D3D_OK;
}
return this->SetTextureStageStateFast(dwStage, dwState, dwValue);
}
catch(HRESULT ret)
{
D3D_ERR("SetTextureStageState failed.");
return ret;
}
}
//---------------------------------------------------------------------
#undef DPF_MODNAME
#define DPF_MODNAME "CD3DHal::SetTextureStageStateFast"
HRESULT D3DAPI
CD3DHal::SetTextureStageStateFast(DWORD dwStage,
D3DTEXTURESTAGESTATETYPE dwState,
DWORD dwValue)
{
// NOTE: This can become a public API through the
// v-table hack. This should only happen for
// single-threaded apps; so we don't need
// to take the critical section.
// API_ENTER(this); // Takes D3D Lock if necessary
#if DBG
if ( (dwStage >= D3DHAL_TSS_MAXSTAGES) ||
(dwState == 0) ||
(dwState >= D3DTSS_MAX) ||
(dwState == 12) ) // D3DTSS_ADDRESS no longer valid
{
D3D_ERR( "Invalid texture stage or state index. SetTextureStageState failed." );
return D3DERR_INVALIDCALL;
}
#endif //DBG
// Fast path. We do not need any processing done in UpdateInternalTSS other than updating tsstates array
if (NeedInternalTSSUpdate(dwState))
{
// Texture stages could be re-programmed. We need to restore them before
// filtering redundant values
if (m_pv->dwDeviceFlags & D3DDEV_REMAPTEXTUREINDICES)
{
RestoreTextureStages(this);
ForceFVFRecompute();
}
if (this->tsstates[dwStage][dwState] == dwValue)
{
D3D_WARN(4,"Ignoring redundant SetTextureStageState. Stage: %d, State: %d", dwStage, dwState);
return D3D_OK;
}
if(this->UpdateInternalTextureStageState(dwStage, dwState, &dwValue))
return D3D_OK;
}
else
{
if (this->tsstates[dwStage][dwState] == dwValue)
{
D3D_WARN(4,"Ignoring redundant SetTextureStageState. Stage: %d, State: %d", dwStage, dwState);
return D3D_OK;
}
tsstates[dwStage][dwState] = dwValue;
}
if (dwStage >= m_dwMaxTextureBlendStages)
return D3D_OK;
try
{
m_pDDI->SetTSS(dwStage, dwState, dwValue);
}
catch (HRESULT ret)
{
D3D_ERR("SetTextureStageState failed.");
return ret;
}
return D3D_OK;
}
//---------------------------------------------------------------------
#undef DPF_MODNAME
#define DPF_MODNAME "Direct3DDevice::GetTextureStageState"
HRESULT D3DAPI
CD3DHal::GetTextureStageState(DWORD dwStage,
D3DTEXTURESTAGESTATETYPE dwState,
LPDWORD pdwValue)
{
API_ENTER(this); // Takes D3D Lock if necessary
#if DBG
if ( (dwStage >= D3DHAL_TSS_MAXSTAGES) ||
(dwState == 0) ||
(dwState >= D3DTSS_MAX) ||
(dwState == 12) ) // D3DTSS_ADDRESS no longer valid
{
D3D_ERR( "Invalid texture stage or state index. GetTextureStageState failed." );
return D3DERR_INVALIDCALL;
}
#endif //DBG
if (!VALID_WRITEPTR(pdwValue, sizeof(DWORD)))
{
D3D_ERR( "Invalid DWORD pointer. GetTextureStageState failed." );
return D3DERR_INVALIDCALL;
}
// If texture indices were re-mapped we have to find and return the original value
if (dwState == D3DTSS_TEXCOORDINDEX && m_pv->dwDeviceFlags & D3DDEV_REMAPTEXTUREINDICES)
{
RestoreTextureStages(this);
ForceFVFRecompute();
}
// Don't bother to check for DX6 support, just return the
// cached value.
*pdwValue = tsstates[dwStage][dwState];
return D3D_OK;
}
#ifdef FAST_PATH
//-----------------------------------------------------------------------------
#undef DPF_MODNAME
#define DPF_MODNAME "CD3DHal::SetVertexShaderFast"
HRESULT D3DAPI
CD3DHal::SetVertexShaderFast(DWORD dwHandle)
{
try
{
#if DBG
CheckVertexShaderHandle(dwHandle);
DebugStateChanged( D3DDM_SC_VSSETSHADER );
#endif
DXGASSERT((m_dwRuntimeFlags & (D3DRT_RECORDSTATEMODE | D3DRT_RSSOFTWAREPROCESSING)) == 0 &&
(BehaviorFlags() & D3DCREATE_MULTITHREADED) == 0);
// We need to set m_pCurrentShader becausu we do NPatch emulation in
// hardware vertex processing mode
static_cast<CD3DHal*>(this)->m_pCurrentShader = NULL;
CVConstantData* pConst = NULL;
#if DBG
m_pv->dwDeviceFlags &= ~D3DDEV_VERTEXSHADERS;
#endif
if (!D3DVSD_ISLEGACY(dwHandle))
{
static_cast<CD3DHal*>(this)->m_pCurrentShader = (CVShader*)m_pVShaderArray->GetObject(dwHandle);
CVShader* pShader = (CVShader*)m_pVShaderArray->GetObjectFast(dwHandle);
pConst = pShader->m_Declaration.m_pConstants;
#ifdef DBG
if(!(pShader->m_dwFlags & CVShader::FIXEDFUNCTION))
{
// Programmable pipeline is used
m_pv->dwDeviceFlags |= D3DDEV_VERTEXSHADERS;
}
#endif
}
// We can return earlier when we do not need to update constants
if (pConst == NULL)
{
if (dwHandle == m_dwCurrentShaderHandle)
return S_OK;
}
else
// Update our copy of constants for Get()
while (pConst)
{
HRESULT hr;
hr = m_pv->pGeometryFuncs->LoadShaderConstants(pConst->m_dwAddress,
pConst->m_dwCount,
pConst->m_pData);
if (FAILED(hr))
{
D3D_THROW_FAIL("Failed to load vertex shader constants");
}
pConst = (CVConstantData*)pConst->m_pNext;
}
m_dwCurrentShaderHandle = dwHandle;
if (!(m_dwRuntimeFlags & D3DRT_EXECUTESTATEMODE))
{
m_pDDI->SetVertexShaderHW(dwHandle);
}
if (!IS_DX8HAL_DEVICE(this))
