From 14b1cb8d5a27ec9716d3f790fce95f0469e35605 Mon Sep 17 00:00:00 2001 From: marha Date: Sun, 7 Mar 2010 13:28:57 +0000 Subject: Updated to Mesa 7.7 --- .../drivers/windows/gldirect/dx9/gld_driver_dx9.c | 1206 ----------- .../mesa/drivers/windows/gldirect/dx9/gld_dx9.h | 327 --- .../mesa/drivers/windows/gldirect/dx9/gld_dxerr9.h | 77 - .../drivers/windows/gldirect/dx9/gld_ext_dx9.c | 344 ---- .../windows/gldirect/dx9/gld_pipeline_dx9.c | 77 - .../windows/gldirect/dx9/gld_primitive_dx9.c | 1446 -------------- .../drivers/windows/gldirect/dx9/gld_texture_dx9.c | 2104 -------------------- .../windows/gldirect/dx9/gld_vb_d3d_render_dx9.c | 263 --- .../windows/gldirect/dx9/gld_vb_mesa_render_dx9.c | 443 ----- .../drivers/windows/gldirect/dx9/gld_wgl_dx9.c | 1346 ------------- 10 files changed, 7633 deletions(-) delete mode 100644 mesalib/src/mesa/drivers/windows/gldirect/dx9/gld_driver_dx9.c delete mode 100644 mesalib/src/mesa/drivers/windows/gldirect/dx9/gld_dx9.h delete mode 100644 mesalib/src/mesa/drivers/windows/gldirect/dx9/gld_dxerr9.h delete mode 100644 mesalib/src/mesa/drivers/windows/gldirect/dx9/gld_ext_dx9.c delete mode 100644 mesalib/src/mesa/drivers/windows/gldirect/dx9/gld_pipeline_dx9.c delete mode 100644 mesalib/src/mesa/drivers/windows/gldirect/dx9/gld_primitive_dx9.c delete mode 100644 mesalib/src/mesa/drivers/windows/gldirect/dx9/gld_texture_dx9.c delete mode 100644 mesalib/src/mesa/drivers/windows/gldirect/dx9/gld_vb_d3d_render_dx9.c delete mode 100644 mesalib/src/mesa/drivers/windows/gldirect/dx9/gld_vb_mesa_render_dx9.c delete mode 100644 mesalib/src/mesa/drivers/windows/gldirect/dx9/gld_wgl_dx9.c (limited to 'mesalib/src/mesa/drivers/windows/gldirect/dx9') diff --git a/mesalib/src/mesa/drivers/windows/gldirect/dx9/gld_driver_dx9.c b/mesalib/src/mesa/drivers/windows/gldirect/dx9/gld_driver_dx9.c deleted file mode 100644 index c191564d6..000000000 --- a/mesalib/src/mesa/drivers/windows/gldirect/dx9/gld_driver_dx9.c +++ /dev/null @@ -1,1206 +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 -#include "dglcontext.h" -#include "ddlog.h" -#include "gld_dx9.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_DX9( - GLcontext *ctx) -{ -#ifdef _DEBUG - gldLogMessage(GLDLOG_ERROR, "gld_Noop called!\n"); -#endif -} - -//--------------------------------------------------------------------------- - -void gld_Error_DX9( - GLcontext *ctx) -{ -#ifdef _DEBUG - // Quite useless. -// gldLogMessage(GLDLOG_ERROR, "ctx->Driver.Error called!\n"); -#endif -} - -//--------------------------------------------------------------------------- -// Required Mesa functions -//--------------------------------------------------------------------------- - -static GLboolean gld_set_draw_buffer_DX9( - 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_DX9( - GLcontext *ctx, - GLframebuffer *buffer, - GLenum mode) -{ - /* separate read buffer not supported */ -/* - ASSERT(buffer == ctx->DrawBuffer); - ASSERT(mode == GL_FRONT_LEFT); -*/ -} - -//--------------------------------------------------------------------------- - -void gld_Clear_DX9( - GLcontext *ctx, - GLbitfield mask, - GLboolean all, - GLint x, - GLint y, - GLint width, - GLint height) -{ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx9 *gld = GLD_GET_DX9_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]); - } - - if (mask & DD_DEPTH_BIT) { - // D3D8 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; -// gldLogPrintf(GLDLOG_INFO, "Rect %d,%d %d,%d", x,y,width,height); - } - - // dwFlags will be zero if there's nothing to clear - if (dwFlags) { - _GLD_DX9_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_DX9( -// 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_DX9( - GLcontext *ctx) -{ -} - -//--------------------------------------------------------------------------- - -static void gld_Flush_DX9( - 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_dx9 *gld = GLD_GET_DX9_DRIVER(gldCtx); - - // Two-sided stencil. New for Mesa 5 - const GLuint uiFace = 0UL; - - struct gl_stencil_attrib *pStencil = &ctx->Stencil; - - _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_STENCILENABLE, pStencil->Enabled ? TRUE : FALSE)); - if (pStencil->Enabled) { - _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_STENCILFUNC, _gldConvertCompareFunc(pStencil->Function[uiFace]))); - _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_STENCILREF, pStencil->Ref[uiFace])); - _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_STENCILMASK, pStencil->ValueMask[uiFace])); - _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_STENCILWRITEMASK, pStencil->WriteMask[uiFace])); - _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_STENCILFAIL, _gldConvertStencilOp(pStencil->FailFunc[uiFace]))); - _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_STENCILZFAIL, _gldConvertStencilOp(pStencil->ZFailFunc[uiFace]))); - _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_STENCILPASS, _gldConvertStencilOp(pStencil->ZPassFunc[uiFace]))); - } -} - -//--------------------------------------------------------------------------- - -void gld_NEW_COLOR( - GLcontext *ctx) -{ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx9 *gld = GLD_GET_DX9_DRIVER(gldCtx); - - DWORD dwFlags = 0; - D3DBLEND src; - D3DBLEND dest; - - // Alpha func - _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_ALPHAFUNC, _gldConvertCompareFunc(ctx->Color.AlphaFunc))); - _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_ALPHAREF, (DWORD)ctx->Color.AlphaRef)); - _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_ALPHATESTENABLE, ctx->Color.AlphaEnabled)); - - // Blend func - _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_ALPHABLENDENABLE, ctx->Color.BlendEnabled)); - src = _gldConvertBlendFunc(ctx->Color.BlendSrcRGB, GL_ONE); - dest = _gldConvertBlendFunc(ctx->Color.BlendDstRGB, GL_ZERO); - _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_SRCBLEND, src)); - _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_DESTBLEND, dest)); - - // Color mask - 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_DX9_DEV(SetRenderState(gld->pDev, D3DRS_COLORWRITEENABLE, dwFlags)); -} - -//--------------------------------------------------------------------------- - -void gld_NEW_DEPTH( - GLcontext *ctx) -{ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx9 *gld = GLD_GET_DX9_DRIVER(gldCtx); - - _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_ZENABLE, ctx->Depth.Test ? D3DZB_TRUE : D3DZB_FALSE)); - _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_ZFUNC, _gldConvertCompareFunc(ctx->Depth.Func))); - _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_ZWRITEENABLE, ctx->Depth.Mask ? TRUE : FALSE)); -} - -//--------------------------------------------------------------------------- - -void gld_NEW_POLYGON( - GLcontext *ctx) -{ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx9 *gld = GLD_GET_DX9_DRIVER(gldCtx); - - D3DFILLMODE d3dFillMode = D3DFILL_SOLID; - D3DCULL d3dCullMode = D3DCULL_NONE; - float fOffset = 0; // Changed from int to float for DX9 - - // 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_DX9_DEV(SetRenderState(gld->pDev, D3DRS_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; // FOR DEBUGGING - _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_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) { - fOffset = ctx->Polygon.OffsetUnits; -// if (iOffset < 0.0f) -// iOffset = -iOffset; -// else -// iOffset = 0.0f; // D3D can't push away - } - // NOTE: SetRenderState() required a DWORD, so need to cast - _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_DEPTHBIAS, *((DWORD*)&fOffset))); -} - -//--------------------------------------------------------------------------- - -void gld_NEW_FOG( - GLcontext *ctx) -{ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx9 *gld = GLD_GET_DX9_DRIVER(gldCtx); - - D3DCOLOR d3dFogColour; - D3DFOGMODE d3dFogMode = D3DFOG_LINEAR; - - // TODO: Fog is calculated seperately in the Mesa pipeline - _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_FOGENABLE, FALSE)); - return; - - // Fog enable - _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_FOGENABLE, ctx->Fog.Enabled)); - if (!ctx->Fog.Enabled) { - _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_FOGTABLEMODE, D3DFOG_NONE)); - _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_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_DX9_DEV(SetRenderState(gld->pDev, D3DRS_FOGCOLOR, d3dFogColour)); - - // Fog density - _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_FOGDENSITY, *((DWORD*) (&ctx->Fog.Density)))); - - // Fog start - _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_FOGSTART, *((DWORD*) (&ctx->Fog.Start)))); - - // Fog end - _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_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_DX9_DEV(SetRenderState(gld->pDev, D3DRS_FOGTABLEMODE, d3dFogMode)); - _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_FOGVERTEXMODE, D3DFOG_NONE)); -} - -//--------------------------------------------------------------------------- - -void gld_NEW_LIGHT( - GLcontext *ctx) -{ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx9 *gld = GLD_GET_DX9_DRIVER(gldCtx); - DWORD dwSpecularEnable; - - // Shademode - _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_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_DX9_DEV(SetRenderState(gld->pDev, D3DRS_SPECULARENABLE, dwSpecularEnable)); -} - -//--------------------------------------------------------------------------- - -void gld_NEW_MODELVIEW( - GLcontext *ctx) -{ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx9 *gld = GLD_GET_DX9_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]; - - gld->matModelView = m; -} - -//--------------------------------------------------------------------------- - -void gld_NEW_PROJECTION( - GLcontext *ctx) -{ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx9 *gld = GLD_GET_DX9_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_DX9( - 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_dx9 *gld = GLD_GET_DX9_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_DX9( - 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_dx9 *gld = GLD_GET_DX9_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_dx9 *gld = GLD_GET_DX9_DRIVER(gldCtx); - - D3DVIEWPORT9 d3dvp; -// GLint x, y; -// GLsizei w, h; - - // Set depth range - _GLD_DX9_DEV(GetViewport(gld->pDev, &d3dvp)); - // D3D can't do Quake1/Quake2 z-trick - if (ctx->Viewport.Near <= ctx->Viewport.Far) { - d3dvp.MinZ = ctx->Viewport.Near; - d3dvp.MaxZ = ctx->Viewport.Far; - } else { - d3dvp.MinZ = ctx->Viewport.Far; - d3dvp.MaxZ = 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_DX9_DEV(SetViewport(gld->pDev, &d3dvp)); - -// gld->fFlipWindowY = (float)gldCtx->dwHeight; -} - -//--------------------------------------------------------------------------- - -void gld_NEW_SCISSOR( - GLcontext *ctx) -{ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx9 *gld = GLD_GET_DX9_DRIVER(gldCtx); - - // Bail if IHV driver cannot scissor - if (!gld->bCanScissor) - return; - - // Set scissor rect - if (ctx->Scissor.Enabled) { - RECT rcRect; - // Keep in mind that RECT's need an extra row and column - rcRect.left = ctx->Scissor.X; - rcRect.right = ctx->Scissor.X + ctx->Scissor.Width; // + 1; - rcRect.top = gldCtx->dwHeight - (ctx->Scissor.Y + ctx->Scissor.Height); - rcRect.bottom = rcRect.top + ctx->Scissor.Height; - IDirect3DDevice9_SetScissorRect(gld->pDev, &rcRect); - } - - // Enable/disable scissor as required - _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_SCISSORTESTENABLE, ctx->Scissor.Enabled)); -} - -//--------------------------------------------------------------------------- - -__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_dx9 *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_DX9( - GLcontext *ctx, - GLuint new_state) -{ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx9 *gld = GLD_GET_DX9_DRIVER(gldCtx); - TNLcontext *tnl = TNL_CONTEXT(ctx); - GLD_pb_dx9 *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; - _GLD_DX9_DEV(SetSoftwareVertexProcessing(gld->pDev, TRUE)); - _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_CLIPPING, FALSE)); - _GLD_DX9_DEV(SetVertexShader(gld->pDev, NULL)); - _GLD_DX9_DEV(SetFVF(gld->pDev, gldPB->dwFVF)); - } else { - gldPB = &gld->PB3d; - _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_CLIPPING, TRUE)); -// if (gld->TnLPipeline == GLD_PIPELINE_D3D_VS_TWOSIDE) { -// _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_SOFTWAREVERTEXPROCESSING, !gld->VStwosidelight.bHardware)); -// _GLD_DX9_DEV(SetVertexShader(gld->pDev, gld->VStwosidelight.hShader)); -// } else { -// _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_SOFTWAREVERTEXPROCESSING, !gld->bHasHWTnL)); - _GLD_DX9_DEV(SetSoftwareVertexProcessing(gld->pDev, !gld->bHasHWTnL)); - _GLD_DX9_DEV(SetVertexShader(gld->pDev, NULL)); - _GLD_DX9_DEV(SetFVF(gld->pDev, gldPB->dwFVF)); -// } - } - -#define _GLD_TEST_STATE(a) \ - if (new_state & (a)) { \ - gld##a(ctx); \ - new_state &= ~(a); \ - } - -#define _GLD_TEST_STATE_DX9(a) \ - if (new_state & (a)) { \ - gld##a##_DX9(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_DX9(_NEW_TEXTURE); // extern, so guard with _DX9 - _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); - - // Scissor Test: New for DX9 - _GLD_TEST_STATE(_NEW_SCISSOR); - -// 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_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_DX9( - GLcontext *ctx, - GLint x, - GLint y, - GLsizei w, - GLsizei h) -{ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx9 *gld = GLD_GET_DX9_DRIVER(gldCtx); - - D3DVIEWPORT9 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.X = x; - d3dvp.Y = gldCtx->dwHeight - (y + h); - d3dvp.Width = w; - d3dvp.Height = h; - if (ctx->Viewport.Near <= ctx->Viewport.Far) { - d3dvp.MinZ = ctx->Viewport.Near; - d3dvp.MaxZ = ctx->Viewport.Far; - } else { - d3dvp.MinZ = ctx->Viewport.Far; - d3dvp.MaxZ = ctx->Viewport.Near; - } - - // TODO: DEBUGGING -// d3dvp.MinZ = 0.0f; -// d3dvp.MaxZ = 1.0f; - - _GLD_DX9_DEV(SetViewport(gld->pDev, &d3dvp)); - -} - -//--------------------------------------------------------------------------- - -extern BOOL dglWglResizeBuffers(GLcontext *ctx, BOOL bDefaultDriver); - -// Mesa 5: Parameter change -void gldResizeBuffers_DX9( -// 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_DX9( - GLcontext *ctx) -{ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx9 *gld = GLD_GET_DX9_DRIVER(gldCtx); - - TNLcontext *tnl = TNL_CONTEXT(ctx); - - // Mandatory functions - ctx->Driver.GetString = _gldGetStringGeneric; - ctx->Driver.UpdateState = gld_update_state_DX9; - ctx->Driver.Clear = gld_Clear_DX9; - ctx->Driver.DrawBuffer = gld_set_draw_buffer_DX9; - ctx->Driver.GetBufferSize = gld_buffer_size_DX9; - ctx->Driver.Finish = gld_Finish_DX9; - ctx->Driver.Flush = gld_Flush_DX9; - ctx->Driver.Error = gld_Error_DX9; - - // Hardware accumulation buffer - ctx->Driver.Accum = NULL; // TODO: gld_Accum; - - // Bitmap functions - ctx->Driver.CopyPixels = gld_CopyPixels_DX9; - ctx->Driver.DrawPixels = gld_DrawPixels_DX9; - ctx->Driver.ReadPixels = gld_ReadPixels_DX9; - ctx->Driver.Bitmap = gld_Bitmap_DX9; - - // Buffer resize - ctx->Driver.ResizeBuffers = gldResizeBuffers_DX9; - - // Texture image functions - ctx->Driver.ChooseTextureFormat = gld_ChooseTextureFormat_DX9; - ctx->Driver.TexImage1D = gld_TexImage1D_DX9; - ctx->Driver.TexImage2D = gld_TexImage2D_DX9; - ctx->Driver.TexImage3D = _mesa_store_teximage3d; - ctx->Driver.TexSubImage1D = gld_TexSubImage1D_DX9; - ctx->Driver.TexSubImage2D = gld_TexSubImage2D_DX9; - ctx->Driver.TexSubImage3D = _mesa_store_texsubimage3d; - - ctx->Driver.CopyTexImage1D = gldCopyTexImage1D_DX9; //NULL; - ctx->Driver.CopyTexImage2D = gldCopyTexImage2D_DX9; //NULL; - ctx->Driver.CopyTexSubImage1D = gldCopyTexSubImage1D_DX9; //NULL; - ctx->Driver.CopyTexSubImage2D = gldCopyTexSubImage2D_DX9; //NULL; - ctx->Driver.CopyTexSubImage3D = gldCopyTexSubImage3D_DX9; - 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_DX9; - 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_DX9; - - _swsetup_Wakeup(ctx); - - tnl->Driver.RunPipeline = _tnl_run_pipeline; - tnl->Driver.Render.ResetLineStipple = gld_ResetLineStipple_DX9; - tnl->Driver.Render.ClippedPolygon = _tnl_RenderClippedPolygon; - tnl->Driver.Render.ClippedLine = _tnl_RenderClippedLine; - - // Hook into glFrustum() and glOrtho() -// ctx->Exec->Frustum = gldFrustumHook_DX9; -// ctx->Exec->Ortho = gldOrthoHook_DX9; - -} - -//--------------------------------------------------------------------------- diff --git a/mesalib/src/mesa/drivers/windows/gldirect/dx9/gld_dx9.h b/mesalib/src/mesa/drivers/windows/gldirect/dx9/gld_dx9.h deleted file mode 100644 index aec40ac9d..000000000 --- a/mesalib/src/mesa/drivers/windows/gldirect/dx9/gld_dx9.h +++ /dev/null @@ -1,327 +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 9.0 header file -* -****************************************************************************/ - -#ifndef _GLD_DX9_H -#define _GLD_DX9_H - -//--------------------------------------------------------------------------- -// Windows includes -//--------------------------------------------------------------------------- - -//#ifndef STRICT -//#define STRICT -//#endif - -//#define WIN32_LEAN_AND_MEAN -//#include -#include -#include - -// MS screwed up with the DX8.1 SDK - there's no compile-time -// method of compiling for 8.0 via the 8.1 SDK unless you -// "make sure you don't use any 8.1 interfaces". -// We CAN use 8.1 D3DX static functions, though - just not new 8.1 interfaces. -// -// D3D_SDK_VERSION is 120 for 8.0 (supported by Windows 95). -// D3D_SDK_VERSION is 220 for 8.1 (NOT supported by Windows 95). -// -//#define D3D_SDK_VERSION_DX9_SUPPORT_WIN95 120 -//#define D3D_SDK_VERSION_DX91 220 - -// Typedef for obtaining function from d3d8.dll -typedef IDirect3D9* (WINAPI *FNDIRECT3DCREATE9) (UINT); - - -//--------------------------------------------------------------------------- -// Defines -//--------------------------------------------------------------------------- - -#ifdef _DEBUG -#define _GLD_TEST_HRESULT(h) \ -{ \ - HRESULT _hr = (h); \ - if (FAILED(_hr)) { \ - gldLogError(GLDLOG_ERROR, #h, _hr); \ - } \ -} -#define _GLD_DX9(func) _GLD_TEST_HRESULT(IDirect3D9_##func##) -#define _GLD_DX9_DEV(func) _GLD_TEST_HRESULT(IDirect3DDevice9_##func##) -#define _GLD_DX9_VB(func) _GLD_TEST_HRESULT(IDirect3DVertexBuffer9_##func##) -#define _GLD_DX9_TEX(func) _GLD_TEST_HRESULT(IDirect3DTexture9_##func##) -#else -#define _GLD_DX9(func) IDirect3D9_##func -#define _GLD_DX9_DEV(func) IDirect3DDevice9_##func -#define _GLD_DX9_VB(func) IDirect3DVertexBuffer9_##func -#define _GLD_DX9_TEX(func) IDirect3DTexture9_##func -#endif - -#define SAFE_RELEASE(p) \ -{ \ - if (p) { \ - (p)->lpVtbl->Release(p); \ - (p) = NULL; \ - } \ -} - -#define SAFE_RELEASE_VB9(p) \ -{ \ - if (p) { \ - IDirect3DVertexBuffer9_Release((p)); \ - (p) = NULL; \ - } \ -} - -#define SAFE_RELEASE_SURFACE9(p) \ -{ \ - if (p) { \ - IDirect3DSurface9_Release((p)); \ - (p) = NULL; \ - } \ -} - -// Setup index. -enum { - GLD_SI_FLAT = 0, - GLD_SI_SMOOTH = 1, - GLD_SI_FLAT_EXTRAS = 2, - GLD_SI_SMOOTH_EXTRAS = 3, -}; -/* -// Internal pipeline -typedef enum { - GLD_PIPELINE_MESA = 0, // Mesa pipeline - GLD_PIPELINE_D3D_FVF = 1, // Direct3D Fixed-function pipeline - GLD_PIPELINE_D3D_VS_TWOSIDE = 2 // Direct3D two-sided-lighting vertex shader -} GLD_tnl_pipeline; -*/ -//--------------------------------------------------------------------------- -// 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_DX9 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; - -//--------------------------------------------------------------------------- -// Vertex Shaders -//--------------------------------------------------------------------------- -/* -// DX8 Vertex Shader -typedef struct { - DWORD hShader; // If NULL, shader is invalid and cannot be used - BOOL bHardware; // If TRUE then shader was created for hardware, - // otherwise shader was created for software. -} GLD_vertexShader; -*/ -//--------------------------------------------------------------------------- -// 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 -// ULARGE_INTEGER dwD3D2SVS; // Direct3D Two-Sided Vertex Shader pipeline -} GLD_pipeline_usage; - -// GLDirect Primitive Buffer (points, lines, triangles and quads) -typedef struct { - // Data for IDirect3DDevice9::CreateVertexBuffer() - DWORD dwStride; // Stride of vertex - DWORD dwUsage; // Usage flags - DWORD dwFVF; // Direct3D Flexible Vertex Format - DWORD dwPool; // Pool flags - - IDirect3DVertexBuffer9 *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_dx9; - -// GLDirect DX9 driver data -typedef struct { - // GLDirect vars - BOOL bDoublebuffer; // Doublebuffer (otherwise single-buffered) - BOOL bDepthStencil; // Depth buffer needed (stencil optional) - D3DFORMAT RenderFormat; // Format of back/front buffer - D3DFORMAT DepthFormat; // Format of depth/stencil -// float fFlipWindowY; // Value for flipping viewport Y coord - - // Direct3D vars - D3DCAPS9 d3dCaps9; - BOOL bHasHWTnL; // Device has Hardware Transform/Light? - IDirect3D9 *pD3D; // Base Direct3D9 interface - IDirect3DDevice9 *pDev; // Direct3D9 Device interface - GLD_pb_dx9 PB2d; // Vertices transformed by Mesa - GLD_pb_dx9 PB3d; // Vertices transformed by Direct3D - D3DPRIMITIVETYPE d3dpt; // Current Direct3D primitive type - D3DXMATRIX matProjection; // Projection matrix for D3D TnL - D3DXMATRIX matModelView; // Model/View matrix for D3D TnL - int iSetupFunc; // Which setup functions to use - BOOL bUseMesaTnL; // Whether to use Mesa or D3D for TnL - - // Direct3D vars for two-sided lighting -// GLD_vertexShader VStwosidelight; // Vertex Shader for two-sided lighting -// D3DXMATRIX matWorldViewProj;// World/View/Projection