// Copyright 2016 The SwiftShader Authors. All Rights Reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #ifndef D3D9_Direct3DDevice9_hpp #define D3D9_Direct3DDevice9_hpp #include "Unknown.hpp" #include "Direct3D9.hpp" #include "Direct3DSwapChain9.hpp" #include "Capabilities.hpp" #include "Stream.hpp" #include #include #include namespace sw { class Renderer; class Context; struct Query; } namespace D3D9 { class Direct3DVertexDeclaration9; class Direct3DStateBlock9; class Direct3DSurface9; class Direct3DPixelShader9; class Direct3DVertexShader9; class irect3DVertexDeclaration9; class Direct3DVertexBuffer9; class Direct3DIndexBuffer9; class CriticalSection; class Direct3DDevice9 : public IDirect3DDevice9, public Unknown { friend CriticalSection; friend Direct3DSwapChain9; public: Direct3DDevice9(const HINSTANCE instance, Direct3D9 *d3d9, unsigned int adapter, D3DDEVTYPE deviceType, HWND focusWindow, unsigned long behaviourFlags, D3DPRESENT_PARAMETERS *presentParameters); virtual ~Direct3DDevice9(); // IUnknown methods long __stdcall QueryInterface(const IID &iid, void **object); unsigned long __stdcall AddRef(); unsigned long __stdcall Release(); // IDirect3DDevice9 methods long __stdcall BeginScene(); long __stdcall BeginStateBlock(); long __stdcall Clear(unsigned long count, const D3DRECT *rects, unsigned long flags, unsigned long color, float z, unsigned long stencil); long __stdcall ColorFill(IDirect3DSurface9 *surface, const RECT *rect, D3DCOLOR color); long __stdcall CreateAdditionalSwapChain(D3DPRESENT_PARAMETERS *presentParameters, IDirect3DSwapChain9 **swapChain); long __stdcall CreateCubeTexture(unsigned int edgeLength, unsigned int levels, unsigned long usage, D3DFORMAT format, D3DPOOL pool, IDirect3DCubeTexture9 **cubeTexture, void **sharedHandle); long __stdcall CreateDepthStencilSurface(unsigned int width, unsigned int height, D3DFORMAT format, D3DMULTISAMPLE_TYPE multiSample, unsigned long multiSampleQuality, int discard, IDirect3DSurface9 **surface, void **sharedHandle); long __stdcall CreateIndexBuffer(unsigned int length, unsigned long usage, D3DFORMAT format, D3DPOOL pool, IDirect3DIndexBuffer9 **indexBuffer, void **sharedHandle); long __stdcall CreateOffscreenPlainSurface(unsigned int width, unsigned int height, D3DFORMAT format, D3DPOOL pool, IDirect3DSurface9 **surface, void **sharedHandle); long __stdcall CreatePixelShader(const unsigned long *function, IDirect3DPixelShader9 **shader); long __stdcall CreateQuery(D3DQUERYTYPE type, IDirect3DQuery9 **query); long __stdcall CreateRenderTarget(unsigned int width, unsigned int height, D3DFORMAT format, D3DMULTISAMPLE_TYPE multiSample, unsigned long multiSampleQuality, int lockable, IDirect3DSurface9 **surface, void **sharedHandle); long __stdcall CreateStateBlock(D3DSTATEBLOCKTYPE type, IDirect3DStateBlock9 **stateBlock); long __stdcall CreateTexture(unsigned int width, unsigned int height, unsigned int levels, unsigned long usage, D3DFORMAT format, D3DPOOL pool, IDirect3DTexture9 **texture, void **sharedHandle); long __stdcall CreateVertexBuffer(unsigned int length, unsigned long usage, unsigned long FVF, D3DPOOL pool, IDirect3DVertexBuffer9 **vertexBuffer, void **sharedHandle); long __stdcall CreateVertexDeclaration(const D3DVERTEXELEMENT9 *vertexElements, IDirect3DVertexDeclaration9 **declaration); long __stdcall CreateVertexShader(const unsigned long *function, IDirect3DVertexShader9 **shader); long __stdcall CreateVolumeTexture(unsigned int width, unsigned int height, unsigned int depth, unsigned int levels, unsigned long usage, D3DFORMAT format, D3DPOOL pool, IDirect3DVolumeTexture9 **volumeTexture, void **sharedHandle); long __stdcall DeletePatch(unsigned int handle); long __stdcall DrawIndexedPrimitive(D3DPRIMITIVETYPE type, int baseVertexIndex, unsigned int minIndex, unsigned int numVertices, unsigned int startIndex, unsigned int primitiveCount); long __stdcall DrawIndexedPrimitiveUP(D3DPRIMITIVETYPE type, unsigned