From 663631725ee2d633d9ec5821cd48953ffd188d00 Mon Sep 17 00:00:00 2001 From: ftrapero Date: Tue, 27 Jun 2017 12:08:38 +0200 Subject: Squashed 'nx-X11/extras/Mesa_6.4.2/' content from commit 475b1f7 git-subtree-dir: nx-X11/extras/Mesa_6.4.2 git-subtree-split: 475b1f7b56fa36ef4f3b22a749f88a98ddc0d502 --- src/mesa/drivers/d3d/D3DCAPS.CPP | 250 ++++ src/mesa/drivers/d3d/D3DHAL.H | 68 + src/mesa/drivers/d3d/D3DInit.cpp | 891 +++++++++++++ src/mesa/drivers/d3d/D3DMESA.H | 84 ++ src/mesa/drivers/d3d/D3DRaster.cpp | 213 ++++ src/mesa/drivers/d3d/D3DShared.h | 154 +++ src/mesa/drivers/d3d/D3DTEXT.CPP | 576 +++++++++ src/mesa/drivers/d3d/D3DTextureMgr.cpp | 947 ++++++++++++++ src/mesa/drivers/d3d/D3DTextureMgr.h | 62 + src/mesa/drivers/d3d/D3DUTILS.CPP | 638 ++++++++++ src/mesa/drivers/d3d/D3Dvbrender.c | 2149 ++++++++++++++++++++++++++++++++ src/mesa/drivers/d3d/DDrawPROCS.c | 399 ++++++ src/mesa/drivers/d3d/DEBUG.C | 143 +++ src/mesa/drivers/d3d/DEBUG.H | 90 ++ src/mesa/drivers/d3d/DbgEnv.bat | 25 + src/mesa/drivers/d3d/MAKEFILE | 101 ++ src/mesa/drivers/d3d/NULLProcs.h | 49 + src/mesa/drivers/d3d/NullProcs.c | 49 + src/mesa/drivers/d3d/OPENGL32.DEF | 442 +++++++ src/mesa/drivers/d3d/WGL.C | 1262 +++++++++++++++++++ src/mesa/drivers/d3d/d3dText.h | 53 + 21 files changed, 8645 insertions(+) create mode 100644 src/mesa/drivers/d3d/D3DCAPS.CPP create mode 100644 src/mesa/drivers/d3d/D3DHAL.H create mode 100644 src/mesa/drivers/d3d/D3DInit.cpp create mode 100644 src/mesa/drivers/d3d/D3DMESA.H create mode 100644 src/mesa/drivers/d3d/D3DRaster.cpp create mode 100644 src/mesa/drivers/d3d/D3DShared.h create mode 100644 src/mesa/drivers/d3d/D3DTEXT.CPP create mode 100644 src/mesa/drivers/d3d/D3DTextureMgr.cpp create mode 100644 src/mesa/drivers/d3d/D3DTextureMgr.h create mode 100644 src/mesa/drivers/d3d/D3DUTILS.CPP create mode 100644 src/mesa/drivers/d3d/D3Dvbrender.c create mode 100644 src/mesa/drivers/d3d/DDrawPROCS.c create mode 100644 src/mesa/drivers/d3d/DEBUG.C create mode 100644 src/mesa/drivers/d3d/DEBUG.H create mode 100644 src/mesa/drivers/d3d/DbgEnv.bat create mode 100644 src/mesa/drivers/d3d/MAKEFILE create mode 100644 src/mesa/drivers/d3d/NULLProcs.h create mode 100644 src/mesa/drivers/d3d/NullProcs.c create mode 100644 src/mesa/drivers/d3d/OPENGL32.DEF create mode 100644 src/mesa/drivers/d3d/WGL.C create mode 100644 src/mesa/drivers/d3d/d3dText.h (limited to 'src/mesa/drivers/d3d') diff --git a/src/mesa/drivers/d3d/D3DCAPS.CPP b/src/mesa/drivers/d3d/D3DCAPS.CPP new file mode 100644 index 000000000..cd95ef0f1 --- /dev/null +++ b/src/mesa/drivers/d3d/D3DCAPS.CPP @@ -0,0 +1,250 @@ +/*===========================================================================*/ +/* */ +/* Mesa-3.0 DirectX 6 Driver Build 5 */ +/* */ +/* By Leigh McRae */ +/* */ +/* http://www.altsoftware.com/ */ +/* */ +/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */ +/*===========================================================================*/ +#include "D3DHAL.h" +/*===========================================================================*/ +/* Macros. */ +/*===========================================================================*/ +#define SRCBLEND_MAP(gl,d3d,fall) if ( pHAL->D3DHWDevDesc.dpcTriCaps.dwSrcBlendCaps & d3d ) \ + { \ + sprintf( buffer, "SRC Blend: %s -> %s", # gl, # d3d ); \ + DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), buffer )); \ + pShared->dwSrcBlendCaps[index] = d3d; \ + } \ + else \ + { \ + sprintf( buffer, "SRC Blend: %s -> %s", # gl, # fall ); \ + DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), buffer )); \ + pShared->dwSrcBlendCaps[index] = fall; \ + } +#define DSTBLEND_MAP(gl,d3d,fall) if ( pHAL->D3DHWDevDesc.dpcTriCaps.dwDestBlendCaps & d3d ) \ + { \ + sprintf( buffer, "DST Blend: %s -> %s", # gl, # d3d ); \ + DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), buffer )); \ + pShared->dwDestBlendCaps[index] = d3d; \ + } \ + else \ + { \ + sprintf( buffer, "DST Blend: %s -> %s", # gl, # fall ); \ + DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), buffer )); \ + pShared->dwDestBlendCaps[index] = fall; \ + } + +/*===========================================================================*/ +/* I use this function to handle the fact that the D3D texture blending and */ +/* OpenGL texture blending functions don't map one to one. Also there is the*/ +/* problem with cards not supporting all the D3D functions. So I use the CAPS*/ +/* of the card to make a table of functions that will have defaults for the */ +/* unsupported functions. */ +/* So first I fill the table with the fallback function then I check to see */ +/* if the card supports the requested function. If it does I replace the */ +/* default thats already in the array. Now order does matter as I used an */ +/* enum type in D3DShared.h so that the mapping would be a little easier. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +void AlphaBlendTableHAL( PMESAD3DHAL pHAL ) +{ + PMESAD3DSHARED pShared = &pHAL->shared; + int index; + char buffer[128]; + + DPF(( DBG_FUNC, "AlphaBlendTableHAL();" )); + + /* Make the fallback for the Source blend. */ + for( index = 0; index < 14; index++ ) + { + switch( index ) + { + case s_zero: + SRCBLEND_MAP( GL_ZERO, D3DBLEND_ZERO, D3DBLEND_ONE ); + break; + case s_one: + SRCBLEND_MAP( GL_ONE, D3DBLEND_ONE, D3DBLEND_ONE ); + break; + case s_dst_color: + SRCBLEND_MAP( GL_DST_COLOR, D3DBLEND_DESTCOLOR, D3DBLEND_ONE ); + break; + case s_one_minus_dst_color: + SRCBLEND_MAP( GL_ONE_MINUS_DST_COLOR, D3DBLEND_INVDESTCOLOR, D3DBLEND_ONE ); + break; + case s_src_alpha: + SRCBLEND_MAP( GL_SRC_ALPHA, D3DBLEND_SRCALPHA, D3DBLEND_ONE ); + break; + case s_one_minus_src_alpha: + SRCBLEND_MAP( GL_ONE_MINUS_SRC_ALPHA, D3DBLEND_INVSRCALPHA, D3DBLEND_ONE ); + break; + case s_dst_alpha: + SRCBLEND_MAP( GL_DST_ALPHA, D3DBLEND_DESTALPHA, D3DBLEND_ONE ); + break; + case s_one_minus_dst_alpha: + SRCBLEND_MAP( GL_ONE_MINUS_DST_ALPHA, D3DBLEND_INVDESTALPHA, D3DBLEND_ONE ); + break; + case s_src_alpha_saturate: + SRCBLEND_MAP( GL_SRC_ALPHA_SATURATE, D3DBLEND_SRCALPHASAT, D3DBLEND_ONE ); + break; + case s_constant_color: + SRCBLEND_MAP( GL_CONSTANT_COLOR, D3DBLEND_SRCCOLOR, D3DBLEND_ONE ); + break; + case s_one_minus_constant_color: + SRCBLEND_MAP( GL_ONE_MINUS_CONSTANT_COLOR, D3DBLEND_INVSRCCOLOR, D3DBLEND_ONE ); + break; + case s_constant_alpha: + SRCBLEND_MAP( GL_CONSTANT_ALPHA, D3DBLEND_BOTHSRCALPHA, D3DBLEND_ONE ); + break; + case s_one_minus_constant_alpha: + SRCBLEND_MAP( GL_ONE_MINUS_CONSTANT_ALPHA, D3DBLEND_BOTHINVSRCALPHA, D3DBLEND_ONE ); + break; + } + } + + /* Make the fallback for the Destination blend. */ + for( index = 0; index < 14; index++ ) + { + switch( index ) + { + case d_zero: + DSTBLEND_MAP( GL_ZERO, D3DBLEND_ZERO, D3DBLEND_ONE ); + break; + case d_one: + DSTBLEND_MAP( GL_ONE, D3DBLEND_ONE, D3DBLEND_ONE ); + break; + case d_src_color: + DSTBLEND_MAP( GL_SRC_COLOR, D3DBLEND_SRCCOLOR, D3DBLEND_ONE ); + break; + case d_one_minus_src_color: + DSTBLEND_MAP( GL_ONE_MINUS_SRC_COLOR, D3DBLEND_INVSRCCOLOR, D3DBLEND_ONE ); + break; + case d_src_alpha: + DSTBLEND_MAP( GL_SRC_ALPHA, D3DBLEND_SRCALPHA, D3DBLEND_ONE ); + break; + case d_one_minus_src_alpha: + DSTBLEND_MAP( GL_ONE_MINUS_SRC_ALPHA, D3DBLEND_INVSRCALPHA, D3DBLEND_ONE ); + break; + case d_dst_alpha: + DSTBLEND_MAP( GL_DST_ALPHA, D3DBLEND_DESTALPHA, D3DBLEND_ONE ); + break; + case d_one_minus_dst_alpha: + DSTBLEND_MAP( GL_ONE_MINUS_DST_ALPHA, D3DBLEND_INVDESTALPHA, D3DBLEND_ONE ); + break; + case d_constant_color: + DSTBLEND_MAP( GL_CONSTANT_COLOR, D3DBLEND_DESTCOLOR, D3DBLEND_ONE ); + break; + case d_one_minus_constant_color: + DSTBLEND_MAP( GL_ONE_MINUS_CONSTANT_COLOR, D3DBLEND_INVDESTCOLOR, D3DBLEND_ONE ); + break; + case d_constant_alpha: + DSTBLEND_MAP( GL_CONSTANT_ALPHAR, D3DBLEND_BOTHSRCALPHA, D3DBLEND_ONE ); + break; + case d_one_minus_constant_alpha: + DSTBLEND_MAP( GL_ONE_MINUS_CONSTANT_ALPHA, D3DBLEND_BOTHINVSRCALPHA, D3DBLEND_ONE ); + break; + } + } + + /* Make the fallbacks for the texture functions. */ + for( index = 0; index < 4; index++ ) + { + switch( index ) + { + case d3dtblend_decal: + if ( pHAL->D3DHWDevDesc.dpcTriCaps.dwTextureBlendCaps & D3DTBLEND_DECAL ) + { + DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_DECAL -> D3DTBLEND_DECAL" )); + pShared->dwTexFunc[index] = D3DTBLEND_DECAL; + } + else + { + if ( pHAL->D3DHWDevDesc.dpcTriCaps.dwTextureBlendCaps & D3DTBLEND_MODULATE ) + { + DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_DECAL -> D3DTBLEND_MODULATE" )); + pShared->dwTexFunc[index] = D3DTBLEND_MODULATE; + } + else + { + DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_DECAL -> D3DTBLEND_ADD" )); + pShared->dwTexFunc[index] = D3DTBLEND_ADD; + } + } + break; + case d3dtblend_decalalpha: + if ( pHAL->D3DHWDevDesc.dpcTriCaps.dwTextureBlendCaps & D3DTBLEND_DECALALPHA ) + { + DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_DECALALPHA -> D3DTBLEND_DECALALPHA" )); + pShared->dwTexFunc[index] = D3DTBLEND_DECALALPHA; + } + else + { + if ( pHAL->D3DHWDevDesc.dpcTriCaps.dwTextureBlendCaps & D3DTBLEND_DECAL ) + { + DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_DECALALPA -> D3DTBLEND_DECAL" )); + pShared->dwTexFunc[index] = D3DTBLEND_DECAL; + } + else + { + DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_DECALALPHA -> D3DTBLEND_ADD" )); + pShared->dwTexFunc[index] = D3DTBLEND_ADD; + } + } + break; + case d3dtblend_modulate: + if ( pHAL->D3DHWDevDesc.dpcTriCaps.dwTextureBlendCaps & D3DTBLEND_MODULATE ) + { + DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_MODULATE -> D3DTBLEND_MODULATE" )); + pShared->dwTexFunc[index] = D3DTBLEND_MODULATE; + } + else + { + if ( pHAL->D3DHWDevDesc.dpcTriCaps.dwTextureBlendCaps & D3DTBLEND_MODULATEALPHA ) + { + DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_MODULATE -> D3DTBLEND_MODULATEALPHA" )); + pShared->dwTexFunc[index] = D3DTBLEND_MODULATEALPHA; + } + else if ( pHAL->D3DHWDevDesc.dpcTriCaps.dwTextureBlendCaps & D3DTBLEND_DECAL ) + { + DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_MODULATE -> D3DTBLEND_DECAL" )); + pShared->dwTexFunc[index] = D3DTBLEND_DECAL; + } + else + { + DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_MODULATE -> D3DTBLEND_ADD" )); + pShared->dwTexFunc[index] = D3DTBLEND_ADD; + } + } + break; + case d3dtblend_modulatealpha: + if ( pHAL->D3DHWDevDesc.dpcTriCaps.dwTextureBlendCaps & D3DTBLEND_MODULATEALPHA ) + { + DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_MODULATEALPHA -> D3DTBLEND_MODULATEALPHA" )); + pShared->dwTexFunc[index] = D3DTBLEND_MODULATEALPHA; + } + else + { + if ( pHAL->D3DHWDevDesc.dpcTriCaps.dwTextureBlendCaps & D3DTBLEND_MODULATE ) + { + DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_MODULATEALPHA -> D3DTBLEND_MODULATE" )); + pShared->dwTexFunc[index] = D3DTBLEND_MODULATE; + } + else if ( pHAL->D3DHWDevDesc.dpcTriCaps.dwTextureBlendCaps & D3DTBLEND_DECAL ) + { + DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_MODULATEALPHA -> D3DTBLEND_DECALE" )); + pShared->dwTexFunc[index] = D3DTBLEND_DECAL; + } + else + { + DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_MODULATEALPHA -> D3DTBLEND_ADD" )); + pShared->dwTexFunc[index] = D3DTBLEND_ADD; + } + } + break; + } + } +} + diff --git a/src/mesa/drivers/d3d/D3DHAL.H b/src/mesa/drivers/d3d/D3DHAL.H new file mode 100644 index 000000000..5295520d7 --- /dev/null +++ b/src/mesa/drivers/d3d/D3DHAL.H @@ -0,0 +1,68 @@ +/*===========================================================================*/ +/* */ +/* Mesa-3.0 DirectX 6 Driver */ +/* */ +/* By Leigh McRae */ +/* */ +/* http://www.altsoftware.com/ */ +/* */ +/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */ +/*===========================================================================*/ +#ifndef _D3D_HAL_INC +#define _D3D_HAL_INC + +/*===========================================================================*/ +/* Includes. */ +/*===========================================================================*/ +#include +#include +#include +#include +#include +#include "D3DShared.h" +#include "D3DTextureMgr.h" +#include "Debug.h" +/*===========================================================================*/ +/* Defines. */ +/*===========================================================================*/ +#define DX_RESTORE(ps) if ( (ps) && (ps)->IsLost() ) (ps)->Restore(); +/*===========================================================================*/ +/* Type defines. */ +/*===========================================================================*/ +typedef struct _d3d_hal_struct +{ + MESAD3DSHARED shared; + + GUID guid; + LPDIRECTDRAW lpDD; + LPDIRECTDRAW4 lpDD4; + LPDIRECT3D3 lpD3D3; + LPDIRECT3DDEVICE3 lpD3DDevice; + D3DDEVICEDESC D3DHWDevDesc; + LPDIRECTDRAWSURFACE4 lpDDSPrimary, + lpDDSRender, + lpDDSZbuffer; + LPDIRECT3DVIEWPORT3 lpViewport; + LPDIRECTDRAWCLIPPER lpClipper; + DDPIXELFORMAT ddpf, + ddpfZBuffer; + PTM_OBJECT pTMList; + +} MESAD3DHAL, *PMESAD3DHAL; +/*===========================================================================*/ +/* External function prototypes. */ +/*===========================================================================*/ +extern BOOL InitTMgrHAL( PMESAD3DHAL pHAL ); +extern void TermTMgrHAL( PMESAD3DHAL pHAL ); +extern void AlphaBlendTableHAL( PMESAD3DHAL pHAL ); + +extern void Solve8BitChannelPixelFormat( DDPIXELFORMAT *pddpf, PPIXELINFO pPixel ); +extern char *ErrorStringD3D( HRESULT hr ); +extern void FatalShutDown( PMESAD3DHAL pHAL ); +/*===========================================================================*/ +/* Global variables. */ +/*===========================================================================*/ +extern char *errorMsg; + +#endif + diff --git a/src/mesa/drivers/d3d/D3DInit.cpp b/src/mesa/drivers/d3d/D3DInit.cpp new file mode 100644 index 000000000..ba7891612 --- /dev/null +++ b/src/mesa/drivers/d3d/D3DInit.cpp @@ -0,0 +1,891 @@ +/*===========================================================================*/ +/* */ +/* Mesa-3.0 DirectX 6 Driver Build 5 */ +/* */ +/* By Leigh McRae */ +/* */ +/* http://www.altsoftware.com/ */ +/* */ +/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */ +/*===========================================================================*/ +#include "D3DHAL.h" +/*===========================================================================*/ +/* Local function prototypes. */ +/*===========================================================================*/ +static void DestroyAllSurfaces( PMESAD3DHAL pHAL ); +static void DestroyDevice( PMESAD3DHAL pHAL ); +static void DestroyInterfaces( PMESAD3DHAL pHAL ); + +HRESULT WINAPI EnumSurfacesHook( LPDIRECTDRAWSURFACE4 lpDDS, LPDDSURFACEDESC2 lpDDSDesc, LPVOID pVoid ); +HRESULT CALLBACK EnumZBufferHook( DDPIXELFORMAT* pddpf, VOID *pVoid ); +HRESULT CALLBACK EnumDeviceHook( GUID FAR* lpGuid, LPSTR lpDesc, LPSTR lpName, LPD3DDEVICEDESC lpD3DHWDesc, LPD3DDEVICEDESC lpD3DHELDesc, void *pVoid ); +/*===========================================================================*/ +/* Globals. */ +/*===========================================================================*/ +//char *errorMsg; +/*===========================================================================*/ +/* This function is responable for allocating the actual MESAD3DHAL struct. */ +/* Each Mesa context will have its own MESAD3DHAL struct so its like a mini */ +/* context to some extent. All one time allocations/operations get done here.*/ +/*===========================================================================*/ +/* RETURN: TRUE, FALSE. */ +/*===========================================================================*/ +extern "C" PMESAD3DSHARED InitHAL( HWND hwnd ) +{ + PMESAD3DHAL pHAL; + ULONG rc; + + DPF(( DBG_FUNC, "InitHAL();" )); + DPF(( DBG_CNTX_INFO, "hwnd: %d", hwnd )); + + /* Allocate the structure and zero it out. */ + pHAL = (PMESAD3DHAL)ALLOC( sizeof(MESAD3DHAL) ); + if ( pHAL == NULL ) + { + RIP( pHAL, "InitHAL->", "Memory Allocation" ); + return (PMESAD3DSHARED)NULL; + } + memset( pHAL, 0, sizeof(MESAD3DHAL) ); + + /* Get the texture manager going. */ + rc = InitTMgrHAL( pHAL ); + if ( rc == FALSE ) + { + RIP( pHAL, "InitTMgrHAL->", "Failed" ); + return (PMESAD3DSHARED)NULL; + } + + /* Fill in the window parameters if we can. */ + pHAL->shared.hwnd = hwnd; + + /* Parse the user's enviroment variables to generate a debug mask. */ + ReadDBGEnv(); + + return (PMESAD3DSHARED)pHAL; +} +/*===========================================================================*/ +/* This function will unload all the resources that the MESAD3DHAL struct */ +/* has bound to it. The actual structure itself will be freed. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +extern "C" void TermHAL( PMESAD3DSHARED pShared ) +{ + PMESAD3DHAL pHAL = (PMESAD3DHAL)pShared; + + DPF(( DBG_FUNC, "TermHAL();" )); + + /* Check for an empty wrapper structure. */ + if ( pHAL == NULL ) + return; + + /* Kill this texture manager. */ + TermTMgrHAL( pHAL ); + + /* Kill any DDraw stuff if exists. */ + DestroyDevice( pHAL ); + DestroyAllSurfaces( pHAL ); + DestroyInterfaces( pHAL ); + + FREE( pHAL ); +} +/*===========================================================================*/ +/* This function is used to init and resize the rendering surface as the two*/ +/* are almost the same. First the device and all the surfaces are destoryed */ +/* if they already exist. Next we create a OffScreen rendering surface and */ +/* save some pixelformat info to do color convertions. Next we start to take */ +/* care of getting the most out of the hardware. I use bHardware to determine*/ +/* the state of the device we found in the device enumeration. The enum proc*/ +/* will try for hardware first. I next use a bForceSW to make the enum proc */ +/* choose a software device. So I will try some combinations with HW first */ +/* until I feel I have to set the bForceSW and call this function again. If */ +/* this function is called with no width or height then use the internals. */ +/* NOTE: The worst case is that all will be in SW (RGBDevice) and really */ +/* I should forget the whole thing and fall back to a DDraw span type*/ +/* rendering but what is the point. This way I always know I have a */ +/* D3DDevice and that makes things easier. I do impliment the span */ +/* rendering function for stuff that I haven't done support for such */ +/* as points and lines. */ +/*===========================================================================*/ +/* RETURN: TRUE, FALSE */ +/*===========================================================================*/ +extern "C" BOOL CreateHAL( PMESAD3DSHARED pShared ) +{ + PMESAD3DHAL pHAL = (PMESAD3DHAL)pShared; + DDSURFACEDESC2 ddsd2; + D3DDEVICEDESC D3DSWDevDesc; + DDSCAPS2 ddscaps; + DWORD dwCoopFlags, + dwWidth, + dwHeight; + ULONG rc; + + DPF(( DBG_FUNC, "CreateHAL();" )); + +#define InitDDSD2(f) memset( &ddsd2, 0, sizeof(DDSURFACEDESC2) ); \ + ddsd2.dwSize = sizeof( DDSURFACEDESC2 ); \ + ddsd2.dwFlags = f; + + if ( pHAL == NULL ) + return FALSE; + + /* Use the internal rectangle struct. */ + dwWidth = pShared->rectW.right - pShared->rectW.left; + dwHeight = pShared->rectW.bottom - pShared->rectW.top; + + DPF(( DBG_CNTX_INFO, "Width: %d Height: %d", dwWidth, dwHeight )); + + /* The dimensions might still be the same so just leave. */ + if ( (dwWidth == pShared->dwWidth) && (dwHeight == pShared->dwHeight) ) + { + DPF(( DBG_CNTX_WARN, "Context size hasn't changed" )); + return TRUE; + } + + /* If one of the dimensions are zero then leave. WM_SIZE should get us back here. */ + if ( (dwWidth == 0) || (dwHeight == 0) ) + return TRUE; + + /* Save the renders dimensions. */ + pShared->dwWidth = dwWidth; + pShared->dwHeight = dwHeight; + + DPF(( DBG_CNTX_INFO, "Creating Context:\n cx:%d cy:%d", pShared->dwWidth, pShared->dwHeight )); + + /*=================================*/ + /* Create all required interfaces. */ + /*=================================*/ + + /* Kill any DDraw stuff if exists. */ + DestroyDevice( pHAL ); + DestroyAllSurfaces( pHAL ); + DestroyInterfaces( pHAL ); + + /* Create a instance of DDraw using the Primary display driver. */ + rc = DirectDrawCreate( NULL, &pHAL->lpDD, NULL ); + if( FAILED(rc) ) + { + RIP( pHAL, "DirectDrawCreate->", ErrorStringD3D(rc) ); + return FALSE; + } + + /* Get the DDraw4 interface. */ + rc = pHAL->lpDD->QueryInterface( IID_IDirectDraw4, (void **)&pHAL->lpDD4 ); + if( FAILED(rc) ) + { + RIP( pHAL, "QueryInterface (IID_IDirectDraw4) ->", ErrorStringD3D(rc) ); + return FALSE; + } + + /* Get the Direct3D3 interface. */ + rc = pHAL->lpDD4->QueryInterface( IID_IDirect3D3, (void **)&pHAL->lpD3D3 ); + if( FAILED(rc) ) + { + RIP( pHAL, "QueryInterface (IID_IDirect3D3) ->", ErrorStringD3D(rc) ); + return FALSE; + } + + /* Set the Cooperative level. NOTE: we need to know if we are FS at this point.*/ + dwCoopFlags = (pShared->bWindow == TRUE) ? DDSCL_NORMAL : (DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN); + rc = pHAL->lpDD4->SetCooperativeLevel( pShared->hwnd, dwCoopFlags ); + if ( FAILED(rc) ) + { + RIP( pHAL, "SetCooperativeLevel->", ErrorStringD3D(rc) ); + return FALSE; + } + + /*==================================================================*/ + /* Get the best device we can and note whether its hardware or not. */ + /*==================================================================*/ + pShared->bForceSW = FALSE; + pHAL->lpD3D3->EnumDevices( EnumDeviceHook, (void *)pHAL ); + pShared->bHardware = IsEqualIID( pHAL->guid, IID_IDirect3DHALDevice ); + DPF(( DBG_CNTX_INFO, "bHardware: %s", (pShared->bHardware) ? "TRUE" : "FALSE" )); + DPF(( DBG_CNTX_INFO, "bWindowed: %s", (pShared->bWindow) ? "TRUE" : "FALSE" )); + + /*========================================================================*/ + /* HARDWARE was found. */ + /*========================================================================*/ + if ( pShared->bHardware == TRUE ) + { + /*===================================*/ + /* HARDWARE -> Z-BUFFER. */ + /*===================================*/ + + /* Get a Z-Buffer pixelformat. */ + memset( &ddsd2, 0, sizeof(DDSURFACEDESC2) ); + ddsd2.dwSize = sizeof( DDSURFACEDESC2 ); + rc = pHAL->lpD3D3->EnumZBufferFormats( pHAL->guid, EnumZBufferHook, (VOID*)&ddsd2.ddpfPixelFormat ); + if ( FAILED(rc) ) + { + RIP( pHAL, "EnumZBufferFormatsl->", ErrorStringD3D(rc) ); + return FALSE; + } + + /* Setup our request structure for the Z-buffer surface. */ + ddsd2.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT | DDSD_PIXELFORMAT; + ddsd2.ddsCaps.dwCaps = DDSCAPS_ZBUFFER | DDSCAPS_VIDEOMEMORY; + ddsd2.dwWidth = dwWidth; + ddsd2.dwHeight = dwHeight; + rc = pHAL->lpDD4->CreateSurface( &ddsd2, &pHAL->lpDDSZbuffer, NULL ); + if ( !FAILED(rc) ) + { + DPF(( DBG_CNTX_INFO, "HW ZBuffer" )); + + /*===================================*/ + /* HARDWARE -> Z-BUFFER -> FLIPABLE */ + /*===================================*/ + if ( pShared->bWindow == FALSE ) + { + InitDDSD2( DDSD_CAPS | DDSD_BACKBUFFERCOUNT ); + ddsd2.dwBackBufferCount = 1; + ddsd2.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_3DDEVICE | DDSCAPS_FLIP | DDSCAPS_COMPLEX; + rc = pHAL->lpDD4->CreateSurface( &ddsd2, &pHAL->lpDDSPrimary, NULL ); + if ( FAILED(rc) ) + { + /* Make sure we try the next fall back. */ + DPF(( DBG_CNTX_WARN, "HW Flip/Complex not available" )); + pHAL->lpDDSPrimary = NULL; + } + else + { + /* Get the back buffer that was created. */ + ddscaps.dwCaps = DDSCAPS_BACKBUFFER; + rc = pHAL->lpDDSPrimary->GetAttachedSurface( &ddscaps, &pHAL->lpDDSRender ); + if ( FAILED(rc) ) + { + DPF(( DBG_CNTX_WARN, "GetAttachedSurface failed -> HW Flip/Complex" )); + + /* Make sure we try the next fall back. */ + pHAL->lpDDSPrimary->Release(); + pHAL->lpDDSPrimary = NULL; + } + else + { + /* I have had problems when a complex surface comes back */ + /* with the back buffer being created in SW. Not sure why */ + /* or how this is possable but I'm checking for it here. */ + memset( &ddsd2, 0, sizeof(DDSURFACEDESC2) ); + ddsd2.dwSize = sizeof( DDSURFACEDESC2 ); + DX_RESTORE( pHAL->lpDDSRender ); + rc = pHAL->lpDDSRender->GetSurfaceDesc( &ddsd2 ); + if ( FAILED(rc) ) + { + RIP( pHAL, "GetSurfaceDesc (RENDER) ->", ErrorStringD3D(rc) ); + return FALSE; + } + + /* If the surface is in VID then we are happy with are Flipable. */ + if ( ddsd2.ddsCaps.dwCaps & DDSCAPS_LOCALVIDMEM ) + { + pShared->bFlipable = TRUE; + DPF(( DBG_CNTX_INFO, "HW Flip/Complex!" )); + } + else + { + /* Kill this setup. */ + pHAL->lpDDSPrimary->Release(); + pHAL->lpDDSPrimary = NULL; + } + } + } + } + + /*===================================*/ + /* HARDWARE -> Z-BUFFER -> BLT */ + /*===================================*/ + if ( pHAL->lpDDSPrimary == NULL ) + { + pShared->bFlipable = FALSE; + + /* Create the Primary (front buffer). */ + InitDDSD2( DDSD_CAPS ); + ddsd2.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE; + rc = pHAL->lpDD4->CreateSurface( &ddsd2, &pHAL->lpDDSPrimary, NULL ); + if ( FAILED(rc) ) + { + /* This is an error as we should be able to do this at minimum. */ + RIP( pHAL, "CreateSurface (PRIMARY) ->", ErrorStringD3D(rc) ); + return FALSE; + } + + /* Create the Render (back buffer). */ + InitDDSD2( DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT ); + ddsd2.dwWidth = dwWidth; + ddsd2.dwHeight = dwHeight; + ddsd2.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN | DDSCAPS_3DDEVICE; + rc = pHAL->lpDD4->CreateSurface( &ddsd2, &pHAL->lpDDSRender, NULL ); + if ( FAILED(rc) ) + { + DPF(( DBG_CNTX_WARN, "Failed HW Offscreen surface" )); + + /* Make sure we try the next fall back. */ + pHAL->lpDDSPrimary->Release(); + pHAL->lpDDSPrimary = NULL; + } + else + { + /* Might as well check here too see if this surface is in */ + /* hardware. If nothing else just to be consistant. */ + memset( &ddsd2, 0, sizeof(DDSURFACEDESC2) ); + ddsd2.dwSize = sizeof( DDSURFACEDESC2 ); + DX_RESTORE( pHAL->lpDDSRender ); + rc = pHAL->lpDDSRender->GetSurfaceDesc( &ddsd2 ); + if ( FAILED(rc) ) + { + RIP( pHAL, "GetSurfaceDesc (RENDER) ->", ErrorStringD3D(rc) ); + return FALSE; + } + + /* If the surface is in VID then we are happy. */ + if ( ddsd2.ddsCaps.dwCaps & DDSCAPS_LOCALVIDMEM ) + { + /* Create a clipper object so that DDraw will be able to blt windows that */ + /* have been clipped by the screen or other windows. */ + pHAL->lpDD4->CreateClipper( 0, &pHAL->lpClipper, NULL ); + pHAL->lpClipper->SetHWnd( 0, pShared->hwnd ); + pHAL->lpDDSPrimary->SetClipper( pHAL->lpClipper ); + pHAL->lpClipper->Release(); + DPF(( DBG_CNTX_INFO, "HW RENDER surface" )); + } + else + { + /* Kill this setup. */ + pHAL->lpDDSRender->Release(); + pHAL->lpDDSRender = NULL; + pHAL->lpDDSPrimary->Release(); + pHAL->lpDDSPrimary = NULL; + } + } + } + + /*===================================*/ + /* Create D3DDEVICE -> HARDWARE. */ + /*===================================*/ + if ( pHAL->lpDDSZbuffer && pHAL->lpDDSPrimary && pHAL->lpDDSRender ) + { + DX_RESTORE( pHAL->lpDDSRender ); + DX_RESTORE( pHAL->lpDDSZbuffer ); + + rc = pHAL->lpDDSRender->AddAttachedSurface( pHAL->lpDDSZbuffer ); + if ( FAILED(rc) ) + { + RIP( pHAL, "AddAttachedSurface (ZBUFFER) ->", ErrorStringD3D(rc) ); + return FALSE; + } + + rc = pHAL->lpD3D3->CreateDevice( IID_IDirect3DHALDevice, pHAL->lpDDSRender, &pHAL->lpD3DDevice, NULL ); + if ( rc != D3D_OK ) + { + DPF(( DBG_CNTX_WARN, "Failed HW Device" )); + pHAL->lpD3DDevice = NULL; + } + else + { + DPF(( DBG_CNTX_INFO, "HW Device" )); + } + } + } + } + + /*========================================================================*/ + /* SOFTWARE fallback. */ + /*========================================================================*/ + if ( pHAL->lpD3DDevice == NULL ) + { + DPF(( DBG_CNTX_INFO, "SW fallback :(" )); + + /* Make sure we have no surfaces allocated. Just incase. */ + DestroyAllSurfaces( pHAL ); + + /* Get a software device. */ + pShared->bFlipable = FALSE; + pShared->bForceSW = TRUE; + pHAL->lpD3D3->EnumDevices( EnumDeviceHook, (void *)pHAL ); + pShared->bHardware = IsEqualIID( pHAL->guid, IID_IDirect3DHALDevice ); + + /*===================================*/ + /* SOFTWARE -> Z-BUFFER. */ + /*===================================*/ + + /*===================================*/ + /* SOFTWARE -> Z-BUFFER -> FLIPABLE */ + /*===================================*/ + if ( pShared->bWindow == FALSE ) + { + InitDDSD2( DDSD_CAPS | DDSD_BACKBUFFERCOUNT ); + ddsd2.dwBackBufferCount = 1; + ddsd2.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_3DDEVICE | DDSCAPS_FLIP | DDSCAPS_COMPLEX; + ddsd2.ddpfPixelFormat.dwSize = sizeof( DDPIXELFORMAT ); + ddsd2.ddpfPixelFormat.dwFlags = (DDPF_RGB | DDPF_ALPHAPIXELS); + rc = pHAL->lpDD4->CreateSurface( &ddsd2, &pHAL->lpDDSPrimary, NULL ); + if ( FAILED(rc) ) + { + DPF(( DBG_CNTX_WARN, "Failed SW Flip/Complex" )); + + /* Make sure we try the next fall back. */ + pHAL->lpDDSPrimary = NULL; + } + else + { + ddscaps.dwCaps = DDSCAPS_BACKBUFFER; + rc = pHAL->lpDDSPrimary->GetAttachedSurface( &ddscaps, &pHAL->lpDDSRender ); + if ( FAILED(rc) ) + { + /* Make sure we try the next fall back. */ + DPF(( DBG_CNTX_WARN, "GetAttachedSurface failed -> SW Flip/Complex" )); + pHAL->lpDDSPrimary->Release(); + pHAL->lpDDSPrimary = NULL; + } + else + { + DPF(( DBG_CNTX_INFO, "SW Flip/Complex" )); + pShared->bFlipable = TRUE; + } + } + } + + /*===================================*/ + /* SOFTWARE -> Z-BUFFER -> BLT */ + /*===================================*/ + if ( pHAL->lpDDSPrimary == NULL ) + { + /* Create the Primary (front buffer). */ + InitDDSD2( DDSD_CAPS ); + ddsd2.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE; + rc = pHAL->lpDD4->CreateSurface( &ddsd2, &pHAL->lpDDSPrimary, NULL ); + if ( FAILED(rc) ) + { + /* This is an error as we should be able to do this at minimum. */ + RIP( pHAL, "CreateSurface (PRIMARY) ->", ErrorStringD3D(rc) ); + return FALSE; + } + + /* Create the Render (back buffer). */ + InitDDSD2( DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT ); + ddsd2.dwWidth = dwWidth; + ddsd2.dwHeight = dwHeight; + ddsd2.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN | DDSCAPS_3DDEVICE; + ddsd2.ddpfPixelFormat.dwSize = sizeof( DDPIXELFORMAT ); + ddsd2.ddpfPixelFormat.dwFlags = (DDPF_RGB | DDPF_ALPHAPIXELS); + rc = pHAL->lpDD4->CreateSurface( &ddsd2, &pHAL->lpDDSRender, NULL ); + if ( FAILED(rc) ) + { + /* That was our last hope. */ + RIP( pHAL, "CreateSurface (RENDER) ->", ErrorStringD3D(rc) ); + return FALSE; + } + else + { + DPF(( DBG_CNTX_INFO, "SW RENDER surface" )); + + /* Create a clipper object so that DDraw will be able to blt windows that */ + /* have been clipped by the screen or other windows. */ + pHAL->lpDD4->CreateClipper( 0, &pHAL->lpClipper, NULL ); + pHAL->lpClipper->SetHWnd( 0, pShared->hwnd ); + pHAL->lpDDSPrimary->SetClipper( pHAL->lpClipper ); + pHAL->lpClipper->Release(); + } + } + + /*===================================*/ + /* Create D3DDEVICE -> SOFTWARE. */ + /*===================================*/ + if ( pHAL->lpDDSPrimary && pHAL->lpDDSRender ) + { + DX_RESTORE( pHAL->lpDDSRender ); + rc = pHAL->lpD3D3->CreateDevice( IID_IDirect3DRGBDevice, pHAL->lpDDSRender, &pHAL->lpD3DDevice, NULL ); + if ( rc != D3D_OK ) + { + /* That was our last hope. */ + RIP( pHAL, "CreateDevice (IID_IDirect3DRGBDevice) ->", ErrorStringD3D(rc) ); + return FALSE; + } + + DPF(( DBG_CNTX_INFO, "SW Device" )); + } + } + + /*==============================================================================*/ + /* Get a copy of the render pixelformat so that wgl.c can call GetPixelInfoD3D. */ + /*==============================================================================*/ + memset( &pHAL->ddpf, 0, sizeof(DDPIXELFORMAT) ); + pHAL->ddpf.dwSize = sizeof( DDPIXELFORMAT ); + rc = pHAL->lpDDSRender->GetPixelFormat( &pHAL->ddpf ); + if ( FAILED(rc) ) + { + RIP( pHAL, "GetPixelFormat ->", ErrorStringD3D(rc) ); + return FALSE; + } + DebugPixelFormat( "Using OFFSCREEN", &pHAL->ddpf ); + DebugPixelFormat( "Using ZBUFFER", &ddsd2.ddpfPixelFormat ); + + /* Get a copy of what the D3DDevice supports for later use. */ + memset( &D3DSWDevDesc, 0, sizeof(D3DDEVICEDESC) ); + memset( &pHAL->D3DHWDevDesc, 0, sizeof(D3DDEVICEDESC) ); + D3DSWDevDesc.dwSize = sizeof( D3DDEVICEDESC ); + pHAL->D3DHWDevDesc.dwSize = sizeof( D3DDEVICEDESC ); + rc = pHAL->lpD3DDevice->GetCaps( &pHAL->D3DHWDevDesc, &D3DSWDevDesc ); + if ( FAILED(rc) ) + { + RIP( pHAL, "GetCaps ->", ErrorStringD3D(rc) ); + return FALSE; + } + + /* Get a copy of the pixel convertion stuff for direct buffer access. */ + Solve8BitChannelPixelFormat( &pHAL->ddpf, &pShared->pixel ); + AlphaBlendTableHAL( pHAL ); + + /* We must prime the Begin/End scene for SwapBuffers to work. */ + rc = pHAL->lpD3DDevice->BeginScene(); + if ( FAILED(rc) ) + { + RIP( pHAL, "BeginScene ->", ErrorStringD3D(rc) ); + return FALSE; + } + +#undef InitDDSD2 + + return TRUE; +} +/*===========================================================================*/ +/* This function will make sure a viewport is created and set for the device*/ +/* in the supplied structure. If a rect is supplied then it will be used for*/ +/* the viewport otherwise the current setting in the strucute will be used. */ +/* Note that the rect is relative to the window. So left/top must be 0,0 to */ +/* use the whole window else there is scissoring going down. */ +/*===========================================================================*/ +/* RETURN: TRUE, FALSE. */ +/*===========================================================================*/ +extern "C" BOOL SetViewportHAL( PMESAD3DSHARED pShared, RECT *pRect, float minZ, float maxZ ) +{ + PMESAD3DHAL pHAL = (PMESAD3DHAL)pShared; + D3DVIEWPORT2 vdData; + ULONG rc; + POINT pt; + + DPF(( DBG_FUNC, "SetViewportHAL();" )); + + /* Make sure we have enough info. */ + if ( !pHAL || !pHAL->lpDDSPrimary || !pHAL->lpD3DDevice ) + { + DPF(( DBG_CNTX_WARN, "SetViewport() -> NULL Pointer" )); + return FALSE; + } + + /* TODO: this is just a temp fix to stop redundant changes. */ + if ( pRect && + (pShared->rectV.left == pRect->left) && + (pShared->rectV.right == pRect->right) && + (pShared->rectV.top == pRect->top) && + (pShared->rectV.bottom == pRect->bottom) ) + { + DPF(( DBG_CNTX_WARN, "Redundant viewport" )); + return TRUE; + } + + DPF(( DBG_CNTX_INFO, "Current Viewport:" )); + DPF(( DBG_CNTX_INFO, "x: %d y: %d", pShared->rectV.left, pShared->rectV.top )); + DPF(( DBG_CNTX_INFO, "cx: %d cy: %d", (pShared->rectV.right-pShared->rectV.left), (pShared->rectV.bottom-pShared->rectV.top) )); + DPF(( DBG_CNTX_INFO, "New Viewport:" )); + DPF(( DBG_CNTX_INFO, "x: %d y: %d", pRect->left, pRect->top )); + DPF(( DBG_CNTX_INFO, "cx: %d cy: %d", (pRect->right-pRect->left), (pRect->bottom-pRect->top) )); + + /* Update the current viewport rect if one is supplied. */ + if ( pRect ) + memcpy( &pShared->rectV, pRect, sizeof(RECT) ); + + /* Build the request structure. */ + memset( &vdData, 0, sizeof(D3DVIEWPORT2) ); + vdData.dwSize = sizeof(D3DVIEWPORT2); + vdData.dwX = pShared->rectV.left; + vdData.dwY = pShared->rectV.top; + vdData.dwWidth = (pShared->rectV.right - pShared->rectV.left); + vdData.dwHeight = (pShared->rectV.bottom - pShared->rectV.top); + + if ( !vdData.dwWidth || !vdData.dwHeight ) + { + GetClientRect( pShared->hwnd, &pShared->rectW ); + pt.x = pt.y = 0; + ClientToScreen( pShared->hwnd, &pt ); + OffsetRect( &pShared->rectW, pt.x, pt.y); + vdData.dwX = pShared->rectW.left; + vdData.dwY = pShared->rectW.top; + vdData.dwWidth = (pShared->rectW.right - pShared->rectW.left); + vdData.dwHeight = (pShared->rectW.bottom - pShared->rectW.top); + memcpy( &pShared->rectV, &pShared->rectW, sizeof(RECT) ); + } + + // The dvClipX, dvClipY, dvClipWidth, dvClipHeight, dvMinZ, + // and dvMaxZ members define the non-normalized post-perspective + // 3-D view volume which is visible to the viewer. In most cases, + // dvClipX is set to -1.0 and dvClipY is set to the inverse of + // the viewport's aspect ratio on the target surface, which can be + // calculated by dividing the dwHeight member by dwWidth. Similarly, + // the dvClipWidth member is typically 2.0 and dvClipHeight is set + // to twice the aspect ratio set in dwClipY. The dvMinZ and dvMaxZ + // are usually set to 0.0 and 1.0. + vdData.dvClipX = -1.0f; + vdData.dvClipWidth = 2.0f; + vdData.dvClipY = 1.0f; + vdData.dvClipHeight = 2.0f; + vdData.dvMaxZ = maxZ; + vdData.dvMinZ = minZ; + + DPF(( DBG_CNTX_INFO, "zMin: %f zMax: %f", minZ, maxZ )); + + /* I'm going to destroy the viewport everytime as when we size we will */ + /* have a new D3DDevice. As this area doesn't need to be fast... */ + if ( pHAL->lpViewport ) + { + DPF(( DBG_CNTX_INFO, "DeleteViewport" )); + + pHAL->lpD3DDevice->DeleteViewport( pHAL->lpViewport ); + rc = pHAL->lpViewport->Release(); + pHAL->lpViewport = NULL; + } + + rc = pHAL->lpD3D3->CreateViewport( &pHAL->lpViewport, NULL ); + if ( rc != D3D_OK ) + { + DPF(( DBG_CNTX_ERROR, "CreateViewport Failed" )); + return FALSE; + } + + /* Update the device with the new viewport. */ + pHAL->lpD3DDevice->AddViewport( pHAL->lpViewport ); + pHAL->lpViewport->SetViewport2( &vdData ); + pHAL->lpD3DDevice->SetCurrentViewport( pHAL->lpViewport ); + + return TRUE; +} +/*===========================================================================*/ +/* */ +/* */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +HRESULT WINAPI EnumSurfacesHook( LPDIRECTDRAWSURFACE4 lpDDS, LPDDSURFACEDESC2 lpDDSDesc, LPVOID pVoid ) +{ + DDSURFACEDESC2 *pddsd2 = (DDSURFACEDESC2 *)pVoid; + + DPF(( DBG_FUNC, "EnumSurfacesHook();" )); + + if ( (lpDDSDesc->ddpfPixelFormat.dwFlags == pddsd2->ddpfPixelFormat.dwFlags) && (lpDDSDesc->ddsCaps.dwCaps == pddsd2->ddsCaps.dwCaps) ) + { + /* Save the pixelformat now so that we know we have one. */ + memcpy( pddsd2, lpDDSDesc, sizeof(DDSURFACEDESC2) ); + + return D3DENUMRET_CANCEL; + } + + return D3DENUMRET_OK; +} +/*===========================================================================*/ +/* This is the callback proc to get a Z-Buffer. Thats it. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +HRESULT CALLBACK EnumZBufferHook( DDPIXELFORMAT* pddpf, VOID *pVoid ) +{ + DDPIXELFORMAT *pddpfChoice = (DDPIXELFORMAT *)pVoid; + + DPF(( DBG_FUNC, "EnumZBufferHook();" )); + + /* If this is ANY type of depth-buffer, stop. */ + if( pddpf->dwFlags == DDPF_ZBUFFER ) + { + /* Save the pixelformat now so that we know we have one. */ + memcpy( pddpfChoice, pddpf, sizeof(DDPIXELFORMAT) ); + + /* I feel if the hardware supports this low then lets use it. Could get ugly. */ + if( pddpf->dwZBufferBitDepth >= 8 ) + { + return D3DENUMRET_CANCEL; + } + } + + return D3DENUMRET_OK; +} +/*===========================================================================*/ +/* This function handles the callback for the D3DDevice enumeration. Good */ +/* god who's idea was this? The D3D wrapper has two variable related to what*/ +/* kind of device we want and have. First we have a Bool that is set if we */ +/* have allocated a HW device. We always look for the HW device first. The */ +/* other variable is used to force SW. If we have run into a case that we */ +/* want to fallback to SW then we set this. We will fallback if we cannot */ +/* texture in video memory (among others). */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +HRESULT CALLBACK EnumDeviceHook( GUID FAR* lpGuid, LPSTR lpDesc, LPSTR lpName, LPD3DDEVICEDESC lpD3DHWDesc, LPD3DDEVICEDESC lpD3DHELDesc, void *pVoid ) +{ + PMESAD3DHAL pHAL = (PMESAD3DHAL)pVoid; + LPD3DDEVICEDESC pChoice = lpD3DHWDesc; + + DPF(( DBG_FUNC, "EnumDeviceHook();" )); + + /* Determine if which device description is valid. */ + if ( pChoice->dcmColorModel == 0 ) + pChoice = lpD3DHELDesc; + + /* Make sure we always have a GUID. */ + memcpy( &pHAL->guid, lpGuid, sizeof(GUID) ); + + /* This controls whether we will except HW or not. */ + if ( pHAL->shared.bForceSW == TRUE ) + { + return (pChoice == lpD3DHELDesc) ? D3DENUMRET_CANCEL : D3DENUMRET_OK; + } + + /* Always try for hardware. */ + if ( pChoice == lpD3DHWDesc ) + { + return D3DENUMRET_CANCEL; + } + + return D3DENUMRET_OK; +} +/*===========================================================================*/ +/* This function will destroy any and all surfaces that this context has */ +/* allocated. If there is a clipper object then it will also be destoryed as*/ +/* it is part of the Primary Surface. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static void DestroyAllSurfaces( PMESAD3DHAL pHAL ) +{ + LONG refCount; + + DPF(( DBG_FUNC, "DestroyAllSurfaces();" )); + + DX_RESTORE( pHAL->lpDDSPrimary ); + DX_RESTORE( pHAL->lpDDSRender ); + DX_RESTORE( pHAL->lpDDSZbuffer); + + if ( pHAL->lpDDSRender ) + { + pHAL->lpDDSRender->Unlock( NULL ); + + /* If this isn't a Flipable surface then we must clean up the render. */ + if ( pHAL->shared.bFlipable == FALSE) + { + if ( pHAL->lpDDSZbuffer ) + { + DPF(( DBG_CNTX_INFO, "Remove attached surfaces from RENDER" )); + pHAL->lpDDSRender->DeleteAttachedSurface( 0, NULL ); + } + + DPF(( DBG_CNTX_INFO, "Release RENDER" )); + refCount = pHAL->lpDDSRender->Release(); + pHAL->lpDDSRender = NULL; + } + } + + if ( pHAL->lpDDSZbuffer ) + { + DPF(( DBG_CNTX_INFO, "Release ZBuffer" )); + pHAL->lpDDSZbuffer->Unlock( NULL ); + refCount = pHAL->lpDDSZbuffer->Release(); + pHAL->lpDDSZbuffer = NULL; + } + + if ( pHAL->lpClipper ) + { + DPF(( DBG_CNTX_INFO, "Release Clipper" )); + refCount = pHAL->lpClipper->Release(); + pHAL->lpClipper = NULL; + } + + if ( pHAL->lpDDSPrimary ) + { + pHAL->lpDDSPrimary->Unlock( NULL ); + + DPF(( DBG_CNTX_INFO, "Release PRIMARY" )); + refCount = pHAL->lpDDSPrimary->Release(); + pHAL->lpDDSPrimary = NULL; + } +} +/*===========================================================================*/ +/* This function will destroy the current D3DDevice and any resources that */ +/* belong to it. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static void DestroyDevice( PMESAD3DHAL pHAL ) +{ + LONG refCount; + + DPF(( DBG_FUNC, "DestroyDevice();" )); + + /* Kill the D3D stuff if exists. */ + if ( pHAL->lpViewport ) + { + DPF(( DBG_CNTX_INFO, "Delete Viewport" )); + pHAL->lpD3DDevice->DeleteViewport( pHAL->lpViewport ); + + DPF(( DBG_CNTX_INFO, "Release Viewport" )); + refCount = pHAL->lpViewport->Release(); + pHAL->lpViewport = NULL; + } + + if ( pHAL->lpD3DDevice != NULL ) + { + DPF(( DBG_CNTX_INFO, "Release D3DDevice" )); + refCount = pHAL->lpD3DDevice->EndScene(); + refCount = pHAL->lpD3DDevice->Release(); + pHAL->lpD3DDevice = NULL; + } +} +/*===========================================================================*/ +/* This function will destroy the current D3DDevice and any resources that */ +/* belong to it. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static void DestroyInterfaces( PMESAD3DHAL pHAL ) +{ + LONG refCount; + + DPF(( DBG_FUNC, "DestroyInterfaces();" )); + + if ( pHAL->lpD3D3 != NULL ) + { + DPF(( DBG_CNTX_INFO, "Release Direct3D3" )); + refCount = pHAL->lpD3D3->Release(); + pHAL->lpD3D3 = NULL; + } + + if ( pHAL->lpDD4 != NULL ) + { + DPF(( DBG_CNTX_INFO, "Release DDraw4" )); + refCount = pHAL->lpDD4->Release(); + pHAL->lpDD4 = NULL; + } + + if ( pHAL->lpDD != NULL ) + { + DPF(( DBG_CNTX_INFO, "Release DDraw" )); + refCount = pHAL->lpDD->Release(); + pHAL->lpDD = NULL; + } +} +/*===========================================================================*/ +/* This function will first send (not post) a message to the client window */ +/* that this context is using. The client will respond by unbinding itself */ +/* and binding the 'default' context. This allows the API to be supported */ +/* until the window can be destroyed. Finally we post the quit message to */ +/* the client in hopes to end the application. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +void FatalShutDown( PMESAD3DHAL pHAL ) +{ + /* Whip this baby in too try and support the API until we die... */ + if ( pHAL ) + SendMessage( pHAL->shared.hwnd, UM_FATALSHUTDOWN, 0L, 0L ); + + /* Close the client application down. */ + PostQuitMessage( 0 ); +} + diff --git a/src/mesa/drivers/d3d/D3DMESA.H b/src/mesa/drivers/d3d/D3DMESA.H new file mode 100644 index 000000000..074ceca81 --- /dev/null +++ b/src/mesa/drivers/d3d/D3DMESA.H @@ -0,0 +1,84 @@ +/*===========================================================================*/ +/* */ +/* Mesa-3.0 DirectX 6 Driver */ +/* */ +/* By Leigh McRae */ +/* */ +/* http://www.altsoftware.com/ */ +/* */ +/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */ +/*===========================================================================*/ +#ifndef D3D_MESA_H +#define D3D_MESA_H +/*===========================================================================*/ +/* Includes. */ +/*===========================================================================*/ +#include +#include +#include +#include "matrix.h" +#include "context.h" +#include "mtypes.h" +#include "vb.h" +#include "D3DShared.h" +#include "Debug.h" +#include "NULLProcs.h" +/*===========================================================================*/ +/* Macros. */ +/*===========================================================================*/ +#define FLIP(h,y) (h-y) +/*===========================================================================*/ +/* Magic numbers. */ +/*===========================================================================*/ +/*===========================================================================*/ +/* Type defines. */ +/*===========================================================================*/ +struct __extensions__ +{ + PROC proc; + char *name; +}; + +typedef GLbitfield (*ClearPROC)( GLcontext *ctx, GLbitfield mask, GLboolean all, GLint x, GLint y, GLint width, GLint height ); +typedef void (*WSpanRGBPROC)( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte rgb[][3], const GLubyte mask[] ); +typedef void (*WSpanRGBAPROC)( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte rgba[][4], const GLubyte mask[] ); +typedef void (*WSpanRGBAMonoPROC)( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte mask[] ); +typedef void (*WPixelsRGBAPROC)( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], const GLubyte rgba[][4], const GLubyte mask[] ); +typedef void (*WPixelsRGBAMonoPROC)( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], const GLubyte mask[] ); +typedef void (*RSpanRGBAPROC)( const GLcontext* ctx, GLuint n, GLint x, GLint y, GLubyte rgba[][4] ); +typedef void (*RPixelsRGBAPROC)( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], GLubyte rgba[][4], const GLubyte mask[] ); + +typedef struct D3D_mesa_context +{ + PMESAD3DSHARED pShared; + + GLcontext *gl_ctx; /* The core GL/Mesa context */ + GLvisual *gl_visual; /* Describes the buffers */ + GLframebuffer *gl_buffer; /* Depth, stencil, accum, etc buffers */ + + HDC hdc; + WNDPROC hOldProc; + + UCHAR rClear, /* Current clear colors. */ + gClear, + bClear, + aClear, + rCurrent, /* Current rendering colors. */ + gCurrent, + bCurrent, + aCurrent; + + struct D3D_mesa_context *next; + +} D3DMESACONTEXT, *PD3DMESACONTEXT; +/*===========================================================================*/ +/* Extern function prototypes. */ +/*===========================================================================*/ +extern void gl_Viewport( GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height ); +/*===========================================================================*/ +/* Global variables. */ +/*===========================================================================*/ +extern D3DTLVERTEX D3DTLVertices[(VB_MAX*6)]; + +#endif + diff --git a/src/mesa/drivers/d3d/D3DRaster.cpp b/src/mesa/drivers/d3d/D3DRaster.cpp new file mode 100644 index 000000000..004bb7736 --- /dev/null +++ b/src/mesa/drivers/d3d/D3DRaster.cpp @@ -0,0 +1,213 @@ +/*===========================================================================*/ +/* */ +/* Mesa-3.0 DirectX 6 Driver */ +/* */ +/* By Leigh McRae */ +/* */ +/* http://www.altsoftware.com/ */ +/* */ +/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */ +/*===========================================================================*/ +#include "D3DHAL.h" +/*===========================================================================*/ +/* This function clears the context bound to the supplied shared context. */ +/* The function takes the D3D flags D3DCLEAR_TARGET, D3DCLEAR_STENCIL and */ +/* D3DCLEAR_ZBUFFER. Set bAll to TRUE for a full clear else supply the coord*/ +/* of the rect to be cleared relative to the window. The color is always a */ +/* 32bit value (RGBA). Fill in the z-value and stencil if needed. */ +/* */ +/* TODO: this can be redone to be called by Mesa directly. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +extern "C" void ClearHAL( PMESAD3DSHARED pShared, DWORD dwFlags, BOOL bAll, int x, int y, int cx, int cy, DWORD dwColor, float zv, DWORD dwStencil ) +{ + PMESAD3DHAL pHAL = (PMESAD3DHAL)pShared; + D3DRECT d3dRect; + +#ifdef D3D_DEBUG + HRESULT rc; + + DPF(( DBG_FUNC, "CleaHAL();" )); + + /* Make sure we have enough info. */ + if ( (pHAL == NULL) || (pHAL->lpViewport == NULL) ) + return; +#endif + + if ( bAll ) + { + /* I assume my viewport is valid. */ + d3dRect.lX1 = pShared->rectV.left; + d3dRect.lY1 = pShared->rectV.top; + d3dRect.lX2 = pShared->rectV.right; + d3dRect.lY2 = pShared->rectV.bottom; + } + else + { + d3dRect.lX1 = pShared->rectV.left + x; + d3dRect.lY1 = pShared->rectV.top + y; + d3dRect.lX2 = d3dRect.lX1 + cx; + d3dRect.lY2 = d3dRect.lY1 + cy; + } + +#ifdef D3D_DEBUG + rc = pHAL->lpViewport->Clear2( 1, &d3dRect, dwFlags, dwColor, zv, dwStencil ); + if ( FAILED(rc) ) + { + RIP( pHAL, "Clear2 ->", ErrorStringD3D(rc) ); + } +#else + pHAL->lpViewport->Clear2( 1, &d3dRect, dwFlags, dwColor, zv, dwStencil ); +#endif +} +/*===========================================================================*/ +/* Well this is the guts of it all. Here we rasterize the primitives that */ +/* are in their final form. OpenGL has done all the lighting, transfomations*/ +/* and clipping at this point. */ +/* */ +/* TODO: I'm not sure if I want to bother to check for errors on this call. */ +/* The overhead kills me... */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +extern "C" void DrawPrimitiveHAL( PMESAD3DSHARED pShared, D3DPRIMITIVETYPE dptPrimitiveType, D3DTLVERTEX *pVertices, DWORD dwCount ) +{ + PMESAD3DHAL pHAL = (PMESAD3DHAL)pShared; + +#ifdef D3D_DEBUG + HRESULT rc; + + DPF(( DBG_FUNC, "DrawPrimitveHAL();" )); + + /* Make sure we have enough info. */ + if ( (pHAL == NULL) || (pHAL->lpD3DDevice == NULL) ) + return; + + DPF(( DBG_PRIM_INFO, "DP( %d )", dwCount )); + + rc = pHAL->lpD3DDevice->DrawPrimitive( dptPrimitiveType, + D3DFVF_TLVERTEX, + (LPVOID)pVertices, + dwCount, + (D3DDP_DONOTCLIP | D3DDP_DONOTLIGHT) ); + if ( FAILED(rc) ) + { + RIP( pHAL, "DrawPrimitive ->", ErrorStringD3D(rc) ); + } +#else + pHAL->lpD3DDevice->DrawPrimitive( dptPrimitiveType, + D3DFVF_TLVERTEX, + (LPVOID)pVertices, + dwCount, + (D3DDP_DONOTCLIP | D3DDP_DONOTLIGHT) ); +#endif +} +/*===========================================================================*/ +/* This call will handle the swapping of the buffers. Now I didn't bother */ +/* to support single buffered so this will be used for glFlush() as its all */ +/* the same. So first we do an EndScene as we are always considered to be in*/ +/* a BeginScene because when we leave we do a BeginScene. Now note that when*/ +/* the context is created in the first place we do a BeginScene also just to */ +/* get things going. The call will use either Flip/blt based on the type of */ +/* surface was created for rendering. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +extern "C" void SwapBuffersHAL( PMESAD3DSHARED pShared ) +{ + PMESAD3DHAL pHAL = (PMESAD3DHAL)pShared; + +#ifdef D3D_DEBUG + HRESULT rc; + + DPF(( DBG_FUNC, "SwapBuffersHAL();" )); + DPF(( DBG_ALL_PROFILE, "=================SWAP===================" )); + + /* Make sure we have enough info. */ + if ( (pHAL == NULL) || (pHAL->lpD3DDevice == NULL) ) + return; + + /* Make sure we have enough info. */ + if ( pHAL->lpDDSPrimary != NULL ) + { + rc = pHAL->lpD3DDevice->EndScene(); + if ( FAILED(rc) ) + { + RIP( pHAL, "EndScene ->", ErrorStringD3D(rc) ); + } + + if ( pShared->bFlipable ) + { + DPF(( DBG_CNTX_PROFILE, "Swap->FLIP" )); + rc = pHAL->lpDDSPrimary->Flip( NULL, DDFLIP_WAIT ); + } + else + { + DPF(( DBG_CNTX_PROFILE, "Swap->Blt" )); + rc = pHAL->lpDDSPrimary->Blt( &pShared->rectW, pHAL->lpDDSRender, NULL, DDBLT_WAIT, NULL ); + } + if ( FAILED(rc) ) + { + RIP( pHAL, "Blt (RENDER/PRIMARY) ->", ErrorStringD3D(rc) ); + } + + rc = pHAL->lpD3DDevice->BeginScene(); + if ( FAILED(rc) ) + { + RIP( pHAL, "BeginScene ->", ErrorStringD3D(rc) ); + } + } +#else + pHAL->lpD3DDevice->EndScene(); + + if ( pShared->bFlipable ) + pHAL->lpDDSPrimary->Flip( NULL, DDFLIP_WAIT ); + else + pHAL->lpDDSPrimary->Blt( &pShared->rectW, pHAL->lpDDSRender, NULL, DDBLT_WAIT, NULL ); + + pHAL->lpD3DDevice->BeginScene(); + +#endif +} +/*===========================================================================*/ +/* This function is a very thin wrapper for the D3D call 'SetRenderState'. */ +/* Using this function requires all the types to be defined by including the */ +/* D3D header file. */ +/* */ +/* TODO: would be much better to get ride of all these calls per VBRender. */ +/* I feel I should get this call into SetRenderStates() the RenderVB. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +extern "C" void SetStateHAL( PMESAD3DSHARED pShared, DWORD dwType, DWORD dwState ) +{ + PMESAD3DHAL pHAL = (PMESAD3DHAL)pShared; + +#ifdef D3D_DEBUG + HRESULT rc; + + DPF(( DBG_FUNC, "SetStateHAL();" )); + + /* Make sure we have enough info. */ + if ( (pHAL == NULL) || (pHAL->lpD3DDevice == NULL) ) + return; + + rc = pHAL->lpD3DDevice->SetRenderState( (D3DRENDERSTATETYPE)dwType, dwState ); + if ( FAILED(rc) ) + { + RIP( pHAL, "SetRenderState ->", ErrorStringD3D(rc) ); + } + +#else + pHAL->lpD3DDevice->SetRenderState( (D3DRENDERSTATETYPE)dwType, dwState ); +#endif +} + + + + + + + + diff --git a/src/mesa/drivers/d3d/D3DShared.h b/src/mesa/drivers/d3d/D3DShared.h new file mode 100644 index 000000000..cc629e211 --- /dev/null +++ b/src/mesa/drivers/d3d/D3DShared.h @@ -0,0 +1,154 @@ +/*===========================================================================*/ +/* */ +/* Mesa-3.0 DirectX 6 Driver */ +/* */ +/* By Leigh McRae */ +/* */ +/* http://www.altsoftware.com/ */ +/* */ +/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */ +/*===========================================================================*/ +#ifndef D3D_MESA_ALL_H +#define D3D_MESA_ALL_H + +#ifdef __cplusplus +extern "C" { +#endif + +/*===========================================================================*/ +/* Includes. */ +/*===========================================================================*/ +#include +#include +/*===========================================================================*/ +/* Magic numbers. */ +/*===========================================================================*/ +#define TM_ACTION_LOAD 0x01 +#define TM_ACTION_BIND 0x02 +#define TM_ACTION_UPDATE 0x04 + +#define UM_FATALSHUTDOWN (WM_USER+42) +/*===========================================================================*/ +/* Macros defines. */ +/*===========================================================================*/ +#define ALLOC(cb) malloc( (cb) ) +#define FREE(p) { free( (p) ); (p) = NULL; } +/*===========================================================================*/ +/* Type defines. */ +/*===========================================================================*/ +typedef struct _pixel_convert +{ + int cb, /* Count in bytes of one pixel. */ + rShift, /* Shift count that postions each componet. */ + gShift, + bShift, + aShift; + float rScale, /* Value that scales a color that ranges 0.0 -> 1.0 */ + gScale, /* to this pixel format. */ + bScale, + aScale; + DWORD dwRMask, /* Color mask per component. */ + dwGMask, + dwBMask, + dwAMask; + +} PIXELINFO, *PPIXELINFO; + + +typedef struct _d3d_shared_info +{ + HWND hwnd; + BOOL bWindow, + bFlipable, + bForceSW, + bHardware; + RECT rectW, /* Window size and postion in screen space. */ + rectV; /* Viewport size and postion. */ + DWORD dwWidth, /* Current render size for quick checks. */ + dwHeight; + + PIXELINFO pixel; + DWORD dwSrcBlendCaps[14], /* See D3DCAPS.CPP */ + dwDestBlendCaps[14], + dwTexFunc[4]; + +} MESAD3DSHARED, *PMESAD3DSHARED; + +typedef struct _render_options +{ + BOOL bForceSoftware, /* TODO: Add user switches. */ + bStretchtoPrimary; + +} USER_CTRL, *PUSER_CRTL; + +enum { s_zero = 0, + s_one, + s_dst_color, + s_one_minus_dst_color, + s_src_alpha, + s_one_minus_src_alpha, + s_dst_alpha, + s_one_minus_dst_alpha, + s_src_alpha_saturate, + s_constant_color, + s_one_minus_constant_color, + s_constant_alpha, + s_one_minus_constant_alpha }; + +enum { d_zero = 0, + d_one, + d_src_color, + d_one_minus_src_color, + d_src_alpha, + d_one_minus_src_alpha, + d_dst_alpha, + d_one_minus_dst_alpha, + d_constant_color, + d_one_minus_constant_color, + d_constant_alpha, + d_one_minus_constant_alpha }; + +enum { d3dtblend_decal = 0, + d3dtblend_decalalpha, + d3dtblend_modulate, + d3dtblend_modulatealpha }; + +/*===========================================================================*/ +/* Function prototypes. */ +/*===========================================================================*/ +PMESAD3DSHARED InitHAL( HWND hwnd ); +void TermHAL( PMESAD3DSHARED pShared ); +BOOL CreateHAL( PMESAD3DSHARED pShared ); +BOOL SetViewportHAL( PMESAD3DSHARED pShared, RECT *pRect, float minZ, float maxZ ); + +void ClearHAL( PMESAD3DSHARED pShared, DWORD dwFlags, BOOL bAll, int x, int y, int cx, int cy, DWORD dwColor, float zv, DWORD dwStencil ); +void SetStateHAL( PMESAD3DSHARED pShared, DWORD dwType, DWORD dwState ); +void DrawPrimitiveHAL( PMESAD3DSHARED pShared, D3DPRIMITIVETYPE dptPrimitiveType, D3DTLVERTEX *pVertices, DWORD dwCount ); + +void SwapBuffersHAL( PMESAD3DSHARED pShared ); +DDSURFACEDESC2 *LockHAL( PMESAD3DSHARED pShared, BOOL bBack ); +void UnlockHAL( PMESAD3DSHARED pShared, BOOL bBack ); +void UpdateScreenPosHAL( PMESAD3DSHARED pShared ); +void GetPixelInfoHAL( PMESAD3DSHARED pShared, PPIXELINFO pPixel ); +BOOL CreateTMgrHAL( PMESAD3DSHARED pShared, DWORD dwName, int level, DWORD dwRequestFlags, RECT *rectDirty, DWORD dwWidth, DWORD dwHeight, DWORD dwAction, void *pPixels ); +void DisableTMgrHAL( PMESAD3DSHARED pShared ); + + +int SaveDIBitmap( char *filename, BITMAPINFO *info, void *bits ); +int ARGB_SaveBitmap( char *filename, int width, int height, unsigned char *pARGB ); +int BGRA_SaveBitmap( char *filename, int width, int height, unsigned char *pBGRA ); +int BGR_SaveBitmap( char *filename, int width, int height, unsigned char *pBGR ); +/*===========================================================================*/ +/* Global variables. */ +/*===========================================================================*/ +extern float g_DepthScale, /* Mesa needs to scale Z in SW. The HAL */ + g_MaxDepth; /* doesn't but I wanted SW still to work.*/ + +#ifdef __cplusplus +} +#endif + +#endif + + + diff --git a/src/mesa/drivers/d3d/D3DTEXT.CPP b/src/mesa/drivers/d3d/D3DTEXT.CPP new file mode 100644 index 000000000..e6ff86456 --- /dev/null +++ b/src/mesa/drivers/d3d/D3DTEXT.CPP @@ -0,0 +1,576 @@ +/*===========================================================================*/ +/* */ +/* Mesa-3.0 DirectX 6 Driver */ +/* */ +/* By Leigh McRae */ +/* */ +/* http://www.altsoftware.com/ */ +/* */ +/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */ +/*===========================================================================*/ +#include "d3dText.h" + +/*============================================================================= + + 1 + ------ + | | + 6 | | 2 + | 7 | + ------ + | | + 5 | | 3 + | | + ------ + 4 + + TL_0 TR_0 +TLL TL_1 TR_1 TRR + +MLL_0 ML_0 MR_0 MRR_0 +MLL_1 ML_1 MR_1 MRR_1 + +BLL BL_0 BR_0 BRR + BL_1 BR_1 + +=============================================================================*/ + +#define TLL 0 +#define TRR 1 +#define TL_0 2 +#define TL_1 3 +#define TR_0 4 +#define TR_1 5 + +#define MLL_0 6 +#define MLL_1 7 +#define MRR_0 8 +#define MRR_1 9 + +#define ML_0 10 +#define ML_1 11 +#define MR_0 12 +#define MR_1 13 + +#define BL_0 14 +#define BL_1 15 +#define BR_0 16 +#define BR_1 17 +#define BLL 18 +#define BRR 19 + +#define BIT1 0x00000001 +#define BIT2 0x00000002 +#define BIT3 0x00000004 +#define BIT4 0x00000008 +#define BIT5 0x00000010 +#define BIT6 0x00000020 +#define BIT7 0x00000040 + +#define TOP BIT4 +#define MIDDLE BIT7 +#define BOTTOM BIT1 +#define TLEFT BIT5 +#define BLEFT BIT6 +#define LEFT (TLEFT|BLEFT) +#define TRIGHT BIT3 +#define BRIGHT BIT2 +#define RIGHT (TRIGHT|BRIGHT) +#define ALL 0xFFFFFFFF + +/*===========================================================================*/ +/* This is the static array that will map the ASCII value of the character */ +/* being draw to the bit mask that will be scan converted to the LED display.*/ +/*===========================================================================*/ +DWORD textBitMasks[] = +{ + 0xFFFFFFFF, // 000 + 0xFFFFFFFF, // 001 + 0xFFFFFFFF, // 002 + 0xFFFFFFFF, // 003 + 0xFFFFFFFF, // 004 + 0xFFFFFFFF, // 005 + 0xFFFFFFFF, // 006 + 0xFFFFFFFF, // 007 + 0xFFFFFFFF, // 008 + 0xFFFFFFFF, // 009 + 0xFFFFFFFF, // 010 + 0xFFFFFFFF, // 011 + 0xFFFFFFFF, // 012 + 0xFFFFFFFF, // 013 + 0xFFFFFFFF, // 014 + 0xFFFFFFFF, // 015 + 0xFFFFFFFF, // 016 + 0xFFFFFFFF, // 017 + 0xFFFFFFFF, // 018 + 0xFFFFFFFF, // 019 + 0xFFFFFFFF, // 020 + 0xFFFFFFFF, // 021 + 0xFFFFFFFF, // 022 + 0xFFFFFFFF, // 023 + 0xFFFFFFFF, // 024 + 0xFFFFFFFF, // 025 + 0xFFFFFFFF, // 026 + 0xFFFFFFFF, // 027 + 0xFFFFFFFF, // 028 + 0xFFFFFFFF, // 029 + 0xFFFFFFFF, // 030 + 0XFFFFFFFF, // 031 + 0x00000000, // 032 'SPC' + 0xFFFFFFFF, // 033 + 0xFFFFFFFF, // 034 + 0xFFFFFFFF, // 035 + 0xFFFFFFFF, // 036 + 0xFFFFFFFF, // 037 + 0xFFFFFFFF, // 038 + 0xFFFFFFFF, // 039 + 0xFFFFFFFF, // 040 + 0xFFFFFFFF, // 041 + 0xFFFFFFFF, // 042 + 0xFFFFFFFF, // 043 + 0xFFFFFFFF, // 044 + 0xFFFFFFFF, // 045 + 0xFFFFFFFF, // 046 + 0xFFFFFFFF, // 047 + (ALL &~ MIDDLE), // 048 '0' + (RIGHT), // 049 '1' + (ALL &~ TLEFT &~ BRIGHT), // 050 '2' + (ALL &~ LEFT), // 051 '3' + (TLEFT | MIDDLE | RIGHT), // 052 '4' + (ALL &~ TRIGHT &~ BLEFT), // 053 '5' + (ALL &~ TRIGHT), // 054 '6' + (TOP | RIGHT), // 055 '7' + (ALL), // 056 '8' + (ALL &~ BOTTOM &~ BLEFT), // 057 '9' + 0xFFFFFFFF, // 058 + 0xFFFFFFFF, // 059 + 0xFFFFFFFF, // 060 + 0XFFFFFFFF, // 061 + 0xFFFFFFFF, // 062 + 0xFFFFFFFF, // 063 + 0xFFFFFFFF, // 064 + (ALL &~ BOTTOM), // 065 'A' + (ALL), // 066 'B' + (TOP | LEFT | BOTTOM), // 067 'C' + (ALL &~ MIDDLE), // 068 'D' + (ALL &~ RIGHT), // 069 'E' + (LEFT | TOP | MIDDLE), // 070 'F' + 0x00000000, // 071 'G' + (ALL &~ TOP &~ BOTTOM), // 072 'H' + (RIGHT), // 073 'I' + (RIGHT | BOTTOM), // 074 'J' + 0x00000000, // 075 'K' + (LEFT | BOTTOM), // 076 'L' + 0x00000000, // 088 'M' + 0x00000000, // 089 'N' + (ALL &~ MIDDLE), // 090 'O' + (ALL &~ BRIGHT &~ BOTTOM),// 091 'P' + 0x00000000, // 092 'Q' + 0x00000000, // 093 'R' + (ALL &~ TRIGHT &~ BLEFT), // 094 'S' + 0X00000000, // 095 'T' + (LEFT | RIGHT | BOTTOM), // 096 'U' + 0x00000000, // 097 'V' + 0x00000000, // 098 'W' + 0x00000000, // 099 'X' + 0x00000000, // 1000 'Z' + 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, // 100 + 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, // 104 + 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, // 108 + 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, // 112 + 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, // 116 + 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, // 120 + 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF // 124 +}; + +#define CT 1.0f +#define CX 7.0f +#define CY 13.0f +#define CM ((CY-(CT*3.0f))/2.0f) + +float lCoords[][2] = +{ + /* Top outsides. */ + { 0, (CY-CT) }, + { CX, (CY-CT) }, + + /* Top Line. */ + { CT, CY }, + { CT, (CY-CT) }, + { (CX-CT), CY }, + { (CX-CT), (CY-CT) }, + + /* Middle outsides. */ + { 0.0f, (CT+CM+CT) }, + { 0.0f, (CT+CM) }, + { CX, (CT+CM+CT) }, + { CX, (CT+CM) }, + + /* Middle Line. */ + { CT, (CT+CM+CT) }, + { CT, (CT+CM) }, + { (CX-CT), (CT+CM+CT) }, + { (CX-CT), (CT+CM) }, + + /* Bottom line. */ + { CT, CT }, + { CT, 0.0f }, + { (CX-CT), CT }, + { (CX-CT), 0.0f }, + + /* Bottom outsides. */ + { 0.0f, CT}, + { CX, CT } +}; + +static int ConvertCharacter( char *c, int cIndex, PD3DFONTMETRICS pfntMetrics ); + +D3DTLVERTEX TextVertices[MAX_VERTICES]; +/*===========================================================================*/ +/* When we attach I will zero out the whole D3D vertex buffer I'm using for */ +/* the text. This way I don't need to set all the redundant values. I also */ +/* set all the oow values to 1 as I will be doing direct rendering. */ +/*===========================================================================*/ +/* RETURN: TRUE, FALSE. */ +/*===========================================================================*/ +extern "C" BOOL InitD3DText( void ) +{ + int index; + + /* Set the D3D Vertex Buffer up once so we don't do redundant changes. */ + memset( &TextVertices[0], 0, sizeof(TextVertices) ); + for( index = 0; index < MAX_VERTICES; index++ ) + TextVertices[index].rhw = D3DVAL( 1.0 ); + + return TRUE; +} +/*===========================================================================*/ +/* This function takes a single character and draw it using the supplied */ +/* fontmetrics structure. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +extern "C" void d3dTextDrawString( char *pszString, int x, int y, PD3DFONTMETRICS pfntMetrics ) +{ + int cIndex, + nIndex, + index; + float cWidth = CX, + cHeight = CY; + + /* Find the max width/height of a character and add the spacing so */ + /* that we can use this value to calculate the x,y of the character.*/ + cWidth = (cWidth * pfntMetrics->fntXScale) + pfntMetrics->fntXSpacing; + cHeight = (cHeight * pfntMetrics->fntYScale) + pfntMetrics->fntYSpacing; + + /* Walk the string. This must be NULL terminated. */ + for( cIndex = 0, nIndex = 0; *pszString; pszString++, cIndex = nIndex, x++ ) + { + /* Convert the character and get the index into the text vertex buffer. */ + nIndex = ConvertCharacter( &pszString[0], cIndex, pfntMetrics ); + if ( (nIndex - cIndex) > 2 ) + { + /* Modify the text vertex buffer based on the fntMetrics structure. */ + for( index = cIndex; index < nIndex; index++ ) + { + /* Scale the character. */ + TextVertices[index].sx *= pfntMetrics->fntXScale; + TextVertices[index].sy *= pfntMetrics->fntYScale; + + /* Move the character. */ + TextVertices[index].sx += (cWidth*x); + TextVertices[index].sy += (cHeight*y); + + /* Set the color. */ + TextVertices[index].color = pfntMetrics->dwColor; + } + } + } + + if ( nIndex < 3 ) + return; + + /* Set the states that slim things down. */ + pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_CULLMODE, D3DCULL_NONE ); + pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_FILLMODE, D3DFILL_SOLID ); + pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_ZENABLE, FALSE ); + pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_ZWRITEENABLE , FALSE ); + pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_ALPHATESTENABLE, FALSE ); + pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_ALPHABLENDENABLE, FALSE ); + + /* Blast them baby... */ + pfntMetrics->lpD3DDevice->DrawPrimitive( D3DPT_TRIANGLELIST, + D3DFVF_TLVERTEX, + (LPVOID)&TextVertices[0], + nIndex, + (D3DDP_DONOTCLIP | D3DDP_DONOTLIGHT) ); +} +/*===========================================================================*/ +/* This function takes a single character and draw it directly to the screen*/ +/* unsing the supplied fntMetrics structure. The character will be drawn at */ +/* the supplied x,y. The x,y position is relative to the top left and uses */ +/* the spacing in the fntMetrics structure. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +extern "C" void d3dTextDrawCharacter( char *c, int x, int y, PD3DFONTMETRICS pfntMetrics ) +{ + int cIndex = 0, + index; + float cWidth = CX, + cHeight = CY; + + /* Convert the character and get the index into the text vertex buffer. */ + cIndex = ConvertCharacter( c, 0, pfntMetrics ); + if ( cIndex < 3 ) + return; + + /* Find the max width/height of a character and add the spacing so */ + /* that we can use this value to calculate the x,y of the character.*/ + cWidth = (cWidth * pfntMetrics->fntXScale) + pfntMetrics->fntXSpacing; + cHeight = (cHeight * pfntMetrics->fntYScale) + pfntMetrics->fntYSpacing; + + /* Modify the text vertex buffer based on the fntMetrics structure. */ + for( index = 0; index < cIndex; index++ ) + { + /* Scale the character. */ + TextVertices[index].sx *= pfntMetrics->fntXScale; + TextVertices[index].sy *= pfntMetrics->fntYScale; + + /* Move the character. */ + TextVertices[index].sx += (cWidth*x); + TextVertices[index].sy += (cHeight*y); + + /* Set the color. */ + TextVertices[index].color = pfntMetrics->dwColor; + } + + + /* Set the states that slim things down. */ + pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_CULLMODE, D3DCULL_NONE ); + pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_FILLMODE, D3DFILL_SOLID ); + pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_ZENABLE, FALSE ); + pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_ZWRITEENABLE , FALSE ); + pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_ALPHATESTENABLE, FALSE ); + pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_ALPHABLENDENABLE, FALSE ); + + /* Blast them baby... */ + pfntMetrics->lpD3DDevice->DrawPrimitive( D3DPT_TRIANGLELIST, + D3DFVF_TLVERTEX, + (LPVOID)&TextVertices[0], + cIndex, + (D3DDP_DONOTCLIP | D3DDP_DONOTLIGHT) ); +} +/*===========================================================================*/ +/* This function takes a single character and draw it using the supplied */ +/* fontmetrics structure. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static int ConvertCharacter( char *c, int cIndex, PD3DFONTMETRICS pfntMetrics ) +{ + DWORD asciiChar = (int)(*c); + + /* Handle the TOP line. */ + if ( textBitMasks[asciiChar] & BIT1 ) + { + TextVertices[cIndex].sx = D3DVAL( lCoords[TL_0][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[TL_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[TR_0][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[TR_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[TR_1][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[TR_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[TR_1][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[TR_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[TL_1][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[TL_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[TL_0][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[TL_0][1] ); + } + + /* Handle the TOP/BOTTOM RIGHT lines. */ + // if ( textBitMasks[index] & (BIT2|BIT3) ) + if ( 1 == 0 ) + { + TextVertices[cIndex].sx = D3DVAL( lCoords[TR_1][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[TR_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[TRR][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[TRR][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BRR][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[BRR][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BRR][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[BRR][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BR_0][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[BR_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[TR_1][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[TR_1][1] ); + } + else + { + if ( textBitMasks[asciiChar] & BIT2 ) + { + TextVertices[cIndex].sx = D3DVAL( lCoords[TR_1][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[TR_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[TRR][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[TRR][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[MRR_0][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[MRR_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[MRR_0][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[MRR_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[MR_0][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[MR_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[TR_1][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[TR_1][1] ); + } + if ( textBitMasks[asciiChar] & BIT3 ) + { + TextVertices[cIndex].sx = D3DVAL( lCoords[MR_1][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[MR_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[MRR_1][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[MRR_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BRR][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[BRR][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BRR][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[BRR][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BR_0][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[BR_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[MR_1][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[MR_1][1] ); + } + } + + /* Handle the TOP/BOTTOM LEFT lines. */ + // if ( textBitMasks[asciiChar] & (BIT5|BIT6) ) + if ( 1 == 0 ) + { + TextVertices[cIndex].sx = D3DVAL( lCoords[TLL][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[TLL][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[TL_1][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[TL_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BL_0][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[BL_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BL_0][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[BL_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BLL][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[BLL][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[TLL][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[TLL][1] ); + } + else + { + if ( textBitMasks[asciiChar] & BIT5 ) + { + TextVertices[cIndex].sx = D3DVAL( lCoords[MLL_1][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[MLL_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[ML_1][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[ML_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BL_0][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[BL_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BL_0][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[BL_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BLL][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[BLL][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[MLL_1][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[MLL_1][1] ); + } + if ( textBitMasks[asciiChar] & BIT6 ) + { + TextVertices[cIndex].sx = D3DVAL( lCoords[TLL][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[TLL][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[TL_1][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[TL_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[ML_0][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[ML_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[ML_0][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[ML_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[MLL_0][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[MLL_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[TLL][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[TLL][1] ); + } + } + + /* Handle the MIDDLE line. */ + if ( textBitMasks[asciiChar] & BIT7 ) + { + TextVertices[cIndex].sx = D3DVAL( lCoords[ML_0][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[ML_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[MR_0][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[MR_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[MR_1][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[MR_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[MR_1][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[MR_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[ML_1][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[ML_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[ML_0][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[ML_0][1] ); + } + + /* Handle the BOTTOM line. */ + if ( textBitMasks[asciiChar] & BIT4 ) + { + TextVertices[cIndex].sx = D3DVAL( lCoords[BL_0][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[BL_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BR_0][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[BR_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BR_1][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[BR_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BR_1][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[BR_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BL_1][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[BL_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BL_0][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[BL_0][1] ); + } + + return cIndex; +} + +#undef CM +#undef CY +#undef CX +#undef CT + +#undef TLL +#undef TRR +#undef TL_0 +#undef TL_1 +#undef TR_0 +#undef TR_1 + +#undef MLL_0 +#undef MLL_1 +#undef MRR_0 +#undef MRR_1 + +#undef ML_0 +#undef ML_1 +#undef MR_0 +#undef MR_1 + +#undef BL_0 +#undef BL_1 +#undef BR_0 +#undef BR_1 +#undef BLL +#undef BRR + +#undef BIT1 +#undef BIT2 +#undef BIT3 +#undef BIT4 +#undef BIT5 +#undef BIT6 +#undef BIT7 + +#undef TOP +#undef MIDDLE +#undef BOTTOM +#undef TLEFT +#undef BLEFT +#undef LEFT +#undef TRIGHT +#undef BRIGHT +#undef RIGHT +#undef ALL diff --git a/src/mesa/drivers/d3d/D3DTextureMgr.cpp b/src/mesa/drivers/d3d/D3DTextureMgr.cpp new file mode 100644 index 000000000..ac9d2621f --- /dev/null +++ b/src/mesa/drivers/d3d/D3DTextureMgr.cpp @@ -0,0 +1,947 @@ +/*===========================================================================*/ +/* */ +/* Mesa-3.0 DirectX 6 Driver */ +/* */ +/* By Leigh McRae */ +/* */ +/* http://www.altsoftware.com/ */ +/* */ +/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */ +/*===========================================================================*/ +#include "D3DHAL.h" +/*===========================================================================*/ +/* Local function prototypes. */ +/*===========================================================================*/ +static void UpdateTexture( PTM_OBJECT pTMObj, BOOL bVideo, RECT *pRect, UCHAR *pixels ); +static BOOL LoadTextureInVideo( PMESAD3DHAL pHAL, PTM_OBJECT pTMObj ); +static BOOL FreeTextureMemory( PMESAD3DHAL pHAL, PTM_OBJECT pTMObject ); +static BOOL DestroyTextureObject( PMESAD3DHAL pHAL, PTM_OBJECT pTMObject ); +HRESULT CALLBACK EnumPFHook( LPDDPIXELFORMAT lpDDPixFmt, LPVOID lpContext ); +/*===========================================================================*/ +/* This function will simply set the top of stack to NULL. I only used it */ +/* just incase I want to add something later. */ +/*===========================================================================*/ +/* RETURN: TRUE. */ +/*===========================================================================*/ +BOOL InitTMgrHAL( PMESAD3DHAL pHAL ) +{ + DPF(( DBG_FUNC, "InitTMgrHAL();" )); + + /* Be clean my friend. */ + pHAL->pTMList = NULL; + + return TRUE; +} +/*===========================================================================*/ +/* This function will walk the Texture Managers linked list and destroy all */ +/* surfaces (SYSTEM/VIDEO). The texture objects themselves also will be */ +/* freed. */ +/* NOTE: this is per/context. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +void TermTMgrHAL( PMESAD3DHAL pHAL ) +{ + DPF(( DBG_FUNC, "TermTMgrHAL();" )); + + if ( pHAL && pHAL->pTMList ) + { + /* Destroy the surface and remove the TMO from the stack. */ + while( DestroyTextureObject(pHAL,NULL) ); + + /* Be clean my friend. */ + pHAL->pTMList = NULL; + } +} +/*===========================================================================*/ +/* This function is a HACK as I don't know how I can disable a texture with-*/ +/* out booting it out. Is there know state change? */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +extern "C" void DisableTMgrHAL( PMESAD3DSHARED pShared ) +{ + PMESAD3DHAL pHAL = (PMESAD3DHAL)pShared; + + DPF(( DBG_FUNC, "DisableTMgrHAL();" )); + + /* Check too see that we have a valid context. */ + if ( (pHAL == NULL) && (pHAL->lpD3DDevice != NULL) ) + { + DPF(( DBG_TXT_WARN, "Null HAL/Direct3D Device!" )); + return; + } + + // TODO: This is a hack to shut off textures. + pHAL->lpD3DDevice->SetTexture( 0, NULL ); +} +/*===========================================================================*/ +/* This function is the only entry into the TextureManager that Mesa/wgl */ +/* will see. It uses a dwAction to specify what we are doing. I did this as*/ +/* depending on the cards resources the action taken can change. */ +/* When this function is called we will always search the Texture Managers */ +/* linked list (per context remember) and try and find a structure that has */ +/* the same dwName. If we have a match we pull it out of the list and put it*/ +/* at the top of the list (TOL). If we don't find one then we create a struc*/ +/* and put it a TOL. This TOL idea makes for some caching as we will always */ +/* destroy Texture Surfaces from the bottom up... */ +/* All texture objects at this point will create a texture surface in System*/ +/* memory (SMEM). Then we will copy the Mesa texture into the surface using */ +/* the 'pixel' struc to get the translation info. So now this means that all*/ +/* textures that Mesa gives me I will have a Surface with a copy. If Mesa */ +/* changes the texture the I update the surface in (SMEM). */ +/* Now we have a texture struc and a Texture Surface in SMEM. At this point*/ +/* we create another surface on the card (VMEM). Finally we blt from the */ +/* SMEM to the VMEM and set the texture as current. Why do I need two? First*/ +/* this solves square textures. If the cards CAPS is square textures only */ +/* then I change the dimensions of the VMEM surface and the blt solves it for*/ +/* me. Second it saves me from filling D3D textures over and over if the */ +/* card needs to be creating and destroying surfaces because of low memory. */ +/* The surface in SMEM is expected to work always. When a surface has to be*/ +/* created in VMEM then we put it in a loop that tries to create the surface.*/ +/* If we create the surface ok then we brake from the loop. If we fail then */ +/* we will call 'FreeTextureMemory' that will return TRUE/FALSE as to whether*/ +/* memory was freed. If memory was freed then we can try again. If no memory*/ +/* was freed then it just can't fit. */ +/* 'FreeTextureMemory' will find the end of the list and start freeing VMEM */ +/* (never SMEM) surfaces that are not locked. */ +/* BIND - when we bind and there is a texture struct with a texture surface */ +/* in VMEM then we just make it current. If we have a struct and a surface */ +/* in SMEM but no VMEM surface then we create the surface in VMEM and blt */ +/* from the SMEM surface. If we have nothing its just like a creation... */ +/*===========================================================================*/ +/* RETURN: TRUE, FALSE. */ +/*===========================================================================*/ +extern "C" BOOL CreateTMgrHAL( PMESAD3DSHARED pShared, DWORD dwName, int level, DWORD dwRequestFlags, + RECT *rectDirty, DWORD dwWidth, DWORD dwHeight, DWORD dwAction, void *pPixels ) +{ + PMESAD3DHAL pHAL = (PMESAD3DHAL)pShared; + PTM_OBJECT pTMObj, + pTemp; + DDSURFACEDESC2 ddsd2; + HRESULT rc; + + + DPF(( DBG_FUNC, "CreateTMgrHAL();" )); + + DPF(( DBG_TXT_INFO, "Texture:" )); + DPF(( DBG_TXT_INFO, "cx: %d cy: %d", dwWidth, dwHeight )); + DPF(( DBG_TXT_INFO, "Rect:" )); + if ( rectDirty ) + { + DPF(( DBG_TXT_INFO, "x0: %d y0: %d", rectDirty->left, rectDirty->top )); + DPF(( DBG_TXT_INFO, "x1: %d y1: %d", rectDirty->right, rectDirty->bottom )); + } + + /* Check too see that we have a valid context. */ + if ( (pHAL == NULL) && (pHAL->lpD3DDevice != NULL) ) + { + DPF(( DBG_TXT_WARN, "Null HAL/Direct3D Device!" )); + return FALSE; + } + + /*=================================================*/ + /* See if we can find this texture object by name. */ + /*=================================================*/ + for( pTMObj = pHAL->pTMList; pTMObj && (pTMObj->dwName != dwName); pTMObj = pTMObj->next ); + + /*=========================================================*/ + /* Allocate a new object if we didn't get a matching name. */ + /*=========================================================*/ + if ( pTMObj == NULL ) + { + pTMObj = (PTM_OBJECT)ALLOC( sizeof(TM_OBJECT) ); + if ( pTMObj == NULL ) + return FALSE; + memset( pTMObj, 0, sizeof(TM_OBJECT) ); + + /* Put the object at the beginning of the list. */ + pTMObj->next = pHAL->pTMList; + if ( pTMObj->next ) + { + pTemp = pTMObj->next; + pTemp->prev = pTMObj; + } + pHAL->pTMList = pTMObj; + } + else + { + /*===============================================================*/ + /* Make some caching happen by pulling this object to the front. */ + /*===============================================================*/ + if ( pHAL->pTMList != pTMObj ) + { + /* Pull the object out of the list. */ + if ( pTMObj->prev ) + { + pTemp = pTMObj->prev; + pTemp->next = pTMObj->next; + } + if ( pTMObj->next ) + { + pTemp = pTMObj->next; + pTemp->prev = pTMObj->prev; + } + + pTMObj->prev = NULL; + pTMObj->next = NULL; + + /* Put the object at the front of the list. */ + pTMObj->next = pHAL->pTMList; + if ( pTMObj->next ) + { + pTemp = pTMObj->next; + pTemp->prev = pTMObj; + } + pHAL->pTMList = pTMObj; + } + } + + /*========================================================*/ + /* If we are doing BIND and the texture is in VID memory. */ + /*========================================================*/ + if ( (dwAction == TM_ACTION_BIND) && pTMObj->lpDDS_Video ) + { + DPF(( DBG_TXT_PROFILE, "Cache HIT (%d)", dwName )); + + /* Make this the current texture. */ + rc = pHAL->lpD3DDevice->SetTexture( 0, pTMObj->lpD3DTexture2 ); + if ( FAILED(rc) ) + { + DPF(( DBG_TXT_WARN, "Failed SetTexture() (%s)", ErrorStringD3D(rc) )); + pHAL->lpD3DDevice->SetTexture( 0, NULL ); + return FALSE; + } + + return TRUE; + } + + /*=================================================================*/ + /* If we are doing BIND and the texture is at least in SYS memory. */ + /*=================================================================*/ + if ( (dwAction == TM_ACTION_BIND) && pTMObj->lpDDS_System ) + { + DPF(( DBG_TXT_PROFILE, "Cache MISS (%d)", dwName )); + + /* Create the texture on the card. */ + rc = LoadTextureInVideo( pHAL, pTMObj ); + if ( rc == FALSE ) + return FALSE; + + /* Make this the current texture. */ + rc = pHAL->lpD3DDevice->SetTexture( 0, pTMObj->lpD3DTexture2 ); + if ( FAILED(rc) ) + { + DPF(( DBG_TXT_WARN, "Failed SetTexture() (%s)", ErrorStringD3D(rc) )); + pHAL->lpD3DDevice->SetTexture( 0, NULL ); + return FALSE; + } + + return TRUE; + } + + /*=========================================================*/ + /* If we are doing UPDATE then try in VID first for speed. */ + /*=========================================================*/ + if ( (dwAction == TM_ACTION_UPDATE) && pTMObj->lpDDS_Video && + !(pHAL->D3DHWDevDesc.dpcTriCaps.dwTextureCaps & D3DPTEXTURECAPS_SQUAREONLY) ) + { + DPF(( DBG_TXT_INFO, "Fix the SubTexture update Leigh!" )); + + /* Update the texture on the card. */ + UpdateTexture( pTMObj, TRUE, rectDirty, (UCHAR *)pPixels ); + + /* We updated the texture in VID so kill the SYS so we know its dirty. */ + if ( pTMObj->lpDDS_System ) + { + DPF(( DBG_TXT_INFO, "Release texture (SYS)" )); + DX_RESTORE( pTMObj->lpDDS_System ); + pTMObj->lpDDS_System->Release(); + pTMObj->lpDDS_System = NULL; + } + + /* Make this the current texture. */ + rc = pHAL->lpD3DDevice->SetTexture( 0, pTMObj->lpD3DTexture2 ); + if ( FAILED(rc) ) + { + DPF(( DBG_TXT_WARN, "Failed SetTexture() (%s)", ErrorStringD3D(rc) )); + pHAL->lpD3DDevice->SetTexture( 0, NULL ); + return FALSE; + } + + return TRUE; + } + + /*===========================================================*/ + /* If we are doing UPDATE then try in SYS still gives speed. */ + /*===========================================================*/ + if ( (dwAction == TM_ACTION_UPDATE) && pTMObj->lpDDS_System ) + { + DPF(( DBG_TXT_INFO, "Fix the SubTexture update Leigh!" )); + + /* Update the texture in SYS. */ + UpdateTexture( pTMObj, FALSE, NULL, (UCHAR *)pPixels ); + + /* We updated the SYS texture only so now blt to the VID. */ + rc = LoadTextureInVideo( pHAL, pTMObj ); + if ( rc == FALSE ) + return FALSE; + + /* Make this the current texture. */ + rc = pHAL->lpD3DDevice->SetTexture( 0, pTMObj->lpD3DTexture2 ); + if ( FAILED(rc) ) + { + DPF(( DBG_TXT_WARN, "Failed SetTexture() (%s)", ErrorStringD3D(rc) )); + pHAL->lpD3DDevice->SetTexture( 0, NULL ); + return FALSE; + } + + return TRUE; + } + + /* At this point we have a valid Texture Manager Object with updated */ + /* links. We now need to create or update a texture surface that is */ + /* in system memory. Every texture has a copy in system so we can use*/ + /* blt to solve problems with textures allocated on the card (square */ + /* only textures, pixelformats...). */ + + // TODO: make support for update also. Dirty rectangle basicly... + + /* Kill the interface if we have one no matter what. */ + if ( pTMObj->lpD3DTexture2 ) + { + DPF(( DBG_TXT_INFO, "Release Texture2" )); + pTMObj->lpD3DTexture2->Release(); + pTMObj->lpD3DTexture2 = NULL; + } + + /* Kill the system surface. TODO: should try to get the SubIMage going again */ + if ( pTMObj->lpDDS_System ) + { + DPF(( DBG_TXT_INFO, "Release texture (SYS)" )); + DX_RESTORE( pTMObj->lpDDS_System ); + pTMObj->lpDDS_System->Release(); + pTMObj->lpDDS_System = NULL; + } + + /* Kill the Video surface. TODO: need some reuse system... */ + if ( pTMObj->lpDDS_Video ) + { + DPF(( DBG_TXT_INFO, "Release texture (VID)" )); + DX_RESTORE( pTMObj->lpDDS_Video ); + pTMObj->lpDDS_Video->Release(); + pTMObj->lpDDS_Video = NULL; + } + + /*================================================================*/ + /* Translate the the Mesa/OpenGL pixel channels to the D3D flags. */ + /*================================================================*/ + switch( dwRequestFlags ) + { + case GL_ALPHA: + dwRequestFlags = DDPF_ALPHA; + DPF(( DBG_TXT_WARN, "GL_ALPHA not supported!)" )); + return FALSE; + + case GL_INTENSITY: + case GL_LUMINANCE: + DPF(( DBG_TXT_WARN, "GL_INTENSITY/GL_LUMINANCE not supported!)" )); + dwRequestFlags = DDPF_LUMINANCE; + return FALSE; + + case GL_LUMINANCE_ALPHA: + DPF(( DBG_TXT_WARN, "GL_LUMINANCE_ALPHA not supported!)" )); + dwRequestFlags = DDPF_LUMINANCE | DDPF_ALPHAPIXELS; + return FALSE; + + case GL_RGB: + DPF(( DBG_TXT_INFO, "Texture -> GL_RGB" )); + dwRequestFlags = DDPF_RGB; + break; + + case GL_RGBA: + DPF(( DBG_TXT_INFO, "Texture -> GL_RGBA" )); + dwRequestFlags = DDPF_RGB | DDPF_ALPHAPIXELS; + break; + } + + /*==============================*/ + /* Populate the texture object. */ + /*==============================*/ + pTMObj->dwName = dwName; + pTMObj->lpD3DDevice = pHAL->lpD3DDevice; + pTMObj->dwFlags = dwRequestFlags; + if ( pHAL->D3DHWDevDesc.dpcTriCaps.dwTextureCaps & D3DPTEXTURECAPS_SQUAREONLY ) + { + DPF(( DBG_TXT_INFO, "Convert to Square..." )); + pTMObj->dwSHeight = dwHeight; + pTMObj->dwSWidth = dwWidth; + + /* Shrink non-square textures. */ + pTMObj->dwVHeight = (dwHeight > dwWidth) ? dwWidth : dwHeight; + pTMObj->dwVWidth = (dwHeight > dwWidth) ? dwWidth : dwHeight; + } + else + { + pTMObj->dwSHeight = dwHeight; + pTMObj->dwSWidth = dwWidth; + pTMObj->dwVHeight = dwHeight; + pTMObj->dwVWidth = dwWidth; + } + + /*========================*/ + /* Create SYSTEM surface. */ + /*========================*/ + + /* Request a surface in system memory. */ + memset( &ddsd2, 0, sizeof(DDSURFACEDESC2) ); + ddsd2.dwSize = sizeof( DDSURFACEDESC2 ); + ddsd2.dwWidth = pTMObj->dwSWidth; + ddsd2.dwHeight = pTMObj->dwSHeight; + ddsd2.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT | DDSD_PIXELFORMAT; + ddsd2.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_SYSTEMMEMORY; + ddsd2.ddsCaps.dwCaps2 = 0L; + memset( &ddsd2.ddpfPixelFormat, 0, sizeof(DDPIXELFORMAT) ); + ddsd2.ddpfPixelFormat.dwSize = sizeof( DDPIXELFORMAT ); + ddsd2.ddpfPixelFormat.dwFlags = dwRequestFlags; + rc = pHAL->lpD3DDevice->EnumTextureFormats( EnumPFHook, &ddsd2.ddpfPixelFormat ); + if ( FAILED(rc) ) + { + RIP( pHAL, "EnumerTextureFormats (SYSTEM)->", ErrorStringD3D(rc) ); + return FALSE; + } + + /* Create the surface using the enumerated pixelformat. */ + rc = pHAL->lpDD4->CreateSurface( &ddsd2, &pTMObj->lpDDS_System, NULL ); + if ( FAILED(rc) ) + { + RIP( pHAL, "CreateSurface (TEXTURE/SYSTEM)->", ErrorStringD3D(rc) ); + return FALSE; + } + + /* Solve the pixel mapping info using the surface pixelformat. */ + Solve8BitChannelPixelFormat( &ddsd2.ddpfPixelFormat, &pTMObj->pixel ); + + /*===================================================================*/ + /* Fill the texture using the PixelInfo structure to do the mapping. */ + /*===================================================================*/ + UpdateTexture( pTMObj, FALSE, NULL, (UCHAR *)pPixels ); + + /*=======================*/ + /* Create VIDEO surface. */ + /*=======================*/ + rc = LoadTextureInVideo( pHAL, pTMObj ); + if ( rc == FALSE ) + return FALSE; + + /* Make this the current texture. */ + rc = pHAL->lpD3DDevice->SetTexture( 0, pTMObj->lpD3DTexture2 ); + if ( FAILED(rc) ) + { + DPF(( DBG_TXT_WARN, "Failed SetTexture() (%s)", ErrorStringD3D(rc) )); + pHAL->lpD3DDevice->SetTexture( 0, NULL ); + return FALSE; + } + + return TRUE; +} +/*===========================================================================*/ +/* This function will handle the creation and destruction of the texture */ +/* surfaces on the card. Using the dw'V'Width/Height dimensions the call */ +/* try and create the texture on the card and keep using FreeTextureMemory */ +/* until the surace can be created. Once the surface is created we get the */ +/* interface that we will use to make it the current texture. I didn't put */ +/* the code to make the texture current in this function as BIND needs to */ +/* use the same code and this function doesn't always get called when we do a*/ +/* bind. */ +/*===========================================================================*/ +/* RETURN: TRUE, FALSE. */ +/*===========================================================================*/ +static BOOL LoadTextureInVideo( PMESAD3DHAL pHAL, PTM_OBJECT pTMObj ) +{ + DDSURFACEDESC2 ddsd2; + HRESULT rc; + + DPF(( DBG_FUNC, "LoadTextureInVideo();" )); + + /* Kill the interface if we have one no matter what. */ + if ( pTMObj->lpD3DTexture2 ) + { + DPF(( DBG_TXT_INFO, "Release Texture2" )); + pTMObj->lpD3DTexture2->Release(); + pTMObj->lpD3DTexture2 = NULL; + } + + /* Kill the Video surface. TODO: need some reuse system... */ + if ( pTMObj->lpDDS_Video ) + { + DPF(( DBG_TXT_INFO, "Release texture (VID)" )); + DX_RESTORE( pTMObj->lpDDS_Video ); + pTMObj->lpDDS_Video->Release(); + pTMObj->lpDDS_Video = NULL; + } + + /* Request a surface in Video memory. */ + memset( &ddsd2, 0, sizeof(DDSURFACEDESC2) ); + ddsd2.dwSize = sizeof( DDSURFACEDESC2 ); + ddsd2.dwWidth = pTMObj->dwVWidth; + ddsd2.dwHeight = pTMObj->dwVHeight; + ddsd2.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT | DDSD_PIXELFORMAT; + ddsd2.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_VIDEOMEMORY; + ddsd2.ddsCaps.dwCaps2 = 0L; + memset( &ddsd2.ddpfPixelFormat, 0, sizeof(DDPIXELFORMAT) ); + ddsd2.ddpfPixelFormat.dwSize = sizeof( DDPIXELFORMAT ); + ddsd2.ddpfPixelFormat.dwFlags = pTMObj->dwFlags; + rc = pHAL->lpD3DDevice->EnumTextureFormats( EnumPFHook, &ddsd2.ddpfPixelFormat ); + if ( FAILED(rc) ) + { + RIP( pHAL, "EnumerTextureFormats ->", ErrorStringD3D(rc) ); + return FALSE; + } + + /* Make sure we lock so we don't nuke this texture trying to free memory for it. */ + pTMObj->bLock = TRUE; + + /* Start a loop that will free all textures until we have created the texture */ + /* surface or we can't free up more memory. */ + do + { + /* Try to create the texture surface. */ + rc = pHAL->lpDD4->CreateSurface( &ddsd2, &pTMObj->lpDDS_Video, NULL ); + if ( !FAILED(rc) ) + break; + + DPF(( DBG_TXT_INFO, "Free Texture Memory" )); + + /* DestroyTexture will return TRUE if a surface was freed. */ + } while( FreeTextureMemory(pHAL,NULL) ); + + /* Make sure we unlock or we won't be able to nuke the TMO later. */ + pTMObj->bLock = FALSE; + + /* Did we create a valid texture surface? */ + if ( FAILED(rc) ) + { + DPF(( DBG_TXT_WARN, "Failed to load texture" )); + pHAL->lpD3DDevice->SetTexture( 0, NULL ); + return FALSE; + } + + DX_RESTORE( pTMObj->lpDDS_System ); + DX_RESTORE( pTMObj->lpDDS_Video ); + + DPF(( DBG_TXT_INFO, "Texture Blt SYSTEM -> VID" )); + + /* Now blt the texture in system memory to the card. */ + rc = pTMObj->lpDDS_Video->Blt( NULL, pTMObj->lpDDS_System, NULL, DDBLT_WAIT, NULL ); + if ( FAILED(rc) ) + { + RIP( pHAL, "Blt (TEXTURE) ->", ErrorStringD3D(rc) ); + return FALSE; + } + + /* Get the Texture interface that is used to render with. */ + pTMObj->lpDDS_Video->QueryInterface( IID_IDirect3DTexture2, (void **)&pTMObj->lpD3DTexture2 ); + if ( pTMObj->lpD3DTexture2 == NULL ) + { + DPF(( DBG_TXT_WARN, "Failed QueryTextureInterface" )); + pHAL->lpD3DDevice->SetTexture( 0, NULL ); + return FALSE; + } + + return TRUE; +} +/*===========================================================================*/ +/* If this function gets a texture object struc then we will try and free */ +/* it. If we get a NULL then we will search from the bottom up and free one */ +/* VMEM surface. I can only free when the surface isn't locked and of course*/ +/* there must be a VMEM surface. We never free SMEM surfaces as that isn't */ +/* the point. */ +/* TODO: should have a pointer to the bottom of the stack really. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static BOOL FreeTextureMemory( PMESAD3DHAL pHAL, PTM_OBJECT pTMObject ) +{ + PTM_OBJECT pCurrent; + BOOL bFreed = FALSE; + + DPF(( DBG_FUNC, "FreeTextureMemory();" )); + DPF(( DBG_TXT_WARN, "FREE TEXTURE!" )); + + /* Just to be safe. */ + if ( !pHAL || !pHAL->pTMList ) + { + DPF(( DBG_TXT_WARN, "FreeTextureMemory() -> NULL pHAL/pHAL->pTMList" )); + return FALSE; + } + + /* Free the last texture in the list. */ + if ( pTMObject == NULL ) + { + DPF(( DBG_TXT_INFO, "Free Last texture in cache" )); + + /* Find the last texture object. */ + for( pCurrent = pHAL->pTMList; pCurrent->next; pCurrent = pCurrent->next ); + + /* Now backup until we find a texture on the card. */ + while( pCurrent && (pCurrent->lpDDS_Video == NULL) && (pCurrent->bLock == FALSE) ) + pCurrent = pCurrent->prev; + + /* Didn't find anything. */ + if ( pCurrent == NULL ) + { + DPF(( DBG_TXT_INFO, "No texture memory freed" )); + return FALSE; + } + } + else + { + /* See if we can find this texture object. */ + for( pCurrent = pHAL->pTMList; pCurrent && (pCurrent != pTMObject); pCurrent = pCurrent->next ); + + /* Didn't find anything. */ + if ( pCurrent == NULL ) + { + DPF(( DBG_TXT_INFO, "Requested texture to be freed NOT FOUND" )); + return FALSE; + } + } + + /* Can't free this baby. */ + if ( pCurrent->bLock == TRUE ) + { + DPF(( DBG_TXT_WARN, "Requested texture LOCKED" )); + return FALSE; + } + + /* Free the texture memory. */ + if ( pCurrent->lpD3DTexture2 ) + { + DPF(( DBG_TXT_INFO, "Release Texture2" )); + pCurrent->lpD3DTexture2->Release(); + pCurrent->lpD3DTexture2 = NULL; + bFreed = TRUE; + } + if ( pCurrent->lpDDS_Video ) + { + DPF(( DBG_TXT_INFO, "Release texture (VID):" )); + DPF(( DBG_TXT_INFO, "dwName: %d", pCurrent->dwName )); + DPF(( DBG_TXT_INFO, "cx: %d, cy: %d", pCurrent->dwVWidth, pCurrent->dwVHeight )); + pCurrent->lpDDS_Video->Release(); + pCurrent->lpDDS_Video = NULL; + bFreed = TRUE; + } + + return bFreed; +} +/*===========================================================================*/ +/* This function searches the linked list of texture objects in the supplied*/ +/* D3Dwrapper structure. If it finds a match it will free it and pull it out*/ +/* of the linked list. The function works on the bases of a matching pointer*/ +/* to the object (not matching content). */ +/* If the function gets passed a NULL then we want to free the last texture */ +/* object in the list. Used in a loop to destory all. */ +/*===========================================================================*/ +/* RETURN: TRUE, FALSE. */ +/*===========================================================================*/ +static BOOL DestroyTextureObject( PMESAD3DHAL pHAL, PTM_OBJECT pTMObject ) +{ + PTM_OBJECT pCurrent; + + DPF(( DBG_FUNC, "DestoryTextureObject();" )); + + /* Just to be safe. */ + if ( !pHAL || !pHAL->pTMList ) + { + DPF(( DBG_TXT_WARN, "DestroyTextureObject() -> NULL pHAL/pHAL->pTMList" )); + return FALSE; + } + + /* Free the last texture in the list. */ + if ( pTMObject == NULL ) + { + /* Find the last texture object. */ + for( pCurrent = pHAL->pTMList; pCurrent->next; pCurrent = pCurrent->next ); + } + else + { + /* See if we can find this texture object. */ + for( pCurrent = pHAL->pTMList; pCurrent && (pCurrent != pTMObject); pCurrent = pCurrent->next ); + + /* Didn't find anything. */ + if ( pCurrent == NULL ) + { + DPF(( DBG_TXT_WARN, "No textures to be freed" )); + return FALSE; + } + } + + /* Can't free this baby. */ + if ( pCurrent->bLock == TRUE ) + { + DPF(( DBG_TXT_WARN, "Requested texture to be freed LOCKED" )); + return FALSE; + } + + /* Free the texture memory. */ + if ( pCurrent->lpD3DTexture2 ) + { + DPF(( DBG_TXT_INFO, "Release Texture2" )); + pCurrent->lpD3DTexture2->Release(); + pCurrent->lpD3DTexture2 = NULL; + } + if ( pCurrent->lpDDS_Video ) + { + DPF(( DBG_TXT_INFO, "Release texture (VID):" )); + pCurrent->lpDDS_Video->Release(); + pCurrent->lpDDS_Video = NULL; + } + if ( pCurrent->lpDDS_System ) + { + DPF(( DBG_TXT_INFO, "Release texture (SYS):" )); + pCurrent->lpDDS_System->Release(); + pCurrent->lpDDS_System = NULL; + } + + /* Pull this texture out of the list. */ + if ( pCurrent == pHAL->pTMList ) + pHAL->pTMList = NULL; + if ( pCurrent->prev ) + (pCurrent->prev)->next = pCurrent->next; + if ( pCurrent->next ) + (pCurrent->next)->prev = pCurrent->prev; + FREE( pCurrent ); + + return TRUE; +} +/*===========================================================================*/ +/* This function is the callback function that gets called when we are doing*/ +/* an enumeration of the texture formats supported by this device. The choice*/ +/* is made by checking to see if we have a match with the supplied D3D pixel-*/ +/* format. So the enumeration has to pass a desired D3D PF as the user var. */ +/*===========================================================================*/ +/* RETURN: D3DENUMRET_OK, D3DENUMRET_CANCEL. */ +/*===========================================================================*/ +static void UpdateTexture( PTM_OBJECT pTMObj, BOOL bVideo, RECT *pRect, UCHAR *pixels ) +{ + LPDIRECTDRAWSURFACE4 lpDDS; + DDSURFACEDESC2 ddsd2; + DWORD srcPitch, + dwHeight, + dwWidth, + dwCol, + dwColor; + UCHAR *pSrc, + *pSrcRow, + *pDest, + *pDestRow; + int rc; + + // TODO: Do I need to pass the h/w when its in the object! + DPF(( DBG_FUNC, "UpdateTexture();" )); + + /* Get the surface pointer we are looking for. */ + lpDDS = (bVideo) ? pTMObj->lpDDS_Video : pTMObj->lpDDS_System; + + /*===================================================================*/ + /* Fill the texture using the PixelInfo structure to do the mapping. */ + /*===================================================================*/ + + /* Get the surface pointer. */ + memset( &ddsd2, 0, sizeof(DDSURFACEDESC2) ); + ddsd2.dwSize = sizeof(DDSURFACEDESC2); + rc = lpDDS->Lock( NULL, &ddsd2, DDLOCK_WAIT, NULL ); + if ( FAILED(rc) ) + { + RIP( NULL, "Lock (TEXTURE/SYSTEM)->", ErrorStringD3D(rc) ); + return; + } + + /* For now we are only updating the system surface so use its dimensions. */ + dwWidth = (bVideo) ? pTMObj->dwVWidth : pTMObj->dwSWidth; + dwHeight = (bVideo) ? pTMObj->dwVHeight : pTMObj->dwSHeight; + + /* If we are updating the whole surface then the pDest/pSrc will */ + /* always be the same. */ + if ( pRect == NULL ) + { + pDest = (UCHAR *)ddsd2.lpSurface; + pSrc = pixels; + } + + /* Fill the texture surface based on the pixelformat flags. */ + if ( pTMObj->dwFlags == (DDPF_RGB | DDPF_ALPHAPIXELS) ) + { + srcPitch = dwWidth * 4; + if ( pRect ) + { + pDest = ((UCHAR *)ddsd2.lpSurface) + (pRect->top * ddsd2.lPitch) + (pRect->left * pTMObj->pixel.cb); + pSrc = pixels + (pRect->top * dwWidth * 4) + (pRect->left * 4); + dwHeight = (pRect->bottom - pRect->top); + dwWidth = (pRect->right - pRect->left); + } + + for( pDestRow = pDest, pSrcRow = pSrc; dwHeight > 0; dwHeight--, pDestRow += ddsd2.lPitch, pSrcRow += srcPitch ) + { + for( dwCol = 0, pDest = pDestRow, pSrc = pSrcRow; dwCol < dwWidth; dwCol++ ) + { + dwColor = ( ((DWORD)(*(pSrc ) * pTMObj->pixel.rScale)) << pTMObj->pixel.rShift ); + dwColor |= ( ((DWORD)(*(pSrc+1) * pTMObj->pixel.gScale)) << pTMObj->pixel.gShift ); + dwColor |= ( ((DWORD)(*(pSrc+2) * pTMObj->pixel.bScale)) << pTMObj->pixel.bShift ); + if ( pTMObj->pixel.aScale == -1.0 ) + dwColor |= ( (*(pSrc+3) & 0x80) ? (1 << pTMObj->pixel.aShift) : 0 ); + else + dwColor |= ( ((DWORD)(*(pSrc+3) * pTMObj->pixel.aScale)) << pTMObj->pixel.aShift ); + memcpy( pDest, &dwColor, pTMObj->pixel.cb ); + pDest += pTMObj->pixel.cb; + pSrc += 4; + } + } + } + else if ( pTMObj->dwFlags == DDPF_RGB ) + { + srcPitch = dwWidth * 3; + if ( pRect ) + { + pDest = ((UCHAR *)ddsd2.lpSurface) + (pRect->top * ddsd2.lPitch) + (pRect->left * pTMObj->pixel.cb); + pSrc = pixels + (pRect->top * dwWidth * 3) + (pRect->left * 3); + dwHeight = (pRect->bottom - pRect->top); + dwWidth = (pRect->right - pRect->left); + } + + for( pDestRow = pDest, pSrcRow = pSrc; dwHeight > 0; dwHeight--, pDestRow += ddsd2.lPitch, pSrcRow += srcPitch ) + { + for( dwCol = 0, pDest = pDestRow, pSrc = pSrcRow; dwCol < dwWidth; dwCol++ ) + { + dwColor = ( ((DWORD)(*(pSrc ) * pTMObj->pixel.rScale)) << pTMObj->pixel.rShift ); + dwColor |= ( ((DWORD)(*(pSrc+1) * pTMObj->pixel.gScale)) << pTMObj->pixel.gShift ); + dwColor |= ( ((DWORD)(*(pSrc+2) * pTMObj->pixel.bScale)) << pTMObj->pixel.bShift ); + memcpy( pDest, &dwColor, pTMObj->pixel.cb ); + pDest += pTMObj->pixel.cb; + pSrc += 3; + } + } + } + else if ( pTMObj->dwFlags == (DDPF_LUMINANCE | DDPF_ALPHAPIXELS) ) + { + srcPitch = dwWidth * 2; + if ( pRect ) + { + pDest = ((UCHAR *)ddsd2.lpSurface) + (pRect->top * ddsd2.lPitch) + (pRect->left * pTMObj->pixel.cb); + pSrc = pixels + (pRect->top * dwWidth * 2) + (pRect->left * 2); + dwHeight = (pRect->bottom - pRect->top); + dwWidth = (pRect->right - pRect->left); + } + + for( pDestRow = pDest, pSrcRow = pSrc; dwHeight > 0; dwHeight--, pDestRow += ddsd2.lPitch, pSrcRow += srcPitch ) + { + for( dwCol = 0, pDest = pDestRow, pSrc = pSrcRow; dwCol < dwWidth; dwCol++ ) + { + dwColor = ( ((DWORD)(*(pSrc ) * pTMObj->pixel.rScale)) << pTMObj->pixel.rShift ); + if ( pTMObj->pixel.aScale == -1.0 ) + dwColor |= ( (*(pSrc+1) & 0x80) ? (1 << pTMObj->pixel.aShift) : 0 ); + else + dwColor |= ( ((DWORD)(*(pSrc+1) * pTMObj->pixel.aScale)) << pTMObj->pixel.aShift ); + memcpy( pDest, &dwColor, pTMObj->pixel.cb ); + pDest += pTMObj->pixel.cb; + pSrc += 2; + } + } + } + else if ( pTMObj->dwFlags == DDPF_LUMINANCE ) + { + srcPitch = dwWidth; + if ( pRect ) + { + pDest = ((UCHAR *)ddsd2.lpSurface) + (pRect->top * ddsd2.lPitch) + (pRect->left * pTMObj->pixel.cb); + pSrc = pixels + (pRect->top * dwWidth) + (pRect->left); + dwHeight = (pRect->bottom - pRect->top); + dwWidth = (pRect->right - pRect->left); + } + + for( pDestRow = pDest, pSrcRow = pSrc; dwHeight > 0; dwHeight--, pDestRow += ddsd2.lPitch, pSrcRow += srcPitch ) + { + for( dwCol = 0, pDest = pDestRow, pSrc = pSrcRow; dwCol < dwWidth; dwCol++ ) + { + dwColor = ( ((DWORD)(*pSrc * pTMObj->pixel.rScale)) << pTMObj->pixel.rShift ); + memcpy( pDest, &dwColor, pTMObj->pixel.cb ); + pDest += pTMObj->pixel.cb; + pSrc++; + } + } + } + else if ( pTMObj->dwFlags == DDPF_ALPHAPIXELS ) + { + srcPitch = dwWidth; + if ( pRect ) + { + pDest = ((UCHAR *)ddsd2.lpSurface) + (pRect->top * ddsd2.lPitch) + (pRect->left * pTMObj->pixel.cb); + pSrc = pixels + (pRect->top * dwWidth) + (pRect->left); + dwHeight = (pRect->bottom - pRect->top); + dwWidth = (pRect->right - pRect->left); + } + + for( pDestRow = pDest, pSrcRow = pSrc; dwHeight > 0; dwHeight--, pDestRow += ddsd2.lPitch, pSrcRow += srcPitch ) + { + for( dwCol = 0, pDest = pDestRow, pSrc = pSrcRow; dwCol < dwWidth; dwCol++ ) + { + if ( pTMObj->pixel.aScale == -1.0 ) + dwColor = ( (*pSrc & 0x80) ? (1 << pTMObj->pixel.aShift) : 0 ); + else + dwColor = ( ((DWORD)(*pSrc * pTMObj->pixel.aScale)) << pTMObj->pixel.aShift ); + memcpy( pDest, &dwColor, pTMObj->pixel.cb ); + pDest += pTMObj->pixel.cb; + pSrc++; + } + } + } + + /* Unlock the surface. */ + rc = lpDDS->Unlock( NULL ); + if ( FAILED(rc) ) + { + RIP( NULL, "Unlock (TEXTURE/SYSTEM)->", ErrorStringD3D(rc) ); + } +} +/*===========================================================================*/ +/* This function is the callback function that gets called when we are doing*/ +/* an enumeration of the texture formats supported by this device. The choice*/ +/* is made by checking to see if we have a match with the supplied D3D pixel-*/ +/* format. So the enumeration has to pass a desired D3D PF as the user var. */ +/*===========================================================================*/ +/* RETURN: D3DENUMRET_OK, D3DENUMRET_CANCEL. */ +/*===========================================================================*/ +HRESULT CALLBACK EnumPFHook( LPDDPIXELFORMAT lpDDPixFmt, LPVOID lpContext ) +{ + LPDDPIXELFORMAT lpDDPixFmtRequest = (LPDDPIXELFORMAT)lpContext; + PIXELINFO pixel; + + DPF(( DBG_FUNC, "EnumPFHook();" )); + + if ( lpDDPixFmt->dwFlags == lpDDPixFmtRequest->dwFlags ) + { + /* Are we looking for an alpha channel? */ + if ( lpDDPixFmtRequest->dwFlags & DDPF_ALPHAPIXELS ) + { + /* Try for something that has more then 1bits of Alpha. */ + Solve8BitChannelPixelFormat( lpDDPixFmt, &pixel ); + if ( pixel.aScale == -1.0 ) + { + /* Save this format no matter what as its a match of sorts. */ + memcpy( lpDDPixFmtRequest, lpDDPixFmt, sizeof(DDPIXELFORMAT) ); + return D3DENUMRET_OK; + } + } + + /* Save this format as its a good match. */ + memcpy( lpDDPixFmtRequest, lpDDPixFmt, sizeof(DDPIXELFORMAT) ); + + /* We are happy at this point so lets leave. */ + return D3DENUMRET_CANCEL; + } + + return D3DENUMRET_OK; +} + + diff --git a/src/mesa/drivers/d3d/D3DTextureMgr.h b/src/mesa/drivers/d3d/D3DTextureMgr.h new file mode 100644 index 000000000..f4a415491 --- /dev/null +++ b/src/mesa/drivers/d3d/D3DTextureMgr.h @@ -0,0 +1,62 @@ +/*===========================================================================*/ +/* */ +/* Mesa-3.0 DirectX 6 Driver */ +/* */ +/* By Leigh McRae */ +/* */ +/* http://www.altsoftware.com/ */ +/* */ +/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */ +/*===========================================================================*/ +#ifndef _TEXTURE_MGR_INC +#define _TEXTURE_MGR_INC + +/*===========================================================================*/ +/* Includes. */ +/*===========================================================================*/ +#include +#include +#include +#include +#include +#include "GL/gl.h" +/*========================================================================*/ +/* Defines. */ +/*========================================================================*/ +/*========================================================================*/ +/* Type defines. */ +/*========================================================================*/ +typedef struct _local_texture_object +{ + DWORD dwName, + dwPriority, + dwFlags, + dwSWidth, + dwSHeight, + dwVWidth, + dwVHeight; + BOOL bLock, + bDirty; /* I only update VID on SubImage calls so the system */ + /* texture can get invalid. */ + + LPDIRECT3DDEVICE3 lpD3DDevice; /* If the device changes we must get new handles... */ + LPDIRECTDRAWSURFACE4 lpDDS_System, + lpDDS_Video; + LPDIRECT3DTEXTURE2 lpD3DTexture2; + + PIXELINFO pixel; + + struct _local_texture_object *next; + struct _local_texture_object *prev; + +} TM_OBJECT, *PTM_OBJECT; +/*========================================================================*/ +/* Function prototypes. */ +/*========================================================================*/ +void APIENTRY InitTMD3D( void *pVoid ); +void APIENTRY TermTMD3D( void *pVoid ); +/*========================================================================*/ +/* Global variables declaration. */ +/*========================================================================*/ + +#endif diff --git a/src/mesa/drivers/d3d/D3DUTILS.CPP b/src/mesa/drivers/d3d/D3DUTILS.CPP new file mode 100644 index 000000000..c13d89cd7 --- /dev/null +++ b/src/mesa/drivers/d3d/D3DUTILS.CPP @@ -0,0 +1,638 @@ +/*===========================================================================*/ +/* */ +/* Mesa-3.0 DirectX 6 Driver */ +/* */ +/* By Leigh McRae */ +/* */ +/* http://www.altsoftware.com/ */ +/* */ +/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */ +/*===========================================================================*/ +#include "D3DHAL.h" +/*===========================================================================*/ +/* Local only functions. */ +/*===========================================================================*/ +static int CountTrailingZeros( DWORD dwMask ); +/*===========================================================================*/ +/* This function is used to get the pointer to the surface and the pitch for*/ +/* the scanline rendering functions. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +extern "C" DDSURFACEDESC2 *LockHAL( PMESAD3DSHARED pShared, BOOL bBack ) +{ + PMESAD3DHAL pHAL = (PMESAD3DHAL)pShared; + static DDSURFACEDESC2 ddsd2; + HRESULT rc; + + DPF(( DBG_FUNC, "LockHAL();" )); + + /* Set the request structure up first. */ + memset( &ddsd2, 0, sizeof(DDSURFACEDESC2) ); + ddsd2.dwSize = sizeof(DDSURFACEDESC2); + + /* Make sure we have enough info. */ + if ( pHAL ) + { + rc = pHAL->lpDDSRender->Lock( NULL, &ddsd2, DDLOCK_WAIT, NULL ); + if ( FAILED(rc) ) + { + RIP( pHAL, "Lock (RENDER) ->", ErrorStringD3D(rc) ); + } + } + + return &ddsd2; +} +/*===========================================================================*/ +/* This is just a simple wrapper. I probably don't need to do any error */ +/* checking as the Lock must have worked inorder to get here... */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +extern "C" void UnlockHAL( PMESAD3DSHARED pShared, BOOL bBack ) +{ + PMESAD3DHAL pHAL = (PMESAD3DHAL)pShared; + HRESULT rc; + + DPF(( DBG_FUNC, "UnlockHAL();" )); + + /* Make sure we have enough info. */ + if ( pHAL ) + { + rc = pHAL->lpDDSRender->Unlock( NULL ); + if ( FAILED(rc) ) + { + RIP( pHAL, "Unlock (RENDER) ->", ErrorStringD3D(rc) ); + } + } +} +/*===========================================================================*/ +/* This function will track the main/Primary window that will be used as the*/ +/* target for the Blt in SwapBuffers. As a side effect the call will check */ +/* to see if the primary surface is the same size and position as the screen.*/ +/* If they are the same size we will call it fullscreen... */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +extern "C" void UpdateScreenPosHAL( PMESAD3DSHARED pShared ) +{ + PMESAD3DHAL pHAL = (PMESAD3DHAL)pShared; + POINT pt; + DWORD dwWidth, dwHeight; + + DPF(( DBG_FUNC, "UpdateScreenPosHAL();" )); + + /* Make sure we have enough info. */ + if ( pHAL != NULL ) + { + /* Update the windows screen position. */ + GetClientRect( pShared->hwnd, &pShared->rectW ); + pt.x = pt.y = 0; + ClientToScreen( pShared->hwnd, &pt ); + OffsetRect( &pShared->rectW, pt.x, pt.y); + + /* Compare the primary to the screen. */ + dwWidth = GetSystemMetrics( SM_CXSCREEN ); + dwHeight = GetSystemMetrics( SM_CYSCREEN ); + if ( (pShared->rectW.left > 0) || (pShared->rectW.top > 0) || + (pShared->rectW.right > dwWidth) || (pShared->rectW.bottom > dwHeight) ) + pShared->bWindow = TRUE; + else + pShared->bWindow = FALSE; + } +} +/*===========================================================================*/ +/* This function will fill in the pixel info structure defined in D3Dshared.*/ +/* Basicly it will take a DirectDraw pixelformat structure and make scaling */ +/* values that will convert from 8bit channels to whatever the supplied ddpf */ +/* uses. Also we will generate shift values that will be used to get move */ +/* each component of the pixel into place. */ +/* I have now added a special case for a 1bit alpha channel. If I find a 1b*/ +/* alpha then I will set the scale to -1.0 which should be unique. Later I */ +/* can check the alpha scale value too see if its -1.0 and thus handle it. I*/ +/* was finding that the case was not working tom my advantage so this is my */ +/* HACK for the day. As a TODO I should work on this... */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +void Solve8BitChannelPixelFormat( DDPIXELFORMAT *pddpf, PPIXELINFO pPixel ) +{ + DPF(( DBG_FUNC, "Solve8BitChannelPixelFromat();" )); + + memset( pPixel, 0, sizeof(PPIXELINFO) ); + + /* Check too see if the color space is valid in the PF. */ + if ( pddpf->dwFlags & DDPF_RGB ) + { + /* Solve the red stuff. */ + pPixel->dwRMask = pddpf->dwRBitMask; + pPixel->rShift = CountTrailingZeros( pPixel->dwRMask ); + pPixel->rScale = (float)0.00392156 * (float)(pPixel->dwRMask >> pPixel->rShift); + + /* Solve the green thingy's. */ + pPixel->dwGMask = pddpf->dwGBitMask; + pPixel->gShift = CountTrailingZeros( pPixel->dwGMask ); + pPixel->gScale = (float)0.00392156 * (float)(pPixel->dwGMask >> pPixel->gShift); + + /* Solve the blues. */ + pPixel->dwBMask = pddpf->dwBBitMask; + pPixel->bShift = CountTrailingZeros( pddpf->dwBBitMask ); + pPixel->bScale = (float)0.00392156 * (float)(pddpf->dwBBitMask >> pPixel->bShift); + } + + /* Do the alpha channel if there is one. */ + if ( pddpf->dwFlags & DDPF_ALPHAPIXELS ) + { + pPixel->dwAMask = pddpf->dwRGBAlphaBitMask; + pPixel->aShift = CountTrailingZeros( pPixel->dwAMask ); + + /* Special case a 1bit alpha. */ + if ( (pPixel->dwAMask >> pPixel->aShift) == 1 ) + pPixel->aScale = -1.0; + else + pPixel->aScale = (float)0.00392156 * (float)(pPixel->dwAMask >> pPixel->aShift); + } + + /* Get the size of the pixel in bytes. Should work as dwRGBBitCount is in a union. */ + pPixel->cb = pddpf->dwRGBBitCount / 8; +} +/*===========================================================================*/ +/* See RETURN :) */ +/*===========================================================================*/ +/* RETURN: number of contiguous zeros starting from the right. */ +/*===========================================================================*/ +static int CountTrailingZeros( DWORD dwMask ) +{ + DWORD Mask; + + if ( dwMask == 0 ) + return 32; + + /* Can't take credit for this one! */ + Mask = dwMask & -(int)dwMask; + return ((Mask & 0xFFFF0000)!=0) << 4 + | ((Mask & 0xFF00FF00)!=0) << 3 + | ((Mask & 0xF0F0F0F0)!=0) << 2 + | ((Mask & 0xCCCCCCCC)!=0) << 1 + | ((Mask & 0xAAAAAAAA)!=0); +} +/*===========================================================================*/ +/* This function will convert the DDraw error code to its macro string. The*/ +/* returned pointer is static so you need not worry about memory managemnet */ +/* but the error message gets written over from call to call... */ +/*===========================================================================*/ +/* RETURN: pointer to the single static buffer that hold the error message. */ +/*===========================================================================*/ +char *ErrorStringD3D( HRESULT hr ) +{ + static char errorString[128]; + + switch( hr ) + { + case DDERR_ALREADYINITIALIZED: + strcpy( errorString, "DDERR_ALREADYINITIALIZED" ); + break; + + case DDERR_CANNOTATTACHSURFACE: + strcpy( errorString, "DDERR_CANNOTATTACHSURFACE" ); + break; + + case DDERR_CANNOTDETACHSURFACE: + strcpy( errorString, "DDERR_CANNOTDETACHSURFACE" ); + break; + + case DDERR_CURRENTLYNOTAVAIL: + strcpy( errorString, "DDERR_CURRENTLYNOTAVAIL" ); + break; + + case DDERR_EXCEPTION: + strcpy( errorString, "DDERR_EXCEPTION" ); + break; + + case DDERR_GENERIC: + strcpy( errorString, "DDERR_GENERIC" ); + break; + + case DDERR_HEIGHTALIGN: + strcpy( errorString, "DDERR_HEIGHTALIGN" ); + break; + + case DDERR_INCOMPATIBLEPRIMARY: + strcpy( errorString, "DDERR_INCOMPATIBLEPRIMARY" ); + break; + + case DDERR_INVALIDCAPS: + strcpy( errorString, "DDERR_INVALIDCAPS" ); + break; + + case DDERR_INVALIDCLIPLIST: + strcpy( errorString, "DDERR_INVALIDCLIPLIST" ); + break; + + case DDERR_INVALIDMODE: + strcpy( errorString, "DDERR_INVALIDMODE" ); + break; + + case DDERR_INVALIDOBJECT: + strcpy( errorString, "DDERR_INVALIDOBJECT" ); + break; + + case DDERR_INVALIDPARAMS: + strcpy( errorString, "DDERR_INVALIDPARAMS" ); + break; + + case DDERR_INVALIDPIXELFORMAT: + strcpy( errorString, "DDERR_INVALIDPIXELFORMAT" ); + break; + + case DDERR_INVALIDRECT: + strcpy( errorString, "DDERR_INVALIDRECT" ); + break; + + case DDERR_LOCKEDSURFACES: + strcpy( errorString, "DDERR_LOCKEDSURFACES" ); + break; + + case DDERR_NO3D: + strcpy( errorString, "DDERR_NO3D" ); + break; + + case DDERR_NOALPHAHW: + strcpy( errorString, "DDERR_NOALPHAHW" ); + break; + + case DDERR_NOCLIPLIST: + strcpy( errorString, "DDERR_NOCLIPLIST" ); + break; + + case DDERR_NOCOLORCONVHW: + strcpy( errorString, "DDERR_NOCOLORCONVHW" ); + break; + + case DDERR_NOCOOPERATIVELEVELSET: + strcpy( errorString, "DDERR_NOCOOPERATIVELEVELSET" ); + break; + + case DDERR_NOCOLORKEY: + strcpy( errorString, "DDERR_NOCOLORKEY" ); + break; + + case DDERR_NOCOLORKEYHW: + strcpy( errorString, "DDERR_NOCOLORKEYHW" ); + break; + + case DDERR_NODIRECTDRAWSUPPORT: + strcpy( errorString, "DDERR_NODIRECTDRAWSUPPORT" ); + break; + + case DDERR_NOEXCLUSIVEMODE: + strcpy( errorString, "DDERR_NOEXCLUSIVEMODE" ); + break; + + case DDERR_NOFLIPHW: + strcpy( errorString, "DDERR_NOFLIPHW" ); + break; + + case DDERR_NOGDI: + strcpy( errorString, "DDERR_NOGDI" ); + break; + + case DDERR_NOMIRRORHW: + strcpy( errorString, "DDERR_NOMIRRORHW" ); + break; + + case DDERR_NOTFOUND: + strcpy( errorString, "DDERR_NOTFOUND" ); + break; + + case DDERR_NOOVERLAYHW: + strcpy( errorString, "DDERR_NOOVERLAYHW" ); + break; + + case DDERR_OVERLAPPINGRECTS: + strcpy( errorString, "DDERR_OVERLAPPINGRECTS" ); + break; + + case DDERR_NORASTEROPHW: + strcpy( errorString, "DDERR_NORASTEROPHW" ); + break; + + case DDERR_NOROTATIONHW: + strcpy( errorString, "DDERR_NOROTATIONHW" ); + break; + + case DDERR_NOSTRETCHHW: + strcpy( errorString, "DDERR_NOSTRETCHHW" ); + break; + + case DDERR_NOT4BITCOLOR: + strcpy( errorString, "DDERR_NOT4BITCOLOR" ); + break; + + case DDERR_NOT4BITCOLORINDEX: + strcpy( errorString, "DDERR_NOT4BITCOLORINDEX" ); + break; + + case DDERR_NOT8BITCOLOR: + strcpy( errorString, "DDERR_NOT8BITCOLOR" ); + break; + + case DDERR_NOTEXTUREHW: + strcpy( errorString, "DDERR_NOTEXTUREHW" ); + break; + + case DDERR_NOVSYNCHW: + strcpy( errorString, "DDERR_NOVSYNCHW" ); + break; + + case DDERR_NOZBUFFERHW: + strcpy( errorString, "DDERR_NOZBUFFERHW" ); + break; + + case DDERR_NOZOVERLAYHW: + strcpy( errorString, "DDERR_NOZOVERLAYHW" ); + break; + + case DDERR_OUTOFCAPS: + strcpy( errorString, "DDERR_OUTOFCAPS" ); + break; + + case DDERR_OUTOFMEMORY: + strcpy( errorString, "DDERR_OUTOFMEMORY" ); + break; + + case DDERR_OUTOFVIDEOMEMORY: + strcpy( errorString, "DDERR_OUTOFVIDEOMEMORY" ); + break; + + case DDERR_OVERLAYCANTCLIP: + strcpy( errorString, "DDERR_OVERLAYCANTCLIP" ); + break; + + case DDERR_OVERLAYCOLORKEYONLYONEACTIVE: + strcpy( errorString, "DDERR_OVERLAYCOLORKEYONLYONEACTIVE" ); + break; + + case DDERR_PALETTEBUSY: + strcpy( errorString, "DDERR_PALETTEBUSY" ); + break; + + case DDERR_COLORKEYNOTSET: + strcpy( errorString, "DDERR_COLORKEYNOTSET" ); + break; + + case DDERR_SURFACEALREADYATTACHED: + strcpy( errorString, "DDERR_SURFACEALREADYATTACHED" ); + break; + + case DDERR_SURFACEALREADYDEPENDENT: + strcpy( errorString, "DDERR_SURFACEALREADYDEPENDENT" ); + break; + + case DDERR_SURFACEBUSY: + strcpy( errorString, "DDERR_SURFACEBUSY" ); + break; + + case DDERR_CANTLOCKSURFACE: + strcpy( errorString, "DDERR_CANTLOCKSURFACE" ); + break; + + case DDERR_SURFACEISOBSCURED: + strcpy( errorString, "DDERR_SURFACEISOBSCURED" ); + break; + + case DDERR_SURFACELOST: + strcpy( errorString, "DDERR_SURFACELOST" ); + break; + + case DDERR_SURFACENOTATTACHED: + strcpy( errorString, "DDERR_SURFACENOTATTACHED" ); + break; + + case DDERR_TOOBIGHEIGHT: + strcpy( errorString, "DDERR_TOOBIGHEIGHT" ); + break; + + case DDERR_TOOBIGSIZE: + strcpy( errorString, "DDERR_TOOBIGSIZE" ); + break; + + case DDERR_TOOBIGWIDTH: + strcpy( errorString, "DDERR_TOOBIGWIDTH" ); + break; + + case DDERR_UNSUPPORTED: + strcpy( errorString, "DDERR_UNSUPPORTED" ); + break; + + case DDERR_UNSUPPORTEDFORMAT: + strcpy( errorString, "DDERR_UNSUPPORTEDFORMAT" ); + break; + + case DDERR_UNSUPPORTEDMASK: + strcpy( errorString, "DDERR_UNSUPPORTEDMASK" ); + break; + + case DDERR_INVALIDSTREAM: + strcpy( errorString, "DDERR_INVALIDSTREAM" ); + break; + + case DDERR_VERTICALBLANKINPROGRESS: + strcpy( errorString, "DDERR_VERTICALBLANKINPROGRESS" ); + break; + + case DDERR_WASSTILLDRAWING: + strcpy( errorString, "DDERR_WASSTILLDRAWING" ); + break; + + case DDERR_XALIGN: + strcpy( errorString, "DDERR_XALIGN" ); + break; + + case DDERR_INVALIDDIRECTDRAWGUID: + strcpy( errorString, "DDERR_INVALIDDIRECTDRAWGUID" ); + break; + + case DDERR_DIRECTDRAWALREADYCREATED: + strcpy( errorString, "DDERR_DIRECTDRAWALREADYCREATED" ); + break; + + case DDERR_NODIRECTDRAWHW: + strcpy( errorString, "DDERR_NODIRECTDRAWHW" ); + break; + + case DDERR_PRIMARYSURFACEALREADYEXISTS: + strcpy( errorString, "DDERR_PRIMARYSURFACEALREADYEXISTS" ); + break; + + case DDERR_NOEMULATION: + strcpy( errorString, "DDERR_NOEMULATION" ); + break; + + case DDERR_REGIONTOOSMALL: + strcpy( errorString, "DDERR_REGIONTOOSMALL" ); + break; + + case DDERR_CLIPPERISUSINGHWND: + strcpy( errorString, "DDERR_CLIPPERISUSINGHWND" ); + break; + + case DDERR_NOCLIPPERATTACHED: + strcpy( errorString, "DDERR_NOCLIPPERATTACHED" ); + break; + + case DDERR_NOHWND: + strcpy( errorString, "DDERR_NOHWND" ); + break; + + case DDERR_HWNDSUBCLASSED: + strcpy( errorString, "DDERR_HWNDSUBCLASSED" ); + break; + + case DDERR_HWNDALREADYSET: + strcpy( errorString, "DDERR_HWNDALREADYSET" ); + break; + + case DDERR_NOPALETTEATTACHED: + strcpy( errorString, "DDERR_NOPALETTEATTACHED" ); + break; + + case DDERR_NOPALETTEHW: + strcpy( errorString, "DDERR_NOPALETTEHW" ); + break; + + case DDERR_BLTFASTCANTCLIP: + strcpy( errorString, "DDERR_BLTFASTCANTCLIP" ); + break; + + case DDERR_NOBLTHW: + strcpy( errorString, "DDERR_NOBLTHW" ); + break; + + case DDERR_NODDROPSHW: + strcpy( errorString, "DDERR_NODDROPSHW" ); + break; + + case DDERR_OVERLAYNOTVISIBLE: + strcpy( errorString, "DDERR_OVERLAYNOTVISIBLE" ); + break; + + case DDERR_NOOVERLAYDEST: + strcpy( errorString, "DDERR_NOOVERLAYDEST" ); + break; + + case DDERR_INVALIDPOSITION: + strcpy( errorString, "DDERR_INVALIDPOSITION" ); + break; + + case DDERR_NOTAOVERLAYSURFACE: + strcpy( errorString, "DDERR_NOTAOVERLAYSURFACE" ); + break; + + case DDERR_EXCLUSIVEMODEALREADYSET: + strcpy( errorString, "DDERR_EXCLUSIVEMODEALREADYSET" ); + break; + + case DDERR_NOTFLIPPABLE: + strcpy( errorString, "DDERR_NOTFLIPPABLE" ); + break; + + case DDERR_CANTDUPLICATE: + strcpy( errorString, "DDERR_CANTDUPLICATE" ); + break; + + case DDERR_NOTLOCKED: + strcpy( errorString, "DDERR_NOTLOCKED" ); + break; + + case DDERR_CANTCREATEDC: + strcpy( errorString, "DDERR_CANTCREATEDC" ); + break; + + case DDERR_NODC: + strcpy( errorString, "DDERR_NODC" ); + break; + + case DDERR_WRONGMODE: + strcpy( errorString, "DDERR_WRONGMODE" ); + break; + + case DDERR_IMPLICITLYCREATED: + strcpy( errorString, "DDERR_IMPLICITLYCREATED" ); + break; + + case DDERR_NOTPALETTIZED: + strcpy( errorString, "DDERR_NOTPALETTIZED" ); + break; + + case DDERR_UNSUPPORTEDMODE: + strcpy( errorString, "DDERR_UNSUPPORTEDMODE" ); + break; + + case DDERR_NOMIPMAPHW: + strcpy( errorString, "DDERR_NOMIPMAPHW" ); + break; + + case DDERR_INVALIDSURFACETYPE: + strcpy( errorString, "DDERR_INVALIDSURFACETYPE" ); + break; + + case DDERR_NOOPTIMIZEHW: + strcpy( errorString, "DDERR_NOOPTIMIZEHW" ); + break; + + case DDERR_NOTLOADED: + strcpy( errorString, "DDERR_NOTLOADED" ); + break; + + case DDERR_NOFOCUSWINDOW: + strcpy( errorString, "DDERR_NOFOCUSWINDOW" ); + break; + + case DDERR_DCALREADYCREATED: + strcpy( errorString, "DDERR_DCALREADYCREATED" ); + break; + + case DDERR_NONONLOCALVIDMEM: + strcpy( errorString, "DDERR_NONONLOCALVIDMEM" ); + break; + + case DDERR_CANTPAGELOCK: + strcpy( errorString, "DDERR_CANTPAGELOCK" ); + break; + + case DDERR_CANTPAGEUNLOCK: + strcpy( errorString, "DDERR_CANTPAGEUNLOCK" ); + break; + + case DDERR_NOTPAGELOCKED: + strcpy( errorString, "DDERR_NOTPAGELOCKED" ); + break; + + case DDERR_MOREDATA: + strcpy( errorString, "DDERR_MOREDATA" ); + break; + + case DDERR_EXPIRED: + strcpy( errorString, "DDERR_EXPIRED" ); + break; + + case DDERR_VIDEONOTACTIVE: + strcpy( errorString, "DDERR_VIDEONOTACTIVE" ); + break; + + case DDERR_DEVICEDOESNTOWNSURFACE: + strcpy( errorString, "DDERR_DEVICEDOESNTOWNSURFACE" ); + break; + + case DDERR_NOTINITIALIZED: + strcpy( errorString, "DDERR_NOTINITIALIZED" ); + break; + + default: + strcpy( errorString, "" ); + break; + } + + return &errorString[0]; +} diff --git a/src/mesa/drivers/d3d/D3Dvbrender.c b/src/mesa/drivers/d3d/D3Dvbrender.c new file mode 100644 index 000000000..09857f1dc --- /dev/null +++ b/src/mesa/drivers/d3d/D3Dvbrender.c @@ -0,0 +1,2149 @@ +/*===========================================================================*/ +/* */ +/* Mesa-3.0 DirectX 6 Driver */ +/* */ +/* By Leigh McRae */ +/* */ +/* http://www.altsoftware.com/ */ +/* */ +/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */ +/*===========================================================================*/ +#include +#include "clip.h" +#include "context.h" +#include "light.h" +#include "lines.h" +#include "macros.h" +#include "matrix.h" +#include "pb.h" +#include "points.h" +#include "mtypes.h" +#include "vb.h" +#include "vbrender.h" +#include "xform.h" +#include "D3DMesa.h" + +static void SetRenderStates( GLcontext *ctx ); +static void DebugRenderStates( GLcontext *ctx, BOOL bForce ); + +static void RenderPointsVB( GLcontext *ctx, GLuint start, GLuint end ); +static void RenderTriangleVB( GLcontext *ctx, GLuint start, GLuint end ); +static void RenderTriangleFanVB( GLcontext *ctx, GLuint start, GLuint end ); +static void RenderTriangleStripVB( GLcontext *ctx, GLuint start, GLuint end ); +static void RenderQuadVB( GLcontext *ctx, GLuint start, GLuint end ); +static void RenderQuad( GLcontext *ctx, GLuint v1, GLuint v2, GLuint v3, GLuint v4, GLuint pv ); +void RenderOneTriangle( GLcontext *ctx, GLuint v1, GLuint v2, GLuint v3, GLuint pv ); +void RenderOneLine( GLcontext *ctx, GLuint v1, GLuint v2, GLuint pv ); + +/* I went with a D3D vertex buffer that is 6 times that of the Mesa one */ +/* instead of having the D3D one flush when its full. This way Mesa will*/ +/* handle all the flushing. I need x6 as points can use 4 vertex each. */ +D3DTLVERTEX D3DTLVertices[ (VB_MAX*6) ]; +GLuint VList[VB_SIZE]; +/*===========================================================================*/ +/* Compute Z offsets for a polygon with plane defined by (A,B,C,D) */ +/* D is not needed. TODO: Currently we are calculating this but not using it.*/ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static void OffsetPolygon( GLcontext *ctx, GLfloat a, GLfloat b, GLfloat c ) +{ + GLfloat ac, + bc, + m, + offset; + + DPF(( DBG_FUNC, "OffsetPolygon();" )); + + if ( (c < 0.001F) && (c > - 0.001F) ) + { + /* Prevents underflow problems. */ + ctx->PointZoffset = 0.0F; + ctx->LineZoffset = 0.0F; + ctx->PolygonZoffset = 0.0F; + } + else + { + ac = a / c; + bc = b / c; + if ( ac < 0.0F ) + ac = -ac; + if ( bc<0.0F ) + bc = -bc; + m = MAX2( ac, bc ); /* m = sqrt( ac*ac + bc*bc ); */ + + offset = (m * ctx->Polygon.OffsetFactor + ctx->Polygon.OffsetUnits); + ctx->PointZoffset = ctx->Polygon.OffsetPoint ? offset : 0.0F; + ctx->LineZoffset = ctx->Polygon.OffsetLine ? offset : 0.0F; + ctx->PolygonZoffset = ctx->Polygon.OffsetFill ? offset : 0.0F; + } + + DPF(( DBG_PRIM_INFO, "OffsetPolygon: %f", offset )); +} +/*===========================================================================*/ +/* Compute signed area of the n-sided polgyon specified by vertices */ +/* vb->Win[] and vertex list vlist[]. */ +/* A clockwise polygon will return a negative area. A counter-clockwise */ +/* polygon will return a positive area. I have changed this function to */ +/* actually calculate twice the area as its faster and still gives the sign. */ +/*===========================================================================*/ +/* RETURN: signed area of the polgon. */ +/*===========================================================================*/ +static GLfloat PolygonArea( const struct vertex_buffer *vb, GLuint n, const GLuint vlist[] ) +{ + GLfloat area; + GLuint i; + + DPF(( DBG_FUNC, "PolygonArea();" )); + +#define j0 vlist[i] +#define j1 vlist[(i+1)%n] +#define x0 vb->Win[j0][0] +#define y0 vb->Win[j0][1] +#define x1 vb->Win[j1][0] +#define y1 vb->Win[j1][1] + + /* area = sum of trapezoids */ + for( i = 0, area = 0.0; i < n; i++ ) + area += ((x0 - x1) * (y0 + y1)); /* Note: no divide by two here! */ + +#undef x0 +#undef y0 +#undef x1 +#undef y1 +#undef j1 +#undef j0 + + // TODO: I don't see the point or * 0.5 as we just want the sign... + return area; +} +/*===========================================================================*/ +/* Render a polygon that needs clipping on at least one vertex. The function*/ +/* will first clip the polygon to any user clipping planes then clip to the */ +/* viewing volume. The final polygon will be draw as single triangles that */ +/* first need minor proccessing (culling, offset, etc) before we draw the */ +/* polygon as a fan. NOTE: the fan is draw as single triangles as its not */ +/* formed sequentaly in the VB but is in the vlist[]. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static void RenderClippedPolygon( GLcontext *ctx, GLuint n, GLuint vlist[] ) +{ + struct vertex_buffer *VB = ctx->VB; + GLfloat (*win)[3] = VB->Win, + *proj = ctx->ProjectionMatrix, + ex, ey, + fx, fy, c, + wInv; + GLuint index, + pv, + facing; + + DPF(( DBG_FUNC, "RenderClippedPolygon();" )); + + DPF(( DBG_PRIM_INFO, "RenderClippedtPolygon( %d )", n )); + + /* Which vertex dictates the color when flat shading. */ + pv = (ctx->Primitive==GL_POLYGON) ? vlist[0] : vlist[n-1]; + + /* Clipping may introduce new vertices. New vertices will be stored in */ + /* the vertex buffer arrays starting with location VB->Free. After we've*/ + /* rendered the polygon, these extra vertices can be overwritten. */ + VB->Free = VB_MAX; + + /* Clip against user clipping planes in eye coord space. */ + if ( ctx->Transform.AnyClip ) + { + n = gl_userclip_polygon( ctx, n, vlist ); + if ( n < 3 ) + return; + + /* Transform vertices from eye to clip coordinates: clip = Proj * eye */ + for( index = 0; index < n; index++ ) + { + TRANSFORM_POINT( VB->Clip[vlist[index]], proj, VB->Eye[vlist[index]] ); + } + } + + /* Clip against view volume in clip coord space */ + n = gl_viewclip_polygon( ctx, n, vlist ); + if ( n < 3 ) + return; + + /* Transform new vertices from clip to ndc to window coords. */ + /* ndc = clip / W window = viewport_mapping(ndc) */ + /* Note that window Z values are scaled to the range of integer */ + /* depth buffer values. */ + + /* Only need to compute window coords for new vertices */ + for( index = VB_MAX; index < VB->Free; index++ ) + { + if ( VB->Clip[index][3] != 0.0F ) + { + wInv = 1.0F / VB->Clip[index][3]; + + win[index][0] = VB->Clip[index][0] * wInv * ctx->Viewport.Sx + ctx->Viewport.Tx; + win[index][1] = VB->Clip[index][1] * wInv * ctx->Viewport.Sy + ctx->Viewport.Ty; + win[index][2] = VB->Clip[index][2] * wInv * ctx->Viewport.Sz + ctx->Viewport.Tz; + } + else + { + /* Can't divide by zero, so... */ + win[index][0] = win[index][1] = win[index][2] = 0.0F; + } + } + + /* Draw filled polygon as a triangle fan */ + for( index = 2; index < n; index++ ) + { + /* Compute orientation of triangle */ + ex = win[vlist[index-1]][0] - win[vlist[0]][0]; + ey = win[vlist[index-1]][1] - win[vlist[0]][1]; + fx = win[vlist[index]][0] - win[vlist[0]][0]; + fy = win[vlist[index]][1] - win[vlist[0]][1]; + c = (ex * fy) - (ey * fx); + + /* polygon is perpindicular to view plane, don't draw it */ + if ( (c == 0.0F) && !ctx->Polygon.Unfilled ) + continue; + + /* Backface culling. */ + facing = (c < 0.0F) ^ ctx->Polygon.FrontBit; + if ( (facing + 1) & ctx->Polygon.CullBits ) + continue; + + if ( ctx->IndirectTriangles & DD_TRI_LIGHT_TWOSIDE ) + { + if ( facing == 1 ) + { + /* use back color */ + VB->Color = VB->Bcolor; + VB->Specular= VB->Bspec; + } + else + { + /* use front color */ + VB->Color = VB->Fcolor; + VB->Specular= VB->Fspec; + } + } + + if ( ctx->IndirectTriangles & DD_TRI_OFFSET ) + { + /* finish computing plane equation of polygon, compute offset */ + GLfloat fz = win[vlist[index]][2] - win[vlist[0]][2]; + GLfloat ez = win[vlist[index-1]][2] - win[vlist[0]][2]; + GLfloat a = (ey * fz) - (ez * fy); + GLfloat b = (ez * fx) - (ex * fz); + OffsetPolygon( ctx, a, b, c ); + } + RenderOneTriangle( ctx, vlist[0], vlist[index-1], vlist[index], pv ); + } +} +/*===========================================================================*/ +/* This function gets called when either the vertex buffer is full or glEnd */ +/* has been called. If the we aren't in rendering mode (FEEDBACK) then I */ +/* pass the vertex buffer back to Mesa to deal with by returning FALSE. */ +/* If I can render the primitive types in the buffer directly then I will */ +/* return TRUE after I render the vertex buffer and reset the vertex buffer. */ +/* */ +/* TODO: I don't handle the special case of when the vertex buffer is full */ +/* and we have a primitive that bounds this buffer and the next one to */ +/* come. I'm not sure right now if Mesa handles this for me... */ +/*===========================================================================*/ +/* RETURN: TRUE, FALSE. */ +/*===========================================================================*/ +GLboolean RenderVertexBuffer( GLcontext *ctx, GLboolean allDone ) +{ + struct vertex_buffer *VB = ctx->VB; + GLuint index, + vlist[VB_SIZE]; + + DPF(( DBG_FUNC, "RenderVertexBuffer();" )); + + /* We only need to hook actual tri's that need rendering. */ + if ( ctx->RenderMode != GL_RENDER ) + { + // (ctx->Visual->AccumBits > 0) ) + // (ctx->Visual->StencilBits > 0) ) + DPF(( DBG_PRIM_INFO, "Passing VB back to Mesa" )); + return FALSE; + } + + /* I'm going to set the states here so that all functions will */ + /* be assured to have the right states. If Mesa's vertex bufefr */ + /* function calls one of my primitive functions (TRI,POINT,LINE) */ + /* it will need the right states. So instead of doing it in the */ + /* primitive function I will always do it here at risk of some */ + /* slow down to some cases... */ + SetRenderStates( ctx ); + + switch( ctx->Primitive ) + { + case GL_POINTS: + DPF(( DBG_PRIM_INFO, "GL_POINTS( %d )", VB->Count )); + RenderPointsVB( ctx, 0, VB->Count ); + break; + + case GL_LINES: + case GL_LINE_STRIP: + case GL_LINE_LOOP: + /* Not supported functions yet so pass back that we failed to */ + /* render the vertex buffer and Mesa will have to do it. */ + DPF(( DBG_PRIM_INFO, "GL_LINE_?( %d )", VB->Count )); + return FALSE; + + case GL_TRIANGLES: + if ( VB->Count < 3 ) + { + DPF(( DBG_PRIM_WARN, "GL_TRIANGLES( %d )", VB->Count )); + return FALSE; + } + + DPF(( DBG_PRIM_INFO, "GL_TRIANGLES( %d )", VB->Count )); + RenderTriangleVB( ctx, 0, VB->Count ); + break; + + case GL_TRIANGLE_STRIP: + if ( VB->Count < 3 ) + { + DPF(( DBG_PRIM_WARN, "GL_TRIANGLE_STRIP( %d )", VB->Count )); + return FALSE; + } + + DPF(( DBG_PRIM_INFO, "GL_TRIANGLE_STRIP( %d )", VB->Count )); + RenderTriangleStripVB( ctx, 0, VB->Count ); + break; + + case GL_TRIANGLE_FAN: + if ( VB->Count < 3 ) + { + DPF(( DBG_PRIM_WARN, "GL_TRIANGLE_FAN( %d )", VB->Count )); + return FALSE; + } + + DPF(( DBG_PRIM_INFO, "GL_TRIANGLE_FAN( %d )", VB->Count )); + RenderTriangleFanVB( ctx, 0, VB->Count ); + break; + + case GL_QUADS: + if ( VB->Count < 4 ) + { + DPF(( DBG_PRIM_WARN, "GL_QUADS( %d )", VB->Count )); + return FALSE; + } + + DPF(( DBG_PRIM_INFO, "GL_QUADS( %d )", VB->Count )); + RenderQuadVB( ctx, 0, VB->Count ); + break; + + case GL_QUAD_STRIP: + if ( VB->Count < 4 ) + { + DPF(( DBG_PRIM_WARN, "GL_QUAD_STRIP( %d )", VB->Count )); + return FALSE; + } + + DPF(( DBG_PRIM_INFO, "GL_QUAD_STRIP( %d )", VB->Count )); + + if ( VB->ClipOrMask ) + { + for( index = 3; index < VB->Count; index += 2 ) + { + if ( VB->ClipMask[index-3] & VB->ClipMask[index-2] & VB->ClipMask[index-1] & VB->ClipMask[index] & CLIP_ALL_BITS ) + { + /* All points clipped by common plane */ + DPF(( DBG_PRIM_WARN, "GL_QUAD_STRIP( %d )", VB->Count )); + continue; + } + else if ( VB->ClipMask[index-3] | VB->ClipMask[index-2] | VB->ClipMask[index-1] | VB->ClipMask[index] ) + { + vlist[0] = index - 3; + vlist[1] = index - 2; + vlist[2] = index; + vlist[3] = index - 1; + RenderClippedPolygon( ctx, 4, vlist ); + } + else + { + RenderQuad( ctx, (index-3), (index-2), index, (index-1), index ); + } + } + } + else + { + /* No clipping needed */ + for( index = 3; index < VB->Count; index += 2 ) + RenderQuad( ctx, (index-3), (index-2), index, (index-1), index ); + } + break; + + case GL_POLYGON: + if ( VB->Count < 3 ) + { + DPF(( DBG_PRIM_WARN, "GL_POLYGON( %d )", VB->Count )); + return FALSE; + } + + DPF(( DBG_PRIM_INFO, "GL_POLYGON( %d )", VB->Count )); + + /* All points clipped by common plane, draw nothing */ + if ( !(VB->ClipAndMask & CLIP_ALL_BITS) ) + RenderTriangleFanVB( ctx, 0, VB->Count ); + break; + + default: + /* should never get here */ + _mesa_problem( ctx, "invalid mode in gl_render_vb" ); + } + + DPF(( DBG_PRIM_INFO, "ResetVB" )); + + /* We return TRUE to indicate we rendered the VB. */ + gl_reset_vb( ctx, allDone ); + return TRUE; +} +/*===========================================================================*/ +/* This function will render the current vertex buffer as triangles. The */ +/* buffer has to be able to be rendered directly. This means that we are */ +/* filled, no offsets, no culling and one sided rendering. Also we must be */ +/* in render mode of course. */ +/* First I will fill the global D3D vertice buffer. Next I will set all the*/ +/* states for D3D based on the current OGL state. Finally I pass the D3D VB */ +/* to the wrapper that call DrawPrimitives. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static void RenderTriangleVB( GLcontext *ctx, GLuint start, GLuint end ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + struct vertex_buffer *VB = ctx->VB; + int index, + cVertex, + height = (pContext->pShared->rectW.bottom - pContext->pShared->rectW.top); + DWORD dwPVColor; + GLfloat ex, ey, + fx, fy, c; + GLuint facing; + + DPF(( DBG_FUNC, "RenderTriangleVB" )); + + if ( !VB->ClipOrMask ) + { + DPF(( DBG_PRIM_INFO, "DirectTriangles( %d )", (end-start) )); + for( index = start, cVertex = 0; index < end; ) + { + dwPVColor = (VB->Color[(index+2)][3]<<24) | (VB->Color[(index+2)][0]<<16) | (VB->Color[(index+2)][1]<<8) | VB->Color[(index+2)][2]; + + /*=====================================*/ + /* Populate the the triangle vertices. */ + /*=====================================*/ + D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[index][0] ); + D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[index][1]) ); + D3DTLVertices[cVertex].sz = D3DVAL( VB->Win[index][2] ); + D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[index][0] ); + D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[index][1] ); + D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[index][3]) ); + D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ? + dwPVColor : + (VB->Color[index][3]<<24) | (VB->Color[index][0]<<16) | (VB->Color[index][1]<<8) | VB->Color[index][2]; + index++; + + D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[index][0] ); + D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[index][1]) ); + D3DTLVertices[cVertex].sz = D3DVAL( VB->Win[index][2] ); + D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[index][0] ); + D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[index][1] ); + D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[index][3]) ); + D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ? + dwPVColor : + (VB->Color[index][3]<<24) | (VB->Color[index][0]<<16) | (VB->Color[index][1]<<8) | VB->Color[index][2]; + index++; + + D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[index][0] ); + D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[index][1]) ); + D3DTLVertices[cVertex].sz = D3DVAL( VB->Win[index][2] ); + D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[index][0] ); + D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[index][1] ); + D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[index][3]) ); + D3DTLVertices[cVertex++].color= dwPVColor; + index++; + } + } + else + { +#define v1 index +#define v2 (index+1) +#define v3 (index+2) + + for( index = start, cVertex = 0; index < end; index += 3 ) + { + if ( VB->ClipMask[v1] & VB->ClipMask[v2] & VB->ClipMask[v3] & CLIP_ALL_BITS ) + { + continue; + } + else if ( VB->ClipMask[v1] | VB->ClipMask[v2] | VB->ClipMask[v3] ) + { + VList[0] = v1; + VList[1] = v2; + VList[2] = v3; + RenderClippedPolygon( ctx, 3, VList ); + continue; + } + + /* Compute orientation of triangle */ + ex = VB->Win[v2][0] - VB->Win[v1][0]; + ey = VB->Win[v2][1] - VB->Win[v1][1]; + fx = VB->Win[v3][0] - VB->Win[v1][0]; + fy = VB->Win[v3][1] - VB->Win[v1][1]; + c = (ex * fy) - (ey * fx); + + /* polygon is perpindicular to view plane, don't draw it */ + if ( (c == 0.0F) && !ctx->Polygon.Unfilled ) + continue; + + /* Backface culling. */ + facing = (c < 0.0F) ^ ctx->Polygon.FrontBit; + if ( (facing + 1) & ctx->Polygon.CullBits ) + continue; + + if ( ctx->IndirectTriangles & DD_TRI_LIGHT_TWOSIDE ) + { + if ( facing == 1 ) + { + /* use back color */ + VB->Color = VB->Bcolor; + VB->Specular= VB->Bspec; + } + else + { + /* use front color */ + VB->Color = VB->Fcolor; + VB->Specular= VB->Fspec; + } + } + + if ( ctx->IndirectTriangles & DD_TRI_OFFSET ) + { + /* Finish computing plane equation of polygon, compute offset */ + GLfloat fz = VB->Win[v3][2] - VB->Win[v1][2]; + GLfloat ez = VB->Win[v2][2] - VB->Win[v1][2]; + GLfloat a = (ey * fz) - (ez * fy); + GLfloat b = (ez * fx) - (ex * fz); + OffsetPolygon( ctx, a, b, c ); + } + + /*=====================================*/ + /* Populate the the triangle vertices. */ + /*=====================================*/ + /* Solve the prevoking vertex color as we need it for the 3rd triangle and flat shading. */ + dwPVColor = (VB->Color[v3][3]<<24) | (VB->Color[v3][0]<<16) | (VB->Color[v3][1]<<8) | VB->Color[v3][2]; + + D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v1][0] ); + D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v1][1]) ); + D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v1][2] + ctx->PolygonZoffset) ); + D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v1][0] ); + D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v1][1] ); + D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v1][3]) ); + D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ? + dwPVColor : + (VB->Color[v1][3]<<24) | (VB->Color[v1][0]<<16) | (VB->Color[v1][1]<<8) | VB->Color[v1][2]; + + D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v2][0] ); + D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v2][1]) ); + D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v2][2] + ctx->PolygonZoffset) ); + D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v2][0] ); + D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v2][1] ); + D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v2][3]) ); + D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ? + dwPVColor : + (VB->Color[v2][3]<<24) | (VB->Color[v2][0]<<16) | (VB->Color[v2][1]<<8) | VB->Color[v2][2]; + + D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v3][0] ); + D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v3][1]) ); + D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v3][2] + ctx->PolygonZoffset) ); + D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v3][0] ); + D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v3][1] ); + D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v3][3]) ); + D3DTLVertices[cVertex++].color= dwPVColor; + } +#undef v1 +#undef v2 +#undef v3 + } + + /* Render the converted vertex buffer. */ + if ( cVertex > 2 ) + DrawPrimitiveHAL( pContext->pShared, D3DPT_TRIANGLELIST, &D3DTLVertices[0], cVertex ); +} +/*===========================================================================*/ +/* This function will render the current vertex buffer as a triangle fan. */ +/* The buffer has to be able to be rendered directly. This means that we are*/ +/* filled, no offsets, no culling and one sided rendering. Also we must be */ +/* in render mode of course. */ +/* First I will fill the global D3D vertice buffer. Next I will set all the*/ +/* states for D3D based on the current OGL state. Finally I pass the D3D VB */ +/* to the wrapper that call DrawPrimitives. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static void RenderTriangleFanVB( GLcontext *ctx, GLuint start, GLuint end ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + struct vertex_buffer *VB = ctx->VB; + int index, + cVertex, + height = (pContext->pShared->rectW.bottom - pContext->pShared->rectW.top); + GLfloat ex, ey, + fx, fy, c; + GLuint facing; + DWORD dwPVColor; + + DPF(( DBG_FUNC, "RenderTriangleFanVB();" )); + + /* Special case that we can blast the fan without culling, offset, etc... */ + if ( !VB->ClipOrMask && (ctx->Light.ShadeModel != GL_FLAT) ) + { + DPF(( DBG_PRIM_INFO, "DirectTriangles( %d )", (end-start) )); + + /* Seed the the fan. */ + D3DTLVertices[0].sx = D3DVAL( VB->Win[start][0] ); + D3DTLVertices[0].sy = D3DVAL( (height - VB->Win[start][1]) ); + D3DTLVertices[0].sz = D3DVAL( VB->Win[start][2] ); + D3DTLVertices[0].tu = D3DVAL( VB->TexCoord[start][0] ); + D3DTLVertices[0].tv = D3DVAL( VB->TexCoord[start][1] ); + D3DTLVertices[0].rhw = D3DVAL( (1.0 / VB->Clip[start][3]) ); + D3DTLVertices[0].color= (VB->Color[start][3]<<24) | (VB->Color[start][0]<<16) | (VB->Color[start][1]<<8) | VB->Color[start][2]; + + /* Seed the the fan. */ + D3DTLVertices[1].sx = D3DVAL( VB->Win[(start+1)][0] ); + D3DTLVertices[1].sy = D3DVAL( (height - VB->Win[(start+1)][1]) ); + D3DTLVertices[1].sz = D3DVAL( VB->Win[(start+1)][2] ); + D3DTLVertices[1].tu = D3DVAL( VB->TexCoord[(start+1)][0] ); + D3DTLVertices[1].tv = D3DVAL( VB->TexCoord[(start+1)][1] ); + D3DTLVertices[1].rhw = D3DVAL( (1.0 / VB->Clip[(start+1)][3]) ); + D3DTLVertices[1].color= (VB->Color[(start+1)][3]<<24) | (VB->Color[(start+1)][0]<<16) | (VB->Color[(start+1)][1]<<8) | VB->Color[(start+1)][2]; + + for( index = (start+2), cVertex = 2; index < end; index++, cVertex++ ) + { + /*=================================*/ + /* Add the next vertex to the fan. */ + /*=================================*/ + D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[index][0] ); + D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[index][1]) ); + D3DTLVertices[cVertex].sz = D3DVAL( VB->Win[index][2] ); + D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[index][0] ); + D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[index][1] ); + D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[index][3]) ); + D3DTLVertices[cVertex].color = (VB->Color[index][3]<<24) | (VB->Color[index][0]<<16) | (VB->Color[index][1]<<8) | VB->Color[index][2]; + } + + /* Render the converted vertex buffer. */ + if ( cVertex ) + DrawPrimitiveHAL( pContext->pShared, D3DPT_TRIANGLEFAN, &D3DTLVertices[0], cVertex ); + } + else + { +#define v1 start +#define v2 (index-1) +#define v3 index + + for( index = (start+2), cVertex = 0; index < end; index++ ) + { + if ( VB->ClipOrMask ) + { + /* All points clipped by common plane */ + if ( VB->ClipMask[v1] & VB->ClipMask[v2] & VB->ClipMask[v3] & CLIP_ALL_BITS ) + { + continue; + } + else if ( VB->ClipMask[v1] | VB->ClipMask[v2] | VB->ClipMask[v3] ) + { + VList[0] = v1; + VList[1] = v2; + VList[2] = v3; + RenderClippedPolygon( ctx, 3, VList ); + continue; + } + } + + /* Compute orientation of triangle */ + ex = VB->Win[v2][0] - VB->Win[v1][0]; + ey = VB->Win[v2][1] - VB->Win[v1][1]; + fx = VB->Win[v3][0] - VB->Win[v1][0]; + fy = VB->Win[v3][1] - VB->Win[v1][1]; + c = (ex * fy) - (ey * fx); + + /* polygon is perpindicular to view plane, don't draw it */ + if ( (c == 0.0F) && !ctx->Polygon.Unfilled ) + continue; + + /* Backface culling. */ + facing = (c < 0.0F) ^ ctx->Polygon.FrontBit; + if ( (facing + 1) & ctx->Polygon.CullBits ) + continue; + + if ( ctx->IndirectTriangles & DD_TRI_OFFSET ) + { + /* Finish computing plane equation of polygon, compute offset */ + GLfloat fz = VB->Win[v3][2] - VB->Win[v1][2]; + GLfloat ez = VB->Win[v2][2] - VB->Win[v1][2]; + GLfloat a = (ey * fz) - (ez * fy); + GLfloat b = (ez * fx) - (ex * fz); + OffsetPolygon( ctx, a, b, c ); + } + + /*=====================================*/ + /* Populate the the triangle vertices. */ + /*=====================================*/ + dwPVColor = (VB->Color[v3][3]<<24) | (VB->Color[v3][0]<<16) | (VB->Color[v3][1]<<8) | VB->Color[v3][2]; + + D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v1][0] ); + D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v1][1]) ); + D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v1][2] + ctx->PolygonZoffset) ); + D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v1][0] ); + D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v1][1] ); + D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v1][3]) ); + D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ? dwPVColor : + (VB->Color[v1][3]<<24) | (VB->Color[v1][0]<<16) | (VB->Color[v1][1]<<8) | VB->Color[v1][2]; + + D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v2][0] ); + D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v2][1]) ); + D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v2][2] + ctx->PolygonZoffset) ); + D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v2][0] ); + D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v2][1] ); + D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v2][3]) ); + D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ? dwPVColor : + (VB->Color[v2][3]<<24) | (VB->Color[v2][0]<<16) | (VB->Color[v2][1]<<8) | VB->Color[v2][2]; + + D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v3][0] ); + D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v3][1]) ); + D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v3][2] + ctx->PolygonZoffset) ); + D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v3][0] ); + D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v3][1] ); + D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v3][3]) ); + D3DTLVertices[cVertex++].color= dwPVColor; + } + + /* Render the converted vertex buffer. */ + if ( cVertex ) + DrawPrimitiveHAL( pContext->pShared, D3DPT_TRIANGLELIST, &D3DTLVertices[0], cVertex ); +#undef v1 +#undef v2 +#undef v3 + } +} +/*===========================================================================*/ +/* This function will render the current vertex buffer as a triangle strip. */ +/* The buffer has to be able to be rendered directly. This means that we are*/ +/* filled, no offsets, no culling and one sided rendering. Also we must be */ +/* in render mode of course. */ +/* First I will fill the global D3D vertice buffer. Next I will set all the*/ +/* states for D3D based on the current OGL state. Finally I pass the D3D VB */ +/* to the wrapper that call DrawPrimitives. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static void RenderTriangleStripVB( GLcontext *ctx, GLuint start, GLuint end ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + struct vertex_buffer *VB = ctx->VB; + int index, + cVertex = 0, + v1, v2, v3, + height = (pContext->pShared->rectW.bottom - pContext->pShared->rectW.top); + GLfloat ex, ey, + fx, fy, c; + GLuint facing; + DWORD dwPVColor; + + DPF(( DBG_FUNC, "RenderTriangleStripVB();" )); + + /* Special case that we can blast the fan without culling, offset, etc... */ + if ( !VB->ClipOrMask && (ctx->Light.ShadeModel != GL_FLAT) ) + { + DPF(( DBG_PRIM_PROFILE, "DirectTriangles" )); + + /* Seed the the strip. */ + D3DTLVertices[0].sx = D3DVAL( VB->Win[start][0] ); + D3DTLVertices[0].sy = D3DVAL( (height - VB->Win[start][1]) ); + D3DTLVertices[0].sz = D3DVAL( VB->Win[start][2] ); + D3DTLVertices[0].tu = D3DVAL( VB->TexCoord[start][0] ); + D3DTLVertices[0].tv = D3DVAL( VB->TexCoord[start][1] ); + D3DTLVertices[0].rhw = D3DVAL( (1.0 / VB->Clip[start][3]) ); + D3DTLVertices[0].color= (VB->Color[start][3]<<24) | (VB->Color[start][0]<<16) | (VB->Color[start][1]<<8) | VB->Color[start][2]; + + /* Seed the the strip. */ + D3DTLVertices[1].sx = D3DVAL( VB->Win[(start+1)][0] ); + D3DTLVertices[1].sy = D3DVAL( (height - VB->Win[(start+1)][1]) ); + D3DTLVertices[1].sz = D3DVAL( VB->Win[(start+1)][2] ); + D3DTLVertices[1].tu = D3DVAL( VB->TexCoord[(start+1)][0] ); + D3DTLVertices[1].tv = D3DVAL( VB->TexCoord[(start+1)][1] ); + D3DTLVertices[1].rhw = D3DVAL( (1.0 / VB->Clip[(start+1)][3]) ); + D3DTLVertices[1].color= (VB->Color[(start+1)][3]<<24) | (VB->Color[(start+1)][0]<<16) | (VB->Color[(start+1)][1]<<8) | VB->Color[(start+1)][2]; + + for( index = (start+2), cVertex = 2; index < end; index++, cVertex++ ) + { + /*===================================*/ + /* Add the next vertex to the strip. */ + /*===================================*/ + D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[index][0] ); + D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[index][1]) ); + D3DTLVertices[cVertex].sz = D3DVAL( VB->Win[index][2] ); + D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[index][0] ); + D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[index][1] ); + D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[index][3]) ); + D3DTLVertices[cVertex].color = (VB->Color[index][3]<<24) | (VB->Color[index][0]<<16) | (VB->Color[index][1]<<8) | VB->Color[index][2]; + } + + /* Render the converted vertex buffer. */ + if ( cVertex ) + DrawPrimitiveHAL( pContext->pShared, D3DPT_TRIANGLESTRIP, &D3DTLVertices[0], cVertex ); + } + else + { + for( index = (start+2); index < end; index++ ) + { + /* We need to switch order so that winding won't be a problem. */ + if ( index & 1 ) + { + v1 = index - 1; + v2 = index - 2; + v3 = index - 0; + } + else + { + v1 = index - 2; + v2 = index - 1; + v3 = index - 0; + } + + /* All vertices clipped by common plane */ + if ( VB->ClipMask[v1] & VB->ClipMask[v2] & VB->ClipMask[v3] & CLIP_ALL_BITS ) + continue; + + /* Check if any vertices need clipping. */ + if ( VB->ClipMask[v1] | VB->ClipMask[v2] | VB->ClipMask[v3] ) + { + VList[0] = v1; + VList[1] = v2; + VList[2] = v3; + RenderClippedPolygon( ctx, 3, VList ); + } + else + { + /* Compute orientation of triangle */ + ex = VB->Win[v2][0] - VB->Win[v1][0]; + ey = VB->Win[v2][1] - VB->Win[v1][1]; + fx = VB->Win[v3][0] - VB->Win[v1][0]; + fy = VB->Win[v3][1] - VB->Win[v1][1]; + c = (ex * fy) - (ey * fx); + + /* Polygon is perpindicular to view plane, don't draw it */ + if ( (c == 0.0F) && !ctx->Polygon.Unfilled ) + continue; + + /* Backface culling. */ + facing = (c < 0.0F) ^ ctx->Polygon.FrontBit; + if ( (facing + 1) & ctx->Polygon.CullBits ) + continue; + + /* Need right color if we have two sided lighting. */ + if ( ctx->IndirectTriangles & DD_TRI_LIGHT_TWOSIDE ) + { + if ( facing == 1 ) + { + /* use back color */ + VB->Color = VB->Bcolor; + VB->Specular= VB->Bspec; + } + else + { + /* use front color */ + VB->Color = VB->Fcolor; + VB->Specular= VB->Fspec; + } + } + + if ( ctx->IndirectTriangles & DD_TRI_OFFSET ) + { + /* Finish computing plane equation of polygon, compute offset */ + GLfloat fz = VB->Win[v3][2] - VB->Win[v1][2]; + GLfloat ez = VB->Win[v2][2] - VB->Win[v1][2]; + GLfloat a = (ey * fz) - (ez * fy); + GLfloat b = (ez * fx) - (ex * fz); + OffsetPolygon( ctx, a, b, c ); + } + /*=====================================*/ + /* Populate the the triangle vertices. */ + /*=====================================*/ + + /* Solve the prevoking vertex color as we need it for the 3rd triangle and flat shading. */ + dwPVColor = (VB->Color[v3][3]<<24) | (VB->Color[v3][0]<<16) | (VB->Color[v3][1]<<8) | VB->Color[v3][2]; + + D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v1][0] ); + D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v1][1]) ); + D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v1][2] + ctx->PolygonZoffset) ); + D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v1][0] ); + D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v1][1] ); + D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v1][3]) ); + D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ? + dwPVColor : + (VB->Color[v1][3]<<24) | (VB->Color[v1][0]<<16) | (VB->Color[v1][1]<<8) | VB->Color[v1][2]; + + D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v2][0] ); + D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v2][1]) ); + D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v2][2] + ctx->PolygonZoffset) ); + D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v2][0] ); + D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v2][1] ); + D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v2][3]) ); + D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ? + dwPVColor : + (VB->Color[v2][3]<<24) | (VB->Color[v2][0]<<16) | (VB->Color[v2][1]<<8) | VB->Color[v2][2]; + + D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v3][0] ); + D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v3][1]) ); + D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v3][2] + ctx->PolygonZoffset) ); + D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v3][0] ); + D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v3][1] ); + D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v3][3]) ); + D3DTLVertices[cVertex++].color= dwPVColor; + } + } + + /* Render the converted vertex buffer. */ + if ( cVertex ) + DrawPrimitiveHAL( pContext->pShared, D3DPT_TRIANGLELIST, &D3DTLVertices[0], cVertex ); + } +} +/*===========================================================================*/ +/* This function will render the current vertex buffer as Quads. The buffer*/ +/* has to be able to be rendered directly. This means that we are filled, no*/ +/* offsets, no culling and one sided rendering. Also we must be in render */ +/* mode of cource. */ +/* First I will fill the global D3D vertice buffer. Next I will set all the*/ +/* states for D3D based on the current OGL state. Finally I pass the D3D VB */ +/* to the wrapper that call DrawPrimitives. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static void RenderQuadVB( GLcontext *ctx, GLuint start, GLuint end ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + struct vertex_buffer *VB = ctx->VB; + int index, + cVertex, + height = (pContext->pShared->rectW.bottom - pContext->pShared->rectW.top); + DWORD dwPVColor; + GLfloat ex, ey, + fx, fy, c; + GLuint facing; /* 0=front, 1=back */ + + DPF(( DBG_FUNC, "RenderQuadVB();" )); + +#define v1 (index) +#define v2 (index+1) +#define v3 (index+2) +#define v4 (index+3) + + if ( !VB->ClipOrMask ) + { + DPF(( DBG_PRIM_PROFILE, "DirectTriangles" )); + + for( cVertex = 0, index = start; index < end; index += 4 ) + { + if ( ctx->Light.ShadeModel == GL_FLAT ) + dwPVColor = (VB->Color[v4][3]<<24) | (VB->Color[v4][0]<<16) | (VB->Color[v4][1]<<8) | VB->Color[v4][2]; + + /*=====================================*/ + /* Populate the the triangle vertices. */ + /*=====================================*/ + D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v1][0] ); + D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v1][1]) ); + D3DTLVertices[cVertex].sz = D3DVAL( VB->Win[v1][2] ); + D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v1][0] ); + D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v1][1] ); + D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v1][3]) ); + D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ? + dwPVColor : + (VB->Color[v1][3]<<24) | (VB->Color[v1][0]<<16) | (VB->Color[v1][1]<<8) | VB->Color[v1][2]; + + D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v2][0] ); + D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v2][1]) ); + D3DTLVertices[cVertex].sz = D3DVAL( VB->Win[v2][2] ); + D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v2][0] ); + D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v2][1] ); + D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v2][3]) ); + D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ? + dwPVColor : + (VB->Color[v2][3]<<24) | (VB->Color[v2][0]<<16) | (VB->Color[v2][1]<<8) | VB->Color[v2][2]; + + D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v3][0] ); + D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v3][1]) ); + D3DTLVertices[cVertex].sz = D3DVAL( VB->Win[v3][2] ); + D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v3][0] ); + D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v3][1] ); + D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v3][3]) ); + D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ? + dwPVColor : + (VB->Color[v3][3]<<24) | (VB->Color[v3][0]<<16) | (VB->Color[v3][1]<<8) | VB->Color[v3][2]; + + D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v1][0] ); + D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v1][1]) ); + D3DTLVertices[cVertex].sz = D3DVAL( VB->Win[v1][2] ); + D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v1][0] ); + D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v1][1] ); + D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v1][3]) ); + D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ? + dwPVColor : + (VB->Color[v1][3]<<24) | (VB->Color[v1][0]<<16) | (VB->Color[v1][1]<<8) | VB->Color[v1][2]; + + D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v3][0] ); + D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v3][1]) ); + D3DTLVertices[cVertex].sz = D3DVAL( VB->Win[v3][2] ); + D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v3][0] ); + D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v3][1] ); + D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v3][3]) ); + D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ? + dwPVColor : + (VB->Color[v3][3]<<24) | (VB->Color[v3][0]<<16) | (VB->Color[v3][1]<<8) | VB->Color[v3][2]; + + D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v4][0] ); + D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v4][1]) ); + D3DTLVertices[cVertex].sz = D3DVAL( VB->Win[v4][2] ); + D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v4][0] ); + D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v4][1] ); + D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v4][3]) ); + D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ? + dwPVColor : + (VB->Color[v4][3]<<24) | (VB->Color[v4][0]<<16) | (VB->Color[v4][1]<<8) | VB->Color[v4][2]; + } + } + else + { + for( cVertex = 0, index = start; index < end; index += 4 ) + { + if ( VB->ClipMask[v1] & VB->ClipMask[v2] & VB->ClipMask[v3] & VB->ClipMask[v4] & CLIP_ALL_BITS ) + { + continue; + } + else if ( VB->ClipMask[v1] | VB->ClipMask[v2] | VB->ClipMask[v3] | VB->ClipMask[v4] ) + { + VList[0] = v1; + VList[1] = v2; + VList[2] = v3; + VList[3] = v4; + RenderClippedPolygon( ctx, 4, VList ); + continue; + } + + /* Compute orientation of triangle */ + ex = VB->Win[v2][0] - VB->Win[v1][0]; + ey = VB->Win[v2][1] - VB->Win[v1][1]; + fx = VB->Win[v3][0] - VB->Win[v1][0]; + fy = VB->Win[v3][1] - VB->Win[v1][1]; + c = (ex * fy) - (ey * fx); + + /* polygon is perpindicular to view plane, don't draw it */ + if ( (c == 0.0F) && !ctx->Polygon.Unfilled ) + continue; + + /* Backface culling. */ + facing = (c < 0.0F) ^ ctx->Polygon.FrontBit; + if ( (facing + 1) & ctx->Polygon.CullBits ) + continue; + + if ( ctx->IndirectTriangles & DD_TRI_LIGHT_TWOSIDE ) + { + if ( facing == 1 ) + { + /* use back color */ + VB->Color = VB->Bcolor; + VB->Specular= VB->Bspec; + } + else + { + /* use front color */ + VB->Color = VB->Fcolor; + VB->Specular= VB->Fspec; + } + } + + if ( ctx->IndirectTriangles & DD_TRI_OFFSET ) + { + /* Finish computing plane equation of polygon, compute offset */ + GLfloat fz = VB->Win[v3][2] - VB->Win[v1][2]; + GLfloat ez = VB->Win[v2][2] - VB->Win[v1][2]; + GLfloat a = (ey * fz) - (ez * fy); + GLfloat b = (ez * fx) - (ex * fz); + OffsetPolygon( ctx, a, b, c ); + } + + if ( ctx->Light.ShadeModel == GL_FLAT ) + dwPVColor = (VB->Color[v4][3]<<24) | (VB->Color[v4][0]<<16) | (VB->Color[v4][1]<<8) | VB->Color[v4][2]; + + /*=====================================*/ + /* Populate the the triangle vertices. */ + /*=====================================*/ + D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v1][0] ); + D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v1][1]) ); + D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v1][2] + ctx->PolygonZoffset) ); + D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v1][0] ); + D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v1][1] ); + D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v1][3]) ); + D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ? + dwPVColor : + (VB->Color[v1][3]<<24) | (VB->Color[v1][0]<<16) | (VB->Color[v1][1]<<8) | VB->Color[v1][2]; + + D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v2][0] ); + D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v2][1]) ); + D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v2][2] + ctx->PolygonZoffset) ); + D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v2][0] ); + D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v2][1] ); + D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v2][3]) ); + D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ? + dwPVColor : + (VB->Color[v2][3]<<24) | (VB->Color[v2][0]<<16) | (VB->Color[v2][1]<<8) | VB->Color[v2][2]; + + D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v3][0] ); + D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v3][1]) ); + D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v3][2] + ctx->PolygonZoffset) ); + D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v3][0] ); + D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v3][1] ); + D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v3][3]) ); + D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ? + dwPVColor : + (VB->Color[v3][3]<<24) | (VB->Color[v3][0]<<16) | (VB->Color[v3][1]<<8) | VB->Color[v3][2]; + + D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v1][0] ); + D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v1][1]) ); + D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v1][2] + ctx->PolygonZoffset) ); + D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v1][0] ); + D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v1][1] ); + D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v1][3]) ); + D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ? + dwPVColor : + (VB->Color[v1][3]<<24) | (VB->Color[v1][0]<<16) | (VB->Color[v1][1]<<8) | VB->Color[v1][2]; + + D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v3][0] ); + D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v3][1]) ); + D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v3][2] + ctx->PolygonZoffset) ); + D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v3][0] ); + D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v3][1] ); + D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v3][3]) ); + D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ? + dwPVColor : + (VB->Color[v3][3]<<24) | (VB->Color[v3][0]<<16) | (VB->Color[v3][1]<<8) | VB->Color[v3][2]; + + D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v4][0] ); + D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v4][1]) ); + D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v4][2] + ctx->PolygonZoffset) ); + D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v4][0] ); + D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v4][1] ); + D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v4][3]) ); + D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ? + dwPVColor : + (VB->Color[v4][3]<<24) | (VB->Color[v4][0]<<16) | (VB->Color[v4][1]<<8) | VB->Color[v4][2]; + } + } + +#undef v4 +#undef v3 +#undef v2 +#undef v1 + + /* Render the converted vertex buffer. */ + if ( cVertex ) + DrawPrimitiveHAL( pContext->pShared, D3DPT_TRIANGLELIST, &D3DTLVertices[0], cVertex ); +} +/*===========================================================================*/ +/* */ +/*===========================================================================*/ +/* RETURN: TRUE, FALSE. */ +/*===========================================================================*/ +static void RenderQuad( GLcontext *ctx, GLuint v1, GLuint v2, GLuint v3, GLuint v4, GLuint pv ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + struct vertex_buffer *VB = ctx->VB; + int height = (pContext->pShared->rectW.bottom - pContext->pShared->rectW.top); + DWORD dwPVColor; + GLfloat ex, ey, + fx, fy, c; + GLuint facing; /* 0=front, 1=back */ + static D3DTLVERTEX TLVertices[6]; + + DPF(( DBG_FUNC, "RenderQuad" )); + DPF(( DBG_PRIM_INFO, "RenderQuad( 1 )" )); + + /* Compute orientation of triangle */ + ex = VB->Win[v2][0] - VB->Win[v1][0]; + ey = VB->Win[v2][1] - VB->Win[v1][1]; + fx = VB->Win[v3][0] - VB->Win[v1][0]; + fy = VB->Win[v3][1] - VB->Win[v1][1]; + c = (ex * fy) - (ey * fx); + + /* polygon is perpindicular to view plane, don't draw it */ + if ( (c == 0.0F) && !ctx->Polygon.Unfilled ) + return; + + /* Backface culling. */ + facing = (c < 0.0F) ^ ctx->Polygon.FrontBit; + if ( (facing + 1) & ctx->Polygon.CullBits ) + return; + + if ( ctx->IndirectTriangles & DD_TRI_LIGHT_TWOSIDE ) + { + if ( facing == 1 ) + { + /* use back color */ + VB->Color = VB->Bcolor; + VB->Specular= VB->Bspec; + } + else + { + /* use front color */ + VB->Color = VB->Fcolor; + VB->Specular= VB->Fspec; + } + } + + if ( ctx->IndirectTriangles & DD_TRI_OFFSET ) + { + /* Finish computing plane equation of polygon, compute offset */ + GLfloat fz = VB->Win[v3][2] - VB->Win[v1][2]; + GLfloat ez = VB->Win[v2][2] - VB->Win[v1][2]; + GLfloat a = (ey * fz) - (ez * fy); + GLfloat b = (ez * fx) - (ex * fz); + OffsetPolygon( ctx, a, b, c ); + } + + if ( ctx->Light.ShadeModel == GL_FLAT ) + dwPVColor = (VB->Color[pv][3]<<24) | (VB->Color[pv][0]<<16) | (VB->Color[pv][1]<<8) | VB->Color[pv][2]; + + /*=====================================*/ + /* Populate the the triangle vertices. */ + /*=====================================*/ + TLVertices[0].sx = D3DVAL( VB->Win[v1][0] ); + TLVertices[0].sy = D3DVAL( (height - VB->Win[v1][1]) ); + TLVertices[0].sz = D3DVAL( (VB->Win[v1][2] + ctx->PolygonZoffset) ); + TLVertices[0].tu = D3DVAL( VB->TexCoord[v1][0] ); + TLVertices[0].tv = D3DVAL( VB->TexCoord[v1][1] ); + TLVertices[0].rhw = D3DVAL( (1.0 / VB->Clip[v1][3]) ); + TLVertices[0].color = (ctx->Light.ShadeModel == GL_FLAT) ? dwPVColor : + (VB->Color[v1][3]<<24) | (VB->Color[v1][0]<<16) | (VB->Color[v1][1]<<8) | VB->Color[v1][2]; + + TLVertices[1].sx = D3DVAL( VB->Win[v2][0] ); + TLVertices[1].sy = D3DVAL( (height - VB->Win[v2][1]) ); + TLVertices[1].sz = D3DVAL( (VB->Win[v2][2] + ctx->PolygonZoffset) ); + TLVertices[1].tu = D3DVAL( VB->TexCoord[v2][0] ); + TLVertices[1].tv = D3DVAL( VB->TexCoord[v2][1] ); + TLVertices[1].rhw = D3DVAL( (1.0 / VB->Clip[v2][3]) ); + TLVertices[1].color = (ctx->Light.ShadeModel == GL_FLAT) ? dwPVColor : + (VB->Color[v2][3]<<24) | (VB->Color[v2][0]<<16) | (VB->Color[v2][1]<<8) | VB->Color[v2][2]; + + TLVertices[2].sx = D3DVAL( VB->Win[v3][0] ); + TLVertices[2].sy = D3DVAL( (height - VB->Win[v3][1]) ); + TLVertices[2].sz = D3DVAL( (VB->Win[v3][2] + ctx->PolygonZoffset) ); + TLVertices[2].tu = D3DVAL( VB->TexCoord[v3][0] ); + TLVertices[2].tv = D3DVAL( VB->TexCoord[v3][1] ); + TLVertices[2].rhw = D3DVAL( (1.0 / VB->Clip[v3][3]) ); + TLVertices[2].color = (ctx->Light.ShadeModel == GL_FLAT) ? dwPVColor : + (VB->Color[v3][3]<<24) | (VB->Color[v3][0]<<16) | (VB->Color[v3][1]<<8) | VB->Color[v3][2]; + + TLVertices[3].sx = D3DVAL( VB->Win[v3][0] ); + TLVertices[3].sy = D3DVAL( (height - VB->Win[v3][1]) ); + TLVertices[3].sz = D3DVAL( (VB->Win[v3][2] + ctx->PolygonZoffset) ); + TLVertices[3].tu = D3DVAL( VB->TexCoord[v3][0] ); + TLVertices[3].tv = D3DVAL( VB->TexCoord[v3][1] ); + TLVertices[3].rhw = D3DVAL( (1.0 / VB->Clip[v3][3]) ); + TLVertices[3].color = (ctx->Light.ShadeModel == GL_FLAT) ? dwPVColor : + (VB->Color[v3][3]<<24) | (VB->Color[v3][0]<<16) | (VB->Color[v3][1]<<8) | VB->Color[v3][2]; + + TLVertices[4].sx = D3DVAL( VB->Win[v4][0] ); + TLVertices[4].sy = D3DVAL( (height - VB->Win[v4][1]) ); + TLVertices[4].sz = D3DVAL( (VB->Win[v4][2] + ctx->PolygonZoffset) ); + TLVertices[4].tu = D3DVAL( VB->TexCoord[v4][0] ); + TLVertices[4].tv = D3DVAL( VB->TexCoord[v4][1] ); + TLVertices[4].rhw = D3DVAL( (1.0 / VB->Clip[v4][3]) ); + TLVertices[4].color = (ctx->Light.ShadeModel == GL_FLAT) ? dwPVColor : + (VB->Color[v4][3]<<24) | (VB->Color[v4][0]<<16) | (VB->Color[v4][1]<<8) | VB->Color[v4][2]; + + TLVertices[5].sx = D3DVAL( VB->Win[v1][0] ); + TLVertices[5].sy = D3DVAL( (height - VB->Win[v1][1]) ); + TLVertices[5].sz = D3DVAL( (VB->Win[v1][2] + ctx->PolygonZoffset) ); + TLVertices[5].tu = D3DVAL( VB->TexCoord[v1][0] ); + TLVertices[5].tv = D3DVAL( VB->TexCoord[v1][1] ); + TLVertices[5].rhw = D3DVAL( (1.0 / VB->Clip[v1][3]) ); + TLVertices[5].color = (ctx->Light.ShadeModel == GL_FLAT) ? dwPVColor : + (VB->Color[v1][3]<<24) | (VB->Color[v1][0]<<16) | (VB->Color[v1][1]<<8) | VB->Color[v1][2]; + + /* Draw the two triangles. */ + DrawPrimitiveHAL( pContext->pShared, D3DPT_TRIANGLELIST, &TLVertices[0], 6 ); +} +/*===========================================================================*/ +/* */ +/*===========================================================================*/ +/* RETURN: TRUE, FALSE. */ +/*===========================================================================*/ +void RenderOneTriangle( GLcontext *ctx, GLuint v1, GLuint v2, GLuint v3, GLuint pv ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + struct vertex_buffer *VB = ctx->VB; + int height = (pContext->pShared->rectW.bottom - pContext->pShared->rectW.top); + DWORD dwPVColor; + static D3DTLVERTEX TLVertices[3]; + + DPF(( DBG_FUNC, "RenderOneTriangle" )); + DPF(( DBG_PRIM_INFO, "RenderTriangle( 1 )" )); + + /*=====================================*/ + /* Populate the the triangle vertices. */ + /*=====================================*/ + if ( ctx->Light.ShadeModel == GL_FLAT ) + dwPVColor = (VB->Color[pv][3]<<24) | (VB->Color[pv][0]<<16) | (VB->Color[pv][1]<<8) | VB->Color[pv][2]; + + TLVertices[0].sx = D3DVAL( VB->Win[v1][0] ); + TLVertices[0].sy = D3DVAL( (height - VB->Win[v1][1]) ); + TLVertices[0].sz = D3DVAL( (VB->Win[v1][2] + ctx->PolygonZoffset) ); + TLVertices[0].tu = D3DVAL( VB->TexCoord[v1][0] ); + TLVertices[0].tv = D3DVAL( VB->TexCoord[v1][1] ); + TLVertices[0].rhw = D3DVAL( (1.0 / VB->Clip[v1][3]) ); + TLVertices[0].color = (ctx->Light.ShadeModel == GL_FLAT) ? dwPVColor : + (VB->Color[v1][3]<<24) | (VB->Color[v1][0]<<16) | (VB->Color[v1][1]<<8) | VB->Color[v1][2]; + DPF(( DBG_PRIM_INFO, "V1 -> x:%f y:%f z:%f c:%x", + TLVertices[0].sx, + TLVertices[0].sy, + TLVertices[0].sz, + TLVertices[0].color )); + + TLVertices[1].sx = D3DVAL( VB->Win[v2][0] ); + TLVertices[1].sy = D3DVAL( (height - VB->Win[v2][1]) ); + TLVertices[1].sz = D3DVAL( (VB->Win[v2][2] + ctx->PolygonZoffset) ); + TLVertices[1].tu = D3DVAL( VB->TexCoord[v2][0] ); + TLVertices[1].tv = D3DVAL( VB->TexCoord[v2][1] ); + TLVertices[1].rhw = D3DVAL( (1.0 / VB->Clip[v2][3]) ); + TLVertices[1].color = (ctx->Light.ShadeModel == GL_FLAT) ? dwPVColor : + (VB->Color[v2][3]<<24) | (VB->Color[v2][0]<<16) | (VB->Color[v2][1]<<8) | VB->Color[v2][2]; + DPF(( DBG_PRIM_INFO, "V2 -> x:%f y:%f z:%f c:%x", + TLVertices[1].sx, + TLVertices[1].sy, + TLVertices[1].sz, + TLVertices[1].color )); + + TLVertices[2].sx = D3DVAL( VB->Win[v3][0] ); + TLVertices[2].sy = D3DVAL( (height - VB->Win[v3][1]) ); + TLVertices[2].sz = D3DVAL( (VB->Win[v3][2] + ctx->PolygonZoffset) ); + TLVertices[2].tu = D3DVAL( VB->TexCoord[v3][0] ); + TLVertices[2].tv = D3DVAL( VB->TexCoord[v3][1] ); + TLVertices[2].rhw = D3DVAL( (1.0 / VB->Clip[v3][3]) ); + TLVertices[2].color = (ctx->Light.ShadeModel == GL_FLAT) ? dwPVColor : + (VB->Color[v3][3]<<24) | (VB->Color[v3][0]<<16) | (VB->Color[v3][1]<<8) | VB->Color[v3][2]; + DPF(( DBG_PRIM_INFO, "V3 -> x:%f y:%f z:%f c:%x", + TLVertices[2].sx, + TLVertices[2].sy, + TLVertices[2].sz, + TLVertices[2].color )); + + /* Draw the triangle. */ + DrawPrimitiveHAL( pContext->pShared, D3DPT_TRIANGLELIST, &TLVertices[0], 3 ); +} +/*===========================================================================*/ +/* */ +/*===========================================================================*/ +/* RETURN: TRUE, FALSE. */ +/*===========================================================================*/ +void RenderOneLine( GLcontext *ctx, GLuint v1, GLuint v2, GLuint pv ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + struct vertex_buffer *VB = ctx->VB; + int height = (pContext->pShared->rectW.bottom - pContext->pShared->rectW.top); + DWORD dwPVColor; + static D3DTLVERTEX TLVertices[2]; + + DPF(( DBG_FUNC, "RenderOneLine" )); + DPF(( DBG_PRIM_INFO, "RenderLine( 1 )" )); + + if ( VB->MonoColor ) + dwPVColor = (pContext->aCurrent<<24) | (pContext->rCurrent<<16) | (pContext->gCurrent<<8) | pContext->bCurrent; + else + dwPVColor = (VB->Color[pv][3]<<24) | (VB->Color[pv][0]<<16) | (VB->Color[pv][1]<<8) | VB->Color[pv][2]; + + TLVertices[0].sx = D3DVAL( VB->Win[v1][0] ); + TLVertices[0].sy = D3DVAL( (height - VB->Win[v1][1]) ); + TLVertices[0].sz = D3DVAL( (VB->Win[v1][2] + ctx->LineZoffset) ); + TLVertices[0].tu = D3DVAL( VB->TexCoord[v1][0] ); + TLVertices[0].tv = D3DVAL( VB->TexCoord[v1][1] ); + TLVertices[0].rhw = D3DVAL( (1.0 / VB->Clip[v1][3]) ); + TLVertices[0].color = (ctx->Light.ShadeModel == GL_FLAT) ? dwPVColor : + (VB->Color[v1][3]<<24) | (VB->Color[v1][0]<<16) | (VB->Color[v1][1]<<8) | VB->Color[v1][2]; + + TLVertices[1].sx = D3DVAL( VB->Win[v2][0] ); + TLVertices[1].sy = D3DVAL( (height - VB->Win[v2][1]) ); + TLVertices[1].sz = D3DVAL( (VB->Win[v2][2] + ctx->LineZoffset) ); + TLVertices[1].tu = D3DVAL( VB->TexCoord[v2][0] ); + TLVertices[1].tv = D3DVAL( VB->TexCoord[v2][1] ); + TLVertices[1].rhw = D3DVAL( (1.0 / VB->Clip[v2][3]) ); + TLVertices[1].color = (ctx->Light.ShadeModel == GL_FLAT) ? dwPVColor : + (VB->Color[v2][3]<<24) | (VB->Color[v2][0]<<16) | (VB->Color[v2][1]<<8) | VB->Color[v2][2]; + + /* Draw line from (x0,y0) to (x1,y1) with current pixel color/index */ + DrawPrimitiveHAL( pContext->pShared, D3DPT_LINELIST, &TLVertices[0], 2 ); +} +/*===========================================================================*/ +/* This function was written to convert points into triangles. I did this */ +/* as all card accelerate triangles and most drivers do this anyway. In hind*/ +/* thought this might be a bad idea as some cards do better. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static void RenderPointsVB( GLcontext *ctx, GLuint start, GLuint end ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + struct vertex_buffer *VB = ctx->VB; + struct pixel_buffer *PB = ctx->PB; + GLuint index; + GLfloat radius, z, + xmin, ymin, + xmax, ymax; + GLint cVertex, + height = (pContext->pShared->rectW.bottom - pContext->pShared->rectW.top); + DWORD dwPVColor; + + DPF(( DBG_FUNC, "RenderPointsVB();" )); + + radius = CLAMP( ctx->Point.Size, MIN_POINT_SIZE, MAX_POINT_SIZE ) * 0.5F; + + for( index = start, cVertex = 0; index <= end; index++ ) + { + if ( VB->ClipMask[index] == 0 ) + { + xmin = D3DVAL( VB->Win[index][0] - radius ); + xmax = D3DVAL( VB->Win[index][0] + radius ); + ymin = D3DVAL( height - VB->Win[index][1] - radius ); + ymax = D3DVAL( height - VB->Win[index][1] + radius ); + z = D3DVAL( (VB->Win[index][2] + ctx->PointZoffset) ); + + dwPVColor = (VB->Color[index][3]<<24) | + (VB->Color[index][0]<<16) | + (VB->Color[index][1]<<8) | + VB->Color[index][2]; + + D3DTLVertices[cVertex].sx = xmin; + D3DTLVertices[cVertex].sy = ymax; + D3DTLVertices[cVertex].sz = z; + D3DTLVertices[cVertex].tu = 0.0; + D3DTLVertices[cVertex].tv = 0.0; + D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[index][3]) ); + D3DTLVertices[cVertex++].color = dwPVColor; + + D3DTLVertices[cVertex].sx = xmin; + D3DTLVertices[cVertex].sy = ymin; + D3DTLVertices[cVertex].sz = z; + D3DTLVertices[cVertex].tu = 0.0; + D3DTLVertices[cVertex].tv = 0.0; + D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[index][3]) ); + D3DTLVertices[cVertex++].color = dwPVColor; + + D3DTLVertices[cVertex].sx = xmax; + D3DTLVertices[cVertex].sy = ymin; + D3DTLVertices[cVertex].sz = z; + D3DTLVertices[cVertex].tu = 0.0; + D3DTLVertices[cVertex].tv = 0.0; + D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[index][3]) ); + D3DTLVertices[cVertex++].color = dwPVColor; + + D3DTLVertices[cVertex].sx = xmax; + D3DTLVertices[cVertex].sy = ymin; + D3DTLVertices[cVertex].sz = z; + D3DTLVertices[cVertex].tu = 0.0; + D3DTLVertices[cVertex].tv = 0.0; + D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[index][3]) ); + D3DTLVertices[cVertex++].color = dwPVColor; + + D3DTLVertices[cVertex].sx = xmax; + D3DTLVertices[cVertex].sy = ymax; + D3DTLVertices[cVertex].sz = z; + D3DTLVertices[cVertex].tu = 0.0; + D3DTLVertices[cVertex].tv = 0.0; + D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[index][3]) ); + D3DTLVertices[cVertex++].color = dwPVColor; + + D3DTLVertices[cVertex].sx = xmin; + D3DTLVertices[cVertex].sy = ymax; + D3DTLVertices[cVertex].sz = z; + D3DTLVertices[cVertex].tu = 0.0; + D3DTLVertices[cVertex].tv = 0.0; + D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[index][3]) ); + D3DTLVertices[cVertex++].color = dwPVColor; + } + } + + /* Render the converted vertex buffer. */ + if ( cVertex ) + DrawPrimitiveHAL( pContext->pShared, D3DPT_TRIANGLELIST, &D3DTLVertices[0], cVertex ); +} +/*===========================================================================*/ +/* This gets call before we render any primitives so that the current OGL */ +/* states will be mapped the D3D context. I'm still not sure how D3D works */ +/* but I'm finding that it doesn't act like a state machine as OGL is. It */ +/* looks like the state gets set back to the defaults after a DrawPrimitives */ +/* or an EndScene. Also I set states that are the default even though this */ +/* is redundant as the defaults seem screwed up. */ +/* TODO: make a batch call. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static void SetRenderStates( GLcontext *ctx ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + DWORD dwFunc; + static BOOL bTexture = FALSE; + static int texName = -1; + + DPF(( DBG_FUNC, "SetRenderStates();" )); + + if ( g_DBGMask & DBG_STATES ) + DebugRenderStates( ctx, FALSE ); + + SetStateHAL( pContext->pShared, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE ); + SetStateHAL( pContext->pShared, D3DRENDERSTATE_DITHERENABLE, (ctx->Color.DitherFlag) ? TRUE : FALSE ); + + /*================================================*/ + /* Check too see if there are new TEXTURE states. */ + /*================================================*/ + if ( ctx->Texture._EnabledUnits ) + { + switch( ctx->Texture.Set[ctx->Texture.CurrentSet].EnvMode ) + { + case GL_MODULATE: + if ( ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0][0]->Format == GL_RGBA ) + dwFunc = pContext->pShared->dwTexFunc[d3dtblend_modulatealpha]; + else + dwFunc = pContext->pShared->dwTexFunc[d3dtblend_modulate]; + break; + + case GL_BLEND: + dwFunc = pContext->pShared->dwTexFunc[d3dtblend_decalalpha]; + break; + + case GL_REPLACE: + dwFunc = pContext->pShared->dwTexFunc[d3dtblend_decal]; + break; + + case GL_DECAL: + if ( ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0][0]->Format == GL_RGBA ) + dwFunc = pContext->pShared->dwTexFunc[d3dtblend_decalalpha]; + else + dwFunc = pContext->pShared->dwTexFunc[d3dtblend_decal]; + break; + } + SetStateHAL( pContext->pShared, D3DRENDERSTATE_TEXTUREMAPBLEND, dwFunc ); + + switch( ctx->Texture.Set[ctx->Texture.CurrentSet].Current->MagFilter ) + { + case GL_NEAREST: + dwFunc = D3DFILTER_NEAREST; + break; + case GL_LINEAR: + dwFunc = D3DFILTER_LINEAR; + break; + case GL_NEAREST_MIPMAP_NEAREST: + dwFunc = D3DFILTER_MIPNEAREST; + break; + case GL_LINEAR_MIPMAP_NEAREST: + dwFunc = D3DFILTER_LINEARMIPNEAREST; + break; + case GL_NEAREST_MIPMAP_LINEAR: + dwFunc = D3DFILTER_MIPLINEAR; + break; + case GL_LINEAR_MIPMAP_LINEAR: + dwFunc = D3DFILTER_LINEARMIPLINEAR; + break; + } + SetStateHAL( pContext->pShared, D3DRENDERSTATE_TEXTUREMAG, dwFunc ); + + switch( ctx->Texture.Set[ctx->Texture.CurrentSet].Current->MinFilter ) + { + case GL_NEAREST: + dwFunc = D3DFILTER_NEAREST; + break; + case GL_LINEAR: + dwFunc = D3DFILTER_LINEAR; + break; + case GL_NEAREST_MIPMAP_NEAREST: + dwFunc = D3DFILTER_MIPNEAREST; + break; + case GL_LINEAR_MIPMAP_NEAREST: + dwFunc = D3DFILTER_LINEARMIPNEAREST; + break; + case GL_NEAREST_MIPMAP_LINEAR: + dwFunc = D3DFILTER_MIPLINEAR; + break; + case GL_LINEAR_MIPMAP_LINEAR: + dwFunc = D3DFILTER_LINEARMIPLINEAR; + break; + } + SetStateHAL( pContext->pShared, D3DRENDERSTATE_TEXTUREMIN, dwFunc ); + + /* Another hack to cut down on redundant texture binding. */ + // if ( texName != ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Name ) + // { + texName = ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Name; + CreateTMgrHAL( pContext->pShared, + texName, + 0, + ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0][0]->Format, + (RECT *)NULL, + ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0][0]->Width, + ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0][0]->Height, + TM_ACTION_BIND, + (void *)ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0][0]->Data ); + // } + bTexture = TRUE; + } + else + { + /* This is nasty but should cut down on the number of redundant calls. */ + if ( bTexture == TRUE ) + { + DisableTMgrHAL( pContext->pShared ); + bTexture = FALSE; + } + } + + /*===============================================*/ + /* Check too see if there are new RASTER states. */ + /*===============================================*/ + + // TODO: no concept of front & back. + switch( ctx->Polygon.FrontMode ) + { + case GL_POINT: + SetStateHAL( pContext->pShared, D3DRENDERSTATE_FILLMODE, D3DFILL_POINT ); + break; + case GL_LINE: + SetStateHAL( pContext->pShared, D3DRENDERSTATE_FILLMODE, D3DFILL_WIREFRAME ); + break; + case GL_FILL: + SetStateHAL( pContext->pShared, D3DRENDERSTATE_FILLMODE, D3DFILL_SOLID ); + break; + } + + /*************/ + /* Z-Buffer. */ + /*************/ + if ( ctx->Depth.Test == GL_TRUE ) + { + switch( ctx->Depth.Func ) + { + case GL_NEVER: + dwFunc = D3DCMP_NEVER; + break; + case GL_LESS: + dwFunc = D3DCMP_LESS; + break; + case GL_GEQUAL: + dwFunc = D3DCMP_GREATEREQUAL; + break; + case GL_LEQUAL: + dwFunc = D3DCMP_LESSEQUAL; + break; + case GL_GREATER: + dwFunc = D3DCMP_GREATER; + break; + case GL_NOTEQUAL: + dwFunc = D3DCMP_NOTEQUAL; + break; + case GL_EQUAL: + dwFunc = D3DCMP_EQUAL; + break; + case GL_ALWAYS: + dwFunc = D3DCMP_ALWAYS; + break; + } + SetStateHAL( pContext->pShared, D3DRENDERSTATE_ZFUNC, dwFunc ); + SetStateHAL( pContext->pShared, D3DRENDERSTATE_ZENABLE, TRUE ); + } + else + { + SetStateHAL( pContext->pShared, D3DRENDERSTATE_ZENABLE, FALSE ); + } + + /*******************/ + /* Z-Write Enable. */ + /*******************/ + SetStateHAL( pContext->pShared, D3DRENDERSTATE_ZWRITEENABLE , (ctx->Depth.Mask == GL_TRUE) ? TRUE : FALSE ); + + /***************/ + /* Alpha test. */ + /***************/ + if ( ctx->Color.AlphaEnabled == GL_TRUE ) + { + switch( ctx->Color.AlphaFunc ) + { + case GL_NEVER: + dwFunc = D3DCMP_NEVER; + break; + case GL_LESS: + dwFunc = D3DCMP_LESS; + break; + case GL_GEQUAL: + dwFunc = D3DCMP_GREATEREQUAL; + break; + case GL_LEQUAL: + dwFunc = D3DCMP_LESSEQUAL; + break; + case GL_GREATER: + dwFunc = D3DCMP_GREATER; + break; + case GL_NOTEQUAL: + dwFunc = D3DCMP_NOTEQUAL; + break; + case GL_EQUAL: + dwFunc = D3DCMP_EQUAL; + break; + case GL_ALWAYS: + dwFunc = D3DCMP_ALWAYS; + break; + } + SetStateHAL( pContext->pShared, D3DRENDERSTATE_ALPHAFUNC , dwFunc ); + SetStateHAL( pContext->pShared, D3DRENDERSTATE_ALPHATESTENABLE, TRUE ); + } + else + { + SetStateHAL( pContext->pShared, D3DRENDERSTATE_ALPHATESTENABLE, FALSE ); + } + + /****************/ + /* Alpha blend. */ + /****************/ + if ( ctx->Color.BlendEnabled == GL_TRUE ) + { + switch( ctx->Color.BlendSrc ) + { + case GL_ZERO: + dwFunc = pContext->pShared->dwSrcBlendCaps[s_zero]; + break; + case GL_ONE: + dwFunc = pContext->pShared->dwSrcBlendCaps[s_one]; + break; + case GL_DST_COLOR: + dwFunc = pContext->pShared->dwSrcBlendCaps[s_dst_color]; + break; + case GL_ONE_MINUS_DST_COLOR: + dwFunc = pContext->pShared->dwSrcBlendCaps[s_one_minus_dst_color]; + break; + case GL_SRC_ALPHA: + dwFunc = pContext->pShared->dwSrcBlendCaps[s_src_alpha]; + break; + case GL_ONE_MINUS_SRC_ALPHA: + dwFunc = pContext->pShared->dwSrcBlendCaps[s_one_minus_src_alpha]; + break; + case GL_DST_ALPHA: + dwFunc = pContext->pShared->dwSrcBlendCaps[s_dst_alpha]; + break; + case GL_ONE_MINUS_DST_ALPHA: + dwFunc = pContext->pShared->dwSrcBlendCaps[s_one_minus_dst_alpha]; + break; + case GL_SRC_ALPHA_SATURATE: + dwFunc = pContext->pShared->dwSrcBlendCaps[s_src_alpha_saturate]; + break; + case GL_CONSTANT_COLOR: + dwFunc = pContext->pShared->dwSrcBlendCaps[s_constant_color]; + break; + case GL_ONE_MINUS_CONSTANT_COLOR: + dwFunc = pContext->pShared->dwSrcBlendCaps[s_one_minus_constant_color]; + break; + case GL_CONSTANT_ALPHA: + dwFunc = pContext->pShared->dwSrcBlendCaps[s_constant_alpha]; + break; + case GL_ONE_MINUS_CONSTANT_ALPHA: + dwFunc = pContext->pShared->dwSrcBlendCaps[s_one_minus_constant_alpha]; + break; + } + SetStateHAL( pContext->pShared, D3DRENDERSTATE_SRCBLEND, dwFunc ); + + switch( ctx->Color.BlendDst ) + { + case GL_ZERO: + dwFunc = pContext->pShared->dwDestBlendCaps[d_zero]; + break; + case GL_ONE: + dwFunc = pContext->pShared->dwDestBlendCaps[d_one]; + break; + case GL_SRC_COLOR: + dwFunc = pContext->pShared->dwDestBlendCaps[d_src_color]; + break; + case GL_ONE_MINUS_SRC_COLOR: + dwFunc = pContext->pShared->dwDestBlendCaps[d_one_minus_src_color]; + break; + case GL_SRC_ALPHA: + dwFunc = pContext->pShared->dwDestBlendCaps[d_src_alpha]; + break; + case GL_ONE_MINUS_SRC_ALPHA: + dwFunc = pContext->pShared->dwDestBlendCaps[d_one_minus_src_alpha]; + break; + case GL_DST_ALPHA: + dwFunc = pContext->pShared->dwDestBlendCaps[d_dst_alpha]; + break; + case GL_ONE_MINUS_DST_ALPHA: + dwFunc = pContext->pShared->dwDestBlendCaps[d_one_minus_dst_alpha]; + break; + case GL_CONSTANT_COLOR: + dwFunc = pContext->pShared->dwDestBlendCaps[d_constant_color]; + break; + case GL_ONE_MINUS_CONSTANT_COLOR: + dwFunc = pContext->pShared->dwDestBlendCaps[d_one_minus_constant_color]; + break; + case GL_CONSTANT_ALPHA: + dwFunc = pContext->pShared->dwDestBlendCaps[d_constant_alpha]; + break; + case GL_ONE_MINUS_CONSTANT_ALPHA: + dwFunc = pContext->pShared->dwDestBlendCaps[d_one_minus_constant_alpha]; + break; + } + SetStateHAL( pContext->pShared, D3DRENDERSTATE_DESTBLEND, dwFunc ); + SetStateHAL( pContext->pShared, D3DRENDERSTATE_ALPHABLENDENABLE, TRUE ); + } + else + { + SetStateHAL( pContext->pShared, D3DRENDERSTATE_ALPHABLENDENABLE, FALSE ); + } +} +/*===========================================================================*/ +/* If this function is called it will track the changes to the current */ +/* states that I'm setting in Direct3D. I did this so that the DPF's would */ +/* be under control! */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static void DebugRenderStates( GLcontext *ctx, BOOL bForce ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + DWORD dwFunc; + static int dither = -1, + texture = -1, + textName = -1, + textEnv = -1, + textMin = -1, + textMag = -1, + polyMode = -1, + depthTest = -1, + depthFunc = -1, + depthMask = -1, + alphaTest = -1, + alphaFunc = -1, + blend = -1, + blendSrc = -1, + blendDest = -1; + + /* Force a displayed update of all current states. */ + if ( bForce ) + { + dither = texture = textName = textEnv = textMin = textMag = -1; + polyMode = depthTest = depthFunc = depthMask = -1; + alphaTest = alphaFunc = blend = blendSrc = blendDest = -1; + } + + if ( dither != ctx->Color.DitherFlag ) + { + dither = ctx->Color.DitherFlag; + DPF(( 0, "\tDither\t\t%s", (dither) ? "ENABLED" : "--------" )); + } + if ( depthTest != ctx->Depth.Test ) + { + depthTest = ctx->Depth.Test; + DPF(( 0, "\tDepth Test\t%s", (depthTest) ? "ENABLED" : "--------" )); + } + if ( alphaTest != ctx->Color.AlphaEnabled ) + { + alphaTest = ctx->Color.AlphaEnabled; + + DPF(( 0, "\tAlpha Test\t%s", (alphaTest) ? "ENABLED" : "--------" )); + } + if ( blend != ctx->Color.BlendEnabled ) + { + blend = ctx->Color.BlendEnabled; + + DPF(( 0, "\tBlending\t%s", (blend) ? "ENABLED" : "--------" )); + } + + /*================================================*/ + /* Check too see if there are new TEXTURE states. */ + /*================================================*/ + if ( texture != ctx->Texture._EnabledUnits ) + { + texture = ctx->Texture._EnabledUnits; + DPF(( 0, "\tTexture\t\t%s", (texture) ? "ENABLED" : "--------" )); + } + + if ( ctx->Texture.Set[ctx->Texture.CurrentSet].Current ) + { + if ( ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Name != textName ) + { + textName = ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Name; + DPF(( 0, "\tTexture Name:\t%d", textName )); + DPF(( 0, "\tTexture Format:\t%s", + (ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0][0]->Format == GL_RGBA) ? + "GL_RGBA" : "GLRGB" )); + } + + if ( textEnv != ctx->Texture.Set[ctx->Texture.CurrentSet].EnvMode ) + { + textEnv = ctx->Texture.Set[ctx->Texture.CurrentSet].EnvMode; + + switch( textEnv ) + { + case GL_MODULATE: + DPF(( 0, "\tTexture\tMode\tGL_MODULATE" )); + break; + case GL_BLEND: + DPF(( 0, "\tTexture\tMode\tGL_BLEND" )); + break; + case GL_REPLACE: + DPF(( 0, "\tTexture\tMode\tGL_REPLACE" )); + break; + case GL_DECAL: + DPF(( 0, "\tTexture\tMode\tGL_DECAL" )); + break; + } + } + + if ( textMag != ctx->Texture.Set[ctx->Texture.CurrentSet].Current->MagFilter ) + { + textMag = ctx->Texture.Set[ctx->Texture.CurrentSet].Current->MagFilter; + + switch( textMag ) + { + case GL_NEAREST: + DPF(( 0, "\tTexture MAG\tGL_NEAREST" )); + break; + case GL_LINEAR: + DPF(( 0, "\tTexture MAG\tGL_LINEAR" )); + break; + case GL_NEAREST_MIPMAP_NEAREST: + DPF(( 0, "\tTexture MAG\tGL_NEAREST_MIPMAP_NEAREST" )); + break; + case GL_LINEAR_MIPMAP_NEAREST: + DPF(( 0, "\tTexture MAG\tGL_LINEAR_MIPMAP_NEAREST" )); + break; + case GL_NEAREST_MIPMAP_LINEAR: + DPF(( 0, "\tTexture MAG\tGL_NEAREST_MIPMAP_LINEAR" )); + break; + case GL_LINEAR_MIPMAP_LINEAR: + DPF(( 0, "\tTexture MAG\tGL_LINEAR_MIPMAP_LINEAR" )); + break; + } + } + + if ( textMin != ctx->Texture.Set[ctx->Texture.CurrentSet].Current->MinFilter ) + { + textMin = ctx->Texture.Set[ctx->Texture.CurrentSet].Current->MinFilter; + + switch( textMin ) + { + case GL_NEAREST: + DPF(( 0, "\tTexture MIN\tGL_NEAREST" )); + break; + case GL_LINEAR: + DPF(( 0, "\tTexture MIN\tGL_LINEAR" )); + break; + case GL_NEAREST_MIPMAP_NEAREST: + DPF(( 0, "\tTexture MIN\tGL_NEAREST_MIPMAP_NEAREST" )); + break; + case GL_LINEAR_MIPMAP_NEAREST: + DPF(( 0, "\tTexture MIN\tGL_LINEAR_MIPMAP_NEAREST" )); + break; + case GL_NEAREST_MIPMAP_LINEAR: + DPF(( 0, "\tTexture MIN\tGL_LINEAR_MIPMAP_LINEAR" )); + break; + case GL_LINEAR_MIPMAP_LINEAR: + DPF(( 0, "\tTexture MIN\tGL_LINEAR_MIPMAP_LINEAR" )); + break; + } + } + } + + if ( ctx->Polygon.FrontMode != polyMode ) + { + polyMode = ctx->Polygon.FrontMode; + + switch( polyMode ) + { + case GL_POINT: + DPF(( 0, "\tMode\t\tGL_POINT" )); + break; + case GL_LINE: + DPF(( 0, "\tMode\t\tGL_LINE" )); + break; + case GL_FILL: + DPF(( 0, "\tMode\t\tGL_FILL" )); + break; + } + } + + if ( depthFunc != ctx->Depth.Func ) + { + depthFunc = ctx->Depth.Func; + + switch( depthFunc ) + { + case GL_NEVER: + DPF(( 0, "\tDepth Func\tGL_NEVER" )); + break; + case GL_LESS: + DPF(( 0, "\tDepth Func\tGL_LESS" )); + break; + case GL_GEQUAL: + DPF(( 0, "\tDepth Func\tGL_GEQUAL" )); + break; + case GL_LEQUAL: + DPF(( 0, "\tDepth Func\tGL_LEQUAL" )); + break; + case GL_GREATER: + DPF(( 0, "\tDepth Func\tGL_GREATER" )); + break; + case GL_NOTEQUAL: + DPF(( 0, "\tDepth Func\tGL_NOTEQUAL" )); + break; + case GL_EQUAL: + DPF(( 0, "\tDepth Func\tGL_EQUAL" )); + break; + case GL_ALWAYS: + DPF(( 0, "\tDepth Func\tGL_ALWAYS" )); + break; + } + } + + if ( depthMask != ctx->Depth.Mask ) + { + depthMask = ctx->Depth.Mask; + DPF(( 0, "\tZWrite\t\t%s", (depthMask) ? "ENABLED" : "--------" )); + } + + if ( alphaFunc != ctx->Color.AlphaFunc ) + { + alphaFunc = ctx->Color.AlphaFunc; + + switch( alphaFunc ) + { + case GL_NEVER: + DPF(( 0, "\tAlpha Func\tGL_NEVER" )); + break; + case GL_LESS: + DPF(( 0, "\tAlpha Func\tGL_LESS" )); + break; + case GL_GEQUAL: + DPF(( 0, "\tAlpha Func\tGL_GEQUAL" )); + break; + case GL_LEQUAL: + DPF(( 0, "\tAlpha Func\tGL_LEQUAL" )); + break; + case GL_GREATER: + DPF(( 0, "\tAlpha Func\tGL_GREATER" )); + break; + case GL_NOTEQUAL: + DPF(( 0, "\tAlpha Func\tGL_NOTEQUAL" )); + break; + case GL_EQUAL: + DPF(( 0, "\tAlpha Func\tGL_EQUAL" )); + break; + case GL_ALWAYS: + DPF(( 0, "\tAlpha Func\tGL_ALWAYS" )); + break; + } + } + + if ( blendSrc != ctx->Color.BlendSrc ) + { + blendSrc = ctx->Color.BlendSrc; + + switch( blendSrc ) + { + case GL_ZERO: + DPF(( 0, "\tSRC Blend\tGL_ZERO" )); + break; + case GL_ONE: + DPF(( 0, "\tSRC Blend\tGL_ONE" )); + break; + case GL_DST_COLOR: + DPF(( 0, "\tSRC Blend\tGL_DST_COLOR" )); + break; + case GL_ONE_MINUS_DST_COLOR: + DPF(( 0, "\tSRC Blend\tGL_ONE_MINUS_DST_COLOR" )); + break; + case GL_SRC_ALPHA: + DPF(( 0, "\tSRC Blend\tGL_SRC_ALPHA" )); + break; + case GL_ONE_MINUS_SRC_ALPHA: + DPF(( 0, "\tSRC Blend\tGL_MINUS_SRC_ALPHA" )); + break; + case GL_DST_ALPHA: + DPF(( 0, "\tSRC Blend\tGL_DST_ALPHA" )); + break; + case GL_ONE_MINUS_DST_ALPHA: + DPF(( 0, "\tSRC Blend\tGL_ONE_MINUS_DST_ALPHA" )); + break; + case GL_SRC_ALPHA_SATURATE: + DPF(( 0, "\tSRC Blend\tGL_SRC_ALPHA_SATURATE" )); + break; + case GL_CONSTANT_COLOR: + DPF(( 0, "\tSRC Blend\tGL_CONSTANT_COLOR" )); + break; + case GL_ONE_MINUS_CONSTANT_COLOR: + DPF(( 0, "\tSRC Blend\tGL_ONE_MINUS_CONSTANT_COLOR" )); + break; + case GL_CONSTANT_ALPHA: + DPF(( 0, "\tSRC Blend\tGL_CONSTANT_ALPHA" )); + break; + case GL_ONE_MINUS_CONSTANT_ALPHA: + DPF(( 0, "\tSRC Blend\tGL_ONE_MINUS_CONSTANT_ALPHA" )); + break; + } + } + + if ( blendDest != ctx->Color.BlendDst ) + { + blendDest = ctx->Color.BlendDst; + + switch( blendDest ) + { + case GL_ZERO: + DPF(( 0, "\tDST Blend\tGL_ZERO" )); + break; + case GL_ONE: + DPF(( 0, "\tDST Blend\tGL_ONE" )); + break; + case GL_SRC_COLOR: + DPF(( 0, "\tDST Blend\tGL_SRC_COLOR" )); + break; + case GL_ONE_MINUS_SRC_COLOR: + DPF(( 0, "\tDST Blend\tGL_ONE_MINUS_SRC_COLOR" )); + break; + case GL_SRC_ALPHA: + DPF(( 0, "\tDST Blend\tGL_SRC_ALPHA" )); + break; + case GL_ONE_MINUS_SRC_ALPHA: + DPF(( 0, "\tDST Blend\tGL_ONE_MINUS_SRC_ALPHA" )); + break; + case GL_DST_ALPHA: + DPF(( 0, "\tDST Blend\tGL_DST_ALPHA" )); + break; + case GL_ONE_MINUS_DST_ALPHA: + DPF(( 0, "\tDST Blend\tGL_ONE_MINUS_DST_ALPHA" )); + break; + case GL_CONSTANT_COLOR: + DPF(( 0, "\tDST Blend\tGL_CONSTANT_COLOR" )); + break; + case GL_ONE_MINUS_CONSTANT_COLOR: + DPF(( 0, "\tDST Blend\tGL_ONE_MINUS_CONSTANT_COLOR" )); + break; + case GL_CONSTANT_ALPHA: + DPF(( 0, "\tDST Blend\tGL_CONSTANT_ALPHA" )); + break; + case GL_ONE_MINUS_CONSTANT_ALPHA: + DPF(( 0, "\tDST Blend\tGL_ONE_MINUS_CONSTANT_ALPHA" )); + break; + } + } +} diff --git a/src/mesa/drivers/d3d/DDrawPROCS.c b/src/mesa/drivers/d3d/DDrawPROCS.c new file mode 100644 index 000000000..a02a89deb --- /dev/null +++ b/src/mesa/drivers/d3d/DDrawPROCS.c @@ -0,0 +1,399 @@ +/*===========================================================================*/ +/* */ +/* Mesa-3.0 DirectX 6 Driver */ +/* */ +/* By Leigh McRae */ +/* */ +/* http://www.altsoftware.com/ */ +/* */ +/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */ +/*===========================================================================*/ +#include "D3DMesa.h" +/*===========================================================================*/ +/* This call will clear the render surface using the pixel info built from */ +/* the surface at creation time. The call uses Lock/Unlock to access the */ +/* surface. The call also special cases a full clear or a dirty rectangle. */ +/* Finally the call returns the new clear mask that reflects that the color */ +/* buffer was cleared. */ +/*===========================================================================*/ +/* RETURN: the original mask with the bits cleared that represents the buffer*/ +/* or buffers we just cleared. */ +/*===========================================================================*/ +GLbitfield ClearBuffers( GLcontext *ctx, GLbitfield mask, GLboolean all, GLint x, GLint y, GLint width, GLint height ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + DDSURFACEDESC2 *pddsd2; + UCHAR *pBuffer, + *pScanLine; + int index, + index2; + DWORD dwColor; + + if ( mask & GL_COLOR_BUFFER_BIT ) + { + /* Lock the surface to get the surface pointer. */ + pddsd2 = LockHAL( pContext->pShared, TRUE ); + + /* Solve the color once only. */ + dwColor = ( ((DWORD)((float)pContext->rClear * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift ); + dwColor |= ( ((DWORD)((float)pContext->gClear * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift ); + dwColor |= ( ((DWORD)((float)pContext->bClear * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift ); + + if ( all ) + { + for( index = 0, pScanLine = (UCHAR *)pddsd2->lpSurface; index < pContext->pShared->dwHeight; index++, pScanLine += pddsd2->lPitch ) + for( pBuffer = pScanLine, index2 = 0; index2 < pContext->pShared->dwWidth; index2++, pBuffer += pContext->pShared->pixel.cb ) + memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); + } + else + { + pScanLine = ((UCHAR *)pddsd2->lpSurface) + + ( (FLIP( pContext->pShared->dwHeight, (y+height)) * pddsd2->lPitch) + (x * pContext->pShared->pixel.cb) ); + + for( index = 0; index < height; index++, pScanLine += pddsd2->lPitch ) + { + for( index2 = 0, pBuffer = pScanLine; index2 < width; index2++, pBuffer += pContext->pShared->pixel.cb ) + memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); + } + } + + UnlockHAL( pContext->pShared, TRUE ); + } + + return (mask & ~GL_COLOR_BUFFER_BIT); +} +/*===========================================================================*/ +/* This proc (as all others) has been written for the general case. I use */ +/* the PIXELINFO structure to pack the pixel from RGB24 to whatever the Off- */ +/* Screen render surface uses. The alpha is ignored as Mesa does it in SW. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +void WSpanRGB( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte rgb[][3], const GLubyte mask[] ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + DDSURFACEDESC2 *pddsd2; + UCHAR *pBuffer; + int index; + DWORD dwColor; + + /* Get the surface pointer and the pitch. */ + pddsd2 = LockHAL( pContext->pShared, TRUE ); + + /* Find the start of the span. Invert y for Windows. */ + pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y) * pddsd2->lPitch) + (x*pContext->pShared->pixel.cb); + + if ( mask ) + { + for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb ) + { + if ( mask[index] ) + { + /* Pack the color components. */ + dwColor = ( ((DWORD)((float)rgb[index][RCOMP] * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift ); + dwColor |= ( ((DWORD)((float)rgb[index][GCOMP] * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift ); + dwColor |= ( ((DWORD)((float)rgb[index][BCOMP] * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift ); + memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); + } + } + } + else + { + for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb ) + { + /* Pack the color components. */ + dwColor = ( ((DWORD)((float)rgb[index][RCOMP] * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift ); + dwColor |= ( ((DWORD)((float)rgb[index][GCOMP] * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift ); + dwColor |= ( ((DWORD)((float)rgb[index][BCOMP] * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift ); + memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); + } + } + + /* Giver back. */ + UnlockHAL( pContext->pShared, TRUE ); +} +/*===========================================================================*/ +/* This proc (as all others) has been written for the general case. I use */ +/* the PIXELINFO structure to pack the pixel from RGB24 to whatever the Off- */ +/* Screen render surface uses. The alpha is ignored as Mesa does it in SW. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +void WSpanRGBA( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte rgba[][4], const GLubyte mask[] ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + DDSURFACEDESC2 *pddsd2; + UCHAR *pBuffer; + int index; + DWORD dwColor; + + /* Get the surface pointer and the pitch. */ + pddsd2 = LockHAL( pContext->pShared, TRUE ); + + /* Find the start of the span. Invert y for Windows. */ + pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y) * pddsd2->lPitch) + (x*pContext->pShared->pixel.cb); + + if ( mask ) + { + for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb ) + { + if ( mask[index] ) + { + /* Pack the color components. */ + dwColor = ( ((DWORD)((float)rgba[index][RCOMP] * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift ); + dwColor |= ( ((DWORD)((float)rgba[index][GCOMP] * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift ); + dwColor |= ( ((DWORD)((float)rgba[index][BCOMP] * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift ); + memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); + } + } + } + else + { + for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb ) + { + /* Pack the color components. */ + dwColor = ( ((DWORD)((float)rgba[index][RCOMP] * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift ); + dwColor |= ( ((DWORD)((float)rgba[index][GCOMP] * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift ); + dwColor |= ( ((DWORD)((float)rgba[index][BCOMP] * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift ); + memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); + } + } + + /* Giver back. */ + UnlockHAL( pContext->pShared, TRUE ); +} +/*===========================================================================*/ +/* This proc (as all others) has been written for the general case. I use */ +/* the PIXELINFO structure to pack the pixel from RGB24 to whatever the Off- */ +/* Screen render surface uses. The color is solved once from the current */ +/* color components. The alpha is ignored as Mesa is doing it in SW. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +void WSpanRGBAMono( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte mask[] ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + DDSURFACEDESC2 *pddsd2; + UCHAR *pBuffer; + int index; + DWORD dwColor; + + /* Lock the surface to get the surface pointer and the pitch. */ + pddsd2 = LockHAL( pContext->pShared, TRUE ); + + /* Solve the color once only. (no alpha) */ + dwColor = ( ((DWORD)((float)pContext->rCurrent * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift ); + dwColor |= ( ((DWORD)((float)pContext->gCurrent * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift ); + dwColor |= ( ((DWORD)((float)pContext->bCurrent * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift ); + + /* Find the start of the span. Invert y for Windows. */ + pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y) * pddsd2->lPitch) + (x*pContext->pShared->pixel.cb); + + if ( mask ) + { + for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb ) + if ( mask[index] ) + memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); + } + else + { + for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb ) + memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); + } + + /* Giver back. */ + UnlockHAL( pContext->pShared, TRUE ); +} +/*===========================================================================*/ +/* This proc (as all others) has been written for the general case. I use */ +/* the PIXELINFO structure to pack the pixel from RGB24 to whatever the Off- */ +/* Screen render surface uses. The alpha is ignored as Mesa does it in SW. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +void WPixelsRGBA( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], const GLubyte rgba[][4], const GLubyte mask[] ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + DDSURFACEDESC2 *pddsd2; + UCHAR *pBuffer; + int index; + DWORD dwColor; + + /* Get the surface pointer and the pitch. */ + pddsd2 = LockHAL( pContext->pShared, TRUE ); + + if ( mask ) + { + for( index = 0; index < n; index++ ) + { + if ( mask[index] ) + { + /* Pack the color components. */ + dwColor = ( ((DWORD)((float)rgba[index][RCOMP] * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift ); + dwColor |= ( ((DWORD)((float)rgba[index][GCOMP] * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift ); + dwColor |= ( ((DWORD)((float)rgba[index][BCOMP] * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift ); + + /* Find the pixel. Invert y for Windows. */ + pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y[index]) * pddsd2->lPitch) + (x[index]*pContext->pShared->pixel.cb); + memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); + } + } + } + else + { + for( index = 0; index < n; index++ ) + { + /* Pack the color components. */ + dwColor = ( ((DWORD)((float)rgba[index][RCOMP] * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift ); + dwColor |= ( ((DWORD)((float)rgba[index][GCOMP] * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift ); + dwColor |= ( ((DWORD)((float)rgba[index][BCOMP] * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift ); + + /* Find the pixel. Invert y for Windows. */ + pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y[index]) * pddsd2->lPitch) + (x[index]*pContext->pShared->pixel.cb); + memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); + } + } + + /* Giver back. */ + UnlockHAL( pContext->pShared, TRUE ); +} +/*===========================================================================*/ +/* This proc (as all others) has been written for the general case. I use */ +/* the PIXELINFO structure to pack the pixel from RGB24 to whatever the Off- */ +/* Screen render surface uses. The color is solved once from the current */ +/* color components. The alpha is ignored as Mesa is doing it in SW. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +void WPixelsRGBAMono( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], const GLubyte mask[] ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + DDSURFACEDESC2 *pddsd2; + UCHAR *pBuffer; + int index; + DWORD dwColor; + + /* Get the surface pointer and the pitch. */ + pddsd2 = LockHAL( pContext->pShared, TRUE ); + + /* Solve the color once only. I don't uses the alpha. */ + dwColor = ( ((DWORD)((float)pContext->rCurrent * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift ); + dwColor |= ( ((DWORD)((float)pContext->gCurrent * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift ); + dwColor |= ( ((DWORD)((float)pContext->bCurrent * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift ); + + if ( mask ) + { + /* We store the surface pointer as a UCHAR so that pixel.cb (count in btyles) will work for all. */ + for( index = 0; index < n; index++ ) + { + if ( mask[index] ) + { + /* Find the pixel. Invert y for Windows. */ + pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y[index]) * pddsd2->lPitch) + (x[index]*pContext->pShared->pixel.cb); + memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); + } + } + } + else + { + /* We store the surface pointer as a UCHAR so that pixel.cb (count in btyles) will work for all. */ + for( index = 0; index < n; index++ ) + { + /* Find the pixel. Invert y for Windows. */ + pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y[index]) * pddsd2->lPitch) + (x[index]*pContext->pShared->pixel.cb); + memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); + } + } + + /* Giver back. */ + UnlockHAL( pContext->pShared, TRUE ); +} +/*===========================================================================*/ +/* This proc isn't written for speed rather its to handle the general case. */ +/* I grab each pixel from the surface and unpack the info using the PIXELINFO*/ +/* structure that was generated from the OffScreen surface pixelformat. The */ +/* function will not fill in the alpha value as Mesa I have Mesa allocate its*/ +/* own alpha channel when the context was created. I did this as I didn't */ +/* feel that it was worth the effort to try and get HW to work (bus bound). */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +void RSpanRGBA( const GLcontext* ctx, GLuint n, GLint x, GLint y, GLubyte rgba[][4] ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + DDSURFACEDESC2 *pddsd2; + UCHAR *pBuffer; + int index; + DWORD *pdwColor; + + /* Get the surface pointer and the pitch. */ + pddsd2 = LockHAL( pContext->pShared, TRUE ); + + /* Find the start of the span. Invert y for Windows. */ + pBuffer = (UCHAR *)pddsd2->lpSurface + + (FLIP(pContext->pShared->dwHeight,y) * pddsd2->lPitch) + + (x*pContext->pShared->pixel.cb); + + /* We store the surface pointer as a UCHAR so that pixel.cb (count in btyles) will work for all. */ + for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb ) + { + pdwColor = (DWORD *)pBuffer; + rgba[index][RCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwRMask) >> pContext->pShared->pixel.rShift) / pContext->pShared->pixel.rScale); + rgba[index][GCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwGMask) >> pContext->pShared->pixel.gShift) / pContext->pShared->pixel.gScale); + rgba[index][BCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwBMask) >> pContext->pShared->pixel.bShift) / pContext->pShared->pixel.bScale); + } + + /* Giver back. */ + UnlockHAL( pContext->pShared, TRUE ); +} +/*===========================================================================*/ +/* This proc isn't written for speed rather its to handle the general case. */ +/* I grab each pixel from the surface and unpack the info using the PIXELINFO*/ +/* structure that was generated from the OffScreen surface pixelformat. The */ +/* function will not fill in the alpha value as Mesa I have Mesa allocate its*/ +/* own alpha channel when the context was created. I did this as I didn't */ +/* feel that it was worth the effort to try and get HW to work (bus bound). */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +void RPixelsRGBA( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], GLubyte rgba[][4], const GLubyte mask[] ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + DDSURFACEDESC2 *pddsd2; + int index; + DWORD *pdwColor; + + /* Get the surface pointer and the pitch. */ + pddsd2 = LockHAL( pContext->pShared, TRUE ); + + if ( mask ) + { + /* We store the surface pointer as a UCHAR so that pixel.cb (count in btyles) will work for all. */ + for( index = 0; index < n; index++ ) + { + if ( mask[index] ) + { + /* Find the start of the pixel. Invert y for Windows. */ + pdwColor = (DWORD *)((UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y[index]) * pddsd2->lPitch) + (x[index]*pContext->pShared->pixel.cb)); + rgba[index][RCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwRMask) >> pContext->pShared->pixel.rShift) / pContext->pShared->pixel.rScale); + rgba[index][GCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwGMask) >> pContext->pShared->pixel.gShift) / pContext->pShared->pixel.gScale); + rgba[index][BCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwBMask) >> pContext->pShared->pixel.bShift) / pContext->pShared->pixel.bScale); + } + } + } + else + { + /* We store the surface pointer as a UCHAR so that pixel.cb (count in btyles) will work for all. */ + for( index = 0; index < n; index++ ) + { + /* Find the start of the pixel. Invert y for Windows. */ + pdwColor = (DWORD *)((UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y[index]) * pddsd2->lPitch) + (x[index]*pContext->pShared->pixel.cb)); + rgba[index][RCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwRMask) >> pContext->pShared->pixel.rShift) / pContext->pShared->pixel.rScale); + rgba[index][GCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwGMask) >> pContext->pShared->pixel.gShift) / pContext->pShared->pixel.gScale); + rgba[index][BCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwBMask) >> pContext->pShared->pixel.bShift) / pContext->pShared->pixel.bScale); + } + } + + /* Giver back. */ + UnlockHAL( pContext->pShared, TRUE ); +} diff --git a/src/mesa/drivers/d3d/DEBUG.C b/src/mesa/drivers/d3d/DEBUG.C new file mode 100644 index 000000000..dfa524bf3 --- /dev/null +++ b/src/mesa/drivers/d3d/DEBUG.C @@ -0,0 +1,143 @@ +/*===========================================================================*/ +/* */ +/* Mesa-3.0 DirectX 6 Driver */ +/* */ +/* By Leigh McRae */ +/* */ +/* http://www.altsoftware.com/ */ +/* */ +/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */ +/*===========================================================================*/ +#include "Debug.h" +/*===========================================================================*/ +/* Global variables. */ +/*===========================================================================*/ +DWORD g_DBGMask = DBG_ALL_ERROR; +/*===========================================================================*/ +/* This is your basic DPF function with printf like support. The function */ +/* also works with a global debug mask variable. I have written support that*/ +/* allows for the user's enviroment variable space to be read and set the */ +/* masks. This is done when the dll starts and is only in the debug version.