matrix for shaders - - -// GLD_tnl_pipeline TnLPipeline; // Index of current internal pipeline - GLD_pipeline_usage PipelineUsage; - - BOOL bCanScissor; // Scissor test - new for DX9 -} GLD_driver_dx9; - -#define GLD_GET_DX9_DRIVER(c) (GLD_driver_dx9*)(c)->glPriv - -//--------------------------------------------------------------------------- -// Function prototypes -//--------------------------------------------------------------------------- - -PROC gldGetProcAddress_DX9(LPCSTR a); -void gldEnableExtensions_DX9(GLcontext *ctx); -void gldInstallPipeline_DX9(GLcontext *ctx); -void gldSetupDriverPointers_DX9(GLcontext *ctx); -//void gldResizeBuffers_DX9(GLcontext *ctx); -void gldResizeBuffers_DX9(GLframebuffer *fb); - - -// Texture functions - -void gldCopyTexImage1D_DX9(GLcontext *ctx, GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLint border); -void gldCopyTexImage2D_DX9(GLcontext *ctx, GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); -void gldCopyTexSubImage1D_DX9(GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width ); -void gldCopyTexSubImage2D_DX9(GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height ); -void gldCopyTexSubImage3D_DX9(GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height ); - -void gld_NEW_TEXTURE_DX9(GLcontext *ctx); -void gld_DrawPixels_DX9(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_DX9(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_DX9(GLcontext *ctx, GLint srcx, GLint srcy, GLsizei width, GLsizei height, GLint dstx, GLint dsty, GLenum type); -void gld_Bitmap_DX9(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_DX9(GLcontext *ctx, GLint internalFormat, GLenum srcFormat, GLenum srcType); -void gld_TexImage2D_DX9(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_DX9(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_DX9( 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_DX9(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_DX9(GLcontext *ctx, struct gl_texture_object *tObj); -void gld_ResetLineStipple_DX9(GLcontext *ctx); - -// 2D primitive functions - -void gld_Points2D_DX9(GLcontext *ctx, GLuint first, GLuint last); - -void gld_Line2DFlat_DX9(GLcontext *ctx, GLuint v0, GLuint v1); -void gld_Line2DSmooth_DX9(GLcontext *ctx, GLuint v0, GLuint v1); - -void gld_Triangle2DFlat_DX9(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2); -void gld_Triangle2DSmooth_DX9(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2); -void gld_Triangle2DFlatExtras_DX9(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2); -void gld_Triangle2DSmoothExtras_DX9(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2); - -void gld_Quad2DFlat_DX9(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3); -void gld_Quad2DSmooth_DX9(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3); -void gld_Quad2DFlatExtras_DX9(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3); -void gld_Quad2DSmoothExtras_DX9(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3); - -// 3D primitive functions - -void gld_Points3D_DX9(GLcontext *ctx, GLuint first, GLuint last); -void gld_Line3DFlat_DX9(GLcontext *ctx, GLuint v0, GLuint v1); -void gld_Triangle3DFlat_DX9(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2); -void gld_Quad3DFlat_DX9(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3); -void gld_Line3DSmooth_DX9(GLcontext *ctx, GLuint v0, GLuint v1); -void gld_Triangle3DSmooth_DX9(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2); -void gld_Quad3DSmooth_DX9(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3); - -// Primitive functions for Two-sided-lighting Vertex Shader - -void gld_Points2DTwoside_DX9(GLcontext *ctx, GLuint first, GLuint last); -void gld_Line2DFlatTwoside_DX9(GLcontext *ctx, GLuint v0, GLuint v1); -void gld_Line2DSmoothTwoside_DX9(GLcontext *ctx, GLuint v0, GLuint v1); -void gld_Triangle2DFlatTwoside_DX9(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2); -void gld_Triangle2DSmoothTwoside_DX9(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2); -void gld_Quad2DFlatTwoside_DX9(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3); -void gld_Quad2DSmoothTwoside_DX9(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3); - -#endif diff --git a/mesalib/src/mesa/drivers/windows/gldirect/dx9/gld_dxerr9.h b/mesalib/src/mesa/drivers/windows/gldirect/dx9/gld_dxerr9.h deleted file mode 100644 index 1d6b7b1c7..000000000 --- a/mesalib/src/mesa/drivers/windows/gldirect/dx9/gld_dxerr9.h +++ /dev/null @@ -1,77 +0,0 @@ -/*==========================================================================; - * - * - * File: dxerr9.h - * Content: DirectX Error Library Include File - * - ****************************************************************************/ - -#ifndef _GLD_DXERR9_H_ -#define _GLD_DXERR9_H_ - - -#include - -// -// DXGetErrorString9 -// -// 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 DXGetErrorString9A(HRESULT hr); -const WCHAR* __stdcall DXGetErrorString9W(HRESULT hr); - -#ifdef UNICODE - #define DXGetErrorString9 DXGetErrorString9W -#else - #define DXGetErrorString9 DXGetErrorString9A -#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/dx9/gld_ext_dx9.c b/mesalib/src/mesa/drivers/windows/gldirect/dx9/gld_ext_dx9.c deleted file mode 100644 index e8c73a6ff..000000000 --- a/mesalib/src/mesa/drivers/windows/gldirect/dx9/gld_ext_dx9.c +++ /dev/null @@ -1,344 +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 -#define GL_GLEXT_PROTOTYPES -#include -#include - -//#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_DX9( - 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", - 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/dx9/gld_pipeline_dx9.c b/mesalib/src/mesa/drivers/windows/gldirect/dx9/gld_pipeline_dx9.c deleted file mode 100644 index 2b272aa62..000000000 --- a/mesalib/src/mesa/drivers/windows/gldirect/dx9/gld_pipeline_dx9.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_dx9.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_DX9( - 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/dx9/gld_primitive_dx9.c b/mesalib/src/mesa/drivers/windows/gldirect/dx9/gld_primitive_dx9.c deleted file mode 100644 index 403a9d5f8..000000000 --- a/mesalib/src/mesa/drivers/windows/gldirect/dx9/gld_primitive_dx9.c +++ /dev/null @@ -1,1446 +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_dx9.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_dx9 *gld = GLD_GET_DX9_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_dx9 *gld = GLD_GET_DX9_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_dx9 *gld = GLD_GET_DX9_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_dx9 *gld = GLD_GET_DX9_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_dx9 *gld = GLD_GET_DX9_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_dx9 *gld = GLD_GET_DX9_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_DX9( - GLcontext *ctx) -{ - // TODO: Fake stipple with a 32x32 texture. -} - -//--------------------------------------------------------------------------- -// 2D (post-transformed) primitives -//--------------------------------------------------------------------------- - -void gld_Points2D_DX9( - 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 - IDirect3DDevice9_SetRenderState(gld->pDev, D3DRS_POINTSIZE, *((DWORD*)&ctx->Point._Size)); - - if (VB->Elts) { - for (i=first; iClipMask[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; iClipMask[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_DX9( - 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_DX9( - 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_DX9( - 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_DX9( - 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_DX9( - 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_DX9( - 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_DX9( - 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_DX9( - 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_DX9( - 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_DX9( - 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_DX9( - 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 - IDirect3DDevice9_SetRenderState(gld->pDev, D3DRS_POINTSIZE, *((DWORD*)&ctx->Point._Size)); - - if (VB->Elts) { - for (i=first; iClipMask[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; iClipMask[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; iPB3d.pPoints = (BYTE*)pV; - gld->PB3d.nPoints += (last-first); -} - -//--------------------------------------------------------------------------- -// Line functions -//--------------------------------------------------------------------------- - -void gld_Line3DFlat_DX9( - 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_DX9( - 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_DX9( - 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_DX9( - 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_DX9( - 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_DX9( - 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_DX9(GLcontext *ctx, GLuint first, GLuint last) -{ - // NOTE: Two-sided lighting does not apply to Points -} - -//--------------------------------------------------------------------------- - -void gld_Line2DFlatTwoside_DX9(GLcontext *ctx, GLuint v0, GLuint v1) -{ - // NOTE: Two-sided lighting does not apply to Lines -} - -//--------------------------------------------------------------------------- - -void gld_Line2DSmoothTwoside_DX9(GLcontext *ctx, GLuint v0, GLuint v1) -{ - // NOTE: Two-sided lighting does not apply to Lines -} - -//--------------------------------------------------------------------------- - -void gld_Triangle2DFlatTwoside_DX9(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2) -{ -} - -//--------------------------------------------------------------------------- - -void gld_Triangle2DSmoothTwoside_DX9(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2) -{ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx9 *gld = GLD_GET_DX9_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_DX9(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3) -{ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx9 *gld = GLD_GET_DX9_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_DX9(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3) -{ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx9 *gld = GLD_GET_DX9_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/dx9/gld_texture_dx9.c b/mesalib/src/mesa/drivers/windows/gldirect/dx9/gld_texture_dx9.c deleted file mode 100644 index 5a8223561..000000000 --- a/mesalib/src/mesa/drivers/windows/gldirect/dx9/gld_texture_dx9.c +++ /dev/null @@ -1,2104 +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_dx9.h" - -#include - -#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)) - -//--------------------------------------------------------------------------- -// 