276 lines
7.6 KiB
C
276 lines
7.6 KiB
C
/*
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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’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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#ifndef CGD3D8_INCLUDED
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#define CGD3D8_INCLUDED
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#if WIN32
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#pragma once
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#include "cg.h"
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#include <d3d8.h>
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#include <d3dx8.h>
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// Set up for either Win32 import/export/lib.
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#if WIN32
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# include <windows.h>
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#ifdef CGD3D8DLL_EXPORTS
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#define CGD3D8DLL_API __declspec(dllexport)
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#elif defined (CG_LIB)
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#define CGD3D8DLL_API
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#else
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#define CGD3D8DLL_API __declspec(dllimport)
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#endif
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#else
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#define CGD3D8DLL_API
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#endif
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/*---------------------------------------------------------------------------
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// CGerrors that will be fed to cgSetError
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// Use cgD3D8TranslateCGerror() to translate these errors into strings.
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---------------------------------------------------------------------------*/
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enum cgD3D8Errors
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{
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cgD3D8Failed = 1000,
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cgD3D8DebugTrace = 1001,
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};
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/*---------------------------------------------------------------------------
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// HRESULTs specific to cgD3D8. When the CGerror is set to cgD3D8Failed
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// cgD3D8GetLastError will return an HRESULT that could be one these.
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// Use cgD3D8TranslateHRESULT() to translate these errors into strings.
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---------------------------------------------------------------------------*/
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const HRESULT CGD3D8ERR_NOTLOADED = MAKE_HRESULT(1, 0x877, 1);
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const HRESULT CGD3D8ERR_NODEVICE = MAKE_HRESULT(1, 0x877, 2);
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const HRESULT CGD3D8ERR_NOTSAMPLER = MAKE_HRESULT(1, 0x877, 3);
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const HRESULT CGD3D8ERR_INVALIDPROFILE = MAKE_HRESULT(1, 0x877, 4);
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const HRESULT CGD3D8ERR_NULLVALUE = MAKE_HRESULT(1, 0x877, 5);
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const HRESULT CGD3D8ERR_OUTOFRANGE = MAKE_HRESULT(1, 0x877, 6);
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const HRESULT CGD3D8ERR_NOTUNIFORM = MAKE_HRESULT(1, 0x877, 7);
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const HRESULT CGD3D8ERR_NOTMATRIX = MAKE_HRESULT(1, 0x877, 8);
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const HRESULT CGD3D8ERR_INVALIDPARAM = MAKE_HRESULT(1, 0x877, 9);
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const HRESULT CGD3D8ERR_INVALIDSAMPLERSTATE = MAKE_HRESULT(1, 0x877, 100);
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const HRESULT CGD3D8ERR_INVALIDVEREXDECL = MAKE_HRESULT(1, 0x877, 101);
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/*---------------------------------------------------------------------------
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// Other error return values
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---------------------------------------------------------------------------*/
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const DWORD CGD3D8_INVALID_REG = 0xFFFFFFFF;
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#ifdef __cplusplus
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extern "C"
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{
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#endif
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/*---------------------------------------------------------------------------
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// Minimal Interface
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---------------------------------------------------------------------------*/
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CGD3D8DLL_API
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DWORD cgD3D8TypeToSize(
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CGtype type
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);
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CGD3D8DLL_API
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DWORD cgD3D8ResourceToInputRegister(
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CGresource resource
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);
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CGD3D8DLL_API
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CGbool cgD3D8GetVertexDeclaration(
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CGprogram prog,
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DWORD decl[MAX_FVF_DECL_SIZE]
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);
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CGD3D8DLL_API
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CGbool cgD3D8ValidateVertexDeclaration(
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CGprogram prog,
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const DWORD* decl
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);
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/*---------------------------------------------------------------------------
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// Expanded Interface
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---------------------------------------------------------------------------*/
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/* ----- D3D Device Control ----------- */
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CGD3D8DLL_API
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IDirect3DDevice8* cgD3D8GetDevice();
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CGD3D8DLL_API
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HRESULT cgD3D8SetDevice(
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IDirect3DDevice8* pDevice
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);
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/* ----- Shader Management ----------- */
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CGD3D8DLL_API
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HRESULT cgD3D8LoadProgram(
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CGprogram prog,
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CGbool paramShadowing,
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DWORD assemFlags,
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DWORD vshaderUsage,
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const DWORD* vertexDecl
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);
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CGD3D8DLL_API
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HRESULT cgD3D8UnloadProgram(
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CGprogram prog
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);
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CGD3D8DLL_API
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CGbool cgD3D8IsProgramLoaded(
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CGprogram prog
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);
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CGD3D8DLL_API
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HRESULT cgD3D8BindProgram(
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CGprogram prog
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);
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/* ----- Parameter Management ----------- */
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CGD3D8DLL_API
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HRESULT cgD3D8SetUniform(
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CGparameter param,
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const void* floats
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);
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CGD3D8DLL_API
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HRESULT cgD3D8SetUniformArray(
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CGparameter param,
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DWORD offset,
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DWORD numItems,
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const void* values
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);
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CGD3D8DLL_API
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HRESULT cgD3D8SetUniformMatrix(
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CGparameter param,
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const D3DMATRIX* matrix
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);
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CGD3D8DLL_API
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HRESULT cgD3D8SetUniformMatrixArray(
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CGparameter param,
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DWORD offset,
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DWORD numItems,
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const D3DMATRIX* matrices
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);
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CGD3D8DLL_API
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HRESULT cgD3D8SetTexture(
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CGparameter param,
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IDirect3DBaseTexture8* tex
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);
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CGD3D8DLL_API
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HRESULT cgD3D8SetTextureStageState(
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CGparameter param,
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D3DTEXTURESTAGESTATETYPE type,
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DWORD value
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);
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CGD3D8DLL_API
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HRESULT cgD3D8SetTextureWrapMode(
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CGparameter param,
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DWORD value
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);
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/* ----- Parameter Management (Shadowing) ----------- */
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CGD3D8DLL_API
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HRESULT cgD3D8EnableParameterShadowing(
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CGprogram prog,
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CGbool enable
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);
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CGD3D8DLL_API
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CGbool cgD3D8IsParameterShadowingEnabled(
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CGprogram prog
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);
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/* --------- Profile Options ----------------- */
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CGD3D8DLL_API
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CGprofile cgD3D8GetLatestVertexProfile();
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CGD3D8DLL_API
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CGprofile cgD3D8GetLatestPixelProfile();
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CGD3D8DLL_API
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char const* cgD3D8GetOptimalOptions(
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CGprofile profile
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);
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/* --------- Error reporting ----------------- */
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CGD3D8DLL_API
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HRESULT cgD3D8GetLastError();
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CGD3D8DLL_API
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const char* cgD3D8TranslateCGerror(
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CGerror error
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);
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CGD3D8DLL_API
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const char* cgD3D8TranslateHRESULT(
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HRESULT hr
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);
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CGD3D8DLL_API
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void cgD3D8EnableDebugTracing(
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CGbool enable
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);
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#ifdef __cplusplus
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};
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#endif
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#endif // WIN32
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#endif
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