mesa: Remove obsolete Windows gldirect and ICD drivers
authorIan Romanick <ian.d.romanick@intel.com>
Wed, 24 Aug 2011 21:56:36 +0000 (14:56 -0700)
committerIan Romanick <ian.d.romanick@intel.com>
Sat, 27 Aug 2011 06:31:21 +0000 (23:31 -0700)
Acked-by: Kristian Høgsberg <krh@bitplanet.net>
Acked-by: Marek Olšák <maraeo@gmail.com>
Acked-by: Alan Coopersmith <alan.coopersmith@oracle.com>
Acked-by: Jakob Bornecrantz <jakob@vmware.com>
Acked-by: Dave Airlie <airlied@redhat.com>
Build-Tested-by: Jakob Bornecrantz <jakob@vmware.com>
Tested-by: Eugeni Dodonov <eugeni.dodonov@intel.com>
60 files changed:
src/mesa/Makefile.mgw
src/mesa/drivers/windows/gldirect/ddlog.c [deleted file]
src/mesa/drivers/windows/gldirect/ddlog.h [deleted file]
src/mesa/drivers/windows/gldirect/dglcontext.c [deleted file]
src/mesa/drivers/windows/gldirect/dglcontext.h [deleted file]
src/mesa/drivers/windows/gldirect/dglglobals.c [deleted file]
src/mesa/drivers/windows/gldirect/dglglobals.h [deleted file]
src/mesa/drivers/windows/gldirect/dglmacros.h [deleted file]
src/mesa/drivers/windows/gldirect/dglpf.c [deleted file]
src/mesa/drivers/windows/gldirect/dglpf.h [deleted file]
src/mesa/drivers/windows/gldirect/dglwgl.c [deleted file]
src/mesa/drivers/windows/gldirect/dglwgl.h [deleted file]
src/mesa/drivers/windows/gldirect/dll_main.c [deleted file]
src/mesa/drivers/windows/gldirect/dllmain.h [deleted file]
src/mesa/drivers/windows/gldirect/dx7/gld_driver_dx7.c [deleted file]
src/mesa/drivers/windows/gldirect/dx7/gld_dx7.h [deleted file]
src/mesa/drivers/windows/gldirect/dx7/gld_dxerr7.h [deleted file]
src/mesa/drivers/windows/gldirect/dx7/gld_ext_dx7.c [deleted file]
src/mesa/drivers/windows/gldirect/dx7/gld_pipeline_dx7.c [deleted file]
src/mesa/drivers/windows/gldirect/dx7/gld_primitive_dx7.c [deleted file]
src/mesa/drivers/windows/gldirect/dx7/gld_texture_dx7.c [deleted file]
src/mesa/drivers/windows/gldirect/dx7/gld_vb_d3d_render_dx7.c [deleted file]
src/mesa/drivers/windows/gldirect/dx7/gld_vb_mesa_render_dx7.c [deleted file]
src/mesa/drivers/windows/gldirect/dx7/gld_wgl_dx7.c [deleted file]
src/mesa/drivers/windows/gldirect/dx8/gld_driver_dx8.c [deleted file]
src/mesa/drivers/windows/gldirect/dx8/gld_dx8.h [deleted file]
src/mesa/drivers/windows/gldirect/dx8/gld_dxerr8.h [deleted file]
src/mesa/drivers/windows/gldirect/dx8/gld_ext_dx8.c [deleted file]
src/mesa/drivers/windows/gldirect/dx8/gld_pipeline_dx8.c [deleted file]
src/mesa/drivers/windows/gldirect/dx8/gld_primitive_dx8.c [deleted file]
src/mesa/drivers/windows/gldirect/dx8/gld_texture_dx8.c [deleted file]
src/mesa/drivers/windows/gldirect/dx8/gld_vb_d3d_render_dx8.c [deleted file]
src/mesa/drivers/windows/gldirect/dx8/gld_vb_mesa_render_dx8.c [deleted file]
src/mesa/drivers/windows/gldirect/dx8/gld_wgl_dx8.c [deleted file]
src/mesa/drivers/windows/gldirect/dx9/gld_driver_dx9.c [deleted file]
src/mesa/drivers/windows/gldirect/dx9/gld_dx9.h [deleted file]
src/mesa/drivers/windows/gldirect/dx9/gld_dxerr9.h [deleted file]
src/mesa/drivers/windows/gldirect/dx9/gld_ext_dx9.c [deleted file]
src/mesa/drivers/windows/gldirect/dx9/gld_pipeline_dx9.c [deleted file]
src/mesa/drivers/windows/gldirect/dx9/gld_primitive_dx9.c [deleted file]
src/mesa/drivers/windows/gldirect/dx9/gld_texture_dx9.c [deleted file]
src/mesa/drivers/windows/gldirect/dx9/gld_vb_d3d_render_dx9.c [deleted file]
src/mesa/drivers/windows/gldirect/dx9/gld_vb_mesa_render_dx9.c [deleted file]
src/mesa/drivers/windows/gldirect/dx9/gld_wgl_dx9.c [deleted file]
src/mesa/drivers/windows/gldirect/gld_debug_clip.c [deleted file]
src/mesa/drivers/windows/gldirect/gld_debug_norm.c [deleted file]
src/mesa/drivers/windows/gldirect/gld_debug_xform.c [deleted file]
src/mesa/drivers/windows/gldirect/gld_dispatch.c [deleted file]
src/mesa/drivers/windows/gldirect/gld_driver.c [deleted file]
src/mesa/drivers/windows/gldirect/gld_driver.h [deleted file]
src/mesa/drivers/windows/gldirect/gldirect.rc [deleted file]
src/mesa/drivers/windows/gldirect/gldlame8.c [deleted file]
src/mesa/drivers/windows/gldirect/mesasw/colors.h [deleted file]
src/mesa/drivers/windows/gldirect/mesasw/gld_wgl_mesasw.c [deleted file]
src/mesa/drivers/windows/gldirect/opengl32.def [deleted file]
src/mesa/drivers/windows/gldirect/opengl32.ref [deleted file]
src/mesa/drivers/windows/gldirect/pixpack.h [deleted file]
src/mesa/drivers/windows/icd/icd.c [deleted file]
src/mesa/drivers/windows/icd/icdlist.h [deleted file]
src/mesa/drivers/windows/icd/mesa.def [deleted file]

index fc0ff28d697c0c17232384c92a64514f86f5540e..23ceaca01a83f3d3fda28c5ae55a91aee834bc32 100644 (file)
@@ -50,9 +50,6 @@
 #                      As a consequence, you'll need the Win32 Glide3
 #                      library to build any application.
 #                      default = no
-#      ICD=1           build the installable client driver interface
-#                      (windows opengl driver interface)
-#                      default = no
 #      X86=1           optimize for x86 (if possible, use MMX, SSE, 3DNow).
 #                      default = no
 #
 # Set this to the prefix of your build tools, i.e. mingw32-
 TOOLS_PREFIX = mingw32-
 
-ifeq ($(ICD),1)
-  LIB_NAME = mesa32
-else
-  LIB_NAME = opengl32
-endif
+LIB_NAME = opengl32
 
 DLL_EXT = .dll
 IMP_EXT = .a
@@ -106,12 +99,7 @@ ifeq ($(FX),1)
   GL_DEF = drivers/windows/fx/fxopengl.def
   GL_RES = drivers/windows/fx/fx.rc
 else
-  ifeq ($(ICD),1)
-    CFLAGS += -DUSE_MGL_NAMESPACE
-    GL_DEF = drivers/windows/icd/mesa.def
-  else    
-    GL_DEF = $(LIB_NAME).def
-  endif
+  GL_DEF = $(LIB_NAME).def
 endif
 
 
@@ -143,16 +131,10 @@ DRIVER_SOURCES = \
        $(GLIDE_DRIVER_SOURCES) \
        drivers/windows/fx/fxwgl.c
 else
-ifeq ($(ICD),1)
-DRIVER_SOURCES = \
-       drivers/windows/gdi/wmesa.c \
-       drivers/windows/icd/icd.c
-else
 DRIVER_SOURCES = \
        drivers/windows/gdi/wmesa.c \
        drivers/windows/gdi/wgl.c
 endif
-endif
 
 SOURCES = $(MESA_SOURCES) $(GLAPI_SOURCES) $(X86_SOURCES) $(DRIVER_SOURCES)
 
diff --git a/src/mesa/drivers/windows/gldirect/ddlog.c b/src/mesa/drivers/windows/gldirect/ddlog.c
deleted file mode 100644 (file)
index 4ae79e2..0000000
+++ /dev/null
@@ -1,192 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x (Win32)
-*
-* Description:  Logging functions.
-*
-****************************************************************************/
-
-#define STRICT
-#include <windows.h>
-
-#include "ddlog.h"
-#include "gld_driver.h"
-
-// ***********************************************************************
-
-static char                                            ddlogbuf[256];
-static FILE*                                   fpDDLog = NULL; // Log file pointer
-static char                                            szDDLogName[_MAX_PATH] = {"gldirect.log"};      // Filename of the log
-static DDLOG_loggingMethodType ddlogLoggingMethod = DDLOG_NONE;        // Default to No Logging
-static DDLOG_severityType              ddlogDebugLevel;
-static BOOL                                            bUIWarning = FALSE;     // MessageBox warning ?
-
-// ***********************************************************************
-
-void ddlogOpen(
-       DDLOG_loggingMethodType LoggingMethod,
-       DDLOG_severityType Severity)
-{
-       if (fpDDLog != NULL) {
-               // Tried to re-open the log
-               ddlogMessage(DDLOG_WARN, "Tried to re-open the log file\n");
-               return;
-       }
-
-       ddlogLoggingMethod = LoggingMethod;
-       ddlogDebugLevel = Severity;
-
-       if (ddlogLoggingMethod == DDLOG_NORMAL) {
-               fpDDLog = fopen(szDDLogName, "wt");
-        if (fpDDLog == NULL)
-            return;
-    }
-
-       ddlogMessage(DDLOG_SYSTEM, "\n");
-       ddlogMessage(DDLOG_SYSTEM, "-> Logging Started\n");
-}
-
-// ***********************************************************************
-
-void ddlogClose()
-{
-       // Determine whether the log is already closed
-       if (fpDDLog == NULL && ddlogLoggingMethod == DDLOG_NORMAL)
-               return; // Nothing to do.
-
-       ddlogMessage(DDLOG_SYSTEM, "<- Logging Ended\n");
-
-       if (ddlogLoggingMethod == DDLOG_NORMAL) {
-               fclose(fpDDLog);
-               fpDDLog = NULL;
-       }
-}
-
-// ***********************************************************************
-
-void ddlogMessage(
-       DDLOG_severityType severity,
-       LPSTR message)
-{
-       char buf[256];
-
-       // Bail if logging is disabled
-       if (ddlogLoggingMethod == DDLOG_NONE)
-               return;
-
-       if (ddlogLoggingMethod == DDLOG_CRASHPROOF)
-               fpDDLog = fopen(szDDLogName, "at");
-
-       if (fpDDLog == NULL)
-               return;
-
-       if (severity >= ddlogDebugLevel) {
-               sprintf(buf, "DDLog: (%s) %s", ddlogSeverityMessages[severity], message);
-               fputs(buf, fpDDLog); // Write string to file
-               OutputDebugString(buf); // Echo to debugger
-       }
-
-       if (ddlogLoggingMethod == DDLOG_CRASHPROOF) {
-               fflush(fpDDLog); // Write info to disk
-               fclose(fpDDLog);
-               fpDDLog = NULL;
-       }
-
-       // Popup message box if critical error
-       if (bUIWarning && severity == DDLOG_CRITICAL) {
-               MessageBox(NULL, buf, "GLDirect", MB_OK | MB_ICONWARNING | MB_TASKMODAL);
-       }
-}
-
-// ***********************************************************************
-
-// Write a string value to the log file
-void ddlogError(
-       DDLOG_severityType severity,
-       LPSTR message,
-       HRESULT hResult)
-{
-#ifdef _USE_GLD3_WGL
-       char dxErrStr[1024];
-       _gldDriver.GetDXErrorString(hResult, &dxErrStr[0], sizeof(dxErrStr));
-       if (FAILED(hResult)) {
-               sprintf(ddlogbuf, "DDLog: %s %8x:[ %s ]\n", message, hResult, dxErrStr);
-       } else
-               sprintf(ddlogbuf, "DDLog: %s\n", message);
-#else
-       if (FAILED(hResult)) {
-               sprintf(ddlogbuf, "DDLog: %s %8x:[ %s ]\n", message, hResult, DDErrorToString(hResult));
-       } else
-               sprintf(ddlogbuf, "DDLog: %s\n", message);
-#endif
-       ddlogMessage(severity, ddlogbuf);
-}
-
-// ***********************************************************************
-
-void ddlogPrintf(
-       DDLOG_severityType severity,
-       LPSTR message,
-       ...)
-{
-       va_list args;
-
-       va_start(args, message);
-       vsprintf(ddlogbuf, message, args);
-       va_end(args);
-
-       lstrcat(ddlogbuf, "\n");
-
-       ddlogMessage(severity, ddlogbuf);
-}
-
-// ***********************************************************************
-
-void ddlogWarnOption(
-       BOOL bWarnOption)
-{
-       bUIWarning = bWarnOption;
-}
-
-// ***********************************************************************
-
-void ddlogPathOption(
-       LPSTR szPath)
-{
-       char szPathName[_MAX_PATH];
-
-       strcpy(szPathName, szPath);
-    strcat(szPathName, "\\");
-    strcat(szPathName, szDDLogName);
-    strcpy(szDDLogName, szPathName);
-}
-
-// ***********************************************************************
diff --git a/src/mesa/drivers/windows/gldirect/ddlog.h b/src/mesa/drivers/windows/gldirect/ddlog.h
deleted file mode 100644 (file)
index d64067e..0000000
+++ /dev/null
@@ -1,109 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x (Win32)
-*
-* Description:  Logging functions.
-*
-****************************************************************************/
-
-#ifndef __DDLOG_H
-#define __DDLOG_H
-
-#include <stdio.h>
-
-#ifndef _USE_GLD3_WGL
-#include "dderrstr.h" // ddraw/d3d error string
-#endif
-
-/*---------------------- Macros and type definitions ----------------------*/
-
-typedef enum {
-       DDLOG_NONE                                      = 0,                    // No log output
-       DDLOG_NORMAL                            = 1,                    // Log is kept open
-       DDLOG_CRASHPROOF                        = 2,                    // Log is closed and flushed
-       DDLOG_METHOD_FORCE_DWORD        = 0x7fffffff,
-} DDLOG_loggingMethodType;
-
-// Denotes type of message sent to the logging functions
-typedef enum {
-       DDLOG_INFO                                      = 0,                    // Information only
-       DDLOG_WARN                                      = 1,                    // Warning only
-       DDLOG_ERROR                                     = 2,                    // Notify user of an error
-       DDLOG_CRITICAL                          = 3,                    // Exceptionally severe error
-       DDLOG_SYSTEM                            = 4,                    // System message. Not an error
-                                                                                               // but must always be printed.
-       DDLOG_SEVERITY_FORCE_DWORD      = 0x7fffffff,   // Make enum dword
-} DDLOG_severityType;
-
-#ifdef _USE_GLD3_WGL
-// Synomyms
-#define GLDLOG_INFO            DDLOG_INFO
-#define GLDLOG_WARN            DDLOG_WARN
-#define GLDLOG_ERROR   DDLOG_ERROR
-#define GLDLOG_CRITICAL        DDLOG_CRITICAL
-#define GLDLOG_SYSTEM  DDLOG_SYSTEM
-#endif
-
-// The message that will be output to the log
-static const char *ddlogSeverityMessages[] = {
-       "INFO",
-       "WARN",
-       "ERROR",
-       "*CRITICAL*",
-       "System",
-};
-
-/*------------------------- Function Prototypes ---------------------------*/
-
-#ifdef  __cplusplus
-extern "C" {
-#endif
-
-void ddlogOpen(DDLOG_loggingMethodType LoggingMethod, DDLOG_severityType Severity);
-void ddlogClose();
-void ddlogMessage(DDLOG_severityType severity, LPSTR message);
-void ddlogError(DDLOG_severityType severity, LPSTR message, HRESULT hResult);
-void ddlogPrintf(DDLOG_severityType severity, LPSTR message, ...);
-void ddlogWarnOption(BOOL bWarnOption);
-void ddlogPathOption(LPSTR szPath);
-
-#ifdef _USE_GLD3_WGL
-// Synomyms
-#define gldLogMessage  ddlogMessage
-#define gldLogError            ddlogError
-#define gldLogPrintf   ddlogPrintf
-#endif
-
-#ifdef  __cplusplus
-}
-#endif
-
-#endif
diff --git a/src/mesa/drivers/windows/gldirect/dglcontext.c b/src/mesa/drivers/windows/gldirect/dglcontext.c
deleted file mode 100644 (file)
index 9aedd2e..0000000
+++ /dev/null
@@ -1,2212 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x (Win32)
-*
-* Description:  Context handling.
-*
-****************************************************************************/
-
-#include "dglcontext.h"
-
-// Get compile errors without this. KeithH
-//#include "scitech.h" // ibool, etc.
-
-#ifdef _USE_GLD3_WGL
-#include "gld_driver.h"
-
-extern void _gld_mesa_warning(struct gl_context *, char *);
-extern void _gld_mesa_fatal(struct gl_context *, char *);
-#endif // _USE_GLD3_WGL
-
-// TODO: Clean out old DX6-specific code from GLD 2.x CAD driver
-// if it is no longer being built as part of GLDirect. (DaveM)
-
-// ***********************************************************************
-
-#define GLDERR_NONE     0
-#define GLDERR_MEM      1
-#define GLDERR_DDRAW    2
-#define GLDERR_D3D      3
-#define GLDERR_BPP      4
-
-char szResourceWarning[] =
-"GLDirect does not have enough video memory resources\n"
-"to support the requested OpenGL rendering context.\n\n"
-"You may have to reduce the current display resolution\n"
-"to obtain satisfactory OpenGL performance.\n";
-
-char szDDrawWarning[] =
-"GLDirect is unable to initialize DirectDraw for the\n"
-"requested OpenGL rendering context.\n\n"
-"You will have to check the DirectX control panel\n"
-"for further information.\n";
-
-char szD3DWarning[] =
-"GLDirect is unable to initialize Direct3D for the\n"
-"requested OpenGL rendering context.\n\n"
-"You may have to change the display mode resolution\n"
-"color depth or check the DirectX control panel for\n"
-"further information.\n";
-
-char szBPPWarning[] =
-"GLDirect is unable to use the selected color depth for\n"
-"the requested OpenGL rendering context.\n\n"
-"You will have to change the display mode resolution\n"
-"color depth with the Display Settings control panel.\n";
-
-int nContextError = GLDERR_NONE;
-
-// ***********************************************************************
-
-#define VENDORID_ATI 0x1002
-
-static DWORD devATIRagePro[] = {
-       0x4742, // 3D RAGE PRO BGA AGP 1X/2X
-       0x4744, // 3D RAGE PRO BGA AGP 1X only
-       0x4749, // 3D RAGE PRO BGA PCI 33 MHz
-       0x4750, // 3D RAGE PRO PQFP PCI 33 MHz
-       0x4751, // 3D RAGE PRO PQFP PCI 33 MHz limited 3D
-       0x4C42, // 3D RAGE LT PRO BGA-312 AGP 133 MHz
-       0x4C44, // 3D RAGE LT PRO BGA-312 AGP 66 MHz
-       0x4C49, // 3D RAGE LT PRO BGA-312 PCI 33 MHz
-       0x4C50, // 3D RAGE LT PRO BGA-256 PCI 33 MHz
-       0x4C51, // 3D RAGE LT PRO BGA-256 PCI 33 MHz limited 3D
-};
-
-static DWORD devATIRageIIplus[] = {
-       0x4755, // 3D RAGE II+
-       0x4756, // 3D RAGE IIC PQFP PCI
-       0x4757, // 3D RAGE IIC BGA AGP
-       0x475A, // 3D RAGE IIC PQFP AGP
-       0x4C47, // 3D RAGE LT-G
-};
-
-// ***********************************************************************
-
-#ifndef _USE_GLD3_WGL
-extern DGL_mesaFuncs mesaFuncs;
-#endif
-
-extern DWORD dwLogging;
-
-#ifdef GLD_THREADS
-#pragma message("compiling DGLCONTEXT.C vars for multi-threaded support")
-CRITICAL_SECTION CriticalSection;              // for serialized access
-DWORD          dwTLSCurrentContext = 0xFFFFFFFF;       // TLS index for current context
-DWORD          dwTLSPixelFormat = 0xFFFFFFFF;          // TLS index for current pixel format
-#endif
-HGLRC          iCurrentContext = 0;            // Index of current context (static)
-BOOL           bContextReady = FALSE;          // Context state ready ?
-
-DGL_ctx                ctxlist[DGL_MAX_CONTEXTS];      // Context list
-
-// ***********************************************************************
-
-static BOOL bHaveWin95 = FALSE;
-static BOOL bHaveWinNT = FALSE;
-static BOOL bHaveWin2K = FALSE;
-
-/****************************************************************************
-REMARKS:
-Detect the installed OS type.
-****************************************************************************/
-static void DetectOS(void)
-{
-    OSVERSIONINFO VersionInformation;
-    LPOSVERSIONINFO lpVersionInformation = &VersionInformation;
-
-    VersionInformation.dwOSVersionInfoSize = sizeof(VersionInformation);
-
-       GetVersionEx(lpVersionInformation);
-
-    switch (VersionInformation.dwPlatformId) {
-       case VER_PLATFORM_WIN32_WINDOWS:
-                       bHaveWin95 = TRUE;
-                       bHaveWinNT = FALSE;
-                       bHaveWin2K = FALSE;
-            break;
-       case VER_PLATFORM_WIN32_NT:
-                       bHaveWin95 = FALSE;
-                       if (VersionInformation.dwMajorVersion <= 4) {
-                               bHaveWinNT = TRUE;
-                               bHaveWin2K = FALSE;
-                }
-            else {
-                               bHaveWinNT = FALSE;
-                               bHaveWin2K = TRUE;
-                }
-                       break;
-               case VER_PLATFORM_WIN32s:
-                       bHaveWin95 = FALSE;
-                       bHaveWinNT = FALSE;
-                       bHaveWin2K = FALSE;
-                       break;
-        }
-}
-
-// ***********************************************************************
-
-HWND hWndEvent = NULL;                                 // event monitor window
-HWND hWndLastActive = NULL;                            // last active client window
-LONG __stdcall GLD_EventWndProc(HWND hwnd,UINT msg,WPARAM wParam,LPARAM lParam);
-
-// ***********************************************************************
-
-// Checks if the HGLRC is valid in range of context list.
-BOOL dglIsValidContext(
-       HGLRC a)
-{
-       return ((int)a > 0 && (int)a <= DGL_MAX_CONTEXTS);
-}
-
-// ***********************************************************************
-
-// Convert a HGLRC to a pointer into the context list.
-DGL_ctx* dglGetContextAddress(
-       const HGLRC a)
-{
-       if (dglIsValidContext(a))
-               return &ctxlist[(int)a-1];
-       return NULL;
-}
-
-// ***********************************************************************
-
-// Return the current HGLRC (however it may be stored for multi-threading).
-HGLRC dglGetCurrentContext(void)
-{
-#ifdef GLD_THREADS
-       HGLRC hGLRC;
-       // load from thread-specific instance
-       if (glb.bMultiThreaded) {
-               // protect against calls from arbitrary threads
-               __try {
-                       hGLRC = (HGLRC)TlsGetValue(dwTLSCurrentContext);
-               }
-               __except(EXCEPTION_EXECUTE_HANDLER) {
-                       hGLRC = iCurrentContext;
-               }
-       }
-       // load from global static var
-       else {
-               hGLRC = iCurrentContext;
-       }
-       return hGLRC;
-#else
-       return iCurrentContext;
-#endif
-}
-
-// ***********************************************************************
-
-// Set the current HGLRC (however it may be stored for multi-threading).
-void dglSetCurrentContext(HGLRC hGLRC)
-{
-#ifdef GLD_THREADS
-       // store in thread-specific instance
-       if (glb.bMultiThreaded) {
-               // protect against calls from arbitrary threads
-               __try {
-                       TlsSetValue(dwTLSCurrentContext, (LPVOID)hGLRC);
-               }
-               __except(EXCEPTION_EXECUTE_HANDLER) {
-                       iCurrentContext = hGLRC;
-               }
-       }
-       // store in global static var
-       else {
-               iCurrentContext = hGLRC;
-       }
-#else
-       iCurrentContext = hGLRC;
-#endif
-}
-
-// ***********************************************************************
-
-// Return the current HDC only for a currently active HGLRC.
-HDC dglGetCurrentDC(void)
-{
-       HGLRC hGLRC;
-       DGL_ctx* lpCtx;
-
-       hGLRC = dglGetCurrentContext();
-       if (hGLRC) {
-               lpCtx = dglGetContextAddress(hGLRC);
-               return lpCtx->hDC;
-       }
-       return 0;
-}
-
-// ***********************************************************************
-
-void dglInitContextState()
-{
-       int i;
-       WNDCLASS wc;
-
-#ifdef GLD_THREADS
-       // Allocate thread local storage indexes for current context and pixel format
-       dwTLSCurrentContext = TlsAlloc();
-       dwTLSPixelFormat = TlsAlloc();
-#endif
-
-       dglSetCurrentContext(NULL); // No current rendering context
-
-        // Clear all context data
-       ZeroMemory(ctxlist, sizeof(ctxlist[0]) * DGL_MAX_CONTEXTS);
-
-       for (i=0; i<DGL_MAX_CONTEXTS; i++)
-               ctxlist[i].bAllocated = FALSE; // Flag context as unused
-
-       // This section of code crashes the dll in circumstances where the app
-       // creates and destroys contexts.
-/*
-       // Register the class for our event monitor window
-       wc.style = 0;
-       wc.lpfnWndProc = GLD_EventWndProc;
-       wc.cbClsExtra = 0;
-       wc.cbWndExtra = 0;
-       wc.hInstance = GetModuleHandle(NULL);
-       wc.hIcon = LoadIcon(GetModuleHandle(NULL), IDI_APPLICATION);
-       wc.hCursor = LoadCursor(NULL, IDC_ARROW);
-       wc.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
-       wc.lpszMenuName = NULL;
-       wc.lpszClassName = "GLDIRECT";
-       RegisterClass(&wc);
-
-       // Create the non-visible window to monitor all broadcast messages
-       hWndEvent = CreateWindowEx(
-               WS_EX_TOOLWINDOW,"GLDIRECT","GLDIRECT",WS_POPUP,
-               0,0,0,0,
-               NULL,NULL,GetModuleHandle(NULL),NULL);
-*/
-
-#ifdef GLD_THREADS
-       // Create a critical section object for serializing access to
-       // DirectDraw and DDStereo create/destroy functions in multiple threads
-       if (glb.bMultiThreaded)
-               InitializeCriticalSection(&CriticalSection);
-#endif
-
-       // Context state is now initialized and ready
-       bContextReady = TRUE;
-}
-
-// ***********************************************************************
-
-void dglDeleteContextState()
-{
-       int i;
-       static BOOL bOnceIsEnough = FALSE;
-
-       // Only call once, from either DGL_exitDriver(), or DLL_PROCESS_DETACH
-       if (bOnceIsEnough)
-               return;
-       bOnceIsEnough = TRUE;
-
-       for (i=0; i<DGL_MAX_CONTEXTS; i++) {
-               if (ctxlist[i].bAllocated == TRUE) {
-                       ddlogPrintf(DDLOG_WARN, "** Context %i not deleted - cleaning up.", (i+1));
-                       dglDeleteContext((HGLRC)(i+1));
-               }
-       }
-
-       // Context state is no longer ready
-       bContextReady = FALSE;
-
-    // If executed when DLL unloads, DDraw objects may be invalid.
-    // So catch any page faults with this exception handler.
-__try {
-
-       // Release final DirectDraw interfaces
-       if (glb.bDirectDrawPersistant) {
-//             RELEASE(glb.lpGlobalPalette);
-//             RELEASE(glb.lpDepth4);
-//             RELEASE(glb.lpBack4);
-//             RELEASE(glb.lpPrimary4);
-//         RELEASE(glb.lpDD4);
-    }
-}
-__except(EXCEPTION_EXECUTE_HANDLER) {
-    ddlogPrintf(DDLOG_WARN, "Exception raised in dglDeleteContextState.");
-}
-
-       // Destroy our event monitor window
-       if (hWndEvent) {
-               DestroyWindow(hWndEvent);
-               hWndEvent = hWndLastActive = NULL;
-       }
-
-#ifdef GLD_THREADS
-       // Destroy the critical section object
-       if (glb.bMultiThreaded)
-               DeleteCriticalSection(&CriticalSection);
-
-       // Release thread local storage indexes for current HGLRC and pixel format
-       TlsFree(dwTLSPixelFormat);
-       TlsFree(dwTLSCurrentContext);
-#endif
-}
-
-// ***********************************************************************
-
-// Application Window message handler interception
-static LONG __stdcall dglWndProc(
-       HWND hwnd,
-       UINT msg,
-       WPARAM wParam,
-       LPARAM lParam)
-{
-       DGL_ctx*        lpCtx = NULL;
-       LONG            lpfnWndProc = 0L;
-       int             i;
-       HGLRC           hGLRC;
-       RECT            rect;
-       PAINTSTRUCT     ps;
-    BOOL        bQuit = FALSE;
-    BOOL        bMain = FALSE;
-    LONG        rc;
-
-    // Get the window's message handler *before* it is unhooked in WM_DESTROY
-
-    // Is this the main window?
-    if (hwnd == glb.hWndActive) {
-        bMain = TRUE;
-        lpfnWndProc = glb.lpfnWndProc;
-    }
-    // Search for DGL context matching window handle
-    for (i=0; i<DGL_MAX_CONTEXTS; i++) {
-           if (ctxlist[i].hWnd == hwnd) {
-               lpCtx = &ctxlist[i];
-               lpfnWndProc = lpCtx->lpfnWndProc;
-                   break;
-        }
-    }
-       // Not one of ours...
-       if (!lpfnWndProc)
-           return DefWindowProc(hwnd, msg, wParam, lParam);
-
-    // Intercept messages amd process *before* passing on to window
-       switch (msg) {
-#ifdef _USE_GLD3_WGL
-       case WM_DISPLAYCHANGE:
-               glb.bPixelformatsDirty = TRUE;
-               break;
-#endif
-       case WM_ACTIVATEAPP:
-               glb.bAppActive = (BOOL)wParam;
-               ddlogPrintf(DDLOG_INFO, "Calling app has been %s", glb.bAppActive ? "activated" : "de-activated");
-               break;
-       case WM_ERASEBKGND:
-               // Eat the GDI erase event for the GL window
-        if (!lpCtx || !lpCtx->bHasBeenCurrent)
-            break;
-               lpCtx->bGDIEraseBkgnd = TRUE;
-               return TRUE;
-       case WM_PAINT:
-               // Eat the invalidated update region if render scene is in progress
-        if (!lpCtx || !lpCtx->bHasBeenCurrent)
-            break;
-               if (lpCtx->bFrameStarted) {
-                       if (GetUpdateRect(hwnd, &rect, FALSE)) {
-                               BeginPaint(hwnd, &ps);
-                               EndPaint(hwnd, &ps);
-                               ValidateRect(hwnd, &rect);
-                               return TRUE;
-                               }
-                       }
-               break;
-       }
-       // Call the appropriate window message handler
-       rc = CallWindowProc((WNDPROC)lpfnWndProc, hwnd, msg, wParam, lParam);
-
-    // Intercept messages and process *after* passing on to window
-       switch (msg) {
-    case WM_QUIT:
-       case WM_DESTROY:
-        bQuit = TRUE;
-               if (lpCtx && lpCtx->bAllocated) {
-                       ddlogPrintf(DDLOG_WARN, "WM_DESTROY detected for HWND=%X, HDC=%X, HGLRC=%d", hwnd, lpCtx->hDC, i+1);
-                       dglDeleteContext((HGLRC)(i+1));
-               }
-               break;
-#if 0
-       case WM_SIZE:
-               // Resize surfaces to fit window but not viewport (in case app did not bother)
-        if (!lpCtx || !lpCtx->bHasBeenCurrent)
-            break;
-               w = LOWORD(lParam);
-               h = HIWORD(lParam);
-               if (lpCtx->dwWidth < w || lpCtx->dwHeight < h) {
-                       if (!dglWglResizeBuffers(lpCtx->glCtx, TRUE))
-                 dglWglResizeBuffers(lpCtx->glCtx, FALSE);
-        }
-               break;
-#endif
-    }
-
-    // If the main window is quitting, then so should we...
-    if (bMain && bQuit) {
-               ddlogPrintf(DDLOG_SYSTEM, "shutting down after WM_DESTROY detected for main HWND=%X", hwnd);
-        dglDeleteContextState();
-        dglExitDriver();
-    }
-
-    return rc;
-}
-
-// ***********************************************************************
-
-// Driver Window message handler
-static LONG __stdcall GLD_EventWndProc(
-       HWND hwnd,
-       UINT msg,
-       WPARAM wParam,
-       LPARAM lParam)
-{
-       switch (msg) {
-        // May be sent by splash screen dialog on exit
-        case WM_ACTIVATE:
-            if (LOWORD(wParam) == WA_ACTIVE && glb.hWndActive) {
-                SetForegroundWindow(glb.hWndActive);
-                return 0;
-                }
-            break;
-       }
-       return DefWindowProc(hwnd, msg, wParam, lParam);
-}
-
-// ***********************************************************************
-
-// Intercepted Keyboard handler for detecting hot keys.
-LRESULT CALLBACK dglKeyProc(
-       int code,
-       WPARAM wParam,
-       LPARAM lParam)
-{
-       HWND hWnd, hWndFrame;
-       HGLRC hGLRC = NULL;
-       DGL_ctx* lpCtx = NULL;
-       int cmd = 0, dx1 = 0, dx2 = 0, i;
-       static BOOL bAltPressed = FALSE;
-       static BOOL bCtrlPressed = FALSE;
-       static BOOL bShiftPressed = FALSE;
-    RECT r, rf, rc;
-    POINT pt;
-    BOOL bForceReshape = FALSE;
-
-       return CallNextHookEx(hKeyHook, code, wParam, lParam);
-}
-
-// ***********************************************************************
-
-HWND hWndMatch;
-
-// Window handle enumeration procedure.
-BOOL CALLBACK dglEnumChildProc(
-    HWND hWnd,
-    LPARAM lParam)
-{
-    RECT rect;
-
-    // Find window handle with matching client rect.
-    GetClientRect(hWnd, &rect);
-    if (EqualRect(&rect, (RECT*)lParam)) {
-        hWndMatch = hWnd;
-        return FALSE;
-        }
-    // Continue with next child window.
-    return TRUE;
-}
-
-// ***********************************************************************
-
-// Find window handle with matching client rect.
-HWND dglFindWindowRect(
-    RECT* pRect)
-{
-    hWndMatch = NULL;
-    EnumChildWindows(GetForegroundWindow(), dglEnumChildProc, (LPARAM)pRect);
-    return hWndMatch;
-}
-
-// ***********************************************************************
-#ifndef _USE_GLD3_WGL
-void dglChooseDisplayMode(
-       DGL_ctx *lpCtx)
-{
-       // Note: Choose an exact match if possible.
-
-       int                             i;
-       DWORD                   area;
-       DWORD                   bestarea;
-       DDSURFACEDESC2  *lpDDSD         = NULL; // Mode list pointer
-       DDSURFACEDESC2  *lpBestDDSD = NULL;     // Pointer to best
-
-       lpDDSD = glb.lpDisplayModes;
-       for (i=0; i<glb.nDisplayModeCount; i++, lpDDSD++) {
-               if ((lpDDSD->dwWidth == lpCtx->dwWidth) &&
-                       (lpDDSD->dwHeight == lpCtx->dwHeight))
-                       goto matched; // Mode has been exactly matched
-               // Choose modes that are larger in both dimensions than
-               // the window, but smaller in area than the current best.
-               if ( (lpDDSD->dwWidth >= lpCtx->dwWidth) &&
-                        (lpDDSD->dwHeight >= lpCtx->dwHeight))
-               {
-                       if (lpBestDDSD == NULL) {
-                               lpBestDDSD = lpDDSD;
-                               bestarea = lpDDSD->dwWidth * lpDDSD->dwHeight;
-                               continue;
-                       }
-                       area = lpDDSD->dwWidth * lpDDSD->dwHeight;
-                       if (area < bestarea) {
-                               lpBestDDSD = lpDDSD;
-                               bestarea = area;
-                       }
-               }
-       }
-
-       // Safety check
-       if (lpBestDDSD == NULL) {
-               ddlogMessage(DDLOG_CRITICAL, "dglChooseDisplayMode");
-               return;
-       }
-
-       lpCtx->dwModeWidth = lpBestDDSD->dwWidth;
-       lpCtx->dwModeHeight = lpBestDDSD->dwHeight;
-matched:
-       ddlogPrintf(DDLOG_INFO, "Matched (%ldx%ld) to (%ldx%ld)",
-               lpCtx->dwWidth, lpCtx->dwHeight, lpCtx->dwModeWidth, lpCtx->dwModeHeight);
-}
-#endif // _USE_GLD3_WGL
-// ***********************************************************************
-
-static BOOL IsDevice(
-       DWORD *lpDeviceIdList,
-       DWORD dwDeviceId,
-       int count)
-{
-       int i;
-
-       for (i=0; i<count; i++)
-               if (dwDeviceId == lpDeviceIdList[i])
-                       return TRUE;
-
-       return FALSE;
-}
-
-// ***********************************************************************
-
-void dglTestForBrokenCards(
-       DGL_ctx *lpCtx)
-{
-#ifndef _GLD3
-       DDDEVICEIDENTIFIER      dddi; // DX6 device identifier
-
-       // Sanity check.
-       if (lpCtx == NULL) {
-               // Testing for broken cards is sensitive area, so we don't want
-               // anything saying "broken cards" in the error message. ;)
-               ddlogMessage(DDLOG_ERROR, "Null context passed to TFBC\n");
-               return;
-       }
-
-       if (lpCtx->lpDD4 == NULL) {
-               // Testing for broken cards is sensitive area, so we don't want
-               // anything saying "broken cards" in the error message. ;)
-               ddlogMessage(DDLOG_ERROR, "Null DD4 passed to TFBC\n");
-               return;
-       }
-
-       // Microsoft really fucked up with the GetDeviceIdentifier function
-       // on Windows 2000, since it locks up on stock driers on the CD. Updated
-       // drivers from vendors appear to work, but we can't identify the drivers
-       // without this function!!! For now we skip these tests on Windows 2000.
-       if ((GetVersion() & 0x80000000UL) == 0)
-               return;
-
-       // Obtain device info
-       if (FAILED(IDirectDraw4_GetDeviceIdentifier(lpCtx->lpDD4, &dddi, 0)))
-               return;
-
-       // Useful info. Log it.
-       ddlogPrintf(DDLOG_INFO, "DirectDraw: VendorId=0x%x, DeviceId=0x%x", dddi.dwVendorId, dddi.dwDeviceId);
-
-       // Vendor 1: ATI
-       if (dddi.dwVendorId == VENDORID_ATI) {
-               // Test A: ATI Rage PRO
-               if (IsDevice(devATIRagePro, dddi.dwDeviceId, sizeof(devATIRagePro)))
-                       glb.bUseMipmaps = FALSE;
-               // Test B: ATI Rage II+
-               if (IsDevice(devATIRageIIplus, dddi.dwDeviceId, sizeof(devATIRageIIplus)))
-                       glb.bEmulateAlphaTest = TRUE;
-       }
-
-       // Vendor 2: Matrox
-       if (dddi.dwVendorId == 0x102B) {
-               // Test: Matrox G400 stencil buffer support does not work for AutoCAD
-               if (dddi.dwDeviceId == 0x0525) {
-                       lpCtx->lpPF->pfd.cStencilBits = 0;
-                       if (lpCtx->lpPF->iZBufferPF != -1) {
-                               glb.lpZBufferPF[lpCtx->lpPF->iZBufferPF].dwStencilBitDepth = 0;
-                               glb.lpZBufferPF[lpCtx->lpPF->iZBufferPF].dwStencilBitMask = 0;
-                               glb.lpZBufferPF[lpCtx->lpPF->iZBufferPF].dwFlags &= ~DDPF_STENCILBUFFER;
-                       }
-               }
-       }
-#endif // _GLD3
-}
-
-// ***********************************************************************
-
-BOOL dglCreateContextBuffers(
-       HDC a,
-       DGL_ctx *lpCtx,
-       BOOL bFallback)
-{
-       HRESULT                         hResult;
-
-       int                                     i;
-//     HGLRC                           hGLRC;
-//     DGL_ctx*                        lpCtx;
-
-#ifndef _USE_GLD3_WGL
-       DWORD                           dwFlags;
-       DDSURFACEDESC2          ddsd2;
-       DDSCAPS2                        ddscaps2;
-       LPDIRECTDRAWCLIPPER     lpddClipper;
-       D3DDEVICEDESC           D3DHWDevDesc;   // Direct3D Hardware description
-       D3DDEVICEDESC           D3DHELDevDesc;  // Direct3D Hardware Emulation Layer
-#endif // _USE_GLD3_WGL
-
-       float                           inv_aspect;
-
-       GLenum                          bDoubleBuffer;  // TRUE if double buffer required
-       GLenum                          bDepthBuffer;   // TRUE if depth buffer required
-
-       const PIXELFORMATDESCRIPTOR     *lpPFD = &lpCtx->lpPF->pfd;
-
-       // Vars for Mesa visual
-       DWORD                           dwDepthBits             = 0;
-       DWORD                           dwStencilBits   = 0;
-       DWORD                           dwAlphaBits             = 0;
-       DWORD                           bAlphaSW                = GL_FALSE;
-       DWORD                           bDouble                 = GL_FALSE;
-
-       DDSURFACEDESC2          ddsd2DisplayMode;
-       BOOL                            bFullScrnWin    = FALSE;        // fullscreen-size window ?
-       DDBLTFX                         ddbltfx;
-       DWORD                           dwMemoryType    = (bFallback) ? DDSCAPS_SYSTEMMEMORY : glb.dwMemoryType;
-       BOOL                            bBogusWindow    = FALSE;        // non-drawable window ?
-       DWORD               dwColorRef      = 0;        // GDI background color
-       RECT                            rcDst;                                          // GDI window rect
-       POINT                           pt;                                                     // GDI window point
-
-       // Palette used for creating default global palette
-       PALETTEENTRY    ppe[256];
-
-#ifndef _USE_GLD3_WGL
-       // Vertex buffer description. Used for creation of vertex buffers
-       D3DVERTEXBUFFERDESC vbufdesc;
-#endif // _USE_GLD3_WGL
-
-#define DDLOG_CRITICAL_OR_WARN (bFallback ? DDLOG_CRITICAL : DDLOG_WARN)
-
-       ddlogPrintf(DDLOG_SYSTEM, "dglCreateContextBuffers for HDC=%X", a);
-    nContextError = GLDERR_NONE;
-
-#ifdef GLD_THREADS
-       // Serialize access to DirectDraw object creation or DDS start
-       if (glb.bMultiThreaded)
-               EnterCriticalSection(&CriticalSection);
-#endif
-
-       // Check for back buffer
-       bDoubleBuffer = GL_TRUE; //(lpPFD->dwFlags & PFD_DOUBLEBUFFER) ? GL_TRUE : GL_FALSE;
-       // Since we always do back buffering, check if we emulate front buffering
-       lpCtx->EmulateSingle =
-               (lpPFD->dwFlags & PFD_DOUBLEBUFFER) ? FALSE : TRUE;
-#if 0  // Don't have to mimic MS OpenGL behavior for front-buffering (DaveM)
-       lpCtx->EmulateSingle |=
-               (lpPFD->dwFlags & PFD_SUPPORT_GDI) ? TRUE : FALSE;
-#endif
-
-       // Check for depth buffer
-       bDepthBuffer = (lpPFD->cDepthBits) ? GL_TRUE : GL_FALSE;
-
-       lpCtx->bDoubleBuffer = bDoubleBuffer;
-       lpCtx->bDepthBuffer = bDepthBuffer;
-
-       // Set the Fullscreen flag for the context.
-//     lpCtx->bFullscreen = glb.bFullscreen;
-
-       // Obtain the dimensions of the rendering window
-       lpCtx->hDC = a; // Cache DC
-       lpCtx->hWnd = WindowFromDC(lpCtx->hDC);
-       // Check for non-window DC = memory DC ?
-       if (lpCtx->hWnd == NULL) {
-        // bitmap memory contexts are always single-buffered
-        lpCtx->EmulateSingle = TRUE;
-               bBogusWindow = TRUE;
-               ddlogPrintf(DDLOG_INFO, "Non-Window Memory Device Context");
-               if (GetClipBox(lpCtx->hDC, &lpCtx->rcScreenRect) == ERROR) {
-                       ddlogMessage(DDLOG_WARN, "GetClipBox failed in dglCreateContext\n");
-                       SetRect(&lpCtx->rcScreenRect, 0, 0, 0, 0);
-               }
-       }
-       else if (!GetClientRect(lpCtx->hWnd, &lpCtx->rcScreenRect)) {
-               bBogusWindow = TRUE;
-               ddlogMessage(DDLOG_WARN, "GetClientRect failed in dglCreateContext\n");
-               SetRect(&lpCtx->rcScreenRect, 0, 0, 0, 0);
-       }
-       lpCtx->dwWidth = lpCtx->rcScreenRect.right - lpCtx->rcScreenRect.left;
-       lpCtx->dwHeight = lpCtx->rcScreenRect.bottom - lpCtx->rcScreenRect.top;
-
-       ddlogPrintf(DDLOG_INFO, "Input window %X: w=%i, h=%i",
-                                                       lpCtx->hWnd, lpCtx->dwWidth, lpCtx->dwHeight);
-
-       // What if app only zeroes one dimension instead of both? (DaveM)
-       if ( (lpCtx->dwWidth == 0) || (lpCtx->dwHeight == 0) ) {
-               // Make the buffer size something sensible
-               lpCtx->dwWidth = 8;
-               lpCtx->dwHeight = 8;
-       }
-
-       // Set defaults
-       lpCtx->dwModeWidth = lpCtx->dwWidth;
-       lpCtx->dwModeHeight = lpCtx->dwHeight;
-/*
-       // Find best display mode for fullscreen
-       if (glb.bFullscreen || !glb.bPrimary) {
-               dglChooseDisplayMode(lpCtx);
-       }
-*/
-       // Misc initialisation
-       lpCtx->bCanRender = FALSE; // No rendering allowed yet
-       lpCtx->bSceneStarted = FALSE;
-       lpCtx->bFrameStarted = FALSE;
-
-       // Detect OS (specifically 'Windows 2000' or 'Windows XP')
-       DetectOS();
-
-       // NOTE: WinNT not supported
-       ddlogPrintf(DDLOG_INFO, "OS: %s", bHaveWin95 ? "Win9x" : (bHaveWin2K ? "Win2000/XP" : "Unsupported") );
-
-       // Test for Fullscreen
-       if (bHaveWin95) { // Problems with fullscreen on Win2K/XP
-               if ((GetSystemMetrics(SM_CXSCREEN) == lpCtx->dwWidth) && 
-                       (GetSystemMetrics(SM_CYSCREEN) == lpCtx->dwHeight))
-               {
-                       // Workaround for some apps that crash when going fullscreen.
-                       //lpCtx->bFullscreen = TRUE;
-               }
-               
-       }
-
-#ifdef _USE_GLD3_WGL
-       _gldDriver.CreateDrawable(lpCtx, glb.bDirectDrawPersistant, glb.bPersistantBuffers);
-#else
-       // Check if DirectDraw has already been created by original GLRC (DaveM)
-       if (glb.bDirectDrawPersistant && glb.bDirectDraw) {
-               lpCtx->lpDD4 = glb.lpDD4;
-               IDirectDraw4_AddRef(lpCtx->lpDD4);
-               goto SkipDirectDrawCreate;
-       }
-
-       // Create DirectDraw object
-       if (glb.bPrimary)
-               hResult = DirectDrawCreate(NULL, &lpCtx->lpDD1, NULL);
-       else {
-               // A non-primary device is to be used.
-               // Force context to be Fullscreen, secondary adaptors can not
-               // be used in a window.
-               hResult = DirectDrawCreate(&glb.ddGuid, &lpCtx->lpDD1, NULL);
-               lpCtx->bFullscreen = TRUE;
-       }
-       if (FAILED(hResult)) {
-               MessageBox(NULL, "Unable to initialize DirectDraw", "GLDirect", MB_OK);
-               ddlogError(DDLOG_CRITICAL_OR_WARN, "Unable to create DirectDraw interface", hResult);
-        nContextError = GLDERR_DDRAW;
-               goto return_with_error;
-       }
-
-       // Query for DX6 IDirectDraw4.
-       hResult = IDirectDraw_QueryInterface(lpCtx->lpDD1,
-                                                                                &IID_IDirectDraw4,
-                                                                                (void**)&lpCtx->lpDD4);
-       if (FAILED(hResult)) {
-               MessageBox(NULL, "GLDirect requires DirectX 6.0 or above", "GLDirect", MB_OK);
-               ddlogError(DDLOG_CRITICAL_OR_WARN, "Unable to create DirectDraw4 interface", hResult);
-        nContextError = GLDERR_DDRAW;
-               goto return_with_error;
-       }
-
-       // Cache DirectDraw interface for subsequent GLRCs
-       if (glb.bDirectDrawPersistant && !glb.bDirectDraw) {
-               glb.lpDD4 = lpCtx->lpDD4;
-               IDirectDraw4_AddRef(glb.lpDD4);
-               glb.bDirectDraw = TRUE;
-       }
-SkipDirectDrawCreate:
-
-       // Now we have a DD4 interface we can check for broken cards
-       dglTestForBrokenCards(lpCtx);
-
-       // Test if primary device can use flipping instead of blitting
-       ZeroMemory(&ddsd2DisplayMode, sizeof(ddsd2DisplayMode));
-       ddsd2DisplayMode.dwSize = sizeof(ddsd2DisplayMode);
-       hResult = IDirectDraw4_GetDisplayMode(
-                                       lpCtx->lpDD4,
-                                       &ddsd2DisplayMode);
-       if (SUCCEEDED(hResult)) {
-               if ( (lpCtx->dwWidth == ddsd2DisplayMode.dwWidth) &&
-                                (lpCtx->dwHeight == ddsd2DisplayMode.dwHeight) ) {
-                       // We have a fullscreen-size window
-                       bFullScrnWin = TRUE;
-                       // OK to use DirectDraw fullscreen mode ?
-                       if (glb.bPrimary && !glb.bFullscreenBlit && !lpCtx->EmulateSingle && !glb.bDirectDrawPersistant) {
-                               lpCtx->bFullscreen = TRUE;
-                               ddlogMessage(DDLOG_INFO, "Primary upgraded to page flipping.\n");
-                       }
-               }
-               // Cache the display mode dimensions
-               lpCtx->dwModeWidth = ddsd2DisplayMode.dwWidth;
-               lpCtx->dwModeHeight = ddsd2DisplayMode.dwHeight;
-       }
-
-       // Clamp the effective window dimensions to primary surface.
-       // We need to do this for D3D viewport dimensions even if wide
-       // surfaces are supported. This also is a good idea for handling
-       // whacked-out window dimensions passed for non-drawable windows
-       // like Solid Edge. (DaveM)
-       if (lpCtx->dwWidth > ddsd2DisplayMode.dwWidth)
-               lpCtx->dwWidth = ddsd2DisplayMode.dwWidth;
-       if (lpCtx->dwHeight > ddsd2DisplayMode.dwHeight)
-               lpCtx->dwHeight = ddsd2DisplayMode.dwHeight;
-
-       // Check for non-RGB desktop resolution
-       if (!lpCtx->bFullscreen && ddsd2DisplayMode.ddpfPixelFormat.dwRGBBitCount <= 8) {
-               ddlogPrintf(DDLOG_CRITICAL_OR_WARN, "Desktop color depth %d bpp not supported",
-                       ddsd2DisplayMode.ddpfPixelFormat.dwRGBBitCount);
-        nContextError = GLDERR_BPP;
-               goto return_with_error;
-       }
-#endif // _USE_GLD3_WGL
-
-       ddlogPrintf(DDLOG_INFO, "Window: w=%i, h=%i (%s)",
-                                                       lpCtx->dwWidth,
-                                                       lpCtx->dwHeight,
-                                                       lpCtx->bFullscreen ? "fullscreen" : "windowed");
-
-#ifndef _USE_GLD3_WGL
-       // Obtain ddraw caps
-    ZeroMemory(&lpCtx->ddCaps, sizeof(DDCAPS));
-       lpCtx->ddCaps.dwSize = sizeof(DDCAPS);
-       if (glb.bHardware) {
-               // Get HAL caps
-               IDirectDraw4_GetCaps(lpCtx->lpDD4, &lpCtx->ddCaps, NULL);
-       } else {
-               // Get HEL caps
-               IDirectDraw4_GetCaps(lpCtx->lpDD4, NULL, &lpCtx->ddCaps);
-       }
-
-       // If this flag is present then we can't default to Mesa
-       // SW rendering between BeginScene() and EndScene().
-       if (lpCtx->ddCaps.dwCaps2 & DDCAPS2_NO2DDURING3DSCENE) {
-               ddlogMessage(DDLOG_INFO,
-                       "Warning          : No 2D allowed during 3D scene.\n");
-       }
-
-       // Query for DX6 Direct3D3 interface
-       hResult = IDirectDraw4_QueryInterface(lpCtx->lpDD4,
-                                                                                 &IID_IDirect3D3,
-                                                                                 (void**)&lpCtx->lpD3D3);
-       if (FAILED(hResult)) {
-               MessageBox(NULL, "Unable to initialize Direct3D", "GLDirect", MB_OK);
-               ddlogError(DDLOG_CRITICAL_OR_WARN, "Unable to create Direct3D interface", hResult);
-        nContextError = GLDERR_D3D;
-               goto return_with_error;
-       }
-
-       // Context creation
-       if (lpCtx->bFullscreen) {
-               // FULLSCREEN
-
-        // Disable warning popups when in fullscreen mode
-        ddlogWarnOption(FALSE);
-
-               // Have to release persistant primary surface if fullscreen mode
-               if (glb.bDirectDrawPersistant && glb.bDirectDrawPrimary) {
-                       RELEASE(glb.lpPrimary4);
-                       glb.bDirectDrawPrimary = FALSE;
-               }
-
-               dwFlags = DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN | DDSCL_ALLOWREBOOT;
-               if (glb.bFastFPU)
-                       dwFlags |= DDSCL_FPUSETUP;      // fast FPU setup optional (DaveM)
-               hResult = IDirectDraw4_SetCooperativeLevel(lpCtx->lpDD4, lpCtx->hWnd, dwFlags);
-               if (FAILED(hResult)) {
-                       ddlogError(DDLOG_CRITICAL_OR_WARN, "Unable to set Exclusive Fullscreen mode", hResult);
-                       goto return_with_error;
-               }
-
-               hResult = IDirectDraw4_SetDisplayMode(lpCtx->lpDD4,
-                                                                                         lpCtx->dwModeWidth,
-                                                                                         lpCtx->dwModeHeight,
-                                                                                         lpPFD->cColorBits,
-                                                                                         0,
-                                                                                         0);
-               if (FAILED(hResult)) {
-                       ddlogError(DDLOG_CRITICAL_OR_WARN, "SetDisplayMode failed", hResult);
-                       goto return_with_error;
-               }
-
-               // ** The display mode has changed, so dont use MessageBox! **
-
-               ZeroMemory(&ddsd2, sizeof(ddsd2));
-               ddsd2.dwSize = sizeof(ddsd2);
-
-               if (bDoubleBuffer) {
-                       // Double buffered
-                       // Primary surface
-                       ddsd2.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT;
-                       ddsd2.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE |
-                                                                  DDSCAPS_FLIP |
-                                                                  DDSCAPS_COMPLEX |
-                                                                  DDSCAPS_3DDEVICE |
-                                                                  dwMemoryType;
-                       ddsd2.dwBackBufferCount = 1;
-
-                       hResult = IDirectDraw4_CreateSurface(lpCtx->lpDD4, &ddsd2, &lpCtx->lpFront4, NULL);
-                       if (FAILED(hResult)) {
-                               ddlogError(DDLOG_CRITICAL_OR_WARN, "CreateSurface (primary) failed", hResult);
-                nContextError = GLDERR_MEM;
-                               goto return_with_error;
-                       }
-
-                       // Render target surface
-                       ZeroMemory(&ddscaps2, sizeof(ddscaps2)); // Clear the entire struct.
-                       ddscaps2.dwCaps = DDSCAPS_BACKBUFFER;
-                       hResult = IDirectDrawSurface4_GetAttachedSurface(lpCtx->lpFront4, &ddscaps2, &lpCtx->lpBack4);
-                       if (FAILED(hResult)) {
-                               ddlogError(DDLOG_CRITICAL_OR_WARN, "GetAttachedSurface failed", hResult);
-                nContextError = GLDERR_MEM;
-                               goto return_with_error;
-                       }
-               } else {
-                       // Single buffered
-                       // Primary surface
-                       ddsd2.dwFlags = DDSD_CAPS;
-                       ddsd2.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE |
-                                                                  //DDSCAPS_3DDEVICE |
-                                                                  dwMemoryType;
-
-                       hResult = IDirectDraw4_CreateSurface(lpCtx->lpDD4, &ddsd2, &lpCtx->lpFront4, NULL);
-                       if (FAILED(hResult)) {
-                               ddlogError(DDLOG_CRITICAL_OR_WARN, "CreateSurface (primary) failed", hResult);
-                nContextError = GLDERR_MEM;
-                               goto return_with_error;
-                       }
-
-                       lpCtx->lpBack4 = NULL;
-               }
-       } else {
-               // WINDOWED
-
-        // OK to enable warning popups in windowed mode
-        ddlogWarnOption(glb.bMessageBoxWarnings);
-
-               dwFlags = DDSCL_NORMAL;
-               if (glb.bMultiThreaded)
-                       dwFlags |= DDSCL_MULTITHREADED;
-               if (glb.bFastFPU)
-                       dwFlags |= DDSCL_FPUSETUP;      // fast FPU setup optional (DaveM)
-               hResult = IDirectDraw4_SetCooperativeLevel(lpCtx->lpDD4,
-                                                                                                 lpCtx->hWnd,
-                                                                                                 dwFlags);
-               if (FAILED(hResult)) {
-                       ddlogError(DDLOG_CRITICAL_OR_WARN, "Unable to set Normal coop level", hResult);
-                       goto return_with_error;
-               }
-               // Has Primary surface already been created for original GLRC ?
-               // Note this can only be applicable for windowed modes
-               if (glb.bDirectDrawPersistant && glb.bDirectDrawPrimary) {
-                       lpCtx->lpFront4 = glb.lpPrimary4;
-                       IDirectDrawSurface4_AddRef(lpCtx->lpFront4);
-                       // Update the window on the default clipper
-                       IDirectDrawSurface4_GetClipper(lpCtx->lpFront4, &lpddClipper);
-                       IDirectDrawClipper_SetHWnd(lpddClipper, 0, lpCtx->hWnd);
-                       IDirectDrawClipper_Release(lpddClipper);
-                       goto SkipPrimaryCreate;
-               }
-
-               // Primary surface
-               ZeroMemory(&ddsd2, sizeof(ddsd2));
-               ddsd2.dwSize = sizeof(ddsd2);
-               ddsd2.dwFlags = DDSD_CAPS;
-               ddsd2.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE;
-               hResult = IDirectDraw4_CreateSurface(lpCtx->lpDD4, &ddsd2, &lpCtx->lpFront4, NULL);
-               if (FAILED(hResult)) {
-                       ddlogError(DDLOG_CRITICAL_OR_WARN, "CreateSurface (primary) failed", hResult);
-            nContextError = GLDERR_MEM;
-                       goto return_with_error;
-               }
-
-               // Cache Primary surface for subsequent GLRCs
-               // Note this can only be applicable to subsequent windowed modes
-               if (glb.bDirectDrawPersistant && !glb.bDirectDrawPrimary) {
-                       glb.lpPrimary4 = lpCtx->lpFront4;
-                       IDirectDrawSurface4_AddRef(glb.lpPrimary4);
-                       glb.bDirectDrawPrimary = TRUE;
-               }
-
-               // Clipper object
-               hResult = DirectDrawCreateClipper(0, &lpddClipper, NULL);
-               if (FAILED(hResult)) {
-                       ddlogError(DDLOG_CRITICAL_OR_WARN, "CreateClipper failed", hResult);
-                       goto return_with_error;
-               }
-               hResult = IDirectDrawClipper_SetHWnd(lpddClipper, 0, lpCtx->hWnd);
-               if (FAILED(hResult)) {
-                       RELEASE(lpddClipper);
-                       ddlogError(DDLOG_CRITICAL_OR_WARN, "SetHWnd failed", hResult);
-                       goto return_with_error;
-               }
-               hResult = IDirectDrawSurface4_SetClipper(lpCtx->lpFront4, lpddClipper);
-               RELEASE(lpddClipper); // We have finished with it.
-               if (FAILED(hResult)) {
-                       ddlogError(DDLOG_CRITICAL_OR_WARN, "SetClipper failed", hResult);
-                       goto return_with_error;
-               }
-SkipPrimaryCreate:
-
-               if (bDoubleBuffer) {
-                       // Render target surface
-                       ZeroMemory(&ddsd2, sizeof(ddsd2));
-                       ddsd2.dwSize = sizeof(ddsd2);
-                       ddsd2.dwFlags        = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT;
-                       ddsd2.dwWidth        = lpCtx->dwWidth;
-                       ddsd2.dwHeight       = lpCtx->dwHeight;
-                       ddsd2.ddsCaps.dwCaps = DDSCAPS_3DDEVICE |
-                                                                  DDSCAPS_OFFSCREENPLAIN |
-                                                                  dwMemoryType;
-
-                       // Reserve the entire desktop size for persistant buffers option
-                       if (glb.bDirectDrawPersistant && glb.bPersistantBuffers) {
-                               ddsd2.dwWidth = ddsd2DisplayMode.dwWidth;
-                               ddsd2.dwHeight = ddsd2DisplayMode.dwHeight;
-                       }
-                       // Re-use original back buffer if persistant buffers exist
-                       if (glb.bDirectDrawPersistant && glb.bPersistantBuffers && glb.lpBack4)
-                               hResult = IDirectDrawSurface4_AddRef(lpCtx->lpBack4 = glb.lpBack4);
-                       else
-                               hResult = IDirectDraw4_CreateSurface(lpCtx->lpDD4, &ddsd2, &lpCtx->lpBack4, NULL);
-                       if (FAILED(hResult)) {
-                               ddlogError(DDLOG_CRITICAL_OR_WARN, "Create Backbuffer failed", hResult);
-                nContextError = GLDERR_MEM;
-                               goto return_with_error;
-                       }
-                       if (glb.bDirectDrawPersistant && glb.bPersistantBuffers && !glb.lpBack4)
-                               IDirectDrawSurface4_AddRef(glb.lpBack4 = lpCtx->lpBack4);
-               } else {
-                       lpCtx->lpBack4 = NULL;
-               }
-       }
-
-       //
-       // Now create the Z-buffer
-       //
-       lpCtx->bStencil = FALSE; // Default to no stencil buffer
-       if (bDepthBuffer && (lpCtx->lpPF->iZBufferPF != -1)) {
-               // Get z-buffer dimensions from the render target
-               // Setup the surface desc for the z-buffer.
-               ZeroMemory(&ddsd2, sizeof(ddsd2));
-               ddsd2.dwSize = sizeof(ddsd2);
-               ddsd2.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT | DDSD_PIXELFORMAT;
-               ddsd2.ddsCaps.dwCaps = DDSCAPS_ZBUFFER | dwMemoryType;
-               ddsd2.dwWidth = lpCtx->dwWidth;
-               ddsd2.dwHeight = lpCtx->dwHeight;
-               memcpy(&ddsd2.ddpfPixelFormat,
-                       &glb.lpZBufferPF[lpCtx->lpPF->iZBufferPF],
-                       sizeof(DDPIXELFORMAT) );
-
-               // Reserve the entire desktop size for persistant buffers option
-               if (glb.bDirectDrawPersistant && glb.bPersistantBuffers) {
-                       ddsd2.dwWidth = ddsd2DisplayMode.dwWidth;
-                       ddsd2.dwHeight = ddsd2DisplayMode.dwHeight;
-               }
-
-               // Create a z-buffer
-               if (glb.bDirectDrawPersistant && glb.bPersistantBuffers && glb.lpDepth4)
-                       hResult = IDirectDrawSurface4_AddRef(lpCtx->lpDepth4 = glb.lpDepth4);
-               else
-                       hResult = IDirectDraw4_CreateSurface(lpCtx->lpDD4, &ddsd2, &lpCtx->lpDepth4, NULL);
-               if (FAILED(hResult)) {
-                       ddlogError(DDLOG_CRITICAL_OR_WARN, "CreateSurface (ZBuffer) failed", hResult);
-            nContextError = GLDERR_MEM;
-                       goto return_with_error;
-               }
-               if (glb.bDirectDrawPersistant && glb.bPersistantBuffers && !glb.lpDepth4)
-                       IDirectDrawSurface4_AddRef(glb.lpDepth4 = lpCtx->lpDepth4);
-               else if (glb.bDirectDrawPersistant && glb.bPersistantBuffers && glb.lpDepth4 && glb.lpBack4)
-                       IDirectDrawSurface4_DeleteAttachedSurface(glb.lpBack4, 0, glb.lpDepth4);
-
-               // Attach Zbuffer to render target
-               TRY(IDirectDrawSurface4_AddAttachedSurface(
-                       bDoubleBuffer ? lpCtx->lpBack4 : lpCtx->lpFront4,
-                       lpCtx->lpDepth4),
-                       "dglCreateContext: Attach Zbuffer");
-               if (glb.lpZBufferPF[lpCtx->lpPF->iZBufferPF].dwFlags & DDPF_STENCILBUFFER) {
-                       lpCtx->bStencil = TRUE;
-                       ddlogMessage(DDLOG_INFO, "Depth buffer has stencil\n");
-               }
-       }
-
-       // Clear all back buffers and Z-buffers in case of memory recycling.
-       ZeroMemory(&ddbltfx, sizeof(ddbltfx));
-       ddbltfx.dwSize = sizeof(ddbltfx);
-       IDirectDrawSurface4_Blt(lpCtx->lpBack4, NULL, NULL, NULL,
-               DDBLT_COLORFILL | DDBLT_WAIT, &ddbltfx);
-       if (lpCtx->lpDepth4)
-               IDirectDrawSurface4_Blt(lpCtx->lpDepth4, NULL, NULL, NULL,
-                       DDBLT_COLORFILL | DDBLT_WAIT, &ddbltfx);
-
-       // Now that we have a Z-buffer we can create the 3D device
-       hResult = IDirect3D3_CreateDevice(lpCtx->lpD3D3,
-                                                                         &glb.d3dGuid,
-                                                                         bDoubleBuffer ? lpCtx->lpBack4 : lpCtx->lpFront4,
-                                                                         &lpCtx->lpDev3,
-                                                                         NULL);
-       if (FAILED(hResult)) {
-               ddlogError(DDLOG_CRITICAL_OR_WARN, "Unable to create Direct3D device", hResult);
-        nContextError = GLDERR_D3D;
-               goto return_with_error;
-       }
-
-       // We must do this as soon as the device is created
-       dglInitStateCaches(lpCtx);
-
-       // Obtain the D3D Device Description
-       D3DHWDevDesc.dwSize = D3DHELDevDesc.dwSize = sizeof(D3DDEVICEDESC);
-       TRY(IDirect3DDevice3_GetCaps(lpCtx->lpDev3,
-                                                                &D3DHWDevDesc,
-                                                                &D3DHELDevDesc),
-                                                                "dglCreateContext: GetCaps failed");
-
-       // Choose the relevant description and cache it in the context.
-       // We will use this description later for caps checking
-       memcpy( &lpCtx->D3DDevDesc,
-                       glb.bHardware ? &D3DHWDevDesc : &D3DHELDevDesc,
-                       sizeof(D3DDEVICEDESC));
-
-       // Now we can examine the texture formats
-       if (!dglBuildTextureFormatList(lpCtx->lpDev3)) {
-               ddlogMessage(DDLOG_CRITICAL_OR_WARN, "dglBuildTextureFormatList failed\n");
-               goto return_with_error;
-       }
-
-       // Get the pixel format of the back buffer
-       lpCtx->ddpfRender.dwSize = sizeof(lpCtx->ddpfRender);
-       if (bDoubleBuffer)
-               hResult = IDirectDrawSurface4_GetPixelFormat(
-                                       lpCtx->lpBack4,
-                                       &lpCtx->ddpfRender);
-       else
-               hResult = IDirectDrawSurface4_GetPixelFormat(
-                                       lpCtx->lpFront4,
-                                       &lpCtx->ddpfRender);
-
-       if (FAILED(hResult)) {
-               ddlogError(DDLOG_CRITICAL_OR_WARN, "GetPixelFormat failed", hResult);
-               goto return_with_error;
-       }
-       // Find a pixel packing function suitable for this surface
-       pxClassifyPixelFormat(&lpCtx->ddpfRender,
-                                                 &lpCtx->fnPackFunc,
-                                                 &lpCtx->fnUnpackFunc,
-                                                 &lpCtx->fnPackSpanFunc);
-
-       // Viewport
-       hResult = IDirect3D3_CreateViewport(lpCtx->lpD3D3, &lpCtx->lpViewport3, NULL);
-       if (FAILED(hResult)) {
-               ddlogError(DDLOG_CRITICAL_OR_WARN, "CreateViewport failed", hResult);
-               goto return_with_error;
-       }
-
-       hResult = IDirect3DDevice3_AddViewport(lpCtx->lpDev3, lpCtx->lpViewport3);
-       if (FAILED(hResult)) {
-               ddlogError(DDLOG_CRITICAL_OR_WARN, "AddViewport failed", hResult);
-               goto return_with_error;
-       }
-
-       // Initialise the viewport
-       // Note screen coordinates are used for viewport clipping since D3D
-       // transform operations are not used in the GLD CAD driver. (DaveM)
-       inv_aspect = (float)lpCtx->dwHeight/(float)lpCtx->dwWidth;
-
-       lpCtx->d3dViewport.dwSize = sizeof(lpCtx->d3dViewport);
-       lpCtx->d3dViewport.dwX = 0;
-       lpCtx->d3dViewport.dwY = 0;
-       lpCtx->d3dViewport.dwWidth = lpCtx->dwWidth;
-       lpCtx->d3dViewport.dwHeight = lpCtx->dwHeight;
-       lpCtx->d3dViewport.dvClipX = 0; // -1.0f;
-       lpCtx->d3dViewport.dvClipY = 0; // inv_aspect;
-       lpCtx->d3dViewport.dvClipWidth = lpCtx->dwWidth; // 2.0f;
-       lpCtx->d3dViewport.dvClipHeight = lpCtx->dwHeight; // 2.0f * inv_aspect;
-       lpCtx->d3dViewport.dvMinZ = 0.0f;
-       lpCtx->d3dViewport.dvMaxZ = 1.0f;
-       TRY(IDirect3DViewport3_SetViewport2(lpCtx->lpViewport3, &lpCtx->d3dViewport), "dglCreateContext: SetViewport2");
-
-       hResult = IDirect3DDevice3_SetCurrentViewport(lpCtx->lpDev3, lpCtx->lpViewport3);
-       if (FAILED(hResult)) {
-               ddlogError(DDLOG_CRITICAL_OR_WARN, "SetCurrentViewport failed", hResult);
-               goto return_with_error;
-       }
-
-       lpCtx->dwBPP = lpPFD->cColorBits;
-       lpCtx->iZBufferPF = lpCtx->lpPF->iZBufferPF;
-
-       // Set last texture to NULL
-       for (i=0; i<MAX_TEXTURE_UNITS; i++) {
-               lpCtx->ColorOp[i] = D3DTOP_DISABLE;
-               lpCtx->AlphaOp[i] = D3DTOP_DISABLE;
-               lpCtx->tObj[i] = NULL;
-       }
-
-       // Default to perspective correct texture mapping
-       dglSetRenderState(lpCtx, D3DRENDERSTATE_TEXTUREPERSPECTIVE, TRUE, "TexturePersp");
-
-       // Set the default culling mode
-       lpCtx->cullmode = D3DCULL_NONE;
-       dglSetRenderState(lpCtx, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE, "CullMode");
-
-       // Disable specular
-       dglSetRenderState(lpCtx, D3DRENDERSTATE_SPECULARENABLE, FALSE, "SpecularEnable");
-       // Disable subpixel correction
-//     dglSetRenderState(lpCtx, D3DRENDERSTATE_SUBPIXEL, FALSE, "SubpixelEnable");
-       // Disable dithering
-       dglSetRenderState(lpCtx, D3DRENDERSTATE_DITHERENABLE, FALSE, "DitherEnable");
-
-       // Initialise the primitive caches
-//     lpCtx->dwNextLineVert   = 0;
-//     lpCtx->dwNextTriVert    = 0;
-
-       // Init the global texture palette
-       lpCtx->lpGlobalPalette = NULL;
-
-       // Init the HW/SW usage counters
-//     lpCtx->dwHWUsageCount = lpCtx->dwSWUsageCount = 0L;
-
-       //
-       // Create two D3D vertex buffers.
-       // One will hold the pre-transformed data with the other one
-       // being used to hold the post-transformed & clipped verts.
-       //
-#if 0  // never used (DaveM)
-       vbufdesc.dwSize = sizeof(D3DVERTEXBUFFERDESC);
-       vbufdesc.dwCaps = D3DVBCAPS_WRITEONLY;
-       if (glb.bHardware == FALSE)
-               vbufdesc.dwCaps = D3DVBCAPS_SYSTEMMEMORY;
-       vbufdesc.dwNumVertices = 32768; // For the time being
-
-       // Source vertex buffer
-       vbufdesc.dwFVF = DGL_LVERTEX;
-       hResult = IDirect3D3_CreateVertexBuffer(lpCtx->lpD3D3, &vbufdesc, &lpCtx->m_vbuf, 0, NULL);
-       if (FAILED(hResult)) {
-               ddlogError(DDLOG_CRITICAL_OR_WARN, "CreateVertexBuffer(src) failed", hResult);
-               goto return_with_error;
-       }
-
-       // Destination vertex buffer
-       vbufdesc.dwFVF = (glb.bMultitexture == FALSE) ? D3DFVF_TLVERTEX : (D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX2);
-       hResult = IDirect3D3_CreateVertexBuffer(lpCtx->lpD3D3, &vbufdesc, &lpCtx->m_pvbuf, 0, NULL);
-       if(FAILED(hResult)) {
-               ddlogError(DDLOG_CRITICAL_OR_WARN, "CreateVertexBuffer(dst) failed", hResult);
-               goto return_with_error;
-       }
-#endif
-
-#endif _USE_GLD3_WGL
-
-       //
-       //      Now create the Mesa context
-       //
-
-       // Create the Mesa visual
-       if (lpPFD->cDepthBits)
-               dwDepthBits = 16;
-       if (lpPFD->cStencilBits)
-               dwStencilBits = 8;
-       if (lpPFD->cAlphaBits) {
-               dwAlphaBits = 8;
-               bAlphaSW = GL_TRUE;
-       }
-       if (lpPFD->dwFlags & PFD_DOUBLEBUFFER)
-               bDouble = GL_TRUE;
-//     lpCtx->EmulateSingle =
-//             (lpPFD->dwFlags & PFD_DOUBLEBUFFER) ? FALSE : TRUE;
-
-#ifdef _USE_GLD3_WGL
-       lpCtx->glVis = _mesa_create_visual(
-               bDouble,    /* double buffer */
-               GL_FALSE,                       // stereo
-               lpPFD->cRedBits,
-               lpPFD->cGreenBits,
-               lpPFD->cBlueBits,
-               dwAlphaBits,
-               dwDepthBits,
-               dwStencilBits,
-               lpPFD->cAccumRedBits,   // accum bits
-               lpPFD->cAccumGreenBits, // accum bits
-               lpPFD->cAccumBlueBits,  // accum bits
-               lpPFD->cAccumAlphaBits, // accum alpha bits
-               1                               // num samples
-               );
-#else // _USE_GLD3_WGL
-       lpCtx->glVis = (*mesaFuncs.gl_create_visual)(
-               GL_TRUE,                        // RGB mode
-               bAlphaSW,                       // Is an alpha buffer required?
-               bDouble,                        // Is an double-buffering required?
-               GL_FALSE,                       // stereo
-               dwDepthBits,            // depth_size
-               dwStencilBits,          // stencil_size
-               lpPFD->cAccumBits,      // accum_size
-               0,                                      // colour-index bits
-               lpPFD->cRedBits,        // Red bit count
-               lpPFD->cGreenBits,      // Green bit count
-               lpPFD->cBlueBits,       // Blue bit count
-               dwAlphaBits                     // Alpha bit count
-               );
-#endif // _USE_GLD3_WGL
-
-       if (lpCtx->glVis == NULL) {
-               ddlogMessage(DDLOG_CRITICAL_OR_WARN, "gl_create_visual failed\n");
-               goto return_with_error;
-       }
-
-#ifdef _USE_GLD3_WGL
-       lpCtx->glCtx = _mesa_create_context(API_OPENGL, lpCtx->glVis, NULL, (void *)lpCtx, GL_TRUE);
-#else
-       // Create the Mesa context
-       lpCtx->glCtx = (*mesaFuncs.gl_create_context)(
-                                       lpCtx->glVis,   // Mesa visual
-                                       NULL,                   // share list context
-                                       (void *)lpCtx,  // Pointer to our driver context
-                                       GL_TRUE                 // Direct context flag
-                                  );
-#endif // _USE_GLD3_WGL
-
-       if (lpCtx->glCtx == NULL) {
-               ddlogMessage(DDLOG_CRITICAL_OR_WARN, "gl_create_context failed\n");
-               goto return_with_error;
-       }
-
-       // Create the Mesa framebuffer
-#ifdef _USE_GLD3_WGL
-       lpCtx->glBuffer = _mesa_create_framebuffer(
-               lpCtx->glVis,
-               lpCtx->glVis->depthBits > 0,
-               lpCtx->glVis->stencilBits > 0,
-               lpCtx->glVis->accumRedBits > 0,
-               GL_FALSE //swalpha
-               );
-#else
-       lpCtx->glBuffer = (*mesaFuncs.gl_create_framebuffer)(lpCtx->glVis);
-#endif // _USE_GLD3_WGL
-
-       if (lpCtx->glBuffer == NULL) {
-               ddlogMessage(DDLOG_CRITICAL_OR_WARN, "gl_create_framebuffer failed\n");
-               goto return_with_error;
-       }
-
-#ifdef _USE_GLD3_WGL
-       // Init Mesa internals
-       _swrast_CreateContext( lpCtx->glCtx );
-       _vbo_CreateContext( lpCtx->glCtx );
-       _tnl_CreateContext( lpCtx->glCtx );
-       _swsetup_CreateContext( lpCtx->glCtx );
-
-       _gldDriver.InitialiseMesa(lpCtx);
-       
-       lpCtx->glCtx->imports.warning   = _gld_mesa_warning;
-       lpCtx->glCtx->imports.fatal             = _gld_mesa_fatal;
-
-#else
-       // Tell Mesa how many texture stages we have
-       glb.wMaxSimultaneousTextures = lpCtx->D3DDevDesc.wMaxSimultaneousTextures;
-       // Only use as many Units as the spec requires
-       if (glb.wMaxSimultaneousTextures > MAX_TEXTURE_UNITS)
-               glb.wMaxSimultaneousTextures = MAX_TEXTURE_UNITS;
-       lpCtx->glCtx->Const.MaxTextureUnits = glb.wMaxSimultaneousTextures;
-       ddlogPrintf(DDLOG_INFO, "Texture stages   : %d", glb.wMaxSimultaneousTextures);
-
-       // Set the max texture size.
-       // NOTE: clamped to a max of 1024 for extra performance!
-       lpCtx->dwMaxTextureSize = (lpCtx->D3DDevDesc.dwMaxTextureWidth <= 1024) ? lpCtx->D3DDevDesc.dwMaxTextureWidth : 1024;
-
-// Texture resize takes place elsewhere. KH
-// NOTE: This was added to workaround an issue with the Intel app.
-#if 0
-       lpCtx->glCtx->Const.MaxTextureSize = lpCtx->dwMaxTextureSize;
-#else
-       lpCtx->glCtx->Const.MaxTextureSize = 1024;
-#endif
-       lpCtx->glCtx->Const.MaxDrawBuffers = 1;
-
-       // Setup the Display Driver pointers
-       dglSetupDDPointers(lpCtx->glCtx);
-
-       // Initialise all the Direct3D renderstates
-       dglInitStateD3D(lpCtx->glCtx);
-
-#if 0
-       // Signal a reload of texture state on next glBegin
-       lpCtx->m_texHandleValid = FALSE;
-       lpCtx->m_mtex = FALSE;
-       lpCtx->m_texturing = FALSE;
-#else
-       // Set default texture unit state
-//     dglSetTexture(lpCtx, 0, NULL);
-//     dglSetTexture(lpCtx, 1, NULL);
-#endif
-
-       //
-       // Set the global texture palette to default values.
-       //
-
-       // Clear the entire palette
-       ZeroMemory(ppe, sizeof(PALETTEENTRY) * 256);
-
-       // Fill the palette with a default colour.
-       // A garish colour is used to catch bugs. Here Magenta is used.
-       for (i=0; i < 256; i++) {
-               ppe[i].peRed    = 255;
-               ppe[i].peGreen  = 0;
-               ppe[i].peBlue   = 255;
-       }
-
-       RELEASE(lpCtx->lpGlobalPalette);
-
-       if (glb.bDirectDrawPersistant && glb.bPersistantBuffers && glb.lpGlobalPalette)
-               hResult = IDirectDrawPalette_AddRef(lpCtx->lpGlobalPalette = glb.lpGlobalPalette);
-       else
-               hResult = IDirectDraw4_CreatePalette(
-                               lpCtx->lpDD4,
-                               DDPCAPS_INITIALIZE | DDPCAPS_8BIT | DDPCAPS_ALLOW256,
-                               ppe,
-                               &(lpCtx->lpGlobalPalette),
-                               NULL);
-       if (FAILED(hResult)) {
-               ddlogError(DDLOG_ERROR, "Default CreatePalette failed\n", hResult);
-               lpCtx->lpGlobalPalette = NULL;
-               goto return_with_error;
-       }
-       if (glb.bDirectDrawPersistant && glb.bPersistantBuffers && !glb.lpGlobalPalette)
-               IDirectDrawPalette_AddRef(glb.lpGlobalPalette = lpCtx->lpGlobalPalette);
-
-#endif // _USE_GLD3_WGL
-
-       // ** If we have made it to here then we can enable rendering **
-       lpCtx->bCanRender = TRUE;
-
-//     ddlogMessage(DDLOG_SYSTEM, "dglCreateContextBuffers succeded\n");
-
-#ifdef GLD_THREADS
-       // Release serialized access
-       if (glb.bMultiThreaded)
-               LeaveCriticalSection(&CriticalSection);
-#endif
-
-       return TRUE;
-
-return_with_error:
-       // Clean up before returning.
-       // This is critical for secondary devices.
-
-       lpCtx->bCanRender = FALSE;
-
-#ifdef _USE_GLD3_WGL
-       // Destroy the Mesa context
-       if (lpCtx->glBuffer)
-               _mesa_destroy_framebuffer(lpCtx->glBuffer);
-       if (lpCtx->glCtx)
-               _mesa_destroy_context(lpCtx->glCtx);
-       if (lpCtx->glVis)
-               _mesa_destroy_visual(lpCtx->glVis);
-
-       // Destroy driver data
-       _gldDriver.DestroyDrawable(lpCtx);
-#else
-       // Destroy the Mesa context
-       if (lpCtx->glBuffer)
-               (*mesaFuncs.gl_destroy_framebuffer)(lpCtx->glBuffer);
-       if (lpCtx->glCtx)
-               (*mesaFuncs.gl_destroy_context)(lpCtx->glCtx);
-       if (lpCtx->glVis)
-               (*mesaFuncs.gl_destroy_visual)(lpCtx->glVis);
-
-       RELEASE(lpCtx->m_pvbuf); // Release D3D vertex buffer
-       RELEASE(lpCtx->m_vbuf); // Release D3D vertex buffer
-
-       if (lpCtx->lpViewport3) {
-               if (lpCtx->lpDev3) IDirect3DDevice3_DeleteViewport(lpCtx->lpDev3, lpCtx->lpViewport3);
-               RELEASE(lpCtx->lpViewport3);
-               lpCtx->lpViewport3 = NULL;
-       }
-
-       RELEASE(lpCtx->lpDev3);
-       if (lpCtx->lpDepth4) {
-               if (lpCtx->lpBack4)
-                       IDirectDrawSurface4_DeleteAttachedSurface(lpCtx->lpBack4, 0L, lpCtx->lpDepth4);
-               else
-                       IDirectDrawSurface4_DeleteAttachedSurface(lpCtx->lpFront4, 0L, lpCtx->lpDepth4);
-               RELEASE(lpCtx->lpDepth4);
-               lpCtx->lpDepth4 = NULL;
-       }
-       RELEASE(lpCtx->lpBack4);
-       RELEASE(lpCtx->lpFront4);
-       else
-       if (lpCtx->bFullscreen) {
-               IDirectDraw4_RestoreDisplayMode(lpCtx->lpDD4);
-               IDirectDraw4_SetCooperativeLevel(lpCtx->lpDD4, NULL, DDSCL_NORMAL);
-       }
-       RELEASE(lpCtx->lpD3D3);
-       RELEASE(lpCtx->lpDD4);
-       RELEASE(lpCtx->lpDD1);
-#endif // _USE_GLD3_WGL
-
-       lpCtx->bAllocated = FALSE;
-
-#ifdef GLD_THREADS
-       // Release serialized access
-       if (glb.bMultiThreaded)
-               LeaveCriticalSection(&CriticalSection);
-#endif
-
-       return FALSE;
-
-#undef DDLOG_CRITICAL_OR_WARN
-}
-
-// ***********************************************************************
-
-HGLRC dglCreateContext(
-       HDC a,
-       const DGL_pixelFormat *lpPF)
-{
-       int i;
-       HGLRC                           hGLRC;
-       DGL_ctx*                        lpCtx;
-       static BOOL                     bWarnOnce = TRUE;
-       DWORD                           dwThreadId = GetCurrentThreadId();
-    char                szMsg[256];
-    HWND                hWnd;
-    LONG                lpfnWndProc;
-
-       // Validate license
-       if (!dglValidate())
-               return NULL;
-
-       // Is context state ready ?
-       if (!bContextReady)
-               return NULL;
-
-       ddlogPrintf(DDLOG_SYSTEM, "dglCreateContext for HDC=%X, ThreadId=%X", a, dwThreadId);
-
-       // Find next free context.
-       // Also ensure that only one Fullscreen context is created at any one time.
-       hGLRC = 0; // Default to Not Found
-       for (i=0; i<DGL_MAX_CONTEXTS; i++) {
-               if (ctxlist[i].bAllocated) {
-                       if (/*glb.bFullscreen && */ctxlist[i].bFullscreen)
-                               break;
-               } else {
-                       hGLRC = (HGLRC)(i+1);
-                       break;
-               }
-       }
-
-       // Bail if no GLRC was found
-       if (!hGLRC)
-               return NULL;
-
-       // Set the context pointer
-       lpCtx = dglGetContextAddress(hGLRC);
-       // Make sure that context is zeroed before we do anything.
-       // MFC and C++ apps call wglCreateContext() and wglDeleteContext() multiple times,
-       // even though only one context is ever used by the app, so keep it clean. (DaveM)
-       ZeroMemory(lpCtx, sizeof(DGL_ctx));
-       lpCtx->bAllocated = TRUE;
-       // Flag that buffers need creating on next wglMakeCurrent call.
-       lpCtx->bHasBeenCurrent = FALSE;
-       lpCtx->lpPF = (DGL_pixelFormat *)lpPF;  // cache pixel format
-       lpCtx->bCanRender = FALSE;
-
-       // Create all the internal resources here, not in dglMakeCurrent().
-       // We do a re-size check in dglMakeCurrent in case of re-allocations. (DaveM)
-       // We now try context allocations twice, first with video memory,
-       // then again with system memory. This is similar to technique
-       // used for dglWglResizeBuffers(). (DaveM)
-       if (lpCtx->bHasBeenCurrent == FALSE) {
-               if (!dglCreateContextBuffers(a, lpCtx, FALSE)) {
-                       if (glb.bMessageBoxWarnings && bWarnOnce && dwLogging) {
-                               bWarnOnce = FALSE;
-                switch (nContextError) {
-                   case GLDERR_DDRAW: strcpy(szMsg, szDDrawWarning); break;
-                   case GLDERR_D3D: strcpy(szMsg, szD3DWarning); break;
-                   case GLDERR_MEM: strcpy(szMsg, szResourceWarning); break;
-                   case GLDERR_BPP: strcpy(szMsg, szBPPWarning); break;
-                   default: strcpy(szMsg, "");
-                }
-                if (strlen(szMsg))
-                    MessageBox(NULL, szMsg, "GLDirect", MB_OK | MB_ICONWARNING);
-                       }
-            // Only need to try again if memory error
-            if (nContextError == GLDERR_MEM) {
-                           ddlogPrintf(DDLOG_WARN, "dglCreateContext failed 1st time with video memory");
-            }
-            else {
-                           ddlogPrintf(DDLOG_ERROR, "dglCreateContext failed");
-                return NULL;
-            }
-               }
-       }
-
-       // Now that we have a hWnd, we can intercept the WindowProc.
-    hWnd = lpCtx->hWnd;
-    if (hWnd) {
-               // Only hook individual window handler once if not hooked before.
-               lpfnWndProc = GetWindowLong(hWnd, GWL_WNDPROC);
-               if (lpfnWndProc != (LONG)dglWndProc) {
-                       lpCtx->lpfnWndProc = lpfnWndProc;
-                       SetWindowLong(hWnd, GWL_WNDPROC, (LONG)dglWndProc);
-                       }
-        // Find the parent window of the app too.
-        if (glb.hWndActive == NULL) {
-            while (hWnd != NULL) {
-                glb.hWndActive = hWnd;
-                hWnd = GetParent(hWnd);
-            }
-            // Hook the parent window too.
-            lpfnWndProc = GetWindowLong(glb.hWndActive, GWL_WNDPROC);
-            if (glb.hWndActive == lpCtx->hWnd)
-                glb.lpfnWndProc = lpCtx->lpfnWndProc;
-            else if (lpfnWndProc != (LONG)dglWndProc)
-                glb.lpfnWndProc = lpfnWndProc;
-            if (glb.lpfnWndProc)
-                SetWindowLong(glb.hWndActive, GWL_WNDPROC, (LONG)dglWndProc);
-        }
-    }
-
-       ddlogPrintf(DDLOG_SYSTEM, "dglCreateContext succeeded for HGLRC=%d", (int)hGLRC);
-
-       return hGLRC;
-}
-
-// ***********************************************************************
-// Make a DirectGL context current
-// Used by wgl functions and dgl functions
-BOOL dglMakeCurrent(
-       HDC a,
-       HGLRC b)
-{
-       int context;
-       DGL_ctx* lpCtx;
-       HWND hWnd;
-       BOOL bNeedResize = FALSE;
-       BOOL bWindowChanged, bContextChanged;
-       LPDIRECTDRAWCLIPPER     lpddClipper;
-       DWORD dwThreadId = GetCurrentThreadId();
-       LONG lpfnWndProc;
-
-       // Validate license
-       if (!dglValidate())
-               return FALSE;
-
-       // Is context state ready ?
-       if (!bContextReady)
-               return FALSE;
-
-       context = (int)b; // This is as a result of STRICT!
-       ddlogPrintf(DDLOG_SYSTEM, "dglMakeCurrent: HDC=%X, HGLRC=%d, ThreadId=%X", a, context, dwThreadId);
-
-       // If the HGLRC is NULL then make no context current;
-       // Ditto if the HDC is NULL either. (DaveM)
-       if (context == 0 || a == 0) {
-               // Corresponding Mesa operation
-#ifdef _USE_GLD3_WGL
-               _mesa_make_current(NULL, NULL);
-#else
-               (*mesaFuncs.gl_make_current)(NULL, NULL);
-#endif
-               dglSetCurrentContext(0);
-               return TRUE;
-       }
-
-       // Make sure the HGLRC is in range
-       if ((context > DGL_MAX_CONTEXTS) || (context < 0)) {
-               ddlogMessage(DDLOG_ERROR, "dglMakeCurrent: HGLRC out of range\n");
-               return FALSE;
-       }
-
-       // Find address of context and make sure that it has been allocated
-       lpCtx = dglGetContextAddress(b);
-       if (!lpCtx->bAllocated) {
-               ddlogMessage(DDLOG_ERROR, "dglMakeCurrent: Context not allocated\n");
-//             return FALSE;
-               return TRUE; // HACK: Shuts up "WebLab Viewer Pro". KeithH
-       }
-
-#ifdef GLD_THREADS
-       // Serialize access to DirectDraw or DDS operations
-       if (glb.bMultiThreaded)
-               EnterCriticalSection(&CriticalSection);
-#endif
-
-       // Check if window has changed
-       hWnd = (a != lpCtx->hDC) ? WindowFromDC(a) : lpCtx->hWnd;
-       bWindowChanged = (hWnd != lpCtx->hWnd) ? TRUE : FALSE;
-       bContextChanged = (b != dglGetCurrentContext()) ? TRUE : FALSE;
-
-       // If the window has changed, make sure the clipper is updated. (DaveM)
-       if (glb.bDirectDrawPersistant && !lpCtx->bFullscreen && (bWindowChanged || bContextChanged)) {
-               lpCtx->hWnd = hWnd;
-#ifndef _USE_GLD3_WGL
-               IDirectDrawSurface4_GetClipper(lpCtx->lpFront4, &lpddClipper);
-               IDirectDrawClipper_SetHWnd(lpddClipper, 0, lpCtx->hWnd);
-               IDirectDrawClipper_Release(lpddClipper);
-#endif // _USE_GLD3_WGL
-       }
-
-       // Make sure hDC and hWnd is current. (DaveM)
-       // Obtain the dimensions of the rendering window
-       lpCtx->hDC = a; // Cache DC
-       lpCtx->hWnd = hWnd;
-       hWndLastActive = hWnd;
-
-       // Check for non-window DC = memory DC ?
-       if (hWnd == NULL) {
-               if (GetClipBox(a, &lpCtx->rcScreenRect) == ERROR) {
-                       ddlogMessage(DDLOG_WARN, "GetClipBox failed in dglMakeCurrent\n");
-                       SetRect(&lpCtx->rcScreenRect, 0, 0, 0, 0);
-               }
-       }
-       else if (!GetClientRect(lpCtx->hWnd, &lpCtx->rcScreenRect)) {
-               ddlogMessage(DDLOG_WARN, "GetClientRect failed in dglMakeCurrent\n");
-               SetRect(&lpCtx->rcScreenRect, 0, 0, 0, 0);
-       }
-       // Check if buffers need to be re-sized;
-       // If so, wait until Mesa GL stuff is setup before re-sizing;
-       if (lpCtx->dwWidth != lpCtx->rcScreenRect.right - lpCtx->rcScreenRect.left ||
-               lpCtx->dwHeight != lpCtx->rcScreenRect.bottom - lpCtx->rcScreenRect.top)
-               bNeedResize = TRUE;
-
-       // Now we can update our globals
-       dglSetCurrentContext(b);
-
-       // Corresponding Mesa operation
-#ifdef _USE_GLD3_WGL
-       _mesa_make_current(lpCtx->glCtx, lpCtx->glBuffer);
-       lpCtx->glCtx->Driver.UpdateState(lpCtx->glCtx, _NEW_ALL);
-       if (bNeedResize) {
-               // Resize buffers (Note Mesa GL needs to be setup beforehand);
-               // Resize Mesa internal buffer too via glViewport() command,
-               // which subsequently calls dglWglResizeBuffers() too.
-               lpCtx->glCtx->Driver.Viewport(lpCtx->glCtx, 0, 0, lpCtx->dwWidth, lpCtx->dwHeight);
-               lpCtx->bHasBeenCurrent = TRUE;
-       }
-#else
-       (*mesaFuncs.gl_make_current)(lpCtx->glCtx, lpCtx->glBuffer);
-
-       dglSetupDDPointers(lpCtx->glCtx);
-
-       // Insure DirectDraw surfaces fit current window DC
-       if (bNeedResize) {
-               // Resize buffers (Note Mesa GL needs to be setup beforehand);
-               // Resize Mesa internal buffer too via glViewport() command,
-               // which subsequently calls dglWglResizeBuffers() too.
-               (*mesaFuncs.gl_Viewport)(lpCtx->glCtx, 0, 0, lpCtx->dwWidth, lpCtx->dwHeight);
-               lpCtx->bHasBeenCurrent = TRUE;
-       }
-#endif // _USE_GLD3_WGL
-       ddlogPrintf(DDLOG_SYSTEM, "dglMakeCurrent: width = %d, height = %d", lpCtx->dwWidth, lpCtx->dwHeight);
-
-       // We have to clear D3D back buffer and render state if emulated front buffering
-       // for different window (but not context) like in Solid Edge.
-       if (glb.bDirectDrawPersistant && glb.bPersistantBuffers
-               && (bWindowChanged /* || bContextChanged */) && lpCtx->EmulateSingle) {
-#ifdef _USE_GLD3_WGL
-//             IDirect3DDevice8_EndScene(lpCtx->pDev);
-//             lpCtx->bSceneStarted = FALSE;
-               lpCtx->glCtx->Driver.Clear(lpCtx->glCtx, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
-                       GL_TRUE, 0, 0, lpCtx->dwWidth, lpCtx->dwHeight);
-#else
-               IDirect3DDevice3_EndScene(lpCtx->lpDev3);
-               lpCtx->bSceneStarted = FALSE;
-               dglClearD3D(lpCtx->glCtx, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
-                       GL_TRUE, 0, 0, lpCtx->dwWidth, lpCtx->dwHeight);
-#endif // _USE_GLD3_WGL
-       }
-
-       // The first time we call MakeCurrent we set the initial viewport size
-       if (lpCtx->bHasBeenCurrent == FALSE)
-#ifdef _USE_GLD3_WGL
-               lpCtx->glCtx->Driver.Viewport(lpCtx->glCtx, 0, 0, lpCtx->dwWidth, lpCtx->dwHeight);
-#else
-               (*mesaFuncs.gl_Viewport)(lpCtx->glCtx, 0, 0, lpCtx->dwWidth, lpCtx->dwHeight);
-#endif // _USE_GLD3_WGL
-       lpCtx->bHasBeenCurrent = TRUE;
-
-#ifdef GLD_THREADS
-       // Release serialized access
-       if (glb.bMultiThreaded)
-               LeaveCriticalSection(&CriticalSection);
-#endif
-
-       return TRUE;
-}
-
-// ***********************************************************************
-
-BOOL dglDeleteContext(
-       HGLRC a)
-{
-       DGL_ctx* lpCtx;
-       DWORD dwThreadId = GetCurrentThreadId();
-    char argstr[256];
-
-#if 0  // We have enough trouble throwing exceptions as it is... (DaveM)
-       // Validate license
-       if (!dglValidate())
-               return FALSE;
-#endif
-
-       // Is context state ready ?
-       if (!bContextReady)
-               return FALSE;
-
-       ddlogPrintf(DDLOG_SYSTEM, "dglDeleteContext: Deleting context HGLRC=%d, ThreadId=%X", (int)a, dwThreadId);
-
-       // Make sure the HGLRC is in range
-       if (((int) a> DGL_MAX_CONTEXTS) || ((int)a < 0)) {
-               ddlogMessage(DDLOG_ERROR, "dglDeleteCurrent: HGLRC out of range\n");
-               return FALSE;
-       }
-
-       // Make sure context is valid
-       lpCtx = dglGetContextAddress(a);
-       if (!lpCtx->bAllocated) {
-               ddlogPrintf(DDLOG_WARN, "Tried to delete unallocated context HGLRC=%d", (int)a);
-//             return FALSE;
-               return TRUE; // HACK: Shuts up "WebLab Viewer Pro". KeithH
-       }
-
-       // Make sure context is de-activated
-       if (a == dglGetCurrentContext()) {
-               ddlogPrintf(DDLOG_WARN, "dglDeleteContext: context HGLRC=%d still active", (int)a);
-               dglMakeCurrent(NULL, NULL);
-       }
-
-#ifdef GLD_THREADS
-       // Serialize access to DirectDraw or DDS operations
-       if (glb.bMultiThreaded)
-               EnterCriticalSection(&CriticalSection);
-#endif
-
-       // We are about to destroy all Direct3D objects.
-       // Therefore we must disable rendering
-       lpCtx->bCanRender = FALSE;
-
-       // This exception handler was installed to catch some
-       // particularly nasty apps. Console apps that call exit()
-       // fall into this catagory (i.e. Win32 Glut).
-
-    // VC cannot successfully implement multiple exception handlers
-    // if more than one exception occurs. Therefore reverting back to
-    // single exception handler as Keith originally had it. (DaveM)
-
-#define WARN_MESSAGE(p) strcpy(argstr, (#p));
-#define SAFE_RELEASE(p) WARN_MESSAGE(p); RELEASE(p);
-
-__try {
-#ifdef _USE_GLD3_WGL
-    WARN_MESSAGE(gl_destroy_framebuffer);
-       if (lpCtx->glBuffer)
-               _mesa_destroy_framebuffer(lpCtx->glBuffer);
-    WARN_MESSAGE(gl_destroy_context);
-       if (lpCtx->glCtx)
-               _mesa_destroy_context(lpCtx->glCtx);
-    WARN_MESSAGE(gl_destroy_visual);
-       if (lpCtx->glVis)
-               _mesa_destroy_visual(lpCtx->glVis);
-
-       _gldDriver.DestroyDrawable(lpCtx);
-#else
-       // Destroy the Mesa context
-    WARN_MESSAGE(gl_destroy_framebuffer);
-       if (lpCtx->glBuffer)
-               (*mesaFuncs.gl_destroy_framebuffer)(lpCtx->glBuffer);
-    WARN_MESSAGE(gl_destroy_context);
-       if (lpCtx->glCtx)
-               (*mesaFuncs.gl_destroy_context)(lpCtx->glCtx);
-    WARN_MESSAGE(gl_destroy_visual);
-       if (lpCtx->glVis)
-               (*mesaFuncs.gl_destroy_visual)(lpCtx->glVis);
-
-       SAFE_RELEASE(lpCtx->m_pvbuf); // release D3D vertex buffer
-       SAFE_RELEASE(lpCtx->m_vbuf); // release D3D vertex buffer
-
-       // Delete the global palette
-       SAFE_RELEASE(lpCtx->lpGlobalPalette);
-
-       // Clean up.
-       if (lpCtx->lpViewport3) {
-               if (lpCtx->lpDev3) IDirect3DDevice3_DeleteViewport(lpCtx->lpDev3, lpCtx->lpViewport3);
-               SAFE_RELEASE(lpCtx->lpViewport3);
-               lpCtx->lpViewport3 = NULL;
-       }
-
-       SAFE_RELEASE(lpCtx->lpDev3);
-       if (lpCtx->lpDepth4) {
-               if (lpCtx->lpBack4)
-                       IDirectDrawSurface4_DeleteAttachedSurface(lpCtx->lpBack4, 0L, lpCtx->lpDepth4);
-               else
-                       IDirectDrawSurface4_DeleteAttachedSurface(lpCtx->lpFront4, 0L, lpCtx->lpDepth4);
-               SAFE_RELEASE(lpCtx->lpDepth4);
-               lpCtx->lpDepth4 = NULL;
-       }
-       SAFE_RELEASE(lpCtx->lpBack4);
-       SAFE_RELEASE(lpCtx->lpFront4);
-       if (lpCtx->bFullscreen) {
-               IDirectDraw4_RestoreDisplayMode(lpCtx->lpDD4);
-               IDirectDraw4_SetCooperativeLevel(lpCtx->lpDD4, NULL, DDSCL_NORMAL);
-       }
-       SAFE_RELEASE(lpCtx->lpD3D3);
-       SAFE_RELEASE(lpCtx->lpDD4);
-       SAFE_RELEASE(lpCtx->lpDD1);
-#endif // _ULSE_GLD3_WGL
-
-}
-__except(EXCEPTION_EXECUTE_HANDLER) {
-    ddlogPrintf(DDLOG_WARN, "Exception raised in dglDeleteContext: %s", argstr);
-}
-
-       // Restore the window message handler because this context may be used
-       // again by another window with a *different* message handler. (DaveM)
-       if (lpCtx->lpfnWndProc) {
-               SetWindowLong(lpCtx->hWnd, GWL_WNDPROC, (LONG)lpCtx->lpfnWndProc);
-               lpCtx->lpfnWndProc = (LONG)NULL;
-               }
-
-       lpCtx->bAllocated = FALSE; // This context is now free for use
-
-#ifdef GLD_THREADS
-       // Release serialized access
-       if (glb.bMultiThreaded)
-               LeaveCriticalSection(&CriticalSection);
-#endif
-
-       return TRUE;
-}
-
-// ***********************************************************************
-
-BOOL dglSwapBuffers(
-       HDC hDC)
-{
-       RECT            rSrcRect;       // Source rectangle
-       RECT            rDstRect;       // Destination rectangle
-       POINT           pt;
-       HRESULT         hResult;
-
-       DDBLTFX         bltFX;
-       DWORD           dwBlitFlags;
-       DDBLTFX         *lpBltFX;
-
-//     DWORD           dwThreadId = GetCurrentThreadId();
-       HGLRC           hGLRC = dglGetCurrentContext();
-       DGL_ctx         *lpCtx = dglGetContextAddress(hGLRC);
-       HWND            hWnd;
-
-       HDC             hDCAux;         // for memory DC
-       int             x,y,w,h;        // for memory DC BitBlt
-
-#if 0  // Perhaps not a good idea. Called too often. KH
-       // Validate license
-       if (!dglValidate())
-               return FALSE;
-#endif
-
-       if (!lpCtx) {
-               return TRUE; //FALSE; // No current context
-       }
-
-       if (!lpCtx->bCanRender) {
-               // Don't return false else some apps will bail.
-               return TRUE;
-       }
-
-       hWnd = lpCtx->hWnd;
-       if (hDC != lpCtx->hDC) {
-               ddlogPrintf(DDLOG_WARN, "dglSwapBuffers: HDC=%X does not match HDC=%X for HGLRC=%d", hDC, lpCtx->hDC, hGLRC);
-               hWnd = WindowFromDC(hDC);
-       }
-
-#ifndef _USE_GLD3_WGL
-       // Ensure that the surfaces exist before we tell
-       // the device to render to them.
-       IDirectDraw4_RestoreAllSurfaces(lpCtx->lpDD4);
-
-       // Make sure that the vertex caches have been emptied
-//     dglStateChange(lpCtx);
-
-       // Some OpenGL programs don't issue a glFinish - check for it here.
-       if (lpCtx->bSceneStarted) {
-               IDirect3DDevice3_EndScene(lpCtx->lpDev3);
-               lpCtx->bSceneStarted = FALSE;
-       }
-#endif
-
-#if 0
-       // If the calling app is not active then we don't need to Blit/Flip.
-       // We can therefore simply return TRUE.
-       if (!glb.bAppActive)
-               return TRUE;
-       // Addendum: This is WRONG! We should bail if the app is *minimized*,
-       //           not merely if the app is just plain 'not active'.
-       //           KeithH, 27/May/2000.
-#endif
-
-       // Check for non-window DC = memory DC ?
-       if (hWnd == NULL) {
-               if (GetClipBox(hDC, &rSrcRect) == ERROR)
-                       return TRUE;
-               // Use GDI BitBlt instead from compatible DirectDraw DC
-               x = rSrcRect.left;
-               y = rSrcRect.top;
-               w = rSrcRect.right - rSrcRect.left;
-               h = rSrcRect.bottom - rSrcRect.top;
-
-               // Ack. DX8 does not have a GetDC() function...
-                // TODO: Defer to DX7 or DX9 drivers... (DaveM)
-               return TRUE;
-       }
-
-       // Bail if window client region is not drawable, like in Solid Edge
-       if (!IsWindow(hWnd) /* || !IsWindowVisible(hWnd) */ || !GetClientRect(hWnd, &rSrcRect))
-               return TRUE;
-
-#ifdef GLD_THREADS
-       // Serialize access to DirectDraw or DDS operations
-       if (glb.bMultiThreaded)
-               EnterCriticalSection(&CriticalSection);
-#endif
-
-#ifdef _USE_GLD3_WGL
-       // Notify Mesa of impending swap, so Mesa can flush internal buffers.
-       _mesa_notifySwapBuffers(lpCtx->glCtx);
-       // Now perform driver buffer swap
-       _gldDriver.SwapBuffers(lpCtx, hDC, hWnd);
-#else
-       if (lpCtx->bFullscreen) {
-               // Sync with retrace if required
-               if (glb.bWaitForRetrace) {
-                       IDirectDraw4_WaitForVerticalBlank(
-                               lpCtx->lpDD4,
-                               DDWAITVB_BLOCKBEGIN,
-                               0);
-               }
-
-               // Perform the fullscreen flip
-               TRY(IDirectDrawSurface4_Flip(
-                       lpCtx->lpFront4,
-                       NULL,
-                       DDFLIP_WAIT),
-                       "dglSwapBuffers: Flip");
-       } else {
-               // Calculate current window position and size
-               pt.x = pt.y = 0;
-               ClientToScreen(hWnd, &pt);
-               GetClientRect(hWnd, &rDstRect);
-               if (rDstRect.right > lpCtx->dwModeWidth)
-                       rDstRect.right = lpCtx->dwModeWidth;
-               if (rDstRect.bottom > lpCtx->dwModeHeight)
-                       rDstRect.bottom = lpCtx->dwModeHeight;
-               OffsetRect(&rDstRect, pt.x, pt.y);
-               rSrcRect.left = rSrcRect.top = 0;
-               rSrcRect.right = lpCtx->dwWidth;
-               rSrcRect.bottom = lpCtx->dwHeight;
-               if (rSrcRect.right > lpCtx->dwModeWidth)
-                       rSrcRect.right = lpCtx->dwModeWidth;
-               if (rSrcRect.bottom > lpCtx->dwModeHeight)
-                       rSrcRect.bottom = lpCtx->dwModeHeight;
-
-               if (glb.bWaitForRetrace) {
-                       // Sync the blit to the vertical retrace
-                       ZeroMemory(&bltFX, sizeof(bltFX));
-                       bltFX.dwSize = sizeof(bltFX);
-                       bltFX.dwDDFX = DDBLTFX_NOTEARING;
-                       dwBlitFlags = DDBLT_WAIT | DDBLT_DDFX;
-                       lpBltFX = &bltFX;
-               } else {
-                       dwBlitFlags = DDBLT_WAIT;
-                       lpBltFX = NULL;
-               }
-
-               // Perform the actual blit
-               TRY(IDirectDrawSurface4_Blt(
-                       lpCtx->lpFront4,
-                       &rDstRect,
-                       lpCtx->lpBack4, // Blit source
-                       &rSrcRect,
-                       dwBlitFlags,
-                       lpBltFX),
-                       "dglSwapBuffers: Blt");
-       }
-#endif // _USE_GLD3_WGL
-
-#ifdef GLD_THREADS
-       // Release serialized access
-       if (glb.bMultiThreaded)
-               LeaveCriticalSection(&CriticalSection);
-#endif
-
-    // TODO: Re-instate rendering bitmap snapshot feature??? (DaveM)
-
-       // Render frame is completed
-       ValidateRect(hWnd, NULL);
-       lpCtx->bFrameStarted = FALSE;
-
-       return TRUE;
-}
-
-// ***********************************************************************
diff --git a/src/mesa/drivers/windows/gldirect/dglcontext.h b/src/mesa/drivers/windows/gldirect/dglcontext.h
deleted file mode 100644 (file)
index ce04603..0000000
+++ /dev/null
@@ -1,281 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x (Win32)
-*
-* Description:  OpenGL context handling.
-*
-****************************************************************************/
-
-#ifndef __DGLCONTEXT_H
-#define __DGLCONTEXT_H
-
-// Disable compiler complaints about DLL linkage
-#pragma warning (disable:4273)
-
-// Macros to control compilation
-#ifndef STRICT
-#define STRICT
-#endif // STRICT
-#define WIN32_LEAN_AND_MEAN
-#include <windows.h>
-#include <GL\gl.h>
-
-#ifdef _USE_GLD3_WGL
-       #include "dglmacros.h"
-       #include "dglglobals.h"
-       #include "pixpack.h"
-       #include "ddlog.h"
-       #include "dglpf.h"
-       #include "context.h"    // Mesa context
-#else
-       #include <ddraw.h>
-       #include <d3d.h>
-
-       #include "dglmacros.h"
-       #include "dglglobals.h"
-       #include "pixpack.h"
-       #include "ddlog.h"
-       #include "dglpf.h"
-       #include "d3dvertex.h"
-
-       #include "DirectGL.h"
-
-       #include "context.h"    // Mesa context
-       #include "vb.h"                 // Mesa vertex buffer
-#endif // _USE_GLD3_WGL
-
-/*---------------------- Macros and type definitions ----------------------*/
-
-// TODO: Use a list instead of this constant!
-#define DGL_MAX_CONTEXTS 32
-
-// Structure for describing an OpenGL context
-#ifdef _USE_GLD3_WGL
-typedef struct {
-       BOOL                            bHasBeenCurrent;
-       DGL_pixelFormat         *lpPF;
-
-       // Pointer to private driver data (this also contains the drawable).
-       void                            *glPriv;
-
-       // Mesa vars:
-       struct gl_context                       *glCtx;                 // The core Mesa context
-       struct gl_config                        *glVis;                 // Describes the color buffer
-       struct gl_framebuffer           *glBuffer;              // Ancillary buffers
-
-       GLuint                          ClearIndex;
-       GLuint                          CurrentIndex;
-       GLubyte                         ClearColor[4];
-       GLubyte                         CurrentColor[4];
-
-       BOOL                            EmulateSingle;  // Emulate single-buffering
-       BOOL                            bDoubleBuffer;
-       BOOL                            bDepthBuffer;
-
-       // Shared driver vars:
-       BOOL                            bAllocated;
-    BOOL                               bFullscreen;    // Is this a fullscreen context?
-    BOOL                               bSceneStarted;  // Has a lpDev->BeginScene been issued?
-    BOOL                               bCanRender;             // Flag: states whether rendering is OK
-       BOOL                            bFrameStarted;  // Has frame update started at all?
-       BOOL                            bStencil;               // TRUE if this context has stencil
-       BOOL                            bGDIEraseBkgnd; // GDI Erase Background command
-
-       // Window information
-       HWND                            hWnd;                   // Window handle
-       HDC                                     hDC;                    // Windows' Device Context of the window
-       DWORD                           dwWidth;                // Window width
-       DWORD                           dwHeight;               // Window height
-       DWORD                           dwBPP;                  // Window bits-per-pixel;
-       RECT                            rcScreenRect;   // Screen rectangle
-       DWORD                           dwModeWidth;    // Display mode width
-       DWORD                           dwModeHeight;   // Display mode height
-       float                           dvClipX;
-       float                           dvClipY;
-       LONG                            lpfnWndProc;    // window message handler function
-
-} DGL_ctx;
-
-#define GLD_context                    DGL_ctx
-#define GLD_GET_CONTEXT(c)     (GLD_context*)(c)->DriverCtx
-
-#else // _USE_GLD3_WGL
-
-typedef struct {
-       BOOL                            bHasBeenCurrent;
-       DGL_pixelFormat         *lpPF;
-       //
-       // Mesa context vars:
-       //
-       struct gl_context                       *glCtx;                 // The core Mesa context
-       struct gl_config                        *glVis;                 // Describes the color buffer
-       struct gl_framebuffer           *glBuffer;              // Ancillary buffers
-
-       GLuint                          ClearIndex;
-       GLuint                          CurrentIndex;
-       GLubyte                         ClearColor[4];
-       GLubyte                         CurrentColor[4];
-
-       BOOL                            EmulateSingle;  // Emulate single-buffering
-       BOOL                            bDoubleBuffer;
-       BOOL                            bDepthBuffer;
-       int                                     iZBufferPF;             // Index of Zbuffer pixel format
-
-       // Vertex buffer: one-to-one correlation with Mesa's vertex buffer.
-       // This will be filled by our setup function (see d3dvsetup.c)
-       DGL_TLvertex            gWin[VB_SIZE];  // Transformed and lit vertices
-//     DGL_Lvertex                     gObj[VB_SIZE];  // Lit vertices in object coordinates.
-
-       // Indices for DrawIndexedPrimitive.
-       // Clipped quads are drawn seperately, so use VB_SIZE.
-       // 6 indices are needed to make 2 triangles for each possible quad
-//     WORD                            wIndices[(VB_SIZE / 4) * 6];
-       WORD                            wIndices[32768];
-
-       //
-       // Device driver vars:
-       //
-       BOOL                            bAllocated;
-    BOOL                               bFullscreen;    // Is this a fullscreen context?
-    BOOL                               bSceneStarted;  // Has a lpDev->BeginScene been issued?
-    BOOL                               bCanRender;             // Flag: states whether rendering is OK
-       BOOL                            bFrameStarted;  // Has frame update started at all?
-
-    // DirectX COM interfaces, postfixed with the interface number
-       IDirectDraw                             *lpDD1;
-       IDirectDraw4                    *lpDD4;
-       IDirect3D3                              *lpD3D3;
-       IDirect3DDevice3                *lpDev3;
-       IDirect3DViewport3              *lpViewport3;
-       IDirectDrawSurface4             *lpFront4;
-       IDirectDrawSurface4             *lpBack4;
-       IDirectDrawSurface4             *lpDepth4;
-
-       // Vertex buffers
-       BOOL                                    bD3DPipeline; // True if using D3D geometry pipeline
-       IDirect3DVertexBuffer   *m_vbuf;        // Unprocessed vertices
-       IDirect3DVertexBuffer   *m_pvbuf;       // Processed vertices ready to be rendered
-
-       D3DTEXTUREOP            ColorOp[MAX_TEXTURE_UNITS]; // Used for re-enabling texturing
-       D3DTEXTUREOP            AlphaOp[MAX_TEXTURE_UNITS]; // Used for re-enabling texturing
-       struct gl_texture_object *tObj[MAX_TEXTURE_UNITS];
-
-       DDCAPS                          ddCaps;                 // DirectDraw caps
-       D3DDEVICEDESC           D3DDevDesc;             // Direct3D Device description
-
-       DDPIXELFORMAT           ddpfRender;             // Pixel format of the render buffer
-       DDPIXELFORMAT           ddpfDepth;              // Pixel format of the depth buffer
-
-       BOOL                            bStencil;               // TRUE is this context has stencil
-
-       PX_packFunc                     fnPackFunc;             // Pixel packing function for SW
-       PX_unpackFunc           fnUnpackFunc;   // Pixel unpacking function for SW
-       PX_packSpanFunc         fnPackSpanFunc; // Pixel span packer
-
-       D3DVIEWPORT2            d3dViewport;    // D3D Viewport object
-
-       D3DCULL                         cullmode;               // Direct3D cull mode
-       D3DCOLOR                        curcolor;               // Current color
-       DWORD                           dwColorPF;              // Current color, in format of target surface
-       D3DCOLOR                        d3dClearColor;  // Clear color
-       D3DCOLOR                        ConstantColor;  // For flat shading
-       DWORD                           dwClearColorPF; // Clear color, in format of target surface
-       BOOL                            bGDIEraseBkgnd; // GDI Erase Background command
-
-       // Primitive caches
-//     DGL_vertex                      LineCache[DGL_MAX_LINE_VERTS];
-//     DGL_vertex                      TriCache[DGL_MAX_TRI_VERTS];
-//     DWORD                           dwNextLineVert;
-//     DWORD                           dwNextTriVert;
-
-       // Window information
-       HWND                            hWnd;                   // Window handle
-       HDC                                     hDC;                    // Windows' Device Context of the window
-       DWORD                           dwWidth;                // Window width
-       DWORD                           dwHeight;               // Window height
-       DWORD                           dwBPP;                  // Window bits-per-pixel;
-       RECT                            rcScreenRect;   // Screen rectangle
-       DWORD                           dwModeWidth;    // Display mode width
-       DWORD                           dwModeHeight;   // Display mode height
-       float                           dvClipX;
-       float                           dvClipY;
-       LONG                            lpfnWndProc;    // window message handler function
-
-       // Shared texture palette
-       IDirectDrawPalette      *lpGlobalPalette;
-
-       // Usage counters.
-       // One of these counters will be incremented when we choose
-       // between hardware and software rendering functions.
-//     DWORD                           dwHWUsageCount; // Hardware usage count
-//     DWORD                           dwSWUsageCount; // Software usage count
-
-       // Texture state flags.
-//     BOOL                            m_texturing;            // TRUE is texturing
-//     BOOL                            m_mtex;                         // TRUE if multitexture
-//     BOOL                            m_texHandleValid;       // TRUE if tex state valid
-
-       // Renderstate caches to ensure no redundant state changes
-       DWORD                           dwRS[256];              // Renderstates
-       DWORD                           dwTSS[2][24];   // Texture-stage states
-       LPDIRECT3DTEXTURE2      lpTex[2];               // Texture (1 per stage)
-
-       DWORD                           dwMaxTextureSize;       // Max texture size:
-                                                                                       // clamped to 1024.
-
-} DGL_ctx;
-#endif // _USE_GLD3_WGL
-
-/*------------------------- Function Prototypes ---------------------------*/
-
-#ifdef  __cplusplus
-extern "C" {
-#endif
-
-HHOOK  hKeyHook;
-LRESULT CALLBACK dglKeyProc(int code,WPARAM wParam,LPARAM lParam);
-
-void           dglInitContextState();
-void           dglDeleteContextState();
-BOOL           dglIsValidContext(HGLRC a);
-DGL_ctx*       dglGetContextAddress(const HGLRC a);
-HDC            dglGetCurrentDC(void);
-HGLRC          dglGetCurrentContext(void);
-HGLRC          dglCreateContext(HDC a, const DGL_pixelFormat *lpPF);
-BOOL           dglMakeCurrent(HDC a, HGLRC b);
-BOOL           dglDeleteContext(HGLRC a);
-BOOL           dglSwapBuffers(HDC hDC);
-
-#ifdef  __cplusplus
-}
-#endif
-
-#endif
diff --git a/src/mesa/drivers/windows/gldirect/dglglobals.c b/src/mesa/drivers/windows/gldirect/dglglobals.c
deleted file mode 100644 (file)
index c633e3b..0000000
+++ /dev/null
@@ -1,149 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x (Win32)
-*
-* Description:  Global variables.
-*
-****************************************************************************/
-
-#include "dglglobals.h"
-
-// =======================================================================
-// Global Variables
-// =======================================================================
-
-char szCopyright[]     = "Copyright (c) 1998 SciTech Software, Inc.";
-char szDllName[]       = "Scitech GLDirect";
-char szErrorTitle[]    = "GLDirect Error";
-
-DGL_globals glb;
-
-// Shared result variable
-HRESULT hResult;
-
-// ***********************************************************************
-
-// Patch function for missing function in Mesa
-int finite(
-       double x)
-{
-       return _finite(x);
-};
-
-// ***********************************************************************
-
-void dglInitGlobals()
-{
-    // Zero all fields just in case
-    memset(&glb, 0, sizeof(glb));
-
-       // Set the global defaults
-       glb.bPrimary                    = FALSE;                // Not the primary device
-       glb.bHardware                   = FALSE;                // Not a hardware device
-//     glb.bFullscreen                 = FALSE;                // Not running fullscreen
-       glb.bSquareTextures             = FALSE;                // Device does not need sq
-       glb.bPAL8                               = FALSE;                // Device cannot do 8bit
-       glb.dwMemoryType                = DDSCAPS_SYSTEMMEMORY;
-       glb.dwRendering                 = DGL_RENDER_D3D;
-
-       glb.bWaitForRetrace             = TRUE;                 // Sync to vertical retrace
-       glb.bFullscreenBlit             = FALSE;
-
-       glb.nPixelFormatCount   = 0;
-       glb.lpPF                                = NULL;                 // Pixel format list
-#ifndef _USE_GLD3_WGL
-       glb.nZBufferPFCount             = 0;
-       glb.lpZBufferPF                 = NULL;
-       glb.nDisplayModeCount   = 0;
-       glb.lpDisplayModes              = NULL;
-       glb.nTextureFormatCount = 0;
-       glb.lpTextureFormat             = NULL;
-#endif // _USE_GLD3_WGL
-
-       glb.wMaxSimultaneousTextures = 1;
-
-       // Enable support for multitexture, if available.
-       glb.bMultitexture               = TRUE;
-
-       // Enable support for mipmapping
-       glb.bUseMipmaps                 = TRUE;
-
-       // Alpha emulation via chroma key
-       glb.bEmulateAlphaTest   = FALSE;
-
-       // Use Mesa pipeline always (for compatibility)
-       glb.bForceMesaPipeline  = FALSE;
-
-       // Init support for multiple GLRCs
-       glb.bDirectDraw                 = FALSE;
-       glb.bDirectDrawPrimary  = FALSE;
-       glb.bDirect3D                   = FALSE;
-       glb.bDirect3DDevice             = FALSE;
-       glb.bDirectDrawStereo   = FALSE;
-       glb.iDirectDrawStereo   = 0;
-       glb.hWndActive                  = NULL;
-       // Init DirectX COM interfaces for multiple GLRCs
-//     glb.lpDD4                               = NULL;
-//     glb.lpPrimary4                  = NULL;
-//     glb.lpBack4                             = NULL;
-//     glb.lpDepth4                    = NULL;
-//     glb.lpGlobalPalette             = NULL;
-
-       // Init special support options
-       glb.bMessageBoxWarnings = TRUE;
-       glb.bDirectDrawPersistant = FALSE;
-       glb.bPersistantBuffers  = FALSE;
-
-       // Do not assume single-precision-only FPU (for compatibility)
-       glb.bFastFPU                    = FALSE;
-
-       // Allow hot-key support
-       glb.bHotKeySupport              = TRUE;
-
-       // Default to single-threaded support (for simplicity)
-       glb.bMultiThreaded              = FALSE;
-
-       // Use application-specific customizations (for end-user convenience)
-       glb.bAppCustomizations  = TRUE;
-
-#ifdef _USE_GLD3_WGL
-       // Registry/ini-file settings for GLDirect 3.x
-       glb.dwAdapter                           = 0;    // Primary DX8 adapter
-       glb.dwTnL                                       = 1;    // MesaSW TnL
-       glb.dwMultisample                       = 0;    // Multisample Off
-       glb.dwDriver                            = 2;    // Direct3D HW
-
-       // Signal a pixelformat list rebuild
-       glb.bPixelformatsDirty          = TRUE;
-#endif
-}
-
-// ***********************************************************************
diff --git a/src/mesa/drivers/windows/gldirect/dglglobals.h b/src/mesa/drivers/windows/gldirect/dglglobals.h
deleted file mode 100644 (file)
index 995f1cd..0000000
+++ /dev/null
@@ -1,198 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x (Win32)
-*
-* Description:  Globals.
-*
-****************************************************************************/
-
-#ifndef __DGLGLOBALS_H
-#define __DGLGLOBALS_H
-
-#include "dglcontext.h"
-#include "dglpf.h"             // Pixel format
-#ifndef _USE_GLD3_WGL
-#include "d3dtexture.h"
-#endif
-
-/*---------------------- Macros and type definitions ----------------------*/
-
-typedef enum {
-       DGL_RENDER_MESASW               = 0,
-       DGL_RENDER_D3D                  = 1,
-       DGL_RENDER_FORCE_DWORD  = 0x7ffffff,
-} DGL_renderType;
-
-#ifdef _USE_GLD3_WGL
-
-// Same as DGL_renderType? KeithH
-typedef enum {
-       GLDS_DRIVER_MESA_SW                     = 0,    // Mesa SW rendering
-       GLDS_DRIVER_REF                         = 1,    // Direct3D Reference Rasteriser
-       GLDS_DRIVER_HAL                         = 2,    // Direct3D HW rendering
-} GLDS_DRIVER;
-
-typedef enum {
-       GLDS_TNL_DEFAULT                        = 0,    // Choose best TnL method
-       GLDS_TNL_MESA                           = 1,    // Mesa TnL
-       GLDS_TNL_D3DSW                          = 2,    // D3D Software TnL
-       GLDS_TNL_D3DHW                          = 3,    // D3D Hardware TnL
-} GLDS_TNL;
-
-typedef enum {
-       GLDS_MULTISAMPLE_NONE           = 0,
-       GLDS_MULTISAMPLE_FASTEST        = 1,
-       GLDS_MULTISAMPLE_NICEST         = 2,
-} GLDS_MULTISAMPLE;
-#endif
-
-typedef struct {
-       // Registry settings
-       char                            szDDName[MAX_DDDEVICEID_STRING]; // DirectDraw device name
-       char                            szD3DName[MAX_DDDEVICEID_STRING]; // Direct3D driver name
-       BOOL                            bPrimary; // Is ddraw device the Primary device?
-       BOOL                            bHardware; // Is the d3d driver a Hardware driver?
-#ifndef _USE_GLD3_WGL
-       GUID                            ddGuid; // GUID of the ddraw device 
-       GUID                            d3dGuid; // GUID of the direct3d driver
-#endif // _USE_GLD3_WGL
-//     BOOL                            bFullscreen; // Force fullscreen - only useful for primary adaptors.
-       BOOL                            bSquareTextures; // Does this driver require square textures?
-       DWORD               dwRendering; // Type of rendering required
-
-       BOOL                            bWaitForRetrace; // Sync to vertical retrace
-       BOOL                            bFullscreenBlit; // Use Blt instead of Flip in fullscreen modes
-
-       // Multitexture
-       BOOL                            bMultitexture;
-
-       BOOL                            bUseMipmaps;
-
-       DWORD                           dwMemoryType; // Sysmem or Vidmem
-
-       // Global palette
-       BOOL                            bPAL8;
-       DDPIXELFORMAT           ddpfPAL8;
-
-       // Multitexture
-       WORD                            wMaxSimultaneousTextures;
-
-       // Win32 internals
-       BOOL                            bAppActive; // Keep track of Alt-Tab
-       LONG                            lpfnWndProc; // WndProc of calling app
-
-       // Pixel Format Descriptior list.
-       int                                     nPixelFormatCount;
-       DGL_pixelFormat         *lpPF;
-#ifndef _USE_GLD3_WGL
-       // ZBuffer pixel formats
-       int                                     nZBufferPFCount; // Count of Zbuffer pixel formats
-       DDPIXELFORMAT           *lpZBufferPF; // ZBuffer pixel formats
-
-       // Display modes (for secondary devices)
-       int                                     nDisplayModeCount;
-       DDSURFACEDESC2          *lpDisplayModes;
-
-       // Texture pixel formats
-       int                                     nTextureFormatCount;
-       DGL_textureFormat       *lpTextureFormat;
-#endif // _USE_GLD3_WGL
-       // Alpha emulation via chroma key
-       BOOL                            bEmulateAlphaTest;
-
-       // Geom pipeline override.
-       // If this is set TRUE then the D3D pipeline will never be used,
-       // and the Mesa pipline will always be used.
-       BOOL                            bForceMesaPipeline;
-
-#ifdef _USE_GLD3_WGL
-       BOOL                            bPixelformatsDirty;     // Signal a list rebuild
-#endif
-
-       // Additional globals to support multiple GL rendering contexts, GLRCs
-       BOOL                            bDirectDraw;                    // DirectDraw interface exists ?
-       BOOL                            bDirectDrawPrimary;             // DirectDraw primary surface exists ?
-       BOOL                            bDirect3D;                              // Direct3D interface exists ?
-       BOOL                            bDirect3DDevice;                // Direct3D device exists ?
-
-       BOOL                            bDirectDrawStereo;              // DirectDraw Stereo driver started ?
-       int                             iDirectDrawStereo;              // DirectDraw Stereo driver reference count
-       HWND                            hWndActive;                             // copy of active window
-
-    // Copies of DirectX COM interfaces for re-referencing across multiple GLRCs
-//     IDirectDraw4                    *lpDD4;                         // copy of DirectDraw interface
-//     IDirectDrawSurface4             *lpPrimary4;            // copy of DirectDraw primary surface
-//     IDirectDrawSurface4             *lpBack4;
-//     IDirectDrawSurface4             *lpDepth4;
-//     IDirectDrawPalette              *lpGlobalPalette;
-
-       // Aids for heavy-duty MFC-windowed OGL apps, like AutoCAD
-       BOOL                            bMessageBoxWarnings;    // popup message box warning
-       BOOL                            bDirectDrawPersistant;  // DirectDraw is persisitant
-       BOOL                            bPersistantBuffers;     // DirectDraw buffers persisitant
-
-       // FPU setup option for CAD precision (AutoCAD) vs GAME speed (Quake)
-       BOOL                            bFastFPU;                               // single-precision-only FPU ?
-
-       // Hot-Key support, like for real-time stereo parallax adjustments
-       BOOL                            bHotKeySupport;                 // hot-key support ?
-
-       // Multi-threaded support, for apps like 3DStudio
-       BOOL                            bMultiThreaded;                 // multi-threaded ?
-
-       // Detect and use app-specific customizations for apps like 3DStudio
-       BOOL                            bAppCustomizations;             // app customizations ?
-
-#ifdef _USE_GLD3_WGL
-       DWORD                           dwAdapter;                              // Primary DX8 adapter
-       DWORD                           dwTnL;                                  // MesaSW TnL
-       DWORD                           dwMultisample;                  // Multisample Off
-       DWORD                           dwDriver;                               // Direct3D HW
-       void                            *pDrvPrivate;                   // Driver-specific data
-#endif
-
-} DGL_globals;
-
-/*------------------------- Function Prototypes ---------------------------*/
-
-#ifdef  __cplusplus
-extern "C" {
-#endif
-
-DGL_globals    glb;
-
-void           dglInitGlobals();
-
-#ifdef  __cplusplus
-}
-#endif
-
-#endif
diff --git a/src/mesa/drivers/windows/gldirect/dglmacros.h b/src/mesa/drivers/windows/gldirect/dglmacros.h
deleted file mode 100644 (file)
index aed0f21..0000000
+++ /dev/null
@@ -1,91 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x (Win32)
-*
-* Description:  Useful generic macros.
-*
-****************************************************************************/
-
-#ifndef __DGLMACROS_H
-#define __DGLMACROS_H
-
-#include <ddraw.h>
-
-// Define the relevant RELEASE macro depending on C or C++
-#if !defined(__cplusplus) || defined(CINTERFACE)
-       // Standard C version
-       #define RELEASE(x) if (x!=NULL) { x->lpVtbl->Release(x); x=NULL; }
-#else
-       // C++ version
-       #define RELEASE(x) if (x!=NULL) { x->Release(); x=NULL; }
-#endif
-
-// We don't want a message *every* time we call an unsupported function
-#define UNSUPPORTED(x)                                                                                         \
-       {                                                                                                                               \
-               static BOOL bFirstTime = TRUE;                                                          \
-               if (bFirstTime) {                                                                                       \
-                       bFirstTime = FALSE;                                                                             \
-                       ddlogError(DDLOG_WARN, (x), DDERR_CURRENTLYNOTAVAIL);   \
-               }                                                                                                                       \
-       }
-
-#define DGL_CHECK_CONTEXT              \
-       if (ctx == NULL) return;
-
-// Don't render if bCanRender is not TRUE.
-#define DGL_CHECK_RENDER               \
-       if (!dgl->bCanRender) return;
-
-#if 0
-#define TRY(a,b) (a)
-#define TRY_ERR(a,b) (a)
-#else
-// hResult should be defined in the function
-// Return codes should be checked via SUCCEDDED and FAILED macros
-#define TRY(a,b)                                                                       \
-       {                                                                                               \
-               if (FAILED(hResult=(a)))                                        \
-                       ddlogError(DDLOG_ERROR, (b), hResult);  \
-       }
-
-// hResult is a global
-// The label exit_with_error should be defined within the calling scope
-#define TRY_ERR(a,b)                                                           \
-       {                                                                                               \
-               if (FAILED(hResult=(a))) {                                      \
-                       ddlogError(DDLOG_ERROR, (b), hResult);  \
-                       goto exit_with_error;                                   \
-               }                                                                                       \
-       }
-#endif // #if 1
-
-#endif
diff --git a/src/mesa/drivers/windows/gldirect/dglpf.c b/src/mesa/drivers/windows/gldirect/dglpf.c
deleted file mode 100644 (file)
index 4cd4d03..0000000
+++ /dev/null
@@ -1,620 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ========================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x (Win32)
-*
-* Description:  Pixel Formats.
-*
-****************************************************************************/
-
-#include "dglpf.h"
-
-#ifdef _USE_GLD3_WGL
-#include "gld_driver.h"
-#endif
-
-// ***********************************************************************
-
-char   szColorDepthWarning[] =
-"GLDirect does not support the current desktop\n\
-color depth.\n\n\
-You may need to change the display resolution to\n\
-16 bits per pixel or higher color depth using\n\
-the Windows Display Settings control panel\n\
-before running this OpenGL application.\n";
-
-// ***********************************************************************
-// This pixel format will be used as a template when compiling the list
-// of pixel formats supported by the hardware. Many fields will be
-// filled in at runtime.
-// PFD flag defaults are upgraded to match ChoosePixelFormat() -- DaveM
-DGL_pixelFormat pfTemplateHW =
-{
-    {
-       sizeof(PIXELFORMATDESCRIPTOR),  // Size of the data structure
-               1,                                                      // Structure version - should be 1
-                                                                       // Flags:
-               PFD_DRAW_TO_WINDOW |            // The buffer can draw to a window or device surface.
-               PFD_DRAW_TO_BITMAP |            // The buffer can draw to a bitmap. (DaveM)
-               PFD_SUPPORT_GDI |                       // The buffer supports GDI drawing. (DaveM)
-               PFD_SUPPORT_OPENGL |            // The buffer supports OpenGL drawing.
-               PFD_DOUBLEBUFFER |                      // The buffer is double-buffered.
-               0,                                                      // Placeholder for easy commenting of above flags
-               PFD_TYPE_RGBA,                          // Pixel type RGBA.
-               16,                                                     // Total colour bitplanes (excluding alpha bitplanes)
-               5, 0,                                           // Red bits, shift
-               5, 5,                                           // Green bits, shift
-               5, 10,                                          // Blue bits, shift
-               0, 0,                                           // Alpha bits, shift (destination alpha)
-               0,                                                      // Accumulator bits (total)
-               0, 0, 0, 0,                                     // Accumulator bits: Red, Green, Blue, Alpha
-               0,                                                      // Depth bits
-               0,                                                      // Stencil bits
-               0,                                                      // Number of auxiliary buffers
-               0,                                                      // Layer type
-               0,                                                      // Specifies the number of overlay and underlay planes.
-               0,                                                      // Layer mask
-               0,                                                      // Specifies the transparent color or index of an underlay plane.
-               0                                                       // Damage mask
-       },
-       -1,     // No depth/stencil buffer
-};
-
-// ***********************************************************************
-// Return the count of the number of bits in a Bit Mask.
-int BitCount(
-       DWORD dw)
-{
-       int i;
-
-       if (dw == 0)
-               return 0;       // account for non-RGB mode
-
-       for (i=0; dw; dw=dw>>1)
-        i += (dw & 1);
-    return i;
-}
-
-// ***********************************************************************
-
-DWORD BitShift(
-       DWORD dwMaskIn)
-{
-       DWORD dwShift, dwMask;
-
-       if (dwMaskIn == 0)
-               return 0;       // account for non-RGB mode
-
-       for (dwShift=0, dwMask=dwMaskIn; !(dwMask&1); dwShift++, dwMask>>=1);
-
-    return dwShift;
-}
-
-// ***********************************************************************
-
-BOOL IsValidPFD(int iPFD)
-{
-       DGL_pixelFormat *lpPF;
-
-       // Validate license
-       if (!dglValidate())
-               return FALSE;
-
-       if ((glb.lpPF == NULL) ||
-               (glb.nPixelFormatCount == 0))
-               return FALSE;
-
-       // Check PFD range
-       if ( (iPFD < 1) || (iPFD > glb.nPixelFormatCount) ) {
-               ddlogMessage(DDLOG_ERROR, "PFD out of range\n");
-               return FALSE; // PFD is invalid
-       }
-
-       // Make a pointer to the pixel format
-       lpPF = &glb.lpPF[iPFD-1];
-
-       // Check size
-       if (lpPF->pfd.nSize != sizeof(PIXELFORMATDESCRIPTOR)) {
-               ddlogMessage(DDLOG_ERROR, "Bad PFD size\n");
-               return FALSE; // PFD is invalid
-       }
-
-       // Check version
-       if (lpPF->pfd.nVersion != 1) {
-               ddlogMessage(DDLOG_ERROR, "PFD is not Version 1\n");
-               return FALSE; // PFD is invalid
-       }
-
-       return TRUE; // PFD is valid
-}
-
-// ***********************************************************************
-
-#ifndef _USE_GLD3_WGL
-
-int            iEnumCount;                     // Enumeration count
-DWORD  dwDisplayBitDepth;      // Bit depth of current display mode
-
-// ***********************************************************************
-
-HRESULT WINAPI EnumDisplayModesCallback(
-       DDSURFACEDESC2* pddsd,
-       void *pvContext)
-{
-       DWORD                   dwModeDepth;
-       DDSURFACEDESC2  *lpDisplayMode;
-       char                    buf[32];
-
-    // Check parameters
-       if (pddsd == NULL)
-               return DDENUMRET_CANCEL;
-
-    dwModeDepth = pddsd->ddpfPixelFormat.dwRGBBitCount;
-       lpDisplayMode = (DDSURFACEDESC2 *)pvContext;
-
-       // Check mode for compatability with device.
-       if (dwModeDepth != dwDisplayBitDepth)
-               return DDENUMRET_OK;
-
-       if (lpDisplayMode != NULL) {
-               memcpy(&lpDisplayMode[iEnumCount], pddsd, sizeof(DDSURFACEDESC2));
-               sprintf(buf, TEXT("Mode: %ld x %ld x %ld\n"),
-                               pddsd->dwWidth, pddsd->dwHeight, dwModeDepth);
-               ddlogMessage(DDLOG_INFO, buf);
-       }
-
-       iEnumCount++;
-
-       return DDENUMRET_OK;
-}
-
-// ***********************************************************************
-
-HRESULT CALLBACK d3dEnumZBufferFormatsCallback(
-       DDPIXELFORMAT* pddpf,
-       VOID* lpZBufferPF )
-{
-       char buf[64];
-
-       if(pddpf == NULL)
-               return D3DENUMRET_CANCEL;
-
-       if (pddpf->dwFlags & DDPF_ZBUFFER) {
-               if (lpZBufferPF == NULL) {
-                       // Pass 1. Merely counting the PF
-                       glb.nZBufferPFCount++;
-               } else {
-                       // Pass 2. Save the PF
-                       if (pddpf->dwFlags & DDPF_STENCILBUFFER) {
-                               sprintf(buf, " %d: Z=%d S=%d\n",
-                                       iEnumCount,
-                                       pddpf->dwZBufferBitDepth,
-                                       pddpf->dwStencilBitDepth);
-                       } else {
-                               sprintf(buf, " %d: Z=%d S=0\n",
-                                       iEnumCount,
-                                       pddpf->dwZBufferBitDepth);
-                       }
-                       ddlogMessage(DDLOG_INFO, buf);
-
-                       memcpy(&glb.lpZBufferPF[iEnumCount++],
-                               pddpf,
-                               sizeof(DDPIXELFORMAT));
-               }
-       }
-
-       return D3DENUMRET_OK;
-}
-#endif // _USE_GLD3_WGL
-
-// ***********************************************************************
-
-BOOL IsStencilSupportBroken(LPDIRECTDRAW4 lpDD4)
-{
-       DDDEVICEIDENTIFIER      dddi; // DX6 device identifier
-       BOOL                            bBroken = FALSE;
-
-       // Microsoft really fucked up with the GetDeviceIdentifier function
-       // on Windows 2000, since it locks up on stock driers on the CD. Updated
-       // drivers from vendors appear to work, but we can't identify the drivers
-       // without this function!!! For now we skip these tests on Windows 2000.
-       if ((GetVersion() & 0x80000000UL) == 0)
-               return FALSE;
-
-       // Obtain device info
-       if (FAILED(IDirectDraw4_GetDeviceIdentifier(lpDD4, &dddi, 0)))
-               return FALSE;
-
-       // Matrox G400 stencil buffer support does not draw anything in AutoCAD,
-       // but ordinary Z buffers draw shaded models fine. (DaveM)
-       if (dddi.dwVendorId == 0x102B) {                // Matrox
-               if (dddi.dwDeviceId == 0x0525) {        // G400
-                       bBroken = TRUE;
-               }
-       }
-
-       return bBroken;
-}
-
-// ***********************************************************************
-
-void dglBuildPixelFormatList()
-{
-       int                             i;
-       char                    buf[128];
-       char                    cat[8];
-       DGL_pixelFormat *lpPF;
-
-#ifdef _USE_GLD3_WGL
-       _gldDriver.BuildPixelformatList();
-#else
-       HRESULT                 hRes;
-       IDirectDraw             *lpDD1 = NULL;
-       IDirectDraw4    *lpDD4 = NULL;
-       IDirect3D3              *lpD3D3 = NULL;
-       DDSURFACEDESC2  ddsdDisplayMode;
-
-       DWORD                   dwRb, dwGb, dwBb, dwAb; // Bit counts
-       DWORD                   dwRs, dwGs, dwBs, dwAs; // Bit shifts
-       DWORD                   dwPixelType;                    // RGB or color index
-
-       // Set defaults
-       glb.nPixelFormatCount   = 0;
-       glb.lpPF                                = NULL;
-       glb.nZBufferPFCount             = 0;
-       glb.lpZBufferPF                 = NULL;
-       glb.nDisplayModeCount   = 0;
-       glb.lpDisplayModes              = NULL;
-
-       //
-       // Examine the hardware for depth and stencil
-       //
-
-       if (glb.bPrimary)
-               hRes = DirectDrawCreate(NULL, &lpDD1, NULL);
-       else
-               hRes = DirectDrawCreate(&glb.ddGuid, &lpDD1, NULL);
-               
-       if (FAILED(hRes)) {
-               ddlogError(DDLOG_ERROR, "dglBPFL: DirectDrawCreate failed", hRes);
-               return;
-       }
-
-       // Query for DX6 IDirectDraw4.
