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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_Direct3DDevice8_hpp
#define D3D8_Direct3DDevice8_hpp
#include "Unknown.hpp"
#include "Direct3D8.hpp"
#include "Direct3DStateBlock8.hpp"
#include "Direct3DVertexDeclaration8.hpp"
#include "Direct3DSwapChain8.hpp"
#include "Stream.hpp"
#include <d3d8.h>
#include <vector>
#include <list>
#include <map>
namespace sw
{
class Renderer;
class Context;
}
namespace D3D8
{
class Direct3DPixelShader8;
class Direct3DVertexShader8;
class Direct3DSurface8;
class Direct3DVertexBuffer8;
class Direct3DIndexBuffer8;
class Direct3DDevice8 : public IDirect3DDevice8, protected Unknown
{
public:
Direct3DDevice8(const HINSTANCE instance, Direct3D8 *d3d8, unsigned int adapter, D3DDEVTYPE deviceType, HWND focusWindow, unsigned long behaviourFlags, D3DPRESENT_PARAMETERS *presentParameters);
~Direct3DDevice8() override;
// IUnknown methods
long __stdcall QueryInterface(const IID &iid, void **object) override;
unsigned long __stdcall AddRef() override;
unsigned long __stdcall Release() override;
// IDirect3DDevice8 methods
long __stdcall ApplyStateBlock(unsigned long token) override;
long __stdcall BeginScene() override;
long __stdcall BeginStateBlock() override;
long __stdcall CaptureStateBlock(unsigned long token) override;
long __stdcall Clear(unsigned long count, const D3DRECT *rects, unsigned long flags, unsigned long color, float z, unsigned long stencil) override;
long __stdcall CopyRects(IDirect3DSurface8 *sourceSurface, const RECT *sourceRectsArray, unsigned int rects, IDirect3DSurface8 *destinationSurface, const POINT *destPointsArray) override;
long __stdcall CreateAdditionalSwapChain(D3DPRESENT_PARAMETERS *presentParameters, IDirect3DSwapChain8 **swapChain) override;
long __stdcall CreateCubeTexture(unsigned int edgeLength, unsigned int levels, unsigned long usage, D3DFORMAT format, D3DPOOL pool, IDirect3DCubeTexture8 **cubeTexture) override;
long __stdcall CreateDepthStencilSurface(unsigned int width, unsigned int height, D3DFORMAT format, D3DMULTISAMPLE_TYPE multiSample, IDirect3DSurface8 **surface) override;
long __stdcall CreateImageSurface(unsigned int width, unsigned int height, D3DFORMAT format, IDirect3DSurface8 **surface) override;
long __stdcall CreateIndexBuffer(unsigned int length, unsigned long usage, D3DFORMAT format, D3DPOOL pool, IDirect3DIndexBuffer8 **indexBuffer) override;
long __stdcall CreatePixelShader(const unsigned long *function, unsigned long *handle) override;
long __stdcall CreateRenderTarget(unsigned int width, unsigned int height, D3DFORMAT format, D3DMULTISAMPLE_TYPE multiSample, int lockable, IDirect3DSurface8 **surface) override;
long __stdcall CreateStateBlock(D3DSTATEBLOCKTYPE type, unsigned long *token) override;
long __stdcall CreateTexture(unsigned int width, unsigned int height, unsigned int levels, unsigned long usage, D3DFORMAT format, D3DPOOL pool, IDirect3DTexture8 **texture) override;
long __stdcall CreateVertexBuffer(unsigned int length, unsigned long usage, unsigned long FVF, D3DPOOL, IDirect3DVertexBuffer8 **vertexBuffer) override;
long __stdcall CreateVertexShader(const unsigned long *declaration, const unsigned long *function, unsigned long *handle, unsigned long usage) override;
long __stdcall CreateVolumeTexture(unsigned int width, unsigned int height, unsigned int depth, unsigned int levels, unsigned long usage, D3DFORMAT format, D3DPOOL pool, IDirect3DVolumeTexture8 **volumeTexture) override;
long __stdcall DeletePatch(unsigned int handle) override;
long __stdcall DeletePixelShader(unsigned long handle) override;
long __stdcall DeleteStateBlock(unsigned long token) override;
long __stdcall DeleteVertexShader(unsigned long handle) override;
long __stdcall DrawIndexedPrimitive(D3DPRIMITIVETYPE type, unsigned int minIndex, unsigned int numVertices, unsigned int startIndex, unsigned int primitiveCount) override;
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) override;
long __stdcall DrawPrimitive(D3DPRIMITIVETYPE primitiveType, unsigned int startVertex, unsigned int primiveCount) override;
