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dxvk/src/d3d9/d3d9_state.h

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#pragma once
#include "d3d9_caps.h"
#include "d3d9_constant_set.h"
#include "../dxso/dxso_common.h"
#include "../util/util_matrix.h"
#include "d3d9_surface.h"
#include "d3d9_shader.h"
#include "d3d9_vertex_declaration.h"
#include "d3d9_buffer.h"
#include <array>
#include <bitset>
#include <optional>
namespace dxvk {
static constexpr uint32_t RenderStateCount = 256;
static constexpr uint32_t SamplerStateCount = D3DSAMP_DMAPOFFSET + 1;
static constexpr uint32_t SamplerCount = 21;
static constexpr uint32_t TextureStageStateCount = D3DTSS_CONSTANT + 1;
namespace hacks::PointSize {
static constexpr DWORD AlphaToCoverageDisabled = MAKEFOURCC('A', '2', 'M', '0');
static constexpr DWORD AlphaToCoverageEnabled = MAKEFOURCC('A', '2', 'M', '1');
}
struct D3D9ClipPlane {
float coeff[4];
};
struct D3D9RenderStateInfo {
std::array<float, 3> fogColor = { };
float fogScale = 0.0f;
float fogEnd = 1.0f;
float fogDensity = 1.0f;
float alphaRef = 0.0f;
float pointSize = 1.0f;
float pointSizeMin = 1.0f;
float pointSizeMax = 64.0f;
float pointScaleA = 1.0f;
float pointScaleB = 0.0f;
float pointScaleC = 0.0f;
};
enum class D3D9RenderStateItem {
FogColor = 0,
FogScale = 1,
FogEnd,
FogDensity,
AlphaRef,
PointSize,
PointSizeMin,
PointSizeMax,
PointScaleA,
PointScaleB,
PointScaleC,
Count
};
// This is needed in fixed function for POSITION_T support.
// These are constants we need to * and add to move
// Window Coords -> Real Coords w/ respect to the viewport.
struct D3D9ViewportInfo {
Vector4 inverseOffset;
Vector4 inverseExtent;
};
struct D3D9Light {
D3D9Light(const D3DLIGHT9& light, Matrix4 viewMtx) {
Diffuse = Vector4(light.Diffuse.r, light.Diffuse.g, light.Diffuse.b, light.Diffuse.a);
Specular = Vector4(light.Specular.r, light.Specular.g, light.Specular.b, light.Specular.a);
Ambient = Vector4(light.Ambient.r, light.Ambient.g, light.Ambient.b, light.Ambient.a);
Position = viewMtx * Vector4(light.Position.x, light.Position.y, light.Position.z, 1.0f);
Direction = Vector4(light.Direction.x, light.Direction.y, light.Direction.z, 0.0f);
Direction = normalize(viewMtx * Direction);
Type = light.Type;
Range = light.Range;
Falloff = light.Falloff;
Attenuation0 = light.Attenuation0;
Attenuation1 = light.Attenuation1;
Attenuation2 = light.Attenuation2;
Theta = cosf(light.Theta / 2.0f);
Phi = cosf(light.Phi / 2.0f);
}
Vector4 Diffuse;
Vector4 Specular;
Vector4 Ambient;
Vector4 Position;
Vector4 Direction;
D3DLIGHTTYPE Type;
float Range;
float Falloff;
float Attenuation0;
float Attenuation1;
float Attenuation2;
float Theta;
float Phi;
};
struct D3D9FixedFunctionVS {
Matrix4 WorldView;
Matrix4 NormalMatrix;
Matrix4 Projection;
std::array<Matrix4, 8> TexcoordMatrices;
D3D9ViewportInfo ViewportInfo;
Vector4 GlobalAmbient;
std::array<D3D9Light, caps::MaxEnabledLights> Lights;
D3DMATERIAL9 Material;
float TweenFactor;
};
struct D3D9FixedFunctionVertexBlendDataHW {
Matrix4 WorldView[8];
};
struct D3D9FixedFunctionVertexBlendDataSW {
Matrix4 WorldView[256];
};
struct D3D9FixedFunctionPS {
Vector4 textureFactor;
};
enum D3D9SharedPSStages {
D3D9SharedPSStages_Constant,
D3D9SharedPSStages_BumpEnvMat0,
D3D9SharedPSStages_BumpEnvMat1,
D3D9SharedPSStages_BumpEnvLScale,
D3D9SharedPSStages_BumpEnvLOffset,
