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Viewing changes to src/mesa/drivers/windows/gldirect/dx9/gld_wgl_dx9.c

  • Committer: Bazaar Package Importer
  • Author(s): Timo Aaltonen
  • Date: 2009-01-23 10:20:24 UTC
  • mfrom: (1.2.14 upstream)
  • Revision ID: james.westby@ubuntu.com-20090123102024-1f3kmb3aea7wzk67
Tags: 7.3~rc3-1ubuntu1
* Merge with Debian experimental.
* Drop 102_dont_vblank.patch, since the new drm code in the kernel
  fixes the bugs that it worked around.
* Bump the build-dependency of libdrm to 2.4.4. It's the first version
  with necessary changes to build this.

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1
 
/****************************************************************************
2
 
*
3
 
*                        Mesa 3-D graphics library
4
 
*                        Direct3D Driver Interface
5
 
*
6
 
*  ========================================================================
7
 
*
8
 
*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
9
 
*
10
 
*   Permission is hereby granted, free of charge, to any person obtaining a
11
 
*   copy of this software and associated documentation files (the "Software"),
12
 
*   to deal in the Software without restriction, including without limitation
13
 
*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
14
 
*   and/or sell copies of the Software, and to permit persons to whom the
15
 
*   Software is furnished to do so, subject to the following conditions:
16
 
*
17
 
*   The above copyright notice and this permission notice shall be included
18
 
*   in all copies or substantial portions of the Software.
19
 
*
20
 
*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
21
 
*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
22
 
*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
23
 
*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
24
 
*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
25
 
*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
26
 
*   SOFTWARE.
27
 
*
28
 
*  ======================================================================
29
 
*
30
 
* Language:     ANSI C
31
 
* Environment:  Windows 9x/2000/XP/XBox (Win32)
32
 
*
33
 
* Description:  GLDirect Direct3D 8.x WGL (WindowsGL)
34
 
*
35
 
****************************************************************************/
36
 
 
37
 
#include "dglcontext.h"
38
 
#include "gld_driver.h"
39
 
#include "gld_dxerr9.h"
40
 
#include "gld_dx9.h"
41
 
 
42
 
#include "tnl/tnl.h"
43
 
#include "tnl/t_context.h"
44
 
 
45
 
// Copied from dglcontect.c
46
 
#define GLDERR_NONE     0
47
 
#define GLDERR_MEM      1
48
 
#define GLDERR_DDRAW    2
49
 
#define GLDERR_D3D      3
50
 
#define GLDERR_BPP      4
51
 
#define GLDERR_DDS      5
52
 
// This external var keeps track of any error
53
 
extern int nContextError;
54
 
 
55
 
#define DDLOG_CRITICAL_OR_WARN  DDLOG_CRITICAL
56
 
 
57
 
extern void _gld_mesa_warning(GLcontext *, char *);
58
 
extern void _gld_mesa_fatal(GLcontext *, char *);
59
 
 
60
 
//---------------------------------------------------------------------------
61
 
 
62
 
static char     szColorDepthWarning[] =
63
 
"GLDirect does not support the current desktop\n\
64
 
color depth.\n\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";
69
 
 
70
 
// The only depth-stencil formats currently supported by Direct3D
71
 
// Surface Format       Depth   Stencil         Total Bits
72
 
// D3DFMT_D32           32              -                       32
73
 
// D3DFMT_D15S1         15              1                       16
74
 
// D3DFMT_D24S8         24              8                       32
75
 
// D3DFMT_D16           16              -                       16
76
 
// D3DFMT_D24X8         24              -                       32
77
 
// D3DFMT_D24X4S4       24              4                       32
78
 
 
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 =
84
 
{
85
 
    {
86
 
        sizeof(PIXELFORMATDESCRIPTOR),  // Size of the data structure
87
 
                1,                                                      // Structure version - should be 1
88
 
                                                                        // Flags:
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
103
 
                0,                                                      // Depth bits
104
 
                0,                                                      // Stencil bits
105
 
                0,                                                      // Number of auxiliary buffers
106
 
                0,                                                      // Layer type
107
 
                0,                                                      // Specifies the number of overlay and underlay planes.
108
 
                0,                                                      // Layer mask
109
 
                0,                                                      // Specifies the transparent color or index of an underlay plane.
110
 
                0                                                       // Damage mask
111
 
        },
112
 
        D3DFMT_UNKNOWN, // No depth/stencil buffer
113
 
};
114
 
 
115
 
//---------------------------------------------------------------------------
116
 
// Vertex Shaders
117
 
//---------------------------------------------------------------------------
118
 
/*
119
 
// Vertex Shader Declaration
120
 
static DWORD dwTwoSidedLightingDecl[] =
121
 
{
122
 
        D3DVSD_STREAM(0),
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
129
 
        D3DVSD_END()
130
 
};
131
 
 
132
 
// Vertex Shader for two-sided lighting
133
 
static char *szTwoSidedLightingVS =
134
 
// This is a test shader!
135
 
"vs.1.0\n"
136
 
"m4x4 oPos,v0,c0\n"
137
 
"mov oD0,v2\n"
138
 
"mov oD1,v3\n"
139
 
"mov oT0,v4\n"
140
 
"mov oT1,v5\n"
141
 
;
142
 
*/
143
 
//---------------------------------------------------------------------------
144
 
//---------------------------------------------------------------------------
145
 
 
146
 
typedef struct {
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
153
 
} GLD_dx9_globals;
154
 
 
155
 
// These are "global" to all DX9 contexts. KeithH
156
 
static GLD_dx9_globals dx9Globals;
157
 
 
158
 
//---------------------------------------------------------------------------
159
 
//---------------------------------------------------------------------------
160
 
