binana/profile/3.3.5a-windows-386/include/gx/device.h

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#ifndef GX_DEVICE_H
#define GX_DEVICE_H
#include "system/types.h"
#include "storm/array.h"
#include "storm/array/uint16_t.h"
#include "storm/array/uint32_t.h"
#include "storm/array/c2vector.h"
#include "storm/array/c3vector.h"
#include "storm/array/cimvector.h"
#include "tempest/box.h"
#include "tempest/matrix.h"
#include "tempest/rect.h"
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#include "tempest/plane.h"
#include "tempest/vector.h"
#include "gx/types.h"
#include "gx/caps.h"
#include "gx/format.h"
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#include "gx/apilight.h"
#include "gx/state_bom.h"
#include "gx/shader.h"
#include "gx/matrix_stack.h"
#include "gx/buffer.h"
#include "gx/texture.h"
#include "gx/query.h"
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#include "gx/emergencymem.h"
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DECLARE_STRUCT(CGxAppRenderState);
DECLARE_STRUCT(CGxPushedRenderState);
DECLARE_STRUCT(ShaderConstants);
DECLARE_STRUCT(CGxDevice);
DECLARE_STRUCT(CGxDevice__TextureTarget);
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DECLARE_STRUCT(CGxDevice__v_table);
DECLARE_STRUCT(CGxDevice__GxLight);
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typedef void (*DEVICERESTOREDCALLBACK)();
STORM_TS_GROWABLE_ARRAY(DEVICERESTOREDCALLBACK);
typedef void (*TEXTURERECREATIONCALLBACK)();
STORM_TS_GROWABLE_ARRAY(TEXTURERECREATIONCALLBACK);
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typedef void (*STEREOCHANGEDCALLBACK)();
STORM_TS_GROWABLE_ARRAY(STEREOCHANGEDCALLBACK);
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struct CGxAppRenderState {
CGxStateBom m_value;
uint32_t m_stackDepth;
int32_t m_dirty;
};
STORM_TS_FIXED_ARRAY(CGxAppRenderState);
struct CGxPushedRenderState {
EGxRenderState m_which;
CGxStateBom m_value;
uint32_t m_stackDepth;
};
STORM_TS_GROWABLE_ARRAY(CGxPushedRenderState);
struct ShaderConstants {
C4Vector constants[256];
uint32_t unk1;
uint32_t unk2;
};
struct CGxDevice__TextureTarget {
CGxTex* m_texture;
uint32_t m_plane;
void* m_apiSpecific;
};
// 84 functions
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struct CGxDevice__v_table {
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// void ITexMarkAsUpdated(CGxTex* texId);
void* v_fn_0_ITexMarkAsUpdated;
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// void IRsSendToHw(EGxRenderState rs);
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// no base implementation
void* v_fn_1_IRsSendToHw;
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// void ICursorCreate(const CGxFormat& format);
void* v_fn_2_ICursorCreate;
// void ICursorDestroy();
void* v_fn_3_ICursorDestroy;
// void ICursorDraw();
void* v_fn_4_ICursorDraw;
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// This gets called when window is resized. It runs a list of callbacks in an array.
