diff options
Diffstat (limited to 'mesalib/src/mesa/drivers/windows/gldirect/dx7')
10 files changed, 0 insertions, 7924 deletions
diff --git a/mesalib/src/mesa/drivers/windows/gldirect/dx7/gld_driver_dx7.c b/mesalib/src/mesa/drivers/windows/gldirect/dx7/gld_driver_dx7.c deleted file mode 100644 index d5fa64280..000000000 --- a/mesalib/src/mesa/drivers/windows/gldirect/dx7/gld_driver_dx7.c +++ /dev/null @@ -1,1196 +0,0 @@ -/**************************************************************************** -* -* Mesa 3-D graphics library -* Direct3D Driver Interface -* -* ======================================================================== -* -* Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved. -* -* Permission is hereby granted, free of charge, to any person obtaining a -* copy of this software and associated documentation files (the "Software"), -* to deal in the Software without restriction, including without limitation -* the rights to use, copy, modify, merge, publish, distribute, sublicense, -* and/or sell copies of the Software, and to permit persons to whom the -* Software is furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included -* in all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS -* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL -* SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, -* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF -* OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE -* SOFTWARE. -* -* ====================================================================== -* -* Language: ANSI C -* Environment: Windows 9x/2000/XP/XBox (Win32) -* -* Description: Driver interface code to Mesa -* -****************************************************************************/ - -//#include <windows.h> -#include "dglcontext.h" -#include "ddlog.h" -#include "gld_dx7.h" - -#include "glheader.h" -#include "context.h" -#include "colormac.h" -#include "depth.h" -#include "extensions.h" -#include "macros.h" -#include "matrix.h" -// #include "mem.h" -//#include "mmath.h" -#include "mtypes.h" -#include "texformat.h" -#include "teximage.h" -#include "texstore.h" -#include "vbo/vbo.h" -#include "swrast_setup/swrast_setup.h" -#include "swrast_setup/ss_context.h" -#include "tnl/tnl.h" -#include "tnl/t_context.h" -#include "tnl/t_pipeline.h" - -extern BOOL dglSwapBuffers(HDC hDC); - -// HACK: Hack the _33 member of the OpenGL perspective projection matrix -const float _fPersp_33 = 1.6f; - -//--------------------------------------------------------------------------- -// Internal functions -//--------------------------------------------------------------------------- - -void _gld_mesa_warning( - __GLcontext *gc, - char *str) -{ - // Intercept Mesa's internal warning mechanism - gldLogPrintf(GLDLOG_WARN, "Mesa warning: %s", str); -} - -//--------------------------------------------------------------------------- - -void _gld_mesa_fatal( - __GLcontext *gc, - char *str) -{ - // Intercept Mesa's internal fatal-message mechanism - gldLogPrintf(GLDLOG_CRITICAL, "Mesa FATAL: %s", str); - - // Mesa calls abort(0) here. - ddlogClose(); - exit(0); -} - -//--------------------------------------------------------------------------- - -D3DSTENCILOP _gldConvertStencilOp( - GLenum StencilOp) -{ - // Used by Stencil: pass, fail and zfail - - switch (StencilOp) { - case GL_KEEP: - return D3DSTENCILOP_KEEP; - case GL_ZERO: - return D3DSTENCILOP_ZERO; - case GL_REPLACE: - return D3DSTENCILOP_REPLACE; - case GL_INCR: - return D3DSTENCILOP_INCRSAT; - case GL_DECR: - return D3DSTENCILOP_DECRSAT; - case GL_INVERT: - return D3DSTENCILOP_INVERT; - case GL_INCR_WRAP_EXT: // GL_EXT_stencil_wrap - return D3DSTENCILOP_INCR; - case GL_DECR_WRAP_EXT: // GL_EXT_stencil_wrap - return D3DSTENCILOP_DECR; - } - -#ifdef _DEBUG - gldLogMessage(GLDLOG_ERROR, "_gldConvertStencilOp: Unknown StencilOp\n"); -#endif - - return D3DSTENCILOP_KEEP; -} - -//--------------------------------------------------------------------------- - -D3DCMPFUNC _gldConvertCompareFunc( - GLenum CmpFunc) -{ - // Used for Alpha func, depth func and stencil func. - - switch (CmpFunc) { - case GL_NEVER: - return D3DCMP_NEVER; - case GL_LESS: - return D3DCMP_LESS; - case GL_EQUAL: - return D3DCMP_EQUAL; - case GL_LEQUAL: - return D3DCMP_LESSEQUAL; - case GL_GREATER: - return D3DCMP_GREATER; - case GL_NOTEQUAL: - return D3DCMP_NOTEQUAL; - case GL_GEQUAL: - return D3DCMP_GREATEREQUAL; - case GL_ALWAYS: - return D3DCMP_ALWAYS; - }; - -#ifdef _DEBUG - gldLogMessage(GLDLOG_ERROR, "_gldConvertCompareFunc: Unknown CompareFunc\n"); -#endif - - return D3DCMP_ALWAYS; -} - -//--------------------------------------------------------------------------- - -D3DBLEND _gldConvertBlendFunc( - GLenum blend, - GLenum DefaultBlend) -{ - switch (blend) { - case GL_ZERO: - return D3DBLEND_ZERO; - case GL_ONE: - return D3DBLEND_ONE; - case GL_DST_COLOR: - return D3DBLEND_DESTCOLOR; - case GL_SRC_COLOR: - return D3DBLEND_SRCCOLOR; - case GL_ONE_MINUS_DST_COLOR: - return D3DBLEND_INVDESTCOLOR; - case GL_ONE_MINUS_SRC_COLOR: - return D3DBLEND_INVSRCCOLOR; - case GL_SRC_ALPHA: - return D3DBLEND_SRCALPHA; - case GL_ONE_MINUS_SRC_ALPHA: - return D3DBLEND_INVSRCALPHA; - case GL_DST_ALPHA: - return D3DBLEND_DESTALPHA; - case GL_ONE_MINUS_DST_ALPHA: - return D3DBLEND_INVDESTALPHA; - case GL_SRC_ALPHA_SATURATE: - return D3DBLEND_SRCALPHASAT; - } - -#ifdef _DEBUG - gldLogMessage(GLDLOG_ERROR, "_gldConvertBlendFunc: Unknown BlendFunc\n"); -#endif - - return DefaultBlend; -} - -//--------------------------------------------------------------------------- -// Misc. functions -//--------------------------------------------------------------------------- - -void gld_Noop_DX7( - GLcontext *ctx) -{ -#ifdef _DEBUG - gldLogMessage(GLDLOG_ERROR, "gld_Noop called!\n"); -#endif -} - -//--------------------------------------------------------------------------- - -void gld_Error_DX7( - GLcontext *ctx) -{ -#ifdef _DEBUG - // Quite useless. -// gldLogMessage(GLDLOG_ERROR, "ctx->Driver.Error called!\n"); -#endif -} - -//--------------------------------------------------------------------------- -// Required Mesa functions -//--------------------------------------------------------------------------- - -static GLboolean gld_set_draw_buffer_DX7( - GLcontext *ctx, - GLenum mode) -{ - (void) ctx; - if ((mode==GL_FRONT_LEFT) || (mode == GL_BACK_LEFT)) { - return GL_TRUE; - } - else { - return GL_FALSE; - } -} - -//--------------------------------------------------------------------------- - -static void gld_set_read_buffer_DX7( - GLcontext *ctx, - GLframebuffer *buffer, - GLenum mode) -{ - /* separate read buffer not supported */ -/* - ASSERT(buffer == ctx->DrawBuffer); - ASSERT(mode == GL_FRONT_LEFT); -*/ -} - -//--------------------------------------------------------------------------- - -void gld_Clear_DX7( - GLcontext *ctx, - GLbitfield mask, - GLboolean all, - GLint x, - GLint y, - GLint width, - GLint height) -{ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx7 *gld = GLD_GET_DX7_DRIVER(gldCtx); - - DWORD dwFlags = 0; - D3DCOLOR Color = 0; - float Z = 0.0f; - DWORD Stencil = 0; - D3DRECT d3dClearRect; - - // TODO: Colourmask - const GLuint *colorMask = (GLuint *) &ctx->Color.ColorMask; - - if (!gld->pDev) - return; - - if (mask & (DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT)) { - GLubyte col[4]; - CLAMPED_FLOAT_TO_UBYTE(col[0], ctx->Color.ClearColor[0]); - CLAMPED_FLOAT_TO_UBYTE(col[1], ctx->Color.ClearColor[1]); - CLAMPED_FLOAT_TO_UBYTE(col[2], ctx->Color.ClearColor[2]); - CLAMPED_FLOAT_TO_UBYTE(col[3], ctx->Color.ClearColor[3]); - dwFlags |= D3DCLEAR_TARGET; - Color = D3DCOLOR_RGBA(col[0], col[1], col[2], col[3]); -// ctx->Color.ClearColor[1], -// ctx->Color.ClearColor[2], -// ctx->Color.ClearColor[3]); - } - - if (mask & DD_DEPTH_BIT) { - // D3D7 will fail the Clear call if we try and clear a - // depth buffer and we haven't created one. - // Also, some apps try and clear a depth buffer, - // when a depth buffer hasn't been requested by the app. - if (ctx->Visual.depthBits == 0) { - mask &= ~DD_DEPTH_BIT; // Remove depth bit from mask - } else { - dwFlags |= D3DCLEAR_ZBUFFER; - Z = ctx->Depth.Clear; - } - } - - if (mask & DD_STENCIL_BIT) { - if (ctx->Visual.stencilBits == 0) { - // No stencil bits in depth buffer - mask &= ~DD_STENCIL_BIT; // Remove stencil bit from mask - } else { - dwFlags |= D3DCLEAR_STENCIL; - Stencil = ctx->Stencil.Clear; - } - } - - // Some apps do really weird things with the rect, such as Quake3. - if ((x < 0) || (y < 0) || (width <= 0) || (height <= 0)) { - all = GL_TRUE; - } - - if (!all) { - // Calculate clear subrect - d3dClearRect.x1 = x; - d3dClearRect.y1 = gldCtx->dwHeight - (y + height); - d3dClearRect.x2 = x + width; - d3dClearRect.y2 = d3dClearRect.y1 + height; - } - - // dwFlags will be zero if there's nothing to clear - if (dwFlags) { - _GLD_DX7_DEV(Clear( - gld->pDev, - all ? 0 : 1, - all ? NULL : &d3dClearRect, - dwFlags, - Color, Z, Stencil)); - } - - if (mask & DD_ACCUM_BIT) { - // Clear accumulation buffer - } -} - -//--------------------------------------------------------------------------- - -// Mesa 5: Parameter change -static void gld_buffer_size_DX7( -// GLcontext *ctx, - GLframebuffer *fb, - GLuint *width, - GLuint *height) -{ -// GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - - *width = fb->Width; // gldCtx->dwWidth; - *height = fb->Height; // gldCtx->dwHeight; -} - -//--------------------------------------------------------------------------- - -static void gld_Finish_DX7( - GLcontext *ctx) -{ -} - -//--------------------------------------------------------------------------- - -static void gld_Flush_DX7( - GLcontext *ctx) -{ - GLD_context *gld = GLD_GET_CONTEXT(ctx); - - // TODO: Detect apps that glFlush() then SwapBuffers() ? - - if (gld->EmulateSingle) { - // Emulating a single-buffered context. - // [Direct3D doesn't allow rendering to front buffer] - dglSwapBuffers(gld->hDC); - } -} - -//--------------------------------------------------------------------------- - -void gld_NEW_STENCIL( - GLcontext *ctx) -{ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx7 *gld = GLD_GET_DX7_DRIVER(gldCtx); - - // Two-sided stencil. New for Mesa 5 - const GLuint uiFace = 0UL; - - struct gl_stencil_attrib *pStencil = &ctx->Stencil; - - _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_STENCILENABLE, pStencil->Enabled ? TRUE : FALSE)); - if (pStencil->Enabled) { - _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_STENCILFUNC, _gldConvertCompareFunc(pStencil->Function[uiFace]))); - _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_STENCILREF, pStencil->Ref[uiFace])); - _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_STENCILMASK, pStencil->ValueMask[uiFace])); - _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_STENCILWRITEMASK, pStencil->WriteMask[uiFace])); - _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_STENCILFAIL, _gldConvertStencilOp(pStencil->FailFunc[uiFace]))); - _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_STENCILZFAIL, _gldConvertStencilOp(pStencil->ZFailFunc[uiFace]))); - _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_STENCILPASS, _gldConvertStencilOp(pStencil->ZPassFunc[uiFace]))); - } -} - -//--------------------------------------------------------------------------- - -void gld_NEW_COLOR( - GLcontext *ctx) -{ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx7 *gld = GLD_GET_DX7_DRIVER(gldCtx); - - DWORD dwFlags = 0; - D3DBLEND src; - D3DBLEND dest; - - // Alpha func - _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_ALPHAFUNC, _gldConvertCompareFunc(ctx->Color.AlphaFunc))); - _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_ALPHAREF, (DWORD)ctx->Color.AlphaRef)); - _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_ALPHATESTENABLE, ctx->Color.AlphaEnabled)); - - // Blend func - _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_ALPHABLENDENABLE, ctx->Color.BlendEnabled)); - src = _gldConvertBlendFunc(ctx->Color.BlendSrcRGB, GL_ONE); - dest = _gldConvertBlendFunc(ctx->Color.BlendDstRGB, GL_ZERO); - _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_SRCBLEND, src)); - _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_DESTBLEND, dest)); - -/* - // Color mask - unsupported by DX7 - if (ctx->Color.ColorMask[0]) dwFlags |= D3DCOLORWRITEENABLE_RED; - if (ctx->Color.ColorMask[1]) dwFlags |= D3DCOLORWRITEENABLE_GREEN; - if (ctx->Color.ColorMask[2]) dwFlags |= D3DCOLORWRITEENABLE_BLUE; - if (ctx->Color.ColorMask[3]) dwFlags |= D3DCOLORWRITEENABLE_ALPHA; - _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_COLORWRITEENABLE, dwFlags)); -*/ -} - -//--------------------------------------------------------------------------- - -void gld_NEW_DEPTH( - GLcontext *ctx) -{ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx7 *gld = GLD_GET_DX7_DRIVER(gldCtx); - - _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_ZENABLE, ctx->Depth.Test ? D3DZB_TRUE : D3DZB_FALSE)); - _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_ZFUNC, _gldConvertCompareFunc(ctx->Depth.Func))); - _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_ZWRITEENABLE, ctx->Depth.Mask ? TRUE : FALSE)); -} - -//--------------------------------------------------------------------------- - -void gld_NEW_POLYGON( - GLcontext *ctx) -{ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx7 *gld = GLD_GET_DX7_DRIVER(gldCtx); - - D3DFILLMODE d3dFillMode = D3DFILL_SOLID; - D3DCULL d3dCullMode = D3DCULL_NONE; - int iOffset = 0; - - // Fillmode - switch (ctx->Polygon.FrontMode) { - case GL_POINT: - d3dFillMode = D3DFILL_POINT; - break; - case GL_LINE: - d3dFillMode = D3DFILL_WIREFRAME; - break; - case GL_FILL: - d3dFillMode = D3DFILL_SOLID; - break; - } - _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_FILLMODE, d3dFillMode)); - - if (ctx->Polygon.CullFlag) { - switch (ctx->Polygon.CullFaceMode) { - case GL_BACK: - if (ctx->Polygon.FrontFace == GL_CCW) - d3dCullMode = D3DCULL_CW; - else - d3dCullMode = D3DCULL_CCW; - break; - case GL_FRONT: - if (ctx->Polygon.FrontFace == GL_CCW) - d3dCullMode = D3DCULL_CCW; - else - d3dCullMode = D3DCULL_CW; - break; - case GL_FRONT_AND_BACK: - d3dCullMode = D3DCULL_NONE; - break; - default: - break; - } - } else { - d3dCullMode = D3DCULL_NONE; - } -// d3dCullMode = D3DCULL_NONE; // TODO: DEBUGGING - _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_CULLMODE, d3dCullMode)); - - // Polygon offset - // ZBIAS ranges from 0 to 16 and can only move towards the viewer - // Mesa5: ctx->Polygon._OffsetAny removed - if (ctx->Polygon.OffsetFill) { - iOffset = (int)ctx->Polygon.OffsetUnits; - if (iOffset < 0) - iOffset = -iOffset; - else - iOffset = 0; // D3D can't push away - } - _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_ZBIAS, iOffset)); -} - -//--------------------------------------------------------------------------- - -void gld_NEW_FOG( - GLcontext *ctx) -{ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx7 *gld = GLD_GET_DX7_DRIVER(gldCtx); - - D3DCOLOR d3dFogColour; - D3DFOGMODE d3dFogMode = D3DFOG_LINEAR; - - // TODO: Fog is calculated seperately in the Mesa pipeline - _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_FOGENABLE, FALSE)); - return; - - // Fog enable - _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_FOGENABLE, ctx->Fog.Enabled)); - if (!ctx->Fog.Enabled) { - _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_FOGTABLEMODE, D3DFOG_NONE)); - _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_FOGVERTEXMODE, D3DFOG_NONE)); - return; // If disabled, don't bother setting any fog state - } - - // Fog colour - d3dFogColour = D3DCOLOR_COLORVALUE( ctx->Fog.Color[0], - ctx->Fog.Color[1], - ctx->Fog.Color[2], - ctx->Fog.Color[3]); - _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_FOGCOLOR, d3dFogColour)); - - // Fog density - _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_FOGDENSITY, *((DWORD*) (&ctx->Fog.Density)))); - - // Fog start - _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_FOGSTART, *((DWORD*) (&ctx->Fog.Start)))); - - // Fog end - _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_FOGEND, *((DWORD*) (&ctx->Fog.End)))); - - // Fog mode - switch (ctx->Fog.Mode) { - case GL_LINEAR: - d3dFogMode = D3DFOG_LINEAR; - break; - case GL_EXP: - d3dFogMode = D3DFOG_EXP; - break; - case GL_EXP2: - d3dFogMode = D3DFOG_EXP2; - break; - } - _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_FOGTABLEMODE, d3dFogMode)); - _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_FOGVERTEXMODE, D3DFOG_NONE)); -} - -//--------------------------------------------------------------------------- - -void gld_NEW_LIGHT( - GLcontext *ctx) -{ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx7 *gld = GLD_GET_DX7_DRIVER(gldCtx); - DWORD dwSpecularEnable; - - // Shademode - _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_SHADEMODE, (ctx->Light.ShadeModel == GL_SMOOTH) ? D3DSHADE_GOURAUD : D3DSHADE_FLAT)); - - // Separate specular colour - if (ctx->Light.Enabled) - dwSpecularEnable = (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR) ? TRUE: FALSE; - else - dwSpecularEnable = FALSE; - _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_SPECULARENABLE, dwSpecularEnable)); -} - -//--------------------------------------------------------------------------- - -void gld_NEW_MODELVIEW( - GLcontext *ctx) -{ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx7 *gld = GLD_GET_DX7_DRIVER(gldCtx); - - D3DMATRIX m; - //GLfloat *pM = ctx->ModelView.m; - // Mesa5: Model-view is now a stack - GLfloat *pM = ctx->ModelviewMatrixStack.Top->m; - m._11 = pM[0]; - m._12 = pM[1]; - m._13 = pM[2]; - m._14 = pM[3]; - m._21 = pM[4]; - m._22 = pM[5]; - m._23 = pM[6]; - m._24 = pM[7]; - m._31 = pM[8]; - m._32 = pM[9]; - m._33 = pM[10]; - m._34 = pM[11]; - m._41 = pM[12]; - m._42 = pM[13]; - m._43 = pM[14]; - m._44 = pM[15]; -/* m[0][0] = pM[0]; - m[0][1] = pM[1]; - m[0][2] = pM[2]; - m[0][3] = pM[3]; - m[1][0] = pM[4]; - m[1][1] = pM[5]; - m[1][2] = pM[6]; - m[1][3] = pM[7]; - m[2][0] = pM[8]; - m[2][1] = pM[9]; - m[2][2] = pM[10]; - m[2][3] = pM[11]; - m[3][0] = pM[12]; - m[3][1] = pM[13]; - m[3][2] = pM[14]; - m[3][3] = pM[15];*/ - - gld->matModelView = m; -} - -//--------------------------------------------------------------------------- - -void gld_NEW_PROJECTION( - GLcontext *ctx) -{ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx7 *gld = GLD_GET_DX7_DRIVER(gldCtx); - - D3DMATRIX m; - //GLfloat *pM = ctx->ProjectionMatrix.m; - // Mesa 5: Now a stack - GLfloat *pM = ctx->ProjectionMatrixStack.Top->m; - m._11 = pM[0]; - m._12 = pM[1]; - m._13 = pM[2]; - m._14 = pM[3]; - - m._21 = pM[4]; - m._22 = pM[5]; - m._23 = pM[6]; - m._24 = pM[7]; - - m._31 = pM[8]; - m._32 = pM[9]; - m._33 = pM[10] / _fPersp_33; // / 1.6f; - m._34 = pM[11]; - - m._41 = pM[12]; - m._42 = pM[13]; - m._43 = pM[14] / 2.0f; - m._44 = pM[15]; - - gld->matProjection = m; -} - -//--------------------------------------------------------------------------- -/* -void gldFrustumHook_DX7( - GLdouble left, - GLdouble right, - GLdouble bottom, - GLdouble top, - GLdouble nearval, - GLdouble farval) -{ - GET_CURRENT_CONTEXT(ctx); - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx7 *gld = GLD_GET_DX7_DRIVER(gldCtx); - - // Pass values on to Mesa first (in case we mess with them) - _mesa_Frustum(left, right, bottom, top, nearval, farval); - - _fPersp_33 = farval / (nearval - farval); - -// ddlogPrintf(GLDLOG_SYSTEM, "Frustum: %f", farval/nearval); -} - -//--------------------------------------------------------------------------- - -void gldOrthoHook_DX7( - GLdouble left, - GLdouble right, - GLdouble bottom, - GLdouble top, - GLdouble nearval, - GLdouble farval) -{ - GET_CURRENT_CONTEXT(ctx); - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx7 *gld = GLD_GET_DX7_DRIVER(gldCtx); - - // Pass values on to Mesa first (in case we mess with them) - _mesa_Ortho(left, right, bottom, top, nearval, farval); - - _fPersp_33 = 1.6f; - -// ddlogPrintf(GLDLOG_SYSTEM, "Ortho: %f", farval/nearval); -} -*/ -//--------------------------------------------------------------------------- - -void gld_NEW_VIEWPORT( - GLcontext *ctx) -{ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx7 *gld = GLD_GET_DX7_DRIVER(gldCtx); - - D3DVIEWPORT7 d3dvp; -// GLint x, y; -// GLsizei w, h; - - // Set depth range - _GLD_DX7_DEV(GetViewport(gld->pDev, &d3dvp)); - // D3D can't do Quake1/Quake2 z-trick - if (ctx->Viewport.Near <= ctx->Viewport.Far) { - d3dvp.dvMinZ = ctx->Viewport.Near; - d3dvp.dvMaxZ = ctx->Viewport.Far; - } else { - d3dvp.dvMinZ = ctx->Viewport.Far; - d3dvp.dvMaxZ = ctx->Viewport.Near; - } -/* x = ctx->Viewport.X; - y = ctx->Viewport.Y; - w = ctx->Viewport.Width; - h = ctx->Viewport.Height; - if (x < 0) x = 0; - if (y < 0) y = 0; - if (w > gldCtx->dwWidth) w = gldCtx->dwWidth; - if (h > gldCtx->dwHeight) h = gldCtx->dwHeight; - // Ditto for D3D viewport dimensions - if (w+x > gldCtx->dwWidth) w = gldCtx->dwWidth-x; - if (h+y > gldCtx->dwHeight) h = gldCtx->dwHeight-y; - d3dvp.X = x; - d3dvp.Y = gldCtx->dwHeight - (y + h); - d3dvp.Width = w; - d3dvp.Height = h;*/ - _GLD_DX7_DEV(SetViewport(gld->pDev, &d3dvp)); - -// gld->fFlipWindowY = (float)gldCtx->dwHeight; -} - -//--------------------------------------------------------------------------- - -__inline BOOL _gldAnyEvalEnabled( - GLcontext *ctx) -{ - struct gl_eval_attrib *eval = &ctx->Eval; - - if ((eval->AutoNormal) || - (eval->Map1Color4) || - (eval->Map1Index) || - (eval->Map1Normal) || - (eval->Map1TextureCoord1) || - (eval->Map1TextureCoord2) || - (eval->Map1TextureCoord3) || - (eval->Map1TextureCoord4) || - (eval->Map1Vertex3) || - (eval->Map1Vertex4) || - (eval->Map2Color4) || - (eval->Map2Index) || - (eval->Map2Normal) || - (eval->Map2TextureCoord1) || - (eval->Map2TextureCoord2) || - (eval->Map2TextureCoord3) || - (eval->Map2TextureCoord4) || - (eval->Map2Vertex3) || - (eval->Map2Vertex4) - ) - return TRUE; - - return FALSE; -} - -//--------------------------------------------------------------------------- - -BOOL _gldChooseInternalPipeline( - GLcontext *ctx, - GLD_driver_dx7 *gld) -{ -// return TRUE; // DEBUGGING: ALWAYS USE MESA -// return FALSE; // DEBUGGING: ALWAYS USE D3D - - if ((glb.dwTnL == GLDS_TNL_MESA) || (gld->bHasHWTnL == FALSE)) - { - gld->PipelineUsage.qwMesa.QuadPart++; - return TRUE; // Force Mesa TnL - } - - if ((ctx->Light.Enabled) || - (1) || - (ctx->Texture._TexGenEnabled) || - (ctx->Texture._TexMatEnabled) || -// (ctx->Transform._AnyClip) || - (ctx->Scissor.Enabled) || - _gldAnyEvalEnabled(ctx) // Put this last so we can early-out - ) - { - gld->PipelineUsage.qwMesa.QuadPart++; - return TRUE; - } - - gld->PipelineUsage.qwD3DFVF.QuadPart++; - return FALSE; - -/* // Force Mesa pipeline? - if (glb.dwTnL == GLDS_TNL_MESA) { - gld->PipelineUsage.dwMesa.QuadPart++; - return GLD_PIPELINE_MESA; - } - - // Test for functionality not exposed in the D3D pathways - if ((ctx->Texture._GenFlags)) { - gld->PipelineUsage.dwMesa.QuadPart++; - return GLD_PIPELINE_MESA; - } - - // Now decide if vertex shader can be used. - // If two sided lighting is enabled then we must either - // use Mesa TnL or the vertex shader - if (ctx->_TriangleCaps & DD_TRI_LIGHT_TWOSIDE) { - if (gld->VStwosidelight.hShader && !ctx->Fog.Enabled) { - // Use Vertex Shader - gld->PipelineUsage.dwD3D2SVS.QuadPart++; - return GLD_PIPELINE_D3D_VS_TWOSIDE; - } else { - // Use Mesa TnL - gld->PipelineUsage.dwMesa.QuadPart++; - return GLD_PIPELINE_MESA; - } - } - - // Must be D3D fixed-function pipeline - gld->PipelineUsage.dwD3DFVF.QuadPart++; - return GLD_PIPELINE_D3D_FVF; -*/ -} - -//--------------------------------------------------------------------------- - -void gld_update_state_DX7( - GLcontext *ctx, - GLuint new_state) -{ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx7 *gld = GLD_GET_DX7_DRIVER(gldCtx); - TNLcontext *tnl = TNL_CONTEXT(ctx); - GLD_pb_dx7 *gldPB; - - if (!gld || !gld->pDev) - return; - - _swsetup_InvalidateState( ctx, new_state ); - _vbo_InvalidateState( ctx, new_state ); - _tnl_InvalidateState( ctx, new_state ); - - // SetupIndex will be used in the pipelines for choosing setup function - if ((ctx->_TriangleCaps & (DD_TRI_LIGHT_TWOSIDE | DD_SEPARATE_SPECULAR)) || - (ctx->Fog.Enabled)) - { - if (ctx->_TriangleCaps & DD_FLATSHADE) - gld->iSetupFunc = GLD_SI_FLAT_EXTRAS; - else - gld->iSetupFunc = GLD_SI_SMOOTH_EXTRAS; - } else { - if (ctx->_TriangleCaps & DD_FLATSHADE) - gld->iSetupFunc = GLD_SI_FLAT; // Setup flat shade + texture - else - gld->iSetupFunc = GLD_SI_SMOOTH; // Setup smooth shade + texture - } - - gld->bUseMesaTnL = _gldChooseInternalPipeline(ctx, gld); - if (gld->bUseMesaTnL) { - gldPB = &gld->PB2d; - // DX7 Does not implement D3DRS_SOFTWAREVERTEXPROCESSING -// _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_SOFTWAREVERTEXPROCESSING, TRUE)); - _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_CLIPPING, FALSE)); -// _GLD_DX7_DEV(SetVertexShader(gld->pDev, gldPB->dwFVF)); - } else { - gldPB = &gld->PB3d; - _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_CLIPPING, TRUE)); -// if (gld->TnLPipeline == GLD_PIPELINE_D3D_VS_TWOSIDE) { -// _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_SOFTWAREVERTEXPROCESSING, !gld->VStwosidelight.bHardware)); -// _GLD_DX7_DEV(SetVertexShader(gld->pDev, gld->VStwosidelight.hShader)); -// } else { - // DX7 Does not implement D3DRS_SOFTWAREVERTEXPROCESSING -// _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_SOFTWAREVERTEXPROCESSING, !gld->bHasHWTnL)); -// _GLD_DX7_DEV(SetVertexShader(gld->pDev, gldPB->dwFVF)); -// } - } - -#define _GLD_TEST_STATE(a) \ - if (new_state & (a)) { \ - gld##a(ctx); \ - new_state &= ~(a); \ - } - -#define _GLD_TEST_STATE_DX7(a) \ - if (new_state & (a)) { \ - gld##a##_DX7(ctx); \ - new_state &= ~(a); \ - } - -#define _GLD_IGNORE_STATE(a) new_state &= ~(a); - -// if (!gld->bUseMesaTnL) { - // Not required if Mesa is doing the TnL. - // Problem: If gld->bUseMesaTnL is TRUE when these are signaled, - // then we'll miss updating the D3D TnL pipeline. - // Therefore, don't test for gld->bUseMesaTnL - _GLD_TEST_STATE(_NEW_MODELVIEW); - _GLD_TEST_STATE(_NEW_PROJECTION); -// } - - _GLD_TEST_STATE_DX7(_NEW_TEXTURE); // extern, so guard with _DX7 - _GLD_TEST_STATE(_NEW_COLOR); - _GLD_TEST_STATE(_NEW_DEPTH); - _GLD_TEST_STATE(_NEW_POLYGON); - _GLD_TEST_STATE(_NEW_STENCIL); - _GLD_TEST_STATE(_NEW_FOG); - _GLD_TEST_STATE(_NEW_LIGHT); - _GLD_TEST_STATE(_NEW_VIEWPORT); - - _GLD_IGNORE_STATE(_NEW_TRANSFORM); - - -// Stubs for future use. -/* _GLD_TEST_STATE(_NEW_TEXTURE_MATRIX); - _GLD_TEST_STATE(_NEW_COLOR_MATRIX); - _GLD_TEST_STATE(_NEW_ACCUM); - _GLD_TEST_STATE(_NEW_EVAL); - _GLD_TEST_STATE(_NEW_HINT); - _GLD_TEST_STATE(_NEW_LINE); - _GLD_TEST_STATE(_NEW_PIXEL); - _GLD_TEST_STATE(_NEW_POINT); - _GLD_TEST_STATE(_NEW_POLYGONSTIPPLE); - _GLD_TEST_STATE(_NEW_SCISSOR); - _GLD_TEST_STATE(_NEW_PACKUNPACK); - _GLD_TEST_STATE(_NEW_ARRAY); - _GLD_TEST_STATE(_NEW_RENDERMODE); - _GLD_TEST_STATE(_NEW_BUFFERS); - _GLD_TEST_STATE(_NEW_MULTISAMPLE); -*/ - -// For debugging. -#if 0 -#define _GLD_TEST_UNHANDLED_STATE(a) \ - if (new_state & (a)) { \ - gldLogMessage(GLDLOG_ERROR, "Unhandled " #a "\n"); \ - } - _GLD_TEST_UNHANDLED_STATE(_NEW_TEXTURE_MATRIX); - _GLD_TEST_UNHANDLED_STATE(_NEW_COLOR_MATRIX); - _GLD_TEST_UNHANDLED_STATE(_NEW_ACCUM); - _GLD_TEST_UNHANDLED_STATE(_NEW_EVAL); - _GLD_TEST_UNHANDLED_STATE(_NEW_HINT); - _GLD_TEST_UNHANDLED_STATE(_NEW_LINE); - _GLD_TEST_UNHANDLED_STATE(_NEW_PIXEL); - _GLD_TEST_UNHANDLED_STATE(_NEW_POINT); - _GLD_TEST_UNHANDLED_STATE(_NEW_POLYGONSTIPPLE); - _GLD_TEST_UNHANDLED_STATE(_NEW_SCISSOR); - _GLD_TEST_UNHANDLED_STATE(_NEW_PACKUNPACK); - _GLD_TEST_UNHANDLED_STATE(_NEW_ARRAY); - _GLD_TEST_UNHANDLED_STATE(_NEW_RENDERMODE); - _GLD_TEST_UNHANDLED_STATE(_NEW_BUFFERS); - _GLD_TEST_UNHANDLED_STATE(_NEW_MULTISAMPLE); -#undef _GLD_UNHANDLED_STATE -#endif - -#undef _GLD_TEST_STATE -} - -//--------------------------------------------------------------------------- -// Viewport -//--------------------------------------------------------------------------- - -void gld_Viewport_DX7( - GLcontext *ctx, - GLint x, - GLint y, - GLsizei w, - GLsizei h) -{ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx7 *gld = GLD_GET_DX7_DRIVER(gldCtx); - - D3DVIEWPORT7 d3dvp; - - if (!gld || !gld->pDev) - return; - - // This is a hack. When the app is minimized, Mesa passes - // w=1 and h=1 for viewport dimensions. Without this test - // we get a GPF in gld_wgl_resize_buffers(). - if ((w==1) && (h==1)) - return; - - // Call ResizeBuffersMESA. This function will early-out - // if no resize is needed. - //ctx->Driver.ResizeBuffersMESA(ctx); - // Mesa 5: Changed parameters - ctx->Driver.ResizeBuffers(gldCtx->glBuffer); - -#if 0 - ddlogPrintf(GLDLOG_SYSTEM, ">> Viewport x=%d y=%d w=%d h=%d", x,y,w,h); -#endif - - // ** D3D viewport must not be outside the render target surface ** - // Sanity check the GL viewport dimensions - if (x < 0) x = 0; - if (y < 0) y = 0; - if (w > gldCtx->dwWidth) w = gldCtx->dwWidth; - if (h > gldCtx->dwHeight) h = gldCtx->dwHeight; - // Ditto for D3D viewport dimensions - if (w+x > gldCtx->dwWidth) w = gldCtx->dwWidth-x; - if (h+y > gldCtx->dwHeight) h = gldCtx->dwHeight-y; - - d3dvp.dwX = x; - d3dvp.dwY = gldCtx->dwHeight - (y + h); - d3dvp.dwWidth = w; - d3dvp.dwHeight = h; - if (ctx->Viewport.Near <= ctx->Viewport.Far) { - d3dvp.dvMinZ = ctx->Viewport.Near; - d3dvp.dvMaxZ = ctx->Viewport.Far; - } else { - d3dvp.dvMinZ = ctx->Viewport.Far; - d3dvp.dvMaxZ = ctx->Viewport.Near; - } - - // TODO: DEBUGGING -// d3dvp.MinZ = 0.0f; -// d3dvp.MaxZ = 1.0f; - - _GLD_DX7_DEV(SetViewport(gld->pDev, &d3dvp)); - -} - -//--------------------------------------------------------------------------- - -extern BOOL dglWglResizeBuffers(GLcontext *ctx, BOOL bDefaultDriver); - -// Mesa 5: Parameter change -void gldResizeBuffers_DX7( -// GLcontext *ctx) - GLframebuffer *fb) -{ - GET_CURRENT_CONTEXT(ctx); - dglWglResizeBuffers(ctx, TRUE); -} - -//--------------------------------------------------------------------------- -#ifdef _DEBUG -// This is only for debugging. -// To use, plug into ctx->Driver.Enable pointer below. -void gld_Enable( - GLcontext *ctx, - GLenum e, - GLboolean b) -{ - char buf[1024]; - sprintf(buf, "Enable: %s (%s)\n", _mesa_lookup_enum_by_nr(e), b?"TRUE":"FALSE"); - ddlogMessage(DDLOG_SYSTEM, buf); -} -#endif -//--------------------------------------------------------------------------- -// Driver pointer setup -//--------------------------------------------------------------------------- - -extern const GLubyte* _gldGetStringGeneric(GLcontext*, GLenum); - -void gldSetupDriverPointers_DX7( - GLcontext *ctx) -{ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx7 *gld = GLD_GET_DX7_DRIVER(gldCtx); - - TNLcontext *tnl = TNL_CONTEXT(ctx); - - // Mandatory functions - ctx->Driver.GetString = _gldGetStringGeneric; - ctx->Driver.UpdateState = gld_update_state_DX7; - ctx->Driver.Clear = gld_Clear_DX7; - ctx->Driver.DrawBuffer = gld_set_draw_buffer_DX7; - ctx->Driver.GetBufferSize = gld_buffer_size_DX7; - ctx->Driver.Finish = gld_Finish_DX7; - ctx->Driver.Flush = gld_Flush_DX7; - ctx->Driver.Error = gld_Error_DX7; - - // Hardware accumulation buffer - ctx->Driver.Accum = NULL; // TODO: gld_Accum; - - // Bitmap functions - ctx->Driver.CopyPixels = gld_CopyPixels_DX7; - ctx->Driver.DrawPixels = gld_DrawPixels_DX7; - ctx->Driver.ReadPixels = gld_ReadPixels_DX7; - ctx->Driver.Bitmap = gld_Bitmap_DX7; - - // Buffer resize - ctx->Driver.ResizeBuffers = gldResizeBuffers_DX7; - - // Texture image functions - ctx->Driver.ChooseTextureFormat = gld_ChooseTextureFormat_DX7; - ctx->Driver.TexImage1D = gld_TexImage1D_DX7; - ctx->Driver.TexImage2D = gld_TexImage2D_DX7; - ctx->Driver.TexImage3D = _mesa_store_teximage3d; - ctx->Driver.TexSubImage1D = gld_TexSubImage1D_DX7; - ctx->Driver.TexSubImage2D = gld_TexSubImage2D_DX7; - ctx->Driver.TexSubImage3D = _mesa_store_texsubimage3d; - - ctx->Driver.CopyTexImage1D = gldCopyTexImage1D_DX7; //NULL; - ctx->Driver.CopyTexImage2D = gldCopyTexImage2D_DX7; //NULL; - ctx->Driver.CopyTexSubImage1D = gldCopyTexSubImage1D_DX7; //NULL; - ctx->Driver.CopyTexSubImage2D = gldCopyTexSubImage2D_DX7; //NULL; - ctx->Driver.CopyTexSubImage3D = gldCopyTexSubImage3D_DX7; - ctx->Driver.TestProxyTexImage = _mesa_test_proxy_teximage; - - // Texture object functions - ctx->Driver.BindTexture = NULL; - ctx->Driver.NewTextureObject = NULL; // Not yet implemented by Mesa!; - ctx->Driver.DeleteTexture = gld_DeleteTexture_DX7; - ctx->Driver.PrioritizeTexture = NULL; - - // Imaging functionality - ctx->Driver.CopyColorTable = NULL; - ctx->Driver.CopyColorSubTable = NULL; - ctx->Driver.CopyConvolutionFilter1D = NULL; - ctx->Driver.CopyConvolutionFilter2D = NULL; - - // State changing functions - ctx->Driver.AlphaFunc = NULL; //gld_AlphaFunc; - ctx->Driver.BlendFuncSeparate = NULL; //gld_BlendFunc; - ctx->Driver.ClearColor = NULL; //gld_ClearColor; - ctx->Driver.ClearDepth = NULL; //gld_ClearDepth; - ctx->Driver.ClearStencil = NULL; //gld_ClearStencil; - ctx->Driver.ColorMask = NULL; //gld_ColorMask; - ctx->Driver.CullFace = NULL; //gld_CullFace; - ctx->Driver.ClipPlane = NULL; //gld_ClipPlane; - ctx->Driver.FrontFace = NULL; //gld_FrontFace; - ctx->Driver.DepthFunc = NULL; //gld_DepthFunc; - ctx->Driver.DepthMask = NULL; //gld_DepthMask; - ctx->Driver.DepthRange = NULL; - ctx->Driver.Enable = NULL; //gld_Enable; - ctx->Driver.Fogfv = NULL; //gld_Fogfv; - ctx->Driver.Hint = NULL; //gld_Hint; - ctx->Driver.Lightfv = NULL; //gld_Lightfv; - ctx->Driver.LightModelfv = NULL; //gld_LightModelfv; - ctx->Driver.LineStipple = NULL; //gld_LineStipple; - ctx->Driver.LineWidth = NULL; //gld_LineWidth; - ctx->Driver.LogicOpcode = NULL; //gld_LogicOpcode; - ctx->Driver.PointParameterfv = NULL; //gld_PointParameterfv; - ctx->Driver.PointSize = NULL; //gld_PointSize; - ctx->Driver.PolygonMode = NULL; //gld_PolygonMode; - ctx->Driver.PolygonOffset = NULL; //gld_PolygonOffset; - ctx->Driver.PolygonStipple = NULL; //gld_PolygonStipple; - ctx->Driver.RenderMode = NULL; //gld_RenderMode; - ctx->Driver.Scissor = NULL; //gld_Scissor; - ctx->Driver.ShadeModel = NULL; //gld_ShadeModel; - ctx->Driver.StencilFunc = NULL; //gld_StencilFunc; - ctx->Driver.StencilMask = NULL; //gld_StencilMask; - ctx->Driver.StencilOp = NULL; //gld_StencilOp; - ctx->Driver.TexGen = NULL; //gld_TexGen; - ctx->Driver.TexEnv = NULL; - ctx->Driver.TexParameter = NULL; - ctx->Driver.TextureMatrix = NULL; //gld_TextureMatrix; - ctx->Driver.Viewport = gld_Viewport_DX7; - - _swsetup_Wakeup(ctx); - - tnl->Driver.RunPipeline = _tnl_run_pipeline; - tnl->Driver.Render.ResetLineStipple = gld_ResetLineStipple_DX7; - tnl->Driver.Render.ClippedPolygon = _tnl_RenderClippedPolygon; - tnl->Driver.Render.ClippedLine = _tnl_RenderClippedLine; - - // Hook into glFrustum() and glOrtho() -// ctx->Exec->Frustum = gldFrustumHook_DX7; -// ctx->Exec->Ortho = gldOrthoHook_DX7; - -} - -//--------------------------------------------------------------------------- diff --git a/mesalib/src/mesa/drivers/windows/gldirect/dx7/gld_dx7.h b/mesalib/src/mesa/drivers/windows/gldirect/dx7/gld_dx7.h deleted file mode 100644 index b5a491e41..000000000 --- a/mesalib/src/mesa/drivers/windows/gldirect/dx7/gld_dx7.h +++ /dev/null @@ -1,292 +0,0 @@ -/**************************************************************************** -* -* Mesa 3-D graphics library -* Direct3D Driver Interface -* -* ======================================================================== -* -* Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved. -* -* Permission is hereby granted, free of charge, to any person obtaining a -* copy of this software and associated documentation files (the "Software"), -* to deal in the Software without restriction, including without limitation -* the rights to use, copy, modify, merge, publish, distribute, sublicense, -* and/or sell copies of the Software, and to permit persons to whom the -* Software is furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included -* in all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS -* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL -* SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, -* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF -* OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE -* SOFTWARE. -* -* ====================================================================== -* -* Language: ANSI C -* Environment: Windows 9x/2000/XP/XBox (Win32) -* -* Description: GLDirect Direct3D 7.0a header file -* -****************************************************************************/ - -#ifndef _GLD_DX7_H -#define _GLD_DX7_H - -//--------------------------------------------------------------------------- -// Windows includes -//--------------------------------------------------------------------------- - -#define DIRECTDRAW_VERSION 0x0700 -#define DIRECT3D_VERSION 0x0700 -#include <d3d.h> -#include <d3dx.h> - -// Typedef for obtaining function from d3d7.dll -//typedef IDirect3D7* (WINAPI *FNDIRECT3DCREATE7) (UINT); - - -//--------------------------------------------------------------------------- -// Defines -//--------------------------------------------------------------------------- - -#ifdef _DEBUG -// Debug build tests the return value of D3D calls -#define _GLD_TEST_HRESULT(h) \ -{ \ - HRESULT _hr = (h); \ - if (FAILED(_hr)) { \ - gldLogError(GLDLOG_ERROR, #h, _hr); \ - } \ -} -#define _GLD_DX7(func) _GLD_TEST_HRESULT(IDirect3D7_##func##) -#define _GLD_DX7_DEV(func) _GLD_TEST_HRESULT(IDirect3DDevice7_##func##) -#define _GLD_DX7_VB(func) _GLD_TEST_HRESULT(IDirect3DVertexBuffer7_##func##) -#define _GLD_DX7_TEX(func) _GLD_TEST_HRESULT(IDirectDrawSurface7_##func##) -#else -#define _GLD_DX7(func) IDirect3D7_##func -#define _GLD_DX7_DEV(func) IDirect3DDevice7_##func -#define _GLD_DX7_VB(func) IDirect3DVertexBuffer7_##func -#define _GLD_DX7_TEX(func) IDirectDrawSurface7_##func -#endif - -#define SAFE_RELEASE(p) \ -{ \ - if (p) { \ - (p)->lpVtbl->Release(p); \ - (p) = NULL; \ - } \ -} - -#define SAFE_RELEASE_VB7(p) \ -{ \ - if (p) { \ - IDirect3DVertexBuffer7_Release((p)); \ - (p) = NULL; \ - } \ -} - -#define SAFE_RELEASE_SURFACE7(p) \ -{ \ - if (p) { \ - IDirectDrawSurface7_Release((p)); \ - (p) = NULL; \ - } \ -} - -// Emulate some DX8 defines -#define D3DCOLOR_ARGB(a,r,g,b) ((D3DCOLOR)((((a)&0xff)<<24)|(((r)&0xff)<<16)|(((g)&0xff)<<8)|((b)&0xff))) -#define D3DCOLOR_RGBA(r,g,b,a) D3DCOLOR_ARGB(a,r,g,b) -#define D3DCOLOR_COLORVALUE(r,g,b,a) D3DCOLOR_RGBA((DWORD)((r)*255.f),(DWORD)((g)*255.f),(DWORD)((b)*255.f),(DWORD)((a)*255.f)) - - -// Setup index. -enum { - GLD_SI_FLAT = 0, - GLD_SI_SMOOTH = 1, - GLD_SI_FLAT_EXTRAS = 2, - GLD_SI_SMOOTH_EXTRAS = 3, -}; - -//--------------------------------------------------------------------------- -// Vertex definitions for Fixed-Function pipeline -//--------------------------------------------------------------------------- - -// -// NOTE: If the number of texture units is altered then most of -// the texture code will need to be revised. -// - -#define GLD_MAX_TEXTURE_UNITS_DX7 2 - -// -// 2D vertex transformed by Mesa -// -#define GLD_FVF_2D_VERTEX ( D3DFVF_XYZRHW | \ - D3DFVF_DIFFUSE | \ - D3DFVF_SPECULAR | \ - D3DFVF_TEX2) -typedef struct { - FLOAT x, y; // 2D raster coords - FLOAT sz; // Screen Z (depth) - FLOAT rhw; // Reciprocal homogenous W - DWORD diffuse; // Diffuse colour - DWORD specular; // For separate-specular support - FLOAT t0_u, t0_v; // 1st set of texture coords - FLOAT t1_u, t1_v; // 2nd set of texture coords -} GLD_2D_VERTEX; - - -// -// 3D vertex transformed by Direct3D -// -#define GLD_FVF_3D_VERTEX ( D3DFVF_XYZ | \ - D3DFVF_DIFFUSE | \ - D3DFVF_TEX2) - -typedef struct { - D3DXVECTOR3 Position; // XYZ Vector in object space - D3DCOLOR Diffuse; // Diffuse colour - D3DXVECTOR2 TexUnit0; // Texture unit 0 - D3DXVECTOR2 TexUnit1; // Texture unit 1 -} GLD_3D_VERTEX; - -//--------------------------------------------------------------------------- -// Structs -//--------------------------------------------------------------------------- - -// This keeps a count of how many times we choose each individual internal -// pathway. Useful for seeing if a certain pathway was ever used by an app, and -// how much each pathway is biased. -// Zero the members at context creation and dump stats at context deletion. -typedef struct { - // Note: DWORD is probably too small - ULARGE_INTEGER qwMesa; // Mesa TnL pipeline - ULARGE_INTEGER qwD3DFVF; // Direct3D Fixed-Function pipeline -} GLD_pipeline_usage; - -// GLDirect Primitive Buffer (points, lines, triangles and quads) -typedef struct { - // Data for IDirect3D7::CreateVertexBuffer() - DWORD dwStride; // Stride of vertex - DWORD dwCreateFlags; // Create flags - DWORD dwFVF; // Direct3D Flexible Vertex Format - - IDirect3DVertexBuffer7 *pVB; // Holds points, lines, tris and quads. - - // Point list is assumed to be at start of buffer - DWORD iFirstLine; // Index of start of line list - DWORD iFirstTriangle; // Index of start of triangle list - - BYTE *pPoints; // Pointer to next free point - BYTE *pLines; // Pointer to next free line - BYTE *pTriangles; // Pointer to next free triangle - - DWORD nPoints; // Number of points ready to render - DWORD nLines; // Number of lines ready to render - DWORD nTriangles; // Number of triangles ready to render -} GLD_pb_dx7; - -// GLDirect DX7 driver data -typedef struct { - // GLDirect vars - BOOL bDoublebuffer; // Doublebuffer (otherwise single-buffered) - BOOL bDepthStencil; // Depth buffer needed (stencil optional) - D3DX_SURFACEFORMAT RenderFormat; // Format of back/front buffer - D3DX_SURFACEFORMAT DepthFormat; // Format of depth/stencil - - // Direct3D vars - DDCAPS ddCaps; - D3DDEVICEDESC7 d3dCaps; - BOOL bHasHWTnL; // Device has Hardware Transform/Light? - ID3DXContext *pD3DXContext; // Base D3DX context - IDirectDraw7 *pDD; // DirectDraw7 interface - IDirect3D7 *pD3D; // Base Direct3D7 interface - IDirect3DDevice7 *pDev; // Direct3D7 Device interface - GLD_pb_dx7 PB2d; // Vertices transformed by Mesa - GLD_pb_dx7 PB3d; // Vertices transformed by Direct3D - D3DPRIMITIVETYPE d3dpt; // Current Direct3D primitive type - D3DMATRIX matProjection; // Projection matrix for D3D TnL - D3DMATRIX matModelView; // Model/View matrix for D3D TnL - int iSetupFunc; // Which setup functions to use - BOOL bUseMesaTnL; // Whether to use Mesa or D3D for TnL - - GLD_pipeline_usage PipelineUsage; -} GLD_driver_dx7; - -#define GLD_GET_DX7_DRIVER(c) (GLD_driver_dx7*)(c)->glPriv - -//--------------------------------------------------------------------------- -// Function prototypes -//--------------------------------------------------------------------------- - -PROC gldGetProcAddress_DX7(LPCSTR a); -void gldEnableExtensions_DX7(GLcontext *ctx); -void gldInstallPipeline_DX7(GLcontext *ctx); -void gldSetupDriverPointers_DX7(GLcontext *ctx); -void gldResizeBuffers_DX7(GLframebuffer *fb); - - -// Texture functions - -void gldCopyTexImage1D_DX7(GLcontext *ctx, GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLint border); -void gldCopyTexImage2D_DX7(GLcontext *ctx, GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); -void gldCopyTexSubImage1D_DX7(GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width ); -void gldCopyTexSubImage2D_DX7(GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height ); -void gldCopyTexSubImage3D_DX7(GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height ); - -void gld_NEW_TEXTURE_DX7(GLcontext *ctx); -void gld_DrawPixels_DX7(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, const struct gl_pixelstore_attrib *unpack, const GLvoid *pixels); -void gld_ReadPixels_DX7(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, const struct gl_pixelstore_attrib *unpack, GLvoid *dest); -void gld_CopyPixels_DX7(GLcontext *ctx, GLint srcx, GLint srcy, GLsizei width, GLsizei height, GLint dstx, GLint dsty, GLenum type); -void gld_Bitmap_DX7(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height, const struct gl_pixelstore_attrib *unpack, const GLubyte *bitmap); -const struct gl_texture_format* gld_ChooseTextureFormat_DX7(GLcontext *ctx, GLint internalFormat, GLenum srcFormat, GLenum srcType); -void gld_TexImage2D_DX7(GLcontext *ctx, GLenum target, GLint level, GLint internalFormat, GLint width, GLint height, GLint border, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *packing, struct gl_texture_object *tObj, struct gl_texture_image *texImage); -void gld_TexImage1D_DX7(GLcontext *ctx, GLenum target, GLint level, GLint internalFormat, GLint width, GLint border, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *packing, struct gl_texture_object *texObj, struct gl_texture_image *texImage ); -void gld_TexSubImage2D_DX7( GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *packing, struct gl_texture_object *texObj, struct gl_texture_image *texImage ); -void gld_TexSubImage1D_DX7(GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *packing, struct gl_texture_object *texObj, struct gl_texture_image *texImage); -void gld_DeleteTexture_DX7(GLcontext *ctx, struct gl_texture_object *tObj); -void gld_ResetLineStipple_DX7(GLcontext *ctx); - -// 2D primitive functions - -void gld_Points2D_DX7(GLcontext *ctx, GLuint first, GLuint last); - -void gld_Line2DFlat_DX7(GLcontext *ctx, GLuint v0, GLuint v1); -void gld_Line2DSmooth_DX7(GLcontext *ctx, GLuint v0, GLuint v1); - -void gld_Triangle2DFlat_DX7(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2); -void gld_Triangle2DSmooth_DX7(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2); -void gld_Triangle2DFlatExtras_DX7(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2); -void gld_Triangle2DSmoothExtras_DX7(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2); - -void gld_Quad2DFlat_DX7(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3); -void gld_Quad2DSmooth_DX7(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3); -void gld_Quad2DFlatExtras_DX7(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3); -void gld_Quad2DSmoothExtras_DX7(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3); - -// 3D primitive functions - -void gld_Points3D_DX7(GLcontext *ctx, GLuint first, GLuint last); -void gld_Line3DFlat_DX7(GLcontext *ctx, GLuint v0, GLuint v1); -void gld_Triangle3DFlat_DX7(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2); -void gld_Quad3DFlat_DX7(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3); -void gld_Line3DSmooth_DX7(GLcontext *ctx, GLuint v0, GLuint v1); -void gld_Triangle3DSmooth_DX7(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2); -void gld_Quad3DSmooth_DX7(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3); - -// Primitive functions for Two-sided-lighting Vertex Shader - -void gld_Points2DTwoside_DX7(GLcontext *ctx, GLuint first, GLuint last); -void gld_Line2DFlatTwoside_DX7(GLcontext *ctx, GLuint v0, GLuint v1); -void gld_Line2DSmoothTwoside_DX7(GLcontext *ctx, GLuint v0, GLuint v1); -void gld_Triangle2DFlatTwoside_DX7(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2); -void gld_Triangle2DSmoothTwoside_DX7(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2); -void gld_Quad2DFlatTwoside_DX7(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3); -void gld_Quad2DSmoothTwoside_DX7(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3); - -#endif diff --git a/mesalib/src/mesa/drivers/windows/gldirect/dx7/gld_dxerr7.h b/mesalib/src/mesa/drivers/windows/gldirect/dx7/gld_dxerr7.h deleted file mode 100644 index df6fceb43..000000000 --- a/mesalib/src/mesa/drivers/windows/gldirect/dx7/gld_dxerr7.h +++ /dev/null @@ -1,77 +0,0 @@ -/*==========================================================================; - * - * - * File: dxerr8.h - * Content: DirectX Error Library Include File - * - ****************************************************************************/ - -#ifndef _GLD_DXERR7_H_ -#define _GLD_DXERR7_H_ - - -#include <d3d.h> - -// -// DXGetErrorString8 -// -// Desc: Converts an DirectX HRESULT to a string -// -// Args: HRESULT hr Can be any error code from -// DPLAY D3D8 D3DX8 DMUSIC DSOUND -// -// Return: Converted string -// -const char* __stdcall DXGetErrorString8A(HRESULT hr); -const WCHAR* __stdcall DXGetErrorString8W(HRESULT hr); - -#ifdef UNICODE - #define DXGetErrorString8 DXGetErrorString8W -#else - #define DXGetErrorString8 DXGetErrorString8A -#endif - - -// -// DXTrace -// -// Desc: Outputs a formatted error message to the debug stream -// -// Args: CHAR* strFile The current file, typically passed in using the -// __FILE__ macro. -// DWORD dwLine The current line number, typically passed in using the -// __LINE__ macro. -// HRESULT hr An HRESULT that will be traced to the debug stream. -// CHAR* strMsg A string that will be traced to the debug stream (may be NULL) -// BOOL bPopMsgBox If TRUE, then a message box will popup also containing the passed info. -// -// Return: The hr that was passed in. -// -//HRESULT __stdcall DXTraceA( char* strFile, DWORD dwLine, HRESULT hr, char* strMsg, BOOL bPopMsgBox = FALSE ); -//HRESULT __stdcall DXTraceW( char* strFile, DWORD dwLine, HRESULT hr, WCHAR* strMsg, BOOL bPopMsgBox = FALSE ); -HRESULT __stdcall DXTraceA( char* strFile, DWORD dwLine, HRESULT hr, char* strMsg, BOOL bPopMsgBox); -HRESULT __stdcall DXTraceW( char* strFile, DWORD dwLine, HRESULT hr, WCHAR* strMsg, BOOL bPopMsgBox); - -#ifdef UNICODE - #define DXTrace DXTraceW -#else - #define DXTrace DXTraceA -#endif - - -// -// Helper macros -// -#if defined(DEBUG) | defined(_DEBUG) - #define DXTRACE_MSG(str) DXTrace( __FILE__, (DWORD)__LINE__, 0, str, FALSE ) - #define DXTRACE_ERR(str,hr) DXTrace( __FILE__, (DWORD)__LINE__, hr, str, TRUE ) - #define DXTRACE_ERR_NOMSGBOX(str,hr) DXTrace( __FILE__, (DWORD)__LINE__, hr, str, FALSE ) -#else - #define DXTRACE_MSG(str) (0L) - #define DXTRACE_ERR(str,hr) (hr) - #define DXTRACE_ERR_NOMSGBOX(str,hr) (hr) -#endif - - -#endif - diff --git a/mesalib/src/mesa/drivers/windows/gldirect/dx7/gld_ext_dx7.c b/mesalib/src/mesa/drivers/windows/gldirect/dx7/gld_ext_dx7.c deleted file mode 100644 index ba60980bb..000000000 --- a/mesalib/src/mesa/drivers/windows/gldirect/dx7/gld_ext_dx7.c +++ /dev/null @@ -1,346 +0,0 @@ -/**************************************************************************** -* -* Mesa 3-D graphics library -* Direct3D Driver Interface -* -* ======================================================================== -* -* Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved. -* -* Permission is hereby granted, free of charge, to any person obtaining a -* copy of this software and associated documentation files (the "Software"), -* to deal in the Software without restriction, including without limitation -* the rights to use, copy, modify, merge, publish, distribute, sublicense, -* and/or sell copies of the Software, and to permit persons to whom the -* Software is furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included -* in all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS -* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL -* SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, -* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF -* OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE -* SOFTWARE. -* -* ====================================================================== -* -* Language: ANSI C -* Environment: Windows 9x/2000/XP/XBox (Win32) -* -* Description: GL extensions -* -****************************************************************************/ - -//#include "../GLDirect.h" -//#include "../gld_log.h" -//#include "../gld_settings.h" - -#include <windows.h> -#define GL_GLEXT_PROTOTYPES -#include <GL/gl.h> -#include <GL/glext.h> - -//#include "ddlog.h" -//#include "gld_dx8.h" - -#include "glheader.h" -#include "context.h" -#include "colormac.h" -#include "depth.h" -#include "extensions.h" -#include "macros.h" -#include "matrix.h" -// #include "mem.h" -//#include "mmath.h" -#include "mtypes.h" -#include "texformat.h" -#include "texstore.h" -#include "vbo/vbo.h" -#include "swrast_setup/swrast_setup.h" -#include "swrast_setup/ss_context.h" -#include "tnl/tnl.h" -#include "tnl/t_context.h" -#include "tnl/t_pipeline.h" - -#include "dglcontext.h" -#include "extensions.h" - -// For some reason this is not defined in an above header... -extern void _mesa_enable_imaging_extensions(GLcontext *ctx); - -//--------------------------------------------------------------------------- -// Hack for the SGIS_multitexture extension that was removed from Mesa -// NOTE: SGIS_multitexture enums also clash with GL_SGIX_async_pixel - - // NOTE: Quake2 ran *slower* with this enabled, so I've - // disabled it for now. - // To enable, uncomment: - // _mesa_add_extension(ctx, GL_TRUE, szGL_SGIS_multitexture, 0); - -//--------------------------------------------------------------------------- - -enum { - /* Quake2 GL_SGIS_multitexture */ - GL_SELECTED_TEXTURE_SGIS = 0x835B, - GL_SELECTED_TEXTURE_COORD_SET_SGIS = 0x835C, - GL_MAX_TEXTURES_SGIS = 0x835D, - GL_TEXTURE0_SGIS = 0x835E, - GL_TEXTURE1_SGIS = 0x835F, - GL_TEXTURE2_SGIS = 0x8360, - GL_TEXTURE3_SGIS = 0x8361, - GL_TEXTURE_COORD_SET_SOURCE_SGIS = 0x8363, -}; - -//--------------------------------------------------------------------------- - -void APIENTRY gldSelectTextureSGIS( - GLenum target) -{ - GLenum ARB_target = GL_TEXTURE0_ARB + (target - GL_TEXTURE0_SGIS); - glActiveTextureARB(ARB_target); -} - -//--------------------------------------------------------------------------- - -void APIENTRY gldMTexCoord2fSGIS( - GLenum target, - GLfloat s, - GLfloat t) -{ - GLenum ARB_target = GL_TEXTURE0_ARB + (target - GL_TEXTURE0_SGIS); - glMultiTexCoord2fARB(ARB_target, s, t); -} - -//--------------------------------------------------------------------------- - -void APIENTRY gldMTexCoord2fvSGIS( - GLenum target, - const GLfloat *v) -{ - GLenum ARB_target = GL_TEXTURE0_ARB + (target - GL_TEXTURE0_SGIS); - glMultiTexCoord2fvARB(ARB_target, v); -} - -//--------------------------------------------------------------------------- -// Extensions -//--------------------------------------------------------------------------- - -typedef struct { - PROC proc; - char *name; -} GLD_extension; - -GLD_extension GLD_extList[] = { -#ifdef GL_EXT_polygon_offset - { (PROC)glPolygonOffsetEXT, "glPolygonOffsetEXT" }, -#endif - { (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" }, - { (PROC)glPointParameterfEXT, "glPointParameterfEXT" }, - { (PROC)glPointParameterfvEXT, "glPointParameterfvEXT" }, - - { (PROC)glLockArraysEXT, "glLockArraysEXT" }, - { (PROC)glUnlockArraysEXT, "glUnlockArraysEXT" }, - { NULL, "\0" } -}; - -GLD_extension GLD_multitexList[] = { -/* - { (PROC)glMultiTexCoord1dSGIS, "glMTexCoord1dSGIS" }, - { (PROC)glMultiTexCoord1dvSGIS, "glMTexCoord1dvSGIS" }, - { (PROC)glMultiTexCoord1fSGIS, "glMTexCoord1fSGIS" }, - { (PROC)glMultiTexCoord1fvSGIS, "glMTexCoord1fvSGIS" }, - { (PROC)glMultiTexCoord1iSGIS, "glMTexCoord1iSGIS" }, - { (PROC)glMultiTexCoord1ivSGIS, "glMTexCoord1ivSGIS" }, - { (PROC)glMultiTexCoord1sSGIS, "glMTexCoord1sSGIS" }, - { (PROC)glMultiTexCoord1svSGIS, "glMTexCoord1svSGIS" }, - { (PROC)glMultiTexCoord2dSGIS, "glMTexCoord2dSGIS" }, - { (PROC)glMultiTexCoord2dvSGIS, "glMTexCoord2dvSGIS" }, - { (PROC)glMultiTexCoord2fSGIS, "glMTexCoord2fSGIS" }, - { (PROC)glMultiTexCoord2fvSGIS, "glMTexCoord2fvSGIS" }, - { (PROC)glMultiTexCoord2iSGIS, "glMTexCoord2iSGIS" }, - { (PROC)glMultiTexCoord2ivSGIS, "glMTexCoord2ivSGIS" }, - { (PROC)glMultiTexCoord2sSGIS, "glMTexCoord2sSGIS" }, - { (PROC)glMultiTexCoord2svSGIS, "glMTexCoord2svSGIS" }, - { (PROC)glMultiTexCoord3dSGIS, "glMTexCoord3dSGIS" }, - { (PROC)glMultiTexCoord3dvSGIS, "glMTexCoord3dvSGIS" }, - { (PROC)glMultiTexCoord3fSGIS, "glMTexCoord3fSGIS" }, - { (PROC)glMultiTexCoord3fvSGIS, "glMTexCoord3fvSGIS" }, - { (PROC)glMultiTexCoord3iSGIS, "glMTexCoord3iSGIS" }, - { (PROC)glMultiTexCoord3ivSGIS, "glMTexCoord3ivSGIS" }, - { (PROC)glMultiTexCoord3sSGIS, "glMTexCoord3sSGIS" }, - { (PROC)glMultiTexCoord3svSGIS, "glMTexCoord3svSGIS" }, - { (PROC)glMultiTexCoord4dSGIS, "glMTexCoord4dSGIS" }, - { (PROC)glMultiTexCoord4dvSGIS, "glMTexCoord4dvSGIS" }, - { (PROC)glMultiTexCoord4fSGIS, "glMTexCoord4fSGIS" }, - { (PROC)glMultiTexCoord4fvSGIS, "glMTexCoord4fvSGIS" }, - { (PROC)glMultiTexCoord4iSGIS, "glMTexCoord4iSGIS" }, - { (PROC)glMultiTexCoord4ivSGIS, "glMTexCoord4ivSGIS" }, - { (PROC)glMultiTexCoord4sSGIS, "glMTexCoord4sSGIS" }, - { (PROC)glMultiTexCoord4svSGIS, "glMTexCoord4svSGIS" }, - { (PROC)glMultiTexCoordPointerSGIS, "glMTexCoordPointerSGIS" }, - { (PROC)glSelectTextureSGIS, "glSelectTextureSGIS" }, - { (PROC)glSelectTextureCoordSetSGIS, "glSelectTextureCoordSetSGIS" }, -*/ - { (PROC)glActiveTextureARB, "glActiveTextureARB" }, - { (PROC)glClientActiveTextureARB, "glClientActiveTextureARB" }, - { (PROC)glMultiTexCoord1dARB, "glMultiTexCoord1dARB" }, - { (PROC)glMultiTexCoord1dvARB, "glMultiTexCoord1dvARB" }, - { (PROC)glMultiTexCoord1fARB, "glMultiTexCoord1fARB" }, - { (PROC)glMultiTexCoord1fvARB, "glMultiTexCoord1fvARB" }, - { (PROC)glMultiTexCoord1iARB, "glMultiTexCoord1iARB" }, - { (PROC)glMultiTexCoord1ivARB, "glMultiTexCoord1ivARB" }, - { (PROC)glMultiTexCoord1sARB, "glMultiTexCoord1sARB" }, - { (PROC)glMultiTexCoord1svARB, "glMultiTexCoord1svARB" }, - { (PROC)glMultiTexCoord2dARB, "glMultiTexCoord2dARB" }, - { (PROC)glMultiTexCoord2dvARB, "glMultiTexCoord2dvARB" }, - { (PROC)glMultiTexCoord2fARB, "glMultiTexCoord2fARB" }, - { (PROC)glMultiTexCoord2fvARB, "glMultiTexCoord2fvARB" }, - { (PROC)glMultiTexCoord2iARB, "glMultiTexCoord2iARB" }, - { (PROC)glMultiTexCoord2ivARB, "glMultiTexCoord2ivARB" }, - { (PROC)glMultiTexCoord2sARB, "glMultiTexCoord2sARB" }, - { (PROC)glMultiTexCoord2svARB, "glMultiTexCoord2svARB" }, - { (PROC)glMultiTexCoord3dARB, "glMultiTexCoord3dARB" }, - { (PROC)glMultiTexCoord3dvARB, "glMultiTexCoord3dvARB" }, - { (PROC)glMultiTexCoord3fARB, "glMultiTexCoord3fARB" }, - { (PROC)glMultiTexCoord3fvARB, "glMultiTexCoord3fvARB" }, - { (PROC)glMultiTexCoord3iARB, "glMultiTexCoord3iARB" }, - { (PROC)glMultiTexCoord3ivARB, "glMultiTexCoord3ivARB" }, - { (PROC)glMultiTexCoord3sARB, "glMultiTexCoord3sARB" }, - { (PROC)glMultiTexCoord3svARB, "glMultiTexCoord3svARB" }, - { (PROC)glMultiTexCoord4dARB, "glMultiTexCoord4dARB" }, - { (PROC)glMultiTexCoord4dvARB, "glMultiTexCoord4dvARB" }, - { (PROC)glMultiTexCoord4fARB, "glMultiTexCoord4fARB" }, - { (PROC)glMultiTexCoord4fvARB, "glMultiTexCoord4fvARB" }, - { (PROC)glMultiTexCoord4iARB, "glMultiTexCoord4iARB" }, - { (PROC)glMultiTexCoord4ivARB, "glMultiTexCoord4ivARB" }, - { (PROC)glMultiTexCoord4sARB, "glMultiTexCoord4sARB" }, - { (PROC)glMultiTexCoord4svARB, "glMultiTexCoord4svARB" }, - - // Descent3 