// 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. #include "Direct3DDevice8.hpp" #include "Direct3D8.hpp" #include "Direct3DSurface8.hpp" #include "Direct3DIndexBuffer8.hpp" #include "Direct3DVertexBuffer8.hpp" #include "Direct3DTexture8.hpp" #include "Direct3DVolumeTexture8.hpp" #include "Direct3DCubeTexture8.hpp" #include "Direct3DSwapChain8.hpp" #include "Direct3DPixelShader8.hpp" #include "Direct3DVertexShader8.hpp" #include "Direct3DVolume8.hpp" #include "Debug.hpp" #include "Capabilities.hpp" #include "Renderer.hpp" #include "Config.hpp" #include "FrameBuffer.hpp" #include "Clipper.hpp" #include "Configurator.hpp" #include "Timer.hpp" #include "Resource.hpp" #include bool localShaderConstants = false; namespace D3D8 { inline unsigned long FtoDW(float f) // FIXME: Deprecate { return (unsigned long&)f; } Direct3DDevice8::Direct3DDevice8(const HINSTANCE instance, Direct3D8 *d3d8, unsigned int adapter, D3DDEVTYPE deviceType, HWND focusWindow, unsigned long behaviourFlags, D3DPRESENT_PARAMETERS *presentParameters) : instance(instance), d3d8(d3d8), adapter(adapter), deviceType(deviceType), focusWindow(focusWindow), behaviourFlags(behaviourFlags), presentParameters(*presentParameters) { init = true; recordState = false; d3d8->AddRef(); context = new sw::Context(); renderer = new sw::Renderer(context, sw::Direct3D, false); swapChain.push_back(0); depthStencil = 0; renderTarget = 0; for(int i = 0; i < 8; i++) { texture[i] = 0; } cursor = 0; unsigned char one[32 * 32 / sizeof(unsigned char)]; memset(one, 0xFFFFFFFF, sizeof(one)); unsigned char zero[32 * 32 / sizeof(unsigned char)] = {0}; nullCursor = CreateCursor(instance, 0, 0, 32, 32, one, zero); win32Cursor = GetCursor(); Reset(presentParameters); pixelShader.push_back(0); // pixelShader[0] = 0 vertexShader.push_back(0); // vertexShader[0] = 0 vertexShaderHandle = 0; pixelShaderHandle = 0; lightsDirty = true; for(int i = 0; i < 16; i++) { dataStream[i] = 0; streamStride[i] = 0; } indexData = 0; baseVertexIndex = 0; declaration = 0; FVF = 0; D3DMATERIAL8 material; material.Diffuse.r = 1.0f; material.Diffuse.g = 1.0f; material.Diffuse.b = 1.0f; material.Diffuse.a = 0.0f; material.Ambient.r = 0.0f; material.Ambient.g = 0.0f; material.Ambient.b = 0.0f; material.Ambient.a = 0.0f; material.Emissive.r = 0.0f; material.Emissive.g = 0.0f; material.Emissive.b = 0.0f; material.Emissive.a = 0.0f; material.Specular.r = 0.0f; material.Specular.g = 0.0f; material.Specular.b = 0.0f; material.Specular.a = 0.0f; material.Power = 0.0f; SetMaterial(&material); D3DMATRIX identity = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}; SetTransform(D3DTS_VIEW, &identity); SetTransform(D3DTS_PROJECTION, &identity); SetTransform(D3DTS_TEXTURE0, &identity); SetTransform(D3DTS_TEXTURE1, &identity); SetTransform(D3DTS_TEXTURE2, &identity); SetTransform(D3DTS_TEXTURE3, &identity); SetTransform(D3DTS_TEXTURE4, &identity); SetTransform(D3DTS_TEXTURE5, &identity); SetTransform(D3DTS_TEXTURE6, &identity); SetTransform(D3DTS_TEXTURE7, &identity); for(int i = 0; i < 12; i++) { SetTransform(D3DTS_WORLDMATRIX(i), &identity); } for(int i = 0; i < 8; i++) { float zero[4] = {0, 0, 0, 0}; SetPixelShaderConstant(i, zero, 1); } for(int i = 0; i < 256; i++) { float zero[4] = {0, 0, 0, 0}; SetVertexShaderConstant(i, zero, 1); } init = false; if(!(behaviourFlags & D3DCREATE_FPU_PRESERVE)) { configureFPU(); } } Direct3DDevice8::~Direct3DDevice8() { delete renderer; renderer = 0; delete context; context = 0; d3d8->Release(); d3d8 = 0; for(unsigned int i = 0; i < swapChain.size(); i++) { if(swapChain[i]) { swapChain[i]->unbind(); swapChain[i] = 0; } } if(depthStencil) { depthStencil->unbind(); depthStencil = 0; } if(renderTarget) { renderTarget->unbind(); renderTarget = 0; } for(int i = 0; i < 8; i++) { if(texture[i]) { texture[i]->unbind(); texture[i] = 0; } } for(int i = 0; i < 16; i++) { if(dataStream[i]) { dataStream[i]->unbind(); dataStream[i] = 0; } } if(indexData) { indexData->unbind(); indexData = 0; } for(unsigned int i = 0; i < pixelShader.size(); i++) { if(pixelShader[i]) { pixelShader[i]->unbind(); pixelShader[i] = 0; } } for(unsigned int i = 0; i < vertexShader.size(); i++) { if(vertexShader[i]) { vertexShader[i]->unbind(); vertexShader[i] = 0; } } for(unsigned int i = 0; i < stateRecorder.size(); i++) { if(stateRecorder[i]) { stateRecorder[i]->unbind(); stateRecorder[i] = 0; } } palette.clear(); delete cursor; DestroyCursor(nullCursor); } long Direct3DDevice8::QueryInterface(const IID &iid, void **object) { TRACE(""); if(iid == IID_IDirect3DDevice8 || iid == IID_IUnknown) { AddRef(); *object = this; return S_OK; } *object = 0; return NOINTERFACE(iid); } unsigned long Direct3DDevice8::AddRef() { TRACE(""); return Unknown::AddRef(); } unsigned long Direct3DDevice8::Release() { TRACE(""); return Unknown::Release(); } long Direct3DDevice8::ApplyStateBlock(unsigned long token) { TRACE(""); stateRecorder[token]->Apply(); return D3D_OK; } long Direct3DDevice8::BeginScene() { TRACE(""); return D3D_OK; } long Direct3DDevice8::BeginStateBlock() { TRACE(""); recordState = true; Direct3DStateBlock8 *stateBlock = new Direct3DStateBlock8(this, (D3DSTATEBLOCKTYPE)0); stateBlock->bind(); stateRecorder.push_back(stateBlock); return D3D_OK; } long Direct3DDevice8::CaptureStateBlock(unsigned long token) { TRACE(""); stateRecorder[token]->Capture(); return D3D_OK; } long Direct3DDevice8::Clear(unsigned long count, const D3DRECT *rects, unsigned long flags, unsigned long color, float z, unsigned long stencil) { TRACE("unsigned long count = %d, const D3DRECT *rects = 0x%0.8p, unsigned long flags = 0x%0.8X, unsigned long color = 0x%0.8X, float z = %f, unsigned long stencil = %d", count, rects, flags, color, z, stencil); if(!rects && count != 0) { return INVALIDCALL(); } if(flags & (D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL) && !depthStencil) { return INVALIDCALL(); } if(flags & D3DCLEAR_STENCIL) // Check for stencil component { D3DSURFACE_DESC description; depthStencil->GetDesc(&description); switch(description.Format) { case D3DFMT_D15S1: case D3DFMT_D24S8: case D3DFMT_D24X8: case D3DFMT_D24X4S4: break; case D3DFMT_D16_LOCKABLE: case D3DFMT_D32: case D3DFMT_D16: return INVALIDCALL(); default: ASSERT(false); } } if(!rects) { count = 1; D3DRECT rect; rect.x1 = viewport.X; rect.x2 = viewport.X + viewport.Width; rect.y1 = viewport.Y; rect.y2 = viewport.Y + viewport.Height; rects = ▭ } for(unsigned int i = 0; i < count; i++) { sw::Rect clearRect(rects[i].x1, rects[i].y1, rects[i].x2, rects[i].y2); clearRect.clip(viewport.X, viewport.Y, viewport.X + viewport.Width, viewport.Y + viewport.Height); if(flags & D3DCLEAR_TARGET) { if(renderTarget) { D3DSURFACE_DESC description; renderTarget->GetDesc(&description); float rgba[4]; rgba[0] = (float)(color & 0x00FF0000) / 0x00FF0000; rgba[1] = (float)(color & 0x0000FF00) / 0x0000FF00; rgba[2] = (float)(color & 0x000000FF) / 0x000000FF; rgba[3] = (float)(color & 0xFF000000) / 0xFF000000; renderer->clear(rgba, sw::FORMAT_A32B32G32R32F, renderTarget, clearRect, 0xF); } } if(flags & D3DCLEAR_ZBUFFER) { z = sw::clamp01(z); depthStencil->clearDepth(z, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height()); } if(flags & D3DCLEAR_STENCIL) { depthStencil->clearStencil(stencil, 0xFF, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height()); } } return D3D_OK; } long Direct3DDevice8::CopyRects(IDirect3DSurface8 *sourceSurface, const RECT *sourceRectsArray, unsigned int rects, IDirect3DSurface8 *destinationSurface, const POINT *destPointsArray) { TRACE(""); if(!sourceSurface || !destinationSurface) { return INVALIDCALL(); } if(sourceRectsArray && rects == 0 || !sourceRectsArray && rects > 0) { return INVALIDCALL(); // FIXME: Verify REF behaviour } D3DSURFACE_DESC sourceDescription; D3DSURFACE_DESC destDescription; sourceSurface->GetDesc(&sourceDescription); destinationSurface->GetDesc(&destDescription); if(sourceDescription.Format != destDescription.Format) { return INVALIDCALL(); } int sWidth = sourceDescription.Width; int sHeight = sourceDescription.Height; int dWidth = destDescription.Width; int dHeight = destDescription.Height; RECT sRect = {0, 0, sWidth, sHeight}; POINT dPoint = {0, 0}; if(!sourceRectsArray || !destPointsArray) { sourceRectsArray = &sRect; destPointsArray = &dPoint; rects = 1; } int bpp = 8 * Direct3DSurface8::bytes(sourceDescription.Format); for(unsigned int i = 0; i < rects; i++) { const RECT &sRect = sourceRectsArray[i]; const POINT &dPoint = destPointsArray[i]; int rWidth = sRect.right - sRect.left; int rHeight = sRect.bottom - sRect.top; RECT dRect; dRect.top = dPoint.y; dRect.left = dPoint.x; dRect.bottom = dPoint.y + rHeight; dRect.right = dPoint.x + rWidth; D3DLOCKED_RECT sourceLock; D3DLOCKED_RECT destLock; sourceSurface->LockRect(&sourceLock, &sRect, D3DLOCK_READONLY); destinationSurface->LockRect(&destLock, &dRect, D3DLOCK_DISCARD); for(int y = 0; y < rHeight; y++) { switch(sourceDescription.Format) { case D3DFMT_DXT1: case D3DFMT_DXT2: case D3DFMT_DXT3: case D3DFMT_DXT4: case D3DFMT_DXT5: memcpy(destLock.pBits, sourceLock.pBits, rWidth * bpp / 8); y += 3; // Advance four lines at once break; default: memcpy(destLock.pBits, sourceLock.pBits, rWidth * bpp / 8); } (char*&)sourceLock.pBits += sourceLock.Pitch; (char*&)destLock.pBits += destLock.Pitch; } sourceSurface->UnlockRect(); destinationSurface->UnlockRect(); } return D3D_OK; } long Direct3DDevice8::CreateAdditionalSwapChain(D3DPRESENT_PARAMETERS *presentParameters, IDirect3DSwapChain8 **swapChain) { TRACE(""); *swapChain = 0; if(!presentParameters || !swapChain) { return INVALIDCALL(); } if(presentParameters->BackBufferCount > 3) { return INVALIDCALL(); // Maximum of three back buffers } if(presentParameters->BackBufferCount == 0) { presentParameters->BackBufferCount = 1; } D3DPRESENT_PARAMETERS present = *presentParameters; *swapChain = new Direct3DSwapChain8(this, &present); if(!*swapChain) { return OUTOFMEMORY(); } if(GetAvailableTextureMem() == 0) { delete *swapChain; return OUTOFVIDEOMEMORY(); } this->swapChain.push_back(static_cast(*swapChain)); (*swapChain)->AddRef(); return D3D_OK; } long Direct3DDevice8::CreateCubeTexture(unsigned int edgeLength, unsigned int levels, unsigned long usage, D3DFORMAT format, D3DPOOL pool, IDirect3DCubeTexture8 **cubeTexture) { TRACE(""); *cubeTexture = 0; if(edgeLength == 0 || d3d8->CheckDeviceFormat(adapter, deviceType, D3DFMT_X8R8G8B8, usage, D3DRTYPE_CUBETEXTURE, format) != D3D_OK) { return INVALIDCALL(); } *cubeTexture = new Direct3DCubeTexture8(this, edgeLength, levels, usage, format, pool); if(!*cubeTexture) { return OUTOFMEMORY(); } if(GetAvailableTextureMem() == 0) { delete *cubeTexture; return OUTOFVIDEOMEMORY(); } (*cubeTexture)->AddRef(); return D3D_OK; } long Direct3DDevice8::CreateDepthStencilSurface(unsigned int width, unsigned int height, D3DFORMAT format, D3DMULTISAMPLE_TYPE multiSample, IDirect3DSurface8 **surface) { TRACE(""); *surface = 0; if(width == 0 || height == 0 || d3d8->CheckDeviceFormat(adapter, deviceType, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, format) != D3D_OK || height > sw::OUTLINE_RESOLUTION) { return INVALIDCALL(); } *surface = new Direct3DSurface8(this, this, width, height, format, D3DPOOL_DEFAULT, multiSample, format == D3DFMT_D16_LOCKABLE, D3DUSAGE_DEPTHSTENCIL); if(!*surface) { return OUTOFMEMORY(); } if(GetAvailableTextureMem() == 0) { delete *surface; return OUTOFVIDEOMEMORY(); } (*surface)->AddRef(); return D3D_OK; } long Direct3DDevice8::CreateImageSurface(unsigned int width, unsigned int height, D3DFORMAT format, IDirect3DSurface8 **surface) { TRACE(""); *surface = 0; if(width == 0 || height == 0 || d3d8->CheckDeviceFormat(adapter, deviceType, D3DFMT_X8R8G8B8, 0, D3DRTYPE_SURFACE, format) != D3D_OK) { return INVALIDCALL(); } *surface = new Direct3DSurface8(this, this, width, height, format, D3DPOOL_SYSTEMMEM, D3DMULTISAMPLE_NONE, true, 0); if(!*surface) { return OUTOFMEMORY(); } if(GetAvailableTextureMem() == 0) { delete *surface; return OUTOFVIDEOMEMORY(); } (*surface)->AddRef(); return D3D_OK; } long Direct3DDevice8::CreateIndexBuffer(unsigned int length, unsigned long usage, D3DFORMAT format, D3DPOOL pool, IDirect3DIndexBuffer8 **indexBuffer) { TRACE(""); *indexBuffer = new Direct3DIndexBuffer8(this, length, usage, format, pool); if(!*indexBuffer) { return OUTOFMEMORY(); } if(GetAvailableTextureMem() == 0) { delete *indexBuffer; return OUTOFVIDEOMEMORY(); } (*indexBuffer)->AddRef(); return D3D_OK; } long Direct3DDevice8::CreatePixelShader(const unsigned long *function, unsigned long *handle) { TRACE(""); if(!function || !handle || function[0] > pixelShaderVersion) { return INVALIDCALL(); } unsigned int index; for(index = 1; index < pixelShader.size(); index++) // Skip NULL handle { if(pixelShader[index] == 0) { pixelShader[index] = new Direct3DPixelShader8(this, function); // FIXME: Check for null break; } } if(index == pixelShader.size()) { pixelShader.push_back(new Direct3DPixelShader8(this, function)); } pixelShader[index]->AddRef(); *handle = index; return D3D_OK; } long Direct3DDevice8::CreateRenderTarget(unsigned int width, unsigned int height, D3DFORMAT format, D3DMULTISAMPLE_TYPE multiSample, int lockable, IDirect3DSurface8 **surface) { TRACE(""); *surface = 0; if(width == 0 || height == 0 || d3d8->CheckDeviceFormat(adapter, deviceType, D3DFMT_X8R8G8B8, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, format) != D3D_OK || height > sw::OUTLINE_RESOLUTION) { return INVALIDCALL(); } *surface = new Direct3DSurface8(this, this, width, height, format, D3DPOOL_DEFAULT, multiSample, lockable != FALSE, D3DUSAGE_RENDERTARGET); if(!