// Copyright 2016 The SwiftShader Authors. All Rights Reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #ifndef D3D8_Direct3DDevice8_hpp #define D3D8_Direct3DDevice8_hpp #include "Unknown.hpp" #include "Direct3D8.hpp" #include "Direct3DStateBlock8.hpp" #include "Direct3DVertexDeclaration8.hpp" #include "Direct3DSwapChain8.hpp" #include "Stream.hpp" #include #include #include #include namespace sw { class Renderer; class Context; } namespace D3D8 { class Direct3DPixelShader8; class Direct3DVertexShader8; class Direct3DSurface8; class Direct3DVertexBuffer8; class Direct3DIndexBuffer8; class Direct3DDevice8 : public IDirect3DDevice8, protected Unknown { public: Direct3DDevice8(const HINSTANCE instance, Direct3D8 *d3d8, unsigned int adapter, D3DDEVTYPE deviceType, HWND focusWindow, unsigned long behaviourFlags, D3DPRESENT_PARAMETERS *presentParameters); ~Direct3DDevice8() override; // IUnknown methods long __stdcall QueryInterface(const IID &iid, void **object) override; unsigned long __stdcall AddRef() override; unsigned long __stdcall Release() override; // IDirect3DDevice8 methods long __stdcall ApplyStateBlock(unsigned long token) override; long __stdcall BeginScene() override; long __stdcall BeginStateBlock() override; long __stdcall CaptureStateBlock(unsigned long token) override; long __stdcall Clear(unsigned long count, const D3DRECT *rects, unsigned long flags, unsigned long color, float z, unsigned long stencil) override; long __stdcall CopyRects(IDirect3DSurface8 *sourceSurface, const RECT *sourceRectsArray, unsigned int rects, IDirect3DSurface8 *destinationSurface, const POINT *destPointsArray) override; long __stdcall CreateAdditionalSwapChain(D3DPRESENT_PARAMETERS *presentParameters, IDirect3DSwapChain8 **swapChain) override; long __stdcall CreateCubeTexture(unsigned int edgeLength, unsigned int levels, unsigned long usage, D3DFORMAT format, D3DPOOL pool, IDirect3DCubeTexture8 **cubeTexture) override; long __stdcall CreateDepthStencilSurface(unsigned int width, unsigned int height, D3DFORMAT format, D3DMULTISAMPLE_TYPE multiSample, IDirect3DSurface8 **surface) override; long __stdcall CreateImageSurface(unsigned int width, unsigned int height, D3DFORMAT format, IDirect3DSurface8 **surface) override; long __stdcall CreateIndexBuffer(unsigned int length, unsigned long usage, D3DFORMAT format, D3DPOOL pool, IDirect3DIndexBuffer8 **indexBuffer) override; long __stdcall CreatePixelShader(const unsigned long *function, unsigned long *handle) override; long __stdcall CreateRenderTarget(unsigned int width, unsigned int height, D3DFORMAT format, D3DMULTISAMPLE_TYPE multiSample, int lockable, IDirect3DSurface8 **surface) override; long __stdcall CreateStateBlock(D3DSTATEBLOCKTYPE type, unsigned long *token) override; long __stdcall CreateTexture(unsigned int width, unsigned int height, unsigned int levels, unsigned long usage, D3DFORMAT format, D3DPOOL pool, IDirect3DTexture8 **texture) override; long __stdcall CreateVertexBuffer(unsigned int length, unsigned long usage, unsigned long FVF, D3DPOOL, IDirect3DVertexBuffer8 **vertexBuffer) override; long __stdcall CreateVertexShader(const unsigned long *declaration, const unsigned long *function, unsigned long *handle, unsigned long usage) override; long __stdcall CreateVolumeTexture(unsigned int width, unsigned int height, unsigned int depth, unsigned int levels, unsigned long usage, D3DFORMAT format, D3DPOOL pool, IDirect3DVolumeTexture8 **volumeTexture) override; long __stdcall DeletePatch(unsigned int handle) override; long __stdcall DeletePixelShader(unsigned long handle) override; long __stdcall DeleteStateBlock(unsigned long token) override; long __stdcall DeleteVertexShader(unsigned long handle) override; long __stdcall DrawIndexedPrimitive(D3DPRIMITIVETYPE type, unsigned int minIndex, unsigned int numVertices, unsigned int startIndex, unsigned int primitiveCount) override; long __stdcall DrawIndexedPrimitiveUP(D3DPRIMITIVETYPE type, unsigned int minVertexIndex, unsigned int numVertexIndices, unsigned int PrimitiveCount, const void *indexData, D3DFORMAT indexDataFormat, const void *vertexStreamZeroData, unsigned int VertexStreamZeroStride) override; long __stdcall DrawPrimitive(D3DPRIMITIVETYPE primitiveType, unsigned int startVertex, unsigned int primiveCount) override; long __stdcall