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📄 d3d9types.h

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// Vertex shader declaration

// Vertex element semantics
//
typedef enum _D3DDECLUSAGE
{
    D3DDECLUSAGE_POSITION = 0,
    D3DDECLUSAGE_BLENDWEIGHT,   // 1
    D3DDECLUSAGE_BLENDINDICES,  // 2
    D3DDECLUSAGE_NORMAL,        // 3
    D3DDECLUSAGE_PSIZE,         // 4
    D3DDECLUSAGE_TEXCOORD,      // 5
    D3DDECLUSAGE_TANGENT,       // 6
    D3DDECLUSAGE_BINORMAL,      // 7
    D3DDECLUSAGE_TESSFACTOR,    // 8
    D3DDECLUSAGE_POSITIONT,     // 9
    D3DDECLUSAGE_COLOR,         // 10
    D3DDECLUSAGE_FOG,           // 11
    D3DDECLUSAGE_DEPTH,         // 12
    D3DDECLUSAGE_SAMPLE,        // 13
} D3DDECLUSAGE;

#define MAXD3DDECLUSAGE         D3DDECLUSAGE_SAMPLE
#define MAXD3DDECLUSAGEINDEX    15
#define MAXD3DDECLLENGTH        64 // does not include "end" marker vertex element

typedef enum _D3DDECLMETHOD
{
    D3DDECLMETHOD_DEFAULT = 0,
    D3DDECLMETHOD_PARTIALU,
    D3DDECLMETHOD_PARTIALV,
    D3DDECLMETHOD_CROSSUV,    // Normal
    D3DDECLMETHOD_UV,
    D3DDECLMETHOD_LOOKUP,               // Lookup a displacement map
    D3DDECLMETHOD_LOOKUPPRESAMPLED,     // Lookup a pre-sampled displacement map
} D3DDECLMETHOD;

#define MAXD3DDECLMETHOD D3DDECLMETHOD_LOOKUPPRESAMPLED

// Declarations for _Type fields
//
typedef enum _D3DDECLTYPE
{
    D3DDECLTYPE_FLOAT1    =  0,  // 1D float expanded to (value, 0., 0., 1.)
    D3DDECLTYPE_FLOAT2    =  1,  // 2D float expanded to (value, value, 0., 1.)
    D3DDECLTYPE_FLOAT3    =  2,  // 3D float expanded to (value, value, value, 1.)
    D3DDECLTYPE_FLOAT4    =  3,  // 4D float
    D3DDECLTYPE_D3DCOLOR  =  4,  // 4D packed unsigned bytes mapped to 0. to 1. range
                                 // Input is in D3DCOLOR format (ARGB) expanded to (R, G, B, A)
    D3DDECLTYPE_UBYTE4    =  5,  // 4D unsigned byte
    D3DDECLTYPE_SHORT2    =  6,  // 2D signed short expanded to (value, value, 0., 1.)
    D3DDECLTYPE_SHORT4    =  7,  // 4D signed short

// The following types are valid only with vertex shaders >= 2.0


    D3DDECLTYPE_UBYTE4N   =  8,  // Each of 4 bytes is normalized by dividing to 255.0
    D3DDECLTYPE_SHORT2N   =  9,  // 2D signed short normalized (v[0]/32767.0,v[1]/32767.0,0,1)
    D3DDECLTYPE_SHORT4N   = 10,  // 4D signed short normalized (v[0]/32767.0,v[1]/32767.0,v[2]/32767.0,v[3]/32767.0)
    D3DDECLTYPE_USHORT2N  = 11,  // 2D unsigned short normalized (v[0]/65535.0,v[1]/65535.0,0,1)
    D3DDECLTYPE_USHORT4N  = 12,  // 4D unsigned short normalized (v[0]/65535.0,v[1]/65535.0,v[2]/65535.0,v[3]/65535.0)
    D3DDECLTYPE_UDEC3     = 13,  // 3D unsigned 10 10 10 format expanded to (value, value, value, 1)
    D3DDECLTYPE_DEC3N     = 14,  // 3D signed 10 10 10 format normalized and expanded to (v[0]/511.0, v[1]/511.0, v[2]/511.0, 1)
    D3DDECLTYPE_FLOAT16_2 = 15,  // Two 16-bit floating point values, expanded to (value, value, 0, 1)
    D3DDECLTYPE_FLOAT16_4 = 16,  // Four 16-bit floating point values
    D3DDECLTYPE_UNUSED    = 17,  // When the type field in a decl is unused.
} D3DDECLTYPE;

