359 lines
11 KiB
C++
359 lines
11 KiB
C++
///////////////////////////////////////////////////////////////////////////////
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// Copyright (C) Microsoft Corporation, 2000.
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//
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// refdevi.cpp
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//
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// Direct3D Reference Device - Main Internal Object Methods
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//
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///////////////////////////////////////////////////////////////////////////////
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#include "pch.cpp"
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#pragma hdrstop
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//////////////////////////////////////////////////////////////////////////////////
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// //
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// global controls //
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// //
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//////////////////////////////////////////////////////////////////////////////////
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float g_GammaTable[256];
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UINT g_iGamma = 150;
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//////////////////////////////////////////////////////////////////////////////////
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// //
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// RefDev Methods //
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// //
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//////////////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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//
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// Constructor/Destructor for renderer core object.
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//
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//-----------------------------------------------------------------------------
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RefDev::RefDev( LPDDRAWI_DIRECTDRAW_LCL pDDLcl, DWORD dwInterfaceType,
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RDDDITYPE dwDDIType, D3DCAPS8* pCaps8 )
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: m_RefVP(), m_RefVM(), m_Clipper(),
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m_FVFShader()
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{
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m_Caps8 = *pCaps8;
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m_pDbgMon = NULL;
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m_pDDLcl = NULL;
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m_wSaveFP = 0;
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m_bInBegin = FALSE;
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m_bPointSprite = 0;
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m_pRenderTarget = NULL;
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memset( m_fWBufferNorm, 0, sizeof( float)*2 );
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memset( m_dwRenderState, 0, sizeof( DWORD ) * D3DHAL_MAX_RSTATES );
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memset( &m_renderstate_override, 0, sizeof(m_renderstate_override) );
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m_cActiveTextureStages = 0;
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m_ReferencedTexCoordMask = 0;
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memset( m_pTexture, 0, sizeof(RDSurface2D*)*D3DHAL_TSS_MAXSTAGES );
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memset( m_dwTextureStageState, 0, sizeof(m_dwTextureStageState) );
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for (int i=0; i<D3DHAL_TSS_MAXSTAGES; i++) m_pTextureStageState[i] = m_dwTextureStageState[i];
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m_dwTexArrayLength = 0;
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m_LastState = 0;
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m_primType = (D3DPRIMITIVETYPE)0;
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m_dwNumVertices = 0;
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m_dwStartVertex = 0;
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m_dwNumIndices = 0;
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m_dwStartIndex = 0;
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m_RefVP.m_pDev = m_RefVM.m_pDev = m_Clipper.m_pDev = this;
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m_CurrentVShaderHandle = 0;
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m_pCurrentVShader = NULL;
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m_qwFVFOut = 0;
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m_CurrentPShaderHandle = 0x0;
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m_Rast.Init( this );
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// All render and texture stage state is initialized by
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// DIRECT3DDEVICEI::stateInitialize
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m_dwInterfaceType = dwInterfaceType;
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m_dwDDIType = dwDDIType;
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m_pDDLcl = pDDLcl;
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// StateOverride initialize
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STATESET_INIT( m_renderstate_override );
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m_bOverrideTCI = FALSE;
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SetSetStateFunctions();
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// Set this renderstate so that the pre-DX8 emulations continue to work
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GetRS()[D3DRS_COLORWRITEENABLE] = 0xf;
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// set 'changed' flags
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m_dwRastFlags =
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RDRF_MULTISAMPLE_CHANGED|
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RDRF_PIXELSHADER_CHANGED|
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RDRF_LEGACYPIXELSHADER_CHANGED|
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RDRF_TEXTURESTAGESTATE_CHANGED;
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// make the gamma table
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{
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FLOAT fGamma = (float)(log10(0.5f)/log10((float)g_iGamma/255));
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FLOAT fOOGamma = 1/fGamma;
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FLOAT fA = 0.018f;
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FLOAT fS = (float)(((1-fOOGamma)*pow(fA,fOOGamma))/(1-(1-fOOGamma)*pow(fA,fOOGamma)));
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FLOAT fGain = (float)((fOOGamma*pow(fA,(fOOGamma-1)))/(1-(1-fOOGamma)*pow(fA,fOOGamma)));
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FLOAT fX;
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int i;
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for (i = 0; i < 4; i++)
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g_GammaTable[i] = (float)(fGain*(((float)i)/255));