-       hRes = IDirectDraw_QueryInterface(
-                               lpDD1,
-                               &IID_IDirectDraw4,
-                               (void**)&lpDD4);
-       if (FAILED(hRes)) {
-               ddlogError(DDLOG_ERROR, "dglBPFL: QueryInterface (DD4) failed", hRes);
-               goto clean_up;
-       }
-
-
-       // Retrieve caps of current display mode
-       ZeroMemory(&ddsdDisplayMode, sizeof(ddsdDisplayMode));
-       ddsdDisplayMode.dwSize = sizeof(ddsdDisplayMode);
-       hRes = IDirectDraw4_GetDisplayMode(lpDD4, &ddsdDisplayMode);
-       if (FAILED(hRes))
-               goto clean_up;
-
-       dwDisplayBitDepth = ddsdDisplayMode.ddpfPixelFormat.dwRGBBitCount;
-       dwPixelType = (dwDisplayBitDepth <= 8) ? PFD_TYPE_COLORINDEX : PFD_TYPE_RGBA;
-       dwRb = BitCount(ddsdDisplayMode.ddpfPixelFormat.dwRBitMask);
-       dwGb = BitCount(ddsdDisplayMode.ddpfPixelFormat.dwGBitMask);
-       dwBb = BitCount(ddsdDisplayMode.ddpfPixelFormat.dwBBitMask);
-       dwRs = BitShift(ddsdDisplayMode.ddpfPixelFormat.dwRBitMask);
-       dwGs = BitShift(ddsdDisplayMode.ddpfPixelFormat.dwGBitMask);
-       dwBs = BitShift(ddsdDisplayMode.ddpfPixelFormat.dwBBitMask);
-
-       if (BitCount(ddsdDisplayMode.ddpfPixelFormat.dwRGBAlphaBitMask)) {
-               dwAb = BitCount(ddsdDisplayMode.ddpfPixelFormat.dwRGBAlphaBitMask);
-               dwAs = BitShift(ddsdDisplayMode.ddpfPixelFormat.dwRGBAlphaBitMask);
-       } else {
-               dwAb = 0;
-               dwAs = 0;
-       }
-
-       // Query for available display modes
-       ddlogMessage(DDLOG_INFO, "\n");
-       ddlogMessage(DDLOG_INFO, "Display Modes:\n");
-
-       // Pass 1: Determine count
-       iEnumCount = 0;
-       hRes = IDirectDraw4_EnumDisplayModes(
-                               lpDD4,
-                               0,
-                               NULL,
-                               NULL,
-                               EnumDisplayModesCallback);
-       if (FAILED(hRes)) {
-               ddlogError(DDLOG_ERROR, "dglBPFL: EnumDisplayModes failed", hRes);
-               goto clean_up;
-       }
-       if (iEnumCount == 0) {
-               ddlogMessage(DDLOG_ERROR, "dglBPFL: No display modes found");
-               goto clean_up;
-       }
-       glb.lpDisplayModes = (DDSURFACEDESC2 *)calloc(iEnumCount,
-                                                                                               sizeof(DDSURFACEDESC2));
-       if (glb.lpDisplayModes == NULL) {
-               ddlogMessage(DDLOG_ERROR, "dglBPFL: DDSURFACEDESC2 calloc failed");
-               goto clean_up;
-       }
-       glb.nDisplayModeCount = iEnumCount;
-       // Pass 2: Save modes
-       iEnumCount = 0;
-       hRes = IDirectDraw4_EnumDisplayModes(
-                               lpDD4,
-                               0,
-                               NULL,
-                               (void *)glb.lpDisplayModes,
-                               EnumDisplayModesCallback);
-       if (FAILED(hRes)) {
-               ddlogError(DDLOG_ERROR, "dglBPFL: EnumDisplayModes failed", hRes);
-               goto clean_up;
-       }
-                                                         // Query for IDirect3D3 interface
-       hRes = IDirectDraw4_QueryInterface(
-                               lpDD4,
-                               &IID_IDirect3D3,
-                               (void**)&lpD3D3);
-       if (FAILED(hRes)) {
-               ddlogError(DDLOG_ERROR, "dglBPFL: QueryInterface (D3D3) failed", hRes);
-               goto clean_up;
-       }
-
-       ddlogMessage(DDLOG_INFO, "\n");
-       ddlogMessage(DDLOG_INFO, "ZBuffer formats:\n");
-
-       // Pass 1. Count the ZBuffer pixel formats
-       hRes = IDirect3D3_EnumZBufferFormats(
-                               lpD3D3,
-                               &glb.d3dGuid,
-                               d3dEnumZBufferFormatsCallback,
-                               NULL);
-
-       if (FAILED(hRes))
-               goto clean_up;
-
-       if (glb.nZBufferPFCount) {
-               glb.lpZBufferPF = (DDPIXELFORMAT *)calloc(glb.nZBufferPFCount,
-                                                                                               sizeof(DDPIXELFORMAT));
-               if(glb.lpZBufferPF == NULL)
-                       goto clean_up;
-
-               // Pass 2. Cache the ZBuffer pixel formats
-               iEnumCount = 0; // (Used by the enum function)
-               hRes = IDirect3D3_EnumZBufferFormats(
-                                       lpD3D3,
-                                       &glb.d3dGuid,
-                                       d3dEnumZBufferFormatsCallback,
-                                       glb.lpZBufferPF);
-
-               if (FAILED(hRes))
-                       goto clean_up;
-       }
-
-       // Remove stencil support for boards which don't work for AutoCAD;
-       // Matrox G400 does not work, but NVidia TNT2 and ATI Rage128 do... (DaveM)
-       if (IsStencilSupportBroken(lpDD4)) {
-               for (i=0; i<iEnumCount; i++)
-                       if (glb.lpZBufferPF[i].dwFlags & DDPF_STENCILBUFFER)
-                               glb.nZBufferPFCount--;
-       }
-
-       // One each for every ZBuffer pixel format (including no depth buffer)
-       // Times-two because duplicated for single buffering (as opposed to double)
-       glb.nPixelFormatCount = 2 * (glb.nZBufferPFCount + 1);
-       glb.lpPF = (DGL_pixelFormat *)calloc(glb.nPixelFormatCount,
-                                                                               sizeof(DGL_pixelFormat));
-       if (glb.lpPF == NULL)
-               goto clean_up;
-       //
-       // Fill in the pixel formats
-       // Note: Depth buffer bits are really (dwZBufferBitDepth-dwStencilBitDepth)
-       //               but this will pass wierd numbers to the OpenGL app. (?)
-       //
-
-       pfTemplateHW.pfd.iPixelType             = dwPixelType;
-       pfTemplateHW.pfd.cColorBits             = dwDisplayBitDepth;
-       pfTemplateHW.pfd.cRedBits               = dwRb;
-       pfTemplateHW.pfd.cGreenBits             = dwGb;
-       pfTemplateHW.pfd.cBlueBits              = dwBb;
-       pfTemplateHW.pfd.cAlphaBits             = dwAb;
-       pfTemplateHW.pfd.cRedShift              = dwRs;
-       pfTemplateHW.pfd.cGreenShift    = dwGs;
-       pfTemplateHW.pfd.cBlueShift             = dwBs;
-       pfTemplateHW.pfd.cAlphaShift    = dwAs;
-
-       lpPF = glb.lpPF;
-
-       // Fill in the double-buffered pixel formats
-       for (i=0; i<(glb.nZBufferPFCount + 1); i++, lpPF++) {
-               memcpy(lpPF, &pfTemplateHW, sizeof(DGL_pixelFormat));
-               if (i) {
-                       lpPF->iZBufferPF                = i-1;
-                       lpPF->pfd.cDepthBits    = glb.lpZBufferPF[i-1].dwZBufferBitDepth;
-                       lpPF->pfd.cStencilBits  = glb.lpZBufferPF[i-1].dwStencilBitDepth;
-               }
-       }
-       // Fill in the single-buffered pixel formats
-       for (i=0; i<(glb.nZBufferPFCount + 1); i++, lpPF++) {
-               memcpy(lpPF, &pfTemplateHW, sizeof(DGL_pixelFormat));
-               if (i) {
-                       lpPF->iZBufferPF                = i-1;
-                       lpPF->pfd.cDepthBits    = glb.lpZBufferPF[i-1].dwZBufferBitDepth;
-                       lpPF->pfd.cStencilBits  = glb.lpZBufferPF[i-1].dwStencilBitDepth;
-               }
-               // Remove double-buffer flag. Could use XOR instead...
-               lpPF->pfd.dwFlags &= (~(PFD_DOUBLEBUFFER));
-               // Insert GDI flag for single buffered format only.
-               lpPF->pfd.dwFlags |= PFD_SUPPORT_GDI;
-       }
-#endif // _USE_GLD3_WGL
-
-       // Lets dump the list to the log
-       // ** Based on "wglinfo" by Nate Robins **
-       ddlogMessage(DDLOG_INFO, "\n");
-       ddlogMessage(DDLOG_INFO, "Pixel Formats:\n");
-       ddlogMessage(DDLOG_INFO,
-               "   visual  x  bf lv rg d st  r  g  b a  ax dp st accum buffs  ms\n");
-       ddlogMessage(DDLOG_INFO,
-               " id dep cl sp sz l  ci b ro sz sz sz sz bf th cl  r  g  b  a ns b\n");
-       ddlogMessage(DDLOG_INFO,
-               "-----------------------------------------------------------------\n");
-       for (i=0, lpPF = glb.lpPF; i<glb.nPixelFormatCount; i++, lpPF++) {
-               sprintf(buf, "0x%02x ", i+1);
-
-               sprintf(cat, "%2d ", lpPF->pfd.cColorBits);
-               strcat(buf, cat);
-               if(lpPF->pfd.dwFlags & PFD_DRAW_TO_WINDOW)      sprintf(cat, "wn ");
-               else if(lpPF->pfd.dwFlags & PFD_DRAW_TO_BITMAP) sprintf(cat, "bm ");
-               else sprintf(cat, ".  ");
-               strcat(buf, cat);
-
-               /* should find transparent pixel from LAYERPLANEDESCRIPTOR */
-               sprintf(cat, " . "); 
-               strcat(buf, cat);
-
-               sprintf(cat, "%2d ", lpPF->pfd.cColorBits);
-               strcat(buf, cat);
-
-               /* bReserved field indicates number of over/underlays */
-               if(lpPF->pfd.bReserved) sprintf(cat, " %d ", lpPF->pfd.bReserved);
-               else sprintf(cat, " . "); 
-               strcat(buf, cat);
-
-               sprintf(cat, " %c ", lpPF->pfd.iPixelType == PFD_TYPE_RGBA ? 'r' : 'c');
-               strcat(buf, cat);
-
-               sprintf(cat, "%c ", lpPF->pfd.dwFlags & PFD_DOUBLEBUFFER ? 'y' : '.');
-               strcat(buf, cat);
-
-               sprintf(cat, " %c ", lpPF->pfd.dwFlags & PFD_STEREO ? 'y' : '.');
-               strcat(buf, cat);
-
-               if(lpPF->pfd.cRedBits && lpPF->pfd.iPixelType == PFD_TYPE_RGBA) 
-                   sprintf(cat, "%2d ", lpPF->pfd.cRedBits);
-               else sprintf(cat, " . ");
-               strcat(buf, cat);
-
-               if(lpPF->pfd.cGreenBits && lpPF->pfd.iPixelType == PFD_TYPE_RGBA) 
-                   sprintf(cat, "%2d ", lpPF->pfd.cGreenBits);
-               else sprintf(cat, " . ");
-               strcat(buf, cat);
-
-               if(lpPF->pfd.cBlueBits && lpPF->pfd.iPixelType == PFD_TYPE_RGBA) 
-                   sprintf(cat, "%2d ", lpPF->pfd.cBlueBits);
-               else sprintf(cat, " . ");
-               strcat(buf, cat);
-       
-               if(lpPF->pfd.cAlphaBits && lpPF->pfd.iPixelType == PFD_TYPE_RGBA) 
-                       sprintf(cat, "%2d ", lpPF->pfd.cAlphaBits);
-               else sprintf(cat, " . ");
-               strcat(buf, cat);
-       
-               if(lpPF->pfd.cAuxBuffers)     sprintf(cat, "%2d ", lpPF->pfd.cAuxBuffers);
-               else sprintf(cat, " . ");
-               strcat(buf, cat);
-       
-               if(lpPF->pfd.cDepthBits)      sprintf(cat, "%2d ", lpPF->pfd.cDepthBits);
-               else sprintf(cat, " . ");
-               strcat(buf, cat);
-       
-               if(lpPF->pfd.cStencilBits)    sprintf(cat, "%2d ", lpPF->pfd.cStencilBits);
-               else sprintf(cat, " . ");
-               strcat(buf, cat);
-       
-               if(lpPF->pfd.cAccumRedBits)   sprintf(cat, "%2d ", lpPF->pfd.cAccumRedBits);
-               else sprintf(cat, " . ");
-               strcat(buf, cat);
-
-               if(lpPF->pfd.cAccumGreenBits) sprintf(cat, "%2d ", lpPF->pfd.cAccumGreenBits);
-               else sprintf(cat, " . ");
-               strcat(buf, cat);
-       
-               if(lpPF->pfd.cAccumBlueBits)  sprintf(cat, "%2d ", lpPF->pfd.cAccumBlueBits);
-               else sprintf(cat, " . ");
-               strcat(buf, cat);
-       
-               if(lpPF->pfd.cAccumAlphaBits) sprintf(cat, "%2d ", lpPF->pfd.cAccumAlphaBits);
-               else sprintf(cat, " . ");
-               strcat(buf, cat);
-       
-               /* no multisample in Win32 */
-               sprintf(cat, " . .\n");
-               strcat(buf, cat);
-
-               ddlogMessage(DDLOG_INFO, buf);
-       }
-       ddlogMessage(DDLOG_INFO,
-               "-----------------------------------------------------------------\n");
-       ddlogMessage(DDLOG_INFO, "\n");
-
-#ifndef _USE_GLD3_WGL
-clean_up:
-       // Release COM objects
-       RELEASE(lpD3D3);
-       RELEASE(lpDD4);
-       RELEASE(lpDD1);
-
-       // Popup warning message if non RGB color mode
-       if (dwDisplayBitDepth <= 8) {
-               ddlogPrintf(DDLOG_WARN, "Current Color Depth %d bpp is not supported", dwDisplayBitDepth);
-               MessageBox(NULL, szColorDepthWarning, "GLDirect", MB_OK | MB_ICONWARNING);
-       }
-#endif // _USE_GLD3_WGL
-}
-
-// ***********************************************************************
-
-void dglReleasePixelFormatList()
-{
-       glb.nPixelFormatCount = 0;
-       if (glb.lpPF) {
-               free(glb.lpPF);
-               glb.lpPF = NULL;
-       }
-#ifndef _USE_GLD3_WGL
-       glb.nZBufferPFCount = 0;
-       if (glb.lpZBufferPF) {
-               free(glb.lpZBufferPF);
-               glb.lpZBufferPF = NULL;
-       }
-       glb.nDisplayModeCount = 0;
-       if (glb.lpDisplayModes) {
-               free(glb.lpDisplayModes);
-               glb.lpDisplayModes = NULL;
-       }
-#endif // _USE_GLD3_WGL
-}
-
-// ***********************************************************************
diff --git a/src/mesa/drivers/windows/gldirect/dglpf.h b/src/mesa/drivers/windows/gldirect/dglpf.h
deleted file mode 100644 (file)
index 8a7e38c..0000000
+++ /dev/null
@@ -1,77 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x (Win32)
-*
-* Description:  Pixel Formats.
-*
-****************************************************************************/
-
-#ifndef __DGLPF_H
-#define __DGLPF_H
-
-#ifndef STRICT
-#define STRICT
-#endif // STRICT
-#define WIN32_LEAN_AND_MEAN
-
-#include <windows.h>
-
-/*---------------------- Macros and type definitions ----------------------*/
-
-typedef struct {
-       PIXELFORMATDESCRIPTOR   pfd;            // Win32 Pixel Format Descriptor
-#ifdef _USE_GLD3_WGL
-       // Driver-specific data.
-       // Example: The DX8 driver uses this to hold an index into a
-       // list of depth-stencil descriptions.
-       DWORD                                   dwDriverData;
-#else
-       int                                             iZBufferPF; // Index of depth buffer pixel format
-#endif
-} DGL_pixelFormat;
-
-#include "dglglobals.h"
-
-/*------------------------- Function Prototypes ---------------------------*/
-
-#ifdef  __cplusplus
-extern "C" {
-#endif
-
-BOOL   IsValidPFD(int iPFD);
-void   dglBuildPixelFormatList();
-void   dglReleasePixelFormatList();
-
-#ifdef  __cplusplus
-}
-#endif
-
-#endif
diff --git a/src/mesa/drivers/windows/gldirect/dglwgl.c b/src/mesa/drivers/windows/gldirect/dglwgl.c
deleted file mode 100644 (file)
index c46cfe1..0000000
+++ /dev/null
@@ -1,2964 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x (Win32)
-*
-* Description:  OpenGL window  functions (wgl*).
-*
-****************************************************************************/
-
-#include "dglwgl.h"
-#ifdef _USE_GLD3_WGL
-#include "gld_driver.h"
-#endif
-
-#include "gl/glu.h"    // MUST USE MICROSOFT'S GLU32!
-
-#ifndef _USE_GLD3_WGL
-extern DGL_mesaFuncs mesaFuncs;
-#endif
-
-// Need to export wgl* functions if using GLD3,
-// otherwise export GLD2 DGL_* functions.
-#ifdef _USE_GLD3_WGL
-#define _GLD_WGL_EXPORT(a) wgl##a
-#else
-#define _GLD_WGL_EXPORT(a) DGL_##a
-#endif
-
-// Calls into Mesa 4.x are different
-#ifdef _USE_GLD3_WGL
-#include "dlist.h"
-#include "drawpix.h"
-#include "get.h"
-#include "matrix.h"
-// NOTE: All the _GLD* macros now call the gl* functions direct.
-//       This ensures that the correct internal pathway is taken. KeithH
-#define _GLD_glNewList         glNewList
-#define _GLD_glBitmap          glBitmap
-#define _GLD_glEndList         glEndList
-#define _GLD_glDeleteLists     glDeleteLists
-#define _GLD_glGetError                glGetError
-#define _GLD_glTranslatef      glTranslatef
-#define _GLD_glBegin           glBegin
-#define _GLD_glVertex2fv       glVertex2fv
-#define _GLD_glEnd                     glEnd
-#define _GLD_glNormal3f                glNormal3f
-#define _GLD_glVertex3f                glVertex3f
-#define _GLD_glVertex3fv       glVertex3fv
-#else // _USE_GLD3_WGL
-#define _GLD_glNewList         (*mesaFuncs.glNewList)
-#define _GLD_glBitmap          (*mesaFuncs.glBitmap)
-#define _GLD_glEndList         (*mesaFuncs.glEndList)
-#define _GLD_glDeleteLists     (*mesaFuncs.glDeleteLists)
-#define _GLD_glGetError                (*mesaFuncs.glGetError)
-#define _GLD_glTranslatef      (*mesaFuncs.glTranslatef)
-#define _GLD_glBegin           (*mesaFuncs.glBegin)
-#define _GLD_glVertex2fv       (*mesaFuncs.glVertex2fv)
-#define _GLD_glEnd                     (*mesaFuncs.glEnd)
-#define _GLD_glNormal3f                (*mesaFuncs.glNormal3f)
-#define _GLD_glVertex3f                (*mesaFuncs.glVertex3f)
-#define _GLD_glVertex3fv       (*mesaFuncs.glVertex3fv)
-#endif // _USE_GLD3_WGL
-
-// ***********************************************************************
-
-// Emulate SGI DDK calls.
-#define __wglMalloc(a) GlobalAlloc(GPTR, (a))
-#define __wglFree(a) GlobalFree((a))
-
-// ***********************************************************************
-
-// Mesa glu.h and MS glu.h call these different things...
-//#define GLUtesselator GLUtriangulatorObj
-//#define GLU_TESS_VERTEX_DATA GLU_VERTEX_DATA
-
-// For wglFontOutlines
-
-typedef GLUtesselator *(APIENTRY *gluNewTessProto)(void);
-typedef void (APIENTRY *gluDeleteTessProto)(GLUtesselator *tess);
-typedef void (APIENTRY *gluTessBeginPolygonProto)(GLUtesselator *tess, void *polygon_data);
-typedef void (APIENTRY *gluTessBeginContourProto)(GLUtesselator *tess);
-typedef void (APIENTRY *gluTessVertexProto)(GLUtesselator *tess, GLdouble coords[3], void *data);
-typedef void (APIENTRY *gluTessEndContourProto)(GLUtesselator *tess);
-typedef void (APIENTRY *gluTessEndPolygonProto)(GLUtesselator *tess);
-typedef void (APIENTRY *gluTessPropertyProto)(GLUtesselator *tess, GLenum which, GLdouble value);
-typedef void (APIENTRY *gluTessNormalProto)(GLUtesselator *tess, GLdouble x, GLdouble y, GLdouble z);
-typedef void (APIENTRY *gluTessCallbackProto)(GLUtesselator *tess, GLenum which, void (CALLBACK *)());
-
-static HINSTANCE               gluModuleHandle;
-static gluNewTessProto         gluNewTessProc;
-static gluDeleteTessProto      gluDeleteTessProc;
-static gluTessBeginPolygonProto        gluTessBeginPolygonProc;
-static gluTessBeginContourProto        gluTessBeginContourProc;
-static gluTessVertexProto      gluTessVertexProc;
-static gluTessEndContourProto  gluTessEndContourProc;
-static gluTessEndPolygonProto  gluTessEndPolygonProc;
-static gluTessPropertyProto    gluTessPropertyProc;
-static gluTessNormalProto      gluTessNormalProc;
-static gluTessCallbackProto    gluTessCallbackProc;
-
-static HFONT   hNewFont, hOldFont;
-static FLOAT   ScaleFactor;
-
-#define LINE_BUF_QUANT 4000
-#define VERT_BUF_QUANT 4000
-
-static FLOAT*  LineBuf;
-static DWORD   LineBufSize;
-static DWORD   LineBufIndex;
-static FLOAT*  VertBuf;
-static DWORD   VertBufSize;
-static DWORD   VertBufIndex;
-static GLenum  TessErrorOccurred;
-
-static int AppendToLineBuf(
-       FLOAT value);
-
-static int AppendToVertBuf(
-       FLOAT value);
-
-static int DrawGlyph(
-       UCHAR*          glyphBuf,
-       DWORD           glyphSize,
-       FLOAT           chordalDeviation,
-       FLOAT           extrusion,
-       INT             format);
-
-static void FreeLineBuf(void);
-
-static void FreeVertBuf(void);
-
-static long GetWord(
-       UCHAR**         p);
-
-static long GetDWord(
-       UCHAR**         p);
-
-static double GetFixed(
-       UCHAR**         p);
-
-static int InitLineBuf(void);
-
-static int InitVertBuf(void);
-
-static HFONT CreateHighResolutionFont(
-       HDC             hDC);
-
-static int MakeDisplayListFromGlyph(
-       DWORD                   listName,
-       UCHAR*                  glyphBuf,
-       DWORD                   glyphSize,
-       LPGLYPHMETRICSFLOAT     glyphMetricsFloat,
-       FLOAT                   chordalDeviation,
-       FLOAT                   extrusion,
-       INT                     format);
-
-static BOOL LoadGLUTesselator(void);
-static BOOL UnloadGLUTesselator(void);
-
-static int MakeLinesFromArc(
-       FLOAT           x0,
-       FLOAT           y0,
-       FLOAT           x1,
-       FLOAT           y1,
-       FLOAT           x2,
-       FLOAT           y2,
-       DWORD           vertexCountIndex,
-       FLOAT           chordalDeviationSquared);
-
-static int MakeLinesFromGlyph(         UCHAR*          glyphBuf,
-                                       DWORD           glyphSize,
-                                       FLOAT           chordalDeviation);
-
-static int MakeLinesFromTTLine(                UCHAR**         pp,
-                                       DWORD           vertexCountIndex,
-                                       WORD            pointCount);
-
-static int MakeLinesFromTTPolycurve(   UCHAR**         pp,
-                                       DWORD           vertexCountIndex,
-                                       FLOAT           chordalDeviation);
-
-static int MakeLinesFromTTPolygon(     UCHAR**         pp,
-                                       FLOAT           chordalDeviation);
-
-static int MakeLinesFromTTQSpline(     UCHAR**         pp,
-                                       DWORD           vertexCountIndex,
-                                       WORD            pointCount,
-                                       FLOAT           chordalDeviation);
-
-static void CALLBACK TessCombine(      double          coords[3],
-                                       void*           vertex_data[4],
-                                       FLOAT           weight[4],
-                                       void**          outData);
-
-static void CALLBACK TessError(                GLenum          error);
-
-static void CALLBACK TessVertexOutData(        FLOAT           p[3],
-                                       GLfloat         z);
-
-// ***********************************************************************
-
-#ifdef GLD_THREADS
-#pragma message("compiling DGLWGL.C vars for multi-threaded support")
-extern CRITICAL_SECTION CriticalSection;
-extern DWORD dwTLSPixelFormat;                 // TLS index for current pixel format
-#endif
-int curPFD = 0;                                                        // Current PFD (static)
-
-// ***********************************************************************
-
-int dglGetPixelFormat(void)
-{
-#ifdef GLD_THREADS
-       int iPixelFormat;
-       // get thread-specific instance
-       if (glb.bMultiThreaded) {
-               __try {
-                       iPixelFormat = (int)TlsGetValue(dwTLSPixelFormat);
-               }
-               __except(EXCEPTION_EXECUTE_HANDLER) {
-                       iPixelFormat = curPFD;
-               }
-       }
-       // get global static var
-       else {
-               iPixelFormat = curPFD;
-       }
-       return iPixelFormat;
-#else
-       return curPFD;
-#endif
-}
-
-// ***********************************************************************
-
-void dglSetPixelFormat(int iPixelFormat)
-{
-#ifdef GLD_THREADS
-       // set thread-specific instance
-       if (glb.bMultiThreaded) {
-               __try {
-                       TlsSetValue(dwTLSPixelFormat, (LPVOID)iPixelFormat);
-               }
-               __except(EXCEPTION_EXECUTE_HANDLER) {
-                       curPFD = iPixelFormat;
-               }
-       }
-       // set global static var
-       else {
-               curPFD = iPixelFormat;
-       }
-#else
-       curPFD = iPixelFormat;
-#endif
-}
-
-// ***********************************************************************
-
-int APIENTRY _GLD_WGL_EXPORT(ChoosePixelFormat)(
-       HDC a,
-       CONST PIXELFORMATDESCRIPTOR *ppfd)
-{
-       DGL_pixelFormat                 *lpPF = glb.lpPF;
-
-    PIXELFORMATDESCRIPTOR      ppfdBest;
-    int                                                i;
-       int                                             bestIndex = -1;
-    int                                                numPixelFormats;
-       DWORD                                   dwFlags;
-
-       char                                    buf[128];
-       char                                    cat[8];
-
-       DWORD dwAllFlags = 
-                                       PFD_DRAW_TO_WINDOW |
-                                       PFD_DRAW_TO_BITMAP |
-                                       PFD_SUPPORT_GDI |
-                                       PFD_SUPPORT_OPENGL |
-                                       PFD_GENERIC_FORMAT |
-                                       PFD_NEED_PALETTE |
-                                       PFD_NEED_SYSTEM_PALETTE |
-                                       PFD_DOUBLEBUFFER |
-                                       PFD_STEREO |
-                                       /*PFD_SWAP_LAYER_BUFFERS |*/
-                                       PFD_DOUBLEBUFFER_DONTCARE |
-                                       PFD_STEREO_DONTCARE |
-                                       PFD_SWAP_COPY |
-                                       PFD_SWAP_EXCHANGE |
-                                       PFD_GENERIC_ACCELERATED |
-                                       0;
-
-       // Validate license
-       if (!dglValidate())
-               return 0;
-
-       // List may not be built until dglValidate() is called! KeithH
-       lpPF = glb.lpPF;
-
-       //
-       // Lets print the input pixel format to the log
-       // ** Based on "wglinfo" by Nate Robins **
-       //
-       ddlogMessage(DDLOG_SYSTEM, "ChoosePixelFormat:\n");
-       ddlogMessage(DDLOG_INFO, "Input pixel format for ChoosePixelFormat:\n");
-       ddlogMessage(DDLOG_INFO,
-               "   visual  x  bf lv rg d st  r  g  b a  ax dp st accum buffs  ms\n");
-       ddlogMessage(DDLOG_INFO,
-               " id dep cl sp sz l  ci b ro sz sz sz sz bf th cl  r  g  b  a ns b\n");
-       ddlogMessage(DDLOG_INFO,
-               "-----------------------------------------------------------------\n");
-       sprintf(buf, "  .  ");
-
-       sprintf(cat, "%2d ", ppfd->cColorBits);
-       strcat(buf, cat);
-       if(ppfd->dwFlags & PFD_DRAW_TO_WINDOW)      sprintf(cat, "wn ");
-       else if(ppfd->dwFlags & PFD_DRAW_TO_BITMAP) sprintf(cat, "bm ");
-       else sprintf(cat, ".  ");
-       strcat(buf, cat);
-
-       /* should find transparent pixel from LAYERPLANEDESCRIPTOR */
-       sprintf(cat, " . "); 
-       strcat(buf, cat);
-
-       sprintf(cat, "%2d ", ppfd->cColorBits);
-       strcat(buf, cat);
-
-       /* bReserved field indicates number of over/underlays */
-       if(ppfd->bReserved) sprintf(cat, " %d ", ppfd->bReserved);
-       else sprintf(cat, " . "); 
-       strcat(buf, cat);
-
-       sprintf(cat, " %c ", ppfd->iPixelType == PFD_TYPE_RGBA ? 'r' : 'c');
-       strcat(buf, cat);
-
-       sprintf(cat, "%c ", ppfd->dwFlags & PFD_DOUBLEBUFFER ? 'y' : '.');
-       strcat(buf, cat);
-
-       sprintf(cat, " %c ", ppfd->dwFlags & PFD_STEREO ? 'y' : '.');
-       strcat(buf, cat);
-
-       if(ppfd->cRedBits && ppfd->iPixelType == PFD_TYPE_RGBA) 
-           sprintf(cat, "%2d ", ppfd->cRedBits);
-       else sprintf(cat, " . ");
-       strcat(buf, cat);
-
-       if(ppfd->cGreenBits && ppfd->iPixelType == PFD_TYPE_RGBA) 
-           sprintf(cat, "%2d ", ppfd->cGreenBits);
-       else sprintf(cat, " . ");
-       strcat(buf, cat);
-
-       if(ppfd->cBlueBits && ppfd->iPixelType == PFD_TYPE_RGBA) 
-           sprintf(cat, "%2d ", ppfd->cBlueBits);
-       else sprintf(cat, " . ");
-       strcat(buf, cat);
-       
-       if(ppfd->cAlphaBits && ppfd->iPixelType == PFD_TYPE_RGBA) 
-               sprintf(cat, "%2d ", ppfd->cAlphaBits);
-       else sprintf(cat, " . ");
-       strcat(buf, cat);
-       
-       if(ppfd->cAuxBuffers)     sprintf(cat, "%2d ", ppfd->cAuxBuffers);
-       else sprintf(cat, " . ");
-       strcat(buf, cat);
-       
-       if(ppfd->cDepthBits)      sprintf(cat, "%2d ", ppfd->cDepthBits);
-       else sprintf(cat, " . ");
-       strcat(buf, cat);
-       
-       if(ppfd->cStencilBits)    sprintf(cat, "%2d ", ppfd->cStencilBits);
-       else sprintf(cat, " . ");
-       strcat(buf, cat);
-       
-       if(ppfd->cAccumRedBits)   sprintf(cat, "%2d ", ppfd->cAccumRedBits);
-       else sprintf(cat, " . ");
-       strcat(buf, cat);
-
-       if(ppfd->cAccumGreenBits) sprintf(cat, "%2d ", ppfd->cAccumGreenBits);
-       else sprintf(cat, " . ");
-       strcat(buf, cat);
-       
-       if(ppfd->cAccumBlueBits)  sprintf(cat, "%2d ", ppfd->cAccumBlueBits);
-       else sprintf(cat, " . ");
-       strcat(buf, cat);
-       
-       if(ppfd->cAccumAlphaBits) sprintf(cat, "%2d ", ppfd->cAccumAlphaBits);
-       else sprintf(cat, " . ");
-       strcat(buf, cat);
-       
-       /* no multisample in Win32 */
-       sprintf(cat, " . .\n");
-       strcat(buf, cat);
-
-       ddlogMessage(DDLOG_INFO, buf);
-       ddlogMessage(DDLOG_INFO,
-               "-----------------------------------------------------------------\n");
-       ddlogMessage(DDLOG_INFO, "\n");
-
-       //
-       // Examine the flags for correctness
-       //
-       dwFlags = ppfd->dwFlags;
-    if (dwFlags != (dwFlags & dwAllFlags))
-    {
-               /* error: bad dwFlags */
-               ddlogPrintf(DDLOG_WARN,
-                                       "ChoosePixelFormat: bad flags (0x%x)",
-                                       dwFlags & (~dwAllFlags));
-               // Mask illegal flags and continue
-               dwFlags = dwFlags & dwAllFlags;
-    }
-       
-    switch (ppfd->iPixelType) {
-    case PFD_TYPE_RGBA:
-    case PFD_TYPE_COLORINDEX:
-               break;
-    default:
-               /* error: bad iPixelType */
-               ddlogMessage(DDLOG_WARN, "ChoosePixelFormat: bad pixel type\n");
-               return 0;
-    }
-       
-    switch (ppfd->iLayerType) {
-    case PFD_MAIN_PLANE:
-    case PFD_OVERLAY_PLANE:
-    case PFD_UNDERLAY_PLANE:
-               break;
-    default:
-               /* error: bad iLayerType */
-               ddlogMessage(DDLOG_WARN, "ChoosePixelFormat: bad layer type\n");
-               return 0;
-    }
-       
-    numPixelFormats = glb.nPixelFormatCount;
-       
-    /* loop through candidate pixel format descriptors */
-    for (i=0; i<numPixelFormats; ++i) {
-               PIXELFORMATDESCRIPTOR ppfdCandidate;
-               
-               memcpy(&ppfdCandidate, &lpPF[i].pfd, sizeof(PIXELFORMATDESCRIPTOR));
-               
-               /*
-               ** Check attributes which must match
-               */
-               if (ppfd->iPixelType != ppfdCandidate.iPixelType) {
-                       continue;
-               }
-
-               if (ppfd->iLayerType != ppfdCandidate.iLayerType) {
-                       continue;
-               }
-               
-               if (((dwFlags ^ ppfdCandidate.dwFlags) & dwFlags) &
-                       (PFD_DRAW_TO_WINDOW | PFD_DRAW_TO_BITMAP |
-                       PFD_SUPPORT_GDI | PFD_SUPPORT_OPENGL))
-               {
-                       continue;
-               }
-               
-               if (!(dwFlags & PFD_DOUBLEBUFFER_DONTCARE)) {
-                       if ((dwFlags & PFD_DOUBLEBUFFER) !=
-                               (ppfdCandidate.dwFlags & PFD_DOUBLEBUFFER))
-                       {
-                               continue;
-                       }
-               }
-               
-//             if (!(dwFlags & PFD_STEREO_DONTCARE)) {
-                       if ((dwFlags & PFD_STEREO) !=
-                               (ppfdCandidate.dwFlags & PFD_STEREO))
-                       {
-                               continue;
-                       }
-//             }
-               
-        if (ppfd->iPixelType==PFD_TYPE_RGBA
-            && ppfd->cAlphaBits && !ppfdCandidate.cAlphaBits) {
-            continue;
-               }
-               
-        if (ppfd->iPixelType==PFD_TYPE_RGBA
-                       && ppfd->cAccumBits && !ppfdCandidate.cAccumBits) {
-                       continue;
-        }
-               
-        if (ppfd->cDepthBits && !ppfdCandidate.cDepthBits) {
-                       continue;
-        }
-               
-        if (ppfd->cStencilBits && !ppfdCandidate.cStencilBits) {
-            continue;
-        }
-
-               if (ppfd->cAuxBuffers && !ppfdCandidate.cAuxBuffers) {
-                       continue;
-               }
-               
-               /*
-               ** See if candidate is better than the previous best choice
-               */
-               if (bestIndex == -1) {
-                       ppfdBest = ppfdCandidate;
-                       bestIndex = i;
-                       continue;
-               }
-               
-               if ((ppfd->cColorBits > ppfdBest.cColorBits &&
-                       ppfdCandidate.cColorBits > ppfdBest.cColorBits) ||
-                       (ppfd->cColorBits <= ppfdCandidate.cColorBits &&
-                       ppfdCandidate.cColorBits < ppfdBest.cColorBits))
-               {
-                       ppfdBest = ppfdCandidate;
-                       bestIndex = i;
-                       continue;
-               }
-               
-               if (ppfd->iPixelType==PFD_TYPE_RGBA
-            && ppfd->cAlphaBits
-            && ppfdCandidate.cAlphaBits > ppfdBest.cAlphaBits)
-               {
-                       ppfdBest = ppfdCandidate;
-                       bestIndex = i;
-                       continue;
-               }
-               
-               if (ppfd->iPixelType==PFD_TYPE_RGBA
-                       && ppfd->cAccumBits
-            && ppfdCandidate.cAccumBits > ppfdBest.cAccumBits)
-               {
-                       ppfdBest = ppfdCandidate;
-                       bestIndex = i;
-                       continue;
-               }
-               
-               if ((ppfd->cDepthBits > ppfdBest.cDepthBits &&
-                       ppfdCandidate.cDepthBits > ppfdBest.cDepthBits) ||
-                       (ppfd->cDepthBits <= ppfdCandidate.cDepthBits &&
-                       ppfdCandidate.cDepthBits < ppfdBest.cDepthBits))
-               {
-                       ppfdBest = ppfdCandidate;
-                       bestIndex = i;
-                       continue;
-               }
-               
-               if (ppfd->cStencilBits &&
-                       ppfdCandidate.cStencilBits > ppfdBest.cStencilBits)
-               {
-                       ppfdBest = ppfdCandidate;
-                       bestIndex = i;
-                       continue;
-               }
-               
-               if (ppfd->cAuxBuffers &&
-                       ppfdCandidate.cAuxBuffers > ppfdBest.cAuxBuffers)
-               {
-                       ppfdBest = ppfdCandidate;
-                       bestIndex = i;
-                       continue;
-               }
-    }
-
-       if (bestIndex != -1) {
-               ddlogPrintf(DDLOG_SYSTEM, "Pixel Format %d chosen as best match", bestIndex+1);
-           return bestIndex + 1;
-       }
-
-       // Return the pixelformat that has the most capabilities.
-       // ** NOTE: This is only possible due to the way the list
-       // of pixelformats is built. **
-       // Now picks best pixelformat. KeithH
-       bestIndex = numPixelFormats;    // most capable double buffer format
-       ddlogPrintf(DDLOG_SYSTEM, "Pixel Format %d chosen by default", bestIndex);
-       return (bestIndex);
-}
-
-// ***********************************************************************
-
-BOOL APIENTRY _GLD_WGL_EXPORT(CopyContext)(
-       HGLRC a,
-       HGLRC b,
-       UINT c)
-{
-       // Validate license
-       if (!dglValidate())
-               return FALSE;
-    UNSUPPORTED("wglCopyContext")
-    return FALSE; // Failed
-}
-
-// ***********************************************************************
-
-HGLRC APIENTRY _GLD_WGL_EXPORT(CreateContext)(
-       HDC a)
-{
-       int ipf;
-
-       // Validate license
-       if (!dglValidate())
-               return 0;
-
-       // Check that the current PFD is valid
-       ipf = dglGetPixelFormat();
-       if (!IsValidPFD(ipf))
-               return (HGLRC)0;
-
-       return dglCreateContext(a, &glb.lpPF[ipf-1]);
-}
-
-// ***********************************************************************
-
-HGLRC APIENTRY _GLD_WGL_EXPORT(CreateLayerContext)(
-       HDC a,
-       int b)
-{
-       // Validate license
-       if (!dglValidate())
-               return 0;
-
-    UNSUPPORTED("wglCreateLayerContext")
-    return NULL; // Failed
-}
-
-// ***********************************************************************
-
-BOOL APIENTRY _GLD_WGL_EXPORT(DeleteContext)(
-       HGLRC a)
-{
-       // Validate license
-       if (!dglValidate())
-               return FALSE;
-
-    return dglDeleteContext(a);
-}
-
-// ***********************************************************************
-
-BOOL APIENTRY _GLD_WGL_EXPORT(DescribeLayerPlane)(
-       HDC hDC,
-       int iPixelFormat,
-       int iLayerPlane,
-       UINT nBytes,
-       LPLAYERPLANEDESCRIPTOR plpd)
-{
-       // Validate license
-       if (!dglValidate())
-               return FALSE;
-
-       UNSUPPORTED("DGL_DescribeLayerPlane")
-
-//     gldLogPrintf(GLDLOG_INFO, "DescribeLayerPlane: %d, %d", iPixelFormat, iLayerPlane);
-
-       return FALSE;
-}
-
-// ***********************************************************************
-
-int APIENTRY _GLD_WGL_EXPORT(DescribePixelFormat)(
-       HDC a,
-       int b,
-       UINT c,
-       LPPIXELFORMATDESCRIPTOR d)
-{
-       UINT nSize;
-
-       // Validate license
-       if (!dglValidate())
-               return 0;
-
-       if (d == NULL) // Calling app requires max number of PF's
-               return glb.nPixelFormatCount;
-
-       // The supplied buffer may be larger than the info that we
-       // will be copying.
-       if (c > sizeof(PIXELFORMATDESCRIPTOR))
-               nSize = sizeof(PIXELFORMATDESCRIPTOR);
-       else
-               nSize = c;
-
-    // Setup an empty PFD before doing validation check
-    memset(d, 0, nSize);
-    d->nSize = nSize;
-    d->nVersion = 1;
-
-       if (!IsValidPFD(b))
-               return 0; // Bail if PFD index is invalid
-
-       memcpy(d, &glb.lpPF[b-1].pfd, nSize);
-
-       return glb.nPixelFormatCount;
-}
-
-// ***********************************************************************
-
-HGLRC APIENTRY _GLD_WGL_EXPORT(GetCurrentContext)(void)
-{
-       // Validate license
-       if (!dglValidate())
-               return 0;
-
-       return dglGetCurrentContext();
-}
-
-// ***********************************************************************
-
-HDC APIENTRY _GLD_WGL_EXPORT(GetCurrentDC)(void)
-{
-       // Validate license
-       if (!dglValidate())
-               return 0;
-
-       return dglGetCurrentDC();
-}
-
-// ***********************************************************************
-
-PROC APIENTRY _GLD_WGL_EXPORT(GetDefaultProcAddress)(
-       LPCSTR a)
-{
-       // Validate license
-       if (!dglValidate())
-               return NULL;
-
-    UNSUPPORTED("DGL_GetDefaultProcAddress")
-    return NULL;
-}
-
-// ***********************************************************************
-
-int APIENTRY _GLD_WGL_EXPORT(GetLayerPaletteEntries)(
-       HDC a,
-       int b,
-       int c,
-       int d,
-       COLORREF *e)
-{
-       // Validate license
-       if (!dglValidate())
-               return 0;
-
-    UNSUPPORTED("DGL_GetLayerPaletteEntries")
-    return 0;
-}
-
-// ***********************************************************************
-
-int APIENTRY _GLD_WGL_EXPORT(GetPixelFormat)(
-       HDC a)
-{
-       // Validate license
-       if (!dglValidate())
-               return 0;
-
-       return dglGetPixelFormat();
-}
-
-// ***********************************************************************
-
-PROC APIENTRY _GLD_WGL_EXPORT(GetProcAddress)(
-       LPCSTR a)
-{
-       PROC dglGetProcAddressD3D(LPCSTR a);
-
-       // Validate license
-       if (!dglValidate())
-               return NULL;
-
-#ifdef _USE_GLD3_WGL
-       return _gldDriver.wglGetProcAddress(a);
-#else
-       return dglGetProcAddressD3D(a);
-#endif
-}
-
-// ***********************************************************************
-
-BOOL APIENTRY _GLD_WGL_EXPORT(MakeCurrent)(
-       HDC a,
-       HGLRC b)
-{
-       // Validate license
-       if (!dglValidate())
-               return FALSE;
-
-       return dglMakeCurrent(a, b);
-}
-
-// ***********************************************************************
-
-BOOL APIENTRY _GLD_WGL_EXPORT(RealizeLayerPalette)(
-       HDC a,
-       int b,
-       BOOL c)
-{
-       // Validate license
-       if (!dglValidate())
-               return FALSE;
-
-    UNSUPPORTED("DGL_RealizeLayerPalette")
-       return FALSE;
-}
-
-// ***********************************************************************
-
-int APIENTRY _GLD_WGL_EXPORT(SetLayerPaletteEntries)(
-       HDC a,
-       int b,
-       int c,
-       int d,
-       CONST COLORREF *e)
-{
-       // Validate license
-       if (!dglValidate())
-               return 0;
-
-    UNSUPPORTED("DGL_SetLayerPaletteEntries")
-       return 0;
-}
-
-// ***********************************************************************
-
-BOOL APIENTRY _GLD_WGL_EXPORT(SetPixelFormat)(
-       HDC a,
-       int b,
-       CONST PIXELFORMATDESCRIPTOR *c)
-{
-       // Validate license
-       if (!dglValidate())
-               return FALSE;
-
-       if (IsValidPFD(b)) {
-               ddlogPrintf(DDLOG_SYSTEM, "SetPixelFormat: PixelFormat %d has been set", b);
-               dglSetPixelFormat(b);
-               return TRUE;
-       } else {
-               ddlogPrintf(DDLOG_ERROR,
-                                       "SetPixelFormat: PixelFormat %d is invalid and cannot be set", b);
-               return FALSE;
-       }
-}
-
-// ***********************************************************************
-/*
- * Share lists between two gl_context structures.
- * This was added for WIN32 WGL function support, since wglShareLists()
- * must be called *after* wglCreateContext() with valid GLRCs. (DaveM)
- */
-//
-// Copied from GLD2.x. KeithH
-//
-static GLboolean _gldShareLists(
-       struct gl_context *ctx1,
-       struct gl_context *ctx2)
-{
-       /* Sanity check context pointers */
-       if (ctx1 == NULL || ctx2 == NULL)
-               return GL_FALSE;
-       /* Sanity check shared list pointers */
-       if (ctx1->Shared == NULL || ctx2->Shared == NULL)
-               return GL_FALSE;
-       /* Decrement reference count on sharee to release previous list */
-       ctx2->Shared->RefCount--;
-#if 0  /* 3DStudio exits on this memory release */
-       if (ctx2->Shared->RefCount == 0)
-               free_shared_state(ctx2, ctx2->Shared);
-#endif
-       /* Re-assign list from sharer to sharee and increment reference count */
-       ctx2->Shared = ctx1->Shared;
-       ctx1->Shared->RefCount++;
-       return GL_TRUE;
-}
-
-// ***********************************************************************
-
-BOOL APIENTRY _GLD_WGL_EXPORT(ShareLists)(
-       HGLRC a,
-       HGLRC b)
-{
-       DGL_ctx *dgl1, *dgl2;
-
-       // Validate license
-       if (!dglValidate())
-               return FALSE;
-
-       // Mesa supports shared lists, but you need to supply the shared
-       // GL context info when calling gl_create_context(). An auxiliary
-       // function gl_share_lists() has been added to update the shared
-       // list info after the GL contexts have been created. (DaveM)
-       dgl1 = dglGetContextAddress(a);
-       dgl2 = dglGetContextAddress(b);
-       if (dgl1->bAllocated && dgl2->bAllocated) {
-#ifdef _USE_GLD3_WGL
-               return _gldShareLists(dgl1->glCtx, dgl2->glCtx);
-#else
-               return (*mesaFuncs.gl_share_lists)(dgl1->glCtx, dgl2->glCtx);
-#endif
-       }
-       return FALSE;
-}
-
-// ***********************************************************************
-
-BOOL APIENTRY _GLD_WGL_EXPORT(SwapBuffers)(
-       HDC a)
-{
-       // Validate license
-       if (!dglValidate())
-               return FALSE;
-
-       return dglSwapBuffers(a);
-}
-
-// ***********************************************************************
-
-BOOL APIENTRY _GLD_WGL_EXPORT(SwapLayerBuffers)(
-       HDC a,
-       UINT b)
-{
-       // Validate license
-       if (!dglValidate())
-               return FALSE;
-
-       return dglSwapBuffers(a);
-}
-
-// ***********************************************************************
-
-// ***********************************************************************
-// Note: This ResizeBuffers() function may be called from
-// either MESA glViewport() or GLD wglMakeCurrent().
-
-BOOL dglWglResizeBuffers(
-       struct gl_context *ctx,
-       BOOL bDefaultDriver)
-{
-       DGL_ctx                                         *dgl = NULL;
-       RECT                                            rcScreenRect;
-       DWORD                                           dwWidth;
-       DWORD                                           dwHeight;
-       DDSURFACEDESC2                          ddsd2;
-       DDSCAPS2                                        ddscaps2;
-       IDirectDrawClipper                      *lpddClipper = NULL;
-       DWORD                                           dwFlags;
-       HRESULT                                         hResult;
-
-       DWORD                                           dwMemoryType;
-
-       int                                                     i;
-       struct gl_texture_object        *tObj;
-       struct gl_texture_image         *image;
-
-       BOOL                                            bWasFullscreen;
-       BOOL                                            bSaveDesktop;
-       BOOL                                            bFullScrnWin = FALSE;
-       DDSURFACEDESC2                          ddsd2DisplayMode;
-
-       DDBLTFX                                         ddbltfx;
-       POINT                                           pt;
-       RECT                                            rcDst;
-#ifdef _USE_GLD3_WGL
-       GLD_displayMode                         glddm;
-#endif
-
-#define DDLOG_CRITICAL_OR_WARN (bDefaultDriver ? DDLOG_WARN : DDLOG_CRITICAL)
-
-       // Validate license
-       if (!dglValidate())
-               return FALSE;
-
-       // Sanity checks
-       if (ctx == NULL)
-               return FALSE;
-       dgl = ctx->DriverCtx;
-       if (dgl == NULL)
-               return FALSE;
-
-       // Get the window size and calculate its dimensions
-       if (dgl->hWnd == NULL) {
-               // Check for non-window DC = memory DC ?
-               if (GetClipBox(dgl->hDC, &rcScreenRect) == ERROR)
-                       SetRect(&rcScreenRect, 0, 0, 0, 0);
-       }
-       else if (!GetClientRect(dgl->hWnd, &rcScreenRect))
-               SetRect(&rcScreenRect, 0, 0, 0, 0);
-       dwWidth = rcScreenRect.right - rcScreenRect.left;
-       dwHeight = rcScreenRect.bottom - rcScreenRect.top;
-    CopyRect(&dgl->rcScreenRect, &rcScreenRect);
-
-       // This will occur on Alt-Tab
-       if ((dwWidth == 0) && (dwHeight == 0)) {
-               //dgl->bCanRender = FALSE;
-               return TRUE; // No resize possible!
-       }
-
-       // Some apps zero only 1 dimension for non-visible window... (DaveM)
-       if ((dwWidth == 0) || (dwHeight == 0)) {
-               dwWidth = 8;
-               dwHeight = 8;
-       }
-
-       // Test to see if a resize is required.
-       // Note that the dimensions will be the same if a prior resize attempt failed.
-       if ((dwWidth == dgl->dwWidth) && (dwHeight == dgl->dwHeight) && bDefaultDriver) {
-               return TRUE; // No resize required
-       }
-
-       ddlogPrintf(DDLOG_SYSTEM, "dglResize: %dx%d", dwWidth, dwHeight);
-#ifndef _USE_GLD3_WGL
-       // Work out where we want our surfaces created
-       dwMemoryType = (bDefaultDriver) ? glb.dwMemoryType : DDSCAPS_SYSTEMMEMORY;
-#endif // _USE_GLD3_WGL
-
-       // Note previous fullscreen vs window display status
-       bWasFullscreen = dgl->bFullscreen;
-
-#ifdef _USE_GLD3_WGL
-       if (_gldDriver.GetDisplayMode(dgl, &glddm)) {
-               if ( (dwWidth == glddm.Width) &&
-                                (dwHeight == glddm.Height) ) {
-                       bFullScrnWin = TRUE;
-               }
-               if (bFullScrnWin && glb.bPrimary && !glb.bFullscreenBlit && !glb.bDirectDrawPersistant) {
-                       dgl->bFullscreen = TRUE;
-                       ddlogMessage(DDLOG_INFO, "Fullscreen window after resize.\n");
-               }
-               else {
-                       dgl->bFullscreen = FALSE;
-                       ddlogMessage(DDLOG_INFO, "Non-Fullscreen window after resize.\n");
-               }
-               // Cache the display mode dimensions
-               dgl->dwModeWidth = glddm.Width;
-               dgl->dwModeHeight = glddm.Height;
-       }
-
-       // Clamp the effective window dimensions to primary surface.
-       // We need to do this for D3D viewport dimensions even if wide
-       // surfaces are supported. This also is a good idea for handling
-       // whacked-out window dimensions passed for non-drawable windows
-       // like Solid Edge. (DaveM)
-       if (dgl->dwWidth > glddm.Width)
-               dgl->dwWidth = glddm.Width;
-       if (dgl->dwHeight > glddm.Height)
-               dgl->dwHeight = glddm.Height;
-#else // _USE_GLD3_WGL
-       // Window resize may have changed to fullscreen
-       ZeroMemory(&ddsd2DisplayMode, sizeof(ddsd2DisplayMode));
-       ddsd2DisplayMode.dwSize = sizeof(ddsd2DisplayMode);
-       hResult = IDirectDraw4_GetDisplayMode(
-                                       dgl->lpDD4,
-                                       &ddsd2DisplayMode);
-       if (SUCCEEDED(hResult)) {
-               if ( (dwWidth == ddsd2DisplayMode.dwWidth) &&
-                                (dwHeight == ddsd2DisplayMode.dwHeight) ) {
-                       bFullScrnWin = TRUE;
-               }
-               if (bFullScrnWin && glb.bPrimary && !glb.bFullscreenBlit && !glb.bDirectDrawPersistant) {
-                       dgl->bFullscreen = TRUE;
-                       ddlogMessage(DDLOG_INFO, "Fullscreen window after resize.\n");
-               }
-               else {
-                       dgl->bFullscreen = FALSE;
-                       ddlogMessage(DDLOG_INFO, "Non-Fullscreen window after resize.\n");
-               }
-               // Cache the display mode dimensions
-               dgl->dwModeWidth = ddsd2DisplayMode.dwWidth;
-               dgl->dwModeHeight = ddsd2DisplayMode.dwHeight;
-       }
-
-       // Clamp the effective window dimensions to primary surface.
-       // We need to do this for D3D viewport dimensions even if wide
-       // surfaces are supported. This also is a good idea for handling
-       // whacked-out window dimensions passed for non-drawable windows
-       // like Solid Edge. (DaveM)
-       if (dgl->dwWidth > ddsd2DisplayMode.dwWidth)
-               dgl->dwWidth = ddsd2DisplayMode.dwWidth;
-       if (dgl->dwHeight > ddsd2DisplayMode.dwHeight)
-               dgl->dwHeight = ddsd2DisplayMode.dwHeight;
-#endif // _USE_GLD3_WGL
-
-       // Note if fullscreen vs window display has changed?
-       bSaveDesktop = (!bWasFullscreen && !dgl->bFullscreen) ? TRUE : FALSE;
-       // Save the desktop primary surface from being destroyed
-       // whenever remaining in windowed mode, since the stereo mode
-       // switches are expensive...
-
-#ifndef _USE_GLD3_WGL
-       // Don't need to re-allocate persistant buffers. (DaveM)
-       // Though we should clear the back buffers to hide artifacts.
-       if (glb.bDirectDrawPersistant && glb.bPersistantBuffers) {
-               dgl->dwWidth = dwWidth;
-               dgl->dwHeight = dwHeight;
-               ZeroMemory(&ddbltfx, sizeof(ddbltfx));
-               ddbltfx.dwSize = sizeof(ddbltfx);
-               ddbltfx.dwFillColor = dgl->dwClearColorPF;
-               IDirectDrawSurface4_Blt(dgl->lpBack4, &rcScreenRect, NULL, NULL,
-                       DDBLT_WAIT | DDBLT_COLORFILL, &ddbltfx);
-               return TRUE;
-       }
-
-       // Ensure all rendering is complete
-       if (ctx->Driver.Finish)
-               (*ctx->Driver.Finish)(ctx);
-       if (dgl->bSceneStarted == TRUE) {
-               IDirect3DDevice3_EndScene(dgl->lpDev3);
-               dgl->bSceneStarted = FALSE;
-       }
-#endif // _USE_GLD3_WGL
-       dgl->bCanRender = FALSE;
-
-#ifdef GLD_THREADS
-       // Serialize access to DirectDraw and DDS operations
-       if (glb.bMultiThreaded)
-               EnterCriticalSection(&CriticalSection);
-#endif
-
-#ifndef _USE_GLD3_WGL
-       // Release existing surfaces
-       RELEASE(dgl->lpDev3);
-       RELEASE(dgl->lpDepth4);
-       RELEASE(dgl->lpBack4);
-       if (glb.bDirectDrawPersistant && glb.bDirectDrawPrimary)
-        ;
-       else
-       RELEASE(dgl->lpFront4);
-#endif // _USE_GLD3_WGL
-       dgl->dwWidth = dwWidth;
-       dgl->dwHeight = dwHeight;
-
-       // Set defaults
-       dgl->dwModeWidth = dgl->dwWidth;
-       dgl->dwModeHeight = dgl->dwHeight;
-
-#ifdef _USE_GLD3_WGL
-       if (!_gldDriver.ResizeDrawable(dgl, bDefaultDriver, glb.bDirectDrawPersistant, glb.bPersistantBuffers))
-               goto cleanup_and_return_with_error;
-#else // _USE_GLD3_WGL
-
-       if (dgl->bFullscreen) {
-               //
-               // FULLSCREEN
-               //
-
-        // Disable warning popups when in fullscreen mode
-        ddlogWarnOption(FALSE);
-
-               // Have to release the persistant DirectDraw primary surface
-               // if switching to fullscreen mode. So if application wants
-               // persistant display in fullscreen mode, a fullscreen-size
-               // window should be used instead via fullscreen-blit option.
-               if (glb.bDirectDrawPersistant && glb.bDirectDrawPrimary) {
-                       RELEASE(glb.lpPrimary4);
-                       glb.bDirectDrawPrimary = FALSE;
-               }
-
-               dwFlags = DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN | DDSCL_ALLOWREBOOT;
-               if (glb.bFastFPU)
-                       dwFlags |= DDSCL_FPUSETUP;      // optional
-               hResult = IDirectDraw4_SetCooperativeLevel(dgl->lpDD4, dgl->hWnd, dwFlags);
-               if (FAILED(hResult)) {
-                       ddlogError(DDLOG_CRITICAL_OR_WARN, "dglResize: Unable to set Exclusive Fullscreen mode", hResult);
-                       goto cleanup_and_return_with_error;
-               }
-
-               hResult = IDirectDraw4_SetDisplayMode(dgl->lpDD4,
-                                                                                         dgl->dwModeWidth,
-                                                                                         dgl->dwModeHeight,
-                                                                                         dgl->dwBPP,
-                                                                                         0,
-                                                                                         0);
-               if (FAILED(hResult)) {
-                       ddlogError(DDLOG_CRITICAL_OR_WARN, "dglResize: SetDisplayMode failed", hResult);
-                       goto cleanup_and_return_with_error;
-               }
-
-               // ** The display mode has changed, so dont use MessageBox! **
-
-               ZeroMemory(&ddsd2, sizeof(ddsd2));
-               ddsd2.dwSize = sizeof(ddsd2);
-
-               if (dgl->bDoubleBuffer) {
-                       // Double buffered
-                       // Primary surface
-                       ddsd2.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT;
-                       ddsd2.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE |
-                                                                  DDSCAPS_FLIP |
-                                                                  DDSCAPS_COMPLEX |
-                                                                  DDSCAPS_3DDEVICE |
-                                                                  dwMemoryType;
-                       ddsd2.dwBackBufferCount = 1;
-                       hResult = IDirectDraw4_CreateSurface(dgl->lpDD4, &ddsd2, &dgl->lpFront4, NULL);
-                       if (FAILED(hResult)) {
-                               ddlogError(DDLOG_CRITICAL_OR_WARN, "dglResize: CreateSurface (primary) failed", hResult);
-                               goto cleanup_and_return_with_error;
-                       }
-                       // Render target surface
-                       ZeroMemory(&ddscaps2, sizeof(ddscaps2)); // Clear the entire struct.
-                       ddscaps2.dwCaps = DDSCAPS_BACKBUFFER;
-                       hResult = IDirectDrawSurface4_GetAttachedSurface(dgl->lpFront4, &ddscaps2, &dgl->lpBack4);
-                       if (FAILED(hResult)) {
-                               ddlogError(DDLOG_CRITICAL_OR_WARN, "dglResize: GetAttachedSurface failed", hResult);
-                               goto cleanup_and_return_with_error;
-                       }
-               } else {
-                       // Single buffered
-                       // Primary surface
-                       ddsd2.dwFlags = DDSD_CAPS;
-                       ddsd2.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE |
-                                                                  //DDSCAPS_3DDEVICE |
-                                                                  dwMemoryType;
-
-                       hResult = IDirectDraw4_CreateSurface(dgl->lpDD4, &ddsd2, &dgl->lpFront4, NULL);
-                       if (FAILED(hResult)) {
-                               ddlogError(DDLOG_CRITICAL_OR_WARN, "dglResize: CreateSurface (primary) failed", hResult);
-                               goto cleanup_and_return_with_error;
-                       }
-
-                       dgl->lpBack4 = NULL;
-               }
-       } else {
-               // WINDOWED
-
-        // OK to enable warning popups in windowed mode
-        ddlogWarnOption(glb.bMessageBoxWarnings);
-
-               // Ditto if persistant DirectDraw primary
-               if (glb.bDirectDrawPersistant && glb.bDirectDrawPrimary)
-                       goto DoClipperOnly;
-
-               // WINDOWED
-               dwFlags = DDSCL_NORMAL;
-               if (glb.bMultiThreaded)
-                       dwFlags |= DDSCL_MULTITHREADED;
-               if (glb.bFastFPU)
-                       dwFlags |= DDSCL_FPUSETUP;      // optional
-               hResult = IDirectDraw4_SetCooperativeLevel(dgl->lpDD4,
-                                                                                                 dgl->hWnd,
-                                                                                                 dwFlags);
-               if (FAILED(hResult)) {
-                       ddlogError(DDLOG_CRITICAL_OR_WARN, "dglResize: Unable to set Normal coop level", hResult);
-                       goto cleanup_and_return_with_error;
-               }
-               // Primary surface
-               ZeroMemory(&ddsd2, sizeof(ddsd2));
-               ddsd2.dwSize = sizeof(ddsd2);
-               ddsd2.dwFlags = DDSD_CAPS;
-               ddsd2.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE;
-               hResult = IDirectDraw4_CreateSurface(dgl->lpDD4, &ddsd2, &dgl->lpFront4, NULL);
-               if (FAILED(hResult)) {
-                       ddlogError(DDLOG_CRITICAL_OR_WARN, "dglResize: CreateSurface (primary) failed", hResult);
-                       goto cleanup_and_return_with_error;
-               }
-
-               // Cache the primary surface for persistant DirectDraw state
-               if (glb.bDirectDrawPersistant && !glb.bDirectDrawPrimary) {
-                       glb.lpPrimary4 = dgl->lpFront4;
-                       IDirectDrawSurface4_AddRef(glb.lpPrimary4);
-                       glb.bDirectDrawPrimary = TRUE;
-               }
-
-               // Clipper object
-               hResult = DirectDrawCreateClipper(0, &lpddClipper, NULL);
-               if (FAILED(hResult)) {
-                       ddlogError(DDLOG_CRITICAL_OR_WARN, "dglResize: CreateClipper failed", hResult);
-                       goto cleanup_and_return_with_error;
-               }
-               hResult = IDirectDrawClipper_SetHWnd(lpddClipper, 0, dgl->hWnd);
-               if (FAILED(hResult)) {
-                       RELEASE(lpddClipper);
-                       ddlogError(DDLOG_CRITICAL_OR_WARN, "dglResize: SetHWnd failed", hResult);
-                       goto cleanup_and_return_with_error;
-               }
-               hResult = IDirectDrawSurface4_SetClipper(dgl->lpFront4, lpddClipper);
-               RELEASE(lpddClipper); // We have finished with it.
-               if (FAILED(hResult)) {
-                       ddlogError(DDLOG_CRITICAL_OR_WARN, "dglResize: SetClipper failed", hResult);
-                       goto cleanup_and_return_with_error;
-               }
-DoClipperOnly:
-               // Update the window for the original clipper
-               if ((glb.bDirectDrawPersistant && glb.bDirectDrawPrimary) || bSaveDesktop) {
-                       IDirectDrawSurface4_GetClipper(dgl->lpFront4, &lpddClipper);
-                       IDirectDrawClipper_SetHWnd(lpddClipper, 0, dgl->hWnd);
-                       RELEASE(lpddClipper);
-               }
-
-               if (dgl->bDoubleBuffer) {
-                       // Render target surface
-                       ZeroMemory(&ddsd2, sizeof(ddsd2));
-                       ddsd2.dwSize = sizeof(ddsd2);
-                       ddsd2.dwFlags        = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT;
-                       ddsd2.dwWidth        = dgl->dwWidth;
-                       ddsd2.dwHeight       = dgl->dwHeight;
-                       ddsd2.ddsCaps.dwCaps = DDSCAPS_3DDEVICE |
-                                                                  DDSCAPS_OFFSCREENPLAIN |
-                                                                  dwMemoryType;
-                       hResult = IDirectDraw4_CreateSurface(dgl->lpDD4, &ddsd2, &dgl->lpBack4, NULL);
-                       if (FAILED(hResult)) {
-                               ddlogError(DDLOG_CRITICAL_OR_WARN, "dglResize: Create Backbuffer failed", hResult);
-                               goto cleanup_and_return_with_error;
-                       }
-
-               } else {
-                       dgl->lpBack4 = NULL;
-               }
-       }
-
-       //
-       // Now create the Zbuffer
-       //
-       if (dgl->bDepthBuffer) {
-               // Get z-buffer dimensions from the render target
-               // Setup the surface desc for the z-buffer.
-               ZeroMemory(&ddsd2, sizeof(ddsd2));
-               ddsd2.dwSize = sizeof(ddsd2);
-               ddsd2.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT | DDSD_PIXELFORMAT;
-               ddsd2.ddsCaps.dwCaps = DDSCAPS_ZBUFFER | dwMemoryType;
-               ddsd2.dwWidth = dgl->dwWidth;
-               ddsd2.dwHeight = dgl->dwHeight;
-               memcpy(&ddsd2.ddpfPixelFormat,
-                          &glb.lpZBufferPF[dgl->iZBufferPF],
-                          sizeof(DDPIXELFORMAT) );
-
-               // Create a z-buffer
-               hResult = IDirectDraw4_CreateSurface(dgl->lpDD4, &ddsd2, &dgl->lpDepth4, NULL);
-               if (FAILED(hResult)) {
-                       ddlogError(DDLOG_CRITICAL_OR_WARN, "dglResize: CreateSurface (ZBuffer) failed", hResult);
-                       goto cleanup_and_return_with_error;
-               }
-
-               // Attach Zbuffer to render target
-               TRY(IDirectDrawSurface4_AddAttachedSurface(
-                       dgl->bDoubleBuffer ? dgl->lpBack4 : dgl->lpFront4,
-                       dgl->lpDepth4),
-                       "dglResize: Attach Zbuffer");
-
-       }
-
-       // Clear the newly resized back buffers for the window client area.
-       ZeroMemory(&ddbltfx, sizeof(ddbltfx));
-       ddbltfx.dwSize = sizeof(ddbltfx);
-       ddbltfx.dwFillColor = dgl->dwClearColorPF;
-       IDirectDrawSurface4_Blt(dgl->lpBack4, &rcScreenRect, NULL, NULL,
-               DDBLT_WAIT | DDBLT_COLORFILL, &ddbltfx);
-
-       //
-       // Now that we have a zbuffer we can create the 3D device
-       //
-       hResult = IDirect3D3_CreateDevice(dgl->lpD3D3,
-                                                                         bDefaultDriver ? &glb.d3dGuid : &IID_IDirect3DRGBDevice,
-                                                                         dgl->bDoubleBuffer ? dgl->lpBack4 : dgl->lpFront4,
-                                                                         &dgl->lpDev3,
-                                                                         NULL);
-       if (FAILED(hResult)) {
-               ddlogError(DDLOG_CRITICAL_OR_WARN, "dglResize: Could not create Direct3D device", hResult);
-               goto cleanup_and_return_with_error;
-       }
-
-       // We must do this as soon as the device is created
-       dglInitStateCaches(dgl);
-
-       //
-       // Viewport
-       //
-       hResult = IDirect3DDevice3_AddViewport(dgl->lpDev3, dgl->lpViewport3);
-       if (FAILED(hResult)) {
-               ddlogError(DDLOG_CRITICAL_OR_WARN, "dglResize: AddViewport failed", hResult);
-               goto cleanup_and_return_with_error;
-       }
-
-       // Initialise the viewport
-       dgl->d3dViewport.dwSize = sizeof(dgl->d3dViewport);
-       dgl->d3dViewport.dwX = 0;
-       dgl->d3dViewport.dwY = 0;
-       dgl->d3dViewport.dwWidth = dgl->dwWidth;
-       dgl->d3dViewport.dwHeight = dgl->dwHeight;
-       dgl->d3dViewport.dvClipX = 0;
-       dgl->d3dViewport.dvClipY = 0;
-       dgl->d3dViewport.dvClipWidth = dgl->dwWidth;
-       dgl->d3dViewport.dvClipHeight = dgl->dwHeight;
-//     dgl->d3dViewport.dvMinZ = 0.0f;
-//     dgl->d3dViewport.dvMaxZ = 1.0f;
-       TRY(IDirect3DViewport3_SetViewport2(dgl->lpViewport3, &dgl->d3dViewport),
-               "dglResize: SetViewport2");
-
-       hResult = IDirect3DDevice3_SetCurrentViewport(dgl->lpDev3, dgl->lpViewport3);
-       if (FAILED(hResult)) {
-               ddlogError(DDLOG_CRITICAL_OR_WARN, "dglResize: SetCurrentViewport failed", hResult);
-               goto cleanup_and_return_with_error;
-       }
-
-       // (Re)Initialise all the Direct3D renderstates
-       dglInitStateD3D(ctx);
-
-       // Now we have to recreate all of our textures (+ mipmaps).
-       // Walk over all textures in hash table
-       // XXX what about the default texture objects (id=0)?
-       {
-               struct _mesa_HashTable *textures = ctx->Shared->TexObjects;
-               GLuint id;
-               for (id = _mesa_HashFirstEntry(textures);
-                                id;
-                                id = _mesa_HashNextEntry(textures, id)) {
-                       tObj = (struct gl_texture_object *) _mesa_HashLookup(textures, id);
-                       if (tObj->DriverData) {
-                               // We could call our TexImage function directly, but it's
-                               // safer to use the driver pointer.
-                               for (i=0; i<MAX_TEXTURE_LEVELS; i++) {
-                                       image = tObj->Image[i];
-                                       if (image) {
-                                               switch (tObj->Dimensions){
-                                               case 1:
-                                                       if (ctx->Driver.TexImage)
-                                                               (*ctx->Driver.TexImage)(ctx, GL_TEXTURE_1D, tObj, i, image->Format, image);
-                                                       break;
-                                               case 2:
-                                                       if (ctx->Driver.TexImage)
-                                                               (*ctx->Driver.TexImage)(ctx, GL_TEXTURE_2D, tObj, i, image->Format, image);
-                                                       break;
-                                               default:
-                                                       break;
-                                               }
-                                       }
-                               }
-                       }
-               }
-       }
-
-       // Re-Bind each texture Unit
-       for (i=0; i<glb.wMaxSimultaneousTextures; i++) {
-               tObj = ctx->Texture.Unit[i].Current;
-               if (tObj) {
-                       DGL_texture *lpTex = (DGL_texture *)tObj->DriverData;
-                       hResult = dglSetTexture(dgl, i, lpTex ? lpTex->lpTexture : NULL);
-                       if (FAILED(hResult)) {
-                               ddlogError(DDLOG_ERROR, "dglResize: SetTexture failed", hResult);
-                       }
-               }
-       }
-#endif // _USE_GLD3_WGL
-
-       dgl->bCanRender = TRUE;
-
-#ifdef GLD_THREADS
-       // Release serialized access
-       if (glb.bMultiThreaded)
-               LeaveCriticalSection(&CriticalSection);
-#endif
-
-       // SUCCESS.
-       return TRUE;
-
-cleanup_and_return_with_error:
-       // Relase all interfaces before returning.
-#ifdef _USE_GLD3_WGL
-       _gldDriver.DestroyDrawable(dgl);
-#else // _USE_GLD3_WGL
-       RELEASE(dgl->lpDev3);
-       RELEASE(dgl->lpDepth4);
-       RELEASE(dgl->lpBack4);
-       if (glb.bDirectDrawPersistant && glb.bDirectDrawPrimary)
-               ;
-       else
-       RELEASE(dgl->lpFront4);
-
-#undef DDLOG_CRITICAL_OR_WARN
-#endif // _USE_GLD3_WGL
-
-       // Mark context as not being able to render
-       dgl->bCanRender = FALSE;
-
-#ifdef GLD_THREADS
-       // Release serialized access
-       if (glb.bMultiThreaded)
-               LeaveCriticalSection(&CriticalSection);
-#endif
-
-       return FALSE;
-}
-
-// ***********************************************************************
-// ***********************************************************************
-// Support for bitmap fonts.
-// ***********************************************************************
-// ***********************************************************************
-
-/*****************************************************************************
-**
-** InvertGlyphBitmap.
-**
-** Invert the bitmap so that it suits OpenGL's representation.
-** Each row starts on a double word boundary.
-**
-*****************************************************************************/
-
-static void InvertGlyphBitmap(
-       int w,
-       int h,
-       DWORD *fptr,
-       DWORD *tptr)
-{
-       int dWordsInRow = (w+31)/32;
-       int i, j;
-       DWORD *tmp = tptr;
-
-       if (w <= 0 || h <= 0) {
-       return;
-       }
-
-       tptr += ((h-1)*dWordsInRow);
-       for (i = 0; i < h; i++) {
-       for (j = 0; j < dWordsInRow; j++) {
-               *(tptr + j) = *(fptr + j);
-       }
-       tptr -= dWordsInRow;
-       fptr += dWordsInRow;
-       }
-}
-
-// ***********************************************************************
-
-/*****************************************************************************
- * wglUseFontBitmaps
- *
- * Converts a subrange of the glyphs in a GDI font to OpenGL display
- * lists.
- *
- * Extended to support any GDI font, not just TrueType fonts. (DaveM)
- *
- *****************************************************************************/
-
-BOOL APIENTRY _GLD_WGL_EXPORT(UseFontBitmapsA)(
-       HDC hDC,
-       DWORD first,
-       DWORD count,
-       DWORD listBase)
-{
-       int                                     i, ox, oy, ix, iy;
-       int                                     w, h;
-       int                                     iBufSize, iCurBufSize = 0;
-       DWORD                           *bitmapBuffer = NULL;
-       DWORD                           *invertedBitmapBuffer = NULL;
-       BOOL                            bSuccessOrFail = TRUE;
-       BOOL                            bTrueType = FALSE;
-       TEXTMETRIC                      tm;
-       GLYPHMETRICS            gm;
-       RASTERIZER_STATUS       rs;
-       MAT2                            mat;
-       SIZE                            size;
-       RECT                            rect;
-       HDC                                     hDCMem;
-       HBITMAP                         hBitmap;
-       BITMAPINFO                      bmi;
-       HFONT                           hFont;
-
-       // Validate SciTech DirectGL license
-       if (!dglValidate())
-               return FALSE;
-
-       // Set up a unity matrix.
-       ZeroMemory(&mat, sizeof(mat));
-       mat.eM11.value = 1;
-       mat.eM22.value = 1;
-
-       // Test to see if selected font is TrueType or not
-       ZeroMemory(&tm, sizeof(tm));
-       if (!GetTextMetrics(hDC, &tm)) {
-               ddlogMessage(DDLOG_ERROR, "DGL_UseFontBitmaps: Font metrics error\n");
-               return (FALSE);
-       }
-       bTrueType = (tm.tmPitchAndFamily & TMPF_TRUETYPE) ? TRUE : FALSE;
-
-       // Test to see if TRUE-TYPE capabilities are installed
-       // (only necessary if TrueType font selected)
-       ZeroMemory(&rs, sizeof(rs));
-       if (bTrueType) {
-               if (!GetRasterizerCaps (&rs, sizeof (RASTERIZER_STATUS))) {
-                       ddlogMessage(DDLOG_ERROR, "DGL_UseFontBitmaps: Raster caps error\n");
-                       return (FALSE);
-               }
-               if (!(rs.wFlags & TT_ENABLED)) {
-                       ddlogMessage(DDLOG_ERROR, "DGL_UseFontBitmaps: No TrueType caps\n");
-                       return (FALSE);
-               }
-       }
-
-       // Trick to get the current font handle
-       hFont = SelectObject(hDC, GetStockObject(SYSTEM_FONT));
-       SelectObject(hDC, hFont);
-
-       // Have memory device context available for holding bitmaps of font glyphs
-       hDCMem = CreateCompatibleDC(hDC);
-       SelectObject(hDCMem, hFont);
-       SetTextColor(hDCMem, RGB(0xFF, 0xFF, 0xFF));
-       SetBkColor(hDCMem, 0);
-
-       for (i = first; (DWORD) i < (first + count); i++) {
-               // Find out how much space is needed for the bitmap so we can
-               // Set the buffer size correctly.
-               if (bTrueType) {
-                       // Use TrueType support to get bitmap size of glyph
-                       iBufSize = GetGlyphOutline(hDC, i, GGO_BITMAP, &gm,
-                               0, NULL, &mat);
-                       if (iBufSize == GDI_ERROR) {
-                               bSuccessOrFail = FALSE;
-                               break;
-                       }
-               }
-               else {
-                       // Use generic GDI support to compute bitmap size of glyph
-                       w = tm.tmMaxCharWidth;
-                       h = tm.tmHeight;
-                       if (GetTextExtentPoint32(hDC, (LPCTSTR)&i, 1, &size)) {
-                               w = size.cx;
-                               h = size.cy;
-                       }
-                       iBufSize = w * h;
-                       // Use DWORD multiple for compatibility
-                       iBufSize += 3;
-                       iBufSize /= 4;
-                       iBufSize *= 4;
-               }
-
-               // If we need to allocate Larger Buffers, then do so - but allocate
-               // An extra 50 % so that we don't do too many mallocs !
-               if (iBufSize > iCurBufSize) {
-                       if (bitmapBuffer) {
-                               __wglFree(bitmapBuffer);
-                       }
-                       if (invertedBitmapBuffer) {
-                               __wglFree(invertedBitmapBuffer);
-                       }
-
-                       iCurBufSize = iBufSize * 2;
-                       bitmapBuffer = (DWORD *) __wglMalloc(iCurBufSize);
-                       invertedBitmapBuffer = (DWORD *) __wglMalloc(iCurBufSize);
-
-                       if (bitmapBuffer == NULL || invertedBitmapBuffer == NULL) {
-                               bSuccessOrFail = FALSE;
-                               break;
-                       }
-               }
-
-               // If we fail to get the Glyph data, delete the display lists
-               // Created so far and return FALSE.
-               if (bTrueType) {
-                       // Use TrueType support to get bitmap of glyph
-                       if (GetGlyphOutline(hDC, i, GGO_BITMAP, &gm,
-                                       iBufSize, bitmapBuffer, &mat) == GDI_ERROR) {
-                               bSuccessOrFail = FALSE;
-                               break;
-                       }
-
-                       // Setup glBitmap parameters for current font glyph
-                       w  = gm.gmBlackBoxX;
-                       h  = gm.gmBlackBoxY;
-                       ox = gm.gmptGlyphOrigin.x;
-                       oy = gm.gmptGlyphOrigin.y;
-                       ix = gm.gmCellIncX;
-                       iy = gm.gmCellIncY;
-               }
-               else {
-                       // Use generic GDI support to create bitmap of glyph
-                       ZeroMemory(bitmapBuffer, iBufSize);
-
-                       if (i >= tm.tmFirstChar && i <= tm.tmLastChar) {
-                               // Only create bitmaps for actual font glyphs
-                               hBitmap = CreateBitmap(w, h, 1, 1, NULL);
-                               SelectObject(hDCMem, hBitmap);
-                               // Make bitmap of current font glyph
-                               SetRect(&rect, 0, 0, w, h);
-                               DrawText(hDCMem, (LPCTSTR)&i, 1, &rect,
-                                       DT_LEFT | DT_BOTTOM | DT_SINGLELINE | DT_NOCLIP);
-                               // Make copy of bitmap in our local buffer
-                               ZeroMemory(&bmi, sizeof(bmi));
-                               bmi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
-                               bmi.bmiHeader.biWidth = w;
-                               bmi.bmiHeader.biHeight = -h;
-                               bmi.bmiHeader.biPlanes = 1;
-                               bmi.bmiHeader.biBitCount = 1;
-                               bmi.bmiHeader.biCompression = BI_RGB;
-                               GetDIBits(hDCMem, hBitmap, 0, h, bitmapBuffer, &bmi, 0);
-                               DeleteObject(hBitmap);
-                       }
-                       else {
-                               // Otherwise use empty display list for non-existing glyph
-                               iBufSize = 0;
-                       }
-
-                       // Setup glBitmap parameters for current font glyph
-                       ox = 0;
-                       oy = tm.tmDescent;
-                       ix = w;
-                       iy = 0;
-               }
-
-               // Create an OpenGL display list.
-               _GLD_glNewList((listBase + i), GL_COMPILE);
-
-               // Some fonts have no data for the space character, yet advertise
-               // a non-zero size.
-               if (0 == iBufSize) {
-                       _GLD_glBitmap(0, 0, 0.0f, 0.0f, (GLfloat) ix, (GLfloat) iy, NULL);
-               } else {
-                       // Invert the Glyph data.
-                       InvertGlyphBitmap(w, h, bitmapBuffer, invertedBitmapBuffer);
-
-                       // Render an OpenGL bitmap and invert the origin.
-                       _GLD_glBitmap(w, h,
-                               (GLfloat) ox, (GLfloat) (h-oy),
-                               (GLfloat) ix, (GLfloat) iy,
-                               (GLubyte *) invertedBitmapBuffer);
-               }
-
-               // Close this display list.
-               _GLD_glEndList();
-       }
-
-       if (bSuccessOrFail == FALSE) {
-               ddlogMessage(DDLOG_ERROR, "DGL_UseFontBitmaps: Get glyph failed\n");
-               _GLD_glDeleteLists((i+listBase), (i-first));
-       }
-
-       // Release resources used
-       DeleteObject(hFont);
-       DeleteDC(hDCMem);
-
-       if (bitmapBuffer)
-               __wglFree(bitmapBuffer);
-       if (invertedBitmapBuffer)
-               __wglFree(invertedBitmapBuffer);
-
-       return(bSuccessOrFail);
-}
-
-// ***********************************************************************
-
-BOOL APIENTRY _GLD_WGL_EXPORT(UseFontBitmapsW)(
-       HDC a,
-       DWORD b,
-       DWORD c,
-       DWORD d)
-{
-       // Validate license
-       if (!dglValidate())
-               return FALSE;
-
-       return _GLD_WGL_EXPORT(UseFontBitmapsA)(a, b, c, d);
-}
-
-// ***********************************************************************
-// ***********************************************************************
-// Support for outline TrueType fonts.
-// ***********************************************************************
-// ***********************************************************************
-
-void * __wglRealloc(
-       void *oldPtr,
-       size_t newSize)
-{
-    void *newPtr = NULL;
-       
-    if (newSize != 0) {
-               newPtr = (void *) GlobalAlloc(GPTR, newSize);
-               if (oldPtr && newPtr) {
-                       DWORD oldSize = GlobalSize(oldPtr);
-                       
-                       memcpy(newPtr, oldPtr, (oldSize <= newSize ? oldSize : newSize));
-                       GlobalFree(oldPtr);
-               }
-    } else if (oldPtr) {
-               GlobalFree(oldPtr);
-    }
-    if (newPtr == NULL) {
-               return NULL;    /* XXX out of memory error */
-    }
-    return newPtr;
-}
-
-// ***********************************************************************
-
-
-/*****************************************************************************
- * wglUseFontOutlinesW
- *
- * Converts a subrange of the glyphs in a TrueType font to OpenGL display
- * lists.
- *****************************************************************************/
-
-BOOL APIENTRY _GLD_WGL_EXPORT(UseFontOutlinesW)(
-       IN      HDC                     hDC,
-       IN      DWORD                   first,
-       IN      DWORD                   count,
-       IN      DWORD                   listBase,
-       IN      FLOAT                   chordalDeviation,
-       IN      FLOAT                   extrusion,
-       IN      INT                     format,
-       OUT     LPGLYPHMETRICSFLOAT     lpgmf)
-{
-       return _GLD_WGL_EXPORT(UseFontOutlinesA)(hDC, first, count, listBase,
-               chordalDeviation, extrusion, format, lpgmf);
-}
-
-/*****************************************************************************
- * wglUseFontOutlinesA
- *
- * Converts a subrange of the glyphs in a TrueType font to OpenGL display
- * lists.
- *****************************************************************************/
-
-BOOL APIENTRY _GLD_WGL_EXPORT(UseFontOutlinesA)(
-       IN      HDC                     hDC,
-                       IN      DWORD                   first,
-                       IN      DWORD                   count,
-                       IN      DWORD                   listBase,
-                       IN      FLOAT                   chordalDeviation,
-                       IN      FLOAT                   extrusion,
-                       IN      INT                     format,
-                       OUT     LPGLYPHMETRICSFLOAT     glyphMetricsFloatArray)
-       {
-       DWORD   glyphIndex;
-       UCHAR*  glyphBuf;
-       DWORD   glyphBufSize;
-
-
-       /*
-        * Flush any previous OpenGL errors.  This allows us to check for
-        * new errors so they can be reported via the function return value.
-        */
-       while (_GLD_glGetError() != GL_NO_ERROR)
-               ;
-
-       /*
-        * Make sure that the current font can be sampled accurately.
-        */
-       hNewFont = CreateHighResolutionFont(hDC);
-       if (!hNewFont)
-               return FALSE;
-
-       hOldFont = SelectObject(hDC, hNewFont);
-       if (!hOldFont)
-               return FALSE;
-
-       /*
-        * Preallocate a buffer for the outline data, and track its size:
-        */
-       glyphBuf = (UCHAR*) __wglMalloc(glyphBufSize = 10240);
-       if (!glyphBuf)
-               return FALSE; /*WGL_STATUS_NOT_ENOUGH_MEMORY*/
-
-       /*
-        * Process each glyph in the given range:
-        */
-       for (glyphIndex = first; glyphIndex - first < count; ++glyphIndex)
-               {
-               GLYPHMETRICS    glyphMetrics;
-               DWORD           glyphSize;
-               static MAT2     matrix =
-                       {
-                       {0, 1},         {0, 0},
-                       {0, 0},         {0, 1}
-                       };
-               LPGLYPHMETRICSFLOAT glyphMetricsFloat =
-                       &glyphMetricsFloatArray[glyphIndex - first];
-
-
-               /*
-                * Determine how much space is needed to store the glyph's
-                * outlines.  If our glyph buffer isn't large enough,
-                * resize it.
-                */
-               glyphSize = GetGlyphOutline(    hDC,
-                                               glyphIndex,
-                                               GGO_NATIVE,
-                                               &glyphMetrics,
-                                               0,
-                                               NULL,
-                                               &matrix
-                                               );
-               if (glyphSize < 0)
-                       return FALSE; /*WGL_STATUS_FAILURE*/
-               if (glyphSize > glyphBufSize)
-                       {
-                       __wglFree(glyphBuf);
-                       glyphBuf = (UCHAR*) __wglMalloc(glyphBufSize = glyphSize);
-                       if (!glyphBuf)
-                               return FALSE; /*WGL_STATUS_NOT_ENOUGH_MEMORY*/
-                       }
-
-
-               /*
-                * Get the glyph's outlines.
-                */
-               if (GetGlyphOutline(    hDC,
-                                       glyphIndex,
-                                       GGO_NATIVE,
-                                       &glyphMetrics,
-                                       glyphBufSize,
-                                       glyphBuf,
-                                       &matrix
-                                       ) < 0)
-                       {
-                       __wglFree(glyphBuf);
-                       return FALSE; /*WGL_STATUS_FAILURE*/
-                       }
-               
-               glyphMetricsFloat->gmfBlackBoxX =
-                       (FLOAT) glyphMetrics.gmBlackBoxX * ScaleFactor;
-               glyphMetricsFloat->gmfBlackBoxY =
-                       (FLOAT) glyphMetrics.gmBlackBoxY * ScaleFactor;
-               glyphMetricsFloat->gmfptGlyphOrigin.x =
-                       (FLOAT) glyphMetrics.gmptGlyphOrigin.x * ScaleFactor;
-               glyphMetricsFloat->gmfptGlyphOrigin.y =
-                       (FLOAT) glyphMetrics.gmptGlyphOrigin.y * ScaleFactor;
-               glyphMetricsFloat->gmfCellIncX =
-                       (FLOAT) glyphMetrics.gmCellIncX * ScaleFactor;
-               glyphMetricsFloat->gmfCellIncY =
-                       (FLOAT) glyphMetrics.gmCellIncY * ScaleFactor;
-               
-               /*
-                * Turn the glyph into a display list:
-                */
-               if (!MakeDisplayListFromGlyph(  (glyphIndex - first) + listBase,
-                                               glyphBuf,
-                                               glyphSize,
-                                               glyphMetricsFloat,
-                                               chordalDeviation + ScaleFactor,
-                                               extrusion,
-                                               format))
-                       {
-                       __wglFree(glyphBuf);
-                       return FALSE; /*WGL_STATUS_FAILURE*/
-                       }
-               }
-
-
-       /*
-        * Clean up temporary storage and return.  If an error occurred,
-        * clear all OpenGL error flags and return FAILURE status;
-        * otherwise just return SUCCESS.
-        */
-       __wglFree(glyphBuf);
-
-       SelectObject(hDC, hOldFont);
-
-       if (_GLD_glGetError() == GL_NO_ERROR)
-               return TRUE; /*WGL_STATUS_SUCCESS*/
-       else
-               {
-               while (_GLD_glGetError() != GL_NO_ERROR)
-                       ;
-               return FALSE; /*WGL_STATUS_FAILURE*/
-               }
-       }
-
-
-
-/*****************************************************************************
- * CreateHighResolutionFont
- *
- * Gets metrics for the current font and creates an equivalent font
- * scaled to the design units of the font.
- * 
- *****************************************************************************/
-
-static HFONT
-CreateHighResolutionFont(HDC hDC)
-       {
-       UINT otmSize;
-       OUTLINETEXTMETRIC *otm;
-       LONG fontHeight, fontWidth, fontUnits;
-       LOGFONT logFont;
-
-       otmSize = GetOutlineTextMetrics(hDC, 0, NULL);
-       if (otmSize == 0) 
-               return NULL;
-
-       otm = (OUTLINETEXTMETRIC *) __wglMalloc(otmSize);
-       if (otm == NULL)
-               return NULL;
-
-       otm->otmSize = otmSize;
-       if (GetOutlineTextMetrics(hDC, otmSize, otm) == 0) 
-               return NULL;
-       
-       fontHeight = otm->otmTextMetrics.tmHeight -
-                       otm->otmTextMetrics.tmInternalLeading;
-       fontWidth = otm->otmTextMetrics.tmAveCharWidth;
-       fontUnits = (LONG) otm->otmEMSquare;
-       
-       ScaleFactor = 1.0F / (FLOAT) fontUnits;
-
-       logFont.lfHeight = - ((LONG) fontUnits);
-       logFont.lfWidth = (LONG)
-               ((FLOAT) (fontWidth * fontUnits) / (FLOAT) fontHeight);
-       logFont.lfEscapement = 0;
-       logFont.lfOrientation = 0;
-       logFont.lfWeight = otm->otmTextMetrics.tmWeight;
-       logFont.lfItalic = otm->otmTextMetrics.tmItalic;
-       logFont.lfUnderline = otm->otmTextMetrics.tmUnderlined;
-       logFont.lfStrikeOut = otm->otmTextMetrics.tmStruckOut;
-       logFont.lfCharSet = otm->otmTextMetrics.tmCharSet;
-       logFont.lfOutPrecision = OUT_OUTLINE_PRECIS;
-       logFont.lfClipPrecision = CLIP_DEFAULT_PRECIS;
-       logFont.lfQuality = DEFAULT_QUALITY;
-       logFont.lfPitchAndFamily =
-               otm->otmTextMetrics.tmPitchAndFamily & 0xf0;
-       strcpy(logFont.lfFaceName,
-              (char *)otm + (int)otm->otmpFaceName);
-
-       hNewFont = CreateFontIndirect(&logFont);
-       if (hNewFont == NULL)
-               return NULL;
-
-       __wglFree(otm);
-
-       return hNewFont;
-       }
-
-
-
-/*****************************************************************************
- * MakeDisplayListFromGlyph
- * 
- * Converts the outline of a glyph to an OpenGL display list.
- *
- * Return value is nonzero for success, zero for failure.
- *
- * Does not check for OpenGL errors, so if the caller needs to know about them,
- * it should call glGetError().
- *****************************************************************************/
-
-static int
-MakeDisplayListFromGlyph(      IN  DWORD               listName,
-                               IN  UCHAR*              glyphBuf,
-                               IN  DWORD               glyphSize,
-                               IN  LPGLYPHMETRICSFLOAT glyphMetricsFloat,
-                               IN  FLOAT               chordalDeviation,
-                               IN  FLOAT               extrusion,
-                               IN  INT                 format)
-       {
-       int status;
-
-       _GLD_glNewList(listName, GL_COMPILE);
-               status = DrawGlyph(     glyphBuf,
-                                       glyphSize,
-                                       chordalDeviation,
-                                       extrusion,
-                                       format);
-               
-       _GLD_glTranslatef(glyphMetricsFloat->gmfCellIncX,
-                    glyphMetricsFloat->gmfCellIncY,
-                    0.0F);
-       _GLD_glEndList();
-
-       return status;
-       }
-
-
-
-/*****************************************************************************
- * DrawGlyph
- * 
- * Converts the outline of a glyph to OpenGL drawing primitives, tessellating
- * as needed, and then draws the glyph.  Tessellation of the quadratic splines
- * in the outline is controlled by "chordalDeviation", and the drawing
- * primitives (lines or polygons) are selected by "format".
- *
- * Return value is nonzero for success, zero for failure.
- *
- * Does not check for OpenGL errors, so if the caller needs to know about them,
- * it should call glGetError().
- *****************************************************************************/
-
-static int
-DrawGlyph(     IN  UCHAR*      glyphBuf,
-               IN  DWORD       glyphSize,
-               IN  FLOAT       chordalDeviation,
-               IN  FLOAT       extrusion,
-               IN  INT         format)
-       {
-       INT                     status = 0;
-       FLOAT*                  p;
-       DWORD                   loop;
-       DWORD                   point;
-       GLUtesselator*          tess = NULL;
-
-
-       /*
-        * Initialize the global buffer into which we place the outlines:
-        */
-       if (!InitLineBuf())
-               goto exit;
-
-
-       /*
-        * Convert the glyph outlines to a set of polyline loops.
-        * (See MakeLinesFromGlyph() for the format of the loop data
-        * structure.)
-        */
-       if (!MakeLinesFromGlyph(glyphBuf, glyphSize, chordalDeviation))
-               goto exit;
-       p = LineBuf;
-
-
-       /*
-        * Now draw the loops in the appropriate format:
-        */
-       if (format == WGL_FONT_LINES)
-               {
-               /*
-                * This is the easy case.  Just draw the outlines.
-                */
-               for (loop = (DWORD) *p++; loop; --loop)
-                       {
-                       _GLD_glBegin(GL_LINE_LOOP);
-                               for (point = (DWORD) *p++; point; --point)
-                                       {
-                                       _GLD_glVertex2fv(p);
-                                       p += 2;
-                                       }
-                       _GLD_glEnd();
-                       }
-               status = 1;
-               }
-
-       else if (format == WGL_FONT_POLYGONS)
-               {
-               double v[3];
-               FLOAT *save_p = p;
-               GLfloat z_value;
-               
-               /*
-                * This is the hard case.  We have to set up a tessellator
-                * to convert the outlines into a set of polygonal
-                * primitives, which the tessellator passes to some
-                * auxiliary routines for drawing.
-                */
-               if (!LoadGLUTesselator())
-                       goto exit;
-               if (!InitVertBuf())
-                       goto exit;
-               if (!(tess = gluNewTessProc()))
-                       goto exit;
-               gluTessCallbackProc(tess,       GLU_BEGIN,      (void(CALLBACK *)()) _GLD_glBegin);
-               gluTessCallbackProc(tess,       GLU_TESS_VERTEX_DATA,
-                                   (void(CALLBACK *)()) TessVertexOutData);
-               gluTessCallbackProc(tess,       GLU_END,        (void(CALLBACK *)()) _GLD_glEnd);
-               gluTessCallbackProc(tess,       GLU_ERROR,      (void(CALLBACK *)()) TessError);
-               gluTessCallbackProc(tess,       GLU_TESS_COMBINE, (void(CALLBACK *)()) TessCombine);
-               gluTessNormalProc(tess, 0.0F, 0.0F, 1.0F);
-
-               TessErrorOccurred = 0;
-               _GLD_glNormal3f(0.0f, 0.0f, 1.0f);
-               v[2] = 0.0;
-               z_value = 0.0f;
-
-               gluTessBeginPolygonProc(tess, (void *)*(int *)&z_value);
-                       for (loop = (DWORD) *p++; loop; --loop)
-                               {
-                               gluTessBeginContourProc(tess);
-                               
-                               for (point = (DWORD) *p++; point; --point)
-                                       {
-                                       v[0] = p[0];
-                                       v[1] = p[1];
-                                       gluTessVertexProc(tess, v, p);
-                                       p += 2;
-                                       }
-
-                               gluTessEndContourProc(tess);
-                               }
-               gluTessEndPolygonProc(tess);
-
-               status = !TessErrorOccurred;
-
-               /* Extrusion code */
-               if (extrusion) {
-                       DWORD loops;
-                       GLfloat thickness = (GLfloat) -extrusion;
-                       FLOAT *vert, *vert2;
-                       DWORD count;
-
-                       p = save_p;
-                       loops = (DWORD) *p++;
-
-                       for (loop = 0; loop < loops; loop++) {
-                               GLfloat dx, dy, len;
-                               DWORD last;
-
-                               count = (DWORD) *p++;
-                               _GLD_glBegin(GL_QUAD_STRIP);
-
-                               /* Check if the first and last vertex are identical
-                                * so we don't draw the same quad twice.
-                                */
-                               vert = p + (count-1)*2;
-                               last = (p[0] == vert[0] && p[1] == vert[1]) ? count-1 : count;
-
-                               for (point = 0; point <= last; point++) {
-                                       vert  = p + 2 * (point % last);
-                                       vert2 = p + 2 * ((point+1) % last);
-
-                                       dx = vert[0] - vert2[0];
-                                       dy = vert[1] - vert2[1];
-                                       len = (GLfloat)sqrt(dx * dx + dy * dy);
-
-                                       _GLD_glNormal3f(dy / len, -dx / len, 0.0f);
-                                       _GLD_glVertex3f((GLfloat) vert[0],
-                                                          (GLfloat) vert[1], thickness);
-                                       _GLD_glVertex3f((GLfloat) vert[0],
-                                                          (GLfloat) vert[1], 0.0f);
-                               }
-
-                               _GLD_glEnd();
-                               p += count*2;
-                       }
-
-                       /* Draw the back face */
-                       p = save_p;
-                       v[2] = thickness;
-                       _GLD_glNormal3f(0.0f, 0.0f, -1.0f);
-                       gluTessNormalProc(tess, 0.0F, 0.0F, -1.0F);
-
-                       gluTessBeginPolygonProc(tess, (void *)*(int *)&thickness);
-
-                       for (loop = (DWORD) *p++; loop; --loop)
-                       {
-                               count = (DWORD) *p++;
-
-                               gluTessBeginContourProc(tess);
-                               
-                               for (point = 0; point < count; point++)
-                               {
-                                       vert = p + ((count-point-1)<<1);
-                                       v[0] = vert[0];
-                                       v[1] = vert[1];
-                                       gluTessVertexProc(tess, v, vert);
-                               }
-                               p += count*2;
-
-                               gluTessEndContourProc(tess);
-                       }
-                       gluTessEndPolygonProc(tess);
-               }
-
-#if DEBUG
-       if (TessErrorOccurred)
-               printf("Tessellation error %s\n",
-                       gluErrorString(TessErrorOccurred));
-#endif
-               }
-
-
-exit:
-       FreeLineBuf();
-       if (tess)
-               gluDeleteTessProc(tess);
-       // UnloadGLUTesselator();
-       FreeVertBuf();
-       return status;
-       }
-
-
-
-/*****************************************************************************
- * LoadGLUTesselator
- *
- * Maps the glu32.dll module and gets function pointers for the 
- * tesselator functions.
- *****************************************************************************/
-
-static BOOL
-LoadGLUTesselator(void)
-       {
-       if (gluModuleHandle != NULL)
-               return TRUE;
-
-       {
-               extern HINSTANCE hInstanceOpenGL;
-               char *gluName = "GLU32.DLL";
-//             char name[256];
-//             char *ptr;
-//             int len;
-
-/*
-               len = GetModuleFileName(hInstanceOpenGL, name, 255);
-               if (len != 0)
-                       {
-                       ptr = name+len-1;
-                       while (ptr > name && *ptr != '\\')
-                               ptr--;
-                       if (*ptr == '\\')
-                               ptr++;
-                       if (!stricmp(ptr, "cosmogl.dll"))
-                               {
-                               gluName = "COSMOGLU.DLL";
-                               }
-                       else if (!stricmp(ptr, "opengl32.dll"))
-                               {
-                               gluName = "GLU32.DLL";
-                               }
-                       }
-*/
-               if ((gluModuleHandle = LoadLibrary(gluName)) == NULL)
-                       return FALSE;
-       }
-
-       if ((gluNewTessProc = (gluNewTessProto)
-               GetProcAddress(gluModuleHandle, "gluNewTess")) == NULL)
-               return FALSE;
-       
-       if ((gluDeleteTessProc = (gluDeleteTessProto)
-               GetProcAddress(gluModuleHandle, "gluDeleteTess")) == NULL)
-               return FALSE;
-       
-       if ((gluTessBeginPolygonProc = (gluTessBeginPolygonProto)
-               GetProcAddress(gluModuleHandle, "gluTessBeginPolygon")) == NULL)
-               return FALSE;
-       
-       if ((gluTessBeginContourProc = (gluTessBeginContourProto)
-               GetProcAddress(gluModuleHandle, "gluTessBeginContour")) == NULL)
-               return FALSE;
-       
-       if ((gluTessVertexProc = (gluTessVertexProto)
-               GetProcAddress(gluModuleHandle, "gluTessVertex")) == NULL)
-               return FALSE;
-       
-       if ((gluTessEndContourProc = (gluTessEndContourProto)
-               GetProcAddress(gluModuleHandle, "gluTessEndContour")) == NULL)
-               return FALSE;
-       
-       if ((gluTessEndPolygonProc = (gluTessEndPolygonProto)
-               GetProcAddress(gluModuleHandle, "gluTessEndPolygon")) == NULL)
-               return FALSE;
-       
-       if ((gluTessPropertyProc = (gluTessPropertyProto)
-               GetProcAddress(gluModuleHandle, "gluTessProperty")) == NULL)
-               return FALSE;
-
-       if ((gluTessNormalProc = (gluTessNormalProto)
-               GetProcAddress(gluModuleHandle, "gluTessNormal")) == NULL)
-               return FALSE;
-       
-       if ((gluTessCallbackProc = (gluTessCallbackProto)
-               GetProcAddress(gluModuleHandle, "gluTessCallback")) == NULL)
-               return FALSE;
-
-       return TRUE;
-       }
-
-
-
-/*****************************************************************************
- * UnloadGLUTesselator
- *
- * Unmaps the glu32.dll module.
- *****************************************************************************/
-
-static BOOL
-UnloadGLUTesselator(void)
-       {
-       if (gluModuleHandle != NULL)
-           if (FreeLibrary(gluModuleHandle) == FALSE)
-               return FALSE;
-       gluModuleHandle = NULL;
-       }
-
-
-
-/*****************************************************************************
- * TessVertexOut
- *
- * Used by tessellator to handle output vertexes.
- *****************************************************************************/
-static void CALLBACK
-TessVertexOut(FLOAT    p[3])
-       {
-           GLfloat v[2];
-
-           v[0] = p[0] * ScaleFactor;
-           v[1] = p[1] * ScaleFactor;
-           _GLD_glVertex2fv(v);
-       }
-
-static void CALLBACK
-TessVertexOutData(FLOAT        p[3], GLfloat z)
-{
-    GLfloat v[3];
-
-    v[0] = (GLfloat) p[0];
-    v[1] = (GLfloat) p[1];
-    v[2] = z;
-    _GLD_glVertex3fv(v);
-}
-
-
-/*****************************************************************************
- * TessCombine
- *
- * Used by tessellator to handle self-intersecting contours and degenerate
- * geometry.
- *****************************************************************************/
-static void CALLBACK
-TessCombine(double     coords[3],
-           void*       vertex_data[4],
-           FLOAT       weight[4],
-           void**      outData)
-       {
-       if (!AppendToVertBuf((FLOAT) coords[0])
-        || !AppendToVertBuf((FLOAT) coords[1])
-        || !AppendToVertBuf((FLOAT) coords[2]))
-               TessErrorOccurred = GL_OUT_OF_MEMORY;
-       *outData = VertBuf + (VertBufIndex - 3);
-       }
-
-
-
-/*****************************************************************************
- * TessError
- *
- * Saves the last tessellator error code in the global TessErrorOccurred.
- *****************************************************************************/
-static void CALLBACK
-TessError(GLenum error)
-       {
-       TessErrorOccurred = error;
-       }
-
-
-
-/*****************************************************************************
- * MakeLinesFromGlyph
- * 
- * Converts the outline of a glyph from the TTPOLYGON format to a simple
- * array of floating-point values containing one or more loops.
- *
- * The first element of the output array is a count of the number of loops.
- * The loop data follows this count.  Each loop consists of a count of the
- * number of vertices it contains, followed by the vertices.  Each vertex
- * is an X and Y coordinate.  For example, a single triangle might be
- * described by this array:
- *
- *     1.,     3.,     0., 0.,         1., 0.,         0., 1.
- *       ^      ^       ^    ^          ^    ^          ^    ^
- *     #loops  #verts   x1   y1         x2   y2         x3   y3
- *
- * A two-loop glyph would look like this:
- *
- *     2.,     3.,  0.,0.,  1.,0.,  0.,1.,     3.,  .2,.2,  .4,.2,  .2,.4
- *
- * Line segments from the TTPOLYGON are transferred to the output array in
- * the obvious way.  Quadratic splines in the TTPOLYGON are converted to
- * collections of line segments
- *****************************************************************************/
-
-static int
-MakeLinesFromGlyph(IN  UCHAR*  glyphBuf,
-                  IN  DWORD    glyphSize,
-                  IN  FLOAT    chordalDeviation)
-       {
-       UCHAR*  p;
-       int     status = 0;
-
-
-       /*
-        * Pick up all the polygons (aka loops) that make up the glyph:
-        */
-       if (!AppendToLineBuf(0.0F))     /* loop count at LineBuf[0] */
-               goto exit;
-
-       p = glyphBuf;
-       while (p < glyphBuf + glyphSize)
-               {
-               if (!MakeLinesFromTTPolygon(&p, chordalDeviation))
-                       goto exit;
-               LineBuf[0] += 1.0F;     /* increment loop count */
-               }
-
-       status = 1;
-
-exit:
-       return status;
-       }
-
-
-
-/*****************************************************************************
- * MakeLinesFromTTPolygon
- *
- * Converts a TTPOLYGONHEADER and its associated curve structures into a
- * single polyline loop in the global LineBuf.
- *****************************************************************************/
-
-static int
-MakeLinesFromTTPolygon(        IN OUT  UCHAR** pp,
-                       IN      FLOAT   chordalDeviation)
-       {
-       DWORD   polySize;
-       UCHAR*  polyStart;
-       DWORD   vertexCountIndex;
-
-       /*
-        * Record where the polygon data begins, and where the loop's
-        * vertex count resides:
-        */
-       polyStart = *pp;
-       vertexCountIndex = LineBufIndex;
-       if (!AppendToLineBuf(0.0F))
-               return 0;
-
-       /*
-        * Extract relevant data from the TTPOLYGONHEADER:
-        */
-       polySize = GetDWord(pp);
-       if (GetDWord(pp) != TT_POLYGON_TYPE)    /* polygon type */
-               return 0;
-       if (!AppendToLineBuf((FLOAT) GetFixed(pp)))     /* first X coord */
-               return 0;
-       if (!AppendToLineBuf((FLOAT) GetFixed(pp)))     /* first Y coord */
-               return 0;
-       LineBuf[vertexCountIndex] += 1.0F;
-
-       /*
-        * Process each of the TTPOLYCURVE structures in the polygon:
-        */
-       while (*pp < polyStart + polySize)
-               if (!MakeLinesFromTTPolycurve(  pp,
-                                               vertexCountIndex,
-                                               chordalDeviation))
-               return 0;
-
-       return 1;
-       }
-
-
-
-/*****************************************************************************
- * MakeLinesFromTTPolyCurve
- *
- * Converts the lines and splines in a single TTPOLYCURVE structure to points
- * in the global LineBuf.
- *****************************************************************************/
-
-static int
-MakeLinesFromTTPolycurve(      IN OUT  UCHAR** pp,
-                               IN      DWORD   vertexCountIndex,
-                               IN      FLOAT   chordalDeviation)
-       {
-       WORD type;
-       WORD pointCount;
-
-
-       /*
-        * Pick up the relevant fields of the TTPOLYCURVE structure:
-        */
-       type = (WORD) GetWord(pp);
-       pointCount = (WORD) GetWord(pp);
-
-       /*
-        * Convert the "curve" to line segments:
-        */
-       if (type == TT_PRIM_LINE)
-               return MakeLinesFromTTLine(     pp,
-                                               vertexCountIndex,
-                                               pointCount);
-       else if (type == TT_PRIM_QSPLINE)
-               return MakeLinesFromTTQSpline(  pp,
-                                               vertexCountIndex,
-                                               pointCount,
-                                               chordalDeviation);
-       else
-               return 0;
-       }
-
-
-
-/*****************************************************************************
- * MakeLinesFromTTLine
- *
- * Converts points from the polyline in a TT_PRIM_LINE structure to
- * equivalent points in the global LineBuf.
- *****************************************************************************/
-static int
-MakeLinesFromTTLine(   IN OUT  UCHAR** pp,
-                       IN      DWORD   vertexCountIndex,
-                       IN      WORD    pointCount)
-       {
-       /*
-        * Just copy the line segments into the line buffer (converting
-        * type as we go):
-        */
-       LineBuf[vertexCountIndex] += pointCount;
-       while (pointCount--)
-               {
-               if (!AppendToLineBuf((FLOAT) GetFixed(pp))      /* X coord */
-                || !AppendToLineBuf((FLOAT) GetFixed(pp)))     /* Y coord */
-                       return 0;
-               }
-
-       return 1;
-       }
-
-
-
-/*****************************************************************************
- * MakeLinesFromTTQSpline
- *
- * Converts points from the poly quadratic spline in a TT_PRIM_QSPLINE
- * structure to polyline points in the global LineBuf.
- *****************************************************************************/
-
-static int
-MakeLinesFromTTQSpline(        IN OUT  UCHAR** pp,
-                       IN      DWORD   vertexCountIndex,
-                       IN      WORD    pointCount,
-                       IN      FLOAT   chordalDeviation)
-       {
-       FLOAT x0, y0, x1, y1, x2, y2;
-       WORD point;
-
-       /*
-        * Process each of the non-interpolated points in the outline.
-        * To do this, we need to generate two interpolated points (the
-        * start and end of the arc) for each non-interpolated point.
-        * The first interpolated point is always the one most recently
-        * stored in LineBuf, so we just extract it from there.  The
-        * second interpolated point is either the average of the next
-        * two points in the QSpline, or the last point in the QSpline
-        * if only one remains.
-        */
-       for (point = 0; point < pointCount - 1; ++point)
-               {
-               x0 = LineBuf[LineBufIndex - 2];
-               y0 = LineBuf[LineBufIndex - 1];
-
-               x1 = (FLOAT) GetFixed(pp);
-               y1 = (FLOAT) GetFixed(pp);
-
-               if (point == pointCount - 2)
-                       {
-                       /*
-                        * This is the last arc in the QSpline.  The final
-                        * point is the end of the arc.
-                        */
-                       x2 = (FLOAT) GetFixed(pp);
-                       y2 = (FLOAT) GetFixed(pp);
-                       }
-               else
-                       {
-                       /*
-                        * Peek at the next point in the input to compute
-                        * the end of the arc:
-                        */
-                       x2 = 0.5F * (x1 + (FLOAT) GetFixed(pp));
-                       y2 = 0.5F * (y1 + (FLOAT) GetFixed(pp));
-                       /*
-                        * Push the point back onto the input so it will
-                        * be reused as the next off-curve point:
-                        */
-                       *pp -= 8;
-                       }
-
-               if (!MakeLinesFromArc(  x0, y0,
-                                       x1, y1,
-                                       x2, y2,
-                                       vertexCountIndex,
-                                       chordalDeviation * chordalDeviation))
-                       return 0;
-               }
-
-       return 1;
-       }
-
-
-
-/*****************************************************************************
- * MakeLinesFromArc
- *
- * Subdivides one arc of a quadratic spline until the chordal deviation
- * tolerance requirement is met, then places the resulting set of line
- * segments in the global LineBuf.
- *****************************************************************************/
-
-static int
-MakeLinesFromArc(      IN      FLOAT   x0,
-                       IN      FLOAT   y0,
-                       IN      FLOAT   x1,
-                       IN      FLOAT   y1,
-                       IN      FLOAT   x2,
-                       IN      FLOAT   y2,
-                       IN      DWORD   vertexCountIndex,
-                       IN      FLOAT   chordalDeviationSquared)
-       {
-       FLOAT   x01;
-       FLOAT   y01;
-       FLOAT   x12;
-       FLOAT   y12;
-       FLOAT   midPointX;
-       FLOAT   midPointY;
-       FLOAT   deltaX;
-       FLOAT   deltaY;
-
-       /*
-        * Calculate midpoint of the curve by de Casteljau:
-        */
-       x01 = 0.5F * (x0 + x1);
-       y01 = 0.5F * (y0 + y1);
-       x12 = 0.5F * (x1 + x2);
-       y12 = 0.5F * (y1 + y2);
-       midPointX = 0.5F * (x01 + x12);
-       midPointY = 0.5F * (y01 + y12);
-
-
-       /*
-        * Estimate chordal deviation by the distance from the midpoint
-        * of the curve to its non-interpolated control point.  If this
-        * distance is greater than the specified chordal deviation
-        * constraint, then subdivide.  Otherwise, generate polylines
-        * from the three control points.
-        */
-       deltaX = midPointX - x1;
-       deltaY = midPointY - y1;
-       if (deltaX * deltaX + deltaY * deltaY > chordalDeviationSquared)
-               {
-               MakeLinesFromArc(       x0, y0,
-                                       x01, y01,
-                                       midPointX, midPointY,
-                                       vertexCountIndex,
-                                       chordalDeviationSquared);
-               
-               MakeLinesFromArc(       midPointX, midPointY,
-                                       x12, y12,
-                                       x2, y2,
-                                       vertexCountIndex,
-                                       chordalDeviationSquared);
-               }
-       else
-               {
-               /*
-                * The "pen" is already at (x0, y0), so we don't need to
-                * add that point to the LineBuf.
-                */
-               if (!AppendToLineBuf(x1)
-                || !AppendToLineBuf(y1)
-                || !AppendToLineBuf(x2)
-                || !AppendToLineBuf(y2))
-                       return 0;
-               LineBuf[vertexCountIndex] += 2.0F;
-               }
-
-       return 1;
-       }
-
-
-
-/*****************************************************************************
- * InitLineBuf
- *
- * Initializes the global LineBuf and its associated size and current-element
- * counters.
- *****************************************************************************/
-
-static int
-InitLineBuf(void)
-       {
-       if (!(LineBuf = (FLOAT*)
-               __wglMalloc((LineBufSize = LINE_BUF_QUANT) * sizeof(FLOAT))))
-                       return 0;
-       LineBufIndex = 0;
-       return 1;
-       }
-
-
-
-/*****************************************************************************
- * InitVertBuf
- *
- * Initializes the global VertBuf and its associated size and current-element
- * counters.
- *****************************************************************************/
-
-static int
-InitVertBuf(void)
-       {
-       if (!(VertBuf = (FLOAT*)
-               __wglMalloc((VertBufSize = VERT_BUF_QUANT) * sizeof(FLOAT))))
-                       return 0;
-       VertBufIndex = 0;
-       return 1;
-       }
-
-
-
-/*****************************************************************************
- * AppendToLineBuf
- *
- * Appends one floating-point value to the global LineBuf array.  Return value
- * is non-zero for success, zero for failure.
- *****************************************************************************/
-
-static int
-AppendToLineBuf(FLOAT value)
-       {
-       if (LineBufIndex >= LineBufSize)
-               {
-               FLOAT* f;
-               
-               f = (FLOAT*) __wglRealloc(LineBuf,
-                       (LineBufSize += LINE_BUF_QUANT) * sizeof(FLOAT));
-               if (!f)
-                       return 0;
-               LineBuf = f;
-               }
-       LineBuf[LineBufIndex++] = value;
-       return 1;
-       }
-
-
-
-/*****************************************************************************
- * AppendToVertBuf
- *
- * Appends one floating-point value to the global VertBuf array.  Return value
- * is non-zero for success, zero for failure.
- *
- * Note that we can't realloc this one, because the tessellator is using
- * pointers into it.
- *****************************************************************************/
-
-static int
-AppendToVertBuf(FLOAT value)
-       {
-       if (VertBufIndex >= VertBufSize)
-               return 0;
-       VertBuf[VertBufIndex++] = value;
-       return 1;
-       }
-
-
-
-/*****************************************************************************
- * FreeLineBuf
- *
- * Cleans up vertex buffer structure.
- *****************************************************************************/
-
-static void
-FreeLineBuf(void)
-       {
-       if (LineBuf)
-               {
-               __wglFree(LineBuf);
-               LineBuf = NULL;
-               }
-       }
-
-
-
-/*****************************************************************************
- * FreeVertBuf
- *
- * Cleans up vertex buffer structure.
- *****************************************************************************/
-
-static void
-FreeVertBuf(void)
-       {
-       if (VertBuf)
-               {
-               __wglFree(VertBuf);
-               VertBuf = NULL;
-               }
-       }
-
-
-
-/*****************************************************************************
- * GetWord
- *
- * Fetch the next 16-bit word from a little-endian byte stream, and increment
- * the stream pointer to the next unscanned byte.
- *****************************************************************************/
-
-static long GetWord(UCHAR** p)
-       {
-       long value;
-
-       value = ((*p)[1] << 8) + (*p)[0];
-       *p += 2;
-       return value;
-       }
-
-
-
-/*****************************************************************************
- * GetDWord
- *
- * Fetch the next 32-bit word from a little-endian byte stream, and increment
- * the stream pointer to the next unscanned byte.
- *****************************************************************************/
-
-static long GetDWord(UCHAR** p)
-       {
-       long value;
-
-       value = ((*p)[3] << 24) + ((*p)[2] << 16) + ((*p)[1] << 8) + (*p)[0];
-       *p += 4;
-       return value;
-       }
-
-
-
-
-/*****************************************************************************
- * GetFixed
- *
- * Fetch the next 32-bit fixed-point value from a little-endian byte stream,
- * convert it to floating-point, and increment the stream pointer to the next
- * unscanned byte.
- *****************************************************************************/
-
-static double GetFixed(
-       UCHAR** p)
-{
-       long hiBits, loBits;
-       double value;
-
-       loBits = GetWord(p);
-       hiBits = GetWord(p);
-       value = (double) ((hiBits << 16) | loBits) / 65536.0;
-
-       return value * ScaleFactor;
-}
-
-// ***********************************************************************
-
diff --git a/src/mesa/drivers/windows/gldirect/dglwgl.h b/src/mesa/drivers/windows/gldirect/dglwgl.h
deleted file mode 100644 (file)
index 3e7e589..0000000
+++ /dev/null
@@ -1,127 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x (Win32)
-*
-* Description:  OpenGL window  functions (wgl*).
-*
-****************************************************************************/
-
-#ifndef __DGLWGL_H
-#define __DGLWGL_H
-
-// Disable compiler complaints about DLL linkage
-#pragma warning (disable:4273)
-
-// Macros to control compilation
-#define STRICT
-#define WIN32_LEAN_AND_MEAN
-
-#include <windows.h>
-#include <GL\gl.h>
-
-#include "dglcontext.h"
-#include "dglglobals.h"
-#include "dglmacros.h"
-#include "ddlog.h"
-#include "dglpf.h"
-
-/*---------------------- Macros and type definitions ----------------------*/
-
-typedef struct {
-       PROC proc;
-       char *name;
-}  DGL_extension;
-
-#ifndef __MINGW32__
-/* XXX why is this here?
- * It should probaby be somewhere in src/mesa/drivers/windows/
- */
-#if defined(_WIN32) && !defined(_WINGDI_) && !defined(_WINGDI_H) && !defined(_GNU_H_WINDOWS32_DEFINES) && !defined(OPENSTEP) && !defined(BUILD_FOR_SNAP) 
-#      define WGL_FONT_LINES      0
-#      define WGL_FONT_POLYGONS   1
-#ifndef _GNU_H_WINDOWS32_FUNCTIONS
-#      ifdef UNICODE
-#              define wglUseFontBitmaps  wglUseFontBitmapsW
-#              define wglUseFontOutlines  wglUseFontOutlinesW
-#      else
-#              define wglUseFontBitmaps  wglUseFontBitmapsA
-#              define wglUseFontOutlines  wglUseFontOutlinesA
-#      endif /* !UNICODE */
-#endif /* _GNU_H_WINDOWS32_FUNCTIONS */
-typedef struct tagLAYERPLANEDESCRIPTOR LAYERPLANEDESCRIPTOR, *PLAYERPLANEDESCRIPTOR, *LPLAYERPLANEDESCRIPTOR;
-typedef struct _GLYPHMETRICSFLOAT GLYPHMETRICSFLOAT, *PGLYPHMETRICSFLOAT, *LPGLYPHMETRICSFLOAT;
-typedef struct tagPIXELFORMATDESCRIPTOR PIXELFORMATDESCRIPTOR, *PPIXELFORMATDESCRIPTOR, *LPPIXELFORMATDESCRIPTOR;
-#if !defined(GLX_USE_MESA)
-#include <GL/mesa_wgl.h>
-#endif
-#endif
-#endif /* !__MINGW32__ */
-
-/*------------------------- Function Prototypes ---------------------------*/
-
-#ifdef  __cplusplus
-extern "C" {
-#endif
-
-#ifndef _USE_GLD3_WGL
-int            APIENTRY DGL_ChoosePixelFormat(HDC a, CONST PIXELFORMATDESCRIPTOR *ppfd);
-BOOL   APIENTRY DGL_CopyContext(HGLRC a, HGLRC b, UINT c);
-HGLRC  APIENTRY DGL_CreateContext(HDC a);
-HGLRC  APIENTRY DGL_CreateLayerContext(HDC a, int b);
-BOOL   APIENTRY DGL_DeleteContext(HGLRC a);
-BOOL   APIENTRY DGL_DescribeLayerPlane(HDC a, int b, int c, UINT d, LPLAYERPLANEDESCRIPTOR e);
-int            APIENTRY DGL_DescribePixelFormat(HDC a, int b, UINT c, LPPIXELFORMATDESCRIPTOR d);
-HGLRC  APIENTRY DGL_GetCurrentContext(void);
-HDC            APIENTRY DGL_GetCurrentDC(void);
-PROC   APIENTRY DGL_GetDefaultProcAddress(LPCSTR a);
-int            APIENTRY DGL_GetLayerPaletteEntries(HDC a, int b, int c, int d, COLORREF *e);
-int            APIENTRY DGL_GetPixelFormat(HDC a);
-PROC   APIENTRY DGL_GetProcAddress(LPCSTR a);
-BOOL   APIENTRY DGL_MakeCurrent(HDC a, HGLRC b);
-BOOL   APIENTRY DGL_RealizeLayerPalette(HDC a, int b, BOOL c);
-int            APIENTRY DGL_SetLayerPaletteEntries(HDC a, int b, int c, int d, CONST COLORREF *e);
-BOOL   APIENTRY DGL_SetPixelFormat(HDC a, int b, CONST PIXELFORMATDESCRIPTOR *c);
-BOOL   APIENTRY DGL_ShareLists(HGLRC a, HGLRC b);
-BOOL   APIENTRY DGL_SwapBuffers(HDC a);
-BOOL   APIENTRY DGL_SwapLayerBuffers(HDC a, UINT b);
-BOOL   APIENTRY DGL_UseFontBitmapsA(HDC a, DWORD b, DWORD c, DWORD d);
-BOOL   APIENTRY DGL_UseFontBitmapsW(HDC a, DWORD b, DWORD c, DWORD d);
-BOOL   APIENTRY DGL_UseFontOutlinesA(HDC a, DWORD b, DWORD c, DWORD d, FLOAT e, FLOAT f, int g, LPGLYPHMETRICSFLOAT h);
-BOOL   APIENTRY DGL_UseFontOutlinesW(HDC a, DWORD b, DWORD c, DWORD d, FLOAT e, FLOAT f, int g, LPGLYPHMETRICSFLOAT h);
-#endif //_USE_GLD3_WGL
-
-BOOL   dglWglResizeBuffers(struct gl_context *ctx, BOOL bDefaultDriver);
-
-#ifdef  __cplusplus
-}
-#endif
-
-#endif
diff --git a/src/mesa/drivers/windows/gldirect/dll_main.c b/src/mesa/drivers/windows/gldirect/dll_main.c
deleted file mode 100644 (file)
index 1d7ac64..0000000
+++ /dev/null
@@ -1,817 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x (Win32)
-*
-* Description:  Win32 DllMain functions.
-*
-****************************************************************************/
-
-// INITGUID must only be defined once.
-// Don't put it in a shared header file!
-// GLD3 uses dxguid.lib, so INITGUID must *not* be used!
-#ifndef _USE_GLD3_WGL
-#define INITGUID
-#endif // _USE_GLD3_WGL
-
-#include "dllmain.h"
-
-//#include "snap/graphics.h"
-//#include "drvlib/os/os.h"
-
-#ifdef _USE_GLD3_WGL
-typedef void (APIENTRY *LPDGLSPLASHSCREEN)(int, int, char*);
-#include "gld_driver.h"
-#endif
-
-// ***********************************************************************
-
-BOOL bInitialized = FALSE;              // callback driver initialized?
-BOOL bExited = FALSE;                   // callback driver exited this instance?
-HINSTANCE hInstanceDll = NULL;          // DLL instance handle
-
-static BOOL bDriverValidated = FALSE;  // prior validation status
-static BOOL    bSplashScreen = TRUE;       // Splash Screen ?
-static BOOL bValidINIFound = FALSE;     // Have we found a valid INI file?
-
-HHOOK  hKeyHook = NULL;                                // global keyboard handler hook
-
-// Multi-threaded support needs to be reflected in Mesa code. (DaveM)
-int _gld_bMultiThreaded = FALSE;
-
-// ***********************************************************************
-
-DWORD dwLogging = 0;                                   // Logging flag
-DWORD dwDebugLevel = 0;                 // Log debug level
-
-char szLogPath[_MAX_PATH] = {"\0"};            // Log file path
-char szSNAPPath[_MAX_PATH] = {"\0"};   // SNAP driver path
-
-#ifndef _USE_GLD3_WGL
-DGL_wglFuncs wglFuncs = {
-       sizeof(DGL_wglFuncs),
-       DGL_ChoosePixelFormat,
-       DGL_CopyContext,
-       DGL_CreateContext,
-       DGL_CreateLayerContext,
-       DGL_DeleteContext,
-       DGL_DescribeLayerPlane,
-       DGL_DescribePixelFormat,
-       DGL_GetCurrentContext,
-       DGL_GetCurrentDC,
-       DGL_GetDefaultProcAddress,
-       DGL_GetLayerPaletteEntries,
-       DGL_GetPixelFormat,
-       DGL_GetProcAddress,
-       DGL_MakeCurrent,
-       DGL_RealizeLayerPalette,
-       DGL_SetLayerPaletteEntries,
-       DGL_SetPixelFormat,
-       DGL_ShareLists,
-       DGL_SwapBuffers,
-       DGL_SwapLayerBuffers,
-       DGL_UseFontBitmapsA,
-       DGL_UseFontBitmapsW,
-       DGL_UseFontOutlinesA,
-       DGL_UseFontOutlinesW,
-};
-
-DGL_mesaFuncs mesaFuncs = {
-       sizeof(DGL_mesaFuncs),
-};
-#endif // _USE_GLD3_WGL
-
-// ***********************************************************************
-
-typedef struct {
-       DWORD   dwDriver;                       // 0=SciTech SW, 1=Direct3D SW, 2=Direct3D HW
-       BOOL    bMipmapping;            // 0=off, 1=on
-       BOOL    bMultitexture;          // 0=off, 1=on
-       BOOL    bWaitForRetrace;        // 0=off, 1=on
-       BOOL    bFullscreenBlit;        // 0=off, 1=on
-       BOOL    bFastFPU;                       // 0=off, 1=on
-       BOOL    bDirectDrawPersistant;// 0=off, 1=on
-       BOOL    bPersistantBuffers; // 0=off, 1=on
-       DWORD   dwLogging;                      // 0=off, 1=normal, 2=crash-proof
-       DWORD   dwLoggingSeverity;      // 0=all, 1=warnings+errors, 2=errors only
-       BOOL    bMessageBoxWarnings;// 0=off, 1=on
-       BOOL    bMultiThreaded;         // 0=off, 1=on
-       BOOL    bAppCustomizations;     // 0=off, 1=on
-       BOOL    bHotKeySupport;         // 0=off, 1=on
-       BOOL    bSplashScreen;          // 0=off, 1=on
-
-#ifdef _USE_GLD3_WGL
-       //
-       // New for GLDirect 3.0
-       //
-       DWORD   dwAdapter;                      // DX8 adpater ordinal
-       DWORD   dwTnL;                          // Transform & Lighting type
-       DWORD   dwMultisample;          // DX8 multisample type
-#endif // _USE_GLD3_WGL
-} INI_settings;
-
-static INI_settings ini;
-
-// ***********************************************************************
-
-BOOL APIENTRY DGL_initDriver(
-#ifdef _USE_GLD3_WGL
-       void)
-{
-#else
-       DGL_wglFuncs *lpWglFuncs,
-       DGL_mesaFuncs *lpMesaFuncs)
-{
-       // Check for valid pointers
-       if ((lpWglFuncs == NULL) || (lpMesaFuncs == NULL))
-               return FALSE;
-
-       // Check for valid structs
-       if (lpWglFuncs->dwSize != sizeof(DGL_wglFuncs)) {
-               return FALSE;
-       }
-
-       // Check for valid structs
-       if (lpMesaFuncs->dwSize != sizeof(DGL_mesaFuncs)) {
-               return FALSE;
-       }
-
-       // Copy the Mesa functions
-       memcpy(&mesaFuncs, lpMesaFuncs, sizeof(DGL_mesaFuncs));
-
-       // Pass back the wgl functions
-       memcpy(lpWglFuncs, &wglFuncs, sizeof(DGL_wglFuncs));
-#endif // _USE_GLD3_WGL
-
-    // Finally initialize the callback driver
-    if (!dglInitDriver())
-        return FALSE;
-
-       return TRUE;
-};
-
-// ***********************************************************************
-
-BOOL ReadINIFile(
-       HINSTANCE hInstance)
-{
-       char            szModuleFilename[MAX_PATH];
-       char            szSystemDirectory[MAX_PATH];
-       const char      szSectionName[] = "Config";
-       char            szINIFile[MAX_PATH];
-       int                     pos;
-
-       // Now using the DLL module handle. KeithH, 24/May/2000.
-       // Addendum: GetModuleFileName(NULL, ...    returns process filename,
-       //           GetModuleFileName(hModule, ... returns DLL filename,
-
-       // Get the dll path and filename.
-       GetModuleFileName(hInstance, &szModuleFilename[0], MAX_PATH); // NULL for current process
-       // Get the System directory.
-       GetSystemDirectory(&szSystemDirectory[0], MAX_PATH);
-
-       // Test to see if DLL is in system directory.
-       if (strnicmp(szModuleFilename, szSystemDirectory, strlen(szSystemDirectory))==0) {
-               // DLL *is* in system directory.
-               // Return FALSE to indicate that registry keys should be read.
-               return FALSE;
-       }
-
-       // Compose filename of INI file
-       strcpy(szINIFile, szModuleFilename);
-       pos = strlen(szINIFile);
-       while (szINIFile[pos] != '\\') {
-               pos--;
-       }
-       szINIFile[pos+1] = '\0';
-    // Use run-time DLL path for log file too
-    strcpy(szLogPath, szINIFile);
-    szLogPath[pos] = '\0';
-    // Complete full INI file path
-       strcat(szINIFile, "gldirect.ini");
-
-       // Read settings from private INI file.
-       // Note that defaults are contained in the calls.
-       ini.dwDriver = GetPrivateProfileInt(szSectionName, "dwDriver", 2, szINIFile);
-       ini.bMipmapping = GetPrivateProfileInt(szSectionName, "bMipmapping", 1, szINIFile);
-       ini.bMultitexture = GetPrivateProfileInt(szSectionName, "bMultitexture", 1, szINIFile);
-       ini.bWaitForRetrace = GetPrivateProfileInt(szSectionName, "bWaitForRetrace", 0, szINIFile);
-       ini.bFullscreenBlit = GetPrivateProfileInt(szSectionName, "bFullscreenBlit", 0, szINIFile);
-       ini.bFastFPU = GetPrivateProfileInt(szSectionName, "bFastFPU", 1, szINIFile);
-       ini.bDirectDrawPersistant = GetPrivateProfileInt(szSectionName, "bPersistantDisplay", 0, szINIFile);
-       ini.bPersistantBuffers = GetPrivateProfileInt(szSectionName, "bPersistantResources", 0, szINIFile);
-       ini.dwLogging = GetPrivateProfileInt(szSectionName, "dwLogging", 0, szINIFile);
-       ini.dwLoggingSeverity = GetPrivateProfileInt(szSectionName, "dwLoggingSeverity", 0, szINIFile);
-       ini.bMessageBoxWarnings = GetPrivateProfileInt(szSectionName, "bMessageBoxWarnings", 0, szINIFile);
-       ini.bMultiThreaded = GetPrivateProfileInt(szSectionName, "bMultiThreaded", 0, szINIFile);
-       ini.bAppCustomizations = GetPrivateProfileInt(szSectionName, "bAppCustomizations", 1, szINIFile);
-       ini.bHotKeySupport = GetPrivateProfileInt(szSectionName, "bHotKeySupport", 0, szINIFile);
-       ini.bSplashScreen = GetPrivateProfileInt(szSectionName, "bSplashScreen", 1, szINIFile);
-
-#ifdef _USE_GLD3_WGL
-       // New for GLDirect 3.x
-       ini.dwAdapter           = GetPrivateProfileInt(szSectionName, "dwAdapter", 0, szINIFile);
-       // dwTnL now defaults to zero (chooses TnL at runtime). KeithH
-       ini.dwTnL                       = GetPrivateProfileInt(szSectionName, "dwTnL", 0, szINIFile);
-       ini.dwMultisample       = GetPrivateProfileInt(szSectionName, "dwMultisample", 0, szINIFile);
-#endif
-
-       return TRUE;
-}
-
-// ***********************************************************************
-
-BOOL dllReadRegistry(
-       HINSTANCE hInstance)
-{
-       // Read settings from INI file, if available
-    bValidINIFound = FALSE;
-       if (ReadINIFile(hInstance)) {
-               const char *szRendering[3] = {
-                       "SciTech Software Renderer",
-                       "Direct3D MMX Software Renderer",
-                       "Direct3D Hardware Renderer"
-               };
-               // Set globals
-               glb.bPrimary = 1;
-               glb.bHardware = (ini.dwDriver == 2) ? 1 : 0;
-#ifndef _USE_GLD3_WGL
-               memset(&glb.ddGuid, 0, sizeof(glb.ddGuid));
-               glb.d3dGuid = (ini.dwDriver == 2) ? IID_IDirect3DHALDevice : IID_IDirect3DRGBDevice;
-#endif // _USE_GLD3_WGL
-               strcpy(glb.szDDName, "Primary");
-               strcpy(glb.szD3DName, szRendering[ini.dwDriver]);
-               glb.dwRendering = ini.dwDriver;
-               glb.bUseMipmaps = ini.bMipmapping;
-               glb.bMultitexture = ini.bMultitexture;
-               glb.bWaitForRetrace = ini.bWaitForRetrace;
-               glb.bFullscreenBlit = ini.bFullscreenBlit;
-               glb.bFastFPU = ini.bFastFPU;
-               glb.bDirectDrawPersistant = ini.bDirectDrawPersistant;
-               glb.bPersistantBuffers = ini.bPersistantBuffers;
-               dwLogging = ini.dwLogging;
-               dwDebugLevel = ini.dwLoggingSeverity;
-               glb.bMessageBoxWarnings = ini.bMessageBoxWarnings;
-               glb.bMultiThreaded = ini.bMultiThreaded;
-               glb.bAppCustomizations = ini.bAppCustomizations;
-        glb.bHotKeySupport = ini.bHotKeySupport;
-               bSplashScreen = ini.bSplashScreen;
-#ifdef _USE_GLD3_WGL
-               // New for GLDirect 3.x
-               glb.dwAdapter           = ini.dwAdapter;
-               glb.dwDriver            = ini.dwDriver;
-               glb.dwTnL                       = ini.dwTnL;
-               glb.dwMultisample       = ini.dwMultisample;
-#endif
-        bValidINIFound = TRUE;
-               return TRUE;
-       }
-       // Read settings from registry
-       else {
-       HKEY    hReg;
-       DWORD   cbValSize;
-       DWORD   dwType = REG_SZ; // Registry data type for strings
-       BOOL    bRegistryError;
-       BOOL    bSuccess;
-
-#define REG_READ_DWORD(a, b)                                                   \
-       cbValSize = sizeof(b);                                                          \
-       if (ERROR_SUCCESS != RegQueryValueEx( hReg, (a),        \
-               NULL, NULL, (LPBYTE)&(b), &cbValSize ))                 \
-               bRegistryError = TRUE;
-
-#define REG_READ_DEVICEID(a, b)                                                                        \
-       cbValSize = MAX_DDDEVICEID_STRING;                                                      \
-       if(ERROR_SUCCESS != RegQueryValueEx(hReg, (a), 0, &dwType,      \
-                                       (LPBYTE)&(b), &cbValSize))                                      \
-               bRegistryError = TRUE;
-
-#define REG_READ_STRING(a, b)                                                                  \
-       cbValSize = sizeof((b));                                                                        \
-       if(ERROR_SUCCESS != RegQueryValueEx(hReg, (a), 0, &dwType,      \
-                                       (LPBYTE)&(b), &cbValSize))                                      \
-               bRegistryError = TRUE;
-
-       // Read settings from the registry.
-
-       // Open the registry key for the current user if it exists.
-       bSuccess = (ERROR_SUCCESS == RegOpenKeyEx(HKEY_CURRENT_USER,
-                                                                         DIRECTGL_REG_SETTINGS_KEY,
-                                                                         0,
-                                                                         KEY_READ,
-                                                                         &hReg));
-    // Otherwise open the registry key for the local machine.
-    if (!bSuccess)
-        bSuccess = (ERROR_SUCCESS == RegOpenKeyEx(DIRECTGL_REG_KEY_ROOT,
-                                                                         DIRECTGL_REG_SETTINGS_KEY,
-                                                                         0,
-                                                                         KEY_READ,
-                                                                         &hReg));
-    if (!bSuccess)
-        return FALSE;
-
-       bRegistryError = FALSE;
-
-       REG_READ_DWORD(DIRECTGL_REG_SETTING_PRIMARY, glb.bPrimary);
-       REG_READ_DWORD(DIRECTGL_REG_SETTING_D3D_HW, glb.bHardware);
-#ifndef _USE_GLD3_WGL
-       REG_READ_DWORD(DIRECTGL_REG_SETTING_DD_GUID, glb.ddGuid);
-       REG_READ_DWORD(DIRECTGL_REG_SETTING_D3D_GUID, glb.d3dGuid);
-#endif // _USE_GLD3_WGL
-       REG_READ_DWORD(DIRECTGL_REG_SETTING_LOGGING, dwLogging);
-       REG_READ_DWORD(DIRECTGL_REG_SETTING_DEBUGLEVEL, dwDebugLevel);
-       REG_READ_DWORD(DIRECTGL_REG_SETTING_RENDERING, glb.dwRendering);
-       REG_READ_DWORD(DIRECTGL_REG_SETTING_MULTITEXTURE, glb.bMultitexture);
-       REG_READ_DWORD(DIRECTGL_REG_SETTING_WAITFORRETRACE, glb.bWaitForRetrace);
-       REG_READ_DWORD(DIRECTGL_REG_SETTING_FULLSCREENBLIT, glb.bFullscreenBlit);
-       REG_READ_DWORD(DIRECTGL_REG_SETTING_USEMIPMAPS, glb.bUseMipmaps);
-
-       REG_READ_DEVICEID(DIRECTGL_REG_SETTING_DD_NAME, glb.szDDName);
-       REG_READ_DEVICEID(DIRECTGL_REG_SETTING_D3D_NAME, glb.szD3DName);
-
-       REG_READ_DWORD(DIRECTGL_REG_SETTING_MSGBOXWARNINGS, glb.bMessageBoxWarnings);
-       REG_READ_DWORD(DIRECTGL_REG_SETTING_PERSISTDISPLAY, glb.bDirectDrawPersistant);
-       REG_READ_DWORD(DIRECTGL_REG_SETTING_PERSISTBUFFERS, glb.bPersistantBuffers);
-       REG_READ_DWORD(DIRECTGL_REG_SETTING_FASTFPU, glb.bFastFPU);
-       REG_READ_DWORD(DIRECTGL_REG_SETTING_HOTKEYS, glb.bHotKeySupport);
-       REG_READ_DWORD(DIRECTGL_REG_SETTING_MULTITHREAD, glb.bMultiThreaded);
-       REG_READ_DWORD(DIRECTGL_REG_SETTING_APPCUSTOM, glb.bAppCustomizations);
-    REG_READ_DWORD(DIRECTGL_REG_SETTING_SPLASHSCREEN, bSplashScreen);
-
-#ifdef _USE_GLD3_WGL
-       // New for GLDirect 3.x
-       glb.dwDriver = glb.dwRendering;
-       REG_READ_DWORD(DIRECTGL_REG_SETTING_ADAPTER, glb.dwAdapter);
-       REG_READ_DWORD(DIRECTGL_REG_SETTING_TNL, glb.dwTnL);
-       REG_READ_DWORD(DIRECTGL_REG_SETTING_MULTISAMPLE, glb.dwMultisample);
-#endif
-
-       RegCloseKey(hReg);
-
-       // Open the global registry key for GLDirect
-       bSuccess = (ERROR_SUCCESS == RegOpenKeyEx(HKEY_LOCAL_MACHINE,
-                                                                         DIRECTGL_REG_SETTINGS_KEY,
-                                                                         0,
-                                                                         KEY_READ,
-                                                                         &hReg));
-    if (bSuccess) {
-           // Read the installation path for GLDirect
-           REG_READ_STRING("InstallLocation",szLogPath);
-           RegCloseKey(hReg);
-        }
-
-       if (bRegistryError || !bSuccess)
-               return FALSE;
-       else
-               
-               return TRUE;
-
-#undef REG_READ_DWORD
-#undef REG_READ_DEVICEID
-#undef REG_READ_STRING
-       }
-}
-
-// ***********************************************************************
-
-BOOL dllWriteRegistry(
-       void )
-{
-       HKEY    hReg;
-       DWORD   dwCreateDisposition, cbValSize;
-       BOOL    bRegistryError = FALSE;
-
-#define REG_WRITE_DWORD(a, b)                                                  \
-       cbValSize = sizeof(b);                                                          \
-       if (ERROR_SUCCESS != RegSetValueEx( hReg, (a),          \
-               0, REG_DWORD, (LPBYTE)&(b), cbValSize ))                \
-               bRegistryError = TRUE;
-
-       if (ERROR_SUCCESS == RegCreateKeyEx( DIRECTGL_REG_KEY_ROOT, DIRECTGL_REG_SETTINGS_KEY,
-                                                                               0, NULL, 0, KEY_WRITE, NULL, &hReg,
-                                                                               &dwCreateDisposition )) {
-               RegFlushKey(hReg); // Make sure keys are written to disk
-               RegCloseKey(hReg);
-               hReg = NULL;
-               }
-
-       if (bRegistryError)
-               return FALSE;
-       else
-               return TRUE;
-
-#undef REG_WRITE_DWORD
-}
-
-// ***********************************************************************
-
-void dglInitHotKeys(HINSTANCE hInstance)
-{
-       // Hot-Key support at all?
-       if (!glb.bHotKeySupport)
-               return;
-
-       // Install global keyboard interceptor
-       hKeyHook = SetWindowsHookEx(WH_KEYBOARD, dglKeyProc, hInstance, 0);
-}
-
-// ***********************************************************************
-
-void dglExitHotKeys(void)
-{
-       // Hot-Key support at all?
-       if (!glb.bHotKeySupport)
-               return;
-
-       // Remove global keyboard interceptor
-       if (hKeyHook)
-               UnhookWindowsHookEx(hKeyHook);
-       hKeyHook = NULL;
-}
-
-// ***********************************************************************
-
-// Note: This app-customization step must be performed in both the main
-// OpenGL32 driver and the callback driver DLLs for multithreading option.
-void dglSetAppCustomizations(void)
-{
-       char            szModuleFileName[MAX_PATH];
-       int                     iSize = MAX_PATH;
-
-       // Get the currently loaded EXE filename.
-       GetModuleFileName(NULL, &szModuleFileName[0], MAX_PATH); // NULL for current process
-       strupr(szModuleFileName);
-       iSize = strlen(szModuleFileName);
-
-       // Check for specific EXEs and adjust global settings accordingly
-
-       // NOTE: In GLD3.x "bDirectDrawPersistant" corresponds to IDirect3D8 and
-       //       "bPersistantBuffers" corresponds to IDirect3DDevice8. KeithH
-
-       // Case 1: 3DStudio must be multi-threaded
-       // Added: Discreet GMAX (3DStudio MAX 4 for gamers. KeithH)
-       if (strstr(szModuleFileName, "3DSMAX.EXE")
-               || strstr(szModuleFileName, "3DSVIZ.EXE")
-               || strstr(szModuleFileName, "GMAX.EXE")) {
-               glb.bMultiThreaded = TRUE;
-               glb.bDirectDrawPersistant = FALSE;
-               glb.bPersistantBuffers = FALSE;
-               return;
-       }
-
-       // Case 2: Solid Edge must use pre-allocated resources for all GLRCs
-       if (strstr(szModuleFileName, "PART.EXE")
-               || strstr(szModuleFileName, "ASSEMBL.EXE")
-               || strstr(szModuleFileName, "DRAFT.EXE")
-               || strstr(szModuleFileName, "SMARTVW.EXE")
-               || strstr(szModuleFileName, "SMETAL.EXE")) {
-               glb.bMultiThreaded = FALSE;
-               glb.bDirectDrawPersistant = TRUE;
-               glb.bPersistantBuffers = FALSE;
-               return;
-       }
-
-       // Case 3: Sudden Depth creates and destroys GLRCs on paint commands
-       if (strstr(szModuleFileName, "SUDDEPTH.EXE")
-               || strstr(szModuleFileName, "SUDDEMO.EXE")) {
-               glb.bMultiThreaded = FALSE;
-               glb.bDirectDrawPersistant = TRUE;
-               glb.bPersistantBuffers = TRUE;
-               glb.bFullscreenBlit = TRUE;
-               return;
-       }
-
-       // Case 4: StereoGraphics test apps create and destroy GLRCs on paint commands
-       if (strstr(szModuleFileName, "REDBLUE.EXE")
-               || strstr(szModuleFileName, "DIAGNOSE.EXE")) {
-               glb.bMultiThreaded = FALSE;
-               glb.bDirectDrawPersistant = TRUE;
-               glb.bPersistantBuffers = TRUE;
-               return;
-       }
-
-       // Case 5: Pipes screen savers share multiple GLRCs for same window
-       if (strstr(szModuleFileName, "PIPES.SCR")
-               || (strstr(szModuleFileName, "PIPES") && strstr(szModuleFileName, ".SCR"))) {
-               glb.bMultiThreaded = FALSE;
-               glb.bDirectDrawPersistant = TRUE;
-               glb.bPersistantBuffers = TRUE;
-               return;
-       }
-
-       // Case 6: AutoVue uses sub-viewport ops which are temporarily broken in stereo window
-       if (strstr(szModuleFileName, "AVWIN.EXE")) {
-               glb.bMultiThreaded = FALSE;
-               glb.bDirectDrawPersistant = TRUE;
-               glb.bPersistantBuffers = TRUE;
-               return;
-       }
-       // Case 7: Quake3 is waiting for DDraw objects to be released at exit
-       if (strstr(szModuleFileName, "QUAKE")) {
-               glb.bMultiThreaded = FALSE;
-               glb.bDirectDrawPersistant = FALSE;
-               glb.bPersistantBuffers = FALSE;
-        glb.bFullscreenBlit = FALSE;
-               return;
-       }
-       // Case 8: Reflection GLX server is unable to switch contexts at run-time
-       if (strstr(szModuleFileName, "RX.EXE")) {
-               glb.bMultiThreaded = FALSE;
-        glb.bMessageBoxWarnings = FALSE;
-               return;
-       }
-       // Case 9: Original AutoCAD 2000 must share DDraw objects across GLRCs
-       if (strstr(szModuleFileName, "ACAD.EXE")) {
-               glb.bFastFPU = FALSE;
-        if (GetModuleHandle("wopengl6.hdi") != NULL) {
-               glb.bMultiThreaded = FALSE;
-               glb.bDirectDrawPersistant = TRUE;
-               glb.bPersistantBuffers = FALSE;
-               }
-               return;
-       }
-}
-
-// ***********************************************************************
-
-BOOL dglInitDriver(void)
-{
-       UCHAR szExeName[MAX_PATH];
-       const char *szRendering[] = {
-               "Mesa Software",
-               "Direct3D RGB SW",
-               "Direct3D HW",
-       };
-    static BOOL bWarnOnce = FALSE;
-
-    // Already initialized?
