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-rw-r--r--src/mesa/drivers/d3d/D3DCAPS.CPP251
-rw-r--r--src/mesa/drivers/d3d/D3DHAL.H69
-rw-r--r--src/mesa/drivers/d3d/D3DInit.cpp891
-rw-r--r--src/mesa/drivers/d3d/D3DMESA.H85
-rw-r--r--src/mesa/drivers/d3d/D3DRaster.cpp214
-rw-r--r--src/mesa/drivers/d3d/D3DShared.h154
-rw-r--r--src/mesa/drivers/d3d/D3DTEXT.CPP577
-rw-r--r--src/mesa/drivers/d3d/D3DTextureMgr.cpp948
-rw-r--r--src/mesa/drivers/d3d/D3DTextureMgr.h63
-rw-r--r--src/mesa/drivers/d3d/D3DUTILS.CPP639
-rw-r--r--src/mesa/drivers/d3d/D3Dvbrender.c2150
-rw-r--r--src/mesa/drivers/d3d/DDrawPROCS.c400
-rw-r--r--src/mesa/drivers/d3d/DEBUG.C144
-rw-r--r--src/mesa/drivers/d3d/DEBUG.H91
-rw-r--r--src/mesa/drivers/d3d/DbgEnv.bat25
-rw-r--r--src/mesa/drivers/d3d/MAKEFILE102
-rw-r--r--src/mesa/drivers/d3d/NULLProcs.h49
-rw-r--r--src/mesa/drivers/d3d/NullProcs.c130
-rw-r--r--src/mesa/drivers/d3d/OPENGL32.DEF443
-rw-r--r--src/mesa/drivers/d3d/WGL.C1262
-rw-r--r--src/mesa/drivers/d3d/d3dText.h53
21 files changed, 8740 insertions, 0 deletions
diff --git a/src/mesa/drivers/d3d/D3DCAPS.CPP b/src/mesa/drivers/d3d/D3DCAPS.CPP
new file mode 100644
index 00000000000..53595f0c34e
--- /dev/null
+++ b/src/mesa/drivers/d3d/D3DCAPS.CPP
@@ -0,0 +1,251 @@
+/*===========================================================================*/
+/* */
+/* 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;
+ }
+ }
+}
+
+ \ No newline at end of file
diff --git a/src/mesa/drivers/d3d/D3DHAL.H b/src/mesa/drivers/d3d/D3DHAL.H
new file mode 100644
index 00000000000..12f4b4e728e
--- /dev/null
+++ b/src/mesa/drivers/d3d/D3DHAL.H
@@ -0,0 +1,69 @@
+/*===========================================================================*/
+/* */
+/* 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
+
+ \ No newline at end of file
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 );
+}
+
diff --git a/src/mesa/drivers/d3d/D3DMESA.H b/src/mesa/drivers/d3d/D3DMESA.H
new file mode 100644
index 00000000000..907f69ffb17
--- /dev/null
+++ b/src/mesa/drivers/d3d/D3DMESA.H
@@ -0,0 +1,85 @@
+/*===========================================================================*/
+/* */
+/* 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 "types.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
+
+ \ No newline at end of file
diff --git a/src/mesa/drivers/d3d/D3DRaster.cpp b/src/mesa/drivers/d3d/D3DRaster.cpp
new file mode 100644
index 00000000000..b87b3abd6d3
--- /dev/null
+++ b/src/mesa/drivers/d3d/D3DRaster.cpp
@@ -0,0 +1,214 @@
+/*===========================================================================*/
+/* */
+/* 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
+}
+
+
+
+
+
+
+
+
+ \ No newline at end of file
diff --git a/src/mesa/drivers/d3d/D3DShared.h b/src/mesa/drivers/d3d/D3DShared.h
new file mode 100644
index 00000000000..cc629e21111
--- /dev/null
+++ b/src/mesa/drivers/d3d/D3DShared.h
@@ -0,0 +1,154 @@
+/*===========================================================================*/
+/* */
+/* 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_ALL_H
+#define D3D_MESA_ALL_H
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/*===========================================================================*/
+/* Includes. */
+/*===========================================================================*/
+#include <stdio.h>
+#include <string.h>
+/*===========================================================================*/
+/* Magic numbers. */
+/*===========================================================================*/
+#define TM_ACTION_LOAD 0x01
+#define TM_ACTION_BIND 0x02
+#define TM_ACTION_UPDATE 0x04
+
+#define UM_FATALSHUTDOWN (WM_USER+42)
+/*===========================================================================*/
+/* Macros defines. */
+/*===========================================================================*/
+#define ALLOC(cb) malloc( (cb) )
+#define FREE(p) { free( (p) ); (p) = NULL; }
+/*===========================================================================*/
+/* Type defines. */
+/*===========================================================================*/
+typedef struct _pixel_convert
+{
+ int cb, /* Count in bytes of one pixel. */
+ rShift, /* Shift count that postions each componet. */
+ gShift,
+ bShift,
+ aShift;
+ float rScale, /* Value that scales a color that ranges 0.0 -> 1.0 */
+ gScale, /* to this pixel format. */
+ bScale,
+ aScale;
+ DWORD dwRMask, /* Color mask per component. */
+ dwGMask,
+ dwBMask,
+ dwAMask;
+
+} PIXELINFO, *PPIXELINFO;
+
+
+typedef struct _d3d_shared_info
+{
+ HWND hwnd;
+ BOOL bWindow,
+ bFlipable,
+ bForceSW,
+ bHardware;
+ RECT rectW, /* Window size and postion in screen space. */
+ rectV; /* Viewport size and postion. */
+ DWORD dwWidth, /* Current render size for quick checks. */
+ dwHeight;
+
+ PIXELINFO pixel;
+ DWORD dwSrcBlendCaps[14], /* See D3DCAPS.CPP */
+ dwDestBlendCaps[14],
+ dwTexFunc[4];
+
+} MESAD3DSHARED, *PMESAD3DSHARED;
+
+typedef struct _render_options
+{
+ BOOL bForceSoftware, /* TODO: Add user switches. */
+ bStretchtoPrimary;
+
+} USER_CTRL, *PUSER_CRTL;
+
+enum { s_zero = 0,
+ s_one,
+ s_dst_color,
+ s_one_minus_dst_color,
+ s_src_alpha,
+ s_one_minus_src_alpha,
+ s_dst_alpha,
+ s_one_minus_dst_alpha,
+ s_src_alpha_saturate,
+ s_constant_color,
+ s_one_minus_constant_color,
+ s_constant_alpha,
+ s_one_minus_constant_alpha };
+
+enum { d_zero = 0,
+ d_one,
+ d_src_color,
+ d_one_minus_src_color,
+ d_src_alpha,
+ d_one_minus_src_alpha,
+ d_dst_alpha,
+ d_one_minus_dst_alpha,
+ d_constant_color,
+ d_one_minus_constant_color,
+ d_constant_alpha,
+ d_one_minus_constant_alpha };
+
+enum { d3dtblend_decal = 0,
+ d3dtblend_decalalpha,
+ d3dtblend_modulate,
+ d3dtblend_modulatealpha };
+
+/*===========================================================================*/
+/* Function prototypes. */
+/*===========================================================================*/
+PMESAD3DSHARED InitHAL( HWND hwnd );
+void TermHAL( PMESAD3DSHARED pShared );
+BOOL CreateHAL( PMESAD3DSHARED pShared );
+BOOL SetViewportHAL( PMESAD3DSHARED pShared, RECT *pRect, float minZ, float maxZ );
+
+void ClearHAL( PMESAD3DSHARED pShared, DWORD dwFlags, BOOL bAll, int x, int y, int cx, int cy, DWORD dwColor, float zv, DWORD dwStencil );
+void SetStateHAL( PMESAD3DSHARED pShared, DWORD dwType, DWORD dwState );
+void DrawPrimitiveHAL( PMESAD3DSHARED pShared, D3DPRIMITIVETYPE dptPrimitiveType, D3DTLVERTEX *pVertices, DWORD dwCount );
+
+void SwapBuffersHAL( PMESAD3DSHARED pShared );
+DDSURFACEDESC2 *LockHAL( PMESAD3DSHARED pShared, BOOL bBack );
+void UnlockHAL( PMESAD3DSHARED pShared, BOOL bBack );
+void UpdateScreenPosHAL( PMESAD3DSHARED pShared );
+void GetPixelInfoHAL( PMESAD3DSHARED pShared, PPIXELINFO pPixel );
+BOOL CreateTMgrHAL( PMESAD3DSHARED pShared, DWORD dwName, int level, DWORD dwRequestFlags, RECT *rectDirty, DWORD dwWidth, DWORD dwHeight, DWORD dwAction, void *pPixels );
+void DisableTMgrHAL( PMESAD3DSHARED pShared );
+
+
+int SaveDIBitmap( char *filename, BITMAPINFO *info, void *bits );
+int ARGB_SaveBitmap( char *filename, int width, int height, unsigned char *pARGB );
+int BGRA_SaveBitmap( char *filename, int width, int height, unsigned char *pBGRA );
+int BGR_SaveBitmap( char *filename, int width, int height, unsigned char *pBGR );
+/*===========================================================================*/
+/* Global variables. */
+/*===========================================================================*/
+extern float g_DepthScale, /* Mesa needs to scale Z in SW. The HAL */
+ g_MaxDepth; /* doesn't but I wanted SW still to work.*/
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif
+
+
+
diff --git a/src/mesa/drivers/d3d/D3DTEXT.CPP b/src/mesa/drivers/d3d/D3DTEXT.CPP
new file mode 100644
index 00000000000..7321eeb7c44
--- /dev/null
+++ b/src/mesa/drivers/d3d/D3DTEXT.CPP
@@ -0,0 +1,577 @@
+/*===========================================================================*/
+/* */
+/* 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
+ \ No newline at end of file
diff --git a/src/mesa/drivers/d3d/D3DTextureMgr.cpp b/src/mesa/drivers/d3d/D3DTextureMgr.cpp
new file mode 100644
index 00000000000..9375e51e32e
--- /dev/null
+++ b/src/mesa/drivers/d3d/D3DTextureMgr.cpp
@@ -0,0 +1,948 @@
+/*===========================================================================*/
+/* */
+/* 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;
+}
+
+
+ \ No newline at end of file
diff --git a/src/mesa/drivers/d3d/D3DTextureMgr.h b/src/mesa/drivers/d3d/D3DTextureMgr.h
new file mode 100644
index 00000000000..6b3ac785607
--- /dev/null
+++ b/src/mesa/drivers/d3d/D3DTextureMgr.h
@@ -0,0 +1,63 @@
+/*===========================================================================*/
+/* */
+/* 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
+ \ No newline at end of file
diff --git a/src/mesa/drivers/d3d/D3DUTILS.CPP b/src/mesa/drivers/d3d/D3DUTILS.CPP
new file mode 100644
index 00000000000..381e09f2a13
--- /dev/null
+++ b/src/mesa/drivers/d3d/D3DUTILS.CPP
@@ -0,0 +1,639 @@
+/*===========================================================================*/
+/* */
+/* 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];
+}
+ \ No newline at end of file
diff --git a/src/mesa/drivers/d3d/D3Dvbrender.c b/src/mesa/drivers/d3d/D3Dvbrender.c
new file mode 100644
index 00000000000..57c1306d605
--- /dev/null
+++ b/src/mesa/drivers/d3d/D3Dvbrender.c
@@ -0,0 +1,2150 @@
+/*===========================================================================*/
+/* */
+/* Mesa-3.0 DirectX 6 Driver */
+/* */
+/* By Leigh McRae */
+/* */
+/* http://www.altsoftware.com/ */
+/* */
+/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */
+/*===========================================================================*/
+#include <stdio.h>
+#include "clip.h"
+#include "context.h"
+#include "light.h"
+#include "lines.h"
+#include "macros.h"
+#include "matrix.h"
+#include "pb.h"
+#include "points.h"
+#include "types.h"
+#include "vb.h"
+#include "vbrender.h"
+#include "xform.h"
+#include "D3DMesa.h"
+
+static void SetRenderStates( GLcontext *ctx );
+static void DebugRenderStates( GLcontext *ctx, BOOL bForce );
+
+static void RenderPointsVB( GLcontext *ctx, GLuint start, GLuint end );
+static void RenderTriangleVB( GLcontext *ctx, GLuint start, GLuint end );
+static void RenderTriangleFanVB( GLcontext *ctx, GLuint start, GLuint end );
+static void RenderTriangleStripVB( GLcontext *ctx, GLuint start, GLuint end );
+static void RenderQuadVB( GLcontext *ctx, GLuint start, GLuint end );
+static void RenderQuad( GLcontext *ctx, GLuint v1, GLuint v2, GLuint v3, GLuint v4, GLuint pv );
+void RenderOneTriangle( GLcontext *ctx, GLuint v1, GLuint v2, GLuint v3, GLuint pv );
+void RenderOneLine( GLcontext *ctx, GLuint v1, GLuint v2, GLuint pv );
+
+/* I went with a D3D vertex buffer that is 6 times that of the Mesa one */
+/* instead of having the D3D one flush when its full. This way Mesa will*/
+/* handle all the flushing. I need x6 as points can use 4 vertex each. */
+D3DTLVERTEX D3DTLVertices[ (VB_MAX*6) ];
+GLuint VList[VB_SIZE];
+/*===========================================================================*/
+/* Compute Z offsets for a polygon with plane defined by (A,B,C,D) */
+/* D is not needed. TODO: Currently we are calculating this but not using it.*/
+/*===========================================================================*/
+/* RETURN: */
+/*===========================================================================*/
+static void OffsetPolygon( GLcontext *ctx, GLfloat a, GLfloat b, GLfloat c )
+{
+ GLfloat ac,
+ bc,
+ m,
+ offset;
+
+ DPF(( DBG_FUNC, "OffsetPolygon();" ));
+
+ if ( (c < 0.001F) && (c > - 0.001F) )
+ {
+ /* Prevents underflow problems. */
+ ctx->PointZoffset = 0.0F;
+ ctx->LineZoffset = 0.0F;
+ ctx->PolygonZoffset = 0.0F;
+ }
+ else
+ {
+ ac = a / c;
+ bc = b / c;
+ if ( ac < 0.0F )
+ ac = -ac;
+ if ( bc<0.0F )
+ bc = -bc;
+ m = MAX2( ac, bc ); /* m = sqrt( ac*ac + bc*bc ); */
+
+ offset = (m * ctx->Polygon.OffsetFactor + ctx->Polygon.OffsetUnits);
+ ctx->PointZoffset = ctx->Polygon.OffsetPoint ? offset : 0.0F;
+ ctx->LineZoffset = ctx->Polygon.OffsetLine ? offset : 0.0F;
+ ctx->PolygonZoffset = ctx->Polygon.OffsetFill ? offset : 0.0F;
+ }
+
+ DPF(( DBG_PRIM_INFO, "OffsetPolygon: %f", offset ));
+}
+/*===========================================================================*/
+/* Compute signed area of the n-sided polgyon specified by vertices */
+/* vb->Win[] and vertex list vlist[]. */
+/* A clockwise polygon will return a negative area. A counter-clockwise */
+/* polygon will return a positive area. I have changed this function to */
+/* actually calculate twice the area as its faster and still gives the sign. */
+/*===========================================================================*/
+/* RETURN: signed area of the polgon. */
+/*===========================================================================*/
+static GLfloat PolygonArea( const struct vertex_buffer *vb, GLuint n, const GLuint vlist[] )
+{
+ GLfloat area;
+ GLuint i;
+
+ DPF(( DBG_FUNC, "PolygonArea();" ));
+
+#define j0 vlist[i]
+#define j1 vlist[(i+1)%n]
+#define x0 vb->Win[j0][0]
+#define y0 vb->Win[j0][1]
+#define x1 vb->Win[j1][0]
+#define y1 vb->Win[j1][1]
+
+ /* area = sum of trapezoids */
+ for( i = 0, area = 0.0; i < n; i++ )
+ area += ((x0 - x1) * (y0 + y1)); /* Note: no divide by two here! */
+
+#undef x0
+#undef y0
+#undef x1
+#undef y1
+#undef j1
+#undef j0
+
+ // TODO: I don't see the point or * 0.5 as we just want the sign...
