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 | |
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')
-rw-r--r-- | src/mesa/drivers/allegro/amesa.c | 824 | ||||
-rw-r--r-- | src/mesa/drivers/allegro/direct.h | 378 | ||||
-rw-r--r-- | src/mesa/drivers/allegro/generic.h | 468 | ||||
-rw-r--r-- | src/mesa/drivers/d3d/D3DCAPS.CPP | 500 | ||||
-rw-r--r-- | src/mesa/drivers/d3d/D3DHAL.H | 136 | ||||
-rw-r--r-- | src/mesa/drivers/d3d/D3DInit.cpp | 1782 | ||||
-rw-r--r-- | src/mesa/drivers/d3d/D3DMESA.H | 166 | ||||
-rw-r--r-- | src/mesa/drivers/d3d/D3DRaster.cpp | 426 | ||||
-rw-r--r-- | src/mesa/drivers/d3d/D3DTEXT.CPP | 1152 | ||||
-rw-r--r-- | src/mesa/drivers/d3d/D3DTextureMgr.cpp | 1894 | ||||
-rw-r--r-- | src/mesa/drivers/d3d/D3DTextureMgr.h | 124 | ||||
-rw-r--r-- | src/mesa/drivers/d3d/D3DUTILS.CPP | 1276 | ||||
-rw-r--r-- | src/mesa/drivers/d3d/DDrawPROCS.c | 798 | ||||
-rw-r--r-- | src/mesa/drivers/d3d/DEBUG.C | 286 | ||||
-rw-r--r-- | src/mesa/drivers/d3d/DEBUG.H | 180 | ||||
-rw-r--r-- | src/mesa/drivers/d3d/DbgEnv.bat | 50 | ||||
-rw-r--r-- | src/mesa/drivers/d3d/MAKEFILE | 202 | ||||
-rw-r--r-- | src/mesa/drivers/d3d/OPENGL32.DEF | 884 | ||||
-rw-r--r-- | src/mesa/drivers/d3d/WGL.C | 2524 |
19 files changed, 7025 insertions, 7025 deletions
diff --git a/src/mesa/drivers/allegro/amesa.c b/src/mesa/drivers/allegro/amesa.c index 518211ccf4..c12d42148b 100644 --- a/src/mesa/drivers/allegro/amesa.c +++ b/src/mesa/drivers/allegro/amesa.c @@ -1,414 +1,414 @@ -/*
- * Mesa 3-D graphics library
- * Version: 3.0
- * Copyright (C) 1995-1998 Brian Paul
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the Free
- * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
- */
-
-#include <stdio.h>
-#include <stdlib.h>
-#include <allegro.h>
-#include "buffers.h"
-#include "context.h"
-#include "imports.h"
-#include "matrix.h"
+/* + * Mesa 3-D graphics library + * Version: 3.0 + * Copyright (C) 1995-1998 Brian Paul + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Library General Public + * License as published by the Free Software Foundation; either + * version 2 of the License, or (at your option) any later version. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Library General Public License for more details. + * + * You should have received a copy of the GNU Library General Public + * License along with this library; if not, write to the Free + * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. + */ + +#include <stdio.h> +#include <stdlib.h> +#include <allegro.h> +#include "buffers.h" +#include "context.h" +#include "imports.h" +#include "matrix.h" #include "mtypes.h" -#include "GL/amesa.h"
-
-
-struct amesa_visual
- {
- GLvisual *GLVisual; /* inherit from GLvisual */
- GLboolean DBFlag; /* double buffered? */
- GLuint Depth; /* bits per pixel ( >= 15 ) */
- };
-
-
-struct amesa_buffer
- {
- GLframebuffer *GLBuffer; /* inherit from GLframebuffer */
- GLuint Width, Height;
- BITMAP *Screen;
- BITMAP *Background;
- BITMAP *Active;
- };
-
-
-struct amesa_context
- {
- GLcontext *GLContext; /* inherit from GLcontext */
- AMesaVisual Visual;
- AMesaBuffer Buffer;
- GLuint ClearColor;
- GLuint CurrentColor;
- };
-
-
-static void setup_dd_pointers(GLcontext *ctx);
-
-
-/**********************************************************************/
-/***** drawing functions *****/
-/**********************************************************************/
-
-#define FLIP(context, y) (context->Buffer->Height - (y) - 1)
-
-#include "allegro/generic.h"
-#include "allegro/direct.h"
-
-
-/**********************************************************************/
-/***** 15-bit accelerated drawing funcs *****/
-/**********************************************************************/
-
-IMPLEMENT_WRITE_RGBA_SPAN(15, unsigned short)
-IMPLEMENT_WRITE_RGB_SPAN(15, unsigned short)
-IMPLEMENT_WRITE_MONO_RGBA_SPAN(15, unsigned short)
-IMPLEMENT_READ_RGBA_SPAN(15, unsigned short)
-IMPLEMENT_WRITE_RGBA_PIXELS(15, unsigned short)
-IMPLEMENT_WRITE_MONO_RGBA_PIXELS(15, unsigned short)
-IMPLEMENT_READ_RGBA_PIXELS(15, unsigned short)
-
-
-/**********************************************************************/
-/***** 16-bit accelerated drawing funcs *****/
-/**********************************************************************/
-
-IMPLEMENT_WRITE_RGBA_SPAN(16, unsigned short)
-IMPLEMENT_WRITE_RGB_SPAN(16, unsigned short)
-IMPLEMENT_WRITE_MONO_RGBA_SPAN(16, unsigned short)
-IMPLEMENT_READ_RGBA_SPAN(16, unsigned short)
-IMPLEMENT_WRITE_RGBA_PIXELS(16, unsigned short)
-IMPLEMENT_WRITE_MONO_RGBA_PIXELS(16, unsigned short)
-IMPLEMENT_READ_RGBA_PIXELS(16, unsigned short)
-
-
-/**********************************************************************/
-/***** 32-bit accelerated drawing funcs *****/
-/**********************************************************************/
-
-IMPLEMENT_WRITE_RGBA_SPAN(32, unsigned long)
-IMPLEMENT_WRITE_RGB_SPAN(32, unsigned long)
-IMPLEMENT_WRITE_MONO_RGBA_SPAN(32, unsigned long)
-IMPLEMENT_READ_RGBA_SPAN(32, unsigned long)
-IMPLEMENT_WRITE_RGBA_PIXELS(32, unsigned long)
-IMPLEMENT_WRITE_MONO_RGBA_PIXELS(32, unsigned long)
-IMPLEMENT_READ_RGBA_PIXELS(32, unsigned long)
-
-
-/**********************************************************************/
-/***** Miscellaneous device driver funcs *****/
-/**********************************************************************/
-
-static GLboolean set_buffer(GLcontext *ctx, GLframebuffer *buffer, GLuint bit)
- {
- AMesaContext context = (AMesaContext)(ctx->DriverCtx);
- GLboolean ok = GL_TRUE;
-
- if (bit == DD_FRONT_LEFT_BIT)
- context->Buffer->Active = context->Buffer->Screen;
-
- else if (bit == DD_BACK_LEFT)
- {
- if (context->Buffer->Background)
- context->Buffer->Active = context->Buffer->Background;
- else
- ok = GL_FALSE;
- }
-
- else
- ok = GL_FALSE;
-
- return ok;
- }
-
-
-static void get_buffer_size(GLcontext *ctx, GLuint *width, GLuint *height)
- {
- AMesaContext context = (AMesaContext)(ctx->DriverCtx);
-
- *width = context->Buffer->Width;
- *height = context->Buffer->Height;
- }
-
-
-/**
- * We only implement this function as a mechanism to check if the
- * framebuffer size has changed (and update corresponding state).
- */
-static void viewport(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
-{
- /* poll for window size change and realloc software Z/stencil/etc if needed */
- GLuint newWidth, newHeight;
- GLframebuffer *buffer = ctx->WinSysDrawBuffer;
- get_buffer_size( &newWidth, &newHeight );
- if (buffer->Width != newWidth || buffer->Height != newHeight) {
- _mesa_resize_framebuffer(ctx, buffer, newWidth, newHeight );
- }
-
-}
-
-
-/**********************************************************************/
-/**********************************************************************/
-
-static void setup_dd_pointers(GLcontext *ctx)
- {
- AMesaContext context = (AMesaContext)(ctx->DriverCtx);
-
- /* Initialize all the pointers in the driver struct. Do this whenever */
- /* a new context is made current or we change buffers via set_buffer! */
-
- ctx->Driver.UpdateState = setup_dd_pointers;
- ctx->Driver.SetBuffer = set_buffer;
- ctx->Driver.GetBufferSize = get_buffer_size;
- ctx->Driver.Viewport = viewport;
-
- ctx->Driver.Color = set_color_generic;
- ctx->Driver.ClearColor = clear_color_generic;
- ctx->Driver.Clear = clear_generic;
- ctx->Driver.WriteRGBASpan = write_rgba_span_generic;
- ctx->Driver.WriteRGBSpan = write_rgb_span_generic;
- ctx->Driver.WriteMonoRGBASpan = write_mono_rgba_span_generic;
- ctx->Driver.WriteRGBAPixels = write_rgba_pixels_generic;
- ctx->Driver.WriteMonoRGBAPixels = write_mono_rgba_pixels_generic;
- ctx->Driver.ReadRGBASpan = read_rgba_span_generic;
- ctx->Driver.ReadRGBAPixels = read_rgba_pixels_generic;
-
- if (context->Buffer->Active != screen)
- {
- switch (context->Visual->Depth)
- {
- case 15:
- ctx->Driver.WriteRGBASpan = write_rgba_span_15;
- ctx->Driver.WriteRGBSpan = write_rgb_span_15;
- ctx->Driver.WriteMonoRGBASpan = write_mono_rgba_span_15;
- ctx->Driver.WriteRGBAPixels = write_rgba_pixels_15;
- ctx->Driver.WriteMonoRGBAPixels = write_mono_rgba_pixels_15;
- ctx->Driver.ReadRGBASpan = read_rgba_span_15;
- ctx->Driver.ReadRGBAPixels = read_rgba_pixels_15;
- break;
-
- case 16:
- ctx->Driver.WriteRGBASpan = write_rgba_span_16;
- ctx->Driver.WriteRGBSpan = write_rgb_span_16;
- ctx->Driver.WriteMonoRGBASpan = write_mono_rgba_span_16;
- ctx->Driver.WriteRGBAPixels = write_rgba_pixels_16;
- ctx->Driver.WriteMonoRGBAPixels = write_mono_rgba_pixels_16;
- ctx->Driver.ReadRGBASpan = read_rgba_span_16;
- ctx->Driver.ReadRGBAPixels = read_rgba_pixels_16;
- break;
-
- case 32:
- ctx->Driver.WriteRGBASpan = write_rgba_span_32;
- ctx->Driver.WriteRGBSpan = write_rgb_span_32;
- ctx->Driver.WriteMonoRGBASpan = write_mono_rgba_span_32;
- ctx->Driver.WriteRGBAPixels = write_rgba_pixels_32;
- ctx->Driver.WriteMonoRGBAPixels = write_mono_rgba_pixels_32;
- ctx->Driver.ReadRGBASpan = read_rgba_span_32;
- ctx->Driver.ReadRGBAPixels = read_rgba_pixels_32;
- break;
- }
- }
- }
-
-
-/**********************************************************************/
-/***** AMesa Public API Functions *****/
-/**********************************************************************/
-
-
-AMesaVisual AMesaCreateVisual(GLboolean dbFlag, GLint depth,
- GLint depthSize, GLint stencilSize, GLint accumSize)
- {
- AMesaVisual visual;
- GLbyte redBits, greenBits, blueBits;
-
- visual = (AMesaVisual)calloc(1, sizeof(struct amesa_visual));
- if (!visual)
- return NULL;
-
- switch (depth)
- {
- case 15:
- redBits = 5;
- greenBits = 5;
- blueBits = 5;
- break;
-
- case 16:
- redBits = 5;
- greenBits = 6;
- blueBits = 5;
- break;
-
- case 24: case 32:
- redBits = 8;
- greenBits = 8;
- blueBits = 8;
- break;
-
- default:
- free(visual);
- return NULL;
- }
-
- visual->DBFlag = dbFlag;
- visual->Depth = depth;
- visual->GLVisual = _mesa_create_visual(GL_TRUE, /* rgb mode */
- dbFlag, /* db_flag */
- GL_FALSE, /* stereo */
- redBits, greenBits, blueBits, 8,
- 0, /* index bits */
- depthSize, /* depth bits */
- stencilSize,/* stencil bits */
- accumSize, /* accum bits */
- accumSize, /* accum bits */
- accumSize, /* accum bits */
- accumSize, /* accum bits */
- 1 );
- if (!visual->GLVisual)
- {
- free(visual);
- return NULL;
- }
-
- return visual;
- }
-
-
-void AMesaDestroyVisual(AMesaVisual visual)
- {
- _mesa_destroy_visual(visual->GLVisual);
- free(visual);
- }
-
-
-AMesaBuffer AMesaCreateBuffer(AMesaVisual visual,
- GLint width, GLint height)
- {
- AMesaBuffer buffer;
-
- buffer = (AMesaBuffer)calloc(1, sizeof(struct amesa_buffer));
- if (!buffer)
- return NULL;
-
- buffer->Screen = NULL;
- buffer->Background = NULL;
- buffer->Active = NULL;
- buffer->Width = width;
- buffer->Height = height;
-
- if (visual->DBFlag)
- {
- buffer->Background = create_bitmap_ex(visual->Depth, width, height);
- if (!buffer->Background)
- {
- free(buffer);
- return NULL;
- }
- }
-
- buffer->GLBuffer = _mesa_create_framebuffer(visual->GLVisual);
- if (!buffer->GLBuffer)
- {
- if (buffer->Background) destroy_bitmap(buffer->Background);
- free(buffer);
- return NULL;
- }
-
- return buffer;
- }
-
-
-void AMesaDestroyBuffer(AMesaBuffer buffer)
-{
- if (buffer->Screen) destroy_bitmap(buffer->Screen);
- if (buffer->Background) destroy_bitmap(buffer->Background);
- _mesa_unreference_framebuffer(&buffer->GLBuffer);
- free(buffer);
-}
-
-
-AMesaContext AMesaCreateContext(AMesaVisual visual,
- AMesaContext share)
-{
- AMesaContext context;
- GLboolean direct = GL_FALSE;
-
- context = (AMesaContext)calloc(1, sizeof(struct amesa_context));
- if (!context)
- return NULL;
-
- context->Visual = visual;
- context->Buffer = NULL;
- context->ClearColor = 0;
- context->CurrentColor = 0;
- context->GLContext = _mesa_create_context(visual->GLVisual,
- share ? share->GLContext : NULL,
- (void *) context, GL_FALSE );
- if (!context->GLContext)
- {
- free(context);
- return NULL;
- }
-
- return context;
-}
-
-
-void AMesaDestroyContext(AMesaContext context)
-{
- _mesa_destroy_context(context->GLContext);
- free(context);
-}
-
-
-GLboolean AMesaMakeCurrent(AMesaContext context, AMesaBuffer buffer)
-{
- if (context && buffer) {
- set_color_depth(context->Visual->Depth);
- if (set_gfx_mode(GFX_AUTODETECT, buffer->Width, buffer->Height, 0, 0) != 0)
- return GL_FALSE;
-
- context->Buffer = buffer;
- buffer->Screen = screen;
- buffer->Active = buffer->Background ? buffer->Background : screen;
-
- setup_dd_pointers(context->GLContext);
- _mesa_make_current(context->GLContext, buffer->GLBuffer);
- }
- else {
+#include "GL/amesa.h" + + +struct amesa_visual + { + GLvisual *GLVisual; /* inherit from GLvisual */ + GLboolean DBFlag; /* double buffered? */ + GLuint Depth; /* bits per pixel ( >= 15 ) */ + }; + + +struct amesa_buffer + { + GLframebuffer *GLBuffer; /* inherit from GLframebuffer */ + GLuint Width, Height; + BITMAP *Screen; + BITMAP *Background; + BITMAP *Active; + }; + + +struct amesa_context + { + GLcontext *GLContext; /* inherit from GLcontext */ + AMesaVisual Visual; + AMesaBuffer Buffer; + GLuint ClearColor; + GLuint CurrentColor; + }; + + +static void setup_dd_pointers(GLcontext *ctx); + + +/**********************************************************************/ +/***** drawing functions *****/ +/**********************************************************************/ + +#define FLIP(context, y) (context->Buffer->Height - (y) - 1) + +#include "allegro/generic.h" +#include "allegro/direct.h" + + +/**********************************************************************/ +/***** 15-bit accelerated drawing funcs *****/ +/**********************************************************************/ + +IMPLEMENT_WRITE_RGBA_SPAN(15, unsigned short) +IMPLEMENT_WRITE_RGB_SPAN(15, unsigned short) +IMPLEMENT_WRITE_MONO_RGBA_SPAN(15, unsigned short) +IMPLEMENT_READ_RGBA_SPAN(15, unsigned short) +IMPLEMENT_WRITE_RGBA_PIXELS(15, unsigned short) +IMPLEMENT_WRITE_MONO_RGBA_PIXELS(15, unsigned short) +IMPLEMENT_READ_RGBA_PIXELS(15, unsigned short) + + +/**********************************************************************/ +/***** 16-bit accelerated drawing funcs *****/ +/**********************************************************************/ + +IMPLEMENT_WRITE_RGBA_SPAN(16, unsigned short) +IMPLEMENT_WRITE_RGB_SPAN(16, unsigned short) +IMPLEMENT_WRITE_MONO_RGBA_SPAN(16, unsigned short) +IMPLEMENT_READ_RGBA_SPAN(16, unsigned short) +IMPLEMENT_WRITE_RGBA_PIXELS(16, unsigned short) +IMPLEMENT_WRITE_MONO_RGBA_PIXELS(16, unsigned short) +IMPLEMENT_READ_RGBA_PIXELS(16, unsigned short) + + +/**********************************************************************/ +/***** 32-bit accelerated drawing funcs *****/ +/**********************************************************************/ + +IMPLEMENT_WRITE_RGBA_SPAN(32, unsigned long) +IMPLEMENT_WRITE_RGB_SPAN(32, unsigned long) +IMPLEMENT_WRITE_MONO_RGBA_SPAN(32, unsigned long) +IMPLEMENT_READ_RGBA_SPAN(32, unsigned long) +IMPLEMENT_WRITE_RGBA_PIXELS(32, unsigned long) +IMPLEMENT_WRITE_MONO_RGBA_PIXELS(32, unsigned long) +IMPLEMENT_READ_RGBA_PIXELS(32, unsigned long) + + +/**********************************************************************/ +/***** Miscellaneous device driver funcs *****/ +/**********************************************************************/ + +static GLboolean set_buffer(GLcontext *ctx, GLframebuffer *buffer, GLuint bit) + { + AMesaContext context = (AMesaContext)(ctx->DriverCtx); + GLboolean ok = GL_TRUE; + + if (bit == DD_FRONT_LEFT_BIT) + context->Buffer->Active = context->Buffer->Screen; + + else if (bit == DD_BACK_LEFT) + { + if (context->Buffer->Background) + context->Buffer->Active = context->Buffer->Background; + else + ok = GL_FALSE; + } + + else + ok = GL_FALSE; + + return ok; + } + + +static void get_buffer_size(GLcontext *ctx, GLuint *width, GLuint *height) + { + AMesaContext context = (AMesaContext)(ctx->DriverCtx); + + *width = context->Buffer->Width; + *height = context->Buffer->Height; + } + + +/** + * We only implement this function as a mechanism to check if the + * framebuffer size has changed (and update corresponding state). + */ +static void viewport(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h) +{ + /* poll for window size change and realloc software Z/stencil/etc if needed */ + GLuint newWidth, newHeight; + GLframebuffer *buffer = ctx->WinSysDrawBuffer; + get_buffer_size( &newWidth, &newHeight ); + if (buffer->Width != newWidth || buffer->Height != newHeight) { + _mesa_resize_framebuffer(ctx, buffer, newWidth, newHeight ); + } + +} + + +/**********************************************************************/ +/**********************************************************************/ + +static void setup_dd_pointers(GLcontext *ctx) + { + AMesaContext context = (AMesaContext)(ctx->DriverCtx); + + /* Initialize all the pointers in the driver struct. Do this whenever */ + /* a new context is made current or we change buffers via set_buffer! */ + + ctx->Driver.UpdateState = setup_dd_pointers; + ctx->Driver.SetBuffer = set_buffer; + ctx->Driver.GetBufferSize = get_buffer_size; + ctx->Driver.Viewport = viewport; + + ctx->Driver.Color = set_color_generic; + ctx->Driver.ClearColor = clear_color_generic; + ctx->Driver.Clear = clear_generic; + ctx->Driver.WriteRGBASpan = write_rgba_span_generic; + ctx->Driver.WriteRGBSpan = write_rgb_span_generic; + ctx->Driver.WriteMonoRGBASpan = write_mono_rgba_span_generic; + ctx->Driver.WriteRGBAPixels = write_rgba_pixels_generic; + ctx->Driver.WriteMonoRGBAPixels = write_mono_rgba_pixels_generic; + ctx->Driver.ReadRGBASpan = read_rgba_span_generic; + ctx->Driver.ReadRGBAPixels = read_rgba_pixels_generic; + + if (context->Buffer->Active != screen) + { + switch (context->Visual->Depth) + { + case 15: + ctx->Driver.WriteRGBASpan = write_rgba_span_15; + ctx->Driver.WriteRGBSpan = write_rgb_span_15; + ctx->Driver.WriteMonoRGBASpan = write_mono_rgba_span_15; + ctx->Driver.WriteRGBAPixels = write_rgba_pixels_15; + ctx->Driver.WriteMonoRGBAPixels = write_mono_rgba_pixels_15; + ctx->Driver.ReadRGBASpan = read_rgba_span_15; + ctx->Driver.ReadRGBAPixels = read_rgba_pixels_15; + break; + + case 16: + ctx->Driver.WriteRGBASpan = write_rgba_span_16; + ctx->Driver.WriteRGBSpan = write_rgb_span_16; + ctx->Driver.WriteMonoRGBASpan = write_mono_rgba_span_16; + ctx->Driver.WriteRGBAPixels = write_rgba_pixels_16; + ctx->Driver.WriteMonoRGBAPixels = write_mono_rgba_pixels_16; + ctx->Driver.ReadRGBASpan = read_rgba_span_16; + ctx->Driver.ReadRGBAPixels = read_rgba_pixels_16; + break; + + case 32: + ctx->Driver.WriteRGBASpan = write_rgba_span_32; + ctx->Driver.WriteRGBSpan = write_rgb_span_32; + ctx->Driver.WriteMonoRGBASpan = write_mono_rgba_span_32; + ctx->Driver.WriteRGBAPixels = write_rgba_pixels_32; + ctx->Driver.WriteMonoRGBAPixels = write_mono_rgba_pixels_32; + ctx->Driver.ReadRGBASpan = read_rgba_span_32; + ctx->Driver.ReadRGBAPixels = read_rgba_pixels_32; + break; + } + } + } + + +/**********************************************************************/ +/***** AMesa Public API Functions *****/ +/**********************************************************************/ + + +AMesaVisual AMesaCreateVisual(GLboolean dbFlag, GLint depth, + GLint depthSize, GLint stencilSize, GLint accumSize) + { + AMesaVisual visual; + GLbyte redBits, greenBits, blueBits; + + visual = (AMesaVisual)calloc(1, sizeof(struct amesa_visual)); + if (!visual) + return NULL; + + switch (depth) + { + case 15: + redBits = 5; + greenBits = 5; + blueBits = 5; + break; + + case 16: + redBits = 5; + greenBits = 6; + blueBits = 5; + break; + + case 24: case 32: + redBits = 8; + greenBits = 8; + blueBits = 8; + break; + + default: + free(visual); + return NULL; + } + + visual->DBFlag = dbFlag; + visual->Depth = depth; + visual->GLVisual = _mesa_create_visual(GL_TRUE, /* rgb mode */ + dbFlag, /* db_flag */ + GL_FALSE, /* stereo */ + redBits, greenBits, blueBits, 8, + 0, /* index bits */ + depthSize, /* depth bits */ + stencilSize,/* stencil bits */ + accumSize, /* accum bits */ + accumSize, /* accum bits */ + accumSize, /* accum bits */ + accumSize, /* accum bits */ + 1 ); + if (!visual->GLVisual) + { + free(visual); + return NULL; + } + + return visual; + } + + +void AMesaDestroyVisual(AMesaVisual visual) + { + _mesa_destroy_visual(visual->GLVisual); + free(visual); + } + + +AMesaBuffer AMesaCreateBuffer(AMesaVisual visual, + GLint width, GLint height) + { + AMesaBuffer buffer; + + buffer = (AMesaBuffer)calloc(1, sizeof(struct amesa_buffer)); + if (!buffer) + return NULL; + + buffer->Screen = NULL; + buffer->Background = NULL; + buffer->Active = NULL; + buffer->Width = width; + buffer->Height = height; + + if (visual->DBFlag) + { + buffer->Background = create_bitmap_ex(visual->Depth, width, height); + if (!buffer->Background) + { + free(buffer); + return NULL; + } + } + + buffer->GLBuffer = _mesa_create_framebuffer(visual->GLVisual); + if (!buffer->GLBuffer) + { + if (buffer->Background) destroy_bitmap(buffer->Background); + free(buffer); + return NULL; + } + + return buffer; + } + + +void AMesaDestroyBuffer(AMesaBuffer buffer) +{ + if (buffer->Screen) destroy_bitmap(buffer->Screen); + if (buffer->Background) destroy_bitmap(buffer->Background); + _mesa_unreference_framebuffer(&buffer->GLBuffer); + free(buffer); +} + + +AMesaContext AMesaCreateContext(AMesaVisual visual, + AMesaContext share) +{ + AMesaContext context; + GLboolean direct = GL_FALSE; + + context = (AMesaContext)calloc(1, sizeof(struct amesa_context)); + if (!context) + return NULL; + + context->Visual = visual; + context->Buffer = NULL; + context->ClearColor = 0; + context->CurrentColor = 0; + context->GLContext = _mesa_create_context(visual->GLVisual, + share ? share->GLContext : NULL, + (void *) context, GL_FALSE ); + if (!context->GLContext) + { + free(context); + return NULL; + } + + return context; +} + + +void AMesaDestroyContext(AMesaContext context) +{ + _mesa_destroy_context(context->GLContext); + free(context); +} + + +GLboolean AMesaMakeCurrent(AMesaContext context, AMesaBuffer buffer) +{ + if (context && buffer) { + set_color_depth(context->Visual->Depth); + if (set_gfx_mode(GFX_AUTODETECT, buffer->Width, buffer->Height, 0, 0) != 0) + return GL_FALSE; + + context->Buffer = buffer; + buffer->Screen = screen; + buffer->Active = buffer->Background ? buffer->Background : screen; + + setup_dd_pointers(context->GLContext); + _mesa_make_current(context->GLContext, buffer->GLBuffer); + } + else { /* XXX I don't think you want to destroy anything here! */ - destroy_bitmap(context->Buffer->Screen);
- context->Buffer->Screen = NULL;
- context->Buffer->Active = NULL;
- context->Buffer = NULL;
- _mesa_make_current(NULL, NULL);
- }
-
- return GL_TRUE;
-}
-
-
-void AMesaSwapBuffers(AMesaBuffer buffer)
-{
- if (buffer->Background) {
- blit(buffer->Background, buffer->Screen,
- 0, 0, 0, 0,
- buffer->Width, buffer->Height);
- }
-}
+ destroy_bitmap(context->Buffer->Screen); + context->Buffer->Screen = NULL; + context->Buffer->Active = NULL; + context->Buffer = NULL; + _mesa_make_current(NULL, NULL); + } + + return GL_TRUE; +} + + +void AMesaSwapBuffers(AMesaBuffer buffer) +{ + if (buffer->Background) { + blit(buffer->Background, buffer->Screen, + 0, 0, 0, 0, + buffer->Width, buffer->Height); + } +} diff --git a/src/mesa/drivers/allegro/direct.h b/src/mesa/drivers/allegro/direct.h index 3998fc19d7..bd8b5eb49d 100644 --- a/src/mesa/drivers/allegro/direct.h +++ b/src/mesa/drivers/allegro/direct.h @@ -1,189 +1,189 @@ -/*
- * Mesa 3-D graphics library
- * Version: 3.0
- * Copyright (C) 1995-1998 Brian Paul
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the Free
- * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
- */
-
-
-#define DESTINATION(BMP, X, Y, TYPE) \
- ({ \
- BITMAP *_bmp = BMP; \
- \
- (TYPE*)(_bmp->line[_bmp->h - (Y) - 1]) + (X); \
- })
-
-
-#define IMPLEMENT_WRITE_RGBA_SPAN(DEPTH, TYPE) \
-static void write_rgba_span_##DEPTH (const GLcontext *ctx, \
- GLuint n, GLint x, GLint y, \
- const GLubyte rgba[][4], \
- const GLubyte mask[]) \
- { \
- AMesaContext context = (AMesaContext)(ctx->DriverCtx); \
- TYPE *d = DESTINATION(context->Buffer->Active, x, y, TYPE); \
- \
- if (mask) \
- { \
- while (n--) \
- { \
- if (mask[0]) d[0] = makecol##DEPTH(rgba[0][RCOMP], rgba[0][GCOMP], rgba[0][BCOMP]); \
- d++; rgba++; mask++; \
- } \
- } \
- else \
- { \
- while (n--) \
- { \
- d[0] = makecol##DEPTH(rgba[0][RCOMP], rgba[0][GCOMP], rgba[0][BCOMP]); \
- d++; rgba++; \
- } \
- } \
- }
-
-
-#define IMPLEMENT_WRITE_RGB_SPAN(DEPTH, TYPE) \
-static void write_rgb_span_##DEPTH (const GLcontext *ctx, \
- GLuint n, GLint x, GLint y, \
- const GLubyte rgb[][3], \
- const GLubyte mask[]) \
- { \
- AMesaContext context = (AMesaContext)(ctx->DriverCtx); \
- TYPE *d = DESTINATION(context->Buffer->Active, x, y, TYPE); \
- \
- if (mask) \
- { \
- while (n--) \
- { \
- if (mask[0]) d[0] = makecol##DEPTH(rgb[0][RCOMP], rgb[0][GCOMP], rgb[0][BCOMP]); \
- d++; rgb++; mask++; \
- } \
- } \
- else \
- { \
- while (n--) \
- { \
- d[0] = makecol##DEPTH(rgb[0][RCOMP], rgb[0][GCOMP], rgb[0][BCOMP]); \
- d++; rgb++; \
- } \
- } \
- }
-
-
-#define IMPLEMENT_WRITE_MONO_RGBA_SPAN(DEPTH, TYPE) \
-static void write_mono_rgba_span_##DEPTH (const GLcontext *ctx, \
- GLuint n, GLint x, GLint y, \
- const GLubyte mask[]) \
- { \
- AMesaContext context = (AMesaContext)(ctx->DriverCtx); \
- TYPE color = context->CurrentColor; \
- TYPE *d = DESTINATION(context->Buffer->Active, x, y, TYPE); \
- \
- while (n--) \
- { \
- if (mask[0]) d[0] = color; \
- d++; mask++; \
- } \
- }
-
-
-#define IMPLEMENT_READ_RGBA_SPAN(DEPTH, TYPE) \
-static void read_rgba_span_##DEPTH (const GLcontext *ctx, \
- GLuint n, GLint x, GLint y, \
- GLubyte rgba[][4]) \
- { \
- AMesaContext context = (AMesaContext)(ctx->DriverCtx); \
- BITMAP *bmp = context->Buffer->Active; \
- TYPE *d = DESTINATION(bmp, x, y, TYPE); \
- \
- while (n--) \
- { \
- rgba[0][RCOMP] = getr##DEPTH(d[0]); \
- rgba[0][GCOMP] = getg##DEPTH(d[0]); \
- rgba[0][BCOMP] = getb##DEPTH(d[0]); \
- rgba[0][ACOMP] = 255; \
- \
- d++; rgba++; \
- } \
- }
-
-
-#define IMPLEMENT_WRITE_RGBA_PIXELS(DEPTH, TYPE) \
-static void write_rgba_pixels_##DEPTH (const GLcontext *ctx, \
- GLuint n, \
- const GLint x[], \
- const GLint y[], \
- const GLubyte rgba[][4], \
- const GLubyte mask[]) \
- { \
- AMesaContext context = (AMesaContext)(ctx->DriverCtx); \
- BITMAP *bmp = context->Buffer->Active; \
- \
- while (n--) \
- { \
- if (mask[0]) *DESTINATION(bmp, x[0], y[0], TYPE) = makecol##DEPTH(rgba[0][RCOMP], rgba[0][GCOMP], rgba[0][BCOMP]); \
- rgba++; x++; y++; mask++; \
- } \
- }
-
-
-
-#define IMPLEMENT_WRITE_MONO_RGBA_PIXELS(DEPTH, TYPE) \
-static void write_mono_rgba_pixels_##DEPTH (const GLcontext *ctx, \
- GLuint n, \
- const GLint x[], \
- const GLint y[], \
- const GLubyte mask[]) \
- { \
- AMesaContext context = (AMesaContext)(ctx->DriverCtx); \
- TYPE color = context->CurrentColor; \
- BITMAP *bmp = context->Buffer->Active; \
- \
- while (n--) \
- { \
- if (mask[0]) *DESTINATION(bmp, x[0], y[0], TYPE) = color; \
- x++; y++; mask++; \
- } \
- }
-
-
-#define IMPLEMENT_READ_RGBA_PIXELS(DEPTH, TYPE) \
-static void read_rgba_pixels_##DEPTH (const GLcontext *ctx, \
- GLuint n, \
- const GLint x[], \
- const GLint y[], \
- GLubyte rgba[][4], \
- const GLubyte mask[]) \
- { \
- AMesaContext context = (AMesaContext)(ctx->DriverCtx); \
- BITMAP *bmp = context->Buffer->Active; \
- \
- while (n--) \
- { \
- if (mask[0]) \
- { \
- int color = *DESTINATION(bmp, x[0], y[0], TYPE); \
- \
- rgba[0][RCOMP] = getr##DEPTH(color); \
- rgba[0][GCOMP] = getg##DEPTH(color); \
- rgba[0][BCOMP] = getb##DEPTH(color); \
- rgba[0][ACOMP] = 255; \
- } \
- \
- x++; y++; rgba++; mask++; \
- } \
- }
-
+/* + * Mesa 3-D graphics library + * Version: 3.0 + * Copyright (C) 1995-1998 Brian Paul + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Library General Public + * License as published by the Free Software Foundation; either + * version 2 of the License, or (at your option) any later version. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Library General Public License for more details. + * + * You should have received a copy of the GNU Library General Public + * License along with this library; if not, write to the Free + * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. + */ + + +#define DESTINATION(BMP, X, Y, TYPE) \ + ({ \ + BITMAP *_bmp = BMP; \ + \ + (TYPE*)(_bmp->line[_bmp->h - (Y) - 1]) + (X); \ + }) + + +#define IMPLEMENT_WRITE_RGBA_SPAN(DEPTH, TYPE) \ +static void write_rgba_span_##DEPTH (const GLcontext *ctx, \ + GLuint n, GLint x, GLint y, \ + const GLubyte rgba[][4], \ + const GLubyte mask[]) \ + { \ + AMesaContext context = (AMesaContext)(ctx->DriverCtx); \ + TYPE *d = DESTINATION(context->Buffer->Active, x, y, TYPE); \ + \ + if (mask) \ + { \ + while (n--) \ + { \ + if (mask[0]) d[0] = makecol##DEPTH(rgba[0][RCOMP], rgba[0][GCOMP], rgba[0][BCOMP]); \ + d++; rgba++; mask++; \ + } \ + } \ + else \ + { \ + while (n--) \ + { \ + d[0] = makecol##DEPTH(rgba[0][RCOMP], rgba[0][GCOMP], rgba[0][BCOMP]); \ + d++; rgba++; \ + } \ + } \ + } + + +#define IMPLEMENT_WRITE_RGB_SPAN(DEPTH, TYPE) \ +static void write_rgb_span_##DEPTH (const GLcontext *ctx, \ + GLuint n, GLint x, GLint y, \ + const GLubyte rgb[][3], \ + const GLubyte mask[]) \ + { \ + AMesaContext context = (AMesaContext)(ctx->DriverCtx); \ + TYPE *d = DESTINATION(context->Buffer->Active, x, y, TYPE); \ + \ + if (mask) \ + { \ + while (n--) \ + { \ + if (mask[0]) d[0] = makecol##DEPTH(rgb[0][RCOMP], rgb[0][GCOMP], rgb[0][BCOMP]); \ + d++; rgb++; mask++; \ + } \ + } \ + else \ + { \ + while (n--) \ + { \ + d[0] = makecol##DEPTH(rgb[0][RCOMP], rgb[0][GCOMP], rgb[0][BCOMP]); \ + d++; rgb++; \ + } \ + } \ + } + + +#define IMPLEMENT_WRITE_MONO_RGBA_SPAN(DEPTH, TYPE) \ +static void write_mono_rgba_span_##DEPTH (const GLcontext *ctx, \ + GLuint n, GLint x, GLint y, \ + const GLubyte mask[]) \ + { \ + AMesaContext context = (AMesaContext)(ctx->DriverCtx); \ + TYPE color = context->CurrentColor; \ + TYPE *d = DESTINATION(context->Buffer->Active, x, y, TYPE); \ + \ + while (n--) \ + { \ + if (mask[0]) d[0] = color; \ + d++; mask++; \ + } \ + } + + +#define IMPLEMENT_READ_RGBA_SPAN(DEPTH, TYPE) \ +static void read_rgba_span_##DEPTH (const GLcontext *ctx, \ + GLuint n, GLint x, GLint y, \ + GLubyte rgba[][4]) \ + { \ + AMesaContext context = (AMesaContext)(ctx->DriverCtx); \ + BITMAP *bmp = context->Buffer->Active; \ + TYPE *d = DESTINATION(bmp, x, y, TYPE); \ + \ + while (n--) \ + { \ + rgba[0][RCOMP] = getr##DEPTH(d[0]); \ + rgba[0][GCOMP] = getg##DEPTH(d[0]); \ + rgba[0][BCOMP] = getb##DEPTH(d[0]); \ + rgba[0][ACOMP] = 255; \ + \ + d++; rgba++; \ + } \ + } + + +#define IMPLEMENT_WRITE_RGBA_PIXELS(DEPTH, TYPE) \ +static void write_rgba_pixels_##DEPTH (const GLcontext *ctx, \ + GLuint n, \ + const GLint x[], \ + const GLint y[], \ + const GLubyte rgba[][4], \ + const GLubyte mask[]) \ + { \ + AMesaContext context = (AMesaContext)(ctx->DriverCtx); \ + BITMAP *bmp = context->Buffer->Active; \ + \ + while (n--) \ + { \ + if (mask[0]) *DESTINATION(bmp, x[0], y[0], TYPE) = makecol##DEPTH(rgba[0][RCOMP], rgba[0][GCOMP], rgba[0][BCOMP]); \ + rgba++; x++; y++; mask++; \ + } \ + } + + + +#define IMPLEMENT_WRITE_MONO_RGBA_PIXELS(DEPTH, TYPE) \ +static void write_mono_rgba_pixels_##DEPTH (const GLcontext *ctx, \ + GLuint n, \ + const GLint x[], \ + const GLint y[], \ + const GLubyte mask[]) \ + { \ + AMesaContext context = (AMesaContext)(ctx->DriverCtx); \ + TYPE color = context->CurrentColor; \ + BITMAP *bmp = context->Buffer->Active; \ + \ + while (n--) \ + { \ + if (mask[0]) *DESTINATION(bmp, x[0], y[0], TYPE) = color; \ + x++; y++; mask++; \ + } \ + } + + +#define IMPLEMENT_READ_RGBA_PIXELS(DEPTH, TYPE) \ +static void read_rgba_pixels_##DEPTH (const GLcontext *ctx, \ + GLuint n, \ + const GLint x[], \ + const GLint y[], \ + GLubyte rgba[][4], \ + const GLubyte mask[]) \ + { \ + AMesaContext context = (AMesaContext)(ctx->DriverCtx); \ + BITMAP *bmp = context->Buffer->Active; \ + \ + while (n--) \ + { \ + if (mask[0]) \ + { \ + int color = *DESTINATION(bmp, x[0], y[0], TYPE); \ + \ + rgba[0][RCOMP] = getr##DEPTH(color); \ + rgba[0][GCOMP] = getg##DEPTH(color); \ + rgba[0][BCOMP] = getb##DEPTH(color); \ + rgba[0][ACOMP] = 255; \ + } \ + \ + x++; y++; rgba++; mask++; \ + } \ + } + diff --git a/src/mesa/drivers/allegro/generic.h b/src/mesa/drivers/allegro/generic.h index cbdf5ff2b3..4c8af9b95c 100644 --- a/src/mesa/drivers/allegro/generic.h +++ b/src/mesa/drivers/allegro/generic.h @@ -1,234 +1,234 @@ -/*
- * Mesa 3-D graphics library
- * Version: 3.0
- * Copyright (C) 1995-1998 Brian Paul
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the Free
- * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
- */
-
-static void clear_color_generic(GLcontext *ctx, const GLfloat color[4])
- {
- AMesaContext context = (AMesaContext)(ctx->DriverCtx);
- GLubyte r, g, b;
- CLAMPED_FLOAT_TO_UBYTE(r, color[0]);
- CLAMPED_FLOAT_TO_UBYTE(g, color[1]);
- CLAMPED_FLOAT_TO_UBYTE(b, color[2]);
- context->ClearColor = makecol(r, g, b);
- }
-
-
-static void set_color_generic(GLcontext *ctx,
- GLubyte red, GLubyte green,
- GLubyte blue, GLubyte alpha)
- {
- AMesaContext context = (AMesaContext)(ctx->DriverCtx);
-
- context->CurrentColor = makecol(red, green, blue);
- }
-
-
-static GLbitfield clear_generic(GLcontext *ctx,
- GLbitfield mask, GLboolean all,
- GLint x, GLint y,
- GLint width, GLint height)
- {
- AMesaContext context = (AMesaContext)(ctx->DriverCtx);
-
- if (mask & GL_COLOR_BUFFER_BIT)
- {
- if (all)
- clear_to_color(context->Buffer->Active, context->ClearColor);
- else
- rect(context->Buffer->Active,
- x, y, x+width-1, y+height-1,
- context->ClearColor);
- }
-
- return mask & (~GL_COLOR_BUFFER_BIT);
- }
-
-
-static void write_rgba_span_generic(const GLcontext *ctx,
- GLuint n, GLint x, GLint y,
- const GLubyte rgba[][4],
- const GLubyte mask[])
- {
- AMesaContext context = (AMesaContext)(ctx->DriverCtx);
- BITMAP *bmp = context->Buffer->Active;
-
- y = FLIP(context, y);
-
- if (mask)
- {
- while (n--)
- {
- if (mask[0]) putpixel(bmp, x, y, makecol(rgba[0][RCOMP], rgba[0][GCOMP], rgba[0][BCOMP]));
- x++; mask++; rgba++;
- }
- }
- else
- {
- while (n--)
- {
- putpixel(bmp, x, y, makecol(rgba[0][RCOMP], rgba[0][GCOMP], rgba[0][BCOMP]));
- x++; rgba++;
- }
- }
- }
-
-
-static void write_rgb_span_generic(const GLcontext *ctx,
- GLuint n, GLint x, GLint y,
- const GLubyte rgb[][3],
- const GLubyte mask[])
- {
- AMesaContext context = (AMesaContext)(ctx->DriverCtx);
- BITMAP *bmp = context->Buffer->Active;
-
- y = FLIP(context, y);
-
- if (mask)
- {
- while(n--)
- {
- if (mask[0]) putpixel(bmp, x, y, makecol(rgb[0][RCOMP], rgb[0][GCOMP], rgb[0][BCOMP]));
- x++; mask++; rgb++;
- }
- }
- else
- {
- while (n--)
- {
- putpixel(bmp, x, y, makecol(rgb[0][RCOMP], rgb[0][GCOMP], rgb[0][BCOMP]));
- x++; rgb++;
- }
- }
- }
-
-
-static void write_mono_rgba_span_generic(const GLcontext *ctx,
- GLuint n, GLint x, GLint y,
- const GLubyte mask[])
- {
- AMesaContext context = (AMesaContext)(ctx->DriverCtx);
- BITMAP *bmp = context->Buffer->Active;
- int color = context->CurrentColor;
-
- y = FLIP(context, y);
-
- if (mask)
- {
- while(n--)
- {
- if (mask[0]) putpixel(bmp, x, y, color);
- x++; mask++;
- }
- }
- else
- {
- while(n--)
- {
- putpixel(bmp, x, y, color);
- x++;
- }
- }
- }
-
-
-static void read_rgba_span_generic(const GLcontext *ctx,
- GLuint n, GLint x, GLint y,
- GLubyte rgba[][4])
- {
- AMesaContext context = (AMesaContext)(ctx->DriverCtx);
- BITMAP *bmp = context->Buffer->Active;
-
- y = FLIP(context, y);
-
- while (n--)
- {
- int color = getpixel(bmp, x, y);
-
- rgba[0][RCOMP] = getr(color);
- rgba[0][GCOMP] = getg(color);
- rgba[0][BCOMP] = getb(color);
- rgba[0][ACOMP] = 255;
-
- x++; rgba++;
- }
- }
-
-
-static void write_rgba_pixels_generic(const GLcontext *ctx,
- GLuint n,
- const GLint x[],
- const GLint y[],
- const GLubyte rgba[][4],
- const GLubyte mask[])
- {
- AMesaContext context = (AMesaContext)(ctx->DriverCtx);
- BITMAP *bmp = context->Buffer->Active;
-
- while (n--)
- {
- if (mask[0]) putpixel(bmp, x[0], FLIP(context, y[0]), makecol(rgba[0][RCOMP], rgba[0][GCOMP], rgba[0][BCOMP]));
- x++; y++; mask++;
- }
- }
-
-
-static void write_mono_rgba_pixels_generic(const GLcontext *ctx,
- GLuint n,
- const GLint x[],
- const GLint y[],
- const GLubyte mask[])
- {
- AMesaContext context = (AMesaContext)(ctx->DriverCtx);
- BITMAP *bmp = context->Buffer->Active;
- int color = context->CurrentColor;
-
- while (n--)
- {
- if (mask[0]) putpixel(bmp, x[0], FLIP(context, y[0]), color);
- x++; y++; mask++;
- }
- }
-
-
-static void read_rgba_pixels_generic(const GLcontext *ctx,
- GLuint n,
- const GLint x[],
- const GLint y[],
- GLubyte rgba[][4],
- const GLubyte mask[])
- {
- AMesaContext context = (AMesaContext)(ctx->DriverCtx);
- BITMAP *bmp = context->Buffer->Active;
-
- while (n--)
- {
- if (mask[0])
- {
- int color = getpixel(bmp, x[0], FLIP(context, y[0]));
-
- rgba[0][RCOMP] = getr(color);
- rgba[0][GCOMP] = getg(color);
- rgba[0][BCOMP] = getb(color);
- rgba[0][ACOMP] = 255;
- }
-
- x++; y++; mask++; rgba++;
- }
- }
-
+/* + * Mesa 3-D graphics library + * Version: 3.0 + * Copyright (C) 1995-1998 Brian Paul + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Library General Public + * License as published by the Free Software Foundation; either + * version 2 of the License, or (at your option) any later version. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Library General Public License for more details. + * + * You should have received a copy of the GNU Library General Public + * License along with this library; if not, write to the Free + * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. + */ + +static void clear_color_generic(GLcontext *ctx, const GLfloat color[4]) + { + AMesaContext context = (AMesaContext)(ctx->DriverCtx); + GLubyte r, g, b; + CLAMPED_FLOAT_TO_UBYTE(r, color[0]); + CLAMPED_FLOAT_TO_UBYTE(g, color[1]); + CLAMPED_FLOAT_TO_UBYTE(b, color[2]); + context->ClearColor = makecol(r, g, b); + } + + +static void set_color_generic(GLcontext *ctx, + GLubyte red, GLubyte green, + GLubyte blue, GLubyte alpha) + { + AMesaContext context = (AMesaContext)(ctx->DriverCtx); + + context->CurrentColor = makecol(red, green, blue); + } + + +static GLbitfield clear_generic(GLcontext *ctx, + GLbitfield mask, GLboolean all, + GLint x, GLint y, + GLint width, GLint height) + { + AMesaContext context = (AMesaContext)(ctx->DriverCtx); + + if (mask & GL_COLOR_BUFFER_BIT) + { + if (all) + clear_to_color(context->Buffer->Active, context->ClearColor); + else + rect(context->Buffer->Active, + x, y, x+width-1, y+height-1, + context->ClearColor); + } + + return mask & (~GL_COLOR_BUFFER_BIT); + } + + +static void write_rgba_span_generic(const GLcontext *ctx, + GLuint n, GLint x, GLint y, + const GLubyte rgba[][4], + const GLubyte mask[]) + { + AMesaContext context = (AMesaContext)(ctx->DriverCtx); + BITMAP *bmp = context->Buffer->Active; + + y = FLIP(context, y); + + if (mask) + { + while (n--) + { + if (mask[0]) putpixel(bmp, x, y, makecol(rgba[0][RCOMP], rgba[0][GCOMP], rgba[0][BCOMP])); + x++; mask++; rgba++; + } + } + else + { + while (n--) + { + putpixel(bmp, x, y, makecol(rgba[0][RCOMP], rgba[0][GCOMP], rgba[0][BCOMP])); + x++; rgba++; + } + } + } + + +static void write_rgb_span_generic(const GLcontext *ctx, + GLuint n, GLint x, GLint y, + const GLubyte rgb[][3], + const GLubyte mask[]) + { + AMesaContext context = (AMesaContext)(ctx->DriverCtx); + BITMAP *bmp = context->Buffer->Active; + + y = FLIP(context, y); + + if (mask) + { + while(n--) + { + if (mask[0]) putpixel(bmp, x, y, makecol(rgb[0][RCOMP], rgb[0][GCOMP], rgb[0][BCOMP])); + x++; mask++; rgb++; + } + } + else + { + while (n--) + { + putpixel(bmp, x, y, makecol(rgb[0][RCOMP], rgb[0][GCOMP], rgb[0][BCOMP])); + x++; rgb++; + } + } + } + + +static void write_mono_rgba_span_generic(const GLcontext *ctx, + GLuint n, GLint x, GLint y, + const GLubyte mask[]) + { + AMesaContext context = (AMesaContext)(ctx->DriverCtx); + BITMAP *bmp = context->Buffer->Active; + int color = context->CurrentColor; + + y = FLIP(context, y); + + if (mask) + { + while(n--) + { + if (mask[0]) putpixel(bmp, x, y, color); + x++; mask++; + } + } + else + { + while(n--) + { + putpixel(bmp, x, y, color); + x++; + } + } + } + + +static void read_rgba_span_generic(const GLcontext *ctx, + GLuint n, GLint x, GLint y, + GLubyte rgba[][4]) + { + AMesaContext context = (AMesaContext)(ctx->DriverCtx); + BITMAP *bmp = context->Buffer->Active; + + y = FLIP(context, y); + + while (n--) + { + int color = getpixel(bmp, x, y); + + rgba[0][RCOMP] = getr(color); + rgba[0][GCOMP] = getg(color); + rgba[0][BCOMP] = getb(color); + rgba[0][ACOMP] = 255; + + x++; rgba++; + } + } + + +static void write_rgba_pixels_generic(const GLcontext *ctx, + GLuint n, + const GLint x[], + const GLint y[], + const GLubyte rgba[][4], + const GLubyte mask[]) + { + AMesaContext context = (AMesaContext)(ctx->DriverCtx); + BITMAP *bmp = context->Buffer->Active; + + while (n--) + { + if (mask[0]) putpixel(bmp, x[0], FLIP(context, y[0]), makecol(rgba[0][RCOMP], rgba[0][GCOMP], rgba[0][BCOMP])); + x++; y++; mask++; + } + } + + +static void write_mono_rgba_pixels_generic(const GLcontext *ctx, + GLuint n, + const GLint x[], + const GLint y[], + const GLubyte mask[]) + { + AMesaContext context = (AMesaContext)(ctx->DriverCtx); + BITMAP *bmp = context->Buffer->Active; + int color = context->CurrentColor; + + while (n--) + { + if (mask[0]) putpixel(bmp, x[0], FLIP(context, y[0]), color); + x++; y++; mask++; + } + } + + +static void read_rgba_pixels_generic(const GLcontext *ctx, + GLuint n, + const GLint x[], + const GLint y[], + GLubyte rgba[][4], + const GLubyte mask[]) + { + AMesaContext context = (AMesaContext)(ctx->DriverCtx); + BITMAP *bmp = context->Buffer->Active; + + while (n--) + { + if (mask[0]) + { + int color = getpixel(bmp, x[0], FLIP(context, y[0])); + + rgba[0][RCOMP] = getr(color); + rgba[0][GCOMP] = getg(color); + rgba[0][BCOMP] = getb(color); + rgba[0][ACOMP] = 255; + } + + x++; y++; mask++; rgba++; + } + } + diff --git a/src/mesa/drivers/d3d/D3DCAPS.CPP b/src/mesa/drivers/d3d/D3DCAPS.CPP index cd95ef0f1e..80ee91d922 100644 --- a/src/mesa/drivers/d3d/D3DCAPS.CPP +++ b/src/mesa/drivers/d3d/D3DCAPS.CPP @@ -1,250 +1,250 @@ -/*===========================================================================*/
-/* */
-/* Mesa-3.0 DirectX 6 Driver Build 5 */
-/* */
-/* By Leigh McRae */
-/* */
-/* http://www.altsoftware.com/ */
-/* */
-/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */
-/*===========================================================================*/
-#include "D3DHAL.h"
-/*===========================================================================*/
-/* Macros. */
-/*===========================================================================*/
-#define SRCBLEND_MAP(gl,d3d,fall) if ( pHAL->D3DHWDevDesc.dpcTriCaps.dwSrcBlendCaps & d3d ) \
- { \
- sprintf( buffer, "SRC Blend: %s -> %s", # gl, # d3d ); \
- DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), buffer )); \
- pShared->dwSrcBlendCaps[index] = d3d; \
- } \
- else \
- { \
- sprintf( buffer, "SRC Blend: %s -> %s", # gl, # fall ); \
- DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), buffer )); \
- pShared->dwSrcBlendCaps[index] = fall; \
- }
-#define DSTBLEND_MAP(gl,d3d,fall) if ( pHAL->D3DHWDevDesc.dpcTriCaps.dwDestBlendCaps & d3d ) \
- { \
- sprintf( buffer, "DST Blend: %s -> %s", # gl, # d3d ); \
- DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), buffer )); \
- pShared->dwDestBlendCaps[index] = d3d; \
- } \
- else \
- { \
- sprintf( buffer, "DST Blend: %s -> %s", # gl, # fall ); \
- DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), buffer )); \
- pShared->dwDestBlendCaps[index] = fall; \
- }
-
-/*===========================================================================*/
-/* I use this function to handle the fact that the D3D texture blending and */
-/* OpenGL texture blending functions don't map one to one. Also there is the*/
-/* problem with cards not supporting all the D3D functions. So I use the CAPS*/
-/* of the card to make a table of functions that will have defaults for the */
-/* unsupported functions. */
-/* So first I fill the table with the fallback function then I check to see */
-/* if the card supports the requested function. If it does I replace the */
-/* default thats already in the array. Now order does matter as I used an */
-/* enum type in D3DShared.h so that the mapping would be a little easier. */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-void AlphaBlendTableHAL( PMESAD3DHAL pHAL )
-{
- PMESAD3DSHARED pShared = &pHAL->shared;
- int index;
- char buffer[128];
-
- DPF(( DBG_FUNC, "AlphaBlendTableHAL();" ));
-
- /* Make the fallback for the Source blend. */
- for( index = 0; index < 14; index++ )
- {
- switch( index )
- {
- case s_zero:
- SRCBLEND_MAP( GL_ZERO, D3DBLEND_ZERO, D3DBLEND_ONE );
- break;
- case s_one:
- SRCBLEND_MAP( GL_ONE, D3DBLEND_ONE, D3DBLEND_ONE );
- break;
- case s_dst_color:
- SRCBLEND_MAP( GL_DST_COLOR, D3DBLEND_DESTCOLOR, D3DBLEND_ONE );
- break;
- case s_one_minus_dst_color:
- SRCBLEND_MAP( GL_ONE_MINUS_DST_COLOR, D3DBLEND_INVDESTCOLOR, D3DBLEND_ONE );
- break;
- case s_src_alpha:
- SRCBLEND_MAP( GL_SRC_ALPHA, D3DBLEND_SRCALPHA, D3DBLEND_ONE );
- break;
- case s_one_minus_src_alpha:
- SRCBLEND_MAP( GL_ONE_MINUS_SRC_ALPHA, D3DBLEND_INVSRCALPHA, D3DBLEND_ONE );
- break;
- case s_dst_alpha:
- SRCBLEND_MAP( GL_DST_ALPHA, D3DBLEND_DESTALPHA, D3DBLEND_ONE );
- break;
- case s_one_minus_dst_alpha:
- SRCBLEND_MAP( GL_ONE_MINUS_DST_ALPHA, D3DBLEND_INVDESTALPHA, D3DBLEND_ONE );
- break;
- case s_src_alpha_saturate:
- SRCBLEND_MAP( GL_SRC_ALPHA_SATURATE, D3DBLEND_SRCALPHASAT, D3DBLEND_ONE );
- break;
- case s_constant_color:
- SRCBLEND_MAP( GL_CONSTANT_COLOR, D3DBLEND_SRCCOLOR, D3DBLEND_ONE );
- break;
- case s_one_minus_constant_color:
- SRCBLEND_MAP( GL_ONE_MINUS_CONSTANT_COLOR, D3DBLEND_INVSRCCOLOR, D3DBLEND_ONE );
- break;
- case s_constant_alpha:
- SRCBLEND_MAP( GL_CONSTANT_ALPHA, D3DBLEND_BOTHSRCALPHA, D3DBLEND_ONE );
- break;
- case s_one_minus_constant_alpha:
- SRCBLEND_MAP( GL_ONE_MINUS_CONSTANT_ALPHA, D3DBLEND_BOTHINVSRCALPHA, D3DBLEND_ONE );
- break;
- }
- }
-
- /* Make the fallback for the Destination blend. */
- for( index = 0; index < 14; index++ )
- {
- switch( index )
- {
- case d_zero:
- DSTBLEND_MAP( GL_ZERO, D3DBLEND_ZERO, D3DBLEND_ONE );
- break;
- case d_one:
- DSTBLEND_MAP( GL_ONE, D3DBLEND_ONE, D3DBLEND_ONE );
- break;
- case d_src_color:
- DSTBLEND_MAP( GL_SRC_COLOR, D3DBLEND_SRCCOLOR, D3DBLEND_ONE );
- break;
- case d_one_minus_src_color:
- DSTBLEND_MAP( GL_ONE_MINUS_SRC_COLOR, D3DBLEND_INVSRCCOLOR, D3DBLEND_ONE );
- break;
- case d_src_alpha:
- DSTBLEND_MAP( GL_SRC_ALPHA, D3DBLEND_SRCALPHA, D3DBLEND_ONE );
- break;
- case d_one_minus_src_alpha:
- DSTBLEND_MAP( GL_ONE_MINUS_SRC_ALPHA, D3DBLEND_INVSRCALPHA, D3DBLEND_ONE );
- break;
- case d_dst_alpha:
- DSTBLEND_MAP( GL_DST_ALPHA, D3DBLEND_DESTALPHA, D3DBLEND_ONE );
- break;
- case d_one_minus_dst_alpha:
- DSTBLEND_MAP( GL_ONE_MINUS_DST_ALPHA, D3DBLEND_INVDESTALPHA, D3DBLEND_ONE );
- break;
- case d_constant_color:
- DSTBLEND_MAP( GL_CONSTANT_COLOR, D3DBLEND_DESTCOLOR, D3DBLEND_ONE );
- break;
- case d_one_minus_constant_color:
- DSTBLEND_MAP( GL_ONE_MINUS_CONSTANT_COLOR, D3DBLEND_INVDESTCOLOR, D3DBLEND_ONE );
- break;
- case d_constant_alpha:
- DSTBLEND_MAP( GL_CONSTANT_ALPHAR, D3DBLEND_BOTHSRCALPHA, D3DBLEND_ONE );
- break;
- case d_one_minus_constant_alpha:
- DSTBLEND_MAP( GL_ONE_MINUS_CONSTANT_ALPHA, D3DBLEND_BOTHINVSRCALPHA, D3DBLEND_ONE );
- break;
- }
- }
-
- /* Make the fallbacks for the texture functions. */
- for( index = 0; index < 4; index++ )
- {
- switch( index )
- {
- case d3dtblend_decal:
- if ( pHAL->D3DHWDevDesc.dpcTriCaps.dwTextureBlendCaps & D3DTBLEND_DECAL )
- {
- DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_DECAL -> D3DTBLEND_DECAL" ));
- pShared->dwTexFunc[index] = D3DTBLEND_DECAL;
- }
- else
- {
- if ( pHAL->D3DHWDevDesc.dpcTriCaps.dwTextureBlendCaps & D3DTBLEND_MODULATE )
- {
- DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_DECAL -> D3DTBLEND_MODULATE" ));
- pShared->dwTexFunc[index] = D3DTBLEND_MODULATE;
- }
- else
- {
- DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_DECAL -> D3DTBLEND_ADD" ));
- pShared->dwTexFunc[index] = D3DTBLEND_ADD;
- }
- }
- break;
- case d3dtblend_decalalpha:
- if ( pHAL->D3DHWDevDesc.dpcTriCaps.dwTextureBlendCaps & D3DTBLEND_DECALALPHA )
- {
- DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_DECALALPHA -> D3DTBLEND_DECALALPHA" ));
- pShared->dwTexFunc[index] = D3DTBLEND_DECALALPHA;
- }
- else
- {
- if ( pHAL->D3DHWDevDesc.dpcTriCaps.dwTextureBlendCaps & D3DTBLEND_DECAL )
- {
- DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_DECALALPA -> D3DTBLEND_DECAL" ));
- pShared->dwTexFunc[index] = D3DTBLEND_DECAL;
- }
- else
- {
- DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_DECALALPHA -> D3DTBLEND_ADD" ));
- pShared->dwTexFunc[index] = D3DTBLEND_ADD;
- }
- }
- break;
- case d3dtblend_modulate:
