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Diffstat (limited to 'Runtime/GfxDevice/d3d/GfxDeviceD3D9.h')
-rw-r--r-- | Runtime/GfxDevice/d3d/GfxDeviceD3D9.h | 361 |
1 files changed, 361 insertions, 0 deletions
diff --git a/Runtime/GfxDevice/d3d/GfxDeviceD3D9.h b/Runtime/GfxDevice/d3d/GfxDeviceD3D9.h new file mode 100644 index 0000000..f648a35 --- /dev/null +++ b/Runtime/GfxDevice/d3d/GfxDeviceD3D9.h @@ -0,0 +1,361 @@ +#pragma once + +#include "D3D9Includes.h" +#include "VertexDeclarations.h" +#include "TexturesD3D9.h" +#include "Runtime/GfxDevice/ShaderConstantCache.h" +#include "Runtime/Shaders/MaterialProperties.h" +#include "VertexPipeD3D9.h" +#include "Runtime/GfxDevice/GfxDevice.h" +#include "Runtime/Shaders/GraphicsCaps.h" +#include "D3D9Context.h" +#include "Runtime/Math/FloatConversion.h" +#include "D3D9VBO.h" +#include "CombinerD3D.h" +#include "External/shaderlab/Library/program.h" +#include "External/shaderlab/Library/TextureBinding.h" +#include "External/shaderlab/Library/texenv.h" +#include "Runtime/Math/Matrix4x4.h" +#include "Runtime/GfxDevice/ChannelAssigns.h" +#include "Runtime/GfxDevice/BuiltinShaderParams.h" +#include "Runtime/Graphics/Image.h" +#include "PlatformDependent/Win/SmartComPointer.h" +#include "Runtime/Utilities/Utility.h" +#include "D3D9Utils.h" +#include "D3D9Window.h" +#include "GpuProgramsD3D.h" +#include "TimerQueryD3D9.h" + +typedef SmartComPointer<IDirect3DSurface9> SurfacePointer; + +struct TextureUnitStateD3D +{ + TextureID texID; + float bias; + + void Invalidate() + { + texID.m_ID = -1; + bias = 1.0e6f; + } +}; + +class GfxDeviceD3D9; + +struct DeviceStateD3D +{ + int viewport[4]; + int scissorRect[4]; + + CompareFunction depthFunc; + int depthWrite; // 0/1 or -1 + + int blending; + int srcBlend, destBlend, srcBlendAlpha, destBlendAlpha; // D3D modes + int blendOp, blendOpAlpha; // D3D modes + CompareFunction alphaFunc; + float alphaValue; + + CullMode culling; + D3DCULL d3dculling; + bool appBackfaceMode, userBackfaceMode, invertProjMatrix; + bool wireframe; + int scissor; + + // [0] is front, [1] is back, unless invertProjMatrix is true + D3DCMPFUNC stencilFunc[2]; + D3DSTENCILOP stencilFailOp[2], depthFailOp[2], depthPassOp[2]; + + float offsetFactor, offsetUnits; + + GpuProgram* activeGpuProgram[kShaderTypeCount]; + const GpuProgramParameters* activeGpuProgramParams[kShaderTypeCount]; + IUnknown* activeShader[kShaderTypeCount]; + + int colorWriteMask; // ColorWriteMask combinations + + int m_StencilRef; + + TextureUnitStateD3D texturesPS[kMaxSupportedTextureUnits]; + TextureUnitStateD3D texturesVS[4]; + + int fixedFunctionPS; + + bool m_DeviceLost; + + bool m_SoftwareVP; + UInt32 m_NeedsSofwareVPFlags; + + void Invalidate( GfxDeviceD3D9& device ); + void Verify(); +}; + +// TODO: optimize this. Right now we just send off whole 8 float3 UVs with each +// immediate mode vertex. We could at least detect the number of them used from +// ImmediateTexCoord calls. +struct ImmediateVertexD3D { + D3DVECTOR vertex; + D3DVECTOR normal; + D3DCOLOR color; + D3DVECTOR texCoords[8]; +}; + +struct ImmediateModeD3D { + std::vector<ImmediateVertexD3D> m_Vertices; + ImmediateVertexD3D m_Current; + GfxPrimitiveType m_Mode; + IDirect3DVertexDeclaration9* m_ImmVertexDecl; + UInt16* m_QuadsIB; + + ImmediateModeD3D(); + ~ImmediateModeD3D(); + void Invalidate(); +}; + +class GfxDeviceD3D9 : public GfxThreadableDevice +{ +public: + struct DeviceBlendStateD3D9 : public DeviceBlendState + { + UInt8 renderTargetWriteMask; + D3DCMPFUNC alphaFunc; + }; + + struct DeviceDepthStateD3D9 : public DeviceDepthState + { + D3DCMPFUNC depthFunc; + }; + + struct DeviceStencilStateD3D9 : public DeviceStencilState + { + D3DCMPFUNC stencilFuncFront; + D3DSTENCILOP stencilFailOpFront; + D3DSTENCILOP depthFailOpFront; + D3DSTENCILOP depthPassOpFront; + D3DCMPFUNC