// two functions that are in this array (ONLY once in-game, not in login screen):
// * 007E7FE0
// * 00512920
// void NotifyOnDeviceRestored();
void* v_fn_5_NotifyOnDeviceRestored;
// void NotifyOnTextureRecreation();
void* v_fn_6_NotifyOnTextureRecreation;
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// void NotifyOnStereoChanged();
void* v_fn_7_NotifyOnStereoChanged;
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// void `scalar deleting destructor'(uint32_t __flags)
void* v_fn_8_scalar_deleting_destructor;
// int32_t DeviceCreate(uintptr_t hwnd, const CGxFormat& format);
void* v_fn_9_DeviceCreate;
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// int32_t DeviceCreate(long (*windowProc)(void*, uint32_t, uint32_t, int32_t), CGxFormat const& format);
void* v_fn_10_DeviceCreate;
// void DeviceDestroy();
void* v_fn_11_DeviceDestroy;
// void DeviceEvictResources();
void* v_fn_12_DeviceEvictResources;
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// int32_t DeviceSetFormat(const CGxFormat& format);
void* v_fn_13_DeviceSetFormat;
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// void DeviceSetBaseMipLevel(uint32_t mipLevel);
void* v_fn_14_DeviceSetBaseMipLevel;
// void DeviceSetGamma(const CGxGammaRamp& ramp);
void* v_fn_15_DeviceSetGamma;
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// void DeviceSetGamma(float gamma);
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void* v_fn_16_DeviceSetGamma;
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// no base implementation
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// void* DeviceWindow();
void* v_fn_17_DeviceWindow;
// void DeviceTakeScreenShot();
void* v_fn_18_DeviceTakeScreenShot;
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// void DeviceReadScreenShot(uint32_t& w, uint32_t& h, const CImVector*& pixels) */
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void* v_fn_19_DeviceReadScreenShot;
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// void DeviceReadPixels(CiRect& rect, TSGrowableArray<CImVector>& pixels);
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void* v_fn_20_DeviceReadPixels;
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// void DeviceReadDepths(CiRect& rect, TSGrowableArray<float>& depths);
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void* v_fn_21_DeviceReadDepths;
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// void DeviceWM(EGxWM wm, int32_t param1, int32_t param2);
void* v_fn_22_DeviceWM;
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// void DeviceSetRenderTarget(EGxBuffer buffer, CGxTex* texture, uint32_t plane);
void* v_fn_23_DeviceSetRenderTarget;
// void v_fn_24(); DeviceReleaseDepthBuffer?
// d3d:
// this->m_d3dDevice->GetDepthStencilSurface(&PTR_00C6033C);
// PTR_00C6033C->Release();
void* v_fn_24;
// void v_fn_25(); DeviceResetDepthBuffer?
// d3d:
// this->m_d3dDevice->SetDepthStencilSurface(PTR_00C6033C);
void* v_fn_25;
// void v_fn_26(CGxTex* texId); DeviceResolveDepthBuffer(CGxTex*) seems to be the most logical candidate for this
// d3d:
// if (this->m_context) {
// if (texId &&
// (texId->m_needsCreation ||
// (texId->m_apiSpecificData == nullptr &&
// texId->m_apiSpecificData2 == nullptr)) {
// this->ITexCreate(texId);
// }
// this->m_d3dDevice->SetDepthStencilSurface(texId->m_apiSpecificData);
// }
// void DeviceResolveDepthBuffer(CGxTex* texId);
void* v_fn_26_DeviceResolveDepthBuffer;
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// void DeviceCopyTex(CGxTex* sourceTex, uint32_t sourcePlane, CGxTex* destTex, uint32_t destPlane);
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void* v_fn_27_DeviceCopyTex;
// void DeviceOverride(EGxOverride override, uint32_t value);
void* v_fn_28_DeviceOverride;
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// void AddDeviceRestoredCallback(DEVICERESTOREDCALLBACK callback);
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void* v_fn_29_AddDeviceRestoredCallback;
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// int32_t RemoveDeviceRestoredCallback(DEVICERESTOREDCALLBACK callback);
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void* v_fn_30_RemoveDeviceRestoredCallback;
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// void AddTextureRecreationCallback(TEXTURERECREATIONCALLBACK callback);
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void* v_fn_31_AddTextureRecreationCallback;
