diff options
author | José Fonseca <jrfonseca@tungstengraphics.com> | 2008-02-28 16:34:32 +0900 |
---|---|---|
committer | José Fonseca <jrfonseca@tungstengraphics.com> | 2008-02-28 16:34:32 +0900 |
commit | 60159c1b09c73c19f798035a15d4ef3b434f2fa0 (patch) | |
tree | dc2afed450f50c071249a431e6bb7cd876d0bbf3 /src/mesa/drivers/d3d/D3DInit.cpp | |
parent | 90a036b337fc41c25ee6ff89eb9422efd3d9f110 (diff) |
Convert crlf->lf line endings.
Windows/DOS users should enable core.autocrlf from now on:
git config --global core.autocrlf true
Diffstat (limited to 'src/mesa/drivers/d3d/D3DInit.cpp')
-rw-r--r-- | src/mesa/drivers/d3d/D3DInit.cpp | 1782 |
1 files changed, 891 insertions, 891 deletions
diff --git a/src/mesa/drivers/d3d/D3DInit.cpp b/src/mesa/drivers/d3d/D3DInit.cpp index ba7891612e..e21cd21e25 100644 --- a/src/mesa/drivers/d3d/D3DInit.cpp +++ b/src/mesa/drivers/d3d/D3DInit.cpp @@ -1,891 +1,891 @@ -/*===========================================================================*/
-/* */
-/* Mesa-3.0 DirectX 6 Driver Build 5 */
-/* */
-/* By Leigh McRae */
-/* */
-/* http://www.altsoftware.com/ */
-/* */
-/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */
-/*===========================================================================*/
-#include "D3DHAL.h"
-/*===========================================================================*/
-/* Local function prototypes. */
-/*===========================================================================*/
-static void DestroyAllSurfaces( PMESAD3DHAL pHAL );
-static void DestroyDevice( PMESAD3DHAL pHAL );
-static void DestroyInterfaces( PMESAD3DHAL pHAL );
-
-HRESULT WINAPI EnumSurfacesHook( LPDIRECTDRAWSURFACE4 lpDDS, LPDDSURFACEDESC2 lpDDSDesc, LPVOID pVoid );
-HRESULT CALLBACK EnumZBufferHook( DDPIXELFORMAT* pddpf, VOID *pVoid );
-HRESULT CALLBACK EnumDeviceHook( GUID FAR* lpGuid, LPSTR lpDesc, LPSTR lpName, LPD3DDEVICEDESC lpD3DHWDesc, LPD3DDEVICEDESC lpD3DHELDesc, void *pVoid );
-/*===========================================================================*/
-/* Globals. */
-/*===========================================================================*/
-//char *errorMsg;
-/*===========================================================================*/
-/* This function is responable for allocating the actual MESAD3DHAL struct. */
-/* Each Mesa context will have its own MESAD3DHAL struct so its like a mini */
-/* context to some extent. All one time allocations/operations get done here.*/
-/*===========================================================================*/
-/* RETURN: TRUE, FALSE. */
-/*===========================================================================*/
-extern "C" PMESAD3DSHARED InitHAL( HWND hwnd )
-{
- PMESAD3DHAL pHAL;
- ULONG rc;
-
- DPF(( DBG_FUNC, "InitHAL();" ));
- DPF(( DBG_CNTX_INFO, "hwnd: %d", hwnd ));
-
- /* Allocate the structure and zero it out. */
- pHAL = (PMESAD3DHAL)ALLOC( sizeof(MESAD3DHAL) );
- if ( pHAL == NULL )
- {
- RIP( pHAL, "InitHAL->", "Memory Allocation" );
- return (PMESAD3DSHARED)NULL;
- }
- memset( pHAL, 0, sizeof(MESAD3DHAL) );
-
- /* Get the texture manager going. */
- rc = InitTMgrHAL( pHAL );
- if ( rc == FALSE )
- {
- RIP( pHAL, "InitTMgrHAL->", "Failed" );
- return (PMESAD3DSHARED)NULL;
- }
-
- /* Fill in the window parameters if we can. */
- pHAL->shared.hwnd = hwnd;
-
- /* Parse the user's enviroment variables to generate a debug mask. */
- ReadDBGEnv();
-
- return (PMESAD3DSHARED)pHAL;
-}
-/*===========================================================================*/
-/* This function will unload all the resources that the MESAD3DHAL struct */
-/* has bound to it. The actual structure itself will be freed. */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-extern "C" void TermHAL( PMESAD3DSHARED pShared )
-{
- PMESAD3DHAL pHAL = (PMESAD3DHAL)pShared;
-
- DPF(( DBG_FUNC, "TermHAL();" ));
-
- /* Check for an empty wrapper structure. */
- if ( pHAL == NULL )
- return;
-
- /* Kill this texture manager. */
- TermTMgrHAL( pHAL );
-
- /* Kill any DDraw stuff if exists. */
- DestroyDevice( pHAL );
- DestroyAllSurfaces( pHAL );
- DestroyInterfaces( pHAL );
-
- FREE( pHAL );
-}
-/*===========================================================================*/
-/* This function is used to init and resize the rendering surface as the two*/
-/* are almost the same. First the device and all the surfaces are destoryed */
-/* if they already exist. Next we create a OffScreen rendering surface and */
-/* save some pixelformat info to do color convertions. Next we start to take */
-/* care of getting the most out of the hardware. I use bHardware to determine*/
-/* the state of the device we found in the device enumeration. The enum proc*/
-/* will try for hardware first. I next use a bForceSW to make the enum proc */
-/* choose a software device. So I will try some combinations with HW first */
-/* until I feel I have to set the bForceSW and call this function again. If */
-/* this function is called with no width or height then use the internals. */
-/* NOTE: The worst case is that all will be in SW (RGBDevice) and really */
-/* I should forget the whole thing and fall back to a DDraw span type*/
-/* rendering but what is the point. This way I always know I have a */
-/* D3DDevice and that makes things easier. I do impliment the span */
-/* rendering function for stuff that I haven't done support for such */
-/* as points and lines. */
-/*===========================================================================*/
-/* RETURN: TRUE, FALSE */
-/*===========================================================================*/
-extern "C" BOOL CreateHAL( PMESAD3DSHARED pShared )
-{
- PMESAD3DHAL pHAL = (PMESAD3DHAL)pShared;
- DDSURFACEDESC2 ddsd2;
- D3DDEVICEDESC D3DSWDevDesc;
- DDSCAPS2 ddscaps;
- DWORD dwCoopFlags,
- dwWidth,
- dwHeight;
- ULONG rc;
-
- DPF(( DBG_FUNC, "CreateHAL();" ));
-
-#define InitDDSD2(f) memset( &ddsd2, 0, sizeof(DDSURFACEDESC2) ); \
- ddsd2.dwSize = sizeof( DDSURFACEDESC2 ); \
- ddsd2.dwFlags = f;
-
- if ( pHAL == NULL )
- return FALSE;
-
- /* Use the internal rectangle struct. */
- dwWidth = pShared->rectW.right - pShared->rectW.left;
- dwHeight = pShared->rectW.bottom - pShared->rectW.top;
-
- DPF(( DBG_CNTX_INFO, "Width: %d Height: %d", dwWidth, dwHeight ));
-
- /* The dimensions might still be the same so just leave. */
- if ( (dwWidth == pShared->dwWidth) && (dwHeight == pShared->dwHeight) )
- {
- DPF(( DBG_CNTX_WARN, "Context size hasn't changed" ));
- return TRUE;
- }
-
- /* If one of the dimensions are zero then leave. WM_SIZE should get us back here. */
- if ( (dwWidth == 0) || (dwHeight == 0) )
- return TRUE;
-
- /* Save the renders dimensions. */
- pShared->dwWidth = dwWidth;
- pShared->dwHeight = dwHeight;
-
- DPF(( DBG_CNTX_INFO, "Creating Context:\n cx:%d cy:%d", pShared->dwWidth, pShared->dwHeight ));
-
- /*=================================*/
- /* Create all required interfaces. */
- /*=================================*/
-
- /* Kill any DDraw stuff if exists. */
- DestroyDevice( pHAL );
- DestroyAllSurfaces( pHAL );
- DestroyInterfaces( pHAL );
-
- /* Create a instance of DDraw using the Primary display driver. */
- rc = DirectDrawCreate( NULL, &pHAL->lpDD, NULL );
- if( FAILED(rc) )
- {
- RIP( pHAL, "DirectDrawCreate->", ErrorStringD3D(rc) );
- return FALSE;
- }
-
- /* Get the DDraw4 interface. */
- rc = pHAL->lpDD->QueryInterface( IID_IDirectDraw4, (void **)&pHAL->lpDD4 );
- if( FAILED(rc) )
- {
- RIP( pHAL, "QueryInterface (IID_IDirectDraw4) ->", ErrorStringD3D(rc) );
- return FALSE;
- }
-
- /* Get the Direct3D3 interface. */
- rc = pHAL->lpDD4->QueryInterface( IID_IDirect3D3, (void **)&pHAL->lpD3D3 );
- if( FAILED(rc) )
- {
- RIP( pHAL, "QueryInterface (IID_IDirect3D3) ->", ErrorStringD3D(rc) );
