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/****************************************************************************
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* Mesa 3-D graphics library
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* Direct3D Driver Interface
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* ========================================================================
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* Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
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* 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
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* ======================================================================
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* Environment: Windows 9x/2000/XP/XBox (Win32)
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* Description: Driver interface code to Mesa
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****************************************************************************/
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//#include <windows.h>
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#include "dglcontext.h"
46
#include "extensions.h"
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#include "texformat.h"
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#include "array_cache/acache.h"
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#include "swrast_setup/swrast_setup.h"
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#include "swrast_setup/ss_context.h"
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#include "tnl/t_context.h"
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#include "tnl/t_pipeline.h"
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extern BOOL dglSwapBuffers(HDC hDC);
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// HACK: Hack the _33 member of the OpenGL perspective projection matrix
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const float _fPersp_33 = 1.6f;
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//---------------------------------------------------------------------------
69
//---------------------------------------------------------------------------
71
void _gld_mesa_warning(
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// Intercept Mesa's internal warning mechanism
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gldLogPrintf(GLDLOG_WARN, "Mesa warning: %s", str);
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//---------------------------------------------------------------------------
85
// Intercept Mesa's internal fatal-message mechanism
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gldLogPrintf(GLDLOG_CRITICAL, "Mesa FATAL: %s", str);
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// Mesa calls abort(0) here.
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//---------------------------------------------------------------------------
95
D3DSTENCILOP _gldConvertStencilOp(
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// Used by Stencil: pass, fail and zfail
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return D3DSTENCILOP_KEEP;
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return D3DSTENCILOP_ZERO;
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return D3DSTENCILOP_REPLACE;
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return D3DSTENCILOP_INCRSAT;
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return D3DSTENCILOP_DECRSAT;
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return D3DSTENCILOP_INVERT;
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case GL_INCR_WRAP_EXT: // GL_EXT_stencil_wrap
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return D3DSTENCILOP_INCR;
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case GL_DECR_WRAP_EXT: // GL_EXT_stencil_wrap
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return D3DSTENCILOP_DECR;
120
gldLogMessage(GLDLOG_ERROR, "_gldConvertStencilOp: Unknown StencilOp\n");
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return D3DSTENCILOP_KEEP;
126
//---------------------------------------------------------------------------
128
D3DCMPFUNC _gldConvertCompareFunc(
131
// Used for Alpha func, depth func and stencil func.
141
return D3DCMP_LESSEQUAL;
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return D3DCMP_GREATER;
145
return D3DCMP_NOTEQUAL;
147
return D3DCMP_GREATEREQUAL;
149
return D3DCMP_ALWAYS;
153
gldLogMessage(GLDLOG_ERROR, "_gldConvertCompareFunc: Unknown CompareFunc\n");
156
return D3DCMP_ALWAYS;
159
//---------------------------------------------------------------------------
161
D3DBLEND _gldConvertBlendFunc(
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return D3DBLEND_ZERO;
171
return D3DBLEND_DESTCOLOR;
173
return D3DBLEND_SRCCOLOR;
174
case GL_ONE_MINUS_DST_COLOR:
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return D3DBLEND_INVDESTCOLOR;
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case GL_ONE_MINUS_SRC_COLOR:
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return D3DBLEND_INVSRCCOLOR;
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return D3DBLEND_SRCALPHA;
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case GL_ONE_MINUS_SRC_ALPHA:
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return D3DBLEND_INVSRCALPHA;
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return D3DBLEND_DESTALPHA;
184
case GL_ONE_MINUS_DST_ALPHA:
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return D3DBLEND_INVDESTALPHA;
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case GL_SRC_ALPHA_SATURATE:
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return D3DBLEND_SRCALPHASAT;
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gldLogMessage(GLDLOG_ERROR, "_gldConvertBlendFunc: Unknown BlendFunc\n");
197
//---------------------------------------------------------------------------
199
//---------------------------------------------------------------------------
205
gldLogMessage(GLDLOG_ERROR, "gld_Noop called!\n");
209
//---------------------------------------------------------------------------
216
// gldLogMessage(GLDLOG_ERROR, "ctx->Driver.Error called!\n");
220
//---------------------------------------------------------------------------
221
// Required Mesa functions
222
//---------------------------------------------------------------------------
224
static GLboolean gld_set_draw_buffer_DX8(
229
if ((mode==GL_FRONT_LEFT) || (mode == GL_BACK_LEFT)) {
237
//---------------------------------------------------------------------------
239
static void gld_set_read_buffer_DX8(
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GLframebuffer *buffer,
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/* separate read buffer not supported */
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ASSERT(buffer == ctx->DrawBuffer);
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ASSERT(mode == GL_FRONT_LEFT);
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//---------------------------------------------------------------------------
262
GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
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GLD_driver_dx8 *gld = GLD_GET_DX8_DRIVER(gldCtx);
269
D3DRECT d3dClearRect;
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const GLuint *colorMask = (GLuint *) &ctx->Color.ColorMask;
277
if (mask & (DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT)) {
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CLAMPED_FLOAT_TO_UBYTE(col[0], ctx->Color.ClearColor[0]);
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CLAMPED_FLOAT_TO_UBYTE(col[1], ctx->Color.ClearColor[1]);
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CLAMPED_FLOAT_TO_UBYTE(col[2], ctx->Color.ClearColor[2]);
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CLAMPED_FLOAT_TO_UBYTE(col[3], ctx->Color.ClearColor[3]);
283
dwFlags |= D3DCLEAR_TARGET;
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Color = D3DCOLOR_RGBA(col[0], col[1], col[2], col[3]);
285
// ctx->Color.ClearColor[1],
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// ctx->Color.ClearColor[2],
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// ctx->Color.ClearColor[3]);
290
if (mask & DD_DEPTH_BIT) {
291
// D3D8 will fail the Clear call if we try and clear a
292
// depth buffer and we haven't created one.
