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RenderDll/XRenderD3D8/CG/cgProgramManager.h
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RenderDll/XRenderD3D8/CG/cgProgramManager.h
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/*
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*
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* Copyright (c) 2002, NVIDIA Corporation.
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*
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*
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*
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* NVIDIA Corporation("NVIDIA") supplies this software to you in consideration
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* of your agreement to the following terms, and your use, installation,
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* modification or redistribution of this NVIDIA software constitutes
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* acceptance of these terms. If you do not agree with these terms, please do
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* not use, install, modify or redistribute this NVIDIA software.
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*
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*
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*
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* In consideration of your agreement to abide by the following terms, and
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* subject to these terms, NVIDIA grants you a personal, non-exclusive license,
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* under NVIDIA<49>s copyrights in this original NVIDIA software (the "NVIDIA
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* Software"), to use, reproduce, modify and redistribute the NVIDIA
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* Software, with or without modifications, in source and/or binary forms;
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* provided that if you redistribute the NVIDIA Software, you must retain the
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* copyright notice of NVIDIA, this notice and the following text and
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* disclaimers in all such redistributions of the NVIDIA Software. Neither the
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* name, trademarks, service marks nor logos of NVIDIA Corporation may be used
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* to endorse or promote products derived from the NVIDIA Software without
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* specific prior written permission from NVIDIA. Except as expressly stated
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* in this notice, no other rights or licenses express or implied, are granted
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* by NVIDIA herein, including but not limited to any patent rights that may be
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* infringed by your derivative works or by other works in which the NVIDIA
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* Software may be incorporated. No hardware is licensed hereunder.
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*
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*
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*
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* THE NVIDIA SOFTWARE IS BEING PROVIDED ON AN "AS IS" BASIS, WITHOUT
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* WARRANTIES OR CONDITIONS OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING
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* WITHOUT LIMITATION, WARRANTIES OR CONDITIONS OF TITLE, NON-INFRINGEMENT,
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, OR ITS USE AND OPERATION
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* EITHER ALONE OR IN COMBINATION WITH OTHER PRODUCTS.
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*
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*
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*
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* IN NO EVENT SHALL NVIDIA BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL,
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* EXEMPLARY, CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, LOST
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* PROFITS; PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) OR ARISING IN ANY WAY OUT OF THE USE,
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* REPRODUCTION, MODIFICATION AND/OR DISTRIBUTION OF THE NVIDIA SOFTWARE,
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* HOWEVER CAUSED AND WHETHER UNDER THEORY OF CONTRACT, TORT (INCLUDING
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* NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN IF NVIDIA HAS BEEN ADVISED
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* OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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/*********************************************************************NVMH2****
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File: cgProgramManager.h
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Copyright (C) 1999, 2000 NVIDIA Corporation
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This file is provided without support, instruction, or implied warranty of any
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kind. NVIDIA makes no guarantee of its fitness for a particular purpose and is
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not liable under any circumstances for any damages or loss whatsoever arising
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from the use or inability to use this file or items derived from it.
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Comments:
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cgProgramManager - a class for loading various pixel & vertex shaders
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******************************************************************************/
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#ifndef __NV_PROGRAM_MANAGER_H
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#define __NV_PROGRAM_MANAGER_H
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#if WIN32
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#pragma warning (disable:4786) // identifier was truncated to '255' characters in the browser information
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#include <windows.h>
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#include <d3d8.h>
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#include <d3dx8.h>
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#include <Cg/cgTemplates.h>
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#include <Cg/cg.h>
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// to allow multiple streams and user specifed vertex type
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// D3DVSDT_FLOAT1 0x00 // 1D float expanded to (value, 0., 0., 1.)
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// D3DVSDT_FLOAT2 0x01 // 2D float expanded to (value, value, 0., 1.)
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// D3DVSDT_FLOAT3 0x02 // 3D float expanded to (value, value, value, 1.)