- if ( pHAL->D3DHWDevDesc.dpcTriCaps.dwTextureBlendCaps & D3DTBLEND_MODULATE )
- {
- DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_MODULATE -> D3DTBLEND_MODULATE" ));
- pShared->dwTexFunc[index] = D3DTBLEND_MODULATE;
- }
- else
- {
- if ( pHAL->D3DHWDevDesc.dpcTriCaps.dwTextureBlendCaps & D3DTBLEND_MODULATEALPHA )
- {
- DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_MODULATE -> D3DTBLEND_MODULATEALPHA" ));
- pShared->dwTexFunc[index] = D3DTBLEND_MODULATEALPHA;
- }
- else if ( pHAL->D3DHWDevDesc.dpcTriCaps.dwTextureBlendCaps & D3DTBLEND_DECAL )
- {
- DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_MODULATE -> D3DTBLEND_DECAL" ));
- pShared->dwTexFunc[index] = D3DTBLEND_DECAL;
- }
- else
- {
- DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_MODULATE -> D3DTBLEND_ADD" ));
- pShared->dwTexFunc[index] = D3DTBLEND_ADD;
- }
- }
- break;
- case d3dtblend_modulatealpha:
- if ( pHAL->D3DHWDevDesc.dpcTriCaps.dwTextureBlendCaps & D3DTBLEND_MODULATEALPHA )
- {
- DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_MODULATEALPHA -> D3DTBLEND_MODULATEALPHA" ));
- pShared->dwTexFunc[index] = D3DTBLEND_MODULATEALPHA;
- }
- else
- {
- if ( pHAL->D3DHWDevDesc.dpcTriCaps.dwTextureBlendCaps & D3DTBLEND_MODULATE )
- {
- DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_MODULATEALPHA -> D3DTBLEND_MODULATE" ));
- pShared->dwTexFunc[index] = D3DTBLEND_MODULATE;
- }
- else if ( pHAL->D3DHWDevDesc.dpcTriCaps.dwTextureBlendCaps & D3DTBLEND_DECAL )
- {
- DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_MODULATEALPHA -> D3DTBLEND_DECALE" ));
- pShared->dwTexFunc[index] = D3DTBLEND_DECAL;
- }
- else
- {
- DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_MODULATEALPHA -> D3DTBLEND_ADD" ));
- pShared->dwTexFunc[index] = D3DTBLEND_ADD;
- }
- }
- break;
- }
- }
-}
-
+/*===========================================================================*/ +/* */ +/* Mesa-3.0 DirectX 6 Driver Build 5 */ +/* */ +/* By Leigh McRae */ +/* */ +/* http://www.altsoftware.com/ */ +/* */ +/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */ +/*===========================================================================*/ +#include "D3DHAL.h" +/*===========================================================================*/ +/* Macros. */ +/*===========================================================================*/ +#define SRCBLEND_MAP(gl,d3d,fall) if ( pHAL->D3DHWDevDesc.dpcTriCaps.dwSrcBlendCaps & d3d ) \ + { \ + sprintf( buffer, "SRC Blend: %s -> %s", # gl, # d3d ); \ + DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), buffer )); \ + pShared->dwSrcBlendCaps[index] = d3d; \ + } \ + else \ + { \ + sprintf( buffer, "SRC Blend: %s -> %s", # gl, # fall ); \ + DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), buffer )); \ + pShared->dwSrcBlendCaps[index] = fall; \ + } +#define DSTBLEND_MAP(gl,d3d,fall) if ( pHAL->D3DHWDevDesc.dpcTriCaps.dwDestBlendCaps & d3d ) \ + { \ + sprintf( buffer, "DST Blend: %s -> %s", # gl, # d3d ); \ + DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), buffer )); \ + pShared->dwDestBlendCaps[index] = d3d; \ + } \ + else \ + { \ + sprintf( buffer, "DST Blend: %s -> %s", # gl, # fall ); \ + DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), buffer )); \ + pShared->dwDestBlendCaps[index] = fall; \ + } + +/*===========================================================================*/ +/* I use this function to handle the fact that the D3D texture blending and */ +/* OpenGL texture blending functions don't map one to one. Also there is the*/ +/* problem with cards not supporting all the D3D functions. So I use the CAPS*/ +/* of the card to make a table of functions that will have defaults for the */ +/* unsupported functions. */ +/* So first I fill the table with the fallback function then I check to see */ +/* if the card supports the requested function. If it does I replace the */ +/* default thats already in the array. Now order does matter as I used an */ +/* enum type in D3DShared.h so that the mapping would be a little easier. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +void AlphaBlendTableHAL( PMESAD3DHAL pHAL ) +{ + PMESAD3DSHARED pShared = &pHAL->shared; + int index; + char buffer[128]; + + DPF(( DBG_FUNC, "AlphaBlendTableHAL();" )); + + /* Make the fallback for the Source blend. */ + for( index = 0; index < 14; index++ ) + { + switch( index ) + { + case s_zero: + SRCBLEND_MAP( GL_ZERO, D3DBLEND_ZERO, D3DBLEND_ONE ); + break; + case s_one: + SRCBLEND_MAP( GL_ONE, D3DBLEND_ONE, D3DBLEND_ONE ); + break; + case s_dst_color: + SRCBLEND_MAP( GL_DST_COLOR, D3DBLEND_DESTCOLOR, D3DBLEND_ONE ); + break; + case s_one_minus_dst_color: + SRCBLEND_MAP( GL_ONE_MINUS_DST_COLOR, D3DBLEND_INVDESTCOLOR, D3DBLEND_ONE ); + break; + case s_src_alpha: + SRCBLEND_MAP( GL_SRC_ALPHA, D3DBLEND_SRCALPHA, D3DBLEND_ONE ); + break; + case s_one_minus_src_alpha: + SRCBLEND_MAP( GL_ONE_MINUS_SRC_ALPHA, D3DBLEND_INVSRCALPHA, D3DBLEND_ONE ); + break; + case s_dst_alpha: + SRCBLEND_MAP( GL_DST_ALPHA, D3DBLEND_DESTALPHA, D3DBLEND_ONE ); + break; + case s_one_minus_dst_alpha: + SRCBLEND_MAP( GL_ONE_MINUS_DST_ALPHA, D3DBLEND_INVDESTALPHA, D3DBLEND_ONE ); + break; + case s_src_alpha_saturate: + SRCBLEND_MAP( GL_SRC_ALPHA_SATURATE, D3DBLEND_SRCALPHASAT, D3DBLEND_ONE ); + break; + case s_constant_color: + SRCBLEND_MAP( GL_CONSTANT_COLOR, D3DBLEND_SRCCOLOR, D3DBLEND_ONE ); + break; + case s_one_minus_constant_color: + SRCBLEND_MAP( GL_ONE_MINUS_CONSTANT_COLOR, D3DBLEND_INVSRCCOLOR, D3DBLEND_ONE ); + break; + case s_constant_alpha: + SRCBLEND_MAP( GL_CONSTANT_ALPHA, D3DBLEND_BOTHSRCALPHA, D3DBLEND_ONE ); + break; + case s_one_minus_constant_alpha: + SRCBLEND_MAP( GL_ONE_MINUS_CONSTANT_ALPHA, D3DBLEND_BOTHINVSRCALPHA, D3DBLEND_ONE ); + break; + } + } + + /* Make the fallback for the Destination blend. */ + for( index = 0; index < 14; index++ ) + { + switch( index ) + { + case d_zero: + DSTBLEND_MAP( GL_ZERO, D3DBLEND_ZERO, D3DBLEND_ONE ); + break; + case d_one: + DSTBLEND_MAP( GL_ONE, D3DBLEND_ONE, D3DBLEND_ONE ); + break; + case d_src_color: + DSTBLEND_MAP( GL_SRC_COLOR, D3DBLEND_SRCCOLOR, D3DBLEND_ONE ); + break; + case d_one_minus_src_color: + DSTBLEND_MAP( GL_ONE_MINUS_SRC_COLOR, D3DBLEND_INVSRCCOLOR, D3DBLEND_ONE ); + break; + case d_src_alpha: + DSTBLEND_MAP( GL_SRC_ALPHA, D3DBLEND_SRCALPHA, D3DBLEND_ONE ); + break; + case d_one_minus_src_alpha: + DSTBLEND_MAP( GL_ONE_MINUS_SRC_ALPHA, D3DBLEND_INVSRCALPHA, D3DBLEND_ONE ); + break; + case d_dst_alpha: + DSTBLEND_MAP( GL_DST_ALPHA, D3DBLEND_DESTALPHA, D3DBLEND_ONE ); + break; + case d_one_minus_dst_alpha: + DSTBLEND_MAP( GL_ONE_MINUS_DST_ALPHA, D3DBLEND_INVDESTALPHA, D3DBLEND_ONE ); + break; + case d_constant_color: + DSTBLEND_MAP( GL_CONSTANT_COLOR, D3DBLEND_DESTCOLOR, D3DBLEND_ONE ); + break; + case d_one_minus_constant_color: + DSTBLEND_MAP( GL_ONE_MINUS_CONSTANT_COLOR, D3DBLEND_INVDESTCOLOR, D3DBLEND_ONE ); + break; + case d_constant_alpha: + DSTBLEND_MAP( GL_CONSTANT_ALPHAR, D3DBLEND_BOTHSRCALPHA, D3DBLEND_ONE ); + break; + case d_one_minus_constant_alpha: + DSTBLEND_MAP( GL_ONE_MINUS_CONSTANT_ALPHA, D3DBLEND_BOTHINVSRCALPHA, D3DBLEND_ONE ); + break; + } + } + + /* Make the fallbacks for the texture functions. */ + for( index = 0; index < 4; index++ ) + { + switch( index ) + { + case d3dtblend_decal: + if ( pHAL->D3DHWDevDesc.dpcTriCaps.dwTextureBlendCaps & D3DTBLEND_DECAL ) + { + DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_DECAL -> D3DTBLEND_DECAL" )); + pShared->dwTexFunc[index] = D3DTBLEND_DECAL; + } + else + { + if ( pHAL->D3DHWDevDesc.dpcTriCaps.dwTextureBlendCaps & D3DTBLEND_MODULATE ) + { + DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_DECAL -> D3DTBLEND_MODULATE" )); + pShared->dwTexFunc[index] = D3DTBLEND_MODULATE; + } + else + { + DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_DECAL -> D3DTBLEND_ADD" )); + pShared->dwTexFunc[index] = D3DTBLEND_ADD; + } + } + break; + case d3dtblend_decalalpha: + if ( pHAL->D3DHWDevDesc.dpcTriCaps.dwTextureBlendCaps & D3DTBLEND_DECALALPHA ) + { + DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_DECALALPHA -> D3DTBLEND_DECALALPHA" )); + pShared->dwTexFunc[index] = D3DTBLEND_DECALALPHA; + } + else + { + if ( pHAL->D3DHWDevDesc.dpcTriCaps.dwTextureBlendCaps & D3DTBLEND_DECAL ) + { + DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_DECALALPA -> D3DTBLEND_DECAL" )); + pShared->dwTexFunc[index] = D3DTBLEND_DECAL; + } + else + { + DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_DECALALPHA -> D3DTBLEND_ADD" )); + pShared->dwTexFunc[index] = D3DTBLEND_ADD; + } + } + break; + case d3dtblend_modulate: + if ( pHAL->D3DHWDevDesc.dpcTriCaps.dwTextureBlendCaps & D3DTBLEND_MODULATE ) + { + DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_MODULATE -> D3DTBLEND_MODULATE" )); + pShared->dwTexFunc[index] = D3DTBLEND_MODULATE; + } + else + { + if ( pHAL->D3DHWDevDesc.dpcTriCaps.dwTextureBlendCaps & D3DTBLEND_MODULATEALPHA ) + { + DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_MODULATE -> D3DTBLEND_MODULATEALPHA" )); + pShared->dwTexFunc[index] = D3DTBLEND_MODULATEALPHA; + } + else if ( pHAL->D3DHWDevDesc.dpcTriCaps.dwTextureBlendCaps & D3DTBLEND_DECAL ) + { + DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_MODULATE -> D3DTBLEND_DECAL" )); + pShared->dwTexFunc[index] = D3DTBLEND_DECAL; + } + else + { + DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_MODULATE -> D3DTBLEND_ADD" )); + pShared->dwTexFunc[index] = D3DTBLEND_ADD; + } + } + break; + case d3dtblend_modulatealpha: + if ( pHAL->D3DHWDevDesc.dpcTriCaps.dwTextureBlendCaps & D3DTBLEND_MODULATEALPHA ) + { + DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_MODULATEALPHA -> D3DTBLEND_MODULATEALPHA" )); + pShared->dwTexFunc[index] = D3DTBLEND_MODULATEALPHA; + } + else + { + if ( pHAL->D3DHWDevDesc.dpcTriCaps.dwTextureBlendCaps & D3DTBLEND_MODULATE ) + { + DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_MODULATEALPHA -> D3DTBLEND_MODULATE" )); + pShared->dwTexFunc[index] = D3DTBLEND_MODULATE; + } + else if ( pHAL->D3DHWDevDesc.dpcTriCaps.dwTextureBlendCaps & D3DTBLEND_DECAL ) + { + DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_MODULATEALPHA -> D3DTBLEND_DECALE" )); + pShared->dwTexFunc[index] = D3DTBLEND_DECAL; + } + else + { + DPF(( (DBG_CNTX_INFO|DBG_TXT_INFO), "D3DTBLEND_MODULATEALPHA -> D3DTBLEND_ADD" )); + pShared->dwTexFunc[index] = D3DTBLEND_ADD; + } + } + break; + } + } +} + diff --git a/src/mesa/drivers/d3d/D3DHAL.H b/src/mesa/drivers/d3d/D3DHAL.H index 5295520d7b..2496d164e5 100644 --- a/src/mesa/drivers/d3d/D3DHAL.H +++ b/src/mesa/drivers/d3d/D3DHAL.H @@ -1,68 +1,68 @@ -/*===========================================================================*/
-/* */
-/* Mesa-3.0 DirectX 6 Driver */
-/* */
-/* By Leigh McRae */
-/* */
-/* http://www.altsoftware.com/ */
-/* */
-/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */
-/*===========================================================================*/
-#ifndef _D3D_HAL_INC
-#define _D3D_HAL_INC
-
-/*===========================================================================*/
-/* Includes. */
-/*===========================================================================*/
-#include <windows.h>
-#include <ddraw.h>
-#include <d3d.h>
-#include <stdlib.h>
-#include <time.h>
-#include "D3DShared.h"
-#include "D3DTextureMgr.h"
-#include "Debug.h"
-/*===========================================================================*/
-/* Defines. */
-/*===========================================================================*/
-#define DX_RESTORE(ps) if ( (ps) && (ps)->IsLost() ) (ps)->Restore();
-/*===========================================================================*/
-/* Type defines. */
-/*===========================================================================*/
-typedef struct _d3d_hal_struct
-{
- MESAD3DSHARED shared;
-
- GUID guid;
- LPDIRECTDRAW lpDD;
- LPDIRECTDRAW4 lpDD4;
- LPDIRECT3D3 lpD3D3;
- LPDIRECT3DDEVICE3 lpD3DDevice;
- D3DDEVICEDESC D3DHWDevDesc;
- LPDIRECTDRAWSURFACE4 lpDDSPrimary,
- lpDDSRender,
- lpDDSZbuffer;
- LPDIRECT3DVIEWPORT3 lpViewport;
- LPDIRECTDRAWCLIPPER lpClipper;
- DDPIXELFORMAT ddpf,
- ddpfZBuffer;
- PTM_OBJECT pTMList;
-
-} MESAD3DHAL, *PMESAD3DHAL;
-/*===========================================================================*/
-/* External function prototypes. */
-/*===========================================================================*/
-extern BOOL InitTMgrHAL( PMESAD3DHAL pHAL );
-extern void TermTMgrHAL( PMESAD3DHAL pHAL );
-extern void AlphaBlendTableHAL( PMESAD3DHAL pHAL );
-
-extern void Solve8BitChannelPixelFormat( DDPIXELFORMAT *pddpf, PPIXELINFO pPixel );
-extern char *ErrorStringD3D( HRESULT hr );
-extern void FatalShutDown( PMESAD3DHAL pHAL );
-/*===========================================================================*/
-/* Global variables. */
-/*===========================================================================*/
-extern char *errorMsg;
-
-#endif
-
+/*===========================================================================*/ +/* */ +/* Mesa-3.0 DirectX 6 Driver */ +/* */ +/* By Leigh McRae */ +/* */ +/* http://www.altsoftware.com/ */ +/* */ +/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */ +/*===========================================================================*/ +#ifndef _D3D_HAL_INC +#define _D3D_HAL_INC + +/*===========================================================================*/ +/* Includes. */ +/*===========================================================================*/ +#include <windows.h> +#include <ddraw.h> +#include <d3d.h> +#include <stdlib.h> +#include <time.h> +#include "D3DShared.h" +#include "D3DTextureMgr.h" +#include "Debug.h" +/*===========================================================================*/ +/* Defines. */ +/*===========================================================================*/ +#define DX_RESTORE(ps) if ( (ps) && (ps)->IsLost() ) (ps)->Restore(); +/*===========================================================================*/ +/* Type defines. */ +/*===========================================================================*/ +typedef struct _d3d_hal_struct +{ + MESAD3DSHARED shared; + + GUID guid; + LPDIRECTDRAW lpDD; + LPDIRECTDRAW4 lpDD4; + LPDIRECT3D3 lpD3D3; + LPDIRECT3DDEVICE3 lpD3DDevice; + D3DDEVICEDESC D3DHWDevDesc; + LPDIRECTDRAWSURFACE4 lpDDSPrimary, + lpDDSRender, + lpDDSZbuffer; + LPDIRECT3DVIEWPORT3 lpViewport; + LPDIRECTDRAWCLIPPER lpClipper; + DDPIXELFORMAT ddpf, + ddpfZBuffer; + PTM_OBJECT pTMList; + +} MESAD3DHAL, *PMESAD3DHAL; +/*===========================================================================*/ +/* External function prototypes. */ +/*===========================================================================*/ +extern BOOL InitTMgrHAL( PMESAD3DHAL pHAL ); +extern void TermTMgrHAL( PMESAD3DHAL pHAL ); +extern void AlphaBlendTableHAL( PMESAD3DHAL pHAL ); + +extern void Solve8BitChannelPixelFormat( DDPIXELFORMAT *pddpf, PPIXELINFO pPixel ); +extern char *ErrorStringD3D( HRESULT hr ); +extern void FatalShutDown( PMESAD3DHAL pHAL ); +/*===========================================================================*/ +/* Global variables. */ +/*===========================================================================*/ +extern char *errorMsg; + +#endif + diff --git a/src/mesa/drivers/d3d/D3DInit.cpp b/src/mesa/drivers/d3d/D3DInit.cpp 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 ); +} + diff --git a/src/mesa/drivers/d3d/D3DMESA.H b/src/mesa/drivers/d3d/D3DMESA.H index 074ceca816..71a7cd8aed 100644 --- a/src/mesa/drivers/d3d/D3DMESA.H +++ b/src/mesa/drivers/d3d/D3DMESA.H @@ -1,84 +1,84 @@ -/*===========================================================================*/
-/* */
-/* Mesa-3.0 DirectX 6 Driver */
-/* */
-/* By Leigh McRae */
-/* */
-/* http://www.altsoftware.com/ */
-/* */
-/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */
-/*===========================================================================*/
-#ifndef D3D_MESA_H
-#define D3D_MESA_H
-/*===========================================================================*/
-/* Includes. */
-/*===========================================================================*/
-#include <windows.h>
-#include <ddraw.h>
-#include <d3d.h>
-#include "matrix.h"
-#include "context.h"
+/*===========================================================================*/ +/* */ +/* Mesa-3.0 DirectX 6 Driver */ +/* */ +/* By Leigh McRae */ +/* */ +/* http://www.altsoftware.com/ */ +/* */ +/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */ +/*===========================================================================*/ +#ifndef D3D_MESA_H +#define D3D_MESA_H +/*===========================================================================*/ +/* Includes. */ +/*===========================================================================*/ +#include <windows.h> +#include <ddraw.h> +#include <d3d.h> +#include "matrix.h" +#include "context.h" #include "mtypes.h" -#include "vb.h"
-#include "D3DShared.h"
-#include "Debug.h"
-#include "NULLProcs.h"
-/*===========================================================================*/
-/* Macros. */
-/*===========================================================================*/
-#define FLIP(h,y) (h-y)
-/*===========================================================================*/
-/* Magic numbers. */
-/*===========================================================================*/
-/*===========================================================================*/
-/* Type defines. */
-/*===========================================================================*/
-struct __extensions__
-{
- PROC proc;
- char *name;
-};
-
-typedef GLbitfield (*ClearPROC)( GLcontext *ctx, GLbitfield mask, GLboolean all, GLint x, GLint y, GLint width, GLint height );
-typedef void (*WSpanRGBPROC)( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte rgb[][3], const GLubyte mask[] );
-typedef void (*WSpanRGBAPROC)( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte rgba[][4], const GLubyte mask[] );
-typedef void (*WSpanRGBAMonoPROC)( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte mask[] );
-typedef void (*WPixelsRGBAPROC)( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], const GLubyte rgba[][4], const GLubyte mask[] );
-typedef void (*WPixelsRGBAMonoPROC)( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], const GLubyte mask[] );
-typedef void (*RSpanRGBAPROC)( const GLcontext* ctx, GLuint n, GLint x, GLint y, GLubyte rgba[][4] );
-typedef void (*RPixelsRGBAPROC)( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], GLubyte rgba[][4], const GLubyte mask[] );
-
-typedef struct D3D_mesa_context
-{
- PMESAD3DSHARED pShared;
-
- GLcontext *gl_ctx; /* The core GL/Mesa context */
- GLvisual *gl_visual; /* Describes the buffers */
- GLframebuffer *gl_buffer; /* Depth, stencil, accum, etc buffers */
-
- HDC hdc;
- WNDPROC hOldProc;
-
- UCHAR rClear, /* Current clear colors. */
- gClear,
- bClear,
- aClear,
- rCurrent, /* Current rendering colors. */
- gCurrent,
- bCurrent,
- aCurrent;
-
- struct D3D_mesa_context *next;
-
-} D3DMESACONTEXT, *PD3DMESACONTEXT;
-/*===========================================================================*/
-/* Extern function prototypes. */
-/*===========================================================================*/
-extern void gl_Viewport( GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height );
-/*===========================================================================*/
-/* Global variables. */
-/*===========================================================================*/
-extern D3DTLVERTEX D3DTLVertices[(VB_MAX*6)];
-
-#endif
-
+#include "vb.h" +#include "D3DShared.h" +#include "Debug.h" +#include "NULLProcs.h" +/*===========================================================================*/ +/* Macros. */ +/*===========================================================================*/ +#define FLIP(h,y) (h-y) +/*===========================================================================*/ +/* Magic numbers. */ +/*===========================================================================*/ +/*===========================================================================*/ +/* Type defines. */ +/*===========================================================================*/ +struct __extensions__ +{ + PROC proc; + char *name; +}; + +typedef GLbitfield (*ClearPROC)( GLcontext *ctx, GLbitfield mask, GLboolean all, GLint x, GLint y, GLint width, GLint height ); +typedef void (*WSpanRGBPROC)( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte rgb[][3], const GLubyte mask[] ); +typedef void (*WSpanRGBAPROC)( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte rgba[][4], const GLubyte mask[] ); +typedef void (*WSpanRGBAMonoPROC)( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte mask[] ); +typedef void (*WPixelsRGBAPROC)( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], const GLubyte rgba[][4], const GLubyte mask[] ); +typedef void (*WPixelsRGBAMonoPROC)( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], const GLubyte mask[] ); +typedef void (*RSpanRGBAPROC)( const GLcontext* ctx, GLuint n, GLint x, GLint y, GLubyte rgba[][4] ); +typedef void (*RPixelsRGBAPROC)( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], GLubyte rgba[][4], const GLubyte mask[] ); + +typedef struct D3D_mesa_context +{ + PMESAD3DSHARED pShared; + + GLcontext *gl_ctx; /* The core GL/Mesa context */ + GLvisual *gl_visual; /* Describes the buffers */ + GLframebuffer *gl_buffer; /* Depth, stencil, accum, etc buffers */ + + HDC hdc; + WNDPROC hOldProc; + + UCHAR rClear, /* Current clear colors. */ + gClear, + bClear, + aClear, + rCurrent, /* Current rendering colors. */ + gCurrent, + bCurrent, + aCurrent; + + struct D3D_mesa_context *next; + +} D3DMESACONTEXT, *PD3DMESACONTEXT; +/*===========================================================================*/ +/* Extern function prototypes. */ +/*===========================================================================*/ +extern void gl_Viewport( GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height ); +/*===========================================================================*/ +/* Global variables. */ +/*===========================================================================*/ +extern D3DTLVERTEX D3DTLVertices[(VB_MAX*6)]; + +#endif + diff --git a/src/mesa/drivers/d3d/D3DRaster.cpp b/src/mesa/drivers/d3d/D3DRaster.cpp index 004bb77360..41e42ad94c 100644 --- a/src/mesa/drivers/d3d/D3DRaster.cpp +++ b/src/mesa/drivers/d3d/D3DRaster.cpp @@ -1,213 +1,213 @@ -/*===========================================================================*/
-/* */
-/* Mesa-3.0 DirectX 6 Driver */
-/* */
-/* By Leigh McRae */
-/* */
-/* http://www.altsoftware.com/ */
-/* */
-/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */
-/*===========================================================================*/
-#include "D3DHAL.h"
-/*===========================================================================*/
-/* This function clears the context bound to the supplied shared context. */
-/* The function takes the D3D flags D3DCLEAR_TARGET, D3DCLEAR_STENCIL and */
-/* D3DCLEAR_ZBUFFER. Set bAll to TRUE for a full clear else supply the coord*/
-/* of the rect to be cleared relative to the window. The color is always a */
-/* 32bit value (RGBA). Fill in the z-value and stencil if needed. */
-/* */
-/* TODO: this can be redone to be called by Mesa directly. */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-extern "C" void ClearHAL( PMESAD3DSHARED pShared, DWORD dwFlags, BOOL bAll, int x, int y, int cx, int cy, DWORD dwColor, float zv, DWORD dwStencil )
-{
- PMESAD3DHAL pHAL = (PMESAD3DHAL)pShared;
- D3DRECT d3dRect;
-
-#ifdef D3D_DEBUG
- HRESULT rc;
-
- DPF(( DBG_FUNC, "CleaHAL();" ));
-
- /* Make sure we have enough info. */
- if ( (pHAL == NULL) || (pHAL->lpViewport == NULL) )
- return;
-#endif
-
- if ( bAll )
- {
- /* I assume my viewport is valid. */
- d3dRect.lX1 = pShared->rectV.left;
- d3dRect.lY1 = pShared->rectV.top;
- d3dRect.lX2 = pShared->rectV.right;
- d3dRect.lY2 = pShared->rectV.bottom;
- }
- else
- {
- d3dRect.lX1 = pShared->rectV.left + x;
- d3dRect.lY1 = pShared->rectV.top + y;
- d3dRect.lX2 = d3dRect.lX1 + cx;
- d3dRect.lY2 = d3dRect.lY1 + cy;
- }
-
-#ifdef D3D_DEBUG
- rc = pHAL->lpViewport->Clear2( 1, &d3dRect, dwFlags, dwColor, zv, dwStencil );
- if ( FAILED(rc) )
- {
- RIP( pHAL, "Clear2 ->", ErrorStringD3D(rc) );
- }
-#else
- pHAL->lpViewport->Clear2( 1, &d3dRect, dwFlags, dwColor, zv, dwStencil );
-#endif
-}
-/*===========================================================================*/
-/* Well this is the guts of it all. Here we rasterize the primitives that */
-/* are in their final form. OpenGL has done all the lighting, transfomations*/
-/* and clipping at this point. */
-/* */
-/* TODO: I'm not sure if I want to bother to check for errors on this call. */
-/* The overhead kills me... */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-extern "C" void DrawPrimitiveHAL( PMESAD3DSHARED pShared, D3DPRIMITIVETYPE dptPrimitiveType, D3DTLVERTEX *pVertices, DWORD dwCount )
-{
- PMESAD3DHAL pHAL = (PMESAD3DHAL)pShared;
-
-#ifdef D3D_DEBUG
- HRESULT rc;
-
- DPF(( DBG_FUNC, "DrawPrimitveHAL();" ));
-
- /* Make sure we have enough info. */
- if ( (pHAL == NULL) || (pHAL->lpD3DDevice == NULL) )
- return;
-
- DPF(( DBG_PRIM_INFO, "DP( %d )", dwCount ));
-
- rc = pHAL->lpD3DDevice->DrawPrimitive( dptPrimitiveType,
- D3DFVF_TLVERTEX,
- (LPVOID)pVertices,
- dwCount,
- (D3DDP_DONOTCLIP | D3DDP_DONOTLIGHT) );
- if ( FAILED(rc) )
- {
- RIP( pHAL, "DrawPrimitive ->", ErrorStringD3D(rc) );
- }
-#else
- pHAL->lpD3DDevice->DrawPrimitive( dptPrimitiveType,
- D3DFVF_TLVERTEX,
- (LPVOID)pVertices,
- dwCount,
- (D3DDP_DONOTCLIP | D3DDP_DONOTLIGHT) );
-#endif
-}
-/*===========================================================================*/
-/* This call will handle the swapping of the buffers. Now I didn't bother */
-/* to support single buffered so this will be used for glFlush() as its all */
-/* the same. So first we do an EndScene as we are always considered to be in*/
-/* a BeginScene because when we leave we do a BeginScene. Now note that when*/
-/* the context is created in the first place we do a BeginScene also just to */
-/* get things going. The call will use either Flip/blt based on the type of */
-/* surface was created for rendering. */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-extern "C" void SwapBuffersHAL( PMESAD3DSHARED pShared )
-{
- PMESAD3DHAL pHAL = (PMESAD3DHAL)pShared;
-
-#ifdef D3D_DEBUG
- HRESULT rc;
-
- DPF(( DBG_FUNC, "SwapBuffersHAL();" ));
- DPF(( DBG_ALL_PROFILE, "=================SWAP===================" ));
-
- /* Make sure we have enough info. */
- if ( (pHAL == NULL) || (pHAL->lpD3DDevice == NULL) )
- return;
-
- /* Make sure we have enough info. */
- if ( pHAL->lpDDSPrimary != NULL )
- {
- rc = pHAL->lpD3DDevice->EndScene();
- if ( FAILED(rc) )
- {
- RIP( pHAL, "EndScene ->", ErrorStringD3D(rc) );
- }
-
- if ( pShared->bFlipable )
- {
- DPF(( DBG_CNTX_PROFILE, "Swap->FLIP" ));
- rc = pHAL->lpDDSPrimary->Flip( NULL, DDFLIP_WAIT );
- }
- else
- {
- DPF(( DBG_CNTX_PROFILE, "Swap->Blt" ));
- rc = pHAL->lpDDSPrimary->Blt( &pShared->rectW, pHAL->lpDDSRender, NULL, DDBLT_WAIT, NULL );
- }
- if ( FAILED(rc) )
- {
- RIP( pHAL, "Blt (RENDER/PRIMARY) ->", ErrorStringD3D(rc) );
- }
-
- rc = pHAL->lpD3DDevice->BeginScene();
- if ( FAILED(rc) )
- {
- RIP( pHAL, "BeginScene ->", ErrorStringD3D(rc) );
- }
- }
-#else
- pHAL->lpD3DDevice->EndScene();
-
- if ( pShared->bFlipable )
- pHAL->lpDDSPrimary->Flip( NULL, DDFLIP_WAIT );
- else
- pHAL->lpDDSPrimary->Blt( &pShared->rectW, pHAL->lpDDSRender, NULL, DDBLT_WAIT, NULL );
-
- pHAL->lpD3DDevice->BeginScene();
-
-#endif
-}
-/*===========================================================================*/
-/* This function is a very thin wrapper for the D3D call 'SetRenderState'. */
-/* Using this function requires all the types to be defined by including the */
-/* D3D header file. */
-/* */
-/* TODO: would be much better to get ride of all these calls per VBRender. */
-/* I feel I should get this call into SetRenderStates() the RenderVB. */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-extern "C" void SetStateHAL( PMESAD3DSHARED pShared, DWORD dwType, DWORD dwState )
-{
- PMESAD3DHAL pHAL = (PMESAD3DHAL)pShared;
-
-#ifdef D3D_DEBUG
- HRESULT rc;
-
- DPF(( DBG_FUNC, "SetStateHAL();" ));
-
- /* Make sure we have enough info. */
- if ( (pHAL == NULL) || (pHAL->lpD3DDevice == NULL) )
- return;
-
- rc = pHAL->lpD3DDevice->SetRenderState( (D3DRENDERSTATETYPE)dwType, dwState );
- if ( FAILED(rc) )
- {
- RIP( pHAL, "SetRenderState ->", ErrorStringD3D(rc) );
- }
-
-#else
- pHAL->lpD3DDevice->SetRenderState( (D3DRENDERSTATETYPE)dwType, dwState );
-#endif
-}
-
-
-
-
-
-
-
-
+/*===========================================================================*/ +/* */ +/* Mesa-3.0 DirectX 6 Driver */ +/* */ +/* By Leigh McRae */ +/* */ +/* http://www.altsoftware.com/ */ +/* */ +/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */ +/*===========================================================================*/ +#include "D3DHAL.h" +/*===========================================================================*/ +/* This function clears the context bound to the supplied shared context. */ +/* The function takes the D3D flags D3DCLEAR_TARGET, D3DCLEAR_STENCIL and */ +/* D3DCLEAR_ZBUFFER. Set bAll to TRUE for a full clear else supply the coord*/ +/* of the rect to be cleared relative to the window. The color is always a */ +/* 32bit value (RGBA). Fill in the z-value and stencil if needed. */ +/* */ +/* TODO: this can be redone to be called by Mesa directly. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +extern "C" void ClearHAL( PMESAD3DSHARED pShared, DWORD dwFlags, BOOL bAll, int x, int y, int cx, int cy, DWORD dwColor, float zv, DWORD dwStencil ) +{ + PMESAD3DHAL pHAL = (PMESAD3DHAL)pShared; + D3DRECT d3dRect; + +#ifdef D3D_DEBUG + HRESULT rc; + + DPF(( DBG_FUNC, "CleaHAL();" )); + + /* Make sure we have enough info. */ + if ( (pHAL == NULL) || (pHAL->lpViewport == NULL) ) + return; +#endif + + if ( bAll ) + { + /* I assume my viewport is valid. */ + d3dRect.lX1 = pShared->rectV.left; + d3dRect.lY1 = pShared->rectV.top; + d3dRect.lX2 = pShared->rectV.right; + d3dRect.lY2 = pShared->rectV.bottom; + } + else + { + d3dRect.lX1 = pShared->rectV.left + x; + d3dRect.lY1 = pShared->rectV.top + y; + d3dRect.lX2 = d3dRect.lX1 + cx; + d3dRect.lY2 = d3dRect.lY1 + cy; + } + +#ifdef D3D_DEBUG + rc = pHAL->lpViewport->Clear2( 1, &d3dRect, dwFlags, dwColor, zv, dwStencil ); + if ( FAILED(rc) ) + { + RIP( pHAL, "Clear2 ->", ErrorStringD3D(rc) ); + } +#else + pHAL->lpViewport->Clear2( 1, &d3dRect, dwFlags, dwColor, zv, dwStencil ); +#endif +} +/*===========================================================================*/ +/* Well this is the guts of it all. Here we rasterize the primitives that */ +/* are in their final form. OpenGL has done all the lighting, transfomations*/ +/* and clipping at this point. */ +/* */ +/* TODO: I'm not sure if I want to bother to check for errors on this call. */ +/* The overhead kills me... */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +extern "C" void DrawPrimitiveHAL( PMESAD3DSHARED pShared, D3DPRIMITIVETYPE dptPrimitiveType, D3DTLVERTEX *pVertices, DWORD dwCount ) +{ + PMESAD3DHAL pHAL = (PMESAD3DHAL)pShared; + +#ifdef D3D_DEBUG + HRESULT rc; + + DPF(( DBG_FUNC, "DrawPrimitveHAL();" )); + + /* Make sure we have enough info. */ + if ( (pHAL == NULL) || (pHAL->lpD3DDevice == NULL) ) + return; + + DPF(( DBG_PRIM_INFO, "DP( %d )", dwCount )); + + rc = pHAL->lpD3DDevice->DrawPrimitive( dptPrimitiveType, + D3DFVF_TLVERTEX, + (LPVOID)pVertices, + dwCount, + (D3DDP_DONOTCLIP | D3DDP_DONOTLIGHT) ); + if ( FAILED(rc) ) + { + RIP( pHAL, "DrawPrimitive ->", ErrorStringD3D(rc) ); + } +#else + pHAL->lpD3DDevice->DrawPrimitive( dptPrimitiveType, + D3DFVF_TLVERTEX, + (LPVOID)pVertices, + dwCount, + (D3DDP_DONOTCLIP | D3DDP_DONOTLIGHT) ); +#endif +} +/*===========================================================================*/ +/* This call will handle the swapping of the buffers. Now I didn't bother */ +/* to support single buffered so this will be used for glFlush() as its all */ +/* the same. So first we do an EndScene as we are always considered to be in*/ +/* a BeginScene because when we leave we do a BeginScene. Now note that when*/ +/* the context is created in the first place we do a BeginScene also just to */ +/* get things going. The call will use either Flip/blt based on the type of */ +/* surface was created for rendering. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +extern "C" void SwapBuffersHAL( PMESAD3DSHARED pShared ) +{ + PMESAD3DHAL pHAL = (PMESAD3DHAL)pShared; + +#ifdef D3D_DEBUG + HRESULT rc; + + DPF(( DBG_FUNC, "SwapBuffersHAL();" )); + DPF(( DBG_ALL_PROFILE, "=================SWAP===================" )); + + /* Make sure we have enough info. */ + if ( (pHAL == NULL) || (pHAL->lpD3DDevice == NULL) ) + return; + + /* Make sure we have enough info. */ + if ( pHAL->lpDDSPrimary != NULL ) + { + rc = pHAL->lpD3DDevice->EndScene(); + if ( FAILED(rc) ) + { + RIP( pHAL, "EndScene ->", ErrorStringD3D(rc) ); + } + + if ( pShared->bFlipable ) + { + DPF(( DBG_CNTX_PROFILE, "Swap->FLIP" )); + rc = pHAL->lpDDSPrimary->Flip( NULL, DDFLIP_WAIT ); + } + else + { + DPF(( DBG_CNTX_PROFILE, "Swap->Blt" )); + rc = pHAL->lpDDSPrimary->Blt( &pShared->rectW, pHAL->lpDDSRender, NULL, DDBLT_WAIT, NULL ); + } + if ( FAILED(rc) ) + { + RIP( pHAL, "Blt (RENDER/PRIMARY) ->", ErrorStringD3D(rc) ); + } + + rc = pHAL->lpD3DDevice->BeginScene(); + if ( FAILED(rc) ) + { + RIP( pHAL, "BeginScene ->", ErrorStringD3D(rc) ); + } + } +#else + pHAL->lpD3DDevice->EndScene(); + + if ( pShared->bFlipable ) + pHAL->lpDDSPrimary->Flip( NULL, DDFLIP_WAIT ); + else + pHAL->lpDDSPrimary->Blt( &pShared->rectW, pHAL->lpDDSRender, NULL, DDBLT_WAIT, NULL ); + + pHAL->lpD3DDevice->BeginScene(); + +#endif +} +/*===========================================================================*/ +/* This function is a very thin wrapper for the D3D call 'SetRenderState'. */ +/* Using this function requires all the types to be defined by including the */ +/* D3D header file. */ +/* */ +/* TODO: would be much better to get ride of all these calls per VBRender. */ +/* I feel I should get this call into SetRenderStates() the RenderVB. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +extern "C" void SetStateHAL( PMESAD3DSHARED pShared, DWORD dwType, DWORD dwState ) +{ + PMESAD3DHAL pHAL = (PMESAD3DHAL)pShared; + +#ifdef D3D_DEBUG + HRESULT rc; + + DPF(( DBG_FUNC, "SetStateHAL();" )); + + /* Make sure we have enough info. */ + if ( (pHAL == NULL) || (pHAL->lpD3DDevice == NULL) ) + return; + + rc = pHAL->lpD3DDevice->SetRenderState( (D3DRENDERSTATETYPE)dwType, dwState ); + if ( FAILED(rc) ) + { + RIP( pHAL, "SetRenderState ->", ErrorStringD3D(rc) ); + } + +#else + pHAL->lpD3DDevice->SetRenderState( (D3DRENDERSTATETYPE)dwType, dwState ); +#endif +} + + + + + + + + diff --git a/src/mesa/drivers/d3d/D3DTEXT.CPP b/src/mesa/drivers/d3d/D3DTEXT.CPP index e6ff864561..39855b65fa 100644 --- a/src/mesa/drivers/d3d/D3DTEXT.CPP +++ b/src/mesa/drivers/d3d/D3DTEXT.CPP @@ -1,576 +1,576 @@ -/*===========================================================================*/
-/* */
-/* Mesa-3.0 DirectX 6 Driver */
-/* */
-/* By Leigh McRae */
-/* */
-/* http://www.altsoftware.com/ */
-/* */
-/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */
-/*===========================================================================*/
-#include "d3dText.h"
-
-/*=============================================================================
-
- 1
- ------
- | |
- 6 | | 2
- | 7 |
- ------
- | |
- 5 | | 3
- | |
- ------
- 4
-
- TL_0 TR_0
-TLL TL_1 TR_1 TRR
-
-MLL_0 ML_0 MR_0 MRR_0
-MLL_1 ML_1 MR_1 MRR_1
-
-BLL BL_0 BR_0 BRR
- BL_1 BR_1
-
-=============================================================================*/
-
-#define TLL 0
-#define TRR 1
-#define TL_0 2
-#define TL_1 3
-#define TR_0 4
-#define TR_1 5
-
-#define MLL_0 6
-#define MLL_1 7
-#define MRR_0 8
-#define MRR_1 9
-
-#define ML_0 10
-#define ML_1 11
-#define MR_0 12
-#define MR_1 13
-
-#define BL_0 14
-#define BL_1 15
-#define BR_0 16
-#define BR_1 17
-#define BLL 18
-#define BRR 19
-
-#define BIT1 0x00000001
-#define BIT2 0x00000002
-#define BIT3 0x00000004
-#define BIT4 0x00000008
-#define BIT5 0x00000010
-#define BIT6 0x00000020
-#define BIT7 0x00000040
-
-#define TOP BIT4
-#define MIDDLE BIT7
-#define BOTTOM BIT1
-#define TLEFT BIT5
-#define BLEFT BIT6
-#define LEFT (TLEFT|BLEFT)
-#define TRIGHT BIT3
-#define BRIGHT BIT2
-#define RIGHT (TRIGHT|BRIGHT)
-#define ALL 0xFFFFFFFF
-
-/*===========================================================================*/
-/* This is the static array that will map the ASCII value of the character */
-/* being draw to the bit mask that will be scan converted to the LED display.*/
-/*===========================================================================*/
-DWORD textBitMasks[] =
-{
- 0xFFFFFFFF, // 000
- 0xFFFFFFFF, // 001
- 0xFFFFFFFF, // 002
- 0xFFFFFFFF, // 003
- 0xFFFFFFFF, // 004
- 0xFFFFFFFF, // 005
- 0xFFFFFFFF, // 006
- 0xFFFFFFFF, // 007
- 0xFFFFFFFF, // 008
- 0xFFFFFFFF, // 009
- 0xFFFFFFFF, // 010
- 0xFFFFFFFF, // 011
- 0xFFFFFFFF, // 012
- 0xFFFFFFFF, // 013
- 0xFFFFFFFF, // 014
- 0xFFFFFFFF, // 015
- 0xFFFFFFFF, // 016
- 0xFFFFFFFF, // 017
- 0xFFFFFFFF, // 018
- 0xFFFFFFFF, // 019
- 0xFFFFFFFF, // 020
- 0xFFFFFFFF, // 021
- 0xFFFFFFFF, // 022
- 0xFFFFFFFF, // 023
- 0xFFFFFFFF, // 024
- 0xFFFFFFFF, // 025
- 0xFFFFFFFF, // 026
- 0xFFFFFFFF, // 027
- 0xFFFFFFFF, // 028
- 0xFFFFFFFF, // 029
- 0xFFFFFFFF, // 030
- 0XFFFFFFFF, // 031
- 0x00000000, // 032 'SPC'
- 0xFFFFFFFF, // 033
- 0xFFFFFFFF, // 034
- 0xFFFFFFFF, // 035
- 0xFFFFFFFF, // 036
- 0xFFFFFFFF, // 037
- 0xFFFFFFFF, // 038
- 0xFFFFFFFF, // 039
- 0xFFFFFFFF, // 040
- 0xFFFFFFFF, // 041
- 0xFFFFFFFF, // 042
- 0xFFFFFFFF, // 043
- 0xFFFFFFFF, // 044
- 0xFFFFFFFF, // 045
- 0xFFFFFFFF, // 046
- 0xFFFFFFFF, // 047
- (ALL &~ MIDDLE), // 048 '0'
- (RIGHT), // 049 '1'
- (ALL &~ TLEFT &~ BRIGHT), // 050 '2'
- (ALL &~ LEFT), // 051 '3'
- (TLEFT | MIDDLE | RIGHT), // 052 '4'
- (ALL &~ TRIGHT &~ BLEFT), // 053 '5'
- (ALL &~ TRIGHT), // 054 '6'
- (TOP | RIGHT), // 055 '7'
- (ALL), // 056 '8'
- (ALL &~ BOTTOM &~ BLEFT), // 057 '9'
- 0xFFFFFFFF, // 058
- 0xFFFFFFFF, // 059
- 0xFFFFFFFF, // 060
- 0XFFFFFFFF, // 061
- 0xFFFFFFFF, // 062
- 0xFFFFFFFF, // 063
- 0xFFFFFFFF, // 064
- (ALL &~ BOTTOM), // 065 'A'
- (ALL), // 066 'B'
- (TOP | LEFT | BOTTOM), // 067 'C'
- (ALL &~ MIDDLE), // 068 'D'
- (ALL &~ RIGHT), // 069 'E'
- (LEFT | TOP | MIDDLE), // 070 'F'
- 0x00000000, // 071 'G'
- (ALL &~ TOP &~ BOTTOM), // 072 'H'
- (RIGHT), // 073 'I'
- (RIGHT | BOTTOM), // 074 'J'
- 0x00000000, // 075 'K'
- (LEFT | BOTTOM), // 076 'L'
- 0x00000000, // 088 'M'
- 0x00000000, // 089 'N'
- (ALL &~ MIDDLE), // 090 'O'
- (ALL &~ BRIGHT &~ BOTTOM),// 091 'P'
- 0x00000000, // 092 'Q'
- 0x00000000, // 093 'R'
- (ALL &~ TRIGHT &~ BLEFT), // 094 'S'
- 0X00000000, // 095 'T'
- (LEFT | RIGHT | BOTTOM), // 096 'U'
- 0x00000000, // 097 'V'
- 0x00000000, // 098 'W'
- 0x00000000, // 099 'X'
- 0x00000000, // 1000 'Z'
- 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, // 100
- 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, // 104
- 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, // 108
- 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, // 112
- 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, // 116
- 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, // 120
- 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF // 124
-};
-
-#define CT 1.0f
-#define CX 7.0f
-#define CY 13.0f
-#define CM ((CY-(CT*3.0f))/2.0f)
-
-float lCoords[][2] =
-{
- /* Top outsides. */
- { 0, (CY-CT) },
- { CX, (CY-CT) },
-
- /* Top Line. */
- { CT, CY },
- { CT, (CY-CT) },
- { (CX-CT), CY },
- { (CX-CT), (CY-CT) },
-
- /* Middle outsides. */
- { 0.0f, (CT+CM+CT) },
- { 0.0f, (CT+CM) },
- { CX, (CT+CM+CT) },
- { CX, (CT+CM) },
-
- /* Middle Line. */
- { CT, (CT+CM+CT) },
- { CT, (CT+CM) },
- { (CX-CT), (CT+CM+CT) },
- { (CX-CT), (CT+CM) },
-
- /* Bottom line. */
- { CT, CT },
- { CT, 0.0f },
- { (CX-CT), CT },
- { (CX-CT), 0.0f },
-
- /* Bottom outsides. */
- { 0.0f, CT},
- { CX, CT }
-};
-
-static int ConvertCharacter( char *c, int cIndex, PD3DFONTMETRICS pfntMetrics );
-
-D3DTLVERTEX TextVertices[MAX_VERTICES];
-/*===========================================================================*/
-/* When we attach I will zero out the whole D3D vertex buffer I'm using for */
-/* the text. This way I don't need to set all the redundant values. I also */
-/* set all the oow values to 1 as I will be doing direct rendering. */
-/*===========================================================================*/
-/* RETURN: TRUE, FALSE. */
-/*===========================================================================*/
-extern "C" BOOL InitD3DText( void )
-{
- int index;
-
- /* Set the D3D Vertex Buffer up once so we don't do redundant changes. */
- memset( &TextVertices[0], 0, sizeof(TextVertices) );
- for( index = 0; index < MAX_VERTICES; index++ )
- TextVertices[index].rhw = D3DVAL( 1.0 );
-
- return TRUE;
-}
-/*===========================================================================*/
-/* This function takes a single character and draw it using the supplied */
-/* fontmetrics structure. */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-extern "C" void d3dTextDrawString( char *pszString, int x, int y, PD3DFONTMETRICS pfntMetrics )
-{
- int cIndex,
- nIndex,
- index;
- float cWidth = CX,
- cHeight = CY;
-
- /* Find the max width/height of a character and add the spacing so */
- /* that we can use this value to calculate the x,y of the character.*/
- cWidth = (cWidth * pfntMetrics->fntXScale) + pfntMetrics->fntXSpacing;
- cHeight = (cHeight * pfntMetrics->fntYScale) + pfntMetrics->fntYSpacing;
-
- /* Walk the string. This must be NULL terminated. */
- for( cIndex = 0, nIndex = 0; *pszString; pszString++, cIndex = nIndex, x++ )
- {
- /* Convert the character and get the index into the text vertex buffer. */
- nIndex = ConvertCharacter( &pszString[0], cIndex, pfntMetrics );
- if ( (nIndex - cIndex) > 2 )
- {
- /* Modify the text vertex buffer based on the fntMetrics structure. */
- for( index = cIndex; index < nIndex; index++ )
- {
- /* Scale the character. */
- TextVertices[index].sx *= pfntMetrics->fntXScale;
- TextVertices[index].sy *= pfntMetrics->fntYScale;
-
- /* Move the character. */
- TextVertices[index].sx += (cWidth*x);
- TextVertices[index].sy += (cHeight*y);
-
- /* Set the color. */
- TextVertices[index].color = pfntMetrics->dwColor;
- }
- }
- }
-
- if ( nIndex < 3 )
- return;
-
- /* Set the states that slim things down. */
- pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_CULLMODE, D3DCULL_NONE );
- pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_FILLMODE, D3DFILL_SOLID );
- pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_ZENABLE, FALSE );
- pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_ZWRITEENABLE , FALSE );
- pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_ALPHATESTENABLE, FALSE );
- pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_ALPHABLENDENABLE, FALSE );
-
- /* Blast them baby... */
- pfntMetrics->lpD3DDevice->DrawPrimitive( D3DPT_TRIANGLELIST,
- D3DFVF_TLVERTEX,
- (LPVOID)&TextVertices[0],
- nIndex,
- (D3DDP_DONOTCLIP | D3DDP_DONOTLIGHT) );
-}
-/*===========================================================================*/
-/* This function takes a single character and draw it directly to the screen*/
-/* unsing the supplied fntMetrics structure. The character will be drawn at */
-/* the supplied x,y. The x,y position is relative to the top left and uses */
-/* the spacing in the fntMetrics structure. */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-extern "C" void d3dTextDrawCharacter( char *c, int x, int y, PD3DFONTMETRICS pfntMetrics )
-{
- int cIndex = 0,
- index;
- float cWidth = CX,
- cHeight = CY;
-
- /* Convert the character and get the index into the text vertex buffer. */
- cIndex = ConvertCharacter( c, 0, pfntMetrics );
- if ( cIndex < 3 )
- return;
-
- /* Find the max width/height of a character and add the spacing so */
- /* that we can use this value to calculate the x,y of the character.*/
- cWidth = (cWidth * pfntMetrics->fntXScale) + pfntMetrics->fntXSpacing;
- cHeight = (cHeight * pfntMetrics->fntYScale) + pfntMetrics->fntYSpacing;
-
- /* Modify the text vertex buffer based on the fntMetrics structure. */
- for( index = 0; index < cIndex; index++ )
- {
- /* Scale the character. */
- TextVertices[index].sx *= pfntMetrics->fntXScale;
- TextVertices[index].sy *= pfntMetrics->fntYScale;
-
- /* Move the character. */
- TextVertices[index].sx += (cWidth*x);
- TextVertices[index].sy += (cHeight*y);
-
- /* Set the color. */
- TextVertices[index].color = pfntMetrics->dwColor;
- }
-
-
- /* Set the states that slim things down. */
- pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_CULLMODE, D3DCULL_NONE );
- pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_FILLMODE, D3DFILL_SOLID );
- pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_ZENABLE, FALSE );
- pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_ZWRITEENABLE , FALSE );
- pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_ALPHATESTENABLE, FALSE );
- pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_ALPHABLENDENABLE, FALSE );
-
- /* Blast them baby... */
- pfntMetrics->lpD3DDevice->DrawPrimitive( D3DPT_TRIANGLELIST,
- D3DFVF_TLVERTEX,
- (LPVOID)&TextVertices[0],
- cIndex,
- (D3DDP_DONOTCLIP | D3DDP_DONOTLIGHT) );
-}
-/*===========================================================================*/
-/* This function takes a single character and draw it using the supplied */
-/* fontmetrics structure. */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-static int ConvertCharacter( char *c, int cIndex, PD3DFONTMETRICS pfntMetrics )
-{
- DWORD asciiChar = (int)(*c);
-
- /* Handle the TOP line. */
- if ( textBitMasks[asciiChar] & BIT1 )
- {
- TextVertices[cIndex].sx = D3DVAL( lCoords[TL_0][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[TL_0][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[TR_0][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[TR_0][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[TR_1][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[TR_1][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[TR_1][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[TR_1][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[TL_1][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[TL_1][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[TL_0][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[TL_0][1] );
- }
-
- /* Handle the TOP/BOTTOM RIGHT lines. */
- // if ( textBitMasks[index] & (BIT2|BIT3) )
- if ( 1 == 0 )
- {
- TextVertices[cIndex].sx = D3DVAL( lCoords[TR_1][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[TR_1][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[TRR][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[TRR][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[BRR][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[BRR][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[BRR][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[BRR][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[BR_0][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[BR_0][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[TR_1][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[TR_1][1] );
- }
- else
- {
- if ( textBitMasks[asciiChar] & BIT2 )
- {
- TextVertices[cIndex].sx = D3DVAL( lCoords[TR_1][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[TR_1][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[TRR][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[TRR][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[MRR_0][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[MRR_0][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[MRR_0][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[MRR_0][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[MR_0][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[MR_0][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[TR_1][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[TR_1][1] );
- }
- if ( textBitMasks[asciiChar] & BIT3 )
- {
- TextVertices[cIndex].sx = D3DVAL( lCoords[MR_1][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[MR_1][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[MRR_1][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[MRR_1][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[BRR][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[BRR][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[BRR][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[BRR][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[BR_0][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[BR_0][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[MR_1][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[MR_1][1] );