doesn't use correct string, hence this hack - { (PROC)glMultiTexCoord4fARB, "glMultiTexCoord4f" }, - - // Quake2 SGIS multitexture - { (PROC)gldSelectTextureSGIS, "glSelectTextureSGIS" }, - { (PROC)gldMTexCoord2fSGIS, "glMTexCoord2fSGIS" }, - { (PROC)gldMTexCoord2fvSGIS, "glMTexCoord2fvSGIS" }, - - { NULL, "\0" } -}; - -//--------------------------------------------------------------------------- - -PROC gldGetProcAddress_DX( - LPCSTR a) -{ - int i; - PROC proc = NULL; - - for (i=0; GLD_extList[i].proc; i++) { - if (!strcmp(a, GLD_extList[i].name)) { - proc = GLD_extList[i].proc; - break; - } - } - - if (glb.bMultitexture) { - for (i=0; GLD_multitexList[i].proc; i++) { - if (!strcmp(a, GLD_multitexList[i].name)) { - proc = GLD_multitexList[i].proc; - break; - } - } - } - - gldLogPrintf(GLDLOG_INFO, "GetProcAddress: %s (%s)", a, proc ? "OK" : "Failed"); - - return proc; -} - -//--------------------------------------------------------------------------- - -void gldEnableExtensions_DX7( - GLcontext *ctx) -{ - GLuint i; - - // Mesa enables some extensions by default. - // This table decides which ones we want to switch off again. - - // NOTE: GL_EXT_compiled_vertex_array appears broken. - - const char *gld_disable_extensions[] = { -// "GL_ARB_transpose_matrix", -// "GL_EXT_compiled_vertex_array", -// "GL_EXT_polygon_offset", -// "GL_EXT_rescale_normal", - "GL_EXT_texture3D", -// "GL_NV_texgen_reflection", - "GL_EXT_abgr", - "GL_EXT_bgra", - NULL - }; - - const char *gld_multitex_extensions[] = { - "GL_ARB_multitexture", // Quake 3 - NULL - }; - - // Quake 2 engines - const char *szGL_SGIS_multitexture = "GL_SGIS_multitexture"; - - const char *gld_enable_extensions[] = { - "GL_EXT_texture_env_add", // Quake 3 - "GL_ARB_texture_env_add", // Quake 3 - NULL - }; - - for (i=0; gld_disable_extensions[i]; i++) { - _mesa_disable_extension(ctx, gld_disable_extensions[i]); - } - - for (i=0; gld_enable_extensions[i]; i++) { - _mesa_enable_extension(ctx, gld_enable_extensions[i]); - } - - if (glb.bMultitexture) { - for (i=0; gld_multitex_extensions[i]; i++) { - _mesa_enable_extension(ctx, gld_multitex_extensions[i]); - } - - // GL_SGIS_multitexture - // NOTE: Quake2 ran *slower* with this enabled, so I've - // disabled it for now. - // Fair bit slower on GeForce256, - // Much slower on 3dfx Voodoo5 5500. -// _mesa_add_extension(ctx, GL_TRUE, szGL_SGIS_multitexture, 0); - - } - - _mesa_enable_imaging_extensions(ctx); - _mesa_enable_1_3_extensions(ctx); - _mesa_enable_1_4_extensions(ctx); -} - -//--------------------------------------------------------------------------- diff --git a/mesalib/src/mesa/drivers/windows/gldirect/dx7/gld_pipeline_dx7.c b/mesalib/src/mesa/drivers/windows/gldirect/dx7/gld_pipeline_dx7.c deleted file mode 100644 index 9ccec69b9..000000000 --- a/mesalib/src/mesa/drivers/windows/gldirect/dx7/gld_pipeline_dx7.c +++ /dev/null @@ -1,77 +0,0 @@ -/**************************************************************************** -* -* Mesa 3-D graphics library -* Direct3D Driver Interface -* -* ======================================================================== -* -* Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved. -* -* Permission is hereby granted, free of charge, to any person obtaining a -* copy of this software and associated documentation files (the "Software"), -* to deal in the Software without restriction, including without limitation -* the rights to use, copy, modify, merge, publish, distribute, sublicense, -* and/or sell copies of the Software, and to permit persons to whom the -* Software is furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included -* in all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS -* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL -* SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, -* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF -* OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE -* SOFTWARE. -* -* ====================================================================== -* -* Language: ANSI C -* Environment: Windows 9x/2000/XP/XBox (Win32) -* -* Description: Mesa transformation pipeline with GLDirect fastpath -* -****************************************************************************/ - -//#include "../GLDirect.h" - -#include "dglcontext.h" -#include "ddlog.h" -#include "gld_dx7.h" - -#include "tnl/tnl.h" -#include "tnl/t_context.h" -#include "tnl/t_pipeline.h" - -//--------------------------------------------------------------------------- - -extern struct tnl_pipeline_stage _gld_d3d_render_stage; -extern struct tnl_pipeline_stage _gld_mesa_render_stage; - -static const struct tnl_pipeline_stage *gld_pipeline[] = { - &_gld_d3d_render_stage, // Direct3D TnL - &_tnl_vertex_transform_stage, - &_tnl_normal_transform_stage, - &_tnl_lighting_stage, - &_tnl_fog_coordinate_stage, /* TODO: Omit fog stage. ??? */ - &_tnl_texgen_stage, - &_tnl_texture_transform_stage, - &_tnl_point_attenuation_stage, - &_gld_mesa_render_stage, // Mesa TnL, D3D rendering - 0, -}; - -//--------------------------------------------------------------------------- - -void gldInstallPipeline_DX7( - GLcontext *ctx) -{ - // Remove any existing pipeline stages, - // then install GLDirect pipeline stages. - - _tnl_destroy_pipeline(ctx); - _tnl_install_pipeline(ctx, gld_pipeline); -} - -//--------------------------------------------------------------------------- diff --git a/mesalib/src/mesa/drivers/windows/gldirect/dx7/gld_primitive_dx7.c b/mesalib/src/mesa/drivers/windows/gldirect/dx7/gld_primitive_dx7.c deleted file mode 100644 index c99ba0bba..000000000 --- a/mesalib/src/mesa/drivers/windows/gldirect/dx7/gld_primitive_dx7.c +++ /dev/null @@ -1,1448 +0,0 @@ -/**************************************************************************** -* -* Mesa 3-D graphics library -* Direct3D Driver Interface -* -* ======================================================================== -* -* Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved. -* -* Permission is hereby granted, free of charge, to any person obtaining a -* copy of this software and associated documentation files (the "Software"), -* to deal in the Software without restriction, including without limitation -* the rights to use, copy, modify, merge, publish, distribute, sublicense, -* and/or sell copies of the Software, and to permit persons to whom the -* Software is furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included -* in all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS -* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL -* SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, -* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF -* OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE -* SOFTWARE. -* -* ====================================================================== -* -* Language: ANSI C -* Environment: Windows 9x/2000/XP/XBox (Win32) -* -* Description: Primitive (points/lines/tris/quads) rendering -* -****************************************************************************/ - -//#include "../GLDirect.h" - -//#include "gld_dx8.h" - -#include "dglcontext.h" -#include "ddlog.h" -#include "gld_dx7.h" - -#include "glheader.h" -#include "context.h" -#include "colormac.h" -#include "depth.h" -#include "extensions.h" -#include "macros.h" -#include "matrix.h" -// #include "mem.h" -//#include "mmath.h" -#include "mtypes.h" -#include "texformat.h" -#include "texstore.h" -#include "vbo/vbo.h" -#include "swrast/swrast.h" -#include "swrast_setup/swrast_setup.h" -#include "swrast_setup/ss_context.h" -#include "swrast/s_context.h" -#include "swrast/s_depth.h" -#include "swrast/s_lines.h" -#include "swrast/s_triangle.h" -#include "swrast/s_trispan.h" -#include "tnl/tnl.h" -#include "tnl/t_context.h" -#include "tnl/t_pipeline.h" - -// Disable compiler complaints about unreferenced local variables -#pragma warning (disable:4101) - -//--------------------------------------------------------------------------- -// Helper defines for primitives -//--------------------------------------------------------------------------- - -//static const float ooZ = 1.0f / 65536.0f; // One over Z - -#define GLD_COLOUR (D3DCOLOR_RGBA(swv->color[0], swv->color[1], swv->color[2], swv->color[3])) -#define GLD_SPECULAR (D3DCOLOR_RGBA(swv->specular[0], swv->specular[1], swv->specular[2], swv->specular[3])) -#define GLD_FLIP_Y(y) (gldCtx->dwHeight - (y)) - -//--------------------------------------------------------------------------- -// 2D vertex setup -//--------------------------------------------------------------------------- - -#define GLD_SETUP_2D_VARS_POINTS \ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); \ - GLD_driver_dx7 *gld = GLD_GET_DX7_DRIVER(gldCtx); \ - GLD_2D_VERTEX *pV = (GLD_2D_VERTEX*)gld->PB2d.pPoints; \ - SScontext *ss = SWSETUP_CONTEXT(ctx); \ - SWvertex *swv; \ - DWORD dwSpecularColour; \ - DWORD dwFlatColour - -#define GLD_SETUP_2D_VARS_LINES \ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); \ - GLD_driver_dx7 *gld = GLD_GET_DX7_DRIVER(gldCtx); \ - GLD_2D_VERTEX *pV = (GLD_2D_VERTEX*)gld->PB2d.pLines; \ - SScontext *ss = SWSETUP_CONTEXT(ctx); \ - SWvertex *swv; \ - DWORD dwSpecularColour; \ - DWORD dwFlatColour - -#define GLD_SETUP_2D_VARS_TRIANGLES \ - BOOL bFog = ctx->Fog.Enabled; \ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); \ - GLD_driver_dx7 *gld = GLD_GET_DX7_DRIVER(gldCtx); \ - GLD_2D_VERTEX *pV = (GLD_2D_VERTEX*)gld->PB2d.pTriangles; \ - SScontext *ss = SWSETUP_CONTEXT(ctx); \ - SWvertex *swv; \ - DWORD dwSpecularColour; \ - DWORD dwFlatColour; \ - GLuint facing = 0; \ - struct vertex_buffer *VB; \ - GLchan (*vbcolor)[4]; \ - GLchan (*vbspec)[4] - -#define GLD_SETUP_GET_SWVERT(s) \ - swv = &ss->verts[##s] - -#define GLD_SETUP_2D_VERTEX \ - pV->x = swv->win[0]; \ - pV->y = GLD_FLIP_Y(swv->win[1]); \ - pV->rhw = swv->win[3] - -#define GLD_SETUP_SMOOTH_COLOUR \ - pV->diffuse = GLD_COLOUR - -#define GLD_SETUP_GET_FLAT_COLOUR \ - dwFlatColour = GLD_COLOUR -#define GLD_SETUP_GET_FLAT_FOG_COLOUR \ - dwFlatColour = _gldComputeFog(ctx, swv) - -#define GLD_SETUP_USE_FLAT_COLOUR \ - pV->diffuse = dwFlatColour - -#define GLD_SETUP_GET_FLAT_SPECULAR \ - dwSpecularColour= GLD_SPECULAR - -#define GLD_SETUP_USE_FLAT_SPECULAR \ - pV->specular = dwSpecularColour - -#define GLD_SETUP_DEPTH \ - pV->sz = swv->win[2] / ctx->DepthMaxF -// pV->z = swv->win[2] * ooZ; - -#define GLD_SETUP_SPECULAR \ - pV->specular = GLD_SPECULAR - -#define GLD_SETUP_FOG \ - pV->diffuse = _gldComputeFog(ctx, swv) - -#define GLD_SETUP_TEX0 \ - pV->t0_u = swv->texcoord[0][0]; \ - pV->t0_v = swv->texcoord[0][1] - -#define GLD_SETUP_TEX1 \ - pV->t1_u = swv->texcoord[1][0]; \ - pV->t1_v = swv->texcoord[1][1] - -#define GLD_SETUP_LIGHTING(v) \ - if (facing == 1) { \ - pV->diffuse = D3DCOLOR_RGBA(vbcolor[##v][0], vbcolor[##v][1], vbcolor[##v][2], vbcolor[##v][3]); \ - if (vbspec) { \ - pV->specular = D3DCOLOR_RGBA(vbspec[##v][0], vbspec[##v][1], vbspec[##v][2], vbspec[##v][3]); \ - } \ - } else { \ - if (bFog) \ - GLD_SETUP_FOG; \ - else \ - GLD_SETUP_SMOOTH_COLOUR; \ - GLD_SETUP_SPECULAR; \ - } - -#define GLD_SETUP_GET_FLAT_LIGHTING(v) \ - if (facing == 1) { \ - dwFlatColour = D3DCOLOR_RGBA(vbcolor[##v][0], vbcolor[##v][1], vbcolor[##v][2], vbcolor[##v][3]); \ - if (vbspec) { \ - dwSpecularColour = D3DCOLOR_RGBA(vbspec[##v][0], vbspec[##v][1], vbspec[##v][2], vbspec[##v][3]); \ - } \ - } - -#define GLD_SETUP_TWOSIDED_LIGHTING \ - /* Two-sided lighting */ \ - if (ctx->_TriangleCaps & DD_TRI_LIGHT_TWOSIDE) { \ - SWvertex *verts = SWSETUP_CONTEXT(ctx)->verts; \ - SWvertex *v[3]; \ - GLfloat ex,ey,fx,fy,cc; \ - /* Get vars for later */ \ - VB = &TNL_CONTEXT(ctx)->vb; \ - vbcolor = (GLchan (*)[4])VB->ColorPtr[1]->data; \ - if (VB->SecondaryColorPtr[1]) { \ - vbspec = (GLchan (*)[4])VB->SecondaryColorPtr[1]->data; \ - } else { \ - vbspec = NULL; \ - } \ - v[0] = &verts[v0]; \ - v[1] = &verts[v1]; \ - v[2] = &verts[v2]; \ - ex = v[0]->win[0] - v[2]->win[0]; \ - ey = v[0]->win[1] - v[2]->win[1]; \ - fx = v[1]->win[0] - v[2]->win[0]; \ - fy = v[1]->win[1] - v[2]->win[1]; \ - cc = ex*fy - ey*fx; \ - facing = (cc < 0.0) ^ ctx->Polygon._FrontBit; \ - } - -//--------------------------------------------------------------------------- -// 3D vertex setup -//--------------------------------------------------------------------------- - -#define GLD_SETUP_3D_VARS_POINTS \ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); \ - GLD_driver_dx7 *gld = GLD_GET_DX7_DRIVER(gldCtx); \ - GLD_3D_VERTEX *pV = (GLD_3D_VERTEX*)gld->PB3d.pPoints; \ - TNLcontext *tnl = TNL_CONTEXT(ctx); \ - struct vertex_buffer *VB = &tnl->vb; \ - GLfloat (*p4f)[4]; \ - GLfloat (*tc)[4]; \ - DWORD dwColor; - -#define GLD_SETUP_3D_VARS_LINES \ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); \ - GLD_driver_dx7 *gld = GLD_GET_DX7_DRIVER(gldCtx); \ - GLD_3D_VERTEX *pV = (GLD_3D_VERTEX*)gld->PB3d.pLines; \ - TNLcontext *tnl = TNL_CONTEXT(ctx); \ - struct vertex_buffer *VB = &tnl->vb; \ - GLfloat (*p4f)[4]; \ - GLfloat (*tc)[4]; \ - DWORD dwColor; - -#define GLD_SETUP_3D_VARS_TRIANGLES \ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); \ - GLD_driver_dx7 *gld = GLD_GET_DX7_DRIVER(gldCtx); \ - GLD_3D_VERTEX *pV = (GLD_3D_VERTEX*)gld->PB3d.pTriangles; \ - TNLcontext *tnl = TNL_CONTEXT(ctx); \ - struct vertex_buffer *VB = &tnl->vb; \ - GLfloat (*p4f)[4]; \ - GLfloat (*tc)[4]; \ - DWORD dwColor; - -#define GLD_SETUP_3D_VERTEX(v) \ - p4f = VB->ObjPtr->data; \ - pV->Position.x = p4f[##v][0]; \ - pV->Position.y = p4f[##v][1]; \ - pV->Position.z = p4f[##v][2]; - -#define GLD_SETUP_SMOOTH_COLOUR_3D(v) \ - p4f = (GLfloat (*)[4])VB->ColorPtr[0]->data; \ - pV->Diffuse = D3DCOLOR_COLORVALUE(p4f[##v][0], p4f[##v][1], p4f[##v][2], p4f[##v][3]); - - -#define GLD_SETUP_GET_FLAT_COLOUR_3D(v) \ - p4f = (GLfloat (*)[4])VB->ColorPtr[0]->data; \ - dwColor = D3DCOLOR_COLORVALUE(p4f[##v][0], p4f[##v][1], p4f[##v][2], p4f[##v][3]); - -#define GLD_SETUP_USE_FLAT_COLOUR_3D \ - pV->Diffuse = dwColor; - -#define GLD_SETUP_TEX0_3D(v) \ - if (VB->TexCoordPtr[0]) { \ - tc = VB->TexCoordPtr[0]->data; \ - pV->TexUnit0.x = tc[##v][0]; \ - pV->TexUnit0.y = tc[##v][1]; \ - } - -#define GLD_SETUP_TEX1_3D(v) \ - if (VB->TexCoordPtr[1]) { \ - tc = VB->TexCoordPtr[1]->data; \ - pV->TexUnit1.x = tc[##v][0]; \ - pV->TexUnit1.y = tc[##v][1]; \ - } - -//--------------------------------------------------------------------------- -// Helper functions -//--------------------------------------------------------------------------- - -__inline DWORD _gldComputeFog( - GLcontext *ctx, - SWvertex *swv) -{ - // Full fog calculation. - // Based on Mesa code. - - GLchan rFog, gFog, bFog; - GLchan fR, fG, fB; - const GLfloat f = swv->fog; - const GLfloat g = 1.0 - f; - - UNCLAMPED_FLOAT_TO_CHAN(rFog, ctx->Fog.Color[RCOMP]); - UNCLAMPED_FLOAT_TO_CHAN(gFog, ctx->Fog.Color[GCOMP]); - UNCLAMPED_FLOAT_TO_CHAN(bFog, ctx->Fog.Color[BCOMP]); - fR = f * swv->color[0] + g * rFog; - fG = f * swv->color[1] + g * gFog; - fB = f * swv->color[2] + g * bFog; - return D3DCOLOR_RGBA(fR, fG, fB, swv->color[3]); -} - -//--------------------------------------------------------------------------- - -void gld_ResetLineStipple_DX7( - GLcontext *ctx) -{ - // TODO: Fake stipple with a 32x32 texture. -} - -//--------------------------------------------------------------------------- -// 2D (post-transformed) primitives -//--------------------------------------------------------------------------- - -void gld_Points2D_DX7( - GLcontext *ctx, - GLuint first, - GLuint last) -{ - GLD_SETUP_2D_VARS_POINTS; - - unsigned i; - struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb; - - // _Size is already clamped to MaxPointSize and MinPointSize - // Not supported by DX7 -// IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_POINTSIZE, *((DWORD*)&ctx->Point._Size)); - - if (VB->Elts) { - for (i=first; i<last; i++, pV++) { - if (VB->ClipMask[VB->Elts[i]] == 0) { -// _swrast_Point( ctx, &verts[VB->Elts[i]] ); - GLD_SETUP_GET_SWVERT(VB->Elts[i]); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_SMOOTH_COLOUR; - GLD_SETUP_DEPTH; - GLD_SETUP_SPECULAR; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - } - } - } else { - GLD_SETUP_GET_SWVERT(first); - for (i=first; i<last; i++, swv++, pV++) { - if (VB->ClipMask[i] == 0) { -// _swrast_Point( ctx, &verts[i] ); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_SMOOTH_COLOUR; - GLD_SETUP_DEPTH; - GLD_SETUP_SPECULAR; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - } - } - } - - gld->PB2d.pPoints = (BYTE*)pV; - gld->PB2d.nPoints += (last-first); -} - -//--------------------------------------------------------------------------- - -void gld_Line2DFlat_DX7( - GLcontext *ctx, - GLuint v0, - GLuint v1) -{ - GLD_SETUP_2D_VARS_LINES; - - GLD_SETUP_GET_SWVERT(v1); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_DEPTH; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - GLD_SETUP_GET_FLAT_COLOUR; - GLD_SETUP_USE_FLAT_COLOUR; - GLD_SETUP_GET_FLAT_SPECULAR; - GLD_SETUP_USE_FLAT_SPECULAR; - pV++; - - GLD_SETUP_GET_SWVERT(v0); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_DEPTH; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - GLD_SETUP_USE_FLAT_COLOUR; - GLD_SETUP_USE_FLAT_SPECULAR; - pV++; - - gld->PB2d.pLines = (BYTE*)pV; - gld->PB2d.nLines++; -} - -//--------------------------------------------------------------------------- - -void gld_Line2DSmooth_DX7( - GLcontext *ctx, - GLuint v0, - GLuint v1) -{ - GLD_SETUP_2D_VARS_LINES; - - GLD_SETUP_GET_SWVERT(v0); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_SMOOTH_COLOUR; - GLD_SETUP_DEPTH; - GLD_SETUP_SPECULAR; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - pV++; - - GLD_SETUP_GET_SWVERT(v1); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_SMOOTH_COLOUR; - GLD_SETUP_SPECULAR; - GLD_SETUP_DEPTH; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - pV++; - - gld->PB2d.pLines = (BYTE*)pV; - gld->PB2d.nLines++; -} - -//--------------------------------------------------------------------------- - -void gld_Triangle2DFlat_DX7( - GLcontext *ctx, - GLuint v0, - GLuint v1, - GLuint v2) -{ - GLD_SETUP_2D_VARS_TRIANGLES; - - GLD_SETUP_GET_SWVERT(v2); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_DEPTH; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - GLD_SETUP_GET_FLAT_COLOUR; - GLD_SETUP_USE_FLAT_COLOUR; - pV++;; - - GLD_SETUP_GET_SWVERT(v0); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_DEPTH; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - GLD_SETUP_USE_FLAT_COLOUR; - pV++; - - GLD_SETUP_GET_SWVERT(v1); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_DEPTH; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - GLD_SETUP_USE_FLAT_COLOUR; - pV++; - - gld->PB2d.pTriangles = (BYTE*)pV; - gld->PB2d.nTriangles++; -} - -//--------------------------------------------------------------------------- - -void gld_Triangle2DSmooth_DX7( - GLcontext *ctx, - GLuint v0, - GLuint v1, - GLuint v2) -{ - - GLD_SETUP_2D_VARS_TRIANGLES; - - GLD_SETUP_GET_SWVERT(v0); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_SMOOTH_COLOUR; - GLD_SETUP_DEPTH; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - pV++; - - GLD_SETUP_GET_SWVERT(v1); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_SMOOTH_COLOUR; - GLD_SETUP_DEPTH; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - pV++; - - GLD_SETUP_GET_SWVERT(v2); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_SMOOTH_COLOUR; - GLD_SETUP_DEPTH; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - pV++; - - gld->PB2d.pTriangles = (BYTE*)pV; - gld->PB2d.nTriangles++; -} - -//--------------------------------------------------------------------------- - -void gld_Triangle2DFlatExtras_DX7( - GLcontext *ctx, - GLuint v0, - GLuint v1, - GLuint v2) -{ - GLD_SETUP_2D_VARS_TRIANGLES; - - GLD_SETUP_TWOSIDED_LIGHTING(v2); - - GLD_SETUP_GET_SWVERT(v2); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_DEPTH; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - if (bFog) - GLD_SETUP_GET_FLAT_FOG_COLOUR; - else - GLD_SETUP_GET_FLAT_COLOUR; - GLD_SETUP_GET_FLAT_SPECULAR; - GLD_SETUP_GET_FLAT_LIGHTING(v2); - GLD_SETUP_USE_FLAT_COLOUR; - GLD_SETUP_USE_FLAT_SPECULAR; - pV++; - - GLD_SETUP_GET_SWVERT(v0); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_DEPTH; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - GLD_SETUP_USE_FLAT_COLOUR; - GLD_SETUP_USE_FLAT_SPECULAR; - pV++; - - GLD_SETUP_GET_SWVERT(v1); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_DEPTH; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - GLD_SETUP_USE_FLAT_COLOUR; - GLD_SETUP_USE_FLAT_SPECULAR; - pV++; - - gld->PB2d.pTriangles = (BYTE*)pV; - gld->PB2d.nTriangles++; -} - -//--------------------------------------------------------------------------- - -void gld_Triangle2DSmoothExtras_DX7( - GLcontext *ctx, - GLuint v0, - GLuint v1, - GLuint v2) -{ - GLD_SETUP_2D_VARS_TRIANGLES; - - GLD_SETUP_TWOSIDED_LIGHTING(v0); - - GLD_SETUP_GET_SWVERT(v0); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_DEPTH; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - GLD_SETUP_LIGHTING(v0); - pV++; - - GLD_SETUP_GET_SWVERT(v1); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_DEPTH; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - GLD_SETUP_LIGHTING(v1); - pV++; - - GLD_SETUP_GET_SWVERT(v2); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_DEPTH; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - GLD_SETUP_LIGHTING(v2); - pV++; - - gld->PB2d.pTriangles = (BYTE*)pV; - gld->PB2d.nTriangles++; -} - -//--------------------------------------------------------------------------- - -void gld_Quad2DFlat_DX7( - GLcontext *ctx, - GLuint v0, - GLuint v1, - GLuint v2, - GLuint v3) -{ - GLD_SETUP_2D_VARS_TRIANGLES; - - GLD_SETUP_GET_SWVERT(v3); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_DEPTH; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - GLD_SETUP_GET_FLAT_COLOUR; - GLD_SETUP_USE_FLAT_COLOUR; - pV++; - - GLD_SETUP_GET_SWVERT(v0); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_DEPTH; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - GLD_SETUP_USE_FLAT_COLOUR; - pV++; - - GLD_SETUP_GET_SWVERT(v1); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_DEPTH; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - GLD_SETUP_USE_FLAT_COLOUR; - pV++; - - GLD_SETUP_GET_SWVERT(v1); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_DEPTH; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - GLD_SETUP_USE_FLAT_COLOUR; - pV++; - - GLD_SETUP_GET_SWVERT(v2); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_DEPTH; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - GLD_SETUP_USE_FLAT_COLOUR; - pV++; - - GLD_SETUP_GET_SWVERT(v3); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_DEPTH; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - GLD_SETUP_USE_FLAT_COLOUR; - pV++; - - gld->PB2d.pTriangles = (BYTE*)pV; - gld->PB2d.nTriangles += 2; -} - -//--------------------------------------------------------------------------- - -void gld_Quad2DSmooth_DX7( - GLcontext *ctx, - GLuint v0, - GLuint v1, - GLuint v2, - GLuint v3) -{ - GLD_SETUP_2D_VARS_TRIANGLES; - - GLD_SETUP_GET_SWVERT(v0); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_SMOOTH_COLOUR; - GLD_SETUP_DEPTH; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - pV++; - - GLD_SETUP_GET_SWVERT(v1); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_SMOOTH_COLOUR; - GLD_SETUP_DEPTH; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - pV++; - - GLD_SETUP_GET_SWVERT(v2); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_SMOOTH_COLOUR; - GLD_SETUP_DEPTH; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - pV++; - - GLD_SETUP_GET_SWVERT(v2); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_SMOOTH_COLOUR; - GLD_SETUP_DEPTH; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - pV++; - - GLD_SETUP_GET_SWVERT(v3); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_SMOOTH_COLOUR; - GLD_SETUP_DEPTH; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - pV++; - - GLD_SETUP_GET_SWVERT(v0); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_SMOOTH_COLOUR; - GLD_SETUP_DEPTH; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - pV++; - - gld->PB2d.pTriangles = (BYTE*)pV; - gld->PB2d.nTriangles += 2; -} - -//--------------------------------------------------------------------------- - -void gld_Quad2DFlatExtras_DX7( - GLcontext *ctx, - GLuint v0, - GLuint v1, - GLuint v2, - GLuint v3) -{ - GLD_SETUP_2D_VARS_TRIANGLES; - - GLD_SETUP_TWOSIDED_LIGHTING(v3); - - GLD_SETUP_GET_SWVERT(v3); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_DEPTH; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - if (bFog) - GLD_SETUP_GET_FLAT_FOG_COLOUR; - else - GLD_SETUP_GET_FLAT_COLOUR; - GLD_SETUP_GET_FLAT_SPECULAR; - GLD_SETUP_GET_FLAT_LIGHTING(v3); - GLD_SETUP_USE_FLAT_COLOUR; - GLD_SETUP_USE_FLAT_SPECULAR; - pV++; - - GLD_SETUP_GET_SWVERT(v0); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_DEPTH; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - GLD_SETUP_USE_FLAT_COLOUR; - GLD_SETUP_USE_FLAT_SPECULAR; - pV++; - - GLD_SETUP_GET_SWVERT(v1); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_DEPTH; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - GLD_SETUP_USE_FLAT_COLOUR; - GLD_SETUP_USE_FLAT_SPECULAR; - pV++; - - GLD_SETUP_GET_SWVERT(v1); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_DEPTH; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - GLD_SETUP_USE_FLAT_COLOUR; - GLD_SETUP_USE_FLAT_SPECULAR; - pV++; - - GLD_SETUP_GET_SWVERT(v2); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_DEPTH; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - GLD_SETUP_USE_FLAT_COLOUR; - GLD_SETUP_USE_FLAT_SPECULAR; - pV++; - - GLD_SETUP_GET_SWVERT(v3); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_DEPTH; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - GLD_SETUP_USE_FLAT_COLOUR; - GLD_SETUP_USE_FLAT_SPECULAR; - pV++; - - gld->PB2d.pTriangles = (BYTE*)pV; - gld->PB2d.nTriangles += 2; -} - -//--------------------------------------------------------------------------- - -void gld_Quad2DSmoothExtras_DX7( - GLcontext *ctx, - GLuint v0, - GLuint v1, - GLuint v2, - GLuint v3) -{ - GLD_SETUP_2D_VARS_TRIANGLES; - - GLD_SETUP_TWOSIDED_LIGHTING(v0); - - GLD_SETUP_GET_SWVERT(v0); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_DEPTH; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - GLD_SETUP_LIGHTING(v0); - pV++; - - GLD_SETUP_GET_SWVERT(v1); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_DEPTH; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - GLD_SETUP_LIGHTING(v1); - pV++; - - GLD_SETUP_GET_SWVERT(v2); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_DEPTH; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - GLD_SETUP_LIGHTING(v2); - pV++; - - GLD_SETUP_GET_SWVERT(v2); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_DEPTH; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - GLD_SETUP_LIGHTING(v2); - pV++; - - GLD_SETUP_GET_SWVERT(v3); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_DEPTH; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - GLD_SETUP_LIGHTING(v3); - pV++; - - GLD_SETUP_GET_SWVERT(v0); - GLD_SETUP_2D_VERTEX; - GLD_SETUP_DEPTH; - GLD_SETUP_TEX0; - GLD_SETUP_TEX1; - GLD_SETUP_LIGHTING(v0); - pV++; - - gld->PB2d.pTriangles = (BYTE*)pV; - gld->PB2d.nTriangles += 2; -} - -//--------------------------------------------------------------------------- -// 3D (pre-transformed) primitives -//--------------------------------------------------------------------------- - -void gld_Points3D_DX7( - GLcontext *ctx, - GLuint first, - GLuint last) -{ - GLD_SETUP_3D_VARS_POINTS - - unsigned i; -// struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb; - - // _Size is already clamped to MaxPointSize and MinPointSize - // Not supported by DX7 -// IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_POINTSIZE, *((DWORD*)&ctx->Point._Size)); - - if (VB->Elts) { - for (i=first; i<last; i++, pV++) { - if (VB->ClipMask[VB->Elts[i]] == 0) { -// _swrast_Point( ctx, &verts[VB->Elts[i]] ); -// GLD_SETUP_GET_SWVERT(VB->Elts[i]); - GLD_SETUP_3D_VERTEX(VB->Elts[i]) - GLD_SETUP_SMOOTH_COLOUR_3D(i) - GLD_SETUP_TEX0_3D(i) - GLD_SETUP_TEX1_3D(i) - } - } - } else { -// GLD_SETUP_GET_SWVERT(first); - for (i=first; i<last; i++, pV++) { - if (VB->ClipMask[i] == 0) { -// _swrast_Point( ctx, &verts[i] ); - GLD_SETUP_3D_VERTEX(i) - GLD_SETUP_SMOOTH_COLOUR_3D(i) - GLD_SETUP_TEX0_3D(i) - GLD_SETUP_TEX1_3D(i) - } - } - } -/* - for (i=first; i<last; i++, pV++) { - GLD_SETUP_3D_VERTEX(i) - GLD_SETUP_SMOOTH_COLOUR_3D(i) - GLD_SETUP_TEX0_3D(i) - GLD_SETUP_TEX1_3D(i) - } -*/ - gld->PB3d.pPoints = (BYTE*)pV; - gld->PB3d.nPoints += (last-first); -} - -//--------------------------------------------------------------------------- -// Line functions -//--------------------------------------------------------------------------- - -void gld_Line3DFlat_DX7( - GLcontext *ctx, - GLuint v0, - GLuint v1) -{ - GLD_SETUP_3D_VARS_LINES - - GLD_SETUP_3D_VERTEX(v1) - GLD_SETUP_GET_FLAT_COLOUR_3D(v1) - GLD_SETUP_USE_FLAT_COLOUR_3D - GLD_SETUP_TEX0_3D(v1) - GLD_SETUP_TEX1_3D(v1) - pV++; - - GLD_SETUP_3D_VERTEX(v0) - GLD_SETUP_USE_FLAT_COLOUR_3D - GLD_SETUP_TEX0_3D(v0) - GLD_SETUP_TEX1_3D(v0) - pV++; - - gld->PB3d.pLines = (BYTE*)pV; - gld->PB3d.nLines++; -} - -//--------------------------------------------------------------------------- - -void gld_Line3DSmooth_DX7( - GLcontext *ctx, - GLuint v0, - GLuint v1) -{ - GLD_SETUP_3D_VARS_LINES - - GLD_SETUP_3D_VERTEX(v1) - GLD_SETUP_SMOOTH_COLOUR_3D(v1) - GLD_SETUP_TEX0_3D(v1) - GLD_SETUP_TEX1_3D(v1) - pV++; - - GLD_SETUP_3D_VERTEX(v0) - GLD_SETUP_SMOOTH_COLOUR_3D(v0) - GLD_SETUP_TEX0_3D(v0) - GLD_SETUP_TEX1_3D(v0) - pV++; - - gld->PB3d.pLines = (BYTE*)pV; - gld->PB3d.nLines++; -} - -//--------------------------------------------------------------------------- -// Triangle functions -//--------------------------------------------------------------------------- - -void gld_Triangle3DFlat_DX7( - GLcontext *ctx, - GLuint v0, - GLuint v1, - GLuint v2) -{ - GLD_SETUP_3D_VARS_TRIANGLES - - GLD_SETUP_3D_VERTEX(v2) - GLD_SETUP_TEX0_3D(v2) - GLD_SETUP_TEX1_3D(v2) - GLD_SETUP_GET_FLAT_COLOUR_3D(v2) - GLD_SETUP_USE_FLAT_COLOUR_3D - pV++; - - GLD_SETUP_3D_VERTEX(v0) - GLD_SETUP_TEX0_3D(v0) - GLD_SETUP_TEX1_3D(v0) - GLD_SETUP_USE_FLAT_COLOUR_3D - pV++; - - GLD_SETUP_3D_VERTEX(v1) - GLD_SETUP_TEX0_3D(v1) - GLD_SETUP_TEX1_3D(v1) - GLD_SETUP_USE_FLAT_COLOUR_3D - pV++; - - gld->PB3d.pTriangles = (BYTE*)pV; - gld->PB3d.nTriangles++; -} - -//--------------------------------------------------------------------------- - -void gld_Triangle3DSmooth_DX7( - GLcontext *ctx, - GLuint v0, - GLuint v1, - GLuint v2) -{ - GLD_SETUP_3D_VARS_TRIANGLES - - GLD_SETUP_3D_VERTEX(v0) - GLD_SETUP_SMOOTH_COLOUR_3D(v0) - GLD_SETUP_TEX0_3D(v0) - GLD_SETUP_TEX1_3D(v0) - pV++; - - GLD_SETUP_3D_VERTEX(v1) - GLD_SETUP_SMOOTH_COLOUR_3D(v1) - GLD_SETUP_TEX0_3D(v1) - GLD_SETUP_TEX1_3D(v1) - pV++; - - GLD_SETUP_3D_VERTEX(v2) - GLD_SETUP_SMOOTH_COLOUR_3D(v2) - GLD_SETUP_TEX0_3D(v2) - GLD_SETUP_TEX1_3D(v2) - pV++; - - gld->PB3d.pTriangles = (BYTE*)pV; - gld->PB3d.nTriangles++; -} - -//--------------------------------------------------------------------------- -// Quad functions -//--------------------------------------------------------------------------- - -void gld_Quad3DFlat_DX7( - GLcontext *ctx, - GLuint v0, - GLuint v1, - GLuint v2, - GLuint v3) -{ - GLD_SETUP_3D_VARS_TRIANGLES - - GLD_SETUP_3D_VERTEX(v3) - GLD_SETUP_GET_FLAT_COLOUR_3D(v3) - GLD_SETUP_USE_FLAT_COLOUR_3D - GLD_SETUP_TEX0_3D(v3) - GLD_SETUP_TEX1_3D(v3) - pV++; - - GLD_SETUP_3D_VERTEX(v0) - GLD_SETUP_USE_FLAT_COLOUR_3D - GLD_SETUP_TEX0_3D(v0) - GLD_SETUP_TEX1_3D(v0) - pV++; - - GLD_SETUP_3D_VERTEX(v1) - GLD_SETUP_USE_FLAT_COLOUR_3D - GLD_SETUP_TEX0_3D(v1) - GLD_SETUP_TEX1_3D(v1) - pV++; - - GLD_SETUP_3D_VERTEX(v1) - GLD_SETUP_USE_FLAT_COLOUR_3D - GLD_SETUP_TEX0_3D(v1) - GLD_SETUP_TEX1_3D(v1) - pV++; - - GLD_SETUP_3D_VERTEX(v2) - GLD_SETUP_USE_FLAT_COLOUR_3D - GLD_SETUP_TEX0_3D(v2) - GLD_SETUP_TEX1_3D(v2) - pV++; - - GLD_SETUP_3D_VERTEX(v3) - GLD_SETUP_USE_FLAT_COLOUR_3D - GLD_SETUP_TEX0_3D(v3) - GLD_SETUP_TEX1_3D(v3) - pV++; - - gld->PB3d.pTriangles = (BYTE*)pV; - gld->PB3d.nTriangles += 2; -} - -//--------------------------------------------------------------------------- - -void gld_Quad3DSmooth_DX7( - GLcontext *ctx, - GLuint v0, - GLuint v1, - GLuint v2, - GLuint v3) -{ - GLD_SETUP_3D_VARS_TRIANGLES - - GLD_SETUP_3D_VERTEX(v0) - GLD_SETUP_SMOOTH_COLOUR_3D(v0) - GLD_SETUP_TEX0_3D(v0) - GLD_SETUP_TEX1_3D(v0) - pV++; - - GLD_SETUP_3D_VERTEX(v1) - GLD_SETUP_SMOOTH_COLOUR_3D(v1) - GLD_SETUP_TEX0_3D(v1) - GLD_SETUP_TEX1_3D(v1) - pV++; - - GLD_SETUP_3D_VERTEX(v2) - GLD_SETUP_SMOOTH_COLOUR_3D(v2) - GLD_SETUP_TEX0_3D(v2) - GLD_SETUP_TEX1_3D(v2) - pV++; - - GLD_SETUP_3D_VERTEX(v2) - GLD_SETUP_SMOOTH_COLOUR_3D(v2) - GLD_SETUP_TEX0_3D(v2) - GLD_SETUP_TEX1_3D(v2) - pV++; - - GLD_SETUP_3D_VERTEX(v3) - GLD_SETUP_SMOOTH_COLOUR_3D(v3) - GLD_SETUP_TEX0_3D(v3) - GLD_SETUP_TEX1_3D(v3) - pV++; - - GLD_SETUP_3D_VERTEX(v0) - GLD_SETUP_SMOOTH_COLOUR_3D(v0) - GLD_SETUP_TEX0_3D(v0) - GLD_SETUP_TEX1_3D(v0) - pV++; - - gld->PB3d.pTriangles = (BYTE*)pV; - gld->PB3d.nTriangles += 2; -} - -//--------------------------------------------------------------------------- -// Vertex setup for two-sided-lighting vertex shader -//--------------------------------------------------------------------------- - -/* - -void gld_Points2DTwoside_DX8(GLcontext *ctx, GLuint first, GLuint last) -{ - // NOTE: Two-sided lighting does not apply to Points -} - -//--------------------------------------------------------------------------- - -void gld_Line2DFlatTwoside_DX8(GLcontext *ctx, GLuint v0, GLuint v1) -{ - // NOTE: Two-sided lighting does not apply to Lines -} - -//--------------------------------------------------------------------------- - -void gld_Line2DSmoothTwoside_DX8(GLcontext *ctx, GLuint v0, GLuint v1) -{ - // NOTE: Two-sided lighting does not apply to Lines -} - -//--------------------------------------------------------------------------- - -void gld_Triangle2DFlatTwoside_DX8(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2) -{ -} - -//--------------------------------------------------------------------------- - -void gld_Triangle2DSmoothTwoside_DX8(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2) -{ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx8 *gld = GLD_GET_DX8_DRIVER(gldCtx); - GLD_TWOSIDED_VERTEX *pV = (GLD_TWOSIDED_VERTEX*)gld->PBtwosidelight.pTriangles; - SScontext *ss = SWSETUP_CONTEXT(ctx); - SWvertex *swv; - DWORD dwSpecularColour; - DWORD dwFlatColour; - GLuint facing = 0; - struct vertex_buffer *VB; - GLchan (*vbcolor)[4]; - GLchan (*vbspec)[4]; - - // Reciprocal of DepthMax - const float ooDepthMax = 1.0f / ctx->DepthMaxF; - - // 1st vert - swv = &ss->verts[v0]; - pV->Position.x = swv->win[0]; - pV->Position.y = GLD_FLIP_Y(swv->win[1]); - pV->Position.z = swv->win[2] * ooDepthMax; - pV->Position.w = swv->win[3]; - pV->TexUnit0.x = swv->texcoord[0][0]; - pV->TexUnit0.y = swv->texcoord[0][1]; - pV->TexUnit1.x = swv->texcoord[1][0]; - pV->TexUnit1.y = swv->texcoord[1][1]; - pV->FrontDiffuse = GLD_COLOUR; - pV->FrontSpecular = GLD_SPECULAR; - pV++; - - // 2nd vert - swv = &ss->verts[v1]; - pV->Position.x = swv->win[0]; - pV->Position.y = GLD_FLIP_Y(swv->win[1]); - pV->Position.z = swv->win[2] * ooDepthMax; - pV->Position.w = swv->win[3]; - pV->TexUnit0.x = swv->texcoord[0][0]; - pV->TexUnit0.y = swv->texcoord[0][1]; - pV->TexUnit1.x = swv->texcoord[1][0]; - pV->TexUnit1.y = swv->texcoord[1][1]; - pV->FrontDiffuse = GLD_COLOUR; - pV->FrontSpecular = GLD_SPECULAR; - pV++; - - // 3rd vert - swv = &ss->verts[v2]; - pV->Position.x = swv->win[0]; - pV->Position.y = GLD_FLIP_Y(swv->win[1]); - pV->Position.z = swv->win[2] * ooDepthMax; - pV->Position.w = swv->win[3]; - pV->TexUnit0.x = swv->texcoord[0][0]; - pV->TexUnit0.y = swv->texcoord[0][1]; - pV->TexUnit1.x = swv->texcoord[1][0]; - pV->TexUnit1.y = swv->texcoord[1][1]; - pV->FrontDiffuse = GLD_COLOUR; - pV->FrontSpecular = GLD_SPECULAR; - pV++; - - gld->PBtwosidelight.pTriangles = (BYTE*)pV; - gld->PBtwosidelight.nTriangles++; -} - -//--------------------------------------------------------------------------- - -void gld_Quad2DFlatTwoside_DX8(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3) -{ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx8 *gld = GLD_GET_DX8_DRIVER(gldCtx); - GLD_TWOSIDED_VERTEX *pV = (GLD_TWOSIDED_VERTEX*)gld->PBtwosidelight.pTriangles; - SScontext *ss = SWSETUP_CONTEXT(ctx); - SWvertex *swv; - DWORD dwSpecularColour; - DWORD dwFlatColour; - GLuint facing = 0; - struct vertex_buffer *VB; - GLchan (*vbcolor)[4]; - GLchan (*vbspec)[4]; - - // Reciprocal of DepthMax - const float ooDepthMax = 1.0f / ctx->DepthMaxF; - - // 1st vert - swv = &ss->verts[v0]; - pV->Position.x = swv->win[0]; - pV->Position.y = GLD_FLIP_Y(swv->win[1]); - pV->Position.z = swv->win[2] * ooDepthMax; - pV->Position.w = swv->win[3]; - pV->TexUnit0.x = swv->texcoord[0][0]; - pV->TexUnit0.y = swv->texcoord[0][1]; - pV->TexUnit1.x = swv->texcoord[1][0]; - pV->TexUnit1.y = swv->texcoord[1][1]; - pV->FrontDiffuse = GLD_COLOUR; - pV->FrontSpecular = GLD_SPECULAR; - pV++; - - // 2nd vert - swv = &ss->verts[v1]; - pV->Position.x = swv->win[0]; - pV->Position.y = GLD_FLIP_Y(swv->win[1]); - pV->Position.z = swv->win[2] * ooDepthMax; - pV->Position.w = swv->win[3]; - pV->TexUnit0.x = swv->texcoord[0][0]; - pV->TexUnit0.y = swv->texcoord[0][1]; - pV->TexUnit1.x = swv->texcoord[1][0]; - pV->TexUnit1.y = swv->texcoord[1][1]; - pV->FrontDiffuse = GLD_COLOUR; - pV->FrontSpecular = GLD_SPECULAR; - pV++; - - // 3rd vert - swv = &ss->verts[v2]; - pV->Position.x = swv->win[0]; - pV->Position.y = GLD_FLIP_Y(swv->win[1]); - pV->Position.z = swv->win[2] * ooDepthMax; - pV->Position.w = swv->win[3]; - pV->TexUnit0.x = swv->texcoord[0][0]; - pV->TexUnit0.y = swv->texcoord[0][1]; - pV->TexUnit1.x = swv->texcoord[1][0]; - pV->TexUnit1.y = swv->texcoord[1][1]; - pV->FrontDiffuse = GLD_COLOUR; - pV->FrontSpecular = GLD_SPECULAR; - pV++; - - // 4th vert - swv = &ss->verts[v2]; - pV->Position.x = swv->win[0]; - pV->Position.y = GLD_FLIP_Y(swv->win[1]); - pV->Position.z = swv->win[2] * ooDepthMax; - pV->Position.w = swv->win[3]; - pV->TexUnit0.x = swv->texcoord[0][0]; - pV->TexUnit0.y = swv->texcoord[0][1]; - pV->TexUnit1.x = swv->texcoord[1][0]; - pV->TexUnit1.y = swv->texcoord[1][1]; - pV->FrontDiffuse = GLD_COLOUR; - pV->FrontSpecular = GLD_SPECULAR; - pV++; - - // 5th vert - swv = &ss->verts[v3]; - pV->Position.x = swv->win[0]; - pV->Position.y = GLD_FLIP_Y(swv->win[1]); - pV->Position.z = swv->win[2] * ooDepthMax; - pV->Position.w = swv->win[3]; - pV->TexUnit0.x = swv->texcoord[0][0]; - pV->TexUnit0.y = swv->texcoord[0][1]; - pV->TexUnit1.x = swv->texcoord[1][0]; - pV->TexUnit1.y = swv->texcoord[1][1]; - pV->FrontDiffuse = GLD_COLOUR; - pV->FrontSpecular = GLD_SPECULAR; - pV++; - - // 6th vert - swv = &ss->verts[v0]; - pV->Position.x = swv->win[0]; - pV->Position.y = GLD_FLIP_Y(swv->win[1]); - pV->Position.z = swv->win[2] * ooDepthMax; - pV->Position.w = swv->win[3]; - pV->TexUnit0.x = swv->texcoord[0][0]; - pV->TexUnit0.y = swv->texcoord[0][1]; - pV->TexUnit1.x = swv->texcoord[1][0]; - pV->TexUnit1.y = swv->texcoord[1][1]; - pV->FrontDiffuse = GLD_COLOUR; - pV->FrontSpecular = GLD_SPECULAR; - pV++; - - gld->PBtwosidelight.pTriangles = (BYTE*)pV; - gld->PBtwosidelight.nTriangles += 2; -} - -//--------------------------------------------------------------------------- - -void gld_Quad2DSmoothTwoside_DX8(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3) -{ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx8 *gld = GLD_GET_DX8_DRIVER(gldCtx); - GLD_TWOSIDED_VERTEX *pV = (GLD_TWOSIDED_VERTEX*)gld->PBtwosidelight.pTriangles; - SScontext *ss = SWSETUP_CONTEXT(ctx); - SWvertex *swv; - DWORD dwSpecularColour; - DWORD dwFlatColour; - GLuint facing = 0; - struct vertex_buffer *VB; - GLchan (*vbcolor)[4]; - GLchan (*vbspec)[4]; - - // Reciprocal of DepthMax - const float ooDepthMax = 1.0f / ctx->DepthMaxF; - - // 1st vert - swv = &ss->verts[v0]; - pV->Position.x = swv->win[0]; - pV->Position.y = GLD_FLIP_Y(swv->win[1]); - pV->Position.z = swv->win[2] * ooDepthMax; - pV->Position.w = swv->win[3]; - pV->TexUnit0.x = swv->texcoord[0][0]; - pV->TexUnit0.y = swv->texcoord[0][1]; - pV->TexUnit1.x = swv->texcoord[1][0]; - pV->TexUnit1.y = swv->texcoord[1][1]; - pV->FrontDiffuse = GLD_COLOUR; - pV->FrontSpecular = GLD_SPECULAR; - pV++; - - // 2nd vert - swv = &ss->verts[v1]; - pV->Position.x = swv->win[0]; - pV->Position.y = GLD_FLIP_Y(swv->win[1]); - pV->Position.z = swv->win[2] * ooDepthMax; - pV->Position.w = swv->win[3]; - pV->TexUnit0.x = swv->texcoord[0][0]; - pV->TexUnit0.y = swv->texcoord[0][1]; - pV->TexUnit1.x = swv->texcoord[1][0]; - pV->TexUnit1.y = swv->texcoord[1][1]; - pV->FrontDiffuse = GLD_COLOUR; - pV->FrontSpecular = GLD_SPECULAR; - pV++; - - // 3rd vert - swv = &ss->verts[v2]; - pV->Position.x = swv->win[0]; - pV->Position.y = GLD_FLIP_Y(swv->win[1]); - pV->Position.z = swv->win[2] * ooDepthMax; - pV->Position.w = swv->win[3]; - pV->TexUnit0.x = swv->texcoord[0][0]; - pV->TexUnit0.y = swv->texcoord[0][1]; - pV->TexUnit1.x = swv->texcoord[1][0]; - pV->TexUnit1.y = swv->texcoord[1][1]; - pV->FrontDiffuse = GLD_COLOUR; - pV->FrontSpecular = GLD_SPECULAR; - pV++; - - // 4th vert - swv = &ss->verts[v2]; - pV->Position.x = swv->win[0]; - pV->Position.y = GLD_FLIP_Y(swv->win[1]); - pV->Position.z = swv->win[2] * ooDepthMax; - pV->Position.w = swv->win[3]; - pV->TexUnit0.x = swv->texcoord[0][0]; - pV->TexUnit0.y = swv->texcoord[0][1]; - pV->TexUnit1.x = swv->texcoord[1][0]; - pV->TexUnit1.y = swv->texcoord[1][1]; - pV->FrontDiffuse = GLD_COLOUR; - pV->FrontSpecular = GLD_SPECULAR; - pV++; - - // 5th vert - swv = &ss->verts[v3]; - pV->Position.x = swv->win[0]; - pV->Position.y = GLD_FLIP_Y(swv->win[1]); - pV->Position.z = swv->win[2] * ooDepthMax; - pV->Position.w = swv->win[3]; - pV->TexUnit0.x = swv->texcoord[0][0]; - pV->TexUnit0.y = swv->texcoord[0][1]; - pV->TexUnit1.x = swv->texcoord[1][0]; - pV->TexUnit1.y = swv->texcoord[1][1]; - pV->FrontDiffuse = GLD_COLOUR; - pV->FrontSpecular = GLD_SPECULAR; - pV++; - - // 6th vert - swv = &ss->verts[v0]; - pV->Position.x = swv->win[0]; - pV->Position.y = GLD_FLIP_Y(swv->win[1]); - pV->Position.z = swv->win[2] * ooDepthMax; - pV->Position.w = swv->win[3]; - pV->TexUnit0.x = swv->texcoord[0][0]; - pV->TexUnit0.y = swv->texcoord[0][1]; - pV->TexUnit1.x = swv->texcoord[1][0]; - pV->TexUnit1.y = swv->texcoord[1][1]; - pV->FrontDiffuse = GLD_COLOUR; - pV->FrontSpecular = GLD_SPECULAR; - pV++; - - gld->PBtwosidelight.pTriangles = (BYTE*)pV; - gld->PBtwosidelight.nTriangles += 2; -} - -//--------------------------------------------------------------------------- - -*/ diff --git a/mesalib/src/mesa/drivers/windows/gldirect/dx7/gld_texture_dx7.c b/mesalib/src/mesa/drivers/windows/gldirect/dx7/gld_texture_dx7.c deleted file mode 100644 index bbe673516..000000000 --- a/mesalib/src/mesa/drivers/windows/gldirect/dx7/gld_texture_dx7.c +++ /dev/null @@ -1,2196 +0,0 @@ -/**************************************************************************** -* -* Mesa 3-D graphics library -* Direct3D Driver Interface -* -* ======================================================================== -* -* Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved. -* -* Permission is hereby granted, free of charge, to any person obtaining a -* copy of this software and associated documentation files (the "Software"), -* to deal in the Software without restriction, including without limitation -* the rights to use, copy, modify, merge, publish, distribute, sublicense, -* and/or sell copies of the Software, and to permit persons to whom the -* Software is furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included -* in all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS -* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL -* SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, -* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF -* OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE -* SOFTWARE. -* -* ====================================================================== -* -* Language: ANSI C -* Environment: Windows 9x/2000/XP/XBox (Win32) -* -* Description: Texture / Bitmap functions -* -****************************************************************************/ - -#include "dglcontext.h" -#include "ddlog.h" -#include "gld_dx7.h" - -//#include <d3dx8tex.h> - -#include "texformat.h" -#include "colormac.h" -#include "texstore.h" -#include "image.h" -// #include "mem.h" - -//--------------------------------------------------------------------------- - -#define GLD_FLIP_HEIGHT(y,h) (gldCtx->dwHeight - (y) - (h)) - -D3DX_SURFACEFORMAT _gldD3DXFormatFromSurface(IDirectDrawSurface7 *pSurface); - -//--------------------------------------------------------------------------- -// 1D texture fetch -//--------------------------------------------------------------------------- - -#define CHAN_SRC( t, i, j, k, sz ) \ - ((GLchan *)(t)->Data + (i) * (sz)) -#define UBYTE_SRC( t, i, j, k, sz ) \ - ((GLubyte *)(t)->Data + (i) * (sz)) -#define USHORT_SRC( t, i, j, k ) \ - ((GLushort *)(t)->Data + (i)) -#define FLOAT_SRC( t, i, j, k ) \ - ((GLfloat *)(t)->Data + (i)) - -//--------------------------------------------------------------------------- - -static void gld_fetch_1d_texel_X8R8G8B8( - const struct gl_texture_image *texImage, - GLint i, GLint j, GLint k, GLchan *texel ) -{ - const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 ); - GLchan *rgba = (GLchan *)texel; - rgba[RCOMP] = src[2]; - rgba[GCOMP] = src[1]; - rgba[BCOMP] = src[0]; - rgba[ACOMP] = CHAN_MAX; -} - -//--------------------------------------------------------------------------- - -static void gld_fetch_1d_texel_f_X8R8G8B8( - const struct gl_texture_image *texImage, - GLint i, GLint j, GLint k, GLfloat *texel ) -{ - const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 ); - texel[RCOMP] = CHAN_TO_FLOAT(src[0]); - texel[GCOMP] = CHAN_TO_FLOAT(src[1]); - texel[BCOMP] = CHAN_TO_FLOAT(src[2]); - texel[ACOMP] = 1.f; -} - -//--------------------------------------------------------------------------- - -static void gld_fetch_1d_texel_X1R5G5B5( - const struct gl_texture_image *texImage, - GLint i, GLint j, GLint k, GLchan *texel ) -{ - const GLushort *src = USHORT_SRC( texImage, i, j, k ); - GLchan *rgba = (GLchan *) texel; GLushort s = *src; - rgba[RCOMP] = UBYTE_TO_CHAN( ((s >> 10) & 0xf8) * 255 / 0xf8 ); - rgba[GCOMP] = UBYTE_TO_CHAN( ((s >> 5) & 0xf8) * 255 / 0xf8 ); - rgba[BCOMP] = UBYTE_TO_CHAN( ((s ) & 0xf8) * 255 / 0xf8 ); - rgba[ACOMP] = CHAN_MAX; -} - -//--------------------------------------------------------------------------- - -static void gld_fetch_1d_texel_f_X1R5G5B5( - const struct gl_texture_image *texImage, - GLint i, GLint j, GLint k, GLfloat *texel ) -{ - const GLushort *src = USHORT_SRC( texImage, i, j, k ); - GLushort s = *src; - texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 10) & 0xf8) * 255 / 0xf8 ); - texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 5) & 0xf8) * 255 / 0xf8 ); - texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf8) * 255 / 0xf8 ); - texel[ACOMP] = 1.f; -} - -//--------------------------------------------------------------------------- - -static void gld_fetch_1d_texel_X4R4G4B4( - const struct gl_texture_image *texImage, - GLint i, GLint j, GLint k, GLchan *texel ) -{ - const GLushort *src = USHORT_SRC( texImage, i, j, k ); - GLchan *rgba = (GLchan *) texel; GLushort s = *src; - rgba[RCOMP] = UBYTE_TO_CHAN( ((s >> 8) & 0xf) * 255 / 0xf ); - rgba[GCOMP] = UBYTE_TO_CHAN( ((s >> 4) & 0xf) * 255 / 0xf ); - rgba[BCOMP] = UBYTE_TO_CHAN( ((s ) & 0xf) * 255 / 0xf ); - rgba[ACOMP] = CHAN_MAX; -} - -//--------------------------------------------------------------------------- - -static void gld_fetch_1d_texel_f_X4R4G4B4( - const struct gl_texture_image *texImage, - GLint i, GLint j, GLint k, GLfloat *texel ) -{ - const GLushort *src = USHORT_SRC( texImage, i, j, k ); - GLushort s = *src; - texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 8) & 0xf) * 255 / 0xf ); - texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 4) & 0xf) * 255 / 0xf ); - texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf) * 255 / 0xf ); - texel[ACOMP] = 1.f; -} - -//--------------------------------------------------------------------------- - -#undef CHAN_SRC -#undef UBYTE_SRC -#undef USHORT_SRC -#undef FLOAT_SRC - -//--------------------------------------------------------------------------- -// 2D texture fetch -//--------------------------------------------------------------------------- - -#define CHAN_SRC( t, i, j, k, sz ) \ - ((GLchan *)(t)->Data + ((t)->Width * (j) + (i)) * (sz)) -#define UBYTE_SRC( t, i, j, k, sz ) \ - ((GLubyte *)(t)->Data + ((t)->Width * (j) + (i)) * (sz)) -#define USHORT_SRC( t, i, j, k ) \ - ((GLushort *)(t)->Data + ((t)->Width * (j) + (i))) -#define FLOAT_SRC( t, i, j, k ) \ - ((GLfloat *)(t)->Data + ((t)->Width * (j) + (i))) - -//--------------------------------------------------------------------------- - -static void gld_fetch_2d_texel_X8R8G8B8( - const struct gl_texture_image *texImage, - GLint i, GLint j, GLint k, GLchan *texel ) -{ - const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 ); - GLchan *rgba = (GLchan *)texel; - rgba[RCOMP] = src[2]; - rgba[GCOMP] = src[1]; - rgba[BCOMP] = src[0]; - rgba[ACOMP] = CHAN_MAX; -} - -//--------------------------------------------------------------------------- - -static void gld_fetch_2d_texel_f_X8R8G8B8( - const struct gl_texture_image *texImage, - GLint i, GLint j, GLint k, GLfloat *texel ) -{ - const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 ); - texel[RCOMP] = CHAN_TO_FLOAT(src[0]); - texel[GCOMP] = CHAN_TO_FLOAT(src[1]); - texel[BCOMP] = CHAN_TO_FLOAT(src[2]); - texel[ACOMP] = 1.f; -} - -//--------------------------------------------------------------------------- - -static void gld_fetch_2d_texel_X1R5G5B5( - const struct gl_texture_image *texImage, - GLint i, GLint j, GLint k, GLchan *texel ) -{ - const GLushort *src = USHORT_SRC( texImage, i, j, k ); - GLchan *rgba = (GLchan *) texel; GLushort s = *src; - rgba[RCOMP] = UBYTE_TO_CHAN( ((s >> 10) & 0xf8) * 255 / 0xf8 ); - rgba[GCOMP] = UBYTE_TO_CHAN( ((s >> 5) & 0xf8) * 255 / 0xf8 ); - rgba[BCOMP] = UBYTE_TO_CHAN( ((s ) & 0xf8) * 255 / 0xf8 ); - rgba[ACOMP] = CHAN_MAX; -} - -//--------------------------------------------------------------------------- - -static void gld_fetch_2d_texel_f_X1R5G5B5( - const struct gl_texture_image *texImage, - GLint i, GLint j, GLint k, GLfloat *texel ) -{ - const GLushort *src = USHORT_SRC( texImage, i, j, k ); - GLushort s = *src; - texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 10) & 0xf8) * 255 / 0xf8 ); - texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 5) & 0xf8) * 255 / 0xf8 ); - texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf8) * 255 / 0xf8 ); - texel[ACOMP] = 1.f; -} - -//--------------------------------------------------------------------------- - -static void gld_fetch_2d_texel_X4R4G4B4( - const struct gl_texture_image *texImage, - GLint i, GLint j, GLint k, GLchan *texel ) -{ - const GLushort *src = USHORT_SRC( texImage, i, j, k ); - GLchan *rgba = (GLchan *) texel; GLushort s = *src; - rgba[RCOMP] = UBYTE_TO_CHAN( ((s >> 8) & 0xf) * 255 / 0xf ); - rgba[GCOMP] = UBYTE_TO_CHAN( ((s >> 4) & 0xf) * 255 / 0xf ); - rgba[BCOMP] = UBYTE_TO_CHAN( ((s ) & 0xf) * 255 / 0xf ); - rgba[ACOMP] = CHAN_MAX; -} - -//--------------------------------------------------------------------------- - -static void gld_fetch_2d_texel_f_X4R4G4B4( - const struct gl_texture_image *texImage, - GLint i, GLint j, GLint k, GLfloat *texel ) -{ - const GLushort *src = USHORT_SRC( texImage, i, j, k ); - GLushort s = *src; - texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 8) & 0xf) * 255 / 0xf ); - texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 4) & 0xf) * 255 / 0xf ); - texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf) * 255 / 0xf ); - texel[ACOMP] = 1.f; -} - -//--------------------------------------------------------------------------- - -#undef CHAN_SRC -#undef UBYTE_SRC -#undef USHORT_SRC -#undef FLOAT_SRC - -//--------------------------------------------------------------------------- -// 3D texture fetch -//--------------------------------------------------------------------------- - -#define CHAN_SRC( t, i, j, k, sz ) \ - (GLchan *)(t)->Data + (((t)->Height * (k) + (j)) * \ - (t)->Width + (i)) * (sz) -#define UBYTE_SRC( t, i, j, k, sz ) \ - ((GLubyte *)(t)->Data + (((t)->Height * (k) + (j)) * \ - (t)->Width + (i)) * (sz)) -#define USHORT_SRC( t, i, j, k ) \ - ((GLushort *)(t)->Data + (((t)->Height * (k) + (j)) * \ - (t)->Width + (i))) -#define FLOAT_SRC( t, i, j, k ) \ - ((GLfloat *)(t)->Data + (((t)->Height * (k) + (j)) * \ - (t)->Width + (i))) - -//--------------------------------------------------------------------------- - -static void gld_fetch_3d_texel_X8R8G8B8( - const struct gl_texture_image *texImage, - GLint i, GLint j, GLint k, GLchan *texel ) -{ - const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 ); - GLchan *rgba = (GLchan *)texel; - rgba[RCOMP] = src[2]; - rgba[GCOMP] = src[1]; - rgba[BCOMP] = src[0]; - rgba[ACOMP] = CHAN_MAX; -} - -//--------------------------------------------------------------------------- - -static void gld_fetch_3d_texel_f_X8R8G8B8( - const struct gl_texture_image *texImage, - GLint i, GLint j, GLint k, GLfloat *texel ) -{ - const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 ); - texel[RCOMP] = CHAN_TO_FLOAT(src[0]); - texel[GCOMP] = CHAN_TO_FLOAT(src[1]); - texel[BCOMP] = CHAN_TO_FLOAT(src[2]); - texel[ACOMP] = 1.f; -} - -//--------------------------------------------------------------------------- - -static void gld_fetch_3d_texel_X1R5G5B5( - const struct gl_texture_image *texImage, - GLint i, GLint j, GLint k, GLchan *texel ) -{ - const GLushort *src = USHORT_SRC( texImage, i, j, k ); - GLchan *rgba = (GLchan *) texel; GLushort s = *src; - rgba[RCOMP] = UBYTE_TO_CHAN( ((s >> 10) & 0xf8) * 255 / 0xf8 ); - rgba[GCOMP] = UBYTE_TO_CHAN( ((s >> 5) & 0xf8) * 255 / 0xf8 ); - rgba[BCOMP] = UBYTE_TO_CHAN( ((s ) & 0xf8) * 255 / 0xf8 ); - rgba[ACOMP] = CHAN_MAX; -} - -//--------------------------------------------------------------------------- - -static void gld_fetch_3d_texel_f_X1R5G5B5( - const struct gl_texture_image *texImage, - GLint i, GLint j, GLint k, GLfloat *texel ) -{ - const GLushort *src = USHORT_SRC( texImage, i, j, k ); - GLushort s = *src; - texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 10) & 0xf8) * 255 / 0xf8 ); - texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 5) & 0xf8) * 255 / 0xf8 ); - texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf8) * 255 / 0xf8 ); - texel[ACOMP] = 1.f; -} - -//--------------------------------------------------------------------------- - -static void gld_fetch_3d_texel_X4R4G4B4( - const struct gl_texture_image *texImage, - GLint i, GLint j, GLint k, GLchan *texel ) -{ - const GLushort *src = USHORT_SRC( texImage, i, j, k ); - GLchan *rgba = (GLchan *) texel; GLushort s = *src; - rgba[RCOMP] = UBYTE_TO_CHAN( ((s >> 8) & 0xf) * 255 / 0xf ); - rgba[GCOMP] = UBYTE_TO_CHAN( ((s >> 4) & 0xf) * 255 / 0xf ); - rgba[BCOMP] = UBYTE_TO_CHAN( ((s ) & 0xf) * 255 / 0xf ); - rgba[ACOMP] = CHAN_MAX; -} - -//--------------------------------------------------------------------------- - -static void gld_fetch_3d_texel_f_X4R4G4B4( - const struct gl_texture_image *texImage, - GLint i, GLint j, GLint k, GLfloat *texel ) -{ - const GLushort *src = USHORT_SRC( texImage, i, j, k ); - GLushort s = *src; - texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 8) & 0xf) * 255 / 0xf ); - texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 4) & 0xf) * 255 / 0xf ); - texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf) * 255 / 0xf ); - texel[ACOMP] = 1.f; -} - -//--------------------------------------------------------------------------- - -#undef CHAN_SRC -#undef UBYTE_SRC -#undef USHORT_SRC -#undef FLOAT_SRC - -//--------------------------------------------------------------------------- -// Direct3D texture formats that have no Mesa equivalent -//--------------------------------------------------------------------------- - -const struct gl_texture_format _gld_texformat_X8R8G8B8 = { - MESA_FORMAT_ARGB8888, /* MesaFormat */ - GL_RGBA, /* BaseFormat */ - GL_UNSIGNED_NORMALIZED_ARB, /* DataType */ - 8, /* RedBits */ - 8, /* GreenBits */ - 8, /* BlueBits */ - 0, /* AlphaBits */ - 0, /* LuminanceBits */ - 0, /* IntensityBits */ - 0, /* IndexBits */ - 0, /* DepthBits */ - 4, /* TexelBytes */ - _mesa_texstore_argb8888, /* StoreTexImageFunc */ - gld_fetch_1d_texel_X8R8G8B8, /* FetchTexel1D */ - gld_fetch_2d_texel_X8R8G8B8, /* FetchTexel2D */ - gld_fetch_3d_texel_X8R8G8B8, /* FetchTexel3D */ - gld_fetch_1d_texel_f_X8R8G8B8, /* FetchTexel1Df */ - gld_fetch_2d_texel_f_X8R8G8B8, /* FetchTexel2Df */ - gld_fetch_3d_texel_f_X8R8G8B8, /* FetchTexel3Df */ -}; - -const struct gl_texture_format _gld_texformat_X1R5G5B5 = { - MESA_FORMAT_ARGB1555, /* MesaFormat */ - GL_RGBA, /* BaseFormat */ - GL_UNSIGNED_NORMALIZED_ARB, /* DataType */ - 5, /* RedBits */ - 5, /* GreenBits */ - 5, /* BlueBits */ - 0, /* AlphaBits */ - 0, /* LuminanceBits */ - 0, /* IntensityBits */ - 0, /* IndexBits */ - 0, /* DepthBits */ - 2, /* TexelBytes */ - _mesa_texstore_argb1555, /* StoreTexImageFunc */ - gld_fetch_1d_texel_X1R5G5B5, /* FetchTexel1D */ - gld_fetch_2d_texel_X1R5G5B5, /* FetchTexel2D */ - gld_fetch_3d_texel_X1R5G5B5, /* FetchTexel3D */ - gld_fetch_1d_texel_f_X1R5G5B5, /* FetchTexel1Df */ - gld_fetch_2d_texel_f_X1R5G5B5, /* FetchTexel2Df */ - gld_fetch_3d_texel_f_X1R5G5B5, /* FetchTexel3Df */ -}; - -const struct gl_texture_format _gld_texformat_X4R4G4B4 = { - MESA_FORMAT_ARGB4444, /* MesaFormat */ - GL_RGBA, /* BaseFormat */ - GL_UNSIGNED_NORMALIZED_ARB, /* DataType */ - 4, /* RedBits */ - 4, /* GreenBits */ - 4, /* BlueBits */ - 0, /* AlphaBits */ - 0, /* LuminanceBits */ - 0, /* IntensityBits */ - 0, /* IndexBits */ - 0, /* DepthBits */ - 2, /* TexelBytes */ - _mesa_texstore_argb4444, /* StoreTexImageFunc */ - gld_fetch_1d_texel_X4R4G4B4, /* FetchTexel1D */ - gld_fetch_2d_texel_X4R4G4B4, /* FetchTexel2D */ - gld_fetch_3d_texel_X4R4G4B4, /* FetchTexel3D */ - gld_fetch_1d_texel_f_X4R4G4B4, /* FetchTexel1Df */ - gld_fetch_2d_texel_f_X4R4G4B4, /* FetchTexel2Df */ - gld_fetch_3d_texel_f_X4R4G4B4, /* FetchTexel3Df */ -}; - -//--------------------------------------------------------------------------- -// Texture unit constants -//--------------------------------------------------------------------------- - -// List of possible combinations of texture environments. -// Example: GLD_TEXENV_MODULATE_RGBA means -// GL_MODULATE, GL_RGBA base internal format. -#define GLD_TEXENV_DECAL_RGB 0 -#define GLD_TEXENV_DECAL_RGBA 1 -#define GLD_TEXENV_DECAL_ALPHA 2 -#define GLD_TEXENV_REPLACE_RGB 3 -#define GLD_TEXENV_REPLACE_RGBA 4 -#define GLD_TEXENV_REPLACE_ALPHA 5 -#define GLD_TEXENV_MODULATE_RGB 6 -#define GLD_TEXENV_MODULATE_RGBA 7 -#define GLD_TEXENV_MODULATE_ALPHA 8 -#define GLD_TEXENV_BLEND_RGB 9 -#define GLD_TEXENV_BLEND_RGBA 10 -#define GLD_TEXENV_BLEND_ALPHA 11 -#define GLD_TEXENV_ADD_RGB 12 -#define GLD_TEXENV_ADD_RGBA 13 -#define GLD_TEXENV_ADD_ALPHA 14 - -// Per-stage (i.e. per-unit) texture environment -typedef struct { - DWORD ColorArg1; // Colour argument 1 - D3DTEXTUREOP ColorOp; // Colour operation - DWORD ColorArg2; // Colour argument 2 - DWORD AlphaArg1; // Alpha argument 1 - D3DTEXTUREOP AlphaOp; // Alpha operation - DWORD AlphaArg2; // Alpha argument 2 -} GLD_texenv; - -// TODO: Do we really need to set ARG1 and ARG2 every time? -// They seem to always be TEXTURE and CURRENT respectively. - -// C = Colour out -// A = Alpha out -// Ct = Colour from Texture -// Cf = Colour from fragment (diffuse) -// At = Alpha from Texture -// Af = Alpha from fragment (diffuse) -// Cc = GL_TEXTURE_ENV_COLOUR (GL_BLEND) -const GLD_texenv gldTexEnv[] = { - // DECAL_RGB: C=Ct, A=Af - {D3DTA_TEXTURE, D3DTOP_SELECTARG1, D3DTA_CURRENT, - D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT}, - // DECAL_RGBA: C=Cf(1-At)+CtAt, A=Af - {D3DTA_TEXTURE, D3DTOP_BLENDTEXTUREALPHA, D3DTA_CURRENT, - D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT}, - // DECAL_ALPHA: <undefined> use DECAL_RGB - {D3DTA_TEXTURE, D3DTOP_SELECTARG1, D3DTA_CURRENT, - D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT}, - - // REPLACE_RGB: C=Ct, A=Af - {D3DTA_TEXTURE, D3DTOP_SELECTARG1, D3DTA_CURRENT, - D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT}, - // REPLACE_RGBA: C=Ct, A=At - {D3DTA_TEXTURE, D3DTOP_SELECTARG1, D3DTA_CURRENT, - D3DTA_TEXTURE, D3DTOP_SELECTARG1, D3DTA_CURRENT}, - // REPLACE_ALPHA: C=Cf, A=At - {D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT, - D3DTA_TEXTURE, D3DTOP_SELECTARG1, D3DTA_CURRENT}, - - // MODULATE_RGB: C=CfCt, A=Af - {D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT, - D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT}, - // MODULATE_RGBA: C=CfCt, A=AfAt - {D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT, - D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT}, - // MODULATE_ALPHA: C=Cf, A=AfAt - {D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT, - D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT}, - - // - // DX7 Does not support D3DTOP_LERP - // Emulate(?) via D3DTOP_ADDSMOOTH - // -#if 0 - // BLEND_RGB: C=Cf(1-Ct)+CcCt, A=Af - {D3DTA_TEXTURE, D3DTOP_LERP, D3DTA_CURRENT, - D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT}, - // BLEND_RGBA: C=Cf(1-Ct)+CcCt, A=AfAt - {D3DTA_TEXTURE, D3DTOP_LERP, D3DTA_CURRENT, - D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT}, -#else - // BLEND_RGB: C=Cf(1-Ct)+CcCt, A=Af - {D3DTA_TEXTURE, D3DTOP_ADDSMOOTH, D3DTA_CURRENT, - D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT}, - // BLEND_RGBA: C=Cf(1-Ct)+CcCt, A=AfAt - {D3DTA_TEXTURE, D3DTOP_ADDSMOOTH, D3DTA_CURRENT, - D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT}, -#endif - // BLEND_ALPHA: C=Cf, A=AfAt - {D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT, - D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT}, - - // ADD_RGB: C=Cf+Ct, A=Af - {D3DTA_TEXTURE, D3DTOP_ADD, D3DTA_CURRENT, - D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT}, - // ADD_RGBA: C=Cf+Ct, A=AfAt - {D3DTA_TEXTURE, D3DTOP_ADD, D3DTA_CURRENT, - D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT}, - // ADD_ALPHA: C=Cf, A=AfAt - {D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT, - D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT}, -}; - -//--------------------------------------------------------------------------- - -D3DTEXTUREADDRESS _gldConvertWrap( - GLenum wrap) -{ -// ASSERT(wrap==GL_CLAMP || wrap==GL_REPEAT); - return (wrap == GL_CLAMP) ? D3DTADDRESS_CLAMP : D3DTADDRESS_WRAP; -} - -//--------------------------------------------------------------------------- - -D3DTEXTUREMAGFILTER _gldConvertMagFilter( - GLenum magfilter) -{ - ASSERT(magfilter==GL_LINEAR || magfilter==GL_NEAREST); - return (magfilter == GL_LINEAR) ? D3DTFG_LINEAR : D3DTFG_POINT; -} - -//--------------------------------------------------------------------------- - -void _gldConvertMinFilter( - GLenum minfilter, - D3DTEXTUREMINFILTER *min_filter, - D3DTEXTUREMIPFILTER *mip_filter) -{ - switch (minfilter) { - case GL_NEAREST: - *min_filter = D3DTFN_POINT; - *mip_filter = D3DTFP_NONE; - break; - case GL_LINEAR: - *min_filter = D3DTFN_LINEAR; - *mip_filter = D3DTFP_NONE; - break; - case GL_NEAREST_MIPMAP_NEAREST: - *min_filter = D3DTFN_POINT; - *mip_filter = D3DTFP_POINT; - break; - case GL_LINEAR_MIPMAP_NEAREST: - *min_filter = D3DTFN_LINEAR; - *mip_filter = D3DTFP_POINT; - break; - case GL_NEAREST_MIPMAP_LINEAR: - *min_filter = D3DTFN_POINT; - *mip_filter = D3DTFP_LINEAR; - break; - case GL_LINEAR_MIPMAP_LINEAR: - *min_filter = D3DTFN_LINEAR; - *mip_filter = D3DTFP_LINEAR; - break; - default: - ASSERT(0); - } -} - -//--------------------------------------------------------------------------- - -D3DX_SURFACEFORMAT _gldGLFormatToD3DFormat( - GLenum internalFormat) -{ - switch (internalFormat) { - case GL_INTENSITY: - case GL_INTENSITY4: - case GL_INTENSITY8: - case GL_INTENSITY12: - case GL_INTENSITY16: - // LUNIMANCE != INTENSITY, but D3D doesn't have I8 textures - return D3DX_SF_L8; - case 1: - case GL_LUMINANCE: - case GL_LUMINANCE4: - case GL_LUMINANCE8: - case GL_LUMINANCE12: - case GL_LUMINANCE16: - return D3DX_SF_L8; - case GL_ALPHA: - case GL_ALPHA4: - case GL_ALPHA8: - case GL_ALPHA12: - case GL_ALPHA16: - return D3DX_SF_A8; - case GL_COLOR_INDEX: - case GL_COLOR_INDEX1_EXT: - case GL_COLOR_INDEX2_EXT: - case GL_COLOR_INDEX4_EXT: - case GL_COLOR_INDEX8_EXT: - case GL_COLOR_INDEX12_EXT: - case GL_COLOR_INDEX16_EXT: - return D3DX_SF_X8R8G8B8; - case 2: - case GL_LUMINANCE_ALPHA: - case GL_LUMINANCE4_ALPHA4: - case GL_LUMINANCE6_ALPHA2: - case GL_LUMINANCE8_ALPHA8: - case GL_LUMINANCE12_ALPHA4: - case GL_LUMINANCE12_ALPHA12: - case GL_LUMINANCE16_ALPHA16: - return D3DX_SF_A8L8; - case GL_R3_G3_B2: - // TODO: Mesa does not support RGB332 internally - return D3DX_SF_X4R4G4B4; //D3DFMT_R3G3B2; - case GL_RGB4: - return D3DX_SF_X4R4G4B4; - case GL_RGB5: - return D3DX_SF_R5G5B5; - case 3: - case GL_RGB: - case GL_RGB8: - case GL_RGB10: - case GL_RGB12: - case GL_RGB16: - return D3DX_SF_R8G8B8; - case GL_RGBA4: - return D3DX_SF_A4R4G4B4; - case 4: - case GL_RGBA: - case GL_RGBA2: - case GL_RGBA8: - case GL_RGB10_A2: - case GL_RGBA12: - case GL_RGBA16: - return D3DX_SF_A8R8G8B8; - case GL_RGB5_A1: - return D3DX_SF_A1R5G5B5; - } - - ASSERT(0); - - // Return an acceptable default - return D3DX_SF_A8R8G8B8; -} - -//--------------------------------------------------------------------------- - -GLenum _gldDecodeBaseFormat( - IDirectDrawSurface7 *pTex) -{ - // Examine Direct3D texture and return base OpenGL internal texture format - // NOTE: We can't use any base format info from Mesa because D3D might have - // used a different texture format when we used D3DXCreateTexture(). - - // Base internal format is one of (Red Book p355): - // GL_ALPHA, - // GL_LUMINANCE, - // GL_LUMINANCE_ALPHA, - // GL_INTENSITY, - // GL_RGB, - // GL_RGBA - - // NOTE: INTENSITY not used (not supported by Direct3D) - // LUMINANCE has same texture functions as RGB - // LUMINANCE_ALPHA has same texture functions as RGBA - - // TODO: cache format instead of using GetLevelDesc() -// D3DSURFACE_DESC desc; -// _GLD_DX7_TEX(GetLevelDesc(pTex, 0, &desc)); - - D3DX_SURFACEFORMAT sf; - - sf = _gldD3DXFormatFromSurface(pTex); - - switch (sf) { - case D3DX_SF_R8G8B8: - case D3DX_SF_X8R8G8B8: - case D3DX_SF_R5G6B5: - case D3DX_SF_R5G5B5: - case D3DX_SF_R3G3B2: - case D3DX_SF_X4R4G4B4: - case D3DX_SF_PALETTE8: - case D3DX_SF_L8: - return GL_RGB; - case D3DX_SF_A8R8G8B8: - case D3DX_SF_A1R5G5B5: - case D3DX_SF_A4R4G4B4: -// case D3DX_SF_A8R3G3B2: // Unsupported by DX7 -// case D3DX_SF_A8P8: // Unsupported by DX7 - case D3DX_SF_A8L8: -// case D3DX_SF_A4L4: // Unsupported by DX7 - return GL_RGBA; - case D3DX_SF_A8: - return GL_ALPHA; - // Compressed texture formats. Need to check these... - case D3DX_SF_DXT1: - return GL_RGBA; -// case D3DX_SF_DXT2: // Unsupported by DX7 - return GL_RGB; - case D3DX_SF_DXT3: - return GL_RGBA; -// case D3DX_SF_DXT4: // Unsupported by DX7 - return GL_RGB; - case D3DX_SF_DXT5: - return GL_RGBA; - } - - // Fell through. Return arbitary default. - ASSERT(0); // BANG! - return GL_RGBA; -} - -//--------------------------------------------------------------------------- - -const struct gl_texture_format* _gldMesaFormatForD3DFormat( - D3DX_SURFACEFORMAT d3dfmt) -{ - switch (d3dfmt) { - case D3DX_SF_A8R8G8B8: - return &_mesa_texformat_argb8888; - case D3DX_SF_R8G8B8: - return &_mesa_texformat_rgb888; - case D3DX_SF_R5G6B5: - return &_mesa_texformat_rgb565; - case D3DX_SF_A4R4G4B4: - return &_mesa_texformat_argb4444; - case D3DX_SF_A1R5G5B5: - return &_mesa_texformat_argb1555; - case D3DX_SF_A8L8: - return &_mesa_texformat_al88; - case D3DX_SF_R3G3B2: - return &_mesa_texformat_rgb332; - case D3DX_SF_A8: - return &_mesa_texformat_a8; - case D3DX_SF_L8: - return &_mesa_texformat_l8; - case D3DX_SF_X8R8G8B8: - return &_gld_texformat_X8R8G8B8; - case D3DX_SF_R5G5B5: - return &_gld_texformat_X1R5G5B5; - case D3DX_SF_X4R4G4B4: - return &_gld_texformat_X4R4G4B4; - } - - // If we reach here then we've made an error somewhere else - // by allowing a format that is not supported. - ASSERT(0); - - return NULL; // Shut up compiler warning -} - -//--------------------------------------------------------------------------- - -D3DX_SURFACEFORMAT _gldD3DXFormatFromSurface( - IDirectDrawSurface7 *pSurface) -{ - DDPIXELFORMAT ddpf; - - ddpf.dwSize = sizeof(ddpf); - - // Obtain pixel format of surface - _GLD_DX7_TEX(GetPixelFormat(pSurface, &ddpf)); - // Decode to D3DX surface format - return D3DXMakeSurfaceFormat(&ddpf); -} - -//--------------------------------------------------------------------------- - -void _gldClearSurface( - IDirectDrawSurface *pSurface, - D3DCOLOR dwColour) -{ - DDBLTFX bltFX; // Used for colour fill - - // Initialise struct - bltFX.dwSize = sizeof(bltFX); - // Set clear colour - bltFX.dwFillColor = dwColour; - // Clear surface. HW accelerated if available. - IDirectDrawSurface7_Blt(pSurface, NULL, NULL, NULL, DDBLT_COLORFILL, &bltFX); -} - -//--------------------------------------------------------------------------- -// Copy* functions -//--------------------------------------------------------------------------- - -void gldCopyTexImage1D_DX7( - GLcontext *ctx, - GLenum target, GLint level, - GLenum internalFormat, - GLint x, GLint y, - GLsizei width, GLint border ) -{ - // TODO -} - -//--------------------------------------------------------------------------- - -void gldCopyTexImage2D_DX7( - GLcontext *ctx, - GLenum target, - GLint level, - GLenum internalFormat, - GLint x, - GLint y, - GLsizei width, - GLsizei height, - GLint border) -{ - // TODO -} - -//--------------------------------------------------------------------------- - -void gldCopyTexSubImage1D_DX7( - GLcontext *ctx, - GLenum target, GLint level, - GLint xoffset, GLint x, GLint y, GLsizei width ) -{ - // TODO -} - -//--------------------------------------------------------------------------- - -void gldCopyTexSubImage2D_DX7( - GLcontext *ctx, - GLenum target, - GLint level, - GLint xoffset, - GLint yoffset, - GLint x, - GLint y, - GLsizei width, - GLsizei height) -{ - // TODO -} - -//--------------------------------------------------------------------------- - -void gldCopyTexSubImage3D_DX7( - GLcontext *ctx, - GLenum target, - GLint level, - GLint xoffset, - GLint yoffset, - GLint zoffset, - GLint x, - GLint y, - GLsizei width, - GLsizei height ) -{ - // TODO ? -} - -//--------------------------------------------------------------------------- -// Bitmap/Pixel functions -//--------------------------------------------------------------------------- - -#define GLD_FLIP_Y(y) (gldCtx->dwHeight - (y)) - -#define _GLD_FVF_IMAGE (D3DFVF_XYZRHW | D3DFVF_TEX1) - -typedef struct { - FLOAT x, y; // 2D raster coords - FLOAT z; // depth value - FLOAT rhw; // reciprocal homogenous W (always 1.0f) - FLOAT tu, tv; // texture coords -} _GLD_IMAGE_VERTEX; - -//--------------------------------------------------------------------------- - -HRESULT _gldDrawPixels( - GLcontext *ctx, - BOOL bChromakey, // Alpha test for glBitmap() images - GLint x, // GL x position - GLint y, // GL y position (needs flipping) - GLsizei width, // Width of input image - GLsizei height, // Height of input image - IDirectDrawSurface7 *pImage) -{ - // - // Draw input image as texture implementing PixelZoom and clipping. - // Any fragment operations currently enabled will be used. - // - - // NOTE: This DX7 version does not create a new texture in which - // to copy the input image, as the image is already a texture. - - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx7 *gld = GLD_GET_DX7_DRIVER(gldCtx); - - DDSURFACEDESC2 ddsd; - _GLD_IMAGE_VERTEX v[4]; - - float ZoomWidth, ZoomHeight; - float ScaleWidth, ScaleHeight; - - // Fixup for rasterisation rules - const float cfEpsilon = 1.0f / (float)height; - - // - // Set up the quad like this (ascii-art ahead!) - // - // 3--2 - // | | - // 0--1 - // - // - - // Set depth - v[0].z = v[1].z = v[2].z = v[3].z = ctx->Current.RasterPos[2]; - // Set Reciprocal Homogenous W - v[0].rhw = v[1].rhw = v[2].rhw = v[3].rhw = 1.0f; - - // Set texcoords - // Examine texture size - if different to input width and height - // then we'll need to munge the texcoords to fit. - ddsd.dwSize = sizeof(DDSURFACEDESC2); - IDirectDrawSurface7_GetSurfaceDesc(pImage, &ddsd); - ScaleWidth = (float)width / (float)ddsd.dwWidth; - ScaleHeight = (float)height / (float)ddsd.dwHeight; - v[0].tu = 0.0f; v[0].tv = 0.0f; - v[1].tu = ScaleWidth; v[1].tv = 0.0f; - v[2].tu = ScaleWidth; v[2].tv = ScaleHeight; - v[3].tu = 0.0f; v[3].tv = ScaleHeight; - - // Set raster positions - ZoomWidth = (float)width * ctx->Pixel.ZoomX; - ZoomHeight = (float)height * ctx->Pixel.ZoomY; - - v[0].x = x; v[0].y = GLD_FLIP_Y(y+cfEpsilon); - v[1].x = x+ZoomWidth; v[1].y = GLD_FLIP_Y(y+cfEpsilon); - v[2].x = x+ZoomWidth; v[2].y = GLD_FLIP_Y(y+ZoomHeight+cfEpsilon); - v[3].x = x; v[3].y = GLD_FLIP_Y(y+ZoomHeight+cfEpsilon); - - // Draw image with full HW acceleration - // NOTE: Be nice to use a State Block for all this state... - IDirect3DDevice7_SetTexture(gld->pDev, 0, pImage); - IDirect3DDevice7_SetRenderState(gld->pDev, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE); - IDirect3DDevice7_SetRenderState(gld->pDev, D3DRENDERSTATE_CLIPPING, TRUE); - IDirect3DDevice7_SetTextureStageState(gld->pDev, 0, D3DTSS_MINFILTER, D3DTFN_POINT); - IDirect3DDevice7_SetTextureStageState(gld->pDev, 0, D3DTSS_MIPFILTER, D3DTFP_POINT); - IDirect3DDevice7_SetTextureStageState(gld->pDev, 0, D3DTSS_MAGFILTER, D3DTFG_POINT); - IDirect3DDevice7_SetTextureStageState(gld->pDev, 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP); - IDirect3DDevice7_SetTextureStageState(gld->pDev, 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP); - IDirect3DDevice7_SetTextureStageState(gld->pDev, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); - IDirect3DDevice7_SetTextureStageState(gld->pDev, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); - IDirect3DDevice7_SetTextureStageState(gld->pDev, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); - IDirect3DDevice7_SetTextureStageState(gld->pDev, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); - // Ensure texture unit 1 is disabled - IDirect3DDevice7_SetTextureStageState(gld->pDev, 1, D3DTSS_COLOROP, D3DTOP_DISABLE); - IDirect3DDevice7_SetTextureStageState(gld->pDev, 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); - - // - // Emulate Chromakey with an Alpha Test. - // [Alpha Test is more widely supported anyway] - // - if (bChromakey) { - // Switch on alpha testing - IDirect3DDevice7_SetRenderState(gld->pDev, D3DRENDERSTATE_ALPHATESTENABLE, TRUE); - // Fragment passes is alpha is greater than reference value - IDirect3DDevice7_SetRenderState(gld->pDev, D3DRENDERSTATE_ALPHAFUNC, D3DCMP_GREATER); - // Set alpha reference value between Bitmap alpha values of - // zero (transparent) and one (opaque). - IDirect3DDevice7_SetRenderState(gld->pDev, D3DRENDERSTATE_ALPHAREF, 0x7f); - } - - IDirect3DDevice7_DrawPrimitive(gld->pDev, D3DPT_TRIANGLEFAN, _GLD_FVF_IMAGE, &v, 4, 0); - - // Reset state to before we messed it up - FLUSH_VERTICES(ctx, _NEW_ALL); - - return S_OK; -} - -//--------------------------------------------------------------------------- - -void gld_DrawPixels_DX7( - GLcontext *ctx, - GLint x, GLint y, GLsizei width, GLsizei height, - GLenum format, GLenum type, - const struct gl_pixelstore_attrib *unpack, - const GLvoid *pixels ) -{ - GLD_context *gldCtx; - GLD_driver_dx7 *gld; - - IDirectDrawSurface7 *pImage; - HRESULT hr; - DDSURFACEDESC2 ddsd; - DWORD dwFlags; - D3DX_SURFACEFORMAT sf; - DWORD dwMipmaps; - - const struct gl_texture_format *MesaFormat; - - MesaFormat = _mesa_choose_tex_format(ctx, format, format, type); - - gldCtx = GLD_GET_CONTEXT(ctx); - gld = GLD_GET_DX7_DRIVER(gldCtx); - - dwFlags = D3DX_TEXTURE_NOMIPMAP; - sf = D3DX_SF_A8R8G8B8; - dwMipmaps = 1; - - hr = D3DXCreateTexture( - gld->pDev, - &dwFlags, - &width, &height, - &sf, // format - NULL, // palette - &pImage, // Output texture - &dwMipmaps); - if (FAILED(hr)) { - return; - } - - // D3DXCreateTexture() may not clear the texture is creates. - _gldClearSurface(pImage, 0); - - // - // Use Mesa to fill in image - // - - // Lock all of surface - ddsd.dwSize = sizeof(DDSURFACEDESC2); - dwFlags = DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT; - hr = IDirectDrawSurface7_Lock(pImage, NULL, &ddsd, dwFlags, NULL); - if (FAILED(hr)) { - SAFE_RELEASE_SURFACE7(pImage); - return; - } - - // unpack image, apply transfer ops and store directly in texture - MesaFormat->StoreImage( - ctx, - 2, - GL_RGBA, - &_mesa_texformat_argb8888, - ddsd.lpSurface, - width, height, 1, 0, 0, 0, - ddsd.lPitch, - 0, /* dstImageStride */ - format, type, pixels, unpack); - - IDirectDrawSurface7_Unlock(pImage, NULL); - - _gldDrawPixels(ctx, FALSE, x, y, width, height, pImage); - - SAFE_RELEASE_SURFACE7(pImage); -} - -//--------------------------------------------------------------------------- - -void gld_ReadPixels_DX7( - GLcontext *ctx, - GLint x, GLint y, GLsizei width, GLsizei height, - GLenum format, GLenum type, - const struct gl_pixelstore_attrib *pack, - GLvoid *dest) -{ -// TODO -#if 0 - GLD_context *gldCtx; - GLD_driver_dx7 *gld; - - IDirect3DSurface8 *pBackbuffer = NULL; - IDirect3DSurface8 *pNativeImage = NULL; - IDirect3DSurface8 *pCanonicalImage = NULL; - - D3DSURFACE_DESC d3dsd; - RECT rcSrc; // Source rect - POINT ptDst; // Dest point - HRESULT hr; - D3DLOCKED_RECT d3dLockedRect; - struct gl_pixelstore_attrib srcPacking; - int i; - GLint DstRowStride; - const struct gl_texture_format *MesaFormat; - - switch (format) { - case GL_STENCIL_INDEX: - case GL_DEPTH_COMPONENT: - return; - } - - MesaFormat = _mesa_choose_tex_format(ctx, format, format, type); - DstRowStride = _mesa_image_row_stride(pack, width, format, type); - - gldCtx = GLD_GET_CONTEXT(ctx); - gld = GLD_GET_DX7_DRIVER(gldCtx); - - // Get backbuffer - hr = IDirect3DDevice8_GetBackBuffer( - gld->pDev, - 0, // First backbuffer - D3DBACKBUFFER_TYPE_MONO, - &pBackbuffer); - if (FAILED(hr)) - return; - - // Get backbuffer description - hr = IDirect3DSurface8_GetDesc(pBackbuffer, &d3dsd); - if (FAILED(hr)) { - goto gld_ReadPixels_DX7_return; - } - - // Create a surface compatible with backbuffer - hr = IDirect3DDevice8_CreateImageSurface( - gld->pDev, - width, - height, - d3dsd.Format, - &pNativeImage); - if (FAILED(hr)) { - goto gld_ReadPixels_DX7_return; - } - - // Compute source rect and dest point - SetRect(&rcSrc, 0, 0, width, height); - OffsetRect(&rcSrc, x, GLD_FLIP_HEIGHT(y, height)); - ptDst.x = ptDst.y = 0; - - // Get source pixels. - // - // This intermediate surface ensure that we can use CopyRects() - // instead of relying on D3DXLoadSurfaceFromSurface(), which may - // try and lock the backbuffer. This way seems safer. - // - hr = IDirect3DDevice8_CopyRects( - gld->pDev, - pBackbuffer, - &rcSrc, - 1, - pNativeImage, - &ptDst); - if (FAILED(hr)) { - goto gld_ReadPixels_DX7_return; - } - - // Create an RGBA8888 surface - hr = IDirect3DDevice8_CreateImageSurface( - gld->pDev, - width, - height, - D3DFMT_A8R8G8B8, - &pCanonicalImage); - if (FAILED(hr)) { - goto gld_ReadPixels_DX7_return; - } - - // Convert to RGBA8888 - hr = D3DXLoadSurfaceFromSurface( - pCanonicalImage, // Dest surface - NULL, NULL, // Dest palette, RECT - pNativeImage, // Src surface - NULL, NULL, // Src palette, RECT - D3DX_FILTER_NONE, // Filter - 0); // Colourkey - if (FAILED(hr)) { - goto gld_ReadPixels_DX7_return; - } - - srcPacking.Alignment = 1; - srcPacking.ImageHeight = height; - srcPacking.LsbFirst = GL_FALSE; - srcPacking.RowLength = 0; - srcPacking.SkipImages = 0; - srcPacking.SkipPixels = 0; - srcPacking.SkipRows = 0; - srcPacking.SwapBytes = GL_FALSE; - - // Lock all of image - hr = IDirect3DSurface8_LockRect(pCanonicalImage, &d3dLockedRect, NULL, 0); - if (FAILED(hr)) { - goto gld_ReadPixels_DX7_return; - } - - // We need to flip the data. Yuck. - // Perhaps Mesa has a span packer we can use in future... - for (i=0; i<height; i++) { - BYTE *pDestRow = (BYTE*)_mesa_image_address(2,pack, dest, width, height, format, type, 0, i, 0); - BYTE *pSrcRow = (BYTE*)d3dLockedRect.pBits + (d3dLockedRect.Pitch * (height-i-1)); - texImage->TexFormat->StoreImage( - ctx, - 2, - GL_RGBA, // base format - MesaFormat, // dst format - pDestRow, // dest addr - width, 1, 1, 0, 0, 0, // src x,y,z & dst offsets x,y,z - DstRowStride, // dst row stride - 0, // dstImageStride - GL_BGRA, // src format - GL_UNSIGNED_BYTE, // src type - pSrcRow, // src addr - &srcPacking); // packing params of source image - } - - IDirect3DSurface8_UnlockRect(pCanonicalImage); - -gld_ReadPixels_DX7_return: - SAFE_RELEASE_SURFACE8(pCanonicalImage); - SAFE_RELEASE_SURFACE8(pNativeImage); - SAFE_RELEASE_SURFACE8(pBackbuffer); -#endif -} - -//--------------------------------------------------------------------------- - -void gld_CopyPixels_DX7( - GLcontext *ctx, - GLint srcx, - GLint srcy, - GLsizei width, - GLsizei height, - GLint dstx, - GLint dsty, - GLenum type) -{ -// TODO -#if 0 - // - // NOTE: Not allowed to copy vidmem to vidmem! - // Therefore we use an intermediate image surface. - // - - GLD_context *gldCtx; - GLD_driver_dx7 *gld; - - IDirect3DSurface8 *pBackbuffer; - D3DSURFACE_DESC d3dsd; - IDirect3DSurface8 *pImage; - RECT rcSrc; // Source rect - POINT ptDst; // Dest point - HRESULT hr; - - // Only backbuffer - if (type != GL_COLOR) - return; - - gldCtx = GLD_GET_CONTEXT(ctx); - gld = GLD_GET_DX7_DRIVER(gldCtx); - - // Get backbuffer - hr = IDirect3DDevice8_GetBackBuffer( - gld->pDev, - 0, // First backbuffer - D3DBACKBUFFER_TYPE_MONO, - &pBackbuffer); - if (FAILED(hr)) - return; - - // Get backbuffer description - hr = IDirect3DSurface8_GetDesc(pBackbuffer, &d3dsd); - if (FAILED(hr)) { - IDirect3DSurface8_Release(pBackbuffer); - return; - } - - // Create a surface compatible with backbuffer - hr = IDirect3DDevice8_CreateImageSurface( - gld->pDev, - width, - height, - d3dsd.Format, - &pImage); - if (FAILED(hr)) { - IDirect3DSurface8_Release(pBackbuffer); - return; - } - - // Compute source rect and dest point - SetRect(&rcSrc, 0, 0, width, height); - OffsetRect(&rcSrc, srcx, GLD_FLIP_HEIGHT(srcy, height)); - ptDst.x = ptDst.y = 0; - - // Get source pixels - hr = IDirect3DDevice8_CopyRects( - gld->pDev, - pBackbuffer, - &rcSrc, - 1, - pImage, - &ptDst); - IDirect3DSurface8_Release(pBackbuffer); - if (FAILED(hr)) { - IDirect3DSurface8_Release(pImage); - return; - } - - _gldDrawPixels(ctx, FALSE, dstx, dsty, width, height, pImage); - - IDirect3DSurface8_Release(pImage); -#endif -} - -//--------------------------------------------------------------------------- - -void gld_Bitmap_DX7( - GLcontext *ctx, - GLint x, - GLint y, - GLsizei width, - GLsizei height, - const struct gl_pixelstore_attrib *unpack, - const GLubyte *bitmap) -{ - GLD_context *gldCtx; - GLD_driver_dx7 *gld; - - IDirectDrawSurface7 *pImage; // Bitmap texture - HRESULT hr; - BYTE *pTempBitmap; // Pointer to unpacked bitmap - D3DCOLOR clBitmapOne; // Opaque bitmap colour - D3DCOLOR clBitmapZero; // Transparent bitmap colour - D3DCOLOR *pBits; // Pointer to texture surface - const GLubyte *src; - int i, j, k; - - DDSURFACEDESC2 ddsd; // Surface desc returned by lock call - DWORD dwFlags; - D3DX_SURFACEFORMAT sf; - DWORD dwMipmaps; - - // Keep a copy of width/height as D3DXCreateTexture() call may alter input dimensions - GLsizei dwWidth = width; - GLsizei dwHeight = height; - - gldCtx = GLD_GET_CONTEXT(ctx); - gld = GLD_GET_DX7_DRIVER(gldCtx); - - // Bail if no bitmap (only raster pos is updated) - if ((bitmap == NULL) && (width==0) && (height==0)) - return; - - // - // TODO: Detect conditions when created texture (pImage) is non-pow2. - // Texture coords may need to be adjusted to compensate. - // - - clBitmapZero = D3DCOLOR_RGBA(0,0,0,0); // NOTE: Alpha is Zero - clBitmapOne = D3DCOLOR_COLORVALUE( - ctx->Current.RasterColor[0], - ctx->Current.RasterColor[1], - ctx->Current.RasterColor[2], - 1.0f); // NOTE: Alpha is One - - // Use Mesa to unpack bitmap into a canonical format - pTempBitmap = _mesa_unpack_bitmap(width, height, bitmap, unpack); - if (pTempBitmap == NULL) - return; - - // Flags for texture creation - dwFlags = D3DX_TEXTURE_NOMIPMAP; - sf = D3DX_SF_A8R8G8B8; - dwMipmaps = 1; - - // Create a D3D texture to hold the bitmap - hr = D3DXCreateTexture( - gld->pDev, - &dwFlags, - &dwWidth, &dwHeight, - &sf, // format - NULL, // palette - &pImage, // Output texture - &dwMipmaps); - if (FAILED(hr)) { - FREE(pTempBitmap); - return; - } - - // D3DXCreateTexture may return a texture bigger than we asked for - // (i.e. padded to POW2) so let's clear the entire image bitmap. - // Additional: Looks like this is not strictly necessary. -// _gldClearSurface(pImage, clBitmapZero); - - ddsd.dwSize = sizeof(DDSURFACEDESC2); - dwFlags = DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT; - hr = IDirectDrawSurface7_Lock(pImage, NULL, &ddsd, dwFlags, NULL); - if (FAILED(hr)) { - FREE(pTempBitmap); - SAFE_RELEASE_SURFACE7(pImage); - return; - } - -#if 0 - // DEBUG CODE - if (!(width==ddsd.dwWidth && height==ddsd.dwHeight)) - ddlogPrintf(GLDLOG_WARN, "gld_Bitmap: In=%d,%d / Tex=%d,%d", width,height,ddsd.dwWidth,ddsd.dwHeight); -#endif - -#if 0 - // DEBUG CODE - ddlogPrintf(GLDLOG_SYSTEM, "gld_Bitmap: In=%d,%d / Tex=%d,%d", width,height,ddsd.dwWidth,ddsd.dwHeight); - ddlogPrintf(GLDLOG_SYSTEM, "gld_Bitmap: bpp=%d", ddsd.ddpfPixelFormat.dwRGBBitCount); -#endif - - // Cast texel pointer to texture surface. - // We can do this because we used D3DX_SF_A8R8G8B8 as the format - pBits = (D3DCOLOR*)ddsd.lpSurface; - - - // Copy from the input bitmap into the texture - for (i=0; i<height; i++) { - GLubyte byte; - pBits = (D3DCOLOR*)((BYTE*)ddsd.lpSurface + (i*ddsd.lPitch)); - src = (const GLubyte *) _mesa_image_address(2, - &ctx->DefaultPacking, pTempBitmap, width, height, GL_COLOR_INDEX, GL_BITMAP, - 0, i, 0); - for (j=0; j<(width>>3); j++) { - byte = *src++; - for (k=0; k<8; k++) { - *pBits++ = (byte & 128) ? clBitmapOne : clBitmapZero; - byte <<= 1; - } - } - // Fill remaining bits from bitmap - if (width & 7) { - byte = *src; - for (k=0; k<(width & 7); k++) { - *pBits++ = (byte & 128) ? clBitmapOne : clBitmapZero; - byte <<= 1; - } - } - } - - // We're done with the unpacked bitmap - FREE(pTempBitmap); - - // Finished with texture surface - unlock it - IDirectDrawSurface7_Unlock(pImage, NULL); - - // Use internal function to draw bitmap onto rendertarget - _gldDrawPixels(ctx, TRUE, x, y, width, height, pImage); - - // We're done with the bitmap texure - release it - IDirectDrawSurface7_Release(pImage); -} - -//--------------------------------------------------------------------------- -// Texture functions -//--------------------------------------------------------------------------- - -void _gldAllocateTexture( - GLcontext *ctx, - struct gl_texture_object *tObj, - struct gl_texture_image *texImage) -{ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx7 *gld = GLD_GET_DX7_DRIVER(gldCtx); - - HRESULT hr; - IDirectDrawSurface7 *pTex; - D3DX_SURFACEFORMAT d3dFormat; - DWORD dwFlags; - DWORD dwMipmaps; - DWORD dwWidth, dwHeight; - - if (!tObj || !texImage) - return; - - pTex = (IDirectDrawSurface7*)tObj->DriverData; - if (pTex) { - // Decide whether we can keep existing D3D texture - // by examining top-level surface. - DDSURFACEDESC2 ddsd; - ddsd.dwSize = sizeof(DDSURFACEDESC2); - _GLD_DX7_TEX(GetSurfaceDesc(pTex, &ddsd)); - // Release existing texture if not compatible - if ((ddsd.dwWidth == texImage->Width) || - (ddsd.dwHeight == texImage->Height)) - { - return; // Keep the existing texture - } - tObj->DriverData = NULL; - _GLD_DX7_TEX(Release(pTex)); - } - - dwFlags = (glb.bUseMipmaps) ? 