diff options
Diffstat (limited to 'src/mesa/drivers/d3d/D3DRaster.cpp')
-rw-r--r-- | src/mesa/drivers/d3d/D3DRaster.cpp | 213 |
1 files changed, 0 insertions, 213 deletions
diff --git a/src/mesa/drivers/d3d/D3DRaster.cpp b/src/mesa/drivers/d3d/D3DRaster.cpp deleted file mode 100644 index 41e42ad94ce..00000000000 --- a/src/mesa/drivers/d3d/D3DRaster.cpp +++ /dev/null @@ -1,213 +0,0 @@ -/*===========================================================================*/ -/* */ -/* 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" -/*===========================================================================*/ -/* 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 -} - - - - - - - - |