- return FALSE;
- }
-
- /* Set the Cooperative level. NOTE: we need to know if we are FS at this point.*/
- dwCoopFlags = (pShared->bWindow == TRUE) ? DDSCL_NORMAL : (DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN);
- rc = pHAL->lpDD4->SetCooperativeLevel( pShared->hwnd, dwCoopFlags );
- if ( FAILED(rc) )
- {
- RIP( pHAL, "SetCooperativeLevel->", ErrorStringD3D(rc) );
- return FALSE;
- }
-
- /*==================================================================*/
- /* Get the best device we can and note whether its hardware or not. */
- /*==================================================================*/
- pShared->bForceSW = FALSE;
- pHAL->lpD3D3->EnumDevices( EnumDeviceHook, (void *)pHAL );
- pShared->bHardware = IsEqualIID( pHAL->guid, IID_IDirect3DHALDevice );
- DPF(( DBG_CNTX_INFO, "bHardware: %s", (pShared->bHardware) ? "TRUE" : "FALSE" ));
- DPF(( DBG_CNTX_INFO, "bWindowed: %s", (pShared->bWindow) ? "TRUE" : "FALSE" ));
-
- /*========================================================================*/
- /* HARDWARE was found. */
- /*========================================================================*/
- if ( pShared->bHardware == TRUE )
- {
- /*===================================*/
- /* HARDWARE -> Z-BUFFER. */
- /*===================================*/
-
- /* Get a Z-Buffer pixelformat. */
- memset( &ddsd2, 0, sizeof(DDSURFACEDESC2) );
- ddsd2.dwSize = sizeof( DDSURFACEDESC2 );
- rc = pHAL->lpD3D3->EnumZBufferFormats( pHAL->guid, EnumZBufferHook, (VOID*)&ddsd2.ddpfPixelFormat );
- if ( FAILED(rc) )
- {
- RIP( pHAL, "EnumZBufferFormatsl->", ErrorStringD3D(rc) );
- return FALSE;
- }
-
- /* Setup our request structure for the Z-buffer surface. */
- ddsd2.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT | DDSD_PIXELFORMAT;
- ddsd2.ddsCaps.dwCaps = DDSCAPS_ZBUFFER | DDSCAPS_VIDEOMEMORY;
- ddsd2.dwWidth = dwWidth;
- ddsd2.dwHeight = dwHeight;
- rc = pHAL->lpDD4->CreateSurface( &ddsd2, &pHAL->lpDDSZbuffer, NULL );
- if ( !FAILED(rc) )
- {
- DPF(( DBG_CNTX_INFO, "HW ZBuffer" ));
-
- /*===================================*/
- /* HARDWARE -> Z-BUFFER -> FLIPABLE */
- /*===================================*/
- if ( pShared->bWindow == FALSE )
- {
- InitDDSD2( DDSD_CAPS | DDSD_BACKBUFFERCOUNT );
- ddsd2.dwBackBufferCount = 1;
- ddsd2.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_3DDEVICE | DDSCAPS_FLIP | DDSCAPS_COMPLEX;
- rc = pHAL->lpDD4->CreateSurface( &ddsd2, &pHAL->lpDDSPrimary, NULL );
- if ( FAILED(rc) )
- {
- /* Make sure we try the next fall back. */
- DPF(( DBG_CNTX_WARN, "HW Flip/Complex not available" ));
- pHAL->lpDDSPrimary = NULL;
- }
- else
- {
- /* Get the back buffer that was created. */
- ddscaps.dwCaps = DDSCAPS_BACKBUFFER;
- rc = pHAL->lpDDSPrimary->GetAttachedSurface( &ddscaps, &pHAL->lpDDSRender );
- if ( FAILED(rc) )
- {
- DPF(( DBG_CNTX_WARN, "GetAttachedSurface failed -> HW Flip/Complex" ));
-
- /* Make sure we try the next fall back. */
- pHAL->lpDDSPrimary->Release();
- pHAL->lpDDSPrimary = NULL;
- }
- else
- {
- /* I have had problems when a complex surface comes back */
- /* with the back buffer being created in SW. Not sure why */
- /* or how this is possable but I'm checking for it here. */
- memset( &ddsd2, 0, sizeof(DDSURFACEDESC2) );
- ddsd2.dwSize = sizeof( DDSURFACEDESC2 );
- DX_RESTORE( pHAL->lpDDSRender );
- rc = pHAL->lpDDSRender->GetSurfaceDesc( &ddsd2 );
- if ( FAILED(rc) )
- {
- RIP( pHAL, "GetSurfaceDesc (RENDER) ->", ErrorStringD3D(rc) );
- return FALSE;
- }
-
- /* If the surface is in VID then we are happy with are Flipable. */
- if ( ddsd2.ddsCaps.dwCaps & DDSCAPS_LOCALVIDMEM )
- {
- pShared->bFlipable = TRUE;
- DPF(( DBG_CNTX_INFO, "HW Flip/Complex!" ));
- }
- else
- {
- /* Kill this setup. */
- pHAL->lpDDSPrimary->Release();
- pHAL->lpDDSPrimary = NULL;
- }
- }
- }
- }
-
- /*===================================*/
- /* HARDWARE -> Z-BUFFER -> BLT */
- /*===================================*/
- if ( pHAL->lpDDSPrimary == NULL )
- {
- pShared->bFlipable = FALSE;
-
- /* Create the Primary (front buffer). */
- InitDDSD2( DDSD_CAPS );
- ddsd2.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE;
- rc = pHAL->lpDD4->CreateSurface( &ddsd2, &pHAL->lpDDSPrimary, NULL );
- if ( FAILED(rc) )
- {
- /* This is an error as we should be able to do this at minimum. */
- RIP( pHAL, "CreateSurface (PRIMARY) ->", ErrorStringD3D(rc) );
- return FALSE;
- }
-
- /* Create the Render (back buffer). */
- InitDDSD2( DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT );
- ddsd2.dwWidth = dwWidth;
- ddsd2.dwHeight = dwHeight;
- ddsd2.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN | DDSCAPS_3DDEVICE;
- rc = pHAL->lpDD4->CreateSurface( &ddsd2, &pHAL->lpDDSRender, NULL );
- if ( FAILED(rc) )
- {
- DPF(( DBG_CNTX_WARN, "Failed HW Offscreen surface" ));
-
- /* Make sure we try the next fall back. */
- pHAL->lpDDSPrimary->Release();
- pHAL->lpDDSPrimary = NULL;
- }
- else
- {
- /* Might as well check here too see if this surface is in */
- /* hardware. If nothing else just to be consistant. */
- memset( &ddsd2, 0, sizeof(DDSURFACEDESC2) );
- ddsd2.dwSize = sizeof( DDSURFACEDESC2 );
- DX_RESTORE( pHAL->lpDDSRender );
- rc = pHAL->lpDDSRender->GetSurfaceDesc( &ddsd2 );
- if ( FAILED(rc) )
- {
- RIP( pHAL, "GetSurfaceDesc (RENDER) ->", ErrorStringD3D(rc) );
- return FALSE;
- }
-
- /* If the surface is in VID then we are happy. */
- if ( ddsd2.ddsCaps.dwCaps & DDSCAPS_LOCALVIDMEM )
- {
- /* Create a clipper object so that DDraw will be able to blt windows that */
- /* have been clipped by the screen or other windows. */
- pHAL->lpDD4->CreateClipper( 0, &pHAL->lpClipper, NULL );
- pHAL->lpClipper->SetHWnd( 0, pShared->hwnd );
- pHAL->lpDDSPrimary->SetClipper( pHAL->lpClipper );
- pHAL->lpClipper->Release();
- DPF(( DBG_CNTX_INFO, "HW RENDER surface" ));
- }
- else
- {
- /* Kill this setup. */
- pHAL->lpDDSRender->Release();
- pHAL->lpDDSRender = NULL;
- pHAL->lpDDSPrimary->Release();
- pHAL->lpDDSPrimary = NULL;
- }
- }
- }
-
- /*===================================*/
- /* Create D3DDEVICE -> HARDWARE. */
- /*===================================*/
- if ( pHAL->lpDDSZbuffer && pHAL->lpDDSPrimary && pHAL->lpDDSRender )
- {
- DX_RESTORE( pHAL->lpDDSRender );
- DX_RESTORE( pHAL->lpDDSZbuffer );
-
- rc = pHAL->lpDDSRender->AddAttachedSurface( pHAL->lpDDSZbuffer );
- if ( FAILED(rc) )
- {
- RIP( pHAL, "AddAttachedSurface (ZBUFFER) ->", ErrorStringD3D(rc) );
- return FALSE;
- }
-
- rc = pHAL->lpD3D3->CreateDevice( IID_IDirect3DHALDevice, pHAL->lpDDSRender, &pHAL->lpD3DDevice, NULL );
- if ( rc != D3D_OK )
- {
- DPF(( DBG_CNTX_WARN, "Failed HW Device" ));
- pHAL->lpD3DDevice = NULL;
- }
- else
- {
- DPF(( DBG_CNTX_INFO, "HW Device" ));
- }
- }
- }
- }
-
- /*========================================================================*/
- /* SOFTWARE fallback. */
- /*========================================================================*/
- if ( pHAL->lpD3DDevice == NULL )
- {
- DPF(( DBG_CNTX_INFO, "SW fallback :(" ));
-
- /* Make sure we have no surfaces allocated. Just incase. */
- DestroyAllSurfaces( pHAL );
-
- /* Get a software device. */
- pShared->bFlipable = FALSE;
- pShared->bForceSW = TRUE;
- pHAL->lpD3D3->EnumDevices( EnumDeviceHook, (void *)pHAL );
- pShared->bHardware = IsEqualIID( pHAL->guid, IID_IDirect3DHALDevice );
-
- /*===================================*/
- /* SOFTWARE -> Z-BUFFER. */
- /*===================================*/
-
- /*===================================*/
- /* SOFTWARE -> Z-BUFFER -> FLIPABLE */
- /*===================================*/
- if ( pShared->bWindow == FALSE )
- {
- InitDDSD2( DDSD_CAPS | DDSD_BACKBUFFERCOUNT );
- ddsd2.dwBackBufferCount = 1;
- ddsd2.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_3DDEVICE | DDSCAPS_FLIP | DDSCAPS_COMPLEX;