*surface) { return OUTOFMEMORY(); } if(GetAvailableTextureMem() == 0) { delete *surface; return OUTOFVIDEOMEMORY(); } (*surface)->AddRef(); return D3D_OK; } long Direct3DDevice8::CreateStateBlock(D3DSTATEBLOCKTYPE type, unsigned long *token) { TRACE(""); if(!token) { return INVALIDCALL(); } Direct3DStateBlock8 *stateBlock = new Direct3DStateBlock8(this, type); stateBlock->bind(); stateRecorder.push_back(stateBlock); *token = (unsigned long)(stateRecorder.size() - 1); return D3D_OK; } long Direct3DDevice8::CreateTexture(unsigned int width, unsigned int height, unsigned int levels, unsigned long usage, D3DFORMAT format, D3DPOOL pool, IDirect3DTexture8 **texture) { TRACE(""); *texture = 0; if(width == 0 || height == 0 || d3d8->CheckDeviceFormat(adapter, deviceType, D3DFMT_X8R8G8B8, usage, D3DRTYPE_TEXTURE, format) != D3D_OK) { return INVALIDCALL(); } *texture = new Direct3DTexture8(this, width, height, levels, usage, format, pool); if(!*texture) { return OUTOFMEMORY(); } if(GetAvailableTextureMem() == 0) { delete *texture; return OUTOFVIDEOMEMORY(); } (*texture)->AddRef(); return D3D_OK; } long Direct3DDevice8::CreateVertexBuffer(unsigned int length, unsigned long usage, unsigned long FVF, D3DPOOL pool, IDirect3DVertexBuffer8 **vertexBuffer) { TRACE(""); *vertexBuffer = new Direct3DVertexBuffer8(this, length, usage, FVF, pool); if(!*vertexBuffer) { return OUTOFMEMORY(); } if(GetAvailableTextureMem() == 0) { delete *vertexBuffer; return OUTOFVIDEOMEMORY(); } (*vertexBuffer)->AddRef(); return D3D_OK; } long Direct3DDevice8::CreateVertexShader(const unsigned long *declaration, const unsigned long *function, unsigned long *handle, unsigned long usage) { TRACE("const unsigned long *declaration = 0x%0.8p, const unsigned long *function = 0x%0.8p, unsigned long *handle = 0x%0.8p, unsigned long usage = %d", declaration, function, handle, usage); if(!declaration || !handle || (function && function[0] > vertexShaderVersion)) { return INVALIDCALL(); } unsigned int index; for(index = 1; index < vertexShader.size(); index++) // NOTE: skip NULL handle { if(vertexShader[index] == 0) { vertexShader[index] = new Direct3DVertexShader8(this, declaration, function); // FIXME: Check for null break; } } if(index == vertexShader.size()) { vertexShader.push_back(new Direct3DVertexShader8(this, declaration, function)); } vertexShader[index]->AddRef(); *handle = (index << 16) + 1; return D3D_OK; } long Direct3DDevice8::CreateVolumeTexture(unsigned int width, unsigned int height, unsigned int depth, unsigned int levels, unsigned long usage, D3DFORMAT format, D3DPOOL pool, IDirect3DVolumeTexture8 **volumeTexture) { TRACE(""); *volumeTexture = 0; if(width == 0 || height == 0 || depth == 0 || d3d8->CheckDeviceFormat(adapter, deviceType, D3DFMT_X8R8G8B8, usage, D3DRTYPE_VOLUMETEXTURE, format) != D3D_OK) { return INVALIDCALL(); } *volumeTexture = new Direct3DVolumeTexture8(this, width, height, depth, levels, usage, format, pool); if(!*volumeTexture) { return OUTOFMEMORY(); } if(GetAvailableTextureMem() == 0) { delete *volumeTexture; return OUTOFVIDEOMEMORY(); } (*volumeTexture)->AddRef(); return D3D_OK; } long Direct3DDevice8::DeletePatch(unsigned int handle) { TRACE(""); UNIMPLEMENTED(); return D3D_OK; } long Direct3DDevice8::DeleteStateBlock(unsigned long token) { TRACE(""); if(token >= stateRecorder.size() || !stateRecorder[token]) { return INVALIDCALL(); } stateRecorder[token]->unbind(); stateRecorder[token] = 0; return D3D_OK; } long Direct3DDevice8::DeleteVertexShader(unsigned long handle) { TRACE(""); unsigned int index = handle >> 16; if(index >= vertexShader.size() || !vertexShader[index]) { return INVALIDCALL(); } vertexShader[index]->Release(); vertexShader[index] = 0; return D3D_OK; } long Direct3DDevice8::DrawIndexedPrimitive(D3DPRIMITIVETYPE type, unsigned int minIndex, unsigned int numVertices, unsigned int startIndex, unsigned int primitiveCount) { TRACE(""); if(!indexData) { return INVALIDCALL(); } if(!bindData(indexData, baseVertexIndex) || !primitiveCount) { return D3D_OK; } unsigned int indexOffset = startIndex * (indexData->is32Bit() ? 4 : 2); // FIXME: Doesn't take stream frequencies into account sw::DrawType drawType; if(indexData->is32Bit()) { switch(type) { case D3DPT_POINTLIST: drawType = sw::DRAW_INDEXEDPOINTLIST32; break; case D3DPT_LINELIST: drawType = sw::DRAW_INDEXEDLINELIST32; break; case D3DPT_LINESTRIP: drawType = sw::DRAW_INDEXEDLINESTRIP32; break; case D3DPT_TRIANGLELIST: drawType = sw::DRAW_INDEXEDTRIANGLELIST32; break; case D3DPT_TRIANGLESTRIP: drawType = sw::DRAW_INDEXEDTRIANGLESTRIP32; break; case D3DPT_TRIANGLEFAN: drawType = sw::DRAW_INDEXEDTRIANGLEFAN32; break; default: ASSERT(false); } } else { switch(type) { case D3DPT_POINTLIST: drawType = sw::DRAW_INDEXEDPOINTLIST16; break; case D3DPT_LINELIST: drawType = sw::DRAW_INDEXEDLINELIST16; break; case D3DPT_LINESTRIP: drawType = sw::DRAW_INDEXEDLINESTRIP16; break; case D3DPT_TRIANGLELIST: drawType = sw::DRAW_INDEXEDTRIANGLELIST16; break; case D3DPT_TRIANGLESTRIP: drawType = sw::DRAW_INDEXEDTRIANGLESTRIP16; break; case D3DPT_TRIANGLEFAN: drawType = sw::DRAW_INDEXEDTRIANGLEFAN16; break; default: ASSERT(false); } } bindData(indexData, baseVertexIndex); renderer->draw(drawType, indexOffset, primitiveCount); return D3D_OK; } long Direct3DDevice8::DeletePixelShader(unsigned long handle) { TRACE(""); if(handle >= pixelShader.size() || !pixelShader[handle]) { return INVALIDCALL(); } pixelShader[handle]->Release(); pixelShader[handle] = 0; return D3D_OK; } long Direct3DDevice8::DrawIndexedPrimitiveUP(D3DPRIMITIVETYPE type, unsigned int minIndex, unsigned int numVertices, unsigned int primitiveCount, const void *indexData, D3DFORMAT indexDataFormat, const void *vertexStreamZeroData, unsigned int vertexStreamZeroStride) { TRACE(""); if(!vertexStreamZeroData || !indexData) { return INVALIDCALL(); } int length = (minIndex + numVertices) * vertexStreamZeroStride; Direct3DVertexBuffer8 *vertexBuffer = new Direct3DVertexBuffer8(this, length, 0, 0, D3DPOOL_DEFAULT); unsigned char *data; vertexBuffer->Lock(0, 0, &data, 0); memcpy(data, vertexStreamZeroData, length); vertexBuffer->Unlock(); SetStreamSource(0, vertexBuffer, vertexStreamZeroStride); switch(type) { case D3DPT_POINTLIST: length = primitiveCount; break; case D3DPT_LINELIST: length = primitiveCount * 2; break; case D3DPT_LINESTRIP: length = primitiveCount + 1; break; case D3DPT_TRIANGLELIST: length = primitiveCount * 3; break; case D3DPT_TRIANGLESTRIP: length = primitiveCount + 2; break; case D3DPT_TRIANGLEFAN: length = primitiveCount + 2; break; default: ASSERT(false); } length *= indexDataFormat == D3DFMT_INDEX32 ? 4 : 2; Direct3DIndexBuffer8 *indexBuffer = new Direct3DIndexBuffer8(this, length, 0, indexDataFormat, D3DPOOL_DEFAULT); indexBuffer->Lock(0, 0, &data, 0); memcpy(data, indexData, length); indexBuffer->Unlock(); SetIndices(indexBuffer, 0); if(!bindData(indexBuffer, 0) || !primitiveCount) { vertexBuffer->Release(); return D3D_OK; } sw::DrawType drawType; if(indexDataFormat == D3DFMT_INDEX32) { switch(type) { case D3DPT_POINTLIST: drawType = sw::DRAW_INDEXEDPOINTLIST32; break; case D3DPT_LINELIST: drawType = sw::DRAW_INDEXEDLINELIST32; break; case D3DPT_LINESTRIP: drawType = sw::DRAW_INDEXEDLINESTRIP32; break; case D3DPT_TRIANGLELIST: drawType = sw::DRAW_INDEXEDTRIANGLELIST32; break; case D3DPT_TRIANGLESTRIP: drawType = sw::DRAW_INDEXEDTRIANGLESTRIP32; break; case D3DPT_TRIANGLEFAN: drawType = sw::DRAW_INDEXEDTRIANGLEFAN32; break; default: ASSERT(false); } } else { switch(type) { case D3DPT_POINTLIST: drawType = sw::DRAW_INDEXEDPOINTLIST16; break; case D3DPT_LINELIST: drawType = sw::DRAW_INDEXEDLINELIST16; break; case D3DPT_LINESTRIP: drawType = sw::DRAW_INDEXEDLINESTRIP16; break; case D3DPT_TRIANGLELIST: drawType = sw::DRAW_INDEXEDTRIANGLELIST16; break; case D3DPT_TRIANGLESTRIP: drawType = sw::DRAW_INDEXEDTRIANGLESTRIP16; break; case D3DPT_TRIANGLEFAN: drawType = sw::DRAW_INDEXEDTRIANGLEFAN16; break; default: ASSERT(false); } } renderer->draw(drawType, 0, primitiveCount); SetStreamSource(0, 0, 0); SetIndices(0, 0); return D3D_OK; } long Direct3DDevice8::DrawPrimitive(D3DPRIMITIVETYPE primitiveType, unsigned int startVertex, unsigned int primitiveCount) { TRACE(""); if(!bindData(0, startVertex) || !primitiveCount) { return D3D_OK; } sw::DrawType drawType; switch(primitiveType) { case D3DPT_POINTLIST: drawType = sw::DRAW_POINTLIST; break; case D3DPT_LINELIST: drawType = sw::DRAW_LINELIST; break; case D3DPT_LINESTRIP: drawType = sw::DRAW_LINESTRIP; break; case D3DPT_TRIANGLELIST: drawType = sw::DRAW_TRIANGLELIST; break; case D3DPT_TRIANGLESTRIP: drawType = sw::DRAW_TRIANGLESTRIP; break; case D3DPT_TRIANGLEFAN: drawType = sw::DRAW_TRIANGLEFAN; break; default: ASSERT(false); } renderer->draw(drawType, 0, primitiveCount); return D3D_OK; } long Direct3DDevice8::DrawPrimitiveUP(D3DPRIMITIVETYPE primitiveType, unsigned int primitiveCount, const void *vertexStreamZeroData, unsigned int vertexStreamZeroStride) { TRACE(""); if(!vertexStreamZeroData) { return INVALIDCALL(); } IDirect3DVertexBuffer8 *vertexBuffer = 0; int length = 0; switch(primitiveType) { case D3DPT_POINTLIST: length = primitiveCount; break; case D3DPT_LINELIST: length = primitiveCount * 2; break; case D3DPT_LINESTRIP: length = primitiveCount + 1; break; case D3DPT_TRIANGLELIST: length = primitiveCount * 3; break; case D3DPT_TRIANGLESTRIP: length = primitiveCount + 2; break; case D3DPT_TRIANGLEFAN: length = primitiveCount + 2; break; default: ASSERT(false); } length *= vertexStreamZeroStride; CreateVertexBuffer(length, 0, 0, D3DPOOL_DEFAULT, &vertexBuffer); unsigned char *data; vertexBuffer->Lock(0, 0, &data, 0); memcpy(data, vertexStreamZeroData, length); vertexBuffer->Unlock(); SetStreamSource(0, vertexBuffer, vertexStreamZeroStride); if(!bindData(0, 0) || !primitiveCount) { vertexBuffer->Release(); return D3D_OK; } sw::DrawType drawType; switch(primitiveType) { case D3DPT_POINTLIST: drawType = sw::DRAW_POINTLIST; break; case D3DPT_LINELIST: drawType = sw::DRAW_LINELIST; break; case D3DPT_LINESTRIP: drawType = sw::DRAW_LINESTRIP; break; case D3DPT_TRIANGLELIST: drawType = sw::DRAW_TRIANGLELIST; break; case D3DPT_TRIANGLESTRIP: drawType = sw::DRAW_TRIANGLESTRIP; break; case D3DPT_TRIANGLEFAN: drawType = sw::DRAW_TRIANGLEFAN; break; default: ASSERT(false); } renderer->draw(drawType, 0, primitiveCount); SetStreamSource(0, 0, 0); vertexBuffer->Release(); return D3D_OK; } long Direct3DDevice8::DrawRectPatch(unsigned int handle, const float *numSegs, const D3DRECTPATCH_INFO *rectPatchInfo) { TRACE(""); if(!numSegs || !rectPatchInfo) { return INVALIDCALL(); } UNIMPLEMENTED(); return D3D_OK; } long Direct3DDevice8::DrawTriPatch(unsigned int handle, const float *numSegs, const D3DTRIPATCH_INFO *triPatchInfo) { TRACE(""); if(!numSegs || !triPatchInfo) { return INVALIDCALL(); } UNIMPLEMENTED(); return D3D_OK; } long Direct3DDevice8::EndScene() { TRACE(""); return D3D_OK; } long Direct3DDevice8::EndStateBlock(unsigned long *token) { TRACE(""); if(!token) { return INVALIDCALL(); } recordState = false; *token = (unsigned long)(stateRecorder.size() - 1); return D3D_OK; } unsigned int Direct3DDevice8::GetAvailableTextureMem() { TRACE(""); int availableMemory = textureMemory - Direct3DResource8::getMemoryUsage(); if(availableMemory < 0) availableMemory = 0; // Round to nearest MB return (availableMemory + 0x80000) & 0xFFF00000; } long Direct3DDevice8::GetBackBuffer(unsigned int index, D3DBACKBUFFER_TYPE type, IDirect3DSurface8 **backBuffer) { TRACE(""); if(!backBuffer/* || type != D3DBACKBUFFER_TYPE_MONO*/) { return INVALIDCALL(); } swapChain[index]->GetBackBuffer(index, type, backBuffer); return D3D_OK; } long Direct3DDevice8::GetClipPlane(unsigned long index, float *plane) { TRACE(""); if(!plane || index >= 6) { return INVALIDCALL(); } plane[0] = this->plane[index][0]; plane[1] = this->plane[index][1]; plane[2] = this->plane[index][2]; plane[3] = this->plane[index][3]; return D3D_OK; } long Direct3DDevice8::GetClipStatus(D3DCLIPSTATUS8 *clipStatus) { TRACE(""); if(!clipStatus) { return INVALIDCALL(); } *clipStatus = this->clipStatus; return D3D_OK; } long Direct3DDevice8::GetCreationParameters(D3DDEVICE_CREATION_PARAMETERS *parameters) { TRACE(""); if(!parameters) { return INVALIDCALL(); } parameters->AdapterOrdinal = adapter; parameters->BehaviorFlags = behaviourFlags; parameters->DeviceType = deviceType; parameters->hFocusWindow = focusWindow; return D3D_OK; } long Direct3DDevice8::GetCurrentTexturePalette(unsigned int *paletteNumber) { TRACE(""); if(!paletteNumber) { return INVALIDCALL(); } *paletteNumber = currentPalette; return D3D_OK; } long Direct3DDevice8::GetDepthStencilSurface(IDirect3DSurface8 **depthStencilSurface) { TRACE(""); if(!depthStencilSurface) { return INVALIDCALL(); } *depthStencilSurface = depthStencil; if(depthStencil) { depthStencil->AddRef(); } return D3D_OK; // FIXME: Return NOTFOUND() when no depthStencil? } long Direct3DDevice8::GetDeviceCaps(D3DCAPS8 *caps) { TRACE(""); return d3d8->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, caps); } long Direct3DDevice8::GetDirect3D(IDirect3D8 **d3d8) { TRACE(""); if(!d3d8) { return INVALIDCALL(); } ASSERT(this->d3d8); *d3d8 = this->d3d8; this->d3d8->AddRef(); return D3D_OK; } long Direct3DDevice8::GetDisplayMode(D3DDISPLAYMODE *mode) { TRACE(""); if(!mode) { return INVALIDCALL(); } d3d8->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, mode); return D3D_OK; } long Direct3DDevice8::GetFrontBuffer(IDirect3DSurface8 *destSurface) { TRACE(""); if(!destSurface) { return INVALIDCALL(); } D3DLOCKED_RECT description; destSurface->LockRect(&description, 0, 0); swapChain[0]->screenshot(description.pBits); destSurface->UnlockRect(); return D3D_OK; } void Direct3DDevice8::GetGammaRamp(D3DGAMMARAMP *ramp) { TRACE(""); if(!ramp) { return; } swapChain[0]->getGammaRamp((sw::GammaRamp*)ramp); } long Direct3DDevice8::GetIndices(IDirect3DIndexBuffer8 **indexData, unsigned int *baseVertexIndex) { TRACE(""); if(!indexData || !baseVertexIndex) { return INVALIDCALL(); } *indexData = this->indexData; if(this->indexData) { this->indexData->AddRef(); } *baseVertexIndex = this->baseVertexIndex; return D3D_OK; } long Direct3DDevice8::GetInfo(unsigned long devInfoID, void *devInfoStruct, unsigned long devInfoStructSize) { TRACE(""); if(!devInfoStruct || devInfoStructSize == 0) { return INVALIDCALL(); } switch(devInfoID) { case 0: return E_FAIL; case 1: return E_FAIL; case 2: return E_FAIL; case 3: return E_FAIL; case 4: return S_FALSE; case 5: UNIMPLEMENTED(); // FIXME: D3DDEVINFOID_RESOURCEMANAGER case 6: UNIMPLEMENTED(); // FIXME: D3DDEVINFOID_D3DVERTEXSTATS case 7: return E_FAIL; } return D3D_OK; } long Direct3DDevice8::GetLight(unsigned long index, D3DLIGHT8 *light) { TRACE(""); if(!light) { return INVALIDCALL(); } if(!this->light.exists(index)) { return INVALIDCALL(); } *light = this->light[index]; return D3D_OK; } long Direct3DDevice8::GetLightEnable(unsigned long index , int *enable) { TRACE(""); if(!enable) { return INVALIDCALL(); } if(!light.exists(index)) { return INVALIDCALL(); } *enable = light[index].enable; return D3D_OK; } long Direct3DDevice8::GetMaterial(D3DMATERIAL8 *material) { TRACE(""); if(!material) { return INVALIDCALL(); } *material = this->material; return D3D_OK; } long Direct3DDevice8::GetPaletteEntries(unsigned int paletteNumber, PALETTEENTRY *entries) { TRACE(""); if(paletteNumber > 0xFFFF || !entries) { return INVALIDCALL(); } for(int i = 0; i < 256; i++) { entries[i] = palette[paletteNumber].entry[i]; } return D3D_OK; } long Direct3DDevice8::GetPixelShader(unsigned long *handle) { TRACE(""); if(!handle) { return INVALIDCALL(); } *handle = pixelShaderHandle; return D3D_OK; } long Direct3DDevice8::GetPixelShaderFunction(unsigned long handle, void *data, unsigned long *size) { TRACE(""); if(!data) { return INVALIDCALL(); } UNIMPLEMENTED(); return D3D_OK; } long Direct3DDevice8::GetPixelShaderConstant(unsigned long startRegister, void *constantData, unsigned long count) { TRACE(""); if(!constantData) { return INVALIDCALL(); } for(unsigned int i = 0; i < count; i++) { ((float*)constantData)[i * 4 + 0] = pixelShaderConstant[startRegister + i][0]; ((float*)constantData)[i * 4 + 1] = pixelShaderConstant[startRegister + i][1]; ((float*)constantData)[i * 4 + 2] = pixelShaderConstant[startRegister + i][2]; ((float*)constantData)[i * 4 + 3] = pixelShaderConstant[startRegister + i][3]; } return D3D_OK; } long Direct3DDevice8::GetRasterStatus(D3DRASTER_STATUS *rasterStatus) { TRACE(""); if(!rasterStatus) { return INVALIDCALL(); } UNIMPLEMENTED(); return D3D_OK; } long Direct3DDevice8::GetRenderState(D3DRENDERSTATETYPE state, unsigned long *value) { TRACE(""); if(!value) { return INVALIDCALL(); } *value = renderState[state]; return D3D_OK; } long Direct3DDevice8::GetRenderTarget(IDirect3DSurface8 **renderTarget) { TRACE(""); if(!renderTarget) { return INVALIDCALL(); } *renderTarget = this->renderTarget; this->renderTarget->AddRef(); return D3D_OK; } long Direct3DDevice8::GetStreamSource(unsigned int streamNumber, IDirect3DVertexBuffer8 **streamData, unsigned int *stride) { TRACE(""); if(streamNumber >= 16 || !streamData || !stride) { return INVALIDCALL(); } *streamData = dataStream[streamNumber]; if(dataStream[streamNumber]) { dataStream[streamNumber]->AddRef(); } *stride = 0; // NOTE: Unimplemented return D3D_OK; } long Direct3DDevice8::GetTexture(unsigned long stage, IDirect3DBaseTexture8 **texture) { TRACE(""); if(!texture || stage >= 8) { return INVALIDCALL(); } *texture = this->texture[stage]; if(this->texture[stage]) { this->texture[stage]->AddRef(); } return D3D_OK; } long Direct3DDevice8::GetTextureStageState(unsigned long stage, D3DTEXTURESTAGESTATETYPE state, unsigned long *value) { TRACE(""); if(!value || stage < 0 || stage >= 8 || state < 0 || state > D3DTSS_RESULTARG) // FIXME: Set *value to 0? { return INVALIDCALL(); } *value = textureStageState[stage][state]; return D3D_OK; } long Direct3DDevice8::GetTransform(D3DTRANSFORMSTATETYPE state, D3DMATRIX *matrix) { TRACE(""); if(!matrix || state < 0 || state > 511) { return INVALIDCALL(); } *matrix = this->matrix[state]; return D3D_OK; } long Direct3DDevice8::GetVertexShader(unsigned long *handle) { TRACE(""); if(!handle) { return INVALIDCALL(); } *handle = vertexShaderHandle; return D3D_OK; } long Direct3DDevice8::GetVertexShaderConstant(unsigned long startRegister, void *constantData, unsigned long count) { TRACE(""); if(!constantData) { return INVALIDCALL(); } for(unsigned int i = 0; i < count; i++) { ((float*)constantData)[i * 4 + 0] = vertexShaderConstant[startRegister + i][0]; ((float*)constantData)[i * 4 + 1] = vertexShaderConstant[startRegister + i][1]; ((float*)constantData)[i * 4 + 2] = vertexShaderConstant[startRegister + i][2]; ((float*)constantData)[i * 4 + 3] = vertexShaderConstant[startRegister + i][3]; } return D3D_OK; } long Direct3DDevice8::GetVertexShaderDeclaration(unsigned long handle, void *data, unsigned long *size) { TRACE(""); if(!data || !size) { return INVALIDCALL(); } UNIMPLEMENTED(); return D3D_OK; } long Direct3DDevice8::GetVertexShaderFunction(unsigned long handle, void *data, unsigned long *size) { TRACE(""); if(!data || !size) { return INVALIDCALL(); } UNIMPLEMENTED(); return D3D_OK; } long Direct3DDevice8::GetViewport(D3DVIEWPORT8 *viewport) { TRACE(""); if(!viewport) { return INVALIDCALL(); } *viewport = this->viewport; return D3D_OK; } long Direct3DDevice8::LightEnable(unsigned long index, int enable) { TRACE(""); if(!recordState) { if(!light.exists(index)) // Insert default light { D3DLIGHT8 light; light.Type = D3DLIGHT_DIRECTIONAL; light.Diffuse.r = 1; light.Diffuse.g = 1; light.Diffuse.b = 1; light.Diffuse.a = 0; light.Specular.r = 0; light.Specular.g = 0; light.Specular.b = 0; light.Specular.a = 0; light.Ambient.r = 0; light.Ambient.g = 0; light.Ambient.b = 0; light.Ambient.a = 0; light.Position.x = 0; light.Position.y = 0; light.Position.z = 0; light.Direction.x = 0; light.Direction.y = 0; light.Direction.z = 1; light.Range = 0; light.Falloff = 0; light.Attenuation0 = 0; light.Attenuation1 = 0; light.Attenuation2 = 0; light.Theta = 0; light.Phi = 0; SetLight(index, &light); } light[index].enable = (enable != FALSE); lightsDirty = true; } else { stateRecorder.back()->lightEnable(index, enable); } return D3D_OK; } long Direct3DDevice8::MultiplyTransform(D3DTRANSFORMSTATETYPE state, const D3DMATRIX *matrix) { TRACE(""); if(!matrix) { return INVALIDCALL(); } D3DMATRIX *current = &this->matrix[state]; sw::Matrix C(current->_11, current->_21, current->_31, current->_41, current->_12, current->_22, current->_32, current->_42, current->_13, current->_23, current->_33, current->_43, current->_14, current->_24, current->_34, current->_44); sw::Matrix M(matrix->_11, matrix->_21, matrix->_31, matrix->_41, matrix->_12, matrix->_22, matrix->_32, matrix->_42, matrix->_13, matrix->_23, matrix->_33, matrix->_43, matrix->_14, matrix->_24, matrix->_34, matrix->_44); switch(state) { case D3DTS_WORLD: renderer->setModelMatrix(C * M); break; case D3DTS_VIEW: renderer->setViewMatrix(C * M); break; case D3DTS_PROJECTION: renderer->setProjectionMatrix(C * M); break; case D3DTS_TEXTURE0: renderer->setTextureMatrix(0, C * M); break; case D3DTS_TEXTURE1: renderer->setTextureMatrix(1, C * M); break; case D3DTS_TEXTURE2: renderer->setTextureMatrix(2, C * M); break; case D3DTS_TEXTURE3: renderer->setTextureMatrix(3, C * M); break; case D3DTS_TEXTURE4: renderer->setTextureMatrix(4, C * M); break; case D3DTS_TEXTURE5: renderer->setTextureMatrix(5, C * M); break; case D3DTS_TEXTURE6: renderer->setTextureMatrix(6, C * M); break; case D3DTS_TEXTURE7: renderer->setTextureMatrix(7, C * M); break; default: if(state > 256 && state < 512) { renderer->setModelMatrix(C * M, state - 256); } else ASSERT(false); } return D3D_OK; } long Direct3DDevice8::Present(const RECT *sourceRect, const RECT *destRect, HWND destWindowOverride, const RGNDATA *dirtyRegion) { TRACE(""); // NOTE: sourceRect and destRect can be null, dirtyRegion has to be null HWND windowHandle = presentParameters.hDeviceWindow ? presentParameters.hDeviceWindow : focusWindow; if(destWindowOverride && destWindowOverride != windowHandle) { UNIMPLEMENTED(); } if(dirtyRegion) { return INVALIDCALL(); } swapChain[0]->Present(sourceRect, destRect, destWindowOverride, dirtyRegion); return D3D_OK; } long Direct3DDevice8::ProcessVertices(unsigned int srcStartIndex, unsigned int destIndex, unsigned int vertexCount, IDirect3DVertexBuffer8 *destBuffer, unsigned long flags) { TRACE(""); if(!destBuffer) { return INVALIDCALL(); } UNIMPLEMENTED(); return D3D_OK; } long Direct3DDevice8::Reset(D3DPRESENT_PARAMETERS *presentParameters) { TRACE(""); if(!presentParameters) { return INVALIDCALL(); } if(swapChain[0]) { swapChain[0]->unbind(); swapChain[0] = 0; } if(depthStencil) { depthStencil->unbind(); depthStencil = 0; } if(renderTarget) { renderTarget->unbind(); renderTarget = 0; } D3DPRESENT_PARAMETERS present = *presentParameters; if(!swapChain[0]) { swapChain[0] = new Direct3DSwapChain8(this, &present); swapChain[0]->bind(); } else { swapChain[0]->reset(&present); } HWND windowHandle = presentParameters->hDeviceWindow ? presentParameters->hDeviceWindow : focusWindow; int width = 0; int height = 0; if(presentParameters->Windowed && (presentParameters->BackBufferHeight == 0 || presentParameters->BackBufferWidth == 0)) { RECT rectangle; GetClientRect(windowHandle, &rectangle); width = rectangle.right - rectangle.left; height = rectangle.bottom - rectangle.top; } else { width = presentParameters->BackBufferWidth; height = presentParameters->BackBufferHeight; } if(presentParameters->EnableAutoDepthStencil != FALSE) { depthStencil = new Direct3DSurface8(this, this, width, height, presentParameters->AutoDepthStencilFormat, D3DPOOL_DEFAULT, presentParameters->MultiSampleType, presentParameters->AutoDepthStencilFormat == D3DFMT_D16_LOCKABLE, D3DUSAGE_DEPTHSTENCIL); depthStencil->bind(); } IDirect3DSurface8 *renderTarget; swapChain[0]->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &renderTarget); SetRenderTarget(renderTarget, depthStencil); renderTarget->Release(); SetRenderState(D3DRS_ZENABLE, presentParameters->EnableAutoDepthStencil != FALSE ? D3DZB_TRUE : D3DZB_FALSE); SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); SetRenderState(D3DRS_ZWRITEENABLE, TRUE); SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); SetRenderState(D3DRS_LASTPIXEL, TRUE); SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE); SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ZERO); SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW); SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL); SetRenderState(D3DRS_ALPHAREF, 0); SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_ALWAYS); SetRenderState(D3DRS_DITHERENABLE, FALSE); SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); SetRenderState(D3DRS_FOGENABLE, FALSE); SetRenderState(D3DRS_SPECULARENABLE, FALSE); // SetRenderState(D3DRS_ZVISIBLE, 0); SetRenderState(D3DRS_FOGCOLOR, 0); SetRenderState(D3DRS_FOGTABLEMODE, D3DFOG_NONE); SetRenderState(D3DRS_FOGSTART, FtoDW(0.0f)); SetRenderState(D3DRS_FOGEND, FtoDW(1.0f)); SetRenderState(D3DRS_FOGDENSITY, FtoDW(1.0f)); SetRenderState(D3DRS_EDGEANTIALIAS, FALSE); SetRenderState(D3DRS_RANGEFOGENABLE, FALSE); SetRenderState(D3DRS_ZBIAS, 0); SetRenderState(D3DRS_STENCILENABLE, FALSE); SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP); SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP); SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_KEEP); SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS); SetRenderState(D3DRS_STENCILREF, 0); SetRenderState(D3DRS_STENCILMASK, 0xFFFFFFFF); SetRenderState(D3DRS_STENCILWRITEMASK, 0xFFFFFFFF); SetRenderState(D3DRS_TEXTUREFACTOR, 0xFFFFFFFF); SetRenderState(D3DRS_WRAP0, 0); SetRenderState(D3DRS_WRAP1, 0); SetRenderState(D3DRS_WRAP2, 0); SetRenderState(D3DRS_WRAP3, 0); SetRenderState(D3DRS_WRAP4, 0); SetRenderState(D3DRS_WRAP5, 0); SetRenderState(D3DRS_WRAP6, 0); SetRenderState(D3DRS_WRAP7, 0); SetRenderState(D3DRS_CLIPPING, TRUE); SetRenderState(D3DRS_LIGHTING, TRUE); SetRenderState(D3DRS_AMBIENT, 0); SetRenderState(D3DRS_FOGVERTEXMODE, D3DFOG_NONE); SetRenderState(D3DRS_COLORVERTEX, TRUE); SetRenderState(D3DRS_LOCALVIEWER, TRUE); SetRenderState(D3DRS_NORMALIZENORMALS, FALSE); SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1); SetRenderState(D3DRS_SPECULARMATERIALSOURCE, D3DMCS_COLOR2); SetRenderState(D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL); SetRenderState(D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL); SetRenderState(D3DRS_VERTEXBLEND, D3DVBF_DISABLE); SetRenderState(D3DRS_CLIPPLANEENABLE, 0); SetRenderState(D3DRS_SOFTWAREVERTEXPROCESSING, FALSE); SetRenderState(D3DRS_POINTSIZE, FtoDW(1.0f)); SetRenderState(D3DRS_POINTSIZE_MIN, FtoDW(0.0f)); SetRenderState(D3DRS_POINTSPRITEENABLE, FALSE); SetRenderState(D3DRS_POINTSCALEENABLE, FALSE); SetRenderState(D3DRS_POINTSCALE_A, FtoDW(1.0f)); SetRenderState(D3DRS_POINTSCALE_B, FtoDW(0.0f)); SetRenderState(D3DRS_POINTSCALE_C, FtoDW(0.0f)); SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE); SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF); SetRenderState(D3DRS_PATCHEDGESTYLE, D3DPATCHEDGE_DISCRETE); SetRenderState(D3DRS_DEBUGMONITORTOKEN, D3DDMT_ENABLE); SetRenderState(D3DRS_POINTSIZE_MAX, FtoDW(64.0f)); SetRenderState(D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE); SetRenderState(D3DRS_COLORWRITEENABLE, 0x0000000F); SetRenderState(D3DRS_TWEENFACTOR, FtoDW(0.0f)); SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); SetRenderState(D3DRS_POSITIONORDER, D3DORDER_CUBIC); SetRenderState(D3DRS_NORMALORDER, D3DORDER_LINEAR); for(int i = 0; i < 8; i++) { SetTexture(i, 0); SetTextureStageState(i, D3DTSS_COLOROP, i == 0 ? D3DTOP_MODULATE : D3DTOP_DISABLE); SetTextureStageState(i, D3DTSS_COLORARG1, D3DTA_TEXTURE); // TODO: D3DTA_DIFFUSE when no texture assigned SetTextureStageState(i, D3DTSS_COLORARG2, D3DTA_CURRENT); SetTextureStageState(i, D3DTSS_ALPHAOP, i == 0 ? D3DTOP_SELECTARG1 : D3DTOP_DISABLE); SetTextureStageState(i, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); // TODO: D3DTA_DIFFUSE when no texture assigned