+ return area;
+}
+/*===========================================================================*/
+/* Render a polygon that needs clipping on at least one vertex. The function*/
+/* will first clip the polygon to any user clipping planes then clip to the */
+/* viewing volume. The final polygon will be draw as single triangles that */
+/* first need minor proccessing (culling, offset, etc) before we draw the */
+/* polygon as a fan. NOTE: the fan is draw as single triangles as its not */
+/* formed sequentaly in the VB but is in the vlist[]. */
+/*===========================================================================*/
+/* RETURN: */
+/*===========================================================================*/
+static void RenderClippedPolygon( GLcontext *ctx, GLuint n, GLuint vlist[] )
+{
+ struct vertex_buffer *VB = ctx->VB;
+ GLfloat (*win)[3] = VB->Win,
+ *proj = ctx->ProjectionMatrix,
+ ex, ey,
+ fx, fy, c,
+ wInv;
+ GLuint index,
+ pv,
+ facing;
+
+ DPF(( DBG_FUNC, "RenderClippedPolygon();" ));
+
+ DPF(( DBG_PRIM_INFO, "RenderClippedtPolygon( %d )", n ));
+
+ /* Which vertex dictates the color when flat shading. */
+ pv = (ctx->Primitive==GL_POLYGON) ? vlist[0] : vlist[n-1];
+
+ /* Clipping may introduce new vertices. New vertices will be stored in */
+ /* the vertex buffer arrays starting with location VB->Free. After we've*/
+ /* rendered the polygon, these extra vertices can be overwritten. */
+ VB->Free = VB_MAX;
+
+ /* Clip against user clipping planes in eye coord space. */
+ if ( ctx->Transform.AnyClip )
+ {
+ n = gl_userclip_polygon( ctx, n, vlist );
+ if ( n < 3 )
+ return;
+
+ /* Transform vertices from eye to clip coordinates: clip = Proj * eye */
+ for( index = 0; index < n; index++ )
+ {
+ TRANSFORM_POINT( VB->Clip[vlist[index]], proj, VB->Eye[vlist[index]] );
+ }
+ }
+
+ /* Clip against view volume in clip coord space */
+ n = gl_viewclip_polygon( ctx, n, vlist );
+ if ( n < 3 )
+ return;
+
+ /* Transform new vertices from clip to ndc to window coords. */
+ /* ndc = clip / W window = viewport_mapping(ndc) */
+ /* Note that window Z values are scaled to the range of integer */
+ /* depth buffer values. */
+
+ /* Only need to compute window coords for new vertices */
+ for( index = VB_MAX; index < VB->Free; index++ )
+ {
+ if ( VB->Clip[index][3] != 0.0F )
+ {
+ wInv = 1.0F / VB->Clip[index][3];
+
+ win[index][0] = VB->Clip[index][0] * wInv * ctx->Viewport.Sx + ctx->Viewport.Tx;
+ win[index][1] = VB->Clip[index][1] * wInv * ctx->Viewport.Sy + ctx->Viewport.Ty;
+ win[index][2] = VB->Clip[index][2] * wInv * ctx->Viewport.Sz + ctx->Viewport.Tz;
+ }
+ else
+ {
+ /* Can't divide by zero, so... */
+ win[index][0] = win[index][1] = win[index][2] = 0.0F;
+ }
+ }
+
+ /* Draw filled polygon as a triangle fan */
+ for( index = 2; index < n; index++ )
+ {
+ /* Compute orientation of triangle */
+ ex = win[vlist[index-1]][0] - win[vlist[0]][0];
+ ey = win[vlist[index-1]][1] - win[vlist[0]][1];
+ fx = win[vlist[index]][0] - win[vlist[0]][0];
+ fy = win[vlist[index]][1] - win[vlist[0]][1];
+ c = (ex * fy) - (ey * fx);
+
+ /* polygon is perpindicular to view plane, don't draw it */
+ if ( (c == 0.0F) && !ctx->Polygon.Unfilled )
+ continue;
+
+ /* Backface culling. */
+ facing = (c < 0.0F) ^ ctx->Polygon.FrontBit;
+ if ( (facing + 1) & ctx->Polygon.CullBits )
+ continue;
+
+ if ( ctx->IndirectTriangles & DD_TRI_LIGHT_TWOSIDE )
+ {
+ if ( facing == 1 )
+ {
+ /* use back color */
+ VB->Color = VB->Bcolor;
+ VB->Specular= VB->Bspec;
+ }
+ else
+ {
+ /* use front color */
+ VB->Color = VB->Fcolor;
+ VB->Specular= VB->Fspec;
+ }
+ }
+
+ if ( ctx->IndirectTriangles & DD_TRI_OFFSET )
+ {
+ /* finish computing plane equation of polygon, compute offset */
+ GLfloat fz = win[vlist[index]][2] - win[vlist[0]][2];
+ GLfloat ez = win[vlist[index-1]][2] - win[vlist[0]][2];
+ GLfloat a = (ey * fz) - (ez * fy);
+ GLfloat b = (ez * fx) - (ex * fz);
+ OffsetPolygon( ctx, a, b, c );
+ }
+ RenderOneTriangle( ctx, vlist[0], vlist[index-1], vlist[index], pv );
+ }
+}
+/*===========================================================================*/
+/* This function gets called when either the vertex buffer is full or glEnd */
+/* has been called. If the we aren't in rendering mode (FEEDBACK) then I */
+/* pass the vertex buffer back to Mesa to deal with by returning FALSE. */
+/* If I can render the primitive types in the buffer directly then I will */
+/* return TRUE after I render the vertex buffer and reset the vertex buffer. */
+/* */
+/* TODO: I don't handle the special case of when the vertex buffer is full */
+/* and we have a primitive that bounds this buffer and the next one to */
+/* come. I'm not sure right now if Mesa handles this for me... */
+/*===========================================================================*/
+/* RETURN: TRUE, FALSE. */
+/*===========================================================================*/
+GLboolean RenderVertexBuffer( GLcontext *ctx, GLboolean allDone )
+{
+ struct vertex_buffer *VB = ctx->VB;
+ GLuint index,
+ vlist[VB_SIZE];
+
+ DPF(( DBG_FUNC, "RenderVertexBuffer();" ));
+
+ /* We only need to hook actual tri's that need rendering. */
+ if ( ctx->RenderMode != GL_RENDER )
+ {
+ // (ctx->Visual->AccumBits > 0) )
+ // (ctx->Visual->StencilBits > 0) )
+ DPF(( DBG_PRIM_INFO, "Passing VB back to Mesa" ));
+ return FALSE;
+ }
+
+ /* I'm going to set the states here so that all functions will */
+ /* be assured to have the right states. If Mesa's vertex bufefr */
+ /* function calls one of my primitive functions (TRI,POINT,LINE) */
+ /* it will need the right states. So instead of doing it in the */
+ /* primitive function I will always do it here at risk of some */
+ /* slow down to some cases... */
+ SetRenderStates( ctx );
+
+ switch( ctx->Primitive )
+ {
+ case GL_POINTS:
+ DPF(( DBG_PRIM_INFO, "GL_POINTS( %d )", VB->Count ));
+ RenderPointsVB( ctx, 0, VB->Count );
+ break;
+
+ case GL_LINES:
+ case GL_LINE_STRIP:
+ case GL_LINE_LOOP:
+ /* Not supported functions yet so pass back that we failed to */
+ /* render the vertex buffer and Mesa will have to do it. */
+ DPF(( DBG_PRIM_INFO, "GL_LINE_?( %d )", VB->Count ));
+ return FALSE;
+
+ case GL_TRIANGLES:
+ if ( VB->Count < 3 )
+ {
+ DPF(( DBG_PRIM_WARN, "GL_TRIANGLES( %d )", VB->Count ));
+ return FALSE;
+ }
+
+ DPF(( DBG_PRIM_INFO, "GL_TRIANGLES( %d )", VB->Count ));
+ RenderTriangleVB( ctx, 0, VB->Count );
+ break;
+
+ case GL_TRIANGLE_STRIP:
+ if ( VB->Count < 3 )
+ {
+ DPF(( DBG_PRIM_WARN, "GL_TRIANGLE_STRIP( %d )", VB->Count ));
+ return FALSE;
+ }
+
+ DPF(( DBG_PRIM_INFO, "GL_TRIANGLE_STRIP( %d )", VB->Count ));
+ RenderTriangleStripVB( ctx, 0, VB->Count );
+ break;
+
+ case GL_TRIANGLE_FAN:
+ if ( VB->Count < 3 )
+ {
+ DPF(( DBG_PRIM_WARN, "GL_TRIANGLE_FAN( %d )", VB->Count ));
+ return FALSE;
+ }
+
+ DPF(( DBG_PRIM_INFO, "GL_TRIANGLE_FAN( %d )", VB->Count ));
+ RenderTriangleFanVB( ctx, 0, VB->Count );
+ break;
+
+ case GL_QUADS:
+ if ( VB->Count < 4 )
+ {
+ DPF(( DBG_PRIM_WARN, "GL_QUADS( %d )", VB->Count ));
+ return FALSE;
+ }
+
+ DPF(( DBG_PRIM_INFO, "GL_QUADS( %d )", VB->Count ));
+ RenderQuadVB( ctx, 0, VB->Count );
+ break;
+
+ case GL_QUAD_STRIP:
+ if ( VB->Count < 4 )
+ {
+ DPF(( DBG_PRIM_WARN, "GL_QUAD_STRIP( %d )", VB->Count ));
+ return FALSE;
+ }
+
+ DPF(( DBG_PRIM_INFO, "GL_QUAD_STRIP( %d )", VB->Count ));
+
+ if ( VB->ClipOrMask )
+ {
+ for( index = 3; index < VB->Count; index += 2 )
+ {
+ if ( VB->ClipMask[index-3] & VB->ClipMask[index-2] & VB->ClipMask[index-1] & VB->ClipMask[index] & CLIP_ALL_BITS )
+ {
+ /* All points clipped by common plane */
+ DPF(( DBG_PRIM_WARN, "GL_QUAD_STRIP( %d )", VB->Count ));
+ continue;
+ }
+ else if ( VB->ClipMask[index-3] | VB->ClipMask[index-2] | VB->ClipMask[index-1] | VB->ClipMask[index] )
+ {
+ vlist[0] = index - 3;
+ vlist[1] = index - 2;
+ vlist[2] = index;
+ vlist[3] = index - 1;
+ RenderClippedPolygon( ctx, 4, vlist );
+ }
+ else
+ {
+ RenderQuad( ctx, (index-3), (index-2), index, (index-1), index );
+ }
+ }
+ }
+ else
+ {
+ /* No clipping needed */
+ for( index = 3; index < VB->Count; index += 2 )
+ RenderQuad( ctx, (index-3), (index-2), index, (index-1), index );
+ }
+ break;
+
+ case GL_POLYGON:
+ if ( VB->Count < 3 )
+ {
+ DPF(( DBG_PRIM_WARN, "GL_POLYGON( %d )", VB->Count ));
+ return FALSE;
+ }
+
+ DPF(( DBG_PRIM_INFO, "GL_POLYGON( %d )", VB->Count ));
+
+ /* All points clipped by common plane, draw nothing */
+ if ( !(VB->ClipAndMask & CLIP_ALL_BITS) )
+ RenderTriangleFanVB( ctx, 0, VB->Count );
+ break;
+
+ default:
+ /* should never get here */
+ gl_problem( ctx, "invalid mode in gl_render_vb" );
+ }
+
+ DPF(( DBG_PRIM_INFO, "ResetVB" ));
+
+ /* We return TRUE to indicate we rendered the VB. */
+ gl_reset_vb( ctx, allDone );
+ return TRUE;
+}
+/*===========================================================================*/
+/* This function will render the current vertex buffer as triangles. The */
+/* buffer has to be able to be rendered directly. This means that we are */
+/* filled, no offsets, no culling and one sided rendering. Also we must be */
+/* in render mode of course. */
+/* First I will fill the global D3D vertice buffer. Next I will set all the*/
+/* states for D3D based on the current OGL state. Finally I pass the D3D VB */
+/* to the wrapper that call DrawPrimitives. */
+/*===========================================================================*/
+/* RETURN: */
+/*===========================================================================*/
+static void RenderTriangleVB( GLcontext *ctx, GLuint start, GLuint end )
+{
+ D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
+ struct vertex_buffer *VB = ctx->VB;
+ int index,
+ cVertex,
+ height = (pContext->pShared->rectW.bottom - pContext->pShared->rectW.top);
+ DWORD dwPVColor;
+ GLfloat ex, ey,
+ fx, fy, c;
+ GLuint facing;
+
+ DPF(( DBG_FUNC, "RenderTriangleVB" ));
+
+ if ( (!(ctx->IndirectTriangles & DD_SW_SETUP)) && !VB->ClipOrMask )
+ {
+ DPF(( DBG_PRIM_INFO, "DirectTriangles( %d )", (end-start) ));
+ for( index = start, cVertex = 0; index < end; )
+ {
+ dwPVColor = (VB->Color[(index+2)][3]<<24) | (VB->Color[(index+2)][0]<<16) | (VB->Color[(index+2)][1]<<8) | VB->Color[(index+2)][2];
+
+ /*=====================================*/
+ /* Populate the the triangle vertices. */
+ /*=====================================*/
+ D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[index][0] );
+ D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[index][1]) );
+ D3DTLVertices[cVertex].sz = D3DVAL( VB->Win[index][2] );
+ D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[index][0] );
+ D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[index][1] );
+ D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[index][3]) );
+ D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
+ dwPVColor :
+ (VB->Color[index][3]<<24) | (VB->Color[index][0]<<16) | (VB->Color[index][1]<<8) | VB->Color[index][2];
+ index++;
+
+ D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[index][0] );
+ D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[index][1]) );
+ D3DTLVertices[cVertex].sz = D3DVAL( VB->Win[index][2] );
+ D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[index][0] );
+ D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[index][1] );
+ D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[index][3]) );
+ D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
+ dwPVColor :
+ (VB->Color[index][3]<<24) | (VB->Color[index][0]<<16) | (VB->Color[index][1]<<8) | VB->Color[index][2];
+ index++;
+
+ D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[index][0] );
+ D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[index][1]) );
+ D3DTLVertices[cVertex].sz = D3DVAL( VB->Win[index][2] );
+ D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[index][0] );
+ D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[index][1] );
+ D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[index][3]) );
+ D3DTLVertices[cVertex++].color= dwPVColor;
+ index++;
+ }
+ }
+ else
+ {
+#define v1 index
+#define v2 (index+1)
+#define v3 (index+2)
+
+ for( index = start, cVertex = 0; index < end; index += 3 )
+ {
+ if ( VB->ClipMask[v1] & VB->ClipMask[v2] & VB->ClipMask[v3] & CLIP_ALL_BITS )
+ {
+ continue;
+ }
+ else if ( VB->ClipMask[v1] | VB->ClipMask[v2] | VB->ClipMask[v3] )
+ {
+ VList[0] = v1;