293
// Also, some apps try and clear a depth buffer,
294
// when a depth buffer hasn't been requested by the app.
295
if (ctx->Visual.depthBits == 0) {
296
mask &= ~DD_DEPTH_BIT; // Remove depth bit from mask
298
dwFlags |= D3DCLEAR_ZBUFFER;
299
Z = ctx->Depth.Clear;
303
if (mask & DD_STENCIL_BIT) {
304
if (ctx->Visual.stencilBits == 0) {
305
// No stencil bits in depth buffer
306
mask &= ~DD_STENCIL_BIT; // Remove stencil bit from mask
308
dwFlags |= D3DCLEAR_STENCIL;
309
Stencil = ctx->Stencil.Clear;
313
// Some apps do really weird things with the rect, such as Quake3.
314
if ((x < 0) || (y < 0) || (width <= 0) || (height <= 0)) {
319
// Calculate clear subrect
321
d3dClearRect.y1 = gldCtx->dwHeight - (y + height);
322
d3dClearRect.x2 = x + width;
323
d3dClearRect.y2 = d3dClearRect.y1 + height;
326
// dwFlags will be zero if there's nothing to clear
331
all ? NULL : &d3dClearRect,
336
if (mask & DD_ACCUM_BIT) {
337
// Clear accumulation buffer
341
//---------------------------------------------------------------------------
343
// Mesa 5: Parameter change
344
static void gld_buffer_size_DX8(
350
// GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
352
*width = fb->Width; // gldCtx->dwWidth;
353
*height = fb->Height; // gldCtx->dwHeight;
356
//---------------------------------------------------------------------------
358
static void gld_Finish_DX8(
363
//---------------------------------------------------------------------------
365
static void gld_Flush_DX8(
368
GLD_context *gld = GLD_GET_CONTEXT(ctx);
370
// TODO: Detect apps that glFlush() then SwapBuffers() ?
372
if (gld->EmulateSingle) {
373
// Emulating a single-buffered context.
374
// [Direct3D doesn't allow rendering to front buffer]
375
dglSwapBuffers(gld->hDC);
379
//---------------------------------------------------------------------------
381
void gld_NEW_STENCIL(
384
GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
385
GLD_driver_dx8 *gld = GLD_GET_DX8_DRIVER(gldCtx);
387
// Two-sided stencil. New for Mesa 5
388
const GLuint uiFace = 0UL;
390
struct gl_stencil_attrib *pStencil = &ctx->Stencil;
392
_GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_STENCILENABLE, pStencil->Enabled ? TRUE : FALSE));
393
if (pStencil->Enabled) {
394
_GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_STENCILFUNC, _gldConvertCompareFunc(pStencil->Function[uiFace])));
395
_GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_STENCILREF, pStencil->Ref[uiFace]));
396
_GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_STENCILMASK, pStencil->ValueMask[uiFace]));
397
_GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_STENCILWRITEMASK, pStencil->WriteMask[uiFace]));
398
_GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_STENCILFAIL, _gldConvertStencilOp(pStencil->FailFunc[uiFace])));
399
_GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_STENCILZFAIL, _gldConvertStencilOp(pStencil->ZFailFunc[uiFace])));
400
_GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_STENCILPASS, _gldConvertStencilOp(pStencil->ZPassFunc[uiFace])));
404
//---------------------------------------------------------------------------
409
GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
410
GLD_driver_dx8 *gld = GLD_GET_DX8_DRIVER(gldCtx);
417
_GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_ALPHAFUNC, _gldConvertCompareFunc(ctx->Color.AlphaFunc)));
418
_GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_ALPHAREF, (DWORD)ctx->Color.AlphaRef));
419
_GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_ALPHATESTENABLE, ctx->Color.AlphaEnabled));
422
_GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_ALPHABLENDENABLE, ctx->Color.BlendEnabled));
423
src = _gldConvertBlendFunc(ctx->Color.BlendSrcRGB, GL_ONE);
424
dest = _gldConvertBlendFunc(ctx->Color.BlendDstRGB, GL_ZERO);
425
_GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_SRCBLEND, src));
426
_GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_DESTBLEND, dest));
429
if (ctx->Color.ColorMask[0]) dwFlags |= D3DCOLORWRITEENABLE_RED;
430
if (ctx->Color.ColorMask[1]) dwFlags |= D3DCOLORWRITEENABLE_GREEN;
431
if (ctx->Color.ColorMask[2]) dwFlags |= D3DCOLORWRITEENABLE_BLUE;
432
if (ctx->Color.ColorMask[3]) dwFlags |= D3DCOLORWRITEENABLE_ALPHA;
433
_GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_COLORWRITEENABLE, dwFlags));
436
//---------------------------------------------------------------------------
441
GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
442
GLD_driver_dx8 *gld = GLD_GET_DX8_DRIVER(gldCtx);
444
_GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_ZENABLE, ctx->Depth.Test ? D3DZB_TRUE : D3DZB_FALSE));
445
_GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_ZFUNC, _gldConvertCompareFunc(ctx->Depth.Func)));
446
_GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_ZWRITEENABLE, ctx->Depth.Mask ? TRUE : FALSE));
449
//---------------------------------------------------------------------------
451
void gld_NEW_POLYGON(
454
GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
455
GLD_driver_dx8 *gld = GLD_GET_DX8_DRIVER(gldCtx);
457
D3DFILLMODE d3dFillMode = D3DFILL_SOLID;
458
D3DCULL d3dCullMode = D3DCULL_NONE;
462
switch (ctx->Polygon.FrontMode) {
464
d3dFillMode = D3DFILL_POINT;
467
d3dFillMode = D3DFILL_WIREFRAME;
470
d3dFillMode = D3DFILL_SOLID;
473
_GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_FILLMODE, d3dFillMode));
475
if (ctx->Polygon.CullFlag) {
476
switch (ctx->Polygon.CullFaceMode) {
478
if (ctx->Polygon.FrontFace == GL_CCW)
479
d3dCullMode = D3DCULL_CW;
481
d3dCullMode = D3DCULL_CCW;
484
if (ctx->Polygon.FrontFace == GL_CCW)
485
d3dCullMode = D3DCULL_CCW;
487
d3dCullMode = D3DCULL_CW;
489
case GL_FRONT_AND_BACK:
490
d3dCullMode = D3DCULL_NONE;
496
d3dCullMode = D3DCULL_NONE;
498
// d3dCullMode = D3DCULL_NONE; // TODO: DEBUGGING
499
_GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_CULLMODE, d3dCullMode));
502
// ZBIAS ranges from 0 to 16 and can only move towards the viewer
503
// Mesa5: ctx->Polygon._OffsetAny removed
504
if (ctx->Polygon.OffsetFill) {
505
iOffset = (int)ctx->Polygon.OffsetUnits;
509
iOffset = 0; // D3D can't push away
511
_GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_ZBIAS, iOffset));
514
//---------------------------------------------------------------------------
519
GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
520
GLD_driver_dx8 *gld = GLD_GET_DX8_DRIVER(gldCtx);
522
D3DCOLOR d3dFogColour;
523
D3DFOGMODE d3dFogMode = D3DFOG_LINEAR;
525
// TODO: Fog is calculated seperately in the Mesa pipeline
526
_GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_FOGENABLE, FALSE));
530
_GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_FOGENABLE, ctx->Fog.Enabled));
531
if (!ctx->Fog.Enabled) {
532
_GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_FOGTABLEMODE, D3DFOG_NONE));
533
_GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_FOGVERTEXMODE, D3DFOG_NONE));
534
return; // If disabled, don't bother setting any fog state
538
d3dFogColour = D3DCOLOR_COLORVALUE( ctx->Fog.Color[0],
542
_GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_FOGCOLOR, d3dFogColour));
545
_GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_FOGDENSITY, *((DWORD*) (&ctx->Fog.Density))));
548
_GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_FOGSTART, *((DWORD*) (&ctx->Fog.Start))));
551
_GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_FOGEND, *((DWORD*) (&ctx->Fog.End))));
554
switch (ctx->Fog.Mode) {
556
d3dFogMode = D3DFOG_LINEAR;
559
d3dFogMode = D3DFOG_EXP;
562
d3dFogMode = D3DFOG_EXP2;
565
_GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_FOGTABLEMODE, d3dFogMode));
