diff options
Diffstat (limited to 'mp/src/public/togl/osx/dxabstract.h')
| -rw-r--r-- | mp/src/public/togl/osx/dxabstract.h | 804 |
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 |