 
161
 
BOOL gldGetDXErrorString_DX(
162
 
        HRESULT hr,
163
 
        char *buf,
164
 
        int nBufSize)
165
 
{
166
 
        //
167
 
        // Return a string describing the input HRESULT error code
168
 
        //
169
 
 
170
 
        const char *pStr = DXGetErrorString9(hr);
171
 
 
172
 
        if (pStr == NULL)
173
 
                return FALSE;
174
 
 
175
 
        if (strlen(pStr) > nBufSize)
176
 
                strncpy(buf, pStr, nBufSize);
177
 
        else
178
 
                strcpy(buf, pStr);
179
 
 
180
 
//      D3DXGetErrorString(hr, buf, nBufSize);
181
 
 
182
 
        return TRUE;
183
 
}
184
 
 
185
 
//---------------------------------------------------------------------------
186
 
 
187
 
static D3DMULTISAMPLE_TYPE _gldGetDeviceMultiSampleType(
188
 
        IDirect3D9 *pD3D9,
189
 
        D3DFORMAT SurfaceFormat,
190
 
        D3DDEVTYPE d3dDevType,
191
 
        BOOL Windowed)
192
 
{
193
 
        int                     i;
194
 
        HRESULT         hr;
195
 
 
196
 
        if (glb.dwMultisample == GLDS_MULTISAMPLE_NONE)
197
 
                return D3DMULTISAMPLE_NONE;
198
 
 
199
 
        if (glb.dwMultisample == GLDS_MULTISAMPLE_FASTEST) {
200
 
                // Find fastest multisample
201
 
                for (i=2; i<17; i++) {
202
 
                        hr = IDirect3D9_CheckDeviceMultiSampleType(
203
 
                                        pD3D9,
204
 
                                        glb.dwAdapter,
205
 
                                        d3dDevType,
206
 
                                        SurfaceFormat,
207
 
                                        Windowed,
208
 
                                        (D3DMULTISAMPLE_TYPE)i,
209
 
                                        NULL);
210
 
                        if (SUCCEEDED(hr)) {
211
 
                                return (D3DMULTISAMPLE_TYPE)i;
212
 
                        }
213
 
                }
214
 
        } else {
215
 
                // Find nicest multisample
216
 
                for (i=16; i>1; i--) {
217
 
                        hr = IDirect3D9_CheckDeviceMultiSampleType(
218
 
                                        pD3D9,
219
 
                                        glb.dwAdapter,
220
 
                                        d3dDevType,
221
 
                                        SurfaceFormat,
222
 
                                        Windowed,
223
 
                                        (D3DMULTISAMPLE_TYPE)i,
224
 
                                        NULL);
225
 
                        if (SUCCEEDED(hr)) {
226
 
                                return (D3DMULTISAMPLE_TYPE)i;
227
 
                        }
228
 
                }
229
 
        }
230
 
 
231
 
        // Nothing found - return default
232
 
        return D3DMULTISAMPLE_NONE;
233
 
}
234
 
 
235
 
//---------------------------------------------------------------------------
236
 
 
237
 
void _gldDestroyPrimitiveBuffer(
238
 
        GLD_pb_dx9 *gldVB)
239
 
{
240
 
        SAFE_RELEASE(gldVB->pVB);
241
 
 
242
 
        // Sanity check...
243
 
        gldVB->nLines = gldVB->nPoints = gldVB->nTriangles = 0;
244
 
}
245
 
 
246
 
//---------------------------------------------------------------------------
247
 
 
248
 
HRESULT _gldCreatePrimitiveBuffer(
249
 
        GLcontext *ctx,
250
 
        GLD_driver_dx9 *lpCtx,
251
 
        GLD_pb_dx9 *gldVB)
252
 
{
253
 
        HRESULT         hResult;
254
 
        char            *szCreateVertexBufferFailed = "CreateVertexBuffer failed";
255
 
        DWORD           dwMaxVertices;  // Max number of vertices in vertex buffer
256
 
        DWORD           dwVBSize;               // Total size of vertex buffer
257
 
 
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;
262
 
 
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;
266
 
 
267
 
        hResult = IDirect3DDevice9_CreateVertexBuffer(
268
 
                lpCtx->pDev,
269
 
                dwVBSize,
270
 
                gldVB->dwUsage,
271
 
                gldVB->dwFVF,
272
 
                gldVB->dwPool,
273
 
                &gldVB->pVB,
274
 
                NULL);
275
 
        if (FAILED(hResult)) {
276
 
                ddlogMessage(DDLOG_CRITICAL_OR_WARN, szCreateVertexBufferFailed);
277
 
                return hResult;
278
 
        }
279
 
 
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
284
 
 
285
 
        return S_OK;
286
 
}
287
 
 
288
 
//---------------------------------------------------------------------------
289
 
// Function: _gldCreateVertexShaders
290
 
// Create DX9 Vertex Shaders.
291
 
//---------------------------------------------------------------------------
292
 
/*
293
 
void _gldCreateVertexShaders(
294
 
        GLD_driver_dx9 *gld)
295
 
{
296
 
        DWORD                   dwFlags;
297
 
        LPD3DXBUFFER    pVSOpcodeBuffer; // Vertex Shader opcode buffer
298
 
        HRESULT                 hr;
299
 
 
300
 
#ifdef _DEBUG
301
 
        dwFlags = D3DXASM_DEBUG;
302
 
#else
303
 
        dwFlags = 0; // D3DXASM_SKIPVALIDATION;
304
 
#endif
305
 
 
306
 
        ddlogMessage(DDLOG_INFO, "Creating shaders...\n");
307
 
 
308
 
        // Init the shader handle
309
 
        gld->VStwosidelight.hShader = 0;
310
 
 
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");
315
 
                return;
316
 
        }
317
 
 
318
 
        // ** THIS DISABLES VERTEX SHADER SUPPORT **
319
 
//      return;
320
 
        // ** THIS DISABLES VERTEX SHADER SUPPORT **
321
 
 
322
 
        //
323
 
        // Two-sided lighting
324
 
        //
325
 
 
326
 
#if 0
327
 
        //
328
 
        // DEBUGGING: Load shader from a text file
329
 
        //
330
 
        {
331
 
        LPD3DXBUFFER    pVSErrorBuffer; // Vertex Shader error buffer
332
 
        hr = D3DXAssembleShaderFromFile(
333
 
                        "twoside.vsh",
334
 
                        dwFlags,
335
 
                        NULL, // No constants
336
 
                        &pVSOpcodeBuffer,
337
 
                        &pVSErrorBuffer);
338
 
        if (pVSErrorBuffer && pVSErrorBuffer->lpVtbl->GetBufferPointer(pVSErrorBuffer))
339
 
                ddlogMessage(DDLOG_INFO, pVSErrorBuffer->lpVtbl->GetBufferPointer(pVSErrorBuffer));
340
 
