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260772e374
* Bootstrap decomp of D3DRM rendering code * This PR kicks off work on decompiling the D3D Retained Mode (D3DRM) rendering part of the codebase. * High level overview: * There is a base IMxDirect3DRMObject class which all of the D3DRM rendering objects inherit from. Its only virtual method is one to get the underlying object handle. * A hierarchy of abstract classes inherits from this base class, which I've called "IMxDirect3DRM<class>". These classes only have pure virtual methods on them and don't contain any data. * Each one of the abstract classes has exactly one concrete implementation, which I've called "MxDirect3DRM<class>". These classes have exactly one piece of data, which is a pointer to the underlying D3D Retained Mode object. * If the classes need to store additional data, they store it in a userdata blob which is attached to the D3DRM object rather than the additional data being stored in the class itself. * I've worked out about twice this many classes related to D3DRM rendering so far but the PR was getting large enough as is, so I'm cutting it here for now. * I decomped sufficiently many methods of these classe to convince myself that the above observations are correct. About 60% of the decomped methods here are perfect matches, including at least one non-trivial method per class. * Formatting * Restructure changes using Tgl naming / details * Restructure the changes to use the naming that we know from Tgl. * Fill in some parts of the implementation I couldn't initially figure out using the details from Tgl (got more 100% matches). * Move d3drm link requirement * Fixups FloatMatrix -> FloatMatrix4 * Fix order * Full fix for ordering problems * Put back accidentally removed include. * Fix call which should have been Release * Use new and delete for DeepClone * Missing Tgl:: on CreateRenderer * Revert change to bool return value. * Rename Something -> Unk * Return paramter naming convention to what Tgl used * Add scalar ddtor to verify inline destructor * Fix order * Change malloc/free -> new/delete in Tgl * Remove duplicate destructor. * Check all inline destructors * Fix dtor comments * Third time's the charm * Alphabetical sort * Decomp adjustments * Add d3drm files to clang-format --------- Co-authored-by: Christian Semmler <mail@csemmler.com>
85 lines
2.1 KiB
C++
85 lines
2.1 KiB
C++
#include "impl.h"
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#include <d3drmwin.h>
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using namespace TglImpl;
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// SYNTHETIC: LEGO1 0x100a22c0
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// TglImpl::DeviceImpl::`scalar deleting destructor'
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// FUNCTION: LEGO1 0x100a2bf0
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void* DeviceImpl::ImplementationDataPtr()
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{
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return reinterpret_cast<void*>(&m_data);
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}
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// FUNCTION: LEGO1 0x100a2c00
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unsigned long DeviceImpl::GetWidth()
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{
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return m_data->GetWidth();
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}
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// FUNCTION: LEGO1 0x100a2c10
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unsigned long DeviceImpl::GetHeight()
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{
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return m_data->GetHeight();
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}
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// FUNCTION: LEGO1 0x100a2c20
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Result DeviceImpl::SetColorModel(ColorModel)
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{
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return Success;
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}
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// FUNCTION: LEGO1 0x100a2c30
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Result DeviceImpl::SetShadingModel(ShadingModel model)
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{
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// Doesn't match well even though we know this is exactly
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// the original code thanks to the jump table.
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D3DRMRENDERQUALITY renderQuality = Translate(model);
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return ResultVal(m_data->SetQuality(renderQuality));
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}
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// FUNCTION: LEGO1 0x100a2ca0
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Result DeviceImpl::SetShadeCount(unsigned long shadeCount)
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{
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return ResultVal(m_data->SetShades(shadeCount));
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}
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// FUNCTION: LEGO1 0x100a2cc0
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Result DeviceImpl::SetDither(int dither)
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{
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return ResultVal(m_data->SetDither(dither));
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}
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// Probably wrong, not sure what's going on in this method.
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// FUNCTION: LEGO1 0x100a2ce0
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void DeviceImpl::InitFromD3DDevice(Device*)
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{
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// Device argument is intentionally unused.
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IDirect3DRMWinDevice* winDevice;
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if (ResultVal(m_data->QueryInterface(IID_IDirect3DRMWinDevice, (LPVOID*) &winDevice))) {
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m_data->InitFromD3D((LPDIRECT3D) &winDevice, (LPDIRECT3DDEVICE) m_data);
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winDevice->Release();
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}
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}
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// Really don't know what's going on here. Seems it will call down to Init
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// but the decomp suggests it otherwise looks the same as InitFromD3D but Init
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// takes widly different parameters.
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// FUNCTION: LEGO1 0x100a2d20
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void DeviceImpl::InitFromWindowsDevice(Device*)
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{
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// Device argument is intentionally unused.
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IDirect3DRMWinDevice* winDevice;
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if (SUCCEEDED(m_data->QueryInterface(IID_IDirect3DRMWinDevice, (LPVOID*) &winDevice))) {
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// m_data->Init(??);
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winDevice->Release();
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}
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}
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// FUNCTION: LEGO1 0x100a2d60
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Result DeviceImpl::Update()
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{
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return ResultVal(m_data->Update());
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}
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