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for (i = 4; i < 256; i++)
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g_GammaTable[i] = (float)((1+fS)*pow((((float)i)/255),fOOGamma)-fS);
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}
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}
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//-----------------------------------------------------------------------------
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RefDev::~RefDev( void )
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{
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UINT i;
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// Clean up statesets
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for ( i = 0; i < m_pStateSets.ArraySize(); i++ )
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{
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if (m_pStateSets[i] != NULL)
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delete m_pStateSets[i];
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}
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// Clean up vertex shaders
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for( i=0; i<m_VShaderHandleArray.GetSize(); i++ )
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{
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delete m_VShaderHandleArray[i].m_pShader;
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}
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// Clean up pixel shaders
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for( i=0; i<m_PShaderHandleArray.GetSize(); i++ )
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{
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delete m_PShaderHandleArray[i].m_pShader;
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}
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// Clean up palette handles
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for( i=0; i<m_PaletteHandleArray.GetSize(); i++ )
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{
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delete m_PaletteHandleArray[i].m_pPal;
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}
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if (m_pDbgMon) delete m_pDbgMon;
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}
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///////////////////////////////////////////////////////////////////////////////
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// //
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// State Management Utilities //
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// //
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///////////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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//
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// MapTextureHandleToDevice - This is called when texture handles change or
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// when leaving legacy texture mode. This maps the texture handle embedded
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// in the per-stage state to texture object pointers.
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//
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//-----------------------------------------------------------------------------
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void
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RefDev::MapTextureHandleToDevice( int iStage )
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{
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// map one
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m_pTexture[iStage] =
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MapHandleToTexture( m_TextureStageState[iStage].m_dwVal[D3DTSS_TEXTUREMAP] );
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m_pTexture[iStage]->SetRefDev(this);
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// update num active stages
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UpdateActiveTexStageCount();
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}
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//-----------------------------------------------------------------------------
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//
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// SetTextureHandle - On DX7, this is called when a texture handle is set.
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// This maps the texture handle embedded in the per-stage state to texture
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// object pointers.
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//
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//-----------------------------------------------------------------------------
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HRESULT
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RefDev::SetTextureHandle( int iStage, DWORD dwTexHandle )
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{
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HRESULT hr = D3D_OK;
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// Special case, if texture handle == 0, then unmap the texture from the TSS
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if (dwTexHandle == 0)
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{
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m_pTexture[iStage] = NULL;
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// update num active stages
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UpdateActiveTexStageCount();
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return D3D_OK;
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}
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// Ask DDraw to decipher what this particular handle meant wrt. to the
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// the DDraw_Local associated with this instance of the Refrast
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RDSurface2D* pTex = (RDSurface2D *)g_SurfMgr.GetSurfFromList(m_pDDLcl,
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dwTexHandle);
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if( pTex == NULL )
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{
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DPFERR( "Unable to obtain Texture from the list" );
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return DDERR_INVALIDOBJECT;
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}
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// map one
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m_pTexture[iStage] = pTex;
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m_pTexture[iStage]->SetRefDev(this);
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// update num active stages
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UpdateActiveTexStageCount();
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return D3D_OK;
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}
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//-----------------------------------------------------------------------------
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//
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// UpdateActiveTexStageCount - Updates number of texture coordinate/lookup
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// stages that are active.