{
PickDrawPrimFn();
}
}
catch(HRESULT hr)
{
D3D_ERR("SetVertexShader failed.");
ClearVertexShaderHandle();
return hr;
}
return S_OK;
}
#endif // FAST_PATH
//----------------------------------------------------------------------
#undef DPF_MODNAME
#define DPF_MODNAME "CD3DHal::SetTransformI"
void CD3DHal::SetTransformI(D3DTRANSFORMSTATETYPE state,
CONST D3DMATRIX* lpMat)
{
if ((DWORD)state >= __WORLDMATRIXBASE &&
(DWORD)state < (__WORLDMATRIXBASE + __MAXWORLDMATRICES))
{
// World matrix is set
UINT index = (DWORD)state - __WORLDMATRIXBASE;
*(LPD3DMATRIX)&m_pv->world[index] = *lpMat;
if (index == 0)
this->dwFEFlags |= D3DFE_WORLDMATRIX_DIRTY | D3DFE_FRONTEND_DIRTY;
}
else
switch (state)
{
case D3DTS_VIEW :
*(D3DMATRIX*)&m_pv->view = *lpMat;
this->dwFEFlags |= D3DFE_VIEWMATRIX_DIRTY | D3DFE_FRONTEND_DIRTY;
break;
case D3DTS_PROJECTION :
*(D3DMATRIX*)&this->transform.proj = *lpMat;
this->dwFEFlags |= D3DFE_PROJMATRIX_DIRTY | D3DFE_FRONTEND_DIRTY;
break;
case D3DTS_TEXTURE0:
case D3DTS_TEXTURE1:
case D3DTS_TEXTURE2:
case D3DTS_TEXTURE3:
case D3DTS_TEXTURE4:
case D3DTS_TEXTURE5:
case D3DTS_TEXTURE6:
case D3DTS_TEXTURE7:
{
m_pv->dwDeviceFlags |= D3DDEV_TEXTRANSFORMDIRTY;
DWORD dwIndex = state - D3DTS_TEXTURE0;
*(D3DMATRIX*)&m_pv->mTexture[dwIndex] = *lpMat;
break;
}
}
m_pv->MatrixStateCount++;
if (!(m_dwRuntimeFlags & D3DRT_EXECUTESTATEMODE))
{
if (m_dwRuntimeFlags & D3DRT_RSSOFTWAREPROCESSING)
this->pMatrixDirtyForDDI->SetBit(state);
else
m_pDDI->SetTransform(state, lpMat);
// W range should always be updated
if (state == D3DTS_PROJECTION)
m_pDDI->UpdateWInfo(lpMat);
}
}
//---------------------------------------------------------------------
#undef DPF_MODNAME
#define DPF_MODNAME "CD3DHal::GetTransform"
HRESULT D3DAPI
CD3DHal::GetTransform(D3DTRANSFORMSTATETYPE state, LPD3DMATRIX lpMat)
{
API_ENTER(this); // Takes D3D Lock if necessary
HRESULT ret = D3D_OK;
#if DBG
if (!VALID_WRITEPTR(lpMat, sizeof(D3DMATRIX)))
{
D3D_ERR( "Invalid matrix pointer. GetTransform failed." );
return D3DERR_INVALIDCALL;
}
#endif
if ((DWORD)state >= __WORLDMATRIXBASE &&
(DWORD)state < (__WORLDMATRIXBASE + __MAXWORLDMATRICES))
{
// World matrix is set
UINT index = (DWORD)state - __WORLDMATRIXBASE;
*lpMat = *(LPD3DMATRIX)&m_pv->world[index];
}
else
switch (state) {
case D3DTS_VIEW :
*lpMat = *(LPD3DMATRIX)&m_pv->view._11;
break;
case D3DTS_PROJECTION :
*lpMat = *(LPD3DMATRIX)&this->transform.proj._11;
break;
case D3DTS_TEXTURE0:
case D3DTS_TEXTURE1:
case D3DTS_TEXTURE2:
case D3DTS_TEXTURE3:
case D3DTS_TEXTURE4:
case D3DTS_TEXTURE5:
case D3DTS_TEXTURE6:
case D3DTS_TEXTURE7:
*lpMat = *(LPD3DMATRIX)&m_pv->mTexture[state-D3DTS_TEXTURE0]._11;
break;
default :
D3D_ERR( "Invalid state value passed to GetTransform. GetTransform failed." );
ret = D3DERR_INVALIDCALL; /* Work Item: Generate new meaningful return code */
break;
}
return ret;
} // end of D3DDev2_GetTransform()
//---------------------------------------------------------------------
#undef DPF_MODNAME
#define DPF_MODNAME "CD3DHal::UpdateDriverStates"
void
CD3DHal::UpdateDriverStates()
{
// note we can't do a loop from 1 to D3DHAL_MAX_RSTATES(256) as some of
// rstates are not valid states, passin them down to drivers(like
// voodoo2 DX6 driver) will crash.
static D3DRENDERSTATETYPE dx6states[] =
{
D3DRENDERSTATE_SPECULARENABLE,
D3DRENDERSTATE_ZENABLE,
D3DRENDERSTATE_FILLMODE,
D3DRENDERSTATE_SHADEMODE,
D3DRENDERSTATE_LINEPATTERN,
D3DRENDERSTATE_ZWRITEENABLE,
D3DRENDERSTATE_ALPHATESTENABLE,
D3DRENDERSTATE_LASTPIXEL,
D3DRENDERSTATE_SRCBLEND,
D3DRENDERSTATE_DESTBLEND,
D3DRENDERSTATE_CULLMODE,
D3DRENDERSTATE_ZFUNC,
D3DRENDERSTATE_ALPHAREF,
D3DRENDERSTATE_ALPHAFUNC,
D3DRENDERSTATE_DITHERENABLE,
D3DRENDERSTATE_FOGENABLE,
D3DRENDERSTATE_ZVISIBLE,
D3DRENDERSTATE_STIPPLEDALPHA,
D3DRENDERSTATE_FOGCOLOR,
D3DRENDERSTATE_FOGTABLEMODE,
D3DRENDERSTATE_FOGSTART,
D3DRENDERSTATE_FOGEND,
D3DRENDERSTATE_FOGDENSITY,
D3DRENDERSTATE_COLORKEYENABLE,
D3DRENDERSTATE_ALPHABLENDENABLE,
D3DRENDERSTATE_ZBIAS,
D3DRENDERSTATE_RANGEFOGENABLE,
D3DRENDERSTATE_STIPPLEENABLE,
D3DRENDERSTATE_MONOENABLE,
D3DRENDERSTATE_ROP2,
D3DRENDERSTATE_PLANEMASK,
D3DRENDERSTATE_WRAPU,
D3DRENDERSTATE_WRAPV,
D3DRENDERSTATE_ANTIALIAS,
D3DRENDERSTATE_SUBPIXEL,
D3DRENDERSTATE_SUBPIXELX,
D3DRENDERSTATE_EDGEANTIALIAS,
D3DRENDERSTATE_STIPPLEPATTERN00,
D3DRENDERSTATE_STIPPLEPATTERN01,
D3DRENDERSTATE_STIPPLEPATTERN02,
D3DRENDERSTATE_STIPPLEPATTERN03,
D3DRENDERSTATE_STIPPLEPATTERN04,
D3DRENDERSTATE_STIPPLEPATTERN05,
D3DRENDERSTATE_STIPPLEPATTERN06,
D3DRENDERSTATE_STIPPLEPATTERN07,
D3DRENDERSTATE_STIPPLEPATTERN08,
D3DRENDERSTATE_STIPPLEPATTERN09,
D3DRENDERSTATE_STIPPLEPATTERN10,
D3DRENDERSTATE_STIPPLEPATTERN11,
D3DRENDERSTATE_STIPPLEPATTERN12,
D3DRENDERSTATE_STIPPLEPATTERN13,
