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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 D3D8_Direct3DStateBlock8_hpp
#define D3D8_Direct3DStateBlock8_hpp
#include "Unknown.hpp"
#include <vector>
#include <d3d8.h>
namespace D3D8
{
class Direct3DDevice8;
class Direct3DBaseTexture8;
class Direct3DVertexBuffer8;
class Direct3DIndexBuffer8;
class Direct3DStateBlock8 : public Unknown
{
public:
Direct3DStateBlock8(Direct3DDevice8 *device, D3DSTATEBLOCKTYPE type);
virtual ~Direct3DStateBlock8();
// IUnknown methods
long __stdcall QueryInterface(const IID &iid, void **object);
unsigned long __stdcall AddRef();
unsigned long __stdcall Release();
// IDirect3DStateBlock8 methods
long __stdcall Apply();
long __stdcall Capture();
long __stdcall GetDevice(IDirect3DDevice8 **device);
// Internal methods
void lightEnable(unsigned long index, int enable);
void setClipPlane(unsigned long index, const float *plane);
void setCurrentTexturePalette(unsigned int paletteNumber);
void setFVF(unsigned long FVF);
void setIndices(Direct3DIndexBuffer8 *indexData, unsigned int baseVertexIndex);
void setLight(unsigned long index, const D3DLIGHT8 *light);
void setMaterial(const D3DMATERIAL8 *material);
void setPixelShader(unsigned long shaderHandle);
void setPixelShaderConstant(unsigned int startRegister, const void *constantData, unsigned int count);
void setRenderState(D3DRENDERSTATETYPE state, unsigned long value);
void setScissorRect(const RECT *rect);
void setStreamSource(unsigned int stream, Direct3DVertexBuffer8 *data, unsigned int stride);
void setTexture(unsigned long stage, Direct3DBaseTexture8 *texture);
void setTextureStageState(unsigned long stage, D3DTEXTURESTAGESTATETYPE type, unsigned long value);
void setTransform(D3DTRANSFORMSTATETYPE state, const D3DMATRIX *matrix);
void setViewport(const D3DVIEWPORT8 *viewport);
void setVertexShader(unsigned long shaderHandle);
void setVertexShaderConstant(unsigned int startRegister, const void *constantData, unsigned int count);
private:
// Individual states
void captureRenderState(D3DRENDERSTATETYPE state);
void captureTextureStageState(unsigned long stage, D3DTEXTURESTAGESTATETYPE type);
void captureTransform(D3DTRANSFORMSTATETYPE state);
// Pixel states
void capturePixelRenderStates();
void capturePixelTextureStates();
void capturePixelShaderStates();
// Vertex states
void captureVertexRenderStates();
void captureVertexTextureStates();
void captureLightStates();
void captureVertexShaderStates();
// All (remaining) states
void captureTextures();
void captureVertexTextures();
void captureDisplacementTextures();
void captureTexturePalette();
void captureVertexStreams();
void captureIndexBuffer();
void captureViewport();
void captureTransforms();
void captureTextureTransforms();
void captureClippingPlanes();
void captureMaterial();
// Creation parameters
Direct3DDevice8 *const device;
const D3DSTATEBLOCKTYPE type;
// State data
bool vertexShaderCaptured;
unsigned long vertexShaderHandle;
bool pixelShaderCaptured;
unsigned long pixelShaderHandle;
bool indexBufferCaptured;
Direct3DIndexBuffer8 *indexBuffer;
unsigned int baseVertexIndex;
bool renderStateCaptured[D3DRS_NORMALORDER + 1];
unsigned long renderState[D3DRS_NORMALORDER + 1];
bool textureStageStateCaptured[8][D3DTSS_RESULTARG + 1];
unsigned long textureStageState[8][D3DTSS_RESULTARG + 1];
bool streamSourceCaptured[16];
struct StreamSource
{
Direct3DVertexBuffer8 *vertexBuffer;
unsigned int stride;
};
StreamSource streamSource[16];
bool textureCaptured[8];
Direct3DBaseTexture8 *texture[8];
bool transformCaptured[512];
D3DMATRIX transform[512];
bool viewportCaptured;
D3DVIEWPORT8 viewport;
bool clipPlaneCaptured[6];
float clipPlane[6][4];
bool materialCaptured;
D3DMATERIAL8 material;
bool lightCaptured[8]; // FIXME: Unlimited index
D3DLIGHT8 light[8];
bool lightEnableCaptured[8]; // FIXME: Unlimited index
int lightEnableState[8];
float pixelShaderConstant[8][4];
float vertexShaderConstant[256][4];
bool scissorRectCaptured;
RECT scissorRect;
bool paletteNumberCaptured;
unsigned int paletteNumber;
void clear();
};
}
#endif // D3D8_Direct3DStateBlock8_hpp