#define MAXD3DDECLTYPE      D3DDECLTYPE_UNUSED

typedef struct _D3DVERTEXELEMENT9
{
    WORD    Stream;     // Stream index
    WORD    Offset;     // Offset in the stream in bytes
    BYTE    Type;       // Data type
    BYTE    Method;     // Processing method
    BYTE    Usage;      // Semantics
    BYTE    UsageIndex; // Semantic index
} D3DVERTEXELEMENT9, *LPD3DVERTEXELEMENT9;

// This is used to initialize the last vertex element in a vertex declaration
// array
//
#define D3DDECL_END() {0xFF,0,D3DDECLTYPE_UNUSED,0,0,0}

// Maximum supported number of texture coordinate sets
#define D3DDP_MAXTEXCOORD   8

//---------------------------------------------------------------------
// Values for IDirect3DDevice9::SetStreamSourceFreq's Setting parameter
//---------------------------------------------------------------------
#define D3DSTREAMSOURCE_INDEXEDDATA  (1<<30)
#define D3DSTREAMSOURCE_INSTANCEDATA (2<<30)



//---------------------------------------------------------------------
//
// The internal format of Pixel Shader (PS) & Vertex Shader (VS)
// Instruction Tokens is defined in the Direct3D Device Driver Kit
//
//---------------------------------------------------------------------

//
// Instruction Token Bit Definitions
//
#define D3DSI_OPCODE_MASK       0x0000FFFF

#define D3DSI_INSTLENGTH_MASK   0x0F000000
#define D3DSI_INSTLENGTH_SHIFT  24

typedef enum _D3DSHADER_INSTRUCTION_OPCODE_TYPE
{
    D3DSIO_NOP          = 0,
    D3DSIO_MOV          ,
    D3DSIO_ADD          ,
    D3DSIO_SUB          ,
    D3DSIO_MAD          ,
    D3DSIO_MUL          ,
    D3DSIO_RCP          ,
    D3DSIO_RSQ          ,
    D3DSIO_DP3          ,
    D3DSIO_DP4          ,
    D3DSIO_MIN          ,
    D3DSIO_MAX          ,
    D3DSIO_SLT          ,
    D3DSIO_SGE          ,
    D3DSIO_EXP          ,
    D3DSIO_LOG          ,
    D3DSIO_LIT          ,
    D3DSIO_DST          ,
    D3DSIO_LRP          ,
    D3DSIO_FRC          ,
    D3DSIO_M4x4         ,
    D3DSIO_M4x3         ,
    D3DSIO_M3x4         ,
    D3DSIO_M3x3         ,
    D3DSIO_M3x2         ,
    D3DSIO_CALL         ,
    D3DSIO_CALLNZ       ,
    D3DSIO_LOOP         ,
    D3DSIO_RET          ,
    D3DSIO_ENDLOOP      ,
    D3DSIO_LABEL        ,
    D3DSIO_DCL          ,
    D3DSIO_POW          ,
    D3DSIO_CRS          ,
    D3DSIO_SGN          ,
    D3DSIO_ABS          ,
    D3DSIO_NRM          ,
    D3DSIO_SINCOS       ,
    D3DSIO_REP          ,
    D3DSIO_ENDREP       ,
    D3DSIO_IF           ,
    D3DSIO_IFC          ,
    D3DSIO_ELSE         ,
    D3DSIO_ENDIF        ,
    D3DSIO_BREAK        ,
    D3DSIO_BREAKC       ,
    D3DSIO_MOVA         ,
    D3DSIO_DEFB         ,
    D3DSIO_DEFI         ,

