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| author | Jason Maskell <[email protected]> | 2016-05-25 16:02:23 +0200 |
|---|---|---|
| committer | Jason Maskell <[email protected]> | 2016-05-25 16:02:23 +0200 |
| commit | 69f624cfc22c361a8162f57df4a71e4324805717 (patch) | |
| tree | 245e0e5ebcb120fc573eb44d82755c1456e0d519 /src/Savestate_impl.h | |
| parent | Added OpenGL sample - compiles and runs but doesn't work. (diff) | |
| download | waveworks_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.h | 227 |
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 |