+ VList[1] = v2;
+ VList[2] = v3;
+ RenderClippedPolygon( ctx, 3, VList );
+ continue;
+ }
+
+ /* Compute orientation of triangle */
+ ex = VB->Win[v2][0] - VB->Win[v1][0];
+ ey = VB->Win[v2][1] - VB->Win[v1][1];
+ fx = VB->Win[v3][0] - VB->Win[v1][0];
+ fy = VB->Win[v3][1] - VB->Win[v1][1];
+ c = (ex * fy) - (ey * fx);
+
+ /* polygon is perpindicular to view plane, don't draw it */
+ if ( (c == 0.0F) && !ctx->Polygon.Unfilled )
+ continue;
+
+ /* Backface culling. */
+ facing = (c < 0.0F) ^ ctx->Polygon.FrontBit;
+ if ( (facing + 1) & ctx->Polygon.CullBits )
+ continue;
+
+ if ( ctx->IndirectTriangles & DD_TRI_LIGHT_TWOSIDE )
+ {
+ if ( facing == 1 )
+ {
+ /* use back color */
+ VB->Color = VB->Bcolor;
+ VB->Specular= VB->Bspec;
+ }
+ else
+ {
+ /* use front color */
+ VB->Color = VB->Fcolor;
+ VB->Specular= VB->Fspec;
+ }
+ }
+
+ if ( ctx->IndirectTriangles & DD_TRI_OFFSET )
+ {
+ /* Finish computing plane equation of polygon, compute offset */
+ GLfloat fz = VB->Win[v3][2] - VB->Win[v1][2];
+ GLfloat ez = VB->Win[v2][2] - VB->Win[v1][2];
+ GLfloat a = (ey * fz) - (ez * fy);
+ GLfloat b = (ez * fx) - (ex * fz);
+ OffsetPolygon( ctx, a, b, c );
+ }
+
+ /*=====================================*/
+ /* Populate the the triangle vertices. */
+ /*=====================================*/
+ /* Solve the prevoking vertex color as we need it for the 3rd triangle and flat shading. */
+ dwPVColor = (VB->Color[v3][3]<<24) | (VB->Color[v3][0]<<16) | (VB->Color[v3][1]<<8) | VB->Color[v3][2];
+
+ D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v1][0] );
+ D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v1][1]) );
+ D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v1][2] + ctx->PolygonZoffset) );
+ D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v1][0] );
+ D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v1][1] );
+ D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v1][3]) );
+ D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
+ dwPVColor :
+ (VB->Color[v1][3]<<24) | (VB->Color[v1][0]<<16) | (VB->Color[v1][1]<<8) | VB->Color[v1][2];
+
+ D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v2][0] );
+ D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v2][1]) );
+ D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v2][2] + ctx->PolygonZoffset) );
+ D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v2][0] );
+ D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v2][1] );
+ D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v2][3]) );
+ D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
+ dwPVColor :
+ (VB->Color[v2][3]<<24) | (VB->Color[v2][0]<<16) | (VB->Color[v2][1]<<8) | VB->Color[v2][2];
+
+ D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v3][0] );
+ D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v3][1]) );
+ D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v3][2] + ctx->PolygonZoffset) );
+ D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v3][0] );
+ D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v3][1] );
+ D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v3][3]) );
+ D3DTLVertices[cVertex++].color= dwPVColor;
+ }
+#undef v1
+#undef v2
+#undef v3
+ }
+
+ /* Render the converted vertex buffer. */
+ if ( cVertex > 2 )
+ DrawPrimitiveHAL( pContext->pShared, D3DPT_TRIANGLELIST, &D3DTLVertices[0], cVertex );
+}
+/*===========================================================================*/
+/* This function will render the current vertex buffer as a triangle fan. */
+/* The buffer has to be able to be rendered directly. This means that we are*/
+/* filled, no offsets, no culling and one sided rendering. Also we must be */
+/* in render mode of course. */
+/* First I will fill the global D3D vertice buffer. Next I will set all the*/
+/* states for D3D based on the current OGL state. Finally I pass the D3D VB */
+/* to the wrapper that call DrawPrimitives. */
+/*===========================================================================*/
+/* RETURN: */
+/*===========================================================================*/
+static void RenderTriangleFanVB( GLcontext *ctx, GLuint start, GLuint end )
+{
+ D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
+ struct vertex_buffer *VB = ctx->VB;
+ int index,
+ cVertex,
+ height = (pContext->pShared->rectW.bottom - pContext->pShared->rectW.top);
+ GLfloat ex, ey,
+ fx, fy, c;
+ GLuint facing;
+ DWORD dwPVColor;
+
+ DPF(( DBG_FUNC, "RenderTriangleFanVB();" ));
+
+ /* Special case that we can blast the fan without culling, offset, etc... */
+ if ( (!(ctx->IndirectTriangles & DD_SW_SETUP)) && !VB->ClipOrMask && (ctx->Light.ShadeModel != GL_FLAT) )
+ {
+ DPF(( DBG_PRIM_INFO, "DirectTriangles( %d )", (end-start) ));
+
+ /* Seed the the fan. */
+ D3DTLVertices[0].sx = D3DVAL( VB->Win[start][0] );
+ D3DTLVertices[0].sy = D3DVAL( (height - VB->Win[start][1]) );
+ D3DTLVertices[0].sz = D3DVAL( VB->Win[start][2] );
+ D3DTLVertices[0].tu = D3DVAL( VB->TexCoord[start][0] );
+ D3DTLVertices[0].tv = D3DVAL( VB->TexCoord[start][1] );
+ D3DTLVertices[0].rhw = D3DVAL( (1.0 / VB->Clip[start][3]) );
+ D3DTLVertices[0].color= (VB->Color[start][3]<<24) | (VB->Color[start][0]<<16) | (VB->Color[start][1]<<8) | VB->Color[start][2];
+
+ /* Seed the the fan. */
+ D3DTLVertices[1].sx = D3DVAL( VB->Win[(start+1)][0] );
+ D3DTLVertices[1].sy = D3DVAL( (height - VB->Win[(start+1)][1]) );
+ D3DTLVertices[1].sz = D3DVAL( VB->Win[(start+1)][2] );
+ D3DTLVertices[1].tu = D3DVAL( VB->TexCoord[(start+1)][0] );
+ D3DTLVertices[1].tv = D3DVAL( VB->TexCoord[(start+1)][1] );
+ D3DTLVertices[1].rhw = D3DVAL( (1.0 / VB->Clip[(start+1)][3]) );
+ D3DTLVertices[1].color= (VB->Color[(start+1)][3]<<24) | (VB->Color[(start+1)][0]<<16) | (VB->Color[(start+1)][1]<<8) | VB->Color[(start+1)][2];
+
+ for( index = (start+2), cVertex = 2; index < end; index++, cVertex++ )
+ {
+ /*=================================*/
+ /* Add the next vertex to the fan. */
+ /*=================================*/
+ D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[index][0] );
+ D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[index][1]) );
+ D3DTLVertices[cVertex].sz = D3DVAL( VB->Win[index][2] );
+ D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[index][0] );
+ D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[index][1] );
+ D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[index][3]) );
+ D3DTLVertices[cVertex].color = (VB->Color[index][3]<<24) | (VB->Color[index][0]<<16) | (VB->Color[index][1]<<8) | VB->Color[index][2];
+ }
+
+ /* Render the converted vertex buffer. */
+ if ( cVertex )
+ DrawPrimitiveHAL( pContext->pShared, D3DPT_TRIANGLEFAN, &D3DTLVertices[0], cVertex );
+ }
+ else
+ {
+#define v1 start
+#define v2 (index-1)
+#define v3 index
+
+ for( index = (start+2), cVertex = 0; index < end; index++ )
+ {
+ if ( VB->ClipOrMask )
+ {
+ /* All points clipped by common plane */
+ if ( VB->ClipMask[v1] & VB->ClipMask[v2] & VB->ClipMask[v3] & CLIP_ALL_BITS )
+ {
+ continue;
+ }
+ else if ( VB->ClipMask[v1] | VB->ClipMask[v2] | VB->ClipMask[v3] )
+ {
+ VList[0] = v1;
+ VList[1] = v2;
+ VList[2] = v3;
+ RenderClippedPolygon( ctx, 3, VList );
+ continue;
+ }
+ }
+
+ /* Compute orientation of triangle */
+ ex = VB->Win[v2][0] - VB->Win[v1][0];
+ ey = VB->Win[v2][1] - VB->Win[v1][1];
+ fx = VB->Win[v3][0] - VB->Win[v1][0];
+ fy = VB->Win[v3][1] - VB->Win[v1][1];
+ c = (ex * fy) - (ey * fx);
+
+ /* polygon is perpindicular to view plane, don't draw it */
+ if ( (c == 0.0F) && !ctx->Polygon.Unfilled )
+ continue;
+
+ /* Backface culling. */
+ facing = (c < 0.0F) ^ ctx->Polygon.FrontBit;
+ if ( (facing + 1) & ctx->Polygon.CullBits )
+ continue;
+
+ if ( ctx->IndirectTriangles & DD_TRI_OFFSET )
+ {
+ /* Finish computing plane equation of polygon, compute offset */
+ GLfloat fz = VB->Win[v3][2] - VB->Win[v1][2];
+ GLfloat ez = VB->Win[v2][2] - VB->Win[v1][2];
+ GLfloat a = (ey * fz) - (ez * fy);
+ GLfloat b = (ez * fx) - (ex * fz);
+ OffsetPolygon( ctx, a, b, c );
+ }
+
+ /*=====================================*/
+ /* Populate the the triangle vertices. */
+ /*=====================================*/
+ dwPVColor = (VB->Color[v3][3]<<24) | (VB->Color[v3][0]<<16) | (VB->Color[v3][1]<<8) | VB->Color[v3][2];
+
+ D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v1][0] );
+ D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v1][1]) );
+ D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v1][2] + ctx->PolygonZoffset) );
+ D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v1][0] );
+ D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v1][1] );
+ D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v1][3]) );
+ D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ? dwPVColor :
+ (VB->Color[v1][3]<<24) | (VB->Color[v1][0]<<16) | (VB->Color[v1][1]<<8) | VB->Color[v1][2];
+
+ D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v2][0] );
+ D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v2][1]) );
+ D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v2][2] + ctx->PolygonZoffset) );
+ D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v2][0] );
+ D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v2][1] );
+ D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v2][3]) );
+ D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ? dwPVColor :
+ (VB->Color[v2][3]<<24) | (VB->Color[v2][0]<<16) | (VB->Color[v2][1]<<8) | VB->Color[v2][2];
+
+ D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v3][0] );
+ D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v3][1]) );
+ D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v3][2] + ctx->PolygonZoffset) );
+ D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v3][0] );
+ D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v3][1] );
+ D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v3][3]) );
+ D3DTLVertices[cVertex++].color= dwPVColor;
+ }
+
+ /* Render the converted vertex buffer. */
+ if ( cVertex )
+ DrawPrimitiveHAL( pContext->pShared, D3DPT_TRIANGLELIST, &D3DTLVertices[0], cVertex );
+#undef v1
+#undef v2
+#undef v3
+ }
+}
+/*===========================================================================*/
+/* This function will render the current vertex buffer as a triangle strip. */
+/* The buffer has to be able to be rendered directly. This means that we are*/
+/* filled, no offsets, no culling and one sided rendering. Also we must be */
+/* in render mode of course. */
+/* First I will fill the global D3D vertice buffer. Next I will set all the*/
+/* states for D3D based on the current OGL state. Finally I pass the D3D VB */
+/* to the wrapper that call DrawPrimitives. */
+/*===========================================================================*/
+/* RETURN: */
+/*===========================================================================*/
+static void RenderTriangleStripVB( GLcontext *ctx, GLuint start, GLuint end )
+{
+ D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
+ struct vertex_buffer *VB = ctx->VB;
+ int index,
+ cVertex = 0,
+ v1, v2, v3,
+ height = (pContext->pShared->rectW.bottom - pContext->pShared->rectW.top);
+ GLfloat ex, ey,
+ fx, fy, c;
+ GLuint facing;
+ DWORD dwPVColor;
+
+ DPF(( DBG_FUNC, "RenderTriangleStripVB();" ));
+
+ /* Special case that we can blast the fan without culling, offset, etc... */
+ if ( (!(ctx->IndirectTriangles & DD_SW_SETUP)) && !VB->ClipOrMask && (ctx->Light.ShadeModel != GL_FLAT) )
+ {
+ DPF(( DBG_PRIM_PROFILE, "DirectTriangles" ));
+
+ /* Seed the the strip. */
+ D3DTLVertices[0].sx = D3DVAL( VB->Win[start][0] );
+ D3DTLVertices[0].sy = D3DVAL( (height - VB->Win[start][1]) );
+ D3DTLVertices[0].sz = D3DVAL( VB->Win[start][2] );
+ D3DTLVertices[0].tu = D3DVAL( VB->TexCoord[start][0] );
+ D3DTLVertices[0].tv = D3DVAL( VB->TexCoord[start][1] );
+ D3DTLVertices[0].rhw = D3DVAL( (1.0 / VB->Clip[start][3]) );
+ D3DTLVertices[0].color= (VB->Color[start][3]<<24) | (VB->Color[start][0]<<16) | (VB->Color[start][1]<<8) | VB->Color[start][2];
+
+ /* Seed the the strip. */
+ D3DTLVertices[1].sx = D3DVAL( VB->Win[(start+1)][0] );
+ D3DTLVertices[1].sy = D3DVAL( (height - VB->Win[(start+1)][1]) );
+ D3DTLVertices[1].sz = D3DVAL( VB->Win[(start+1)][2] );
+ D3DTLVertices[1].tu = D3DVAL( VB->TexCoord[(start+1)][0] );
+ D3DTLVertices[1].tv = D3DVAL( VB->TexCoord[(start+1)][1] );
