1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
|
/*
*
* Copyright (c) 2002-2010, NVIDIA Corporation.
*
*
*
* NVIDIA Corporation("NVIDIA") supplies this software to you in consideration
* of your agreement to the following terms, and your use, installation,
* modification or redistribution of this NVIDIA software constitutes
* acceptance of these terms. If you do not agree with these terms, please do
* not use, install, modify or redistribute this NVIDIA software.
*
*
*
* In consideration of your agreement to abide by the following terms, and
* subject to these terms, NVIDIA grants you a personal, non-exclusive license,
* under NVIDIA's copyrights in this original NVIDIA software (the "NVIDIA
* Software"), to use, reproduce, modify and redistribute the NVIDIA
* Software, with or without modifications, in source and/or binary forms;
* provided that if you redistribute the NVIDIA Software, you must retain the
* copyright notice of NVIDIA, this notice and the following text and
* disclaimers in all such redistributions of the NVIDIA Software. Neither the
* name, trademarks, service marks nor logos of NVIDIA Corporation may be used
* to endorse or promote products derived from the NVIDIA Software without
* specific prior written permission from NVIDIA. Except as expressly stated
* in this notice, no other rights or licenses express or implied, are granted
* by NVIDIA herein, including but not limited to any patent rights that may be
* infringed by your derivative works or by other works in which the NVIDIA
* Software may be incorporated. No hardware is licensed hereunder.
*
*
*
* THE NVIDIA SOFTWARE IS BEING PROVIDED ON AN "AS IS" BASIS, WITHOUT
* WARRANTIES OR CONDITIONS OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING
* WITHOUT LIMITATION, WARRANTIES OR CONDITIONS OF TITLE, NON-INFRINGEMENT,
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, OR ITS USE AND OPERATION
* EITHER ALONE OR IN COMBINATION WITH OTHER PRODUCTS.
*
*
*
* IN NO EVENT SHALL NVIDIA BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL,
* EXEMPLARY, CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, LOST
* PROFITS; PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) OR ARISING IN ANY WAY OUT OF THE USE,
* REPRODUCTION, MODIFICATION AND/OR DISTRIBUTION OF THE NVIDIA SOFTWARE,
* HOWEVER CAUSED AND WHETHER UNDER THEORY OF CONTRACT, TORT (INCLUDING
* NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN IF NVIDIA HAS BEEN ADVISED
* OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/
#ifndef CGD3D9_INCLUDED
#define CGD3D9_INCLUDED
#ifdef _WIN32
#pragma once
#include "cg.h"
#include <d3d9.h>
#include <d3dx9.h>
// Set up for either Win32 import/export/lib.
#include <windows.h>
#ifdef CGD3D9DLL_EXPORTS
#define CGD3D9DLL_API __declspec(dllexport)
#elif defined (CG_LIB)
#define CGD3D9DLL_API
#else
#define CGD3D9DLL_API __declspec(dllimport)
#endif
#ifndef CGD3D9ENTRY
# ifdef _WIN32
# define CGD3D9ENTRY __cdecl
# else
# define CGD3D9ENTRY
# endif
#endif
/*---------------------------------------------------------------------------
// CGerrors that will be fed to cgSetError
// Use cgD3D9TranslateCGerror() to translate these errors into strings.
---------------------------------------------------------------------------*/
enum cgD3D9Errors
{
cgD3D9Failed = 1000,
cgD3D9DebugTrace = 1001,
};
/*---------------------------------------------------------------------------
// HRESULTs specific to cgD3D9. When the CGerror is set to cgD3D9Failed
// cgD3D9GetLastError will return an HRESULT that could be one these.
// Use cgD3D9TranslateHRESULT() to translate these errors into strings.
---------------------------------------------------------------------------*/
static const HRESULT CGD3D9ERR_NOTLOADED = MAKE_HRESULT(1, 0x877, 1);
static const HRESULT CGD3D9ERR_NODEVICE = MAKE_HRESULT(1, 0x877, 2);
static const HRESULT CGD3D9ERR_NOTSAMPLER = MAKE_HRESULT(1, 0x877, 3);
static const HRESULT CGD3D9ERR_INVALIDPROFILE = MAKE_HRESULT(1, 0x877, 4);
static const HRESULT CGD3D9ERR_NULLVALUE = MAKE_HRESULT(1, 0x877, 5);
static const HRESULT CGD3D9ERR_OUTOFRANGE = MAKE_HRESULT(1, 0x877, 6);
