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// Copyright 2016 The SwiftShader Authors. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#ifndef D3D9_Direct3DDevice9_hpp
#define D3D9_Direct3DDevice9_hpp
#include "Unknown.hpp"
#include "Direct3D9.hpp"
#include "Direct3DSwapChain9.hpp"
#include "Capabilities.hpp"
#include "Stream.hpp"
#include <d3d9.h>
#include <map>
#include <list>
namespace sw
{
class Renderer;
class Context;
struct Query;
}
namespace D3D9
{
class Direct3DVertexDeclaration9;
class Direct3DStateBlock9;
class Direct3DSurface9;
class Direct3DPixelShader9;
class Direct3DVertexShader9;
class irect3DVertexDeclaration9;
class Direct3DVertexBuffer9;
class Direct3DIndexBuffer9;
class CriticalSection;
class Direct3DDevice9 : public IDirect3DDevice9, public Unknown
{
friend CriticalSection;
friend Direct3DSwapChain9;
public:
Direct3DDevice9(const HINSTANCE instance, Direct3D9 *d3d9, unsigned int adapter, D3DDEVTYPE deviceType, HWND focusWindow, unsigned long behaviourFlags, D3DPRESENT_PARAMETERS *presentParameters);
virtual ~Direct3DDevice9();
// IUnknown methods
long __stdcall QueryInterface(const IID &iid, void **object);
unsigned long __stdcall AddRef();
unsigned long __stdcall Release();
// IDirect3DDevice9 methods
long __stdcall BeginScene();
long __stdcall BeginStateBlock();
long __stdcall Clear(unsigned long count, const D3DRECT *rects, unsigned long flags, unsigned long color, float z, unsigned long stencil);
long __stdcall ColorFill(IDirect3DSurface9 *surface, const RECT *rect, D3DCOLOR color);
long __stdcall CreateAdditionalSwapChain(D3DPRESENT_PARAMETERS *presentParameters, IDirect3DSwapChain9 **swapChain);
long __stdcall CreateCubeTexture(unsigned int edgeLength, unsigned int levels, unsigned long usage, D3DFORMAT format, D3DPOOL pool, IDirect3DCubeTexture9 **cubeTexture, void **sharedHandle);
long __stdcall CreateDepthStencilSurface(unsigned int width, unsigned int height, D3DFORMAT format, D3DMULTISAMPLE_TYPE multiSample, unsigned long multiSampleQuality, int discard, IDirect3DSurface9 **surface, void **sharedHandle);
long __stdcall CreateIndexBuffer(unsigned int length, unsigned long usage, D3DFORMAT format, D3DPOOL pool, IDirect3DIndexBuffer9 **indexBuffer, void **sharedHandle);
long __stdcall CreateOffscreenPlainSurface(unsigned int width, unsigned int height, D3DFORMAT format, D3DPOOL pool, IDirect3DSurface9 **surface, void **sharedHandle);
long __stdcall CreatePixelShader(const unsigned long *function, IDirect3DPixelShader9 **shader);
long __stdcall CreateQuery(D3DQUERYTYPE type, IDirect3DQuery9 **query);
long __stdcall CreateRenderTarget(unsigned int width, unsigned int height, D3DFORMAT format, D3DMULTISAMPLE_TYPE multiSample, unsigned long multiSampleQuality, int lockable, IDirect3DSurface9 **surface, void **sharedHandle);
long __stdcall CreateStateBlock(D3DSTATEBLOCKTYPE type, IDirect3DStateBlock9 **stateBlock);
long __stdcall CreateTexture(unsigned int width, unsigned int height, unsigned int levels, unsigned long usage, D3DFORMAT format, D3DPOOL pool, IDirect3DTexture9 **texture, void **sharedHandle);
long __stdcall CreateVertexBuffer(unsigned int length, unsigned long usage, unsigned long FVF, D3DPOOL pool, IDirect3DVertexBuffer9 **vertexBuffer, void **sharedHandle);