+ D3DTLVertices[1].rhw = D3DVAL( (1.0 / VB->Clip[(start+1)][3]) );
+ D3DTLVertices[1].color= (VB->Color[(start+1)][3]<<24) | (VB->Color[(start+1)][0]<<16) | (VB->Color[(start+1)][1]<<8) | VB->Color[(start+1)][2];
+
+ for( index = (start+2), cVertex = 2; index < end; index++, cVertex++ )
+ {
+ /*===================================*/
+ /* Add the next vertex to the strip. */
+ /*===================================*/
+ D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[index][0] );
+ D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[index][1]) );
+ D3DTLVertices[cVertex].sz = D3DVAL( VB->Win[index][2] );
+ D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[index][0] );
+ D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[index][1] );
+ D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[index][3]) );
+ D3DTLVertices[cVertex].color = (VB->Color[index][3]<<24) | (VB->Color[index][0]<<16) | (VB->Color[index][1]<<8) | VB->Color[index][2];
+ }
+
+ /* Render the converted vertex buffer. */
+ if ( cVertex )
+ DrawPrimitiveHAL( pContext->pShared, D3DPT_TRIANGLESTRIP, &D3DTLVertices[0], cVertex );
+ }
+ else
+ {
+ for( index = (start+2); index < end; index++ )
+ {
+ /* We need to switch order so that winding won't be a problem. */
+ if ( index & 1 )
+ {
+ v1 = index - 1;
+ v2 = index - 2;
+ v3 = index - 0;
+ }
+ else
+ {
+ v1 = index - 2;
+ v2 = index - 1;
+ v3 = index - 0;
+ }
+
+ /* All vertices clipped by common plane */
+ if ( VB->ClipMask[v1] & VB->ClipMask[v2] & VB->ClipMask[v3] & CLIP_ALL_BITS )
+ continue;
+
+ /* Check if any vertices need clipping. */
+ if ( VB->ClipMask[v1] | VB->ClipMask[v2] | VB->ClipMask[v3] )
+ {
+ VList[0] = v1;
+ VList[1] = v2;
+ VList[2] = v3;
+ RenderClippedPolygon( ctx, 3, VList );
+ }
+ else
+ {
+ /* Compute orientation of triangle */
+ ex = VB->Win[v2][0] - VB->Win[v1][0];
+ ey = VB->Win[v2][1] - VB->Win[v1][1];
+ fx = VB->Win[v3][0] - VB->Win[v1][0];
+ fy = VB->Win[v3][1] - VB->Win[v1][1];
+ c = (ex * fy) - (ey * fx);
+
+ /* Polygon is perpindicular to view plane, don't draw it */
+ if ( (c == 0.0F) && !ctx->Polygon.Unfilled )
+ continue;
+
+ /* Backface culling. */
+ facing = (c < 0.0F) ^ ctx->Polygon.FrontBit;
+ if ( (facing + 1) & ctx->Polygon.CullBits )
+ continue;
+
+ /* Need right color if we have two sided lighting. */
+ if ( ctx->IndirectTriangles & DD_TRI_LIGHT_TWOSIDE )
+ {
+ if ( facing == 1 )
+ {
+ /* use back color */
+ VB->Color = VB->Bcolor;
+ VB->Specular= VB->Bspec;
+ }
+ else
+ {
+ /* use front color */
+ VB->Color = VB->Fcolor;
+ VB->Specular= VB->Fspec;
+ }
+ }
+
+ if ( ctx->IndirectTriangles & DD_TRI_OFFSET )
+ {
+ /* Finish computing plane equation of polygon, compute offset */
+ GLfloat fz = VB->Win[v3][2] - VB->Win[v1][2];
+ GLfloat ez = VB->Win[v2][2] - VB->Win[v1][2];
+ GLfloat a = (ey * fz) - (ez * fy);
+ GLfloat b = (ez * fx) - (ex * fz);
+ OffsetPolygon( ctx, a, b, c );
+ }
+ /*=====================================*/
+ /* Populate the the triangle vertices. */
+ /*=====================================*/
+
+ /* Solve the prevoking vertex color as we need it for the 3rd triangle and flat shading. */
+ dwPVColor = (VB->Color[v3][3]<<24) | (VB->Color[v3][0]<<16) | (VB->Color[v3][1]<<8) | VB->Color[v3][2];
+
+ D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v1][0] );
+ D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v1][1]) );
+ D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v1][2] + ctx->PolygonZoffset) );
+ D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v1][0] );
+ D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v1][1] );
+ D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v1][3]) );
+ D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
+ dwPVColor :
+ (VB->Color[v1][3]<<24) | (VB->Color[v1][0]<<16) | (VB->Color[v1][1]<<8) | VB->Color[v1][2];
+
+ D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v2][0] );
+ D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v2][1]) );
+ D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v2][2] + ctx->PolygonZoffset) );
+ D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v2][0] );
+ D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v2][1] );
+ D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v2][3]) );
+ D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
+ dwPVColor :
+ (VB->Color[v2][3]<<24) | (VB->Color[v2][0]<<16) | (VB->Color[v2][1]<<8) | VB->Color[v2][2];
+
+ D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v3][0] );
+ D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v3][1]) );
+ D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v3][2] + ctx->PolygonZoffset) );
+ D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v3][0] );
+ D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v3][1] );
+ D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v3][3]) );
+ D3DTLVertices[cVertex++].color= dwPVColor;
+ }
+ }
+
+ /* Render the converted vertex buffer. */
+ if ( cVertex )
+ DrawPrimitiveHAL( pContext->pShared, D3DPT_TRIANGLELIST, &D3DTLVertices[0], cVertex );
+ }
+}
+/*===========================================================================*/
+/* This function will render the current vertex buffer as Quads. The buffer*/
+/* has to be able to be rendered directly. This means that we are filled, no*/
+/* offsets, no culling and one sided rendering. Also we must be in render */
+/* mode of cource. */
+/* First I will fill the global D3D vertice buffer. Next I will set all the*/
+/* states for D3D based on the current OGL state. Finally I pass the D3D VB */
+/* to the wrapper that call DrawPrimitives. */
+/*===========================================================================*/
+/* RETURN: */
+/*===========================================================================*/
+static void RenderQuadVB( GLcontext *ctx, GLuint start, GLuint end )
+{
+ D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
+ struct vertex_buffer *VB = ctx->VB;
+ int index,
+ cVertex,
+ height = (pContext->pShared->rectW.bottom - pContext->pShared->rectW.top);
+ DWORD dwPVColor;
+ GLfloat ex, ey,
+ fx, fy, c;
+ GLuint facing; /* 0=front, 1=back */
+
+ DPF(( DBG_FUNC, "RenderQuadVB();" ));
+
+#define v1 (index)
+#define v2 (index+1)
+#define v3 (index+2)
+#define v4 (index+3)
+
+ if ( (!(ctx->IndirectTriangles & DD_SW_SETUP)) && !VB->ClipOrMask )
+ {
+ DPF(( DBG_PRIM_PROFILE, "DirectTriangles" ));
+
+ for( cVertex = 0, index = start; index < end; index += 4 )
+ {
+ if ( ctx->Light.ShadeModel == GL_FLAT )
+ dwPVColor = (VB->Color[v4][3]<<24) | (VB->Color[v4][0]<<16) | (VB->Color[v4][1]<<8) | VB->Color[v4][2];
+
+ /*=====================================*/
+ /* Populate the the triangle vertices. */
+ /*=====================================*/
+ D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v1][0] );
+ D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v1][1]) );
+ D3DTLVertices[cVertex].sz = D3DVAL( VB->Win[v1][2] );
+ D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v1][0] );
+ D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v1][1] );
+ D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v1][3]) );
+ D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
+ dwPVColor :
+ (VB->Color[v1][3]<<24) | (VB->Color[v1][0]<<16) | (VB->Color[v1][1]<<8) | VB->Color[v1][2];
+
+ D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v2][0] );
+ D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v2][1]) );
+ D3DTLVertices[cVertex].sz = D3DVAL( VB->Win[v2][2] );
+ D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v2][0] );
+ D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v2][1] );
+ D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v2][3]) );
+ D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
+ dwPVColor :
+ (VB->Color[v2][3]<<24) | (VB->Color[v2][0]<<16) | (VB->Color[v2][1]<<8) | VB->Color[v2][2];
+
+ D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v3][0] );
+ D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v3][1]) );
+ D3DTLVertices[cVertex].sz = D3DVAL( VB->Win[v3][2] );
+ D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v3][0] );
+ D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v3][1] );
+ D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v3][3]) );
+ D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
+ dwPVColor :
+ (VB->Color[v3][3]<<24) | (VB->Color[v3][0]<<16) | (VB->Color[v3][1]<<8) | VB->Color[v3][2];
+
+ D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v1][0] );
+ D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v1][1]) );
+ D3DTLVertices[cVertex].sz = D3DVAL( VB->Win[v1][2] );
+ D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v1][0] );
+ D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v1][1] );
+ D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v1][3]) );
+ D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
+ dwPVColor :
+ (VB->Color[v1][3]<<24) | (VB->Color[v1][0]<<16) | (VB->Color[v1][1]<<8) | VB->Color[v1][2];
+
+ D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v3][0] );
+ D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v3][1]) );
+ D3DTLVertices[cVertex].sz = D3DVAL( VB->Win[v3][2] );
+ D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v3][0] );
+ D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v3][1] );
+ D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v3][3]) );
+ D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
+ dwPVColor :
+ (VB->Color[v3][3]<<24) | (VB->Color[v3][0]<<16) | (VB->Color[v3][1]<<8) | VB->Color[v3][2];
+
+ D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v4][0] );
+ D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v4][1]) );
+ D3DTLVertices[cVertex].sz = D3DVAL( VB->Win[v4][2] );
+ D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v4][0] );
+ D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v4][1] );
+ D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v4][3]) );
+ D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
+ dwPVColor :
+ (VB->Color[v4][3]<<24) | (VB->Color[v4][0]<<16) | (VB->Color[v4][1]<<8) | VB->Color[v4][2];
+ }
+ }
+ else
+ {
+ for( cVertex = 0, index = start; index < end; index += 4 )
+ {
+ if ( VB->ClipMask[v1] & VB->ClipMask[v2] & VB->ClipMask[v3] & VB->ClipMask[v4] & CLIP_ALL_BITS )
+ {
+ continue;
+ }
+ else if ( VB->ClipMask[v1] | VB->ClipMask[v2] | VB->ClipMask[v3] | VB->ClipMask[v4] )
+ {
+ VList[0] = v1;
+ VList[1] = v2;
+ VList[2] = v3;
+ VList[3] = v4;
+ RenderClippedPolygon( ctx, 4, VList );
+ continue;
+ }
+
+ /* Compute orientation of triangle */
+ ex = VB->Win[v2][0] - VB->Win[v1][0];
+ ey = VB->Win[v2][1] - VB->Win[v1][1];
+ fx = VB->Win[v3][0] - VB->Win[v1][0];
+ fy = VB->Win[v3][1] - VB->Win[v1][1];
+ c = (ex * fy) - (ey * fx);
+
+ /* polygon is perpindicular to view plane, don't draw it */
+ if ( (c == 0.0F) && !ctx->Polygon.Unfilled )
+ continue;
+
+ /* Backface culling. */
+ facing = (c < 0.0F) ^ ctx->Polygon.FrontBit;
+ if ( (facing + 1) & ctx->Polygon.CullBits )
+ continue;
+
+ if ( ctx->IndirectTriangles & DD_TRI_LIGHT_TWOSIDE )
+ {
+ if ( facing == 1 )
+ {
+ /* use back color */
+ VB->Color = VB->Bcolor;
+ VB->Specular= VB->Bspec;
+ }
+ else
+ {
+ /* use front color */
+ VB->Color = VB->Fcolor;
+ VB->Specular= VB->Fspec;
+ }
+ }
+
+ if ( ctx->IndirectTriangles & DD_TRI_OFFSET )
+ {
+ /* Finish computing plane equation of polygon, compute offset */
+ GLfloat fz = VB->Win[v3][2] - VB->Win[v1][2];
+ GLfloat ez = VB->Win[v2][2] - VB->Win[v1][2];
+ GLfloat a = (ey * fz) - (ez * fy);
+ GLfloat b = (ez * fx) - (ex * fz);
+ OffsetPolygon( ctx, a, b, c );
+ }
+
+ if ( ctx->Light.ShadeModel == GL_FLAT )
+ dwPVColor = (VB->Color[v4][3]<<24) | (VB->Color[v4][0]<<16) | (VB->Color[v4][1]<<8) | VB->Color[v4][2];
+
+ /*=====================================*/
+ /* Populate the the triangle vertices. */
+ /*=====================================*/
+ D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v1][0] );
+ D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v1][1]) );
+ D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v1][2] + ctx->PolygonZoffset) );
+ D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v1][0] );
+ D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v1][1] );
+ D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v1][3]) );
+ D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
+ dwPVColor :