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: 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}, - - // 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}, - // 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) -{ - return (wrap == GL_CLAMP) ? D3DTADDRESS_CLAMP : D3DTADDRESS_WRAP; -} - -//--------------------------------------------------------------------------- - -D3DTEXTUREFILTERTYPE _gldConvertMagFilter( - GLenum magfilter) -{ - return (magfilter == GL_LINEAR) ? D3DTEXF_LINEAR : D3DTEXF_POINT; -} - -//--------------------------------------------------------------------------- - -void _gldConvertMinFilter( - GLenum minfilter, - D3DTEXTUREFILTERTYPE *min_filter, - D3DTEXTUREFILTERTYPE *mip_filter) -{ - switch (minfilter) { - case GL_NEAREST: - *min_filter = D3DTEXF_POINT; - *mip_filter = D3DTEXF_NONE; - break; - case GL_LINEAR: - *min_filter = D3DTEXF_LINEAR; - *mip_filter = D3DTEXF_NONE; - break; - case GL_NEAREST_MIPMAP_NEAREST: - *min_filter = D3DTEXF_POINT; - *mip_filter = D3DTEXF_POINT; - break; - case GL_LINEAR_MIPMAP_NEAREST: - *min_filter = D3DTEXF_LINEAR; - *mip_filter = D3DTEXF_POINT; - break; - case GL_NEAREST_MIPMAP_LINEAR: - *min_filter = D3DTEXF_POINT; - *mip_filter = D3DTEXF_LINEAR; - break; - case GL_LINEAR_MIPMAP_LINEAR: - *min_filter = D3DTEXF_LINEAR; - *mip_filter = D3DTEXF_LINEAR; - break; - } -} - -//--------------------------------------------------------------------------- - -D3DFORMAT _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 D3DFMT_L8; - case 1: - case GL_LUMINANCE: - case GL_LUMINANCE4: - case GL_LUMINANCE8: - case GL_LUMINANCE12: - case GL_LUMINANCE16: - return D3DFMT_L8; - case GL_ALPHA: - case GL_ALPHA4: - case GL_ALPHA8: - case GL_ALPHA12: - case GL_ALPHA16: - return 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 D3DFMT_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 D3DFMT_A8L8; - case GL_R3_G3_B2: - // TODO: Mesa does not support RGB332 internally - return D3DFMT_X4R4G4B4; //D3DFMT_R3G3B2; - case GL_RGB4: - return D3DFMT_X4R4G4B4; - case GL_RGB5: - return D3DFMT_X1R5G5B5; - case 3: - case GL_RGB: - case GL_RGB8: - case GL_RGB10: - case GL_RGB12: - case GL_RGB16: - return D3DFMT_R8G8B8; - case GL_RGBA4: - return D3DFMT_A4R4G4B4; - case 4: - case GL_RGBA: - case GL_RGBA2: - case GL_RGBA8: - case GL_RGB10_A2: - case GL_RGBA12: - case GL_RGBA16: - return D3DFMT_A8R8G8B8; - case GL_RGB5_A1: - return D3DFMT_A1R5G5B5; - } - - // Return an acceptable default - return D3DFMT_A8R8G8B8; -} - -//--------------------------------------------------------------------------- - -GLenum _gldDecodeBaseFormat( - IDirect3DTexture9 *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_DX9_TEX(GetLevelDesc(pTex, 0, &desc)); - - switch (desc.Format) { - case D3DFMT_R8G8B8: - case D3DFMT_X8R8G8B8: - case D3DFMT_R5G6B5: - case D3DFMT_X1R5G5B5: - case D3DFMT_R3G3B2: - case D3DFMT_X4R4G4B4: - case D3DFMT_P8: - case D3DFMT_L8: - return GL_RGB; - case D3DFMT_A8R8G8B8: - case D3DFMT_A1R5G5B5: - case D3DFMT_A4R4G4B4: - case D3DFMT_A8R3G3B2: - case D3DFMT_A8P8: - case D3DFMT_A8L8: - case D3DFMT_A4L4: - return GL_RGBA; - case D3DFMT_A8: - return GL_ALPHA; - // Compressed texture formats. Need to check these... - case D3DFMT_DXT1: - return GL_RGBA; - case D3DFMT_DXT2: - return GL_RGB; - case D3DFMT_DXT3: - return GL_RGBA; - case D3DFMT_DXT4: - return GL_RGB; - case D3DFMT_DXT5: - return GL_RGBA; - } - - // Fell through. Return arbitary default. - return GL_RGBA; -} - -//--------------------------------------------------------------------------- - -const struct gl_texture_format* _gldMesaFormatForD3DFormat( - D3DFORMAT d3dfmt) -{ - switch (d3dfmt) { - case D3DFMT_A8R8G8B8: - return &_mesa_texformat_argb8888; - case D3DFMT_R8G8B8: - return &_mesa_texformat_rgb888; - case D3DFMT_R5G6B5: - return &_mesa_texformat_rgb565; - case D3DFMT_A4R4G4B4: - return &_mesa_texformat_argb4444; - case D3DFMT_A1R5G5B5: - return &_mesa_texformat_argb1555; - case D3DFMT_A8L8: - return &_mesa_texformat_al88; - case D3DFMT_R3G3B2: - return &_mesa_texformat_rgb332; - case D3DFMT_A8: - return &_mesa_texformat_a8; - case D3DFMT_L8: - return &_mesa_texformat_l8; - case D3DFMT_X8R8G8B8: - return &_gld_texformat_X8R8G8B8; - case D3DFMT_X1R5G5B5: - return &_gld_texformat_X1R5G5B5; - case D3DFMT_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 -} - -//--------------------------------------------------------------------------- -// Copy* functions -//--------------------------------------------------------------------------- - -void gldCopyTexImage1D_DX9( - GLcontext *ctx, - GLenum target, GLint level, - GLenum internalFormat, - GLint x, GLint y, - GLsizei width, GLint border ) -{ - // TODO -} - -//--------------------------------------------------------------------------- - -void gldCopyTexImage2D_DX9( - GLcontext *ctx, - GLenum target, - GLint level, - GLenum internalFormat, - GLint x, - GLint y, - GLsizei width, - GLsizei height, - GLint border) -{ - // TODO -} - -//--------------------------------------------------------------------------- - -void gldCopyTexSubImage1D_DX9( - GLcontext *ctx, - GLenum target, GLint level, - GLint xoffset, GLint x, GLint y, GLsizei width ) -{ - // TODO -} - -//--------------------------------------------------------------------------- - -void gldCopyTexSubImage2D_DX9( - GLcontext *ctx, - GLenum target, - GLint level, - GLint xoffset, - GLint yoffset, - GLint x, - GLint y, - GLsizei width, - GLsizei height) -{ - // TODO -} - -//--------------------------------------------------------------------------- - -void gldCopyTexSubImage3D_DX9( - 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 - IDirect3DSurface9 *pImage) -{ - // - // Draw input image as texture implementing PixelZoom and clipping. - // Any fragment operations currently enabled will be used. - // - - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx9 *gld = GLD_GET_DX9_DRIVER(gldCtx); - - IDirect3DTexture9 *pTexture; - D3DSURFACE_DESC d3dsd; - IDirect3DSurface9 *pSurface; - _GLD_IMAGE_VERTEX v[4]; - HRESULT hr; - - float ZoomWidth, ZoomHeight; - float ScaleWidth, ScaleHeight; - - // Create a texture to hold image - hr = D3DXCreateTexture( - gld->pDev, - width, height, - 1, // miplevels - 0, // usage - D3DFMT_A8R8G8B8, // format - D3DPOOL_MANAGED, // pool - &pTexture); - if (FAILED(hr)) - return hr; - - hr = IDirect3DTexture9_GetSurfaceLevel(pTexture, 0, &pSurface); - if (FAILED(hr)) { - IDirect3DTexture9_Release(pTexture); - return hr; - } - - // Copy image into texture - hr = D3DXLoadSurfaceFromSurface( - pSurface, NULL, NULL, // Dest surface - pImage, NULL, NULL, // Src surface - D3DX_FILTER_NONE, - 0); - IDirect3DSurface9_Release(pSurface); - if (FAILED(hr)) { - IDirect3DTexture9_Release(pTexture); - return hr; - } - - // - // 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. - IDirect3DTexture9_GetLevelDesc(pTexture, 0, &d3dsd); - ScaleWidth = (float)width / (float)d3dsd.Width; - ScaleHeight = (float)height / (float)d3dsd.Height; - 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); - v[1].x = x+ZoomWidth; v[1].y = GLD_FLIP_Y(y); - v[2].x = x+ZoomWidth; v[2].y = GLD_FLIP_Y(y+ZoomHeight); - v[3].x = x; v[3].y = GLD_FLIP_Y(y+ZoomHeight); - - // Draw image with full HW acceleration - // NOTE: Be nice to use a State Block for all this state... - IDirect3DDevice9_SetTexture(gld->pDev, 0, pTexture); - IDirect3DDevice9_SetRenderState(gld->pDev, D3DRS_CULLMODE, D3DCULL_NONE); - IDirect3DDevice9_SetRenderState(gld->pDev, D3DRS_CLIPPING, TRUE); - -// IDirect3DDevice9_SetTextureStageState(gld->pDev, 0, D3DTSS_MINFILTER, D3DTEXF_POINT); -// IDirect3DDevice9_SetTextureStageState(gld->pDev, 0, D3DTSS_MIPFILTER, D3DTEXF_POINT); -// IDirect3DDevice9_SetTextureStageState(gld->pDev, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT); -// IDirect3DDevice9_SetTextureStageState(gld->pDev, 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP); -// IDirect3DDevice9_SetTextureStageState(gld->pDev, 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP); - IDirect3DDevice9_SetSamplerState(gld->pDev, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT); - IDirect3DDevice9_SetSamplerState(gld->pDev, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); - IDirect3DDevice9_SetSamplerState(gld->pDev, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); - IDirect3DDevice9_SetSamplerState(gld->pDev, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); - IDirect3DDevice9_SetSamplerState(gld->pDev, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); - - IDirect3DDevice9_SetTextureStageState(gld->pDev, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); - IDirect3DDevice9_SetTextureStageState(gld->pDev, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); - IDirect3DDevice9_SetTextureStageState(gld->pDev, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); - IDirect3DDevice9_SetTextureStageState(gld->pDev, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); - IDirect3DDevice9_SetTextureStageState(gld->pDev, 1, D3DTSS_COLOROP, D3DTOP_DISABLE); - IDirect3DDevice9_SetTextureStageState(gld->pDev, 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); - - IDirect3DDevice9_SetVertexShader(gld->pDev, NULL); - IDirect3DDevice9_SetFVF(gld->pDev, _GLD_FVF_IMAGE); - - // - // Emulate Chromakey with an Alpha Test. - // [Alpha Test is more widely supported anyway] - // - if (bChromakey) { - // Switch on alpha testing - IDirect3DDevice9_SetRenderState(gld->pDev, D3DRS_ALPHATESTENABLE, TRUE); - // Fragment passes is alpha is greater than reference value - IDirect3DDevice9_SetRenderState(gld->pDev, D3DRS_ALPHAFUNC, D3DCMP_GREATER); - // Set alpha reference value between Bitmap alpha values of - // zero (transparent) and one (opaque). - IDirect3DDevice9_SetRenderState(gld->pDev, D3DRS_ALPHAREF, 0x7f); - } - - IDirect3DDevice9_DrawPrimitiveUP(gld->pDev, D3DPT_TRIANGLEFAN, 2, &v, sizeof(_GLD_IMAGE_VERTEX)); - - // Release texture - IDirect3DDevice9_SetTexture(gld->pDev, 0, NULL); - IDirect3DTexture9_Release(pTexture); - - // Reset state to before we messed it up - FLUSH_VERTICES(ctx, _NEW_ALL); - - return S_OK; -} - -//--------------------------------------------------------------------------- - -void gld_DrawPixels_DX9( - 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_dx9 *gld; - - IDirect3DSurface9 *pImage; - HRESULT hr; - D3DLOCKED_RECT d3dLockedRect; - - const struct gl_texture_format *MesaFormat; - - MesaFormat = _mesa_choose_tex_format(ctx, format, format, type); - - // Mesa does not currently handle this format. - if (format == GL_BGR) - return; - - gldCtx = GLD_GET_CONTEXT(ctx); - gld = GLD_GET_DX9_DRIVER(gldCtx); - - hr = IDirect3DDevice9_CreateOffscreenPlainSurface( - gld->pDev, - width, - height, - D3DFMT_A8R8G8B8, - D3DPOOL_SCRATCH, - &pImage, - NULL); - if (FAILED(hr)) { - return; - } - - // - // Use Mesa to fill in image - // - - // Lock all of surface - hr = IDirect3DSurface9_LockRect(pImage, &d3dLockedRect, NULL, 0); - if (FAILED(hr)) { - IDirect3DSurface9_Release(pImage); - return; - } - - // unpack image, apply transfer ops and store directly in texture - MesaFormat->StoreImage( - ctx, - 2, - GL_RGBA, - &_mesa_texformat_argb8888, - d3dLockedRect.pBits, - width, height, 1, 0, 0, 0, - d3dLockedRect.Pitch, - 0, /* dstImageStride */ - format, type, pixels, unpack); - - IDirect3DSurface9_UnlockRect(pImage); - - _gldDrawPixels(ctx, FALSE, x, y, width, height, pImage); - - IDirect3DSurface9_Release(pImage); -} - -//--------------------------------------------------------------------------- - -void gld_ReadPixels_DX9( - GLcontext *ctx, - GLint x, GLint y, GLsizei width, GLsizei height, - GLenum format, GLenum type, - const struct gl_pixelstore_attrib *pack, - GLvoid *dest) -{ - - GLD_context *gldCtx; - GLD_driver_dx9 *gld; - - IDirect3DSurface9 *pBackbuffer = NULL; - IDirect3DSurface9 *pNativeImage = NULL; - IDirect3DSurface9 *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_DX9_DRIVER(gldCtx); - - // Get backbuffer - hr = IDirect3DDevice9_GetBackBuffer( - gld->pDev, - 0, // First swapchain - 0, // First backbuffer - D3DBACKBUFFER_TYPE_MONO, - &pBackbuffer); - if (FAILED(hr)) - return; - - // Get backbuffer description - hr = IDirect3DSurface9_GetDesc(pBackbuffer, &d3dsd); - if (FAILED(hr)) { - goto gld_ReadPixels_DX9_return; - } - - // Create a surface compatible with backbuffer - hr = IDirect3DDevice9_CreateOffscreenPlainSurface( - gld->pDev, - width, - height, - d3dsd.Format, - D3DPOOL_SCRATCH, - &pNativeImage, - NULL); - if (FAILED(hr)) { - goto gld_ReadPixels_DX9_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. - // - // CopyRects has been removed for DX9. - // -/* hr = IDirect3DDevice9_CopyRects( - gld->pDev, - pBackbuffer, - &rcSrc, - 1, - pNativeImage, - &ptDst);*/ - hr = D3DXLoadSurfaceFromSurface( - pNativeImage, // Dest surface - NULL, // Dest palette - &rcSrc, // Dest rect - pBackbuffer, // Src surface - NULL, // Src palette - &rcSrc, // Src rect - D3DX_FILTER_NONE, // Filter - 0 // Colorkey (0=no colorkey) - ); - if (FAILED(hr)) { - goto gld_ReadPixels_DX9_return; - } - - // Create an RGBA8888 surface - hr = IDirect3DDevice9_CreateOffscreenPlainSurface( - gld->pDev, - width, - height, - D3DFMT_A8R8G8B8, - D3DPOOL_SCRATCH, - &pCanonicalImage, - NULL); - if (FAILED(hr)) { - goto gld_ReadPixels_DX9_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_DX9_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 = IDirect3DSurface9_LockRect(pCanonicalImage, &d3dLockedRect, NULL, 0); - if (FAILED(hr)) { - goto gld_ReadPixels_DX9_return; - } - - // We need to flip the data. Yuck. - // Perhaps Mesa has a span packer we can use in future... - for (i=0; iStoreImage( - 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 - } - - IDirect3DSurface9_UnlockRect(pCanonicalImage); - -gld_ReadPixels_DX9_return: - SAFE_RELEASE_SURFACE9(pCanonicalImage); - SAFE_RELEASE_SURFACE9(pNativeImage); - SAFE_RELEASE_SURFACE9(pBackbuffer); -} - -//--------------------------------------------------------------------------- - -void gld_CopyPixels_DX9( - GLcontext *ctx, - GLint srcx, - GLint srcy, - GLsizei width, - GLsizei height, - GLint dstx, - GLint dsty, - GLenum type) -{ - // - // NOTE: Not allowed to copy vidmem to vidmem! - // Therefore we use an intermediate image surface. - // - - GLD_context *gldCtx; - GLD_driver_dx9 *gld; - - IDirect3DSurface9 *pBackbuffer; - D3DSURFACE_DESC d3dsd; - IDirect3DSurface9 *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_DX9_DRIVER(gldCtx); - - // Get backbuffer - hr = IDirect3DDevice9_GetBackBuffer( - gld->pDev, - 0, // First swapchain - 0, // First backbuffer - D3DBACKBUFFER_TYPE_MONO, - &pBackbuffer); - if (FAILED(hr)) - return; - - // Get backbuffer description - hr = IDirect3DSurface9_GetDesc(pBackbuffer, &d3dsd); - if (FAILED(hr)) { - IDirect3DSurface9_Release(pBackbuffer); - return; - } - - // Create a surface compatible with backbuffer - hr = IDirect3DDevice9_CreateOffscreenPlainSurface( - gld->pDev, - width, - height, - d3dsd.Format, - D3DPOOL_SCRATCH, - &pImage, - NULL); - if (FAILED(hr)) { - IDirect3DSurface9_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);*/ - hr = D3DXLoadSurfaceFromSurface( - pImage, // Dest surface - NULL, // Dest palette - &rcSrc, // Dest rect - pBackbuffer, // Src surface - NULL, // Src palette - &rcSrc, // Src rect - D3DX_FILTER_NONE, // Filter - 0 // Colorkey (0=no colorkey) - ); - IDirect3DSurface9_Release(pBackbuffer); - if (FAILED(hr)) { - IDirect3DSurface9_Release(pImage); - return; - } - - _gldDrawPixels(ctx, FALSE, dstx, dsty, width, height, pImage); - - IDirect3DSurface9_Release(pImage); -} - -//--------------------------------------------------------------------------- - -void gld_Bitmap_DX9( - GLcontext *ctx, - GLint x, - GLint y, - GLsizei width, - GLsizei height, - const struct gl_pixelstore_attrib *unpack, - const GLubyte *bitmap) -{ - GLD_context *gldCtx; - GLD_driver_dx9 *gld; - - IDirect3DSurface9 *pImage; - HRESULT hr; - D3DLOCKED_RECT d3dLockedRect; - BYTE *pTempBitmap; - D3DCOLOR clBitmapOne, clBitmapZero; - D3DCOLOR *pBits; - const GLubyte *src; - int i, j, k; - - gldCtx = GLD_GET_CONTEXT(ctx); - gld = GLD_GET_DX9_DRIVER(gldCtx); - - // A NULL bitmap is valid, but merely advances the raster position - if ((bitmap == NULL) || (width == 0) || (height == 0)) - return; - - 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 - - hr = IDirect3DDevice9_CreateOffscreenPlainSurface( - gld->pDev, - width, - height, - D3DFMT_A8R8G8B8, - D3DPOOL_SCRATCH, - &pImage, - NULL); - if (FAILED(hr)) { - return; - } - - // Lock all of surface - hr = IDirect3DSurface9_LockRect(pImage, &d3dLockedRect, NULL, 0); - if (FAILED(hr)) { - IDirect3DSurface9_Release(pImage); - return; - } - - pTempBitmap = _mesa_unpack_bitmap(width, height, bitmap, unpack); - if (pTempBitmap == NULL) { - IDirect3DSurface9_Release(pImage); - return; - } - - pBits = (D3DCOLOR*)d3dLockedRect.pBits; - - for (i=0; iDefaultPacking, 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; - } - } - } - - FREE(pTempBitmap); - -/* - // unpack image, apply transfer ops and store directly in texture - texImage->TexFormat->StoreImage( - ctx, - 2, - GL_BITMAP, - &_mesa_texformat_argb8888, - d3dLockedRect.pBits, - width, height, 1, 0, 0, 0, - d3dLockedRect.Pitch, - 0, // dstImageStride - GL_BITMAP, GL_COLOR_INDEX, bitmap, unpack); -*/ - IDirect3DSurface9_UnlockRect(pImage); - - _gldDrawPixels(ctx, TRUE, x, y, width, height, pImage); - - IDirect3DSurface9_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_dx9 *gld = GLD_GET_DX9_DRIVER(gldCtx); - - IDirect3DTexture9 *pTex; - D3DFORMAT d3dFormat; - - if (!tObj || !texImage) - return; - - pTex = (IDirect3DTexture9*)tObj->DriverData; - if (pTex) { - // Decide whether we can keep existing D3D texture - // by examining top-level surface. - D3DSURFACE_DESC d3dsd; - _GLD_DX9_TEX(GetLevelDesc(pTex, 0, &d3dsd)); - // Release existing texture if not compatible - if ((d3dsd.Width == texImage->Width) || - (d3dsd.Height == texImage->Height)) - { - return; // Keep the existing texture - } - tObj->DriverData = NULL; - _GLD_DX9_TEX(Release(pTex)); - } - - d3dFormat = _gldGLFormatToD3DFormat(texImage->IntFormat); - D3DXCreateTexture( - gld->pDev, - texImage->Width, - texImage->Height, - // TODO: Re-evaluate mipmapping - (glb.bUseMipmaps) ? D3DX_DEFAULT : 1, - 0, // Usage - d3dFormat, - D3DPOOL_MANAGED, - &pTex); - tObj->DriverData = pTex; -} - -//--------------------------------------------------------------------------- - -const struct gl_texture_format* gld_ChooseTextureFormat_DX9( - 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_DX9( - 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_dx9 *gld = GLD_GET_DX9_DRIVER(gldCtx); - - IDirect3DTexture9 *pTex; - IDirect3DSurface9 *pSurface; - RECT rcSrcRect; - HRESULT hr; - GLint texelBytes = 4; - GLvoid *tempImage; - - if (!tObj || !texImage) - return; - - if (level == 0) { - _gldAllocateTexture(ctx, tObj, texImage); - } - - pTex = (IDirect3DTexture9*)tObj->DriverData; - if (!pTex) - return; // Texture has not been created - if (level >= IDirect3DTexture9_GetLevelCount(pTex)) - return; // Level does not exist - hr = IDirect3DTexture9_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"); - IDirect3DSurface9_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); - IDirect3DSurface9_Release(pSurface); -} -*/ - -//--------------------------------------------------------------------------- - -// Faster, more efficient version. -// Copies subimage straight to dest texture -void gld_TexImage2D_DX9( - 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_dx9 *gld = GLD_GET_DX9_DRIVER(gldCtx); - - IDirect3DTexture9 *pTex; - IDirect3DSurface9 *pSurface; - HRESULT hr; - D3DLOCKED_RECT d3dLockedRect; - D3DSURFACE_DESC d3dsd; - - 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 = (IDirect3DTexture9*)tObj->DriverData; - if (!pTex) - return; // Texture has not been created - if (level >= IDirect3DTexture9_GetLevelCount(pTex)) - return; // Level does not exist - hr = IDirect3DTexture9_GetSurfaceLevel(pTex, level, &pSurface); - if (FAILED(hr)) - return; // Surface level doesn't exist (or just a plain error) - - IDirect3DSurface9_GetDesc(pSurface, &d3dsd); - - // Lock all of surface - hr = IDirect3DSurface9_LockRect(pSurface, &d3dLockedRect, NULL, 0); - if (FAILED(hr)) { - IDirect3DSurface9_Release(pSurface); - return; - } - - // unpack image, apply transfer ops and store directly in texture - texImage->TexFormat->StoreImage( - ctx, - 2, - texImage->Format, - _gldMesaFormatForD3DFormat(d3dsd.Format), - d3dLockedRect.pBits, - width, height, 1, 0, 0, 0, - d3dLockedRect.Pitch, - 0, // dstImageStride - format, type, pixels, packing); - - IDirect3DSurface9_UnlockRect(pSurface); - IDirect3DSurface9_Release(pSurface); -} - -//--------------------------------------------------------------------------- - -void gld_TexImage1D_DX9(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_DX9(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 - IDirect3DTexture9 *pTex; - IDirect3DSurface9 *pSurface; - D3DFORMAT d3dFormat; - HRESULT hr; - GLint texelBytes = 4; - GLvoid *tempImage; - RECT rcSrcRect; - RECT rcDstRect; - - if (!tObj || !texImage) - return; - - pTex = (IDirect3DTexture9*)tObj->DriverData; - if (!pTex) - return; // Texture has not been created - if (level >= _GLD_DX9_TEX(GetLevelCount(pTex)) - return; // Level does not exist - hr = _GLD_DX9_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"); - IDirect3DSurface9_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); - IDirect3DSurface9_Release(pSurface); -} -*/ - -//--------------------------------------------------------------------------- - -// Faster, more efficient version. -// Copies subimage straight to dest texture -void gld_TexSubImage2D_DX9( 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_dx9 *gld = GLD_GET_DX9_DRIVER(gldCtx); - - IDirect3DTexture9 *pTex; - IDirect3DSurface9 *pSurface; - HRESULT hr; - RECT rcDstRect; - D3DLOCKED_RECT d3dLockedRect; - D3DSURFACE_DESC d3dsd; - - if (!tObj || !texImage) - return; - - pTex = (IDirect3DTexture9*)tObj->DriverData; - if (!pTex) - return; // Texture has not been created - if (level >= IDirect3DTexture9_GetLevelCount(pTex)) - return; // Level does not exist - hr = IDirect3DTexture9_GetSurfaceLevel(pTex, level, &pSurface); - if (FAILED(hr)) - return; // Surface level doesn't exist (or just a plain error) - - IDirect3DSurface9_GetDesc(pSurface, &d3dsd); - - // Dest rectangle must be offset to dest image - SetRect(&rcDstRect, 0, 0, width, height); - OffsetRect(&rcDstRect, xoffset, yoffset); - - // Lock sub-rect of surface - hr = IDirect3DSurface9_LockRect(pSurface, &d3dLockedRect, &rcDstRect, 0); - if (FAILED(hr)) { - IDirect3DSurface9_Release(pSurface); - return; - } - - // unpack image, apply transfer ops and store directly in texture - texImage->TexFormat->StoreImage(ctx, 2, texImage->Format, - _gldMesaFormatForD3DFormat(d3dsd.Format), - d3dLockedRect.pBits, - width, height, 1, - 0, 0, 0, // NOTE: d3dLockedRect.pBits is already offset!!! - d3dLockedRect.Pitch, - 0, // dstImageStride - format, type, pixels, packing); - - - IDirect3DSurface9_UnlockRect(pSurface); - IDirect3DSurface9_Release(pSurface); -} - -//--------------------------------------------------------------------------- - -void gld_TexSubImage1D_DX9( 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_DX9(ctx, target, level, xoffset, 0, width, 1, format, type, pixels, packing, texObj, texImage); -} - -//--------------------------------------------------------------------------- - -void gld_DeleteTexture_DX9( - GLcontext *ctx, - struct gl_texture_object *tObj) -{ - GLD_context *gld = (GLD_context*)(ctx->DriverCtx); - - if (tObj) { - IDirect3DTexture9 *pTex = (IDirect3DTexture9*)tObj->DriverData; - if (pTex) { -/* // Make sure texture is not bound to a stage before releasing it - for (int i=0; iCurrentTexture[i] == pTex) { - gld->pDev->SetTexture(i, NULL); - gld->CurrentTexture[i] = NULL; - } - }*/ - _GLD_DX9_TEX(Release(pTex)); - tObj->DriverData = NULL; - } - } -} - -//--------------------------------------------------------------------------- - -__inline void _gldSetColorOps( - const GLD_driver_dx9 *gld, - GLuint unit, - DWORD ColorArg1, - D3DTEXTUREOP ColorOp, - DWORD ColorArg2) -{ - _GLD_DX9_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_COLORARG1, ColorArg1)); - _GLD_DX9_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_COLOROP, ColorOp)); - _GLD_DX9_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_COLORARG2, ColorArg2)); -} - -//--------------------------------------------------------------------------- - -__inline void _gldSetAlphaOps( - const GLD_driver_dx9 *gld, - GLuint unit, - DWORD AlphaArg1, - D3DTEXTUREOP AlphaOp, - DWORD AlphaArg2) -{ - _GLD_DX9_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_ALPHAARG1, AlphaArg1)); - _GLD_DX9_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_ALPHAOP, AlphaOp)); - _GLD_DX9_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_dx9 *gld = GLD_GET_DX9_DRIVER(gldCtx); - - D3DTEXTUREFILTERTYPE minfilter; - D3DTEXTUREFILTERTYPE 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; - - IDirect3DTexture9 *pTex = NULL; - if (tObj) { - pTex = (IDirect3DTexture9*)tObj->DriverData; - } - - // 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_DX9_DEV(SetTexture(gld->pDev, unit, pTex)); - } else { - // Disable texturing, then return - _GLD_DX9_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_DX9_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_MINFILTER, minfilter)); -// _GLD_DX9_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_MIPFILTER, mipfilter)); -// _GLD_DX9_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_MAGFILTER, _gldConvertMagFilter(tObj->MagFilter))); -// _GLD_DX9_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_ADDRESSU, _gldConvertWrap(tObj->WrapS))); -// _GLD_DX9_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_ADDRESSV, _gldConvertWrap(tObj->WrapT))); - _GLD_DX9_DEV(SetSamplerState(gld->pDev, unit, D3DSAMP_MINFILTER, minfilter)); - _GLD_DX9_DEV(SetSamplerState(gld->pDev, unit, D3DSAMP_MIPFILTER, mipfilter)); - _GLD_DX9_DEV(SetSamplerState(gld->pDev, unit, D3DSAMP_MAGFILTER, _gldConvertMagFilter(tObj->MagFilter))); - _GLD_DX9_DEV(SetSamplerState(gld->pDev, unit, D3DSAMP_ADDRESSU, _gldConvertWrap(tObj->WrapS))); - _GLD_DX9_DEV(SetSamplerState(gld->pDev, unit, D3DSAMP_ADDRESSV, _gldConvertWrap(tObj->WrapT))); - - // Texture priority - _GLD_DX9_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 - dwColorArg0 = D3DCOLOR_COLORVALUE(pUnit->EnvColor[0], pUnit->EnvColor[1], pUnit->EnvColor[2], pUnit->EnvColor[3]); - _GLD_DX9_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_COLORARG0, dwColorArg0)); - 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); -} - -//--------------------------------------------------------------------------- - -void gld_NEW_TEXTURE_DX9( - 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._ReallyEnabled & (TEXTURE0_1D | TEXTURE0_2D)) ? TRUE : FALSE; - //bUnit1Enabled = (ctx->Texture._ReallyEnabled & (TEXTURE1_1D | TEXTURE1_2D)) ? TRUE : FALSE; - 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 -#if 0 - { - // Find out whether device supports current renderstates - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx9 *gld = GLD_GET_DX9_DRIVER(gldCtx); -// GLD_context *gld = GLD_GET_CONTEXT(ctx); - - DWORD dwPasses; - _GLD_DX9_DEV(ValidateDevice(gld->pDev, &dwPasses)); -// if (FAILED(hr)) { -// gldLogError(GLDLOG_ERROR, "ValidateDevice failed", hr); -// } - if (dwPasses != 1) { - gldLogMessage(GLDLOG_ERROR, "ValidateDevice: Can't do in one pass\n"); - } - } -#endif -#endif -}; - -//--------------------------------------------------------------------------- diff --git a/mesalib/src/mesa/drivers/windows/gldirect/dx9/gld_vb_d3d_render_dx9.c b/mesalib/src/mesa/drivers/windows/gldirect/dx9/gld_vb_d3d_render_dx9.c deleted file mode 100644 index 4fa6bcaf1..000000000 --- a/mesalib/src/mesa/drivers/windows/gldirect/dx9/gld_vb_d3d_render_dx9.c +++ /dev/null @@ -1,263 +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_dx9.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_dx9 *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_DX9_DEV(SetVertexShaderConstantF(gld->pDev, 0, (float*)&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_dx9 *gld = GLD_GET_DX9_DRIVER(gldCtx); - - TNLcontext *tnl; - struct vertex_buffer *VB; - tnl_render_func *tab; - GLint pass; - GLD_pb_dx9 *gldPB = &gld->PB3d; -/* - 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_DX9; - if (ctx->_TriangleCaps & DD_FLATSHADE) { - tnl->Driver.Render.Line = gld_Line3DFlat_DX9; - tnl->Driver.Render.Triangle = gld_Triangle3DFlat_DX9; - tnl->Driver.Render.Quad = gld_Quad3DFlat_DX9; - } else { - tnl->Driver.Render.Line = gld_Line3DSmooth_DX9; - tnl->Driver.Render.Triangle = gld_Triangle3DSmooth_DX9; - tnl->Driver.Render.Quad = gld_Quad3DSmooth_DX9; - } - - _GLD_DX9_VB(Lock(gldPB->pVB, 0, 0, &gldPB->pPoints, D3DLOCK_DISCARD)); - 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_DX9_VB(Unlock(gldPB->pVB)); - - _GLD_DX9_DEV(SetStreamSource(gld->pDev, 0, gldPB->pVB, 0, gldPB->dwStride)); - - _GLD_DX9_DEV(SetTransform(gld->pDev, D3DTS_PROJECTION, &gld->matProjection)); - _GLD_DX9_DEV(SetTransform(gld->pDev, D3DTS_WORLD, &gld->matModelView)); - - if (gldPB->nPoints) { - _GLD_DX9_DEV(DrawPrimitive(gld->pDev, D3DPT_POINTLIST, 0, gldPB->nPoints)); - gldPB->nPoints = 0; - } - - if (gldPB->nLines) { - _GLD_DX9_DEV(DrawPrimitive(gld->pDev, D3DPT_LINELIST, gldPB->iFirstLine, gldPB->nLines)); - gldPB->nLines = 0; - } - - if (gldPB->nTriangles) { - _GLD_DX9_DEV(DrawPrimitive(gld->pDev, D3DPT_TRIANGLELIST, gldPB->iFirstTriangle, gldPB->nTriangles)); - gldPB->nTriangles = 0; - } - - return GL_FALSE; /* finished the pipe */ -} - -//--------------------------------------------------------------------------- - -static void gld_d3d_render_stage_check( - GLcontext *ctx, - struct tnl_pipeline_stage *stage) -{ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx9 *gld = GLD_GET_DX9_DRIVER(gldCtx); - // Is this thread safe? - stage->active = (gld->bUseMesaTnL) ? GL_FALSE : GL_TRUE; - return; -} - - -//--------------------------------------------------------------------------- - -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/dx9/gld_vb_mesa_render_dx9.c b/mesalib/src/mesa/drivers/windows/gldirect/dx9/gld_vb_mesa_render_dx9.c deleted file mode 100644 index 64acab2d2..000000000 --- a/mesalib/src/mesa/drivers/windows/gldirect/dx9/gld_vb_mesa_render_dx9.c +++ /dev/null @@ -1,443 +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 - */ - - -/* - * 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 "dglcontext.h" -#include "ddlog.h" -#include "gld_dx9.h" - -//--------------------------------------------------------------------------- - -#include "glheader.h" -#include "context.h" -#include "macros.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_DX9, - gld_Points2D_DX9, - gld_Points2D_DX9, - gld_Points2D_DX9 -}; -tnl_line_func _gldSetupLine[4] = { - gld_Line2DFlat_DX9, - gld_Line2DSmooth_DX9, - gld_Line2DFlat_DX9, - gld_Line2DSmooth_DX9, -}; -tnl_triangle_func _gldSetupTriangle[4] = { - gld_Triangle2DFlat_DX9, - gld_Triangle2DSmooth_DX9, - gld_Triangle2DFlatExtras_DX9, - gld_Triangle2DSmoothExtras_DX9 -}; -tnl_quad_func _gldSetupQuad[4] = { - gld_Quad2DFlat_DX9, - gld_Quad2DSmooth_DX9, - gld_Quad2DFlatExtras_DX9, - gld_Quad2DSmoothExtras_DX9 -}; - -//--------------------------------------------------------------------------- - -static GLboolean _gld_mesa_render_stage_run( - GLcontext *ctx, - struct tnl_pipeline_stage *stage) -{ - GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); - GLD_driver_dx9 *gld = GLD_GET_DX9_DRIVER(gldCtx); - - TNLcontext *tnl = TNL_CONTEXT(ctx); - struct vertex_buffer *VB = &tnl->vb; - tnl_render_func *tab; - GLint pass = 0; - GLD_pb_dx9 *gldPB; - - /* 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 ); - - // NOTE: Setting D3DRS_SOFTWAREVERTEXPROCESSING for a mixed-mode device resets - // stream, indices and shader to default values of NULL or 0. -/* if ((ctx->_TriangleCaps & DD_TRI_LIGHT_TWOSIDE) && - gld->VStwosidelight.hShader && - !ctx->Fog.Enabled) - { - IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_SOFTWAREVERTEXPROCESSING, !gld->VStwosidelight.bHardware); - _GLD_DX9_DEV(SetVertexShader(gld->pDev, gld->VStwosidelight.hShader)); - gldPB = &gld->PBtwosidelight; - tnl->Driver.Render.Points = gld_Points2DTwoside_DX9; - if (ctx->_TriangleCaps & DD_FLATSHADE) { - tnl->Driver.Render.Line = gld_Line2DFlatTwoside_DX9; - tnl->Driver.Render.Triangle = gld_Triangle2DFlatTwoside_DX9; - tnl->Driver.Render.Quad = gld_Quad2DFlatTwoside_DX9; - } else { - tnl->Driver.Render.Line = gld_Line2DSmoothTwoside_DX9; - tnl->Driver.Render.Triangle = gld_Triangle2DSmoothTwoside_DX9; - tnl->Driver.Render.Quad = gld_Quad2DSmoothTwoside_DX9; - } - } else {*/ -// IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_SOFTWAREVERTEXPROCESSING, TRUE); - IDirect3DDevice9_SetSoftwareVertexProcessing(gld->pDev, TRUE); - gldPB = &gld->PB2d; - _GLD_DX9_DEV(SetVertexShader(gld->pDev, NULL)); - _GLD_DX9_DEV(SetFVF(gld->pDev, gldPB->dwFVF)); - 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]; -// } - - _GLD_DX9_VB(Lock(gldPB->pVB, 0, 0, &gldPB->pPoints, D3DLOCK_DISCARD)); - 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_DX9_VB(Unlock(gldPB->pVB)); - - _GLD_DX9_DEV(SetStreamSource(gld->pDev, 0, gldPB->pVB, 0, gldPB->dwStride)); - - if (gldPB->nPoints) { - _GLD_DX9_DEV(DrawPrimitive(gld->pDev, D3DPT_POINTLIST, 0, gldPB->nPoints)); - gldPB->nPoints = 0; - } - - if (gldPB->nLines) { - _GLD_DX9_DEV(DrawPrimitive(gld->pDev, D3DPT_LINELIST, gldPB->iFirstLine, gldPB->nLines)); - gldPB->nLines = 0; - } - - if (gldPB->nTriangles) { - _GLD_DX9_DEV(DrawPrimitive(gld->pDev, D3DPT_TRIANGLELIST, gldPB->iFirstTriangle, gldPB->nTriangles)); - 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/dx9/gld_wgl_dx9.c b/mesalib/src/mesa/drivers/windows/gldirect/dx9/gld_wgl_dx9.c deleted file mode 100644 index a03b865bb..000000000 --- a/mesalib/src/mesa/drivers/windows/gldirect/dx9/gld_wgl_dx9.c +++ /dev/null @@ -1,1346 +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_dxerr9.h" -#include "gld_dx9.