Add back the D3D9 code from before the April 2014 code dump. Bug 22533227 Change-Id: Ib669fcd6a644c79b3a9e8f5dcf7da278d75cefef Reviewed-on: https://swiftshader-review.googlesource.com/3730 Reviewed-by: Nicolas Capens <capn@google.com> Tested-by: Nicolas Capens <capn@google.com>
diff --git a/src/D3D9/Direct3DDevice9Ex.hpp b/src/D3D9/Direct3DDevice9Ex.hpp new file mode 100644 index 0000000..e83d432 --- /dev/null +++ b/src/D3D9/Direct3DDevice9Ex.hpp
@@ -0,0 +1,196 @@ +// SwiftShader Software Renderer +// +// Copyright(c) 2005-2011 TransGaming Inc. +// +// All rights reserved. No part of this software may be copied, distributed, transmitted, +// transcribed, stored in a retrieval system, translated into any human or computer +// language by any means, or disclosed to third parties without the explicit written +// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express +// or implied, including but not limited to any patent rights, are granted to you. +// + +#ifndef D3D9_Direct3DDevice9Ex_hpp +#define D3D9_Direct3DDevice9Ex_hpp + +#include "Direct3DDevice9.hpp" + +#include "Direct3D9Ex.hpp" +#include "Direct3DSwapChain9.hpp" + +#include "Stream.hpp" + +#include <d3d9.h> +#include <map> +#include <list> +#include <vector> + +namespace sw +{ + class Renderer; + class Context; +} + +namespace D3D9 +{ + class Direct3DVertexDeclaration9; + class Direct3DStateBlock9; + class Direct3DSurface9; + class Direct3DPixelShader9; + class Direct3DVertexShader9; + class irect3DVertexDeclaration9; + class Direct3DVertexBuffer9; + class Direct3DIndexBuffer9; + + class Direct3DDevice9Ex : public IDirect3DDevice9Ex, public Direct3DDevice9 + { + public: + Direct3DDevice9Ex(const HINSTANCE instance, Direct3D9Ex *d3d9ex, unsigned int adapter, D3DDEVTYPE deviceType, HWND focusWindow, unsigned long behaviourFlags, D3DPRESENT_PARAMETERS *presentParameters); + + virtual ~Direct3DDevice9Ex(); + + // IUnknown methods + long __stdcall QueryInterface(const IID &iid, void **object); + unsigned long __stdcall AddRef(); + unsigned long __stdcall Release(); + + // IDirect3DDevice9 methods + long __stdcall TestCooperativeLevel(); + unsigned int __stdcall GetAvailableTextureMem(); + long __stdcall EvictManagedResources(); + long __stdcall GetDirect3D(IDirect3D9 **D3D); + long __stdcall GetDeviceCaps(D3DCAPS9 *caps); + long __stdcall GetDisplayMode(unsigned int swapChain ,D3DDISPLAYMODE *mode); + long __stdcall GetCreationParameters(D3DDEVICE_CREATION_PARAMETERS *parameters); + long __stdcall SetCursorProperties(unsigned int x, unsigned int y, IDirect3DSurface9 *cursorBitmap); + void __stdcall SetCursorPosition(int x, int y, unsigned long flags); + int __stdcall ShowCursor(int show); + long __stdcall CreateAdditionalSwapChain(D3DPRESENT_PARAMETERS *presentParameters, IDirect3DSwapChain9 **swapChain); + long __stdcall GetSwapChain(unsigned int index, IDirect3DSwapChain9 **swapChain); + unsigned int __stdcall GetNumberOfSwapChains(); + long __stdcall Reset(D3DPRESENT_PARAMETERS *presentParameters); + long __stdcall Present(const RECT *sourceRect, const RECT *destRect, HWND destWindowOverride, const RGNDATA *dirtyRegion); + long __stdcall GetBackBuffer(unsigned int swapChain, unsigned int index, D3DBACKBUFFER_TYPE type, IDirect3DSurface9 **backBuffer); + long __stdcall GetRasterStatus(unsigned int swapChain, D3DRASTER_STATUS *rasterStatus); + long __stdcall SetDialogBoxMode(int enableDialogs); + void __stdcall SetGammaRamp(unsigned int swapChain, unsigned long flags, const D3DGAMMARAMP *ramp); + void __stdcall GetGammaRamp(unsigned int swapChain, D3DGAMMARAMP *ramp); + 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 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 CreateCubeTexture(unsigned int edgeLength, unsigned int levels, unsigned long usage, D3DFORMAT format, D3DPOOL pool, IDirect3DCubeTexture9 **cubeTexture, void **sharedHandle); + long __stdcall CreateVertexBuffer(unsigned int length, unsigned long usage, unsigned long FVF, D3DPOOL, IDirect3DVertexBuffer9 **vertexBuffer, void **sharedHandle); + long __stdcall CreateIndexBuffer(unsigned int length, unsigned long usage, D3DFORMAT format, D3DPOOL pool, IDirect3DIndexBuffer9 **indexBuffer, void **sharedHandle); + 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 CreateDepthStencilSurface(unsigned int width, unsigned int height, D3DFORMAT format, D3DMULTISAMPLE_TYPE multiSample, unsigned long multiSampleQuality, int discard, IDirect3DSurface9 **surface, void **sharedHandle); + long __stdcall UpdateSurface(IDirect3DSurface9 *sourceSurface, const RECT *sourceRect, IDirect3DSurface9 *destinationSurface, const POINT *destPoint); + long __stdcall UpdateTexture(IDirect3DBaseTexture9 *sourceTexture, IDirect3DBaseTexture9 *destinationTexture); + long __stdcall GetRenderTargetData(IDirect3DSurface9 *renderTarget, IDirect3DSurface9 *destSurface); + long __stdcall GetFrontBufferData(unsigned int swapChain, IDirect3DSurface9 *destSurface); + long __stdcall StretchRect(IDirect3DSurface9 *sourceSurface, const RECT *sourceRect, IDirect3DSurface9 *destSurface, const RECT *destRect, D3DTEXTUREFILTERTYPE filter); + long __stdcall ColorFill(IDirect3DSurface9 *surface, const RECT *rect, D3DCOLOR color); + long __stdcall CreateOffscreenPlainSurface(unsigned int width, unsigned int height, D3DFORMAT format, D3DPOOL pool, IDirect3DSurface9 **surface, void **sharedHandle); + long __stdcall SetRenderTarget(unsigned long index, IDirect3DSurface9 *renderTarget); + long __stdcall GetRenderTarget(unsigned long index, IDirect3DSurface9 **renderTarget); + long __stdcall SetDepthStencilSurface(IDirect3DSurface9 *newDepthStencil); + long __stdcall GetDepthStencilSurface(IDirect3DSurface9 **depthStencilSurface); + long __stdcall BeginScene(); + long __stdcall EndScene(); + long __stdcall Clear(unsigned long Count, const D3DRECT *rects, unsigned long Flags, unsigned long Color, float Z, unsigned long Stencil); + long __stdcall SetTransform(D3DTRANSFORMSTATETYPE state, const D3DMATRIX *matrix); + long __stdcall GetTransform(D3DTRANSFORMSTATETYPE state, D3DMATRIX *matrix); + long __stdcall MultiplyTransform(D3DTRANSFORMSTATETYPE state, const D3DMATRIX *matrix); + long __stdcall SetViewport(const D3DVIEWPORT9 *viewport); + long __stdcall GetViewport(D3DVIEWPORT9 *viewport); + long __stdcall SetMaterial(const D3DMATERIAL9 *material); + long __stdcall GetMaterial(D3DMATERIAL9 *material); + long __stdcall SetLight(unsigned long index, const D3DLIGHT9 *light); + long __stdcall GetLight(unsigned long index, D3DLIGHT9 *light); + long __stdcall LightEnable(unsigned long index, int enable); + long __stdcall GetLightEnable(unsigned long index , int *enable); + long __stdcall SetClipPlane(unsigned long index, const float *plane); + long __stdcall GetClipPlane(unsigned long index, float *plane); + long __stdcall SetRenderState(D3DRENDERSTATETYPE state, unsigned long value); + long __stdcall GetRenderState(D3DRENDERSTATETYPE State, unsigned long *value); + long __stdcall CreateStateBlock(D3DSTATEBLOCKTYPE