0 : D3DX_TEXTURE_NOMIPMAP; - dwMipmaps = (glb.bUseMipmaps) ? D3DX_DEFAULT : 1; - dwWidth = texImage->Width; - dwHeight = texImage->Height; - - d3dFormat = _gldGLFormatToD3DFormat(texImage->IntFormat); - hr = D3DXCreateTexture( - gld->pDev, - &dwFlags, - &dwWidth, - &dwHeight, - &d3dFormat, - NULL, - &pTex, - &dwMipmaps); - if (FAILED(hr)) { - gldLogError(GLDLOG_ERROR, "AllocateTexture failed", hr); - } - tObj->DriverData = pTex; -} - -//--------------------------------------------------------------------------- - -const struct gl_texture_format* gld_ChooseTextureFormat_DX7( - GLcontext *ctx, - GLint internalFormat, - GLenum srcFormat, - GLenum srcType) -{ - // [Based on mesa_choose_tex_format()] - // - // We will choose only texture formats that are supported - // by Direct3D. If the hardware doesn't support a particular - // texture format, then the D3DX texture calls that we use - // will automatically use a HW supported format. - // - // The most critical aim is to reduce copying; if we can use - // texture-image data directly then it will be a big performance assist. - // - - switch (internalFormat) { - case GL_INTENSITY: - case GL_INTENSITY4: - case GL_INTENSITY8: - case GL_INTENSITY12: - case GL_INTENSITY16: - return &_mesa_texformat_l8; // D3DFMT_L8 - case 1: - case GL_LUMINANCE: - case GL_LUMINANCE4: - case GL_LUMINANCE8: - case GL_LUMINANCE12: - case GL_LUMINANCE16: - return &_mesa_texformat_l8; // D3DFMT_L8 - case GL_ALPHA: - case GL_ALPHA4: - case GL_ALPHA8: - case GL_ALPHA12: - case GL_ALPHA16: - return &_mesa_texformat_a8; // D3DFMT_A8 - case GL_COLOR_INDEX: - case GL_COLOR_INDEX1_EXT: - case GL_COLOR_INDEX2_EXT: - case GL_COLOR_INDEX4_EXT: - case GL_COLOR_INDEX8_EXT: - case GL_COLOR_INDEX12_EXT: - case GL_COLOR_INDEX16_EXT: - return &_mesa_texformat_rgb565; // D3DFMT_R5G6B5 - // Mesa will convert this for us later... - // return &_mesa_texformat_ci8; // D3DFMT_R5G6B5 - case 2: - case GL_LUMINANCE_ALPHA: - case GL_LUMINANCE4_ALPHA4: - case GL_LUMINANCE6_ALPHA2: - case GL_LUMINANCE8_ALPHA8: - case GL_LUMINANCE12_ALPHA4: - case GL_LUMINANCE12_ALPHA12: - case GL_LUMINANCE16_ALPHA16: - return &_mesa_texformat_al88; // D3DFMT_A8L8 - case GL_R3_G3_B2: - return &_mesa_texformat_rgb332; // D3DFMT_R3G3B2 - case GL_RGB4: - case GL_RGBA4: - case GL_RGBA2: - return &_mesa_texformat_argb4444; // D3DFMT_A4R4G4B4 - case 3: - case GL_RGB: - case GL_RGB5: - case GL_RGB8: - case GL_RGB10: - case GL_RGB12: - case GL_RGB16: - return &_mesa_texformat_rgb565; - case 4: - case GL_RGBA: - case GL_RGBA8: - case GL_RGB10_A2: - case GL_RGBA12: - case GL_RGBA16: - return &_mesa_texformat_argb8888; - case GL_RGB5_A1: - return &_mesa_texformat_argb1555; - default: - _mesa_problem(NULL, "unexpected format in fxDDChooseTextureFormat"); - return NULL; - } -} - -//--------------------------------------------------------------------------- - -/* -// Safer(?), slower version. -void gld_TexImage2D_DX7( - GLcontext *ctx, - GLenum target, - GLint level, - GLint internalFormat, - GLint width, - GLint height, - GLint border, - GLenum format, - GLenum type, - const GLvoid *pixels, - const struct gl_pixelstore_attrib *packing, - struct gl_texture_object *tObj, - struct gl_texture_image *texImage) -{ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx7 *gld = GLD_GET_DX7_DRIVER(gldCtx); - - IDirect3DTexture8 *pTex; - IDirect3DSurface8 *pSurface; - RECT rcSrcRect; - HRESULT hr; - GLint texelBytes = 4; - GLvoid *tempImage; - - if (!tObj || !texImage) - return; - - if (level == 0) { - _gldAllocateTexture(ctx, tObj, texImage); - } - - pTex = (IDirect3DTexture8*)tObj->DriverData; - if (!pTex) - return; // Texture has not been created - if (level >= IDirect3DTexture8_GetLevelCount(pTex)) - return; // Level does not exist - hr = IDirect3DTexture8_GetSurfaceLevel(pTex, level, &pSurface); - if (FAILED(hr)) - return; // Surface level doesn't exist (or just a plain error) - - tempImage = MALLOC(width * height * texelBytes); - if (!tempImage) { - _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage2D"); - IDirect3DSurface8_Release(pSurface); - return; - } - // unpack image, apply transfer ops and store in tempImage - texImage->TexFormat->StoreImage(ctx, 2, texImage->Format, - &_mesa_texformat_argb8888, // dest format - tempImage, - width, height, 1, 0, 0, 0, - width * texelBytes, - 0, // dstImageStride - format, type, pixels, packing); - - SetRect(&rcSrcRect, 0, 0, width, height); - D3DXLoadSurfaceFromMemory( - pSurface, - NULL, - NULL, - tempImage, - D3DFMT_A8R8G8B8, - width * texelBytes, - NULL, - &rcSrcRect, - D3DX_FILTER_NONE, - 0); - - FREE(tempImage); - IDirect3DSurface8_Release(pSurface); -} -*/ - -//--------------------------------------------------------------------------- - -// Faster, more efficient version. -// Copies subimage straight to dest texture -void gld_TexImage2D_DX7( - GLcontext *ctx, - GLenum target, - GLint level, - GLint internalFormat, - GLint width, - GLint height, - GLint border, - GLenum format, - GLenum type, - const GLvoid *pixels, - const struct gl_pixelstore_attrib *packing, - struct gl_texture_object *tObj, - struct gl_texture_image *texImage) -{ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx7 *gld = GLD_GET_DX7_DRIVER(gldCtx); - - IDirectDrawSurface7 *pTex = NULL; - IDirectDrawSurface7 *pSurface = NULL; - HRESULT hr; - DDSURFACEDESC2 ddsd; - int i; - DDSCAPS2 ddsCaps; - - if (!tObj || !texImage) - return; - - // GLQUAKE FIX - // Test for input alpha data with non-alpha internalformat - if (((internalFormat==3) || (internalFormat==GL_RGB)) && (format==GL_RGBA)) { - // Input format has alpha, but a non-alpha format has been requested. - texImage->IntFormat = GL_RGBA; - internalFormat = GL_RGBA; - } - - if (level == 0) { - _gldAllocateTexture(ctx, tObj, texImage); - } - - pTex = (IDirectDrawSurface7*)tObj->DriverData; - if (!pTex) { - ASSERT(0); - return; // Texture has not been created - } - - pSurface = pTex; - if (level != 0) { - ddsd.dwSize = sizeof(ddsd); - _GLD_DX7_TEX(GetSurfaceDesc(pTex, &ddsd)); - if ((level > 0) && (level >= ddsd.dwMipMapCount)) - return; // Level does not exist - ZeroMemory(&ddsCaps, sizeof(ddsCaps)); - for (i=0; i<level; i++) { - ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_MIPMAP; - hr = IDirectDrawSurface7_GetAttachedSurface( - pSurface, - &ddsCaps, - &pSurface); - if (SUCCEEDED(hr)) { - IDirectDrawSurface7_Release(pSurface); - } else { - ; - } - } - } - - // Lock all of surface - ddsd.dwSize = sizeof(ddsd); - hr = IDirectDrawSurface7_Lock(pSurface, NULL, &ddsd, 0, 0); - if (FAILED(hr)) { - IDirectDrawSurface7_Release(pSurface); - return; - } - - // unpack image, apply transfer ops and store directly in texture - texImage->TexFormat->StoreImage( - ctx, - 2, - texImage->Format, - //_gldMesaFormatForD3DFormat(d3dsd.Format), - _gldMesaFormatForD3DFormat(_gldD3DXFormatFromSurface(pSurface)), - ddsd.lpSurface, - width, height, 1, 0, 0, 0, - ddsd.lPitch, - 0, // dstImageStride - format, type, pixels, packing); - - IDirectDrawSurface7_Unlock(pSurface, NULL); -} - -//--------------------------------------------------------------------------- - -void gld_TexImage1D_DX7(GLcontext *ctx, GLenum target, GLint level, - GLint internalFormat, - GLint width, GLint border, - GLenum format, GLenum type, const GLvoid *pixels, - const struct gl_pixelstore_attrib *packing, - struct gl_texture_object *texObj, - struct gl_texture_image *texImage ) -{ - // A 1D texture is a 2D texture with a height of zero - gld_TexImage2D_DX7(ctx, target, level, internalFormat, width, 1, border, format, type, pixels, packing, texObj, texImage); -} - -//--------------------------------------------------------------------------- - -/* -void gld_TexSubImage2D( GLcontext *ctx, GLenum target, GLint level, - GLint xoffset, GLint yoffset, - GLsizei width, GLsizei height, - GLenum format, GLenum type, - const GLvoid *pixels, - const struct gl_pixelstore_attrib *packing, - struct gl_texture_object *tObj, - struct gl_texture_image *texImage ) -{ - GLD_GET_CONTEXT - IDirect3DTexture8 *pTex; - IDirect3DSurface8 *pSurface; - D3DFORMAT d3dFormat; - HRESULT hr; - GLint texelBytes = 4; - GLvoid *tempImage; - RECT rcSrcRect; - RECT rcDstRect; - - if (!tObj || !texImage) - return; - - pTex = (IDirect3DTexture8*)tObj->DriverData; - if (!pTex) - return; // Texture has not been created - if (level >= _GLD_DX8_TEX(GetLevelCount(pTex)) - return; // Level does not exist - hr = _GLD_DX8_TEX(GetSurfaceLevel(pTex, level, &pSurface); - if (FAILED(hr)) - return; // Surface level doesn't exist (or just a plain error) - - d3dFormat = _gldGLFormatToD3DFormat(texImage->Format); - tempImage = MALLOC(width * height * texelBytes); - if (!tempImage) { - _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage2D"); - IDirect3DSurface8_Release(pSurface); - return; - } - - // unpack image, apply transfer ops and store in tempImage - texImage->TexFormat->StoreImage(ctx, 2, texImage->Format, - &_mesa_texformat_argb8888, // dest format - tempImage, - width, height, 1, 0, 0, 0, - width * texelBytes, - 0, // dstImageStride - format, type, pixels, packing); - - // Source rectangle is whole of input image - SetRect(&rcSrcRect, 0, 0, width, height); - - // Dest rectangle must be offset to dest image - SetRect(&rcDstRect, 0, 0, width, height); - OffsetRect(&rcDstRect, xoffset, yoffset); - - D3DXLoadSurfaceFromMemory( - pSurface, - NULL, - &rcDstRect, - tempImage, - D3DFMT_A8R8G8B8, - width * texelBytes, - NULL, - &rcSrcRect, - D3DX_FILTER_NONE, - 0); - - FREE(tempImage); - IDirect3DSurface8_Release(pSurface); -} -*/ - -//--------------------------------------------------------------------------- - -// Faster, more efficient version. -// Copies subimage straight to dest texture -void gld_TexSubImage2D_DX7( GLcontext *ctx, GLenum target, GLint level, - GLint xoffset, GLint yoffset, - GLsizei width, GLsizei height, - GLenum format, GLenum type, - const GLvoid *pixels, - const struct gl_pixelstore_attrib *packing, - struct gl_texture_object *tObj, - struct gl_texture_image *texImage ) -{ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx7 *gld = GLD_GET_DX7_DRIVER(gldCtx); - - IDirectDrawSurface7 *pTex; - IDirectDrawSurface7 *pSurface; - HRESULT hr; - RECT rcDstRect; - DDSURFACEDESC2 ddsd; - int i; - DDSCAPS2 ddsCaps; - - if (!tObj || !texImage) - return; - - pTex = (IDirectDrawSurface7*)tObj->DriverData; - if (!pTex) - return; // Texture has not been created - - __try { - - ddsd.dwSize = sizeof(ddsd); - _GLD_DX7_TEX(GetSurfaceDesc(pTex, &ddsd)); - if ((level > 0) && (level >= ddsd.dwMipMapCount)) - return; // Level does not exist - - ZeroMemory(&ddsCaps, sizeof(ddsCaps)); - pSurface = pTex; - for (i=0; i<level; i++) { - ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_MIPMAP; - hr = IDirectDrawSurface7_GetAttachedSurface( - pSurface, - &ddsCaps, - &pSurface); - if(SUCCEEDED(hr)) { - IDirectDrawSurface7_Release(pSurface); - } else { - return; - } - } - - // Dest rectangle must be offset to dest image - SetRect(&rcDstRect, 0, 0, width, height); - OffsetRect(&rcDstRect, xoffset, yoffset); - - // Lock sub-rect of surface - hr = IDirectDrawSurface7_Lock(pSurface, &rcDstRect, &ddsd, 0, 0); - if (FAILED(hr)) { - IDirectDrawSurface7_Release(pSurface); - return; - } - - // unpack image, apply transfer ops and store directly in texture - texImage->TexFormat->StoreImage(ctx, 2, texImage->Format, - _gldMesaFormatForD3DFormat(_gldD3DXFormatFromSurface(pSurface)), - ddsd.lpSurface, - width, height, 1, - 0, 0, 0, // NOTE: d3dLockedRect.pBits is already offset!!! - ddsd.lPitch, - 0, // dstImageStride - format, type, pixels, packing); - - - IDirectDrawSurface7_Unlock(pSurface, &rcDstRect); - } - __except(EXCEPTION_EXECUTE_HANDLER) { - ; - } -} - -//--------------------------------------------------------------------------- - -void gld_TexSubImage1D_DX7( GLcontext *ctx, GLenum target, GLint level, - GLint xoffset, GLsizei width, - GLenum format, GLenum type, - const GLvoid *pixels, - const struct gl_pixelstore_attrib *packing, - struct gl_texture_object *texObj, - struct gl_texture_image *texImage ) -{ - gld_TexSubImage2D_DX7(ctx, target, level, xoffset, 0, width, 1, format, type, pixels, packing, texObj, texImage); -} - -//--------------------------------------------------------------------------- - -void gld_DeleteTexture_DX7( - GLcontext *ctx, - struct gl_texture_object *tObj) -{ - GLD_context *gld = (GLD_context*)(ctx->DriverCtx); - - __try { - - if (tObj) { - IDirectDrawSurface7 *pTex = (IDirectDrawSurface7*)tObj->DriverData; - if (pTex) { -/* // Make sure texture is not bound to a stage before releasing it - for (int i=0; i<MAX_TEXTURE_UNITS; i++) { - if (gld->CurrentTexture[i] == pTex) { - gld->pDev->SetTexture(i, NULL); - gld->CurrentTexture[i] = NULL; - } - }*/ - _GLD_DX7_TEX(Release(pTex)); - tObj->DriverData = NULL; - } - } - - } - __except(EXCEPTION_EXECUTE_HANDLER) { - ; - } -} - -//--------------------------------------------------------------------------- - -__inline void _gldSetColorOps( - const GLD_driver_dx7 *gld, - GLuint unit, - DWORD ColorArg1, - D3DTEXTUREOP ColorOp, - DWORD ColorArg2) -{ - _GLD_DX7_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_COLORARG1, ColorArg1)); - _GLD_DX7_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_COLOROP, ColorOp)); - _GLD_DX7_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_COLORARG2, ColorArg2)); -} - -//--------------------------------------------------------------------------- - -__inline void _gldSetAlphaOps( - const GLD_driver_dx7 *gld, - GLuint unit, - DWORD AlphaArg1, - D3DTEXTUREOP AlphaOp, - DWORD AlphaArg2) -{ - _GLD_DX7_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_ALPHAARG1, AlphaArg1)); - _GLD_DX7_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_ALPHAOP, AlphaOp)); - _GLD_DX7_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_ALPHAARG2, AlphaArg2)); -} - -//--------------------------------------------------------------------------- - -void gldUpdateTextureUnit( - GLcontext *ctx, - GLuint unit, - BOOL bPassThrough) -{ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx7 *gld = GLD_GET_DX7_DRIVER(gldCtx); - - D3DTEXTUREMINFILTER minfilter; - D3DTEXTUREMIPFILTER mipfilter; - GLenum BaseFormat; - DWORD dwColorArg0; - int iTexEnv = 0; - GLD_texenv *pTexenv; - - // NOTE: If bPassThrough is FALSE then texture stage can be - // disabled otherwise it must pass-through it's current fragment. - - const struct gl_texture_unit *pUnit = &ctx->Texture.Unit[unit]; - const struct gl_texture_object *tObj = pUnit->_Current; - - IDirectDrawSurface7 *pTex = NULL; - if (tObj) { - pTex = (IDirectDrawSurface7*)tObj->DriverData; - } - - __try { - - // Enable texturing if unit is enabled and a valid D3D texture exists - // Mesa 5: TEXTUREn_x altered to TEXTURE_nD_BIT - //if (pTex && (pUnit->Enabled & (TEXTURE0_1D | TEXTURE0_2D))) { - if (pTex && (pUnit->_ReallyEnabled & (TEXTURE_1D_BIT | TEXTURE_2D_BIT))) { - // Enable texturing - _GLD_DX7_DEV(SetTexture(gld->pDev, unit, pTex)); - } else { - // Disable texturing, then return - _GLD_DX7_DEV(SetTexture(gld->pDev, unit, NULL)); - if (bPassThrough) { - _gldSetColorOps(gld, unit, D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_DIFFUSE); - _gldSetAlphaOps(gld, unit, D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_DIFFUSE); - } else { - _gldSetColorOps(gld, unit, D3DTA_TEXTURE, D3DTOP_DISABLE, D3DTA_DIFFUSE); - _gldSetAlphaOps(gld, unit, D3DTA_TEXTURE, D3DTOP_DISABLE, D3DTA_DIFFUSE); - } - return; - } - - // Texture parameters - _gldConvertMinFilter(tObj->MinFilter, &minfilter, &mipfilter); - _GLD_DX7_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_MINFILTER, minfilter)); - _GLD_DX7_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_MIPFILTER, mipfilter)); - _GLD_DX7_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_MAGFILTER, _gldConvertMagFilter(tObj->MagFilter))); - _GLD_DX7_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_ADDRESSU, _gldConvertWrap(tObj->WrapS))); - _GLD_DX7_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_ADDRESSV, _gldConvertWrap(tObj->WrapT))); - - // Texture priority - _GLD_DX7_TEX(SetPriority(pTex, (DWORD)(tObj->Priority*65535.0f))); - - // Texture environment - // TODO: Examine input texture for alpha and use specific alpha/non-alpha ops. - // See Page 355 of the Red Book. - BaseFormat = _gldDecodeBaseFormat(pTex); - - switch (BaseFormat) { - case GL_RGB: - iTexEnv = 0; - break; - case GL_RGBA: - iTexEnv = 1; - break; - case GL_ALPHA: - iTexEnv = 2; - break; - } - - switch (pUnit->EnvMode) { - case GL_DECAL: - iTexEnv += 0; - break; - case GL_REPLACE: - iTexEnv += 3; - break; - case GL_MODULATE: - iTexEnv += 6; - break; - case GL_BLEND: - // Set blend colour - // Unsupported by DX7 -// dwColorArg0 = D3DCOLOR_COLORVALUE(pUnit->EnvColor[0], pUnit->EnvColor[1], pUnit->EnvColor[2], pUnit->EnvColor[3]); -// _GLD_DX7_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_COLORARG0, dwColorArg0)); -// gldLogMessage(GLDLOG_WARN, "GL_BLEND\n"); - iTexEnv += 9; - break; - case GL_ADD: - iTexEnv += 12; - break; - } - pTexenv = (GLD_texenv*)&gldTexEnv[iTexEnv]; - _gldSetColorOps(gld, unit, pTexenv->ColorArg1, pTexenv->ColorOp, pTexenv->ColorArg2); - _gldSetAlphaOps(gld, unit, pTexenv->AlphaArg1, pTexenv->AlphaOp, pTexenv->AlphaArg2); - - } - __except(EXCEPTION_EXECUTE_HANDLER) { - ; - } -} - -//--------------------------------------------------------------------------- - -void gld_NEW_TEXTURE_DX7( - GLcontext *ctx) -{ - // TODO: Support for three (ATI Radeon) or more (nVidia GeForce3) texture units - - BOOL bUnit0Enabled; - BOOL bUnit1Enabled; - - if (!ctx) - return; // Sanity check - - if (ctx->Const.MaxTextureUnits == 1) { - gldUpdateTextureUnit(ctx, 0, TRUE); - return; - } - - // - // NOTE: THE FOLLOWING RELATES TO TWO TEXTURE UNITS, AND TWO ONLY!! - // - - // Mesa 5: Texture Units altered - bUnit0Enabled = (ctx->Texture.Unit[0]._ReallyEnabled & (TEXTURE_1D_BIT | TEXTURE_2D_BIT)) ? TRUE : FALSE; - bUnit1Enabled = (ctx->Texture.Unit[1]._ReallyEnabled & (TEXTURE_1D_BIT | TEXTURE_2D_BIT)) ? TRUE : FALSE; - - // If Unit0 is disabled and Unit1 is enabled then we must pass-though - gldUpdateTextureUnit(ctx, 0, (!bUnit0Enabled && bUnit1Enabled) ? TRUE : FALSE); - // We can always disable the last texture unit - gldUpdateTextureUnit(ctx, 1, FALSE); - -#ifdef _DEBUG - { - // Find out whether device supports current renderstates - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx7 *gld = GLD_GET_DX7_DRIVER(gldCtx); - - DWORD dwPasses; - _GLD_DX7_DEV(ValidateDevice(gld->pDev, &dwPasses)); -#if 0 - if (FAILED(hr)) { - gldLogError(GLDLOG_ERROR, "ValidateDevice failed", hr); - } -#endif - if (dwPasses != 1) { - gldLogMessage(GLDLOG_ERROR, "ValidateDevice: Can't do in one pass\n"); - } - } -#endif -}; - -//--------------------------------------------------------------------------- diff --git a/mesalib/src/mesa/drivers/windows/gldirect/dx7/gld_vb_d3d_render_dx7.c b/mesalib/src/mesa/drivers/windows/gldirect/dx7/gld_vb_d3d_render_dx7.c deleted file mode 100644 index a85620dde..000000000 --- a/mesalib/src/mesa/drivers/windows/gldirect/dx7/gld_vb_d3d_render_dx7.c +++ /dev/null @@ -1,257 +0,0 @@ -/**************************************************************************** -* -* Mesa 3-D graphics library -* Direct3D Driver Interface -* -* ======================================================================== -* -* Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved. -* -* Permission is hereby granted, free of charge, to any person obtaining a -* copy of this software and associated documentation files (the "Software"), -* to deal in the Software without restriction, including without limitation -* the rights to use, copy, modify, merge, publish, distribute, sublicense, -* and/or sell copies of the Software, and to permit persons to whom the -* Software is furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included -* in all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS -* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL -* SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, -* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF -* OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE -* SOFTWARE. -* -* ====================================================================== -* -* Language: ANSI C -* Environment: Windows 9x/2000/XP/XBox (Win32) -* -* Description: GLDirect fastpath pipeline stage -* -****************************************************************************/ - -//--------------------------------------------------------------------------- - -//#include "../GLDirect.h" -//#include "../gld_log.h" -//#include "gld_dx8.h" - -#include "dglcontext.h" -#include "ddlog.h" -#include "gld_dx7.h" - -//--------------------------------------------------------------------------- - -#include "glheader.h" -#include "context.h" -#include "macros.h" -// #include "mem.h" -#include "mtypes.h" -//#include "mmath.h" - -#include "math/m_matrix.h" -#include "math/m_xform.h" - -#include "tnl/t_pipeline.h" - -//--------------------------------------------------------------------------- -/* -__inline void _gldSetVertexShaderConstants( - GLcontext *ctx, - GLD_driver_dx8 *gld) -{ - D3DXMATRIX mat, matView, matProj; - GLfloat *pM; - - // Mesa 5: Altered to a Stack - //pM = ctx->ModelView.m; - pM = ctx->ModelviewMatrixStack.Top->m; - matView._11 = pM[0]; - matView._12 = pM[1]; - matView._13 = pM[2]; - matView._14 = pM[3]; - matView._21 = pM[4]; - matView._22 = pM[5]; - matView._23 = pM[6]; - matView._24 = pM[7]; - matView._31 = pM[8]; - matView._32 = pM[9]; - matView._33 = pM[10]; - matView._34 = pM[11]; - matView._41 = pM[12]; - matView._42 = pM[13]; - matView._43 = pM[14]; - matView._44 = pM[15]; - - // Mesa 5: Altered to a Stack - //pM = ctx->ProjectionMatrix.m; - pM = ctx->ProjectionMatrixStack.Top->m; - matProj._11 = pM[0]; - matProj._12 = pM[1]; - matProj._13 = pM[2]; - matProj._14 = pM[3]; - matProj._21 = pM[4]; - matProj._22 = pM[5]; - matProj._23 = pM[6]; - matProj._24 = pM[7]; - matProj._31 = pM[8]; - matProj._32 = pM[9]; - matProj._33 = pM[10]; - matProj._34 = pM[11]; - matProj._41 = pM[12]; - matProj._42 = pM[13]; - matProj._43 = pM[14]; - matProj._44 = pM[15]; - - D3DXMatrixMultiply( &mat, &matView, &matProj ); - D3DXMatrixTranspose( &mat, &mat ); - - _GLD_DX8_DEV(SetVertexShaderConstant(gld->pDev, 0, &mat, 4)); -} -*/ -//--------------------------------------------------------------------------- - -static GLboolean gld_d3d_render_stage_run( - GLcontext *ctx, - struct tnl_pipeline_stage *stage) -{ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx7 *gld = GLD_GET_DX7_DRIVER(gldCtx); - - TNLcontext *tnl; - struct vertex_buffer *VB; - tnl_render_func *tab; - GLint pass; - GLD_pb_dx7 *gldPB = &gld->PB3d; - DWORD dwFlags; - -/* - static int count = 0; - count++; - if (count != 2) - return GL_FALSE; -*/ - // The "check" function should disable this stage, - // but we'll test gld->bUseMesaTnL anyway. - if (gld->bUseMesaTnL) { - // Do nothing in this stage, but continue pipeline - return GL_TRUE; - } - - tnl = TNL_CONTEXT(ctx); - VB = &tnl->vb; - pass = 0; - - tnl->Driver.Render.Start( ctx ); - -#if 0 - // For debugging: Useful to see if an app passes colour data in - // an unusual format. - switch (VB->ColorPtr[0]->Type) { - case GL_FLOAT: - ddlogMessage(GLDLOG_SYSTEM, "ColorPtr: GL_FLOAT\n"); - break; - case GL_UNSIGNED_BYTE: - ddlogMessage(GLDLOG_SYSTEM, "ColorPtr: GL_UNSIGNED_BYTE\n"); - break; - default: - ddlogMessage(GLDLOG_SYSTEM, "ColorPtr: *?*\n"); - break; - } -#endif - - tnl->Driver.Render.Points = gld_Points3D_DX7; - if (ctx->_TriangleCaps & DD_FLATSHADE) { - tnl->Driver.Render.Line = gld_Line3DFlat_DX7; - tnl->Driver.Render.Triangle = gld_Triangle3DFlat_DX7; - tnl->Driver.Render.Quad = gld_Quad3DFlat_DX7; - } else { - tnl->Driver.Render.Line = gld_Line3DSmooth_DX7; - tnl->Driver.Render.Triangle = gld_Triangle3DSmooth_DX7; - tnl->Driver.Render.Quad = gld_Quad3DSmooth_DX7; - } - -// _GLD_DX7_VB(Lock(gldPB->pVB, 0, 0, &gldPB->pPoints, D3DLOCK_DISCARD)); - dwFlags = DDLOCK_DISCARDCONTENTS | DDLOCK_WAIT | DDLOCK_SURFACEMEMORYPTR | DDLOCK_WRITEONLY; - _GLD_DX7_VB(Lock(gldPB->pVB, dwFlags, &gldPB->pPoints, NULL)); - gldPB->nPoints = gldPB->nLines = gldPB->nTriangles = 0; - // Allocate primitive pointers - // gldPB->pPoints is always first - gldPB->pLines = gldPB->pPoints + (gldPB->dwStride * gldPB->iFirstLine); - gldPB->pTriangles = gldPB->pPoints + (gldPB->dwStride * gldPB->iFirstTriangle); - - ASSERT(tnl->Driver.Render.BuildVertices); - ASSERT(tnl->Driver.Render.PrimitiveNotify); - ASSERT(tnl->Driver.Render.Points); - ASSERT(tnl->Driver.Render.Line); - ASSERT(tnl->Driver.Render.Triangle); - ASSERT(tnl->Driver.Render.Quad); - ASSERT(tnl->Driver.Render.ResetLineStipple); - ASSERT(tnl->Driver.Render.Interp); - ASSERT(tnl->Driver.Render.CopyPV); - ASSERT(tnl->Driver.Render.ClippedLine); - ASSERT(tnl->Driver.Render.ClippedPolygon); - ASSERT(tnl->Driver.Render.Finish); - - tab = (VB->Elts ? tnl->Driver.Render.PrimTabElts : tnl->Driver.Render.PrimTabVerts); - - do { - GLuint i, length, flags = 0; - for (i = 0 ; !(flags & PRIM_END) ; i += length) - { - flags = VB->Primitive[i].mode; - length= VB->Primitive[i].count; - ASSERT(length || (flags & PRIM_END)); - ASSERT((flags & PRIM_MODE_MASK) <= GL_POLYGON+1); - if (length) - tab[flags & PRIM_MODE_MASK]( ctx, i, i + length, flags ); - } - } while (tnl->Driver.Render.Multipass && - tnl->Driver.Render.Multipass( ctx, ++pass )); - - _GLD_DX7_VB(Unlock(gldPB->pVB)); - -// _GLD_DX7_DEV(SetStreamSource(gld->pDev, 0, gldPB->pVB, gldPB->dwStride)); - - _GLD_DX7_DEV(SetTransform(gld->pDev, D3DTRANSFORMSTATE_PROJECTION, &gld->matProjection)); - _GLD_DX7_DEV(SetTransform(gld->pDev, D3DTRANSFORMSTATE_WORLD, &gld->matModelView)); - - if (gldPB->nPoints) { -// _GLD_DX7_DEV(DrawPrimitive(gld->pDev, D3DPT_POINTLIST, 0, gldPB->nPoints)); - _GLD_DX7_DEV(DrawPrimitiveVB(gld->pDev, D3DPT_POINTLIST, gldPB->pVB, 0, gldPB->nPoints, 0)); - gldPB->nPoints = 0; - } - - if (gldPB->nLines) { -// _GLD_DX7_DEV(DrawPrimitive(gld->pDev, D3DPT_LINELIST, gldPB->iFirstLine, gldPB->nLines)); - _GLD_DX7_DEV(DrawPrimitiveVB(gld->pDev, D3DPT_LINELIST, gldPB->pVB, gldPB->iFirstLine, gldPB->nLines, 0)); - gldPB->nLines = 0; - } - - if (gldPB->nTriangles) { -// _GLD_DX7_DEV(DrawPrimitive(gld->pDev, D3DPT_TRIANGLELIST, gldPB->iFirstTriangle, gldPB->nTriangles)); - _GLD_DX7_DEV(DrawPrimitiveVB(gld->pDev, D3DPT_TRIANGLELIST, gldPB->pVB, gldPB->iFirstTriangle, gldPB->nTriangles, 0)); - gldPB->nTriangles = 0; - } - - return GL_FALSE; /* finished the pipe */ -} - - -//--------------------------------------------------------------------------- - -const struct tnl_pipeline_stage _gld_d3d_render_stage = -{ - "gld_d3d_render_stage", - NULL, - NULL, - NULL, - NULL, - gld_d3d_render_stage_run /* run */ -}; - -//--------------------------------------------------------------------------- diff --git a/mesalib/src/mesa/drivers/windows/gldirect/dx7/gld_vb_mesa_render_dx7.c b/mesalib/src/mesa/drivers/windows/gldirect/dx7/gld_vb_mesa_render_dx7.c deleted file mode 100644 index 72e5e1308..000000000 --- a/mesalib/src/mesa/drivers/windows/gldirect/dx7/gld_vb_mesa_render_dx7.c +++ /dev/null @@ -1,422 +0,0 @@ - -/* - * Mesa 3-D graphics library - * Version: 3.5 - * - * Copyright (C) 1999-2001 Brian Paul All Rights Reserved. - * - * Permission is hereby granted, free of charge, to any person obtaining a - * copy of this software and associated documentation files (the "Software"), - * to deal in the Software without restriction, including without limitation - * the rights to use, copy, modify, merge, publish, distribute, sublicense, - * and/or sell copies of the Software, and to permit persons to whom the - * Software is furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included - * in all copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS - * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL - * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN - * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN - * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. - * - * Authors: - * Keith Whitwell <keithw@valinux.com> - */ - - -/* - * Render whole vertex buffers, including projection of vertices from - * clip space and clipping of primitives. - * - * This file makes calls to project vertices and to the point, line - * and triangle rasterizers via the function pointers: - * - * context->Driver.Render.