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// This code contains NVIDIA Confidential Information and is disclosed
// under the Mutual Non-Disclosure Agreement.
//
// Notice
// ALL NVIDIA DESIGN SPECIFICATIONS AND CODE ("MATERIALS") ARE PROVIDED "AS IS" NVIDIA MAKES
// NO REPRESENTATIONS, WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE.
//
// NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. No third party distribution is allowed unless
// expressly authorized by NVIDIA. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright � 2008- 2013 NVIDIA Corporation. All rights reserved.
//
// NVIDIA Corporation and its licensors retain all intellectual property and proprietary
// rights in and to this software and related documentation and any modifications thereto.
// Any use, reproduction, disclosure or distribution of this software and related
// documentation without an express license agreement from NVIDIA Corporation is
// strictly prohibited.
//
#ifndef _NVWAVEWORKS_SAVESTATE_IMPL_H
#define _NVWAVEWORKS_SAVESTATE_IMPL_H
#ifndef D3D10_SDK_VERSION
typedef int D3DSAMPLERSTATETYPE;
typedef int D3DRENDERSTATETYPE;
#endif
struct ID3D11DeviceContext;
struct GFSDK_WaveWorks_Savestate
{
public:
GFSDK_WaveWorks_Savestate(IDirect3DDevice9* pD3DDevice, GFSDK_WaveWorks_StatePreserveFlags PreserveFlags);
GFSDK_WaveWorks_Savestate(ID3D10Device* pD3DDevice, GFSDK_WaveWorks_StatePreserveFlags PreserveFlags);
GFSDK_WaveWorks_Savestate(ID3D11Device* pD3DDevice, GFSDK_WaveWorks_StatePreserveFlags PreserveFlags);
~GFSDK_WaveWorks_Savestate();
HRESULT PreserveD3D9Viewport();
HRESULT PreserveD3D9RenderTargets();
HRESULT PreserveD3D9Shaders();
HRESULT PreserveD3D9Streams();
HRESULT PreserveD3D9PixelShaderConstantF(UINT ix, UINT count);
HRESULT PreserveD3D9VertexShaderConstantF(UINT ix, UINT count);
HRESULT PreserveD3D9Texture(UINT ix);
HRESULT PreserveD3D9SamplerState(UINT ix, D3DSAMPLERSTATETYPE type);
HRESULT PreserveD3D9RenderState(D3DRENDERSTATETYPE rs);
HRESULT PreserveD3D10Viewport();
HRESULT PreserveD3D10RenderTargets();
HRESULT PreserveD3D10Shaders();
HRESULT PreserveD3D10Streams();
HRESULT PreserveD3D10DepthStencil();
HRESULT PreserveD3D10Blend();
HRESULT PreserveD3D10Raster();
HRESULT PreserveD3D10PixelShaderConstantBuffer(UINT ix);
HRESULT PreserveD3D10VertexShaderConstantBuffer(UINT ix);
HRESULT PreserveD3D10PixelShaderSampler(UINT ix);
HRESULT PreserveD3D10VertexShaderSampler(UINT ix);
HRESULT PreserveD3D10PixelShaderResource(UINT ix);
HRESULT PreserveD3D10VertexShaderResource(UINT ix);
HRESULT PreserveD3D11Viewport(ID3D11DeviceContext* pDC);
HRESULT PreserveD3D11RenderTargets(ID3D11DeviceContext* pDC);
HRESULT PreserveD3D11Shaders(ID3D11DeviceContext* pDC);
HRESULT PreserveD3D11ComputeShader(ID3D11DeviceContext* pDC);
HRESULT PreserveD3D11Streams(ID3D11DeviceContext* pDC);
HRESULT PreserveD3D11DepthStencil(ID3D11DeviceContext* pDC);
HRESULT PreserveD3D11Blend(ID3D11DeviceContext* pDC);
HRESULT PreserveD3D11Raster(ID3D11DeviceContext* pDC);
HRESULT PreserveD3D11PixelShaderConstantBuffer(ID3D11DeviceContext* pDC, UINT ix);
HRESULT PreserveD3D11VertexShaderConstantBuffer(ID3D11DeviceContext* pDC, UINT ix);
HRESULT PreserveD3D11DomainShaderConstantBuffer(ID3D11DeviceContext* pDC, UINT ix);