- ddsd2.ddpfPixelFormat.dwSize = sizeof( DDPIXELFORMAT );
- ddsd2.ddpfPixelFormat.dwFlags = (DDPF_RGB | DDPF_ALPHAPIXELS);
- rc = pHAL->lpDD4->CreateSurface( &ddsd2, &pHAL->lpDDSPrimary, NULL );
- if ( FAILED(rc) )
- {
- DPF(( DBG_CNTX_WARN, "Failed SW Flip/Complex" ));
-
- /* Make sure we try the next fall back. */
- pHAL->lpDDSPrimary = NULL;
- }
- else
- {
- ddscaps.dwCaps = DDSCAPS_BACKBUFFER;
- rc = pHAL->lpDDSPrimary->GetAttachedSurface( &ddscaps, &pHAL->lpDDSRender );
- if ( FAILED(rc) )
- {
- /* Make sure we try the next fall back. */
- DPF(( DBG_CNTX_WARN, "GetAttachedSurface failed -> SW Flip/Complex" ));
- pHAL->lpDDSPrimary->Release();
- pHAL->lpDDSPrimary = NULL;
- }
- else
- {
- DPF(( DBG_CNTX_INFO, "SW Flip/Complex" ));
- pShared->bFlipable = TRUE;
- }
- }
- }
-
- /*===================================*/
- /* SOFTWARE -> Z-BUFFER -> BLT */
- /*===================================*/
- if ( pHAL->lpDDSPrimary == NULL )
- {
- /* Create the Primary (front buffer). */
- InitDDSD2( DDSD_CAPS );
- ddsd2.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE;
- rc = pHAL->lpDD4->CreateSurface( &ddsd2, &pHAL->lpDDSPrimary, NULL );
- if ( FAILED(rc) )
- {
- /* This is an error as we should be able to do this at minimum. */
- RIP( pHAL, "CreateSurface (PRIMARY) ->", ErrorStringD3D(rc) );
- return FALSE;
- }
-
- /* Create the Render (back buffer). */
- InitDDSD2( DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT );
- ddsd2.dwWidth = dwWidth;
- ddsd2.dwHeight = dwHeight;
- ddsd2.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN | DDSCAPS_3DDEVICE;
- ddsd2.ddpfPixelFormat.dwSize = sizeof( DDPIXELFORMAT );
- ddsd2.ddpfPixelFormat.dwFlags = (DDPF_RGB | DDPF_ALPHAPIXELS);
- rc = pHAL->lpDD4->CreateSurface( &ddsd2, &pHAL->lpDDSRender, NULL );
- if ( FAILED(rc) )
- {
- /* That was our last hope. */
- RIP( pHAL, "CreateSurface (RENDER) ->", ErrorStringD3D(rc) );
- return FALSE;
- }
- else
- {
- DPF(( DBG_CNTX_INFO, "SW RENDER surface" ));
-
- /* Create a clipper object so that DDraw will be able to blt windows that */
- /* have been clipped by the screen or other windows. */
- pHAL->lpDD4->CreateClipper( 0, &pHAL->lpClipper, NULL );
- pHAL->lpClipper->SetHWnd( 0, pShared->hwnd );
- pHAL->lpDDSPrimary->SetClipper( pHAL->lpClipper );
- pHAL->lpClipper->Release();
- }
- }
-
- /*===================================*/
- /* Create D3DDEVICE -> SOFTWARE. */
- /*===================================*/
- if ( pHAL->lpDDSPrimary && pHAL->lpDDSRender )
- {
- DX_RESTORE( pHAL->lpDDSRender );
- rc = pHAL->lpD3D3->CreateDevice( IID_IDirect3DRGBDevice, pHAL->lpDDSRender, &pHAL->lpD3DDevice, NULL );
- if ( rc != D3D_OK )
- {
- /* That was our last hope. */
- RIP( pHAL, "CreateDevice (IID_IDirect3DRGBDevice) ->", ErrorStringD3D(rc) );
- return FALSE;
- }
-
- DPF(( DBG_CNTX_INFO, "SW Device" ));
- }
- }
-
- /*==============================================================================*/
- /* Get a copy of the render pixelformat so that wgl.c can call GetPixelInfoD3D. */
- /*==============================================================================*/
- memset( &pHAL->ddpf, 0, sizeof(DDPIXELFORMAT) );
- pHAL->ddpf.dwSize = sizeof( DDPIXELFORMAT );
- rc = pHAL->lpDDSRender->GetPixelFormat( &pHAL->ddpf );
- if ( FAILED(rc) )
- {
- RIP( pHAL, "GetPixelFormat ->", ErrorStringD3D(rc) );
- return FALSE;
- }
- DebugPixelFormat( "Using OFFSCREEN", &pHAL->ddpf );
- DebugPixelFormat( "Using ZBUFFER", &ddsd2.ddpfPixelFormat );
-
- /* Get a copy of what the D3DDevice supports for later use. */
- memset( &D3DSWDevDesc, 0, sizeof(D3DDEVICEDESC) );
- memset( &pHAL->D3DHWDevDesc, 0, sizeof(D3DDEVICEDESC) );
- D3DSWDevDesc.dwSize = sizeof( D3DDEVICEDESC );
- pHAL->D3DHWDevDesc.dwSize = sizeof( D3DDEVICEDESC );
- rc = pHAL->lpD3DDevice->GetCaps( &pHAL->D3DHWDevDesc, &D3DSWDevDesc );
- if ( FAILED(rc) )
- {
- RIP( pHAL, "GetCaps ->", ErrorStringD3D(rc) );
- return FALSE;
- }
-
- /* Get a copy of the pixel convertion stuff for direct buffer access. */
- Solve8BitChannelPixelFormat( &pHAL->ddpf, &pShared->pixel );
- AlphaBlendTableHAL( pHAL );
-
- /* We must prime the Begin/End scene for SwapBuffers to work. */
- rc = pHAL->lpD3DDevice->BeginScene();
- if ( FAILED(rc) )
- {
- RIP( pHAL, "BeginScene ->", ErrorStringD3D(rc) );
- return FALSE;
- }
-
-#undef InitDDSD2
-
- return TRUE;
-}
-/*===========================================================================*/
-/* This function will make sure a viewport is created and set for the device*/
-/* in the supplied structure. If a rect is supplied then it will be used for*/
-/* the viewport otherwise the current setting in the strucute will be used. */
-/* Note that the rect is relative to the window. So left/top must be 0,0 to */
-/* use the whole window else there is scissoring going down. */
-/*===========================================================================*/
-/* RETURN: TRUE, FALSE. */
-/*===========================================================================*/
-extern "C" BOOL SetViewportHAL( PMESAD3DSHARED pShared, RECT *pRect, float minZ, float maxZ )
-{
- PMESAD3DHAL pHAL = (PMESAD3DHAL)pShared;
- D3DVIEWPORT2 vdData;
- ULONG rc;
- POINT pt;
-
- DPF(( DBG_FUNC, "SetViewportHAL();" ));
-
- /* Make sure we have enough info. */
- if ( !pHAL || !pHAL->lpDDSPrimary || !pHAL->lpD3DDevice )
- {
- DPF(( DBG_CNTX_WARN, "SetViewport() -> NULL Pointer" ));
- return FALSE;
- }
-
- /* TODO: this is just a temp fix to stop redundant changes. */
- if ( pRect &&
- (pShared->rectV.left == pRect->left) &&
- (pShared->rectV.right == pRect->right) &&
- (pShared->rectV.top == pRect->top) &&
- (pShared->rectV.bottom == pRect->bottom) )
- {
- DPF(( DBG_CNTX_WARN, "Redundant viewport" ));
- return TRUE;
- }
-
- DPF(( DBG_CNTX_INFO, "Current Viewport:" ));
- DPF(( DBG_CNTX_INFO, "x: %d y: %d", pShared->rectV.left, pShared->rectV.top ));
- DPF(( DBG_CNTX_INFO, "cx: %d cy: %d", (pShared->rectV.right-pShared->rectV.left), (pShared->rectV.bottom-pShared->rectV.top) ));
- DPF(( DBG_CNTX_INFO, "New Viewport:" ));
- DPF(( DBG_CNTX_INFO, "x: %d y: %d", pRect->left, pRect->top ));
- DPF(( DBG_CNTX_INFO, "cx: %d cy: %d", (pRect->right-pRect->left), (pRect->bottom-pRect->top) ));
-
- /* Update the current viewport rect if one is supplied. */
- if ( pRect )
- memcpy( &pShared->rectV, pRect, sizeof(RECT) );
-
- /* Build the request structure. */
- memset( &vdData, 0, sizeof(D3DVIEWPORT2) );
- vdData.dwSize = sizeof(D3DVIEWPORT2);
- vdData.dwX = pShared->rectV.left;
- vdData.dwY = pShared->rectV.top;
- vdData.dwWidth = (pShared->rectV.right - pShared->rectV.left);
- vdData.dwHeight = (pShared->rectV.bottom - pShared->rectV.top);
-
- if ( !vdData.dwWidth || !vdData.dwHeight )
- {
- GetClientRect( pShared->hwnd, &pShared->rectW );
- pt.x = pt.y = 0;
- ClientToScreen( pShared->hwnd, &pt );
- OffsetRect( &pShared->rectW, pt.x, pt.y);
- vdData.dwX = pShared->rectW.left;
- vdData.dwY = pShared->rectW.top;
- vdData.dwWidth = (pShared->rectW.right - pShared->rectW.left);
- vdData.dwHeight = (pShared->rectW.bottom - pShared->rectW.top);
- memcpy( &pShared->rectV, &pShared->rectW, sizeof(RECT) );
- }
-
- // The dvClipX, dvClipY, dvClipWidth, dvClipHeight, dvMinZ,
- // and dvMaxZ members define the non-normalized post-perspective
- // 3-D view volume which is visible to the viewer. In most cases,
- // dvClipX is set to -1.0 and dvClipY is set to the inverse of
- // the viewport's aspect ratio on the target surface, which can be
- // calculated by dividing the dwHeight member by dwWidth. Similarly,
- // the dvClipWidth member is typically 2.0 and dvClipHeight is set
- // to twice the aspect ratio set in dwClipY. The dvMinZ and dvMaxZ
- // are usually set to 0.0 and 1.0.
