thunderbrew/src/gx/CGxDevice.hpp

203 lines
8.8 KiB
C++

#ifndef GX_C_GX_DEVICE_HPP
#define GX_C_GX_DEVICE_HPP
#include "gx/Buffer.hpp"
#include "gx/CGxCaps.hpp"
#include "gx/CGxFormat.hpp"
#include "gx/CGxMatrixStack.hpp"
#include "gx/CGxStateBom.hpp"
#include "gx/Types.hpp"
#include "gx/Shader.hpp"
#include "cursor/Cursor.hpp"
#include <cstdint>
#include <storm/Hash.hpp>
#include <tempest/Box.hpp>
#include <tempest/Rect.hpp>
class CGxBatch;
class CGxTex;
class CGxTexFlags;
struct CGxAppRenderState {
CGxStateBom m_value;
uint32_t m_stackDepth;
int32_t m_dirty;
};
struct CGxPushedRenderState {
EGxRenderState m_which;
CGxStateBom m_value;
uint32_t m_stackDepth;
};
struct ShaderConstants {
C4Vector constants[256];
uint32_t unk1;
uint32_t unk2;
};
class CGxDevice {
public:
// Static variables
static uint32_t s_alphaRef[];
static C3Vector s_pointScaleIdentity;
static uint32_t s_primVtxAdjust[];
static uint32_t s_primVtxDiv[];
static ShaderConstants s_shadowConstants[2];
static uint32_t s_streamPoolSize[];
static uint32_t s_texFormatBitDepth[];
static uint32_t s_texFormatBytesPerBlock[];
static CGxShader* s_uiVertexShader;
static CGxShader* s_uiPixelShader;
// Static functions
static void LogOpen();
static void LogClose();
static void Log(const char* format, ...);
static void Log(const CGxFormat& format);
#if defined(WHOA_SYSTEM_WIN)
static CGxDevice* NewD3d();
static CGxDevice* NewD3d9Ex();
#endif
#if defined(WHOA_SYSTEM_MAC)
static CGxDevice* NewGLL();
#endif
#if defined(WHOA_BUILD_GLSDL)
static CGxDevice* NewGLSDL();
#endif
static CGxDevice* NewOpenGl();
static uint32_t PrimCalcCount(EGxPrim primType, uint32_t count);
static void ICursorUpdate(EGxTexCommand, uint32_t, uint32_t, uint32_t, uint32_t, void*, uint32_t&, const void*&);
// Member variables
TSGrowableArray<CGxPushedRenderState> m_pushedStates;
TSGrowableArray<size_t> m_stackOffsets;
TSGrowableArray<EGxRenderState> m_dirtyStates;
CRect m_defWindowRect;
CRect m_curWindowRect;
EGxApi m_api = GxApis_Last;
CGxFormat m_format;
CGxCaps m_caps;
TSHashTable<CGxShader, HASHKEY_STRI> m_shaderList[GxShTargets_Last];
int32_t (*m_windowProc)(void* window, uint32_t message, uintptr_t wparam, intptr_t lparam) = nullptr;
int32_t m_context = 0;
int32_t intF5C = 0;
int32_t m_windowVisible = 0;
int32_t intF64 = 0;
int32_t intF6C = 1;
CBoundingBox m_viewport;
C44Matrix m_projection;
C44Matrix m_projNative;
CGxMatrixStack m_xforms[GxXforms_Last];
uint32_t m_appMasterEnables = 0;
uint32_t m_hwMasterEnables = 0;
TSList<CGxPool, TSGetLink<CGxPool>> m_poolList;
CGxBuf* m_bufLocked[GxPoolTargets_Last];
CGxPool* m_vertexPool = nullptr;
CGxPool* m_indexPool = nullptr;
CGxBuf* m_streamBufs[GxPoolTargets_Last];
CGxVertexAttrib m_primVertexFormatAttrib[GxVertexBufferFormats_Last];
CGxBuf* m_primVertexFormatBuf[GxVertexBufferFormats_Last];
uint32_t m_primVertexMask = 0;
uint32_t m_primVertexDirty = 0;
EGxVertexBufferFormat m_primVertexFormat = GxVertexBufferFormats_Last;
CGxBuf* m_primVertexBuf = nullptr;
uint32_t m_primVertexSize;
CGxBuf* m_primIndexBuf = nullptr;
int32_t m_primIndexDirty = 0;
TSFixedArray<CGxAppRenderState> m_appRenderStates;
TSFixedArray<CGxStateBom> m_hwRenderStates;
uint32_t m_baseMipLevel = 0; // TODO placeholder
int32_t m_cursorVisible = 0;
int32_t m_hardwareCursor = 0;
uint32_t m_cursorHotspotX = 0;
uint32_t m_cursorHotspotY = 0;
uint32_t m_cursor[CURSOR_IMAGE_SIZE] = { 0 };
CGxTex* m_cursorTexture = nullptr;
float m_cursorDepth = 0.0f;
// Virtual member functions
virtual void ITexMarkAsUpdated(CGxTex* texId) = 0;
virtual void IRsSendToHw(EGxRenderState which) = 0;
virtual void ICursorCreate(const CGxFormat& format);
virtual void ICursorDestroy();
virtual void ICursorDraw();
virtual int32_t DeviceCreate(int32_t (*windowProc)(void* window, uint32_t message, uintptr_t wparam, intptr_t lparam), const CGxFormat&);
virtual int32_t DeviceSetFormat(const CGxFormat& format);