D3DRENDERSTATE_STIPPLEPATTERN14,
D3DRENDERSTATE_STIPPLEPATTERN15,
D3DRENDERSTATE_STIPPLEPATTERN16,
D3DRENDERSTATE_STIPPLEPATTERN17,
D3DRENDERSTATE_STIPPLEPATTERN18,
D3DRENDERSTATE_STIPPLEPATTERN19,
D3DRENDERSTATE_STIPPLEPATTERN20,
D3DRENDERSTATE_STIPPLEPATTERN21,
D3DRENDERSTATE_STIPPLEPATTERN22,
D3DRENDERSTATE_STIPPLEPATTERN23,
D3DRENDERSTATE_STIPPLEPATTERN24,
D3DRENDERSTATE_STIPPLEPATTERN25,
D3DRENDERSTATE_STIPPLEPATTERN26,
D3DRENDERSTATE_STIPPLEPATTERN27,
D3DRENDERSTATE_STIPPLEPATTERN28,
D3DRENDERSTATE_STIPPLEPATTERN29,
D3DRENDERSTATE_STIPPLEPATTERN30,
D3DRENDERSTATE_STIPPLEPATTERN31,
D3DRENDERSTATE_TEXTUREPERSPECTIVE,
D3DRENDERSTATE_STENCILENABLE,
D3DRENDERSTATE_STENCILFAIL,
D3DRENDERSTATE_STENCILZFAIL,
D3DRENDERSTATE_STENCILPASS,
D3DRENDERSTATE_STENCILFUNC,
D3DRENDERSTATE_STENCILREF,
D3DRENDERSTATE_STENCILMASK,
D3DRENDERSTATE_STENCILWRITEMASK,
D3DRENDERSTATE_TEXTUREFACTOR,
D3DRENDERSTATE_WRAP0,
D3DRENDERSTATE_WRAP1,
D3DRENDERSTATE_WRAP2,
D3DRENDERSTATE_WRAP3,
D3DRENDERSTATE_WRAP4,
D3DRENDERSTATE_WRAP5,
D3DRENDERSTATE_WRAP6,
D3DRENDERSTATE_WRAP7
};
HRESULT ret;
for (DWORD i=0; i<sizeof(dx6states)/sizeof(D3DRENDERSTATETYPE); ++i)
{
m_pDDI->SetRenderState( dx6states[i], rstates[dx6states[i]] );
}
for( i = 0; i < m_dwMaxTextureBlendStages; i++ )
{
for( DWORD j = D3DTSS_COLOROP ; j < D3DTSS_TEXTURETRANSFORMFLAGS;
++j )
{
m_pDDI->SetTSS( i, (D3DTEXTURESTAGESTATETYPE)j,
this->tsstates[i][j] );
}
}
}
//---------------------------------------------------------------------
#undef DPF_MODNAME
#define DPF_MODNAME "CD3DHal::SetClipStatus"
HRESULT D3DAPI CD3DHal::SetClipStatus(CONST D3DCLIPSTATUS8* status)
{
API_ENTER(this); // Takes D3D Lock if necessary
#if DBG
if (!VALID_PTR(status, sizeof(D3DCLIPSTATUS8)) )
{
D3D_ERR( "Invalid status pointer. SetClipStatus failed." );
return D3DERR_INVALIDCALL;
}
#endif
m_ClipStatus = * status;
return D3D_OK;
}
//---------------------------------------------------------------------
#undef DPF_MODNAME
#define DPF_MODNAME "Direct3DDevice::GetClipStatus"
HRESULT D3DAPI CD3DHal::GetClipStatus(D3DCLIPSTATUS8* status)
{
API_ENTER(this); // Takes D3D Lock if necessary
#if DBG
if (! VALID_WRITEPTR(status, sizeof(D3DCLIPSTATUS8)) )
{
D3D_ERR( "Invalid status pointer. GetClipStatus failed." );
return D3DERR_INVALIDCALL;
}
#endif
*status = m_ClipStatus;
return D3D_OK;
}
//---------------------------------------------------------------------
#undef DPF_MODNAME
#define DPF_MODNAME "CD3DHal::SwitchVertexProcessingMode"
void CD3DHal::SwitchVertexProcessingMode(DWORD SoftwareMode)
{
m_pDDI->FlushStates(FALSE);
// Invalidate all streams
// What if a vertex buffer is batched?
CVStream* pStream = m_pStream;
for (UINT i=0; i < __NUMSTREAMS; i++)
{
pStream->m_pData = NULL;
if (pStream->m_pVB)
{
m_pDDI->VBReleased(pStream->m_pVB);
pStream->m_pVB->DecrementUseCount();
pStream->m_pVB = NULL;
}
pStream++;
}
m_pIndexStream->m_pData = NULL;
if (m_pIndexStream->m_pVBI)
{
m_pDDI->VBIReleased(m_pIndexStream->m_pVBI);
m_pIndexStream->m_pVBI->DecrementUseCount();
m_pIndexStream->m_pVBI = NULL;
}
ClearVertexShaderHandle();
m_pCurrentShader = NULL;
// Setup capabilities
if (SoftwareMode)
{
m_MaxVertexShaderConst = D3DVS_CONSTREG_MAX_V1_1;
m_dwRuntimeFlags |= D3DRT_RSSOFTWAREPROCESSING;
m_dwNumStreams = __NUMSTREAMS;
m_dwMaxUserClipPlanes = __MAXUSERCLIPPLANES;
#ifdef FAST_PATH
FastPathSetVertexShaderSlow();
FastPathSetStreamSourceSlow();
FastPathSetIndicesSlow();
#endif // FAST_PATH
}
else
{
// We are switching from the software to the hardware mode
m_dwRuntimeFlags &= ~D3DRT_RSSOFTWAREPROCESSING;
#ifdef FAST_PATH
FastPathSetVertexShaderFast();
FastPathSetStreamSourceFast();
FastPathSetIndicesFast();
#endif // FAST_PATH
// Update caps from the hardware
m_dwNumStreams = max(1, GetD3DCaps()->MaxStreams);
m_dwMaxUserClipPlanes = GetD3DCaps()->MaxUserClipPlanes;
// Update vertex processing state in the driver. We did not pass the
// state when it was changed for performance reasons
for (UINT i=0; i < sizeof(rsVertexProcessingList) / sizeof(D3DRENDERSTATETYPE); ++i)
{
D3DRENDERSTATETYPE dwState = (D3DRENDERSTATETYPE)rsVertexProcessingList[i];
if (CanHandleRenderState(dwState))
m_pDDI->SetRenderState(dwState, this->rstates[dwState]);
}
// Update clip planes
for (i=0; i < m_dwMaxUserClipPlanes; i++)
m_pDDI->SetClipPlane(i, (float*)&this->transform.userClipPlane[i]);
// Update lights
const UINT size = m_pLightArray->GetSize();
for (i = 0; i < size; i++)
{
DIRECT3DLIGHTI* pLight = static_cast<DIRECT3DLIGHTI*>
((*m_pLightArray)[i].m_pObj);
if (pLight)
{
if (pLight->DirtyForDDI())
{
m_pDDI->SetLight(i, &pLight->m_Light);
pLight->ClearDirtyForDDI();
}
}
}
// Update Enable/Disable light state. This is done separately to combine
// multiple calls to the driver into one call.