- vdData.dvClipX = -1.0f;
- vdData.dvClipWidth = 2.0f;
- vdData.dvClipY = 1.0f;
- vdData.dvClipHeight = 2.0f;
- vdData.dvMaxZ = maxZ;
- vdData.dvMinZ = minZ;
-
- DPF(( DBG_CNTX_INFO, "zMin: %f zMax: %f", minZ, maxZ ));
-
- /* I'm going to destroy the viewport everytime as when we size we will */
- /* have a new D3DDevice. As this area doesn't need to be fast... */
- if ( pHAL->lpViewport )
- {
- DPF(( DBG_CNTX_INFO, "DeleteViewport" ));
-
- pHAL->lpD3DDevice->DeleteViewport( pHAL->lpViewport );
- rc = pHAL->lpViewport->Release();
- pHAL->lpViewport = NULL;
- }
-
- rc = pHAL->lpD3D3->CreateViewport( &pHAL->lpViewport, NULL );
- if ( rc != D3D_OK )
- {
- DPF(( DBG_CNTX_ERROR, "CreateViewport Failed" ));
- return FALSE;
- }
-
- /* Update the device with the new viewport. */
- pHAL->lpD3DDevice->AddViewport( pHAL->lpViewport );
- pHAL->lpViewport->SetViewport2( &vdData );
- pHAL->lpD3DDevice->SetCurrentViewport( pHAL->lpViewport );
-
- return TRUE;
-}
-/*===========================================================================*/
-/* */
-/* */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-HRESULT WINAPI EnumSurfacesHook( LPDIRECTDRAWSURFACE4 lpDDS, LPDDSURFACEDESC2 lpDDSDesc, LPVOID pVoid )
-{
- DDSURFACEDESC2 *pddsd2 = (DDSURFACEDESC2 *)pVoid;
-
- DPF(( DBG_FUNC, "EnumSurfacesHook();" ));
-
- if ( (lpDDSDesc->ddpfPixelFormat.dwFlags == pddsd2->ddpfPixelFormat.dwFlags) && (lpDDSDesc->ddsCaps.dwCaps == pddsd2->ddsCaps.dwCaps) )
- {
- /* Save the pixelformat now so that we know we have one. */
- memcpy( pddsd2, lpDDSDesc, sizeof(DDSURFACEDESC2) );
-
- return D3DENUMRET_CANCEL;
- }
-
- return D3DENUMRET_OK;
-}
-/*===========================================================================*/
-/* This is the callback proc to get a Z-Buffer. Thats it. */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-HRESULT CALLBACK EnumZBufferHook( DDPIXELFORMAT* pddpf, VOID *pVoid )
-{
- DDPIXELFORMAT *pddpfChoice = (DDPIXELFORMAT *)pVoid;
-
- DPF(( DBG_FUNC, "EnumZBufferHook();" ));
-
- /* If this is ANY type of depth-buffer, stop. */
- if( pddpf->dwFlags == DDPF_ZBUFFER )
- {
- /* Save the pixelformat now so that we know we have one. */
- memcpy( pddpfChoice, pddpf, sizeof(DDPIXELFORMAT) );
-
- /* I feel if the hardware supports this low then lets use it. Could get ugly. */
- if( pddpf->dwZBufferBitDepth >= 8 )
- {
- return D3DENUMRET_CANCEL;
- }
- }
-
- return D3DENUMRET_OK;
-}
-/*===========================================================================*/
-/* This function handles the callback for the D3DDevice enumeration. Good */
-/* god who's idea was this? The D3D wrapper has two variable related to what*/
-/* kind of device we want and have. First we have a Bool that is set if we */
-/* have allocated a HW device. We always look for the HW device first. The */
-/* other variable is used to force SW. If we have run into a case that we */
-/* want to fallback to SW then we set this. We will fallback if we cannot */
-/* texture in video memory (among others). */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-HRESULT CALLBACK EnumDeviceHook( GUID FAR* lpGuid, LPSTR lpDesc, LPSTR lpName, LPD3DDEVICEDESC lpD3DHWDesc, LPD3DDEVICEDESC lpD3DHELDesc, void *pVoid )
-{
- PMESAD3DHAL pHAL = (PMESAD3DHAL)pVoid;
- LPD3DDEVICEDESC pChoice = lpD3DHWDesc;
-
- DPF(( DBG_FUNC, "EnumDeviceHook();" ));
-
- /* Determine if which device description is valid. */
- if ( pChoice->dcmColorModel == 0 )
- pChoice = lpD3DHELDesc;
-
- /* Make sure we always have a GUID. */
- memcpy( &pHAL->guid, lpGuid, sizeof(GUID) );
-
- /* This controls whether we will except HW or not. */
- if ( pHAL->shared.bForceSW == TRUE )
- {
- return (pChoice == lpD3DHELDesc) ? D3DENUMRET_CANCEL : D3DENUMRET_OK;
- }
-
- /* Always try for hardware. */
- if ( pChoice == lpD3DHWDesc )
- {
- return D3DENUMRET_CANCEL;
- }
-
- return D3DENUMRET_OK;
-}
-/*===========================================================================*/
-/* This function will destroy any and all surfaces that this context has */
-/* allocated. If there is a clipper object then it will also be destoryed as*/
-/* it is part of the Primary Surface. */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-static void DestroyAllSurfaces( PMESAD3DHAL pHAL )
-{
- LONG refCount;
-
- DPF(( DBG_FUNC, "DestroyAllSurfaces();" ));
-
- DX_RESTORE( pHAL->lpDDSPrimary );
- DX_RESTORE( pHAL->lpDDSRender );
- DX_RESTORE( pHAL->lpDDSZbuffer);
-
- if ( pHAL->lpDDSRender )
- {
- pHAL->lpDDSRender->Unlock( NULL );
-
- /* If this isn't a Flipable surface then we must clean up the render. */
- if ( pHAL->shared.bFlipable == FALSE)
- {
- if ( pHAL->lpDDSZbuffer )
- {
- DPF(( DBG_CNTX_INFO, "Remove attached surfaces from RENDER" ));
- pHAL->lpDDSRender->DeleteAttachedSurface( 0, NULL );
- }
-
- DPF(( DBG_CNTX_INFO, "Release RENDER" ));
- refCount = pHAL->lpDDSRender->Release();
- pHAL->lpDDSRender = NULL;
- }
- }
-
- if ( pHAL->lpDDSZbuffer )
- {
- DPF(( DBG_CNTX_INFO, "Release ZBuffer" ));
- pHAL->lpDDSZbuffer->Unlock( NULL );
- refCount = pHAL->lpDDSZbuffer->Release();
- pHAL->lpDDSZbuffer = NULL;
- }
-
- if ( pHAL->lpClipper )
- {
- DPF(( DBG_CNTX_INFO, "Release Clipper" ));
- refCount = pHAL->lpClipper->Release();
- pHAL->lpClipper = NULL;
- }
-
- if ( pHAL->lpDDSPrimary )
- {
- pHAL->lpDDSPrimary->Unlock( NULL );
-
- DPF(( DBG_CNTX_INFO, "Release PRIMARY" ));
- refCount = pHAL->lpDDSPrimary->Release();
- pHAL->lpDDSPrimary = NULL;
- }
-}
-/*===========================================================================*/
-/* This function will destroy the current D3DDevice and any resources that */
-/* belong to it. */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-static void DestroyDevice( PMESAD3DHAL pHAL )
-{
- LONG refCount;
-
- DPF(( DBG_FUNC, "DestroyDevice();" ));
-
- /* Kill the D3D stuff if exists. */
- if ( pHAL->lpViewport )
- {
- DPF(( DBG_CNTX_INFO, "Delete Viewport" ));
- pHAL->lpD3DDevice->DeleteViewport( pHAL->lpViewport );
-
- DPF(( DBG_CNTX_INFO, "Release Viewport" ));
- refCount = pHAL->lpViewport->Release();
- pHAL->lpViewport = NULL;
- }
-
- if ( pHAL->lpD3DDevice != NULL )
- {
- DPF(( DBG_CNTX_INFO, "Release D3DDevice" ));
- refCount = pHAL->lpD3DDevice->EndScene();
- refCount = pHAL->lpD3DDevice->Release();
- pHAL->lpD3DDevice = NULL;
- }
-}
-/*===========================================================================*/
-/* This function will destroy the current D3DDevice and any resources that */
-/* belong to it. */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-static void DestroyInterfaces( PMESAD3DHAL pHAL )
-{
- LONG refCount;
-
- DPF(( DBG_FUNC, "DestroyInterfaces();" ));
-
- if ( pHAL->lpD3D3 != NULL )
- {
- DPF(( DBG_CNTX_INFO, "Release Direct3D3" ));
- refCount = pHAL->lpD3D3->Release();
- pHAL->lpD3D3 = NULL;
- }
-
- if ( pHAL->lpDD4 != NULL )
- {
- DPF(( DBG_CNTX_INFO, "Release DDraw4" ));
- refCount = pHAL->lpDD4->Release();
- pHAL->lpDD4 = NULL;
- }
-
- if ( pHAL->lpDD != NULL )
- {
- DPF(( DBG_CNTX_INFO, "Release DDraw" ));
- refCount = pHAL->lpDD->Release();
- pHAL->lpDD = NULL;
- }
-}
-/*===========================================================================*/
-/* This function will first send (not post) a message to the client window */
-/* that this context is using. The client will respond by unbinding itself */
-/* and binding the 'default' context. This allows the API to be supported */
-/* until the window can be destroyed. Finally we post the quit message to */
-/* the client in hopes to end the application. */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-void FatalShutDown( PMESAD3DHAL pHAL )
