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authorAlan Hourihane <[email protected]>2004-04-20 11:13:11 +0000
committerAlan Hourihane <[email protected]>2004-04-20 11:13:11 +0000
commit485438e2be08c6d57110101f76dd41a5f484a4ee (patch)
tree1d36515d92b864caddfa1d7bb05a9e235ef218a9 /src/mesa/drivers/windows/gldirect/dx7/gld_wgl_dx7.c
parent319f5fd5ec85b4ca845028e6cdb94cca0a00d3d5 (diff)
add SciTech's GLDirect driver for Windows.
This code is donated to Mesa which allows the usage of a Direct3D layer (DX7, DX8, DX9 or complete software fallback). No build system exists for this code yet, that will come.....
Diffstat (limited to 'src/mesa/drivers/windows/gldirect/dx7/gld_wgl_dx7.c')
-rw-r--r--src/mesa/drivers/windows/gldirect/dx7/gld_wgl_dx7.c1611
1 files changed, 1611 insertions, 0 deletions
diff --git a/src/mesa/drivers/windows/gldirect/dx7/gld_wgl_dx7.c b/src/mesa/drivers/windows/gldirect/dx7/gld_wgl_dx7.c
new file mode 100644
index 00000000000..80395130805
--- /dev/null
+++ b/src/mesa/drivers/windows/gldirect/dx7/gld_wgl_dx7.c
@@ -0,0 +1,1611 @@
+/****************************************************************************
+*
+* Mesa 3-D graphics library
+* Direct3D Driver Interface
+*
+* ========================================================================
+*
+* Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
+*
+* Permission is hereby granted, free of charge, to any person obtaining a
+* copy of this software and associated documentation files (the "Software"),
+* to deal in the Software without restriction, including without limitation
+* the rights to use, copy, modify, merge, publish, distribute, sublicense,
+* and/or sell copies of the Software, and to permit persons to whom the
+* Software is furnished to do so, subject to the following conditions:
+*
+* The above copyright notice and this permission notice shall be included
+* in all copies or substantial portions of the Software.
+*
+* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+* SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
+* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
+* OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+* SOFTWARE.
+*
+* ======================================================================
+*
+* Language: ANSI C
+* Environment: Windows 9x/2000/XP/XBox (Win32)
+*
+* Description: GLDirect Direct3D 8.x WGL (WindowsGL)
+*
+****************************************************************************/
+
+#include "dglcontext.h"
+#include "gld_driver.h"
+//#include "gld_dxerr8.h"
+#include "gld_dx7.h"
+
+#include "tnl/tnl.h"
+#include "tnl/t_context.h"
+
+// Copied from dglcontect.c
+#define GLDERR_NONE 0
+#define GLDERR_MEM 1
+#define GLDERR_DDRAW 2
+#define GLDERR_D3D 3
+#define GLDERR_BPP 4
+#define GLDERR_DDS 5
+// This external var keeps track of any error
+extern int nContextError;
+
+// Uncomment this for persistant resources
+//#define _GLD_PERSISTANT
+
+#define DDLOG_CRITICAL_OR_WARN DDLOG_CRITICAL
+
+extern void _gld_mesa_warning(GLcontext *, char *);
+extern void _gld_mesa_fatal(GLcontext *, char *);
+
+//---------------------------------------------------------------------------
+
+static char szColorDepthWarning[] =
+"GLDirect does not support the current desktop\n\
+color depth.\n\n\
+You may need to change the display resolution to\n\
+16 bits per pixel or higher color depth using\n\
+the Windows Display Settings control panel\n\
+before running this OpenGL application.\n";
+
+// The only depth-stencil formats currently supported by Direct3D
+// Surface Format Depth Stencil Total Bits
+// D3DFMT_D32 32 - 32
+// D3DFMT_D15S1 15 1 16
+// D3DFMT_D24S8 24 8 32
+// D3DFMT_D16 16 - 16
+// D3DFMT_D24X8 24 - 32
+// D3DFMT_D24X4S4 24 4 32
+
+// This pixel format will be used as a template when compiling the list
+// of pixel formats supported by the hardware. Many fields will be
+// filled in at runtime.
+// PFD flag defaults are upgraded to match ChoosePixelFormat() -- DaveM
+static DGL_pixelFormat pfTemplateHW =
+{
+ {
+ sizeof(PIXELFORMATDESCRIPTOR), // Size of the data structure
+ 1, // Structure version - should be 1
+ // Flags:
+ PFD_DRAW_TO_WINDOW | // The buffer can draw to a window or device surface.
+ PFD_DRAW_TO_BITMAP | // The buffer can draw to a bitmap. (DaveM)
+ PFD_SUPPORT_GDI | // The buffer supports GDI drawing. (DaveM)
+ PFD_SUPPORT_OPENGL | // The buffer supports OpenGL drawing.
+ PFD_DOUBLEBUFFER | // The buffer is double-buffered.
+ 0, // Placeholder for easy commenting of above flags
+ PFD_TYPE_RGBA, // Pixel type RGBA.
+ 16, // Total colour bitplanes (excluding alpha bitplanes)
+ 5, 0, // Red bits, shift
+ 5, 0, // Green bits, shift
+ 5, 0, // Blue bits, shift
+ 0, 0, // Alpha bits, shift (destination alpha)
+ 0, // Accumulator bits (total)
+ 0, 0, 0, 0, // Accumulator bits: Red, Green, Blue, Alpha
+ 0, // Depth bits
+ 0, // Stencil bits
+ 0, // Number of auxiliary buffers
+ 0, // Layer type
+ 0, // Specifies the number of overlay and underlay planes.
+ 0, // Layer mask
+ 0, // Specifies the transparent color or index of an underlay plane.
+ 0 // Damage mask
+ },
+ D3DX_SF_UNKNOWN, // No depth/stencil buffer
+};
+
+//---------------------------------------------------------------------------
+// Vertex Shaders
+//---------------------------------------------------------------------------
+/*
+// Vertex Shader Declaration
+static DWORD dwTwoSidedLightingDecl[] =
+{
+ D3DVSD_STREAM(0),
+ D3DVSD_REG(0, D3DVSDT_FLOAT3), // XYZ position
+ D3DVSD_REG(1, D3DVSDT_FLOAT3), // XYZ normal
+ D3DVSD_REG(2, D3DVSDT_D3DCOLOR), // Diffuse color
+ D3DVSD_REG(3, D3DVSDT_D3DCOLOR), // Specular color
+ D3DVSD_REG(4, D3DVSDT_FLOAT2), // 2D texture unit 0
+ D3DVSD_REG(5, D3DVSDT_FLOAT2), // 2D texture unit 1
+ D3DVSD_END()
+};
+
+// Vertex Shader for two-sided lighting
+static char *szTwoSidedLightingVS =
+// This is a test shader!
+"vs.1.0\n"
+"m4x4 oPos,v0,c0\n"
+"mov oD0,v2\n"
+"mov oD1,v3\n"
+"mov oT0,v4\n"
+"mov oT1,v5\n"
+;
+*/
+//---------------------------------------------------------------------------
+//---------------------------------------------------------------------------
+
+typedef struct {
+// HINSTANCE hD3D8DLL; // Handle to d3d8.dll
+// FNDIRECT3DCREATE7 fnDirect3DCreate7; // Direct3DCreate8 function prototype
+// BOOL bDirect3D; // Persistant Direct3D7 exists
+// BOOL bDirect3DDevice; // Persistant Direct3DDevice7 exists
+// IDirect3D7 *pD3D; // Persistant Direct3D7
+// IDirect3DDevice7 *pDev; // Persistant Direct3DDevice7
+ BOOL bD3DXStarted;
+} GLD_dx7_globals;
+
+// These are "global" to all DX7 contexts. KeithH
+static GLD_dx7_globals dx7Globals;
+
+// Added for correct clipping of multiple open windows. (DaveM)
+LPDIRECTDRAWSURFACE7 lpDDSPrimary = NULL;
+LPDIRECTDRAWCLIPPER lpDDClipper = NULL;
+
+//---------------------------------------------------------------------------
+//---------------------------------------------------------------------------
+
+BOOL gldGetDXErrorString_DX(
+ HRESULT hr,
+ char *buf,
+ int nBufSize)
+{
+ //
+ // Return a string describing the input HRESULT error code
+ //
+
+ D3DXGetErrorString(hr, nBufSize, buf);
+ return TRUE;
+}
+
+//---------------------------------------------------------------------------
+//
+// DX7 does not support multisample
+/*
+static D3DMULTISAMPLE_TYPE _gldGetDeviceMultiSampleType(
+ IDirect3D8 *pD3D8,
+ D3DFORMAT SurfaceFormat,
+ D3DDEVTYPE d3dDevType,
+ BOOL Windowed)
+{
+ int i;
+ HRESULT hr;
+
+ if (glb.dwMultisample == GLDS_MULTISAMPLE_NONE)
+ return D3DMULTISAMPLE_NONE;
+
+ if (glb.dwMultisample == GLDS_MULTISAMPLE_FASTEST) {
+ // Find fastest multisample
+ for (i=2; i<17; i++) {
+ hr = IDirect3D8_CheckDeviceMultiSampleType(
+ pD3D8,
+ glb.dwAdapter,
+ d3dDevType,
+ SurfaceFormat,
+ Windowed,
+ (D3DMULTISAMPLE_TYPE)i);
+ if (SUCCEEDED(hr)) {
+ return (D3DMULTISAMPLE_TYPE)i;
+ }
+ }
+ } else {
+ // Find nicest multisample
+ for (i=16; i>1; i--) {
+ hr = IDirect3D8_CheckDeviceMultiSampleType(
+ pD3D8,
+ glb.dwAdapter,
+ d3dDevType,
+ SurfaceFormat,
+ Windowed,
+ (D3DMULTISAMPLE_TYPE)i);
+ if (SUCCEEDED(hr)) {
+ return (D3DMULTISAMPLE_TYPE)i;
+ }
+ }
+ }
+
+ // Nothing found - return default
+ return D3DMULTISAMPLE_NONE;
+}
+*/
+//---------------------------------------------------------------------------
+
+void _gldDestroyPrimitiveBuffer(
+ GLD_pb_dx7 *gldVB)
+{
+ SAFE_RELEASE(gldVB->pVB);
+
+ // Sanity check...