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//
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//-----------------------------------------------------------------------------
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void
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RefDev::UpdateActiveTexStageCount( void )
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{
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m_dwRastFlags |= RDRF_TEXTURESTAGESTATE_CHANGED;
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// DX3/5 - always one active texture stage
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if ( NULL != m_dwRenderState[D3DRENDERSTATE_TEXTUREHANDLE] )
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{
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m_cActiveTextureStages = 1;
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m_ReferencedTexCoordMask = 0x1;
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return;
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}
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// DX8+ pixel shading model - count derived from shader code
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if (m_CurrentPShaderHandle)
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{
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RDPShader* pShader = GetPShader(m_CurrentPShaderHandle);
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if( pShader )
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{
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m_cActiveTextureStages = pShader->m_cActiveTextureStages;
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m_ReferencedTexCoordMask = pShader->m_ReferencedTexCoordMask;
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}
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else
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{
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m_cActiveTextureStages = 0;
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m_ReferencedTexCoordMask = 0;
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}
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return;
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}
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// DX6/7 pixel shading model
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m_cActiveTextureStages = 0;
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for ( int iStage=0; iStage<D3DHAL_TSS_MAXSTAGES; iStage++ )
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{
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// check for disabled stage (subsequent are thus inactive)
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if ( m_TextureStageState[iStage].m_dwVal[D3DTSS_COLOROP] == D3DTOP_DISABLE )
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{
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break;
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}
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// check for incorrectly enabled stage (may be legacy)
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if ( ( m_pTexture[iStage] == NULL ) &&
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( m_TextureStageState[iStage].m_dwVal[D3DTSS_COLORARG1] == D3DTA_TEXTURE ) )
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{
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break;
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}
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// stage is active
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m_cActiveTextureStages++;
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}
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m_ReferencedTexCoordMask = (1<<m_cActiveTextureStages)-1;
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}
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//-----------------------------------------------------------------------------
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//
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// MapHandleToTexture - Map handle to RDSurface2D pointer. Handle is a ppTex,
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// so test it and reference it.
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//
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//-----------------------------------------------------------------------------
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RDSurface2D*
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RefDev::MapHandleToTexture( D3DTEXTUREHANDLE hTex )
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{
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if ( 0x0 == hTex ) { return NULL; }
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#ifdef _IA64_
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_ASSERTa(FALSE, "This will not work on IA64", return NULL;);
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#endif
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return ( *(RDSurface2D**)ULongToPtr(hTex) );
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}
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#ifndef __D3D_NULL_REF
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//-----------------------------------------------------------------------------
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//
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// Generic shared memory object, implemented using Win32 file mapping.
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// _snprintf interface for name.
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//
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//-----------------------------------------------------------------------------
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D3DSharedMem::D3DSharedMem( INT_PTR cbSize, const char* pszFormat, ... )
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{
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m_pMem = NULL;
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char pszName[1024] = "\0";
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va_list marker;
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va_start(marker, pszFormat);
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_vsnprintf(pszName+lstrlen(pszName), 1024-lstrlen(pszName), pszFormat, marker);
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m_hFileMap = CreateFileMapping(INVALID_HANDLE_VALUE,
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NULL, PAGE_READWRITE, 0, (DWORD)cbSize, pszName);
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// check if it existed already
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m_bAlreadyExisted = (m_hFileMap != NULL) && (GetLastError() == ERROR_ALREADY_EXISTS);
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if (NULL == m_hFileMap)
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{
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_ASSERT(0,"D3DSharedMem: file mapping failed")
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}
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else
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{
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// Map a view of the file into the address space.
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m_pMem = (void *)MapViewOfFile(m_hFileMap, FILE_MAP_READ | FILE_MAP_WRITE, 0, 0, 0);
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if (NULL == m_pMem)
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{
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_ASSERT(0,"D3DSharedMem: view map failed")
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if (NULL != m_hFileMap) CloseHandle(m_hFileMap);
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}
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}
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}
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D3DSharedMem::~D3DSharedMem(void)
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{
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if (NULL != m_pMem) UnmapViewOfFile((LPVOID) m_pMem);
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if (NULL != m_hFileMap) CloseHandle(m_hFileMap);
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}
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//------------------------------------------------------------------------
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//
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// Called upon loading/unloading DLL
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//
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//------------------------------------------------------------------------
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BOOL WINAPI
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DllMain(HINSTANCE hmod, DWORD dwReason, LPVOID lpvReserved)
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{
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switch( dwReason )
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{
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case DLL_PROCESS_ATTACH:
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break;
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case DLL_PROCESS_DETACH:
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break;
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default:
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break;
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}
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return TRUE;
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}
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#endif //__D3D_NULL_REF
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///////////////////////////////////////////////////////////////////////////////
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// end
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