- }
- }
-
- /* Handle the TOP/BOTTOM LEFT lines. */
- // if ( textBitMasks[asciiChar] & (BIT5|BIT6) )
- if ( 1 == 0 )
- {
- TextVertices[cIndex].sx = D3DVAL( lCoords[TLL][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[TLL][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[TL_1][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[TL_1][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[BL_0][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[BL_0][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[BL_0][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[BL_0][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[BLL][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[BLL][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[TLL][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[TLL][1] );
- }
- else
- {
- if ( textBitMasks[asciiChar] & BIT5 )
- {
- TextVertices[cIndex].sx = D3DVAL( lCoords[MLL_1][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[MLL_1][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[ML_1][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[ML_1][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[BL_0][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[BL_0][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[BL_0][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[BL_0][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[BLL][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[BLL][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[MLL_1][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[MLL_1][1] );
- }
- if ( textBitMasks[asciiChar] & BIT6 )
- {
- TextVertices[cIndex].sx = D3DVAL( lCoords[TLL][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[TLL][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[TL_1][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[TL_1][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[ML_0][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[ML_0][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[ML_0][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[ML_0][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[MLL_0][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[MLL_0][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[TLL][0] );
- TextVertices[cIndex++].sy = D3DVAL( lCoords[TLL][1] );
- }
- }
-
- /* Handle the MIDDLE line. */
- if ( textBitMasks[asciiChar] & BIT7 )
- {
- TextVertices[cIndex].sx = D3DVAL( lCoords[ML_0][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[ML_0][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[MR_0][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[MR_0][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[MR_1][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[MR_1][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[MR_1][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[MR_1][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[ML_1][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[ML_1][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[ML_0][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[ML_0][1] );
- }
-
- /* Handle the BOTTOM line. */
- if ( textBitMasks[asciiChar] & BIT4 )
- {
- TextVertices[cIndex].sx = D3DVAL( lCoords[BL_0][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[BL_0][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[BR_0][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[BR_0][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[BR_1][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[BR_1][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[BR_1][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[BR_1][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[BL_1][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[BL_1][1] );
- TextVertices[cIndex].sx = D3DVAL( lCoords[BL_0][0] );
- TextVertices[cIndex++].sy= D3DVAL( lCoords[BL_0][1] );
- }
-
- return cIndex;
-}
-
-#undef CM
-#undef CY
-#undef CX
-#undef CT
-
-#undef TLL
-#undef TRR
-#undef TL_0
-#undef TL_1
-#undef TR_0
-#undef TR_1
-
-#undef MLL_0
-#undef MLL_1
-#undef MRR_0
-#undef MRR_1
-
-#undef ML_0
-#undef ML_1
-#undef MR_0
-#undef MR_1
-
-#undef BL_0
-#undef BL_1
-#undef BR_0
-#undef BR_1
-#undef BLL
-#undef BRR
-
-#undef BIT1
-#undef BIT2
-#undef BIT3
-#undef BIT4
-#undef BIT5
-#undef BIT6
-#undef BIT7
-
-#undef TOP
-#undef MIDDLE
-#undef BOTTOM
-#undef TLEFT
-#undef BLEFT
-#undef LEFT
-#undef TRIGHT
-#undef BRIGHT
-#undef RIGHT
-#undef ALL
+/*===========================================================================*/ +/* */ +/* Mesa-3.0 DirectX 6 Driver */ +/* */ +/* By Leigh McRae */ +/* */ +/* http://www.altsoftware.com/ */ +/* */ +/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */ +/*===========================================================================*/ +#include "d3dText.h" + +/*============================================================================= + + 1 + ------ + | | + 6 | | 2 + | 7 | + ------ + | | + 5 | | 3 + | | + ------ + 4 + + TL_0 TR_0 +TLL TL_1 TR_1 TRR + +MLL_0 ML_0 MR_0 MRR_0 +MLL_1 ML_1 MR_1 MRR_1 + +BLL BL_0 BR_0 BRR + BL_1 BR_1 + +=============================================================================*/ + +#define TLL 0 +#define TRR 1 +#define TL_0 2 +#define TL_1 3 +#define TR_0 4 +#define TR_1 5 + +#define MLL_0 6 +#define MLL_1 7 +#define MRR_0 8 +#define MRR_1 9 + +#define ML_0 10 +#define ML_1 11 +#define MR_0 12 +#define MR_1 13 + +#define BL_0 14 +#define BL_1 15 +#define BR_0 16 +#define BR_1 17 +#define BLL 18 +#define BRR 19 + +#define BIT1 0x00000001 +#define BIT2 0x00000002 +#define BIT3 0x00000004 +#define BIT4 0x00000008 +#define BIT5 0x00000010 +#define BIT6 0x00000020 +#define BIT7 0x00000040 + +#define TOP BIT4 +#define MIDDLE BIT7 +#define BOTTOM BIT1 +#define TLEFT BIT5 +#define BLEFT BIT6 +#define LEFT (TLEFT|BLEFT) +#define TRIGHT BIT3 +#define BRIGHT BIT2 +#define RIGHT (TRIGHT|BRIGHT) +#define ALL 0xFFFFFFFF + +/*===========================================================================*/ +/* This is the static array that will map the ASCII value of the character */ +/* being draw to the bit mask that will be scan converted to the LED display.*/ +/*===========================================================================*/ +DWORD textBitMasks[] = +{ + 0xFFFFFFFF, // 000 + 0xFFFFFFFF, // 001 + 0xFFFFFFFF, // 002 + 0xFFFFFFFF, // 003 + 0xFFFFFFFF, // 004 + 0xFFFFFFFF, // 005 + 0xFFFFFFFF, // 006 + 0xFFFFFFFF, // 007 + 0xFFFFFFFF, // 008 + 0xFFFFFFFF, // 009 + 0xFFFFFFFF, // 010 + 0xFFFFFFFF, // 011 + 0xFFFFFFFF, // 012 + 0xFFFFFFFF, // 013 + 0xFFFFFFFF, // 014 + 0xFFFFFFFF, // 015 + 0xFFFFFFFF, // 016 + 0xFFFFFFFF, // 017 + 0xFFFFFFFF, // 018 + 0xFFFFFFFF, // 019 + 0xFFFFFFFF, // 020 + 0xFFFFFFFF, // 021 + 0xFFFFFFFF, // 022 + 0xFFFFFFFF, // 023 + 0xFFFFFFFF, // 024 + 0xFFFFFFFF, // 025 + 0xFFFFFFFF, // 026 + 0xFFFFFFFF, // 027 + 0xFFFFFFFF, // 028 + 0xFFFFFFFF, // 029 + 0xFFFFFFFF, // 030 + 0XFFFFFFFF, // 031 + 0x00000000, // 032 'SPC' + 0xFFFFFFFF, // 033 + 0xFFFFFFFF, // 034 + 0xFFFFFFFF, // 035 + 0xFFFFFFFF, // 036 + 0xFFFFFFFF, // 037 + 0xFFFFFFFF, // 038 + 0xFFFFFFFF, // 039 + 0xFFFFFFFF, // 040 + 0xFFFFFFFF, // 041 + 0xFFFFFFFF, // 042 + 0xFFFFFFFF, // 043 + 0xFFFFFFFF, // 044 + 0xFFFFFFFF, // 045 + 0xFFFFFFFF, // 046 + 0xFFFFFFFF, // 047 + (ALL &~ MIDDLE), // 048 '0' + (RIGHT), // 049 '1' + (ALL &~ TLEFT &~ BRIGHT), // 050 '2' + (ALL &~ LEFT), // 051 '3' + (TLEFT | MIDDLE | RIGHT), // 052 '4' + (ALL &~ TRIGHT &~ BLEFT), // 053 '5' + (ALL &~ TRIGHT), // 054 '6' + (TOP | RIGHT), // 055 '7' + (ALL), // 056 '8' + (ALL &~ BOTTOM &~ BLEFT), // 057 '9' + 0xFFFFFFFF, // 058 + 0xFFFFFFFF, // 059 + 0xFFFFFFFF, // 060 + 0XFFFFFFFF, // 061 + 0xFFFFFFFF, // 062 + 0xFFFFFFFF, // 063 + 0xFFFFFFFF, // 064 + (ALL &~ BOTTOM), // 065 'A' + (ALL), // 066 'B' + (TOP | LEFT | BOTTOM), // 067 'C' + (ALL &~ MIDDLE), // 068 'D' + (ALL &~ RIGHT), // 069 'E' + (LEFT | TOP | MIDDLE), // 070 'F' + 0x00000000, // 071 'G' + (ALL &~ TOP &~ BOTTOM), // 072 'H' + (RIGHT), // 073 'I' + (RIGHT | BOTTOM), // 074 'J' + 0x00000000, // 075 'K' + (LEFT | BOTTOM), // 076 'L' + 0x00000000, // 088 'M' + 0x00000000, // 089 'N' + (ALL &~ MIDDLE), // 090 'O' + (ALL &~ BRIGHT &~ BOTTOM),// 091 'P' + 0x00000000, // 092 'Q' + 0x00000000, // 093 'R' + (ALL &~ TRIGHT &~ BLEFT), // 094 'S' + 0X00000000, // 095 'T' + (LEFT | RIGHT | BOTTOM), // 096 'U' + 0x00000000, // 097 'V' + 0x00000000, // 098 'W' + 0x00000000, // 099 'X' + 0x00000000, // 1000 'Z' + 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, // 100 + 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, // 104 + 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, // 108 + 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, // 112 + 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, // 116 + 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, // 120 + 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF // 124 +}; + +#define CT 1.0f +#define CX 7.0f +#define CY 13.0f +#define CM ((CY-(CT*3.0f))/2.0f) + +float lCoords[][2] = +{ + /* Top outsides. */ + { 0, (CY-CT) }, + { CX, (CY-CT) }, + + /* Top Line. */ + { CT, CY }, + { CT, (CY-CT) }, + { (CX-CT), CY }, + { (CX-CT), (CY-CT) }, + + /* Middle outsides. */ + { 0.0f, (CT+CM+CT) }, + { 0.0f, (CT+CM) }, + { CX, (CT+CM+CT) }, + { CX, (CT+CM) }, + + /* Middle Line. */ + { CT, (CT+CM+CT) }, + { CT, (CT+CM) }, + { (CX-CT), (CT+CM+CT) }, + { (CX-CT), (CT+CM) }, + + /* Bottom line. */ + { CT, CT }, + { CT, 0.0f }, + { (CX-CT), CT }, + { (CX-CT), 0.0f }, + + /* Bottom outsides. */ + { 0.0f, CT}, + { CX, CT } +}; + +static int ConvertCharacter( char *c, int cIndex, PD3DFONTMETRICS pfntMetrics ); + +D3DTLVERTEX TextVertices[MAX_VERTICES]; +/*===========================================================================*/ +/* When we attach I will zero out the whole D3D vertex buffer I'm using for */ +/* the text. This way I don't need to set all the redundant values. I also */ +/* set all the oow values to 1 as I will be doing direct rendering. */ +/*===========================================================================*/ +/* RETURN: TRUE, FALSE. */ +/*===========================================================================*/ +extern "C" BOOL InitD3DText( void ) +{ + int index; + + /* Set the D3D Vertex Buffer up once so we don't do redundant changes. */ + memset( &TextVertices[0], 0, sizeof(TextVertices) ); + for( index = 0; index < MAX_VERTICES; index++ ) + TextVertices[index].rhw = D3DVAL( 1.0 ); + + return TRUE; +} +/*===========================================================================*/ +/* This function takes a single character and draw it using the supplied */ +/* fontmetrics structure. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +extern "C" void d3dTextDrawString( char *pszString, int x, int y, PD3DFONTMETRICS pfntMetrics ) +{ + int cIndex, + nIndex, + index; + float cWidth = CX, + cHeight = CY; + + /* Find the max width/height of a character and add the spacing so */ + /* that we can use this value to calculate the x,y of the character.*/ + cWidth = (cWidth * pfntMetrics->fntXScale) + pfntMetrics->fntXSpacing; + cHeight = (cHeight * pfntMetrics->fntYScale) + pfntMetrics->fntYSpacing; + + /* Walk the string. This must be NULL terminated. */ + for( cIndex = 0, nIndex = 0; *pszString; pszString++, cIndex = nIndex, x++ ) + { + /* Convert the character and get the index into the text vertex buffer. */ + nIndex = ConvertCharacter( &pszString[0], cIndex, pfntMetrics ); + if ( (nIndex - cIndex) > 2 ) + { + /* Modify the text vertex buffer based on the fntMetrics structure. */ + for( index = cIndex; index < nIndex; index++ ) + { + /* Scale the character. */ + TextVertices[index].sx *= pfntMetrics->fntXScale; + TextVertices[index].sy *= pfntMetrics->fntYScale; + + /* Move the character. */ + TextVertices[index].sx += (cWidth*x); + TextVertices[index].sy += (cHeight*y); + + /* Set the color. */ + TextVertices[index].color = pfntMetrics->dwColor; + } + } + } + + if ( nIndex < 3 ) + return; + + /* Set the states that slim things down. */ + pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_CULLMODE, D3DCULL_NONE ); + pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_FILLMODE, D3DFILL_SOLID ); + pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_ZENABLE, FALSE ); + pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_ZWRITEENABLE , FALSE ); + pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_ALPHATESTENABLE, FALSE ); + pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_ALPHABLENDENABLE, FALSE ); + + /* Blast them baby... */ + pfntMetrics->lpD3DDevice->DrawPrimitive( D3DPT_TRIANGLELIST, + D3DFVF_TLVERTEX, + (LPVOID)&TextVertices[0], + nIndex, + (D3DDP_DONOTCLIP | D3DDP_DONOTLIGHT) ); +} +/*===========================================================================*/ +/* This function takes a single character and draw it directly to the screen*/ +/* unsing the supplied fntMetrics structure. The character will be drawn at */ +/* the supplied x,y. The x,y position is relative to the top left and uses */ +/* the spacing in the fntMetrics structure. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +extern "C" void d3dTextDrawCharacter( char *c, int x, int y, PD3DFONTMETRICS pfntMetrics ) +{ + int cIndex = 0, + index; + float cWidth = CX, + cHeight = CY; + + /* Convert the character and get the index into the text vertex buffer. */ + cIndex = ConvertCharacter( c, 0, pfntMetrics ); + if ( cIndex < 3 ) + return; + + /* Find the max width/height of a character and add the spacing so */ + /* that we can use this value to calculate the x,y of the character.*/ + cWidth = (cWidth * pfntMetrics->fntXScale) + pfntMetrics->fntXSpacing; + cHeight = (cHeight * pfntMetrics->fntYScale) + pfntMetrics->fntYSpacing; + + /* Modify the text vertex buffer based on the fntMetrics structure. */ + for( index = 0; index < cIndex; index++ ) + { + /* Scale the character. */ + TextVertices[index].sx *= pfntMetrics->fntXScale; + TextVertices[index].sy *= pfntMetrics->fntYScale; + + /* Move the character. */ + TextVertices[index].sx += (cWidth*x); + TextVertices[index].sy += (cHeight*y); + + /* Set the color. */ + TextVertices[index].color = pfntMetrics->dwColor; + } + + + /* Set the states that slim things down. */ + pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_CULLMODE, D3DCULL_NONE ); + pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_FILLMODE, D3DFILL_SOLID ); + pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_ZENABLE, FALSE ); + pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_ZWRITEENABLE , FALSE ); + pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_ALPHATESTENABLE, FALSE ); + pfntMetrics->lpD3DDevice->SetRenderState( D3DRENDERSTATE_ALPHABLENDENABLE, FALSE ); + + /* Blast them baby... */ + pfntMetrics->lpD3DDevice->DrawPrimitive( D3DPT_TRIANGLELIST, + D3DFVF_TLVERTEX, + (LPVOID)&TextVertices[0], + cIndex, + (D3DDP_DONOTCLIP | D3DDP_DONOTLIGHT) ); +} +/*===========================================================================*/ +/* This function takes a single character and draw it using the supplied */ +/* fontmetrics structure. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static int ConvertCharacter( char *c, int cIndex, PD3DFONTMETRICS pfntMetrics ) +{ + DWORD asciiChar = (int)(*c); + + /* Handle the TOP line. */ + if ( textBitMasks[asciiChar] & BIT1 ) + { + TextVertices[cIndex].sx = D3DVAL( lCoords[TL_0][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[TL_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[TR_0][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[TR_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[TR_1][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[TR_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[TR_1][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[TR_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[TL_1][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[TL_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[TL_0][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[TL_0][1] ); + } + + /* Handle the TOP/BOTTOM RIGHT lines. */ + // if ( textBitMasks[index] & (BIT2|BIT3) ) + if ( 1 == 0 ) + { + TextVertices[cIndex].sx = D3DVAL( lCoords[TR_1][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[TR_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[TRR][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[TRR][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BRR][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[BRR][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BRR][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[BRR][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BR_0][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[BR_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[TR_1][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[TR_1][1] ); + } + else + { + if ( textBitMasks[asciiChar] & BIT2 ) + { + TextVertices[cIndex].sx = D3DVAL( lCoords[TR_1][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[TR_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[TRR][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[TRR][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[MRR_0][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[MRR_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[MRR_0][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[MRR_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[MR_0][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[MR_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[TR_1][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[TR_1][1] ); + } + if ( textBitMasks[asciiChar] & BIT3 ) + { + TextVertices[cIndex].sx = D3DVAL( lCoords[MR_1][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[MR_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[MRR_1][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[MRR_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BRR][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[BRR][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BRR][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[BRR][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BR_0][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[BR_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[MR_1][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[MR_1][1] ); + } + } + + /* Handle the TOP/BOTTOM LEFT lines. */ + // if ( textBitMasks[asciiChar] & (BIT5|BIT6) ) + if ( 1 == 0 ) + { + TextVertices[cIndex].sx = D3DVAL( lCoords[TLL][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[TLL][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[TL_1][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[TL_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BL_0][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[BL_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BL_0][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[BL_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BLL][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[BLL][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[TLL][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[TLL][1] ); + } + else + { + if ( textBitMasks[asciiChar] & BIT5 ) + { + TextVertices[cIndex].sx = D3DVAL( lCoords[MLL_1][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[MLL_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[ML_1][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[ML_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BL_0][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[BL_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BL_0][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[BL_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BLL][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[BLL][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[MLL_1][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[MLL_1][1] ); + } + if ( textBitMasks[asciiChar] & BIT6 ) + { + TextVertices[cIndex].sx = D3DVAL( lCoords[TLL][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[TLL][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[TL_1][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[TL_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[ML_0][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[ML_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[ML_0][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[ML_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[MLL_0][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[MLL_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[TLL][0] ); + TextVertices[cIndex++].sy = D3DVAL( lCoords[TLL][1] ); + } + } + + /* Handle the MIDDLE line. */ + if ( textBitMasks[asciiChar] & BIT7 ) + { + TextVertices[cIndex].sx = D3DVAL( lCoords[ML_0][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[ML_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[MR_0][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[MR_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[MR_1][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[MR_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[MR_1][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[MR_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[ML_1][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[ML_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[ML_0][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[ML_0][1] ); + } + + /* Handle the BOTTOM line. */ + if ( textBitMasks[asciiChar] & BIT4 ) + { + TextVertices[cIndex].sx = D3DVAL( lCoords[BL_0][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[BL_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BR_0][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[BR_0][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BR_1][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[BR_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BR_1][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[BR_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BL_1][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[BL_1][1] ); + TextVertices[cIndex].sx = D3DVAL( lCoords[BL_0][0] ); + TextVertices[cIndex++].sy= D3DVAL( lCoords[BL_0][1] ); + } + + return cIndex; +} + +#undef CM +#undef CY +#undef CX +#undef CT + +#undef TLL +#undef TRR +#undef TL_0 +#undef TL_1 +#undef TR_0 +#undef TR_1 + +#undef MLL_0 +#undef MLL_1 +#undef MRR_0 +#undef MRR_1 + +#undef ML_0 +#undef ML_1 +#undef MR_0 +#undef MR_1 + +#undef BL_0 +#undef BL_1 +#undef BR_0 +#undef BR_1 +#undef BLL +#undef BRR + +#undef BIT1 +#undef BIT2 +#undef BIT3 +#undef BIT4 +#undef BIT5 +#undef BIT6 +#undef BIT7 + +#undef TOP +#undef MIDDLE +#undef BOTTOM +#undef TLEFT +#undef BLEFT +#undef LEFT +#undef TRIGHT +#undef BRIGHT +#undef RIGHT +#undef ALL diff --git a/src/mesa/drivers/d3d/D3DTextureMgr.cpp b/src/mesa/drivers/d3d/D3DTextureMgr.cpp index ac9d2621fc..a6600cab02 100644 --- a/src/mesa/drivers/d3d/D3DTextureMgr.cpp +++ b/src/mesa/drivers/d3d/D3DTextureMgr.cpp @@ -1,947 +1,947 @@ -/*===========================================================================*/
-/* */
-/* Mesa-3.0 DirectX 6 Driver */
-/* */
-/* By Leigh McRae */
-/* */
-/* http://www.altsoftware.com/ */
-/* */
-/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */
-/*===========================================================================*/
-#include "D3DHAL.h"
-/*===========================================================================*/
-/* Local function prototypes. */
-/*===========================================================================*/
-static void UpdateTexture( PTM_OBJECT pTMObj, BOOL bVideo, RECT *pRect, UCHAR *pixels );
-static BOOL LoadTextureInVideo( PMESAD3DHAL pHAL, PTM_OBJECT pTMObj );
-static BOOL FreeTextureMemory( PMESAD3DHAL pHAL, PTM_OBJECT pTMObject );
-static BOOL DestroyTextureObject( PMESAD3DHAL pHAL, PTM_OBJECT pTMObject );
-HRESULT CALLBACK EnumPFHook( LPDDPIXELFORMAT lpDDPixFmt, LPVOID lpContext );
-/*===========================================================================*/
-/* This function will simply set the top of stack to NULL. I only used it */
-/* just incase I want to add something later. */
-/*===========================================================================*/
-/* RETURN: TRUE. */
-/*===========================================================================*/
-BOOL InitTMgrHAL( PMESAD3DHAL pHAL )
-{
- DPF(( DBG_FUNC, "InitTMgrHAL();" ));
-
- /* Be clean my friend. */
- pHAL->pTMList = NULL;
-
- return TRUE;
-}
-/*===========================================================================*/
-/* This function will walk the Texture Managers linked list and destroy all */
-/* surfaces (SYSTEM/VIDEO). The texture objects themselves also will be */
-/* freed. */
-/* NOTE: this is per/context. */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-void TermTMgrHAL( PMESAD3DHAL pHAL )
-{
- DPF(( DBG_FUNC, "TermTMgrHAL();" ));
-
- if ( pHAL && pHAL->pTMList )
- {
- /* Destroy the surface and remove the TMO from the stack. */
- while( DestroyTextureObject(pHAL,NULL) );
-
- /* Be clean my friend. */
- pHAL->pTMList = NULL;
- }
-}
-/*===========================================================================*/
-/* This function is a HACK as I don't know how I can disable a texture with-*/
-/* out booting it out. Is there know state change? */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-extern "C" void DisableTMgrHAL( PMESAD3DSHARED pShared )
-{
- PMESAD3DHAL pHAL = (PMESAD3DHAL)pShared;
-
- DPF(( DBG_FUNC, "DisableTMgrHAL();" ));
-
- /* Check too see that we have a valid context. */
- if ( (pHAL == NULL) && (pHAL->lpD3DDevice != NULL) )
- {
- DPF(( DBG_TXT_WARN, "Null HAL/Direct3D Device!" ));
- return;
- }
-
- // TODO: This is a hack to shut off textures.
- pHAL->lpD3DDevice->SetTexture( 0, NULL );
-}
-/*===========================================================================*/
-/* This function is the only entry into the TextureManager that Mesa/wgl */
-/* will see. It uses a dwAction to specify what we are doing. I did this as*/
-/* depending on the cards resources the action taken can change. */
-/* When this function is called we will always search the Texture Managers */
-/* linked list (per context remember) and try and find a structure that has */
-/* the same dwName. If we have a match we pull it out of the list and put it*/
-/* at the top of the list (TOL). If we don't find one then we create a struc*/
-/* and put it a TOL. This TOL idea makes for some caching as we will always */
-/* destroy Texture Surfaces from the bottom up... */
-/* All texture objects at this point will create a texture surface in System*/
-/* memory (SMEM). Then we will copy the Mesa texture into the surface using */
-/* the 'pixel' struc to get the translation info. So now this means that all*/
-/* textures that Mesa gives me I will have a Surface with a copy. If Mesa */
-/* changes the texture the I update the surface in (SMEM). */
-/* Now we have a texture struc and a Texture Surface in SMEM. At this point*/
-/* we create another surface on the card (VMEM). Finally we blt from the */
-/* SMEM to the VMEM and set the texture as current. Why do I need two? First*/
-/* this solves square textures. If the cards CAPS is square textures only */
-/* then I change the dimensions of the VMEM surface and the blt solves it for*/
-/* me. Second it saves me from filling D3D textures over and over if the */
-/* card needs to be creating and destroying surfaces because of low memory. */
-/* The surface in SMEM is expected to work always. When a surface has to be*/
-/* created in VMEM then we put it in a loop that tries to create the surface.*/
-/* If we create the surface ok then we brake from the loop. If we fail then */
-/* we will call 'FreeTextureMemory' that will return TRUE/FALSE as to whether*/
-/* memory was freed. If memory was freed then we can try again. If no memory*/
-/* was freed then it just can't fit. */
-/* 'FreeTextureMemory' will find the end of the list and start freeing VMEM */
-/* (never SMEM) surfaces that are not locked. */
-/* BIND - when we bind and there is a texture struct with a texture surface */
-/* in VMEM then we just make it current. If we have a struct and a surface */
-/* in SMEM but no VMEM surface then we create the surface in VMEM and blt */
-/* from the SMEM surface. If we have nothing its just like a creation... */
-/*===========================================================================*/
-/* RETURN: TRUE, FALSE. */
-/*===========================================================================*/
-extern "C" BOOL CreateTMgrHAL( PMESAD3DSHARED pShared, DWORD dwName, int level, DWORD dwRequestFlags,
- RECT *rectDirty, DWORD dwWidth, DWORD dwHeight, DWORD dwAction, void *pPixels )
-{
- PMESAD3DHAL pHAL = (PMESAD3DHAL)pShared;
- PTM_OBJECT pTMObj,
- pTemp;
- DDSURFACEDESC2 ddsd2;
- HRESULT rc;
-
-
- DPF(( DBG_FUNC, "CreateTMgrHAL();" ));
-
- DPF(( DBG_TXT_INFO, "Texture:" ));
- DPF(( DBG_TXT_INFO, "cx: %d cy: %d", dwWidth, dwHeight ));
- DPF(( DBG_TXT_INFO, "Rect:" ));
- if ( rectDirty )
- {
- DPF(( DBG_TXT_INFO, "x0: %d y0: %d", rectDirty->left, rectDirty->top ));
- DPF(( DBG_TXT_INFO, "x1: %d y1: %d", rectDirty->right, rectDirty->bottom ));
- }
-
- /* Check too see that we have a valid context. */
- if ( (pHAL == NULL) && (pHAL->lpD3DDevice != NULL) )
- {
- DPF(( DBG_TXT_WARN, "Null HAL/Direct3D Device!" ));
- return FALSE;
- }
-
- /*=================================================*/
- /* See if we can find this texture object by name. */
- /*=================================================*/
- for( pTMObj = pHAL->pTMList; pTMObj && (pTMObj->dwName != dwName); pTMObj = pTMObj->next );
-
- /*=========================================================*/
- /* Allocate a new object if we didn't get a matching name. */
- /*=========================================================*/
- if ( pTMObj == NULL )
- {
- pTMObj = (PTM_OBJECT)ALLOC( sizeof(TM_OBJECT) );
- if ( pTMObj == NULL )
- return FALSE;
- memset( pTMObj, 0, sizeof(TM_OBJECT) );
-
- /* Put the object at the beginning of the list. */
- pTMObj->next = pHAL->pTMList;
- if ( pTMObj->next )
- {
- pTemp = pTMObj->next;
- pTemp->prev = pTMObj;
- }
- pHAL->pTMList = pTMObj;
- }
- else
- {
- /*===============================================================*/
- /* Make some caching happen by pulling this object to the front. */
- /*===============================================================*/
- if ( pHAL->pTMList != pTMObj )
- {
- /* Pull the object out of the list. */
- if ( pTMObj->prev )
- {
- pTemp = pTMObj->prev;
- pTemp->next = pTMObj->next;
- }
- if ( pTMObj->next )
- {
- pTemp = pTMObj->next;
- pTemp->prev = pTMObj->prev;
- }
-
- pTMObj->prev = NULL;
- pTMObj->next = NULL;
-
- /* Put the object at the front of the list. */
- pTMObj->next = pHAL->pTMList;
- if ( pTMObj->next )
- {
- pTemp = pTMObj->next;
- pTemp->prev = pTMObj;
- }
- pHAL->pTMList = pTMObj;
- }
- }
-
- /*========================================================*/
- /* If we are doing BIND and the texture is in VID memory. */
- /*========================================================*/
- if ( (dwAction == TM_ACTION_BIND) && pTMObj->lpDDS_Video )
- {
- DPF(( DBG_TXT_PROFILE, "Cache HIT (%d)", dwName ));
-
- /* Make this the current texture. */
- rc = pHAL->lpD3DDevice->SetTexture( 0, pTMObj->lpD3DTexture2 );
- if ( FAILED(rc) )
- {
- DPF(( DBG_TXT_WARN, "Failed SetTexture() (%s)", ErrorStringD3D(rc) ));
- pHAL->lpD3DDevice->SetTexture( 0, NULL );
- return FALSE;
- }
-
- return TRUE;
- }
-
- /*=================================================================*/
- /* If we are doing BIND and the texture is at least in SYS memory. */
- /*=================================================================*/
- if ( (dwAction == TM_ACTION_BIND) && pTMObj->lpDDS_System )
- {
- DPF(( DBG_TXT_PROFILE, "Cache MISS (%d)", dwName ));
-
- /* Create the texture on the card. */
- rc = LoadTextureInVideo( pHAL, pTMObj );
- if ( rc == FALSE )
- return FALSE;
-
- /* Make this the current texture. */
- rc = pHAL->lpD3DDevice->SetTexture( 0, pTMObj->lpD3DTexture2 );
- if ( FAILED(rc) )
- {
- DPF(( DBG_TXT_WARN, "Failed SetTexture() (%s)", ErrorStringD3D(rc) ));
- pHAL->lpD3DDevice->SetTexture( 0, NULL );
- return FALSE;
- }
-
- return TRUE;
- }
-
- /*=========================================================*/
- /* If we are doing UPDATE then try in VID first for speed. */
- /*=========================================================*/
- if ( (dwAction == TM_ACTION_UPDATE) && pTMObj->lpDDS_Video &&
- !(pHAL->D3DHWDevDesc.dpcTriCaps.dwTextureCaps & D3DPTEXTURECAPS_SQUAREONLY) )
- {
- DPF(( DBG_TXT_INFO, "Fix the SubTexture update Leigh!" ));
-
- /* Update the texture on the card. */
- UpdateTexture( pTMObj, TRUE, rectDirty, (UCHAR *)pPixels );
-
- /* We updated the texture in VID so kill the SYS so we know its dirty. */
- if ( pTMObj->lpDDS_System )
- {
- DPF(( DBG_TXT_INFO, "Release texture (SYS)" ));
- DX_RESTORE( pTMObj->lpDDS_System );
- pTMObj->lpDDS_System->Release();
- pTMObj->lpDDS_System = NULL;
- }
-
- /* Make this the current texture. */
- rc = pHAL->lpD3DDevice->SetTexture( 0, pTMObj->lpD3DTexture2 );
- if ( FAILED(rc) )
- {
- DPF(( DBG_TXT_WARN, "Failed SetTexture() (%s)", ErrorStringD3D(rc) ));
- pHAL->lpD3DDevice->SetTexture( 0, NULL );
- return FALSE;
- }
-
- return TRUE;
- }
-
- /*===========================================================*/
- /* If we are doing UPDATE then try in SYS still gives speed. */
- /*===========================================================*/
- if ( (dwAction == TM_ACTION_UPDATE) && pTMObj->lpDDS_System )
- {
- DPF(( DBG_TXT_INFO, "Fix the SubTexture update Leigh!" ));
-
- /* Update the texture in SYS. */
- UpdateTexture( pTMObj, FALSE, NULL, (UCHAR *)pPixels );
-
- /* We updated the SYS texture only so now blt to the VID. */
- rc = LoadTextureInVideo( pHAL, pTMObj );
- if ( rc == FALSE )
- return FALSE;
-
- /* Make this the current texture. */
- rc = pHAL->lpD3DDevice->SetTexture( 0, pTMObj->lpD3DTexture2 );
- if ( FAILED(rc) )
- {
- DPF(( DBG_TXT_WARN, "Failed SetTexture() (%s)", ErrorStringD3D(rc) ));
- pHAL->lpD3DDevice->SetTexture( 0, NULL );
- return FALSE;
- }
-
- return TRUE;
- }
-
- /* At this point we have a valid Texture Manager Object with updated */
- /* links. We now need to create or update a texture surface that is */
- /* in system memory. Every texture has a copy in system so we can use*/
- /* blt to solve problems with textures allocated on the card (square */
- /* only textures, pixelformats...). */
-
- // TODO: make support for update also. Dirty rectangle basicly...
-
- /* Kill the interface if we have one no matter what. */
- if ( pTMObj->lpD3DTexture2 )
- {
- DPF(( DBG_TXT_INFO, "Release Texture2" ));
- pTMObj->lpD3DTexture2->Release();
- pTMObj->lpD3DTexture2 = NULL;
- }
-
- /* Kill the system surface. TODO: should try to get the SubIMage going again */
- if ( pTMObj->lpDDS_System )
- {
- DPF(( DBG_TXT_INFO, "Release texture (SYS)" ));
- DX_RESTORE( pTMObj->lpDDS_System );
- pTMObj->lpDDS_System->Release();
- pTMObj->lpDDS_System = NULL;
- }
-
- /* Kill the Video surface. TODO: need some reuse system... */
- if ( pTMObj->lpDDS_Video )
- {
- DPF(( DBG_TXT_INFO, "Release texture (VID)" ));
- DX_RESTORE( pTMObj->lpDDS_Video );
- pTMObj->lpDDS_Video->Release();
- pTMObj->lpDDS_Video = NULL;
- }
-
- /*================================================================*/
- /* Translate the the Mesa/OpenGL pixel channels to the D3D flags. */
- /*================================================================*/
- switch( dwRequestFlags )
- {
- case GL_ALPHA:
- dwRequestFlags = DDPF_ALPHA;
- DPF(( DBG_TXT_WARN, "GL_ALPHA not supported!)" ));
- return FALSE;
-
- case GL_INTENSITY:
- case GL_LUMINANCE:
- DPF(( DBG_TXT_WARN, "GL_INTENSITY/GL_LUMINANCE not supported!)" ));
- dwRequestFlags = DDPF_LUMINANCE;
- return FALSE;
-
- case GL_LUMINANCE_ALPHA:
- DPF(( DBG_TXT_WARN, "GL_LUMINANCE_ALPHA not supported!)" ));
- dwRequestFlags = DDPF_LUMINANCE | DDPF_ALPHAPIXELS;
- return FALSE;
-
- case GL_RGB:
- DPF(( DBG_TXT_INFO, "Texture -> GL_RGB" ));
- dwRequestFlags = DDPF_RGB;
- break;
-
- case GL_RGBA:
- DPF(( DBG_TXT_INFO, "Texture -> GL_RGBA" ));
- dwRequestFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
- break;
- }
-
- /*==============================*/
- /* Populate the texture object. */
- /*==============================*/
- pTMObj->dwName = dwName;
- pTMObj->lpD3DDevice = pHAL->lpD3DDevice;
- pTMObj->dwFlags = dwRequestFlags;
- if ( pHAL->D3DHWDevDesc.dpcTriCaps.dwTextureCaps & D3DPTEXTURECAPS_SQUAREONLY )
- {
- DPF(( DBG_TXT_INFO, "Convert to Square..." ));
- pTMObj->dwSHeight = dwHeight;
- pTMObj->dwSWidth = dwWidth;
-
- /* Shrink non-square textures. */
- pTMObj->dwVHeight = (dwHeight > dwWidth) ? dwWidth : dwHeight;
- pTMObj->dwVWidth = (dwHeight > dwWidth) ? dwWidth : dwHeight;
- }
- else
- {
- pTMObj->dwSHeight = dwHeight;
- pTMObj->dwSWidth = dwWidth;
- pTMObj->dwVHeight = dwHeight;
- pTMObj->dwVWidth = dwWidth;
- }
-
- /*========================*/
- /* Create SYSTEM surface. */
- /*========================*/
-
- /* Request a surface in system memory. */
- memset( &ddsd2, 0, sizeof(DDSURFACEDESC2) );
- ddsd2.dwSize = sizeof( DDSURFACEDESC2 );
- ddsd2.dwWidth = pTMObj->dwSWidth;
- ddsd2.dwHeight = pTMObj->dwSHeight;
- ddsd2.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT | DDSD_PIXELFORMAT;
- ddsd2.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_SYSTEMMEMORY;
- ddsd2.ddsCaps.dwCaps2 = 0L;
- memset( &ddsd2.ddpfPixelFormat, 0, sizeof(DDPIXELFORMAT) );
- ddsd2.ddpfPixelFormat.dwSize = sizeof( DDPIXELFORMAT );
- ddsd2.ddpfPixelFormat.dwFlags = dwRequestFlags;
- rc = pHAL->lpD3DDevice->EnumTextureFormats( EnumPFHook, &ddsd2.ddpfPixelFormat );
- if ( FAILED(rc) )
- {
- RIP( pHAL, "EnumerTextureFormats (SYSTEM)->", ErrorStringD3D(rc) );
- return FALSE;
- }
-
- /* Create the surface using the enumerated pixelformat. */
- rc = pHAL->lpDD4->CreateSurface( &ddsd2, &pTMObj->lpDDS_System, NULL );
- if ( FAILED(rc) )
- {
- RIP( pHAL, "CreateSurface (TEXTURE/SYSTEM)->", ErrorStringD3D(rc) );
- return FALSE;
- }
-
- /* Solve the pixel mapping info using the surface pixelformat. */
- Solve8BitChannelPixelFormat( &ddsd2.ddpfPixelFormat, &pTMObj->pixel );
-
- /*===================================================================*/
- /* Fill the texture using the PixelInfo structure to do the mapping. */
- /*===================================================================*/
- UpdateTexture( pTMObj, FALSE, NULL, (UCHAR *)pPixels );
-
- /*=======================*/
- /* Create VIDEO surface. */
- /*=======================*/
- rc = LoadTextureInVideo( pHAL, pTMObj );
- if ( rc == FALSE )
- return FALSE;
-
- /* Make this the current texture. */
- rc = pHAL->lpD3DDevice->SetTexture( 0, pTMObj->lpD3DTexture2 );
- if ( FAILED(rc) )
- {
- DPF(( DBG_TXT_WARN, "Failed SetTexture() (%s)", ErrorStringD3D(rc) ));
- pHAL->lpD3DDevice->SetTexture( 0, NULL );
- return FALSE;
- }
-
- return TRUE;
-}
-/*===========================================================================*/
-/* This function will handle the creation and destruction of the texture */
-/* surfaces on the card. Using the dw'V'Width/Height dimensions the call */
-/* try and create the texture on the card and keep using FreeTextureMemory */
-/* until the surace can be created. Once the surface is created we get the */
-/* interface that we will use to make it the current texture. I didn't put */
-/* the code to make the texture current in this function as BIND needs to */
-/* use the same code and this function doesn't always get called when we do a*/
-/* bind. */
-/*===========================================================================*/
-/* RETURN: TRUE, FALSE. */
-/*===========================================================================*/
-static BOOL LoadTextureInVideo( PMESAD3DHAL pHAL, PTM_OBJECT pTMObj )
-{
- DDSURFACEDESC2 ddsd2;
- HRESULT rc;
-
- DPF(( DBG_FUNC, "LoadTextureInVideo();" ));
-
- /* Kill the interface if we have one no matter what. */
- if ( pTMObj->lpD3DTexture2 )
- {
- DPF(( DBG_TXT_INFO, "Release Texture2" ));
- pTMObj->lpD3DTexture2->Release();
- pTMObj->lpD3DTexture2 = NULL;
- }
-
- /* Kill the Video surface. TODO: need some reuse system... */
- if ( pTMObj->lpDDS_Video )
- {
- DPF(( DBG_TXT_INFO, "Release texture (VID)" ));
- DX_RESTORE( pTMObj->lpDDS_Video );
- pTMObj->lpDDS_Video->Release();
- pTMObj->lpDDS_Video = NULL;
- }
-
- /* Request a surface in Video memory. */
- memset( &ddsd2, 0, sizeof(DDSURFACEDESC2) );
- ddsd2.dwSize = sizeof( DDSURFACEDESC2 );
- ddsd2.dwWidth = pTMObj->dwVWidth;
- ddsd2.dwHeight = pTMObj->dwVHeight;
- ddsd2.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT | DDSD_PIXELFORMAT;
- ddsd2.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_VIDEOMEMORY;
- ddsd2.ddsCaps.dwCaps2 = 0L;
- memset( &ddsd2.ddpfPixelFormat, 0, sizeof(DDPIXELFORMAT) );
- ddsd2.ddpfPixelFormat.dwSize = sizeof( DDPIXELFORMAT );
- ddsd2.ddpfPixelFormat.dwFlags = pTMObj->dwFlags;
- rc = pHAL->lpD3DDevice->EnumTextureFormats( EnumPFHook, &ddsd2.ddpfPixelFormat );
- if ( FAILED(rc) )
- {
- RIP( pHAL, "EnumerTextureFormats ->", ErrorStringD3D(rc) );
- return FALSE;
- }
-
- /* Make sure we lock so we don't nuke this texture trying to free memory for it. */
- pTMObj->bLock = TRUE;
-
- /* Start a loop that will free all textures until we have created the texture */
- /* surface or we can't free up more memory. */
- do
- {
- /* Try to create the texture surface. */
- rc = pHAL->lpDD4->CreateSurface( &ddsd2, &pTMObj->lpDDS_Video, NULL );
- if ( !FAILED(rc) )
- break;
-
- DPF(( DBG_TXT_INFO, "Free Texture Memory" ));
-
- /* DestroyTexture will return TRUE if a surface was freed. */
- } while( FreeTextureMemory(pHAL,NULL) );
-
- /* Make sure we unlock or we won't be able to nuke the TMO later. */
- pTMObj->bLock = FALSE;
-
- /* Did we create a valid texture surface? */
- if ( FAILED(rc) )
- {
- DPF(( DBG_TXT_WARN, "Failed to load texture" ));
- pHAL->lpD3DDevice->SetTexture( 0, NULL );
- return FALSE;
- }
-
- DX_RESTORE( pTMObj->lpDDS_System );
- DX_RESTORE( pTMObj->lpDDS_Video );
-
- DPF(( DBG_TXT_INFO, "Texture Blt SYSTEM -> VID" ));
-
- /* Now blt the texture in system memory to the card. */
- rc = pTMObj->lpDDS_Video->Blt( NULL, pTMObj->lpDDS_System, NULL, DDBLT_WAIT, NULL );
- if ( FAILED(rc) )
- {
- RIP( pHAL, "Blt (TEXTURE) ->", ErrorStringD3D(rc) );
- return FALSE;
- }
-
- /* Get the Texture interface that is used to render with. */
- pTMObj->lpDDS_Video->QueryInterface( IID_IDirect3DTexture2, (void **)&pTMObj->lpD3DTexture2 );
- if ( pTMObj->lpD3DTexture2 == NULL )
- {
- DPF(( DBG_TXT_WARN, "Failed QueryTextureInterface" ));
- pHAL->lpD3DDevice->SetTexture( 0, NULL );
- return FALSE;
- }
-
- return TRUE;
-}
-/*===========================================================================*/
-/* If this function gets a texture object struc then we will try and free */
-/* it. If we get a NULL then we will search from the bottom up and free one */
-/* VMEM surface. I can only free when the surface isn't locked and of course*/
-/* there must be a VMEM surface. We never free SMEM surfaces as that isn't */
-/* the point. */
-/* TODO: should have a pointer to the bottom of the stack really. */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-static BOOL FreeTextureMemory( PMESAD3DHAL pHAL, PTM_OBJECT pTMObject )
-{
- PTM_OBJECT pCurrent;
- BOOL bFreed = FALSE;
-
- DPF(( DBG_FUNC, "FreeTextureMemory();" ));
- DPF(( DBG_TXT_WARN, "FREE TEXTURE!" ));
-
- /* Just to be safe. */
- if ( !pHAL || !pHAL->pTMList )
- {
- DPF(( DBG_TXT_WARN, "FreeTextureMemory() -> NULL pHAL/pHAL->pTMList" ));
- return FALSE;
- }
-
- /* Free the last texture in the list. */
- if ( pTMObject == NULL )
- {
- DPF(( DBG_TXT_INFO, "Free Last texture in cache" ));
-
- /* Find the last texture object. */
- for( pCurrent = pHAL->pTMList; pCurrent->next; pCurrent = pCurrent->next );
-
- /* Now backup until we find a texture on the card. */
- while( pCurrent && (pCurrent->lpDDS_Video == NULL) && (pCurrent->bLock == FALSE) )
- pCurrent = pCurrent->prev;
-
- /* Didn't find anything. */
- if ( pCurrent == NULL )
- {
- DPF(( DBG_TXT_INFO, "No texture memory freed" ));
- return FALSE;
- }
- }
- else
- {
- /* See if we can find this texture object. */
- for( pCurrent = pHAL->pTMList; pCurrent && (pCurrent != pTMObject); pCurrent = pCurrent->next );
-
- /* Didn't find anything. */
- if ( pCurrent == NULL )
- {
- DPF(( DBG_TXT_INFO, "Requested texture to be freed NOT FOUND" ));
- return FALSE;
- }
- }
-
- /* Can't free this baby. */
- if ( pCurrent->bLock == TRUE )
- {
- DPF(( DBG_TXT_WARN, "Requested texture LOCKED" ));
- return FALSE;
- }
-
- /* Free the texture memory. */
- if ( pCurrent->lpD3DTexture2 )
- {
- DPF(( DBG_TXT_INFO, "Release Texture2" ));
- pCurrent->lpD3DTexture2->Release();
- pCurrent->lpD3DTexture2 = NULL;
- bFreed = TRUE;
- }
- if ( pCurrent->lpDDS_Video )
- {
- DPF(( DBG_TXT_INFO, "Release texture (VID):" ));
- DPF(( DBG_TXT_INFO, "dwName: %d", pCurrent->dwName ));
- DPF(( DBG_TXT_INFO, "cx: %d, cy: %d", pCurrent->dwVWidth, pCurrent->dwVHeight ));
- pCurrent->lpDDS_Video->Release();
- pCurrent->lpDDS_Video = NULL;
- bFreed = TRUE;
- }
-
- return bFreed;
-}
-/*===========================================================================*/
-/* This function searches the linked list of texture objects in the supplied*/
-/* D3Dwrapper structure. If it finds a match it will free it and pull it out*/
-/* of the linked list. The function works on the bases of a matching pointer*/
-/* to the object (not matching content). */
-/* If the function gets passed a NULL then we want to free the last texture */
-/* object in the list. Used in a loop to destory all. */
-/*===========================================================================*/
-/* RETURN: TRUE, FALSE. */
-/*===========================================================================*/
-static BOOL DestroyTextureObject( PMESAD3DHAL pHAL, PTM_OBJECT pTMObject )
-{
- PTM_OBJECT pCurrent;
-
- DPF(( DBG_FUNC, "DestoryTextureObject();" ));
-
- /* Just to be safe. */
- if ( !pHAL || !pHAL->pTMList )
- {
- DPF(( DBG_TXT_WARN, "DestroyTextureObject() -> NULL pHAL/pHAL->pTMList" ));
- return FALSE;
- }
-
- /* Free the last texture in the list. */
- if ( pTMObject == NULL )
- {
- /* Find the last texture object. */
- for( pCurrent = pHAL->pTMList; pCurrent->next; pCurrent = pCurrent->next );
- }
- else
- {
- /* See if we can find this texture object. */
- for( pCurrent = pHAL->pTMList; pCurrent && (pCurrent != pTMObject); pCurrent = pCurrent->next );
-
- /* Didn't find anything. */
- if ( pCurrent == NULL )
- {
- DPF(( DBG_TXT_WARN, "No textures to be freed" ));
- return FALSE;
- }
- }
-
- /* Can't free this baby. */
- if ( pCurrent->bLock == TRUE )
- {
- DPF(( DBG_TXT_WARN, "Requested texture to be freed LOCKED" ));
- return FALSE;
- }
-
- /* Free the texture memory. */
- if ( pCurrent->lpD3DTexture2 )
- {
- DPF(( DBG_TXT_INFO, "Release Texture2" ));
- pCurrent->lpD3DTexture2->Release();
- pCurrent->lpD3DTexture2 = NULL;
- }
- if ( pCurrent->lpDDS_Video )
- {
- DPF(( DBG_TXT_INFO, "Release texture (VID):" ));
- pCurrent->lpDDS_Video->Release();
- pCurrent->lpDDS_Video = NULL;
- }
- if ( pCurrent->lpDDS_System )
- {
- DPF(( DBG_TXT_INFO, "Release texture (SYS):" ));
- pCurrent->lpDDS_System->Release();
- pCurrent->lpDDS_System = NULL;
- }
-
- /* Pull this texture out of the list. */
- if ( pCurrent == pHAL->pTMList )
- pHAL->pTMList = NULL;
- if ( pCurrent->prev )
- (pCurrent->prev)->next = pCurrent->next;
- if ( pCurrent->next )
- (pCurrent->next)->prev = pCurrent->prev;
- FREE( pCurrent );
-
- return TRUE;
-}
-/*===========================================================================*/
-/* This function is the callback function that gets called when we are doing*/
-/* an enumeration of the texture formats supported by this device. The choice*/
-/* is made by checking to see if we have a match with the supplied D3D pixel-*/
-/* format. So the enumeration has to pass a desired D3D PF as the user var. */
-/*===========================================================================*/
-/* RETURN: D3DENUMRET_OK, D3DENUMRET_CANCEL. */
-/*===========================================================================*/
-static void UpdateTexture( PTM_OBJECT pTMObj, BOOL bVideo, RECT *pRect, UCHAR *pixels )
-{
- LPDIRECTDRAWSURFACE4 lpDDS;
- DDSURFACEDESC2 ddsd2;
- DWORD srcPitch,
- dwHeight,
- dwWidth,
- dwCol,
- dwColor;
- UCHAR *pSrc,
- *pSrcRow,
- *pDest,
- *pDestRow;
- int rc;
-
- // TODO: Do I need to pass the h/w when its in the object!