+ gldVB->nLines = gldVB->nPoints = gldVB->nTriangles = 0;
+}
+
+//---------------------------------------------------------------------------
+
+HRESULT _gldCreatePrimitiveBuffer(
+ GLcontext *ctx,
+ GLD_driver_dx7 *lpCtx,
+ GLD_pb_dx7 *gldVB)
+{
+ HRESULT hResult;
+ char *szCreateVertexBufferFailed = "CreateVertexBuffer failed";
+ DWORD dwMaxVertices; // Max number of vertices in vertex buffer
+ DWORD dwVBSize; // Total size of vertex buffer
+ D3DVERTEXBUFFERDESC vbdesc;
+
+ // If CVA (Compiled Vertex Array) is used by an OpenGL app, then we
+ // will need enough vertices to cater for Mesa::Const.MaxArrayLockSize.
+ // We'll use IMM_SIZE if it's larger (which it should not be).
+ dwMaxVertices = (IMM_SIZE < MAX_ARRAY_LOCK_SIZE) ? MAX_ARRAY_LOCK_SIZE : IMM_SIZE;
+
+ // Max vertex buffer size limited in DX7. (DaveM)
+ if (dwMaxVertices*9 > D3DMAXNUMVERTICES)
+ dwMaxVertices = D3DMAXNUMVERTICES/9;
+
+ // Now calculate how many vertices to allow for in total
+ // 1 per point, 2 per line, 6 per quad = 9
+ dwVBSize = dwMaxVertices * 9 * gldVB->dwStride;
+
+ vbdesc.dwSize = sizeof(vbdesc);
+ vbdesc.dwCaps = gldVB->dwCreateFlags;
+ vbdesc.dwFVF = gldVB->dwFVF;
+ vbdesc.dwNumVertices = dwMaxVertices * 9;
+
+/* hResult = IDirect3DDevice8_CreateVertexBuffer(
+ lpCtx->pDev,
+ dwVBSize,
+RAgldVB->dwUsage,
+ gldVB->dwFVF,
+ gldVB->dwPool,
+ &gldVB->pVB);*/
+ hResult = IDirect3D7_CreateVertexBuffer(
+ lpCtx->pD3D,
+ &vbdesc,
+ &gldVB->pVB,
+ 0);
+ if (FAILED(hResult)) {
+ ddlogMessage(DDLOG_CRITICAL_OR_WARN, szCreateVertexBufferFailed);
+ return hResult;
+ }
+
+ gldVB->nLines = gldVB->nPoints = gldVB->nTriangles = 0;
+ gldVB->pPoints = gldVB->pLines = gldVB->pTriangles = NULL;
+ gldVB->iFirstLine = dwMaxVertices; // Index of first line in VB
+ gldVB->iFirstTriangle = dwMaxVertices*3; // Index of first triangle in VB
+
+ return S_OK;
+}
+
+//---------------------------------------------------------------------------
+// Function: _gldCreateVertexShaders
+// Create DX8 Vertex Shaders.
+//---------------------------------------------------------------------------
+/*
+void _gldCreateVertexShaders(
+ GLD_driver_dx8 *gld)
+{
+ DWORD dwFlags;
+ LPD3DXBUFFER pVSOpcodeBuffer; // Vertex Shader opcode buffer
+ HRESULT hr;
+
+#ifdef _DEBUG
+ dwFlags = D3DXASM_DEBUG;
+#else
+ dwFlags = 0; // D3DXASM_SKIPVALIDATION;
+#endif
+
+ ddlogMessage(DDLOG_INFO, "Creating shaders...\n");
+
+ // Init the shader handle
+ gld->VStwosidelight.hShader = 0;
+
+ if (gld->d3dCaps8.MaxStreams == 0) {
+ // Lame DX8 driver doesn't support streams
+ // Not fatal, as defaults will be used
+ ddlogMessage(DDLOG_WARN, "Driver doesn't support Vertex Shaders (MaxStreams==0)\n");
+ return;
+ }
+
+ // ** THIS DISABLES VERTEX SHADER SUPPORT **
+// return;
+ // ** THIS DISABLES VERTEX SHADER SUPPORT **
+
+ //
+ // Two-sided lighting
+ //
+
+#if 0
+ //
+ // DEBUGGING: Load shader from a text file
+ //
+ {
+ LPD3DXBUFFER pVSErrorBuffer; // Vertex Shader error buffer
+ hr = D3DXAssembleShaderFromFile(
+ "twoside.vsh",
+ dwFlags,
+ NULL, // No constants
+ &pVSOpcodeBuffer,
+ &pVSErrorBuffer);
+ if (pVSErrorBuffer && pVSErrorBuffer->lpVtbl->GetBufferPointer(pVSErrorBuffer))
+ ddlogMessage(DDLOG_INFO, pVSErrorBuffer->lpVtbl->GetBufferPointer(pVSErrorBuffer));
+ SAFE_RELEASE(pVSErrorBuffer);
+ }
+#else
+ {
+ LPD3DXBUFFER pVSErrorBuffer; // Vertex Shader error buffer
+ // Assemble ascii shader text into shader opcodes
+ hr = D3DXAssembleShader(
+ szTwoSidedLightingVS,
+ strlen(szTwoSidedLightingVS),
+ dwFlags,
+ NULL, // No constants
+ &pVSOpcodeBuffer,
+ &pVSErrorBuffer);
+ if (pVSErrorBuffer && pVSErrorBuffer->lpVtbl->GetBufferPointer(pVSErrorBuffer))
+ ddlogMessage(DDLOG_INFO, pVSErrorBuffer->lpVtbl->GetBufferPointer(pVSErrorBuffer));
+ SAFE_RELEASE(pVSErrorBuffer);
+ }
+#endif
+ if (FAILED(hr)) {
+ ddlogError(DDLOG_WARN, "AssembleShader failed", hr);
+ SAFE_RELEASE(pVSOpcodeBuffer);
+ return;
+ }
+
+// This is for debugging. Remove to enable vertex shaders in HW
+#define _GLD_FORCE_SW_VS 0
+
+ if (_GLD_FORCE_SW_VS) {
+ // _GLD_FORCE_SW_VS should be disabled for Final Release
+ ddlogMessage(DDLOG_SYSTEM, "[Forcing shaders in SW]\n");
+ }
+
+ // Try and create shader in hardware.
+ // NOTE: The D3D Ref device appears to succeed when trying to
+ // create the device in hardware, but later complains
+ // when trying to set it with SetVertexShader(). Go figure.
