132 lines
4.5 KiB
C++
132 lines
4.5 KiB
C++
/*==========================================================================;
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*
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* Copyright (C) 1995-2000 Microsoft Corporation. All Rights Reserved.
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*
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* File: vshader.h
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* Content: Direct3D Vertex Shader header
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*
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*
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***************************************************************************/
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#ifndef _VSHADER_H
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#define _VSHADER_H
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//---------------------------------------------------------------------
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// Forward defines
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//---------------------------------------------------------------------
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class RDVShaderCode;
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//---------------------------------------------------------------------
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// Constants
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//---------------------------------------------------------------------
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// Register sets
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const DWORD RD_MAX_NUMINPUTREG = 16;
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const DWORD RD_MAX_NUMTMPREG = 12;
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const DWORD RD_MAX_NUMCONSTREG = 96;
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const DWORD RD_MAX_NUMADDRREG = 1;
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const DWORD RD_MAX_NUMCOLREG = 2;
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const DWORD RD_MAX_NUMTEXREG = 8;
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// The version of the Vertex shader supported in Reference Device.
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const DWORD RDVS_CODEMAJORVERSION = 1;
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const DWORD RDVS_CODEMINORVERSION = 0;
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const DWORD RDVS_CODEVERSIONTOKEN = D3DPS_VERSION( RDVS_CODEMAJORVERSION,
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RDVS_CODEMINORVERSION );
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//---------------------------------------------------------------------
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//
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// RDVVMREG: Register set of the Reference Rasterizer Vertex
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// virtual machine.
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//
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//---------------------------------------------------------------------
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struct RDVVMREG
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{
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RDVECTOR4 m_i[RD_MAX_NUMINPUTREG];
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RDVECTOR4 m_t[RD_MAX_NUMTMPREG];
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RDVECTOR4 m_c[RD_MAX_NUMCONSTREG];
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RDVECTOR4 m_a[RD_MAX_NUMADDRREG];
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// Output registers
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RDVECTOR4 m_out[3];
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RDVECTOR4 m_col[RD_MAX_NUMCOLREG];
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RDVECTOR4 m_tex[RD_MAX_NUMTEXREG];
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};
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//-----------------------------------------------------------------------------
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//
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// RefVM
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// Vertex Virtual Machine object
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//
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//-----------------------------------------------------------------------------
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class RefDev;
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class RefVM
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{
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public:
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RefVM() { memset( this, 0, sizeof( this ) ); }
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~RefVM(){};
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RDVVMREG* GetRegisters(){ return &m_reg; }
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// Parses binary shader representation, compiles is and returns
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// compiled object
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RDVShaderCode* CompileCode( DWORD dwSize, LPDWORD pBits );
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HRESULT SetActiveShaderCode( RDVShaderCode* pCode )
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{ m_pCurrentShaderCode = pCode; return S_OK; }
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RDVShaderCode* GetActiveShaderCode() {return m_pCurrentShaderCode;}
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HRESULT ExecuteShader(RefDev* pRD);
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// HRESULT GetDataPointer(DWORD dwMemType, VVM_WORD ** pData);
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// Set internal registers to user data
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HRESULT SetData(DWORD RegType, DWORD start, DWORD count, LPVOID buffer);
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// Get data from internal registers
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HRESULT GetData(DWORD RegType, DWORD start, DWORD count, LPVOID buffer);
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inline RDVECTOR4* GetDataAddr( DWORD dwRegType, DWORD dwElementIndex );
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inline UINT GetCurrentInstIndex( void ) { return m_CurInstIndex; }
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protected:
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inline void InstMov();
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inline void InstAdd();
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inline void InstMad();
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inline void InstMul();
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inline void InstRcp();
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inline void InstRsq();
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inline void InstDP3();
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inline void InstDP4();
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inline void InstMin();
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inline void InstMax();
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inline void InstSlt();
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inline void InstSge();
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inline void InstExp();
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inline void InstLog();
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inline void InstExpP();
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inline void InstLogP();
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inline void InstLit();
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inline void InstDst();
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inline void InstFrc();
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inline void InstM4x4();
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inline void InstM4x3();
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inline void InstM3x4();
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inline void InstM3x3();
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inline void InstM3x2();
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inline void WriteResult();
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inline HRESULT SetDestReg();
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inline HRESULT SetSrcReg( DWORD index );
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inline HRESULT SetSrcReg( DWORD index, DWORD count );
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RDVVMREG m_reg; // Virtual machine reg set
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RDVShaderCode* m_pCurrentShaderCode; // Current shader
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DWORD* m_pCurToken; // Current token during parsing
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DWORD m_dwRegOffset; // Offset in the register file for
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// destination operand
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DWORD m_WriteMask; // Write mask for destination operand
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UINT m_CurInstIndex; // Current instruction index
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RDVECTOR4* m_pDest; // Pointer to destination operand
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RDVECTOR4 m_Source[5]; // Source operands
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RDVECTOR4 m_TmpReg; // Temporary register for the first
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// The pointer to the driver object to obtain state
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RefDev* m_pDev;
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friend class RefDev;
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};
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#endif //_VSHADER_H
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