- DPF(( DBG_FUNC, "UpdateTexture();" ));
-
- /* Get the surface pointer we are looking for. */
- lpDDS = (bVideo) ? pTMObj->lpDDS_Video : pTMObj->lpDDS_System;
-
- /*===================================================================*/
- /* Fill the texture using the PixelInfo structure to do the mapping. */
- /*===================================================================*/
-
- /* Get the surface pointer. */
- memset( &ddsd2, 0, sizeof(DDSURFACEDESC2) );
- ddsd2.dwSize = sizeof(DDSURFACEDESC2);
- rc = lpDDS->Lock( NULL, &ddsd2, DDLOCK_WAIT, NULL );
- if ( FAILED(rc) )
- {
- RIP( NULL, "Lock (TEXTURE/SYSTEM)->", ErrorStringD3D(rc) );
- return;
- }
-
- /* For now we are only updating the system surface so use its dimensions. */
- dwWidth = (bVideo) ? pTMObj->dwVWidth : pTMObj->dwSWidth;
- dwHeight = (bVideo) ? pTMObj->dwVHeight : pTMObj->dwSHeight;
-
- /* If we are updating the whole surface then the pDest/pSrc will */
- /* always be the same. */
- if ( pRect == NULL )
- {
- pDest = (UCHAR *)ddsd2.lpSurface;
- pSrc = pixels;
- }
-
- /* Fill the texture surface based on the pixelformat flags. */
- if ( pTMObj->dwFlags == (DDPF_RGB | DDPF_ALPHAPIXELS) )
- {
- srcPitch = dwWidth * 4;
- if ( pRect )
- {
- pDest = ((UCHAR *)ddsd2.lpSurface) + (pRect->top * ddsd2.lPitch) + (pRect->left * pTMObj->pixel.cb);
- pSrc = pixels + (pRect->top * dwWidth * 4) + (pRect->left * 4);
- dwHeight = (pRect->bottom - pRect->top);
- dwWidth = (pRect->right - pRect->left);
- }
-
- for( pDestRow = pDest, pSrcRow = pSrc; dwHeight > 0; dwHeight--, pDestRow += ddsd2.lPitch, pSrcRow += srcPitch )
- {
- for( dwCol = 0, pDest = pDestRow, pSrc = pSrcRow; dwCol < dwWidth; dwCol++ )
- {
- dwColor = ( ((DWORD)(*(pSrc ) * pTMObj->pixel.rScale)) << pTMObj->pixel.rShift );
- dwColor |= ( ((DWORD)(*(pSrc+1) * pTMObj->pixel.gScale)) << pTMObj->pixel.gShift );
- dwColor |= ( ((DWORD)(*(pSrc+2) * pTMObj->pixel.bScale)) << pTMObj->pixel.bShift );
- if ( pTMObj->pixel.aScale == -1.0 )
- dwColor |= ( (*(pSrc+3) & 0x80) ? (1 << pTMObj->pixel.aShift) : 0 );
- else
- dwColor |= ( ((DWORD)(*(pSrc+3) * pTMObj->pixel.aScale)) << pTMObj->pixel.aShift );
- memcpy( pDest, &dwColor, pTMObj->pixel.cb );
- pDest += pTMObj->pixel.cb;
- pSrc += 4;
- }
- }
- }
- else if ( pTMObj->dwFlags == DDPF_RGB )
- {
- srcPitch = dwWidth * 3;
- if ( pRect )
- {
- pDest = ((UCHAR *)ddsd2.lpSurface) + (pRect->top * ddsd2.lPitch) + (pRect->left * pTMObj->pixel.cb);
- pSrc = pixels + (pRect->top * dwWidth * 3) + (pRect->left * 3);
- dwHeight = (pRect->bottom - pRect->top);
- dwWidth = (pRect->right - pRect->left);
- }
-
- for( pDestRow = pDest, pSrcRow = pSrc; dwHeight > 0; dwHeight--, pDestRow += ddsd2.lPitch, pSrcRow += srcPitch )
- {
- for( dwCol = 0, pDest = pDestRow, pSrc = pSrcRow; dwCol < dwWidth; dwCol++ )
- {
- dwColor = ( ((DWORD)(*(pSrc ) * pTMObj->pixel.rScale)) << pTMObj->pixel.rShift );
- dwColor |= ( ((DWORD)(*(pSrc+1) * pTMObj->pixel.gScale)) << pTMObj->pixel.gShift );
- dwColor |= ( ((DWORD)(*(pSrc+2) * pTMObj->pixel.bScale)) << pTMObj->pixel.bShift );
- memcpy( pDest, &dwColor, pTMObj->pixel.cb );
- pDest += pTMObj->pixel.cb;
- pSrc += 3;
- }
- }
- }
- else if ( pTMObj->dwFlags == (DDPF_LUMINANCE | DDPF_ALPHAPIXELS) )
- {
- srcPitch = dwWidth * 2;
- if ( pRect )
- {
- pDest = ((UCHAR *)ddsd2.lpSurface) + (pRect->top * ddsd2.lPitch) + (pRect->left * pTMObj->pixel.cb);
- pSrc = pixels + (pRect->top * dwWidth * 2) + (pRect->left * 2);
- dwHeight = (pRect->bottom - pRect->top);
- dwWidth = (pRect->right - pRect->left);
- }
-
- for( pDestRow = pDest, pSrcRow = pSrc; dwHeight > 0; dwHeight--, pDestRow += ddsd2.lPitch, pSrcRow += srcPitch )
- {
- for( dwCol = 0, pDest = pDestRow, pSrc = pSrcRow; dwCol < dwWidth; dwCol++ )
- {
- dwColor = ( ((DWORD)(*(pSrc ) * pTMObj->pixel.rScale)) << pTMObj->pixel.rShift );
- if ( pTMObj->pixel.aScale == -1.0 )
- dwColor |= ( (*(pSrc+1) & 0x80) ? (1 << pTMObj->pixel.aShift) : 0 );
- else
- dwColor |= ( ((DWORD)(*(pSrc+1) * pTMObj->pixel.aScale)) << pTMObj->pixel.aShift );
- memcpy( pDest, &dwColor, pTMObj->pixel.cb );
- pDest += pTMObj->pixel.cb;
- pSrc += 2;
- }
- }
- }
- else if ( pTMObj->dwFlags == DDPF_LUMINANCE )
- {
- srcPitch = dwWidth;
- if ( pRect )
- {
- pDest = ((UCHAR *)ddsd2.lpSurface) + (pRect->top * ddsd2.lPitch) + (pRect->left * pTMObj->pixel.cb);
- pSrc = pixels + (pRect->top * dwWidth) + (pRect->left);
- dwHeight = (pRect->bottom - pRect->top);
- dwWidth = (pRect->right - pRect->left);
- }
-
- for( pDestRow = pDest, pSrcRow = pSrc; dwHeight > 0; dwHeight--, pDestRow += ddsd2.lPitch, pSrcRow += srcPitch )
- {
- for( dwCol = 0, pDest = pDestRow, pSrc = pSrcRow; dwCol < dwWidth; dwCol++ )
- {
- dwColor = ( ((DWORD)(*pSrc * pTMObj->pixel.rScale)) << pTMObj->pixel.rShift );
- memcpy( pDest, &dwColor, pTMObj->pixel.cb );
- pDest += pTMObj->pixel.cb;
- pSrc++;
- }
- }
- }
- else if ( pTMObj->dwFlags == DDPF_ALPHAPIXELS )
- {
- srcPitch = dwWidth;
- if ( pRect )
- {
- pDest = ((UCHAR *)ddsd2.lpSurface) + (pRect->top * ddsd2.lPitch) + (pRect->left * pTMObj->pixel.cb);
- pSrc = pixels + (pRect->top * dwWidth) + (pRect->left);
- dwHeight = (pRect->bottom - pRect->top);
- dwWidth = (pRect->right - pRect->left);
- }
-
- for( pDestRow = pDest, pSrcRow = pSrc; dwHeight > 0; dwHeight--, pDestRow += ddsd2.lPitch, pSrcRow += srcPitch )
- {
- for( dwCol = 0, pDest = pDestRow, pSrc = pSrcRow; dwCol < dwWidth; dwCol++ )
- {
- if ( pTMObj->pixel.aScale == -1.0 )
- dwColor = ( (*pSrc & 0x80) ? (1 << pTMObj->pixel.aShift) : 0 );
- else
- dwColor = ( ((DWORD)(*pSrc * pTMObj->pixel.aScale)) << pTMObj->pixel.aShift );
- memcpy( pDest, &dwColor, pTMObj->pixel.cb );
- pDest += pTMObj->pixel.cb;
- pSrc++;
- }
- }
- }
-
- /* Unlock the surface. */
- rc = lpDDS->Unlock( NULL );
- if ( FAILED(rc) )
- {
- RIP( NULL, "Unlock (TEXTURE/SYSTEM)->", ErrorStringD3D(rc) );
- }
-}
-/*===========================================================================*/
-/* This function is the callback function that gets called when we are doing*/
-/* an enumeration of the texture formats supported by this device. The choice*/
-/* is made by checking to see if we have a match with the supplied D3D pixel-*/
-/* format. So the enumeration has to pass a desired D3D PF as the user var. */
-/*===========================================================================*/
-/* RETURN: D3DENUMRET_OK, D3DENUMRET_CANCEL. */
-/*===========================================================================*/
-HRESULT CALLBACK EnumPFHook( LPDDPIXELFORMAT lpDDPixFmt, LPVOID lpContext )
-{
- LPDDPIXELFORMAT lpDDPixFmtRequest = (LPDDPIXELFORMAT)lpContext;
- PIXELINFO pixel;
-
- DPF(( DBG_FUNC, "EnumPFHook();" ));
-
- if ( lpDDPixFmt->dwFlags == lpDDPixFmtRequest->dwFlags )
- {
- /* Are we looking for an alpha channel? */
- if ( lpDDPixFmtRequest->dwFlags & DDPF_ALPHAPIXELS )
- {
- /* Try for something that has more then 1bits of Alpha. */
- Solve8BitChannelPixelFormat( lpDDPixFmt, &pixel );
- if ( pixel.aScale == -1.0 )
- {
- /* Save this format no matter what as its a match of sorts. */
- memcpy( lpDDPixFmtRequest, lpDDPixFmt, sizeof(DDPIXELFORMAT) );
- return D3DENUMRET_OK;
- }
- }
-
- /* Save this format as its a good match. */
- memcpy( lpDDPixFmtRequest, lpDDPixFmt, sizeof(DDPIXELFORMAT) );
-
- /* We are happy at this point so lets leave. */
- return D3DENUMRET_CANCEL;
- }
-
- return D3DENUMRET_OK;
-}
-
-
+/*===========================================================================*/ +/* */ +/* Mesa-3.0 DirectX 6 Driver */ +/* */ +/* By Leigh McRae */ +/* */ +/* http://www.altsoftware.com/ */ +/* */ +/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */ +/*===========================================================================*/ +#include "D3DHAL.h" +/*===========================================================================*/ +/* Local function prototypes. */ +/*===========================================================================*/ +static void UpdateTexture( PTM_OBJECT pTMObj, BOOL bVideo, RECT *pRect, UCHAR *pixels ); +static BOOL LoadTextureInVideo( PMESAD3DHAL pHAL, PTM_OBJECT pTMObj ); +static BOOL FreeTextureMemory( PMESAD3DHAL pHAL, PTM_OBJECT pTMObject ); +static BOOL DestroyTextureObject( PMESAD3DHAL pHAL, PTM_OBJECT pTMObject ); +HRESULT CALLBACK EnumPFHook( LPDDPIXELFORMAT lpDDPixFmt, LPVOID lpContext ); +/*===========================================================================*/ +/* This function will simply set the top of stack to NULL. I only used it */ +/* just incase I want to add something later. */ +/*===========================================================================*/ +/* RETURN: TRUE. */ +/*===========================================================================*/ +BOOL InitTMgrHAL( PMESAD3DHAL pHAL ) +{ + DPF(( DBG_FUNC, "InitTMgrHAL();" )); + + /* Be clean my friend. */ + pHAL->pTMList = NULL; + + return TRUE; +} +/*===========================================================================*/ +/* This function will walk the Texture Managers linked list and destroy all */ +/* surfaces (SYSTEM/VIDEO). The texture objects themselves also will be */ +/* freed. */ +/* NOTE: this is per/context. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +void TermTMgrHAL( PMESAD3DHAL pHAL ) +{ + DPF(( DBG_FUNC, "TermTMgrHAL();" )); + + if ( pHAL && pHAL->pTMList ) + { + /* Destroy the surface and remove the TMO from the stack. */ + while( DestroyTextureObject(pHAL,NULL) ); + + /* Be clean my friend. */ + pHAL->pTMList = NULL; + } +} +/*===========================================================================*/ +/* This function is a HACK as I don't know how I can disable a texture with-*/ +/* out booting it out. Is there know state change? */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +extern "C" void DisableTMgrHAL( PMESAD3DSHARED pShared ) +{ + PMESAD3DHAL pHAL = (PMESAD3DHAL)pShared; + + DPF(( DBG_FUNC, "DisableTMgrHAL();" )); + + /* Check too see that we have a valid context. */ + if ( (pHAL == NULL) && (pHAL->lpD3DDevice != NULL) ) + { + DPF(( DBG_TXT_WARN, "Null HAL/Direct3D Device!" )); + return; + } + + // TODO: This is a hack to shut off textures. + pHAL->lpD3DDevice->SetTexture( 0, NULL ); +} +/*===========================================================================*/ +/* This function is the only entry into the TextureManager that Mesa/wgl */ +/* will see. It uses a dwAction to specify what we are doing. I did this as*/ +/* depending on the cards resources the action taken can change. */ +/* When this function is called we will always search the Texture Managers */ +/* linked list (per context remember) and try and find a structure that has */ +/* the same dwName. If we have a match we pull it out of the list and put it*/ +/* at the top of the list (TOL). If we don't find one then we create a struc*/ +/* and put it a TOL. This TOL idea makes for some caching as we will always */ +/* destroy Texture Surfaces from the bottom up... */ +/* All texture objects at this point will create a texture surface in System*/ +/* memory (SMEM). Then we will copy the Mesa texture into the surface using */ +/* the 'pixel' struc to get the translation info. So now this means that all*/ +/* textures that Mesa gives me I will have a Surface with a copy. If Mesa */ +/* changes the texture the I update the surface in (SMEM). */ +/* Now we have a texture struc and a Texture Surface in SMEM. At this point*/ +/* we create another surface on the card (VMEM). Finally we blt from the */ +/* SMEM to the VMEM and set the texture as current. Why do I need two? First*/ +/* this solves square textures. If the cards CAPS is square textures only */ +/* then I change the dimensions of the VMEM surface and the blt solves it for*/ +/* me. Second it saves me from filling D3D textures over and over if the */ +/* card needs to be creating and destroying surfaces because of low memory. */ +/* The surface in SMEM is expected to work always. When a surface has to be*/ +/* created in VMEM then we put it in a loop that tries to create the surface.*/ +/* If we create the surface ok then we brake from the loop. If we fail then */ +/* we will call 'FreeTextureMemory' that will return TRUE/FALSE as to whether*/ +/* memory was freed. If memory was freed then we can try again. If no memory*/ +/* was freed then it just can't fit. */ +/* 'FreeTextureMemory' will find the end of the list and start freeing VMEM */ +/* (never SMEM) surfaces that are not locked. */ +/* BIND - when we bind and there is a texture struct with a texture surface */ +/* in VMEM then we just make it current. If we have a struct and a surface */ +/* in SMEM but no VMEM surface then we create the surface in VMEM and blt */ +/* from the SMEM surface. If we have nothing its just like a creation... */ +/*===========================================================================*/ +/* RETURN: TRUE, FALSE. */ +/*===========================================================================*/ +extern "C" BOOL CreateTMgrHAL( PMESAD3DSHARED pShared, DWORD dwName, int level, DWORD dwRequestFlags, + RECT *rectDirty, DWORD dwWidth, DWORD dwHeight, DWORD dwAction, void *pPixels ) +{ + PMESAD3DHAL pHAL = (PMESAD3DHAL)pShared; + PTM_OBJECT pTMObj, + pTemp; + DDSURFACEDESC2 ddsd2; + HRESULT rc; + + + DPF(( DBG_FUNC, "CreateTMgrHAL();" )); + + DPF(( DBG_TXT_INFO, "Texture:" )); + DPF(( DBG_TXT_INFO, "cx: %d cy: %d", dwWidth, dwHeight )); + DPF(( DBG_TXT_INFO, "Rect:" )); + if ( rectDirty ) + { + DPF(( DBG_TXT_INFO, "x0: %d y0: %d", rectDirty->left, rectDirty->top )); + DPF(( DBG_TXT_INFO, "x1: %d y1: %d", rectDirty->right, rectDirty->bottom )); + } + + /* Check too see that we have a valid context. */ + if ( (pHAL == NULL) && (pHAL->lpD3DDevice != NULL) ) + { + DPF(( DBG_TXT_WARN, "Null HAL/Direct3D Device!" )); + return FALSE; + } + + /*=================================================*/ + /* See if we can find this texture object by name. */ + /*=================================================*/ + for( pTMObj = pHAL->pTMList; pTMObj && (pTMObj->dwName != dwName); pTMObj = pTMObj->next ); + + /*=========================================================*/ + /* Allocate a new object if we didn't get a matching name. */ + /*=========================================================*/ + if ( pTMObj == NULL ) + { + pTMObj = (PTM_OBJECT)ALLOC( sizeof(TM_OBJECT) ); + if ( pTMObj == NULL ) + return FALSE; + memset( pTMObj, 0, sizeof(TM_OBJECT) ); + + /* Put the object at the beginning of the list. */ + pTMObj->next = pHAL->pTMList; + if ( pTMObj->next ) + { + pTemp = pTMObj->next; + pTemp->prev = pTMObj; + } + pHAL->pTMList = pTMObj; + } + else + { + /*===============================================================*/ + /* Make some caching happen by pulling this object to the front. */ + /*===============================================================*/ + if ( pHAL->pTMList != pTMObj ) + { + /* Pull the object out of the list. */ + if ( pTMObj->prev ) + { + pTemp = pTMObj->prev; + pTemp->next = pTMObj->next; + } + if ( pTMObj->next ) + { + pTemp = pTMObj->next; + pTemp->prev = pTMObj->prev; + } + + pTMObj->prev = NULL; + pTMObj->next = NULL; + + /* Put the object at the front of the list. */ + pTMObj->next = pHAL->pTMList; + if ( pTMObj->next ) + { + pTemp = pTMObj->next; + pTemp->prev = pTMObj; + } + pHAL->pTMList = pTMObj; + } + } + + /*========================================================*/ + /* If we are doing BIND and the texture is in VID memory. */ + /*========================================================*/ + if ( (dwAction == TM_ACTION_BIND) && pTMObj->lpDDS_Video ) + { + DPF(( DBG_TXT_PROFILE, "Cache HIT (%d)", dwName )); + + /* Make this the current texture. */ + rc = pHAL->lpD3DDevice->SetTexture( 0, pTMObj->lpD3DTexture2 ); + if ( FAILED(rc) ) + { + DPF(( DBG_TXT_WARN, "Failed SetTexture() (%s)", ErrorStringD3D(rc) )); + pHAL->lpD3DDevice->SetTexture( 0, NULL ); + return FALSE; + } + + return TRUE; + } + + /*=================================================================*/ + /* If we are doing BIND and the texture is at least in SYS memory. */ + /*=================================================================*/ + if ( (dwAction == TM_ACTION_BIND) && pTMObj->lpDDS_System ) + { + DPF(( DBG_TXT_PROFILE, "Cache MISS (%d)", dwName )); + + /* Create the texture on the card. */ + rc = LoadTextureInVideo( pHAL, pTMObj ); + if ( rc == FALSE ) + return FALSE; + + /* Make this the current texture. */ + rc = pHAL->lpD3DDevice->SetTexture( 0, pTMObj->lpD3DTexture2 ); + if ( FAILED(rc) ) + { + DPF(( DBG_TXT_WARN, "Failed SetTexture() (%s)", ErrorStringD3D(rc) )); + pHAL->lpD3DDevice->SetTexture( 0, NULL ); + return FALSE; + } + + return TRUE; + } + + /*=========================================================*/ + /* If we are doing UPDATE then try in VID first for speed. */ + /*=========================================================*/ + if ( (dwAction == TM_ACTION_UPDATE) && pTMObj->lpDDS_Video && + !(pHAL->D3DHWDevDesc.dpcTriCaps.dwTextureCaps & D3DPTEXTURECAPS_SQUAREONLY) ) + { + DPF(( DBG_TXT_INFO, "Fix the SubTexture update Leigh!" )); + + /* Update the texture on the card. */ + UpdateTexture( pTMObj, TRUE, rectDirty, (UCHAR *)pPixels ); + + /* We updated the texture in VID so kill the SYS so we know its dirty. */ + if ( pTMObj->lpDDS_System ) + { + DPF(( DBG_TXT_INFO, "Release texture (SYS)" )); + DX_RESTORE( pTMObj->lpDDS_System ); + pTMObj->lpDDS_System->Release(); + pTMObj->lpDDS_System = NULL; + } + + /* Make this the current texture. */ + rc = pHAL->lpD3DDevice->SetTexture( 0, pTMObj->lpD3DTexture2 ); + if ( FAILED(rc) ) + { + DPF(( DBG_TXT_WARN, "Failed SetTexture() (%s)", ErrorStringD3D(rc) )); + pHAL->lpD3DDevice->SetTexture( 0, NULL ); + return FALSE; + } + + return TRUE; + } + + /*===========================================================*/ + /* If we are doing UPDATE then try in SYS still gives speed. */ + /*===========================================================*/ + if ( (dwAction == TM_ACTION_UPDATE) && pTMObj->lpDDS_System ) + { + DPF(( DBG_TXT_INFO, "Fix the SubTexture update Leigh!" )); + + /* Update the texture in SYS. */ + UpdateTexture( pTMObj, FALSE, NULL, (UCHAR *)pPixels ); + + /* We updated the SYS texture only so now blt to the VID. */ + rc = LoadTextureInVideo( pHAL, pTMObj ); + if ( rc == FALSE ) + return FALSE; + + /* Make this the current texture. */ + rc = pHAL->lpD3DDevice->SetTexture( 0, pTMObj->lpD3DTexture2 ); + if ( FAILED(rc) ) + { + DPF(( DBG_TXT_WARN, "Failed SetTexture() (%s)", ErrorStringD3D(rc) )); + pHAL->lpD3DDevice->SetTexture( 0, NULL ); + return FALSE; + } + + return TRUE; + } + + /* At this point we have a valid Texture Manager Object with updated */ + /* links. We now need to create or update a texture surface that is */ + /* in system memory. Every texture has a copy in system so we can use*/ + /* blt to solve problems with textures allocated on the card (square */ + /* only textures, pixelformats...). */ + + // TODO: make support for update also. Dirty rectangle basicly... + + /* Kill the interface if we have one no matter what. */ + if ( pTMObj->lpD3DTexture2 ) + { + DPF(( DBG_TXT_INFO, "Release Texture2" )); + pTMObj->lpD3DTexture2->Release(); + pTMObj->lpD3DTexture2 = NULL; + } + + /* Kill the system surface. TODO: should try to get the SubIMage going again */ + if ( pTMObj->lpDDS_System ) + { + DPF(( DBG_TXT_INFO, "Release texture (SYS)" )); + DX_RESTORE( pTMObj->lpDDS_System ); + pTMObj->lpDDS_System->Release(); + pTMObj->lpDDS_System = NULL; + } + + /* Kill the Video surface. TODO: need some reuse system... */ + if ( pTMObj->lpDDS_Video ) + { + DPF(( DBG_TXT_INFO, "Release texture (VID)" )); + DX_RESTORE( pTMObj->lpDDS_Video ); + pTMObj->lpDDS_Video->Release(); + pTMObj->lpDDS_Video = NULL; + } + + /*================================================================*/ + /* Translate the the Mesa/OpenGL pixel channels to the D3D flags. */ + /*================================================================*/ + switch( dwRequestFlags ) + { + case GL_ALPHA: + dwRequestFlags = DDPF_ALPHA; + DPF(( DBG_TXT_WARN, "GL_ALPHA not supported!)" )); + return FALSE; + + case GL_INTENSITY: + case GL_LUMINANCE: + DPF(( DBG_TXT_WARN, "GL_INTENSITY/GL_LUMINANCE not supported!)" )); + dwRequestFlags = DDPF_LUMINANCE; + return FALSE; + + case GL_LUMINANCE_ALPHA: + DPF(( DBG_TXT_WARN, "GL_LUMINANCE_ALPHA not supported!)" )); + dwRequestFlags = DDPF_LUMINANCE | DDPF_ALPHAPIXELS; + return FALSE; + + case GL_RGB: + DPF(( DBG_TXT_INFO, "Texture -> GL_RGB" )); + dwRequestFlags = DDPF_RGB; + break; + + case GL_RGBA: + DPF(( DBG_TXT_INFO, "Texture -> GL_RGBA" )); + dwRequestFlags = DDPF_RGB | DDPF_ALPHAPIXELS; + break; + } + + /*==============================*/ + /* Populate the texture object. */ + /*==============================*/ + pTMObj->dwName = dwName; + pTMObj->lpD3DDevice = pHAL->lpD3DDevice; + pTMObj->dwFlags = dwRequestFlags; + if ( pHAL->D3DHWDevDesc.dpcTriCaps.dwTextureCaps & D3DPTEXTURECAPS_SQUAREONLY ) + { + DPF(( DBG_TXT_INFO, "Convert to Square..." )); + pTMObj->dwSHeight = dwHeight; + pTMObj->dwSWidth = dwWidth; + + /* Shrink non-square textures. */ + pTMObj->dwVHeight = (dwHeight > dwWidth) ? dwWidth : dwHeight; + pTMObj->dwVWidth = (dwHeight > dwWidth) ? dwWidth : dwHeight; + } + else + { + pTMObj->dwSHeight = dwHeight; + pTMObj->dwSWidth = dwWidth; + pTMObj->dwVHeight = dwHeight; + pTMObj->dwVWidth = dwWidth; + } + + /*========================*/ + /* Create SYSTEM surface. */ + /*========================*/ + + /* Request a surface in system memory. */ + memset( &ddsd2, 0, sizeof(DDSURFACEDESC2) ); + ddsd2.dwSize = sizeof( DDSURFACEDESC2 ); + ddsd2.dwWidth = pTMObj->dwSWidth; + ddsd2.dwHeight = pTMObj->dwSHeight; + ddsd2.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT | DDSD_PIXELFORMAT; + ddsd2.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_SYSTEMMEMORY; + ddsd2.ddsCaps.dwCaps2 = 0L; + memset( &ddsd2.ddpfPixelFormat, 0, sizeof(DDPIXELFORMAT) ); + ddsd2.ddpfPixelFormat.dwSize = sizeof( DDPIXELFORMAT ); + ddsd2.ddpfPixelFormat.dwFlags = dwRequestFlags; + rc = pHAL->lpD3DDevice->EnumTextureFormats( EnumPFHook, &ddsd2.ddpfPixelFormat ); + if ( FAILED(rc) ) + { + RIP( pHAL, "EnumerTextureFormats (SYSTEM)->", ErrorStringD3D(rc) ); + return FALSE; + } + + /* Create the surface using the enumerated pixelformat. */ + rc = pHAL->lpDD4->CreateSurface( &ddsd2, &pTMObj->lpDDS_System, NULL ); + if ( FAILED(rc) ) + { + RIP( pHAL, "CreateSurface (TEXTURE/SYSTEM)->", ErrorStringD3D(rc) ); + return FALSE; + } + + /* Solve the pixel mapping info using the surface pixelformat. */ + Solve8BitChannelPixelFormat( &ddsd2.ddpfPixelFormat, &pTMObj->pixel ); + + /*===================================================================*/ + /* Fill the texture using the PixelInfo structure to do the mapping. */ + /*===================================================================*/ + UpdateTexture( pTMObj, FALSE, NULL, (UCHAR *)pPixels ); + + /*=======================*/ + /* Create VIDEO surface. */ + /*=======================*/ + rc = LoadTextureInVideo( pHAL, pTMObj ); + if ( rc == FALSE ) + return FALSE; + + /* Make this the current texture. */ + rc = pHAL->lpD3DDevice->SetTexture( 0, pTMObj->lpD3DTexture2 ); + if ( FAILED(rc) ) + { + DPF(( DBG_TXT_WARN, "Failed SetTexture() (%s)", ErrorStringD3D(rc) )); + pHAL->lpD3DDevice->SetTexture( 0, NULL ); + return FALSE; + } + + return TRUE; +} +/*===========================================================================*/ +/* This function will handle the creation and destruction of the texture */ +/* surfaces on the card. Using the dw'V'Width/Height dimensions the call */ +/* try and create the texture on the card and keep using FreeTextureMemory */ +/* until the surace can be created. Once the surface is created we get the */ +/* interface that we will use to make it the current texture. I didn't put */ +/* the code to make the texture current in this function as BIND needs to */ +/* use the same code and this function doesn't always get called when we do a*/ +/* bind. */ +/*===========================================================================*/ +/* RETURN: TRUE, FALSE. */ +/*===========================================================================*/ +static BOOL LoadTextureInVideo( PMESAD3DHAL pHAL, PTM_OBJECT pTMObj ) +{ + DDSURFACEDESC2 ddsd2; + HRESULT rc; + + DPF(( DBG_FUNC, "LoadTextureInVideo();" )); + + /* Kill the interface if we have one no matter what. */ + if ( pTMObj->lpD3DTexture2 ) + { + DPF(( DBG_TXT_INFO, "Release Texture2" )); + pTMObj->lpD3DTexture2->Release(); + pTMObj->lpD3DTexture2 = NULL; + } + + /* Kill the Video surface. TODO: need some reuse system... */ + if ( pTMObj->lpDDS_Video ) + { + DPF(( DBG_TXT_INFO, "Release texture (VID)" )); + DX_RESTORE( pTMObj->lpDDS_Video ); + pTMObj->lpDDS_Video->Release(); + pTMObj->lpDDS_Video = NULL; + } + + /* Request a surface in Video memory. */ + memset( &ddsd2, 0, sizeof(DDSURFACEDESC2) ); + ddsd2.dwSize = sizeof( DDSURFACEDESC2 ); + ddsd2.dwWidth = pTMObj->dwVWidth; + ddsd2.dwHeight = pTMObj->dwVHeight; + ddsd2.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT | DDSD_PIXELFORMAT; + ddsd2.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_VIDEOMEMORY; + ddsd2.ddsCaps.dwCaps2 = 0L; + memset( &ddsd2.ddpfPixelFormat, 0, sizeof(DDPIXELFORMAT) ); + ddsd2.ddpfPixelFormat.dwSize = sizeof( DDPIXELFORMAT ); + ddsd2.ddpfPixelFormat.dwFlags = pTMObj->dwFlags; + rc = pHAL->lpD3DDevice->EnumTextureFormats( EnumPFHook, &ddsd2.ddpfPixelFormat ); + if ( FAILED(rc) ) + { + RIP( pHAL, "EnumerTextureFormats ->", ErrorStringD3D(rc) ); + return FALSE; + } + + /* Make sure we lock so we don't nuke this texture trying to free memory for it. */ + pTMObj->bLock = TRUE; + + /* Start a loop that will free all textures until we have created the texture */ + /* surface or we can't free up more memory. */ + do + { + /* Try to create the texture surface. */ + rc = pHAL->lpDD4->CreateSurface( &ddsd2, &pTMObj->lpDDS_Video, NULL ); + if ( !FAILED(rc) ) + break; + + DPF(( DBG_TXT_INFO, "Free Texture Memory" )); + + /* DestroyTexture will return TRUE if a surface was freed. */ + } while( FreeTextureMemory(pHAL,NULL) ); + + /* Make sure we unlock or we won't be able to nuke the TMO later. */ + pTMObj->bLock = FALSE; + + /* Did we create a valid texture surface? */ + if ( FAILED(rc) ) + { + DPF(( DBG_TXT_WARN, "Failed to load texture" )); + pHAL->lpD3DDevice->SetTexture( 0, NULL ); + return FALSE; + } + + DX_RESTORE( pTMObj->lpDDS_System ); + DX_RESTORE( pTMObj->lpDDS_Video ); + + DPF(( DBG_TXT_INFO, "Texture Blt SYSTEM -> VID" )); + + /* Now blt the texture in system memory to the card. */ + rc = pTMObj->lpDDS_Video->Blt( NULL, pTMObj->lpDDS_System, NULL, DDBLT_WAIT, NULL ); + if ( FAILED(rc) ) + { + RIP( pHAL, "Blt (TEXTURE) ->", ErrorStringD3D(rc) ); + return FALSE; + } + + /* Get the Texture interface that is used to render with. */ + pTMObj->lpDDS_Video->QueryInterface( IID_IDirect3DTexture2, (void **)&pTMObj->lpD3DTexture2 ); + if ( pTMObj->lpD3DTexture2 == NULL ) + { + DPF(( DBG_TXT_WARN, "Failed QueryTextureInterface" )); + pHAL->lpD3DDevice->SetTexture( 0, NULL ); + return FALSE; + } + + return TRUE; +} +/*===========================================================================*/ +/* If this function gets a texture object struc then we will try and free */ +/* it. If we get a NULL then we will search from the bottom up and free one */ +/* VMEM surface. I can only free when the surface isn't locked and of course*/ +/* there must be a VMEM surface. We never free SMEM surfaces as that isn't */ +/* the point. */ +/* TODO: should have a pointer to the bottom of the stack really. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static BOOL FreeTextureMemory( PMESAD3DHAL pHAL, PTM_OBJECT pTMObject ) +{ + PTM_OBJECT pCurrent; + BOOL bFreed = FALSE; + + DPF(( DBG_FUNC, "FreeTextureMemory();" )); + DPF(( DBG_TXT_WARN, "FREE TEXTURE!" )); + + /* Just to be safe. */ + if ( !pHAL || !pHAL->pTMList ) + { + DPF(( DBG_TXT_WARN, "FreeTextureMemory() -> NULL pHAL/pHAL->pTMList" )); + return FALSE; + } + + /* Free the last texture in the list. */ + if ( pTMObject == NULL ) + { + DPF(( DBG_TXT_INFO, "Free Last texture in cache" )); + + /* Find the last texture object. */ + for( pCurrent = pHAL->pTMList; pCurrent->next; pCurrent = pCurrent->next ); + + /* Now backup until we find a texture on the card. */ + while( pCurrent && (pCurrent->lpDDS_Video == NULL) && (pCurrent->bLock == FALSE) ) + pCurrent = pCurrent->prev; + + /* Didn't find anything. */ + if ( pCurrent == NULL ) + { + DPF(( DBG_TXT_INFO, "No texture memory freed" )); + return FALSE; + } + } + else + { + /* See if we can find this texture object. */ + for( pCurrent = pHAL->pTMList; pCurrent && (pCurrent != pTMObject); pCurrent = pCurrent->next ); + + /* Didn't find anything. */ + if ( pCurrent == NULL ) + { + DPF(( DBG_TXT_INFO, "Requested texture to be freed NOT FOUND" )); + return FALSE; + } + } + + /* Can't free this baby. */ + if ( pCurrent->bLock == TRUE ) + { + DPF(( DBG_TXT_WARN, "Requested texture LOCKED" )); + return FALSE; + } + + /* Free the texture memory. */ + if ( pCurrent->lpD3DTexture2 ) + { + DPF(( DBG_TXT_INFO, "Release Texture2" )); + pCurrent->lpD3DTexture2->Release(); + pCurrent->lpD3DTexture2 = NULL; + bFreed = TRUE; + } + if ( pCurrent->lpDDS_Video ) + { + DPF(( DBG_TXT_INFO, "Release texture (VID):" )); + DPF(( DBG_TXT_INFO, "dwName: %d", pCurrent->dwName )); + DPF(( DBG_TXT_INFO, "cx: %d, cy: %d", pCurrent->dwVWidth, pCurrent->dwVHeight )); + pCurrent->lpDDS_Video->Release(); + pCurrent->lpDDS_Video = NULL; + bFreed = TRUE; + } + + return bFreed; +} +/*===========================================================================*/ +/* This function searches the linked list of texture objects in the supplied*/ +/* D3Dwrapper structure. If it finds a match it will free it and pull it out*/ +/* of the linked list. The function works on the bases of a matching pointer*/ +/* to the object (not matching content). */ +/* If the function gets passed a NULL then we want to free the last texture */ +/* object in the list. Used in a loop to destory all. */ +/*===========================================================================*/ +/* RETURN: TRUE, FALSE. */ +/*===========================================================================*/ +static BOOL DestroyTextureObject( PMESAD3DHAL pHAL, PTM_OBJECT pTMObject ) +{ + PTM_OBJECT pCurrent; + + DPF(( DBG_FUNC, "DestoryTextureObject();" )); + + /* Just to be safe. */ + if ( !pHAL || !pHAL->pTMList ) + { + DPF(( DBG_TXT_WARN, "DestroyTextureObject() -> NULL pHAL/pHAL->pTMList" )); + return FALSE; + } + + /* Free the last texture in the list. */ + if ( pTMObject == NULL ) + { + /* Find the last texture object. */ + for( pCurrent = pHAL->pTMList; pCurrent->next; pCurrent = pCurrent->next ); + } + else + { + /* See if we can find this texture object. */ + for( pCurrent = pHAL->pTMList; pCurrent && (pCurrent != pTMObject); pCurrent = pCurrent->next ); + + /* Didn't find anything. */ + if ( pCurrent == NULL ) + { + DPF(( DBG_TXT_WARN, "No textures to be freed" )); + return FALSE; + } + } + + /* Can't free this baby. */ + if ( pCurrent->bLock == TRUE ) + { + DPF(( DBG_TXT_WARN, "Requested texture to be freed LOCKED" )); + return FALSE; + } + + /* Free the texture memory. */ + if ( pCurrent->lpD3DTexture2 ) + { + DPF(( DBG_TXT_INFO, "Release Texture2" )); + pCurrent->lpD3DTexture2->Release(); + pCurrent->lpD3DTexture2 = NULL; + } + if ( pCurrent->lpDDS_Video ) + { + DPF(( DBG_TXT_INFO, "Release texture (VID):" )); + pCurrent->lpDDS_Video->Release(); + pCurrent->lpDDS_Video = NULL; + } + if ( pCurrent->lpDDS_System ) + { + DPF(( DBG_TXT_INFO, "Release texture (SYS):" )); + pCurrent->lpDDS_System->Release(); + pCurrent->lpDDS_System = NULL; + } + + /* Pull this texture out of the list. */ + if ( pCurrent == pHAL->pTMList ) + pHAL->pTMList = NULL; + if ( pCurrent->prev ) + (pCurrent->prev)->next = pCurrent->next; + if ( pCurrent->next ) + (pCurrent->next)->prev = pCurrent->prev; + FREE( pCurrent ); + + return TRUE; +} +/*===========================================================================*/ +/* This function is the callback function that gets called when we are doing*/ +/* an enumeration of the texture formats supported by this device. The choice*/ +/* is made by checking to see if we have a match with the supplied D3D pixel-*/ +/* format. So the enumeration has to pass a desired D3D PF as the user var. */ +/*===========================================================================*/ +/* RETURN: D3DENUMRET_OK, D3DENUMRET_CANCEL. */ +/*===========================================================================*/ +static void UpdateTexture( PTM_OBJECT pTMObj, BOOL bVideo, RECT *pRect, UCHAR *pixels ) +{ + LPDIRECTDRAWSURFACE4 lpDDS; + DDSURFACEDESC2 ddsd2; + DWORD srcPitch, + dwHeight, + dwWidth, + dwCol, + dwColor; + UCHAR *pSrc, + *pSrcRow, + *pDest, + *pDestRow; + int rc; + + // TODO: Do I need to pass the h/w when its in the object! + DPF(( DBG_FUNC, "UpdateTexture();" )); + + /* Get the surface pointer we are looking for. */ + lpDDS = (bVideo) ? pTMObj->lpDDS_Video : pTMObj->lpDDS_System; + + /*===================================================================*/ + /* Fill the texture using the PixelInfo structure to do the mapping. */ + /*===================================================================*/ + + /* Get the surface pointer. */ + memset( &ddsd2, 0, sizeof(DDSURFACEDESC2) ); + ddsd2.dwSize = sizeof(DDSURFACEDESC2); + rc = lpDDS->Lock( NULL, &ddsd2, DDLOCK_WAIT, NULL ); + if ( FAILED(rc) ) + { + RIP( NULL, "Lock (TEXTURE/SYSTEM)->", ErrorStringD3D(rc) ); + return; + } + + /* For now we are only updating the system surface so use its dimensions. */ + dwWidth = (bVideo) ? pTMObj->dwVWidth : pTMObj->dwSWidth; + dwHeight = (bVideo) ? pTMObj->dwVHeight : pTMObj->dwSHeight; + + /* If we are updating the whole surface then the pDest/pSrc will */ + /* always be the same. */ + if ( pRect == NULL ) + { + pDest = (UCHAR *)ddsd2.lpSurface; + pSrc = pixels; + } + + /* Fill the texture surface based on the pixelformat flags. */ + if ( pTMObj->dwFlags == (DDPF_RGB | DDPF_ALPHAPIXELS) ) + { + srcPitch = dwWidth * 4; + if ( pRect ) + { + pDest = ((UCHAR *)ddsd2.lpSurface) + (pRect->top * ddsd2.lPitch) + (pRect->left * pTMObj->pixel.cb); + pSrc = pixels + (pRect->top * dwWidth * 4) + (pRect->left * 4); + dwHeight = (pRect->bottom - pRect->top); + dwWidth = (pRect->right - pRect->left); + } + + for( pDestRow = pDest, pSrcRow = pSrc; dwHeight > 0; dwHeight--, pDestRow += ddsd2.lPitch, pSrcRow += srcPitch ) + { + for( dwCol = 0, pDest = pDestRow, pSrc = pSrcRow; dwCol < dwWidth; dwCol++ ) + { + dwColor = ( ((DWORD)(*(pSrc ) * pTMObj->pixel.rScale)) << pTMObj->pixel.rShift ); + dwColor |= ( ((DWORD)(*(pSrc+1) * pTMObj->pixel.gScale)) << pTMObj->pixel.gShift ); + dwColor |= ( ((DWORD)(*(pSrc+2) * pTMObj->pixel.bScale)) << pTMObj->pixel.bShift ); + if ( pTMObj->pixel.aScale == -1.0 ) + dwColor |= ( (*(pSrc+3) & 0x80) ? (1 << pTMObj->pixel.aShift) : 0 ); + else + dwColor |= ( ((DWORD)(*(pSrc+3) * pTMObj->pixel.aScale)) << pTMObj->pixel.aShift ); + memcpy( pDest, &dwColor, pTMObj->pixel.cb ); + pDest += pTMObj->pixel.cb; + pSrc += 4; + } + } + } + else if ( pTMObj->dwFlags == DDPF_RGB ) + { + srcPitch = dwWidth * 3; + if ( pRect ) + { + pDest = ((UCHAR *)ddsd2.lpSurface) + (pRect->top * ddsd2.lPitch) + (pRect->left * pTMObj->pixel.cb); + pSrc = pixels + (pRect->top * dwWidth * 3) + (pRect->left * 3); + dwHeight = (pRect->bottom - pRect->top); + dwWidth = (pRect->right - pRect->left); + } + + for( pDestRow = pDest, pSrcRow = pSrc; dwHeight > 0; dwHeight--, pDestRow += ddsd2.lPitch, pSrcRow += srcPitch ) + { + for( dwCol = 0, pDest = pDestRow, pSrc = pSrcRow; dwCol < dwWidth; dwCol++ ) + { + dwColor = ( ((DWORD)(*(pSrc ) * pTMObj->pixel.rScale)) << pTMObj->pixel.rShift ); + dwColor |= ( ((DWORD)(*(pSrc+1) * pTMObj->pixel.gScale)) << pTMObj->pixel.gShift ); + dwColor |= ( ((DWORD)(*(pSrc+2) * pTMObj->pixel.bScale)) << pTMObj->pixel.bShift ); + memcpy( pDest, &dwColor, pTMObj->pixel.cb ); + pDest += pTMObj->pixel.cb; + pSrc += 3; + } + } + } + else if ( pTMObj->dwFlags == (DDPF_LUMINANCE | DDPF_ALPHAPIXELS) ) + { + srcPitch = dwWidth * 2; + if ( pRect ) + { + pDest = ((UCHAR *)ddsd2.lpSurface) + (pRect->top * ddsd2.lPitch) + (pRect->left * pTMObj->pixel.cb); + pSrc = pixels + (pRect->top * dwWidth * 2) + (pRect->left * 2); + dwHeight = (pRect->bottom - pRect->top); + dwWidth = (pRect->right - pRect->left); + } + + for( pDestRow = pDest, pSrcRow = pSrc; dwHeight > 0; dwHeight--, pDestRow += ddsd2.lPitch, pSrcRow += srcPitch ) + { + for( dwCol = 0, pDest = pDestRow, pSrc = pSrcRow; dwCol < dwWidth; dwCol++ ) + { + dwColor = ( ((DWORD)(*(pSrc ) * pTMObj->pixel.rScale)) << pTMObj->pixel.rShift ); + if ( pTMObj->pixel.aScale == -1.0 ) + dwColor |= ( (*(pSrc+1) & 0x80) ? (1 << pTMObj->pixel.aShift) : 0 ); + else + dwColor |= ( ((DWORD)(*(pSrc+1) * pTMObj->pixel.aScale)) << pTMObj->pixel.aShift ); + memcpy( pDest, &dwColor, pTMObj->pixel.cb ); + pDest += pTMObj->pixel.cb; + pSrc += 2; + } + } + } + else if ( pTMObj->dwFlags == DDPF_LUMINANCE ) + { + srcPitch = dwWidth; + if ( pRect ) + { + pDest = ((UCHAR *)ddsd2.lpSurface) + (pRect->top * ddsd2.lPitch) + (pRect->left * pTMObj->pixel.cb); + pSrc = pixels + (pRect->top * dwWidth) + (pRect->left); + dwHeight = (pRect->bottom - pRect->top); + dwWidth = (pRect->right - pRect->left); + } + + for( pDestRow = pDest, pSrcRow = pSrc; dwHeight > 0; dwHeight--, pDestRow += ddsd2.lPitch, pSrcRow += srcPitch ) + { + for( dwCol = 0, pDest = pDestRow, pSrc = pSrcRow; dwCol < dwWidth; dwCol++ ) + { + dwColor = ( ((DWORD)(*pSrc * pTMObj->pixel.rScale)) << pTMObj->pixel.rShift ); + memcpy( pDest, &dwColor, pTMObj->pixel.cb ); + pDest += pTMObj->pixel.cb; + pSrc++; + } + } + } + else if ( pTMObj->dwFlags == DDPF_ALPHAPIXELS ) + { + srcPitch = dwWidth; + if ( pRect ) + { + pDest = ((UCHAR *)ddsd2.lpSurface) + (pRect->top * ddsd2.lPitch) + (pRect->left * pTMObj->pixel.cb); + pSrc = pixels + (pRect->top * dwWidth) + (pRect->left); + dwHeight = (pRect->bottom - pRect->top); + dwWidth = (pRect->right - pRect->left); + } + + for( pDestRow = pDest, pSrcRow = pSrc; dwHeight > 0; dwHeight--, pDestRow += ddsd2.lPitch, pSrcRow += srcPitch ) + { + for( dwCol = 0, pDest = pDestRow, pSrc = pSrcRow; dwCol < dwWidth; dwCol++ ) + { + if ( pTMObj->pixel.aScale == -1.0 ) + dwColor = ( (*pSrc & 0x80) ? (1 << pTMObj->pixel.aShift) : 0 ); + else + dwColor = ( ((DWORD)(*pSrc * pTMObj->pixel.aScale)) << pTMObj->pixel.aShift ); + memcpy( pDest, &dwColor, pTMObj->pixel.cb ); + pDest += pTMObj->pixel.cb; + pSrc++; + } + } + } + + /* Unlock the surface. */ + rc = lpDDS->Unlock( NULL ); + if ( FAILED(rc) ) + { + RIP( NULL, "Unlock (TEXTURE/SYSTEM)->", ErrorStringD3D(rc) ); + } +} +/*===========================================================================*/ +/* This function is the callback function that gets called when we are doing*/ +/* an enumeration of the texture formats supported by this device. The choice*/ +/* is made by checking to see if we have a match with the supplied D3D pixel-*/ +/* format. So the enumeration has to pass a desired D3D PF as the user var. */ +/*===========================================================================*/ +/* RETURN: D3DENUMRET_OK, D3DENUMRET_CANCEL. */ +/*===========================================================================*/ +HRESULT CALLBACK EnumPFHook( LPDDPIXELFORMAT lpDDPixFmt, LPVOID lpContext ) +{ + LPDDPIXELFORMAT lpDDPixFmtRequest = (LPDDPIXELFORMAT)lpContext; + PIXELINFO pixel; + + DPF(( DBG_FUNC, "EnumPFHook();" )); + + if ( lpDDPixFmt->dwFlags == lpDDPixFmtRequest->dwFlags ) + { + /* Are we looking for an alpha channel? */ + if ( lpDDPixFmtRequest->dwFlags & DDPF_ALPHAPIXELS ) + { + /* Try for something that has more then 1bits of Alpha. */ + Solve8BitChannelPixelFormat( lpDDPixFmt, &pixel ); + if ( pixel.aScale == -1.0 ) + { + /* Save this format no matter what as its a match of sorts. */ + memcpy( lpDDPixFmtRequest, lpDDPixFmt, sizeof(DDPIXELFORMAT) ); + return D3DENUMRET_OK; + } + } + + /* Save this format as its a good match. */ + memcpy( lpDDPixFmtRequest, lpDDPixFmt, sizeof(DDPIXELFORMAT) ); + + /* We are happy at this point so lets leave. */ + return D3DENUMRET_CANCEL; + } + + return D3DENUMRET_OK; +} + + diff --git a/src/mesa/drivers/d3d/D3DTextureMgr.h b/src/mesa/drivers/d3d/D3DTextureMgr.h index f4a4154917..8a64ceaaec 100644 --- a/src/mesa/drivers/d3d/D3DTextureMgr.h +++ b/src/mesa/drivers/d3d/D3DTextureMgr.h @@ -1,62 +1,62 @@ -/*===========================================================================*/
-/* */
-/* Mesa-3.0 DirectX 6 Driver */
-/* */
-/* By Leigh McRae */
-/* */
-/* http://www.altsoftware.com/ */
-/* */
-/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */
-/*===========================================================================*/
-#ifndef _TEXTURE_MGR_INC
-#define _TEXTURE_MGR_INC
-
-/*===========================================================================*/
-/* Includes. */
-/*===========================================================================*/
-#include <windows.h>
-#include <ddraw.h>
-#include <d3d.h>
-#include <stdlib.h>
-#include <stdlib.h>
-#include "GL/gl.h"
-/*========================================================================*/
-/* Defines. */
-/*========================================================================*/
-/*========================================================================*/
-/* Type defines. */
-/*========================================================================*/
-typedef struct _local_texture_object
-{
- DWORD dwName,
- dwPriority,
- dwFlags,
- dwSWidth,
- dwSHeight,
- dwVWidth,
- dwVHeight;
- BOOL bLock,
- bDirty; /* I only update VID on SubImage calls so the system */
- /* texture can get invalid. */
-
- LPDIRECT3DDEVICE3 lpD3DDevice; /* If the device changes we must get new handles... */
- LPDIRECTDRAWSURFACE4 lpDDS_System,
- lpDDS_Video;
- LPDIRECT3DTEXTURE2 lpD3DTexture2;
-
- PIXELINFO pixel;
-
- struct _local_texture_object *next;
- struct _local_texture_object *prev;
-
-} TM_OBJECT, *PTM_OBJECT;
-/*========================================================================*/
-/* Function prototypes. */
-/*========================================================================*/
-void APIENTRY InitTMD3D( void *pVoid );
-void APIENTRY TermTMD3D( void *pVoid );
-/*========================================================================*/
-/* Global variables declaration. */
-/*========================================================================*/
-
-#endif
+/*===========================================================================*/ +/* */ +/* Mesa-3.0 DirectX 6 Driver */ +/* */ +/* By Leigh McRae */ +/* */ +/* http://www.altsoftware.com/ */ +/* */ +/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */ +/*===========================================================================*/ +#ifndef _TEXTURE_MGR_INC +#define _TEXTURE_MGR_INC + +/*===========================================================================*/ +/* Includes. */ +/*===========================================================================*/ +#include <windows.h> +#include <ddraw.h> +#include <d3d.h> +#include <stdlib.h> +#include <stdlib.h> +#include "GL/gl.h" +/*========================================================================*/ +/* Defines. */ +/*========================================================================*/ +/*========================================================================*/ +/* Type defines. */ +/*========================================================================*/ +typedef struct _local_texture_object +{ + DWORD dwName, + dwPriority, + dwFlags, + dwSWidth, + dwSHeight, + dwVWidth, + dwVHeight; + BOOL bLock, + bDirty; /* I only update VID on SubImage calls so the system */ + /* texture can get invalid. */ + + LPDIRECT3DDEVICE3 lpD3DDevice; /* If the device changes we must get new handles... */ + LPDIRECTDRAWSURFACE4 lpDDS_System, + lpDDS_Video; + LPDIRECT3DTEXTURE2 lpD3DTexture2; + + PIXELINFO pixel; + + struct _local_texture_object *next; + struct _local_texture_object *prev; + +} TM_OBJECT, *PTM_OBJECT; +/*========================================================================*/ +/* Function prototypes. */ +/*========================================================================*/ +void APIENTRY InitTMD3D( void *pVoid ); +void APIENTRY TermTMD3D( void *pVoid ); +/*========================================================================*/ +/* Global variables declaration. */ +/*========================================================================*/ + +#endif diff --git a/src/mesa/drivers/d3d/D3DUTILS.CPP b/src/mesa/drivers/d3d/D3DUTILS.CPP index c13d89cd71..02664f96e4 100644 --- a/src/mesa/drivers/d3d/D3DUTILS.CPP +++ b/src/mesa/drivers/d3d/D3DUTILS.CPP @@ -1,638 +1,638 @@ -/*===========================================================================*/