566
_GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_FOGVERTEXMODE, D3DFOG_NONE));
569
//---------------------------------------------------------------------------
574
GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
575
GLD_driver_dx8 *gld = GLD_GET_DX8_DRIVER(gldCtx);
576
DWORD dwSpecularEnable;
579
_GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_SHADEMODE, (ctx->Light.ShadeModel == GL_SMOOTH) ? D3DSHADE_GOURAUD : D3DSHADE_FLAT));
581
// Separate specular colour
582
if (ctx->Light.Enabled)
583
dwSpecularEnable = (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR) ? TRUE: FALSE;
585
dwSpecularEnable = FALSE;
586
_GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_SPECULARENABLE, dwSpecularEnable));
589
//---------------------------------------------------------------------------
591
void gld_NEW_MODELVIEW(
594
GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
595
GLD_driver_dx8 *gld = GLD_GET_DX8_DRIVER(gldCtx);
598
//GLfloat *pM = ctx->ModelView.m;
599
// Mesa5: Model-view is now a stack
600
GLfloat *pM = ctx->ModelviewMatrixStack.Top->m;
618
gld->matModelView = m;
621
//---------------------------------------------------------------------------
623
void gld_NEW_PROJECTION(
626
GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
627
GLD_driver_dx8 *gld = GLD_GET_DX8_DRIVER(gldCtx);
630
//GLfloat *pM = ctx->ProjectionMatrix.m;
631
// Mesa 5: Now a stack
632
GLfloat *pM = ctx->ProjectionMatrixStack.Top->m;
645
m._33 = pM[10] / _fPersp_33; // / 1.6f;
650
m._43 = pM[14] / 2.0f;
653
gld->matProjection = m;
656
//---------------------------------------------------------------------------
658
void gldFrustumHook_DX8(
666
GET_CURRENT_CONTEXT(ctx);
667
GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
668
GLD_driver_dx8 *gld = GLD_GET_DX8_DRIVER(gldCtx);
670
// Pass values on to Mesa first (in case we mess with them)
671
_mesa_Frustum(left, right, bottom, top, nearval, farval);
673
_fPersp_33 = farval / (nearval - farval);
675
// ddlogPrintf(GLDLOG_SYSTEM, "Frustum: %f", farval/nearval);
678
//---------------------------------------------------------------------------
680
void gldOrthoHook_DX8(
688
GET_CURRENT_CONTEXT(ctx);
689
GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
690
GLD_driver_dx8 *gld = GLD_GET_DX8_DRIVER(gldCtx);
692
// Pass values on to Mesa first (in case we mess with them)
693
_mesa_Ortho(left, right, bottom, top, nearval, farval);
697
// ddlogPrintf(GLDLOG_SYSTEM, "Ortho: %f", farval/nearval);
700
//---------------------------------------------------------------------------
702
void gld_NEW_VIEWPORT(
705
GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
706
GLD_driver_dx8 *gld = GLD_GET_DX8_DRIVER(gldCtx);
713
_GLD_DX8_DEV(GetViewport(gld->pDev, &d3dvp));
714
// D3D can't do Quake1/Quake2 z-trick
715
if (ctx->Viewport.Near <= ctx->Viewport.Far) {
716
d3dvp.MinZ = ctx->Viewport.Near;
717
d3dvp.MaxZ = ctx->Viewport.Far;
719
d3dvp.MinZ = ctx->Viewport.Far;
720
d3dvp.MaxZ = ctx->Viewport.Near;
722
/* x = ctx->Viewport.X;
724
w = ctx->Viewport.Width;
725
h = ctx->Viewport.Height;
728
if (w > gldCtx->dwWidth) w = gldCtx->dwWidth;
729
if (h > gldCtx->dwHeight) h = gldCtx->dwHeight;
730
// Ditto for D3D viewport dimensions
731
if (w+x > gldCtx->dwWidth) w = gldCtx->dwWidth-x;
732
if (h+y > gldCtx->dwHeight) h = gldCtx->dwHeight-y;
734
d3dvp.Y = gldCtx->dwHeight - (y + h);
737
_GLD_DX8_DEV(SetViewport(gld->pDev, &d3dvp));
739
// gld->fFlipWindowY = (float)gldCtx->dwHeight;
742
//---------------------------------------------------------------------------
744
__inline BOOL _gldAnyEvalEnabled(
747
struct gl_eval_attrib *eval = &ctx->Eval;
749
if ((eval->AutoNormal) ||
750
(eval->Map1Color4) ||
752
(eval->Map1Normal) ||
753
(eval->Map1TextureCoord1) ||
754
(eval->Map1TextureCoord2) ||
755