DrawPrimitiveUP(D3DPRIMITIVETYPE primitiveType, unsigned int primitiveCount, const void *vertexStreamZeroData, unsigned int vertexStreamZeroStride) override; long __stdcall DrawRectPatch(unsigned int handle, const float *numSegs, const D3DRECTPATCH_INFO *rectPatchInfo) override; long __stdcall DrawTriPatch(unsigned int handle, const float *numSegs, const D3DTRIPATCH_INFO *triPatchInfo) override; long __stdcall EndScene() override; long __stdcall EndStateBlock(unsigned long *token) override; unsigned int __stdcall GetAvailableTextureMem() override; long __stdcall GetBackBuffer(unsigned int index, D3DBACKBUFFER_TYPE type, IDirect3DSurface8 **backBuffer) override; long __stdcall GetClipPlane(unsigned long index, float *plane) override; long __stdcall GetClipStatus(D3DCLIPSTATUS8 *clipStatus) override; long __stdcall GetCreationParameters(D3DDEVICE_CREATION_PARAMETERS *parameters) override; long __stdcall GetCurrentTexturePalette(unsigned int *paletteNumber) override; long __stdcall GetDepthStencilSurface(IDirect3DSurface8 **depthStencilSurface) override; long __stdcall GetDeviceCaps(D3DCAPS8 *caps) override; long __stdcall GetDirect3D(IDirect3D8 **D3D) override; long __stdcall GetDisplayMode(D3DDISPLAYMODE *mode) override; long __stdcall GetFrontBuffer(IDirect3DSurface8 *destSurface) override; void __stdcall GetGammaRamp(D3DGAMMARAMP *ramp) override; long __stdcall GetIndices(IDirect3DIndexBuffer8 **indexData, unsigned int *baseVertexIndex) override; long __stdcall GetInfo(unsigned long devInfoID, void *devInfoStruct, unsigned long devInfoStructSize) override; long __stdcall GetLight(unsigned long index, D3DLIGHT8 *p) override; long __stdcall GetLightEnable(unsigned long index , int *enable) override; long __stdcall GetMaterial(D3DMATERIAL8 *material) override; long __stdcall GetPaletteEntries(unsigned int paletteNumber, PALETTEENTRY *entries) override; long __stdcall GetPixelShader(unsigned long *handle) override; long __stdcall GetPixelShaderFunction(unsigned long handle, void *data, unsigned long *sizeOfData) override; long __stdcall GetPixelShaderConstant(unsigned long startRegister, void *constantData, unsigned long constantCount) override; long __stdcall GetRasterStatus(D3DRASTER_STATUS *rasterStatus) override; long __stdcall GetRenderState(D3DRENDERSTATETYPE State, unsigned long *value) override; long __stdcall GetRenderTarget(IDirect3DSurface8 **renderTarget) override; long __stdcall GetStreamSource(unsigned int streamNumber, IDirect3DVertexBuffer8 **streamData, unsigned int *stride) override; long __stdcall GetTexture(unsigned long stage, IDirect3DBaseTexture8 **texture) override; long __stdcall GetTextureStageState(unsigned long stage, D3DTEXTURESTAGESTATETYPE type, unsigned long *value) override; long __stdcall GetTransform(D3DTRANSFORMSTATETYPE state, D3DMATRIX *matrix) override; long __stdcall GetVertexShader(unsigned long *handle) override; long __stdcall GetVertexShaderConstant(unsigned long startRegister, void *constantData, unsigned long constantCount) override; long __stdcall GetVertexShaderDeclaration(unsigned long handle, void *data, unsigned long *size) override; long __stdcall GetVertexShaderFunction(unsigned long handle, void *data, unsigned long *size) override; long __stdcall GetViewport(D3DVIEWPORT8 *viewport) override; long __stdcall LightEnable(unsigned long index, int enable) override; long __stdcall MultiplyTransform(D3DTRANSFORMSTATETYPE state, const D3DMATRIX *matrix) override; long __stdcall Present(const RECT *sourceRect, const RECT *destRect, HWND destWindowOverride, const RGNDATA *dirtyRegion) override; long __stdcall ProcessVertices(unsigned int srcStartIndex, unsigned int destIndex, unsigned int vertexCount, IDirect3DVertexBuffer8 *destBuffer, unsigned long flags) override; long __stdcall Reset(D3DPRESENT_PARAMETERS *presentParameters) override; long __stdcall ResourceManagerDiscardBytes(unsigned long bytes) override; long __stdcall SetClipPlane(unsigned long index, const float *plane) override; long __stdcall SetClipStatus(const D3DCLIPSTATUS8 *clipStatus) override; long __stdcall SetCurrentTexturePalette(unsigned int paletteNumber) override; void __stdcall SetCursorPosition(int x, int y, unsigned long flags) override; long __stdcall SetCursorProperties(unsigned int x, unsigned int y, IDirect3DSurface8 *cursorBitmap) override; void __stdcall SetGammaRamp(unsigned long flags, const D3DGAMMARAMP *ramp) override; long __stdcall SetIndices(IDirect3DIndexBuffer8 *indexData, unsigned int baseVertexIndex) override; long __stdcall SetLight(unsigned long index, const D3DLIGHT8 *light) override; long __stdcall SetMaterial(const D3DMATERIAL8 *material) override; long __stdcall SetPaletteEntries(unsigned int paletteNumber, const PALETTEENTRY *entries) override; long __stdcall SetPixelShader(unsigned long shader) override; long __stdcall SetPixelShaderConstant(unsigned long startRegister, const void *constantData, unsigned long constantCount) override; long __stdcall SetRenderState(D3DRENDERSTATETYPE state, unsigned long value) override; long __stdcall SetRenderTarget(IDirect3DSurface8 *renderTarget, IDirect3DSurface8 *newZStencil) override; long __stdcall SetStreamSource(unsigned int streamNumber, IDirect3DVertexBuffer8 *streamData, unsigned int stride) override; long __stdcall SetTexture(unsigned long stage, IDirect3DBaseTexture8 *texture) override; long __stdcall SetTextureStageState(unsigned long stage, D3DTEXTURESTAGESTATETYPE type, unsigned long value) override; long __stdcall SetTransform(D3DTRANSFORMSTATETYPE state, const D3DMATRIX *matrix) override; long __stdcall SetVertexShader(unsigned long handle) override; long __stdcall SetVertexShaderConstant(unsigned long startRegister, const void *constantData, unsigned long constantCount) override; long __stdcall SetViewport(const D3DVIEWPORT8 *viewport) override; int __stdcall ShowCursor(int show) override; long __stdcall TestCooperativeLevel() override; long __stdcall UpdateTexture(IDirect3DBaseTexture8 *sourceTexture, IDirect3DBaseTexture8 *destinationTexture) override; long __stdcall ValidateDevice(unsigned long *numPasses) override; // Internal methods long __stdcall updateSurface(IDirect3DSurface8 *sourceSurface, const RECT *sourceRect, IDirect3DSurface8 *destinationSurface, const POINT *destPoint); private: static int FVFStride(unsigned long FVF); static int typeStride(unsigned char streamType); static sw::StreamType streamType(int type); bool bindData(Direct3DIndexBuffer8 *indexBuffer, int base); void bindStreams(int base); void bindIndexBuffer(Direct3DIndexBuffer8 *indexBuffer); void bindLights(); bool bindViewport(); void bindTextures(); void bindCursor(); long updateVolume(IDirect3DVolume8 *sourceVolume, IDirect3DVolume8 *destinationVolume); void configureFPU(); // Creation parameters const HINSTANCE instance; Direct3D8 *d3d8; const unsigned int adapter; const D3DDEVTYPE deviceType; const HWND focusWindow; const unsigned long behaviourFlags; const D3DPRESENT_PARAMETERS presentParameters; HWND windowHandle; D3DVIEWPORT8 viewport; D3DMATRIX matrix[512]; Direct3DBaseTexture8 *texture[8]; D3DMATERIAL8 material; float plane[6][4]; D3DCLIPSTATUS8 clipStatus; struct Light : D3DLIGHT8 { Light &operator=(const D3DLIGHT8 &light) { Type = light.Type; Diffuse = light.Diffuse; Specular = light.Specular; Ambient = light.Ambient; Position = light.Position; Direction = light.Direction; Range = light.Range; Falloff = light.Falloff; Attenuation0 = light.Attenuation0; Attenuation1 = light.Attenuation1; Attenuation2 = light.Attenuation2; Theta = light.Theta; Phi = light.Phi; return *this; } bool enable; }; struct Lights : std::map { bool exists(int index) { return find(index) != end(); } }; Lights light; bool lightsDirty; Direct3DVertexBuffer8 *dataStream[16]; int streamStride[16]; Direct3DIndexBuffer8 *indexData; unsigned int baseVertexIndex; unsigned long FVF; std::vector swapChain; Direct3DSurface8 *renderTarget; Direct3DSurface8 *depthStencil; bool recordState; std::vector stateRecorder; unsigned long renderState[D3DRS_NORMALORDER + 1]; unsigned long textureStageState[8][D3DTSS_RESULTARG + 1]; bool init; // TODO: Deprecate when all state changes implemented std::vector pixelShader; std::vector vertexShader; unsigned long pixelShaderHandle; unsigned long vertexShaderHandle; const unsigned long *declaration; float pixelShaderConstant[8][4]; float vertexShaderConstant[256][4]; struct Palette { PALETTEENTRY entry[256]; }; unsigned int currentPalette; std::map palette; sw::Context *context; sw::Renderer *renderer; sw::Surface *cursor; bool showCursor; HCURSOR nullCursor; HCURSOR win32Cursor; }; } #endif // D3D8_Direct3DDevice8_hpp