+ if (_GLD_FORCE_SW_VS || glb.dwDriver == GLDS_DRIVER_REF) {
+ // Don't try and create a hardware shader with the Ref device
+ hr = E_FAIL; // COM error/fail result
+ } else {
+ gld->VStwosidelight.bHardware = TRUE;
+ hr = IDirect3DDevice8_CreateVertexShader(
+ gld->pDev,
+ dwTwoSidedLightingDecl,
+ pVSOpcodeBuffer->lpVtbl->GetBufferPointer(pVSOpcodeBuffer),
+ &gld->VStwosidelight.hShader,
+ 0);
+ }
+ if (FAILED(hr)) {
+ ddlogMessage(DDLOG_INFO, "... HW failed, trying SW...\n");
+ // Failed. Try and create shader for software processing
+ hr = IDirect3DDevice8_CreateVertexShader(
+ gld->pDev,
+ dwTwoSidedLightingDecl,
+ pVSOpcodeBuffer->lpVtbl->GetBufferPointer(pVSOpcodeBuffer),
+ &gld->VStwosidelight.hShader,
+ D3DUSAGE_SOFTWAREPROCESSING);
+ if (FAILED(hr)) {
+ gld->VStwosidelight.hShader = 0; // Sanity check
+ ddlogError(DDLOG_WARN, "CreateVertexShader failed", hr);
+ return;
+ }
+ // Succeeded, but for software processing
+ gld->VStwosidelight.bHardware = FALSE;
+ }
+
+ SAFE_RELEASE(pVSOpcodeBuffer);
+
+ ddlogMessage(DDLOG_INFO, "... OK\n");
+}
+
+//---------------------------------------------------------------------------
+
+void _gldDestroyVertexShaders(
+ GLD_driver_dx8 *gld)
+{
+ if (gld->VStwosidelight.hShader) {
+ IDirect3DDevice8_DeleteVertexShader(gld->pDev, gld->VStwosidelight.hShader);
+ gld->VStwosidelight.hShader = 0;
+ }
+}
+*/
+//---------------------------------------------------------------------------
+
+BOOL gldCreateDrawable_DX(
+ DGL_ctx *ctx,
+// BOOL bDefaultDriver,
+ BOOL bDirectDrawPersistant,
+ BOOL bPersistantBuffers)
+{
+ //
+ // bDirectDrawPersistant: applies to IDirect3D8
+ // bPersistantBuffers: applies to IDirect3DDevice8
+ //
+
+// D3DDEVTYPE d3dDevType;
+// D3DPRESENT_PARAMETERS d3dpp;
+// D3DDISPLAYMODE d3ddm;
+// DWORD dwBehaviourFlags;
+// D3DADAPTER_IDENTIFIER8 d3dIdent;
+
+ HRESULT hr;
+ GLD_driver_dx7 *lpCtx = NULL;
+ D3DX_VIDMODEDESC d3ddm;
+
+ // Parameters for D3DXCreateContextEx
+ // These will be different for fullscreen and windowed
+ DWORD dwDeviceIndex;
+ DWORD dwFlags;
+ HWND hwnd;
+ HWND hwndFocus;
+ DWORD numColorBits;
+ DWORD numAlphaBits;
+ DWORD numDepthBits;
+ DWORD numStencilBits;
+ DWORD numBackBuffers;
+ DWORD dwWidth;
+ DWORD dwHeight;
+ DWORD refreshRate;
+
+ // Error if context is NULL.
+ if (ctx == NULL)
+ return FALSE;
+
+ if (ctx->glPriv) {
+ lpCtx = ctx->glPriv;
+ // Release any existing interfaces (in reverse order)
+ SAFE_RELEASE(lpCtx->pDev);
+ SAFE_RELEASE(lpCtx->pD3D);
+ lpCtx->pD3DXContext->lpVtbl->Release(lpCtx->pD3DXContext);
+ lpCtx->pD3DXContext = NULL;
+ } else {
+ lpCtx = (GLD_driver_dx7*)malloc(sizeof(GLD_driver_dx7));
+ ZeroMemory(lpCtx, sizeof(lpCtx));
+ }
+
+// d3dDevType = (glb.dwDriver == GLDS_DRIVER_HAL) ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF;
+ // Use REF device if requested. Otherwise D3DX_DEFAULT will choose highest level
+ // of HW acceleration.
+ dwDeviceIndex = (glb.dwDriver == GLDS_DRIVER_REF) ? D3DX_HWLEVEL_REFERENCE : D3DX_DEFAULT;
+
+ // TODO: Check this
+// if (bDefaultDriver)
+// d3dDevType = D3DDEVTYPE_REF;
+
+#ifdef _GLD_PERSISTANT
+ // Use persistant interface if needed
+ if (bDirectDrawPersistant && dx7Globals.bDirect3D) {
+ lpCtx->pD3D = dx7Globals.pD3D;
+ IDirect3D7_AddRef(lpCtx->pD3D);
+ goto SkipDirectDrawCreate;
+ }
+#endif
+/*
+ // Create Direct3D7 object
+ lpCtx->pD3D = dx7Globals.fnDirect3DCreate8(D3D_SDK_VERSION_DX8_SUPPORT_WIN95);
+ if (lpCtx->pD3D == NULL) {
+ MessageBox(NULL, "Unable to initialize Direct3D8", "GLDirect", MB_OK);
+ ddlogMessage(DDLOG_CRITICAL_OR_WARN, "Unable to create Direct3D8 interface");
+ nContextError = GLDERR_D3D;
+ goto return_with_error;
+ }
+*/
+
+#ifdef _GLD_PERSISTANT
+ // Cache Direct3D interface for subsequent GLRCs
+ if (bDirectDrawPersistant && !dx8Globals.bDirect3D) {
+ dx7Globals.pD3D = lpCtx->pD3D;
+ IDirect3D7_AddRef(dx7Globals.pD3D);
+ dx7Globals.bDirect3D = TRUE;
+ }
+SkipDirectDrawCreate:
+#endif
+/*
+ // Get the display mode so we can make a compatible backbuffer
+ hResult = IDirect3D8_GetAdapterDisplayMode(lpCtx->pD3D, glb.dwAdapter, &d3ddm);
+ if (FAILED(hResult)) {
+ nContextError = GLDERR_D3D;
+ goto return_with_error;
+ }
+*/
+
+#if 0
+ // Get device caps
+ hResult = IDirect3D8_GetDeviceCaps(lpCtx->pD3D, glb.dwAdapter, d3dDevType, &lpCtx->d3dCaps8);
+ if (FAILED(hResult)) {
+ ddlogError(DDLOG_CRITICAL_OR_WARN, "IDirect3D8_GetDeviceCaps failed", hResult);
+ nContextError = GLDERR_D3D;
+ goto return_with_error;
+ }
+
+ // Check for hardware transform & lighting
+ lpCtx->bHasHWTnL = lpCtx->d3dCaps8.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT ? TRUE : FALSE;
+
+ // If this flag is present then we can't default to Mesa
+ // SW rendering between BeginScene() and EndScene().
+ if (lpCtx->d3dCaps8.Caps2 & D3DCAPS2_NO2DDURING3DSCENE) {
+ ddlogMessage(DDLOG_WARN,
+ "Warning : No 2D allowed during 3D scene.\n");
+ }
+#endif
+
+ //
+ // Create the Direct3D context
+ //
+
+#ifdef _GLD_PERSISTANT
+ // Re-use original IDirect3DDevice if persistant buffers exist.
+ // Note that we test for persistant IDirect3D8 as well
+ // bDirectDrawPersistant == persistant IDirect3D8 (DirectDraw8 does not exist)
+ if (bDirectDrawPersistant && bPersistantBuffers && dx7Globals.pD3D && dx7Globals.pDev) {
+ lpCtx->pDev = dx7Globals.pDev;
+ IDirect3DDevice7_AddRef(dx7Globals.pDev);
+ goto skip_direct3ddevice_create;
+ }
+#endif
+/*
+ // Clear the presentation parameters (sets all members to zero)
+ ZeroMemory(&d3dpp, sizeof(d3dpp));
+
+ // Recommended by MS; needed for MultiSample.
+ // Be careful if altering this for FullScreenBlit
+ d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
+
+ d3dpp.BackBufferFormat = d3ddm.Format;
+ d3dpp.BackBufferCount = 1;
+ d3dpp.MultiSampleType = _gldGetDeviceMultiSampleType(lpCtx->pD3D, d3ddm.Format, d3dDevType, !ctx->bFullscreen);
+ d3dpp.AutoDepthStencilFormat = ctx->lpPF->dwDriverData;
+ d3dpp.EnableAutoDepthStencil = (d3dpp.AutoDepthStencilFormat == D3DFMT_UNKNOWN) ? FALSE : TRUE;
+
+ if (ctx->bFullscreen) {
+ ddlogWarnOption(FALSE); // Don't popup any messages in fullscreen
+ d3dpp.Windowed = FALSE;
+ d3dpp.BackBufferWidth = d3ddm.Width;
+ d3dpp.BackBufferHeight = d3ddm.Height;
+ d3dpp.hDeviceWindow = ctx->hWnd;
+ d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
+
+ // Support for vertical retrace synchronisation.
+ // Set default presentation interval in case caps bits are missing
+ d3dpp.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
+ if (glb.bWaitForRetrace) {
+ if (lpCtx->d3dCaps8.PresentationIntervals & D3DPRESENT_INTERVAL_ONE)
+ d3dpp.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_ONE;
+ } else {
+ if (lpCtx->d3dCaps8.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE)
+ d3dpp.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
+ }
+ } else {
+ ddlogWarnOption(glb.bMessageBoxWarnings); // OK to popup messages
+ d3dpp.Windowed = TRUE;
+ d3dpp.BackBufferWidth = ctx->dwWidth;
+ d3dpp.BackBufferHeight = ctx->dwHeight;
+ d3dpp.hDeviceWindow = ctx->hWnd;
+ d3dpp.FullScreen_RefreshRateInHz = 0;
+ // FullScreen_PresentationInterval must be default for Windowed mode
+ d3dpp.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
+ }
+
+ // Decide if we can use hardware TnL
+ dwBehaviourFlags = (lpCtx->bHasHWTnL) ?