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// int32_t RemoveTextureRecreationCallback(TEXTURERECREATIONCALLBACK callback);
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void* v_fn_32_RemoveTextureRecreationCallback;
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// void AddStereoChangedCallback(STEREOCHANGEDCALLBACK callback);
void* v_fn_33_AddStereoChangedCallback;
// int32_t RemoveStereoChangeCallback(STEREOCHANGEDCALLBACK callback);
void* v_fn_34_RemoveStereoChangedCallback;
// void CapsWindowSize(CRect& dst);
void* v_fn_35_CapsWindowSize;
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// void CapsWindowSizeInScreenCoords(CRect& dst);
void* v_fn_36_CapsWindowSizeInScreenCoords;
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// void LogCrashInfo(char* buffer, uint32_t buffersize);
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void* v_fn_37_LogCrashInfo;
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// void ScenePresent();
void* v_fn_38_ScenePresent;
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// void SceneClear(uint32_t mask, CImVector color);
void* v_fn_39_SceneClear;
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// void XformSetProjection(const C44Matrix& matrix);
void* v_fn_40_XformSetProjection;
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// void XformSetView(const C44Matrix& matrix);
void* v_fn_41_XformSetView;
// void Draw(CGxBatch* batch, int32_t indexed);
void* v_fn_42_Draw;
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// void PrimBegin(EGxPrim primType);
void* v_fn_43_PrimBegin;
// void PrimDrawElements();
void* v_fn_44_PrimDrawElements;
// void PrimVertex(const C3Vector& v);
void* v_fn_45_PrimVertex;
// void PrimTexCoord(uint32_t tmu, const C2Vector& t);
void* v_fn_46_PrimTexCoord;
// void PrimNormal(const C3Vector& n);
void* v_fn_47_PrimNormal;
// void PrimColor(const CImVector& c);
void* v_fn_48_PrimColor;
// void PrimPointSize(float s);
void* v_fn_49_PrimPointSize;
// void PrimeLineWidth(float w);
void* v_fn_50_PrimLineWidth;
// void MasterEnableSet(EGxMasterEnables state, int32_t enable);
void* v_fn_51_MasterEnableSet;
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// void PoolSizeSet(CGxPool* pool, uint32_t size);
void* v_fn_52_PoolSizeSet;
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// void PoolDestroy(CGxPool* pool);
void* v_fn_53_PoolDestroy;
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// char* BufLock(CGxBuf* buf);
void* v_fn_54_BufLock;
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// int32_t BufUnlock(CGxBuf* buf, uint32_t size);
void* v_fn_55_BufUnlock;
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// void BufData(CGxBuf* buf, const void* data, uint32_t size, uint32_t offset);
void* v_fn_56_BufData;
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// int32_t TexCreate(EGxTexTarget target, uint32_t width, uint32_t height, uint32_t depth, EGxTexFormat format, EGxTexFormat dataFormat, CGxTexFlags flags, void* userArg, void (*userFunc)(EGxTexCommand, uint32_t, uint32_t, uint32_t, uint32_t, void*, uint32_t&, void const*&), const char* name, CGxTex*& texId);
void* v_fn_57_TexCreate;
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// void TexDestroy(CGxTex* texId);
void* v_fn_58_TexDestroy;
// int32_t TexCopy(CGxTex* destTex, CGxTex* sourceTex, const C2iVector& pos, const C2iVector& size, uint32_t level, uint32_t plane);
void* v_fn_59_TexCopy;
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// bool TexStretch(CGxTex* sourceTex, CGxTex* destTex, const CiRect* destRect, const CiRect* sourceRect, uint32_t level, uint32_t plane);
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void* v_fn_60_TexStretch;
// void TexSetCacheSize(int32_t cacheSize);
void* v_fn_61_TexSetCacheSize;
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// void QueryCreate(CGxQuery*& query, EGxQueryType type);
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void* v_fn_62_QueryCreate;
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// void QueryDestroy(CGxQuery*& query);
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void* v_fn_63_QueryDestroy;
// bool QueryBegin(CGxQuery* query);
void* v_fn_64_QueryBegin;
// bool QueryEnd(CGxQuery* query);
void* v_fn_65_QueryEnd;
// bool QueryGetParam(CGxQuery* query, EGxQueryParam param, uint32_t* data);
void* v_fn_66_QueryGetParam;
// bool QueryGetData(CGxQuery* query, uint32_t* data);
void* v_fn_67_QueryGetData;