for (i = 0; i < size; i++)
{
DIRECT3DLIGHTI* pLight = static_cast<DIRECT3DLIGHTI*>
((*m_pLightArray)[i].m_pObj);
if (pLight)
{
if (pLight->EnableDirtyForDDI())
{
m_pDDI->LightEnable(i, pLight->Enabled());
pLight->ClearEnableDirtyForDDI();
}
}
}
// Update transformation matrices
if (this->pMatrixDirtyForDDI->IsBitSet(D3DTS_VIEW))
{
m_pDDI->SetTransform(D3DTS_VIEW, &m_pv->view);
this->pMatrixDirtyForDDI->ClearBit(D3DTS_VIEW);
}
if (this->pMatrixDirtyForDDI->IsBitSet(D3DTS_PROJECTION))
{
m_pDDI->SetTransform(D3DTS_PROJECTION, &this->transform.proj);
this->pMatrixDirtyForDDI->ClearBit(D3DTS_PROJECTION);
}
for (i=D3DTS_TEXTURE0; i <= D3DTS_TEXTURE7; i++)
{
if (this->pMatrixDirtyForDDI->IsBitSet(i))
{
m_pDDI->SetTransform((D3DTRANSFORMSTATETYPE)i,
&m_pv->mTexture[i - D3DTS_TEXTURE0]);
this->pMatrixDirtyForDDI->ClearBit(i);
}
}
for (i=0; i < __MAXWORLDMATRICES; i++)
{
UINT index = i + __WORLDMATRIXBASE;
if (this->pMatrixDirtyForDDI->IsBitSet(index))
{
m_pDDI->SetTransform((D3DTRANSFORMSTATETYPE)index, &m_pv->world[i]);
this->pMatrixDirtyForDDI->ClearBit(index);
}
}
// Update material
m_pDDI->SetMaterial(&m_pv->lighting.material);
m_MaxVertexShaderConst = GetD3DCaps()->MaxVertexShaderConst;
// Update vertex shader constants
if (m_dwRuntimeFlags & D3DRT_NEED_VSCONST_UPDATE)
{
VVM_WORD data[D3DVS_CONSTREG_MAX_V1_1];
UINT count = min(m_MaxVertexShaderConst, D3DVS_CONSTREG_MAX_V1_1);
if (count)
{
m_pv->pGeometryFuncs->GetShaderConstants(0, count, &data);
m_pDDI->SetVertexShaderConstant(0, &data, count);
}
m_dwRuntimeFlags &= ~D3DRT_NEED_VSCONST_UPDATE;
}
}
PickDrawPrimFn();
}
//---------------------------------------------------------------------
// This function is called from HALEXE.CPP, from device::SetRenderState and
// from device::SetTexture.
//
#undef DPF_MODNAME
#define DPF_MODNAME "CD3DHal::UpdateInternalState"
void CD3DHal::UpdateInternalState(D3DRENDERSTATETYPE type, DWORD value)
{
switch (type)
{
#if DBG
case D3DRS_DEBUGMONITORTOKEN:
switch(value)
{
case D3DDMT_ENABLE:
m_bDbgMonConnectionEnabled = TRUE;
break;
case D3DDMT_DISABLE:
m_bDbgMonConnectionEnabled = FALSE;
break;
}
rstates[type] = value; // update now so that rtdmon can access value.
if( m_pDbgMon ) m_pDbgMon->NextEvent( D3DDM_EVENT_RSTOKEN );
break;
#endif; //DBG
case D3DRENDERSTATE_LIGHTING:
if (value)
m_pv->dwDeviceFlags |= D3DDEV_LIGHTING;
else
m_pv->dwDeviceFlags &= ~D3DDEV_LIGHTING;
ForceFVFRecompute();
break;
case D3DRENDERSTATE_FOGENABLE:
rstates[type] = value; // set rstates BEFORE calling SetFogFlags
SetFogFlags();
break;
case D3DRENDERSTATE_SPECULARENABLE:
this->dwFEFlags |= D3DFE_MATERIAL_DIRTY | D3DFE_LIGHTS_DIRTY | D3DFE_FRONTEND_DIRTY;
if (value)
m_pv->dwDeviceFlags |= D3DDEV_SPECULARENABLE;
else
m_pv->dwDeviceFlags &= ~D3DDEV_SPECULARENABLE;
ForceFVFRecompute();
break;
case D3DRENDERSTATE_AMBIENT:
{
const D3DVALUE SCALE = 1.0f/255.0f;
m_pv->lighting.ambientSceneScaled.r = D3DVAL(RGBA_GETRED(value));
m_pv->lighting.ambientSceneScaled.g = D3DVAL(RGBA_GETGREEN(value));
m_pv->lighting.ambientSceneScaled.b = D3DVAL(RGBA_GETBLUE(value));
m_pv->lighting.ambientScene.r = m_pv->lighting.ambientSceneScaled.r * SCALE;
m_pv->lighting.ambientScene.g = m_pv->lighting.ambientSceneScaled.g * SCALE;
m_pv->lighting.ambientScene.b = m_pv->lighting.ambientSceneScaled.b * SCALE;
m_pv->lighting.ambient_save = value;
this->dwFEFlags |= D3DFE_MATERIAL_DIRTY | D3DFE_FRONTEND_DIRTY;
break;
}
case D3DRENDERSTATE_RANGEFOGENABLE:
if (value)
m_pv->dwDeviceFlags |= D3DDEV_RANGEBASEDFOG;
else
m_pv->dwDeviceFlags &= ~D3DDEV_RANGEBASEDFOG;
break;
case D3DRENDERSTATE_FOGVERTEXMODE:
m_pv->lighting.fog_mode = (D3DFOGMODE)value;
SetFogFlags();
break;
case D3DRENDERSTATE_COLORVERTEX:
if (value)
m_pv->dwDeviceFlags |= D3DDEV_COLORVERTEX;
else
m_pv->dwDeviceFlags &= ~D3DDEV_COLORVERTEX;
// It is faster to initialize these values here, than setting a dirty
// bit ang going through the slow UpdateState path
m_pv->lighting.alpha = (DWORD)m_pv->lighting.materialAlpha;
m_pv->lighting.alphaSpecular = (DWORD)m_pv->lighting.materialAlphaS;
break;
case D3DRENDERSTATE_CLIPPING:
if (!value)
{
m_pv->dwDeviceFlags |= D3DDEV_DONOTCLIP;
// Clear clip union and intersection flags
m_pv->dwClipIntersection = 0;
m_pv->dwClipUnion = 0;
}
else
m_pv->dwDeviceFlags &= ~D3DDEV_DONOTCLIP;
// Change our internal ProcessPrimitive functions which depend on
// the clipping state
m_pDDI->PickProcessPrimitive();
PickDrawPrimFn();
break;
case D3DRENDERSTATE_FOGDENSITY:
m_pv->lighting.fog_density = *(D3DVALUE*)&value;
break;
case D3DRENDERSTATE_FOGSTART:
m_pv->lighting.fog_start = *(D3DVALUE*)&value;
UpdateFogFactor(this->m_pv);
break;
case D3DRENDERSTATE_FOGEND:
m_pv->lighting.fog_end = *(D3DVALUE*)&value;
UpdateFogFactor(this->m_pv);
break;
case D3DRENDERSTATE_LOCALVIEWER:
if (value)
m_pv->dwDeviceFlags |= D3DDEV_LOCALVIEWER;
else
m_pv->dwDeviceFlags &= ~D3DDEV_LOCALVIEWER;
this->dwFEFlags |= D3DFE_LIGHTS_DIRTY | D3DFE_FRONTEND_DIRTY;
break;
case D3DRENDERSTATE_NORMALIZENORMALS:
if (value)
{
if (m_pv->dwDeviceFlags & D3DDEV_MODELSPACELIGHTING)
{
m_pv->dwDeviceFlags &= ~D3DDEV_MODELSPACELIGHTING;
this->dwFEFlags |= D3DFE_NEED_TRANSFORM_LIGHTS | D3DFE_FRONTEND_DIRTY;
}
m_pv->dwDeviceFlags |= D3DDEV_NORMALIZENORMALS;
}
else
{
m_pv->dwDeviceFlags &= ~D3DDEV_NORMALIZENORMALS;
if (!(m_pv->dwDeviceFlags & D3DDEV_MODELSPACELIGHTING))
this->dwFEFlags |= D3DFE_NEEDCHECKWORLDVIEWVMATRIX | D3DFE_FRONTEND_DIRTY;
}
break;
case D3DRENDERSTATE_EMISSIVEMATERIALSOURCE:
m_pv->lighting.dwEmissiveSrcIndex = 2;
switch (value)
{
case D3DMCS_COLOR1:
m_pv->lighting.dwEmissiveSrcIndex = 0;
break;
case D3DMCS_COLOR2:
m_pv->lighting.dwEmissiveSrcIndex = 1;
break;
#if DBG
case D3DMCS_MATERIAL:
break;
default:
D3D_ERR("Illegal value for DIFFUSEMATERIALSOURCE");
goto error_exit;
#endif
}
break;
case D3DRENDERSTATE_DIFFUSEMATERIALSOURCE:
m_pv->lighting.dwDiffuseSrcIndex = 2;
switch (value)
{
case D3DMCS_COLOR1:
m_pv->lighting.dwDiffuseSrcIndex = 0;
break;
case D3DMCS_COLOR2:
m_pv->lighting.dwDiffuseSrcIndex = 1;