HRESULT PreserveD3D11HullShaderConstantBuffer(ID3D11DeviceContext* pDC, UINT ix);
HRESULT PreserveD3D11ComputeShaderConstantBuffer(ID3D11DeviceContext* pDC, UINT ix);
HRESULT PreserveD3D11PixelShaderSampler(ID3D11DeviceContext* pDC, UINT ix);
HRESULT PreserveD3D11VertexShaderSampler(ID3D11DeviceContext* pDC, UINT ix);
HRESULT PreserveD3D11DomainShaderSampler(ID3D11DeviceContext* pDC, UINT ix);
HRESULT PreserveD3D11HullShaderSampler(ID3D11DeviceContext* pDC, UINT ix);
HRESULT PreserveD3D11ComputeShaderSampler(ID3D11DeviceContext* pDC, UINT ix);
HRESULT PreserveD3D11PixelShaderResource(ID3D11DeviceContext* pDC, UINT ix);
HRESULT PreserveD3D11VertexShaderResource(ID3D11DeviceContext* pDC, UINT ix);
HRESULT PreserveD3D11DomainShaderResource(ID3D11DeviceContext* pDC, UINT ix);
HRESULT PreserveD3D11HullShaderResource(ID3D11DeviceContext* pDC, UINT ix);
HRESULT PreserveD3D11ComputeShaderResource(ID3D11DeviceContext* pDC, UINT ix);
HRESULT PreserveD3D11ComputeShaderUnorderedAccessView(ID3D11DeviceContext* pDC, UINT ix);
HRESULT Restore(Graphics_Context* pGC);
protected:
GFSDK_WaveWorks_StatePreserveFlags m_UserPreserveFlags;
private:
HRESULT RestoreD3D9();
HRESULT ReleaseD3D9Resources();
HRESULT RestoreD3D10();
HRESULT ReleaseD3D10Resources();
HRESULT RestoreD3D11(ID3D11DeviceContext* pDC);
HRESULT ReleaseD3D11Resources();
// D3D API handling
nv_water_d3d_api m_d3dAPI;
#if WAVEWORKS_ENABLE_D3D9
struct D3D9Objects
{
IDirect3DDevice9* m_pd3d9Device;
// What is preserved?
enum PreservedFlags
{
ViewportPreserved = 1,
RenderTargetsPreserved = 2,
ShadersPreserved = 4,
StreamsPreserved = 8
};
DWORD m_PreservedFlags;
D3DVIEWPORT9 m_Viewport;
IDirect3DSurface9* m_pRenderTarget;
IDirect3DSurface9* m_pDepthStencil;
IDirect3DPixelShader9* m_pPixelShader;
IDirect3DVertexShader9* m_pVertexShader;
// Shader constants
enum { NumShaderConstantF = 256 };
UCHAR m_VertexShaderConstantF_Flags[NumShaderConstantF];
UCHAR m_PixelShaderConstantF_Flags[NumShaderConstantF];
struct ShaderConstantF
{
UINT regIndex;
FLOAT value[4];
};
ShaderConstantF m_VertexShaderConstantF[NumShaderConstantF];
ShaderConstantF* m_pEndVertexShaderConstantF;
ShaderConstantF m_PixelShaderConstantF[NumShaderConstantF];
ShaderConstantF* m_pEndPixelShaderConstantF;
// Textures
enum { NumSampler = D3DVERTEXTEXTURESAMPLER3 + 1 };
UCHAR m_Texture_Flags[NumSampler];
struct Texture
{
UINT regIndex;
IDirect3DBaseTexture9* pTexture;
};
Texture m_Texture[NumSampler];
Texture* m_pEndTexture;
// Sampler state
enum { NumSamplerStateType = D3DSAMP_DMAPOFFSET + 1 };
UCHAR m_SamplerState_Flags[NumSampler][NumSamplerStateType];
struct SamplerState
{
UINT regIndex;
D3DSAMPLERSTATETYPE type;
DWORD value;
};
SamplerState m_SamplerState[NumSampler * NumSamplerStateType];
SamplerState* m_pEndSamplerState;
// Render state
enum { NumRenderStateType = D3DRS_BLENDOPALPHA + 1 };
UCHAR m_RenderState_Flags[NumRenderStateType];
struct RenderState
{
D3DRENDERSTATETYPE type;
DWORD value;
};
RenderState m_RenderState[NumRenderStateType];
RenderState* m_pEndRenderState;
// Stream
UINT m_Stream0Offset;
UINT m_Stream0Stride;
IDirect3DVertexDeclaration9* m_pDecl;
IDirect3DVertexBuffer9* m_pStream0VB;
IDirect3DIndexBuffer9* m_pIB;
};
#endif
#if WAVEWORKS_ENABLE_D3D10
struct D3D10Objects
{
ID3D10Device* m_pd3d10Device;
// What is preserved?