long __stdcall CreateVertexDeclaration(const D3DVERTEXELEMENT9 *vertexElements, IDirect3DVertexDeclaration9 **declaration);
long __stdcall CreateVertexShader(const unsigned long *function, IDirect3DVertexShader9 **shader);
long __stdcall CreateVolumeTexture(unsigned int width, unsigned int height, unsigned int depth, unsigned int levels, unsigned long usage, D3DFORMAT format, D3DPOOL pool, IDirect3DVolumeTexture9 **volumeTexture, void **sharedHandle);
long __stdcall DeletePatch(unsigned int handle);
long __stdcall DrawIndexedPrimitive(D3DPRIMITIVETYPE type, int baseVertexIndex, unsigned int minIndex, unsigned int numVertices, unsigned int startIndex, unsigned int primitiveCount);
long __stdcall DrawIndexedPrimitiveUP(D3DPRIMITIVETYPE type, unsigned int minVertexIndex, unsigned int numVertexIndices, unsigned int PrimitiveCount, const void *indexData, D3DFORMAT indexDataFormat, const void *vertexStreamZeroData, unsigned int VertexStreamZeroStride);
long __stdcall DrawPrimitive(D3DPRIMITIVETYPE primitiveType, unsigned int startVertex, unsigned int primiveCount);
long __stdcall DrawPrimitiveUP(D3DPRIMITIVETYPE primitiveType, unsigned int primitiveCount, const void *vertexStreamZeroData, unsigned int vertexStreamZeroStride);
long __stdcall DrawRectPatch(unsigned int handle, const float *numSegs, const D3DRECTPATCH_INFO *rectPatchInfo);
long __stdcall DrawTriPatch(unsigned int handle, const float *numSegs, const D3DTRIPATCH_INFO *triPatchInfo);
long __stdcall EndScene();
long __stdcall EndStateBlock(IDirect3DStateBlock9 **stateBlock);
long __stdcall EvictManagedResources();
unsigned int __stdcall GetAvailableTextureMem();
long __stdcall GetBackBuffer(unsigned int swapChain, unsigned int index, D3DBACKBUFFER_TYPE type, IDirect3DSurface9 **backBuffer);
long __stdcall GetClipPlane(unsigned long index, float *plane);
long __stdcall GetClipStatus(D3DCLIPSTATUS9 *clipStatus);
long __stdcall GetCreationParameters(D3DDEVICE_CREATION_PARAMETERS *parameters);
long __stdcall GetCurrentTexturePalette(unsigned int *paletteNumber);
long __stdcall GetDepthStencilSurface(IDirect3DSurface9 **depthStencilSurface);
long __stdcall GetDeviceCaps(D3DCAPS9 *caps);
long __stdcall GetDirect3D(IDirect3D9 **D3D);
long __stdcall GetDisplayMode(unsigned int swapChain ,D3DDISPLAYMODE *mode);
long __stdcall GetFrontBufferData(unsigned int swapChain, IDirect3DSurface9 *destSurface);
long __stdcall GetFVF(unsigned long *FVF);
void __stdcall GetGammaRamp(unsigned int swapChain, D3DGAMMARAMP *ramp);
long __stdcall GetIndices(IDirect3DIndexBuffer9 **indexData);
long __stdcall GetLight(unsigned long index, D3DLIGHT9 *p);
long __stdcall GetLightEnable(unsigned long index , int *enable);
long __stdcall GetMaterial(D3DMATERIAL9 *material);
float __stdcall GetNPatchMode();
unsigned int __stdcall GetNumberOfSwapChains();
long __stdcall GetPaletteEntries(unsigned int paletteNumber, PALETTEENTRY *entries);
long __stdcall GetPixelShader(IDirect3DPixelShader9 **shader);
long __stdcall GetPixelShaderConstantB(unsigned int startRegister, int *constantData, unsigned int count);
