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authorJohn Schoenick <[email protected]>2015-09-09 18:35:41 -0700
committerJohn Schoenick <[email protected]>2015-09-09 18:35:41 -0700
commit0d8dceea4310fde5706b3ce1c70609d72a38efdf (patch)
treec831ef32c2c801a5c5a80401736b52c7b5a528ec /mp/src/public/togl/osx/dxabstract.h
parentUpdated the SDK with the latest code from the TF and HL2 branches. (diff)
downloadsource-sdk-2013-master.tar.xz
source-sdk-2013-master.zip
Updated the SDK with the latest code from the TF and HL2 branches.HEADmaster
Diffstat (limited to 'mp/src/public/togl/osx/dxabstract.h')
-rw-r--r--mp/src/public/togl/osx/dxabstract.h804
1 files changed, 0 insertions, 804 deletions
diff --git a/mp/src/public/togl/osx/dxabstract.h b/mp/src/public/togl/osx/dxabstract.h
deleted file mode 100644
index 92f6bc32..00000000
--- a/mp/src/public/togl/osx/dxabstract.h
+++ /dev/null
@@ -1,804 +0,0 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-//
-//
-//==================================================================================================
-
-#ifndef DXABSTRACT_H
-#define DXABSTRACT_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include "togl/rendermechanism.h"
-
-#include "materialsystem/ishader.h"
-
-// Uncomment this on Windows if you want to compile the Windows GL version.
-// #undef USE_ACTUAL_DX
-
-#ifdef USE_ACTUAL_DX
-
-#ifndef WIN32
-#error sorry man
-#endif
-#ifdef _X360
-#include "d3d9.h"
-#include "d3dx9.h"
-#else
-#include <windows.h>
-#include "../../dx9sdk/include/d3d9.h"
-#include "../../dx9sdk/include/d3dx9.h"
-#endif
-typedef HWND VD3DHWND;
-
-#else
-
-#ifdef WIN32
-#error Gl on win32?
-#endif
-
-#include "tier0/platform.h"
-
-#ifndef DX_TO_GL_ABSTRACTION
-#define DX_TO_GL_ABSTRACTION
-#endif
-
-#include "bitmap/imageformat.h"
-#include "togl/rendermechanism.h"
-
-#ifdef OSX
-extern "C" void Debugger(void);
-#endif
-
-// turn this on to get refcount logging from IUnknown
-#define IUNKNOWN_ALLOC_SPEW 0
-#define IUNKNOWN_ALLOC_SPEW_MARK_ALL 0
-
-
-// ------------------------------------------------------------------------------------------------------------------------------ //
-// DEFINES
-// ------------------------------------------------------------------------------------------------------------------------------ //
-
-typedef void* VD3DHWND;
-typedef void* VD3DHANDLE;
-
-
-TOGL_INTERFACE void toglGetClientRect( VD3DHWND hWnd, RECT *destRect );
-
-struct TOGL_CLASS IUnknown
-{
- int m_refcount[2];
- bool m_mark;
-
- IUnknown( void )
- {
- m_refcount[0] = 1;
- m_refcount[1] = 0;
- m_mark = (IUNKNOWN_ALLOC_SPEW_MARK_ALL != 0); // either all are marked, or only the ones that have SetMark(true) called on them
-
- #if IUNKNOWN_ALLOC_SPEW
- if (m_mark)
- {
- GLMPRINTF(("-A- IUnew (%08x) refc -> (%d,%d) ",this,m_refcount[0],m_refcount[1]));
- }
- #endif
- };
-
- virtual ~IUnknown( void )
- {
- #if IUNKNOWN_ALLOC_SPEW
- if (m_mark)
- {
- GLMPRINTF(("-A- IUdel (%08x) ",this ));
- }
- #endif
- };
-
- void AddRef( int which=0, char *comment = NULL )
- {
- Assert( which >= 0 );
- Assert( which < 2 );
- m_refcount[which]++;
-
- #if IUNKNOWN_ALLOC_SPEW
- if (m_mark)
- {
- GLMPRINTF(("-A- IUAddRef (%08x,%d) refc -> (%d,%d) [%s]",this,which,m_refcount[0],m_refcount[1],comment?comment:"...")) ;
- if (!comment)
- {
- GLMPRINTF(("")) ; // place to hang a breakpoint
- }
- }
- #endif
- };
-
- ULONG __stdcall Release( int which=0, char *comment = NULL )
- {
- Assert( which >= 0 );
- Assert( which < 2 );
-
- //int oldrefcs[2] = { m_refcount[0], m_refcount[1] };
- bool deleting = false;
-
- m_refcount[which]--;
- if ( (!m_refcount[0]) && (!m_refcount[1]) )
- {
- deleting = true;
- }
-
- #if IUNKNOWN_ALLOC_SPEW
- if (m_mark)
- {
- GLMPRINTF(("-A- IURelease (%08x,%d) refc -> (%d,%d) [%s] %s",this,which,m_refcount[0],m_refcount[1],comment?comment:"...",deleting?"->DELETING":""));
- if (!comment)
- {
- GLMPRINTF(("")) ; // place to hang a breakpoint
- }
- }
- #endif
-
- if (deleting)
- {
- if (m_mark)
- {
- GLMPRINTF(("")) ; // place to hang a breakpoint
- }
- delete this;
- return 0;
- }
- else
- {
- return m_refcount[0];
- }
- };
-
- void SetMark( bool markValue, char *comment=NULL )
- {
- #if IUNKNOWN_ALLOC_SPEW
- if (!m_mark && markValue) // leading edge detect
- {
- // print the same thing that the constructor would have printed if it had been marked from the beginning
- // i.e. it's anticipated that callers asking for marking will do so right at create time
- GLMPRINTF(("-A- IUSetMark (%08x) refc -> (%d,%d) (%s) ",this,m_refcount[0],m_refcount[1],comment?comment:"..."));
- }
- #endif
-
- m_mark = markValue;
- }
-};
-
-
-// ------------------------------------------------------------------------------------------------------------------------------ //
-// INTERFACES
-// ------------------------------------------------------------------------------------------------------------------------------ //
-
-struct TOGL_CLASS IDirect3DResource9 : public IUnknown
-{
- IDirect3DDevice9 *m_device; // parent device
- D3DRESOURCETYPE m_restype;
-
- DWORD SetPriority(DWORD PriorityNew);
-};
-
-struct TOGL_CLASS IDirect3DBaseTexture9 : public IDirect3DResource9 // "A Texture.."