-/* */
-/* Mesa-3.0 DirectX 6 Driver */
-/* */
-/* By Leigh McRae */
-/* */
-/* http://www.altsoftware.com/ */
-/* */
-/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */
-/*===========================================================================*/
-#include "D3DHAL.h"
-/*===========================================================================*/
-/* Local only functions. */
-/*===========================================================================*/
-static int CountTrailingZeros( DWORD dwMask );
-/*===========================================================================*/
-/* This function is used to get the pointer to the surface and the pitch for*/
-/* the scanline rendering functions. */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-extern "C" DDSURFACEDESC2 *LockHAL( PMESAD3DSHARED pShared, BOOL bBack )
-{
- PMESAD3DHAL pHAL = (PMESAD3DHAL)pShared;
- static DDSURFACEDESC2 ddsd2;
- HRESULT rc;
-
- DPF(( DBG_FUNC, "LockHAL();" ));
-
- /* Set the request structure up first. */
- memset( &ddsd2, 0, sizeof(DDSURFACEDESC2) );
- ddsd2.dwSize = sizeof(DDSURFACEDESC2);
-
- /* Make sure we have enough info. */
- if ( pHAL )
- {
- rc = pHAL->lpDDSRender->Lock( NULL, &ddsd2, DDLOCK_WAIT, NULL );
- if ( FAILED(rc) )
- {
- RIP( pHAL, "Lock (RENDER) ->", ErrorStringD3D(rc) );
- }
- }
-
- return &ddsd2;
-}
-/*===========================================================================*/
-/* This is just a simple wrapper. I probably don't need to do any error */
-/* checking as the Lock must have worked inorder to get here... */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-extern "C" void UnlockHAL( PMESAD3DSHARED pShared, BOOL bBack )
-{
- PMESAD3DHAL pHAL = (PMESAD3DHAL)pShared;
- HRESULT rc;
-
- DPF(( DBG_FUNC, "UnlockHAL();" ));
-
- /* Make sure we have enough info. */
- if ( pHAL )
- {
- rc = pHAL->lpDDSRender->Unlock( NULL );
- if ( FAILED(rc) )
- {
- RIP( pHAL, "Unlock (RENDER) ->", ErrorStringD3D(rc) );
- }
- }
-}
-/*===========================================================================*/
-/* This function will track the main/Primary window that will be used as the*/
-/* target for the Blt in SwapBuffers. As a side effect the call will check */
-/* to see if the primary surface is the same size and position as the screen.*/
-/* If they are the same size we will call it fullscreen... */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-extern "C" void UpdateScreenPosHAL( PMESAD3DSHARED pShared )
-{
- PMESAD3DHAL pHAL = (PMESAD3DHAL)pShared;
- POINT pt;
- DWORD dwWidth, dwHeight;
-
- DPF(( DBG_FUNC, "UpdateScreenPosHAL();" ));
-
- /* Make sure we have enough info. */
- if ( pHAL != NULL )
- {
- /* Update the windows screen position. */
- GetClientRect( pShared->hwnd, &pShared->rectW );
- pt.x = pt.y = 0;
- ClientToScreen( pShared->hwnd, &pt );
- OffsetRect( &pShared->rectW, pt.x, pt.y);
-
- /* Compare the primary to the screen. */
- dwWidth = GetSystemMetrics( SM_CXSCREEN );
- dwHeight = GetSystemMetrics( SM_CYSCREEN );
- if ( (pShared->rectW.left > 0) || (pShared->rectW.top > 0) ||
- (pShared->rectW.right > dwWidth) || (pShared->rectW.bottom > dwHeight) )
- pShared->bWindow = TRUE;
- else
- pShared->bWindow = FALSE;
- }
-}
-/*===========================================================================*/
-/* This function will fill in the pixel info structure defined in D3Dshared.*/
-/* Basicly it will take a DirectDraw pixelformat structure and make scaling */
-/* values that will convert from 8bit channels to whatever the supplied ddpf */
-/* uses. Also we will generate shift values that will be used to get move */
-/* each component of the pixel into place. */
-/* I have now added a special case for a 1bit alpha channel. If I find a 1b*/
-/* alpha then I will set the scale to -1.0 which should be unique. Later I */
-/* can check the alpha scale value too see if its -1.0 and thus handle it. I*/
-/* was finding that the case was not working tom my advantage so this is my */
-/* HACK for the day. As a TODO I should work on this... */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-void Solve8BitChannelPixelFormat( DDPIXELFORMAT *pddpf, PPIXELINFO pPixel )
-{
- DPF(( DBG_FUNC, "Solve8BitChannelPixelFromat();" ));
-
- memset( pPixel, 0, sizeof(PPIXELINFO) );
-
- /* Check too see if the color space is valid in the PF. */
- if ( pddpf->dwFlags & DDPF_RGB )
- {
- /* Solve the red stuff. */
- pPixel->dwRMask = pddpf->dwRBitMask;
- pPixel->rShift = CountTrailingZeros( pPixel->dwRMask );
- pPixel->rScale = (float)0.00392156 * (float)(pPixel->dwRMask >> pPixel->rShift);
-
- /* Solve the green thingy's. */
- pPixel->dwGMask = pddpf->dwGBitMask;
- pPixel->gShift = CountTrailingZeros( pPixel->dwGMask );
- pPixel->gScale = (float)0.00392156 * (float)(pPixel->dwGMask >> pPixel->gShift);
-
- /* Solve the blues. */
- pPixel->dwBMask = pddpf->dwBBitMask;
- pPixel->bShift = CountTrailingZeros( pddpf->dwBBitMask );
- pPixel->bScale = (float)0.00392156 * (float)(pddpf->dwBBitMask >> pPixel->bShift);
- }
-
- /* Do the alpha channel if there is one. */
- if ( pddpf->dwFlags & DDPF_ALPHAPIXELS )
- {
- pPixel->dwAMask = pddpf->dwRGBAlphaBitMask;
- pPixel->aShift = CountTrailingZeros( pPixel->dwAMask );
-
- /* Special case a 1bit alpha. */
- if ( (pPixel->dwAMask >> pPixel->aShift) == 1 )
- pPixel->aScale = -1.0;
- else
- pPixel->aScale = (float)0.00392156 * (float)(pPixel->dwAMask >> pPixel->aShift);
- }
-
- /* Get the size of the pixel in bytes. Should work as dwRGBBitCount is in a union. */
- pPixel->cb = pddpf->dwRGBBitCount / 8;
-}
-/*===========================================================================*/
-/* See RETURN :) */
-/*===========================================================================*/
-/* RETURN: number of contiguous zeros starting from the right. */
-/*===========================================================================*/
-static int CountTrailingZeros( DWORD dwMask )
-{
- DWORD Mask;
-
- if ( dwMask == 0 )
- return 32;
-
- /* Can't take credit for this one! */
- Mask = dwMask & -(int)dwMask;
- return ((Mask & 0xFFFF0000)!=0) << 4
- | ((Mask & 0xFF00FF00)!=0) << 3
- | ((Mask & 0xF0F0F0F0)!=0) << 2
- | ((Mask & 0xCCCCCCCC)!=0) << 1
- | ((Mask & 0xAAAAAAAA)!=0);
-}
-/*===========================================================================*/
-/* This function will convert the DDraw error code to its macro string. The*/
-/* returned pointer is static so you need not worry about memory managemnet */
-/* but the error message gets written over from call to call... */
-/*===========================================================================*/
-/* RETURN: pointer to the single static buffer that hold the error message. */
-/*===========================================================================*/
-char *ErrorStringD3D( HRESULT hr )
-{
- static char errorString[128];
-
- switch( hr )
- {
- case DDERR_ALREADYINITIALIZED:
- strcpy( errorString, "DDERR_ALREADYINITIALIZED" );
- break;
-
- case DDERR_CANNOTATTACHSURFACE:
- strcpy( errorString, "DDERR_CANNOTATTACHSURFACE" );
- break;
-
- case DDERR_CANNOTDETACHSURFACE:
- strcpy( errorString, "DDERR_CANNOTDETACHSURFACE" );
- break;
-
- case DDERR_CURRENTLYNOTAVAIL:
- strcpy( errorString, "DDERR_CURRENTLYNOTAVAIL" );
- break;
-
- case DDERR_EXCEPTION:
- strcpy( errorString, "DDERR_EXCEPTION" );
- break;
-
- case DDERR_GENERIC:
- strcpy( errorString, "DDERR_GENERIC" );
- break;
-
- case DDERR_HEIGHTALIGN:
- strcpy( errorString, "DDERR_HEIGHTALIGN" );
- break;
-
- case DDERR_INCOMPATIBLEPRIMARY:
- strcpy( errorString, "DDERR_INCOMPATIBLEPRIMARY" );
- break;
-
- case DDERR_INVALIDCAPS:
- strcpy( errorString, "DDERR_INVALIDCAPS" );
- break;
-
- case DDERR_INVALIDCLIPLIST:
- strcpy( errorString, "DDERR_INVALIDCLIPLIST" );
- break;
-
- case DDERR_INVALIDMODE:
- strcpy( errorString, "DDERR_INVALIDMODE" );
- break;
-
- case DDERR_INVALIDOBJECT:
- strcpy( errorString, "DDERR_INVALIDOBJECT" );
- break;
-
- case DDERR_INVALIDPARAMS:
- strcpy( errorString, "DDERR_INVALIDPARAMS" );
- break;
-
- case DDERR_INVALIDPIXELFORMAT:
- strcpy( errorString, "DDERR_INVALIDPIXELFORMAT" );
- break;
-
- case DDERR_INVALIDRECT:
- strcpy( errorString, "DDERR_INVALIDRECT" );
- break;
-
- case DDERR_LOCKEDSURFACES:
- strcpy( errorString, "DDERR_LOCKEDSURFACES" );
- break;
-
- case DDERR_NO3D:
- strcpy( errorString, "DDERR_NO3D" );
- break;
-
- case DDERR_NOALPHAHW:
- strcpy( errorString, "DDERR_NOALPHAHW" );
- break;
-
- case DDERR_NOCLIPLIST:
- strcpy( errorString, "DDERR_NOCLIPLIST" );
- break;
-
- case DDERR_NOCOLORCONVHW:
- strcpy( errorString, "DDERR_NOCOLORCONVHW" );
- break;
-
- case DDERR_NOCOOPERATIVELEVELSET:
- strcpy( errorString, "DDERR_NOCOOPERATIVELEVELSET" );
- break;
-
- case DDERR_NOCOLORKEY:
- strcpy( errorString, "DDERR_NOCOLORKEY" );
- break;
-
- case DDERR_NOCOLORKEYHW:
- strcpy( errorString, "DDERR_NOCOLORKEYHW" );
- break;
-
- case DDERR_NODIRECTDRAWSUPPORT:
- strcpy( errorString, "DDERR_NODIRECTDRAWSUPPORT" );
- break;
-
- case DDERR_NOEXCLUSIVEMODE:
- strcpy( errorString, "DDERR_NOEXCLUSIVEMODE" );
- break;
-
- case DDERR_NOFLIPHW:
- strcpy( errorString, "DDERR_NOFLIPHW" );
- break;
-
- case DDERR_NOGDI:
- strcpy( errorString, "DDERR_NOGDI" );
- break;
-
- case DDERR_NOMIRRORHW:
- strcpy( errorString, "DDERR_NOMIRRORHW" );
- break;
-
- case DDERR_NOTFOUND:
- strcpy( errorString, "DDERR_NOTFOUND" );
- break;
-
- case DDERR_NOOVERLAYHW:
- strcpy( errorString, "DDERR_NOOVERLAYHW" );
- break;
-
- case DDERR_OVERLAPPINGRECTS:
- strcpy( errorString, "DDERR_OVERLAPPINGRECTS" );
- break;
-
- case DDERR_NORASTEROPHW:
- strcpy( errorString, "DDERR_NORASTEROPHW" );
- break;
-
- case DDERR_NOROTATIONHW:
- strcpy( errorString, "DDERR_NOROTATIONHW" );
- break;
-
- case DDERR_NOSTRETCHHW:
- strcpy( errorString, "DDERR_NOSTRETCHHW" );
- break;
-
- case DDERR_NOT4BITCOLOR:
- strcpy( errorString, "DDERR_NOT4BITCOLOR" );
- break;
-
- case DDERR_NOT4BITCOLORINDEX:
- strcpy( errorString, "DDERR_NOT4BITCOLORINDEX" );
- break;
-
- case DDERR_NOT8BITCOLOR:
- strcpy( errorString, "DDERR_NOT8BITCOLOR" );
- break;
-
- case DDERR_NOTEXTUREHW:
- strcpy( errorString, "DDERR_NOTEXTUREHW" );
- break;
-
- case DDERR_NOVSYNCHW:
- strcpy( errorString, "DDERR_NOVSYNCHW" );
- break;
-
- case DDERR_NOZBUFFERHW:
- strcpy( errorString, "DDERR_NOZBUFFERHW" );
- break;
-
- case DDERR_NOZOVERLAYHW:
- strcpy( errorString, "DDERR_NOZOVERLAYHW" );
- break;
-
- case DDERR_OUTOFCAPS:
- strcpy( errorString, "DDERR_OUTOFCAPS" );
- break;
-
- case DDERR_OUTOFMEMORY:
- strcpy( errorString, "DDERR_OUTOFMEMORY" );
- break;
-
- case DDERR_OUTOFVIDEOMEMORY:
- strcpy( errorString, "DDERR_OUTOFVIDEOMEMORY" );
- break;
-
- case DDERR_OVERLAYCANTCLIP:
- strcpy( errorString, "DDERR_OVERLAYCANTCLIP" );
- break;
-
- case DDERR_OVERLAYCOLORKEYONLYONEACTIVE:
- strcpy( errorString, "DDERR_OVERLAYCOLORKEYONLYONEACTIVE" );
- break;
-
- case DDERR_PALETTEBUSY:
- strcpy( errorString, "DDERR_PALETTEBUSY" );
- break;
-
- case DDERR_COLORKEYNOTSET:
- strcpy( errorString, "DDERR_COLORKEYNOTSET" );
- break;
-
- case DDERR_SURFACEALREADYATTACHED:
- strcpy( errorString, "DDERR_SURFACEALREADYATTACHED" );
- break;
-
- case DDERR_SURFACEALREADYDEPENDENT:
- strcpy( errorString, "DDERR_SURFACEALREADYDEPENDENT" );
- break;
-
- case DDERR_SURFACEBUSY:
- strcpy( errorString, "DDERR_SURFACEBUSY" );
- break;
-
- case DDERR_CANTLOCKSURFACE:
- strcpy( errorString, "DDERR_CANTLOCKSURFACE" );
- break;
-
- case DDERR_SURFACEISOBSCURED:
- strcpy( errorString, "DDERR_SURFACEISOBSCURED" );
- break;
-
- case DDERR_SURFACELOST:
- strcpy( errorString, "DDERR_SURFACELOST" );
- break;
-
- case DDERR_SURFACENOTATTACHED:
- strcpy( errorString, "DDERR_SURFACENOTATTACHED" );
- break;
-
- case DDERR_TOOBIGHEIGHT:
- strcpy( errorString, "DDERR_TOOBIGHEIGHT" );
- break;
-
- case DDERR_TOOBIGSIZE:
- strcpy( errorString, "DDERR_TOOBIGSIZE" );
- break;
-
- case DDERR_TOOBIGWIDTH:
- strcpy( errorString, "DDERR_TOOBIGWIDTH" );
- break;
-
- case DDERR_UNSUPPORTED:
- strcpy( errorString, "DDERR_UNSUPPORTED" );
- break;
-
- case DDERR_UNSUPPORTEDFORMAT:
- strcpy( errorString, "DDERR_UNSUPPORTEDFORMAT" );
- break;
-
- case DDERR_UNSUPPORTEDMASK:
- strcpy( errorString, "DDERR_UNSUPPORTEDMASK" );
- break;
-
- case DDERR_INVALIDSTREAM:
- strcpy( errorString, "DDERR_INVALIDSTREAM" );
- break;
-
- case DDERR_VERTICALBLANKINPROGRESS:
- strcpy( errorString, "DDERR_VERTICALBLANKINPROGRESS" );
- break;
-
- case DDERR_WASSTILLDRAWING:
- strcpy( errorString, "DDERR_WASSTILLDRAWING" );
- break;
-
- case DDERR_XALIGN:
- strcpy( errorString, "DDERR_XALIGN" );
- break;
-
- case DDERR_INVALIDDIRECTDRAWGUID:
- strcpy( errorString, "DDERR_INVALIDDIRECTDRAWGUID" );
- break;
-
- case DDERR_DIRECTDRAWALREADYCREATED:
- strcpy( errorString, "DDERR_DIRECTDRAWALREADYCREATED" );
- break;
-
- case DDERR_NODIRECTDRAWHW:
- strcpy( errorString, "DDERR_NODIRECTDRAWHW" );
- break;
-
- case DDERR_PRIMARYSURFACEALREADYEXISTS:
- strcpy( errorString, "DDERR_PRIMARYSURFACEALREADYEXISTS" );
- break;
-
- case DDERR_NOEMULATION:
- strcpy( errorString, "DDERR_NOEMULATION" );
- break;
-
- case DDERR_REGIONTOOSMALL:
- strcpy( errorString, "DDERR_REGIONTOOSMALL" );
- break;
-
- case DDERR_CLIPPERISUSINGHWND:
- strcpy( errorString, "DDERR_CLIPPERISUSINGHWND" );
- break;
-
- case DDERR_NOCLIPPERATTACHED:
- strcpy( errorString, "DDERR_NOCLIPPERATTACHED" );
- break;
-
- case DDERR_NOHWND:
- strcpy( errorString, "DDERR_NOHWND" );
- break;
-
- case DDERR_HWNDSUBCLASSED:
- strcpy( errorString, "DDERR_HWNDSUBCLASSED" );
- break;
-
- case DDERR_HWNDALREADYSET:
- strcpy( errorString, "DDERR_HWNDALREADYSET" );
- break;
-
- case DDERR_NOPALETTEATTACHED:
- strcpy( errorString, "DDERR_NOPALETTEATTACHED" );
- break;
-
- case DDERR_NOPALETTEHW:
- strcpy( errorString, "DDERR_NOPALETTEHW" );
- break;
-
- case DDERR_BLTFASTCANTCLIP:
- strcpy( errorString, "DDERR_BLTFASTCANTCLIP" );
- break;
-
- case DDERR_NOBLTHW:
- strcpy( errorString, "DDERR_NOBLTHW" );
- break;
-
- case DDERR_NODDROPSHW:
- strcpy( errorString, "DDERR_NODDROPSHW" );
- break;
-
- case DDERR_OVERLAYNOTVISIBLE:
- strcpy( errorString, "DDERR_OVERLAYNOTVISIBLE" );
- break;
-
- case DDERR_NOOVERLAYDEST:
- strcpy( errorString, "DDERR_NOOVERLAYDEST" );
- break;
-
- case DDERR_INVALIDPOSITION:
- strcpy( errorString, "DDERR_INVALIDPOSITION" );
- break;
-
- case DDERR_NOTAOVERLAYSURFACE:
- strcpy( errorString, "DDERR_NOTAOVERLAYSURFACE" );
- break;
-
- case DDERR_EXCLUSIVEMODEALREADYSET:
- strcpy( errorString, "DDERR_EXCLUSIVEMODEALREADYSET" );
- break;
-
- case DDERR_NOTFLIPPABLE:
- strcpy( errorString, "DDERR_NOTFLIPPABLE" );
- break;
-
- case DDERR_CANTDUPLICATE:
- strcpy( errorString, "DDERR_CANTDUPLICATE" );
- break;
-
- case DDERR_NOTLOCKED:
- strcpy( errorString, "DDERR_NOTLOCKED" );
- break;
-
- case DDERR_CANTCREATEDC:
- strcpy( errorString, "DDERR_CANTCREATEDC" );
- break;
-
- case DDERR_NODC:
- strcpy( errorString, "DDERR_NODC" );
- break;
-
- case DDERR_WRONGMODE:
- strcpy( errorString, "DDERR_WRONGMODE" );
- break;
-
- case DDERR_IMPLICITLYCREATED:
- strcpy( errorString, "DDERR_IMPLICITLYCREATED" );
- break;
-
- case DDERR_NOTPALETTIZED:
- strcpy( errorString, "DDERR_NOTPALETTIZED" );
- break;
-
- case DDERR_UNSUPPORTEDMODE:
- strcpy( errorString, "DDERR_UNSUPPORTEDMODE" );
- break;
-
- case DDERR_NOMIPMAPHW:
- strcpy( errorString, "DDERR_NOMIPMAPHW" );
- break;
-
- case DDERR_INVALIDSURFACETYPE:
- strcpy( errorString, "DDERR_INVALIDSURFACETYPE" );
- break;
-
- case DDERR_NOOPTIMIZEHW:
- strcpy( errorString, "DDERR_NOOPTIMIZEHW" );
- break;
-
- case DDERR_NOTLOADED:
- strcpy( errorString, "DDERR_NOTLOADED" );
- break;
-
- case DDERR_NOFOCUSWINDOW:
- strcpy( errorString, "DDERR_NOFOCUSWINDOW" );
- break;
-
- case DDERR_DCALREADYCREATED:
- strcpy( errorString, "DDERR_DCALREADYCREATED" );
- break;
-
- case DDERR_NONONLOCALVIDMEM:
- strcpy( errorString, "DDERR_NONONLOCALVIDMEM" );
- break;
-
- case DDERR_CANTPAGELOCK:
- strcpy( errorString, "DDERR_CANTPAGELOCK" );
- break;
-
- case DDERR_CANTPAGEUNLOCK:
- strcpy( errorString, "DDERR_CANTPAGEUNLOCK" );
- break;
-
- case DDERR_NOTPAGELOCKED:
- strcpy( errorString, "DDERR_NOTPAGELOCKED" );
- break;
-
- case DDERR_MOREDATA:
- strcpy( errorString, "DDERR_MOREDATA" );
- break;
-
- case DDERR_EXPIRED:
- strcpy( errorString, "DDERR_EXPIRED" );
- break;
-
- case DDERR_VIDEONOTACTIVE:
- strcpy( errorString, "DDERR_VIDEONOTACTIVE" );
- break;
-
- case DDERR_DEVICEDOESNTOWNSURFACE:
- strcpy( errorString, "DDERR_DEVICEDOESNTOWNSURFACE" );
- break;
-
- case DDERR_NOTINITIALIZED:
- strcpy( errorString, "DDERR_NOTINITIALIZED" );
- break;
-
- default:
- strcpy( errorString, "<unknown error code>" );
- break;
- }
-
- return &errorString[0];
-}
+/*===========================================================================*/ +/* */ +/* Mesa-3.0 DirectX 6 Driver */ +/* */ +/* By Leigh McRae */ +/* */ +/* http://www.altsoftware.com/ */ +/* */ +/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */ +/*===========================================================================*/ +#include "D3DHAL.h" +/*===========================================================================*/ +/* Local only functions. */ +/*===========================================================================*/ +static int CountTrailingZeros( DWORD dwMask ); +/*===========================================================================*/ +/* This function is used to get the pointer to the surface and the pitch for*/ +/* the scanline rendering functions. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +extern "C" DDSURFACEDESC2 *LockHAL( PMESAD3DSHARED pShared, BOOL bBack ) +{ + PMESAD3DHAL pHAL = (PMESAD3DHAL)pShared; + static DDSURFACEDESC2 ddsd2; + HRESULT rc; + + DPF(( DBG_FUNC, "LockHAL();" )); + + /* Set the request structure up first. */ + memset( &ddsd2, 0, sizeof(DDSURFACEDESC2) ); + ddsd2.dwSize = sizeof(DDSURFACEDESC2); + + /* Make sure we have enough info. */ + if ( pHAL ) + { + rc = pHAL->lpDDSRender->Lock( NULL, &ddsd2, DDLOCK_WAIT, NULL ); + if ( FAILED(rc) ) + { + RIP( pHAL, "Lock (RENDER) ->", ErrorStringD3D(rc) ); + } + } + + return &ddsd2; +} +/*===========================================================================*/ +/* This is just a simple wrapper. I probably don't need to do any error */ +/* checking as the Lock must have worked inorder to get here... */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +extern "C" void UnlockHAL( PMESAD3DSHARED pShared, BOOL bBack ) +{ + PMESAD3DHAL pHAL = (PMESAD3DHAL)pShared; + HRESULT rc; + + DPF(( DBG_FUNC, "UnlockHAL();" )); + + /* Make sure we have enough info. */ + if ( pHAL ) + { + rc = pHAL->lpDDSRender->Unlock( NULL ); + if ( FAILED(rc) ) + { + RIP( pHAL, "Unlock (RENDER) ->", ErrorStringD3D(rc) ); + } + } +} +/*===========================================================================*/ +/* This function will track the main/Primary window that will be used as the*/ +/* target for the Blt in SwapBuffers. As a side effect the call will check */ +/* to see if the primary surface is the same size and position as the screen.*/ +/* If they are the same size we will call it fullscreen... */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +extern "C" void UpdateScreenPosHAL( PMESAD3DSHARED pShared ) +{ + PMESAD3DHAL pHAL = (PMESAD3DHAL)pShared; + POINT pt; + DWORD dwWidth, dwHeight; + + DPF(( DBG_FUNC, "UpdateScreenPosHAL();" )); + + /* Make sure we have enough info. */ + if ( pHAL != NULL ) + { + /* Update the windows screen position. */ + GetClientRect( pShared->hwnd, &pShared->rectW ); + pt.x = pt.y = 0; + ClientToScreen( pShared->hwnd, &pt ); + OffsetRect( &pShared->rectW, pt.x, pt.y); + + /* Compare the primary to the screen. */ + dwWidth = GetSystemMetrics( SM_CXSCREEN ); + dwHeight = GetSystemMetrics( SM_CYSCREEN ); + if ( (pShared->rectW.left > 0) || (pShared->rectW.top > 0) || + (pShared->rectW.right > dwWidth) || (pShared->rectW.bottom > dwHeight) ) + pShared->bWindow = TRUE; + else + pShared->bWindow = FALSE; + } +} +/*===========================================================================*/ +/* This function will fill in the pixel info structure defined in D3Dshared.*/ +/* Basicly it will take a DirectDraw pixelformat structure and make scaling */ +/* values that will convert from 8bit channels to whatever the supplied ddpf */ +/* uses. Also we will generate shift values that will be used to get move */ +/* each component of the pixel into place. */ +/* I have now added a special case for a 1bit alpha channel. If I find a 1b*/ +/* alpha then I will set the scale to -1.0 which should be unique. Later I */ +/* can check the alpha scale value too see if its -1.0 and thus handle it. I*/ +/* was finding that the case was not working tom my advantage so this is my */ +/* HACK for the day. As a TODO I should work on this... */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +void Solve8BitChannelPixelFormat( DDPIXELFORMAT *pddpf, PPIXELINFO pPixel ) +{ + DPF(( DBG_FUNC, "Solve8BitChannelPixelFromat();" )); + + memset( pPixel, 0, sizeof(PPIXELINFO) ); + + /* Check too see if the color space is valid in the PF. */ + if ( pddpf->dwFlags & DDPF_RGB ) + { + /* Solve the red stuff. */ + pPixel->dwRMask = pddpf->dwRBitMask; + pPixel->rShift = CountTrailingZeros( pPixel->dwRMask ); + pPixel->rScale = (float)0.00392156 * (float)(pPixel->dwRMask >> pPixel->rShift); + + /* Solve the green thingy's. */ + pPixel->dwGMask = pddpf->dwGBitMask; + pPixel->gShift = CountTrailingZeros( pPixel->dwGMask ); + pPixel->gScale = (float)0.00392156 * (float)(pPixel->dwGMask >> pPixel->gShift); + + /* Solve the blues. */ + pPixel->dwBMask = pddpf->dwBBitMask; + pPixel->bShift = CountTrailingZeros( pddpf->dwBBitMask ); + pPixel->bScale = (float)0.00392156 * (float)(pddpf->dwBBitMask >> pPixel->bShift); + } + + /* Do the alpha channel if there is one. */ + if ( pddpf->dwFlags & DDPF_ALPHAPIXELS ) + { + pPixel->dwAMask = pddpf->dwRGBAlphaBitMask; + pPixel->aShift = CountTrailingZeros( pPixel->dwAMask ); + + /* Special case a 1bit alpha. */ + if ( (pPixel->dwAMask >> pPixel->aShift) == 1 ) + pPixel->aScale = -1.0; + else + pPixel->aScale = (float)0.00392156 * (float)(pPixel->dwAMask >> pPixel->aShift); + } + + /* Get the size of the pixel in bytes. Should work as dwRGBBitCount is in a union. */ + pPixel->cb = pddpf->dwRGBBitCount / 8; +} +/*===========================================================================*/ +/* See RETURN :) */ +/*===========================================================================*/ +/* RETURN: number of contiguous zeros starting from the right. */ +/*===========================================================================*/ +static int CountTrailingZeros( DWORD dwMask ) +{ + DWORD Mask; + + if ( dwMask == 0 ) + return 32; + + /* Can't take credit for this one! */ + Mask = dwMask & -(int)dwMask; + return ((Mask & 0xFFFF0000)!=0) << 4 + | ((Mask & 0xFF00FF00)!=0) << 3 + | ((Mask & 0xF0F0F0F0)!=0) << 2 + | ((Mask & 0xCCCCCCCC)!=0) << 1 + | ((Mask & 0xAAAAAAAA)!=0); +} +/*===========================================================================*/ +/* This function will convert the DDraw error code to its macro string. The*/ +/* returned pointer is static so you need not worry about memory managemnet */ +/* but the error message gets written over from call to call... */ +/*===========================================================================*/ +/* RETURN: pointer to the single static buffer that hold the error message. */ +/*===========================================================================*/ +char *ErrorStringD3D( HRESULT hr ) +{ + static char errorString[128]; + + switch( hr ) + { + case DDERR_ALREADYINITIALIZED: + strcpy( errorString, "DDERR_ALREADYINITIALIZED" ); + break; + + case DDERR_CANNOTATTACHSURFACE: + strcpy( errorString, "DDERR_CANNOTATTACHSURFACE" ); + break; + + case DDERR_CANNOTDETACHSURFACE: + strcpy( errorString, "DDERR_CANNOTDETACHSURFACE" ); + break; + + case DDERR_CURRENTLYNOTAVAIL: + strcpy( errorString, "DDERR_CURRENTLYNOTAVAIL" ); + break; + + case DDERR_EXCEPTION: + strcpy( errorString, "DDERR_EXCEPTION" ); + break; + + case DDERR_GENERIC: + strcpy( errorString, "DDERR_GENERIC" ); + break; + + case DDERR_HEIGHTALIGN: + strcpy( errorString, "DDERR_HEIGHTALIGN" ); + break; + + case DDERR_INCOMPATIBLEPRIMARY: + strcpy( errorString, "DDERR_INCOMPATIBLEPRIMARY" ); + break; + + case DDERR_INVALIDCAPS: + strcpy( errorString, "DDERR_INVALIDCAPS" ); + break; + + case DDERR_INVALIDCLIPLIST: + strcpy( errorString, "DDERR_INVALIDCLIPLIST" ); + break; + + case DDERR_INVALIDMODE: + strcpy( errorString, "DDERR_INVALIDMODE" ); + break; + + case DDERR_INVALIDOBJECT: + strcpy( errorString, "DDERR_INVALIDOBJECT" ); + break; + + case DDERR_INVALIDPARAMS: + strcpy( errorString, "DDERR_INVALIDPARAMS" ); + break; + + case DDERR_INVALIDPIXELFORMAT: + strcpy( errorString, "DDERR_INVALIDPIXELFORMAT" ); + break; + + case DDERR_INVALIDRECT: + strcpy( errorString, "DDERR_INVALIDRECT" ); + break; + + case DDERR_LOCKEDSURFACES: + strcpy( errorString, "DDERR_LOCKEDSURFACES" ); + break; + + case DDERR_NO3D: + strcpy( errorString, "DDERR_NO3D" ); + break; + + case DDERR_NOALPHAHW: + strcpy( errorString, "DDERR_NOALPHAHW" ); + break; + + case DDERR_NOCLIPLIST: + strcpy( errorString, "DDERR_NOCLIPLIST" ); + break; + + case DDERR_NOCOLORCONVHW: + strcpy( errorString, "DDERR_NOCOLORCONVHW" ); + break; + + case DDERR_NOCOOPERATIVELEVELSET: + strcpy( errorString, "DDERR_NOCOOPERATIVELEVELSET" ); + break; + + case DDERR_NOCOLORKEY: + strcpy( errorString, "DDERR_NOCOLORKEY" ); + break; + + case DDERR_NOCOLORKEYHW: + strcpy( errorString, "DDERR_NOCOLORKEYHW" ); + break; + + case DDERR_NODIRECTDRAWSUPPORT: + strcpy( errorString, "DDERR_NODIRECTDRAWSUPPORT" ); + break; + + case DDERR_NOEXCLUSIVEMODE: + strcpy( errorString, "DDERR_NOEXCLUSIVEMODE" ); + break; + + case DDERR_NOFLIPHW: + strcpy( errorString, "DDERR_NOFLIPHW" ); + break; + + case DDERR_NOGDI: + strcpy( errorString, "DDERR_NOGDI" ); + break; + + case DDERR_NOMIRRORHW: + strcpy( errorString, "DDERR_NOMIRRORHW" ); + break; + + case DDERR_NOTFOUND: + strcpy( errorString, "DDERR_NOTFOUND" ); + break; + + case DDERR_NOOVERLAYHW: + strcpy( errorString, "DDERR_NOOVERLAYHW" ); + break; + + case DDERR_OVERLAPPINGRECTS: + strcpy( errorString, "DDERR_OVERLAPPINGRECTS" ); + break; + + case DDERR_NORASTEROPHW: + strcpy( errorString, "DDERR_NORASTEROPHW" ); + break; + + case DDERR_NOROTATIONHW: + strcpy( errorString, "DDERR_NOROTATIONHW" ); + break; + + case DDERR_NOSTRETCHHW: + strcpy( errorString, "DDERR_NOSTRETCHHW" ); + break; + + case DDERR_NOT4BITCOLOR: + strcpy( errorString, "DDERR_NOT4BITCOLOR" ); + break; + + case DDERR_NOT4BITCOLORINDEX: + strcpy( errorString, "DDERR_NOT4BITCOLORINDEX" ); + break; + + case DDERR_NOT8BITCOLOR: + strcpy( errorString, "DDERR_NOT8BITCOLOR" ); + break; + + case DDERR_NOTEXTUREHW: + strcpy( errorString, "DDERR_NOTEXTUREHW" ); + break; + + case DDERR_NOVSYNCHW: + strcpy( errorString, "DDERR_NOVSYNCHW" ); + break; + + case DDERR_NOZBUFFERHW: + strcpy( errorString, "DDERR_NOZBUFFERHW" ); + break; + + case DDERR_NOZOVERLAYHW: + strcpy( errorString, "DDERR_NOZOVERLAYHW" ); + break; + + case DDERR_OUTOFCAPS: + strcpy( errorString, "DDERR_OUTOFCAPS" ); + break; + + case DDERR_OUTOFMEMORY: + strcpy( errorString, "DDERR_OUTOFMEMORY" ); + break; + + case DDERR_OUTOFVIDEOMEMORY: + strcpy( errorString, "DDERR_OUTOFVIDEOMEMORY" ); + break; + + case DDERR_OVERLAYCANTCLIP: + strcpy( errorString, "DDERR_OVERLAYCANTCLIP" ); + break; + + case DDERR_OVERLAYCOLORKEYONLYONEACTIVE: + strcpy( errorString, "DDERR_OVERLAYCOLORKEYONLYONEACTIVE" ); + break; + + case DDERR_PALETTEBUSY: + strcpy( errorString, "DDERR_PALETTEBUSY" ); + break; + + case DDERR_COLORKEYNOTSET: + strcpy( errorString, "DDERR_COLORKEYNOTSET" ); + break; + + case DDERR_SURFACEALREADYATTACHED: + strcpy( errorString, "DDERR_SURFACEALREADYATTACHED" ); + break; + + case DDERR_SURFACEALREADYDEPENDENT: + strcpy( errorString, "DDERR_SURFACEALREADYDEPENDENT" ); + break; + + case DDERR_SURFACEBUSY: + strcpy( errorString, "DDERR_SURFACEBUSY" ); + break; + + case DDERR_CANTLOCKSURFACE: + strcpy( errorString, "DDERR_CANTLOCKSURFACE" ); + break; + + case DDERR_SURFACEISOBSCURED: + strcpy( errorString, "DDERR_SURFACEISOBSCURED" ); + break; + + case DDERR_SURFACELOST: + strcpy( errorString, "DDERR_SURFACELOST" ); + break; + + case DDERR_SURFACENOTATTACHED: + strcpy( errorString, "DDERR_SURFACENOTATTACHED" ); + break; + + case DDERR_TOOBIGHEIGHT: + strcpy( errorString, "DDERR_TOOBIGHEIGHT" ); + break; + + case DDERR_TOOBIGSIZE: + strcpy( errorString, "DDERR_TOOBIGSIZE" ); + break; + + case DDERR_TOOBIGWIDTH: + strcpy( errorString, "DDERR_TOOBIGWIDTH" ); + break; + + case DDERR_UNSUPPORTED: + strcpy( errorString, "DDERR_UNSUPPORTED" ); + break; + + case DDERR_UNSUPPORTEDFORMAT: + strcpy( errorString, "DDERR_UNSUPPORTEDFORMAT" ); + break; + + case DDERR_UNSUPPORTEDMASK: + strcpy( errorString, "DDERR_UNSUPPORTEDMASK" ); + break; + + case DDERR_INVALIDSTREAM: + strcpy( errorString, "DDERR_INVALIDSTREAM" ); + break; + + case DDERR_VERTICALBLANKINPROGRESS: + strcpy( errorString, "DDERR_VERTICALBLANKINPROGRESS" ); + break; + + case DDERR_WASSTILLDRAWING: + strcpy( errorString, "DDERR_WASSTILLDRAWING" ); + break; + + case DDERR_XALIGN: + strcpy( errorString, "DDERR_XALIGN" ); + break; + + case DDERR_INVALIDDIRECTDRAWGUID: + strcpy( errorString, "DDERR_INVALIDDIRECTDRAWGUID" ); + break; + + case DDERR_DIRECTDRAWALREADYCREATED: + strcpy( errorString, "DDERR_DIRECTDRAWALREADYCREATED" ); + break; + + case DDERR_NODIRECTDRAWHW: + strcpy( errorString, "DDERR_NODIRECTDRAWHW" ); + break; + + case DDERR_PRIMARYSURFACEALREADYEXISTS: + strcpy( errorString, "DDERR_PRIMARYSURFACEALREADYEXISTS" ); + break; + + case DDERR_NOEMULATION: + strcpy( errorString, "DDERR_NOEMULATION" ); + break; + + case DDERR_REGIONTOOSMALL: + strcpy( errorString, "DDERR_REGIONTOOSMALL" ); + break; + + case DDERR_CLIPPERISUSINGHWND: + strcpy( errorString, "DDERR_CLIPPERISUSINGHWND" ); + break; + + case DDERR_NOCLIPPERATTACHED: + strcpy( errorString, "DDERR_NOCLIPPERATTACHED" ); + break; + + case DDERR_NOHWND: + strcpy( errorString, "DDERR_NOHWND" ); + break; + + case DDERR_HWNDSUBCLASSED: + strcpy( errorString, "DDERR_HWNDSUBCLASSED" ); + break; + + case DDERR_HWNDALREADYSET: + strcpy( errorString, "DDERR_HWNDALREADYSET" ); + break; + + case DDERR_NOPALETTEATTACHED: + strcpy( errorString, "DDERR_NOPALETTEATTACHED" ); + break; + + case DDERR_NOPALETTEHW: + strcpy( errorString, "DDERR_NOPALETTEHW" ); + break; + + case DDERR_BLTFASTCANTCLIP: + strcpy( errorString, "DDERR_BLTFASTCANTCLIP" ); + break; + + case DDERR_NOBLTHW: + strcpy( errorString, "DDERR_NOBLTHW" ); + break; + + case DDERR_NODDROPSHW: + strcpy( errorString, "DDERR_NODDROPSHW" ); + break; + + case DDERR_OVERLAYNOTVISIBLE: + strcpy( errorString, "DDERR_OVERLAYNOTVISIBLE" ); + break; + + case DDERR_NOOVERLAYDEST: + strcpy( errorString, "DDERR_NOOVERLAYDEST" ); + break; + + case DDERR_INVALIDPOSITION: + strcpy( errorString, "DDERR_INVALIDPOSITION" ); + break; + + case DDERR_NOTAOVERLAYSURFACE: + strcpy( errorString, "DDERR_NOTAOVERLAYSURFACE" ); + break; + + case DDERR_EXCLUSIVEMODEALREADYSET: + strcpy( errorString, "DDERR_EXCLUSIVEMODEALREADYSET" ); + break; + + case DDERR_NOTFLIPPABLE: + strcpy( errorString, "DDERR_NOTFLIPPABLE" ); + break; + + case DDERR_CANTDUPLICATE: + strcpy( errorString, "DDERR_CANTDUPLICATE" ); + break; + + case DDERR_NOTLOCKED: + strcpy( errorString, "DDERR_NOTLOCKED" ); + break; + + case DDERR_CANTCREATEDC: + strcpy( errorString, "DDERR_CANTCREATEDC" ); + break; + + case DDERR_NODC: + strcpy( errorString, "DDERR_NODC" ); + break; + + case DDERR_WRONGMODE: + strcpy( errorString, "DDERR_WRONGMODE" ); + break; + + case DDERR_IMPLICITLYCREATED: + strcpy( errorString, "DDERR_IMPLICITLYCREATED" ); + break; + + case DDERR_NOTPALETTIZED: + strcpy( errorString, "DDERR_NOTPALETTIZED" ); + break; + + case DDERR_UNSUPPORTEDMODE: + strcpy( errorString, "DDERR_UNSUPPORTEDMODE" ); + break; + + case DDERR_NOMIPMAPHW: + strcpy( errorString, "DDERR_NOMIPMAPHW" ); + break; + + case DDERR_INVALIDSURFACETYPE: + strcpy( errorString, "DDERR_INVALIDSURFACETYPE" ); + break; + + case DDERR_NOOPTIMIZEHW: + strcpy( errorString, "DDERR_NOOPTIMIZEHW" ); + break; + + case DDERR_NOTLOADED: + strcpy( errorString, "DDERR_NOTLOADED" ); + break; + + case DDERR_NOFOCUSWINDOW: + strcpy( errorString, "DDERR_NOFOCUSWINDOW" ); + break; + + case DDERR_DCALREADYCREATED: + strcpy( errorString, "DDERR_DCALREADYCREATED" ); + break; + + case DDERR_NONONLOCALVIDMEM: + strcpy( errorString, "DDERR_NONONLOCALVIDMEM" ); + break; + + case DDERR_CANTPAGELOCK: + strcpy( errorString, "DDERR_CANTPAGELOCK" ); + break; + + case DDERR_CANTPAGEUNLOCK: + strcpy( errorString, "DDERR_CANTPAGEUNLOCK" ); + break; + + case DDERR_NOTPAGELOCKED: + strcpy( errorString, "DDERR_NOTPAGELOCKED" ); + break; + + case DDERR_MOREDATA: + strcpy( errorString, "DDERR_MOREDATA" ); + break; + + case DDERR_EXPIRED: + strcpy( errorString, "DDERR_EXPIRED" ); + break; + + case DDERR_VIDEONOTACTIVE: + strcpy( errorString, "DDERR_VIDEONOTACTIVE" ); + break; + + case DDERR_DEVICEDOESNTOWNSURFACE: + strcpy( errorString, "DDERR_DEVICEDOESNTOWNSURFACE" ); + break; + + case DDERR_NOTINITIALIZED: + strcpy( errorString, "DDERR_NOTINITIALIZED" ); + break; + + default: + strcpy( errorString, "<unknown error code>" ); + break; + } + + return &errorString[0]; +} diff --git a/src/mesa/drivers/d3d/DDrawPROCS.c b/src/mesa/drivers/d3d/DDrawPROCS.c index a02a89debb..10dcfdbabb 100644 --- a/src/mesa/drivers/d3d/DDrawPROCS.c +++ b/src/mesa/drivers/d3d/DDrawPROCS.c @@ -1,399 +1,399 @@ -/*===========================================================================*/
-/* */
-/* Mesa-3.0 DirectX 6 Driver */
-/* */
-/* By Leigh McRae */
-/* */
-/* http://www.altsoftware.com/ */
-/* */
-/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */
-/*===========================================================================*/
-#include "D3DMesa.h"
-/*===========================================================================*/
-/* This call will clear the render surface using the pixel info built from */
-/* the surface at creation time. The call uses Lock/Unlock to access the */
-/* surface. The call also special cases a full clear or a dirty rectangle. */
-/* Finally the call returns the new clear mask that reflects that the color */
-/* buffer was cleared. */
-/*===========================================================================*/
-/* RETURN: the original mask with the bits cleared that represents the buffer*/
-/* or buffers we just cleared. */
-/*===========================================================================*/
-GLbitfield ClearBuffers( GLcontext *ctx, GLbitfield mask, GLboolean all, GLint x, GLint y, GLint width, GLint height )
-{
- D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
- DDSURFACEDESC2 *pddsd2;
- UCHAR *pBuffer,
- *pScanLine;
- int index,
- index2;
- DWORD dwColor;
-
- if ( mask & GL_COLOR_BUFFER_BIT )
- {
- /* Lock the surface to get the surface pointer. */
- pddsd2 = LockHAL( pContext->pShared, TRUE );
-
- /* Solve the color once only. */
- dwColor = ( ((DWORD)((float)pContext->rClear * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift );
- dwColor |= ( ((DWORD)((float)pContext->gClear * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift );
- dwColor |= ( ((DWORD)((float)pContext->bClear * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift );
-
- if ( all )
- {
- for( index = 0, pScanLine = (UCHAR *)pddsd2->lpSurface; index < pContext->pShared->dwHeight; index++, pScanLine += pddsd2->lPitch )
- for( pBuffer = pScanLine, index2 = 0; index2 < pContext->pShared->dwWidth; index2++, pBuffer += pContext->pShared->pixel.cb )
- memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb );
- }
- else
- {
- pScanLine = ((UCHAR *)pddsd2->lpSurface) +
- ( (FLIP( pContext->pShared->dwHeight, (y+height)) * pddsd2->lPitch) + (x * pContext->pShared->pixel.cb) );
-
- for( index = 0; index < height; index++, pScanLine += pddsd2->lPitch )
- {
- for( index2 = 0, pBuffer = pScanLine; index2 < width; index2++, pBuffer += pContext->pShared->pixel.cb )
- memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb );
- }
- }
-
- UnlockHAL( pContext->pShared, TRUE );
- }
-
- return (mask & ~GL_COLOR_BUFFER_BIT);
-}
-/*===========================================================================*/
-/* This proc (as all others) has been written for the general case. I use */
-/* the PIXELINFO structure to pack the pixel from RGB24 to whatever the Off- */
-/* Screen render surface uses. The alpha is ignored as Mesa does it in SW. */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-void WSpanRGB( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte rgb[][3], const GLubyte mask[] )
-{
- D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
- DDSURFACEDESC2 *pddsd2;
- UCHAR *pBuffer;
- int index;
- DWORD dwColor;
-
- /* Get the surface pointer and the pitch. */
- pddsd2 = LockHAL( pContext->pShared, TRUE );
-
- /* Find the start of the span. Invert y for Windows. */
- pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y) * pddsd2->lPitch) + (x*pContext->pShared->pixel.cb);
-
- if ( mask )
- {
- for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb )
- {
- if ( mask[index] )
- {
- /* Pack the color components. */
- dwColor = ( ((DWORD)((float)rgb[index][RCOMP] * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift );
- dwColor |= ( ((DWORD)((float)rgb[index][GCOMP] * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift );
- dwColor |= ( ((DWORD)((float)rgb[index][BCOMP] * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift );
- memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb );
- }
- }
- }
- else
- {
- for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb )
- {
- /* Pack the color components. */
- dwColor = ( ((DWORD)((float)rgb[index][RCOMP] * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift );
- dwColor |= ( ((DWORD)((float)rgb[index][GCOMP] * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift );
- dwColor |= ( ((DWORD)((float)rgb[index][BCOMP] * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift );
- memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb );
- }
- }
-
- /* Giver back. */
- UnlockHAL( pContext->pShared, TRUE );
-}
-/*===========================================================================*/
-/* This proc (as all others) has been written for the general case. I use */
-/* the PIXELINFO structure to pack the pixel from RGB24 to whatever the Off- */
-/* Screen render surface uses. The alpha is ignored as Mesa does it in SW. */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-void WSpanRGBA( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte rgba[][4], const GLubyte mask[] )
-{
- D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
- DDSURFACEDESC2 *pddsd2;
- UCHAR *pBuffer;
- int index;
- DWORD dwColor;
-
- /* Get the surface pointer and the pitch. */
- pddsd2 = LockHAL( pContext->pShared, TRUE );
-
- /* Find the start of the span. Invert y for Windows. */
- pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y) * pddsd2->lPitch) + (x*pContext->pShared->pixel.cb);
-
- if ( mask )
- {
- for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb )
- {
- if ( mask[index] )
- {
- /* Pack the color components. */
- dwColor = ( ((DWORD)((float)rgba[index][RCOMP] * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift );
- dwColor |= ( ((DWORD)((float)rgba[index][GCOMP] * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift );
- dwColor |= ( ((DWORD)((float)rgba[index][BCOMP] * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift );
- memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb );
- }
- }
- }
- else
- {
- for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb )
- {
- /* Pack the color components. */
- dwColor = ( ((DWORD)((float)rgba[index][RCOMP] * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift );
- dwColor |= ( ((DWORD)((float)rgba[index][GCOMP] * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift );
- dwColor |= ( ((DWORD)((float)rgba[index][BCOMP] * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift );
- memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb );
- }
- }
-
- /* Giver back. */
- UnlockHAL( pContext->pShared, TRUE );
-}
-/*===========================================================================*/
-/* This proc (as all others) has been written for the general case. I use */
-/* the PIXELINFO structure to pack the pixel from RGB24 to whatever the Off- */
-/* Screen render surface uses. The color is solved once from the current */
-/* color components. The alpha is ignored as Mesa is doing it in SW. */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-void WSpanRGBAMono( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte mask[] )
-{
- D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
- DDSURFACEDESC2 *pddsd2;
- UCHAR *pBuffer;
- int index;
- DWORD dwColor;
-
- /* Lock the surface to get the surface pointer and the pitch. */
- pddsd2 = LockHAL( pContext->pShared, TRUE );
-
- /* Solve the color once only. (no alpha) */
- dwColor = ( ((DWORD)((float)pContext->rCurrent * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift );
- dwColor |= ( ((DWORD)((float)pContext->gCurrent * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift );
- dwColor |= ( ((DWORD)((float)pContext->bCurrent * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift );
-
- /* Find the start of the span. Invert y for Windows. */
- pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y) * pddsd2->lPitch) + (x*pContext->pShared->pixel.cb);
-
- if ( mask )
- {
- for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb )
- if ( mask[index] )
- memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb );
- }
- else
- {
- for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb )
- memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb );
- }
-
- /* Giver back. */
- UnlockHAL( pContext->pShared, TRUE );
-}
-/*===========================================================================*/
-/* This proc (as all others) has been written for the general case. I use */
-/* the PIXELINFO structure to pack the pixel from RGB24 to whatever the Off- */
-/* Screen render surface uses. The alpha is ignored as Mesa does it in SW. */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-void WPixelsRGBA( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], const GLubyte rgba[][4], const GLubyte mask[] )
-{
- D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
- DDSURFACEDESC2 *pddsd2;
- UCHAR *pBuffer;
- int index;
- DWORD dwColor;
-
- /* Get the surface pointer and the pitch. */
- pddsd2 = LockHAL( pContext->pShared, TRUE );
-
- if ( mask )
- {
- for( index = 0; index < n; index++ )
- {
- if ( mask[index] )
