1
/****************************************************************************
3
* Mesa 3-D graphics library
4
* Direct3D Driver Interface
6
* ========================================================================
8
* Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
10
* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
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* OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
28
* ======================================================================
31
* Environment: Windows 9x/2000/XP/XBox (Win32)
33
* Description: GLDirect Direct3D 8.x WGL (WindowsGL)
35
****************************************************************************/
37
#include "dglcontext.h"
38
#include "gld_driver.h"
39
#include "gld_dxerr9.h"
43
#include "tnl/t_context.h"
45
// Copied from dglcontect.c
48
#define GLDERR_DDRAW 2
52
// This external var keeps track of any error
53
extern int nContextError;
55
#define DDLOG_CRITICAL_OR_WARN DDLOG_CRITICAL
57
extern void _gld_mesa_warning(GLcontext *, char *);
58
extern void _gld_mesa_fatal(GLcontext *, char *);
60
//---------------------------------------------------------------------------
62
static char szColorDepthWarning[] =
63
"GLDirect does not support the current desktop\n\
65
You may need to change the display resolution to\n\
66
16 bits per pixel or higher color depth using\n\
67
the Windows Display Settings control panel\n\
68
before running this OpenGL application.\n";
70
// The only depth-stencil formats currently supported by Direct3D
71
// Surface Format Depth Stencil Total Bits
73
// D3DFMT_D15S1 15 1 16
74
// D3DFMT_D24S8 24 8 32
76
// D3DFMT_D24X8 24 - 32
77
// D3DFMT_D24X4S4 24 4 32
79
// This pixel format will be used as a template when compiling the list
80
// of pixel formats supported by the hardware. Many fields will be
81
// filled in at runtime.
82
// PFD flag defaults are upgraded to match ChoosePixelFormat() -- DaveM
83
static DGL_pixelFormat pfTemplateHW =
86
sizeof(PIXELFORMATDESCRIPTOR), // Size of the data structure
87
1, // Structure version - should be 1
89
PFD_DRAW_TO_WINDOW | // The buffer can draw to a window or device surface.
90
PFD_DRAW_TO_BITMAP | // The buffer can draw to a bitmap. (DaveM)
91
PFD_SUPPORT_GDI | // The buffer supports GDI drawing. (DaveM)
92
PFD_SUPPORT_OPENGL | // The buffer supports OpenGL drawing.
93
PFD_DOUBLEBUFFER | // The buffer is double-buffered.
94
0, // Placeholder for easy commenting of above flags
95
PFD_TYPE_RGBA, // Pixel type RGBA.
96
16, // Total colour bitplanes (excluding alpha bitplanes)
97
5, 0, // Red bits, shift
98
5, 0, // Green bits, shift
99
5, 0, // Blue bits, shift
100
0, 0, // Alpha bits, shift (destination alpha)
101
0, // Accumulator bits (total)
102
0, 0, 0, 0, // Accumulator bits: Red, Green, Blue, Alpha
105
0, // Number of auxiliary buffers
107
0, // Specifies the number of overlay and underlay planes.
109
0, // Specifies the transparent color or index of an underlay plane.
112
D3DFMT_UNKNOWN, // No depth/stencil buffer
115
//---------------------------------------------------------------------------
117
//---------------------------------------------------------------------------
119
// Vertex Shader Declaration
120
static DWORD dwTwoSidedLightingDecl[] =
123
D3DVSD_REG(0, D3DVSDT_FLOAT3), // XYZ position
124
D3DVSD_REG(1, D3DVSDT_FLOAT3), // XYZ normal
125
D3DVSD_REG(2, D3DVSDT_D3DCOLOR), // Diffuse color
126
D3DVSD_REG(3, D3DVSDT_D3DCOLOR), // Specular color
127
D3DVSD_REG(4, D3DVSDT_FLOAT2), // 2D texture unit 0
128
D3DVSD_REG(5, D3DVSDT_FLOAT2), // 2D texture unit 1
132
// Vertex Shader for two-sided lighting
133
static char *szTwoSidedLightingVS =
134
// This is a test shader!
143
//---------------------------------------------------------------------------
144
//---------------------------------------------------------------------------
147
HINSTANCE hD3D9DLL; // Handle to d3d9.dll
148
FNDIRECT3DCREATE9 fnDirect3DCreate9; // Direct3DCreate9 function prototype
149
BOOL bDirect3D; // Persistant Direct3D9 exists
150
BOOL bDirect3DDevice; // Persistant Direct3DDevice9 exists
151
IDirect3D9 *pD3D; // Persistant Direct3D9
152
IDirect3DDevice9 *pDev; // Persistant Direct3DDevice9
155
// These are "global" to all DX9 contexts. KeithH
156
static GLD_dx9_globals dx9Globals;
158
//---------------------------------------------------------------------------
159
//---------------------------------------------------------------------------
161
BOOL gldGetDXErrorString_DX(
167
// Return a string describing the input HRESULT error code
170
const char *pStr = DXGetErrorString9(hr);
175
if (strlen(pStr) > nBufSize)
176
strncpy(buf, pStr, nBufSize);
180
// D3DXGetErrorString(hr, buf, nBufSize);
185
//---------------------------------------------------------------------------
187
static D3DMULTISAMPLE_TYPE _gldGetDeviceMultiSampleType(
189
D3DFORMAT SurfaceFormat,
190
D3DDEVTYPE d3dDevType,
196
if (glb.dwMultisample == GLDS_MULTISAMPLE_NONE)
197
return D3DMULTISAMPLE_NONE;
199
if (glb.dwMultisample == GLDS_MULTISAMPLE_FASTEST) {
200
// Find fastest multisample
201
for (i=2; i<17; i++) {
202
hr = IDirect3D9_CheckDeviceMultiSampleType(
208
(D3DMULTISAMPLE_TYPE)i,
211
return (D3DMULTISAMPLE_TYPE)i;
215
// Find nicest multisample
216
for (i=16; i>1; i--) {
217
hr = IDirect3D9_CheckDeviceMultiSampleType(
223
(D3DMULTISAMPLE_TYPE)i,
226
return (D3DMULTISAMPLE_TYPE)i;
231
// Nothing found - return default
232
return D3DMULTISAMPLE_NONE;
235
//---------------------------------------------------------------------------
237
void _gldDestroyPrimitiveBuffer(
240
SAFE_RELEASE(gldVB->pVB);
243
gldVB->nLines = gldVB->nPoints = gldVB->nTriangles = 0;
246
//---------------------------------------------------------------------------
248
HRESULT _gldCreatePrimitiveBuffer(
250
GLD_driver_dx9 *lpCtx,
254
char *szCreateVertexBufferFailed = "CreateVertexBuffer failed";
255
DWORD dwMaxVertices; // Max number of vertices in vertex buffer
256
DWORD dwVBSize; // Total size of vertex buffer
258
// If CVA (Compiled Vertex Array) is used by an OpenGL app, then we
259
// will need enough vertices to cater for Mesa::Const.MaxArrayLockSize.
