/* * Copyright 2009, Google Inc. * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above * copyright notice, this list of conditions and the following disclaimer * in the documentation and/or other materials provided with the * distribution. * * Neither the name of Google Inc. nor the names of its * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ // This file contains the definition of the D3D9 versions of effect-related // resource classes. #ifndef GPU_COMMAND_BUFFER_SERVICE_WIN_D3D9_EFFECT_D3D9_H_ #define GPU_COMMAND_BUFFER_SERVICE_WIN_D3D9_EFFECT_D3D9_H_ #include #include "command_buffer/common/gapi_interface.h" #include "command_buffer/service/d3d9_utils.h" #include "command_buffer/service/resource.h" namespace command_buffer { namespace o3d { class GAPID3D9; class EffectD3D9; // ps_2_0 limit static const unsigned int kMaxSamplerUnits = 16; // D3D version of EffectParam. This class keeps a reference to the D3D effect. class EffectParamD3D9: public EffectParam { public: EffectParamD3D9(effect_param::DataType data_type, EffectD3D9 *effect, D3DXHANDLE handle); virtual ~EffectParamD3D9(); // Sets the data into the D3D effect parameter. bool SetData(GAPID3D9 *gapi, unsigned int size, const void * data); // Gets the description of the parameter. bool GetDesc(unsigned int size, void *data); // Resets the effect back-pointer. This is called when the effect gets // destroyed, to invalidate the parameter. void ResetEffect() { effect_ = NULL; } static EffectParamD3D9 *Create(EffectD3D9 *effect, D3DXHANDLE handle); private: EffectD3D9 *effect_; D3DXHANDLE handle_; unsigned int sampler_unit_count_; scoped_array sampler_units_; }; // D3D9 version of Effect. class EffectD3D9 : public Effect { public: EffectD3D9(GAPID3D9 *gapi, ID3DXEffect *d3d_effect, ID3DXConstantTable *fs_constant_table, IDirect3DVertexShader9 *d3d_vertex_shader); virtual ~EffectD3D9(); // Compiles and creates an effect from source code. static EffectD3D9 *Create(GAPID3D9 *gapi, const String &effect_code, const String &vertex_program_entry, const String &fragment_program_entry); // Applies the effect states (vertex shader, pixel shader) to D3D. bool Begin(); // Resets the effect states (vertex shader, pixel shader) to D3D. void End(); // Commits parameters to D3D, if they were modified while the effect is // active. bool CommitParameters(); // Gets the number of parameters in the effect. unsigned int GetParamCount(); // Creates an effect parameter with the specified index. EffectParamD3D9 *CreateParam(unsigned int index); // Creates an effect parameter of the specified name. EffectParamD3D9 *CreateParamByName(const char *name); // Gets the number of stream inputs for the effect. unsigned int GetStreamCount(); // Gets the stream data with the specified index. bool GetStreamDesc(unsigned int index, unsigned int size, void *data); private: typedef std::vector ParamList; typedef std::vector StreamList; // Links a param into this effect. void LinkParam(EffectParamD3D9 *param); // Unlinks a param into this effect. void UnlinkParam(EffectParamD3D9 *param); // Sets sampler states. bool SetSamplers(); // Sets streams vector. bool SetStreams(); GAPID3D9* gapi_; ID3DXEffect *d3d_effect_; IDirect3DVertexShader9 *d3d_vertex_shader_; ID3DXConstantTable *fs_constant_table_; ParamList params_; StreamList streams_; bool sync_parameters_; ResourceId samplers_[kMaxSamplerUnits]; friend class EffectParamD3D9; DISALLOW_COPY_AND_ASSIGN(EffectD3D9); }; } // namespace o3d } // namespace command_buffer #endif // GPU_COMMAND_BUFFER_SERVICE_WIN_D3D9_EFFECT_D3D9_H_