        SAFE_RELEASE(pVSErrorBuffer);
341
 
        }
342
 
#else
343
 
        {
344
 
        LPD3DXBUFFER    pVSErrorBuffer; // Vertex Shader error buffer
345
 
        // Assemble ascii shader text into shader opcodes
346
 
        hr = D3DXAssembleShader(
347
 
                        szTwoSidedLightingVS,
348
 
                        strlen(szTwoSidedLightingVS),
349
 
                        dwFlags,
350
 
                        NULL, // No constants
351
 
                        &pVSOpcodeBuffer,
352
 
                        &pVSErrorBuffer);
353
 
        if (pVSErrorBuffer && pVSErrorBuffer->lpVtbl->GetBufferPointer(pVSErrorBuffer))
354
 
                ddlogMessage(DDLOG_INFO, pVSErrorBuffer->lpVtbl->GetBufferPointer(pVSErrorBuffer));
355
 
        SAFE_RELEASE(pVSErrorBuffer);
356
 
        }
357
 
#endif
358
 
        if (FAILED(hr)) {
359
 
                ddlogError(DDLOG_WARN, "AssembleShader failed", hr);
360
 
                SAFE_RELEASE(pVSOpcodeBuffer);
361
 
                return;
362
 
        }
363
 
 
364
 
// This is for debugging. Remove to enable vertex shaders in HW
365
 
#define _GLD_FORCE_SW_VS 0
366
 
 
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");
370
 
        }
371
 
 
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
379
 
        } else {
380
 
                gld->VStwosidelight.bHardware = TRUE;
381
 
                hr = IDirect3DDevice8_CreateVertexShader(
382
 
                        gld->pDev,
383
 
                        dwTwoSidedLightingDecl,
384
 
                        pVSOpcodeBuffer->lpVtbl->GetBufferPointer(pVSOpcodeBuffer),
385
 
                        &gld->VStwosidelight.hShader,
386
 
                        0);
387
 
        }
388
 
        if (FAILED(hr)) {
389
 
                ddlogMessage(DDLOG_INFO, "... HW failed, trying SW...\n");
390
 
                // Failed. Try and create shader for software processing
391
 
                hr = IDirect3DDevice8_CreateVertexShader(
392
 
                        gld->pDev,
393
 
                        dwTwoSidedLightingDecl,
394
 
                        pVSOpcodeBuffer->lpVtbl->GetBufferPointer(pVSOpcodeBuffer),
395
 
                        &gld->VStwosidelight.hShader,
396
 
                        D3DUSAGE_SOFTWAREPROCESSING);
397
 
                if (FAILED(hr)) {
398
 
                        gld->VStwosidelight.hShader = 0; // Sanity check
399
 
                        ddlogError(DDLOG_WARN, "CreateVertexShader failed", hr);
400
 
                        return;
401
 
                }
402
 
                // Succeeded, but for software processing
403
 
                gld->VStwosidelight.bHardware = FALSE;
404
 
        }
405
 
 
406
 
        SAFE_RELEASE(pVSOpcodeBuffer);
407
 
 
408
 
        ddlogMessage(DDLOG_INFO, "... OK\n");
409
 
}
410
 
 
411
 
//---------------------------------------------------------------------------
412
 
 
413
 
void _gldDestroyVertexShaders(
414
 
        GLD_driver_dx9 *gld)
415
 
{
416
 
        if (gld->VStwosidelight.hShader) {
417
 
                IDirect3DDevice8_DeleteVertexShader(gld->pDev, gld->VStwosidelight.hShader);
418
 
                gld->VStwosidelight.hShader = 0;
419
 
        }
420
 
}
421
 
*/
422
 
//---------------------------------------------------------------------------
423
 
 
424
 
BOOL gldCreateDrawable_DX(
425
 
        DGL_ctx *ctx,
426
 
//      BOOL bDefaultDriver,
427
 
        BOOL bDirectDrawPersistant,
428
 
        BOOL bPersistantBuffers)
429
 
{
430
 
        //
431
 
        // bDirectDrawPersistant:       applies to IDirect3D9
432
 
        // bPersistantBuffers:          applies to IDirect3DDevice9
433
 
        //
434
 
 
435
 
        HRESULT                                 hResult;
436
 
        GLD_driver_dx9                  *lpCtx = NULL;
437
 
        D3DDEVTYPE                              d3dDevType;
438
 
        D3DPRESENT_PARAMETERS   d3dpp;
439
 
        D3DDISPLAYMODE                  d3ddm;
440
 
        DWORD                                   dwBehaviourFlags;
441
 
        D3DADAPTER_IDENTIFIER9  d3dIdent;
442
 
 
443
 
        // Error if context is NULL.
444
 
        if (ctx == NULL)
445
 
                return FALSE;
446
 
 
447
 
        if (ctx->glPriv) {
448
 
                lpCtx = ctx->glPriv;
449
 
                // Release any existing interfaces
450
 
                SAFE_RELEASE(lpCtx->pDev);
451
 
                SAFE_RELEASE(lpCtx->pD3D);
452
 
        } else {
453
 
                lpCtx = (GLD_driver_dx9*)malloc(sizeof(GLD_driver_dx9));
454
 
                ZeroMemory(lpCtx, sizeof(lpCtx));
455
 
        }
456
 
 
457
 
        d3dDevType = (glb.dwDriver == GLDS_DRIVER_HAL) ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF;
458
 