-{
- D3DSURFACE_DESC m_descZero; // desc of top level.
- CGLMTex *m_tex; // a CGLMTex can represent all forms of tex
- int m_srgbFlipCount;
-
- virtual ~IDirect3DBaseTexture9();
- D3DRESOURCETYPE GetType();
- DWORD GetLevelCount();
- HRESULT GetLevelDesc(UINT Level,D3DSURFACE_DESC *pDesc);
-};
-
-struct TOGL_CLASS IDirect3DTexture9 : public IDirect3DBaseTexture9 // "Texture 2D"
-{
- IDirect3DSurface9 *m_surfZero; // surf of top level.
-
- virtual ~IDirect3DTexture9();
-
- HRESULT LockRect(UINT Level,D3DLOCKED_RECT* pLockedRect,CONST RECT* pRect,DWORD Flags);
- HRESULT UnlockRect(UINT Level);
- HRESULT GetSurfaceLevel(UINT Level,IDirect3DSurface9** ppSurfaceLevel);
-};
-
-struct TOGL_CLASS IDirect3DCubeTexture9 : public IDirect3DBaseTexture9 // "Texture Cube Map"
-{
- IDirect3DSurface9 *m_surfZero[6]; // surfs of top level.
-
- virtual ~IDirect3DCubeTexture9();
-
- HRESULT GetCubeMapSurface(D3DCUBEMAP_FACES FaceType,UINT Level,IDirect3DSurface9** ppCubeMapSurface);
- HRESULT GetLevelDesc(UINT Level,D3DSURFACE_DESC *pDesc);
-};
-
-struct TOGL_CLASS IDirect3DVolumeTexture9 : public IDirect3DBaseTexture9 // "Texture 3D"
-{
- IDirect3DSurface9 *m_surfZero; // surf of top level.
- D3DVOLUME_DESC m_volDescZero; // volume desc top level
-
- virtual ~IDirect3DVolumeTexture9();
-
- HRESULT LockBox(UINT Level,D3DLOCKED_BOX* pLockedVolume,CONST D3DBOX* pBox,DWORD Flags);
- HRESULT UnlockBox(UINT Level);
- HRESULT GetLevelDesc( UINT level, D3DVOLUME_DESC *pDesc );
-};
-
-
-// for the moment, a "D3D surface" is modeled as a GLM tex, a face, and a mip.
-// no Create method, these are filled in by the various create surface methods.