type, IDirect3DStateBlock9 **stateBlock); + long __stdcall BeginStateBlock(); + long __stdcall EndStateBlock(IDirect3DStateBlock9 **stateBlock); + long __stdcall SetClipStatus(const D3DCLIPSTATUS9 *clipStatus); + long __stdcall GetClipStatus(D3DCLIPSTATUS9 *clipStatus); + long __stdcall GetTexture(unsigned long sampler, IDirect3DBaseTexture9 **texture); + long __stdcall SetTexture(unsigned long sampler, IDirect3DBaseTexture9 *texture); + long __stdcall GetTextureStageState(unsigned long stage, D3DTEXTURESTAGESTATETYPE type, unsigned long *value); + long __stdcall SetTextureStageState(unsigned long stage, D3DTEXTURESTAGESTATETYPE type, unsigned long value); + long __stdcall GetSamplerState(unsigned long sampler, D3DSAMPLERSTATETYPE state, unsigned long *value); + long __stdcall SetSamplerState(unsigned long sampler, D3DSAMPLERSTATETYPE state, unsigned long value); + long __stdcall ValidateDevice(unsigned long *numPasses); + long __stdcall SetPaletteEntries(unsigned int paletteNumber, const PALETTEENTRY *entries); + long __stdcall GetPaletteEntries(unsigned int paletteNumber, PALETTEENTRY *entries); + long __stdcall SetCurrentTexturePalette(unsigned int paletteNumber); + long __stdcall GetCurrentTexturePalette(unsigned int *paletteNumber); + long __stdcall SetScissorRect(const RECT *rect); + long __stdcall GetScissorRect(RECT *rect); + long __stdcall SetSoftwareVertexProcessing(int software); + int __stdcall GetSoftwareVertexProcessing(); + long __stdcall SetNPatchMode(float segments); + float __stdcall GetNPatchMode(); + long __stdcall DrawPrimitive(D3DPRIMITIVETYPE primitiveType, unsigned int startVertex, unsigned int primiveCount); + long __stdcall DrawIndexedPrimitive(D3DPRIMITIVETYPE type, int baseVertexIndex, unsigned int minIndex, unsigned int numVertices, unsigned int startIndex, unsigned int primitiveCount); + long __stdcall DrawPrimitiveUP(D3DPRIMITIVETYPE primitiveType, unsigned int primitiveCount, const void *vertexStreamZeroData, unsigned int vertexStreamZeroStride); + 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 ProcessVertices(unsigned int srcStartIndex, unsigned int destIndex, unsigned int vertexCount, IDirect3DVertexBuffer9 *destBuffer, IDirect3DVertexDeclaration9 *vertexDeclaration, unsigned long flags); + long __stdcall CreateVertexDeclaration(const D3DVERTEXELEMENT9 *vertexElements, IDirect3DVertexDeclaration9 **declaration); + long __stdcall SetVertexDeclaration(IDirect3DVertexDeclaration9 *declaration); + long __stdcall GetVertexDeclaration(IDirect3DVertexDeclaration9 **declaration); + long __stdcall SetFVF(unsigned long FVF); + long __stdcall GetFVF(unsigned long *FVF); + long __stdcall CreateVertexShader(const unsigned long *function, IDirect3DVertexShader9 **shader); + long __stdcall SetVertexShader(IDirect3DVertexShader9 *shader); + long __stdcall GetVertexShader(IDirect3DVertexShader9 **shader); + long __stdcall SetVertexShaderConstantF(unsigned int startRegister, const float *constantData, unsigned int count); + long __stdcall GetVertexShaderConstantF(unsigned int startRegister, float *constantData, unsigned int count); + long __stdcall SetVertexShaderConstantI(unsigned int startRegister, const int *constantData, unsigned int count); + long __stdcall GetVertexShaderConstantI(unsigned int startRegister, int *constantData, unsigned int count); + long __stdcall SetVertexShaderConstantB(unsigned int startRegister, const int *constantData, unsigned int count); + long __stdcall GetVertexShaderConstantB(unsigned int