// ****************************************************************** // * // * .,-::::: .,:: .::::::::. .,:: .: // * ,;;;'````' `;;;, .,;; ;;;'';;' `;;;, .,;; // * [[[ '[[,,[[' [[[__[[\. '[[,,[[' // * $$$ Y$$$P $$""""Y$$ Y$$$P // * `88bo,__,o, oP"``"Yo, _88o,,od8P oP"``"Yo, // * "YUMMMMMP",m" "Mm,""YUMMMP" ,m" "Mm, // * // * Cxbx->Win32->CxbxKrnl->EmuD3D8Conv.cpp // * // * This file is part of the Cxbx project. // * // * Cxbx and Cxbe are free software; you can redistribute them // * and/or modify them under the terms of the GNU General Public // * License as published by the Free Software Foundation; either // * version 2 of the license, or (at your option) any later version. // * // * This program is distributed in the hope that it will be useful, // * but WITHOUT ANY WARRANTY; without even the implied warranty of // * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // * GNU General Public License for more details. // * // * You should have recieved a copy of the GNU General Public License // * along with this program; see the file COPYING. // * If not, write to the Free Software Foundation, Inc., // * 59 Temple Place - Suite 330, Bostom, MA 02111-1307, USA. // * // * (c) 2002-2003 Aaron Robinson // * // * All rights reserved // * // ****************************************************************** #define _CXBXKRNL_INTERNAL #define _XBOXKRNL_LOCAL_ #include "Emu.h" // ****************************************************************** // * prevent name collisions // ****************************************************************** namespace xd3d8 { #include "xd3d8.h" }; #include "EmuD3D8.h" // ****************************************************************** // * EmuD3DVertexToPrimitive // ****************************************************************** UINT xd3d8::EmuD3DVertexToPrimitive[11][2] = { {0, 0}, {1, 0}, {2, 0}, {1, 1}, {1, 1}, {3, 0}, {1, 2}, {1, 2}, {4, 0}, {2, 2}, {0, 0}, }; // ****************************************************************** // * EmuPrimitiveTypeLookup // ****************************************************************** xd3d8::D3DPRIMITIVETYPE xd3d8::EmuPrimitiveTypeLookup[] = { /* NULL = 0 */ (xd3d8::D3DPRIMITIVETYPE)0, /* D3DPT_POINTLIST = 1, */ xd3d8::D3DPT_POINTLIST, /* D3DPT_LINELIST = 2, */ xd3d8::D3DPT_LINELIST, /* D3DPT_LINELOOP = 3, Xbox */ xd3d8::D3DPT_LINELIST, /* D3DPT_LINESTRIP = 4, */ xd3d8::D3DPT_LINESTRIP, /* D3DPT_TRIANGLELIST = 5, */ xd3d8::D3DPT_TRIANGLELIST, /* D3DPT_TRIANGLESTRIP = 6, */ xd3d8::D3DPT_TRIANGLESTRIP, /* D3DPT_TRIANGLEFAN = 7, */ xd3d8::D3DPT_TRIANGLEFAN, /* D3DPT_QUADLIST = 8, Xbox */ xd3d8::D3DPT_TRIANGLELIST, /* D3DPT_QUADSTRIP = 9, Xbox */ xd3d8::D3DPT_TRIANGLELIST, /* D3DPT_POLYGON = 10, Xbox */ xd3d8::D3DPT_TRIANGLELIST, /* D3DPT_MAX = 11, */ (xd3d8::D3DPRIMITIVETYPE)11 }; // ****************************************************************** // * EmuD3DRenderStateSimpleEncoded // ****************************************************************** CONST DWORD xd3d8::EmuD3DRenderStateSimpleEncoded[82] = { // WARNING: This lookup table strongly binds us to an SDK with these // specific #define values for D3DRS_*. Make VERY sure that you have // the correct lookup values; X_D3DRSSE_UNK, X_D3DRSSE_UNK, // 0 X_D3DRSSE_UNK, X_D3DRSSE_UNK, // 2 X_D3DRSSE_UNK, X_D3DRSSE_UNK, // 4 X_D3DRSSE_UNK, X_D3DRSSE_UNK, // 6 X_D3DRSSE_UNK, X_D3DRSSE_UNK, // 8 X_D3DRSSE_UNK, X_D3DRSSE_UNK, // 10 X_D3DRSSE_UNK, X_D3DRSSE_UNK, // 12 0x0004035c, 0x00040300, // 14 - D3DRS_ZWRITEENABLE, D3DRS_ALPHATESTENABLE X_D3DRSSE_UNK, X_D3DRSSE_UNK, // 16 X_D3DRSSE_UNK, 0x00040344, // 18 0x00040348, X_D3DRSSE_UNK, // 20 - D3DRS_DESTBLEND X_D3DRSSE_UNK, X_D3DRSSE_UNK, // 22 0x00040340, 0x0004033c, // 24 , D3DRS_ALPHAREF, D3DRS_ALPHAFUNC 0x00040310, 0x00040304, // 26 - D3DRS_DITHERENABLE, D3DRS_ALPHABLENDENABLE X_D3DRSSE_UNK, X_D3DRSSE_UNK, // 28 X_D3DRSSE_UNK, X_D3DRSSE_UNK, // 30 X_D3DRSSE_UNK, X_D3DRSSE_UNK, // 32 X_D3DRSSE_UNK, X_D3DRSSE_UNK, // 34 X_D3DRSSE_UNK, X_D3DRSSE_UNK, // 36 X_D3DRSSE_UNK, X_D3DRSSE_UNK, // 38 X_D3DRSSE_UNK, X_D3DRSSE_UNK, // 40 X_D3DRSSE_UNK, X_D3DRSSE_UNK, // 42 X_D3DRSSE_UNK, X_D3DRSSE_UNK, // 44 X_D3DRSSE_UNK, X_D3DRSSE_UNK, // 46 X_D3DRSSE_UNK, X_D3DRSSE_UNK, // 48 X_D3DRSSE_UNK, X_D3DRSSE_UNK, // 50 X_D3DRSSE_UNK, X_D3DRSSE_UNK, // 52 X_D3DRSSE_UNK, X_D3DRSSE_UNK, // 54 X_D3DRSSE_UNK, X_D3DRSSE_UNK, // 56 X_D3DRSSE_UNK, X_D3DRSSE_UNK, // 58 X_D3DRSSE_UNK, X_D3DRSSE_UNK, // 60 X_D3DRSSE_UNK, X_D3DRSSE_UNK, // 62 X_D3DRSSE_UNK, X_D3DRSSE_UNK, // 64 X_D3DRSSE_UNK, X_D3DRSSE_UNK, // 66 X_D3DRSSE_UNK, X_D3DRSSE_UNK, // 68 X_D3DRSSE_UNK, X_D3DRSSE_UNK, // 70 X_D3DRSSE_UNK, X_D3DRSSE_UNK, // 72 X_D3DRSSE_UNK, X_D3DRSSE_UNK, // 74 X_D3DRSSE_UNK, X_D3DRSSE_UNK, // 76 X_D3DRSSE_UNK, X_D3DRSSE_UNK, // 78 X_D3DRSSE_UNK, X_D3DRSSE_UNK, // 80 };