int minVertexIndex, unsigned int numVertexIndices, unsigned int PrimitiveCount, const void *indexData, D3DFORMAT indexDataFormat, const void *vertexStreamZeroData, unsigned int VertexStreamZeroStride); long __stdcall DrawPrimitive(D3DPRIMITIVETYPE primitiveType, unsigned int startVertex, unsigned int primiveCount); long __stdcall DrawPrimitiveUP(D3DPRIMITIVETYPE primitiveType, unsigned int primitiveCount, const void *vertexStreamZeroData, unsigned int vertexStreamZeroStride); long __stdcall DrawRectPatch(unsigned int handle, const float *numSegs, const D3DRECTPATCH_INFO *rectPatchInfo); long __stdcall DrawTriPatch(unsigned int handle, const float *numSegs, const D3DTRIPATCH_INFO *triPatchInfo); long __stdcall EndScene(); long __stdcall EndStateBlock(IDirect3DStateBlock9 **stateBlock); long __stdcall EvictManagedResources(); unsigned int __stdcall GetAvailableTextureMem(); long __stdcall GetBackBuffer(unsigned int swapChain, unsigned int index, D3DBACKBUFFER_TYPE type, IDirect3DSurface9 **backBuffer); long __stdcall GetClipPlane(unsigned long index, float *plane); long __stdcall GetClipStatus(D3DCLIPSTATUS9 *clipStatus); long __stdcall GetCreationParameters(D3DDEVICE_CREATION_PARAMETERS *parameters); long __stdcall GetCurrentTexturePalette(unsigned int *paletteNumber); long __stdcall GetDepthStencilSurface(IDirect3DSurface9 **depthStencilSurface); long __stdcall GetDeviceCaps(D3DCAPS9 *caps); long __stdcall GetDirect3D(IDirect3D9 **D3D); long __stdcall GetDisplayMode(unsigned int swapChain ,D3DDISPLAYMODE *mode); long __stdcall GetFrontBufferData(unsigned int swapChain, IDirect3DSurface9 *destSurface); long __stdcall GetFVF(unsigned long *FVF); void __stdcall GetGammaRamp(unsigned int swapChain, D3DGAMMARAMP *ramp); long __stdcall GetIndices(IDirect3DIndexBuffer9 **indexData); long __stdcall GetLight(unsigned long index, D3DLIGHT9 *p); long __stdcall GetLightEnable(unsigned long index , int *enable); long __stdcall GetMaterial(D3DMATERIAL9 *material); float __stdcall GetNPatchMode(); unsigned int __stdcall GetNumberOfSwapChains(); long __stdcall GetPaletteEntries(unsigned int paletteNumber, PALETTEENTRY *entries); long __stdcall GetPixelShader(IDirect3DPixelShader9 **shader); long __stdcall GetPixelShaderConstantB(unsigned int startRegister, int *constantData, unsigned int count); long __stdcall GetPixelShaderConstantF(unsigned int startRegister, float *constantData, unsigned int count); long __stdcall GetPixelShaderConstantI(unsigned int startRegister, int *constantData, unsigned int count); long __stdcall GetRasterStatus(unsigned int swapChain, D3DRASTER_STATUS *rasterStatus); long __stdcall GetRenderState(D3DRENDERSTATETYPE State, unsigned long *value); long __stdcall GetRenderTarget(unsigned long index, IDirect3DSurface9 **renderTarget); long __stdcall GetRenderTargetData(IDirect3DSurface9 *renderTarget, IDirect3DSurface9 *destSurface); long __stdcall GetSamplerState(unsigned long sampler, D3DSAMPLERSTATETYPE type, unsigned long *value); long __stdcall GetScissorRect(RECT *rect); int __stdcall GetSoftwareVertexProcessing(); long __stdcall GetStreamSource(unsigned int streamNumber, IDirect3DVertexBuffer9 **streamData, unsigned int *offset, unsigned int *stride); long __stdcall GetStreamSourceFreq(unsigned int streamNumber, unsigned int *divider); long __stdcall GetSwapChain(unsigned int index, IDirect3DSwapChain9 **swapChain); long __stdcall GetTexture(unsigned long sampler, IDirect3DBaseTexture9 **texture); long __stdcall GetTextureStageState(unsigned long stage, D3DTEXTURESTAGESTATETYPE type, unsigned long *value); long __stdcall GetTransform(D3DTRANSFORMSTATETYPE state, D3DMATRIX *matrix); long __stdcall GetVertexDeclaration(IDirect3DVertexDeclaration9 **declaration); long __stdcall GetVertexShader(IDirect3DVertexShader9 **shader); long __stdcall GetVertexShaderConstantB(unsigned int startRegister, int *constantData, unsigned int count); long __stdcall GetVertexShaderConstantF(unsigned