260
// We'll use IMM_SIZE if it's larger (which it should not be).
261
dwMaxVertices = MAX_ARRAY_LOCK_SIZE;
263
// Now calculate how many vertices to allow for in total
264
// 1 per point, 2 per line, 6 per quad = 9
265
dwVBSize = dwMaxVertices * 9 * gldVB->dwStride;
267
hResult = IDirect3DDevice9_CreateVertexBuffer(
275
if (FAILED(hResult)) {
276
ddlogMessage(DDLOG_CRITICAL_OR_WARN, szCreateVertexBufferFailed);
280
gldVB->nLines = gldVB->nPoints = gldVB->nTriangles = 0;
281
gldVB->pPoints = gldVB->pLines = gldVB->pTriangles = NULL;
282
gldVB->iFirstLine = dwMaxVertices; // Index of first line in VB
283
gldVB->iFirstTriangle = dwMaxVertices*3; // Index of first triangle in VB
288
//---------------------------------------------------------------------------
289
// Function: _gldCreateVertexShaders
290
// Create DX9 Vertex Shaders.
291
//---------------------------------------------------------------------------
293
void _gldCreateVertexShaders(
297
LPD3DXBUFFER pVSOpcodeBuffer; // Vertex Shader opcode buffer
301
dwFlags = D3DXASM_DEBUG;
303
dwFlags = 0; // D3DXASM_SKIPVALIDATION;
306
ddlogMessage(DDLOG_INFO, "Creating shaders...\n");
308
// Init the shader handle
309
gld->VStwosidelight.hShader = 0;
311
if (gld->d3dCaps8.MaxStreams == 0) {
312
// Lame DX8 driver doesn't support streams
313
// Not fatal, as defaults will be used
314
ddlogMessage(DDLOG_WARN, "Driver doesn't support Vertex Shaders (MaxStreams==0)\n");
318
// ** THIS DISABLES VERTEX SHADER SUPPORT **
320
// ** THIS DISABLES VERTEX SHADER SUPPORT **
323
// Two-sided lighting
328
// DEBUGGING: Load shader from a text file
331
LPD3DXBUFFER pVSErrorBuffer; // Vertex Shader error buffer
332
hr = D3DXAssembleShaderFromFile(
335
NULL, // No constants
338
if (pVSErrorBuffer && pVSErrorBuffer->lpVtbl->GetBufferPointer(pVSErrorBuffer))
339
ddlogMessage(DDLOG_INFO, pVSErrorBuffer->lpVtbl->GetBufferPointer(pVSErrorBuffer));
340
SAFE_RELEASE(pVSErrorBuffer);
344
LPD3DXBUFFER pVSErrorBuffer; // Vertex Shader error buffer
345
// Assemble ascii shader text into shader opcodes
346
hr = D3DXAssembleShader(
347
szTwoSidedLightingVS,
348
strlen(szTwoSidedLightingVS),
350
NULL, // No constants
353
if (pVSErrorBuffer && pVSErrorBuffer->lpVtbl->GetBufferPointer(pVSErrorBuffer))
354
ddlogMessage(DDLOG_INFO, pVSErrorBuffer->lpVtbl->GetBufferPointer(pVSErrorBuffer));
355
SAFE_RELEASE(pVSErrorBuffer);
359
ddlogError(DDLOG_WARN, "AssembleShader failed", hr);
360
SAFE_RELEASE(pVSOpcodeBuffer);
364
// This is for debugging. Remove to enable vertex shaders in HW
365
#define _GLD_FORCE_SW_VS 0
367
if (_GLD_FORCE_SW_VS) {
368
// _GLD_FORCE_SW_VS should be disabled for Final Release
369
ddlogMessage(DDLOG_SYSTEM, "[Forcing shaders in SW]\n");
372
// Try and create shader in hardware.
373
// NOTE: The D3D Ref device appears to succeed when trying to
374
// create the device in hardware, but later complains
375
// when trying to set it with SetVertexShader(). Go figure.