D3D9SharedPSStages_Count,
};
struct D3D9SharedPS {
struct Stage {
float Constant[4];
float BumpEnvMat[2][2];
float BumpEnvLScale;
float BumpEnvLOffset;
float Padding[2];
} Stages[8];
};
struct D3D9VBO {
Com<D3D9VertexBuffer, false> vertexBuffer;
UINT offset = 0;
UINT stride = 0;
};
constexpr D3DLIGHT9 DefaultLight = {
D3DLIGHT_DIRECTIONAL, // Type
{1.0f, 1.0f, 1.0f, 1.0f}, // Diffuse
{0.0f, 0.0f, 0.0f, 0.0f}, // Specular
{0.0f, 0.0f, 0.0f, 0.0f}, // Ambient
{0.0f, 0.0f, 0.0f}, // Position
{0.0f, 0.0f, 0.0f}, // Direction
0.0f, // Range
0.0f, // Falloff
0.0f, 0.0f, 0.0f, // Attenuations [constant, linear, quadratic]
0.0f, // Theta
0.0f // Phi
};
struct D3D9CapturableState {
D3D9CapturableState();
~D3D9CapturableState();
Com<D3D9VertexDecl, false> vertexDecl;
Com<D3D9IndexBuffer, false> indices;
std::array<DWORD, RenderStateCount> renderStates = { 0 };
std::array<
std::array<DWORD, SamplerStateCount>,
SamplerCount> samplerStates;
std::array<D3D9VBO, caps::MaxStreams> vertexBuffers;
std::array<
IDirect3DBaseTexture9*,
SamplerCount> textures;
Com<D3D9VertexShader, false> vertexShader;
Com<D3D9PixelShader, false> pixelShader;
D3DVIEWPORT9 viewport;
RECT scissorRect;
std::array<
D3D9ClipPlane,
caps::MaxClipPlanes> clipPlanes;
std::array<
std::array<DWORD, TextureStageStateCount>,
caps::TextureStageCount> textureStages;
D3D9ShaderConstantsVSSoftware vsConsts;
D3D9ShaderConstantsPS psConsts;
std::array<UINT, caps::MaxStreams> streamFreq;
std::array<Matrix4, caps::MaxTransforms> transforms;
D3DMATERIAL9 material = D3DMATERIAL9();
std::vector<std::optional<D3DLIGHT9>> lights;
std::array<DWORD, caps::MaxEnabledLights> enabledLightIndices;
bool IsLightEnabled(DWORD Index) {
const auto& indices = enabledLightIndices;
return std::find(indices.begin(), indices.end(), Index) != indices.end();
}
};
template <
DxsoProgramType ProgramType,
D3D9ConstantType ConstantType,
typename T>
HRESULT UpdateStateConstants(
D3D9CapturableState* pState,
UINT StartRegister,
const T* pConstantData,
UINT Count,
bool FloatEmu) {
auto UpdateHelper = [&] (auto& set) {
if constexpr (ConstantType == D3D9ConstantType::Float) {
auto begin = reinterpret_cast<const Vector4*>(pConstantData);
auto end = begin + Count;
if (!FloatEmu)
std::copy(begin, end, &set.fConsts[StartRegister]);
else
std::transform(begin, end, &set.fConsts[StartRegister], replaceNaN);
}
else if constexpr (ConstantType == D3D9ConstantType::Int) {
auto begin = reinterpret_cast<const Vector4i*>(pConstantData);
auto end = begin + Count;
std::copy(begin, end, &set.iConsts[StartRegister]);
}
else {
for (uint32_t i = 0; i < Count; i++) {
const uint32_t constantIdx = StartRegister + i;
const uint32_t arrayIdx = constantIdx / 32;
const uint32_t bitIdx = constantIdx % 32;
const uint32_t bit = 1u << bitIdx;
set.bConsts[arrayIdx] &= ~bit;
if (pConstantData[i])
set.bConsts[arrayIdx] |= bit;
}
}
return D3D_OK;
};
return ProgramType == DxsoProgramTypes::VertexShader
? UpdateHelper(pState->vsConsts)
: UpdateHelper(pState->psConsts);
}
struct Direct3DState9 : public D3D9CapturableState {
std::array<Com<D3D9Surface, false>, caps::MaxSimultaneousRenderTargets> renderTargets;
Com<D3D9Surface, false> depthStencil;
};
struct D3D9InputAssemblyState {
D3DPRIMITIVETYPE primitiveType = D3DPRIMITIVETYPE(0);
uint32_t streamsInstanced = 0;
uint32_t streamsUsed = 0;
};
}