long __stdcall GetPixelShaderConstantF(unsigned int startRegister, float *constantData, unsigned int count);
long __stdcall GetPixelShaderConstantI(unsigned int startRegister, int *constantData, unsigned int count);
long __stdcall GetRasterStatus(unsigned int swapChain, D3DRASTER_STATUS *rasterStatus);
long __stdcall GetRenderState(D3DRENDERSTATETYPE State, unsigned long *value);
long __stdcall GetRenderTarget(unsigned long index, IDirect3DSurface9 **renderTarget);
long __stdcall GetRenderTargetData(IDirect3DSurface9 *renderTarget, IDirect3DSurface9 *destSurface);
long __stdcall GetSamplerState(unsigned long sampler, D3DSAMPLERSTATETYPE type, unsigned long *value);
long __stdcall GetScissorRect(RECT *rect);
int __stdcall GetSoftwareVertexProcessing();
long __stdcall GetStreamSource(unsigned int streamNumber, IDirect3DVertexBuffer9 **streamData, unsigned int *offset, unsigned int *stride);
long __stdcall GetStreamSourceFreq(unsigned int streamNumber, unsigned int *divider);
long __stdcall GetSwapChain(unsigned int index, IDirect3DSwapChain9 **swapChain);
long __stdcall GetTexture(unsigned long sampler, IDirect3DBaseTexture9 **texture);
long __stdcall GetTextureStageState(unsigned long stage, D3DTEXTURESTAGESTATETYPE type, unsigned long *value);
long __stdcall GetTransform(D3DTRANSFORMSTATETYPE state, D3DMATRIX *matrix);
long __stdcall GetVertexDeclaration(IDirect3DVertexDeclaration9 **declaration);
long __stdcall GetVertexShader(IDirect3DVertexShader9 **shader);
long __stdcall GetVertexShaderConstantB(unsigned int startRegister, int *constantData, unsigned int count);
long __stdcall GetVertexShaderConstantF(unsigned int startRegister, float *constantData, unsigned int count);
long __stdcall GetVertexShaderConstantI(unsigned int startRegister, int *constantData, unsigned int count);
long __stdcall GetViewport(D3DVIEWPORT9 *viewport);
long __stdcall LightEnable(unsigned long index, int enable);
long __stdcall MultiplyTransform(D3DTRANSFORMSTATETYPE state, const D3DMATRIX *matrix);
long __stdcall Present(const RECT *sourceRect, const RECT *destRect, HWND destWindowOverride, const RGNDATA *dirtyRegion);
long __stdcall ProcessVertices(unsigned int srcStartIndex, unsigned int destIndex, unsigned int vertexCount, IDirect3DVertexBuffer9 *destBuffer, IDirect3DVertexDeclaration9 *vertexDeclaration, unsigned long flags);
long __stdcall Reset(D3DPRESENT_PARAMETERS *presentParameters);
long __stdcall SetClipPlane(unsigned long index, const float *plane);
long __stdcall SetClipStatus(const D3DCLIPSTATUS9 *clipStatus);
long __stdcall SetCurrentTexturePalette(unsigned int paletteNumber);
void __stdcall SetCursorPosition(int x, int y, unsigned long flags);
long __stdcall SetCursorProperties(unsigned int x, unsigned int y, IDirect3DSurface9 *cursorBitmap);
long __stdcall SetDepthStencilSurface(IDirect3DSurface9 *newDepthStencil);
long __stdcall SetDialogBoxMode(int enableDialogs);
long __stdcall SetFVF(unsigned long FVF);
void __stdcall SetGammaRamp(unsigned int swapChain, unsigned long flags, const D3DGAMMARAMP *ramp);
long __stdcall SetIndices(IDirect3DIndexBuffer9 *indexData);
long __stdcall SetLight(unsigned long index, const D3DLIGHT9 *light);