(eval->Map1TextureCoord3) ||
756
(eval->Map1TextureCoord4) ||
757
(eval->Map1Vertex3) ||
758
(eval->Map1Vertex4) ||
759
(eval->Map2Color4) ||
761
(eval->Map2Normal) ||
762
(eval->Map2TextureCoord1) ||
763
(eval->Map2TextureCoord2) ||
764
(eval->Map2TextureCoord3) ||
765
(eval->Map2TextureCoord4) ||
766
(eval->Map2Vertex3) ||
774
//---------------------------------------------------------------------------
776
BOOL _gldChooseInternalPipeline(
780
// return TRUE; // DEBUGGING: ALWAYS USE MESA
781
// return FALSE; // DEBUGGING: ALWAYS USE D3D
783
if ((glb.dwTnL == GLDS_TNL_MESA) || (gld->bHasHWTnL == FALSE))
785
gld->PipelineUsage.qwMesa.QuadPart++;
786
return TRUE; // Force Mesa TnL
789
if ((ctx->Light.Enabled) ||
791
(ctx->Texture._TexGenEnabled) ||
792
(ctx->Texture._TexMatEnabled) ||
793
// (ctx->Transform._AnyClip) ||
794
(ctx->Scissor.Enabled) ||
795
_gldAnyEvalEnabled(ctx) // Put this last so we can early-out
798
gld->PipelineUsage.qwMesa.QuadPart++;
802
gld->PipelineUsage.qwD3DFVF.QuadPart++;
805
/* // Force Mesa pipeline?
806
if (glb.dwTnL == GLDS_TNL_MESA) {
807
gld->PipelineUsage.dwMesa.QuadPart++;
808
return GLD_PIPELINE_MESA;
811
// Test for functionality not exposed in the D3D pathways
812
if ((ctx->Texture._GenFlags)) {
813
gld->PipelineUsage.dwMesa.QuadPart++;
814
return GLD_PIPELINE_MESA;
817
// Now decide if vertex shader can be used.
818
// If two sided lighting is enabled then we must either
819
// use Mesa TnL or the vertex shader
820
if (ctx->_TriangleCaps & DD_TRI_LIGHT_TWOSIDE) {
821
if (gld->VStwosidelight.hShader && !ctx->Fog.Enabled) {
823
gld->PipelineUsage.dwD3D2SVS.QuadPart++;
824
return GLD_PIPELINE_D3D_VS_TWOSIDE;
827
gld->PipelineUsage.dwMesa.QuadPart++;
828
return GLD_PIPELINE_MESA;
832
// Must be D3D fixed-function pipeline
833
gld->PipelineUsage.dwD3DFVF.QuadPart++;
834
return GLD_PIPELINE_D3D_FVF;
838
//---------------------------------------------------------------------------
840
void gld_update_state_DX8(
844
GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
845
GLD_driver_dx8 *gld = GLD_GET_DX8_DRIVER(gldCtx);
846
TNLcontext *tnl = TNL_CONTEXT(ctx);
849
if (!gld || !gld->pDev)
852
_swsetup_InvalidateState( ctx, new_state );
853
_ac_InvalidateState( ctx, new_state );
854
_tnl_InvalidateState( ctx, new_state );
856
// SetupIndex will be used in the pipelines for choosing setup function
857
if ((ctx->_TriangleCaps & (DD_TRI_LIGHT_TWOSIDE | DD_SEPARATE_SPECULAR)) ||
860
if (ctx->_TriangleCaps & DD_FLATSHADE)
861
gld->iSetupFunc = GLD_SI_FLAT_EXTRAS;
863
gld->iSetupFunc = GLD_SI_SMOOTH_EXTRAS;
865
if (ctx->_TriangleCaps & DD_FLATSHADE)
866
gld->iSetupFunc = GLD_SI_FLAT; // Setup flat shade + texture
868
gld->iSetupFunc = GLD_SI_SMOOTH; // Setup smooth shade + texture
871
gld->bUseMesaTnL = _gldChooseInternalPipeline(ctx, gld);
872
if (gld->bUseMesaTnL) {
874
_GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_SOFTWAREVERTEXPROCESSING, TRUE));
875
_GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_CLIPPING, FALSE));
876
_GLD_DX8_DEV(SetVertexShader(gld->pDev, gldPB->dwFVF));
879
_GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_CLIPPING, TRUE));
880
// if (gld->TnLPipeline == GLD_PIPELINE_D3D_VS_TWOSIDE) {
881
// _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_SOFTWAREVERTEXPROCESSING, !gld->VStwosidelight.bHardware));
882
// _GLD_DX8_DEV(SetVertexShader(gld->pDev, gld->VStwosidelight.hShader));
884
_GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_SOFTWAREVERTEXPROCESSING, !gld->bHasHWTnL));
885
_GLD_DX8_DEV(SetVertexShader(gld->pDev, gldPB->dwFVF));
889
#define _GLD_TEST_STATE(a) \
890
if (new_state & (a)) { \
895
#define _GLD_TEST_STATE_DX8(a) \
896
if (new_state & (a)) { \
901
#define _GLD_IGNORE_STATE(a) new_state &= ~(a);
903
// if (!gld->bUseMesaTnL) {
904
// Not required if Mesa is doing the TnL.