enum PreservedFlags
{
ViewportPreserved = 1,
RenderTargetsPreserved = 2,
ShadersPreserved = 4,
StreamsPreserved = 8,
DepthStencilPreserved = 16,
BlendPreserved = 32,
RasterPreserved = 64
};
DWORD m_PreservedFlags;
D3D10_VIEWPORT m_Viewport;
ID3D10RenderTargetView* m_pRenderTarget;
ID3D10DepthStencilView* m_pDepthStencil;
ID3D10PixelShader* m_pPixelShader;
ID3D10GeometryShader* m_pGeomShader;
ID3D10VertexShader* m_pVertexShader;
ID3D10DepthStencilState* m_pDepthStencilState;
UINT m_StencilRef;
ID3D10BlendState* m_pBlendState;
UINT m_SampleMask;
FLOAT m_BlendFactors[4];
ID3D10RasterizerState* m_pRSState;
// Shader constant buffers
enum { NumShaderConstantBuffer = 16 };
WORD m_VertexShaderConstantBuffer_Flags;
WORD m_PixelShaderConstantBuffer_Flags;
struct ShaderConstantBuffer
{
UINT regIndex;
ID3D10Buffer* pBuffer;
};
ShaderConstantBuffer m_VertexShaderConstantBuffer[NumShaderConstantBuffer];
ShaderConstantBuffer* m_pEndVertexShaderConstantBuffer;
ShaderConstantBuffer m_PixelShaderConstantBuffer[NumShaderConstantBuffer];
ShaderConstantBuffer* m_pEndPixelShaderConstantBuffer;
// Shader samplers
enum { NumShaderSampler = 16 };
WORD m_VertexShaderSampler_Flags;
WORD m_PixelShaderSampler_Flags;
struct ShaderSampler
{
UINT regIndex;
ID3D10SamplerState* pSampler;
};
ShaderSampler m_VertexShaderSampler[NumShaderSampler];
ShaderSampler* m_pEndVertexShaderSampler;
ShaderSampler m_PixelShaderSampler[NumShaderSampler];
ShaderSampler* m_pEndPixelShaderSampler;
// Shader resources
enum { NumShaderResource = 128 };
UCHAR m_VertexShaderResource_Flags[NumShaderResource];
UCHAR m_PixelShaderResource_Flags[NumShaderResource];
struct ShaderResource
{
UINT regIndex;
ID3D10ShaderResourceView* pResource;
};
ShaderResource m_VertexShaderResource[NumShaderResource];
ShaderResource* m_pEndVertexShaderResource;
ShaderResource m_PixelShaderResource[NumShaderResource];
ShaderResource* m_pEndPixelShaderResource;
// Stream
ID3D10InputLayout* m_pLayout;
ID3D10Buffer* m_pSlot0VB;
UINT m_Slot0VBOffset;
UINT m_Slot0VBStride;
ID3D10Buffer* m_pIB;
UINT m_IBOffset;
DXGI_FORMAT m_IBFormat;
D3D10_PRIMITIVE_TOPOLOGY m_Topology;
};
#endif
#if WAVEWORKS_ENABLE_D3D11
struct D3D11Objects
{
ID3D11Device* m_pd3d11Device;
// What is preserved?
enum PreservedFlags
{
ViewportPreserved = 1,
RenderTargetsPreserved = 2,
ShadersPreserved = 4,
StreamsPreserved = 8,
DepthStencilPreserved = 16,
BlendPreserved = 32,
RasterPreserved = 64,
ComputeShaderPreserved = 128
};
DWORD m_PreservedFlags;
D3D11_VIEWPORT m_Viewport;
ID3D11RenderTargetView* m_pRenderTarget;
ID3D11DepthStencilView* m_pDepthStencil;
template<class ShaderType>
struct ShaderState
{
ShaderType* pShader;
enum { MaxClassInstances = 256 };
ID3D11ClassInstance* pClassInstances[MaxClassInstances];
UINT NumClassInstances;
void ReleaseD3D11Resources()
{
SAFE_RELEASE(pShader);
for(UINT i = 0; i != NumClassInstances; ++i)
{
SAFE_RELEASE(pClassInstances[i]);
}
}
};
ShaderState<ID3D11PixelShader> m_PixelShaderState;
ShaderState<ID3D11GeometryShader> m_GeomShaderState;
ShaderState<ID3D11DomainShader> m_DomainShaderState;
ShaderState<ID3D11HullShader> m_HullShaderState;
ShaderState<ID3D11VertexShader> m_VertexShaderState;
ShaderState<ID3D11ComputeShader> m_ComputeShaderState;
ID3D11DepthStencilState* m_pDepthStencilState;
UINT m_StencilRef;
ID3D11BlendState* m_pBlendState;
UINT m_SampleMask;
FLOAT m_BlendFactors[4];
ID3D11RasterizerState* m_pRSState;
