/* * Copyright 2011 Joakim Sindholt * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * on the rights to use, copy, modify, merge, publish, distribute, sub * license, and/or sell copies of the Software, and to permit persons to whom * the Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL * THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM, * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE * USE OR OTHER DEALINGS IN THE SOFTWARE. */ #ifndef _NINE_STATE_H_ #define _NINE_STATE_H_ #include "d3d9.h" #include "nine_defines.h" #include "pipe/p_state.h" #include "util/list.h" #define NINED3DSAMP_MINLOD (D3DSAMP_DMAPOFFSET + 1) #define NINED3DSAMP_SHADOW (D3DSAMP_DMAPOFFSET + 2) #define NINED3DSAMP_CUBETEX (D3DSAMP_DMAPOFFSET + 3) #define NINED3DRS_VSPOINTSIZE (D3DRS_BLENDOPALPHA + 1) #define NINED3DRS_RTMASK (D3DRS_BLENDOPALPHA + 2) /* ALPHACOVERAGE: * bit 0: enable alpha coverage * bit 1: ATOC is on */ #define NINED3DRS_ALPHACOVERAGE (D3DRS_BLENDOPALPHA + 3) #define NINED3DRS_MULTISAMPLE (D3DRS_BLENDOPALPHA + 4) #define D3DRS_LAST D3DRS_BLENDOPALPHA #define NINED3DRS_LAST NINED3DRS_MULTISAMPLE /* 214 */ #define NINED3DSAMP_LAST NINED3DSAMP_CUBETEX /* 16 */ #define NINED3DTSS_LAST D3DTSS_CONSTANT #define NINED3DTS_LAST D3DTS_WORLDMATRIX(255) #define D3DRS_COUNT (D3DRS_LAST + 1) #define NINED3DRS_COUNT (NINED3DRS_LAST + 1) #define NINED3DSAMP_COUNT (NINED3DSAMP_LAST + 1) #define NINED3DTSS_COUNT (NINED3DTSS_LAST + 1) #define NINED3DTS_COUNT (NINED3DTS_LAST + 1) #define NINE_STATE_FB (1 << 0) #define NINE_STATE_VIEWPORT (1 << 1) #define NINE_STATE_SCISSOR (1 << 2) #define NINE_STATE_RASTERIZER (1 << 3) #define NINE_STATE_BLEND (1 << 4) #define NINE_STATE_DSA (1 << 5) #define NINE_STATE_VS (1 << 6) #define NINE_STATE_VS_CONST (1 << 7) #define NINE_STATE_PS (1 << 8) #define NINE_STATE_PS_CONST (1 << 9) #define NINE_STATE_TEXTURE (1 << 10) #define NINE_STATE_SAMPLER (1 << 11) #define NINE_STATE_VDECL (1 << 12) #define NINE_STATE_IDXBUF (1 << 13) #define NINE_STATE_STREAMFREQ (1 << 14) #define NINE_STATE_PRIM (1 << 15) #define NINE_STATE_MATERIAL (1 << 16) #define NINE_STATE_BLEND_COLOR (1 << 17) #define NINE_STATE_STENCIL_REF (1 << 18) #define NINE_STATE_SAMPLE_MASK (1 << 19) #define NINE_STATE_FF (0x1f << 20) #define NINE_STATE_FF_VS (0x17 << 20) #define NINE_STATE_FF_PS (0x18 << 20) #define NINE_STATE_FF_LIGHTING (1 << 20) #define NINE_STATE_FF_MATERIAL (1 << 21) #define NINE_STATE_FF_VSTRANSF (1 << 22) #define NINE_STATE_FF_PSSTAGES (1 << 23) #define NINE_STATE_FF_OTHER (1 << 24) #define NINE_STATE_FOG_SHADER (1 << 25) #define NINE_STATE_PS1X_SHADER (1 << 26) #define NINE_STATE_POINTSIZE_SHADER (1 << 27) #define NINE_STATE_MULTISAMPLE (1 << 28) #define NINE_STATE_SWVP (1 << 29) #define NINE_STATE_ALL 0x3fffffff #define NINE_STATE_UNHANDLED (1 << 