static const HRESULT CGD3D9ERR_NOTUNIFORM = MAKE_HRESULT(1, 0x877, 7);
static const HRESULT CGD3D9ERR_NOTMATRIX = MAKE_HRESULT(1, 0x877, 8);
static const HRESULT CGD3D9ERR_INVALIDPARAM = MAKE_HRESULT(1, 0x877, 9);
/*---------------------------------------------------------------------------
// Other error return values
---------------------------------------------------------------------------*/
static const DWORD CGD3D9_INVALID_USAGE = 0xFF;
#ifdef __cplusplus
extern "C"
{
#endif
#ifndef CGD3D9_EXPLICIT
/*---------------------------------------------------------------------------
// Minimal Interface
---------------------------------------------------------------------------*/
CGD3D9DLL_API DWORD CGD3D9ENTRY
cgD3D9TypeToSize(
CGtype type
);
CGD3D9DLL_API BYTE CGD3D9ENTRY
cgD3D9ResourceToDeclUsage(
CGresource resource
);
CGD3D9DLL_API CGbool CGD3D9ENTRY
cgD3D9GetVertexDeclaration(
CGprogram prog,
D3DVERTEXELEMENT9 decl[MAXD3DDECLLENGTH]
);
CGD3D9DLL_API CGbool CGD3D9ENTRY
cgD3D9ValidateVertexDeclaration(
CGprogram prog,
const D3DVERTEXELEMENT9* decl
);
/*---------------------------------------------------------------------------
// Expanded Interface
---------------------------------------------------------------------------*/
/* ----- D3D Device Control ----------- */
CGD3D9DLL_API IDirect3DDevice9 * CGD3D9ENTRY
cgD3D9GetDevice();
CGD3D9DLL_API HRESULT CGD3D9ENTRY
cgD3D9SetDevice(
IDirect3DDevice9* pDevice
);
/* ----- Shader Management ----------- */
CGD3D9DLL_API HRESULT CGD3D9ENTRY
cgD3D9LoadProgram(
CGprogram prog,
CGbool paramShadowing,
DWORD assemFlags
);
CGD3D9DLL_API HRESULT CGD3D9ENTRY
cgD3D9UnloadProgram(
CGprogram prog
);
CGD3D9DLL_API CGbool CGD3D9ENTRY
cgD3D9IsProgramLoaded(
CGprogram prog
);
CGD3D9DLL_API HRESULT CGD3D9ENTRY
cgD3D9BindProgram(
CGprogram prog
);
/* ----- Parameter Management ----------- */
CGD3D9DLL_API HRESULT CGD3D9ENTRY
cgD3D9SetUniform(
CGparameter param,
const void* floats
);
CGD3D9DLL_API HRESULT CGD3D9ENTRY
cgD3D9SetUniformArray(
CGparameter param,
DWORD offset,
DWORD numItems,
const void* values
);
CGD3D9DLL_API HRESULT CGD3D9ENTRY
cgD3D9SetUniformMatrix(
CGparameter param,
const D3DMATRIX* matrix
);
CGD3D9DLL_API HRESULT CGD3D9ENTRY
cgD3D9SetUniformMatrixArray(
CGparameter param,
DWORD offset,
DWORD numItems,
const D3DMATRIX* matrices
);
CGD3D9DLL_API HRESULT CGD3D9ENTRY
cgD3D9SetTexture(
CGparameter param,
IDirect3DBaseTexture9* tex
);
CGD3D9DLL_API HRESULT CGD3D9ENTRY
cgD3D9SetSamplerState(
CGparameter param,
D3DSAMPLERSTATETYPE type,
DWORD value
);
CGD3D9DLL_API HRESULT CGD3D9ENTRY
cgD3D9SetTextureWrapMode(
CGparameter param,
DWORD value
);
/* ----- Parameter Management (Shadowing) ----------- */
CGD3D9DLL_API HRESULT CGD3D9ENTRY
cgD3D9EnableParameterShadowing(
CGprogram prog,
CGbool enable
);
CGD3D9DLL_API CGbool CGD3D9ENTRY
cgD3D9IsParameterShadowingEnabled(
CGprogram prog
);
/* --------- Profile Options ----------------- */
CGD3D9DLL_API CGprofile CGD3D9ENTRY
cgD3D9GetLatestVertexProfile();
CGD3D9DLL_API CGprofile CGD3D9ENTRY
cgD3D9GetLatestPixelProfile();
CGD3D9DLL_API const char * * CGD3D9ENTRY
cgD3D9GetOptimalOptions(
CGprofile profile
);
CGD3D9DLL_API CGbool CGD3D9ENTRY
cgD3D9IsProfileSupported(
CGprofile profile
);
/* --------- Error reporting ----------------- */
CGD3D9DLL_API HRESULT CGD3D9ENTRY
cgD3D9GetLastError();
CGD3D9DLL_API const char * CGD3D9ENTRY
cgD3D9TranslateCGerror(
CGerror error
);
CGD3D9DLL_API const char * CGD3D9ENTRY
cgD3D9TranslateHRESULT(
HRESULT hr
);
CGD3D9DLL_API void CGD3D9ENTRY
cgD3D9EnableDebugTracing(
CGbool enable
);
/* --------- CgFX support -------------------- */
CGD3D9DLL_API void CGD3D9ENTRY
cgD3D9RegisterStates(
CGcontext ctx
);
CGD3D9DLL_API void CGD3D9ENTRY
cgD3D9SetManageTextureParameters(
CGcontext ctx,
CGbool flag
);
CGD3D9DLL_API CGbool CGD3D9ENTRY
cgD3D9GetManageTextureParameters(
CGcontext ctx
);
CGD3D9DLL_API IDirect3DBaseTexture9 * CGD3D9ENTRY
cgD3D9GetTextureParameter(
CGparameter param
);
CGD3D9DLL_API void CGD3D9ENTRY
cgD3D9SetTextureParameter(
CGparameter param,
IDirect3DBaseTexture9 *tex
);
CGD3D9DLL_API void CGD3D9ENTRY
cgD3D9UnloadAllPrograms( void );
#endif
#ifdef __cplusplus
};
#endif
#endif // _WIN32
#endif
|