D:/d3d10drv/d3d10drv/d3d.cpp File Reference

#include <d3d10.h>
#include <d3dx10.h>
#include <hash_map>
#include "d3d10drv.h"
#include "polyflags.h"
#include "d3d.h"

Defines

#define PF_Transient   PF_Highlighted

Variables

struct {
   IDXGIOutput *   output
   ID3D10Device *   device
   IDXGISwapChain *   swapChain
   ID3D10RenderTargetView *   renderTargetView
   ID3D10InputLayout *   vertexLayout
   ID3D10Buffer *   vertexBuffer
   ID3D10Buffer *   indexBuffer
   ID3D10Effect *   effect
   struct {
      ID3D10DepthStencilView *   renderTargetView
   }   depthStencil
D3DObjects
struct {
   ID3D10EffectMatrixVariable *   projection
   ID3D10EffectScalarVariable *   useProjection
   ID3D10EffectScalarVariable *   useTexturePass
   ID3D10EffectShaderResourceVariable *   shaderTextures
   ID3D10EffectVectorVariable *   flashColor
   ID3D10EffectScalarVariable *   flashEnable
   ID3D10EffectScalarVariable *   time
shaderVars
struct {
   ID3D10EffectDepthStencilVariable *   dstate_Enable
   ID3D10EffectDepthStencilVariable *   dstate_Disable
   ID3D10EffectBlendVariable *   bstate_Translucent
   ID3D10EffectBlendVariable *   bstate_Modulate
   ID3D10EffectBlendVariable *   bstate_NoBlend
   ID3D10EffectSamplerVariable *   sam
states
struct {
   DWORD64   boundTextureID [D3D::DUMMY_NUM_PASSES]
   BOOL   enabled [D3D::DUMMY_NUM_PASSES]
texturePasses
stdext::hash_map< unsigned
__int64, D3D::CachedTexture
textureCache
const unsigned int I_BUFFER_SIZE = 20000
const unsigned int V_BUFFER_SIZE = I_BUFFER_SIZE
static unsigned int numVerts
static unsigned int numIndices
static unsigned int numUndrawnIndices
static D3D::VertexmappedVBuffer
static int * mappedIBuffer
static const DXGI_FORMAT BACKBUFFER_FORMAT = DXGI_FORMAT_R8G8B8A8_UNORM
static const float TIME_STEP = (1/60.0f)
static D3D::Options options

Detailed Description


Variable Documentation

DWORD64 boundTextureID[D3D::DUMMY_NUM_PASSES]

CPU side bound texture IDs for the various passes as defined in the shader

struct { ... } D3DObjects [static]

D3D Objects

BOOL enabled[D3D::DUMMY_NUM_PASSES]

Bool whether to use each texture pass (CPU side, used to set shaderVars.useTexturePass)

ID3D10EffectVectorVariable* flashColor

Flash color

ID3D10EffectScalarVariable* flashEnable

Flash enabled?

const unsigned int I_BUFFER_SIZE = 20000

Triangle fans are drawn indexed. Their vertices and draw indexes are stored in mapped buffers. At the start of a frame or when the buffer is full, it gets emptied. Otherwise, the buffer is reused over multiple draw() calls.

ID3D10EffectMatrixVariable* projection

projection matrix

ID3D10EffectShaderResourceVariable* shaderTextures

GPU side currently bound textures

struct { ... } shaderVars [static]

Shader side variables

struct { ... } states [static]

States (defined in fx file)

stdext::hash_map<unsigned __int64,D3D::CachedTexture> textureCache

The texture cache

struct { ... } texturePasses [static]

Texture cache variables

ID3D10EffectScalarVariable* time

Time for sin() etc

ID3D10EffectScalarVariable* useProjection

Use projection transform

ID3D10EffectScalarVariable* useTexturePass

Bool whether to use each texture pass (shader side)


Generated on Sun Jun 7 13:24:47 2009 for D3D10DRV by  doxygen 1.5.9