+ D3DCREATE_MIXED_VERTEXPROCESSING : D3DCREATE_SOFTWARE_VERTEXPROCESSING;
+ // Add flag to tell D3D to be thread-safe
+ if (glb.bMultiThreaded)
+ dwBehaviourFlags |= D3DCREATE_MULTITHREADED;
+ hResult = IDirect3D8_CreateDevice(lpCtx->pD3D,
+ glb.dwAdapter,
+ d3dDevType,
+ ctx->hWnd,
+ dwBehaviourFlags,
+ &d3dpp,
+ &lpCtx->pDev);
+ if (FAILED(hResult)) {
+ ddlogError(DDLOG_CRITICAL_OR_WARN, "IDirect3D8_CreateDevice failed", hResult);
+ nContextError = GLDERR_D3D;
+ goto return_with_error;
+ }
+*/
+
+ // Create D3DX context
+ if (ctx->bFullscreen) {
+ //
+ // FULLSCREEN
+ //
+
+ // Get display mode
+ D3DXGetCurrentVideoMode(D3DX_DEFAULT, &d3ddm);
+
+ // Fullscreen Parameters
+ dwFlags = D3DX_CONTEXT_FULLSCREEN;
+ hwnd = ctx->hWnd;
+ hwndFocus = ctx->hWnd;
+ numColorBits = ctx->lpPF->pfd.cColorBits;
+ numAlphaBits = ctx->lpPF->pfd.cAlphaBits;
+ numDepthBits = ctx->lpPF->pfd.cDepthBits + ctx->lpPF->pfd.cStencilBits;
+ numStencilBits = ctx->lpPF->pfd.cStencilBits;
+ numBackBuffers = D3DX_DEFAULT; // Default is 1 backbuffer
+ dwWidth = d3ddm.width;
+ dwHeight = d3ddm.height;
+ refreshRate = d3ddm.refreshRate; // D3DX_DEFAULT;
+ } else {
+ //
+ // WINDOWED
+ //
+
+ // Windowed Parameters
+ dwFlags = 0; // No flags means "windowed"
+ hwnd = ctx->hWnd;
+ hwndFocus = (HWND)D3DX_DEFAULT;
+ numColorBits = D3DX_DEFAULT; // Use Desktop depth
+ numAlphaBits = ctx->lpPF->pfd.cAlphaBits;
+ numDepthBits = ctx->lpPF->pfd.cDepthBits + ctx->lpPF->pfd.cStencilBits;
+ numStencilBits = ctx->lpPF->pfd.cStencilBits;
+ numBackBuffers = D3DX_DEFAULT; // Default is 1 backbuffer
+ dwWidth = ctx->dwWidth;
+ dwHeight = ctx->dwHeight;
+ refreshRate = D3DX_DEFAULT;
+ }
+ hr = D3DXCreateContextEx(dwDeviceIndex, dwFlags, hwnd, hwndFocus,
+ numColorBits, numAlphaBits, numDepthBits, numStencilBits,
+ numBackBuffers,
+ dwWidth, dwHeight, refreshRate,
+ &lpCtx->pD3DXContext);
+ if (FAILED(hr)) {
+ ddlogError(DDLOG_CRITICAL_OR_WARN, "D3DXCreateContextEx failed", hr);
+ nContextError = GLDERR_D3D;
+ goto return_with_error;
+ }
+
+ // Obtain D3D7 interfaces from ID3DXContext
+// lpCtx->pDD = ID3DXContext_GetDD(lpCtx->pD3DXContext);
+ lpCtx->pDD = lpCtx->pD3DXContext->lpVtbl->GetDD(lpCtx->pD3DXContext);
+ if (lpCtx->pDD == NULL)
+ goto return_with_error;
+ lpCtx->pD3D = lpCtx->pD3DXContext->lpVtbl->GetD3D(lpCtx->pD3DXContext);
+ if (lpCtx->pD3D == NULL)
+ goto return_with_error;
+ lpCtx->pDev = lpCtx->pD3DXContext->lpVtbl->GetD3DDevice(lpCtx->pD3DXContext);
+ if (lpCtx->pDev == NULL)
+ goto return_with_error;
+
+ // Need to manage clipper manually for multiple windows
+ // since DX7 D3DX utility lib does not appear to do that. (DaveM)
+ if (!ctx->bFullscreen) {
+ // Get primary surface too
+ lpDDSPrimary = lpCtx->pD3DXContext->lpVtbl->GetPrimary(lpCtx->pD3DXContext);
+ if (lpDDSPrimary == NULL) {
+ ddlogPrintf(DDLOG_WARN, "GetPrimary");
+ goto return_with_error;
+ }
+ // Create clipper for correct window updates
+ if (IDirectDraw7_CreateClipper(lpCtx->pDD, 0, &lpDDClipper, NULL) != DD_OK) {
+ ddlogPrintf(DDLOG_WARN, "CreateClipper");
+ goto return_with_error;
+ }
+ // Set the window that the clipper belongs to
+ if (IDirectDrawClipper_SetHWnd(lpDDClipper, 0, hwnd) != DD_OK) {
+ ddlogPrintf(DDLOG_WARN, "SetHWnd");
+ goto return_with_error;
+ }
+ // Attach the clipper to the primary surface
+ if (IDirectDrawSurface7_SetClipper(lpDDSPrimary, lpDDClipper) != DD_OK) {
+ ddlogPrintf(DDLOG_WARN, "SetClipper");
+ goto return_with_error;
+ }
+ }
+
+ // Get device caps
+ IDirect3DDevice7_GetCaps(lpCtx->pDev, &lpCtx->d3dCaps);
+
+ // Determine HW TnL
+ lpCtx->bHasHWTnL = lpCtx->d3dCaps.dwDevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT ? TRUE : FALSE;
+
+#ifdef _GLD_PERSISTANT
+ if (bDirectDrawPersistant && bPersistantBuffers && dx7Globals.pD3D) {
+ dx7Globals.pDev = lpCtx->pDev;
+ dx7Globals.bDirect3DDevice = TRUE;
+ }
+#endif
+
+#if 0
+ // Dump some useful stats
+ hResult = IDirect3D8_GetAdapterIdentifier(
+ lpCtx->pD3D,
+ glb.dwAdapter,
+ D3DENUM_NO_WHQL_LEVEL, // Avoids 1 to 2 second delay
+ &d3dIdent);
+ if (SUCCEEDED(hResult)) {
+ ddlogPrintf(DDLOG_INFO, "[Driver Description: %s]", &d3dIdent.Description);
+ ddlogPrintf(DDLOG_INFO, "[Driver file: %s %d.%d.%02d.%d]",
+ d3dIdent.Driver,
+ HIWORD(d3dIdent.DriverVersion.HighPart),
+ LOWORD(d3dIdent.DriverVersion.HighPart),
+ HIWORD(d3dIdent.DriverVersion.LowPart),
+ LOWORD(d3dIdent.DriverVersion.LowPart));
+ ddlogPrintf(DDLOG_INFO, "[VendorId: 0x%X, DeviceId: 0x%X, SubSysId: 0x%X, Revision: 0x%X]",
+ d3dIdent.VendorId, d3dIdent.DeviceId, d3dIdent.SubSysId, d3dIdent.Revision);
+ }
+#endif
+
+ // Init projection matrix for D3D TnL
+ D3DXMatrixIdentity((D3DXMATRIX*)&lpCtx->matProjection);
+ lpCtx->matModelView = lpCtx->matProjection;
+// gld->bUseMesaProjection = TRUE;
+
+skip_direct3ddevice_create:
+
+ // Create buffers to hold primitives
+ lpCtx->PB2d.dwFVF = GLD_FVF_2D_VERTEX;
+// lpCtx->PB2d.dwPool = D3DPOOL_SYSTEMMEM;
+ lpCtx->PB2d.dwStride = sizeof(GLD_2D_VERTEX);
+ lpCtx->PB2d.dwCreateFlags = D3DVBCAPS_DONOTCLIP |
+ D3DVBCAPS_SYSTEMMEMORY |
+ D3DVBCAPS_WRITEONLY;
+ hr = _gldCreatePrimitiveBuffer(ctx->glCtx, lpCtx, &lpCtx->PB2d);
+ if (FAILED(hr))
+ goto return_with_error;
+
+ lpCtx->PB3d.dwFVF = GLD_FVF_3D_VERTEX;
+// lpCtx->PB3d.dwPool = D3DPOOL_DEFAULT;
+ lpCtx->PB3d.dwStride = sizeof(GLD_3D_VERTEX);
+ lpCtx->PB3d.dwCreateFlags = D3DVBCAPS_WRITEONLY;
+
+ hr = _gldCreatePrimitiveBuffer(ctx->glCtx, lpCtx, &lpCtx->PB3d);
+ if (FAILED(hr))
+ goto return_with_error;
+
+ // Zero the pipeline usage counters
+ lpCtx->PipelineUsage.qwMesa.QuadPart =
+// lpCtx->PipelineUsage.dwD3D2SVS.QuadPart =
+ lpCtx->PipelineUsage.qwD3DFVF.QuadPart = 0;
+
+ // Assign drawable to GL private
+ ctx->glPriv = lpCtx;
+ return TRUE;
+
+return_with_error:
+ // Clean up and bail
+ _gldDestroyPrimitiveBuffer(&lpCtx->PB3d);
+ _gldDestroyPrimitiveBuffer(&lpCtx->PB2d);
+
+ SAFE_RELEASE(lpCtx->pDev);
+ SAFE_RELEASE(lpCtx->pD3D);
+ //SAFE_RELEASE(lpCtx->pD3DXContext);
+ lpCtx->pD3DXContext->lpVtbl->Release(lpCtx->pD3DXContext);
+ return FALSE;
+}
+
+//---------------------------------------------------------------------------
+
+BOOL gldResizeDrawable_DX(
+ DGL_ctx *ctx,
+ BOOL bDefaultDriver,
+ BOOL bPersistantInterface,
+ BOOL bPersistantBuffers)
+{
+ GLD_driver_dx7 *gld = NULL;
+// D3DDEVTYPE d3dDevType;
+// D3DPRESENT_PARAMETERS d3dpp;
+// D3DDISPLAYMODE d3ddm;
+ D3DX_VIDMODEDESC d3ddm;
+ HRESULT hr;
+ DWORD dwWidth, dwHeight;
+
+ // Error if context is NULL.