    D3DSIO_TEXCOORD     = 64,
    D3DSIO_TEXKILL      ,
    D3DSIO_TEX          ,
    D3DSIO_TEXBEM       ,
    D3DSIO_TEXBEML      ,
    D3DSIO_TEXREG2AR    ,
    D3DSIO_TEXREG2GB    ,
    D3DSIO_TEXM3x2PAD   ,
    D3DSIO_TEXM3x2TEX   ,
    D3DSIO_TEXM3x3PAD   ,
    D3DSIO_TEXM3x3TEX   ,
    D3DSIO_RESERVED0    ,
    D3DSIO_TEXM3x3SPEC  ,
    D3DSIO_TEXM3x3VSPEC ,
    D3DSIO_EXPP         ,
    D3DSIO_LOGP         ,
    D3DSIO_CND          ,
    D3DSIO_DEF          ,
    D3DSIO_TEXREG2RGB   ,
    D3DSIO_TEXDP3TEX    ,
    D3DSIO_TEXM3x2DEPTH ,
    D3DSIO_TEXDP3       ,
    D3DSIO_TEXM3x3      ,
    D3DSIO_TEXDEPTH     ,
    D3DSIO_CMP          ,
    D3DSIO_BEM          ,
    D3DSIO_DP2ADD       ,
    D3DSIO_DSX          ,
    D3DSIO_DSY          ,
    D3DSIO_TEXLDD       ,
    D3DSIO_SETP         ,
    D3DSIO_TEXLDL       ,
    D3DSIO_BREAKP       ,

    D3DSIO_PHASE        = 0xFFFD,
    D3DSIO_COMMENT      = 0xFFFE,
    D3DSIO_END          = 0xFFFF,

    D3DSIO_FORCE_DWORD  = 0x7fffffff,   // force 32-bit size enum
} D3DSHADER_INSTRUCTION_OPCODE_TYPE;

//---------------------------------------------------------------------
// Use these constants with D3DSIO_SINCOS macro as SRC2, SRC3
//
#define D3DSINCOSCONST1 -1.5500992e-006f, -2.1701389e-005f,  0.0026041667f, 0.00026041668f
#define D3DSINCOSCONST2 -0.020833334f, -0.12500000f, 1.0f, 0.50000000f

//---------------------------------------------------------------------
// Co-Issue Instruction Modifier - if set then this instruction is to be
// issued in parallel with the previous instruction(s) for which this bit
// is not set.
//
#define D3DSI_COISSUE           0x40000000

//---------------------------------------------------------------------
// Opcode specific controls

#define D3DSP_OPCODESPECIFICCONTROL_MASK  0x00ff0000
#define D3DSP_OPCODESPECIFICCONTROL_SHIFT 16

// ps_2_0 texld controls
#define D3DSI_TEXLD_PROJECT (0x01 << D3DSP_OPCODESPECIFICCONTROL_SHIFT)
#define D3DSI_TEXLD_BIAS    (0x02 << D3DSP_OPCODESPECIFICCONTROL_SHIFT)

// Comparison for dynamic conditional instruction opcodes (i.e. if, breakc)
typedef enum _D3DSHADER_COMPARISON
{
                         // < = >
    D3DSPC_RESERVED0= 0, // 0 0 0
    D3DSPC_GT       = 1, // 0 0 1
    D3DSPC_EQ       = 2, // 0 1 0
    D3DSPC_GE       = 3, // 0 1 1
    D3DSPC_LT       = 4, // 1 0 0
    D3DSPC_NE       = 5, // 1 0 1
    D3DSPC_LE       = 6, // 1 1 0
    D3DSPC_RESERVED1= 7  // 1 1 1
} D3DSHADER_COMPARISON;

// Comparison is part of instruction opcode token:
#define D3DSHADER_COMPARISON_SHIFT D3DSP_OPCODESPECIFICCONTROL_SHIFT
#define D3DSHADER_COMPARISON_MASK  (0x7<<D3DSHADER_COMPARISON_SHIFT)

//---------------------------------------------------------------------
// Predication flags on instruction token
#define D3DSHADER_INSTRUCTION_PREDICATED    (0x1 << 28)

//---------------------------------------------------------------------
// DCL Info Token Controls

// For dcl info tokens requiring a semantic (usage + index)
#define D3DSP_DCL_USAGE_SHIFT 0
#define D3DSP_DCL_USAGE_MASK  0x0000000f

#define D3DSP_DCL_USAGEINDEX_SHIFT 16
#define D3DSP_DCL_USAGEINDEX_MASK  0x000f0000

// DCL pixel shader sampler info token.
#define D3DSP_TEXTURETYPE_SHIFT 27
#define D3DSP_TEXTURETYPE_MASK  0x78000000

typedef enum _D3DSAMPLER_TEXTURE_TYPE
{
    D3DSTT_UNKNOWN = 0<<D3DSP_TEXTURETYPE_SHIFT, // uninitialized value
    D3DSTT_2D      = 2<<D3DSP_TEXTURETYPE_SHIFT, // dcl_2d s# (for declaring a 2-D texture)
    D3DSTT_CUBE    = 3<<D3DSP_TEXTURETYPE_SHIFT, // dcl_cube s# (for declaring a cube texture)
    D3DSTT_VOLUME  = 4<<D3DSP_TEXTURETYPE_SHIFT, // dcl_volume s# (for declaring a volume texture)
    D3DSTT_FORCE_DWORD  = 0x7fffffff,      // force 32-bit size enum
} D3DSAMPLER_TEXTURE_TYPE;