-
-struct TOGL_CLASS IDirect3DSurface9 : public IDirect3DResource9
-{
- virtual ~IDirect3DSurface9();
-
- HRESULT LockRect(D3DLOCKED_RECT* pLockedRect,CONST RECT* pRect,DWORD Flags);
- HRESULT UnlockRect();
- HRESULT GetDesc(D3DSURFACE_DESC *pDesc);
-
- D3DSURFACE_DESC m_desc;
- CGLMTex *m_tex;
- int m_face;
- int m_mip;
-};
-
-
-
-struct TOGL_CLASS IDirect3D9 : public IUnknown
-{
-public:
- virtual ~IDirect3D9();
-
- UINT GetAdapterCount(); //cheese: returns 1
-
- HRESULT GetDeviceCaps (UINT Adapter,D3DDEVTYPE DeviceType,D3DCAPS9* pCaps);
- HRESULT GetAdapterIdentifier (UINT Adapter,DWORD Flags,D3DADAPTER_IDENTIFIER9* pIdentifier);
- HRESULT CheckDeviceFormat (UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT AdapterFormat,DWORD Usage,D3DRESOURCETYPE RType,D3DFORMAT CheckFormat);
- UINT GetAdapterModeCount (UINT Adapter,D3DFORMAT Format);
- HRESULT EnumAdapterModes (UINT Adapter,D3DFORMAT Format,UINT Mode,D3DDISPLAYMODE* pMode);
- HRESULT CheckDeviceType (UINT Adapter,D3DDEVTYPE DevType,D3DFORMAT AdapterFormat,D3DFORMAT BackBufferFormat,BOOL bWindowed);
- HRESULT GetAdapterDisplayMode (UINT Adapter,D3DDISPLAYMODE* pMode);
- HRESULT CheckDepthStencilMatch (UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT AdapterFormat,D3DFORMAT RenderTargetFormat,D3DFORMAT DepthStencilFormat);
- HRESULT CheckDeviceMultiSampleType (UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT SurfaceFormat,BOOL Windowed,D3DMULTISAMPLE_TYPE MultiSampleType,DWORD* pQualityLevels);
-
- HRESULT CreateDevice (UINT Adapter,D3DDEVTYPE DeviceType,VD3DHWND hFocusWindow,DWORD BehaviorFlags,D3DPRESENT_PARAMETERS* pPresentationParameters,IDirect3DDevice9** ppReturnedDeviceInterface);
-};
-
-struct TOGL_CLASS IDirect3DSwapChain9 : public IUnknown
-{
-};
-
-
-
- // typedef enum D3DDECLUSAGE
- // {
- // D3DDECLUSAGE_POSITION = 0,
- // D3DDECLUSAGE_BLENDWEIGHT = 1,
- // D3DDECLUSAGE_BLENDINDICES = 2,
- // D3DDECLUSAGE_NORMAL = 3,
- // D3DDECLUSAGE_PSIZE = 4,
- // D3DDECLUSAGE_TEXCOORD = 5,
- // D3DDECLUSAGE_TANGENT = 6,
- // D3DDECLUSAGE_BINORMAL = 7,
- // D3DDECLUSAGE_TESSFACTOR = 8,
- // D3DDECLUSAGE_POSITIONT = 9,
- // D3DDECLUSAGE_COLOR = 10,
- // D3DDECLUSAGE_FOG = 11,
- // D3DDECLUSAGE_DEPTH = 12,
- // D3DDECLUSAGE_SAMPLE = 13,
- // } D3DDECLUSAGE, *LPD3DDECLUSAGE;
- // Constants
- //
- // D3DDECLUSAGE_POSITION
- // Position data ranging from (-1,-1) to (1,1). Use D3DDECLUSAGE_POSITION with
- // a usage index of 0 to specify untransformed position for fixed function
- // vertex processing and the n-patch tessellator. Use D3DDECLUSAGE_POSITION
- // with a usage index of 1 to specify untransformed position in the fixed
- // function vertex shader for vertex tweening.
- //
- // D3DDECLUSAGE_BLENDWEIGHT
- // Blending weight data. Use D3DDECLUSAGE_BLENDWEIGHT with a usage index of 0
- // to specify the blend weights used in indexed and nonindexed vertex
- // blending.
- //
- // D3DDECLUSAGE_BLENDINDICES
- // Blending indices data. Use D3DDECLUSAGE_BLENDINDICES with a usage index of
- // 0 to specify matrix indices for indexed paletted skinning.
- //
- // D3DDECLUSAGE_NORMAL
- // Vertex normal data. Use D3DDECLUSAGE_NORMAL with a usage index of 0 to
- // specify vertex normals for fixed function vertex processing and the n-patch
- // tessellator. Use D3DDECLUSAGE_NORMAL with a usage index of 1 to specify
- // vertex normals for fixed function vertex processing for vertex tweening.
- //
- // D3DDECLUSAGE_PSIZE
- // Point size data. Use D3DDECLUSAGE_PSIZE with a usage index of 0 to specify
- // the point-size attribute used by the setup engine of the rasterizer to
- // expand a point into a quad for the point-sprite functionality.
- //
- // D3DDECLUSAGE_TEXCOORD
- // Texture coordinate data. Use D3DDECLUSAGE_TEXCOORD, n to specify texture
- // coordinates in fixed function vertex processing and in pixel shaders prior
- // to ps_3_0. These can be used to pass user defined data.
- //
- // D3DDECLUSAGE_TANGENT
- // Vertex tangent data.
- //
- // D3DDECLUSAGE_BINORMAL
- // Vertex binormal data.
- //
- // D3DDECLUSAGE_TESSFACTOR
- // Single positive floating point value. Use D3DDECLUSAGE_TESSFACTOR with a
- // usage index of 0 to specify a tessellation factor used in the tessellation
- // unit to control the rate of tessellation. For more information about the
- // data type, see D3DDECLTYPE_FLOAT1.
- //
- // D3DDECLUSAGE_POSITIONT
- // Vertex data contains transformed position data ranging from (0,0) to
- // (viewport width, viewport height). Use D3DDECLUSAGE_POSITIONT with a usage
- // index of 0 to specify transformed position. When a declaration containing
- // this is set, the pipeline does not perform vertex processing.