-    if (bInitialized)
-        return TRUE;
-
-    // Moved from DllMain DLL_PROCESS_ATTACH:
-
-               // (Re-)Init defaults
-               dglInitGlobals();
-
-               // Read registry or INI file settings
-               if (!dllReadRegistry(hInstanceDll)) {
-            if (!bWarnOnce)
-                           MessageBox( NULL, "GLDirect has not been configured.\n\n"
-                                                         "Please run the configuration program\n"
-                              "before using GLDirect with applications.\n",
-                                                         "GLDirect", MB_OK | MB_ICONWARNING);
-            bWarnOnce = TRUE;
-            return FALSE;
-               }
-
-#ifdef _USE_GLD3_WGL
-               // Must do this as early as possible.
-               // Need to read regkeys/ini-file first though.
-               gldInitDriverPointers(glb.dwDriver);
-
-               // Create private driver globals
-               _gldDriver.CreatePrivateGlobals();
-#endif
-               // Overide settings with application customizations
-               if (glb.bAppCustomizations)
-                       dglSetAppCustomizations();
-
-//#ifndef _USE_GLD3_WGL
-               // Set the global memory type to either sysmem or vidmem
-               glb.dwMemoryType = glb.bHardware ? DDSCAPS_VIDEOMEMORY : DDSCAPS_SYSTEMMEMORY;
-//#endif
-
-               // Multi-threaded support overides persistant display support
-               if (glb.bMultiThreaded)
-                       glb.bDirectDrawPersistant = glb.bPersistantBuffers = FALSE;
-
-        // Multi-threaded support needs to be reflected in Mesa code. (DaveM)
-        _gld_bMultiThreaded = glb.bMultiThreaded;
-
-               // Start logging
-        ddlogPathOption(szLogPath);
-               ddlogWarnOption(glb.bMessageBoxWarnings);
-               ddlogOpen((DDLOG_loggingMethodType)dwLogging,
-                                 (DDLOG_severityType)dwDebugLevel);
-
-               // Obtain the name of the calling app
-               ddlogMessage(DDLOG_SYSTEM, "Driver           : SciTech GLDirect 4.0\n");
-               GetModuleFileName(NULL, szExeName, sizeof(szExeName));
-               ddlogPrintf(DDLOG_SYSTEM, "Executable       : %s", szExeName);
-
-               ddlogPrintf(DDLOG_SYSTEM, "DirectDraw device: %s", glb.szDDName);
-               ddlogPrintf(DDLOG_SYSTEM, "Direct3D driver  : %s", glb.szD3DName);
-
-               ddlogPrintf(DDLOG_SYSTEM, "Rendering type   : %s", szRendering[glb.dwRendering]);
-
-               ddlogPrintf(DDLOG_SYSTEM, "Multithreaded    : %s", glb.bMultiThreaded ? "Enabled" : "Disabled");
-               ddlogPrintf(DDLOG_SYSTEM, "Display resources: %s", glb.bDirectDrawPersistant ? "Persistant" : "Instanced");
-               ddlogPrintf(DDLOG_SYSTEM, "Buffer resources : %s", glb.bPersistantBuffers ? "Persistant" : "Instanced");
-
-               dglInitContextState();
-               dglBuildPixelFormatList();
-               //dglBuildTextureFormatList();
-
-    // D3D callback driver is now successfully initialized
-    bInitialized = TRUE;
-    // D3D callback driver is now ready to be exited
-    bExited = FALSE;
-
-    return TRUE;
-}
-
-// ***********************************************************************
-
-void dglExitDriver(void)
-{
-
-       // Only need to clean up once per instance:
-       // May be called implicitly from DLL_PROCESS_DETACH,
-       // or explicitly from DGL_exitDriver().
-       if (bExited)
-               return;
-       bExited = TRUE;
-
-    // DDraw objects may be invalid when DLL unloads.
-__try {
-
-       // Clean-up sequence (moved from DLL_PROCESS_DETACH)
-#ifndef _USE_GLD3_WGL
-       dglReleaseTextureFormatList();
-#endif
-       dglReleasePixelFormatList();
-       dglDeleteContextState();
-
-#ifdef _USE_GLD3_WGL
-       _gldDriver.DestroyPrivateGlobals();
-#endif
-
-}
-__except(EXCEPTION_EXECUTE_HANDLER) {
-           ddlogPrintf(DDLOG_WARN, "Exception raised in dglExitDriver.");
-}
-
-       // Close the log file
-       ddlogClose();
-}
-
-// ***********************************************************************
-
-int WINAPI DllMain(
-       HINSTANCE hInstance,
-       DWORD fdwReason,
-       PVOID pvReserved)
-{
-       switch (fdwReason) {
-       case DLL_PROCESS_ATTACH:
-        // Cache DLL instance handle
-        hInstanceDll = hInstance;
-
-        // Flag that callback driver has yet to be initialized
-        bInitialized = bExited = FALSE;
-
-#ifndef _USE_GLD3_WGL
-        // Init internal Mesa function pointers
-               memset(&mesaFuncs, 0, sizeof(DGL_mesaFuncs));
-#endif // _USE_GLD3_WGL
-
-               // Init defaults
-               dglInitGlobals();
-
-        // Defer rest of DLL initialization to 1st WGL function call
-               break;
-
-       case DLL_PROCESS_DETACH:
-               // Call exit clean-up sequence
-               dglExitDriver();
-               break;
-       }
-
-       return TRUE;
-}
-
-// ***********************************************************************
-
-void APIENTRY DGL_exitDriver(void)
-{
-       // Call exit clean-up sequence
-       dglExitDriver();
-}
-
-// ***********************************************************************
-
-void APIENTRY DGL_reinitDriver(void)
-{
-       // Force init sequence again
-    bInitialized = bExited = FALSE;
-       dglInitDriver();
-}
-
-// ***********************************************************************
-
-int WINAPI DllInitialize(
-       HINSTANCE hInstance,
-       DWORD fdwReason,
-       PVOID pvReserved)
-{
-       // Some Watcom compiled executables require this.
-       return DllMain(hInstance, fdwReason, pvReserved);
-}
-
-// ***********************************************************************
-
-void DGL_LoadSplashScreen(int piReg, char* pszUser)
-{
-       HINSTANCE                       hSplashDll = NULL;
-       LPDGLSPLASHSCREEN       dglSplashScreen = NULL;
-       static BOOL             bOnce = FALSE;
-    static int          iReg = 0;
-    static char         szUser[255] = {"\0"};
-
-    // Display splash screen at all?
-    if (!bSplashScreen)
-        return;
-
-       // Only display splash screen once
-       if (bOnce)
-               return;
-       bOnce = TRUE;
-
-    // Make local copy of string for passing to DLL
-    if (pszUser)
-        strcpy(szUser, pszUser);
-    iReg = piReg;
-
-       // Load Splash Screen DLL
-       // (If it fails to load for any reason, we don't care...)
-       hSplashDll = LoadLibrary("gldsplash.dll");
-       if (hSplashDll) {
-               // Execute the Splash Screen function
-               dglSplashScreen = (LPDGLSPLASHSCREEN)GetProcAddress(hSplashDll, "GLDSplashScreen");
-               if (dglSplashScreen)
-                       (*dglSplashScreen)(1, iReg, szUser);
-               // Don't unload the DLL since splash screen dialog is modeless now
-               }
-}
-
-// ***********************************************************************
-
-BOOL dglValidate()
-{
-       char *szCaption = "SciTech GLDirect Driver";
-       UINT uType = MB_OK | MB_ICONEXCLAMATION;
-
-#ifdef _USE_GLD3_WGL
-       // (Re)build pixelformat list
-       if (glb.bPixelformatsDirty)
-               _gldDriver.BuildPixelformatList();
-#endif
-
-       // Check to see if we have already validated
-       if (bDriverValidated && bInitialized)
-               return TRUE;
-
-    // Since all (most) the WGL functions must be validated at this point,
-    // this also insure that the callback driver is completely initialized.
-    if (!bInitialized)
-        if (!dglInitDriver()) {
-                       MessageBox(NULL,
-                               "The GLDirect driver could not initialize.\n\n"
-                               "Please run the configuration program to\n"
-                               "properly configure the driver, or else\n"
-                "re-run the installation program.", szCaption, uType);
-                       _exit(1); // Bail
-        }
-
-    return TRUE;
-}
-
-// ***********************************************************************
-
diff --git a/src/mesa/drivers/windows/gldirect/dllmain.h b/src/mesa/drivers/windows/gldirect/dllmain.h
deleted file mode 100644 (file)
index 03343ef..0000000
+++ /dev/null
@@ -1,64 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x (Win32)
-*
-* Description:  Win32 DllMain functions.
-*
-****************************************************************************/
-
-#ifndef __DLLMAIN_H
-#define __DLLMAIN_H
-
-// Macros to control compilation
-#define STRICT
-#define WIN32_LEAN_AND_MEAN
-
-#include <windows.h>
-
-#ifndef _USE_GLD3_WGL
-#include "DirectGL.h"
-#endif // _USE_GLD3_WGL
-
-//#include "gldirect/regkeys.h"
-#include "dglglobals.h"
-#include "ddlog.h"
-#ifndef _USE_GLD3_WGL
-#include "d3dtexture.h"
-#endif // _USE_GLD3_WGL
-
-#include "dglwgl.h"
-
-extern BOOL bInitialized;
-
-BOOL dglInitDriver(void);
-void dglExitDriver(void);
-
-#endif
diff --git a/src/mesa/drivers/windows/gldirect/dx7/gld_driver_dx7.c b/src/mesa/drivers/windows/gldirect/dx7/gld_driver_dx7.c
deleted file mode 100644 (file)
index 1b070f0..0000000
+++ /dev/null
@@ -1,1194 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x/2000/XP/XBox (Win32)
-*
-* Description:  Driver interface code to Mesa
-*
-****************************************************************************/
-
-//#include <windows.h>
-#include "dglcontext.h"
-#include "ddlog.h"
-#include "gld_dx7.h"
-
-#include "glheader.h"
-#include "context.h"
-#include "colormac.h"
-#include "depth.h"
-#include "extensions.h"
-#include "macros.h"
-#include "matrix.h"
-// #include "mem.h"
-//#include "mmath.h"
-#include "mtypes.h"
-#include "texformat.h"
-#include "teximage.h"
-#include "texstore.h"
-#include "vbo/vbo.h"
-#include "swrast_setup/swrast_setup.h"
-#include "swrast_setup/ss_context.h"
-#include "tnl/tnl.h"
-#include "tnl/t_context.h"
-#include "tnl/t_pipeline.h"
-
-extern BOOL dglSwapBuffers(HDC hDC);
-
-// HACK: Hack the _33 member of the OpenGL perspective projection matrix
-const float _fPersp_33 = 1.6f;
-
-//---------------------------------------------------------------------------
-// Internal functions
-//---------------------------------------------------------------------------
-
-void _gld_mesa_warning(
-       __struct gl_context *gc,
-       char *str)
-{
-       // Intercept Mesa's internal warning mechanism
-       gldLogPrintf(GLDLOG_WARN, "Mesa warning: %s", str);
-}
-
-//---------------------------------------------------------------------------
-
-void _gld_mesa_fatal(
-       __struct gl_context *gc,
-       char *str)
-{
-       // Intercept Mesa's internal fatal-message mechanism
-       gldLogPrintf(GLDLOG_CRITICAL, "Mesa FATAL: %s", str);
-
-       // Mesa calls abort(0) here.
-       ddlogClose();
-       exit(0);
-}
-
-//---------------------------------------------------------------------------
-
-D3DSTENCILOP _gldConvertStencilOp(
-       GLenum StencilOp)
-{
-       // Used by Stencil: pass, fail and zfail
-
-       switch (StencilOp) {
-       case GL_KEEP:
-               return D3DSTENCILOP_KEEP;
-       case GL_ZERO:
-               return D3DSTENCILOP_ZERO;
-       case GL_REPLACE:
-           return D3DSTENCILOP_REPLACE;
-       case GL_INCR:
-               return D3DSTENCILOP_INCRSAT;
-       case GL_DECR:
-           return D3DSTENCILOP_DECRSAT;
-       case GL_INVERT:
-               return D3DSTENCILOP_INVERT;
-       case GL_INCR_WRAP_EXT:  // GL_EXT_stencil_wrap
-               return D3DSTENCILOP_INCR;
-       case GL_DECR_WRAP_EXT:  // GL_EXT_stencil_wrap
-           return D3DSTENCILOP_DECR;
-       }
-
-#ifdef _DEBUG
-       gldLogMessage(GLDLOG_ERROR, "_gldConvertStencilOp: Unknown StencilOp\n");
-#endif
-
-       return D3DSTENCILOP_KEEP;
-}
-
-//---------------------------------------------------------------------------
-
-D3DCMPFUNC _gldConvertCompareFunc(
-       GLenum CmpFunc)
-{
-       // Used for Alpha func, depth func and stencil func.
-
-       switch (CmpFunc) {
-       case GL_NEVER:
-               return D3DCMP_NEVER;
-       case GL_LESS:
-               return D3DCMP_LESS;
-       case GL_EQUAL:
-               return D3DCMP_EQUAL;
-       case GL_LEQUAL:
-               return D3DCMP_LESSEQUAL;
-       case GL_GREATER:
-               return D3DCMP_GREATER;
-       case GL_NOTEQUAL:
-               return D3DCMP_NOTEQUAL;
-       case GL_GEQUAL:
-               return D3DCMP_GREATEREQUAL;
-       case GL_ALWAYS:
-               return D3DCMP_ALWAYS;
-       };
-
-#ifdef _DEBUG
-       gldLogMessage(GLDLOG_ERROR, "_gldConvertCompareFunc: Unknown CompareFunc\n");
-#endif
-
-       return D3DCMP_ALWAYS;
-}
-
-//---------------------------------------------------------------------------
-
-D3DBLEND _gldConvertBlendFunc(
-       GLenum blend,
-       GLenum DefaultBlend)
-{
-       switch (blend) {
-       case GL_ZERO:
-               return D3DBLEND_ZERO;
-       case GL_ONE:
-               return D3DBLEND_ONE;
-       case GL_DST_COLOR:
-               return D3DBLEND_DESTCOLOR;
-       case GL_SRC_COLOR:
-               return D3DBLEND_SRCCOLOR;
-       case GL_ONE_MINUS_DST_COLOR:
-               return D3DBLEND_INVDESTCOLOR;
-       case GL_ONE_MINUS_SRC_COLOR:
-               return D3DBLEND_INVSRCCOLOR;
-       case GL_SRC_ALPHA:
-               return D3DBLEND_SRCALPHA;
-       case GL_ONE_MINUS_SRC_ALPHA:
-               return D3DBLEND_INVSRCALPHA;
-       case GL_DST_ALPHA:
-               return D3DBLEND_DESTALPHA;
-       case GL_ONE_MINUS_DST_ALPHA:
-               return D3DBLEND_INVDESTALPHA;
-       case GL_SRC_ALPHA_SATURATE:
-               return D3DBLEND_SRCALPHASAT;
-       }
-
-#ifdef _DEBUG
-       gldLogMessage(GLDLOG_ERROR, "_gldConvertBlendFunc: Unknown BlendFunc\n");
-#endif
-
-       return DefaultBlend;
-}
-
-//---------------------------------------------------------------------------
-// Misc. functions
-//---------------------------------------------------------------------------
-
-void gld_Noop_DX7(
-       struct gl_context *ctx)
-{
-#ifdef _DEBUG
-       gldLogMessage(GLDLOG_ERROR, "gld_Noop called!\n");
-#endif
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Error_DX7(
-       struct gl_context *ctx)
-{
-#ifdef _DEBUG
-       // Quite useless.
-//     gldLogMessage(GLDLOG_ERROR, "ctx->Driver.Error called!\n");
-#endif
-}
-
-//---------------------------------------------------------------------------
-// Required Mesa functions
-//---------------------------------------------------------------------------
-
-static GLboolean gld_set_draw_buffer_DX7(
-       struct gl_context *ctx,
-       GLenum mode)
-{
-   (void) ctx;
-   if ((mode==GL_FRONT_LEFT) || (mode == GL_BACK_LEFT)) {
-      return GL_TRUE;
-   }
-   else {
-      return GL_FALSE;
-   }
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_set_read_buffer_DX7(
-       struct gl_context *ctx,
-       struct gl_framebuffer *buffer,
-       GLenum mode)
-{
-   /* separate read buffer not supported */
-/*
-   ASSERT(buffer == ctx->DrawBuffer);
-   ASSERT(mode == GL_FRONT_LEFT);
-*/
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Clear_DX7(
-       struct gl_context *ctx,
-       GLbitfield mask,
-       GLboolean all,
-       GLint x,
-       GLint y,
-       GLint width,
-       GLint height)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx7          *gld    = GLD_GET_DX7_DRIVER(gldCtx);
-
-       DWORD           dwFlags = 0;
-       D3DCOLOR        Color = 0;
-       float           Z = 0.0f;
-       DWORD           Stencil = 0;
-       D3DRECT         d3dClearRect;
-
-       // TODO: Colourmask
-       const GLuint *colorMask = (GLuint *) &ctx->Color.ColorMask[0];
-
-       if (!gld->pDev)
-               return;
-
-       if (mask & (DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT)) {
-               GLubyte col[4];
-               CLAMPED_FLOAT_TO_UBYTE(col[0], ctx->Color.ClearColor[0]);
-               CLAMPED_FLOAT_TO_UBYTE(col[1], ctx->Color.ClearColor[1]);
-               CLAMPED_FLOAT_TO_UBYTE(col[2], ctx->Color.ClearColor[2]);
-               CLAMPED_FLOAT_TO_UBYTE(col[3], ctx->Color.ClearColor[3]);
-               dwFlags |= D3DCLEAR_TARGET;
-               Color = D3DCOLOR_RGBA(col[0], col[1], col[2], col[3]);
-//                                                             ctx->Color.ClearColor[1], 
-//                                                             ctx->Color.ClearColor[2], 
-//                                                             ctx->Color.ClearColor[3]);
-       }
-
-       if (mask & DD_DEPTH_BIT) {
-               // D3D7 will fail the Clear call if we try and clear a
-               // depth buffer and we haven't created one.
-               // Also, some apps try and clear a depth buffer,
-               // when a depth buffer hasn't been requested by the app.
-               if (ctx->Visual.depthBits == 0) {
-                       mask &= ~DD_DEPTH_BIT; // Remove depth bit from mask
-               } else {
-                       dwFlags |= D3DCLEAR_ZBUFFER;
-                       Z = ctx->Depth.Clear;
-               }
-       }
-
-       if (mask & DD_STENCIL_BIT) {
-               if (ctx->Visual.stencilBits == 0) {
-                       // No stencil bits in depth buffer
-                       mask &= ~DD_STENCIL_BIT; // Remove stencil bit from mask
-               } else {
-                       dwFlags |= D3DCLEAR_STENCIL;
-                       Stencil = ctx->Stencil.Clear;
-               }
-       }
-
-       // Some apps do really weird things with the rect, such as Quake3.
-       if ((x < 0) || (y < 0) || (width <= 0) || (height <= 0)) {
-               all = GL_TRUE;
-       }
-
-       if (!all) {
-               // Calculate clear subrect
-               d3dClearRect.x1 = x;
-               d3dClearRect.y1 = gldCtx->dwHeight - (y + height);
-               d3dClearRect.x2 = x + width;
-               d3dClearRect.y2 = d3dClearRect.y1 + height;
-       }
-
-       // dwFlags will be zero if there's nothing to clear
-       if (dwFlags) {
-               _GLD_DX7_DEV(Clear(
-                       gld->pDev,
-                       all ? 0 : 1,
-                       all ? NULL : &d3dClearRect,
-                       dwFlags,
-                       Color, Z, Stencil));
-       }
-
-       if (mask & DD_ACCUM_BIT) {
-               // Clear accumulation buffer
-       }
-}
-
-//---------------------------------------------------------------------------
-
-// Mesa 5: Parameter change
-static void gld_buffer_size_DX7(
-//     struct gl_context *ctx,
-       struct gl_framebuffer *fb,
-       GLuint *width,
-       GLuint *height)
-{
-//     GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);
-
-       *width = fb->Width; // gldCtx->dwWidth;
-       *height = fb->Height; // gldCtx->dwHeight;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_Finish_DX7(
-       struct gl_context *ctx)
-{
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_Flush_DX7(
-       struct gl_context *ctx)
-{
-       GLD_context             *gld    = GLD_GET_CONTEXT(ctx);
-
-       // TODO: Detect apps that glFlush() then SwapBuffers() ?
-
-       if (gld->EmulateSingle) {
-               // Emulating a single-buffered context.
-               // [Direct3D doesn't allow rendering to front buffer]
-               dglSwapBuffers(gld->hDC);
-       }
-}
-
-//---------------------------------------------------------------------------
-
-void gld_NEW_STENCIL(
-       struct gl_context *ctx)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx7          *gld    = GLD_GET_DX7_DRIVER(gldCtx);
-
-       // Two-sided stencil. New for Mesa 5
-       const GLuint            uiFace  = 0UL;
-
-       struct gl_stencil_attrib *pStencil = &ctx->Stencil;
-
-       _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_STENCILENABLE, pStencil->Enabled ? TRUE : FALSE));
-       if (pStencil->Enabled) {
-               _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_STENCILFUNC, _gldConvertCompareFunc(pStencil->Function[uiFace])));
-               _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_STENCILREF, pStencil->Ref[uiFace]));
-               _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_STENCILMASK, pStencil->ValueMask[uiFace]));
-               _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_STENCILWRITEMASK, pStencil->WriteMask[uiFace]));
-               _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_STENCILFAIL, _gldConvertStencilOp(pStencil->FailFunc[uiFace])));
-               _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_STENCILZFAIL, _gldConvertStencilOp(pStencil->ZFailFunc[uiFace])));
-               _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_STENCILPASS, _gldConvertStencilOp(pStencil->ZPassFunc[uiFace])));
-       }
-}
-
-//---------------------------------------------------------------------------
-
-void gld_NEW_COLOR(
-       struct gl_context *ctx)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx7          *gld    = GLD_GET_DX7_DRIVER(gldCtx);
-
-       DWORD           dwFlags = 0;
-       D3DBLEND        src;
-       D3DBLEND        dest;
-
-       // Alpha func
-       _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_ALPHAFUNC, _gldConvertCompareFunc(ctx->Color.AlphaFunc)));
-       _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_ALPHAREF, (DWORD)ctx->Color.AlphaRef));
-       _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_ALPHATESTENABLE, ctx->Color.AlphaEnabled));
-
-       // Blend func
-       _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_ALPHABLENDENABLE, ctx->Color.BlendEnabled));
-       src             = _gldConvertBlendFunc(ctx->Color.BlendSrcRGB, GL_ONE);
-       dest    = _gldConvertBlendFunc(ctx->Color.BlendDstRGB, GL_ZERO);
-       _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_SRCBLEND, src));
-       _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_DESTBLEND, dest));
-
-/*
-       // Color mask - unsupported by DX7
-       if (ctx->Color.ColorMask[0][0]) dwFlags |= D3DCOLORWRITEENABLE_RED;
-       if (ctx->Color.ColorMask[0][1]) dwFlags |= D3DCOLORWRITEENABLE_GREEN;
-       if (ctx->Color.ColorMask[0][2]) dwFlags |= D3DCOLORWRITEENABLE_BLUE;
-       if (ctx->Color.ColorMask[0][3]) dwFlags |= D3DCOLORWRITEENABLE_ALPHA;
-       _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_COLORWRITEENABLE, dwFlags));
-*/
-}
-
-//---------------------------------------------------------------------------
-
-void gld_NEW_DEPTH(
-       struct gl_context *ctx)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx7          *gld    = GLD_GET_DX7_DRIVER(gldCtx);
-
-       _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_ZENABLE, ctx->Depth.Test ? D3DZB_TRUE : D3DZB_FALSE));
-       _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_ZFUNC, _gldConvertCompareFunc(ctx->Depth.Func)));
-       _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_ZWRITEENABLE, ctx->Depth.Mask ? TRUE : FALSE));
-}
-
-//---------------------------------------------------------------------------
-
-void gld_NEW_POLYGON(
-       struct gl_context *ctx)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx7          *gld    = GLD_GET_DX7_DRIVER(gldCtx);
-
-       D3DFILLMODE     d3dFillMode = D3DFILL_SOLID;
-       D3DCULL         d3dCullMode = D3DCULL_NONE;
-       int                     iOffset = 0;
-
-       // Fillmode
-       switch (ctx->Polygon.FrontMode) {
-       case GL_POINT:
-               d3dFillMode = D3DFILL_POINT;
-               break;
-       case GL_LINE:
-               d3dFillMode = D3DFILL_WIREFRAME;
-               break;
-       case GL_FILL:
-               d3dFillMode = D3DFILL_SOLID;
-               break;
-       }
-       _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_FILLMODE, d3dFillMode));
-
-       if (ctx->Polygon.CullFlag) {
-               switch (ctx->Polygon.CullFaceMode) {
-               case GL_BACK:
-                       if (ctx->Polygon.FrontFace == GL_CCW)
-                               d3dCullMode = D3DCULL_CW;
-                       else
-                               d3dCullMode = D3DCULL_CCW;
-                       break;
-               case GL_FRONT:
-                       if (ctx->Polygon.FrontFace == GL_CCW)
-                               d3dCullMode = D3DCULL_CCW;
-                       else
-                               d3dCullMode = D3DCULL_CW;
-                       break;
-               case GL_FRONT_AND_BACK:
-                       d3dCullMode = D3DCULL_NONE;
-                       break;
-               default:
-                       break;
-               }
-       } else {
-               d3dCullMode = D3DCULL_NONE;
-       }
-//     d3dCullMode = D3DCULL_NONE; // TODO: DEBUGGING
-       _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_CULLMODE, d3dCullMode));
-
-       // Polygon offset
-       // ZBIAS ranges from 0 to 16 and can only move towards the viewer
-       // Mesa5: ctx->Polygon._OffsetAny removed
-       if (ctx->Polygon.OffsetFill) {
-               iOffset = (int)ctx->Polygon.OffsetUnits;
-               if (iOffset < 0)
-                       iOffset = -iOffset;
-               else
-                       iOffset = 0; // D3D can't push away
-       }
-       _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_ZBIAS, iOffset));
-}
-
-//---------------------------------------------------------------------------
-
-void gld_NEW_FOG(
-       struct gl_context *ctx)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx7          *gld    = GLD_GET_DX7_DRIVER(gldCtx);
-
-       D3DCOLOR        d3dFogColour;
-       D3DFOGMODE      d3dFogMode = D3DFOG_LINEAR;
-
-       // TODO: Fog is calculated seperately in the Mesa pipeline
-       _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_FOGENABLE, FALSE));
-       return;
-
-       // Fog enable
-       _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_FOGENABLE, ctx->Fog.Enabled));
-       if (!ctx->Fog.Enabled) {
-               _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_FOGTABLEMODE, D3DFOG_NONE));
-               _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_FOGVERTEXMODE, D3DFOG_NONE));
-               return; // If disabled, don't bother setting any fog state
-       }
-
-       // Fog colour
-       d3dFogColour = D3DCOLOR_COLORVALUE(     ctx->Fog.Color[0],
-                                                               ctx->Fog.Color[1],
-                                                               ctx->Fog.Color[2],
-                                                               ctx->Fog.Color[3]);
-       _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_FOGCOLOR, d3dFogColour));
-
-       // Fog density
-       _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_FOGDENSITY, *((DWORD*) (&ctx->Fog.Density))));
-
-       // Fog start
-       _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_FOGSTART, *((DWORD*) (&ctx->Fog.Start))));
-
-       // Fog end
-       _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_FOGEND, *((DWORD*) (&ctx->Fog.End))));
-
-       // Fog mode
-       switch (ctx->Fog.Mode) {
-       case GL_LINEAR:
-               d3dFogMode = D3DFOG_LINEAR;
-               break;
-       case GL_EXP:
-               d3dFogMode = D3DFOG_EXP;
-               break;
-       case GL_EXP2:
-               d3dFogMode = D3DFOG_EXP2;
-               break;
-       }
-       _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_FOGTABLEMODE, d3dFogMode));
-       _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_FOGVERTEXMODE, D3DFOG_NONE));
-}
-
-//---------------------------------------------------------------------------
-
-void gld_NEW_LIGHT(
-       struct gl_context *ctx)
-{
-       GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx7  *gld    = GLD_GET_DX7_DRIVER(gldCtx);
-       DWORD                   dwSpecularEnable;
-
-       // Shademode
-       _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_SHADEMODE, (ctx->Light.ShadeModel == GL_SMOOTH) ? D3DSHADE_GOURAUD : D3DSHADE_FLAT));
-
-       // Separate specular colour
-       if (ctx->Light.Enabled)
-               dwSpecularEnable = (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR) ? TRUE: FALSE;
-       else
-               dwSpecularEnable = FALSE;
-       _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_SPECULARENABLE, dwSpecularEnable));
-}
-
-//---------------------------------------------------------------------------
-
-void gld_NEW_MODELVIEW(
-       struct gl_context *ctx)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx7          *gld    = GLD_GET_DX7_DRIVER(gldCtx);
-
-       D3DMATRIX       m;
-       //GLfloat               *pM = ctx->ModelView.m;
-       // Mesa5: Model-view is now a stack
-       GLfloat         *pM = ctx->ModelviewMatrixStack.Top->m;
-       m._11 = pM[0];
-       m._12 = pM[1];
-       m._13 = pM[2];
-       m._14 = pM[3];
-       m._21 = pM[4];
-       m._22 = pM[5];
-       m._23 = pM[6];
-       m._24 = pM[7];
-       m._31 = pM[8];
-       m._32 = pM[9];
-       m._33 = pM[10];
-       m._34 = pM[11];
-       m._41 = pM[12];
-       m._42 = pM[13];
-       m._43 = pM[14];
-       m._44 = pM[15];
-/*     m[0][0] = pM[0];
-       m[0][1] = pM[1];
-       m[0][2] = pM[2];
-       m[0][3] = pM[3];
-       m[1][0] = pM[4];
-       m[1][1] = pM[5];
-       m[1][2] = pM[6];
-       m[1][3] = pM[7];
-       m[2][0] = pM[8];
-       m[2][1] = pM[9];
-       m[2][2] = pM[10];
-       m[2][3] = pM[11];
-       m[3][0] = pM[12];
-       m[3][1] = pM[13];
-       m[3][2] = pM[14];
-       m[3][3] = pM[15];*/
-
-       gld->matModelView = m;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_NEW_PROJECTION(
-       struct gl_context *ctx)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx7          *gld    = GLD_GET_DX7_DRIVER(gldCtx);
-
-       D3DMATRIX       m;
-       //GLfloat               *pM = ctx->ProjectionMatrix.m;
-       // Mesa 5: Now a stack
-       GLfloat         *pM = ctx->ProjectionMatrixStack.Top->m;
-       m._11 = pM[0];
-       m._12 = pM[1];
-       m._13 = pM[2];
-       m._14 = pM[3];
-
-       m._21 = pM[4];
-       m._22 = pM[5];
-       m._23 = pM[6];
-       m._24 = pM[7];
-
-       m._31 = pM[8];
-       m._32 = pM[9];
-       m._33 = pM[10] / _fPersp_33; // / 1.6f;
-       m._34 = pM[11];
-
-       m._41 = pM[12];
-       m._42 = pM[13];
-       m._43 = pM[14] / 2.0f;
-       m._44 = pM[15];
-
-       gld->matProjection = m;
-}
-
-//---------------------------------------------------------------------------
-/*
-void gldFrustumHook_DX7(
-       GLdouble left,
-       GLdouble right,
-       GLdouble bottom,
-       GLdouble top,
-       GLdouble nearval,
-       GLdouble farval)
-{
-       GET_CURRENT_CONTEXT(ctx);
-       GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx7  *gld    = GLD_GET_DX7_DRIVER(gldCtx);
-
-       // Pass values on to Mesa first (in case we mess with them)
-       _mesa_Frustum(left, right, bottom, top, nearval, farval);
-
-       _fPersp_33 = farval / (nearval - farval);
-
-//     ddlogPrintf(GLDLOG_SYSTEM, "Frustum: %f", farval/nearval);
-}
-
-//---------------------------------------------------------------------------
-
-void gldOrthoHook_DX7(
-       GLdouble left,
-       GLdouble right,
-       GLdouble bottom,
-       GLdouble top,
-       GLdouble nearval,
-       GLdouble farval)
-{
-       GET_CURRENT_CONTEXT(ctx);
-       GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx7  *gld    = GLD_GET_DX7_DRIVER(gldCtx);
-
-       // Pass values on to Mesa first (in case we mess with them)
-       _mesa_Ortho(left, right, bottom, top, nearval, farval);
-
-       _fPersp_33 = 1.6f;
-
-//     ddlogPrintf(GLDLOG_SYSTEM, "Ortho: %f", farval/nearval);
-}
-*/
-//---------------------------------------------------------------------------
-
-void gld_NEW_VIEWPORT(
-       struct gl_context *ctx)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx7          *gld    = GLD_GET_DX7_DRIVER(gldCtx);
-
-       D3DVIEWPORT7    d3dvp;
-//     GLint                   x, y;
-//     GLsizei                 w, h;
-
-       // Set depth range
-       _GLD_DX7_DEV(GetViewport(gld->pDev, &d3dvp));
-       // D3D can't do Quake1/Quake2 z-trick
-       if (ctx->Viewport.Near <= ctx->Viewport.Far) {
-               d3dvp.dvMinZ            = ctx->Viewport.Near;
-               d3dvp.dvMaxZ            = ctx->Viewport.Far;
-       } else {
-               d3dvp.dvMinZ            = ctx->Viewport.Far;
-               d3dvp.dvMaxZ            = ctx->Viewport.Near;
-       }
-/*     x = ctx->Viewport.X;
-       y = ctx->Viewport.Y;
-       w = ctx->Viewport.Width;
-       h = ctx->Viewport.Height;
-       if (x < 0) x = 0;
-       if (y < 0) y = 0;
-       if (w > gldCtx->dwWidth)                w = gldCtx->dwWidth;
-       if (h > gldCtx->dwHeight)               h = gldCtx->dwHeight;
-       // Ditto for D3D viewport dimensions
-       if (w+x > gldCtx->dwWidth)              w = gldCtx->dwWidth-x;
-       if (h+y > gldCtx->dwHeight)     h = gldCtx->dwHeight-y;
-       d3dvp.X                 = x;
-       d3dvp.Y                 = gldCtx->dwHeight - (y + h);
-       d3dvp.Width             = w;
-       d3dvp.Height    = h;*/
-       _GLD_DX7_DEV(SetViewport(gld->pDev, &d3dvp));
-
-//     gld->fFlipWindowY = (float)gldCtx->dwHeight;
-}
-
-//---------------------------------------------------------------------------
-
-__inline BOOL _gldAnyEvalEnabled(
-       struct gl_context *ctx)
-{
-       struct gl_eval_attrib *eval = &ctx->Eval;
-
-       if ((eval->AutoNormal) ||
-               (eval->Map1Color4) ||
-               (eval->Map1Index) ||
-               (eval->Map1Normal) ||
-               (eval->Map1TextureCoord1) ||
-               (eval->Map1TextureCoord2) ||
-               (eval->Map1TextureCoord3) ||
-               (eval->Map1TextureCoord4) ||
-               (eval->Map1Vertex3) ||
-               (eval->Map1Vertex4) ||
-               (eval->Map2Color4) ||
-               (eval->Map2Index) ||
-               (eval->Map2Normal) ||
-               (eval->Map2TextureCoord1) ||
-               (eval->Map2TextureCoord2) ||
-               (eval->Map2TextureCoord3) ||
-               (eval->Map2TextureCoord4) ||
-               (eval->Map2Vertex3) ||
-               (eval->Map2Vertex4)
-               )
-       return TRUE;
-
-       return FALSE;
-}
-
-//---------------------------------------------------------------------------
-
-BOOL _gldChooseInternalPipeline(
-       struct gl_context *ctx,
-       GLD_driver_dx7 *gld)
-{
-//     return TRUE;    // DEBUGGING: ALWAYS USE MESA
-//     return FALSE;   // DEBUGGING: ALWAYS USE D3D
-
-       if ((glb.dwTnL == GLDS_TNL_MESA) || (gld->bHasHWTnL == FALSE))
-       {
-               gld->PipelineUsage.qwMesa.QuadPart++;
-               return TRUE; // Force Mesa TnL
-       }
-
-       if ((ctx->Light.Enabled) ||
-               (1) ||
-               (ctx->Texture._TexGenEnabled) ||
-               (ctx->Texture._TexMatEnabled) ||
-//             (ctx->Transform._AnyClip) ||
-               (ctx->Scissor.Enabled) ||
-               _gldAnyEvalEnabled(ctx) // Put this last so we can early-out
-               )
-       {
-               gld->PipelineUsage.qwMesa.QuadPart++;
-               return TRUE;
-       }
-
-       gld->PipelineUsage.qwD3DFVF.QuadPart++;
-       return FALSE;
-
-/*     // Force Mesa pipeline?
-       if (glb.dwTnL == GLDS_TNL_MESA) {
-               gld->PipelineUsage.dwMesa.QuadPart++;
-               return GLD_PIPELINE_MESA;
-       }
-
-       // Test for functionality not exposed in the D3D pathways
-       if ((ctx->Texture._GenFlags)) {
-               gld->PipelineUsage.dwMesa.QuadPart++;
-               return GLD_PIPELINE_MESA;
-       }
-
-       // Now decide if vertex shader can be used.
-       // If two sided lighting is enabled then we must either
-       // use Mesa TnL or the vertex shader
-       if (ctx->_TriangleCaps & DD_TRI_LIGHT_TWOSIDE) {
-               if (gld->VStwosidelight.hShader && !ctx->Fog.Enabled) {
-                       // Use Vertex Shader
-                       gld->PipelineUsage.dwD3D2SVS.QuadPart++;
-                       return GLD_PIPELINE_D3D_VS_TWOSIDE;
-               } else {
-                       // Use Mesa TnL
-                       gld->PipelineUsage.dwMesa.QuadPart++;
-                       return GLD_PIPELINE_MESA;
-               }
-       }
-
-       // Must be D3D fixed-function pipeline
-       gld->PipelineUsage.dwD3DFVF.QuadPart++;
-       return GLD_PIPELINE_D3D_FVF;
-*/
-}
-
-//---------------------------------------------------------------------------
-
-void gld_update_state_DX7(
-       struct gl_context *ctx,
-       GLuint new_state)
-{
-       GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx7  *gld    = GLD_GET_DX7_DRIVER(gldCtx);
-       TNLcontext              *tnl = TNL_CONTEXT(ctx);
-       GLD_pb_dx7              *gldPB;
-
-       if (!gld || !gld->pDev)
-               return;
-
-       _swsetup_InvalidateState( ctx, new_state );
-       _vbo_InvalidateState( ctx, new_state );
-       _tnl_InvalidateState( ctx, new_state );
-
-       // SetupIndex will be used in the pipelines for choosing setup function
-       if ((ctx->_TriangleCaps & (DD_TRI_LIGHT_TWOSIDE | DD_SEPARATE_SPECULAR)) ||
-               (ctx->Fog.Enabled))
-       {
-               if (ctx->_TriangleCaps & DD_FLATSHADE)
-                       gld->iSetupFunc = GLD_SI_FLAT_EXTRAS;
-               else
-                       gld->iSetupFunc = GLD_SI_SMOOTH_EXTRAS;
-       } else {
-               if (ctx->_TriangleCaps & DD_FLATSHADE)
-                       gld->iSetupFunc = GLD_SI_FLAT;  // Setup flat shade + texture
-               else
-                       gld->iSetupFunc = GLD_SI_SMOOTH; // Setup smooth shade + texture
-       }
-
-       gld->bUseMesaTnL = _gldChooseInternalPipeline(ctx, gld);
-       if (gld->bUseMesaTnL) {
-               gldPB = &gld->PB2d;
-               // DX7 Does not implement D3DRS_SOFTWAREVERTEXPROCESSING
-//             _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_SOFTWAREVERTEXPROCESSING, TRUE));
-               _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_CLIPPING, FALSE));
-//             _GLD_DX7_DEV(SetVertexShader(gld->pDev, gldPB->dwFVF));
-       } else {
-               gldPB = &gld->PB3d;
-               _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_CLIPPING, TRUE));
-//             if (gld->TnLPipeline == GLD_PIPELINE_D3D_VS_TWOSIDE) {
-//                     _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_SOFTWAREVERTEXPROCESSING, !gld->VStwosidelight.bHardware));
-//                     _GLD_DX7_DEV(SetVertexShader(gld->pDev, gld->VStwosidelight.hShader));
-//             } else {
-                       // DX7 Does not implement D3DRS_SOFTWAREVERTEXPROCESSING
-//                     _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_SOFTWAREVERTEXPROCESSING, !gld->bHasHWTnL));
-//                     _GLD_DX7_DEV(SetVertexShader(gld->pDev, gldPB->dwFVF));
-//             }
-       }
-
-#define _GLD_TEST_STATE(a)             \
-       if (new_state & (a)) {          \
-               gld##a(ctx);                    \
-               new_state &= ~(a);              \
-       }
-
-#define _GLD_TEST_STATE_DX7(a) \
-       if (new_state & (a)) {          \
-               gld##a##_DX7(ctx);              \
-               new_state &= ~(a);              \
-       }
-
-#define _GLD_IGNORE_STATE(a) new_state &= ~(a);
-
-//     if (!gld->bUseMesaTnL) {
-               // Not required if Mesa is doing the TnL.
-       // Problem: If gld->bUseMesaTnL is TRUE when these are signaled,
-       // then we'll miss updating the D3D TnL pipeline.
-       // Therefore, don't test for gld->bUseMesaTnL
-       _GLD_TEST_STATE(_NEW_MODELVIEW);
-       _GLD_TEST_STATE(_NEW_PROJECTION);
-//     }
-
-       _GLD_TEST_STATE_DX7(_NEW_TEXTURE); // extern, so guard with _DX7
-       _GLD_TEST_STATE(_NEW_COLOR);
-       _GLD_TEST_STATE(_NEW_DEPTH);
-       _GLD_TEST_STATE(_NEW_POLYGON);
-       _GLD_TEST_STATE(_NEW_STENCIL);
-       _GLD_TEST_STATE(_NEW_FOG);
-       _GLD_TEST_STATE(_NEW_LIGHT);
-       _GLD_TEST_STATE(_NEW_VIEWPORT);
-
-       _GLD_IGNORE_STATE(_NEW_TRANSFORM);
-
-
-// Stubs for future use.
-/*     _GLD_TEST_STATE(_NEW_TEXTURE_MATRIX);
-       _GLD_TEST_STATE(_NEW_COLOR_MATRIX);
-       _GLD_TEST_STATE(_NEW_EVAL);
-       _GLD_TEST_STATE(_NEW_HINT);
-       _GLD_TEST_STATE(_NEW_LINE);
-       _GLD_TEST_STATE(_NEW_PIXEL);
-       _GLD_TEST_STATE(_NEW_POINT);
-       _GLD_TEST_STATE(_NEW_POLYGONSTIPPLE);
-       _GLD_TEST_STATE(_NEW_SCISSOR);
-       _GLD_TEST_STATE(_NEW_PACKUNPACK);
-       _GLD_TEST_STATE(_NEW_ARRAY);
-       _GLD_TEST_STATE(_NEW_RENDERMODE);
-       _GLD_TEST_STATE(_NEW_BUFFERS);
-       _GLD_TEST_STATE(_NEW_MULTISAMPLE);
-*/
-
-// For debugging.
-#if 0
-#define _GLD_TEST_UNHANDLED_STATE(a)                                                                   \
-       if (new_state & (a)) {                                                                  \
-               gldLogMessage(GLDLOG_ERROR, "Unhandled " #a "\n");      \
-       }
-       _GLD_TEST_UNHANDLED_STATE(_NEW_TEXTURE_MATRIX);
-       _GLD_TEST_UNHANDLED_STATE(_NEW_COLOR_MATRIX);
-       _GLD_TEST_UNHANDLED_STATE(_NEW_EVAL);
-       _GLD_TEST_UNHANDLED_STATE(_NEW_HINT);
-       _GLD_TEST_UNHANDLED_STATE(_NEW_LINE);
-       _GLD_TEST_UNHANDLED_STATE(_NEW_PIXEL);
-       _GLD_TEST_UNHANDLED_STATE(_NEW_POINT);
-       _GLD_TEST_UNHANDLED_STATE(_NEW_POLYGONSTIPPLE);
-       _GLD_TEST_UNHANDLED_STATE(_NEW_SCISSOR);
-       _GLD_TEST_UNHANDLED_STATE(_NEW_PACKUNPACK);
-       _GLD_TEST_UNHANDLED_STATE(_NEW_ARRAY);
-       _GLD_TEST_UNHANDLED_STATE(_NEW_RENDERMODE);
-       _GLD_TEST_UNHANDLED_STATE(_NEW_BUFFERS);
-       _GLD_TEST_UNHANDLED_STATE(_NEW_MULTISAMPLE);
-#undef _GLD_UNHANDLED_STATE
-#endif
-
-#undef _GLD_TEST_STATE
-}
-
-//---------------------------------------------------------------------------
-// Viewport
-//---------------------------------------------------------------------------
-
-void gld_Viewport_DX7(
-       struct gl_context *ctx,
-       GLint x,
-       GLint y,
-       GLsizei w,
-       GLsizei h)
-{
-       GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx7  *gld    = GLD_GET_DX7_DRIVER(gldCtx);
-
-       D3DVIEWPORT7    d3dvp;
-
-       if (!gld || !gld->pDev)
-               return;
-
-       // This is a hack. When the app is minimized, Mesa passes
-       // w=1 and h=1 for viewport dimensions. Without this test
-       // we get a GPF in gld_wgl_resize_buffers().
-       if ((w==1) && (h==1))
-               return;
-
-       // Call ResizeBuffersMESA. This function will early-out
-       // if no resize is needed.
-       //ctx->Driver.ResizeBuffersMESA(ctx);
-       // Mesa 5: Changed parameters
-       ctx->Driver.ResizeBuffers(gldCtx->glBuffer);
-
-#if 0
-       ddlogPrintf(GLDLOG_SYSTEM, ">> Viewport x=%d y=%d w=%d h=%d", x,y,w,h);
-#endif
-
-       // ** D3D viewport must not be outside the render target surface **
-       // Sanity check the GL viewport dimensions
-       if (x < 0) x = 0;
-       if (y < 0) y = 0;
-       if (w > gldCtx->dwWidth)                w = gldCtx->dwWidth;
-       if (h > gldCtx->dwHeight)               h = gldCtx->dwHeight;
-       // Ditto for D3D viewport dimensions
-       if (w+x > gldCtx->dwWidth)              w = gldCtx->dwWidth-x;
-       if (h+y > gldCtx->dwHeight)     h = gldCtx->dwHeight-y;
-
-       d3dvp.dwX               = x;
-       d3dvp.dwY               = gldCtx->dwHeight - (y + h);
-       d3dvp.dwWidth   = w;
-       d3dvp.dwHeight  = h;
-       if (ctx->Viewport.Near <= ctx->Viewport.Far) {
-               d3dvp.dvMinZ    = ctx->Viewport.Near;
-               d3dvp.dvMaxZ    = ctx->Viewport.Far;
-       } else {
-               d3dvp.dvMinZ    = ctx->Viewport.Far;
-               d3dvp.dvMaxZ    = ctx->Viewport.Near;
-       }
-
-       // TODO: DEBUGGING
-//     d3dvp.MinZ              = 0.0f;
-//     d3dvp.MaxZ              = 1.0f;
-
-       _GLD_DX7_DEV(SetViewport(gld->pDev, &d3dvp));
-
-}
-
-//---------------------------------------------------------------------------
-
-extern BOOL dglWglResizeBuffers(struct gl_context *ctx, BOOL bDefaultDriver);
-
-// Mesa 5: Parameter change
-void gldResizeBuffers_DX7(
-//     struct gl_context *ctx)
-       struct gl_framebuffer *fb)
-{
-       GET_CURRENT_CONTEXT(ctx);
-       dglWglResizeBuffers(ctx, TRUE);
-}
-
-//---------------------------------------------------------------------------
-#ifdef _DEBUG
-// This is only for debugging.
-// To use, plug into ctx->Driver.Enable pointer below.
-void gld_Enable(
-       struct gl_context *ctx,
-       GLenum e,
-       GLboolean b)
-{
-       char buf[1024];
-       sprintf(buf, "Enable: %s (%s)\n", _mesa_lookup_enum_by_nr(e), b?"TRUE":"FALSE");
-       ddlogMessage(DDLOG_SYSTEM, buf);
-}
-#endif
-//---------------------------------------------------------------------------
-// Driver pointer setup
-//---------------------------------------------------------------------------
-
-extern const GLubyte* _gldGetStringGeneric(struct gl_context*, GLenum);
-
-void gldSetupDriverPointers_DX7(
-       struct gl_context *ctx)
-{
-       GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx7  *gld    = GLD_GET_DX7_DRIVER(gldCtx);
-
-       TNLcontext *tnl = TNL_CONTEXT(ctx);
-
-       // Mandatory functions
-       ctx->Driver.GetString                           = _gldGetStringGeneric;
-       ctx->Driver.UpdateState                         = gld_update_state_DX7;
-       ctx->Driver.Clear                                       = gld_Clear_DX7;
-       ctx->Driver.DrawBuffer                          = gld_set_draw_buffer_DX7;
-       ctx->Driver.GetBufferSize                       = gld_buffer_size_DX7;
-       ctx->Driver.Finish                                      = gld_Finish_DX7;
-       ctx->Driver.Flush                                       = gld_Flush_DX7;
-       ctx->Driver.Error                                       = gld_Error_DX7;
-
-       // Hardware accumulation buffer
-       ctx->Driver.Accum                                       = NULL; // TODO: gld_Accum;
-
-       // Bitmap functions
-       ctx->Driver.CopyPixels                          = gld_CopyPixels_DX7;
-       ctx->Driver.DrawPixels                          = gld_DrawPixels_DX7;
-       ctx->Driver.ReadPixels                          = gld_ReadPixels_DX7;
-       ctx->Driver.Bitmap                                      = gld_Bitmap_DX7;
-
-       // Buffer resize
-       ctx->Driver.ResizeBuffers                       = gldResizeBuffers_DX7;
-       
-       // Texture image functions
-       ctx->Driver.ChooseTextureFormat         = gld_ChooseTextureFormat_DX7;
-       ctx->Driver.TexImage1D                          = gld_TexImage1D_DX7;
-       ctx->Driver.TexImage2D                          = gld_TexImage2D_DX7;
-       ctx->Driver.TexImage3D                          = _mesa_store_teximage3d;
-       ctx->Driver.TexSubImage1D                       = gld_TexSubImage1D_DX7;
-       ctx->Driver.TexSubImage2D                       = gld_TexSubImage2D_DX7;
-       ctx->Driver.TexSubImage3D                       = _mesa_store_texsubimage3d;
-       
-       ctx->Driver.CopyTexImage1D                      = gldCopyTexImage1D_DX7; //NULL;
-       ctx->Driver.CopyTexImage2D                      = gldCopyTexImage2D_DX7; //NULL;
-       ctx->Driver.CopyTexSubImage1D           = gldCopyTexSubImage1D_DX7; //NULL;
-       ctx->Driver.CopyTexSubImage2D           = gldCopyTexSubImage2D_DX7; //NULL;
-       ctx->Driver.CopyTexSubImage3D           = gldCopyTexSubImage3D_DX7;
-       ctx->Driver.TestProxyTexImage           = _mesa_test_proxy_teximage;
-
-       // Texture object functions
-       ctx->Driver.BindTexture                         = NULL;
-       ctx->Driver.NewTextureObject            = NULL; // Not yet implemented by Mesa!;
-       ctx->Driver.DeleteTexture                       = gld_DeleteTexture_DX7;
-       ctx->Driver.PrioritizeTexture           = NULL;
-
-       // Imaging functionality
-       ctx->Driver.CopyColorTable                      = NULL;
-       ctx->Driver.CopyColorSubTable           = NULL;
-       ctx->Driver.CopyConvolutionFilter1D = NULL;
-       ctx->Driver.CopyConvolutionFilter2D = NULL;
-
-       // State changing functions
-       ctx->Driver.AlphaFunc                           = NULL; //gld_AlphaFunc;
-       ctx->Driver.BlendFuncSeparate           = NULL; //gld_BlendFunc;
-       ctx->Driver.ClearColor                          = NULL; //gld_ClearColor;
-       ctx->Driver.ClearDepth                          = NULL; //gld_ClearDepth;
-       ctx->Driver.ClearStencil                        = NULL; //gld_ClearStencil;
-       ctx->Driver.ColorMask                           = NULL; //gld_ColorMask;
-       ctx->Driver.CullFace                            = NULL; //gld_CullFace;
-       ctx->Driver.ClipPlane                           = NULL; //gld_ClipPlane;
-       ctx->Driver.FrontFace                           = NULL; //gld_FrontFace;
-       ctx->Driver.DepthFunc                           = NULL; //gld_DepthFunc;
-       ctx->Driver.DepthMask                           = NULL; //gld_DepthMask;
-       ctx->Driver.DepthRange                          = NULL;
-       ctx->Driver.Enable                                      = NULL; //gld_Enable;
-       ctx->Driver.Fogfv                                       = NULL; //gld_Fogfv;
-       ctx->Driver.Hint                                        = NULL; //gld_Hint;
-       ctx->Driver.Lightfv                                     = NULL; //gld_Lightfv;
-       ctx->Driver.LightModelfv                        = NULL; //gld_LightModelfv;
-       ctx->Driver.LineStipple                         = NULL; //gld_LineStipple;
-       ctx->Driver.LineWidth                           = NULL; //gld_LineWidth;
-       ctx->Driver.LogicOpcode                         = NULL; //gld_LogicOpcode;
-       ctx->Driver.PointParameterfv            = NULL; //gld_PointParameterfv;
-       ctx->Driver.PointSize                           = NULL; //gld_PointSize;
-       ctx->Driver.PolygonMode                         = NULL; //gld_PolygonMode;
-       ctx->Driver.PolygonOffset                       = NULL; //gld_PolygonOffset;
-       ctx->Driver.PolygonStipple                      = NULL; //gld_PolygonStipple;
-       ctx->Driver.RenderMode                          = NULL; //gld_RenderMode;
-       ctx->Driver.Scissor                                     = NULL; //gld_Scissor;
-       ctx->Driver.ShadeModel                          = NULL; //gld_ShadeModel;
-       ctx->Driver.StencilFunc                         = NULL; //gld_StencilFunc;
-       ctx->Driver.StencilMask                         = NULL; //gld_StencilMask;
-       ctx->Driver.StencilOp                           = NULL; //gld_StencilOp;
-       ctx->Driver.TexGen                                      = NULL; //gld_TexGen;
-       ctx->Driver.TexEnv                                      = NULL;
-       ctx->Driver.TexParameter                        = NULL;
-       ctx->Driver.TextureMatrix                       = NULL; //gld_TextureMatrix;
-       ctx->Driver.Viewport                            = gld_Viewport_DX7;
-
-       _swsetup_Wakeup(ctx);
-
-       tnl->Driver.RunPipeline                         = _tnl_run_pipeline;
-       tnl->Driver.Render.ResetLineStipple     = gld_ResetLineStipple_DX7;
-       tnl->Driver.Render.ClippedPolygon       = _tnl_RenderClippedPolygon;
-       tnl->Driver.Render.ClippedLine          = _tnl_RenderClippedLine;
-
-       // Hook into glFrustum() and glOrtho()
-//     ctx->Exec->Frustum                                      = gldFrustumHook_DX7;
-//     ctx->Exec->Ortho                                        = gldOrthoHook_DX7;
-
-}
-
-//---------------------------------------------------------------------------
diff --git a/src/mesa/drivers/windows/gldirect/dx7/gld_dx7.h b/src/mesa/drivers/windows/gldirect/dx7/gld_dx7.h
deleted file mode 100644 (file)
index 2e1d136..0000000
+++ /dev/null
@@ -1,292 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x/2000/XP/XBox (Win32)
-*
-* Description:  GLDirect Direct3D 7.0a header file
-*
-****************************************************************************/
-
-#ifndef _GLD_DX7_H
-#define _GLD_DX7_H
-
-//---------------------------------------------------------------------------
-// Windows includes
-//---------------------------------------------------------------------------
-
-#define DIRECTDRAW_VERSION     0x0700
-#define DIRECT3D_VERSION       0x0700
-#include <d3d.h>
-#include <d3dx.h>
-
-// Typedef for obtaining function from d3d7.dll
-//typedef IDirect3D7* (WINAPI *FNDIRECT3DCREATE7) (UINT);
-
-
-//---------------------------------------------------------------------------
-// Defines
-//---------------------------------------------------------------------------
-
-#ifdef _DEBUG
-// Debug build tests the return value of D3D calls
-#define _GLD_TEST_HRESULT(h)                                   \
-{                                                                                              \
-       HRESULT _hr = (h);                                                      \
-       if (FAILED(_hr)) {                                                      \
-               gldLogError(GLDLOG_ERROR, #h, _hr);             \
-       }                                                                                       \
-}
-#define _GLD_DX7(func)         _GLD_TEST_HRESULT(IDirect3D7_##func##)
-#define _GLD_DX7_DEV(func)     _GLD_TEST_HRESULT(IDirect3DDevice7_##func##)
-#define _GLD_DX7_VB(func)      _GLD_TEST_HRESULT(IDirect3DVertexBuffer7_##func##)
-#define _GLD_DX7_TEX(func)     _GLD_TEST_HRESULT(IDirectDrawSurface7_##func##)
-#else
-#define _GLD_DX7(func)         IDirect3D7_##func
-#define _GLD_DX7_DEV(func)     IDirect3DDevice7_##func
-#define _GLD_DX7_VB(func)      IDirect3DVertexBuffer7_##func
-#define _GLD_DX7_TEX(func)     IDirectDrawSurface7_##func
-#endif
-
-#define SAFE_RELEASE(p)                        \
-{                                                              \
-       if (p) {                                        \
-               (p)->lpVtbl->Release(p);        \
-               (p) = NULL;                             \
-       }                                                       \
-}
-
-#define SAFE_RELEASE_VB7(p)                                            \
-{                                                                                              \
-       if (p) {                                                                        \
-               IDirect3DVertexBuffer7_Release((p));    \
-               (p) = NULL;                                                             \
-       }                                                                                       \
-}
-
-#define SAFE_RELEASE_SURFACE7(p)               \
-{                                                                              \
-       if (p) {                                                        \
-               IDirectDrawSurface7_Release((p));       \
-               (p) = NULL;                                             \
-       }                                                                       \
-}
-
-// Emulate some DX8 defines
-#define D3DCOLOR_ARGB(a,r,g,b) ((D3DCOLOR)((((a)&0xff)<<24)|(((r)&0xff)<<16)|(((g)&0xff)<<8)|((b)&0xff)))
-#define D3DCOLOR_RGBA(r,g,b,a) D3DCOLOR_ARGB(a,r,g,b)
-#define D3DCOLOR_COLORVALUE(r,g,b,a) D3DCOLOR_RGBA((DWORD)((r)*255.f),(DWORD)((g)*255.f),(DWORD)((b)*255.f),(DWORD)((a)*255.f))
-
-
-// Setup index.
-enum {
-       GLD_SI_FLAT                             = 0,
-       GLD_SI_SMOOTH                   = 1,
-       GLD_SI_FLAT_EXTRAS              = 2,
-       GLD_SI_SMOOTH_EXTRAS    = 3,
-};
-
-//---------------------------------------------------------------------------
-// Vertex definitions for Fixed-Function pipeline
-//---------------------------------------------------------------------------
-
-//
-// NOTE: If the number of texture units is altered then most of
-//       the texture code will need to be revised.
-//
-
-#define GLD_MAX_TEXTURE_UNITS_DX7      2
-
-//
-// 2D vertex transformed by Mesa
-//
-#define GLD_FVF_2D_VERTEX (    D3DFVF_XYZRHW |         \
-                                                       D3DFVF_DIFFUSE |        \
-                                                       D3DFVF_SPECULAR |       \
-                                                       D3DFVF_TEX2)
-typedef struct {
-       FLOAT   x, y;           // 2D raster coords
-       FLOAT   sz;                     // Screen Z (depth)
-       FLOAT   rhw;            // Reciprocal homogenous W
-       DWORD   diffuse;        // Diffuse colour
-       DWORD   specular;       // For separate-specular support
-       FLOAT   t0_u, t0_v;     // 1st set of texture coords
-       FLOAT   t1_u, t1_v;     // 2nd set of texture coords
-} GLD_2D_VERTEX;
-
-
-//
-// 3D vertex transformed by Direct3D
-//
-#define GLD_FVF_3D_VERTEX (    D3DFVF_XYZ |                            \
-                                                       D3DFVF_DIFFUSE |                        \
-                                                       D3DFVF_TEX2)
-
-typedef struct {
-       D3DXVECTOR3             Position;               // XYZ Vector in object space
-       D3DCOLOR                Diffuse;                // Diffuse colour
-       D3DXVECTOR2             TexUnit0;               // Texture unit 0
-       D3DXVECTOR2             TexUnit1;               // Texture unit 1
-} GLD_3D_VERTEX;
-
-//---------------------------------------------------------------------------
-// Structs
-//---------------------------------------------------------------------------
-
-// This keeps a count of how many times we choose each individual internal
-// pathway. Useful for seeing if a certain pathway was ever used by an app, and
-// how much each pathway is biased.
-// Zero the members at context creation and dump stats at context deletion.
-typedef struct {
-       // Note: DWORD is probably too small
-       ULARGE_INTEGER  qwMesa;         // Mesa TnL pipeline
-       ULARGE_INTEGER  qwD3DFVF;       // Direct3D Fixed-Function pipeline
-} GLD_pipeline_usage;
-
-// GLDirect Primitive Buffer (points, lines, triangles and quads)
-typedef struct {
-       // Data for IDirect3D7::CreateVertexBuffer()
-       DWORD                                   dwStride;               // Stride of vertex
-       DWORD                                   dwCreateFlags;  // Create flags
-       DWORD                                   dwFVF;                  // Direct3D Flexible Vertex Format
-
-       IDirect3DVertexBuffer7  *pVB;                   // Holds points, lines, tris and quads.
-
-       // Point list is assumed to be at start of buffer
-       DWORD                                   iFirstLine;             // Index of start of line list
-       DWORD                                   iFirstTriangle; // Index of start of triangle list
-
-       BYTE                                    *pPoints;               // Pointer to next free point
-       BYTE                                    *pLines;                // Pointer to next free line
-       BYTE                                    *pTriangles;    // Pointer to next free triangle
-
-       DWORD                                   nPoints;                // Number of points ready to render
-       DWORD                                   nLines;                 // Number of lines ready to render
-       DWORD                                   nTriangles;             // Number of triangles ready to render
-} GLD_pb_dx7;
-
-// GLDirect DX7 driver data
-typedef struct {
-       // GLDirect vars
-       BOOL                                    bDoublebuffer;  // Doublebuffer (otherwise single-buffered)
-       BOOL                                    bDepthStencil;  // Depth buffer needed (stencil optional)
-       D3DX_SURFACEFORMAT              RenderFormat;   // Format of back/front buffer
-       D3DX_SURFACEFORMAT              DepthFormat;    // Format of depth/stencil
-
-       // Direct3D vars
-       DDCAPS                                  ddCaps;
-       D3DDEVICEDESC7                  d3dCaps;
-       BOOL                                    bHasHWTnL;              // Device has Hardware Transform/Light?
-       ID3DXContext                    *pD3DXContext;  // Base D3DX context
-       IDirectDraw7                    *pDD;                   // DirectDraw7 interface
-       IDirect3D7                              *pD3D;                  // Base Direct3D7 interface
-       IDirect3DDevice7                *pDev;                  // Direct3D7 Device interface
-       GLD_pb_dx7                              PB2d;                   // Vertices transformed by Mesa
-       GLD_pb_dx7                              PB3d;                   // Vertices transformed by Direct3D
-       D3DPRIMITIVETYPE                d3dpt;                  // Current Direct3D primitive type
-       D3DMATRIX                               matProjection;  // Projection matrix for D3D TnL
-       D3DMATRIX                               matModelView;   // Model/View matrix for D3D TnL
-       int                                             iSetupFunc;             // Which setup functions to use
-       BOOL                                    bUseMesaTnL;    // Whether to use Mesa or D3D for TnL
-
-       GLD_pipeline_usage              PipelineUsage;
-} GLD_driver_dx7;
-
-#define GLD_GET_DX7_DRIVER(c) (GLD_driver_dx7*)(c)->glPriv
-
-//---------------------------------------------------------------------------
-// Function prototypes
-//---------------------------------------------------------------------------
-
-PROC   gldGetProcAddress_DX7(LPCSTR a);
-void   gldEnableExtensions_DX7(struct gl_context *ctx);
-void   gldInstallPipeline_DX7(struct gl_context *ctx);
-void   gldSetupDriverPointers_DX7(struct gl_context *ctx);
-void   gldResizeBuffers_DX7(struct gl_framebuffer *fb);
-
-
-// Texture functions
-
-void   gldCopyTexImage1D_DX7(struct gl_context *ctx, GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLint border);
-void   gldCopyTexImage2D_DX7(struct gl_context *ctx, GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
-void   gldCopyTexSubImage1D_DX7(struct gl_context *ctx, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width );
-void   gldCopyTexSubImage2D_DX7(struct gl_context *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height );
-void   gldCopyTexSubImage3D_DX7(struct gl_context *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height );
-
-void   gld_NEW_TEXTURE_DX7(struct gl_context *ctx);
-void   gld_DrawPixels_DX7(struct gl_context *ctx, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, const struct gl_pixelstore_attrib *unpack, const GLvoid *pixels);
-void   gld_ReadPixels_DX7(struct gl_context *ctx, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, const struct gl_pixelstore_attrib *unpack, GLvoid *dest);
-void   gld_CopyPixels_DX7(struct gl_context *ctx, GLint srcx, GLint srcy, GLsizei width, GLsizei height, GLint dstx, GLint dsty, GLenum type);
-void   gld_Bitmap_DX7(struct gl_context *ctx, GLint x, GLint y, GLsizei width, GLsizei height, const struct gl_pixelstore_attrib *unpack, const GLubyte *bitmap);
-const struct gl_texture_format* gld_ChooseTextureFormat_DX7(struct gl_context *ctx, GLint internalFormat, GLenum srcFormat, GLenum srcType);
-void   gld_TexImage2D_DX7(struct gl_context *ctx, GLenum target, GLint level, GLint internalFormat, GLint width, GLint height, GLint border, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *packing, struct gl_texture_object *tObj, struct gl_texture_image *texImage);
-void   gld_TexImage1D_DX7(struct gl_context *ctx, GLenum target, GLint level, GLint internalFormat, GLint width, GLint border, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *packing, struct gl_texture_object *texObj, struct gl_texture_image *texImage );
-void   gld_TexSubImage2D_DX7( struct gl_context *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *packing, struct gl_texture_object *texObj, struct gl_texture_image *texImage );
-void   gld_TexSubImage1D_DX7(struct gl_context *ctx, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *packing, struct gl_texture_object *texObj, struct gl_texture_image *texImage);
-void   gld_DeleteTexture_DX7(struct gl_context *ctx, struct gl_texture_object *tObj);
-void   gld_ResetLineStipple_DX7(struct gl_context *ctx);
-
-// 2D primitive functions
-
-void   gld_Points2D_DX7(struct gl_context *ctx, GLuint first, GLuint last);
-
-void   gld_Line2DFlat_DX7(struct gl_context *ctx, GLuint v0, GLuint v1);
-void   gld_Line2DSmooth_DX7(struct gl_context *ctx, GLuint v0, GLuint v1);
-
-void   gld_Triangle2DFlat_DX7(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2);
-void   gld_Triangle2DSmooth_DX7(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2);
-void   gld_Triangle2DFlatExtras_DX7(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2);
-void   gld_Triangle2DSmoothExtras_DX7(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2);
-
-void   gld_Quad2DFlat_DX7(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
-void   gld_Quad2DSmooth_DX7(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
-void   gld_Quad2DFlatExtras_DX7(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
-void   gld_Quad2DSmoothExtras_DX7(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
-
-// 3D primitive functions
-
-void   gld_Points3D_DX7(struct gl_context *ctx, GLuint first, GLuint last);
-void   gld_Line3DFlat_DX7(struct gl_context *ctx, GLuint v0, GLuint v1);
-void   gld_Triangle3DFlat_DX7(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2);
-void   gld_Quad3DFlat_DX7(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
-void   gld_Line3DSmooth_DX7(struct gl_context *ctx, GLuint v0, GLuint v1);
-void   gld_Triangle3DSmooth_DX7(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2);
-void   gld_Quad3DSmooth_DX7(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
-
-// Primitive functions for Two-sided-lighting Vertex Shader
-
-void   gld_Points2DTwoside_DX7(struct gl_context *ctx, GLuint first, GLuint last);
-void   gld_Line2DFlatTwoside_DX7(struct gl_context *ctx, GLuint v0, GLuint v1);
-void   gld_Line2DSmoothTwoside_DX7(struct gl_context *ctx, GLuint v0, GLuint v1);
-void   gld_Triangle2DFlatTwoside_DX7(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2);
-void   gld_Triangle2DSmoothTwoside_DX7(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2);
-void   gld_Quad2DFlatTwoside_DX7(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
-void   gld_Quad2DSmoothTwoside_DX7(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
-
-#endif
diff --git a/src/mesa/drivers/windows/gldirect/dx7/gld_dxerr7.h b/src/mesa/drivers/windows/gldirect/dx7/gld_dxerr7.h
deleted file mode 100644 (file)
index df6fceb..0000000
+++ /dev/null
@@ -1,77 +0,0 @@
-/*==========================================================================;
- *
- *
- *  File:   dxerr8.h
- *  Content:    DirectX Error Library Include File
- *
- ****************************************************************************/
-
-#ifndef _GLD_DXERR7_H_
-#define _GLD_DXERR7_H_
-
-
-#include <d3d.h>
-
-//
-//  DXGetErrorString8
-//  
-//  Desc:  Converts an DirectX HRESULT to a string 
-//
-//  Args:  HRESULT hr   Can be any error code from
-//                      DPLAY D3D8 D3DX8 DMUSIC DSOUND
-//
-//  Return: Converted string 
-//
-const char*  __stdcall DXGetErrorString8A(HRESULT hr);
-const WCHAR* __stdcall DXGetErrorString8W(HRESULT hr);
-
-#ifdef UNICODE
-    #define DXGetErrorString8 DXGetErrorString8W
-#else
-    #define DXGetErrorString8 DXGetErrorString8A
-#endif 
-
-
-//
-//  DXTrace
-//
-//  Desc:  Outputs a formatted error message to the debug stream
-//
-//  Args:  CHAR* strFile   The current file, typically passed in using the 
-//                         __FILE__ macro.
-//         DWORD dwLine    The current line number, typically passed in using the 
-//                         __LINE__ macro.
-//         HRESULT hr      An HRESULT that will be traced to the debug stream.
-//         CHAR* strMsg    A string that will be traced to the debug stream (may be NULL)
-//         BOOL bPopMsgBox If TRUE, then a message box will popup also containing the passed info.
-//
-//  Return: The hr that was passed in.  
-//
-//HRESULT __stdcall DXTraceA( char* strFile, DWORD dwLine, HRESULT hr, char* strMsg, BOOL bPopMsgBox = FALSE );
-//HRESULT __stdcall DXTraceW( char* strFile, DWORD dwLine, HRESULT hr, WCHAR* strMsg, BOOL bPopMsgBox = FALSE );
-HRESULT __stdcall DXTraceA( char* strFile, DWORD dwLine, HRESULT hr, char* strMsg, BOOL bPopMsgBox);
-HRESULT __stdcall DXTraceW( char* strFile, DWORD dwLine, HRESULT hr, WCHAR* strMsg, BOOL bPopMsgBox);
-
-#ifdef UNICODE
-    #define DXTrace DXTraceW
-#else
-    #define DXTrace DXTraceA
-#endif 
-
-
-//
-// Helper macros
-//
-#if defined(DEBUG) | defined(_DEBUG)
-    #define DXTRACE_MSG(str)              DXTrace( __FILE__, (DWORD)__LINE__, 0, str, FALSE )
-    #define DXTRACE_ERR(str,hr)           DXTrace( __FILE__, (DWORD)__LINE__, hr, str, TRUE )
-    #define DXTRACE_ERR_NOMSGBOX(str,hr)  DXTrace( __FILE__, (DWORD)__LINE__, hr, str, FALSE )
-#else
-    #define DXTRACE_MSG(str)              (0L)
-    #define DXTRACE_ERR(str,hr)           (hr)
-    #define DXTRACE_ERR_NOMSGBOX(str,hr)  (hr)
-#endif
-
-
-#endif
-
diff --git a/src/mesa/drivers/windows/gldirect/dx7/gld_ext_dx7.c b/src/mesa/drivers/windows/gldirect/dx7/gld_ext_dx7.c
deleted file mode 100644 (file)
index 4ed3c3c..0000000
+++ /dev/null
@@ -1,346 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x/2000/XP/XBox (Win32)
-*
-* Description:  GL extensions
-*
-****************************************************************************/
-
-//#include "../GLDirect.h"
-//#include "../gld_log.h"
-//#include "../gld_settings.h"
-
-#include <windows.h>
-#define GL_GLEXT_PROTOTYPES
-#include <GL/gl.h>
-#include <GL/glext.h>
-
-//#include "ddlog.h"
-//#include "gld_dx8.h"
-
-#include "glheader.h"
-#include "context.h"
-#include "colormac.h"
-#include "depth.h"
-#include "extensions.h"
-#include "macros.h"
-#include "matrix.h"
-// #include "mem.h"
-//#include "mmath.h"
-#include "mtypes.h"
-#include "texformat.h"
-#include "texstore.h"
-#include "vbo/vbo.h"
-#include "swrast_setup/swrast_setup.h"
-#include "swrast_setup/ss_context.h"
-#include "tnl/tnl.h"
-#include "tnl/t_context.h"
-#include "tnl/t_pipeline.h"
-
-#include "dglcontext.h"
-#include "extensions.h"
-
-// For some reason this is not defined in an above header...
-extern void _mesa_enable_imaging_extensions(struct gl_context *ctx);
-
-//---------------------------------------------------------------------------
-// Hack for the SGIS_multitexture extension that was removed from Mesa
-// NOTE: SGIS_multitexture enums also clash with GL_SGIX_async_pixel
-
-       // NOTE: Quake2 ran *slower* with this enabled, so I've
-       // disabled it for now.
-       // To enable, uncomment:
-       //  _mesa_add_extension(ctx, GL_TRUE, szGL_SGIS_multitexture, 0);
-
-//---------------------------------------------------------------------------
-
-enum {
-       /* Quake2 GL_SGIS_multitexture */
-       GL_SELECTED_TEXTURE_SGIS                        = 0x835B,
-       GL_SELECTED_TEXTURE_COORD_SET_SGIS      = 0x835C,
-       GL_MAX_TEXTURES_SGIS                            = 0x835D,
-       GL_TEXTURE0_SGIS                                        = 0x835E,
-       GL_TEXTURE1_SGIS                                        = 0x835F,
-       GL_TEXTURE2_SGIS                                        = 0x8360,
-       GL_TEXTURE3_SGIS                                        = 0x8361,
-       GL_TEXTURE_COORD_SET_SOURCE_SGIS        = 0x8363,
-};
-
-//---------------------------------------------------------------------------
-
-void APIENTRY gldSelectTextureSGIS(
-       GLenum target)
-{
-       GLenum ARB_target = GL_TEXTURE0_ARB + (target - GL_TEXTURE0_SGIS);
-       glActiveTextureARB(ARB_target);
-}
-
-//---------------------------------------------------------------------------
-
-void APIENTRY gldMTexCoord2fSGIS(
-       GLenum target,
-       GLfloat s,
-       GLfloat t)
-{
-       GLenum ARB_target = GL_TEXTURE0_ARB + (target - GL_TEXTURE0_SGIS);
-       glMultiTexCoord2fARB(ARB_target, s, t);
-}
-
-//---------------------------------------------------------------------------
-
-void APIENTRY gldMTexCoord2fvSGIS(
-       GLenum target,
-       const GLfloat *v)
-{
-       GLenum ARB_target = GL_TEXTURE0_ARB + (target - GL_TEXTURE0_SGIS);
-       glMultiTexCoord2fvARB(ARB_target, v);
-}
-
-//---------------------------------------------------------------------------
-// Extensions
-//---------------------------------------------------------------------------
-
-typedef struct {
-       PROC proc;
-       char *name;
-}  GLD_extension;
-
-GLD_extension GLD_extList[] = {
-#ifdef GL_EXT_polygon_offset
-    {  (PROC)glPolygonOffsetEXT,               "glPolygonOffsetEXT"            },
-#endif
-    {  (PROC)glBlendEquationEXT,               "glBlendEquationEXT"            },
-    {  (PROC)glBlendColorEXT,                  "glBlendColorExt"                       },
-    {  (PROC)glVertexPointerEXT,               "glVertexPointerEXT"            },
-    {  (PROC)glNormalPointerEXT,               "glNormalPointerEXT"            },
-    {  (PROC)glColorPointerEXT,                "glColorPointerEXT"                     },
-    {  (PROC)glIndexPointerEXT,                "glIndexPointerEXT"                     },
-    {  (PROC)glTexCoordPointerEXT,             "glTexCoordPointer"                     },
-    {  (PROC)glEdgeFlagPointerEXT,             "glEdgeFlagPointerEXT"          },
-    {  (PROC)glGetPointervEXT,                 "glGetPointervEXT"                      },
-    {  (PROC)glArrayElementEXT,                "glArrayElementEXT"                     },
-    {  (PROC)glDrawArraysEXT,                  "glDrawArrayEXT"                        },
-    {  (PROC)glAreTexturesResidentEXT, "glAreTexturesResidentEXT"      },
-    {  (PROC)glBindTextureEXT,                 "glBindTextureEXT"                      },
-    {  (PROC)glDeleteTexturesEXT,              "glDeleteTexturesEXT"           },
-    {  (PROC)glGenTexturesEXT,                 "glGenTexturesEXT"                      },
-    {  (PROC)glIsTextureEXT,                   "glIsTextureEXT"                        },
-    {  (PROC)glPrioritizeTexturesEXT,  "glPrioritizeTexturesEXT"       },
-    {  (PROC)glCopyTexSubImage3DEXT,   "glCopyTexSubImage3DEXT"        },
-    {  (PROC)glTexImage3DEXT,                  "glTexImage3DEXT"                       },
-    {  (PROC)glTexSubImage3DEXT,               "glTexSubImage3DEXT"            },
-    {  (PROC)glPointParameterfEXT,             "glPointParameterfEXT"          },
-    {  (PROC)glPointParameterfvEXT,    "glPointParameterfvEXT"         },
-
-    {  (PROC)glLockArraysEXT,                  "glLockArraysEXT"                       },
-    {  (PROC)glUnlockArraysEXT,                "glUnlockArraysEXT"                     },
-       {       NULL,                                                   "\0"                                            }
-};
-
-GLD_extension GLD_multitexList[] = {
-/*
-    {  (PROC)glMultiTexCoord1dSGIS,            "glMTexCoord1dSGIS"                     },
-    {  (PROC)glMultiTexCoord1dvSGIS,           "glMTexCoord1dvSGIS"            },
-    {  (PROC)glMultiTexCoord1fSGIS,            "glMTexCoord1fSGIS"                     },
-    {  (PROC)glMultiTexCoord1fvSGIS,           "glMTexCoord1fvSGIS"            },
-    {  (PROC)glMultiTexCoord1iSGIS,            "glMTexCoord1iSGIS"                     },
-    {  (PROC)glMultiTexCoord1ivSGIS,           "glMTexCoord1ivSGIS"            },
-    {  (PROC)glMultiTexCoord1sSGIS,            "glMTexCoord1sSGIS"                     },
-    {  (PROC)glMultiTexCoord1svSGIS,           "glMTexCoord1svSGIS"            },
-    {  (PROC)glMultiTexCoord2dSGIS,            "glMTexCoord2dSGIS"                     },
-    {  (PROC)glMultiTexCoord2dvSGIS,           "glMTexCoord2dvSGIS"            },
-    {  (PROC)glMultiTexCoord2fSGIS,            "glMTexCoord2fSGIS"                     },
-    {  (PROC)glMultiTexCoord2fvSGIS,           "glMTexCoord2fvSGIS"            },
-    {  (PROC)glMultiTexCoord2iSGIS,            "glMTexCoord2iSGIS"                     },
-    {  (PROC)glMultiTexCoord2ivSGIS,           "glMTexCoord2ivSGIS"            },
-    {  (PROC)glMultiTexCoord2sSGIS,            "glMTexCoord2sSGIS"                     },
-    {  (PROC)glMultiTexCoord2svSGIS,           "glMTexCoord2svSGIS"            },
-    {  (PROC)glMultiTexCoord3dSGIS,            "glMTexCoord3dSGIS"                     },
-    {  (PROC)glMultiTexCoord3dvSGIS,           "glMTexCoord3dvSGIS"            },
-    {  (PROC)glMultiTexCoord3fSGIS,            "glMTexCoord3fSGIS"                     },
-    {  (PROC)glMultiTexCoord3fvSGIS,           "glMTexCoord3fvSGIS"            },
-    {  (PROC)glMultiTexCoord3iSGIS,            "glMTexCoord3iSGIS"                     },
-    {  (PROC)glMultiTexCoord3ivSGIS,           "glMTexCoord3ivSGIS"            },
-    {  (PROC)glMultiTexCoord3sSGIS,            "glMTexCoord3sSGIS"                     },
-    {  (PROC)glMultiTexCoord3svSGIS,           "glMTexCoord3svSGIS"            },
-    {  (PROC)glMultiTexCoord4dSGIS,            "glMTexCoord4dSGIS"                     },
-    {  (PROC)glMultiTexCoord4dvSGIS,           "glMTexCoord4dvSGIS"            },
-    {  (PROC)glMultiTexCoord4fSGIS,            "glMTexCoord4fSGIS"                     },
-    {  (PROC)glMultiTexCoord4fvSGIS,           "glMTexCoord4fvSGIS"            },
-    {  (PROC)glMultiTexCoord4iSGIS,            "glMTexCoord4iSGIS"                     },
-    {  (PROC)glMultiTexCoord4ivSGIS,           "glMTexCoord4ivSGIS"            },
-    {  (PROC)glMultiTexCoord4sSGIS,            "glMTexCoord4sSGIS"                     },
-    {  (PROC)glMultiTexCoord4svSGIS,           "glMTexCoord4svSGIS"            },
-    {  (PROC)glMultiTexCoordPointerSGIS,       "glMTexCoordPointerSGIS"        },
-    {  (PROC)glSelectTextureSGIS,                      "glSelectTextureSGIS"                   },
-    {  (PROC)glSelectTextureCoordSetSGIS,      "glSelectTextureCoordSetSGIS"   },
-*/
-    {  (PROC)glActiveTextureARB,               "glActiveTextureARB"            },
-    {  (PROC)glClientActiveTextureARB, "glClientActiveTextureARB"      },
-    {  (PROC)glMultiTexCoord1dARB,             "glMultiTexCoord1dARB"          },
-    {  (PROC)glMultiTexCoord1dvARB,    "glMultiTexCoord1dvARB"         },
-    {  (PROC)glMultiTexCoord1fARB,             "glMultiTexCoord1fARB"          },
-    {  (PROC)glMultiTexCoord1fvARB,    "glMultiTexCoord1fvARB"         },
-    {  (PROC)glMultiTexCoord1iARB,             "glMultiTexCoord1iARB"          },
-    {  (PROC)glMultiTexCoord1ivARB,    "glMultiTexCoord1ivARB"         },
-    {  (PROC)glMultiTexCoord1sARB,             "glMultiTexCoord1sARB"          },
-    {  (PROC)glMultiTexCoord1svARB,    "glMultiTexCoord1svARB"         },
-    {  (PROC)glMultiTexCoord2dARB,             "glMultiTexCoord2dARB"          },
-    {  (PROC)glMultiTexCoord2dvARB,    "glMultiTexCoord2dvARB"         },
-    {  (PROC)glMultiTexCoord2fARB,             "glMultiTexCoord2fARB"          },
-    {  (PROC)glMultiTexCoord2fvARB,    "glMultiTexCoord2fvARB"         },
-    {  (PROC)glMultiTexCoord2iARB,             "glMultiTexCoord2iARB"          },
-    {  (PROC)glMultiTexCoord2ivARB,    "glMultiTexCoord2ivARB"         },
-    {  (PROC)glMultiTexCoord2sARB,             "glMultiTexCoord2sARB"          },
-    {  (PROC)glMultiTexCoord2svARB,    "glMultiTexCoord2svARB"         },
-    {  (PROC)glMultiTexCoord3dARB,             "glMultiTexCoord3dARB"          },
-    {  (PROC)glMultiTexCoord3dvARB,    "glMultiTexCoord3dvARB"         },
-    {  (PROC)glMultiTexCoord3fARB,             "glMultiTexCoord3fARB"          },
-    {  (PROC)glMultiTexCoord3fvARB,    "glMultiTexCoord3fvARB"         },
-    {  (PROC)glMultiTexCoord3iARB,             "glMultiTexCoord3iARB"          },
-    {  (PROC)glMultiTexCoord3ivARB,    "glMultiTexCoord3ivARB"         },
-    {  (PROC)glMultiTexCoord3sARB,             "glMultiTexCoord3sARB"          },
-    {  (PROC)glMultiTexCoord3svARB,    "glMultiTexCoord3svARB"         },
-    {  (PROC)glMultiTexCoord4dARB,             "glMultiTexCoord4dARB"          },
-    {  (PROC)glMultiTexCoord4dvARB,    "glMultiTexCoord4dvARB"         },
-    {  (PROC)glMultiTexCoord4fARB,             "glMultiTexCoord4fARB"          },
-    {  (PROC)glMultiTexCoord4fvARB,    "glMultiTexCoord4fvARB"         },
-    {  (PROC)glMultiTexCoord4iARB,             "glMultiTexCoord4iARB"          },
-    {  (PROC)glMultiTexCoord4ivARB,    "glMultiTexCoord4ivARB"         },
-    {  (PROC)glMultiTexCoord4sARB,             "glMultiTexCoord4sARB"          },
-    {  (PROC)glMultiTexCoord4svARB,    "glMultiTexCoord4svARB"         },
-
-       // Descent3 doesn't use correct string, hence this hack
-    {  (PROC)glMultiTexCoord4fARB,             "glMultiTexCoord4f"                     },
-
-       // Quake2 SGIS multitexture
-    {  (PROC)gldSelectTextureSGIS,             "glSelectTextureSGIS"           },
-    {  (PROC)gldMTexCoord2fSGIS,               "glMTexCoord2fSGIS"                     },
-    {  (PROC)gldMTexCoord2fvSGIS,              "glMTexCoord2fvSGIS"            },
-
-       {       NULL,                                                   "\0"                                            }
-};
-
-//---------------------------------------------------------------------------
-
-PROC gldGetProcAddress_DX(
-       LPCSTR a)
-{
-       int             i;
-       PROC    proc = NULL;
-
-       for (i=0; GLD_extList[i].proc; i++) {
-               if (!strcmp(a, GLD_extList[i].name)) {
-                       proc = GLD_extList[i].proc;
-                       break;
-               }
-       }
-
-       if (glb.bMultitexture) {
-               for (i=0; GLD_multitexList[i].proc; i++) {
-                       if (!strcmp(a, GLD_multitexList[i].name)) {
-                               proc = GLD_multitexList[i].proc;
-                               break;
-                       }
-               }
-       }
-
-       gldLogPrintf(GLDLOG_INFO, "GetProcAddress: %s (%s)", a, proc ? "OK" : "Failed");
-
-       return proc;
-}
-
-//---------------------------------------------------------------------------
-
-void gldEnableExtensions_DX7(
-       struct gl_context *ctx)
-{
-       GLuint i;
-
-       // Mesa enables some extensions by default.
-       // This table decides which ones we want to switch off again.
-
-       // NOTE: GL_EXT_compiled_vertex_array appears broken.
-
-       const char *gld_disable_extensions[] = {
-//             "GL_ARB_transpose_matrix",
-//             "GL_EXT_compiled_vertex_array",
-//             "GL_EXT_polygon_offset",
-//             "GL_EXT_rescale_normal",
-               "GL_EXT_texture3D",
-//             "GL_NV_texgen_reflection",
-               "GL_EXT_abgr",
-               "GL_EXT_bgra",
-               NULL
-       };
-
-       const char *gld_multitex_extensions[] = {
-               "GL_ARB_multitexture",          // Quake 3
-               NULL
-       };
-
-       // Quake 2 engines
-       const char *szGL_SGIS_multitexture = "GL_SGIS_multitexture";
-
-       const char *gld_enable_extensions[] = {
-               "GL_EXT_texture_env_add",       // Quake 3
-               "GL_ARB_texture_env_add",       // Quake 3
-               NULL
-       };
-       
-       for (i=0; gld_disable_extensions[i]; i++) {
-               _mesa_disable_extension(ctx, gld_disable_extensions[i]);
-       }
-       
-       for (i=0; gld_enable_extensions[i]; i++) {
-               _mesa_enable_extension(ctx, gld_enable_extensions[i]);
-       }
-
-       if (glb.bMultitexture) {        
-               for (i=0; gld_multitex_extensions[i]; i++) {
-                       _mesa_enable_extension(ctx, gld_multitex_extensions[i]);
-               }
-
-               // GL_SGIS_multitexture
-               // NOTE: Quake2 ran *slower* with this enabled, so I've
-               // disabled it for now.
-               // Fair bit slower on GeForce256,
-               // Much slower on 3dfx Voodoo5 5500.
-//             _mesa_add_extension(ctx, GL_TRUE, szGL_SGIS_multitexture, 0);
-
-       }
-
-       _mesa_enable_imaging_extensions(ctx);
-       _mesa_enable_1_3_extensions(ctx);
-       _mesa_enable_1_4_extensions(ctx);
-}
-
-//---------------------------------------------------------------------------
diff --git a/src/mesa/drivers/windows/gldirect/dx7/gld_pipeline_dx7.c b/src/mesa/drivers/windows/gldirect/dx7/gld_pipeline_dx7.c
deleted file mode 100644 (file)
index b801542..0000000
+++ /dev/null
@@ -1,77 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x/2000/XP/XBox (Win32)
-*
-* Description:  Mesa transformation pipeline with GLDirect fastpath
-*
-****************************************************************************/
-
-//#include "../GLDirect.h"
-
-#include "dglcontext.h"
-#include "ddlog.h"
-#include "gld_dx7.h"
-
-#include "tnl/tnl.h"
-#include "tnl/t_context.h"
-#include "tnl/t_pipeline.h"
-
-//---------------------------------------------------------------------------
-
-extern struct tnl_pipeline_stage _gld_d3d_render_stage;
-extern struct tnl_pipeline_stage _gld_mesa_render_stage;
-
-static const struct tnl_pipeline_stage *gld_pipeline[] = {
-       &_gld_d3d_render_stage,                 // Direct3D TnL
-       &_tnl_vertex_transform_stage,
-       &_tnl_normal_transform_stage,
-       &_tnl_lighting_stage,
-       &_tnl_fog_coordinate_stage,     /* TODO: Omit fog stage. ??? */
-       &_tnl_texgen_stage,
-       &_tnl_texture_transform_stage,
-       &_tnl_point_attenuation_stage,
-       &_gld_mesa_render_stage,                // Mesa TnL, D3D rendering
-       0,
-};
-
-//---------------------------------------------------------------------------
-
-void gldInstallPipeline_DX7(
-       struct gl_context *ctx)
-{
-       // Remove any existing pipeline stages,
-       // then install GLDirect pipeline stages.
-
-       _tnl_destroy_pipeline(ctx);
-       _tnl_install_pipeline(ctx, gld_pipeline);
-}
-
-//---------------------------------------------------------------------------
diff --git a/src/mesa/drivers/windows/gldirect/dx7/gld_primitive_dx7.c b/src/mesa/drivers/windows/gldirect/dx7/gld_primitive_dx7.c
deleted file mode 100644 (file)
index d66318e..0000000
+++ /dev/null
@@ -1,1447 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x/2000/XP/XBox (Win32)
-*
-* Description:  Primitive (points/lines/tris/quads) rendering
-*
-****************************************************************************/
-
-//#include "../GLDirect.h"
-
-//#include "gld_dx8.h"
-
-#include "dglcontext.h"
-#include "ddlog.h"
-#include "gld_dx7.h"
-
-#include "glheader.h"
-#include "context.h"
-#include "colormac.h"
-#include "depth.h"
-#include "extensions.h"
-#include "macros.h"
-#include "matrix.h"
-// #include "mem.h"
-//#include "mmath.h"
-#include "mtypes.h"
-#include "texformat.h"
-#include "texstore.h"
-#include "vbo/vbo.h"
-#include "swrast/swrast.h"
-#include "swrast_setup/swrast_setup.h"
-#include "swrast_setup/ss_context.h"
-#include "swrast/s_context.h"
-#include "swrast/s_depth.h"
-#include "swrast/s_lines.h"
-#include "swrast/s_triangle.h"
-#include "tnl/tnl.h"
-#include "tnl/t_context.h"
-#include "tnl/t_pipeline.h"
-
-// Disable compiler complaints about unreferenced local variables
-#pragma warning (disable:4101)
-
-//---------------------------------------------------------------------------
-// Helper defines for primitives
-//---------------------------------------------------------------------------
-
-//static const float ooZ               = 1.0f / 65536.0f; // One over Z
-
-#define GLD_COLOUR (D3DCOLOR_RGBA(swv->color[0], swv->color[1], swv->color[2], swv->color[3]))
-#define GLD_SPECULAR (D3DCOLOR_RGBA(swv->specular[0], swv->specular[1], swv->specular[2], swv->specular[3]))
-#define GLD_FLIP_Y(y) (gldCtx->dwHeight - (y))
-
-//---------------------------------------------------------------------------
-// 2D vertex setup
-//---------------------------------------------------------------------------
-
-#define GLD_SETUP_2D_VARS_POINTS                                                       \
-       GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);                 \
-       GLD_driver_dx7  *gld    = GLD_GET_DX7_DRIVER(gldCtx);   \
-       GLD_2D_VERTEX   *pV             = (GLD_2D_VERTEX*)gld->PB2d.pPoints;    \
-       SScontext               *ss             = SWSETUP_CONTEXT(ctx);                 \
-       SWvertex                *swv;                                                                   \
-       DWORD                   dwSpecularColour;                                               \
-       DWORD                   dwFlatColour
-
-#define GLD_SETUP_2D_VARS_LINES                                                                \
-       GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);                 \
-       GLD_driver_dx7  *gld    = GLD_GET_DX7_DRIVER(gldCtx);   \
-       GLD_2D_VERTEX   *pV             = (GLD_2D_VERTEX*)gld->PB2d.pLines;     \
-       SScontext               *ss             = SWSETUP_CONTEXT(ctx);                 \
-       SWvertex                *swv;                                                                   \
-       DWORD                   dwSpecularColour;                                               \
-       DWORD                   dwFlatColour
-
-#define GLD_SETUP_2D_VARS_TRIANGLES                                                    \
-       BOOL                    bFog = ctx->Fog.Enabled;                                \
-       GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);                 \
-       GLD_driver_dx7  *gld    = GLD_GET_DX7_DRIVER(gldCtx);   \
-       GLD_2D_VERTEX   *pV             = (GLD_2D_VERTEX*)gld->PB2d.pTriangles; \
-       SScontext               *ss             = SWSETUP_CONTEXT(ctx);                 \
-       SWvertex                *swv;                                                                   \
-       DWORD                   dwSpecularColour;                                               \
-       DWORD                   dwFlatColour;                                                   \
-       GLuint                                  facing = 0;                                             \
-       struct vertex_buffer    *VB;                                                    \
-       GLchan                                  (*vbcolor)[4];                                  \
-       GLchan                                  (*vbspec)[4]
-
-#define GLD_SETUP_GET_SWVERT(s)                                        \
-       swv = &ss->verts[##s]
-
-#define GLD_SETUP_2D_VERTEX                                            \
-       pV->x                   = swv->win[0];                          \
-       pV->y                   = GLD_FLIP_Y(swv->win[1]);      \
-       pV->rhw                 = swv->win[3]
-
-#define GLD_SETUP_SMOOTH_COLOUR                                        \
-       pV->diffuse             = GLD_COLOUR
-
-#define GLD_SETUP_GET_FLAT_COLOUR                              \
-       dwFlatColour    = GLD_COLOUR
-#define GLD_SETUP_GET_FLAT_FOG_COLOUR                  \
-       dwFlatColour    = _gldComputeFog(ctx, swv)
-
-#define GLD_SETUP_USE_FLAT_COLOUR                              \
-       pV->diffuse             = dwFlatColour
-
-#define GLD_SETUP_GET_FLAT_SPECULAR                            \
-       dwSpecularColour= GLD_SPECULAR
-
-#define GLD_SETUP_USE_FLAT_SPECULAR                            \
-       pV->specular    = dwSpecularColour
-
-#define GLD_SETUP_DEPTH                                                        \
-       pV->sz                  = swv->win[2] / ctx->DepthMaxF
-//     pV->z                   = swv->win[2] * ooZ;
-
-#define GLD_SETUP_SPECULAR                                             \
-       pV->specular    = GLD_SPECULAR
-
-#define GLD_SETUP_FOG                                                  \
-       pV->diffuse             = _gldComputeFog(ctx, swv)
-
-#define GLD_SETUP_TEX0                                                 \
-       pV->t0_u                = swv->texcoord[0][0];          \
-       pV->t0_v                = swv->texcoord[0][1]
-
-#define GLD_SETUP_TEX1                                                 \
-       pV->t1_u                = swv->texcoord[1][0];          \
-       pV->t1_v                = swv->texcoord[1][1]
-
-#define GLD_SETUP_LIGHTING(v)                  \
-       if (facing == 1) {                                      \
-               pV->diffuse     = D3DCOLOR_RGBA(vbcolor[##v][0], vbcolor[##v][1], vbcolor[##v][2], vbcolor[##v][3]);    \
-               if (vbspec) {                                                                                                                                                                   \
-                       pV->specular = D3DCOLOR_RGBA(vbspec[##v][0], vbspec[##v][1], vbspec[##v][2], vbspec[##v][3]);   \
-               }       \
-       } else {        \
-               if (bFog)                                               \
-                       GLD_SETUP_FOG;                          \
-               else                                                    \
-                       GLD_SETUP_SMOOTH_COLOUR;        \
-               GLD_SETUP_SPECULAR;                             \
-       }
-
-#define GLD_SETUP_GET_FLAT_LIGHTING(v) \
-       if (facing == 1) {                                      \
-               dwFlatColour = D3DCOLOR_RGBA(vbcolor[##v][0], vbcolor[##v][1], vbcolor[##v][2], vbcolor[##v][3]);       \
-               if (vbspec) {                                                                                                                                                                   \
-                       dwSpecularColour = D3DCOLOR_RGBA(vbspec[##v][0], vbspec[##v][1], vbspec[##v][2], vbspec[##v][3]);       \
-               }       \
-       }
-
-#define GLD_SETUP_TWOSIDED_LIGHTING            \
-       /* Two-sided lighting */                                \
-       if (ctx->_TriangleCaps & DD_TRI_LIGHT_TWOSIDE) {        \
-               SWvertex        *verts = SWSETUP_CONTEXT(ctx)->verts;   \
-               SWvertex        *v[3];                                                                  \
-               GLfloat         ex,ey,fx,fy,cc;                                                 \
-               /* Get vars for later */                                                        \
-               VB              = &TNL_CONTEXT(ctx)->vb;                                        \
-               vbcolor = (GLchan (*)[4])VB->BackfaceColorPtr->data;    \
-               if (VB->BackfaceSecondaryColorPtr) {                    \
-                       vbspec = (GLchan (*)[4])VB->BackfaceSecondaryColorPtr->data;    \
-               } else {                                                                                                        \
-                       vbspec = NULL;                                                                                  \
-               }                                                                                                                       \
-               v[0] = &verts[v0];                                                                                      \
-               v[1] = &verts[v1];                                                                                      \
-               v[2] = &verts[v2];                                                                                      \
-               ex = v[0]->win[0] - v[2]->win[0];       \
-               ey = v[0]->win[1] - v[2]->win[1];       \
-               fx = v[1]->win[0] - v[2]->win[0];       \
-               fy = v[1]->win[1] - v[2]->win[1];       \
-               cc  = ex*fy - ey*fx;                            \
-               facing = (cc < 0.0) ^ ctx->Polygon._FrontBit;   \
-       }
-
-//---------------------------------------------------------------------------
-// 3D vertex setup
-//---------------------------------------------------------------------------
-
-#define GLD_SETUP_3D_VARS_POINTS                                                                                       \
-       GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);                 \
-       GLD_driver_dx7  *gld    = GLD_GET_DX7_DRIVER(gldCtx);   \
-       GLD_3D_VERTEX                   *pV             = (GLD_3D_VERTEX*)gld->PB3d.pPoints;    \
-       TNLcontext                              *tnl    = TNL_CONTEXT(ctx);                             \
-       struct vertex_buffer    *VB             = &tnl->vb;                                             \
-       GLfloat                                 (*p4f)[4];                                                              \
-       GLfloat                                 (*tc)[4];                                                               \
-       DWORD                                   dwColor;
-
-#define GLD_SETUP_3D_VARS_LINES                                                                                        \
-       GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);                 \
-       GLD_driver_dx7  *gld    = GLD_GET_DX7_DRIVER(gldCtx);   \
-       GLD_3D_VERTEX                   *pV             = (GLD_3D_VERTEX*)gld->PB3d.pLines;     \
-       TNLcontext                              *tnl    = TNL_CONTEXT(ctx);                             \
-       struct vertex_buffer    *VB             = &tnl->vb;                                             \
-       GLfloat                                 (*p4f)[4];                                                              \
-       GLfloat                                 (*tc)[4];                                                               \
-       DWORD                                   dwColor;
-
-#define GLD_SETUP_3D_VARS_TRIANGLES                                                                                    \
-       GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);                 \
-       GLD_driver_dx7  *gld    = GLD_GET_DX7_DRIVER(gldCtx);   \
-       GLD_3D_VERTEX                   *pV             = (GLD_3D_VERTEX*)gld->PB3d.pTriangles; \
-       TNLcontext                              *tnl    = TNL_CONTEXT(ctx);                             \
-       struct vertex_buffer    *VB             = &tnl->vb;                                             \
-       GLfloat                                 (*p4f)[4];                                                              \
-       GLfloat                                 (*tc)[4];                                                               \
-       DWORD                                   dwColor;
-
-#define GLD_SETUP_3D_VERTEX(v)                                 \
-       p4f = VB->AttribPtr[_TNL_ATTRIB_POS]->data;             \
-       pV->Position.x  = p4f[##v][0];                          \
-       pV->Position.y  = p4f[##v][1];                          \
-       pV->Position.z  = p4f[##v][2];
-
-#define GLD_SETUP_SMOOTH_COLOUR_3D(v)                                                                                                                  \
-       p4f = (GLfloat (*)[4])VB->AttribPtr[_TNL_ATTRIB_COLOR0]->data;                                                                          \
-       pV->Diffuse     = D3DCOLOR_COLORVALUE(p4f[##v][0], p4f[##v][1], p4f[##v][2], p4f[##v][3]);
-
-
-#define GLD_SETUP_GET_FLAT_COLOUR_3D(v)                                                                                                        \
-       p4f = (GLfloat (*)[4])VB->AttribPtr[_TNL_ATTRIB_COLOR0]->data;  \
-       dwColor = D3DCOLOR_COLORVALUE(p4f[##v][0], p4f[##v][1], p4f[##v][2], p4f[##v][3]);
-
-#define GLD_SETUP_USE_FLAT_COLOUR_3D                   \
-       pV->Diffuse = dwColor;
-
-#define GLD_SETUP_TEX0_3D(v)                                           \
-       if (VB->AttribPtr[_TNL_ATTRIB_TEX0]) {                          \
-               tc = VB->AttribPtr[_TNL_ATTRIB_TEX0]->data;             \
-               pV->TexUnit0.x  = tc[##v][0];                           \
-               pV->TexUnit0.y  = tc[##v][1];                           \
-       }
-
-#define GLD_SETUP_TEX1_3D(v)                                           \
-       if (VB->AttribPtr[_TNL_ATTRIB_TEX1]) {                          \
-               tc = VB->AttribPtr[_TNL_ATTRIB_TEX1]->data;             \
-               pV->TexUnit1.x  = tc[##v][0];                           \
-               pV->TexUnit1.y  = tc[##v][1];                           \
-       }
-
-//---------------------------------------------------------------------------
-// Helper functions
-//---------------------------------------------------------------------------
-
-__inline DWORD _gldComputeFog(
-       struct gl_context *ctx,
-       SWvertex *swv)
-{
-       // Full fog calculation.
-       // Based on Mesa code.
-
-       GLchan                  rFog, gFog, bFog;
-       GLchan                  fR, fG, fB;
-       const GLfloat   f = swv->fog;
-       const GLfloat   g = 1.0 - f;
-       
-       UNCLAMPED_FLOAT_TO_CHAN(rFog, ctx->Fog.Color[RCOMP]);
-       UNCLAMPED_FLOAT_TO_CHAN(gFog, ctx->Fog.Color[GCOMP]);
-       UNCLAMPED_FLOAT_TO_CHAN(bFog, ctx->Fog.Color[BCOMP]);
-       fR = f * swv->color[0] + g * rFog;
-       fG = f * swv->color[1] + g * gFog;
-       fB = f * swv->color[2] + g * bFog;
-       return D3DCOLOR_RGBA(fR, fG, fB, swv->color[3]);
-}
-
-//---------------------------------------------------------------------------
-
-void gld_ResetLineStipple_DX7(
-       struct gl_context *ctx)
-{
-       // TODO: Fake stipple with a 32x32 texture.
-}
-
-//---------------------------------------------------------------------------
-// 2D (post-transformed) primitives
-//---------------------------------------------------------------------------
-
-void gld_Points2D_DX7(
-       struct gl_context *ctx,
-       GLuint first,
-       GLuint last)
-{
-       GLD_SETUP_2D_VARS_POINTS;
-
-       unsigned                                i;
-       struct vertex_buffer    *VB = &TNL_CONTEXT(ctx)->vb;
-
-       // _Size is already clamped to MaxPointSize and MinPointSize
-       // Not supported by DX7
-//     IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_POINTSIZE, *((DWORD*)&ctx->Point._Size));
-
-       if (VB->Elts) {
-               for (i=first; i<last; i++, pV++) {
-                       if (VB->ClipMask[VB->Elts[i]] == 0) {
-//                             _swrast_Point( ctx, &verts[VB->Elts[i]] );
-                               GLD_SETUP_GET_SWVERT(VB->Elts[i]);
-                               GLD_SETUP_2D_VERTEX;
-                               GLD_SETUP_SMOOTH_COLOUR;
-                               GLD_SETUP_DEPTH;
-                               GLD_SETUP_SPECULAR;
-                               GLD_SETUP_TEX0;
-                               GLD_SETUP_TEX1;
-                       }
-               }
-       } else {
-               GLD_SETUP_GET_SWVERT(first);
-               for (i=first; i<last; i++, swv++, pV++) {
-                       if (VB->ClipMask[i] == 0) {
-//                             _swrast_Point( ctx, &verts[i] );
-                               GLD_SETUP_2D_VERTEX;
-                               GLD_SETUP_SMOOTH_COLOUR;
-                               GLD_SETUP_DEPTH;
-                               GLD_SETUP_SPECULAR;
-                               GLD_SETUP_TEX0;
-                               GLD_SETUP_TEX1;
-                       }
-               }
-       }
-
-       gld->PB2d.pPoints = (BYTE*)pV;
-       gld->PB2d.nPoints += (last-first);
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Line2DFlat_DX7(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1)
-{
-       GLD_SETUP_2D_VARS_LINES;
-
-       GLD_SETUP_GET_SWVERT(v1);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_GET_FLAT_COLOUR;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       GLD_SETUP_GET_FLAT_SPECULAR;
-       GLD_SETUP_USE_FLAT_SPECULAR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v0);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       GLD_SETUP_USE_FLAT_SPECULAR;
-       pV++;
-
-       gld->PB2d.pLines = (BYTE*)pV;
-       gld->PB2d.nLines++;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Line2DSmooth_DX7(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1)
-{
-       GLD_SETUP_2D_VARS_LINES;
-
-       GLD_SETUP_GET_SWVERT(v0);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_SMOOTH_COLOUR;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_SPECULAR;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v1);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_SMOOTH_COLOUR;
-       GLD_SETUP_SPECULAR;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       pV++;
-
-       gld->PB2d.pLines = (BYTE*)pV;
-       gld->PB2d.nLines++;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Triangle2DFlat_DX7(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1,
-       GLuint v2)
-{
-       GLD_SETUP_2D_VARS_TRIANGLES;
-
-       GLD_SETUP_GET_SWVERT(v2);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_GET_FLAT_COLOUR;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       pV++;;
-
-       GLD_SETUP_GET_SWVERT(v0);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v1);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       pV++;
-
-       gld->PB2d.pTriangles = (BYTE*)pV;
-       gld->PB2d.nTriangles++;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Triangle2DSmooth_DX7(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1,
-       GLuint v2)
-{
-
-       GLD_SETUP_2D_VARS_TRIANGLES;
-
-       GLD_SETUP_GET_SWVERT(v0);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_SMOOTH_COLOUR;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v1);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_SMOOTH_COLOUR;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v2);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_SMOOTH_COLOUR;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       pV++;
-
-       gld->PB2d.pTriangles = (BYTE*)pV;
-       gld->PB2d.nTriangles++;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Triangle2DFlatExtras_DX7(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1,
-       GLuint v2)
-{
-       GLD_SETUP_2D_VARS_TRIANGLES;
-
-       GLD_SETUP_TWOSIDED_LIGHTING(v2);
-
-       GLD_SETUP_GET_SWVERT(v2);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       if (bFog)
-               GLD_SETUP_GET_FLAT_FOG_COLOUR;
-       else
-               GLD_SETUP_GET_FLAT_COLOUR;
-       GLD_SETUP_GET_FLAT_SPECULAR;
-       GLD_SETUP_GET_FLAT_LIGHTING(v2);
-       GLD_SETUP_USE_FLAT_COLOUR;
-       GLD_SETUP_USE_FLAT_SPECULAR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v0);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       GLD_SETUP_USE_FLAT_SPECULAR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v1);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       GLD_SETUP_USE_FLAT_SPECULAR;
-       pV++;
-
-       gld->PB2d.pTriangles = (BYTE*)pV;
-       gld->PB2d.nTriangles++;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Triangle2DSmoothExtras_DX7(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1,
-       GLuint v2)
-{
-       GLD_SETUP_2D_VARS_TRIANGLES;
-
-       GLD_SETUP_TWOSIDED_LIGHTING(v0);
-
-       GLD_SETUP_GET_SWVERT(v0);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_LIGHTING(v0);
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v1);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_LIGHTING(v1);
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v2);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_LIGHTING(v2);
-       pV++;
-
-       gld->PB2d.pTriangles = (BYTE*)pV;
-       gld->PB2d.nTriangles++;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Quad2DFlat_DX7(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1,
-       GLuint v2,
-       GLuint v3)
-{
-       GLD_SETUP_2D_VARS_TRIANGLES;
-
-       GLD_SETUP_GET_SWVERT(v3);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_GET_FLAT_COLOUR;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v0);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v1);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v1);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v2);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v3);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       pV++;
-
-       gld->PB2d.pTriangles = (BYTE*)pV;
-       gld->PB2d.nTriangles += 2;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Quad2DSmooth_DX7(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1,
-       GLuint v2,
-       GLuint v3)
-{
-       GLD_SETUP_2D_VARS_TRIANGLES;
-
-       GLD_SETUP_GET_SWVERT(v0);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_SMOOTH_COLOUR;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v1);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_SMOOTH_COLOUR;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v2);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_SMOOTH_COLOUR;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v2);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_SMOOTH_COLOUR;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v3);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_SMOOTH_COLOUR;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v0);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_SMOOTH_COLOUR;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       pV++;
-
-       gld->PB2d.pTriangles = (BYTE*)pV;
-       gld->PB2d.nTriangles += 2;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Quad2DFlatExtras_DX7(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1,
-       GLuint v2,
-       GLuint v3)
-{
-       GLD_SETUP_2D_VARS_TRIANGLES;
-
-       GLD_SETUP_TWOSIDED_LIGHTING(v3);
-
-       GLD_SETUP_GET_SWVERT(v3);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       if (bFog)
-               GLD_SETUP_GET_FLAT_FOG_COLOUR;
-       else
-               GLD_SETUP_GET_FLAT_COLOUR;
-       GLD_SETUP_GET_FLAT_SPECULAR;
-       GLD_SETUP_GET_FLAT_LIGHTING(v3);
-       GLD_SETUP_USE_FLAT_COLOUR;
-       GLD_SETUP_USE_FLAT_SPECULAR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v0);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       GLD_SETUP_USE_FLAT_SPECULAR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v1);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       GLD_SETUP_USE_FLAT_SPECULAR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v1);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       GLD_SETUP_USE_FLAT_SPECULAR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v2);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       GLD_SETUP_USE_FLAT_SPECULAR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v3);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       GLD_SETUP_USE_FLAT_SPECULAR;
-       pV++;
-
-       gld->PB2d.pTriangles = (BYTE*)pV;
-       gld->PB2d.nTriangles += 2;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Quad2DSmoothExtras_DX7(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1,
-       GLuint v2,
-       GLuint v3)
-{
-       GLD_SETUP_2D_VARS_TRIANGLES;
-
-       GLD_SETUP_TWOSIDED_LIGHTING(v0);
-
-       GLD_SETUP_GET_SWVERT(v0);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_LIGHTING(v0);
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v1);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_LIGHTING(v1);
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v2);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_LIGHTING(v2);
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v2);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_LIGHTING(v2);
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v3);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_LIGHTING(v3);
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v0);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_LIGHTING(v0);
-       pV++;
-
-       gld->PB2d.pTriangles = (BYTE*)pV;
-       gld->PB2d.nTriangles += 2;
-}
-
-//---------------------------------------------------------------------------
-// 3D (pre-transformed) primitives
-//---------------------------------------------------------------------------
-
-void gld_Points3D_DX7(
-       struct gl_context *ctx,
-       GLuint first,
-       GLuint last)
-{
-       GLD_SETUP_3D_VARS_POINTS
-
-       unsigned                                i;
-//     struct vertex_buffer    *VB = &TNL_CONTEXT(ctx)->vb;
-
-       // _Size is already clamped to MaxPointSize and MinPointSize
-       // Not supported by DX7
-//     IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_POINTSIZE, *((DWORD*)&ctx->Point._Size));
-
-       if (VB->Elts) {
-               for (i=first; i<last; i++, pV++) {
-                       if (VB->ClipMask[VB->Elts[i]] == 0) {
-//                             _swrast_Point( ctx, &verts[VB->Elts[i]] );
-//                             GLD_SETUP_GET_SWVERT(VB->Elts[i]);
-                               GLD_SETUP_3D_VERTEX(VB->Elts[i])
-                               GLD_SETUP_SMOOTH_COLOUR_3D(i)
-                               GLD_SETUP_TEX0_3D(i)
-                               GLD_SETUP_TEX1_3D(i)
-                       }
-               }
-       } else {
-//             GLD_SETUP_GET_SWVERT(first);
-               for (i=first; i<last; i++, pV++) {
-                       if (VB->ClipMask[i] == 0) {
-//                             _swrast_Point( ctx, &verts[i] );
-                               GLD_SETUP_3D_VERTEX(i)
-                               GLD_SETUP_SMOOTH_COLOUR_3D(i)
-                               GLD_SETUP_TEX0_3D(i)
-                               GLD_SETUP_TEX1_3D(i)
-                       }
-               }
-       }
-/*
-       for (i=first; i<last; i++, pV++) {
-               GLD_SETUP_3D_VERTEX(i)
-               GLD_SETUP_SMOOTH_COLOUR_3D(i)
-               GLD_SETUP_TEX0_3D(i)
-               GLD_SETUP_TEX1_3D(i)
-       }
-*/
-       gld->PB3d.pPoints = (BYTE*)pV;
-       gld->PB3d.nPoints += (last-first);
-}
-
-//---------------------------------------------------------------------------
-// Line functions
-//---------------------------------------------------------------------------
-
-void gld_Line3DFlat_DX7(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1)
-{
-       GLD_SETUP_3D_VARS_LINES
-
-       GLD_SETUP_3D_VERTEX(v1)
-       GLD_SETUP_GET_FLAT_COLOUR_3D(v1)
-       GLD_SETUP_USE_FLAT_COLOUR_3D
-       GLD_SETUP_TEX0_3D(v1)
-       GLD_SETUP_TEX1_3D(v1)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v0)
-       GLD_SETUP_USE_FLAT_COLOUR_3D
-       GLD_SETUP_TEX0_3D(v0)
-       GLD_SETUP_TEX1_3D(v0)
-       pV++;
-
-       gld->PB3d.pLines = (BYTE*)pV;
-       gld->PB3d.nLines++;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Line3DSmooth_DX7(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1)
-{
-       GLD_SETUP_3D_VARS_LINES
-
-       GLD_SETUP_3D_VERTEX(v1)
-       GLD_SETUP_SMOOTH_COLOUR_3D(v1)
-       GLD_SETUP_TEX0_3D(v1)
-       GLD_SETUP_TEX1_3D(v1)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v0)
-       GLD_SETUP_SMOOTH_COLOUR_3D(v0)
-       GLD_SETUP_TEX0_3D(v0)
-       GLD_SETUP_TEX1_3D(v0)
-       pV++;
-
-       gld->PB3d.pLines = (BYTE*)pV;
-       gld->PB3d.nLines++;
-}
-
-//---------------------------------------------------------------------------
-// Triangle functions
-//---------------------------------------------------------------------------
-
-void gld_Triangle3DFlat_DX7(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1,
-       GLuint v2)
-{
-       GLD_SETUP_3D_VARS_TRIANGLES
-
-       GLD_SETUP_3D_VERTEX(v2)
-       GLD_SETUP_TEX0_3D(v2)
-       GLD_SETUP_TEX1_3D(v2)
-       GLD_SETUP_GET_FLAT_COLOUR_3D(v2)
-       GLD_SETUP_USE_FLAT_COLOUR_3D
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v0)
-       GLD_SETUP_TEX0_3D(v0)
-       GLD_SETUP_TEX1_3D(v0)
-       GLD_SETUP_USE_FLAT_COLOUR_3D
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v1)
-       GLD_SETUP_TEX0_3D(v1)
-       GLD_SETUP_TEX1_3D(v1)
-       GLD_SETUP_USE_FLAT_COLOUR_3D
-       pV++;
-
-       gld->PB3d.pTriangles = (BYTE*)pV;
-       gld->PB3d.nTriangles++;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Triangle3DSmooth_DX7(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1,
-       GLuint v2)
-{
-       GLD_SETUP_3D_VARS_TRIANGLES
-
-       GLD_SETUP_3D_VERTEX(v0)
-       GLD_SETUP_SMOOTH_COLOUR_3D(v0)
-       GLD_SETUP_TEX0_3D(v0)
-       GLD_SETUP_TEX1_3D(v0)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v1)
-       GLD_SETUP_SMOOTH_COLOUR_3D(v1)
-       GLD_SETUP_TEX0_3D(v1)
-       GLD_SETUP_TEX1_3D(v1)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v2)
-       GLD_SETUP_SMOOTH_COLOUR_3D(v2)
-       GLD_SETUP_TEX0_3D(v2)
-       GLD_SETUP_TEX1_3D(v2)
-       pV++;
-
-       gld->PB3d.pTriangles = (BYTE*)pV;
-       gld->PB3d.nTriangles++;
-}
-
-//---------------------------------------------------------------------------
-// Quad functions
-//---------------------------------------------------------------------------
-
-void gld_Quad3DFlat_DX7(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1,
-       GLuint v2,
-       GLuint v3)
-{
-       GLD_SETUP_3D_VARS_TRIANGLES
-
-       GLD_SETUP_3D_VERTEX(v3)
-       GLD_SETUP_GET_FLAT_COLOUR_3D(v3)
-       GLD_SETUP_USE_FLAT_COLOUR_3D
-       GLD_SETUP_TEX0_3D(v3)
-       GLD_SETUP_TEX1_3D(v3)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v0)
-       GLD_SETUP_USE_FLAT_COLOUR_3D
-       GLD_SETUP_TEX0_3D(v0)
-       GLD_SETUP_TEX1_3D(v0)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v1)
-       GLD_SETUP_USE_FLAT_COLOUR_3D
-       GLD_SETUP_TEX0_3D(v1)
-       GLD_SETUP_TEX1_3D(v1)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v1)
-       GLD_SETUP_USE_FLAT_COLOUR_3D
-       GLD_SETUP_TEX0_3D(v1)
-       GLD_SETUP_TEX1_3D(v1)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v2)
-       GLD_SETUP_USE_FLAT_COLOUR_3D
-       GLD_SETUP_TEX0_3D(v2)
-       GLD_SETUP_TEX1_3D(v2)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v3)
-       GLD_SETUP_USE_FLAT_COLOUR_3D
-       GLD_SETUP_TEX0_3D(v3)
-       GLD_SETUP_TEX1_3D(v3)
-       pV++;
-
-       gld->PB3d.pTriangles = (BYTE*)pV;
-       gld->PB3d.nTriangles += 2;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Quad3DSmooth_DX7(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1,
-       GLuint v2,
-       GLuint v3)
-{
-       GLD_SETUP_3D_VARS_TRIANGLES
-
-       GLD_SETUP_3D_VERTEX(v0)
-       GLD_SETUP_SMOOTH_COLOUR_3D(v0)
-       GLD_SETUP_TEX0_3D(v0)
-       GLD_SETUP_TEX1_3D(v0)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v1)
-       GLD_SETUP_SMOOTH_COLOUR_3D(v1)
-       GLD_SETUP_TEX0_3D(v1)
-       GLD_SETUP_TEX1_3D(v1)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v2)
-       GLD_SETUP_SMOOTH_COLOUR_3D(v2)
-       GLD_SETUP_TEX0_3D(v2)
-       GLD_SETUP_TEX1_3D(v2)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v2)
-       GLD_SETUP_SMOOTH_COLOUR_3D(v2)
-       GLD_SETUP_TEX0_3D(v2)
-       GLD_SETUP_TEX1_3D(v2)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v3)
-       GLD_SETUP_SMOOTH_COLOUR_3D(v3)
-       GLD_SETUP_TEX0_3D(v3)
-       GLD_SETUP_TEX1_3D(v3)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v0)
-       GLD_SETUP_SMOOTH_COLOUR_3D(v0)
-       GLD_SETUP_TEX0_3D(v0)
-       GLD_SETUP_TEX1_3D(v0)
-       pV++;
-
-       gld->PB3d.pTriangles = (BYTE*)pV;
-       gld->PB3d.nTriangles += 2;
-}
-
-//---------------------------------------------------------------------------
-// Vertex setup for two-sided-lighting vertex shader
-//---------------------------------------------------------------------------
-
-/*
-
-void gld_Points2DTwoside_DX8(struct gl_context *ctx, GLuint first, GLuint last)
-{
-       // NOTE: Two-sided lighting does not apply to Points
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Line2DFlatTwoside_DX8(struct gl_context *ctx, GLuint v0, GLuint v1)
-{
-       // NOTE: Two-sided lighting does not apply to Lines
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Line2DSmoothTwoside_DX8(struct gl_context *ctx, GLuint v0, GLuint v1)
-{
-       // NOTE: Two-sided lighting does not apply to Lines
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Triangle2DFlatTwoside_DX8(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2)
-{
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Triangle2DSmoothTwoside_DX8(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx8          *gld    = GLD_GET_DX8_DRIVER(gldCtx);
-       GLD_TWOSIDED_VERTEX     *pV             = (GLD_TWOSIDED_VERTEX*)gld->PBtwosidelight.pTriangles;
-       SScontext                       *ss             = SWSETUP_CONTEXT(ctx);
-       SWvertex                        *swv;
-       DWORD                           dwSpecularColour;
-       DWORD                           dwFlatColour;
-       GLuint                                  facing = 0;
-       struct vertex_buffer    *VB;
-       GLchan                                  (*vbcolor)[4];
-       GLchan                                  (*vbspec)[4];
-
-       // Reciprocal of DepthMax
-       const float ooDepthMax = 1.0f / ctx->DepthMaxF; 
-
-       // 1st vert
-       swv = &ss->verts[v0];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       // 2nd vert
-       swv = &ss->verts[v1];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       // 3rd vert
-       swv = &ss->verts[v2];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       gld->PBtwosidelight.pTriangles = (BYTE*)pV;
-       gld->PBtwosidelight.nTriangles++;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Quad2DFlatTwoside_DX8(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx8          *gld    = GLD_GET_DX8_DRIVER(gldCtx);
-       GLD_TWOSIDED_VERTEX     *pV             = (GLD_TWOSIDED_VERTEX*)gld->PBtwosidelight.pTriangles;
-       SScontext                       *ss             = SWSETUP_CONTEXT(ctx);
-       SWvertex                        *swv;
-       DWORD                           dwSpecularColour;
-       DWORD                           dwFlatColour;
-       GLuint                                  facing = 0;
-       struct vertex_buffer    *VB;
-       GLchan                                  (*vbcolor)[4];
-       GLchan                                  (*vbspec)[4];
-
-       // Reciprocal of DepthMax
-       const float ooDepthMax = 1.0f / ctx->DepthMaxF; 
-
-       // 1st vert
-       swv = &ss->verts[v0];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       // 2nd vert
-       swv = &ss->verts[v1];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       // 3rd vert
-       swv = &ss->verts[v2];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       // 4th vert
-       swv = &ss->verts[v2];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       // 5th vert
-       swv = &ss->verts[v3];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       // 6th vert
-       swv = &ss->verts[v0];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       gld->PBtwosidelight.pTriangles = (BYTE*)pV;
-       gld->PBtwosidelight.nTriangles += 2;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Quad2DSmoothTwoside_DX8(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx8          *gld    = GLD_GET_DX8_DRIVER(gldCtx);
-       GLD_TWOSIDED_VERTEX     *pV             = (GLD_TWOSIDED_VERTEX*)gld->PBtwosidelight.pTriangles;
-       SScontext                       *ss             = SWSETUP_CONTEXT(ctx);
-       SWvertex                        *swv;
-       DWORD                           dwSpecularColour;
-       DWORD                           dwFlatColour;
-       GLuint                                  facing = 0;
-       struct vertex_buffer    *VB;
-       GLchan                                  (*vbcolor)[4];
-       GLchan                                  (*vbspec)[4];
-
-       // Reciprocal of DepthMax
-       const float ooDepthMax = 1.0f / ctx->DepthMaxF; 
-
-       // 1st vert
-       swv = &ss->verts[v0];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       // 2nd vert
-       swv = &ss->verts[v1];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       // 3rd vert
-       swv = &ss->verts[v2];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       // 4th vert
-       swv = &ss->verts[v2];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       // 5th vert
-       swv = &ss->verts[v3];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       // 6th vert
-       swv = &ss->verts[v0];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       gld->PBtwosidelight.pTriangles = (BYTE*)pV;
-       gld->PBtwosidelight.nTriangles += 2;
-}
-
-//---------------------------------------------------------------------------
-
-*/
diff --git a/src/mesa/drivers/windows/gldirect/dx7/gld_texture_dx7.c b/src/mesa/drivers/windows/gldirect/dx7/gld_texture_dx7.c
deleted file mode 100644 (file)
index 74c3b0d..0000000
+++ /dev/null
@@ -1,2196 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x/2000/XP/XBox (Win32)
-*
-* Description:  Texture / Bitmap functions
-*
-****************************************************************************/
-
-#include "dglcontext.h"
-#include "ddlog.h"
-#include "gld_dx7.h"
-
-//#include <d3dx8tex.h>
-
-#include "texformat.h"
-#include "colormac.h"
-#include "texstore.h"
-#include "image.h"
-// #include "mem.h"
-
-//---------------------------------------------------------------------------
-
-#define GLD_FLIP_HEIGHT(y,h) (gldCtx->dwHeight - (y) - (h))
-
-D3DX_SURFACEFORMAT _gldD3DXFormatFromSurface(IDirectDrawSurface7 *pSurface);
-
-//---------------------------------------------------------------------------
-// 1D texture fetch
-//---------------------------------------------------------------------------
-
-#define CHAN_SRC( t, i, j, k, sz )                                     \
-       ((GLchan *)(t)->Data + (i) * (sz))
-#define UBYTE_SRC( t, i, j, k, sz )                                    \
-       ((GLubyte *)(t)->Data + (i) * (sz))
-#define USHORT_SRC( t, i, j, k )                                       \
-       ((GLushort *)(t)->Data + (i))
-#define FLOAT_SRC( t, i, j, k )                                                \
-       ((GLfloat *)(t)->Data + (i))
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_1d_texel_X8R8G8B8(
-       const struct gl_texture_image *texImage,
-       GLint i, GLint j, GLint k, GLchan *texel )
-{
-   const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
-   GLchan *rgba = (GLchan *)texel;
-   rgba[RCOMP] = src[2];
-   rgba[GCOMP] = src[1];
-   rgba[BCOMP] = src[0];
-   rgba[ACOMP] = CHAN_MAX;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_1d_texel_f_X8R8G8B8(
-       const struct gl_texture_image *texImage,
-    GLint i, GLint j, GLint k, GLfloat *texel )
-{
-   const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
-   texel[RCOMP] = CHAN_TO_FLOAT(src[0]);
-   texel[GCOMP] = CHAN_TO_FLOAT(src[1]);
-   texel[BCOMP] = CHAN_TO_FLOAT(src[2]);
-   texel[ACOMP] = 1.f;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_1d_texel_X1R5G5B5(
-       const struct gl_texture_image *texImage,
-       GLint i, GLint j, GLint k, GLchan *texel )
-{
-   const GLushort *src = USHORT_SRC( texImage, i, j, k );
-   GLchan *rgba = (GLchan *) texel; GLushort s = *src;
-   rgba[RCOMP] = UBYTE_TO_CHAN( ((s >> 10) & 0xf8) * 255 / 0xf8 );
-   rgba[GCOMP] = UBYTE_TO_CHAN( ((s >>  5) & 0xf8) * 255 / 0xf8 );
-   rgba[BCOMP] = UBYTE_TO_CHAN( ((s      ) & 0xf8) * 255 / 0xf8 );
-   rgba[ACOMP] = CHAN_MAX;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_1d_texel_f_X1R5G5B5(
-       const struct gl_texture_image *texImage,
-    GLint i, GLint j, GLint k, GLfloat *texel )
-{
-   const GLushort *src = USHORT_SRC( texImage, i, j, k );
-   GLushort s = *src;
-   texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 10) & 0xf8) * 255 / 0xf8 );
-   texel[GCOMP] = UBYTE_TO_FLOAT( ((s >>  5) & 0xf8) * 255 / 0xf8 );
-   texel[BCOMP] = UBYTE_TO_FLOAT( ((s      ) & 0xf8) * 255 / 0xf8 );
-   texel[ACOMP] = 1.f;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_1d_texel_X4R4G4B4(
-       const struct gl_texture_image *texImage,
-       GLint i, GLint j, GLint k, GLchan *texel )
-{
-   const GLushort *src = USHORT_SRC( texImage, i, j, k );
-   GLchan *rgba = (GLchan *) texel; GLushort s = *src;
-   rgba[RCOMP] = UBYTE_TO_CHAN( ((s >>  8) & 0xf) * 255 / 0xf );
-   rgba[GCOMP] = UBYTE_TO_CHAN( ((s >>  4) & 0xf) * 255 / 0xf );
-   rgba[BCOMP] = UBYTE_TO_CHAN( ((s      ) & 0xf) * 255 / 0xf );
-   rgba[ACOMP] = CHAN_MAX;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_1d_texel_f_X4R4G4B4(
-       const struct gl_texture_image *texImage,
-    GLint i, GLint j, GLint k, GLfloat *texel )
-{
-   const GLushort *src = USHORT_SRC( texImage, i, j, k );
-   GLushort s = *src;
-   texel[RCOMP] = UBYTE_TO_FLOAT( ((s >>  8) & 0xf) * 255 / 0xf );
-   texel[GCOMP] = UBYTE_TO_FLOAT( ((s >>  4) & 0xf) * 255 / 0xf );
-   texel[BCOMP] = UBYTE_TO_FLOAT( ((s      ) & 0xf) * 255 / 0xf );
-   texel[ACOMP] = 1.f;
-}
-
-//---------------------------------------------------------------------------
-
-#undef CHAN_SRC
-#undef UBYTE_SRC
-#undef USHORT_SRC
-#undef FLOAT_SRC
-
-//---------------------------------------------------------------------------
-// 2D texture fetch
-//---------------------------------------------------------------------------
-
-#define CHAN_SRC( t, i, j, k, sz )                                     \
-       ((GLchan *)(t)->Data + ((t)->Width * (j) + (i)) * (sz))
-#define UBYTE_SRC( t, i, j, k, sz )                                    \
-       ((GLubyte *)(t)->Data + ((t)->Width * (j) + (i)) * (sz))
-#define USHORT_SRC( t, i, j, k )                                       \
-       ((GLushort *)(t)->Data + ((t)->Width * (j) + (i)))
-#define FLOAT_SRC( t, i, j, k )                                                \
-       ((GLfloat *)(t)->Data + ((t)->Width * (j) + (i)))
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_2d_texel_X8R8G8B8(
-       const struct gl_texture_image *texImage,
-       GLint i, GLint j, GLint k, GLchan *texel )
-{
-   const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
-   GLchan *rgba = (GLchan *)texel;
-   rgba[RCOMP] = src[2];
-   rgba[GCOMP] = src[1];
-   rgba[BCOMP] = src[0];
-   rgba[ACOMP] = CHAN_MAX;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_2d_texel_f_X8R8G8B8(
-       const struct gl_texture_image *texImage,
-    GLint i, GLint j, GLint k, GLfloat *texel )
-{
-   const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
-   texel[RCOMP] = CHAN_TO_FLOAT(src[0]);
-   texel[GCOMP] = CHAN_TO_FLOAT(src[1]);
-   texel[BCOMP] = CHAN_TO_FLOAT(src[2]);
-   texel[ACOMP] = 1.f;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_2d_texel_X1R5G5B5(
-       const struct gl_texture_image *texImage,
-       GLint i, GLint j, GLint k, GLchan *texel )
-{
-   const GLushort *src = USHORT_SRC( texImage, i, j, k );
-   GLchan *rgba = (GLchan *) texel; GLushort s = *src;
-   rgba[RCOMP] = UBYTE_TO_CHAN( ((s >> 10) & 0xf8) * 255 / 0xf8 );
-   rgba[GCOMP] = UBYTE_TO_CHAN( ((s >>  5) & 0xf8) * 255 / 0xf8 );
-   rgba[BCOMP] = UBYTE_TO_CHAN( ((s      ) & 0xf8) * 255 / 0xf8 );
-   rgba[ACOMP] = CHAN_MAX;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_2d_texel_f_X1R5G5B5(
-       const struct gl_texture_image *texImage,
-    GLint i, GLint j, GLint k, GLfloat *texel )
-{
-   const GLushort *src = USHORT_SRC( texImage, i, j, k );
-   GLushort s = *src;
-   texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 10) & 0xf8) * 255 / 0xf8 );
-   texel[GCOMP] = UBYTE_TO_FLOAT( ((s >>  5) & 0xf8) * 255 / 0xf8 );
-   texel[BCOMP] = UBYTE_TO_FLOAT( ((s      ) & 0xf8) * 255 / 0xf8 );
-   texel[ACOMP] = 1.f;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_2d_texel_X4R4G4B4(
-       const struct gl_texture_image *texImage,
-       GLint i, GLint j, GLint k, GLchan *texel )
-{
-   const GLushort *src = USHORT_SRC( texImage, i, j, k );
-   GLchan *rgba = (GLchan *) texel; GLushort s = *src;
-   rgba[RCOMP] = UBYTE_TO_CHAN( ((s >>  8) & 0xf) * 255 / 0xf );
-   rgba[GCOMP] = UBYTE_TO_CHAN( ((s >>  4) & 0xf) * 255 / 0xf );
-   rgba[BCOMP] = UBYTE_TO_CHAN( ((s      ) & 0xf) * 255 / 0xf );
-   rgba[ACOMP] = CHAN_MAX;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_2d_texel_f_X4R4G4B4(
-       const struct gl_texture_image *texImage,
-    GLint i, GLint j, GLint k, GLfloat *texel )
-{
-   const GLushort *src = USHORT_SRC( texImage, i, j, k );
-   GLushort s = *src;
-   texel[RCOMP] = UBYTE_TO_FLOAT( ((s >>  8) & 0xf) * 255 / 0xf );
-   texel[GCOMP] = UBYTE_TO_FLOAT( ((s >>  4) & 0xf) * 255 / 0xf );
-   texel[BCOMP] = UBYTE_TO_FLOAT( ((s      ) & 0xf) * 255 / 0xf );
-   texel[ACOMP] = 1.f;
-}
-
-//---------------------------------------------------------------------------
-
-#undef CHAN_SRC
-#undef UBYTE_SRC
-#undef USHORT_SRC
-#undef FLOAT_SRC
-
-//---------------------------------------------------------------------------
-// 3D texture fetch
-//---------------------------------------------------------------------------
-
-#define CHAN_SRC( t, i, j, k, sz )                                     \
-       (GLchan *)(t)->Data + (((t)->Height * (k) + (j)) *              \
-                               (t)->Width + (i)) * (sz)
-#define UBYTE_SRC( t, i, j, k, sz )                                    \
-       ((GLubyte *)(t)->Data + (((t)->Height * (k) + (j)) *            \
-                                (t)->Width + (i)) * (sz))
-#define USHORT_SRC( t, i, j, k )                                       \
-       ((GLushort *)(t)->Data + (((t)->Height * (k) + (j)) *           \
-                                 (t)->Width + (i)))
-#define FLOAT_SRC( t, i, j, k )                                                \
-       ((GLfloat *)(t)->Data + (((t)->Height * (k) + (j)) *            \
-                                 (t)->Width + (i)))
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_3d_texel_X8R8G8B8(
-       const struct gl_texture_image *texImage,
-       GLint i, GLint j, GLint k, GLchan *texel )
-{
-   const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
-   GLchan *rgba = (GLchan *)texel;
-   rgba[RCOMP] = src[2];
-   rgba[GCOMP] = src[1];
-   rgba[BCOMP] = src[0];
-   rgba[ACOMP] = CHAN_MAX;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_3d_texel_f_X8R8G8B8(
-       const struct gl_texture_image *texImage,
-    GLint i, GLint j, GLint k, GLfloat *texel )
-{
-   const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
-   texel[RCOMP] = CHAN_TO_FLOAT(src[0]);
-   texel[GCOMP] = CHAN_TO_FLOAT(src[1]);
-   texel[BCOMP] = CHAN_TO_FLOAT(src[2]);
-   texel[ACOMP] = 1.f;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_3d_texel_X1R5G5B5(
-       const struct gl_texture_image *texImage,
-       GLint i, GLint j, GLint k, GLchan *texel )
-{
-   const GLushort *src = USHORT_SRC( texImage, i, j, k );
-   GLchan *rgba = (GLchan *) texel; GLushort s = *src;
-   rgba[RCOMP] = UBYTE_TO_CHAN( ((s >> 10) & 0xf8) * 255 / 0xf8 );
-   rgba[GCOMP] = UBYTE_TO_CHAN( ((s >>  5) & 0xf8) * 255 / 0xf8 );
-   rgba[BCOMP] = UBYTE_TO_CHAN( ((s      ) & 0xf8) * 255 / 0xf8 );
-   rgba[ACOMP] = CHAN_MAX;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_3d_texel_f_X1R5G5B5(
-       const struct gl_texture_image *texImage,
-    GLint i, GLint j, GLint k, GLfloat *texel )
-{
-   const GLushort *src = USHORT_SRC( texImage, i, j, k );
-   GLushort s = *src;
-   texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 10) & 0xf8) * 255 / 0xf8 );
-   texel[GCOMP] = UBYTE_TO_FLOAT( ((s >>  5) & 0xf8) * 255 / 0xf8 );
-   texel[BCOMP] = UBYTE_TO_FLOAT( ((s      ) & 0xf8) * 255 / 0xf8 );
-   texel[ACOMP] = 1.f;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_3d_texel_X4R4G4B4(
-       const struct gl_texture_image *texImage,
-       GLint i, GLint j, GLint k, GLchan *texel )
-{
-   const GLushort *src = USHORT_SRC( texImage, i, j, k );
-   GLchan *rgba = (GLchan *) texel; GLushort s = *src;
-   rgba[RCOMP] = UBYTE_TO_CHAN( ((s >>  8) & 0xf) * 255 / 0xf );
-   rgba[GCOMP] = UBYTE_TO_CHAN( ((s >>  4) & 0xf) * 255 / 0xf );
-   rgba[BCOMP] = UBYTE_TO_CHAN( ((s      ) & 0xf) * 255 / 0xf );
-   rgba[ACOMP] = CHAN_MAX;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_3d_texel_f_X4R4G4B4(
-       const struct gl_texture_image *texImage,
-    GLint i, GLint j, GLint k, GLfloat *texel )
-{
-   const GLushort *src = USHORT_SRC( texImage, i, j, k );
-   GLushort s = *src;
-   texel[RCOMP] = UBYTE_TO_FLOAT( ((s >>  8) & 0xf) * 255 / 0xf );
-   texel[GCOMP] = UBYTE_TO_FLOAT( ((s >>  4) & 0xf) * 255 / 0xf );
-   texel[BCOMP] = UBYTE_TO_FLOAT( ((s      ) & 0xf) * 255 / 0xf );
-   texel[ACOMP] = 1.f;
-}
-
-//---------------------------------------------------------------------------
-
-#undef CHAN_SRC
-#undef UBYTE_SRC
-#undef USHORT_SRC
-#undef FLOAT_SRC
-
-//---------------------------------------------------------------------------
-// Direct3D texture formats that have no Mesa equivalent
-//---------------------------------------------------------------------------
-
-const struct gl_texture_format _gld_texformat_X8R8G8B8 = {
-   MESA_FORMAT_ARGB8888,               /* MesaFormat */
-   GL_RGBA,                            /* BaseFormat */
-   GL_UNSIGNED_NORMALIZED_ARB,         /* DataType */
-   8,                                  /* RedBits */
-   8,                                  /* GreenBits */
-   8,                                  /* BlueBits */
-   0,                                  /* AlphaBits */
-   0,                                  /* LuminanceBits */
-   0,                                  /* IntensityBits */
-   0,                                  /* IndexBits */
-   0,                                  /* DepthBits */
-   4,                                  /* TexelBytes */
-   _mesa_texstore_argb8888,                    /* StoreTexImageFunc */
-   gld_fetch_1d_texel_X8R8G8B8,                /* FetchTexel1D */
-   gld_fetch_2d_texel_X8R8G8B8,                /* FetchTexel2D */
-   gld_fetch_3d_texel_X8R8G8B8,                /* FetchTexel3D */
-   gld_fetch_1d_texel_f_X8R8G8B8,              /* FetchTexel1Df */
-   gld_fetch_2d_texel_f_X8R8G8B8,              /* FetchTexel2Df */
-   gld_fetch_3d_texel_f_X8R8G8B8,              /* FetchTexel3Df */
-};
-
-const struct gl_texture_format _gld_texformat_X1R5G5B5 = {
-   MESA_FORMAT_ARGB1555,               /* MesaFormat */
-   GL_RGBA,                            /* BaseFormat */
-   GL_UNSIGNED_NORMALIZED_ARB,         /* DataType */
-   5,                                  /* RedBits */
-   5,                                  /* GreenBits */
-   5,                                  /* BlueBits */
-   0,                                  /* AlphaBits */
-   0,                                  /* LuminanceBits */
-   0,                                  /* IntensityBits */
-   0,                                  /* IndexBits */
-   0,                                  /* DepthBits */
-   2,                                  /* TexelBytes */
-   _mesa_texstore_argb1555,                    /* StoreTexImageFunc */
-   gld_fetch_1d_texel_X1R5G5B5,                /* FetchTexel1D */
-   gld_fetch_2d_texel_X1R5G5B5,                /* FetchTexel2D */
-   gld_fetch_3d_texel_X1R5G5B5,                /* FetchTexel3D */
-   gld_fetch_1d_texel_f_X1R5G5B5,              /* FetchTexel1Df */
-   gld_fetch_2d_texel_f_X1R5G5B5,              /* FetchTexel2Df */
-   gld_fetch_3d_texel_f_X1R5G5B5,              /* FetchTexel3Df */
-};
-
-const struct gl_texture_format _gld_texformat_X4R4G4B4 = {
-   MESA_FORMAT_ARGB4444,               /* MesaFormat */
-   GL_RGBA,                            /* BaseFormat */
-   GL_UNSIGNED_NORMALIZED_ARB,         /* DataType */
-   4,                                  /* RedBits */
-   4,                                  /* GreenBits */
-   4,                                  /* BlueBits */
-   0,                                  /* AlphaBits */
-   0,                                  /* LuminanceBits */
-   0,                                  /* IntensityBits */
-   0,                                  /* IndexBits */
-   0,                                  /* DepthBits */
-   2,                                  /* TexelBytes */
-   _mesa_texstore_argb4444,                    /* StoreTexImageFunc */
-   gld_fetch_1d_texel_X4R4G4B4,                /* FetchTexel1D */
-   gld_fetch_2d_texel_X4R4G4B4,                /* FetchTexel2D */
-   gld_fetch_3d_texel_X4R4G4B4,                /* FetchTexel3D */
-   gld_fetch_1d_texel_f_X4R4G4B4,              /* FetchTexel1Df */
-   gld_fetch_2d_texel_f_X4R4G4B4,              /* FetchTexel2Df */
-   gld_fetch_3d_texel_f_X4R4G4B4,              /* FetchTexel3Df */
-};
-
-//---------------------------------------------------------------------------
-// Texture unit constants
-//---------------------------------------------------------------------------
-
-// List of possible combinations of texture environments.
-// Example: GLD_TEXENV_MODULATE_RGBA means 
-//          GL_MODULATE, GL_RGBA base internal format.
-#define GLD_TEXENV_DECAL_RGB           0
-#define GLD_TEXENV_DECAL_RGBA          1
-#define GLD_TEXENV_DECAL_ALPHA         2
-#define GLD_TEXENV_REPLACE_RGB         3
-#define GLD_TEXENV_REPLACE_RGBA                4
-#define GLD_TEXENV_REPLACE_ALPHA       5
-#define GLD_TEXENV_MODULATE_RGB                6
-#define GLD_TEXENV_MODULATE_RGBA       7
-#define GLD_TEXENV_MODULATE_ALPHA      8
-#define GLD_TEXENV_BLEND_RGB           9
-#define GLD_TEXENV_BLEND_RGBA          10
-#define GLD_TEXENV_BLEND_ALPHA         11
-#define GLD_TEXENV_ADD_RGB                     12
-#define GLD_TEXENV_ADD_RGBA                    13
-#define GLD_TEXENV_ADD_ALPHA           14
-
-// Per-stage (i.e. per-unit) texture environment
-typedef struct {
-       DWORD                   ColorArg1;      // Colour argument 1
-       D3DTEXTUREOP    ColorOp;        // Colour operation
-       DWORD                   ColorArg2;      // Colour argument 2
-       DWORD                   AlphaArg1;      // Alpha argument 1
-       D3DTEXTUREOP    AlphaOp;        // Alpha operation
-       DWORD                   AlphaArg2;      // Alpha argument 2
-} GLD_texenv;
-
-// TODO: Do we really need to set ARG1 and ARG2 every time?