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// D3DVSDT_FLOAT4 0x03 // 4D float
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// D3DVSDT_D3DCOLOR 0x04 // 4D packed unsigned bytes mapped to 0. to 1. range
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// // Input is in D3DCOLOR format (ARGB) expanded to (R, G, B, A)
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// D3DVSDT_UBYTE4 0x05 // 4D unsigned byte
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// D3DVSDT_SHORT2 0x06 // 2D signed short expanded to (value, value, 0., 1.)
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// D3DVSDT_SHORT4 0x07 // 4D signed short
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// was cgVertexAttribute
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typedef struct cgVertexDefinition
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{
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int D3DVSDT_type; // one of D3DVSDT_*
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char * name; // name of the entry
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int stream; // stream to put the vertex in
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} cgVertexDefinition;
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#define CGVERTEXDEFINITIONEND {-1, 0, 0}
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// internal cgDirect3D data structure
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typedef struct cgiVertexAttribute
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{
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char name[64];
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int D3DVSDT_type;
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int bind_location;
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cgBindIter * BindIter;
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} cgiVertexAttribute;
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typedef cg_vector<cgiVertexAttribute> cgiVertexAttributeList;
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typedef cg_list<cgBindIter *> cgBindIterList;
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class cgProgramManager;
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class cgContextContainer;
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class cgProgramContainer
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{
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public:
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// get a text definition of what the runtime expects for the vertex
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const char * GetVertexDeclaration();
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/*
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Example: returns string containing
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"struct stream0
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{
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D3DXVECTOR3 position;
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D3DXVECTOR2 tex0;
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};"
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*/
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// convert D3DXMATRIX class to type specified in cg program
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// even if your cg program uses 3x3, you can use this to pass a matrix to it
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// upper left hand part of D3DXMATRIX is used to fill the cg matrix
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HRESULT SetShaderConstantD3DXMATRIX(cgBindIter * iter, const D3DXMATRIX *, int nArrayElements = 0, int ArrayOffset = 0);
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// All other data formats use this interface
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// The D3D runtime records the size of your data and puts that in the constant fields
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HRESULT SetShaderConstant(cgBindIter * iter, void * data, int nArrayElements = 0, int ArrayOffset = 0);
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// for arrays:
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// if nArrayElements is specified, write this number of elements rather than the whole array
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// if ArrayOffset is specified, start writing at this array element
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// otherwise nArrayElements and ArrayOffset are not specified
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// returns texture position 0-8 for the iterator
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// -1 is failure
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int GetTexturePosition(cgBindIter * BindIter);
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int GetTexturePosition(const char * name);
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// set the texture via name (needs to search bindings by name, so this is the slowest
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// not recommended
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HRESULT SetTexture(const char * name, LPDIRECT3DBASETEXTURE8 pTexture);
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// does a GetTexturePosition, then settexture(n, nTexture)
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HRESULT SetTexture(cgBindIter * BindIter, LPDIRECT3DBASETEXTURE8 pTexture);
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// does a GetTexturePosition, then SetTextureStageState(n, nTexture, Value)
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HRESULT SetTextureStageState(cgBindIter * BindIter, D3DTEXTURESTAGESTATETYPE Type,DWORD Value);
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// Direct3D hardcodes wrap state, D3DRS_WRAP1, D3DWRAPCOORD_0 | D3DWRAPCOORD_1
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// WrapCoords : 0, D3DWRAPCOORD_0, D3DWRAPCOORD_1 or'd together
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HRESULT SetTextureWrapMode(cgBindIter * BindIter, DWORD WrapCoords);
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// activate this shader (SetVertexShader or SetPixelShader)
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HRESULT SetShaderActive();
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// locate a binding within a program by parameter name
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// it is recommended to do this once and use the cgBindIter to reference data
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cgBindIter *GetVertexBindByName(const char *vertex_attr_name);
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cgBindIter *GetTextureBindByName(const char *texture_name);
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cgBindIter *GetParameterBindByName(const char *parameter_name);
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void FreeBindIter(cgBindIter *);
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// Get the type for this bind iterator