- //
- // D3DDECLUSAGE_COLOR
- // Vertex data contains diffuse or specular color. Use D3DDECLUSAGE_COLOR with
- // a usage index of 0 to specify the diffuse color in the fixed function
- // vertex shader and pixel shaders prior to ps_3_0. Use D3DDECLUSAGE_COLOR
- // with a usage index of 1 to specify the specular color in the fixed function
- // vertex shader and pixel shaders prior to ps_3_0.
- //
- // D3DDECLUSAGE_FOG
- // Vertex data contains fog data. Use D3DDECLUSAGE_FOG with a usage index of 0
- // to specify a fog blend value used after pixel shading finishes. This
- // applies to pixel shaders prior to version ps_3_0.
- //
- // D3DDECLUSAGE_DEPTH
- // Vertex data contains depth data.
- //
- // D3DDECLUSAGE_SAMPLE
- // Vertex data contains sampler data. Use D3DDECLUSAGE_SAMPLE with a usage
- // index of 0 to specify the displacement value to look up. It can be used
- // only with D3DDECLUSAGE_LOOKUPPRESAMPLED or D3DDECLUSAGE_LOOKUP.
-
- //note the form of the list terminator..
-
- // #define D3DDECL_END() {0xFF,0,D3DDECLTYPE_UNUSED,0,0,0}
- // typedef struct _D3DVERTEXELEMENT9
- // {
- // WORD Stream; // Stream index
- // WORD Offset; // Offset in the stream in bytes
- // BYTE Type; // Data type
- // BYTE Method; // Processing method
- // BYTE Usage; // Semantics
- // BYTE UsageIndex; // Semantic index
- // } D3DVERTEXELEMENT9, *LPD3DVERTEXELEMENT9;
-
-#define MAX_D3DVERTEXELEMENTS 16
-
-struct TOGL_CLASS IDirect3DVertexDeclaration9 : public IUnknown
-{
-//public:
- uint m_elemCount;
- D3DVERTEXELEMENT9_GL m_elements[ MAX_D3DVERTEXELEMENTS ];
-
- virtual ~IDirect3DVertexDeclaration9();
-};
-
-struct TOGL_CLASS IDirect3DQuery9 : public IDirect3DResource9 //was IUnknown
-{
-//public:
- D3DQUERYTYPE m_type; // D3DQUERYTYPE_OCCLUSION or D3DQUERYTYPE_EVENT
- GLMContext *m_ctx;
- CGLMQuery *m_query;
-
- virtual ~IDirect3DQuery9();
-
- HRESULT Issue(DWORD dwIssueFlags);
- HRESULT GetData(void* pData,DWORD dwSize,DWORD dwGetDataFlags);
-};
-
-struct TOGL_CLASS IDirect3DVertexBuffer9 : public IDirect3DResource9 //was IUnknown
-{
-//public:
- GLMContext *m_ctx;
- CGLMBuffer *m_vtxBuffer;
- D3DVERTEXBUFFER_DESC m_vtxDesc; // to satisfy GetDesc
-
- virtual ~IDirect3DVertexBuffer9();
- HRESULT Lock(UINT OffsetToLock,UINT SizeToLock,void** ppbData,DWORD Flags);
- HRESULT Unlock();
- HRESULT UnlockActualSize( uint nActualSize, const void *pActualData = NULL );
-
-};
-
-struct TOGL_CLASS IDirect3DIndexBuffer9 : public IDirect3DResource9 //was IUnknown
-{
-//public:
- GLMContext *m_ctx;
- CGLMBuffer *m_idxBuffer;
- D3DINDEXBUFFER_DESC m_idxDesc; // to satisfy GetDesc
-
- virtual ~IDirect3DIndexBuffer9();
-
- HRESULT Lock(UINT OffsetToLock,UINT SizeToLock,void** ppbData,DWORD Flags);
- HRESULT Unlock();
- HRESULT UnlockActualSize( uint nActualSize, const void *pActualData = NULL );
- HRESULT GetDesc(D3DINDEXBUFFER_DESC *pDesc);
-};
-
-struct TOGL_CLASS IDirect3DPixelShader9 : public IDirect3DResource9 //was IUnknown
-{
-//public:
- CGLMProgram *m_pixProgram;
- uint m_pixHighWater; // count of active constant slots referenced by shader.
- uint m_pixSamplerMask; // (1<<n) mask of samplers referemnced by this pixel shader
- // this can help FlushSamplers avoid SRGB flipping on textures not being referenced...
-
- virtual ~IDirect3DPixelShader9();
-};
-
-struct TOGL_CLASS IDirect3DVertexShader9 : public IDirect3DResource9 //was IUnknown
-{
-//public:
- CGLMProgram *m_vtxProgram;
- uint m_vtxHighWater; // count of active constant slots referenced by shader.
- unsigned char m_vtxAttribMap[16]; // high nibble is usage, low nibble is usageindex, array position is attrib number
-
- virtual ~IDirect3DVertexShader9();
-
-};
-
-struct TOGL_CLASS ID3DXMatrixStack : public IUnknown
-{
-//public:
- CUtlVector<D3DMATRIX> m_stack;
- int m_stackTop; // top of stack is at the highest index, this is that index. push increases, pop decreases.