905
// Problem: If gld->bUseMesaTnL is TRUE when these are signaled,
906
// then we'll miss updating the D3D TnL pipeline.
907
// Therefore, don't test for gld->bUseMesaTnL
908
_GLD_TEST_STATE(_NEW_MODELVIEW);
909
_GLD_TEST_STATE(_NEW_PROJECTION);
912
_GLD_TEST_STATE_DX8(_NEW_TEXTURE); // extern, so guard with _DX8
913
_GLD_TEST_STATE(_NEW_COLOR);
914
_GLD_TEST_STATE(_NEW_DEPTH);
915
_GLD_TEST_STATE(_NEW_POLYGON);
916
_GLD_TEST_STATE(_NEW_STENCIL);
917
_GLD_TEST_STATE(_NEW_FOG);
918
_GLD_TEST_STATE(_NEW_LIGHT);
919
_GLD_TEST_STATE(_NEW_VIEWPORT);
921
_GLD_IGNORE_STATE(_NEW_TRANSFORM);
924
// Stubs for future use.
925
/* _GLD_TEST_STATE(_NEW_TEXTURE_MATRIX);
926
_GLD_TEST_STATE(_NEW_COLOR_MATRIX);
927
_GLD_TEST_STATE(_NEW_ACCUM);
928
_GLD_TEST_STATE(_NEW_EVAL);
929
_GLD_TEST_STATE(_NEW_HINT);
930
_GLD_TEST_STATE(_NEW_LINE);
931
_GLD_TEST_STATE(_NEW_PIXEL);
932
_GLD_TEST_STATE(_NEW_POINT);
933
_GLD_TEST_STATE(_NEW_POLYGONSTIPPLE);
934
_GLD_TEST_STATE(_NEW_SCISSOR);
935
_GLD_TEST_STATE(_NEW_PACKUNPACK);
936
_GLD_TEST_STATE(_NEW_ARRAY);
937
_GLD_TEST_STATE(_NEW_RENDERMODE);
938
_GLD_TEST_STATE(_NEW_BUFFERS);
939
_GLD_TEST_STATE(_NEW_MULTISAMPLE);
944
#define _GLD_TEST_UNHANDLED_STATE(a) \
945
if (new_state & (a)) { \
946
gldLogMessage(GLDLOG_ERROR, "Unhandled " #a "\n"); \
948
_GLD_TEST_UNHANDLED_STATE(_NEW_TEXTURE_MATRIX);
949
_GLD_TEST_UNHANDLED_STATE(_NEW_COLOR_MATRIX);
950
_GLD_TEST_UNHANDLED_STATE(_NEW_ACCUM);
951
_GLD_TEST_UNHANDLED_STATE(_NEW_EVAL);
952
_GLD_TEST_UNHANDLED_STATE(_NEW_HINT);
953
_GLD_TEST_UNHANDLED_STATE(_NEW_LINE);
954
_GLD_TEST_UNHANDLED_STATE(_NEW_PIXEL);
955
_GLD_TEST_UNHANDLED_STATE(_NEW_POINT);
956
_GLD_TEST_UNHANDLED_STATE(_NEW_POLYGONSTIPPLE);
957
_GLD_TEST_UNHANDLED_STATE(_NEW_SCISSOR);
958
_GLD_TEST_UNHANDLED_STATE(_NEW_PACKUNPACK);
959
_GLD_TEST_UNHANDLED_STATE(_NEW_ARRAY);
960
_GLD_TEST_UNHANDLED_STATE(_NEW_RENDERMODE);
961
_GLD_TEST_UNHANDLED_STATE(_NEW_BUFFERS);
962
_GLD_TEST_UNHANDLED_STATE(_NEW_MULTISAMPLE);
963
#undef _GLD_UNHANDLED_STATE
966
#undef _GLD_TEST_STATE
969
//---------------------------------------------------------------------------
971
//---------------------------------------------------------------------------
973
void gld_Viewport_DX8(
980
GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
981
GLD_driver_dx8 *gld = GLD_GET_DX8_DRIVER(gldCtx);
985
if (!gld || !gld->pDev)
988
// This is a hack. When the app is minimized, Mesa passes
989
// w=1 and h=1 for viewport dimensions. Without this test
990
// we get a GPF in gld_wgl_resize_buffers().