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cgValueType GetBindValueType(const cgBindIter *BindIter, int *array_size)
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{
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return cgGetBindValueType(BindIter, array_size);
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}
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// locate and bindinf iterator by full name
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// e.g. appdata.texcoord0
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cgBindIter *GetBindByFullName(const char *parameter_name);
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// from the iterator, get the name of the program
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const char *GetProgramName();
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const char *GetProgramObjectCode();
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cgProfileType GetProgramProfile() { return m_ProfileType;}
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// get the shader handle passed to Direct3D
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DWORD GetShaderHandle() {return m_dwShaderHandle;}
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private:
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cgBindIter *AllocBind();
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void SaveBind(cgBindIter * BindIter); // for deleting
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cgBindIterList m_BindIterList;
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void GetParameterConstantPosition(cgBindIter * iter, int * pos, int *width, int * num4vectors, int *nArrayElements);
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void GetParameterConstantPosition(const char * name, int * pos, int *width, int * num4vectors, int *nArrayElements);
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HRESULT CreateProgramShader();
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HRESULT CreateVertexShader();
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HRESULT CreatePixelShader();
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// take asm code, assembles it and create a handle
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HRESULT CreateShaderHandleFromFile(
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const cg_string & strFilePath,
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const cg_string & strSourceFile,
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const DWORD * pDeclaration,
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DWORD Usage);
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HRESULT CreateShaderHandleFromMemory(
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const char * pShaderText,
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const DWORD * pDeclaration,
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DWORD Usage);
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HRESULT Free();
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// cgDX8VertexProfile or cgDX8PixelProfile (cg_profiles.h)
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// These types are defined with macros:
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// CG_PROFILE_MACRO(DX8Vertex,dx8vs,"dx8vs")
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// CG_PROFILE_MACRO(DX8Pixel,dx8ps,"dx8ps")
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friend cgProgramManager;
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friend cgContextContainer;
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DWORD m_dwShaderHandle; // DWORD handle returned by DX8 runtime
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cgProfileType m_ProfileType; // profile for this program
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HRESULT SetVertexDefinition(cgVertexDefinition * streams);
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cgProgramContainer(LPDIRECT3DDEVICE8 pDev, cgProgramIter *m_ProgramIter,
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cgProfileType ProfileType);
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~cgProgramContainer();
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HRESULT LoadShaderConstants();
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cg_string m_ProgramSourceFile; // text file name
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cg_string m_ProgramObjectFile; // compiled shader object file (.vso, .pso)
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// for declaration of vertex positions
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cgiVertexAttributeList m_VertexAttributes[MAX_STREAMS];
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cgProgramIter *m_ProgramIter;
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LPDIRECT3DDEVICE8 m_pd3dDevice;
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};
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class cgProgramManager
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{
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private:
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cg_vector < cgProgramContainer * > m_ProgramContainers; // m_Shaders[0] is always = 0
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cg_vector < DWORD > m_ProgramIndices; // indirection to m_Shaders
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// Programs hold an index to this array for
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// their shaders. The array int at that index
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// holds the index into the m_Shaders array.
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public:
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cgProgramManager(LPDIRECT3DDEVICE8 pDev);
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~cgProgramManager();
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HRESULT Free();
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cgProgramContainer * CreateProgramContainer(LPDIRECT3DDEVICE8 pDev,
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cgProgramIter * ProgramIter,
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DWORD Usage,
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cgProfileType ProfileType,
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DWORD * outIndex );
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DWORD GetShaderHandle( DWORD Index );
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DWORD GetShaderHandle( cgProfileType ProfileType );
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//
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cgProgramContainer * GetProgramIterator(DWORD index);
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private:
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// for creating programs
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LPDIRECT3DDEVICE8 m_pd3dDevice;
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};
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#endif // WIN32
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#endif
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