long __stdcall DrawPrimitiveUP(D3DPRIMITIVETYPE primitiveType, unsigned int primitiveCount, const void *vertexStreamZeroData, unsigned int vertexStreamZeroStride) override;
long __stdcall DrawRectPatch(unsigned int handle, const float *numSegs, const D3DRECTPATCH_INFO *rectPatchInfo) override;
long __stdcall DrawTriPatch(unsigned int handle, const float *numSegs, const D3DTRIPATCH_INFO *triPatchInfo) override;
long __stdcall EndScene() override;
long __stdcall EndStateBlock(unsigned long *token) override;
unsigned int __stdcall GetAvailableTextureMem() override;
long __stdcall GetBackBuffer(unsigned int index, D3DBACKBUFFER_TYPE type, IDirect3DSurface8 **backBuffer) override;
long __stdcall GetClipPlane(unsigned long index, float *plane) override;
long __stdcall GetClipStatus(D3DCLIPSTATUS8 *clipStatus) override;
long __stdcall GetCreationParameters(D3DDEVICE_CREATION_PARAMETERS *parameters) override;
long __stdcall GetCurrentTexturePalette(unsigned int *paletteNumber) override;
long __stdcall GetDepthStencilSurface(IDirect3DSurface8 **depthStencilSurface) override;
long __stdcall GetDeviceCaps(D3DCAPS8 *caps) override;
long __stdcall GetDirect3D(IDirect3D8 **D3D) override;
long __stdcall GetDisplayMode(D3DDISPLAYMODE *mode) override;
long __stdcall GetFrontBuffer(IDirect3DSurface8 *destSurface) override;
void __stdcall GetGammaRamp(D3DGAMMARAMP *ramp) override;
long __stdcall GetIndices(IDirect3DIndexBuffer8 **indexData, unsigned int *baseVertexIndex) override;
long __stdcall GetInfo(unsigned long devInfoID, void *devInfoStruct, unsigned long devInfoStructSize) override;
long __stdcall GetLight(unsigned long index, D3DLIGHT8 *p) override;
long __stdcall GetLightEnable(unsigned long index , int *enable) override;
long __stdcall GetMaterial(D3DMATERIAL8 *material) override;
long __stdcall GetPaletteEntries(unsigned int paletteNumber, PALETTEENTRY *entries) override;
long __stdcall GetPixelShader(unsigned long *handle) override;
long __stdcall GetPixelShaderFunction(unsigned long handle, void *data, unsigned long *sizeOfData) override;
long __stdcall GetPixelShaderConstant(unsigned long startRegister, void *constantData, unsigned long constantCount) override;
long __stdcall GetRasterStatus(D3DRASTER_STATUS *rasterStatus) override;
long __stdcall GetRenderState(D3DRENDERSTATETYPE State, unsigned long *value) override;
long __stdcall GetRenderTarget(IDirect3DSurface8 **renderTarget) override;
long __stdcall GetStreamSource(unsigned int streamNumber, IDirect3DVertexBuffer8 **streamData, unsigned int *stride) override;
long __stdcall GetTexture(unsigned long stage, IDirect3DBaseTexture8 **texture) override;
long __stdcall GetTextureStageState(unsigned long stage, D3DTEXTURESTAGESTATETYPE type, unsigned long *value) override;
long __stdcall GetTransform(D3DTRANSFORMSTATETYPE state, D3DMATRIX *matrix) override;
long __stdcall GetVertexShader(unsigned long *handle) override;
long __stdcall GetVertexShaderConstant(unsigned long startRegister, void *constantData, unsigned long constantCount) override;
long __stdcall GetVertexShaderDeclaration(unsigned long handle, void *data, unsigned long *size) override;
long __stdcall GetVertexShaderFunction(unsigned long handle, void *data, unsigned long *size) override;
long __stdcall GetViewport(D3DVIEWPORT8 *viewport) override;
long __stdcall LightEnable(unsigned long index, int enable) override;
long __stdcall MultiplyTransform(D3DTRANSFORMSTATETYPE state, const D3DMATRIX *matrix) override;
long __stdcall Present(const RECT *sourceRect, const RECT *destRect, HWND destWindowOverride, const RGNDATA *dirtyRegion) override;
long __stdcall ProcessVertices(unsigned int srcStartIndex, unsigned int destIndex, unsigned int vertexCount, IDirect3DVertexBuffer8 *destBuffer, unsigned long flags) override;
long __stdcall Reset(D3DPRESENT_PARAMETERS *presentParameters) override;
long __stdcall ResourceManagerDiscardBytes(unsigned long bytes) override;
long __stdcall SetClipPlane(unsigned long index, const float *plane) override;
long __stdcall SetClipStatus(const D3DCLIPSTATUS8 *clipStatus) override;
long __stdcall SetCurrentTexturePalette(unsigned int paletteNumber) override;