376
if (_GLD_FORCE_SW_VS || glb.dwDriver == GLDS_DRIVER_REF) {
377
// Don't try and create a hardware shader with the Ref device
378
hr = E_FAIL; // COM error/fail result
380
gld->VStwosidelight.bHardware = TRUE;
381
hr = IDirect3DDevice8_CreateVertexShader(
383
dwTwoSidedLightingDecl,
384
pVSOpcodeBuffer->lpVtbl->GetBufferPointer(pVSOpcodeBuffer),
385
&gld->VStwosidelight.hShader,
389
ddlogMessage(DDLOG_INFO, "... HW failed, trying SW...\n");
390
// Failed. Try and create shader for software processing
391
hr = IDirect3DDevice8_CreateVertexShader(
393
dwTwoSidedLightingDecl,
394
pVSOpcodeBuffer->lpVtbl->GetBufferPointer(pVSOpcodeBuffer),
395
&gld->VStwosidelight.hShader,
396
D3DUSAGE_SOFTWAREPROCESSING);
398
gld->VStwosidelight.hShader = 0; // Sanity check
399
ddlogError(DDLOG_WARN, "CreateVertexShader failed", hr);
402
// Succeeded, but for software processing
403
gld->VStwosidelight.bHardware = FALSE;
406
SAFE_RELEASE(pVSOpcodeBuffer);
408
ddlogMessage(DDLOG_INFO, "... OK\n");
411
//---------------------------------------------------------------------------
413
void _gldDestroyVertexShaders(
416
if (gld->VStwosidelight.hShader) {
417
IDirect3DDevice8_DeleteVertexShader(gld->pDev, gld->VStwosidelight.hShader);
418
gld->VStwosidelight.hShader = 0;
422
//---------------------------------------------------------------------------
424
BOOL gldCreateDrawable_DX(
426
// BOOL bDefaultDriver,
427
BOOL bDirectDrawPersistant,
428
BOOL bPersistantBuffers)
431
// bDirectDrawPersistant: applies to IDirect3D9
432
// bPersistantBuffers: applies to IDirect3DDevice9
436
GLD_driver_dx9 *lpCtx = NULL;
437
D3DDEVTYPE d3dDevType;
438
D3DPRESENT_PARAMETERS d3dpp;
439
D3DDISPLAYMODE d3ddm;
440
DWORD dwBehaviourFlags;
441
D3DADAPTER_IDENTIFIER9 d3dIdent;
443
// Error if context is NULL.
449
// Release any existing interfaces
450
SAFE_RELEASE(lpCtx->pDev);
451
SAFE_RELEASE(lpCtx->pD3D);
453
lpCtx = (GLD_driver_dx9*)malloc(sizeof(GLD_driver_dx9));
454
ZeroMemory(lpCtx, sizeof(lpCtx));
457
d3dDevType = (glb.dwDriver == GLDS_DRIVER_HAL) ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF;
459
// if (bDefaultDriver)
460
// d3dDevType = D3DDEVTYPE_REF;
462
// Use persistant interface if needed
463
if (bDirectDrawPersistant && dx9Globals.bDirect3D) {
464
lpCtx->pD3D = dx9Globals.pD3D;
465
IDirect3D9_AddRef(lpCtx->pD3D);
466
goto SkipDirectDrawCreate;
469
// Create Direct3D9 object
470
lpCtx->pD3D = dx9Globals.fnDirect3DCreate9(D3D_SDK_VERSION);
471
if (lpCtx->pD3D == NULL) {
472
MessageBox(NULL, "Unable to initialize Direct3D9", "GLDirect", MB_OK);
473
ddlogMessage(DDLOG_CRITICAL_OR_WARN, "Unable to create Direct3D9 interface");
474
nContextError = GLDERR_D3D;
475
goto return_with_error;
478
// Cache Direct3D interface for subsequent GLRCs
479
if (bDirectDrawPersistant && !dx9Globals.bDirect3D) {
480
dx9Globals.pD3D = lpCtx->pD3D;
481
IDirect3D9_AddRef(dx9Globals.pD3D);
482
dx9Globals.bDirect3D = TRUE;
484
SkipDirectDrawCreate:
486
// Get the display mode so we can make a compatible backbuffer
487
hResult = IDirect3D9_GetAdapterDisplayMode(lpCtx->pD3D, glb.dwAdapter, &d3ddm);
488
if (FAILED(hResult)) {
489
nContextError = GLDERR_D3D;
490
goto return_with_error;
494
hResult = IDirect3D9_GetDeviceCaps(lpCtx->pD3D, glb.dwAdapter, d3dDevType, &lpCtx->d3dCaps9);
495
if (FAILED(hResult)) {
496
ddlogError(DDLOG_CRITICAL_OR_WARN, "IDirect3D9_GetDeviceCaps failed", hResult);
497
nContextError = GLDERR_D3D;
498
goto return_with_error;
501
// Check for hardware transform & lighting
502
lpCtx->bHasHWTnL = lpCtx->d3dCaps9.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT ? TRUE : FALSE;
508
// If this flag is present then we can't default to Mesa
509
// SW rendering between BeginScene() and EndScene().
510
if (lpCtx->d3dCaps9.Caps2 & D3DCAPS2_NO2DDURING3DSCENE) {
511
ddlogMessage(DDLOG_WARN,
512
"Warning : No 2D allowed during 3D scene.\n");
517
// Create the Direct3D context
520
// Re-use original IDirect3DDevice if persistant buffers exist.
521
// Note that we test for persistant IDirect3D9 as well
522
// bDirectDrawPersistant == persistant IDirect3D9 (DirectDraw9 does not exist)
523
if (bDirectDrawPersistant && bPersistantBuffers && dx9Globals.pD3D && dx9Globals.pDev) {
524
lpCtx->pDev = dx9Globals.pDev;
525
IDirect3DDevice9_AddRef(dx9Globals.pDev);
526
goto skip_direct3ddevice_create;
529
// Clear the presentation parameters (sets all members to zero)
530
ZeroMemory(&d3dpp, sizeof(d3dpp));
532
// Recommended by MS; needed for MultiSample.