- {
- /* Pack the color components. */
- dwColor = ( ((DWORD)((float)rgba[index][RCOMP] * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift );
- dwColor |= ( ((DWORD)((float)rgba[index][GCOMP] * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift );
- dwColor |= ( ((DWORD)((float)rgba[index][BCOMP] * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift );
-
- /* Find the pixel. Invert y for Windows. */
- pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y[index]) * pddsd2->lPitch) + (x[index]*pContext->pShared->pixel.cb);
- memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb );
- }
- }
- }
- else
- {
- for( index = 0; index < n; index++ )
- {
- /* Pack the color components. */
- dwColor = ( ((DWORD)((float)rgba[index][RCOMP] * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift );
- dwColor |= ( ((DWORD)((float)rgba[index][GCOMP] * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift );
- dwColor |= ( ((DWORD)((float)rgba[index][BCOMP] * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift );
-
- /* Find the pixel. Invert y for Windows. */
- pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y[index]) * pddsd2->lPitch) + (x[index]*pContext->pShared->pixel.cb);
- memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb );
- }
- }
-
- /* Giver back. */
- UnlockHAL( pContext->pShared, TRUE );
-}
-/*===========================================================================*/
-/* This proc (as all others) has been written for the general case. I use */
-/* the PIXELINFO structure to pack the pixel from RGB24 to whatever the Off- */
-/* Screen render surface uses. The color is solved once from the current */
-/* color components. The alpha is ignored as Mesa is doing it in SW. */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-void WPixelsRGBAMono( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], const GLubyte mask[] )
-{
- D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
- DDSURFACEDESC2 *pddsd2;
- UCHAR *pBuffer;
- int index;
- DWORD dwColor;
-
- /* Get the surface pointer and the pitch. */
- pddsd2 = LockHAL( pContext->pShared, TRUE );
-
- /* Solve the color once only. I don't uses the alpha. */
- dwColor = ( ((DWORD)((float)pContext->rCurrent * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift );
- dwColor |= ( ((DWORD)((float)pContext->gCurrent * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift );
- dwColor |= ( ((DWORD)((float)pContext->bCurrent * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift );
-
- if ( mask )
- {
- /* We store the surface pointer as a UCHAR so that pixel.cb (count in btyles) will work for all. */
- for( index = 0; index < n; index++ )
- {
- if ( mask[index] )
- {
- /* Find the pixel. Invert y for Windows. */
- pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y[index]) * pddsd2->lPitch) + (x[index]*pContext->pShared->pixel.cb);
- memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb );
- }
- }
- }
- else
- {
- /* We store the surface pointer as a UCHAR so that pixel.cb (count in btyles) will work for all. */
- for( index = 0; index < n; index++ )
- {
- /* Find the pixel. Invert y for Windows. */
- pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y[index]) * pddsd2->lPitch) + (x[index]*pContext->pShared->pixel.cb);
- memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb );
- }
- }
-
- /* Giver back. */
- UnlockHAL( pContext->pShared, TRUE );
-}
-/*===========================================================================*/
-/* This proc isn't written for speed rather its to handle the general case. */
-/* I grab each pixel from the surface and unpack the info using the PIXELINFO*/
-/* structure that was generated from the OffScreen surface pixelformat. The */
-/* function will not fill in the alpha value as Mesa I have Mesa allocate its*/
-/* own alpha channel when the context was created. I did this as I didn't */
-/* feel that it was worth the effort to try and get HW to work (bus bound). */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-void RSpanRGBA( const GLcontext* ctx, GLuint n, GLint x, GLint y, GLubyte rgba[][4] )
-{
- D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
- DDSURFACEDESC2 *pddsd2;
- UCHAR *pBuffer;
- int index;
- DWORD *pdwColor;
-
- /* Get the surface pointer and the pitch. */
- pddsd2 = LockHAL( pContext->pShared, TRUE );
-
- /* Find the start of the span. Invert y for Windows. */
- pBuffer = (UCHAR *)pddsd2->lpSurface +
- (FLIP(pContext->pShared->dwHeight,y) * pddsd2->lPitch) +
- (x*pContext->pShared->pixel.cb);
-
- /* We store the surface pointer as a UCHAR so that pixel.cb (count in btyles) will work for all. */
- for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb )
- {
- pdwColor = (DWORD *)pBuffer;
- rgba[index][RCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwRMask) >> pContext->pShared->pixel.rShift) / pContext->pShared->pixel.rScale);
- rgba[index][GCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwGMask) >> pContext->pShared->pixel.gShift) / pContext->pShared->pixel.gScale);
- rgba[index][BCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwBMask) >> pContext->pShared->pixel.bShift) / pContext->pShared->pixel.bScale);
- }
-
- /* Giver back. */
- UnlockHAL( pContext->pShared, TRUE );
-}
-/*===========================================================================*/
-/* This proc isn't written for speed rather its to handle the general case. */
-/* I grab each pixel from the surface and unpack the info using the PIXELINFO*/
-/* structure that was generated from the OffScreen surface pixelformat. The */
-/* function will not fill in the alpha value as Mesa I have Mesa allocate its*/
-/* own alpha channel when the context was created. I did this as I didn't */
-/* feel that it was worth the effort to try and get HW to work (bus bound). */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-void RPixelsRGBA( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], GLubyte rgba[][4], const GLubyte mask[] )
-{
- D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
- DDSURFACEDESC2 *pddsd2;
- int index;
- DWORD *pdwColor;
-
- /* Get the surface pointer and the pitch. */
- pddsd2 = LockHAL( pContext->pShared, TRUE );
-
- if ( mask )
- {
- /* We store the surface pointer as a UCHAR so that pixel.cb (count in btyles) will work for all. */
- for( index = 0; index < n; index++ )
- {
- if ( mask[index] )
- {
- /* Find the start of the pixel. Invert y for Windows. */
- pdwColor = (DWORD *)((UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y[index]) * pddsd2->lPitch) + (x[index]*pContext->pShared->pixel.cb));
- rgba[index][RCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwRMask) >> pContext->pShared->pixel.rShift) / pContext->pShared->pixel.rScale);
- rgba[index][GCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwGMask) >> pContext->pShared->pixel.gShift) / pContext->pShared->pixel.gScale);
- rgba[index][BCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwBMask) >> pContext->pShared->pixel.bShift) / pContext->pShared->pixel.bScale);
- }
- }
- }
- else
- {
- /* We store the surface pointer as a UCHAR so that pixel.cb (count in btyles) will work for all. */
- for( index = 0; index < n; index++ )
- {
- /* Find the start of the pixel. Invert y for Windows. */
- pdwColor = (DWORD *)((UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y[index]) * pddsd2->lPitch) + (x[index]*pContext->pShared->pixel.cb));
- rgba[index][RCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwRMask) >> pContext->pShared->pixel.rShift) / pContext->pShared->pixel.rScale);
- rgba[index][GCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwGMask) >> pContext->pShared->pixel.gShift) / pContext->pShared->pixel.gScale);
- rgba[index][BCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwBMask) >> pContext->pShared->pixel.bShift) / pContext->pShared->pixel.bScale);
- }
- }
-
- /* Giver back. */
- UnlockHAL( pContext->pShared, TRUE );
-}
+/*===========================================================================*/ +/* */ +/* Mesa-3.0 DirectX 6 Driver */ +/* */ +/* By Leigh McRae */ +/* */ +/* http://www.altsoftware.com/ */ +/* */ +/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */ +/*===========================================================================*/ +#include "D3DMesa.h" +/*===========================================================================*/ +/* This call will clear the render surface using the pixel info built from */ +/* the surface at creation time. The call uses Lock/Unlock to access the */ +/* surface. The call also special cases a full clear or a dirty rectangle. */ +/* Finally the call returns the new clear mask that reflects that the color */ +/* buffer was cleared. */ +/*===========================================================================*/ +/* RETURN: the original mask with the bits cleared that represents the buffer*/ +/* or buffers we just cleared. */ +/*===========================================================================*/ +GLbitfield ClearBuffers( GLcontext *ctx, GLbitfield mask, GLboolean all, GLint x, GLint y, GLint width, GLint height ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + DDSURFACEDESC2 *pddsd2; + UCHAR *pBuffer, + *pScanLine; + int index, + index2; + DWORD dwColor; + + if ( mask & GL_COLOR_BUFFER_BIT ) + { + /* Lock the surface to get the surface pointer. */ + pddsd2 = LockHAL( pContext->pShared, TRUE ); + + /* Solve the color once only. */ + dwColor = ( ((DWORD)((float)pContext->rClear * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift ); + dwColor |= ( ((DWORD)((float)pContext->gClear * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift ); + dwColor |= ( ((DWORD)((float)pContext->bClear * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift ); + + if ( all ) + { + for( index = 0, pScanLine = (UCHAR *)pddsd2->lpSurface; index < pContext->pShared->dwHeight; index++, pScanLine += pddsd2->lPitch ) + for( pBuffer = pScanLine, index2 = 0; index2 < pContext->pShared->dwWidth; index2++, pBuffer += pContext->pShared->pixel.cb ) + memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); + } + else + { + pScanLine = ((UCHAR *)pddsd2->lpSurface) + + ( (FLIP( pContext->pShared->dwHeight, (y+height)) * pddsd2->lPitch) + (x * pContext->pShared->pixel.cb) ); + + for( index = 0; index < height; index++, pScanLine += pddsd2->lPitch ) + { + for( index2 = 0, pBuffer = pScanLine; index2 < width; index2++, pBuffer += pContext->pShared->pixel.cb ) + memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); + } + } + + UnlockHAL( pContext->pShared, TRUE ); + } + + return (mask & ~GL_COLOR_BUFFER_BIT); +} +/*===========================================================================*/ +/* This proc (as all others) has been written for the general case. I use */ +/* the PIXELINFO structure to pack the pixel from RGB24 to whatever the Off- */ +/* Screen render surface uses. The alpha is ignored as Mesa does it in SW. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +void WSpanRGB( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte rgb[][3], const GLubyte mask[] ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + DDSURFACEDESC2 *pddsd2; + UCHAR *pBuffer; + int index; + DWORD dwColor; + + /* Get the surface pointer and the pitch. */ + pddsd2 = LockHAL( pContext->pShared, TRUE ); + + /* Find the start of the span. Invert y for Windows. */ + pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y) * pddsd2->lPitch) + (x*pContext->pShared->pixel.cb); + + if ( mask ) + { + for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb ) + { + if ( mask[index] ) + { + /* Pack the color components. */ + dwColor = ( ((DWORD)((float)rgb[index][RCOMP] * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift ); + dwColor |= ( ((DWORD)((float)rgb[index][GCOMP] * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift ); + dwColor |= ( ((DWORD)((float)rgb[index][BCOMP] * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift ); + memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); + } + } + } + else + { + for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb ) + { + /* Pack the color components. */ + dwColor = ( ((DWORD)((float)rgb[index][RCOMP] * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift ); + dwColor |= ( ((DWORD)((float)rgb[index][GCOMP] * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift ); + dwColor |= ( ((DWORD)((float)rgb[index][BCOMP] * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift ); + memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); + } + } + + /* Giver back. */ + UnlockHAL( pContext->pShared, TRUE ); +} +/*===========================================================================*/ +/* This proc (as all others) has been written for the general case. I use */ +/* the PIXELINFO structure to pack the pixel from RGB24 to whatever the Off- */ +/* Screen render surface uses. The alpha is ignored as Mesa does it in SW. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +void WSpanRGBA( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte rgba[][4], const GLubyte mask[] ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + DDSURFACEDESC2 *pddsd2; + UCHAR *pBuffer; + int index; + DWORD dwColor; + + /* Get the surface pointer and the pitch. */ + pddsd2 = LockHAL( pContext->pShared, TRUE ); + + /* Find the start of the span. Invert y for Windows. */ + pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y) * pddsd2->lPitch) + (x*pContext->pShared->pixel.cb); + + if ( mask ) + { + for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb ) + { + if ( mask[index] ) + { + /* Pack the color components. */ + dwColor = ( ((DWORD)((float)rgba[index][RCOMP] * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift ); + dwColor |= ( ((DWORD)((float)rgba[index][GCOMP] * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift ); + dwColor |= ( ((DWORD)((float)rgba[index][BCOMP] * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift ); + memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); + } + } + } + else + { + for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb ) + { + /* Pack the color components. */ + dwColor = ( ((DWORD)((float)rgba[index][RCOMP] * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift ); + dwColor |= ( ((DWORD)((float)rgba[index][GCOMP] * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift ); + dwColor |= ( ((DWORD)((float)rgba[index][BCOMP] * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift ); + memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); + } + } + + /* Giver back. */ + UnlockHAL( pContext->pShared, TRUE ); +} +/*===========================================================================*/ +/* This proc (as all others) has been written for the general case. I use */ +/* the PIXELINFO structure to pack the pixel from RGB24 to whatever the Off- */ +/* Screen render surface uses. The color is solved once from the current */ +/* color components. The alpha is ignored as Mesa is doing it in SW. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +void WSpanRGBAMono( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte mask[] ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + DDSURFACEDESC2 *pddsd2; + UCHAR *pBuffer; + int index; + DWORD dwColor; + + /* Lock the surface to get the surface pointer and the pitch. */ + pddsd2 = LockHAL( pContext->pShared, TRUE ); + + /* Solve the color once only. (no alpha) */ + dwColor = ( ((DWORD)((float)pContext->rCurrent * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift ); + dwColor |= ( ((DWORD)((float)pContext->gCurrent * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift ); + dwColor |= ( ((DWORD)((float)pContext->bCurrent * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift ); + + /* Find the start of the span. Invert y for Windows. */ + pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y) * pddsd2->lPitch) + (x*pContext->pShared->pixel.cb); + + if ( mask ) + { + for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb ) + if ( mask[index] ) + memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); + } + else + { + for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb ) + memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); + } + + /* Giver back. */ + UnlockHAL( pContext->pShared, TRUE ); +} +/*===========================================================================*/ +/* This proc (as all others) has been written for the general case. I use */ +/* the PIXELINFO structure to pack the pixel from RGB24 to whatever the Off- */ +/* Screen render surface uses. The alpha is ignored as Mesa does it in SW. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +void WPixelsRGBA( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], const GLubyte rgba[][4], const GLubyte mask[] ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + DDSURFACEDESC2 *pddsd2; + UCHAR *pBuffer; + int index; + DWORD dwColor; + + /* Get the surface pointer and the pitch. */ + pddsd2 = LockHAL( pContext->pShared, TRUE ); + + if ( mask ) + { + for( index = 0; index < n; index++ ) + { + if ( mask[index] ) + { + /* Pack the color components. */ + dwColor = ( ((DWORD)((float)rgba[index][RCOMP] * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift ); + dwColor |= ( ((DWORD)((float)rgba[index][GCOMP] * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift ); + dwColor |= ( ((DWORD)((float)rgba[index][BCOMP] * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift ); + + /* Find the pixel. Invert y for Windows. */ + pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y[index]) * pddsd2->lPitch) + (x[index]*pContext->pShared->pixel.cb); + memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); + } + } + } + else + { + for( index = 0; index < n; index++ ) + { + /* Pack the color components. */ + dwColor = ( ((DWORD)((float)rgba[index][RCOMP] * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift ); + dwColor |= ( ((DWORD)((float)rgba[index][GCOMP] * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift ); + dwColor |= ( ((DWORD)((float)rgba[index][BCOMP] * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift ); + + /* Find the pixel. Invert y for Windows. */ + pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y[index]) * pddsd2->lPitch) + (x[index]*pContext->pShared->pixel.cb); + memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); + } + } + + /* Giver back. */ + UnlockHAL( pContext->pShared, TRUE ); +} +/*===========================================================================*/ +/* This proc (as all others) has been written for the general case. I use */ +/* the PIXELINFO structure to pack the pixel from RGB24 to whatever the Off- */ +/* Screen render surface uses. The color is solved once from the current */ +/* color components. The alpha is ignored as Mesa is doing it in SW. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +void WPixelsRGBAMono( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], const GLubyte mask[] ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + DDSURFACEDESC2 *pddsd2; + UCHAR *pBuffer; + int index; + DWORD dwColor; + + /* Get the surface pointer and the pitch. */ + pddsd2 = LockHAL( pContext->pShared, TRUE ); + + /* Solve the color once only. I don't uses the alpha. */ + dwColor = ( ((DWORD)((float)pContext->rCurrent * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift ); + dwColor |= ( ((DWORD)((float)pContext->gCurrent * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift ); + dwColor |= ( ((DWORD)((float)pContext->bCurrent * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift ); + + if ( mask ) + { + /* We store the surface pointer as a UCHAR so that pixel.cb (count in btyles) will work for all. */ + for( index = 0; index < n; index++ ) + { + if ( mask[index] ) + { + /* Find the pixel. Invert y for Windows. */ + pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y[index]) * pddsd2->lPitch) + (x[index]*pContext->pShared->pixel.cb); + memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); + } + } + } + else + { + /* We store the surface pointer as a UCHAR so that pixel.cb (count in btyles) will work for all. */ + for( index = 0; index < n; index++ ) + { + /* Find the pixel. Invert y for Windows. */ + pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y[index]) * pddsd2->lPitch) + (x[index]*pContext->pShared->pixel.cb); + memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); + } + } + + /* Giver back. */ + UnlockHAL( pContext->pShared, TRUE ); +} +/*===========================================================================*/ +/* This proc isn't written for speed rather its to handle the general case. */ +/* I grab each pixel from the surface and unpack the info using the PIXELINFO*/ +/* structure that was generated from the OffScreen surface pixelformat. The */ +/* function will not fill in the alpha value as Mesa I have Mesa allocate its*/ +/* own alpha channel when the context was created. I did this as I didn't */ +/* feel that it was worth the effort to try and get HW to work (bus bound). */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +void RSpanRGBA( const GLcontext* ctx, GLuint n, GLint x, GLint y, GLubyte rgba[][4] ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + DDSURFACEDESC2 *pddsd2; + UCHAR *pBuffer; + int index; + DWORD *pdwColor; + + /* Get the surface pointer and the pitch. */ + pddsd2 = LockHAL( pContext->pShared, TRUE ); + + /* Find the start of the span. Invert y for Windows. */ + pBuffer = (UCHAR *)pddsd2->lpSurface + + (FLIP(pContext->pShared->dwHeight,y) * pddsd2->lPitch) + + (x*pContext->pShared->pixel.cb); + + /* We store the surface pointer as a UCHAR so that pixel.cb (count in btyles) will work for all. */ + for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb ) + { + pdwColor = (DWORD *)pBuffer; + rgba[index][RCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwRMask) >> pContext->pShared->pixel.rShift) / pContext->pShared->pixel.rScale); + rgba[index][GCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwGMask) >> pContext->pShared->pixel.gShift) / pContext->pShared->pixel.gScale); + rgba[index][BCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwBMask) >> pContext->pShared->pixel.bShift) / pContext->pShared->pixel.bScale); + } + + /* Giver back. */ + UnlockHAL( pContext->pShared, TRUE ); +} +/*===========================================================================*/ +/* This proc isn't written for speed rather its to handle the general case. */ +/* I grab each pixel from the surface and unpack the info using the PIXELINFO*/ +/* structure that was generated from the OffScreen surface pixelformat. The */ +/* function will not fill in the alpha value as Mesa I have Mesa allocate its*/ +/* own alpha channel when the context was created. I did this as I didn't */ +/* feel that it was worth the effort to try and get HW to work (bus bound). */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +void RPixelsRGBA( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], GLubyte rgba[][4], const GLubyte mask[] ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + DDSURFACEDESC2 *pddsd2; + int index; + DWORD *pdwColor; + + /* Get the surface pointer and the pitch. */ + pddsd2 = LockHAL( pContext->pShared, TRUE ); + + if ( mask ) + { + /* We store the surface pointer as a UCHAR so that pixel.cb (count in btyles) will work for all. */ + for( index = 0; index < n; index++ ) + { + if ( mask[index] ) + { + /* Find the start of the pixel. Invert y for Windows. */ + pdwColor = (DWORD *)((UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y[index]) * pddsd2->lPitch) + (x[index]*pContext->pShared->pixel.cb)); + rgba[index][RCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwRMask) >> pContext->pShared->pixel.rShift) / pContext->pShared->pixel.rScale); + rgba[index][GCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwGMask) >> pContext->pShared->pixel.gShift) / pContext->pShared->pixel.gScale); + rgba[index][BCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwBMask) >> pContext->pShared->pixel.bShift) / pContext->pShared->pixel.bScale); + } + } + } + else + { + /* We store the surface pointer as a UCHAR so that pixel.cb (count in btyles) will work for all. */ + for( index = 0; index < n; index++ ) + { + /* Find the start of the pixel. Invert y for Windows. */ + pdwColor = (DWORD *)((UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y[index]) * pddsd2->lPitch) + (x[index]*pContext->pShared->pixel.cb)); + rgba[index][RCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwRMask) >> pContext->pShared->pixel.rShift) / pContext->pShared->pixel.rScale); + rgba[index][GCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwGMask) >> pContext->pShared->pixel.gShift) / pContext->pShared->pixel.gScale); + rgba[index][BCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwBMask) >> pContext->pShared->pixel.bShift) / pContext->pShared->pixel.bScale); + } + } + + /* Giver back. */ + UnlockHAL( pContext->pShared, TRUE ); +} diff --git a/src/mesa/drivers/d3d/DEBUG.C b/src/mesa/drivers/d3d/DEBUG.C index dfa524bf31..79e273903a 100644 --- a/src/mesa/drivers/d3d/DEBUG.C +++ b/src/mesa/drivers/d3d/DEBUG.C @@ -1,143 +1,143 @@ -/*===========================================================================*/
-/* */
-/* Mesa-3.0 DirectX 6 Driver */
-/* */
-/* By Leigh McRae */
-/* */
-/* http://www.altsoftware.com/ */
-/* */
-/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */
-/*===========================================================================*/
-#include "Debug.h"
-/*===========================================================================*/
-/* Global variables. */
-/*===========================================================================*/
-DWORD g_DBGMask = DBG_ALL_ERROR;
-/*===========================================================================*/
-/* This is your basic DPF function with printf like support. The function */
-/* also works with a global debug mask variable. I have written support that*/
-/* allows for the user's enviroment variable space to be read and set the */
-/* masks. This is done when the dll starts and is only in the debug version.*/
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-void _cdecl DebugPrint( int mask, char *pszFormat, ... )
-{
- char buffer[512];
- va_list args;
-
- /* A mask of 0 will always pass. Easy to remeber. */
- if ( (mask == 0) || (mask & g_DBGMask) )
- {
- va_start( args, pszFormat );
-
- if ( mask & DBG_ALL_ERROR )
- OutputDebugString( "MesaD3D: (ERROR)" );
- else
- OutputDebugString( "MesaD3D: " );
-
- vsprintf( buffer, pszFormat, args );
- strcat( buffer, "\n" );
- OutputDebugString( buffer );
-
- va_end( args );
- }
-}
-/*===========================================================================*/
-/* This call reads the users enviroment variables and sets any debug mask */
-/* that they have set to TRUE. Now the value must be "TRUE". */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-void ReadDBGEnv( void )
-{
- g_DBGMask = DBG_ALL_ERROR;
-
-#define IS_VAR_SET(v) if ( getenv( # v ) && !strcmp(getenv( # v ),"TRUE") ) g_DBGMask |= v;
-
- IS_VAR_SET( DBG_FUNC );
- IS_VAR_SET( DBG_STATES );
-
- IS_VAR_SET( DBG_CNTX_INFO );
- IS_VAR_SET( DBG_CNTX_WARN );
- IS_VAR_SET( DBG_CNTX_PROFILE );
- IS_VAR_SET( DBG_CNTX_ERROR );
- IS_VAR_SET( DBG_CNTX_ALL );
-
- IS_VAR_SET( DBG_PRIM_INFO );
- IS_VAR_SET( DBG_PRIM_WARN );
- IS_VAR_SET( DBG_PRIM_PROFILE );
- IS_VAR_SET( DBG_PRIM_ERROR );
- IS_VAR_SET( DBG_PRIM_ALL );
-
- IS_VAR_SET( DBG_TXT_INFO );
- IS_VAR_SET( DBG_TXT_WARN );
- IS_VAR_SET( DBG_TXT_PROFILE );
- IS_VAR_SET( DBG_TXT_ERROR );
- IS_VAR_SET( DBG_TXT_ALL );
-
- IS_VAR_SET( DBG_ALL_INFO );
- IS_VAR_SET( DBG_ALL_WARN );
- IS_VAR_SET( DBG_ALL_PROFILE );
- IS_VAR_SET( DBG_ALL_ERROR );
- IS_VAR_SET( DBG_ALL );
-
-#undef IS_VAR_SET
-}
-/*===========================================================================*/
-/* This function will take a pointer to a DDSURFACEDESC2 structure & display*/
-/* the parsed information using a DPF call. */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-void DebugPixelFormat( char *pszSurfaceName, DDPIXELFORMAT *pddpf )
-{
- char buffer[256];
-
- /* Parse the flag type and write the string equivalent. */
- if ( pddpf->dwFlags & DDPF_ALPHA )
- strcat( buffer, "DDPF_ALPHA " );
- if ( pddpf->dwFlags & DDPF_ALPHAPIXELS )
- strcat( buffer, "DDPF_ALPHAPIXELS " );
- if ( pddpf->dwFlags & DDPF_ALPHAPREMULT )
- strcat( buffer, "DDPF_ALPHAPREMULT " );
- if ( pddpf->dwFlags & DDPF_BUMPLUMINANCE )
- strcat( buffer, "DDPF_BUMPLUMINANCE " );
- if ( pddpf->dwFlags & DDPF_BUMPDUDV )
- strcat( buffer, "DDPF_BUMPDUDV " );
- if ( pddpf->dwFlags & DDPF_COMPRESSED )
- strcat( buffer, "DDPF_COMPRESSED " );
- if ( pddpf->dwFlags & DDPF_FOURCC )
- strcat( buffer, "DDPF_FOURCC " );
- if ( pddpf->dwFlags & DDPF_LUMINANCE )
- strcat( buffer, "DDPF_LUMINANCE " );
- if ( pddpf->dwFlags & DDPF_PALETTEINDEXED1 )
- strcat( buffer, "DDPF_PALETTEINDEXED1 " );
- if ( pddpf->dwFlags & DDPF_PALETTEINDEXED2 )
- strcat( buffer, "DDPF_PALETTEINDEXED2 " );
- if ( pddpf->dwFlags & DDPF_PALETTEINDEXED4 )
- strcat( buffer, "DDPF_PALETTEINDEXED4 " );
- if ( pddpf->dwFlags & DDPF_PALETTEINDEXED8 )
- strcat( buffer, "DDPF_PALETTEINDEXED8 " );
- if ( pddpf->dwFlags & DDPF_PALETTEINDEXEDTO8 )
- strcat( buffer, "DDPF_PALETTEINDEXEDTO8 " );
- if ( pddpf->dwFlags & DDPF_RGB )
- strcat( buffer, "DDPF_RGB " );
- if ( pddpf->dwFlags & DDPF_RGBTOYUV )
- strcat( buffer, "DDPF_RGBTOYUV " );
- if ( pddpf->dwFlags & DDPF_STENCILBUFFER )
- strcat( buffer, "DDPF_STENCILBUFFER " );
- if ( pddpf->dwFlags & DDPF_YUV )
- strcat( buffer, "DDPF_YUV " );
- if ( pddpf->dwFlags & DDPF_ZBUFFER )
- strcat( buffer, "DDPF_ZBUFFER " );
- if ( pddpf->dwFlags & DDPF_ZPIXELS )
- strcat( buffer, "DDPF_ZPIXELS " );
-
- DPF(( (DBG_TXT_INFO|DBG_CNTX_INFO),"%s", buffer ));
-}
-
-
-
-
-
+/*===========================================================================*/ +/* */ +/* Mesa-3.0 DirectX 6 Driver */ +/* */ +/* By Leigh McRae */ +/* */ +/* http://www.altsoftware.com/ */ +/* */ +/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */ +/*===========================================================================*/ +#include "Debug.h" +/*===========================================================================*/ +/* Global variables. */ +/*===========================================================================*/ +DWORD g_DBGMask = DBG_ALL_ERROR; +/*===========================================================================*/ +/* This is your basic DPF function with printf like support. The function */ +/* also works with a global debug mask variable. I have written support that*/ +/* allows for the user's enviroment variable space to be read and set the */ +/* masks. This is done when the dll starts and is only in the debug version.*/ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +void _cdecl DebugPrint( int mask, char *pszFormat, ... ) +{ + char buffer[512]; + va_list args; + + /* A mask of 0 will always pass. Easy to remeber. */ + if ( (mask == 0) || (mask & g_DBGMask) ) + { + va_start( args, pszFormat ); + + if ( mask & DBG_ALL_ERROR ) + OutputDebugString( "MesaD3D: (ERROR)" ); + else + OutputDebugString( "MesaD3D: " ); + + vsprintf( buffer, pszFormat, args ); + strcat( buffer, "\n" ); + OutputDebugString( buffer ); + + va_end( args ); + } +} +/*===========================================================================*/ +/* This call reads the users enviroment variables and sets any debug mask */ +/* that they have set to TRUE. Now the value must be "TRUE". */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +void ReadDBGEnv( void ) +{ + g_DBGMask = DBG_ALL_ERROR; + +#define IS_VAR_SET(v) if ( getenv( # v ) && !strcmp(getenv( # v ),"TRUE") ) g_DBGMask |= v; + + IS_VAR_SET( DBG_FUNC ); + IS_VAR_SET( DBG_STATES ); + + IS_VAR_SET( DBG_CNTX_INFO ); + IS_VAR_SET( DBG_CNTX_WARN ); + IS_VAR_SET( DBG_CNTX_PROFILE ); + IS_VAR_SET( DBG_CNTX_ERROR ); + IS_VAR_SET( DBG_CNTX_ALL ); + + IS_VAR_SET( DBG_PRIM_INFO ); + IS_VAR_SET( DBG_PRIM_WARN ); + IS_VAR_SET( DBG_PRIM_PROFILE ); + IS_VAR_SET( DBG_PRIM_ERROR ); + IS_VAR_SET( DBG_PRIM_ALL ); + + IS_VAR_SET( DBG_TXT_INFO ); + IS_VAR_SET( DBG_TXT_WARN ); + IS_VAR_SET( DBG_TXT_PROFILE ); + IS_VAR_SET( DBG_TXT_ERROR ); + IS_VAR_SET( DBG_TXT_ALL ); + + IS_VAR_SET( DBG_ALL_INFO ); + IS_VAR_SET( DBG_ALL_WARN ); + IS_VAR_SET( DBG_ALL_PROFILE ); + IS_VAR_SET( DBG_ALL_ERROR ); + IS_VAR_SET( DBG_ALL ); + +#undef IS_VAR_SET +} +/*===========================================================================*/ +/* This function will take a pointer to a DDSURFACEDESC2 structure & display*/ +/* the parsed information using a DPF call. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +void DebugPixelFormat( char *pszSurfaceName, DDPIXELFORMAT *pddpf ) +{ + char buffer[256]; + + /* Parse the flag type and write the string equivalent. */ + if ( pddpf->dwFlags & DDPF_ALPHA ) + strcat( buffer, "DDPF_ALPHA " ); + if ( pddpf->dwFlags & DDPF_ALPHAPIXELS ) + strcat( buffer, "DDPF_ALPHAPIXELS " ); + if ( pddpf->dwFlags & DDPF_ALPHAPREMULT ) + strcat( buffer, "DDPF_ALPHAPREMULT " ); + if ( pddpf->dwFlags & DDPF_BUMPLUMINANCE ) + strcat( buffer, "DDPF_BUMPLUMINANCE " ); + if ( pddpf->dwFlags & DDPF_BUMPDUDV ) + strcat( buffer, "DDPF_BUMPDUDV " ); + if ( pddpf->dwFlags & DDPF_COMPRESSED ) + strcat( buffer, "DDPF_COMPRESSED " ); + if ( pddpf->dwFlags & DDPF_FOURCC ) + strcat( buffer, "DDPF_FOURCC " ); + if ( pddpf->dwFlags & DDPF_LUMINANCE ) + strcat( buffer, "DDPF_LUMINANCE " ); + if ( pddpf->dwFlags & DDPF_PALETTEINDEXED1 ) + strcat( buffer, "DDPF_PALETTEINDEXED1 " ); + if ( pddpf->dwFlags & DDPF_PALETTEINDEXED2 ) + strcat( buffer, "DDPF_PALETTEINDEXED2 " ); + if ( pddpf->dwFlags & DDPF_PALETTEINDEXED4 ) + strcat( buffer, "DDPF_PALETTEINDEXED4 " ); + if ( pddpf->dwFlags & DDPF_PALETTEINDEXED8 ) + strcat( buffer, "DDPF_PALETTEINDEXED8 " ); + if ( pddpf->dwFlags & DDPF_PALETTEINDEXEDTO8 ) + strcat( buffer, "DDPF_PALETTEINDEXEDTO8 " ); + if ( pddpf->dwFlags & DDPF_RGB ) + strcat( buffer, "DDPF_RGB " ); + if ( pddpf->dwFlags & DDPF_RGBTOYUV ) + strcat( buffer, "DDPF_RGBTOYUV " ); + if ( pddpf->dwFlags & DDPF_STENCILBUFFER ) + strcat( buffer, "DDPF_STENCILBUFFER " ); + if ( pddpf->dwFlags & DDPF_YUV ) + strcat( buffer, "DDPF_YUV " ); + if ( pddpf->dwFlags & DDPF_ZBUFFER ) + strcat( buffer, "DDPF_ZBUFFER " ); + if ( pddpf->dwFlags & DDPF_ZPIXELS ) + strcat( buffer, "DDPF_ZPIXELS " ); + + DPF(( (DBG_TXT_INFO|DBG_CNTX_INFO),"%s", buffer )); +} + + + + + diff --git a/src/mesa/drivers/d3d/DEBUG.H b/src/mesa/drivers/d3d/DEBUG.H index 76122b9121..daeeb72278 100644 --- a/src/mesa/drivers/d3d/DEBUG.H +++ b/src/mesa/drivers/d3d/DEBUG.H @@ -1,90 +1,90 @@ -/*===========================================================================*/
-/* */
-/* Mesa-3.0 DirectX 6 Driver */
-/* */
-/* By Leigh McRae */
-/* */
-/* http://www.altsoftware.com/ */
-/* */
-/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */
-/*===========================================================================*/
-#ifndef _DEBUG_H
-#define _DEBUG_H
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/*===========================================================================*/
-/* Includes. */
-/*===========================================================================*/
-#include <stdio.h>
-#include <string.h>
-#include <ddraw.h>
-#include <d3d.h>
-#include "D3DShared.h"
-/*===========================================================================*/
-/* Magic numbers. */
-/*===========================================================================*/
-/*===========================================================================*/
-/* Macros defines. */
-/*===========================================================================*/
-#define DBG_FUNC 0x00000001
-#define DBG_STATES 0x00000002
-
-#define DBG_CNTX_INFO 0x00000010
-#define DBG_CNTX_WARN 0x00000020
-#define DBG_CNTX_PROFILE 0x00000040
-#define DBG_CNTX_ERROR 0x00000080
-#define DBG_CNTX_ALL 0x000000F0
-
-#define DBG_PRIM_INFO 0x00000100
-#define DBG_PRIM_WARN 0x00000200
-#define DBG_PRIM_PROFILE 0x00000400
-#define DBG_PRIM_ERROR 0x00000800
-#define DBG_PRIM_ALL 0x00000F00
-
-#define DBG_TXT_INFO 0x00001000
-#define DBG_TXT_WARN 0x00002000
-#define DBG_TXT_PROFILE 0x00004000
-#define DBG_TXT_ERROR 0x00008000
-#define DBG_TXT_ALL 0x0000F000
-
-#define DBG_ALL_INFO 0x11111110
-#define DBG_ALL_WARN 0x22222220
-#define DBG_ALL_PROFILE 0x44444440
-#define DBG_ALL_ERROR 0x88888880
-#define DBG_ALL 0xFFFFFFFF
-
-#ifdef D3D_DEBUG
-# define DPF(arg) DebugPrint arg
-# define RIP(pH,msg,err) OutputDebugString(msg); \
- OutputDebugString(err); \
- OutputDebugString("\n"); \
- FatalShutDown(pH)
-#else
-# define DPF(arg)
-# define RIP(pH,msg,err) FatalShutDown(pH)
-#endif
-/*===========================================================================*/
-/* Type defines. */
-/*===========================================================================*/
-/*===========================================================================*/
-/* Function prototypes. */
-/*===========================================================================*/
-extern void ReadDBGEnv( void );
-extern void _cdecl DebugPrint( int mask, char *pszFormat, ... );
-extern void DebugPixelFormat( char *pszSurfaceName, DDPIXELFORMAT *pddpf );
-/*===========================================================================*/
-/* Global variables. */
-/*===========================================================================*/
-extern DWORD g_DBGMask;
-
-#ifdef __cplusplus
-}
-#endif
-
-#endif
-
-
-
+/*===========================================================================*/ +/* */ +/* Mesa-3.0 DirectX 6 Driver */ +/* */ +/* By Leigh McRae */ +/* */ +/* http://www.altsoftware.com/ */ +/* */ +/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */ +/*===========================================================================*/ +#ifndef _DEBUG_H +#define _DEBUG_H + +#ifdef __cplusplus +extern "C" { +#endif + +/*===========================================================================*/ +/* Includes. */ +/*===========================================================================*/ +#include <stdio.h> +#include <string.h> +#include <ddraw.h> +#include <d3d.h> +#include "D3DShared.h" +/*===========================================================================*/ +/* Magic numbers. */ +/*===========================================================================*/ +/*===========================================================================*/ +/* Macros defines. */ +/*===========================================================================*/ +#define DBG_FUNC 0x00000001 +#define DBG_STATES 0x00000002 + +#define DBG_CNTX_INFO 0x00000010 +#define DBG_CNTX_WARN 0x00000020 +#define DBG_CNTX_PROFILE 0x00000040 +#define DBG_CNTX_ERROR 0x00000080 +#define DBG_CNTX_ALL 0x000000F0 + +#define DBG_PRIM_INFO 0x00000100 +#define DBG_PRIM_WARN 0x00000200 +#define DBG_PRIM_PROFILE 0x00000400 +#define DBG_PRIM_ERROR 0x00000800 +#define DBG_PRIM_ALL 0x00000F00 + +#define DBG_TXT_INFO 0x00001000 +#define DBG_TXT_WARN 0x00002000 +#define DBG_TXT_PROFILE 0x00004000 +#define DBG_TXT_ERROR 0x00008000 +#define DBG_TXT_ALL 0x0000F000 + +#define DBG_ALL_INFO 0x11111110 +#define DBG_ALL_WARN 0x22222220 +#define DBG_ALL_PROFILE 0x44444440 +#define DBG_ALL_ERROR 0x88888880 +#define DBG_ALL 0xFFFFFFFF + +#ifdef D3D_DEBUG +# define DPF(arg) DebugPrint arg +# define RIP(pH,msg,err) OutputDebugString(msg); \ + OutputDebugString(err); \ + OutputDebugString("\n"); \ + FatalShutDown(pH) +#else +# define DPF(arg) +# define RIP(pH,msg,err) FatalShutDown(pH) +#endif +/*===========================================================================*/ +/* Type defines. */ +/*===========================================================================*/ +/*===========================================================================*/ +/* Function prototypes. */ +/*===========================================================================*/ +extern void ReadDBGEnv( void ); +extern void _cdecl DebugPrint( int mask, char *pszFormat, ... ); +extern void DebugPixelFormat( char *pszSurfaceName, DDPIXELFORMAT *pddpf ); +/*===========================================================================*/ +/* Global variables. */ +/*===========================================================================*/ +extern DWORD g_DBGMask; + +#ifdef __cplusplus +} +#endif + +#endif + + + diff --git a/src/mesa/drivers/d3d/DbgEnv.bat b/src/mesa/drivers/d3d/DbgEnv.bat index 40858e6684..acea045856 100644 --- a/src/mesa/drivers/d3d/DbgEnv.bat +++ b/src/mesa/drivers/d3d/DbgEnv.bat @@ -1,25 +1,25 @@ -SET DBG_FUNC=FALSE
-
-SET DBG_CNTX_INFO=TRUE
-SET DBG_CNTX_WARN=TRUE
-SET DBG_CNTX_PROFILE=FALSE
-SET DBG_CNTX_ERROR=TRUE
-SET DBG_CNTX_ALL=TRUE
-
-SET DBG_PRIM_INFO=FALSE
-SET DBG_PRIM_WARN=FALSE
-SET DBG_PRIM_PROFILE=FALSE
-SET DBG_PRIM_ERROR=TRUE
-SET DBG_PRIM_ALL=FALSE
-
-SET DBG_TXT_INFO=FALSE
-SET DBG_TXT_WARN=TRUE
-SET DBG_TXT_PROFILE=FALSE
-SET DBG_TXT_ERROR=TRUE
-SET DBG_TXT_ALL=FALSE
-
-SET DBG_ALL_INFO=FALSE
-SET DBG_ALL_WARN=TRUE
-SET DBG_ALL_PROFILE=FALSE
-SET DBG_ALL_ERROR=TRUE
-SET DBG_ALL=FALSE
+SET DBG_FUNC=FALSE + +SET DBG_CNTX_INFO=TRUE +SET DBG_CNTX_WARN=TRUE +SET DBG_CNTX_PROFILE=FALSE +SET DBG_CNTX_ERROR=TRUE +SET DBG_CNTX_ALL=TRUE + +SET DBG_PRIM_INFO=FALSE +SET DBG_PRIM_WARN=FALSE +SET DBG_PRIM_PROFILE=FALSE +SET DBG_PRIM_ERROR=TRUE +SET DBG_PRIM_ALL=FALSE + +SET DBG_TXT_INFO=FALSE +SET DBG_TXT_WARN=TRUE +SET DBG_TXT_PROFILE=FALSE +SET DBG_TXT_ERROR=TRUE +SET DBG_TXT_ALL=FALSE + +SET DBG_ALL_INFO=FALSE +SET DBG_ALL_WARN=TRUE +SET DBG_ALL_PROFILE=FALSE +SET DBG_ALL_ERROR=TRUE +SET DBG_ALL=FALSE diff --git a/src/mesa/drivers/d3d/MAKEFILE b/src/mesa/drivers/d3d/MAKEFILE index ad1d40dc27..6aa88f3cef 100644 --- a/src/mesa/drivers/d3d/MAKEFILE +++ b/src/mesa/drivers/d3d/MAKEFILE @@ -1,101 +1,101 @@ -##############################################################################
-#
-# Mesa-3.0 Makefile for DirectX 6 Driver
-#
-# By Leigh McRae
-#
-# http://www.altsoftware.com/
-#
-# Copyright (c) 1999-1998 alt.software inc. All Rights Reserved
-##############################################################################
-NAME=
-TARGET= WGL Driver (D3DHAL)
-
-D3D_DIR=$(MAKEDIR)\D3D
-TARGET_DIR=e:\WinNT\System32
-TEMP_DIR=c:\Temp
-
-SPACE=-
-LINKER=link.exe
-
-INCLUDE=$(SDKROOT)\include;$(INCLUDE)
-LIB=$(SDKROOT)\lib;$(LIB)
-##############################################################################
-CFLAGS = /c /nologo /W1 /G5 /I..\ /I..\..\Include \
- /D "_WIN32" /D "WIN32" /D "_WINDOWS" /D "__WIN32__" /D "__MSC__" /D "MESAD3D"
-CPPFLAGS= /c /nologo /W1 /G5 /I..\ /I..\..\Include \
- /D "_WIN32" /D "WIN32" /D "_WINDOWS" /D "__WIN32__" /D "__MSC__" /D "MESAD3D"
-
-!IF "$(DEBUG)" == "1"
-
-CFLAGS = /MTd /Od /Z7 /Yd /D "_DEBUG" /D "D3D_DEBUG" $(CFLAGS)
-CPPFLAGS = /MTd /Od /Z7 /Yd /D "_DEBUG" /D "D3D_DEBUG" $(CPPFLAGS)
-BUILD_TYPE=debug
-
-!ELSE
-
-CFLAGS = /MT /Ox /D "NDEBUG" $(CFLAGS)
-CPPFLAGS = /MT /Ox /D "NDEBUG" $(CPPFLAGS)
-BUILD_TYPE=release
-
-!ENDIF
-##############################################################################
-SRCS_WGL = wgl.c D3Dvbrender.c DDrawPROCS.c NULLProcs.c Debug.c
-SRCS_HAL = D3DInit.cpp D3DRaster.cpp D3DTextureMgr.cpp D3DUtils.cpp D3DCaps.cpp
-OBJS_WGL = $(SRCS_WGL:.c=.obj)
-OBJS_HAL = $(SRCS_HAL:.cpp=.obj)
-
-WINLIBS = kernel32.lib user32.lib gdi32.lib oldnames.lib
-DXLIBS =
-LIBS = $(WINLIBS) $(DXLIBS)
-###############################################################################
-# Primary Targets #
-###############################################################################
-
-default: header WGL HAL footer
-
-all: default
-
-WGL : $(OBJS_WGL)
-
-HAL : $(OBJS_HAL)
-
-install : forceit
- @echo $(SPACE)
- @echo ========================================
- @echo Install files created.