+ if (ctx == NULL)
+ return FALSE;
+
+ gld = ctx->glPriv;
+ if (gld == NULL)
+ return FALSE;
+
+ if (ctx->bSceneStarted) {
+ IDirect3DDevice7_EndScene(gld->pDev);
+ ctx->bSceneStarted = FALSE;
+ }
+/*
+ d3dDevType = (glb.dwDriver == GLDS_DRIVER_HAL) ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF;
+ if (!bDefaultDriver)
+ d3dDevType = D3DDEVTYPE_REF; // Force Direct3D Reference Rasterise (software)
+
+ // Get the display mode so we can make a compatible backbuffer
+ hResult = IDirect3D8_GetAdapterDisplayMode(gld->pD3D, glb.dwAdapter, &d3ddm);
+ if (FAILED(hResult)) {
+ nContextError = GLDERR_D3D;
+// goto return_with_error;
+ return FALSE;
+ }
+*/
+ // Release objects before Reset()
+ _gldDestroyPrimitiveBuffer(&gld->PB3d);
+ _gldDestroyPrimitiveBuffer(&gld->PB2d);
+
+/*
+ // Clear the presentation parameters (sets all members to zero)
+ ZeroMemory(&d3dpp, sizeof(d3dpp));
+
+ // Recommended by MS; needed for MultiSample.
+ // Be careful if altering this for FullScreenBlit
+ d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
+
+ d3dpp.BackBufferFormat = d3ddm.Format;
+ d3dpp.BackBufferCount = 1;
+ d3dpp.MultiSampleType = _gldGetDeviceMultiSampleType(gld->pD3D, d3ddm.Format, d3dDevType, !ctx->bFullscreen);
+ d3dpp.AutoDepthStencilFormat = ctx->lpPF->dwDriverData;
+ d3dpp.EnableAutoDepthStencil = (d3dpp.AutoDepthStencilFormat == D3DFMT_UNKNOWN) ? FALSE : TRUE;
+
+ // TODO: Sync to refresh
+
+ if (ctx->bFullscreen) {
+ ddlogWarnOption(FALSE); // Don't popup any messages in fullscreen
+ d3dpp.Windowed = FALSE;
+ d3dpp.BackBufferWidth = d3ddm.Width;
+ d3dpp.BackBufferHeight = d3ddm.Height;
+ d3dpp.hDeviceWindow = ctx->hWnd;
+ d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
+ d3dpp.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
+ // Get better benchmark results? KeithH
+// d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_UNLIMITED;
+ } else {
+ ddlogWarnOption(glb.bMessageBoxWarnings); // OK to popup messages
+ d3dpp.Windowed = TRUE;
+ d3dpp.BackBufferWidth = ctx->dwWidth;
+ d3dpp.BackBufferHeight = ctx->dwHeight;
+ d3dpp.hDeviceWindow = ctx->hWnd;
+ d3dpp.FullScreen_RefreshRateInHz = 0;
+ d3dpp.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
+ }
+ hResult = IDirect3DDevice8_Reset(gld->pDev, &d3dpp);
+ if (FAILED(hResult)) {
+ ddlogError(DDLOG_CRITICAL_OR_WARN, "dglResize: Reset failed", hResult);
+ return FALSE;
+ //goto cleanup_and_return_with_error;
+ }
+*/
+ // Obtain dimensions of 'window'
+ if (ctx->bFullscreen) {
+ D3DXGetCurrentVideoMode(D3DX_DEFAULT, &d3ddm);
+ dwWidth = d3ddm.width;
+ dwHeight = d3ddm.height;
+ } else {
+ dwWidth = ctx->dwWidth;
+ dwHeight = ctx->dwHeight;
+ }
+
+ // Resize context
+ hr = gld->pD3DXContext->lpVtbl->Resize(gld->pD3DXContext, dwWidth, dwHeight);
+ if (FAILED(hr)) {
+ ddlogError(DDLOG_CRITICAL_OR_WARN, "gldResizeDrawable_DX: Resize failed", hr);
+ return FALSE;
+ }
+
+ // Clear the resized surface (DaveM)
+ {
+ D3DVIEWPORT7 vp1, vp2;
+ IDirect3DDevice7_GetViewport(gld->pDev, &vp1);
+ IDirect3DDevice7_GetViewport(gld->pDev, &vp2);
+ vp2.dwX = 0;
+ vp2.dwY = 0;
+ vp2.dwWidth = dwWidth;
+ vp2.dwHeight = dwHeight;
+ IDirect3DDevice7_SetViewport(gld->pDev, &vp2);
+ hr = gld->pD3DXContext->lpVtbl->Clear(gld->pD3DXContext, D3DCLEAR_TARGET);
+ if (FAILED(hr))
+ ddlogError(DDLOG_WARN, "gldResizeDrawable_DX: Clear failed", hr);
+ IDirect3DDevice7_SetViewport(gld->pDev, &vp1);
+ }
+
+ //
+ // Recreate objects
+ //
+ _gldCreatePrimitiveBuffer(ctx->glCtx, gld, &gld->PB2d);
+ _gldCreatePrimitiveBuffer(ctx->glCtx, gld, &gld->PB3d);
+
+ // Signal a complete state update
+ ctx->glCtx->Driver.UpdateState(ctx->glCtx, _NEW_ALL);
+
+ // Begin a new scene
+ IDirect3DDevice7_BeginScene(gld->pDev);
+ ctx->bSceneStarted = TRUE;
+
+ return TRUE;
+}
+
+//---------------------------------------------------------------------------
+
+BOOL gldDestroyDrawable_DX(
+ DGL_ctx *ctx)
+{
+ GLD_driver_dx7 *lpCtx = NULL;
+
+ // Error if context is NULL.
+ if (!ctx)
+ return FALSE;
+
+ // Error if the drawable does not exist.