SetTextureStageState(i, D3DTSS_ALPHAARG2, D3DTA_CURRENT); SetTextureStageState(i, D3DTSS_BUMPENVMAT00, FtoDW(0.0f)); SetTextureStageState(i, D3DTSS_BUMPENVMAT01, FtoDW(0.0f)); SetTextureStageState(i, D3DTSS_BUMPENVMAT10, FtoDW(0.0f)); SetTextureStageState(i, D3DTSS_BUMPENVMAT11, FtoDW(0.0f)); SetTextureStageState(i, D3DTSS_TEXCOORDINDEX, i); SetTextureStageState(i, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP); SetTextureStageState(i, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP); SetTextureStageState(i, D3DTSS_ADDRESSW, D3DTADDRESS_WRAP); SetTextureStageState(i, D3DTSS_BORDERCOLOR, 0x00000000); SetTextureStageState(i, D3DTSS_MAGFILTER, D3DTEXF_POINT); SetTextureStageState(i, D3DTSS_MINFILTER, D3DTEXF_POINT); SetTextureStageState(i, D3DTSS_MIPFILTER, D3DTEXF_NONE); SetTextureStageState(i, D3DTSS_MIPMAPLODBIAS, 0); SetTextureStageState(i, D3DTSS_MAXMIPLEVEL, 0); SetTextureStageState(i, D3DTSS_MAXANISOTROPY, 1); SetTextureStageState(i, D3DTSS_BUMPENVLSCALE, FtoDW(0.0f)); SetTextureStageState(i, D3DTSS_BUMPENVLOFFSET, FtoDW(0.0f)); SetTextureStageState(i, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE); SetTextureStageState(i, D3DTSS_COLORARG0, D3DTA_CURRENT); SetTextureStageState(i, D3DTSS_ALPHAARG0, D3DTA_CURRENT); SetTextureStageState(i, D3DTSS_RESULTARG, D3DTA_CURRENT); } currentPalette = 0xFFFF; delete cursor; showCursor = false; return D3D_OK; } long Direct3DDevice8::ResourceManagerDiscardBytes(unsigned long bytes) { TRACE(""); return D3D_OK; } long Direct3DDevice8::SetClipPlane(unsigned long index, const float *plane) { TRACE(""); if(!plane || index > 6) { return INVALIDCALL(); } if(!recordState) { this->plane[index][0] = plane[0]; this->plane[index][1] = plane[1]; this->plane[index][2] = plane[2]; this->plane[index][3] = plane[3]; renderer->setClipPlane(index, plane); } else { stateRecorder.back()->setClipPlane(index, plane); } return D3D_OK; } long Direct3DDevice8::SetClipStatus(const D3DCLIPSTATUS8 *clipStatus) { TRACE(""); if(!clipStatus) { return INVALIDCALL(); } this->clipStatus = *clipStatus; UNIMPLEMENTED(); return D3D_OK; } long Direct3DDevice8::SetCurrentTexturePalette(unsigned int paletteNumber) { TRACE(""); if(paletteNumber > 0xFFFF || palette.find(paletteNumber) == palette.end()) { return INVALIDCALL(); } if(!recordState) { currentPalette = paletteNumber; sw::Surface::setTexturePalette((unsigned int*)&palette[currentPalette]); } else { stateRecorder.back()->setCurrentTexturePalette(paletteNumber); } return D3D_OK; } void Direct3DDevice8::SetCursorPosition(int x, int y, unsigned long flags) { TRACE(""); POINT point = {x, y}; HWND window = focusWindow ? focusWindow : presentParameters.hDeviceWindow; ScreenToClient(window, &point); sw::FrameBuffer::setCursorPosition(point.x, point.y); } long Direct3DDevice8::SetCursorProperties(unsigned int x0, unsigned int y0, IDirect3DSurface8 *cursorBitmap) { TRACE(""); if(!cursorBitmap) { return INVALIDCALL(); } D3DSURFACE_DESC desc; D3DLOCKED_RECT lock; cursorBitmap->GetDesc(&desc); cursorBitmap->LockRect(&lock, 0, 0); delete cursor; cursor = sw::Surface::create(0, desc.Width, desc.Height, 1, sw::FORMAT_A8R8G8B8, false, false); void *buffer = cursor->lockExternal(0, 0, 0, sw::LOCK_DISCARD, sw::PUBLIC); memcpy(buffer, lock.pBits, desc.Width * desc.Height * sizeof(unsigned int)); cursor->unlockExternal(); cursorBitmap->UnlockRect(); sw::FrameBuffer::setCursorOrigin(x0, y0); bindCursor(); return D3D_OK; } void Direct3DDevice8::SetGammaRamp(unsigned long flags, const D3DGAMMARAMP *ramp) { TRACE(""); if(!ramp) { return; } swapChain[0]->setGammaRamp((sw::GammaRamp*)ramp, flags & D3DSGR_CALIBRATE); return; } long Direct3DDevice8::SetLight(unsigned long index, const D3DLIGHT8 *light) { TRACE(""); if(!light) { return INVALIDCALL(); } if(!recordState) { this->light[index] = *light; lightsDirty = true; } else { stateRecorder.back()->setLight(index, light); } return D3D_OK; } long Direct3DDevice8::SetMaterial(const D3DMATERIAL8 *material) { TRACE(""); if(!material) { return INVALIDCALL(); // FIXME: Correct behaviour? } if(!recordState) { this->material = *material; renderer->setMaterialAmbient(sw::Color(material->Ambient.r, material->Ambient.g, material->Ambient.b, material->Ambient.a)); renderer->setMaterialDiffuse(sw::Color(material->Diffuse.r, material->Diffuse.g, material->Diffuse.b, material->Diffuse.a)); renderer->setMaterialEmission(sw::Color(material->Emissive.r, material->Emissive.g, material->Emissive.b, material->Emissive.a)); renderer->setMaterialShininess(material->Power); renderer->setMaterialSpecular(sw::Color(material->Specular.r, material->Specular.g, material->Specular.b, material->Specular.a)); } else { stateRecorder.back()->setMaterial(material); } return D3D_OK; } long Direct3DDevice8::SetPaletteEntries(unsigned int paletteNumber, const PALETTEENTRY *entries) { TRACE(""); if(paletteNumber > 0xFFFF || !entries) { return INVALIDCALL(); } for(int i = 0; i < 256; i++) { palette[paletteNumber].entry[i] = entries[i]; } if(paletteNumber == currentPalette) { sw::Surface::setTexturePalette((unsigned int*)&palette[currentPalette]); } return D3D_OK; } long Direct3DDevice8::SetPixelShader(unsigned long handle) { TRACE(""); if(!recordState) { if(pixelShader[handle]) { pixelShader[handle]->bind(); } if(pixelShader[pixelShaderHandle]) { pixelShader[pixelShaderHandle]->unbind(); } pixelShaderHandle = handle; if(handle != 0) { renderer->setPixelShader(pixelShader[handle]->getPixelShader()); } else { renderer->setPixelShader(0); } } else { stateRecorder.back()->setPixelShader(handle); } return D3D_OK; } long Direct3DDevice8::SetPixelShaderConstant(unsigned long startRegister, const void *constantData, unsigned long count) { TRACE(""); if(!recordState) { for(unsigned int i = 0; i < count; i++) { pixelShaderConstant[startRegister + i][0] = ((float*)constantData)[i * 4 + 0]; pixelShaderConstant[startRegister + i][1] = ((float*)constantData)[i * 4 + 1]; pixelShaderConstant[startRegister + i][2] = ((float*)constantData)[i * 4 + 2]; pixelShaderConstant[startRegister + i][3] = ((float*)constantData)[i * 4 + 3]; } renderer->setPixelShaderConstantF(startRegister, (const float*)constantData, count); } else { stateRecorder.back()->setPixelShaderConstant(startRegister, constantData, count); } return D3D_OK; } long Direct3DDevice8::SetRenderState(D3DRENDERSTATETYPE state, unsigned long value) { TRACE("D3DRENDERSTATETYPE state = %d, unsigned long value = %d", state, value); if(state < D3DRS_ZENABLE || state > D3DRS_NORMALORDER) { return D3D_OK; // FIXME: Warning } if(!recordState) { if(!init && renderState[state] == value) { return D3D_OK; } renderState[state] = value; switch(state) { case D3DRS_ZENABLE: switch(value) { case D3DZB_TRUE: case D3DZB_USEW: renderer->setDepthBufferEnable(true); break; case D3DZB_FALSE: renderer->setDepthBufferEnable(false); break; default: ASSERT(false); } break; case D3DRS_FILLMODE: switch(value) { case D3DFILL_POINT: renderer->setFillMode(sw::FILL_VERTEX); break; case D3DFILL_WIREFRAME: renderer->setFillMode(sw::FILL_WIREFRAME); break; case D3DFILL_SOLID: renderer->setFillMode(sw::FILL_SOLID); break; default: ASSERT(false); } break; case D3DRS_SHADEMODE: switch(value) { case D3DSHADE_FLAT: renderer->setShadingMode(sw::SHADING_FLAT); break; case D3DSHADE_GOURAUD: renderer->setShadingMode(sw::SHADING_GOURAUD); break; case D3DSHADE_PHONG: // FIXME: Unimplemented (should set gouraud)? break; default: ASSERT(false); } break; case D3DRS_LINEPATTERN: if(!init) UNIMPLEMENTED(); break; case D3DRS_ZWRITEENABLE: renderer->setDepthWriteEnable(value != FALSE); break; case D3DRS_ALPHATESTENABLE: renderer->setAlphaTestEnable(value != FALSE); break; case D3DRS_LASTPIXEL: if(!init) UNIMPLEMENTED(); break; case D3DRS_SRCBLEND: switch(value) { case D3DBLEND_ZERO: renderer->setSourceBlendFactor(sw::BLEND_ZERO); break; case D3DBLEND_ONE: renderer->setSourceBlendFactor(sw::BLEND_ONE); break; case D3DBLEND_SRCCOLOR: renderer->setSourceBlendFactor(sw::BLEND_SOURCE); break; case D3DBLEND_INVSRCCOLOR: renderer->setSourceBlendFactor(sw::BLEND_INVSOURCE); break; case D3DBLEND_SRCALPHA: renderer->setSourceBlendFactor(sw::BLEND_SOURCEALPHA); break; case D3DBLEND_INVSRCALPHA: renderer->setSourceBlendFactor(sw::BLEND_INVSOURCEALPHA); break; case D3DBLEND_DESTALPHA: renderer->setSourceBlendFactor(sw::BLEND_DESTALPHA); break; case D3DBLEND_INVDESTALPHA: renderer->setSourceBlendFactor(sw::BLEND_INVDESTALPHA); break; case D3DBLEND_DESTCOLOR: renderer->setSourceBlendFactor(sw::BLEND_DEST); break; case D3DBLEND_INVDESTCOLOR: renderer->setSourceBlendFactor(sw::BLEND_INVDEST); break; case D3DBLEND_SRCALPHASAT: renderer->setSourceBlendFactor(sw::BLEND_SRCALPHASAT); break; case D3DBLEND_BOTHSRCALPHA: renderer->setSourceBlendFactor(sw::BLEND_SOURCEALPHA); renderer->setDestBlendFactor(sw::BLEND_INVSOURCEALPHA); break; case D3DBLEND_BOTHINVSRCALPHA: renderer->setSourceBlendFactor(sw::BLEND_INVSOURCEALPHA); renderer->setDestBlendFactor(sw::BLEND_SOURCEALPHA); break; default: ASSERT(false); } break; case D3DRS_DESTBLEND: switch(value) { case D3DBLEND_ZERO: renderer->setDestBlendFactor(sw::BLEND_ZERO); break; case D3DBLEND_ONE: renderer->setDestBlendFactor(sw::BLEND_ONE); break; case D3DBLEND_SRCCOLOR: renderer->setDestBlendFactor(sw::BLEND_SOURCE); break; case D3DBLEND_INVSRCCOLOR: renderer->setDestBlendFactor(sw::BLEND_INVSOURCE); break; case D3DBLEND_SRCALPHA: renderer->setDestBlendFactor(sw::BLEND_SOURCEALPHA); break; case D3DBLEND_INVSRCALPHA: renderer->setDestBlendFactor(sw::BLEND_INVSOURCEALPHA); break; case D3DBLEND_DESTALPHA: renderer->setDestBlendFactor(sw::BLEND_DESTALPHA); break; case D3DBLEND_INVDESTALPHA: renderer->setDestBlendFactor(sw::BLEND_INVDESTALPHA); break; case D3DBLEND_DESTCOLOR: renderer->setDestBlendFactor(sw::BLEND_DEST); break; case D3DBLEND_INVDESTCOLOR: renderer->setDestBlendFactor(sw::BLEND_INVDEST); break; case D3DBLEND_SRCALPHASAT: renderer->setDestBlendFactor(sw::BLEND_SRCALPHASAT); break; case D3DBLEND_BOTHSRCALPHA: renderer->setSourceBlendFactor(sw::BLEND_SOURCEALPHA); renderer->setDestBlendFactor(sw::BLEND_INVSOURCEALPHA); break; case D3DBLEND_BOTHINVSRCALPHA: renderer->setSourceBlendFactor(sw::BLEND_INVSOURCEALPHA); renderer->setDestBlendFactor(sw::BLEND_SOURCEALPHA); break; default: ASSERT(false); } break; case D3DRS_CULLMODE: switch(value) { case D3DCULL_NONE: renderer->setCullMode(sw::CULL_NONE); break; case D3DCULL_CCW: renderer->setCullMode(sw::CULL_COUNTERCLOCKWISE); break; case D3DCULL_CW: renderer->setCullMode(sw::CULL_CLOCKWISE); break; default: ASSERT(false); } break; case D3DRS_ZFUNC: switch(value) { case D3DCMP_NEVER: renderer->setDepthCompare(sw::DEPTH_NEVER); break; case D3DCMP_LESS: renderer->setDepthCompare(sw::DEPTH_LESS); break; case D3DCMP_EQUAL: renderer->setDepthCompare(sw::DEPTH_EQUAL); break; case D3DCMP_LESSEQUAL: renderer->setDepthCompare(sw::DEPTH_LESSEQUAL); break; case D3DCMP_GREATER: renderer->setDepthCompare(sw::DEPTH_GREATER); break; case D3DCMP_NOTEQUAL: renderer->setDepthCompare(sw::DEPTH_NOTEQUAL); break; case D3DCMP_GREATEREQUAL: renderer->setDepthCompare(sw::DEPTH_GREATEREQUAL); break; case D3DCMP_ALWAYS: renderer->setDepthCompare(sw::DEPTH_ALWAYS); break; default: ASSERT(false); } break; case D3DRS_ALPHAREF: renderer->setAlphaReference(value & 0x000000FF); break; case D3DRS_ALPHAFUNC: switch(value) { case D3DCMP_NEVER: renderer->setAlphaCompare(sw::ALPHA_NEVER); break; case D3DCMP_LESS: renderer->setAlphaCompare(sw::ALPHA_LESS); break; case D3DCMP_EQUAL: renderer->setAlphaCompare(sw::ALPHA_EQUAL); break; case D3DCMP_LESSEQUAL: renderer->setAlphaCompare(sw::ALPHA_LESSEQUAL); break; case D3DCMP_GREATER: renderer->setAlphaCompare(sw::ALPHA_GREATER); break; case D3DCMP_NOTEQUAL: renderer->setAlphaCompare(sw::ALPHA_NOTEQUAL); break; case D3DCMP_GREATEREQUAL: renderer->setAlphaCompare(sw::ALPHA_GREATEREQUAL); break; case D3DCMP_ALWAYS: renderer->setAlphaCompare(sw::ALPHA_ALWAYS); break; default: ASSERT(false); } break; case D3DRS_DITHERENABLE: // if(!init && value == 1) UNIMPLEMENTED(); // FIXME: Unimplemented break; case D3DRS_ALPHABLENDENABLE: renderer->setAlphaBlendEnable(value != FALSE); break; case D3DRS_FOGENABLE: renderer->setFogEnable(value != FALSE); break; case D3DRS_ZVISIBLE: break; // Not supported case D3DRS_FOGCOLOR: renderer->setFogColor(value); break; case D3DRS_FOGTABLEMODE: switch(value) { case D3DFOG_NONE: renderer->setPixelFogMode(sw::FOG_NONE); break; case D3DFOG_LINEAR: renderer->setPixelFogMode(sw::FOG_LINEAR); break; case D3DFOG_EXP: renderer->setPixelFogMode(sw::FOG_EXP); break; case D3DFOG_EXP2: renderer->setPixelFogMode(sw::FOG_EXP2); break; default: ASSERT(false); } break; case D3DRS_FOGSTART: renderer->setFogStart((float&)value); break; case D3DRS_FOGEND: renderer->setFogEnd((float&)value); break; case D3DRS_FOGDENSITY: renderer->setFogDensity((float&)value); break; case D3DRS_EDGEANTIALIAS: if(!init) if(value != FALSE) UNIMPLEMENTED(); break; case D3DRS_ZBIAS: renderer->setDepthBias(-2.0e-6f * value); renderer->setSlopeDepthBias(0.0f); break; case D3DRS_RANGEFOGENABLE: renderer->setRangeFogEnable(value != FALSE); break; case D3DRS_SPECULARENABLE: renderer->setSpecularEnable(value != FALSE); break; case D3DRS_STENCILENABLE: renderer->setStencilEnable(value != FALSE); break; case D3DRS_STENCILFAIL: switch(value) { case D3DSTENCILOP_KEEP: renderer->setStencilFailOperation(sw::OPERATION_KEEP); break; case D3DSTENCILOP_ZERO: renderer->setStencilFailOperation(sw::OPERATION_ZERO); break; case D3DSTENCILOP_REPLACE: renderer->setStencilFailOperation(sw::OPERATION_REPLACE); break; case D3DSTENCILOP_INCRSAT: renderer->setStencilFailOperation(sw::OPERATION_INCRSAT); break; case D3DSTENCILOP_DECRSAT: renderer->setStencilFailOperation(sw::OPERATION_DECRSAT); break; case D3DSTENCILOP_INVERT: renderer->setStencilFailOperation(sw::OPERATION_INVERT); break; case D3DSTENCILOP_INCR: renderer->setStencilFailOperation(sw::OPERATION_INCR); break; case D3DSTENCILOP_DECR: renderer->setStencilFailOperation(sw::OPERATION_DECR); break; default: ASSERT(false); } break; case D3DRS_STENCILZFAIL: switch(value) { case