-//       They seem to always be TEXTURE and CURRENT respectively.
-
-// C = Colour out
-// A = Alpha out
-// Ct = Colour from Texture
-// Cf = Colour from fragment (diffuse)
-// At = Alpha from Texture
-// Af = Alpha from fragment (diffuse)
-// Cc = GL_TEXTURE_ENV_COLOUR (GL_BLEND)
-const GLD_texenv gldTexEnv[] = {
-       // DECAL_RGB: C=Ct, A=Af
-       {D3DTA_TEXTURE, D3DTOP_SELECTARG1, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT},
-       // DECAL_RGBA: C=Cf(1-At)+CtAt, A=Af
-       {D3DTA_TEXTURE, D3DTOP_BLENDTEXTUREALPHA, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT},
-       // DECAL_ALPHA: <undefined> use DECAL_RGB
-       {D3DTA_TEXTURE, D3DTOP_SELECTARG1, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT},
-
-       // REPLACE_RGB: C=Ct, A=Af
-       {D3DTA_TEXTURE, D3DTOP_SELECTARG1, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT},
-       // REPLACE_RGBA: C=Ct, A=At
-       {D3DTA_TEXTURE, D3DTOP_SELECTARG1, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_SELECTARG1, D3DTA_CURRENT},
-       // REPLACE_ALPHA: C=Cf, A=At
-       {D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_SELECTARG1, D3DTA_CURRENT},
-
-       // MODULATE_RGB: C=CfCt, A=Af
-       {D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT},
-       // MODULATE_RGBA: C=CfCt, A=AfAt
-       {D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT},
-       // MODULATE_ALPHA: C=Cf, A=AfAt
-       {D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT},
-
-       //
-       // DX7 Does not support D3DTOP_LERP
-       // Emulate(?) via D3DTOP_ADDSMOOTH
-       //
-#if 0
-       // BLEND_RGB: C=Cf(1-Ct)+CcCt, A=Af
-       {D3DTA_TEXTURE, D3DTOP_LERP, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT},
-       // BLEND_RGBA: C=Cf(1-Ct)+CcCt, A=AfAt
-       {D3DTA_TEXTURE, D3DTOP_LERP, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT},
-#else
-       // BLEND_RGB: C=Cf(1-Ct)+CcCt, A=Af
-       {D3DTA_TEXTURE, D3DTOP_ADDSMOOTH, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT},
-       // BLEND_RGBA: C=Cf(1-Ct)+CcCt, A=AfAt
-       {D3DTA_TEXTURE, D3DTOP_ADDSMOOTH, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT},
-#endif
-       // BLEND_ALPHA: C=Cf, A=AfAt
-       {D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT},
-
-       // ADD_RGB: C=Cf+Ct, A=Af
-       {D3DTA_TEXTURE, D3DTOP_ADD, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT},
-       // ADD_RGBA: C=Cf+Ct, A=AfAt
-       {D3DTA_TEXTURE, D3DTOP_ADD, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT},
-       // ADD_ALPHA: C=Cf, A=AfAt
-       {D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT},
-};
-
-//---------------------------------------------------------------------------
-
-D3DTEXTUREADDRESS _gldConvertWrap(
-       GLenum wrap)
-{
-//     ASSERT(wrap==GL_CLAMP || wrap==GL_REPEAT);
-       return (wrap == GL_CLAMP) ? D3DTADDRESS_CLAMP : D3DTADDRESS_WRAP;
-}
-
-//---------------------------------------------------------------------------
-
-D3DTEXTUREMAGFILTER _gldConvertMagFilter(
-       GLenum magfilter)
-{
-       ASSERT(magfilter==GL_LINEAR || magfilter==GL_NEAREST);
-       return (magfilter == GL_LINEAR) ? D3DTFG_LINEAR : D3DTFG_POINT;
-}
-
-//---------------------------------------------------------------------------
-
-void _gldConvertMinFilter(
-       GLenum minfilter,
-       D3DTEXTUREMINFILTER *min_filter,
-       D3DTEXTUREMIPFILTER *mip_filter)
-{
-       switch (minfilter) {
-       case GL_NEAREST:
-               *min_filter = D3DTFN_POINT;
-               *mip_filter = D3DTFP_NONE;
-               break;
-       case GL_LINEAR:
-               *min_filter = D3DTFN_LINEAR;
-               *mip_filter = D3DTFP_NONE;
-               break;
-       case GL_NEAREST_MIPMAP_NEAREST:
-               *min_filter = D3DTFN_POINT;
-               *mip_filter = D3DTFP_POINT;
-               break;
-       case GL_LINEAR_MIPMAP_NEAREST:
-               *min_filter = D3DTFN_LINEAR;
-               *mip_filter = D3DTFP_POINT;
-               break;
-       case GL_NEAREST_MIPMAP_LINEAR:
-               *min_filter = D3DTFN_POINT;
-               *mip_filter = D3DTFP_LINEAR;
-               break;
-       case GL_LINEAR_MIPMAP_LINEAR:
-               *min_filter = D3DTFN_LINEAR;
-               *mip_filter = D3DTFP_LINEAR;
-               break;
-       default:
-               ASSERT(0);
-       }
-}
-
-//---------------------------------------------------------------------------
-
-D3DX_SURFACEFORMAT _gldGLFormatToD3DFormat(
-       GLenum internalFormat)
-{
-       switch (internalFormat) {
-       case GL_INTENSITY:
-       case GL_INTENSITY4:
-       case GL_INTENSITY8:
-       case GL_INTENSITY12:
-       case GL_INTENSITY16:
-               // LUNIMANCE != INTENSITY, but D3D doesn't have I8 textures
-               return D3DX_SF_L8;
-       case 1:
-       case GL_LUMINANCE:
-       case GL_LUMINANCE4:
-       case GL_LUMINANCE8:
-       case GL_LUMINANCE12:
-       case GL_LUMINANCE16:
-               return D3DX_SF_L8;
-       case GL_ALPHA:
-       case GL_ALPHA4:
-       case GL_ALPHA8:
-       case GL_ALPHA12:
-       case GL_ALPHA16:
-               return D3DX_SF_A8;
-       case GL_COLOR_INDEX:
-       case GL_COLOR_INDEX1_EXT:
-       case GL_COLOR_INDEX2_EXT:
-       case GL_COLOR_INDEX4_EXT:
-       case GL_COLOR_INDEX8_EXT:
-       case GL_COLOR_INDEX12_EXT:
-       case GL_COLOR_INDEX16_EXT:
-               return D3DX_SF_X8R8G8B8;
-       case 2:
-       case GL_LUMINANCE_ALPHA:
-       case GL_LUMINANCE4_ALPHA4:
-       case GL_LUMINANCE6_ALPHA2:
-       case GL_LUMINANCE8_ALPHA8:
-       case GL_LUMINANCE12_ALPHA4:
-       case GL_LUMINANCE12_ALPHA12:
-       case GL_LUMINANCE16_ALPHA16:
-               return D3DX_SF_A8L8;
-       case GL_R3_G3_B2:
-               // TODO: Mesa does not support RGB332 internally
-               return D3DX_SF_X4R4G4B4; //D3DFMT_R3G3B2;
-       case GL_RGB4:
-               return D3DX_SF_X4R4G4B4;
-       case GL_RGB5:
-               return D3DX_SF_R5G5B5;
-       case 3:
-       case GL_RGB:
-       case GL_RGB8:
-       case GL_RGB10:
-       case GL_RGB12:
-       case GL_RGB16:
-               return D3DX_SF_R8G8B8;
-       case GL_RGBA4:
-               return D3DX_SF_A4R4G4B4;
-       case 4:
-       case GL_RGBA:
-       case GL_RGBA2:
-       case GL_RGBA8:
-       case GL_RGB10_A2:
-       case GL_RGBA12:
-       case GL_RGBA16:
-               return D3DX_SF_A8R8G8B8;
-       case GL_RGB5_A1:
-               return D3DX_SF_A1R5G5B5;
-       }
-
-       ASSERT(0);
-
-       // Return an acceptable default
-       return D3DX_SF_A8R8G8B8;
-}
-
-//---------------------------------------------------------------------------
-
-GLenum _gldDecodeBaseFormat(
-       IDirectDrawSurface7 *pTex)
-{
-       // Examine Direct3D texture and return base OpenGL internal texture format
-       // NOTE: We can't use any base format info from Mesa because D3D might have
-       // used a different texture format when we used D3DXCreateTexture().
-
-       // Base internal format is one of (Red Book p355):
-       //      GL_ALPHA, 
-       //      GL_LUMINANCE, 
-       //      GL_LUMINANCE_ALPHA, 
-       //      GL_INTENSITY, 
-       //      GL_RGB, 
-       //      GL_RGBA
-
-       // NOTE: INTENSITY not used (not supported by Direct3D)
-       //       LUMINANCE has same texture functions as RGB
-       //       LUMINANCE_ALPHA has same texture functions as RGBA
-
-       // TODO: cache format instead of using GetLevelDesc()
-//     D3DSURFACE_DESC desc;
-//     _GLD_DX7_TEX(GetLevelDesc(pTex, 0, &desc));
-
-       D3DX_SURFACEFORMAT      sf;
-
-       sf = _gldD3DXFormatFromSurface(pTex);
-
-       switch (sf) {
-    case D3DX_SF_R8G8B8:
-    case D3DX_SF_X8R8G8B8:
-    case D3DX_SF_R5G6B5:
-    case D3DX_SF_R5G5B5:
-    case D3DX_SF_R3G3B2:
-    case D3DX_SF_X4R4G4B4:
-    case D3DX_SF_PALETTE8:
-    case D3DX_SF_L8:
-               return GL_RGB;
-    case D3DX_SF_A8R8G8B8:
-    case D3DX_SF_A1R5G5B5:
-    case D3DX_SF_A4R4G4B4:
-//    case D3DX_SF_A8R3G3B2:   // Unsupported by DX7
-//    case D3DX_SF_A8P8:               // Unsupported by DX7
-    case D3DX_SF_A8L8:
-//    case D3DX_SF_A4L4:               // Unsupported by DX7
-               return GL_RGBA;
-    case D3DX_SF_A8:
-               return GL_ALPHA;
-       // Compressed texture formats. Need to check these...
-    case D3DX_SF_DXT1:
-               return GL_RGBA;
-//    case D3DX_SF_DXT2:               // Unsupported by DX7
-               return GL_RGB;
-    case D3DX_SF_DXT3:
-               return GL_RGBA;
-//    case D3DX_SF_DXT4:               // Unsupported by DX7
-               return GL_RGB;
-    case D3DX_SF_DXT5:
-               return GL_RGBA;
-       }
-
-       // Fell through. Return arbitary default.
-       ASSERT(0); // BANG!
-       return GL_RGBA;
-}
-
-//---------------------------------------------------------------------------
-
-const struct gl_texture_format* _gldMesaFormatForD3DFormat(
-       D3DX_SURFACEFORMAT d3dfmt)
-{
-       switch (d3dfmt) {
-       case D3DX_SF_A8R8G8B8:
-               return &_mesa_texformat_argb8888;
-       case D3DX_SF_R8G8B8:
-               return &_mesa_texformat_rgb888;
-       case D3DX_SF_R5G6B5:
-               return &_mesa_texformat_rgb565;
-       case D3DX_SF_A4R4G4B4:
-               return &_mesa_texformat_argb4444;
-       case D3DX_SF_A1R5G5B5:
-               return &_mesa_texformat_argb1555;
-       case D3DX_SF_A8L8:
-               return &_mesa_texformat_al88;
-       case D3DX_SF_R3G3B2:
-               return &_mesa_texformat_rgb332;
-       case D3DX_SF_A8:
-               return &_mesa_texformat_a8;
-       case D3DX_SF_L8:
-               return &_mesa_texformat_l8;
-       case D3DX_SF_X8R8G8B8:
-               return &_gld_texformat_X8R8G8B8;
-       case D3DX_SF_R5G5B5:
-               return &_gld_texformat_X1R5G5B5;
-       case D3DX_SF_X4R4G4B4:
-               return &_gld_texformat_X4R4G4B4;
-       }
-
-       // If we reach here then we've made an error somewhere else
-       // by allowing a format that is not supported.
-       ASSERT(0);
-
-       return NULL; // Shut up compiler warning
-}
-
-//---------------------------------------------------------------------------
-
-D3DX_SURFACEFORMAT _gldD3DXFormatFromSurface(
-       IDirectDrawSurface7     *pSurface)
-{
-       DDPIXELFORMAT ddpf;
-
-       ddpf.dwSize = sizeof(ddpf);
-
-       // Obtain pixel format of surface
-       _GLD_DX7_TEX(GetPixelFormat(pSurface, &ddpf));
-       // Decode to D3DX surface format
-       return D3DXMakeSurfaceFormat(&ddpf);
-}
-
-//---------------------------------------------------------------------------
-
-void _gldClearSurface(
-       IDirectDrawSurface *pSurface,
-       D3DCOLOR dwColour)
-{
-       DDBLTFX bltFX;                  // Used for colour fill
-
-       // Initialise struct
-       bltFX.dwSize = sizeof(bltFX);
-       // Set clear colour
-       bltFX.dwFillColor = dwColour;
-       // Clear surface. HW accelerated if available.
-       IDirectDrawSurface7_Blt(pSurface, NULL, NULL, NULL, DDBLT_COLORFILL, &bltFX);
-}
-
-//---------------------------------------------------------------------------
-// Copy* functions
-//---------------------------------------------------------------------------
-
-void gldCopyTexImage1D_DX7(
-       struct gl_context *ctx,
-       GLenum target, GLint level,
-       GLenum internalFormat,
-       GLint x, GLint y,
-       GLsizei width, GLint border )
-{
-       // TODO
-}
-
-//---------------------------------------------------------------------------
-
-void gldCopyTexImage2D_DX7(
-       struct gl_context *ctx,
-       GLenum target,
-       GLint level,
-       GLenum internalFormat,
-       GLint x,
-       GLint y,
-       GLsizei width,
-       GLsizei height,
-       GLint border)
-{
-       // TODO
-}
-
-//---------------------------------------------------------------------------
-
-void gldCopyTexSubImage1D_DX7(
-       struct gl_context *ctx,
-       GLenum target, GLint level,
-       GLint xoffset, GLint x, GLint y, GLsizei width )
-{
-       // TODO
-}
-
-//---------------------------------------------------------------------------
-
-void gldCopyTexSubImage2D_DX7(
-       struct gl_context *ctx,
-       GLenum target,
-       GLint level,
-       GLint xoffset,
-       GLint yoffset,
-       GLint x,
-       GLint y,
-       GLsizei width,
-       GLsizei height)
-{
-       // TODO
-}
-
-//---------------------------------------------------------------------------
-
-void gldCopyTexSubImage3D_DX7(
-       struct gl_context *ctx,
-       GLenum target,
-       GLint level,
-       GLint xoffset,
-       GLint yoffset,
-       GLint zoffset,
-       GLint x,
-       GLint y,
-       GLsizei width,
-       GLsizei height )
-{
-       // TODO ?
-}
-
-//---------------------------------------------------------------------------
-// Bitmap/Pixel functions
-//---------------------------------------------------------------------------
-
-#define GLD_FLIP_Y(y) (gldCtx->dwHeight - (y))
-
-#define _GLD_FVF_IMAGE (D3DFVF_XYZRHW | D3DFVF_TEX1)
-
-typedef struct {
-       FLOAT   x, y;           // 2D raster coords
-       FLOAT   z;                      // depth value
-       FLOAT   rhw;            // reciprocal homogenous W (always 1.0f)
-       FLOAT   tu, tv;         // texture coords
-} _GLD_IMAGE_VERTEX;
-
-//---------------------------------------------------------------------------
-
-HRESULT _gldDrawPixels(
-       struct gl_context *ctx,
-       BOOL bChromakey,        // Alpha test for glBitmap() images
-       GLint x,                        // GL x position
-       GLint y,                        // GL y position (needs flipping)
-       GLsizei width,          // Width of input image
-       GLsizei height,         // Height of input image
-       IDirectDrawSurface7 *pImage)
-{
-       //
-       // Draw input image as texture implementing PixelZoom and clipping.
-       // Any fragment operations currently enabled will be used.
-       //
-
-       // NOTE:        This DX7 version does not create a new texture in which
-       //                      to copy the input image, as the image is already a texture.
-
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx7          *gld    = GLD_GET_DX7_DRIVER(gldCtx);
-
-       DDSURFACEDESC2          ddsd;
-       _GLD_IMAGE_VERTEX       v[4];
-
-       float                           ZoomWidth, ZoomHeight;
-       float                           ScaleWidth, ScaleHeight;
-
-       // Fixup for rasterisation rules
-       const float cfEpsilon = 1.0f / (float)height;
-
-       //
-       // Set up the quad like this (ascii-art ahead!)
-       //
-       // 3--2
-       // |  |
-       // 0--1
-       //
-       //
-
-       // Set depth
-       v[0].z = v[1].z = v[2].z = v[3].z = ctx->Current.RasterPos[2];
-       // Set Reciprocal Homogenous W
-       v[0].rhw = v[1].rhw = v[2].rhw = v[3].rhw = 1.0f;
-
-       // Set texcoords
-       // Examine texture size - if different to input width and height
-       // then we'll need to munge the texcoords to fit.
-       ddsd.dwSize = sizeof(DDSURFACEDESC2);
-       IDirectDrawSurface7_GetSurfaceDesc(pImage, &ddsd);
-       ScaleWidth      = (float)width / (float)ddsd.dwWidth;
-       ScaleHeight     = (float)height / (float)ddsd.dwHeight;
-       v[0].tu = 0.0f;                 v[0].tv = 0.0f;
-       v[1].tu = ScaleWidth;   v[1].tv = 0.0f;
-       v[2].tu = ScaleWidth;   v[2].tv = ScaleHeight;
-       v[3].tu = 0.0f;                 v[3].tv = ScaleHeight;
-
-       // Set raster positions
-       ZoomWidth = (float)width * ctx->Pixel.ZoomX;
-       ZoomHeight = (float)height * ctx->Pixel.ZoomY;
-
-       v[0].x = x;                             v[0].y = GLD_FLIP_Y(y+cfEpsilon);
-       v[1].x = x+ZoomWidth;   v[1].y = GLD_FLIP_Y(y+cfEpsilon);
-       v[2].x = x+ZoomWidth;   v[2].y = GLD_FLIP_Y(y+ZoomHeight+cfEpsilon);
-       v[3].x = x;                             v[3].y = GLD_FLIP_Y(y+ZoomHeight+cfEpsilon);
-
-       // Draw image with full HW acceleration
-       // NOTE: Be nice to use a State Block for all this state...
-       IDirect3DDevice7_SetTexture(gld->pDev, 0, pImage);
-       IDirect3DDevice7_SetRenderState(gld->pDev, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
-       IDirect3DDevice7_SetRenderState(gld->pDev, D3DRENDERSTATE_CLIPPING, TRUE);
-       IDirect3DDevice7_SetTextureStageState(gld->pDev, 0, D3DTSS_MINFILTER, D3DTFN_POINT);
-       IDirect3DDevice7_SetTextureStageState(gld->pDev, 0, D3DTSS_MIPFILTER, D3DTFP_POINT);
-       IDirect3DDevice7_SetTextureStageState(gld->pDev, 0, D3DTSS_MAGFILTER, D3DTFG_POINT);
-       IDirect3DDevice7_SetTextureStageState(gld->pDev, 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
-       IDirect3DDevice7_SetTextureStageState(gld->pDev, 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
-       IDirect3DDevice7_SetTextureStageState(gld->pDev, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
-       IDirect3DDevice7_SetTextureStageState(gld->pDev, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
-       IDirect3DDevice7_SetTextureStageState(gld->pDev, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
-       IDirect3DDevice7_SetTextureStageState(gld->pDev, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
-       // Ensure texture unit 1 is disabled
-       IDirect3DDevice7_SetTextureStageState(gld->pDev, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
-       IDirect3DDevice7_SetTextureStageState(gld->pDev, 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
-
-       //
-       // Emulate Chromakey with an Alpha Test.
-       // [Alpha Test is more widely supported anyway]
-       //
-       if (bChromakey) {
-               // Switch on alpha testing
-               IDirect3DDevice7_SetRenderState(gld->pDev, D3DRENDERSTATE_ALPHATESTENABLE, TRUE);
-               // Fragment passes is alpha is greater than reference value
-               IDirect3DDevice7_SetRenderState(gld->pDev, D3DRENDERSTATE_ALPHAFUNC, D3DCMP_GREATER);
-               // Set alpha reference value between Bitmap alpha values of
-               // zero (transparent) and one (opaque).
-               IDirect3DDevice7_SetRenderState(gld->pDev, D3DRENDERSTATE_ALPHAREF, 0x7f);
-       }
-
-       IDirect3DDevice7_DrawPrimitive(gld->pDev, D3DPT_TRIANGLEFAN, _GLD_FVF_IMAGE, &v, 4, 0);
-
-       // Reset state to before we messed it up
-       FLUSH_VERTICES(ctx, _NEW_ALL);
-
-       return S_OK;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_DrawPixels_DX7(
-       struct gl_context *ctx,
-       GLint x, GLint y, GLsizei width, GLsizei height,
-       GLenum format, GLenum type,
-       const struct gl_pixelstore_attrib *unpack,
-       const GLvoid *pixels )
-{
-       GLD_context                     *gldCtx;
-       GLD_driver_dx7          *gld;
-
-       IDirectDrawSurface7     *pImage;
-       HRESULT                         hr;
-       DDSURFACEDESC2          ddsd;
-       DWORD                           dwFlags;
-       D3DX_SURFACEFORMAT      sf;
-       DWORD                           dwMipmaps;
-
-       const struct gl_texture_format  *MesaFormat;
-
-       MesaFormat = _mesa_choose_tex_format(ctx, format, format, type);
-
-       gldCtx  = GLD_GET_CONTEXT(ctx);
-       gld             = GLD_GET_DX7_DRIVER(gldCtx);
-
-       dwFlags         = D3DX_TEXTURE_NOMIPMAP;
-       sf                      = D3DX_SF_A8R8G8B8;
-       dwMipmaps       = 1;
-
-       hr = D3DXCreateTexture(
-               gld->pDev,
-               &dwFlags,
-               &width, &height,
-               &sf,            // format
-               NULL,           // palette
-               &pImage,        // Output texture
-               &dwMipmaps);
-       if (FAILED(hr)) {
-               return;
-       }
-
-       // D3DXCreateTexture() may not clear the texture is creates.
-       _gldClearSurface(pImage, 0);
-
-       //
-       // Use Mesa to fill in image
-       //
-
-       // Lock all of surface 
-       ddsd.dwSize = sizeof(DDSURFACEDESC2);
-       dwFlags = DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT;
-       hr = IDirectDrawSurface7_Lock(pImage, NULL, &ddsd, dwFlags, NULL);
-       if (FAILED(hr)) {
-               SAFE_RELEASE_SURFACE7(pImage);
-               return;
-       }
-
-       // unpack image, apply transfer ops and store directly in texture
-       MesaFormat->StoreImage(
-               ctx,
-               2,
-               GL_RGBA,
-               &_mesa_texformat_argb8888,
-               ddsd.lpSurface,
-               width, height, 1, 0, 0, 0,
-               ddsd.lPitch,
-               0, /* dstImageStride */
-               format, type, pixels, unpack);
-
-       IDirectDrawSurface7_Unlock(pImage, NULL);
-
-       _gldDrawPixels(ctx, FALSE, x, y, width, height, pImage);
-
-       SAFE_RELEASE_SURFACE7(pImage);
-}
-
-//---------------------------------------------------------------------------
-
-void gld_ReadPixels_DX7(
-       struct gl_context *ctx,
-       GLint x, GLint y, GLsizei width, GLsizei height,
-       GLenum format, GLenum type,
-       const struct gl_pixelstore_attrib *pack,
-       GLvoid *dest)
-{
-// TODO
-#if 0
-       GLD_context                                             *gldCtx;
-       GLD_driver_dx7                                  *gld;
-
-       IDirect3DSurface8                               *pBackbuffer = NULL;
-       IDirect3DSurface8                               *pNativeImage = NULL;
-       IDirect3DSurface8                               *pCanonicalImage = NULL;
-
-       D3DSURFACE_DESC                                 d3dsd;
-       RECT                                                    rcSrc; // Source rect
-       POINT                                                   ptDst; // Dest point
-       HRESULT                                                 hr;
-       D3DLOCKED_RECT                                  d3dLockedRect;
-       struct gl_pixelstore_attrib             srcPacking;
-       int                                                             i;
-       GLint                                                   DstRowStride;
-       const struct gl_texture_format  *MesaFormat;
-
-       switch (format) {
-       case GL_STENCIL_INDEX:
-       case GL_DEPTH_COMPONENT:
-               return;
-       }
-       
-       MesaFormat = _mesa_choose_tex_format(ctx, format, format, type);
-       DstRowStride = _mesa_image_row_stride(pack, width, format, type);
-
-       gldCtx  = GLD_GET_CONTEXT(ctx);
-       gld             = GLD_GET_DX7_DRIVER(gldCtx);
-
-       // Get backbuffer
-       hr = IDirect3DDevice8_GetBackBuffer(
-               gld->pDev,
-               0, // First backbuffer
-               D3DBACKBUFFER_TYPE_MONO,
-               &pBackbuffer);
-       if (FAILED(hr))
-               return;
-
-       // Get backbuffer description
-       hr = IDirect3DSurface8_GetDesc(pBackbuffer, &d3dsd);
-       if (FAILED(hr)) {
-               goto gld_ReadPixels_DX7_return;
-       }
-
-       // Create a surface compatible with backbuffer
-       hr = IDirect3DDevice8_CreateImageSurface(
-               gld->pDev, 
-               width,
-               height,
-               d3dsd.Format,
-               &pNativeImage);
-       if (FAILED(hr)) {
-               goto gld_ReadPixels_DX7_return;
-       }
-
-       // Compute source rect and dest point
-       SetRect(&rcSrc, 0, 0, width, height);
-       OffsetRect(&rcSrc, x, GLD_FLIP_HEIGHT(y, height));
-       ptDst.x = ptDst.y = 0;
-
-       // Get source pixels.
-       //
-       // This intermediate surface ensure that we can use CopyRects()
-       // instead of relying on D3DXLoadSurfaceFromSurface(), which may
-       // try and lock the backbuffer. This way seems safer.
-       //
-       hr = IDirect3DDevice8_CopyRects(
-               gld->pDev,
-               pBackbuffer,
-               &rcSrc,
-               1,
-               pNativeImage,
-               &ptDst);
-       if (FAILED(hr)) {
-               goto gld_ReadPixels_DX7_return;
-       }
-
-       // Create an RGBA8888 surface
-       hr = IDirect3DDevice8_CreateImageSurface(
-               gld->pDev, 
-               width,
-               height,
-               D3DFMT_A8R8G8B8,
-               &pCanonicalImage);
-       if (FAILED(hr)) {
-               goto gld_ReadPixels_DX7_return;
-       }
-
-       // Convert to RGBA8888
-       hr = D3DXLoadSurfaceFromSurface(
-               pCanonicalImage,        // Dest surface
-               NULL, NULL,                     // Dest palette, RECT
-               pNativeImage,           // Src surface
-               NULL, NULL,                     // Src palette, RECT
-               D3DX_FILTER_NONE,       // Filter
-               0);                                     // Colourkey
-       if (FAILED(hr)) {
-               goto gld_ReadPixels_DX7_return;
-       }
-
-       srcPacking.Alignment    = 1;
-       srcPacking.ImageHeight  = height;
-       srcPacking.LsbFirst             = GL_FALSE;
-       srcPacking.RowLength    = 0;
-       srcPacking.SkipImages   = 0;
-       srcPacking.SkipPixels   = 0;
-       srcPacking.SkipRows             = 0;
-       srcPacking.SwapBytes    = GL_FALSE;
-
-       // Lock all of image
-       hr = IDirect3DSurface8_LockRect(pCanonicalImage, &d3dLockedRect, NULL, 0);
-       if (FAILED(hr)) {
-               goto gld_ReadPixels_DX7_return;
-       }
-
-       // We need to flip the data. Yuck.
-       // Perhaps Mesa has a span packer we can use in future...
-       for (i=0; i<height; i++) {
-               BYTE *pDestRow = (BYTE*)_mesa_image_address(2,pack, dest, width, height, format, type, 0, i, 0);
-               BYTE *pSrcRow = (BYTE*)d3dLockedRect.pBits + (d3dLockedRect.Pitch * (height-i-1));
-               texImage->TexFormat->StoreImage(
-                       ctx,
-                       2,
-                       GL_RGBA,                                // base format
-                       MesaFormat,                             // dst format
-                       pDestRow,                               // dest addr
-                       width, 1, 1, 0, 0, 0,   // src x,y,z & dst offsets x,y,z
-                       DstRowStride,                   // dst row stride
-                       0,                                              // dstImageStride
-                       GL_BGRA,                                // src format
-                       GL_UNSIGNED_BYTE,               // src type
-                       pSrcRow,                                // src addr
-                       &srcPacking);                   // packing params of source image
-       }
-
-       IDirect3DSurface8_UnlockRect(pCanonicalImage);
-
-gld_ReadPixels_DX7_return:
-       SAFE_RELEASE_SURFACE8(pCanonicalImage);
-       SAFE_RELEASE_SURFACE8(pNativeImage);
-       SAFE_RELEASE_SURFACE8(pBackbuffer);
-#endif
-}
-
-//---------------------------------------------------------------------------
-
-void gld_CopyPixels_DX7(
-       struct gl_context *ctx,
-       GLint srcx,
-       GLint srcy,
-       GLsizei width,
-       GLsizei height,
-       GLint dstx,
-       GLint dsty,
-       GLenum type)
-{
-// TODO
-#if 0
-       //
-       // NOTE: Not allowed to copy vidmem to vidmem!
-       //       Therefore we use an intermediate image surface.
-       //
-
-       GLD_context                     *gldCtx;
-       GLD_driver_dx7          *gld;
-
-       IDirect3DSurface8       *pBackbuffer;
-       D3DSURFACE_DESC         d3dsd;
-       IDirect3DSurface8       *pImage;
-       RECT                            rcSrc; // Source rect
-       POINT                           ptDst; // Dest point
-       HRESULT                         hr;
-
-       // Only backbuffer
-       if (type != GL_COLOR)
-               return;
-
-       gldCtx  = GLD_GET_CONTEXT(ctx);
-       gld             = GLD_GET_DX7_DRIVER(gldCtx);
-
-       // Get backbuffer
-       hr = IDirect3DDevice8_GetBackBuffer(
-               gld->pDev,
-               0, // First backbuffer
-               D3DBACKBUFFER_TYPE_MONO,
-               &pBackbuffer);
-       if (FAILED(hr))
-               return;
-
-       // Get backbuffer description
-       hr = IDirect3DSurface8_GetDesc(pBackbuffer, &d3dsd);
-       if (FAILED(hr)) {
-               IDirect3DSurface8_Release(pBackbuffer);
-               return;
-       }
-
-       // Create a surface compatible with backbuffer
-       hr = IDirect3DDevice8_CreateImageSurface(
-               gld->pDev, 
-               width,
-               height,
-               d3dsd.Format,
-               &pImage);
-       if (FAILED(hr)) {
-               IDirect3DSurface8_Release(pBackbuffer);
-               return;
-       }
-
-       // Compute source rect and dest point
-       SetRect(&rcSrc, 0, 0, width, height);
-       OffsetRect(&rcSrc, srcx, GLD_FLIP_HEIGHT(srcy, height));
-       ptDst.x = ptDst.y = 0;
-
-       // Get source pixels
-       hr = IDirect3DDevice8_CopyRects(
-               gld->pDev,
-               pBackbuffer,
-               &rcSrc,
-               1,
-               pImage,
-               &ptDst);
-       IDirect3DSurface8_Release(pBackbuffer);
-       if (FAILED(hr)) {
-               IDirect3DSurface8_Release(pImage);
-               return;
-       }
-
-       _gldDrawPixels(ctx, FALSE, dstx, dsty, width, height, pImage);
-
-       IDirect3DSurface8_Release(pImage);
-#endif
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Bitmap_DX7(
-       struct gl_context *ctx,
-       GLint x,
-       GLint y,
-       GLsizei width,
-       GLsizei height,
-       const struct gl_pixelstore_attrib *unpack,
-       const GLubyte *bitmap)
-{
-       GLD_context                     *gldCtx;
-       GLD_driver_dx7          *gld;
-
-       IDirectDrawSurface7     *pImage;                // Bitmap texture
-       HRESULT                         hr;
-       BYTE                            *pTempBitmap;   // Pointer to unpacked bitmap
-       D3DCOLOR                        clBitmapOne;    // Opaque bitmap colour
-       D3DCOLOR                        clBitmapZero;   // Transparent bitmap colour
-       D3DCOLOR                        *pBits;                 // Pointer to texture surface
-       const GLubyte           *src;
-       int                                     i, j, k;
-
-       DDSURFACEDESC2          ddsd;                   // Surface desc returned by lock call
-       DWORD                           dwFlags;
-       D3DX_SURFACEFORMAT      sf;
-       DWORD                           dwMipmaps;
-
-       // Keep a copy of width/height as D3DXCreateTexture() call may alter input dimensions
-       GLsizei                         dwWidth = width;
-       GLsizei                         dwHeight = height;
-
-       gldCtx  = GLD_GET_CONTEXT(ctx);
-       gld             = GLD_GET_DX7_DRIVER(gldCtx);
-
-       // Bail if no bitmap (only raster pos is updated)
-       if ((bitmap == NULL) && (width==0) && (height==0))
-               return;
-
-       //
-       // TODO:        Detect conditions when created texture (pImage) is non-pow2.
-       //                      Texture coords may need to be adjusted to compensate.
-       //
-
-       clBitmapZero    = D3DCOLOR_RGBA(0,0,0,0); // NOTE: Alpha is Zero
-       clBitmapOne             = D3DCOLOR_COLORVALUE(
-               ctx->Current.RasterColor[0],
-               ctx->Current.RasterColor[1],
-               ctx->Current.RasterColor[2],
-               1.0f); // NOTE: Alpha is One
-
-       // Use Mesa to unpack bitmap into a canonical format
-       pTempBitmap = _mesa_unpack_bitmap(width, height, bitmap, unpack);
-       if (pTempBitmap == NULL)
-               return;
-
-       // Flags for texture creation
-       dwFlags         = D3DX_TEXTURE_NOMIPMAP;
-       sf                      = D3DX_SF_A8R8G8B8;
-       dwMipmaps       = 1;
-
-       // Create a D3D texture to hold the bitmap
-       hr = D3DXCreateTexture(
-               gld->pDev,
-               &dwFlags,
-               &dwWidth, &dwHeight,
-               &sf,            // format
-               NULL,           // palette
-               &pImage,        // Output texture
-               &dwMipmaps);
-       if (FAILED(hr)) {
-               FREE(pTempBitmap);
-               return;
-       }
-
-       // D3DXCreateTexture may return a texture bigger than we asked for
-       // (i.e. padded to POW2) so let's clear the entire image bitmap.
-       // Additional: Looks like this is not strictly necessary.
-//     _gldClearSurface(pImage, clBitmapZero);
-
-       ddsd.dwSize = sizeof(DDSURFACEDESC2);
-       dwFlags = DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT;
-       hr = IDirectDrawSurface7_Lock(pImage, NULL, &ddsd, dwFlags, NULL);
-       if (FAILED(hr)) {
-               FREE(pTempBitmap);
-               SAFE_RELEASE_SURFACE7(pImage);
-               return;
-       }
-
-#if 0
-       // DEBUG CODE
-       if (!(width==ddsd.dwWidth && height==ddsd.dwHeight))
-       ddlogPrintf(GLDLOG_WARN, "gld_Bitmap: In=%d,%d / Tex=%d,%d", width,height,ddsd.dwWidth,ddsd.dwHeight);
-#endif
-
-#if 0
-       // DEBUG CODE
-       ddlogPrintf(GLDLOG_SYSTEM, "gld_Bitmap: In=%d,%d / Tex=%d,%d", width,height,ddsd.dwWidth,ddsd.dwHeight);
-       ddlogPrintf(GLDLOG_SYSTEM, "gld_Bitmap: bpp=%d", ddsd.ddpfPixelFormat.dwRGBBitCount);
-#endif
-
-       // Cast texel pointer to texture surface.
-       // We can do this because we used D3DX_SF_A8R8G8B8 as the format
-       pBits = (D3DCOLOR*)ddsd.lpSurface;
-
-
-       // Copy from the input bitmap into the texture
-       for (i=0; i<height; i++) {
-               GLubyte byte;
-               pBits = (D3DCOLOR*)((BYTE*)ddsd.lpSurface + (i*ddsd.lPitch));
-               src = (const GLubyte *) _mesa_image_address(2,
-                       &ctx->DefaultPacking, pTempBitmap, width, height, GL_COLOR_INDEX, GL_BITMAP,
-                       0, i, 0);
-               for (j=0; j<(width>>3); j++) {
-                       byte = *src++;
-                       for (k=0; k<8; k++) {
-                               *pBits++ = (byte & 128) ? clBitmapOne : clBitmapZero;
-                               byte <<= 1;
-                       }
-               }
-               // Fill remaining bits from bitmap
-               if (width & 7) {
-                       byte = *src;
-                       for (k=0; k<(width & 7); k++) {
-                               *pBits++ = (byte & 128) ? clBitmapOne : clBitmapZero;
-                               byte <<= 1;
-                       }
-               }
-       }
-
-       // We're done with the unpacked bitmap
-       FREE(pTempBitmap);
-
-       // Finished with texture surface - unlock it
-       IDirectDrawSurface7_Unlock(pImage, NULL);
-
-       // Use internal function to draw bitmap onto rendertarget
-       _gldDrawPixels(ctx, TRUE, x, y, width, height, pImage);
-
-       // We're done with the bitmap texure - release it
-       IDirectDrawSurface7_Release(pImage);
-}
-
-//---------------------------------------------------------------------------
-// Texture functions
-//---------------------------------------------------------------------------
-
-void _gldAllocateTexture(
-       struct gl_context *ctx,
-       struct gl_texture_object *tObj,
-       struct gl_texture_image *texImage)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx7          *gld    = GLD_GET_DX7_DRIVER(gldCtx);
-
-       HRESULT                         hr;
-       IDirectDrawSurface7     *pTex;
-       D3DX_SURFACEFORMAT      d3dFormat;
-       DWORD                           dwFlags;
-       DWORD                           dwMipmaps;
-       DWORD                           dwWidth, dwHeight;
-
-       if (!tObj || !texImage)
-               return;
-
-       pTex = (IDirectDrawSurface7*)tObj->DriverData;
-       if (pTex) {
-               // Decide whether we can keep existing D3D texture
-               // by examining top-level surface.
-               DDSURFACEDESC2 ddsd;
-               ddsd.dwSize = sizeof(DDSURFACEDESC2);
-               _GLD_DX7_TEX(GetSurfaceDesc(pTex, &ddsd));
-               // Release existing texture if not compatible
-               if ((ddsd.dwWidth == texImage->Width) || 
-                       (ddsd.dwHeight == texImage->Height))
-               {
-                       return; // Keep the existing texture
-               }
-               tObj->DriverData = NULL;
-               _GLD_DX7_TEX(Release(pTex));
-       }
-
-       dwFlags         = (glb.bUseMipmaps) ? 0 : D3DX_TEXTURE_NOMIPMAP;
-       dwMipmaps       = (glb.bUseMipmaps) ? D3DX_DEFAULT : 1;
-       dwWidth         = texImage->Width;
-       dwHeight        = texImage->Height;
-
-       d3dFormat = _gldGLFormatToD3DFormat(texImage->IntFormat);
-       hr = D3DXCreateTexture(
-               gld->pDev,
-               &dwFlags,
-               &dwWidth,
-               &dwHeight,
-               &d3dFormat,
-               NULL,
-               &pTex,
-               &dwMipmaps);
-       if (FAILED(hr)) {
-               gldLogError(GLDLOG_ERROR, "AllocateTexture failed", hr);
-       }
-       tObj->DriverData = pTex;
-}
-
-//---------------------------------------------------------------------------
-
-const struct gl_texture_format* gld_ChooseTextureFormat_DX7(
-       struct gl_context *ctx,
-       GLint internalFormat,
-       GLenum srcFormat,
-       GLenum srcType)
-{
-       // [Based on mesa_choose_tex_format()]
-       //
-       // We will choose only texture formats that are supported
-       // by Direct3D. If the hardware doesn't support a particular
-       // texture format, then the D3DX texture calls that we use
-       // will automatically use a HW supported format.
-       //
-       // The most critical aim is to reduce copying; if we can use
-       // texture-image data directly then it will be a big performance assist.
-       //
-
-       switch (internalFormat) {
-       case GL_INTENSITY:
-       case GL_INTENSITY4:
-       case GL_INTENSITY8:
-       case GL_INTENSITY12:
-       case GL_INTENSITY16:
-               return &_mesa_texformat_l8; // D3DFMT_L8
-       case 1:
-       case GL_LUMINANCE:
-       case GL_LUMINANCE4:
-       case GL_LUMINANCE8:
-       case GL_LUMINANCE12:
-       case GL_LUMINANCE16:
-               return &_mesa_texformat_l8; // D3DFMT_L8
-       case GL_ALPHA:
-       case GL_ALPHA4:
-       case GL_ALPHA8:
-       case GL_ALPHA12:
-       case GL_ALPHA16:
-               return &_mesa_texformat_a8; // D3DFMT_A8
-       case GL_COLOR_INDEX:
-       case GL_COLOR_INDEX1_EXT:
-       case GL_COLOR_INDEX2_EXT:
-       case GL_COLOR_INDEX4_EXT:
-       case GL_COLOR_INDEX8_EXT:
-       case GL_COLOR_INDEX12_EXT:
-       case GL_COLOR_INDEX16_EXT:
-               return &_mesa_texformat_rgb565; // D3DFMT_R5G6B5
-               // Mesa will convert this for us later...
-               //      return &_mesa_texformat_ci8; // D3DFMT_R5G6B5
-       case 2:
-       case GL_LUMINANCE_ALPHA:
-       case GL_LUMINANCE4_ALPHA4:
-       case GL_LUMINANCE6_ALPHA2:
-       case GL_LUMINANCE8_ALPHA8:
-       case GL_LUMINANCE12_ALPHA4:
-       case GL_LUMINANCE12_ALPHA12:
-       case GL_LUMINANCE16_ALPHA16:
-               return &_mesa_texformat_al88; // D3DFMT_A8L8
-       case GL_R3_G3_B2:
-               return &_mesa_texformat_rgb332; // D3DFMT_R3G3B2
-       case GL_RGB4:
-       case GL_RGBA4:
-       case GL_RGBA2:
-               return &_mesa_texformat_argb4444; // D3DFMT_A4R4G4B4
-       case 3:
-       case GL_RGB:
-       case GL_RGB5:
-       case GL_RGB8:
-       case GL_RGB10:
-       case GL_RGB12:
-       case GL_RGB16:
-               return &_mesa_texformat_rgb565;
-       case 4:
-       case GL_RGBA:
-       case GL_RGBA8:
-       case GL_RGB10_A2:
-       case GL_RGBA12:
-       case GL_RGBA16:
-               return &_mesa_texformat_argb8888;
-       case GL_RGB5_A1:
-               return &_mesa_texformat_argb1555;
-       default:
-               _mesa_problem(NULL, "unexpected format in fxDDChooseTextureFormat");
-               return NULL;
-   }
-}
-
-//---------------------------------------------------------------------------
-
-/*
-// Safer(?), slower version.
-void gld_TexImage2D_DX7(
-       struct gl_context *ctx,
-       GLenum target,
-       GLint level,
-       GLint internalFormat,
-       GLint width,
-       GLint height,
-       GLint border,
-       GLenum format,
-       GLenum type,
-       const GLvoid *pixels,
-       const struct gl_pixelstore_attrib *packing,
-       struct gl_texture_object *tObj,
-       struct gl_texture_image *texImage)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx7          *gld    = GLD_GET_DX7_DRIVER(gldCtx);
-
-       IDirect3DTexture8       *pTex;
-       IDirect3DSurface8       *pSurface;
-       RECT                            rcSrcRect;
-       HRESULT                         hr;
-       GLint                           texelBytes = 4;
-       GLvoid                          *tempImage;
-
-       if (!tObj || !texImage)
-               return;
-
-       if (level == 0) {
-               _gldAllocateTexture(ctx, tObj, texImage);
-       }
-
-       pTex = (IDirect3DTexture8*)tObj->DriverData;
-       if (!pTex)
-               return; // Texture has not been created
-       if (level >= IDirect3DTexture8_GetLevelCount(pTex))
-               return; // Level does not exist
-       hr = IDirect3DTexture8_GetSurfaceLevel(pTex, level, &pSurface);
-       if (FAILED(hr))
-               return; // Surface level doesn't exist (or just a plain error)
-
-       tempImage = MALLOC(width * height * texelBytes);
-       if (!tempImage) {
-               _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage2D");
-               IDirect3DSurface8_Release(pSurface);
-               return;
-       }
-       // unpack image, apply transfer ops and store in tempImage
-       texImage->TexFormat->StoreImage(ctx, 2, texImage->Format,
-               &_mesa_texformat_argb8888, // dest format
-               tempImage,
-               width, height, 1, 0, 0, 0,
-               width * texelBytes,
-               0, // dstImageStride
-               format, type, pixels, packing);
-
-       SetRect(&rcSrcRect, 0, 0, width, height);
-       D3DXLoadSurfaceFromMemory(
-               pSurface,
-               NULL,
-               NULL,
-               tempImage,
-               D3DFMT_A8R8G8B8,
-               width * texelBytes,
-               NULL,
-               &rcSrcRect,
-               D3DX_FILTER_NONE,
-               0);
-
-       FREE(tempImage);
-       IDirect3DSurface8_Release(pSurface);
-}
-*/
-
-//---------------------------------------------------------------------------
-
-// Faster, more efficient version.
-// Copies subimage straight to dest texture
-void gld_TexImage2D_DX7(
-       struct gl_context *ctx,
-       GLenum target,
-       GLint level,
-       GLint internalFormat,
-       GLint width,
-       GLint height,
-       GLint border,
-       GLenum format,
-       GLenum type,
-       const GLvoid *pixels,
-       const struct gl_pixelstore_attrib *packing,
-       struct gl_texture_object *tObj,
-       struct gl_texture_image *texImage)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx7          *gld    = GLD_GET_DX7_DRIVER(gldCtx);
-
-       IDirectDrawSurface7     *pTex = NULL;
-       IDirectDrawSurface7     *pSurface = NULL;
-       HRESULT                         hr;
-       DDSURFACEDESC2          ddsd;
-       int                                     i;
-       DDSCAPS2                        ddsCaps;
-
-       if (!tObj || !texImage)
-               return;
-
-       // GLQUAKE FIX
-       // Test for input alpha data with non-alpha internalformat
-       if (((internalFormat==3) || (internalFormat==GL_RGB)) && (format==GL_RGBA)) {
-               // Input format has alpha, but a non-alpha format has been requested.
-               texImage->IntFormat = GL_RGBA;
-               internalFormat = GL_RGBA;
-       }
-
-       if (level == 0) {
-               _gldAllocateTexture(ctx, tObj, texImage);
-       }
-
-       pTex = (IDirectDrawSurface7*)tObj->DriverData;
-       if (!pTex) {
-               ASSERT(0);
-               return; // Texture has not been created
-       }
-
-       pSurface = pTex;
-       if (level != 0) {
-               ddsd.dwSize = sizeof(ddsd);
-               _GLD_DX7_TEX(GetSurfaceDesc(pTex, &ddsd));
-               if ((level > 0) && (level >= ddsd.dwMipMapCount))
-                       return; // Level does not exist
-               ZeroMemory(&ddsCaps, sizeof(ddsCaps));
-               for (i=0; i<level; i++) {
-                       ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_MIPMAP;
-                       hr = IDirectDrawSurface7_GetAttachedSurface(
-                               pSurface,
-                               &ddsCaps,
-                               &pSurface);
-                       if (SUCCEEDED(hr)) {
-                               IDirectDrawSurface7_Release(pSurface);
-                       } else {
-                               ;
-                       }
-               }
-       }
-
-       // Lock all of surface 
-       ddsd.dwSize = sizeof(ddsd);
-       hr = IDirectDrawSurface7_Lock(pSurface, NULL, &ddsd, 0, 0);
-       if (FAILED(hr)) {
-               IDirectDrawSurface7_Release(pSurface);
-               return;
-       }
-
-       // unpack image, apply transfer ops and store directly in texture
-       texImage->TexFormat->StoreImage(
-               ctx,
-               2,
-               texImage->Format,
-               //_gldMesaFormatForD3DFormat(d3dsd.Format),
-               _gldMesaFormatForD3DFormat(_gldD3DXFormatFromSurface(pSurface)),
-               ddsd.lpSurface,
-               width, height, 1, 0, 0, 0,
-               ddsd.lPitch,
-               0, // dstImageStride
-               format, type, pixels, packing);
-
-       IDirectDrawSurface7_Unlock(pSurface, NULL);
-}
-
-//---------------------------------------------------------------------------
-
-void gld_TexImage1D_DX7(struct gl_context *ctx, GLenum target, GLint level,
-                       GLint internalFormat,
-                       GLint width, GLint border,
-                       GLenum format, GLenum type, const GLvoid *pixels,
-                       const struct gl_pixelstore_attrib *packing,
-                       struct gl_texture_object *texObj,
-                       struct gl_texture_image *texImage )
-{
-       // A 1D texture is a 2D texture with a height of zero
-       gld_TexImage2D_DX7(ctx, target, level, internalFormat, width, 1, border, format, type, pixels, packing, texObj, texImage);
-}
-
-//---------------------------------------------------------------------------
-
-/*
-void gld_TexSubImage2D( struct gl_context *ctx, GLenum target, GLint level,
-                          GLint xoffset, GLint yoffset,
-                          GLsizei width, GLsizei height,
-                          GLenum format, GLenum type,
-                          const GLvoid *pixels,
-                          const struct gl_pixelstore_attrib *packing,
-                          struct gl_texture_object *tObj,
-                          struct gl_texture_image *texImage )
-{
-       GLD_GET_CONTEXT
-       IDirect3DTexture8       *pTex;
-       IDirect3DSurface8       *pSurface;
-       D3DFORMAT                       d3dFormat;
-       HRESULT                         hr;
-       GLint                           texelBytes = 4;
-       GLvoid                          *tempImage;
-       RECT                            rcSrcRect;
-       RECT                            rcDstRect;
-
-       if (!tObj || !texImage)
-               return;
-
-       pTex = (IDirect3DTexture8*)tObj->DriverData;
-       if (!pTex)
-               return; // Texture has not been created
-       if (level >= _GLD_DX8_TEX(GetLevelCount(pTex))
-               return; // Level does not exist
-       hr = _GLD_DX8_TEX(GetSurfaceLevel(pTex, level, &pSurface);
-       if (FAILED(hr))
-               return; // Surface level doesn't exist (or just a plain error)
-
-       d3dFormat = _gldGLFormatToD3DFormat(texImage->Format);
-       tempImage = MALLOC(width * height * texelBytes);
-       if (!tempImage) {
-               _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage2D");
-               IDirect3DSurface8_Release(pSurface);
-               return;
-       }
-
-       // unpack image, apply transfer ops and store in tempImage
-       texImage->TexFormat->StoreImage(ctx, 2, texImage->Format,
-               &_mesa_texformat_argb8888, // dest format
-               tempImage,
-               width, height, 1, 0, 0, 0,
-               width * texelBytes,
-               0, // dstImageStride
-               format, type, pixels, packing);
-
-       // Source rectangle is whole of input image
-       SetRect(&rcSrcRect, 0, 0, width, height);
-
-       // Dest rectangle must be offset to dest image
-       SetRect(&rcDstRect, 0, 0, width, height);
-       OffsetRect(&rcDstRect, xoffset, yoffset);
-
-       D3DXLoadSurfaceFromMemory(
-               pSurface,
-               NULL,
-               &rcDstRect,
-               tempImage,
-               D3DFMT_A8R8G8B8,
-               width * texelBytes,
-               NULL,
-               &rcSrcRect,
-               D3DX_FILTER_NONE,
-               0);
-
-       FREE(tempImage);
-       IDirect3DSurface8_Release(pSurface);
-}
-*/
-
-//---------------------------------------------------------------------------
-
-// Faster, more efficient version.
-// Copies subimage straight to dest texture
-void gld_TexSubImage2D_DX7( struct gl_context *ctx, GLenum target, GLint level,
-                          GLint xoffset, GLint yoffset,
-                          GLsizei width, GLsizei height,
-                          GLenum format, GLenum type,
-                          const GLvoid *pixels,
-                          const struct gl_pixelstore_attrib *packing,
-                          struct gl_texture_object *tObj,
-                          struct gl_texture_image *texImage )
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx7          *gld    = GLD_GET_DX7_DRIVER(gldCtx);
-
-       IDirectDrawSurface7     *pTex;
-       IDirectDrawSurface7     *pSurface;
-       HRESULT                         hr;
-       RECT                            rcDstRect;
-       DDSURFACEDESC2          ddsd;
-       int                                     i;
-       DDSCAPS2                        ddsCaps;
-
-       if (!tObj || !texImage)
-               return;
-
-       pTex = (IDirectDrawSurface7*)tObj->DriverData;
-       if (!pTex)
-               return; // Texture has not been created
-
-       __try {
-
-       ddsd.dwSize = sizeof(ddsd);
-       _GLD_DX7_TEX(GetSurfaceDesc(pTex, &ddsd));
-       if ((level > 0) && (level >= ddsd.dwMipMapCount))
-               return; // Level does not exist
-
-       ZeroMemory(&ddsCaps, sizeof(ddsCaps));
-       pSurface = pTex;
-       for (i=0; i<level; i++) {
-               ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_MIPMAP;
-               hr = IDirectDrawSurface7_GetAttachedSurface(
-                       pSurface,
-                       &ddsCaps,
-                       &pSurface);
-               if(SUCCEEDED(hr)) {
-                       IDirectDrawSurface7_Release(pSurface);
-               } else {
-                       return;
-               }
-       }
-
-       // Dest rectangle must be offset to dest image
-       SetRect(&rcDstRect, 0, 0, width, height);
-       OffsetRect(&rcDstRect, xoffset, yoffset);
-
-       // Lock sub-rect of surface 
-       hr = IDirectDrawSurface7_Lock(pSurface, &rcDstRect, &ddsd, 0, 0);
-       if (FAILED(hr)) {
-               IDirectDrawSurface7_Release(pSurface);
-               return;
-       }
-
-       // unpack image, apply transfer ops and store directly in texture
-       texImage->TexFormat->StoreImage(ctx, 2, texImage->Format,
-               _gldMesaFormatForD3DFormat(_gldD3DXFormatFromSurface(pSurface)),
-               ddsd.lpSurface,
-               width, height, 1,
-               0, 0, 0, // NOTE: d3dLockedRect.pBits is already offset!!!
-               ddsd.lPitch,
-               0, // dstImageStride
-               format, type, pixels, packing);
-
-
-       IDirectDrawSurface7_Unlock(pSurface, &rcDstRect);
-       }
-       __except(EXCEPTION_EXECUTE_HANDLER) {
-               ;
-       }
-}
-
-//---------------------------------------------------------------------------
-
-void gld_TexSubImage1D_DX7( struct gl_context *ctx, GLenum target, GLint level,
-                          GLint xoffset, GLsizei width,
-                          GLenum format, GLenum type,
-                          const GLvoid *pixels,
-                          const struct gl_pixelstore_attrib *packing,
-                          struct gl_texture_object *texObj,
-                          struct gl_texture_image *texImage )
-{
-       gld_TexSubImage2D_DX7(ctx, target, level, xoffset, 0, width, 1, format, type, pixels, packing, texObj, texImage);
-}
-
-//---------------------------------------------------------------------------
-
-void gld_DeleteTexture_DX7(
-       struct gl_context *ctx,
-       struct gl_texture_object *tObj)
-{
-       GLD_context *gld = (GLD_context*)(ctx->DriverCtx);
-
-       __try {
-
-       if (tObj) {
-               IDirectDrawSurface7 *pTex = (IDirectDrawSurface7*)tObj->DriverData;
-               if (pTex) {
-/*                     // Make sure texture is not bound to a stage before releasing it
-                       for (int i=0; i<MAX_TEXTURE_UNITS; i++) {
-                               if (gld->CurrentTexture[i] == pTex) {
-                                       gld->pDev->SetTexture(i, NULL);
-                                       gld->CurrentTexture[i] = NULL;
-                               }
-                       }*/
-                       _GLD_DX7_TEX(Release(pTex));
-                       tObj->DriverData = NULL;
-               }
-       }
-
-       }
-       __except(EXCEPTION_EXECUTE_HANDLER) {
-               ;
-       }
-}
-
-//---------------------------------------------------------------------------
-
-__inline void _gldSetColorOps(
-       const GLD_driver_dx7 *gld,
-       GLuint unit,
-       DWORD ColorArg1,
-       D3DTEXTUREOP ColorOp,
-       DWORD ColorArg2)
-{
-       _GLD_DX7_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_COLORARG1, ColorArg1));
-       _GLD_DX7_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_COLOROP, ColorOp));
-       _GLD_DX7_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_COLORARG2, ColorArg2));
-}
-
-//---------------------------------------------------------------------------
-
-__inline void _gldSetAlphaOps(
-       const GLD_driver_dx7 *gld,
-       GLuint unit,
-       DWORD AlphaArg1,
-       D3DTEXTUREOP AlphaOp,
-       DWORD AlphaArg2)
-{
-       _GLD_DX7_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_ALPHAARG1, AlphaArg1));
-       _GLD_DX7_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_ALPHAOP, AlphaOp));
-       _GLD_DX7_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_ALPHAARG2, AlphaArg2));
-}
-
-//---------------------------------------------------------------------------
-
-void gldUpdateTextureUnit(
-       struct gl_context *ctx,
-       GLuint unit,
-       BOOL bPassThrough)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx7          *gld    = GLD_GET_DX7_DRIVER(gldCtx);
-
-       D3DTEXTUREMINFILTER     minfilter;
-       D3DTEXTUREMIPFILTER     mipfilter;
-       GLenum                          BaseFormat;
-       DWORD                           dwColorArg0;
-       int                                     iTexEnv = 0;
-       GLD_texenv                      *pTexenv;
-
-       // NOTE: If bPassThrough is FALSE then texture stage can be
-       // disabled otherwise it must pass-through it's current fragment.
-
-       const struct gl_texture_unit *pUnit = &ctx->Texture.Unit[unit];
-       const struct gl_texture_object *tObj = pUnit->_Current;
-
-       IDirectDrawSurface7 *pTex = NULL;
-       if (tObj) {
-               pTex = (IDirectDrawSurface7*)tObj->DriverData;
-       }
-
-       __try {
-
-       // Enable texturing if unit is enabled and a valid D3D texture exists
-       // Mesa 5: TEXTUREn_x altered to TEXTURE_nD_BIT
-       //if (pTex && (pUnit->Enabled & (TEXTURE0_1D | TEXTURE0_2D))) {
-       if (pTex && (pUnit->_ReallyEnabled & (TEXTURE_1D_BIT | TEXTURE_2D_BIT))) {
-               // Enable texturing
-               _GLD_DX7_DEV(SetTexture(gld->pDev, unit, pTex));
-       } else {
-               // Disable texturing, then return
-               _GLD_DX7_DEV(SetTexture(gld->pDev, unit, NULL));
-               if (bPassThrough) {
-                       _gldSetColorOps(gld, unit, D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_DIFFUSE);
-                       _gldSetAlphaOps(gld, unit, D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_DIFFUSE);
-               } else {
-                       _gldSetColorOps(gld, unit, D3DTA_TEXTURE, D3DTOP_DISABLE, D3DTA_DIFFUSE);
-                       _gldSetAlphaOps(gld, unit, D3DTA_TEXTURE, D3DTOP_DISABLE, D3DTA_DIFFUSE);
-               }
-               return;
-       }
-
-       // Texture parameters
-       _gldConvertMinFilter(tObj->MinFilter, &minfilter, &mipfilter);
-       _GLD_DX7_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_MINFILTER, minfilter));
-       _GLD_DX7_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_MIPFILTER, mipfilter));
-       _GLD_DX7_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_MAGFILTER, _gldConvertMagFilter(tObj->MagFilter)));
-       _GLD_DX7_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_ADDRESSU, _gldConvertWrap(tObj->WrapS)));
-       _GLD_DX7_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_ADDRESSV, _gldConvertWrap(tObj->WrapT)));
-
-       // Texture priority
-       _GLD_DX7_TEX(SetPriority(pTex, (DWORD)(tObj->Priority*65535.0f)));
-
-       // Texture environment
-       // TODO: Examine input texture for alpha and use specific alpha/non-alpha ops.
-       //       See Page 355 of the Red Book.
-       BaseFormat = _gldDecodeBaseFormat(pTex);
-
-       switch (BaseFormat) {
-       case GL_RGB:
-               iTexEnv = 0;
-               break;
-       case GL_RGBA:
-               iTexEnv = 1;
-               break;
-       case GL_ALPHA:
-               iTexEnv = 2;
-               break;
-       }
-
-       switch (pUnit->EnvMode) {
-       case GL_DECAL:
-               iTexEnv += 0;
-               break;
-       case GL_REPLACE:
-               iTexEnv += 3;
-               break;
-       case GL_MODULATE:
-               iTexEnv += 6;
-               break;
-       case GL_BLEND:
-               // Set blend colour
-               // Unsupported by DX7
-//             dwColorArg0 = D3DCOLOR_COLORVALUE(pUnit->EnvColor[0], pUnit->EnvColor[1], pUnit->EnvColor[2], pUnit->EnvColor[3]);
-//             _GLD_DX7_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_COLORARG0, dwColorArg0));
-//             gldLogMessage(GLDLOG_WARN, "GL_BLEND\n");
-               iTexEnv += 9;
-               break;
-       case GL_ADD:
-               iTexEnv += 12;
-               break;
-       }
-       pTexenv = (GLD_texenv*)&gldTexEnv[iTexEnv];
-       _gldSetColorOps(gld, unit, pTexenv->ColorArg1, pTexenv->ColorOp, pTexenv->ColorArg2);
-       _gldSetAlphaOps(gld, unit, pTexenv->AlphaArg1, pTexenv->AlphaOp, pTexenv->AlphaArg2);
-
-       }
-       __except(EXCEPTION_EXECUTE_HANDLER) {
-               ;
-       }
-}
-
-//---------------------------------------------------------------------------
-
-void gld_NEW_TEXTURE_DX7(
-       struct gl_context *ctx)
-{
-       // TODO: Support for three (ATI Radeon) or more (nVidia GeForce3) texture units
-
-       BOOL bUnit0Enabled;
-       BOOL bUnit1Enabled;
-
-       if (!ctx)
-               return; // Sanity check
-
-       if (ctx->Const.MaxTextureUnits == 1) {
-               gldUpdateTextureUnit(ctx, 0, TRUE);
-               return;
-       }
-
-       //
-       // NOTE: THE FOLLOWING RELATES TO TWO TEXTURE UNITS, AND TWO ONLY!!
-       //
-
-       // Mesa 5: Texture Units altered
-       bUnit0Enabled = (ctx->Texture.Unit[0]._ReallyEnabled & (TEXTURE_1D_BIT | TEXTURE_2D_BIT)) ? TRUE : FALSE;
-       bUnit1Enabled = (ctx->Texture.Unit[1]._ReallyEnabled & (TEXTURE_1D_BIT | TEXTURE_2D_BIT)) ? TRUE : FALSE;
-
-       // If Unit0 is disabled and Unit1 is enabled then we must pass-though
-       gldUpdateTextureUnit(ctx, 0, (!bUnit0Enabled && bUnit1Enabled) ? TRUE : FALSE);
-       // We can always disable the last texture unit
-       gldUpdateTextureUnit(ctx, 1, FALSE);
-
-#ifdef _DEBUG
-       {
-               // Find out whether device supports current renderstates
-               GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-               GLD_driver_dx7          *gld    = GLD_GET_DX7_DRIVER(gldCtx);
-
-               DWORD dwPasses;
-               _GLD_DX7_DEV(ValidateDevice(gld->pDev, &dwPasses));
-#if 0
-               if (FAILED(hr)) {
-                       gldLogError(GLDLOG_ERROR, "ValidateDevice failed", hr);
-               }
-#endif
-               if (dwPasses != 1) {
-                       gldLogMessage(GLDLOG_ERROR, "ValidateDevice: Can't do in one pass\n");
-               }
-       }
-#endif
-};
-
-//---------------------------------------------------------------------------
diff --git a/src/mesa/drivers/windows/gldirect/dx7/gld_vb_d3d_render_dx7.c b/src/mesa/drivers/windows/gldirect/dx7/gld_vb_d3d_render_dx7.c
deleted file mode 100644 (file)
index 0a1b947..0000000
+++ /dev/null
@@ -1,257 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x/2000/XP/XBox (Win32)
-*
-* Description:  GLDirect fastpath pipeline stage
-*
-****************************************************************************/
-
-//---------------------------------------------------------------------------
-
-//#include "../GLDirect.h"
-//#include "../gld_log.h"
-//#include "gld_dx8.h"
-
-#include "dglcontext.h"
-#include "ddlog.h"
-#include "gld_dx7.h"
-
-//---------------------------------------------------------------------------
-
-#include "glheader.h"
-#include "context.h"
-#include "macros.h"
-// #include "mem.h"
-#include "mtypes.h"
-//#include "mmath.h"
-
-#include "math/m_matrix.h"
-#include "math/m_xform.h"
-
-#include "tnl/t_pipeline.h"
-
-//---------------------------------------------------------------------------
-/*
-__inline void _gldSetVertexShaderConstants(
-       struct gl_context *ctx,
-       GLD_driver_dx8 *gld)
-{
-       D3DXMATRIX mat, matView, matProj;
-       GLfloat         *pM;
-
-       // Mesa 5: Altered to a Stack
-       //pM = ctx->ModelView.m;
-       pM = ctx->ModelviewMatrixStack.Top->m;
-       matView._11 = pM[0];
-       matView._12 = pM[1];
-       matView._13 = pM[2];
-       matView._14 = pM[3];
-       matView._21 = pM[4];
-       matView._22 = pM[5];
-       matView._23 = pM[6];
-       matView._24 = pM[7];
-       matView._31 = pM[8];
-       matView._32 = pM[9];
-       matView._33 = pM[10];
-       matView._34 = pM[11];
-       matView._41 = pM[12];
-       matView._42 = pM[13];
-       matView._43 = pM[14];
-       matView._44 = pM[15];
-
-       // Mesa 5: Altered to a Stack
-       //pM = ctx->ProjectionMatrix.m;
-       pM = ctx->ProjectionMatrixStack.Top->m;
-       matProj._11 = pM[0];
-       matProj._12 = pM[1];
-       matProj._13 = pM[2];
-       matProj._14 = pM[3];
-       matProj._21 = pM[4];
-       matProj._22 = pM[5];
-       matProj._23 = pM[6];
-       matProj._24 = pM[7];
-       matProj._31 = pM[8];
-       matProj._32 = pM[9];
-       matProj._33 = pM[10];
-       matProj._34 = pM[11];
-       matProj._41 = pM[12];
-       matProj._42 = pM[13];
-       matProj._43 = pM[14];
-       matProj._44 = pM[15];
-
-       D3DXMatrixMultiply( &mat, &matView, &matProj );
-       D3DXMatrixTranspose( &mat, &mat );
-
-       _GLD_DX8_DEV(SetVertexShaderConstant(gld->pDev, 0, &mat, 4));
-}
-*/
-//---------------------------------------------------------------------------
-
-static GLboolean gld_d3d_render_stage_run(
-       struct gl_context *ctx,
-       struct tnl_pipeline_stage *stage)
-{
-       GLD_context                             *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx7                  *gld    = GLD_GET_DX7_DRIVER(gldCtx);
-
-       TNLcontext                              *tnl;
-       struct vertex_buffer    *VB;
-       tnl_render_func                         *tab;
-       GLint                                   pass;
-       GLD_pb_dx7                              *gldPB = &gld->PB3d;
-       DWORD                                   dwFlags;
-
-/*
-       static int count = 0;
-       count++;
-       if (count != 2)
-               return GL_FALSE;
-*/
-       // The "check" function should disable this stage,
-       // but we'll test gld->bUseMesaTnL anyway.
-       if (gld->bUseMesaTnL) {
-               // Do nothing in this stage, but continue pipeline
-               return GL_TRUE;
-       }
-       
-       tnl = TNL_CONTEXT(ctx);
-       VB = &tnl->vb;
-       pass = 0;
-
-   tnl->Driver.Render.Start( ctx );
-
-#if 0
-   // For debugging: Useful to see if an app passes colour data in
-   // an unusual format.
-   switch (VB->AttribPtr[_TNL_ATTRIB_COLOR0]->Type) {
-   case GL_FLOAT:
-          ddlogMessage(GLDLOG_SYSTEM, "ColorPtr: GL_FLOAT\n");
-          break;
-   case GL_UNSIGNED_BYTE:
-          ddlogMessage(GLDLOG_SYSTEM, "ColorPtr: GL_UNSIGNED_BYTE\n");
-          break;
-   default:
-          ddlogMessage(GLDLOG_SYSTEM, "ColorPtr: *?*\n");
-          break;
-   }
-#endif
-
-   tnl->Driver.Render.Points           = gld_Points3D_DX7;
-   if (ctx->_TriangleCaps & DD_FLATSHADE) {
-          tnl->Driver.Render.Line              = gld_Line3DFlat_DX7;
-          tnl->Driver.Render.Triangle  = gld_Triangle3DFlat_DX7;
-          tnl->Driver.Render.Quad              = gld_Quad3DFlat_DX7;
-   } else {
-          tnl->Driver.Render.Line              = gld_Line3DSmooth_DX7;
-          tnl->Driver.Render.Triangle  = gld_Triangle3DSmooth_DX7;
-          tnl->Driver.Render.Quad              = gld_Quad3DSmooth_DX7;
-   }
-
-//     _GLD_DX7_VB(Lock(gldPB->pVB, 0, 0, &gldPB->pPoints, D3DLOCK_DISCARD));
-       dwFlags = DDLOCK_DISCARDCONTENTS | DDLOCK_WAIT | DDLOCK_SURFACEMEMORYPTR | DDLOCK_WRITEONLY;
-       _GLD_DX7_VB(Lock(gldPB->pVB, dwFlags, &gldPB->pPoints, NULL));
-       gldPB->nPoints = gldPB->nLines = gldPB->nTriangles = 0;
-       // Allocate primitive pointers
-       // gldPB->pPoints is always first
-       gldPB->pLines           = gldPB->pPoints + (gldPB->dwStride * gldPB->iFirstLine);
-       gldPB->pTriangles       = gldPB->pPoints + (gldPB->dwStride * gldPB->iFirstTriangle);
-       
-       ASSERT(tnl->Driver.Render.BuildVertices);
-       ASSERT(tnl->Driver.Render.PrimitiveNotify);
-       ASSERT(tnl->Driver.Render.Points);
-       ASSERT(tnl->Driver.Render.Line);
-       ASSERT(tnl->Driver.Render.Triangle);
-       ASSERT(tnl->Driver.Render.Quad);
-       ASSERT(tnl->Driver.Render.ResetLineStipple);
-       ASSERT(tnl->Driver.Render.Interp);
-       ASSERT(tnl->Driver.Render.CopyPV);
-       ASSERT(tnl->Driver.Render.ClippedLine);
-       ASSERT(tnl->Driver.Render.ClippedPolygon);
-       ASSERT(tnl->Driver.Render.Finish);
-
-       tab = (VB->Elts ? tnl->Driver.Render.PrimTabElts : tnl->Driver.Render.PrimTabVerts);
-       
-       do {
-               GLuint i, length, flags = 0;
-               for (i = 0 ; !(flags & PRIM_END) ; i += length)
-               {
-                       flags = VB->Primitive[i].mode;
-                       length= VB->Primitive[i].count;
-                       ASSERT(length || (flags & PRIM_END));
-                       ASSERT((flags & PRIM_MODE_MASK) <= GL_POLYGON+1);
-                       if (length)
-                               tab[flags & PRIM_MODE_MASK]( ctx, i, i + length, flags );
-               }
-       } while (tnl->Driver.Render.Multipass &&
-               tnl->Driver.Render.Multipass( ctx, ++pass ));
-       
-       _GLD_DX7_VB(Unlock(gldPB->pVB));
-
-//     _GLD_DX7_DEV(SetStreamSource(gld->pDev, 0, gldPB->pVB, gldPB->dwStride));
-
-       _GLD_DX7_DEV(SetTransform(gld->pDev, D3DTRANSFORMSTATE_PROJECTION, &gld->matProjection));
-       _GLD_DX7_DEV(SetTransform(gld->pDev, D3DTRANSFORMSTATE_WORLD, &gld->matModelView));
-
-       if (gldPB->nPoints) {
-//             _GLD_DX7_DEV(DrawPrimitive(gld->pDev, D3DPT_POINTLIST, 0, gldPB->nPoints));
-               _GLD_DX7_DEV(DrawPrimitiveVB(gld->pDev, D3DPT_POINTLIST, gldPB->pVB, 0, gldPB->nPoints, 0));
-               gldPB->nPoints = 0;
-       }
-
-       if (gldPB->nLines) {
-//             _GLD_DX7_DEV(DrawPrimitive(gld->pDev, D3DPT_LINELIST, gldPB->iFirstLine, gldPB->nLines));
-               _GLD_DX7_DEV(DrawPrimitiveVB(gld->pDev, D3DPT_LINELIST, gldPB->pVB, gldPB->iFirstLine, gldPB->nLines, 0));
-               gldPB->nLines = 0;
-       }
-
-       if (gldPB->nTriangles) {
-//             _GLD_DX7_DEV(DrawPrimitive(gld->pDev, D3DPT_TRIANGLELIST, gldPB->iFirstTriangle, gldPB->nTriangles));
-               _GLD_DX7_DEV(DrawPrimitiveVB(gld->pDev, D3DPT_TRIANGLELIST, gldPB->pVB, gldPB->iFirstTriangle, gldPB->nTriangles, 0));
-               gldPB->nTriangles = 0;
-       }
-
-       return GL_FALSE;                /* finished the pipe */
-}
-
-
-//---------------------------------------------------------------------------
-
-const struct tnl_pipeline_stage _gld_d3d_render_stage =
-{
-   "gld_d3d_render_stage",
-   NULL,
-   NULL,
-   NULL,
-   NULL,
-   gld_d3d_render_stage_run                    /* run */
-};
-
-//---------------------------------------------------------------------------
diff --git a/src/mesa/drivers/windows/gldirect/dx7/gld_vb_mesa_render_dx7.c b/src/mesa/drivers/windows/gldirect/dx7/gld_vb_mesa_render_dx7.c
deleted file mode 100644 (file)
index a8356c0..0000000
+++ /dev/null
@@ -1,422 +0,0 @@
-
-/*
- * Mesa 3-D graphics library
- * Version:  3.5
- *
- * Copyright (C) 1999-2001  Brian Paul   All Rights Reserved.
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included
- * in all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
- * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- *
- * Authors:
- *    Keith Whitwell <keithw@valinux.com>
- */
-
-
-/*
- * Render whole vertex buffers, including projection of vertices from
- * clip space and clipping of primitives.
- *
- * This file makes calls to project vertices and to the point, line
- * and triangle rasterizers via the function pointers:
- *
- *    context->Driver.Render.*
- *
- */
-
-
-//---------------------------------------------------------------------------
-
-//#include "../GLDirect.h"
-//#include "../gld_log.h"
-//#include "gld_dx8.h"
-
-#include "dglcontext.h"
-#include "ddlog.h"
-#include "gld_dx7.h"
-
-//---------------------------------------------------------------------------
-
-#include "glheader.h"
-#include "context.h"
-#include "macros.h"
-// #include "mem.h"
-#include "mtypes.h"
-//#include "mmath.h"
-
-#include "math/m_matrix.h"
-#include "math/m_xform.h"
-
-#include "tnl/t_pipeline.h"
-
-/**********************************************************************/
-/*                        Clip single primitives                      */
-/**********************************************************************/
-
-
-#if defined(USE_IEEE)
-#define NEGATIVE(x) (GET_FLOAT_BITS(x) & (1<<31))
-//#define DIFFERENT_SIGNS(x,y) ((GET_FLOAT_BITS(x) ^ GET_FLOAT_BITS(y)) & (1<<31))
-#else
-#define NEGATIVE(x) (x < 0)
-//#define DIFFERENT_SIGNS(x,y) (x * y <= 0 && x - y != 0)
-/* Could just use (x*y<0) except for the flatshading requirements.
- * Maybe there's a better way?
- */
-#endif
-
-
-#define W(i) coord[i][3]
-#define Z(i) coord[i][2]
-#define Y(i) coord[i][1]
-#define X(i) coord[i][0]
-#define SIZE 4
-#define TAG(x) x##_4
-#include "tnl/t_vb_cliptmp.h"
-
-
-
-/**********************************************************************/
-/*              Clip and render whole begin/end objects               */
-/**********************************************************************/
-
-#define NEED_EDGEFLAG_SETUP (ctx->_TriangleCaps & DD_TRI_UNFILLED)
-#define EDGEFLAG_GET(idx) VB->EdgeFlag[idx]
-#define EDGEFLAG_SET(idx, val) VB->EdgeFlag[idx] = val
-
-
-/* Vertices, with the possibility of clipping.
- */
-#define RENDER_POINTS( start, count ) \
-   tnl->Driver.Render.Points( ctx, start, count )
-
-#define RENDER_LINE( v1, v2 )                  \
-do {                                           \
-   GLubyte c1 = mask[v1], c2 = mask[v2];       \
-   GLubyte ormask = c1|c2;                     \
-   if (!ormask)                                        \
-      LineFunc( ctx, v1, v2 );                 \
-   else if (!(c1 & c2 & 0x3f))                 \
-      clip_line_4( ctx, v1, v2, ormask );      \
-} while (0)
-
-#define RENDER_TRI( v1, v2, v3 )                       \
-do {                                                   \
-   GLubyte c1 = mask[v1], c2 = mask[v2], c3 = mask[v3];        \
-   GLubyte ormask = c1|c2|c3;                          \
-   if (!ormask)                                                \
-      TriangleFunc( ctx, v1, v2, v3 );                 \
-   else if (!(c1 & c2 & c3 & 0x3f))                    \
-      clip_tri_4( ctx, v1, v2, v3, ormask );           \
-} while (0)
-
-#define RENDER_QUAD( v1, v2, v3, v4 )                  \
-do {                                                   \
-   GLubyte c1 = mask[v1], c2 = mask[v2];               \
-   GLubyte c3 = mask[v3], c4 = mask[v4];               \
-   GLubyte ormask = c1|c2|c3|c4;                       \
-   if (!ormask)                                                \
-      QuadFunc( ctx, v1, v2, v3, v4 );                 \
-   else if (!(c1 & c2 & c3 & c4 & 0x3f))               \
-      clip_quad_4( ctx, v1, v2, v3, v4, ormask );      \
-} while (0)
-
-
-#define LOCAL_VARS                                             \
-   TNLcontext *tnl = TNL_CONTEXT(ctx);                         \
-   struct vertex_buffer *VB = &tnl->vb;                                \
-   const GLuint * const elt = VB->Elts;                                \
-   const GLubyte *mask = VB->ClipMask;                         \
-   const GLuint sz = VB->ClipPtr->size;                                \
-   const tnl_line_func LineFunc = tnl->Driver.Render.Line;             \
-   const tnl_triangle_func TriangleFunc = tnl->Driver.Render.Triangle; \
-   const tnl_quad_func QuadFunc = tnl->Driver.Render.Quad;             \
-   const GLboolean stipple = ctx->Line.StippleFlag;            \
-   (void) (LineFunc && TriangleFunc && QuadFunc);              \
-   (void) elt; (void) mask; (void) sz; (void) stipple;
-
-#define TAG(x) clip_##x##_verts
-#define INIT(x) tnl->Driver.Render.PrimitiveNotify( ctx, x )
-#define RESET_STIPPLE if (stipple) tnl->Driver.Render.ResetLineStipple( ctx )
-#define PRESERVE_VB_DEFS
-#include "tnl/t_vb_rendertmp.h"
-
-
-
-/* Elts, with the possibility of clipping.
- */
-#undef ELT
-#undef TAG
-#define ELT(x) elt[x]
-#define TAG(x) clip_##x##_elts
-#include "tnl/t_vb_rendertmp.h"
-
-/* TODO: do this for all primitives, verts and elts:
- */
-static void clip_elt_triangles( struct gl_context *ctx,
-                               GLuint start,
-                               GLuint count,
-                               GLuint flags )
-{
-   TNLcontext *tnl = TNL_CONTEXT(ctx);
-   tnl_render_func render_tris = tnl->Driver.Render.PrimTabElts[GL_TRIANGLES];
-   struct vertex_buffer *VB = &tnl->vb;
-   const GLuint * const elt = VB->Elts;
-   GLubyte *mask = VB->ClipMask;
-   GLuint last = count-2;
-   GLuint j;
-   (void) flags;
-
-   tnl->Driver.Render.PrimitiveNotify( ctx, GL_TRIANGLES );
-
-   for (j=start; j < last; j+=3 ) {
-      GLubyte c1 = mask[elt[j]];
-      GLubyte c2 = mask[elt[j+1]];
-      GLubyte c3 = mask[elt[j+2]];
-      GLubyte ormask = c1|c2|c3;
-      if (ormask) {
-        if (start < j)
-           render_tris( ctx, start, j, 0 );
-        if (!(c1&c2&c3&0x3f))
-           clip_tri_4( ctx, elt[j], elt[j+1], elt[j+2], ormask );
-        start = j+3;
-      }
-   }
-
-   if (start < j)
-      render_tris( ctx, start, j, 0 );
-}
-
-/**********************************************************************/
-/*                  Render whole begin/end objects                    */
-/**********************************************************************/
-
-#define NEED_EDGEFLAG_SETUP (ctx->_TriangleCaps & DD_TRI_UNFILLED)
-#define EDGEFLAG_GET(idx) VB->EdgeFlag[idx]
-#define EDGEFLAG_SET(idx, val) VB->EdgeFlag[idx] = val
-
-
-/* Vertices, no clipping.
- */
-#define RENDER_POINTS( start, count ) \
-   tnl->Driver.Render.Points( ctx, start, count )
-
-#define RENDER_LINE( v1, v2 ) \
-   LineFunc( ctx, v1, v2 )
-
-#define RENDER_TRI( v1, v2, v3 ) \
-   TriangleFunc( ctx, v1, v2, v3 )
-
-#define RENDER_QUAD( v1, v2, v3, v4 ) \
-   QuadFunc( ctx, v1, v2, v3, v4 )
-
-#define TAG(x) _gld_tnl_##x##_verts
-
-#define LOCAL_VARS                                             \
-   TNLcontext *tnl = TNL_CONTEXT(ctx);                         \
-   struct vertex_buffer *VB = &tnl->vb;                                \
-   const GLuint * const elt = VB->Elts;                                \
-   const tnl_line_func LineFunc = tnl->Driver.Render.Line;             \
-   const tnl_triangle_func TriangleFunc = tnl->Driver.Render.Triangle; \
-   const tnl_quad_func QuadFunc = tnl->Driver.Render.Quad;             \
-   (void) (LineFunc && TriangleFunc && QuadFunc);              \
-   (void) elt;
-
-#define RESET_STIPPLE tnl->Driver.Render.ResetLineStipple( ctx )
-#define INIT(x) tnl->Driver.Render.PrimitiveNotify( ctx, x )
-#define RENDER_TAB_QUALIFIER
-#define PRESERVE_VB_DEFS
-#include "tnl/t_vb_rendertmp.h"
-
-
-/* Elts, no clipping.
- */
-#undef ELT
-#define TAG(x) _gld_tnl_##x##_elts
-#define ELT(x) elt[x]
-#include "tnl/t_vb_rendertmp.h"
-
-
-/**********************************************************************/
-/*              Helper functions for drivers                  */
-/**********************************************************************/
-/*
-void _tnl_RenderClippedPolygon( struct gl_context *ctx, const GLuint *elts, GLuint n )
-{
-   TNLcontext *tnl = TNL_CONTEXT(ctx);
-   struct vertex_buffer *VB = &tnl->vb;
-   GLuint *tmp = VB->Elts;
-
-   VB->Elts = (GLuint *)elts;
-   tnl->Driver.Render.PrimTabElts[GL_POLYGON]( ctx, 0, n, PRIM_BEGIN|PRIM_END );
-   VB->Elts = tmp;
-}
-
-void _tnl_RenderClippedLine( struct gl_context *ctx, GLuint ii, GLuint jj )
-{
-   TNLcontext *tnl = TNL_CONTEXT(ctx);
-   tnl->Driver.Render.Line( ctx, ii, jj );
-}
-*/
-
-
-/**********************************************************************/
-/*              Clip and render whole vertex buffers                  */
-/**********************************************************************/
-
-tnl_points_func _gldSetupPoints[4] = {
-       gld_Points2D_DX7,
-       gld_Points2D_DX7,
-       gld_Points2D_DX7,
-       gld_Points2D_DX7
-};
-tnl_line_func _gldSetupLine[4] = {
-       gld_Line2DFlat_DX7,
-       gld_Line2DSmooth_DX7,
-       gld_Line2DFlat_DX7,
-       gld_Line2DSmooth_DX7,
-};
-tnl_triangle_func _gldSetupTriangle[4] = {
-       gld_Triangle2DFlat_DX7,
-       gld_Triangle2DSmooth_DX7,
-       gld_Triangle2DFlatExtras_DX7,
-       gld_Triangle2DSmoothExtras_DX7
-};
-tnl_quad_func _gldSetupQuad[4] = {
-       gld_Quad2DFlat_DX7,
-       gld_Quad2DSmooth_DX7,
-       gld_Quad2DFlatExtras_DX7,
-       gld_Quad2DSmoothExtras_DX7
-};
-
-//---------------------------------------------------------------------------
-
-static GLboolean _gld_mesa_render_stage_run(
-       struct gl_context *ctx,
-       struct tnl_pipeline_stage *stage)
-{
-       GLD_context                             *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx7                  *gld    = GLD_GET_DX7_DRIVER(gldCtx);
-               
-       TNLcontext                              *tnl = TNL_CONTEXT(ctx);
-       struct vertex_buffer    *VB = &tnl->vb;
-       tnl_render_func                         *tab;
-       GLint                                   pass = 0;
-       GLD_pb_dx7                              *gldPB;
-       DWORD                                   dwFlags;
-
-       /* Allow the drivers to lock before projected verts are built so
-    * that window coordinates are guarenteed not to change before
-    * rendering.
-    */
-       ASSERT(tnl->Driver.Render.Start);
-       
-       tnl->Driver.Render.Start( ctx );
-       
-       gldPB = &gld->PB2d;
-       tnl->Driver.Render.Points       = _gldSetupPoints[gld->iSetupFunc];
-       tnl->Driver.Render.Line         = _gldSetupLine[gld->iSetupFunc];
-       tnl->Driver.Render.Triangle     = _gldSetupTriangle[gld->iSetupFunc];
-       tnl->Driver.Render.Quad         = _gldSetupQuad[gld->iSetupFunc];
-
-       dwFlags = DDLOCK_DISCARDCONTENTS | DDLOCK_WAIT | DDLOCK_SURFACEMEMORYPTR | DDLOCK_WRITEONLY;
-       _GLD_DX7_VB(Lock(gldPB->pVB, dwFlags, &gldPB->pPoints, NULL));
-       gldPB->nPoints = gldPB->nLines = gldPB->nTriangles = 0;
-
-       // Allocate primitive pointers - gldPB->pPoints is always first
-       gldPB->pLines           = gldPB->pPoints + (gldPB->dwStride * gldPB->iFirstLine);
-       gldPB->pTriangles       = gldPB->pPoints + (gldPB->dwStride * gldPB->iFirstTriangle);
-
-       ASSERT(tnl->Driver.Render.BuildVertices);
-       ASSERT(tnl->Driver.Render.PrimitiveNotify);
-       ASSERT(tnl->Driver.Render.Points);
-       ASSERT(tnl->Driver.Render.Line);
-       ASSERT(tnl->Driver.Render.Triangle);
-       ASSERT(tnl->Driver.Render.Quad);
-       ASSERT(tnl->Driver.Render.ResetLineStipple);
-       ASSERT(tnl->Driver.Render.Interp);
-       ASSERT(tnl->Driver.Render.CopyPV);
-       ASSERT(tnl->Driver.Render.ClippedLine);
-       ASSERT(tnl->Driver.Render.ClippedPolygon);
-       ASSERT(tnl->Driver.Render.Finish);
-       
-       tnl->Driver.Render.BuildVertices( ctx, 0, VB->Count, ~0 );
-       
-       if (VB->ClipOrMask) {
-               tab = VB->Elts ? clip_render_tab_elts : clip_render_tab_verts;
-               clip_render_tab_elts[GL_TRIANGLES] = clip_elt_triangles;
-       }
-       else {
-               tab = (VB->Elts ? 
-                       tnl->Driver.Render.PrimTabElts : 
-               tnl->Driver.Render.PrimTabVerts);
-       }
-       
-       do {
-               GLuint i, length, flags = 0;
-               for (i = 0 ; !(flags & PRIM_END) ; i += length) {
-                       flags = VB->Primitive[i].mode;
-                       length= VB->Primitive[i].count;
-                       ASSERT(length || (flags & PRIM_END));
-                       ASSERT((flags & PRIM_MODE_MASK) <= GL_POLYGON+1);
-                       if (length)
-                               tab[flags & PRIM_MODE_MASK]( ctx, i, i + length, flags );
-               }
-       } while (tnl->Driver.Render.Multipass &&
-               tnl->Driver.Render.Multipass( ctx, ++pass ));
-       
-       
-//     tnl->Driver.Render.Finish( ctx );
-       
-       _GLD_DX7_VB(Unlock(gldPB->pVB));
-
-       if (gldPB->nPoints) {
-               _GLD_DX7_DEV(DrawPrimitiveVB(gld->pDev, D3DPT_POINTLIST, gldPB->pVB, 0, gldPB->nPoints, 0));
-               gldPB->nPoints = 0;
-       }
-
-       if (gldPB->nLines) {
-               _GLD_DX7_DEV(DrawPrimitiveVB(gld->pDev, D3DPT_LINELIST, gldPB->pVB, gldPB->iFirstLine, gldPB->nLines*2, 0));
-               gldPB->nLines = 0;
-       }
-
-       if (gldPB->nTriangles) {
-               _GLD_DX7_DEV(DrawPrimitiveVB(gld->pDev, D3DPT_TRIANGLELIST, gldPB->pVB, gldPB->iFirstTriangle, gldPB->nTriangles*3, 0));
-               gldPB->nTriangles = 0;
-       }
-
-       return GL_FALSE;                /* finished the pipe */
-}
-
-
-/**********************************************************************/
-/*                          Render pipeline stage                     */
-/**********************************************************************/
-
-
-
-const struct tnl_pipeline_stage _gld_mesa_render_stage =
-{
-   "gld_mesa_render_stage",
-   NULL,
-   NULL,
-   NULL,
-   NULL,
-   _gld_mesa_render_stage_run  /* run */
-};
-
-//---------------------------------------------------------------------------
diff --git a/src/mesa/drivers/windows/gldirect/dx7/gld_wgl_dx7.c b/src/mesa/drivers/windows/gldirect/dx7/gld_wgl_dx7.c
deleted file mode 100644 (file)
index 0d860db..0000000
+++ /dev/null
@@ -1,1613 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x/2000/XP/XBox (Win32)
-*
-* Description:  GLDirect Direct3D 8.x WGL (WindowsGL)
-*
-****************************************************************************/
-
-#include "dglcontext.h"
-#include "gld_driver.h"
-//#include "gld_dxerr8.h"
-#include "gld_dx7.h"
-
-#include "tnl/tnl.h"
-#include "tnl/t_context.h"
-
-// Copied from dglcontect.c
-#define GLDERR_NONE     0
-#define GLDERR_MEM      1
-#define GLDERR_DDRAW    2
-#define GLDERR_D3D      3
-#define GLDERR_BPP      4
-#define GLDERR_DDS      5
-// This external var keeps track of any error
-extern int nContextError;
-
-// Uncomment this for persistant resources
-//#define _GLD_PERSISTANT
-
-#define DDLOG_CRITICAL_OR_WARN DDLOG_CRITICAL
-
-extern void _gld_mesa_warning(struct gl_context *, char *);
-extern void _gld_mesa_fatal(struct gl_context *, char *);
-
-//---------------------------------------------------------------------------
-
-static char    szColorDepthWarning[] =
-"GLDirect does not support the current desktop\n\
-color depth.\n\n\
-You may need to change the display resolution to\n\
-16 bits per pixel or higher color depth using\n\
-the Windows Display Settings control panel\n\
-before running this OpenGL application.\n";
-
-// The only depth-stencil formats currently supported by Direct3D
-// Surface Format      Depth   Stencil         Total Bits
-// D3DFMT_D32          32              -                       32
-// D3DFMT_D15S1                15              1                       16
-// D3DFMT_D24S8                24              8                       32
-// D3DFMT_D16          16              -                       16
-// D3DFMT_D24X8                24              -                       32
-// D3DFMT_D24X4S4      24              4                       32
-
-// This pixel format will be used as a template when compiling the list
-// of pixel formats supported by the hardware. Many fields will be
-// filled in at runtime.
-// PFD flag defaults are upgraded to match ChoosePixelFormat() -- DaveM
-static DGL_pixelFormat pfTemplateHW =
-{
-    {
-       sizeof(PIXELFORMATDESCRIPTOR),  // Size of the data structure
-               1,                                                      // Structure version - should be 1
-                                                                       // Flags:
-               PFD_DRAW_TO_WINDOW |            // The buffer can draw to a window or device surface.
-               PFD_DRAW_TO_BITMAP |            // The buffer can draw to a bitmap. (DaveM)
-               PFD_SUPPORT_GDI |                       // The buffer supports GDI drawing. (DaveM)
-               PFD_SUPPORT_OPENGL |            // The buffer supports OpenGL drawing.
-               PFD_DOUBLEBUFFER |                      // The buffer is double-buffered.
-               0,                                                      // Placeholder for easy commenting of above flags
-               PFD_TYPE_RGBA,                          // Pixel type RGBA.
-               16,                                                     // Total colour bitplanes (excluding alpha bitplanes)
-               5, 0,                                           // Red bits, shift
-               5, 0,                                           // Green bits, shift
-               5, 0,                                           // Blue bits, shift
-               0, 0,                                           // Alpha bits, shift (destination alpha)
-               0,                                                      // Accumulator bits (total)
-               0, 0, 0, 0,                                     // Accumulator bits: Red, Green, Blue, Alpha
-               0,                                                      // Depth bits
-               0,                                                      // Stencil bits
-               0,                                                      // Number of auxiliary buffers
-               0,                                                      // Layer type
-               0,                                                      // Specifies the number of overlay and underlay planes.
-               0,                                                      // Layer mask
-               0,                                                      // Specifies the transparent color or index of an underlay plane.
-               0                                                       // Damage mask
-       },
-       D3DX_SF_UNKNOWN,        // No depth/stencil buffer
-};
-
-//---------------------------------------------------------------------------
-// Vertex Shaders
-//---------------------------------------------------------------------------
-/*
-// Vertex Shader Declaration
-static DWORD dwTwoSidedLightingDecl[] =
-{
-       D3DVSD_STREAM(0),
-       D3DVSD_REG(0,  D3DVSDT_FLOAT3),          // XYZ position
-       D3DVSD_REG(1,  D3DVSDT_FLOAT3),          // XYZ normal
-       D3DVSD_REG(2,  D3DVSDT_D3DCOLOR),        // Diffuse color
-       D3DVSD_REG(3,  D3DVSDT_D3DCOLOR),        // Specular color
-       D3DVSD_REG(4,  D3DVSDT_FLOAT2),          // 2D texture unit 0
-       D3DVSD_REG(5,  D3DVSDT_FLOAT2),          // 2D texture unit 1
-       D3DVSD_END()
-};
-
-// Vertex Shader for two-sided lighting
-static char *szTwoSidedLightingVS =
-// This is a test shader!
-"vs.1.0\n"
-"m4x4 oPos,v0,c0\n"
-"mov oD0,v2\n"
-"mov oD1,v3\n"
-"mov oT0,v4\n"
-"mov oT1,v5\n"
-;
-*/
-//---------------------------------------------------------------------------
-//---------------------------------------------------------------------------
-
-typedef struct {
-//     HINSTANCE                       hD3D8DLL;                       // Handle to d3d8.dll
-//     FNDIRECT3DCREATE7       fnDirect3DCreate7;      // Direct3DCreate8 function prototype
-//     BOOL                            bDirect3D;                      // Persistant Direct3D7 exists
-//     BOOL                            bDirect3DDevice;        // Persistant Direct3DDevice7 exists
-//     IDirect3D7                      *pD3D;                          // Persistant Direct3D7
-//     IDirect3DDevice7        *pDev;                          // Persistant Direct3DDevice7
-       BOOL                            bD3DXStarted;
-} GLD_dx7_globals;
-
-// These are "global" to all DX7 contexts. KeithH
-static GLD_dx7_globals dx7Globals;
-
-// Added for correct clipping of multiple open windows. (DaveM)
-LPDIRECTDRAWSURFACE7 lpDDSPrimary = NULL;
-LPDIRECTDRAWCLIPPER lpDDClipper = NULL;
-
-//---------------------------------------------------------------------------
-//---------------------------------------------------------------------------
-
-BOOL gldGetDXErrorString_DX(
-       HRESULT hr,
-       char *buf,
-       int nBufSize)
-{
-       //
-       // Return a string describing the input HRESULT error code
-       //
-
-       D3DXGetErrorString(hr, nBufSize, buf);
-       return TRUE;
-}
-
-//---------------------------------------------------------------------------
-//
-// DX7 does not support multisample
-/*
-static D3DMULTISAMPLE_TYPE _gldGetDeviceMultiSampleType(
-       IDirect3D8 *pD3D8,
-       D3DFORMAT SurfaceFormat,
-       D3DDEVTYPE d3dDevType,
-       BOOL Windowed)
-{
-       int                     i;
-       HRESULT         hr;
-
-       if (glb.dwMultisample == GLDS_MULTISAMPLE_NONE)
-               return D3DMULTISAMPLE_NONE;
-
-       if (glb.dwMultisample == GLDS_MULTISAMPLE_FASTEST) {
-               // Find fastest multisample
-               for (i=2; i<17; i++) {
-                       hr = IDirect3D8_CheckDeviceMultiSampleType(
-                                       pD3D8,
-                                       glb.dwAdapter,
-                                       d3dDevType,
-                                       SurfaceFormat,
-                                       Windowed,
-                                       (D3DMULTISAMPLE_TYPE)i);
-                       if (SUCCEEDED(hr)) {
-                               return (D3DMULTISAMPLE_TYPE)i;
-                       }
-               }
-       } else {
-               // Find nicest multisample
-               for (i=16; i>1; i--) {
-                       hr = IDirect3D8_CheckDeviceMultiSampleType(
-                                       pD3D8,
-                                       glb.dwAdapter,
-                                       d3dDevType,
-                                       SurfaceFormat,
-                                       Windowed,
-                                       (D3DMULTISAMPLE_TYPE)i);
-                       if (SUCCEEDED(hr)) {
-                               return (D3DMULTISAMPLE_TYPE)i;
-                       }
-               }
-       }
-
-       // Nothing found - return default
-       return D3DMULTISAMPLE_NONE;
-}
-*/
-//---------------------------------------------------------------------------
-
-void _gldDestroyPrimitiveBuffer(
-       GLD_pb_dx7 *gldVB)
-{
-       SAFE_RELEASE(gldVB->pVB);
-
-       // Sanity check...
-       gldVB->nLines = gldVB->nPoints = gldVB->nTriangles = 0;
-}
-
-//---------------------------------------------------------------------------
-
-HRESULT _gldCreatePrimitiveBuffer(
-       struct gl_context *ctx,
-       GLD_driver_dx7 *lpCtx,
-       GLD_pb_dx7 *gldVB)
-{
-       HRESULT                         hResult;
-       char                            *szCreateVertexBufferFailed = "CreateVertexBuffer failed";
-       DWORD                           dwMaxVertices;  // Max number of vertices in vertex buffer
-       DWORD                           dwVBSize;               // Total size of vertex buffer
-       D3DVERTEXBUFFERDESC     vbdesc;
-
-       // If CVA (Compiled Vertex Array) is used by an OpenGL app, then we
-       // will need enough vertices to cater for Mesa::Const.MaxArrayLockSize.
-       // We'll use IMM_SIZE if it's larger (which it should not be).
-       dwMaxVertices = MAX_ARRAY_LOCK_SIZE;
-
-    // Max vertex buffer size limited in DX7. (DaveM)
-    if (dwMaxVertices*9 > D3DMAXNUMVERTICES)
-        dwMaxVertices = D3DMAXNUMVERTICES/9;
-
-       // Now calculate how many vertices to allow for in total
-       // 1 per point, 2 per line, 6 per quad = 9
-       dwVBSize = dwMaxVertices * 9 * gldVB->dwStride;
-
-       vbdesc.dwSize                   = sizeof(vbdesc);
-       vbdesc.dwCaps                   = gldVB->dwCreateFlags;
-       vbdesc.dwFVF                    = gldVB->dwFVF;
-       vbdesc.dwNumVertices    = dwMaxVertices * 9;
-
-/*     hResult = IDirect3DDevice8_CreateVertexBuffer(
-               lpCtx->pDev,
-               dwVBSize,
-RAgldVB->dwUsage,
-               gldVB->dwFVF,
-               gldVB->dwPool,
-               &gldVB->pVB);*/
-       hResult = IDirect3D7_CreateVertexBuffer(
-               lpCtx->pD3D,
-               &vbdesc,
-               &gldVB->pVB,
-               0);
-       if (FAILED(hResult)) {
-               ddlogMessage(DDLOG_CRITICAL_OR_WARN, szCreateVertexBufferFailed);
-               return hResult;
-       }
-
-       gldVB->nLines = gldVB->nPoints = gldVB->nTriangles = 0;
-       gldVB->pPoints  = gldVB->pLines = gldVB->pTriangles = NULL;
-       gldVB->iFirstLine = dwMaxVertices; // Index of first line in VB
-       gldVB->iFirstTriangle = dwMaxVertices*3; // Index of first triangle in VB
-
-       return S_OK;
-}
-
-//---------------------------------------------------------------------------
-// Function: _gldCreateVertexShaders
-// Create DX8 Vertex Shaders.
-//---------------------------------------------------------------------------
-/*
-void _gldCreateVertexShaders(
-       GLD_driver_dx8 *gld)
-{
-       DWORD                   dwFlags;
-       LPD3DXBUFFER    pVSOpcodeBuffer; // Vertex Shader opcode buffer
-       HRESULT                 hr;
-
-#ifdef _DEBUG
-       dwFlags = D3DXASM_DEBUG;
-#else
-       dwFlags = 0; // D3DXASM_SKIPVALIDATION;
-#endif
-
-       ddlogMessage(DDLOG_INFO, "Creating shaders...\n");
-
-       // Init the shader handle
-       gld->VStwosidelight.hShader = 0;
-
-       if (gld->d3dCaps8.MaxStreams == 0) {
-               // Lame DX8 driver doesn't support streams
-               // Not fatal, as defaults will be used
-               ddlogMessage(DDLOG_WARN, "Driver doesn't support Vertex Shaders (MaxStreams==0)\n");
-               return;
-       }
-
-       // ** THIS DISABLES VERTEX SHADER SUPPORT **
-//     return;
-       // ** THIS DISABLES VERTEX SHADER SUPPORT **
-
-       //
-       // Two-sided lighting
-       //
-
-#if 0
-       //
-       // DEBUGGING: Load shader from a text file
-       //
-       {
-       LPD3DXBUFFER    pVSErrorBuffer; // Vertex Shader error buffer
-       hr = D3DXAssembleShaderFromFile(
-                       "twoside.vsh",
-                       dwFlags,
-                       NULL, // No constants
-                       &pVSOpcodeBuffer,
-                       &pVSErrorBuffer);
-       if (pVSErrorBuffer && pVSErrorBuffer->lpVtbl->GetBufferPointer(pVSErrorBuffer))
-               ddlogMessage(DDLOG_INFO, pVSErrorBuffer->lpVtbl->GetBufferPointer(pVSErrorBuffer));
-       SAFE_RELEASE(pVSErrorBuffer);
-       }
-#else
-       {
-       LPD3DXBUFFER    pVSErrorBuffer; // Vertex Shader error buffer
-       // Assemble ascii shader text into shader opcodes
-       hr = D3DXAssembleShader(
-                       szTwoSidedLightingVS,
-                       strlen(szTwoSidedLightingVS),
-                       dwFlags,
-                       NULL, // No constants
-                       &pVSOpcodeBuffer,
-                       &pVSErrorBuffer);
-       if (pVSErrorBuffer && pVSErrorBuffer->lpVtbl->GetBufferPointer(pVSErrorBuffer))
-               ddlogMessage(DDLOG_INFO, pVSErrorBuffer->lpVtbl->GetBufferPointer(pVSErrorBuffer));
-       SAFE_RELEASE(pVSErrorBuffer);
-       }
-#endif
-       if (FAILED(hr)) {
-               ddlogError(DDLOG_WARN, "AssembleShader failed", hr);
-               SAFE_RELEASE(pVSOpcodeBuffer);
-               return;
-       }
-
-// This is for debugging. Remove to enable vertex shaders in HW
-#define _GLD_FORCE_SW_VS 0
-
-       if (_GLD_FORCE_SW_VS) {
-               // _GLD_FORCE_SW_VS should be disabled for Final Release
-               ddlogMessage(DDLOG_SYSTEM, "[Forcing shaders in SW]\n");
-       }
-
-       // Try and create shader in hardware.
-       // NOTE: The D3D Ref device appears to succeed when trying to
-       //       create the device in hardware, but later complains
-       //       when trying to set it with SetVertexShader(). Go figure.
-       if (_GLD_FORCE_SW_VS || glb.dwDriver == GLDS_DRIVER_REF) {
-               // Don't try and create a hardware shader with the Ref device
-               hr = E_FAIL; // COM error/fail result
-       } else {
-               gld->VStwosidelight.bHardware = TRUE;
-               hr = IDirect3DDevice8_CreateVertexShader(
-                       gld->pDev,
-                       dwTwoSidedLightingDecl,
-                       pVSOpcodeBuffer->lpVtbl->GetBufferPointer(pVSOpcodeBuffer),
-                       &gld->VStwosidelight.hShader,
-                       0);
-       }
-       if (FAILED(hr)) {
-               ddlogMessage(DDLOG_INFO, "... HW failed, trying SW...\n");
-               // Failed. Try and create shader for software processing
-               hr = IDirect3DDevice8_CreateVertexShader(
-                       gld->pDev,
-                       dwTwoSidedLightingDecl,
-                       pVSOpcodeBuffer->lpVtbl->GetBufferPointer(pVSOpcodeBuffer),
-                       &gld->VStwosidelight.hShader,
-                       D3DUSAGE_SOFTWAREPROCESSING);
-               if (FAILED(hr)) {
-                       gld->VStwosidelight.hShader = 0; // Sanity check
-                       ddlogError(DDLOG_WARN, "CreateVertexShader failed", hr);
-                       return;
-               }
-               // Succeeded, but for software processing
-               gld->VStwosidelight.bHardware = FALSE;
-       }
-
-       SAFE_RELEASE(pVSOpcodeBuffer);
-
-       ddlogMessage(DDLOG_INFO, "... OK\n");
-}
-
-//---------------------------------------------------------------------------
-
-void _gldDestroyVertexShaders(
-       GLD_driver_dx8 *gld)
-{
-       if (gld->VStwosidelight.hShader) {
-               IDirect3DDevice8_DeleteVertexShader(gld->pDev, gld->VStwosidelight.hShader);
-               gld->VStwosidelight.hShader = 0;
-       }
-}
-*/
-//---------------------------------------------------------------------------
-
-BOOL gldCreateDrawable_DX(
-       DGL_ctx *ctx,
-//     BOOL bDefaultDriver,
-       BOOL bDirectDrawPersistant,
-       BOOL bPersistantBuffers)
-{
-       //
-       // bDirectDrawPersistant:       applies to IDirect3D8
-       // bPersistantBuffers:          applies to IDirect3DDevice8
-       //
-
-//     D3DDEVTYPE                              d3dDevType;
-//     D3DPRESENT_PARAMETERS   d3dpp;
-//     D3DDISPLAYMODE                  d3ddm;
-//     DWORD                                   dwBehaviourFlags;
-//     D3DADAPTER_IDENTIFIER8  d3dIdent;
-
-       HRESULT                         hr;
-       GLD_driver_dx7          *lpCtx = NULL;
-       D3DX_VIDMODEDESC        d3ddm;
-
-       // Parameters for D3DXCreateContextEx
-       // These will be different for fullscreen and windowed
-       DWORD                           dwDeviceIndex;
-       DWORD                           dwFlags;
-       HWND                            hwnd;
-       HWND                            hwndFocus;
-       DWORD                           numColorBits;
-       DWORD                           numAlphaBits;
-       DWORD                           numDepthBits;
-       DWORD                           numStencilBits;
-       DWORD                           numBackBuffers;
-       DWORD                           dwWidth;
-       DWORD                           dwHeight;
-       DWORD                           refreshRate;
-
-       // Error if context is NULL.
-       if (ctx == NULL)
-               return FALSE;
-
-       if (ctx->glPriv) {
-               lpCtx = ctx->glPriv;
-               // Release any existing interfaces (in reverse order)
-               SAFE_RELEASE(lpCtx->pDev);
-               SAFE_RELEASE(lpCtx->pD3D);
-               lpCtx->pD3DXContext->lpVtbl->Release(lpCtx->pD3DXContext);
-               lpCtx->pD3DXContext = NULL;
-       } else {
-               lpCtx = (GLD_driver_dx7*)malloc(sizeof(GLD_driver_dx7));
-               ZeroMemory(lpCtx, sizeof(lpCtx));
-       }
-
-//     d3dDevType = (glb.dwDriver == GLDS_DRIVER_HAL) ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF;
-       // Use REF device if requested. Otherwise D3DX_DEFAULT will choose highest level
-       // of HW acceleration.
-       dwDeviceIndex = (glb.dwDriver == GLDS_DRIVER_REF) ? D3DX_HWLEVEL_REFERENCE : D3DX_DEFAULT;
-
-       // TODO: Check this
-//     if (bDefaultDriver)
-//             d3dDevType = D3DDEVTYPE_REF;
-
-#ifdef _GLD_PERSISTANT
-       // Use persistant interface if needed
-       if (bDirectDrawPersistant && dx7Globals.bDirect3D) {
-               lpCtx->pD3D = dx7Globals.pD3D;
-               IDirect3D7_AddRef(lpCtx->pD3D);
-               goto SkipDirectDrawCreate;
-       }
-#endif
-/*
-       // Create Direct3D7 object
-       lpCtx->pD3D = dx7Globals.fnDirect3DCreate8(D3D_SDK_VERSION_DX8_SUPPORT_WIN95);
-       if (lpCtx->pD3D == NULL) {
-               MessageBox(NULL, "Unable to initialize Direct3D8", "GLDirect", MB_OK);
-               ddlogMessage(DDLOG_CRITICAL_OR_WARN, "Unable to create Direct3D8 interface");
-        nContextError = GLDERR_D3D;
-               goto return_with_error;
-       }
-*/
-
-#ifdef _GLD_PERSISTANT
-       // Cache Direct3D interface for subsequent GLRCs
-       if (bDirectDrawPersistant && !dx8Globals.bDirect3D) {
-               dx7Globals.pD3D = lpCtx->pD3D;
-               IDirect3D7_AddRef(dx7Globals.pD3D);
-               dx7Globals.bDirect3D = TRUE;
-       }
-SkipDirectDrawCreate:
-#endif
-/*
-       // Get the display mode so we can make a compatible backbuffer
-       hResult = IDirect3D8_GetAdapterDisplayMode(lpCtx->pD3D, glb.dwAdapter, &d3ddm);
-       if (FAILED(hResult)) {
-        nContextError = GLDERR_D3D;
-               goto return_with_error;
-       }
-*/
-
-#if 0
-       // Get device caps
-       hResult = IDirect3D8_GetDeviceCaps(lpCtx->pD3D, glb.dwAdapter, d3dDevType, &lpCtx->d3dCaps8);
-       if (FAILED(hResult)) {
-               ddlogError(DDLOG_CRITICAL_OR_WARN, "IDirect3D8_GetDeviceCaps failed", hResult);
-        nContextError = GLDERR_D3D;
-               goto return_with_error;
-       }
-
-       // Check for hardware transform & lighting
-       lpCtx->bHasHWTnL = lpCtx->d3dCaps8.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT ? TRUE : FALSE;
-
-       // If this flag is present then we can't default to Mesa
-       // SW rendering between BeginScene() and EndScene().
-       if (lpCtx->d3dCaps8.Caps2 & D3DCAPS2_NO2DDURING3DSCENE) {
-               ddlogMessage(DDLOG_WARN,
-                       "Warning          : No 2D allowed during 3D scene.\n");
-       }
-#endif
-
-       //
-       //      Create the Direct3D context
-       //
-
-#ifdef _GLD_PERSISTANT
-       // Re-use original IDirect3DDevice if persistant buffers exist.
-       // Note that we test for persistant IDirect3D8 as well
-       // bDirectDrawPersistant == persistant IDirect3D8 (DirectDraw8 does not exist)
-       if (bDirectDrawPersistant && bPersistantBuffers && dx7Globals.pD3D && dx7Globals.pDev) {
-               lpCtx->pDev = dx7Globals.pDev;
-               IDirect3DDevice7_AddRef(dx7Globals.pDev);
-               goto skip_direct3ddevice_create;
-       }
-#endif
-/*
-       // Clear the presentation parameters (sets all members to zero)
-       ZeroMemory(&d3dpp, sizeof(d3dpp));
-
-       // Recommended by MS; needed for MultiSample.
-       // Be careful if altering this for FullScreenBlit
-       d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
-
-       d3dpp.BackBufferFormat  = d3ddm.Format;
-       d3dpp.BackBufferCount   = 1;
-       d3dpp.MultiSampleType   = _gldGetDeviceMultiSampleType(lpCtx->pD3D, d3ddm.Format, d3dDevType, !ctx->bFullscreen);
-       d3dpp.AutoDepthStencilFormat    = ctx->lpPF->dwDriverData;
-       d3dpp.EnableAutoDepthStencil    = (d3dpp.AutoDepthStencilFormat == D3DFMT_UNKNOWN) ? FALSE : TRUE;
-
-       if (ctx->bFullscreen) {
-               ddlogWarnOption(FALSE); // Don't popup any messages in fullscreen 
-               d3dpp.Windowed                                                  = FALSE;
-               d3dpp.BackBufferWidth                                   = d3ddm.Width;
-               d3dpp.BackBufferHeight                                  = d3ddm.Height;
-               d3dpp.hDeviceWindow                                             = ctx->hWnd;
-               d3dpp.FullScreen_RefreshRateInHz                = D3DPRESENT_RATE_DEFAULT;
-
-               // Support for vertical retrace synchronisation.
-               // Set default presentation interval in case caps bits are missing
-               d3dpp.FullScreen_PresentationInterval   = D3DPRESENT_INTERVAL_DEFAULT;
-               if (glb.bWaitForRetrace) {
-                       if (lpCtx->d3dCaps8.PresentationIntervals & D3DPRESENT_INTERVAL_ONE)
-                               d3dpp.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_ONE;
-               } else {
-                       if (lpCtx->d3dCaps8.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE)
-                               d3dpp.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
-               }
-       } else {
-               ddlogWarnOption(glb.bMessageBoxWarnings); // OK to popup messages
-               d3dpp.Windowed                                                  = TRUE;
-               d3dpp.BackBufferWidth                                   = ctx->dwWidth;
-               d3dpp.BackBufferHeight                                  = ctx->dwHeight;
-               d3dpp.hDeviceWindow                                             = ctx->hWnd;
-               d3dpp.FullScreen_RefreshRateInHz                = 0;
-               // FullScreen_PresentationInterval must be default for Windowed mode
-               d3dpp.FullScreen_PresentationInterval   = D3DPRESENT_INTERVAL_DEFAULT;
-       }
-
-       // Decide if we can use hardware TnL
-       dwBehaviourFlags = (lpCtx->bHasHWTnL) ?
-               D3DCREATE_MIXED_VERTEXPROCESSING : D3DCREATE_SOFTWARE_VERTEXPROCESSING;
-       // Add flag to tell D3D to be thread-safe
-       if (glb.bMultiThreaded)
-               dwBehaviourFlags |= D3DCREATE_MULTITHREADED;
-       hResult = IDirect3D8_CreateDevice(lpCtx->pD3D,
-                                                               glb.dwAdapter,
-                                                               d3dDevType,
-                                                               ctx->hWnd,
-                                                               dwBehaviourFlags,
-                                                               &d3dpp,
-                                                               &lpCtx->pDev);
-    if (FAILED(hResult)) {
-               ddlogError(DDLOG_CRITICAL_OR_WARN, "IDirect3D8_CreateDevice failed", hResult);
-        nContextError = GLDERR_D3D;
-               goto return_with_error;
-       }
-*/
-
-       // Create D3DX context
-       if (ctx->bFullscreen) {
-               //
-               // FULLSCREEN
-               //
-
-               // Get display mode
-               D3DXGetCurrentVideoMode(D3DX_DEFAULT, &d3ddm);
-
-               // Fullscreen Parameters
-               dwFlags                 = D3DX_CONTEXT_FULLSCREEN;
-               hwnd                    = ctx->hWnd;
-               hwndFocus               = ctx->hWnd;
-               numColorBits    = ctx->lpPF->pfd.cColorBits;
-               numAlphaBits    = ctx->lpPF->pfd.cAlphaBits;
-               numDepthBits    = ctx->lpPF->pfd.cDepthBits + ctx->lpPF->pfd.cStencilBits;
-               numStencilBits  = ctx->lpPF->pfd.cStencilBits;
-               numBackBuffers  = D3DX_DEFAULT; // Default is 1 backbuffer
-               dwWidth                 = d3ddm.width;
-               dwHeight                = d3ddm.height;
-               refreshRate             = d3ddm.refreshRate; // D3DX_DEFAULT;
-       } else {
-               //
-               // WINDOWED
-               //
-
-               // Windowed Parameters
-               dwFlags                 = 0; // No flags means "windowed"
-               hwnd                    = ctx->hWnd;
-               hwndFocus               = (HWND)D3DX_DEFAULT;
-               numColorBits    = D3DX_DEFAULT; // Use Desktop depth
-               numAlphaBits    = ctx->lpPF->pfd.cAlphaBits;
-               numDepthBits    = ctx->lpPF->pfd.cDepthBits + ctx->lpPF->pfd.cStencilBits;
-               numStencilBits  = ctx->lpPF->pfd.cStencilBits;
-               numBackBuffers  = D3DX_DEFAULT; // Default is 1 backbuffer
-               dwWidth                 = ctx->dwWidth;
-               dwHeight                = ctx->dwHeight;
-               refreshRate             = D3DX_DEFAULT;
-       }
-       hr = D3DXCreateContextEx(dwDeviceIndex, dwFlags, hwnd, hwndFocus,
-                                                       numColorBits, numAlphaBits, numDepthBits, numStencilBits,
-                                                       numBackBuffers,
-                                                       dwWidth, dwHeight, refreshRate,
-                                                       &lpCtx->pD3DXContext);
-    if (FAILED(hr)) {
-               ddlogError(DDLOG_CRITICAL_OR_WARN, "D3DXCreateContextEx failed", hr);
-        nContextError = GLDERR_D3D;
-               goto return_with_error;
-       }
-
-       // Obtain D3D7 interfaces from ID3DXContext
-//     lpCtx->pDD      = ID3DXContext_GetDD(lpCtx->pD3DXContext);
-       lpCtx->pDD      = lpCtx->pD3DXContext->lpVtbl->GetDD(lpCtx->pD3DXContext);
-       if (lpCtx->pDD == NULL)
-               goto return_with_error;
-       lpCtx->pD3D     = lpCtx->pD3DXContext->lpVtbl->GetD3D(lpCtx->pD3DXContext);
-       if (lpCtx->pD3D == NULL)
-               goto return_with_error;
-       lpCtx->pDev     = lpCtx->pD3DXContext->lpVtbl->GetD3DDevice(lpCtx->pD3DXContext);
-       if (lpCtx->pDev == NULL)
-               goto return_with_error;
-
-    // Need to manage clipper manually for multiple windows
-    // since DX7 D3DX utility lib does not appear to do that. (DaveM)
-    if (!ctx->bFullscreen) {
-        // Get primary surface too
-        lpDDSPrimary = lpCtx->pD3DXContext->lpVtbl->GetPrimary(lpCtx->pD3DXContext);
-           if (lpDDSPrimary == NULL) {
-                   ddlogPrintf(DDLOG_WARN, "GetPrimary");
-            goto return_with_error;
-           }
-           // Create clipper for correct window updates
-        if (IDirectDraw7_CreateClipper(lpCtx->pDD, 0, &lpDDClipper, NULL) != DD_OK) {
-                   ddlogPrintf(DDLOG_WARN, "CreateClipper");
-                   goto return_with_error;
-           }
-        // Set the window that the clipper belongs to
-        if (IDirectDrawClipper_SetHWnd(lpDDClipper, 0, hwnd) != DD_OK) {
-                   ddlogPrintf(DDLOG_WARN, "SetHWnd");
-                   goto return_with_error;
-           }
-        // Attach the clipper to the primary surface
-        if (IDirectDrawSurface7_SetClipper(lpDDSPrimary, lpDDClipper) != DD_OK) {
-                   ddlogPrintf(DDLOG_WARN, "SetClipper");
-            goto return_with_error;
-           }
-    }
-
-       // Get device caps
-       IDirect3DDevice7_GetCaps(lpCtx->pDev, &lpCtx->d3dCaps);
-
-       // Determine HW TnL
-       lpCtx->bHasHWTnL = lpCtx->d3dCaps.dwDevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT ? TRUE : FALSE;
-
-#ifdef _GLD_PERSISTANT
-       if (bDirectDrawPersistant && bPersistantBuffers && dx7Globals.pD3D) {
-               dx7Globals.pDev = lpCtx->pDev;
-               dx7Globals.bDirect3DDevice = TRUE;
-       }
-#endif
-
-#if 0
-       // Dump some useful stats
-       hResult = IDirect3D8_GetAdapterIdentifier(
-               lpCtx->pD3D,
-               glb.dwAdapter,
-               D3DENUM_NO_WHQL_LEVEL, // Avoids 1 to 2 second delay
-               &d3dIdent);
-       if (SUCCEEDED(hResult)) {
-               ddlogPrintf(DDLOG_INFO, "[Driver Description: %s]", &d3dIdent.Description);
-               ddlogPrintf(DDLOG_INFO, "[Driver file: %s %d.%d.%02d.%d]",
-                       d3dIdent.Driver,
-                       HIWORD(d3dIdent.DriverVersion.HighPart),
-                       LOWORD(d3dIdent.DriverVersion.HighPart),
-                       HIWORD(d3dIdent.DriverVersion.LowPart),
-                       LOWORD(d3dIdent.DriverVersion.LowPart));
-               ddlogPrintf(DDLOG_INFO, "[VendorId: 0x%X, DeviceId: 0x%X, SubSysId: 0x%X, Revision: 0x%X]",
-                       d3dIdent.VendorId, d3dIdent.DeviceId, d3dIdent.SubSysId, d3dIdent.Revision);
-       }
-#endif
-
-       // Init projection matrix for D3D TnL
-       D3DXMatrixIdentity((D3DXMATRIX*)&lpCtx->matProjection);
-       lpCtx->matModelView = lpCtx->matProjection;
-//             gld->bUseMesaProjection = TRUE;
-
-skip_direct3ddevice_create:
-
-       // Create buffers to hold primitives
-       lpCtx->PB2d.dwFVF                       = GLD_FVF_2D_VERTEX;
-//     lpCtx->PB2d.dwPool                      = D3DPOOL_SYSTEMMEM;
-       lpCtx->PB2d.dwStride            = sizeof(GLD_2D_VERTEX);
-       lpCtx->PB2d.dwCreateFlags       = D3DVBCAPS_DONOTCLIP |
-                                                                       D3DVBCAPS_SYSTEMMEMORY |
-                                                                       D3DVBCAPS_WRITEONLY;
-       hr = _gldCreatePrimitiveBuffer(ctx->glCtx, lpCtx, &lpCtx->PB2d);
-       if (FAILED(hr))
-               goto return_with_error;
-
-       lpCtx->PB3d.dwFVF                       = GLD_FVF_3D_VERTEX;
-//     lpCtx->PB3d.dwPool                      = D3DPOOL_DEFAULT;
-       lpCtx->PB3d.dwStride            = sizeof(GLD_3D_VERTEX);
-       lpCtx->PB3d.dwCreateFlags       = D3DVBCAPS_WRITEONLY;
-
-       hr = _gldCreatePrimitiveBuffer(ctx->glCtx, lpCtx, &lpCtx->PB3d);
-       if (FAILED(hr))
-               goto return_with_error;
-
-       // Zero the pipeline usage counters
-       lpCtx->PipelineUsage.qwMesa.QuadPart = 
-//     lpCtx->PipelineUsage.dwD3D2SVS.QuadPart =
-       lpCtx->PipelineUsage.qwD3DFVF.QuadPart = 0;
-
-       // Assign drawable to GL private
-       ctx->glPriv = lpCtx;
-       return TRUE;
-
-return_with_error:
-       // Clean up and bail
-       _gldDestroyPrimitiveBuffer(&lpCtx->PB3d);
-       _gldDestroyPrimitiveBuffer(&lpCtx->PB2d);
-
-       SAFE_RELEASE(lpCtx->pDev);
-       SAFE_RELEASE(lpCtx->pD3D);
-       //SAFE_RELEASE(lpCtx->pD3DXContext);
-       lpCtx->pD3DXContext->lpVtbl->Release(lpCtx->pD3DXContext);
-       return FALSE;
-}
-
-//---------------------------------------------------------------------------
-
-BOOL gldResizeDrawable_DX(
-       DGL_ctx *ctx,
-       BOOL bDefaultDriver,
-       BOOL bPersistantInterface,
-       BOOL bPersistantBuffers)
-{
-       GLD_driver_dx7                  *gld = NULL;
-//     D3DDEVTYPE                              d3dDevType;
-//     D3DPRESENT_PARAMETERS   d3dpp;
-//     D3DDISPLAYMODE                  d3ddm;
-       D3DX_VIDMODEDESC                d3ddm;
-       HRESULT                                 hr;
-       DWORD                                   dwWidth, dwHeight;
-
-       // Error if context is NULL.
-       if (ctx == NULL)
-               return FALSE;
-
-       gld = ctx->glPriv;
-       if (gld == NULL)
-               return FALSE;
-
-       if (ctx->bSceneStarted) {
-               IDirect3DDevice7_EndScene(gld->pDev);
-               ctx->bSceneStarted = FALSE;
-       }
-/*
-       d3dDevType = (glb.dwDriver == GLDS_DRIVER_HAL) ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF;
-       if (!bDefaultDriver)
-               d3dDevType = D3DDEVTYPE_REF; // Force Direct3D Reference Rasterise (software)
-
-       // Get the display mode so we can make a compatible backbuffer
-       hResult = IDirect3D8_GetAdapterDisplayMode(gld->pD3D, glb.dwAdapter, &d3ddm);
-       if (FAILED(hResult)) {
-        nContextError = GLDERR_D3D;
-//             goto return_with_error;
-               return FALSE;
-       }
-*/
-       // Release objects before Reset()
-       _gldDestroyPrimitiveBuffer(&gld->PB3d);
-       _gldDestroyPrimitiveBuffer(&gld->PB2d);
-
-/*
-       // Clear the presentation parameters (sets all members to zero)
-       ZeroMemory(&d3dpp, sizeof(d3dpp));
-
-       // Recommended by MS; needed for MultiSample.
-       // Be careful if altering this for FullScreenBlit
-       d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
-
-       d3dpp.BackBufferFormat  = d3ddm.Format;
-       d3dpp.BackBufferCount   = 1;
-       d3dpp.MultiSampleType   = _gldGetDeviceMultiSampleType(gld->pD3D, d3ddm.Format, d3dDevType, !ctx->bFullscreen);
-       d3dpp.AutoDepthStencilFormat    = ctx->lpPF->dwDriverData;
-       d3dpp.EnableAutoDepthStencil    = (d3dpp.AutoDepthStencilFormat == D3DFMT_UNKNOWN) ? FALSE : TRUE;
-
-       // TODO: Sync to refresh
-
-       if (ctx->bFullscreen) {
-               ddlogWarnOption(FALSE); // Don't popup any messages in fullscreen 
-               d3dpp.Windowed                                                  = FALSE;
-               d3dpp.BackBufferWidth                                   = d3ddm.Width;
-               d3dpp.BackBufferHeight                                  = d3ddm.Height;
-               d3dpp.hDeviceWindow                                             = ctx->hWnd;
-               d3dpp.FullScreen_RefreshRateInHz                = D3DPRESENT_RATE_DEFAULT;
-               d3dpp.FullScreen_PresentationInterval   = D3DPRESENT_INTERVAL_DEFAULT;
-               // Get better benchmark results? KeithH
-//             d3dpp.FullScreen_RefreshRateInHz                = D3DPRESENT_RATE_UNLIMITED;
-       } else {
-               ddlogWarnOption(glb.bMessageBoxWarnings); // OK to popup messages
-               d3dpp.Windowed                                                  = TRUE;
-               d3dpp.BackBufferWidth                                   = ctx->dwWidth;
-               d3dpp.BackBufferHeight                                  = ctx->dwHeight;
-               d3dpp.hDeviceWindow                                             = ctx->hWnd;
-               d3dpp.FullScreen_RefreshRateInHz                = 0;
-               d3dpp.FullScreen_PresentationInterval   = D3DPRESENT_INTERVAL_DEFAULT;
-       }
-       hResult = IDirect3DDevice8_Reset(gld->pDev, &d3dpp);
-       if (FAILED(hResult)) {
-               ddlogError(DDLOG_CRITICAL_OR_WARN, "dglResize: Reset failed", hResult);
-               return FALSE;
-               //goto cleanup_and_return_with_error;
-       }
-*/
-       // Obtain dimensions of 'window'
-       if (ctx->bFullscreen) {
-               D3DXGetCurrentVideoMode(D3DX_DEFAULT, &d3ddm);
-               dwWidth = d3ddm.width;
-               dwHeight = d3ddm.height;
-       } else {
-               dwWidth = ctx->dwWidth;
-               dwHeight = ctx->dwHeight;
-       }
-
-       // Resize context
-       hr = gld->pD3DXContext->lpVtbl->Resize(gld->pD3DXContext, dwWidth, dwHeight);
-       if (FAILED(hr)) {
-               ddlogError(DDLOG_CRITICAL_OR_WARN, "gldResizeDrawable_DX: Resize failed", hr);
-               return FALSE;
-       }
-
-       // Clear the resized surface (DaveM)
-       {
-               D3DVIEWPORT7 vp1, vp2;
-               IDirect3DDevice7_GetViewport(gld->pDev, &vp1);
-               IDirect3DDevice7_GetViewport(gld->pDev, &vp2);
-               vp2.dwX = 0;
-               vp2.dwY = 0;
-               vp2.dwWidth = dwWidth;
-               vp2.dwHeight = dwHeight;
-               IDirect3DDevice7_SetViewport(gld->pDev, &vp2);
-               hr = gld->pD3DXContext->lpVtbl->Clear(gld->pD3DXContext, D3DCLEAR_TARGET);
-               if (FAILED(hr))
-                       ddlogError(DDLOG_WARN, "gldResizeDrawable_DX: Clear failed", hr);
-               IDirect3DDevice7_SetViewport(gld->pDev, &vp1);
-       }
-
-       //
-       // Recreate objects
-       //
-       _gldCreatePrimitiveBuffer(ctx->glCtx, gld, &gld->PB2d);
-       _gldCreatePrimitiveBuffer(ctx->glCtx, gld, &gld->PB3d);
-
-       // Signal a complete state update
-       ctx->glCtx->Driver.UpdateState(ctx->glCtx, _NEW_ALL);
-
-       // Begin a new scene
-       IDirect3DDevice7_BeginScene(gld->pDev);
-       ctx->bSceneStarted = TRUE;
-
-       return TRUE;
-}
-
-//---------------------------------------------------------------------------
-
-BOOL gldDestroyDrawable_DX(
-       DGL_ctx *ctx)
-{
-       GLD_driver_dx7                  *lpCtx = NULL;
-
-       // Error if context is NULL.
-       if (!ctx)
-               return FALSE;
-
-       // Error if the drawable does not exist.
-       if (!ctx->glPriv)
-               return FALSE;
-
-       lpCtx = ctx->glPriv;
-
-#ifdef _DEBUG
-       // Dump out stats
-       ddlogPrintf(DDLOG_SYSTEM, "Usage: M:0x%X%X, D:0x%X%X",
-               lpCtx->PipelineUsage.qwMesa.HighPart,
-               lpCtx->PipelineUsage.qwMesa.LowPart,
-               lpCtx->PipelineUsage.qwD3DFVF.HighPart,
-               lpCtx->PipelineUsage.qwD3DFVF.LowPart);
-#endif
-
-       // Destroy Primtive Buffers
-       _gldDestroyPrimitiveBuffer(&lpCtx->PB3d);
-       _gldDestroyPrimitiveBuffer(&lpCtx->PB2d);
-
-       // Release DX interfaces (in reverse order)
-       SAFE_RELEASE(lpCtx->pDev);
-       SAFE_RELEASE(lpCtx->pD3D);
-       //SAFE_RELEASE(lpCtx->pD3DXContext);
-       lpCtx->pD3DXContext->lpVtbl->Release(lpCtx->pD3DXContext);
-
-       // Free the private drawable data
-       free(ctx->glPriv);
-       ctx->glPriv = NULL;
-
-       return TRUE;
-}
-
-//---------------------------------------------------------------------------
-
-BOOL gldCreatePrivateGlobals_DX(void)
-{
-/*
-       ZeroMemory(&dx7Globals, sizeof(dx7Globals));
-
-       // Load d3d8.dll
-       dx8Globals.hD3D8DLL = LoadLibrary("D3D8.DLL");
-       if (dx8Globals.hD3D8DLL == NULL)
-               return FALSE;
-
-       // Now try and obtain Direct3DCreate8
-       dx8Globals.fnDirect3DCreate8 = (FNDIRECT3DCREATE8)GetProcAddress(dx8Globals.hD3D8DLL, "Direct3DCreate8");
-       if (dx8Globals.fnDirect3DCreate8 == NULL) {
-               FreeLibrary(dx8Globals.hD3D8DLL);
-               return FALSE;
-       }
-*/
-       
-       // Initialise D3DX
-       return FAILED(D3DXInitialize()) ? FALSE : TRUE;
-}
-
-//---------------------------------------------------------------------------
-
-BOOL gldDestroyPrivateGlobals_DX(void)
-{
-/*
-       if (dx7Globals.bDirect3DDevice) {
-               SAFE_RELEASE(dx7Globals.pDev);
-               dx7Globals.bDirect3DDevice = FALSE;
-       }
-       if (dx7Globals.bDirect3D) {
-               SAFE_RELEASE(dx7Globals.pD3D);
-               dx7Globals.bDirect3D = FALSE;
-       }
-
-       FreeLibrary(dx8Globals.hD3D8DLL);
-       dx8Globals.hD3D8DLL = NULL;
-       dx8Globals.fnDirect3DCreate8 = NULL;
-*/
-       return FAILED(D3DXUninitialize()) ? FALSE : TRUE;
-}
-
-//---------------------------------------------------------------------------
-
-static void _BitsFromDisplayFormat(
-       D3DX_SURFACEFORMAT fmt,
-       BYTE *cColorBits,
-       BYTE *cRedBits,
-       BYTE *cGreenBits,
-       BYTE *cBlueBits,
-       BYTE *cAlphaBits)
-{
-       switch (fmt) {
-/*     case D3DX_SF_X1R5G5B5:
-               *cColorBits = 16;
-               *cRedBits = 5;
-               *cGreenBits = 5;
-               *cBlueBits = 5;
-               *cAlphaBits = 0;
-               return;*/
-       case D3DX_SF_R5G5B5:
-               *cColorBits = 16;
-               *cRedBits = 5;
-               *cGreenBits = 5;
-               *cBlueBits = 5;
-               *cAlphaBits = 0;
-               return;
-       case D3DX_SF_R5G6B5:
-               *cColorBits = 16;
-               *cRedBits = 5;
-               *cGreenBits = 6;
-               *cBlueBits = 5;
-               *cAlphaBits = 0;
-               return;
-       case D3DX_SF_X8R8G8B8:
-               *cColorBits = 32;
-               *cRedBits = 8;
-               *cGreenBits = 8;
-               *cBlueBits = 8;
-               *cAlphaBits = 0;
-               return;
-       case D3DX_SF_A8R8G8B8:
-               *cColorBits = 32;
-               *cRedBits = 8;
-               *cGreenBits = 8;
-               *cBlueBits = 8;
-               *cAlphaBits = 8;
-               return;
-       }
-
-       // Should not get here!
-       *cColorBits = 32;
-       *cRedBits = 8;
-       *cGreenBits = 8;
-       *cBlueBits = 8;
-       *cAlphaBits = 0;
-}
-
-//---------------------------------------------------------------------------
-
-static void _BitsFromDepthStencilFormat(
-       D3DX_SURFACEFORMAT fmt,
-       BYTE *cDepthBits,
-       BYTE *cStencilBits)
-{
-       // NOTE: GL expects either 32 or 16 as depth bits.
-       switch (fmt) {
-       case D3DX_SF_Z16S0:
-               *cDepthBits = 16;
-               *cStencilBits = 0;
-               return;
-       case D3DX_SF_Z32S0:
-               *cDepthBits = 32;
-               *cStencilBits = 0;
-               return;
-       case D3DX_SF_Z15S1:
-               *cDepthBits = 15;
-               *cStencilBits = 1;
-               return;
-       case D3DX_SF_Z24S8:
-               *cDepthBits = 24;
-               *cStencilBits = 8;
-               return;
-       case D3DX_SF_S1Z15:
-               *cDepthBits = 15;
-               *cStencilBits = 1;
-               return;
-       case D3DX_SF_S8Z24:
-               *cDepthBits = 24;
-               *cStencilBits = 8;
-               return;
-       }
-}
-
-//---------------------------------------------------------------------------
-/*
-BOOL GLD_CheckDepthStencilMatch(
-       DWORD dwDeviceIndex,
-       D3DX_SURFACEFORMAT sfWant)
-{
-       // Emulate function built in to DX9
-       D3DX_SURFACEFORMAT      sfFound;
-       int i;
-       int nFormats = D3DXGetMaxSurfaceFormats(dwDeviceIndex, NULL, D3DX_SC_DEPTHBUFFER);
-       if (nFormats) {
-               for (i=0; i<nFormats; i++) {
-               D3DXGetSurfaceFormat(dwDeviceIndex, NULL, D3DX_SC_DEPTHBUFFER, i, &sfFound);            }
-               if (sfFound == sfWant)
-                       return TRUE;
-       }
-
-       return FALSE;
-}
-*/
-//---------------------------------------------------------------------------
-
-D3DX_SURFACEFORMAT _gldFindCompatibleDepthStencilFormat(
-       DWORD dwDeviceIndex)
-{
-       // Jump through some hoops...
-
-       ID3DXContext            *pD3DXContext = NULL;
-       IDirectDrawSurface7     *pZBuffer = NULL;
-       DDPIXELFORMAT           ddpf;
-       HWND                            hWnd;
-
-       // Get an HWND - use Desktop's
-       hWnd = GetDesktopWindow();
-
-       // Create a fully specified default context.
-       D3DXCreateContextEx(dwDeviceIndex, 0, hWnd, (HWND)D3DX_DEFAULT,
-                                               D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT,
-                                               D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT,
-                                               &pD3DXContext);
-
-       // Obtain depth buffer that was created in context
-       pZBuffer = pD3DXContext->lpVtbl->GetZBuffer(pD3DXContext);
-
-       // Get pixel format of depth buffer
-       ddpf.dwSize = sizeof(ddpf);
-       pZBuffer->lpVtbl->GetPixelFormat(pZBuffer, &ddpf);
-       // Done with surface - release it
-       pZBuffer->lpVtbl->Release(pZBuffer);
-
-       // Done with D3DX context
-       pD3DXContext->lpVtbl->Release(pD3DXContext);
-
-       // Convert and return
-       return D3DXMakeSurfaceFormat(&ddpf);
-}
-
-//---------------------------------------------------------------------------
-
-BOOL gldBuildPixelformatList_DX(void)
-{
-       D3DX_DEVICEDESC         d3dxdd;
-       D3DX_VIDMODEDESC        d3ddm;
-       D3DX_SURFACEFORMAT      fmt[64]; // 64 should be enough...
-       DWORD                           dwDeviceIndex;
-       DWORD                           surfClassFlags;
-//     IDirect3D7                      *pD3D = NULL;
-       HRESULT                         hr;
-       int                                     nSupportedFormats = 0;          // Total formats
-       int                                     nDepthOnlyFormats = 0;
-       int                                     nDepthStencilFormats = 0;
-       int                                     i;
-       DGL_pixelFormat         *pPF;
-       BYTE                            cColorBits, cRedBits, cGreenBits, cBlueBits, cAlphaBits;
-//     char                            buf[128];
-//     char                            cat[8];
-
-       // Direct3D (SW or HW)
-       // These are arranged so that 'best' pixelformat
-       // is higher in the list (for ChoosePixelFormat).
-/*     const D3DFORMAT DepthStencil[4] = {
-               D3DX_SF_Z16S0, //D3DX_SF_D16,
-               D3DX_SF_Z15S1, //D3DX_SF_D15S1,
-               D3DX_SF_Z32S0, //D3DX_SF_D32,
-               D3DX_SF_Z24S8, //D3DX_SF_D24S8,
-               //D3DX_SF_D24X8,
-               //D3DX_SF_D24X4S4,
-       };*/
-
-       // Dump DX version
-       ddlogMessage(GLDLOG_SYSTEM, "DirectX Version  : 7.0\n");
-
-       // Release any existing pixelformat list
-       if (glb.lpPF) {
-               free(glb.lpPF);
-       }
-
-       glb.nPixelFormatCount   = 0;
-       glb.lpPF                                = NULL;
-
-       //
-       // Pixelformats for Direct3D (SW or HW) rendering
-       //
-
-       dwDeviceIndex = (glb.dwDriver == GLDS_DRIVER_REF) ? D3DX_HWLEVEL_REFERENCE : D3DX_DEFAULT;
-
-       // Dump description
-       D3DXGetDeviceDescription(dwDeviceIndex, &d3dxdd);
-       ddlogPrintf(GLDLOG_SYSTEM, "Device: %s", d3dxdd.driverDesc);
-
-       // Get display mode
-       D3DXGetCurrentVideoMode(D3DX_DEFAULT, &d3ddm);
-
-#if 0
-       // Phooey - this don't work...
-/*
-       // Since D3DXGetMaxSurfaceFormats() can lie to us, we'll need a workaround.
-       // Explicitly test for matching depth/stencil to display bpp.
-       if (d3ddm.bpp <= 16) {
-               if (GLD_CheckDepthStencilMatch(dwDeviceIndex, D3DX_SF_Z16S0))
-                       fmt[nSupportedFormats++] = D3DX_SF_Z16S0;
-               if (GLD_CheckDepthStencilMatch(dwDeviceIndex, D3DX_SF_Z15S1))
-                       fmt[nSupportedFormats++] = D3DX_SF_Z15S1;
-               if (GLD_CheckDepthStencilMatch(dwDeviceIndex, D3DX_SF_S1Z15))
-                       fmt[nSupportedFormats++] = D3DX_SF_S1Z15;
-               // Didn't find anything? Try default
-               if (nSupportedFormats == 0) {
-                       if (GLD_CheckDepthStencilMatch(dwDeviceIndex, D3DX_SF_Z32S0))
-                               fmt[nSupportedFormats++] = D3DX_SF_Z32S0;
-               }
-       } else {
-               if (GLD_CheckDepthStencilMatch(dwDeviceIndex, D3DX_SF_Z32S0))
-                       fmt[nSupportedFormats++] = D3DX_SF_Z32S0;
-               if (GLD_CheckDepthStencilMatch(dwDeviceIndex, D3DX_SF_Z24S8))
-                       fmt[nSupportedFormats++] = D3DX_SF_Z24S8;
-               if (GLD_CheckDepthStencilMatch(dwDeviceIndex, D3DX_SF_S8Z24))
-                       fmt[nSupportedFormats++] = D3DX_SF_S8Z24;
-               // Didn't find anything? Try default
-               if (nSupportedFormats == 0) {
-                       if (GLD_CheckDepthStencilMatch(dwDeviceIndex, D3DX_SF_Z16S0))
-                               fmt[nSupportedFormats++] = D3DX_SF_Z16S0;
-               }
-       }
-*/
-       // Go the Whole Hog...
