4jcraft/Minecraft.Client/Platform/Windows64/Iggy/gdraw/gdraw_d3d.h
2026-03-30 02:17:54 -05:00

126 lines
6 KiB
C

#pragma once
// gdraw_d3d.h - author: Sean Barrett - copyright 2009-2011 RAD Game Tools
//
// Interface for creating a D3D GDraw driver.
#include "../include/gdraw.h"
#define IDOC
// idoc(parent,GDraw_d3d9)
typedef enum gdraw_d3d_resourcetype {
GDRAW_D3D_RESOURCE_rendertarget,
GDRAW_D3D_RESOURCE_texture,
GDRAW_D3D_RESOURCE_vertexbuffer,
GDRAW_D3D_RESOURCE__count,
} gdraw_d3d_resourcetype;
IDOC extern int gdraw_D3D_SetResourceLimits(gdraw_d3d_resourcetype type,
S32 num_handles, S32 num_bytes);
/* This sets how large the memory pool for a given resource types is, and how
many handles GDraw should allocate for it. GDraw keeps track of allocations
in each pool, and will free old resources in a LRU manner to make space if
one of the limits is about to be exceeded.
Returns 1 if value successfully changed, 0 on error.
You need to call IggyPlayerFlushAll on all active Iggys before you do this to
make them flush their resources since changing the resource limits
invalidates all handles. You also need to call IggyFlushInstalledFonts if you
have any installed fonts.
*/
IDOC extern GDrawFunctions* gdraw_D3D_CreateContext(IDirect3DDevice9* dev,
S32 w, S32 h);
/* Creates a GDraw context for rendering using D3D. You need to pass in the D3D
device and the width/height of the content you're displaying.
The width/height is used solely for sizing internal rendertargets. They will
be allocated to the larger of this size and the size of any rendered tiles
(with padding). In other words, you can pass in (0,0) and the rendertargets
will be allocated to the right size. However, if you draw multiple Iggy files
or tiles of different sizes, they might first be allocated too small; it's
best to pass in the correct size initially to avoid unnecessary
allocation/deallocation of too-small rendertargets.
There can only be one D3D GDraw context active at any one time.
If initialization fails for some reason (the main reason would be an out of
memory condition), NULL is returned. Otherwise, you can pass the return value
to IggySetGDraw. */
IDOC extern void gdraw_D3D_SetRendertargetSize(S32 w, S32 h);
/* Reset the size used for internal rendertargets defined by CreateContext.
Flushes all existing rendertargets if the size changes. */
IDOC extern void gdraw_D3D_DestroyContext(void);
/* Destroys the current GDraw context, if any. */
IDOC extern void gdraw_D3D_SetTileOrigin(IDirect3DSurface9* rt,
IDirect3DSurface9* depth, S32 x,
S32 y);
/* This sets the main rendertarget that GDraw should render to, the
corresponding depth/stencil surface, and the x/y position where to draw the
top-left of the current tile (to be used for tiled rendering). You need to
call this before Iggy calls any rendering functions. */
IDOC extern void gdraw_D3D_NoMoreGDrawThisFrame(void);
/* Tells GDraw that no more rendering operations will occur this frame. This
triggers some end-of-frame processing; most importantly, GDraw uses this call
as a marker to detect thrashing (and react accordingly), so please do not
forget to call this every frame! (As long as Iggy does any rendering, that
is) */
IDOC extern void gdraw_D3D_PreReset(void);
/* Call this before D3D device Reset(); it will free all default pool resources
allocated by GDraw. */
IDOC extern void gdraw_D3D_PostReset(void);
/* Call after D3D device Reset(). */
IDOC extern void RADLINK
gdraw_D3D_BeginCustomDraw(IggyCustomDrawCallbackRegion* Region, D3DMATRIX* mat);
/* Call at the beginning of Iggy custom draw callback to clear any odd render
states GDraw has set on the D3D device, and to get the current 2D
object-to-world transformation. */
IDOC extern void RADLINK
gdraw_D3D_EndCustomDraw(IggyCustomDrawCallbackRegion* Region);
/* Call at the end of Iggy custom draw callback so GDraw can restore its render
* states. */
IDOC extern void RADLINK gdraw_D3D_GetResourceUsageStats(
gdraw_d3d_resourcetype type, S32* handles_used, S32* bytes_used);
/* D3D only: Get resource usage stats for last frame.
This can be used to get an estimate of how much graphics memory got used by
GDraw during the last frame. Caveat: This counts the number of bytes that
GDraw knows about. 3D hardware usually has its own management overhead,
alignment requirements, allocation granularity and so on. In short, this is
not an accurate estimate of how much memory is actually used by the GPU - it
is a lower bound, though, and makes for a useful ballpark estimate. */
IDOC extern GDrawTexture* gdraw_D3D_WrappedTextureCreate(
IDirect3DTexture9* tex_handle);
/* Create a wrapped texture from a D3D texture.
A wrapped texture can be used to let Iggy draw using the contents of a
texture you create and manage on your own. For example, you might render to
this texture, or stream video into it. Wrapped textures take up a handle.
They will never be freed or otherwise modified by GDraw; nor will GDraw
change any reference counts. All this is up to the application. */
IDOC extern void gdraw_D3D_WrappedTextureChange(GDrawTexture* tex,
IDirect3DTexture9* tex_handle);
/* Switch an existing GDrawTexture * that represents a wrapped texture to use
a new underlying D3D texture. For example, you might internally double-buffer
a dynamically updated texture. As above, GDraw will leave this texture alone
and not touch any reference counts. */
IDOC extern void gdraw_D3D_WrappedTextureDestroy(GDrawTexture* tex);
/* Destroys the GDraw wrapper for a wrapped texture object. This will free up
a GDraw texture handle but not release the associated D3D texture; that is
up to you. */
extern GDrawTexture* RADLINK gdraw_D3D_MakeTextureFromResource(
U8* resource_file, S32 length, IggyFileTextureRaw* texture);
extern void RADLINK gdraw_D3D_DestroyTextureFromResource(GDrawTexture* tex);