D3DSTENCILOP_KEEP: renderer->setStencilZFailOperation(sw::OPERATION_KEEP); break; case D3DSTENCILOP_ZERO: renderer->setStencilZFailOperation(sw::OPERATION_ZERO); break; case D3DSTENCILOP_REPLACE: renderer->setStencilZFailOperation(sw::OPERATION_REPLACE); break; case D3DSTENCILOP_INCRSAT: renderer->setStencilZFailOperation(sw::OPERATION_INCRSAT); break; case D3DSTENCILOP_DECRSAT: renderer->setStencilZFailOperation(sw::OPERATION_DECRSAT); break; case D3DSTENCILOP_INVERT: renderer->setStencilZFailOperation(sw::OPERATION_INVERT); break; case D3DSTENCILOP_INCR: renderer->setStencilZFailOperation(sw::OPERATION_INCR); break; case D3DSTENCILOP_DECR: renderer->setStencilZFailOperation(sw::OPERATION_DECR); break; default: ASSERT(false); } break; case D3DRS_STENCILPASS: switch(value) { case D3DSTENCILOP_KEEP: renderer->setStencilPassOperation(sw::OPERATION_KEEP); break; case D3DSTENCILOP_ZERO: renderer->setStencilPassOperation(sw::OPERATION_ZERO); break; case D3DSTENCILOP_REPLACE: renderer->setStencilPassOperation(sw::OPERATION_REPLACE); break; case D3DSTENCILOP_INCRSAT: renderer->setStencilPassOperation(sw::OPERATION_INCRSAT); break; case D3DSTENCILOP_DECRSAT: renderer->setStencilPassOperation(sw::OPERATION_DECRSAT); break; case D3DSTENCILOP_INVERT: renderer->setStencilPassOperation(sw::OPERATION_INVERT); break; case D3DSTENCILOP_INCR: renderer->setStencilPassOperation(sw::OPERATION_INCR); break; case D3DSTENCILOP_DECR: renderer->setStencilPassOperation(sw::OPERATION_DECR); break; default: ASSERT(false); } break; case D3DRS_STENCILFUNC: switch(value) { case D3DCMP_NEVER: renderer->setStencilCompare(sw::STENCIL_NEVER); break; case D3DCMP_LESS: renderer->setStencilCompare(sw::STENCIL_LESS); break; case D3DCMP_EQUAL: renderer->setStencilCompare(sw::STENCIL_EQUAL); break; case D3DCMP_LESSEQUAL: renderer->setStencilCompare(sw::STENCIL_LESSEQUAL); break; case D3DCMP_GREATER: renderer->setStencilCompare(sw::STENCIL_GREATER); break; case D3DCMP_NOTEQUAL: renderer->setStencilCompare(sw::STENCIL_NOTEQUAL); break; case D3DCMP_GREATEREQUAL: renderer->setStencilCompare(sw::STENCIL_GREATEREQUAL); break; case D3DCMP_ALWAYS: renderer->setStencilCompare(sw::STENCIL_ALWAYS); break; default: ASSERT(false); } break; case D3DRS_STENCILREF: renderer->setStencilReference(value); renderer->setStencilReferenceCCW(value); break; case D3DRS_STENCILMASK: renderer->setStencilMask(value); renderer->setStencilMaskCCW(value); break; case D3DRS_STENCILWRITEMASK: renderer->setStencilWriteMask(value); renderer->setStencilWriteMaskCCW(value); break; case D3DRS_TEXTUREFACTOR: renderer->setTextureFactor(value); break; case D3DRS_WRAP0: renderer->setTextureWrap(0, value); break; case D3DRS_WRAP1: renderer->setTextureWrap(1, value); break; case D3DRS_WRAP2: renderer->setTextureWrap(2, value); break; case D3DRS_WRAP3: renderer->setTextureWrap(3, value); break; case D3DRS_WRAP4: renderer->setTextureWrap(4, value); break; case D3DRS_WRAP5: renderer->setTextureWrap(5, value); break; case D3DRS_WRAP6: renderer->setTextureWrap(6, value); break; case D3DRS_WRAP7: renderer->setTextureWrap(7, value); break; case D3DRS_CLIPPING: // Ignored, clipping is always performed break; case D3DRS_LIGHTING: renderer->setLightingEnable(value != FALSE); break; case D3DRS_AMBIENT: renderer->setGlobalAmbient(value); break; case D3DRS_FOGVERTEXMODE: switch(value) { case D3DFOG_NONE: renderer->setVertexFogMode(sw::FOG_NONE); break; case D3DFOG_LINEAR: renderer->setVertexFogMode(sw::FOG_LINEAR); break; case D3DFOG_EXP: renderer->setVertexFogMode(sw::FOG_EXP); break; case D3DFOG_EXP2: renderer->setVertexFogMode(sw::FOG_EXP2); break; default: ASSERT(false); } break; case D3DRS_COLORVERTEX: renderer->setColorVertexEnable(value != FALSE); break; case D3DRS_LOCALVIEWER: renderer->setLocalViewer(value != FALSE); break; case D3DRS_NORMALIZENORMALS: renderer->setNormalizeNormals(value != FALSE); break; case D3DRS_DIFFUSEMATERIALSOURCE: switch(value) { case D3DMCS_MATERIAL: renderer->setDiffuseMaterialSource(sw::MATERIAL_MATERIAL); break; case D3DMCS_COLOR1: renderer->setDiffuseMaterialSource(sw::MATERIAL_COLOR1); break; case D3DMCS_COLOR2: renderer->setDiffuseMaterialSource(sw::MATERIAL_COLOR2); break; default: ASSERT(false); } break; case D3DRS_SPECULARMATERIALSOURCE: switch(value) { case D3DMCS_MATERIAL: renderer->setSpecularMaterialSource(sw::MATERIAL_MATERIAL); break; case D3DMCS_COLOR1: renderer->setSpecularMaterialSource(sw::MATERIAL_COLOR1); break; case D3DMCS_COLOR2: renderer->setSpecularMaterialSource(sw::MATERIAL_COLOR2); break; default: ASSERT(false); } break; case D3DRS_AMBIENTMATERIALSOURCE: switch(value) { case D3DMCS_MATERIAL: renderer->setAmbientMaterialSource(sw::MATERIAL_MATERIAL); break; case D3DMCS_COLOR1: renderer->setAmbientMaterialSource(sw::MATERIAL_COLOR1); break; case D3DMCS_COLOR2: renderer->setAmbientMaterialSource(sw::MATERIAL_COLOR2); break; default: ASSERT(false); } break; case D3DRS_EMISSIVEMATERIALSOURCE: switch(value) { case D3DMCS_MATERIAL: renderer->setEmissiveMaterialSource(sw::MATERIAL_MATERIAL); break; case D3DMCS_COLOR1: renderer->setEmissiveMaterialSource(sw::MATERIAL_COLOR1); break; case D3DMCS_COLOR2: renderer->setEmissiveMaterialSource(sw::MATERIAL_COLOR2); break; default: ASSERT(false); } break; case D3DRS_VERTEXBLEND: switch(value) { case D3DVBF_DISABLE: renderer->setVertexBlendMatrixCount(0); break; case D3DVBF_1WEIGHTS: renderer->setVertexBlendMatrixCount(2); break; case D3DVBF_2WEIGHTS: renderer->setVertexBlendMatrixCount(3); break; case D3DVBF_3WEIGHTS: renderer->setVertexBlendMatrixCount(4); break; case D3DVBF_TWEENING: UNIMPLEMENTED(); break; case D3DVBF_0WEIGHTS: renderer->setVertexBlendMatrixCount(1); break; default: ASSERT(false); } break; case D3DRS_CLIPPLANEENABLE: renderer->setClipFlags(value); break; case D3DRS_SOFTWAREVERTEXPROCESSING: break; case D3DRS_POINTSIZE: renderer->setPointSize((float&)value); break; case D3DRS_POINTSIZE_MIN: renderer->setPointSizeMin((float&)value); break; case D3DRS_POINTSPRITEENABLE: renderer->setPointSpriteEnable(value != FALSE); break; case D3DRS_POINTSCALEENABLE: renderer->setPointScaleEnable(value != FALSE); break; case D3DRS_POINTSCALE_A: renderer->setPointScaleA((float&)value); break; case D3DRS_POINTSCALE_B: renderer->setPointScaleB((float&)value); break; case D3DRS_POINTSCALE_C: renderer->setPointScaleC((float&)value); break; case D3DRS_MULTISAMPLEANTIALIAS: // if(!init) UNIMPLEMENTED(); break; case D3DRS_MULTISAMPLEMASK: SetRenderTarget(renderTarget, depthStencil); // Sets the multi-sample mask, if maskable break; case D3DRS_PATCHEDGESTYLE: // if(!init) UNIMPLEMENTED(); break; case D3DRS_PATCHSEGMENTS: // UNIMPLEMENTED(); // FIXME break; case D3DRS_DEBUGMONITORTOKEN: if(!init) UNIMPLEMENTED(); break; case D3DRS_POINTSIZE_MAX: renderer->setPointSizeMax((float&)value); break; case D3DRS_INDEXEDVERTEXBLENDENABLE: renderer->setIndexedVertexBlendEnable(value != FALSE); break; case D3DRS_COLORWRITEENABLE: renderer->setColorWriteMask(0, value); break; case D3DRS_TWEENFACTOR: if(!init) UNIMPLEMENTED(); break; case D3DRS_BLENDOP: switch(value) { case D3DBLENDOP_ADD: renderer->setBlendOperation(sw::BLENDOP_ADD); break; case D3DBLENDOP_SUBTRACT: renderer->setBlendOperation(sw::BLENDOP_SUB); break; case D3DBLENDOP_REVSUBTRACT: renderer->setBlendOperation(sw::BLENDOP_INVSUB); break; case D3DBLENDOP_MIN: renderer->setBlendOperation(sw::BLENDOP_MIN); break; case D3DBLENDOP_MAX: renderer->setBlendOperation(sw::BLENDOP_MAX); break; default: ASSERT(false); } break; case D3DRS_POSITIONORDER: if(!init) UNIMPLEMENTED(); break; case D3DRS_NORMALORDER: if(!init) UNIMPLEMENTED(); break; default: ASSERT(false); } } else // stateRecorder { stateRecorder.back()->setRenderState(state, value); } return D3D_OK; } long Direct3DDevice8::SetRenderTarget(IDirect3DSurface8 *newRenderTarget, IDirect3DSurface8 *newDepthStencil) { TRACE(""); Direct3DSurface8 *renderTarget = static_cast(newRenderTarget); if(renderTarget) // FIXME: Check for D3DUSAGE_RENDERTARGET { renderTarget->bind(); } if(this->renderTarget) { this->renderTarget->unbind(); } this->renderTarget = renderTarget; Direct3DSurface8 *depthStencil = static_cast(newDepthStencil); if(depthStencil) // FIXME: Check for D3DUSAGE_DEPTHSTENCIL and D3DPOOL_DEFAULT { depthStencil->bind(); } if(this->depthStencil) { this->depthStencil->unbind(); } this->depthStencil = depthStencil; // Reset viewport to size of current render target D3DSURFACE_DESC renderTargetDesc; renderTarget->GetDesc(&renderTargetDesc); D3DVIEWPORT8 viewport; viewport.X = 0; viewport.Y = 0; viewport.Width = renderTargetDesc.Width; viewport.Height = renderTargetDesc.Height; viewport.MinZ = 0; viewport.MaxZ = 1; SetViewport(&viewport); // Set the multi-sample mask, if maskable if(renderTargetDesc.MultiSampleType != D3DMULTISAMPLE_NONE) { renderer->setMultiSampleMask(renderState[D3DRS_MULTISAMPLEMASK]); } else { renderer->setMultiSampleMask(0xFFFFFFFF); } renderer->setRenderTarget(0, renderTarget); renderer->setDepthBuffer(depthStencil); renderer->setStencilBuffer(depthStencil); return D3D_OK; } long Direct3DDevice8::SetStreamSource(unsigned int stream, IDirect3DVertexBuffer8 *iVertexBuffer, unsigned int stride) { TRACE(""); Direct3DVertexBuffer8 *vertexBuffer = static_cast(iVertexBuffer); if(!recordState) { if(vertexBuffer) { vertexBuffer->bind(); } if(dataStream[stream]) { dataStream[stream]->unbind(); streamStride[stream] = 0; } dataStream[stream] = vertexBuffer; streamStride[stream] = stride; } else { stateRecorder.back()->setStreamSource(stream, vertexBuffer, stride); } return D3D_OK; } long Direct3DDevice8::SetTexture(unsigned long stage, IDirect3DBaseTexture8 *iBaseTexture) { TRACE(""); if(stage >= 8) { return INVALIDCALL(); } Direct3DBaseTexture8 *baseTexture = dynamic_cast(iBaseTexture); if(!recordState) { if(texture[stage] == baseTexture) { return D3D_OK; } if(baseTexture) { baseTexture->bind(); } if(texture[stage]) { texture[stage]->unbind(); } texture[stage] = baseTexture; } else { stateRecorder.back()->setTexture(stage, baseTexture); } return D3D_OK; } long Direct3DDevice8::SetTextureStageState(unsigned long stage, D3DTEXTURESTAGESTATETYPE type, unsigned long value) { TRACE("unsigned long stage = %d, D3DTEXTURESTAGESTATETYPE type = %d, unsigned long value = %d", stage, type, value); if(stage >= 8 || type < 0 || type > D3DTSS_RESULTARG) { return INVALIDCALL(); } if(!recordState) { if(!init && textureStageState[stage][type] == value) { return D3D_OK; } textureStageState[stage][type] = value; switch(type) { case D3DTSS_COLOROP: switch(value) { case D3DTOP_DISABLE: renderer->setStageOperation(stage, sw::TextureStage::STAGE_DISABLE); break; case D3DTOP_SELECTARG1: renderer->setStageOperation(stage, sw::TextureStage::STAGE_SELECTARG1); break; case D3DTOP_SELECTARG2: renderer->setStageOperation(stage, sw::TextureStage::STAGE_SELECTARG2); break; case D3DTOP_MODULATE: renderer->setStageOperation(stage, sw::TextureStage::STAGE_MODULATE); break; case D3DTOP_MODULATE2X: renderer->setStageOperation(stage, sw::TextureStage::STAGE_MODULATE2X); break; case D3DTOP_MODULATE4X: renderer->setStageOperation(stage, sw::TextureStage::STAGE_MODULATE4X); break; case D3DTOP_ADD: renderer->setStageOperation(stage, sw::TextureStage::STAGE_ADD); break; case D3DTOP_ADDSIGNED: renderer->setStageOperation(stage, sw::TextureStage::STAGE_ADDSIGNED); break; case D3DTOP_ADDSIGNED2X: renderer->setStageOperation(stage, sw::TextureStage::STAGE_ADDSIGNED2X); break; case D3DTOP_SUBTRACT: renderer->setStageOperation(stage, sw::TextureStage::STAGE_SUBTRACT); break; case D3DTOP_ADDSMOOTH: renderer->setStageOperation(stage, sw::TextureStage::STAGE_ADDSMOOTH); break; case D3DTOP_BLENDDIFFUSEALPHA: renderer->setStageOperation(stage, sw::TextureStage::STAGE_BLENDDIFFUSEALPHA); break; case D3DTOP_BLENDTEXTUREALPHA: renderer->setStageOperation(stage, sw::TextureStage::STAGE_BLENDTEXTUREALPHA); break; case D3DTOP_BLENDFACTORALPHA: renderer->setStageOperation(stage, sw::TextureStage::STAGE_BLENDFACTORALPHA); break; case D3DTOP_BLENDTEXTUREALPHAPM: renderer->setStageOperation(stage, sw::TextureStage::STAGE_BLENDTEXTUREALPHAPM); break; case D3DTOP_BLENDCURRENTALPHA: renderer->setStageOperation(stage, sw::TextureStage::STAGE_BLENDCURRENTALPHA); break; case D3DTOP_PREMODULATE: renderer->setStageOperation(stage, sw::TextureStage::STAGE_PREMODULATE); break; case D3DTOP_MODULATEALPHA_ADDCOLOR: renderer->setStageOperation(stage, sw::TextureStage::STAGE_MODULATEALPHA_ADDCOLOR); break; case D3DTOP_MODULATECOLOR_ADDALPHA: renderer->setStageOperation(stage, sw::TextureStage::STAGE_MODULATECOLOR_ADDALPHA); break; case D3DTOP_MODULATEINVALPHA_ADDCOLOR: renderer->setStageOperation(stage, sw::TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR); break; case D3DTOP_MODULATEINVCOLOR_ADDALPHA: renderer->setStageOperation(stage, sw::TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA); break; case D3DTOP_BUMPENVMAP: renderer->setStageOperation(stage, sw::TextureStage::STAGE_BUMPENVMAP); break; case D3DTOP_BUMPENVMAPLUMINANCE: renderer->setStageOperation(stage, sw::TextureStage::STAGE_BUMPENVMAPLUMINANCE); break; case D3DTOP_DOTPRODUCT3: renderer->setStageOperation(stage, sw::TextureStage::STAGE_DOT3); break; case D3DTOP_MULTIPLYADD: renderer->setStageOperation(stage, sw::TextureStage::STAGE_MULTIPLYADD); break; case D3DTOP_LERP: renderer->setStageOperation(stage, sw::TextureStage::STAGE_LERP); break; default: ASSERT(false); } break; case D3DTSS_COLORARG1: switch(value & D3DTA_SELECTMASK) { case D3DTA_DIFFUSE: renderer->setFirstArgument(stage, sw::TextureStage::SOURCE_DIFFUSE); break; case D3DTA_CURRENT: renderer->setFirstArgument(stage, sw::TextureStage::SOURCE_CURRENT); break; case D3DTA_TEXTURE: renderer->setFirstArgument(stage, sw::TextureStage::SOURCE_TEXTURE); break; case D3DTA_TFACTOR: renderer->setFirstArgument(stage, sw::TextureStage::SOURCE_TFACTOR); break; case D3DTA_SPECULAR: renderer->setFirstArgument(stage, sw::TextureStage::SOURCE_SPECULAR); break; case D3DTA_TEMP: renderer->setFirstArgument(stage, sw::TextureStage::SOURCE_TEMP); break; default: ASSERT(false); } switch(value & ~D3DTA_SELECTMASK) { case 0: renderer->setFirstModifier(stage, sw::TextureStage::MODIFIER_COLOR); break; case D3DTA_COMPLEMENT: renderer->setFirstModifier(stage, sw::TextureStage::MODIFIER_INVCOLOR); break; case D3DTA_ALPHAREPLICATE: renderer->setFirstModifier(stage, sw::TextureStage::MODIFIER_ALPHA); break; case D3DTA_COMPLEMENT | D3DTA_ALPHAREPLICATE: renderer->setFirstModifier(stage, sw::TextureStage::MODIFIER_INVALPHA); break; default: ASSERT(false); } break; case D3DTSS_COLORARG2: switch(value & D3DTA_SELECTMASK) { case D3DTA_DIFFUSE: renderer->setSecondArgument(stage, sw::TextureStage::SOURCE_DIFFUSE); break; case D3DTA_CURRENT: renderer->setSecondArgument(stage, sw::TextureStage::SOURCE_CURRENT); break; case D3DTA_TEXTURE: renderer->setSecondArgument(stage, sw::TextureStage::SOURCE_TEXTURE); break; case D3DTA_TFACTOR: renderer->setSecondArgument(stage, sw::TextureStage::SOURCE_TFACTOR); break; case D3DTA_SPECULAR: renderer->setSecondArgument(stage, sw::TextureStage::SOURCE_SPECULAR); break; case D3DTA_TEMP: renderer->setSecondArgument(stage, sw::TextureStage::SOURCE_TEMP); break; default: ASSERT(false); } switch(value & ~D3DTA_SELECTMASK) { case 0: renderer->setSecondModifier(stage, sw::TextureStage::MODIFIER_COLOR); break; case D3DTA_COMPLEMENT: renderer->setSecondModifier(stage, sw::TextureStage::MODIFIER_INVCOLOR); break; case D3DTA_ALPHAREPLICATE: renderer->setSecondModifier(stage, sw::TextureStage::MODIFIER_ALPHA); break; case D3DTA_COMPLEMENT | D3DTA_ALPHAREPLICATE: renderer->setSecondModifier(stage, sw::TextureStage::MODIFIER_INVALPHA); break; default: ASSERT(false); } break; case D3DTSS_ALPHAOP: switch(value) { case D3DTOP_DISABLE: renderer->setStageOperationAlpha(stage, sw::TextureStage::STAGE_DISABLE); break; case D3DTOP_SELECTARG1: renderer->setStageOperationAlpha(stage, sw::TextureStage::STAGE_SELECTARG1); break; case D3DTOP_SELECTARG2: renderer->setStageOperationAlpha(stage, sw::TextureStage::STAGE_SELECTARG2); break; case D3DTOP_MODULATE: renderer->setStageOperationAlpha(stage, sw::TextureStage::STAGE_MODULATE); break; case D3DTOP_MODULATE2X: renderer->setStageOperationAlpha(stage, sw::TextureStage::STAGE_MODULATE2X); break; case D3DTOP_MODULATE4X: renderer->setStageOperationAlpha(stage, sw::TextureStage::STAGE_MODULATE4X); break; case D3DTOP_ADD: renderer->setStageOperationAlpha(stage, sw::TextureStage::STAGE_ADD); break; case D3DTOP_ADDSIGNED: renderer->setStageOperationAlpha(stage, sw::TextureStage::STAGE_ADDSIGNED); break; case D3DTOP_ADDSIGNED2X: renderer->setStageOperationAlpha(stage, sw::TextureStage::STAGE_ADDSIGNED2X); break; case D3DTOP_SUBTRACT: renderer->setStageOperationAlpha(stage, sw::TextureStage::STAGE_SUBTRACT); break; case D3DTOP_ADDSMOOTH: renderer->setStageOperationAlpha(stage, sw::TextureStage::STAGE_ADDSMOOTH); break; case D3DTOP_BLENDDIFFUSEALPHA: renderer->setStageOperationAlpha(stage, sw::TextureStage::STAGE_BLENDDIFFUSEALPHA); break; case D3DTOP_BLENDTEXTUREALPHA: renderer->setStageOperationAlpha(stage, sw::TextureStage::STAGE_BLENDTEXTUREALPHA); break; case D3DTOP_BLENDFACTORALPHA: renderer->setStageOperationAlpha(stage, sw::TextureStage::STAGE_BLENDFACTORALPHA); break; case D3DTOP_BLENDTEXTUREALPHAPM: renderer->setStageOperationAlpha(stage, sw::TextureStage::STAGE_BLENDTEXTUREALPHAPM); break; case D3DTOP_BLENDCURRENTALPHA: renderer->setStageOperationAlpha(stage, sw::TextureStage::STAGE_BLENDCURRENTALPHA); break; case D3DTOP_PREMODULATE: renderer->setStageOperationAlpha(stage, sw::TextureStage::STAGE_PREMODULATE); break; case D3DTOP_MODULATEALPHA_ADDCOLOR: renderer->setStageOperationAlpha(stage, sw::TextureStage::STAGE_MODULATEALPHA_ADDCOLOR); break; case D3DTOP_MODULATECOLOR_ADDALPHA: renderer->setStageOperationAlpha(stage, sw::TextureStage::STAGE_MODULATECOLOR_ADDALPHA); break; case D3DTOP_MODULATEINVALPHA_ADDCOLOR: renderer->setStageOperationAlpha(stage, sw::TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR); break; case D3DTOP_MODULATEINVCOLOR_ADDALPHA: renderer->setStageOperationAlpha(stage, sw::TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA); break; case D3DTOP_BUMPENVMAP: renderer->setStageOperationAlpha(stage, sw::TextureStage::STAGE_BUMPENVMAP); break; case D3DTOP_BUMPENVMAPLUMINANCE: renderer->setStageOperationAlpha(stage, sw::TextureStage::STAGE_BUMPENVMAPLUMINANCE); break; case D3DTOP_DOTPRODUCT3: renderer->setStageOperationAlpha(stage, sw::TextureStage::STAGE_DOT3); break; case D3DTOP_MULTIPLYADD: renderer->setStageOperationAlpha(stage, sw::TextureStage::STAGE_MULTIPLYADD); break; case D3DTOP_LERP: renderer->setStageOperationAlpha(stage, sw::TextureStage::STAGE_LERP); break; default: ASSERT(false); } break; case D3DTSS_ALPHAARG1: switch(value & D3DTA_SELECTMASK) { case D3DTA_DIFFUSE: renderer->setFirstArgumentAlpha(stage, sw::TextureStage::SOURCE_DIFFUSE); break; case D3DTA_CURRENT: renderer->setFirstArgumentAlpha(stage, sw::TextureStage::SOURCE_CURRENT); break; case D3DTA_TEXTURE: renderer->setFirstArgumentAlpha(stage, sw::TextureStage::SOURCE_TEXTURE); break; case D3DTA_TFACTOR: renderer->setFirstArgumentAlpha(stage, sw::TextureStage::SOURCE_TFACTOR); break; case D3DTA_SPECULAR: renderer->setFirstArgumentAlpha(stage, sw::TextureStage::SOURCE_SPECULAR); break; case D3DTA_TEMP: renderer->setFirstArgumentAlpha(stage, sw::TextureStage::SOURCE_TEMP); break; default: ASSERT(false); } switch(value & ~D3DTA_SELECTMASK) { case 0: renderer->setFirstModifierAlpha(stage, sw::TextureStage::MODIFIER_COLOR); break; case D3DTA_COMPLEMENT: renderer->setFirstModifierAlpha(stage, sw::TextureStage::MODIFIER_INVCOLOR); break; case D3DTA_ALPHAREPLICATE: renderer->setFirstModifierAlpha(stage, sw::TextureStage::MODIFIER_ALPHA); break; case D3DTA_COMPLEMENT | D3DTA_ALPHAREPLICATE: renderer->setSecondModifier(stage, sw::TextureStage::MODIFIER_INVALPHA); break; default: ASSERT(false); } break; case D3DTSS_ALPHAARG2: switch(value & D3DTA_SELECTMASK) { case D3DTA_DIFFUSE: renderer->setSecondArgumentAlpha(stage, sw::TextureStage::SOURCE_DIFFUSE); break; case D3DTA_CURRENT: renderer->setSecondArgumentAlpha(stage, sw::TextureStage::SOURCE_CURRENT); break; case D3DTA_TEXTURE: renderer->setSecondArgumentAlpha(stage, sw::TextureStage::SOURCE_TEXTURE); break; case D3DTA_TFACTOR: renderer->setSecondArgumentAlpha(stage, sw::TextureStage::SOURCE_TFACTOR); break; case D3DTA_SPECULAR: renderer->setSecondArgumentAlpha(stage, sw::TextureStage::SOURCE_SPECULAR); break; case D3DTA_TEMP: renderer->setSecondArgumentAlpha(stage, sw::TextureStage::SOURCE_TEMP); break; default: ASSERT(false); } switch(value & ~D3DTA_SELECTMASK) { case 0: renderer->setSecondModifierAlpha(stage, sw::TextureStage::MODIFIER_COLOR); break; case D3DTA_COMPLEMENT: renderer->setSecondModifierAlpha(stage, sw::TextureStage::MODIFIER_INVCOLOR); break; case D3DTA_ALPHAREPLICATE: renderer->setSecondModifierAlpha(stage, sw::TextureStage::MODIFIER_ALPHA); break; case D3DTA_COMPLEMENT | D3DTA_ALPHAREPLICATE: renderer->setSecondModifierAlpha(stage, sw::TextureStage::MODIFIER_INVALPHA); break; default: ASSERT(false); } break; case D3DTSS_BUMPENVMAT00: renderer->setBumpmapMatrix(stage, 0, (float&)value); break; case D3DTSS_BUMPENVMAT01: renderer->setBumpmapMatrix(stage, 1, (float&)value); break; case D3DTSS_BUMPENVMAT10: renderer->setBumpmapMatrix(stage, 2, (float&)value); break; case D3DTSS_BUMPENVMAT11: renderer->setBumpmapMatrix(stage, 3, (float&)value); break; case D3DTSS_TEXCOORDINDEX: renderer->setTexCoordIndex(stage, value & 0xFFFF); switch(value & 0xFFFF0000) { case D3DTSS_TCI_PASSTHRU: renderer->setTexGen(stage, sw::TEXGEN_PASSTHRU); break; case D3DTSS_TCI_CAMERASPACENORMAL: renderer->setTexCoordIndex(stage, stage); renderer->setTexGen(stage, sw::TEXGEN_NORMAL); break; case D3DTSS_TCI_CAMERASPACEPOSITION: renderer->setTexCoordIndex(stage, stage); renderer->setTexGen(stage, sw::TEXGEN_POSITION); break; case D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR: renderer->setTexCoordIndex(stage, stage); renderer->setTexGen(stage, sw::TEXGEN_REFLECTION); break; default: ASSERT(false); } break; case D3DTSS_ADDRESSU: switch(value) { case D3DTADDRESS_WRAP: renderer->setAddressingModeU(sw::SAMPLER_PIXEL, stage, sw::ADDRESSING_WRAP); break; case D3DTADDRESS_MIRROR: renderer->setAddressingModeU(sw::SAMPLER_PIXEL, stage, sw::ADDRESSING_MIRROR); break; case D3DTADDRESS_CLAMP: renderer->setAddressingModeU(sw::SAMPLER_PIXEL, stage, sw::ADDRESSING_CLAMP); break; case D3DTADDRESS_BORDER: renderer->setAddressingModeU(sw::SAMPLER_PIXEL, stage, sw::ADDRESSING_BORDER); break; case D3DTADDRESS_MIRRORONCE: renderer->setAddressingModeU(sw::SAMPLER_PIXEL, stage, sw::ADDRESSING_MIRRORONCE); break; default: ASSERT(false); } break; case D3DTSS_ADDRESSV: switch(value) { case D3DTADDRESS_WRAP: renderer->setAddressingModeV(sw::SAMPLER_PIXEL, stage, sw::ADDRESSING_WRAP); break; case D3DTADDRESS_MIRROR: renderer->setAddressingModeV(sw::SAMPLER_PIXEL, stage, sw::ADDRESSING_MIRROR); break; case D3DTADDRESS_CLAMP: renderer->setAddressingModeV(sw::SAMPLER_PIXEL, stage, sw::ADDRESSING_CLAMP); break; case D3DTADDRESS_BORDER: renderer->setAddressingModeV(sw::SAMPLER_PIXEL, stage, sw::ADDRESSING_BORDER); break; case D3DTADDRESS_MIRRORONCE: renderer->setAddressingModeV(sw::SAMPLER_PIXEL, stage, sw::ADDRESSING_MIRRORONCE); break; default: ASSERT(false); } break; case D3DTSS_BORDERCOLOR: renderer->setBorderColor(sw::SAMPLER_PIXEL, stage, value); break; case D3DTSS_MAGFILTER: // NOTE: SwiftShader does not differentiate between minification and magnification filter switch(value) { case D3DTEXF_NONE: renderer->setTextureFilter(sw::SAMPLER_PIXEL, stage, sw::FILTER_POINT); break; case D3DTEXF_POINT: renderer->setTextureFilter(sw::SAMPLER_PIXEL, stage, sw::FILTER_POINT); break; case D3DTEXF_LINEAR: renderer->setTextureFilter(sw::SAMPLER_PIXEL, stage, sw::FILTER_LINEAR); break; case D3DTEXF_ANISOTROPIC: renderer->setTextureFilter(sw::SAMPLER_PIXEL, stage, sw::FILTER_ANISOTROPIC); break; case D3DTEXF_FLATCUBIC: renderer->setTextureFilter(sw::SAMPLER_PIXEL, stage, sw::FILTER_LINEAR); // NOTE: Unimplemented, fail silently break; case D3DTEXF_GAUSSIANCUBIC: renderer->setTextureFilter(sw::SAMPLER_PIXEL, stage, sw::FILTER_LINEAR); // NOTE: Unimplemented, fail silently break; default: return INVALIDCALL(); }; break; case D3DTSS_MINFILTER: // NOTE: SwiftShader does not differentiate between minification and magnification filter switch(value) { case D3DTEXF_NONE: renderer->setTextureFilter(sw::SAMPLER_PIXEL, stage, sw::FILTER_POINT); break; case D3DTEXF_POINT: renderer->setTextureFilter(sw::SAMPLER_PIXEL, stage, sw::FILTER_POINT); break; case D3DTEXF_LINEAR: renderer->setTextureFilter(sw::SAMPLER_PIXEL, stage, sw::FILTER_LINEAR); break; case D3DTEXF_ANISOTROPIC: renderer->setTextureFilter(sw::SAMPLER_PIXEL, stage, sw::FILTER_ANISOTROPIC); break; case D3DTEXF_FLATCUBIC: renderer->setTextureFilter(sw::SAMPLER_PIXEL, stage, sw::FILTER_LINEAR); // NOTE: Unimplemented, fail silently break; case D3DTEXF_GAUSSIANCUBIC: renderer->setTextureFilter(sw::SAMPLER_PIXEL, stage, sw::FILTER_LINEAR); // NOTE: Unimplemented, fail silently break; default: return INVALIDCALL(); }; break; case D3DTSS_MIPFILTER: switch(value) { case D3DTEXF_NONE: renderer->setMipmapFilter(sw::SAMPLER_PIXEL, stage, sw::MIPMAP_NONE); break; case D3DTEXF_POINT: renderer->setMipmapFilter(sw::SAMPLER_PIXEL, stage, sw::MIPMAP_POINT); break; case D3DTEXF_LINEAR: renderer->setMipmapFilter(sw::SAMPLER_PIXEL, stage, sw::MIPMAP_LINEAR); break; case D3DTEXF_ANISOTROPIC: renderer->setMipmapFilter(sw::SAMPLER_PIXEL, stage, sw::MIPMAP_LINEAR); // NOTE: Unimplemented, fail silently break; case D3DTEXF_FLATCUBIC: renderer->setMipmapFilter(sw::SAMPLER_PIXEL, stage, sw::MIPMAP_LINEAR); // NOTE: Unimplemented, fail silently break; case D3DTEXF_GAUSSIANCUBIC: renderer->setMipmapFilter(sw::SAMPLER_PIXEL, stage, sw::MIPMAP_LINEAR); // NOTE: Unimplemented, fail silently break; default: return INVALIDCALL(); }; break; case D3DTSS_MIPMAPLODBIAS: { float LOD = (float&)value - sw::log2((float)context->renderTarget[0]->getSuperSampleCount()); // FIXME: Update when render target changes renderer->setMipmapLOD(sw::SAMPLER_PIXEL, stage, LOD); } break; case D3DTSS_MAXMIPLEVEL: break; case D3DTSS_MAXANISOTROPY: renderer->setMaxAnisotropy(sw::SAMPLER_PIXEL, stage, sw::clamp((unsigned int)value, (unsigned int)1, maxAnisotropy)); break; case D3DTSS_BUMPENVLSCALE: renderer->setLuminanceScale(stage, (float&)value); break; case D3DTSS_BUMPENVLOFFSET: renderer->setLuminanceOffset(stage, (float&)value); break; case D3DTSS_TEXTURETRANSFORMFLAGS: switch(value & ~D3DTTFF_PROJECTED) { case D3DTTFF_DISABLE: renderer->setTextureTransform(stage, 0, (value & D3DTTFF_PROJECTED) == D3DTTFF_PROJECTED); break; case D3DTTFF_COUNT1: renderer->setTextureTransform(stage, 1, (value & D3DTTFF_PROJECTED) == D3DTTFF_PROJECTED); break; case D3DTTFF_COUNT2: renderer->setTextureTransform(stage, 2, (value & D3DTTFF_PROJECTED) == D3DTTFF_PROJECTED); break; case D3DTTFF_COUNT3: renderer->setTextureTransform(stage, 3, (value & D3DTTFF_PROJECTED) == D3DTTFF_PROJECTED); break; case D3DTTFF_COUNT4: renderer->setTextureTransform(stage, 4, (value & D3DTTFF_PROJECTED) == D3DTTFF_PROJECTED); break; default: ASSERT(false); } break; case D3DTSS_ADDRESSW: switch(value) { case D3DTADDRESS_WRAP: renderer->setAddressingModeW(sw::SAMPLER_PIXEL, stage, sw::ADDRESSING_WRAP); break; case D3DTADDRESS_MIRROR: renderer->setAddressingModeW(sw::SAMPLER_PIXEL, stage, sw::ADDRESSING_MIRROR); break; case D3DTADDRESS_CLAMP: renderer->setAddressingModeW(sw::SAMPLER_PIXEL, stage, sw::ADDRESSING_CLAMP); break; case D3DTADDRESS_BORDER: renderer->setAddressingModeW(sw::SAMPLER_PIXEL, stage, sw::ADDRESSING_BORDER); break; case D3DTADDRESS_MIRRORONCE: renderer->setAddressingModeW(sw::SAMPLER_PIXEL, stage, sw::ADDRESSING_MIRRORONCE); break; default: ASSERT(false); } break; case D3DTSS_COLORARG0: switch(value & D3DTA_SELECTMASK) { case D3DTA_CURRENT: renderer->setThirdArgument(stage, sw::TextureStage::SOURCE_CURRENT); break; case D3DTA_DIFFUSE: renderer->setThirdArgument(stage, sw::TextureStage::SOURCE_DIFFUSE); break; case D3DTA_SPECULAR: renderer->setThirdArgument(stage, sw::TextureStage::SOURCE_SPECULAR); break; case D3DTA_TEMP: renderer->setThirdArgument(stage, sw::TextureStage::SOURCE_TEMP); break; case D3DTA_TEXTURE: renderer->setThirdArgument(stage, sw::TextureStage::SOURCE_TEXTURE); break; case D3DTA_TFACTOR: renderer->setThirdArgument(stage, sw::TextureStage::SOURCE_TFACTOR); break; default: ASSERT(false); } switch(value & ~D3DTA_SELECTMASK) { case 0: renderer->setThirdModifier(stage, sw::TextureStage::MODIFIER_COLOR); break; case D3DTA_COMPLEMENT: renderer->setThirdModifier(stage, sw::TextureStage::MODIFIER_INVCOLOR); break; case D3DTA_ALPHAREPLICATE: renderer->setThirdModifier(stage, sw::TextureStage::MODIFIER_ALPHA); break; case D3DTA_COMPLEMENT | D3DTA_ALPHAREPLICATE: renderer->setThirdModifier(stage, sw::TextureStage::MODIFIER_INVALPHA); break; default: ASSERT(false); } break; case D3DTSS_ALPHAARG0: switch(value & D3DTA_SELECTMASK) { case D3DTA_DIFFUSE: renderer->setThirdArgumentAlpha(stage, sw::TextureStage::SOURCE_DIFFUSE); break; case D3DTA_CURRENT: renderer->setThirdArgumentAlpha(stage, sw::TextureStage::SOURCE_CURRENT); break; case D3DTA_TEXTURE: renderer->setThirdArgumentAlpha(stage, sw::TextureStage::SOURCE_TEXTURE); break; case D3DTA_TFACTOR: renderer->setThirdArgumentAlpha(stage, sw::TextureStage::SOURCE_TFACTOR); break; case D3DTA_SPECULAR: renderer->setThirdArgumentAlpha(stage, sw::TextureStage::SOURCE_SPECULAR); break; case D3DTA_TEMP: renderer->setThirdArgumentAlpha(stage, sw::TextureStage::SOURCE_TEMP); break; default: ASSERT(false); } switch(value & ~D3DTA_SELECTMASK) { case 0: renderer->setThirdModifierAlpha(stage, sw::TextureStage::MODIFIER_COLOR); break; case D3DTA_COMPLEMENT: renderer->setThirdModifierAlpha(stage, sw::TextureStage::MODIFIER_INVCOLOR); break; case D3DTA_ALPHAREPLICATE: renderer->setThirdModifierAlpha(stage, sw::TextureStage::MODIFIER_ALPHA); break; case D3DTA_COMPLEMENT | D3DTA_ALPHAREPLICATE: renderer->setThirdModifierAlpha(stage, sw::TextureStage::MODIFIER_INVALPHA); break; default: ASSERT(false); } break; case D3DTSS_RESULTARG: switch(value & D3DTA_SELECTMASK) { case D3DTA_CURRENT: renderer->setDestinationArgument(stage, sw::TextureStage::DESTINATION_CURRENT); break; case D3DTA_TEMP: renderer->setDestinationArgument(stage, sw::TextureStage::DESTINATION_TEMP); break; default: ASSERT(false); } break; default: ASSERT(false); } } else // stateRecorder { stateRecorder.back()->setTextureStageState(stage, type, value); } return D3D_OK; } long Direct3DDevice8::SetTransform(D3DTRANSFORMSTATETYPE state, const D3DMATRIX *matrix) { TRACE(""); if(!matrix || state < 0 || state > 511) { return INVALIDCALL(); } if(!recordState) { this->matrix[state] = *matrix; sw::Matrix M(matrix->_11, matrix->_21, matrix->_31, matrix->_41, matrix->_12, matrix->_22, matrix->_32, matrix->_42, matrix->_13, matrix->_23, matrix->_33, matrix->_43, matrix->_14, matrix->_24, matrix->_34, matrix->_44); switch(state) { case D3DTS_WORLD: renderer->setModelMatrix(M); break; case D3DTS_VIEW: renderer->setViewMatrix(M); break; case D3DTS_PROJECTION: renderer->setProjectionMatrix(M); break; case D3DTS_TEXTURE0: renderer->setTextureMatrix(0, M); break; case D3DTS_TEXTURE1: renderer->setTextureMatrix(1, M); break; case D3DTS_TEXTURE2: renderer->setTextureMatrix(2, M); break; case D3DTS_TEXTURE3: renderer->setTextureMatrix(3, M); break; case D3DTS_TEXTURE4: renderer->setTextureMatrix(4, M); break; case D3DTS_TEXTURE5: renderer->setTextureMatrix(5, M); break; case D3DTS_TEXTURE6: renderer->setTextureMatrix(6, M); break; case D3DTS_TEXTURE7: renderer->setTextureMatrix(7, M); break; default: if(state > 256 && state < 512) { renderer->setModelMatrix(M, state - 256); } else ASSERT(false); } } else // stateRecorder { stateRecorder.back()->setTransform(state, matrix); } return D3D_OK; } long Direct3DDevice8::SetVertexShader(unsigned long handle) { TRACE(""); if(!recordState) { if(handle & 0x00000001) { unsigned int index = handle >> 16; if(vertexShader[index]) { vertexShader[index]->bind(); } if(vertexShader[vertexShaderHandle >> 16]) { vertexShader[vertexShaderHandle >> 16]->unbind(); } vertexShaderHandle = handle; Direct3DVertexShader8 *shader = vertexShader[index]; renderer->setVertexShader(shader->getVertexShader()); declaration = shader->getDeclaration(); FVF = 0; } else { renderer->setVertexShader(0); declaration = 0; FVF = handle; } } else { stateRecorder.back()->setVertexShader(handle); } return D3D_OK; } long Direct3DDevice8::SetVertexShaderConstant(unsigned long startRegister, const void *constantData, unsigned long count) { TRACE(""); if(!constantData) { return INVALIDCALL(); } if(!recordState) { for(unsigned int i = 0; i < count; i++) { vertexShaderConstant[startRegister + i][0] = ((float*)constantData)[i * 4 + 0]; vertexShaderConstant[startRegister + i][1] = ((float*)constantData)[i * 4 + 1]; vertexShaderConstant[startRegister + i][2] = ((float*)constantData)[i * 4 + 2]; vertexShaderConstant[startRegister + i][3] = ((float*)constantData)[i * 4 + 3]; } renderer->setVertexShaderConstantF(startRegister, (const float*)constantData, count); } else { stateRecorder.back()->setVertexShaderConstant(startRegister, constantData, count); } return D3D_OK; } long Direct3DDevice8::SetViewport(const D3DVIEWPORT8 *viewport) { TRACE(""); if(!viewport) { return INVALIDCALL(); } if(!recordState) { this->viewport = *viewport; } else { stateRecorder.back()->setViewport(viewport); } return D3D_OK; } int Direct3DDevice8::ShowCursor(int show) { TRACE(""); int oldValue = showCursor ? TRUE : FALSE; showCursor = show != FALSE && cursor; bindCursor(); return oldValue; } long Direct3DDevice8::TestCooperativeLevel() { TRACE(""); return D3D_OK; } long Direct3DDevice8::UpdateTexture(IDirect3DBaseTexture8 *sourceTexture, IDirect3DBaseTexture8 *destinationTexture) { TRACE(""); if(!sourceTexture || !destinationTexture) { return INVALIDCALL(); } D3DRESOURCETYPE type = sourceTexture->GetType(); if(type != destinationTexture->GetType()) { return INVALIDCALL(); } switch(type) { case D3DRTYPE_TEXTURE: { IDirect3DTexture8 *source; IDirect3DTexture8 *dest; sourceTexture->QueryInterface(IID_IDirect3DTexture8, (void**)&source); destinationTexture->QueryInterface(IID_IDirect3DTexture8, (void**)&dest); ASSERT(source && dest); for(unsigned int level = 0; level < source->GetLevelCount() && level < dest->GetLevelCount(); level++) { IDirect3DSurface8 *sourceSurface; IDirect3DSurface8 *destinationSurface; source->GetSurfaceLevel(level, &sourceSurface); dest->GetSurfaceLevel(level, &destinationSurface); updateSurface(sourceSurface, 0, destinationSurface, 0); sourceSurface->Release(); destinationSurface->Release(); } source->Release(); dest->Release(); } break; case D3DRTYPE_VOLUMETEXTURE: { IDirect3DVolumeTexture8 *source; IDirect3DVolumeTexture8 *dest; sourceTexture->QueryInterface(IID_IDirect3DVolumeTexture8, (void**)&source); destinationTexture->QueryInterface(IID_IDirect3DVolumeTexture8, (void**)&dest); ASSERT(source && dest); for(unsigned int level = 0; level < source->GetLevelCount() && level < dest->GetLevelCount(); level++) // FIXME: Fail when source texture has fewer levels than the destination { IDirect3DVolume8 *sourceVolume; IDirect3DVolume8 *destinationVolume; source->GetVolumeLevel(level, &sourceVolume); dest->GetVolumeLevel(level, &destinationVolume); updateVolume(sourceVolume, destinationVolume); sourceVolume->Release(); destinationVolume->Release(); } source->Release(); dest->Release(); } break; case D3DRTYPE_CUBETEXTURE: { IDirect3DCubeTexture8 *source; IDirect3DCubeTexture8 *dest; sourceTexture->QueryInterface(IID_IDirect3DCubeTexture8, (void**)&source); destinationTexture->QueryInterface(IID_IDirect3DCubeTexture8, (void**)&dest); ASSERT(source && dest); for(int face = 0; face < 6; face++) { for(unsigned int level = 0; level < source->GetLevelCount() && level < dest->GetLevelCount(); level++) { IDirect3DSurface8 *sourceSurface; IDirect3DSurface8 *destinationSurface; source->GetCubeMapSurface((D3DCUBEMAP_FACES)face, level, &sourceSurface); dest->GetCubeMapSurface((D3DCUBEMAP_FACES)face, level, &destinationSurface); updateSurface(sourceSurface, 0, destinationSurface, 0); sourceSurface->Release(); destinationSurface->Release(); } } source->Release(); dest->Release(); } break; default: ASSERT(false); } return D3D_OK; } long Direct3DDevice8::ValidateDevice(unsigned long *numPasses) { TRACE(""); if(!numPasses) { return INVALIDCALL(); } *numPasses = 1; return D3D_OK; } long Direct3DDevice8::updateSurface(IDirect3DSurface8 *sourceSurface, const RECT *sourceRect, IDirect3DSurface8 *destinationSurface, const POINT *destPoint) { TRACE("IDirect3DSurface8 *sourceSurface = 0x%0.8p, const RECT *sourceRect = 0x%0.8p, IDirect3DSurface8 *destinationSurface = 0x%0.8p, const POINT *destPoint = 0x%0.8p", sourceSurface, sourceRect, destinationSurface, destPoint); if(!sourceSurface || !destinationSurface) { return INVALIDCALL(); } D3DSURFACE_DESC sourceDescription; D3DSURFACE_DESC destinationDescription; sourceSurface->GetDesc(&sourceDescription); destinationSurface->GetDesc(&destinationDescription); RECT sRect; RECT dRect; if(sourceRect && destPoint) { sRect.left = sourceRect->left; sRect.top = sourceRect->top; sRect.right = sourceRect->right; sRect.bottom = sourceRect->bottom; dRect.left = destPoint->x; dRect.top = destPoint->y; dRect.right = destPoint->x + sourceRect->right - sourceRect->left; dRect.bottom = destPoint->y + sourceRect->bottom - sourceRect->top; } else { sRect.left = 0; sRect.top = 0; sRect.right = sourceDescription.Width; sRect.bottom = sourceDescription.Height; dRect.left = 0; dRect.top = 0; dRect.right = destinationDescription.Width; dRect.bottom = destinationDescription.Height; } int sWidth = sRect.right - sRect.left; int sHeight = sRect.bottom - sRect.top; int dWidth = dRect.right - dRect.left; int dHeight = dRect.bottom - dRect.top; if(sourceDescription.MultiSampleType != D3DMULTISAMPLE_NONE || destinationDescription.MultiSampleType != D3DMULTISAMPLE_NONE || // sourceDescription.Pool != D3DPOOL_SYSTEMMEM || // FIXME: Check back buffer and depth buffer memory pool flags // destinationDescription.Pool != D3DPOOL_DEFAULT || sourceDescription.Format != destinationDescription.Format || sWidth != dWidth || sHeight != dHeight) { return INVALIDCALL(); } D3DLOCKED_RECT sourceLock; D3DLOCKED_RECT destinationLock; sourceSurface->LockRect(&sourceLock, &sRect, D3DLOCK_READONLY); destinationSurface->LockRect(&destinationLock, &dRect, 0); unsigned int width; unsigned int height; unsigned int bytes; switch(sourceDescription.Format) { case D3DFMT_DXT1: width = (dWidth + 3) / 4; height = (dHeight + 3) / 4; bytes = width * 8; // 64 bit per 4x4 block break; case D3DFMT_DXT2: case D3DFMT_DXT3: case D3DFMT_DXT4: case D3DFMT_DXT5: width = (dWidth + 3) / 4; height = (dHeight + 3) / 4; bytes = width * 16; // 128 bit per 4x4 block break; default: width = dWidth; height = dHeight; bytes = width * Direct3DSurface8::bytes(sourceDescription.Format); } for(unsigned int y = 0; y < height; y++) { memcpy(destinationLock.pBits, sourceLock.pBits, bytes); (byte*&)sourceLock.pBits += sourceLock.Pitch; (byte*&)destinationLock.pBits += destinationLock.Pitch; } sourceSurface->UnlockRect(); destinationSurface->UnlockRect(); return D3D_OK; } long Direct3DDevice8::SetIndices(IDirect3DIndexBuffer8 *iIndexBuffer, unsigned int baseVertexIndex) { TRACE(""); Direct3DIndexBuffer8 *indexBuffer = static_cast(iIndexBuffer); if(!recordState) { if(indexBuffer) { indexBuffer->bind(); } if(this->indexData) { this->indexData->unbind(); } this->indexData = indexBuffer; this->baseVertexIndex = baseVertexIndex; } else { stateRecorder.back()->setIndices(indexBuffer, baseVertexIndex); } return D3D_OK; } int Direct3DDevice8::FVFStride(unsigned long FVF) { int stride = 0; switch(FVF & D3DFVF_POSITION_MASK) { case D3DFVF_XYZ: stride += 12; break; case D3DFVF_XYZRHW: stride += 16; break; case D3DFVF_XYZB1: stride += 16; break; case D3DFVF_XYZB2: stride += 20; break; case D3DFVF_XYZB3: stride += 24; break; case D3DFVF_XYZB4: stride += 28; break; case D3DFVF_XYZB5: stride += 32; break; } if(FVF & D3DFVF_NORMAL) stride += 12; if(FVF & D3DFVF_PSIZE) stride += 4; if(FVF & D3DFVF_DIFFUSE) stride += 4; if(FVF & D3DFVF_SPECULAR) stride += 4; switch((FVF & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT) { case 8: stride += 4 + 4 * ((1 + (FVF >> 30)) % 4); case 7: stride += 4 + 4 * ((1 + (FVF >> 28)) % 4); case 6: stride += 4 + 4 * ((1 + (FVF >> 26)) % 4); case 5: stride += 4 + 4 * ((1 + (FVF >> 24)) % 4); case 4: stride += 4 + 4 * ((1 + (FVF >> 22)) % 4); case 3: stride += 4 + 4 * ((1 + (FVF >> 20)) % 4); case 2: stride += 4 + 4 * ((1 + (FVF >> 18)) % 4); case 1: stride += 4 + 4 * ((1 + (FVF >> 16)) % 4); case 0: break; default: ASSERT(false); } return stride; } int Direct3DDevice8::typeStride(unsigned char type) { static const int LUT[] = { 4, // D3DDECLTYPE_FLOAT1 = 0, // 1D float expanded to (value, 0., 0., 1.) 8, // D3DDECLTYPE_FLOAT2 = 1, // 2D float expanded to (value, value, 0., 1.) 12, // D3DDECLTYPE_FLOAT3 = 2, // 3D float expanded to (value, value, value, 1.) 16, // D3DDECLTYPE_FLOAT4 = 3, // 4D float 4, // D3DDECLTYPE_D3DCOLOR = 4, // 4D packed unsigned bytes mapped to 0. to 1. range. Input is in D3DCOLOR format (ARGB) expanded to (R, G, B, A) 4, // D3DDECLTYPE_UBYTE4 = 5, // 4D unsigned byte 4, // D3DDECLTYPE_SHORT2 = 6, // 2D signed short expanded to (value, value, 0., 1.) 