-       fmt[nSupportedFormats++] = _gldFindCompatibleDepthStencilFormat(dwDeviceIndex);
-#else
-       //
-       // Depth buffer formats WITHOUT stencil
-       //
-       surfClassFlags = D3DX_SC_DEPTHBUFFER;
-       nDepthOnlyFormats = D3DXGetMaxSurfaceFormats(dwDeviceIndex, NULL, surfClassFlags);
-       //
-       // Depth buffer formats WITH stencil
-       //
-       surfClassFlags = D3DX_SC_DEPTHBUFFER | D3DX_SC_STENCILBUFFER;
-       nDepthStencilFormats = D3DXGetMaxSurfaceFormats(dwDeviceIndex, NULL, surfClassFlags);
-
-       // Work out how many formats we have in total
-       if ((nDepthOnlyFormats + nDepthStencilFormats) == 0)
-               return FALSE; // Bail: no compliant pixelformats
-
-       // Get depth buffer formats WITHOUT stencil
-       surfClassFlags = D3DX_SC_DEPTHBUFFER;
-       for (i=0; i<nDepthOnlyFormats; i++) {
-               D3DXGetSurfaceFormat(dwDeviceIndex, NULL, surfClassFlags, i, &fmt[nSupportedFormats++]);
-       }
-       // NOTE: For some reason we already get stencil formats when only specifying D3DX_SC_DEPTHBUFFER
-       /*
-               // Get depth buffer formats WITH stencil
-               surfClassFlags = D3DX_SC_DEPTHBUFFER | D3DX_SC_STENCILBUFFER;
-               for (i=0; i<nDepthStencilFormats; i++) {
-                       D3DXGetSurfaceFormat(dwDeviceIndex, NULL, surfClassFlags, i, &fmt[nSupportedFormats++]);
-               }
-       */
-#endif
-
-       // Total count of pixelformats is:
-       // (nSupportedFormats+1)*2
-       glb.lpPF = (DGL_pixelFormat *)calloc((nSupportedFormats)*2, sizeof(DGL_pixelFormat));
-       glb.nPixelFormatCount = (nSupportedFormats)*2;
-       if (glb.lpPF == NULL) {
-               glb.nPixelFormatCount = 0;
-               return FALSE;
-       }
-
-       // Get a copy of pointer that we can alter
-       pPF = glb.lpPF;
-
-       // Cache colour bits from display format
-//     _BitsFromDisplayFormat(d3ddm.Format, &cColorBits, &cRedBits, &cGreenBits, &cBlueBits, &cAlphaBits);
-       // Get display mode
-       D3DXGetCurrentVideoMode(D3DX_DEFAULT, &d3ddm);
-       cColorBits = d3ddm.bpp;
-       cAlphaBits = 0;
-       switch (d3ddm.bpp) {
-       case 15:
-               cRedBits = 5; cGreenBits = 5; cBlueBits = 5;
-               break;
-       case 16:
-               cRedBits = 5; cGreenBits = 6; cBlueBits = 5;
-               break;
-       case 24:
-       case 32:
-               cRedBits = 8; cGreenBits = 8; cBlueBits = 8;
-               break;
-       default:
-               cRedBits = 5; cGreenBits = 5; cBlueBits = 5;
-       }
-
-       //
-       // Add single-buffer formats
-       //
-
-/*     // Single-buffer, no depth-stencil buffer
-       memcpy(pPF, &pfTemplateHW, sizeof(DGL_pixelFormat));
-       pPF->pfd.dwFlags &= ~PFD_DOUBLEBUFFER; // Remove doublebuffer flag
-       pPF->pfd.cColorBits             = cColorBits;
-       pPF->pfd.cRedBits               = cRedBits;
-       pPF->pfd.cGreenBits             = cGreenBits;
-       pPF->pfd.cBlueBits              = cBlueBits;
-       pPF->pfd.cAlphaBits             = cAlphaBits;
-       pPF->pfd.cDepthBits             = 0;
-       pPF->pfd.cStencilBits   = 0;
-       pPF->dwDriverData               = D3DX_SF_UNKNOWN;
-       pPF++;*/
-
-       for (i=0; i<nSupportedFormats; i++, pPF++) {
-               memcpy(pPF, &pfTemplateHW, sizeof(DGL_pixelFormat));
-               pPF->pfd.dwFlags &= ~PFD_DOUBLEBUFFER; // Remove doublebuffer flag
-               pPF->pfd.cColorBits             = cColorBits;
-               pPF->pfd.cRedBits               = cRedBits;
-               pPF->pfd.cGreenBits             = cGreenBits;
-               pPF->pfd.cBlueBits              = cBlueBits;
-               pPF->pfd.cAlphaBits             = cAlphaBits;
-               _BitsFromDepthStencilFormat(fmt[i], &pPF->pfd.cDepthBits, &pPF->pfd.cStencilBits);
-               pPF->dwDriverData               = fmt[i];
-       }
-
-       //
-       // Add double-buffer formats
-       //
-
-/*     memcpy(pPF, &pfTemplateHW, sizeof(DGL_pixelFormat));
-       pPF->pfd.cColorBits             = cColorBits;
-       pPF->pfd.cRedBits               = cRedBits;
-       pPF->pfd.cGreenBits             = cGreenBits;
-       pPF->pfd.cBlueBits              = cBlueBits;
-       pPF->pfd.cAlphaBits             = cAlphaBits;
-       pPF->pfd.cDepthBits             = 0;
-       pPF->pfd.cStencilBits   = 0;
-       pPF->dwDriverData               = D3DX_SF_UNKNOWN;
-       pPF++;*/
-
-       for (i=0; i<nSupportedFormats; i++, pPF++) {
-               memcpy(pPF, &pfTemplateHW, sizeof(DGL_pixelFormat));
-               pPF->pfd.cColorBits             = cColorBits;
-               pPF->pfd.cRedBits               = cRedBits;
-               pPF->pfd.cGreenBits             = cGreenBits;
-               pPF->pfd.cBlueBits              = cBlueBits;
-               pPF->pfd.cAlphaBits             = cAlphaBits;
-               _BitsFromDepthStencilFormat(fmt[i], &pPF->pfd.cDepthBits, &pPF->pfd.cStencilBits);
-               pPF->dwDriverData               = fmt[i];
-       }
-
-       // Popup warning message if non RGB color mode
-       {
-               // This is a hack. KeithH
-               HDC hdcDesktop = GetDC(NULL);
-               DWORD dwDisplayBitDepth = GetDeviceCaps(hdcDesktop, BITSPIXEL);
-               ReleaseDC(0, hdcDesktop);
-               if (dwDisplayBitDepth <= 8) {
-                       ddlogPrintf(DDLOG_WARN, "Current Color Depth %d bpp is not supported", dwDisplayBitDepth);
-                       MessageBox(NULL, szColorDepthWarning, "GLDirect", MB_OK | MB_ICONWARNING);
-               }
-       }
-
-       // Mark list as 'current'
-       glb.bPixelformatsDirty = FALSE;
-
-       return TRUE;
-}
-
-//---------------------------------------------------------------------------
-
-BOOL gldInitialiseMesa_DX(
-       DGL_ctx *lpCtx)
-{
-       GLD_driver_dx7  *gld = NULL;
-       int                             MaxTextureSize, TextureLevels;
-       BOOL                    bSoftwareTnL;
-
-       if (lpCtx == NULL)
-               return FALSE;
-
-       gld = lpCtx->glPriv;
-       if (gld == NULL)
-               return FALSE;
-
-       if (glb.bMultitexture) {
-               lpCtx->glCtx->Const.MaxTextureUnits = gld->d3dCaps.wMaxSimultaneousTextures;
-               // Only support MAX_TEXTURE_UNITS texture units.
-               // ** If this is altered then the FVF formats must be reviewed **.
-               if (lpCtx->glCtx->Const.MaxTextureUnits > GLD_MAX_TEXTURE_UNITS_DX7)
-                       lpCtx->glCtx->Const.MaxTextureUnits = GLD_MAX_TEXTURE_UNITS_DX7;
-       } else {
-               // Multitexture override
-               lpCtx->glCtx->Const.MaxTextureUnits = 1;
-       }
-
-       lpCtx->glCtx->Const.MaxDrawBuffers = 1;
-
-       // max texture size
-//     MaxTextureSize = min(gld->d3dCaps8.MaxTextureHeight, gld->d3dCaps8.MaxTextureWidth);
-       MaxTextureSize = min(gld->d3dCaps.dwMaxTextureHeight, gld->d3dCaps.dwMaxTextureWidth);
-       if (MaxTextureSize == 0)
-               MaxTextureSize = 256; // Sanity check
-
-       //
-       // HACK!!
-       if (MaxTextureSize > 1024)
-               MaxTextureSize = 1024; // HACK - CLAMP TO 1024
-       // HACK!!
-       //
-
-       // TODO: Check this again for Mesa 5
-       // Got to set MAX_TEXTURE_SIZE as max levels.
-       // Who thought this stupid idea up? ;)
-       TextureLevels = 0;
-       // Calculate power-of-two.
-       while (MaxTextureSize) {
-               TextureLevels++;
-               MaxTextureSize >>= 1;
-       }
-       lpCtx->glCtx->Const.MaxTextureLevels = (TextureLevels) ? TextureLevels : 8;
-
-       // Defaults
-       IDirect3DDevice7_SetRenderState(gld->pDev, D3DRENDERSTATE_LIGHTING, FALSE);
-       IDirect3DDevice7_SetRenderState(gld->pDev, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
-       IDirect3DDevice7_SetRenderState(gld->pDev, D3DRENDERSTATE_DITHERENABLE, TRUE);
-       IDirect3DDevice7_SetRenderState(gld->pDev, D3DRENDERSTATE_SHADEMODE, D3DSHADE_GOURAUD);
-
-       // Set texture coord set to be used with each stage
-       IDirect3DDevice7_SetTextureStageState(gld->pDev, 0, D3DTSS_TEXCOORDINDEX, 0);
-       IDirect3DDevice7_SetTextureStageState(gld->pDev, 1, D3DTSS_TEXCOORDINDEX, 1);
-
-       // Set up Depth buffer
-       IDirect3DDevice7_SetRenderState(gld->pDev, D3DRENDERSTATE_ZENABLE,
-               (lpCtx->lpPF->dwDriverData!=D3DX_SF_UNKNOWN) ? D3DZB_TRUE : D3DZB_FALSE);
-
-       // Set the view matrix
-       {
-               D3DXMATRIX      vm;
-#if 1
-               D3DXMatrixIdentity(&vm);
-#else
-               D3DXVECTOR3 Eye(0.0f, 0.0f, 0.0f);
-               D3DXVECTOR3 At(0.0f, 0.0f, -1.0f);
-               D3DXVECTOR3 Up(0.0f, 1.0f, 0.0f);
-               D3DXMatrixLookAtRH(&vm, &Eye, &At, &Up);
-               vm._31 = -vm._31;
-               vm._32 = -vm._32;
-               vm._33 = -vm._33;
-               vm._34 = -vm._34;
-#endif
-               IDirect3DDevice7_SetTransform(gld->pDev, D3DTRANSFORMSTATE_VIEW, &vm);
-       }
-
-// DX7 does not support D3DRS_SOFTWAREVERTEXPROCESSING
-/*
-       if (gld->bHasHWTnL) {
-               if (glb.dwTnL == GLDS_TNL_DEFAULT)
-                       bSoftwareTnL = FALSE; // HW TnL
-               else {
-                       bSoftwareTnL = ((glb.dwTnL == GLDS_TNL_MESA) || (glb.dwTnL == GLDS_TNL_D3DSW)) ? TRUE : FALSE;
-               }
-       } else {
-               // No HW TnL, so no choice possible
-               bSoftwareTnL = TRUE;
-       }
-       IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_SOFTWAREVERTEXPROCESSING, bSoftwareTnL);
-*/
-
-// Dump this in a Release build as well, now.
-//#ifdef _DEBUG
-       ddlogPrintf(DDLOG_INFO, "HW TnL: %s",
-//             gld->bHasHWTnL ? (bSoftwareTnL ? "Disabled" : "Enabled") : "Unavailable");
-               gld->bHasHWTnL ? "Enabled" : "Unavailable");
-//#endif
-
-       // Set up interfaces to Mesa
-       gldEnableExtensions_DX7(lpCtx->glCtx);
-       gldInstallPipeline_DX7(lpCtx->glCtx);
-       gldSetupDriverPointers_DX7(lpCtx->glCtx);
-
-       // Signal a complete state update
-       lpCtx->glCtx->Driver.UpdateState(lpCtx->glCtx, _NEW_ALL);
-
-       // Start a scene
-       IDirect3DDevice7_BeginScene(gld->pDev);
-       lpCtx->bSceneStarted = TRUE;
-
-       return TRUE;
-}
-
-//---------------------------------------------------------------------------
-
-BOOL gldSwapBuffers_DX(
-       DGL_ctx *ctx,
-       HDC hDC,
-       HWND hWnd)
-{
-       HRESULT                 hr;
-       GLD_driver_dx7  *gld = NULL;
-       DWORD                   dwFlags;
-
-       if (ctx == NULL)
-               return FALSE;
-
-       gld = ctx->glPriv;
-       if (gld == NULL)
-               return FALSE;
-
-
-       // End the scene if one is started
-       if (ctx->bSceneStarted) {
-               IDirect3DDevice7_EndScene(gld->pDev);
-               ctx->bSceneStarted = FALSE;
-       }
-
-       // Needed by D3DX for MDI multi-window apps (DaveM)
-       if (lpDDClipper)
-               IDirectDrawClipper_SetHWnd(lpDDClipper, 0, hWnd);
-
-       // Swap the buffers. hWnd may override the hWnd used for CreateDevice()
-//     hr = IDirect3DDevice8_Present(gld->pDev, NULL, NULL, hWnd, NULL);
-
-       // Set refresh sync flag
-       dwFlags = glb.bWaitForRetrace ? 0 : D3DX_UPDATE_NOVSYNC;
-       // Render and show frame
-       hr = gld->pD3DXContext->lpVtbl->UpdateFrame(gld->pD3DXContext, dwFlags);
-       if (FAILED(hr)) 
-               ddlogError(DDLOG_WARN, "gldSwapBuffers_DX: UpdateFrame", hr);
-
-       if (hr == DDERR_SURFACELOST) {
-       hr = gld->pD3DXContext->lpVtbl->RestoreSurfaces(gld->pD3DXContext);
-       if (FAILED(hr)) 
-               ddlogError(DDLOG_WARN, "gldSwapBuffers_DX: RestoreSurfaces", hr);
-       }
-
-exit_swap:
-       // Begin a new scene
-       IDirect3DDevice7_BeginScene(gld->pDev);
-       ctx->bSceneStarted = TRUE;
-
-       return (FAILED(hr)) ? FALSE : TRUE;
-}
-
-//---------------------------------------------------------------------------
-
-BOOL gldGetDisplayMode_DX(
-       DGL_ctx *ctx,
-       GLD_displayMode *glddm)
-{
-//     D3DDISPLAYMODE          d3ddm;
-       D3DX_VIDMODEDESC        d3ddm;
-       HRESULT                         hr;
-       GLD_driver_dx7          *lpCtx = NULL;
-       BYTE cColorBits, cRedBits, cGreenBits, cBlueBits, cAlphaBits;
-
-       if ((glddm == NULL) || (ctx == NULL))
-               return FALSE;
-
-       lpCtx = ctx->glPriv;
-       if (lpCtx == NULL)
-               return FALSE;
-
-       if (lpCtx->pD3D == NULL)
-               return FALSE;
-
-//     hr = IDirect3D8_GetAdapterDisplayMode(lpCtx->pD3D, glb.dwAdapter, &d3ddm);
-       hr = D3DXGetCurrentVideoMode(D3DX_DEFAULT, &d3ddm);
-       if (FAILED(hr))
-               return FALSE;
-
-       // Get info from the display format
-//     _BitsFromDisplayFormat(d3ddm.Format,
-//             &cColorBits, &cRedBits, &cGreenBits, &cBlueBits, &cAlphaBits);
-
-       glddm->Width    = d3ddm.width;
-       glddm->Height   = d3ddm.height;
-       glddm->BPP              = d3ddm.bpp;
-       glddm->Refresh  = d3ddm.refreshRate;
-
-       return TRUE;
-}
-
-//---------------------------------------------------------------------------
-
diff --git a/src/mesa/drivers/windows/gldirect/dx8/gld_driver_dx8.c b/src/mesa/drivers/windows/gldirect/dx8/gld_driver_dx8.c
deleted file mode 100644 (file)
index 4c272c9..0000000
+++ /dev/null
@@ -1,1174 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x/2000/XP/XBox (Win32)
-*
-* Description:  Driver interface code to Mesa
-*
-****************************************************************************/
-
-//#include <windows.h>
-#include "dglcontext.h"
-#include "ddlog.h"
-#include "gld_dx8.h"
-
-#include "glheader.h"
-#include "context.h"
-#include "colormac.h"
-#include "depth.h"
-#include "extensions.h"
-#include "macros.h"
-#include "matrix.h"
-// #include "mem.h"
-//#include "mmath.h"
-#include "mtypes.h"
-#include "texformat.h"
-#include "teximage.h"
-#include "texstore.h"
-#include "vbo/vbo.h"
-#include "swrast_setup/swrast_setup.h"
-#include "swrast_setup/ss_context.h"
-#include "tnl/tnl.h"
-#include "tnl/t_context.h"
-#include "tnl/t_pipeline.h"
-
-extern BOOL dglSwapBuffers(HDC hDC);
-
-// HACK: Hack the _33 member of the OpenGL perspective projection matrix
-const float _fPersp_33 = 1.6f;
-
-//---------------------------------------------------------------------------
-// Internal functions
-//---------------------------------------------------------------------------
-
-void _gld_mesa_warning(
-       __struct gl_context *gc,
-       char *str)
-{
-       // Intercept Mesa's internal warning mechanism
-       gldLogPrintf(GLDLOG_WARN, "Mesa warning: %s", str);
-}
-
-//---------------------------------------------------------------------------
-
-void _gld_mesa_fatal(
-       __struct gl_context *gc,
-       char *str)
-{
-       // Intercept Mesa's internal fatal-message mechanism
-       gldLogPrintf(GLDLOG_CRITICAL, "Mesa FATAL: %s", str);
-
-       // Mesa calls abort(0) here.
-       ddlogClose();
-       exit(0);
-}
-
-//---------------------------------------------------------------------------
-
-D3DSTENCILOP _gldConvertStencilOp(
-       GLenum StencilOp)
-{
-       // Used by Stencil: pass, fail and zfail
-
-       switch (StencilOp) {
-       case GL_KEEP:
-               return D3DSTENCILOP_KEEP;
-       case GL_ZERO:
-               return D3DSTENCILOP_ZERO;
-       case GL_REPLACE:
-           return D3DSTENCILOP_REPLACE;
-       case GL_INCR:
-               return D3DSTENCILOP_INCRSAT;
-       case GL_DECR:
-           return D3DSTENCILOP_DECRSAT;
-       case GL_INVERT:
-               return D3DSTENCILOP_INVERT;
-       case GL_INCR_WRAP_EXT:  // GL_EXT_stencil_wrap
-               return D3DSTENCILOP_INCR;
-       case GL_DECR_WRAP_EXT:  // GL_EXT_stencil_wrap
-           return D3DSTENCILOP_DECR;
-       }
-
-#ifdef _DEBUG
-       gldLogMessage(GLDLOG_ERROR, "_gldConvertStencilOp: Unknown StencilOp\n");
-#endif
-
-       return D3DSTENCILOP_KEEP;
-}
-
-//---------------------------------------------------------------------------
-
-D3DCMPFUNC _gldConvertCompareFunc(
-       GLenum CmpFunc)
-{
-       // Used for Alpha func, depth func and stencil func.
-
-       switch (CmpFunc) {
-       case GL_NEVER:
-               return D3DCMP_NEVER;
-       case GL_LESS:
-               return D3DCMP_LESS;
-       case GL_EQUAL:
-               return D3DCMP_EQUAL;
-       case GL_LEQUAL:
-               return D3DCMP_LESSEQUAL;
-       case GL_GREATER:
-               return D3DCMP_GREATER;
-       case GL_NOTEQUAL:
-               return D3DCMP_NOTEQUAL;
-       case GL_GEQUAL:
-               return D3DCMP_GREATEREQUAL;
-       case GL_ALWAYS:
-               return D3DCMP_ALWAYS;
-       };
-
-#ifdef _DEBUG
-       gldLogMessage(GLDLOG_ERROR, "_gldConvertCompareFunc: Unknown CompareFunc\n");
-#endif
-
-       return D3DCMP_ALWAYS;
-}
-
-//---------------------------------------------------------------------------
-
-D3DBLEND _gldConvertBlendFunc(
-       GLenum blend,
-       GLenum DefaultBlend)
-{
-       switch (blend) {
-       case GL_ZERO:
-               return D3DBLEND_ZERO;
-       case GL_ONE:
-               return D3DBLEND_ONE;
-       case GL_DST_COLOR:
-               return D3DBLEND_DESTCOLOR;
-       case GL_SRC_COLOR:
-               return D3DBLEND_SRCCOLOR;
-       case GL_ONE_MINUS_DST_COLOR:
-               return D3DBLEND_INVDESTCOLOR;
-       case GL_ONE_MINUS_SRC_COLOR:
-               return D3DBLEND_INVSRCCOLOR;
-       case GL_SRC_ALPHA:
-               return D3DBLEND_SRCALPHA;
-       case GL_ONE_MINUS_SRC_ALPHA:
-               return D3DBLEND_INVSRCALPHA;
-       case GL_DST_ALPHA:
-               return D3DBLEND_DESTALPHA;
-       case GL_ONE_MINUS_DST_ALPHA:
-               return D3DBLEND_INVDESTALPHA;
-       case GL_SRC_ALPHA_SATURATE:
-               return D3DBLEND_SRCALPHASAT;
-       }
-
-#ifdef _DEBUG
-       gldLogMessage(GLDLOG_ERROR, "_gldConvertBlendFunc: Unknown BlendFunc\n");
-#endif
-
-       return DefaultBlend;
-}
-
-//---------------------------------------------------------------------------
-// Misc. functions
-//---------------------------------------------------------------------------
-
-void gld_Noop_DX8(
-       struct gl_context *ctx)
-{
-#ifdef _DEBUG
-       gldLogMessage(GLDLOG_ERROR, "gld_Noop called!\n");
-#endif
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Error_DX8(
-       struct gl_context *ctx)
-{
-#ifdef _DEBUG
-       // Quite useless.
-//     gldLogMessage(GLDLOG_ERROR, "ctx->Driver.Error called!\n");
-#endif
-}
-
-//---------------------------------------------------------------------------
-// Required Mesa functions
-//---------------------------------------------------------------------------
-
-static GLboolean gld_set_draw_buffer_DX8(
-       struct gl_context *ctx,
-       GLenum mode)
-{
-   (void) ctx;
-   if ((mode==GL_FRONT_LEFT) || (mode == GL_BACK_LEFT)) {
-      return GL_TRUE;
-   }
-   else {
-      return GL_FALSE;
-   }
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_set_read_buffer_DX8(
-       struct gl_context *ctx,
-       struct gl_framebuffer *buffer,
-       GLenum mode)
-{
-   /* separate read buffer not supported */
-/*
-   ASSERT(buffer == ctx->DrawBuffer);
-   ASSERT(mode == GL_FRONT_LEFT);
-*/
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Clear_DX8(
-       struct gl_context *ctx,
-       GLbitfield mask,
-       GLboolean all,
-       GLint x,
-       GLint y,
-       GLint width,
-       GLint height)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx8          *gld    = GLD_GET_DX8_DRIVER(gldCtx);
-
-       DWORD           dwFlags = 0;
-       D3DCOLOR        Color = 0;
-       float           Z = 0.0f;
-       DWORD           Stencil = 0;
-       D3DRECT         d3dClearRect;
-
-       // TODO: Colourmask
-       const GLuint *colorMask = (GLuint *) &ctx->Color.ColorMask[0];
-
-       if (!gld->pDev)
-               return;
-
-       if (mask & (DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT)) {
-               GLubyte col[4];
-               CLAMPED_FLOAT_TO_UBYTE(col[0], ctx->Color.ClearColor[0]);
-               CLAMPED_FLOAT_TO_UBYTE(col[1], ctx->Color.ClearColor[1]);
-               CLAMPED_FLOAT_TO_UBYTE(col[2], ctx->Color.ClearColor[2]);
-               CLAMPED_FLOAT_TO_UBYTE(col[3], ctx->Color.ClearColor[3]);
-               dwFlags |= D3DCLEAR_TARGET;
-               Color = D3DCOLOR_RGBA(col[0], col[1], col[2], col[3]);
-//                                                             ctx->Color.ClearColor[1], 
-//                                                             ctx->Color.ClearColor[2], 
-//                                                             ctx->Color.ClearColor[3]);
-       }
-
-       if (mask & DD_DEPTH_BIT) {
-               // D3D8 will fail the Clear call if we try and clear a
-               // depth buffer and we haven't created one.
-               // Also, some apps try and clear a depth buffer,
-               // when a depth buffer hasn't been requested by the app.
-               if (ctx->Visual.depthBits == 0) {
-                       mask &= ~DD_DEPTH_BIT; // Remove depth bit from mask
-               } else {
-                       dwFlags |= D3DCLEAR_ZBUFFER;
-                       Z = ctx->Depth.Clear;
-               }
-       }
-
-       if (mask & DD_STENCIL_BIT) {
-               if (ctx->Visual.stencilBits == 0) {
-                       // No stencil bits in depth buffer
-                       mask &= ~DD_STENCIL_BIT; // Remove stencil bit from mask
-               } else {
-                       dwFlags |= D3DCLEAR_STENCIL;
-                       Stencil = ctx->Stencil.Clear;
-               }
-       }
-
-       // Some apps do really weird things with the rect, such as Quake3.
-       if ((x < 0) || (y < 0) || (width <= 0) || (height <= 0)) {
-               all = GL_TRUE;
-       }
-
-       if (!all) {
-               // Calculate clear subrect
-               d3dClearRect.x1 = x;
-               d3dClearRect.y1 = gldCtx->dwHeight - (y + height);
-               d3dClearRect.x2 = x + width;
-               d3dClearRect.y2 = d3dClearRect.y1 + height;
-       }
-
-       // dwFlags will be zero if there's nothing to clear
-       if (dwFlags) {
-               _GLD_DX8_DEV(Clear(
-                       gld->pDev,
-                       all ? 0 : 1,
-                       all ? NULL : &d3dClearRect,
-                       dwFlags,
-                       Color, Z, Stencil));
-       }
-
-       if (mask & DD_ACCUM_BIT) {
-               // Clear accumulation buffer
-       }
-}
-
-//---------------------------------------------------------------------------
-
-// Mesa 5: Parameter change
-static void gld_buffer_size_DX8(
-//     struct gl_context *ctx,
-       struct gl_framebuffer *fb,
-       GLuint *width,
-       GLuint *height)
-{
-//     GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);
-
-       *width = fb->Width; // gldCtx->dwWidth;
-       *height = fb->Height; // gldCtx->dwHeight;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_Finish_DX8(
-       struct gl_context *ctx)
-{
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_Flush_DX8(
-       struct gl_context *ctx)
-{
-       GLD_context             *gld    = GLD_GET_CONTEXT(ctx);
-
-       // TODO: Detect apps that glFlush() then SwapBuffers() ?
-
-       if (gld->EmulateSingle) {
-               // Emulating a single-buffered context.
-               // [Direct3D doesn't allow rendering to front buffer]
-               dglSwapBuffers(gld->hDC);
-       }
-}
-
-//---------------------------------------------------------------------------
-
-void gld_NEW_STENCIL(
-       struct gl_context *ctx)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx8          *gld    = GLD_GET_DX8_DRIVER(gldCtx);
-
-       // Two-sided stencil. New for Mesa 5
-       const GLuint            uiFace  = 0UL;
-
-       struct gl_stencil_attrib *pStencil = &ctx->Stencil;
-
-       _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_STENCILENABLE, pStencil->Enabled ? TRUE : FALSE));
-       if (pStencil->Enabled) {
-               _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_STENCILFUNC, _gldConvertCompareFunc(pStencil->Function[uiFace])));
-               _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_STENCILREF, pStencil->Ref[uiFace]));
-               _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_STENCILMASK, pStencil->ValueMask[uiFace]));
-               _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_STENCILWRITEMASK, pStencil->WriteMask[uiFace]));
-               _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_STENCILFAIL, _gldConvertStencilOp(pStencil->FailFunc[uiFace])));
-               _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_STENCILZFAIL, _gldConvertStencilOp(pStencil->ZFailFunc[uiFace])));
-               _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_STENCILPASS, _gldConvertStencilOp(pStencil->ZPassFunc[uiFace])));
-       }
-}
-
-//---------------------------------------------------------------------------
-
-void gld_NEW_COLOR(
-       struct gl_context *ctx)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx8          *gld    = GLD_GET_DX8_DRIVER(gldCtx);
-
-       DWORD           dwFlags = 0;
-       D3DBLEND        src;
-       D3DBLEND        dest;
-
-       // Alpha func
-       _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_ALPHAFUNC, _gldConvertCompareFunc(ctx->Color.AlphaFunc)));
-       _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_ALPHAREF, (DWORD)ctx->Color.AlphaRef));
-       _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_ALPHATESTENABLE, ctx->Color.AlphaEnabled));
-
-       // Blend func
-       _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_ALPHABLENDENABLE, ctx->Color.BlendEnabled));
-       src             = _gldConvertBlendFunc(ctx->Color.BlendSrcRGB, GL_ONE);
-       dest    = _gldConvertBlendFunc(ctx->Color.BlendDstRGB, GL_ZERO);
-       _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_SRCBLEND, src));
-       _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_DESTBLEND, dest));
-
-       // Color mask
-       if (ctx->Color.ColorMask[0][0]) dwFlags |= D3DCOLORWRITEENABLE_RED;
-       if (ctx->Color.ColorMask[0][1]) dwFlags |= D3DCOLORWRITEENABLE_GREEN;
-       if (ctx->Color.ColorMask[0][2]) dwFlags |= D3DCOLORWRITEENABLE_BLUE;
-       if (ctx->Color.ColorMask[0][3]) dwFlags |= D3DCOLORWRITEENABLE_ALPHA;
-       _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_COLORWRITEENABLE, dwFlags));
-}
-
-//---------------------------------------------------------------------------
-
-void gld_NEW_DEPTH(
-       struct gl_context *ctx)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx8          *gld    = GLD_GET_DX8_DRIVER(gldCtx);
-
-       _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_ZENABLE, ctx->Depth.Test ? D3DZB_TRUE : D3DZB_FALSE));
-       _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_ZFUNC, _gldConvertCompareFunc(ctx->Depth.Func)));
-       _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_ZWRITEENABLE, ctx->Depth.Mask ? TRUE : FALSE));
-}
-
-//---------------------------------------------------------------------------
-
-void gld_NEW_POLYGON(
-       struct gl_context *ctx)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx8          *gld    = GLD_GET_DX8_DRIVER(gldCtx);
-
-       D3DFILLMODE     d3dFillMode = D3DFILL_SOLID;
-       D3DCULL         d3dCullMode = D3DCULL_NONE;
-       int                     iOffset = 0;
-
-       // Fillmode
-       switch (ctx->Polygon.FrontMode) {
-       case GL_POINT:
-               d3dFillMode = D3DFILL_POINT;
-               break;
-       case GL_LINE:
-               d3dFillMode = D3DFILL_WIREFRAME;
-               break;
-       case GL_FILL:
-               d3dFillMode = D3DFILL_SOLID;
-               break;
-       }
-       _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_FILLMODE, d3dFillMode));
-
-       if (ctx->Polygon.CullFlag) {
-               switch (ctx->Polygon.CullFaceMode) {
-               case GL_BACK:
-                       if (ctx->Polygon.FrontFace == GL_CCW)
-                               d3dCullMode = D3DCULL_CW;
-                       else
-                               d3dCullMode = D3DCULL_CCW;
-                       break;
-               case GL_FRONT:
-                       if (ctx->Polygon.FrontFace == GL_CCW)
-                               d3dCullMode = D3DCULL_CCW;
-                       else
-                               d3dCullMode = D3DCULL_CW;
-                       break;
-               case GL_FRONT_AND_BACK:
-                       d3dCullMode = D3DCULL_NONE;
-                       break;
-               default:
-                       break;
-               }
-       } else {
-               d3dCullMode = D3DCULL_NONE;
-       }
-//     d3dCullMode = D3DCULL_NONE; // TODO: DEBUGGING
-       _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_CULLMODE, d3dCullMode));
-
-       // Polygon offset
-       // ZBIAS ranges from 0 to 16 and can only move towards the viewer
-       // Mesa5: ctx->Polygon._OffsetAny removed
-       if (ctx->Polygon.OffsetFill) {
-               iOffset = (int)ctx->Polygon.OffsetUnits;
-               if (iOffset < 0)
-                       iOffset = -iOffset;
-               else
-                       iOffset = 0; // D3D can't push away
-       }
-       _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_ZBIAS, iOffset));
-}
-
-//---------------------------------------------------------------------------
-
-void gld_NEW_FOG(
-       struct gl_context *ctx)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx8          *gld    = GLD_GET_DX8_DRIVER(gldCtx);
-
-       D3DCOLOR        d3dFogColour;
-       D3DFOGMODE      d3dFogMode = D3DFOG_LINEAR;
-
-       // TODO: Fog is calculated seperately in the Mesa pipeline
-       _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_FOGENABLE, FALSE));
-       return;
-
-       // Fog enable
-       _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_FOGENABLE, ctx->Fog.Enabled));
-       if (!ctx->Fog.Enabled) {
-               _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_FOGTABLEMODE, D3DFOG_NONE));
-               _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_FOGVERTEXMODE, D3DFOG_NONE));
-               return; // If disabled, don't bother setting any fog state
-       }
-
-       // Fog colour
-       d3dFogColour = D3DCOLOR_COLORVALUE(     ctx->Fog.Color[0],
-                                                               ctx->Fog.Color[1],
-                                                               ctx->Fog.Color[2],
-                                                               ctx->Fog.Color[3]);
-       _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_FOGCOLOR, d3dFogColour));
-
-       // Fog density
-       _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_FOGDENSITY, *((DWORD*) (&ctx->Fog.Density))));
-
-       // Fog start
-       _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_FOGSTART, *((DWORD*) (&ctx->Fog.Start))));
-
-       // Fog end
-       _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_FOGEND, *((DWORD*) (&ctx->Fog.End))));
-
-       // Fog mode
-       switch (ctx->Fog.Mode) {
-       case GL_LINEAR:
-               d3dFogMode = D3DFOG_LINEAR;
-               break;
-       case GL_EXP:
-               d3dFogMode = D3DFOG_EXP;
-               break;
-       case GL_EXP2:
-               d3dFogMode = D3DFOG_EXP2;
-               break;
-       }
-       _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_FOGTABLEMODE, d3dFogMode));
-       _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_FOGVERTEXMODE, D3DFOG_NONE));
-}
-
-//---------------------------------------------------------------------------
-
-void gld_NEW_LIGHT(
-       struct gl_context *ctx)
-{
-       GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx8  *gld    = GLD_GET_DX8_DRIVER(gldCtx);
-       DWORD                   dwSpecularEnable;
-
-       // Shademode
-       _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_SHADEMODE, (ctx->Light.ShadeModel == GL_SMOOTH) ? D3DSHADE_GOURAUD : D3DSHADE_FLAT));
-
-       // Separate specular colour
-       if (ctx->Light.Enabled)
-               dwSpecularEnable = (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR) ? TRUE: FALSE;
-       else
-               dwSpecularEnable = FALSE;
-       _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_SPECULARENABLE, dwSpecularEnable));
-}
-
-//---------------------------------------------------------------------------
-
-void gld_NEW_MODELVIEW(
-       struct gl_context *ctx)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx8          *gld    = GLD_GET_DX8_DRIVER(gldCtx);
-
-       D3DMATRIX       m;
-       //GLfloat               *pM = ctx->ModelView.m;
-       // Mesa5: Model-view is now a stack
-       GLfloat         *pM = ctx->ModelviewMatrixStack.Top->m;
-       m._11 = pM[0];
-       m._12 = pM[1];
-       m._13 = pM[2];
-       m._14 = pM[3];
-       m._21 = pM[4];
-       m._22 = pM[5];
-       m._23 = pM[6];
-       m._24 = pM[7];
-       m._31 = pM[8];
-       m._32 = pM[9];
-       m._33 = pM[10];
-       m._34 = pM[11];
-       m._41 = pM[12];
-       m._42 = pM[13];
-       m._43 = pM[14];
-       m._44 = pM[15];
-
-       gld->matModelView = m;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_NEW_PROJECTION(
-       struct gl_context *ctx)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx8          *gld    = GLD_GET_DX8_DRIVER(gldCtx);
-
-       D3DMATRIX       m;
-       //GLfloat               *pM = ctx->ProjectionMatrix.m;
-       // Mesa 5: Now a stack
-       GLfloat         *pM = ctx->ProjectionMatrixStack.Top->m;
-       m._11 = pM[0];
-       m._12 = pM[1];
-       m._13 = pM[2];
-       m._14 = pM[3];
-
-       m._21 = pM[4];
-       m._22 = pM[5];
-       m._23 = pM[6];
-       m._24 = pM[7];
-
-       m._31 = pM[8];
-       m._32 = pM[9];
-       m._33 = pM[10] / _fPersp_33; // / 1.6f;
-       m._34 = pM[11];
-
-       m._41 = pM[12];
-       m._42 = pM[13];
-       m._43 = pM[14] / 2.0f;
-       m._44 = pM[15];
-
-       gld->matProjection = m;
-}
-
-//---------------------------------------------------------------------------
-/*
-void gldFrustumHook_DX8(
-       GLdouble left,
-       GLdouble right,
-       GLdouble bottom,
-       GLdouble top,
-       GLdouble nearval,
-       GLdouble farval)
-{
-       GET_CURRENT_CONTEXT(ctx);
-       GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx8  *gld    = GLD_GET_DX8_DRIVER(gldCtx);
-
-       // Pass values on to Mesa first (in case we mess with them)
-       _mesa_Frustum(left, right, bottom, top, nearval, farval);
-
-       _fPersp_33 = farval / (nearval - farval);
-
-//     ddlogPrintf(GLDLOG_SYSTEM, "Frustum: %f", farval/nearval);
-}
-
-//---------------------------------------------------------------------------
-
-void gldOrthoHook_DX8(
-       GLdouble left,
-       GLdouble right,
-       GLdouble bottom,
-       GLdouble top,
-       GLdouble nearval,
-       GLdouble farval)
-{
-       GET_CURRENT_CONTEXT(ctx);
-       GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx8  *gld    = GLD_GET_DX8_DRIVER(gldCtx);
-
-       // Pass values on to Mesa first (in case we mess with them)
-       _mesa_Ortho(left, right, bottom, top, nearval, farval);
-
-       _fPersp_33 = 1.6f;
-
-//     ddlogPrintf(GLDLOG_SYSTEM, "Ortho: %f", farval/nearval);
-}
-*/
-//---------------------------------------------------------------------------
-
-void gld_NEW_VIEWPORT(
-       struct gl_context *ctx)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx8          *gld    = GLD_GET_DX8_DRIVER(gldCtx);
-
-       D3DVIEWPORT8    d3dvp;
-//     GLint                   x, y;
-//     GLsizei                 w, h;
-
-       // Set depth range
-       _GLD_DX8_DEV(GetViewport(gld->pDev, &d3dvp));
-       // D3D can't do Quake1/Quake2 z-trick
-       if (ctx->Viewport.Near <= ctx->Viewport.Far) {
-               d3dvp.MinZ              = ctx->Viewport.Near;
-               d3dvp.MaxZ              = ctx->Viewport.Far;
-       } else {
-               d3dvp.MinZ              = ctx->Viewport.Far;
-               d3dvp.MaxZ              = ctx->Viewport.Near;
-       }
-/*     x = ctx->Viewport.X;
-       y = ctx->Viewport.Y;
-       w = ctx->Viewport.Width;
-       h = ctx->Viewport.Height;
-       if (x < 0) x = 0;
-       if (y < 0) y = 0;
-       if (w > gldCtx->dwWidth)                w = gldCtx->dwWidth;
-       if (h > gldCtx->dwHeight)               h = gldCtx->dwHeight;
-       // Ditto for D3D viewport dimensions
-       if (w+x > gldCtx->dwWidth)              w = gldCtx->dwWidth-x;
-       if (h+y > gldCtx->dwHeight)     h = gldCtx->dwHeight-y;
-       d3dvp.X                 = x;
-       d3dvp.Y                 = gldCtx->dwHeight - (y + h);
-       d3dvp.Width             = w;
-       d3dvp.Height    = h;*/
-       _GLD_DX8_DEV(SetViewport(gld->pDev, &d3dvp));
-
-//     gld->fFlipWindowY = (float)gldCtx->dwHeight;
-}
-
-//---------------------------------------------------------------------------
-
-__inline BOOL _gldAnyEvalEnabled(
-       struct gl_context *ctx)
-{
-       struct gl_eval_attrib *eval = &ctx->Eval;
-
-       if ((eval->AutoNormal) ||
-               (eval->Map1Color4) ||
-               (eval->Map1Index) ||
-               (eval->Map1Normal) ||
-               (eval->Map1TextureCoord1) ||
-               (eval->Map1TextureCoord2) ||
-               (eval->Map1TextureCoord3) ||
-               (eval->Map1TextureCoord4) ||
-               (eval->Map1Vertex3) ||
-               (eval->Map1Vertex4) ||
-               (eval->Map2Color4) ||
-               (eval->Map2Index) ||
-               (eval->Map2Normal) ||
-               (eval->Map2TextureCoord1) ||
-               (eval->Map2TextureCoord2) ||
-               (eval->Map2TextureCoord3) ||
-               (eval->Map2TextureCoord4) ||
-               (eval->Map2Vertex3) ||
-               (eval->Map2Vertex4)
-               )
-       return TRUE;
-
-       return FALSE;
-}
-
-//---------------------------------------------------------------------------
-
-BOOL _gldChooseInternalPipeline(
-       struct gl_context *ctx,
-       GLD_driver_dx8 *gld)
-{
-//     return TRUE;    // DEBUGGING: ALWAYS USE MESA
-//     return FALSE;   // DEBUGGING: ALWAYS USE D3D
-
-       if ((glb.dwTnL == GLDS_TNL_MESA) || (gld->bHasHWTnL == FALSE))
-       {
-               gld->PipelineUsage.qwMesa.QuadPart++;
-               return TRUE; // Force Mesa TnL
-       }
-
-       if ((ctx->Light.Enabled) ||
-               (1) ||
-               (ctx->Texture._TexGenEnabled) ||
-               (ctx->Texture._TexMatEnabled) ||
-//             (ctx->Transform._AnyClip) ||
-               (ctx->Scissor.Enabled) ||
-               _gldAnyEvalEnabled(ctx) // Put this last so we can early-out
-               )
-       {
-               gld->PipelineUsage.qwMesa.QuadPart++;
-               return TRUE;
-       }
-
-       gld->PipelineUsage.qwD3DFVF.QuadPart++;
-       return FALSE;
-
-/*     // Force Mesa pipeline?
-       if (glb.dwTnL == GLDS_TNL_MESA) {
-               gld->PipelineUsage.dwMesa.QuadPart++;
-               return GLD_PIPELINE_MESA;
-       }
-
-       // Test for functionality not exposed in the D3D pathways
-       if ((ctx->Texture._GenFlags)) {
-               gld->PipelineUsage.dwMesa.QuadPart++;
-               return GLD_PIPELINE_MESA;
-       }
-
-       // Now decide if vertex shader can be used.
-       // If two sided lighting is enabled then we must either
-       // use Mesa TnL or the vertex shader
-       if (ctx->_TriangleCaps & DD_TRI_LIGHT_TWOSIDE) {
-               if (gld->VStwosidelight.hShader && !ctx->Fog.Enabled) {
-                       // Use Vertex Shader
-                       gld->PipelineUsage.dwD3D2SVS.QuadPart++;
-                       return GLD_PIPELINE_D3D_VS_TWOSIDE;
-               } else {
-                       // Use Mesa TnL
-                       gld->PipelineUsage.dwMesa.QuadPart++;
-                       return GLD_PIPELINE_MESA;
-               }
-       }
-
-       // Must be D3D fixed-function pipeline
-       gld->PipelineUsage.dwD3DFVF.QuadPart++;
-       return GLD_PIPELINE_D3D_FVF;
-*/
-}
-
-//---------------------------------------------------------------------------
-
-void gld_update_state_DX8(
-       struct gl_context *ctx,
-       GLuint new_state)
-{
-       GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx8  *gld    = GLD_GET_DX8_DRIVER(gldCtx);
-       TNLcontext              *tnl = TNL_CONTEXT(ctx);
-       GLD_pb_dx8              *gldPB;
-
-       if (!gld || !gld->pDev)
-               return;
-
-       _swsetup_InvalidateState( ctx, new_state );
-       _vbo_InvalidateState( ctx, new_state );
-       _tnl_InvalidateState( ctx, new_state );
-
-       // SetupIndex will be used in the pipelines for choosing setup function
-       if ((ctx->_TriangleCaps & (DD_TRI_LIGHT_TWOSIDE | DD_SEPARATE_SPECULAR)) ||
-               (ctx->Fog.Enabled))
-       {
-               if (ctx->_TriangleCaps & DD_FLATSHADE)
-                       gld->iSetupFunc = GLD_SI_FLAT_EXTRAS;
-               else
-                       gld->iSetupFunc = GLD_SI_SMOOTH_EXTRAS;
-       } else {
-               if (ctx->_TriangleCaps & DD_FLATSHADE)
-                       gld->iSetupFunc = GLD_SI_FLAT;  // Setup flat shade + texture
-               else
-                       gld->iSetupFunc = GLD_SI_SMOOTH; // Setup smooth shade + texture
-       }
-
-       gld->bUseMesaTnL = _gldChooseInternalPipeline(ctx, gld);
-       if (gld->bUseMesaTnL) {
-               gldPB = &gld->PB2d;
-               _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_SOFTWAREVERTEXPROCESSING, TRUE));
-               _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_CLIPPING, FALSE));
-               _GLD_DX8_DEV(SetVertexShader(gld->pDev, gldPB->dwFVF));
-       } else {
-               gldPB = &gld->PB3d;
-               _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_CLIPPING, TRUE));
-//             if (gld->TnLPipeline == GLD_PIPELINE_D3D_VS_TWOSIDE) {
-//                     _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_SOFTWAREVERTEXPROCESSING, !gld->VStwosidelight.bHardware));
-//                     _GLD_DX8_DEV(SetVertexShader(gld->pDev, gld->VStwosidelight.hShader));
-//             } else {
-                       _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_SOFTWAREVERTEXPROCESSING, !gld->bHasHWTnL));
-                       _GLD_DX8_DEV(SetVertexShader(gld->pDev, gldPB->dwFVF));
-//             }
-       }
-
-#define _GLD_TEST_STATE(a)             \
-       if (new_state & (a)) {          \
-               gld##a(ctx);                    \
-               new_state &= ~(a);              \
-       }
-
-#define _GLD_TEST_STATE_DX8(a) \
-       if (new_state & (a)) {          \
-               gld##a##_DX8(ctx);              \
-               new_state &= ~(a);              \
-       }
-
-#define _GLD_IGNORE_STATE(a) new_state &= ~(a);
-
-//     if (!gld->bUseMesaTnL) {
-               // Not required if Mesa is doing the TnL.
-       // Problem: If gld->bUseMesaTnL is TRUE when these are signaled,
-       // then we'll miss updating the D3D TnL pipeline.
-       // Therefore, don't test for gld->bUseMesaTnL
-       _GLD_TEST_STATE(_NEW_MODELVIEW);
-       _GLD_TEST_STATE(_NEW_PROJECTION);
-//     }
-
-       _GLD_TEST_STATE_DX8(_NEW_TEXTURE); // extern, so guard with _DX8
-       _GLD_TEST_STATE(_NEW_COLOR);
-       _GLD_TEST_STATE(_NEW_DEPTH);
-       _GLD_TEST_STATE(_NEW_POLYGON);
-       _GLD_TEST_STATE(_NEW_STENCIL);
-       _GLD_TEST_STATE(_NEW_FOG);
-       _GLD_TEST_STATE(_NEW_LIGHT);
-       _GLD_TEST_STATE(_NEW_VIEWPORT);
-
-       _GLD_IGNORE_STATE(_NEW_TRANSFORM);
-
-
-// Stubs for future use.
-/*     _GLD_TEST_STATE(_NEW_TEXTURE_MATRIX);
-       _GLD_TEST_STATE(_NEW_COLOR_MATRIX);
-       _GLD_TEST_STATE(_NEW_EVAL);
-       _GLD_TEST_STATE(_NEW_HINT);
-       _GLD_TEST_STATE(_NEW_LINE);
-       _GLD_TEST_STATE(_NEW_PIXEL);
-       _GLD_TEST_STATE(_NEW_POINT);
-       _GLD_TEST_STATE(_NEW_POLYGONSTIPPLE);
-       _GLD_TEST_STATE(_NEW_SCISSOR);
-       _GLD_TEST_STATE(_NEW_PACKUNPACK);
-       _GLD_TEST_STATE(_NEW_ARRAY);
-       _GLD_TEST_STATE(_NEW_RENDERMODE);
-       _GLD_TEST_STATE(_NEW_BUFFERS);
-       _GLD_TEST_STATE(_NEW_MULTISAMPLE);
-*/
-
-// For debugging.
-#if 0
-#define _GLD_TEST_UNHANDLED_STATE(a)                                                                   \
-       if (new_state & (a)) {                                                                  \
-               gldLogMessage(GLDLOG_ERROR, "Unhandled " #a "\n");      \
-       }
-       _GLD_TEST_UNHANDLED_STATE(_NEW_TEXTURE_MATRIX);
-       _GLD_TEST_UNHANDLED_STATE(_NEW_COLOR_MATRIX);
-       _GLD_TEST_UNHANDLED_STATE(_NEW_EVAL);
-       _GLD_TEST_UNHANDLED_STATE(_NEW_HINT);
-       _GLD_TEST_UNHANDLED_STATE(_NEW_LINE);
-       _GLD_TEST_UNHANDLED_STATE(_NEW_PIXEL);
-       _GLD_TEST_UNHANDLED_STATE(_NEW_POINT);
-       _GLD_TEST_UNHANDLED_STATE(_NEW_POLYGONSTIPPLE);
-       _GLD_TEST_UNHANDLED_STATE(_NEW_SCISSOR);
-       _GLD_TEST_UNHANDLED_STATE(_NEW_PACKUNPACK);
-       _GLD_TEST_UNHANDLED_STATE(_NEW_ARRAY);
-       _GLD_TEST_UNHANDLED_STATE(_NEW_RENDERMODE);
-       _GLD_TEST_UNHANDLED_STATE(_NEW_BUFFERS);
-       _GLD_TEST_UNHANDLED_STATE(_NEW_MULTISAMPLE);
-#undef _GLD_UNHANDLED_STATE
-#endif
-
-#undef _GLD_TEST_STATE
-}
-
-//---------------------------------------------------------------------------
-// Viewport
-//---------------------------------------------------------------------------
-
-void gld_Viewport_DX8(
-       struct gl_context *ctx,
-       GLint x,
-       GLint y,
-       GLsizei w,
-       GLsizei h)
-{
-       GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx8  *gld    = GLD_GET_DX8_DRIVER(gldCtx);
-
-       D3DVIEWPORT8    d3dvp;
-
-       if (!gld || !gld->pDev)
-               return;
-
-       // This is a hack. When the app is minimized, Mesa passes
-       // w=1 and h=1 for viewport dimensions. Without this test
-       // we get a GPF in gld_wgl_resize_buffers().
-       if ((w==1) && (h==1))
-               return;
-
-       // Call ResizeBuffersMESA. This function will early-out
-       // if no resize is needed.
-       //ctx->Driver.ResizeBuffersMESA(ctx);
-       // Mesa 5: Changed parameters
-       ctx->Driver.ResizeBuffers(gldCtx->glBuffer);
-
-#if 0
-       ddlogPrintf(GLDLOG_SYSTEM, ">> Viewport x=%d y=%d w=%d h=%d", x,y,w,h);
-#endif
-
-       // ** D3D viewport must not be outside the render target surface **
-       // Sanity check the GL viewport dimensions
-       if (x < 0) x = 0;
-       if (y < 0) y = 0;
-       if (w > gldCtx->dwWidth)                w = gldCtx->dwWidth;
-       if (h > gldCtx->dwHeight)               h = gldCtx->dwHeight;
-       // Ditto for D3D viewport dimensions
-       if (w+x > gldCtx->dwWidth)              w = gldCtx->dwWidth-x;
-       if (h+y > gldCtx->dwHeight)     h = gldCtx->dwHeight-y;
-
-       d3dvp.X                 = x;
-       d3dvp.Y                 = gldCtx->dwHeight - (y + h);
-       d3dvp.Width             = w;
-       d3dvp.Height    = h;
-       if (ctx->Viewport.Near <= ctx->Viewport.Far) {
-               d3dvp.MinZ              = ctx->Viewport.Near;
-               d3dvp.MaxZ              = ctx->Viewport.Far;
-       } else {
-               d3dvp.MinZ              = ctx->Viewport.Far;
-               d3dvp.MaxZ              = ctx->Viewport.Near;
-       }
-
-       // TODO: DEBUGGING
-//     d3dvp.MinZ              = 0.0f;
-//     d3dvp.MaxZ              = 1.0f;
-
-       _GLD_DX8_DEV(SetViewport(gld->pDev, &d3dvp));
-
-}
-
-//---------------------------------------------------------------------------
-
-extern BOOL dglWglResizeBuffers(struct gl_context *ctx, BOOL bDefaultDriver);
-
-// Mesa 5: Parameter change
-void gldResizeBuffers_DX8(
-//     struct gl_context *ctx)
-       struct gl_framebuffer *fb)
-{
-       GET_CURRENT_CONTEXT(ctx);
-       dglWglResizeBuffers(ctx, TRUE);
-}
-
-//---------------------------------------------------------------------------
-#ifdef _DEBUG
-// This is only for debugging.
-// To use, plug into ctx->Driver.Enable pointer below.
-void gld_Enable(
-       struct gl_context *ctx,
-       GLenum e,
-       GLboolean b)
-{
-       char buf[1024];
-       sprintf(buf, "Enable: %s (%s)\n", _mesa_lookup_enum_by_nr(e), b?"TRUE":"FALSE");
-       ddlogMessage(DDLOG_SYSTEM, buf);
-}
-#endif
-//---------------------------------------------------------------------------
-// Driver pointer setup
-//---------------------------------------------------------------------------
-
-extern const GLubyte* _gldGetStringGeneric(struct gl_context*, GLenum);
-
-void gldSetupDriverPointers_DX8(
-       struct gl_context *ctx)
-{
-       GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx8  *gld    = GLD_GET_DX8_DRIVER(gldCtx);
-
-       TNLcontext *tnl = TNL_CONTEXT(ctx);
-
-       // Mandatory functions
-       ctx->Driver.GetString                           = _gldGetStringGeneric;
-       ctx->Driver.UpdateState                         = gld_update_state_DX8;
-       ctx->Driver.Clear                                       = gld_Clear_DX8;
-       ctx->Driver.DrawBuffer                          = gld_set_draw_buffer_DX8;
-       ctx->Driver.GetBufferSize                       = gld_buffer_size_DX8;
-       ctx->Driver.Finish                                      = gld_Finish_DX8;
-       ctx->Driver.Flush                                       = gld_Flush_DX8;
-       ctx->Driver.Error                                       = gld_Error_DX8;
-
-       // Hardware accumulation buffer
-       ctx->Driver.Accum                                       = NULL; // TODO: gld_Accum;
-
-       // Bitmap functions
-       ctx->Driver.CopyPixels                          = gld_CopyPixels_DX8;
-       ctx->Driver.DrawPixels                          = gld_DrawPixels_DX8;
-       ctx->Driver.ReadPixels                          = gld_ReadPixels_DX8;
-       ctx->Driver.Bitmap                                      = gld_Bitmap_DX8;
-
-       // Buffer resize
-       ctx->Driver.ResizeBuffers                       = gldResizeBuffers_DX8;
-       
-       // Texture image functions
-       ctx->Driver.ChooseTextureFormat         = gld_ChooseTextureFormat_DX8;
-       ctx->Driver.TexImage1D                          = gld_TexImage1D_DX8;
-       ctx->Driver.TexImage2D                          = gld_TexImage2D_DX8;
-       ctx->Driver.TexImage3D                          = _mesa_store_teximage3d;
-       ctx->Driver.TexSubImage1D                       = gld_TexSubImage1D_DX8;
-       ctx->Driver.TexSubImage2D                       = gld_TexSubImage2D_DX8;
-       ctx->Driver.TexSubImage3D                       = _mesa_store_texsubimage3d;
-       
-       ctx->Driver.CopyTexImage1D                      = gldCopyTexImage1D_DX8; //NULL;
-       ctx->Driver.CopyTexImage2D                      = gldCopyTexImage2D_DX8; //NULL;
-       ctx->Driver.CopyTexSubImage1D           = gldCopyTexSubImage1D_DX8; //NULL;
-       ctx->Driver.CopyTexSubImage2D           = gldCopyTexSubImage2D_DX8; //NULL;
-       ctx->Driver.CopyTexSubImage3D           = gldCopyTexSubImage3D_DX8;
-       ctx->Driver.TestProxyTexImage           = _mesa_test_proxy_teximage;
-
-       // Texture object functions
-       ctx->Driver.BindTexture                         = NULL;
-       ctx->Driver.NewTextureObject            = NULL; // Not yet implemented by Mesa!;
-       ctx->Driver.DeleteTexture                       = gld_DeleteTexture_DX8;
-       ctx->Driver.PrioritizeTexture           = NULL;
-
-       // Imaging functionality
-       ctx->Driver.CopyColorTable                      = NULL;
-       ctx->Driver.CopyColorSubTable           = NULL;
-       ctx->Driver.CopyConvolutionFilter1D = NULL;
-       ctx->Driver.CopyConvolutionFilter2D = NULL;
-
-       // State changing functions
-       ctx->Driver.AlphaFunc                           = NULL; //gld_AlphaFunc;
-       ctx->Driver.BlendFuncSeparate           = NULL; //gld_BlendFunc;
-       ctx->Driver.ClearColor                          = NULL; //gld_ClearColor;
-       ctx->Driver.ClearDepth                          = NULL; //gld_ClearDepth;
-       ctx->Driver.ClearStencil                        = NULL; //gld_ClearStencil;
-       ctx->Driver.ColorMask                           = NULL; //gld_ColorMask;
-       ctx->Driver.CullFace                            = NULL; //gld_CullFace;
-       ctx->Driver.ClipPlane                           = NULL; //gld_ClipPlane;
-       ctx->Driver.FrontFace                           = NULL; //gld_FrontFace;
-       ctx->Driver.DepthFunc                           = NULL; //gld_DepthFunc;
-       ctx->Driver.DepthMask                           = NULL; //gld_DepthMask;
-       ctx->Driver.DepthRange                          = NULL;
-       ctx->Driver.Enable                                      = NULL; //gld_Enable;
-       ctx->Driver.Fogfv                                       = NULL; //gld_Fogfv;
-       ctx->Driver.Hint                                        = NULL; //gld_Hint;
-       ctx->Driver.Lightfv                                     = NULL; //gld_Lightfv;
-       ctx->Driver.LightModelfv                        = NULL; //gld_LightModelfv;
-       ctx->Driver.LineStipple                         = NULL; //gld_LineStipple;
-       ctx->Driver.LineWidth                           = NULL; //gld_LineWidth;
-       ctx->Driver.LogicOpcode                         = NULL; //gld_LogicOpcode;
-       ctx->Driver.PointParameterfv            = NULL; //gld_PointParameterfv;
-       ctx->Driver.PointSize                           = NULL; //gld_PointSize;
-       ctx->Driver.PolygonMode                         = NULL; //gld_PolygonMode;
-       ctx->Driver.PolygonOffset                       = NULL; //gld_PolygonOffset;
-       ctx->Driver.PolygonStipple                      = NULL; //gld_PolygonStipple;
-       ctx->Driver.RenderMode                          = NULL; //gld_RenderMode;
-       ctx->Driver.Scissor                                     = NULL; //gld_Scissor;
-       ctx->Driver.ShadeModel                          = NULL; //gld_ShadeModel;
-       ctx->Driver.StencilFunc                         = NULL; //gld_StencilFunc;
-       ctx->Driver.StencilMask                         = NULL; //gld_StencilMask;
-       ctx->Driver.StencilOp                           = NULL; //gld_StencilOp;
-       ctx->Driver.TexGen                                      = NULL; //gld_TexGen;
-       ctx->Driver.TexEnv                                      = NULL;
-       ctx->Driver.TexParameter                        = NULL;
-       ctx->Driver.TextureMatrix                       = NULL; //gld_TextureMatrix;
-       ctx->Driver.Viewport                            = gld_Viewport_DX8;
-
-       _swsetup_Wakeup(ctx);
-
-       tnl->Driver.RunPipeline                         = _tnl_run_pipeline;
-       tnl->Driver.Render.ResetLineStipple     = gld_ResetLineStipple_DX8;
-       tnl->Driver.Render.ClippedPolygon       = _tnl_RenderClippedPolygon;
-       tnl->Driver.Render.ClippedLine          = _tnl_RenderClippedLine;
-
-       // Hook into glFrustum() and glOrtho()
-//     ctx->Exec->Frustum                                      = gldFrustumHook_DX8;
-//     ctx->Exec->Ortho                                        = gldOrthoHook_DX8;
-
-}
-
-//---------------------------------------------------------------------------
diff --git a/src/mesa/drivers/windows/gldirect/dx8/gld_dx8.h b/src/mesa/drivers/windows/gldirect/dx8/gld_dx8.h
deleted file mode 100644 (file)
index b207ecc..0000000
+++ /dev/null
@@ -1,324 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x/2000/XP/XBox (Win32)
-*
-* Description:  GLDirect Direct3D 8.0 header file
-*
-****************************************************************************/
-
-#ifndef _GLD_DX8_H
-#define _GLD_DX8_H
-
-//---------------------------------------------------------------------------
-// Windows includes
-//---------------------------------------------------------------------------
-
-//#ifndef STRICT
-//#define STRICT
-//#endif
-
-//#define WIN32_LEAN_AND_MEAN
-//#include <windows.h>
-#include <d3d8.h>
-#include <d3dx8.h>
-
-// MS screwed up with the DX8.1 SDK - there's no compile-time
-// method of compiling for 8.0 via the 8.1 SDK unless you
-// "make sure you don't use any 8.1 interfaces".
-// We CAN use 8.1 D3DX static functions, though - just not new 8.1 interfaces.
-//
-// D3D_SDK_VERSION is 120 for 8.0 (supported by Windows 95).
-// D3D_SDK_VERSION is 220 for 8.1 (NOT supported by Windows 95).
-//
-#define D3D_SDK_VERSION_DX8_SUPPORT_WIN95 120
-
-// Typedef for obtaining function from d3d8.dll
-typedef IDirect3D8* (WINAPI *FNDIRECT3DCREATE8) (UINT);
-
-
-//---------------------------------------------------------------------------
-// Defines
-//---------------------------------------------------------------------------
-
-#ifdef _DEBUG
-#define _GLD_TEST_HRESULT(h)                                   \
-{                                                                                              \
-       HRESULT _hr = (h);                                                      \
-       if (FAILED(_hr)) {                                                      \
-               gldLogError(GLDLOG_ERROR, #h, _hr);             \
-       }                                                                                       \
-}
-#define _GLD_DX8(func)         _GLD_TEST_HRESULT(IDirect3D8_##func##)
-#define _GLD_DX8_DEV(func)     _GLD_TEST_HRESULT(IDirect3DDevice8_##func##)
-#define _GLD_DX8_VB(func)      _GLD_TEST_HRESULT(IDirect3DVertexBuffer8_##func##)
-#define _GLD_DX8_TEX(func)     _GLD_TEST_HRESULT(IDirect3DTexture8_##func##)
-#else
-#define _GLD_DX8(func)         IDirect3D8_##func
-#define _GLD_DX8_DEV(func)     IDirect3DDevice8_##func
-#define _GLD_DX8_VB(func)      IDirect3DVertexBuffer8_##func
-#define _GLD_DX8_TEX(func)     IDirect3DTexture8_##func
-#endif
-
-#define SAFE_RELEASE(p)                        \
-{                                                              \
-       if (p) {                                        \
-               (p)->lpVtbl->Release(p);        \
-               (p) = NULL;                             \
-       }                                                       \
-}
-
-#define SAFE_RELEASE_VB8(p)                                            \
-{                                                                                              \
-       if (p) {                                                                        \
-               IDirect3DVertexBuffer8_Release((p));    \
-               (p) = NULL;                                                             \
-       }                                                                                       \
-}
-
-#define SAFE_RELEASE_SURFACE8(p)               \
-{                                                                              \
-       if (p) {                                                        \
-               IDirect3DSurface8_Release((p)); \
-               (p) = NULL;                                             \
-       }                                                                       \
-}
-
-// Setup index.
-enum {
-       GLD_SI_FLAT                             = 0,
-       GLD_SI_SMOOTH                   = 1,
-       GLD_SI_FLAT_EXTRAS              = 2,
-       GLD_SI_SMOOTH_EXTRAS    = 3,
-};
-/*
-// Internal pipeline
-typedef enum {
-       GLD_PIPELINE_MESA                       = 0,    // Mesa pipeline
-       GLD_PIPELINE_D3D_FVF            = 1,    // Direct3D Fixed-function pipeline
-       GLD_PIPELINE_D3D_VS_TWOSIDE     = 2             // Direct3D two-sided-lighting vertex shader
-} GLD_tnl_pipeline;
-*/
-//---------------------------------------------------------------------------
-// Vertex definitions for Fixed-Function pipeline
-//---------------------------------------------------------------------------
-
-//
-// NOTE: If the number of texture units is altered then most of
-//       the texture code will need to be revised.
-//
-
-#define GLD_MAX_TEXTURE_UNITS_DX8      2
-
-//
-// 2D vertex transformed by Mesa
-//
-#define GLD_FVF_2D_VERTEX (    D3DFVF_XYZRHW |         \
-                                                       D3DFVF_DIFFUSE |        \
-                                                       D3DFVF_SPECULAR |       \
-                                                       D3DFVF_TEX2)
-typedef struct {
-       FLOAT   x, y;           // 2D raster coords
-       FLOAT   sz;                     // Screen Z (depth)
-       FLOAT   rhw;            // Reciprocal homogenous W
-       DWORD   diffuse;        // Diffuse colour
-       DWORD   specular;       // For separate-specular support
-       FLOAT   t0_u, t0_v;     // 1st set of texture coords
-       FLOAT   t1_u, t1_v;     // 2nd set of texture coords
-} GLD_2D_VERTEX;
-
-
-//
-// 3D vertex transformed by Direct3D
-//
-#define GLD_FVF_3D_VERTEX (    D3DFVF_XYZ |                            \
-                                                       D3DFVF_DIFFUSE |                        \
-                                                       D3DFVF_TEX2)
-
-typedef struct {
-       D3DXVECTOR3             Position;               // XYZ Vector in object space
-       D3DCOLOR                Diffuse;                // Diffuse colour
-       D3DXVECTOR2             TexUnit0;               // Texture unit 0
-       D3DXVECTOR2             TexUnit1;               // Texture unit 1
-} GLD_3D_VERTEX;
-
-//---------------------------------------------------------------------------
-// Vertex Shaders
-//---------------------------------------------------------------------------
-/*
-// DX8 Vertex Shader
-typedef struct {
-       DWORD   hShader;        // If NULL, shader is invalid and cannot be used
-       BOOL    bHardware;      // If TRUE then shader was created for hardware,
-                                               // otherwise shader was created for software.
-} GLD_vertexShader;
-*/
-//---------------------------------------------------------------------------
-// Structs
-//---------------------------------------------------------------------------
-
-// This keeps a count of how many times we choose each individual internal
-// pathway. Useful for seeing if a certain pathway was ever used by an app, and
-// how much each pathway is biased.
-// Zero the members at context creation and dump stats at context deletion.
-typedef struct {
-       // Note: DWORD is probably too small
-       ULARGE_INTEGER  qwMesa;         // Mesa TnL pipeline
-       ULARGE_INTEGER  qwD3DFVF;       // Direct3D Fixed-Function pipeline
-//     ULARGE_INTEGER  dwD3D2SVS;      // Direct3D Two-Sided Vertex Shader pipeline
-} GLD_pipeline_usage;
-
-// GLDirect Primitive Buffer (points, lines, triangles and quads)
-typedef struct {
-       // Data for IDirect3DDevice8::CreateVertexBuffer()
-       DWORD                                   dwStride;               // Stride of vertex
-       DWORD                                   dwUsage;                // Usage flags
-       DWORD                                   dwFVF;                  // Direct3D Flexible Vertex Format
-       DWORD                                   dwPool;                 // Pool flags
-
-       IDirect3DVertexBuffer8  *pVB;                   // Holds points, lines, tris and quads.
-
-       // Point list is assumed to be at start of buffer
-       DWORD                                   iFirstLine;             // Index of start of line list
-       DWORD                                   iFirstTriangle; // Index of start of triangle list
-
-       BYTE                                    *pPoints;               // Pointer to next free point
-       BYTE                                    *pLines;                // Pointer to next free line
-       BYTE                                    *pTriangles;    // Pointer to next free triangle
-
-       DWORD                                   nPoints;                // Number of points ready to render
-       DWORD                                   nLines;                 // Number of lines ready to render
-       DWORD                                   nTriangles;             // Number of triangles ready to render
-} GLD_pb_dx8;
-
-// GLDirect DX8 driver data
-typedef struct {
-       // GLDirect vars
-       BOOL                                    bDoublebuffer;  // Doublebuffer (otherwise single-buffered)
-       BOOL                                    bDepthStencil;  // Depth buffer needed (stencil optional)
-       D3DFORMAT                               RenderFormat;   // Format of back/front buffer
-       D3DFORMAT                               DepthFormat;    // Format of depth/stencil
-//     float                                   fFlipWindowY;   // Value for flipping viewport Y coord
-
-       // Direct3D vars
-       D3DCAPS8                                d3dCaps8;
-       BOOL                                    bHasHWTnL;              // Device has Hardware Transform/Light?
-       IDirect3D8                              *pD3D;                  // Base Direct3D8 interface
-       IDirect3DDevice8                *pDev;                  // Direct3D8 Device interface
-       GLD_pb_dx8                              PB2d;                   // Vertices transformed by Mesa
-       GLD_pb_dx8                              PB3d;                   // Vertices transformed by Direct3D
-       D3DPRIMITIVETYPE                d3dpt;                  // Current Direct3D primitive type
-       D3DXMATRIX                              matProjection;  // Projection matrix for D3D TnL
-       D3DXMATRIX                              matModelView;   // Model/View matrix for D3D TnL
-       int                                             iSetupFunc;             // Which setup functions to use
-       BOOL                                    bUseMesaTnL;    // Whether to use Mesa or D3D for TnL
-
-       // Direct3D vars for two-sided lighting
-//     GLD_vertexShader                VStwosidelight; // Vertex Shader for two-sided lighting
-//     D3DXMATRIX                              matWorldViewProj;// World/View/Projection matrix for shaders
-
-
-//     GLD_tnl_pipeline                TnLPipeline;    // Index of current internal pipeline
-       GLD_pipeline_usage              PipelineUsage;
-} GLD_driver_dx8;
-
-#define GLD_GET_DX8_DRIVER(c) (GLD_driver_dx8*)(c)->glPriv
-
-//---------------------------------------------------------------------------
-// Function prototypes
-//---------------------------------------------------------------------------
-
-PROC   gldGetProcAddress_DX8(LPCSTR a);
-void   gldEnableExtensions_DX8(struct gl_context *ctx);
-void   gldInstallPipeline_DX8(struct gl_context *ctx);
-void   gldSetupDriverPointers_DX8(struct gl_context *ctx);
-//void gldResizeBuffers_DX8(struct gl_context *ctx);
-void   gldResizeBuffers_DX8(struct gl_framebuffer *fb);
-
-
-// Texture functions
-
-void   gldCopyTexImage1D_DX8(struct gl_context *ctx, GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLint border);
-void   gldCopyTexImage2D_DX8(struct gl_context *ctx, GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
-void   gldCopyTexSubImage1D_DX8(struct gl_context *ctx, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width );
-void   gldCopyTexSubImage2D_DX8(struct gl_context *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height );
-void   gldCopyTexSubImage3D_DX8(struct gl_context *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height );
-
-void   gld_NEW_TEXTURE_DX8(struct gl_context *ctx);
-void   gld_DrawPixels_DX8(struct gl_context *ctx, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, const struct gl_pixelstore_attrib *unpack, const GLvoid *pixels);
-void   gld_ReadPixels_DX8(struct gl_context *ctx, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, const struct gl_pixelstore_attrib *unpack, GLvoid *dest);
-void   gld_CopyPixels_DX8(struct gl_context *ctx, GLint srcx, GLint srcy, GLsizei width, GLsizei height, GLint dstx, GLint dsty, GLenum type);
-void   gld_Bitmap_DX8(struct gl_context *ctx, GLint x, GLint y, GLsizei width, GLsizei height, const struct gl_pixelstore_attrib *unpack, const GLubyte *bitmap);
-const struct gl_texture_format* gld_ChooseTextureFormat_DX8(struct gl_context *ctx, GLint internalFormat, GLenum srcFormat, GLenum srcType);
-void   gld_TexImage2D_DX8(struct gl_context *ctx, GLenum target, GLint level, GLint internalFormat, GLint width, GLint height, GLint border, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *packing, struct gl_texture_object *tObj, struct gl_texture_image *texImage);
-void   gld_TexImage1D_DX8(struct gl_context *ctx, GLenum target, GLint level, GLint internalFormat, GLint width, GLint border, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *packing, struct gl_texture_object *texObj, struct gl_texture_image *texImage );
-void   gld_TexSubImage2D_DX8( struct gl_context *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *packing, struct gl_texture_object *texObj, struct gl_texture_image *texImage );
-void   gld_TexSubImage1D_DX8(struct gl_context *ctx, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *packing, struct gl_texture_object *texObj, struct gl_texture_image *texImage);
-void   gld_DeleteTexture_DX8(struct gl_context *ctx, struct gl_texture_object *tObj);
-void   gld_ResetLineStipple_DX8(struct gl_context *ctx);
-
-// 2D primitive functions
-
-void   gld_Points2D_DX8(struct gl_context *ctx, GLuint first, GLuint last);
-
-void   gld_Line2DFlat_DX8(struct gl_context *ctx, GLuint v0, GLuint v1);
-void   gld_Line2DSmooth_DX8(struct gl_context *ctx, GLuint v0, GLuint v1);
-
-void   gld_Triangle2DFlat_DX8(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2);
-void   gld_Triangle2DSmooth_DX8(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2);
-void   gld_Triangle2DFlatExtras_DX8(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2);
-void   gld_Triangle2DSmoothExtras_DX8(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2);
-
-void   gld_Quad2DFlat_DX8(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
-void   gld_Quad2DSmooth_DX8(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
-void   gld_Quad2DFlatExtras_DX8(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
-void   gld_Quad2DSmoothExtras_DX8(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
-
-// 3D primitive functions
-
-void   gld_Points3D_DX8(struct gl_context *ctx, GLuint first, GLuint last);
-void   gld_Line3DFlat_DX8(struct gl_context *ctx, GLuint v0, GLuint v1);
-void   gld_Triangle3DFlat_DX8(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2);
-void   gld_Quad3DFlat_DX8(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
-void   gld_Line3DSmooth_DX8(struct gl_context *ctx, GLuint v0, GLuint v1);
-void   gld_Triangle3DSmooth_DX8(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2);
-void   gld_Quad3DSmooth_DX8(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
-
-// Primitive functions for Two-sided-lighting Vertex Shader
-
-void   gld_Points2DTwoside_DX8(struct gl_context *ctx, GLuint first, GLuint last);
-void   gld_Line2DFlatTwoside_DX8(struct gl_context *ctx, GLuint v0, GLuint v1);
-void   gld_Line2DSmoothTwoside_DX8(struct gl_context *ctx, GLuint v0, GLuint v1);
-void   gld_Triangle2DFlatTwoside_DX8(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2);
-void   gld_Triangle2DSmoothTwoside_DX8(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2);
-void   gld_Quad2DFlatTwoside_DX8(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
-void   gld_Quad2DSmoothTwoside_DX8(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
-
-#endif
diff --git a/src/mesa/drivers/windows/gldirect/dx8/gld_dxerr8.h b/src/mesa/drivers/windows/gldirect/dx8/gld_dxerr8.h
deleted file mode 100644 (file)
index f8e92b9..0000000
+++ /dev/null
@@ -1,77 +0,0 @@
-/*==========================================================================;
- *
- *
- *  File:   dxerr8.h
- *  Content:    DirectX Error Library Include File
- *
- ****************************************************************************/
-
-#ifndef _GLD_DXERR8_H_
-#define _GLD_DXERR8_H_
-
-
-#include <d3d8.h>
-
-//
-//  DXGetErrorString8
-//  
-//  Desc:  Converts an DirectX HRESULT to a string 
-//
-//  Args:  HRESULT hr   Can be any error code from
-//                      DPLAY D3D8 D3DX8 DMUSIC DSOUND
-//
-//  Return: Converted string 
-//
-const char*  __stdcall DXGetErrorString8A(HRESULT hr);
-const WCHAR* __stdcall DXGetErrorString8W(HRESULT hr);
-
-#ifdef UNICODE
-    #define DXGetErrorString8 DXGetErrorString8W
-#else
-    #define DXGetErrorString8 DXGetErrorString8A
-#endif 
-
-
-//
-//  DXTrace
-//
-//  Desc:  Outputs a formatted error message to the debug stream
-//
-//  Args:  CHAR* strFile   The current file, typically passed in using the 
-//                         __FILE__ macro.
-//         DWORD dwLine    The current line number, typically passed in using the 
-//                         __LINE__ macro.
-//         HRESULT hr      An HRESULT that will be traced to the debug stream.
-//         CHAR* strMsg    A string that will be traced to the debug stream (may be NULL)
-//         BOOL bPopMsgBox If TRUE, then a message box will popup also containing the passed info.
-//
-//  Return: The hr that was passed in.  
-//
-//HRESULT __stdcall DXTraceA( char* strFile, DWORD dwLine, HRESULT hr, char* strMsg, BOOL bPopMsgBox = FALSE );
-//HRESULT __stdcall DXTraceW( char* strFile, DWORD dwLine, HRESULT hr, WCHAR* strMsg, BOOL bPopMsgBox = FALSE );
-HRESULT __stdcall DXTraceA( char* strFile, DWORD dwLine, HRESULT hr, char* strMsg, BOOL bPopMsgBox);
-HRESULT __stdcall DXTraceW( char* strFile, DWORD dwLine, HRESULT hr, WCHAR* strMsg, BOOL bPopMsgBox);
-
-#ifdef UNICODE
-    #define DXTrace DXTraceW
-#else
-    #define DXTrace DXTraceA
-#endif 
-
-
-//
-// Helper macros
-//
-#if defined(DEBUG) | defined(_DEBUG)
-    #define DXTRACE_MSG(str)              DXTrace( __FILE__, (DWORD)__LINE__, 0, str, FALSE )
-    #define DXTRACE_ERR(str,hr)           DXTrace( __FILE__, (DWORD)__LINE__, hr, str, TRUE )
-    #define DXTRACE_ERR_NOMSGBOX(str,hr)  DXTrace( __FILE__, (DWORD)__LINE__, hr, str, FALSE )
-#else
-    #define DXTRACE_MSG(str)              (0L)
-    #define DXTRACE_ERR(str,hr)           (hr)
-    #define DXTRACE_ERR_NOMSGBOX(str,hr)  (hr)
-#endif
-
-
-#endif
-
diff --git a/src/mesa/drivers/windows/gldirect/dx8/gld_ext_dx8.c b/src/mesa/drivers/windows/gldirect/dx8/gld_ext_dx8.c
deleted file mode 100644 (file)
index 9218945..0000000
+++ /dev/null
@@ -1,344 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x/2000/XP/XBox (Win32)
-*
-* Description:  GL extensions
-*
-****************************************************************************/
-
-//#include "../GLDirect.h"
-//#include "../gld_log.h"
-//#include "../gld_settings.h"
-
-#include <windows.h>
-#define GL_GLEXT_PROTOTYPES
-#include <GL/gl.h>
-#include <GL/glext.h>
-
-//#include "ddlog.h"
-//#include "gld_dx8.h"
-
-#include "glheader.h"
-#include "context.h"
-#include "colormac.h"
-#include "depth.h"
-#include "extensions.h"
-#include "macros.h"
-#include "matrix.h"
-// #include "mem.h"
-//#include "mmath.h"
-#include "mtypes.h"
-#include "texformat.h"
-#include "texstore.h"
-#include "vbo/vbo.h"
-#include "swrast_setup/swrast_setup.h"
-#include "swrast_setup/ss_context.h"
-#include "tnl/tnl.h"
-#include "tnl/t_context.h"
-#include "tnl/t_pipeline.h"
-
-#include "dglcontext.h"
-#include "extensions.h"
-
-// For some reason this is not defined in an above header...
-extern void _mesa_enable_imaging_extensions(struct gl_context *ctx);
-
-//---------------------------------------------------------------------------
-// Hack for the SGIS_multitexture extension that was removed from Mesa
-// NOTE: SGIS_multitexture enums also clash with GL_SGIX_async_pixel
-
-       // NOTE: Quake2 ran *slower* with this enabled, so I've
-       // disabled it for now.
-       // To enable, uncomment:
-       //  _mesa_add_extension(ctx, GL_TRUE, szGL_SGIS_multitexture, 0);
-
-//---------------------------------------------------------------------------
-
-enum {
-       /* Quake2 GL_SGIS_multitexture */
-       GL_SELECTED_TEXTURE_SGIS                        = 0x835B,
-       GL_SELECTED_TEXTURE_COORD_SET_SGIS      = 0x835C,
-       GL_MAX_TEXTURES_SGIS                            = 0x835D,
-       GL_TEXTURE0_SGIS                                        = 0x835E,
-       GL_TEXTURE1_SGIS                                        = 0x835F,
-       GL_TEXTURE2_SGIS                                        = 0x8360,
-       GL_TEXTURE3_SGIS                                        = 0x8361,
-       GL_TEXTURE_COORD_SET_SOURCE_SGIS        = 0x8363,
-};
-
-//---------------------------------------------------------------------------
-
-void APIENTRY gldSelectTextureSGIS(
-       GLenum target)
-{
-       GLenum ARB_target = GL_TEXTURE0_ARB + (target - GL_TEXTURE0_SGIS);
-       glActiveTextureARB(ARB_target);
-}
-
-//---------------------------------------------------------------------------
-
-void APIENTRY gldMTexCoord2fSGIS(
-       GLenum target,
-       GLfloat s,
-       GLfloat t)
-{
-       GLenum ARB_target = GL_TEXTURE0_ARB + (target - GL_TEXTURE0_SGIS);
-       glMultiTexCoord2fARB(ARB_target, s, t);
-}
-
-//---------------------------------------------------------------------------
-
-void APIENTRY gldMTexCoord2fvSGIS(
-       GLenum target,
-       const GLfloat *v)
-{
-       GLenum ARB_target = GL_TEXTURE0_ARB + (target - GL_TEXTURE0_SGIS);
-       glMultiTexCoord2fvARB(ARB_target, v);
-}
-
-//---------------------------------------------------------------------------
-// Extensions
-//---------------------------------------------------------------------------
-
-typedef struct {
-       PROC proc;
-       char *name;
-}  GLD_extension;
-
-GLD_extension GLD_extList[] = {
-#ifdef GL_EXT_polygon_offset
-    {  (PROC)glPolygonOffsetEXT,               "glPolygonOffsetEXT"            },
-#endif
-    {  (PROC)glBlendEquationEXT,               "glBlendEquationEXT"            },
-    {  (PROC)glBlendColorEXT,                  "glBlendColorExt"                       },
-    {  (PROC)glVertexPointerEXT,               "glVertexPointerEXT"            },
-    {  (PROC)glNormalPointerEXT,               "glNormalPointerEXT"            },
-    {  (PROC)glColorPointerEXT,                "glColorPointerEXT"                     },
-    {  (PROC)glIndexPointerEXT,                "glIndexPointerEXT"                     },
-    {  (PROC)glTexCoordPointerEXT,             "glTexCoordPointer"                     },
-    {  (PROC)glEdgeFlagPointerEXT,             "glEdgeFlagPointerEXT"          },
-    {  (PROC)glGetPointervEXT,                 "glGetPointervEXT"                      },
-    {  (PROC)glArrayElementEXT,                "glArrayElementEXT"                     },
-    {  (PROC)glDrawArraysEXT,                  "glDrawArrayEXT"                        },
-    {  (PROC)glAreTexturesResidentEXT, "glAreTexturesResidentEXT"      },
-    {  (PROC)glBindTextureEXT,                 "glBindTextureEXT"                      },
-    {  (PROC)glDeleteTexturesEXT,              "glDeleteTexturesEXT"           },
-    {  (PROC)glGenTexturesEXT,                 "glGenTexturesEXT"                      },
-    {  (PROC)glIsTextureEXT,                   "glIsTextureEXT"                        },
-    {  (PROC)glPrioritizeTexturesEXT,  "glPrioritizeTexturesEXT"       },
-    {  (PROC)glCopyTexSubImage3DEXT,   "glCopyTexSubImage3DEXT"        },
-    {  (PROC)glTexImage3DEXT,                  "glTexImage3DEXT"                       },
-    {  (PROC)glTexSubImage3DEXT,               "glTexSubImage3DEXT"            },
-    {  (PROC)glPointParameterfEXT,             "glPointParameterfEXT"          },
-    {  (PROC)glPointParameterfvEXT,    "glPointParameterfvEXT"         },
-
-    {  (PROC)glLockArraysEXT,                  "glLockArraysEXT"                       },
-    {  (PROC)glUnlockArraysEXT,                "glUnlockArraysEXT"                     },
-       {       NULL,                                                   "\0"                                            }
-};
-
-GLD_extension GLD_multitexList[] = {
-/*
-    {  (PROC)glMultiTexCoord1dSGIS,            "glMTexCoord1dSGIS"                     },
-    {  (PROC)glMultiTexCoord1dvSGIS,           "glMTexCoord1dvSGIS"            },
-    {  (PROC)glMultiTexCoord1fSGIS,            "glMTexCoord1fSGIS"                     },
-    {  (PROC)glMultiTexCoord1fvSGIS,           "glMTexCoord1fvSGIS"            },
-    {  (PROC)glMultiTexCoord1iSGIS,            "glMTexCoord1iSGIS"                     },
-    {  (PROC)glMultiTexCoord1ivSGIS,           "glMTexCoord1ivSGIS"            },
-    {  (PROC)glMultiTexCoord1sSGIS,            "glMTexCoord1sSGIS"                     },
-    {  (PROC)glMultiTexCoord1svSGIS,           "glMTexCoord1svSGIS"            },
-    {  (PROC)glMultiTexCoord2dSGIS,            "glMTexCoord2dSGIS"                     },
-    {  (PROC)glMultiTexCoord2dvSGIS,           "glMTexCoord2dvSGIS"            },
-    {  (PROC)glMultiTexCoord2fSGIS,            "glMTexCoord2fSGIS"                     },
-    {  (PROC)glMultiTexCoord2fvSGIS,           "glMTexCoord2fvSGIS"            },
-    {  (PROC)glMultiTexCoord2iSGIS,            "glMTexCoord2iSGIS"                     },
-    {  (PROC)glMultiTexCoord2ivSGIS,           "glMTexCoord2ivSGIS"            },
-    {  (PROC)glMultiTexCoord2sSGIS,            "glMTexCoord2sSGIS"                     },
-    {  (PROC)glMultiTexCoord2svSGIS,           "glMTexCoord2svSGIS"            },
-    {  (PROC)glMultiTexCoord3dSGIS,            "glMTexCoord3dSGIS"                     },
-    {  (PROC)glMultiTexCoord3dvSGIS,           "glMTexCoord3dvSGIS"            },
-    {  (PROC)glMultiTexCoord3fSGIS,            "glMTexCoord3fSGIS"                     },
-    {  (PROC)glMultiTexCoord3fvSGIS,           "glMTexCoord3fvSGIS"            },
-    {  (PROC)glMultiTexCoord3iSGIS,            "glMTexCoord3iSGIS"                     },
-    {  (PROC)glMultiTexCoord3ivSGIS,           "glMTexCoord3ivSGIS"            },
-    {  (PROC)glMultiTexCoord3sSGIS,            "glMTexCoord3sSGIS"                     },
-    {  (PROC)glMultiTexCoord3svSGIS,           "glMTexCoord3svSGIS"            },
-    {  (PROC)glMultiTexCoord4dSGIS,            "glMTexCoord4dSGIS"                     },
-    {  (PROC)glMultiTexCoord4dvSGIS,           "glMTexCoord4dvSGIS"            },
-    {  (PROC)glMultiTexCoord4fSGIS,            "glMTexCoord4fSGIS"                     },
-    {  (PROC)glMultiTexCoord4fvSGIS,           "glMTexCoord4fvSGIS"            },
-    {  (PROC)glMultiTexCoord4iSGIS,            "glMTexCoord4iSGIS"                     },
-    {  (PROC)glMultiTexCoord4ivSGIS,           "glMTexCoord4ivSGIS"            },
-    {  (PROC)glMultiTexCoord4sSGIS,            "glMTexCoord4sSGIS"                     },
-    {  (PROC)glMultiTexCoord4svSGIS,           "glMTexCoord4svSGIS"            },
-    {  (PROC)glMultiTexCoordPointerSGIS,       "glMTexCoordPointerSGIS"        },
-    {  (PROC)glSelectTextureSGIS,                      "glSelectTextureSGIS"                   },
-    {  (PROC)glSelectTextureCoordSetSGIS,      "glSelectTextureCoordSetSGIS"   },
-*/
-    {  (PROC)glActiveTextureARB,               "glActiveTextureARB"            },
-    {  (PROC)glClientActiveTextureARB, "glClientActiveTextureARB"      },
-    {  (PROC)glMultiTexCoord1dARB,             "glMultiTexCoord1dARB"          },
-    {  (PROC)glMultiTexCoord1dvARB,    "glMultiTexCoord1dvARB"         },
-    {  (PROC)glMultiTexCoord1fARB,             "glMultiTexCoord1fARB"          },
-    {  (PROC)glMultiTexCoord1fvARB,    "glMultiTexCoord1fvARB"         },
-    {  (PROC)glMultiTexCoord1iARB,             "glMultiTexCoord1iARB"          },
-    {  (PROC)glMultiTexCoord1ivARB,    "glMultiTexCoord1ivARB"         },
-    {  (PROC)glMultiTexCoord1sARB,             "glMultiTexCoord1sARB"          },
-    {  (PROC)glMultiTexCoord1svARB,    "glMultiTexCoord1svARB"         },
-    {  (PROC)glMultiTexCoord2dARB,             "glMultiTexCoord2dARB"          },
-    {  (PROC)glMultiTexCoord2dvARB,    "glMultiTexCoord2dvARB"         },
-    {  (PROC)glMultiTexCoord2fARB,             "glMultiTexCoord2fARB"          },
-    {  (PROC)glMultiTexCoord2fvARB,    "glMultiTexCoord2fvARB"         },
-    {  (PROC)glMultiTexCoord2iARB,             "glMultiTexCoord2iARB"          },
-    {  (PROC)glMultiTexCoord2ivARB,    "glMultiTexCoord2ivARB"         },
-    {  (PROC)glMultiTexCoord2sARB,             "glMultiTexCoord2sARB"          },
-    {  (PROC)glMultiTexCoord2svARB,    "glMultiTexCoord2svARB"         },
-    {  (PROC)glMultiTexCoord3dARB,             "glMultiTexCoord3dARB"          },
-    {  (PROC)glMultiTexCoord3dvARB,    "glMultiTexCoord3dvARB"         },
-    {  (PROC)glMultiTexCoord3fARB,             "glMultiTexCoord3fARB"          },
-    {  (PROC)glMultiTexCoord3fvARB,    "glMultiTexCoord3fvARB"         },
-    {  (PROC)glMultiTexCoord3iARB,             "glMultiTexCoord3iARB"          },
-    {  (PROC)glMultiTexCoord3ivARB,    "glMultiTexCoord3ivARB"         },
-    {  (PROC)glMultiTexCoord3sARB,             "glMultiTexCoord3sARB"          },
-    {  (PROC)glMultiTexCoord3svARB,    "glMultiTexCoord3svARB"         },
-    {  (PROC)glMultiTexCoord4dARB,             "glMultiTexCoord4dARB"          },
-    {  (PROC)glMultiTexCoord4dvARB,    "glMultiTexCoord4dvARB"         },
-    {  (PROC)glMultiTexCoord4fARB,             "glMultiTexCoord4fARB"          },
-    {  (PROC)glMultiTexCoord4fvARB,    "glMultiTexCoord4fvARB"         },
-    {  (PROC)glMultiTexCoord4iARB,             "glMultiTexCoord4iARB"          },
-    {  (PROC)glMultiTexCoord4ivARB,    "glMultiTexCoord4ivARB"         },
-    {  (PROC)glMultiTexCoord4sARB,             "glMultiTexCoord4sARB"          },
-    {  (PROC)glMultiTexCoord4svARB,    "glMultiTexCoord4svARB"         },
-
-       // Descent3 doesn't use correct string, hence this hack
-    {  (PROC)glMultiTexCoord4fARB,             "glMultiTexCoord4f"                     },
-
-       // Quake2 SGIS multitexture
-    {  (PROC)gldSelectTextureSGIS,             "glSelectTextureSGIS"           },
-    {  (PROC)gldMTexCoord2fSGIS,               "glMTexCoord2fSGIS"                     },
-    {  (PROC)gldMTexCoord2fvSGIS,              "glMTexCoord2fvSGIS"            },
-
-       {       NULL,                                                   "\0"                                            }
-};
-
-//---------------------------------------------------------------------------
-
-PROC gldGetProcAddress_DX(
-       LPCSTR a)
-{
-       int             i;
-       PROC    proc = NULL;
-
-       for (i=0; GLD_extList[i].proc; i++) {
-               if (!strcmp(a, GLD_extList[i].name)) {
-                       proc = GLD_extList[i].proc;
-                       break;
-               }
-       }
-
-       if (glb.bMultitexture) {
-               for (i=0; GLD_multitexList[i].proc; i++) {
-                       if (!strcmp(a, GLD_multitexList[i].name)) {
-                               proc = GLD_multitexList[i].proc;
-                               break;
-                       }
-               }
-       }
-
-       gldLogPrintf(GLDLOG_INFO, "GetProcAddress: %s (%s)", a, proc ? "OK" : "Failed");
-
-       return proc;
-}
-
-//---------------------------------------------------------------------------
-
-void gldEnableExtensions_DX8(
-       struct gl_context *ctx)
-{
-       GLuint i;
-
-       // Mesa enables some extensions by default.
-       // This table decides which ones we want to switch off again.
-
-       // NOTE: GL_EXT_compiled_vertex_array appears broken.
-
-       const char *gld_disable_extensions[] = {
-//             "GL_ARB_transpose_matrix",
-//             "GL_EXT_compiled_vertex_array",
-//             "GL_EXT_polygon_offset",
-//             "GL_EXT_rescale_normal",
-               "GL_EXT_texture3D",
-//             "GL_NV_texgen_reflection",
-               NULL
-       };
-
-       const char *gld_multitex_extensions[] = {
-               "GL_ARB_multitexture",          // Quake 3
-               NULL
-       };
-
-       // Quake 2 engines
-       const char *szGL_SGIS_multitexture = "GL_SGIS_multitexture";
-
-       const char *gld_enable_extensions[] = {
-               "GL_EXT_texture_env_add",       // Quake 3
-               "GL_ARB_texture_env_add",       // Quake 3
-               NULL
-       };
-       
-       for (i=0; gld_disable_extensions[i]; i++) {
-               _mesa_disable_extension(ctx, gld_disable_extensions[i]);
-       }
-       
-       for (i=0; gld_enable_extensions[i]; i++) {
-               _mesa_enable_extension(ctx, gld_enable_extensions[i]);
-       }
-
-       if (glb.bMultitexture) {        
-               for (i=0; gld_multitex_extensions[i]; i++) {
-                       _mesa_enable_extension(ctx, gld_multitex_extensions[i]);
-               }
-
-               // GL_SGIS_multitexture
-               // NOTE: Quake2 ran *slower* with this enabled, so I've
-               // disabled it for now.
-               // Fair bit slower on GeForce256,
-               // Much slower on 3dfx Voodoo5 5500.
-//             _mesa_add_extension(ctx, GL_TRUE, szGL_SGIS_multitexture, 0);
-
-       }
-
-       _mesa_enable_imaging_extensions(ctx);
-       _mesa_enable_1_3_extensions(ctx);
-       _mesa_enable_1_4_extensions(ctx);
-}
-
-//---------------------------------------------------------------------------
diff --git a/src/mesa/drivers/windows/gldirect/dx8/gld_pipeline_dx8.c b/src/mesa/drivers/windows/gldirect/dx8/gld_pipeline_dx8.c
deleted file mode 100644 (file)
index 9113d70..0000000
+++ /dev/null
@@ -1,77 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x/2000/XP/XBox (Win32)
-*
-* Description:  Mesa transformation pipeline with GLDirect fastpath
-*
-****************************************************************************/
-
-//#include "../GLDirect.h"
-
-#include "dglcontext.h"
-#include "ddlog.h"
-#include "gld_dx8.h"
-
-#include "tnl/tnl.h"
-#include "tnl/t_context.h"
-#include "tnl/t_pipeline.h"
-
-//---------------------------------------------------------------------------
-
-extern struct tnl_pipeline_stage _gld_d3d_render_stage;
-extern struct tnl_pipeline_stage _gld_mesa_render_stage;
-
-static const struct tnl_pipeline_stage *gld_pipeline[] = {
-       &_gld_d3d_render_stage,                 // Direct3D TnL
-       &_tnl_vertex_transform_stage,
-       &_tnl_normal_transform_stage,
-       &_tnl_lighting_stage,
-       &_tnl_fog_coordinate_stage,     /* TODO: Omit fog stage. ??? */
-       &_tnl_texgen_stage,
-       &_tnl_texture_transform_stage,
-       &_tnl_point_attenuation_stage,
-       &_gld_mesa_render_stage,                // Mesa TnL, D3D rendering
-       0,
-};
-
-//---------------------------------------------------------------------------
-
-void gldInstallPipeline_DX8(
-       struct gl_context *ctx)
-{
-       // Remove any existing pipeline stages,
-       // then install GLDirect pipeline stages.
-
-       _tnl_destroy_pipeline(ctx);
-       _tnl_install_pipeline(ctx, gld_pipeline);
-}
-
-//---------------------------------------------------------------------------
diff --git a/src/mesa/drivers/windows/gldirect/dx8/gld_primitive_dx8.c b/src/mesa/drivers/windows/gldirect/dx8/gld_primitive_dx8.c
deleted file mode 100644 (file)
index a2c5d87..0000000
+++ /dev/null
@@ -1,1445 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x/2000/XP/XBox (Win32)
-*
-* Description:  Primitive (points/lines/tris/quads) rendering
-*
-****************************************************************************/
-
-//#include "../GLDirect.h"
-
-//#include "gld_dx8.h"
-
-#include "dglcontext.h"
-#include "ddlog.h"
-#include "gld_dx8.h"
-
-#include "glheader.h"
-#include "context.h"
-#include "colormac.h"
-#include "depth.h"
-#include "extensions.h"
-#include "macros.h"
-#include "matrix.h"
-// #include "mem.h"
-//#include "mmath.h"
-#include "mtypes.h"
-#include "texformat.h"
-#include "texstore.h"
-#include "vbo/vbo.h"
-#include "swrast/swrast.h"
-#include "swrast_setup/swrast_setup.h"
-#include "swrast_setup/ss_context.h"
-#include "swrast/s_context.h"
-#include "swrast/s_depth.h"
-#include "swrast/s_lines.h"
-#include "swrast/s_triangle.h"
-#include "tnl/tnl.h"
-#include "tnl/t_context.h"
-#include "tnl/t_pipeline.h"
-
-// Disable compiler complaints about unreferenced local variables
-#pragma warning (disable:4101)
-
-//---------------------------------------------------------------------------
-// Helper defines for primitives
-//---------------------------------------------------------------------------
-
-//static const float ooZ               = 1.0f / 65536.0f; // One over Z
-
-#define GLD_COLOUR (D3DCOLOR_RGBA(swv->color[0], swv->color[1], swv->color[2], swv->color[3]))
-#define GLD_SPECULAR (D3DCOLOR_RGBA(swv->specular[0], swv->specular[1], swv->specular[2], swv->specular[3]))
-#define GLD_FLIP_Y(y) (gldCtx->dwHeight - (y))
-
-//---------------------------------------------------------------------------
-// 2D vertex setup
-//---------------------------------------------------------------------------
-
-#define GLD_SETUP_2D_VARS_POINTS                                                       \
-       GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);                 \
-       GLD_driver_dx8  *gld    = GLD_GET_DX8_DRIVER(gldCtx);   \
-       GLD_2D_VERTEX   *pV             = (GLD_2D_VERTEX*)gld->PB2d.pPoints;    \
-       SScontext               *ss             = SWSETUP_CONTEXT(ctx);                 \
-       SWvertex                *swv;                                                                   \
-       DWORD                   dwSpecularColour;                                               \
-       DWORD                   dwFlatColour
-
-#define GLD_SETUP_2D_VARS_LINES                                                                \
-       GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);                 \
-       GLD_driver_dx8  *gld    = GLD_GET_DX8_DRIVER(gldCtx);   \
-       GLD_2D_VERTEX   *pV             = (GLD_2D_VERTEX*)gld->PB2d.pLines;     \
-       SScontext               *ss             = SWSETUP_CONTEXT(ctx);                 \
-       SWvertex                *swv;                                                                   \
-       DWORD                   dwSpecularColour;                                               \
-       DWORD                   dwFlatColour
-
-#define GLD_SETUP_2D_VARS_TRIANGLES                                                    \
-       BOOL                    bFog = ctx->Fog.Enabled;                                \
-       GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);                 \
-       GLD_driver_dx8  *gld    = GLD_GET_DX8_DRIVER(gldCtx);   \
-       GLD_2D_VERTEX   *pV             = (GLD_2D_VERTEX*)gld->PB2d.pTriangles; \
-       SScontext               *ss             = SWSETUP_CONTEXT(ctx);                 \
-       SWvertex                *swv;                                                                   \
-       DWORD                   dwSpecularColour;                                               \
-       DWORD                   dwFlatColour;                                                   \
-       GLuint                                  facing = 0;                                             \
-       struct vertex_buffer    *VB;                                                    \
-       GLchan                                  (*vbcolor)[4];                                  \
-       GLchan                                  (*vbspec)[4]
-
-#define GLD_SETUP_GET_SWVERT(s)                                        \
-       swv = &ss->verts[##s]
-
-#define GLD_SETUP_2D_VERTEX                                            \
-       pV->x                   = swv->win[0];                          \
-       pV->y                   = GLD_FLIP_Y(swv->win[1]);      \
-       pV->rhw                 = swv->win[3]
-
-#define GLD_SETUP_SMOOTH_COLOUR                                        \
-       pV->diffuse             = GLD_COLOUR
-
-#define GLD_SETUP_GET_FLAT_COLOUR                              \
-       dwFlatColour    = GLD_COLOUR
-#define GLD_SETUP_GET_FLAT_FOG_COLOUR                  \
-       dwFlatColour    = _gldComputeFog(ctx, swv)
-
-#define GLD_SETUP_USE_FLAT_COLOUR                              \
-       pV->diffuse             = dwFlatColour
-
-#define GLD_SETUP_GET_FLAT_SPECULAR                            \
-       dwSpecularColour= GLD_SPECULAR
-
-#define GLD_SETUP_USE_FLAT_SPECULAR                            \
-       pV->specular    = dwSpecularColour
-
-#define GLD_SETUP_DEPTH                                                        \
-       pV->sz                  = swv->win[2] / ctx->DepthMaxF
-//     pV->z                   = swv->win[2] * ooZ;
-
-#define GLD_SETUP_SPECULAR                                             \
-       pV->specular    = GLD_SPECULAR
-
-#define GLD_SETUP_FOG                                                  \
-       pV->diffuse             = _gldComputeFog(ctx, swv)
-
-#define GLD_SETUP_TEX0                                                 \
-       pV->t0_u                = swv->texcoord[0][0];          \
-       pV->t0_v                = swv->texcoord[0][1]
-
-#define GLD_SETUP_TEX1                                                 \
-       pV->t1_u                = swv->texcoord[1][0];          \
-       pV->t1_v                = swv->texcoord[1][1]
-
-#define GLD_SETUP_LIGHTING(v)                  \
-       if (facing == 1) {                                      \
-               pV->diffuse     = D3DCOLOR_RGBA(vbcolor[##v][0], vbcolor[##v][1], vbcolor[##v][2], vbcolor[##v][3]);    \
-               if (vbspec) {                                                                                                                                                                   \
-                       pV->specular = D3DCOLOR_RGBA(vbspec[##v][0], vbspec[##v][1], vbspec[##v][2], vbspec[##v][3]);   \
-               }       \
-       } else {        \
-               if (bFog)                                               \
-                       GLD_SETUP_FOG;                          \
-               else                                                    \
-                       GLD_SETUP_SMOOTH_COLOUR;        \
-               GLD_SETUP_SPECULAR;                             \
-       }
-
-#define GLD_SETUP_GET_FLAT_LIGHTING(v) \
-       if (facing == 1) {                                      \
-               dwFlatColour = D3DCOLOR_RGBA(vbcolor[##v][0], vbcolor[##v][1], vbcolor[##v][2], vbcolor[##v][3]);       \
-               if (vbspec) {                                                                                                                                                                   \
-                       dwSpecularColour = D3DCOLOR_RGBA(vbspec[##v][0], vbspec[##v][1], vbspec[##v][2], vbspec[##v][3]);       \
-               }       \
-       }
-
-#define GLD_SETUP_TWOSIDED_LIGHTING            \
-       /* Two-sided lighting */                                \
-       if (ctx->_TriangleCaps & DD_TRI_LIGHT_TWOSIDE) {        \
-               SWvertex        *verts = SWSETUP_CONTEXT(ctx)->verts;   \
-               SWvertex        *v[3];                                                                  \
-               GLfloat         ex,ey,fx,fy,cc;                                                 \
-               /* Get vars for later */                                                        \
-               VB              = &TNL_CONTEXT(ctx)->vb;                                        \
-               vbcolor = (GLchan (*)[4])VB->BackfaceColorPtr->data;    \
-               if (VB->BackfaceSecondaryColorPtr) {                    \
-                       vbspec = (GLchan (*)[4])VB->BackfaceSecondaryColorPtr->data;    \
-               } else {                                                                                                        \
-                       vbspec = NULL;                                                                                  \
-               }                                                                                                                       \
-               v[0] = &verts[v0];                                                                                      \
-               v[1] = &verts[v1];                                                                                      \
-               v[2] = &verts[v2];                                                                                      \
-               ex = v[0]->win[0] - v[2]->win[0];       \
-               ey = v[0]->win[1] - v[2]->win[1];       \
-               fx = v[1]->win[0] - v[2]->win[0];       \
-               fy = v[1]->win[1] - v[2]->win[1];       \
-               cc  = ex*fy - ey*fx;                            \
-               facing = (cc < 0.0) ^ ctx->Polygon._FrontBit;   \
-       }
-
-//---------------------------------------------------------------------------
-// 3D vertex setup
-//---------------------------------------------------------------------------
-
-#define GLD_SETUP_3D_VARS_POINTS                                                                                       \
-       GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);                 \
-       GLD_driver_dx8  *gld    = GLD_GET_DX8_DRIVER(gldCtx);   \
-       GLD_3D_VERTEX                   *pV             = (GLD_3D_VERTEX*)gld->PB3d.pPoints;    \
-       TNLcontext                              *tnl    = TNL_CONTEXT(ctx);                             \
-       struct vertex_buffer    *VB             = &tnl->vb;                                             \
-       GLfloat                                 (*p4f)[4];                                                              \
-       GLfloat                                 (*tc)[4];                                                               \
-       DWORD                                   dwColor;
-
-#define GLD_SETUP_3D_VARS_LINES                                                                                        \
-       GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);                 \
-       GLD_driver_dx8  *gld    = GLD_GET_DX8_DRIVER(gldCtx);   \
-       GLD_3D_VERTEX                   *pV             = (GLD_3D_VERTEX*)gld->PB3d.pLines;     \
-       TNLcontext                              *tnl    = TNL_CONTEXT(ctx);                             \
-       struct vertex_buffer    *VB             = &tnl->vb;                                             \
-       GLfloat                                 (*p4f)[4];                                                              \
-       GLfloat                                 (*tc)[4];                                                               \
-       DWORD                                   dwColor;
-
-#define GLD_SETUP_3D_VARS_TRIANGLES                                                                                    \
-       GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);                 \
-       GLD_driver_dx8  *gld    = GLD_GET_DX8_DRIVER(gldCtx);   \
-       GLD_3D_VERTEX                   *pV             = (GLD_3D_VERTEX*)gld->PB3d.pTriangles; \
-       TNLcontext                              *tnl    = TNL_CONTEXT(ctx);                             \
-       struct vertex_buffer    *VB             = &tnl->vb;                                             \
-       GLfloat                                 (*p4f)[4];                                                              \
-       GLfloat                                 (*tc)[4];                                                               \
-       DWORD                                   dwColor;
-
-#define GLD_SETUP_3D_VERTEX(v)                                 \
-       p4f = VB->AttribPtr[_TNL_ATTRIB_POS]->data;             \
-       pV->Position.x  = p4f[##v][0];                          \
-       pV->Position.y  = p4f[##v][1];                          \
-       pV->Position.z  = p4f[##v][2];
-
-#define GLD_SETUP_SMOOTH_COLOUR_3D(v)                                                                                                                  \
-       p4f = (GLfloat (*)[4])VB->AttribPtr[_TNL_ATTRIB_COLOR0]->data;  \
-       pV->Diffuse     = D3DCOLOR_COLORVALUE(p4f[##v][0], p4f[##v][1], p4f[##v][2], p4f[##v][3]);
-
-
-#define GLD_SETUP_GET_FLAT_COLOUR_3D(v)                                                                                                        \
-       p4f = (GLfloat (*)[4])VB->AttribPtr[_TNL_ATTRIB_COLOR0]->data;  \
-       dwColor = D3DCOLOR_COLORVALUE(p4f[##v][0], p4f[##v][1], p4f[##v][2], p4f[##v][3]);
-
-#define GLD_SETUP_USE_FLAT_COLOUR_3D                   \
-       pV->Diffuse = dwColor;
-
-#define GLD_SETUP_TEX0_3D(v)                                           \
-       if (VB->AttribPtr[_TNL_ATTRIB_TEX0]) {                          \
-               tc = VB->TnlAttribPtr[_TNL_ATTRIB_TEX0]->data;          \
-               pV->TexUnit0.x  = tc[##v][0];                           \
-               pV->TexUnit0.y  = tc[##v][1];                           \
-       }
-
-#define GLD_SETUP_TEX1_3D(v)                                           \
-       if (VB->TnlAttribPtr[_TNL_ATTRIB_TEX1]) {                       \
-               tc = VB->TnlAttribPtr[_TNL_ATTRIB_TEX1]->data;          \
-               pV->TexUnit1.x  = tc[##v][0];                           \
-               pV->TexUnit1.y  = tc[##v][1];                           \
-       }
-
-//---------------------------------------------------------------------------
-// Helper functions
-//---------------------------------------------------------------------------
-
-__inline DWORD _gldComputeFog(
-       struct gl_context *ctx,
-       SWvertex *swv)
-{
-       // Full fog calculation.
-       // Based on Mesa code.
-
-       GLchan                  rFog, gFog, bFog;
-       GLchan                  fR, fG, fB;
-       const GLfloat   f = swv->fog;
-       const GLfloat   g = 1.0f - f;
-       
-       UNCLAMPED_FLOAT_TO_CHAN(rFog, ctx->Fog.Color[RCOMP]);
-       UNCLAMPED_FLOAT_TO_CHAN(gFog, ctx->Fog.Color[GCOMP]);
-       UNCLAMPED_FLOAT_TO_CHAN(bFog, ctx->Fog.Color[BCOMP]);
-       fR = f * swv->color[0] + g * rFog;
-       fG = f * swv->color[1] + g * gFog;
-       fB = f * swv->color[2] + g * bFog;
-       return D3DCOLOR_RGBA(fR, fG, fB, swv->color[3]);
-}
-
-//---------------------------------------------------------------------------
-
-void gld_ResetLineStipple_DX8(
-       struct gl_context *ctx)
-{
-       // TODO: Fake stipple with a 32x32 texture.
-}
-
-//---------------------------------------------------------------------------
-// 2D (post-transformed) primitives
-//---------------------------------------------------------------------------
-
-void gld_Points2D_DX8(
-       struct gl_context *ctx,
-       GLuint first,
-       GLuint last)
-{
-       GLD_SETUP_2D_VARS_POINTS;
-
-       unsigned                                i;
-       struct vertex_buffer    *VB = &TNL_CONTEXT(ctx)->vb;
-
-       // _Size is already clamped to MaxPointSize and MinPointSize
-       IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_POINTSIZE, *((DWORD*)&ctx->Point._Size));
-
-       if (VB->Elts) {
-               for (i=first; i<last; i++, pV++) {
-                       if (VB->ClipMask[VB->Elts[i]] == 0) {
-//                             _swrast_Point( ctx, &verts[VB->Elts[i]] );
-                               GLD_SETUP_GET_SWVERT(VB->Elts[i]);
-                               GLD_SETUP_2D_VERTEX;
-                               GLD_SETUP_SMOOTH_COLOUR;
-                               GLD_SETUP_DEPTH;
-                               GLD_SETUP_SPECULAR;
-                               GLD_SETUP_TEX0;
-                               GLD_SETUP_TEX1;
-                       }
-               }
-       } else {
-               GLD_SETUP_GET_SWVERT(first);
-               for (i=first; i<last; i++, swv++, pV++) {
-                       if (VB->ClipMask[i] == 0) {
-//                             _swrast_Point( ctx, &verts[i] );
-                               GLD_SETUP_2D_VERTEX;
-                               GLD_SETUP_SMOOTH_COLOUR;
-                               GLD_SETUP_DEPTH;
-                               GLD_SETUP_SPECULAR;
-                               GLD_SETUP_TEX0;
-                               GLD_SETUP_TEX1;
-                       }
-               }
-       }
-
-       gld->PB2d.pPoints = (BYTE*)pV;
-       gld->PB2d.nPoints += (last-first);
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Line2DFlat_DX8(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1)
-{
-       GLD_SETUP_2D_VARS_LINES;
-
-       GLD_SETUP_GET_SWVERT(v1);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_GET_FLAT_COLOUR;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       GLD_SETUP_GET_FLAT_SPECULAR;
-       GLD_SETUP_USE_FLAT_SPECULAR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v0);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       GLD_SETUP_USE_FLAT_SPECULAR;
-       pV++;
-
-       gld->PB2d.pLines = (BYTE*)pV;
-       gld->PB2d.nLines++;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Line2DSmooth_DX8(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1)
-{
-       GLD_SETUP_2D_VARS_LINES;
-
-       GLD_SETUP_GET_SWVERT(v0);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_SMOOTH_COLOUR;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_SPECULAR;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v1);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_SMOOTH_COLOUR;
-       GLD_SETUP_SPECULAR;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       pV++;
-
-       gld->PB2d.pLines = (BYTE*)pV;
-       gld->PB2d.nLines++;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Triangle2DFlat_DX8(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1,
-       GLuint v2)
-{
-       GLD_SETUP_2D_VARS_TRIANGLES;
-
-       GLD_SETUP_GET_SWVERT(v2);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_GET_FLAT_COLOUR;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       pV++;;
-
-       GLD_SETUP_GET_SWVERT(v0);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v1);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       pV++;
-
-       gld->PB2d.pTriangles = (BYTE*)pV;
-       gld->PB2d.nTriangles++;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Triangle2DSmooth_DX8(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1,
-       GLuint v2)
-{
-
-       GLD_SETUP_2D_VARS_TRIANGLES;
-
-       GLD_SETUP_GET_SWVERT(v0);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_SMOOTH_COLOUR;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v1);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_SMOOTH_COLOUR;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v2);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_SMOOTH_COLOUR;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       pV++;
-
-       gld->PB2d.pTriangles = (BYTE*)pV;
-       gld->PB2d.nTriangles++;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Triangle2DFlatExtras_DX8(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1,
-       GLuint v2)
-{
-       GLD_SETUP_2D_VARS_TRIANGLES;
-
-       GLD_SETUP_TWOSIDED_LIGHTING(v2);
-
-       GLD_SETUP_GET_SWVERT(v2);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       if (bFog)
-               GLD_SETUP_GET_FLAT_FOG_COLOUR;
-       else
-               GLD_SETUP_GET_FLAT_COLOUR;
-       GLD_SETUP_GET_FLAT_SPECULAR;
-       GLD_SETUP_GET_FLAT_LIGHTING(v2);
-       GLD_SETUP_USE_FLAT_COLOUR;
-       GLD_SETUP_USE_FLAT_SPECULAR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v0);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       GLD_SETUP_USE_FLAT_SPECULAR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v1);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       GLD_SETUP_USE_FLAT_SPECULAR;
-       pV++;
-
-       gld->PB2d.pTriangles = (BYTE*)pV;
-       gld->PB2d.nTriangles++;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Triangle2DSmoothExtras_DX8(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1,
-       GLuint v2)
-{
-       GLD_SETUP_2D_VARS_TRIANGLES;
-
-       GLD_SETUP_TWOSIDED_LIGHTING(v0);
-
-       GLD_SETUP_GET_SWVERT(v0);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_LIGHTING(v0);
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v1);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_LIGHTING(v1);
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v2);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_LIGHTING(v2);
-       pV++;
-
-       gld->PB2d.pTriangles = (BYTE*)pV;
-       gld->PB2d.nTriangles++;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Quad2DFlat_DX8(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1,
-       GLuint v2,
-       GLuint v3)
-{
-       GLD_SETUP_2D_VARS_TRIANGLES;
-
-       GLD_SETUP_GET_SWVERT(v3);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_GET_FLAT_COLOUR;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v0);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v1);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v1);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v2);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v3);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       pV++;
-
-       gld->PB2d.pTriangles = (BYTE*)pV;
-       gld->PB2d.nTriangles += 2;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Quad2DSmooth_DX8(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1,
-       GLuint v2,
-       GLuint v3)
-{
-       GLD_SETUP_2D_VARS_TRIANGLES;
-
-       GLD_SETUP_GET_SWVERT(v0);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_SMOOTH_COLOUR;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v1);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_SMOOTH_COLOUR;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v2);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_SMOOTH_COLOUR;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v2);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_SMOOTH_COLOUR;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v3);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_SMOOTH_COLOUR;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v0);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_SMOOTH_COLOUR;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       pV++;
-
-       gld->PB2d.pTriangles = (BYTE*)pV;
-       gld->PB2d.nTriangles += 2;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Quad2DFlatExtras_DX8(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1,
-       GLuint v2,
-       GLuint v3)
-{
-       GLD_SETUP_2D_VARS_TRIANGLES;
-
-       GLD_SETUP_TWOSIDED_LIGHTING(v3);
-
-       GLD_SETUP_GET_SWVERT(v3);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       if (bFog)
-               GLD_SETUP_GET_FLAT_FOG_COLOUR;
-       else
-               GLD_SETUP_GET_FLAT_COLOUR;
-       GLD_SETUP_GET_FLAT_SPECULAR;
-       GLD_SETUP_GET_FLAT_LIGHTING(v3);
-       GLD_SETUP_USE_FLAT_COLOUR;
-       GLD_SETUP_USE_FLAT_SPECULAR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v0);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       GLD_SETUP_USE_FLAT_SPECULAR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v1);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       GLD_SETUP_USE_FLAT_SPECULAR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v1);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       GLD_SETUP_USE_FLAT_SPECULAR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v2);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       GLD_SETUP_USE_FLAT_SPECULAR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v3);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       GLD_SETUP_USE_FLAT_SPECULAR;
-       pV++;
-
-       gld->PB2d.pTriangles = (BYTE*)pV;
-       gld->PB2d.nTriangles += 2;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Quad2DSmoothExtras_DX8(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1,
-       GLuint v2,
-       GLuint v3)
-{
-       GLD_SETUP_2D_VARS_TRIANGLES;
-
-       GLD_SETUP_TWOSIDED_LIGHTING(v0);
-
-       GLD_SETUP_GET_SWVERT(v0);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_LIGHTING(v0);
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v1);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_LIGHTING(v1);
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v2);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_LIGHTING(v2);
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v2);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_LIGHTING(v2);
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v3);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_LIGHTING(v3);
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v0);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_LIGHTING(v0);
-       pV++;
-
-       gld->PB2d.pTriangles = (BYTE*)pV;
-       gld->PB2d.nTriangles += 2;
-}
-
-//---------------------------------------------------------------------------
-// 3D (pre-transformed) primitives
-//---------------------------------------------------------------------------
-
-void gld_Points3D_DX8(
-       struct gl_context *ctx,
-       GLuint first,
-       GLuint last)
-{
-       GLD_SETUP_3D_VARS_POINTS
-
-       unsigned                                i;
-//     struct vertex_buffer    *VB = &TNL_CONTEXT(ctx)->vb;
-
-       // _Size is already clamped to MaxPointSize and MinPointSize
-       IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_POINTSIZE, *((DWORD*)&ctx->Point._Size));
-
-       if (VB->Elts) {
-               for (i=first; i<last; i++, pV++) {
-                       if (VB->ClipMask[VB->Elts[i]] == 0) {
-//                             _swrast_Point( ctx, &verts[VB->Elts[i]] );
-//                             GLD_SETUP_GET_SWVERT(VB->Elts[i]);
-                               GLD_SETUP_3D_VERTEX(VB->Elts[i])
-                               GLD_SETUP_SMOOTH_COLOUR_3D(i)
-                               GLD_SETUP_TEX0_3D(i)
-                               GLD_SETUP_TEX1_3D(i)
-                       }
-               }
-       } else {
-//             GLD_SETUP_GET_SWVERT(first);
-               for (i=first; i<last; i++, pV++) {
-                       if (VB->ClipMask[i] == 0) {
-//                             _swrast_Point( ctx, &verts[i] );
-                               GLD_SETUP_3D_VERTEX(i)
-                               GLD_SETUP_SMOOTH_COLOUR_3D(i)
-                               GLD_SETUP_TEX0_3D(i)
-                               GLD_SETUP_TEX1_3D(i)
-                       }
-               }
-       }
-/*
-       for (i=first; i<last; i++, pV++) {
-               GLD_SETUP_3D_VERTEX(i)
-               GLD_SETUP_SMOOTH_COLOUR_3D(i)
-               GLD_SETUP_TEX0_3D(i)
-               GLD_SETUP_TEX1_3D(i)
-       }
-*/
-       gld->PB3d.pPoints = (BYTE*)pV;
-       gld->PB3d.nPoints += (last-first);
-}
-
-//---------------------------------------------------------------------------
-// Line functions
-//---------------------------------------------------------------------------
-
-void gld_Line3DFlat_DX8(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1)
-{
-       GLD_SETUP_3D_VARS_LINES
-
-       GLD_SETUP_3D_VERTEX(v1)
-       GLD_SETUP_GET_FLAT_COLOUR_3D(v1)
-       GLD_SETUP_USE_FLAT_COLOUR_3D
-       GLD_SETUP_TEX0_3D(v1)
-       GLD_SETUP_TEX1_3D(v1)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v0)
-       GLD_SETUP_USE_FLAT_COLOUR_3D
-       GLD_SETUP_TEX0_3D(v0)
-       GLD_SETUP_TEX1_3D(v0)
-       pV++;
-
-       gld->PB3d.pLines = (BYTE*)pV;
-       gld->PB3d.nLines++;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Line3DSmooth_DX8(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1)
-{
-       GLD_SETUP_3D_VARS_LINES
-
-       GLD_SETUP_3D_VERTEX(v1)
-       GLD_SETUP_SMOOTH_COLOUR_3D(v1)
-       GLD_SETUP_TEX0_3D(v1)
-       GLD_SETUP_TEX1_3D(v1)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v0)
-       GLD_SETUP_SMOOTH_COLOUR_3D(v0)
-       GLD_SETUP_TEX0_3D(v0)
-       GLD_SETUP_TEX1_3D(v0)
-       pV++;
-
-       gld->PB3d.pLines = (BYTE*)pV;
-       gld->PB3d.nLines++;
-}
-
-//---------------------------------------------------------------------------
-// Triangle functions
-//---------------------------------------------------------------------------
-
-void gld_Triangle3DFlat_DX8(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1,
-       GLuint v2)
-{
-       GLD_SETUP_3D_VARS_TRIANGLES
-
-       GLD_SETUP_3D_VERTEX(v2)
-       GLD_SETUP_TEX0_3D(v2)
-       GLD_SETUP_TEX1_3D(v2)
-       GLD_SETUP_GET_FLAT_COLOUR_3D(v2)
-       GLD_SETUP_USE_FLAT_COLOUR_3D
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v0)
-       GLD_SETUP_TEX0_3D(v0)
-       GLD_SETUP_TEX1_3D(v0)
-       GLD_SETUP_USE_FLAT_COLOUR_3D
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v1)
-       GLD_SETUP_TEX0_3D(v1)
-       GLD_SETUP_TEX1_3D(v1)
-       GLD_SETUP_USE_FLAT_COLOUR_3D
-       pV++;
-
-       gld->PB3d.pTriangles = (BYTE*)pV;
-       gld->PB3d.nTriangles++;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Triangle3DSmooth_DX8(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1,
-       GLuint v2)
-{
-       GLD_SETUP_3D_VARS_TRIANGLES
-
-       GLD_SETUP_3D_VERTEX(v0)
-       GLD_SETUP_SMOOTH_COLOUR_3D(v0)
-       GLD_SETUP_TEX0_3D(v0)
-       GLD_SETUP_TEX1_3D(v0)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v1)
-       GLD_SETUP_SMOOTH_COLOUR_3D(v1)
-       GLD_SETUP_TEX0_3D(v1)
-       GLD_SETUP_TEX1_3D(v1)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v2)
-       GLD_SETUP_SMOOTH_COLOUR_3D(v2)
-       GLD_SETUP_TEX0_3D(v2)
-       GLD_SETUP_TEX1_3D(v2)
-       pV++;
-
-       gld->PB3d.pTriangles = (BYTE*)pV;
-       gld->PB3d.nTriangles++;
-}
-
-//---------------------------------------------------------------------------
-// Quad functions
-//---------------------------------------------------------------------------
-
-void gld_Quad3DFlat_DX8(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1,
-       GLuint v2,
-       GLuint v3)
-{
-       GLD_SETUP_3D_VARS_TRIANGLES
-
-       GLD_SETUP_3D_VERTEX(v3)
-       GLD_SETUP_GET_FLAT_COLOUR_3D(v3)
-       GLD_SETUP_USE_FLAT_COLOUR_3D
-       GLD_SETUP_TEX0_3D(v3)
-       GLD_SETUP_TEX1_3D(v3)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v0)
-       GLD_SETUP_USE_FLAT_COLOUR_3D
-       GLD_SETUP_TEX0_3D(v0)
-       GLD_SETUP_TEX1_3D(v0)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v1)
-       GLD_SETUP_USE_FLAT_COLOUR_3D
-       GLD_SETUP_TEX0_3D(v1)
-       GLD_SETUP_TEX1_3D(v1)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v1)
-       GLD_SETUP_USE_FLAT_COLOUR_3D
-       GLD_SETUP_TEX0_3D(v1)
-       GLD_SETUP_TEX1_3D(v1)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v2)
-       GLD_SETUP_USE_FLAT_COLOUR_3D
-       GLD_SETUP_TEX0_3D(v2)
-       GLD_SETUP_TEX1_3D(v2)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v3)
-       GLD_SETUP_USE_FLAT_COLOUR_3D
-       GLD_SETUP_TEX0_3D(v3)
-       GLD_SETUP_TEX1_3D(v3)
-       pV++;
-
-       gld->PB3d.pTriangles = (BYTE*)pV;
-       gld->PB3d.nTriangles += 2;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Quad3DSmooth_DX8(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1,
-       GLuint v2,
-       GLuint v3)
-{
-       GLD_SETUP_3D_VARS_TRIANGLES
-
-       GLD_SETUP_3D_VERTEX(v0)
-       GLD_SETUP_SMOOTH_COLOUR_3D(v0)
-       GLD_SETUP_TEX0_3D(v0)
-       GLD_SETUP_TEX1_3D(v0)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v1)
-       GLD_SETUP_SMOOTH_COLOUR_3D(v1)
-       GLD_SETUP_TEX0_3D(v1)
-       GLD_SETUP_TEX1_3D(v1)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v2)
-       GLD_SETUP_SMOOTH_COLOUR_3D(v2)
-       GLD_SETUP_TEX0_3D(v2)
-       GLD_SETUP_TEX1_3D(v2)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v2)
-       GLD_SETUP_SMOOTH_COLOUR_3D(v2)
-       GLD_SETUP_TEX0_3D(v2)
-       GLD_SETUP_TEX1_3D(v2)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v3)
-       GLD_SETUP_SMOOTH_COLOUR_3D(v3)
-       GLD_SETUP_TEX0_3D(v3)
-       GLD_SETUP_TEX1_3D(v3)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v0)
-       GLD_SETUP_SMOOTH_COLOUR_3D(v0)
-       GLD_SETUP_TEX0_3D(v0)
-       GLD_SETUP_TEX1_3D(v0)
-       pV++;
-
-       gld->PB3d.pTriangles = (BYTE*)pV;
-       gld->PB3d.nTriangles += 2;
-}
-
-//---------------------------------------------------------------------------
-// Vertex setup for two-sided-lighting vertex shader
-//---------------------------------------------------------------------------
-
-/*
-
-void gld_Points2DTwoside_DX8(struct gl_context *ctx, GLuint first, GLuint last)
-{
-       // NOTE: Two-sided lighting does not apply to Points
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Line2DFlatTwoside_DX8(struct gl_context *ctx, GLuint v0, GLuint v1)
-{
-       // NOTE: Two-sided lighting does not apply to Lines
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Line2DSmoothTwoside_DX8(struct gl_context *ctx, GLuint v0, GLuint v1)
-{
-       // NOTE: Two-sided lighting does not apply to Lines
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Triangle2DFlatTwoside_DX8(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2)
-{
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Triangle2DSmoothTwoside_DX8(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx8          *gld    = GLD_GET_DX8_DRIVER(gldCtx);
-       GLD_TWOSIDED_VERTEX     *pV             = (GLD_TWOSIDED_VERTEX*)gld->PBtwosidelight.pTriangles;
-       SScontext                       *ss             = SWSETUP_CONTEXT(ctx);
-       SWvertex                        *swv;
-       DWORD                           dwSpecularColour;
-       DWORD                           dwFlatColour;
-       GLuint                                  facing = 0;
-       struct vertex_buffer    *VB;
-       GLchan                                  (*vbcolor)[4];
-       GLchan                                  (*vbspec)[4];
-
-       // Reciprocal of DepthMax
-       const float ooDepthMax = 1.0f / ctx->DepthMaxF; 
-
-       // 1st vert
-       swv = &ss->verts[v0];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       // 2nd vert
-       swv = &ss->verts[v1];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       // 3rd vert
-       swv = &ss->verts[v2];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       gld->PBtwosidelight.pTriangles = (BYTE*)pV;
-       gld->PBtwosidelight.nTriangles++;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Quad2DFlatTwoside_DX8(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx8          *gld    = GLD_GET_DX8_DRIVER(gldCtx);
-       GLD_TWOSIDED_VERTEX     *pV             = (GLD_TWOSIDED_VERTEX*)gld->PBtwosidelight.pTriangles;
-       SScontext                       *ss             = SWSETUP_CONTEXT(ctx);
-       SWvertex                        *swv;
-       DWORD                           dwSpecularColour;
-       DWORD                           dwFlatColour;
-       GLuint                                  facing = 0;
-       struct vertex_buffer    *VB;
-       GLchan                                  (*vbcolor)[4];
-       GLchan                                  (*vbspec)[4];
-
-       // Reciprocal of DepthMax
-       const float ooDepthMax = 1.0f / ctx->DepthMaxF; 
-
-       // 1st vert
-       swv = &ss->verts[v0];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       // 2nd vert
-       swv = &ss->verts[v1];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       // 3rd vert
-       swv = &ss->verts[v2];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       // 4th vert
-       swv = &ss->verts[v2];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       // 5th vert
-       swv = &ss->verts[v3];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       // 6th vert
-       swv = &ss->verts[v0];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       gld->PBtwosidelight.pTriangles = (BYTE*)pV;
-       gld->PBtwosidelight.nTriangles += 2;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Quad2DSmoothTwoside_DX8(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx8          *gld    = GLD_GET_DX8_DRIVER(gldCtx);
-       GLD_TWOSIDED_VERTEX     *pV             = (GLD_TWOSIDED_VERTEX*)gld->PBtwosidelight.pTriangles;
-       SScontext                       *ss             = SWSETUP_CONTEXT(ctx);
-       SWvertex                        *swv;
-       DWORD                           dwSpecularColour;
-       DWORD                           dwFlatColour;
-       GLuint                                  facing = 0;
-       struct vertex_buffer    *VB;
-       GLchan                                  (*vbcolor)[4];
-       GLchan                                  (*vbspec)[4];
-
-       // Reciprocal of DepthMax
-       const float ooDepthMax = 1.0f / ctx->DepthMaxF; 
-
-       // 1st vert
-       swv = &ss->verts[v0];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       // 2nd vert
-       swv = &ss->verts[v1];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       // 3rd vert
-       swv = &ss->verts[v2];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       // 4th vert
-       swv = &ss->verts[v2];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       // 5th vert
-       swv = &ss->verts[v3];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       // 6th vert
-       swv = &ss->verts[v0];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       gld->PBtwosidelight.pTriangles = (BYTE*)pV;
-       gld->PBtwosidelight.nTriangles += 2;
-}
-
-//---------------------------------------------------------------------------
-
-*/
diff --git a/src/mesa/drivers/windows/gldirect/dx8/gld_texture_dx8.c b/src/mesa/drivers/windows/gldirect/dx8/gld_texture_dx8.c
deleted file mode 100644 (file)
index 6ea670a..0000000
+++ /dev/null
@@ -1,2046 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x/2000/XP/XBox (Win32)
-*
-* Description:  Texture / Bitmap functions
-*
-****************************************************************************/
-
-#include "dglcontext.h"
-#include "ddlog.h"
-#include "gld_dx8.h"
-
-#include <d3dx8tex.h>
-
-#include "texformat.h"
-#include "colormac.h"
-#include "texstore.h"
-#include "image.h"
-// #include "mem.h"
-
-//---------------------------------------------------------------------------
-
-#define GLD_FLIP_HEIGHT(y,h) (gldCtx->dwHeight - (y) - (h))
-
-//---------------------------------------------------------------------------
-// 1D texture fetch
-//---------------------------------------------------------------------------
-
-#define CHAN_SRC( t, i, j, k, sz )                                     \
-       ((GLchan *)(t)->Data + (i) * (sz))
-#define UBYTE_SRC( t, i, j, k, sz )                                    \
-       ((GLubyte *)(t)->Data + (i) * (sz))
-#define USHORT_SRC( t, i, j, k )                                       \
-       ((GLushort *)(t)->Data + (i))
-#define FLOAT_SRC( t, i, j, k )                                                \
-       ((GLfloat *)(t)->Data + (i))
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_1d_texel_X8R8G8B8(
-       const struct gl_texture_image *texImage,
-       GLint i, GLint j, GLint k, GLchan *texel )
-{
-   const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
-   GLchan *rgba = (GLchan *)texel;
-   rgba[RCOMP] = src[2];
-   rgba[GCOMP] = src[1];
-   rgba[BCOMP] = src[0];
-   rgba[ACOMP] = CHAN_MAX;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_1d_texel_f_X8R8G8B8(
-       const struct gl_texture_image *texImage,
-    GLint i, GLint j, GLint k, GLfloat *texel )
-{
-   const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
-   texel[RCOMP] = CHAN_TO_FLOAT(src[0]);
-   texel[GCOMP] = CHAN_TO_FLOAT(src[1]);
-   texel[BCOMP] = CHAN_TO_FLOAT(src[2]);
-   texel[ACOMP] = 1.f;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_1d_texel_X1R5G5B5(
-       const struct gl_texture_image *texImage,
-       GLint i, GLint j, GLint k, GLchan *texel )
-{
-   const GLushort *src = USHORT_SRC( texImage, i, j, k );
-   GLchan *rgba = (GLchan *) texel; GLushort s = *src;
-   rgba[RCOMP] = UBYTE_TO_CHAN( ((s >> 10) & 0xf8) * 255 / 0xf8 );
-   rgba[GCOMP] = UBYTE_TO_CHAN( ((s >>  5) & 0xf8) * 255 / 0xf8 );
-   rgba[BCOMP] = UBYTE_TO_CHAN( ((s      ) & 0xf8) * 255 / 0xf8 );
-   rgba[ACOMP] = CHAN_MAX;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_1d_texel_f_X1R5G5B5(
-       const struct gl_texture_image *texImage,
-    GLint i, GLint j, GLint k, GLfloat *texel )
-{
-   const GLushort *src = USHORT_SRC( texImage, i, j, k );
-   GLushort s = *src;
-   texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 10) & 0xf8) * 255 / 0xf8 );
-   texel[GCOMP] = UBYTE_TO_FLOAT( ((s >>  5) & 0xf8) * 255 / 0xf8 );
-   texel[BCOMP] = UBYTE_TO_FLOAT( ((s      ) & 0xf8) * 255 / 0xf8 );
-   texel[ACOMP] = 1.f;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_1d_texel_X4R4G4B4(
-       const struct gl_texture_image *texImage,
-       GLint i, GLint j, GLint k, GLchan *texel )
-{
-   const GLushort *src = USHORT_SRC( texImage, i, j, k );
-   GLchan *rgba = (GLchan *) texel; GLushort s = *src;
-   rgba[RCOMP] = UBYTE_TO_CHAN( ((s >>  8) & 0xf) * 255 / 0xf );
-   rgba[GCOMP] = UBYTE_TO_CHAN( ((s >>  4) & 0xf) * 255 / 0xf );
-   rgba[BCOMP] = UBYTE_TO_CHAN( ((s      ) & 0xf) * 255 / 0xf );
-   rgba[ACOMP] = CHAN_MAX;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_1d_texel_f_X4R4G4B4(
-       const struct gl_texture_image *texImage,
-    GLint i, GLint j, GLint k, GLfloat *texel )
-{
-   const GLushort *src = USHORT_SRC( texImage, i, j, k );
-   GLushort s = *src;
-   texel[RCOMP] = UBYTE_TO_FLOAT( ((s >>  8) & 0xf) * 255 / 0xf );
-   texel[GCOMP] = UBYTE_TO_FLOAT( ((s >>  4) & 0xf) * 255 / 0xf );
-   texel[BCOMP] = UBYTE_TO_FLOAT( ((s      ) & 0xf) * 255 / 0xf );
-   texel[ACOMP] = 1.f;
-}
-
-//---------------------------------------------------------------------------
-
-#undef CHAN_SRC
-#undef UBYTE_SRC
-#undef USHORT_SRC
-#undef FLOAT_SRC
-
-//---------------------------------------------------------------------------
-// 2D texture fetch
-//---------------------------------------------------------------------------
-
-#define CHAN_SRC( t, i, j, k, sz )                                     \
-       ((GLchan *)(t)->Data + ((t)->Width * (j) + (i)) * (sz))
-#define UBYTE_SRC( t, i, j, k, sz )                                    \
-       ((GLubyte *)(t)->Data + ((t)->Width * (j) + (i)) * (sz))
-#define USHORT_SRC( t, i, j, k )                                       \
-       ((GLushort *)(t)->Data + ((t)->Width * (j) + (i)))
-#define FLOAT_SRC( t, i, j, k )                                                \
-       ((GLfloat *)(t)->Data + ((t)->Width * (j) + (i)))
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_2d_texel_X8R8G8B8(
-       const struct gl_texture_image *texImage,
-       GLint i, GLint j, GLint k, GLchan *texel )
-{
-   const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
-   GLchan *rgba = (GLchan *)texel;
-   rgba[RCOMP] = src[2];
-   rgba[GCOMP] = src[1];
-   rgba[BCOMP] = src[0];
-   rgba[ACOMP] = CHAN_MAX;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_2d_texel_f_X8R8G8B8(
-       const struct gl_texture_image *texImage,
-    GLint i, GLint j, GLint k, GLfloat *texel )
-{
-   const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
-   texel[RCOMP] = CHAN_TO_FLOAT(src[0]);
-   texel[GCOMP] = CHAN_TO_FLOAT(src[1]);
-   texel[BCOMP] = CHAN_TO_FLOAT(src[2]);
-   texel[ACOMP] = 1.f;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_2d_texel_X1R5G5B5(
-       const struct gl_texture_image *texImage,
-       GLint i, GLint j, GLint k, GLchan *texel )
-{
-   const GLushort *src = USHORT_SRC( texImage, i, j, k );
-   GLchan *rgba = (GLchan *) texel; GLushort s = *src;
-   rgba[RCOMP] = UBYTE_TO_CHAN( ((s >> 10) & 0xf8) * 255 / 0xf8 );
-   rgba[GCOMP] = UBYTE_TO_CHAN( ((s >>  5) & 0xf8) * 255 / 0xf8 );
-   rgba[BCOMP] = UBYTE_TO_CHAN( ((s      ) & 0xf8) * 255 / 0xf8 );
-   rgba[ACOMP] = CHAN_MAX;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_2d_texel_f_X1R5G5B5(
-       const struct gl_texture_image *texImage,
-    GLint i, GLint j, GLint k, GLfloat *texel )
-{
-   const GLushort *src = USHORT_SRC( texImage, i, j, k );
-   GLushort s = *src;
-   texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 10) & 0xf8) * 255 / 0xf8 );
-   texel[GCOMP] = UBYTE_TO_FLOAT( ((s >>  5) & 0xf8) * 255 / 0xf8 );
-   texel[BCOMP] = UBYTE_TO_FLOAT( ((s      ) & 0xf8) * 255 / 0xf8 );
-   texel[ACOMP] = 1.f;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_2d_texel_X4R4G4B4(
-       const struct gl_texture_image *texImage,
-       GLint i, GLint j, GLint k, GLchan *texel )
-{
-   const GLushort *src = USHORT_SRC( texImage, i, j, k );
-   GLchan *rgba = (GLchan *) texel; GLushort s = *src;
-   rgba[RCOMP] = UBYTE_TO_CHAN( ((s >>  8) & 0xf) * 255 / 0xf );
-   rgba[GCOMP] = UBYTE_TO_CHAN( ((s >>  4) & 0xf) * 255 / 0xf );
-   rgba[BCOMP] = UBYTE_TO_CHAN( ((s      ) & 0xf) * 255 / 0xf );
-   rgba[ACOMP] = CHAN_MAX;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_2d_texel_f_X4R4G4B4(
-       const struct gl_texture_image *texImage,
-    GLint i, GLint j, GLint k, GLfloat *texel )
-{
-   const GLushort *src = USHORT_SRC( texImage, i, j, k );
-   GLushort s = *src;
-   texel[RCOMP] = UBYTE_TO_FLOAT( ((s >>  8) & 0xf) * 255 / 0xf );
-   texel[GCOMP] = UBYTE_TO_FLOAT( ((s >>  4) & 0xf) * 255 / 0xf );
-   texel[BCOMP] = UBYTE_TO_FLOAT( ((s      ) & 0xf) * 255 / 0xf );
-   texel[ACOMP] = 1.f;
-}
-
-//---------------------------------------------------------------------------
-
-#undef CHAN_SRC
-#undef UBYTE_SRC
-#undef USHORT_SRC
-#undef FLOAT_SRC
-
-//---------------------------------------------------------------------------
-// 3D texture fetch
-//---------------------------------------------------------------------------
-
-#define CHAN_SRC( t, i, j, k, sz )                                     \
-       (GLchan *)(t)->Data + (((t)->Height * (k) + (j)) *              \
-                               (t)->Width + (i)) * (sz)
-#define UBYTE_SRC( t, i, j, k, sz )                                    \
-       ((GLubyte *)(t)->Data + (((t)->Height * (k) + (j)) *            \
-                                (t)->Width + (i)) * (sz))
-#define USHORT_SRC( t, i, j, k )                                       \
-       ((GLushort *)(t)->Data + (((t)->Height * (k) + (j)) *           \
-                                 (t)->Width + (i)))
-#define FLOAT_SRC( t, i, j, k )                                                \
-       ((GLfloat *)(t)->Data + (((t)->Height * (k) + (j)) *            \
-                                 (t)->Width + (i)))
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_3d_texel_X8R8G8B8(
-       const struct gl_texture_image *texImage,
-       GLint i, GLint j, GLint k, GLchan *texel )
-{
-   const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
-   GLchan *rgba = (GLchan *)texel;
-   rgba[RCOMP] = src[2];
-   rgba[GCOMP] = src[1];
-   rgba[BCOMP] = src[0];
-   rgba[ACOMP] = CHAN_MAX;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_3d_texel_f_X8R8G8B8(
-       const struct gl_texture_image *texImage,
-    GLint i, GLint j, GLint k, GLfloat *texel )
-{
-   const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
-   texel[RCOMP] = CHAN_TO_FLOAT(src[0]);
-   texel[GCOMP] = CHAN_TO_FLOAT(src[1]);
-   texel[BCOMP] = CHAN_TO_FLOAT(src[2]);
-   texel[ACOMP] = 1.f;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_3d_texel_X1R5G5B5(
-       const struct gl_texture_image *texImage,
-       GLint i, GLint j, GLint k, GLchan *texel )
-{
-   const GLushort *src = USHORT_SRC( texImage, i, j, k );
-   GLchan *rgba = (GLchan *) texel; GLushort s = *src;
-   rgba[RCOMP] = UBYTE_TO_CHAN( ((s >> 10) & 0xf8) * 255 / 0xf8 );
-   rgba[GCOMP] = UBYTE_TO_CHAN( ((s >>  5) & 0xf8) * 255 / 0xf8 );
-   rgba[BCOMP] = UBYTE_TO_CHAN( ((s      ) & 0xf8) * 255 / 0xf8 );
-   rgba[ACOMP] = CHAN_MAX;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_3d_texel_f_X1R5G5B5(
-       const struct gl_texture_image *texImage,
-    GLint i, GLint j, GLint k, GLfloat *texel )
-{
-   const GLushort *src = USHORT_SRC( texImage, i, j, k );
-   GLushort s = *src;
-   texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 10) & 0xf8) * 255 / 0xf8 );
-   texel[GCOMP] = UBYTE_TO_FLOAT( ((s >>  5) & 0xf8) * 255 / 0xf8 );
-   texel[BCOMP] = UBYTE_TO_FLOAT( ((s      ) & 0xf8) * 255 / 0xf8 );
-   texel[ACOMP] = 1.f;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_3d_texel_X4R4G4B4(
-       const struct gl_texture_image *texImage,
-       GLint i, GLint j, GLint k, GLchan *texel )
-{
-   const GLushort *src = USHORT_SRC( texImage, i, j, k );
-   GLchan *rgba = (GLchan *) texel; GLushort s = *src;
-   rgba[RCOMP] = UBYTE_TO_CHAN( ((s >>  8) & 0xf) * 255 / 0xf );
-   rgba[GCOMP] = UBYTE_TO_CHAN( ((s >>  4) & 0xf) * 255 / 0xf );
-   rgba[BCOMP] = UBYTE_TO_CHAN( ((s      ) & 0xf) * 255 / 0xf );
-   rgba[ACOMP] = CHAN_MAX;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_3d_texel_f_X4R4G4B4(
-       const struct gl_texture_image *texImage,
-    GLint i, GLint j, GLint k, GLfloat *texel )
-{
-   const GLushort *src = USHORT_SRC( texImage, i, j, k );
-   GLushort s = *src;
-   texel[RCOMP] = UBYTE_TO_FLOAT( ((s >>  8) & 0xf) * 255 / 0xf );
-   texel[GCOMP] = UBYTE_TO_FLOAT( ((s >>  4) & 0xf) * 255 / 0xf );
-   texel[BCOMP] = UBYTE_TO_FLOAT( ((s      ) & 0xf) * 255 / 0xf );
-   texel[ACOMP] = 1.f;
-}
-
-//---------------------------------------------------------------------------
-
-#undef CHAN_SRC
-#undef UBYTE_SRC
-#undef USHORT_SRC
-#undef FLOAT_SRC
-
-//---------------------------------------------------------------------------
-// Direct3D texture formats that have no Mesa equivalent
-//---------------------------------------------------------------------------
-
-const struct gl_texture_format _gld_texformat_X8R8G8B8 = {
-   MESA_FORMAT_ARGB8888,               /* MesaFormat */
-   GL_RGBA,                            /* BaseFormat */
-   GL_UNSIGNED_NORMALIZED_ARB,         /* DataType */
-   8,                                  /* RedBits */
-   8,                                  /* GreenBits */
-   8,                                  /* BlueBits */
-   0,                                  /* AlphaBits */
-   0,                                  /* LuminanceBits */
-   0,                                  /* IntensityBits */
-   0,                                  /* IndexBits */
-   0,                                  /* DepthBits */
-   4,                                  /* TexelBytes */
-   _mesa_texstore_argb8888,                    /* StoreTexImageFunc */
-   gld_fetch_1d_texel_X8R8G8B8,                /* FetchTexel1D */
-   gld_fetch_2d_texel_X8R8G8B8,                /* FetchTexel2D */
-   gld_fetch_3d_texel_X8R8G8B8,                /* FetchTexel3D */
-   gld_fetch_1d_texel_f_X8R8G8B8,              /* FetchTexel1Df */
-   gld_fetch_2d_texel_f_X8R8G8B8,              /* FetchTexel2Df */
-   gld_fetch_3d_texel_f_X8R8G8B8,              /* FetchTexel3Df */
-};
-
-const struct gl_texture_format _gld_texformat_X1R5G5B5 = {
-   MESA_FORMAT_ARGB1555,               /* MesaFormat */
-   GL_RGBA,                            /* BaseFormat */
-   GL_UNSIGNED_NORMALIZED_ARB,         /* DataType */
-   5,                                  /* RedBits */
-   5,                                  /* GreenBits */
-   5,                                  /* BlueBits */
-   0,                                  /* AlphaBits */
-   0,                                  /* LuminanceBits */
-   0,                                  /* IntensityBits */
-   0,                                  /* IndexBits */
-   0,                                  /* DepthBits */
-   2,                                  /* TexelBytes */
-   _mesa_texstore_argb1555,                    /* StoreTexImageFunc */
-   gld_fetch_1d_texel_X1R5G5B5,                /* FetchTexel1D */
-   gld_fetch_2d_texel_X1R5G5B5,                /* FetchTexel2D */
-   gld_fetch_3d_texel_X1R5G5B5,                /* FetchTexel3D */
-   gld_fetch_1d_texel_f_X1R5G5B5,              /* FetchTexel1Df */
-   gld_fetch_2d_texel_f_X1R5G5B5,              /* FetchTexel2Df */
-   gld_fetch_3d_texel_f_X1R5G5B5,              /* FetchTexel3Df */
-};
-
-const struct gl_texture_format _gld_texformat_X4R4G4B4 = {
-   MESA_FORMAT_ARGB4444,               /* MesaFormat */
-   GL_RGBA,                            /* BaseFormat */
-   GL_UNSIGNED_NORMALIZED_ARB,         /* DataType */
-   4,                                  /* RedBits */
-   4,                                  /* GreenBits */
-   4,                                  /* BlueBits */
-   0,                                  /* AlphaBits */
-   0,                                  /* LuminanceBits */
-   0,                                  /* IntensityBits */
-   0,                                  /* IndexBits */
-   0,                                  /* DepthBits */
-   2,                                  /* TexelBytes */
-   _mesa_texstore_argb4444,                    /* StoreTexImageFunc */
-   gld_fetch_1d_texel_X4R4G4B4,                /* FetchTexel1D */
-   gld_fetch_2d_texel_X4R4G4B4,                /* FetchTexel2D */
-   gld_fetch_3d_texel_X4R4G4B4,                /* FetchTexel3D */
-   gld_fetch_1d_texel_f_X4R4G4B4,              /* FetchTexel1Df */
-   gld_fetch_2d_texel_f_X4R4G4B4,              /* FetchTexel2Df */
-   gld_fetch_3d_texel_f_X4R4G4B4,              /* FetchTexel3Df */
-};
-
-//---------------------------------------------------------------------------
-// Texture unit constants
-//---------------------------------------------------------------------------
-
-// List of possible combinations of texture environments.