533
// Be careful if altering this for FullScreenBlit
534
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
536
d3dpp.BackBufferFormat = d3ddm.Format;
537
d3dpp.BackBufferCount = 2; //1;
538
d3dpp.MultiSampleType = _gldGetDeviceMultiSampleType(lpCtx->pD3D, d3ddm.Format, d3dDevType, !ctx->bFullscreen);
539
d3dpp.AutoDepthStencilFormat = ctx->lpPF->dwDriverData;
540
d3dpp.EnableAutoDepthStencil = (d3dpp.AutoDepthStencilFormat == D3DFMT_UNKNOWN) ? FALSE : TRUE;
542
if (ctx->bFullscreen) {
543
ddlogWarnOption(FALSE); // Don't popup any messages in fullscreen
544
d3dpp.Windowed = FALSE;
545
d3dpp.BackBufferWidth = d3ddm.Width;
546
d3dpp.BackBufferHeight = d3ddm.Height;
547
d3dpp.hDeviceWindow = ctx->hWnd;
548
d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
550
// Support for vertical retrace synchronisation.
551
// Set default presentation interval in case caps bits are missing
552
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
553
if (glb.bWaitForRetrace) {
554
if (lpCtx->d3dCaps9.PresentationIntervals & D3DPRESENT_INTERVAL_ONE)
555
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
557
if (lpCtx->d3dCaps9.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE)
558
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
561
ddlogWarnOption(glb.bMessageBoxWarnings); // OK to popup messages
562
d3dpp.Windowed = TRUE;
563
d3dpp.BackBufferWidth = ctx->dwWidth;
564
d3dpp.BackBufferHeight = ctx->dwHeight;
565
d3dpp.hDeviceWindow = ctx->hWnd;
566
d3dpp.FullScreen_RefreshRateInHz = 0;
567
// PresentationInterval Windowed mode is optional now in DX9 (DaveM)
568
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
569
if (glb.bWaitForRetrace) {
570
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
572
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
576
// Decide if we can use hardware TnL
577
dwBehaviourFlags = (lpCtx->bHasHWTnL) ?
578
D3DCREATE_MIXED_VERTEXPROCESSING : D3DCREATE_SOFTWARE_VERTEXPROCESSING;
579
// Add flag to tell D3D to be thread-safe
580
if (glb.bMultiThreaded)
581
dwBehaviourFlags |= D3DCREATE_MULTITHREADED;
582
// Add flag to tell D3D to be FPU-safe
584
dwBehaviourFlags |= D3DCREATE_FPU_PRESERVE;
585
hResult = IDirect3D9_CreateDevice(lpCtx->pD3D,
592
if (FAILED(hResult)) {
593
ddlogError(DDLOG_CRITICAL_OR_WARN, "IDirect3D9_CreateDevice failed", hResult);
594
nContextError = GLDERR_D3D;
595
goto return_with_error;
598
if (bDirectDrawPersistant && bPersistantBuffers && dx9Globals.pD3D) {
599
dx9Globals.pDev = lpCtx->pDev;
600
dx9Globals.bDirect3DDevice = TRUE;
603
// Dump some useful stats
604
hResult = IDirect3D9_GetAdapterIdentifier(
607
0, // No WHQL detection (avoid few seconds delay)
609
if (SUCCEEDED(hResult)) {
610
ddlogPrintf(DDLOG_INFO, "[Driver Description: %s]", &d3dIdent.Description);
611
ddlogPrintf(DDLOG_INFO, "[Driver file: %s %d.%d.%02d.%d]",
613
HIWORD(d3dIdent.DriverVersion.HighPart),
614
LOWORD(d3dIdent.DriverVersion.HighPart),
615
HIWORD(d3dIdent.DriverVersion.LowPart),
616
LOWORD(d3dIdent.DriverVersion.LowPart));
617
ddlogPrintf(DDLOG_INFO, "[VendorId: 0x%X, DeviceId: 0x%X, SubSysId: 0x%X, Revision: 0x%X]",
618
d3dIdent.VendorId, d3dIdent.DeviceId, d3dIdent.SubSysId, d3dIdent.Revision);
621
// Test to see if IHV driver exposes Scissor Test (new for DX9)
622
lpCtx->bCanScissor = lpCtx->d3dCaps9.RasterCaps & D3DPRASTERCAPS_SCISSORTEST;
623
ddlogPrintf(DDLOG_INFO, "Can Scissor: %s", lpCtx->bCanScissor ? "Yes" : "No");
625
// Init projection matrix for D3D TnL
626
D3DXMatrixIdentity(&lpCtx->matProjection);
627
lpCtx->matModelView = lpCtx->matProjection;
628
// gld->bUseMesaProjection = TRUE;
630
skip_direct3ddevice_create:
632
// Create buffers to hold primitives
633
lpCtx->PB2d.dwFVF = GLD_FVF_2D_VERTEX;
634
lpCtx->PB2d.dwPool = D3DPOOL_SYSTEMMEM;
635
lpCtx->PB2d.dwStride = sizeof(GLD_2D_VERTEX);
636
lpCtx->PB2d.dwUsage = D3DUSAGE_DONOTCLIP |
638
D3DUSAGE_SOFTWAREPROCESSING |
640
hResult = _gldCreatePrimitiveBuffer(ctx->glCtx, lpCtx, &lpCtx->PB2d);
642
goto return_with_error;
644
lpCtx->PB3d.dwFVF = GLD_FVF_3D_VERTEX;
645
lpCtx->PB3d.dwPool = D3DPOOL_DEFAULT;
646
lpCtx->PB3d.dwStride = sizeof(GLD_3D_VERTEX);
647
lpCtx->PB3d.dwUsage = D3DUSAGE_DYNAMIC |
648
//DaveM D3DUSAGE_SOFTWAREPROCESSING |
650
hResult = _gldCreatePrimitiveBuffer(ctx->glCtx, lpCtx, &lpCtx->PB3d);
652
goto return_with_error;
654
/* // NOTE: A FVF code of zero indicates a non-FVF vertex buffer (for vertex shaders)
655
lpCtx->PBtwosidelight.dwFVF = 0; //GLD_FVF_TWOSIDED_VERTEX;
656
lpCtx->PBtwosidelight.dwPool = D3DPOOL_DEFAULT;
657