stencilFuncBack; + D3DSTENCILOP stencilFailOpBack; + D3DSTENCILOP depthFailOpBack; + D3DSTENCILOP depthPassOpBack; + }; + + + typedef std::map< GfxBlendState, DeviceBlendStateD3D9, memcmp_less<GfxBlendState> > CachedBlendStates; + typedef std::map< GfxDepthState, DeviceDepthStateD3D9, memcmp_less<GfxDepthState> > CachedDepthStates; + typedef std::map< GfxStencilState, DeviceStencilStateD3D9, memcmp_less<GfxStencilState> > CachedStencilStates; + typedef std::map< GfxRasterState, DeviceRasterState, memcmp_less<GfxRasterState> > CachedRasterStates; + + +public: + GfxDeviceD3D9(); + GFX_API ~GfxDeviceD3D9(); + + GFX_API void InvalidateState(); + #if GFX_DEVICE_VERIFY_ENABLE + GFX_API void VerifyState(); + #endif + + GFX_API void Clear(UInt32 clearFlags, const float color[4], float depth, int stencil); + GFX_API void SetUserBackfaceMode( bool enable ); + GFX_API void SetWireframe(bool wire); + GFX_API bool GetWireframe() const; + GFX_API void SetInvertProjectionMatrix( bool enable ); + GFX_API bool GetInvertProjectionMatrix() const; + + GFX_API GPUSkinningInfo *CreateGPUSkinningInfo() { return NULL; } + GFX_API void DeleteGPUSkinningInfo(GPUSkinningInfo *info) { AssertBreak(false); } + GFX_API void SkinOnGPU( GPUSkinningInfo * info, bool lastThisFrame ) { AssertBreak(false); } + GFX_API void UpdateSkinSourceData(GPUSkinningInfo *info, const void *vertData, const BoneInfluence *skinData, bool dirty) { AssertBreak(false); } + GFX_API void UpdateSkinBonePoses(GPUSkinningInfo *info, const int boneCount, const Matrix4x4f* poses) { AssertBreak(false); } + + GFX_API DeviceBlendState* CreateBlendState(const GfxBlendState& state); + GFX_API DeviceDepthState* CreateDepthState(const GfxDepthState& state); + GFX_API DeviceStencilState* CreateStencilState(const GfxStencilState& state); + GFX_API DeviceRasterState* CreateRasterState(const GfxRasterState& state); + + GFX_API void SetBlendState(const DeviceBlendState* state, float alphaRef); + GFX_API void SetRasterState(const DeviceRasterState* state); + GFX_API void SetDepthState(const DeviceDepthState* state); + GFX_API void SetStencilState(const DeviceStencilState* state, int stencilRef); + GFX_API void SetSRGBWrite (const bool); + GFX_API bool GetSRGBWrite (); + + GFX_API void SetWorldMatrix( const float matrix[16] ); + GFX_API void SetViewMatrix( const float matrix[16] ); + GFX_API void SetProjectionMatrix(const Matrix4x4f& matrix); + GFX_API void GetMatrix( float outMatrix[16] ) const; + + GFX_API const float* GetWorldMatrix() const ; + GFX_API const float* GetViewMatrix() const ; + GFX_API const float* GetProjectionMatrix() const ; + GFX_API const float* GetDeviceProjectionMatrix() const; + + GFX_API void SetNormalizationBackface( NormalizationMode mode, bool backface ); + GFX_API void SetFFLighting( bool on, bool separateSpecular, ColorMaterialMode colorMaterial ); + GFX_API void SetMaterial( const float ambient[4], const float diffuse[4], const float specular[4], const float emissive[4], const float shininess ); + GFX_API void SetColor( const float color[4] ); + GFX_API void SetViewport( int x, int y, int width, int height ); + GFX_API void GetViewport( int* port ) const; + + GFX_API void SetScissorRect( int x, int y, int width, int height ); + GFX_API void DisableScissor(); + GFX_API bool IsScissorEnabled() const; + GFX_API void GetScissorRect( int values[4] ) const; + + GFX_API bool IsCombineModeSupported( unsigned int combiner ); + GFX_API TextureCombinersHandle CreateTextureCombiners( int count, const ShaderLab::TextureBinding* texEnvs, const ShaderLab::PropertySheet* props, bool hasVertexColorOrLighting, bool usesAddSpecular ); + GFX_API void DeleteTextureCombiners( TextureCombinersHandle& textureCombiners ); + GFX_API void SetTextureCombinersThreadable( TextureCombinersHandle textureCombiners, const TexEnvData* texEnvData, const Vector4f* texColors ); + GFX_API