+ (VB->Color[v1][3]<<24) | (VB->Color[v1][0]<<16) | (VB->Color[v1][1]<<8) | VB->Color[v1][2];
+
+ D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v2][0] );
+ D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v2][1]) );
+ D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v2][2] + ctx->PolygonZoffset) );
+ D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v2][0] );
+ D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v2][1] );
+ D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v2][3]) );
+ D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
+ dwPVColor :
+ (VB->Color[v2][3]<<24) | (VB->Color[v2][0]<<16) | (VB->Color[v2][1]<<8) | VB->Color[v2][2];
+
+ D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v3][0] );
+ D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v3][1]) );
+ D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v3][2] + ctx->PolygonZoffset) );
+ D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v3][0] );
+ D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v3][1] );
+ D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v3][3]) );
+ D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
+ dwPVColor :
+ (VB->Color[v3][3]<<24) | (VB->Color[v3][0]<<16) | (VB->Color[v3][1]<<8) | VB->Color[v3][2];
+
+ D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v1][0] );
+ D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v1][1]) );
+ D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v1][2] + ctx->PolygonZoffset) );
+ D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v1][0] );
+ D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v1][1] );
+ D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v1][3]) );
+ D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
+ dwPVColor :
+ (VB->Color[v1][3]<<24) | (VB->Color[v1][0]<<16) | (VB->Color[v1][1]<<8) | VB->Color[v1][2];
+
+ D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v3][0] );
+ D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v3][1]) );
+ D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v3][2] + ctx->PolygonZoffset) );
+ D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v3][0] );
+ D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v3][1] );
+ D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v3][3]) );
+ D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
+ dwPVColor :
+ (VB->Color[v3][3]<<24) | (VB->Color[v3][0]<<16) | (VB->Color[v3][1]<<8) | VB->Color[v3][2];
+
+ D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v4][0] );
+ D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v4][1]) );
+ D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v4][2] + ctx->PolygonZoffset) );
+ D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v4][0] );
+ D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v4][1] );
+ D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v4][3]) );
+ D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
+ dwPVColor :
+ (VB->Color[v4][3]<<24) | (VB->Color[v4][0]<<16) | (VB->Color[v4][1]<<8) | VB->Color[v4][2];
+ }
+ }
+
+#undef v4
+#undef v3
+#undef v2
+#undef v1
+
+ /* Render the converted vertex buffer. */
+ if ( cVertex )
+ DrawPrimitiveHAL( pContext->pShared, D3DPT_TRIANGLELIST, &D3DTLVertices[0], cVertex );
+}
+/*===========================================================================*/
+/* */
+/*===========================================================================*/
+/* RETURN: TRUE, FALSE. */
+/*===========================================================================*/
+static void RenderQuad( GLcontext *ctx, GLuint v1, GLuint v2, GLuint v3, GLuint v4, GLuint pv )
+{
+ D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
+ struct vertex_buffer *VB = ctx->VB;
+ int height = (pContext->pShared->rectW.bottom - pContext->pShared->rectW.top);
+ DWORD dwPVColor;
+ GLfloat ex, ey,
+ fx, fy, c;
+ GLuint facing; /* 0=front, 1=back */
+ static D3DTLVERTEX TLVertices[6];
+
+ DPF(( DBG_FUNC, "RenderQuad" ));
+ DPF(( DBG_PRIM_INFO, "RenderQuad( 1 )" ));
+
+ /* Compute orientation of triangle */
+ ex = VB->Win[v2][0] - VB->Win[v1][0];
+ ey = VB->Win[v2][1] - VB->Win[v1][1];
+ fx = VB->Win[v3][0] - VB->Win[v1][0];
+ fy = VB->Win[v3][1] - VB->Win[v1][1];
+ c = (ex * fy) - (ey * fx);
+
+ /* polygon is perpindicular to view plane, don't draw it */
+ if ( (c == 0.0F) && !ctx->Polygon.Unfilled )
+ return;
+
+ /* Backface culling. */
+ facing = (c < 0.0F) ^ ctx->Polygon.FrontBit;
+ if ( (facing + 1) & ctx->Polygon.CullBits )
+ return;
+
+ if ( ctx->IndirectTriangles & DD_TRI_LIGHT_TWOSIDE )
+ {
+ if ( facing == 1 )
+ {
+ /* use back color */
+ VB->Color = VB->Bcolor;
+ VB->Specular= VB->Bspec;
+ }
+ else
+ {
+ /* use front color */
+ VB->Color = VB->Fcolor;
+ VB->Specular= VB->Fspec;
+ }
+ }
+
+ if ( ctx->IndirectTriangles & DD_TRI_OFFSET )
+ {
+ /* Finish computing plane equation of polygon, compute offset */
+ GLfloat fz = VB->Win[v3][2] - VB->Win[v1][2];
+ GLfloat ez = VB->Win[v2][2] - VB->Win[v1][2];
+ GLfloat a = (ey * fz) - (ez * fy);
+ GLfloat b = (ez * fx) - (ex * fz);
+ OffsetPolygon( ctx, a, b, c );
+ }
+
+ if ( ctx->Light.ShadeModel == GL_FLAT )
+ dwPVColor = (VB->Color[pv][3]<<24) | (VB->Color[pv][0]<<16) | (VB->Color[pv][1]<<8) | VB->Color[pv][2];
+
+ /*=====================================*/
+ /* Populate the the triangle vertices. */
+ /*=====================================*/
+ TLVertices[0].sx = D3DVAL( VB->Win[v1][0] );
+ TLVertices[0].sy = D3DVAL( (height - VB->Win[v1][1]) );
+ TLVertices[0].sz = D3DVAL( (VB->Win[v1][2] + ctx->PolygonZoffset) );
+ TLVertices[0].tu = D3DVAL( VB->TexCoord[v1][0] );
+ TLVertices[0].tv = D3DVAL( VB->TexCoord[v1][1] );
+ TLVertices[0].rhw = D3DVAL( (1.0 / VB->Clip[v1][3]) );
+ TLVertices[0].color = (ctx->Light.ShadeModel == GL_FLAT) ? dwPVColor :
+ (VB->Color[v1][3]<<24) | (VB->Color[v1][0]<<16) | (VB->Color[v1][1]<<8) | VB->Color[v1][2];
+
+ TLVertices[1].sx = D3DVAL( VB->Win[v2][0] );
+ TLVertices[1].sy = D3DVAL( (height - VB->Win[v2][1]) );
+ TLVertices[1].sz = D3DVAL( (VB->Win[v2][2] + ctx->PolygonZoffset) );
+ TLVertices[1].tu = D3DVAL( VB->TexCoord[v2][0] );
+ TLVertices[1].tv = D3DVAL( VB->TexCoord[v2][1] );
+ TLVertices[1].rhw = D3DVAL( (1.0 / VB->Clip[v2][3]) );
+ TLVertices[1].color = (ctx->Light.ShadeModel == GL_FLAT) ? dwPVColor :
+ (VB->Color[v2][3]<<24) | (VB->Color[v2][0]<<16) | (VB->Color[v2][1]<<8) | VB->Color[v2][2];
+
+ TLVertices[2].sx = D3DVAL( VB->Win[v3][0] );
+ TLVertices[2].sy = D3DVAL( (height - VB->Win[v3][1]) );
+ TLVertices[2].sz = D3DVAL( (VB->Win[v3][2] + ctx->PolygonZoffset) );
+ TLVertices[2].tu = D3DVAL( VB->TexCoord[v3][0] );
+ TLVertices[2].tv = D3DVAL( VB->TexCoord[v3][1] );
+ TLVertices[2].rhw = D3DVAL( (1.0 / VB->Clip[v3][3]) );
+ TLVertices[2].color = (ctx->Light.ShadeModel == GL_FLAT) ? dwPVColor :
+ (VB->Color[v3][3]<<24) | (VB->Color[v3][0]<<16) | (VB->Color[v3][1]<<8) | VB->Color[v3][2];
+
+ TLVertices[3].sx = D3DVAL( VB->Win[v3][0] );
+ TLVertices[3].sy = D3DVAL( (height - VB->Win[v3][1]) );
+ TLVertices[3].sz = D3DVAL( (VB->Win[v3][2] + ctx->PolygonZoffset) );
+ TLVertices[3].tu = D3DVAL( VB->TexCoord[v3][0] );
+ TLVertices[3].tv = D3DVAL( VB->TexCoord[v3][1] );
+ TLVertices[3].rhw = D3DVAL( (1.0 / VB->Clip[v3][3]) );
+ TLVertices[3].color = (ctx->Light.ShadeModel == GL_FLAT) ? dwPVColor :
+ (VB->Color[v3][3]<<24) | (VB->Color[v3][0]<<16) | (VB->Color[v3][1]<<8) | VB->Color[v3][2];
+
+ TLVertices[4].sx = D3DVAL( VB->Win[v4][0] );
+ TLVertices[4].sy = D3DVAL( (height - VB->Win[v4][1]) );
+ TLVertices[4].sz = D3DVAL( (VB->Win[v4][2] + ctx->PolygonZoffset) );
+ TLVertices[4].tu = D3DVAL( VB->TexCoord[v4][0] );
+ TLVertices[4].tv = D3DVAL( VB->TexCoord[v4][1] );
+ TLVertices[4].rhw = D3DVAL( (1.0 / VB->Clip[v4][3]) );
+ TLVertices[4].color = (ctx->Light.ShadeModel == GL_FLAT) ? dwPVColor :
+ (VB->Color[v4][3]<<24) | (VB->Color[v4][0]<<16) | (VB->Color[v4][1]<<8) | VB->Color[v4][2];
+
+ TLVertices[5].sx = D3DVAL( VB->Win[v1][0] );
+ TLVertices[5].sy = D3DVAL( (height - VB->Win[v1][1]) );
+ TLVertices[5].sz = D3DVAL( (VB->Win[v1][2] + ctx->PolygonZoffset) );
+ TLVertices[5].tu = D3DVAL( VB->TexCoord[v1][0] );
+ TLVertices[5].tv = D3DVAL( VB->TexCoord[v1][1] );
+ TLVertices[5].rhw = D3DVAL( (1.0 / VB->Clip[v1][3]) );
+ TLVertices[5].color = (ctx->Light.ShadeModel == GL_FLAT) ? dwPVColor :
+ (VB->Color[v1][3]<<24) | (VB->Color[v1][0]<<16) | (VB->Color[v1][1]<<8) | VB->Color[v1][2];
+
+ /* Draw the two triangles. */
+ DrawPrimitiveHAL( pContext->pShared, D3DPT_TRIANGLELIST, &TLVertices[0], 6 );
+}
+/*===========================================================================*/
+/* */
+/*===========================================================================*/
+/* RETURN: TRUE, FALSE. */
+/*===========================================================================*/
+void RenderOneTriangle( GLcontext *ctx, GLuint v1, GLuint v2, GLuint v3, GLuint pv )
+{
+ D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
+ struct vertex_buffer *VB = ctx->VB;
+ int height = (pContext->pShared->rectW.bottom - pContext->pShared->rectW.top);
+ DWORD dwPVColor;
+ static D3DTLVERTEX TLVertices[3];
+
+ DPF(( DBG_FUNC, "RenderOneTriangle" ));
+ DPF(( DBG_PRIM_INFO, "RenderTriangle( 1 )" ));
+
+ /*=====================================*/
+ /* Populate the the triangle vertices. */
+ /*=====================================*/
+ if ( ctx->Light.ShadeModel == GL_FLAT )
+ dwPVColor = (VB->Color[pv][3]<<24) | (VB->Color[pv][0]<<16) | (VB->Color[pv][1]<<8) | VB->Color[pv][2];
+
+ TLVertices[0].sx = D3DVAL( VB->Win[v1][0] );
+ TLVertices[0].sy = D3DVAL( (height - VB->Win[v1][1]) );
+ TLVertices[0].sz = D3DVAL( (VB->Win[v1][2] + ctx->PolygonZoffset) );
+ TLVertices[0].tu = D3DVAL( VB->TexCoord[v1][0] );
+ TLVertices[0].tv = D3DVAL( VB->TexCoord[v1][1] );
+ TLVertices[0].rhw = D3DVAL( (1.0 / VB->Clip[v1][3]) );
+ TLVertices[0].color = (ctx->Light.ShadeModel == GL_FLAT) ? dwPVColor :
+ (VB->Color[v1][3]<<24) | (VB->Color[v1][0]<<16) | (VB->Color[v1][1]<<8) | VB->Color[v1][2];
+ DPF(( DBG_PRIM_INFO, "V1 -> x:%f y:%f z:%f c:%x",
+ TLVertices[0].sx,
+ TLVertices[0].sy,
+ TLVertices[0].sz,
+ TLVertices[0].color ));
+
+ TLVertices[1].sx = D3DVAL( VB->Win[v2][0] );
+ TLVertices[1].sy = D3DVAL( (height - VB->Win[v2][1]) );
+ TLVertices[1].sz = D3DVAL( (VB->Win[v2][2] + ctx->PolygonZoffset) );
+ TLVertices[1].tu = D3DVAL( VB->TexCoord[v2][0] );
+ TLVertices[1].tv = D3DVAL( VB->TexCoord[v2][1] );
+ TLVertices[1].rhw = D3DVAL( (1.0 / VB->Clip[v2][3]) );
+ TLVertices[1].color = (ctx->Light.ShadeModel == GL_FLAT) ? dwPVColor :
+ (VB->Color[v2][3]<<24) | (VB->Color[v2][0]<<16) | (VB->Color[v2][1]<<8) | VB->Color[v2][2];
+ DPF(( DBG_PRIM_INFO, "V2 -> x:%f y:%f z:%f c:%x",
+ TLVertices[1].sx,
+ TLVertices[1].sy,
+ TLVertices[1].sz,
+ TLVertices[1].color ));
+
+ TLVertices[2].sx = D3DVAL( VB->Win[v3][0] );
+ TLVertices[2].sy = D3DVAL( (height - VB->Win[v3][1]) );
+ TLVertices[2].sz = D3DVAL( (VB->Win[v3][2] + ctx->PolygonZoffset) );
+ TLVertices[2].tu = D3DVAL( VB->TexCoord[v3][0] );
+ TLVertices[2].tv = D3DVAL( VB->TexCoord[v3][1] );
+ TLVertices[2].rhw = D3DVAL( (1.0 / VB->Clip[v3][3]) );
+ TLVertices[2].color = (ctx->Light.ShadeModel == GL_FLAT) ? dwPVColor :
+ (VB->Color[v3][3]<<24) | (VB->Color[v3][0]<<16) | (VB->Color[v3][1]<<8) | VB->Color[v3][2];
+ DPF(( DBG_PRIM_INFO, "V3 -> x:%f y:%f z:%f c:%x",
+ TLVertices[2].sx,
+ TLVertices[2].sy,
+ TLVertices[2].sz,
+ TLVertices[2].color ));
+
+ /* Draw the triangle. */
+ DrawPrimitiveHAL( pContext->pShared, D3DPT_TRIANGLELIST, &TLVertices[0], 3 );
+}
+/*===========================================================================*/
+/* */
+/*===========================================================================*/
+/* RETURN: TRUE, FALSE. */
+/*===========================================================================*/
+void RenderOneLine( GLcontext *ctx, GLuint v1, GLuint v2, GLuint pv )
+{
+ D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
+ struct vertex_buffer *VB = ctx->VB;
+ int height = (pContext->pShared->rectW.bottom - pContext->pShared->rectW.top);
+ DWORD dwPVColor;
+ static D3DTLVERTEX TLVertices[2];
+
+ DPF(( DBG_FUNC, "RenderOneLine" ));
+ DPF(( DBG_PRIM_INFO, "RenderLine( 1 )" ));
+
+ if ( VB->MonoColor )
+ dwPVColor = (pContext->aCurrent<<24) | (pContext->rCurrent<<16) | (pContext->gCurrent<<8) | pContext->bCurrent;
+ else