-
- HRESULT Create( void );
-
- D3DXMATRIX* GetTop();
- void Push();
- void Pop();
- void LoadIdentity();
- void LoadMatrix( const D3DXMATRIX *pMat );
- void MultMatrix( const D3DXMATRIX *pMat );
- void MultMatrixLocal( const D3DXMATRIX *pMat );
- HRESULT ScaleLocal(FLOAT x, FLOAT y, FLOAT z);
-
- // Left multiply the current matrix with the computed rotation
- // matrix, counterclockwise about the given axis with the given angle.
- // (rotation is about the local origin of the object)
- HRESULT RotateAxisLocal(CONST D3DXVECTOR3* pV, FLOAT Angle);
-
- // Left multiply the current matrix with the computed translation
- // matrix. (transformation is about the local origin of the object)
- HRESULT TranslateLocal(FLOAT x, FLOAT y, FLOAT z);
-};
-typedef ID3DXMatrixStack* LPD3DXMATRIXSTACK;
-
-struct TOGL_CLASS IDirect3DDevice9 : public IUnknown
-{
-public:
- // members
-
- IDirect3DDevice9Params m_params; // mirror of the creation inputs
-
- // D3D flavor stuff
- IDirect3DSurface9 *m_rtSurfaces[16]; // current color RT surfaces. [0] is initially == m_defaultColorSurface
- IDirect3DSurface9 *m_dsSurface; // current DS RT surface. can be changed!
-
- IDirect3DSurface9 *m_defaultColorSurface; // default color surface.
- IDirect3DSurface9 *m_defaultDepthStencilSurface; // queried by GetDepthStencilSurface.
-
- IDirect3DVertexDeclaration9 *m_vertDecl; // Set by SetVertexDeclaration...
- D3DStreamDesc m_streams[ D3D_MAX_STREAMS ]; // Set by SetStreamSource..
- D3DIndexDesc m_indices; // Set by SetIndices..
-
- IDirect3DVertexShader9 *m_vertexShader; // Set by SetVertexShader...
- IDirect3DPixelShader9 *m_pixelShader; // Set by SetPixelShader...
-
- IDirect3DBaseTexture9 *m_textures[16]; // set by SetTexture... NULL if stage inactive
- D3DSamplerDesc m_samplers[16]; // set by SetSamplerState..
- // GLM flavor stuff
- GLMContext *m_ctx;
- CGLMFBO *m_drawableFBO; // this FBO should have all the attachments set to match m_rtSurfaces and m_dsSurface.
-
- // GL state
- struct
- {
- // render state buckets
- GLAlphaTestEnable_t m_AlphaTestEnable;
- GLAlphaTestFunc_t m_AlphaTestFunc;
-
- GLAlphaToCoverageEnable_t m_AlphaToCoverageEnable;
-
- GLDepthTestEnable_t m_DepthTestEnable;
- GLDepthMask_t m_DepthMask;
- GLDepthFunc_t m_DepthFunc;
-
- GLClipPlaneEnable_t m_ClipPlaneEnable[kGLMUserClipPlanes];
- GLClipPlaneEquation_t m_ClipPlaneEquation[kGLMUserClipPlanes];
-
- GLColorMaskSingle_t m_ColorMaskSingle;
- GLColorMaskMultiple_t m_ColorMaskMultiple;
-
- GLCullFaceEnable_t m_CullFaceEnable;
- GLCullFrontFace_t m_CullFrontFace;
- GLPolygonMode_t m_PolygonMode;
- GLDepthBias_t m_DepthBias;
- GLScissorEnable_t m_ScissorEnable;
- GLScissorBox_t m_ScissorBox;
- GLViewportBox_t m_ViewportBox;
- GLViewportDepthRange_t m_ViewportDepthRange;
-
- GLBlendEnable_t m_BlendEnable;
- GLBlendFactor_t m_BlendFactor;
- GLBlendEquation_t m_BlendEquation;
- GLBlendColor_t m_BlendColor;
- GLBlendEnableSRGB_t m_BlendEnableSRGB;
-
- GLStencilTestEnable_t m_StencilTestEnable;
- GLStencilFunc_t m_StencilFunc;
- GLStencilOp_t m_StencilOp;
- GLStencilWriteMask_t m_StencilWriteMask;
-
- GLClearColor_t m_ClearColor;
- GLClearDepth_t m_ClearDepth;
- GLClearStencil_t m_ClearStencil;
-
- bool m_FogEnable; // not really pushed to GL, just latched here
-
- // samplers
- GLMTexSamplingParams m_samplers[ 16 ];
-
- // bindings...hmmm...