-{
- /* Whip this baby in too try and support the API until we die... */
- if ( pHAL )
- SendMessage( pHAL->shared.hwnd, UM_FATALSHUTDOWN, 0L, 0L );
-
- /* Close the client application down. */
- PostQuitMessage( 0 );
-}
-
+/*===========================================================================*/ +/* */ +/* Mesa-3.0 DirectX 6 Driver Build 5 */ +/* */ +/* By Leigh McRae */ +/* */ +/* http://www.altsoftware.com/ */ +/* */ +/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */ +/*===========================================================================*/ +#include "D3DHAL.h" +/*===========================================================================*/ +/* Local function prototypes. */ +/*===========================================================================*/ +static void DestroyAllSurfaces( PMESAD3DHAL pHAL ); +static void DestroyDevice( PMESAD3DHAL pHAL ); +static void DestroyInterfaces( PMESAD3DHAL pHAL ); + +HRESULT WINAPI EnumSurfacesHook( LPDIRECTDRAWSURFACE4 lpDDS, LPDDSURFACEDESC2 lpDDSDesc, LPVOID pVoid ); +HRESULT CALLBACK EnumZBufferHook( DDPIXELFORMAT* pddpf, VOID *pVoid ); +HRESULT CALLBACK EnumDeviceHook( GUID FAR* lpGuid, LPSTR lpDesc, LPSTR lpName, LPD3DDEVICEDESC lpD3DHWDesc, LPD3DDEVICEDESC lpD3DHELDesc, void *pVoid ); +/*===========================================================================*/ +/* Globals. */ +/*===========================================================================*/ +//char *errorMsg; +/*===========================================================================*/ +/* This function is responable for allocating the actual MESAD3DHAL struct. */ +/* Each Mesa context will have its own MESAD3DHAL struct so its like a mini */ +/* context to some extent. All one time allocations/operations get done here.*/ +/*===========================================================================*/ +/* RETURN: TRUE, FALSE. */ +/*===========================================================================*/ +extern "C" PMESAD3DSHARED InitHAL( HWND hwnd ) +{ + PMESAD3DHAL pHAL; + ULONG rc; + + DPF(( DBG_FUNC, "InitHAL();" )); + DPF(( DBG_CNTX_INFO, "hwnd: %d", hwnd )); + + /* Allocate the structure and zero it out. */ + pHAL = (PMESAD3DHAL)ALLOC( sizeof(MESAD3DHAL) ); + if ( pHAL == NULL ) + { + RIP( pHAL, "InitHAL->", "Memory Allocation" ); + return (PMESAD3DSHARED)NULL; + } + memset( pHAL, 0, sizeof(MESAD3DHAL) ); + + /* Get the texture manager going. */ + rc = InitTMgrHAL( pHAL ); + if ( rc == FALSE ) + { + RIP( pHAL, "InitTMgrHAL->", "Failed" ); + return (PMESAD3DSHARED)NULL; + } + + /* Fill in the window parameters if we can. */ + pHAL->shared.hwnd = hwnd; + + /* Parse the user's enviroment variables to generate a debug mask. */ + ReadDBGEnv(); + + return (PMESAD3DSHARED)pHAL; +} +/*===========================================================================*/ +/* This function will unload all the resources that the MESAD3DHAL struct */ +/* has bound to it. The actual structure itself will be freed. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +extern "C" void TermHAL( PMESAD3DSHARED pShared ) +{ + PMESAD3DHAL pHAL = (PMESAD3DHAL)pShared; + + DPF(( DBG_FUNC, "TermHAL();" )); + + /* Check for an empty wrapper structure. */ + if ( pHAL == NULL ) + return; + + /* Kill this texture manager. */ + TermTMgrHAL( pHAL ); + + /* Kill any DDraw stuff if exists. */ + DestroyDevice( pHAL ); + DestroyAllSurfaces( pHAL ); + DestroyInterfaces( pHAL ); + + FREE( pHAL ); +} +/*===========================================================================*/ +/* This function is used to init and resize the rendering surface as the two*/ +/* are almost the same. First the device and all the surfaces are destoryed */ +/* if they already exist. Next we create a OffScreen rendering surface and */ +/* save some pixelformat info to do color convertions. Next we start to take */ +/* care of getting the most out of the hardware. I use bHardware to determine*/ +/* the state of the device we found in the device enumeration. The enum proc*/ +/* will try for hardware first. I next use a bForceSW to make the enum proc */ +/* choose a software device. So I will try some combinations with HW first */ +/* until I feel I have to set the bForceSW and call this function again. If */ +/* this function is called with no width or height then use the internals. */ +/* NOTE: The worst case is that all will be in SW (RGBDevice) and really */ +/* I should forget the whole thing and fall back to a DDraw span type*/ +/* rendering but what is the point. This way I always know I have a */ +/* D3DDevice and that makes things easier. I do impliment the span */ +/* rendering function for stuff that I haven't done support for such */ +/* as points and lines. */ +/*===========================================================================*/ +/* RETURN: TRUE, FALSE */ +/*===========================================================================*/ +extern "C" BOOL CreateHAL( PMESAD3DSHARED pShared ) +{ + PMESAD3DHAL pHAL = (PMESAD3DHAL)pShared; + DDSURFACEDESC2 ddsd2; + D3DDEVICEDESC D3DSWDevDesc; + DDSCAPS2 ddscaps; + DWORD dwCoopFlags, + dwWidth, + dwHeight; + ULONG rc; + + DPF(( DBG_FUNC, "CreateHAL();" )); + +#define InitDDSD2(f) memset( &ddsd2, 0, sizeof(DDSURFACEDESC2) ); \ + ddsd2.dwSize = sizeof( DDSURFACEDESC2 ); \ + ddsd2.dwFlags = f; + + if ( pHAL == NULL ) + return FALSE; + + /* Use the internal rectangle struct. */ + dwWidth = pShared->rectW.right - pShared->rectW.left; + dwHeight = pShared->rectW.bottom - pShared->rectW.top; + + DPF(( DBG_CNTX_INFO, "Width: %d Height: %d", dwWidth, dwHeight )); + + /* The dimensions might still be the same so just leave. */ + if ( (dwWidth == pShared->dwWidth) && (dwHeight == pShared->dwHeight) ) + { + DPF(( DBG_CNTX_WARN, "Context size hasn't changed" )); + return TRUE; + } + + /* If one of the dimensions are zero then leave. WM_SIZE should get us back here. */ + if ( (dwWidth == 0) || (dwHeight == 0) ) + return TRUE; + + /* Save the renders dimensions. */ + pShared->dwWidth = dwWidth; + pShared->dwHeight = dwHeight; + + DPF(( DBG_CNTX_INFO, "Creating Context:\n cx:%d cy:%d", pShared->dwWidth, pShared->dwHeight )); + + /*=================================*/ + /* Create all required interfaces. */ + /*=================================*/ + + /* Kill any DDraw stuff if exists. */ + DestroyDevice( pHAL ); + DestroyAllSurfaces( pHAL ); + DestroyInterfaces( pHAL ); + + /* Create a instance of DDraw using the Primary display driver. */ + rc = DirectDrawCreate( NULL, &pHAL->lpDD, NULL ); + if( FAILED(rc) ) + { + RIP( pHAL, "DirectDrawCreate->", ErrorStringD3D(rc) ); + return FALSE; + } + + /* Get the DDraw4 interface. */ + rc = pHAL->lpDD->QueryInterface( IID_IDirectDraw4, (void **)&pHAL->lpDD4 ); + if( FAILED(rc) ) + { + RIP( pHAL, "QueryInterface (IID_IDirectDraw4) ->", ErrorStringD3D(rc) ); + return FALSE; + } + + /* Get the Direct3D3 interface. */ + rc = pHAL->lpDD4->QueryInterface( IID_IDirect3D3, (void **)&pHAL->lpD3D3 ); + if( FAILED(rc) ) + { + RIP( pHAL, "QueryInterface (IID_IDirect3D3) ->", ErrorStringD3D(rc) ); + return FALSE; + } + + /* Set the Cooperative level. NOTE: we need to know if we are FS at this point.