* - * - */ - - -//--------------------------------------------------------------------------- - -//#include "../GLDirect.h" -//#include "../gld_log.h" -//#include "gld_dx8.h" - -#include "dglcontext.h" -#include "ddlog.h" -#include "gld_dx7.h" - -//--------------------------------------------------------------------------- - -#include "glheader.h" -#include "context.h" -#include "macros.h" -// #include "mem.h" -#include "mtypes.h" -//#include "mmath.h" - -#include "math/m_matrix.h" -#include "math/m_xform.h" - -#include "tnl/t_pipeline.h" - -/**********************************************************************/ -/* Clip single primitives */ -/**********************************************************************/ - - -#if defined(USE_IEEE) -#define NEGATIVE(x) (GET_FLOAT_BITS(x) & (1<<31)) -//#define DIFFERENT_SIGNS(x,y) ((GET_FLOAT_BITS(x) ^ GET_FLOAT_BITS(y)) & (1<<31)) -#else -#define NEGATIVE(x) (x < 0) -//#define DIFFERENT_SIGNS(x,y) (x * y <= 0 && x - y != 0) -/* Could just use (x*y<0) except for the flatshading requirements. - * Maybe there's a better way? - */ -#endif - - -#define W(i) coord[i][3] -#define Z(i) coord[i][2] -#define Y(i) coord[i][1] -#define X(i) coord[i][0] -#define SIZE 4 -#define TAG(x) x##_4 -#include "tnl/t_vb_cliptmp.h" - - - -/**********************************************************************/ -/* Clip and render whole begin/end objects */ -/**********************************************************************/ - -#define NEED_EDGEFLAG_SETUP (ctx->_TriangleCaps & DD_TRI_UNFILLED) -#define EDGEFLAG_GET(idx) VB->EdgeFlag[idx] -#define EDGEFLAG_SET(idx, val) VB->EdgeFlag[idx] = val - - -/* Vertices, with the possibility of clipping. - */ -#define RENDER_POINTS( start, count ) \ - tnl->Driver.Render.Points( ctx, start, count ) - -#define RENDER_LINE( v1, v2 ) \ -do { \ - GLubyte c1 = mask[v1], c2 = mask[v2]; \ - GLubyte ormask = c1|c2; \ - if (!ormask) \ - LineFunc( ctx, v1, v2 ); \ - else if (!(c1 & c2 & 0x3f)) \ - clip_line_4( ctx, v1, v2, ormask ); \ -} while (0) - -#define RENDER_TRI( v1, v2, v3 ) \ -do { \ - GLubyte c1 = mask[v1], c2 = mask[v2], c3 = mask[v3]; \ - GLubyte ormask = c1|c2|c3; \ - if (!ormask) \ - TriangleFunc( ctx, v1, v2, v3 ); \ - else if (!(c1 & c2 & c3 & 0x3f)) \ - clip_tri_4( ctx, v1, v2, v3, ormask ); \ -} while (0) - -#define RENDER_QUAD( v1, v2, v3, v4 ) \ -do { \ - GLubyte c1 = mask[v1], c2 = mask[v2]; \ - GLubyte c3 = mask[v3], c4 = mask[v4]; \ - GLubyte ormask = c1|c2|c3|c4; \ - if (!ormask) \ - QuadFunc( ctx, v1, v2, v3, v4 ); \ - else if (!(c1 & c2 & c3 & c4 & 0x3f)) \ - clip_quad_4( ctx, v1, v2, v3, v4, ormask ); \ -} while (0) - - -#define LOCAL_VARS \ - TNLcontext *tnl = TNL_CONTEXT(ctx); \ - struct vertex_buffer *VB = &tnl->vb; \ - const GLuint * const elt = VB->Elts; \ - const GLubyte *mask = VB->ClipMask; \ - const GLuint sz = VB->ClipPtr->size; \ - const tnl_line_func LineFunc = tnl->Driver.Render.Line; \ - const tnl_triangle_func TriangleFunc = tnl->Driver.Render.Triangle; \ - const tnl_quad_func QuadFunc = tnl->Driver.Render.Quad; \ - const GLboolean stipple = ctx->Line.StippleFlag; \ - (void) (LineFunc && TriangleFunc && QuadFunc); \ - (void) elt; (void) mask; (void) sz; (void) stipple; - -#define TAG(x) clip_##x##_verts -#define INIT(x) tnl->Driver.Render.PrimitiveNotify( ctx, x ) -#define RESET_STIPPLE if (stipple) tnl->Driver.Render.ResetLineStipple( ctx ) -#define PRESERVE_VB_DEFS -#include "tnl/t_vb_rendertmp.h" - - - -/* Elts, with the possibility of clipping. - */ -#undef ELT -#undef TAG -#define ELT(x) elt[x] -#define TAG(x) clip_##x##_elts -#include "tnl/t_vb_rendertmp.h" - -/* TODO: do this for all primitives, verts and elts: - */ -static void clip_elt_triangles( GLcontext *ctx, - GLuint start, - GLuint count, - GLuint flags ) -{ - TNLcontext *tnl = TNL_CONTEXT(ctx); - tnl_render_func render_tris = tnl->Driver.Render.PrimTabElts[GL_TRIANGLES]; - struct vertex_buffer *VB = &tnl->vb; - const GLuint * const elt = VB->Elts; - GLubyte *mask = VB->ClipMask; - GLuint last = count-2; - GLuint j; - (void) flags; - - tnl->Driver.Render.PrimitiveNotify( ctx, GL_TRIANGLES ); - - for (j=start; j < last; j+=3 ) { - GLubyte c1 = mask[elt[j]]; - GLubyte c2 = mask[elt[j+1]]; - GLubyte c3 = mask[elt[j+2]]; - GLubyte ormask = c1|c2|c3; - if (ormask) { - if (start < j) - render_tris( ctx, start, j, 0 ); - if (!(c1&c2&c3&0x3f)) - clip_tri_4( ctx, elt[j], elt[j+1], elt[j+2], ormask ); - start = j+3; - } - } - - if (start < j) - render_tris( ctx, start, j, 0 ); -} - -/**********************************************************************/ -/* Render whole begin/end objects */ -/**********************************************************************/ - -#define NEED_EDGEFLAG_SETUP (ctx->_TriangleCaps & DD_TRI_UNFILLED) -#define EDGEFLAG_GET(idx) VB->EdgeFlag[idx] -#define EDGEFLAG_SET(idx, val) VB->EdgeFlag[idx] = val - - -/* Vertices, no clipping. - */ -#define RENDER_POINTS( start, count ) \ - tnl->Driver.Render.Points( ctx, start, count ) - -#define RENDER_LINE( v1, v2 ) \ - LineFunc( ctx, v1, v2 ) - -#define RENDER_TRI( v1, v2, v3 ) \ - TriangleFunc( ctx, v1, v2, v3 ) - -#define RENDER_QUAD( v1, v2, v3, v4 ) \ - QuadFunc( ctx, v1, v2, v3, v4 ) - -#define TAG(x) _gld_tnl_##x##_verts - -#define LOCAL_VARS \ - TNLcontext *tnl = TNL_CONTEXT(ctx); \ - struct vertex_buffer *VB = &tnl->vb; \ - const GLuint * const elt = VB->Elts; \ - const tnl_line_func LineFunc = tnl->Driver.Render.Line; \ - const tnl_triangle_func TriangleFunc = tnl->Driver.Render.Triangle; \ - const tnl_quad_func QuadFunc = tnl->Driver.Render.Quad; \ - (void) (LineFunc && TriangleFunc && QuadFunc); \ - (void) elt; - -#define RESET_STIPPLE tnl->Driver.Render.ResetLineStipple( ctx ) -#define INIT(x) tnl->Driver.Render.PrimitiveNotify( ctx, x ) -#define RENDER_TAB_QUALIFIER -#define PRESERVE_VB_DEFS -#include "tnl/t_vb_rendertmp.h" - - -/* Elts, no clipping. - */ -#undef ELT -#define TAG(x) _gld_tnl_##x##_elts -#define ELT(x) elt[x] -#include "tnl/t_vb_rendertmp.h" - - -/**********************************************************************/ -/* Helper functions for drivers */ -/**********************************************************************/ -/* -void _tnl_RenderClippedPolygon( GLcontext *ctx, const GLuint *elts, GLuint n ) -{ - TNLcontext *tnl = TNL_CONTEXT(ctx); - struct vertex_buffer *VB = &tnl->vb; - GLuint *tmp = VB->Elts; - - VB->Elts = (GLuint *)elts; - tnl->Driver.Render.PrimTabElts[GL_POLYGON]( ctx, 0, n, PRIM_BEGIN|PRIM_END ); - VB->Elts = tmp; -} - -void _tnl_RenderClippedLine( GLcontext *ctx, GLuint ii, GLuint jj ) -{ - TNLcontext *tnl = TNL_CONTEXT(ctx); - tnl->Driver.Render.Line( ctx, ii, jj ); -} -*/ - - -/**********************************************************************/ -/* Clip and render whole vertex buffers */ -/**********************************************************************/ - -tnl_points_func _gldSetupPoints[4] = { - gld_Points2D_DX7, - gld_Points2D_DX7, - gld_Points2D_DX7, - gld_Points2D_DX7 -}; -tnl_line_func _gldSetupLine[4] = { - gld_Line2DFlat_DX7, - gld_Line2DSmooth_DX7, - gld_Line2DFlat_DX7, - gld_Line2DSmooth_DX7, -}; -tnl_triangle_func _gldSetupTriangle[4] = { - gld_Triangle2DFlat_DX7, - gld_Triangle2DSmooth_DX7, - gld_Triangle2DFlatExtras_DX7, - gld_Triangle2DSmoothExtras_DX7 -}; -tnl_quad_func _gldSetupQuad[4] = { - gld_Quad2DFlat_DX7, - gld_Quad2DSmooth_DX7, - gld_Quad2DFlatExtras_DX7, - gld_Quad2DSmoothExtras_DX7 -}; - -//--------------------------------------------------------------------------- - -static GLboolean _gld_mesa_render_stage_run( - GLcontext *ctx, - struct tnl_pipeline_stage *stage) -{ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx7 *gld = GLD_GET_DX7_DRIVER(gldCtx); - - TNLcontext *tnl = TNL_CONTEXT(ctx); - struct vertex_buffer *VB = &tnl->vb; - tnl_render_func *tab; - GLint pass = 0; - GLD_pb_dx7 *gldPB; - DWORD dwFlags; - - /* Allow the drivers to lock before projected verts are built so - * that window coordinates are guarenteed not to change before - * rendering. - */ - ASSERT(tnl->Driver.Render.Start); - - tnl->Driver.Render.Start( ctx ); - - gldPB = &gld->PB2d; - tnl->Driver.Render.Points = _gldSetupPoints[gld->iSetupFunc]; - tnl->Driver.Render.Line = _gldSetupLine[gld->iSetupFunc]; - tnl->Driver.Render.Triangle = _gldSetupTriangle[gld->iSetupFunc]; - tnl->Driver.Render.Quad = _gldSetupQuad[gld->iSetupFunc]; - - dwFlags = DDLOCK_DISCARDCONTENTS | DDLOCK_WAIT | DDLOCK_SURFACEMEMORYPTR | DDLOCK_WRITEONLY; - _GLD_DX7_VB(Lock(gldPB->pVB, dwFlags, &gldPB->pPoints, NULL)); - gldPB->nPoints = gldPB->nLines = gldPB->nTriangles = 0; - - // Allocate primitive pointers - gldPB->pPoints is always first - gldPB->pLines = gldPB->pPoints + (gldPB->dwStride * gldPB->iFirstLine); - gldPB->pTriangles = gldPB->pPoints + (gldPB->dwStride * gldPB->iFirstTriangle); - - ASSERT(tnl->Driver.Render.BuildVertices); - ASSERT(tnl->Driver.Render.PrimitiveNotify); - ASSERT(tnl->Driver.Render.Points); - ASSERT(tnl->Driver.Render.Line); - ASSERT(tnl->Driver.Render.Triangle); - ASSERT(tnl->Driver.Render.Quad); - ASSERT(tnl->Driver.Render.ResetLineStipple); - ASSERT(tnl->Driver.Render.Interp); - ASSERT(tnl->Driver.Render.CopyPV); - ASSERT(tnl->Driver.Render.ClippedLine); - ASSERT(tnl->Driver.Render.ClippedPolygon); - ASSERT(tnl->Driver.Render.Finish); - - tnl->Driver.Render.BuildVertices( ctx, 0, VB->Count, ~0 ); - - if (VB->ClipOrMask) { - tab = VB->Elts ? clip_render_tab_elts : clip_render_tab_verts; - clip_render_tab_elts[GL_TRIANGLES] = clip_elt_triangles; - } - else { - tab = (VB->Elts ? - tnl->Driver.Render.PrimTabElts : - tnl->Driver.Render.PrimTabVerts); - } - - do { - GLuint i, length, flags = 0; - for (i = 0 ; !(flags & PRIM_END) ; i += length) { - flags = VB->Primitive[i].mode; - length= VB->Primitive[i].count; - ASSERT(length || (flags & PRIM_END)); - ASSERT((flags & PRIM_MODE_MASK) <= GL_POLYGON+1); - if (length) - tab[flags & PRIM_MODE_MASK]( ctx, i, i + length, flags ); - } - } while (tnl->Driver.Render.Multipass && - tnl->Driver.Render.Multipass( ctx, ++pass )); - - -// tnl->Driver.Render.Finish( ctx ); - - _GLD_DX7_VB(Unlock(gldPB->pVB)); - - if (gldPB->nPoints) { - _GLD_DX7_DEV(DrawPrimitiveVB(gld->pDev, D3DPT_POINTLIST, gldPB->pVB, 0, gldPB->nPoints, 0)); - gldPB->nPoints = 0; - } - - if (gldPB->nLines) { - _GLD_DX7_DEV(DrawPrimitiveVB(gld->pDev, D3DPT_LINELIST, gldPB->pVB, gldPB->iFirstLine, gldPB->nLines*2, 0)); - gldPB->nLines = 0; - } - - if (gldPB->nTriangles) { - _GLD_DX7_DEV(DrawPrimitiveVB(gld->pDev, D3DPT_TRIANGLELIST, gldPB->pVB, gldPB->iFirstTriangle, gldPB->nTriangles*3, 0)); - gldPB->nTriangles = 0; - } - - return GL_FALSE; /* finished the pipe */ -} - - -/**********************************************************************/ -/* Render pipeline stage */ -/**********************************************************************/ - - - -const struct tnl_pipeline_stage _gld_mesa_render_stage = -{ - "gld_mesa_render_stage", - NULL, - NULL, - NULL, - NULL, - _gld_mesa_render_stage_run /* run */ -}; - -//--------------------------------------------------------------------------- diff --git a/mesalib/src/mesa/drivers/windows/gldirect/dx7/gld_wgl_dx7.c b/mesalib/src/mesa/drivers/windows/gldirect/dx7/gld_wgl_dx7.c deleted file mode 100644 index fa44a952a..000000000 --- a/mesalib/src/mesa/drivers/windows/gldirect/dx7/gld_wgl_dx7.c +++ /dev/null @@ -1,1613 +0,0 @@ -/**************************************************************************** -* -* Mesa 3-D graphics library -* Direct3D Driver Interface -* -* ======================================================================== -* -* Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved. -* -* Permission is hereby granted, free of charge, to any person obtaining a -* copy of this software and associated documentation files (the "Software"), -* to deal in the Software without restriction, including without limitation -* the rights to use, copy, modify, merge, publish, distribute, sublicense, -* and/or sell copies of the Software, and to permit persons to whom the -* Software is furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included -* in all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS -* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL -* SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, -* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF -* OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE -* SOFTWARE. -* -* ====================================================================== -* -* Language: ANSI C -* Environment: Windows 9x/2000/XP/XBox (Win32) -* -* Description: GLDirect Direct3D 8.x WGL (WindowsGL) -* -****************************************************************************/ - -#include "dglcontext.h" -#include "gld_driver.h" -//#include "gld_dxerr8.h" -#include "gld_dx7.h" - -#include "tnl/tnl.h" -#include "tnl/t_context.h" - -// Copied from dglcontect.c -#define GLDERR_NONE 0 -#define GLDERR_MEM 1 -#define GLDERR_DDRAW 2 -#define GLDERR_D3D 3 -#define GLDERR_BPP 4 -#define GLDERR_DDS 5 -// This external var keeps track of any error -extern int nContextError; - -// Uncomment this for persistant resources -//#define _GLD_PERSISTANT - -#define DDLOG_CRITICAL_OR_WARN DDLOG_CRITICAL - -extern void _gld_mesa_warning(GLcontext *, char *); -extern void _gld_mesa_fatal(GLcontext *, char *); - -//--------------------------------------------------------------------------- - -static char szColorDepthWarning[] = -"GLDirect does not support the current desktop\n\ -color depth.\n\n\ -You may need to change the display resolution to\n\ -16 bits per pixel or higher color depth using\n\ -the Windows Display Settings control panel\n\ -before running this OpenGL application.\n"; - -// The only depth-stencil formats currently supported by Direct3D -// Surface Format Depth Stencil Total Bits -// D3DFMT_D32 32 - 32 -// D3DFMT_D15S1 15 1 16 -// D3DFMT_D24S8 24 8 32 -// D3DFMT_D16 16 - 16 -// D3DFMT_D24X8 24 - 32 -// D3DFMT_D24X4S4 24 4 32 - -// This pixel format will be used as a template when compiling the list -// of pixel formats supported by the hardware. Many fields will be -// filled in at runtime. -// PFD flag defaults are upgraded to match ChoosePixelFormat() -- DaveM -static DGL_pixelFormat pfTemplateHW = -{ - { - sizeof(PIXELFORMATDESCRIPTOR), // Size of the data structure - 1, // Structure version - should be 1 - // Flags: - PFD_DRAW_TO_WINDOW | // The buffer can draw to a window or device surface. - PFD_DRAW_TO_BITMAP | // The buffer can draw to a bitmap. (DaveM) - PFD_SUPPORT_GDI | // The buffer supports GDI drawing. (DaveM) - PFD_SUPPORT_OPENGL | // The buffer supports OpenGL drawing. - PFD_DOUBLEBUFFER | // The buffer is double-buffered. - 0, // Placeholder for easy commenting of above flags - PFD_TYPE_RGBA, // Pixel type RGBA. - 16, // Total colour bitplanes (excluding alpha bitplanes) - 5, 0, // Red bits, shift - 5, 0, // Green bits, shift - 5, 0, // Blue bits, shift - 0, 0, // Alpha bits, shift (destination alpha) - 0, // Accumulator bits (total) - 0, 0, 0, 0, // Accumulator bits: Red, Green, Blue, Alpha - 0, // Depth bits - 0, // Stencil bits - 0, // Number of auxiliary buffers - 0, // Layer type - 0, // Specifies the number of overlay and underlay planes. - 0, // Layer mask - 0, // Specifies the transparent color or index of an underlay plane. - 0 // Damage mask - }, - D3DX_SF_UNKNOWN, // No depth/stencil buffer -}; - -//--------------------------------------------------------------------------- -// Vertex Shaders -//--------------------------------------------------------------------------- -/* -// Vertex Shader Declaration -static DWORD dwTwoSidedLightingDecl[] = -{ - D3DVSD_STREAM(0), - D3DVSD_REG(0, D3DVSDT_FLOAT3), // XYZ position - D3DVSD_REG(1, D3DVSDT_FLOAT3), // XYZ normal - D3DVSD_REG(2, D3DVSDT_D3DCOLOR), // Diffuse color - D3DVSD_REG(3, D3DVSDT_D3DCOLOR), // Specular color - D3DVSD_REG(4, D3DVSDT_FLOAT2), // 2D texture unit 0 - D3DVSD_REG(5, D3DVSDT_FLOAT2), // 2D texture unit 1 - D3DVSD_END() -}; - -// Vertex Shader for two-sided lighting -static char *szTwoSidedLightingVS = -// This is a test shader! -"vs.1.0\n" -"m4x4 oPos,v0,c0\n" -"mov oD0,v2\n" -"mov oD1,v3\n" -"mov oT0,v4\n" -"mov oT1,v5\n" -; -*/ -//--------------------------------------------------------------------------- -//--------------------------------------------------------------------------- - -typedef struct { -// HINSTANCE hD3D8DLL; // Handle to d3d8.dll -// FNDIRECT3DCREATE7 fnDirect3DCreate7; // Direct3DCreate8 function prototype -// BOOL bDirect3D; // Persistant Direct3D7 exists -// BOOL bDirect3DDevice; // Persistant Direct3DDevice7 exists -// IDirect3D7 *pD3D; // Persistant Direct3D7 -// IDirect3DDevice7 *pDev; // Persistant Direct3DDevice7 - BOOL bD3DXStarted; -} GLD_dx7_globals; - -// These are "global" to all DX7 contexts. KeithH -static GLD_dx7_globals dx7Globals; - -// Added for correct clipping of multiple open windows. (DaveM) -LPDIRECTDRAWSURFACE7 lpDDSPrimary = NULL; -LPDIRECTDRAWCLIPPER lpDDClipper = NULL; - -//--------------------------------------------------------------------------- -//--------------------------------------------------------------------------- - -BOOL gldGetDXErrorString_DX( - HRESULT hr, - char *buf, - int nBufSize) -{ - // - // Return a string describing the input HRESULT error code - // - - D3DXGetErrorString(hr, nBufSize, buf); - return TRUE; -} - -//--------------------------------------------------------------------------- -// -// DX7 does not support multisample -/* -static D3DMULTISAMPLE_TYPE _gldGetDeviceMultiSampleType( - IDirect3D8 *pD3D8, - D3DFORMAT SurfaceFormat, - D3DDEVTYPE d3dDevType, - BOOL Windowed) -{ - int i; - HRESULT hr; - - if (glb.dwMultisample == GLDS_MULTISAMPLE_NONE) - return D3DMULTISAMPLE_NONE; - - if (glb.dwMultisample == GLDS_MULTISAMPLE_FASTEST) { - // Find fastest multisample - for (i=2; i<17; i++) { - hr = IDirect3D8_CheckDeviceMultiSampleType( - pD3D8, - glb.dwAdapter, - d3dDevType, - SurfaceFormat, - Windowed, - (D3DMULTISAMPLE_TYPE)i); - if (SUCCEEDED(hr)) { - return (D3DMULTISAMPLE_TYPE)i; - } - } - } else { - // Find nicest multisample - for (i=16; i>1; i--) { - hr = IDirect3D8_CheckDeviceMultiSampleType( - pD3D8, - glb.dwAdapter, - d3dDevType, - SurfaceFormat, - Windowed, - (D3DMULTISAMPLE_TYPE)i); - if (SUCCEEDED(hr)) { - return (D3DMULTISAMPLE_TYPE)i; - } - } - } - - // Nothing found - return default - return D3DMULTISAMPLE_NONE; -} -*/ -//--------------------------------------------------------------------------- - -void _gldDestroyPrimitiveBuffer( - GLD_pb_dx7 *gldVB) -{ - SAFE_RELEASE(gldVB->pVB); - - // Sanity check... - gldVB->nLines = gldVB->nPoints = gldVB->nTriangles = 0; -} - -//--------------------------------------------------------------------------- - -HRESULT _gldCreatePrimitiveBuffer( - GLcontext *ctx, - GLD_driver_dx7 *lpCtx, - GLD_pb_dx7 *gldVB) -{ - HRESULT hResult; - char *szCreateVertexBufferFailed = "CreateVertexBuffer failed"; - DWORD dwMaxVertices; // Max number of vertices in vertex buffer - DWORD dwVBSize; // Total size of vertex buffer - D3DVERTEXBUFFERDESC vbdesc; - - // If CVA (Compiled Vertex Array) is used by an OpenGL app, then we - // will need enough vertices to cater for Mesa::Const.MaxArrayLockSize. - // We'll use IMM_SIZE if it's larger (which it should not be). - dwMaxVertices = MAX_ARRAY_LOCK_SIZE; - - // Max vertex buffer size limited in DX7. (DaveM) - if (dwMaxVertices*9 > D3DMAXNUMVERTICES) - dwMaxVertices = D3DMAXNUMVERTICES/9; - - // Now calculate how many vertices to allow for in total - // 1 per point, 2 per line, 6 per quad = 9 - dwVBSize = dwMaxVertices * 9 * gldVB->dwStride; - - vbdesc.dwSize = sizeof(vbdesc); - vbdesc.dwCaps = gldVB->dwCreateFlags; - vbdesc.dwFVF = gldVB->dwFVF; - vbdesc.dwNumVertices = dwMaxVertices * 9; - -/* hResult = IDirect3DDevice8_CreateVertexBuffer( - lpCtx->pDev, - dwVBSize, -RAgldVB->dwUsage, - gldVB->dwFVF, - gldVB->dwPool, - &gldVB->pVB);*/ - hResult = IDirect3D7_CreateVertexBuffer( - lpCtx->pD3D, - &vbdesc, - &gldVB->pVB, - 0); - if (FAILED(hResult)) { - ddlogMessage(DDLOG_CRITICAL_OR_WARN, szCreateVertexBufferFailed); - return hResult; - } - - gldVB->nLines = gldVB->nPoints = gldVB->nTriangles = 0; - gldVB->pPoints = gldVB->pLines = gldVB->pTriangles = NULL; - gldVB->iFirstLine = dwMaxVertices; // Index of first line in VB - gldVB->iFirstTriangle = dwMaxVertices*3; // Index of first triangle in VB - - return S_OK; -} - -//--------------------------------------------------------------------------- -// Function: _gldCreateVertexShaders -// Create DX8 Vertex Shaders. -//--------------------------------------------------------------------------- -/* -void _gldCreateVertexShaders( - GLD_driver_dx8 *gld) -{ - DWORD dwFlags; - LPD3DXBUFFER pVSOpcodeBuffer; // Vertex Shader opcode buffer - HRESULT hr; - -#ifdef _DEBUG - dwFlags = D3DXASM_DEBUG; -#else - dwFlags = 0; // D3DXASM_SKIPVALIDATION; -#endif - - ddlogMessage(DDLOG_INFO, "Creating shaders...\n"); - - // Init the shader handle - gld->VStwosidelight.hShader = 0; - - if (gld->d3dCaps8.MaxStreams == 0) { - // Lame DX8 driver doesn't support streams - // Not fatal, as defaults will be used - ddlogMessage(DDLOG_WARN, "Driver doesn't support Vertex Shaders (MaxStreams==0)\n"); - return; - } - - // ** THIS DISABLES VERTEX SHADER SUPPORT ** -// return; - // ** THIS DISABLES VERTEX SHADER SUPPORT ** - - // - // Two-sided lighting - // - -#if 0 - // - // DEBUGGING: Load shader from a text file - // - { - LPD3DXBUFFER pVSErrorBuffer; // Vertex Shader error buffer - hr = D3DXAssembleShaderFromFile( - "twoside.vsh", - dwFlags, - NULL, // No constants - &pVSOpcodeBuffer, - &pVSErrorBuffer); - if (pVSErrorBuffer && pVSErrorBuffer->lpVtbl->GetBufferPointer(pVSErrorBuffer)) - ddlogMessage(DDLOG_INFO, pVSErrorBuffer->lpVtbl->GetBufferPointer(pVSErrorBuffer)); - SAFE_RELEASE(pVSErrorBuffer); - } -#else - { - LPD3DXBUFFER pVSErrorBuffer; // Vertex Shader error buffer - // Assemble ascii shader text into shader opcodes - hr = D3DXAssembleShader( - szTwoSidedLightingVS, - strlen(szTwoSidedLightingVS), - dwFlags, - NULL, // No constants - &pVSOpcodeBuffer, - &pVSErrorBuffer); - if (pVSErrorBuffer && pVSErrorBuffer->lpVtbl->GetBufferPointer(pVSErrorBuffer)) - ddlogMessage(DDLOG_INFO, pVSErrorBuffer->lpVtbl->GetBufferPointer(pVSErrorBuffer)); - SAFE_RELEASE(pVSErrorBuffer); - } -#endif - if (FAILED(hr)) { - ddlogError(DDLOG_WARN, "AssembleShader failed", hr); - SAFE_RELEASE(pVSOpcodeBuffer); - return; - } - -// This is for debugging. Remove to enable vertex shaders in HW -#define _GLD_FORCE_SW_VS 0 - - if (_GLD_FORCE_SW_VS) { - // _GLD_FORCE_SW_VS should be disabled for Final Release - ddlogMessage(DDLOG_SYSTEM, "[Forcing shaders in SW]\n"); - } - - // Try and create shader in hardware. - // NOTE: The D3D Ref device appears to succeed when trying to - // create the device in hardware, but later complains - // when trying to set it with SetVertexShader(). Go figure. - if (_GLD_FORCE_SW_VS || glb.dwDriver == GLDS_DRIVER_REF) { - // Don't try and create a hardware shader with the Ref device - hr = E_FAIL; // COM error/fail result - } else { - gld->VStwosidelight.bHardware = TRUE; - hr = IDirect3DDevice8_CreateVertexShader( - gld->pDev, - dwTwoSidedLightingDecl, - pVSOpcodeBuffer->lpVtbl->GetBufferPointer(pVSOpcodeBuffer), - &gld->VStwosidelight.hShader, - 0); - } - if (FAILED(hr)) { - ddlogMessage(DDLOG_INFO, "... HW failed, trying SW...\n"); - // Failed. Try and create shader for software processing - hr = IDirect3DDevice8_CreateVertexShader( - gld->pDev, - dwTwoSidedLightingDecl, - pVSOpcodeBuffer->lpVtbl->GetBufferPointer(pVSOpcodeBuffer), - &gld->VStwosidelight.hShader, - D3DUSAGE_SOFTWAREPROCESSING); - if (FAILED(hr)) { - gld->VStwosidelight.hShader = 0; // Sanity check - ddlogError(DDLOG_WARN, "CreateVertexShader failed", hr); - return; - } - // Succeeded, but for software processing - gld->VStwosidelight.bHardware = FALSE; - } - - SAFE_RELEASE(pVSOpcodeBuffer); - - ddlogMessage(DDLOG_INFO, "... OK\n"); -} - -//--------------------------------------------------------------------------- - -void _gldDestroyVertexShaders( - GLD_driver_dx8 *gld) -{ - if (gld->VStwosidelight.hShader) { - IDirect3DDevice8_DeleteVertexShader(gld->pDev, gld->VStwosidelight.hShader); - gld->VStwosidelight.hShader = 0; - } -} -*/ -//--------------------------------------------------------------------------- - -BOOL gldCreateDrawable_DX( - DGL_ctx *ctx, -// BOOL bDefaultDriver, - BOOL bDirectDrawPersistant, - BOOL bPersistantBuffers) -{ - // - // bDirectDrawPersistant: applies to IDirect3D8 - // bPersistantBuffers: applies to IDirect3DDevice8 - // - -// D3DDEVTYPE d3dDevType; -// D3DPRESENT_PARAMETERS d3dpp; -// D3DDISPLAYMODE d3ddm; -// DWORD dwBehaviourFlags; -// D3DADAPTER_IDENTIFIER8 d3dIdent; - - HRESULT hr; - GLD_driver_dx7 *lpCtx = NULL; - D3DX_VIDMODEDESC d3ddm; - - // Parameters for D3DXCreateContextEx - // These will be different for fullscreen and windowed - DWORD dwDeviceIndex; - DWORD dwFlags; - HWND hwnd; - HWND hwndFocus; - DWORD numColorBits; - DWORD numAlphaBits; - DWORD numDepthBits; - DWORD numStencilBits; - DWORD numBackBuffers; - DWORD dwWidth; - DWORD dwHeight; - DWORD refreshRate; - - // Error if context is NULL. - if (ctx == NULL) - return FALSE; - - if (ctx->glPriv) { - lpCtx = ctx->glPriv; - // Release any existing interfaces (in reverse order) - SAFE_RELEASE(lpCtx->pDev); - SAFE_RELEASE(lpCtx->pD3D); - lpCtx->pD3DXContext->lpVtbl->Release(lpCtx->pD3DXContext); - lpCtx->pD3DXContext = NULL; - } else { - lpCtx = (GLD_driver_dx7*)malloc(sizeof(GLD_driver_dx7)); - ZeroMemory(lpCtx, sizeof(lpCtx)); - } - -// d3dDevType = (glb.dwDriver == GLDS_DRIVER_HAL) ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF; - // Use REF device if requested. Otherwise D3DX_DEFAULT will choose highest level - // of HW acceleration. - dwDeviceIndex = (glb.dwDriver == GLDS_DRIVER_REF) ? D3DX_HWLEVEL_REFERENCE : D3DX_DEFAULT; - - // TODO: Check this -// if (bDefaultDriver) -// d3dDevType = D3DDEVTYPE_REF; - -#ifdef _GLD_PERSISTANT - // Use persistant interface if needed - if (bDirectDrawPersistant && dx7Globals.bDirect3D) { - lpCtx->pD3D = dx7Globals.pD3D; - IDirect3D7_AddRef(lpCtx->pD3D); - goto SkipDirectDrawCreate; - } -#endif -/* - // Create Direct3D7 object - lpCtx->pD3D = dx7Globals.fnDirect3DCreate8(D3D_SDK_VERSION_DX8_SUPPORT_WIN95); - if (lpCtx->pD3D == NULL) { - MessageBox(NULL, "Unable to initialize Direct3D8", "GLDirect", MB_OK); - ddlogMessage(DDLOG_CRITICAL_OR_WARN, "Unable to create Direct3D8 interface"); - nContextError = GLDERR_D3D; - goto return_with_error; - } -*/ - -#ifdef _GLD_PERSISTANT - // Cache Direct3D interface for subsequent GLRCs - if (bDirectDrawPersistant && !dx8Globals.bDirect3D) { - dx7Globals.pD3D = lpCtx->pD3D; - IDirect3D7_AddRef(dx7Globals.pD3D); - dx7Globals.bDirect3D = TRUE; - } -SkipDirectDrawCreate: -#endif -/* - // Get the display mode so we can make a compatible backbuffer - hResult = IDirect3D8_GetAdapterDisplayMode(lpCtx->pD3D, glb.dwAdapter, &d3ddm); - if (FAILED(hResult)) { - nContextError = GLDERR_D3D; - goto return_with_error; - } -*/ - -#if 0 - // Get device caps - hResult = IDirect3D8_GetDeviceCaps(lpCtx->pD3D, glb.dwAdapter, d3dDevType, &lpCtx->d3dCaps8); - if (FAILED(hResult)) { - ddlogError(DDLOG_CRITICAL_OR_WARN, "IDirect3D8_GetDeviceCaps failed", hResult); - nContextError = GLDERR_D3D; - goto return_with_error; - } - - // Check for hardware transform & lighting - lpCtx->bHasHWTnL = lpCtx->d3dCaps8.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT ? TRUE : FALSE; - - // If this flag is present then we can't default to Mesa - // SW rendering between BeginScene() and EndScene(). - if (lpCtx->d3dCaps8.Caps2 & D3DCAPS2_NO2DDURING3DSCENE) { - ddlogMessage(DDLOG_WARN, - "Warning : No 2D allowed during 3D scene.\n"); - } -#endif - - // - // Create the Direct3D context - // - -#ifdef _GLD_PERSISTANT - // Re-use original IDirect3DDevice if persistant buffers exist. - // Note that we test for persistant IDirect3D8 as well - // bDirectDrawPersistant == persistant IDirect3D8 (DirectDraw8 does not exist) - if (bDirectDrawPersistant && bPersistantBuffers && dx7Globals.pD3D && dx7Globals.pDev) { - lpCtx->pDev = dx7Globals.pDev; - IDirect3DDevice7_AddRef(dx7Globals.pDev); - goto skip_direct3ddevice_create; - } -#endif -/* - // Clear the presentation parameters (sets all members to zero) - ZeroMemory(&d3dpp, sizeof(d3dpp)); - - // Recommended by MS; needed for MultiSample. - // Be careful if altering this for FullScreenBlit - d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; - - d3dpp.BackBufferFormat = d3ddm.Format; - d3dpp.BackBufferCount = 1; - d3dpp.MultiSampleType = _gldGetDeviceMultiSampleType(lpCtx->pD3D, d3ddm.Format, d3dDevType, !ctx->bFullscreen); - d3dpp.AutoDepthStencilFormat = ctx->lpPF->dwDriverData; - d3dpp.EnableAutoDepthStencil = (d3dpp.AutoDepthStencilFormat == D3DFMT_UNKNOWN) ? FALSE : TRUE; - - if (ctx->bFullscreen) { - ddlogWarnOption(FALSE); // Don't popup any messages in fullscreen - d3dpp.Windowed = FALSE; - d3dpp.BackBufferWidth = d3ddm.Width; - d3dpp.BackBufferHeight = d3ddm.Height; - d3dpp.hDeviceWindow = ctx->hWnd; - d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT; - - // Support for vertical retrace synchronisation. - // Set default presentation interval in case caps bits are missing - d3dpp.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT; - if (glb.bWaitForRetrace) { - if (lpCtx->d3dCaps8.PresentationIntervals & D3DPRESENT_INTERVAL_ONE) - d3dpp.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_ONE; - } else { - if (lpCtx->d3dCaps8.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE) - d3dpp.