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; - -#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 - }, - D3DFMT_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 hD3D9DLL; // Handle to d3d9.dll - FNDIRECT3DCREATE9 fnDirect3DCreate9; // Direct3DCreate9 function prototype - BOOL bDirect3D; // Persistant Direct3D9 exists - BOOL bDirect3DDevice; // Persistant Direct3DDevice9 exists - IDirect3D9 *pD3D; // Persistant Direct3D9 - IDirect3DDevice9 *pDev; // Persistant Direct3DDevice9 -} GLD_dx9_globals; - -// These are "global" to all DX9 contexts. KeithH -static GLD_dx9_globals dx9Globals; - -//--------------------------------------------------------------------------- -//--------------------------------------------------------------------------- - -BOOL gldGetDXErrorString_DX( - HRESULT hr, - char *buf, - int nBufSize) -{ - // - // Return a string describing the input HRESULT error code - // - - const char *pStr = DXGetErrorString9(hr); - - if (pStr == NULL) - return FALSE; - - if (strlen(pStr) > nBufSize) - strncpy(buf, pStr, nBufSize); - else - strcpy(buf, pStr); - -// D3DXGetErrorString(hr, buf, nBufSize); - - return TRUE; -} - -//--------------------------------------------------------------------------- - -static D3DMULTISAMPLE_TYPE _gldGetDeviceMultiSampleType( - IDirect3D9 *pD3D9, - 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 = IDirect3D9_CheckDeviceMultiSampleType( - pD3D9, - glb.dwAdapter, - d3dDevType, - SurfaceFormat, - Windowed, - (D3DMULTISAMPLE_TYPE)i, - NULL); - if (SUCCEEDED(hr)) { - return (D3DMULTISAMPLE_TYPE)i; - } - } - } else { - // Find nicest multisample - for (i=16; i>1; i--) { - hr = IDirect3D9_CheckDeviceMultiSampleType( - pD3D9, - glb.dwAdapter, - d3dDevType, - SurfaceFormat, - Windowed, - (D3DMULTISAMPLE_TYPE)i, - NULL); - if (SUCCEEDED(hr)) { - return (D3DMULTISAMPLE_TYPE)i; - } - } - } - - // Nothing found - return default - return D3DMULTISAMPLE_NONE; -} - -//--------------------------------------------------------------------------- - -void _gldDestroyPrimitiveBuffer( - GLD_pb_dx9 *gldVB) -{ - SAFE_RELEASE(gldVB->pVB); - - // Sanity check... - gldVB->nLines = gldVB->nPoints = gldVB->nTriangles = 0; -} - -//--------------------------------------------------------------------------- - -HRESULT _gldCreatePrimitiveBuffer( - GLcontext *ctx, - GLD_driver_dx9 *lpCtx, - GLD_pb_dx9 *gldVB) -{ - HRESULT hResult; - char *szCreateVertexBufferFailed = "CreateVertexBuffer failed"; - DWORD dwMaxVertices; // Max number of vertices in vertex buffer - DWORD dwVBSize; // Total size of vertex buffer - - // 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; - - // 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; - - hResult = IDirect3DDevice9_CreateVertexBuffer( - lpCtx->pDev, - dwVBSize, - gldVB->dwUsage, - gldVB->dwFVF, - gldVB->dwPool, - &gldVB->pVB, - NULL); - 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 DX9 Vertex Shaders. -//--------------------------------------------------------------------------- -/* -void _gldCreateVertexShaders( - GLD_driver_dx9 *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_dx9 *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 IDirect3D9 - // bPersistantBuffers: applies to IDirect3DDevice9 - // - - HRESULT hResult; - GLD_driver_dx9 *lpCtx = NULL; - D3DDEVTYPE d3dDevType; - D3DPRESENT_PARAMETERS d3dpp; - D3DDISPLAYMODE d3ddm; - DWORD dwBehaviourFlags; - D3DADAPTER_IDENTIFIER9 d3dIdent; - - // Error if context is NULL. - if (ctx == NULL) - return FALSE; - - if (ctx->glPriv) { - lpCtx = ctx->glPriv; - // Release any existing interfaces - SAFE_RELEASE(lpCtx->pDev); - SAFE_RELEASE(lpCtx->pD3D); - } else { - lpCtx = (GLD_driver_dx9*)malloc(sizeof(GLD_driver_dx9)); - ZeroMemory(lpCtx, sizeof(lpCtx)); - } - - d3dDevType = (glb.dwDriver == GLDS_DRIVER_HAL) ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF; - // TODO: Check this -// if (bDefaultDriver) -// d3dDevType = D3DDEVTYPE_REF; - - // Use persistant interface if needed - if (bDirectDrawPersistant && dx9Globals.bDirect3D) { - lpCtx->pD3D = dx9Globals.pD3D; - IDirect3D9_AddRef(lpCtx->pD3D); - goto SkipDirectDrawCreate; - } - - // Create Direct3D9 object - lpCtx->pD3D = dx9Globals.fnDirect3DCreate9(D3D_SDK_VERSION); - if (lpCtx->pD3D == NULL) { - MessageBox(NULL, "Unable to initialize Direct3D9", "GLDirect", MB_OK); - ddlogMessage(DDLOG_CRITICAL_OR_WARN, "Unable to create Direct3D9 interface"); - nContextError = GLDERR_D3D; - goto return_with_error; - } - - // Cache Direct3D interface for subsequent GLRCs - if (bDirectDrawPersistant && !dx9Globals.bDirect3D) { - dx9Globals.pD3D = lpCtx->pD3D; - IDirect3D9_AddRef(dx9Globals.pD3D); - dx9Globals.bDirect3D = TRUE; - } -SkipDirectDrawCreate: - - // Get the display mode so we can make a compatible backbuffer - hResult = IDirect3D9_GetAdapterDisplayMode(lpCtx->pD3D, glb.dwAdapter, &d3ddm); - if (FAILED(hResult)) { - nContextError = GLDERR_D3D; - goto return_with_error; - } - - // Get device caps - hResult = IDirect3D9_GetDeviceCaps(lpCtx->pD3D, glb.dwAdapter, d3dDevType, &lpCtx->d3dCaps9); - if (FAILED(hResult)) { - ddlogError(DDLOG_CRITICAL_OR_WARN, "IDirect3D9_GetDeviceCaps failed", hResult); - nContextError = GLDERR_D3D; - goto return_with_error; - } - - // Check for hardware transform & lighting - lpCtx->bHasHWTnL = lpCtx->d3dCaps9.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT ? TRUE : FALSE; - -/* - // - // GONE FOR DX9? - // - // If this flag is present then we can't default to Mesa - // SW rendering between BeginScene() and EndScene(). - if (lpCtx->d3dCaps9.Caps2 & D3DCAPS2_NO2DDURING3DSCENE) { - ddlogMessage(DDLOG_WARN, - "Warning : No 2D allowed during 3D scene.\n"); - } -*/ - - // - // Create the Direct3D context - // - - // Re-use original IDirect3DDevice if persistant buffers exist. - // Note that we test for persistant IDirect3D9 as well - // bDirectDrawPersistant == persistant IDirect3D9 (DirectDraw9 does not exist) - if (bDirectDrawPersistant && bPersistantBuffers && dx9Globals.pD3D && dx9Globals.pDev) { - lpCtx->pDev = dx9Globals.pDev; - IDirect3DDevice9_AddRef(dx9Globals.pDev); - goto skip_direct3ddevice_create; - } - - // 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 = 2; //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.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT; - if (glb.bWaitForRetrace) { - if (lpCtx->d3dCaps9.PresentationIntervals & D3DPRESENT_INTERVAL_ONE) - d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; - } else { - if (lpCtx->d3dCaps9.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE) - d3dpp.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; - // PresentationInterval Windowed mode is optional now in DX9 (DaveM) - d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT; - if (glb.bWaitForRetrace) { - d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; - } else { - d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; - } - } - - // 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; - // Add flag to tell D3D to be FPU-safe - if (!glb.bFastFPU) - dwBehaviourFlags |= D3DCREATE_FPU_PRESERVE; - hResult = IDirect3D9_CreateDevice(lpCtx->pD3D, - glb.dwAdapter, - d3dDevType, - ctx->hWnd, - dwBehaviourFlags, - &d3dpp, - &lpCtx->pDev); - if (FAILED(hResult)) { - ddlogError(DDLOG_CRITICAL_OR_WARN, "IDirect3D9_CreateDevice failed", hResult); - nContextError = GLDERR_D3D; - goto return_with_error; - } - - if (bDirectDrawPersistant && bPersistantBuffers && dx9Globals.pD3D) { - dx9Globals.pDev = lpCtx->pDev; - dx9Globals.bDirect3DDevice = TRUE; - } - - // Dump some useful stats - hResult = IDirect3D9_GetAdapterIdentifier( - lpCtx->pD3D, - glb.dwAdapter, - 0, // No WHQL detection (avoid few seconds 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); - } - - // Test to see if IHV driver exposes Scissor Test (new for DX9) - lpCtx->bCanScissor = lpCtx->d3dCaps9.RasterCaps & D3DPRASTERCAPS_SCISSORTEST; - ddlogPrintf(DDLOG_INFO, "Can Scissor: %s", lpCtx->bCanScissor ? "Yes" : "No"); - - // Init projection matrix for D3D TnL - D3DXMatrixIdentity(&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.dwUsage = D3DUSAGE_DONOTCLIP | - D3DUSAGE_DYNAMIC | - D3DUSAGE_SOFTWAREPROCESSING | - D3DUSAGE_WRITEONLY; - hResult = _gldCreatePrimitiveBuffer(ctx->glCtx, lpCtx, &lpCtx->PB2d); - if (FAILED(hResult)) - 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.dwUsage = D3DUSAGE_DYNAMIC | -//DaveM D3DUSAGE_SOFTWAREPROCESSING | - D3DUSAGE_WRITEONLY; - hResult = _gldCreatePrimitiveBuffer(ctx->glCtx, lpCtx, &lpCtx->PB3d); - if (FAILED(hResult)) - goto return_with_error; - -/* // NOTE: A FVF code of zero indicates a non-FVF vertex buffer (for vertex shaders) - lpCtx->PBtwosidelight.dwFVF = 0; //GLD_FVF_TWOSIDED_VERTEX; - lpCtx->PBtwosidelight.dwPool = D3DPOOL_DEFAULT; - lpCtx->PBtwosidelight.dwStride = sizeof(GLD_TWOSIDED_VERTEX); - lpCtx->PBtwosidelight.dwUsage = D3DUSAGE_DONOTCLIP | - D3DUSAGE_DYNAMIC | - D3DUSAGE_SOFTWAREPROCESSING | - D3DUSAGE_WRITEONLY; - hResult = _gldCreatePrimitiveBuffer(ctx->glCtx, lpCtx, &lpCtx->PBtwosidelight); - if (FAILED(hResult)) - goto return_with_error;*/ - - // Now try and create the DX9 Vertex Shaders -// _gldCreateVertexShaders(lpCtx); - - // 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 - -// _gldDestroyVertexShaders(lpCtx); - -// _gldDestroyPrimitiveBuffer(&lpCtx->PBtwosidelight); - _gldDestroyPrimitiveBuffer(&lpCtx->PB3d); - _gldDestroyPrimitiveBuffer(&lpCtx->PB2d); - - SAFE_RELEASE(lpCtx->pDev); - SAFE_RELEASE(lpCtx->pD3D); - return FALSE; -} - -//--------------------------------------------------------------------------- - -BOOL gldResizeDrawable_DX( - DGL_ctx *ctx, - BOOL bDefaultDriver, - BOOL bPersistantInterface, - BOOL bPersistantBuffers) -{ - GLD_driver_dx9 *gld = NULL; - D3DDEVTYPE d3dDevType; - D3DPRESENT_PARAMETERS d3dpp; - D3DDISPLAYMODE d3ddm; - HRESULT hResult; - - // Error if context is NULL. - if (ctx == NULL) - return FALSE; - - gld = ctx->glPriv; - if (gld == NULL) - return FALSE; - - if (ctx->bSceneStarted) { - IDirect3DDevice9_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 = IDirect3D9_GetAdapterDisplayMode(gld->pD3D, glb.dwAdapter, &d3ddm); - if (FAILED(hResult)) { - nContextError = GLDERR_D3D; -// goto return_with_error; - return FALSE; - } - - // Destroy DX9 Vertex Shaders before Reset() -// _gldDestroyVertexShaders(gld); - - // Release POOL_DEFAULT objects before Reset() - if (gld->PB2d.dwPool == D3DPOOL_DEFAULT) - _gldDestroyPrimitiveBuffer(&gld->PB2d); - if (gld->PB3d.dwPool == D3DPOOL_DEFAULT) - _gldDestroyPrimitiveBuffer(&gld->PB3d); -// if (gld->PBtwosidelight.dwPool == D3DPOOL_DEFAULT) -// _gldDestroyPrimitiveBuffer(&gld->PBtwosidelight); - - // 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.