void SetTextureCombiners( TextureCombinersHandle textureCombiners, const ShaderLab::PropertySheet* props ); + + GFX_API void SetTexture (ShaderType shaderType, int unit, int samplerUnit, TextureID texture, TextureDimension dim, float bias); + GFX_API void SetTextureParams( TextureID texture, TextureDimension texDim, TextureFilterMode filter, TextureWrapMode wrap, int anisoLevel, bool hasMipMap, TextureColorSpace colorSpace ); + GFX_API void SetTextureTransform( int unit, TextureDimension dim, TexGenMode texGen, bool identity, const float matrix[16]); + GFX_API void SetTextureName ( TextureID texture, const char* name ) { } + + GFX_API void SetShadersThreadable (GpuProgram* programs[kShaderTypeCount], const GpuProgramParameters* params[kShaderTypeCount], UInt8 const * const paramsBuffer[kShaderTypeCount]); + GFX_API bool IsShaderActive( ShaderType type ) const; + GFX_API void DestroySubProgram( ShaderLab::SubProgram* subprogram ); + + GFX_API void DisableLights( int startLight ); + GFX_API void SetLight( int light, const GfxVertexLight& data); + GFX_API void SetAmbient( const float ambient[4] ); + + GFX_API void EnableFog(const GfxFogParams& fog); + GFX_API void DisableFog(); + + GFX_API VBO* CreateVBO(); + GFX_API void DeleteVBO( VBO* vbo ); + GFX_API DynamicVBO& GetDynamicVBO(); + + GFX_API RenderSurfaceHandle CreateRenderColorSurface (TextureID textureID, int width, int height, int samples, int depth, TextureDimension dim, RenderTextureFormat format, UInt32 createFlags); + GFX_API RenderSurfaceHandle CreateRenderDepthSurface(TextureID textureID, int width, int height, int samples, TextureDimension dim, DepthBufferFormat depthFormat, UInt32 createFlags); + GFX_API void DestroyRenderSurface(RenderSurfaceHandle& rs); + GFX_API void SetRenderTargets (int count, RenderSurfaceHandle* colorHandles, RenderSurfaceHandle depthHandle, int mipLevel, CubemapFace face = kCubeFaceUnknown); + GFX_API void ResolveColorSurface (RenderSurfaceHandle srcHandle, RenderSurfaceHandle dstHandle); + GFX_API void ResolveDepthIntoTexture (RenderSurfaceHandle colorHandle, RenderSurfaceHandle depthHandle); + GFX_API RenderSurfaceHandle GetActiveRenderColorSurface(int index); + GFX_API RenderSurfaceHandle GetActiveRenderDepthSurface(); + GFX_API void SetSurfaceFlags(RenderSurfaceHandle surf, UInt32 flags, UInt32 keepFlags); + + GFX_API void UploadTexture2D( TextureID texture, TextureDimension dimension, UInt8* srcData, int srcSize, int width, int height, TextureFormat format, int mipCount, UInt32 uploadFlags, int skipMipLevels, TextureUsageMode usageMode, TextureColorSpace colorSpace ); + GFX_API void UploadTextureSubData2D( TextureID texture, UInt8* srcData, int srcSize, int mipLevel, int x, int y, int width, int height, TextureFormat format, TextureColorSpace colorSpace ); + GFX_API void UploadTextureCube( TextureID texture, UInt8* srcData, int srcSize, int faceDataSize, int size, TextureFormat format, int mipCount, UInt32 uploadFlags, TextureColorSpace colorSpace ); + GFX_API void UploadTexture3D( TextureID texture, UInt8* srcData, int srcSize, int width, int height, int depth, TextureFormat format, int mipCount, UInt32 uploadFlags ); + GFX_API void DeleteTexture( TextureID texture ); + + GFX_API PresentMode GetPresentMode(); + + GFX_API void BeginFrame(); + GFX_API void EndFrame(); + GFX_API void PresentFrame(); + GFX_API bool IsValidState(); + GFX_API bool HandleInvalidState(); + GFX_API void FinishRendering(); + + // Immediate mode rendering + GFX_API void ImmediateVertex( float x, float y, float z ); + GFX_API void ImmediateNormal( float x, float y, float z ); + GFX_API void ImmediateColor( float r, float g, float b, float a ); + GFX_API void ImmediateTexCoordAll( float x, float y, float z ); + GFX_API void ImmediateTexCoord( int unit, float x, float y, float z ); + GFX_API void ImmediateBegin( GfxPrimitiveType