// Shader constant buffers
enum { NumShaderConstantBuffer = 16 };
WORD m_VertexShaderConstantBuffer_Flags;
WORD m_PixelShaderConstantBuffer_Flags;
WORD m_HullShaderConstantBuffer_Flags;
WORD m_DomainShaderConstantBuffer_Flags;
WORD m_ComputeShaderConstantBuffer_Flags;
struct ShaderConstantBuffer
{
UINT regIndex;
ID3D11Buffer* pBuffer;
};
ShaderConstantBuffer m_VertexShaderConstantBuffer[NumShaderConstantBuffer];
ShaderConstantBuffer* m_pEndVertexShaderConstantBuffer;
ShaderConstantBuffer m_PixelShaderConstantBuffer[NumShaderConstantBuffer];
ShaderConstantBuffer* m_pEndPixelShaderConstantBuffer;
ShaderConstantBuffer m_HullShaderConstantBuffer[NumShaderConstantBuffer];
ShaderConstantBuffer* m_pEndHullShaderConstantBuffer;
ShaderConstantBuffer m_DomainShaderConstantBuffer[NumShaderConstantBuffer];
ShaderConstantBuffer* m_pEndDomainShaderConstantBuffer;
ShaderConstantBuffer m_ComputeShaderConstantBuffer[NumShaderConstantBuffer];
ShaderConstantBuffer* m_pEndComputeShaderConstantBuffer;
// Shader samplers
enum { NumShaderSampler = 16 };
WORD m_VertexShaderSampler_Flags;
WORD m_PixelShaderSampler_Flags;
WORD m_HullShaderSampler_Flags;
WORD m_DomainShaderSampler_Flags;
WORD m_ComputeShaderSampler_Flags;
struct ShaderSampler
{
UINT regIndex;
ID3D11SamplerState* pSampler;
};
ShaderSampler m_VertexShaderSampler[NumShaderSampler];
ShaderSampler* m_pEndVertexShaderSampler;
ShaderSampler m_PixelShaderSampler[NumShaderSampler];
ShaderSampler* m_pEndPixelShaderSampler;
ShaderSampler m_HullShaderSampler[NumShaderSampler];
ShaderSampler* m_pEndHullShaderSampler;
ShaderSampler m_DomainShaderSampler[NumShaderSampler];
ShaderSampler* m_pEndDomainShaderSampler;
ShaderSampler m_ComputeShaderSampler[NumShaderSampler];
ShaderSampler* m_pEndComputeShaderSampler;
// Shader resources
enum { NumShaderResource = 128 };
UCHAR m_VertexShaderResource_Flags[NumShaderResource];
UCHAR m_PixelShaderResource_Flags[NumShaderResource];
UCHAR m_HullShaderResource_Flags[NumShaderResource];
UCHAR m_DomainShaderResource_Flags[NumShaderResource];
UCHAR m_ComputeShaderResource_Flags[NumShaderResource];
struct ShaderResource
{
UINT regIndex;
ID3D11ShaderResourceView* pResource;
};
ShaderResource m_VertexShaderResource[NumShaderResource];
ShaderResource* m_pEndVertexShaderResource;
ShaderResource m_PixelShaderResource[NumShaderResource];
ShaderResource* m_pEndPixelShaderResource;
ShaderResource m_HullShaderResource[NumShaderResource];
ShaderResource* m_pEndHullShaderResource;
ShaderResource m_DomainShaderResource[NumShaderResource];
ShaderResource* m_pEndDomainShaderResource;
ShaderResource m_ComputeShaderResource[NumShaderResource];
ShaderResource* m_pEndComputeShaderResource;
// UAVs
enum { NumShaderUAV = 8 };
WORD m_ComputeShaderUAV_Flags;
struct ShaderUAV
{
UINT regIndex;
ID3D11UnorderedAccessView* pUAV;
};
ShaderUAV m_ComputeShaderUAV[NumShaderUAV];
ShaderUAV* m_pEndComputeShaderUAV;
// Stream
ID3D11InputLayout* m_pLayout;
ID3D11Buffer* m_pSlot0VB;
UINT m_Slot0VBOffset;
UINT m_Slot0VBStride;
ID3D11Buffer* m_pIB;
UINT m_IBOffset;
DXGI_FORMAT m_IBFormat;
D3D11_PRIMITIVE_TOPOLOGY m_Topology;
};
#endif
union
{
#if WAVEWORKS_ENABLE_D3D9
D3D9Objects _9;
#endif
#if WAVEWORKS_ENABLE_D3D10
D3D10Objects _10;
#endif
#if WAVEWORKS_ENABLE_D3D11
D3D11Objects _11;
#endif
} m_d3d;
};
#endif // _NVWAVEWORKS_SAVESTATE_IMPL_H
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