long __stdcall SetMaterial(const D3DMATERIAL9 *material);
long __stdcall SetNPatchMode(float segments);
long __stdcall SetPaletteEntries(unsigned int paletteNumber, const PALETTEENTRY *entries);
long __stdcall SetPixelShader(IDirect3DPixelShader9 *shader);
long __stdcall SetPixelShaderConstantB(unsigned int startRegister, const int *constantData, unsigned int count);
long __stdcall SetPixelShaderConstantF(unsigned int startRegister, const float *constantData, unsigned int count);
long __stdcall SetPixelShaderConstantI(unsigned int startRegister, const int *constantData, unsigned int count);
long __stdcall SetRenderState(D3DRENDERSTATETYPE state, unsigned long value);
long __stdcall SetRenderTarget(unsigned long index, IDirect3DSurface9 *renderTarget);
long __stdcall SetSamplerState(unsigned long sampler, D3DSAMPLERSTATETYPE state, unsigned long value);
long __stdcall SetScissorRect(const RECT *rect);
long __stdcall SetSoftwareVertexProcessing(int software);
long __stdcall SetStreamSource(unsigned int stream, IDirect3DVertexBuffer9 *data, unsigned int offset, unsigned int stride);
long __stdcall SetStreamSourceFreq(unsigned int streamNumber, unsigned int divider);
long __stdcall SetTexture(unsigned long sampler, IDirect3DBaseTexture9 *texture);
long __stdcall SetTextureStageState(unsigned long stage, D3DTEXTURESTAGESTATETYPE type, unsigned long value);
long __stdcall SetTransform(D3DTRANSFORMSTATETYPE state, const D3DMATRIX *matrix);
long __stdcall SetVertexDeclaration(IDirect3DVertexDeclaration9 *declaration);
long __stdcall SetVertexShader(IDirect3DVertexShader9 *shader);
long __stdcall SetVertexShaderConstantB(unsigned int startRegister, const int *constantData, unsigned int count);
long __stdcall SetVertexShaderConstantF(unsigned int startRegister, const float *constantData, unsigned int count);
long __stdcall SetVertexShaderConstantI(unsigned int startRegister, const int *constantData, unsigned int count);
long __stdcall SetViewport(const D3DVIEWPORT9 *viewport);
int __stdcall ShowCursor(int show);
long __stdcall StretchRect(IDirect3DSurface9 *sourceSurface, const RECT *sourceRect, IDirect3DSurface9 *destSurface, const RECT *destRect, D3DTEXTUREFILTERTYPE filter);
long __stdcall TestCooperativeLevel();
long __stdcall UpdateSurface(IDirect3DSurface9 *sourceSurface, const RECT *sourceRect, IDirect3DSurface9 *destinationSurface, const POINT *destPoint);
long __stdcall UpdateTexture(IDirect3DBaseTexture9 *sourceTexture, IDirect3DBaseTexture9 *destinationTexture);
long __stdcall ValidateDevice(unsigned long *numPasses);
// Internal methods
long getAdapterDisplayMode(unsigned int adapter, D3DDISPLAYMODE *mode);
bool isRecording() const; // In a state recording mode
void setOcclusionEnabled(bool enable);
void removeQuery(sw::Query *query);
void addQuery(sw::Query *query);
void stretchRect(Direct3DSurface9 *sourceSurface, const RECT *sourceRect, Direct3DSurface9 *destSurface, const RECT *destRect, D3DTEXTUREFILTERTYPE filter);
private:
static int typeStride(unsigned char streamType);
bool instanceData();
bool bindResources(Direct3DIndexBuffer9 *indexBuffer);
void bindVertexStreams(int base, bool instancing, int instance);
void bindIndexBuffer(Direct3DIndexBuffer9 *indexBuffer);