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// void ShaderCreate(CGxShader* shaders[], EGxShTarget target, const char* a3, const char* a4, int32_t permutations);
void* v_fn_68_ShaderCreate;
// void ShaderDestroy(CGxShader*& shader);
void* v_fn_69_ShaderDestroy;
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// void ShaderConstantsSet(EGxShTarget target, uint32_t index, const float* constraints, uint32_t count);
void* v_fn_70_ShaderConstantsSet;
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// void IShaderReload(CGxShader* shader, const char* a2, const char* a3);
void* v_fn_71_IShaderReload;
// void IShaderCreate(CGxShader* shader);
void* v_fn_72_IShaderCreate;
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// void CursorSetVisible(int32_t visible);
void* v_fn_73_CursorSetVisible;
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// uint32_t* CursorLock();
void* v_fn_74_CursorLock;
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// void CursorUnlock(uint32_t x, uint32_t y);
void* v_fn_75_CursorUnlock;
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// void StereoSetConvergence(float c);
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void* v_fn_76_StereoSetConvergence;
// float StereoGetConvergence();
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void* v_fn_77_StereoGetConvergence;
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// void StereoSetSeparation(float s);
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void* v_fn_78_StereoSetSeparation;
// double StereoGetSeparation();
void* v_fn_79_StereoGetSeparation;
// bool StereoEnabled();
void* v_fn_80_StereoEnabled;
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// void DebugGroupBegin(const char* a1, char* a2);
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void* v_fn_81_DebugGroupBegin;
// void DebugGroupEnd();
void* v_fn_82_DebugGroupEnd;
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// void DebugEvent(const char* a1, char* a2);
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void* v_fn_83_DebugEvent;
};
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// this class is 14692 bytes in size
struct CGxDevice {
// pointer to struct CGxDevice__vtable
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CGxDevice__v_table* v_table; // 0x0 (size: 0x4)
TSGrowableArray_CGxPushedRenderState m_pushedStates; // 0x4 (size: 0x14)
TSGrowableArray_uint32_t m_stackOffsets; // 0x18 (size: 0x14)
TSGrowableArray_EGxRenderState m_dirtyStates; // 0x2C (size: 0x14)
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EGxPrim m_primType;
int32_t m_indexLocked;
int32_t m_vertexLocked;
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int32_t m_inBeginEnd;
C3Vector m_primVertex;
C2Vector m_primTexCoord[8];
C3Vector m_primNormal;
CImVector m_primColor;
TSGrowableArray_C3Vector m_primVertexArray;
TSGrowableArray_C2Vector m_primTexCoordArray[8];
TSGrowableArray_C3Vector m_primNormalArray;
TSGrowableArray_CImVector m_primColorArray;
TSGrowableArray_uint16_t m_primIndexArray;
uint32_t m_primMask;
CRect m_defWindowRect; // 0x164 (size: 0x10)
CRect m_curWindowRect; // 0x174 (size: 0x10)
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TSGrowableArray_DEVICERESTOREDCALLBACK m_deviceRestoredCallbacks; // 0x184
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TSGrowableArray_TEXTURERECREATIONCALLBACK m_textureRecreationCallbacks;
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TSGrowableArray_STEREOCHANGEDCALLBACK m_stereoChangedCallbacks; // check darwin @ 00a2b779
EGxApi m_api; // 0x1b4
uint32_t m_cpuFeatures;
CGxFormat m_format;
CGxCaps m_caps;
uint32_t m_baseMipLevel;
CGxGammaRamp m_gammaRamp;
CGxGammaRamp m_systemGammaRamp;
// TSHashTable_CGxShader_HASHKEY_STRI m_shaderList[GxShTargets_Last];
// TSHashTable_CGxShader_HASHKEY_STRI m_shaderList[6];
int32_t (*m_windowProc)(void* window, uint32_t message, uintptr_t wparam, intptr_t lparam);
int32_t m_context;
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// Set to zero by CGxDevice::ScenePresent
// prevents Draw from working if != 0
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// m_inRenderPass?
int32_t intF5C;
int32_t m_windowVisible;
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// set to 1 by ICursorClip
int32_t m_windowFocus;
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// Incremented by CGxDevice::ScenePresent
int32_t m_frameCount; // m_perfCounter?
