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https://github.com/thunderbrewhq/thunderbrew
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180 lines
7.3 KiB
C++
180 lines
7.3 KiB
C++
#ifndef GX_C_GX_DEVICE_HPP
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#define GX_C_GX_DEVICE_HPP
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#include "gx/Buffer.hpp"
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#include "gx/CGxCaps.hpp"
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#include "gx/CGxFormat.hpp"
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#include "gx/CGxMatrixStack.hpp"
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#include "gx/CGxStateBom.hpp"
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#include "gx/Types.hpp"
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#include "gx/Shader.hpp"
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#include <cstdint>
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#include <storm/Hash.hpp>
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#include <tempest/Box.hpp>
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#include <tempest/Rect.hpp>
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class CGxBatch;
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class CGxTex;
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class CGxTexFlags;
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struct CGxAppRenderState {
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CGxStateBom m_value;
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uint32_t m_stackDepth;
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int32_t m_dirty;
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};
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struct CGxPushedRenderState {
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EGxRenderState m_which;
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CGxStateBom m_value;
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uint32_t m_stackDepth;
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};
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struct ShaderConstants {
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C4Vector constants[256];
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uint32_t unk1;
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uint32_t unk2;
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};
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class CGxDevice {
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public:
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// Static variables
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static uint32_t s_alphaRef[];
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static C3Vector s_pointScaleIdentity;
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static uint32_t s_primVtxAdjust[];
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static uint32_t s_primVtxDiv[];
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static ShaderConstants s_shadowConstants[2];
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static uint32_t s_streamPoolSize[];
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static uint32_t s_texFormatBitDepth[];
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static uint32_t s_texFormatBytesPerBlock[];
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// Static functions
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static void Log(const char* format, ...);
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static void Log(const CGxFormat& format);
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#if defined(WHOA_SYSTEM_WIN)
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static CGxDevice* NewD3d();
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static CGxDevice* NewD3d9Ex();
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#endif
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#if defined(WHOA_SYSTEM_MAC)
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static CGxDevice* NewGLL();
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#endif
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static CGxDevice* NewOpenGl();
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static uint32_t PrimCalcCount(EGxPrim primType, uint32_t count);
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// Member variables
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TSGrowableArray<CGxPushedRenderState> m_pushedStates;
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TSGrowableArray<size_t> m_stackOffsets;
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TSGrowableArray<EGxRenderState> m_dirtyStates;
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CRect m_defWindowRect;
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CRect m_curWindowRect;
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EGxApi m_api = GxApis_Last;
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CGxFormat m_format;
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CGxCaps m_caps;
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TSHashTable<CGxShader, HASHKEY_STRI> m_shaderList[GxShTargets_Last];
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int32_t (*m_windowProc)(void* window, uint32_t message, uintptr_t wparam, intptr_t lparam) = nullptr;
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int32_t m_context = 0;
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int32_t intF5C = 0;
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int32_t m_windowVisible = 0;
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int32_t intF64 = 0;
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int32_t intF6C = 1;
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CBoundingBox m_viewport;
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C44Matrix m_projection;
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C44Matrix m_projNative;
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CGxMatrixStack m_xforms[GxXforms_Last];
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uint32_t m_appMasterEnables = 0;
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uint32_t m_hwMasterEnables = 0;
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TSList<CGxPool, TSGetLink<CGxPool>> m_poolList;
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CGxBuf* m_bufLocked[GxPoolTargets_Last];
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CGxPool* m_vertexPool = nullptr;
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CGxPool* m_indexPool = nullptr;
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CGxBuf* m_streamBufs[GxPoolTargets_Last];
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CGxVertexAttrib m_primVertexFormatAttrib[GxVertexBufferFormats_Last];
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CGxBuf* m_primVertexFormatBuf[GxVertexBufferFormats_Last];
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uint32_t m_primVertexMask = 0;
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uint32_t m_primVertexDirty = 0;
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EGxVertexBufferFormat m_primVertexFormat = GxVertexBufferFormats_Last;
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CGxBuf* m_primVertexBuf = nullptr;
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uint32_t m_primVertexSize;
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CGxBuf* m_primIndexBuf = nullptr;
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int32_t m_primIndexDirty = 0;
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TSFixedArray<CGxAppRenderState> m_appRenderStates;