+ dwPVColor = (VB->Color[pv][3]<<24) | (VB->Color[pv][0]<<16) | (VB->Color[pv][1]<<8) | VB->Color[pv][2];
+
+ TLVertices[0].sx = D3DVAL( VB->Win[v1][0] );
+ TLVertices[0].sy = D3DVAL( (height - VB->Win[v1][1]) );
+ TLVertices[0].sz = D3DVAL( (VB->Win[v1][2] + ctx->LineZoffset) );
+ TLVertices[0].tu = D3DVAL( VB->TexCoord[v1][0] );
+ TLVertices[0].tv = D3DVAL( VB->TexCoord[v1][1] );
+ TLVertices[0].rhw = D3DVAL( (1.0 / VB->Clip[v1][3]) );
+ TLVertices[0].color = (ctx->Light.ShadeModel == GL_FLAT) ? dwPVColor :
+ (VB->Color[v1][3]<<24) | (VB->Color[v1][0]<<16) | (VB->Color[v1][1]<<8) | VB->Color[v1][2];
+
+ TLVertices[1].sx = D3DVAL( VB->Win[v2][0] );
+ TLVertices[1].sy = D3DVAL( (height - VB->Win[v2][1]) );
+ TLVertices[1].sz = D3DVAL( (VB->Win[v2][2] + ctx->LineZoffset) );
+ TLVertices[1].tu = D3DVAL( VB->TexCoord[v2][0] );
+ TLVertices[1].tv = D3DVAL( VB->TexCoord[v2][1] );
+ TLVertices[1].rhw = D3DVAL( (1.0 / VB->Clip[v2][3]) );
+ TLVertices[1].color = (ctx->Light.ShadeModel == GL_FLAT) ? dwPVColor :
+ (VB->Color[v2][3]<<24) | (VB->Color[v2][0]<<16) | (VB->Color[v2][1]<<8) | VB->Color[v2][2];
+
+ /* Draw line from (x0,y0) to (x1,y1) with current pixel color/index */
+ DrawPrimitiveHAL( pContext->pShared, D3DPT_LINELIST, &TLVertices[0], 2 );
+}
+/*===========================================================================*/
+/* This function was written to convert points into triangles. I did this */
+/* as all card accelerate triangles and most drivers do this anyway. In hind*/
+/* thought this might be a bad idea as some cards do better. */
+/*===========================================================================*/
+/* RETURN: */
+/*===========================================================================*/
+static void RenderPointsVB( GLcontext *ctx, GLuint start, GLuint end )
+{
+ D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
+ struct vertex_buffer *VB = ctx->VB;
+ struct pixel_buffer *PB = ctx->PB;
+ GLuint index;
+ GLfloat radius, z,
+ xmin, ymin,
+ xmax, ymax;
+ GLint cVertex,
+ height = (pContext->pShared->rectW.bottom - pContext->pShared->rectW.top);
+ DWORD dwPVColor;
+
+ DPF(( DBG_FUNC, "RenderPointsVB();" ));
+
+ radius = CLAMP( ctx->Point.Size, MIN_POINT_SIZE, MAX_POINT_SIZE ) * 0.5F;
+
+ for( index = start, cVertex = 0; index <= end; index++ )
+ {
+ if ( VB->ClipMask[index] == 0 )
+ {
+ xmin = D3DVAL( VB->Win[index][0] - radius );
+ xmax = D3DVAL( VB->Win[index][0] + radius );
+ ymin = D3DVAL( height - VB->Win[index][1] - radius );
+ ymax = D3DVAL( height - VB->Win[index][1] + radius );
+ z = D3DVAL( (VB->Win[index][2] + ctx->PointZoffset) );
+
+ dwPVColor = (VB->Color[index][3]<<24) |
+ (VB->Color[index][0]<<16) |
+ (VB->Color[index][1]<<8) |
+ VB->Color[index][2];
+
+ D3DTLVertices[cVertex].sx = xmin;
+ D3DTLVertices[cVertex].sy = ymax;
+ D3DTLVertices[cVertex].sz = z;
+ D3DTLVertices[cVertex].tu = 0.0;
+ D3DTLVertices[cVertex].tv = 0.0;
+ D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[index][3]) );
+ D3DTLVertices[cVertex++].color = dwPVColor;
+
+ D3DTLVertices[cVertex].sx = xmin;
+ D3DTLVertices[cVertex].sy = ymin;
+ D3DTLVertices[cVertex].sz = z;
+ D3DTLVertices[cVertex].tu = 0.0;
+ D3DTLVertices[cVertex].tv = 0.0;
+ D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[index][3]) );
+ D3DTLVertices[cVertex++].color = dwPVColor;
+
+ D3DTLVertices[cVertex].sx = xmax;
+ D3DTLVertices[cVertex].sy = ymin;
+ D3DTLVertices[cVertex].sz = z;
+ D3DTLVertices[cVertex].tu = 0.0;
+ D3DTLVertices[cVertex].tv = 0.0;
+ D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[index][3]) );
+ D3DTLVertices[cVertex++].color = dwPVColor;
+
+ D3DTLVertices[cVertex].sx = xmax;
+ D3DTLVertices[cVertex].sy = ymin;
+ D3DTLVertices[cVertex].sz = z;
+ D3DTLVertices[cVertex].tu = 0.0;
+ D3DTLVertices[cVertex].tv = 0.0;
+ D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[index][3]) );
+ D3DTLVertices[cVertex++].color = dwPVColor;
+
+ D3DTLVertices[cVertex].sx = xmax;
+ D3DTLVertices[cVertex].sy = ymax;
+ D3DTLVertices[cVertex].sz = z;
+ D3DTLVertices[cVertex].tu = 0.0;
+ D3DTLVertices[cVertex].tv = 0.0;
+ D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[index][3]) );
+ D3DTLVertices[cVertex++].color = dwPVColor;
+
+ D3DTLVertices[cVertex].sx = xmin;
+ D3DTLVertices[cVertex].sy = ymax;
+ D3DTLVertices[cVertex].sz = z;
+ D3DTLVertices[cVertex].tu = 0.0;
+ D3DTLVertices[cVertex].tv = 0.0;
+ D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[index][3]) );
+ D3DTLVertices[cVertex++].color = dwPVColor;
+ }
+ }
+
+ /* Render the converted vertex buffer. */
+ if ( cVertex )
+ DrawPrimitiveHAL( pContext->pShared, D3DPT_TRIANGLELIST, &D3DTLVertices[0], cVertex );
+}
+/*===========================================================================*/
+/* This gets call before we render any primitives so that the current OGL */
+/* states will be mapped the D3D context. I'm still not sure how D3D works */
+/* but I'm finding that it doesn't act like a state machine as OGL is. It */
+/* looks like the state gets set back to the defaults after a DrawPrimitives */
+/* or an EndScene. Also I set states that are the default even though this */
+/* is redundant as the defaults seem screwed up. */
+/* TODO: make a batch call. */
+/*===========================================================================*/
+/* RETURN: */
+/*===========================================================================*/
+static void SetRenderStates( GLcontext *ctx )
+{
+ D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
+ DWORD dwFunc;
+ static BOOL bTexture = FALSE;
+ static int texName = -1;
+
+ DPF(( DBG_FUNC, "SetRenderStates();" ));
+
+ if ( g_DBGMask & DBG_STATES )
+ DebugRenderStates( ctx, FALSE );
+
+ SetStateHAL( pContext->pShared, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE );
+ SetStateHAL( pContext->pShared, D3DRENDERSTATE_DITHERENABLE, (ctx->Color.DitherFlag) ? TRUE : FALSE );
+
+ /*================================================*/
+ /* Check too see if there are new TEXTURE states. */
+ /*================================================*/
+ if ( ctx->Texture.Enabled )
+ {
+ switch( ctx->Texture.Set[ctx->Texture.CurrentSet].EnvMode )
+ {
+ case GL_MODULATE:
+ if ( ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0]->Format == GL_RGBA )
+ dwFunc = pContext->pShared->dwTexFunc[d3dtblend_modulatealpha];
+ else
+ dwFunc = pContext->pShared->dwTexFunc[d3dtblend_modulate];
+ break;
+
+ case GL_BLEND:
+ dwFunc = pContext->pShared->dwTexFunc[d3dtblend_decalalpha];
+ break;
+
+ case GL_REPLACE:
+ dwFunc = pContext->pShared->dwTexFunc[d3dtblend_decal];
+ break;
+
+ case GL_DECAL:
+ if ( ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0]->Format == GL_RGBA )
+ dwFunc = pContext->pShared->dwTexFunc[d3dtblend_decalalpha];
+ else
+ dwFunc = pContext->pShared->dwTexFunc[d3dtblend_decal];
+ break;
+ }
+ SetStateHAL( pContext->pShared, D3DRENDERSTATE_TEXTUREMAPBLEND, dwFunc );
+
+ switch( ctx->Texture.Set[ctx->Texture.CurrentSet].Current->MagFilter )
+ {
+ case GL_NEAREST:
+ dwFunc = D3DFILTER_NEAREST;
+ break;
+ case GL_LINEAR:
+ dwFunc = D3DFILTER_LINEAR;
+ break;
+ case GL_NEAREST_MIPMAP_NEAREST:
+ dwFunc = D3DFILTER_MIPNEAREST;
+ break;
+ case GL_LINEAR_MIPMAP_NEAREST:
+ dwFunc = D3DFILTER_LINEARMIPNEAREST;
+ break;
+ case GL_NEAREST_MIPMAP_LINEAR:
+ dwFunc = D3DFILTER_MIPLINEAR;
+ break;
+ case GL_LINEAR_MIPMAP_LINEAR:
+ dwFunc = D3DFILTER_LINEARMIPLINEAR;
+ break;
+ }
+ SetStateHAL( pContext->pShared, D3DRENDERSTATE_TEXTUREMAG, dwFunc );
+
+ switch( ctx->Texture.Set[ctx->Texture.CurrentSet].Current->MinFilter )
+ {
+ case GL_NEAREST:
+ dwFunc = D3DFILTER_NEAREST;
+ break;
+ case GL_LINEAR:
+ dwFunc = D3DFILTER_LINEAR;
+ break;
+ case GL_NEAREST_MIPMAP_NEAREST:
+ dwFunc = D3DFILTER_MIPNEAREST;
+ break;
+ case GL_LINEAR_MIPMAP_NEAREST:
+ dwFunc = D3DFILTER_LINEARMIPNEAREST;
+ break;
+ case GL_NEAREST_MIPMAP_LINEAR:
+ dwFunc = D3DFILTER_MIPLINEAR;
+ break;
+ case GL_LINEAR_MIPMAP_LINEAR:
+ dwFunc = D3DFILTER_LINEARMIPLINEAR;
+ break;
+ }
+ SetStateHAL( pContext->pShared, D3DRENDERSTATE_TEXTUREMIN, dwFunc );
+
+ /* Another hack to cut down on redundant texture binding. */
+ // if ( texName != ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Name )
+ // {
+ texName = ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Name;
+ CreateTMgrHAL( pContext->pShared,
+ texName,
+ 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 );
+ // }
+ bTexture = TRUE;
+ }
+ else
+ {
+ /* This is nasty but should cut down on the number of redundant calls. */
+ if ( bTexture == TRUE )
+ {
+ DisableTMgrHAL( pContext->pShared );
+ bTexture = FALSE;
+ }
+ }
+
+ /*===============================================*/
+ /* Check too see if there are new RASTER states. */
+ /*===============================================*/
+
+ // TODO: no concept of front & back.
+ switch( ctx->Polygon.FrontMode )
+ {
+ case GL_POINT:
+ SetStateHAL( pContext->pShared, D3DRENDERSTATE_FILLMODE, D3DFILL_POINT );
+ break;
+ case GL_LINE:
+ SetStateHAL( pContext->pShared, D3DRENDERSTATE_FILLMODE, D3DFILL_WIREFRAME );
+ break;
+ case GL_FILL:
+ SetStateHAL( pContext->pShared, D3DRENDERSTATE_FILLMODE, D3DFILL_SOLID );
+ break;
+ }
+
+ /*************/
+ /* Z-Buffer. */
+ /*************/
+ if ( ctx->Depth.Test == GL_TRUE )
+ {
+ switch( ctx->Depth.Func )
+ {
+ case GL_NEVER:
+ dwFunc = D3DCMP_NEVER;
+ break;
+ case GL_LESS:
+ dwFunc = D3DCMP_LESS;
+ break;
+ case GL_GEQUAL:
+ dwFunc = D3DCMP_GREATEREQUAL;
+ break;
+ case GL_LEQUAL:
+ dwFunc = D3DCMP_LESSEQUAL;
+ break;
+ case GL_GREATER:
+ dwFunc = D3DCMP_GREATER;
+ break;
+ case GL_NOTEQUAL:
+ dwFunc = D3DCMP_NOTEQUAL;
+ break;
+ case GL_EQUAL:
+ dwFunc = D3DCMP_EQUAL;
+ break;
+ case GL_ALWAYS:
+ dwFunc = D3DCMP_ALWAYS;
+ break;
+ }
+ SetStateHAL( pContext->pShared, D3DRENDERSTATE_ZFUNC, dwFunc );
+ SetStateHAL( pContext->pShared, D3DRENDERSTATE_ZENABLE, TRUE );
+ }
+ else
+ {
+ SetStateHAL( pContext->pShared, D3DRENDERSTATE_ZENABLE, FALSE );
+ }
+
+ /*******************/
+ /* Z-Write Enable. */
+ /*******************/
+ SetStateHAL( pContext->pShared, D3DRENDERSTATE_ZWRITEENABLE , (ctx->Depth.Mask == GL_TRUE) ? TRUE : FALSE );
+
+ /***************/
+ /* Alpha test. */
+ /***************/
+ if ( ctx->Color.AlphaEnabled == GL_TRUE )
+ {
+ switch( ctx->Color.AlphaFunc )
+ {
+ case GL_NEVER:
+ dwFunc = D3DCMP_NEVER;
+ break;
+ case GL_LESS:
+ dwFunc = D3DCMP_LESS;
+ break;
+ case GL_GEQUAL:
+ dwFunc = D3DCMP_GREATEREQUAL;
+ break;
+ case GL_LEQUAL:
+ dwFunc = D3DCMP_LESSEQUAL;
+ break;
+ case GL_GREATER:
+ dwFunc = D3DCMP_GREATER;
+ break;
+ case GL_NOTEQUAL:
+ dwFunc = D3DCMP_NOTEQUAL;
+ break;
+ case GL_EQUAL:
+ dwFunc = D3DCMP_EQUAL;
+ break;
+ case GL_ALWAYS:
+ dwFunc = D3DCMP_ALWAYS;
+ break;
+ }
+ SetStateHAL( pContext->pShared, D3DRENDERSTATE_ALPHAFUNC , dwFunc );
+ SetStateHAL( pContext->pShared, D3DRENDERSTATE_ALPHATESTENABLE, TRUE );
+ }
+ else
+ {
+ SetStateHAL( pContext->pShared, D3DRENDERSTATE_ALPHATESTENABLE, FALSE );
+ }
+
+ /****************/
+ /* Alpha blend. */
+ /****************/
+ if ( ctx->Color.BlendEnabled == GL_TRUE )
+ {
+ switch( ctx->Color.BlendSrc )
+ {
+ case GL_ZERO:
+ dwFunc = pContext->pShared->dwSrcBlendCaps[s_zero];
+ break;
+ case GL_ONE:
+ dwFunc = pContext->pShared->dwSrcBlendCaps[s_one];
+ break;
+ case GL_DST_COLOR:
+ dwFunc = pContext->pShared->dwSrcBlendCaps[s_dst_color];
+ break;
+ case GL_ONE_MINUS_DST_COLOR:
+ dwFunc = pContext->pShared->dwSrcBlendCaps[s_one_minus_dst_color];
+ break;
+ case GL_SRC_ALPHA:
+ dwFunc = pContext->pShared->dwSrcBlendCaps[s_src_alpha];
+ break;
+ case GL_ONE_MINUS_SRC_ALPHA:
+ dwFunc = pContext->pShared->dwSrcBlendCaps[s_one_minus_src_alpha];
+ break;
+ case GL_DST_ALPHA:
+ dwFunc = pContext->pShared->dwSrcBlendCaps[s_dst_alpha];
+ break;
+ case GL_ONE_MINUS_DST_ALPHA:
+ dwFunc = pContext->pShared->dwSrcBlendCaps[s_one_minus_dst_alpha];
+ break;
+ case GL_SRC_ALPHA_SATURATE:
+ dwFunc = pContext->pShared->dwSrcBlendCaps[s_src_alpha_saturate];
+ break;
+ case GL_CONSTANT_COLOR:
+ dwFunc = pContext->pShared->dwSrcBlendCaps[s_constant_color];
+ break;
+ case GL_ONE_MINUS_CONSTANT_COLOR:
+ dwFunc = pContext->pShared->dwSrcBlendCaps[s_one_minus_constant_color];
+ break;
+ case GL_CONSTANT_ALPHA:
+ dwFunc = pContext->pShared->dwSrcBlendCaps[s_constant_alpha];
+ break;
+ case GL_ONE_MINUS_CONSTANT_ALPHA:
+ dwFunc = pContext->pShared->dwSrcBlendCaps[s_one_minus_constant_alpha];
+ break;