// seems to have the same place as CGxDeviceD3d::m_d3dNeedsReset (Alpha)
int32_t m_viewportDirty; // m_viewportDirty
CBoundingBox m_viewport;
C44Matrix m_projection;
C44Matrix m_projNative;
// CGxMatrixStack m_xforms[GxXforms_Last];
CGxMatrixStack m_xforms[11];
CGxMatrixStack m_texGen[8];
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// used by CGxDevice::ClipPlaneSet
// seems to be a bitmask to note which clip planes are set
uint32_t m_clipPlaneMask;
// used by:
// CGxDevice::ClipPlaneSet
C4Plane m_clipPlane[6]; // m_clipPlanes?
// used by
// CGxDeviceD3d::DeviceSetRenderTarget
// set to 1
// CGxDeviceD3d::IStateSyncScissorRect
int32_t m_scissorRectDirty; // m_scissorRectDirty?
CRect m_scissorRect;
// something to do with lighting?
// uint32_t unk2548[72];
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CGxApiLight m_lights[4];
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// uint32_t unk2536[60];
TSHashTable_CGxShader_HASHKEY_STRI m_shaderList[6];
uint32_t m_appMasterEnables;
uint32_t m_hwMasterEnables;
TSList_CGxPool m_poolList;
uint32_t unk276C[3];
// CGxBuf* m_bufLocked[GxPoolTargets_Last];
CGxBuf* m_bufLocked[2];
CGxPool* m_vertexPool;
CGxPool* m_indexPool;
// CGxBuf* m_streamBufs[GxPoolTargets_Last];
CGxBuf* m_streamBufs[2];
// CGxVertexAttrib m_primVertexFormatAttrib[GxVertexBufferFormats_Last];
CGxVertexAttrib m_primVertexFormatAttrib[14];
// CGxBuf* m_primVertexFormatBuf[GxVertexBufferFormats_Last];
CGxBuf* m_primVertexFormatBuf[14];
uint32_t m_primVertexMask;
uint32_t m_primVertexDirty;
EGxVertexBufferFormat m_primVertexFormat;
CGxBuf* m_primVertexBuf;
uint32_t m_primVertexSize;
CGxBuf* m_primIndexBuf;
int32_t m_primIndexDirty;
// EmergencyMem m_emergencyMem[GxPoolTargets_Last];
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EmergencyMem m_emergencyMem[2]; // 0x28C4
TSFixedArray_CGxAppRenderState m_appRenderStates;
TSFixedArray_CGxStateBom m_hwRenderStates;
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// Accessed by ITexForceRecreation
TSExplicitList_CGxTex m_textures; // 0x2904 (size 0xC)
CGxDevice__TextureTarget m_textureTarget[2];
TSExplicitList_CGxQuery m_queryList; // 0x2928
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int32_t m_scrShotClick; // 0x2934
uint32_t m_scrShotWidth; // 0x2938
uint32_t m_scrShotHeight; // 0x293C
TSGrowableArray_CImVector m_scrShotPixels; // 0x2940
int32_t m_cursorVisible;
int32_t m_hwCursor; // 0x2954 (size 0x4)
uint32_t m_cursorHotspotX;
uint32_t m_cursorHotspotY;
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uint32_t m_cursor[1024]; // 0x2960 (size 0x4)
CGxTex* m_cursorTexture; // 0x3960 (size 0x4)
float m_cursorDepth; // 0x3964 (size 0x4)
// 0x3968 == 14692 (the complete size of CGxDevice)
};
#endif