*/ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +void _cdecl DebugPrint( int mask, char *pszFormat, ... ) +{ + char buffer[512]; + va_list args; + + /* A mask of 0 will always pass. Easy to remeber. */ + if ( (mask == 0) || (mask & g_DBGMask) ) + { + va_start( args, pszFormat ); + + if ( mask & DBG_ALL_ERROR ) + OutputDebugString( "MesaD3D: (ERROR)" ); + else + OutputDebugString( "MesaD3D: " ); + + vsprintf( buffer, pszFormat, args ); + strcat( buffer, "\n" ); + OutputDebugString( buffer ); + + va_end( args ); + } +} +/*===========================================================================*/ +/* This call reads the users enviroment variables and sets any debug mask */ +/* that they have set to TRUE. Now the value must be "TRUE". */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +void ReadDBGEnv( void ) +{ + g_DBGMask = DBG_ALL_ERROR; + +#define IS_VAR_SET(v) if ( getenv( # v ) && !strcmp(getenv( # v ),"TRUE") ) g_DBGMask |= v; + + IS_VAR_SET( DBG_FUNC ); + IS_VAR_SET( DBG_STATES ); + + IS_VAR_SET( DBG_CNTX_INFO ); + IS_VAR_SET( DBG_CNTX_WARN ); + IS_VAR_SET( DBG_CNTX_PROFILE ); + IS_VAR_SET( DBG_CNTX_ERROR ); + IS_VAR_SET( DBG_CNTX_ALL ); + + IS_VAR_SET( DBG_PRIM_INFO ); + IS_VAR_SET( DBG_PRIM_WARN ); + IS_VAR_SET( DBG_PRIM_PROFILE ); + IS_VAR_SET( DBG_PRIM_ERROR ); + IS_VAR_SET( DBG_PRIM_ALL ); + + IS_VAR_SET( DBG_TXT_INFO ); + IS_VAR_SET( DBG_TXT_WARN ); + IS_VAR_SET( DBG_TXT_PROFILE ); + IS_VAR_SET( DBG_TXT_ERROR ); + IS_VAR_SET( DBG_TXT_ALL ); + + IS_VAR_SET( DBG_ALL_INFO ); + IS_VAR_SET( DBG_ALL_WARN ); + IS_VAR_SET( DBG_ALL_PROFILE ); + IS_VAR_SET( DBG_ALL_ERROR ); + IS_VAR_SET( DBG_ALL ); + +#undef IS_VAR_SET +} +/*===========================================================================*/ +/* This function will take a pointer to a DDSURFACEDESC2 structure & display*/ +/* the parsed information using a DPF call. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +void DebugPixelFormat( char *pszSurfaceName, DDPIXELFORMAT *pddpf ) +{ + char buffer[256]; + + /* Parse the flag type and write the string equivalent. */ + if ( pddpf->dwFlags & DDPF_ALPHA ) + strcat( buffer, "DDPF_ALPHA " ); + if ( pddpf->dwFlags & DDPF_ALPHAPIXELS ) + strcat( buffer, "DDPF_ALPHAPIXELS " ); + if ( pddpf->dwFlags & DDPF_ALPHAPREMULT ) + strcat( buffer, "DDPF_ALPHAPREMULT " ); + if ( pddpf->dwFlags & DDPF_BUMPLUMINANCE ) + strcat( buffer, "DDPF_BUMPLUMINANCE " ); + if ( pddpf->dwFlags & DDPF_BUMPDUDV ) + strcat( buffer, "DDPF_BUMPDUDV " ); + if ( pddpf->dwFlags & DDPF_COMPRESSED ) + strcat( buffer, "DDPF_COMPRESSED " ); + if ( pddpf->dwFlags & DDPF_FOURCC ) + strcat( buffer, "DDPF_FOURCC " ); + if ( pddpf->dwFlags & DDPF_LUMINANCE ) + strcat( buffer, "DDPF_LUMINANCE " ); + if ( pddpf->dwFlags & DDPF_PALETTEINDEXED1 ) + strcat( buffer, "DDPF_PALETTEINDEXED1 " ); + if ( pddpf->dwFlags & DDPF_PALETTEINDEXED2 ) + strcat( buffer, "DDPF_PALETTEINDEXED2 " ); + if ( pddpf->dwFlags & DDPF_PALETTEINDEXED4 ) + strcat( buffer, "DDPF_PALETTEINDEXED4 " ); + if ( pddpf->dwFlags & DDPF_PALETTEINDEXED8 ) + strcat( buffer, "DDPF_PALETTEINDEXED8 " ); + if ( pddpf->dwFlags & DDPF_PALETTEINDEXEDTO8 ) + strcat( buffer, "DDPF_PALETTEINDEXEDTO8 " ); + if ( pddpf->dwFlags & DDPF_RGB ) + strcat( buffer, "DDPF_RGB " ); + if ( pddpf->dwFlags & DDPF_RGBTOYUV ) + strcat( buffer, "DDPF_RGBTOYUV " ); + if ( pddpf->dwFlags & DDPF_STENCILBUFFER ) + strcat( buffer, "DDPF_STENCILBUFFER " ); + if ( pddpf->dwFlags & DDPF_YUV ) + strcat( buffer, "DDPF_YUV " ); + if ( pddpf->dwFlags & DDPF_ZBUFFER ) + strcat( buffer, "DDPF_ZBUFFER " ); + if ( pddpf->dwFlags & DDPF_ZPIXELS ) + strcat( buffer, "DDPF_ZPIXELS " ); + + DPF(( (DBG_TXT_INFO|DBG_CNTX_INFO),"%s", buffer )); +} + + + + + diff --git a/src/mesa/drivers/d3d/DEBUG.H b/src/mesa/drivers/d3d/DEBUG.H new file mode 100644 index 000000000..76122b912 --- /dev/null +++ b/src/mesa/drivers/d3d/DEBUG.H @@ -0,0 +1,90 @@ +/*===========================================================================*/ +/* */ +/* Mesa-3.0 DirectX 6 Driver */ +/* */ +/* By Leigh McRae */ +/* */ +/* http://www.altsoftware.com/ */ +/* */ +/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */ +/*===========================================================================*/ +#ifndef _DEBUG_H +#define _DEBUG_H + +#ifdef __cplusplus +extern "C" { +#endif + +/*===========================================================================*/ +/* Includes. */ +/*===========================================================================*/ +#include +#include +#include +#include +#include "D3DShared.h" +/*===========================================================================*/ +/* Magic numbers. */ +/*===========================================================================*/ +/*===========================================================================*/ +/* Macros defines. */ +/*===========================================================================*/ +#define DBG_FUNC 0x00000001 +#define DBG_STATES 0x00000002 + +#define DBG_CNTX_INFO 0x00000010 +#define DBG_CNTX_WARN 0x00000020 +#define DBG_CNTX_PROFILE 0x00000040 +#define DBG_CNTX_ERROR 0x00000080 +#define DBG_CNTX_ALL 0x000000F0 + +#define DBG_PRIM_INFO 0x00000100 +#define DBG_PRIM_WARN 0x00000200 +#define DBG_PRIM_PROFILE 0x00000400 +#define DBG_PRIM_ERROR 0x00000800 +#define DBG_PRIM_ALL 0x00000F00 + +#define DBG_TXT_INFO 0x00001000 +#define DBG_TXT_WARN 0x00002000 +#define DBG_TXT_PROFILE 0x00004000 +#define DBG_TXT_ERROR 0x00008000 +#define DBG_TXT_ALL 0x0000F000 + +#define DBG_ALL_INFO 0x11111110 +#define DBG_ALL_WARN 0x22222220 +#define DBG_ALL_PROFILE 0x44444440 +#define DBG_ALL_ERROR 0x88888880 +#define DBG_ALL 0xFFFFFFFF + +#ifdef D3D_DEBUG +# define DPF(arg) DebugPrint arg +# define RIP(pH,msg,err) OutputDebugString(msg); \ + OutputDebugString(err); \ + OutputDebugString("\n"); \ + FatalShutDown(pH) +#else +# define DPF(arg) +# define RIP(pH,msg,err) FatalShutDown(pH) +#endif +/*===========================================================================*/ +/* Type defines. */ +/*===========================================================================*/ +/*===========================================================================*/ +/* Function prototypes. */ +/*===========================================================================*/ +extern void ReadDBGEnv( void ); +extern void _cdecl DebugPrint( int mask, char *pszFormat, ... ); +extern void DebugPixelFormat( char *pszSurfaceName, DDPIXELFORMAT *pddpf ); +/*===========================================================================*/ +/* Global variables. */ +/*===========================================================================*/ +extern DWORD g_DBGMask; + +#ifdef __cplusplus +} +#endif + +#endif + + + diff --git a/src/mesa/drivers/d3d/DbgEnv.bat b/src/mesa/drivers/d3d/DbgEnv.bat new file mode 100644 index 000000000..40858e668 --- /dev/null +++ b/src/mesa/drivers/d3d/DbgEnv.bat @@ -0,0 +1,25 @@ +SET DBG_FUNC=FALSE + +SET DBG_CNTX_INFO=TRUE +SET DBG_CNTX_WARN=TRUE +SET DBG_CNTX_PROFILE=FALSE +SET DBG_CNTX_ERROR=TRUE +SET DBG_CNTX_ALL=TRUE + +SET DBG_PRIM_INFO=FALSE +SET DBG_PRIM_WARN=FALSE +SET DBG_PRIM_PROFILE=FALSE +SET DBG_PRIM_ERROR=TRUE +SET DBG_PRIM_ALL=FALSE + +SET DBG_TXT_INFO=FALSE +SET DBG_TXT_WARN=TRUE +SET DBG_TXT_PROFILE=FALSE +SET DBG_TXT_ERROR=TRUE +SET DBG_TXT_ALL=FALSE + +SET DBG_ALL_INFO=FALSE +SET DBG_ALL_WARN=TRUE +SET DBG_ALL_PROFILE=FALSE +SET DBG_ALL_ERROR=TRUE +SET DBG_ALL=FALSE diff --git a/src/mesa/drivers/d3d/MAKEFILE b/src/mesa/drivers/d3d/MAKEFILE new file mode 100644 index 000000000..ad1d40dc2 --- /dev/null +++ b/src/mesa/drivers/d3d/MAKEFILE @@ -0,0 +1,101 @@ +############################################################################## +# +# Mesa-3.0 Makefile for DirectX 6 Driver +# +# By Leigh McRae +# +# http://www.altsoftware.com/ +# +# Copyright (c) 1999-1998 alt.software inc. All Rights Reserved +############################################################################## +NAME= +TARGET= WGL Driver (D3DHAL) + +D3D_DIR=$(MAKEDIR)\D3D +TARGET_DIR=e:\WinNT\System32 +TEMP_DIR=c:\Temp + +SPACE=- +LINKER=link.exe + +INCLUDE=$(SDKROOT)\include;$(INCLUDE) +LIB=$(SDKROOT)\lib;$(LIB) +############################################################################## +CFLAGS = /c /nologo /W1 /G5 /I..\ /I..\..\Include \ + /D "_WIN32" /D "WIN32" /D "_WINDOWS" /D "__WIN32__" /D "__MSC__" /D "MESAD3D" +CPPFLAGS= /c /nologo /W1 /G5 /I..\ /I..\..\Include \ + /D "_WIN32" /D "WIN32" /D "_WINDOWS" /D "__WIN32__" /D "__MSC__" /D "MESAD3D" + +!IF "$(DEBUG)" == "1" + +CFLAGS = /MTd /Od /Z7 /Yd /D "_DEBUG" /D "D3D_DEBUG" $(CFLAGS) +CPPFLAGS = /MTd /Od /Z7 /Yd /D "_DEBUG" /D "D3D_DEBUG" $(CPPFLAGS) +BUILD_TYPE=debug + +!ELSE + +CFLAGS = /MT /Ox /D "NDEBUG" $(CFLAGS) +CPPFLAGS = /MT /Ox /D "NDEBUG" $(CPPFLAGS) +BUILD_TYPE=release + +!ENDIF +############################################################################## +SRCS_WGL = wgl.c D3Dvbrender.c DDrawPROCS.c NULLProcs.c Debug.c +SRCS_HAL = D3DInit.cpp D3DRaster.cpp D3DTextureMgr.cpp D3DUtils.cpp D3DCaps.cpp +OBJS_WGL = $(SRCS_WGL:.c=.obj) +OBJS_HAL = $(SRCS_HAL:.cpp=.obj) + +WINLIBS = kernel32.lib user32.lib gdi32.lib oldnames.lib +DXLIBS = +LIBS = $(WINLIBS) $(DXLIBS) +############################################################################### +# Primary Targets # +############################################################################### + +default: header WGL HAL footer + +all: default + +WGL : $(OBJS_WGL) + +HAL : $(OBJS_HAL) + +install : forceit + @echo $(SPACE) + @echo ======================================== + @echo Install files created. + @echo ======================================== + + +############################################################################### +# Secondary Targets # +############################################################################### + +clean: + @echo ======================================== + @echo Cleaning $(TARGET) + @del *.obj + @del *.dep + @del *.exp + @del *.ncb + @del *.plg + @del *.lib + @echo ======================================== + +header: + @echo ============================================================ + @echo Building $(TARGET) ($(BUILD_TYPE) version) + @echo ============================================================ + @echo $(SPACE) + +footer: + @echo $(SPACE) + @echo ============================================================ + @echo DONE building $(TARGET) ($(BUILD_TYPE) version) + @echo ============================================================ + +forceit: + + + + diff --git a/src/mesa/drivers/d3d/NULLProcs.h b/src/mesa/drivers/d3d/NULLProcs.h new file mode 100644 index 000000000..f0bbd2162 --- /dev/null +++ b/src/mesa/drivers/d3d/NULLProcs.h @@ -0,0 +1,49 @@ +/*===========================================================================*/ +/* */ +/* Mesa-3.0 DirectX 6 Driver */ +/* */ +/* By Leigh McRae */ +/* */ +/* http://www.altsoftware.com/ */ +/* */ +/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */ +/*===========================================================================*/ +#ifndef NULL_MESA_PROCS_INC +#define NULL_MESA_PROCS_INC +/*===========================================================================*/ +/* Includes. */ +/*===========================================================================*/ +#include "matrix.h" +#include "context.h" +#include "types.h" +#include "vb.h" +/*===========================================================================*/ +/* Macros. */ +/*===========================================================================*/ +/*===========================================================================*/ +/* Magic numbers. */ +/*===========================================================================*/ +/*===========================================================================*/ +/* Type defines. */ +/*===========================================================================*/ +void NULLSetColor( GLcontext *ctx, GLubyte r, GLubyte g, GLubyte b, GLubyte a ); +void NULLClearColor( GLcontext *ctx, GLubyte r, GLubyte g, GLubyte b, GLubyte a ); +GLboolean NULLSetBuffer( GLcontext *ctx, GLenum mode ); +void NULLGetBufferSize( GLcontext *ctx, GLuint *width, GLuint *height ); +GLbitfield NULLClearBuffers( GLcontext *ctx, GLbitfield m, GLboolean a, GLint x, GLint y, GLint w, GLint h ); +void NULLWrSpRGB( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte r[][3], const GLubyte m[] ); +void NULLWrSpRGBA( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte r[][4], const GLubyte m[] ); +void NULLWrSpRGBAMono( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte m[] ); +void NULLWrPiRGBA( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], const GLubyte r[][4], const GLubyte m[] ); +void NULLWrPiRGBAMono( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], const GLubyte m[] ); +void NULLReSpRGBA( const GLcontext* ctx, GLuint n, GLint x, GLint y, GLubyte r[][4] ); +void NULLRePiRGBA( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], GLubyte r[][4], const GLubyte m[] ); +/*===========================================================================*/ +/* Extern function prototypes. */ +/*===========================================================================*/ +/*===========================================================================*/ +/* Global variables. */ +/*===========================================================================*/ + +#endif + diff --git a/src/mesa/drivers/d3d/NullProcs.c b/src/mesa/drivers/d3d/NullProcs.c new file mode 100644 index 000000000..d6fb59807 --- /dev/null +++ b/src/mesa/drivers/d3d/NullProcs.c @@ -0,0 +1,49 @@ +/*===========================================================================*/ +/* */ +/* Mesa-3.0 DirectX 6 Driver */ +/* */ +/* By Leigh McRae */ +/* */ +/* http://www.altsoftware.com/ */ +/* */ +/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */ +/*===========================================================================*/ +#ifndef NULL_MESA_PROCS_INC +#define NULL_MESA_PROCS_INC +/*===========================================================================*/ +/* Includes. */ +/*===========================================================================*/ +#include "matrix.h" +#include "context.h" +#include "mtypes.h" +#include "vb.h" +/*===========================================================================*/ +/* Macros. */ +/*===========================================================================*/ +/*===========================================================================*/ +/* Magic numbers. */ +/*===========================================================================*/ +/*===========================================================================*/ +/* Type defines. */ +/*===========================================================================*/ +void NULLSetColor( GLcontext *ctx, GLubyte r, GLubyte g, GLubyte b, GLubyte a ); +void NULLClearColor( GLcontext *ctx, GLubyte r, GLubyte g, GLubyte b, GLubyte a ); +GLboolean NULLSetBuffer( GLcontext *ctx, GLframebuffer *buffer, GLuint bit ); +void NULLGetBufferSize( GLcontext *ctx, GLuint *width, GLuint *height ); +GLbitfield NULLClearBuffers( GLcontext *ctx, GLbitfield m, GLboolean a, GLint x, GLint y, GLint w, GLint h ); +void NULLWrSpRGB( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte r[][3], const GLubyte m[] ); +void NULLWrSpRGBA( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte r[][4], const GLubyte m[] ); +void NULLWrSpRGBAMono( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte m[] ); +void NULLWrPiRGBA( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], const GLubyte r[][4], const GLubyte m[] ); +void NULLWrPiRGBAMono( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], const GLubyte m[] ); +void NULLReSpRGBA( const GLcontext* ctx, GLuint n, GLint x, GLint y, GLubyte r[][4] ); +void NULLRePiRGBA( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], GLubyte r[][4], const GLubyte m[] ); +/*===========================================================================*/ +/* Extern function prototypes. */ +/*===========================================================================*/ +/*===========================================================================*/ +/* Global variables. */ +/*===========================================================================*/ + +#endif + diff --git a/src/mesa/drivers/d3d/OPENGL32.DEF b/src/mesa/drivers/d3d/OPENGL32.DEF new file mode 100644 index 000000000..b32bd1fef --- /dev/null +++ b/src/mesa/drivers/d3d/OPENGL32.DEF @@ -0,0 +1,442 @@ +;=========================================================================== +; +; Mesa-3.0 DirectX 6 Driver +; +; By Leigh McRae +; +; http://www.altsoftware.com/ +; +; Copyright (c) 1999-1998 alt.software inc. All Rights Reserved +;=========================================================================== +NAME OpenGL32.DLL +DESCRIPTION "Mesa-3.0 DX6 Driver Version 0.5" + +EXPORTS + DllMain + glAccum + glAlphaFunc + glAreTexturesResident + glAreTexturesResidentEXT + glArrayElement + glArrayElementEXT + glBegin + glBindTexture + glBindTextureEXT + glBitmap + glBlendColorEXT + glBlendEquationEXT + glBlendFunc + glCallList + glCallLists + glClear + glClearAccum + glClearColor + glClearDepth + glClearIndex + glClearStencil + glClipPlane + glColor3b + glColor3bv + glColor3d + glColor3dv + glColor3f + glColor3fv + glColor3i + glColor3iv + glColor3s + glColor3sv + glColor3ub + glColor3ubv + glColor3ui + glColor3uiv + glColor3us + glColor3usv + glColor4b + glColor4bv + glColor4d + glColor4dv + glColor4f + glColor4fv + glColor4i + glColor4iv + glColor4s + glColor4sv + glColor4ub + glColor4ubv + glColor4ui + glColor4uiv + glColor4us + glColor4usv + glColorMask + glColorMaterial + glColorPointer + glColorPointerEXT + glColorSubTableEXT + glColorTableEXT + glCopyPixels + glCopyTexImage1D + glCopyTexImage2D + glCopyTexSubImage1D + glCopyTexSubImage2D + glCopyTexSubImage3DEXT + glCullFace + glDeleteLists + glDeleteTextures + glDeleteTexturesEXT + glDepthFunc + glDepthMask + glDepthRange + glDisable + glDisableClientState + glDrawArrays + glDrawArraysEXT + glDrawBuffer + glDrawElements + glDrawPixels + glEdgeFlag + glEdgeFlagPointer + glEdgeFlagPointerEXT + glEdgeFlagv + glEnable + glEnableClientState + glEnd + glEndList + glEvalCoord1d + glEvalCoord1dv + glEvalCoord1f + glEvalCoord1fv + glEvalCoord2d + glEvalCoord2dv + glEvalCoord2f + glEvalCoord2fv + glEvalMesh1 + glEvalMesh2 + glEvalPoint1 + glEvalPoint2 + glFeedbackBuffer + glFinish + glFlush + glFogf + glFogfv + glFogi + glFogiv + glFrontFace + glFrustum + glGenLists + glGenTextures + glGenTexturesEXT + glGetBooleanv + glGetClipPlane + glGetColorTableEXT + glGetColorTableParameterfvEXT + glGetColorTableParameterivEXT + glGetDoublev + glGetError + glGetFloatv + glGetIntegerv + glGetLightfv + glGetLightiv + glGetMapdv + glGetMapfv + glGetMapiv + glGetMaterialfv + glGetMaterialiv + glGetPixelMapfv + glGetPixelMapuiv + glGetPixelMapusv + glGetPointerv + glGetPointervEXT + glGetPolygonStipple + glGetString + glGetTexEnvfv + glGetTexEnviv + glGetTexGendv + glGetTexGenfv + glGetTexGeniv + glGetTexImage + glGetTexLevelParameterfv + glGetTexLevelParameteriv + glGetTexParameterfv + glGetTexParameteriv + glHint + glIndexd + glIndexdv + glIndexf + glIndexfv + glIndexi + glIndexiv + glIndexMask + glIndexPointer + glIndexPointerEXT + glIndexs + glIndexsv + glIndexub + glIndexubv + glInitNames + glInterleavedArrays + glIsEnabled + glIsList + glIsTexture + glIsTextureEXT + glLightf + glLightfv + glLighti + glLightiv + glLightModelf + glLightModelfv + glLightModeli + glLightModeliv + glLineStipple + glLineWidth + glListBase + glLoadIdentity + glLoadMatrixd + glLoadMatrixf + glLoadName + glLogicOp + glMap1d + glMap1f + glMap2d + glMap2f + glMapGrid1d + glMapGrid1f + glMapGrid2d + glMapGrid2f + glMaterialf + glMaterialfv + glMateriali + glMaterialiv + glMatrixMode + glMultMatrixd + glMultMatrixf + glNewList + glNormal3b + glNormal3bv + glNormal3d + glNormal3dv + glNormal3f + glNormal3fv + glNormal3i + glNormal3iv + glNormal3s + glNormal3sv + glNormalPointer + glNormalPointerEXT + glOrtho + glPassThrough + glPixelMapfv + glPixelMapuiv + glPixelMapusv + glPixelStoref + glPixelStorei + glPixelTransferf + glPixelTransferi + glPixelZoom + glPointParameterfEXT + glPointParameterfvEXT + glPointSize + glPolygonMode + glPolygonOffset + glPolygonOffsetEXT + glPolygonStipple + glPopAttrib + glPopClientAttrib + glPopMatrix + glPopName + glPrioritizeTextures + glPrioritizeTexturesEXT + glPushAttrib + glPushClientAttrib + glPushMatrix + glPushName + glRasterPos2d + glRasterPos2dv + glRasterPos2f + glRasterPos2fv + glRasterPos2i + glRasterPos2iv + glRasterPos2s + glRasterPos2sv + glRasterPos3d + glRasterPos3dv + glRasterPos3f + glRasterPos3fv + glRasterPos3i + glRasterPos3iv + glRasterPos3s + glRasterPos3sv + glRasterPos4d + glRasterPos4dv + glRasterPos4f + glRasterPos4fv + glRasterPos4i + glRasterPos4iv + glRasterPos4s + glRasterPos4sv + glReadBuffer + glReadPixels + glRectd + glRectdv + glRectf + glRectfv + glRecti + glRectiv + glRects + glRectsv + glRenderMode + glResizeBuffersMESA + glRotated + glRotatef + glScaled + glScalef + glScissor + glSelectBuffer + glShadeModel + glStencilFunc + glStencilMask + glStencilOp + glTexCoord1d + glTexCoord1dv + glTexCoord1f + glTexCoord1fv + glTexCoord1i + glTexCoord1iv + glTexCoord1s + glTexCoord1sv + glTexCoord2d + glTexCoord2dv + glTexCoord2f + glTexCoord2fv + glTexCoord2i + glTexCoord2iv + glTexCoord2s + glTexCoord2sv + glTexCoord3d + glTexCoord3dv + glTexCoord3f + glTexCoord3fv + glTexCoord3i + glTexCoord3iv + glTexCoord3s + glTexCoord3sv + glTexCoord4d + glTexCoord4dv + glTexCoord4f + glTexCoord4fv + glTexCoord4i + glTexCoord4iv + glTexCoord4s + glTexCoord4sv + glTexCoordPointer + glTexCoordPointerEXT + glTexEnvf + glTexEnvfv + glTexEnvi + glTexEnviv + glTexGend + glTexGendv + glTexGenf + glTexGenfv + glTexGeni + glTexGeniv + glTexImage1D + glTexImage2D + glTexImage3DEXT + glTexParameterf + glTexParameterfv + glTexParameteri + glTexParameteriv + glTexSubImage1D + glTexSubImage2D + glTexSubImage3DEXT + glTranslated + glTranslatef + glVertex2d + glVertex2dv + glVertex2f + glVertex2fv + glVertex2i + glVertex2iv + glVertex2s + glVertex2sv + glVertex3d + glVertex3dv + glVertex3f + glVertex3fv + glVertex3i + glVertex3iv + glVertex3s + glVertex3sv + glVertex4d + glVertex4dv + glVertex4f + glVertex4fv + glVertex4i + glVertex4iv + glVertex4s + glVertex4sv + glVertexPointer + glVertexPointerEXT + glViewport + glWindowPos2dMESA + glWindowPos2dvMESA + glWindowPos2fMESA + glWindowPos2fvMESA + glWindowPos2iMESA + glWindowPos2ivMESA + glWindowPos2sMESA + glWindowPos2svMESA + glWindowPos3dMESA + glWindowPos3dvMESA + glWindowPos3fMESA + glWindowPos3fvMESA + glWindowPos3iMESA + glWindowPos3ivMESA + glWindowPos3sMESA + glWindowPos3svMESA + glWindowPos4dMESA + glWindowPos4dvMESA + glWindowPos4fMESA + glWindowPos4fvMESA + glWindowPos4iMESA + glWindowPos4ivMESA + glWindowPos4sMESA + glWindowPos4svMESA +; WMesaCreateContext +; WMesaDestroyContext +; WMesaMakeCurrent +; WMesaPaletteChange +; WMesaSwapBuffers +; OSMesaCreateContext +; OSMesaDestroyContext +; OSMesaMakeCurrent +; OSMesaGetCurrentContext +; OSMesaPixelStore +; OSMesaGetIntegerv +; OSMesaGetDepthBuffer + wglCopyContext + wglCreateContext + wglCreateLayerContext + wglDeleteContext +; wglDescribeLayerPlane + wglGetCurrentContext + wglGetCurrentDC +; wglGetLayerPaletteEntries + wglGetProcAddress + wglMakeCurrent +; wglRealizeLayerPalette +; wglSetLayerPaletteEntries + wglShareLists + wglSwapLayerBuffers + wglUseFontBitmapsA + wglUseFontBitmapsW + wglUseFontOutlinesA + wglUseFontOutlinesW + wglChoosePixelFormat + wglDescribePixelFormat + wglGetPixelFormat + wglSetPixelFormat + wglSwapBuffers + + + diff --git a/src/mesa/drivers/d3d/WGL.C b/src/mesa/drivers/d3d/WGL.C new file mode 100644 index 000000000..e3b95e1de --- /dev/null +++ b/src/mesa/drivers/d3d/WGL.C @@ -0,0 +1,1262 @@ +/*===========================================================================*/ +/* */ +/* Mesa-3.0 Makefile for DirectX 6 */ +/* */ +/* By Leigh McRae */ +/* */ +/* http://www.altsoftware.com/ */ +/* */ +/* Copyright (c) 1998-1997 alt.software inc. All Rights Reserved */ +/*===========================================================================*/ +#include "D3DMesa.h" +/*===========================================================================*/ +/* Window managment. */ +/*===========================================================================*/ +static BOOL InitOpenGL( HINSTANCE hInst ); +static BOOL TermOpenGL( HINSTANCE hInst ); +static BOOL ResizeContext( GLcontext *ctx ); +static BOOL MakeCurrent( D3DMESACONTEXT *pContext ); +static void DestroyContext( D3DMESACONTEXT *pContext ); +static BOOL UnBindWindow( D3DMESACONTEXT *pContext ); +LONG APIENTRY wglMonitorProc( HWND hwnd, UINT message, UINT wParam, LONG lParam ); +/*===========================================================================*/ +/* Mesa hooks. */ +/*===========================================================================*/ +static void SetupDDPointers( GLcontext *ctx ); +static void SetupSWDDPointers( GLcontext *ctx ); +static void SetupHWDDPointers( GLcontext *ctx ); +static void SetupNULLDDPointers( GLcontext *ctx ); +static const char *RendererString( void ); + +/* State Management hooks. */ +static void SetColor( GLcontext *ctx, GLubyte r, GLubyte g, GLubyte b, GLubyte a ); +static void ClearColor( GLcontext *ctx, GLubyte r, GLubyte g, GLubyte b, GLubyte a ); +static GLboolean SetBuffer( GLcontext *ctx, GLenum buffer ); + +/* Window Management hooks. */ +static void GetBufferSize( GLcontext *ctx, GLuint *width, GLuint *height ); +static void SetViewport( GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h ); +static void Flush( GLcontext *ctx ); + +/* Span rendering hooks. */ +void WSpanRGB( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte rgb[][3], const GLubyte mask[] ); +void WSpanRGBA( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte rgba[][4], const GLubyte mask[] ); +void WSpanRGBAMono( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte mask[] ); +void WPixelsRGBA( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], const GLubyte rgba[][4], const GLubyte mask[] ); +void WPixelsRGBAMono( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], const GLubyte mask[] ); +void RSpanRGBA( const GLcontext* ctx, GLuint n, GLint x, GLint y, GLubyte rgba[][4] ); +void RPixelsRGBA( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], GLubyte rgba[][4], const GLubyte mask[] ); +GLbitfield ClearBuffers( GLcontext *ctx, GLbitfield mask, GLboolean all, GLint x, GLint y, GLint width, GLint height ); + +/* Primitve rendering hooks. */ +GLboolean RenderVertexBuffer( GLcontext *ctx, GLboolean allDone ); +void RenderOneTriangle( GLcontext *ctx, GLuint v1, GLuint v2, GLuint v3, GLuint pv ); +void RenderOneLine( GLcontext *ctx, GLuint v1, GLuint v2, GLuint pv ); +GLbitfield ClearBuffersD3D( GLcontext *ctx, GLbitfield mask, GLboolean all, GLint x, GLint y, GLint width, GLint height ); + +/* Texture Management hooks. */ +static void TextureBind( GLcontext *ctx, GLenum target, struct gl_texture_object *tObj ); +static void TextureLoad( GLcontext *ctx, GLenum target, struct gl_texture_object *tObj, GLint level, GLint internalFormat, const struct gl_texture_image *image ); +static void TextureSubImage( GLcontext *ctx, GLenum target, struct gl_texture_object *tObj, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLint internalFormat, const struct gl_texture_image *image ); +/*===========================================================================*/ +/* Global variables. */ +/*===========================================================================*/ +D3DMESACONTEXT *pD3DCurrent, + *pD3DDefault; /* Thin support context. */ + +struct __extensions__ ext[] = { + + { (PROC)glPolygonOffsetEXT, "glPolygonOffsetEXT" }, + { (PROC)glBlendEquationEXT, "glBlendEquationEXT" }, + { (PROC)glBlendColorEXT, "glBlendColorExt" }, + { (PROC)glVertexPointerEXT, "glVertexPointerEXT" }, + { (PROC)glNormalPointerEXT, "glNormalPointerEXT" }, + { (PROC)glColorPointerEXT, "glColorPointerEXT" }, + { (PROC)glIndexPointerEXT, "glIndexPointerEXT" }, + { (PROC)glTexCoordPointerEXT, "glTexCoordPointer" }, + { (PROC)glEdgeFlagPointerEXT, "glEdgeFlagPointerEXT" }, + { (PROC)glGetPointervEXT, "glGetPointervEXT" }, + { (PROC)glArrayElementEXT, "glArrayElementEXT" }, + { (PROC)glDrawArraysEXT, "glDrawArrayEXT" }, + { (PROC)glAreTexturesResidentEXT, "glAreTexturesResidentEXT" }, + { (PROC)glBindTextureEXT, "glBindTextureEXT" }, + { (PROC)glDeleteTexturesEXT, "glDeleteTexturesEXT" }, + { (PROC)glGenTexturesEXT, "glGenTexturesEXT" }, + { (PROC)glIsTextureEXT, "glIsTextureEXT" }, + { (PROC)glPrioritizeTexturesEXT, "glPrioritizeTexturesEXT" }, + { (PROC)glCopyTexSubImage3DEXT, "glCopyTexSubImage3DEXT" }, + { (PROC)glTexImage3DEXT, "glTexImage3DEXT" }, + { (PROC)glTexSubImage3DEXT, "glTexSubImage3DEXT" }, +}; + +int qt_ext = sizeof(ext) / sizeof(ext[0]); +float g_DepthScale, + g_MaxDepth; +/*===========================================================================*/ +/* When a process loads this DLL we will setup the linked list for context */ +/* management and create a default context that will support the API until */ +/* the user creates and binds thier own. This THIN default context is useful*/ +/* to have around. */ +/* When the process terminates we will clean up all resources here. */ +/*===========================================================================*/ +/* RETURN: TRUE, FALSE. */ +/*===========================================================================*/ +BOOL APIENTRY DllMain( HINSTANCE hInst, DWORD reason, LPVOID reserved ) +{ + switch( reason ) + { + case DLL_PROCESS_ATTACH: + return InitOpenGL( hInst ); + + case DLL_PROCESS_DETACH: + return TermOpenGL( hInst ); + } + + return TRUE; +} +/*===========================================================================*/ +/* The first thing we do when this dll is hit is connect to the dll that has*/ +/* handles all the DirectX 6 rendering. I decided to use another dll as DX6 */ +/* is all C++ and Mesa-3.0 is C (thats a good thing). This way I can write */ +/* the DX6 in C++ and Mesa-3.0 in C without having to worry about linkage. */ +/* I feel this is easy and better then using static wrappers as it is likely */ +/* faster and it allows me to just develope the one without compiling the */ +/* other. */ +/* NOTE that at this point we don't have much other than a very thin context*/ +/* that will support the API calls only to the point of not causing the app */ +/* to crash from the API table being empty. */ +/*===========================================================================*/ +/* RETURN: TRUE, FALSE. */ +/*===========================================================================*/ +static BOOL InitOpenGL( HINSTANCE hInst ) +{ + /* Allocate and clear the default context. */ + pD3DDefault = (PD3DMESACONTEXT)ALLOC( sizeof(D3DMESACONTEXT) ); + if ( pD3DDefault == NULL ) + return FALSE; + memset( pD3DDefault, 0, sizeof(D3DMESACONTEXT) ); + + /* Clear the D3D vertex buffer so that values not used will be zero. This */ + /* save me from some redundant work. */ + memset( &D3DTLVertices, 0, sizeof(D3DTLVertices) ); + + /* Update the link. We uses a circular list so that it is easy to */ + /* add and search. This context will also be used for head and tail.*/ + pD3DDefault->next = pD3DDefault; + + /*========================================================================*/ + /* Do all core Mesa stuff. */ + /*========================================================================*/ + pD3DDefault->gl_visual = _mesa_create_visual( TRUE, + FALSE, /* db_flag */ + GL_FALSE, /* stereo */ + 8,8,8,8, /* r, g, b, a bits */ + 0, /* index bits */ + 16, /* depth_bits */ + 8, /* stencil_bits */ + 8,8,8,8, /* accum_bits */ + 1 ); + + if ( pD3DDefault->gl_visual == NULL) + { + FREE( pD3DDefault ); + return FALSE; + } + + /* Allocate a new Mesa context */ + pD3DDefault->gl_ctx = _mesa_create_context( pD3DDefault->gl_visual, NULL, pD3DDefault, GL_TRUE ); + if ( pD3DDefault->gl_ctx == NULL ) + { + _mesa_destroy_visual( pD3DDefault->gl_visual ); + FREE( pD3DDefault ); + return FALSE; + } + + /* Allocate a new Mesa frame buffer */ + pD3DDefault->gl_buffer = _mesa_create_framebuffer( pD3DDefault->gl_visual ); + if ( pD3DDefault->gl_buffer == NULL ) + { + _mesa_destroy_visual( pD3DDefault->gl_visual ); + _mesa_destroy_context( pD3DDefault->gl_ctx ); + FREE( pD3DDefault ); + return FALSE; + } + SetupDDPointers( pD3DDefault->gl_ctx ); + _mesa_make_current( pD3DDefault->gl_ctx, pD3DDefault->gl_buffer ); + + return TRUE; +} +/*===========================================================================*/ +/* This function will create a new D3D context but will not create the D3D */ +/* surfaces or even an instance of D3D (see at GetBufferSize). The only stuff*/ +/* done here is the internal Mesa stuff and some Win32 handles. */ +/*===========================================================================*/ +/* RETURN: casted pointer to the context, NULL. */ +/*===========================================================================*/ +HGLRC APIENTRY wglCreateContext( HDC hdc ) +{ + D3DMESACONTEXT *pNewContext; + DWORD dwCoopFlags = DDSCL_NORMAL; + RECT rectClient; + POINT pt; + + /* ALLOC and clear the new context. */ + pNewContext = (PD3DMESACONTEXT)ALLOC( sizeof(D3DMESACONTEXT) ); + if ( pNewContext == NULL ) + { + SetLastError( 0 ); + return (HGLRC)NULL; + } + memset( pNewContext, 0, sizeof(D3DMESACONTEXT) ); + + /*========================================================================*/ + /* Do all core Mesa stuff. */ + /*========================================================================*/ + + /* TODO: support more then one visual. */ + pNewContext->gl_visual = _mesa_create_visual( TRUE, + TRUE, /* db_flag */ + GL_FALSE, /* stereo */ + 8,8,8,8, /* r, g, b, a bits */ + 0, /* index bits */ + 16, /* depth_bits */ + 8, /* stencil_bits */ + 16,16,16,16,/* accum_bits */ + 1 ); + if ( pNewContext->gl_visual == NULL) + { + FREE( pNewContext ); + SetLastError( 0 ); + return (HGLRC)NULL; + } + + /* Allocate a new Mesa context */ + pNewContext->gl_ctx = _mesa_create_context( pNewContext->gl_visual, NULL, pNewContext, GL_TRUE ); + if ( pNewContext->gl_ctx == NULL ) + { + _mesa_destroy_visual( pNewContext->gl_visual ); + FREE( pNewContext ); + SetLastError( 0 ); + return (HGLRC)NULL; + } + + /* Allocate a new Mesa frame buffer */ + pNewContext->gl_buffer = _mesa_create_framebuffer( pNewContext->gl_visual ); + if ( pNewContext->gl_buffer == NULL ) + { + _mesa_destroy_visual( pNewContext->gl_visual ); + _mesa_destroy_context( pNewContext->gl_ctx ); + FREE( pNewContext ); + SetLastError( 0 ); + return (HGLRC)NULL; + } + + /*========================================================================*/ + /* Do all the driver stuff. */ + /*========================================================================*/ + pNewContext->hdc = hdc; + pNewContext->next = pD3DDefault->next; + pD3DDefault->next = pNewContext; /* Add to circular list. */ + + /* Create the HAL for the new context. */ + pNewContext->pShared = InitHAL( WindowFromDC(hdc) ); + + return (HGLRC)pNewContext; +} +/*===========================================================================*/ +/* This is a wrapper function that is supported by MakeCurrent. */ +/*===========================================================================*/ +/* RETURN: TRUE, FALSE. */ +/*===========================================================================*/ +BOOL APIENTRY wglMakeCurrent( HDC hdc, HGLRC hglrc ) +{ + return MakeCurrent((D3DMESACONTEXT *)hglrc); +} +/*===========================================================================*/ +/* MakeCurrent will unbind whatever context is current (if any) & then bind */ +/* the supplied context. A context that is bound has it's window proc hooked*/ +/* with the wglMonitorProc and the context pointer is saved in pD3DCurrent. */ +/* Once the context is bound we update the Mesa-3.0 hooks (SetDDPointers) and*/ +/* the viewport (Mesa-.30 and DX6). */ +/* */ +/* TODO: this function can't fail. */ +/*===========================================================================*/ +/* RETURN: TRUE */ +/*===========================================================================*/ +static BOOL MakeCurrent( D3DMESACONTEXT *pContext ) +{ + D3DMESACONTEXT *pNext; + + /*====================================================================*/ + /* This is a special case that is a request to have no context bound. */ + /*====================================================================*/ + if ( pContext == NULL ) + { + /* Walk the whole list. We start and end at the Default context. */ + for( pNext = pD3DDefault->next; pNext != pD3DDefault; pNext = pNext->next ) + UnBindWindow( pNext ); + + return TRUE; + } + + /*=================================================*/ + /* Make for a fast redundant use of this function. */ + /*=================================================*/ + if ( pD3DCurrent == pContext ) + return TRUE; + + /*=============================*/ + /* Unbind the current context. */ + /*=============================*/ + UnBindWindow( pD3DCurrent ); + + /*=====================================*/ + /* Let Mesa-3.0 we have a new context. */ + /*=====================================*/ + SetupDDPointers( pContext->gl_ctx ); + _mesa_make_current( pContext->gl_ctx, pContext->gl_buffer ); + + /* We are done so set the internal current context. */ + if ( pContext != pD3DDefault ) + { + ResizeContext( pContext->gl_ctx ); + pContext->hOldProc = (WNDPROC)GetWindowLong( pContext->pShared->hwnd, GWL_WNDPROC ); + SetWindowLong( pContext->pShared->hwnd, GWL_WNDPROC, (LONG)wglMonitorProc ); + } + pD3DCurrent = pContext; + + return TRUE; +} +/*===========================================================================*/ +/* This function will only return the current window size. I have re-done */ +/* this function so that it doesn't check the current size and react to it as*/ +/* I should be able to have all the react code in the WM_SIZE message. The */ +/* old version would check the current window size and create/resize the HAL */ +/* surfaces if they have changed. I needed to delay the creation if the */ +/* surfaces because sometimes I wouldn't have a window size so this is where */ +/* I delayed it. If you are reading this then all went ok! */ +/* The default context will return a zero sized window and I'm not sure if */ +/* this is ok at this point (TODO). */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static void GetBufferSize( GLcontext *ctx, GLuint *width, GLuint *height ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + + /* Fall through for the default because that is one of the uses for it. */ + if ( pContext == pD3DDefault ) + { + *width = 0; + *height = 0; + } + else + { + *width = pContext->pShared->dwWidth; + *height = pContext->pShared->dwHeight; + } +} +/*===========================================================================*/ +/* */ +/* */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static BOOL ResizeContext( GLcontext *ctx ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx, + *pCurrentTemp; + RECT rectClient; + POINT pt; + DWORD dwWidth, + dwHeight; + static BOOL bDDrawLock = FALSE; + + /* Make sure we have some values. */ + if ( (pContext->hdc == NULL ) || + (pContext->pShared->hwnd != WindowFromDC(pContext->hdc)) || + (pContext == pD3DDefault) ) + return FALSE; + + /* Having problems with DDraw sending resize messages before I was done. */ + if( bDDrawLock == TRUE ) + return FALSE; + + // TODO: don't think I need this anymore. + pCurrentTemp = pD3DCurrent; + pD3DCurrent = pD3DDefault; + bDDrawLock = TRUE; + + /* Get the current window dimentions. */ + UpdateScreenPosHAL( pContext->pShared ); + dwWidth = pContext->pShared->rectW.right - pContext->pShared->rectW.left; + dwHeight = pContext->pShared->rectW.bottom - pContext->pShared->rectW.top; + + /* Is the size of the OffScreen Render different? */ + if ( (dwWidth != pContext->pShared->dwWidth) || (dwHeight != pContext->pShared->dwHeight) ) + { + /* Create all the D3D surfaces and device. */ + CreateHAL( pContext->pShared ); + + /* I did this so that software rendering would still work as */ + /* I don't need to scale the z values twice. */ + g_DepthScale = (pContext->pShared->bHardware) ? 