From 75c2deab5262ebfb4aea4fe63e144488150f921a Mon Sep 17 00:00:00 2001 From: marha Date: Mon, 24 Jan 2011 07:11:21 +0000 Subject: mesa git update 24 jan 2011 --- .../drivers/windows/gldirect/dx9/gld_driver_dx9.c | 2410 ++++++++++---------- 1 file changed, 1204 insertions(+), 1206 deletions(-) (limited to 'mesalib/src/mesa/drivers') 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 index 0a508355c..171585dcf 100644 --- a/mesalib/src/mesa/drivers/windows/gldirect/dx9/gld_driver_dx9.c +++ b/mesalib/src/mesa/drivers/windows/gldirect/dx9/gld_driver_dx9.c @@ -1,1206 +1,1204 @@ -/**************************************************************************** -* -* 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( - __struct gl_context *gc, - char *str) -{ - // Intercept Mesa's internal warning mechanism - gldLogPrintf(GLDLOG_WARN, "Mesa warning: %s", str); -} - -//--------------------------------------------------------------------------- - -void _gld_mesa_fatal( - __struct gl_context *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( - struct gl_context *ctx) -{ -#ifdef _DEBUG - gldLogMessage(GLDLOG_ERROR, "gld_Noop called!\n"); -#endif -} - -//--------------------------------------------------------------------------- - -void gld_Error_DX9( - struct gl_context *ctx) -{ -#ifdef _DEBUG - // Quite useless. -// gldLogMessage(GLDLOG_ERROR, "ctx->Driver.Error called!\n"); -#endif -} - -//--------------------------------------------------------------------------- -// Required Mesa functions -//--------------------------------------------------------------------------- - -static GLboolean gld_set_draw_buffer_DX9( - struct gl_context *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( - struct gl_context *ctx, - struct gl_framebuffer *buffer, - GLenum mode) -{ - /* separate read buffer not supported */ -/* - ASSERT(buffer == ctx->DrawBuffer); - ASSERT(mode == GL_FRONT_LEFT); -*/ -} - -//--------------------------------------------------------------------------- - -void gld_Clear_DX9( - struct gl_context *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[0]; - - 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( -// struct gl_context *ctx, - struct gl_framebuffer *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( - struct gl_context *ctx) -{ -} - -//--------------------------------------------------------------------------- - -static void gld_Flush_DX9( - struct gl_context *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( - struct gl_context *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( - struct gl_context *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][0]) dwFlags |= D3DCOLORWRITEENABLE_RED; - if (ctx->Color.ColorMask[0][1]) dwFlags |= D3DCOLORWRITEENABLE_GREEN; - if (ctx->Color.ColorMask[0][2]) dwFlags |= D3DCOLORWRITEENABLE_BLUE; - if (ctx->Color.ColorMask[0][3]) dwFlags |= D3DCOLORWRITEENABLE_ALPHA; - _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_COLORWRITEENABLE, dwFlags)); -} - -//--------------------------------------------------------------------------- - -void gld_NEW_DEPTH( - struct gl_context *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( - struct gl_context *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( - struct gl_context *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( - struct gl_context *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( - struct gl_context *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( - struct gl_context *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( - struct gl_context *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( - struct gl_context *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( - struct gl_context *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( - struct gl_context *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( - struct gl_context *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( - struct gl_context *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(struct gl_context *ctx, BOOL bDefaultDriver); - -// Mesa 5: Parameter change -void gldResizeBuffers_DX9( -// struct gl_context *ctx) - struct gl_framebuffer *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( - struct gl_context *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(struct gl_context*, GLenum); - -void gldSetupDriverPointers_DX9( - struct gl_context *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; - -} - -//--------------------------------------------------------------------------- +/**************************************************************************** +* +* 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( + __struct gl_context *gc, + char *str) +{ + // Intercept Mesa's internal warning mechanism + gldLogPrintf(GLDLOG_WARN, "Mesa warning: %s", str); +} + +//--------------------------------------------------------------------------- + +void _gld_mesa_fatal( + __struct gl_context *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( + struct gl_context *ctx) +{ +#ifdef _DEBUG + gldLogMessage(GLDLOG_ERROR, "gld_Noop called!\n"); +#endif +} + +//--------------------------------------------------------------------------- + +void gld_Error_DX9( + struct gl_context *ctx) +{ +#ifdef _DEBUG + // Quite useless. +// gldLogMessage(GLDLOG_ERROR, "ctx->Driver.Error called!\n"); +#endif +} + +//--------------------------------------------------------------------------- +// Required Mesa functions +//--------------------------------------------------------------------------- + +static GLboolean gld_set_draw_buffer_DX9( + struct gl_context *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( + struct gl_context *ctx, + struct gl_framebuffer *buffer, + GLenum mode) +{ + /* separate read buffer not supported */ +/* + ASSERT(buffer == ctx->DrawBuffer); + ASSERT(mode == GL_FRONT_LEFT); +*/ +} + +//--------------------------------------------------------------------------- + +void gld_Clear_DX9( + struct gl_context *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[0]; + + 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( +// struct gl_context *ctx, + struct gl_framebuffer *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( + struct gl_context *ctx) +{ +} + +//--------------------------------------------------------------------------- + +static void gld_Flush_DX9( + struct gl_context *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( + struct gl_context *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( + struct gl_context *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][0]) dwFlags |= D3DCOLORWRITEENABLE_RED; + if (ctx->Color.ColorMask[0][1]) dwFlags |= D3DCOLORWRITEENABLE_GREEN; + if (ctx->Color.ColorMask[0][2]) dwFlags |= D3DCOLORWRITEENABLE_BLUE; + if (ctx->Color.ColorMask[0][3]) dwFlags |= D3DCOLORWRITEENABLE_ALPHA; + _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_COLORWRITEENABLE, dwFlags)); +} + +//--------------------------------------------------------------------------- + +void gld_NEW_DEPTH( + struct gl_context *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( + struct gl_context *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( + struct gl_context *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( + struct gl_context *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( + struct gl_context *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( + struct gl_context *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( + struct gl_context *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( + struct gl_context *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( + struct gl_context *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( + struct gl_context *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( + struct gl_context *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_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_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( + struct gl_context *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(struct gl_context *ctx, BOOL bDefaultDriver); + +// Mesa 5: Parameter change +void gldResizeBuffers_DX9( +// struct gl_context *ctx) + struct gl_framebuffer *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( + struct gl_context *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(struct gl_context*, GLenum); + +void gldSetupDriverPointers_DX9( + struct gl_context *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; + +} + +//--------------------------------------------------------------------------- -- cgit v1.2.3