-
- // dirty-bits
- uint m_stateDirtyMask; // covers the state blocks, indexed by 1<<n, n = EGLMStateBlockType
- uint m_samplerDirtyMask; // covers the samplers, indexed 1<<n, n = sampler index
- } gl;
-
- // methods
-
-public:
- virtual ~IDirect3DDevice9();
-
- // Create call invoked from IDirect3D9
- HRESULT Create( IDirect3DDevice9Params *params );
-
- //
- // Basics
- //
- HRESULT Reset(D3DPRESENT_PARAMETERS* pPresentationParameters);
- HRESULT SetViewport(CONST D3DVIEWPORT9* pViewport);
- HRESULT GetViewport(D3DVIEWPORT9* pViewport);
- HRESULT BeginScene();
- HRESULT Clear(DWORD Count,CONST D3DRECT* pRects,DWORD Flags,D3DCOLOR Color,float Z,DWORD Stencil);
- HRESULT EndScene();
- HRESULT Present(CONST RECT* pSourceRect,CONST RECT* pDestRect,VD3DHWND hDestWindowOverride,CONST RGNDATA* pDirtyRegion);
-
- // textures
- HRESULT CreateTexture(UINT Width,UINT Height,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DTexture9** ppTexture,VD3DHANDLE* pSharedHandle, char *debugLabel=NULL);
- HRESULT CreateCubeTexture(UINT EdgeLength,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DCubeTexture9** ppCubeTexture,VD3DHANDLE* pSharedHandle, char *debugLabel=NULL);
- HRESULT CreateVolumeTexture(UINT Width,UINT Height,UINT Depth,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DVolumeTexture9** ppVolumeTexture,VD3DHANDLE* pSharedHandle, char *debugLabel=NULL);
-
- HRESULT SetTexture(DWORD Stage,IDirect3DBaseTexture9* pTexture);
- HRESULT GetTexture(DWORD Stage,IDirect3DBaseTexture9** ppTexture);
-
- // render targets, color and depthstencil, surfaces, blit
- HRESULT CreateRenderTarget(UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,DWORD MultisampleQuality,BOOL Lockable,IDirect3DSurface9** ppSurface,VD3DHANDLE* pSharedHandle, char *debugLabel=NULL);
- HRESULT SetRenderTarget(DWORD RenderTargetIndex,IDirect3DSurface9* pRenderTarget);
- HRESULT GetRenderTarget(DWORD RenderTargetIndex,IDirect3DSurface9** ppRenderTarget);
-
- HRESULT CreateOffscreenPlainSurface(UINT Width,UINT Height,D3DFORMAT Format,D3DPOOL Pool,IDirect3DSurface9** ppSurface,VD3DHANDLE* pSharedHandle);
-
- HRESULT CreateDepthStencilSurface(UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,DWORD MultisampleQuality,BOOL Discard,IDirect3DSurface9** ppSurface,VD3DHANDLE* pSharedHandle);
- HRESULT SetDepthStencilSurface(IDirect3DSurface9* pNewZStencil);
- HRESULT GetDepthStencilSurface(IDirect3DSurface9** ppZStencilSurface);
-
- HRESULT GetRenderTargetData(IDirect3DSurface9* pRenderTarget,IDirect3DSurface9* pDestSurface); // ? is anyone using this ?
- HRESULT GetFrontBufferData(UINT iSwapChain,IDirect3DSurface9* pDestSurface);
- HRESULT StretchRect(IDirect3DSurface9* pSourceSurface,CONST RECT* pSourceRect,IDirect3DSurface9* pDestSurface,CONST RECT* pDestRect,D3DTEXTUREFILTERTYPE Filter);
-
- // pixel shaders
- HRESULT CreatePixelShader(CONST DWORD* pFunction,IDirect3DPixelShader9** ppShader, const char *pShaderName, char *debugLabel = NULL);
- HRESULT SetPixelShader(IDirect3DPixelShader9* pShader);
- HRESULT SetPixelShaderConstantF(UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount);
- HRESULT SetPixelShaderConstantB(UINT StartRegister,CONST BOOL* pConstantData,UINT BoolCount);
- HRESULT SetPixelShaderConstantI(UINT StartRegister,CONST int* pConstantData,UINT Vector4iCount);
-
- // vertex shaders
- HRESULT CreateVertexShader(CONST DWORD* pFunction,IDirect3DVertexShader9** ppShader, const char *pShaderName, char *debugLabel = NULL);
- HRESULT SetVertexShader(IDirect3DVertexShader9* pShader);
- HRESULT SetVertexShaderConstantF(UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount);
- HRESULT SetVertexShaderConstantB(UINT StartRegister,CONST BOOL* pConstantData,UINT BoolCount);
- HRESULT SetVertexShaderConstantI(UINT StartRegister,CONST int* pConstantData,UINT Vector4iCount);
-
- // POSIX only - preheating for a specific vertex/pixel shader pair - trigger GLSL link inside GLM
- HRESULT LinkShaderPair( IDirect3DVertexShader9* vs, IDirect3DPixelShader9* ps );
- HRESULT QueryShaderPair( int index, GLMShaderPairInfo *infoOut );
-
- // vertex buffers
- HRESULT CreateVertexDeclaration(CONST D3DVERTEXELEMENT9* pVertexElements,IDirect3DVertexDeclaration9** ppDecl);
- HRESULT SetVertexDeclaration(IDirect3DVertexDeclaration9* pDecl);
-
- HRESULT SetFVF(DWORD FVF); // we might not be using these ?