- @echo ========================================
-
-
-###############################################################################
-# Secondary Targets #
-###############################################################################
-
-clean:
- @echo ========================================
- @echo Cleaning $(TARGET)
- @del *.obj
- @del *.dep
- @del *.exp
- @del *.ncb
- @del *.plg
- @del *.lib
- @echo ========================================
-
-header:
- @echo ============================================================
- @echo Building $(TARGET) ($(BUILD_TYPE) version)
- @echo ============================================================
- @echo $(SPACE)
-
-footer:
- @echo $(SPACE)
- @echo ============================================================
- @echo DONE building $(TARGET) ($(BUILD_TYPE) version)
- @echo ============================================================
-
-forceit:
-
-
-
-
+############################################################################## +# +# Mesa-3.0 Makefile for DirectX 6 Driver +# +# By Leigh McRae +# +# http://www.altsoftware.com/ +# +# Copyright (c) 1999-1998 alt.software inc. All Rights Reserved +############################################################################## +NAME= +TARGET= WGL Driver (D3DHAL) + +D3D_DIR=$(MAKEDIR)\D3D +TARGET_DIR=e:\WinNT\System32 +TEMP_DIR=c:\Temp + +SPACE=- +LINKER=link.exe + +INCLUDE=$(SDKROOT)\include;$(INCLUDE) +LIB=$(SDKROOT)\lib;$(LIB) +############################################################################## +CFLAGS = /c /nologo /W1 /G5 /I..\ /I..\..\Include \ + /D "_WIN32" /D "WIN32" /D "_WINDOWS" /D "__WIN32__" /D "__MSC__" /D "MESAD3D" +CPPFLAGS= /c /nologo /W1 /G5 /I..\ /I..\..\Include \ + /D "_WIN32" /D "WIN32" /D "_WINDOWS" /D "__WIN32__" /D "__MSC__" /D "MESAD3D" + +!IF "$(DEBUG)" == "1" + +CFLAGS = /MTd /Od /Z7 /Yd /D "_DEBUG" /D "D3D_DEBUG" $(CFLAGS) +CPPFLAGS = /MTd /Od /Z7 /Yd /D "_DEBUG" /D "D3D_DEBUG" $(CPPFLAGS) +BUILD_TYPE=debug + +!ELSE + +CFLAGS = /MT /Ox /D "NDEBUG" $(CFLAGS) +CPPFLAGS = /MT /Ox /D "NDEBUG" $(CPPFLAGS) +BUILD_TYPE=release + +!ENDIF +############################################################################## +SRCS_WGL = wgl.c D3Dvbrender.c DDrawPROCS.c NULLProcs.c Debug.c +SRCS_HAL = D3DInit.cpp D3DRaster.cpp D3DTextureMgr.cpp D3DUtils.cpp D3DCaps.cpp +OBJS_WGL = $(SRCS_WGL:.c=.obj) +OBJS_HAL = $(SRCS_HAL:.cpp=.obj) + +WINLIBS = kernel32.lib user32.lib gdi32.lib oldnames.lib +DXLIBS = +LIBS = $(WINLIBS) $(DXLIBS) +############################################################################### +# Primary Targets # +############################################################################### + +default: header WGL HAL footer + +all: default + +WGL : $(OBJS_WGL) + +HAL : $(OBJS_HAL) + +install : forceit + @echo $(SPACE) + @echo ======================================== + @echo Install files created. + @echo ======================================== + + +############################################################################### +# Secondary Targets # +############################################################################### + +clean: + @echo ======================================== + @echo Cleaning $(TARGET) + @del *.obj + @del *.dep + @del *.exp + @del *.ncb + @del *.plg + @del *.lib + @echo ======================================== + +header: + @echo ============================================================ + @echo Building $(TARGET) ($(BUILD_TYPE) version) + @echo ============================================================ + @echo $(SPACE) + +footer: + @echo $(SPACE) + @echo ============================================================ + @echo DONE building $(TARGET) ($(BUILD_TYPE) version) + @echo ============================================================ + +forceit: + + + + diff --git a/src/mesa/drivers/d3d/OPENGL32.DEF b/src/mesa/drivers/d3d/OPENGL32.DEF index b32bd1fef8..bc0304da33 100644 --- a/src/mesa/drivers/d3d/OPENGL32.DEF +++ b/src/mesa/drivers/d3d/OPENGL32.DEF @@ -1,442 +1,442 @@ -;===========================================================================
-;
-; Mesa-3.0 DirectX 6 Driver
-;
-; By Leigh McRae
-;
-; http://www.altsoftware.com/
-;
-; Copyright (c) 1999-1998 alt.software inc. All Rights Reserved
-;===========================================================================
-NAME OpenGL32.DLL
-DESCRIPTION "Mesa-3.0 DX6 Driver Version 0.5"
-
-EXPORTS
- DllMain
- glAccum
- glAlphaFunc
- glAreTexturesResident
- glAreTexturesResidentEXT
- glArrayElement
- glArrayElementEXT
- glBegin
- glBindTexture
- glBindTextureEXT
- glBitmap
- glBlendColorEXT
- glBlendEquationEXT
- glBlendFunc
- glCallList
- glCallLists
- glClear
- glClearAccum
- glClearColor
- glClearDepth
- glClearIndex
- glClearStencil
- glClipPlane
- glColor3b
- glColor3bv
- glColor3d
- glColor3dv
- glColor3f
- glColor3fv
- glColor3i
- glColor3iv
- glColor3s
- glColor3sv
- glColor3ub
- glColor3ubv
- glColor3ui
- glColor3uiv
- glColor3us
- glColor3usv
- glColor4b
- glColor4bv
- glColor4d
- glColor4dv
- glColor4f
- glColor4fv
- glColor4i
- glColor4iv
- glColor4s
- glColor4sv
- glColor4ub
- glColor4ubv
- glColor4ui
- glColor4uiv
- glColor4us
- glColor4usv
- glColorMask
- glColorMaterial
- glColorPointer
- glColorPointerEXT
- glColorSubTableEXT
- glColorTableEXT
- glCopyPixels
- glCopyTexImage1D
- glCopyTexImage2D
- glCopyTexSubImage1D
- glCopyTexSubImage2D
- glCopyTexSubImage3DEXT
- glCullFace
- glDeleteLists
- glDeleteTextures
- glDeleteTexturesEXT
- glDepthFunc
- glDepthMask
- glDepthRange
- glDisable
- glDisableClientState
- glDrawArrays
- glDrawArraysEXT
- glDrawBuffer
- glDrawElements
- glDrawPixels
- glEdgeFlag
- glEdgeFlagPointer
- glEdgeFlagPointerEXT
- glEdgeFlagv
- glEnable
- glEnableClientState
- glEnd
- glEndList
- glEvalCoord1d
- glEvalCoord1dv
- glEvalCoord1f
- glEvalCoord1fv
- glEvalCoord2d
- glEvalCoord2dv
- glEvalCoord2f
- glEvalCoord2fv
- glEvalMesh1
- glEvalMesh2
- glEvalPoint1
- glEvalPoint2
- glFeedbackBuffer
- glFinish
- glFlush
- glFogf
- glFogfv
- glFogi
- glFogiv
- glFrontFace
- glFrustum
- glGenLists
- glGenTextures
- glGenTexturesEXT
- glGetBooleanv
- glGetClipPlane
- glGetColorTableEXT
- glGetColorTableParameterfvEXT
- glGetColorTableParameterivEXT
- glGetDoublev
- glGetError
- glGetFloatv
- glGetIntegerv
- glGetLightfv
- glGetLightiv
- glGetMapdv
- glGetMapfv
- glGetMapiv
- glGetMaterialfv
- glGetMaterialiv
- glGetPixelMapfv
- glGetPixelMapuiv
- glGetPixelMapusv
- glGetPointerv
- glGetPointervEXT
- glGetPolygonStipple
- glGetString
- glGetTexEnvfv
- glGetTexEnviv
- glGetTexGendv
- glGetTexGenfv
- glGetTexGeniv
- glGetTexImage
- glGetTexLevelParameterfv
- glGetTexLevelParameteriv
- glGetTexParameterfv
- glGetTexParameteriv
- glHint
- glIndexd
- glIndexdv
- glIndexf
- glIndexfv
- glIndexi
- glIndexiv
- glIndexMask
- glIndexPointer
- glIndexPointerEXT
- glIndexs
- glIndexsv
- glIndexub
- glIndexubv
- glInitNames
- glInterleavedArrays
- glIsEnabled
- glIsList
- glIsTexture
- glIsTextureEXT
- glLightf
- glLightfv
- glLighti
- glLightiv
- glLightModelf
- glLightModelfv
- glLightModeli
- glLightModeliv
- glLineStipple
- glLineWidth
- glListBase
- glLoadIdentity
- glLoadMatrixd
- glLoadMatrixf
- glLoadName
- glLogicOp
- glMap1d
- glMap1f
- glMap2d
- glMap2f
- glMapGrid1d
- glMapGrid1f
- glMapGrid2d
- glMapGrid2f
- glMaterialf
- glMaterialfv
- glMateriali
- glMaterialiv
- glMatrixMode
- glMultMatrixd
- glMultMatrixf
- glNewList
- glNormal3b
- glNormal3bv
- glNormal3d
- glNormal3dv
- glNormal3f
- glNormal3fv
- glNormal3i
- glNormal3iv
- glNormal3s
- glNormal3sv
- glNormalPointer
- glNormalPointerEXT
- glOrtho
- glPassThrough
- glPixelMapfv
- glPixelMapuiv
- glPixelMapusv
- glPixelStoref
- glPixelStorei
- glPixelTransferf
- glPixelTransferi
- glPixelZoom
- glPointParameterfEXT
- glPointParameterfvEXT
- glPointSize
- glPolygonMode
- glPolygonOffset
- glPolygonOffsetEXT
- glPolygonStipple
- glPopAttrib
- glPopClientAttrib
- glPopMatrix
- glPopName
- glPrioritizeTextures
- glPrioritizeTexturesEXT
- glPushAttrib
- glPushClientAttrib
- glPushMatrix
- glPushName
- glRasterPos2d
- glRasterPos2dv
- glRasterPos2f
- glRasterPos2fv
- glRasterPos2i
- glRasterPos2iv
- glRasterPos2s
- glRasterPos2sv
- glRasterPos3d
- glRasterPos3dv
- glRasterPos3f
- glRasterPos3fv
- glRasterPos3i
- glRasterPos3iv
- glRasterPos3s
- glRasterPos3sv
- glRasterPos4d
- glRasterPos4dv
- glRasterPos4f
- glRasterPos4fv
- glRasterPos4i
- glRasterPos4iv
- glRasterPos4s
- glRasterPos4sv
- glReadBuffer
- glReadPixels
- glRectd
- glRectdv
- glRectf
- glRectfv
- glRecti
- glRectiv
- glRects
- glRectsv
- glRenderMode
- glResizeBuffersMESA
- glRotated
- glRotatef
- glScaled
- glScalef
- glScissor
- glSelectBuffer
- glShadeModel
- glStencilFunc
- glStencilMask
- glStencilOp
- glTexCoord1d
- glTexCoord1dv
- glTexCoord1f
- glTexCoord1fv
- glTexCoord1i
- glTexCoord1iv
- glTexCoord1s
- glTexCoord1sv
- glTexCoord2d
- glTexCoord2dv
- glTexCoord2f
- glTexCoord2fv
- glTexCoord2i
- glTexCoord2iv
- glTexCoord2s
- glTexCoord2sv
- glTexCoord3d
- glTexCoord3dv
- glTexCoord3f
- glTexCoord3fv
- glTexCoord3i
- glTexCoord3iv
- glTexCoord3s
- glTexCoord3sv
- glTexCoord4d
- glTexCoord4dv
- glTexCoord4f
- glTexCoord4fv
- glTexCoord4i
- glTexCoord4iv
- glTexCoord4s
- glTexCoord4sv
- glTexCoordPointer
- glTexCoordPointerEXT
- glTexEnvf
- glTexEnvfv
- glTexEnvi
- glTexEnviv
- glTexGend
- glTexGendv
- glTexGenf
- glTexGenfv
- glTexGeni
- glTexGeniv
- glTexImage1D
- glTexImage2D
- glTexImage3DEXT
- glTexParameterf
- glTexParameterfv
- glTexParameteri
- glTexParameteriv
- glTexSubImage1D
- glTexSubImage2D
- glTexSubImage3DEXT
- glTranslated
- glTranslatef
- glVertex2d
- glVertex2dv
- glVertex2f
- glVertex2fv
- glVertex2i
- glVertex2iv
- glVertex2s
- glVertex2sv
- glVertex3d
- glVertex3dv
- glVertex3f
- glVertex3fv
- glVertex3i
- glVertex3iv
- glVertex3s
- glVertex3sv
- glVertex4d
- glVertex4dv
- glVertex4f
- glVertex4fv
- glVertex4i
- glVertex4iv
- glVertex4s
- glVertex4sv
- glVertexPointer
- glVertexPointerEXT
- glViewport
- glWindowPos2dMESA
- glWindowPos2dvMESA
- glWindowPos2fMESA
- glWindowPos2fvMESA
- glWindowPos2iMESA
- glWindowPos2ivMESA
- glWindowPos2sMESA
- glWindowPos2svMESA
- glWindowPos3dMESA
- glWindowPos3dvMESA
- glWindowPos3fMESA
- glWindowPos3fvMESA
- glWindowPos3iMESA
- glWindowPos3ivMESA
- glWindowPos3sMESA
- glWindowPos3svMESA
- glWindowPos4dMESA
- glWindowPos4dvMESA
- glWindowPos4fMESA
- glWindowPos4fvMESA
- glWindowPos4iMESA
- glWindowPos4ivMESA
- glWindowPos4sMESA
- glWindowPos4svMESA
-; WMesaCreateContext
-; WMesaDestroyContext
-; WMesaMakeCurrent
-; WMesaPaletteChange
-; WMesaSwapBuffers
-; OSMesaCreateContext
-; OSMesaDestroyContext
-; OSMesaMakeCurrent
-; OSMesaGetCurrentContext
-; OSMesaPixelStore
-; OSMesaGetIntegerv
-; OSMesaGetDepthBuffer
- wglCopyContext
- wglCreateContext
- wglCreateLayerContext
- wglDeleteContext
-; wglDescribeLayerPlane
- wglGetCurrentContext
- wglGetCurrentDC
-; wglGetLayerPaletteEntries
- wglGetProcAddress
- wglMakeCurrent
-; wglRealizeLayerPalette
-; wglSetLayerPaletteEntries
- wglShareLists
- wglSwapLayerBuffers
- wglUseFontBitmapsA
- wglUseFontBitmapsW
- wglUseFontOutlinesA
- wglUseFontOutlinesW
- wglChoosePixelFormat
- wglDescribePixelFormat
- wglGetPixelFormat
- wglSetPixelFormat
- wglSwapBuffers
-
-
-
+;=========================================================================== +; +; Mesa-3.0 DirectX 6 Driver +; +; By Leigh McRae +; +; http://www.altsoftware.com/ +; +; Copyright (c) 1999-1998 alt.software inc. All Rights Reserved +;=========================================================================== +NAME OpenGL32.DLL +DESCRIPTION "Mesa-3.0 DX6 Driver Version 0.5" + +EXPORTS + DllMain + glAccum + glAlphaFunc + glAreTexturesResident + glAreTexturesResidentEXT + glArrayElement + glArrayElementEXT + glBegin + glBindTexture + glBindTextureEXT + glBitmap + glBlendColorEXT + glBlendEquationEXT + glBlendFunc + glCallList + glCallLists + glClear + glClearAccum + glClearColor + glClearDepth + glClearIndex + glClearStencil + glClipPlane + glColor3b + glColor3bv + glColor3d + glColor3dv + glColor3f + glColor3fv + glColor3i + glColor3iv + glColor3s + glColor3sv + glColor3ub + glColor3ubv + glColor3ui + glColor3uiv + glColor3us + glColor3usv + glColor4b + glColor4bv + glColor4d + glColor4dv + glColor4f + glColor4fv + glColor4i + glColor4iv + glColor4s + glColor4sv + glColor4ub + glColor4ubv + glColor4ui + glColor4uiv + glColor4us + glColor4usv + glColorMask + glColorMaterial + glColorPointer + glColorPointerEXT + glColorSubTableEXT + glColorTableEXT + glCopyPixels + glCopyTexImage1D + glCopyTexImage2D + glCopyTexSubImage1D + glCopyTexSubImage2D + glCopyTexSubImage3DEXT + glCullFace + glDeleteLists + glDeleteTextures + glDeleteTexturesEXT + glDepthFunc + glDepthMask + glDepthRange + glDisable + glDisableClientState + glDrawArrays + glDrawArraysEXT + glDrawBuffer + glDrawElements + glDrawPixels + glEdgeFlag + glEdgeFlagPointer + glEdgeFlagPointerEXT + glEdgeFlagv + glEnable + glEnableClientState + glEnd + glEndList + glEvalCoord1d + glEvalCoord1dv + glEvalCoord1f + glEvalCoord1fv + glEvalCoord2d + glEvalCoord2dv + glEvalCoord2f + glEvalCoord2fv + glEvalMesh1 + glEvalMesh2 + glEvalPoint1 + glEvalPoint2 + glFeedbackBuffer + glFinish + glFlush + glFogf + glFogfv + glFogi + glFogiv + glFrontFace + glFrustum + glGenLists + glGenTextures + glGenTexturesEXT + glGetBooleanv + glGetClipPlane + glGetColorTableEXT + glGetColorTableParameterfvEXT + glGetColorTableParameterivEXT + glGetDoublev + glGetError + glGetFloatv + glGetIntegerv + glGetLightfv + glGetLightiv + glGetMapdv + glGetMapfv + glGetMapiv + glGetMaterialfv + glGetMaterialiv + glGetPixelMapfv + glGetPixelMapuiv + glGetPixelMapusv + glGetPointerv + glGetPointervEXT + glGetPolygonStipple + glGetString + glGetTexEnvfv + glGetTexEnviv + glGetTexGendv + glGetTexGenfv + glGetTexGeniv + glGetTexImage + glGetTexLevelParameterfv + glGetTexLevelParameteriv + glGetTexParameterfv + glGetTexParameteriv + glHint + glIndexd + glIndexdv + glIndexf + glIndexfv + glIndexi + glIndexiv + glIndexMask + glIndexPointer + glIndexPointerEXT + glIndexs + glIndexsv + glIndexub + glIndexubv + glInitNames + glInterleavedArrays + glIsEnabled + glIsList + glIsTexture + glIsTextureEXT + glLightf + glLightfv + glLighti + glLightiv + glLightModelf + glLightModelfv + glLightModeli + glLightModeliv + glLineStipple + glLineWidth + glListBase + glLoadIdentity + glLoadMatrixd + glLoadMatrixf + glLoadName + glLogicOp + glMap1d + glMap1f + glMap2d + glMap2f + glMapGrid1d + glMapGrid1f + glMapGrid2d + glMapGrid2f + glMaterialf + glMaterialfv + glMateriali + glMaterialiv + glMatrixMode + glMultMatrixd + glMultMatrixf + glNewList + glNormal3b + glNormal3bv + glNormal3d + glNormal3dv + glNormal3f + glNormal3fv + glNormal3i + glNormal3iv + glNormal3s + glNormal3sv + glNormalPointer + glNormalPointerEXT + glOrtho + glPassThrough + glPixelMapfv + glPixelMapuiv + glPixelMapusv + glPixelStoref + glPixelStorei + glPixelTransferf + glPixelTransferi + glPixelZoom + glPointParameterfEXT + glPointParameterfvEXT + glPointSize + glPolygonMode + glPolygonOffset + glPolygonOffsetEXT + glPolygonStipple + glPopAttrib + glPopClientAttrib + glPopMatrix + glPopName + glPrioritizeTextures + glPrioritizeTexturesEXT + glPushAttrib + glPushClientAttrib + glPushMatrix + glPushName + glRasterPos2d + glRasterPos2dv + glRasterPos2f + glRasterPos2fv + glRasterPos2i + glRasterPos2iv + glRasterPos2s + glRasterPos2sv + glRasterPos3d + glRasterPos3dv + glRasterPos3f + glRasterPos3fv + glRasterPos3i + glRasterPos3iv + glRasterPos3s + glRasterPos3sv + glRasterPos4d + glRasterPos4dv + glRasterPos4f + glRasterPos4fv + glRasterPos4i + glRasterPos4iv + glRasterPos4s + glRasterPos4sv + glReadBuffer + glReadPixels + glRectd + glRectdv + glRectf + glRectfv + glRecti + glRectiv + glRects + glRectsv + glRenderMode + glResizeBuffersMESA + glRotated + glRotatef + glScaled + glScalef + glScissor + glSelectBuffer + glShadeModel + glStencilFunc + glStencilMask + glStencilOp + glTexCoord1d + glTexCoord1dv + glTexCoord1f + glTexCoord1fv + glTexCoord1i + glTexCoord1iv + glTexCoord1s + glTexCoord1sv + glTexCoord2d + glTexCoord2dv + glTexCoord2f + glTexCoord2fv + glTexCoord2i + glTexCoord2iv + glTexCoord2s + glTexCoord2sv + glTexCoord3d + glTexCoord3dv + glTexCoord3f + glTexCoord3fv + glTexCoord3i + glTexCoord3iv + glTexCoord3s + glTexCoord3sv + glTexCoord4d + glTexCoord4dv + glTexCoord4f + glTexCoord4fv + glTexCoord4i + glTexCoord4iv + glTexCoord4s + glTexCoord4sv + glTexCoordPointer + glTexCoordPointerEXT + glTexEnvf + glTexEnvfv + glTexEnvi + glTexEnviv + glTexGend + glTexGendv + glTexGenf + glTexGenfv + glTexGeni + glTexGeniv + glTexImage1D + glTexImage2D + glTexImage3DEXT + glTexParameterf + glTexParameterfv + glTexParameteri + glTexParameteriv + glTexSubImage1D + glTexSubImage2D + glTexSubImage3DEXT + glTranslated + glTranslatef + glVertex2d + glVertex2dv + glVertex2f + glVertex2fv + glVertex2i + glVertex2iv + glVertex2s + glVertex2sv + glVertex3d + glVertex3dv + glVertex3f + glVertex3fv + glVertex3i + glVertex3iv + glVertex3s + glVertex3sv + glVertex4d + glVertex4dv + glVertex4f + glVertex4fv + glVertex4i + glVertex4iv + glVertex4s + glVertex4sv + glVertexPointer + glVertexPointerEXT + glViewport + glWindowPos2dMESA + glWindowPos2dvMESA + glWindowPos2fMESA + glWindowPos2fvMESA + glWindowPos2iMESA + glWindowPos2ivMESA + glWindowPos2sMESA + glWindowPos2svMESA + glWindowPos3dMESA + glWindowPos3dvMESA + glWindowPos3fMESA + glWindowPos3fvMESA + glWindowPos3iMESA + glWindowPos3ivMESA + glWindowPos3sMESA + glWindowPos3svMESA + glWindowPos4dMESA + glWindowPos4dvMESA + glWindowPos4fMESA + glWindowPos4fvMESA + glWindowPos4iMESA + glWindowPos4ivMESA + glWindowPos4sMESA + glWindowPos4svMESA +; WMesaCreateContext +; WMesaDestroyContext +; WMesaMakeCurrent +; WMesaPaletteChange +; WMesaSwapBuffers +; OSMesaCreateContext +; OSMesaDestroyContext +; OSMesaMakeCurrent +; OSMesaGetCurrentContext +; OSMesaPixelStore +; OSMesaGetIntegerv +; OSMesaGetDepthBuffer + wglCopyContext + wglCreateContext + wglCreateLayerContext + wglDeleteContext +; wglDescribeLayerPlane + wglGetCurrentContext + wglGetCurrentDC +; wglGetLayerPaletteEntries + wglGetProcAddress + wglMakeCurrent +; wglRealizeLayerPalette +; wglSetLayerPaletteEntries + wglShareLists + wglSwapLayerBuffers + wglUseFontBitmapsA + wglUseFontBitmapsW + wglUseFontOutlinesA + wglUseFontOutlinesW + wglChoosePixelFormat + wglDescribePixelFormat + wglGetPixelFormat + wglSetPixelFormat + wglSwapBuffers + + + diff --git a/src/mesa/drivers/d3d/WGL.C b/src/mesa/drivers/d3d/WGL.C index e3b95e1de7..170d094ed4 100644 --- a/src/mesa/drivers/d3d/WGL.C +++ b/src/mesa/drivers/d3d/WGL.C @@ -1,1262 +1,1262 @@ -/*===========================================================================*/
-/* */
-/* Mesa-3.0 Makefile for DirectX 6 */
-/* */
-/* By Leigh McRae */
-/* */
-/* http://www.altsoftware.com/ */
-/* */
-/* Copyright (c) 1998-1997 alt.software inc. All Rights Reserved */
-/*===========================================================================*/
-#include "D3DMesa.h"
-/*===========================================================================*/
-/* Window managment. */
-/*===========================================================================*/
-static BOOL InitOpenGL( HINSTANCE hInst );
-static BOOL TermOpenGL( HINSTANCE hInst );
-static BOOL ResizeContext( GLcontext *ctx );
-static BOOL MakeCurrent( D3DMESACONTEXT *pContext );
-static void DestroyContext( D3DMESACONTEXT *pContext );
-static BOOL UnBindWindow( D3DMESACONTEXT *pContext );
-LONG APIENTRY wglMonitorProc( HWND hwnd, UINT message, UINT wParam, LONG lParam );
-/*===========================================================================*/
-/* Mesa hooks. */
-/*===========================================================================*/
-static void SetupDDPointers( GLcontext *ctx );
-static void SetupSWDDPointers( GLcontext *ctx );
-static void SetupHWDDPointers( GLcontext *ctx );
-static void SetupNULLDDPointers( GLcontext *ctx );
-static const char *RendererString( void );
-
-/* State Management hooks. */
-static void SetColor( GLcontext *ctx, GLubyte r, GLubyte g, GLubyte b, GLubyte a );
-static void ClearColor( GLcontext *ctx, GLubyte r, GLubyte g, GLubyte b, GLubyte a );
-static GLboolean SetBuffer( GLcontext *ctx, GLenum buffer );
-
-/* Window Management hooks. */
-static void GetBufferSize( GLcontext *ctx, GLuint *width, GLuint *height );
-static void SetViewport( GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h );
-static void Flush( GLcontext *ctx );
-
-/* Span rendering hooks. */
-void WSpanRGB( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte rgb[][3], const GLubyte mask[] );
-void WSpanRGBA( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte rgba[][4], const GLubyte mask[] );
-void WSpanRGBAMono( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte mask[] );
-void WPixelsRGBA( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], const GLubyte rgba[][4], const GLubyte mask[] );
-void WPixelsRGBAMono( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], const GLubyte mask[] );
-void RSpanRGBA( const GLcontext* ctx, GLuint n, GLint x, GLint y, GLubyte rgba[][4] );
-void RPixelsRGBA( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], GLubyte rgba[][4], const GLubyte mask[] );
-GLbitfield ClearBuffers( GLcontext *ctx, GLbitfield mask, GLboolean all, GLint x, GLint y, GLint width, GLint height );
-
-/* Primitve rendering hooks. */
-GLboolean RenderVertexBuffer( GLcontext *ctx, GLboolean allDone );
-void RenderOneTriangle( GLcontext *ctx, GLuint v1, GLuint v2, GLuint v3, GLuint pv );
-void RenderOneLine( GLcontext *ctx, GLuint v1, GLuint v2, GLuint pv );
-GLbitfield ClearBuffersD3D( GLcontext *ctx, GLbitfield mask, GLboolean all, GLint x, GLint y, GLint width, GLint height );
-
-/* Texture Management hooks. */
-static void TextureBind( GLcontext *ctx, GLenum target, struct gl_texture_object *tObj );
-static void TextureLoad( GLcontext *ctx, GLenum target, struct gl_texture_object *tObj, GLint level, GLint internalFormat, const struct gl_texture_image *image );
-static void TextureSubImage( GLcontext *ctx, GLenum target, struct gl_texture_object *tObj, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLint internalFormat, const struct gl_texture_image *image );
-/*===========================================================================*/
-/* Global variables. */
-/*===========================================================================*/
-D3DMESACONTEXT *pD3DCurrent,
- *pD3DDefault; /* Thin support context. */
-
-struct __extensions__ ext[] = {
-
- { (PROC)glPolygonOffsetEXT, "glPolygonOffsetEXT" },
- { (PROC)glBlendEquationEXT, "glBlendEquationEXT" },
- { (PROC)glBlendColorEXT, "glBlendColorExt" },
- { (PROC)glVertexPointerEXT, "glVertexPointerEXT" },
- { (PROC)glNormalPointerEXT, "glNormalPointerEXT" },
- { (PROC)glColorPointerEXT, "glColorPointerEXT" },
- { (PROC)glIndexPointerEXT, "glIndexPointerEXT" },
- { (PROC)glTexCoordPointerEXT, "glTexCoordPointer" },
- { (PROC)glEdgeFlagPointerEXT, "glEdgeFlagPointerEXT" },
- { (PROC)glGetPointervEXT, "glGetPointervEXT" },
- { (PROC)glArrayElementEXT, "glArrayElementEXT" },
- { (PROC)glDrawArraysEXT, "glDrawArrayEXT" },
- { (PROC)glAreTexturesResidentEXT, "glAreTexturesResidentEXT" },
- { (PROC)glBindTextureEXT, "glBindTextureEXT" },
- { (PROC)glDeleteTexturesEXT, "glDeleteTexturesEXT" },
- { (PROC)glGenTexturesEXT, "glGenTexturesEXT" },
- { (PROC)glIsTextureEXT, "glIsTextureEXT" },
- { (PROC)glPrioritizeTexturesEXT, "glPrioritizeTexturesEXT" },
- { (PROC)glCopyTexSubImage3DEXT, "glCopyTexSubImage3DEXT" },
- { (PROC)glTexImage3DEXT, "glTexImage3DEXT" },
- { (PROC)glTexSubImage3DEXT, "glTexSubImage3DEXT" },
-};
-
-int qt_ext = sizeof(ext) / sizeof(ext[0]);
-float g_DepthScale,
- g_MaxDepth;
-/*===========================================================================*/
-/* When a process loads this DLL we will setup the linked list for context */
-/* management and create a default context that will support the API until */
-/* the user creates and binds thier own. This THIN default context is useful*/
-/* to have around. */
-/* When the process terminates we will clean up all resources here. */
-/*===========================================================================*/
-/* RETURN: TRUE, FALSE. */
-/*===========================================================================*/
-BOOL APIENTRY DllMain( HINSTANCE hInst, DWORD reason, LPVOID reserved )
-{
- switch( reason )
- {
- case DLL_PROCESS_ATTACH:
- return InitOpenGL( hInst );
-
- case DLL_PROCESS_DETACH:
- return TermOpenGL( hInst );
- }
-
- return TRUE;
-}
-/*===========================================================================*/
-/* The first thing we do when this dll is hit is connect to the dll that has*/
-/* handles all the DirectX 6 rendering. I decided to use another dll as DX6 */
-/* is all C++ and Mesa-3.0 is C (thats a good thing). This way I can write */
-/* the DX6 in C++ and Mesa-3.0 in C without having to worry about linkage. */
-/* I feel this is easy and better then using static wrappers as it is likely */
-/* faster and it allows me to just develope the one without compiling the */
-/* other. */
-/* NOTE that at this point we don't have much other than a very thin context*/
-/* that will support the API calls only to the point of not causing the app */
-/* to crash from the API table being empty. */
-/*===========================================================================*/
-/* RETURN: TRUE, FALSE. */
-/*===========================================================================*/
-static BOOL InitOpenGL( HINSTANCE hInst )
-{
- /* Allocate and clear the default context. */
- pD3DDefault = (PD3DMESACONTEXT)ALLOC( sizeof(D3DMESACONTEXT) );
- if ( pD3DDefault == NULL )
- return FALSE;
- memset( pD3DDefault, 0, sizeof(D3DMESACONTEXT) );
-
- /* Clear the D3D vertex buffer so that values not used will be zero. This */
- /* save me from some redundant work. */
- memset( &D3DTLVertices, 0, sizeof(D3DTLVertices) );
-
- /* Update the link. We uses a circular list so that it is easy to */
- /* add and search. This context will also be used for head and tail.*/
- pD3DDefault->next = pD3DDefault;
-
- /*========================================================================*/
- /* Do all core Mesa stuff. */
- /*========================================================================*/
- pD3DDefault->gl_visual = _mesa_create_visual( TRUE,
- FALSE, /* db_flag */
- GL_FALSE, /* stereo */
- 8,8,8,8, /* r, g, b, a bits */
- 0, /* index bits */
- 16, /* depth_bits */
- 8, /* stencil_bits */
- 8,8,8,8, /* accum_bits */
- 1 );
-
- if ( pD3DDefault->gl_visual == NULL)
- {
- FREE( pD3DDefault );
- return FALSE;
- }
-
- /* Allocate a new Mesa context */
- pD3DDefault->gl_ctx = _mesa_create_context( pD3DDefault->gl_visual, NULL, pD3DDefault, GL_TRUE );
- if ( pD3DDefault->gl_ctx == NULL )
- {
- _mesa_destroy_visual( pD3DDefault->gl_visual );
- FREE( pD3DDefault );
- return FALSE;
- }
-
- /* Allocate a new Mesa frame buffer */
- pD3DDefault->gl_buffer = _mesa_create_framebuffer( pD3DDefault->gl_visual );
- if ( pD3DDefault->gl_buffer == NULL )
- {
- _mesa_destroy_visual( pD3DDefault->gl_visual );
- _mesa_destroy_context( pD3DDefault->gl_ctx );
- FREE( pD3DDefault );
- return FALSE;
- }
- SetupDDPointers( pD3DDefault->gl_ctx );
- _mesa_make_current( pD3DDefault->gl_ctx, pD3DDefault->gl_buffer );
-
- return TRUE;
-}
-/*===========================================================================*/
-/* This function will create a new D3D context but will not create the D3D */
-/* surfaces or even an instance of D3D (see at GetBufferSize). The only stuff*/
-/* done here is the internal Mesa stuff and some Win32 handles. */
-/*===========================================================================*/
-/* RETURN: casted pointer to the context, NULL. */
-/*===========================================================================*/
-HGLRC APIENTRY wglCreateContext( HDC hdc )
-{
- D3DMESACONTEXT *pNewContext;
- DWORD dwCoopFlags = DDSCL_NORMAL;
- RECT rectClient;
- POINT pt;
-
- /* ALLOC and clear the new context. */
- pNewContext = (PD3DMESACONTEXT)ALLOC( sizeof(D3DMESACONTEXT) );
- if ( pNewContext == NULL )
- {
- SetLastError( 0 );
- return (HGLRC)NULL;
- }
- memset( pNewContext, 0, sizeof(D3DMESACONTEXT) );
-
- /*========================================================================*/
- /* Do all core Mesa stuff. */
- /*========================================================================*/
-
- /* TODO: support more then one visual. */
- pNewContext->gl_visual = _mesa_create_visual( TRUE,
- TRUE, /* db_flag */
- GL_FALSE, /* stereo */
- 8,8,8,8, /* r, g, b, a bits */
- 0, /* index bits */
- 16, /* depth_bits */
- 8, /* stencil_bits */
- 16,16,16,16,/* accum_bits */
- 1 );
- if ( pNewContext->gl_visual == NULL)
- {
- FREE( pNewContext );
- SetLastError( 0 );
- return (HGLRC)NULL;
- }
-
- /* Allocate a new Mesa context */
- pNewContext->gl_ctx = _mesa_create_context( pNewContext->gl_visual, NULL, pNewContext, GL_TRUE );
- if ( pNewContext->gl_ctx == NULL )
- {
- _mesa_destroy_visual( pNewContext->gl_visual );
- FREE( pNewContext );
- SetLastError( 0 );
- return (HGLRC)NULL;
- }
-
- /* Allocate a new Mesa frame buffer */
- pNewContext->gl_buffer = _mesa_create_framebuffer( pNewContext->gl_visual );
- if ( pNewContext->gl_buffer == NULL )
- {
- _mesa_destroy_visual( pNewContext->gl_visual );
- _mesa_destroy_context( pNewContext->gl_ctx );
- FREE( pNewContext );
- SetLastError( 0 );
- return (HGLRC)NULL;
- }
-
- /*========================================================================*/
- /* Do all the driver stuff. */
- /*========================================================================*/
- pNewContext->hdc = hdc;
- pNewContext->next = pD3DDefault->next;
- pD3DDefault->next = pNewContext; /* Add to circular list. */
-
- /* Create the HAL for the new context. */
- pNewContext->pShared = InitHAL( WindowFromDC(hdc) );
-
- return (HGLRC)pNewContext;
-}
-/*===========================================================================*/
-/* This is a wrapper function that is supported by MakeCurrent. */
-/*===========================================================================*/
-/* RETURN: TRUE, FALSE. */
-/*===========================================================================*/
-BOOL APIENTRY wglMakeCurrent( HDC hdc, HGLRC hglrc )
-{
- return MakeCurrent((D3DMESACONTEXT *)hglrc);
-}
-/*===========================================================================*/
-/* MakeCurrent will unbind whatever context is current (if any) & then bind */
-/* the supplied context. A context that is bound has it's window proc hooked*/
-/* with the wglMonitorProc and the context pointer is saved in pD3DCurrent. */
-/* Once the context is bound we update the Mesa-3.0 hooks (SetDDPointers) and*/
-/* the viewport (Mesa-.30 and DX6). */
-/* */
-/* TODO: this function can't fail. */
-/*===========================================================================*/
-/* RETURN: TRUE */
-/*===========================================================================*/
-static BOOL MakeCurrent( D3DMESACONTEXT *pContext )
-{
- D3DMESACONTEXT *pNext;
-
- /*====================================================================*/
- /* This is a special case that is a request to have no context bound. */
- /*====================================================================*/
- if ( pContext == NULL )
- {
- /* Walk the whole list. We start and end at the Default context. */
- for( pNext = pD3DDefault->next; pNext != pD3DDefault; pNext = pNext->next )
- UnBindWindow( pNext );
-
- return TRUE;
- }
-
- /*=================================================*/
- /* Make for a fast redundant use of this function. */
- /*=================================================*/
- if ( pD3DCurrent == pContext )
- return TRUE;
-
- /*=============================*/
- /* Unbind the current context. */
- /*=============================*/
- UnBindWindow( pD3DCurrent );
-
- /*=====================================*/
- /* Let Mesa-3.0 we have a new context. */
- /*=====================================*/
- SetupDDPointers( pContext->gl_ctx );
- _mesa_make_current( pContext->gl_ctx, pContext->gl_buffer );
-
- /* We are done so set the internal current context. */
- if ( pContext != pD3DDefault )
- {
- ResizeContext( pContext->gl_ctx );
- pContext->hOldProc = (WNDPROC)GetWindowLong( pContext->pShared->hwnd, GWL_WNDPROC );
- SetWindowLong( pContext->pShared->hwnd, GWL_WNDPROC, (LONG)wglMonitorProc );
- }
- pD3DCurrent = pContext;
-
- return TRUE;
-}
-/*===========================================================================*/
-/* This function will only return the current window size. I have re-done */
-/* this function so that it doesn't check the current size and react to it as*/
-/* I should be able to have all the react code in the WM_SIZE message. The */
-/* old version would check the current window size and create/resize the HAL */
-/* surfaces if they have changed. I needed to delay the creation if the */
-/* surfaces because sometimes I wouldn't have a window size so this is where */
-/* I delayed it. If you are reading this then all went ok! */
-/* The default context will return a zero sized window and I'm not sure if */
-/* this is ok at this point (TODO). */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-static void GetBufferSize( GLcontext *ctx, GLuint *width, GLuint *height )
-{
- D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
-
- /* Fall through for the default because that is one of the uses for it. */
- if ( pContext == pD3DDefault )
- {
- *width = 0;
- *height = 0;
- }
- else
- {
- *width = pContext->pShared->dwWidth;
- *height = pContext->pShared->dwHeight;
- }
-}
-/*===========================================================================*/
-/* */
-/* */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-static BOOL ResizeContext( GLcontext *ctx )
-{
- D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx,
- *pCurrentTemp;
- RECT rectClient;
- POINT pt;
- DWORD dwWidth,
- dwHeight;
- static BOOL bDDrawLock = FALSE;
-
- /* Make sure we have some values. */
- if ( (pContext->hdc == NULL ) ||
- (pContext->pShared->hwnd != WindowFromDC(pContext->hdc)) ||
- (pContext == pD3DDefault) )
- return FALSE;
-
- /* Having problems with DDraw sending resize messages before I was done. */
- if( bDDrawLock == TRUE )
- return FALSE;
-
- // TODO: don't think I need this anymore.
- pCurrentTemp = pD3DCurrent;
- pD3DCurrent = pD3DDefault;
- bDDrawLock = TRUE;
-
- /* Get the current window dimentions. */
- UpdateScreenPosHAL( pContext->pShared );
- dwWidth = pContext->pShared->rectW.right - pContext->pShared->rectW.left;
- dwHeight = pContext->pShared->rectW.bottom - pContext->pShared->rectW.top;
-
- /* Is the size of the OffScreen Render different? */
- if ( (dwWidth != pContext->pShared->dwWidth) || (dwHeight != pContext->pShared->dwHeight) )
- {
- /* Create all the D3D surfaces and device. */
- CreateHAL( pContext->pShared );
-
- /* I did this so that software rendering would still work as */
- /* I don't need to scale the z values twice. */
- g_DepthScale = (pContext->pShared->bHardware) ? 1.0 : ((float)0x00FFFFFF);
- g_MaxDepth = (pContext->pShared->bHardware) ? 1.0 : ((float)0x00FFFFFF);
- gl_DepthRange( pContext->gl_ctx, ctx->Viewport.Near, ctx->Viewport.Far );
-
- /* Make sure we have a viewport. */
- gl_Viewport( pContext->gl_ctx, 0, 0, dwWidth, dwHeight );
-
- /* Update Mesa as we might have changed from SW <-> HW. */
- SetupDDPointers( pContext->gl_ctx );
- _mesa_make_current( pContext->gl_ctx, pContext->gl_buffer );
-
- /* If we are in HW we need to load the current texture if there is one already. */
- // if ( (ctx->Texture.Set[ctx->Texture.CurrentSet].Current != NULL) &&
- // (pContext->pShared->bHardware == TRUE) )
- // {
- // CreateTMgrHAL( pContext->pShared,
- // ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Name,
- // 0,
- // ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0]->Format,
- // (RECT *)NULL,
- // ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0]->Width,
- // ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0]->Height,
- // TM_ACTION_BIND,
- // (void *)ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0]->Data );
- // }
- }
-
- // TODO: don't think I need this anymore.
- pD3DCurrent = pCurrentTemp;
- bDDrawLock = FALSE;
-
- return TRUE;
-}
-
-/*===========================================================================*
-/* This function will Blt the render buffer to the PRIMARY surface. I repeat*/
-/* this code for the other SwapBuffer like functions and the flush (didn't */
-/* want the function calling overhead). Thsi could have been a macro... */
-/* */
-/* TODO: there are some problems with viewport/scissoring. */
-/*===========================================================================*/
-/* RETURN: TRUE, FALSE. */
-/*===========================================================================*/
-BOOL APIENTRY wglSwapBuffers( HDC hdc )
-{
- /* Fall through for the default because that is one of the uses for it. */
- if ( pD3DCurrent == pD3DDefault )
- return FALSE;
-
- SwapBuffersHAL( pD3DCurrent->pShared );
-
- return TRUE;
-}
-/*===========================================================================*/
-/* Same as wglSwapBuffers. */
-/*===========================================================================*/
-/* RETURN: TRUE, FALSE. */
-/*===========================================================================*/
-BOOL APIENTRY SwapBuffers( HDC hdc )
-{
- /* Fall through for the default because that is one of the uses for it. */
- if ( pD3DCurrent == pD3DDefault )
- return FALSE;
-
- SwapBuffersHAL( pD3DCurrent->pShared );
-
- return TRUE;
-}
-/*===========================================================================*/
-/* This should be ok as none of the SwapBuffers will cause a redundant Blt */
-/* as none of my Swap functions will call flush. This should also allow */
-/* sinlge buffered applications to work (not really worried though). Some */
-/* applications may flush then swap but then this is there fault IMHO. */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-static void Flush( GLcontext *ctx )
-{
- /* Fall through for the default because that is one of the uses for it. */
- if ( pD3DCurrent == pD3DDefault )
- return;
-
- SwapBuffersHAL( pD3DCurrent->pShared );
-}
-/*===========================================================================*/
-/* For now this function will ignore the supplied PF. If I'm going to allow */
-/* the user to choice the mode and device at startup I'm going to have to do */
-/* something different. */
-/* */
-/* TODO: use the linked list of modes to build a pixel format to be returned */
-/* to the caller. */
-/*===========================================================================*/
-/* RETURN: 1. */
-/*===========================================================================*/
-int APIENTRY wglChoosePixelFormat( HDC hdc, CONST PIXELFORMATDESCRIPTOR *ppfd )
-{
- return 1;
-}
-/*===========================================================================*/
-/* See wglChoosePixelFormat. */
-/*===========================================================================*/
-/* RETURN: 1. */
-/*===========================================================================*/
-int APIENTRY ChoosePixelFormat( HDC hdc, CONST PIXELFORMATDESCRIPTOR *ppfd )
-{
- return wglChoosePixelFormat(hdc,ppfd);
-}
-/*===========================================================================*/
-/* This function (for now) returns a static PF everytime. This is just to */
-/* allow things to continue. */
-/*===========================================================================*/
-/* RETURN: 1. */
-/*===========================================================================*/
-int APIENTRY wglDescribePixelFormat( HDC hdc, int iPixelFormat, UINT nBytes, LPPIXELFORMATDESCRIPTOR ppfd )
-{
- static PIXELFORMATDESCRIPTOR pfd =
- {
- sizeof(PIXELFORMATDESCRIPTOR), /* size */
- 1, /* version */
- PFD_SUPPORT_OPENGL |
- PFD_DRAW_TO_WINDOW |
- PFD_DOUBLEBUFFER, /* support double-buffering */
- PFD_TYPE_RGBA, /* color type */
- 16, /* prefered color depth */
- 0, 0, 0, 0, 0, 0, /* color bits (ignored) */
- 0, /* no alpha buffer */
- 0, /* alpha bits (ignored) */
- 0, /* no accumulation buffer */
- 0, 0, 0, 0, /* accum bits (ignored) */
- 16, /* depth buffer */
- 0, /* no stencil buffer */
- 0, /* no auxiliary buffers */
- PFD_MAIN_PLANE, /* main layer */
- 0, /* reserved */
- 0, 0, 0, /* no layer, visible, damage masks */
- };
-
- /* Return the address of this static PF if one was requested. */
- if ( ppfd != NULL )
- memcpy( ppfd, &pfd, sizeof(PIXELFORMATDESCRIPTOR) );
-
- return 1;
-}
-/*===========================================================================*/
-/* See wglDescribePixelFormat. */
-/*===========================================================================*/
-/* RETURN: 1. */
-/*===========================================================================*/
-int APIENTRY DescribePixelFormat( HDC hdc, int iPixelFormat, UINT nBytes, LPPIXELFORMATDESCRIPTOR ppfd )
-{
- return wglDescribePixelFormat(hdc,iPixelFormat,nBytes,ppfd);
-}
-/*===========================================================================*/
-/* This function will always return 1 for now. Just to allow for support. */
-/*===========================================================================*/
-/* RETURN: 1. */
-/*===========================================================================*/
-int APIENTRY wglGetPixelFormat( HDC hdc )
-{
- return 1;
-}
-/*===========================================================================*/
-/* See wglGetPixelFormat. */
-/*===========================================================================*/
-/* RETURN: 1. */
-/*===========================================================================*/
-int APIENTRY GetPixelFormat( HDC hdc )
-{
- return wglGetPixelFormat(hdc);
-}
-/*===========================================================================*/
-/* This will aways work for now. */
-/*===========================================================================*/
-/* RETURN: TRUE. */
-/*===========================================================================*/
-BOOL APIENTRY wglSetPixelFormat( HDC hdc, int iPixelFormat, CONST PIXELFORMATDESCRIPTOR *ppfd )
-{
- return TRUE;
-}
-/*===========================================================================*/
-/* See wglSetPixelFormat. */
-/*===========================================================================*/
-/* RETURN: TRUE, FALSE. */
-/*===========================================================================*/
-BOOL APIENTRY SetPixelFormat( HDC hdc, int iPixelFormat, CONST PIXELFORMATDESCRIPTOR *ppfd )
-{
- return wglSetPixelFormat(hdc,iPixelFormat,ppfd);
-}
-/*===========================================================================*/
-/* This is a wrapper function that is supported by my own internal function.*/
-/* that takes my own D3D Mesa context structure. This so I can reuse the */
-/* function (no need for speed). */
-/*===========================================================================*/
-/* RETURN: TRUE. */
-/*===========================================================================*/
-BOOL APIENTRY wglDeleteContext( HGLRC hglrc )
-{
- DestroyContext( (D3DMESACONTEXT *)hglrc );
-
- return TRUE;
-}
-/*===========================================================================*/
-/* Simple getter function that uses a cast. */
-/*===========================================================================*/
-/* RETURN: casted pointer to the context, NULL. */
-/*===========================================================================*/
-HGLRC APIENTRY wglGetCurrentContext( VOID )
-{
- return (pD3DCurrent) ? (HGLRC)pD3DCurrent : (HGLRC)NULL;
-}
-/*===========================================================================*/
-/* No support. */
-/*===========================================================================*/
-/* RETURN: FALSE. */
-/*===========================================================================*/
-BOOL APIENTRY wglCopyContext( HGLRC hglrcSrc, HGLRC hglrcDst, UINT mask )
-{
- SetLastError( 0 );
- return FALSE;
-}
-/*===========================================================================*/
-/* No support. */
-/*===========================================================================*/
-/* RETURN: NULL. */
-/*===========================================================================*/
-HGLRC APIENTRY wglCreateLayerContext( HDC hdc,int iLayerPlane )
-{
- SetLastError( 0 );
- return (HGLRC)NULL;
-}
-/*===========================================================================*/
-/* Simple getter function. */
-/*===========================================================================*/
-/* RETURN: FALSE. */
-/*===========================================================================*/
-HDC APIENTRY wglGetCurrentDC( VOID )
-{
- return (pD3DCurrent) ? pD3DCurrent->hdc : (HDC)NULL;
-}
-/*===========================================================================*/
-/* Simply call that searches the supported extensions for a match & returns */
-/* the pointer to the function that lends support. */
-/*===========================================================================*/
-/* RETURN: pointer to API call, NULL. */
-/*===========================================================================*/
-PROC APIENTRY wglGetProcAddress( LPCSTR lpszProc )
-{
- int index;
-
- for( index = 0; index < qt_ext; index++ )
- if( !strcmp(lpszProc,ext[index].name) )
- return ext[index].proc;
-
- SetLastError( 0 );
- return NULL;
-}
-/*===========================================================================*/
-/* No support. */
-/*===========================================================================*/
-/* RETURN: FALSE. */
-/*===========================================================================*/
-BOOL APIENTRY wglShareLists( HGLRC hglrc1, HGLRC hglrc2 )
-{
- SetLastError( 0 );
- return FALSE;
-}
-/*===========================================================================*/
-/* No support. */
-/*===========================================================================*/
-/* RETURN: FALSE. */
-/*===========================================================================*/
-BOOL APIENTRY wglUseFontBitmaps( HDC fontDevice, DWORD firstChar, DWORD numChars, DWORD listBase )
-{
- SetLastError( 0 );
- return FALSE;
-}
-/*===========================================================================*/
-/* No support. */
-/*===========================================================================*/
-/* RETURN: FALSE. */
-/*===========================================================================*/
-BOOL APIENTRY wglUseFontBitmapsW( HDC hdc,DWORD first,DWORD count,DWORD listBase )
-{
- SetLastError( 0 );
- return FALSE;
-}
-/*===========================================================================*/
-/* No support. */
-/*===========================================================================*/
-/* RETURN: FALSE. */
-/*===========================================================================*/
-BOOL APIENTRY wglUseFontOutlinesA( HDC hdc, DWORD first, DWORD count, DWORD listBase, FLOAT deviation, FLOAT extrusion, int format, LPGLYPHMETRICSFLOAT lpgmf )
-{
- SetLastError( 0 );
- return FALSE;
-}
-/*===========================================================================*/
-/* No support. */
-/*===========================================================================*/
-/* RETURN: FALSE. */
-/*===========================================================================*/
-BOOL APIENTRY wglUseFontOutlinesW( HDC hdc,DWORD first,DWORD count, DWORD listBase,FLOAT deviation, FLOAT extrusion,int format, LPGLYPHMETRICSFLOAT lpgmf )
-{
- SetLastError( 0 );
- return FALSE ;
-}
-/*===========================================================================*/
-/* No support. */
-/*===========================================================================*/
-/* RETURN: FALSE. */
-/*===========================================================================*/
-BOOL APIENTRY wglSwapLayerBuffers( HDC hdc, UINT fuPlanes )
-{
- SetLastError( 0 );
- return FALSE;
-}
-/*===========================================================================*/
-/* This function will be hooked into the window that has been bound. Right */
-/* now it is used to track the window size and position. Also the we clean */
-/* up the currrent context when the window is close/destroyed. */
-/* */
-/* TODO: there might be something wrong here as some games (Heretic II) don't*/
-/* track the window quit right. */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-LONG APIENTRY wglMonitorProc( HWND hwnd, UINT message, UINT wParam, LONG lParam )
-{
- WNDPROC hOldProc;
- GLint width,
- height;
-
- switch( message )
- {
-// case WM_PAINT:
-// break;
-// case WM_ACTIVATE:
-// break;
-// case WM_SHOWWINDOW:
-// break;
-
- case UM_FATALSHUTDOWN:
- /* Support the API until we die... */
- MakeCurrent( pD3DDefault );
- break;
-
- case WM_MOVE:
- case WM_DISPLAYCHANGE:
- case WM_SIZE:
- ResizeContext( pD3DCurrent->gl_ctx );
- break;
-
- case WM_CLOSE:
- case WM_DESTROY:
- /* Support the API until we die... */
- hOldProc = pD3DCurrent->hOldProc;
- DestroyContext( pD3DCurrent );
- return (hOldProc)(hwnd,message,wParam,lParam);
- }
-
- return (pD3DCurrent->hOldProc)(hwnd,message,wParam,lParam);
-}
-
-/**********************************************************************/
-/***** Miscellaneous device driver funcs *****/
-/**********************************************************************/
-
-/*===========================================================================*/
-/* Not reacting to this as I'm only supporting drawing to the back buffer */
-/* right now. */
-/*===========================================================================*/
-/* RETURN: TRUE. */
-/*===========================================================================*/
-static GLboolean SetBuffer( GLcontext *ctx, GLenum buffer )
-{
- if (buffer == GL_BACK_LEFT)
- return GL_TRUE;
- else
- return GL_FALSE;
-}
-/*===========================================================================*/
-/* This proc will be called by Mesa when the viewport has been set. So if */
-/* we have a context and it isn't the default then we should let D3D know of */
-/* the change. */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-static void SetViewport( GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h )
-{
- D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
- RECT rect;
-
- /* Make sure we can set a viewport. */
- if ( pContext->pShared && (pContext != pD3DDefault) )
- {
- // TODO: might be needed.
- UpdateScreenPosHAL( pContext->pShared );
- rect.left = x;
- rect.right = x + w;
- rect.top = y;
- rect.bottom = y + h;
-
- // TODO: shared struct should make this call smaller
- SetViewportHAL( pContext->pShared, &rect, 0.0F, 1.0F );
- }
-}
-/*===========================================================================*/
-/* This function could be better I guess but I decided just to grab the four*/
-/* components and store then seperately. Makes it easier to use IMHO. */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-static void ClearColor( GLcontext *ctx, GLubyte r, GLubyte g, GLubyte b, GLubyte a )
-{
- D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
-
- pContext->aClear = a;
- pContext->bClear = b;
- pContext->gClear = g;
- pContext->rClear = r;
-}
-/*===========================================================================*/
-/* This function could be better I guess but I decided just to grab the four*/
-/* components and store then seperately. Makes it easier to use IMHO. */
-/* (is there an echo in here?) */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-static void SetColor( GLcontext *ctx, GLubyte r, GLubyte g, GLubyte b, GLubyte a )
-{
- D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
-
- pContext->aCurrent = a;
- pContext->bCurrent = b;
- pContext->gCurrent = g;
- pContext->rCurrent = r;
-}
-/*===========================================================================*/
-/* */
-/* */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-static const char *RendererString( void )
-{
- static char pszRender[64];
-
- strcpy( pszRender, "altD3D " );
-
- if ( pD3DCurrent->pShared->bHardware )
- strcat( pszRender, "(HW)");
- else
- strcat( pszRender, "(SW)");
-
- return (const char *)pszRender;
-}
-/*===========================================================================*/
-/* This function will choose which set of pointers Mesa will use based on */
-/* whether we hard using hardware or software. I have added another set of */
-/* pointers that will do nothing but stop the API from crashing. */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-static void SetupDDPointers( GLcontext *ctx )
-{
- D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
-
- // TODO: write a generic NULL support for the span render.
