windows-nt/Source/XPSP1/NT/multimedia/directx/dxg/ref8/inc/vstream.h

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2020-09-26 03:20:57 -05:00
/*==========================================================================;
*
* 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