1.0 : ((float)0x00FFFFFF); + g_MaxDepth = (pContext->pShared->bHardware) ? 1.0 : ((float)0x00FFFFFF); + gl_DepthRange( pContext->gl_ctx, ctx->Viewport.Near, ctx->Viewport.Far ); + + /* Make sure we have a viewport. */ + gl_Viewport( pContext->gl_ctx, 0, 0, dwWidth, dwHeight ); + + /* Update Mesa as we might have changed from SW <-> HW. */ + SetupDDPointers( pContext->gl_ctx ); + _mesa_make_current( pContext->gl_ctx, pContext->gl_buffer ); + + /* If we are in HW we need to load the current texture if there is one already. */ + // if ( (ctx->Texture.Set[ctx->Texture.CurrentSet].Current != NULL) && + // (pContext->pShared->bHardware == TRUE) ) + // { + // CreateTMgrHAL( pContext->pShared, + // ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Name, + // 0, + // ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0]->Format, + // (RECT *)NULL, + // ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0]->Width, + // ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0]->Height, + // TM_ACTION_BIND, + // (void *)ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0]->Data ); + // } + } + + // TODO: don't think I need this anymore. + pD3DCurrent = pCurrentTemp; + bDDrawLock = FALSE; + + return TRUE; +} + +/*===========================================================================* +/* This function will Blt the render buffer to the PRIMARY surface. I repeat*/ +/* this code for the other SwapBuffer like functions and the flush (didn't */ +/* want the function calling overhead). Thsi could have been a macro... */ +/* */ +/* TODO: there are some problems with viewport/scissoring. */ +/*===========================================================================*/ +/* RETURN: TRUE, FALSE. */ +/*===========================================================================*/ +BOOL APIENTRY wglSwapBuffers( HDC hdc ) +{ + /* Fall through for the default because that is one of the uses for it. */ + if ( pD3DCurrent == pD3DDefault ) + return FALSE; + + SwapBuffersHAL( pD3DCurrent->pShared ); + + return TRUE; +} +/*===========================================================================*/ +/* Same as wglSwapBuffers. */ +/*===========================================================================*/ +/* RETURN: TRUE, FALSE. */ +/*===========================================================================*/ +BOOL APIENTRY SwapBuffers( HDC hdc ) +{ + /* Fall through for the default because that is one of the uses for it. */ + if ( pD3DCurrent == pD3DDefault ) + return FALSE; + + SwapBuffersHAL( pD3DCurrent->pShared ); + + return TRUE; +} +/*===========================================================================*/ +/* This should be ok as none of the SwapBuffers will cause a redundant Blt */ +/* as none of my Swap functions will call flush. This should also allow */ +/* sinlge buffered applications to work (not really worried though). Some */ +/* applications may flush then swap but then this is there fault IMHO. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static void Flush( GLcontext *ctx ) +{ + /* Fall through for the default because that is one of the uses for it. */ + if ( pD3DCurrent == pD3DDefault ) + return; + + SwapBuffersHAL( pD3DCurrent->pShared ); +} +/*===========================================================================*/ +/* For now this function will ignore the supplied PF. If I'm going to allow */ +/* the user to choice the mode and device at startup I'm going to have to do */ +/* something different. */ +/* */ +/* TODO: use the linked list of modes to build a pixel format to be returned */ +/* to the caller. */ +/*===========================================================================*/ +/* RETURN: 1. */ +/*===========================================================================*/ +int APIENTRY wglChoosePixelFormat( HDC hdc, CONST PIXELFORMATDESCRIPTOR *ppfd ) +{ + return 1; +} +/*===========================================================================*/ +/* See wglChoosePixelFormat. */ +/*===========================================================================*/ +/* RETURN: 1. */ +/*===========================================================================*/ +int APIENTRY ChoosePixelFormat( HDC hdc, CONST PIXELFORMATDESCRIPTOR *ppfd ) +{ + return wglChoosePixelFormat(hdc,ppfd); +} +/*===========================================================================*/ +/* This function (for now) returns a static PF everytime. This is just to */ +/* allow things to continue. */ +/*===========================================================================*/ +/* RETURN: 1. */ +/*===========================================================================*/ +int APIENTRY wglDescribePixelFormat( HDC hdc, int iPixelFormat, UINT nBytes, LPPIXELFORMATDESCRIPTOR ppfd ) +{ + static PIXELFORMATDESCRIPTOR pfd = + { + sizeof(PIXELFORMATDESCRIPTOR), /* size */ + 1, /* version */ + PFD_SUPPORT_OPENGL | + PFD_DRAW_TO_WINDOW | + PFD_DOUBLEBUFFER, /* support double-buffering */ + PFD_TYPE_RGBA, /* color type */ + 16, /* prefered color depth */ + 0, 0, 0, 0, 0, 0, /* color bits (ignored) */ + 0, /* no alpha buffer */ + 0, /* alpha bits (ignored) */ + 0, /* no accumulation buffer */ + 0, 0, 0, 0, /* accum bits (ignored) */ + 16, /* depth buffer */ + 0, /* no stencil buffer */ + 0, /* no auxiliary buffers */ + PFD_MAIN_PLANE, /* main layer */ + 0, /* reserved */ + 0, 0, 0, /* no layer, visible, damage masks */ + }; + + /* Return the address of this static PF if one was requested. */ + if ( ppfd != NULL ) + memcpy( ppfd, &pfd, sizeof(PIXELFORMATDESCRIPTOR) ); + + return 1; +} +/*===========================================================================*/ +/* See wglDescribePixelFormat. */ +/*===========================================================================*/ +/* RETURN: 1. */ +/*===========================================================================*/ +int APIENTRY DescribePixelFormat( HDC hdc, int iPixelFormat, UINT nBytes, LPPIXELFORMATDESCRIPTOR ppfd ) +{ + return wglDescribePixelFormat(hdc,iPixelFormat,nBytes,ppfd); +} +/*===========================================================================*/ +/* This function will always return 1 for now. Just to allow for support. */ +/*===========================================================================*/ +/* RETURN: 1. */ +/*===========================================================================*/ +int APIENTRY wglGetPixelFormat( HDC hdc ) +{ + return 1; +} +/*===========================================================================*/ +/* See wglGetPixelFormat. */ +/*===========================================================================*/ +/* RETURN: 1. */ +/*===========================================================================*/ +int APIENTRY GetPixelFormat( HDC hdc ) +{ + return wglGetPixelFormat(hdc); +} +/*===========================================================================*/ +/* This will aways work for now. */ +/*===========================================================================*/ +/* RETURN: TRUE. */ +/*===========================================================================*/ +BOOL APIENTRY wglSetPixelFormat( HDC hdc, int iPixelFormat, CONST PIXELFORMATDESCRIPTOR *ppfd ) +{ + return TRUE; +} +/*===========================================================================*/ +/* See wglSetPixelFormat. */ +/*===========================================================================*/ +/* RETURN: TRUE, FALSE. */ +/*===========================================================================*/ +BOOL APIENTRY SetPixelFormat( HDC hdc, int iPixelFormat, CONST PIXELFORMATDESCRIPTOR *ppfd ) +{ + return wglSetPixelFormat(hdc,iPixelFormat,ppfd); +} +/*===========================================================================*/ +/* This is a wrapper function that is supported by my own internal function.*/ +/* that takes my own D3D Mesa context structure. This so I can reuse the */ +/* function (no need for speed). */ +/*===========================================================================*/ +/* RETURN: TRUE. */ +/*===========================================================================*/ +BOOL APIENTRY wglDeleteContext( HGLRC hglrc ) +{ + DestroyContext( (D3DMESACONTEXT *)hglrc ); + + return TRUE; +} +/*===========================================================================*/ +/* Simple getter function that uses a cast. */ +/*===========================================================================*/ +/* RETURN: casted pointer to the context, NULL. */ +/*===========================================================================*/ +HGLRC APIENTRY wglGetCurrentContext( VOID ) +{ + return (pD3DCurrent) ? (HGLRC)pD3DCurrent : (HGLRC)NULL; +} +/*===========================================================================*/ +/* No support. */ +/*===========================================================================*/ +/* RETURN: FALSE. */ +/*===========================================================================*/ +BOOL APIENTRY wglCopyContext( HGLRC hglrcSrc, HGLRC hglrcDst, UINT mask ) +{ + SetLastError( 0 ); + return FALSE; +} +/*===========================================================================*/ +/* No support. */ +/*===========================================================================*/ +/* RETURN: NULL. */ +/*===========================================================================*/ +HGLRC APIENTRY wglCreateLayerContext( HDC hdc,int iLayerPlane ) +{ + SetLastError( 0 ); + return (HGLRC)NULL; +} +/*===========================================================================*/ +/* Simple getter function. */ +/*===========================================================================*/ +/* RETURN: FALSE. */ +/*===========================================================================*/ +HDC APIENTRY wglGetCurrentDC( VOID ) +{ + return (pD3DCurrent) ? pD3DCurrent->hdc : (HDC)NULL; +} +/*===========================================================================*/ +/* Simply call that searches the supported extensions for a match & returns */ +/* the pointer to the function that lends support. */ +/*===========================================================================*/ +/* RETURN: pointer to API call, NULL. */ +/*===========================================================================*/ +PROC APIENTRY wglGetProcAddress( LPCSTR lpszProc ) +{ + int index; + + for( index = 0; index < qt_ext; index++ ) + if( !strcmp(lpszProc,ext[index].name) ) + return ext[index].proc; + + SetLastError( 0 ); + return NULL; +} +/*===========================================================================*/ +/* No support. */ +/*===========================================================================*/ +/* RETURN: FALSE. */ +/*===========================================================================*/ +BOOL APIENTRY wglShareLists( HGLRC hglrc1, HGLRC hglrc2 ) +{ + SetLastError( 0 ); + return FALSE; +} +/*===========================================================================*/ +/* No support. */ +/*===========================================================================*/ +/* RETURN: FALSE. */ +/*===========================================================================*/ +BOOL APIENTRY wglUseFontBitmaps( HDC fontDevice, DWORD firstChar, DWORD numChars, DWORD listBase ) +{ + SetLastError( 0 ); + return FALSE; +} +/*===========================================================================*/ +/* No support. */ +/*===========================================================================*/ +/* RETURN: FALSE. */ +/*===========================================================================*/ +BOOL APIENTRY wglUseFontBitmapsW( HDC hdc,DWORD first,DWORD count,DWORD listBase ) +{ + SetLastError( 0 ); + return FALSE; +} +/*===========================================================================*/ +/* No support. */ +/*===========================================================================*/ +/* RETURN: FALSE. */ +/*===========================================================================*/ +BOOL APIENTRY wglUseFontOutlinesA( HDC hdc, DWORD first, DWORD count, DWORD listBase, FLOAT deviation, FLOAT extrusion, int format, LPGLYPHMETRICSFLOAT lpgmf ) +{ + SetLastError( 0 ); + return FALSE; +} +/*===========================================================================*/ +/* No support. */ +/*===========================================================================*/ +/* RETURN: FALSE. */ +/*===========================================================================*/ +BOOL APIENTRY wglUseFontOutlinesW( HDC hdc,DWORD first,DWORD count, DWORD listBase,FLOAT deviation, FLOAT extrusion,int format, LPGLYPHMETRICSFLOAT lpgmf ) +{ + SetLastError( 0 ); + return FALSE ; +} +/*===========================================================================*/ +/* No support. */ +/*===========================================================================*/ +/* RETURN: FALSE. */ +/*===========================================================================*/ +BOOL APIENTRY wglSwapLayerBuffers( HDC hdc, UINT fuPlanes ) +{ + SetLastError( 0 ); + return FALSE; +} +/*===========================================================================*/ +/* This function will be hooked into the window that has been bound. Right */ +/* now it is used to track the window size and position. Also the we clean */ +/* up the currrent context when the window is close/destroyed. */ +/* */ +/* TODO: there might be something wrong here as some games (Heretic II) don't*/ +/* track the window quit right. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +LONG APIENTRY wglMonitorProc( HWND hwnd, UINT message, UINT wParam, LONG lParam ) +{ + WNDPROC hOldProc; + GLint width, + height; + + switch( message ) + { +// case WM_PAINT: +// break; +// case WM_ACTIVATE: +// break; +// case WM_SHOWWINDOW: +// break; + + case UM_FATALSHUTDOWN: + /* Support the API until we die... */ + MakeCurrent( pD3DDefault ); + break; + + case WM_MOVE: + case WM_DISPLAYCHANGE: + case WM_SIZE: + ResizeContext( pD3DCurrent->gl_ctx ); + break; + + case WM_CLOSE: + case WM_DESTROY: + /* Support the API until we die... */ + hOldProc = pD3DCurrent->hOldProc; + DestroyContext( pD3DCurrent ); + return (hOldProc)(hwnd,message,wParam,lParam); + } + + return (pD3DCurrent->hOldProc)(hwnd,message,wParam,lParam); +} + +/**********************************************************************/ +/***** Miscellaneous device driver funcs *****/ +/**********************************************************************/ + +/*===========================================================================*/ +/* Not reacting to this as I'm only supporting drawing to the back buffer */ +/* right now. */ +/*===========================================================================*/ +/* RETURN: TRUE. */ +/*===========================================================================*/ +static GLboolean SetBuffer( GLcontext *ctx, GLenum buffer ) +{ + if (buffer == GL_BACK_LEFT) + return GL_TRUE; + else + return GL_FALSE; +} +/*===========================================================================*/ +/* This proc will be called by Mesa when the viewport has been set. So if */ +/* we have a context and it isn't the default then we should let D3D know of */ +/* the change. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static void SetViewport( GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + RECT rect; + + /* Make sure we can set a viewport. */ + if ( pContext->pShared && (pContext != pD3DDefault) ) + { + // TODO: might be needed. + UpdateScreenPosHAL( pContext->pShared ); + rect.left = x; + rect.right = x + w; + rect.top = y; + rect.bottom = y + h; + + // TODO: shared struct should make this call smaller + SetViewportHAL( pContext->pShared, &rect, 0.0F, 1.0F ); + } +} +/*===========================================================================*/ +/* This function could be better I guess but I decided just to grab the four*/ +/* components and store then seperately. Makes it easier to use IMHO. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static void ClearColor( GLcontext *ctx, GLubyte r, GLubyte g, GLubyte b, GLubyte a ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + + pContext->aClear = a; + pContext->bClear = b; + pContext->gClear = g; + pContext->rClear = r; +} +/*===========================================================================*/ +/* This function could be better I guess but I decided just to grab the four*/ +/* components and store then seperately. Makes it easier to use IMHO. */ +/* (is there an echo in here?) */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static void SetColor( GLcontext *ctx, GLubyte r, GLubyte g, GLubyte b, GLubyte a ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + + pContext->aCurrent = a; + pContext->bCurrent = b; + pContext->gCurrent = g; + pContext->rCurrent = r; +} +/*===========================================================================*/ +/* */ +/* */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static const char *RendererString( void ) +{ + static char pszRender[64]; + + strcpy( pszRender, "altD3D " ); + + if ( pD3DCurrent->pShared->bHardware ) + strcat( pszRender, "(HW)"); + else + strcat( pszRender, "(SW)"); + + return (const char *)pszRender; +} +/*===========================================================================*/ +/* This function will choose which set of pointers Mesa will use based on */ +/* whether we hard using hardware or software. I have added another set of */ +/* pointers that will do nothing but stop the API from crashing. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static void SetupDDPointers( GLcontext *ctx ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + + // TODO: write a generic NULL support for the span render. + if ( pContext->pShared && pContext->pShared->bHardware ) + { + ctx->Driver.UpdateState = SetupHWDDPointers; + } + else if ( pContext == pD3DDefault ) + { + ctx->Driver.UpdateState = SetupNULLDDPointers; + } + else + { + ctx->Driver.UpdateState = SetupSWDDPointers; + } +} +/*===========================================================================*/ +/* This function will populate all the Mesa driver hooks. This version of */ +/* hooks will do nothing but support the API when we don't have a valid */ +/* context bound. This is mostly for applications that don't behave right */ +/* and also to help exit as clean as possable when we have a FatalError. */ +/*===========================================================================*/ +/* RETURN: pointer to the specific function. */ +/*===========================================================================*/ +static void SetupNULLDDPointers( GLcontext *ctx ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + + /* Initialize all the pointers in the DD struct. Do this whenever */ + /* a new context is made current or we change buffers via set_buffer! */ + ctx->Driver.UpdateState = SetupNULLDDPointers; + + /* State management hooks. */ + ctx->Driver.Color = NULLSetColor; + ctx->Driver.ClearColor = NULLClearColor; + ctx->Driver.Clear = NULLClearBuffers; + ctx->Driver.SetBuffer = NULLSetBuffer; + + /* Window management hooks. */ + ctx->Driver.GetBufferSize = NULLGetBufferSize; + + /* Primitive rendering hooks. */ + ctx->Driver.TriangleFunc = NULL; + ctx->Driver.RenderVB = NULL; + + /* Pixel/span writing functions: */ + ctx->Driver.WriteRGBASpan = NULLWrSpRGBA; + ctx->Driver.WriteRGBSpan = NULLWrSpRGB; + ctx->Driver.WriteMonoRGBASpan = NULLWrSpRGBAMono; + ctx->Driver.WriteRGBAPixels = NULLWrPiRGBA; + ctx->Driver.WriteMonoRGBAPixels = NULLWrPiRGBAMono; + + /* Pixel/span reading functions: */ + ctx->Driver.ReadRGBASpan = NULLReSpRGBA; + ctx->Driver.ReadRGBAPixels = NULLRePiRGBA; + + /* Misc. hooks. */ + ctx->Driver.RendererString = RendererString; +} +/*===========================================================================*/ +/* This function will populate all the Mesa driver hooks. There are two of */ +/* these functions. One if we have hardware support and one is there is only*/ +/* software. These functions will be called by Mesa and by the wgl.c when we*/ +/* have resized (or created) the buffers. The thing is that if a window gets*/ +/* resized we may loose hardware support or gain it... */ +/*===========================================================================*/ +/* RETURN: pointer to the specific function. */ +/*===========================================================================*/ +static void SetupSWDDPointers( GLcontext *ctx ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + + /* Initialize all the pointers in the DD struct. Do this whenever */ + /* a new context is made current or we change buffers via set_buffer! */ + ctx->Driver.UpdateState = SetupSWDDPointers; + + /* State management hooks. */ + ctx->Driver.Color = SetColor; + ctx->Driver.ClearColor = ClearColor; + ctx->Driver.Clear = ClearBuffers; + ctx->Driver.SetBuffer = SetBuffer; + + /* Window management hooks. */ + ctx->Driver.GetBufferSize = GetBufferSize; + ctx->Driver.Viewport = SetViewport; + + /* Primitive rendering hooks. */ + ctx->Driver.TriangleFunc = NULL; + ctx->Driver.RenderVB = NULL; + + /* Texture management hooks. */ + + /* Pixel/span writing functions: */ + ctx->Driver.WriteRGBASpan = WSpanRGBA; + ctx->Driver.WriteRGBSpan = WSpanRGB; + ctx->Driver.WriteMonoRGBASpan = WSpanRGBAMono; + ctx->Driver.WriteRGBAPixels = WPixelsRGBA; + ctx->Driver.WriteMonoRGBAPixels = WPixelsRGBAMono; + + /* Pixel/span reading functions: */ + ctx->Driver.ReadRGBASpan = RSpanRGBA; + ctx->Driver.ReadRGBAPixels = RPixelsRGBA; + + /* Misc. hooks. */ + ctx->Driver.Flush = Flush; + ctx->Driver.RendererString = RendererString; +} +/*===========================================================================*/ +/* This function will populate all the Mesa driver hooks. There are two of */ +/* these functions. One if we have hardware support and one is there is only*/ +/* software. These functions will be called by Mesa and by the wgl.c when we*/ +/* have resized (or created) the buffers. The thing is that if a window gets*/ +/* resized we may loose hardware support or gain it... */ +/*===========================================================================*/ +/* RETURN: pointer to the specific function. */ +/*===========================================================================*/ +static void SetupHWDDPointers( GLcontext *ctx ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + + /* Initialize all the pointers in the DD struct. Do this whenever */ + /* a new context is made current or we change buffers via set_buffer! */ + ctx->Driver.UpdateState = SetupHWDDPointers; + + /* State management hooks. */ + ctx->Driver.Color = SetColor; + ctx->Driver.ClearColor = ClearColor; + ctx->Driver.Clear = ClearBuffersD3D; + ctx->Driver.SetBuffer = SetBuffer; + + /* Window management hooks. */ + ctx->Driver.GetBufferSize = GetBufferSize; + ctx->Driver.Viewport = SetViewport; + + /* Primitive rendering hooks. */ + ctx->Driver.TriangleFunc = RenderOneTriangle; + ctx->Driver.LineFunc = RenderOneLine; + ctx->Driver.RenderVB = RenderVertexBuffer; + + /* Pixel/span writing functions: */ + ctx->Driver.WriteRGBASpan = WSpanRGBA; + ctx->Driver.WriteRGBSpan = WSpanRGB; + ctx->Driver.WriteMonoRGBASpan = WSpanRGBAMono; + ctx->Driver.WriteRGBAPixels = WPixelsRGBA; + ctx->Driver.WriteMonoRGBAPixels = WPixelsRGBAMono; + + /* Pixel/span reading functions: */ + ctx->Driver.ReadRGBASpan = RSpanRGBA; + ctx->Driver.ReadRGBAPixels = RPixelsRGBA; + + /* Texture management hooks. */ + // ctx->Driver.BindTexture = TextureBind; + ctx->Driver.TexImage = TextureLoad; + ctx->Driver.TexSubImage = TextureSubImage; + + /* Misc. hooks. */ + ctx->Driver.Flush = Flush; + ctx->Driver.RendererString = RendererString; +} +/*===========================================================================*/ +/* This function will release all resources used by the DLL. Every context */ +/* will be clobbered by releaseing all driver desources and then freeing the */ +/* context memory. Most all the work is done in DestroyContext. */ +/*===========================================================================*/ +/* RETURN: TRUE. */ +/*===========================================================================*/ +static BOOL TermOpenGL( HINSTANCE hInst ) +{ + D3DMESACONTEXT *pTmp, + *pNext; + + /* Just incase we are still getting paint msg. */ + MakeCurrent( pD3DDefault ); + + /* Walk the list until we get back to the default context. */ + for( pTmp = pD3DDefault->next; pTmp != pD3DDefault; pTmp = pNext ) + { + pNext = pTmp->next; + DestroyContext( pTmp ); + } + DestroyContext( pD3DDefault ); + + return TRUE; +} +/*===========================================================================*/ +/* This function is an internal function that will clean up all the Mesa */ +/* context bound to this D3D context. Also any D3D stuff that this context */ +/* uses will be unloaded. */ +/*===========================================================================*/ +/* RETURN: TRUE, FALSE. */ +/*===========================================================================*/ +static void DestroyContext( D3DMESACONTEXT *pContext ) +{ + D3DMESACONTEXT *pTmp; + + /* Walk the list until we find the context before this one. */ + for( pTmp = pD3DDefault; pTmp && (pTmp->next != pContext); pTmp = pTmp->next ) + if ( pTmp == pTmp->next ) + break; + + /* If we never found it it must already be deleted. */ + if ( pTmp->next != pContext ) + return; + + /* Make sure we are not using this context. */ + if ( pContext == pD3DCurrent ) + MakeCurrent( pD3DDefault ); + + /* Free the Mesa stuff. */ + if ( pContext->gl_visual ) + { + _mesa_destroy_visual( pContext->gl_visual ); + pContext->gl_visual = NULL; + } + if ( pContext->gl_buffer ) + { + _mesa_destroy_framebuffer( pContext->gl_buffer ); + pContext->gl_buffer = NULL; + } + if ( pContext->gl_ctx ) + { + _mesa_destroy_context( pContext->gl_ctx ); + pContext->gl_ctx = NULL; + } + + /* Now dump the D3D. */ + if ( pContext->pShared ) + TermHAL( pContext->pShared ); + + /* Update the previous context's link. */ + pTmp->next = pContext->next; + + /* Gonzo. */ + FREE( pContext ); +} +/*===========================================================================*/ +/* This function will pull the supplied context away from Win32. Basicly it*/ +/* will remove the hook from the window Proc. */ +/* */ +/* TODO: might want to serialize this stuff... */ +/*===========================================================================*/ +/* RETURN: TRUE, FALSE. */ +/*===========================================================================*/ +static BOOL UnBindWindow( D3DMESACONTEXT *pContext ) +{ + if ( pContext == NULL ) + return FALSE; + + if ( pContext == pD3DDefault ) + return TRUE; + + /* Make sure we always have a context bound. */ + if ( pContext == pD3DCurrent ) + pD3DCurrent = pD3DDefault; + + SetWindowLong( pContext->pShared->hwnd, GWL_WNDPROC, (LONG)pContext->hOldProc ); + pContext->hOldProc = NULL; + + return TRUE; +} +/*===========================================================================*/ +/* There are two cases that allow for a faster clear when we know that the */ +/* whole buffer is cleared and that there is no clipping. */ +/*===========================================================================*/ +/* RETURN: the original mask with the bits cleared that represents the buffer* +/* or buffers we just cleared. */ +/*===========================================================================*/ +GLbitfield ClearBuffersD3D( GLcontext *ctx, GLbitfield mask, GLboolean all, GLint x, GLint y, GLint width, GLint height ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + DWORD dwFlags = 0; + + if ( mask & GL_COLOR_BUFFER_BIT ) + { + dwFlags |= D3DCLEAR_TARGET; + mask &= ~GL_COLOR_BUFFER_BIT; + } + if ( mask & GL_DEPTH_BUFFER_BIT ) + { + dwFlags |= D3DCLEAR_ZBUFFER; + mask &= ~GL_DEPTH_BUFFER_BIT; + } + if ( dwFlags == 0 ) + return mask; + + ClearHAL( pContext->pShared, + dwFlags, + all, + x, y, + width, height, + ((pContext->aClear<<24) | (pContext->rClear<<16) | (pContext->gClear<<8) | (pContext->bClear)), + ctx->Depth.Clear, + 0 ); + + return mask; +} + + + +/*===========================================================================*/ +/* TEXTURE MANAGER: ok here is how I did textures. Mesa-3.0 will keep track*/ +/* of all the textures for us. So this means that at anytime we can go to */ +/* the Mesa context and get the current texture. With this in mind this is */ +/* what I did. I really don't care about what textures get or are loaded */ +/* until I actually have to draw a tri that is textured. At this point I */ +/* must have the texture so I demand the texture by destorying all other */ +/* texture surfaces if need be and load the current one. This allows for the*/ +/* best preformance on low memory cards as time is not wasted loading and */ +/* unload textures. */ +/*===========================================================================*/ + + + + + +/*===========================================================================*/ +/* TextureLoad will try and create a D3D surface from the supplied texture */ +/* object if its level 0 (first). The surface will be fully filled with the */ +/* texture. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static void TextureLoad( GLcontext *ctx, GLenum target, struct gl_texture_object *tObj, GLint level, GLint internalFormat, const struct gl_texture_image *image ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + + /* TODO: only doing first LOD. */ + if ( (ctx->DriverCtx == NULL) || (level != 0) ) + return; + + CreateTMgrHAL( pContext->pShared, + tObj->Name, + level, + tObj->Image[level]->Format, + (RECT *)NULL, + tObj->Image[level]->Width, + tObj->Image[level]->Height, + TM_ACTION_LOAD, + (void *)tObj->Image[level]->Data ); +} +/*===========================================================================*/ +/* TextureBind make sure that the texture is on the card. Thats it. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static void TextureBind( GLcontext *ctx, GLenum target, struct gl_texture_object *tObj ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + + /* TODO: only doing first LOD. */ + if ( (tObj->Image[0] == NULL) || (ctx->DriverCtx == NULL) ) + return; + + CreateTMgrHAL( pContext->pShared, + tObj->Name, + 0, + tObj->Image[0]->Format, + (RECT *)NULL, + tObj->Image[0]->Width, + tObj->Image[0]->Height, + TM_ACTION_BIND, + (void *)tObj->Image[0]->Data ); +} +/*===========================================================================*/ +/* TextureSubImage will make sure that the texture being updated is updated */ +/* if its on the card. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static void TextureSubImage( GLcontext *ctx, GLenum target, struct gl_texture_object *tObj, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLint internalFormat, const struct gl_texture_image *image ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + RECT rect; + + /* TODO: only doing first LOD. */ + if ( (ctx->DriverCtx == NULL) || (level > 0) ) + return; + + /* Create a dirty rectangle structure. */ + rect.left = xoffset; + rect.right = xoffset + width; + rect.top = yoffset; + rect.bottom = yoffset + height; + + CreateTMgrHAL( pContext->pShared, + tObj->Name, + 0, + tObj->Image[0]->Format, + &rect, + tObj->Image[0]->Width, + tObj->Image[0]->Height, + TM_ACTION_UPDATE, + (void *)tObj->Image[0]->Data ); +} + diff --git a/src/mesa/drivers/d3d/d3dText.h b/src/mesa/drivers/d3d/d3dText.h new file mode 100644 index 000000000..9ff065051 --- /dev/null +++ b/src/mesa/drivers/d3d/d3dText.h @@ -0,0 +1,53 @@ +#ifndef D3D_TEXT_H +#define D3D_TEXT_H + + +#ifdef __cplusplus +extern "C" { +#endif + +/*===========================================================================*/ +/* Includes. */ +/*===========================================================================*/ +#include +#include +#include +/*===========================================================================*/ +/* Magic numbers. */ +/*===========================================================================*/ +#define D3DLTEXT_BITSUSED 0xFFFFFFFF +#define MAX_VERTICES 700 // (14*40) 14 per character, 40 characters +/*===========================================================================*/ +/* Macros defines. */ +/*===========================================================================*/ +/*===========================================================================*/ +/* Type defines. */ +/*===========================================================================*/ +typedef struct _d3dText_metrics +{ + float fntYScale, + fntXScale; + + int fntXSpacing, + fntYSpacing; + + DWORD dwColor; + LPDIRECT3DDEVICE3 lpD3DDevice; + +} D3DFONTMETRICS, *PD3DFONTMETRICS; +/*===========================================================================*/ +/* Function prototypes. */ +/*===========================================================================*/ +extern BOOL InitD3DText( void ); +extern void d3dTextDrawCharacter( char *c, int x, int y, PD3DFONTMETRICS pfntMetrics ); +extern void d3dTextDrawString( char *pszString, int x, int y, PD3DFONTMETRICS pfntMetrics ); +/*===========================================================================*/ +/* Global variables. */ +/*===========================================================================*/ + +#ifdef __cplusplus +} +#endif + + +#endif -- cgit v1.2.3