break;
#if DBG
case D3DMCS_MATERIAL:
break;
default:
D3D_ERR("Illegal value for DIFFUSEMATERIALSOURCE");
goto error_exit;
#endif
}
break;
case D3DRENDERSTATE_AMBIENTMATERIALSOURCE:
m_pv->lighting.dwAmbientSrcIndex = 2;
switch (value)
{
case D3DMCS_COLOR1:
m_pv->lighting.dwAmbientSrcIndex = 0;
break;
case D3DMCS_COLOR2:
m_pv->lighting.dwAmbientSrcIndex = 1;
break;
#if DBG
case D3DMCS_MATERIAL:
break;
default:
D3D_ERR("Illegal value for AMBIENTMATERIALSOURCE");
goto error_exit;
#endif
}
break;
case D3DRENDERSTATE_SPECULARMATERIALSOURCE:
m_pv->lighting.dwSpecularSrcIndex = 2;
switch (value)
{
case D3DMCS_COLOR1:
m_pv->lighting.dwSpecularSrcIndex = 0;
break;
case D3DMCS_COLOR2:
m_pv->lighting.dwSpecularSrcIndex = 1;
break;
#if DBG
case D3DMCS_MATERIAL:
break;
default:
D3D_ERR("Illegal value for SPECULARMATERIALSOURCE");
goto error_exit;
#endif
}
break;
case D3DRENDERSTATE_VERTEXBLEND:
{
#if DBG
switch (value)
{
case D3DVBF_DISABLE:
case D3DVBF_0WEIGHTS:
case D3DVBF_1WEIGHTS:
case D3DVBF_2WEIGHTS:
case D3DVBF_3WEIGHTS:
case D3DVBF_TWEENING:
break;
default:
D3D_ERR("Illegal value for D3DRENDERSTATE_VERTEXBLEND");
goto error_exit;
}
#endif
this->dwFEFlags |= D3DFE_VERTEXBLEND_DIRTY | D3DFE_FRONTEND_DIRTY;
break;
}
case D3DRENDERSTATE_CLIPPLANEENABLE:
{
this->dwFEFlags |= D3DFE_CLIPPLANES_DIRTY | D3DFE_FRONTEND_DIRTY;
m_pv->dwMaxUserClipPlanes = 0;
break;
}
case D3DRENDERSTATE_SHADEMODE:
if (value == D3DSHADE_FLAT)
m_pv->dwDeviceFlags |= D3DDEV_FLATSHADEMODE;
else
m_pv->dwDeviceFlags &= ~D3DDEV_FLATSHADEMODE;
break;
case D3DRS_SOFTWAREVERTEXPROCESSING:
// If DDI cannot do transformation and lighting,
// D3DRT_RSSOFTWAREPROCESSING is always set to TRUE
if( BehaviorFlags() & D3DCREATE_MIXED_VERTEXPROCESSING )
{
DDASSERT( m_pDDI->CanDoTL() );
if (value != this->rstates[type])
SwitchVertexProcessingMode(value);
}
break;
case D3DRS_POINTSCALEENABLE:
if (value)
{
// We need world-view matrix to scale point sprites
this->dwFEFlags |= D3DFE_WORLDVIEWMATRIX_DIRTY |
D3DFE_FRONTEND_DIRTY;
}
break;
case D3DRS_POINTSIZE:
if (*(float*)&value != 1.0f)
m_dwRuntimeFlags |= D3DRT_POINTSIZEINRS;
else
m_dwRuntimeFlags &= ~D3DRT_POINTSIZEINRS;
break;
case D3DRS_POINTSIZE_MAX:
{
float MaxPointSize = GetD3DCaps()->MaxPointSize;
if (MaxPointSize == 0)
MaxPointSize = __MAX_POINT_SIZE;
if (*(float*)&value <= MaxPointSize)
m_pv->PointSizeMax = *(float*)&value;
#if DBG
else
{
D3D_ERR("Max point size is greater than supported by the device");
goto error_exit;
}
#endif
}
break;
case D3DRS_INDEXEDVERTEXBLENDENABLE:
if (value)
m_pv->dwDeviceFlags |= D3DDEV_INDEXEDVERTEXBLENDENABLE;
else
m_pv->dwDeviceFlags &= ~D3DDEV_INDEXEDVERTEXBLENDENABLE;
ForceFVFRecompute();
break;
case D3DRS_PATCHSEGMENTS:
{
const D3DCAPS8* pCaps = GetD3DCaps();
if (!(pCaps->DevCaps & D3DDEVCAPS_NPATCHES) &&
(pCaps->DevCaps & D3DDEVCAPS_RTPATCHES))
{
if (*(float*)&value > 1.0f)
m_dwRuntimeFlags |= D3DRT_DONPATCHCONVERSION;
else
m_dwRuntimeFlags &= ~D3DRT_DONPATCHCONVERSION;
rstates[type] = value; // Must set before Pick
PickDrawPrimFn();
}
}
break;
default:
// WRAP render states could be re-mapped so we have to restore them before
// setting a new value
if (type >= D3DRENDERSTATE_WRAP0 && type <= D3DRENDERSTATE_WRAP7)
{
if (m_pv->dwDeviceFlags & D3DDEV_REMAPTEXTUREINDICES)
{
RestoreTextureStages(this);
ForceFVFRecompute();
}
}
break;
}
rstates[type] = value; // set rstates for all other cases
return;
#if DBG
error_exit:
throw D3DERR_INVALIDCALL;
#endif
}
//---------------------------------------------------------------------
#if DBG
static char ProfileStr[PROF_DRAWINDEXEDPRIMITIVEVB+1][32]=
{
"Execute",
"Begin",
"BeginIndexed",
"DrawPrimitive(Device2)",
"DrawIndexedPrimitive(Device2)",
"DrawPrimitiveStrided",
"DrawIndexedPrimitiveStrided",
"DrawPrimitive(Device7)",
"DrawIndexedPrimitive(Device7)",
"DrawPrimitiveVB",
"DrawIndexedPrimitiveVB",
};
static char PrimitiveStr[D3DPT_TRIANGLEFAN][16]=
{
"POINTLIST",
"LINELIST",
"LINESTRIP",
"TRIANGLELIST",
"TRIANGLESTRIP",
"TRIANGLEFAN",
};
static char VertexStr[D3DVT_TLVERTEX][16]=
{
"D3DVERTEX",
"D3DLVERTEX",
"D3DTLVERTEX",
};
#define PROFILE_LEVEL 0
void CD3DHal::Profile(DWORD caller, D3DPRIMITIVETYPE dwPrimitive, DWORD dwVertex)
{
DWORD bitwisecaller= 1 << caller;
DWORD bitwisePrimitive = 1 << (DWORD)dwPrimitive;
DWORD bitwiseVertex1 = 1 << (dwVertex & 0x001F);
DWORD bitwiseVertex2 = 1 << ((dwVertex & 0x03E0) >> 5);
char str[256];
DDASSERT(PROF_DRAWINDEXEDPRIMITIVEVB >= caller);
DDASSERT(D3DPT_TRIANGLEFAN >= dwPrimitive && D3DPT_POINTLIST<= dwPrimitive);
if (dwCaller & bitwisecaller)
{
if (dwPrimitiveType[caller] & bitwisePrimitive)
{
if ((dwVertexType1[caller] & bitwiseVertex1) &&
(dwVertexType2[caller] & bitwiseVertex2))
{
return; //matching a previous api call, no spew, could count stat though
}
else
{
dwVertexType1[caller] |= bitwiseVertex1;
dwVertexType2[caller] |= bitwiseVertex2;
}
}
else
{
dwPrimitiveType[caller] |= bitwisePrimitive;
dwVertexType1[caller] |= bitwiseVertex1;
dwVertexType2[caller] |= bitwiseVertex2;
}
}
else
{
this->dwCaller |= bitwisecaller;
dwPrimitiveType[caller] |= bitwisePrimitive;
dwVertexType1[caller] |= bitwiseVertex1;
dwVertexType2[caller] |= bitwiseVertex2;
}
wsprintf( (LPSTR) str, ProfileStr[caller]);
strcat(str,":");
strcat(str,PrimitiveStr[dwPrimitive-1]);
if (dwVertex > D3DVT_TLVERTEX)
{
if (dwVertex == D3DFVF_VERTEX)
{
dwVertex = D3DVT_VERTEX;
}
else
if (dwVertex == D3DFVF_TLVERTEX)
{
dwVertex = D3DVT_TLVERTEX;
}
else
{
D3D_INFO(PROFILE_LEVEL,"Profile:%s FVFType=%08lx",str,dwVertex);
return;
}
}
else
{
DDASSERT(dwVertex >= D3DVT_VERTEX);
}
strcat(str,":");
strcat(str,VertexStr[dwVertex-1]);
D3D_INFO(PROFILE_LEVEL,"Profile:%s",str);
}
#endif // DBG
//---------------------------------------------------------------------
#undef DPF_MODNAME
#define DPF_MODNAME "CD3DHal::MultiplyTransformI"
// MultiplyTransform -- this preconcatenates the new matrix to the specified
// transform matrix
//
// this really screams for overloaded matrix ops...
