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/*
* Copyright 2011 Joakim Sindholt <opensource@zhasha.com>
*
* 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_ */
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