        // TODO: Check this
459
 
//      if (bDefaultDriver)
460
 
//              d3dDevType = D3DDEVTYPE_REF;
461
 
 
462
 
        // Use persistant interface if needed
463
 
        if (bDirectDrawPersistant && dx9Globals.bDirect3D) {
464
 
                lpCtx->pD3D = dx9Globals.pD3D;
465
 
                IDirect3D9_AddRef(lpCtx->pD3D);
466
 
                goto SkipDirectDrawCreate;
467
 
        }
468
 
 
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;
476
 
        }
477
 
 
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;
483
 
        }
484
 
SkipDirectDrawCreate:
485
 
 
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;
491
 
        }
492
 
 
493
 
        // Get device caps
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;
499
 
        }
500
 
 
501
 
        // Check for hardware transform & lighting
502
 
        lpCtx->bHasHWTnL = lpCtx->d3dCaps9.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT ? TRUE : FALSE;
503
 
 
504
 
/*
505
 
        //
506
 
        // GONE FOR DX9?
507
 
        //
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");
513
 
        }
514
 
*/
515
 
 
516
 
        //
517
 
        //      Create the Direct3D context
518
 
        //
519
 
 
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;
527
 
        }
528
 
 
529
 
        // Clear the presentation parameters (sets all members to zero)
530
 
        ZeroMemory(&d3dpp, sizeof(d3dpp));
531
 
 
532
 
        // Recommended by MS; needed for MultiSample.
533
 
        // Be careful if altering this for FullScreenBlit
534
 
        d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
535
 
 
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;
541
 
 
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;
549
 
 
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;
556
 
                } else {
557
 
                        if (lpCtx->d3dCaps9.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE)
558
 
                                d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
559
 
                }
560
 
        } else {
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;
571
 
                } else {
572
 
                                d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
573
 
                }
574
 
        }
575
 
 
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
583
 
        if (!glb.bFastFPU)
584
 
                dwBehaviourFlags |= D3DCREATE_FPU_PRESERVE;
585
 
        hResult = IDirect3D9_CreateDevice(lpCtx->pD3D,
586
 
                                                                glb.dwAdapter,
587
 
                                                                d3dDevType,
588
 
                                                                ctx->hWnd,
589
 
                                                                dwBehaviourFlags,
590
 
                                                                &d3dpp,
591
 
                                                                &lpCtx->pDev);
592
 
    if (FAILED(hResult)) {
593
 
                ddlogError(DDLOG_CRITICAL_OR_WARN, "IDirect3D9_CreateDevice failed", hResult);
594
 
        nContextError = GLDERR_D3D;
595
 
                goto return_with_error;
596
 
        }
597
 
 
598
 
        if (bDirectDrawPersistant && bPersistantBuffers && dx9Globals.pD3D) {
599
 
                dx9Globals.pDev = lpCtx->pDev;
600
 
                dx9Globals.bDirect3DDevice = TRUE;
601
 
        }
602
 
 
603
 
        // Dump some useful stats
604
 
        hResult = IDirect3D9_GetAdapterIdentifier(
605
 
                lpCtx->pD3D,
606
 
                glb.dwAdapter,
607
 
                0, // No WHQL detection (avoid few seconds delay)
608
 
                &d3dIdent);
609
 
        if (SUCCEEDED(hResult)) {
610
 
                ddlogPrintf(DDLOG_INFO, "[Driver Description: %s]", &d3dIdent.Description);
611
 
                ddlogPrintf(DDLOG_INFO, "[Driver file: %s %d.%d.%02d.%d]",
612
 
                        d3dIdent.Driver,
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);
619
 
        }
620
 
 
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");
624
 
 
625
 
        // Init projection matrix for D3D TnL
626
 
        D3DXMatrixIdentity(&lpCtx->matProjection);
627
 
        lpCtx->matModelView = lpCtx->matProjection;
628
 
//              gld->bUseMesaProjection = TRUE;
629
 
 
630
 
skip_direct3ddevice_create:
631
 
 
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 |
637
 
                                                                D3DUSAGE_DYNAMIC |
638
 
                                                                D3DUSAGE_SOFTWAREPROCESSING |
639
 
                                                                D3DUSAGE_WRITEONLY;
640
 
        hResult = _gldCreatePrimitiveBuffer(ctx->glCtx, lpCtx, &lpCtx->PB2d);
641
 
        if (FAILED(hResult))
642
 
                goto return_with_error;
643
 
 
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 |
649
 
                                                                D3DUSAGE_WRITEONLY;
650
 
        hResult = _gldCreatePrimitiveBuffer(ctx->glCtx, lpCtx, &lpCtx->PB3d);
651
 
        if (FAILED(hResult))
652
 
                goto return_with_error;
653
 
 
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 |
659
 
                                                                D3DUSAGE_DYNAMIC |
660
 
                                                                D3DUSAGE_SOFTWAREPROCESSING |
661
 
                                                                D3DUSAGE_WRITEONLY;
662
 
        hResult = _gldCreatePrimitiveBuffer(ctx->glCtx, lpCtx, &lpCtx->PBtwosidelight);
663
 
        if (FAILED(hResult))
664
 
                goto return_with_error;*/
665
 
 
666
 
        // Now try and create the DX9 Vertex Shaders
667
 
//      _gldCreateVertexShaders(lpCtx);
668
 
 
669
 
        // Zero the pipeline usage counters
670
 
        lpCtx->PipelineUsage.qwMesa.QuadPart = 
671
 
//      lpCtx->PipelineUsage.dwD3D2SVS.QuadPart =
672
 
        lpCtx->PipelineUsage.qwD3DFVF.QuadPart = 0;
673
 
 
674
 
        // Assign drawable to GL private
675
 
        ctx->glPriv = lpCtx;
676
 
        return TRUE;
677
 
 
678
 
return_with_error:
679
 
        // Clean up and bail
680
 
 
681
 
//      _gldDestroyVertexShaders(lpCtx);
682
 
 
683
 
//      _gldDestroyPrimitiveBuffer(&lpCtx->PBtwosidelight);
684
 
        _gldDestroyPrimitiveBuffer(&lpCtx->PB3d);
685
 
        _gldDestroyPrimitiveBuffer(&lpCtx->PB2d);
686
 
 
687
 
        SAFE_RELEASE(lpCtx->pDev);
688
 
        SAFE_RELEASE(lpCtx->pD3D);
689
 
        return FALSE;
690
 
}
691
 
 
692
 
//---------------------------------------------------------------------------
693
 