//
void
CD3DHal::MultiplyTransformI(D3DTRANSFORMSTATETYPE state, CONST D3DMATRIX* lpMat)
{
D3DMATRIXI mResult;
if ((DWORD)state >= __WORLDMATRIXBASE &&
(DWORD)state < (__WORLDMATRIXBASE + __MAXWORLDMATRICES))
{
// World matrix is set
UINT index = (DWORD)state - __WORLDMATRIXBASE;
MatrixProduct(&mResult, (D3DMATRIXI*)lpMat, &m_pv->world[index]);
m_pv->world[index] = mResult;
if (index == 0)
this->dwFEFlags |= D3DFE_WORLDMATRIX_DIRTY | D3DFE_FRONTEND_DIRTY;
}
else
switch (state)
{
case D3DTS_VIEW :
MatrixProduct(&mResult, (D3DMATRIXI*)lpMat, &m_pv->view);
m_pv->view = mResult;
this->dwFEFlags |= D3DFE_VIEWMATRIX_DIRTY | D3DFE_FRONTEND_DIRTY;
break;
case D3DTS_PROJECTION :
MatrixProduct(&mResult, (D3DMATRIXI*)lpMat, &this->transform.proj);
this->transform.proj = mResult;
this->dwFEFlags |= D3DFE_PROJMATRIX_DIRTY | D3DFE_FRONTEND_DIRTY;
break;
case D3DTS_TEXTURE0:
case D3DTS_TEXTURE1:
case D3DTS_TEXTURE2:
case D3DTS_TEXTURE3:
case D3DTS_TEXTURE4:
case D3DTS_TEXTURE5:
case D3DTS_TEXTURE6:
case D3DTS_TEXTURE7:
{
DWORD dwIndex = state - D3DTS_TEXTURE0;
MatrixProduct(&mResult, (D3DMATRIXI*)lpMat, &m_pv->mTexture[dwIndex]);
m_pv->mTexture[dwIndex] = mResult;
break;
}
default :
D3D_THROW_FAIL("Invalid state value passed to MultiplyTransform");
}
m_pv->MatrixStateCount++;
if (m_dwRuntimeFlags & D3DRT_RSSOFTWAREPROCESSING)
this->pMatrixDirtyForDDI->SetBit(state);
else
m_pDDI->SetTransform(state, (LPD3DMATRIX)&mResult);
// W range should always be updated
if (state == D3DTS_PROJECTION)
m_pDDI->UpdateWInfo((LPD3DMATRIX)&mResult);
}
//---------------------------------------------------------------------
#undef DPF_MODNAME
#define DPF_MODNAME "CD3DBase::BeginStateBlock"
HRESULT D3DAPI CD3DBase::BeginStateBlock()
{
API_ENTER(this); // Takes D3D Lock if necessary
try
{
if (this->m_dwRuntimeFlags & D3DRT_RECORDSTATEMODE)
{
D3D_ERR("Already in the state record mode. BeginStateBlock failed.");
return D3DERR_INVALIDCALL;
}
if (m_pStateSets->StartNewSet() != D3D_OK)
{
D3D_ERR("Could not allocate memory for new state block. BeginStateBlock failed.");
return E_OUTOFMEMORY;
}
this->m_dwRuntimeFlags |= D3DRT_RECORDSTATEMODE;
#ifdef FAST_PATH
FastPathSetRenderStateRecord();
FastPathSetTextureStageStateRecord();
FastPathApplyStateBlockRecord();
FastPathSetTextureRecord();
FastPathSetVertexShaderSlow();
FastPathSetStreamSourceSlow();
FastPathSetIndicesSlow();
FastPathSetMaterialRecord();
FastPathMultiplyTransformRecord();
FastPathSetTransformRecord();
FastPathSetPixelShaderRecord();
FastPathSetPixelShaderConstantRecord();
FastPathSetVertexShaderConstantRecord();
#endif // FAST_PATH
return D3D_OK;
}
catch (HRESULT ret)
{
D3D_ERR("BeginStateBlock failed.");
return ret;
}
}
//---------------------------------------------------------------------
#undef DPF_MODNAME
#define DPF_MODNAME "CD3DBase::EndStateBlock"
HRESULT D3DAPI CD3DBase::EndStateBlock(LPDWORD pdwHandle)
{
API_ENTER(this); // Takes D3D Lock if necessary
if (!VALID_WRITEPTR(pdwHandle, sizeof(DWORD)))
{
D3D_ERR( "Invalid DWORD pointer. EndStateBlock failed." );
return D3DERR_INVALIDCALL;
}
try
{
if (!(this->m_dwRuntimeFlags & D3DRT_RECORDSTATEMODE))
{
D3D_ERR("Not in state record mode. EndStateBlock failed.");
return D3DERR_INVALIDCALL;
}
this->m_dwRuntimeFlags &= ~D3DRT_RECORDSTATEMODE;
m_pStateSets->EndSet();
#ifdef FAST_PATH
FastPathSetRenderStateExecute();
FastPathSetTextureStageStateExecute();
FastPathSetMaterialExecute();
FastPathSetVertexShaderFast();
FastPathSetStreamSourceFast();
FastPathSetIndicesFast();
FastPathApplyStateBlockExecute();
FastPathSetTextureExecute();
FastPathSetTransformExecute();
FastPathMultiplyTransformExecute();
FastPathSetPixelShaderExecute();
FastPathSetPixelShaderConstantExecute();
FastPathSetVertexShaderConstantExecute();
#endif // FAST_PATH
this->m_pDDI->WriteStateSetToDevice((D3DSTATEBLOCKTYPE)0);
*pdwHandle = m_pStateSets->GetCurrentHandle();
return D3D_OK;
}
catch(HRESULT ret)
{
D3D_ERR("EndStateBlock failed.");
m_pStateSets->Cleanup(m_pStateSets->GetCurrentHandle());
*pdwHandle = 0xFFFFFFFF;
return ret;
}
}
//---------------------------------------------------------------------
#undef DPF_MODNAME
#define DPF_MODNAME "CD3DBase::DeleteStateBlock"
HRESULT D3DAPI CD3DBase::DeleteStateBlock(DWORD dwHandle)
{
API_ENTER(this); // Takes D3D Lock if necessary
try
{
if (this->m_dwRuntimeFlags & D3DRT_RECORDSTATEMODE)
{
D3D_ERR("We are in state record mode. DeleteStateBlock failed.");
return D3DERR_INVALIDCALL;
}
m_pStateSets->DeleteStateSet(this, dwHandle);
return D3D_OK;
}
catch(HRESULT ret)
{
D3D_ERR("DeleteStateBlock failed.");
return ret;
}
}
//---------------------------------------------------------------------
#undef DPF_MODNAME
#define DPF_MODNAME "CD3DBase::ApplyStateBlock"
HRESULT D3DAPI CD3DBase::ApplyStateBlock(DWORD dwHandle)
{
API_ENTER(this); // Takes D3D Lock if necessary
try
{
if (this->m_dwRuntimeFlags & D3DRT_RECORDSTATEMODE)
{
D3D_ERR("We are in state record mode. ApplyStateBlock failed.");
return D3DERR_INVALIDCALL;
}
return ApplyStateBlockFast(dwHandle);
}
catch(HRESULT ret)
{
D3D_ERR("ApplyStateBlock failed.");
return ret;
}
}
//---------------------------------------------------------------------
#undef DPF_MODNAME
#define DPF_MODNAME "CD3DBase::ApplyStateBlockFast"
HRESULT D3DAPI CD3DBase::ApplyStateBlockFast(DWORD dwHandle)
{
// NOTE: This can become a public API through the
// v-table hack. This should only happen for
// single-threaded apps; so we don't need
// to take the critical section.