lpCtx->PBtwosidelight.dwStride = sizeof(GLD_TWOSIDED_VERTEX);
658
lpCtx->PBtwosidelight.dwUsage = D3DUSAGE_DONOTCLIP |
660
D3DUSAGE_SOFTWAREPROCESSING |
662
hResult = _gldCreatePrimitiveBuffer(ctx->glCtx, lpCtx, &lpCtx->PBtwosidelight);
664
goto return_with_error;*/
666
// Now try and create the DX9 Vertex Shaders
667
// _gldCreateVertexShaders(lpCtx);
669
// Zero the pipeline usage counters
670
lpCtx->PipelineUsage.qwMesa.QuadPart =
671
// lpCtx->PipelineUsage.dwD3D2SVS.QuadPart =
672
lpCtx->PipelineUsage.qwD3DFVF.QuadPart = 0;
674
// Assign drawable to GL private
681
// _gldDestroyVertexShaders(lpCtx);
683
// _gldDestroyPrimitiveBuffer(&lpCtx->PBtwosidelight);
684
_gldDestroyPrimitiveBuffer(&lpCtx->PB3d);
685
_gldDestroyPrimitiveBuffer(&lpCtx->PB2d);
687
SAFE_RELEASE(lpCtx->pDev);
688
SAFE_RELEASE(lpCtx->pD3D);
692
//---------------------------------------------------------------------------
694
BOOL gldResizeDrawable_DX(
697
BOOL bPersistantInterface,
698
BOOL bPersistantBuffers)
700
GLD_driver_dx9 *gld = NULL;
701
D3DDEVTYPE d3dDevType;
702
D3DPRESENT_PARAMETERS d3dpp;
703
D3DDISPLAYMODE d3ddm;
706
// Error if context is NULL.
714
if (ctx->bSceneStarted) {
715
IDirect3DDevice9_EndScene(gld->pDev);
716
ctx->bSceneStarted = FALSE;
719
d3dDevType = (glb.dwDriver == GLDS_DRIVER_HAL) ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF;
721
d3dDevType = D3DDEVTYPE_REF; // Force Direct3D Reference Rasterise (software)
723
// Get the display mode so we can make a compatible backbuffer
724
hResult = IDirect3D9_GetAdapterDisplayMode(gld->pD3D, glb.dwAdapter, &d3ddm);
725
if (FAILED(hResult)) {
726
nContextError = GLDERR_D3D;
727
// goto return_with_error;
731
// Destroy DX9 Vertex Shaders before Reset()
732
// _gldDestroyVertexShaders(gld);
734
// Release POOL_DEFAULT objects before Reset()
735
if (gld->PB2d.dwPool == D3DPOOL_DEFAULT)
736
_gldDestroyPrimitiveBuffer(&gld->PB2d);
737
if (gld->PB3d.dwPool == D3DPOOL_DEFAULT)
738
_gldDestroyPrimitiveBuffer(&gld->PB3d);
739
// if (gld->PBtwosidelight.dwPool == D3DPOOL_DEFAULT)
740
// _gldDestroyPrimitiveBuffer(&gld->PBtwosidelight);
742
// Clear the presentation parameters (sets all members to zero)
743
ZeroMemory(&d3dpp, sizeof(d3dpp));
745
// Recommended by MS; needed for MultiSample.
746
// Be careful if altering this for FullScreenBlit
747
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
749
d3dpp.BackBufferFormat = d3ddm.Format;
750
d3dpp.BackBufferCount = 1;
751
d3dpp.MultiSampleType = _gldGetDeviceMultiSampleType(gld->pD3D, d3ddm.Format, d3dDevType, !ctx->bFullscreen);
752
d3dpp.AutoDepthStencilFormat = ctx->lpPF->dwDriverData;
753
d3dpp.EnableAutoDepthStencil = (d3dpp.AutoDepthStencilFormat == D3DFMT_UNKNOWN) ? FALSE : TRUE;
755
// TODO: Sync to refresh
757
if (ctx->bFullscreen) {
758
ddlogWarnOption(FALSE); // Don't popup any messages in fullscreen
759
d3dpp.Windowed = FALSE;
760
d3dpp.BackBufferWidth = d3ddm.Width;
761
d3dpp.BackBufferHeight = d3ddm.Height;
762
d3dpp.hDeviceWindow = ctx->hWnd;
763
d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
764
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
765
// Get better benchmark results? KeithH
766
// d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_UNLIMITED;
768
ddlogWarnOption(glb.bMessageBoxWarnings); // OK to popup messages
769
d3dpp.Windowed = TRUE;
770
d3dpp.BackBufferWidth = ctx->dwWidth;
771
d3dpp.BackBufferHeight = ctx->dwHeight;
772
d3dpp.hDeviceWindow = ctx->hWnd;
773
d3dpp.FullScreen_RefreshRateInHz = 0;
774
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
776
hResult = IDirect3DDevice9_Reset(gld->pDev, &d3dpp);
777
if (FAILED(hResult)) {
778
ddlogError(DDLOG_CRITICAL_OR_WARN, "dglResize: Reset failed", hResult);
780
//goto cleanup_and_return_with_error;
784
// Recreate POOL_DEFAULT objects
786
if (gld->PB2d.dwPool == D3DPOOL_DEFAULT) {
787
_gldCreatePrimitiveBuffer(ctx->glCtx, gld, &gld->PB2d);
789
if (gld->PB3d.dwPool == D3DPOOL_DEFAULT) {
790
_gldCreatePrimitiveBuffer(ctx->glCtx, gld, &gld->PB3d);
792
// if (gld->PBtwosidelight.dwPool == D3DPOOL_DEFAULT) {
793
// _gldCreatePrimitiveBuffer(ctx->glCtx, gld, &gld->PB2d);
796
// Recreate DX9 Vertex Shaders
797
// _gldCreateVertexShaders(gld);
799
// Signal a complete state update
800
ctx->glCtx->Driver.UpdateState(ctx->glCtx, _NEW_ALL);
803
IDirect3DDevice9_BeginScene(gld->pDev);
804
ctx->bSceneStarted = TRUE;
809
//---------------------------------------------------------------------------
811
BOOL gldDestroyDrawable_DX(
814
GLD_driver_dx9 *lpCtx = NULL;
816
// Error if context is NULL.