30) #define NINE_STATE_COMMIT_DSA (1 << 0) #define NINE_STATE_COMMIT_RASTERIZER (1 << 1) #define NINE_STATE_COMMIT_BLEND (1 << 2) #define NINE_STATE_COMMIT_CONST_VS (1 << 3) #define NINE_STATE_COMMIT_CONST_PS (1 << 4) #define NINE_STATE_COMMIT_VS (1 << 5) #define NINE_STATE_COMMIT_PS (1 << 6) #define NINE_MAX_SIMULTANEOUS_RENDERTARGETS 4 #define NINE_MAX_CONST_F_PS3 224 #define NINE_MAX_CONST_F 256 #define NINE_MAX_CONST_I 16 #define NINE_MAX_CONST_B 16 #define NINE_MAX_CONST_F_SWVP 8192 #define NINE_MAX_CONST_I_SWVP 2048 #define NINE_MAX_CONST_B_SWVP 2048 #define NINE_MAX_CONST_ALL 276 /* B consts count only 1/4 th */ #define NINE_CONST_I_BASE(nconstf) \ ((nconstf) * 4 * sizeof(float)) #define NINE_CONST_B_BASE(nconstf) \ ((nconstf) * 4 * sizeof(float) + \ NINE_MAX_CONST_I * 4 * sizeof(int)) #define NINE_MAX_TEXTURE_STAGES 8 #define NINE_MAX_LIGHTS 65536 #define NINE_MAX_LIGHTS_ACTIVE 8 #define NINED3DLIGHT_INVALID (D3DLIGHT_DIRECTIONAL + 1) #define NINE_MAX_SAMPLERS_PS 16 #define NINE_MAX_SAMPLERS_VS 4 #define NINE_MAX_SAMPLERS 21 /* PS + DMAP + VS */ #define NINE_SAMPLER_PS(s) ( 0 + (s)) #define NINE_SAMPLER_DMAP 16 #define NINE_SAMPLER_VS(s) (17 + (s)) #define NINE_PS_SAMPLERS_MASK 0x00ffff #define NINE_VS_SAMPLERS_MASK 0x1e0000 struct nine_state { struct { uint32_t group; uint32_t rs[(NINED3DRS_COUNT + 31) / 32]; uint32_t vtxbuf; uint32_t stream_freq; uint32_t texture; uint16_t sampler[NINE_MAX_SAMPLERS]; struct nine_range *vs_const_f; struct nine_range *ps_const_f; struct nine_range *vs_const_i; uint16_t ps_const_i; /* NINE_MAX_CONST_I == 16 */ struct nine_range *vs_const_b; uint16_t ps_const_b; /* NINE_MAX_CONST_B == 16 */ uint8_t ucp; } changed; struct NineSurface9 *rt[NINE_MAX_SIMULTANEOUS_RENDERTARGETS]; struct NineSurface9 *ds; D3DVIEWPORT9 viewport; struct pipe_scissor_state scissor; /* NOTE: vs, ps will be NULL for FF and are set in device->ff.vs,ps instead * (XXX: or is it better to reference FF shaders here, too ?) * NOTE: const_f contains extra space for const_i,b to use as user constbuf */ struct NineVertexShader9 *vs; float *vs_const_f; float *vs_const_f_swvp; int *vs_const_i; BOOL *vs_const_b; float *vs_lconstf_temp; BOOL programmable_vs; struct NinePixelShader9 *ps; float *ps_const_f; int ps_const_i[NINE_MAX_CONST_I][4]; BOOL ps_const_b[NINE_MAX_CONST_B]; float *ps_lconstf_temp; uint32_t bumpmap_vars[6 * NINE_MAX_TEXTURE_STAGES]; struct { void *vs; void *ps; } cso; struct NineVertexDeclaration9 *vdecl; struct NineIndexBuffer9 *idxbuf; struct NineVertexBuffer9 *stream[PIPE_MAX_ATTRIBS]; struct pipe_vertex_buffer vtxbuf[PIPE_MAX_ATTRIBS]; UINT stream_freq[PIPE_MAX_ATTRIBS]; uint32_t stream_instancedata_mask; /* derived from stream_freq */ uint32_t stream_usage_mask; /* derived from VS and vdecl */ struct pipe_clip_state clip; struct pipe_framebuffer_state