+ }
+ SetStateHAL( pContext->pShared, D3DRENDERSTATE_SRCBLEND, dwFunc );
+
+ switch( ctx->Color.BlendDst )
+ {
+ case GL_ZERO:
+ dwFunc = pContext->pShared->dwDestBlendCaps[d_zero];
+ break;
+ case GL_ONE:
+ dwFunc = pContext->pShared->dwDestBlendCaps[d_one];
+ break;
+ case GL_SRC_COLOR:
+ dwFunc = pContext->pShared->dwDestBlendCaps[d_src_color];
+ break;
+ case GL_ONE_MINUS_SRC_COLOR:
+ dwFunc = pContext->pShared->dwDestBlendCaps[d_one_minus_src_color];
+ break;
+ case GL_SRC_ALPHA:
+ dwFunc = pContext->pShared->dwDestBlendCaps[d_src_alpha];
+ break;
+ case GL_ONE_MINUS_SRC_ALPHA:
+ dwFunc = pContext->pShared->dwDestBlendCaps[d_one_minus_src_alpha];
+ break;
+ case GL_DST_ALPHA:
+ dwFunc = pContext->pShared->dwDestBlendCaps[d_dst_alpha];
+ break;
+ case GL_ONE_MINUS_DST_ALPHA:
+ dwFunc = pContext->pShared->dwDestBlendCaps[d_one_minus_dst_alpha];
+ break;
+ case GL_CONSTANT_COLOR:
+ dwFunc = pContext->pShared->dwDestBlendCaps[d_constant_color];
+ break;
+ case GL_ONE_MINUS_CONSTANT_COLOR:
+ dwFunc = pContext->pShared->dwDestBlendCaps[d_one_minus_constant_color];
+ break;
+ case GL_CONSTANT_ALPHA:
+ dwFunc = pContext->pShared->dwDestBlendCaps[d_constant_alpha];
+ break;
+ case GL_ONE_MINUS_CONSTANT_ALPHA:
+ dwFunc = pContext->pShared->dwDestBlendCaps[d_one_minus_constant_alpha];
+ break;
+ }
+ SetStateHAL( pContext->pShared, D3DRENDERSTATE_DESTBLEND, dwFunc );
+ SetStateHAL( pContext->pShared, D3DRENDERSTATE_ALPHABLENDENABLE, TRUE );
+ }
+ else
+ {
+ SetStateHAL( pContext->pShared, D3DRENDERSTATE_ALPHABLENDENABLE, FALSE );
+ }
+}
+/*===========================================================================*/
+/* If this function is called it will track the changes to the current */
+/* states that I'm setting in Direct3D. I did this so that the DPF's would */
+/* be under control! */
+/*===========================================================================*/
+/* RETURN: */
+/*===========================================================================*/
+static void DebugRenderStates( GLcontext *ctx, BOOL bForce )
+{
+ D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
+ DWORD dwFunc;
+ static int dither = -1,
+ texture = -1,
+ textName = -1,
+ textEnv = -1,
+ textMin = -1,
+ textMag = -1,
+ polyMode = -1,
+ depthTest = -1,
+ depthFunc = -1,
+ depthMask = -1,
+ alphaTest = -1,
+ alphaFunc = -1,
+ blend = -1,
+ blendSrc = -1,
+ blendDest = -1;
+
+ /* Force a displayed update of all current states. */
+ if ( bForce )
+ {
+ dither = texture = textName = textEnv = textMin = textMag = -1;
+ polyMode = depthTest = depthFunc = depthMask = -1;
+ alphaTest = alphaFunc = blend = blendSrc = blendDest = -1;
+ }
+
+ if ( dither != ctx->Color.DitherFlag )
+ {
+ dither = ctx->Color.DitherFlag;
+ DPF(( 0, "\tDither\t\t%s", (dither) ? "ENABLED" : "--------" ));
+ }
+ if ( depthTest != ctx->Depth.Test )
+ {
+ depthTest = ctx->Depth.Test;
+ DPF(( 0, "\tDepth Test\t%s", (depthTest) ? "ENABLED" : "--------" ));
+ }
+ if ( alphaTest != ctx->Color.AlphaEnabled )
+ {
+ alphaTest = ctx->Color.AlphaEnabled;
+
+ DPF(( 0, "\tAlpha Test\t%s", (alphaTest) ? "ENABLED" : "--------" ));
+ }
+ if ( blend != ctx->Color.BlendEnabled )
+ {
+ blend = ctx->Color.BlendEnabled;
+
+ DPF(( 0, "\tBlending\t%s", (blend) ? "ENABLED" : "--------" ));
+ }
+
+ /*================================================*/
+ /* Check too see if there are new TEXTURE states. */
+ /*================================================*/
+ if ( texture != ctx->Texture.Enabled )
+ {
+ texture = ctx->Texture.Enabled;
+ DPF(( 0, "\tTexture\t\t%s", (texture) ? "ENABLED" : "--------" ));
+ }
+
+ if ( ctx->Texture.Set[ctx->Texture.CurrentSet].Current )
+ {
+ if ( ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Name != textName )
+ {
+ textName = ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Name;
+ DPF(( 0, "\tTexture Name:\t%d", textName ));
+ DPF(( 0, "\tTexture Format:\t%s",
+ (ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0]->Format == GL_RGBA) ?
+ "GL_RGBA" : "GLRGB" ));
+ }
+
+ if ( textEnv != ctx->Texture.Set[ctx->Texture.CurrentSet].EnvMode )
+ {
+ textEnv = ctx->Texture.Set[ctx->Texture.CurrentSet].EnvMode;
+
+ switch( textEnv )
+ {
+ case GL_MODULATE:
+ DPF(( 0, "\tTexture\tMode\tGL_MODULATE" ));
+ break;
+ case GL_BLEND:
+ DPF(( 0, "\tTexture\tMode\tGL_BLEND" ));
+ break;
+ case GL_REPLACE:
+ DPF(( 0, "\tTexture\tMode\tGL_REPLACE" ));
+ break;
+ case GL_DECAL:
+ DPF(( 0, "\tTexture\tMode\tGL_DECAL" ));
+ break;
+ }
+ }
+
+ if ( textMag != ctx->Texture.Set[ctx->Texture.CurrentSet].Current->MagFilter )
+ {
+ textMag = ctx->Texture.Set[ctx->Texture.CurrentSet].Current->MagFilter;
+
+ switch( textMag )
+ {
+ case GL_NEAREST:
+ DPF(( 0, "\tTexture MAG\tGL_NEAREST" ));
+ break;
+ case GL_LINEAR:
+ DPF(( 0, "\tTexture MAG\tGL_LINEAR" ));
+ break;
+ case GL_NEAREST_MIPMAP_NEAREST:
+ DPF(( 0, "\tTexture MAG\tGL_NEAREST_MIPMAP_NEAREST" ));
+ break;
+ case GL_LINEAR_MIPMAP_NEAREST:
+ DPF(( 0, "\tTexture MAG\tGL_LINEAR_MIPMAP_NEAREST" ));
+ break;
+ case GL_NEAREST_MIPMAP_LINEAR:
+ DPF(( 0, "\tTexture MAG\tGL_NEAREST_MIPMAP_LINEAR" ));
+ break;
+ case GL_LINEAR_MIPMAP_LINEAR:
+ DPF(( 0, "\tTexture MAG\tGL_LINEAR_MIPMAP_LINEAR" ));
+ break;
+ }
+ }
+
+ if ( textMin != ctx->Texture.Set[ctx->Texture.CurrentSet].Current->MinFilter )
+ {
+ textMin = ctx->Texture.Set[ctx->Texture.CurrentSet].Current->MinFilter;
+
+ switch( textMin )
+ {
+ case GL_NEAREST:
+ DPF(( 0, "\tTexture MIN\tGL_NEAREST" ));
+ break;
+ case GL_LINEAR:
+ DPF(( 0, "\tTexture MIN\tGL_LINEAR" ));
+ break;
+ case GL_NEAREST_MIPMAP_NEAREST:
+ DPF(( 0, "\tTexture MIN\tGL_NEAREST_MIPMAP_NEAREST" ));
+ break;
+ case GL_LINEAR_MIPMAP_NEAREST:
+ DPF(( 0, "\tTexture MIN\tGL_LINEAR_MIPMAP_NEAREST" ));
+ break;
+ case GL_NEAREST_MIPMAP_LINEAR:
+ DPF(( 0, "\tTexture MIN\tGL_LINEAR_MIPMAP_LINEAR" ));
+ break;
+ case GL_LINEAR_MIPMAP_LINEAR:
+ DPF(( 0, "\tTexture MIN\tGL_LINEAR_MIPMAP_LINEAR" ));
+ break;
+ }
+ }
+ }
+
+ if ( ctx->Polygon.FrontMode != polyMode )
+ {
+ polyMode = ctx->Polygon.FrontMode;
+
+ switch( polyMode )
+ {
+ case GL_POINT:
+ DPF(( 0, "\tMode\t\tGL_POINT" ));
+ break;
+ case GL_LINE:
+ DPF(( 0, "\tMode\t\tGL_LINE" ));
+ break;
+ case GL_FILL:
+ DPF(( 0, "\tMode\t\tGL_FILL" ));
+ break;
+ }
+ }
+
+ if ( depthFunc != ctx->Depth.Func )
+ {
+ depthFunc = ctx->Depth.Func;
+
+ switch( depthFunc )
+ {
+ case GL_NEVER:
+ DPF(( 0, "\tDepth Func\tGL_NEVER" ));
+ break;
+ case GL_LESS:
+ DPF(( 0, "\tDepth Func\tGL_LESS" ));
+ break;
+ case GL_GEQUAL:
+ DPF(( 0, "\tDepth Func\tGL_GEQUAL" ));
+ break;
+ case GL_LEQUAL:
+ DPF(( 0, "\tDepth Func\tGL_LEQUAL" ));
+ break;
+ case GL_GREATER:
+ DPF(( 0, "\tDepth Func\tGL_GREATER" ));
+ break;
+ case GL_NOTEQUAL:
+ DPF(( 0, "\tDepth Func\tGL_NOTEQUAL" ));
+ break;
+ case GL_EQUAL:
+ DPF(( 0, "\tDepth Func\tGL_EQUAL" ));
+ break;
+ case GL_ALWAYS:
+ DPF(( 0, "\tDepth Func\tGL_ALWAYS" ));
+ break;
+ }
+ }
+
+ if ( depthMask != ctx->Depth.Mask )
+ {
+ depthMask = ctx->Depth.Mask;
+ DPF(( 0, "\tZWrite\t\t%s", (depthMask) ? "ENABLED" : "--------" ));
+ }
+
+ if ( alphaFunc != ctx->Color.AlphaFunc )
+ {
+ alphaFunc = ctx->Color.AlphaFunc;
+
+ switch( alphaFunc )
+ {
+ case GL_NEVER:
+ DPF(( 0, "\tAlpha Func\tGL_NEVER" ));
+ break;
+ case GL_LESS:
+ DPF(( 0, "\tAlpha Func\tGL_LESS" ));
+ break;
+ case GL_GEQUAL:
+ DPF(( 0, "\tAlpha Func\tGL_GEQUAL" ));
+ break;
+ case GL_LEQUAL:
+ DPF(( 0, "\tAlpha Func\tGL_LEQUAL" ));
+ break;
+ case GL_GREATER:
+ DPF(( 0, "\tAlpha Func\tGL_GREATER" ));
+ break;
+ case GL_NOTEQUAL:
+ DPF(( 0, "\tAlpha Func\tGL_NOTEQUAL" ));
+ break;
+ case GL_EQUAL:
+ DPF(( 0, "\tAlpha Func\tGL_EQUAL" ));
+ break;
+ case GL_ALWAYS:
+ DPF(( 0, "\tAlpha Func\tGL_ALWAYS" ));
+ break;
+ }
+ }
+
+ if ( blendSrc != ctx->Color.BlendSrc )
+ {
+ blendSrc = ctx->Color.BlendSrc;
+
+ switch( blendSrc )
+ {
+ case GL_ZERO:
+ DPF(( 0, "\tSRC Blend\tGL_ZERO" ));
+ break;
+ case GL_ONE:
+ DPF(( 0, "\tSRC Blend\tGL_ONE" ));
+ break;
+ case GL_DST_COLOR:
+ DPF(( 0, "\tSRC Blend\tGL_DST_COLOR" ));
+ break;
+ case GL_ONE_MINUS_DST_COLOR:
+ DPF(( 0, "\tSRC Blend\tGL_ONE_MINUS_DST_COLOR" ));
+ break;
+ case GL_SRC_ALPHA:
+ DPF(( 0, "\tSRC Blend\tGL_SRC_ALPHA" ));
+ break;
+ case GL_ONE_MINUS_SRC_ALPHA:
+ DPF(( 0, "\tSRC Blend\tGL_MINUS_SRC_ALPHA" ));
+ break;
+ case GL_DST_ALPHA:
+ DPF(( 0, "\tSRC Blend\tGL_DST_ALPHA" ));
+ break;
+ case GL_ONE_MINUS_DST_ALPHA:
+ DPF(( 0, "\tSRC Blend\tGL_ONE_MINUS_DST_ALPHA" ));
+ break;
+ case GL_SRC_ALPHA_SATURATE:
+ DPF(( 0, "\tSRC Blend\tGL_SRC_ALPHA_SATURATE" ));
+ break;
+ case GL_CONSTANT_COLOR:
+ DPF(( 0, "\tSRC Blend\tGL_CONSTANT_COLOR" ));
+ break;
+ case GL_ONE_MINUS_CONSTANT_COLOR:
+ DPF(( 0, "\tSRC Blend\tGL_ONE_MINUS_CONSTANT_COLOR" ));
+ break;
+ case GL_CONSTANT_ALPHA:
+ DPF(( 0, "\tSRC Blend\tGL_CONSTANT_ALPHA" ));
+ break;
+ case GL_ONE_MINUS_CONSTANT_ALPHA:
+ DPF(( 0, "\tSRC Blend\tGL_ONE_MINUS_CONSTANT_ALPHA" ));
+ break;
+ }
+ }
+
+ if ( blendDest != ctx->Color.BlendDst )
+ {
+ blendDest = ctx->Color.BlendDst;
+
+ switch( blendDest )
+ {
+ case GL_ZERO:
+ DPF(( 0, "\tDST Blend\tGL_ZERO" ));
+ break;
+ case GL_ONE:
+ DPF(( 0, "\tDST Blend\tGL_ONE" ));
+ break;
+ case GL_SRC_COLOR:
+ DPF(( 0, "\tDST Blend\tGL_SRC_COLOR" ));
+ break;
+ case GL_ONE_MINUS_SRC_COLOR:
+ DPF(( 0, "\tDST Blend\tGL_ONE_MINUS_SRC_COLOR" ));
+ break;
+ case GL_SRC_ALPHA:
+ DPF(( 0, "\tDST Blend\tGL_SRC_ALPHA" ));
+ break;
+ case GL_ONE_MINUS_SRC_ALPHA:
+ DPF(( 0, "\tDST Blend\tGL_ONE_MINUS_SRC_ALPHA" ));
+ break;
+ case GL_DST_ALPHA:
+ DPF(( 0, "\tDST Blend\tGL_DST_ALPHA" ));
+ break;
+ case GL_ONE_MINUS_DST_ALPHA:
+ DPF(( 0, "\tDST Blend\tGL_ONE_MINUS_DST_ALPHA" ));
+ break;
+ case GL_CONSTANT_COLOR:
+ DPF(( 0, "\tDST Blend\tGL_CONSTANT_COLOR" ));
+ break;
+ case GL_ONE_MINUS_CONSTANT_COLOR:
+ DPF(( 0, "\tDST Blend\tGL_ONE_MINUS_CONSTANT_COLOR" ));
+ break;
+ case GL_CONSTANT_ALPHA:
+ DPF(( 0, "\tDST Blend\tGL_CONSTANT_ALPHA" ));
+ break;
+ case GL_ONE_MINUS_CONSTANT_ALPHA:
+ DPF(( 0, "\tDST Blend\tGL_ONE_MINUS_CONSTANT_ALPHA" ));
+ break;
+ }
+ }
+}
+
diff --git a/src/mesa/drivers/d3d/DDrawPROCS.c b/src/mesa/drivers/d3d/DDrawPROCS.c
new file mode 100644
index 00000000000..33a1e47bba3
--- /dev/null
+++ b/src/mesa/drivers/d3d/DDrawPROCS.c
@@ -0,0 +1,400 @@
+/*===========================================================================*/
+/* */
+/* 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 );
+}
+ \ No newline at end of file
diff --git a/src/mesa/drivers/d3d/DEBUG.C b/src/mesa/drivers/d3d/DEBUG.C
new file mode 100644
index 00000000000..26c2c25be75
--- /dev/null
+++ b/src/mesa/drivers/d3d/DEBUG.C
@@ -0,0 +1,144 @@
+/*===========================================================================*/
+/* */
+/* 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 ));
+}
+
+
+
+
+
+ \ No newline at end of file
diff --git a/src/mesa/drivers/d3d/DEBUG.H b/src/mesa/drivers/d3d/DEBUG.H
new file mode 100644
index 00000000000..e63d6c500c5
--- /dev/null
+++ b/src/mesa/drivers/d3d/DEBUG.H
@@ -0,0 +1,91 @@
+/*===========================================================================*/
+/* */
+/* 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
+
+
+
+ \ No newline at end of file
diff --git a/src/mesa/drivers/d3d/DbgEnv.bat b/src/mesa/drivers/d3d/DbgEnv.bat
new file mode 100644
index 00000000000..40858e66844
--- /dev/null
+++ b/src/mesa/drivers/d3d/DbgEnv.bat
@@ -0,0 +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
diff --git a/src/mesa/drivers/d3d/MAKEFILE b/src/mesa/drivers/d3d/MAKEFILE
new file mode 100644
index 00000000000..59734cfd32a
--- /dev/null
+++ b/src/mesa/drivers/d3d/MAKEFILE
@@ -0,0 +1,102 @@
+##############################################################################
+#
+# 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:
+
+
+
+
+ \ No newline at end of file
diff --git a/src/mesa/drivers/d3d/NULLProcs.h b/src/mesa/drivers/d3d/NULLProcs.h
new file mode 100644
index 00000000000..f0bbd2162dd
--- /dev/null
+++ b/src/mesa/drivers/d3d/NULLProcs.h
@@ -0,0 +1,49 @@
+/*===========================================================================*/
+/* */
+/* Mesa-3.0 DirectX 6 Driver */
+/* */
+/* By Leigh McRae */
+/* */
+/* http://www.altsoftware.com/ */
+/* */
+/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */
+/*===========================================================================*/
+#ifndef NULL_MESA_PROCS_INC