 
694
 
BOOL gldResizeDrawable_DX(
695
 
        DGL_ctx *ctx,
696
 
        BOOL bDefaultDriver,
697
 
        BOOL bPersistantInterface,
698
 
        BOOL bPersistantBuffers)
699
 
{
700
 
        GLD_driver_dx9                  *gld = NULL;
701
 
        D3DDEVTYPE                              d3dDevType;
702
 
        D3DPRESENT_PARAMETERS   d3dpp;
703
 
        D3DDISPLAYMODE                  d3ddm;
704
 
        HRESULT                                 hResult;
705
 
 
706
 
        // Error if context is NULL.
707
 
        if (ctx == NULL)
708
 
                return FALSE;
709
 
 
710
 
        gld = ctx->glPriv;
711
 
        if (gld == NULL)
712
 
                return FALSE;
713
 
 
714
 
        if (ctx->bSceneStarted) {
715
 
                IDirect3DDevice9_EndScene(gld->pDev);
716
 
                ctx->bSceneStarted = FALSE;
717
 
        }
718
 
 
719
 
        d3dDevType = (glb.dwDriver == GLDS_DRIVER_HAL) ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF;
720
 
        if (!bDefaultDriver)
721
 
                d3dDevType = D3DDEVTYPE_REF; // Force Direct3D Reference Rasterise (software)
722
 
 
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;
728
 
                return FALSE;
729
 
        }
730
 
 
731
 
        // Destroy DX9 Vertex Shaders before Reset()
732
 
//      _gldDestroyVertexShaders(gld);
733
 
 
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);
741
 
 
742
 
        // Clear the presentation parameters (sets all members to zero)
743
 
        ZeroMemory(&d3dpp, sizeof(d3dpp));
744
 
 
745
 
        // Recommended by MS; needed for MultiSample.
746
 
        // Be careful if altering this for FullScreenBlit
747
 
        d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
748
 
 
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;
754
 
 
755
 
        // TODO: Sync to refresh
756
 
 
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;
767
 
        } else {
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;
775
 
        }
776
 
        hResult = IDirect3DDevice9_Reset(gld->pDev, &d3dpp);
777
 
        if (FAILED(hResult)) {
778
 
                ddlogError(DDLOG_CRITICAL_OR_WARN, "dglResize: Reset failed", hResult);
779
 
                return FALSE;
780
 
                //goto cleanup_and_return_with_error;
781
 
        }
782
 
 
783
 
        //
784
 
        // Recreate POOL_DEFAULT objects
785
 
        //
786
 
        if (gld->PB2d.dwPool == D3DPOOL_DEFAULT) {
787
 
                _gldCreatePrimitiveBuffer(ctx->glCtx, gld, &gld->PB2d);
788
 
        }
789
 
        if (gld->PB3d.dwPool == D3DPOOL_DEFAULT) {
790
 
                _gldCreatePrimitiveBuffer(ctx->glCtx, gld, &gld->PB3d);
791
 
        }
792
 
//      if (gld->PBtwosidelight.dwPool == D3DPOOL_DEFAULT) {
793
 
//              _gldCreatePrimitiveBuffer(ctx->glCtx, gld, &gld->PB2d);
794
 
//      }
795
 
 
796
 
        // Recreate DX9 Vertex Shaders
797
 
//      _gldCreateVertexShaders(gld);
798
 
 
799
 
        // Signal a complete state update
800
 
        ctx->glCtx->Driver.UpdateState(ctx->glCtx, _NEW_ALL);
801
 
 
802
 
        // Begin a new scene
803
 
        IDirect3DDevice9_BeginScene(gld->pDev);
804
 
        ctx->bSceneStarted = TRUE;
805
 
 
806
 
        return TRUE;
807
 
}
808
 
 
809
 
//---------------------------------------------------------------------------
810
 
 
811
 
BOOL gldDestroyDrawable_DX(
812
 
        DGL_ctx *ctx)
813
 
{
814
 
        GLD_driver_dx9                  *lpCtx = NULL;
815
 
 
816
 
        // Error if context is NULL.
817
 
        if (!ctx)
818
 
                return FALSE;
819
 
 
820
 
        // Error if the drawable does not exist.
821
 
        if (!ctx->glPriv)
822
 
                return FALSE;
823
 
 
824
 
        lpCtx = ctx->glPriv;
825
 
 
826
 
#ifdef _DEBUG
827
 
        // Dump out stats
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);
833
 
#endif
834
 
 
835
 
//      _gldDestroyVertexShaders(lpCtx);
836
 
        
837
 
//      _gldDestroyPrimitiveBuffer(&lpCtx->PBtwosidelight);
838
 
        _gldDestroyPrimitiveBuffer(&lpCtx->PB3d);
839
 
        _gldDestroyPrimitiveBuffer(&lpCtx->PB2d);
840
 
 
841
 
        SAFE_RELEASE(lpCtx->pDev);
842
 
        SAFE_RELEASE(lpCtx->pD3D);
843
 
 
844
 
        // Free the private drawable data
845
 
        free(ctx->glPriv);
846
 
        ctx->glPriv = NULL;
847
 
 
848
 
        return TRUE;
849
 
}
850
 
 
851
 
//---------------------------------------------------------------------------
852
 