+ if (!ctx->glPriv)
+ return FALSE;
+
+ lpCtx = ctx->glPriv;
+
+#ifdef _DEBUG
+ // Dump out stats
+ ddlogPrintf(DDLOG_SYSTEM, "Usage: M:0x%X%X, D:0x%X%X",
+ lpCtx->PipelineUsage.qwMesa.HighPart,
+ lpCtx->PipelineUsage.qwMesa.LowPart,
+ lpCtx->PipelineUsage.qwD3DFVF.HighPart,
+ lpCtx->PipelineUsage.qwD3DFVF.LowPart);
+#endif
+
+ // Destroy Primtive Buffers
+ _gldDestroyPrimitiveBuffer(&lpCtx->PB3d);
+ _gldDestroyPrimitiveBuffer(&lpCtx->PB2d);
+
+ // Release DX interfaces (in reverse order)
+ SAFE_RELEASE(lpCtx->pDev);
+ SAFE_RELEASE(lpCtx->pD3D);
+ //SAFE_RELEASE(lpCtx->pD3DXContext);
+ lpCtx->pD3DXContext->lpVtbl->Release(lpCtx->pD3DXContext);
+
+ // Free the private drawable data
+ free(ctx->glPriv);
+ ctx->glPriv = NULL;
+
+ return TRUE;
+}
+
+//---------------------------------------------------------------------------
+
+BOOL gldCreatePrivateGlobals_DX(void)
+{
+/*
+ ZeroMemory(&dx7Globals, sizeof(dx7Globals));
+
+ // Load d3d8.dll
+ dx8Globals.hD3D8DLL = LoadLibrary("D3D8.DLL");
+ if (dx8Globals.hD3D8DLL == NULL)
+ return FALSE;
+
+ // Now try and obtain Direct3DCreate8
+ dx8Globals.fnDirect3DCreate8 = (FNDIRECT3DCREATE8)GetProcAddress(dx8Globals.hD3D8DLL, "Direct3DCreate8");
+ if (dx8Globals.fnDirect3DCreate8 == NULL) {
+ FreeLibrary(dx8Globals.hD3D8DLL);
+ return FALSE;
+ }
+*/
+
+ // Initialise D3DX
+ return FAILED(D3DXInitialize()) ? FALSE : TRUE;
+}
+
+//---------------------------------------------------------------------------
+
+BOOL gldDestroyPrivateGlobals_DX(void)
+{
+/*
+ if (dx7Globals.bDirect3DDevice) {
+ SAFE_RELEASE(dx7Globals.pDev);
+ dx7Globals.bDirect3DDevice = FALSE;
+ }
+ if (dx7Globals.bDirect3D) {
+ SAFE_RELEASE(dx7Globals.pD3D);
+ dx7Globals.bDirect3D = FALSE;
+ }
+
+ FreeLibrary(dx8Globals.hD3D8DLL);
+ dx8Globals.hD3D8DLL = NULL;
+ dx8Globals.fnDirect3DCreate8 = NULL;
+*/
+ return FAILED(D3DXUninitialize()) ? FALSE : TRUE;
+}
+
+//---------------------------------------------------------------------------
+
+static void _BitsFromDisplayFormat(
+ D3DX_SURFACEFORMAT fmt,
+ BYTE *cColorBits,
+ BYTE *cRedBits,
+ BYTE *cGreenBits,
+ BYTE *cBlueBits,
+ BYTE *cAlphaBits)
+{
+ switch (fmt) {
+/* case D3DX_SF_X1R5G5B5:
+ *cColorBits = 16;
+ *cRedBits = 5;
+ *cGreenBits = 5;
+ *cBlueBits = 5;
+ *cAlphaBits = 0;
+ return;*/
+ case D3DX_SF_R5G5B5:
+ *cColorBits = 16;
+ *cRedBits = 5;
+ *cGreenBits = 5;
+ *cBlueBits = 5;
+ *cAlphaBits = 0;
+ return;
+ case D3DX_SF_R5G6B5:
+ *cColorBits = 16;
+ *cRedBits = 5;
+ *cGreenBits = 6;
+ *cBlueBits = 5;
+ *cAlphaBits = 0;
+ return;
+ case D3DX_SF_X8R8G8B8:
+ *cColorBits = 32;
+ *cRedBits = 8;
+ *cGreenBits = 8;
+ *cBlueBits = 8;
+ *cAlphaBits = 0;
+ return;
+ case D3DX_SF_A8R8G8B8:
+ *cColorBits = 32;
+ *cRedBits = 8;
+ *cGreenBits = 8;
+ *cBlueBits = 8;
+ *cAlphaBits = 8;
+ return;
+ }
+
+ // Should not get here!
+ *cColorBits = 32;
+ *cRedBits = 8;
+ *cGreenBits = 8;
+ *cBlueBits = 8;
+ *cAlphaBits = 0;
+}
+
+//---------------------------------------------------------------------------
+
+static void _BitsFromDepthStencilFormat(
+ D3DX_SURFACEFORMAT fmt,
+ BYTE *cDepthBits,
+ BYTE *cStencilBits)
+{
+ // NOTE: GL expects either 32 or 16 as depth bits.
+ switch (fmt) {
+ case D3DX_SF_Z16S0:
+ *cDepthBits = 16;
+ *cStencilBits = 0;
+ return;
+ case D3DX_SF_Z32S0:
+ *cDepthBits = 32;
+ *cStencilBits = 0;
+ return;
+ case D3DX_SF_Z15S1:
+ *cDepthBits = 15;
+ *cStencilBits = 1;
+ return;
+ case D3DX_SF_Z24S8:
+ *cDepthBits = 24;
+ *cStencilBits = 8;
+ return;
+ case D3DX_SF_S1Z15:
+ *cDepthBits = 15;
+ *cStencilBits = 1;
+ return;
+ case D3DX_SF_S8Z24:
+ *cDepthBits = 24;
+ *cStencilBits = 8;
+ return;
+ }
+}
+
+//---------------------------------------------------------------------------
+/*
+BOOL GLD_CheckDepthStencilMatch(
+ DWORD dwDeviceIndex,
+ D3DX_SURFACEFORMAT sfWant)
+{
+ // Emulate function built in to DX9
+ D3DX_SURFACEFORMAT sfFound;
+ int i;
+ int nFormats = D3DXGetMaxSurfaceFormats(dwDeviceIndex, NULL, D3DX_SC_DEPTHBUFFER);
+ if (nFormats) {
+ for (i=0; i<nFormats; i++) {
+ D3DXGetSurfaceFormat(dwDeviceIndex, NULL, D3DX_SC_DEPTHBUFFER, i, &sfFound); }
+ if (sfFound == sfWant)
+ return TRUE;
+ }
+
+ return FALSE;
+}
+*/
+//---------------------------------------------------------------------------
+
+D3DX_SURFACEFORMAT _gldFindCompatibleDepthStencilFormat(
+ DWORD dwDeviceIndex)
+{
+ // Jump through some hoops...
+
+ ID3DXContext *pD3DXContext = NULL;
+ IDirectDrawSurface7 *pZBuffer = NULL;
+ DDPIXELFORMAT ddpf;
+ HWND hWnd;
+
+ // Get an HWND - use Desktop's
+ hWnd = GetDesktopWindow();
+
+ // Create a fully specified default context.
+ D3DXCreateContextEx(dwDeviceIndex, 0, hWnd, (HWND)D3DX_DEFAULT,
+ D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT,
+ D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT,
+ &pD3DXContext);
+
+ // Obtain depth buffer that was created in context
+ pZBuffer = pD3DXContext->lpVtbl->GetZBuffer(pD3DXContext);
+
+ // Get pixel format of depth buffer
+ ddpf.dwSize = sizeof(ddpf);
+ pZBuffer->lpVtbl->GetPixelFormat(pZBuffer, &ddpf);
+ // Done with surface - release it
+ pZBuffer->lpVtbl->Release(pZBuffer);
+
+ // Done with D3DX context
+ pD3DXContext->lpVtbl->Release(pD3DXContext);
+
+ // Convert and return
+ return D3DXMakeSurfaceFormat(&ddpf);
+}
+
+//---------------------------------------------------------------------------
+
+BOOL gldBuildPixelformatList_DX(void)
+{
+ D3DX_DEVICEDESC d3dxdd;
+ D3DX_VIDMODEDESC d3ddm;
+ D3DX_SURFACEFORMAT fmt[64]; // 64 should be enough...
+ DWORD dwDeviceIndex;
+ DWORD surfClassFlags;
+// IDirect3D7 *pD3D = NULL;
+ HRESULT hr;
+ int nSupportedFormats = 0; // Total formats
+ int nDepthOnlyFormats = 0;
+ int nDepthStencilFormats = 0;
+ int i;
+ DGL_pixelFormat *pPF;
+ BYTE cColorBits, cRedBits, cGreenBits, cBlueBits, cAlphaBits;
+// char buf[128];
+// char cat[8];
+
+ // Direct3D (SW or HW)
+ // These are arranged so that 'best' pixelformat
+ // is higher in the list (for ChoosePixelFormat).
+/* const D3DFORMAT DepthStencil[4] = {
+ D3DX_SF_Z16S0, //D3DX_SF_D16,
+ D3DX_SF_Z15S1, //D3DX_SF_D15S1,
+ D3DX_SF_Z32S0, //D3DX_SF_D32,
+ D3DX_SF_Z24S8, //D3DX_SF_D24S8,
+ //D3DX_SF_D24X8,
+ //D3DX_SF_D24X4S4,
+ };*/
+
+ // Dump DX version
+ ddlogMessage(GLDLOG_SYSTEM, "DirectX Version : 7.0\n");
+
+ // Release any existing pixelformat list
+ if (glb.lpPF) {
+ free(glb.lpPF);
+ }
+
+ glb.nPixelFormatCount = 0;
+ glb.lpPF = NULL;
+
+ //
+ // Pixelformats for Direct3D (SW or HW) rendering
+ //
+
+ dwDeviceIndex = (glb.dwDriver == GLDS_DRIVER_REF) ? D3DX_HWLEVEL_REFERENCE : D3DX_DEFAULT;
+
+ // Dump description
+ D3DXGetDeviceDescription(dwDeviceIndex, &d3dxdd);
+ ddlogPrintf(GLDLOG_SYSTEM, "Device: %s", d3dxdd.driverDesc);
+
+ // Get display mode
+ D3DXGetCurrentVideoMode(D3DX_DEFAULT, &d3ddm);
+
+#if 0
+ // Phooey - this don't work...
+/*
+ // Since D3DXGetMaxSurfaceFormats() can lie to us, we'll need a workaround.
+ // Explicitly test for matching depth/stencil to display bpp.