991
if ((w==1) && (h==1))
994
// Call ResizeBuffersMESA. This function will early-out
995
// if no resize is needed.
996
//ctx->Driver.ResizeBuffersMESA(ctx);
997
// Mesa 5: Changed parameters
998
ctx->Driver.ResizeBuffers(gldCtx->glBuffer);
1001
ddlogPrintf(GLDLOG_SYSTEM, ">> Viewport x=%d y=%d w=%d h=%d", x,y,w,h);
1004
// ** D3D viewport must not be outside the render target surface **
1005
// Sanity check the GL viewport dimensions
1008
if (w > gldCtx->dwWidth) w = gldCtx->dwWidth;
1009
if (h > gldCtx->dwHeight) h = gldCtx->dwHeight;
1010
// Ditto for D3D viewport dimensions
1011
if (w+x > gldCtx->dwWidth) w = gldCtx->dwWidth-x;
1012
if (h+y > gldCtx->dwHeight) h = gldCtx->dwHeight-y;
1015
d3dvp.Y = gldCtx->dwHeight - (y + h);
1018
if (ctx->Viewport.Near <= ctx->Viewport.Far) {
1019
d3dvp.MinZ = ctx->Viewport.Near;
1020
d3dvp.MaxZ = ctx->Viewport.Far;
1022
d3dvp.MinZ = ctx->Viewport.Far;
1023
d3dvp.MaxZ = ctx->Viewport.Near;
1027
// d3dvp.MinZ = 0.0f;
1028
// d3dvp.MaxZ = 1.0f;
1030
_GLD_DX8_DEV(SetViewport(gld->pDev, &d3dvp));
1034
//---------------------------------------------------------------------------
1036
extern BOOL dglWglResizeBuffers(GLcontext *ctx, BOOL bDefaultDriver);
1038
// Mesa 5: Parameter change
1039
void gldResizeBuffers_DX8(
1043
GET_CURRENT_CONTEXT(ctx);
1044
dglWglResizeBuffers(ctx, TRUE);
1047
//---------------------------------------------------------------------------
1049
// This is only for debugging.
1050
// To use, plug into ctx->Driver.Enable pointer below.
1057
sprintf(buf, "Enable: %s (%s)\n", _mesa_lookup_enum_by_nr(e), b?"TRUE":"FALSE");
1058
ddlogMessage(DDLOG_SYSTEM, buf);
1061
//---------------------------------------------------------------------------
1062
// Driver pointer setup
1063
//---------------------------------------------------------------------------
1065
extern const GLubyte* _gldGetStringGeneric(GLcontext*, GLenum);
1067
void gldSetupDriverPointers_DX8(
1070
GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
1071
GLD_driver_dx8 *gld = GLD_GET_DX8_DRIVER(gldCtx);
1073
TNLcontext *tnl = TNL_CONTEXT(ctx);
1075
// Mandatory functions
1076
ctx->Driver.GetString = _gldGetStringGeneric;
1077
ctx->Driver.UpdateState = gld_update_state_DX8;
1078
ctx->Driver.Clear = gld_Clear_DX8;
1079
ctx->Driver.DrawBuffer = gld_set_draw_buffer_DX8;
1080
ctx->Driver.GetBufferSize = gld_buffer_size_DX8;
1081
ctx->Driver.Finish = gld_Finish_DX8;
1082
ctx->Driver.Flush = gld_Flush_DX8;
1083
ctx->Driver.Error = gld_Error_DX8;
1085
// Hardware accumulation buffer
1086
ctx->Driver.Accum = NULL; // TODO: gld_Accum;
1089
ctx->Driver.CopyPixels = gld_CopyPixels_DX8;
1090
ctx->Driver.DrawPixels = gld_DrawPixels_DX8;
1091
ctx->Driver.ReadPixels = gld_ReadPixels_DX8;
1092
ctx->Driver.Bitmap = gld_Bitmap_DX8;
1095
ctx->Driver.ResizeBuffers = gldResizeBuffers_DX8;
1097
// Texture image functions
1098
ctx->Driver.ChooseTextureFormat = gld_ChooseTextureFormat_DX8;
1099
ctx->Driver.TexImage1D = gld_TexImage1D_DX8;
1100
ctx->Driver.TexImage2D = gld_TexImage2D_DX8;
1101
ctx->Driver.TexImage3D = _mesa_store_teximage3d;
1102
ctx->Driver.TexSubImage1D = gld_TexSubImage1D_DX8;
1103
ctx->Driver.TexSubImage2D = gld_TexSubImage2D_DX8;
1104
ctx->Driver.TexSubImage3D = _mesa_store_texsubimage3d;