void bindShaderConstants();
void bindLights();
bool bindViewport(); // Also adjusts for scissoring
void bindTextures();
long updateVolume(IDirect3DVolume9 *sourceVolume, IDirect3DVolume9 *destinationVolume);
bool validRectangle(const RECT *rect, IDirect3DSurface9 *surface);
void configureFPU();
// Creation parameters
const HINSTANCE instance;
Direct3D9 *d3d9;
const unsigned int adapter;
const D3DDEVTYPE deviceType;
const HWND focusWindow;
const unsigned long behaviourFlags;
HWND deviceWindow;
D3DVIEWPORT9 viewport;
D3DMATRIX matrix[512];
Direct3DBaseTexture9 *texture[16 + 4];
D3DMATERIAL9 material;
float plane[6][4];
D3DCLIPSTATUS9 clipStatus;
RECT scissorRect;
bool scissorEnable;
struct Light : D3DLIGHT9
{
Light &operator=(const D3DLIGHT9 &light)
{
Type = light.Type;
Diffuse = light.Diffuse;
Specular = light.Specular;
Ambient = light.Ambient;
Position = light.Position;
Direction = light.Direction;
Range = light.Range;
Falloff = light.Falloff;
Attenuation0 = light.Attenuation0;
Attenuation1 = light.Attenuation1;
Attenuation2 = light.Attenuation2;
Theta = light.Theta;
Phi = light.Phi;
return *this;
}
bool enable;
};
struct Lights : std::map<int, Light>
{
bool exists(int index)
{
return find(index) != end();
}
};
Lights light;
bool softwareVertexProcessing;
Direct3DPixelShader9 *pixelShader;
Direct3DVertexShader9 *vertexShader;
bool lightsDirty;
bool pixelShaderDirty;
unsigned int pixelShaderConstantsBDirty;
unsigned int pixelShaderConstantsFDirty;
unsigned int pixelShaderConstantsIDirty;
bool vertexShaderDirty;
unsigned int vertexShaderConstantsBDirty;
unsigned int vertexShaderConstantsFDirty;
unsigned int vertexShaderConstantsIDirty;
float pixelShaderConstantF[MAX_PIXEL_SHADER_CONST][4];
int pixelShaderConstantI[16][4];
int pixelShaderConstantB[16];
float vertexShaderConstantF[MAX_VERTEX_SHADER_CONST][4];
int vertexShaderConstantI[16][4];
int vertexShaderConstantB[16];
Direct3DVertexDeclaration9 *vertexDeclaration;
Direct3DVertexBuffer9 *dataStream[MAX_VERTEX_INPUTS];
int streamStride[MAX_VERTEX_INPUTS];
int streamOffset[MAX_VERTEX_INPUTS];
unsigned int streamSourceFreq[MAX_VERTEX_INPUTS];
Direct3DIndexBuffer9 *indexData;
Direct3DSwapChain9 *swapChain;
Direct3DSurface9 *renderTarget[4];
Direct3DSurface9 *depthStencil;
Direct3DSurface9 *autoDepthStencil;
Direct3DStateBlock9 *stateRecorder;
unsigned long renderState[D3DRS_BLENDOPALPHA + 1];
unsigned long textureStageState[8][D3DTSS_CONSTANT + 1];
unsigned long samplerState[16 + 4][D3DSAMP_DMAPOFFSET + 1];
bool init;
struct Palette
{
PALETTEENTRY entry[256];
};
unsigned int currentPalette;
std::map<int, Palette> palette;
sw::Context *context;
sw::Renderer *renderer;
bool instancingEnabled;
sw::Surface *cursor;
bool showCursor;
CRITICAL_SECTION criticalSection;
};
class CriticalSection
{
public:
CriticalSection(Direct3DDevice9 *device) : device(device)
{
if(device->behaviourFlags & D3DCREATE_MULTITHREADED)
{
EnterCriticalSection(&device->criticalSection);
}
}
~CriticalSection()
{
if(device->behaviourFlags & D3DCREATE_MULTITHREADED)
{
LeaveCriticalSection(&device->criticalSection);
}
}
private:
Direct3DDevice9 *const device;
};
}
#endif // D3D9_Direct3DDevice9_hpp