summaryrefslogtreecommitdiff
path: root/src/Savestate_impl.h
diff options
context:
space:
mode:
authorJason Maskell <[email protected]>2016-05-25 16:02:23 +0200
committerJason Maskell <[email protected]>2016-05-25 16:02:23 +0200
commit69f624cfc22c361a8162f57df4a71e4324805717 (patch)
tree245e0e5ebcb120fc573eb44d82755c1456e0d519 /src/Savestate_impl.h
parentAdded OpenGL sample - compiles and runs but doesn't work. (diff)
downloadwaveworks_archive-69f624cfc22c361a8162f57df4a71e4324805717.tar.xz
waveworks_archive-69f624cfc22c361a8162f57df4a71e4324805717.zip
Excised D3D9 and 10 support from library.
Diffstat (limited to 'src/Savestate_impl.h')
-rw-r--r--src/Savestate_impl.h227
1 files changed, 0 insertions, 227 deletions
diff --git a/src/Savestate_impl.h b/src/Savestate_impl.h
index be68623..927d1c4 100644
--- a/src/Savestate_impl.h
+++ b/src/Savestate_impl.h
@@ -39,39 +39,10 @@ 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);
@@ -110,204 +81,12 @@ protected:
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
{
@@ -471,12 +250,6 @@ private:
union
{
-#if WAVEWORKS_ENABLE_D3D9
- D3D9Objects _9;
-#endif
-#if WAVEWORKS_ENABLE_D3D10
- D3D10Objects _10;
-#endif
#if WAVEWORKS_ENABLE_D3D11
D3D11Objects _11;
#endif