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Diffstat (limited to 'src/mesa/drivers/d3d/D3DInit.cpp')
-rw-r--r--src/mesa/drivers/d3d/D3DInit.cpp891
1 files changed, 891 insertions, 0 deletions
diff --git a/src/mesa/drivers/d3d/D3DInit.cpp b/src/mesa/drivers/d3d/D3DInit.cpp
new file mode 100644
index 00000000000..ba7891612e4
--- /dev/null
+++ b/src/mesa/drivers/d3d/D3DInit.cpp
@@ -0,0 +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 );
+}
+