-// Example: GLD_TEXENV_MODULATE_RGBA means 
-//          GL_MODULATE, GL_RGBA base internal format.
-#define GLD_TEXENV_DECAL_RGB           0
-#define GLD_TEXENV_DECAL_RGBA          1
-#define GLD_TEXENV_DECAL_ALPHA         2
-#define GLD_TEXENV_REPLACE_RGB         3
-#define GLD_TEXENV_REPLACE_RGBA                4
-#define GLD_TEXENV_REPLACE_ALPHA       5
-#define GLD_TEXENV_MODULATE_RGB                6
-#define GLD_TEXENV_MODULATE_RGBA       7
-#define GLD_TEXENV_MODULATE_ALPHA      8
-#define GLD_TEXENV_BLEND_RGB           9
-#define GLD_TEXENV_BLEND_RGBA          10
-#define GLD_TEXENV_BLEND_ALPHA         11
-#define GLD_TEXENV_ADD_RGB                     12
-#define GLD_TEXENV_ADD_RGBA                    13
-#define GLD_TEXENV_ADD_ALPHA           14
-
-// Per-stage (i.e. per-unit) texture environment
-typedef struct {
-       DWORD                   ColorArg1;      // Colour argument 1
-       D3DTEXTUREOP    ColorOp;        // Colour operation
-       DWORD                   ColorArg2;      // Colour argument 2
-       DWORD                   AlphaArg1;      // Alpha argument 1
-       D3DTEXTUREOP    AlphaOp;        // Alpha operation
-       DWORD                   AlphaArg2;      // Alpha argument 2
-} GLD_texenv;
-
-// TODO: Do we really need to set ARG1 and ARG2 every time?
-//       They seem to always be TEXTURE and CURRENT respectively.
-
-// C = Colour out
-// A = Alpha out
-// Ct = Colour from Texture
-// Cf = Colour from fragment (diffuse)
-// At = Alpha from Texture
-// Af = Alpha from fragment (diffuse)
-// Cc = GL_TEXTURE_ENV_COLOUR (GL_BLEND)
-const GLD_texenv gldTexEnv[] = {
-       // DECAL_RGB: C=Ct, A=Af
-       {D3DTA_TEXTURE, D3DTOP_SELECTARG1, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT},
-       // DECAL_RGBA: C=Cf(1-At)+CtAt, A=Af
-       {D3DTA_TEXTURE, D3DTOP_BLENDTEXTUREALPHA, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT},
-       // DECAL_ALPHA: <undefined> use DECAL_RGB
-       {D3DTA_TEXTURE, D3DTOP_SELECTARG1, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT},
-
-       // REPLACE_RGB: C=Ct, A=Af
-       {D3DTA_TEXTURE, D3DTOP_SELECTARG1, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT},
-       // REPLACE_RGBA: C=Ct, A=At
-       {D3DTA_TEXTURE, D3DTOP_SELECTARG1, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_SELECTARG1, D3DTA_CURRENT},
-       // REPLACE_ALPHA: C=Cf, A=At
-       {D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_SELECTARG1, D3DTA_CURRENT},
-
-       // MODULATE_RGB: C=CfCt, A=Af
-       {D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT},
-       // MODULATE_RGBA: C=CfCt, A=AfAt
-       {D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT},
-       // MODULATE_ALPHA: C=Cf, A=AfAt
-       {D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT},
-
-       // BLEND_RGB: C=Cf(1-Ct)+CcCt, A=Af
-       {D3DTA_TEXTURE, D3DTOP_LERP, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT},
-       // BLEND_RGBA: C=Cf(1-Ct)+CcCt, A=AfAt
-       {D3DTA_TEXTURE, D3DTOP_LERP, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT},
-       // BLEND_ALPHA: C=Cf, A=AfAt
-       {D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT},
-
-       // ADD_RGB: C=Cf+Ct, A=Af
-       {D3DTA_TEXTURE, D3DTOP_ADD, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT},
-       // ADD_RGBA: C=Cf+Ct, A=AfAt
-       {D3DTA_TEXTURE, D3DTOP_ADD, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT},
-       // ADD_ALPHA: C=Cf, A=AfAt
-       {D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT},
-};
-
-//---------------------------------------------------------------------------
-
-D3DTEXTUREADDRESS _gldConvertWrap(
-       GLenum wrap)
-{
-       return (wrap == GL_CLAMP) ? D3DTADDRESS_CLAMP : D3DTADDRESS_WRAP;
-}
-
-//---------------------------------------------------------------------------
-
-D3DTEXTUREFILTERTYPE _gldConvertMagFilter(
-       GLenum magfilter)
-{
-       return (magfilter == GL_LINEAR) ? D3DTEXF_LINEAR : D3DTEXF_POINT;
-}
-
-//---------------------------------------------------------------------------
-
-void _gldConvertMinFilter(
-       GLenum minfilter,
-       D3DTEXTUREFILTERTYPE *min_filter,
-       D3DTEXTUREFILTERTYPE *mip_filter)
-{
-       switch (minfilter) {
-       case GL_NEAREST:
-               *min_filter = D3DTEXF_POINT;
-               *mip_filter = D3DTEXF_NONE;
-               break;
-       case GL_LINEAR:
-               *min_filter = D3DTEXF_LINEAR;
-               *mip_filter = D3DTEXF_NONE;
-               break;
-       case GL_NEAREST_MIPMAP_NEAREST:
-               *min_filter = D3DTEXF_POINT;
-               *mip_filter = D3DTEXF_POINT;
-               break;
-       case GL_LINEAR_MIPMAP_NEAREST:
-               *min_filter = D3DTEXF_LINEAR;
-               *mip_filter = D3DTEXF_POINT;
-               break;
-       case GL_NEAREST_MIPMAP_LINEAR:
-               *min_filter = D3DTEXF_POINT;
-               *mip_filter = D3DTEXF_LINEAR;
-               break;
-       case GL_LINEAR_MIPMAP_LINEAR:
-               *min_filter = D3DTEXF_LINEAR;
-               *mip_filter = D3DTEXF_LINEAR;
-               break;
-       }
-}
-
-//---------------------------------------------------------------------------
-
-D3DFORMAT _gldGLFormatToD3DFormat(
-       GLenum internalFormat)
-{
-       switch (internalFormat) {
-       case GL_INTENSITY:
-       case GL_INTENSITY4:
-       case GL_INTENSITY8:
-       case GL_INTENSITY12:
-       case GL_INTENSITY16:
-               // LUNIMANCE != INTENSITY, but D3D doesn't have I8 textures
-               return D3DFMT_L8;
-       case 1:
-       case GL_LUMINANCE:
-       case GL_LUMINANCE4:
-       case GL_LUMINANCE8:
-       case GL_LUMINANCE12:
-       case GL_LUMINANCE16:
-               return D3DFMT_L8;
-       case GL_ALPHA:
-       case GL_ALPHA4:
-       case GL_ALPHA8:
-       case GL_ALPHA12:
-       case GL_ALPHA16:
-               return D3DFMT_A8;
-       case GL_COLOR_INDEX:
-       case GL_COLOR_INDEX1_EXT:
-       case GL_COLOR_INDEX2_EXT:
-       case GL_COLOR_INDEX4_EXT:
-       case GL_COLOR_INDEX8_EXT:
-       case GL_COLOR_INDEX12_EXT:
-       case GL_COLOR_INDEX16_EXT:
-               return D3DFMT_X8R8G8B8;
-       case 2:
-       case GL_LUMINANCE_ALPHA:
-       case GL_LUMINANCE4_ALPHA4:
-       case GL_LUMINANCE6_ALPHA2:
-       case GL_LUMINANCE8_ALPHA8:
-       case GL_LUMINANCE12_ALPHA4:
-       case GL_LUMINANCE12_ALPHA12:
-       case GL_LUMINANCE16_ALPHA16:
-               return D3DFMT_A8L8;
-       case GL_R3_G3_B2:
-               // TODO: Mesa does not support RGB332 internally
-               return D3DFMT_X4R4G4B4; //D3DFMT_R3G3B2;
-       case GL_RGB4:
-               return D3DFMT_X4R4G4B4;
-       case GL_RGB5:
-               return D3DFMT_X1R5G5B5;
-       case 3:
-       case GL_RGB:
-       case GL_RGB8:
-       case GL_RGB10:
-       case GL_RGB12:
-       case GL_RGB16:
-               return D3DFMT_R8G8B8;
-       case GL_RGBA4:
-               return D3DFMT_A4R4G4B4;
-       case 4:
-       case GL_RGBA:
-       case GL_RGBA2:
-       case GL_RGBA8:
-       case GL_RGB10_A2:
-       case GL_RGBA12:
-       case GL_RGBA16:
-               return D3DFMT_A8R8G8B8;
-       case GL_RGB5_A1:
-               return D3DFMT_A1R5G5B5;
-       }
-
-       // Return an acceptable default
-       return D3DFMT_A8R8G8B8;
-}
-
-//---------------------------------------------------------------------------
-
-GLenum _gldDecodeBaseFormat(
-       IDirect3DTexture8 *pTex)
-{
-       // Examine Direct3D texture and return base OpenGL internal texture format
-       // NOTE: We can't use any base format info from Mesa because D3D might have
-       // used a different texture format when we used D3DXCreateTexture().
-
-       // Base internal format is one of (Red Book p355):
-       //      GL_ALPHA, 
-       //      GL_LUMINANCE, 
-       //      GL_LUMINANCE_ALPHA, 
-       //      GL_INTENSITY, 
-       //      GL_RGB, 
-       //      GL_RGBA
-
-       // NOTE: INTENSITY not used (not supported by Direct3D)
-       //       LUMINANCE has same texture functions as RGB
-       //       LUMINANCE_ALPHA has same texture functions as RGBA
-
-       // TODO: cache format instead of using GetLevelDesc()
-       D3DSURFACE_DESC desc;
-       _GLD_DX8_TEX(GetLevelDesc(pTex, 0, &desc));
-
-       switch (desc.Format) {
-    case D3DFMT_R8G8B8:
-    case D3DFMT_X8R8G8B8:
-    case D3DFMT_R5G6B5:
-    case D3DFMT_X1R5G5B5:
-    case D3DFMT_R3G3B2:
-    case D3DFMT_X4R4G4B4:
-    case D3DFMT_P8:
-    case D3DFMT_L8:
-               return GL_RGB;
-    case D3DFMT_A8R8G8B8:
-    case D3DFMT_A1R5G5B5:
-    case D3DFMT_A4R4G4B4:
-    case D3DFMT_A8R3G3B2:
-    case D3DFMT_A8P8:
-    case D3DFMT_A8L8:
-    case D3DFMT_A4L4:
-               return GL_RGBA;
-    case D3DFMT_A8:
-               return GL_ALPHA;
-       // Compressed texture formats. Need to check these...
-    case D3DFMT_DXT1:
-               return GL_RGBA;
-    case D3DFMT_DXT2:
-               return GL_RGB;
-    case D3DFMT_DXT3:
-               return GL_RGBA;
-    case D3DFMT_DXT4:
-               return GL_RGB;
-    case D3DFMT_DXT5:
-               return GL_RGBA;
-       }
-
-       // Fell through. Return arbitary default.
-       return GL_RGBA;
-}
-
-//---------------------------------------------------------------------------
-
-const struct gl_texture_format* _gldMesaFormatForD3DFormat(
-       D3DFORMAT d3dfmt)
-{
-       switch (d3dfmt) {
-       case D3DFMT_A8R8G8B8:
-               return &_mesa_texformat_argb8888;
-       case D3DFMT_R8G8B8:
-               return &_mesa_texformat_rgb888;
-       case D3DFMT_R5G6B5:
-               return &_mesa_texformat_rgb565;
-       case D3DFMT_A4R4G4B4:
-               return &_mesa_texformat_argb4444;
-       case D3DFMT_A1R5G5B5:
-               return &_mesa_texformat_argb1555;
-       case D3DFMT_A8L8:
-               return &_mesa_texformat_al88;
-       case D3DFMT_R3G3B2:
-               return &_mesa_texformat_rgb332;
-       case D3DFMT_A8:
-               return &_mesa_texformat_a8;
-       case D3DFMT_L8:
-               return &_mesa_texformat_l8;
-       case D3DFMT_X8R8G8B8:
-               return &_gld_texformat_X8R8G8B8;
-       case D3DFMT_X1R5G5B5:
-               return &_gld_texformat_X1R5G5B5;
-       case D3DFMT_X4R4G4B4:
-               return &_gld_texformat_X4R4G4B4;
-       }
-
-       // If we reach here then we've made an error somewhere else
-       // by allowing a format that is not supported.
-       assert(0);
-
-       return NULL; // Shut up compiler warning
-}
-
-//---------------------------------------------------------------------------
-// Copy* functions
-//---------------------------------------------------------------------------
-
-void gldCopyTexImage1D_DX8(
-       struct gl_context *ctx,
-       GLenum target, GLint level,
-       GLenum internalFormat,
-       GLint x, GLint y,
-       GLsizei width, GLint border )
-{
-       // TODO
-}
-
-//---------------------------------------------------------------------------
-
-void gldCopyTexImage2D_DX8(
-       struct gl_context *ctx,
-       GLenum target,
-       GLint level,
-       GLenum internalFormat,
-       GLint x,
-       GLint y,
-       GLsizei width,
-       GLsizei height,
-       GLint border)
-{
-       // TODO
-}
-
-//---------------------------------------------------------------------------
-
-void gldCopyTexSubImage1D_DX8(
-       struct gl_context *ctx,
-       GLenum target, GLint level,
-       GLint xoffset, GLint x, GLint y, GLsizei width )
-{
-       // TODO
-}
-
-//---------------------------------------------------------------------------
-
-void gldCopyTexSubImage2D_DX8(
-       struct gl_context *ctx,
-       GLenum target,
-       GLint level,
-       GLint xoffset,
-       GLint yoffset,
-       GLint x,
-       GLint y,
-       GLsizei width,
-       GLsizei height)
-{
-       // TODO
-}
-
-//---------------------------------------------------------------------------
-
-void gldCopyTexSubImage3D_DX8(
-       struct gl_context *ctx,
-       GLenum target,
-       GLint level,
-       GLint xoffset,
-       GLint yoffset,
-       GLint zoffset,
-       GLint x,
-       GLint y,
-       GLsizei width,
-       GLsizei height )
-{
-       // TODO ?
-}
-
-//---------------------------------------------------------------------------
-// Bitmap/Pixel functions
-//---------------------------------------------------------------------------
-
-#define GLD_FLIP_Y(y) (gldCtx->dwHeight - (y))
-
-#define _GLD_FVF_IMAGE (D3DFVF_XYZRHW | D3DFVF_TEX1)
-
-typedef struct {
-       FLOAT   x, y;           // 2D raster coords
-       FLOAT   z;                      // depth value
-       FLOAT   rhw;            // reciprocal homogenous W (always 1.0f)
-       FLOAT   tu, tv;         // texture coords
-} _GLD_IMAGE_VERTEX;
-
-//---------------------------------------------------------------------------
-
-HRESULT _gldDrawPixels(
-       struct gl_context *ctx,
-       BOOL bChromakey,        // Alpha test for glBitmap() images
-       GLint x,                        // GL x position
-       GLint y,                        // GL y position (needs flipping)
-       GLsizei width,          // Width of input image
-       GLsizei height,         // Height of input image
-       IDirect3DSurface8 *pImage)
-{
-       //
-       // Draw input image as texture implementing PixelZoom and clipping.
-       // Any fragment operations currently enabled will be used.
-       //
-
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx8          *gld    = GLD_GET_DX8_DRIVER(gldCtx);
-
-       IDirect3DTexture8       *pTexture;
-       D3DSURFACE_DESC         d3dsd;
-       IDirect3DSurface8       *pSurface;
-       _GLD_IMAGE_VERTEX       v[4];
-       HRESULT                         hr;
-
-       float                           ZoomWidth, ZoomHeight;
-       float                           ScaleWidth, ScaleHeight;
-
-       // Create a texture to hold image
-       hr = D3DXCreateTexture(
-               gld->pDev,
-               width, height,
-               1, // miplevels
-               0, // usage
-               D3DFMT_A8R8G8B8, // format
-               D3DPOOL_MANAGED, // pool
-               &pTexture);
-       if (FAILED(hr))
-               return hr;
-
-       hr = IDirect3DTexture8_GetSurfaceLevel(pTexture, 0, &pSurface);
-       if (FAILED(hr)) {
-               IDirect3DTexture8_Release(pTexture);
-               return hr;
-       }
-
-       // Copy image into texture
-       hr = D3DXLoadSurfaceFromSurface(
-               pSurface, NULL, NULL,   // Dest surface
-               pImage, NULL, NULL,             // Src surface
-               D3DX_FILTER_NONE,
-               0);
-       IDirect3DSurface8_Release(pSurface);
-       if (FAILED(hr)) {
-               IDirect3DTexture8_Release(pTexture);
-               return hr;
-       }
-
-       //
-       // Set up the quad like this (ascii-art ahead!)
-       //
-       // 3--2
-       // |  |
-       // 0--1
-       //
-       //
-
-       // Set depth
-       v[0].z = v[1].z = v[2].z = v[3].z = ctx->Current.RasterPos[2];
-       // Set Reciprocal Homogenous W
-       v[0].rhw = v[1].rhw = v[2].rhw = v[3].rhw = 1.0f;
-
-       // Set texcoords
-       // Examine texture size - if different to input width and height
-       // then we'll need to munge the texcoords to fit.
-       IDirect3DTexture8_GetLevelDesc(pTexture, 0, &d3dsd);
-       ScaleWidth = (float)width / (float)d3dsd.Width;
-       ScaleHeight = (float)height / (float)d3dsd.Height;
-       v[0].tu = 0.0f;                 v[0].tv = 0.0f;
-       v[1].tu = ScaleWidth;   v[1].tv = 0.0f;
-       v[2].tu = ScaleWidth;   v[2].tv = ScaleHeight;
-       v[3].tu = 0.0f;                 v[3].tv = ScaleHeight;
-
-       // Set raster positions
-       ZoomWidth = (float)width * ctx->Pixel.ZoomX;
-       ZoomHeight = (float)height * ctx->Pixel.ZoomY;
-
-       v[0].x = x;                             v[0].y = GLD_FLIP_Y(y);
-       v[1].x = x+ZoomWidth;   v[1].y = GLD_FLIP_Y(y);
-       v[2].x = x+ZoomWidth;   v[2].y = GLD_FLIP_Y(y+ZoomHeight);
-       v[3].x = x;                             v[3].y = GLD_FLIP_Y(y+ZoomHeight);
-
-       // Draw image with full HW acceleration
-       // NOTE: Be nice to use a State Block for all this state...
-       IDirect3DDevice8_SetTexture(gld->pDev, 0, pTexture);
-       IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_CULLMODE, D3DCULL_NONE);
-       IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_CLIPPING, TRUE);
-       IDirect3DDevice8_SetTextureStageState(gld->pDev, 0, D3DTSS_MINFILTER, D3DTEXF_POINT);
-       IDirect3DDevice8_SetTextureStageState(gld->pDev, 0, D3DTSS_MIPFILTER, D3DTEXF_POINT);
-       IDirect3DDevice8_SetTextureStageState(gld->pDev, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT);
-       IDirect3DDevice8_SetTextureStageState(gld->pDev, 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
-       IDirect3DDevice8_SetTextureStageState(gld->pDev, 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
-       IDirect3DDevice8_SetTextureStageState(gld->pDev, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
-       IDirect3DDevice8_SetTextureStageState(gld->pDev, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
-       IDirect3DDevice8_SetTextureStageState(gld->pDev, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
-       IDirect3DDevice8_SetTextureStageState(gld->pDev, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
-       IDirect3DDevice8_SetTextureStageState(gld->pDev, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
-       IDirect3DDevice8_SetTextureStageState(gld->pDev, 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
-       IDirect3DDevice8_SetVertexShader(gld->pDev, _GLD_FVF_IMAGE);
-
-       //
-       // Emulate Chromakey with an Alpha Test.
-       // [Alpha Test is more widely supported anyway]
-       //
-       if (bChromakey) {
-               // Switch on alpha testing
-               IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_ALPHATESTENABLE, TRUE);
-               // Fragment passes is alpha is greater than reference value
-               IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_ALPHAFUNC, D3DCMP_GREATER);
-               // Set alpha reference value between Bitmap alpha values of
-               // zero (transparent) and one (opaque).
-               IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_ALPHAREF, 0x7f);
-       }
-
-       IDirect3DDevice8_DrawPrimitiveUP(gld->pDev, D3DPT_TRIANGLEFAN, 2, &v, sizeof(_GLD_IMAGE_VERTEX));
-
-       // Release texture
-       IDirect3DDevice8_SetTexture(gld->pDev, 0, NULL);
-       IDirect3DTexture8_Release(pTexture);
-
-       // Reset state to before we messed it up
-       FLUSH_VERTICES(ctx, _NEW_ALL);
-
-       return S_OK;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_DrawPixels_DX8(
-       struct gl_context *ctx,
-       GLint x, GLint y, GLsizei width, GLsizei height,
-       GLenum format, GLenum type,
-       const struct gl_pixelstore_attrib *unpack,
-       const GLvoid *pixels )
-{
-       GLD_context                     *gldCtx;
-       GLD_driver_dx8          *gld;
-
-       IDirect3DSurface8       *pImage;
-       HRESULT                         hr;
-       D3DLOCKED_RECT          d3dLockedRect;
-
-       const struct gl_texture_format  *MesaFormat;
-
-       gldCtx  = GLD_GET_CONTEXT(ctx);
-       gld             = GLD_GET_DX8_DRIVER(gldCtx);
-
-       hr = IDirect3DDevice8_CreateImageSurface(
-               gld->pDev, 
-               width,
-               height,
-               D3DFMT_A8R8G8B8,
-               &pImage);
-       if (FAILED(hr)) {
-               return;
-       }
-
-       //
-       // Use Mesa to fill in image
-       //
-
-       // Lock all of surface 
-       hr = IDirect3DSurface8_LockRect(pImage, &d3dLockedRect, NULL, 0);
-       if (FAILED(hr)) {
-               IDirect3DSurface8_Release(pImage);
-               return;
-       }
-
-       MesaFormat = _mesa_choose_tex_format(ctx, format, format, type);
-
-       // unpack image, apply transfer ops and store directly in texture
-       MesaFormat->StoreImage(
-               ctx,
-               2,
-               GL_RGBA,
-               &_mesa_texformat_argb8888,
-               d3dLockedRect.pBits,
-               width, height, 1, 0, 0, 0,
-               d3dLockedRect.Pitch,
-               0, /* dstImageStride */
-               format, type, pixels, unpack);
-
-       IDirect3DSurface8_UnlockRect(pImage);
-
-       _gldDrawPixels(ctx, FALSE, x, y, width, height, pImage);
-
-       IDirect3DSurface8_Release(pImage);
-}
-
-//---------------------------------------------------------------------------
-
-void gld_ReadPixels_DX8(
-       struct gl_context *ctx,
-       GLint x, GLint y, GLsizei width, GLsizei height,
-       GLenum format, GLenum type,
-       const struct gl_pixelstore_attrib *pack,
-       GLvoid *dest)
-{
-
-       GLD_context                                             *gldCtx;
-       GLD_driver_dx8                                  *gld;
-
-       IDirect3DSurface8                               *pBackbuffer = NULL;
-       IDirect3DSurface8                               *pNativeImage = NULL;
-       IDirect3DSurface8                               *pCanonicalImage = NULL;
-
-       D3DSURFACE_DESC                                 d3dsd;
-       RECT                                                    rcSrc; // Source rect
-       POINT                                                   ptDst; // Dest point
-       HRESULT                                                 hr;
-       D3DLOCKED_RECT                                  d3dLockedRect;
-       struct gl_pixelstore_attrib             srcPacking;
-       int                                                             i;
-       GLint                                                   DstRowStride;
-       const struct gl_texture_format  *MesaFormat;
-
-       switch (format) {
-       case GL_STENCIL_INDEX:
-       case GL_DEPTH_COMPONENT:
-               return;
-       }
-       
-       MesaFormat = _mesa_choose_tex_format(ctx, format, format, type);
-       DstRowStride = _mesa_image_row_stride(pack, width, format, type);
-
-       gldCtx  = GLD_GET_CONTEXT(ctx);
-       gld             = GLD_GET_DX8_DRIVER(gldCtx);
-
-       // Get backbuffer
-       hr = IDirect3DDevice8_GetBackBuffer(
-               gld->pDev,
-               0, // First backbuffer
-               D3DBACKBUFFER_TYPE_MONO,
-               &pBackbuffer);
-       if (FAILED(hr))
-               return;
-
-       // Get backbuffer description
-       hr = IDirect3DSurface8_GetDesc(pBackbuffer, &d3dsd);
-       if (FAILED(hr)) {
-               goto gld_ReadPixels_DX8_return;
-       }
-
-       // Create a surface compatible with backbuffer
-       hr = IDirect3DDevice8_CreateImageSurface(
-               gld->pDev, 
-               width,
-               height,
-               d3dsd.Format,
-               &pNativeImage);
-       if (FAILED(hr)) {
-               goto gld_ReadPixels_DX8_return;
-       }
-
-       // Compute source rect and dest point
-       SetRect(&rcSrc, 0, 0, width, height);
-       OffsetRect(&rcSrc, x, GLD_FLIP_HEIGHT(y, height));
-       ptDst.x = ptDst.y = 0;
-
-       // Get source pixels.
-       //
-       // This intermediate surface ensure that we can use CopyRects()
-       // instead of relying on D3DXLoadSurfaceFromSurface(), which may
-       // try and lock the backbuffer. This way seems safer.
-       //
-       hr = IDirect3DDevice8_CopyRects(
-               gld->pDev,
-               pBackbuffer,
-               &rcSrc,
-               1,
-               pNativeImage,
-               &ptDst);
-       if (FAILED(hr)) {
-               goto gld_ReadPixels_DX8_return;
-       }
-
-       // Create an RGBA8888 surface
-       hr = IDirect3DDevice8_CreateImageSurface(
-               gld->pDev, 
-               width,
-               height,
-               D3DFMT_A8R8G8B8,
-               &pCanonicalImage);
-       if (FAILED(hr)) {
-               goto gld_ReadPixels_DX8_return;
-       }
-
-       // Convert to RGBA8888
-       hr = D3DXLoadSurfaceFromSurface(
-               pCanonicalImage,        // Dest surface
-               NULL, NULL,                     // Dest palette, RECT
-               pNativeImage,           // Src surface
-               NULL, NULL,                     // Src palette, RECT
-               D3DX_FILTER_NONE,       // Filter
-               0);                                     // Colourkey
-       if (FAILED(hr)) {
-               goto gld_ReadPixels_DX8_return;
-       }
-
-       srcPacking.Alignment    = 1;
-       srcPacking.ImageHeight  = height;
-       srcPacking.LsbFirst             = GL_FALSE;
-       srcPacking.RowLength    = 0;
-       srcPacking.SkipImages   = 0;
-       srcPacking.SkipPixels   = 0;
-       srcPacking.SkipRows             = 0;
-       srcPacking.SwapBytes    = GL_FALSE;
-
-       // Lock all of image
-       hr = IDirect3DSurface8_LockRect(pCanonicalImage, &d3dLockedRect, NULL, 0);
-       if (FAILED(hr)) {
-               goto gld_ReadPixels_DX8_return;
-       }
-
-       // We need to flip the data. Yuck.
-       // Perhaps Mesa has a span packer we can use in future...
-       for (i=0; i<height; i++) {
-               BYTE *pDestRow = (BYTE*)_mesa_image_address(2,pack, dest, width, height, format, type, 0, i, 0);
-               BYTE *pSrcRow = (BYTE*)d3dLockedRect.pBits + (d3dLockedRect.Pitch * (height-i-1));
-               MesaFormat->StoreImage(
-                       ctx,
-                       2,
-                       GL_RGBA,                                // base format
-                       MesaFormat,                             // dst format
-                       pDestRow,                               // dest addr
-                       width, 1, 1, 0, 0, 0,   // src x,y,z & dst offsets x,y,z
-                       DstRowStride,                   // dst row stride
-                       0,                                              // dstImageStride
-                       GL_BGRA,                                // src format
-                       GL_UNSIGNED_BYTE,               // src type
-                       pSrcRow,                                // src addr
-                       &srcPacking);                   // packing params of source image
-       }
-
-       IDirect3DSurface8_UnlockRect(pCanonicalImage);
-
-gld_ReadPixels_DX8_return:
-       SAFE_RELEASE_SURFACE8(pCanonicalImage);
-       SAFE_RELEASE_SURFACE8(pNativeImage);
-       SAFE_RELEASE_SURFACE8(pBackbuffer);
-}
-
-//---------------------------------------------------------------------------
-
-void gld_CopyPixels_DX8(
-       struct gl_context *ctx,
-       GLint srcx,
-       GLint srcy,
-       GLsizei width,
-       GLsizei height,
-       GLint dstx,
-       GLint dsty,
-       GLenum type)
-{
-       //
-       // NOTE: Not allowed to copy vidmem to vidmem!
-       //       Therefore we use an intermediate image surface.
-       //
-
-       GLD_context                     *gldCtx;
-       GLD_driver_dx8          *gld;
-
-       IDirect3DSurface8       *pBackbuffer;
-       D3DSURFACE_DESC         d3dsd;
-       IDirect3DSurface8       *pImage;
-       RECT                            rcSrc; // Source rect
-       POINT                           ptDst; // Dest point
-       HRESULT                         hr;
-
-       // Only backbuffer
-       if (type != GL_COLOR)
-               return;
-
-       gldCtx  = GLD_GET_CONTEXT(ctx);
-       gld             = GLD_GET_DX8_DRIVER(gldCtx);
-
-       // Get backbuffer
-       hr = IDirect3DDevice8_GetBackBuffer(
-               gld->pDev,
-               0, // First backbuffer
-               D3DBACKBUFFER_TYPE_MONO,
-               &pBackbuffer);
-       if (FAILED(hr))
-               return;
-
-       // Get backbuffer description
-       hr = IDirect3DSurface8_GetDesc(pBackbuffer, &d3dsd);
-       if (FAILED(hr)) {
-               IDirect3DSurface8_Release(pBackbuffer);
-               return;
-       }
-
-       // Create a surface compatible with backbuffer
-       hr = IDirect3DDevice8_CreateImageSurface(
-               gld->pDev, 
-               width,
-               height,
-               d3dsd.Format,
-               &pImage);
-       if (FAILED(hr)) {
-               IDirect3DSurface8_Release(pBackbuffer);
-               return;
-       }
-
-       // Compute source rect and dest point
-       SetRect(&rcSrc, 0, 0, width, height);
-       OffsetRect(&rcSrc, srcx, GLD_FLIP_HEIGHT(srcy, height));
-       ptDst.x = ptDst.y = 0;
-
-       // Get source pixels
-       hr = IDirect3DDevice8_CopyRects(
-               gld->pDev,
-               pBackbuffer,
-               &rcSrc,
-               1,
-               pImage,
-               &ptDst);
-       IDirect3DSurface8_Release(pBackbuffer);
-       if (FAILED(hr)) {
-               IDirect3DSurface8_Release(pImage);
-               return;
-       }
-
-       _gldDrawPixels(ctx, FALSE, dstx, dsty, width, height, pImage);
-
-       IDirect3DSurface8_Release(pImage);
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Bitmap_DX8(
-       struct gl_context *ctx,
-       GLint x,
-       GLint y,
-       GLsizei width,
-       GLsizei height,
-       const struct gl_pixelstore_attrib *unpack,
-       const GLubyte *bitmap)
-{
-       GLD_context                     *gldCtx;
-       GLD_driver_dx8          *gld;
-
-       IDirect3DSurface8       *pImage;
-       HRESULT                         hr;
-       D3DLOCKED_RECT          d3dLockedRect;
-       BYTE                            *pTempBitmap;
-       D3DCOLOR                        clBitmapOne, clBitmapZero;
-       D3DCOLOR                        *pBits;
-       const GLubyte           *src;
-       int                                     i, j, k;
-
-       gldCtx  = GLD_GET_CONTEXT(ctx);
-       gld             = GLD_GET_DX8_DRIVER(gldCtx);
-
-       clBitmapZero    = D3DCOLOR_RGBA(0,0,0,0); // NOTE: Alpha is Zero
-       clBitmapOne             = D3DCOLOR_COLORVALUE(
-               ctx->Current.RasterColor[0],
-               ctx->Current.RasterColor[1],
-               ctx->Current.RasterColor[2],
-               1.0f); // NOTE: Alpha is One
-
-       hr = IDirect3DDevice8_CreateImageSurface(
-               gld->pDev, 
-               width,
-               height,
-               D3DFMT_A8R8G8B8,
-               &pImage);
-       if (FAILED(hr)) {
-               return;
-       }
-
-       // Lock all of surface 
-       hr = IDirect3DSurface8_LockRect(pImage, &d3dLockedRect, NULL, 0);
-       if (FAILED(hr)) {
-               IDirect3DSurface8_Release(pImage);
-               return;
-       }
-
-       pTempBitmap = _mesa_unpack_bitmap(width, height, bitmap, unpack);
-       if (pTempBitmap == NULL) {
-               IDirect3DSurface8_Release(pImage);
-               return;
-       }
-
-       pBits = (D3DCOLOR*)d3dLockedRect.pBits;
-
-       for (i=0; i<height; i++) {
-               GLubyte byte;
-               pBits = (D3DCOLOR*)((BYTE*)d3dLockedRect.pBits + (i*d3dLockedRect.Pitch));
-               src = (const GLubyte *) _mesa_image_address(2,
-                       &ctx->DefaultPacking, pTempBitmap, width, height, GL_COLOR_INDEX, GL_BITMAP,
-                       0, i, 0);
-               for (j=0; j<(width>>3); j++) {
-                       byte = *src++;
-                       for (k=0; k<8; k++) {
-                               *pBits++ = (byte & 128) ? clBitmapOne : clBitmapZero;
-                               byte <<= 1;
-                       }
-               }
-               // Fill remaining bits from bitmap
-               if (width & 7) {
-                       byte = *src;
-                       for (k=0; k<(width & 7); k++) {
-                               *pBits++ = (byte & 128) ? clBitmapOne : clBitmapZero;
-                               byte <<= 1;
-                       }
-               }
-       }
-
-       FREE(pTempBitmap);
-
-/*
-       // unpack image, apply transfer ops and store directly in texture
-       texImage->TexFormat->StoreImage(
-               ctx,
-               2,
-               GL_BITMAP,
-               &_mesa_texformat_argb8888,
-               d3dLockedRect.pBits,
-               width, height, 1, 0, 0, 0,
-               d3dLockedRect.Pitch,
-               0, // dstImageStride
-               GL_BITMAP, GL_COLOR_INDEX, bitmap, unpack);
-*/
-       IDirect3DSurface8_UnlockRect(pImage);
-
-       _gldDrawPixels(ctx, TRUE, x, y, width, height, pImage);
-
-       IDirect3DSurface8_Release(pImage);
-}
-
-//---------------------------------------------------------------------------
-// Texture functions
-//---------------------------------------------------------------------------
-
-void _gldAllocateTexture(
-       struct gl_context *ctx,
-       struct gl_texture_object *tObj,
-       struct gl_texture_image *texImage)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx8          *gld    = GLD_GET_DX8_DRIVER(gldCtx);
-
-       IDirect3DTexture8       *pTex;
-       D3DFORMAT                       d3dFormat;
-
-       if (!tObj || !texImage)
-               return;
-
-       pTex = (IDirect3DTexture8*)tObj->DriverData;
-       if (pTex) {
-               // Decide whether we can keep existing D3D texture
-               // by examining top-level surface.
-               D3DSURFACE_DESC d3dsd;
-               _GLD_DX8_TEX(GetLevelDesc(pTex, 0, &d3dsd));
-               // Release existing texture if not compatible
-               if ((d3dsd.Width == texImage->Width) || 
-                       (d3dsd.Height == texImage->Height))
-               {
-                       return; // Keep the existing texture
-               }
-               tObj->DriverData = NULL;
-               _GLD_DX8_TEX(Release(pTex));
-       }
-
-       d3dFormat = _gldGLFormatToD3DFormat(texImage->IntFormat);
-       D3DXCreateTexture(
-               gld->pDev,
-               texImage->Width,
-               texImage->Height,
-               // TODO: Re-evaluate mipmapping
-               (glb.bUseMipmaps) ? D3DX_DEFAULT : 1,
-               0,                              // Usage
-               d3dFormat,
-               D3DPOOL_MANAGED,
-               &pTex);
-       tObj->DriverData = pTex;
-}
-
-//---------------------------------------------------------------------------
-
-const struct gl_texture_format* gld_ChooseTextureFormat_DX8(
-       struct gl_context *ctx,
-       GLint internalFormat,
-       GLenum srcFormat,
-       GLenum srcType)
-{
-       // [Based on mesa_choose_tex_format()]
-       //
-       // We will choose only texture formats that are supported
-       // by Direct3D. If the hardware doesn't support a particular
-       // texture format, then the D3DX texture calls that we use
-       // will automatically use a HW supported format.
-       //
-       // The most critical aim is to reduce copying; if we can use
-       // texture-image data directly then it will be a big performance assist.
-       //
-
-       switch (internalFormat) {
-       case GL_INTENSITY:
-       case GL_INTENSITY4:
-       case GL_INTENSITY8:
-       case GL_INTENSITY12:
-       case GL_INTENSITY16:
-               return &_mesa_texformat_l8; // D3DFMT_L8
-       case 1:
-       case GL_LUMINANCE:
-       case GL_LUMINANCE4:
-       case GL_LUMINANCE8:
-       case GL_LUMINANCE12:
-       case GL_LUMINANCE16:
-               return &_mesa_texformat_l8; // D3DFMT_L8
-       case GL_ALPHA:
-       case GL_ALPHA4:
-       case GL_ALPHA8:
-       case GL_ALPHA12:
-       case GL_ALPHA16:
-               return &_mesa_texformat_a8; // D3DFMT_A8
-       case GL_COLOR_INDEX:
-       case GL_COLOR_INDEX1_EXT:
-       case GL_COLOR_INDEX2_EXT:
-       case GL_COLOR_INDEX4_EXT:
-       case GL_COLOR_INDEX8_EXT:
-       case GL_COLOR_INDEX12_EXT:
-       case GL_COLOR_INDEX16_EXT:
-               return &_mesa_texformat_rgb565; // D3DFMT_R5G6B5
-               // Mesa will convert this for us later...
-               //      return &_mesa_texformat_ci8; // D3DFMT_R5G6B5
-       case 2:
-       case GL_LUMINANCE_ALPHA:
-       case GL_LUMINANCE4_ALPHA4:
-       case GL_LUMINANCE6_ALPHA2:
-       case GL_LUMINANCE8_ALPHA8:
-       case GL_LUMINANCE12_ALPHA4:
-       case GL_LUMINANCE12_ALPHA12:
-       case GL_LUMINANCE16_ALPHA16:
-               return &_mesa_texformat_al88; // D3DFMT_A8L8
-       case GL_R3_G3_B2:
-               return &_mesa_texformat_rgb332; // D3DFMT_R3G3B2
-       case GL_RGB4:
-       case GL_RGBA4:
-       case GL_RGBA2:
-               return &_mesa_texformat_argb4444; // D3DFMT_A4R4G4B4
-       case 3:
-       case GL_RGB:
-       case GL_RGB5:
-       case GL_RGB8:
-       case GL_RGB10:
-       case GL_RGB12:
-       case GL_RGB16:
-               return &_mesa_texformat_rgb565;
-       case 4:
-       case GL_RGBA:
-       case GL_RGBA8:
-       case GL_RGB10_A2:
-       case GL_RGBA12:
-       case GL_RGBA16:
-               return &_mesa_texformat_argb8888;
-       case GL_RGB5_A1:
-               return &_mesa_texformat_argb1555;
-       default:
-               _mesa_problem(NULL, "unexpected format in fxDDChooseTextureFormat");
-               return NULL;
-   }
-}
-
-//---------------------------------------------------------------------------
-
-/*
-// Safer(?), slower version.
-void gld_TexImage2D_DX8(
-       struct gl_context *ctx,
-       GLenum target,
-       GLint level,
-       GLint internalFormat,
-       GLint width,
-       GLint height,
-       GLint border,
-       GLenum format,
-       GLenum type,
-       const GLvoid *pixels,
-       const struct gl_pixelstore_attrib *packing,
-       struct gl_texture_object *tObj,
-       struct gl_texture_image *texImage)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx8          *gld    = GLD_GET_DX8_DRIVER(gldCtx);
-
-       IDirect3DTexture8       *pTex;
-       IDirect3DSurface8       *pSurface;
-       RECT                            rcSrcRect;
-       HRESULT                         hr;
-       GLint                           texelBytes = 4;
-       GLvoid                          *tempImage;
-
-       if (!tObj || !texImage)
-               return;
-
-       if (level == 0) {
-               _gldAllocateTexture(ctx, tObj, texImage);
-       }
-
-       pTex = (IDirect3DTexture8*)tObj->DriverData;
-       if (!pTex)
-               return; // Texture has not been created
-       if (level >= IDirect3DTexture8_GetLevelCount(pTex))
-               return; // Level does not exist
-       hr = IDirect3DTexture8_GetSurfaceLevel(pTex, level, &pSurface);
-       if (FAILED(hr))
-               return; // Surface level doesn't exist (or just a plain error)
-
-       tempImage = MALLOC(width * height * texelBytes);
-       if (!tempImage) {
-               _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage2D");
-               IDirect3DSurface8_Release(pSurface);
-               return;
-       }
-       // unpack image, apply transfer ops and store in tempImage
-       texImage->TexFormat->StoreImage(ctx, 2, texImage->Format,
-               &_mesa_texformat_argb8888, // dest format
-               tempImage,
-               width, height, 1, 0, 0, 0,
-               width * texelBytes,
-               0, // dstImageStride
-               format, type, pixels, packing);
-
-       SetRect(&rcSrcRect, 0, 0, width, height);
-       D3DXLoadSurfaceFromMemory(
-               pSurface,
-               NULL,
-               NULL,
-               tempImage,
-               D3DFMT_A8R8G8B8,
-               width * texelBytes,
-               NULL,
-               &rcSrcRect,
-               D3DX_FILTER_NONE,
-               0);
-
-       FREE(tempImage);
-       IDirect3DSurface8_Release(pSurface);
-}
-*/
-
-//---------------------------------------------------------------------------
-
-// Faster, more efficient version.
-// Copies subimage straight to dest texture
-void gld_TexImage2D_DX8(
-       struct gl_context *ctx,
-       GLenum target,
-       GLint level,
-       GLint internalFormat,
-       GLint width,
-       GLint height,
-       GLint border,
-       GLenum format,
-       GLenum type,
-       const GLvoid *pixels,
-       const struct gl_pixelstore_attrib *packing,
-       struct gl_texture_object *tObj,
-       struct gl_texture_image *texImage)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx8          *gld    = GLD_GET_DX8_DRIVER(gldCtx);
-
-       IDirect3DTexture8       *pTex;
-       IDirect3DSurface8       *pSurface;
-       HRESULT                         hr;
-       D3DLOCKED_RECT          d3dLockedRect;
-       D3DSURFACE_DESC         d3dsd;
-
-       if (!tObj || !texImage)
-               return;
-
-       // GLQUAKE FIX
-       // Test for input alpha data with non-alpha internalformat
-       if (((internalFormat==3) || (internalFormat==GL_RGB)) && (format==GL_RGBA)) {
-               // Input format has alpha, but a non-alpha format has been requested.
-               texImage->IntFormat = GL_RGBA;
-               internalFormat = GL_RGBA;
-       }
-
-       if (level == 0) {
-               _gldAllocateTexture(ctx, tObj, texImage);
-       }
-
-       pTex = (IDirect3DTexture8*)tObj->DriverData;
-       if (!pTex)
-               return; // Texture has not been created
-       if (level >= IDirect3DTexture8_GetLevelCount(pTex))
-               return; // Level does not exist
-       hr = IDirect3DTexture8_GetSurfaceLevel(pTex, level, &pSurface);
-       if (FAILED(hr))
-               return; // Surface level doesn't exist (or just a plain error)
-
-       IDirect3DSurface8_GetDesc(pSurface, &d3dsd);
-
-       // Lock all of surface 
-       hr = IDirect3DSurface8_LockRect(pSurface, &d3dLockedRect, NULL, 0);
-       if (FAILED(hr)) {
-               IDirect3DSurface8_Release(pSurface);
-               return;
-       }
-
-       // unpack image, apply transfer ops and store directly in texture
-       texImage->TexFormat->StoreImage(
-               ctx,
-               2,
-               texImage->Format,
-               _gldMesaFormatForD3DFormat(d3dsd.Format),
-               d3dLockedRect.pBits,
-               width, height, 1, 0, 0, 0,
-               d3dLockedRect.Pitch,
-               0, // dstImageStride
-               format, type, pixels, packing);
-
-       IDirect3DSurface8_UnlockRect(pSurface);
-       IDirect3DSurface8_Release(pSurface);
-}
-
-//---------------------------------------------------------------------------
-
-void gld_TexImage1D_DX8(struct gl_context *ctx, GLenum target, GLint level,
-                       GLint internalFormat,
-                       GLint width, GLint border,
-                       GLenum format, GLenum type, const GLvoid *pixels,
-                       const struct gl_pixelstore_attrib *packing,
-                       struct gl_texture_object *texObj,
-                       struct gl_texture_image *texImage )
-{
-       // A 1D texture is a 2D texture with a height of zero
-       gld_TexImage2D_DX8(ctx, target, level, internalFormat, width, 1, border, format, type, pixels, packing, texObj, texImage);
-}
-
-//---------------------------------------------------------------------------
-
-/*
-void gld_TexSubImage2D( struct gl_context *ctx, GLenum target, GLint level,
-                          GLint xoffset, GLint yoffset,
-                          GLsizei width, GLsizei height,
-                          GLenum format, GLenum type,
-                          const GLvoid *pixels,
-                          const struct gl_pixelstore_attrib *packing,
-                          struct gl_texture_object *tObj,
-                          struct gl_texture_image *texImage )
-{
-       GLD_GET_CONTEXT
-       IDirect3DTexture8       *pTex;
-       IDirect3DSurface8       *pSurface;
-       D3DFORMAT                       d3dFormat;
-       HRESULT                         hr;
-       GLint                           texelBytes = 4;
-       GLvoid                          *tempImage;
-       RECT                            rcSrcRect;
-       RECT                            rcDstRect;
-
-       if (!tObj || !texImage)
-               return;
-
-       pTex = (IDirect3DTexture8*)tObj->DriverData;
-       if (!pTex)
-               return; // Texture has not been created
-       if (level >= _GLD_DX8_TEX(GetLevelCount(pTex))
-               return; // Level does not exist
-       hr = _GLD_DX8_TEX(GetSurfaceLevel(pTex, level, &pSurface);
-       if (FAILED(hr))
-               return; // Surface level doesn't exist (or just a plain error)
-
-       d3dFormat = _gldGLFormatToD3DFormat(texImage->Format);
-       tempImage = MALLOC(width * height * texelBytes);
-       if (!tempImage) {
-               _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage2D");
-               IDirect3DSurface8_Release(pSurface);
-               return;
-       }
-
-       // unpack image, apply transfer ops and store in tempImage
-       texImage->TexFormat->StoreImage(ctx, 2, texImage->Format,
-               &_mesa_texformat_argb8888, // dest format
-               tempImage,
-               width, height, 1, 0, 0, 0,
-               width * texelBytes,
-               0, // dstImageStride
-               format, type, pixels, packing);
-
-       // Source rectangle is whole of input image
-       SetRect(&rcSrcRect, 0, 0, width, height);
-
-       // Dest rectangle must be offset to dest image
-       SetRect(&rcDstRect, 0, 0, width, height);
-       OffsetRect(&rcDstRect, xoffset, yoffset);
-
-       D3DXLoadSurfaceFromMemory(
-               pSurface,
-               NULL,
-               &rcDstRect,
-               tempImage,
-               D3DFMT_A8R8G8B8,
-               width * texelBytes,
-               NULL,
-               &rcSrcRect,
-               D3DX_FILTER_NONE,
-               0);
-
-       FREE(tempImage);
-       IDirect3DSurface8_Release(pSurface);
-}
-*/
-
-//---------------------------------------------------------------------------
-
-// Faster, more efficient version.
-// Copies subimage straight to dest texture
-void gld_TexSubImage2D_DX8( struct gl_context *ctx, GLenum target, GLint level,
-                          GLint xoffset, GLint yoffset,
-                          GLsizei width, GLsizei height,
-                          GLenum format, GLenum type,
-                          const GLvoid *pixels,
-                          const struct gl_pixelstore_attrib *packing,
-                          struct gl_texture_object *tObj,
-                          struct gl_texture_image *texImage )
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx8          *gld    = GLD_GET_DX8_DRIVER(gldCtx);
-
-       IDirect3DTexture8       *pTex;
-       IDirect3DSurface8       *pSurface;
-       HRESULT                         hr;
-       RECT                            rcDstRect;
-       D3DLOCKED_RECT          d3dLockedRect;
-       D3DSURFACE_DESC         d3dsd;
-
-       if (!tObj || !texImage)
-               return;
-
-       pTex = (IDirect3DTexture8*)tObj->DriverData;
-       if (!pTex)
-               return; // Texture has not been created
-       if (level >= IDirect3DTexture8_GetLevelCount(pTex))
-               return; // Level does not exist
-       hr = IDirect3DTexture8_GetSurfaceLevel(pTex, level, &pSurface);
-       if (FAILED(hr))
-               return; // Surface level doesn't exist (or just a plain error)
-
-       IDirect3DSurface8_GetDesc(pSurface, &d3dsd);
-
-       // Dest rectangle must be offset to dest image
-       SetRect(&rcDstRect, 0, 0, width, height);
-       OffsetRect(&rcDstRect, xoffset, yoffset);
-
-       // Lock sub-rect of surface 
-       hr = IDirect3DSurface8_LockRect(pSurface, &d3dLockedRect, &rcDstRect, 0);
-       if (FAILED(hr)) {
-               IDirect3DSurface8_Release(pSurface);
-               return;
-       }
-
-       // unpack image, apply transfer ops and store directly in texture
-       texImage->TexFormat->StoreImage(ctx, 2, texImage->Format,
-               _gldMesaFormatForD3DFormat(d3dsd.Format),
-               d3dLockedRect.pBits,
-               width, height, 1,
-               0, 0, 0, // NOTE: d3dLockedRect.pBits is already offset!!!
-               d3dLockedRect.Pitch,
-               0, // dstImageStride
-               format, type, pixels, packing);
-
-
-       IDirect3DSurface8_UnlockRect(pSurface);
-       IDirect3DSurface8_Release(pSurface);
-}
-
-//---------------------------------------------------------------------------
-
-void gld_TexSubImage1D_DX8( struct gl_context *ctx, GLenum target, GLint level,
-                          GLint xoffset, GLsizei width,
-                          GLenum format, GLenum type,
-                          const GLvoid *pixels,
-                          const struct gl_pixelstore_attrib *packing,
-                          struct gl_texture_object *texObj,
-                          struct gl_texture_image *texImage )
-{
-       gld_TexSubImage2D_DX8(ctx, target, level, xoffset, 0, width, 1, format, type, pixels, packing, texObj, texImage);
-}
-
-//---------------------------------------------------------------------------
-
-void gld_DeleteTexture_DX8(
-       struct gl_context *ctx,
-       struct gl_texture_object *tObj)
-{
-       GLD_context *gld = (GLD_context*)(ctx->DriverCtx);
-
-       if (tObj) {
-               IDirect3DTexture8 *pTex = (IDirect3DTexture8*)tObj->DriverData;
-               if (pTex) {
-/*                     // Make sure texture is not bound to a stage before releasing it
-                       for (int i=0; i<MAX_TEXTURE_UNITS; i++) {
-                               if (gld->CurrentTexture[i] == pTex) {
-                                       gld->pDev->SetTexture(i, NULL);
-                                       gld->CurrentTexture[i] = NULL;
-                               }
-                       }*/
-                       _GLD_DX8_TEX(Release(pTex));
-                       tObj->DriverData = NULL;
-               }
-       }
-}
-
-//---------------------------------------------------------------------------
-
-__inline void _gldSetColorOps(
-       const GLD_driver_dx8 *gld,
-       GLuint unit,
-       DWORD ColorArg1,
-       D3DTEXTUREOP ColorOp,
-       DWORD ColorArg2)
-{
-       _GLD_DX8_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_COLORARG1, ColorArg1));
-       _GLD_DX8_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_COLOROP, ColorOp));
-       _GLD_DX8_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_COLORARG2, ColorArg2));
-}
-
-//---------------------------------------------------------------------------
-
-__inline void _gldSetAlphaOps(
-       const GLD_driver_dx8 *gld,
-       GLuint unit,
-       DWORD AlphaArg1,
-       D3DTEXTUREOP AlphaOp,
-       DWORD AlphaArg2)
-{
-       _GLD_DX8_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_ALPHAARG1, AlphaArg1));
-       _GLD_DX8_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_ALPHAOP, AlphaOp));
-       _GLD_DX8_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_ALPHAARG2, AlphaArg2));
-}
-
-//---------------------------------------------------------------------------
-
-void gldUpdateTextureUnit(
-       struct gl_context *ctx,
-       GLuint unit,
-       BOOL bPassThrough)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx8          *gld    = GLD_GET_DX8_DRIVER(gldCtx);
-
-       D3DTEXTUREFILTERTYPE    minfilter;
-       D3DTEXTUREFILTERTYPE    mipfilter;
-       GLenum                                  BaseFormat;
-       DWORD                                   dwColorArg0;
-       int                                             iTexEnv = 0;
-       GLD_texenv                              *pTexenv;
-
-       // NOTE: If bPassThrough is FALSE then texture stage can be
-       // disabled otherwise it must pass-through it's current fragment.
-
-       const struct gl_texture_unit *pUnit = &ctx->Texture.Unit[unit];
-       const struct gl_texture_object *tObj = pUnit->_Current;
-
-       IDirect3DTexture8 *pTex = NULL;
-       if (tObj) {
-               pTex = (IDirect3DTexture8*)tObj->DriverData;
-       }
-
-       // Enable texturing if unit is enabled and a valid D3D texture exists
-       // Mesa 5: TEXTUREn_x altered to TEXTURE_nD_BIT
-       //if (pTex && (pUnit->Enabled & (TEXTURE0_1D | TEXTURE0_2D))) {
-       if (pTex && (pUnit->_ReallyEnabled & (TEXTURE_1D_BIT | TEXTURE_2D_BIT))) {
-               // Enable texturing
-               _GLD_DX8_DEV(SetTexture(gld->pDev, unit, pTex));
-       } else {
-               // Disable texturing, then return
-               _GLD_DX8_DEV(SetTexture(gld->pDev, unit, NULL));
-               if (bPassThrough) {
-                       _gldSetColorOps(gld, unit, D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_DIFFUSE);
-                       _gldSetAlphaOps(gld, unit, D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_DIFFUSE);
-               } else {
-                       _gldSetColorOps(gld, unit, D3DTA_TEXTURE, D3DTOP_DISABLE, D3DTA_DIFFUSE);
-                       _gldSetAlphaOps(gld, unit, D3DTA_TEXTURE, D3DTOP_DISABLE, D3DTA_DIFFUSE);
-               }
-               return;
-       }
-
-       // Texture parameters
-       _gldConvertMinFilter(tObj->MinFilter, &minfilter, &mipfilter);
-       _GLD_DX8_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_MINFILTER, minfilter));
-       _GLD_DX8_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_MIPFILTER, mipfilter));
-       _GLD_DX8_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_MAGFILTER, _gldConvertMagFilter(tObj->MagFilter)));
-       _GLD_DX8_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_ADDRESSU, _gldConvertWrap(tObj->WrapS)));
-       _GLD_DX8_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_ADDRESSV, _gldConvertWrap(tObj->WrapT)));
-
-       // Texture priority
-       _GLD_DX8_TEX(SetPriority(pTex, (DWORD)(tObj->Priority*65535.0f)));
-
-       // Texture environment
-       // TODO: Examine input texture for alpha and use specific alpha/non-alpha ops.
-       //       See Page 355 of the Red Book.
-       BaseFormat = _gldDecodeBaseFormat(pTex);
-
-       switch (BaseFormat) {
-       case GL_RGB:
-               iTexEnv = 0;
-               break;
-       case GL_RGBA:
-               iTexEnv = 1;
-               break;
-       case GL_ALPHA:
-               iTexEnv = 2;
-               break;
-       }
-
-       switch (pUnit->EnvMode) {
-       case GL_DECAL:
-               iTexEnv += 0;
-               break;
-       case GL_REPLACE:
-               iTexEnv += 3;
-               break;
-       case GL_MODULATE:
-               iTexEnv += 6;
-               break;
-       case GL_BLEND:
-               // Set blend colour
-               dwColorArg0 = D3DCOLOR_COLORVALUE(pUnit->EnvColor[0], pUnit->EnvColor[1], pUnit->EnvColor[2], pUnit->EnvColor[3]);
-               _GLD_DX8_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_COLORARG0, dwColorArg0));
-               iTexEnv += 9;
-               break;
-       case GL_ADD:
-               iTexEnv += 12;
-               break;
-       }
-       pTexenv = (GLD_texenv*)&gldTexEnv[iTexEnv];
-       _gldSetColorOps(gld, unit, pTexenv->ColorArg1, pTexenv->ColorOp, pTexenv->ColorArg2);
-       _gldSetAlphaOps(gld, unit, pTexenv->AlphaArg1, pTexenv->AlphaOp, pTexenv->AlphaArg2);
-}
-
-//---------------------------------------------------------------------------
-
-void gld_NEW_TEXTURE_DX8(
-       struct gl_context *ctx)
-{
-       // TODO: Support for three (ATI Radeon) or more (nVidia GeForce3) texture units
-
-       BOOL bUnit0Enabled;
-       BOOL bUnit1Enabled;
-
-       if (!ctx)
-               return; // Sanity check
-
-       if (ctx->Const.MaxTextureUnits == 1) {
-               gldUpdateTextureUnit(ctx, 0, TRUE);
-               return;
-       }
-
-       //
-       // NOTE: THE FOLLOWING RELATES TO TWO TEXTURE UNITS, AND TWO ONLY!!
-       //
-
-       // Mesa 5: Texture Units altered
-       //bUnit0Enabled = (ctx->Texture._ReallyEnabled & (TEXTURE0_1D | TEXTURE0_2D)) ? TRUE : FALSE;
-       //bUnit1Enabled = (ctx->Texture._ReallyEnabled & (TEXTURE1_1D | TEXTURE1_2D)) ? TRUE : FALSE;
-       bUnit0Enabled = (ctx->Texture.Unit[0]._ReallyEnabled & (TEXTURE_1D_BIT | TEXTURE_2D_BIT)) ? TRUE : FALSE;
-       bUnit1Enabled = (ctx->Texture.Unit[1]._ReallyEnabled & (TEXTURE_1D_BIT | TEXTURE_2D_BIT)) ? TRUE : FALSE;
-
-       // If Unit0 is disabled and Unit1 is enabled then we must pass-though
-       gldUpdateTextureUnit(ctx, 0, (!bUnit0Enabled && bUnit1Enabled) ? TRUE : FALSE);
-       // We can always disable the last texture unit
-       gldUpdateTextureUnit(ctx, 1, FALSE);
-
-#ifdef _DEBUG
-       {
-               // Find out whether device supports current renderstates
-               GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-               GLD_driver_dx8          *gld    = GLD_GET_DX8_DRIVER(gldCtx);
-//             GLD_context                     *gld    = GLD_GET_CONTEXT(ctx);
-
-               DWORD dwPasses;
-               _GLD_DX8_DEV(ValidateDevice(gld->pDev, &dwPasses));
-//             if (FAILED(hr)) {
-//                     gldLogError(GLDLOG_ERROR, "ValidateDevice failed", hr);
-//             }
-               if (dwPasses != 1) {
-                       gldLogMessage(GLDLOG_ERROR, "ValidateDevice: Can't do in one pass\n");
-               }
-       }
-#endif
-};
-
-//---------------------------------------------------------------------------
diff --git a/src/mesa/drivers/windows/gldirect/dx8/gld_vb_d3d_render_dx8.c b/src/mesa/drivers/windows/gldirect/dx8/gld_vb_d3d_render_dx8.c
deleted file mode 100644 (file)
index 983df9b..0000000
+++ /dev/null
@@ -1,249 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x/2000/XP/XBox (Win32)
-*
-* Description:  GLDirect fastpath pipeline stage
-*
-****************************************************************************/
-
-//---------------------------------------------------------------------------
-
-//#include "../GLDirect.h"
-//#include "../gld_log.h"
-//#include "gld_dx8.h"
-
-#include "dglcontext.h"
-#include "ddlog.h"
-#include "gld_dx8.h"
-
-//---------------------------------------------------------------------------
-
-#include "glheader.h"
-#include "context.h"
-#include "macros.h"
-// #include "mem.h"
-#include "mtypes.h"
-//#include "mmath.h"
-
-#include "math/m_matrix.h"
-#include "math/m_xform.h"
-
-#include "tnl/t_pipeline.h"
-
-//---------------------------------------------------------------------------
-
-__inline void _gldSetVertexShaderConstants(
-       struct gl_context *ctx,
-       GLD_driver_dx8 *gld)
-{
-       D3DXMATRIX mat, matView, matProj;
-       GLfloat         *pM;
-
-       // Mesa 5: Altered to a Stack
-       //pM = ctx->ModelView.m;
-       pM = ctx->ModelviewMatrixStack.Top->m;
-       matView._11 = pM[0];
-       matView._12 = pM[1];
-       matView._13 = pM[2];
-       matView._14 = pM[3];
-       matView._21 = pM[4];
-       matView._22 = pM[5];
-       matView._23 = pM[6];
-       matView._24 = pM[7];
-       matView._31 = pM[8];
-       matView._32 = pM[9];
-       matView._33 = pM[10];
-       matView._34 = pM[11];
-       matView._41 = pM[12];
-       matView._42 = pM[13];
-       matView._43 = pM[14];
-       matView._44 = pM[15];
-
-       // Mesa 5: Altered to a Stack
-       //pM = ctx->ProjectionMatrix.m;
-       pM = ctx->ProjectionMatrixStack.Top->m;
-       matProj._11 = pM[0];
-       matProj._12 = pM[1];
-       matProj._13 = pM[2];
-       matProj._14 = pM[3];
-       matProj._21 = pM[4];
-       matProj._22 = pM[5];
-       matProj._23 = pM[6];
-       matProj._24 = pM[7];
-       matProj._31 = pM[8];
-       matProj._32 = pM[9];
-       matProj._33 = pM[10];
-       matProj._34 = pM[11];
-       matProj._41 = pM[12];
-       matProj._42 = pM[13];
-       matProj._43 = pM[14];
-       matProj._44 = pM[15];
-
-       D3DXMatrixMultiply( &mat, &matView, &matProj );
-       D3DXMatrixTranspose( &mat, &mat );
-
-       _GLD_DX8_DEV(SetVertexShaderConstant(gld->pDev, 0, &mat, 4));
-}
-
-//---------------------------------------------------------------------------
-
-static GLboolean gld_d3d_render_stage_run(
-       struct gl_context *ctx,
-       struct tnl_pipeline_stage *stage)
-{
-       GLD_context                             *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx8                  *gld    = GLD_GET_DX8_DRIVER(gldCtx);
-
-       TNLcontext                              *tnl;
-       struct vertex_buffer    *VB;
-       tnl_render_func                         *tab;
-       GLint                                   pass;
-       GLD_pb_dx8                              *gldPB = &gld->PB3d;
-/*
-       static int count = 0;
-       count++;
-       if (count != 2)
-               return GL_FALSE;
-*/
-       // The "check" function should disable this stage,
-       // but we'll test gld->bUseMesaTnL anyway.
-       if (gld->bUseMesaTnL) {
-               // Do nothing in this stage, but continue pipeline
-               return GL_TRUE;
-       }
-       
-       tnl = TNL_CONTEXT(ctx);
-       VB = &tnl->vb;
-       pass = 0;
-
-   tnl->Driver.Render.Start( ctx );
-
-#if 0
-   // For debugging: Useful to see if an app passes colour data in
-   // an unusual format.
-   switch (VB->AttribPtr[_TNL_ATTRIB_COLOR0]->Type) {
-   case GL_FLOAT:
-          ddlogMessage(GLDLOG_SYSTEM, "ColorPtr: GL_FLOAT\n");
-          break;
-   case GL_UNSIGNED_BYTE:
-          ddlogMessage(GLDLOG_SYSTEM, "ColorPtr: GL_UNSIGNED_BYTE\n");
-          break;
-   default:
-          ddlogMessage(GLDLOG_SYSTEM, "ColorPtr: *?*\n");
-          break;
-   }
-#endif
-
-   tnl->Driver.Render.Points           = gld_Points3D_DX8;
-   if (ctx->_TriangleCaps & DD_FLATSHADE) {
-          tnl->Driver.Render.Line              = gld_Line3DFlat_DX8;
-          tnl->Driver.Render.Triangle  = gld_Triangle3DFlat_DX8;
-          tnl->Driver.Render.Quad              = gld_Quad3DFlat_DX8;
-   } else {
-          tnl->Driver.Render.Line              = gld_Line3DSmooth_DX8;
-          tnl->Driver.Render.Triangle  = gld_Triangle3DSmooth_DX8;
-          tnl->Driver.Render.Quad              = gld_Quad3DSmooth_DX8;
-   }
-
-       _GLD_DX8_VB(Lock(gldPB->pVB, 0, 0, &gldPB->pPoints, D3DLOCK_DISCARD));
-       gldPB->nPoints = gldPB->nLines = gldPB->nTriangles = 0;
-       // Allocate primitive pointers
-       // gldPB->pPoints is always first
-       gldPB->pLines           = gldPB->pPoints + (gldPB->dwStride * gldPB->iFirstLine);
-       gldPB->pTriangles       = gldPB->pPoints + (gldPB->dwStride * gldPB->iFirstTriangle);
-       
-       ASSERT(tnl->Driver.Render.BuildVertices);
-       ASSERT(tnl->Driver.Render.PrimitiveNotify);
-       ASSERT(tnl->Driver.Render.Points);
-       ASSERT(tnl->Driver.Render.Line);
-       ASSERT(tnl->Driver.Render.Triangle);
-       ASSERT(tnl->Driver.Render.Quad);
-       ASSERT(tnl->Driver.Render.ResetLineStipple);
-       ASSERT(tnl->Driver.Render.Interp);
-       ASSERT(tnl->Driver.Render.CopyPV);
-       ASSERT(tnl->Driver.Render.ClippedLine);
-       ASSERT(tnl->Driver.Render.ClippedPolygon);
-       ASSERT(tnl->Driver.Render.Finish);
-
-       tab = (VB->Elts ? tnl->Driver.Render.PrimTabElts : tnl->Driver.Render.PrimTabVerts);
-       
-       do {
-               GLuint i, length, flags = 0;
-               for (i = 0 ; !(flags & PRIM_END) ; i += length)
-               {
-                       flags = VB->Primitive[i].mode;
-                       length= VB->Primitive[i].count;
-                       ASSERT(length || (flags & PRIM_END));
-                       ASSERT((flags & PRIM_MODE_MASK) <= GL_POLYGON+1);
-                       if (length)
-                               tab[flags & PRIM_MODE_MASK]( ctx, i, i + length, flags );
-               }
-       } while (tnl->Driver.Render.Multipass &&
-               tnl->Driver.Render.Multipass( ctx, ++pass ));
-       
-       _GLD_DX8_VB(Unlock(gldPB->pVB));
-
-       _GLD_DX8_DEV(SetStreamSource(gld->pDev, 0, gldPB->pVB, gldPB->dwStride));
-
-       _GLD_DX8_DEV(SetTransform(gld->pDev, D3DTS_PROJECTION, &gld->matProjection));
-       _GLD_DX8_DEV(SetTransform(gld->pDev, D3DTS_WORLD, &gld->matModelView));
-
-       if (gldPB->nPoints) {
-               _GLD_DX8_DEV(DrawPrimitive(gld->pDev, D3DPT_POINTLIST, 0, gldPB->nPoints));
-               gldPB->nPoints = 0;
-       }
-
-       if (gldPB->nLines) {
-               _GLD_DX8_DEV(DrawPrimitive(gld->pDev, D3DPT_LINELIST, gldPB->iFirstLine, gldPB->nLines));
-               gldPB->nLines = 0;
-       }
-
-       if (gldPB->nTriangles) {
-               _GLD_DX8_DEV(DrawPrimitive(gld->pDev, D3DPT_TRIANGLELIST, gldPB->iFirstTriangle, gldPB->nTriangles));
-               gldPB->nTriangles = 0;
-       }
-
-       return GL_FALSE;                /* finished the pipe */
-}
-
-//---------------------------------------------------------------------------
-
-const struct tnl_pipeline_stage _gld_d3d_render_stage =
-{
-   "gld_d3d_render_stage",
-   NULL,
-   NULL,
-   NULL,
-   NULL,
-   gld_d3d_render_stage_run                    /* run */
-};
-
-//---------------------------------------------------------------------------
diff --git a/src/mesa/drivers/windows/gldirect/dx8/gld_vb_mesa_render_dx8.c b/src/mesa/drivers/windows/gldirect/dx8/gld_vb_mesa_render_dx8.c
deleted file mode 100644 (file)
index 19ffc72..0000000
+++ /dev/null
@@ -1,448 +0,0 @@
-
-/*
- * Mesa 3-D graphics library
- * Version:  3.5
- *
- * Copyright (C) 1999-2001  Brian Paul   All Rights Reserved.
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included
- * in all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
- * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- *
- * Authors:
- *    Keith Whitwell <keithw@valinux.com>
- */
-
-
-/*
- * Render whole vertex buffers, including projection of vertices from
- * clip space and clipping of primitives.
- *
- * This file makes calls to project vertices and to the point, line
- * and triangle rasterizers via the function pointers:
- *
- *    context->Driver.Render.*
- *
- */
-
-
-//---------------------------------------------------------------------------
-
-//#include "../GLDirect.h"
-//#include "../gld_log.h"
-//#include "gld_dx8.h"
-
-#include "dglcontext.h"
-#include "ddlog.h"
-#include "gld_dx8.h"
-
-//---------------------------------------------------------------------------
-
-#include "glheader.h"
-#include "context.h"
-#include "macros.h"
-// #include "mem.h"
-#include "mtypes.h"
-//#include "mmath.h"
-
-#include "math/m_matrix.h"
-#include "math/m_xform.h"
-
-#include "tnl/t_pipeline.h"
-
-/**********************************************************************/
-/*                        Clip single primitives                      */
-/**********************************************************************/
-
-
-#if defined(USE_IEEE)
-#define NEGATIVE(x) (GET_FLOAT_BITS(x) & (1<<31))
-//#define DIFFERENT_SIGNS(x,y) ((GET_FLOAT_BITS(x) ^ GET_FLOAT_BITS(y)) & (1<<31))
-#else
-#define NEGATIVE(x) (x < 0)
-//#define DIFFERENT_SIGNS(x,y) (x * y <= 0 && x - y != 0)
-/* Could just use (x*y<0) except for the flatshading requirements.
- * Maybe there's a better way?
- */
-#endif
-
-
-#define W(i) coord[i][3]
-#define Z(i) coord[i][2]
-#define Y(i) coord[i][1]
-#define X(i) coord[i][0]
-#define SIZE 4
-#define TAG(x) x##_4
-#include "tnl/t_vb_cliptmp.h"
-
-
-
-/**********************************************************************/
-/*              Clip and render whole begin/end objects               */
-/**********************************************************************/
-
-#define NEED_EDGEFLAG_SETUP (ctx->_TriangleCaps & DD_TRI_UNFILLED)
-#define EDGEFLAG_GET(idx) VB->EdgeFlag[idx]
-#define EDGEFLAG_SET(idx, val) VB->EdgeFlag[idx] = val
-
-
-/* Vertices, with the possibility of clipping.
- */
-#define RENDER_POINTS( start, count ) \
-   tnl->Driver.Render.Points( ctx, start, count )
-
-#define RENDER_LINE( v1, v2 )                  \
-do {                                           \
-   GLubyte c1 = mask[v1], c2 = mask[v2];       \
-   GLubyte ormask = c1|c2;                     \
-   if (!ormask)                                        \
-      LineFunc( ctx, v1, v2 );                 \
-   else if (!(c1 & c2 & 0x3f))                 \
-      clip_line_4( ctx, v1, v2, ormask );      \
-} while (0)
-
-#define RENDER_TRI( v1, v2, v3 )                       \
-do {                                                   \
-   GLubyte c1 = mask[v1], c2 = mask[v2], c3 = mask[v3];        \
-   GLubyte ormask = c1|c2|c3;                          \
-   if (!ormask)                                                \
-      TriangleFunc( ctx, v1, v2, v3 );                 \
-   else if (!(c1 & c2 & c3 & 0x3f))                    \
-      clip_tri_4( ctx, v1, v2, v3, ormask );           \
-} while (0)
-
-#define RENDER_QUAD( v1, v2, v3, v4 )                  \
-do {                                                   \
-   GLubyte c1 = mask[v1], c2 = mask[v2];               \
-   GLubyte c3 = mask[v3], c4 = mask[v4];               \
-   GLubyte ormask = c1|c2|c3|c4;                       \
-   if (!ormask)                                                \
-      QuadFunc( ctx, v1, v2, v3, v4 );                 \
-   else if (!(c1 & c2 & c3 & c4 & 0x3f))               \
-      clip_quad_4( ctx, v1, v2, v3, v4, ormask );      \
-} while (0)
-
-
-#define LOCAL_VARS                                             \
-   TNLcontext *tnl = TNL_CONTEXT(ctx);                         \
-   struct vertex_buffer *VB = &tnl->vb;                                \
-   const GLuint * const elt = VB->Elts;                                \
-   const GLubyte *mask = VB->ClipMask;                         \
-   const GLuint sz = VB->ClipPtr->size;                                \
-   const tnl_line_func LineFunc = tnl->Driver.Render.Line;             \
-   const tnl_triangle_func TriangleFunc = tnl->Driver.Render.Triangle; \
-   const tnl_quad_func QuadFunc = tnl->Driver.Render.Quad;             \
-   const GLboolean stipple = ctx->Line.StippleFlag;            \
-   (void) (LineFunc && TriangleFunc && QuadFunc);              \
-   (void) elt; (void) mask; (void) sz; (void) stipple;
-
-#define TAG(x) clip_##x##_verts
-#define INIT(x) tnl->Driver.Render.PrimitiveNotify( ctx, x )
-#define RESET_STIPPLE if (stipple) tnl->Driver.Render.ResetLineStipple( ctx )
-#define PRESERVE_VB_DEFS
-#include "tnl/t_vb_rendertmp.h"
-
-
-
-/* Elts, with the possibility of clipping.
- */
-#undef ELT
-#undef TAG
-#define ELT(x) elt[x]
-#define TAG(x) clip_##x##_elts
-#include "tnl/t_vb_rendertmp.h"
-
-/* TODO: do this for all primitives, verts and elts:
- */
-static void clip_elt_triangles( struct gl_context *ctx,
-                               GLuint start,
-                               GLuint count,
-                               GLuint flags )
-{
-   TNLcontext *tnl = TNL_CONTEXT(ctx);
-   tnl_render_func render_tris = tnl->Driver.Render.PrimTabElts[GL_TRIANGLES];
-   struct vertex_buffer *VB = &tnl->vb;
-   const GLuint * const elt = VB->Elts;
-   GLubyte *mask = VB->ClipMask;
-   GLuint last = count-2;
-   GLuint j;
-   (void) flags;
-
-   tnl->Driver.Render.PrimitiveNotify( ctx, GL_TRIANGLES );
-
-   for (j=start; j < last; j+=3 ) {
-      GLubyte c1 = mask[elt[j]];
-      GLubyte c2 = mask[elt[j+1]];
-      GLubyte c3 = mask[elt[j+2]];
-      GLubyte ormask = c1|c2|c3;
-      if (ormask) {
-        if (start < j)
-           render_tris( ctx, start, j, 0 );
-        if (!(c1&c2&c3&0x3f))
-           clip_tri_4( ctx, elt[j], elt[j+1], elt[j+2], ormask );
-        start = j+3;
-      }
-   }
-
-   if (start < j)
-      render_tris( ctx, start, j, 0 );
-}
-
-/**********************************************************************/
-/*                  Render whole begin/end objects                    */
-/**********************************************************************/
-
-#define NEED_EDGEFLAG_SETUP (ctx->_TriangleCaps & DD_TRI_UNFILLED)
-#define EDGEFLAG_GET(idx) VB->EdgeFlag[idx]
-#define EDGEFLAG_SET(idx, val) VB->EdgeFlag[idx] = val
-
-
-/* Vertices, no clipping.
- */
-#define RENDER_POINTS( start, count ) \
-   tnl->Driver.Render.Points( ctx, start, count )
-
-#define RENDER_LINE( v1, v2 ) \
-   LineFunc( ctx, v1, v2 )
-
-#define RENDER_TRI( v1, v2, v3 ) \
-   TriangleFunc( ctx, v1, v2, v3 )
-
-#define RENDER_QUAD( v1, v2, v3, v4 ) \
-   QuadFunc( ctx, v1, v2, v3, v4 )
-
-#define TAG(x) _gld_tnl_##x##_verts
-
-#define LOCAL_VARS                                             \
-   TNLcontext *tnl = TNL_CONTEXT(ctx);                         \
-   struct vertex_buffer *VB = &tnl->vb;                                \
-   const GLuint * const elt = VB->Elts;                                \
-   const tnl_line_func LineFunc = tnl->Driver.Render.Line;             \
-   const tnl_triangle_func TriangleFunc = tnl->Driver.Render.Triangle; \
-   const tnl_quad_func QuadFunc = tnl->Driver.Render.Quad;             \
-   (void) (LineFunc && TriangleFunc && QuadFunc);              \
-   (void) elt;
-
-#define RESET_STIPPLE tnl->Driver.Render.ResetLineStipple( ctx )
-#define INIT(x) tnl->Driver.Render.PrimitiveNotify( ctx, x )
-#define RENDER_TAB_QUALIFIER
-#define PRESERVE_VB_DEFS
-#include "tnl/t_vb_rendertmp.h"
-
-
-/* Elts, no clipping.
- */
-#undef ELT
-#define TAG(x) _gld_tnl_##x##_elts
-#define ELT(x) elt[x]
-#include "tnl/t_vb_rendertmp.h"
-
-
-/**********************************************************************/
-/*              Helper functions for drivers                  */
-/**********************************************************************/
-/*
-void _tnl_RenderClippedPolygon( struct gl_context *ctx, const GLuint *elts, GLuint n )
-{
-   TNLcontext *tnl = TNL_CONTEXT(ctx);
-   struct vertex_buffer *VB = &tnl->vb;
-   GLuint *tmp = VB->Elts;
-
-   VB->Elts = (GLuint *)elts;
-   tnl->Driver.Render.PrimTabElts[GL_POLYGON]( ctx, 0, n, PRIM_BEGIN|PRIM_END );
-   VB->Elts = tmp;
-}
-
-void _tnl_RenderClippedLine( struct gl_context *ctx, GLuint ii, GLuint jj )
-{
-   TNLcontext *tnl = TNL_CONTEXT(ctx);
-   tnl->Driver.Render.Line( ctx, ii, jj );
-}
-*/
-
-
-/**********************************************************************/
-/*              Clip and render whole vertex buffers                  */
-/**********************************************************************/
-
-tnl_points_func _gldSetupPoints[4] = {
-       gld_Points2D_DX8,
-       gld_Points2D_DX8,
-       gld_Points2D_DX8,
-       gld_Points2D_DX8
-};
-tnl_line_func _gldSetupLine[4] = {
-       gld_Line2DFlat_DX8,
-       gld_Line2DSmooth_DX8,
-       gld_Line2DFlat_DX8,
-       gld_Line2DSmooth_DX8,
-};
-tnl_triangle_func _gldSetupTriangle[4] = {
-       gld_Triangle2DFlat_DX8,
-       gld_Triangle2DSmooth_DX8,
-       gld_Triangle2DFlatExtras_DX8,
-       gld_Triangle2DSmoothExtras_DX8
-};
-tnl_quad_func _gldSetupQuad[4] = {
-       gld_Quad2DFlat_DX8,
-       gld_Quad2DSmooth_DX8,
-       gld_Quad2DFlatExtras_DX8,
-       gld_Quad2DSmoothExtras_DX8
-};
-
-//---------------------------------------------------------------------------
-
-static GLboolean _gld_mesa_render_stage_run(
-       struct gl_context *ctx,
-       struct tnl_pipeline_stage *stage)
-{
-       GLD_context                             *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx8                  *gld    = GLD_GET_DX8_DRIVER(gldCtx);
-               
-       TNLcontext                              *tnl = TNL_CONTEXT(ctx);
-       struct vertex_buffer    *VB = &tnl->vb;
-       tnl_render_func                         *tab;
-       GLint                                   pass = 0;
-       GLD_pb_dx8                              *gldPB;
-
-       /* Allow the drivers to lock before projected verts are built so
-    * that window coordinates are guarenteed not to change before
-    * rendering.
-    */
-       ASSERT(tnl->Driver.Render.Start);
-       
-       tnl->Driver.Render.Start( ctx );
-       
-       // NOTE: Setting D3DRS_SOFTWAREVERTEXPROCESSING for a mixed-mode device resets
-       //       stream, indices and shader to default values of NULL or 0.
-/*     if ((ctx->_TriangleCaps & DD_TRI_LIGHT_TWOSIDE) &&
-               gld->VStwosidelight.hShader &&
-               !ctx->Fog.Enabled)
-       {
-               IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_SOFTWAREVERTEXPROCESSING, !gld->VStwosidelight.bHardware);
-               _GLD_DX8_DEV(SetVertexShader(gld->pDev, gld->VStwosidelight.hShader));
-               gldPB = &gld->PBtwosidelight;
-               tnl->Driver.Render.Points       = gld_Points2DTwoside_DX8;
-               if (ctx->_TriangleCaps & DD_FLATSHADE) {
-                       tnl->Driver.Render.Line         = gld_Line2DFlatTwoside_DX8;
-                       tnl->Driver.Render.Triangle     = gld_Triangle2DFlatTwoside_DX8;
-                       tnl->Driver.Render.Quad         = gld_Quad2DFlatTwoside_DX8;
-               } else {
-                       tnl->Driver.Render.Line         = gld_Line2DSmoothTwoside_DX8;
-                       tnl->Driver.Render.Triangle     = gld_Triangle2DSmoothTwoside_DX8;
-                       tnl->Driver.Render.Quad         = gld_Quad2DSmoothTwoside_DX8;
-               }
-       } else {*/
-               IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_SOFTWAREVERTEXPROCESSING, TRUE);
-               gldPB = &gld->PB2d;
-               _GLD_DX8_DEV(SetVertexShader(gld->pDev, gldPB->dwFVF));
-               tnl->Driver.Render.Points       = _gldSetupPoints[gld->iSetupFunc];
-               tnl->Driver.Render.Line         = _gldSetupLine[gld->iSetupFunc];
-               tnl->Driver.Render.Triangle     = _gldSetupTriangle[gld->iSetupFunc];
-               tnl->Driver.Render.Quad         = _gldSetupQuad[gld->iSetupFunc];
-//     }
-
-       _GLD_DX8_VB(Lock(gldPB->pVB, 0, 0, &gldPB->pPoints, D3DLOCK_DISCARD));
-       gldPB->nPoints = gldPB->nLines = gldPB->nTriangles = 0;
-       // Allocate primitive pointers
-       // gldPB->pPoints is always first
-       gldPB->pLines           = gldPB->pPoints + (gldPB->dwStride * gldPB->iFirstLine);
-       gldPB->pTriangles       = gldPB->pPoints + (gldPB->dwStride * gldPB->iFirstTriangle);
-
-       ASSERT(tnl->Driver.Render.BuildVertices);
-       ASSERT(tnl->Driver.Render.PrimitiveNotify);
-       ASSERT(tnl->Driver.Render.Points);
-       ASSERT(tnl->Driver.Render.Line);
-       ASSERT(tnl->Driver.Render.Triangle);
-       ASSERT(tnl->Driver.Render.Quad);
-       ASSERT(tnl->Driver.Render.ResetLineStipple);
-       ASSERT(tnl->Driver.Render.Interp);
-       ASSERT(tnl->Driver.Render.CopyPV);
-       ASSERT(tnl->Driver.Render.ClippedLine);
-       ASSERT(tnl->Driver.Render.ClippedPolygon);
-       ASSERT(tnl->Driver.Render.Finish);
-       
-       tnl->Driver.Render.BuildVertices( ctx, 0, VB->Count, ~0 );
-       
-       if (VB->ClipOrMask) {
-               tab = VB->Elts ? clip_render_tab_elts : clip_render_tab_verts;
-               clip_render_tab_elts[GL_TRIANGLES] = clip_elt_triangles;
-       }
-       else {
-               tab = (VB->Elts ? 
-                       tnl->Driver.Render.PrimTabElts : 
-               tnl->Driver.Render.PrimTabVerts);
-       }
-       
-       do {
-               GLuint i, length, flags = 0;
-               for (i = 0 ; !(flags & PRIM_END) ; i += length) {
-                       flags = VB->Primitive[i].mode;
-                       length= VB->Primitive[i].count;
-                       ASSERT(length || (flags & PRIM_END));
-                       ASSERT((flags & PRIM_MODE_MASK) <= GL_POLYGON+1);
-                       if (length)
-                               tab[flags & PRIM_MODE_MASK]( ctx, i, i + length, flags );
-               }
-       } while (tnl->Driver.Render.Multipass &&
-               tnl->Driver.Render.Multipass( ctx, ++pass ));
-       
-       
-//     tnl->Driver.Render.Finish( ctx );
-       
-       _GLD_DX8_VB(Unlock(gldPB->pVB));
-
-       _GLD_DX8_DEV(SetStreamSource(gld->pDev, 0, gldPB->pVB, gldPB->dwStride));
-
-       if (gldPB->nPoints) {
-               _GLD_DX8_DEV(DrawPrimitive(gld->pDev, D3DPT_POINTLIST, 0, gldPB->nPoints));
-               gldPB->nPoints = 0;
-       }
-
-       if (gldPB->nLines) {
-               _GLD_DX8_DEV(DrawPrimitive(gld->pDev, D3DPT_LINELIST, gldPB->iFirstLine, gldPB->nLines));
-               gldPB->nLines = 0;
-       }
-
-       if (gldPB->nTriangles) {
-               _GLD_DX8_DEV(DrawPrimitive(gld->pDev, D3DPT_TRIANGLELIST, gldPB->iFirstTriangle, gldPB->nTriangles));
-               gldPB->nTriangles = 0;
-       }
-
-       return GL_FALSE;                /* finished the pipe */
-}
-
-
-/**********************************************************************/
-/*                          Render pipeline stage                     */
-/**********************************************************************/
-
-
-
-
-//---------------------------------------------------------------------------
-
-const struct tnl_pipeline_stage _gld_mesa_render_stage =
-{
-   "gld_mesa_render_stage",
-   NULL,
-   NULL,
-   NULL,
-   NULL,
-   _gld_mesa_render_stage_run  /* run */
-};
-
-//---------------------------------------------------------------------------
diff --git a/src/mesa/drivers/windows/gldirect/dx8/gld_wgl_dx8.c b/src/mesa/drivers/windows/gldirect/dx8/gld_wgl_dx8.c
deleted file mode 100644 (file)
index 73c76c7..0000000
+++ /dev/null
@@ -1,1336 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x/2000/XP/XBox (Win32)
-*
-* Description:  GLDirect Direct3D 8.x WGL (WindowsGL)
-*
-****************************************************************************/
-
-#include "dglcontext.h"
-#include "gld_driver.h"
-#include "gld_dxerr8.h"
-#include "gld_dx8.h"
-
-#include "tnl/tnl.h"
-#include "tnl/t_context.h"
-
-// Copied from dglcontect.c
-#define GLDERR_NONE     0
-#define GLDERR_MEM      1
-#define GLDERR_DDRAW    2
-#define GLDERR_D3D      3
-#define GLDERR_BPP      4
-#define GLDERR_DDS      5
-// This external var keeps track of any error
-extern int nContextError;
-
-#define DDLOG_CRITICAL_OR_WARN DDLOG_CRITICAL
-
-extern void _gld_mesa_warning(struct gl_context *, char *);
-extern void _gld_mesa_fatal(struct gl_context *, char *);
-
-//---------------------------------------------------------------------------
-
-static char    szColorDepthWarning[] =
-"GLDirect does not support the current desktop\n\
-color depth.\n\n\
-You may need to change the display resolution to\n\
-16 bits per pixel or higher color depth using\n\
-the Windows Display Settings control panel\n\
-before running this OpenGL application.\n";
-
-// The only depth-stencil formats currently supported by Direct3D
-// Surface Format      Depth   Stencil         Total Bits
-// D3DFMT_D32          32              -                       32
-// D3DFMT_D15S1                15              1                       16
-// D3DFMT_D24S8                24              8                       32
-// D3DFMT_D16          16              -                       16
-// D3DFMT_D24X8                24              -                       32
-// D3DFMT_D24X4S4      24              4                       32
-
-// This pixel format will be used as a template when compiling the list
-// of pixel formats supported by the hardware. Many fields will be
-// filled in at runtime.
-// PFD flag defaults are upgraded to match ChoosePixelFormat() -- DaveM
-static DGL_pixelFormat pfTemplateHW =
-{
-    {
-       sizeof(PIXELFORMATDESCRIPTOR),  // Size of the data structure
-               1,                                                      // Structure version - should be 1
-                                                                       // Flags:
-               PFD_DRAW_TO_WINDOW |            // The buffer can draw to a window or device surface.
-               PFD_DRAW_TO_BITMAP |            // The buffer can draw to a bitmap. (DaveM)
-               PFD_SUPPORT_GDI |                       // The buffer supports GDI drawing. (DaveM)
-               PFD_SUPPORT_OPENGL |            // The buffer supports OpenGL drawing.
-               PFD_DOUBLEBUFFER |                      // The buffer is double-buffered.
-               0,                                                      // Placeholder for easy commenting of above flags
-               PFD_TYPE_RGBA,                          // Pixel type RGBA.
-               16,                                                     // Total colour bitplanes (excluding alpha bitplanes)
-               5, 0,                                           // Red bits, shift
-               5, 0,                                           // Green bits, shift
-               5, 0,                                           // Blue bits, shift
-               0, 0,                                           // Alpha bits, shift (destination alpha)
-               0,                                                      // Accumulator bits (total)
-               0, 0, 0, 0,                                     // Accumulator bits: Red, Green, Blue, Alpha
-               0,                                                      // Depth bits
-               0,                                                      // Stencil bits
-               0,                                                      // Number of auxiliary buffers
-               0,                                                      // Layer type
-               0,                                                      // Specifies the number of overlay and underlay planes.
-               0,                                                      // Layer mask
-               0,                                                      // Specifies the transparent color or index of an underlay plane.
-               0                                                       // Damage mask
-       },
-       D3DFMT_UNKNOWN, // No depth/stencil buffer
-};
-
-//---------------------------------------------------------------------------
-// Vertex Shaders
-//---------------------------------------------------------------------------
-
-// Vertex Shader Declaration
-static DWORD dwTwoSidedLightingDecl[] =
-{
-       D3DVSD_STREAM(0),
-       D3DVSD_REG(0,  D3DVSDT_FLOAT3),          // XYZ position
-       D3DVSD_REG(1,  D3DVSDT_FLOAT3),          // XYZ normal
-       D3DVSD_REG(2,  D3DVSDT_D3DCOLOR),        // Diffuse color
-       D3DVSD_REG(3,  D3DVSDT_D3DCOLOR),        // Specular color
-       D3DVSD_REG(4,  D3DVSDT_FLOAT2),          // 2D texture unit 0
-       D3DVSD_REG(5,  D3DVSDT_FLOAT2),          // 2D texture unit 1
-       D3DVSD_END()
-};
-
-// Vertex Shader for two-sided lighting
-static char *szTwoSidedLightingVS =
-// This is a test shader!
-"vs.1.0\n"
-"m4x4 oPos,v0,c0\n"
-"mov oD0,v2\n"
-"mov oD1,v3\n"
-"mov oT0,v4\n"
-"mov oT1,v5\n"
-;
-
-//---------------------------------------------------------------------------
-//---------------------------------------------------------------------------
-
-typedef struct {
-       HINSTANCE                       hD3D8DLL;                       // Handle to d3d8.dll
-       FNDIRECT3DCREATE8       fnDirect3DCreate8;      // Direct3DCreate8 function prototype
-       BOOL                            bDirect3D;                      // Persistant Direct3D8 exists
-       BOOL                            bDirect3DDevice;        // Persistant Direct3DDevice8 exists
-       IDirect3D8                      *pD3D;                          // Persistant Direct3D8
-       IDirect3DDevice8        *pDev;                          // Persistant Direct3DDevice8
-} GLD_dx8_globals;
-
-// These are "global" to all DX8 contexts. KeithH
-static GLD_dx8_globals dx8Globals;
-
-//---------------------------------------------------------------------------
-//---------------------------------------------------------------------------
-
-BOOL gldGetDXErrorString_DX(
-       HRESULT hr,
-       char *buf,
-       int nBufSize)
-{
-       //
-       // Return a string describing the input HRESULT error code
-       //
-
-       D3DXGetErrorString(hr, buf, nBufSize);
-       return TRUE;
-}
-
-//---------------------------------------------------------------------------
-
-static D3DMULTISAMPLE_TYPE _gldGetDeviceMultiSampleType(
-       IDirect3D8 *pD3D8,
-       D3DFORMAT SurfaceFormat,
-       D3DDEVTYPE d3dDevType,
-       BOOL Windowed)
-{
-       int                     i;
-       HRESULT         hr;
-
-       if (glb.dwMultisample == GLDS_MULTISAMPLE_NONE)
-               return D3DMULTISAMPLE_NONE;
-
-       if (glb.dwMultisample == GLDS_MULTISAMPLE_FASTEST) {
-               // Find fastest multisample
-               for (i=2; i<17; i++) {
-                       hr = IDirect3D8_CheckDeviceMultiSampleType(
-                                       pD3D8,
-                                       glb.dwAdapter,
-                                       d3dDevType,
-                                       SurfaceFormat,
-                                       Windowed,
-                                       (D3DMULTISAMPLE_TYPE)i);
-                       if (SUCCEEDED(hr)) {
-                               return (D3DMULTISAMPLE_TYPE)i;
-                       }
-               }
-       } else {
-               // Find nicest multisample
-               for (i=16; i>1; i--) {
-                       hr = IDirect3D8_CheckDeviceMultiSampleType(
-                                       pD3D8,
-                                       glb.dwAdapter,
-                                       d3dDevType,
-                                       SurfaceFormat,
-                                       Windowed,
-                                       (D3DMULTISAMPLE_TYPE)i);
-                       if (SUCCEEDED(hr)) {
-                               return (D3DMULTISAMPLE_TYPE)i;
-                       }
-               }
-       }
-
-       // Nothing found - return default
-       return D3DMULTISAMPLE_NONE;
-}
-
-//---------------------------------------------------------------------------
-
-void _gldDestroyPrimitiveBuffer(
-       GLD_pb_dx8 *gldVB)
-{
-       SAFE_RELEASE(gldVB->pVB);
-
-       // Sanity check...
-       gldVB->nLines = gldVB->nPoints = gldVB->nTriangles = 0;
-}
-
-//---------------------------------------------------------------------------
-
-HRESULT _gldCreatePrimitiveBuffer(
-       struct gl_context *ctx,
-       GLD_driver_dx8 *lpCtx,
-       GLD_pb_dx8 *gldVB)
-{
-       HRESULT         hResult;
-       char            *szCreateVertexBufferFailed = "CreateVertexBuffer failed";
-       DWORD           dwMaxVertices;  // Max number of vertices in vertex buffer
-       DWORD           dwVBSize;               // Total size of vertex buffer
-
-       // If CVA (Compiled Vertex Array) is used by an OpenGL app, then we
-       // will need enough vertices to cater for Mesa::Const.MaxArrayLockSize.
-       // We'll use IMM_SIZE if it's larger (which it should not be).
-       dwMaxVertices = MAX_ARRAY_LOCK_SIZE;
-
-       // Now calculate how many vertices to allow for in total
-       // 1 per point, 2 per line, 6 per quad = 9
-       dwVBSize = dwMaxVertices * 9 * gldVB->dwStride;
-
-       hResult = IDirect3DDevice8_CreateVertexBuffer(
-               lpCtx->pDev,
-               dwVBSize,
-               gldVB->dwUsage,
-               gldVB->dwFVF,
-               gldVB->dwPool,
-               &gldVB->pVB);
-       if (FAILED(hResult)) {
-               ddlogMessage(DDLOG_CRITICAL_OR_WARN, szCreateVertexBufferFailed);
-               return hResult;
-       }
-
-       gldVB->nLines = gldVB->nPoints = gldVB->nTriangles = 0;
-       gldVB->pPoints  = gldVB->pLines = gldVB->pTriangles = NULL;
-       gldVB->iFirstLine = dwMaxVertices; // Index of first line in VB
-       gldVB->iFirstTriangle = dwMaxVertices*3; // Index of first triangle in VB
-
-       return S_OK;
-}
-
-//---------------------------------------------------------------------------
-// Function: _gldCreateVertexShaders
-// Create DX8 Vertex Shaders.
-//---------------------------------------------------------------------------
-/*
-void _gldCreateVertexShaders(
-       GLD_driver_dx8 *gld)
-{
-       DWORD                   dwFlags;
-       LPD3DXBUFFER    pVSOpcodeBuffer; // Vertex Shader opcode buffer
-       HRESULT                 hr;
-
-#ifdef _DEBUG
-       dwFlags = D3DXASM_DEBUG;
-#else
-       dwFlags = 0; // D3DXASM_SKIPVALIDATION;
-#endif
-
-       ddlogMessage(DDLOG_INFO, "Creating shaders...\n");
-
-       // Init the shader handle
-       gld->VStwosidelight.hShader = 0;
-
-       if (gld->d3dCaps8.MaxStreams == 0) {
-               // Lame DX8 driver doesn't support streams
-               // Not fatal, as defaults will be used
-               ddlogMessage(DDLOG_WARN, "Driver doesn't support Vertex Shaders (MaxStreams==0)\n");
-               return;
-       }
-
-       // ** THIS DISABLES VERTEX SHADER SUPPORT **
-//     return;
-       // ** THIS DISABLES VERTEX SHADER SUPPORT **
-
-       //
-       // Two-sided lighting
-       //
-
-#if 0
-       //
-       // DEBUGGING: Load shader from a text file
-       //
-       {
-       LPD3DXBUFFER    pVSErrorBuffer; // Vertex Shader error buffer
-       hr = D3DXAssembleShaderFromFile(
-                       "twoside.vsh",
-                       dwFlags,
-                       NULL, // No constants
-                       &pVSOpcodeBuffer,
-                       &pVSErrorBuffer);
-       if (pVSErrorBuffer && pVSErrorBuffer->lpVtbl->GetBufferPointer(pVSErrorBuffer))
-               ddlogMessage(DDLOG_INFO, pVSErrorBuffer->lpVtbl->GetBufferPointer(pVSErrorBuffer));
-       SAFE_RELEASE(pVSErrorBuffer);
-       }
-#else
-       {
-       LPD3DXBUFFER    pVSErrorBuffer; // Vertex Shader error buffer
-       // Assemble ascii shader text into shader opcodes
-       hr = D3DXAssembleShader(
-                       szTwoSidedLightingVS,
-                       strlen(szTwoSidedLightingVS),
-                       dwFlags,
-                       NULL, // No constants
-                       &pVSOpcodeBuffer,
-                       &pVSErrorBuffer);
-       if (pVSErrorBuffer && pVSErrorBuffer->lpVtbl->GetBufferPointer(pVSErrorBuffer))
-               ddlogMessage(DDLOG_INFO, pVSErrorBuffer->lpVtbl->GetBufferPointer(pVSErrorBuffer));
-       SAFE_RELEASE(pVSErrorBuffer);
-       }
-#endif
-       if (FAILED(hr)) {
-               ddlogError(DDLOG_WARN, "AssembleShader failed", hr);
-               SAFE_RELEASE(pVSOpcodeBuffer);
-               return;
-       }
-
-// This is for debugging. Remove to enable vertex shaders in HW
-#define _GLD_FORCE_SW_VS 0
-
-       if (_GLD_FORCE_SW_VS) {
-               // _GLD_FORCE_SW_VS should be disabled for Final Release
-               ddlogMessage(DDLOG_SYSTEM, "[Forcing shaders in SW]\n");
-       }
-
-       // Try and create shader in hardware.
-       // NOTE: The D3D Ref device appears to succeed when trying to
-       //       create the device in hardware, but later complains
-       //       when trying to set it with SetVertexShader(). Go figure.
-       if (_GLD_FORCE_SW_VS || glb.dwDriver == GLDS_DRIVER_REF) {
-               // Don't try and create a hardware shader with the Ref device
-               hr = E_FAIL; // COM error/fail result
-       } else {
-               gld->VStwosidelight.bHardware = TRUE;
-               hr = IDirect3DDevice8_CreateVertexShader(
-                       gld->pDev,
-                       dwTwoSidedLightingDecl,
-                       pVSOpcodeBuffer->lpVtbl->GetBufferPointer(pVSOpcodeBuffer),
-                       &gld->VStwosidelight.hShader,
-                       0);
-       }
-       if (FAILED(hr)) {
-               ddlogMessage(DDLOG_INFO, "... HW failed, trying SW...\n");
-               // Failed. Try and create shader for software processing
-               hr = IDirect3DDevice8_CreateVertexShader(
-                       gld->pDev,
-                       dwTwoSidedLightingDecl,
-                       pVSOpcodeBuffer->lpVtbl->GetBufferPointer(pVSOpcodeBuffer),
-                       &gld->VStwosidelight.hShader,
-                       D3DUSAGE_SOFTWAREPROCESSING);
-               if (FAILED(hr)) {
-                       gld->VStwosidelight.hShader = 0; // Sanity check
-                       ddlogError(DDLOG_WARN, "CreateVertexShader failed", hr);
-                       return;
-               }
-               // Succeeded, but for software processing
-               gld->VStwosidelight.bHardware = FALSE;
-       }
-
-       SAFE_RELEASE(pVSOpcodeBuffer);
-
-       ddlogMessage(DDLOG_INFO, "... OK\n");
-}
-
-//---------------------------------------------------------------------------
-
-void _gldDestroyVertexShaders(
-       GLD_driver_dx8 *gld)
-{
-       if (gld->VStwosidelight.hShader) {
-               IDirect3DDevice8_DeleteVertexShader(gld->pDev, gld->VStwosidelight.hShader);
-               gld->VStwosidelight.hShader = 0;
-       }
-}
-*/
-//---------------------------------------------------------------------------
-
-LPVOID lpOpaque1 = NULL;
-LPVOID lpOpaque2 = NULL;
-
-BOOL gldCreateDrawable_DX(
-       DGL_ctx *ctx,
-//     BOOL bDefaultDriver,
-       BOOL bDirectDrawPersistant,
-       BOOL bPersistantBuffers)
-{
-       //
-       // bDirectDrawPersistant:       applies to IDirect3D8
-       // bPersistantBuffers:          applies to IDirect3DDevice8
-       //
-
-       HRESULT                                 hResult;
-       GLD_driver_dx8                  *lpCtx = NULL;
-       D3DDEVTYPE                              d3dDevType;
-       D3DPRESENT_PARAMETERS   d3dpp;
-       D3DDISPLAYMODE                  d3ddm;
-       DWORD                                   dwBehaviourFlags;
-       D3DADAPTER_IDENTIFIER8  d3dIdent;
-
-       // Error if context is NULL.
-       if (ctx == NULL)
-               return FALSE;
-
-       if (ctx->glPriv) {
-               lpCtx = ctx->glPriv;
-               // Release any existing interfaces
-               SAFE_RELEASE(lpCtx->pDev);
-               SAFE_RELEASE(lpCtx->pD3D);
-       } else {
-               lpCtx = (GLD_driver_dx8*)malloc(sizeof(GLD_driver_dx8));
-               ZeroMemory(lpCtx, sizeof(lpCtx));
-       }
-
-       d3dDevType = (glb.dwDriver == GLDS_DRIVER_HAL) ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF;
-       // TODO: Check this
-//     if (bDefaultDriver)
-//             d3dDevType = D3DDEVTYPE_REF;
-
-       // Use persistant interface if needed
-       if (bDirectDrawPersistant && dx8Globals.bDirect3D) {
-               lpCtx->pD3D = dx8Globals.pD3D;
-               IDirect3D8_AddRef(lpCtx->pD3D);
-               goto SkipDirectDrawCreate;
-       }
-
-       // Create Direct3D8 object
-       lpCtx->pD3D = dx8Globals.fnDirect3DCreate8(D3D_SDK_VERSION_DX8_SUPPORT_WIN95);
-       if (lpCtx->pD3D == NULL) {
-               MessageBox(NULL, "Unable to initialize Direct3D8", "GLDirect", MB_OK);
-               ddlogMessage(DDLOG_CRITICAL_OR_WARN, "Unable to create Direct3D8 interface");
-        nContextError = GLDERR_D3D;
-               goto return_with_error;
-       }
-
-       // Cache Direct3D interface for subsequent GLRCs
-       if (bDirectDrawPersistant && !dx8Globals.bDirect3D) {
-               dx8Globals.pD3D = lpCtx->pD3D;
-               IDirect3D8_AddRef(dx8Globals.pD3D);
-               dx8Globals.bDirect3D = TRUE;
-       }
-SkipDirectDrawCreate:
-
-       // Get the display mode so we can make a compatible backbuffer
-       hResult = IDirect3D8_GetAdapterDisplayMode(lpCtx->pD3D, glb.dwAdapter, &d3ddm);
-       if (FAILED(hResult)) {
-        nContextError = GLDERR_D3D;
-               goto return_with_error;
-       }
-
-       // Get device caps
-       hResult = IDirect3D8_GetDeviceCaps(lpCtx->pD3D, glb.dwAdapter, d3dDevType, &lpCtx->d3dCaps8);
-       if (FAILED(hResult)) {
-               ddlogError(DDLOG_CRITICAL_OR_WARN, "IDirect3D8_GetDeviceCaps failed", hResult);
-        nContextError = GLDERR_D3D;
-               goto return_with_error;
-       }
-
-       // Check for hardware transform & lighting
-       lpCtx->bHasHWTnL = lpCtx->d3dCaps8.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT ? TRUE : FALSE;
-
-       // If this flag is present then we can't default to Mesa
-       // SW rendering between BeginScene() and EndScene().
-       if (lpCtx->d3dCaps8.Caps2 & D3DCAPS2_NO2DDURING3DSCENE) {
-               ddlogMessage(DDLOG_WARN,
-                       "Warning          : No 2D allowed during 3D scene.\n");
-       }
-
-       //
-       //      Create the Direct3D context
-       //
-
-       // Re-use original IDirect3DDevice if persistant buffers exist.
-       // Note that we test for persistant IDirect3D8 as well
-       // bDirectDrawPersistant == persistant IDirect3D8 (DirectDraw8 does not exist)
-       if (bDirectDrawPersistant && bPersistantBuffers && dx8Globals.pD3D && dx8Globals.pDev) {
-               lpCtx->pDev = dx8Globals.pDev;
-               IDirect3DDevice8_AddRef(dx8Globals.pDev);
-               goto skip_direct3ddevice_create;
-       }
-
-       // Clear the presentation parameters (sets all members to zero)
-       ZeroMemory(&d3dpp, sizeof(d3dpp));
-
-       // Recommended by MS; needed for MultiSample.
-       // Be careful if altering this for FullScreenBlit
-       d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
-
-       d3dpp.BackBufferFormat  = d3ddm.Format;
-       d3dpp.BackBufferCount   = 1;
-       d3dpp.MultiSampleType   = _gldGetDeviceMultiSampleType(lpCtx->pD3D, d3ddm.Format, d3dDevType, !ctx->bFullscreen);
-       d3dpp.AutoDepthStencilFormat    = ctx->lpPF->dwDriverData;
-       d3dpp.EnableAutoDepthStencil    = (d3dpp.AutoDepthStencilFormat == D3DFMT_UNKNOWN) ? FALSE : TRUE;
-
-       if (ctx->bFullscreen) {
-               ddlogWarnOption(FALSE); // Don't popup any messages in fullscreen 
-               d3dpp.Windowed                                                  = FALSE;
-               d3dpp.BackBufferWidth                                   = d3ddm.Width;
-               d3dpp.BackBufferHeight                                  = d3ddm.Height;
-               d3dpp.hDeviceWindow                                             = ctx->hWnd;
-               d3dpp.FullScreen_RefreshRateInHz                = D3DPRESENT_RATE_DEFAULT;
-
-               // Support for vertical retrace synchronisation.
-               // Set default presentation interval in case caps bits are missing
-               d3dpp.FullScreen_PresentationInterval   = D3DPRESENT_INTERVAL_DEFAULT;
-               if (glb.bWaitForRetrace) {
-                       if (lpCtx->d3dCaps8.PresentationIntervals & D3DPRESENT_INTERVAL_ONE)
-                               d3dpp.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_ONE;
-               } else {
-                       if (lpCtx->d3dCaps8.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE)
-                               d3dpp.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
-               }
-       } else {
-               ddlogWarnOption(glb.bMessageBoxWarnings); // OK to popup messages
-               d3dpp.Windowed                                                  = TRUE;
-               d3dpp.BackBufferWidth                                   = ctx->dwWidth;
-               d3dpp.BackBufferHeight                                  = ctx->dwHeight;
-               d3dpp.hDeviceWindow                                             = ctx->hWnd;
-               d3dpp.FullScreen_RefreshRateInHz                = 0;
-               // FullScreen_PresentationInterval must be default for Windowed mode
-               d3dpp.FullScreen_PresentationInterval   = D3DPRESENT_INTERVAL_DEFAULT;
-       }
-
-       // Decide if we can use hardware TnL
-       dwBehaviourFlags = (lpCtx->bHasHWTnL) ?
-               D3DCREATE_MIXED_VERTEXPROCESSING : D3DCREATE_SOFTWARE_VERTEXPROCESSING;
-       // Add flag to tell D3D to be thread-safe
-       if (glb.bMultiThreaded)
-               dwBehaviourFlags |= D3DCREATE_MULTITHREADED;
-       // Add flag to tell D3D to be FPU-safe
-       if (!glb.bFastFPU)
-               dwBehaviourFlags |= D3DCREATE_FPU_PRESERVE;
-       hResult = IDirect3D8_CreateDevice(lpCtx->pD3D,
-                                                               glb.dwAdapter,
-                                                               d3dDevType,
-                                                               ctx->hWnd,
-                                                               dwBehaviourFlags,
-                                                               &d3dpp,
-                                                               &lpCtx->pDev);
-    if (FAILED(hResult)) {
-               ddlogError(DDLOG_CRITICAL_OR_WARN, "IDirect3D8_CreateDevice failed", hResult);
-        nContextError = GLDERR_D3D;
-               goto return_with_error;
-       }
-
-       if (bDirectDrawPersistant && bPersistantBuffers && dx8Globals.pD3D) {
-               dx8Globals.pDev = lpCtx->pDev;
-               dx8Globals.bDirect3DDevice = TRUE;
-       }
-
-/*
-       // See if DDraw interfaces are available (DaveM)
-       hResult = IDirect3D8_QueryInterface(lpCtx->pDev,
-               &IID_IDirectDraw7, (LPVOID*)&lpOpaque1);
-       if (FAILED(hResult) || lpOpaque1 == NULL) {
-               ddlogMessage(DDLOG_INFO, "DirectDraw QueryInterface unavailable\n");
-       }
-
-       hResult = IDirect3DDevice8_QueryInterface(lpCtx->pDev, 
-               &IID_IDirectDrawSurface7, (LPVOID*)&lpOpaque2);
-       if (FAILED(hResult) || lpOpaque2 == NULL) {
-               ddlogMessage(DDLOG_INFO, "DirectDrawSurface QueryInterface unavialable\n");
-       }
-*/     
-       // Dump some useful stats
-       hResult = IDirect3D8_GetAdapterIdentifier(
-               lpCtx->pD3D,
-               glb.dwAdapter,
-               D3DENUM_NO_WHQL_LEVEL, // Avoids 1 to 2 second delay
-               &d3dIdent);
-       if (SUCCEEDED(hResult)) {
-               ddlogPrintf(DDLOG_INFO, "[Driver Description: %s]", &d3dIdent.Description);
-               ddlogPrintf(DDLOG_INFO, "[Driver file: %s %d.%d.%02d.%d]",
-                       d3dIdent.Driver,
-                       HIWORD(d3dIdent.DriverVersion.HighPart),
-                       LOWORD(d3dIdent.DriverVersion.HighPart),
-                       HIWORD(d3dIdent.DriverVersion.LowPart),
-                       LOWORD(d3dIdent.DriverVersion.LowPart));
-               ddlogPrintf(DDLOG_INFO, "[VendorId: 0x%X, DeviceId: 0x%X, SubSysId: 0x%X, Revision: 0x%X]",
-                       d3dIdent.VendorId, d3dIdent.DeviceId, d3dIdent.SubSysId, d3dIdent.Revision);
-       }
-
-       // Init projection matrix for D3D TnL
-       D3DXMatrixIdentity(&lpCtx->matProjection);
-       lpCtx->matModelView = lpCtx->matProjection;
-//             gld->bUseMesaProjection = TRUE;
-
-skip_direct3ddevice_create:
-
-       // Create buffers to hold primitives
-       lpCtx->PB2d.dwFVF               = GLD_FVF_2D_VERTEX;
-       lpCtx->PB2d.dwPool              = D3DPOOL_SYSTEMMEM;
-       lpCtx->PB2d.dwStride    = sizeof(GLD_2D_VERTEX);
-       lpCtx->PB2d.dwUsage             = D3DUSAGE_DONOTCLIP |
-                                                               D3DUSAGE_DYNAMIC |
-                                                               D3DUSAGE_SOFTWAREPROCESSING |
-                                                               D3DUSAGE_WRITEONLY;
-       hResult = _gldCreatePrimitiveBuffer(ctx->glCtx, lpCtx, &lpCtx->PB2d);
-       if (FAILED(hResult))
-               goto return_with_error;
-
-       lpCtx->PB3d.dwFVF               = GLD_FVF_3D_VERTEX;
-       lpCtx->PB3d.dwPool              = D3DPOOL_DEFAULT;
-       lpCtx->PB3d.dwStride    = sizeof(GLD_3D_VERTEX);
-       lpCtx->PB3d.dwUsage             = D3DUSAGE_DYNAMIC |
-                                                               D3DUSAGE_SOFTWAREPROCESSING |
-                                                               D3DUSAGE_WRITEONLY;
-       hResult = _gldCreatePrimitiveBuffer(ctx->glCtx, lpCtx, &lpCtx->PB3d);
-       if (FAILED(hResult))
-               goto return_with_error;
-
-/*     // NOTE: A FVF code of zero indicates a non-FVF vertex buffer (for vertex shaders)
-       lpCtx->PBtwosidelight.dwFVF             = 0; //GLD_FVF_TWOSIDED_VERTEX;
-       lpCtx->PBtwosidelight.dwPool    = D3DPOOL_DEFAULT;
-       lpCtx->PBtwosidelight.dwStride  = sizeof(GLD_TWOSIDED_VERTEX);
-       lpCtx->PBtwosidelight.dwUsage   = D3DUSAGE_DONOTCLIP |
-                                                               D3DUSAGE_DYNAMIC |
-                                                               D3DUSAGE_SOFTWAREPROCESSING |
-                                                               D3DUSAGE_WRITEONLY;
-       hResult = _gldCreatePrimitiveBuffer(ctx->glCtx, lpCtx, &lpCtx->PBtwosidelight);
-       if (FAILED(hResult))
-               goto return_with_error;*/
-
-       // Now try and create the DX8 Vertex Shaders
-//     _gldCreateVertexShaders(lpCtx);
-
-       // Zero the pipeline usage counters
-       lpCtx->PipelineUsage.qwMesa.QuadPart = 
-//     lpCtx->PipelineUsage.dwD3D2SVS.QuadPart =
-       lpCtx->PipelineUsage.qwD3DFVF.QuadPart = 0;
-
-       // Assign drawable to GL private
-       ctx->glPriv = lpCtx;
-       return TRUE;
-
-return_with_error:
-       // Clean up and bail
-
-//     _gldDestroyVertexShaders(lpCtx);
-
-//     _gldDestroyPrimitiveBuffer(&lpCtx->PBtwosidelight);
-       _gldDestroyPrimitiveBuffer(&lpCtx->PB3d);
-       _gldDestroyPrimitiveBuffer(&lpCtx->PB2d);
-
-       SAFE_RELEASE(lpCtx->pDev);
-       SAFE_RELEASE(lpCtx->pD3D);
-       return FALSE;
-}
-
-//---------------------------------------------------------------------------
-
-BOOL gldResizeDrawable_DX(
-       DGL_ctx *ctx,
-       BOOL bDefaultDriver,
-       BOOL bPersistantInterface,
-       BOOL bPersistantBuffers)
-{
-       GLD_driver_dx8                  *gld = NULL;
-       D3DDEVTYPE                              d3dDevType;
-       D3DPRESENT_PARAMETERS   d3dpp;
-       D3DDISPLAYMODE                  d3ddm;
-       HRESULT                                 hResult;
-
-       // Error if context is NULL.
-       if (ctx == NULL)
-               return FALSE;
-
-       gld = ctx->glPriv;
-       if (gld == NULL)
-               return FALSE;
-
-       if (ctx->bSceneStarted) {
-               IDirect3DDevice8_EndScene(gld->pDev);
-               ctx->bSceneStarted = FALSE;
-       }
-
-       d3dDevType = (glb.dwDriver == GLDS_DRIVER_HAL) ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF;
-       if (!bDefaultDriver)
-               d3dDevType = D3DDEVTYPE_REF; // Force Direct3D Reference Rasterise (software)
-
-       // Get the display mode so we can make a compatible backbuffer
-       hResult = IDirect3D8_GetAdapterDisplayMode(gld->pD3D, glb.dwAdapter, &d3ddm);
-       if (FAILED(hResult)) {
-        nContextError = GLDERR_D3D;
-//             goto return_with_error;
-               return FALSE;
-       }
-
-       // Destroy DX8 Vertex Shaders before Reset()
-//     _gldDestroyVertexShaders(gld);
-
-       // Release POOL_DEFAULT objects before Reset()
-       if (gld->PB2d.dwPool == D3DPOOL_DEFAULT)
-               _gldDestroyPrimitiveBuffer(&gld->PB2d);
-       if (gld->PB3d.dwPool == D3DPOOL_DEFAULT)
-               _gldDestroyPrimitiveBuffer(&gld->PB3d);
-//     if (gld->PBtwosidelight.dwPool == D3DPOOL_DEFAULT)
-//             _gldDestroyPrimitiveBuffer(&gld->PBtwosidelight);
-
-       // Clear the presentation parameters (sets all members to zero)
-       ZeroMemory(&d3dpp, sizeof(d3dpp));
-
-       // Recommended by MS; needed for MultiSample.
-       // Be careful if altering this for FullScreenBlit
-       d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
-
-       d3dpp.BackBufferFormat  = d3ddm.Format;
-       d3dpp.BackBufferCount   = 1;
-       d3dpp.MultiSampleType   = _gldGetDeviceMultiSampleType(gld->pD3D, d3ddm.Format, d3dDevType, !ctx->bFullscreen);
-       d3dpp.AutoDepthStencilFormat    = ctx->lpPF->dwDriverData;
-       d3dpp.EnableAutoDepthStencil    = (d3dpp.AutoDepthStencilFormat == D3DFMT_UNKNOWN) ? FALSE : TRUE;
-
-       // TODO: Sync to refresh
-
-       if (ctx->bFullscreen) {
-               ddlogWarnOption(FALSE); // Don't popup any messages in fullscreen 
-               d3dpp.Windowed                                                  = FALSE;
-               d3dpp.BackBufferWidth                                   = d3ddm.Width;
-               d3dpp.BackBufferHeight                                  = d3ddm.Height;
-               d3dpp.hDeviceWindow                                             = ctx->hWnd;
-               d3dpp.FullScreen_RefreshRateInHz                = D3DPRESENT_RATE_DEFAULT;
-               d3dpp.FullScreen_PresentationInterval   = D3DPRESENT_INTERVAL_DEFAULT;
-               // Get better benchmark results? KeithH
-//             d3dpp.FullScreen_RefreshRateInHz                = D3DPRESENT_RATE_UNLIMITED;
-       } else {
-               ddlogWarnOption(glb.bMessageBoxWarnings); // OK to popup messages
-               d3dpp.Windowed                                                  = TRUE;
-               d3dpp.BackBufferWidth                                   = ctx->dwWidth;
-               d3dpp.BackBufferHeight                                  = ctx->dwHeight;
-               d3dpp.hDeviceWindow                                             = ctx->hWnd;
-               d3dpp.FullScreen_RefreshRateInHz                = 0;
-               d3dpp.FullScreen_PresentationInterval   = D3DPRESENT_INTERVAL_DEFAULT;
-       }
-       hResult = IDirect3DDevice8_Reset(gld->pDev, &d3dpp);
-       if (FAILED(hResult)) {
-               ddlogError(DDLOG_CRITICAL_OR_WARN, "dglResize: Reset failed", hResult);
-               return FALSE;
-               //goto cleanup_and_return_with_error;
-       }
-
-    // Explicitly Clear resized surfaces (DaveM)
-       {
-               D3DVIEWPORT8 d3dvp1, d3dvp2;
-               IDirect3DDevice8_GetViewport(gld->pDev, &d3dvp1);
-               IDirect3DDevice8_GetViewport(gld->pDev, &d3dvp2);
-               d3dvp1.X = 0;
-               d3dvp1.Y = 0;
-               d3dvp1.Width = ctx->dwWidth;
-               d3dvp1.Height = ctx->dwHeight;
-               IDirect3DDevice8_SetViewport(gld->pDev, &d3dvp1);
-               IDirect3DDevice8_Clear(gld->pDev,0,NULL,D3DCLEAR_TARGET,0,0,0);
-               IDirect3DDevice8_SetViewport(gld->pDev, &d3dvp2);
-       }
-
-       //
-       // Recreate POOL_DEFAULT objects
-       //
-       if (gld->PB2d.dwPool == D3DPOOL_DEFAULT) {
-               _gldCreatePrimitiveBuffer(ctx->glCtx, gld, &gld->PB2d);
-       }
-       if (gld->PB3d.dwPool == D3DPOOL_DEFAULT) {
-               _gldCreatePrimitiveBuffer(ctx->glCtx, gld, &gld->PB3d);
-       }
-//     if (gld->PBtwosidelight.dwPool == D3DPOOL_DEFAULT) {
-//             _gldCreatePrimitiveBuffer(ctx->glCtx, gld, &gld->PB2d);
-//     }
-
-       // Recreate DX8 Vertex Shaders
-//     _gldCreateVertexShaders(gld);
-
-       // Signal a complete state update
-       ctx->glCtx->Driver.UpdateState(ctx->glCtx, _NEW_ALL);
-
-       // Begin a new scene
-       IDirect3DDevice8_BeginScene(gld->pDev);
-       ctx->bSceneStarted = TRUE;
-
-       return TRUE;
-}
-
-//---------------------------------------------------------------------------
-
-BOOL gldDestroyDrawable_DX(
-       DGL_ctx *ctx)
-{
-       GLD_driver_dx8                  *lpCtx = NULL;
-
-       // Error if context is NULL.
-       if (!ctx)
-               return FALSE;
-
-       // Error if the drawable does not exist.
-       if (!ctx->glPriv)
-               return FALSE;
-
-       lpCtx = ctx->glPriv;
-
-#ifdef _DEBUG
-       // Dump out stats
-       ddlogPrintf(DDLOG_SYSTEM, "Usage: M:0x%X%X, D:0x%X%X",
-               lpCtx->PipelineUsage.qwMesa.HighPart,
-               lpCtx->PipelineUsage.qwMesa.LowPart,
-               lpCtx->PipelineUsage.qwD3DFVF.HighPart,
-               lpCtx->PipelineUsage.qwD3DFVF.LowPart);
-#endif
-
-//     _gldDestroyVertexShaders(lpCtx);
-       
-//     _gldDestroyPrimitiveBuffer(&lpCtx->PBtwosidelight);
-       _gldDestroyPrimitiveBuffer(&lpCtx->PB3d);
-       _gldDestroyPrimitiveBuffer(&lpCtx->PB2d);
-
-       SAFE_RELEASE(lpCtx->pDev);
-       SAFE_RELEASE(lpCtx->pD3D);
-
-       // Free the private drawable data
-       free(ctx->glPriv);
-       ctx->glPriv = NULL;
-
-       return TRUE;
-}
-
-//---------------------------------------------------------------------------
-
-BOOL gldCreatePrivateGlobals_DX(void)
-{
-       ZeroMemory(&dx8Globals, sizeof(dx8Globals));
-
-       // Load d3d8.dll
-       dx8Globals.hD3D8DLL = LoadLibrary("D3D8.DLL");
-       if (dx8Globals.hD3D8DLL == NULL)
-               return FALSE;
-
-       // Now try and obtain Direct3DCreate8
-       dx8Globals.fnDirect3DCreate8 = (FNDIRECT3DCREATE8)GetProcAddress(dx8Globals.hD3D8DLL, "Direct3DCreate8");
-       if (dx8Globals.fnDirect3DCreate8 == NULL) {
-               FreeLibrary(dx8Globals.hD3D8DLL);
-               return FALSE;
-       }
-
-       return TRUE;
-}
-
-//---------------------------------------------------------------------------
-
-BOOL gldDestroyPrivateGlobals_DX(void)
-{
-       if (dx8Globals.bDirect3DDevice) {
-               SAFE_RELEASE(dx8Globals.pDev);
-               dx8Globals.bDirect3DDevice = FALSE;
-       }
-       if (dx8Globals.bDirect3D) {
-               SAFE_RELEASE(dx8Globals.pD3D);
-               dx8Globals.bDirect3D = FALSE;
-       }
-
-       FreeLibrary(dx8Globals.hD3D8DLL);
-       dx8Globals.hD3D8DLL = NULL;
-       dx8Globals.fnDirect3DCreate8 = NULL;
-
-       return TRUE;
-}
-
-//---------------------------------------------------------------------------
-
-static void _BitsFromDisplayFormat(
-       D3DFORMAT fmt,
-       BYTE *cColorBits,
-       BYTE *cRedBits,
-       BYTE *cGreenBits,
-       BYTE *cBlueBits,
-       BYTE *cAlphaBits)
-{
-       switch (fmt) {
-       case D3DFMT_X1R5G5B5:
-               *cColorBits = 16;
-               *cRedBits = 5;
-               *cGreenBits = 5;
-               *cBlueBits = 5;
-               *cAlphaBits = 0;
-               return;
-       case D3DFMT_R5G6B5:
-               *cColorBits = 16;
-               *cRedBits = 5;
-               *cGreenBits = 6;
-               *cBlueBits = 5;
-               *cAlphaBits = 0;
-               return;
-       case D3DFMT_X8R8G8B8:
-               *cColorBits = 32;
-               *cRedBits = 8;
-               *cGreenBits = 8;
-               *cBlueBits = 8;
-               *cAlphaBits = 0;
-               return;
-       case D3DFMT_A8R8G8B8:
-               *cColorBits = 32;
-               *cRedBits = 8;
-               *cGreenBits = 8;
-               *cBlueBits = 8;
-               *cAlphaBits = 8;
-               return;
-       }
-
-       // Should not get here!
-       *cColorBits = 32;
-       *cRedBits = 8;
-       *cGreenBits = 8;
-       *cBlueBits = 8;
-       *cAlphaBits = 0;
-}
-
-//---------------------------------------------------------------------------
-
-static void _BitsFromDepthStencilFormat(
-       D3DFORMAT fmt,
-       BYTE *cDepthBits,
-       BYTE *cStencilBits)
-{
-       // NOTE: GL expects either 32 or 16 as depth bits.
-       switch (fmt) {
-       case D3DFMT_D32:
-               *cDepthBits = 32;
-               *cStencilBits = 0;
-               return;
-       case D3DFMT_D15S1:
-               *cDepthBits = 16;
-               *cStencilBits = 1;
-               return;
-       case D3DFMT_D24S8:
-               *cDepthBits = 32;
-               *cStencilBits = 8;
-               return;
-       case D3DFMT_D16:
-               *cDepthBits = 16;
-               *cStencilBits = 0;
-               return;
-       case D3DFMT_D24X8:
-               *cDepthBits = 32;
-               *cStencilBits = 0;
-               return;
-       case D3DFMT_D24X4S4:
-               *cDepthBits = 32;
-               *cStencilBits = 4;
-               return;
-       }
-}
-
-//---------------------------------------------------------------------------
-
-BOOL gldBuildPixelformatList_DX(void)
-{
-       D3DDISPLAYMODE          d3ddm;
-       D3DFORMAT                       fmt[6];
-       IDirect3D8                      *pD3D = NULL;
-       HRESULT                         hr;
-       int                                     nSupportedFormats = 0;
-       int                                     i;
-       DGL_pixelFormat         *pPF;
-       BYTE                            cColorBits, cRedBits, cGreenBits, cBlueBits, cAlphaBits;
-//     char                            buf[128];
-//     char                            cat[8];
-
-       // Direct3D (SW or HW)
-       // These are arranged so that 'best' pixelformat
-       // is higher in the list (for ChoosePixelFormat).
-       const D3DFORMAT DepthStencil[6] = {
-               D3DFMT_D15S1,
-               D3DFMT_D16,
-               D3DFMT_D24X8,
-               D3DFMT_D24X4S4,
-               D3DFMT_D24S8,
-               D3DFMT_D32,
-       };
-
-       // Dump DX version
-       ddlogMessage(GLDLOG_SYSTEM, "DirectX Version  : 8.0\n");
-
-       // Release any existing pixelformat list
-       if (glb.lpPF) {
-               free(glb.lpPF);
-       }
-
-       glb.nPixelFormatCount   = 0;
-       glb.lpPF                                = NULL;
-
-       //
-       // Pixelformats for Direct3D (SW or HW) rendering
-       //
-
-       // Get a Direct3D 8.0 interface
-       pD3D = dx8Globals.fnDirect3DCreate8(D3D_SDK_VERSION_DX8_SUPPORT_WIN95);
-       if (!pD3D) {
-               return FALSE;
-       }
-
-       // We will use the display mode format when finding compliant
-       // rendertarget/depth-stencil surfaces.
-       hr = IDirect3D8_GetAdapterDisplayMode(pD3D, glb.dwAdapter, &d3ddm);
-       if (FAILED(hr)) {
-               IDirect3D8_Release(pD3D);
-               return FALSE;
-       }
-       
-       // Run through the possible formats and detect supported formats
-       for (i=0; i<6; i++) {
-               hr = IDirect3D8_CheckDeviceFormat(
-                       pD3D,
-                       glb.dwAdapter,
-                       glb.dwDriver==GLDS_DRIVER_HAL ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF,
-            d3ddm.Format,
-                       D3DUSAGE_DEPTHSTENCIL,
-                       D3DRTYPE_SURFACE,
-                       DepthStencil[i]);
-               if (FAILED(hr))
-                       // A failure here is not fatal.
-                       continue;
-
-           // Verify that the depth format is compatible.
-           hr = IDirect3D8_CheckDepthStencilMatch(
-                               pD3D,
-                               glb.dwAdapter,
-                glb.dwDriver==GLDS_DRIVER_HAL ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF,
-                d3ddm.Format,
-                d3ddm.Format,
-                DepthStencil[i]);
-               if (FAILED(hr))
-                       // A failure here is not fatal, just means depth-stencil
-                       // format is not compatible with this display mode.
-                       continue;
-
-               fmt[nSupportedFormats++] = DepthStencil[i];
-       }
-
-       IDirect3D8_Release(pD3D);
-
-       if (nSupportedFormats == 0)
-               return FALSE; // Bail: no compliant pixelformats
-
-       // Total count of pixelformats is:
-       // (nSupportedFormats+1)*2
-       glb.lpPF = (DGL_pixelFormat *)calloc((nSupportedFormats)*2, sizeof(DGL_pixelFormat));
-       glb.nPixelFormatCount = (nSupportedFormats)*2;
-       if (glb.lpPF == NULL) {
-               glb.nPixelFormatCount = 0;
-               return FALSE;
-       }
-
-       // Get a copy of pointer that we can alter
-       pPF = glb.lpPF;
-
-       // Cache colour bits from display format
-       _BitsFromDisplayFormat(d3ddm.Format, &cColorBits, &cRedBits, &cGreenBits, &cBlueBits, &cAlphaBits);
-
-       //
-       // Add single-buffer formats
-       //
-
-       // Single-buffer, no depth-stencil buffer
-/*     memcpy(pPF, &pfTemplateHW, sizeof(DGL_pixelFormat));
-       pPF->pfd.dwFlags &= ~PFD_DOUBLEBUFFER; // Remove doublebuffer flag
-       pPF->pfd.cColorBits             = cColorBits;
-       pPF->pfd.cRedBits               = cRedBits;
-       pPF->pfd.cGreenBits             = cGreenBits;
-       pPF->pfd.cBlueBits              = cBlueBits;
-       pPF->pfd.cAlphaBits             = cAlphaBits;
-       pPF->pfd.cDepthBits             = 0;
-       pPF->pfd.cStencilBits   = 0;
-       pPF->dwDriverData               = D3DFMT_UNKNOWN;
-       pPF++;*/
-
-       for (i=0; i<nSupportedFormats; i++, pPF++) {
-               memcpy(pPF, &pfTemplateHW, sizeof(DGL_pixelFormat));
-               pPF->pfd.dwFlags &= ~PFD_DOUBLEBUFFER; // Remove doublebuffer flag
-               pPF->pfd.cColorBits             = cColorBits;
-               pPF->pfd.cRedBits               = cRedBits;
-               pPF->pfd.cGreenBits             = cGreenBits;
-               pPF->pfd.cBlueBits              = cBlueBits;
-               pPF->pfd.cAlphaBits             = cAlphaBits;
-               _BitsFromDepthStencilFormat(fmt[i], &pPF->pfd.cDepthBits, &pPF->pfd.cStencilBits);
-               pPF->dwDriverData               = fmt[i];
-       }
-
-       //
-       // Add double-buffer formats
-       //
-
-/*     memcpy(pPF, &pfTemplateHW, sizeof(DGL_pixelFormat));
-       pPF->pfd.cColorBits             = cColorBits;
-       pPF->pfd.cRedBits               = cRedBits;
-       pPF->pfd.cGreenBits             = cGreenBits;
-       pPF->pfd.cBlueBits              = cBlueBits;
-       pPF->pfd.cAlphaBits             = cAlphaBits;
-       pPF->pfd.cDepthBits             = 0;
-       pPF->pfd.cStencilBits   = 0;
-       pPF->dwDriverData               = D3DFMT_UNKNOWN;
-       pPF++;*/
-
-       for (i=0; i<nSupportedFormats; i++, pPF++) {
-               memcpy(pPF, &pfTemplateHW, sizeof(DGL_pixelFormat));
-               pPF->pfd.cColorBits             = cColorBits;
-               pPF->pfd.cRedBits               = cRedBits;
-               pPF->pfd.cGreenBits             = cGreenBits;
-               pPF->pfd.cBlueBits              = cBlueBits;
-               pPF->pfd.cAlphaBits             = cAlphaBits;
-               _BitsFromDepthStencilFormat(fmt[i], &pPF->pfd.cDepthBits, &pPF->pfd.cStencilBits);
-               pPF->dwDriverData               = fmt[i];
-       }
-
-       // Popup warning message if non RGB color mode
-       {
-               // This is a hack. KeithH
-               HDC hdcDesktop = GetDC(NULL);
-               DWORD dwDisplayBitDepth = GetDeviceCaps(hdcDesktop, BITSPIXEL);
-               ReleaseDC(0, hdcDesktop);
-               if (dwDisplayBitDepth <= 8) {
-                       ddlogPrintf(DDLOG_WARN, "Current Color Depth %d bpp is not supported", dwDisplayBitDepth);
-                       MessageBox(NULL, szColorDepthWarning, "GLDirect", MB_OK | MB_ICONWARNING);
-               }
-       }
-
-       // Mark list as 'current'
-       glb.bPixelformatsDirty = FALSE;
-
-       return TRUE;
-}
-
-//---------------------------------------------------------------------------
-
-BOOL gldInitialiseMesa_DX(
-       DGL_ctx *lpCtx)
-{
-       GLD_driver_dx8  *gld = NULL;
-       int                             MaxTextureSize, TextureLevels;
-       BOOL                    bSoftwareTnL;
-
-       if (lpCtx == NULL)
-               return FALSE;
-
-       gld = lpCtx->glPriv;
-       if (gld == NULL)
-               return FALSE;
-
-       if (glb.bMultitexture) {
-               lpCtx->glCtx->Const.MaxTextureUnits = gld->d3dCaps8.MaxSimultaneousTextures;
-               // Only support MAX_TEXTURE_UNITS texture units.
-               // ** If this is altered then the FVF formats must be reviewed **.
-               if (lpCtx->glCtx->Const.MaxTextureUnits > GLD_MAX_TEXTURE_UNITS_DX8)
-                       lpCtx->glCtx->Const.MaxTextureUnits = GLD_MAX_TEXTURE_UNITS_DX8;
-       } else {
-               // Multitexture override
-               lpCtx->glCtx->Const.MaxTextureUnits = 1;
-       }
-
-       // max texture size
-       MaxTextureSize = min(gld->d3dCaps8.MaxTextureHeight, gld->d3dCaps8.MaxTextureWidth);
-       if (MaxTextureSize == 0)
-               MaxTextureSize = 256; // Sanity check
-
-       //
-       // HACK!!
-       if (MaxTextureSize > 1024)
-               MaxTextureSize = 1024; // HACK - CLAMP TO 1024
-       // HACK!!
-       //
-
-       // Got to set MAX_TEXTURE_SIZE as max levels.
-       // Who thought this stupid idea up? ;)
-       TextureLevels = 0;
-       // Calculate power-of-two.
-       while (MaxTextureSize) {
-               TextureLevels++;
-               MaxTextureSize >>= 1;
-       }
-       lpCtx->glCtx->Const.MaxTextureLevels = (TextureLevels) ? TextureLevels : 8;
-       lpCtx->glCtx->Const.MaxDrawBuffers = 1;
-
-       IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_LIGHTING, FALSE);
-       IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_CULLMODE, D3DCULL_NONE);
-       IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_DITHERENABLE, TRUE);
-       IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
-
-       IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_ZENABLE,
-               (lpCtx->lpPF->dwDriverData!=D3DFMT_UNKNOWN) ? D3DZB_TRUE : D3DZB_FALSE);
-
-       // Set the view matrix
-       {
-               D3DXMATRIX      vm;
-#if 1
-               D3DXMatrixIdentity(&vm);
-#else
-               D3DXVECTOR3 Eye(0.0f, 0.0f, 0.0f);
-               D3DXVECTOR3 At(0.0f, 0.0f, -1.0f);
-               D3DXVECTOR3 Up(0.0f, 1.0f, 0.0f);
-               D3DXMatrixLookAtRH(&vm, &Eye, &At, &Up);
-               vm._31 = -vm._31;
-               vm._32 = -vm._32;
-               vm._33 = -vm._33;
-               vm._34 = -vm._34;
-#endif
-               IDirect3DDevice8_SetTransform(gld->pDev, D3DTS_VIEW, &vm);
-       }
-
-       if (gld->bHasHWTnL) {
-               if (glb.dwTnL == GLDS_TNL_DEFAULT)
-                       bSoftwareTnL = FALSE; // HW TnL
-               else {
-                       bSoftwareTnL = ((glb.dwTnL == GLDS_TNL_MESA) || (glb.dwTnL == GLDS_TNL_D3DSW)) ? TRUE : FALSE;
-               }
-       } else {
-               // No HW TnL, so no choice possible
-               bSoftwareTnL = TRUE;
-       }
-       IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_SOFTWAREVERTEXPROCESSING, bSoftwareTnL);
-
-// Dump this in a Release build as well, now.
-//#ifdef _DEBUG
-       ddlogPrintf(DDLOG_INFO, "HW TnL: %s",
-               gld->bHasHWTnL ? (bSoftwareTnL ? "Disabled" : "Enabled") : "Unavailable");
-//#endif
-
-       gldEnableExtensions_DX8(lpCtx->glCtx);
-       gldInstallPipeline_DX8(lpCtx->glCtx);
-       gldSetupDriverPointers_DX8(lpCtx->glCtx);
-
-       // Signal a complete state update
-       lpCtx->glCtx->Driver.UpdateState(lpCtx->glCtx, _NEW_ALL);
-
-       // Start a scene
-       IDirect3DDevice8_BeginScene(gld->pDev);
-       lpCtx->bSceneStarted = TRUE;
-
-       return TRUE;
-}
-
-//---------------------------------------------------------------------------
-
-BOOL gldSwapBuffers_DX(
-       DGL_ctx *ctx,
-       HDC hDC,
-       HWND hWnd)
-{
-       HRESULT                 hr;
-       GLD_driver_dx8  *gld = NULL;
-
-       if (ctx == NULL)
-               return FALSE;
-
-       gld = ctx->glPriv;
-       if (gld == NULL)
-               return FALSE;
-
-       if (ctx->bSceneStarted) {
-               IDirect3DDevice8_EndScene(gld->pDev);
-               ctx->bSceneStarted = FALSE;
-       }
-
-       // Swap the buffers. hWnd may override the hWnd used for CreateDevice()
-       hr = IDirect3DDevice8_Present(gld->pDev, NULL, NULL, hWnd, NULL);
-
-       IDirect3DDevice8_BeginScene(gld->pDev);
-       ctx->bSceneStarted = TRUE;
-
-       return (FAILED(hr)) ? FALSE : TRUE;
-}
-
-//---------------------------------------------------------------------------
-
-BOOL gldGetDisplayMode_DX(
-       DGL_ctx *ctx,
-       GLD_displayMode *glddm)
-{
-       D3DDISPLAYMODE  d3ddm;
-       HRESULT                 hr;
-       GLD_driver_dx8  *lpCtx = NULL;
-       BYTE cColorBits, cRedBits, cGreenBits, cBlueBits, cAlphaBits;
-
-       if ((glddm == NULL) || (ctx == NULL))
-               return FALSE;
-
-       lpCtx = ctx->glPriv;
-       if (lpCtx == NULL)
-               return FALSE;
-
-       if (lpCtx->pD3D == NULL)
-               return FALSE;
-
-       hr = IDirect3D8_GetAdapterDisplayMode(lpCtx->pD3D, glb.dwAdapter, &d3ddm);
-       if (FAILED(hr))
-               return FALSE;
-
-       // Get info from the display format
-       _BitsFromDisplayFormat(d3ddm.Format,
-               &cColorBits, &cRedBits, &cGreenBits, &cBlueBits, &cAlphaBits);
-
-       glddm->Width    = d3ddm.Width;
-       glddm->Height   = d3ddm.Height;
-       glddm->BPP              = cColorBits;
-       glddm->Refresh  = d3ddm.RefreshRate;
-
-       return TRUE;
-}
-
-//---------------------------------------------------------------------------
-
diff --git a/src/mesa/drivers/windows/gldirect/dx9/gld_driver_dx9.c b/src/mesa/drivers/windows/gldirect/dx9/gld_driver_dx9.c
deleted file mode 100644 (file)
index 171585d..0000000
+++ /dev/null
@@ -1,1204 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x/2000/XP/XBox (Win32)
-*
-* Description:  Driver interface code to Mesa
-*
-****************************************************************************/
-
-//#include <windows.h>
-#include "dglcontext.h"
-#include "ddlog.h"
-#include "gld_dx9.h"
-
-#include "glheader.h"
-#include "context.h"
-#include "colormac.h"
-#include "depth.h"
-#include "extensions.h"
-#include "macros.h"
-#include "matrix.h"
-// #include "mem.h"
-//#include "mmath.h"
-#include "mtypes.h"
-#include "texformat.h"
-#include "teximage.h"
-#include "texstore.h"
-#include "vbo/vbo.h"
-#include "swrast_setup/swrast_setup.h"
-#include "swrast_setup/ss_context.h"
-#include "tnl/tnl.h"
-#include "tnl/t_context.h"
-#include "tnl/t_pipeline.h"
-
-extern BOOL dglSwapBuffers(HDC hDC);
-
-// HACK: Hack the _33 member of the OpenGL perspective projection matrix
-const float _fPersp_33 = 1.6f;
-
-//---------------------------------------------------------------------------
-// Internal functions
-//---------------------------------------------------------------------------
-
-void _gld_mesa_warning(
-       __struct gl_context *gc,
-       char *str)
-{
-       // Intercept Mesa's internal warning mechanism
-       gldLogPrintf(GLDLOG_WARN, "Mesa warning: %s", str);
-}
-
-//---------------------------------------------------------------------------
-
-void _gld_mesa_fatal(
-       __struct gl_context *gc,
-       char *str)
-{
-       // Intercept Mesa's internal fatal-message mechanism
-       gldLogPrintf(GLDLOG_CRITICAL, "Mesa FATAL: %s", str);
-
-       // Mesa calls abort(0) here.
-       ddlogClose();
-       exit(0);
-}
-
-//---------------------------------------------------------------------------
-
-D3DSTENCILOP _gldConvertStencilOp(
-       GLenum StencilOp)
-{
-       // Used by Stencil: pass, fail and zfail
-
-       switch (StencilOp) {
-       case GL_KEEP:
-               return D3DSTENCILOP_KEEP;
-       case GL_ZERO:
-               return D3DSTENCILOP_ZERO;
-       case GL_REPLACE:
-           return D3DSTENCILOP_REPLACE;
-       case GL_INCR:
-               return D3DSTENCILOP_INCRSAT;
-       case GL_DECR:
-           return D3DSTENCILOP_DECRSAT;
-       case GL_INVERT:
-               return D3DSTENCILOP_INVERT;
-       case GL_INCR_WRAP_EXT:  // GL_EXT_stencil_wrap
-               return D3DSTENCILOP_INCR;
-       case GL_DECR_WRAP_EXT:  // GL_EXT_stencil_wrap
-           return D3DSTENCILOP_DECR;
-       }
-
-#ifdef _DEBUG
-       gldLogMessage(GLDLOG_ERROR, "_gldConvertStencilOp: Unknown StencilOp\n");
-#endif
-
-       return D3DSTENCILOP_KEEP;
-}
-
-//---------------------------------------------------------------------------
-
-D3DCMPFUNC _gldConvertCompareFunc(
-       GLenum CmpFunc)
-{
-       // Used for Alpha func, depth func and stencil func.
-
-       switch (CmpFunc) {
-       case GL_NEVER:
-               return D3DCMP_NEVER;
-       case GL_LESS:
-               return D3DCMP_LESS;
-       case GL_EQUAL:
-               return D3DCMP_EQUAL;
-       case GL_LEQUAL:
-               return D3DCMP_LESSEQUAL;
-       case GL_GREATER:
-               return D3DCMP_GREATER;
-       case GL_NOTEQUAL:
-               return D3DCMP_NOTEQUAL;
-       case GL_GEQUAL:
-               return D3DCMP_GREATEREQUAL;
-       case GL_ALWAYS:
-               return D3DCMP_ALWAYS;
-       };
-
-#ifdef _DEBUG
-       gldLogMessage(GLDLOG_ERROR, "_gldConvertCompareFunc: Unknown CompareFunc\n");
-#endif
-
-       return D3DCMP_ALWAYS;
-}
-
-//---------------------------------------------------------------------------
-
-D3DBLEND _gldConvertBlendFunc(
-       GLenum blend,
-       GLenum DefaultBlend)
-{
-       switch (blend) {
-       case GL_ZERO:
-               return D3DBLEND_ZERO;
-       case GL_ONE:
-               return D3DBLEND_ONE;
-       case GL_DST_COLOR:
-               return D3DBLEND_DESTCOLOR;
-       case GL_SRC_COLOR:
-               return D3DBLEND_SRCCOLOR;
-       case GL_ONE_MINUS_DST_COLOR:
-               return D3DBLEND_INVDESTCOLOR;
-       case GL_ONE_MINUS_SRC_COLOR:
-               return D3DBLEND_INVSRCCOLOR;
-       case GL_SRC_ALPHA:
-               return D3DBLEND_SRCALPHA;
-       case GL_ONE_MINUS_SRC_ALPHA:
-               return D3DBLEND_INVSRCALPHA;
-       case GL_DST_ALPHA:
-               return D3DBLEND_DESTALPHA;
-       case GL_ONE_MINUS_DST_ALPHA:
-               return D3DBLEND_INVDESTALPHA;
-       case GL_SRC_ALPHA_SATURATE:
-               return D3DBLEND_SRCALPHASAT;
-       }
-
-#ifdef _DEBUG
-       gldLogMessage(GLDLOG_ERROR, "_gldConvertBlendFunc: Unknown BlendFunc\n");
-#endif
-
-       return DefaultBlend;
-}
-
-//---------------------------------------------------------------------------
-// Misc. functions
-//---------------------------------------------------------------------------
-
-void gld_Noop_DX9(
-       struct gl_context *ctx)
-{
-#ifdef _DEBUG
-       gldLogMessage(GLDLOG_ERROR, "gld_Noop called!\n");
-#endif
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Error_DX9(
-       struct gl_context *ctx)
-{
-#ifdef _DEBUG
-       // Quite useless.
-//     gldLogMessage(GLDLOG_ERROR, "ctx->Driver.Error called!\n");
-#endif
-}
-
-//---------------------------------------------------------------------------
-// Required Mesa functions
-//---------------------------------------------------------------------------
-
-static GLboolean gld_set_draw_buffer_DX9(
-       struct gl_context *ctx,
-       GLenum mode)
-{
-   (void) ctx;
-   if ((mode==GL_FRONT_LEFT) || (mode == GL_BACK_LEFT)) {
-      return GL_TRUE;
-   }
-   else {
-      return GL_FALSE;
-   }
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_set_read_buffer_DX9(
-       struct gl_context *ctx,
-       struct gl_framebuffer *buffer,
-       GLenum mode)
-{
-   /* separate read buffer not supported */
-/*
-   ASSERT(buffer == ctx->DrawBuffer);
-   ASSERT(mode == GL_FRONT_LEFT);
-*/
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Clear_DX9(
-       struct gl_context *ctx,
-       GLbitfield mask,
-       GLboolean all,
-       GLint x,
-       GLint y,
-       GLint width,
-       GLint height)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx9          *gld    = GLD_GET_DX9_DRIVER(gldCtx);
-
-       DWORD           dwFlags = 0;
-       D3DCOLOR        Color = 0;
-       float           Z = 0.0f;
-       DWORD           Stencil = 0;
-       D3DRECT         d3dClearRect;
-
-       // TODO: Colourmask
-       const GLuint *colorMask = (GLuint *) &ctx->Color.ColorMask[0];
-
-       if (!gld->pDev)
-               return;
-
-       if (mask & (DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT)) {
-               GLubyte col[4];
-               CLAMPED_FLOAT_TO_UBYTE(col[0], ctx->Color.ClearColor[0]);
-               CLAMPED_FLOAT_TO_UBYTE(col[1], ctx->Color.ClearColor[1]);
-               CLAMPED_FLOAT_TO_UBYTE(col[2], ctx->Color.ClearColor[2]);
-               CLAMPED_FLOAT_TO_UBYTE(col[3], ctx->Color.ClearColor[3]);
-               dwFlags |= D3DCLEAR_TARGET;
-               Color = D3DCOLOR_RGBA(col[0], col[1], col[2], col[3]);
-       }
-
-       if (mask & DD_DEPTH_BIT) {
-               // D3D8 will fail the Clear call if we try and clear a
-               // depth buffer and we haven't created one.
-               // Also, some apps try and clear a depth buffer,
-               // when a depth buffer hasn't been requested by the app.
-               if (ctx->Visual.depthBits == 0) {
-                       mask &= ~DD_DEPTH_BIT; // Remove depth bit from mask
-               } else {
-                       dwFlags |= D3DCLEAR_ZBUFFER;
-                       Z = ctx->Depth.Clear;
-               }
-       }
-
-       if (mask & DD_STENCIL_BIT) {
-               if (ctx->Visual.stencilBits == 0) {
-                       // No stencil bits in depth buffer
-                       mask &= ~DD_STENCIL_BIT; // Remove stencil bit from mask
-               } else {
-                       dwFlags |= D3DCLEAR_STENCIL;
-                       Stencil = ctx->Stencil.Clear;
-               }
-       }
-
-       // Some apps do really weird things with the rect, such as Quake3.
-       if ((x < 0) || (y < 0) || (width <= 0) || (height <= 0)) {
-               all = GL_TRUE;
-       }
-
-       if (!all) {
-               // Calculate clear subrect
-               d3dClearRect.x1 = x;
-               d3dClearRect.y1 = gldCtx->dwHeight - (y + height);
-               d3dClearRect.x2 = x + width;
-               d3dClearRect.y2 = d3dClearRect.y1 + height;
-//             gldLogPrintf(GLDLOG_INFO, "Rect %d,%d %d,%d", x,y,width,height);
-       }
-
-       // dwFlags will be zero if there's nothing to clear
-       if (dwFlags) {
-               _GLD_DX9_DEV(Clear(
-                       gld->pDev,
-                       all ? 0 : 1,
-                       all ? NULL : &d3dClearRect,
-                       dwFlags,
-                       Color, Z, Stencil));
-       }
-
-       if (mask & DD_ACCUM_BIT) {
-               // Clear accumulation buffer
-       }
-}
-
-//---------------------------------------------------------------------------
-
-// Mesa 5: Parameter change
-static void gld_buffer_size_DX9(
-//     struct gl_context *ctx,
-       struct gl_framebuffer *fb,
-       GLuint *width,
-       GLuint *height)
-{
-//     GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);
-
-       *width = fb->Width; // gldCtx->dwWidth;
-       *height = fb->Height; // gldCtx->dwHeight;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_Finish_DX9(
-       struct gl_context *ctx)
-{
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_Flush_DX9(
-       struct gl_context *ctx)
-{
-       GLD_context             *gld    = GLD_GET_CONTEXT(ctx);
-
-       // TODO: Detect apps that glFlush() then SwapBuffers() ?
-
-       if (gld->EmulateSingle) {
-               // Emulating a single-buffered context.
-               // [Direct3D doesn't allow rendering to front buffer]
-               dglSwapBuffers(gld->hDC);
-       }
-}
-
-//---------------------------------------------------------------------------
-
-void gld_NEW_STENCIL(
-       struct gl_context *ctx)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx9          *gld    = GLD_GET_DX9_DRIVER(gldCtx);
-
-       // Two-sided stencil. New for Mesa 5
-       const GLuint            uiFace  = 0UL;
-
-       struct gl_stencil_attrib *pStencil = &ctx->Stencil;
-
-       _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_STENCILENABLE, pStencil->Enabled ? TRUE : FALSE));
-       if (pStencil->Enabled) {
-               _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_STENCILFUNC, _gldConvertCompareFunc(pStencil->Function[uiFace])));
-               _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_STENCILREF, pStencil->Ref[uiFace]));
-               _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_STENCILMASK, pStencil->ValueMask[uiFace]));
-               _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_STENCILWRITEMASK, pStencil->WriteMask[uiFace]));
-               _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_STENCILFAIL, _gldConvertStencilOp(pStencil->FailFunc[uiFace])));
-               _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_STENCILZFAIL, _gldConvertStencilOp(pStencil->ZFailFunc[uiFace])));
-               _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_STENCILPASS, _gldConvertStencilOp(pStencil->ZPassFunc[uiFace])));
-       }
-}
-
-//---------------------------------------------------------------------------
-
-void gld_NEW_COLOR(
-       struct gl_context *ctx)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx9          *gld    = GLD_GET_DX9_DRIVER(gldCtx);
-
-       DWORD           dwFlags = 0;
-       D3DBLEND        src;
-       D3DBLEND        dest;
-
-       // Alpha func
-       _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_ALPHAFUNC, _gldConvertCompareFunc(ctx->Color.AlphaFunc)));
-       _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_ALPHAREF, (DWORD)ctx->Color.AlphaRef));
-       _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_ALPHATESTENABLE, ctx->Color.AlphaEnabled));
-
-       // Blend func
-       _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_ALPHABLENDENABLE, ctx->Color.BlendEnabled));
-       src             = _gldConvertBlendFunc(ctx->Color.BlendSrcRGB, GL_ONE);
-       dest    = _gldConvertBlendFunc(ctx->Color.BlendDstRGB, GL_ZERO);
-       _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_SRCBLEND, src));
-       _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_DESTBLEND, dest));
-
-       // Color mask
-       if (ctx->Color.ColorMask[0][0]) dwFlags |= D3DCOLORWRITEENABLE_RED;
-       if (ctx->Color.ColorMask[0][1]) dwFlags |= D3DCOLORWRITEENABLE_GREEN;
-       if (ctx->Color.ColorMask[0][2]) dwFlags |= D3DCOLORWRITEENABLE_BLUE;
-       if (ctx->Color.ColorMask[0][3]) dwFlags |= D3DCOLORWRITEENABLE_ALPHA;
-       _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_COLORWRITEENABLE, dwFlags));
-}
-
-//---------------------------------------------------------------------------
-
-void gld_NEW_DEPTH(
-       struct gl_context *ctx)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx9          *gld    = GLD_GET_DX9_DRIVER(gldCtx);
-
-       _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_ZENABLE, ctx->Depth.Test ? D3DZB_TRUE : D3DZB_FALSE));
-       _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_ZFUNC, _gldConvertCompareFunc(ctx->Depth.Func)));
-       _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_ZWRITEENABLE, ctx->Depth.Mask ? TRUE : FALSE));
-}
-
-//---------------------------------------------------------------------------
-
-void gld_NEW_POLYGON(
-       struct gl_context *ctx)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx9          *gld    = GLD_GET_DX9_DRIVER(gldCtx);
-
-       D3DFILLMODE     d3dFillMode = D3DFILL_SOLID;
-       D3DCULL         d3dCullMode = D3DCULL_NONE;
-       float           fOffset = 0; // Changed from int to float for DX9
-
-       // Fillmode
-       switch (ctx->Polygon.FrontMode) {
-       case GL_POINT:
-               d3dFillMode = D3DFILL_POINT;
-               break;
-       case GL_LINE:
-               d3dFillMode = D3DFILL_WIREFRAME;
-               break;
-       case GL_FILL:
-               d3dFillMode = D3DFILL_SOLID;
-               break;
-       }
-       _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_FILLMODE, d3dFillMode));
-
-       if (ctx->Polygon.CullFlag) {
-               switch (ctx->Polygon.CullFaceMode) {
-               case GL_BACK:
-                       if (ctx->Polygon.FrontFace == GL_CCW)
-                               d3dCullMode = D3DCULL_CW;
-                       else
-                               d3dCullMode = D3DCULL_CCW;
-                       break;
-               case GL_FRONT:
-                       if (ctx->Polygon.FrontFace == GL_CCW)
-                               d3dCullMode = D3DCULL_CCW;
-                       else
-                               d3dCullMode = D3DCULL_CW;
-                       break;
-               case GL_FRONT_AND_BACK:
-                       d3dCullMode = D3DCULL_NONE;
-                       break;
-               default:
-                       break;
-               }
-       } else {
-               d3dCullMode = D3DCULL_NONE;
-       }
-//     d3dCullMode = D3DCULL_NONE; // FOR DEBUGGING
-       _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_CULLMODE, d3dCullMode));
-
-       // Polygon offset
-       // ZBIAS ranges from 0 to 16 and can only move towards the viewer
-       // Mesa5: ctx->Polygon._OffsetAny removed
-       if (ctx->Polygon.OffsetFill) {
-               fOffset = ctx->Polygon.OffsetUnits;
-//             if (iOffset < 0.0f)
-//                     iOffset = -iOffset;
-//             else
-//                     iOffset = 0.0f; // D3D can't push away
-       }
-       // NOTE: SetRenderState() required a DWORD, so need to cast
-       _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_DEPTHBIAS, *((DWORD*)&fOffset)));
-}
-
-//---------------------------------------------------------------------------
-
-void gld_NEW_FOG(
-       struct gl_context *ctx)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx9          *gld    = GLD_GET_DX9_DRIVER(gldCtx);
-
-       D3DCOLOR        d3dFogColour;
-       D3DFOGMODE      d3dFogMode = D3DFOG_LINEAR;
-
-       // TODO: Fog is calculated seperately in the Mesa pipeline
-       _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_FOGENABLE, FALSE));
-       return;
-
-       // Fog enable
-       _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_FOGENABLE, ctx->Fog.Enabled));
-       if (!ctx->Fog.Enabled) {
-               _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_FOGTABLEMODE, D3DFOG_NONE));
-               _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_FOGVERTEXMODE, D3DFOG_NONE));
-               return; // If disabled, don't bother setting any fog state
-       }
-
-       // Fog colour
-       d3dFogColour = D3DCOLOR_COLORVALUE(     ctx->Fog.Color[0],
-                                                               ctx->Fog.Color[1],
-                                                               ctx->Fog.Color[2],
-                                                               ctx->Fog.Color[3]);
-       _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_FOGCOLOR, d3dFogColour));
-
-       // Fog density
-       _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_FOGDENSITY, *((DWORD*) (&ctx->Fog.Density))));
-
-       // Fog start
-       _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_FOGSTART, *((DWORD*) (&ctx->Fog.Start))));
-
-       // Fog end
-       _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_FOGEND, *((DWORD*) (&ctx->Fog.End))));
-
-       // Fog mode
-       switch (ctx->Fog.Mode) {
-       case GL_LINEAR:
-               d3dFogMode = D3DFOG_LINEAR;
-               break;
-       case GL_EXP:
-               d3dFogMode = D3DFOG_EXP;
-               break;
-       case GL_EXP2:
-               d3dFogMode = D3DFOG_EXP2;
-               break;
-       }
-       _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_FOGTABLEMODE, d3dFogMode));
-       _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_FOGVERTEXMODE, D3DFOG_NONE));
-}
-
-//---------------------------------------------------------------------------
-
-void gld_NEW_LIGHT(
-       struct gl_context *ctx)
-{
-       GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx9  *gld    = GLD_GET_DX9_DRIVER(gldCtx);
-       DWORD                   dwSpecularEnable;
-
-       // Shademode
-       _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_SHADEMODE, (ctx->Light.ShadeModel == GL_SMOOTH) ? D3DSHADE_GOURAUD : D3DSHADE_FLAT));
-
-       // Separate specular colour
-       if (ctx->Light.Enabled)
-               dwSpecularEnable = (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR) ? TRUE: FALSE;
-       else
-               dwSpecularEnable = FALSE;
-       _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_SPECULARENABLE, dwSpecularEnable));
-}
-
-//---------------------------------------------------------------------------
-
-void gld_NEW_MODELVIEW(
-       struct gl_context *ctx)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx9          *gld    = GLD_GET_DX9_DRIVER(gldCtx);
-
-       D3DMATRIX       m;
-       //GLfloat               *pM = ctx->ModelView.m;
-       // Mesa5: Model-view is now a stack
-       GLfloat         *pM = ctx->ModelviewMatrixStack.Top->m;
-       m._11 = pM[0];
-       m._12 = pM[1];
-       m._13 = pM[2];
-       m._14 = pM[3];
-       m._21 = pM[4];
-       m._22 = pM[5];
-       m._23 = pM[6];
-       m._24 = pM[7];
-       m._31 = pM[8];
-       m._32 = pM[9];
-       m._33 = pM[10];
-       m._34 = pM[11];
-       m._41 = pM[12];
-       m._42 = pM[13];
-       m._43 = pM[14];
-       m._44 = pM[15];
-
-       gld->matModelView = m;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_NEW_PROJECTION(
-       struct gl_context *ctx)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx9          *gld    = GLD_GET_DX9_DRIVER(gldCtx);
-
-       D3DMATRIX       m;
-       //GLfloat               *pM = ctx->ProjectionMatrix.m;
-       // Mesa 5: Now a stack
-       GLfloat         *pM = ctx->ProjectionMatrixStack.Top->m;
-       m._11 = pM[0];
-       m._12 = pM[1];
-       m._13 = pM[2];
-       m._14 = pM[3];
-
-       m._21 = pM[4];
-       m._22 = pM[5];
-       m._23 = pM[6];
-       m._24 = pM[7];
-
-       m._31 = pM[8];
-       m._32 = pM[9];
-       m._33 = pM[10] / _fPersp_33; // / 1.6f;
-       m._34 = pM[11];
-
-       m._41 = pM[12];
-       m._42 = pM[13];
-       m._43 = pM[14] / 2.0f;
-       m._44 = pM[15];
-
-       gld->matProjection = m;
-}
-
-//---------------------------------------------------------------------------
-/*
-void gldFrustumHook_DX9(
-       GLdouble left,
-       GLdouble right,
-       GLdouble bottom,
-       GLdouble top,
-       GLdouble nearval,
-       GLdouble farval)
-{
-       GET_CURRENT_CONTEXT(ctx);
-       GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx9  *gld    = GLD_GET_DX9_DRIVER(gldCtx);
-
-       // Pass values on to Mesa first (in case we mess with them)
-       _mesa_Frustum(left, right, bottom, top, nearval, farval);
-
-       _fPersp_33 = farval / (nearval - farval);
-
-//     ddlogPrintf(GLDLOG_SYSTEM, "Frustum: %f", farval/nearval);
-}
-
-//---------------------------------------------------------------------------
-
-void gldOrthoHook_DX9(
-       GLdouble left,
-       GLdouble right,
-       GLdouble bottom,
-       GLdouble top,
-       GLdouble nearval,
-       GLdouble farval)
-{
-       GET_CURRENT_CONTEXT(ctx);
-       GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx9  *gld    = GLD_GET_DX9_DRIVER(gldCtx);
-
-       // Pass values on to Mesa first (in case we mess with them)
-       _mesa_Ortho(left, right, bottom, top, nearval, farval);
-
-       _fPersp_33 = 1.6f;
-
-//     ddlogPrintf(GLDLOG_SYSTEM, "Ortho: %f", farval/nearval);
-}
-*/
-//---------------------------------------------------------------------------
-
-void gld_NEW_VIEWPORT(
-       struct gl_context *ctx)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx9          *gld    = GLD_GET_DX9_DRIVER(gldCtx);
-
-       D3DVIEWPORT9    d3dvp;
-//     GLint                   x, y;
-//     GLsizei                 w, h;
-
-       // Set depth range
-       _GLD_DX9_DEV(GetViewport(gld->pDev, &d3dvp));
-       // D3D can't do Quake1/Quake2 z-trick
-       if (ctx->Viewport.Near <= ctx->Viewport.Far) {
-               d3dvp.MinZ              = ctx->Viewport.Near;
-               d3dvp.MaxZ              = ctx->Viewport.Far;
-       } else {
-               d3dvp.MinZ              = ctx->Viewport.Far;
-               d3dvp.MaxZ              = ctx->Viewport.Near;
-       }
-/*     x = ctx->Viewport.X;
-       y = ctx->Viewport.Y;
-       w = ctx->Viewport.Width;
-       h = ctx->Viewport.Height;
-       if (x < 0) x = 0;
-       if (y < 0) y = 0;
-       if (w > gldCtx->dwWidth)                w = gldCtx->dwWidth;
-       if (h > gldCtx->dwHeight)               h = gldCtx->dwHeight;
-       // Ditto for D3D viewport dimensions
-       if (w+x > gldCtx->dwWidth)              w = gldCtx->dwWidth-x;
-       if (h+y > gldCtx->dwHeight)     h = gldCtx->dwHeight-y;
-       d3dvp.X                 = x;
-       d3dvp.Y                 = gldCtx->dwHeight - (y + h);
-       d3dvp.Width             = w;
-       d3dvp.Height    = h;*/
-       _GLD_DX9_DEV(SetViewport(gld->pDev, &d3dvp));
-
-//     gld->fFlipWindowY = (float)gldCtx->dwHeight;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_NEW_SCISSOR(
-       struct gl_context *ctx)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx9          *gld    = GLD_GET_DX9_DRIVER(gldCtx);
-
-       // Bail if IHV driver cannot scissor
-       if (!gld->bCanScissor)
-               return;
-
-       // Set scissor rect
-       if (ctx->Scissor.Enabled) {
-               RECT rcRect;
-               // Keep in mind that RECT's need an extra row and column
-               rcRect.left             = ctx->Scissor.X;
-               rcRect.right    = ctx->Scissor.X + ctx->Scissor.Width; // + 1;
-               rcRect.top              = gldCtx->dwHeight - (ctx->Scissor.Y + ctx->Scissor.Height);
-               rcRect.bottom   = rcRect.top + ctx->Scissor.Height;
-               IDirect3DDevice9_SetScissorRect(gld->pDev, &rcRect);
-       }
-
-       // Enable/disable scissor as required
-       _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_SCISSORTESTENABLE, ctx->Scissor.Enabled));
-}
-
-//---------------------------------------------------------------------------
-
-__inline BOOL _gldAnyEvalEnabled(
-       struct gl_context *ctx)
-{
-       struct gl_eval_attrib *eval = &ctx->Eval;
-
-       if ((eval->AutoNormal) ||
-               (eval->Map1Color4) ||
-               (eval->Map1Index) ||
-               (eval->Map1Normal) ||
-               (eval->Map1TextureCoord1) ||
-               (eval->Map1TextureCoord2) ||
-               (eval->Map1TextureCoord3) ||
-               (eval->Map1TextureCoord4) ||
-               (eval->Map1Vertex3) ||
-               (eval->Map1Vertex4) ||
-               (eval->Map2Color4) ||
-               (eval->Map2Index) ||
-               (eval->Map2Normal) ||
-               (eval->Map2TextureCoord1) ||
-               (eval->Map2TextureCoord2) ||
-               (eval->Map2TextureCoord3) ||
-               (eval->Map2TextureCoord4) ||
-               (eval->Map2Vertex3) ||
-               (eval->Map2Vertex4)
-               )
-       return TRUE;
-
-       return FALSE;
-}
-
-//---------------------------------------------------------------------------
-
-BOOL _gldChooseInternalPipeline(
-       struct gl_context *ctx,
-       GLD_driver_dx9 *gld)
-{
-//     return TRUE;    // DEBUGGING: ALWAYS USE MESA
-//     return FALSE;   // DEBUGGING: ALWAYS USE D3D
-
-       if ((glb.dwTnL == GLDS_TNL_MESA) || (gld->bHasHWTnL == FALSE))
-       {
-               gld->PipelineUsage.qwMesa.QuadPart++;
-               return TRUE; // Force Mesa TnL
-       }
-
-       if ((ctx->Light.Enabled) ||
-               (1) ||
-               (ctx->Texture._TexGenEnabled) ||
-               (ctx->Texture._TexMatEnabled) ||
-//             (ctx->Transform._AnyClip) ||
-               (ctx->Scissor.Enabled) ||
-               _gldAnyEvalEnabled(ctx) // Put this last so we can early-out
-               )
-       {
-               gld->PipelineUsage.qwMesa.QuadPart++;
-               return TRUE;
-       }
-
-       gld->PipelineUsage.qwD3DFVF.QuadPart++;
-       return FALSE;
-
-/*     // Force Mesa pipeline?
-       if (glb.dwTnL == GLDS_TNL_MESA) {
-               gld->PipelineUsage.dwMesa.QuadPart++;
-               return GLD_PIPELINE_MESA;
-       }
-
-       // Test for functionality not exposed in the D3D pathways
-       if ((ctx->Texture._GenFlags)) {
-               gld->PipelineUsage.dwMesa.QuadPart++;
-               return GLD_PIPELINE_MESA;
-       }
-
-       // Now decide if vertex shader can be used.
-       // If two sided lighting is enabled then we must either
-       // use Mesa TnL or the vertex shader
-       if (ctx->_TriangleCaps & DD_TRI_LIGHT_TWOSIDE) {
-               if (gld->VStwosidelight.hShader && !ctx->Fog.Enabled) {
-                       // Use Vertex Shader
-                       gld->PipelineUsage.dwD3D2SVS.QuadPart++;
-                       return GLD_PIPELINE_D3D_VS_TWOSIDE;
-               } else {
-                       // Use Mesa TnL
-                       gld->PipelineUsage.dwMesa.QuadPart++;
-                       return GLD_PIPELINE_MESA;
-               }
-       }
-
-       // Must be D3D fixed-function pipeline
-       gld->PipelineUsage.dwD3DFVF.QuadPart++;
-       return GLD_PIPELINE_D3D_FVF;
-*/
-}
-
-//---------------------------------------------------------------------------
-
-void gld_update_state_DX9(
-       struct gl_context *ctx,
-       GLuint new_state)
-{
-       GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx9  *gld    = GLD_GET_DX9_DRIVER(gldCtx);
-       TNLcontext              *tnl = TNL_CONTEXT(ctx);
-       GLD_pb_dx9              *gldPB;
-
-       if (!gld || !gld->pDev)
-               return;
-
-       _swsetup_InvalidateState( ctx, new_state );
-       _vbo_InvalidateState( ctx, new_state );
-       _tnl_InvalidateState( ctx, new_state );
-
-       // SetupIndex will be used in the pipelines for choosing setup function
-       if ((ctx->_TriangleCaps & (DD_TRI_LIGHT_TWOSIDE | DD_SEPARATE_SPECULAR)) ||
-               (ctx->Fog.Enabled))
-       {
-               if (ctx->_TriangleCaps & DD_FLATSHADE)
-                       gld->iSetupFunc = GLD_SI_FLAT_EXTRAS;
-               else
-                       gld->iSetupFunc = GLD_SI_SMOOTH_EXTRAS;
-       } else {
-               if (ctx->_TriangleCaps & DD_FLATSHADE)
-                       gld->iSetupFunc = GLD_SI_FLAT;  // Setup flat shade + texture
-               else
-                       gld->iSetupFunc = GLD_SI_SMOOTH; // Setup smooth shade + texture
-       }
-
-       gld->bUseMesaTnL = _gldChooseInternalPipeline(ctx, gld);
-       if (gld->bUseMesaTnL) {
-               gldPB = &gld->PB2d;
-               _GLD_DX9_DEV(SetSoftwareVertexProcessing(gld->pDev, TRUE));
-               _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_CLIPPING, FALSE));
-               _GLD_DX9_DEV(SetVertexShader(gld->pDev, NULL));
-               _GLD_DX9_DEV(SetFVF(gld->pDev, gldPB->dwFVF));
-       } else {
-               gldPB = &gld->PB3d;
-               _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_CLIPPING, TRUE));
-//             if (gld->TnLPipeline == GLD_PIPELINE_D3D_VS_TWOSIDE) {
-//                     _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_SOFTWAREVERTEXPROCESSING, !gld->VStwosidelight.bHardware));
-//                     _GLD_DX9_DEV(SetVertexShader(gld->pDev, gld->VStwosidelight.hShader));
-//             } else {
-//                     _GLD_DX9_DEV(SetRenderState(gld->pDev, D3DRS_SOFTWAREVERTEXPROCESSING, !gld->bHasHWTnL));
-                       _GLD_DX9_DEV(SetSoftwareVertexProcessing(gld->pDev, !gld->bHasHWTnL));
-                       _GLD_DX9_DEV(SetVertexShader(gld->pDev, NULL));
-                       _GLD_DX9_DEV(SetFVF(gld->pDev, gldPB->dwFVF));
-//             }
-       }
-
-#define _GLD_TEST_STATE(a)             \
-       if (new_state & (a)) {          \
-               gld##a(ctx);                    \
-               new_state &= ~(a);              \
-       }
-
-#define _GLD_TEST_STATE_DX9(a) \
-       if (new_state & (a)) {          \
-               gld##a##_DX9(ctx);              \
-               new_state &= ~(a);              \
-       }
-
-#define _GLD_IGNORE_STATE(a) new_state &= ~(a);
-
-//     if (!gld->bUseMesaTnL) {
-               // Not required if Mesa is doing the TnL.
-       // Problem: If gld->bUseMesaTnL is TRUE when these are signaled,
-       // then we'll miss updating the D3D TnL pipeline.
-       // Therefore, don't test for gld->bUseMesaTnL
-       _GLD_TEST_STATE(_NEW_MODELVIEW);
-       _GLD_TEST_STATE(_NEW_PROJECTION);
-//     }
-
-       _GLD_TEST_STATE_DX9(_NEW_TEXTURE); // extern, so guard with _DX9
-       _GLD_TEST_STATE(_NEW_COLOR);
-       _GLD_TEST_STATE(_NEW_DEPTH);
-       _GLD_TEST_STATE(_NEW_POLYGON);
-       _GLD_TEST_STATE(_NEW_STENCIL);
-       _GLD_TEST_STATE(_NEW_FOG);
-       _GLD_TEST_STATE(_NEW_LIGHT);
-       _GLD_TEST_STATE(_NEW_VIEWPORT);
-
-       _GLD_IGNORE_STATE(_NEW_TRANSFORM);
-
-       // Scissor Test: New for DX9
-       _GLD_TEST_STATE(_NEW_SCISSOR);
-
-// Stubs for future use.
-/*     _GLD_TEST_STATE(_NEW_TEXTURE_MATRIX);
-       _GLD_TEST_STATE(_NEW_COLOR_MATRIX);
-       _GLD_TEST_STATE(_NEW_EVAL);
-       _GLD_TEST_STATE(_NEW_HINT);
-       _GLD_TEST_STATE(_NEW_LINE);
-       _GLD_TEST_STATE(_NEW_PIXEL);
-       _GLD_TEST_STATE(_NEW_POINT);
-       _GLD_TEST_STATE(_NEW_POLYGONSTIPPLE);
-       _GLD_TEST_STATE(_NEW_PACKUNPACK);
-       _GLD_TEST_STATE(_NEW_ARRAY);
-       _GLD_TEST_STATE(_NEW_RENDERMODE);
-       _GLD_TEST_STATE(_NEW_BUFFERS);
-       _GLD_TEST_STATE(_NEW_MULTISAMPLE);
-*/
-
-// For debugging.
-#if 0
-#define _GLD_TEST_UNHANDLED_STATE(a)                                                                   \
-       if (new_state & (a)) {                                                                  \
-               gldLogMessage(GLDLOG_ERROR, "Unhandled " #a "\n");      \
-       }
-       _GLD_TEST_UNHANDLED_STATE(_NEW_TEXTURE_MATRIX);
-       _GLD_TEST_UNHANDLED_STATE(_NEW_COLOR_MATRIX);
-       _GLD_TEST_UNHANDLED_STATE(_NEW_EVAL);
-       _GLD_TEST_UNHANDLED_STATE(_NEW_HINT);
-       _GLD_TEST_UNHANDLED_STATE(_NEW_LINE);
-       _GLD_TEST_UNHANDLED_STATE(_NEW_PIXEL);
-       _GLD_TEST_UNHANDLED_STATE(_NEW_POINT);
-       _GLD_TEST_UNHANDLED_STATE(_NEW_POLYGONSTIPPLE);
-//     _GLD_TEST_UNHANDLED_STATE(_NEW_SCISSOR);
-       _GLD_TEST_UNHANDLED_STATE(_NEW_PACKUNPACK);
-       _GLD_TEST_UNHANDLED_STATE(_NEW_ARRAY);
-       _GLD_TEST_UNHANDLED_STATE(_NEW_RENDERMODE);
-       _GLD_TEST_UNHANDLED_STATE(_NEW_BUFFERS);
-       _GLD_TEST_UNHANDLED_STATE(_NEW_MULTISAMPLE);
-#undef _GLD_UNHANDLED_STATE
-#endif
-
-#undef _GLD_TEST_STATE
-}
-
-//---------------------------------------------------------------------------
-// Viewport
-//---------------------------------------------------------------------------
-
-void gld_Viewport_DX9(
-       struct gl_context *ctx,
-       GLint x,
-       GLint y,
-       GLsizei w,
-       GLsizei h)
-{
-       GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx9  *gld    = GLD_GET_DX9_DRIVER(gldCtx);
-
-       D3DVIEWPORT9    d3dvp;
-
-       if (!gld || !gld->pDev)
-               return;
-
-       // This is a hack. When the app is minimized, Mesa passes
-       // w=1 and h=1 for viewport dimensions. Without this test
-       // we get a GPF in gld_wgl_resize_buffers().
-       if ((w==1) && (h==1))
-               return;
-
-       // Call ResizeBuffersMESA. This function will early-out
-       // if no resize is needed.
-       //ctx->Driver.ResizeBuffersMESA(ctx);
-       // Mesa 5: Changed parameters
-       ctx->Driver.ResizeBuffers(gldCtx->glBuffer);
-
-#if 0
-       ddlogPrintf(GLDLOG_SYSTEM, ">> Viewport x=%d y=%d w=%d h=%d", x,y,w,h);
-#endif
-
-       // ** D3D viewport must not be outside the render target surface **
-       // Sanity check the GL viewport dimensions
-       if (x < 0) x = 0;
-       if (y < 0) y = 0;
-       if (w > gldCtx->dwWidth)                w = gldCtx->dwWidth;
-       if (h > gldCtx->dwHeight)               h = gldCtx->dwHeight;
-       // Ditto for D3D viewport dimensions
-       if (w+x > gldCtx->dwWidth)              w = gldCtx->dwWidth-x;
-       if (h+y > gldCtx->dwHeight)     h = gldCtx->dwHeight-y;
-
-       d3dvp.X                 = x;
-       d3dvp.Y                 = gldCtx->dwHeight - (y + h);
-       d3dvp.Width             = w;
-       d3dvp.Height    = h;
-       if (ctx->Viewport.Near <= ctx->Viewport.Far) {
-               d3dvp.MinZ              = ctx->Viewport.Near;
-               d3dvp.MaxZ              = ctx->Viewport.Far;
-       } else {
-               d3dvp.MinZ              = ctx->Viewport.Far;
-               d3dvp.MaxZ              = ctx->Viewport.Near;
-       }
-
-       // TODO: DEBUGGING
-//     d3dvp.MinZ              = 0.0f;
-//     d3dvp.MaxZ              = 1.0f;
-
-       _GLD_DX9_DEV(SetViewport(gld->pDev, &d3dvp));
-
-}
-
-//---------------------------------------------------------------------------
-
-extern BOOL dglWglResizeBuffers(struct gl_context *ctx, BOOL bDefaultDriver);
-
-// Mesa 5: Parameter change
-void gldResizeBuffers_DX9(
-//     struct gl_context *ctx)
-       struct gl_framebuffer *fb)
-{
-       GET_CURRENT_CONTEXT(ctx);
-       dglWglResizeBuffers(ctx, TRUE);
-}
-
-//---------------------------------------------------------------------------
-#ifdef _DEBUG
-// This is only for debugging.
-// To use, plug into ctx->Driver.Enable pointer below.
-void gld_Enable(
-       struct gl_context *ctx,
-       GLenum e,
-       GLboolean b)
-{
-       char buf[1024];
-       sprintf(buf, "Enable: %s (%s)\n", _mesa_lookup_enum_by_nr(e), b?"TRUE":"FALSE");
-       ddlogMessage(DDLOG_SYSTEM, buf);
-}
-#endif
-//---------------------------------------------------------------------------
-// Driver pointer setup
-//---------------------------------------------------------------------------
-
-extern const GLubyte* _gldGetStringGeneric(struct gl_context*, GLenum);
-
-void gldSetupDriverPointers_DX9(
-       struct gl_context *ctx)
-{
-       GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx9  *gld    = GLD_GET_DX9_DRIVER(gldCtx);
-
-       TNLcontext *tnl = TNL_CONTEXT(ctx);
-
-       // Mandatory functions
-       ctx->Driver.GetString                           = _gldGetStringGeneric;
-       ctx->Driver.UpdateState                         = gld_update_state_DX9;
-       ctx->Driver.Clear                                       = gld_Clear_DX9;
-       ctx->Driver.DrawBuffer                          = gld_set_draw_buffer_DX9;
-       ctx->Driver.GetBufferSize                       = gld_buffer_size_DX9;
-       ctx->Driver.Finish                                      = gld_Finish_DX9;
-       ctx->Driver.Flush                                       = gld_Flush_DX9;
-       ctx->Driver.Error                                       = gld_Error_DX9;
-
-       // Hardware accumulation buffer
-       ctx->Driver.Accum                                       = NULL; // TODO: gld_Accum;
-
-       // Bitmap functions
-       ctx->Driver.CopyPixels                          = gld_CopyPixels_DX9;
-       ctx->Driver.DrawPixels                          = gld_DrawPixels_DX9;
-       ctx->Driver.ReadPixels                          = gld_ReadPixels_DX9;
-       ctx->Driver.Bitmap                                      = gld_Bitmap_DX9;
-
-       // Buffer resize
-       ctx->Driver.ResizeBuffers                       = gldResizeBuffers_DX9;
-       
-       // Texture image functions
-       ctx->Driver.ChooseTextureFormat         = gld_ChooseTextureFormat_DX9;
-       ctx->Driver.TexImage1D                          = gld_TexImage1D_DX9;
-       ctx->Driver.TexImage2D                          = gld_TexImage2D_DX9;
-       ctx->Driver.TexImage3D                          = _mesa_store_teximage3d;
-       ctx->Driver.TexSubImage1D                       = gld_TexSubImage1D_DX9;
-       ctx->Driver.TexSubImage2D                       = gld_TexSubImage2D_DX9;
-       ctx->Driver.TexSubImage3D                       = _mesa_store_texsubimage3d;
-       
-       ctx->Driver.CopyTexImage1D                      = gldCopyTexImage1D_DX9; //NULL;
-       ctx->Driver.CopyTexImage2D                      = gldCopyTexImage2D_DX9; //NULL;
-       ctx->Driver.CopyTexSubImage1D           = gldCopyTexSubImage1D_DX9; //NULL;
-       ctx->Driver.CopyTexSubImage2D           = gldCopyTexSubImage2D_DX9; //NULL;
-       ctx->Driver.CopyTexSubImage3D           = gldCopyTexSubImage3D_DX9;
-       ctx->Driver.TestProxyTexImage           = _mesa_test_proxy_teximage;
-
-       // Texture object functions
-       ctx->Driver.BindTexture                         = NULL;
-       ctx->Driver.NewTextureObject            = NULL; // Not yet implemented by Mesa!;
-       ctx->Driver.DeleteTexture                       = gld_DeleteTexture_DX9;
-       ctx->Driver.PrioritizeTexture           = NULL;
-
-       // Imaging functionality
-       ctx->Driver.CopyColorTable                      = NULL;
-       ctx->Driver.CopyColorSubTable           = NULL;
-       ctx->Driver.CopyConvolutionFilter1D = NULL;
-       ctx->Driver.CopyConvolutionFilter2D = NULL;
-
-       // State changing functions
-       ctx->Driver.AlphaFunc                           = NULL; //gld_AlphaFunc;
-       ctx->Driver.BlendFuncSeparate           = NULL; //gld_BlendFunc;
-       ctx->Driver.ClearColor                          = NULL; //gld_ClearColor;
-       ctx->Driver.ClearDepth                          = NULL; //gld_ClearDepth;
-       ctx->Driver.ClearStencil                        = NULL; //gld_ClearStencil;
-       ctx->Driver.ColorMask                           = NULL; //gld_ColorMask;
-       ctx->Driver.CullFace                            = NULL; //gld_CullFace;
-       ctx->Driver.ClipPlane                           = NULL; //gld_ClipPlane;
-       ctx->Driver.FrontFace                           = NULL; //gld_FrontFace;
-       ctx->Driver.DepthFunc                           = NULL; //gld_DepthFunc;
-       ctx->Driver.DepthMask                           = NULL; //gld_DepthMask;
-       ctx->Driver.DepthRange                          = NULL;
-       ctx->Driver.Enable                                      = NULL; //gld_Enable;
-       ctx->Driver.Fogfv                                       = NULL; //gld_Fogfv;
-       ctx->Driver.Hint                                        = NULL; //gld_Hint;
-       ctx->Driver.Lightfv                                     = NULL; //gld_Lightfv;
-       ctx->Driver.LightModelfv                        = NULL; //gld_LightModelfv;
-       ctx->Driver.LineStipple                         = NULL; //gld_LineStipple;
-       ctx->Driver.LineWidth                           = NULL; //gld_LineWidth;
-       ctx->Driver.LogicOpcode                         = NULL; //gld_LogicOpcode;
-       ctx->Driver.PointParameterfv            = NULL; //gld_PointParameterfv;
-       ctx->Driver.PointSize                           = NULL; //gld_PointSize;
-       ctx->Driver.PolygonMode                         = NULL; //gld_PolygonMode;
-       ctx->Driver.PolygonOffset                       = NULL; //gld_PolygonOffset;
-       ctx->Driver.PolygonStipple                      = NULL; //gld_PolygonStipple;
-       ctx->Driver.RenderMode                          = NULL; //gld_RenderMode;
-       ctx->Driver.Scissor                                     = NULL; //gld_Scissor;
-       ctx->Driver.ShadeModel                          = NULL; //gld_ShadeModel;
-       ctx->Driver.StencilFunc                         = NULL; //gld_StencilFunc;
-       ctx->Driver.StencilMask                         = NULL; //gld_StencilMask;
-       ctx->Driver.StencilOp                           = NULL; //gld_StencilOp;
-       ctx->Driver.TexGen                                      = NULL; //gld_TexGen;
-       ctx->Driver.TexEnv                                      = NULL;
-       ctx->Driver.TexParameter                        = NULL;
-       ctx->Driver.TextureMatrix                       = NULL; //gld_TextureMatrix;
-       ctx->Driver.Viewport                            = gld_Viewport_DX9;
-
-       _swsetup_Wakeup(ctx);
-
-       tnl->Driver.RunPipeline                         = _tnl_run_pipeline;
-       tnl->Driver.Render.ResetLineStipple     = gld_ResetLineStipple_DX9;
-       tnl->Driver.Render.ClippedPolygon       = _tnl_RenderClippedPolygon;
-       tnl->Driver.Render.ClippedLine          = _tnl_RenderClippedLine;
-
-       // Hook into glFrustum() and glOrtho()
-//     ctx->Exec->Frustum                                      = gldFrustumHook_DX9;
-//     ctx->Exec->Ortho                                        = gldOrthoHook_DX9;
-
-}
-
-//---------------------------------------------------------------------------
diff --git a/src/mesa/drivers/windows/gldirect/dx9/gld_dx9.h b/src/mesa/drivers/windows/gldirect/dx9/gld_dx9.h
deleted file mode 100644 (file)
index 67601da..0000000
+++ /dev/null
@@ -1,327 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x/2000/XP/XBox (Win32)
-*
-* Description:  GLDirect Direct3D 9.0 header file
-*
-****************************************************************************/
-
-#ifndef _GLD_DX9_H
-#define _GLD_DX9_H
-
-//---------------------------------------------------------------------------
-// Windows includes
-//---------------------------------------------------------------------------
-
-//#ifndef STRICT
-//#define STRICT
-//#endif
-
-//#define WIN32_LEAN_AND_MEAN
-//#include <windows.h>
-#include <d3d9.h>
-#include <d3dx9.h>
-
-// MS screwed up with the DX8.1 SDK - there's no compile-time
-// method of compiling for 8.0 via the 8.1 SDK unless you
-// "make sure you don't use any 8.1 interfaces".
-// We CAN use 8.1 D3DX static functions, though - just not new 8.1 interfaces.
-//
-// D3D_SDK_VERSION is 120 for 8.0 (supported by Windows 95).
-// D3D_SDK_VERSION is 220 for 8.1 (NOT supported by Windows 95).
-//
-//#define D3D_SDK_VERSION_DX9_SUPPORT_WIN95 120
-//#define D3D_SDK_VERSION_DX91 220
-
-// Typedef for obtaining function from d3d8.dll
-typedef IDirect3D9* (WINAPI *FNDIRECT3DCREATE9) (UINT);
-
-
-//---------------------------------------------------------------------------
-// Defines
-//---------------------------------------------------------------------------
-
-#ifdef _DEBUG
-#define _GLD_TEST_HRESULT(h)                                   \
-{                                                                                              \
-       HRESULT _hr = (h);                                                      \
-       if (FAILED(_hr)) {                                                      \
-               gldLogError(GLDLOG_ERROR, #h, _hr);             \
-       }                                                                                       \
-}
-#define _GLD_DX9(func)         _GLD_TEST_HRESULT(IDirect3D9_##func##)
-#define _GLD_DX9_DEV(func)     _GLD_TEST_HRESULT(IDirect3DDevice9_##func##)
-#define _GLD_DX9_VB(func)      _GLD_TEST_HRESULT(IDirect3DVertexBuffer9_##func##)
-#define _GLD_DX9_TEX(func)     _GLD_TEST_HRESULT(IDirect3DTexture9_##func##)
-#else
-#define _GLD_DX9(func)         IDirect3D9_##func
-#define _GLD_DX9_DEV(func)     IDirect3DDevice9_##func
-#define _GLD_DX9_VB(func)      IDirect3DVertexBuffer9_##func
-#define _GLD_DX9_TEX(func)     IDirect3DTexture9_##func
-#endif
-
-#define SAFE_RELEASE(p)                        \
-{                                                              \
-       if (p) {                                        \
-               (p)->lpVtbl->Release(p);        \
-               (p) = NULL;                             \
-       }                                                       \
-}
-
-#define SAFE_RELEASE_VB9(p)                                            \
-{                                                                                              \
-       if (p) {                                                                        \
-               IDirect3DVertexBuffer9_Release((p));    \
-               (p) = NULL;                                                             \
-       }                                                                                       \
-}
-
-#define SAFE_RELEASE_SURFACE9(p)               \
-{                                                                              \
-       if (p) {                                                        \
-               IDirect3DSurface9_Release((p)); \
-               (p) = NULL;                                             \
-       }                                                                       \
-}
-
-// Setup index.
-enum {
-       GLD_SI_FLAT                             = 0,
-       GLD_SI_SMOOTH                   = 1,
-       GLD_SI_FLAT_EXTRAS              = 2,
-       GLD_SI_SMOOTH_EXTRAS    = 3,
-};
-/*
-// Internal pipeline
-typedef enum {
-       GLD_PIPELINE_MESA                       = 0,    // Mesa pipeline
-       GLD_PIPELINE_D3D_FVF            = 1,    // Direct3D Fixed-function pipeline
-       GLD_PIPELINE_D3D_VS_TWOSIDE     = 2             // Direct3D two-sided-lighting vertex shader
-} GLD_tnl_pipeline;
-*/
-//---------------------------------------------------------------------------
-// Vertex definitions for Fixed-Function pipeline
-//---------------------------------------------------------------------------
-
-//
-// NOTE: If the number of texture units is altered then most of
-//       the texture code will need to be revised.
-//
-
-#define GLD_MAX_TEXTURE_UNITS_DX9      2
-
-//
-// 2D vertex transformed by Mesa
-//
-#define GLD_FVF_2D_VERTEX (    D3DFVF_XYZRHW |         \
-                                                       D3DFVF_DIFFUSE |        \
-                                                       D3DFVF_SPECULAR |       \
-                                                       D3DFVF_TEX2)
-typedef struct {
-       FLOAT   x, y;           // 2D raster coords
-       FLOAT   sz;                     // Screen Z (depth)
-       FLOAT   rhw;            // Reciprocal homogenous W
-       DWORD   diffuse;        // Diffuse colour
-       DWORD   specular;       // For separate-specular support
-       FLOAT   t0_u, t0_v;     // 1st set of texture coords
-       FLOAT   t1_u, t1_v;     // 2nd set of texture coords
-} GLD_2D_VERTEX;
-
-
-//
-// 3D vertex transformed by Direct3D
-//
-#define GLD_FVF_3D_VERTEX (    D3DFVF_XYZ |                            \
-                                                       D3DFVF_DIFFUSE |                        \
-                                                       D3DFVF_TEX2)
-
-typedef struct {
-       D3DXVECTOR3             Position;               // XYZ Vector in object space
-       D3DCOLOR                Diffuse;                // Diffuse colour
-       D3DXVECTOR2             TexUnit0;               // Texture unit 0
-       D3DXVECTOR2             TexUnit1;               // Texture unit 1
-} GLD_3D_VERTEX;
-
-//---------------------------------------------------------------------------
-// Vertex Shaders
-//---------------------------------------------------------------------------
-/*
-// DX8 Vertex Shader
-typedef struct {
-       DWORD   hShader;        // If NULL, shader is invalid and cannot be used
-       BOOL    bHardware;      // If TRUE then shader was created for hardware,
-                                               // otherwise shader was created for software.
-} GLD_vertexShader;
-*/
-//---------------------------------------------------------------------------
-// Structs
-//---------------------------------------------------------------------------
-
-// This keeps a count of how many times we choose each individual internal
-// pathway. Useful for seeing if a certain pathway was ever used by an app, and
-// how much each pathway is biased.
-// Zero the members at context creation and dump stats at context deletion.
-typedef struct {
-       // Note: DWORD is probably too small
-       ULARGE_INTEGER  qwMesa;         // Mesa TnL pipeline
-       ULARGE_INTEGER  qwD3DFVF;       // Direct3D Fixed-Function pipeline
-//     ULARGE_INTEGER  dwD3D2SVS;      // Direct3D Two-Sided Vertex Shader pipeline
-} GLD_pipeline_usage;
-
-// GLDirect Primitive Buffer (points, lines, triangles and quads)
-typedef struct {
-       // Data for IDirect3DDevice9::CreateVertexBuffer()
-       DWORD                                   dwStride;               // Stride of vertex
-       DWORD                                   dwUsage;                // Usage flags
-       DWORD                                   dwFVF;                  // Direct3D Flexible Vertex Format
-       DWORD                                   dwPool;                 // Pool flags
-
-       IDirect3DVertexBuffer9  *pVB;                   // Holds points, lines, tris and quads.
-
-       // Point list is assumed to be at start of buffer
-       DWORD                                   iFirstLine;             // Index of start of line list
-       DWORD                                   iFirstTriangle; // Index of start of triangle list
-
-       BYTE                                    *pPoints;               // Pointer to next free point
-       BYTE                                    *pLines;                // Pointer to next free line
-       BYTE                                    *pTriangles;    // Pointer to next free triangle
-
-       DWORD                                   nPoints;                // Number of points ready to render
-       DWORD                                   nLines;                 // Number of lines ready to render
-       DWORD                                   nTriangles;             // Number of triangles ready to render
-} GLD_pb_dx9;
-
-// GLDirect DX9 driver data
-typedef struct {
-       // GLDirect vars
-       BOOL                                    bDoublebuffer;  // Doublebuffer (otherwise single-buffered)
-       BOOL                                    bDepthStencil;  // Depth buffer needed (stencil optional)
-       D3DFORMAT                               RenderFormat;   // Format of back/front buffer
-       D3DFORMAT                               DepthFormat;    // Format of depth/stencil
-//     float                                   fFlipWindowY;   // Value for flipping viewport Y coord
-
-       // Direct3D vars
-       D3DCAPS9                                d3dCaps9;
-       BOOL                                    bHasHWTnL;              // Device has Hardware Transform/Light?
-       IDirect3D9                              *pD3D;                  // Base Direct3D9 interface
-       IDirect3DDevice9                *pDev;                  // Direct3D9 Device interface
-       GLD_pb_dx9                              PB2d;                   // Vertices transformed by Mesa
-       GLD_pb_dx9                              PB3d;                   // Vertices transformed by Direct3D
-       D3DPRIMITIVETYPE                d3dpt;                  // Current Direct3D primitive type
-       D3DXMATRIX                              matProjection;  // Projection matrix for D3D TnL
-       D3DXMATRIX                              matModelView;   // Model/View matrix for D3D TnL
-       int                                             iSetupFunc;             // Which setup functions to use
-       BOOL                                    bUseMesaTnL;    // Whether to use Mesa or D3D for TnL
-
-       // Direct3D vars for two-sided lighting
-//     GLD_vertexShader                VStwosidelight; // Vertex Shader for two-sided lighting
-//     D3DXMATRIX                              matWorldViewProj;// World/View/Projection matrix for shaders
-
-
-//     GLD_tnl_pipeline                TnLPipeline;    // Index of current internal pipeline
-       GLD_pipeline_usage              PipelineUsage;
-
-       BOOL                                    bCanScissor;    // Scissor test - new for DX9
-} GLD_driver_dx9;
-
-#define GLD_GET_DX9_DRIVER(c) (GLD_driver_dx9*)(c)->glPriv
-
-//---------------------------------------------------------------------------
-// Function prototypes
-//---------------------------------------------------------------------------
-
-PROC   gldGetProcAddress_DX9(LPCSTR a);
-void   gldEnableExtensions_DX9(struct gl_context *ctx);
-void   gldInstallPipeline_DX9(struct gl_context *ctx);
-void   gldSetupDriverPointers_DX9(struct gl_context *ctx);
-//void gldResizeBuffers_DX9(struct gl_context *ctx);
-void   gldResizeBuffers_DX9(struct gl_framebuffer *fb);
-
-
-// Texture functions
-
-void   gldCopyTexImage1D_DX9(struct gl_context *ctx, GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLint border);
-void   gldCopyTexImage2D_DX9(struct gl_context *ctx, GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
-void   gldCopyTexSubImage1D_DX9(struct gl_context *ctx, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width );
-void   gldCopyTexSubImage2D_DX9(struct gl_context *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height );
-void   gldCopyTexSubImage3D_DX9(struct gl_context *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height );
-
-void   gld_NEW_TEXTURE_DX9(struct gl_context *ctx);
-void   gld_DrawPixels_DX9(struct gl_context *ctx, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, const struct gl_pixelstore_attrib *unpack, const GLvoid *pixels);
-void   gld_ReadPixels_DX9(struct gl_context *ctx, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, const struct gl_pixelstore_attrib *unpack, GLvoid *dest);
-void   gld_CopyPixels_DX9(struct gl_context *ctx, GLint srcx, GLint srcy, GLsizei width, GLsizei height, GLint dstx, GLint dsty, GLenum type);
-void   gld_Bitmap_DX9(struct gl_context *ctx, GLint x, GLint y, GLsizei width, GLsizei height, const struct gl_pixelstore_attrib *unpack, const GLubyte *bitmap);
-const struct gl_texture_format* gld_ChooseTextureFormat_DX9(struct gl_context *ctx, GLint internalFormat, GLenum srcFormat, GLenum srcType);
-void   gld_TexImage2D_DX9(struct gl_context *ctx, GLenum target, GLint level, GLint internalFormat, GLint width, GLint height, GLint border, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *packing, struct gl_texture_object *tObj, struct gl_texture_image *texImage);
-void   gld_TexImage1D_DX9(struct gl_context *ctx, GLenum target, GLint level, GLint internalFormat, GLint width, GLint border, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *packing, struct gl_texture_object *texObj, struct gl_texture_image *texImage );
-void   gld_TexSubImage2D_DX9( struct gl_context *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *packing, struct gl_texture_object *texObj, struct gl_texture_image *texImage );
-void   gld_TexSubImage1D_DX9(struct gl_context *ctx, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *packing, struct gl_texture_object *texObj, struct gl_texture_image *texImage);
-void   gld_DeleteTexture_DX9(struct gl_context *ctx, struct gl_texture_object *tObj);
-void   gld_ResetLineStipple_DX9(struct gl_context *ctx);
-
-// 2D primitive functions
-
-void   gld_Points2D_DX9(struct gl_context *ctx, GLuint first, GLuint last);
-
-void   gld_Line2DFlat_DX9(struct gl_context *ctx, GLuint v0, GLuint v1);
-void   gld_Line2DSmooth_DX9(struct gl_context *ctx, GLuint v0, GLuint v1);
-
-void   gld_Triangle2DFlat_DX9(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2);
-void   gld_Triangle2DSmooth_DX9(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2);
-void   gld_Triangle2DFlatExtras_DX9(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2);
-void   gld_Triangle2DSmoothExtras_DX9(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2);
-
-void   gld_Quad2DFlat_DX9(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
-void   gld_Quad2DSmooth_DX9(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
-void   gld_Quad2DFlatExtras_DX9(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
-void   gld_Quad2DSmoothExtras_DX9(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
-
-// 3D primitive functions
-
-void   gld_Points3D_DX9(struct gl_context *ctx, GLuint first, GLuint last);
-void   gld_Line3DFlat_DX9(struct gl_context *ctx, GLuint v0, GLuint v1);
-void   gld_Triangle3DFlat_DX9(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2);
-void   gld_Quad3DFlat_DX9(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
-void   gld_Line3DSmooth_DX9(struct gl_context *ctx, GLuint v0, GLuint v1);
-void   gld_Triangle3DSmooth_DX9(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2);
-void   gld_Quad3DSmooth_DX9(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
-
-// Primitive functions for Two-sided-lighting Vertex Shader
-
-void   gld_Points2DTwoside_DX9(struct gl_context *ctx, GLuint first, GLuint last);
-void   gld_Line2DFlatTwoside_DX9(struct gl_context *ctx, GLuint v0, GLuint v1);
-void   gld_Line2DSmoothTwoside_DX9(struct gl_context *ctx, GLuint v0, GLuint v1);
-void   gld_Triangle2DFlatTwoside_DX9(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2);
-void   gld_Triangle2DSmoothTwoside_DX9(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2);
-void   gld_Quad2DFlatTwoside_DX9(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
-void   gld_Quad2DSmoothTwoside_DX9(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
-
-#endif
diff --git a/src/mesa/drivers/windows/gldirect/dx9/gld_dxerr9.h b/src/mesa/drivers/windows/gldirect/dx9/gld_dxerr9.h
deleted file mode 100644 (file)
index 1d6b7b1..0000000
+++ /dev/null
@@ -1,77 +0,0 @@
-/*==========================================================================;
- *
- *
- *  File:   dxerr9.h
- *  Content:    DirectX Error Library Include File
- *
- ****************************************************************************/
-
-#ifndef _GLD_DXERR9_H_
-#define _GLD_DXERR9_H_
-
-
-#include <d3d9.h>
-
-//
-//  DXGetErrorString9
-//  
-//  Desc:  Converts an DirectX HRESULT to a string 
-//
-//  Args:  HRESULT hr   Can be any error code from
-//                      DPLAY D3D8 D3DX8 DMUSIC DSOUND
-//
-//  Return: Converted string 
-//
-const char*  __stdcall DXGetErrorString9A(HRESULT hr);
-const WCHAR* __stdcall DXGetErrorString9W(HRESULT hr);
-
-#ifdef UNICODE
-    #define DXGetErrorString9 DXGetErrorString9W
-#else
-    #define DXGetErrorString9 DXGetErrorString9A
-#endif 
-
-
-//
-//  DXTrace
-//
-//  Desc:  Outputs a formatted error message to the debug stream
-//
-//  Args:  CHAR* strFile   The current file, typically passed in using the 
-//                         __FILE__ macro.
-//         DWORD dwLine    The current line number, typically passed in using the 
-//                         __LINE__ macro.
-//         HRESULT hr      An HRESULT that will be traced to the debug stream.
-//         CHAR* strMsg    A string that will be traced to the debug stream (may be NULL)
-//         BOOL bPopMsgBox If TRUE, then a message box will popup also containing the passed info.
-//
-//  Return: The hr that was passed in.  
-//
-//HRESULT __stdcall DXTraceA( char* strFile, DWORD dwLine, HRESULT hr, char* strMsg, BOOL bPopMsgBox = FALSE );
-//HRESULT __stdcall DXTraceW( char* strFile, DWORD dwLine, HRESULT hr, WCHAR* strMsg, BOOL bPopMsgBox = FALSE );
-HRESULT __stdcall DXTraceA( char* strFile, DWORD dwLine, HRESULT hr, char* strMsg, BOOL bPopMsgBox);
-HRESULT __stdcall DXTraceW( char* strFile, DWORD dwLine, HRESULT hr, WCHAR* strMsg, BOOL bPopMsgBox);
-
-#ifdef UNICODE
-    #define DXTrace DXTraceW
-#else
-    #define DXTrace DXTraceA
-#endif 
-
-
-//
-// Helper macros
-//
-#if defined(DEBUG) | defined(_DEBUG)
-    #define DXTRACE_MSG(str)              DXTrace( __FILE__, (DWORD)__LINE__, 0, str, FALSE )
-    #define DXTRACE_ERR(str,hr)           DXTrace( __FILE__, (DWORD)__LINE__, hr, str, TRUE )
-    #define DXTRACE_ERR_NOMSGBOX(str,hr)  DXTrace( __FILE__, (DWORD)__LINE__, hr, str, FALSE )
-#else
-    #define DXTRACE_MSG(str)              (0L)
-    #define DXTRACE_ERR(str,hr)           (hr)
-    #define DXTRACE_ERR_NOMSGBOX(str,hr)  (hr)
-#endif
-
-
-#endif
-
diff --git a/src/mesa/drivers/windows/gldirect/dx9/gld_ext_dx9.c b/src/mesa/drivers/windows/gldirect/dx9/gld_ext_dx9.c
deleted file mode 100644 (file)
index 667c59c..0000000
+++ /dev/null
@@ -1,344 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x/2000/XP/XBox (Win32)
-*
-* Description:  GL extensions
-*
-****************************************************************************/
-
-//#include "../GLDirect.h"
-//#include "../gld_log.h"
-//#include "../gld_settings.h"
-
-#include <windows.h>
-#define GL_GLEXT_PROTOTYPES
-#include <GL/gl.h>
-#include <GL/glext.h>
-
-//#include "ddlog.h"
-//#include "gld_dx8.h"
-
-#include "glheader.h"
-#include "context.h"
-#include "colormac.h"
-#include "depth.h"
-#include "extensions.h"
-#include "macros.h"
-#include "matrix.h"
-// #include "mem.h"
-//#include "mmath.h"
-#include "mtypes.h"
-#include "texformat.h"
-#include "texstore.h"
-#include "vbo/vbo.h"
-#include "swrast_setup/swrast_setup.h"
-#include "swrast_setup/ss_context.h"
-#include "tnl/tnl.h"
-#include "tnl/t_context.h"
-#include "tnl/t_pipeline.h"
-
-#include "dglcontext.h"
-#include "extensions.h"
-
-// For some reason this is not defined in an above header...
-extern void _mesa_enable_imaging_extensions(struct gl_context *ctx);
-
-//---------------------------------------------------------------------------
-// Hack for the SGIS_multitexture extension that was removed from Mesa
-// NOTE: SGIS_multitexture enums also clash with GL_SGIX_async_pixel
-
-       // NOTE: Quake2 ran *slower* with this enabled, so I've
-       // disabled it for now.
-       // To enable, uncomment:
-       //  _mesa_add_extension(ctx, GL_TRUE, szGL_SGIS_multitexture, 0);
-
-//---------------------------------------------------------------------------
-
-enum {
-       /* Quake2 GL_SGIS_multitexture */
-       GL_SELECTED_TEXTURE_SGIS                        = 0x835B,
-       GL_SELECTED_TEXTURE_COORD_SET_SGIS      = 0x835C,
-       GL_MAX_TEXTURES_SGIS                            = 0x835D,
-       GL_TEXTURE0_SGIS                                        = 0x835E,
-       GL_TEXTURE1_SGIS                                        = 0x835F,
-       GL_TEXTURE2_SGIS                                        = 0x8360,
-       GL_TEXTURE3_SGIS                                        = 0x8361,
-       GL_TEXTURE_COORD_SET_SOURCE_SGIS        = 0x8363,
-};
-
-//---------------------------------------------------------------------------
-
-void APIENTRY gldSelectTextureSGIS(
-       GLenum target)
-{
-       GLenum ARB_target = GL_TEXTURE0_ARB + (target - GL_TEXTURE0_SGIS);
-       glActiveTextureARB(ARB_target);
-}
-
-//---------------------------------------------------------------------------
-
-void APIENTRY gldMTexCoord2fSGIS(
-       GLenum target,
-       GLfloat s,
-       GLfloat t)
-{
-       GLenum ARB_target = GL_TEXTURE0_ARB + (target - GL_TEXTURE0_SGIS);
-       glMultiTexCoord2fARB(ARB_target, s, t);
-}
-
-//---------------------------------------------------------------------------
-
-void APIENTRY gldMTexCoord2fvSGIS(
-       GLenum target,
-       const GLfloat *v)
-{
-       GLenum ARB_target = GL_TEXTURE0_ARB + (target - GL_TEXTURE0_SGIS);
-       glMultiTexCoord2fvARB(ARB_target, v);
-}
-
-//---------------------------------------------------------------------------
-// Extensions
-//---------------------------------------------------------------------------
-
-typedef struct {
-       PROC proc;
-       char *name;
-}  GLD_extension;
-
-GLD_extension GLD_extList[] = {
-#ifdef GL_EXT_polygon_offset
-    {  (PROC)glPolygonOffsetEXT,               "glPolygonOffsetEXT"            },
-#endif
-    {  (PROC)glBlendEquationEXT,               "glBlendEquationEXT"            },
-    {  (PROC)glBlendColorEXT,                  "glBlendColorExt"                       },
-    {  (PROC)glVertexPointerEXT,               "glVertexPointerEXT"            },
-    {  (PROC)glNormalPointerEXT,               "glNormalPointerEXT"            },
-    {  (PROC)glColorPointerEXT,                "glColorPointerEXT"                     },
-    {  (PROC)glIndexPointerEXT,                "glIndexPointerEXT"                     },
-    {  (PROC)glTexCoordPointerEXT,             "glTexCoordPointer"                     },
-    {  (PROC)glEdgeFlagPointerEXT,             "glEdgeFlagPointerEXT"          },
-    {  (PROC)glGetPointervEXT,                 "glGetPointervEXT"                      },
-    {  (PROC)glArrayElementEXT,                "glArrayElementEXT"                     },
-    {  (PROC)glDrawArraysEXT,                  "glDrawArrayEXT"                        },
-    {  (PROC)glAreTexturesResidentEXT, "glAreTexturesResidentEXT"      },
-    {  (PROC)glBindTextureEXT,                 "glBindTextureEXT"                      },
-    {  (PROC)glDeleteTexturesEXT,              "glDeleteTexturesEXT"           },
-    {  (PROC)glGenTexturesEXT,                 "glGenTexturesEXT"                      },
-    {  (PROC)glIsTextureEXT,                   "glIsTextureEXT"                        },
-    {  (PROC)glPrioritizeTexturesEXT,  "glPrioritizeTexturesEXT"       },
-    {  (PROC)glCopyTexSubImage3DEXT,   "glCopyTexSubImage3DEXT"        },
-    {  (PROC)glTexImage3DEXT,                  "glTexImage3DEXT"                       },
-    {  (PROC)glTexSubImage3DEXT,               "glTexSubImage3DEXT"            },
-    {  (PROC)glPointParameterfEXT,             "glPointParameterfEXT"          },
-    {  (PROC)glPointParameterfvEXT,    "glPointParameterfvEXT"         },
-
-    {  (PROC)glLockArraysEXT,                  "glLockArraysEXT"                       },
-    {  (PROC)glUnlockArraysEXT,                "glUnlockArraysEXT"                     },
-       {       NULL,                                                   "\0"                                            }
-};
-
-GLD_extension GLD_multitexList[] = {
-/*
-    {  (PROC)glMultiTexCoord1dSGIS,            "glMTexCoord1dSGIS"                     },
-    {  (PROC)glMultiTexCoord1dvSGIS,           "glMTexCoord1dvSGIS"            },
-    {  (PROC)glMultiTexCoord1fSGIS,            "glMTexCoord1fSGIS"                     },
-    {  (PROC)glMultiTexCoord1fvSGIS,           "glMTexCoord1fvSGIS"            },
-    {  (PROC)glMultiTexCoord1iSGIS,            "glMTexCoord1iSGIS"                     },
-    {  (PROC)glMultiTexCoord1ivSGIS,           "glMTexCoord1ivSGIS"            },
-    {  (PROC)glMultiTexCoord1sSGIS,            "glMTexCoord1sSGIS"                     },
-    {  (PROC)glMultiTexCoord1svSGIS,           "glMTexCoord1svSGIS"            },
-    {  (PROC)glMultiTexCoord2dSGIS,            "glMTexCoord2dSGIS"                     },
-    {  (PROC)glMultiTexCoord2dvSGIS,           "glMTexCoord2dvSGIS"            },
-    {  (PROC)glMultiTexCoord2fSGIS,            "glMTexCoord2fSGIS"                     },
-    {  (PROC)glMultiTexCoord2fvSGIS,           "glMTexCoord2fvSGIS"            },
-    {  (PROC)glMultiTexCoord2iSGIS,            "glMTexCoord2iSGIS"                     },
-    {  (PROC)glMultiTexCoord2ivSGIS,           "glMTexCoord2ivSGIS"            },
-    {  (PROC)glMultiTexCoord2sSGIS,            "glMTexCoord2sSGIS"                     },
-    {  (PROC)glMultiTexCoord2svSGIS,           "glMTexCoord2svSGIS"            },
-    {  (PROC)glMultiTexCoord3dSGIS,            "glMTexCoord3dSGIS"                     },
-    {  (PROC)glMultiTexCoord3dvSGIS,           "glMTexCoord3dvSGIS"            },
-    {  (PROC)glMultiTexCoord3fSGIS,            "glMTexCoord3fSGIS"                     },
-    {  (PROC)glMultiTexCoord3fvSGIS,           "glMTexCoord3fvSGIS"            },
-    {  (PROC)glMultiTexCoord3iSGIS,            "glMTexCoord3iSGIS"                     },
-    {  (PROC)glMultiTexCoord3ivSGIS,           "glMTexCoord3ivSGIS"            },
-    {  (PROC)glMultiTexCoord3sSGIS,            "glMTexCoord3sSGIS"                     },
-    {  (PROC)glMultiTexCoord3svSGIS,           "glMTexCoord3svSGIS"            },
-    {  (PROC)glMultiTexCoord4dSGIS,            "glMTexCoord4dSGIS"                     },
-    {  (PROC)glMultiTexCoord4dvSGIS,           "glMTexCoord4dvSGIS"            },
-    {  (PROC)glMultiTexCoord4fSGIS,            "glMTexCoord4fSGIS"                     },
-    {  (PROC)glMultiTexCoord4fvSGIS,           "glMTexCoord4fvSGIS"            },
-    {  (PROC)glMultiTexCoord4iSGIS,            "glMTexCoord4iSGIS"                     },
-    {  (PROC)glMultiTexCoord4ivSGIS,           "glMTexCoord4ivSGIS"            },
-    {  (PROC)glMultiTexCoord4sSGIS,            "glMTexCoord4sSGIS"                     },
-    {  (PROC)glMultiTexCoord4svSGIS,           "glMTexCoord4svSGIS"            },
-    {  (PROC)glMultiTexCoordPointerSGIS,       "glMTexCoordPointerSGIS"        },
-    {  (PROC)glSelectTextureSGIS,                      "glSelectTextureSGIS"                   },
-    {  (PROC)glSelectTextureCoordSetSGIS,      "glSelectTextureCoordSetSGIS"   },
-*/
-    {  (PROC)glActiveTextureARB,               "glActiveTextureARB"            },
-    {  (PROC)glClientActiveTextureARB, "glClientActiveTextureARB"      },
-    {  (PROC)glMultiTexCoord1dARB,             "glMultiTexCoord1dARB"          },
-    {  (PROC)glMultiTexCoord1dvARB,    "glMultiTexCoord1dvARB"         },
-    {  (PROC)glMultiTexCoord1fARB,             "glMultiTexCoord1fARB"          },
-    {  (PROC)glMultiTexCoord1fvARB,    "glMultiTexCoord1fvARB"         },
-    {  (PROC)glMultiTexCoord1iARB,             "glMultiTexCoord1iARB"          },
-    {  (PROC)glMultiTexCoord1ivARB,    "glMultiTexCoord1ivARB"         },
-    {  (PROC)glMultiTexCoord1sARB,             "glMultiTexCoord1sARB"          },
-    {  (PROC)glMultiTexCoord1svARB,    "glMultiTexCoord1svARB"         },
-    {  (PROC)glMultiTexCoord2dARB,             "glMultiTexCoord2dARB"          },
-    {  (PROC)glMultiTexCoord2dvARB,    "glMultiTexCoord2dvARB"         },
-    {  (PROC)glMultiTexCoord2fARB,             "glMultiTexCoord2fARB"          },
-    {  (PROC)glMultiTexCoord2fvARB,    "glMultiTexCoord2fvARB"         },
-    {  (PROC)glMultiTexCoord2iARB,             "glMultiTexCoord2iARB"          },
-    {  (PROC)glMultiTexCoord2ivARB,    "glMultiTexCoord2ivARB"         },
-    {  (PROC)glMultiTexCoord2sARB,             "glMultiTexCoord2sARB"          },
-    {  (PROC)glMultiTexCoord2svARB,    "glMultiTexCoord2svARB"         },
-    {  (PROC)glMultiTexCoord3dARB,             "glMultiTexCoord3dARB"          },
-    {  (PROC)glMultiTexCoord3dvARB,    "glMultiTexCoord3dvARB"         },
-    {  (PROC)glMultiTexCoord3fARB,             "glMultiTexCoord3fARB"          },
-    {  (PROC)glMultiTexCoord3fvARB,    "glMultiTexCoord3fvARB"         },
-    {  (PROC)glMultiTexCoord3iARB,             "glMultiTexCoord3iARB"          },
-    {  (PROC)glMultiTexCoord3ivARB,    "glMultiTexCoord3ivARB"         },
-    {  (PROC)glMultiTexCoord3sARB,             "glMultiTexCoord3sARB"          },
-    {  (PROC)glMultiTexCoord3svARB,    "glMultiTexCoord3svARB"         },
-    {  (PROC)glMultiTexCoord4dARB,             "glMultiTexCoord4dARB"          },
-    {  (PROC)glMultiTexCoord4dvARB,    "glMultiTexCoord4dvARB"         },
-    {  (PROC)glMultiTexCoord4fARB,             "glMultiTexCoord4fARB"          },
-    {  (PROC)glMultiTexCoord4fvARB,    "glMultiTexCoord4fvARB"         },
-    {  (PROC)glMultiTexCoord4iARB,             "glMultiTexCoord4iARB"          },
-    {  (PROC)glMultiTexCoord4ivARB,    "glMultiTexCoord4ivARB"         },
-    {  (PROC)glMultiTexCoord4sARB,             "glMultiTexCoord4sARB"          },
-    {  (PROC)glMultiTexCoord4svARB,    "glMultiTexCoord4svARB"         },
-
-       // Descent3 doesn't use correct string, hence this hack
-    {  (PROC)glMultiTexCoord4fARB,             "glMultiTexCoord4f"                     },
-
-       // Quake2 SGIS multitexture
-    {  (PROC)gldSelectTextureSGIS,             "glSelectTextureSGIS"           },
-    {  (PROC)gldMTexCoord2fSGIS,               "glMTexCoord2fSGIS"                     },
-    {  (PROC)gldMTexCoord2fvSGIS,              "glMTexCoord2fvSGIS"            },
-
-       {       NULL,                                                   "\0"                                            }
-};
-
-//---------------------------------------------------------------------------
-
-PROC gldGetProcAddress_DX(
-       LPCSTR a)
-{
-       int             i;
-       PROC    proc = NULL;
-
-       for (i=0; GLD_extList[i].proc; i++) {
-               if (!strcmp(a, GLD_extList[i].name)) {
-                       proc = GLD_extList[i].proc;
-                       break;
-               }
-       }
-
-       if (glb.bMultitexture) {
-               for (i=0; GLD_multitexList[i].proc; i++) {
-                       if (!strcmp(a, GLD_multitexList[i].name)) {
-                               proc = GLD_multitexList[i].proc;
-                               break;
-                       }
-               }
-       }
-
-       gldLogPrintf(GLDLOG_INFO, "GetProcAddress: %s (%s)", a, proc ? "OK" : "Failed");
-
-       return proc;
-}
-
-//---------------------------------------------------------------------------
-
-void gldEnableExtensions_DX9(
-       struct gl_context *ctx)
-{
-       GLuint i;
-
-       // Mesa enables some extensions by default.
-       // This table decides which ones we want to switch off again.
-
-       // NOTE: GL_EXT_compiled_vertex_array appears broken.
-
-       const char *gld_disable_extensions[] = {
-//             "GL_ARB_transpose_matrix",
-//             "GL_EXT_compiled_vertex_array",
-//             "GL_EXT_polygon_offset",
-//             "GL_EXT_rescale_normal",
-               "GL_EXT_texture3D",
-//             "GL_NV_texgen_reflection",
-               NULL
-       };
-
-       const char *gld_multitex_extensions[] = {
-               "GL_ARB_multitexture",          // Quake 3
-               NULL
-       };
-
-       // Quake 2 engines
-       const char *szGL_SGIS_multitexture = "GL_SGIS_multitexture";
-
-       const char *gld_enable_extensions[] = {
-               "GL_EXT_texture_env_add",       // Quake 3
-               "GL_ARB_texture_env_add",       // Quake 3
-               NULL
-       };
-       
-       for (i=0; gld_disable_extensions[i]; i++) {
-               _mesa_disable_extension(ctx, gld_disable_extensions[i]);
-       }
-       
-       for (i=0; gld_enable_extensions[i]; i++) {
-               _mesa_enable_extension(ctx, gld_enable_extensions[i]);
-       }
-
-       if (glb.bMultitexture) {        
-               for (i=0; gld_multitex_extensions[i]; i++) {
-                       _mesa_enable_extension(ctx, gld_multitex_extensions[i]);
-               }
-
-               // GL_SGIS_multitexture
-               // NOTE: Quake2 ran *slower* with this enabled, so I've
-               // disabled it for now.
-               // Fair bit slower on GeForce256,
-               // Much slower on 3dfx Voodoo5 5500.
-//             _mesa_add_extension(ctx, GL_TRUE, szGL_SGIS_multitexture, 0);
-
-       }
-
-       _mesa_enable_imaging_extensions(ctx);
-       _mesa_enable_1_3_extensions(ctx);
-       _mesa_enable_1_4_extensions(ctx);
-}
-
-//---------------------------------------------------------------------------
diff --git a/src/mesa/drivers/windows/gldirect/dx9/gld_pipeline_dx9.c b/src/mesa/drivers/windows/gldirect/dx9/gld_pipeline_dx9.c
deleted file mode 100644 (file)
index f9abbdb..0000000
+++ /dev/null
@@ -1,77 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x/2000/XP/XBox (Win32)
-*
-* Description:  Mesa transformation pipeline with GLDirect fastpath
-*
-****************************************************************************/
-
-//#include "../GLDirect.h"
-
-#include "dglcontext.h"
-#include "ddlog.h"
-#include "gld_dx9.h"
-
-#include "tnl/tnl.h"
-#include "tnl/t_context.h"
-#include "tnl/t_pipeline.h"
-
-//---------------------------------------------------------------------------
-
-extern struct tnl_pipeline_stage _gld_d3d_render_stage;
-extern struct tnl_pipeline_stage _gld_mesa_render_stage;
-
-static const struct tnl_pipeline_stage *gld_pipeline[] = {
-       &_gld_d3d_render_stage,                 // Direct3D TnL
-       &_tnl_vertex_transform_stage,
-       &_tnl_normal_transform_stage,
-       &_tnl_lighting_stage,
-       &_tnl_fog_coordinate_stage,     /* TODO: Omit fog stage. ??? */
-       &_tnl_texgen_stage,
-       &_tnl_texture_transform_stage,
-       &_tnl_point_attenuation_stage,
-       &_gld_mesa_render_stage,                // Mesa TnL, D3D rendering
-       0,
-};
-
-//---------------------------------------------------------------------------
-
-void gldInstallPipeline_DX9(
-       struct gl_context *ctx)
-{
-       // Remove any existing pipeline stages,
-       // then install GLDirect pipeline stages.
-
-       _tnl_destroy_pipeline(ctx);
-       _tnl_install_pipeline(ctx, gld_pipeline);
-}
-
-//---------------------------------------------------------------------------
diff --git a/src/mesa/drivers/windows/gldirect/dx9/gld_primitive_dx9.c b/src/mesa/drivers/windows/gldirect/dx9/gld_primitive_dx9.c
deleted file mode 100644 (file)
index 65a00ae..0000000
+++ /dev/null
@@ -1,1445 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x/2000/XP/XBox (Win32)
-*
-* Description:  Primitive (points/lines/tris/quads) rendering
-*
-****************************************************************************/
-
-//#include "../GLDirect.h"
-
-//#include "gld_dx8.h"
-
-#include "dglcontext.h"
-#include "ddlog.h"
-#include "gld_dx9.h"
-
-#include "glheader.h"
-#include "context.h"
-#include "colormac.h"
-#include "depth.h"
-#include "extensions.h"
-#include "macros.h"
-#include "matrix.h"
-// #include "mem.h"
-//#include "mmath.h"
-#include "mtypes.h"
-#include "texformat.h"
-#include "texstore.h"
-#include "vbo/vbo.h"
-#include "swrast/swrast.h"
-#include "swrast_setup/swrast_setup.h"
-#include "swrast_setup/ss_context.h"
-#include "swrast/s_context.h"
-#include "swrast/s_depth.h"
-#include "swrast/s_lines.h"
-#include "swrast/s_triangle.h"
-#include "tnl/tnl.h"
-#include "tnl/t_context.h"
-#include "tnl/t_pipeline.h"
-
-// Disable compiler complaints about unreferenced local variables
-#pragma warning (disable:4101)
-
-//---------------------------------------------------------------------------
-// Helper defines for primitives
-//---------------------------------------------------------------------------
-
-//static const float ooZ               = 1.0f / 65536.0f; // One over Z
-
-#define GLD_COLOUR (D3DCOLOR_RGBA(swv->color[0], swv->color[1], swv->color[2], swv->color[3]))
-#define GLD_SPECULAR (D3DCOLOR_RGBA(swv->specular[0], swv->specular[1], swv->specular[2], swv->specular[3]))
-#define GLD_FLIP_Y(y) (gldCtx->dwHeight - (y))
-
-//---------------------------------------------------------------------------
-// 2D vertex setup
-//---------------------------------------------------------------------------
-
-#define GLD_SETUP_2D_VARS_POINTS                                                       \
-       GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);                 \
-       GLD_driver_dx9  *gld    = GLD_GET_DX9_DRIVER(gldCtx);   \
-       GLD_2D_VERTEX   *pV             = (GLD_2D_VERTEX*)gld->PB2d.pPoints;    \
-       SScontext               *ss             = SWSETUP_CONTEXT(ctx);                 \
-       SWvertex                *swv;                                                                   \
-       DWORD                   dwSpecularColour;                                               \
-       DWORD                   dwFlatColour
-
-#define GLD_SETUP_2D_VARS_LINES                                                                \
-       GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);                 \
-       GLD_driver_dx9  *gld    = GLD_GET_DX9_DRIVER(gldCtx);   \
-       GLD_2D_VERTEX   *pV             = (GLD_2D_VERTEX*)gld->PB2d.pLines;     \
-       SScontext               *ss             = SWSETUP_CONTEXT(ctx);                 \
-       SWvertex                *swv;                                                                   \
-       DWORD                   dwSpecularColour;                                               \
-       DWORD                   dwFlatColour
-
-#define GLD_SETUP_2D_VARS_TRIANGLES                                                    \
-       BOOL                    bFog = ctx->Fog.Enabled;                                \
-       GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);                 \
-       GLD_driver_dx9  *gld    = GLD_GET_DX9_DRIVER(gldCtx);   \
-       GLD_2D_VERTEX   *pV             = (GLD_2D_VERTEX*)gld->PB2d.pTriangles; \
-       SScontext               *ss             = SWSETUP_CONTEXT(ctx);                 \
-       SWvertex                *swv;                                                                   \
-       DWORD                   dwSpecularColour;                                               \
-       DWORD                   dwFlatColour;                                                   \
-       GLuint                                  facing = 0;                                             \
-       struct vertex_buffer    *VB;                                                    \
-       GLchan                                  (*vbcolor)[4];                                  \
-       GLchan                                  (*vbspec)[4]
-
-#define GLD_SETUP_GET_SWVERT(s)                                        \
-       swv = &ss->verts[##s]
-
-#define GLD_SETUP_2D_VERTEX                                            \
-       pV->x                   = swv->win[0];                          \
-       pV->y                   = GLD_FLIP_Y(swv->win[1]);      \
-       pV->rhw                 = swv->win[3]
-
-#define GLD_SETUP_SMOOTH_COLOUR                                        \
-       pV->diffuse             = GLD_COLOUR
-
-#define GLD_SETUP_GET_FLAT_COLOUR                              \
-       dwFlatColour    = GLD_COLOUR
-#define GLD_SETUP_GET_FLAT_FOG_COLOUR                  \
-       dwFlatColour    = _gldComputeFog(ctx, swv)
-
-#define GLD_SETUP_USE_FLAT_COLOUR                              \
-       pV->diffuse             = dwFlatColour
-
-#define GLD_SETUP_GET_FLAT_SPECULAR                            \
-       dwSpecularColour= GLD_SPECULAR
-
-#define GLD_SETUP_USE_FLAT_SPECULAR                            \
-       pV->specular    = dwSpecularColour
-
-#define GLD_SETUP_DEPTH                                                        \
-       pV->sz                  = swv->win[2] / ctx->DepthMaxF
-//     pV->z                   = swv->win[2] * ooZ;
-
-#define GLD_SETUP_SPECULAR                                             \
-       pV->specular    = GLD_SPECULAR
-
-#define GLD_SETUP_FOG                                                  \
-       pV->diffuse             = _gldComputeFog(ctx, swv)
-
-#define GLD_SETUP_TEX0                                                 \
-       pV->t0_u                = swv->texcoord[0][0];          \
-       pV->t0_v                = swv->texcoord[0][1]
-
-#define GLD_SETUP_TEX1                                                 \
-       pV->t1_u                = swv->texcoord[1][0];          \
-       pV->t1_v                = swv->texcoord[1][1]
-
-#define GLD_SETUP_LIGHTING(v)                  \
-       if (facing == 1) {                                      \
-               pV->diffuse     = D3DCOLOR_RGBA(vbcolor[##v][0], vbcolor[##v][1], vbcolor[##v][2], vbcolor[##v][3]);    \
-               if (vbspec) {                                                                                                                                                                   \
-                       pV->specular = D3DCOLOR_RGBA(vbspec[##v][0], vbspec[##v][1], vbspec[##v][2], vbspec[##v][3]);   \
-               }       \
-       } else {        \
-               if (bFog)                                               \
-                       GLD_SETUP_FOG;                          \
-               else                                                    \
-                       GLD_SETUP_SMOOTH_COLOUR;        \
-               GLD_SETUP_SPECULAR;                             \
-       }
-
-#define GLD_SETUP_GET_FLAT_LIGHTING(v) \
-       if (facing == 1) {                                      \
-               dwFlatColour = D3DCOLOR_RGBA(vbcolor[##v][0], vbcolor[##v][1], vbcolor[##v][2], vbcolor[##v][3]);       \
-               if (vbspec) {                                                                                                                                                                   \
-                       dwSpecularColour = D3DCOLOR_RGBA(vbspec[##v][0], vbspec[##v][1], vbspec[##v][2], vbspec[##v][3]);       \
-               }       \
-       }
-
-#define GLD_SETUP_TWOSIDED_LIGHTING            \
-       /* Two-sided lighting */                                \
-       if (ctx->_TriangleCaps & DD_TRI_LIGHT_TWOSIDE) {        \
-               SWvertex        *verts = SWSETUP_CONTEXT(ctx)->verts;   \
-               SWvertex        *v[3];                                                                  \
-               GLfloat         ex,ey,fx,fy,cc;                                                 \
-               /* Get vars for later */                                                        \
-               VB              = &TNL_CONTEXT(ctx)->vb;                                        \
-               vbcolor = (GLchan (*)[4])VB->BackfaceColorPtr->data;    \
-               if (VB->BackfaceSecondaryColorPtr) {                    \
-                       vbspec = (GLchan (*)[4])VB->BackfaceSecondaryColorPtr->data;    \
-               } else {                                                                                                        \
-                       vbspec = NULL;                                                                                  \
-               }                                                                                                                       \
-               v[0] = &verts[v0];                                                                                      \
-               v[1] = &verts[v1];                                                                                      \
-               v[2] = &verts[v2];                                                                                      \
-               ex = v[0]->win[0] - v[2]->win[0];       \
-               ey = v[0]->win[1] - v[2]->win[1];       \
-               fx = v[1]->win[0] - v[2]->win[0];       \
-               fy = v[1]->win[1] - v[2]->win[1];       \
-               cc  = ex*fy - ey*fx;                            \
-               facing = (cc < 0.0) ^ ctx->Polygon._FrontBit;   \
-       }
-
-//---------------------------------------------------------------------------
-// 3D vertex setup
-//---------------------------------------------------------------------------
-
-#define GLD_SETUP_3D_VARS_POINTS                                                                                       \
-       GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);                 \
-       GLD_driver_dx9  *gld    = GLD_GET_DX9_DRIVER(gldCtx);   \
-       GLD_3D_VERTEX                   *pV             = (GLD_3D_VERTEX*)gld->PB3d.pPoints;    \
-       TNLcontext                              *tnl    = TNL_CONTEXT(ctx);                             \
-       struct vertex_buffer    *VB             = &tnl->vb;                                             \
-       GLfloat                                 (*p4f)[4];                                                              \
-       GLfloat                                 (*tc)[4];                                                               \
-       DWORD                                   dwColor;
-
-#define GLD_SETUP_3D_VARS_LINES                                                                                        \
-       GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);                 \
-       GLD_driver_dx9  *gld    = GLD_GET_DX9_DRIVER(gldCtx);   \
-       GLD_3D_VERTEX                   *pV             = (GLD_3D_VERTEX*)gld->PB3d.pLines;     \
-       TNLcontext                              *tnl    = TNL_CONTEXT(ctx);                             \
-       struct vertex_buffer    *VB             = &tnl->vb;                                             \
-       GLfloat                                 (*p4f)[4];                                                              \
-       GLfloat                                 (*tc)[4];                                                               \
-       DWORD                                   dwColor;
-
-#define GLD_SETUP_3D_VARS_TRIANGLES                                                                                    \
-       GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);                 \
-       GLD_driver_dx9  *gld    = GLD_GET_DX9_DRIVER(gldCtx);   \
-       GLD_3D_VERTEX                   *pV             = (GLD_3D_VERTEX*)gld->PB3d.pTriangles; \
-       TNLcontext                              *tnl    = TNL_CONTEXT(ctx);                             \
-       struct vertex_buffer    *VB             = &tnl->vb;                                             \
-       GLfloat                                 (*p4f)[4];                                                              \
-       GLfloat                                 (*tc)[4];                                                               \
-       DWORD                                   dwColor;
-
-#define GLD_SETUP_3D_VERTEX(v)                                 \
-       p4f = VB->AttribPtr[_TNL_ATTRIB_POS]->data;             \
-       pV->Position.x  = p4f[##v][0];                          \
-       pV->Position.y  = p4f[##v][1];                          \
-       pV->Position.z  = p4f[##v][2];
-
-#define GLD_SETUP_SMOOTH_COLOUR_3D(v)                                                                                                                  \
-       p4f = (GLfloat (*)[4])VB->AttribPtr[_TNL_ATTRIB_COLOR0]->data;                                                                          \
-       pV->Diffuse     = D3DCOLOR_COLORVALUE(p4f[##v][0], p4f[##v][1], p4f[##v][2], p4f[##v][3]);
-
-
-#define GLD_SETUP_GET_FLAT_COLOUR_3D(v)                                                                                                        \
-       p4f = (GLfloat (*)[4])VB->AttribPtr[_TNL_ATTRIB_COLOR00]->data; \
-       dwColor = D3DCOLOR_COLORVALUE(p4f[##v][0], p4f[##v][1], p4f[##v][2], p4f[##v][3]);
-
-#define GLD_SETUP_USE_FLAT_COLOUR_3D                   \
-       pV->Diffuse = dwColor;
-
-#define GLD_SETUP_TEX0_3D(v)                                           \
-       if (VB->AttribPtr[_TNL_ATTRIB_TEX0]) {                          \
-               tc = VB->AttribPtr[_TNL_ATTRIB_TEX0]->data;             \
-               pV->TexUnit0.x  = tc[##v][0];                           \
-               pV->TexUnit0.y  = tc[##v][1];                           \
-       }
-
-#define GLD_SETUP_TEX1_3D(v)                                           \
-       if (VB->AttribPtr[_TNL_ATTRIB_TEX1]) {                          \
-               tc = VB->AttribPtr[_TNL_ATTRIB_TEX1]->data;             \
-               pV->TexUnit1.x  = tc[##v][0];                           \
-               pV->TexUnit1.y  = tc[##v][1];                           \
-       }
-
-//---------------------------------------------------------------------------
-// Helper functions
-//---------------------------------------------------------------------------
-
-__inline DWORD _gldComputeFog(
-       struct gl_context *ctx,
-       SWvertex *swv)
-{
-       // Full fog calculation.
-       // Based on Mesa code.
-
-       GLchan                  rFog, gFog, bFog;
-       GLchan                  fR, fG, fB;
-       const GLfloat   f = swv->fog;
-       const GLfloat   g = 1.0 - f;
-       
-       UNCLAMPED_FLOAT_TO_CHAN(rFog, ctx->Fog.Color[RCOMP]);
-       UNCLAMPED_FLOAT_TO_CHAN(gFog, ctx->Fog.Color[GCOMP]);
-       UNCLAMPED_FLOAT_TO_CHAN(bFog, ctx->Fog.Color[BCOMP]);
-       fR = f * swv->color[0] + g * rFog;
-       fG = f * swv->color[1] + g * gFog;
-       fB = f * swv->color[2] + g * bFog;
-       return D3DCOLOR_RGBA(fR, fG, fB, swv->color[3]);
-}
-
-//---------------------------------------------------------------------------
-
-void gld_ResetLineStipple_DX9(
-       struct gl_context *ctx)
-{
-       // TODO: Fake stipple with a 32x32 texture.
-}
-
-//---------------------------------------------------------------------------
-// 2D (post-transformed) primitives
-//---------------------------------------------------------------------------
-
-void gld_Points2D_DX9(
-       struct gl_context *ctx,
-       GLuint first,
-       GLuint last)
-{
-       GLD_SETUP_2D_VARS_POINTS;
-
-       unsigned                                i;
-       struct vertex_buffer    *VB = &TNL_CONTEXT(ctx)->vb;
-
-       // _Size is already clamped to MaxPointSize and MinPointSize
-       IDirect3DDevice9_SetRenderState(gld->pDev, D3DRS_POINTSIZE, *((DWORD*)&ctx->Point._Size));
-
-       if (VB->Elts) {
-               for (i=first; i<last; i++, pV++) {
-                       if (VB->ClipMask[VB->Elts[i]] == 0) {
-//                             _swrast_Point( ctx, &verts[VB->Elts[i]] );
-                               GLD_SETUP_GET_SWVERT(VB->Elts[i]);
-                               GLD_SETUP_2D_VERTEX;
-                               GLD_SETUP_SMOOTH_COLOUR;
-                               GLD_SETUP_DEPTH;
-                               GLD_SETUP_SPECULAR;
-                               GLD_SETUP_TEX0;
-                               GLD_SETUP_TEX1;
-                       }
-               }
-       } else {
-               GLD_SETUP_GET_SWVERT(first);
-               for (i=first; i<last; i++, swv++, pV++) {
-                       if (VB->ClipMask[i] == 0) {
-//                             _swrast_Point( ctx, &verts[i] );
-                               GLD_SETUP_2D_VERTEX;
-                               GLD_SETUP_SMOOTH_COLOUR;
-                               GLD_SETUP_DEPTH;
-                               GLD_SETUP_SPECULAR;
-                               GLD_SETUP_TEX0;
-                               GLD_SETUP_TEX1;
-                       }
-               }
-       }
-
-       gld->PB2d.pPoints = (BYTE*)pV;
-       gld->PB2d.nPoints += (last-first);
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Line2DFlat_DX9(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1)
-{
-       GLD_SETUP_2D_VARS_LINES;
-
-       GLD_SETUP_GET_SWVERT(v1);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_GET_FLAT_COLOUR;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       GLD_SETUP_GET_FLAT_SPECULAR;
-       GLD_SETUP_USE_FLAT_SPECULAR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v0);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       GLD_SETUP_USE_FLAT_SPECULAR;
-       pV++;
-
-       gld->PB2d.pLines = (BYTE*)pV;
-       gld->PB2d.nLines++;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Line2DSmooth_DX9(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1)
-{
-       GLD_SETUP_2D_VARS_LINES;
-
-       GLD_SETUP_GET_SWVERT(v0);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_SMOOTH_COLOUR;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_SPECULAR;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v1);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_SMOOTH_COLOUR;
-       GLD_SETUP_SPECULAR;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       pV++;
-
-       gld->PB2d.pLines = (BYTE*)pV;
-       gld->PB2d.nLines++;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Triangle2DFlat_DX9(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1,
-       GLuint v2)
-{
-       GLD_SETUP_2D_VARS_TRIANGLES;
-
-       GLD_SETUP_GET_SWVERT(v2);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_GET_FLAT_COLOUR;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       pV++;;
-
-       GLD_SETUP_GET_SWVERT(v0);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v1);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       pV++;
-
-       gld->PB2d.pTriangles = (BYTE*)pV;
-       gld->PB2d.nTriangles++;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Triangle2DSmooth_DX9(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1,
-       GLuint v2)
-{
-
-       GLD_SETUP_2D_VARS_TRIANGLES;
-
-       GLD_SETUP_GET_SWVERT(v0);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_SMOOTH_COLOUR;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v1);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_SMOOTH_COLOUR;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v2);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_SMOOTH_COLOUR;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       pV++;
-
-       gld->PB2d.pTriangles = (BYTE*)pV;
-       gld->PB2d.nTriangles++;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Triangle2DFlatExtras_DX9(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1,
-       GLuint v2)
-{
-       GLD_SETUP_2D_VARS_TRIANGLES;
-
-       GLD_SETUP_TWOSIDED_LIGHTING(v2);
-
-       GLD_SETUP_GET_SWVERT(v2);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       if (bFog)
-               GLD_SETUP_GET_FLAT_FOG_COLOUR;
-       else
-               GLD_SETUP_GET_FLAT_COLOUR;
-       GLD_SETUP_GET_FLAT_SPECULAR;
-       GLD_SETUP_GET_FLAT_LIGHTING(v2);
-       GLD_SETUP_USE_FLAT_COLOUR;
-       GLD_SETUP_USE_FLAT_SPECULAR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v0);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       GLD_SETUP_USE_FLAT_SPECULAR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v1);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       GLD_SETUP_USE_FLAT_SPECULAR;
-       pV++;
-
-       gld->PB2d.pTriangles = (BYTE*)pV;
-       gld->PB2d.nTriangles++;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Triangle2DSmoothExtras_DX9(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1,
-       GLuint v2)
-{
-       GLD_SETUP_2D_VARS_TRIANGLES;
-
-       GLD_SETUP_TWOSIDED_LIGHTING(v0);
-
-       GLD_SETUP_GET_SWVERT(v0);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_LIGHTING(v0);
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v1);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_LIGHTING(v1);
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v2);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_LIGHTING(v2);
-       pV++;
-
-       gld->PB2d.pTriangles = (BYTE*)pV;
-       gld->PB2d.nTriangles++;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Quad2DFlat_DX9(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1,
-       GLuint v2,
-       GLuint v3)
-{
-       GLD_SETUP_2D_VARS_TRIANGLES;
-
-       GLD_SETUP_GET_SWVERT(v3);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_GET_FLAT_COLOUR;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v0);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v1);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v1);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v2);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v3);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       pV++;
-
-       gld->PB2d.pTriangles = (BYTE*)pV;
-       gld->PB2d.nTriangles += 2;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Quad2DSmooth_DX9(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1,
-       GLuint v2,
-       GLuint v3)
-{
-       GLD_SETUP_2D_VARS_TRIANGLES;
-
-       GLD_SETUP_GET_SWVERT(v0);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_SMOOTH_COLOUR;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v1);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_SMOOTH_COLOUR;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v2);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_SMOOTH_COLOUR;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v2);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_SMOOTH_COLOUR;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v3);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_SMOOTH_COLOUR;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v0);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_SMOOTH_COLOUR;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       pV++;
-
-       gld->PB2d.pTriangles = (BYTE*)pV;
-       gld->PB2d.nTriangles += 2;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Quad2DFlatExtras_DX9(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1,
-       GLuint v2,
-       GLuint v3)
-{
-       GLD_SETUP_2D_VARS_TRIANGLES;
-
-       GLD_SETUP_TWOSIDED_LIGHTING(v3);
-
-       GLD_SETUP_GET_SWVERT(v3);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       if (bFog)
-               GLD_SETUP_GET_FLAT_FOG_COLOUR;
-       else
-               GLD_SETUP_GET_FLAT_COLOUR;
-       GLD_SETUP_GET_FLAT_SPECULAR;
-       GLD_SETUP_GET_FLAT_LIGHTING(v3);
-       GLD_SETUP_USE_FLAT_COLOUR;
-       GLD_SETUP_USE_FLAT_SPECULAR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v0);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       GLD_SETUP_USE_FLAT_SPECULAR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v1);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       GLD_SETUP_USE_FLAT_SPECULAR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v1);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       GLD_SETUP_USE_FLAT_SPECULAR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v2);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       GLD_SETUP_USE_FLAT_SPECULAR;
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v3);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_USE_FLAT_COLOUR;
-       GLD_SETUP_USE_FLAT_SPECULAR;
-       pV++;
-
-       gld->PB2d.pTriangles = (BYTE*)pV;
-       gld->PB2d.nTriangles += 2;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Quad2DSmoothExtras_DX9(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1,
-       GLuint v2,
-       GLuint v3)
-{
-       GLD_SETUP_2D_VARS_TRIANGLES;
-
-       GLD_SETUP_TWOSIDED_LIGHTING(v0);
-
-       GLD_SETUP_GET_SWVERT(v0);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_LIGHTING(v0);
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v1);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_LIGHTING(v1);
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v2);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_LIGHTING(v2);
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v2);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_LIGHTING(v2);
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v3);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_LIGHTING(v3);
-       pV++;
-
-       GLD_SETUP_GET_SWVERT(v0);
-       GLD_SETUP_2D_VERTEX;
-       GLD_SETUP_DEPTH;
-       GLD_SETUP_TEX0;
-       GLD_SETUP_TEX1;
-       GLD_SETUP_LIGHTING(v0);
-       pV++;
-
-       gld->PB2d.pTriangles = (BYTE*)pV;
-       gld->PB2d.nTriangles += 2;
-}
-
-//---------------------------------------------------------------------------
-// 3D (pre-transformed) primitives
-//---------------------------------------------------------------------------
-
-void gld_Points3D_DX9(
-       struct gl_context *ctx,
-       GLuint first,
-       GLuint last)
-{
-       GLD_SETUP_3D_VARS_POINTS
-
-       unsigned                                i;
-//     struct vertex_buffer    *VB = &TNL_CONTEXT(ctx)->vb;
-
-       // _Size is already clamped to MaxPointSize and MinPointSize
-       IDirect3DDevice9_SetRenderState(gld->pDev, D3DRS_POINTSIZE, *((DWORD*)&ctx->Point._Size));
-
-       if (VB->Elts) {
-               for (i=first; i<last; i++, pV++) {
-                       if (VB->ClipMask[VB->Elts[i]] == 0) {
-//                             _swrast_Point( ctx, &verts[VB->Elts[i]] );
-//                             GLD_SETUP_GET_SWVERT(VB->Elts[i]);
-                               GLD_SETUP_3D_VERTEX(VB->Elts[i])
-                               GLD_SETUP_SMOOTH_COLOUR_3D(i)
-                               GLD_SETUP_TEX0_3D(i)
-                               GLD_SETUP_TEX1_3D(i)
-                       }
-               }
-       } else {
-//             GLD_SETUP_GET_SWVERT(first);
-               for (i=first; i<last; i++, pV++) {
-                       if (VB->ClipMask[i] == 0) {
-//                             _swrast_Point( ctx, &verts[i] );
-                               GLD_SETUP_3D_VERTEX(i)
-                               GLD_SETUP_SMOOTH_COLOUR_3D(i)
-                               GLD_SETUP_TEX0_3D(i)
-                               GLD_SETUP_TEX1_3D(i)
-                       }
-               }
-       }
-/*
-       for (i=first; i<last; i++, pV++) {
-               GLD_SETUP_3D_VERTEX(i)
-               GLD_SETUP_SMOOTH_COLOUR_3D(i)
-               GLD_SETUP_TEX0_3D(i)
-               GLD_SETUP_TEX1_3D(i)
-       }
-*/
-       gld->PB3d.pPoints = (BYTE*)pV;
-       gld->PB3d.nPoints += (last-first);
-}
-
-//---------------------------------------------------------------------------
-// Line functions
-//---------------------------------------------------------------------------
-
-void gld_Line3DFlat_DX9(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1)
-{
-       GLD_SETUP_3D_VARS_LINES
-
-       GLD_SETUP_3D_VERTEX(v1)
-       GLD_SETUP_GET_FLAT_COLOUR_3D(v1)
-       GLD_SETUP_USE_FLAT_COLOUR_3D
-       GLD_SETUP_TEX0_3D(v1)
-       GLD_SETUP_TEX1_3D(v1)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v0)
-       GLD_SETUP_USE_FLAT_COLOUR_3D
-       GLD_SETUP_TEX0_3D(v0)
-       GLD_SETUP_TEX1_3D(v0)
-       pV++;
-
-       gld->PB3d.pLines = (BYTE*)pV;
-       gld->PB3d.nLines++;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Line3DSmooth_DX9(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1)
-{
-       GLD_SETUP_3D_VARS_LINES
-
-       GLD_SETUP_3D_VERTEX(v1)
-       GLD_SETUP_SMOOTH_COLOUR_3D(v1)
-       GLD_SETUP_TEX0_3D(v1)
-       GLD_SETUP_TEX1_3D(v1)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v0)
-       GLD_SETUP_SMOOTH_COLOUR_3D(v0)
-       GLD_SETUP_TEX0_3D(v0)
-       GLD_SETUP_TEX1_3D(v0)
-       pV++;
-
-       gld->PB3d.pLines = (BYTE*)pV;
-       gld->PB3d.nLines++;
-}
-
-//---------------------------------------------------------------------------
-// Triangle functions
-//---------------------------------------------------------------------------
-
-void gld_Triangle3DFlat_DX9(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1,
-       GLuint v2)
-{
-       GLD_SETUP_3D_VARS_TRIANGLES
-
-       GLD_SETUP_3D_VERTEX(v2)
-       GLD_SETUP_TEX0_3D(v2)
-       GLD_SETUP_TEX1_3D(v2)
-       GLD_SETUP_GET_FLAT_COLOUR_3D(v2)
-       GLD_SETUP_USE_FLAT_COLOUR_3D
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v0)
-       GLD_SETUP_TEX0_3D(v0)
-       GLD_SETUP_TEX1_3D(v0)
-       GLD_SETUP_USE_FLAT_COLOUR_3D
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v1)
-       GLD_SETUP_TEX0_3D(v1)
-       GLD_SETUP_TEX1_3D(v1)
-       GLD_SETUP_USE_FLAT_COLOUR_3D
-       pV++;
-
-       gld->PB3d.pTriangles = (BYTE*)pV;
-       gld->PB3d.nTriangles++;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Triangle3DSmooth_DX9(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1,
-       GLuint v2)
-{
-       GLD_SETUP_3D_VARS_TRIANGLES
-
-       GLD_SETUP_3D_VERTEX(v0)
-       GLD_SETUP_SMOOTH_COLOUR_3D(v0)
-       GLD_SETUP_TEX0_3D(v0)
-       GLD_SETUP_TEX1_3D(v0)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v1)
-       GLD_SETUP_SMOOTH_COLOUR_3D(v1)
-       GLD_SETUP_TEX0_3D(v1)
-       GLD_SETUP_TEX1_3D(v1)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v2)
-       GLD_SETUP_SMOOTH_COLOUR_3D(v2)
-       GLD_SETUP_TEX0_3D(v2)
-       GLD_SETUP_TEX1_3D(v2)
-       pV++;
-
-       gld->PB3d.pTriangles = (BYTE*)pV;
-       gld->PB3d.nTriangles++;
-}
-
-//---------------------------------------------------------------------------
-// Quad functions
-//---------------------------------------------------------------------------
-
-void gld_Quad3DFlat_DX9(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1,
-       GLuint v2,
-       GLuint v3)
-{
-       GLD_SETUP_3D_VARS_TRIANGLES
-
-       GLD_SETUP_3D_VERTEX(v3)
-       GLD_SETUP_GET_FLAT_COLOUR_3D(v3)
-       GLD_SETUP_USE_FLAT_COLOUR_3D
-       GLD_SETUP_TEX0_3D(v3)
-       GLD_SETUP_TEX1_3D(v3)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v0)
-       GLD_SETUP_USE_FLAT_COLOUR_3D
-       GLD_SETUP_TEX0_3D(v0)
-       GLD_SETUP_TEX1_3D(v0)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v1)
-       GLD_SETUP_USE_FLAT_COLOUR_3D
-       GLD_SETUP_TEX0_3D(v1)
-       GLD_SETUP_TEX1_3D(v1)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v1)
-       GLD_SETUP_USE_FLAT_COLOUR_3D
-       GLD_SETUP_TEX0_3D(v1)
-       GLD_SETUP_TEX1_3D(v1)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v2)
-       GLD_SETUP_USE_FLAT_COLOUR_3D
-       GLD_SETUP_TEX0_3D(v2)
-       GLD_SETUP_TEX1_3D(v2)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v3)
-       GLD_SETUP_USE_FLAT_COLOUR_3D
-       GLD_SETUP_TEX0_3D(v3)
-       GLD_SETUP_TEX1_3D(v3)
-       pV++;
-
-       gld->PB3d.pTriangles = (BYTE*)pV;
-       gld->PB3d.nTriangles += 2;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Quad3DSmooth_DX9(
-       struct gl_context *ctx,
-       GLuint v0,
-       GLuint v1,
-       GLuint v2,
-       GLuint v3)
-{
-       GLD_SETUP_3D_VARS_TRIANGLES
-
-       GLD_SETUP_3D_VERTEX(v0)
-       GLD_SETUP_SMOOTH_COLOUR_3D(v0)
-       GLD_SETUP_TEX0_3D(v0)
-       GLD_SETUP_TEX1_3D(v0)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v1)
-       GLD_SETUP_SMOOTH_COLOUR_3D(v1)
-       GLD_SETUP_TEX0_3D(v1)
-       GLD_SETUP_TEX1_3D(v1)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v2)
-       GLD_SETUP_SMOOTH_COLOUR_3D(v2)
-       GLD_SETUP_TEX0_3D(v2)
-       GLD_SETUP_TEX1_3D(v2)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v2)
-       GLD_SETUP_SMOOTH_COLOUR_3D(v2)
-       GLD_SETUP_TEX0_3D(v2)
-       GLD_SETUP_TEX1_3D(v2)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v3)
-       GLD_SETUP_SMOOTH_COLOUR_3D(v3)
-       GLD_SETUP_TEX0_3D(v3)
-       GLD_SETUP_TEX1_3D(v3)
-       pV++;
-
-       GLD_SETUP_3D_VERTEX(v0)
-       GLD_SETUP_SMOOTH_COLOUR_3D(v0)
-       GLD_SETUP_TEX0_3D(v0)
-       GLD_SETUP_TEX1_3D(v0)
-       pV++;
-
-       gld->PB3d.pTriangles = (BYTE*)pV;
-       gld->PB3d.nTriangles += 2;
-}
-
-//---------------------------------------------------------------------------
-// Vertex setup for two-sided-lighting vertex shader
-//---------------------------------------------------------------------------
-
-/*
-
-void gld_Points2DTwoside_DX9(struct gl_context *ctx, GLuint first, GLuint last)
-{
-       // NOTE: Two-sided lighting does not apply to Points
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Line2DFlatTwoside_DX9(struct gl_context *ctx, GLuint v0, GLuint v1)
-{
-       // NOTE: Two-sided lighting does not apply to Lines
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Line2DSmoothTwoside_DX9(struct gl_context *ctx, GLuint v0, GLuint v1)
-{
-       // NOTE: Two-sided lighting does not apply to Lines
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Triangle2DFlatTwoside_DX9(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2)
-{
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Triangle2DSmoothTwoside_DX9(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx9          *gld    = GLD_GET_DX9_DRIVER(gldCtx);
-       GLD_TWOSIDED_VERTEX     *pV             = (GLD_TWOSIDED_VERTEX*)gld->PBtwosidelight.pTriangles;
-       SScontext                       *ss             = SWSETUP_CONTEXT(ctx);
-       SWvertex                        *swv;
-       DWORD                           dwSpecularColour;
-       DWORD                           dwFlatColour;
-       GLuint                                  facing = 0;
-       struct vertex_buffer    *VB;
-       GLchan                                  (*vbcolor)[4];
-       GLchan                                  (*vbspec)[4];
-
-       // Reciprocal of DepthMax
-       const float ooDepthMax = 1.0f / ctx->DepthMaxF; 
-
-       // 1st vert
-       swv = &ss->verts[v0];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       // 2nd vert
-       swv = &ss->verts[v1];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       // 3rd vert
-       swv = &ss->verts[v2];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       gld->PBtwosidelight.pTriangles = (BYTE*)pV;
-       gld->PBtwosidelight.nTriangles++;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Quad2DFlatTwoside_DX9(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx9          *gld    = GLD_GET_DX9_DRIVER(gldCtx);
-       GLD_TWOSIDED_VERTEX     *pV             = (GLD_TWOSIDED_VERTEX*)gld->PBtwosidelight.pTriangles;
-       SScontext                       *ss             = SWSETUP_CONTEXT(ctx);
-       SWvertex                        *swv;
-       DWORD                           dwSpecularColour;
-       DWORD                           dwFlatColour;
-       GLuint                                  facing = 0;
-       struct vertex_buffer    *VB;
-       GLchan                                  (*vbcolor)[4];
-       GLchan                                  (*vbspec)[4];
-
-       // Reciprocal of DepthMax
-       const float ooDepthMax = 1.0f / ctx->DepthMaxF; 
-
-       // 1st vert
-       swv = &ss->verts[v0];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       // 2nd vert
-       swv = &ss->verts[v1];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       // 3rd vert
-       swv = &ss->verts[v2];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       // 4th vert
-       swv = &ss->verts[v2];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       // 5th vert
-       swv = &ss->verts[v3];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       // 6th vert
-       swv = &ss->verts[v0];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       gld->PBtwosidelight.pTriangles = (BYTE*)pV;
-       gld->PBtwosidelight.nTriangles += 2;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Quad2DSmoothTwoside_DX9(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx9          *gld    = GLD_GET_DX9_DRIVER(gldCtx);
-       GLD_TWOSIDED_VERTEX     *pV             = (GLD_TWOSIDED_VERTEX*)gld->PBtwosidelight.pTriangles;
-       SScontext                       *ss             = SWSETUP_CONTEXT(ctx);
-       SWvertex                        *swv;
-       DWORD                           dwSpecularColour;
-       DWORD                           dwFlatColour;
-       GLuint                                  facing = 0;
-       struct vertex_buffer    *VB;
-       GLchan                                  (*vbcolor)[4];
-       GLchan                                  (*vbspec)[4];
-
-       // Reciprocal of DepthMax
-       const float ooDepthMax = 1.0f / ctx->DepthMaxF; 
-
-       // 1st vert
-       swv = &ss->verts[v0];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       // 2nd vert
-       swv = &ss->verts[v1];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       // 3rd vert
-       swv = &ss->verts[v2];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       // 4th vert
-       swv = &ss->verts[v2];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       // 5th vert
-       swv = &ss->verts[v3];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       // 6th vert
-       swv = &ss->verts[v0];
-       pV->Position.x = swv->win[0];
-       pV->Position.y = GLD_FLIP_Y(swv->win[1]);
-       pV->Position.z = swv->win[2] * ooDepthMax;
-       pV->Position.w = swv->win[3];
-       pV->TexUnit0.x = swv->texcoord[0][0];
-       pV->TexUnit0.y = swv->texcoord[0][1];
-       pV->TexUnit1.x = swv->texcoord[1][0];
-       pV->TexUnit1.y = swv->texcoord[1][1];
-       pV->FrontDiffuse = GLD_COLOUR;
-       pV->FrontSpecular = GLD_SPECULAR;
-       pV++;
-
-       gld->PBtwosidelight.pTriangles = (BYTE*)pV;
-       gld->PBtwosidelight.nTriangles += 2;
-}
-
-//---------------------------------------------------------------------------
-
-*/
diff --git a/src/mesa/drivers/windows/gldirect/dx9/gld_texture_dx9.c b/src/mesa/drivers/windows/gldirect/dx9/gld_texture_dx9.c
deleted file mode 100644 (file)
index bd7a64f..0000000
+++ /dev/null
@@ -1,2104 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x/2000/XP/XBox (Win32)
-*
-* Description:  Texture / Bitmap functions
-*
-****************************************************************************/
-
-#include "dglcontext.h"
-#include "ddlog.h"
-#include "gld_dx9.h"
-
-#include <d3dx9tex.h>
-
-#include "texformat.h"
-#include "colormac.h"
-#include "texstore.h"
-#include "image.h"
-// #include "mem.h"
-
-//---------------------------------------------------------------------------
-
-#define GLD_FLIP_HEIGHT(y,h) (gldCtx->dwHeight - (y) - (h))
-
-//---------------------------------------------------------------------------
-// 1D texture fetch
-//---------------------------------------------------------------------------
-
-#define CHAN_SRC( t, i, j, k, sz )                                     \
-       ((GLchan *)(t)->Data + (i) * (sz))
-#define UBYTE_SRC( t, i, j, k, sz )                                    \
-       ((GLubyte *)(t)->Data + (i) * (sz))
-#define USHORT_SRC( t, i, j, k )                                       \
-       ((GLushort *)(t)->Data + (i))
-#define FLOAT_SRC( t, i, j, k )                                                \
-       ((GLfloat *)(t)->Data + (i))
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_1d_texel_X8R8G8B8(
-       const struct gl_texture_image *texImage,
-       GLint i, GLint j, GLint k, GLchan *texel )
-{
-   const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
-   GLchan *rgba = (GLchan *)texel;
-   rgba[RCOMP] = src[2];
-   rgba[GCOMP] = src[1];
-   rgba[BCOMP] = src[0];
-   rgba[ACOMP] = CHAN_MAX;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_1d_texel_f_X8R8G8B8(
-       const struct gl_texture_image *texImage,
-    GLint i, GLint j, GLint k, GLfloat *texel )
-{
-   const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
-   texel[RCOMP] = CHAN_TO_FLOAT(src[0]);
-   texel[GCOMP] = CHAN_TO_FLOAT(src[1]);
-   texel[BCOMP] = CHAN_TO_FLOAT(src[2]);
-   texel[ACOMP] = 1.f;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_1d_texel_X1R5G5B5(
-       const struct gl_texture_image *texImage,
-       GLint i, GLint j, GLint k, GLchan *texel )
-{
-   const GLushort *src = USHORT_SRC( texImage, i, j, k );
-   GLchan *rgba = (GLchan *) texel; GLushort s = *src;
-   rgba[RCOMP] = UBYTE_TO_CHAN( ((s >> 10) & 0xf8) * 255 / 0xf8 );
-   rgba[GCOMP] = UBYTE_TO_CHAN( ((s >>  5) & 0xf8) * 255 / 0xf8 );
-   rgba[BCOMP] = UBYTE_TO_CHAN( ((s      ) & 0xf8) * 255 / 0xf8 );
-   rgba[ACOMP] = CHAN_MAX;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_1d_texel_f_X1R5G5B5(
-       const struct gl_texture_image *texImage,
-    GLint i, GLint j, GLint k, GLfloat *texel )
-{
-   const GLushort *src = USHORT_SRC( texImage, i, j, k );
-   GLushort s = *src;
-   texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 10) & 0xf8) * 255 / 0xf8 );
-   texel[GCOMP] = UBYTE_TO_FLOAT( ((s >>  5) & 0xf8) * 255 / 0xf8 );
-   texel[BCOMP] = UBYTE_TO_FLOAT( ((s      ) & 0xf8) * 255 / 0xf8 );
-   texel[ACOMP] = 1.f;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_1d_texel_X4R4G4B4(
-       const struct gl_texture_image *texImage,
-       GLint i, GLint j, GLint k, GLchan *texel )
-{
-   const GLushort *src = USHORT_SRC( texImage, i, j, k );
-   GLchan *rgba = (GLchan *) texel; GLushort s = *src;
-   rgba[RCOMP] = UBYTE_TO_CHAN( ((s >>  8) & 0xf) * 255 / 0xf );
-   rgba[GCOMP] = UBYTE_TO_CHAN( ((s >>  4) & 0xf) * 255 / 0xf );
-   rgba[BCOMP] = UBYTE_TO_CHAN( ((s      ) & 0xf) * 255 / 0xf );
-   rgba[ACOMP] = CHAN_MAX;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_1d_texel_f_X4R4G4B4(
-       const struct gl_texture_image *texImage,
-    GLint i, GLint j, GLint k, GLfloat *texel )
-{
-   const GLushort *src = USHORT_SRC( texImage, i, j, k );
-   GLushort s = *src;
-   texel[RCOMP] = UBYTE_TO_FLOAT( ((s >>  8) & 0xf) * 255 / 0xf );
-   texel[GCOMP] = UBYTE_TO_FLOAT( ((s >>  4) & 0xf) * 255 / 0xf );
-   texel[BCOMP] = UBYTE_TO_FLOAT( ((s      ) & 0xf) * 255 / 0xf );
-   texel[ACOMP] = 1.f;
-}
-
-//---------------------------------------------------------------------------
-
-#undef CHAN_SRC
-#undef UBYTE_SRC
-#undef USHORT_SRC
-#undef FLOAT_SRC
-
-//---------------------------------------------------------------------------
-// 2D texture fetch
-//---------------------------------------------------------------------------
-
-#define CHAN_SRC( t, i, j, k, sz )                                     \
-       ((GLchan *)(t)->Data + ((t)->Width * (j) + (i)) * (sz))
-#define UBYTE_SRC( t, i, j, k, sz )                                    \
-       ((GLubyte *)(t)->Data + ((t)->Width * (j) + (i)) * (sz))
-#define USHORT_SRC( t, i, j, k )                                       \
-       ((GLushort *)(t)->Data + ((t)->Width * (j) + (i)))
-#define FLOAT_SRC( t, i, j, k )                                                \
-       ((GLfloat *)(t)->Data + ((t)->Width * (j) + (i)))
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_2d_texel_X8R8G8B8(
-       const struct gl_texture_image *texImage,
-       GLint i, GLint j, GLint k, GLchan *texel )
-{
-   const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
-   GLchan *rgba = (GLchan *)texel;
-   rgba[RCOMP] = src[2];
-   rgba[GCOMP] = src[1];
-   rgba[BCOMP] = src[0];
-   rgba[ACOMP] = CHAN_MAX;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_2d_texel_f_X8R8G8B8(
-       const struct gl_texture_image *texImage,
-    GLint i, GLint j, GLint k, GLfloat *texel )
-{
-   const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
-   texel[RCOMP] = CHAN_TO_FLOAT(src[0]);
-   texel[GCOMP] = CHAN_TO_FLOAT(src[1]);
-   texel[BCOMP] = CHAN_TO_FLOAT(src[2]);
-   texel[ACOMP] = 1.f;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_2d_texel_X1R5G5B5(
-       const struct gl_texture_image *texImage,
-       GLint i, GLint j, GLint k, GLchan *texel )
-{
-   const GLushort *src = USHORT_SRC( texImage, i, j, k );
-   GLchan *rgba = (GLchan *) texel; GLushort s = *src;
-   rgba[RCOMP] = UBYTE_TO_CHAN( ((s >> 10) & 0xf8) * 255 / 0xf8 );
-   rgba[GCOMP] = UBYTE_TO_CHAN( ((s >>  5) & 0xf8) * 255 / 0xf8 );
-   rgba[BCOMP] = UBYTE_TO_CHAN( ((s      ) & 0xf8) * 255 / 0xf8 );
-   rgba[ACOMP] = CHAN_MAX;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_2d_texel_f_X1R5G5B5(
-       const struct gl_texture_image *texImage,
-    GLint i, GLint j, GLint k, GLfloat *texel )
-{
-   const GLushort *src = USHORT_SRC( texImage, i, j, k );
-   GLushort s = *src;
-   texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 10) & 0xf8) * 255 / 0xf8 );
-   texel[GCOMP] = UBYTE_TO_FLOAT( ((s >>  5) & 0xf8) * 255 / 0xf8 );
-   texel[BCOMP] = UBYTE_TO_FLOAT( ((s      ) & 0xf8) * 255 / 0xf8 );
-   texel[ACOMP] = 1.f;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_2d_texel_X4R4G4B4(
-       const struct gl_texture_image *texImage,
-       GLint i, GLint j, GLint k, GLchan *texel )
-{
-   const GLushort *src = USHORT_SRC( texImage, i, j, k );
-   GLchan *rgba = (GLchan *) texel; GLushort s = *src;
-   rgba[RCOMP] = UBYTE_TO_CHAN( ((s >>  8) & 0xf) * 255 / 0xf );
-   rgba[GCOMP] = UBYTE_TO_CHAN( ((s >>  4) & 0xf) * 255 / 0xf );
-   rgba[BCOMP] = UBYTE_TO_CHAN( ((s      ) & 0xf) * 255 / 0xf );
-   rgba[ACOMP] = CHAN_MAX;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_2d_texel_f_X4R4G4B4(
-       const struct gl_texture_image *texImage,
-    GLint i, GLint j, GLint k, GLfloat *texel )
-{
-   const GLushort *src = USHORT_SRC( texImage, i, j, k );
-   GLushort s = *src;
-   texel[RCOMP] = UBYTE_TO_FLOAT( ((s >>  8) & 0xf) * 255 / 0xf );
-   texel[GCOMP] = UBYTE_TO_FLOAT( ((s >>  4) & 0xf) * 255 / 0xf );
-   texel[BCOMP] = UBYTE_TO_FLOAT( ((s      ) & 0xf) * 255 / 0xf );
-   texel[ACOMP] = 1.f;
-}
-
-//---------------------------------------------------------------------------
-
-#undef CHAN_SRC
-#undef UBYTE_SRC
-#undef USHORT_SRC
-#undef FLOAT_SRC
-
-//---------------------------------------------------------------------------
-// 3D texture fetch
-//---------------------------------------------------------------------------
-
-#define CHAN_SRC( t, i, j, k, sz )                                     \
-       (GLchan *)(t)->Data + (((t)->Height * (k) + (j)) *              \
-                               (t)->Width + (i)) * (sz)
-#define UBYTE_SRC( t, i, j, k, sz )                                    \
-       ((GLubyte *)(t)->Data + (((t)->Height * (k) + (j)) *            \
-                                (t)->Width + (i)) * (sz))
-#define USHORT_SRC( t, i, j, k )                                       \
-       ((GLushort *)(t)->Data + (((t)->Height * (k) + (j)) *           \
-                                 (t)->Width + (i)))
-#define FLOAT_SRC( t, i, j, k )                                                \
-       ((GLfloat *)(t)->Data + (((t)->Height * (k) + (j)) *            \
-                                 (t)->Width + (i)))
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_3d_texel_X8R8G8B8(
-       const struct gl_texture_image *texImage,
-       GLint i, GLint j, GLint k, GLchan *texel )
-{
-   const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
-   GLchan *rgba = (GLchan *)texel;
-   rgba[RCOMP] = src[2];
-   rgba[GCOMP] = src[1];
-   rgba[BCOMP] = src[0];
-   rgba[ACOMP] = CHAN_MAX;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_3d_texel_f_X8R8G8B8(
-       const struct gl_texture_image *texImage,
-    GLint i, GLint j, GLint k, GLfloat *texel )
-{
-   const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
-   texel[RCOMP] = CHAN_TO_FLOAT(src[0]);
-   texel[GCOMP] = CHAN_TO_FLOAT(src[1]);
-   texel[BCOMP] = CHAN_TO_FLOAT(src[2]);
-   texel[ACOMP] = 1.f;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_3d_texel_X1R5G5B5(
-       const struct gl_texture_image *texImage,
-       GLint i, GLint j, GLint k, GLchan *texel )
-{
-   const GLushort *src = USHORT_SRC( texImage, i, j, k );
-   GLchan *rgba = (GLchan *) texel; GLushort s = *src;
-   rgba[RCOMP] = UBYTE_TO_CHAN( ((s >> 10) & 0xf8) * 255 / 0xf8 );
-   rgba[GCOMP] = UBYTE_TO_CHAN( ((s >>  5) & 0xf8) * 255 / 0xf8 );
-   rgba[BCOMP] = UBYTE_TO_CHAN( ((s      ) & 0xf8) * 255 / 0xf8 );
-   rgba[ACOMP] = CHAN_MAX;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_3d_texel_f_X1R5G5B5(
-       const struct gl_texture_image *texImage,
-    GLint i, GLint j, GLint k, GLfloat *texel )
-{
-   const GLushort *src = USHORT_SRC( texImage, i, j, k );
-   GLushort s = *src;
-   texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 10) & 0xf8) * 255 / 0xf8 );
-   texel[GCOMP] = UBYTE_TO_FLOAT( ((s >>  5) & 0xf8) * 255 / 0xf8 );
-   texel[BCOMP] = UBYTE_TO_FLOAT( ((s      ) & 0xf8) * 255 / 0xf8 );
-   texel[ACOMP] = 1.f;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_3d_texel_X4R4G4B4(
-       const struct gl_texture_image *texImage,
-       GLint i, GLint j, GLint k, GLchan *texel )
-{
-   const GLushort *src = USHORT_SRC( texImage, i, j, k );
-   GLchan *rgba = (GLchan *) texel; GLushort s = *src;
-   rgba[RCOMP] = UBYTE_TO_CHAN( ((s >>  8) & 0xf) * 255 / 0xf );
-   rgba[GCOMP] = UBYTE_TO_CHAN( ((s >>  4) & 0xf) * 255 / 0xf );
-   rgba[BCOMP] = UBYTE_TO_CHAN( ((s      ) & 0xf) * 255 / 0xf );
-   rgba[ACOMP] = CHAN_MAX;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_fetch_3d_texel_f_X4R4G4B4(
-       const struct gl_texture_image *texImage,
-    GLint i, GLint j, GLint k, GLfloat *texel )
-{
-   const GLushort *src = USHORT_SRC( texImage, i, j, k );
-   GLushort s = *src;
-   texel[RCOMP] = UBYTE_TO_FLOAT( ((s >>  8) & 0xf) * 255 / 0xf );
-   texel[GCOMP] = UBYTE_TO_FLOAT( ((s >>  4) & 0xf) * 255 / 0xf );
-   texel[BCOMP] = UBYTE_TO_FLOAT( ((s      ) & 0xf) * 255 / 0xf );
-   texel[ACOMP] = 1.f;
-}
-
-//---------------------------------------------------------------------------
-
-#undef CHAN_SRC
-#undef UBYTE_SRC
-#undef USHORT_SRC
-#undef FLOAT_SRC
-
-//---------------------------------------------------------------------------
-// Direct3D texture formats that have no Mesa equivalent
-//---------------------------------------------------------------------------
-
-const struct gl_texture_format _gld_texformat_X8R8G8B8 = {
-   MESA_FORMAT_ARGB8888,               /* MesaFormat */
-   GL_RGBA,                            /* BaseFormat */
-   GL_UNSIGNED_NORMALIZED_ARB,         /* DataType */
-   8,                                  /* RedBits */
-   8,                                  /* GreenBits */
-   8,                                  /* BlueBits */
-   0,                                  /* AlphaBits */
-   0,                                  /* LuminanceBits */
-   0,                                  /* IntensityBits */
-   0,                                  /* IndexBits */
-   0,                                  /* DepthBits */
-   4,                                  /* TexelBytes */
-   _mesa_texstore_argb8888,                    /* StoreTexImageFunc */
-   gld_fetch_1d_texel_X8R8G8B8,                /* FetchTexel1D */
-   gld_fetch_2d_texel_X8R8G8B8,                /* FetchTexel2D */
-   gld_fetch_3d_texel_X8R8G8B8,                /* FetchTexel3D */
-   gld_fetch_1d_texel_f_X8R8G8B8,              /* FetchTexel1Df */
-   gld_fetch_2d_texel_f_X8R8G8B8,              /* FetchTexel2Df */
-   gld_fetch_3d_texel_f_X8R8G8B8,              /* FetchTexel3Df */
-};
-
-const struct gl_texture_format _gld_texformat_X1R5G5B5 = {
-   MESA_FORMAT_ARGB1555,               /* MesaFormat */
-   GL_RGBA,                            /* BaseFormat */
-   GL_UNSIGNED_NORMALIZED_ARB,         /* DataType */
-   5,                                  /* RedBits */
-   5,                                  /* GreenBits */
-   5,                                  /* BlueBits */
-   0,                                  /* AlphaBits */
-   0,                                  /* LuminanceBits */
-   0,                                  /* IntensityBits */
-   0,                                  /* IndexBits */
-   0,                                  /* DepthBits */
-   2,                                  /* TexelBytes */
-   _mesa_texstore_argb1555,                    /* StoreTexImageFunc */
-   gld_fetch_1d_texel_X1R5G5B5,                /* FetchTexel1D */
-   gld_fetch_2d_texel_X1R5G5B5,                /* FetchTexel2D */
-   gld_fetch_3d_texel_X1R5G5B5,                /* FetchTexel3D */
-   gld_fetch_1d_texel_f_X1R5G5B5,              /* FetchTexel1Df */
-   gld_fetch_2d_texel_f_X1R5G5B5,              /* FetchTexel2Df */
-   gld_fetch_3d_texel_f_X1R5G5B5,              /* FetchTexel3Df */
-};
-
-const struct gl_texture_format _gld_texformat_X4R4G4B4 = {
-   MESA_FORMAT_ARGB4444,               /* MesaFormat */
-   GL_RGBA,                            /* BaseFormat */
-   GL_UNSIGNED_NORMALIZED_ARB,         /* DataType */
-   4,                                  /* RedBits */
-   4,                                  /* GreenBits */
-   4,                                  /* BlueBits */
-   0,                                  /* AlphaBits */
-   0,                                  /* LuminanceBits */
-   0,                                  /* IntensityBits */
-   0,                                  /* IndexBits */
-   0,                                  /* DepthBits */
-   2,                                  /* TexelBytes */
-   _mesa_texstore_argb4444,                    /* StoreTexImageFunc */
-   gld_fetch_1d_texel_X4R4G4B4,                /* FetchTexel1D */
-   gld_fetch_2d_texel_X4R4G4B4,                /* FetchTexel2D */
-   gld_fetch_3d_texel_X4R4G4B4,                /* FetchTexel3D */
-   gld_fetch_1d_texel_f_X4R4G4B4,              /* FetchTexel1Df */
-   gld_fetch_2d_texel_f_X4R4G4B4,              /* FetchTexel2Df */
-   gld_fetch_3d_texel_f_X4R4G4B4,              /* FetchTexel3Df */
-};
-
-//---------------------------------------------------------------------------
-// Texture unit constants
-//---------------------------------------------------------------------------
-
-// List of possible combinations of texture environments.
-// Example: GLD_TEXENV_MODULATE_RGBA means 
-//          GL_MODULATE, GL_RGBA base internal format.
-#define GLD_TEXENV_DECAL_RGB           0
-#define GLD_TEXENV_DECAL_RGBA          1
-#define GLD_TEXENV_DECAL_ALPHA         2
-#define GLD_TEXENV_REPLACE_RGB         3
-#define GLD_TEXENV_REPLACE_RGBA                4
-#define GLD_TEXENV_REPLACE_ALPHA       5
-#define GLD_TEXENV_MODULATE_RGB                6
-#define GLD_TEXENV_MODULATE_RGBA       7
-#define GLD_TEXENV_MODULATE_ALPHA      8
-#define GLD_TEXENV_BLEND_RGB           9
-#define GLD_TEXENV_BLEND_RGBA          10
-#define GLD_TEXENV_BLEND_ALPHA         11
-#define GLD_TEXENV_ADD_RGB                     12
-#define GLD_TEXENV_ADD_RGBA                    13
-#define GLD_TEXENV_ADD_ALPHA           14
-
-// Per-stage (i.e. per-unit) texture environment
-typedef struct {
-       DWORD                   ColorArg1;      // Colour argument 1
-       D3DTEXTUREOP    ColorOp;        // Colour operation
-       DWORD                   ColorArg2;      // Colour argument 2
-       DWORD                   AlphaArg1;      // Alpha argument 1
-       D3DTEXTUREOP    AlphaOp;        // Alpha operation
-       DWORD                   AlphaArg2;      // Alpha argument 2
-} GLD_texenv;
-
-// TODO: Do we really need to set ARG1 and ARG2 every time?
-//       They seem to always be TEXTURE and CURRENT respectively.
-
-// C = Colour out
-// A = Alpha out
-// Ct = Colour from Texture
-// Cf = Colour from fragment (diffuse)
-// At = Alpha from Texture
-// Af = Alpha from fragment (diffuse)
-// Cc = GL_TEXTURE_ENV_COLOUR (GL_BLEND)
-const GLD_texenv gldTexEnv[] = {
-       // DECAL_RGB: C=Ct, A=Af
-       {D3DTA_TEXTURE, D3DTOP_SELECTARG1, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT},
-       // DECAL_RGBA: C=Cf(1-At)+CtAt, A=Af
-       {D3DTA_TEXTURE, D3DTOP_BLENDTEXTUREALPHA, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT},
-       // DECAL_ALPHA: <undefined> use DECAL_RGB
-       {D3DTA_TEXTURE, D3DTOP_SELECTARG1, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT},
-
-       // REPLACE_RGB: C=Ct, A=Af
-       {D3DTA_TEXTURE, D3DTOP_SELECTARG1, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT},
-       // REPLACE_RGBA: C=Ct, A=At
-       {D3DTA_TEXTURE, D3DTOP_SELECTARG1, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_SELECTARG1, D3DTA_CURRENT},
-       // REPLACE_ALPHA: C=Cf, A=At
-       {D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_SELECTARG1, D3DTA_CURRENT},
-
-       // MODULATE_RGB: C=CfCt, A=Af
-       {D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT},
-       // MODULATE_RGBA: C=CfCt, A=AfAt
-       {D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT},
-       // MODULATE_ALPHA: C=Cf, A=AfAt
-       {D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT},
-
-       // BLEND_RGB: C=Cf(1-Ct)+CcCt, A=Af
-       {D3DTA_TEXTURE, D3DTOP_LERP, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT},
-       // BLEND_RGBA: C=Cf(1-Ct)+CcCt, A=AfAt
-       {D3DTA_TEXTURE, D3DTOP_LERP, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT},
-       // BLEND_ALPHA: C=Cf, A=AfAt
-       {D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT},
-
-       // ADD_RGB: C=Cf+Ct, A=Af
-       {D3DTA_TEXTURE, D3DTOP_ADD, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT},
-       // ADD_RGBA: C=Cf+Ct, A=AfAt
-       {D3DTA_TEXTURE, D3DTOP_ADD, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT},
-       // ADD_ALPHA: C=Cf, A=AfAt
-       {D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_CURRENT,
-       D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT},
-};
-
-//---------------------------------------------------------------------------
-
-D3DTEXTUREADDRESS _gldConvertWrap(
-       GLenum wrap)
-{
-       return (wrap == GL_CLAMP) ? D3DTADDRESS_CLAMP : D3DTADDRESS_WRAP;
-}
-
-//---------------------------------------------------------------------------
-
-D3DTEXTUREFILTERTYPE _gldConvertMagFilter(
-       GLenum magfilter)
-{
-       return (magfilter == GL_LINEAR) ? D3DTEXF_LINEAR : D3DTEXF_POINT;
-}
-
-//---------------------------------------------------------------------------
-
-void _gldConvertMinFilter(
-       GLenum minfilter,
-       D3DTEXTUREFILTERTYPE *min_filter,
-       D3DTEXTUREFILTERTYPE *mip_filter)
-{
-       switch (minfilter) {
-       case GL_NEAREST:
-               *min_filter = D3DTEXF_POINT;
-               *mip_filter = D3DTEXF_NONE;
-               break;
-       case GL_LINEAR:
-               *min_filter = D3DTEXF_LINEAR;
-               *mip_filter = D3DTEXF_NONE;
-               break;
-       case GL_NEAREST_MIPMAP_NEAREST:
-               *min_filter = D3DTEXF_POINT;
-               *mip_filter = D3DTEXF_POINT;
-               break;
-       case GL_LINEAR_MIPMAP_NEAREST:
-               *min_filter = D3DTEXF_LINEAR;
-               *mip_filter = D3DTEXF_POINT;
-               break;
-       case GL_NEAREST_MIPMAP_LINEAR:
-               *min_filter = D3DTEXF_POINT;
-               *mip_filter = D3DTEXF_LINEAR;
-               break;
-       case GL_LINEAR_MIPMAP_LINEAR:
-               *min_filter = D3DTEXF_LINEAR;
-               *mip_filter = D3DTEXF_LINEAR;
-               break;
-       }
-}
-
-//---------------------------------------------------------------------------
-
-D3DFORMAT _gldGLFormatToD3DFormat(
-       GLenum internalFormat)
-{
-       switch (internalFormat) {
-       case GL_INTENSITY:
-       case GL_INTENSITY4:
-       case GL_INTENSITY8:
-       case GL_INTENSITY12:
-       case GL_INTENSITY16:
-               // LUNIMANCE != INTENSITY, but D3D doesn't have I8 textures
-               return D3DFMT_L8;
-       case 1:
-       case GL_LUMINANCE:
-       case GL_LUMINANCE4:
-       case GL_LUMINANCE8:
-       case GL_LUMINANCE12:
-       case GL_LUMINANCE16:
-               return D3DFMT_L8;
-       case GL_ALPHA:
-       case GL_ALPHA4:
-       case GL_ALPHA8:
-       case GL_ALPHA12:
-       case GL_ALPHA16:
-               return D3DFMT_A8;
-       case GL_COLOR_INDEX:
-       case GL_COLOR_INDEX1_EXT:
-       case GL_COLOR_INDEX2_EXT:
-       case GL_COLOR_INDEX4_EXT:
-       case GL_COLOR_INDEX8_EXT:
-       case GL_COLOR_INDEX12_EXT:
-       case GL_COLOR_INDEX16_EXT:
-               return D3DFMT_X8R8G8B8;
-       case 2:
-       case GL_LUMINANCE_ALPHA:
-       case GL_LUMINANCE4_ALPHA4:
-       case GL_LUMINANCE6_ALPHA2:
-       case GL_LUMINANCE8_ALPHA8:
-       case GL_LUMINANCE12_ALPHA4:
-       case GL_LUMINANCE12_ALPHA12:
-       case GL_LUMINANCE16_ALPHA16:
-               return D3DFMT_A8L8;
-       case GL_R3_G3_B2:
-               // TODO: Mesa does not support RGB332 internally
-               return D3DFMT_X4R4G4B4; //D3DFMT_R3G3B2;
-       case GL_RGB4:
-               return D3DFMT_X4R4G4B4;
-       case GL_RGB5:
-               return D3DFMT_X1R5G5B5;
-       case 3:
-       case GL_RGB:
-       case GL_RGB8:
-       case GL_RGB10:
-       case GL_RGB12:
-       case GL_RGB16:
-               return D3DFMT_R8G8B8;
-       case GL_RGBA4:
-               return D3DFMT_A4R4G4B4;
-       case 4:
-       case GL_RGBA:
-       case GL_RGBA2:
-       case GL_RGBA8:
-       case GL_RGB10_A2:
-       case GL_RGBA12:
-       case GL_RGBA16:
-               return D3DFMT_A8R8G8B8;
-       case GL_RGB5_A1:
-               return D3DFMT_A1R5G5B5;
-       }
-
-       // Return an acceptable default
-       return D3DFMT_A8R8G8B8;
-}
-
-//---------------------------------------------------------------------------
-
-GLenum _gldDecodeBaseFormat(
-       IDirect3DTexture9 *pTex)
-{
-       // Examine Direct3D texture and return base OpenGL internal texture format
-       // NOTE: We can't use any base format info from Mesa because D3D might have
-       // used a different texture format when we used D3DXCreateTexture().
-
-       // Base internal format is one of (Red Book p355):
-       //      GL_ALPHA, 
-       //      GL_LUMINANCE, 
-       //      GL_LUMINANCE_ALPHA, 
-       //      GL_INTENSITY, 
-       //      GL_RGB, 
-       //      GL_RGBA
-
-       // NOTE: INTENSITY not used (not supported by Direct3D)
-       //       LUMINANCE has same texture functions as RGB
-       //       LUMINANCE_ALPHA has same texture functions as RGBA
-
-       // TODO: cache format instead of using GetLevelDesc()
-       D3DSURFACE_DESC desc;
-       _GLD_DX9_TEX(GetLevelDesc(pTex, 0, &desc));
-
-       switch (desc.Format) {
-    case D3DFMT_R8G8B8:
-    case D3DFMT_X8R8G8B8:
-    case D3DFMT_R5G6B5:
-    case D3DFMT_X1R5G5B5:
-    case D3DFMT_R3G3B2:
-    case D3DFMT_X4R4G4B4:
-    case D3DFMT_P8:
-    case D3DFMT_L8:
-               return GL_RGB;
-    case D3DFMT_A8R8G8B8:
-    case D3DFMT_A1R5G5B5:
-    case D3DFMT_A4R4G4B4:
-    case D3DFMT_A8R3G3B2:
-    case D3DFMT_A8P8:
-    case D3DFMT_A8L8:
-    case D3DFMT_A4L4:
-               return GL_RGBA;
-    case D3DFMT_A8:
-               return GL_ALPHA;
-       // Compressed texture formats. Need to check these...
-    case D3DFMT_DXT1:
-               return GL_RGBA;
-    case D3DFMT_DXT2:
-               return GL_RGB;
-    case D3DFMT_DXT3:
-               return GL_RGBA;
-    case D3DFMT_DXT4:
-               return GL_RGB;
-    case D3DFMT_DXT5:
-               return GL_RGBA;
-       }
-
-       // Fell through. Return arbitary default.
-       return GL_RGBA;
-}
-
-//---------------------------------------------------------------------------
-
-const struct gl_texture_format* _gldMesaFormatForD3DFormat(
-       D3DFORMAT d3dfmt)
-{
-       switch (d3dfmt) {
-       case D3DFMT_A8R8G8B8:
-               return &_mesa_texformat_argb8888;
-       case D3DFMT_R8G8B8:
-               return &_mesa_texformat_rgb888;
-       case D3DFMT_R5G6B5:
-               return &_mesa_texformat_rgb565;
-       case D3DFMT_A4R4G4B4:
-               return &_mesa_texformat_argb4444;
-       case D3DFMT_A1R5G5B5:
-               return &_mesa_texformat_argb1555;
-       case D3DFMT_A8L8:
-               return &_mesa_texformat_al88;
-       case D3DFMT_R3G3B2:
-               return &_mesa_texformat_rgb332;
-       case D3DFMT_A8:
-               return &_mesa_texformat_a8;
-       case D3DFMT_L8:
-               return &_mesa_texformat_l8;
-       case D3DFMT_X8R8G8B8:
-               return &_gld_texformat_X8R8G8B8;
-       case D3DFMT_X1R5G5B5:
-               return &_gld_texformat_X1R5G5B5;
-       case D3DFMT_X4R4G4B4:
-               return &_gld_texformat_X4R4G4B4;
-       }
-
-       // If we reach here then we've made an error somewhere else
-       // by allowing a format that is not supported.
-       assert(0);
-
-       return NULL; // Shut up compiler warning
-}
-
-//---------------------------------------------------------------------------
-// Copy* functions
-//---------------------------------------------------------------------------
-
-void gldCopyTexImage1D_DX9(
-       struct gl_context *ctx,
-       GLenum target, GLint level,
-       GLenum internalFormat,
-       GLint x, GLint y,
-       GLsizei width, GLint border )
-{
-       // TODO
-}
-
-//---------------------------------------------------------------------------
-
-void gldCopyTexImage2D_DX9(
-       struct gl_context *ctx,
-       GLenum target,
-       GLint level,
-       GLenum internalFormat,
-       GLint x,
-       GLint y,
-       GLsizei width,
-       GLsizei height,
-       GLint border)
-{
-       // TODO
-}
-
-//---------------------------------------------------------------------------
-
-void gldCopyTexSubImage1D_DX9(
-       struct gl_context *ctx,
-       GLenum target, GLint level,
-       GLint xoffset, GLint x, GLint y, GLsizei width )
-{
-       // TODO
-}
-
-//---------------------------------------------------------------------------
-
-void gldCopyTexSubImage2D_DX9(
-       struct gl_context *ctx,
-       GLenum target,
-       GLint level,
-       GLint xoffset,
-       GLint yoffset,
-       GLint x,
-       GLint y,
-       GLsizei width,
-       GLsizei height)
-{
-       // TODO
-}
-
-//---------------------------------------------------------------------------
-
-void gldCopyTexSubImage3D_DX9(
-       struct gl_context *ctx,
-       GLenum target,
-       GLint level,
-       GLint xoffset,
-       GLint yoffset,
-       GLint zoffset,
-       GLint x,
-       GLint y,
-       GLsizei width,
-       GLsizei height )
-{
-       // TODO ?