virtual void* DeviceWindow() = 0;
virtual void DeviceWM(EGxWM wm, uintptr_t param1, uintptr_t param2) = 0;
virtual void CapsWindowSize(CRect& rect) = 0;
virtual void CapsWindowSizeInScreenCoords(CRect& dst) = 0;
virtual void ScenePresent();
virtual void SceneClear(uint32_t mask, CImVector color) {};
virtual void XformSetProjection(const C44Matrix& matrix);
virtual void XformSetView(const C44Matrix& matrix);
virtual void Draw(CGxBatch* batch, int32_t indexed) {};
virtual void ValidateDraw(CGxBatch* batch, int32_t count);
virtual void MasterEnableSet(EGxMasterEnables state, int32_t enable);
virtual void PoolSizeSet(CGxPool* pool, uint32_t size) = 0;
virtual char* BufLock(CGxBuf* buf);
virtual int32_t BufUnlock(CGxBuf*, uint32_t);
virtual void BufData(CGxBuf* buf, const void* data, size_t size, uintptr_t offset);
virtual int32_t TexCreate(EGxTexTarget target, uint32_t width, uint32_t height, uint32_t depth, EGxTexFormat format, EGxTexFormat dataFormat, CGxTexFlags flags, void* userArg, void (*)(EGxTexCommand, uint32_t, uint32_t, uint32_t, uint32_t, void*, uint32_t&, const void*&), const char* name, CGxTex*& texId);
virtual void TexDestroy(CGxTex* texId);
virtual void ShaderCreate(CGxShader* shaders[], EGxShTarget target, const char* a4, const char* a5, int32_t permutations);
virtual void ShaderConstantsSet(EGxShTarget target, uint32_t index, const float* constants, uint32_t count);
virtual void IShaderCreate(CGxShader* shader) = 0;
virtual int32_t StereoEnabled() = 0;
virtual void CursorSetVisible(int32_t visible);
virtual uint32_t* CursorLock();
virtual void CursorUnlock(uint32_t x, uint32_t y);
// Member functions
CGxDevice();
const CGxCaps& Caps() const;
CGxBuf* BufCreate(CGxPool* pool, uint32_t itemSize, uint32_t itemCount, uint32_t index);
CGxBuf* BufStream(EGxPoolTarget target, uint32_t itemSize, uint32_t itemCount);
void DeviceCreatePools();
void DeviceCreateStreamBufs();
const CRect& DeviceCurWindow();
void DeviceSetCurWindow(const CRect& rect);
void DeviceSetDefWindow(const CRect& rect);
const CRect& DeviceDefWindow();
void ICursorUpdate();
int32_t IDevIsWindowed();
void IRsDirty(EGxRenderState which);
void IRsForceUpdate();
void IRsForceUpdate(EGxRenderState which);
void IRsInit();
void IRsSync(int32_t force);
void IShaderBind() {};
void IShaderLoad(CGxShader* shaders[], EGxShTarget target, const char* a4, const char* a5, int32_t permutations);
void ITexBind() {};
void ITexWHDStartEnd(CGxTex* texId, uint32_t& width, uint32_t& height, uint32_t& baseMip, uint32_t& mipCount);
int32_t MasterEnable(EGxMasterEnables state);
CGxPool* PoolCreate(EGxPoolTarget target, EGxPoolUsage usage, uint32_t size, EGxPoolHintBits hint, const char* name);
void PrimIndexPtr(CGxBuf* buf);
void PrimVertexFormat(CGxBuf* buf, CGxVertexAttrib* attribs, uint32_t count);
void PrimVertexMask(uint32_t mask);
void PrimVertexPtr(CGxBuf* buf, EGxVertexBufferFormat format);
void RsGet(EGxRenderState which, int32_t& value);
void RsSet(EGxRenderState which, int32_t value);
void RsSet(EGxRenderState, void* value);
void RsSetAlphaRef();
void RsPop();
void RsPush();
void ShaderConstantsClear();
char* ShaderConstantsLock(EGxShTarget target);
void ShaderConstantsUnlock(EGxShTarget target, uint32_t index, uint32_t count);
void TexMarkForUpdate(CGxTex* texId, const CiRect& updateRect, int32_t immediate);
void TexSetWrap(CGxTex* texId, EGxTexWrapMode wrapU, EGxTexWrapMode wrapV);
void XformPop(EGxXform xf);
void XformProjection(C44Matrix& matrix);
void XformProjNative(C44Matrix& matrix);
void XformPush(EGxXform xf);
void XformPush(EGxXform xf, const C44Matrix& matrix);
void XformSet(EGxXform xf, const C44Matrix& matrix);
void XformSetViewport(float minX, float maxX, float minY, float maxY, float minZ, float maxZ);
void XformView(C44Matrix& matrix);
void XformViewport(float& minX, float& maxX, float& minY, float& maxY, float& minZ, float& maxZ);
};
#endif