/*==========================================================================; * * Copyright (C) 1998 Microsoft Corporation. All Rights Reserved. * * File: stateset.hpp * Content: State sets handling interfaces * ***************************************************************************/ #ifndef _STATESET_HPP_ #define _STATESET_HPP_ #include "hmgr.hpp" extern void InsertStateSetOp(CD3DBase *pDevI, DWORD dwOperation, DWORD dwParam, D3DSTATEBLOCKTYPE sbt); //--------------------------------------------------------------------- // This class provides interface to the growing state set buffer // class CStateSetBuffer { public: CStateSetBuffer() { m_pBuffer = NULL; m_dwCurrentSize = 0; m_dwBufferSize = 0; m_pDP2CurrCommand = 0; } CStateSetBuffer(CStateSetBuffer& src) { m_dwCurrentSize = src.m_dwCurrentSize; m_dwBufferSize = src.m_dwCurrentSize; if(m_dwCurrentSize != 0) { m_pBuffer = new BYTE[m_dwCurrentSize]; if(m_pBuffer == 0) { m_dwCurrentSize = 0; m_pDP2CurrCommand = 0; throw E_OUTOFMEMORY; } memcpy(m_pBuffer, src.m_pBuffer, m_dwCurrentSize); } else { m_pBuffer = 0; } m_pDP2CurrCommand = 0; } ~CStateSetBuffer() { delete [] m_pBuffer; } void operator=(CStateSetBuffer& src) { m_dwCurrentSize = src.m_dwCurrentSize; if(m_dwBufferSize != m_dwCurrentSize) { m_dwBufferSize = m_dwCurrentSize; delete [] m_pBuffer; if(m_dwCurrentSize != 0) { m_pBuffer = new BYTE[m_dwCurrentSize]; if(m_pBuffer == 0) { m_dwCurrentSize = 0; m_pDP2CurrCommand = 0; throw E_OUTOFMEMORY; } } else { m_pBuffer = 0; m_pDP2CurrCommand = 0; return; } } memcpy(m_pBuffer, src.m_pBuffer, m_dwCurrentSize); m_pDP2CurrCommand = 0; } // Insert a command to the buffer. Grow buffer if necessary void InsertCommand(D3DHAL_DP2OPERATION, LPVOID pData, DWORD dwDataSize); // Reset current command void ResetCurrentCommand() { m_pDP2CurrCommand = 0; } // Set buffer to its initial state. Memory is not freed void Reset() { m_dwCurrentSize = 0; m_pDP2CurrCommand = 0; } DWORD m_dwCurrentSize; DWORD m_dwBufferSize; BYTE *m_pBuffer; //Pointer to the current position the CB1 buffer LPD3DHAL_DP2COMMAND m_pDP2CurrCommand; }; //--------------------------------------------------------------------- // This class provides interface to a state set // const DWORD __STATESET_INITIALIZED = 1; // Set if we have to check if we need to restore texture stage indices const DWORD __STATESET_NEEDCHECKREMAPPING = 2; // Set if the state set executed had purely pixel state const DWORD __STATESET_HASONLYVERTEXSTATE = 4; class CStateSet { public: CStateSet() { m_dwStateSetFlags = 0; m_dwDeviceHandle = __INVALIDHANDLE; } virtual void InsertCommand(D3DHAL_DP2OPERATION, LPVOID pData, DWORD dwDataSize, BOOL bDriverCanHandle); // Mark the state set as unused. The object is not destroyed and can be // reused HRESULT Release(); // Execute the front-end only or device state subset virtual void Execute(CD3DBase *pDevI, BOOL bFrontEndBuffer); // Capture the current device state into the state block virtual void Capture(CD3DBase *pDevI, BOOL bFrontEndBuffer); // Create a predefined state block virtual void CreatePredefined(CD3DBase *pDevI, D3DSTATEBLOCKTYPE sbt); // Reset the current command in both buffers void ResetCurrentCommand() { m_FEOnlyBuffer.ResetCurrentCommand(); m_DriverBuffer.ResetCurrentCommand(); } protected: CStateSetBuffer m_FEOnlyBuffer; // Contains commands that driver can not // understand CStateSetBuffer m_DriverBuffer; // Contains commands that driver can // understand DWORD m_dwDeviceHandle; // Some sets could not have corresponding // device buffers, so device handle is not // equal to the user visible handle DWORD m_dwStateSetFlags; friend class CStateSets; }; class CPureStateSet : public CStateSet { public: void InsertCommand(D3DHAL_DP2OPERATION, LPVOID pData, DWORD dwDataSize, BOOL