int startRegister, float *constantData, unsigned int count); long __stdcall GetVertexShaderConstantI(unsigned int startRegister, int *constantData, unsigned int count); long __stdcall GetViewport(D3DVIEWPORT9 *viewport); long __stdcall LightEnable(unsigned long index, int enable); long __stdcall MultiplyTransform(D3DTRANSFORMSTATETYPE state, const D3DMATRIX *matrix); long __stdcall Present(const RECT *sourceRect, const RECT *destRect, HWND destWindowOverride, const RGNDATA *dirtyRegion); long __stdcall ProcessVertices(unsigned int srcStartIndex, unsigned int destIndex, unsigned int vertexCount, IDirect3DVertexBuffer9 *destBuffer, IDirect3DVertexDeclaration9 *vertexDeclaration, unsigned long flags); long __stdcall Reset(D3DPRESENT_PARAMETERS *presentParameters); long __stdcall SetClipPlane(unsigned long index, const float *plane); long __stdcall SetClipStatus(const D3DCLIPSTATUS9 *clipStatus); long __stdcall SetCurrentTexturePalette(unsigned int paletteNumber); void __stdcall SetCursorPosition(int x, int y, unsigned long flags); long __stdcall SetCursorProperties(unsigned int x, unsigned int y, IDirect3DSurface9 *cursorBitmap); long __stdcall SetDepthStencilSurface(IDirect3DSurface9 *newDepthStencil); long __stdcall SetDialogBoxMode(int enableDialogs); long __stdcall SetFVF(unsigned long FVF); void __stdcall SetGammaRamp(unsigned int swapChain, unsigned long flags, const D3DGAMMARAMP *ramp); long __stdcall SetIndices(IDirect3DIndexBuffer9 *indexData); long __stdcall SetLight(unsigned long index, const D3DLIGHT9 *light); long __stdcall SetMaterial(const D3DMATERIAL9 *material); long __stdcall SetNPatchMode(float segments); long __stdcall SetPaletteEntries(unsigned int paletteNumber, const PALETTEENTRY *entries); long __stdcall SetPixelShader(IDirect3DPixelShader9 *shader); long __stdcall SetPixelShaderConstantB(unsigned int startRegister, const int *constantData, unsigned int count); long __stdcall SetPixelShaderConstantF(unsigned int startRegister, const float *constantData, unsigned int count); long __stdcall SetPixelShaderConstantI(unsigned int startRegister, const int *constantData, unsigned int count); long __stdcall SetRenderState(D3DRENDERSTATETYPE state, unsigned long value); long __stdcall SetRenderTarget(unsigned long index, IDirect3DSurface9 *renderTarget); long __stdcall SetSamplerState(unsigned long sampler, D3DSAMPLERSTATETYPE state, unsigned long value); long __stdcall SetScissorRect(const RECT *rect); long __stdcall SetSoftwareVertexProcessing(int software); long __stdcall SetStreamSource(unsigned int stream, IDirect3DVertexBuffer9 *data, unsigned int offset, unsigned int stride); long __stdcall SetStreamSourceFreq(unsigned int streamNumber, unsigned int divider); long __stdcall SetTexture(unsigned long sampler, IDirect3DBaseTexture9 *texture); long __stdcall SetTextureStageState(unsigned long stage, D3DTEXTURESTAGESTATETYPE type, unsigned long value); long __stdcall SetTransform(D3DTRANSFORMSTATETYPE state, const D3DMATRIX *matrix); long __stdcall SetVertexDeclaration(IDirect3DVertexDeclaration9 *declaration); long __stdcall SetVertexShader(IDirect3DVertexShader9 *shader); long __stdcall SetVertexShaderConstantB(unsigned int startRegister, const int *constantData, unsigned int count); long __stdcall SetVertexShaderConstantF(unsigned int startRegister, const float *constantData, unsigned int count); long __stdcall SetVertexShaderConstantI(unsigned int startRegister, const int *constantData, unsigned int count); long __stdcall SetViewport(const D3DVIEWPORT9 *viewport); int __stdcall ShowCursor(int show); long __stdcall StretchRect(IDirect3DSurface9 *sourceSurface, const RECT *sourceRect, IDirect3DSurface9 *destSurface, const RECT *destRect, D3DTEXTUREFILTERTYPE filter); long __stdcall TestCooperativeLevel(); long __stdcall UpdateSurface(IDirect3DSurface9 *sourceSurface, const RECT *sourceRect, IDirect3DSurface9 *destinationSurface, const POINT *destPoint); long __stdcall