+#define NULL_MESA_PROCS_INC
+/*===========================================================================*/
+/* Includes. */
+/*===========================================================================*/
+#include "matrix.h"
+#include "context.h"
+#include "types.h"
+#include "vb.h"
+/*===========================================================================*/
+/* Macros. */
+/*===========================================================================*/
+/*===========================================================================*/
+/* Magic numbers. */
+/*===========================================================================*/
+/*===========================================================================*/
+/* Type defines. */
+/*===========================================================================*/
+void NULLSetColor( GLcontext *ctx, GLubyte r, GLubyte g, GLubyte b, GLubyte a );
+void NULLClearColor( GLcontext *ctx, GLubyte r, GLubyte g, GLubyte b, GLubyte a );
+GLboolean NULLSetBuffer( GLcontext *ctx, GLenum mode );
+void NULLGetBufferSize( GLcontext *ctx, GLuint *width, GLuint *height );
+GLbitfield NULLClearBuffers( GLcontext *ctx, GLbitfield m, GLboolean a, GLint x, GLint y, GLint w, GLint h );
+void NULLWrSpRGB( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte r[][3], const GLubyte m[] );
+void NULLWrSpRGBA( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte r[][4], const GLubyte m[] );
+void NULLWrSpRGBAMono( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte m[] );
+void NULLWrPiRGBA( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], const GLubyte r[][4], const GLubyte m[] );
+void NULLWrPiRGBAMono( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], const GLubyte m[] );
+void NULLReSpRGBA( const GLcontext* ctx, GLuint n, GLint x, GLint y, GLubyte r[][4] );
+void NULLRePiRGBA( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], GLubyte r[][4], const GLubyte m[] );
+/*===========================================================================*/
+/* Extern function prototypes. */
+/*===========================================================================*/
+/*===========================================================================*/
+/* Global variables. */
+/*===========================================================================*/
+
+#endif
+
diff --git a/src/mesa/drivers/d3d/NullProcs.c b/src/mesa/drivers/d3d/NullProcs.c
new file mode 100644
index 00000000000..e8f18545d11
--- /dev/null
+++ b/src/mesa/drivers/d3d/NullProcs.c
@@ -0,0 +1,130 @@
+/*===========================================================================*/
+/* */
+/* Mesa-3.0 DirectX 6 Driver */
+/* */
+/* By Leigh McRae */
+/* */
+/* http://www.altsoftware.com/ */
+/* */
+/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */
+/*===========================================================================*/
+#include "NULLProcs.h"
+/*===========================================================================*/
+/* */
+/*===========================================================================*/
+/* RETURN: */
+/*===========================================================================*/
+void NULLSetColor( GLcontext *ctx, GLubyte r, GLubyte g, GLubyte b, GLubyte a )
+{
+
+}
+/*===========================================================================*/
+/* */
+/*===========================================================================*/
+/* RETURN: */
+/*===========================================================================*/
+void NULLClearColor( GLcontext *ctx, GLubyte r, GLubyte g, GLubyte b, GLubyte a )
+{
+}
+/*===========================================================================*/
+/* */
+/*===========================================================================*/
+/* RETURN: */
+/*===========================================================================*/
+GLboolean NULLSetBuffer( GLcontext *ctx, GLenum mode )
+{
+ return TRUE;
+}
+/*===========================================================================*/
+/* */
+/*===========================================================================*/
+/* RETURN: */
+/*===========================================================================*/
+void NULLGetBufferSize( GLcontext *ctx, GLuint *width, GLuint *height )
+{
+ *width = 1;
+ *height = 1;
+}
+/*===========================================================================*/
+/* */
+/*===========================================================================*/
+/* RETURN: */
+/*===========================================================================*/
+GLbitfield NULLClearBuffers( GLcontext *ctx, GLbitfield m, GLboolean a, GLint x, GLint y, GLint w, GLint h )
+{
+ return m;
+}
+/*===========================================================================*/
+/* */
+/*===========================================================================*/
+/* RETURN: */
+/*===========================================================================*/
+void NULLWrSpRGB( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte r[][3], const GLubyte m[] )
+{
+
+}
+/*===========================================================================*/
+/* */
+/*===========================================================================*/
+/* RETURN: */
+/*===========================================================================*/
+void NULLWrSpRGBA( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte r[][4], const GLubyte m[] )
+{
+
+}
+/*===========================================================================*/
+/* */
+/*===========================================================================*/
+/* RETURN: */
+/*===========================================================================*/
+void NULLWrSpRGBAMono( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte m[] )
+{
+
+}
+/*===========================================================================*/
+/* */
+/*===========================================================================*/
+/* RETURN: */
+/*===========================================================================*/
+void NULLWrPiRGBA( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], const GLubyte r[][4], const GLubyte m[] )
+{
+
+}
+/*===========================================================================*/
+/* */
+/*===========================================================================*/
+/* RETURN: */
+/*===========================================================================*/
+void NULLWrPiRGBAMono( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], const GLubyte m[] )
+{
+
+}
+/*===========================================================================*/
+/* */
+/*===========================================================================*/
+/* RETURN: */
+/*===========================================================================*/
+void NULLReSpRGBA( const GLcontext* ctx, GLuint n, GLint x, GLint y, GLubyte r[][4] )
+{
+
+}
+/*===========================================================================*/
+/* */
+/*===========================================================================*/
+/* RETURN: */
+/*===========================================================================*/
+void NULLRePiRGBA( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], GLubyte r[][4], const GLubyte m[] )
+{
+
+}
+
+
+
+
+
+
+
+
+
+
+ \ No newline at end of file
diff --git a/src/mesa/drivers/d3d/OPENGL32.DEF b/src/mesa/drivers/d3d/OPENGL32.DEF
new file mode 100644
index 00000000000..19762bbebe4
--- /dev/null
+++ b/src/mesa/drivers/d3d/OPENGL32.DEF
@@ -0,0 +1,443 @@
+;===========================================================================
+;
+; 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
+
+
+
+ \ No newline at end of file
diff --git a/src/mesa/drivers/d3d/WGL.C b/src/mesa/drivers/d3d/WGL.C
new file mode 100644
index 00000000000..2d1a6a0c4d5
--- /dev/null
+++ b/src/mesa/drivers/d3d/WGL.C
@@ -0,0 +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 = gl_create_visual( TRUE,
+ GL_FALSE, /* software alpha */
+ FALSE, /* db_flag */
+ GL_FALSE, /* stereo */
+ 16, /* depth_bits */
+ 8, /* stencil_bits */
+ 8, /* accum_bits */
+ 0, /* index bits */
+ 8,8,8,8 ); /* r, g, b, a bits */
+
+ if ( pD3DDefault->gl_visual == NULL)
+ {
+ FREE( pD3DDefault );
+ return FALSE;
+ }
+
+ /* Allocate a new Mesa context */
+ pD3DDefault->gl_ctx = gl_create_context( pD3DDefault->gl_visual, NULL, pD3DDefault, GL_TRUE );
+ if ( pD3DDefault->gl_ctx == NULL )
+ {
+ gl_destroy_visual( pD3DDefault->gl_visual );
+ FREE( pD3DDefault );
+ return FALSE;
+ }
+
+ /* Allocate a new Mesa frame buffer */
+ pD3DDefault->gl_buffer = gl_create_framebuffer( pD3DDefault->gl_visual );
+ if ( pD3DDefault->gl_buffer == NULL )
+ {
+ gl_destroy_visual( pD3DDefault->gl_visual );
+ gl_destroy_context( pD3DDefault->gl_ctx );
+ FREE( pD3DDefault );
+ return FALSE;
+ }
+ SetupDDPointers( pD3DDefault->gl_ctx );
+ gl_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 = gl_create_visual( TRUE,
+ GL_TRUE, /* software alpha */
+ TRUE, /* db_flag */
+ GL_FALSE, /* stereo */
+ 16, /* depth_bits */
+ 8, /* stencil_bits */
+ 8, /* accum_bits */
+ 0, /* index bits */
+ 8,8,8,8 ); /* r, g, b, a bits */
+ if ( pNewContext->gl_visual == NULL)
+ {
+ FREE( pNewContext );
+ SetLastError( 0 );
+ return (HGLRC)NULL;
+ }
+
+ /* Allocate a new Mesa context */
+ pNewContext->gl_ctx = gl_create_context( pNewContext->gl_visual, NULL, pNewContext, GL_TRUE );
+ if ( pNewContext->gl_ctx == NULL )
+ {
+ gl_destroy_visual( pNewContext->gl_visual );
+ FREE( pNewContext );
+ SetLastError( 0 );
+ return (HGLRC)NULL;
+ }
+
+ /* Allocate a new Mesa frame buffer */
+ pNewContext->gl_buffer = gl_create_framebuffer( pNewContext->gl_visual );
+ if ( pNewContext->gl_buffer == NULL )
+ {
+ gl_destroy_visual( pNewContext->gl_visual );
+ gl_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 );
+ gl_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 );
+ gl_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 )
+ {
+ gl_destroy_visual( pContext->gl_visual );
+ pContext->gl_visual = NULL;
+ }
+ if ( pContext->gl_buffer )
+ {
+ gl_destroy_framebuffer( pContext->gl_buffer );
+ pContext->gl_buffer = NULL;
+ }
+ if ( pContext->gl_ctx )
+ {
+ gl_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 );
+}
+
diff --git a/src/mesa/drivers/d3d/d3dText.h b/src/mesa/drivers/d3d/d3dText.h
new file mode 100644
index 00000000000..9ff0650518b
--- /dev/null
+++ b/src/mesa/drivers/d3d/d3dText.h
@@ -0,0 +1,53 @@
+#ifndef D3D_TEXT_H
+#define D3D_TEXT_H
+
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/*===========================================================================*/
+/* Includes. */
+/*===========================================================================*/
+#include <windows.h>
+#include <ddraw.h>
+#include <d3d.h>
+/*===========================================================================*/
+/* Magic numbers. */
+/*===========================================================================*/
+#define D3DLTEXT_BITSUSED 0xFFFFFFFF
+#define MAX_VERTICES 700 // (14*40) 14 per character, 40 characters
+/*===========================================================================*/
+/* Macros defines. */
+/*===========================================================================*/
+/*===========================================================================*/
+/* Type defines. */
+/*===========================================================================*/
+typedef struct _d3dText_metrics
+{
+ float fntYScale,
+ fntXScale;
+
+ int fntXSpacing,
+ fntYSpacing;
+
+ DWORD dwColor;
+ LPDIRECT3DDEVICE3 lpD3DDevice;
+
+} D3DFONTMETRICS, *PD3DFONTMETRICS;
+/*===========================================================================*/
+/* Function prototypes. */
+/*===========================================================================*/
+extern BOOL InitD3DText( void );
+extern void d3dTextDrawCharacter( char *c, int x, int y, PD3DFONTMETRICS pfntMetrics );
+extern void d3dTextDrawString( char *pszString, int x, int y, PD3DFONTMETRICS pfntMetrics );
+/*===========================================================================*/
+/* Global variables. */
+/*===========================================================================*/
+
+#ifdef __cplusplus
+}
+#endif
+
+
+#endif