- HRESULT GetFVF(DWORD* pFVF);
-
- HRESULT CreateVertexBuffer(UINT Length,DWORD Usage,DWORD FVF,D3DPOOL Pool,IDirect3DVertexBuffer9** ppVertexBuffer,VD3DHANDLE* pSharedHandle);
- HRESULT SetStreamSource(UINT StreamNumber,IDirect3DVertexBuffer9* pStreamData,UINT OffsetInBytes,UINT Stride);
-
- // index buffers
- HRESULT CreateIndexBuffer(UINT Length,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DIndexBuffer9** ppIndexBuffer,VD3DHANDLE* pSharedHandle);
- HRESULT SetIndices(IDirect3DIndexBuffer9* pIndexData);
-
- // response to retired objects (when refcount goes to zero and they self-delete..)
- void ReleasedTexture ( IDirect3DBaseTexture9 *baseTex ); // called from texture destructor - need to scrub samplers
- void ReleasedSurface ( IDirect3DSurface9 *surface ); // called from any surface destructor - need to scrub RT table if an RT
- void ReleasedPixelShader ( IDirect3DPixelShader9 *pixelShader ); // called from IDirect3DPixelShader9 destructor
- void ReleasedVertexShader ( IDirect3DVertexShader9 *vertexShader ); // called from IDirect3DVertexShader9 destructor
- void ReleasedVertexBuffer ( IDirect3DVertexBuffer9 *vertexBuffer ); // called from IDirect3DVertexBuffer9 destructor
- void ReleasedIndexBuffer ( IDirect3DIndexBuffer9 *indexBuffer ); // called from IDirect3DIndexBuffer9 destructor
- void ReleasedQuery ( IDirect3DQuery9 *query ); // called from IDirect3DQuery9 destructor
-
- // State management.
- HRESULT SetRenderStateInline(D3DRENDERSTATETYPE State,DWORD Value);
- HRESULT SetRenderStateConstInline(D3DRENDERSTATETYPE State,DWORD Value);
- HRESULT SetRenderState(D3DRENDERSTATETYPE State,DWORD Value);
- HRESULT SetSamplerState(DWORD Sampler,D3DSAMPLERSTATETYPE Type,DWORD Value);
-
-
- // Flushing changes to GL
- HRESULT FlushStates( uint mask );
- HRESULT FlushSamplers( uint mask ); // push SetRenderState and SetSamplerState changes
- HRESULT FlushIndexBindings( void ); // push index buffer (set index ptr)
- HRESULT FlushVertexBindings( uint baseVertexIndex ); // push vertex streams (set attrib ptrs)
- HRESULT FlushGLM( void );
-
- // Draw.
- HRESULT DrawPrimitive(D3DPRIMITIVETYPE PrimitiveType,UINT StartVertex,UINT PrimitiveCount);
- HRESULT DrawIndexedPrimitive(D3DPRIMITIVETYPE PrimitiveType,INT BaseVertexIndex,UINT MinVertexIndex,UINT NumVertices,UINT startIndex,UINT primCount);
- HRESULT DrawIndexedPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType,UINT MinVertexIndex,UINT NumVertices,UINT PrimitiveCount,CONST void* pIndexData,D3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,UINT VertexStreamZeroStride);
-
- // misc
- BOOL ShowCursor(BOOL bShow);
- HRESULT ValidateDevice(DWORD* pNumPasses);
- HRESULT SetMaterial(CONST D3DMATERIAL9* pMaterial);
- HRESULT LightEnable(DWORD Index,BOOL Enable);
- HRESULT SetScissorRect(CONST RECT* pRect);
- HRESULT CreateQuery(D3DQUERYTYPE Type,IDirect3DQuery9** ppQuery);
- HRESULT GetDeviceCaps(D3DCAPS9* pCaps);
- HRESULT TestCooperativeLevel();
- HRESULT EvictManagedResources();
- HRESULT SetLight(DWORD Index,CONST D3DLIGHT9*);
- void SetGammaRamp(UINT iSwapChain,DWORD Flags,CONST D3DGAMMARAMP* pRamp);
-
- void SaveGLState();
- void RestoreGLState();
-
- // Talk to JasonM about this one. It's tricky in GL.
- HRESULT SetClipPlane(DWORD Index,CONST float* pPlane);
-
- //
- //
- // **** FIXED FUNCTION STUFF - None of this stuff needs support in GL.