//---------------------------------------------------------------------
// Parameter Token Bit Definitions
//
#define D3DSP_REGNUM_MASK       0x000007FF

// destination parameter write mask
#define D3DSP_WRITEMASK_0       0x00010000  // Component 0 (X;Red)
#define D3DSP_WRITEMASK_1       0x00020000  // Component 1 (Y;Green)
#define D3DSP_WRITEMASK_2       0x00040000  // Component 2 (Z;Blue)
#define D3DSP_WRITEMASK_3       0x00080000  // Component 3 (W;Alpha)
#define D3DSP_WRITEMASK_ALL     0x000F0000  // All Components

// destination parameter modifiers
#define D3DSP_DSTMOD_SHIFT      20
#define D3DSP_DSTMOD_MASK       0x00F00000

// Bit masks for destination parameter modifiers
#define    D3DSPDM_NONE                 (0<<D3DSP_DSTMOD_SHIFT) // nop
#define    D3DSPDM_SATURATE             (1<<D3DSP_DSTMOD_SHIFT) // clamp to 0. to 1. range
#define    D3DSPDM_PARTIALPRECISION     (2<<D3DSP_DSTMOD_SHIFT) // Partial precision hint
#define    D3DSPDM_MSAMPCENTROID        (4<<D3DSP_DSTMOD_SHIFT) // Relevant to multisampling only:
                                                                //      When the pixel center is not covered, sample
                                                                //      attribute or compute gradients/LOD
                                                                //      using multisample "centroid" location.
                                                                //      "Centroid" is some location within the covered
                                                                //      region of the pixel.

// destination parameter 
#define D3DSP_DSTSHIFT_SHIFT    24
#define D3DSP_DSTSHIFT_MASK     0x0F000000

// destination/source parameter register type
#define D3DSP_REGTYPE_SHIFT     28
#define D3DSP_REGTYPE_SHIFT2    8
#define D3DSP_REGTYPE_MASK      0x70000000
#define D3DSP_REGTYPE_MASK2     0x00001800

typedef enum _D3DSHADER_PARAM_REGISTER_TYPE
{
    D3DSPR_TEMP           =  0, // Temporary Register File
    D3DSPR_INPUT          =  1, // Input Register File
    D3DSPR_CONST          =  2, // Constant Register File
    D3DSPR_ADDR           =  3, // Address Register (VS)
    D3DSPR_TEXTURE        =  3, // Texture Register File (PS)
    D3DSPR_RASTOUT        =  4, // Rasterizer Register File
    D3DSPR_ATTROUT        =  5, // Attribute Output Register File
    D3DSPR_TEXCRDOUT      =  6, // Texture Coordinate Output Register File
    D3DSPR_OUTPUT         =  6, // Output register file for VS3.0+
    D3DSPR_CONSTINT       =  7, // Constant Integer Vector Register File
    D3DSPR_COLOROUT       =  8, // Color Output Register File
    D3DSPR_DEPTHOUT       =  9, // Depth Output Register File
    D3DSPR_SAMPLER        = 10, // Sampler State Register File
    D3DSPR_CONST2         = 11, // Constant Register File  2048 - 4095
    D3DSPR_CONST3         = 12, // Constant Register File  4096 - 6143
    D3DSPR_CONST4         = 13, // Constant Register File  6144 - 8191
    D3DSPR_CONSTBOOL      = 14, // Constant Boolean register file
    D3DSPR_LOOP           = 15, // Loop counter register file
    D3DSPR_TEMPFLOAT16    = 16, // 16-bit float temp register file
    D3DSPR_MISCTYPE       = 17, // Miscellaneous (single) registers.
    D3DSPR_LABEL          = 18, // Label
    D3DSPR_PREDICATE      = 19, // Predicate register
    D3DSPR_FORCE_DWORD  = 0x7fffffff,         // force 32-bit size enum
} D3DSHADER_PARAM_REGISTER_TYPE;

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