*/ + dwCoopFlags = (pShared->bWindow == TRUE) ? DDSCL_NORMAL : (DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN); + rc = pHAL->lpDD4->SetCooperativeLevel( pShared->hwnd, dwCoopFlags ); + if ( FAILED(rc) ) + { + RIP( pHAL, "SetCooperativeLevel->", ErrorStringD3D(rc) ); + return FALSE; + } + + /*==================================================================*/ + /* Get the best device we can and note whether its hardware or not. */ + /*==================================================================*/ + pShared->bForceSW = FALSE; + pHAL->lpD3D3->EnumDevices( EnumDeviceHook, (void *)pHAL ); + pShared->bHardware = IsEqualIID( pHAL->guid, IID_IDirect3DHALDevice ); + DPF(( DBG_CNTX_INFO, "bHardware: %s", (pShared->bHardware) ? "TRUE" : "FALSE" )); + DPF(( DBG_CNTX_INFO, "bWindowed: %s", (pShared->bWindow) ? "TRUE" : "FALSE" )); + + /*========================================================================*/ + /* HARDWARE was found. */ + /*========================================================================*/ + if ( pShared->bHardware == TRUE ) + { + /*===================================*/ + /* HARDWARE -> Z-BUFFER. */ + /*===================================*/ + + /* Get a Z-Buffer pixelformat. */ + memset( &ddsd2, 0, sizeof(DDSURFACEDESC2) ); + ddsd2.dwSize = sizeof( DDSURFACEDESC2 ); + rc = pHAL->lpD3D3->EnumZBufferFormats( pHAL->guid, EnumZBufferHook, (VOID*)&ddsd2.ddpfPixelFormat ); + if ( FAILED(rc) ) + { + RIP( pHAL, "EnumZBufferFormatsl->", ErrorStringD3D(rc) ); + return FALSE; + } + + /* Setup our request structure for the Z-buffer surface. */ + ddsd2.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT | DDSD_PIXELFORMAT; + ddsd2.ddsCaps.dwCaps = DDSCAPS_ZBUFFER | DDSCAPS_VIDEOMEMORY; + ddsd2.dwWidth = dwWidth; + ddsd2.dwHeight = dwHeight; + rc = pHAL->lpDD4->CreateSurface( &ddsd2, &pHAL->lpDDSZbuffer, NULL ); + if ( !FAILED(rc) ) + { + DPF(( DBG_CNTX_INFO, "HW ZBuffer" )); + + /*===================================*/ + /* HARDWARE -> Z-BUFFER -> FLIPABLE */ + /*===================================*/ + if ( pShared->bWindow == FALSE ) + { + InitDDSD2( DDSD_CAPS | DDSD_BACKBUFFERCOUNT ); + ddsd2.dwBackBufferCount = 1; + ddsd2.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_3DDEVICE | DDSCAPS_FLIP | DDSCAPS_COMPLEX; + rc = pHAL->lpDD4->CreateSurface( &ddsd2, &pHAL->lpDDSPrimary, NULL ); + if ( FAILED(rc) ) + { + /* Make sure we try the next fall back. */ + DPF(( DBG_CNTX_WARN, "HW Flip/Complex not available" )); + pHAL->lpDDSPrimary = NULL; + } + else + { + /* Get the back buffer that was created. */ + ddscaps.dwCaps = DDSCAPS_BACKBUFFER; + rc = pHAL->lpDDSPrimary->GetAttachedSurface( &ddscaps, &pHAL->lpDDSRender ); + if ( FAILED(rc) ) + { + DPF(( DBG_CNTX_WARN, "GetAttachedSurface failed -> HW Flip/Complex" )); + + /* Make sure we try the next fall back. */ + pHAL->lpDDSPrimary->Release(); + pHAL->lpDDSPrimary = NULL; + } + else + { + /* I have had problems when a complex surface comes back */ + /* with the back buffer being created in SW. Not sure why */ + /* or how this is possable but I'm checking for it here. */ + memset( &ddsd2, 0, sizeof(DDSURFACEDESC2) ); + ddsd2.dwSize = sizeof( DDSURFACEDESC2 ); + DX_RESTORE( pHAL->lpDDSRender ); + rc = pHAL->lpDDSRender->GetSurfaceDesc( &ddsd2 ); + if ( FAILED(rc) ) + { + RIP( pHAL, "GetSurfaceDesc (RENDER) ->", ErrorStringD3D(rc) ); + return FALSE; + } + + /* If the surface is in VID then we are happy with are Flipable. */ + if ( ddsd2.ddsCaps.dwCaps & DDSCAPS_LOCALVIDMEM ) + { + pShared->bFlipable = TRUE; + DPF(( DBG_CNTX_INFO, "HW Flip/Complex!" )); + } + else + { + /* Kill this setup. */ + pHAL->lpDDSPrimary->Release(); + pHAL->lpDDSPrimary = NULL; + } + } + } + } + + /*===================================*/ + /* HARDWARE -> Z-BUFFER -> BLT */ + /*===================================*/ + if ( pHAL->lpDDSPrimary == NULL ) + { + pShared->bFlipable = FALSE; + + /* Create the Primary (front buffer). */ + InitDDSD2( DDSD_CAPS ); + ddsd2.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE; + rc = pHAL->lpDD4->CreateSurface( &ddsd2, &pHAL->lpDDSPrimary, NULL ); + if ( FAILED(rc) ) + { + /* This is an error as we should be able to do this at minimum. */ + RIP( pHAL, "CreateSurface (PRIMARY) ->", ErrorStringD3D(rc) ); + return FALSE; + } + + /* Create the Render (back buffer). */ + InitDDSD2( DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT ); + ddsd2.dwWidth = dwWidth; + ddsd2.dwHeight = dwHeight; + ddsd2.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN | DDSCAPS_3DDEVICE; + rc = pHAL->lpDD4->CreateSurface( &ddsd2, &pHAL->lpDDSRender, NULL ); + if ( FAILED(rc) ) + { + DPF(( DBG_CNTX_WARN, "Failed HW Offscreen surface" )); + + /* Make sure we try the next fall back. */ + pHAL->lpDDSPrimary->Release(); + pHAL->lpDDSPrimary = NULL; + } + else + { + /* Might as well check here too see if this surface is in */ + /* hardware. If nothing else just to be consistant. */ + memset( &ddsd2, 0, sizeof(DDSURFACEDESC2) ); + ddsd2.dwSize = sizeof( DDSURFACEDESC2 ); + DX_RESTORE( pHAL->lpDDSRender ); + rc = pHAL->lpDDSRender->GetSurfaceDesc( &ddsd2 ); + if ( FAILED(rc) ) + { + RIP( pHAL, "GetSurfaceDesc (RENDER) ->", ErrorStringD3D(rc) ); + return FALSE; + } + + /* If the surface is in VID then we are happy. */ + if ( ddsd2.ddsCaps.dwCaps & DDSCAPS_LOCALVIDMEM ) + { + /* Create a clipper object so that DDraw will be able to blt windows that */ + /* have been clipped by the screen or other windows. */ + pHAL->lpDD4->CreateClipper( 0, &pHAL->lpClipper, NULL ); + pHAL->lpClipper->SetHWnd( 0, pShared->hwnd ); + pHAL->lpDDSPrimary->SetClipper( pHAL->lpClipper ); + pHAL->lpClipper->Release(); + DPF(( DBG_CNTX_INFO, "HW RENDER surface" )); + } + else + { + /* Kill this setup. */ + pHAL->lpDDSRender->Release(); + pHAL->lpDDSRender = NULL; + pHAL->lpDDSPrimary->Release(); + pHAL->lpDDSPrimary = NULL; + } + } + } + + /*===================================*/ + /* Create D3DDEVICE -> HARDWARE. */ + /*===================================*/ + if ( pHAL->lpDDSZbuffer && pHAL->lpDDSPrimary && pHAL->lpDDSRender ) + { + DX_RESTORE( pHAL->lpDDSRender ); + DX_RESTORE( pHAL->lpDDSZbuffer ); + + rc = pHAL->lpDDSRender->AddAttachedSurface( pHAL->lpDDSZbuffer ); + if ( FAILED(rc) ) + { + RIP( pHAL, "AddAttachedSurface (ZBUFFER) ->", ErrorStringD3D(rc) ); + return FALSE; + } + + rc = pHAL->lpD3D3->CreateDevice( IID_IDirect3DHALDevice, pHAL->lpDDSRender, &pHAL->lpD3DDevice, NULL ); + if ( rc != D3D_OK ) + { + DPF(( DBG_CNTX_WARN, "Failed HW Device" )); + pHAL->lpD3DDevice = NULL; + } + else + { + DPF(( DBG_CNTX_INFO, "HW Device" )); + } + } + } + } + + /*========================================================================*/ + /* SOFTWARE fallback. */ + /*========================================================================*/ + if ( pHAL->lpD3DDevice == NULL ) + { + DPF(( DBG_CNTX_INFO, "SW fallback :(" )); + + /* Make sure we have no surfaces allocated. Just incase. */ + DestroyAllSurfaces( pHAL ); + + /* Get a software device. */ + pShared->bFlipable = FALSE; + pShared->bForceSW = TRUE; + pHAL->lpD3D3->EnumDevices( EnumDeviceHook, (void *)pHAL ); + pShared->bHardware = IsEqualIID( pHAL->guid, IID_IDirect3DHALDevice ); + + /*===================================*/ + /* SOFTWARE -> Z-BUFFER. */ + /*===================================*/ + + /*===================================*/ + /* SOFTWARE -> Z-BUFFER -> FLIPABLE */ + /*===================================*/ + if ( pShared->bWindow == FALSE ) + { + InitDDSD2( DDSD_CAPS | DDSD_BACKBUFFERCOUNT ); + ddsd2.dwBackBufferCount = 1; + ddsd2.