type ); + GFX_API void ImmediateEnd(); + + GFX_API bool CaptureScreenshot( int left, int bottom, int width, int height, UInt8* rgba32 ); + GFX_API bool ReadbackImage( ImageReference& image, int left, int bottom, int width, int height, int destX, int destY ); + GFX_API void GrabIntoRenderTexture(RenderSurfaceHandle rs, RenderSurfaceHandle rd, int x, int y, int width, int height); + + GFX_API void BeforeDrawCall( bool immediateMode ); + + GFX_API bool IsPositionRequiredForTexGen(int texStageIndex) const { return false; } + GFX_API bool IsNormalRequiredForTexGen(int texStageIndex) const { return false; } + GFX_API bool IsPositionRequiredForTexGen() const { return false; } + GFX_API bool IsNormalRequiredForTexGen() const { return false; } + + GFX_API void DiscardContents (RenderSurfaceHandle& rs) {} + +#if ENABLE_PROFILER + GFX_API void BeginProfileEvent (const char* name); + GFX_API void EndProfileEvent (); + + TimerQueriesD3D9& GetTimerQueries() {return m_TimerQueriesD3D9;} + GFX_API GfxTimerQuery* CreateTimerQuery(); + GFX_API void DeleteTimerQuery(GfxTimerQuery* query); + GFX_API void BeginTimerQueries(); + GFX_API void EndTimerQueries(); + #endif + + #if UNITY_EDITOR + GFX_API void SetAntiAliasFlag( bool aa ); + GFX_API void DrawUserPrimitives( GfxPrimitiveType type, int vertexCount, UInt32 vertexChannels, const void* data, int stride ); + GFX_API int GetCurrentTargetAA() const; + GFX_API GfxDeviceWindow* CreateGfxWindow( HWND window, int width, int height, DepthBufferFormat depthFormat, int antiAlias ); + #endif + + GFX_API int GetCurrentTargetWidth() const; + GFX_API int GetCurrentTargetHeight() const; + GFX_API void SetCurrentTargetSize(int width, int height); + GFX_API void SetCurrentWindowSize(int width, int height); + + GFX_API void* GetNativeGfxDevice(); + GFX_API void* GetNativeTexturePointer(TextureID id); + GFX_API intptr_t CreateExternalTextureFromNative(intptr_t nativeTex); + GFX_API void UpdateExternalTextureFromNative(TextureID tex, intptr_t nativeTex); + + GFX_API void ResetDynamicResources(); + + IDirect3DVertexBuffer9* GetAllWhiteVertexStream(); + + VertexDeclarations& GetVertexDecls() { return m_VertexDecls; } + + const DeviceStateD3D& GetState() const { return m_State; } + DeviceStateD3D& GetState() { return m_State; } + VertexShaderConstantCache& GetVertexShaderConstantCache() { return m_VSConstantCache; } + PixelShaderConstantCache& GetPixelShaderConstantCache() { return m_PSConstantCache; } + + const VertexPipeConfig& GetVertexPipeConfig() const { return m_VertexConfig; } + VertexPipeConfig& GetVertexPipeConfig() { return m_VertexConfig; } + const VertexPipeDataD3D9& GetVertexPipeData() const { return m_VertexData; } + VertexPipeDataD3D9& GetVertexPipeData() { return m_VertexData; } + TexturesD3D9& GetTextures() { return m_Textures; } + + void PushEventQuery(); + +private: + + DeviceStateD3D m_State; + ImmediateModeD3D m_Imm; + VertexPipeConfig m_VertexConfig; + TransformState m_TransformState; + VertexPipeDataD3D9 m_VertexData; + VertexPipePrevious m_VertexPrevious; + + DeviceBlendStateD3D9* m_CurrBlendState; + DeviceDepthStateD3D9* m_CurrDepthState; + const DeviceStencilStateD3D9* m_CurrStencilState; + DeviceRasterState* m_CurrRasterState; + int m_CurrTargetWidth; + int m_CurrTargetHeight; + int m_CurrWindowWidth; + int m_CurrWindowHeight; + + IDirect3DVertexBuffer9* m_AllWhiteVertexStream; + + VertexDeclarations m_VertexDecls; + TexturesD3D9 m_Textures; + DynamicVBO* m_DynamicVBO; + + CachedBlendStates m_CachedBlendStates; + CachedDepthStates m_CachedDepthStates; + CachedStencilStates m_CachedStencilStates; + CachedRasterStates m_CachedRasterStates; + + VertexShaderConstantCache m_VSConstantCache; + PixelShaderConstantCache m_PSConstantCache; + +#if ENABLE_PROFILER + TimerQueriesD3D9 m_TimerQueriesD3D9; +#endif +}; + +GfxDeviceD3D9& GetD3D9GfxDevice(); |