void __stdcall SetCursorPosition(int x, int y, unsigned long flags) override;
long __stdcall SetCursorProperties(unsigned int x, unsigned int y, IDirect3DSurface8 *cursorBitmap) override;
void __stdcall SetGammaRamp(unsigned long flags, const D3DGAMMARAMP *ramp) override;
long __stdcall SetIndices(IDirect3DIndexBuffer8 *indexData, unsigned int baseVertexIndex) override;
long __stdcall SetLight(unsigned long index, const D3DLIGHT8 *light) override;
long __stdcall SetMaterial(const D3DMATERIAL8 *material) override;
long __stdcall SetPaletteEntries(unsigned int paletteNumber, const PALETTEENTRY *entries) override;
long __stdcall SetPixelShader(unsigned long shader) override;
long __stdcall SetPixelShaderConstant(unsigned long startRegister, const void *constantData, unsigned long constantCount) override;
long __stdcall SetRenderState(D3DRENDERSTATETYPE state, unsigned long value) override;
long __stdcall SetRenderTarget(IDirect3DSurface8 *renderTarget, IDirect3DSurface8 *newZStencil) override;
long __stdcall SetStreamSource(unsigned int streamNumber, IDirect3DVertexBuffer8 *streamData, unsigned int stride) override;
long __stdcall SetTexture(unsigned long stage, IDirect3DBaseTexture8 *texture) override;
long __stdcall SetTextureStageState(unsigned long stage, D3DTEXTURESTAGESTATETYPE type, unsigned long value) override;
long __stdcall SetTransform(D3DTRANSFORMSTATETYPE state, const D3DMATRIX *matrix) override;
long __stdcall SetVertexShader(unsigned long handle) override;
long __stdcall SetVertexShaderConstant(unsigned long startRegister, const void *constantData, unsigned long constantCount) override;
long __stdcall SetViewport(const D3DVIEWPORT8 *viewport) override;
int __stdcall ShowCursor(int show) override;
long __stdcall TestCooperativeLevel() override;
long __stdcall UpdateTexture(IDirect3DBaseTexture8 *sourceTexture, IDirect3DBaseTexture8 *destinationTexture) override;
long __stdcall ValidateDevice(unsigned long *numPasses) override;
// Internal methods
long __stdcall updateSurface(IDirect3DSurface8 *sourceSurface, const RECT *sourceRect, IDirect3DSurface8 *destinationSurface, const POINT *destPoint);
private:
static int FVFStride(unsigned long FVF);
static int typeStride(unsigned char streamType);
static sw::StreamType streamType(int type);
bool bindData(Direct3DIndexBuffer8 *indexBuffer, int base);
void bindStreams(int base);
void bindIndexBuffer(Direct3DIndexBuffer8 *indexBuffer);
void bindLights();
bool bindViewport();
void bindTextures();
void bindCursor();
long updateVolume(IDirect3DVolume8 *sourceVolume, IDirect3DVolume8 *destinationVolume);
void configureFPU();
// Creation parameters
const HINSTANCE instance;
Direct3D8 *d3d8;
const unsigned int adapter;
const D3DDEVTYPE deviceType;
const HWND focusWindow;
const unsigned long behaviourFlags;
const D3DPRESENT_PARAMETERS presentParameters;
HWND windowHandle;
D3DVIEWPORT8 viewport;
D3DMATRIX matrix[512];
Direct3DBaseTexture8 *texture[8];
D3DMATERIAL8 material;
float plane[6][4];
D3DCLIPSTATUS8 clipStatus;
struct Light : D3DLIGHT8
{
Light &operator=(const D3DLIGHT8 &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 lightsDirty;
Direct3DVertexBuffer8 *dataStream[16];
int streamStride[16];
Direct3DIndexBuffer8 *indexData;
unsigned int baseVertexIndex;
unsigned long FVF;
std::vector<Direct3DSwapChain8*> swapChain;
Direct3DSurface8 *renderTarget;
Direct3DSurface8 *depthStencil;
bool recordState;
std::vector<Direct3DStateBlock8*> stateRecorder;
unsigned long renderState[D3DRS_NORMALORDER + 1];
unsigned long textureStageState[8][D3DTSS_RESULTARG + 1];
bool init; // TODO: Deprecate when all state changes implemented
std::vector<Direct3DPixelShader8*> pixelShader;
std::vector<Direct3DVertexShader8*> vertexShader;
unsigned long pixelShaderHandle;
unsigned long vertexShaderHandle;
const unsigned long *declaration;
float pixelShaderConstant[8][4];
float vertexShaderConstant[256][4];
struct Palette
{
PALETTEENTRY entry[256];
};
unsigned int currentPalette;
std::map<int, Palette> palette;
sw::Context *context;
sw::Renderer *renderer;
sw::Surface *cursor;
bool showCursor;
HCURSOR nullCursor;
HCURSOR win32Cursor;
};
}
#endif // D3D8_Direct3DDevice8_hpp