820
// Error if the drawable does not exist.
828
ddlogPrintf(DDLOG_SYSTEM, "Usage: M:0x%X%X, D:0x%X%X",
829
lpCtx->PipelineUsage.qwMesa.HighPart,
830
lpCtx->PipelineUsage.qwMesa.LowPart,
831
lpCtx->PipelineUsage.qwD3DFVF.HighPart,
832
lpCtx->PipelineUsage.qwD3DFVF.LowPart);
835
// _gldDestroyVertexShaders(lpCtx);
837
// _gldDestroyPrimitiveBuffer(&lpCtx->PBtwosidelight);
838
_gldDestroyPrimitiveBuffer(&lpCtx->PB3d);
839
_gldDestroyPrimitiveBuffer(&lpCtx->PB2d);
841
SAFE_RELEASE(lpCtx->pDev);
842
SAFE_RELEASE(lpCtx->pD3D);
844
// Free the private drawable data
851
//---------------------------------------------------------------------------
853
BOOL gldCreatePrivateGlobals_DX(void)
855
ZeroMemory(&dx9Globals, sizeof(dx9Globals));
858
dx9Globals.hD3D9DLL = LoadLibrary("D3D9.DLL");
859
if (dx9Globals.hD3D9DLL == NULL)
862
// Now try and obtain Direct3DCreate9
863
dx9Globals.fnDirect3DCreate9 = (FNDIRECT3DCREATE9)GetProcAddress(dx9Globals.hD3D9DLL, "Direct3DCreate9");
864
if (dx9Globals.fnDirect3DCreate9 == NULL) {
865
FreeLibrary(dx9Globals.hD3D9DLL);
872
//---------------------------------------------------------------------------
874
BOOL gldDestroyPrivateGlobals_DX(void)
876
if (dx9Globals.bDirect3DDevice) {
877
SAFE_RELEASE(dx9Globals.pDev);
878
dx9Globals.bDirect3DDevice = FALSE;
880
if (dx9Globals.bDirect3D) {
881
SAFE_RELEASE(dx9Globals.pD3D);
882
dx9Globals.bDirect3D = FALSE;
885
FreeLibrary(dx9Globals.hD3D9DLL);
886
dx9Globals.hD3D9DLL = NULL;
887
dx9Globals.fnDirect3DCreate9 = NULL;
892
//---------------------------------------------------------------------------
894
static void _BitsFromDisplayFormat(
903
case D3DFMT_X1R5G5B5:
917
case D3DFMT_X8R8G8B8:
924
case D3DFMT_A8R8G8B8:
933
// Should not get here!
941
//---------------------------------------------------------------------------
943
static void _BitsFromDepthStencilFormat(
948
// NOTE: GL expects either 32 or 16 as depth bits.
977
//---------------------------------------------------------------------------
979
BOOL gldBuildPixelformatList_DX(void)
981
D3DDISPLAYMODE d3ddm;
983
IDirect3D9 *pD3D = NULL;
985
int nSupportedFormats = 0;
987
DGL_pixelFormat *pPF;
988
BYTE cColorBits, cRedBits, cGreenBits, cBlueBits, cAlphaBits;
992
// Direct3D (SW or HW)
993
// These are arranged so that 'best' pixelformat
994
// is higher in the list (for ChoosePixelFormat).
995
const D3DFORMAT DepthStencil[6] = {
996
// New order: increaing Z, then increasing stencil
1006
ddlogMessage(GLDLOG_SYSTEM, "DirectX Version : 9.0\n");
1008
// Release any existing pixelformat list
1013
glb.nPixelFormatCount = 0;
1017
// Pixelformats for Direct3D (SW or HW) rendering
1020
// Get a Direct3D 9.0 interface
1021
pD3D = dx9Globals.fnDirect3DCreate9(D3D_SDK_VERSION);
1026
// We will use the display mode format when finding compliant
1027
// rendertarget/depth-stencil surfaces.
1028
hr = IDirect3D9_GetAdapterDisplayMode(pD3D, glb.dwAdapter, &d3ddm);
1030
IDirect3D9_Release(pD3D);
1034
// Run through the possible formats and detect supported formats
1035
for (i=0; i<6; i++) {
1036
hr = IDirect3D9_CheckDeviceFormat(
1039
glb.dwDriver==GLDS_DRIVER_HAL ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF,
1041
D3DUSAGE_DEPTHSTENCIL,
1045
// A failure here is not fatal.