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; - } - } else { - ddlogWarnOption(glb.bMessageBoxWarnings); // OK to popup messages - d3dpp.Windowed = TRUE; - d3dpp.BackBufferWidth = ctx->dwWidth; - d3dpp.BackBufferHeight = ctx->dwHeight; - d3dpp.hDeviceWindow = ctx->hWnd; - d3dpp.FullScreen_RefreshRateInHz = 0; - // FullScreen_PresentationInterval must be default for Windowed mode - d3dpp.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT; - } - - // Decide if we can use hardware TnL - dwBehaviourFlags = (lpCtx->bHasHWTnL) ? - D3DCREATE_MIXED_VERTEXPROCESSING : D3DCREATE_SOFTWARE_VERTEXPROCESSING; - // Add flag to tell D3D to be thread-safe - if (glb.bMultiThreaded) - dwBehaviourFlags |= D3DCREATE_MULTITHREADED; - hResult = IDirect3D8_CreateDevice(lpCtx->pD3D, - glb.dwAdapter, - d3dDevType, - ctx->hWnd, - dwBehaviourFlags, - &d3dpp, - &lpCtx->pDev); - if (FAILED(hResult)) { - ddlogError(DDLOG_CRITICAL_OR_WARN, "IDirect3D8_CreateDevice failed", hResult); - nContextError = GLDERR_D3D; - goto return_with_error; - } -*/ - - // Create D3DX context - if (ctx->bFullscreen) { - // - // FULLSCREEN - // - - // Get display mode - D3DXGetCurrentVideoMode(D3DX_DEFAULT, &d3ddm); - - // Fullscreen Parameters - dwFlags = D3DX_CONTEXT_FULLSCREEN; - hwnd = ctx->hWnd; - hwndFocus = ctx->hWnd; - numColorBits = ctx->lpPF->pfd.cColorBits; - numAlphaBits = ctx->lpPF->pfd.cAlphaBits; - numDepthBits = ctx->lpPF->pfd.cDepthBits + ctx->lpPF->pfd.cStencilBits; - numStencilBits = ctx->lpPF->pfd.cStencilBits; - numBackBuffers = D3DX_DEFAULT; // Default is 1 backbuffer - dwWidth = d3ddm.width; - dwHeight = d3ddm.height; - refreshRate = d3ddm.refreshRate; // D3DX_DEFAULT; - } else { - // - // WINDOWED - // - - // Windowed Parameters - dwFlags = 0; // No flags means "windowed" - hwnd = ctx->hWnd; - hwndFocus = (HWND)D3DX_DEFAULT; - numColorBits = D3DX_DEFAULT; // Use Desktop depth - numAlphaBits = ctx->lpPF->pfd.cAlphaBits; - numDepthBits = ctx->lpPF->pfd.cDepthBits + ctx->lpPF->pfd.cStencilBits; - numStencilBits = ctx->lpPF->pfd.cStencilBits; - numBackBuffers = D3DX_DEFAULT; // Default is 1 backbuffer - dwWidth = ctx->dwWidth; - dwHeight = ctx->dwHeight; - refreshRate = D3DX_DEFAULT; - } - hr = D3DXCreateContextEx(dwDeviceIndex, dwFlags, hwnd, hwndFocus, - numColorBits, numAlphaBits, numDepthBits, numStencilBits, - numBackBuffers, - dwWidth, dwHeight, refreshRate, - &lpCtx->pD3DXContext); - if (FAILED(hr)) { - ddlogError(DDLOG_CRITICAL_OR_WARN, "D3DXCreateContextEx failed", hr); - nContextError = GLDERR_D3D; - goto return_with_error; - } - - // Obtain D3D7 interfaces from ID3DXContext -// lpCtx->pDD = ID3DXContext_GetDD(lpCtx->pD3DXContext); - lpCtx->pDD = lpCtx->pD3DXContext->lpVtbl->GetDD(lpCtx->pD3DXContext); - if (lpCtx->pDD == NULL) - goto return_with_error; - lpCtx->pD3D = lpCtx->pD3DXContext->lpVtbl->GetD3D(lpCtx->pD3DXContext); - if (lpCtx->pD3D == NULL) - goto return_with_error; - lpCtx->pDev = lpCtx->pD3DXContext->lpVtbl->GetD3DDevice(lpCtx->pD3DXContext); - if (lpCtx->pDev == NULL) - goto return_with_error; - - // Need to manage clipper manually for multiple windows - // since DX7 D3DX utility lib does not appear to do that. (DaveM) - if (!ctx->bFullscreen) { - // Get primary surface too - lpDDSPrimary = lpCtx->pD3DXContext->lpVtbl->GetPrimary(lpCtx->pD3DXContext); - if (lpDDSPrimary == NULL) { - ddlogPrintf(DDLOG_WARN, "GetPrimary"); - goto return_with_error; - } - // Create clipper for correct window updates - if (IDirectDraw7_CreateClipper(lpCtx->pDD, 0, &lpDDClipper, NULL) != DD_OK) { - ddlogPrintf(DDLOG_WARN, "CreateClipper"); - goto return_with_error; - } - // Set the window that the clipper belongs to - if (IDirectDrawClipper_SetHWnd(lpDDClipper, 0, hwnd) != DD_OK) { - ddlogPrintf(DDLOG_WARN, "SetHWnd"); - goto return_with_error; - } - // Attach the clipper to the primary surface - if (IDirectDrawSurface7_SetClipper(lpDDSPrimary, lpDDClipper) != DD_OK) { - ddlogPrintf(DDLOG_WARN, "SetClipper"); - goto return_with_error; - } - } - - // Get device caps - IDirect3DDevice7_GetCaps(lpCtx->pDev, &lpCtx->d3dCaps); - - // Determine HW TnL - lpCtx->bHasHWTnL = lpCtx->d3dCaps.dwDevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT ? TRUE : FALSE; - -#ifdef _GLD_PERSISTANT - if (bDirectDrawPersistant && bPersistantBuffers && dx7Globals.pD3D) { - dx7Globals.pDev = lpCtx->pDev; - dx7Globals.bDirect3DDevice = TRUE; - } -#endif - -#if 0 - // Dump some useful stats - hResult = IDirect3D8_GetAdapterIdentifier( - lpCtx->pD3D, - glb.dwAdapter, - D3DENUM_NO_WHQL_LEVEL, // Avoids 1 to 2 second delay - &d3dIdent); - if (SUCCEEDED(hResult)) { - ddlogPrintf(DDLOG_INFO, "[Driver Description: %s]", &d3dIdent.Description); - ddlogPrintf(DDLOG_INFO, "[Driver file: %s %d.%d.%02d.%d]", - d3dIdent.Driver, - HIWORD(d3dIdent.DriverVersion.HighPart), - LOWORD(d3dIdent.DriverVersion.HighPart), - HIWORD(d3dIdent.DriverVersion.LowPart), - LOWORD(d3dIdent.DriverVersion.LowPart)); - ddlogPrintf(DDLOG_INFO, "[VendorId: 0x%X, DeviceId: 0x%X, SubSysId: 0x%X, Revision: 0x%X]", - d3dIdent.VendorId, d3dIdent.DeviceId, d3dIdent.SubSysId, d3dIdent.Revision); - } -#endif - - // Init projection matrix for D3D TnL - D3DXMatrixIdentity((D3DXMATRIX*)&lpCtx->matProjection); - lpCtx->matModelView = lpCtx->matProjection; -// gld->bUseMesaProjection = TRUE; - -skip_direct3ddevice_create: - - // Create buffers to hold primitives - lpCtx->PB2d.dwFVF = GLD_FVF_2D_VERTEX; -// lpCtx->PB2d.dwPool = D3DPOOL_SYSTEMMEM; - lpCtx->PB2d.dwStride = sizeof(GLD_2D_VERTEX); - lpCtx->PB2d.dwCreateFlags = D3DVBCAPS_DONOTCLIP | - D3DVBCAPS_SYSTEMMEMORY | - D3DVBCAPS_WRITEONLY; - hr = _gldCreatePrimitiveBuffer(ctx->glCtx, lpCtx, &lpCtx->PB2d); - if (FAILED(hr)) - goto return_with_error; - - lpCtx->PB3d.dwFVF = GLD_FVF_3D_VERTEX; -// lpCtx->PB3d.dwPool = D3DPOOL_DEFAULT; - lpCtx->PB3d.dwStride = sizeof(GLD_3D_VERTEX); - lpCtx->PB3d.dwCreateFlags = D3DVBCAPS_WRITEONLY; - - hr = _gldCreatePrimitiveBuffer(ctx->glCtx, lpCtx, &lpCtx->PB3d); - if (FAILED(hr)) - goto return_with_error; - - // Zero the pipeline usage counters - lpCtx->PipelineUsage.qwMesa.QuadPart = -// lpCtx->PipelineUsage.dwD3D2SVS.QuadPart = - lpCtx->PipelineUsage.qwD3DFVF.QuadPart = 0; - - // Assign drawable to GL private - ctx->glPriv = lpCtx; - return TRUE; - -return_with_error: - // Clean up and bail - _gldDestroyPrimitiveBuffer(&lpCtx->PB3d); - _gldDestroyPrimitiveBuffer(&lpCtx->PB2d); - - SAFE_RELEASE(lpCtx->pDev); - SAFE_RELEASE(lpCtx->pD3D); - //SAFE_RELEASE(lpCtx->pD3DXContext); - lpCtx->pD3DXContext->lpVtbl->Release(lpCtx->pD3DXContext); - return FALSE; -} - -//--------------------------------------------------------------------------- - -BOOL gldResizeDrawable_DX( - DGL_ctx *ctx, - BOOL bDefaultDriver, - BOOL bPersistantInterface, - BOOL bPersistantBuffers) -{ - GLD_driver_dx7 *gld = NULL; -// D3DDEVTYPE d3dDevType; -// D3DPRESENT_PARAMETERS d3dpp; -// D3DDISPLAYMODE d3ddm; - D3DX_VIDMODEDESC d3ddm; - HRESULT hr; - DWORD dwWidth, dwHeight; - - // Error if context is NULL. - if (ctx == NULL) - return FALSE; - - gld = ctx->glPriv; - if (gld == NULL) - return FALSE; - - if (ctx->bSceneStarted) { - IDirect3DDevice7_EndScene(gld->pDev); - ctx->bSceneStarted = FALSE; - } -/* - d3dDevType = (glb.dwDriver == GLDS_DRIVER_HAL) ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF; - if (!bDefaultDriver) - d3dDevType = D3DDEVTYPE_REF; // Force Direct3D Reference Rasterise (software) - - // Get the display mode so we can make a compatible backbuffer - hResult = IDirect3D8_GetAdapterDisplayMode(gld->pD3D, glb.dwAdapter, &d3ddm); - if (FAILED(hResult)) { - nContextError = GLDERR_D3D; -// goto return_with_error; - return FALSE; - } -*/ - // Release objects before Reset() - _gldDestroyPrimitiveBuffer(&gld->PB3d); - _gldDestroyPrimitiveBuffer(&gld->PB2d); - -/* - // Clear the presentation parameters (sets all members to zero) - ZeroMemory(&d3dpp, sizeof(d3dpp)); - - // Recommended by MS; needed for MultiSample. - // Be careful if altering this for FullScreenBlit - d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; - - d3dpp.BackBufferFormat = d3ddm.Format; - d3dpp.BackBufferCount = 1; - d3dpp.MultiSampleType = _gldGetDeviceMultiSampleType(gld->pD3D, d3ddm.Format, d3dDevType, !ctx->bFullscreen); - d3dpp.AutoDepthStencilFormat = ctx->lpPF->dwDriverData; - d3dpp.EnableAutoDepthStencil = (d3dpp.AutoDepthStencilFormat == D3DFMT_UNKNOWN) ? FALSE : TRUE; - - // TODO: Sync to refresh - - if (ctx->bFullscreen) { - ddlogWarnOption(FALSE); // Don't popup any messages in fullscreen - d3dpp.Windowed = FALSE; - d3dpp.BackBufferWidth = d3ddm.Width; - d3dpp.BackBufferHeight = d3ddm.Height; - d3dpp.hDeviceWindow = ctx->hWnd; - d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT; - d3dpp.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT; - // Get better benchmark results? KeithH -// d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_UNLIMITED; - } else { - ddlogWarnOption(glb.bMessageBoxWarnings); // OK to popup messages - d3dpp.Windowed = TRUE; - d3dpp.BackBufferWidth = ctx->dwWidth; - d3dpp.BackBufferHeight = ctx->dwHeight; - d3dpp.hDeviceWindow = ctx->hWnd; - d3dpp.FullScreen_RefreshRateInHz = 0; - d3dpp.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT; - } - hResult = IDirect3DDevice8_Reset(gld->pDev, &d3dpp); - if (FAILED(hResult)) { - ddlogError(DDLOG_CRITICAL_OR_WARN, "dglResize: Reset failed", hResult); - return FALSE; - //goto cleanup_and_return_with_error; - } -*/ - // Obtain dimensions of 'window' - if (ctx->bFullscreen) { - D3DXGetCurrentVideoMode(D3DX_DEFAULT, &d3ddm); - dwWidth = d3ddm.width; - dwHeight = d3ddm.height; - } else { - dwWidth = ctx->dwWidth; - dwHeight = ctx->dwHeight; - } - - // Resize context - hr = gld->pD3DXContext->lpVtbl->Resize(gld->pD3DXContext, dwWidth, dwHeight); - if (FAILED(hr)) { - ddlogError(DDLOG_CRITICAL_OR_WARN, "gldResizeDrawable_DX: Resize failed", hr); - return FALSE; - } - - // Clear the resized surface (DaveM) - { - D3DVIEWPORT7 vp1, vp2; - IDirect3DDevice7_GetViewport(gld->pDev, &vp1); - IDirect3DDevice7_GetViewport(gld->pDev, &vp2); - vp2.dwX = 0; - vp2.dwY = 0; - vp2.dwWidth = dwWidth; - vp2.dwHeight = dwHeight; - IDirect3DDevice7_SetViewport(gld->pDev, &vp2); - hr = gld->pD3DXContext->lpVtbl->Clear(gld->pD3DXContext, D3DCLEAR_TARGET); - if (FAILED(hr)) - ddlogError(DDLOG_WARN, "gldResizeDrawable_DX: Clear failed", hr); - IDirect3DDevice7_SetViewport(gld->pDev, &vp1); - } - - // - // Recreate objects - // - _gldCreatePrimitiveBuffer(ctx->glCtx, gld, &gld->PB2d); - _gldCreatePrimitiveBuffer(ctx->glCtx, gld, &gld->PB3d); - - // Signal a complete state update - ctx->glCtx->Driver.UpdateState(ctx->glCtx, _NEW_ALL); - - // Begin a new scene - IDirect3DDevice7_BeginScene(gld->pDev); - ctx->bSceneStarted = TRUE; - - return TRUE; -} - -//--------------------------------------------------------------------------- - -BOOL gldDestroyDrawable_DX( - DGL_ctx *ctx) -{ - GLD_driver_dx7 *lpCtx = NULL; - - // Error if context is NULL. - if (!ctx) - return FALSE; - - // Error if the drawable does not exist. - if (!ctx->glPriv) - return FALSE; - - lpCtx = ctx->glPriv; - -#ifdef _DEBUG - // Dump out stats - ddlogPrintf(DDLOG_SYSTEM, "Usage: M:0x%X%X, D:0x%X%X", - lpCtx->PipelineUsage.qwMesa.HighPart, - lpCtx->PipelineUsage.qwMesa.LowPart, - lpCtx->PipelineUsage.qwD3DFVF.HighPart, - lpCtx->PipelineUsage.qwD3DFVF.LowPart); -#endif - - // Destroy Primtive Buffers - _gldDestroyPrimitiveBuffer(&lpCtx->PB3d); - _gldDestroyPrimitiveBuffer(&lpCtx->PB2d); - - // Release DX interfaces (in reverse order) - SAFE_RELEASE(lpCtx->pDev); - SAFE_RELEASE(lpCtx->pD3D); - //SAFE_RELEASE(lpCtx->pD3DXContext); - lpCtx->pD3DXContext->lpVtbl->Release(lpCtx->pD3DXContext); - - // Free the private drawable data - free(ctx->glPriv); - ctx->glPriv = NULL; - - return TRUE; -} - -//--------------------------------------------------------------------------- - -BOOL gldCreatePrivateGlobals_DX(void) -{ -/* - ZeroMemory(&dx7Globals, sizeof(dx7Globals)); - - // Load d3d8.dll - dx8Globals.hD3D8DLL = LoadLibrary("D3D8.DLL"); - if (dx8Globals.hD3D8DLL == NULL) - return FALSE; - - // Now try and obtain Direct3DCreate8 - dx8Globals.fnDirect3DCreate8 = (FNDIRECT3DCREATE8)GetProcAddress(dx8Globals.hD3D8DLL, "Direct3DCreate8"); - if (dx8Globals.fnDirect3DCreate8 == NULL) { - FreeLibrary(dx8Globals.hD3D8DLL); - return FALSE; - } -*/ - - // Initialise D3DX - return FAILED(D3DXInitialize()) ? FALSE : TRUE; -} - -//--------------------------------------------------------------------------- - -BOOL gldDestroyPrivateGlobals_DX(void) -{ -/* - if (dx7Globals.bDirect3DDevice) { - SAFE_RELEASE(dx7Globals.pDev); - dx7Globals.bDirect3DDevice = FALSE; - } - if (dx7Globals.bDirect3D) { - SAFE_RELEASE(dx7Globals.pD3D); - dx7Globals.bDirect3D = FALSE; - } - - FreeLibrary(dx8Globals.hD3D8DLL); - dx8Globals.hD3D8DLL = NULL; - dx8Globals.fnDirect3DCreate8 = NULL; -*/ - return FAILED(D3DXUninitialize()) ? FALSE : TRUE; -} - -//--------------------------------------------------------------------------- - -static void _BitsFromDisplayFormat( - D3DX_SURFACEFORMAT fmt, - BYTE *cColorBits, - BYTE *cRedBits, - BYTE *cGreenBits, - BYTE *cBlueBits, - BYTE *cAlphaBits) -{ - switch (fmt) { -/* case D3DX_SF_X1R5G5B5: - *cColorBits = 16; - *cRedBits = 5; - *cGreenBits = 5; - *cBlueBits = 5; - *cAlphaBits = 0; - return;*/ - case D3DX_SF_R5G5B5: - *cColorBits = 16; - *cRedBits = 5; - *cGreenBits = 5; - *cBlueBits = 5; - *cAlphaBits = 0; - return; - case D3DX_SF_R5G6B5: - *cColorBits = 16; - *cRedBits = 5; - *cGreenBits = 6; - *cBlueBits = 5; - *cAlphaBits = 0; - return; - case D3DX_SF_X8R8G8B8: - *cColorBits = 32; - *cRedBits = 8; - *cGreenBits = 8; - *cBlueBits = 8; - *cAlphaBits = 0; - return; - case D3DX_SF_A8R8G8B8: - *cColorBits = 32; - *cRedBits = 8; - *cGreenBits = 8; - *cBlueBits = 8; - *cAlphaBits = 8; - return; - } - - // Should not get here! - *cColorBits = 32; - *cRedBits = 8; - *cGreenBits = 8; - *cBlueBits = 8; - *cAlphaBits = 0; -} - -//--------------------------------------------------------------------------- - -static void _BitsFromDepthStencilFormat( - D3DX_SURFACEFORMAT fmt, - BYTE *cDepthBits, - BYTE *cStencilBits) -{ - // NOTE: GL expects either 32 or 16 as depth bits. - switch (fmt) { - case D3DX_SF_Z16S0: - *cDepthBits = 16; - *cStencilBits = 0; - return; - case D3DX_SF_Z32S0: - *cDepthBits = 32; - *cStencilBits = 0; - return; - case D3DX_SF_Z15S1: - *cDepthBits = 15; - *cStencilBits = 1; - return; - case D3DX_SF_Z24S8: - *cDepthBits = 24; - *cStencilBits = 8; - return; - case D3DX_SF_S1Z15: - *cDepthBits = 15; - *cStencilBits = 1; - return; - case D3DX_SF_S8Z24: - *cDepthBits = 24; - *cStencilBits = 8; - return; - } -} - -//--------------------------------------------------------------------------- -/* -BOOL GLD_CheckDepthStencilMatch( - DWORD dwDeviceIndex, - D3DX_SURFACEFORMAT sfWant) -{ - // Emulate function built in to DX9 - D3DX_SURFACEFORMAT sfFound; - int i; - int nFormats = D3DXGetMaxSurfaceFormats(dwDeviceIndex, NULL, D3DX_SC_DEPTHBUFFER); - if (nFormats) { - for (i=0; i<nFormats; i++) { - D3DXGetSurfaceFormat(dwDeviceIndex, NULL, D3DX_SC_DEPTHBUFFER, i, &sfFound); } - if (sfFound == sfWant) - return TRUE; - } - - return FALSE; -} -*/ -//--------------------------------------------------------------------------- - -D3DX_SURFACEFORMAT _gldFindCompatibleDepthStencilFormat( - DWORD dwDeviceIndex) -{ - // Jump through some hoops... - - ID3DXContext *pD3DXContext = NULL; - IDirectDrawSurface7 *pZBuffer = NULL; - DDPIXELFORMAT ddpf; - HWND hWnd; - - // Get an HWND - use Desktop's - hWnd = GetDesktopWindow(); - - // Create a fully specified default context. - D3DXCreateContextEx(dwDeviceIndex, 0, hWnd, (HWND)D3DX_DEFAULT, - D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, - D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, - &pD3DXContext); - - // Obtain depth buffer that was created in context - pZBuffer = pD3DXContext->lpVtbl->GetZBuffer(pD3DXContext); - - // Get pixel format of depth buffer - ddpf.dwSize = sizeof(ddpf); - pZBuffer->lpVtbl->GetPixelFormat(pZBuffer, &ddpf); - // Done with surface - release it - pZBuffer->lpVtbl->Release(pZBuffer); - - // Done with D3DX context - pD3DXContext->lpVtbl->Release(pD3DXContext); - - // Convert and return - return D3DXMakeSurfaceFormat(&ddpf); -} - -//--------------------------------------------------------------------------- - -BOOL gldBuildPixelformatList_DX(void) -{ - D3DX_DEVICEDESC d3dxdd; - D3DX_VIDMODEDESC d3ddm; - D3DX_SURFACEFORMAT fmt[64]; // 64 should be enough... - DWORD dwDeviceIndex; - DWORD surfClassFlags; -// IDirect3D7 *pD3D = NULL; - HRESULT hr; - int nSupportedFormats = 0; // Total formats - int nDepthOnlyFormats = 0; - int nDepthStencilFormats = 0; - int i; - DGL_pixelFormat *pPF; - BYTE cColorBits, cRedBits, cGreenBits, cBlueBits, cAlphaBits; -// char buf[128]; -// char cat[8]; - - // Direct3D (SW or HW) - // These are arranged so that 'best' pixelformat - // is higher in the list (for ChoosePixelFormat). -/* const D3DFORMAT DepthStencil[4] = { - D3DX_SF_Z16S0, //D3DX_SF_D16, - D3DX_SF_Z15S1, //D3DX_SF_D15S1, - D3DX_SF_Z32S0, //D3DX_SF_D32, - D3DX_SF_Z24S8, //D3DX_SF_D24S8, - //D3DX_SF_D24X8, - //D3DX_SF_D24X4S4, - };*/ - - // Dump DX version - ddlogMessage(GLDLOG_SYSTEM, "DirectX Version : 7.0\n"); - - // Release any existing pixelformat list - if (glb.lpPF) { - free(glb.lpPF); - } - - glb.nPixelFormatCount = 0; - glb.lpPF = NULL; - - // - // Pixelformats for Direct3D (SW or HW) rendering - // - - dwDeviceIndex = (glb.dwDriver == GLDS_DRIVER_REF) ? D3DX_HWLEVEL_REFERENCE : D3DX_DEFAULT; - - // Dump description - D3DXGetDeviceDescription(dwDeviceIndex, &d3dxdd); - ddlogPrintf(GLDLOG_SYSTEM, "Device: %s", d3dxdd.driverDesc); - - // Get display mode - D3DXGetCurrentVideoMode(D3DX_DEFAULT, &d3ddm); - -#if 0 - // Phooey - this don't work... -/* - // Since D3DXGetMaxSurfaceFormats() can lie to us, we'll need a workaround. - // Explicitly test for matching depth/stencil to display bpp. - if (d3ddm.bpp <= 16) { - if (GLD_CheckDepthStencilMatch(dwDeviceIndex, D3DX_SF_Z16S0)) - fmt[nSupportedFormats++] = D3DX_SF_Z16S0; - if (GLD_CheckDepthStencilMatch(dwDeviceIndex, D3DX_SF_Z15S1)) - fmt[nSupportedFormats++] = D3DX_SF_Z15S1; - if (GLD_CheckDepthStencilMatch(dwDeviceIndex, D3DX_SF_S1Z15)) - fmt[nSupportedFormats++] = D3DX_SF_S1Z15; - // Didn't find anything? Try default - if (nSupportedFormats == 0) { - if (GLD_CheckDepthStencilMatch(dwDeviceIndex, D3DX_SF_Z32S0)) - fmt[nSupportedFormats++] = D3DX_SF_Z32S0; - } - } else { - if (GLD_CheckDepthStencilMatch(dwDeviceIndex, D3DX_SF_Z32S0)) - fmt[nSupportedFormats++] = D3DX_SF_Z32S0; - if (GLD_CheckDepthStencilMatch(dwDeviceIndex, D3DX_SF_Z24S8)) - fmt[nSupportedFormats++] = D3DX_SF_Z24S8; - if (GLD_CheckDepthStencilMatch(dwDeviceIndex, D3DX_SF_S8Z24)) - fmt[nSupportedFormats++] = D3DX_SF_S8Z24; - // Didn't find anything? Try default - if (nSupportedFormats == 0) { - if (GLD_CheckDepthStencilMatch(dwDeviceIndex, D3DX_SF_Z16S0)) - fmt[nSupportedFormats++] = D3DX_SF_Z16S0; - } - } -*/ - // Go the Whole Hog... - fmt[nSupportedFormats++] = _gldFindCompatibleDepthStencilFormat(dwDeviceIndex); -#else - // - // Depth buffer formats WITHOUT stencil - // - surfClassFlags = D3DX_SC_DEPTHBUFFER; - nDepthOnlyFormats = D3DXGetMaxSurfaceFormats(dwDeviceIndex, NULL, surfClassFlags); - // - // Depth buffer formats WITH stencil - // - surfClassFlags = D3DX_SC_DEPTHBUFFER | D3DX_SC_STENCILBUFFER; - nDepthStencilFormats = D3DXGetMaxSurfaceFormats(dwDeviceIndex, NULL, surfClassFlags); - - // Work out how many formats we have in total - if ((nDepthOnlyFormats + nDepthStencilFormats) == 0) - return FALSE; // Bail: no compliant pixelformats - - // Get depth buffer formats WITHOUT stencil - surfClassFlags = D3DX_SC_DEPTHBUFFER; - for (i=0; i<nDepthOnlyFormats; i++) { - D3DXGetSurfaceFormat(dwDeviceIndex, NULL, surfClassFlags, i, &fmt[nSupportedFormats++]); - } - // NOTE: For some reason we already get stencil formats when only specifying D3DX_SC_DEPTHBUFFER - /* - // Get depth buffer formats WITH stencil - surfClassFlags = D3DX_SC_DEPTHBUFFER | D3DX_SC_STENCILBUFFER; - for (i=0; i<nDepthStencilFormats; i++) { - D3DXGetSurfaceFormat(dwDeviceIndex, NULL, surfClassFlags, i, &fmt[nSupportedFormats++]); - } - */ -#endif - - // Total count of pixelformats is: - // (nSupportedFormats+1)*2 - glb.lpPF = (DGL_pixelFormat *)calloc((nSupportedFormats)*2, sizeof(DGL_pixelFormat)); - glb.nPixelFormatCount = (nSupportedFormats)*2; - if (glb.lpPF == NULL) { - glb.nPixelFormatCount = 0; - return FALSE; - } - - // Get a copy of pointer that we can alter - pPF = glb.lpPF; - - // Cache colour bits from display format -// _BitsFromDisplayFormat(d3ddm.Format, &cColorBits, &cRedBits, &cGreenBits, &cBlueBits, &cAlphaBits); - // Get display mode - D3DXGetCurrentVideoMode(D3DX_DEFAULT, &d3ddm); - cColorBits = d3ddm.bpp; - cAlphaBits = 0; - switch (d3ddm.bpp) { - case 15: - cRedBits = 5; cGreenBits = 5; cBlueBits = 5; - break; - case 16: - cRedBits = 5; cGreenBits = 6; cBlueBits = 5; - break; - case 24: - case 32: - cRedBits = 8; cGreenBits = 8; cBlueBits = 8; - break; - default: - cRedBits = 5; cGreenBits = 5; cBlueBits = 5; - } - - // - // Add single-buffer formats - // - -/* // Single-buffer, no depth-stencil buffer - memcpy(pPF, &pfTemplateHW, sizeof(DGL_pixelFormat)); - pPF->pfd.dwFlags &= ~PFD_DOUBLEBUFFER; // Remove doublebuffer flag - pPF->pfd.cColorBits = cColorBits; - pPF->pfd.cRedBits = cRedBits; - pPF->pfd.cGreenBits = cGreenBits; - pPF->pfd.cBlueBits = cBlueBits; - pPF->pfd.cAlphaBits = cAlphaBits; - pPF->pfd.cDepthBits = 0; - pPF->pfd.cStencilBits = 0; - pPF->dwDriverData = D3DX_SF_UNKNOWN; - pPF++;*/ - - for (i=0; i<nSupportedFormats; i++, pPF++) { - memcpy(pPF, &pfTemplateHW, sizeof(DGL_pixelFormat)); - pPF->pfd.dwFlags &= ~PFD_DOUBLEBUFFER; // Remove doublebuffer flag - pPF->pfd.cColorBits = cColorBits; - pPF->pfd.cRedBits = cRedBits; - pPF->pfd.cGreenBits = cGreenBits; - pPF->pfd.cBlueBits = cBlueBits; - pPF->pfd.cAlphaBits = cAlphaBits; - _BitsFromDepthStencilFormat(fmt[i], &pPF->pfd.cDepthBits, &pPF->pfd.cStencilBits); - pPF->dwDriverData = fmt[i]; - } - - // - // Add double-buffer formats - // - -/* memcpy(pPF, &pfTemplateHW, sizeof(DGL_pixelFormat)); - pPF->pfd.cColorBits = cColorBits; - pPF->pfd.cRedBits = cRedBits; - pPF->pfd.cGreenBits = cGreenBits; - pPF->pfd.cBlueBits = cBlueBits; - pPF->pfd.cAlphaBits = cAlphaBits; - pPF->pfd.cDepthBits = 0; - pPF->pfd.cStencilBits = 0; - pPF->dwDriverData = D3DX_SF_UNKNOWN; - pPF++;*/ - - for (i=0; i<nSupportedFormats; i++, pPF++) { - memcpy(pPF, &pfTemplateHW, sizeof(DGL_pixelFormat)); - pPF->pfd.cColorBits = cColorBits; - pPF->pfd.cRedBits = cRedBits; - pPF->pfd.cGreenBits = cGreenBits; - pPF->pfd.cBlueBits = cBlueBits; - pPF->pfd.cAlphaBits = cAlphaBits; - _BitsFromDepthStencilFormat(fmt[i], &pPF->pfd.cDepthBits, &pPF->pfd.cStencilBits); - pPF->dwDriverData = fmt[i]; - } - - // Popup warning message if non RGB color mode - { - // This is a hack. KeithH - HDC hdcDesktop = GetDC(NULL); - DWORD dwDisplayBitDepth = GetDeviceCaps(hdcDesktop, BITSPIXEL); - ReleaseDC(0, hdcDesktop); - if (dwDisplayBitDepth <= 8) { - ddlogPrintf(DDLOG_WARN, "Current Color Depth %d bpp is not supported", dwDisplayBitDepth); - MessageBox(NULL, szColorDepthWarning, "GLDirect", MB_OK | MB_ICONWARNING); - } - } - - // Mark list as 'current' - glb.bPixelformatsDirty = FALSE; - - return TRUE; -} - -//--------------------------------------------------------------------------- - -BOOL gldInitialiseMesa_DX( - DGL_ctx *lpCtx) -{ - GLD_driver_dx7 *gld = NULL; - int MaxTextureSize, TextureLevels; - BOOL bSoftwareTnL; - - if (lpCtx == NULL) - return FALSE; - - gld = lpCtx->glPriv; - if (gld == NULL) - return FALSE; - - if (glb.bMultitexture) { - lpCtx->glCtx->Const.MaxTextureUnits = gld->d3dCaps.wMaxSimultaneousTextures; - // Only support MAX_TEXTURE_UNITS texture units. - // ** If this is altered then the FVF formats must be reviewed **. - if (lpCtx->glCtx->Const.MaxTextureUnits > GLD_MAX_TEXTURE_UNITS_DX7) - lpCtx->glCtx->Const.MaxTextureUnits = GLD_MAX_TEXTURE_UNITS_DX7; - } else { - // Multitexture override - lpCtx->glCtx->Const.MaxTextureUnits = 1; - } - - lpCtx->glCtx->Const.MaxDrawBuffers = 1; - - // max texture size -// MaxTextureSize = min(gld->d3dCaps8.MaxTextureHeight, gld->d3dCaps8.MaxTextureWidth); - MaxTextureSize = min(gld->d3dCaps.dwMaxTextureHeight, gld->d3dCaps.dwMaxTextureWidth); - if (MaxTextureSize == 0) - MaxTextureSize = 256; // Sanity check - - // - // HACK!! - if (MaxTextureSize > 1024) - MaxTextureSize = 1024; // HACK - CLAMP TO 1024 - // HACK!! - // - - // TODO: Check this again for Mesa 5 - // Got to set MAX_TEXTURE_SIZE as max levels. - // Who thought this stupid idea up? ;) - TextureLevels = 0; - // Calculate power-of-two. - while (MaxTextureSize) { - TextureLevels++; - MaxTextureSize >>= 1; - } - lpCtx->glCtx->Const.MaxTextureLevels = (TextureLevels) ? TextureLevels : 8; - - // Defaults - IDirect3DDevice7_SetRenderState(gld->pDev, D3DRENDERSTATE_LIGHTING, FALSE); - IDirect3DDevice7_SetRenderState(gld->pDev, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE); - IDirect3DDevice7_SetRenderState(gld->pDev, D3DRENDERSTATE_DITHERENABLE, TRUE); - IDirect3DDevice7_SetRenderState(gld->pDev, D3DRENDERSTATE_SHADEMODE, D3DSHADE_GOURAUD); - - // Set texture coord set to be used with each stage - IDirect3DDevice7_SetTextureStageState(gld->pDev, 0, D3DTSS_TEXCOORDINDEX, 0); - IDirect3DDevice7_SetTextureStageState(gld->pDev, 1, D3DTSS_TEXCOORDINDEX, 1); - - // Set up Depth buffer - IDirect3DDevice7_SetRenderState(gld->pDev, D3DRENDERSTATE_ZENABLE, - (lpCtx->lpPF->dwDriverData!=D3DX_SF_UNKNOWN) ? D3DZB_TRUE : D3DZB_FALSE); - - // Set the view matrix - { - D3DXMATRIX vm; -#if 1 - D3DXMatrixIdentity(&vm); -#else - D3DXVECTOR3 Eye(0.0f, 0.0f, 0.0f); - D3DXVECTOR3 At(0.0f, 0.0f, -1.0f); - D3DXVECTOR3 Up(0.0f, 1.0f, 0.0f); - D3DXMatrixLookAtRH(&vm, &Eye, &At, &Up); - vm._31 = -vm._31; - vm._32 = -vm._32; - vm._33 = -vm._33; - vm._34 = -vm._34; -#endif - IDirect3DDevice7_SetTransform(gld->pDev, D3DTRANSFORMSTATE_VIEW, &vm); - } - -// DX7 does not support D3DRS_SOFTWAREVERTEXPROCESSING -/* - if (gld->bHasHWTnL) { - if (glb.dwTnL == GLDS_TNL_DEFAULT) - bSoftwareTnL = FALSE; // HW TnL - else { - bSoftwareTnL = ((glb.dwTnL == GLDS_TNL_MESA) || (glb.dwTnL == GLDS_TNL_D3DSW)) ? TRUE : FALSE; - } - } else { - // No HW TnL, so no choice possible - bSoftwareTnL = TRUE; - } - IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_SOFTWAREVERTEXPROCESSING, bSoftwareTnL); -*/ - -// Dump this in a Release build as well, now. -//#ifdef _DEBUG - ddlogPrintf(DDLOG_INFO, "HW TnL: %s", -// gld->bHasHWTnL ? (bSoftwareTnL ? "Disabled" : "Enabled") : "Unavailable"); - gld->bHasHWTnL ? "Enabled" : "Unavailable"); -//#endif - - // Set up interfaces to Mesa - gldEnableExtensions_DX7(lpCtx->glCtx); - gldInstallPipeline_DX7(lpCtx->glCtx); - gldSetupDriverPointers_DX7(lpCtx->glCtx); - - // Signal a complete state update - lpCtx->glCtx->Driver.UpdateState(lpCtx->glCtx, _NEW_ALL); - - // Start a scene - IDirect3DDevice7_BeginScene(gld->pDev); - lpCtx->bSceneStarted = TRUE; - - return TRUE; -} - -//--------------------------------------------------------------------------- - -BOOL gldSwapBuffers_DX( - DGL_ctx *ctx, - HDC hDC, - HWND hWnd) -{ - HRESULT hr; - GLD_driver_dx7 *gld = NULL; - DWORD dwFlags; - - if (ctx == NULL) - return FALSE; - - gld = ctx->glPriv; - if (gld == NULL) - return FALSE; - - - // End the scene if one is started - if (ctx->bSceneStarted) { - IDirect3DDevice7_EndScene(gld->pDev); - ctx->bSceneStarted = FALSE; - } - - // Needed by D3DX for MDI multi-window apps (DaveM) - if (lpDDClipper) - IDirectDrawClipper_SetHWnd(lpDDClipper, 0, hWnd); - - // Swap the buffers. hWnd may override the hWnd used for CreateDevice() -// hr = IDirect3DDevice8_Present(gld->pDev, NULL, NULL, hWnd, NULL); - - // Set refresh sync flag - dwFlags = glb.bWaitForRetrace ? 0 : D3DX_UPDATE_NOVSYNC; - // Render and show frame - hr = gld->pD3DXContext->lpVtbl->UpdateFrame(gld->pD3DXContext, dwFlags); - if (FAILED(hr)) - ddlogError(DDLOG_WARN, "gldSwapBuffers_DX: UpdateFrame", hr); - - if (hr == DDERR_SURFACELOST) { - hr = gld->pD3DXContext->lpVtbl->RestoreSurfaces(gld->pD3DXContext); - if (FAILED(hr)) - ddlogError(DDLOG_WARN, "gldSwapBuffers_DX: RestoreSurfaces", hr); - } - -exit_swap: - // Begin a new scene - IDirect3DDevice7_BeginScene(gld->pDev); - ctx->bSceneStarted = TRUE; - - return (FAILED(hr)) ? FALSE : TRUE; -} - -//--------------------------------------------------------------------------- - -BOOL gldGetDisplayMode_DX( - DGL_ctx *ctx, - GLD_displayMode *glddm) -{ -// D3DDISPLAYMODE d3ddm; - D3DX_VIDMODEDESC d3ddm; - HRESULT hr; - GLD_driver_dx7 *lpCtx = NULL; - BYTE cColorBits, cRedBits, cGreenBits, cBlueBits, cAlphaBits; - - if ((glddm == NULL) || (ctx == NULL)) - return FALSE; - - lpCtx = ctx->glPriv; - if (lpCtx == NULL) - return FALSE; - - if (lpCtx->pD3D == NULL) - return FALSE; - -// hr = IDirect3D8_GetAdapterDisplayMode(lpCtx->pD3D, glb.dwAdapter, &d3ddm); - hr = D3DXGetCurrentVideoMode(D3DX_DEFAULT, &d3ddm); - if (FAILED(hr)) - return FALSE; - - // Get info from the display format -// _BitsFromDisplayFormat(d3ddm.Format, -// &cColorBits, &cRedBits, &cGreenBits, &cBlueBits, &cAlphaBits); - - glddm->Width = d3ddm.width; - glddm->Height = d3ddm.height; - glddm->BPP = d3ddm.bpp; - glddm->Refresh = d3ddm.refreshRate; - - return TRUE; -} - -//--------------------------------------------------------------------------- - |