// API_ENTER(this); // Takes D3D Lock if necessary
try
{
m_pStateSets->Execute(this, dwHandle);
return D3D_OK;
}
catch(HRESULT ret)
{
D3D_ERR("ApplyStateBlock failed.");
return ret;
}
}
//---------------------------------------------------------------------
#undef DPF_MODNAME
#define DPF_MODNAME "CD3DBase::CaptureStateBlock"
HRESULT D3DAPI CD3DBase::CaptureStateBlock(DWORD dwHandle)
{
API_ENTER(this); // Takes D3D Lock if necessary
try
{
if (this->m_dwRuntimeFlags & D3DRT_RECORDSTATEMODE)
{
D3D_ERR("Cannot capture when in the state record mode. CaptureStateBlock failed.");
return D3DERR_INVALIDCALL;
}
m_pStateSets->Capture(this, dwHandle);
return D3D_OK;
}
catch (HRESULT ret)
{
D3D_ERR("CaptureStateBlock failed.");
return ret;
}
}
//---------------------------------------------------------------------
// Input:
// type - FVF control dword
//
// Returns D3D_OK, if the control dword is valid.
// D3DERR_INVALIDCALL otherwise
//
#undef DPF_MODNAME
#define DPF_MODNAME "CD3DBase::ValidateFVF"
HRESULT __declspec(nothrow) CD3DBase::ValidateFVF(DWORD type)
{
DWORD dwTexCoord = FVF_TEXCOORD_NUMBER(type);
DWORD vertexType = type & D3DFVF_POSITION_MASK;
// Texture format bits above texture count should be zero
// Reserved field 0 and 2 should be 0
// Reserved 1 should be set only for LVERTEX
// Only two vertex position types allowed
if (type & g_TextureFormatMask[dwTexCoord])
{
D3D_ERR("FVF Validation error: FVF has incorrect texture format");
goto error;
}
if (type & 0xFFFF0000 && vertexType == D3DFVF_XYZRHW &&
m_dwRuntimeFlags & D3DRT_ONLY2FLOATSPERTEXTURE)
{
D3D_ERR("FVF Validation error: The D3D device supports only two floats per texture coordinate set");
goto error;
}
if (type & D3DFVF_RESERVED0)
{
D3D_ERR("FVF has reserved bit(s) set");
goto error;
}
if (!(vertexType == D3DFVF_XYZRHW ||
vertexType == D3DFVF_XYZ ||
vertexType == D3DFVF_XYZB1 ||
vertexType == D3DFVF_XYZB2 ||
vertexType == D3DFVF_XYZB3 ||
vertexType == D3DFVF_XYZB4 ||
vertexType == D3DFVF_XYZB5))
{
D3D_ERR("FVF Validation error: FVF has incorrect position type");
goto error;
}
if (vertexType == D3DFVF_XYZRHW && type & D3DFVF_NORMAL)
{
D3D_ERR("FVF Validation error: Normal should not be used with XYZRHW position type");
goto error;
}
return D3D_OK;
error:
return D3DERR_INVALIDCALL;
}
//---------------------------------------------------------------------
// Returns TRUE, if driver state should not be updated
//
#undef DPF_MODNAME
#define DPF_MODNAME "CD3DHal::UpdateInternalTextureStageState"
BOOL CD3DHal::UpdateInternalTextureStageState
(DWORD dwStage, D3DTEXTURESTAGESTATETYPE dwState, DWORD* pValue)
{
DWORD dwValue = *pValue;
BOOL ret = FALSE; // return TRUE if TSS should NOT be batched
if(dwState == D3DTSS_COLOROP)
{
if(dwValue == D3DTOP_DISABLE || tsstates[dwStage][D3DTSS_COLOROP] == D3DTOP_DISABLE)
ForceFVFRecompute();
}
else
if (dwState == D3DTSS_TEXCOORDINDEX)
{
if (TextureTransformEnabled(this))
{
ForceFVFRecompute();
}
DWORD dwTexGenMode = 0;
if (dwValue >= D3DDP_MAXTEXCOORD)
{
dwTexGenMode = dwValue & ~0xFFFF;
if(!m_pDDI->CanDoTL())
ret = TRUE;
#if DBG
DWORD dwTexIndex = dwValue & 0xFFFF;
if (!(dwTexGenMode == D3DTSS_TCI_CAMERASPACENORMAL ||
dwTexGenMode == D3DTSS_TCI_CAMERASPACEPOSITION ||
dwTexGenMode == D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR) ||
dwTexIndex > D3DDP_MAXTEXCOORD)
{
D3D_ERR("Incorrect texture coordinate set index");
throw D3DERR_INVALIDCALL;
}
#endif
}
// Now we need to update internal flag (dwFlags2) which says whether
// texture generation for the stage is enabled
DWORD dwTexGenBit = __FLAGS2_TEXGEN0 << dwStage;
if (dwTexGenMode == D3DTSS_TCI_CAMERASPACENORMAL ||
dwTexGenMode == D3DTSS_TCI_CAMERASPACEPOSITION ||
dwTexGenMode == D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR)
{
// We need to update internal flags when tex gen mode is changed,
// so always call ForceFVFRecompute
ForceFVFRecompute();
m_pv->dwFlags2 |= dwTexGenBit;
}
else
{
// As optimization, recompute FVF only if texture generation for
// the stage was enabled
if (m_pv->dwFlags2 & dwTexGenBit)
{
ForceFVFRecompute();
m_pv->dwFlags2 &= ~dwTexGenBit;
}
}
}
else
if (dwState == D3DTSS_TEXTURETRANSFORMFLAGS)
{
DWORD dwEnableBit = 1 << dwStage; // To check internal "enable" dword
// Force to re-compute FVF only if enable state is changed
if ((dwValue & ~D3DTTFF_PROJECTED) == D3DTTFF_DISABLE)
{
if (m_pv->dwFlags2 & dwEnableBit)
{
ForceFVFRecompute();
m_pv->dwFlags2 &= ~dwEnableBit;
}
}
else
{
if (!(m_pv->dwFlags2 & dwEnableBit))
{
ForceFVFRecompute();
m_pv->dwFlags2 |= dwEnableBit;
}
}
// Do not pass texture transform flags to DX6 devices
if(GetDDIType() == D3DDDITYPE_DX6)
ret = TRUE;
// When we need to emulate projected textures we do not pass "projected"
// bit to the device. We also decrease the float count.