 
853
 
BOOL gldCreatePrivateGlobals_DX(void)
854
 
{
855
 
        ZeroMemory(&dx9Globals, sizeof(dx9Globals));
856
 
 
857
 
        // Load d3d9.dll
858
 
        dx9Globals.hD3D9DLL = LoadLibrary("D3D9.DLL");
859
 
        if (dx9Globals.hD3D9DLL == NULL)
860
 
                return FALSE;
861
 
 
862
 
        // Now try and obtain Direct3DCreate9
863
 
        dx9Globals.fnDirect3DCreate9 = (FNDIRECT3DCREATE9)GetProcAddress(dx9Globals.hD3D9DLL, "Direct3DCreate9");
864
 
        if (dx9Globals.fnDirect3DCreate9 == NULL) {
865
 
                FreeLibrary(dx9Globals.hD3D9DLL);
866
 
                return FALSE;
867
 
        }
868
 
 
869
 
        return TRUE;
870
 
}
871
 
 
872
 
//---------------------------------------------------------------------------
873
 
 
874
 
BOOL gldDestroyPrivateGlobals_DX(void)
875
 
{
876
 
        if (dx9Globals.bDirect3DDevice) {
877
 
                SAFE_RELEASE(dx9Globals.pDev);
878
 
                dx9Globals.bDirect3DDevice = FALSE;
879
 
        }
880
 
        if (dx9Globals.bDirect3D) {
881
 
                SAFE_RELEASE(dx9Globals.pD3D);
882
 
                dx9Globals.bDirect3D = FALSE;
883
 
        }
884
 
 
885
 
        FreeLibrary(dx9Globals.hD3D9DLL);
886
 
        dx9Globals.hD3D9DLL = NULL;
887
 
        dx9Globals.fnDirect3DCreate9 = NULL;
888
 
 
889
 
        return TRUE;
890
 
}
891
 
 
892
 
//---------------------------------------------------------------------------
893
 
 
894
 
static void _BitsFromDisplayFormat(
895
 
        D3DFORMAT fmt,
896
 
        BYTE *cColorBits,
897
 
        BYTE *cRedBits,
898
 
        BYTE *cGreenBits,
899
 
        BYTE *cBlueBits,
900
 
        BYTE *cAlphaBits)
901
 
{
902
 
        switch (fmt) {
903
 
        case D3DFMT_X1R5G5B5:
904
 
                *cColorBits = 16;
905
 
                *cRedBits = 5;
906
 
                *cGreenBits = 5;
907
 
                *cBlueBits = 5;
908
 
                *cAlphaBits = 0;
909
 
                return;
910
 
        case D3DFMT_R5G6B5:
911
 
                *cColorBits = 16;
912
 
                *cRedBits = 5;
913
 
                *cGreenBits = 6;
914
 
                *cBlueBits = 5;
915
 
                *cAlphaBits = 0;
916
 
                return;
917
 
        case D3DFMT_X8R8G8B8:
918
 
                *cColorBits = 32;
919
 
                *cRedBits = 8;
920
 
                *cGreenBits = 8;
921
 
                *cBlueBits = 8;
922
 
                *cAlphaBits = 0;
923
 
                return;
924
 
        case D3DFMT_A8R8G8B8:
925
 
                *cColorBits = 32;
926
 
                *cRedBits = 8;
927
 
                *cGreenBits = 8;
928
 
                *cBlueBits = 8;
929
 
                *cAlphaBits = 8;
930
 
                return;
931
 
        }
932
 
 
933
 
        // Should not get here!
934
 
        *cColorBits = 32;
935
 
        *cRedBits = 8;
936
 
        *cGreenBits = 8;
937
 
        *cBlueBits = 8;
938
 
        *cAlphaBits = 0;
939
 
}
940
 
 
941
 
//---------------------------------------------------------------------------
942
 
 
943
 
static void _BitsFromDepthStencilFormat(
944
 
        D3DFORMAT fmt,
945
 
        BYTE *cDepthBits,
946
 
        BYTE *cStencilBits)
947
 
{
948
 
        // NOTE: GL expects either 32 or 16 as depth bits.
949
 
        switch (fmt) {
950
 
        case D3DFMT_D32:
951
 
                *cDepthBits = 32;
952
 
                *cStencilBits = 0;
953
 
                return;
954
 
        case D3DFMT_D15S1:
955
 
                *cDepthBits = 16;
956
 
                *cStencilBits = 1;
957
 
                return;
958
 
        case D3DFMT_D24S8:
959
 
                *cDepthBits = 32;
960
 
                *cStencilBits = 8;
961
 
                return;
962
 
        case D3DFMT_D16:
963
 
                *cDepthBits = 16;
964
 
                *cStencilBits = 0;
965
 
                return;
966
 
        case D3DFMT_D24X8:
967
 
                *cDepthBits = 32;
968
 
                *cStencilBits = 0;
969
 
                return;
970
 
        case D3DFMT_D24X4S4:
971
 
                *cDepthBits = 32;
972
 
                *cStencilBits = 4;
973
 
                return;
974
 
        }
975
 
}
976
 
 
977
 
//---------------------------------------------------------------------------
978
 
 
979
 
BOOL gldBuildPixelformatList_DX(void)
980
 
{
981
 
        D3DDISPLAYMODE          d3ddm;
982
 
        D3DFORMAT                       fmt[6];
983
 
        IDirect3D9                      *pD3D = NULL;
984
 
        HRESULT                         hr;
985
 
        int                                     nSupportedFormats = 0;
986
 
        int                                     i;
987
 
        DGL_pixelFormat         *pPF;
988
 
        BYTE                            cColorBits, cRedBits, cGreenBits, cBlueBits, cAlphaBits;
989
 