+ if (d3ddm.bpp <= 16) {
+ if (GLD_CheckDepthStencilMatch(dwDeviceIndex, D3DX_SF_Z16S0))
+ fmt[nSupportedFormats++] = D3DX_SF_Z16S0;
+ if (GLD_CheckDepthStencilMatch(dwDeviceIndex, D3DX_SF_Z15S1))
+ fmt[nSupportedFormats++] = D3DX_SF_Z15S1;
+ if (GLD_CheckDepthStencilMatch(dwDeviceIndex, D3DX_SF_S1Z15))
+ fmt[nSupportedFormats++] = D3DX_SF_S1Z15;
+ // Didn't find anything? Try default
+ if (nSupportedFormats == 0) {
+ if (GLD_CheckDepthStencilMatch(dwDeviceIndex, D3DX_SF_Z32S0))
+ fmt[nSupportedFormats++] = D3DX_SF_Z32S0;
+ }
+ } else {
+ if (GLD_CheckDepthStencilMatch(dwDeviceIndex, D3DX_SF_Z32S0))
+ fmt[nSupportedFormats++] = D3DX_SF_Z32S0;
+ if (GLD_CheckDepthStencilMatch(dwDeviceIndex, D3DX_SF_Z24S8))
+ fmt[nSupportedFormats++] = D3DX_SF_Z24S8;
+ if (GLD_CheckDepthStencilMatch(dwDeviceIndex, D3DX_SF_S8Z24))
+ fmt[nSupportedFormats++] = D3DX_SF_S8Z24;
+ // Didn't find anything? Try default
+ if (nSupportedFormats == 0) {
+ if (GLD_CheckDepthStencilMatch(dwDeviceIndex, D3DX_SF_Z16S0))
+ fmt[nSupportedFormats++] = D3DX_SF_Z16S0;
+ }
+ }
+*/
+ // Go the Whole Hog...
+ fmt[nSupportedFormats++] = _gldFindCompatibleDepthStencilFormat(dwDeviceIndex);
+#else
+ //
+ // Depth buffer formats WITHOUT stencil
+ //
+ surfClassFlags = D3DX_SC_DEPTHBUFFER;
+ nDepthOnlyFormats = D3DXGetMaxSurfaceFormats(dwDeviceIndex, NULL, surfClassFlags);
+ //
+ // Depth buffer formats WITH stencil
+ //
+ surfClassFlags = D3DX_SC_DEPTHBUFFER | D3DX_SC_STENCILBUFFER;
+ nDepthStencilFormats = D3DXGetMaxSurfaceFormats(dwDeviceIndex, NULL, surfClassFlags);
+
+ // Work out how many formats we have in total
+ if ((nDepthOnlyFormats + nDepthStencilFormats) == 0)
+ return FALSE; // Bail: no compliant pixelformats
+
+ // Get depth buffer formats WITHOUT stencil
+ surfClassFlags = D3DX_SC_DEPTHBUFFER;
+ for (i=0; i<nDepthOnlyFormats; i++) {
+ D3DXGetSurfaceFormat(dwDeviceIndex, NULL, surfClassFlags, i, &fmt[nSupportedFormats++]);
+ }
+ // NOTE: For some reason we already get stencil formats when only specifying D3DX_SC_DEPTHBUFFER
+ /*
+ // Get depth buffer formats WITH stencil
+ surfClassFlags = D3DX_SC_DEPTHBUFFER | D3DX_SC_STENCILBUFFER;
+ for (i=0; i<nDepthStencilFormats; i++) {
+ D3DXGetSurfaceFormat(dwDeviceIndex, NULL, surfClassFlags, i, &fmt[nSupportedFormats++]);
+ }
+ */
+#endif
+
+ // Total count of pixelformats is:
+ // (nSupportedFormats+1)*2
+ glb.lpPF = (DGL_pixelFormat *)calloc((nSupportedFormats)*2, sizeof(DGL_pixelFormat));
+ glb.nPixelFormatCount = (nSupportedFormats)*2;
+ if (glb.lpPF == NULL) {
+ glb.nPixelFormatCount = 0;
+ return FALSE;
+ }
+
+ // Get a copy of pointer that we can alter
+ pPF = glb.lpPF;
+
+ // Cache colour bits from display format
+// _BitsFromDisplayFormat(d3ddm.Format, &cColorBits, &cRedBits, &cGreenBits, &cBlueBits, &cAlphaBits);
+ // Get display mode
+ D3DXGetCurrentVideoMode(D3DX_DEFAULT, &d3ddm);
+ cColorBits = d3ddm.bpp;
+ cAlphaBits = 0;
+ switch (d3ddm.bpp) {
+ case 15:
+ cRedBits = 5; cGreenBits = 5; cBlueBits = 5;
+ break;
+ case 16:
+ cRedBits = 5; cGreenBits = 6; cBlueBits = 5;
+ break;
+ case 24:
+ case 32:
+ cRedBits = 8; cGreenBits = 8; cBlueBits = 8;
+ break;
+ default:
+ cRedBits = 5; cGreenBits = 5; cBlueBits = 5;
+ }
+
+ //
+ // Add single-buffer formats
+ //
+
+/* // Single-buffer, no depth-stencil buffer
+ memcpy(pPF, &pfTemplateHW, sizeof(DGL_pixelFormat));
+ pPF->pfd.dwFlags &= ~PFD_DOUBLEBUFFER; // Remove doublebuffer flag
+ pPF->pfd.cColorBits = cColorBits;
+ pPF->pfd.cRedBits = cRedBits;
+ pPF->pfd.cGreenBits = cGreenBits;
+ pPF->pfd.cBlueBits = cBlueBits;
+ pPF->pfd.cAlphaBits = cAlphaBits;
+ pPF->pfd.cDepthBits = 0;
+ pPF->pfd.cStencilBits = 0;
+ pPF->dwDriverData = D3DX_SF_UNKNOWN;
+ pPF++;*/
+
+ for (i=0; i<nSupportedFormats; i++, pPF++) {
+ memcpy(pPF, &pfTemplateHW, sizeof(DGL_pixelFormat));
+ pPF->pfd.dwFlags &= ~PFD_DOUBLEBUFFER; // Remove doublebuffer flag
+ pPF->pfd.cColorBits = cColorBits;
+ pPF->pfd.cRedBits = cRedBits;
+ pPF->pfd.cGreenBits = cGreenBits;
+ pPF->pfd.cBlueBits = cBlueBits;
+ pPF->pfd.cAlphaBits = cAlphaBits;
+ _BitsFromDepthStencilFormat(fmt[i], &pPF->pfd.cDepthBits, &pPF->pfd.cStencilBits);
+ pPF->dwDriverData = fmt[i];
+ }
+
+ //
+ // Add double-buffer formats
+ //
+
+/* memcpy(pPF, &pfTemplateHW, sizeof(DGL_pixelFormat));
+ pPF->pfd.cColorBits = cColorBits;
+ pPF->pfd.cRedBits = cRedBits;
+ pPF->pfd.cGreenBits = cGreenBits;
+ pPF->pfd.cBlueBits = cBlueBits;
+ pPF->pfd.cAlphaBits = cAlphaBits;
+ pPF->pfd.cDepthBits = 0;
+ pPF->pfd.cStencilBits = 0;
+ pPF->dwDriverData = D3DX_SF_UNKNOWN;
+ pPF++;*/
+
+ for (i=0; i<nSupportedFormats; i++, pPF++) {
+ memcpy(pPF, &pfTemplateHW, sizeof(DGL_pixelFormat));
+ pPF->pfd.cColorBits = cColorBits;
+ pPF->pfd.cRedBits = cRedBits;
+ pPF->pfd.cGreenBits = cGreenBits;
+ pPF->pfd.cBlueBits = cBlueBits;
+ pPF->pfd.cAlphaBits = cAlphaBits;
+ _BitsFromDepthStencilFormat(fmt[i], &pPF->pfd.cDepthBits, &pPF->pfd.cStencilBits);
+ pPF->dwDriverData = fmt[i];
+ }
+
+ // Popup warning message if non RGB color mode
+ {
+ // This is a hack. KeithH
+ HDC hdcDesktop = GetDC(NULL);
+ DWORD dwDisplayBitDepth = GetDeviceCaps(hdcDesktop, BITSPIXEL);
+ ReleaseDC(0, hdcDesktop);
+ if (dwDisplayBitDepth <= 8) {
+ ddlogPrintf(DDLOG_WARN, "Current Color Depth %d bpp is not supported", dwDisplayBitDepth);
+ MessageBox(NULL, szColorDepthWarning, "GLDirect", MB_OK | MB_ICONWARNING);
+ }
+ }
+
+ // Mark list as 'current'
+ glb.bPixelformatsDirty = FALSE;
+
+ return TRUE;
+}
+
+//---------------------------------------------------------------------------
+
+BOOL gldInitialiseMesa_DX(
+ DGL_ctx *lpCtx)
+{
+ GLD_driver_dx7 *gld = NULL;
+ int MaxTextureSize, TextureLevels;
+ BOOL bSoftwareTnL;
+
+ if (lpCtx == NULL)
+ return FALSE;
+
+ gld = lpCtx->glPriv;
+ if (gld == NULL)
+ return FALSE;
+
+ if (glb.bMultitexture) {
+ lpCtx->glCtx->Const.MaxTextureUnits = gld->d3dCaps.wMaxSimultaneousTextures;
+ // Only support MAX_TEXTURE_UNITS texture units.