UpdateTexture(IDirect3DBaseTexture9 *sourceTexture, IDirect3DBaseTexture9 *destinationTexture); long __stdcall ValidateDevice(unsigned long *numPasses); // Internal methods long getAdapterDisplayMode(unsigned int adapter, D3DDISPLAYMODE *mode); bool isRecording() const; // In a state recording mode void setOcclusionEnabled(bool enable); void removeQuery(sw::Query *query); void addQuery(sw::Query *query); void stretchRect(Direct3DSurface9 *sourceSurface, const RECT *sourceRect, Direct3DSurface9 *destSurface, const RECT *destRect, D3DTEXTUREFILTERTYPE filter); private: static int typeStride(unsigned char streamType); bool instanceData(); bool bindResources(Direct3DIndexBuffer9 *indexBuffer); void bindVertexStreams(int base, bool instancing, int instance); void bindIndexBuffer(Direct3DIndexBuffer9 *indexBuffer); void bindShaderConstants(); void bindLights(); bool bindViewport(); // Also adjusts for scissoring void bindTextures(); long updateVolume(IDirect3DVolume9 *sourceVolume, IDirect3DVolume9 *destinationVolume); bool validRectangle(const RECT *rect, IDirect3DSurface9 *surface); void configureFPU(); // Creation parameters const HINSTANCE instance; Direct3D9 *d3d9; const unsigned int adapter; const D3DDEVTYPE deviceType; const HWND focusWindow; const unsigned long behaviourFlags; HWND deviceWindow; D3DVIEWPORT9 viewport; D3DMATRIX matrix[512]; Direct3DBaseTexture9 *texture[16 + 4]; D3DMATERIAL9 material; float plane[6][4]; D3DCLIPSTATUS9 clipStatus; RECT scissorRect; bool scissorEnable; struct Light : D3DLIGHT9 { Light &operator=(const D3DLIGHT9 &light) { Type = light.Type; Diffuse = light.Diffuse; Specular = light.Specular; Ambient = light.Ambient; Position = light.Position; Direction = light.Direction; Range = light.Range; Falloff = light.Falloff; Attenuation0 = light.Attenuation0; Attenuation1 = light.Attenuation1; Attenuation2 = light.Attenuation2; Theta = light.Theta; Phi = light.Phi; return *this; } bool enable; }; struct Lights : std::map { bool exists(int index) { return find(index) != end(); } }; Lights light; bool softwareVertexProcessing; Direct3DPixelShader9 *pixelShader; Direct3DVertexShader9 *vertexShader; bool lightsDirty; bool pixelShaderDirty; unsigned int pixelShaderConstantsBDirty; unsigned int pixelShaderConstantsFDirty; unsigned int pixelShaderConstantsIDirty; bool vertexShaderDirty; unsigned int vertexShaderConstantsBDirty; unsigned int vertexShaderConstantsFDirty; unsigned int vertexShaderConstantsIDirty; float pixelShaderConstantF[MAX_PIXEL_SHADER_CONST][4]; int pixelShaderConstantI[16][4]; int pixelShaderConstantB[16]; float vertexShaderConstantF[MAX_VERTEX_SHADER_CONST][4]; int vertexShaderConstantI[16][4]; int vertexShaderConstantB[16]; Direct3DVertexDeclaration9 *vertexDeclaration; Direct3DVertexBuffer9 *dataStream[MAX_VERTEX_INPUTS]; int streamStride[MAX_VERTEX_INPUTS]; int streamOffset[MAX_VERTEX_INPUTS]; unsigned int streamSourceFreq[MAX_VERTEX_INPUTS]; Direct3DIndexBuffer9 *indexData; Direct3DSwapChain9 *swapChain; Direct3DSurface9 *renderTarget[4]; Direct3DSurface9 *depthStencil; Direct3DSurface9 *autoDepthStencil; Direct3DStateBlock9 *stateRecorder; unsigned long renderState[D3DRS_BLENDOPALPHA + 1]; unsigned long textureStageState[8][D3DTSS_CONSTANT + 1]; unsigned long samplerState[16 + 4][D3DSAMP_DMAPOFFSET + 1]; bool init; struct Palette { PALETTEENTRY entry[256]; }; unsigned int currentPalette; std::map palette; sw::Context *context; sw::Renderer *renderer; bool instancingEnabled; sw::Surface *cursor; bool showCursor; CRITICAL_SECTION criticalSection; }; class CriticalSection { public: CriticalSection(Direct3DDevice9 *device) : device(device) { if(device->behaviourFlags & D3DCREATE_MULTITHREADED) { EnterCriticalSection(&device->criticalSection); } } ~CriticalSection() { if(device->behaviourFlags & D3DCREATE_MULTITHREADED) { LeaveCriticalSection(&device->criticalSection); } } private: Direct3DDevice9 *const device; }; } #endif // D3D9_Direct3DDevice9_hpp