//      char                            buf[128];
990
 
//      char                            cat[8];
991
 
 
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
997
 
                D3DFMT_D15S1,
998
 
                D3DFMT_D16,
999
 
                D3DFMT_D24X4S4,
1000
 
                D3DFMT_D24X8,
1001
 
                D3DFMT_D24S8,
1002
 
                D3DFMT_D32,
1003
 
        };
1004
 
 
1005
 
        // Dump DX version
1006
 
        ddlogMessage(GLDLOG_SYSTEM, "DirectX Version  : 9.0\n");
1007
 
 
1008
 
        // Release any existing pixelformat list
1009
 
        if (glb.lpPF) {
1010
 
                free(glb.lpPF);
1011
 
        }
1012
 
 
1013
 
        glb.nPixelFormatCount   = 0;
1014
 
        glb.lpPF                                = NULL;
1015
 
 
1016
 
        //
1017
 
        // Pixelformats for Direct3D (SW or HW) rendering
1018
 
        //
1019
 
 
1020
 
        // Get a Direct3D 9.0 interface
1021
 
        pD3D = dx9Globals.fnDirect3DCreate9(D3D_SDK_VERSION);
1022
 
        if (!pD3D) {
1023
 
                return FALSE;
1024
 
        }
1025
 
 
1026
 
        // We will use the display mode format when finding compliant
1027
 
        // rendertarget/depth-stencil surfaces.
1028
 
        hr = IDirect3D9_GetAdapterDisplayMode(pD3D, glb.dwAdapter, &d3ddm);
1029
 
        if (FAILED(hr)) {
1030
 
                IDirect3D9_Release(pD3D);
1031
 
                return FALSE;
1032
 
        }
1033
 
        
1034
 
        // Run through the possible formats and detect supported formats
1035
 
        for (i=0; i<6; i++) {
1036
 
                hr = IDirect3D9_CheckDeviceFormat(
1037
 
                        pD3D,
1038
 
                        glb.dwAdapter,
1039
 
                        glb.dwDriver==GLDS_DRIVER_HAL ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF,
1040
 
            d3ddm.Format,
1041
 
                        D3DUSAGE_DEPTHSTENCIL,
1042
 
                        D3DRTYPE_SURFACE,
1043
 
                        DepthStencil[i]);
1044
 
                if (FAILED(hr))
1045
 
                        // A failure here is not fatal.
1046
 
                        continue;
1047
 
 
1048
 
            // Verify that the depth format is compatible.
1049
 
            hr = IDirect3D9_CheckDepthStencilMatch(
1050
 
                                pD3D,
1051
 
                                glb.dwAdapter,
1052
 
                glb.dwDriver==GLDS_DRIVER_HAL ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF,
1053
 
                d3ddm.Format,
1054
 
                d3ddm.Format,
1055
 
                DepthStencil[i]);
1056
 
                if (FAILED(hr))
1057
 
                        // A failure here is not fatal, just means depth-stencil
1058
 
                        // format is not compatible with this display mode.
1059
 
                        continue;
1060
 
 
1061
 
                fmt[nSupportedFormats++] = DepthStencil[i];
1062
 
        }
1063
 
 
1064
 
        IDirect3D9_Release(pD3D);
1065
 
 
1066
 
        if (nSupportedFormats == 0)
1067
 
                return FALSE; // Bail: no compliant pixelformats
1068
 
 
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;
1076
 
                return FALSE;
1077
 
        }
1078
 
 
1079
 
        // Get a copy of pointer that we can alter
1080
 
        pPF = glb.lpPF;
1081
 
 
1082
 
        // Cache colour bits from display format
1083
 
        _BitsFromDisplayFormat(d3ddm.Format, &cColorBits, &cRedBits, &cGreenBits, &cBlueBits, &cAlphaBits);
1084
 
 
1085
 
        //
1086
 
        // Add single-buffer formats
1087
 
        //
1088
 
/*
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;
1101
 
        pPF++;
1102
 
*/
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];
1113
 
        }
1114
 
 
1115
 
        //
1116
 
        // Add double-buffer formats
1117
 
        //
1118
 
 
1119
 
        // NOTE: No longer returning pixelformats that don't contain depth
1120
 
/*
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;
1130
 
        pPF++;
1131
 
*/
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];
1141
 
        }
1142
 
 
1143
 
        // Popup warning message if non RGB color mode
1144
 
        {
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);
1152
 
                }
1153
 
        }
1154
 
 
1155
 
        // Mark list as 'current'
1156
 
        glb.bPixelformatsDirty = FALSE;
1157
 
 
1158
 
        return TRUE;
1159
 
}
1160
 
 
1161
 
//---------------------------------------------------------------------------
1162
 
 
1163
 
BOOL gldInitialiseMesa_DX(
1164
 
        DGL_ctx *lpCtx)
1165
 
{
1166
 
        GLD_driver_dx9  *gld = NULL;
1167
 
        int                             MaxTextureSize, TextureLevels;
1168
 
        BOOL                    bSoftwareTnL;
1169
 
 
1170
 
        if (lpCtx == NULL)
1171
 
                return FALSE;
1172
 
 
1173
 
        gld = lpCtx->glPriv;
1174
 
        if (gld == NULL)
1175
 
                return FALSE;
1176
 
 
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;
1183
 
        } else {
1184
 
                // Multitexture override
1185
 
                lpCtx->glCtx->Const.MaxTextureUnits = 1;
1186
 
        }
1187
 
 
1188
 
        // max texture size
1189
 
        MaxTextureSize = min(gld->d3dCaps9.MaxTextureHeight, gld->d3dCaps9.MaxTextureWidth);
1190
 