+ // ** If this is altered then the FVF formats must be reviewed **.
+ if (lpCtx->glCtx->Const.MaxTextureUnits > GLD_MAX_TEXTURE_UNITS_DX7)
+ lpCtx->glCtx->Const.MaxTextureUnits = GLD_MAX_TEXTURE_UNITS_DX7;
+ } else {
+ // Multitexture override
+ lpCtx->glCtx->Const.MaxTextureUnits = 1;
+ }
+
+ // max texture size
+// MaxTextureSize = min(gld->d3dCaps8.MaxTextureHeight, gld->d3dCaps8.MaxTextureWidth);
+ MaxTextureSize = min(gld->d3dCaps.dwMaxTextureHeight, gld->d3dCaps.dwMaxTextureWidth);
+ if (MaxTextureSize == 0)
+ MaxTextureSize = 256; // Sanity check
+
+ //
+ // HACK!!
+ if (MaxTextureSize > 1024)
+ MaxTextureSize = 1024; // HACK - CLAMP TO 1024
+ // HACK!!
+ //
+
+ // TODO: Check this again for Mesa 5
+ // Got to set MAX_TEXTURE_SIZE as max levels.
+ // Who thought this stupid idea up? ;)
+ TextureLevels = 0;
+ // Calculate power-of-two.
+ while (MaxTextureSize) {
+ TextureLevels++;
+ MaxTextureSize >>= 1;
+ }
+ lpCtx->glCtx->Const.MaxTextureLevels = (TextureLevels) ? TextureLevels : 8;
+
+ // Defaults
+ IDirect3DDevice7_SetRenderState(gld->pDev, D3DRENDERSTATE_LIGHTING, FALSE);
+ IDirect3DDevice7_SetRenderState(gld->pDev, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
+ IDirect3DDevice7_SetRenderState(gld->pDev, D3DRENDERSTATE_DITHERENABLE, TRUE);
+ IDirect3DDevice7_SetRenderState(gld->pDev, D3DRENDERSTATE_SHADEMODE, D3DSHADE_GOURAUD);
+
+ // Set texture coord set to be used with each stage
+ IDirect3DDevice7_SetTextureStageState(gld->pDev, 0, D3DTSS_TEXCOORDINDEX, 0);
+ IDirect3DDevice7_SetTextureStageState(gld->pDev, 1, D3DTSS_TEXCOORDINDEX, 1);
+
+ // Set up Depth buffer
+ IDirect3DDevice7_SetRenderState(gld->pDev, D3DRENDERSTATE_ZENABLE,
+ (lpCtx->lpPF->dwDriverData!=D3DX_SF_UNKNOWN) ? D3DZB_TRUE : D3DZB_FALSE);
+
+ // Set the view matrix
+ {
+ D3DXMATRIX vm;
+#if 1
+ D3DXMatrixIdentity(&vm);
+#else
+ D3DXVECTOR3 Eye(0.0f, 0.0f, 0.0f);
+ D3DXVECTOR3 At(0.0f, 0.0f, -1.0f);
+ D3DXVECTOR3 Up(0.0f, 1.0f, 0.0f);
+ D3DXMatrixLookAtRH(&vm, &Eye, &At, &Up);
+ vm._31 = -vm._31;
+ vm._32 = -vm._32;
+ vm._33 = -vm._33;
+ vm._34 = -vm._34;
+#endif
+ IDirect3DDevice7_SetTransform(gld->pDev, D3DTRANSFORMSTATE_VIEW, &vm);
+ }
+
+// DX7 does not support D3DRS_SOFTWAREVERTEXPROCESSING
+/*
+ if (gld->bHasHWTnL) {
+ if (glb.dwTnL == GLDS_TNL_DEFAULT)
+ bSoftwareTnL = FALSE; // HW TnL
+ else {
+ bSoftwareTnL = ((glb.dwTnL == GLDS_TNL_MESA) || (glb.dwTnL == GLDS_TNL_D3DSW)) ? TRUE : FALSE;
+ }
+ } else {
+ // No HW TnL, so no choice possible
+ bSoftwareTnL = TRUE;
+ }
+ IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_SOFTWAREVERTEXPROCESSING, bSoftwareTnL);
+*/
+
+// Dump this in a Release build as well, now.
+//#ifdef _DEBUG
+ ddlogPrintf(DDLOG_INFO, "HW TnL: %s",
+// gld->bHasHWTnL ? (bSoftwareTnL ? "Disabled" : "Enabled") : "Unavailable");
+ gld->bHasHWTnL ? "Enabled" : "Unavailable");
+//#endif
+
+ // Set up interfaces to Mesa
+ gldEnableExtensions_DX7(lpCtx->glCtx);
+ gldInstallPipeline_DX7(lpCtx->glCtx);
+ gldSetupDriverPointers_DX7(lpCtx->glCtx);
+
+ // Signal a complete state update
+ lpCtx->glCtx->Driver.UpdateState(lpCtx->glCtx, _NEW_ALL);
+
+ // Start a scene
+ IDirect3DDevice7_BeginScene(gld->pDev);
+ lpCtx->bSceneStarted = TRUE;
+
+ return TRUE;
+}
+
+//---------------------------------------------------------------------------
+
+BOOL gldSwapBuffers_DX(
+ DGL_ctx *ctx,
+ HDC hDC,
+ HWND hWnd)
+{
+ HRESULT hr;
+ GLD_driver_dx7 *gld = NULL;
+ DWORD dwFlags;
+
+ if (ctx == NULL)
+ return FALSE;
+
+ gld = ctx->glPriv;
+ if (gld == NULL)
+ return FALSE;
+
+
+ // End the scene if one is started
+ if (ctx->bSceneStarted) {
+ IDirect3DDevice7_EndScene(gld->pDev);
+ ctx->bSceneStarted = FALSE;
+ }
+
+ // Needed by D3DX for MDI multi-window apps (DaveM)
+ if (lpDDClipper)
+ IDirectDrawClipper_SetHWnd(lpDDClipper, 0, hWnd);
+
+ // Swap the buffers. hWnd may override the hWnd used for CreateDevice()
+// hr = IDirect3DDevice8_Present(gld->pDev, NULL, NULL, hWnd, NULL);
+
+ // Set refresh sync flag
+ dwFlags = glb.bWaitForRetrace ? 0 : D3DX_UPDATE_NOVSYNC;
+ // Render and show frame
+ hr = gld->pD3DXContext->lpVtbl->UpdateFrame(gld->pD3DXContext, dwFlags);
+ if (FAILED(hr))
+ ddlogError(DDLOG_WARN, "gldSwapBuffers_DX: UpdateFrame", hr);
+
+ if (hr == DDERR_SURFACELOST) {
+ hr = gld->pD3DXContext->lpVtbl->RestoreSurfaces(gld->pD3DXContext);
+ if (FAILED(hr))
+ ddlogError(DDLOG_WARN, "gldSwapBuffers_DX: RestoreSurfaces", hr);
+ }
+
+exit_swap:
+ // Begin a new scene
+ IDirect3DDevice7_BeginScene(gld->pDev);
+ ctx->bSceneStarted = TRUE;
+
+ return (FAILED(hr)) ? FALSE : TRUE;
+}
+
+//---------------------------------------------------------------------------
+
+BOOL gldGetDisplayMode_DX(
+ DGL_ctx *ctx,
+ GLD_displayMode *glddm)
+{
+// D3DDISPLAYMODE d3ddm;
+ D3DX_VIDMODEDESC d3ddm;
+ HRESULT hr;
+ GLD_driver_dx7 *lpCtx = NULL;
+ BYTE cColorBits, cRedBits, cGreenBits, cBlueBits, cAlphaBits;
+
+ if ((glddm == NULL) || (ctx == NULL))
+ return FALSE;
+
+ lpCtx = ctx->glPriv;
+ if (lpCtx == NULL)
+ return FALSE;
+
+ if (lpCtx->pD3D == NULL)
+ return FALSE;
+
+// hr = IDirect3D8_GetAdapterDisplayMode(lpCtx->pD3D, glb.dwAdapter, &d3ddm);
+ hr = D3DXGetCurrentVideoMode(D3DX_DEFAULT, &d3ddm);
+ if (FAILED(hr))
+ return FALSE;
+
+ // Get info from the display format
+// _BitsFromDisplayFormat(d3ddm.Format,
+// &cColorBits, &cRedBits, &cGreenBits, &cBlueBits, &cAlphaBits);
+
+ glddm->Width = d3ddm.width;
+ glddm->Height = d3ddm.height;
+ glddm->BPP = d3ddm.bpp;
+ glddm->Refresh = d3ddm.refreshRate;
+
+ return TRUE;
+}
+
+//---------------------------------------------------------------------------
+