startRegister, int *constantData, unsigned int count); + long __stdcall SetStreamSource(unsigned int stream, IDirect3DVertexBuffer9 *data, unsigned int offset, unsigned int stride); + long __stdcall GetStreamSource(unsigned int streamNumber, IDirect3DVertexBuffer9 **streamData, unsigned int *offset, unsigned int *stride); + long __stdcall SetStreamSourceFreq(unsigned int streamNumber, unsigned int divider); + long __stdcall GetStreamSourceFreq(unsigned int streamNumber, unsigned int *divider); + long __stdcall SetIndices(IDirect3DIndexBuffer9 *indexData); + long __stdcall GetIndices(IDirect3DIndexBuffer9 **indexData); + long __stdcall CreatePixelShader(const unsigned long *function, IDirect3DPixelShader9 **shader); + long __stdcall SetPixelShader(IDirect3DPixelShader9 *shader); + long __stdcall GetPixelShader(IDirect3DPixelShader9 **shader); + long __stdcall SetPixelShaderConstantI(unsigned int startRegister, const int *constantData, unsigned int count); + long __stdcall GetPixelShaderConstantI(unsigned int startRegister, int *constantData, unsigned int count); + long __stdcall SetPixelShaderConstantF(unsigned int startRegister, const float *constantData, unsigned int count); + long __stdcall GetPixelShaderConstantF(unsigned int startRegister, float *constantData, unsigned int count); + long __stdcall SetPixelShaderConstantB(unsigned int startRegister, const int *constantData, unsigned int count); + long __stdcall GetPixelShaderConstantB(unsigned int startRegister, int *constantData, unsigned int count); + 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 DeletePatch(unsigned int handle); + long __stdcall CreateQuery(D3DQUERYTYPE type, IDirect3DQuery9 **query); + + // IDirect3DDevice9Ex methods + long __stdcall SetConvolutionMonoKernel(UINT,UINT,float *,float *); + long __stdcall ComposeRects(IDirect3DSurface9 *,IDirect3DSurface9 *,IDirect3DVertexBuffer9 *,UINT,IDirect3DVertexBuffer9 *,D3DCOMPOSERECTSOP,int,int); + long __stdcall PresentEx(const RECT *,const RECT *,HWND,const RGNDATA *,DWORD); + long __stdcall GetGPUThreadPriority(int *priority); + long __stdcall SetGPUThreadPriority(int priority); + long __stdcall WaitForVBlank(unsigned int swapChain); + long __stdcall CheckResourceResidency(IDirect3DResource9 **resourceArray, unsigned int numResources); + long __stdcall SetMaximumFrameLatency(unsigned int maxLatency); + long __stdcall GetMaximumFrameLatency(unsigned int *maxLatency); + long __stdcall CheckDeviceState(HWND destinationWindow); + long __stdcall CreateRenderTargetEx(unsigned int width, unsigned int height, D3DFORMAT format, D3DMULTISAMPLE_TYPE multiSampleType, unsigned long multiSampleQuality, int lockable, IDirect3DSurface9 **surface, void **sharedHandle, unsigned long usage); + long __stdcall CreateOffscreenPlainSurfaceEx(unsigned int width, unsigned int height, D3DFORMAT format, D3DPOOL pool, IDirect3DSurface9 **surface, void **sharedHandle, unsigned long usage); + long __stdcall CreateDepthStencilSurfaceEx(unsigned int width, unsigned int height, D3DFORMAT format, D3DMULTISAMPLE_TYPE multiSampleType, unsigned long multiSampleQuality, int discard, IDirect3DSurface9 **surface, void **sharedHandle, unsigned long usage); + long __stdcall ResetEx(D3DPRESENT_PARAMETERS *presentParameters, D3DDISPLAYMODEEX *fullscreenDisplayMode); + long __stdcall GetDisplayModeEx(unsigned int swapChain, D3DDISPLAYMODEEX *mode, D3DDISPLAYROTATION *rotation); + + private: + Direct3D9Ex *const d3d9ex; + }; +} + +#endif // D3D9_Direct3DDevice9Ex_hpp