        if (MaxTextureSize == 0)
1191
 
                MaxTextureSize = 256; // Sanity check
1192
 
 
1193
 
        //
1194
 
        // HACK!!
1195
 
        if (MaxTextureSize > 1024)
1196
 
                MaxTextureSize = 1024; // HACK - CLAMP TO 1024
1197
 
        // HACK!!
1198
 
        //
1199
 
 
1200
 
        // Got to set MAX_TEXTURE_SIZE as max levels.
1201
 
        // Who thought this stupid idea up? ;)
1202
 
        TextureLevels = 0;
1203
 
        // Calculate power-of-two.
1204
 
        while (MaxTextureSize) {
1205
 
                TextureLevels++;
1206
 
                MaxTextureSize >>= 1;
1207
 
        }
1208
 
        lpCtx->glCtx->Const.MaxTextureLevels = (TextureLevels) ? TextureLevels : 8;
1209
 
 
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);
1214
 
 
1215
 
        IDirect3DDevice9_SetRenderState(gld->pDev, D3DRS_ZENABLE,
1216
 
                (lpCtx->lpPF->dwDriverData!=D3DFMT_UNKNOWN) ? D3DZB_TRUE : D3DZB_FALSE);
1217
 
 
1218
 
        // Set the view matrix
1219
 
        {
1220
 
                D3DXMATRIX      vm;
1221
 
#if 1
1222
 
                D3DXMatrixIdentity(&vm);
1223
 
#else
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);
1228
 
                vm._31 = -vm._31;
1229
 
                vm._32 = -vm._32;
1230
 
                vm._33 = -vm._33;
1231
 
                vm._34 = -vm._34;
1232
 
#endif
1233
 
                IDirect3DDevice9_SetTransform(gld->pDev, D3DTS_VIEW, &vm);
1234
 
        }
1235
 
 
1236
 
        if (gld->bHasHWTnL) {
1237
 
                if (glb.dwTnL == GLDS_TNL_DEFAULT)
1238
 
                        bSoftwareTnL = FALSE; // HW TnL
1239
 
                else {
1240
 
                        bSoftwareTnL = ((glb.dwTnL == GLDS_TNL_MESA) || (glb.dwTnL == GLDS_TNL_D3DSW)) ? TRUE : FALSE;
1241
 
                }
1242
 
        } else {
1243
 
                // No HW TnL, so no choice possible
1244
 
                bSoftwareTnL = TRUE;
1245
 
        }
1246
 
//      IDirect3DDevice9_SetRenderState(gld->pDev, D3DRS_SOFTWAREVERTEXPROCESSING, bSoftwareTnL);
1247
 
        IDirect3DDevice9_SetSoftwareVertexProcessing(gld->pDev, bSoftwareTnL);
1248
 
 
1249
 
// Dump this in a Release build as well, now.
1250
 
//#ifdef _DEBUG
1251
 
        ddlogPrintf(DDLOG_INFO, "HW TnL: %s",
1252
 
                gld->bHasHWTnL ? (bSoftwareTnL ? "Disabled" : "Enabled") : "Unavailable");
1253
 
//#endif
1254
 
 
1255
 
        gldEnableExtensions_DX9(lpCtx->glCtx);
1256
 
        gldInstallPipeline_DX9(lpCtx->glCtx);
1257
 
        gldSetupDriverPointers_DX9(lpCtx->glCtx);
1258
 
 
1259
 
        // Signal a complete state update
1260
 
        lpCtx->glCtx->Driver.UpdateState(lpCtx->glCtx, _NEW_ALL);
1261
 
 
1262
 
        // Start a scene
1263
 
        IDirect3DDevice9_BeginScene(gld->pDev);
1264
 
        lpCtx->bSceneStarted = TRUE;
1265
 
 
1266
 
        return TRUE;
1267
 
}
1268
 
 
1269
 
//---------------------------------------------------------------------------
1270
 
 
1271
 
BOOL gldSwapBuffers_DX(
1272
 
        DGL_ctx *ctx,
1273
 
        HDC hDC,
1274
 
        HWND hWnd)
1275
 
{
1276
 
        HRESULT                 hr;
1277
 
        GLD_driver_dx9  *gld = NULL;
1278
 
 
1279
 
        if (ctx == NULL)
1280
 
                return FALSE;
1281
 
 
1282
 
        gld = ctx->glPriv;
1283
 
        if (gld == NULL)
1284
 
                return FALSE;
1285
 
 
1286
 
        if (ctx->bSceneStarted) {
1287
 
                IDirect3DDevice9_EndScene(gld->pDev);
1288
 
                ctx->bSceneStarted = FALSE;
1289
 
        }
1290
 
 
1291
 
        // Swap the buffers. hWnd may override the hWnd used for CreateDevice()
1292
 
        hr = IDirect3DDevice9_Present(gld->pDev, NULL, NULL, hWnd, NULL);
1293
 
 
1294
 
exit_swap:
1295
 
 
1296
 
        IDirect3DDevice9_BeginScene(gld->pDev);
1297
 
        ctx->bSceneStarted = TRUE;
1298
 
 
1299
 
// Debugging code
1300
 
#ifdef _DEBUG
1301
 
//      ddlogMessage(GLDLOG_WARN, "SwapBuffers\n");
1302
 
#endif
1303
 
 
1304
 
        return (FAILED(hr)) ? FALSE : TRUE;
1305
 
}
1306
 
 
1307
 
//---------------------------------------------------------------------------
1308
 
 
1309
 
BOOL gldGetDisplayMode_DX(
1310
 
        DGL_ctx *ctx,
1311
 
        GLD_displayMode *glddm)
1312
 
{
1313
 
        D3DDISPLAYMODE  d3ddm;
1314
 
        HRESULT                 hr;
1315
 
        GLD_driver_dx9  *lpCtx = NULL;
1316
 
        BYTE cColorBits, cRedBits, cGreenBits, cBlueBits, cAlphaBits;
1317
 
 
1318
 
        if ((glddm == NULL) || (ctx == NULL))
1319
 
                return FALSE;
1320
 
 
1321
 
        lpCtx = ctx->glPriv;
1322
 
        if (lpCtx == NULL)
1323
 
                return FALSE;
1324
 
 
1325
 
        if (lpCtx->pD3D == NULL)
1326
 
                return FALSE;
1327
 
 
1328
 
        hr = IDirect3D9_GetAdapterDisplayMode(lpCtx->pD3D, glb.dwAdapter, &d3ddm);
1329
 
        if (FAILED(hr))
1330
 
                return FALSE;
1331
 
 
1332
 
        // Get info from the display format
1333
 
        _BitsFromDisplayFormat(d3ddm.Format,
1334
 
                &cColorBits, &cRedBits, &cGreenBits, &cBlueBits, &cAlphaBits);
1335
 
 
1336
 
        glddm->Width    = d3ddm.Width;
1337
 
        glddm->Height   = d3ddm.Height;
1338
 
        glddm->BPP              = cColorBits;
1339
 
        glddm->Refresh  = d3ddm.RefreshRate;
1340
 
 
1341
 
        return TRUE;
1342
 
}
1343
 
 
1344
 
//---------------------------------------------------------------------------
1345