1106
ctx->Driver.CopyTexImage1D = gldCopyTexImage1D_DX8; //NULL;
1107
ctx->Driver.CopyTexImage2D = gldCopyTexImage2D_DX8; //NULL;
1108
ctx->Driver.CopyTexSubImage1D = gldCopyTexSubImage1D_DX8; //NULL;
1109
ctx->Driver.CopyTexSubImage2D = gldCopyTexSubImage2D_DX8; //NULL;
1110
ctx->Driver.CopyTexSubImage3D = gldCopyTexSubImage3D_DX8;
1111
ctx->Driver.TestProxyTexImage = _mesa_test_proxy_teximage;
1113
// Texture object functions
1114
ctx->Driver.BindTexture = NULL;
1115
ctx->Driver.NewTextureObject = NULL; // Not yet implemented by Mesa!;
1116
ctx->Driver.DeleteTexture = gld_DeleteTexture_DX8;
1117
ctx->Driver.PrioritizeTexture = NULL;
1119
// Imaging functionality
1120
ctx->Driver.CopyColorTable = NULL;
1121
ctx->Driver.CopyColorSubTable = NULL;
1122
ctx->Driver.CopyConvolutionFilter1D = NULL;
1123
ctx->Driver.CopyConvolutionFilter2D = NULL;
1125
// State changing functions
1126
ctx->Driver.AlphaFunc = NULL; //gld_AlphaFunc;
1127
ctx->Driver.BlendFuncSeparate = NULL; //gld_BlendFunc;
1128
ctx->Driver.ClearColor = NULL; //gld_ClearColor;
1129
ctx->Driver.ClearDepth = NULL; //gld_ClearDepth;
1130
ctx->Driver.ClearStencil = NULL; //gld_ClearStencil;
1131
ctx->Driver.ColorMask = NULL; //gld_ColorMask;
1132
ctx->Driver.CullFace = NULL; //gld_CullFace;
1133
ctx->Driver.ClipPlane = NULL; //gld_ClipPlane;
1134
ctx->Driver.FrontFace = NULL; //gld_FrontFace;
1135
ctx->Driver.DepthFunc = NULL; //gld_DepthFunc;
1136
ctx->Driver.DepthMask = NULL; //gld_DepthMask;
1137
ctx->Driver.DepthRange = NULL;
1138
ctx->Driver.Enable = NULL; //gld_Enable;
1139
ctx->Driver.Fogfv = NULL; //gld_Fogfv;
1140
ctx->Driver.Hint = NULL; //gld_Hint;
1141
ctx->Driver.Lightfv = NULL; //gld_Lightfv;
1142
ctx->Driver.LightModelfv = NULL; //gld_LightModelfv;
1143
ctx->Driver.LineStipple = NULL; //gld_LineStipple;
1144
ctx->Driver.LineWidth = NULL; //gld_LineWidth;
1145
ctx->Driver.LogicOpcode = NULL; //gld_LogicOpcode;
1146
ctx->Driver.PointParameterfv = NULL; //gld_PointParameterfv;
1147
ctx->Driver.PointSize = NULL; //gld_PointSize;
1148
ctx->Driver.PolygonMode = NULL; //gld_PolygonMode;
1149
ctx->Driver.PolygonOffset = NULL; //gld_PolygonOffset;
1150
ctx->Driver.PolygonStipple = NULL; //gld_PolygonStipple;
1151
ctx->Driver.RenderMode = NULL; //gld_RenderMode;
1152
ctx->Driver.Scissor = NULL; //gld_Scissor;
1153
ctx->Driver.ShadeModel = NULL; //gld_ShadeModel;
1154
ctx->Driver.StencilFunc = NULL; //gld_StencilFunc;
1155
ctx->Driver.StencilMask = NULL; //gld_StencilMask;
1156
ctx->Driver.StencilOp = NULL; //gld_StencilOp;
1157
ctx->Driver.TexGen = NULL; //gld_TexGen;
1158
ctx->Driver.TexEnv = NULL;
1159
ctx->Driver.TexParameter = NULL;
1160
ctx->Driver.TextureMatrix = NULL; //gld_TextureMatrix;
1161
ctx->Driver.Viewport = gld_Viewport_DX8;
1163
_swsetup_Wakeup(ctx);
1165
tnl->Driver.RunPipeline = _tnl_run_pipeline;
1166
tnl->Driver.Render.ResetLineStipple = gld_ResetLineStipple_DX8;
1167
tnl->Driver.Render.ClippedPolygon = _tnl_RenderClippedPolygon;
1168
tnl->Driver.Render.ClippedLine = _tnl_RenderClippedLine;
1170
// Hook into glFrustum() and glOrtho()
1171
// ctx->Exec->Frustum = gldFrustumHook_DX8;
1172
// ctx->Exec->Ortho = gldOrthoHook_DX8;
1176
//---------------------------------------------------------------------------