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TSFixedArray<CGxStateBom> m_hwRenderStates;
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uint32_t m_baseMipLevel = 0; // TODO placeholder
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// Virtual member functions
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virtual void ITexMarkAsUpdated(CGxTex*) = 0;
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virtual void IRsSendToHw(EGxRenderState) = 0;
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virtual void ICursorCreate(const CGxFormat& format);
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virtual int32_t DeviceCreate(int32_t (*windowProc)(void* window, uint32_t message, uintptr_t wparam, intptr_t lparam), const CGxFormat&);
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virtual int32_t DeviceSetFormat(const CGxFormat&);
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virtual void* DeviceWindow() = 0;
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virtual void DeviceWM(EGxWM wm, uintptr_t param1, uintptr_t param2) = 0;
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virtual void CapsWindowSize(CRect&) = 0;
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virtual void CapsWindowSizeInScreenCoords(CRect& dst) = 0;
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virtual void ScenePresent(void);
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virtual void SceneClear(uint32_t, CImVector) {};
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virtual void XformSetProjection(const C44Matrix&);
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virtual void XformSetView(const C44Matrix&);
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virtual void Draw(CGxBatch* batch, int32_t indexed) {};
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virtual void ValidateDraw(CGxBatch*, int32_t);
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virtual void MasterEnableSet(EGxMasterEnables, int32_t);
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virtual void PoolSizeSet(CGxPool*, uint32_t) = 0;
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virtual char* BufLock(CGxBuf*);
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virtual int32_t BufUnlock(CGxBuf*, uint32_t);
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virtual void BufData(CGxBuf* buf, const void* data, size_t size, uintptr_t offset);
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virtual int32_t TexCreate(EGxTexTarget, uint32_t, uint32_t, uint32_t, EGxTexFormat, EGxTexFormat, CGxTexFlags, void*, void (*)(EGxTexCommand, uint32_t, uint32_t, uint32_t, uint32_t, void*, uint32_t&, const void*&), const char*, CGxTex*&);
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virtual void TexDestroy(CGxTex* texId);
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virtual void ShaderCreate(CGxShader*[], EGxShTarget, const char*, const char*, int32_t);
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virtual void ShaderConstantsSet(EGxShTarget, uint32_t, const float*, uint32_t);
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virtual void IShaderCreate(CGxShader*) = 0;
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virtual int32_t StereoEnabled(void) = 0;
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// Member functions
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CGxDevice();
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const CGxCaps& Caps() const;
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CGxBuf* BufCreate(CGxPool*, uint32_t, uint32_t, uint32_t);
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CGxBuf* BufStream(EGxPoolTarget, uint32_t, uint32_t);
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void DeviceCreatePools(void);
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void DeviceCreateStreamBufs(void);
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const CRect& DeviceCurWindow(void);
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void DeviceSetCurWindow(const CRect&);
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void DeviceSetDefWindow(CRect const&);
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const CRect& DeviceDefWindow(void);
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int32_t IDevIsWindowed();
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void IRsDirty(EGxRenderState);
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void IRsForceUpdate(void);
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void IRsForceUpdate(EGxRenderState);
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void IRsInit(void);
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void IRsSync(int32_t);
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void IShaderBind(void) {};
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void IShaderLoad(CGxShader*[], EGxShTarget, const char*, const char*, int32_t);
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void ITexBind(void) {};
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void ITexWHDStartEnd(CGxTex*, uint32_t&, uint32_t&, uint32_t&, uint32_t&);
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int32_t MasterEnable(EGxMasterEnables);
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CGxPool* PoolCreate(EGxPoolTarget, EGxPoolUsage, uint32_t, EGxPoolHintBits, const char*);
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void PrimIndexPtr(CGxBuf*);
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void PrimVertexFormat(CGxBuf*, CGxVertexAttrib*, uint32_t);
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void PrimVertexMask(uint32_t);
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void PrimVertexPtr(CGxBuf*, EGxVertexBufferFormat);
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void RsGet(EGxRenderState, int32_t&);
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void RsSet(EGxRenderState, int32_t);
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void RsSet(EGxRenderState, void*);
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void RsSetAlphaRef(void);
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void RsPop(void);
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void RsPush(void);
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void ShaderConstantsClear(void);
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char* ShaderConstantsLock(EGxShTarget target);
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void ShaderConstantsUnlock(EGxShTarget target, uint32_t index, uint32_t count);
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void TexMarkForUpdate(CGxTex*, const CiRect&, int32_t);
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void TexSetWrap(CGxTex* texId, EGxTexWrapMode wrapU, EGxTexWrapMode wrapV);
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void XformPop(EGxXform xf);
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void XformProjection(C44Matrix&);
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void XformProjNative(C44Matrix&);
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void XformPush(EGxXform xf);
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void XformSet(EGxXform xf, const C44Matrix& matrix);
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void XformSetViewport(float, float, float, float, float, float);
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void XformView(C44Matrix&);
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void XformViewport(float&, float&, float&, float&, float&, float&);
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};
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#endif
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