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_3DDEVICE | DDSCAPS_FLIP | DDSCAPS_COMPLEX; + ddsd2.ddpfPixelFormat.dwSize = sizeof( DDPIXELFORMAT ); + ddsd2.ddpfPixelFormat.dwFlags = (DDPF_RGB | DDPF_ALPHAPIXELS); + rc = pHAL->lpDD4->CreateSurface( &ddsd2, &pHAL->lpDDSPrimary, NULL ); + if ( FAILED(rc) ) + { + DPF(( DBG_CNTX_WARN, "Failed SW Flip/Complex" )); + + /* Make sure we try the next fall back. */ + pHAL->lpDDSPrimary = NULL; + } + else + { + ddscaps.dwCaps = DDSCAPS_BACKBUFFER; + rc = pHAL->lpDDSPrimary->GetAttachedSurface( &ddscaps, &pHAL->lpDDSRender ); + if ( FAILED(rc) ) + { + /* Make sure we try the next fall back. */ + DPF(( DBG_CNTX_WARN, "GetAttachedSurface failed -> SW Flip/Complex" )); + pHAL->lpDDSPrimary->Release(); + pHAL->lpDDSPrimary = NULL; + } + else + { + DPF(( DBG_CNTX_INFO, "SW Flip/Complex" )); + pShared->bFlipable = TRUE; + } + } + } + + /*===================================*/ + /* SOFTWARE -> Z-BUFFER -> BLT */ + /*===================================*/ + if ( pHAL->lpDDSPrimary == NULL ) + { + /* Create the Primary (front buffer). */ + InitDDSD2( DDSD_CAPS ); + ddsd2.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE; + rc = pHAL->lpDD4->CreateSurface( &ddsd2, &pHAL->lpDDSPrimary, NULL ); + if ( FAILED(rc) ) + { + /* This is an error as we should be able to do this at minimum. */ + RIP( pHAL, "CreateSurface (PRIMARY) ->", ErrorStringD3D(rc) ); + return FALSE; + } + + /* Create the Render (back buffer). */ + InitDDSD2( DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT ); + ddsd2.dwWidth = dwWidth; + ddsd2.dwHeight = dwHeight; + ddsd2.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN | DDSCAPS_3DDEVICE; + ddsd2.ddpfPixelFormat.dwSize = sizeof( DDPIXELFORMAT ); + ddsd2.ddpfPixelFormat.dwFlags = (DDPF_RGB | DDPF_ALPHAPIXELS); + rc = pHAL->lpDD4->CreateSurface( &ddsd2, &pHAL->lpDDSRender, NULL ); + if ( FAILED(rc) ) + { + /* That was our last hope. */ + RIP( pHAL, "CreateSurface (RENDER) ->", ErrorStringD3D(rc) ); + return FALSE; + } + else + { + DPF(( DBG_CNTX_INFO, "SW RENDER surface" )); + + /* Create a clipper object so that DDraw will be able to blt windows that */ + /* have been clipped by the screen or other windows. */ + pHAL->lpDD4->CreateClipper( 0, &pHAL->lpClipper, NULL ); + pHAL->lpClipper->SetHWnd( 0, pShared->hwnd ); + pHAL->lpDDSPrimary->SetClipper( pHAL->lpClipper ); + pHAL->lpClipper->Release(); + } + } + + /*===================================*/ + /* Create D3DDEVICE -> SOFTWARE. */ + /*===================================*/ + if ( pHAL->lpDDSPrimary && pHAL->lpDDSRender ) + { + DX_RESTORE( pHAL->lpDDSRender ); + rc = pHAL->lpD3D3->CreateDevice( IID_IDirect3DRGBDevice, pHAL->lpDDSRender, &pHAL->lpD3DDevice, NULL ); + if ( rc != D3D_OK ) + { + /* That was our last hope. */ + RIP( pHAL, "CreateDevice (IID_IDirect3DRGBDevice) ->", ErrorStringD3D(rc) ); + return FALSE; + } + + DPF(( DBG_CNTX_INFO, "SW Device" )); + } + } + + /*==============================================================================*/ + /* Get a copy of the render pixelformat so that wgl.c can call GetPixelInfoD3D. */ + /*==============================================================================*/ + memset( &pHAL->ddpf, 0, sizeof(DDPIXELFORMAT) ); + pHAL->ddpf.dwSize = sizeof( DDPIXELFORMAT ); + rc = pHAL->lpDDSRender->GetPixelFormat( &pHAL->ddpf ); + if ( FAILED(rc) ) + { + RIP( pHAL, "GetPixelFormat ->", ErrorStringD3D(rc) ); + return FALSE; + } + DebugPixelFormat( "Using OFFSCREEN", &pHAL->ddpf ); + DebugPixelFormat( "Using ZBUFFER", &ddsd2.ddpfPixelFormat ); + + /* Get a copy of what the D3DDevice supports for later use. */ + memset( &D3DSWDevDesc, 0, sizeof(D3DDEVICEDESC) ); + memset( &pHAL->D3DHWDevDesc, 0, sizeof(D3DDEVICEDESC) ); + D3DSWDevDesc.dwSize = sizeof( D3DDEVICEDESC ); + pHAL->D3DHWDevDesc.dwSize = sizeof( D3DDEVICEDESC ); + rc = pHAL->lpD3DDevice->GetCaps( &pHAL->D3DHWDevDesc, &D3DSWDevDesc ); + if ( FAILED(rc) ) + { + RIP( pHAL, "GetCaps ->", ErrorStringD3D(rc) ); + return FALSE; + } + + /* Get a copy of the pixel convertion stuff for direct buffer access. */ + Solve8BitChannelPixelFormat( &pHAL->ddpf, &pShared->pixel ); + AlphaBlendTableHAL( pHAL ); + + /* We must prime the Begin/End scene for SwapBuffers to work. */ + rc = pHAL->lpD3DDevice->BeginScene(); + if ( FAILED(rc) ) + { + RIP( pHAL, "BeginScene ->", ErrorStringD3D(rc) ); + return FALSE; + } + +#undef InitDDSD2 + + return TRUE; +} +/*===========================================================================*/ +/* This function will make sure a viewport is created and set for the device*/ +/* in the supplied structure. If a rect is supplied then it will be used for*/ +/* the viewport otherwise the current setting in the strucute will be used. */ +/* Note that the rect is relative to the window. So left/top must be 0,0 to */ +/* use the whole window else there is scissoring going down. */ +/*===========================================================================*/ +/* RETURN: TRUE, FALSE. */ +/*===========================================================================*/ +extern "C" BOOL SetViewportHAL( PMESAD3DSHARED pShared, RECT *pRect, float minZ, float maxZ ) +{ + PMESAD3DHAL pHAL = (PMESAD3DHAL)pShared; + D3DVIEWPORT2 vdData; + ULONG rc; + POINT pt; + + DPF(( DBG_FUNC, "SetViewportHAL();" )); + + /* Make sure we have enough info. */ + if ( !pHAL || !pHAL->lpDDSPrimary || !pHAL->lpD3DDevice ) + { + DPF(( DBG_CNTX_WARN, "SetViewport() -> NULL Pointer" )); + return FALSE; + } + + /* TODO: this is just a temp fix to stop redundant changes. */ + if ( pRect && + (pShared->rectV.left == pRect->left) && + (pShared->rectV.right == pRect->right) && + (pShared->rectV.top == pRect->top) && + (pShared->rectV.bottom == pRect->bottom) ) + { + DPF(( DBG_CNTX_WARN, "Redundant viewport" )); + return TRUE; + } + + DPF(( DBG_CNTX_INFO, "Current Viewport:" )); + DPF(( DBG_CNTX_INFO, "x: %d y: %d", pShared->rectV.left, pShared->rectV.top )); + DPF(( DBG_CNTX_INFO, "cx: %d cy: %d", (pShared->rectV.right-pShared->rectV.left), (pShared->rectV.bottom-pShared->rectV.top) )); + DPF(( DBG_CNTX_INFO, "New Viewport:" )); + DPF(( DBG_CNTX_INFO, "x: %d y: %d", pRect->left, pRect->top )); + DPF(( DBG_CNTX_INFO, "cx: %d cy: %d", (pRect->right-pRect->left), (pRect->bottom-pRect->top) )); + + /* Update the current viewport rect if one is supplied. */ + if ( pRect ) + memcpy( &pShared->rectV, pRect, sizeof(RECT) ); + + /* Build the request structure. */ + memset( &vdData, 0, sizeof(D3DVIEWPORT2) ); + vdData.dwSize = sizeof(D3DVIEWPORT2); + vdData.dwX = pShared->rectV.left; + vdData.dwY = pShared->rectV.top; + vdData.dwWidth = (pShared->rectV.right - pShared->rectV.left); + vdData.dwHeight = (pShared->rectV.bottom - pShared->rectV.top); + + if ( !vdData.dwWidth || !vdData.dwHeight ) + { + GetClientRect( pShared->hwnd, &pShared->rectW ); + pt.x = pt.y = 0; + ClientToScreen( pShared->hwnd, &pt ); + OffsetRect( &pShared->rectW, pt.x, pt.y); + vdData.dwX = pShared->rectW.left; + vdData.dwY = pShared->rectW.top; + vdData.dwWidth = (pShared->rectW.right - pShared->rectW.left); + vdData.dwHeight = (pShared->rectW.bottom - pShared->rectW.top); + memcpy( &pShared->rectV, &pShared->rectW, sizeof(RECT) ); + } + + // The dvClipX, dvClipY, dvClipWidth, dvClipHeight, dvMinZ, + // and dvMaxZ members define the non-normalized post-perspective + // 3-D view volume which is visible to the viewer. In most cases, + // dvClipX is set to -1.0 and dvClipY is set to the inverse of + // the viewport's aspect ratio on the target surface, which can be + // calculated by dividing the dwHeight member by dwWidth. Similarly, + // the dvClipWidth member is typically 2.0 and dvClipHeight is set + // to twice the aspect ratio set in dwClipY. The dvMinZ and dvMaxZ + // are usually set to 0.0 and 1.0. + vdData.dvClipX = -1.0f; + vdData.dvClipWidth = 2.0f; + vdData.dvClipY = 1.0f; + vdData.dvClipHeight = 2.0f; + vdData.dvMaxZ = maxZ; + vdData.dvMinZ = minZ; + + DPF(( DBG_CNTX_INFO, "zMin: %f zMax: %f", minZ, maxZ )); + + /* I'm going to destroy the viewport everytime as when we size we will */ + /* have a new D3DDevice. As this area doesn't need to be fast... */ + if ( pHAL->lpViewport ) + { + DPF(( DBG_CNTX_INFO, "DeleteViewport" )); + + pHAL->lpD3DDevice->DeleteViewport( pHAL->lpViewport ); + rc = pHAL->lpViewport->Release(); + pHAL->lpViewport = NULL; + } + + rc = pHAL->lpD3D3->CreateViewport( &pHAL->lpViewport, NULL ); + if ( rc != D3D_OK ) + { + DPF(( DBG_CNTX_ERROR, "CreateViewport Failed" )); + return FALSE; + } + + /* Update the device with the new viewport. */ + pHAL->lpD3DDevice->AddViewport( pHAL->lpViewport ); + pHAL->lpViewport->SetViewport2( &vdData ); + pHAL->lpD3DDevice->SetCurrentViewport( pHAL->lpViewport ); + + return TRUE; +} +/*===========================================================================*/ +/* */ +/* */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +HRESULT WINAPI EnumSurfacesHook( LPDIRECTDRAWSURFACE4 lpDDS, LPDDSURFACEDESC2 lpDDSDesc, LPVOID pVoid ) +{ + DDSURFACEDESC2 *pddsd2 = (DDSURFACEDESC2 *)pVoid; + + DPF(( DBG_FUNC, "EnumSurfacesHook();" )); + + if ( (lpDDSDesc->ddpfPixelFormat.dwFlags == pddsd2->ddpfPixelFormat.dwFlags) && (lpDDSDesc->ddsCaps.dwCaps == pddsd2->ddsCaps.dwCaps) ) + { + /* Save the pixelformat now so that we know we have one. */ + memcpy( pddsd2, lpDDSDesc, sizeof(DDSURFACEDESC2) ); + + return D3DENUMRET_CANCEL; + } + + return D3DENUMRET_OK; +} +/*===========================================================================*/ +/* This is the callback proc to get a Z-Buffer. Thats it. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +HRESULT CALLBACK EnumZBufferHook( DDPIXELFORMAT* pddpf, VOID *pVoid ) +{ + DDPIXELFORMAT *pddpfChoice = (DDPIXELFORMAT *)pVoid; + + DPF(( DBG_FUNC, "EnumZBufferHook();" )); + + /* If this is ANY type of depth-buffer, stop. */ + if( pddpf->dwFlags == DDPF_ZBUFFER ) + { + /* Save the pixelformat now so that we know we have one. */ + memcpy( pddpfChoice, pddpf, sizeof(DDPIXELFORMAT) ); + + /* I feel if the hardware supports this low then lets use it. Could get ugly. */ + if( pddpf->dwZBufferBitDepth >= 8 ) + { + return D3DENUMRET_CANCEL; + } + } + + return D3DENUMRET_OK; +} +/*===========================================================================*/ +/* This function handles the callback for the D3DDevice enumeration. Good */ +/* god who's idea was this? The D3D wrapper has two variable related to what*/ +/* kind of device we want and have. First we have a Bool that is set if we */ +/* have allocated a HW device. We always look for the HW device first. The */ +/* other variable is used to force SW. If we have run into a case that we */ +/* want to fallback to SW then we set this. We will fallback if we cannot */ +/* texture in video memory (among others). */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +HRESULT CALLBACK EnumDeviceHook( GUID FAR* lpGuid, LPSTR lpDesc, LPSTR lpName, LPD3DDEVICEDESC lpD3DHWDesc, LPD3DDEVICEDESC lpD3DHELDesc, void *pVoid ) +{ + PMESAD3DHAL pHAL = (PMESAD3DHAL)pVoid; + LPD3DDEVICEDESC pChoice = lpD3DHWDesc; + + DPF(( DBG_FUNC, "EnumDeviceHook();" )); + + /* Determine if which device description is valid. */ + if ( pChoice->dcmColorModel == 0 ) + pChoice = lpD3DHELDesc; + + /* Make sure we always have a GUID. */ + memcpy( &pHAL->guid, lpGuid, sizeof(GUID) ); + + /* This controls whether we will except HW or not. */ + if ( pHAL->shared.bForceSW == TRUE ) + { + return (pChoice == lpD3DHELDesc) ? D3DENUMRET_CANCEL : D3DENUMRET_OK; + } + + /* Always try for hardware. */ + if ( pChoice == lpD3DHWDesc ) + { + return D3DENUMRET_CANCEL; + } + + return D3DENUMRET_OK; +} +/*===========================================================================*/ +/* This function will destroy any and all surfaces that this context has */ +/* allocated. If there is a clipper object then it will also be destoryed as*/ +/* it is part of the Primary Surface. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static void DestroyAllSurfaces( PMESAD3DHAL pHAL ) +{ + LONG refCount; + + DPF(( DBG_FUNC, "DestroyAllSurfaces();" )); + + DX_RESTORE( pHAL->lpDDSPrimary ); + DX_RESTORE( pHAL->lpDDSRender ); + DX_RESTORE( pHAL->lpDDSZbuffer); + + if ( pHAL->lpDDSRender ) + { + pHAL->lpDDSRender->Unlock( NULL ); + + /* If this isn't a Flipable surface then we must clean up the render. */ + if ( pHAL->shared.bFlipable == FALSE) + { + if ( pHAL->lpDDSZbuffer ) + { + DPF(( DBG_CNTX_INFO, "Remove attached surfaces from RENDER" )); + pHAL->lpDDSRender->DeleteAttachedSurface( 0, NULL ); + } + + DPF(( DBG_CNTX_INFO, "Release RENDER" )); + refCount = pHAL->lpDDSRender->Release(); + pHAL->lpDDSRender = NULL; + } + } + + if ( pHAL->lpDDSZbuffer ) + { + DPF(( DBG_CNTX_INFO, "Release ZBuffer" )); + pHAL->lpDDSZbuffer->Unlock( NULL ); + refCount = pHAL->lpDDSZbuffer->Release(); + pHAL->lpDDSZbuffer = NULL; + } + + if ( pHAL->lpClipper ) + { + DPF(( DBG_CNTX_INFO, "Release Clipper" )); + refCount = pHAL->lpClipper->Release(); + pHAL->lpClipper = NULL; + } + + if ( pHAL->lpDDSPrimary ) + { + pHAL->lpDDSPrimary->Unlock( NULL ); + + DPF(( DBG_CNTX_INFO, "Release PRIMARY" )); + refCount = pHAL->lpDDSPrimary->Release(); + pHAL->lpDDSPrimary = NULL; + } +} +/*===========================================================================*/ +/* This function will destroy the current D3DDevice and any resources that */ +/* belong to it. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static void DestroyDevice( PMESAD3DHAL pHAL ) +{ + LONG refCount; + + DPF(( DBG_FUNC, "DestroyDevice();" )); + + /* Kill the D3D stuff if exists. */ + if ( pHAL->lpViewport ) + { + DPF(( DBG_CNTX_INFO, "Delete Viewport" )); + pHAL->lpD3DDevice->DeleteViewport( pHAL->lpViewport ); + + DPF(( DBG_CNTX_INFO, "Release Viewport" )); + refCount = pHAL->lpViewport->Release(); + pHAL->lpViewport = NULL; + } + + if ( pHAL->lpD3DDevice != NULL ) + { + DPF(( DBG_CNTX_INFO, "Release D3DDevice" )); + refCount = pHAL->lpD3DDevice->EndScene(); + refCount = pHAL->lpD3DDevice->Release(); + pHAL->lpD3DDevice = NULL; + } +} +/*===========================================================================*/ +/* This function will destroy the current D3DDevice and any resources that */ +/* belong to it. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static void DestroyInterfaces( PMESAD3DHAL pHAL ) +{ + LONG refCount; + + DPF(( DBG_FUNC, "DestroyInterfaces();" )); + + if ( pHAL->lpD3D3 != NULL ) + { + DPF(( DBG_CNTX_INFO, "Release Direct3D3" )); + refCount = pHAL->lpD3D3->Release(); + pHAL->lpD3D3 = NULL; + } + + if ( pHAL->lpDD4 != NULL ) + { + DPF(( DBG_CNTX_INFO, "Release DDraw4" )); + refCount = pHAL->lpDD4->Release(); + pHAL->lpDD4 = NULL; + } + + if ( pHAL->lpDD != NULL ) + { + DPF(( DBG_CNTX_INFO, "Release DDraw" )); + refCount = pHAL->lpDD->Release(); + pHAL->lpDD = NULL; + } +} +/*===========================================================================*/ +/* This function will first send (not post) a message to the client window */ +/* that this context is using. The client will respond by unbinding itself */ +/* and binding the 'default' context. This allows the API to be supported */ +/* until the window can be destroyed. Finally we post the quit message to */ +/* the client in hopes to end the application. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +void FatalShutDown( PMESAD3DHAL pHAL ) +{ + /* Whip this baby in too try and support the API until we die... */ + if ( pHAL ) + SendMessage( pHAL->shared.hwnd, UM_FATALSHUTDOWN, 0L, 0L ); + + /* Close the client application down. */ + PostQuitMessage( 0 ); +} + |