if (m_dwRuntimeFlags & D3DRT_EMULATEPROJECTEDTEXTURE)
{
// Compute projected bit
DWORD dwEnableBit = __FLAGS2_TEXPROJ0 << dwStage;
if (dwValue & D3DTTFF_PROJECTED)
{
// Remove projected bit. Note that tsstates will keep the
// original value
*pValue &= ~D3DTTFF_PROJECTED;
// Reduce float count
if (*pValue != D3DTTFF_DISABLE)
(*pValue)--;
if (!(m_pv->dwFlags2 & dwEnableBit))
{
ForceFVFRecompute();
m_pv->dwFlags2 |= dwEnableBit;
}
}
else
{
// Just clear projection enabled bit and recompute FVF
if (m_pv->dwFlags2 & dwEnableBit)
{
ForceFVFRecompute();
m_pv->dwFlags2 &= ~dwEnableBit;
}
}
}
}
else
if(dwState > D3DTSS_TEXTURETRANSFORMFLAGS)
{
if(GetDDIType() == D3DDDITYPE_DX6)
ret = TRUE;
}
// Update runtime copy of state.
tsstates[dwStage][dwState] = dwValue;
return ret;
}
//---------------------------------------------------------------------
#undef DPF_MODNAME
#define DPF_MODNAME "CD3DHal::SetClipPlaneI"
void CD3DHal::SetClipPlaneI(DWORD dwPlaneIndex, CONST D3DVALUE* pPlaneEquation)
{
D3DVALUE *p = &this->transform.userClipPlane[dwPlaneIndex].x;
p[0] = pPlaneEquation[0];
p[1] = pPlaneEquation[1];
p[2] = pPlaneEquation[2];
p[3] = pPlaneEquation[3];
this->dwFEFlags |= D3DFE_CLIPPLANES_DIRTY | D3DFE_FRONTEND_DIRTY;
if (!(m_dwRuntimeFlags & (D3DRT_EXECUTESTATEMODE |
D3DRT_RSSOFTWAREPROCESSING)))
{
m_pDDI->SetClipPlane(dwPlaneIndex,
pPlaneEquation);
}
}
//---------------------------------------------------------------------
#undef DPF_MODNAME
#define DPF_MODNAME "CD3DHal::GetClipPlane"
HRESULT D3DAPI
CD3DHal::GetClipPlane(DWORD dwPlaneIndex, D3DVALUE* pPlaneEquation)
{
API_ENTER(this); // Takes D3D Lock if necessary
#if DBG
if (dwPlaneIndex >= __MAXUSERCLIPPLANES)
{
D3D_ERR("Plane index is too big. GetClipPlane failed.");
return D3DERR_INVALIDCALL;
}
if (!VALID_WRITEPTR(pPlaneEquation, sizeof(D3DVALUE)*4))
{
D3D_ERR( "Invalid plane pointer. GetClipPlane failed." );
return D3DERR_INVALIDCALL;
}
#endif
try
{
D3DVALUE *p = &this->transform.userClipPlane[dwPlaneIndex].x;
pPlaneEquation[0] = p[0];
pPlaneEquation[1] = p[1];
pPlaneEquation[2] = p[2];
pPlaneEquation[3] = p[3];
}
catch(HRESULT ret)
{
D3D_ERR("GetClipPlane failed.");
return ret;
}
return D3D_OK;
}
//---------------------------------------------------------------------
#undef DPF_MODNAME
#define DPF_MODNAME "CD3DBase::CreateStateBlock"
HRESULT D3DAPI
CD3DBase::CreateStateBlock(D3DSTATEBLOCKTYPE sbt,
LPDWORD pdwHandle)
{
API_ENTER(this); // Takes D3D Lock if necessary
if (!VALID_WRITEPTR(pdwHandle, sizeof(DWORD)))
{
D3D_ERR( "Invalid DWORD pointer. CreateStateBlock failed." );
return D3DERR_INVALIDCALL;
}
try
{
if (this->m_dwRuntimeFlags & D3DRT_RECORDSTATEMODE)
{
D3D_ERR("Cannot create state block when in the state record mode. CreateStateBlock failed.");
return D3DERR_INVALIDCALL;
}
m_pStateSets->CreatePredefined(this, sbt);
*pdwHandle = m_pStateSets->GetCurrentHandle();
}
catch (HRESULT ret)
{
D3D_ERR("CreateStateBlock failed.");
m_pStateSets->Cleanup(m_pStateSets->GetCurrentHandle());
*pdwHandle = 0xFFFFFFFF;
return ret;
}
return D3D_OK;
}
//---------------------------------------------------------------------
// Restore indices in the texture stages which were re-mapped for texture
// transforms
// We have to do restore if
// - Set or Get render state is issued with _WRAP parameter
// - Set or Get texture stage is issued with TEXCOORDINDEX as a parameter
//
void RestoreTextureStages(LPD3DHAL pDevI)
{
D3DFE_PROCESSVERTICES* pv = pDevI->m_pv;
// dwVIDIn is used to force re-compute FVF in the
// SetTextureStageState. so we save and restore it.
DWORD dwVIDInSaved = pv->dwVIDIn;
pv->dwDeviceFlags &= ~D3DDEV_REMAPTEXTUREINDICES;
for (DWORD i=0; i < pDevI->dwNumTextureStagesToRemap; i++)
{
LPD3DFE_TEXTURESTAGE pStage = &pDevI->textureStageToRemap[i];
// Texture generation mode was stripped out of pStage->dwInpCoordIndex
DWORD dwInpIndex = pStage->dwInpCoordIndex + pStage->dwTexGenMode;
if (dwInpIndex != pStage->dwOutCoordIndex)
{
// We do not call UpdateInternalTextureStageState because it
// will call ForceRecomputeFVF and we do not want this.
pDevI->tsstates[pStage->dwOrgStage][D3DTSS_TEXCOORDINDEX] = dwInpIndex;
// Filter texgen modes for non-TL drivers
if (pDevI->m_pDDI->CanDoTL() || dwInpIndex < D3DDP_MAXTEXCOORD)
{
pDevI->m_pDDI->SetTSS(pStage->dwOrgStage, D3DTSS_TEXCOORDINDEX, dwInpIndex);
}
}
DWORD dwState = D3DRENDERSTATE_WRAP0 + pStage->dwOutCoordIndex;
if (pStage->dwOrgWrapMode != pDevI->rstates[dwState])
{
// We do not call UpdateInternaState because it
// will call ForceRecomputeFVF and we do not want this.
pDevI->rstates[dwState] = pStage->dwOrgWrapMode;
pDevI->m_pDDI->SetRenderState((D3DRENDERSTATETYPE)dwState,
pStage->dwOrgWrapMode);
}
}
pv->dwVIDIn = dwVIDInSaved;
}