- if ( pContext->pShared && pContext->pShared->bHardware )
- {
- ctx->Driver.UpdateState = SetupHWDDPointers;
- }
- else if ( pContext == pD3DDefault )
- {
- ctx->Driver.UpdateState = SetupNULLDDPointers;
- }
- else
- {
- ctx->Driver.UpdateState = SetupSWDDPointers;
- }
-}
-/*===========================================================================*/
-/* This function will populate all the Mesa driver hooks. This version of */
-/* hooks will do nothing but support the API when we don't have a valid */
-/* context bound. This is mostly for applications that don't behave right */
-/* and also to help exit as clean as possable when we have a FatalError. */
-/*===========================================================================*/
-/* RETURN: pointer to the specific function. */
-/*===========================================================================*/
-static void SetupNULLDDPointers( GLcontext *ctx )
-{
- D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
-
- /* Initialize all the pointers in the DD struct. Do this whenever */
- /* a new context is made current or we change buffers via set_buffer! */
- ctx->Driver.UpdateState = SetupNULLDDPointers;
-
- /* State management hooks. */
- ctx->Driver.Color = NULLSetColor;
- ctx->Driver.ClearColor = NULLClearColor;
- ctx->Driver.Clear = NULLClearBuffers;
- ctx->Driver.SetBuffer = NULLSetBuffer;
-
- /* Window management hooks. */
- ctx->Driver.GetBufferSize = NULLGetBufferSize;
-
- /* Primitive rendering hooks. */
- ctx->Driver.TriangleFunc = NULL;
- ctx->Driver.RenderVB = NULL;
-
- /* Pixel/span writing functions: */
- ctx->Driver.WriteRGBASpan = NULLWrSpRGBA;
- ctx->Driver.WriteRGBSpan = NULLWrSpRGB;
- ctx->Driver.WriteMonoRGBASpan = NULLWrSpRGBAMono;
- ctx->Driver.WriteRGBAPixels = NULLWrPiRGBA;
- ctx->Driver.WriteMonoRGBAPixels = NULLWrPiRGBAMono;
-
- /* Pixel/span reading functions: */
- ctx->Driver.ReadRGBASpan = NULLReSpRGBA;
- ctx->Driver.ReadRGBAPixels = NULLRePiRGBA;
-
- /* Misc. hooks. */
- ctx->Driver.RendererString = RendererString;
-}
-/*===========================================================================*/
-/* This function will populate all the Mesa driver hooks. There are two of */
-/* these functions. One if we have hardware support and one is there is only*/
-/* software. These functions will be called by Mesa and by the wgl.c when we*/
-/* have resized (or created) the buffers. The thing is that if a window gets*/
-/* resized we may loose hardware support or gain it... */
-/*===========================================================================*/
-/* RETURN: pointer to the specific function. */
-/*===========================================================================*/
-static void SetupSWDDPointers( GLcontext *ctx )
-{
- D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
-
- /* Initialize all the pointers in the DD struct. Do this whenever */
- /* a new context is made current or we change buffers via set_buffer! */
- ctx->Driver.UpdateState = SetupSWDDPointers;
-
- /* State management hooks. */
- ctx->Driver.Color = SetColor;
- ctx->Driver.ClearColor = ClearColor;
- ctx->Driver.Clear = ClearBuffers;
- ctx->Driver.SetBuffer = SetBuffer;
-
- /* Window management hooks. */
- ctx->Driver.GetBufferSize = GetBufferSize;
- ctx->Driver.Viewport = SetViewport;
-
- /* Primitive rendering hooks. */
- ctx->Driver.TriangleFunc = NULL;
- ctx->Driver.RenderVB = NULL;
-
- /* Texture management hooks. */
-
- /* Pixel/span writing functions: */
- ctx->Driver.WriteRGBASpan = WSpanRGBA;
- ctx->Driver.WriteRGBSpan = WSpanRGB;
- ctx->Driver.WriteMonoRGBASpan = WSpanRGBAMono;
- ctx->Driver.WriteRGBAPixels = WPixelsRGBA;
- ctx->Driver.WriteMonoRGBAPixels = WPixelsRGBAMono;
-
- /* Pixel/span reading functions: */
- ctx->Driver.ReadRGBASpan = RSpanRGBA;
- ctx->Driver.ReadRGBAPixels = RPixelsRGBA;
-
- /* Misc. hooks. */
- ctx->Driver.Flush = Flush;
- ctx->Driver.RendererString = RendererString;
-}
-/*===========================================================================*/
-/* This function will populate all the Mesa driver hooks. There are two of */
-/* these functions. One if we have hardware support and one is there is only*/
-/* software. These functions will be called by Mesa and by the wgl.c when we*/
-/* have resized (or created) the buffers. The thing is that if a window gets*/
-/* resized we may loose hardware support or gain it... */
-/*===========================================================================*/
-/* RETURN: pointer to the specific function. */
-/*===========================================================================*/
-static void SetupHWDDPointers( GLcontext *ctx )
-{
- D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
-
- /* Initialize all the pointers in the DD struct. Do this whenever */
- /* a new context is made current or we change buffers via set_buffer! */
- ctx->Driver.UpdateState = SetupHWDDPointers;
-
- /* State management hooks. */
- ctx->Driver.Color = SetColor;
- ctx->Driver.ClearColor = ClearColor;
- ctx->Driver.Clear = ClearBuffersD3D;
- ctx->Driver.SetBuffer = SetBuffer;
-
- /* Window management hooks. */
- ctx->Driver.GetBufferSize = GetBufferSize;
- ctx->Driver.Viewport = SetViewport;
-
- /* Primitive rendering hooks. */
- ctx->Driver.TriangleFunc = RenderOneTriangle;
- ctx->Driver.LineFunc = RenderOneLine;
- ctx->Driver.RenderVB = RenderVertexBuffer;
-
- /* Pixel/span writing functions: */
- ctx->Driver.WriteRGBASpan = WSpanRGBA;
- ctx->Driver.WriteRGBSpan = WSpanRGB;
- ctx->Driver.WriteMonoRGBASpan = WSpanRGBAMono;
- ctx->Driver.WriteRGBAPixels = WPixelsRGBA;
- ctx->Driver.WriteMonoRGBAPixels = WPixelsRGBAMono;
-
- /* Pixel/span reading functions: */
- ctx->Driver.ReadRGBASpan = RSpanRGBA;
- ctx->Driver.ReadRGBAPixels = RPixelsRGBA;
-
- /* Texture management hooks. */
- // ctx->Driver.BindTexture = TextureBind;
- ctx->Driver.TexImage = TextureLoad;
- ctx->Driver.TexSubImage = TextureSubImage;
-
- /* Misc. hooks. */
- ctx->Driver.Flush = Flush;
- ctx->Driver.RendererString = RendererString;
-}
-/*===========================================================================*/
-/* This function will release all resources used by the DLL. Every context */
-/* will be clobbered by releaseing all driver desources and then freeing the */
-/* context memory. Most all the work is done in DestroyContext. */
-/*===========================================================================*/
-/* RETURN: TRUE. */
-/*===========================================================================*/
-static BOOL TermOpenGL( HINSTANCE hInst )
-{
- D3DMESACONTEXT *pTmp,
- *pNext;
-
- /* Just incase we are still getting paint msg. */
- MakeCurrent( pD3DDefault );
-
- /* Walk the list until we get back to the default context. */
- for( pTmp = pD3DDefault->next; pTmp != pD3DDefault; pTmp = pNext )
- {
- pNext = pTmp->next;
- DestroyContext( pTmp );
- }
- DestroyContext( pD3DDefault );
-
- return TRUE;
-}
-/*===========================================================================*/
-/* This function is an internal function that will clean up all the Mesa */
-/* context bound to this D3D context. Also any D3D stuff that this context */
-/* uses will be unloaded. */
-/*===========================================================================*/
-/* RETURN: TRUE, FALSE. */
-/*===========================================================================*/
-static void DestroyContext( D3DMESACONTEXT *pContext )
-{
- D3DMESACONTEXT *pTmp;
-
- /* Walk the list until we find the context before this one. */
- for( pTmp = pD3DDefault; pTmp && (pTmp->next != pContext); pTmp = pTmp->next )
- if ( pTmp == pTmp->next )
- break;
-
- /* If we never found it it must already be deleted. */
- if ( pTmp->next != pContext )
- return;
-
- /* Make sure we are not using this context. */
- if ( pContext == pD3DCurrent )
- MakeCurrent( pD3DDefault );
-
- /* Free the Mesa stuff. */
- if ( pContext->gl_visual )
- {
- _mesa_destroy_visual( pContext->gl_visual );
- pContext->gl_visual = NULL;
- }
- if ( pContext->gl_buffer )
- {
- _mesa_destroy_framebuffer( pContext->gl_buffer );
- pContext->gl_buffer = NULL;
- }
- if ( pContext->gl_ctx )
- {
- _mesa_destroy_context( pContext->gl_ctx );
- pContext->gl_ctx = NULL;
- }
-
- /* Now dump the D3D. */
- if ( pContext->pShared )
- TermHAL( pContext->pShared );
-
- /* Update the previous context's link. */
- pTmp->next = pContext->next;
-
- /* Gonzo. */
- FREE( pContext );
-}
-/*===========================================================================*/
-/* This function will pull the supplied context away from Win32. Basicly it*/
-/* will remove the hook from the window Proc. */
-/* */
-/* TODO: might want to serialize this stuff... */
-/*===========================================================================*/
-/* RETURN: TRUE, FALSE. */
-/*===========================================================================*/
-static BOOL UnBindWindow( D3DMESACONTEXT *pContext )
-{
- if ( pContext == NULL )
- return FALSE;
-
- if ( pContext == pD3DDefault )
- return TRUE;
-
- /* Make sure we always have a context bound. */
- if ( pContext == pD3DCurrent )
- pD3DCurrent = pD3DDefault;
-
- SetWindowLong( pContext->pShared->hwnd, GWL_WNDPROC, (LONG)pContext->hOldProc );
- pContext->hOldProc = NULL;
-
- return TRUE;
-}
-/*===========================================================================*/
-/* There are two cases that allow for a faster clear when we know that the */
-/* whole buffer is cleared and that there is no clipping. */
-/*===========================================================================*/
-/* RETURN: the original mask with the bits cleared that represents the buffer*
-/* or buffers we just cleared. */
-/*===========================================================================*/
-GLbitfield ClearBuffersD3D( GLcontext *ctx, GLbitfield mask, GLboolean all, GLint x, GLint y, GLint width, GLint height )
-{
- D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
- DWORD dwFlags = 0;
-
- if ( mask & GL_COLOR_BUFFER_BIT )
- {
- dwFlags |= D3DCLEAR_TARGET;
- mask &= ~GL_COLOR_BUFFER_BIT;
- }
- if ( mask & GL_DEPTH_BUFFER_BIT )
- {
- dwFlags |= D3DCLEAR_ZBUFFER;
- mask &= ~GL_DEPTH_BUFFER_BIT;
- }
- if ( dwFlags == 0 )
- return mask;
-
- ClearHAL( pContext->pShared,
- dwFlags,
- all,
- x, y,
- width, height,
- ((pContext->aClear<<24) | (pContext->rClear<<16) | (pContext->gClear<<8) | (pContext->bClear)),
- ctx->Depth.Clear,
- 0 );
-
- return mask;
-}
-
-
-
-/*===========================================================================*/
-/* TEXTURE MANAGER: ok here is how I did textures. Mesa-3.0 will keep track*/
-/* of all the textures for us. So this means that at anytime we can go to */
-/* the Mesa context and get the current texture. With this in mind this is */
-/* what I did. I really don't care about what textures get or are loaded */
-/* until I actually have to draw a tri that is textured. At this point I */
-/* must have the texture so I demand the texture by destorying all other */
-/* texture surfaces if need be and load the current one. This allows for the*/
-/* best preformance on low memory cards as time is not wasted loading and */
-/* unload textures. */
-/*===========================================================================*/
-
-
-
-
-
-/*===========================================================================*/
-/* TextureLoad will try and create a D3D surface from the supplied texture */
-/* object if its level 0 (first). The surface will be fully filled with the */
-/* texture. */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-static void TextureLoad( GLcontext *ctx, GLenum target, struct gl_texture_object *tObj, GLint level, GLint internalFormat, const struct gl_texture_image *image )
-{
- D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
-
- /* TODO: only doing first LOD. */
- if ( (ctx->DriverCtx == NULL) || (level != 0) )
- return;
-
- CreateTMgrHAL( pContext->pShared,
- tObj->Name,
- level,
- tObj->Image[level]->Format,
- (RECT *)NULL,
- tObj->Image[level]->Width,
- tObj->Image[level]->Height,
- TM_ACTION_LOAD,
- (void *)tObj->Image[level]->Data );
-}
-/*===========================================================================*/
-/* TextureBind make sure that the texture is on the card. Thats it. */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-static void TextureBind( GLcontext *ctx, GLenum target, struct gl_texture_object *tObj )
-{
- D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
-
- /* TODO: only doing first LOD. */
- if ( (tObj->Image[0] == NULL) || (ctx->DriverCtx == NULL) )
- return;
-
- CreateTMgrHAL( pContext->pShared,
- tObj->Name,
- 0,
- tObj->Image[0]->Format,
- (RECT *)NULL,
- tObj->Image[0]->Width,
- tObj->Image[0]->Height,
- TM_ACTION_BIND,
- (void *)tObj->Image[0]->Data );
-}
-/*===========================================================================*/
-/* TextureSubImage will make sure that the texture being updated is updated */
-/* if its on the card. */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-static void TextureSubImage( GLcontext *ctx, GLenum target, struct gl_texture_object *tObj, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLint internalFormat, const struct gl_texture_image *image )
-{
- D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
- RECT rect;
-
- /* TODO: only doing first LOD. */
- if ( (ctx->DriverCtx == NULL) || (level > 0) )
- return;
-
- /* Create a dirty rectangle structure. */
- rect.left = xoffset;
- rect.right = xoffset + width;
- rect.top = yoffset;
- rect.bottom = yoffset + height;
-
- CreateTMgrHAL( pContext->pShared,
- tObj->Name,
- 0,
- tObj->Image[0]->Format,
- &rect,
- tObj->Image[0]->Width,
- tObj->Image[0]->Height,
- TM_ACTION_UPDATE,
- (void *)tObj->Image[0]->Data );
-}
-
+/*===========================================================================*/ +/* */ +/* Mesa-3.0 Makefile for DirectX 6 */ +/* */ +/* By Leigh McRae */ +/* */ +/* http://www.altsoftware.com/ */ +/* */ +/* Copyright (c) 1998-1997 alt.software inc. All Rights Reserved */ +/*===========================================================================*/ +#include "D3DMesa.h" +/*===========================================================================*/ +/* Window managment. */ +/*===========================================================================*/ +static BOOL InitOpenGL( HINSTANCE hInst ); +static BOOL TermOpenGL( HINSTANCE hInst ); +static BOOL ResizeContext( GLcontext *ctx ); +static BOOL MakeCurrent( D3DMESACONTEXT *pContext ); +static void DestroyContext( D3DMESACONTEXT *pContext ); +static BOOL UnBindWindow( D3DMESACONTEXT *pContext ); +LONG APIENTRY wglMonitorProc( HWND hwnd, UINT message, UINT wParam, LONG lParam ); +/*===========================================================================*/ +/* Mesa hooks. */ +/*===========================================================================*/ +static void SetupDDPointers( GLcontext *ctx ); +static void SetupSWDDPointers( GLcontext *ctx ); +static void SetupHWDDPointers( GLcontext *ctx ); +static void SetupNULLDDPointers( GLcontext *ctx ); +static const char *RendererString( void ); + +/* State Management hooks. */ +static void SetColor( GLcontext *ctx, GLubyte r, GLubyte g, GLubyte b, GLubyte a ); +static void ClearColor( GLcontext *ctx, GLubyte r, GLubyte g, GLubyte b, GLubyte a ); +static GLboolean SetBuffer( GLcontext *ctx, GLenum buffer ); + +/* Window Management hooks. */ +static void GetBufferSize( GLcontext *ctx, GLuint *width, GLuint *height ); +static void SetViewport( GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h ); +static void Flush( GLcontext *ctx ); + +/* Span rendering hooks. */ +void WSpanRGB( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte rgb[][3], const GLubyte mask[] ); +void WSpanRGBA( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte rgba[][4], const GLubyte mask[] ); +void WSpanRGBAMono( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte mask[] ); +void WPixelsRGBA( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], const GLubyte rgba[][4], const GLubyte mask[] ); +void WPixelsRGBAMono( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], const GLubyte mask[] ); +void RSpanRGBA( const GLcontext* ctx, GLuint n, GLint x, GLint y, GLubyte rgba[][4] ); +void RPixelsRGBA( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], GLubyte rgba[][4], const GLubyte mask[] ); +GLbitfield ClearBuffers( GLcontext *ctx, GLbitfield mask, GLboolean all, GLint x, GLint y, GLint width, GLint height ); + +/* Primitve rendering hooks. */ +GLboolean RenderVertexBuffer( GLcontext *ctx, GLboolean allDone ); +void RenderOneTriangle( GLcontext *ctx, GLuint v1, GLuint v2, GLuint v3, GLuint pv ); +void RenderOneLine( GLcontext *ctx, GLuint v1, GLuint v2, GLuint pv ); +GLbitfield ClearBuffersD3D( GLcontext *ctx, GLbitfield mask, GLboolean all, GLint x, GLint y, GLint width, GLint height ); + +/* Texture Management hooks. */ +static void TextureBind( GLcontext *ctx, GLenum target, struct gl_texture_object *tObj ); +static void TextureLoad( GLcontext *ctx, GLenum target, struct gl_texture_object *tObj, GLint level, GLint internalFormat, const struct gl_texture_image *image ); +static void TextureSubImage( GLcontext *ctx, GLenum target, struct gl_texture_object *tObj, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLint internalFormat, const struct gl_texture_image *image ); +/*===========================================================================*/ +/* Global variables. */ +/*===========================================================================*/ +D3DMESACONTEXT *pD3DCurrent, + *pD3DDefault; /* Thin support context. */ + +struct __extensions__ ext[] = { + + { (PROC)glPolygonOffsetEXT, "glPolygonOffsetEXT" }, + { (PROC)glBlendEquationEXT, "glBlendEquationEXT" }, + { (PROC)glBlendColorEXT, "glBlendColorExt" }, + { (PROC)glVertexPointerEXT, "glVertexPointerEXT" }, + { (PROC)glNormalPointerEXT, "glNormalPointerEXT" }, + { (PROC)glColorPointerEXT, "glColorPointerEXT" }, + { (PROC)glIndexPointerEXT, "glIndexPointerEXT" }, + { (PROC)glTexCoordPointerEXT, "glTexCoordPointer" }, + { (PROC)glEdgeFlagPointerEXT, "glEdgeFlagPointerEXT" }, + { (PROC)glGetPointervEXT, "glGetPointervEXT" }, + { (PROC)glArrayElementEXT, "glArrayElementEXT" }, + { (PROC)glDrawArraysEXT, "glDrawArrayEXT" }, + { (PROC)glAreTexturesResidentEXT, "glAreTexturesResidentEXT" }, + { (PROC)glBindTextureEXT, "glBindTextureEXT" }, + { (PROC)glDeleteTexturesEXT, "glDeleteTexturesEXT" }, + { (PROC)glGenTexturesEXT, "glGenTexturesEXT" }, + { (PROC)glIsTextureEXT, "glIsTextureEXT" }, + { (PROC)glPrioritizeTexturesEXT, "glPrioritizeTexturesEXT" }, + { (PROC)glCopyTexSubImage3DEXT, "glCopyTexSubImage3DEXT" }, + { (PROC)glTexImage3DEXT, "glTexImage3DEXT" }, + { (PROC)glTexSubImage3DEXT, "glTexSubImage3DEXT" }, +}; + +int qt_ext = sizeof(ext) / sizeof(ext[0]); +float g_DepthScale, + g_MaxDepth; +/*===========================================================================*/ +/* When a process loads this DLL we will setup the linked list for context */ +/* management and create a default context that will support the API until */ +/* the user creates and binds thier own. This THIN default context is useful*/ +/* to have around. */ +/* When the process terminates we will clean up all resources here. */ +/*===========================================================================*/ +/* RETURN: TRUE, FALSE. */ +/*===========================================================================*/ +BOOL APIENTRY DllMain( HINSTANCE hInst, DWORD reason, LPVOID reserved ) +{ + switch( reason ) + { + case DLL_PROCESS_ATTACH: + return InitOpenGL( hInst ); + + case DLL_PROCESS_DETACH: + return TermOpenGL( hInst ); + } + + return TRUE; +} +/*===========================================================================*/ +/* The first thing we do when this dll is hit is connect to the dll that has*/ +/* handles all the DirectX 6 rendering. I decided to use another dll as DX6 */ +/* is all C++ and Mesa-3.0 is C (thats a good thing). This way I can write */ +/* the DX6 in C++ and Mesa-3.0 in C without having to worry about linkage. */ +/* I feel this is easy and better then using static wrappers as it is likely */ +/* faster and it allows me to just develope the one without compiling the */ +/* other. */ +/* NOTE that at this point we don't have much other than a very thin context*/ +/* that will support the API calls only to the point of not causing the app */ +/* to crash from the API table being empty. */ +/*===========================================================================*/ +/* RETURN: TRUE, FALSE. */ +/*===========================================================================*/ +static BOOL InitOpenGL( HINSTANCE hInst ) +{ + /* Allocate and clear the default context. */ + pD3DDefault = (PD3DMESACONTEXT)ALLOC( sizeof(D3DMESACONTEXT) ); + if ( pD3DDefault == NULL ) + return FALSE; + memset( pD3DDefault, 0, sizeof(D3DMESACONTEXT) ); + + /* Clear the D3D vertex buffer so that values not used will be zero. This */ + /* save me from some redundant work. */ + memset( &D3DTLVertices, 0, sizeof(D3DTLVertices) ); + + /* Update the link. We uses a circular list so that it is easy to */ + /* add and search. This context will also be used for head and tail.*/ + pD3DDefault->next = pD3DDefault; + + /*========================================================================*/ + /* Do all core Mesa stuff. */ + /*========================================================================*/ + pD3DDefault->gl_visual = _mesa_create_visual( TRUE, + FALSE, /* db_flag */ + GL_FALSE, /* stereo */ + 8,8,8,8, /* r, g, b, a bits */ + 0, /* index bits */ + 16, /* depth_bits */ + 8, /* stencil_bits */ + 8,8,8,8, /* accum_bits */ + 1 ); + + if ( pD3DDefault->gl_visual == NULL) + { + FREE( pD3DDefault ); + return FALSE; + } + + /* Allocate a new Mesa context */ + pD3DDefault->gl_ctx = _mesa_create_context( pD3DDefault->gl_visual, NULL, pD3DDefault, GL_TRUE ); + if ( pD3DDefault->gl_ctx == NULL ) + { + _mesa_destroy_visual( pD3DDefault->gl_visual ); + FREE( pD3DDefault ); + return FALSE; + } + + /* Allocate a new Mesa frame buffer */ + pD3DDefault->gl_buffer = _mesa_create_framebuffer( pD3DDefault->gl_visual ); + if ( pD3DDefault->gl_buffer == NULL ) + { + _mesa_destroy_visual( pD3DDefault->gl_visual ); + _mesa_destroy_context( pD3DDefault->gl_ctx ); + FREE( pD3DDefault ); + return FALSE; + } + SetupDDPointers( pD3DDefault->gl_ctx ); + _mesa_make_current( pD3DDefault->gl_ctx, pD3DDefault->gl_buffer ); + + return TRUE; +} +/*===========================================================================*/ +/* This function will create a new D3D context but will not create the D3D */ +/* surfaces or even an instance of D3D (see at GetBufferSize). The only stuff*/ +/* done here is the internal Mesa stuff and some Win32 handles. */ +/*===========================================================================*/ +/* RETURN: casted pointer to the context, NULL. */ +/*===========================================================================*/ +HGLRC APIENTRY wglCreateContext( HDC hdc ) +{ + D3DMESACONTEXT *pNewContext; + DWORD dwCoopFlags = DDSCL_NORMAL; + RECT rectClient; + POINT pt; + + /* ALLOC and clear the new context. */ + pNewContext = (PD3DMESACONTEXT)ALLOC( sizeof(D3DMESACONTEXT) ); + if ( pNewContext == NULL ) + { + SetLastError( 0 ); + return (HGLRC)NULL; + } + memset( pNewContext, 0, sizeof(D3DMESACONTEXT) ); + + /*========================================================================*/ + /* Do all core Mesa stuff. */ + /*========================================================================*/ + + /* TODO: support more then one visual. */ + pNewContext->gl_visual = _mesa_create_visual( TRUE, + TRUE, /* db_flag */ + GL_FALSE, /* stereo */ + 8,8,8,8, /* r, g, b, a bits */ + 0, /* index bits */ + 16, /* depth_bits */ + 8, /* stencil_bits */ + 16,16,16,16,/* accum_bits */ + 1 ); + if ( pNewContext->gl_visual == NULL) + { + FREE( pNewContext ); + SetLastError( 0 ); + return (HGLRC)NULL; + } + + /* Allocate a new Mesa context */ + pNewContext->gl_ctx = _mesa_create_context( pNewContext->gl_visual, NULL, pNewContext, GL_TRUE ); + if ( pNewContext->gl_ctx == NULL ) + { + _mesa_destroy_visual( pNewContext->gl_visual ); + FREE( pNewContext ); + SetLastError( 0 ); + return (HGLRC)NULL; + } + + /* Allocate a new Mesa frame buffer */ + pNewContext->gl_buffer = _mesa_create_framebuffer( pNewContext->gl_visual ); + if ( pNewContext->gl_buffer == NULL ) + { + _mesa_destroy_visual( pNewContext->gl_visual ); + _mesa_destroy_context( pNewContext->gl_ctx ); + FREE( pNewContext ); + SetLastError( 0 ); + return (HGLRC)NULL; + } + + /*========================================================================*/ + /* Do all the driver stuff. */ + /*========================================================================*/ + pNewContext->hdc = hdc; + pNewContext->next = pD3DDefault->next; + pD3DDefault->next = pNewContext; /* Add to circular list. */ + + /* Create the HAL for the new context. */ + pNewContext->pShared = InitHAL( WindowFromDC(hdc) ); + + return (HGLRC)pNewContext; +} +/*===========================================================================*/ +/* This is a wrapper function that is supported by MakeCurrent. */ +/*===========================================================================*/ +/* RETURN: TRUE, FALSE. */ +/*===========================================================================*/ +BOOL APIENTRY wglMakeCurrent( HDC hdc, HGLRC hglrc ) +{ + return MakeCurrent((D3DMESACONTEXT *)hglrc); +} +/*===========================================================================*/ +/* MakeCurrent will unbind whatever context is current (if any) & then bind */ +/* the supplied context. A context that is bound has it's window proc hooked*/ +/* with the wglMonitorProc and the context pointer is saved in pD3DCurrent. */ +/* Once the context is bound we update the Mesa-3.0 hooks (SetDDPointers) and*/ +/* the viewport (Mesa-.30 and DX6). */ +/* */ +/* TODO: this function can't fail. */ +/*===========================================================================*/ +/* RETURN: TRUE */ +/*===========================================================================*/ +static BOOL MakeCurrent( D3DMESACONTEXT *pContext ) +{ + D3DMESACONTEXT *pNext; + + /*====================================================================*/ + /* This is a special case that is a request to have no context bound. */ + /*====================================================================*/ + if ( pContext == NULL ) + { + /* Walk the whole list. We start and end at the Default context. */ + for( pNext = pD3DDefault->next; pNext != pD3DDefault; pNext = pNext->next ) + UnBindWindow( pNext ); + + return TRUE; + } + + /*=================================================*/ + /* Make for a fast redundant use of this function. */ + /*=================================================*/ + if ( pD3DCurrent == pContext ) + return TRUE; + + /*=============================*/ + /* Unbind the current context. */ + /*=============================*/ + UnBindWindow( pD3DCurrent ); + + /*=====================================*/ + /* Let Mesa-3.0 we have a new context. */ + /*=====================================*/ + SetupDDPointers( pContext->gl_ctx ); + _mesa_make_current( pContext->gl_ctx, pContext->gl_buffer ); + + /* We are done so set the internal current context. */ + if ( pContext != pD3DDefault ) + { + ResizeContext( pContext->gl_ctx ); + pContext->hOldProc = (WNDPROC)GetWindowLong( pContext->pShared->hwnd, GWL_WNDPROC ); + SetWindowLong( pContext->pShared->hwnd, GWL_WNDPROC, (LONG)wglMonitorProc ); + } + pD3DCurrent = pContext; + + return TRUE; +} +/*===========================================================================*/ +/* This function will only return the current window size. I have re-done */ +/* this function so that it doesn't check the current size and react to it as*/ +/* I should be able to have all the react code in the WM_SIZE message. The */ +/* old version would check the current window size and create/resize the HAL */ +/* surfaces if they have changed. I needed to delay the creation if the */ +/* surfaces because sometimes I wouldn't have a window size so this is where */ +/* I delayed it. If you are reading this then all went ok! */ +/* The default context will return a zero sized window and I'm not sure if */ +/* this is ok at this point (TODO). */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static void GetBufferSize( GLcontext *ctx, GLuint *width, GLuint *height ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + + /* Fall through for the default because that is one of the uses for it. */ + if ( pContext == pD3DDefault ) + { + *width = 0; + *height = 0; + } + else + { + *width = pContext->pShared->dwWidth; + *height = pContext->pShared->dwHeight; + } +} +/*===========================================================================*/ +/* */ +/* */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static BOOL ResizeContext( GLcontext *ctx ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx, + *pCurrentTemp; + RECT rectClient; + POINT pt; + DWORD dwWidth, + dwHeight; + static BOOL bDDrawLock = FALSE; + + /* Make sure we have some values. */ + if ( (pContext->hdc == NULL ) || + (pContext->pShared->hwnd != WindowFromDC(pContext->hdc)) || + (pContext == pD3DDefault) ) + return FALSE; + + /* Having problems with DDraw sending resize messages before I was done. */ + if( bDDrawLock == TRUE ) + return FALSE; + + // TODO: don't think I need this anymore. + pCurrentTemp = pD3DCurrent; + pD3DCurrent = pD3DDefault; + bDDrawLock = TRUE; + + /* Get the current window dimentions. */ + UpdateScreenPosHAL( pContext->pShared ); + dwWidth = pContext->pShared->rectW.right - pContext->pShared->rectW.left; + dwHeight = pContext->pShared->rectW.bottom - pContext->pShared->rectW.top; + + /* Is the size of the OffScreen Render different? */ + if ( (dwWidth != pContext->pShared->dwWidth) || (dwHeight != pContext->pShared->dwHeight) ) + { + /* Create all the D3D surfaces and device. */ + CreateHAL( pContext->pShared ); + + /* I did this so that software rendering would still work as */ + /* I don't need to scale the z values twice. */ + g_DepthScale = (pContext->pShared->bHardware) ? 1.0 : ((float)0x00FFFFFF); + g_MaxDepth = (pContext->pShared->bHardware) ? 1.0 : ((float)0x00FFFFFF); + gl_DepthRange( pContext->gl_ctx, ctx->Viewport.Near, ctx->Viewport.Far ); + + /* Make sure we have a viewport. */ + gl_Viewport( pContext->gl_ctx, 0, 0, dwWidth, dwHeight ); + + /* Update Mesa as we might have changed from SW <-> HW. */ + SetupDDPointers( pContext->gl_ctx ); + _mesa_make_current( pContext->gl_ctx, pContext->gl_buffer ); + + /* If we are in HW we need to load the current texture if there is one already. */ + // if ( (ctx->Texture.Set[ctx->Texture.CurrentSet].Current != NULL) && + // (pContext->pShared->bHardware == TRUE) ) + // { + // CreateTMgrHAL( pContext->pShared, + // ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Name, + // 0, + // ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0]->Format, + // (RECT *)NULL, + // ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0]->Width, + // ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0]->Height, + // TM_ACTION_BIND, + // (void *)ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0]->Data ); + // } + } + + // TODO: don't think I need this anymore. + pD3DCurrent = pCurrentTemp; + bDDrawLock = FALSE; + + return TRUE; +} + +/*===========================================================================* +/* This function will Blt the render buffer to the PRIMARY surface. I repeat*/ +/* this code for the other SwapBuffer like functions and the flush (didn't */ +/* want the function calling overhead). Thsi could have been a macro... */ +/* */ +/* TODO: there are some problems with viewport/scissoring. */ +/*===========================================================================*/ +/* RETURN: TRUE, FALSE. */ +/*===========================================================================*/ +BOOL APIENTRY wglSwapBuffers( HDC hdc ) +{ + /* Fall through for the default because that is one of the uses for it. */ + if ( pD3DCurrent == pD3DDefault ) + return FALSE; + + SwapBuffersHAL( pD3DCurrent->pShared ); + + return TRUE; +} +/*===========================================================================*/ +/* Same as wglSwapBuffers. */ +/*===========================================================================*/ +/* RETURN: TRUE, FALSE. */ +/*===========================================================================*/ +BOOL APIENTRY SwapBuffers( HDC hdc ) +{ + /* Fall through for the default because that is one of the uses for it. */ + if ( pD3DCurrent == pD3DDefault ) + return FALSE; + + SwapBuffersHAL( pD3DCurrent->pShared ); + + return TRUE; +} +/*===========================================================================*/ +/* This should be ok as none of the SwapBuffers will cause a redundant Blt */ +/* as none of my Swap functions will call flush. This should also allow */ +/* sinlge buffered applications to work (not really worried though). Some */ +/* applications may flush then swap but then this is there fault IMHO. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static void Flush( GLcontext *ctx ) +{ + /* Fall through for the default because that is one of the uses for it. */ + if ( pD3DCurrent == pD3DDefault ) + return; + + SwapBuffersHAL( pD3DCurrent->pShared ); +} +/*===========================================================================*/ +/* For now this function will ignore the supplied PF. If I'm going to allow */ +/* the user to choice the mode and device at startup I'm going to have to do */ +/* something different. */ +/* */ +/* TODO: use the linked list of modes to build a pixel format to be returned */ +/* to the caller. */ +/*===========================================================================*/ +/* RETURN: 1. */ +/*===========================================================================*/ +int APIENTRY wglChoosePixelFormat( HDC hdc, CONST PIXELFORMATDESCRIPTOR *ppfd ) +{ + return 1; +} +/*===========================================================================*/ +/* See wglChoosePixelFormat. */ +/*===========================================================================*/ +/* RETURN: 1. */ +/*===========================================================================*/ +int APIENTRY ChoosePixelFormat( HDC hdc, CONST PIXELFORMATDESCRIPTOR *ppfd ) +{ + return wglChoosePixelFormat(hdc,ppfd); +} +/*===========================================================================*/ +/* This function (for now) returns a static PF everytime. This is just to */ +/* allow things to continue. */ +/*===========================================================================*/ +/* RETURN: 1. */ +/*===========================================================================*/ +int APIENTRY wglDescribePixelFormat( HDC hdc, int iPixelFormat, UINT nBytes, LPPIXELFORMATDESCRIPTOR ppfd ) +{ + static PIXELFORMATDESCRIPTOR pfd = + { + sizeof(PIXELFORMATDESCRIPTOR), /* size */ + 1, /* version */ + PFD_SUPPORT_OPENGL | + PFD_DRAW_TO_WINDOW | + PFD_DOUBLEBUFFER, /* support double-buffering */ + PFD_TYPE_RGBA, /* color type */ + 16, /* prefered color depth */ + 0, 0, 0, 0, 0, 0, /* color bits (ignored) */ + 0, /* no alpha buffer */ + 0, /* alpha bits (ignored) */ + 0, /* no accumulation buffer */ + 0, 0, 0, 0, /* accum bits (ignored) */ + 16, /* depth buffer */ + 0, /* no stencil buffer */ + 0, /* no auxiliary buffers */ + PFD_MAIN_PLANE, /* main layer */ + 0, /* reserved */ + 0, 0, 0, /* no layer, visible, damage masks */ + }; + + /* Return the address of this static PF if one was requested. */ + if ( ppfd != NULL ) + memcpy( ppfd, &pfd, sizeof(PIXELFORMATDESCRIPTOR) ); + + return 1; +} +/*===========================================================================*/ +/* See wglDescribePixelFormat. */ +/*===========================================================================*/ +/* RETURN: 1. */ +/*===========================================================================*/ +int APIENTRY DescribePixelFormat( HDC hdc, int iPixelFormat, UINT nBytes, LPPIXELFORMATDESCRIPTOR ppfd ) +{ + return wglDescribePixelFormat(hdc,iPixelFormat,nBytes,ppfd); +} +/*===========================================================================*/ +/* This function will always return 1 for now. Just to allow for support. */ +/*===========================================================================*/ +/* RETURN: 1. */ +/*===========================================================================*/ +int APIENTRY wglGetPixelFormat( HDC hdc ) +{ + return 1; +} +/*===========================================================================*/ +/* See wglGetPixelFormat. */ +/*===========================================================================*/ +/* RETURN: 1. */ +/*===========================================================================*/ +int APIENTRY GetPixelFormat( HDC hdc ) +{ + return wglGetPixelFormat(hdc); +} +/*===========================================================================*/ +/* This will aways work for now. */ +/*===========================================================================*/ +/* RETURN: TRUE. */ +/*===========================================================================*/ +BOOL APIENTRY wglSetPixelFormat( HDC hdc, int iPixelFormat, CONST PIXELFORMATDESCRIPTOR *ppfd ) +{ + return TRUE; +} +/*===========================================================================*/ +/* See wglSetPixelFormat. */ +/*===========================================================================*/ +/* RETURN: TRUE, FALSE. */ +/*===========================================================================*/ +BOOL APIENTRY SetPixelFormat( HDC hdc, int iPixelFormat, CONST PIXELFORMATDESCRIPTOR *ppfd ) +{ + return wglSetPixelFormat(hdc,iPixelFormat,ppfd); +} +/*===========================================================================*/ +/* This is a wrapper function that is supported by my own internal function.*/ +/* that takes my own D3D Mesa context structure. This so I can reuse the */ +/* function (no need for speed). */ +/*===========================================================================*/ +/* RETURN: TRUE. */ +/*===========================================================================*/ +BOOL APIENTRY wglDeleteContext( HGLRC hglrc ) +{ + DestroyContext( (D3DMESACONTEXT *)hglrc ); + + return TRUE; +} +/*===========================================================================*/ +/* Simple getter function that uses a cast. */ +/*===========================================================================*/ +/* RETURN: casted pointer to the context, NULL. */ +/*===========================================================================*/ +HGLRC APIENTRY wglGetCurrentContext( VOID ) +{ + return (pD3DCurrent) ? (HGLRC)pD3DCurrent : (HGLRC)NULL; +} +/*===========================================================================*/ +/* No support. */ +/*===========================================================================*/ +/* RETURN: FALSE. */ +/*===========================================================================*/ +BOOL APIENTRY wglCopyContext( HGLRC hglrcSrc, HGLRC hglrcDst, UINT mask ) +{ + SetLastError( 0 ); + return FALSE; +} +/*===========================================================================*/ +/* No support. */ +/*===========================================================================*/ +/* RETURN: NULL. */ +/*===========================================================================*/ +HGLRC APIENTRY wglCreateLayerContext( HDC hdc,int iLayerPlane ) +{ + SetLastError( 0 ); + return (HGLRC)NULL; +} +/*===========================================================================*/ +/* Simple getter function. */ +/*===========================================================================*/ +/* RETURN: FALSE. */ +/*===========================================================================*/ +HDC APIENTRY wglGetCurrentDC( VOID ) +{ + return (pD3DCurrent) ? pD3DCurrent->hdc : (HDC)NULL; +} +/*===========================================================================*/ +/* Simply call that searches the supported extensions for a match & returns */ +/* the pointer to the function that lends support. */ +/*===========================================================================*/ +/* RETURN: pointer to API call, NULL. */ +/*===========================================================================*/ +PROC APIENTRY wglGetProcAddress( LPCSTR lpszProc ) +{ + int index; + + for( index = 0; index < qt_ext; index++ ) + if( !strcmp(lpszProc,ext[index].name) ) + return ext[index].proc; + + SetLastError( 0 ); + return NULL; +} +/*===========================================================================*/ +/* No support. */ +/*===========================================================================*/ +/* RETURN: FALSE. */ +/*===========================================================================*/ +BOOL APIENTRY wglShareLists( HGLRC hglrc1, HGLRC hglrc2 ) +{ + SetLastError( 0 ); + return FALSE; +} +/*===========================================================================*/ +/* No support. */ +/*===========================================================================*/ +/* RETURN: FALSE. */ +/*===========================================================================*/ +BOOL APIENTRY wglUseFontBitmaps( HDC fontDevice, DWORD firstChar, DWORD numChars, DWORD listBase ) +{ + SetLastError( 0 ); + return FALSE; +} +/*===========================================================================*/ +/* No support. */ +/*===========================================================================*/ +/* RETURN: FALSE. */ +/*===========================================================================*/ +BOOL APIENTRY wglUseFontBitmapsW( HDC hdc,DWORD first,DWORD count,DWORD listBase ) +{ + SetLastError( 0 ); + return FALSE; +} +/*===========================================================================*/ +/* No support. */ +/*===========================================================================*/ +/* RETURN: FALSE. */ +/*===========================================================================*/ +BOOL APIENTRY wglUseFontOutlinesA( HDC hdc, DWORD first, DWORD count, DWORD listBase, FLOAT deviation, FLOAT extrusion, int format, LPGLYPHMETRICSFLOAT lpgmf ) +{ + SetLastError( 0 ); + return FALSE; +} +/*===========================================================================*/ +/* No support. */ +/*===========================================================================*/ +/* RETURN: FALSE. */ +/*===========================================================================*/ +BOOL APIENTRY wglUseFontOutlinesW( HDC hdc,DWORD first,DWORD count, DWORD listBase,FLOAT deviation, FLOAT extrusion,int format, LPGLYPHMETRICSFLOAT lpgmf ) +{ + SetLastError( 0 ); + return FALSE ; +} +/*===========================================================================*/ +/* No support. */ +/*===========================================================================*/ +/* RETURN: FALSE. */ +/*===========================================================================*/ +BOOL APIENTRY wglSwapLayerBuffers( HDC hdc, UINT fuPlanes ) +{ + SetLastError( 0 ); + return FALSE; +} +/*===========================================================================*/ +/* This function will be hooked into the window that has been bound. Right */ +/* now it is used to track the window size and position. Also the we clean */ +/* up the currrent context when the window is close/destroyed. */ +/* */ +/* TODO: there might be something wrong here as some games (Heretic II) don't*/ +/* track the window quit right. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +LONG APIENTRY wglMonitorProc( HWND hwnd, UINT message, UINT wParam, LONG lParam ) +{ + WNDPROC hOldProc; + GLint width, + height; + + switch( message ) + { +// case WM_PAINT: +// break; +// case WM_ACTIVATE: +// break; +// case WM_SHOWWINDOW: +// break; + + case UM_FATALSHUTDOWN: + /* Support the API until we die... */ + MakeCurrent( pD3DDefault ); + break; + + case WM_MOVE: + case WM_DISPLAYCHANGE: + case WM_SIZE: + ResizeContext( pD3DCurrent->gl_ctx ); + break; + + case WM_CLOSE: + case WM_DESTROY: + /* Support the API until we die... */ + hOldProc = pD3DCurrent->hOldProc; + DestroyContext( pD3DCurrent ); + return (hOldProc)(hwnd,message,wParam,lParam); + } + + return (pD3DCurrent->hOldProc)(hwnd,message,wParam,lParam); +} + +/**********************************************************************/ +/***** Miscellaneous device driver funcs *****/ +/**********************************************************************/ + +/*===========================================================================*/ +/* Not reacting to this as I'm only supporting drawing to the back buffer */ +/* right now. */ +/*===========================================================================*/ +/* RETURN: TRUE. */ +/*===========================================================================*/ +static GLboolean SetBuffer( GLcontext *ctx, GLenum buffer ) +{ + if (buffer == GL_BACK_LEFT) + return GL_TRUE; + else + return GL_FALSE; +} +/*===========================================================================*/ +/* This proc will be called by Mesa when the viewport has been set. So if */ +/* we have a context and it isn't the default then we should let D3D know of */ +/* the change. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static void SetViewport( GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + RECT rect; + + /* Make sure we can set a viewport. */ + if ( pContext->pShared && (pContext != pD3DDefault) ) + { + // TODO: might be needed. + UpdateScreenPosHAL( pContext->pShared ); + rect.left = x; + rect.right = x + w; + rect.top = y; + rect.bottom = y + h; + + // TODO: shared struct should make this call smaller + SetViewportHAL( pContext->pShared, &rect, 0.0F, 1.0F ); + } +} +/*===========================================================================*/ +/* This function could be better I guess but I decided just to grab the four*/ +/* components and store then seperately. Makes it easier to use IMHO. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static void ClearColor( GLcontext *ctx, GLubyte r, GLubyte g, GLubyte b, GLubyte a ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + + pContext->aClear = a; + pContext->bClear = b; + pContext->gClear = g; + pContext->rClear = r; +} +/*===========================================================================*/ +/* This function could be better I guess but I decided just to grab the four*/ +/* components and store then seperately. Makes it easier to use IMHO. */ +/* (is there an echo in here?) */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static void SetColor( GLcontext *ctx, GLubyte r, GLubyte g, GLubyte b, GLubyte a ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + + pContext->aCurrent = a; + pContext->bCurrent = b; + pContext->gCurrent = g; + pContext->rCurrent = r; +} +/*===========================================================================*/ +/* */ +/* */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static const char *RendererString( void ) +{ + static char pszRender[64]; + + strcpy( pszRender, "altD3D " ); + + if ( pD3DCurrent->pShared->bHardware ) + strcat( pszRender, "(HW)"); + else + strcat( pszRender, "(SW)"); + + return (const char *)pszRender; +} +/*===========================================================================*/ +/* This function will choose which set of pointers Mesa will use based on */ +/* whether we hard using hardware or software. I have added another set of */ +/* pointers that will do nothing but stop the API from crashing. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static void SetupDDPointers( GLcontext *ctx ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + + // TODO: write a generic NULL support for the span render. + if ( pContext->pShared && pContext->pShared->bHardware ) + { + ctx->Driver.UpdateState = SetupHWDDPointers; + } + else if ( pContext == pD3DDefault ) + { + ctx->Driver.UpdateState = SetupNULLDDPointers; + } + else + { + ctx->Driver.UpdateState = SetupSWDDPointers; + } +} +/*===========================================================================*/ +/* This function will populate all the Mesa driver hooks. This version of */ +/* hooks will do nothing but support the API when we don't have a valid */ +/* context bound. This is mostly for applications that don't behave right */ +/* and also to help exit as clean as possable when we have a FatalError. */ +/*===========================================================================*/ +/* RETURN: pointer to the specific function. */ +/*===========================================================================*/ +static void SetupNULLDDPointers( GLcontext *ctx ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + + /* Initialize all the pointers in the DD struct. Do this whenever */ + /* a new context is made current or we change buffers via set_buffer! */ + ctx->Driver.UpdateState = SetupNULLDDPointers; + + /* State management hooks. */ + ctx->Driver.Color = NULLSetColor; + ctx->Driver.ClearColor = NULLClearColor; + ctx->Driver.Clear = NULLClearBuffers; + ctx->Driver.SetBuffer = NULLSetBuffer; + + /* Window management hooks. */ + ctx->Driver.GetBufferSize = NULLGetBufferSize; + + /* Primitive rendering hooks. */ + ctx->Driver.TriangleFunc = NULL; + ctx->Driver.RenderVB = NULL; + + /* Pixel/span writing functions: */ + ctx->Driver.WriteRGBASpan = NULLWrSpRGBA; + ctx->Driver.WriteRGBSpan = NULLWrSpRGB; + ctx->Driver.WriteMonoRGBASpan = NULLWrSpRGBAMono; + ctx->Driver.WriteRGBAPixels = NULLWrPiRGBA; + ctx->Driver.WriteMonoRGBAPixels = NULLWrPiRGBAMono; + + /* Pixel/span reading functions: */ + ctx->Driver.ReadRGBASpan = NULLReSpRGBA; + ctx->Driver.ReadRGBAPixels = NULLRePiRGBA; + + /* Misc. hooks. */ + ctx->Driver.RendererString = RendererString; +} +/*===========================================================================*/ +/* This function will populate all the Mesa driver hooks. There are two of */ +/* these functions. One if we have hardware support and one is there is only*/ +/* software. These functions will be called by Mesa and by the wgl.c when we*/ +/* have resized (or created) the buffers. The thing is that if a window gets*/ +/* resized we may loose hardware support or gain it... */ +/*===========================================================================*/ +/* RETURN: pointer to the specific function. */ +/*===========================================================================*/ +static void SetupSWDDPointers( GLcontext *ctx ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + + /* Initialize all the pointers in the DD struct. Do this whenever */ + /* a new context is made current or we change buffers via set_buffer! */ + ctx->Driver.UpdateState = SetupSWDDPointers; + + /* State management hooks. */ + ctx->Driver.Color = SetColor; + ctx->Driver.ClearColor = ClearColor; + ctx->Driver.Clear = ClearBuffers; + ctx->Driver.SetBuffer = SetBuffer; + + /* Window management hooks. */ + ctx->Driver.GetBufferSize = GetBufferSize; + ctx->Driver.Viewport = SetViewport; + + /* Primitive rendering hooks. */ + ctx->Driver.TriangleFunc = NULL; + ctx->Driver.RenderVB = NULL; + + /* Texture management hooks. */ + + /* Pixel/span writing functions: */ + ctx->Driver.WriteRGBASpan = WSpanRGBA; + ctx->Driver.WriteRGBSpan = WSpanRGB; + ctx->Driver.WriteMonoRGBASpan = WSpanRGBAMono; + ctx->Driver.WriteRGBAPixels = WPixelsRGBA; + ctx->Driver.WriteMonoRGBAPixels = WPixelsRGBAMono; + + /* Pixel/span reading functions: */ + ctx->Driver.ReadRGBASpan = RSpanRGBA; + ctx->Driver.ReadRGBAPixels = RPixelsRGBA; + + /* Misc. hooks. */ + ctx->Driver.Flush = Flush; + ctx->Driver.RendererString = RendererString; +} +/*===========================================================================*/ +/* This function will populate all the Mesa driver hooks. There are two of */ +/* these functions. One if we have hardware support and one is there is only*/ +/* software. These functions will be called by Mesa and by the wgl.c when we*/ +/* have resized (or created) the buffers. The thing is that if a window gets*/ +/* resized we may loose hardware support or gain it... */ +/*===========================================================================*/ +/* RETURN: pointer to the specific function. */ +/*===========================================================================*/ +static void SetupHWDDPointers( GLcontext *ctx ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + + /* Initialize all the pointers in the DD struct. Do this whenever */ + /* a new context is made current or we change buffers via set_buffer! */ + ctx->Driver.UpdateState = SetupHWDDPointers; + + /* State management hooks. */ + ctx->Driver.Color = SetColor; + ctx->Driver.ClearColor = ClearColor; + ctx->Driver.Clear = ClearBuffersD3D; + ctx->Driver.SetBuffer = SetBuffer; + + /* Window management hooks. */ + ctx->Driver.GetBufferSize = GetBufferSize; + ctx->Driver.Viewport = SetViewport; + + /* Primitive rendering hooks. */ + ctx->Driver.TriangleFunc = RenderOneTriangle; + ctx->Driver.LineFunc = RenderOneLine; + ctx->Driver.RenderVB = RenderVertexBuffer; + + /* Pixel/span writing functions: */ + ctx->Driver.WriteRGBASpan = WSpanRGBA; + ctx->Driver.WriteRGBSpan = WSpanRGB; + ctx->Driver.WriteMonoRGBASpan = WSpanRGBAMono; + ctx->Driver.WriteRGBAPixels = WPixelsRGBA; + ctx->Driver.WriteMonoRGBAPixels = WPixelsRGBAMono; + + /* Pixel/span reading functions: */ + ctx->Driver.ReadRGBASpan = RSpanRGBA; + ctx->Driver.ReadRGBAPixels = RPixelsRGBA; + + /* Texture management hooks. */ + // ctx->Driver.BindTexture = TextureBind; + ctx->Driver.TexImage = TextureLoad; + ctx->Driver.TexSubImage = TextureSubImage; + + /* Misc. hooks. */ + ctx->Driver.Flush = Flush; + ctx->Driver.RendererString = RendererString; +} +/*===========================================================================*/ +/* This function will release all resources used by the DLL. Every context */ +/* will be clobbered by releaseing all driver desources and then freeing the */ +/* context memory. Most all the work is done in DestroyContext. */ +/*===========================================================================*/ +/* RETURN: TRUE. */ +/*===========================================================================*/ +static BOOL TermOpenGL( HINSTANCE hInst ) +{ + D3DMESACONTEXT *pTmp, + *pNext; + + /* Just incase we are still getting paint msg. */ + MakeCurrent( pD3DDefault ); + + /* Walk the list until we get back to the default context. */ + for( pTmp = pD3DDefault->next; pTmp != pD3DDefault; pTmp = pNext ) + { + pNext = pTmp->next; + DestroyContext( pTmp ); + } + DestroyContext( pD3DDefault ); + + return TRUE; +} +/*===========================================================================*/ +/* This function is an internal function that will clean up all the Mesa */ +/* context bound to this D3D context. Also any D3D stuff that this context */ +/* uses will be unloaded. */ +/*===========================================================================*/ +/* RETURN: TRUE, FALSE. */ +/*===========================================================================*/ +static void DestroyContext( D3DMESACONTEXT *pContext ) +{ + D3DMESACONTEXT *pTmp; + + /* Walk the list until we find the context before this one. */ + for( pTmp = pD3DDefault; pTmp && (pTmp->next != pContext); pTmp = pTmp->next ) + if ( pTmp == pTmp->next ) + break; + + /* If we never found it it must already be deleted. */ + if ( pTmp->next != pContext ) + return; + + /* Make sure we are not using this context. */ + if ( pContext == pD3DCurrent ) + MakeCurrent( pD3DDefault ); + + /* Free the Mesa stuff. */ + if ( pContext->gl_visual ) + { + _mesa_destroy_visual( pContext->gl_visual ); + pContext->gl_visual = NULL; + } + if ( pContext->gl_buffer ) + { + _mesa_destroy_framebuffer( pContext->gl_buffer ); + pContext->gl_buffer = NULL; + } + if ( pContext->gl_ctx ) + { + _mesa_destroy_context( pContext->gl_ctx ); + pContext->gl_ctx = NULL; + } + + /* Now dump the D3D. */ + if ( pContext->pShared ) + TermHAL( pContext->pShared ); + + /* Update the previous context's link. */ + pTmp->next = pContext->next; + + /* Gonzo. */ + FREE( pContext ); +} +/*===========================================================================*/ +/* This function will pull the supplied context away from Win32. Basicly it*/ +/* will remove the hook from the window Proc. */ +/* */ +/* TODO: might want to serialize this stuff... */ +/*===========================================================================*/ +/* RETURN: TRUE, FALSE. */ +/*===========================================================================*/ +static BOOL UnBindWindow( D3DMESACONTEXT *pContext ) +{ + if ( pContext == NULL ) + return FALSE; + + if ( pContext == pD3DDefault ) + return TRUE; + + /* Make sure we always have a context bound. */ + if ( pContext == pD3DCurrent ) + pD3DCurrent = pD3DDefault; + + SetWindowLong( pContext->pShared->hwnd, GWL_WNDPROC, (LONG)pContext->hOldProc ); + pContext->hOldProc = NULL; + + return TRUE; +} +/*===========================================================================*/ +/* There are two cases that allow for a faster clear when we know that the */ +/* whole buffer is cleared and that there is no clipping. */ +/*===========================================================================*/ +/* RETURN: the original mask with the bits cleared that represents the buffer* +/* or buffers we just cleared. */ +/*===========================================================================*/ +GLbitfield ClearBuffersD3D( GLcontext *ctx, GLbitfield mask, GLboolean all, GLint x, GLint y, GLint width, GLint height ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + DWORD dwFlags = 0; + + if ( mask & GL_COLOR_BUFFER_BIT ) + { + dwFlags |= D3DCLEAR_TARGET; + mask &= ~GL_COLOR_BUFFER_BIT; + } + if ( mask & GL_DEPTH_BUFFER_BIT ) + { + dwFlags |= D3DCLEAR_ZBUFFER; + mask &= ~GL_DEPTH_BUFFER_BIT; + } + if ( dwFlags == 0 ) + return mask; + + ClearHAL( pContext->pShared, + dwFlags, + all, + x, y, + width, height, + ((pContext->aClear<<24) | (pContext->rClear<<16) | (pContext->gClear<<8) | (pContext->bClear)), + ctx->Depth.Clear, + 0 ); + + return mask; +} + + + +/*===========================================================================*/ +/* TEXTURE MANAGER: ok here is how I did textures. Mesa-3.0 will keep track*/ +/* of all the textures for us. So this means that at anytime we can go to */ +/* the Mesa context and get the current texture. With this in mind this is */ +/* what I did. I really don't care about what textures get or are loaded */ +/* until I actually have to draw a tri that is textured. At this point I */ +/* must have the texture so I demand the texture by destorying all other */ +/* texture surfaces if need be and load the current one. This allows for the*/ +/* best preformance on low memory cards as time is not wasted loading and */ +/* unload textures. */ +/*===========================================================================*/ + + + + + +/*===========================================================================*/ +/* TextureLoad will try and create a D3D surface from the supplied texture */ +/* object if its level 0 (first). The surface will be fully filled with the */ +/* texture. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static void TextureLoad( GLcontext *ctx, GLenum target, struct gl_texture_object *tObj, GLint level, GLint internalFormat, const struct gl_texture_image *image ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + + /* TODO: only doing first LOD. */ + if ( (ctx->DriverCtx == NULL) || (level != 0) ) + return; + + CreateTMgrHAL( pContext->pShared, + tObj->Name, + level, + tObj->Image[level]->Format, + (RECT *)NULL, + tObj->Image[level]->Width, + tObj->Image[level]->Height, + TM_ACTION_LOAD, + (void *)tObj->Image[level]->Data ); +} +/*===========================================================================*/ +/* TextureBind make sure that the texture is on the card. Thats it. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static void TextureBind( GLcontext *ctx, GLenum target, struct gl_texture_object *tObj ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + + /* TODO: only doing first LOD. */ + if ( (tObj->Image[0] == NULL) || (ctx->DriverCtx == NULL) ) + return; + + CreateTMgrHAL( pContext->pShared, + tObj->Name, + 0, + tObj->Image[0]->Format, + (RECT *)NULL, + tObj->Image[0]->Width, + tObj->Image[0]->Height, + TM_ACTION_BIND, + (void *)tObj->Image[0]->Data ); +} +/*===========================================================================*/ +/* TextureSubImage will make sure that the texture being updated is updated */ +/* if its on the card. */ +/*===========================================================================*/ +/* RETURN: */ +/*===========================================================================*/ +static void TextureSubImage( GLcontext *ctx, GLenum target, struct gl_texture_object *tObj, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLint internalFormat, const struct gl_texture_image *image ) +{ + D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; + RECT rect; + + /* TODO: only doing first LOD. */ + if ( (ctx->DriverCtx == NULL) || (level > 0) ) + return; + + /* Create a dirty rectangle structure. */ + rect.left = xoffset; + rect.right = xoffset + width; + rect.top = yoffset; + rect.bottom = yoffset + height; + + CreateTMgrHAL( pContext->pShared, + tObj->Name, + 0, + tObj->Image[0]->Format, + &rect, + tObj->Image[0]->Width, + tObj->Image[0]->Height, + TM_ACTION_UPDATE, + (void *)tObj->Image[0]->Data ); +} + |