bDriverCanHandle); void Execute(CD3DBase *pDevI, BOOL bFrontEndBuffer); void Capture(CD3DBase *pDevI, BOOL bFrontEndBuffer); void CreatePredefined(CD3DBase *pDevI, D3DSTATEBLOCKTYPE sbt); }; //--------------------------------------------------------------------- // This class encapsulates handling of array of state sets // class CStateSets { public: CStateSets(); ~CStateSets(); HRESULT Init(CD3DBase *pDev); HRESULT StartNewSet(); void EndSet(); // Returns current handle DWORD GetCurrentHandle() {return m_dwCurrentHandle;} // Delete state set void DeleteStateSet(CD3DBase *pDevI, DWORD dwHandle); // Returns information about state set data to be written to the device // Allocates a new handle for the device buffer void GetDeviceBufferInfo(DWORD* dwStateSetHandle, LPVOID *pBuffer, DWORD* dwBufferSize); void CreateNewDeviceHandle(DWORD* dwStateSetHandle); // Copy buffer and translate for DX7 DDI void TranslateDeviceBufferToDX7DDI( DWORD* p, DWORD dwSize ); // Insert a render state to the current state set // Throws an exception in case of error void InsertRenderState(D3DRENDERSTATETYPE state, DWORD dwValue, BOOL bDriverCanHandle); void InsertLight(DWORD dwLightIndex, CONST D3DLIGHT8*); void InsertLightEnable(DWORD dwLightIndex, BOOL bEnable); void InsertMaterial(CONST D3DMATERIAL8*); void InsertViewport(CONST D3DVIEWPORT8*); void InsertTransform(D3DTRANSFORMSTATETYPE state, CONST D3DMATRIX* lpMat); void InsertTextureStageState(DWORD, D3DTEXTURESTAGESTATETYPE, DWORD); void InsertTexture(DWORD dwStage, IDirect3DBaseTexture8 *pTex); void InsertClipPlane(DWORD dwPlaneIndex, CONST D3DVALUE* pPlaneEquation); void InsertVertexShader(DWORD dwShaderHandle, BOOL bHardware); void InsertPixelShader(DWORD dwShaderHandle); void InsertStreamSource(DWORD dwStream, CVertexBuffer *pBuf, DWORD dwStride); void InsertIndices(CIndexBuffer *pBuf, DWORD dwBaseVertex); void InsertVertexShaderConstant(DWORD Register, CONST VOID* pConstantData, DWORD ConstantCount); void InsertPixelShaderConstant(DWORD Register, CONST VOID* pConstantData, DWORD ConstantCount); void InsertCurrentTexturePalette(DWORD PaletteNumber); // Execute a state set with the specified handle void Execute(CD3DBase *pDevI, DWORD dwHandle); // Capture a state set to the the specified handle void Capture(CD3DBase *pDevI, DWORD dwHandle); // Capture predefined state void CreatePredefined(CD3DBase *pDevI, D3DSTATEBLOCKTYPE sbt); void Cleanup(DWORD dwHandle); protected: const DWORD m_GrowSize; DWORD m_dwMaxSets; // Maximum number of state sets DWORD m_dwCurrentHandle; CStateSet * m_pStateSets; // Array of state sets CStateSet * m_pCurrentStateSet; CHandleFactory m_DeviceHandles; // Used to create device handles CHandleFactory m_SetHandles; // Used to create state sets CStateSet * m_pBufferSet; DWORD m_dwFlags; BOOL m_bPure, m_bTLHal, m_bEmulate, m_bDX8Dev, m_bHardwareVP; }; // This is RESERVED0 in d3dhal.h #define D3DDP2OP_FRONTENDDATA 4 // Used by the front-end only #define D3DDP2OP_FESETVB 5 #define D3DDP2OP_FESETIB 6 #define D3DDP2OP_FESETPAL 7 // This structure is used by the front-end only typedef struct _D3DHAL_DP2FRONTENDDATA { WORD wStage; // texture stage IDirect3DBaseTexture8 * pTexture; // Texture pointer } D3DHAL_DP2FRONTENDDATA; typedef D3DHAL_DP2FRONTENDDATA UNALIGNED64 * LPD3DHAL_DP2FRONTENDDATA; typedef struct _D3DHAL_DP2FESETVB { WORD wStream; CVertexBuffer * pBuf; DWORD dwStride; } D3DHAL_DP2FESETVB; typedef D3DHAL_DP2FESETVB UNALIGNED64 * LPD3DHAL_DP2FESETVB; typedef struct _D3DHAL_DP2FESETIB { CIndexBuffer * pBuf; DWORD dwBase; } D3DHAL_DP2FESETIB; typedef D3DHAL_DP2FESETIB UNALIGNED64 * LPD3DHAL_DP2FESETIB; typedef struct _D3DHAL_DP2FESETPAL { DWORD dwPaletteNumber; } D3DHAL_DP2FESETPAL; typedef D3DHAL_DP2FESETPAL UNALIGNED64 * LPD3DHAL_DP2FESETPAL; #endif //_STATESTE_HPP_