isle-portable/LEGO1/tgl/d3drm/device.cpp
Mark Langen 260772e374
Bootstrap decomp of Tgl rendering library (#293)
* 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>
2023-12-07 13:10:42 +01:00

85 lines
2.1 KiB
C++

#include "impl.h"
#include <d3drmwin.h>
using namespace TglImpl;
// SYNTHETIC: LEGO1 0x100a22c0
// TglImpl::DeviceImpl::`scalar deleting destructor'
// FUNCTION: LEGO1 0x100a2bf0
void* DeviceImpl::ImplementationDataPtr()
{
return reinterpret_cast<void*>(&m_data);
}
// FUNCTION: LEGO1 0x100a2c00
unsigned long DeviceImpl::GetWidth()
{
return m_data->GetWidth();
}
// FUNCTION: LEGO1 0x100a2c10
unsigned long DeviceImpl::GetHeight()
{
return m_data->GetHeight();
}
// FUNCTION: LEGO1 0x100a2c20
Result DeviceImpl::SetColorModel(ColorModel)
{
return Success;
}
// FUNCTION: LEGO1 0x100a2c30
Result DeviceImpl::SetShadingModel(ShadingModel model)
{
// Doesn't match well even though we know this is exactly
// the original code thanks to the jump table.
D3DRMRENDERQUALITY renderQuality = Translate(model);
return ResultVal(m_data->SetQuality(renderQuality));
}
// FUNCTION: LEGO1 0x100a2ca0
Result DeviceImpl::SetShadeCount(unsigned long shadeCount)
{
return ResultVal(m_data->SetShades(shadeCount));
}
// FUNCTION: LEGO1 0x100a2cc0
Result DeviceImpl::SetDither(int dither)
{
return ResultVal(m_data->SetDither(dither));
}
// Probably wrong, not sure what's going on in this method.
// FUNCTION: LEGO1 0x100a2ce0
void DeviceImpl::InitFromD3DDevice(Device*)
{
// Device argument is intentionally unused.
IDirect3DRMWinDevice* winDevice;
if (ResultVal(m_data->QueryInterface(IID_IDirect3DRMWinDevice, (LPVOID*) &winDevice))) {
m_data->InitFromD3D((LPDIRECT3D) &winDevice, (LPDIRECT3DDEVICE) m_data);
winDevice->Release();
}
}
// Really don't know what's going on here. Seems it will call down to Init
// but the decomp suggests it otherwise looks the same as InitFromD3D but Init
// takes widly different parameters.
// FUNCTION: LEGO1 0x100a2d20
void DeviceImpl::InitFromWindowsDevice(Device*)
{
// Device argument is intentionally unused.
IDirect3DRMWinDevice* winDevice;
if (SUCCEEDED(m_data->QueryInterface(IID_IDirect3DRMWinDevice, (LPVOID*) &winDevice))) {
// m_data->Init(??);
winDevice->Release();
}
}
// FUNCTION: LEGO1 0x100a2d60
Result DeviceImpl::Update()
{
return ResultVal(m_data->Update());
}