fb; uint8_t rt_mask; DWORD rs[NINED3DRS_COUNT]; DWORD rs_advertised[NINED3DRS_COUNT]; /* the ones apps get with GetRenderState */ struct NineBaseTexture9 *texture[NINE_MAX_SAMPLERS]; /* PS, DMAP, VS */ DWORD samp[NINE_MAX_SAMPLERS][NINED3DSAMP_COUNT]; uint32_t samplers_shadow; uint8_t bound_samplers_mask_vs; uint16_t bound_samplers_mask_ps; int dummy_vbo_bound_at; /* -1 = not bound , >= 0 = bound index */ boolean vbo_bound_done; struct { struct { uint32_t group; uint32_t tex_stage[NINE_MAX_TEXTURE_STAGES][(NINED3DTSS_COUNT + 31) / 32]; uint32_t transform[(NINED3DTS_COUNT + 31) / 32]; } changed; D3DMATRIX *transform; /* access only via nine_state_access_transform */ unsigned num_transforms; /* XXX: Do state blocks just change the set of active lights or do we * have to store which lights have been disabled, too ? */ D3DLIGHT9 *light; uint16_t active_light[NINE_MAX_LIGHTS_ACTIVE]; /* 8 */ unsigned num_lights; unsigned num_lights_active; D3DMATERIAL9 material; DWORD tex_stage[NINE_MAX_TEXTURE_STAGES][NINED3DTSS_COUNT]; } ff; uint32_t commit; struct { struct pipe_depth_stencil_alpha_state dsa; struct pipe_rasterizer_state rast; struct pipe_blend_state blend; struct pipe_constant_buffer cb_vs; struct pipe_constant_buffer cb0_swvp; struct pipe_constant_buffer cb1_swvp; struct pipe_constant_buffer cb2_swvp; struct pipe_constant_buffer cb3_swvp; struct pipe_constant_buffer cb_ps; struct pipe_constant_buffer cb_vs_ff; struct pipe_constant_buffer cb_ps_ff; } pipe; /* sw */ struct pipe_transfer *transfers_so[4]; }; /* map D3DRS -> NINE_STATE_x */ extern const uint32_t nine_render_state_group[NINED3DRS_COUNT]; /* for D3DSBT_PIXEL/VERTEX: */ extern const uint32_t nine_render_states_pixel[(NINED3DRS_COUNT + 31) / 32]; extern const uint32_t nine_render_states_vertex[(NINED3DRS_COUNT + 31) / 32]; struct NineDevice9; void nine_update_state_framebuffer_clear(struct NineDevice9 *); boolean nine_update_state(struct NineDevice9 *); void nine_state_restore_non_cso(struct NineDevice9 *device); void nine_state_set_defaults(struct NineDevice9 *, const D3DCAPS9 *, boolean is_reset); void nine_state_clear(struct nine_state *, const boolean device); void nine_state_init_sw(struct NineDevice9 *device); void nine_state_prepare_draw_sw(struct NineDevice9 *device, struct NineVertexDeclaration9 *vdecl_out, int start_vertice, int num_vertices, struct pipe_stream_output_info *so); void nine_state_after_draw_sw(struct NineDevice9 *device); void nine_state_destroy_sw(struct NineDevice9 *device); /* If @alloc is FALSE, the return value may be a const identity matrix. * Therefore, do not modify if you set alloc to FALSE ! */ D3DMATRIX * nine_state_access_transform(struct nine_state *, D3DTRANSFORMSTATETYPE, boolean alloc); const char *nine_d3drs_to_string(DWORD State); #endif /* _NINE_STATE_H_ */