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-rw-r--r--Runtime/GfxDevice/d3d/GfxDeviceD3D9.h361
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diff --git a/Runtime/GfxDevice/d3d/GfxDeviceD3D9.h b/Runtime/GfxDevice/d3d/GfxDeviceD3D9.h
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+++ b/Runtime/GfxDevice/d3d/GfxDeviceD3D9.h
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+#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();