8 // D3DDECLTYPE_SHORT4 = 7, // 4D signed short }; if(type <= 7) { return LUT[type]; } else ASSERT(false); return 0; } bool Direct3DDevice8::bindData(Direct3DIndexBuffer8 *indexBuffer, int base) { if(!bindViewport()) { return false; // Zero-area target region } bindTextures(); bindStreams(base); bindIndexBuffer(indexBuffer); bindLights(); return true; } void Direct3DDevice8::bindStreams(int base) { renderer->resetInputStreams((FVF & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW); int stride; if(!declaration) // Fixed-function vertex pipeline { const void *buffer = 0; ASSERT(dataStream[0]); Direct3DVertexBuffer8 *stream = dataStream[0]; sw::Resource *resource = stream->getResource(); buffer = (char*)resource->data(); stride = FVFStride(FVF); ASSERT(stride == streamStride[0]); // FIXME ASSERT(buffer && stride); (char*&)buffer += stride * base; sw::Stream attribute(resource, buffer, stride); switch(FVF & D3DFVF_POSITION_MASK) { case D3DFVF_XYZ: renderer->setInputStream(sw::Position, attribute.define(buffer, sw::STREAMTYPE_FLOAT, 3)); (char*&)buffer += 12; break; case D3DFVF_XYZRHW: renderer->setInputStream(sw::PositionT, attribute.define(buffer, sw::STREAMTYPE_FLOAT, 4)); (char*&)buffer += 16; break; case D3DFVF_XYZB1: renderer->setInputStream(sw::Position, attribute.define(buffer, sw::STREAMTYPE_FLOAT, 3)); (char*&)buffer += 12; renderer->setInputStream(sw::BlendWeight, attribute.define(buffer, sw::STREAMTYPE_FLOAT, 1)); // FIXME: Stream type depends on indexed blending active? (char*&)buffer += 4; break; case D3DFVF_XYZB2: renderer->setInputStream(sw::Position, attribute.define(buffer, sw::STREAMTYPE_FLOAT, 3)); (char*&)buffer += 12; renderer->setInputStream(sw::BlendWeight, attribute.define(buffer, sw::STREAMTYPE_FLOAT, 1)); // FIXME: Stream type depends on indexed blending active? (char*&)buffer += 8; break; case D3DFVF_XYZB3: renderer->setInputStream(sw::Position, attribute.define(buffer, sw::STREAMTYPE_FLOAT, 3)); (char*&)buffer += 12; renderer->setInputStream(sw::BlendWeight, attribute.define(buffer, sw::STREAMTYPE_FLOAT, 2)); // FIXME: Stream type depends on indexed blending active? (char*&)buffer += 12; break; case D3DFVF_XYZB4: renderer->setInputStream(sw::Position, attribute.define(buffer, sw::STREAMTYPE_FLOAT, 3)); (char*&)buffer += 12; renderer->setInputStream(sw::BlendWeight, attribute.define(buffer, sw::STREAMTYPE_FLOAT, 3)); // FIXME: Stream type depends on indexed blending active? (char*&)buffer += 16; break; case D3DFVF_XYZB5: renderer->setInputStream(sw::Position, attribute.define(buffer, sw::STREAMTYPE_FLOAT, 3)); (char*&)buffer += 12; renderer->setInputStream(sw::BlendWeight, attribute.define(buffer, sw::STREAMTYPE_FLOAT, 4)); // FIXME: Stream type depends on indexed blending active? (char*&)buffer += 20; break; } if(FVF & D3DFVF_LASTBETA_UBYTE4) { renderer->setInputStream(sw::BlendIndices, attribute.define((char*&)buffer - 4, sw::STREAMTYPE_INDICES, 1)); } if(FVF & D3DFVF_NORMAL) { renderer->setInputStream(sw::Normal, attribute.define(buffer, sw::STREAMTYPE_FLOAT, 3)); (char*&)buffer += 12; } if(FVF & D3DFVF_PSIZE) { renderer->setInputStream(sw::PointSize, attribute.define(buffer, sw::STREAMTYPE_FLOAT, 1)); (char*&)buffer += 4; } if(FVF & D3DFVF_DIFFUSE) { renderer->setInputStream(sw::Color0, attribute.define(buffer, sw::STREAMTYPE_COLOR, 4)); (char*&)buffer += 4; } if(FVF & D3DFVF_SPECULAR) { renderer->setInputStream(sw::Color1, attribute.define(buffer, sw::STREAMTYPE_COLOR, 4)); (char*&)buffer += 4; } for(unsigned int i = 0; i < 8; i++) { if((FVF & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT >= i + 1) { renderer->setInputStream(sw::TexCoord0 + i, attribute.define(buffer, sw::STREAMTYPE_FLOAT, 1 + (1 + (FVF >> (16 + i * 2))) % 4)); (char*&)buffer += 4 + 4 * ((1 + (FVF >> (16 + i * 2))) % 4); } } } else { const unsigned long *element = declaration; int stream = 0; sw::Resource *resource; const void *buffer = 0; while(*element != 0xFFFFFFFF) { switch((*element & 0xE0000000) >> 29) { case 0: // NOP if(*element != 0x00000000) { ASSERT(false); } break; case 1: // Stream selector stream = *element & 0x0000000F; { ASSERT(dataStream[stream]); // Expected a stream Direct3DVertexBuffer8 *streamBuffer = (Direct3DVertexBuffer8*)dataStream[stream]; resource = streamBuffer->getResource(); buffer = (char*)resource->data(); const unsigned long *streamElement = element + 1; stride = 0; while((*streamElement & 0xE0000000) >> 29 == 2) // Data definition { if(*streamElement & 0x10000000) // Data skip { int skip = (*streamElement & 0x000F0000) >> 16; stride += 4 * skip; } else { stride += typeStride((unsigned char)((*streamElement & 0x000F0000) >> 16)); } streamElement++; } // ASSERT(stride == streamStride[stream]); // FIXME: Probably just ignore (char*&)buffer += stride * base; } break; case 2: // Data definition if(*element & 0x10000000) // Data skip { int skip = (*element & 0x000F0000) >> 16; (char*&)buffer += 4 * skip; } else { int type = (*element & 0x000F0000) >> 16; int index = (*element & 0x0000000F) >> 0; sw::Stream attribute(resource, buffer, stride); switch(type) { case D3DVSDT_FLOAT1: attribute.define(sw::STREAMTYPE_FLOAT, 1); break; case D3DVSDT_FLOAT2: attribute.define(sw::STREAMTYPE_FLOAT, 2); break; case D3DVSDT_FLOAT3: attribute.define(sw::STREAMTYPE_FLOAT, 3); break; case D3DVSDT_FLOAT4: attribute.define(sw::STREAMTYPE_FLOAT, 4); break; case D3DVSDT_D3DCOLOR: attribute.define(sw::STREAMTYPE_COLOR, 4); break; case D3DVSDT_UBYTE4: attribute.define(sw::STREAMTYPE_BYTE, 4); break; case D3DVSDT_SHORT2: attribute.define(sw::STREAMTYPE_SHORT, 2); break; case D3DVSDT_SHORT4: attribute.define(sw::STREAMTYPE_SHORT, 4); break; default: attribute.define(sw::STREAMTYPE_FLOAT, 0); ASSERT(false); } switch(index) { case D3DVSDE_POSITION: renderer->setInputStream(sw::Position, attribute); break; case D3DVSDE_BLENDWEIGHT: renderer->setInputStream(sw::BlendWeight, attribute); break; case D3DVSDE_BLENDINDICES: renderer->setInputStream(sw::BlendIndices, attribute); break; case D3DVSDE_NORMAL: renderer->setInputStream(sw::Normal, attribute); break; case D3DVSDE_PSIZE: renderer->setInputStream(sw::PointSize, attribute); break; case D3DVSDE_DIFFUSE: renderer->setInputStream(sw::Color0, attribute); break; case D3DVSDE_SPECULAR: renderer->setInputStream(sw::Color1, attribute); break; case D3DVSDE_TEXCOORD0: renderer->setInputStream(sw::TexCoord0, attribute); break; case D3DVSDE_TEXCOORD1: renderer->setInputStream(sw::TexCoord1, attribute); break; case D3DVSDE_TEXCOORD2: renderer->setInputStream(sw::TexCoord2, attribute); break; case D3DVSDE_TEXCOORD3: renderer->setInputStream(sw::TexCoord3, attribute); break; case D3DVSDE_TEXCOORD4: renderer->setInputStream(sw::TexCoord4, attribute); break; case D3DVSDE_TEXCOORD5: renderer->setInputStream(sw::TexCoord5, attribute); break; case D3DVSDE_TEXCOORD6: renderer->setInputStream(sw::TexCoord6, attribute); break; case D3DVSDE_TEXCOORD7: renderer->setInputStream(sw::TexCoord7, attribute); break; // case D3DVSDE_POSITION2: renderer->setInputStream(sw::Position1, attribute); break; // case D3DVSDE_NORMAL2: renderer->setInputStream(sw::Normal1, attribute); break; default: ASSERT(false); } (char*&)buffer += typeStride(type); } break; case 3: // Tesselator data UNIMPLEMENTED(); break; case 4: // Constant data { int count = (*element & 0x1E000000) >> 25; int index = (*element & 0x0000007F) >> 0; SetVertexShaderConstant(index, element + 1, count); element += 4 * count; } break; case 5: // Extension UNIMPLEMENTED(); break; default: ASSERT(false); } element++; } } } void Direct3DDevice8::bindIndexBuffer(Direct3DIndexBuffer8 *indexBuffer) { sw::Resource *resource = 0; if(indexBuffer) { resource = indexBuffer->getResource(); } renderer->setIndexBuffer(resource); } void Direct3DDevice8::bindLights() { if(!lightsDirty) return; Lights::iterator i = light.begin(); int active = 0; // Set and enable renderer lights while(active < 8) { while(i != light.end() && !i->second.enable) { i++; } if(i == light.end()) { break; } const Light &l = i->second; sw::Point position(l.Position.x, l.Position.y, l.Position.z); sw::Color diffuse(l.Diffuse.r, l.Diffuse.g, l.Diffuse.b, l.Diffuse.a); sw::Color specular(l.Specular.r, l.Specular.g, l.Specular.b, l.Specular.a); sw::Color ambient(l.Ambient.r, l.Ambient.g, l.Ambient.b, l.Ambient.a); sw::Vector direction(l.Direction.x, l.Direction.y, l.Direction.z); renderer->setLightDiffuse(active, diffuse); renderer->setLightSpecular(active, specular); renderer->setLightAmbient(active, ambient); if(l.Type == D3DLIGHT_DIRECTIONAL) { // goto next; // FIXME // FIXME: Unsupported, make it a positional light far away without falloff renderer->setLightPosition(active, -1000 * direction); renderer->setLightRange(active, l.Range); renderer->setLightAttenuation(active, 1, 0, 0); } else if(l.Type == D3DLIGHT_SPOT) { // goto next; // FIXME // FIXME: Unsupported, make it a positional light renderer->setLightPosition(active, position); renderer->setLightRange(active, l.Range); renderer->setLightAttenuation(active, l.Attenuation0, l.Attenuation1, l.Attenuation2); } else { renderer->setLightPosition(active, position); renderer->setLightRange(active, l.Range); renderer->setLightAttenuation(active, l.Attenuation0, l.Attenuation1, l.Attenuation2); } renderer->setLightEnable(active, true); active++; // next: // FIXME i++; } // Remaining lights are disabled while(active < 8) { renderer->setLightEnable(active, false); active++; } lightsDirty= false; } bool Direct3DDevice8::bindViewport() { if(viewport.Width == 0 || viewport.Height == 0) { return false; } sw::Viewport view; view.x0 = (float)viewport.X; view.y0 = (float)viewport.Y + viewport.Height; view.width = (float)viewport.Width; view.height = -(float)viewport.Height; view.minZ = viewport.MinZ; view.maxZ = viewport.MaxZ; renderer->setViewport(view); sw::Rect scissor; scissor.x0 = viewport.X; scissor.x1 = viewport.X + viewport.Width; scissor.y0 = viewport.Y; scissor.y1 = viewport.Y + viewport.Height; renderer->setScissor(scissor); return true; } void Direct3DDevice8::bindTextures() { for(int stage = 0; stage < 8; stage++) { Direct3DBaseTexture8 *baseTexture = texture[stage]; sw::Resource *resource = 0; bool textureUsed = false; if(pixelShader[pixelShaderHandle]) { textureUsed = pixelShader[pixelShaderHandle]->getPixelShader()->usesSampler(stage); } else { textureUsed = true; // FIXME: Check fixed-function use? } if(baseTexture && textureUsed) { resource = baseTexture->getResource(); } renderer->setTextureResource(stage, resource); if(baseTexture && textureUsed) { int levelCount = baseTexture->getInternalLevelCount(); int textureLOD = baseTexture->GetLOD(); int stageLOD = textureStageState[stage][D3DTSS_MAXMIPLEVEL]; int LOD = textureLOD > stageLOD ? textureLOD : stageLOD; if(textureStageState[stage][D3DTSS_MIPFILTER] == D3DTEXF_NONE) { LOD = 0; } switch(baseTexture->GetType()) { case D3DRTYPE_TEXTURE: { Direct3DTexture8 *texture = dynamic_cast(baseTexture); Direct3DSurface8 *surface; for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) { int surfaceLevel = mipmapLevel; if(surfaceLevel < LOD) { surfaceLevel = LOD; } if(surfaceLevel < 0) { surfaceLevel = 0; } else if(surfaceLevel >= levelCount) { surfaceLevel = levelCount - 1; } surface = texture->getInternalSurfaceLevel(surfaceLevel); renderer->setTextureLevel(stage, 0, mipmapLevel, surface, sw::TEXTURE_2D); } } break; case D3DRTYPE_CUBETEXTURE: for(int face = 0; face < 6; face++) { Direct3DCubeTexture8 *cubeTexture = dynamic_cast(baseTexture); Direct3DSurface8 *surface; for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) { int surfaceLevel = mipmapLevel; if(surfaceLevel < LOD) { surfaceLevel = LOD; } if(surfaceLevel < 0) { surfaceLevel = 0; } else if(surfaceLevel >= levelCount) { surfaceLevel = levelCount - 1; } surface = cubeTexture->getInternalCubeMapSurface((D3DCUBEMAP_FACES)face, surfaceLevel); renderer->setTextureLevel(stage, face, mipmapLevel, surface, sw::TEXTURE_CUBE); } } break; case D3DRTYPE_VOLUMETEXTURE: { Direct3DVolumeTexture8 *volumeTexture = dynamic_cast(baseTexture); Direct3DVolume8 *volume; for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) { int surfaceLevel = mipmapLevel; if(surfaceLevel < LOD) { surfaceLevel = LOD; } if(surfaceLevel < 0) { surfaceLevel = 0; } else if(surfaceLevel >= levelCount) { surfaceLevel = levelCount - 1; } volume = volumeTexture->getInternalVolumeLevel(surfaceLevel); renderer->setTextureLevel(stage, 0, mipmapLevel, volume, sw::TEXTURE_3D); } } break; default: UNIMPLEMENTED(); } } else { renderer->setTextureLevel(stage, 0, 0, 0, sw::TEXTURE_NULL); } } } void Direct3DDevice8::bindCursor() { if(showCursor) { sw::FrameBuffer::setCursorImage(cursor); HCURSOR oldCursor = SetCursor(nullCursor); if(oldCursor != nullCursor) { win32Cursor = oldCursor; } } else { sw::FrameBuffer::setCursorImage(0); if(GetCursor() == nullCursor) { SetCursor(win32Cursor); } } } long Direct3DDevice8::updateVolume(IDirect3DVolume8 *sourceVolume, IDirect3DVolume8 *destinationVolume) { TRACE("IDirect3DVolume8 *sourceVolume = 0x%0.8p, IDirect3DVolume8 *destinationVolume = 0x%0.8p", sourceVolume, destinationVolume); if(!sourceVolume || !destinationVolume) { return INVALIDCALL(); } D3DVOLUME_DESC sourceDescription; D3DVOLUME_DESC destinationDescription; sourceVolume->GetDesc(&sourceDescription); destinationVolume->GetDesc(&destinationDescription); if(sourceDescription.Pool != D3DPOOL_SYSTEMMEM || destinationDescription.Pool != D3DPOOL_DEFAULT || sourceDescription.Format != destinationDescription.Format || sourceDescription.Width != destinationDescription.Width || sourceDescription.Height != destinationDescription.Height) { return INVALIDCALL(); } D3DLOCKED_BOX sourceLock; D3DLOCKED_BOX destinationLock; sourceVolume->LockBox(&sourceLock, 0, 0); destinationVolume->LockBox(&destinationLock, 0, 0); if(sourceLock.RowPitch != destinationLock.RowPitch || sourceLock.SlicePitch != destinationLock.SlicePitch) { UNIMPLEMENTED(); } memcpy(destinationLock.pBits, sourceLock.pBits, sourceLock.SlicePitch * sourceDescription.Depth); sourceVolume->UnlockBox(); destinationVolume->UnlockBox(); return D3D_OK; } void Direct3DDevice8::configureFPU() { unsigned short cw; __asm { fstcw cw and cw, 0xFCFC // Single-precision or cw, 0x003F // Mask all exceptions and cw, 0xF3FF // Round to nearest fldcw cw } } }