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.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT; - } - hResult = IDirect3DDevice9_Reset(gld->pDev, &d3dpp); - if (FAILED(hResult)) { - ddlogError(DDLOG_CRITICAL_OR_WARN, "dglResize: Reset failed", hResult); - return FALSE; - //goto cleanup_and_return_with_error; - } - - // - // Recreate POOL_DEFAULT objects - // - if (gld->PB2d.dwPool == D3DPOOL_DEFAULT) { - _gldCreatePrimitiveBuffer(ctx->glCtx, gld, &gld->PB2d); - } - if (gld->PB3d.dwPool == D3DPOOL_DEFAULT) { - _gldCreatePrimitiveBuffer(ctx->glCtx, gld, &gld->PB3d); - } -// if (gld->PBtwosidelight.dwPool == D3DPOOL_DEFAULT) { -// _gldCreatePrimitiveBuffer(ctx->glCtx, gld, &gld->PB2d); -// } - - // Recreate DX9 Vertex Shaders -// _gldCreateVertexShaders(gld); - - // Signal a complete state update - ctx->glCtx->Driver.UpdateState(ctx->glCtx, _NEW_ALL); - - // Begin a new scene - IDirect3DDevice9_BeginScene(gld->pDev); - ctx->bSceneStarted = TRUE; - - return TRUE; -} - -//--------------------------------------------------------------------------- - -BOOL gldDestroyDrawable_DX( - DGL_ctx *ctx) -{ - GLD_driver_dx9 *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 - -// _gldDestroyVertexShaders(lpCtx); - -// _gldDestroyPrimitiveBuffer(&lpCtx->PBtwosidelight); - _gldDestroyPrimitiveBuffer(&lpCtx->PB3d); - _gldDestroyPrimitiveBuffer(&lpCtx->PB2d); - - SAFE_RELEASE(lpCtx->pDev); - SAFE_RELEASE(lpCtx->pD3D); - - // Free the private drawable data - free(ctx->glPriv); - ctx->glPriv = NULL; - - return TRUE; -} - -//--------------------------------------------------------------------------- - -BOOL gldCreatePrivateGlobals_DX(void) -{ - ZeroMemory(&dx9Globals, sizeof(dx9Globals)); - - // Load d3d9.dll - dx9Globals.hD3D9DLL = LoadLibrary("D3D9.DLL"); - if (dx9Globals.hD3D9DLL == NULL) - return FALSE; - - // Now try and obtain Direct3DCreate9 - dx9Globals.fnDirect3DCreate9 = (FNDIRECT3DCREATE9)GetProcAddress(dx9Globals.hD3D9DLL, "Direct3DCreate9"); - if (dx9Globals.fnDirect3DCreate9 == NULL) { - FreeLibrary(dx9Globals.hD3D9DLL); - return FALSE; - } - - return TRUE; -} - -//--------------------------------------------------------------------------- - -BOOL gldDestroyPrivateGlobals_DX(void) -{ - if (dx9Globals.bDirect3DDevice) { - SAFE_RELEASE(dx9Globals.pDev); - dx9Globals.bDirect3DDevice = FALSE; - } - if (dx9Globals.bDirect3D) { - SAFE_RELEASE(dx9Globals.pD3D); - dx9Globals.bDirect3D = FALSE; - } - - FreeLibrary(dx9Globals.hD3D9DLL); - dx9Globals.hD3D9DLL = NULL; - dx9Globals.fnDirect3DCreate9 = NULL; - - return TRUE; -} - -//--------------------------------------------------------------------------- - -static void _BitsFromDisplayFormat( - D3DFORMAT fmt, - BYTE *cColorBits, - BYTE *cRedBits, - BYTE *cGreenBits, - BYTE *cBlueBits, - BYTE *cAlphaBits) -{ - switch (fmt) { - case D3DFMT_X1R5G5B5: - *cColorBits = 16; - *cRedBits = 5; - *cGreenBits = 5; - *cBlueBits = 5; - *cAlphaBits = 0; - return; - case D3DFMT_R5G6B5: - *cColorBits = 16; - *cRedBits = 5; - *cGreenBits = 6; - *cBlueBits = 5; - *cAlphaBits = 0; - return; - case D3DFMT_X8R8G8B8: - *cColorBits = 32; - *cRedBits = 8; - *cGreenBits = 8; - *cBlueBits = 8; - *cAlphaBits = 0; - return; - case D3DFMT_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( - D3DFORMAT fmt, - BYTE *cDepthBits, - BYTE *cStencilBits) -{ - // NOTE: GL expects either 32 or 16 as depth bits. - switch (fmt) { - case D3DFMT_D32: - *cDepthBits = 32; - *cStencilBits = 0; - return; - case D3DFMT_D15S1: - *cDepthBits = 16; - *cStencilBits = 1; - return; - case D3DFMT_D24S8: - *cDepthBits = 32; - *cStencilBits = 8; - return; - case D3DFMT_D16: - *cDepthBits = 16; - *cStencilBits = 0; - return; - case D3DFMT_D24X8: - *cDepthBits = 32; - *cStencilBits = 0; - return; - case D3DFMT_D24X4S4: - *cDepthBits = 32; - *cStencilBits = 4; - return; - } -} - -//--------------------------------------------------------------------------- - -BOOL gldBuildPixelformatList_DX(void) -{ - D3DDISPLAYMODE d3ddm; - D3DFORMAT fmt[6]; - IDirect3D9 *pD3D = NULL; - HRESULT hr; - int nSupportedFormats = 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[6] = { -// New order: increaing Z, then increasing stencil - D3DFMT_D15S1, - D3DFMT_D16, - D3DFMT_D24X4S4, - D3DFMT_D24X8, - D3DFMT_D24S8, - D3DFMT_D32, - }; - - // Dump DX version - ddlogMessage(GLDLOG_SYSTEM, "DirectX Version : 9.0\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 - // - - // Get a Direct3D 9.0 interface - pD3D = dx9Globals.fnDirect3DCreate9(D3D_SDK_VERSION); - if (!pD3D) { - return FALSE; - } - - // We will use the display mode format when finding compliant - // rendertarget/depth-stencil surfaces. - hr = IDirect3D9_GetAdapterDisplayMode(pD3D, glb.dwAdapter, &d3ddm); - if (FAILED(hr)) { - IDirect3D9_Release(pD3D); - return FALSE; - } - - // Run through the possible formats and detect supported formats - for (i=0; i<6; i++) { - hr = IDirect3D9_CheckDeviceFormat( - pD3D, - glb.dwAdapter, - glb.dwDriver==GLDS_DRIVER_HAL ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF, - d3ddm.Format, - D3DUSAGE_DEPTHSTENCIL, - D3DRTYPE_SURFACE, - DepthStencil[i]); - if (FAILED(hr)) - // A failure here is not fatal. - continue; - - // Verify that the depth format is compatible. - hr = IDirect3D9_CheckDepthStencilMatch( - pD3D, - glb.dwAdapter, - glb.dwDriver==GLDS_DRIVER_HAL ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF, - d3ddm.Format, - d3ddm.Format, - DepthStencil[i]); - if (FAILED(hr)) - // A failure here is not fatal, just means depth-stencil - // format is not compatible with this display mode. - continue; - - fmt[nSupportedFormats++] = DepthStencil[i]; - } - - IDirect3D9_Release(pD3D); - - if (nSupportedFormats == 0) - return FALSE; // Bail: no compliant pixelformats - - // Total count of pixelformats is: - // (nSupportedFormats+1)*2 - // UPDATED: nSupportedFormats*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); - - // - // Add single-buffer formats - // -/* - // NOTE: No longer returning pixelformats that don't contain depth - // 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 = D3DFMT_UNKNOWN; - pPF++; -*/ - for (i=0; ipfd.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 - // - - // NOTE: No longer returning pixelformats that don't contain depth -/* - 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 = D3DFMT_UNKNOWN; - pPF++; -*/ - for (i=0; ipfd.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_dx9 *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->d3dCaps9.MaxSimultaneousTextures; - // 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_DX9) - lpCtx->glCtx->Const.MaxTextureUnits = GLD_MAX_TEXTURE_UNITS_DX9; - } else { - // Multitexture override - lpCtx->glCtx->Const.MaxTextureUnits = 1; - } - - // max texture size - MaxTextureSize = min(gld->d3dCaps9.MaxTextureHeight, gld->d3dCaps9.MaxTextureWidth); - if (MaxTextureSize == 0) - MaxTextureSize = 256; // Sanity check - - // - // HACK!! - if (MaxTextureSize > 1024) - MaxTextureSize = 1024; // HACK - CLAMP TO 1024 - // HACK!! - // - - // 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; - lpCtx->glCtx->Const.MaxDrawBuffers = 1; - - IDirect3DDevice9_SetRenderState(gld->pDev, D3DRS_LIGHTING, FALSE); - IDirect3DDevice9_SetRenderState(gld->pDev, D3DRS_CULLMODE, D3DCULL_NONE); - IDirect3DDevice9_SetRenderState(gld->pDev, D3DRS_DITHERENABLE, TRUE); - IDirect3DDevice9_SetRenderState(gld->pDev, D3DRS_SHADEMODE, D3DSHADE_GOURAUD); - - IDirect3DDevice9_SetRenderState(gld->pDev, D3DRS_ZENABLE, - (lpCtx->lpPF->dwDriverData!=D3DFMT_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 - IDirect3DDevice9_SetTransform(gld->pDev, D3DTS_VIEW, &vm); - } - - 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; - } -// IDirect3DDevice9_SetRenderState(gld->pDev, D3DRS_SOFTWAREVERTEXPROCESSING, bSoftwareTnL); - IDirect3DDevice9_SetSoftwareVertexProcessing(gld->pDev, bSoftwareTnL); - -// Dump this in a Release build as well, now. -//#ifdef _DEBUG - ddlogPrintf(DDLOG_INFO, "HW TnL: %s", - gld->bHasHWTnL ? (bSoftwareTnL ? "Disabled" : "Enabled") : "Unavailable"); -//#endif - - gldEnableExtensions_DX9(lpCtx->glCtx); - gldInstallPipeline_DX9(lpCtx->glCtx); - gldSetupDriverPointers_DX9(lpCtx->glCtx); - - // Signal a complete state update - lpCtx->glCtx->Driver.UpdateState(lpCtx->glCtx, _NEW_ALL); - - // Start a scene - IDirect3DDevice9_BeginScene(gld->pDev); - lpCtx->bSceneStarted = TRUE; - - return TRUE; -} - -//--------------------------------------------------------------------------- - -BOOL gldSwapBuffers_DX( - DGL_ctx *ctx, - HDC hDC, - HWND hWnd) -{ - HRESULT hr; - GLD_driver_dx9 *gld = NULL; - - if (ctx == NULL) - return FALSE; - - gld = ctx->glPriv; - if (gld == NULL) - return FALSE; - - if (ctx->bSceneStarted) { - IDirect3DDevice9_EndScene(gld->pDev); - ctx->bSceneStarted = FALSE; - } - - // Swap the buffers. hWnd may override the hWnd used for CreateDevice() - hr = IDirect3DDevice9_Present(gld->pDev, NULL, NULL, hWnd, NULL); - -exit_swap: - - IDirect3DDevice9_BeginScene(gld->pDev); - ctx->bSceneStarted = TRUE; - -// Debugging code -#ifdef _DEBUG -// ddlogMessage(GLDLOG_WARN, "SwapBuffers\n"); -#endif - - return (FAILED(hr)) ? FALSE : TRUE; -} - -//--------------------------------------------------------------------------- - -BOOL gldGetDisplayMode_DX( - DGL_ctx *ctx, - GLD_displayMode *glddm) -{ - D3DDISPLAYMODE d3ddm; - HRESULT hr; - GLD_driver_dx9 *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 = IDirect3D9_GetAdapterDisplayMode(lpCtx->pD3D, glb.dwAdapter, &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 = cColorBits; - glddm->Refresh = d3ddm.RefreshRate; - - return TRUE; -} - -//--------------------------------------------------------------------------- - -- cgit v1.2.3