- //
- //
- HRESULT SetTransform(D3DTRANSFORMSTATETYPE State,CONST D3DMATRIX* pMatrix);
- HRESULT SetTextureStageState(DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD Value);
-
- void AcquireThreadOwnership( );
- void ReleaseThreadOwnership( );
- inline DWORD GetCurrentOwnerThreadId() const { return m_ctx->m_nCurOwnerThreadId; }
-
-};
-
-struct ID3DXInclude
-{
- virtual HRESULT Open(D3DXINCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID *ppData, UINT *pBytes) = 0;
- virtual HRESULT Close(LPCVOID pData) = 0;
-};
-typedef ID3DXInclude* LPD3DXINCLUDE;
-
-
-struct TOGL_CLASS ID3DXBuffer : public IUnknown
-{
- void* GetBufferPointer();
- DWORD GetBufferSize();
-};
-
-typedef ID3DXBuffer* LPD3DXBUFFER;
-
-class TOGL_CLASS ID3DXConstantTable : public IUnknown
-{
-};
-typedef ID3DXConstantTable* LPD3DXCONSTANTTABLE;
-
-
-
-// ------------------------------------------------------------------------------------------------------------------------------ //
-// D3DX stuff.
-// ------------------------------------------------------------------------------------------------------------------------------ //
-
-TOGL_INTERFACE const char* D3DXGetPixelShaderProfile( IDirect3DDevice9 *pDevice );
-
-
-TOGL_INTERFACE D3DXMATRIX* D3DXMatrixMultiply( D3DXMATRIX *pOut, CONST D3DXMATRIX *pM1, CONST D3DXMATRIX *pM2 );
-TOGL_INTERFACE D3DXVECTOR3* D3DXVec3TransformCoord( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM );
-
-TOGL_INTERFACE HRESULT D3DXCreateMatrixStack( DWORD Flags, LPD3DXMATRIXSTACK* ppStack);
-TOGL_INTERFACE void D3DXMatrixIdentity( D3DXMATRIX * );
-
-TOGL_INTERFACE D3DXINLINE D3DXVECTOR3* D3DXVec3Subtract( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 )
-{
- pOut->x = pV1->x - pV2->x;
- pOut->y = pV1->y - pV2->y;
- pOut->z = pV1->z - pV2->z;
- return pOut;
-}
-
-TOGL_INTERFACE D3DXINLINE D3DXVECTOR3* D3DXVec3Cross( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 )
-{
- D3DXVECTOR3 v;
-
- v.x = pV1->y * pV2->z - pV1->z * pV2->y;
- v.y = pV1->z * pV2->x - pV1->x * pV2->z;
- v.z = pV1->x * pV2->y - pV1->y * pV2->x;
-
- *pOut = v;
- return pOut;
-}
-
-TOGL_INTERFACE D3DXINLINE FLOAT D3DXVec3Dot( CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 )
-{
- return pV1->x * pV2->x + pV1->y * pV2->y + pV1->z * pV2->z;
-}
-
-TOGL_INTERFACE D3DXMATRIX* D3DXMatrixInverse( D3DXMATRIX *pOut, FLOAT *pDeterminant, CONST D3DXMATRIX *pM );
-
-TOGL_INTERFACE D3DXMATRIX* D3DXMatrixTranspose( D3DXMATRIX *pOut, CONST D3DXMATRIX *pM );
-
-TOGL_INTERFACE D3DXPLANE* D3DXPlaneNormalize( D3DXPLANE *pOut, CONST D3DXPLANE *pP);
-
-TOGL_INTERFACE D3DXVECTOR4* D3DXVec4Transform( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, CONST D3DXMATRIX *pM );
-
-
-TOGL_INTERFACE D3DXVECTOR4* D3DXVec4Normalize( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV );
-
-TOGL_INTERFACE D3DXMATRIX* D3DXMatrixTranslation( D3DXMATRIX *pOut, FLOAT x, FLOAT y, FLOAT z );
-
-// Build an ortho projection matrix. (right-handed)
-TOGL_INTERFACE D3DXMATRIX* D3DXMatrixOrthoOffCenterRH( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn,FLOAT zf );
-
-TOGL_INTERFACE D3DXMATRIX* D3DXMatrixPerspectiveRH( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf );
-
-TOGL_INTERFACE D3DXMATRIX* D3DXMatrixPerspectiveOffCenterRH( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf );
-
-// Transform a plane by a matrix. The vector (a,b,c) must be normal.
-// M should be the inverse transpose of the transformation desired.
-TOGL_INTERFACE D3DXPLANE* D3DXPlaneTransform( D3DXPLANE *pOut, CONST D3DXPLANE *pP, CONST D3DXMATRIX *pM );
-
-TOGL_INTERFACE IDirect3D9 *Direct3DCreate9(UINT SDKVersion);
-
-TOGL_INTERFACE void D3DPERF_SetOptions( DWORD dwOptions );
-
-TOGL_INTERFACE HRESULT D3DXCompileShader(
- LPCSTR pSrcData,
- UINT SrcDataLen,
- CONST D3DXMACRO* pDefines,
- LPD3DXINCLUDE pInclude,
- LPCSTR pFunctionName,
- LPCSTR pProfile,
- DWORD Flags,
- LPD3DXBUFFER* ppShader,
- LPD3DXBUFFER* ppErrorMsgs,
- LPD3DXCONSTANTTABLE* ppConstantTable);
-
-
-#endif // USE_ACTUAL_DX
-
-// fake D3D usage constant for SRGB tex creation
-#define D3DUSAGE_TEXTURE_SRGB (0x80000000L)
-
-#endif // DXABSTRACT_H