1048
// Verify that the depth format is compatible.
1049
hr = IDirect3D9_CheckDepthStencilMatch(
1052
glb.dwDriver==GLDS_DRIVER_HAL ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF,
1057
// A failure here is not fatal, just means depth-stencil
1058
// format is not compatible with this display mode.
1061
fmt[nSupportedFormats++] = DepthStencil[i];
1064
IDirect3D9_Release(pD3D);
1066
if (nSupportedFormats == 0)
1067
return FALSE; // Bail: no compliant pixelformats
1069
// Total count of pixelformats is:
1070
// (nSupportedFormats+1)*2
1071
// UPDATED: nSupportedFormats*2
1072
glb.lpPF = (DGL_pixelFormat *)calloc(nSupportedFormats*2, sizeof(DGL_pixelFormat));
1073
glb.nPixelFormatCount = nSupportedFormats*2;
1074
if (glb.lpPF == NULL) {
1075
glb.nPixelFormatCount = 0;
1079
// Get a copy of pointer that we can alter
1082
// Cache colour bits from display format
1083
_BitsFromDisplayFormat(d3ddm.Format, &cColorBits, &cRedBits, &cGreenBits, &cBlueBits, &cAlphaBits);
1086
// Add single-buffer formats
1089
// NOTE: No longer returning pixelformats that don't contain depth
1090
// Single-buffer, no depth-stencil buffer
1091
memcpy(pPF, &pfTemplateHW, sizeof(DGL_pixelFormat));
1092
pPF->pfd.dwFlags &= ~PFD_DOUBLEBUFFER; // Remove doublebuffer flag
1093
pPF->pfd.cColorBits = cColorBits;
1094
pPF->pfd.cRedBits = cRedBits;
1095
pPF->pfd.cGreenBits = cGreenBits;
1096
pPF->pfd.cBlueBits = cBlueBits;
1097
pPF->pfd.cAlphaBits = cAlphaBits;
1098
pPF->pfd.cDepthBits = 0;
1099
pPF->pfd.cStencilBits = 0;
1100
pPF->dwDriverData = D3DFMT_UNKNOWN;
1103
for (i=0; i<nSupportedFormats; i++, pPF++) {
1104
memcpy(pPF, &pfTemplateHW, sizeof(DGL_pixelFormat));
1105
pPF->pfd.dwFlags &= ~PFD_DOUBLEBUFFER; // Remove doublebuffer flag
1106
pPF->pfd.cColorBits = cColorBits;
1107
pPF->pfd.cRedBits = cRedBits;
1108
pPF->pfd.cGreenBits = cGreenBits;
1109
pPF->pfd.cBlueBits = cBlueBits;
1110
pPF->pfd.cAlphaBits = cAlphaBits;
1111
_BitsFromDepthStencilFormat(fmt[i], &pPF->pfd.cDepthBits, &pPF->pfd.cStencilBits);
1112
pPF->dwDriverData = fmt[i];
1116
// Add double-buffer formats
1119
// NOTE: No longer returning pixelformats that don't contain depth
1121
memcpy(pPF, &pfTemplateHW, sizeof(DGL_pixelFormat));
1122
pPF->pfd.cColorBits = cColorBits;
1123
pPF->pfd.cRedBits = cRedBits;
1124
pPF->pfd.cGreenBits = cGreenBits;
1125
pPF->pfd.cBlueBits = cBlueBits;
1126
pPF->pfd.cAlphaBits = cAlphaBits;
1127
pPF->pfd.cDepthBits = 0;
1128
pPF->pfd.cStencilBits = 0;
1129
pPF->dwDriverData = D3DFMT_UNKNOWN;
1132
for (i=0; i<nSupportedFormats; i++, pPF++) {
1133
memcpy(pPF, &pfTemplateHW, sizeof(DGL_pixelFormat));
1134
pPF->pfd.cColorBits = cColorBits;
1135
pPF->pfd.cRedBits = cRedBits;
1136
pPF->pfd.cGreenBits = cGreenBits;
1137
pPF->pfd.cBlueBits = cBlueBits;
1138
pPF->pfd.cAlphaBits = cAlphaBits;
1139
_BitsFromDepthStencilFormat(fmt[i], &pPF->pfd.cDepthBits, &pPF->pfd.cStencilBits);
1140
pPF->dwDriverData = fmt[i];
1143
// Popup warning message if non RGB color mode
1145
// This is a hack. KeithH
1146
HDC hdcDesktop = GetDC(NULL);
1147
DWORD dwDisplayBitDepth = GetDeviceCaps(hdcDesktop, BITSPIXEL);
1148
ReleaseDC(0, hdcDesktop);
1149
if (dwDisplayBitDepth <= 8) {
1150
ddlogPrintf(DDLOG_WARN, "Current Color Depth %d bpp is not supported", dwDisplayBitDepth);
1151
MessageBox(NULL, szColorDepthWarning, "GLDirect", MB_OK | MB_ICONWARNING);
1155
// Mark list as 'current'
1156
glb.bPixelformatsDirty = FALSE;
1161
//---------------------------------------------------------------------------
1163
BOOL gldInitialiseMesa_DX(
1166
GLD_driver_dx9 *gld = NULL;
1167
int MaxTextureSize, TextureLevels;
1173
gld = lpCtx->glPriv;
1177
if (glb.bMultitexture) {
1178
lpCtx->glCtx->Const.MaxTextureUnits = gld->d3dCaps9.MaxSimultaneousTextures;
1179
// Only support MAX_TEXTURE_UNITS texture units.
1180
// ** If this is altered then the FVF formats must be reviewed **.
1181
if (lpCtx->glCtx->Const.MaxTextureUnits > GLD_MAX_TEXTURE_UNITS_DX9)
1182
lpCtx->glCtx->Const.MaxTextureUnits = GLD_MAX_TEXTURE_UNITS_DX9;
1184
// Multitexture override
1185
lpCtx->glCtx->Const.MaxTextureUnits = 1;
1189
MaxTextureSize = min(gld->d3dCaps9.MaxTextureHeight, gld->d3dCaps9.MaxTextureWidth);
1190
if (MaxTextureSize == 0)
1191
MaxTextureSize = 256; // Sanity check
1195
if (MaxTextureSize > 1024)
1196
MaxTextureSize = 1024; // HACK - CLAMP TO 1024
1200
// Got to set MAX_TEXTURE_SIZE as max levels.
1201
// Who thought this stupid idea up? ;)
1203
// Calculate power-of-two.
1204
while (MaxTextureSize) {
1206
MaxTextureSize >>= 1;
1208
lpCtx->glCtx->Const.MaxTextureLevels = (TextureLevels) ? TextureLevels : 8;
1210
IDirect3DDevice9_SetRenderState(gld->pDev, D3DRS_LIGHTING, FALSE);
1211
IDirect3DDevice9_SetRenderState(gld->pDev, D3DRS_CULLMODE, D3DCULL_NONE);
1212
IDirect3DDevice9_SetRenderState(gld->pDev, D3DRS_DITHERENABLE, TRUE);
1213
IDirect3DDevice9_SetRenderState(gld->pDev, D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
1215
IDirect3DDevice9_SetRenderState(gld->pDev, D3DRS_ZENABLE,
1216
(lpCtx->lpPF->dwDriverData!=D3DFMT_UNKNOWN) ? D3DZB_TRUE : D3DZB_FALSE);
1218
// Set the view matrix
1222
D3DXMatrixIdentity(&vm);
1224
D3DXVECTOR3 Eye(0.0f, 0.0f, 0.0f);
1225
D3DXVECTOR3 At(0.0f, 0.0f, -1.0f);
1226
D3DXVECTOR3 Up(0.0f, 1.0f, 0.0f);
1227
D3DXMatrixLookAtRH(&vm, &Eye, &At, &Up);
1233
IDirect3DDevice9_SetTransform(gld->pDev, D3DTS_VIEW, &vm);
1236
if (gld->bHasHWTnL) {
1237
if (glb.dwTnL == GLDS_TNL_DEFAULT)
1238
bSoftwareTnL = FALSE; // HW TnL
1240
bSoftwareTnL = ((glb.dwTnL == GLDS_TNL_MESA) || (glb.dwTnL == GLDS_TNL_D3DSW)) ? TRUE : FALSE;
1243
// No HW TnL, so no choice possible
1244
bSoftwareTnL = TRUE;
1246
// IDirect3DDevice9_SetRenderState(gld->pDev, D3DRS_SOFTWAREVERTEXPROCESSING, bSoftwareTnL);
1247
IDirect3DDevice9_SetSoftwareVertexProcessing(gld->pDev, bSoftwareTnL);
1249
// Dump this in a Release build as well, now.
1251
ddlogPrintf(DDLOG_INFO, "HW TnL: %s",
1252
gld->bHasHWTnL ? (bSoftwareTnL ? "Disabled" : "Enabled") : "Unavailable");
1255
gldEnableExtensions_DX9(lpCtx->glCtx);
1256
gldInstallPipeline_DX9(lpCtx->glCtx);
1257
gldSetupDriverPointers_DX9(lpCtx->glCtx);
1259
// Signal a complete state update
1260
lpCtx->glCtx->Driver.UpdateState(lpCtx->glCtx, _NEW_ALL);
1263
IDirect3DDevice9_BeginScene(gld->pDev);
1264
lpCtx->bSceneStarted = TRUE;
1269
//---------------------------------------------------------------------------
1271
BOOL gldSwapBuffers_DX(
1277
GLD_driver_dx9 *gld = NULL;
1286
if (ctx->bSceneStarted) {
1287
IDirect3DDevice9_EndScene(gld->pDev);
1288
ctx->bSceneStarted = FALSE;
1291
// Swap the buffers. hWnd may override the hWnd used for CreateDevice()
1292
hr = IDirect3DDevice9_Present(gld->pDev, NULL, NULL, hWnd, NULL);
1296
IDirect3DDevice9_BeginScene(gld->pDev);
1297
ctx->bSceneStarted = TRUE;
1301
// ddlogMessage(GLDLOG_WARN, "SwapBuffers\n");
1304
return (FAILED(hr)) ? FALSE : TRUE;
1307
//---------------------------------------------------------------------------
1309
BOOL gldGetDisplayMode_DX(
1311
GLD_displayMode *glddm)
1313
D3DDISPLAYMODE d3ddm;
1315
GLD_driver_dx9 *lpCtx = NULL;
1316
BYTE cColorBits, cRedBits, cGreenBits, cBlueBits, cAlphaBits;
1318
if ((glddm == NULL) || (ctx == NULL))
1321
lpCtx = ctx->glPriv;
1325
if (lpCtx->pD3D == NULL)
1328
hr = IDirect3D9_GetAdapterDisplayMode(lpCtx->pD3D, glb.dwAdapter, &d3ddm);
1332
// Get info from the display format
1333
_BitsFromDisplayFormat(d3ddm.Format,
1334
&cColorBits, &cRedBits, &cGreenBits, &cBlueBits, &cAlphaBits);
1336
glddm->Width = d3ddm.Width;
1337
glddm->Height = d3ddm.Height;
1338
glddm->BPP = cColorBits;
1339
glddm->Refresh = d3ddm.RefreshRate;
1344
//---------------------------------------------------------------------------