-}
-
-//---------------------------------------------------------------------------
-// Bitmap/Pixel functions
-//---------------------------------------------------------------------------
-
-#define GLD_FLIP_Y(y) (gldCtx->dwHeight - (y))
-
-#define _GLD_FVF_IMAGE (D3DFVF_XYZRHW | D3DFVF_TEX1)
-
-typedef struct {
-       FLOAT   x, y;           // 2D raster coords
-       FLOAT   z;                      // depth value
-       FLOAT   rhw;            // reciprocal homogenous W (always 1.0f)
-       FLOAT   tu, tv;         // texture coords
-} _GLD_IMAGE_VERTEX;
-
-//---------------------------------------------------------------------------
-
-HRESULT _gldDrawPixels(
-       struct gl_context *ctx,
-       BOOL bChromakey,        // Alpha test for glBitmap() images
-       GLint x,                        // GL x position
-       GLint y,                        // GL y position (needs flipping)
-       GLsizei width,          // Width of input image
-       GLsizei height,         // Height of input image
-       IDirect3DSurface9 *pImage)
-{
-       //
-       // Draw input image as texture implementing PixelZoom and clipping.
-       // Any fragment operations currently enabled will be used.
-       //
-
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx9          *gld    = GLD_GET_DX9_DRIVER(gldCtx);
-
-       IDirect3DTexture9       *pTexture;
-       D3DSURFACE_DESC         d3dsd;
-       IDirect3DSurface9       *pSurface;
-       _GLD_IMAGE_VERTEX       v[4];
-       HRESULT                         hr;
-
-       float                           ZoomWidth, ZoomHeight;
-       float                           ScaleWidth, ScaleHeight;
-
-       // Create a texture to hold image
-       hr = D3DXCreateTexture(
-               gld->pDev,
-               width, height,
-               1, // miplevels
-               0, // usage
-               D3DFMT_A8R8G8B8, // format
-               D3DPOOL_MANAGED, // pool
-               &pTexture);
-       if (FAILED(hr))
-               return hr;
-
-       hr = IDirect3DTexture9_GetSurfaceLevel(pTexture, 0, &pSurface);
-       if (FAILED(hr)) {
-               IDirect3DTexture9_Release(pTexture);
-               return hr;
-       }
-
-       // Copy image into texture
-       hr = D3DXLoadSurfaceFromSurface(
-               pSurface, NULL, NULL,   // Dest surface
-               pImage, NULL, NULL,             // Src surface
-               D3DX_FILTER_NONE,
-               0);
-       IDirect3DSurface9_Release(pSurface);
-       if (FAILED(hr)) {
-               IDirect3DTexture9_Release(pTexture);
-               return hr;
-       }
-
-       //
-       // Set up the quad like this (ascii-art ahead!)
-       //
-       // 3--2
-       // |  |
-       // 0--1
-       //
-       //
-
-       // Set depth
-       v[0].z = v[1].z = v[2].z = v[3].z = ctx->Current.RasterPos[2];
-       // Set Reciprocal Homogenous W
-       v[0].rhw = v[1].rhw = v[2].rhw = v[3].rhw = 1.0f;
-
-       // Set texcoords
-       // Examine texture size - if different to input width and height
-       // then we'll need to munge the texcoords to fit.
-       IDirect3DTexture9_GetLevelDesc(pTexture, 0, &d3dsd);
-       ScaleWidth = (float)width / (float)d3dsd.Width;
-       ScaleHeight = (float)height / (float)d3dsd.Height;
-       v[0].tu = 0.0f;                 v[0].tv = 0.0f;
-       v[1].tu = ScaleWidth;   v[1].tv = 0.0f;
-       v[2].tu = ScaleWidth;   v[2].tv = ScaleHeight;
-       v[3].tu = 0.0f;                 v[3].tv = ScaleHeight;
-
-       // Set raster positions
-       ZoomWidth = (float)width * ctx->Pixel.ZoomX;
-       ZoomHeight = (float)height * ctx->Pixel.ZoomY;
-
-       v[0].x = x;                             v[0].y = GLD_FLIP_Y(y);
-       v[1].x = x+ZoomWidth;   v[1].y = GLD_FLIP_Y(y);
-       v[2].x = x+ZoomWidth;   v[2].y = GLD_FLIP_Y(y+ZoomHeight);
-       v[3].x = x;                             v[3].y = GLD_FLIP_Y(y+ZoomHeight);
-
-       // Draw image with full HW acceleration
-       // NOTE: Be nice to use a State Block for all this state...
-       IDirect3DDevice9_SetTexture(gld->pDev, 0, pTexture);
-       IDirect3DDevice9_SetRenderState(gld->pDev, D3DRS_CULLMODE, D3DCULL_NONE);
-       IDirect3DDevice9_SetRenderState(gld->pDev, D3DRS_CLIPPING, TRUE);
-
-//     IDirect3DDevice9_SetTextureStageState(gld->pDev, 0, D3DTSS_MINFILTER, D3DTEXF_POINT);
-//     IDirect3DDevice9_SetTextureStageState(gld->pDev, 0, D3DTSS_MIPFILTER, D3DTEXF_POINT);
-//     IDirect3DDevice9_SetTextureStageState(gld->pDev, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT);
-//     IDirect3DDevice9_SetTextureStageState(gld->pDev, 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
-//     IDirect3DDevice9_SetTextureStageState(gld->pDev, 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
-       IDirect3DDevice9_SetSamplerState(gld->pDev, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
-       IDirect3DDevice9_SetSamplerState(gld->pDev, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
-       IDirect3DDevice9_SetSamplerState(gld->pDev, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
-       IDirect3DDevice9_SetSamplerState(gld->pDev, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
-       IDirect3DDevice9_SetSamplerState(gld->pDev, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
-
-       IDirect3DDevice9_SetTextureStageState(gld->pDev, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
-       IDirect3DDevice9_SetTextureStageState(gld->pDev, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
-       IDirect3DDevice9_SetTextureStageState(gld->pDev, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
-       IDirect3DDevice9_SetTextureStageState(gld->pDev, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
-       IDirect3DDevice9_SetTextureStageState(gld->pDev, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
-       IDirect3DDevice9_SetTextureStageState(gld->pDev, 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
-
-       IDirect3DDevice9_SetVertexShader(gld->pDev, NULL);
-       IDirect3DDevice9_SetFVF(gld->pDev, _GLD_FVF_IMAGE);
-
-       //
-       // Emulate Chromakey with an Alpha Test.
-       // [Alpha Test is more widely supported anyway]
-       //
-       if (bChromakey) {
-               // Switch on alpha testing
-               IDirect3DDevice9_SetRenderState(gld->pDev, D3DRS_ALPHATESTENABLE, TRUE);
-               // Fragment passes is alpha is greater than reference value
-               IDirect3DDevice9_SetRenderState(gld->pDev, D3DRS_ALPHAFUNC, D3DCMP_GREATER);
-               // Set alpha reference value between Bitmap alpha values of
-               // zero (transparent) and one (opaque).
-               IDirect3DDevice9_SetRenderState(gld->pDev, D3DRS_ALPHAREF, 0x7f);
-       }
-
-       IDirect3DDevice9_DrawPrimitiveUP(gld->pDev, D3DPT_TRIANGLEFAN, 2, &v, sizeof(_GLD_IMAGE_VERTEX));
-
-       // Release texture
-       IDirect3DDevice9_SetTexture(gld->pDev, 0, NULL);
-       IDirect3DTexture9_Release(pTexture);
-
-       // Reset state to before we messed it up
-       FLUSH_VERTICES(ctx, _NEW_ALL);
-
-       return S_OK;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_DrawPixels_DX9(
-       struct gl_context *ctx,
-       GLint x, GLint y, GLsizei width, GLsizei height,
-       GLenum format, GLenum type,
-       const struct gl_pixelstore_attrib *unpack,
-       const GLvoid *pixels )
-{
-       GLD_context                     *gldCtx;
-       GLD_driver_dx9          *gld;
-
-       IDirect3DSurface9       *pImage;
-       HRESULT                         hr;
-       D3DLOCKED_RECT          d3dLockedRect;
-
-       const struct gl_texture_format  *MesaFormat;
-
-       MesaFormat = _mesa_choose_tex_format(ctx, format, format, type);
-
-       // Mesa does not currently handle this format.
-       if (format == GL_BGR)
-               return;
-
-       gldCtx  = GLD_GET_CONTEXT(ctx);
-       gld             = GLD_GET_DX9_DRIVER(gldCtx);
-
-       hr = IDirect3DDevice9_CreateOffscreenPlainSurface(
-               gld->pDev, 
-               width,
-               height,
-               D3DFMT_A8R8G8B8,
-               D3DPOOL_SCRATCH,
-               &pImage,
-               NULL);
-       if (FAILED(hr)) {
-               return;
-       }
-
-       //
-       // Use Mesa to fill in image
-       //
-
-       // Lock all of surface 
-       hr = IDirect3DSurface9_LockRect(pImage, &d3dLockedRect, NULL, 0);
-       if (FAILED(hr)) {
-               IDirect3DSurface9_Release(pImage);
-               return;
-       }
-
-       // unpack image, apply transfer ops and store directly in texture
-       MesaFormat->StoreImage(
-               ctx,
-               2,
-               GL_RGBA,
-               &_mesa_texformat_argb8888,
-               d3dLockedRect.pBits,
-               width, height, 1, 0, 0, 0,
-               d3dLockedRect.Pitch,
-               0, /* dstImageStride */
-               format, type, pixels, unpack);
-
-       IDirect3DSurface9_UnlockRect(pImage);
-
-       _gldDrawPixels(ctx, FALSE, x, y, width, height, pImage);
-
-       IDirect3DSurface9_Release(pImage);
-}
-
-//---------------------------------------------------------------------------
-
-void gld_ReadPixels_DX9(
-       struct gl_context *ctx,
-       GLint x, GLint y, GLsizei width, GLsizei height,
-       GLenum format, GLenum type,
-       const struct gl_pixelstore_attrib *pack,
-       GLvoid *dest)
-{
-
-       GLD_context                                             *gldCtx;
-       GLD_driver_dx9                                  *gld;
-
-       IDirect3DSurface9                               *pBackbuffer = NULL;
-       IDirect3DSurface9                               *pNativeImage = NULL;
-       IDirect3DSurface9                               *pCanonicalImage = NULL;
-
-       D3DSURFACE_DESC                                 d3dsd;
-       RECT                                                    rcSrc; // Source rect
-       POINT                                                   ptDst; // Dest point
-       HRESULT                                                 hr;
-       D3DLOCKED_RECT                                  d3dLockedRect;
-       struct gl_pixelstore_attrib             srcPacking;
-       int                                                             i;
-       GLint                                                   DstRowStride;
-       const struct gl_texture_format  *MesaFormat;
-
-       switch (format) {
-       case GL_STENCIL_INDEX:
-       case GL_DEPTH_COMPONENT:
-               return;
-       }
-       
-       MesaFormat = _mesa_choose_tex_format(ctx, format, format, type);
-       DstRowStride = _mesa_image_row_stride(pack, width, format, type);
-
-       gldCtx  = GLD_GET_CONTEXT(ctx);
-       gld             = GLD_GET_DX9_DRIVER(gldCtx);
-
-       // Get backbuffer
-       hr = IDirect3DDevice9_GetBackBuffer(
-               gld->pDev,
-               0, // First swapchain
-               0, // First backbuffer
-               D3DBACKBUFFER_TYPE_MONO,
-               &pBackbuffer);
-       if (FAILED(hr))
-               return;
-
-       // Get backbuffer description
-       hr = IDirect3DSurface9_GetDesc(pBackbuffer, &d3dsd);
-       if (FAILED(hr)) {
-               goto gld_ReadPixels_DX9_return;
-       }
-
-       // Create a surface compatible with backbuffer
-       hr = IDirect3DDevice9_CreateOffscreenPlainSurface(
-               gld->pDev, 
-               width,
-               height,
-               d3dsd.Format,
-               D3DPOOL_SCRATCH,
-               &pNativeImage,
-               NULL);
-       if (FAILED(hr)) {
-               goto gld_ReadPixels_DX9_return;
-       }
-
-       // Compute source rect and dest point
-       SetRect(&rcSrc, 0, 0, width, height);
-       OffsetRect(&rcSrc, x, GLD_FLIP_HEIGHT(y, height));
-       ptDst.x = ptDst.y = 0;
-
-       // Get source pixels.
-       //
-       // This intermediate surface ensure that we can use CopyRects()
-       // instead of relying on D3DXLoadSurfaceFromSurface(), which may
-       // try and lock the backbuffer. This way seems safer.
-       //
-       // CopyRects has been removed for DX9.
-       //
-/*     hr = IDirect3DDevice9_CopyRects(
-               gld->pDev,
-               pBackbuffer,
-               &rcSrc,
-               1,
-               pNativeImage,
-               &ptDst);*/
-       hr = D3DXLoadSurfaceFromSurface(
-                       pNativeImage,           // Dest surface
-                       NULL,                           // Dest palette
-                       &rcSrc,                         // Dest rect
-                       pBackbuffer,            // Src surface
-                       NULL,                           // Src palette
-                       &rcSrc,                         // Src rect
-                       D3DX_FILTER_NONE,       // Filter
-                       0                                       // Colorkey (0=no colorkey)
-               );
-       if (FAILED(hr)) {
-               goto gld_ReadPixels_DX9_return;
-       }
-
-       // Create an RGBA8888 surface
-       hr = IDirect3DDevice9_CreateOffscreenPlainSurface(
-               gld->pDev, 
-               width,
-               height,
-               D3DFMT_A8R8G8B8,
-               D3DPOOL_SCRATCH,
-               &pCanonicalImage,
-               NULL);
-       if (FAILED(hr)) {
-               goto gld_ReadPixels_DX9_return;
-       }
-
-       // Convert to RGBA8888
-       hr = D3DXLoadSurfaceFromSurface(
-               pCanonicalImage,        // Dest surface
-               NULL, NULL,                     // Dest palette, RECT
-               pNativeImage,           // Src surface
-               NULL, NULL,                     // Src palette, RECT
-               D3DX_FILTER_NONE,       // Filter
-               0);                                     // Colourkey
-       if (FAILED(hr)) {
-               goto gld_ReadPixels_DX9_return;
-       }
-
-       srcPacking.Alignment    = 1;
-       srcPacking.ImageHeight  = height;
-       srcPacking.LsbFirst             = GL_FALSE;
-       srcPacking.RowLength    = 0;
-       srcPacking.SkipImages   = 0;
-       srcPacking.SkipPixels   = 0;
-       srcPacking.SkipRows             = 0;
-       srcPacking.SwapBytes    = GL_FALSE;
-
-       // Lock all of image
-       hr = IDirect3DSurface9_LockRect(pCanonicalImage, &d3dLockedRect, NULL, 0);
-       if (FAILED(hr)) {
-               goto gld_ReadPixels_DX9_return;
-       }
-
-       // We need to flip the data. Yuck.
-       // Perhaps Mesa has a span packer we can use in future...
-       for (i=0; i<height; i++) {
-               BYTE *pDestRow = (BYTE*)_mesa_image_address(2,pack, dest, width, height, format, type, 0, i, 0);
-               BYTE *pSrcRow = (BYTE*)d3dLockedRect.pBits + (d3dLockedRect.Pitch * (height-i-1));
-               MesaFormat->StoreImage(
-                       ctx,
-                       2,
-                       GL_RGBA,                                // base format
-                       MesaFormat,                             // dst format
-                       pDestRow,                               // dest addr
-                       width, 1, 1, 0, 0, 0,   // src x,y,z & dst offsets x,y,z
-                       DstRowStride,                   // dst row stride
-                       0,                                              // dstImageStride
-                       GL_BGRA,                                // src format
-                       GL_UNSIGNED_BYTE,               // src type
-                       pSrcRow,                                // src addr
-                       &srcPacking);                   // packing params of source image
-       }
-
-       IDirect3DSurface9_UnlockRect(pCanonicalImage);
-
-gld_ReadPixels_DX9_return:
-       SAFE_RELEASE_SURFACE9(pCanonicalImage);
-       SAFE_RELEASE_SURFACE9(pNativeImage);
-       SAFE_RELEASE_SURFACE9(pBackbuffer);
-}
-
-//---------------------------------------------------------------------------
-
-void gld_CopyPixels_DX9(
-       struct gl_context *ctx,
-       GLint srcx,
-       GLint srcy,
-       GLsizei width,
-       GLsizei height,
-       GLint dstx,
-       GLint dsty,
-       GLenum type)
-{
-       //
-       // NOTE: Not allowed to copy vidmem to vidmem!
-       //       Therefore we use an intermediate image surface.
-       //
-
-       GLD_context                     *gldCtx;
-       GLD_driver_dx9          *gld;
-
-       IDirect3DSurface9       *pBackbuffer;
-       D3DSURFACE_DESC         d3dsd;
-       IDirect3DSurface9       *pImage;
-       RECT                            rcSrc; // Source rect
-       POINT                           ptDst; // Dest point
-       HRESULT                         hr;
-
-       // Only backbuffer
-       if (type != GL_COLOR)
-               return;
-
-       gldCtx  = GLD_GET_CONTEXT(ctx);
-       gld             = GLD_GET_DX9_DRIVER(gldCtx);
-
-       // Get backbuffer
-       hr = IDirect3DDevice9_GetBackBuffer(
-               gld->pDev,
-               0, // First swapchain
-               0, // First backbuffer
-               D3DBACKBUFFER_TYPE_MONO,
-               &pBackbuffer);
-       if (FAILED(hr))
-               return;
-
-       // Get backbuffer description
-       hr = IDirect3DSurface9_GetDesc(pBackbuffer, &d3dsd);
-       if (FAILED(hr)) {
-               IDirect3DSurface9_Release(pBackbuffer);
-               return;
-       }
-
-       // Create a surface compatible with backbuffer
-       hr = IDirect3DDevice9_CreateOffscreenPlainSurface(
-               gld->pDev, 
-               width,
-               height,
-               d3dsd.Format,
-               D3DPOOL_SCRATCH,
-               &pImage,
-               NULL);
-       if (FAILED(hr)) {
-               IDirect3DSurface9_Release(pBackbuffer);
-               return;
-       }
-
-       // Compute source rect and dest point
-       SetRect(&rcSrc, 0, 0, width, height);
-       OffsetRect(&rcSrc, srcx, GLD_FLIP_HEIGHT(srcy, height));
-       ptDst.x = ptDst.y = 0;
-
-       // Get source pixels
-/*     hr = IDirect3DDevice8_CopyRects(
-               gld->pDev,
-               pBackbuffer,
-               &rcSrc,
-               1,
-               pImage,
-               &ptDst);*/
-       hr = D3DXLoadSurfaceFromSurface(
-                       pImage,                         // Dest surface
-                       NULL,                           // Dest palette
-                       &rcSrc,                         // Dest rect
-                       pBackbuffer,            // Src surface
-                       NULL,                           // Src palette
-                       &rcSrc,                         // Src rect
-                       D3DX_FILTER_NONE,       // Filter
-                       0                                       // Colorkey (0=no colorkey)
-               );
-       IDirect3DSurface9_Release(pBackbuffer);
-       if (FAILED(hr)) {
-               IDirect3DSurface9_Release(pImage);
-               return;
-       }
-
-       _gldDrawPixels(ctx, FALSE, dstx, dsty, width, height, pImage);
-
-       IDirect3DSurface9_Release(pImage);
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Bitmap_DX9(
-       struct gl_context *ctx,
-       GLint x,
-       GLint y,
-       GLsizei width,
-       GLsizei height,
-       const struct gl_pixelstore_attrib *unpack,
-       const GLubyte *bitmap)
-{
-       GLD_context                     *gldCtx;
-       GLD_driver_dx9          *gld;
-
-       IDirect3DSurface9       *pImage;
-       HRESULT                         hr;
-       D3DLOCKED_RECT          d3dLockedRect;
-       BYTE                            *pTempBitmap;
-       D3DCOLOR                        clBitmapOne, clBitmapZero;
-       D3DCOLOR                        *pBits;
-       const GLubyte           *src;
-       int                                     i, j, k;
-
-       gldCtx  = GLD_GET_CONTEXT(ctx);
-       gld             = GLD_GET_DX9_DRIVER(gldCtx);
-
-       // A NULL bitmap is valid, but merely advances the raster position
-       if ((bitmap == NULL) || (width == 0) || (height == 0))
-               return;
-
-       clBitmapZero    = D3DCOLOR_RGBA(0,0,0,0); // NOTE: Alpha is Zero
-       clBitmapOne             = D3DCOLOR_COLORVALUE(
-               ctx->Current.RasterColor[0],
-               ctx->Current.RasterColor[1],
-               ctx->Current.RasterColor[2],
-               1.0f); // NOTE: Alpha is One
-
-       hr = IDirect3DDevice9_CreateOffscreenPlainSurface(
-               gld->pDev, 
-               width,
-               height,
-               D3DFMT_A8R8G8B8,
-               D3DPOOL_SCRATCH,
-               &pImage,
-               NULL);
-       if (FAILED(hr)) {
-               return;
-       }
-
-       // Lock all of surface 
-       hr = IDirect3DSurface9_LockRect(pImage, &d3dLockedRect, NULL, 0);
-       if (FAILED(hr)) {
-               IDirect3DSurface9_Release(pImage);
-               return;
-       }
-
-       pTempBitmap = _mesa_unpack_bitmap(width, height, bitmap, unpack);
-       if (pTempBitmap == NULL) {
-               IDirect3DSurface9_Release(pImage);
-               return;
-       }
-
-       pBits = (D3DCOLOR*)d3dLockedRect.pBits;
-
-       for (i=0; i<height; i++) {
-               GLubyte byte;
-               pBits = (D3DCOLOR*)((BYTE*)d3dLockedRect.pBits + (i*d3dLockedRect.Pitch));
-               src = (const GLubyte *) _mesa_image_address(2,
-                       &ctx->DefaultPacking, pTempBitmap, width, height, GL_COLOR_INDEX, GL_BITMAP,
-                       0, i, 0);
-               for (j=0; j<(width>>3); j++) {
-                       byte = *src++;
-                       for (k=0; k<8; k++) {
-                               *pBits++ = (byte & 128) ? clBitmapOne : clBitmapZero;
-                               byte <<= 1;
-                       }
-               }
-               // Fill remaining bits from bitmap
-               if (width & 7) {
-                       byte = *src;
-                       for (k=0; k<(width & 7); k++) {
-                               *pBits++ = (byte & 128) ? clBitmapOne : clBitmapZero;
-                               byte <<= 1;
-                       }
-               }
-       }
-
-       FREE(pTempBitmap);
-
-/*
-       // unpack image, apply transfer ops and store directly in texture
-       texImage->TexFormat->StoreImage(
-               ctx,
-               2,
-               GL_BITMAP,
-               &_mesa_texformat_argb8888,
-               d3dLockedRect.pBits,
-               width, height, 1, 0, 0, 0,
-               d3dLockedRect.Pitch,
-               0, // dstImageStride
-               GL_BITMAP, GL_COLOR_INDEX, bitmap, unpack);
-*/
-       IDirect3DSurface9_UnlockRect(pImage);
-
-       _gldDrawPixels(ctx, TRUE, x, y, width, height, pImage);
-
-       IDirect3DSurface9_Release(pImage);
-}
-
-//---------------------------------------------------------------------------
-// Texture functions
-//---------------------------------------------------------------------------
-
-void _gldAllocateTexture(
-       struct gl_context *ctx,
-       struct gl_texture_object *tObj,
-       struct gl_texture_image *texImage)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx9          *gld    = GLD_GET_DX9_DRIVER(gldCtx);
-
-       IDirect3DTexture9       *pTex;
-       D3DFORMAT                       d3dFormat;
-
-       if (!tObj || !texImage)
-               return;
-
-       pTex = (IDirect3DTexture9*)tObj->DriverData;
-       if (pTex) {
-               // Decide whether we can keep existing D3D texture
-               // by examining top-level surface.
-               D3DSURFACE_DESC d3dsd;
-               _GLD_DX9_TEX(GetLevelDesc(pTex, 0, &d3dsd));
-               // Release existing texture if not compatible
-               if ((d3dsd.Width == texImage->Width) || 
-                       (d3dsd.Height == texImage->Height))
-               {
-                       return; // Keep the existing texture
-               }
-               tObj->DriverData = NULL;
-               _GLD_DX9_TEX(Release(pTex));
-       }
-
-       d3dFormat = _gldGLFormatToD3DFormat(texImage->IntFormat);
-       D3DXCreateTexture(
-               gld->pDev,
-               texImage->Width,
-               texImage->Height,
-               // TODO: Re-evaluate mipmapping
-               (glb.bUseMipmaps) ? D3DX_DEFAULT : 1,
-               0,                              // Usage
-               d3dFormat,
-               D3DPOOL_MANAGED,
-               &pTex);
-       tObj->DriverData = pTex;
-}
-
-//---------------------------------------------------------------------------
-
-const struct gl_texture_format* gld_ChooseTextureFormat_DX9(
-       struct gl_context *ctx,
-       GLint internalFormat,
-       GLenum srcFormat,
-       GLenum srcType)
-{
-       // [Based on mesa_choose_tex_format()]
-       //
-       // We will choose only texture formats that are supported
-       // by Direct3D. If the hardware doesn't support a particular
-       // texture format, then the D3DX texture calls that we use
-       // will automatically use a HW supported format.
-       //
-       // The most critical aim is to reduce copying; if we can use
-       // texture-image data directly then it will be a big performance assist.
-       //
-
-       switch (internalFormat) {
-       case GL_INTENSITY:
-       case GL_INTENSITY4:
-       case GL_INTENSITY8:
-       case GL_INTENSITY12:
-       case GL_INTENSITY16:
-               return &_mesa_texformat_l8; // D3DFMT_L8
-       case 1:
-       case GL_LUMINANCE:
-       case GL_LUMINANCE4:
-       case GL_LUMINANCE8:
-       case GL_LUMINANCE12:
-       case GL_LUMINANCE16:
-               return &_mesa_texformat_l8; // D3DFMT_L8
-       case GL_ALPHA:
-       case GL_ALPHA4:
-       case GL_ALPHA8:
-       case GL_ALPHA12:
-       case GL_ALPHA16:
-               return &_mesa_texformat_a8; // D3DFMT_A8
-       case GL_COLOR_INDEX:
-       case GL_COLOR_INDEX1_EXT:
-       case GL_COLOR_INDEX2_EXT:
-       case GL_COLOR_INDEX4_EXT:
-       case GL_COLOR_INDEX8_EXT:
-       case GL_COLOR_INDEX12_EXT:
-       case GL_COLOR_INDEX16_EXT:
-               return &_mesa_texformat_rgb565; // D3DFMT_R5G6B5
-               // Mesa will convert this for us later...
-               //      return &_mesa_texformat_ci8; // D3DFMT_R5G6B5
-       case 2:
-       case GL_LUMINANCE_ALPHA:
-       case GL_LUMINANCE4_ALPHA4:
-       case GL_LUMINANCE6_ALPHA2:
-       case GL_LUMINANCE8_ALPHA8:
-       case GL_LUMINANCE12_ALPHA4:
-       case GL_LUMINANCE12_ALPHA12:
-       case GL_LUMINANCE16_ALPHA16:
-               return &_mesa_texformat_al88; // D3DFMT_A8L8
-       case GL_R3_G3_B2:
-               return &_mesa_texformat_rgb332; // D3DFMT_R3G3B2
-       case GL_RGB4:
-       case GL_RGBA4:
-       case GL_RGBA2:
-               return &_mesa_texformat_argb4444; // D3DFMT_A4R4G4B4
-       case 3:
-       case GL_RGB:
-       case GL_RGB5:
-       case GL_RGB8:
-       case GL_RGB10:
-       case GL_RGB12:
-       case GL_RGB16:
-               return &_mesa_texformat_rgb565;
-       case 4:
-       case GL_RGBA:
-       case GL_RGBA8:
-       case GL_RGB10_A2:
-       case GL_RGBA12:
-       case GL_RGBA16:
-               return &_mesa_texformat_argb8888;
-       case GL_RGB5_A1:
-               return &_mesa_texformat_argb1555;
-       default:
-               _mesa_problem(NULL, "unexpected format in fxDDChooseTextureFormat");
-               return NULL;
-   }
-}
-
-//---------------------------------------------------------------------------
-
-/*
-// Safer(?), slower version.
-void gld_TexImage2D_DX9(
-       struct gl_context *ctx,
-       GLenum target,
-       GLint level,
-       GLint internalFormat,
-       GLint width,
-       GLint height,
-       GLint border,
-       GLenum format,
-       GLenum type,
-       const GLvoid *pixels,
-       const struct gl_pixelstore_attrib *packing,
-       struct gl_texture_object *tObj,
-       struct gl_texture_image *texImage)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx9          *gld    = GLD_GET_DX9_DRIVER(gldCtx);
-
-       IDirect3DTexture9       *pTex;
-       IDirect3DSurface9       *pSurface;
-       RECT                            rcSrcRect;
-       HRESULT                         hr;
-       GLint                           texelBytes = 4;
-       GLvoid                          *tempImage;
-
-       if (!tObj || !texImage)
-               return;
-
-       if (level == 0) {
-               _gldAllocateTexture(ctx, tObj, texImage);
-       }
-
-       pTex = (IDirect3DTexture9*)tObj->DriverData;
-       if (!pTex)
-               return; // Texture has not been created
-       if (level >= IDirect3DTexture9_GetLevelCount(pTex))
-               return; // Level does not exist
-       hr = IDirect3DTexture9_GetSurfaceLevel(pTex, level, &pSurface);
-       if (FAILED(hr))
-               return; // Surface level doesn't exist (or just a plain error)
-
-       tempImage = MALLOC(width * height * texelBytes);
-       if (!tempImage) {
-               _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage2D");
-               IDirect3DSurface9_Release(pSurface);
-               return;
-       }
-       // unpack image, apply transfer ops and store in tempImage
-       texImage->TexFormat->StoreImage(ctx, 2, texImage->Format,
-               &_mesa_texformat_argb8888, // dest format
-               tempImage,
-               width, height, 1, 0, 0, 0,
-               width * texelBytes,
-               0, // dstImageStride
-               format, type, pixels, packing);
-
-       SetRect(&rcSrcRect, 0, 0, width, height);
-       D3DXLoadSurfaceFromMemory(
-               pSurface,
-               NULL,
-               NULL,
-               tempImage,
-               D3DFMT_A8R8G8B8,
-               width * texelBytes,
-               NULL,
-               &rcSrcRect,
-               D3DX_FILTER_NONE,
-               0);
-
-       FREE(tempImage);
-       IDirect3DSurface9_Release(pSurface);
-}
-*/
-
-//---------------------------------------------------------------------------
-
-// Faster, more efficient version.
-// Copies subimage straight to dest texture
-void gld_TexImage2D_DX9(
-       struct gl_context *ctx,
-       GLenum target,
-       GLint level,
-       GLint internalFormat,
-       GLint width,
-       GLint height,
-       GLint border,
-       GLenum format,
-       GLenum type,
-       const GLvoid *pixels,
-       const struct gl_pixelstore_attrib *packing,
-       struct gl_texture_object *tObj,
-       struct gl_texture_image *texImage)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx9          *gld    = GLD_GET_DX9_DRIVER(gldCtx);
-
-       IDirect3DTexture9       *pTex;
-       IDirect3DSurface9       *pSurface;
-       HRESULT                         hr;
-       D3DLOCKED_RECT          d3dLockedRect;
-       D3DSURFACE_DESC         d3dsd;
-
-       if (!tObj || !texImage)
-               return;
-
-       // GLQUAKE FIX
-       // Test for input alpha data with non-alpha internalformat
-       if (((internalFormat==3) || (internalFormat==GL_RGB)) && (format==GL_RGBA)) {
-               // Input format has alpha, but a non-alpha format has been requested.
-               texImage->IntFormat = GL_RGBA;
-               internalFormat = GL_RGBA;
-       }
-
-       if (level == 0) {
-               _gldAllocateTexture(ctx, tObj, texImage);
-       }
-
-       pTex = (IDirect3DTexture9*)tObj->DriverData;
-       if (!pTex)
-               return; // Texture has not been created
-       if (level >= IDirect3DTexture9_GetLevelCount(pTex))
-               return; // Level does not exist
-       hr = IDirect3DTexture9_GetSurfaceLevel(pTex, level, &pSurface);
-       if (FAILED(hr))
-               return; // Surface level doesn't exist (or just a plain error)
-
-       IDirect3DSurface9_GetDesc(pSurface, &d3dsd);
-
-       // Lock all of surface 
-       hr = IDirect3DSurface9_LockRect(pSurface, &d3dLockedRect, NULL, 0);
-       if (FAILED(hr)) {
-               IDirect3DSurface9_Release(pSurface);
-               return;
-       }
-
-       // unpack image, apply transfer ops and store directly in texture
-       texImage->TexFormat->StoreImage(
-               ctx,
-               2,
-               texImage->Format,
-               _gldMesaFormatForD3DFormat(d3dsd.Format),
-               d3dLockedRect.pBits,
-               width, height, 1, 0, 0, 0,
-               d3dLockedRect.Pitch,
-               0, // dstImageStride
-               format, type, pixels, packing);
-
-       IDirect3DSurface9_UnlockRect(pSurface);
-       IDirect3DSurface9_Release(pSurface);
-}
-
-//---------------------------------------------------------------------------
-
-void gld_TexImage1D_DX9(struct gl_context *ctx, GLenum target, GLint level,
-                       GLint internalFormat,
-                       GLint width, GLint border,
-                       GLenum format, GLenum type, const GLvoid *pixels,
-                       const struct gl_pixelstore_attrib *packing,
-                       struct gl_texture_object *texObj,
-                       struct gl_texture_image *texImage )
-{
-       // A 1D texture is a 2D texture with a height of zero
-       gld_TexImage2D_DX9(ctx, target, level, internalFormat, width, 1, border, format, type, pixels, packing, texObj, texImage);
-}
-
-//---------------------------------------------------------------------------
-
-/*
-void gld_TexSubImage2D( struct gl_context *ctx, GLenum target, GLint level,
-                          GLint xoffset, GLint yoffset,
-                          GLsizei width, GLsizei height,
-                          GLenum format, GLenum type,
-                          const GLvoid *pixels,
-                          const struct gl_pixelstore_attrib *packing,
-                          struct gl_texture_object *tObj,
-                          struct gl_texture_image *texImage )
-{
-       GLD_GET_CONTEXT
-       IDirect3DTexture9       *pTex;
-       IDirect3DSurface9       *pSurface;
-       D3DFORMAT                       d3dFormat;
-       HRESULT                         hr;
-       GLint                           texelBytes = 4;
-       GLvoid                          *tempImage;
-       RECT                            rcSrcRect;
-       RECT                            rcDstRect;
-
-       if (!tObj || !texImage)
-               return;
-
-       pTex = (IDirect3DTexture9*)tObj->DriverData;
-       if (!pTex)
-               return; // Texture has not been created
-       if (level >= _GLD_DX9_TEX(GetLevelCount(pTex))
-               return; // Level does not exist
-       hr = _GLD_DX9_TEX(GetSurfaceLevel(pTex, level, &pSurface);
-       if (FAILED(hr))
-               return; // Surface level doesn't exist (or just a plain error)
-
-       d3dFormat = _gldGLFormatToD3DFormat(texImage->Format);
-       tempImage = MALLOC(width * height * texelBytes);
-       if (!tempImage) {
-               _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage2D");
-               IDirect3DSurface9_Release(pSurface);
-               return;
-       }
-
-       // unpack image, apply transfer ops and store in tempImage
-       texImage->TexFormat->StoreImage(ctx, 2, texImage->Format,
-               &_mesa_texformat_argb8888, // dest format
-               tempImage,
-               width, height, 1, 0, 0, 0,
-               width * texelBytes,
-               0, // dstImageStride
-               format, type, pixels, packing);
-
-       // Source rectangle is whole of input image
-       SetRect(&rcSrcRect, 0, 0, width, height);
-
-       // Dest rectangle must be offset to dest image
-       SetRect(&rcDstRect, 0, 0, width, height);
-       OffsetRect(&rcDstRect, xoffset, yoffset);
-
-       D3DXLoadSurfaceFromMemory(
-               pSurface,
-               NULL,
-               &rcDstRect,
-               tempImage,
-               D3DFMT_A8R8G8B8,
-               width * texelBytes,
-               NULL,
-               &rcSrcRect,
-               D3DX_FILTER_NONE,
-               0);
-
-       FREE(tempImage);
-       IDirect3DSurface9_Release(pSurface);
-}
-*/
-
-//---------------------------------------------------------------------------
-
-// Faster, more efficient version.
-// Copies subimage straight to dest texture
-void gld_TexSubImage2D_DX9( struct gl_context *ctx, GLenum target, GLint level,
-                          GLint xoffset, GLint yoffset,
-                          GLsizei width, GLsizei height,
-                          GLenum format, GLenum type,
-                          const GLvoid *pixels,
-                          const struct gl_pixelstore_attrib *packing,
-                          struct gl_texture_object *tObj,
-                          struct gl_texture_image *texImage )
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx9          *gld    = GLD_GET_DX9_DRIVER(gldCtx);
-
-       IDirect3DTexture9       *pTex;
-       IDirect3DSurface9       *pSurface;
-       HRESULT                         hr;
-       RECT                            rcDstRect;
-       D3DLOCKED_RECT          d3dLockedRect;
-       D3DSURFACE_DESC         d3dsd;
-
-       if (!tObj || !texImage)
-               return;
-
-       pTex = (IDirect3DTexture9*)tObj->DriverData;
-       if (!pTex)
-               return; // Texture has not been created
-       if (level >= IDirect3DTexture9_GetLevelCount(pTex))
-               return; // Level does not exist
-       hr = IDirect3DTexture9_GetSurfaceLevel(pTex, level, &pSurface);
-       if (FAILED(hr))
-               return; // Surface level doesn't exist (or just a plain error)
-
-       IDirect3DSurface9_GetDesc(pSurface, &d3dsd);
-
-       // Dest rectangle must be offset to dest image
-       SetRect(&rcDstRect, 0, 0, width, height);
-       OffsetRect(&rcDstRect, xoffset, yoffset);
-
-       // Lock sub-rect of surface 
-       hr = IDirect3DSurface9_LockRect(pSurface, &d3dLockedRect, &rcDstRect, 0);
-       if (FAILED(hr)) {
-               IDirect3DSurface9_Release(pSurface);
-               return;
-       }
-
-       // unpack image, apply transfer ops and store directly in texture
-       texImage->TexFormat->StoreImage(ctx, 2, texImage->Format,
-               _gldMesaFormatForD3DFormat(d3dsd.Format),
-               d3dLockedRect.pBits,
-               width, height, 1,
-               0, 0, 0, // NOTE: d3dLockedRect.pBits is already offset!!!
-               d3dLockedRect.Pitch,
-               0, // dstImageStride
-               format, type, pixels, packing);
-
-
-       IDirect3DSurface9_UnlockRect(pSurface);
-       IDirect3DSurface9_Release(pSurface);
-}
-
-//---------------------------------------------------------------------------
-
-void gld_TexSubImage1D_DX9( struct gl_context *ctx, GLenum target, GLint level,
-                          GLint xoffset, GLsizei width,
-                          GLenum format, GLenum type,
-                          const GLvoid *pixels,
-                          const struct gl_pixelstore_attrib *packing,
-                          struct gl_texture_object *texObj,
-                          struct gl_texture_image *texImage )
-{
-       gld_TexSubImage2D_DX9(ctx, target, level, xoffset, 0, width, 1, format, type, pixels, packing, texObj, texImage);
-}
-
-//---------------------------------------------------------------------------
-
-void gld_DeleteTexture_DX9(
-       struct gl_context *ctx,
-       struct gl_texture_object *tObj)
-{
-       GLD_context *gld = (GLD_context*)(ctx->DriverCtx);
-
-       if (tObj) {
-               IDirect3DTexture9 *pTex = (IDirect3DTexture9*)tObj->DriverData;
-               if (pTex) {
-/*                     // Make sure texture is not bound to a stage before releasing it
-                       for (int i=0; i<MAX_TEXTURE_UNITS; i++) {
-                               if (gld->CurrentTexture[i] == pTex) {
-                                       gld->pDev->SetTexture(i, NULL);
-                                       gld->CurrentTexture[i] = NULL;
-                               }
-                       }*/
-                       _GLD_DX9_TEX(Release(pTex));
-                       tObj->DriverData = NULL;
-               }
-       }
-}
-
-//---------------------------------------------------------------------------
-
-__inline void _gldSetColorOps(
-       const GLD_driver_dx9 *gld,
-       GLuint unit,
-       DWORD ColorArg1,
-       D3DTEXTUREOP ColorOp,
-       DWORD ColorArg2)
-{
-       _GLD_DX9_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_COLORARG1, ColorArg1));
-       _GLD_DX9_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_COLOROP, ColorOp));
-       _GLD_DX9_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_COLORARG2, ColorArg2));
-}
-
-//---------------------------------------------------------------------------
-
-__inline void _gldSetAlphaOps(
-       const GLD_driver_dx9 *gld,
-       GLuint unit,
-       DWORD AlphaArg1,
-       D3DTEXTUREOP AlphaOp,
-       DWORD AlphaArg2)
-{
-       _GLD_DX9_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_ALPHAARG1, AlphaArg1));
-       _GLD_DX9_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_ALPHAOP, AlphaOp));
-       _GLD_DX9_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_ALPHAARG2, AlphaArg2));
-}
-
-//---------------------------------------------------------------------------
-
-void gldUpdateTextureUnit(
-       struct gl_context *ctx,
-       GLuint unit,
-       BOOL bPassThrough)
-{
-       GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx9          *gld    = GLD_GET_DX9_DRIVER(gldCtx);
-
-       D3DTEXTUREFILTERTYPE    minfilter;
-       D3DTEXTUREFILTERTYPE    mipfilter;
-       GLenum                                  BaseFormat;
-       DWORD                                   dwColorArg0;
-       int                                             iTexEnv = 0;
-       GLD_texenv                              *pTexenv;
-
-       // NOTE: If bPassThrough is FALSE then texture stage can be
-       // disabled otherwise it must pass-through it's current fragment.
-
-       const struct gl_texture_unit *pUnit = &ctx->Texture.Unit[unit];
-       const struct gl_texture_object *tObj = pUnit->_Current;
-
-       IDirect3DTexture9 *pTex = NULL;
-       if (tObj) {
-               pTex = (IDirect3DTexture9*)tObj->DriverData;
-       }
-
-       // Enable texturing if unit is enabled and a valid D3D texture exists
-       // Mesa 5: TEXTUREn_x altered to TEXTURE_nD_BIT
-       //if (pTex && (pUnit->Enabled & (TEXTURE0_1D | TEXTURE0_2D))) {
-       if (pTex && (pUnit->_ReallyEnabled & (TEXTURE_1D_BIT | TEXTURE_2D_BIT))) {
-               // Enable texturing
-               _GLD_DX9_DEV(SetTexture(gld->pDev, unit, pTex));
-       } else {
-               // Disable texturing, then return
-               _GLD_DX9_DEV(SetTexture(gld->pDev, unit, NULL));
-               if (bPassThrough) {
-                       _gldSetColorOps(gld, unit, D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_DIFFUSE);
-                       _gldSetAlphaOps(gld, unit, D3DTA_TEXTURE, D3DTOP_SELECTARG2, D3DTA_DIFFUSE);
-               } else {
-                       _gldSetColorOps(gld, unit, D3DTA_TEXTURE, D3DTOP_DISABLE, D3DTA_DIFFUSE);
-                       _gldSetAlphaOps(gld, unit, D3DTA_TEXTURE, D3DTOP_DISABLE, D3DTA_DIFFUSE);
-               }
-               return;
-       }
-
-       // Texture parameters
-       _gldConvertMinFilter(tObj->MinFilter, &minfilter, &mipfilter);
-//     _GLD_DX9_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_MINFILTER, minfilter));
-//     _GLD_DX9_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_MIPFILTER, mipfilter));
-//     _GLD_DX9_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_MAGFILTER, _gldConvertMagFilter(tObj->MagFilter)));
-//     _GLD_DX9_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_ADDRESSU, _gldConvertWrap(tObj->WrapS)));
-//     _GLD_DX9_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_ADDRESSV, _gldConvertWrap(tObj->WrapT)));
-       _GLD_DX9_DEV(SetSamplerState(gld->pDev, unit, D3DSAMP_MINFILTER, minfilter));
-       _GLD_DX9_DEV(SetSamplerState(gld->pDev, unit, D3DSAMP_MIPFILTER, mipfilter));
-       _GLD_DX9_DEV(SetSamplerState(gld->pDev, unit, D3DSAMP_MAGFILTER, _gldConvertMagFilter(tObj->MagFilter)));
-       _GLD_DX9_DEV(SetSamplerState(gld->pDev, unit, D3DSAMP_ADDRESSU, _gldConvertWrap(tObj->WrapS)));
-       _GLD_DX9_DEV(SetSamplerState(gld->pDev, unit, D3DSAMP_ADDRESSV, _gldConvertWrap(tObj->WrapT)));
-
-       // Texture priority
-       _GLD_DX9_TEX(SetPriority(pTex, (DWORD)(tObj->Priority*65535.0f)));
-
-       // Texture environment
-       // TODO: Examine input texture for alpha and use specific alpha/non-alpha ops.
-       //       See Page 355 of the Red Book.
-       BaseFormat = _gldDecodeBaseFormat(pTex);
-
-       switch (BaseFormat) {
-       case GL_RGB:
-               iTexEnv = 0;
-               break;
-       case GL_RGBA:
-               iTexEnv = 1;
-               break;
-       case GL_ALPHA:
-               iTexEnv = 2;
-               break;
-       }
-
-       switch (pUnit->EnvMode) {
-       case GL_DECAL:
-               iTexEnv += 0;
-               break;
-       case GL_REPLACE:
-               iTexEnv += 3;
-               break;
-       case GL_MODULATE:
-               iTexEnv += 6;
-               break;
-       case GL_BLEND:
-               // Set blend colour
-               dwColorArg0 = D3DCOLOR_COLORVALUE(pUnit->EnvColor[0], pUnit->EnvColor[1], pUnit->EnvColor[2], pUnit->EnvColor[3]);
-               _GLD_DX9_DEV(SetTextureStageState(gld->pDev, unit, D3DTSS_COLORARG0, dwColorArg0));
-               iTexEnv += 9;
-               break;
-       case GL_ADD:
-               iTexEnv += 12;
-               break;
-       }
-       pTexenv = (GLD_texenv*)&gldTexEnv[iTexEnv];
-       _gldSetColorOps(gld, unit, pTexenv->ColorArg1, pTexenv->ColorOp, pTexenv->ColorArg2);
-       _gldSetAlphaOps(gld, unit, pTexenv->AlphaArg1, pTexenv->AlphaOp, pTexenv->AlphaArg2);
-}
-
-//---------------------------------------------------------------------------
-
-void gld_NEW_TEXTURE_DX9(
-       struct gl_context *ctx)
-{
-       // TODO: Support for three (ATI Radeon) or more (nVidia GeForce3) texture units
-
-       BOOL bUnit0Enabled;
-       BOOL bUnit1Enabled;
-
-       if (!ctx)
-               return; // Sanity check
-
-       if (ctx->Const.MaxTextureUnits == 1) {
-               gldUpdateTextureUnit(ctx, 0, TRUE);
-               return;
-       }
-
-       //
-       // NOTE: THE FOLLOWING RELATES TO TWO TEXTURE UNITS, AND TWO ONLY!!
-       //
-
-       // Mesa 5: Texture Units altered
-       //bUnit0Enabled = (ctx->Texture._ReallyEnabled & (TEXTURE0_1D | TEXTURE0_2D)) ? TRUE : FALSE;
-       //bUnit1Enabled = (ctx->Texture._ReallyEnabled & (TEXTURE1_1D | TEXTURE1_2D)) ? TRUE : FALSE;
-       bUnit0Enabled = (ctx->Texture.Unit[0]._ReallyEnabled & (TEXTURE_1D_BIT | TEXTURE_2D_BIT)) ? TRUE : FALSE;
-       bUnit1Enabled = (ctx->Texture.Unit[1]._ReallyEnabled & (TEXTURE_1D_BIT | TEXTURE_2D_BIT)) ? TRUE : FALSE;
-
-       // If Unit0 is disabled and Unit1 is enabled then we must pass-though
-       gldUpdateTextureUnit(ctx, 0, (!bUnit0Enabled && bUnit1Enabled) ? TRUE : FALSE);
-       // We can always disable the last texture unit
-       gldUpdateTextureUnit(ctx, 1, FALSE);
-
-#ifdef _DEBUG
-#if 0
-       {
-               // Find out whether device supports current renderstates
-               GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
-               GLD_driver_dx9          *gld    = GLD_GET_DX9_DRIVER(gldCtx);
-//             GLD_context                     *gld    = GLD_GET_CONTEXT(ctx);
-
-               DWORD dwPasses;
-               _GLD_DX9_DEV(ValidateDevice(gld->pDev, &dwPasses));
-//             if (FAILED(hr)) {
-//                     gldLogError(GLDLOG_ERROR, "ValidateDevice failed", hr);
-//             }
-               if (dwPasses != 1) {
-                       gldLogMessage(GLDLOG_ERROR, "ValidateDevice: Can't do in one pass\n");
-               }
-       }
-#endif
-#endif
-};
-
-//---------------------------------------------------------------------------
diff --git a/src/mesa/drivers/windows/gldirect/dx9/gld_vb_d3d_render_dx9.c b/src/mesa/drivers/windows/gldirect/dx9/gld_vb_d3d_render_dx9.c
deleted file mode 100644 (file)
index 5f818d9..0000000
+++ /dev/null
@@ -1,263 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x/2000/XP/XBox (Win32)
-*
-* Description:  GLDirect fastpath pipeline stage
-*
-****************************************************************************/
-
-//---------------------------------------------------------------------------
-
-//#include "../GLDirect.h"
-//#include "../gld_log.h"
-//#include "gld_dx8.h"
-
-#include "dglcontext.h"
-#include "ddlog.h"
-#include "gld_dx9.h"
-
-//---------------------------------------------------------------------------
-
-#include "glheader.h"
-#include "context.h"
-#include "macros.h"
-// #include "mem.h"
-#include "mtypes.h"
-//#include "mmath.h"
-
-#include "math/m_matrix.h"
-#include "math/m_xform.h"
-
-#include "tnl/t_pipeline.h"
-
-//---------------------------------------------------------------------------
-
-__inline void _gldSetVertexShaderConstants(
-       struct gl_context *ctx,
-       GLD_driver_dx9 *gld)
-{
-       D3DXMATRIX mat, matView, matProj;
-       GLfloat         *pM;
-
-       // Mesa 5: Altered to a Stack
-       //pM = ctx->ModelView.m;
-       pM = ctx->ModelviewMatrixStack.Top->m;
-       matView._11 = pM[0];
-       matView._12 = pM[1];
-       matView._13 = pM[2];
-       matView._14 = pM[3];
-       matView._21 = pM[4];
-       matView._22 = pM[5];
-       matView._23 = pM[6];
-       matView._24 = pM[7];
-       matView._31 = pM[8];
-       matView._32 = pM[9];
-       matView._33 = pM[10];
-       matView._34 = pM[11];
-       matView._41 = pM[12];
-       matView._42 = pM[13];
-       matView._43 = pM[14];
-       matView._44 = pM[15];
-
-       // Mesa 5: Altered to a Stack
-       //pM = ctx->ProjectionMatrix.m;
-       pM = ctx->ProjectionMatrixStack.Top->m;
-       matProj._11 = pM[0];
-       matProj._12 = pM[1];
-       matProj._13 = pM[2];
-       matProj._14 = pM[3];
-       matProj._21 = pM[4];
-       matProj._22 = pM[5];
-       matProj._23 = pM[6];
-       matProj._24 = pM[7];
-       matProj._31 = pM[8];
-       matProj._32 = pM[9];
-       matProj._33 = pM[10];
-       matProj._34 = pM[11];
-       matProj._41 = pM[12];
-       matProj._42 = pM[13];
-       matProj._43 = pM[14];
-       matProj._44 = pM[15];
-
-       D3DXMatrixMultiply( &mat, &matView, &matProj );
-       D3DXMatrixTranspose( &mat, &mat );
-
-       _GLD_DX9_DEV(SetVertexShaderConstantF(gld->pDev, 0, (float*)&mat, 4));
-}
-
-//---------------------------------------------------------------------------
-
-static GLboolean gld_d3d_render_stage_run(
-       struct gl_context *ctx,
-       struct tnl_pipeline_stage *stage)
-{
-       GLD_context                             *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx9                  *gld    = GLD_GET_DX9_DRIVER(gldCtx);
-
-       TNLcontext                              *tnl;
-       struct vertex_buffer    *VB;
-       tnl_render_func                         *tab;
-       GLint                                   pass;
-       GLD_pb_dx9                              *gldPB = &gld->PB3d;
-/*
-       static int count = 0;
-       count++;
-       if (count != 2)
-               return GL_FALSE;
-*/
-       // The "check" function should disable this stage,
-       // but we'll test gld->bUseMesaTnL anyway.
-       if (gld->bUseMesaTnL) {
-               // Do nothing in this stage, but continue pipeline
-               return GL_TRUE;
-       }
-       
-       tnl = TNL_CONTEXT(ctx);
-       VB = &tnl->vb;
-       pass = 0;
-
-   tnl->Driver.Render.Start( ctx );
-
-#if 0
-   // For debugging: Useful to see if an app passes colour data in
-   // an unusual format.
-   switch (VB->AttribPtr[_TNL_ATTRIB_COLOR0]->Type) {
-   case GL_FLOAT:
-          ddlogMessage(GLDLOG_SYSTEM, "ColorPtr: GL_FLOAT\n");
-          break;
-   case GL_UNSIGNED_BYTE:
-          ddlogMessage(GLDLOG_SYSTEM, "ColorPtr: GL_UNSIGNED_BYTE\n");
-          break;
-   default:
-          ddlogMessage(GLDLOG_SYSTEM, "ColorPtr: *?*\n");
-          break;
-   }
-#endif
-
-   tnl->Driver.Render.Points           = gld_Points3D_DX9;
-   if (ctx->_TriangleCaps & DD_FLATSHADE) {
-          tnl->Driver.Render.Line              = gld_Line3DFlat_DX9;
-          tnl->Driver.Render.Triangle  = gld_Triangle3DFlat_DX9;
-          tnl->Driver.Render.Quad              = gld_Quad3DFlat_DX9;
-   } else {
-          tnl->Driver.Render.Line              = gld_Line3DSmooth_DX9;
-          tnl->Driver.Render.Triangle  = gld_Triangle3DSmooth_DX9;
-          tnl->Driver.Render.Quad              = gld_Quad3DSmooth_DX9;
-   }
-
-       _GLD_DX9_VB(Lock(gldPB->pVB, 0, 0, &gldPB->pPoints, D3DLOCK_DISCARD));
-       gldPB->nPoints = gldPB->nLines = gldPB->nTriangles = 0;
-       // Allocate primitive pointers
-       // gldPB->pPoints is always first
-       gldPB->pLines           = gldPB->pPoints + (gldPB->dwStride * gldPB->iFirstLine);
-       gldPB->pTriangles       = gldPB->pPoints + (gldPB->dwStride * gldPB->iFirstTriangle);
-       
-       ASSERT(tnl->Driver.Render.BuildVertices);
-       ASSERT(tnl->Driver.Render.PrimitiveNotify);
-       ASSERT(tnl->Driver.Render.Points);
-       ASSERT(tnl->Driver.Render.Line);
-       ASSERT(tnl->Driver.Render.Triangle);
-       ASSERT(tnl->Driver.Render.Quad);
-       ASSERT(tnl->Driver.Render.ResetLineStipple);
-       ASSERT(tnl->Driver.Render.Interp);
-       ASSERT(tnl->Driver.Render.CopyPV);
-       ASSERT(tnl->Driver.Render.ClippedLine);
-       ASSERT(tnl->Driver.Render.ClippedPolygon);
-       ASSERT(tnl->Driver.Render.Finish);
-
-       tab = (VB->Elts ? tnl->Driver.Render.PrimTabElts : tnl->Driver.Render.PrimTabVerts);
-       
-       do {
-               GLuint i, length, flags = 0;
-               for (i = 0 ; !(flags & PRIM_END) ; i += length)
-               {
-                       flags = VB->Primitive[i].mode;
-                       length= VB->Primitive[i].count;
-                       ASSERT(length || (flags & PRIM_END));
-                       ASSERT((flags & PRIM_MODE_MASK) <= GL_POLYGON+1);
-                       if (length)
-                               tab[flags & PRIM_MODE_MASK]( ctx, i, i + length, flags );
-               }
-       } while (tnl->Driver.Render.Multipass &&
-               tnl->Driver.Render.Multipass( ctx, ++pass ));
-       
-       _GLD_DX9_VB(Unlock(gldPB->pVB));
-
-       _GLD_DX9_DEV(SetStreamSource(gld->pDev, 0, gldPB->pVB, 0, gldPB->dwStride));
-
-       _GLD_DX9_DEV(SetTransform(gld->pDev, D3DTS_PROJECTION, &gld->matProjection));
-       _GLD_DX9_DEV(SetTransform(gld->pDev, D3DTS_WORLD, &gld->matModelView));
-
-       if (gldPB->nPoints) {
-               _GLD_DX9_DEV(DrawPrimitive(gld->pDev, D3DPT_POINTLIST, 0, gldPB->nPoints));
-               gldPB->nPoints = 0;
-       }
-
-       if (gldPB->nLines) {
-               _GLD_DX9_DEV(DrawPrimitive(gld->pDev, D3DPT_LINELIST, gldPB->iFirstLine, gldPB->nLines));
-               gldPB->nLines = 0;
-       }
-
-       if (gldPB->nTriangles) {
-               _GLD_DX9_DEV(DrawPrimitive(gld->pDev, D3DPT_TRIANGLELIST, gldPB->iFirstTriangle, gldPB->nTriangles));
-               gldPB->nTriangles = 0;
-       }
-
-       return GL_FALSE;                /* finished the pipe */
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_d3d_render_stage_check(
-       struct gl_context *ctx,
-       struct tnl_pipeline_stage *stage)
-{
-       GLD_context                             *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx9                  *gld    = GLD_GET_DX9_DRIVER(gldCtx);
-       // Is this thread safe?
-       stage->active = (gld->bUseMesaTnL) ? GL_FALSE : GL_TRUE;
-       return;
-}
-
-
-//---------------------------------------------------------------------------
-
-const struct tnl_pipeline_stage _gld_d3d_render_stage =
-{
-   "gld_d3d_render_stage",
-   NULL,
-   NULL,
-   NULL,
-   NULL,
-   gld_d3d_render_stage_run                    /* run */
-};
-
-//---------------------------------------------------------------------------
diff --git a/src/mesa/drivers/windows/gldirect/dx9/gld_vb_mesa_render_dx9.c b/src/mesa/drivers/windows/gldirect/dx9/gld_vb_mesa_render_dx9.c
deleted file mode 100644 (file)
index b5e005b..0000000
+++ /dev/null
@@ -1,443 +0,0 @@
-
-/*
- * Mesa 3-D graphics library
- * Version:  3.5
- *
- * Copyright (C) 1999-2001  Brian Paul   All Rights Reserved.
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included
- * in all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
- * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- *
- * Authors:
- *    Keith Whitwell <keithw@valinux.com>
- */
-
-
-/*
- * Render whole vertex buffers, including projection of vertices from
- * clip space and clipping of primitives.
- *
- * This file makes calls to project vertices and to the point, line
- * and triangle rasterizers via the function pointers:
- *
- *    context->Driver.Render.*
- *
- */
-
-
-//---------------------------------------------------------------------------
-
-#include "dglcontext.h"
-#include "ddlog.h"
-#include "gld_dx9.h"
-
-//---------------------------------------------------------------------------
-
-#include "glheader.h"
-#include "context.h"
-#include "macros.h"
-#include "mtypes.h"
-//#include "mmath.h"
-
-#include "math/m_matrix.h"
-#include "math/m_xform.h"
-
-#include "tnl/t_pipeline.h"
-
-/**********************************************************************/
-/*                        Clip single primitives                      */
-/**********************************************************************/
-
-
-#if defined(USE_IEEE)
-#define NEGATIVE(x) (GET_FLOAT_BITS(x) & (1<<31))
-//#define DIFFERENT_SIGNS(x,y) ((GET_FLOAT_BITS(x) ^ GET_FLOAT_BITS(y)) & (1<<31))
-#else
-#define NEGATIVE(x) (x < 0)
-//#define DIFFERENT_SIGNS(x,y) (x * y <= 0 && x - y != 0)
-/* Could just use (x*y<0) except for the flatshading requirements.
- * Maybe there's a better way?
- */
-#endif
-
-
-#define W(i) coord[i][3]
-#define Z(i) coord[i][2]
-#define Y(i) coord[i][1]
-#define X(i) coord[i][0]
-#define SIZE 4
-#define TAG(x) x##_4
-#include "tnl/t_vb_cliptmp.h"
-
-
-
-/**********************************************************************/
-/*              Clip and render whole begin/end objects               */
-/**********************************************************************/
-
-#define NEED_EDGEFLAG_SETUP (ctx->_TriangleCaps & DD_TRI_UNFILLED)
-#define EDGEFLAG_GET(idx) VB->EdgeFlag[idx]
-#define EDGEFLAG_SET(idx, val) VB->EdgeFlag[idx] = val
-
-
-/* Vertices, with the possibility of clipping.
- */
-#define RENDER_POINTS( start, count ) \
-   tnl->Driver.Render.Points( ctx, start, count )
-
-#define RENDER_LINE( v1, v2 )                  \
-do {                                           \
-   GLubyte c1 = mask[v1], c2 = mask[v2];       \
-   GLubyte ormask = c1|c2;                     \
-   if (!ormask)                                        \
-      LineFunc( ctx, v1, v2 );                 \
-   else if (!(c1 & c2 & 0x3f))                 \
-      clip_line_4( ctx, v1, v2, ormask );      \
-} while (0)
-
-#define RENDER_TRI( v1, v2, v3 )                       \
-do {                                                   \
-   GLubyte c1 = mask[v1], c2 = mask[v2], c3 = mask[v3];        \
-   GLubyte ormask = c1|c2|c3;                          \
-   if (!ormask)                                                \
-      TriangleFunc( ctx, v1, v2, v3 );                 \
-   else if (!(c1 & c2 & c3 & 0x3f))                    \
-      clip_tri_4( ctx, v1, v2, v3, ormask );           \
-} while (0)
-
-#define RENDER_QUAD( v1, v2, v3, v4 )                  \
-do {                                                   \
-   GLubyte c1 = mask[v1], c2 = mask[v2];               \
-   GLubyte c3 = mask[v3], c4 = mask[v4];               \
-   GLubyte ormask = c1|c2|c3|c4;                       \
-   if (!ormask)                                                \
-      QuadFunc( ctx, v1, v2, v3, v4 );                 \
-   else if (!(c1 & c2 & c3 & c4 & 0x3f))               \
-      clip_quad_4( ctx, v1, v2, v3, v4, ormask );      \
-} while (0)
-
-
-#define LOCAL_VARS                                             \
-   TNLcontext *tnl = TNL_CONTEXT(ctx);                         \
-   struct vertex_buffer *VB = &tnl->vb;                                \
-   const GLuint * const elt = VB->Elts;                                \
-   const GLubyte *mask = VB->ClipMask;                         \
-   const GLuint sz = VB->ClipPtr->size;                                \
-   const tnl_line_func LineFunc = tnl->Driver.Render.Line;             \
-   const tnl_triangle_func TriangleFunc = tnl->Driver.Render.Triangle; \
-   const tnl_quad_func QuadFunc = tnl->Driver.Render.Quad;             \
-   const GLboolean stipple = ctx->Line.StippleFlag;            \
-   (void) (LineFunc && TriangleFunc && QuadFunc);              \
-   (void) elt; (void) mask; (void) sz; (void) stipple;
-
-#define TAG(x) clip_##x##_verts
-#define INIT(x) tnl->Driver.Render.PrimitiveNotify( ctx, x )
-#define RESET_STIPPLE if (stipple) tnl->Driver.Render.ResetLineStipple( ctx )
-#define PRESERVE_VB_DEFS
-#include "tnl/t_vb_rendertmp.h"
-
-
-
-/* Elts, with the possibility of clipping.
- */
-#undef ELT
-#undef TAG
-#define ELT(x) elt[x]
-#define TAG(x) clip_##x##_elts
-#include "tnl/t_vb_rendertmp.h"
-
-/* TODO: do this for all primitives, verts and elts:
- */
-static void clip_elt_triangles( struct gl_context *ctx,
-                               GLuint start,
-                               GLuint count,
-                               GLuint flags )
-{
-   TNLcontext *tnl = TNL_CONTEXT(ctx);
-   tnl_render_func render_tris = tnl->Driver.Render.PrimTabElts[GL_TRIANGLES];
-   struct vertex_buffer *VB = &tnl->vb;
-   const GLuint * const elt = VB->Elts;
-   GLubyte *mask = VB->ClipMask;
-   GLuint last = count-2;
-   GLuint j;
-   (void) flags;
-
-   tnl->Driver.Render.PrimitiveNotify( ctx, GL_TRIANGLES );
-
-   for (j=start; j < last; j+=3 ) {
-      GLubyte c1 = mask[elt[j]];
-      GLubyte c2 = mask[elt[j+1]];
-      GLubyte c3 = mask[elt[j+2]];
-      GLubyte ormask = c1|c2|c3;
-      if (ormask) {
-        if (start < j)
-           render_tris( ctx, start, j, 0 );
-        if (!(c1&c2&c3&0x3f))
-           clip_tri_4( ctx, elt[j], elt[j+1], elt[j+2], ormask );
-        start = j+3;
-      }
-   }
-
-   if (start < j)
-      render_tris( ctx, start, j, 0 );
-}
-
-/**********************************************************************/
-/*                  Render whole begin/end objects                    */
-/**********************************************************************/
-
-#define NEED_EDGEFLAG_SETUP (ctx->_TriangleCaps & DD_TRI_UNFILLED)
-#define EDGEFLAG_GET(idx) VB->EdgeFlag[idx]
-#define EDGEFLAG_SET(idx, val) VB->EdgeFlag[idx] = val
-
-
-/* Vertices, no clipping.
- */
-#define RENDER_POINTS( start, count ) \
-   tnl->Driver.Render.Points( ctx, start, count )
-
-#define RENDER_LINE( v1, v2 ) \
-   LineFunc( ctx, v1, v2 )
-
-#define RENDER_TRI( v1, v2, v3 ) \
-   TriangleFunc( ctx, v1, v2, v3 )
-
-#define RENDER_QUAD( v1, v2, v3, v4 ) \
-   QuadFunc( ctx, v1, v2, v3, v4 )
-
-#define TAG(x) _gld_tnl_##x##_verts
-
-#define LOCAL_VARS                                             \
-   TNLcontext *tnl = TNL_CONTEXT(ctx);                         \
-   struct vertex_buffer *VB = &tnl->vb;                                \
-   const GLuint * const elt = VB->Elts;                                \
-   const tnl_line_func LineFunc = tnl->Driver.Render.Line;             \
-   const tnl_triangle_func TriangleFunc = tnl->Driver.Render.Triangle; \
-   const tnl_quad_func QuadFunc = tnl->Driver.Render.Quad;             \
-   (void) (LineFunc && TriangleFunc && QuadFunc);              \
-   (void) elt;
-
-#define RESET_STIPPLE tnl->Driver.Render.ResetLineStipple( ctx )
-#define INIT(x) tnl->Driver.Render.PrimitiveNotify( ctx, x )
-#define RENDER_TAB_QUALIFIER
-#define PRESERVE_VB_DEFS
-#include "tnl/t_vb_rendertmp.h"
-
-
-/* Elts, no clipping.
- */
-#undef ELT
-#define TAG(x) _gld_tnl_##x##_elts
-#define ELT(x) elt[x]
-#include "tnl/t_vb_rendertmp.h"
-
-
-/**********************************************************************/
-/*              Helper functions for drivers                  */
-/**********************************************************************/
-/*
-void _tnl_RenderClippedPolygon( struct gl_context *ctx, const GLuint *elts, GLuint n )
-{
-   TNLcontext *tnl = TNL_CONTEXT(ctx);
-   struct vertex_buffer *VB = &tnl->vb;
-   GLuint *tmp = VB->Elts;
-
-   VB->Elts = (GLuint *)elts;
-   tnl->Driver.Render.PrimTabElts[GL_POLYGON]( ctx, 0, n, PRIM_BEGIN|PRIM_END );
-   VB->Elts = tmp;
-}
-
-void _tnl_RenderClippedLine( struct gl_context *ctx, GLuint ii, GLuint jj )
-{
-   TNLcontext *tnl = TNL_CONTEXT(ctx);
-   tnl->Driver.Render.Line( ctx, ii, jj );
-}
-*/
-
-
-/**********************************************************************/
-/*              Clip and render whole vertex buffers                  */
-/**********************************************************************/
-
-tnl_points_func _gldSetupPoints[4] = {
-       gld_Points2D_DX9,
-       gld_Points2D_DX9,
-       gld_Points2D_DX9,
-       gld_Points2D_DX9
-};
-tnl_line_func _gldSetupLine[4] = {
-       gld_Line2DFlat_DX9,
-       gld_Line2DSmooth_DX9,
-       gld_Line2DFlat_DX9,
-       gld_Line2DSmooth_DX9,
-};
-tnl_triangle_func _gldSetupTriangle[4] = {
-       gld_Triangle2DFlat_DX9,
-       gld_Triangle2DSmooth_DX9,
-       gld_Triangle2DFlatExtras_DX9,
-       gld_Triangle2DSmoothExtras_DX9
-};
-tnl_quad_func _gldSetupQuad[4] = {
-       gld_Quad2DFlat_DX9,
-       gld_Quad2DSmooth_DX9,
-       gld_Quad2DFlatExtras_DX9,
-       gld_Quad2DSmoothExtras_DX9
-};
-
-//---------------------------------------------------------------------------
-
-static GLboolean _gld_mesa_render_stage_run(
-       struct gl_context *ctx,
-       struct tnl_pipeline_stage *stage)
-{
-       GLD_context                             *gldCtx = GLD_GET_CONTEXT(ctx);
-       GLD_driver_dx9                  *gld    = GLD_GET_DX9_DRIVER(gldCtx);
-               
-       TNLcontext                              *tnl = TNL_CONTEXT(ctx);
-       struct vertex_buffer    *VB = &tnl->vb;
-       tnl_render_func                         *tab;
-       GLint                                   pass = 0;
-       GLD_pb_dx9                              *gldPB;
-
-       /* Allow the drivers to lock before projected verts are built so
-    * that window coordinates are guarenteed not to change before
-    * rendering.
-    */
-       ASSERT(tnl->Driver.Render.Start);
-       
-       tnl->Driver.Render.Start( ctx );
-       
-       // NOTE: Setting D3DRS_SOFTWAREVERTEXPROCESSING for a mixed-mode device resets
-       //       stream, indices and shader to default values of NULL or 0.
-/*     if ((ctx->_TriangleCaps & DD_TRI_LIGHT_TWOSIDE) &&
-               gld->VStwosidelight.hShader &&
-               !ctx->Fog.Enabled)
-       {
-               IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_SOFTWAREVERTEXPROCESSING, !gld->VStwosidelight.bHardware);
-               _GLD_DX9_DEV(SetVertexShader(gld->pDev, gld->VStwosidelight.hShader));
-               gldPB = &gld->PBtwosidelight;
-               tnl->Driver.Render.Points       = gld_Points2DTwoside_DX9;
-               if (ctx->_TriangleCaps & DD_FLATSHADE) {
-                       tnl->Driver.Render.Line         = gld_Line2DFlatTwoside_DX9;
-                       tnl->Driver.Render.Triangle     = gld_Triangle2DFlatTwoside_DX9;
-                       tnl->Driver.Render.Quad         = gld_Quad2DFlatTwoside_DX9;
-               } else {
-                       tnl->Driver.Render.Line         = gld_Line2DSmoothTwoside_DX9;
-                       tnl->Driver.Render.Triangle     = gld_Triangle2DSmoothTwoside_DX9;
-                       tnl->Driver.Render.Quad         = gld_Quad2DSmoothTwoside_DX9;
-               }
-       } else {*/
-//             IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_SOFTWAREVERTEXPROCESSING, TRUE);
-               IDirect3DDevice9_SetSoftwareVertexProcessing(gld->pDev, TRUE);
-               gldPB = &gld->PB2d;
-               _GLD_DX9_DEV(SetVertexShader(gld->pDev, NULL));
-               _GLD_DX9_DEV(SetFVF(gld->pDev, gldPB->dwFVF));
-               tnl->Driver.Render.Points       = _gldSetupPoints[gld->iSetupFunc];
-               tnl->Driver.Render.Line         = _gldSetupLine[gld->iSetupFunc];
-               tnl->Driver.Render.Triangle     = _gldSetupTriangle[gld->iSetupFunc];
-               tnl->Driver.Render.Quad         = _gldSetupQuad[gld->iSetupFunc];
-//     }
-
-       _GLD_DX9_VB(Lock(gldPB->pVB, 0, 0, &gldPB->pPoints, D3DLOCK_DISCARD));
-       gldPB->nPoints = gldPB->nLines = gldPB->nTriangles = 0;
-       // Allocate primitive pointers
-       // gldPB->pPoints is always first
-       gldPB->pLines           = gldPB->pPoints + (gldPB->dwStride * gldPB->iFirstLine);
-       gldPB->pTriangles       = gldPB->pPoints + (gldPB->dwStride * gldPB->iFirstTriangle);
-
-       ASSERT(tnl->Driver.Render.BuildVertices);
-       ASSERT(tnl->Driver.Render.PrimitiveNotify);
-       ASSERT(tnl->Driver.Render.Points);
-       ASSERT(tnl->Driver.Render.Line);
-       ASSERT(tnl->Driver.Render.Triangle);
-       ASSERT(tnl->Driver.Render.Quad);
-       ASSERT(tnl->Driver.Render.ResetLineStipple);
-       ASSERT(tnl->Driver.Render.Interp);
-       ASSERT(tnl->Driver.Render.CopyPV);
-       ASSERT(tnl->Driver.Render.ClippedLine);
-       ASSERT(tnl->Driver.Render.ClippedPolygon);
-       ASSERT(tnl->Driver.Render.Finish);
-       
-       tnl->Driver.Render.BuildVertices( ctx, 0, VB->Count, ~0 );
-       
-       if (VB->ClipOrMask) {
-               tab = VB->Elts ? clip_render_tab_elts : clip_render_tab_verts;
-               clip_render_tab_elts[GL_TRIANGLES] = clip_elt_triangles;
-       }
-       else {
-               tab = (VB->Elts ? 
-                       tnl->Driver.Render.PrimTabElts : 
-               tnl->Driver.Render.PrimTabVerts);
-       }
-       
-       do {
-               GLuint i, length, flags = 0;
-               for (i = 0 ; !(flags & PRIM_END) ; i += length) {
-                       flags = VB->Primitive[i].mode;
-                       length= VB->Primitive[i].count;
-                       ASSERT(length || (flags & PRIM_END));
-                       ASSERT((flags & PRIM_MODE_MASK) <= GL_POLYGON+1);
-                       if (length)
-                               tab[flags & PRIM_MODE_MASK]( ctx, i, i + length, flags );
-               }
-       } while (tnl->Driver.Render.Multipass &&
-               tnl->Driver.Render.Multipass( ctx, ++pass ));
-       
-       
-//     tnl->Driver.Render.Finish( ctx );
-       
-       _GLD_DX9_VB(Unlock(gldPB->pVB));
-
-       _GLD_DX9_DEV(SetStreamSource(gld->pDev, 0, gldPB->pVB, 0, gldPB->dwStride));
-
-       if (gldPB->nPoints) {
-               _GLD_DX9_DEV(DrawPrimitive(gld->pDev, D3DPT_POINTLIST, 0, gldPB->nPoints));
-               gldPB->nPoints = 0;
-       }
-
-       if (gldPB->nLines) {
-               _GLD_DX9_DEV(DrawPrimitive(gld->pDev, D3DPT_LINELIST, gldPB->iFirstLine, gldPB->nLines));
-               gldPB->nLines = 0;
-       }
-
-       if (gldPB->nTriangles) {
-               _GLD_DX9_DEV(DrawPrimitive(gld->pDev, D3DPT_TRIANGLELIST, gldPB->iFirstTriangle, gldPB->nTriangles));
-               gldPB->nTriangles = 0;
-       }
-
-       return GL_FALSE;                /* finished the pipe */
-}
-
-
-/**********************************************************************/
-/*                          Render pipeline stage                     */
-/**********************************************************************/
-
-
-
-
-const struct tnl_pipeline_stage _gld_mesa_render_stage =
-{
-   "gld_mesa_render_stage",
-   NULL,
-   NULL,
-   NULL,
-   NULL,
-   _gld_mesa_render_stage_run  /* run */
-};
-
-//---------------------------------------------------------------------------
diff --git a/src/mesa/drivers/windows/gldirect/dx9/gld_wgl_dx9.c b/src/mesa/drivers/windows/gldirect/dx9/gld_wgl_dx9.c
deleted file mode 100644 (file)
index 6cf46fb..0000000
+++ /dev/null
@@ -1,1346 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x/2000/XP/XBox (Win32)
-*
-* Description:  GLDirect Direct3D 8.x WGL (WindowsGL)
-*
-****************************************************************************/
-
-#include "dglcontext.h"
-#include "gld_driver.h"
-#include "gld_dxerr9.h"
-#include "gld_dx9.h"
-
-#include "tnl/tnl.h"
-#include "tnl/t_context.h"
-
-// Copied from dglcontect.c
-#define GLDERR_NONE     0
-#define GLDERR_MEM      1
-#define GLDERR_DDRAW    2
-#define GLDERR_D3D      3
-#define GLDERR_BPP      4
-#define GLDERR_DDS      5
-// This external var keeps track of any error
-extern int nContextError;
-
-#define DDLOG_CRITICAL_OR_WARN DDLOG_CRITICAL
-
-extern void _gld_mesa_warning(struct gl_context *, char *);
-extern void _gld_mesa_fatal(struct gl_context *, char *);
-
-//---------------------------------------------------------------------------
-
-static char    szColorDepthWarning[] =
-"GLDirect does not support the current desktop\n\
-color depth.\n\n\
-You may need to change the display resolution to\n\
-16 bits per pixel or higher color depth using\n\
-the Windows Display Settings control panel\n\
-before running this OpenGL application.\n";
-
-// The only depth-stencil formats currently supported by Direct3D
-// Surface Format      Depth   Stencil         Total Bits
-// D3DFMT_D32          32              -                       32
-// D3DFMT_D15S1                15              1                       16
-// D3DFMT_D24S8                24              8                       32
-// D3DFMT_D16          16              -                       16
-// D3DFMT_D24X8                24              -                       32
-// D3DFMT_D24X4S4      24              4                       32
-
-// This pixel format will be used as a template when compiling the list
-// of pixel formats supported by the hardware. Many fields will be
-// filled in at runtime.
-// PFD flag defaults are upgraded to match ChoosePixelFormat() -- DaveM
-static DGL_pixelFormat pfTemplateHW =
-{
-    {
-       sizeof(PIXELFORMATDESCRIPTOR),  // Size of the data structure
-               1,                                                      // Structure version - should be 1
-                                                                       // Flags:
-               PFD_DRAW_TO_WINDOW |            // The buffer can draw to a window or device surface.
-               PFD_DRAW_TO_BITMAP |            // The buffer can draw to a bitmap. (DaveM)
-               PFD_SUPPORT_GDI |                       // The buffer supports GDI drawing. (DaveM)
-               PFD_SUPPORT_OPENGL |            // The buffer supports OpenGL drawing.
-               PFD_DOUBLEBUFFER |                      // The buffer is double-buffered.
-               0,                                                      // Placeholder for easy commenting of above flags
-               PFD_TYPE_RGBA,                          // Pixel type RGBA.
-               16,                                                     // Total colour bitplanes (excluding alpha bitplanes)
-               5, 0,                                           // Red bits, shift
-               5, 0,                                           // Green bits, shift
-               5, 0,                                           // Blue bits, shift
-               0, 0,                                           // Alpha bits, shift (destination alpha)
-               0,                                                      // Accumulator bits (total)
-               0, 0, 0, 0,                                     // Accumulator bits: Red, Green, Blue, Alpha
-               0,                                                      // Depth bits
-               0,                                                      // Stencil bits
-               0,                                                      // Number of auxiliary buffers
-               0,                                                      // Layer type
-               0,                                                      // Specifies the number of overlay and underlay planes.
-               0,                                                      // Layer mask
-               0,                                                      // Specifies the transparent color or index of an underlay plane.
-               0                                                       // Damage mask
-       },
-       D3DFMT_UNKNOWN, // No depth/stencil buffer
-};
-
-//---------------------------------------------------------------------------
-// Vertex Shaders
-//---------------------------------------------------------------------------
-/*
-// Vertex Shader Declaration
-static DWORD dwTwoSidedLightingDecl[] =
-{
-       D3DVSD_STREAM(0),
-       D3DVSD_REG(0,  D3DVSDT_FLOAT3),          // XYZ position
-       D3DVSD_REG(1,  D3DVSDT_FLOAT3),          // XYZ normal
-       D3DVSD_REG(2,  D3DVSDT_D3DCOLOR),        // Diffuse color
-       D3DVSD_REG(3,  D3DVSDT_D3DCOLOR),        // Specular color
-       D3DVSD_REG(4,  D3DVSDT_FLOAT2),          // 2D texture unit 0
-       D3DVSD_REG(5,  D3DVSDT_FLOAT2),          // 2D texture unit 1
-       D3DVSD_END()
-};
-
-// Vertex Shader for two-sided lighting
-static char *szTwoSidedLightingVS =
-// This is a test shader!
-"vs.1.0\n"
-"m4x4 oPos,v0,c0\n"
-"mov oD0,v2\n"
-"mov oD1,v3\n"
-"mov oT0,v4\n"
-"mov oT1,v5\n"
-;
-*/
-//---------------------------------------------------------------------------
-//---------------------------------------------------------------------------
-
-typedef struct {
-       HINSTANCE                       hD3D9DLL;                       // Handle to d3d9.dll
-       FNDIRECT3DCREATE9       fnDirect3DCreate9;      // Direct3DCreate9 function prototype
-       BOOL                            bDirect3D;                      // Persistant Direct3D9 exists
-       BOOL                            bDirect3DDevice;        // Persistant Direct3DDevice9 exists
-       IDirect3D9                      *pD3D;                          // Persistant Direct3D9
-       IDirect3DDevice9        *pDev;                          // Persistant Direct3DDevice9
-} GLD_dx9_globals;
-
-// These are "global" to all DX9 contexts. KeithH
-static GLD_dx9_globals dx9Globals;
-
-//---------------------------------------------------------------------------
-//---------------------------------------------------------------------------
-
-BOOL gldGetDXErrorString_DX(
-       HRESULT hr,
-       char *buf,
-       int nBufSize)
-{
-       //
-       // Return a string describing the input HRESULT error code
-       //
-
-       const char *pStr = DXGetErrorString9(hr);
-
-       if (pStr == NULL)
-               return FALSE;
-
-       if (strlen(pStr) > nBufSize)
-               strncpy(buf, pStr, nBufSize);
-       else
-               strcpy(buf, pStr);
-
-//     D3DXGetErrorString(hr, buf, nBufSize);
-
-       return TRUE;
-}
-
-//---------------------------------------------------------------------------
-
-static D3DMULTISAMPLE_TYPE _gldGetDeviceMultiSampleType(
-       IDirect3D9 *pD3D9,
-       D3DFORMAT SurfaceFormat,
-       D3DDEVTYPE d3dDevType,
-       BOOL Windowed)
-{
-       int                     i;
-       HRESULT         hr;
-
-       if (glb.dwMultisample == GLDS_MULTISAMPLE_NONE)
-               return D3DMULTISAMPLE_NONE;
-
-       if (glb.dwMultisample == GLDS_MULTISAMPLE_FASTEST) {
-               // Find fastest multisample
-               for (i=2; i<17; i++) {
-                       hr = IDirect3D9_CheckDeviceMultiSampleType(
-                                       pD3D9,
-                                       glb.dwAdapter,
-                                       d3dDevType,
-                                       SurfaceFormat,
-                                       Windowed,
-                                       (D3DMULTISAMPLE_TYPE)i,
-                                       NULL);
-                       if (SUCCEEDED(hr)) {
-                               return (D3DMULTISAMPLE_TYPE)i;
-                       }
-               }
-       } else {
-               // Find nicest multisample
-               for (i=16; i>1; i--) {
-                       hr = IDirect3D9_CheckDeviceMultiSampleType(
-                                       pD3D9,
-                                       glb.dwAdapter,
-                                       d3dDevType,
-                                       SurfaceFormat,
-                                       Windowed,
-                                       (D3DMULTISAMPLE_TYPE)i,
-                                       NULL);
-                       if (SUCCEEDED(hr)) {
-                               return (D3DMULTISAMPLE_TYPE)i;
-                       }
-               }
-       }
-
-       // Nothing found - return default
-       return D3DMULTISAMPLE_NONE;
-}
-
-//---------------------------------------------------------------------------
-
-void _gldDestroyPrimitiveBuffer(
-       GLD_pb_dx9 *gldVB)
-{
-       SAFE_RELEASE(gldVB->pVB);
-
-       // Sanity check...
-       gldVB->nLines = gldVB->nPoints = gldVB->nTriangles = 0;
-}
-
-//---------------------------------------------------------------------------
-
-HRESULT _gldCreatePrimitiveBuffer(
-       struct gl_context *ctx,
-       GLD_driver_dx9 *lpCtx,
-       GLD_pb_dx9 *gldVB)
-{
-       HRESULT         hResult;
-       char            *szCreateVertexBufferFailed = "CreateVertexBuffer failed";
-       DWORD           dwMaxVertices;  // Max number of vertices in vertex buffer
-       DWORD           dwVBSize;               // Total size of vertex buffer
-
-       // If CVA (Compiled Vertex Array) is used by an OpenGL app, then we
-       // will need enough vertices to cater for Mesa::Const.MaxArrayLockSize.
-       // We'll use IMM_SIZE if it's larger (which it should not be).
-       dwMaxVertices = MAX_ARRAY_LOCK_SIZE;
-
-       // Now calculate how many vertices to allow for in total
-       // 1 per point, 2 per line, 6 per quad = 9
-       dwVBSize = dwMaxVertices * 9 * gldVB->dwStride;
-
-       hResult = IDirect3DDevice9_CreateVertexBuffer(
-               lpCtx->pDev,
-               dwVBSize,
-               gldVB->dwUsage,
-               gldVB->dwFVF,
-               gldVB->dwPool,
-               &gldVB->pVB,
-               NULL);
-       if (FAILED(hResult)) {
-               ddlogMessage(DDLOG_CRITICAL_OR_WARN, szCreateVertexBufferFailed);
-               return hResult;
-       }
-
-       gldVB->nLines = gldVB->nPoints = gldVB->nTriangles = 0;
-       gldVB->pPoints  = gldVB->pLines = gldVB->pTriangles = NULL;
-       gldVB->iFirstLine = dwMaxVertices; // Index of first line in VB
-       gldVB->iFirstTriangle = dwMaxVertices*3; // Index of first triangle in VB
-
-       return S_OK;
-}
-
-//---------------------------------------------------------------------------
-// Function: _gldCreateVertexShaders
-// Create DX9 Vertex Shaders.
-//---------------------------------------------------------------------------
-/*
-void _gldCreateVertexShaders(
-       GLD_driver_dx9 *gld)
-{
-       DWORD                   dwFlags;
-       LPD3DXBUFFER    pVSOpcodeBuffer; // Vertex Shader opcode buffer
-       HRESULT                 hr;
-
-#ifdef _DEBUG
-       dwFlags = D3DXASM_DEBUG;
-#else
-       dwFlags = 0; // D3DXASM_SKIPVALIDATION;
-#endif
-
-       ddlogMessage(DDLOG_INFO, "Creating shaders...\n");
-
-       // Init the shader handle
-       gld->VStwosidelight.hShader = 0;
-
-       if (gld->d3dCaps8.MaxStreams == 0) {
-               // Lame DX8 driver doesn't support streams
-               // Not fatal, as defaults will be used
-               ddlogMessage(DDLOG_WARN, "Driver doesn't support Vertex Shaders (MaxStreams==0)\n");
-               return;
-       }
-
-       // ** THIS DISABLES VERTEX SHADER SUPPORT **
-//     return;
-       // ** THIS DISABLES VERTEX SHADER SUPPORT **
-
-       //
-       // Two-sided lighting
-       //
-
-#if 0
-       //
-       // DEBUGGING: Load shader from a text file
-       //
-       {
-       LPD3DXBUFFER    pVSErrorBuffer; // Vertex Shader error buffer
-       hr = D3DXAssembleShaderFromFile(
-                       "twoside.vsh",
-                       dwFlags,
-                       NULL, // No constants
-                       &pVSOpcodeBuffer,
-                       &pVSErrorBuffer);
-       if (pVSErrorBuffer && pVSErrorBuffer->lpVtbl->GetBufferPointer(pVSErrorBuffer))
-               ddlogMessage(DDLOG_INFO, pVSErrorBuffer->lpVtbl->GetBufferPointer(pVSErrorBuffer));
-       SAFE_RELEASE(pVSErrorBuffer);
-       }
-#else
-       {
-       LPD3DXBUFFER    pVSErrorBuffer; // Vertex Shader error buffer
-       // Assemble ascii shader text into shader opcodes
-       hr = D3DXAssembleShader(
-                       szTwoSidedLightingVS,
-                       strlen(szTwoSidedLightingVS),
-                       dwFlags,
-                       NULL, // No constants
-                       &pVSOpcodeBuffer,
-                       &pVSErrorBuffer);
-       if (pVSErrorBuffer && pVSErrorBuffer->lpVtbl->GetBufferPointer(pVSErrorBuffer))
-               ddlogMessage(DDLOG_INFO, pVSErrorBuffer->lpVtbl->GetBufferPointer(pVSErrorBuffer));
-       SAFE_RELEASE(pVSErrorBuffer);
-       }
-#endif
-       if (FAILED(hr)) {
-               ddlogError(DDLOG_WARN, "AssembleShader failed", hr);
-               SAFE_RELEASE(pVSOpcodeBuffer);
-               return;
-       }
-
-// This is for debugging. Remove to enable vertex shaders in HW
-#define _GLD_FORCE_SW_VS 0
-
-       if (_GLD_FORCE_SW_VS) {
-               // _GLD_FORCE_SW_VS should be disabled for Final Release
-               ddlogMessage(DDLOG_SYSTEM, "[Forcing shaders in SW]\n");
-       }
-
-       // Try and create shader in hardware.
-       // NOTE: The D3D Ref device appears to succeed when trying to
-       //       create the device in hardware, but later complains
-       //       when trying to set it with SetVertexShader(). Go figure.
-       if (_GLD_FORCE_SW_VS || glb.dwDriver == GLDS_DRIVER_REF) {
-               // Don't try and create a hardware shader with the Ref device
-               hr = E_FAIL; // COM error/fail result
-       } else {
-               gld->VStwosidelight.bHardware = TRUE;
-               hr = IDirect3DDevice8_CreateVertexShader(
-                       gld->pDev,
-                       dwTwoSidedLightingDecl,
-                       pVSOpcodeBuffer->lpVtbl->GetBufferPointer(pVSOpcodeBuffer),
-                       &gld->VStwosidelight.hShader,
-                       0);
-       }
-       if (FAILED(hr)) {
-               ddlogMessage(DDLOG_INFO, "... HW failed, trying SW...\n");
-               // Failed. Try and create shader for software processing
-               hr = IDirect3DDevice8_CreateVertexShader(
-                       gld->pDev,
-                       dwTwoSidedLightingDecl,
-                       pVSOpcodeBuffer->lpVtbl->GetBufferPointer(pVSOpcodeBuffer),
-                       &gld->VStwosidelight.hShader,
-                       D3DUSAGE_SOFTWAREPROCESSING);
-               if (FAILED(hr)) {
-                       gld->VStwosidelight.hShader = 0; // Sanity check
-                       ddlogError(DDLOG_WARN, "CreateVertexShader failed", hr);
-                       return;
-               }
-               // Succeeded, but for software processing
-               gld->VStwosidelight.bHardware = FALSE;
-       }
-
-       SAFE_RELEASE(pVSOpcodeBuffer);
-
-       ddlogMessage(DDLOG_INFO, "... OK\n");
-}
-
-//---------------------------------------------------------------------------
-
-void _gldDestroyVertexShaders(
-       GLD_driver_dx9 *gld)
-{
-       if (gld->VStwosidelight.hShader) {
-               IDirect3DDevice8_DeleteVertexShader(gld->pDev, gld->VStwosidelight.hShader);
-               gld->VStwosidelight.hShader = 0;
-       }
-}
-*/
-//---------------------------------------------------------------------------
-
-BOOL gldCreateDrawable_DX(
-       DGL_ctx *ctx,
-//     BOOL bDefaultDriver,
-       BOOL bDirectDrawPersistant,
-       BOOL bPersistantBuffers)
-{
-       //
-       // bDirectDrawPersistant:       applies to IDirect3D9
-       // bPersistantBuffers:          applies to IDirect3DDevice9
-       //
-
-       HRESULT                                 hResult;
-       GLD_driver_dx9                  *lpCtx = NULL;
-       D3DDEVTYPE                              d3dDevType;
-       D3DPRESENT_PARAMETERS   d3dpp;
-       D3DDISPLAYMODE                  d3ddm;
-       DWORD                                   dwBehaviourFlags;
-       D3DADAPTER_IDENTIFIER9  d3dIdent;
-
-       // Error if context is NULL.
-       if (ctx == NULL)
-               return FALSE;
-
-       if (ctx->glPriv) {
-               lpCtx = ctx->glPriv;
-               // Release any existing interfaces
-               SAFE_RELEASE(lpCtx->pDev);
-               SAFE_RELEASE(lpCtx->pD3D);
-       } else {
-               lpCtx = (GLD_driver_dx9*)malloc(sizeof(GLD_driver_dx9));
-               ZeroMemory(lpCtx, sizeof(lpCtx));
-       }
-
-       d3dDevType = (glb.dwDriver == GLDS_DRIVER_HAL) ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF;
-       // TODO: Check this
-//     if (bDefaultDriver)
-//             d3dDevType = D3DDEVTYPE_REF;
-
-       // Use persistant interface if needed
-       if (bDirectDrawPersistant && dx9Globals.bDirect3D) {
-               lpCtx->pD3D = dx9Globals.pD3D;
-               IDirect3D9_AddRef(lpCtx->pD3D);
-               goto SkipDirectDrawCreate;
-       }
-
-       // Create Direct3D9 object
-       lpCtx->pD3D = dx9Globals.fnDirect3DCreate9(D3D_SDK_VERSION);
-       if (lpCtx->pD3D == NULL) {
-               MessageBox(NULL, "Unable to initialize Direct3D9", "GLDirect", MB_OK);
-               ddlogMessage(DDLOG_CRITICAL_OR_WARN, "Unable to create Direct3D9 interface");
-        nContextError = GLDERR_D3D;
-               goto return_with_error;
-       }
-
-       // Cache Direct3D interface for subsequent GLRCs
-       if (bDirectDrawPersistant && !dx9Globals.bDirect3D) {
-               dx9Globals.pD3D = lpCtx->pD3D;
-               IDirect3D9_AddRef(dx9Globals.pD3D);
-               dx9Globals.bDirect3D = TRUE;
-       }
-SkipDirectDrawCreate:
-
-       // Get the display mode so we can make a compatible backbuffer
-       hResult = IDirect3D9_GetAdapterDisplayMode(lpCtx->pD3D, glb.dwAdapter, &d3ddm);
-       if (FAILED(hResult)) {
-        nContextError = GLDERR_D3D;
-               goto return_with_error;
-       }
-
-       // Get device caps
-       hResult = IDirect3D9_GetDeviceCaps(lpCtx->pD3D, glb.dwAdapter, d3dDevType, &lpCtx->d3dCaps9);
-       if (FAILED(hResult)) {
-               ddlogError(DDLOG_CRITICAL_OR_WARN, "IDirect3D9_GetDeviceCaps failed", hResult);
-        nContextError = GLDERR_D3D;
-               goto return_with_error;
-       }
-
-       // Check for hardware transform & lighting
-       lpCtx->bHasHWTnL = lpCtx->d3dCaps9.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT ? TRUE : FALSE;
-
-/*
-       //
-       // GONE FOR DX9?
-       //
-       // If this flag is present then we can't default to Mesa
-       // SW rendering between BeginScene() and EndScene().
-       if (lpCtx->d3dCaps9.Caps2 & D3DCAPS2_NO2DDURING3DSCENE) {
-               ddlogMessage(DDLOG_WARN,
-                       "Warning          : No 2D allowed during 3D scene.\n");
-       }
-*/
-
-       //
-       //      Create the Direct3D context
-       //
-
-       // Re-use original IDirect3DDevice if persistant buffers exist.
-       // Note that we test for persistant IDirect3D9 as well
-       // bDirectDrawPersistant == persistant IDirect3D9 (DirectDraw9 does not exist)
-       if (bDirectDrawPersistant && bPersistantBuffers && dx9Globals.pD3D && dx9Globals.pDev) {
-               lpCtx->pDev = dx9Globals.pDev;
-               IDirect3DDevice9_AddRef(dx9Globals.pDev);
-               goto skip_direct3ddevice_create;
-       }
-
-       // Clear the presentation parameters (sets all members to zero)
-       ZeroMemory(&d3dpp, sizeof(d3dpp));
-
-       // Recommended by MS; needed for MultiSample.
-       // Be careful if altering this for FullScreenBlit
-       d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
-
-       d3dpp.BackBufferFormat  = d3ddm.Format;
-       d3dpp.BackBufferCount   = 2; //1;
-       d3dpp.MultiSampleType   = _gldGetDeviceMultiSampleType(lpCtx->pD3D, d3ddm.Format, d3dDevType, !ctx->bFullscreen);
-       d3dpp.AutoDepthStencilFormat    = ctx->lpPF->dwDriverData;
-       d3dpp.EnableAutoDepthStencil    = (d3dpp.AutoDepthStencilFormat == D3DFMT_UNKNOWN) ? FALSE : TRUE;
-
-       if (ctx->bFullscreen) {
-               ddlogWarnOption(FALSE); // Don't popup any messages in fullscreen
-               d3dpp.Windowed                                                  = FALSE;
-               d3dpp.BackBufferWidth                                   = d3ddm.Width;
-               d3dpp.BackBufferHeight                                  = d3ddm.Height;
-               d3dpp.hDeviceWindow                                             = ctx->hWnd;
-               d3dpp.FullScreen_RefreshRateInHz                = D3DPRESENT_RATE_DEFAULT;
-
-               // Support for vertical retrace synchronisation.
-               // Set default presentation interval in case caps bits are missing
-               d3dpp.PresentationInterval      = D3DPRESENT_INTERVAL_DEFAULT;
-               if (glb.bWaitForRetrace) {
-                       if (lpCtx->d3dCaps9.PresentationIntervals & D3DPRESENT_INTERVAL_ONE)
-                               d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
-               } else {
-                       if (lpCtx->d3dCaps9.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE)
-                               d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
-               }
-       } else {
-               ddlogWarnOption(glb.bMessageBoxWarnings); // OK to popup messages
-               d3dpp.Windowed                                                  = TRUE;
-               d3dpp.BackBufferWidth                                   = ctx->dwWidth;
-               d3dpp.BackBufferHeight                                  = ctx->dwHeight;
-               d3dpp.hDeviceWindow                                             = ctx->hWnd;
-               d3dpp.FullScreen_RefreshRateInHz                = 0;
-               // PresentationInterval Windowed mode is optional now in DX9 (DaveM)
-               d3dpp.PresentationInterval      = D3DPRESENT_INTERVAL_DEFAULT;
-               if (glb.bWaitForRetrace) {
-                               d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
-               } else {
-                               d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
-               }
-       }
-
-       // Decide if we can use hardware TnL
-       dwBehaviourFlags = (lpCtx->bHasHWTnL) ?
-               D3DCREATE_MIXED_VERTEXPROCESSING : D3DCREATE_SOFTWARE_VERTEXPROCESSING;
-       // Add flag to tell D3D to be thread-safe
-       if (glb.bMultiThreaded)
-               dwBehaviourFlags |= D3DCREATE_MULTITHREADED;
-       // Add flag to tell D3D to be FPU-safe
-       if (!glb.bFastFPU)
-               dwBehaviourFlags |= D3DCREATE_FPU_PRESERVE;
-       hResult = IDirect3D9_CreateDevice(lpCtx->pD3D,
-                                                               glb.dwAdapter,
-                                                               d3dDevType,
-                                                               ctx->hWnd,
-                                                               dwBehaviourFlags,
-                                                               &d3dpp,
-                                                               &lpCtx->pDev);
-    if (FAILED(hResult)) {
-               ddlogError(DDLOG_CRITICAL_OR_WARN, "IDirect3D9_CreateDevice failed", hResult);
-        nContextError = GLDERR_D3D;
-               goto return_with_error;
-       }
-
-       if (bDirectDrawPersistant && bPersistantBuffers && dx9Globals.pD3D) {
-               dx9Globals.pDev = lpCtx->pDev;
-               dx9Globals.bDirect3DDevice = TRUE;
-       }
-
-       // Dump some useful stats
-       hResult = IDirect3D9_GetAdapterIdentifier(
-               lpCtx->pD3D,
-               glb.dwAdapter,
-               0, // No WHQL detection (avoid few seconds delay)
-               &d3dIdent);
-       if (SUCCEEDED(hResult)) {
-               ddlogPrintf(DDLOG_INFO, "[Driver Description: %s]", &d3dIdent.Description);
-               ddlogPrintf(DDLOG_INFO, "[Driver file: %s %d.%d.%02d.%d]",
-                       d3dIdent.Driver,
-                       HIWORD(d3dIdent.DriverVersion.HighPart),
-                       LOWORD(d3dIdent.DriverVersion.HighPart),
-                       HIWORD(d3dIdent.DriverVersion.LowPart),
-                       LOWORD(d3dIdent.DriverVersion.LowPart));
-               ddlogPrintf(DDLOG_INFO, "[VendorId: 0x%X, DeviceId: 0x%X, SubSysId: 0x%X, Revision: 0x%X]",
-                       d3dIdent.VendorId, d3dIdent.DeviceId, d3dIdent.SubSysId, d3dIdent.Revision);
-       }
-
-       // Test to see if IHV driver exposes Scissor Test (new for DX9)
-       lpCtx->bCanScissor = lpCtx->d3dCaps9.RasterCaps & D3DPRASTERCAPS_SCISSORTEST;
-       ddlogPrintf(DDLOG_INFO, "Can Scissor: %s", lpCtx->bCanScissor ? "Yes" : "No");
-
-       // Init projection matrix for D3D TnL
-       D3DXMatrixIdentity(&lpCtx->matProjection);
-       lpCtx->matModelView = lpCtx->matProjection;
-//             gld->bUseMesaProjection = TRUE;
-
-skip_direct3ddevice_create:
-
-       // Create buffers to hold primitives
-       lpCtx->PB2d.dwFVF               = GLD_FVF_2D_VERTEX;
-       lpCtx->PB2d.dwPool              = D3DPOOL_SYSTEMMEM;
-       lpCtx->PB2d.dwStride    = sizeof(GLD_2D_VERTEX);
-       lpCtx->PB2d.dwUsage             = D3DUSAGE_DONOTCLIP |
-                                                               D3DUSAGE_DYNAMIC |
-                                                               D3DUSAGE_SOFTWAREPROCESSING |
-                                                               D3DUSAGE_WRITEONLY;
-       hResult = _gldCreatePrimitiveBuffer(ctx->glCtx, lpCtx, &lpCtx->PB2d);
-       if (FAILED(hResult))
-               goto return_with_error;
-
-       lpCtx->PB3d.dwFVF               = GLD_FVF_3D_VERTEX;
-       lpCtx->PB3d.dwPool              = D3DPOOL_DEFAULT;
-       lpCtx->PB3d.dwStride    = sizeof(GLD_3D_VERTEX);
-       lpCtx->PB3d.dwUsage             = D3DUSAGE_DYNAMIC |
-//DaveM                                                                D3DUSAGE_SOFTWAREPROCESSING |
-                                                               D3DUSAGE_WRITEONLY;
-       hResult = _gldCreatePrimitiveBuffer(ctx->glCtx, lpCtx, &lpCtx->PB3d);
-       if (FAILED(hResult))
-               goto return_with_error;
-
-/*     // NOTE: A FVF code of zero indicates a non-FVF vertex buffer (for vertex shaders)
-       lpCtx->PBtwosidelight.dwFVF             = 0; //GLD_FVF_TWOSIDED_VERTEX;
-       lpCtx->PBtwosidelight.dwPool    = D3DPOOL_DEFAULT;
-       lpCtx->PBtwosidelight.dwStride  = sizeof(GLD_TWOSIDED_VERTEX);
-       lpCtx->PBtwosidelight.dwUsage   = D3DUSAGE_DONOTCLIP |
-                                                               D3DUSAGE_DYNAMIC |
-                                                               D3DUSAGE_SOFTWAREPROCESSING |
-                                                               D3DUSAGE_WRITEONLY;
-       hResult = _gldCreatePrimitiveBuffer(ctx->glCtx, lpCtx, &lpCtx->PBtwosidelight);
-       if (FAILED(hResult))
-               goto return_with_error;*/
-
-       // Now try and create the DX9 Vertex Shaders
-//     _gldCreateVertexShaders(lpCtx);
-
-       // Zero the pipeline usage counters
-       lpCtx->PipelineUsage.qwMesa.QuadPart = 
-//     lpCtx->PipelineUsage.dwD3D2SVS.QuadPart =
-       lpCtx->PipelineUsage.qwD3DFVF.QuadPart = 0;
-
-       // Assign drawable to GL private
-       ctx->glPriv = lpCtx;
-       return TRUE;
-
-return_with_error:
-       // Clean up and bail
-
-//     _gldDestroyVertexShaders(lpCtx);
-
-//     _gldDestroyPrimitiveBuffer(&lpCtx->PBtwosidelight);
-       _gldDestroyPrimitiveBuffer(&lpCtx->PB3d);
-       _gldDestroyPrimitiveBuffer(&lpCtx->PB2d);
-
-       SAFE_RELEASE(lpCtx->pDev);
-       SAFE_RELEASE(lpCtx->pD3D);
-       return FALSE;
-}
-
-//---------------------------------------------------------------------------
-
-BOOL gldResizeDrawable_DX(
-       DGL_ctx *ctx,
-       BOOL bDefaultDriver,
-       BOOL bPersistantInterface,
-       BOOL bPersistantBuffers)
-{
-       GLD_driver_dx9                  *gld = NULL;
-       D3DDEVTYPE                              d3dDevType;
-       D3DPRESENT_PARAMETERS   d3dpp;
-       D3DDISPLAYMODE                  d3ddm;
-       HRESULT                                 hResult;
-
-       // Error if context is NULL.
-       if (ctx == NULL)
-               return FALSE;
-
-       gld = ctx->glPriv;
-       if (gld == NULL)
-               return FALSE;
-
-       if (ctx->bSceneStarted) {
-               IDirect3DDevice9_EndScene(gld->pDev);
-               ctx->bSceneStarted = FALSE;
-       }
-
-       d3dDevType = (glb.dwDriver == GLDS_DRIVER_HAL) ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF;
-       if (!bDefaultDriver)
-               d3dDevType = D3DDEVTYPE_REF; // Force Direct3D Reference Rasterise (software)
-
-       // Get the display mode so we can make a compatible backbuffer
-       hResult = IDirect3D9_GetAdapterDisplayMode(gld->pD3D, glb.dwAdapter, &d3ddm);
-       if (FAILED(hResult)) {
-        nContextError = GLDERR_D3D;
-//             goto return_with_error;
-               return FALSE;
-       }
-
-       // Destroy DX9 Vertex Shaders before Reset()
-//     _gldDestroyVertexShaders(gld);
-
-       // Release POOL_DEFAULT objects before Reset()
-       if (gld->PB2d.dwPool == D3DPOOL_DEFAULT)
-               _gldDestroyPrimitiveBuffer(&gld->PB2d);
-       if (gld->PB3d.dwPool == D3DPOOL_DEFAULT)
-               _gldDestroyPrimitiveBuffer(&gld->PB3d);
-//     if (gld->PBtwosidelight.dwPool == D3DPOOL_DEFAULT)
-//             _gldDestroyPrimitiveBuffer(&gld->PBtwosidelight);
-
-       // Clear the presentation parameters (sets all members to zero)
-       ZeroMemory(&d3dpp, sizeof(d3dpp));
-
-       // Recommended by MS; needed for MultiSample.
-       // Be careful if altering this for FullScreenBlit
-       d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
-
-       d3dpp.BackBufferFormat  = d3ddm.Format;
-       d3dpp.BackBufferCount   = 1;
-       d3dpp.MultiSampleType   = _gldGetDeviceMultiSampleType(gld->pD3D, d3ddm.Format, d3dDevType, !ctx->bFullscreen);
-       d3dpp.AutoDepthStencilFormat    = ctx->lpPF->dwDriverData;
-       d3dpp.EnableAutoDepthStencil    = (d3dpp.AutoDepthStencilFormat == D3DFMT_UNKNOWN) ? FALSE : TRUE;
-
-       // TODO: Sync to refresh
-
-       if (ctx->bFullscreen) {
-               ddlogWarnOption(FALSE); // Don't popup any messages in fullscreen 
-               d3dpp.Windowed                                          = FALSE;
-               d3dpp.BackBufferWidth                           = d3ddm.Width;
-               d3dpp.BackBufferHeight                          = d3ddm.Height;
-               d3dpp.hDeviceWindow                                     = ctx->hWnd;
-               d3dpp.FullScreen_RefreshRateInHz        = D3DPRESENT_RATE_DEFAULT;
-               d3dpp.PresentationInterval                      = D3DPRESENT_INTERVAL_DEFAULT;
-               // Get better benchmark results? KeithH
-//             d3dpp.FullScreen_RefreshRateInHz        = D3DPRESENT_RATE_UNLIMITED;
-       } else {
-               ddlogWarnOption(glb.bMessageBoxWarnings); // OK to popup messages
-               d3dpp.Windowed                                          = TRUE;
-               d3dpp.BackBufferWidth                           = ctx->dwWidth;
-               d3dpp.BackBufferHeight                          = ctx->dwHeight;
-               d3dpp.hDeviceWindow                                     = ctx->hWnd;
-               d3dpp.FullScreen_RefreshRateInHz        = 0;
-               d3dpp.PresentationInterval                      = D3DPRESENT_INTERVAL_DEFAULT;
-       }
-       hResult = IDirect3DDevice9_Reset(gld->pDev, &d3dpp);
-       if (FAILED(hResult)) {
-               ddlogError(DDLOG_CRITICAL_OR_WARN, "dglResize: Reset failed", hResult);
-               return FALSE;
-               //goto cleanup_and_return_with_error;
-       }
-
-       //
-       // Recreate POOL_DEFAULT objects
-       //
-       if (gld->PB2d.dwPool == D3DPOOL_DEFAULT) {
-               _gldCreatePrimitiveBuffer(ctx->glCtx, gld, &gld->PB2d);
-       }
-       if (gld->PB3d.dwPool == D3DPOOL_DEFAULT) {
-               _gldCreatePrimitiveBuffer(ctx->glCtx, gld, &gld->PB3d);
-       }
-//     if (gld->PBtwosidelight.dwPool == D3DPOOL_DEFAULT) {
-//             _gldCreatePrimitiveBuffer(ctx->glCtx, gld, &gld->PB2d);
-//     }
-
-       // Recreate DX9 Vertex Shaders
-//     _gldCreateVertexShaders(gld);
-
-       // Signal a complete state update
-       ctx->glCtx->Driver.UpdateState(ctx->glCtx, _NEW_ALL);
-
-       // Begin a new scene
-       IDirect3DDevice9_BeginScene(gld->pDev);
-       ctx->bSceneStarted = TRUE;
-
-       return TRUE;
-}
-
-//---------------------------------------------------------------------------
-
-BOOL gldDestroyDrawable_DX(
-       DGL_ctx *ctx)
-{
-       GLD_driver_dx9                  *lpCtx = NULL;
-
-       // Error if context is NULL.
-       if (!ctx)
-               return FALSE;
-
-       // Error if the drawable does not exist.
-       if (!ctx->glPriv)
-               return FALSE;
-
-       lpCtx = ctx->glPriv;
-
-#ifdef _DEBUG
-       // Dump out stats
-       ddlogPrintf(DDLOG_SYSTEM, "Usage: M:0x%X%X, D:0x%X%X",
-               lpCtx->PipelineUsage.qwMesa.HighPart,
-               lpCtx->PipelineUsage.qwMesa.LowPart,
-               lpCtx->PipelineUsage.qwD3DFVF.HighPart,
-               lpCtx->PipelineUsage.qwD3DFVF.LowPart);
-#endif
-
-//     _gldDestroyVertexShaders(lpCtx);
-       
-//     _gldDestroyPrimitiveBuffer(&lpCtx->PBtwosidelight);
-       _gldDestroyPrimitiveBuffer(&lpCtx->PB3d);
-       _gldDestroyPrimitiveBuffer(&lpCtx->PB2d);
-
-       SAFE_RELEASE(lpCtx->pDev);
-       SAFE_RELEASE(lpCtx->pD3D);
-
-       // Free the private drawable data
-       free(ctx->glPriv);
-       ctx->glPriv = NULL;
-
-       return TRUE;
-}
-
-//---------------------------------------------------------------------------
-
-BOOL gldCreatePrivateGlobals_DX(void)
-{
-       ZeroMemory(&dx9Globals, sizeof(dx9Globals));
-
-       // Load d3d9.dll
-       dx9Globals.hD3D9DLL = LoadLibrary("D3D9.DLL");
-       if (dx9Globals.hD3D9DLL == NULL)
-               return FALSE;
-
-       // Now try and obtain Direct3DCreate9
-       dx9Globals.fnDirect3DCreate9 = (FNDIRECT3DCREATE9)GetProcAddress(dx9Globals.hD3D9DLL, "Direct3DCreate9");
-       if (dx9Globals.fnDirect3DCreate9 == NULL) {
-               FreeLibrary(dx9Globals.hD3D9DLL);
-               return FALSE;
-       }
-
-       return TRUE;
-}
-
-//---------------------------------------------------------------------------
-
-BOOL gldDestroyPrivateGlobals_DX(void)
-{
-       if (dx9Globals.bDirect3DDevice) {
-               SAFE_RELEASE(dx9Globals.pDev);
-               dx9Globals.bDirect3DDevice = FALSE;
-       }
-       if (dx9Globals.bDirect3D) {
-               SAFE_RELEASE(dx9Globals.pD3D);
-               dx9Globals.bDirect3D = FALSE;
-       }
-
-       FreeLibrary(dx9Globals.hD3D9DLL);
-       dx9Globals.hD3D9DLL = NULL;
-       dx9Globals.fnDirect3DCreate9 = NULL;
-
-       return TRUE;
-}
-
-//---------------------------------------------------------------------------
-
-static void _BitsFromDisplayFormat(
-       D3DFORMAT fmt,
-       BYTE *cColorBits,
-       BYTE *cRedBits,
-       BYTE *cGreenBits,
-       BYTE *cBlueBits,
-       BYTE *cAlphaBits)
-{
-       switch (fmt) {
-       case D3DFMT_X1R5G5B5:
-               *cColorBits = 16;
-               *cRedBits = 5;
-               *cGreenBits = 5;
-               *cBlueBits = 5;
-               *cAlphaBits = 0;
-               return;
-       case D3DFMT_R5G6B5:
-               *cColorBits = 16;
-               *cRedBits = 5;
-               *cGreenBits = 6;
-               *cBlueBits = 5;
-               *cAlphaBits = 0;
-               return;
-       case D3DFMT_X8R8G8B8:
-               *cColorBits = 32;
-               *cRedBits = 8;
-               *cGreenBits = 8;
-               *cBlueBits = 8;
-               *cAlphaBits = 0;
-               return;
-       case D3DFMT_A8R8G8B8:
-               *cColorBits = 32;
-               *cRedBits = 8;
-               *cGreenBits = 8;
-               *cBlueBits = 8;
-               *cAlphaBits = 8;
-               return;
-       }
-
-       // Should not get here!
-       *cColorBits = 32;
-       *cRedBits = 8;
-       *cGreenBits = 8;
-       *cBlueBits = 8;
-       *cAlphaBits = 0;
-}
-
-//---------------------------------------------------------------------------
-
-static void _BitsFromDepthStencilFormat(
-       D3DFORMAT fmt,
-       BYTE *cDepthBits,
-       BYTE *cStencilBits)
-{
-       // NOTE: GL expects either 32 or 16 as depth bits.
-       switch (fmt) {
-       case D3DFMT_D32:
-               *cDepthBits = 32;
-               *cStencilBits = 0;
-               return;
-       case D3DFMT_D15S1:
-               *cDepthBits = 16;
-               *cStencilBits = 1;
-               return;
-       case D3DFMT_D24S8:
-               *cDepthBits = 32;
-               *cStencilBits = 8;
-               return;
-       case D3DFMT_D16:
-               *cDepthBits = 16;
-               *cStencilBits = 0;
-               return;
-       case D3DFMT_D24X8:
-               *cDepthBits = 32;
-               *cStencilBits = 0;
-               return;
-       case D3DFMT_D24X4S4:
-               *cDepthBits = 32;
-               *cStencilBits = 4;
-               return;
-       }
-}
-
-//---------------------------------------------------------------------------
-
-BOOL gldBuildPixelformatList_DX(void)
-{
-       D3DDISPLAYMODE          d3ddm;
-       D3DFORMAT                       fmt[6];
-       IDirect3D9                      *pD3D = NULL;
-       HRESULT                         hr;
-       int                                     nSupportedFormats = 0;
-       int                                     i;
-       DGL_pixelFormat         *pPF;
-       BYTE                            cColorBits, cRedBits, cGreenBits, cBlueBits, cAlphaBits;
-//     char                            buf[128];
-//     char                            cat[8];
-
-       // Direct3D (SW or HW)
-       // These are arranged so that 'best' pixelformat
-       // is higher in the list (for ChoosePixelFormat).
-       const D3DFORMAT DepthStencil[6] = {
-// New order: increaing Z, then increasing stencil
-               D3DFMT_D15S1,
-               D3DFMT_D16,
-               D3DFMT_D24X4S4,
-               D3DFMT_D24X8,
-               D3DFMT_D24S8,
-               D3DFMT_D32,
-       };
-
-       // Dump DX version
-       ddlogMessage(GLDLOG_SYSTEM, "DirectX Version  : 9.0\n");
-
-       // Release any existing pixelformat list
-       if (glb.lpPF) {
-               free(glb.lpPF);
-       }
-
-       glb.nPixelFormatCount   = 0;
-       glb.lpPF                                = NULL;
-
-       //
-       // Pixelformats for Direct3D (SW or HW) rendering
-       //
-
-       // Get a Direct3D 9.0 interface
-       pD3D = dx9Globals.fnDirect3DCreate9(D3D_SDK_VERSION);
-       if (!pD3D) {
-               return FALSE;
-       }
-
-       // We will use the display mode format when finding compliant
-       // rendertarget/depth-stencil surfaces.
-       hr = IDirect3D9_GetAdapterDisplayMode(pD3D, glb.dwAdapter, &d3ddm);
-       if (FAILED(hr)) {
-               IDirect3D9_Release(pD3D);
-               return FALSE;
-       }
-       
-       // Run through the possible formats and detect supported formats
-       for (i=0; i<6; i++) {
-               hr = IDirect3D9_CheckDeviceFormat(
-                       pD3D,
-                       glb.dwAdapter,
-                       glb.dwDriver==GLDS_DRIVER_HAL ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF,
-            d3ddm.Format,
-                       D3DUSAGE_DEPTHSTENCIL,
-                       D3DRTYPE_SURFACE,
-                       DepthStencil[i]);
-               if (FAILED(hr))
-                       // A failure here is not fatal.
-                       continue;
-
-           // Verify that the depth format is compatible.
-           hr = IDirect3D9_CheckDepthStencilMatch(
-                               pD3D,
-                               glb.dwAdapter,
-                glb.dwDriver==GLDS_DRIVER_HAL ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF,
-                d3ddm.Format,
-                d3ddm.Format,
-                DepthStencil[i]);
-               if (FAILED(hr))
-                       // A failure here is not fatal, just means depth-stencil
-                       // format is not compatible with this display mode.
-                       continue;
-
-               fmt[nSupportedFormats++] = DepthStencil[i];
-       }
-
-       IDirect3D9_Release(pD3D);
-
-       if (nSupportedFormats == 0)
-               return FALSE; // Bail: no compliant pixelformats
-
-       // Total count of pixelformats is:
-       // (nSupportedFormats+1)*2
-       // UPDATED: nSupportedFormats*2
-       glb.lpPF = (DGL_pixelFormat *)calloc(nSupportedFormats*2, sizeof(DGL_pixelFormat));
-       glb.nPixelFormatCount = nSupportedFormats*2;
-       if (glb.lpPF == NULL) {
-               glb.nPixelFormatCount = 0;
-               return FALSE;
-       }
-
-       // Get a copy of pointer that we can alter
-       pPF = glb.lpPF;
-
-       // Cache colour bits from display format
-       _BitsFromDisplayFormat(d3ddm.Format, &cColorBits, &cRedBits, &cGreenBits, &cBlueBits, &cAlphaBits);
-
-       //
-       // Add single-buffer formats
-       //
-/*
-       // NOTE: No longer returning pixelformats that don't contain depth
-       // Single-buffer, no depth-stencil buffer
-       memcpy(pPF, &pfTemplateHW, sizeof(DGL_pixelFormat));
-       pPF->pfd.dwFlags &= ~PFD_DOUBLEBUFFER; // Remove doublebuffer flag
-       pPF->pfd.cColorBits             = cColorBits;
-       pPF->pfd.cRedBits               = cRedBits;
-       pPF->pfd.cGreenBits             = cGreenBits;
-       pPF->pfd.cBlueBits              = cBlueBits;
-       pPF->pfd.cAlphaBits             = cAlphaBits;
-       pPF->pfd.cDepthBits             = 0;
-       pPF->pfd.cStencilBits   = 0;
-       pPF->dwDriverData               = D3DFMT_UNKNOWN;
-       pPF++;
-*/
-       for (i=0; i<nSupportedFormats; i++, pPF++) {
-               memcpy(pPF, &pfTemplateHW, sizeof(DGL_pixelFormat));
-               pPF->pfd.dwFlags &= ~PFD_DOUBLEBUFFER; // Remove doublebuffer flag
-               pPF->pfd.cColorBits             = cColorBits;
-               pPF->pfd.cRedBits               = cRedBits;
-               pPF->pfd.cGreenBits             = cGreenBits;
-               pPF->pfd.cBlueBits              = cBlueBits;
-               pPF->pfd.cAlphaBits             = cAlphaBits;
-               _BitsFromDepthStencilFormat(fmt[i], &pPF->pfd.cDepthBits, &pPF->pfd.cStencilBits);
-               pPF->dwDriverData               = fmt[i];
-       }
-
-       //
-       // Add double-buffer formats
-       //
-
-       // NOTE: No longer returning pixelformats that don't contain depth
-/*
-       memcpy(pPF, &pfTemplateHW, sizeof(DGL_pixelFormat));
-       pPF->pfd.cColorBits             = cColorBits;
-       pPF->pfd.cRedBits               = cRedBits;
-       pPF->pfd.cGreenBits             = cGreenBits;
-       pPF->pfd.cBlueBits              = cBlueBits;
-       pPF->pfd.cAlphaBits             = cAlphaBits;
-       pPF->pfd.cDepthBits             = 0;
-       pPF->pfd.cStencilBits   = 0;
-       pPF->dwDriverData               = D3DFMT_UNKNOWN;
-       pPF++;
-*/
-       for (i=0; i<nSupportedFormats; i++, pPF++) {
-               memcpy(pPF, &pfTemplateHW, sizeof(DGL_pixelFormat));
-               pPF->pfd.cColorBits             = cColorBits;
-               pPF->pfd.cRedBits               = cRedBits;
-               pPF->pfd.cGreenBits             = cGreenBits;
-               pPF->pfd.cBlueBits              = cBlueBits;
-               pPF->pfd.cAlphaBits             = cAlphaBits;
-               _BitsFromDepthStencilFormat(fmt[i], &pPF->pfd.cDepthBits, &pPF->pfd.cStencilBits);
-               pPF->dwDriverData               = fmt[i];
-       }
-
-       // Popup warning message if non RGB color mode
-       {
-               // This is a hack. KeithH
-               HDC hdcDesktop = GetDC(NULL);
-               DWORD dwDisplayBitDepth = GetDeviceCaps(hdcDesktop, BITSPIXEL);
-               ReleaseDC(0, hdcDesktop);
-               if (dwDisplayBitDepth <= 8) {
-                       ddlogPrintf(DDLOG_WARN, "Current Color Depth %d bpp is not supported", dwDisplayBitDepth);
-                       MessageBox(NULL, szColorDepthWarning, "GLDirect", MB_OK | MB_ICONWARNING);
-               }
-       }
-
-       // Mark list as 'current'
-       glb.bPixelformatsDirty = FALSE;
-
-       return TRUE;
-}
-
-//---------------------------------------------------------------------------
-
-BOOL gldInitialiseMesa_DX(
-       DGL_ctx *lpCtx)
-{
-       GLD_driver_dx9  *gld = NULL;
-       int                             MaxTextureSize, TextureLevels;
-       BOOL                    bSoftwareTnL;
-
-       if (lpCtx == NULL)
-               return FALSE;
-
-       gld = lpCtx->glPriv;
-       if (gld == NULL)
-               return FALSE;
-
-       if (glb.bMultitexture) {
-               lpCtx->glCtx->Const.MaxTextureUnits = gld->d3dCaps9.MaxSimultaneousTextures;
-               // Only support MAX_TEXTURE_UNITS texture units.
-               // ** If this is altered then the FVF formats must be reviewed **.
-               if (lpCtx->glCtx->Const.MaxTextureUnits > GLD_MAX_TEXTURE_UNITS_DX9)
-                       lpCtx->glCtx->Const.MaxTextureUnits = GLD_MAX_TEXTURE_UNITS_DX9;
-       } else {
-               // Multitexture override
-               lpCtx->glCtx->Const.MaxTextureUnits = 1;
-       }
-
-       // max texture size
-       MaxTextureSize = min(gld->d3dCaps9.MaxTextureHeight, gld->d3dCaps9.MaxTextureWidth);
-       if (MaxTextureSize == 0)
-               MaxTextureSize = 256; // Sanity check
-
-       //
-       // HACK!!
-       if (MaxTextureSize > 1024)
-               MaxTextureSize = 1024; // HACK - CLAMP TO 1024
-       // HACK!!
-       //
-
-       // Got to set MAX_TEXTURE_SIZE as max levels.
-       // Who thought this stupid idea up? ;)
-       TextureLevels = 0;
-       // Calculate power-of-two.
-       while (MaxTextureSize) {
-               TextureLevels++;
-               MaxTextureSize >>= 1;
-       }
-       lpCtx->glCtx->Const.MaxTextureLevels = (TextureLevels) ? TextureLevels : 8;
-       lpCtx->glCtx->Const.MaxDrawBuffers = 1;
-
-       IDirect3DDevice9_SetRenderState(gld->pDev, D3DRS_LIGHTING, FALSE);
-       IDirect3DDevice9_SetRenderState(gld->pDev, D3DRS_CULLMODE, D3DCULL_NONE);
-       IDirect3DDevice9_SetRenderState(gld->pDev, D3DRS_DITHERENABLE, TRUE);
-       IDirect3DDevice9_SetRenderState(gld->pDev, D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
-
-       IDirect3DDevice9_SetRenderState(gld->pDev, D3DRS_ZENABLE,
-               (lpCtx->lpPF->dwDriverData!=D3DFMT_UNKNOWN) ? D3DZB_TRUE : D3DZB_FALSE);
-
-       // Set the view matrix
-       {
-               D3DXMATRIX      vm;
-#if 1
-               D3DXMatrixIdentity(&vm);
-#else
-               D3DXVECTOR3 Eye(0.0f, 0.0f, 0.0f);
-               D3DXVECTOR3 At(0.0f, 0.0f, -1.0f);
-               D3DXVECTOR3 Up(0.0f, 1.0f, 0.0f);
-               D3DXMatrixLookAtRH(&vm, &Eye, &At, &Up);
-               vm._31 = -vm._31;
-               vm._32 = -vm._32;
-               vm._33 = -vm._33;
-               vm._34 = -vm._34;
-#endif
-               IDirect3DDevice9_SetTransform(gld->pDev, D3DTS_VIEW, &vm);
-       }
-
-       if (gld->bHasHWTnL) {
-               if (glb.dwTnL == GLDS_TNL_DEFAULT)
-                       bSoftwareTnL = FALSE; // HW TnL
-               else {
-                       bSoftwareTnL = ((glb.dwTnL == GLDS_TNL_MESA) || (glb.dwTnL == GLDS_TNL_D3DSW)) ? TRUE : FALSE;
-               }
-       } else {
-               // No HW TnL, so no choice possible
-               bSoftwareTnL = TRUE;
-       }
-//     IDirect3DDevice9_SetRenderState(gld->pDev, D3DRS_SOFTWAREVERTEXPROCESSING, bSoftwareTnL);
-       IDirect3DDevice9_SetSoftwareVertexProcessing(gld->pDev, bSoftwareTnL);
-
-// Dump this in a Release build as well, now.
-//#ifdef _DEBUG
-       ddlogPrintf(DDLOG_INFO, "HW TnL: %s",
-               gld->bHasHWTnL ? (bSoftwareTnL ? "Disabled" : "Enabled") : "Unavailable");
-//#endif
-
-       gldEnableExtensions_DX9(lpCtx->glCtx);
-       gldInstallPipeline_DX9(lpCtx->glCtx);
-       gldSetupDriverPointers_DX9(lpCtx->glCtx);
-
-       // Signal a complete state update
-       lpCtx->glCtx->Driver.UpdateState(lpCtx->glCtx, _NEW_ALL);
-
-       // Start a scene
-       IDirect3DDevice9_BeginScene(gld->pDev);
-       lpCtx->bSceneStarted = TRUE;
-
-       return TRUE;
-}
-
-//---------------------------------------------------------------------------
-
-BOOL gldSwapBuffers_DX(
-       DGL_ctx *ctx,
-       HDC hDC,
-       HWND hWnd)
-{
-       HRESULT                 hr;
-       GLD_driver_dx9  *gld = NULL;
-
-       if (ctx == NULL)
-               return FALSE;
-
-       gld = ctx->glPriv;
-       if (gld == NULL)
-               return FALSE;
-
-       if (ctx->bSceneStarted) {
-               IDirect3DDevice9_EndScene(gld->pDev);
-               ctx->bSceneStarted = FALSE;
-       }
-
-       // Swap the buffers. hWnd may override the hWnd used for CreateDevice()
-       hr = IDirect3DDevice9_Present(gld->pDev, NULL, NULL, hWnd, NULL);
-
-exit_swap:
-
-       IDirect3DDevice9_BeginScene(gld->pDev);
-       ctx->bSceneStarted = TRUE;
-
-// Debugging code
-#ifdef _DEBUG
-//     ddlogMessage(GLDLOG_WARN, "SwapBuffers\n");
-#endif
-
-       return (FAILED(hr)) ? FALSE : TRUE;
-}
-
-//---------------------------------------------------------------------------
-
-BOOL gldGetDisplayMode_DX(
-       DGL_ctx *ctx,
-       GLD_displayMode *glddm)
-{
-       D3DDISPLAYMODE  d3ddm;
-       HRESULT                 hr;
-       GLD_driver_dx9  *lpCtx = NULL;
-       BYTE cColorBits, cRedBits, cGreenBits, cBlueBits, cAlphaBits;
-
-       if ((glddm == NULL) || (ctx == NULL))
-               return FALSE;
-
-       lpCtx = ctx->glPriv;
-       if (lpCtx == NULL)
-               return FALSE;
-
-       if (lpCtx->pD3D == NULL)
-               return FALSE;
-
-       hr = IDirect3D9_GetAdapterDisplayMode(lpCtx->pD3D, glb.dwAdapter, &d3ddm);
-       if (FAILED(hr))
-               return FALSE;
-
-       // Get info from the display format
-       _BitsFromDisplayFormat(d3ddm.Format,
-               &cColorBits, &cRedBits, &cGreenBits, &cBlueBits, &cAlphaBits);
-
-       glddm->Width    = d3ddm.Width;
-       glddm->Height   = d3ddm.Height;
-       glddm->BPP              = cColorBits;
-       glddm->Refresh  = d3ddm.RefreshRate;
-
-       return TRUE;
-}
-
-//---------------------------------------------------------------------------
-
diff --git a/src/mesa/drivers/windows/gldirect/gld_debug_clip.c b/src/mesa/drivers/windows/gldirect/gld_debug_clip.c
deleted file mode 100644 (file)
index 044d2e6..0000000
+++ /dev/null
@@ -1,39 +0,0 @@
-
-/*
- * Mesa 3-D graphics library
- * Version:  3.5
- *
- * Copyright (C) 1999-2001  Brian Paul   All Rights Reserved.
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included
- * in all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
- * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- *
- * Authors:
- *    Gareth Hughes <gareth@valinux.com>
- */
-
-#ifdef DEBUG  /* This code only used for debugging */
-
-// Stub to enable Mesa to build. KeithH
-#pragma message("NOTE: Using gld_debug_clip.c HACK")
-
-void _math_test_all_cliptest_functions( char *description )
-{
-}
-
-
-#endif /* DEBUG */
diff --git a/src/mesa/drivers/windows/gldirect/gld_debug_norm.c b/src/mesa/drivers/windows/gldirect/gld_debug_norm.c
deleted file mode 100644 (file)
index c20362b..0000000
+++ /dev/null
@@ -1,39 +0,0 @@
-
-/*
- * Mesa 3-D graphics library
- * Version:  3.5
- *
- * Copyright (C) 1999-2001  Brian Paul   All Rights Reserved.
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included
- * in all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
- * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- *
- * Authors:
- *    Gareth Hughes <gareth@valinux.com>
- */
-
-#ifdef DEBUG  /* This code only used for debugging */
-
-// Stub to enable Mesa to build. KeithH
-#pragma message("NOTE: Using gld_debug_norm.c HACK")
-
-void _math_test_all_normal_transform_functions( char *description )
-{
-}
-
-
-#endif /* DEBUG */
diff --git a/src/mesa/drivers/windows/gldirect/gld_debug_xform.c b/src/mesa/drivers/windows/gldirect/gld_debug_xform.c
deleted file mode 100644 (file)
index 73439dc..0000000
+++ /dev/null
@@ -1,41 +0,0 @@
-
-/*
- * Mesa 3-D graphics library
- * Version:  3.5
- *
- * Copyright (C) 1999-2001  Brian Paul   All Rights Reserved.
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included
- * in all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
- * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- */
-
-/*
- * Updated for P6 architecture by Gareth Hughes.
- */
-
-
-#ifdef DEBUG  /* This code only used for debugging */
-
-// Stub to enable Mesa to build. KeithH
-#pragma message("NOTE: Using gld_debug_xform.c HACK")
-
-void _math_test_all_transform_functions( char *description )
-{
-}
-
-
-#endif /* DEBUG */
diff --git a/src/mesa/drivers/windows/gldirect/gld_dispatch.c b/src/mesa/drivers/windows/gldirect/gld_dispatch.c
deleted file mode 100644 (file)
index e05d767..0000000
+++ /dev/null
@@ -1,73 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x/2000/XP/XBox (Win32)
-*
-* Description:  Thread-aware dispatch table.
-*
-****************************************************************************/
-
-#include "glheader.h"
-#include "glapi.h"
-#include "glapitable.h"
-#include "mtypes.h"
-#include "context.h"
-
-#define KEYWORD1
-#define KEYWORD2 GLAPIENTRY
-#if defined(USE_MGL_NAMESPACE)
-       #define NAME(func)  mgl##func
-#else
-       #define NAME(func)  gl##func
-#endif
-
-#if 0
-// Altered these to get the dispatch table from 
-// the current context of the calling thread.
-#define DISPATCH(FUNC, ARGS, MESSAGE)  \
-       GET_CURRENT_CONTEXT(gc);                        \
-       (gc->CurrentDispatch->FUNC) ARGS
-#define RETURN_DISPATCH(FUNC, ARGS, MESSAGE)   \
-       GET_CURRENT_CONTEXT(gc);                        \
-       return (gc->CurrentDispatch->FUNC) ARGS
-#else // #if 0
-#define DISPATCH(FUNC, ARGS, MESSAGE)  \
-       GET_CURRENT_CONTEXT(gc);                        \
-       (_glapi_Dispatch->FUNC) ARGS
-#define RETURN_DISPATCH(FUNC, ARGS, MESSAGE)   \
-       GET_CURRENT_CONTEXT(gc);                        \
-       return (_glapi_Dispatch->FUNC) ARGS
-#endif // #if 0
-
-#ifndef GLAPIENTRY
-#define GLAPIENTRY
-#endif
-
-#include "glapitemp.h"
diff --git a/src/mesa/drivers/windows/gldirect/gld_driver.c b/src/mesa/drivers/windows/gldirect/gld_driver.c
deleted file mode 100644 (file)
index aa7bc27..0000000
+++ /dev/null
@@ -1,279 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x/2000/XP/XBox (Win32)
-*
-* Description:  Driver functions and interfaces
-*
-****************************************************************************/
-
-#define STRICT
-#define WIN32_LEAN_AND_MEAN
-#include <windows.h>
-
-#include "gld_driver.h"
-#include "ddlog.h"
-#include "glheader.h"
-
-// For glGetString().
-#include "common_x86_asm.h"
-
-//---------------------------------------------------------------------------
-
-static char *szDriverError = "Driver used before initialisation!";
-
-// This holds our dynamically created OpenGL renderer string.
-// 256 chars should be plenty - remember that some apps display this.
-static char _gldRendererString[256];
-
-static char *szVendor = "SciTech Software, Inc.";
-
-//---------------------------------------------------------------------------
-
-extern BOOL gldGetDXErrorString_DX(HRESULT hr, char *buf, int nBufSize);
-
-extern BOOL gldCreateDrawable_MesaSW(DGL_ctx *ctx, BOOL bPersistantInterface, BOOL bPersistantBuffers);
-extern BOOL gldResizeDrawable_MesaSW(DGL_ctx *ctx, BOOL bDefaultDriver, BOOL bPersistantInterface, BOOL bPersistantBuffers);
-extern BOOL gldDestroyDrawable_MesaSW(DGL_ctx *ctx);
-extern BOOL gldCreatePrivateGlobals_MesaSW(void);
-extern BOOL gldDestroyPrivateGlobals_MesaSW(void);
-extern BOOL    gldBuildPixelformatList_MesaSW(void);
-extern BOOL gldInitialiseMesa_MesaSW(DGL_ctx *ctx);
-extern BOOL    gldSwapBuffers_MesaSW(DGL_ctx *ctx, HDC hDC, HWND hWnd);
-extern PROC    gldGetProcAddress_MesaSW(LPCSTR a);
-extern BOOL    gldGetDisplayMode_MesaSW(DGL_ctx *ctx, GLD_displayMode *glddm);
-
-extern BOOL gldCreateDrawable_DX(DGL_ctx *ctx, BOOL bPersistantInterface, BOOL bPersistantBuffers);
-extern BOOL gldResizeDrawable_DX(DGL_ctx *ctx, BOOL bDefaultDriver, BOOL bPersistantInterface, BOOL bPersistantBuffers);
-extern BOOL gldDestroyDrawable_DX(DGL_ctx *ctx);
-extern BOOL gldCreatePrivateGlobals_DX(void);
-extern BOOL gldDestroyPrivateGlobals_DX(void);
-extern BOOL    gldBuildPixelformatList_DX(void);
-extern BOOL gldInitialiseMesa_DX(DGL_ctx *ctx);
-extern BOOL    gldSwapBuffers_DX(DGL_ctx *ctx, HDC hDC, HWND hWnd);
-extern PROC    gldGetProcAddress_DX(LPCSTR a);
-extern BOOL    gldGetDisplayMode_DX(DGL_ctx *ctx, GLD_displayMode *glddm);
-
-//---------------------------------------------------------------------------
-// NOP functions. Called if proper driver functions are not set.
-//---------------------------------------------------------------------------
-
-static BOOL _gldDriverError(void)
-{
-       ddlogMessage(DDLOG_CRITICAL, szDriverError);
-       return FALSE;
-}
-
-//---------------------------------------------------------------------------
-
-static BOOL _GetDXErrorString_ERROR(
-       HRESULT hr,
-       char *buf,
-       int nBufSize)
-{
-       return _gldDriverError();
-}
-
-//---------------------------------------------------------------------------
-
-static BOOL _CreateDrawable_ERROR(
-       DGL_ctx *ctx,
-       BOOL bPersistantInterface,
-       BOOL bPersistantBuffers)
-{
-       return _gldDriverError();
-}
-
-//---------------------------------------------------------------------------
-
-static BOOL _ResizeDrawable_ERROR(
-       DGL_ctx *ctx,
-       BOOL bDefaultDriver,
-       BOOL bPersistantInterface,
-       BOOL bPersistantBuffers)
-{
-       return _gldDriverError();
-}
-
-//---------------------------------------------------------------------------
-
-static BOOL _DestroyDrawable_ERROR(
-       DGL_ctx *ctx)
-{
-       return _gldDriverError();
-}
-
-//---------------------------------------------------------------------------
-
-static BOOL _CreatePrivateGlobals_ERROR(void)
-{
-       return _gldDriverError();
-}
-
-//---------------------------------------------------------------------------
-
-static BOOL _DestroyPrivateGlobals_ERROR(void)
-{
-       return _gldDriverError();
-}
-
-//---------------------------------------------------------------------------
-
-static BOOL _BuildPixelformatList_ERROR(void)
-{
-       return _gldDriverError();
-}
-
-//---------------------------------------------------------------------------
-
-
-static BOOL _InitialiseMesa_ERROR(
-       DGL_ctx *ctx)
-{
-       return _gldDriverError();
-}
-
-//---------------------------------------------------------------------------
-
-static BOOL    _SwapBuffers_ERROR(
-       DGL_ctx *ctx,
-       HDC hDC,
-       HWND hWnd)
-{
-       return _gldDriverError();
-}
-
-//---------------------------------------------------------------------------
-
-static PROC _GetProcAddress_ERROR(
-       LPCSTR a)
-{
-       _gldDriverError();
-       return NULL;
-}
-
-//---------------------------------------------------------------------------
-
-static BOOL    _GetDisplayMode_ERROR(
-       DGL_ctx *ctx,
-       GLD_displayMode *glddm)
-{
-       return _gldDriverError();
-}
-
-//---------------------------------------------------------------------------
-// Functions useful to all drivers
-//---------------------------------------------------------------------------
-
-const GLubyte* _gldGetStringGeneric(
-       struct gl_context *ctx,
-       GLenum name)
-{
-       if (!ctx)
-               return NULL;
-
-       switch (name) {
-       case GL_RENDERER:
-               sprintf(_gldRendererString, "GLDirect 4.0 %s%s%s%s (%s %s)",
-                       _mesa_x86_cpu_features  ? "/x86"                : "",
-                       cpu_has_mmx                             ? "/MMX"                : "",
-                       cpu_has_3dnow                   ? "/3DNow!"             : "",
-                       cpu_has_xmm                             ? "/SSE"                : "",
-                       __DATE__, __TIME__);
-               return (const GLubyte *) _gldRendererString;
-       case GL_VENDOR:
-               return (const GLubyte *) szVendor;
-       default:
-               return NULL;
-       }
-}
-
-//---------------------------------------------------------------------------
-// Global driver function pointers, initially set to functions that
-// will report an error when called.
-//---------------------------------------------------------------------------
-
-GLD_driver _gldDriver = {
-       _GetDXErrorString_ERROR,
-       _CreateDrawable_ERROR,
-       _ResizeDrawable_ERROR,
-       _DestroyDrawable_ERROR,
-       _CreatePrivateGlobals_ERROR,
-       _DestroyPrivateGlobals_ERROR,
-       _BuildPixelformatList_ERROR,
-       _InitialiseMesa_ERROR,
-       _SwapBuffers_ERROR,
-       _GetProcAddress_ERROR,
-       _GetDisplayMode_ERROR
-};
-
-//---------------------------------------------------------------------------
-// Init function. Should be called as soon as regkeys/ini-settings are read.
-//---------------------------------------------------------------------------
-
-BOOL gldInitDriverPointers(
-       DWORD dwDriver)
-{
-       _gldDriver.GetDXErrorString     = gldGetDXErrorString_DX;
-
-       if (dwDriver == GLDS_DRIVER_MESA_SW) {
-               // Mesa Software driver
-               _gldDriver.CreateDrawable                       = gldCreateDrawable_MesaSW;
-               _gldDriver.ResizeDrawable                       = gldResizeDrawable_MesaSW;
-               _gldDriver.DestroyDrawable                      = gldDestroyDrawable_MesaSW;
-               _gldDriver.CreatePrivateGlobals         = gldCreatePrivateGlobals_MesaSW;
-               _gldDriver.DestroyPrivateGlobals        = gldDestroyPrivateGlobals_MesaSW;
-               _gldDriver.BuildPixelformatList         = gldBuildPixelformatList_MesaSW;
-               _gldDriver.InitialiseMesa                       = gldInitialiseMesa_MesaSW;
-               _gldDriver.SwapBuffers                          = gldSwapBuffers_MesaSW;
-               _gldDriver.wglGetProcAddress            = gldGetProcAddress_MesaSW;
-               _gldDriver.GetDisplayMode                       = gldGetDisplayMode_MesaSW;
-               return TRUE;
-       }
-       
-       if ((dwDriver == GLDS_DRIVER_REF) || (dwDriver == GLDS_DRIVER_HAL)) {
-               // Direct3D driver, either HW or SW
-               _gldDriver.CreateDrawable                       = gldCreateDrawable_DX;
-               _gldDriver.ResizeDrawable                       = gldResizeDrawable_DX;
-               _gldDriver.DestroyDrawable                      = gldDestroyDrawable_DX;
-               _gldDriver.CreatePrivateGlobals         = gldCreatePrivateGlobals_DX;
-               _gldDriver.DestroyPrivateGlobals        = gldDestroyPrivateGlobals_DX;
-               _gldDriver.BuildPixelformatList         = gldBuildPixelformatList_DX;
-               _gldDriver.InitialiseMesa                       = gldInitialiseMesa_DX;
-               _gldDriver.SwapBuffers                          = gldSwapBuffers_DX;
-               _gldDriver.wglGetProcAddress            = gldGetProcAddress_DX;
-               _gldDriver.GetDisplayMode                       = gldGetDisplayMode_DX;
-               return TRUE;
-       };
-
-       return FALSE;
-}
-
-//---------------------------------------------------------------------------
diff --git a/src/mesa/drivers/windows/gldirect/gld_driver.h b/src/mesa/drivers/windows/gldirect/gld_driver.h
deleted file mode 100644 (file)
index 7c393bc..0000000
+++ /dev/null
@@ -1,90 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x/2000/XP/XBox (Win32)
-*
-* Description:  Driver functions and interfaces
-*
-****************************************************************************/
-
-#ifndef _GLD_DRIVER_H
-#define _GLD_DRIVER_H
-
-// This file is only useful is we're using the new GLD3 WGL code.
-#ifdef _USE_GLD3_WGL
-
-#include "dglcontext.h"
-
-// Same as DX8 D3DDISPLAYMODE
-typedef struct {
-       DWORD   Width;
-       DWORD   Height;
-       DWORD   Refresh;
-       DWORD   BPP;
-} GLD_displayMode;
-
-typedef struct {
-       // Returns a string for a given HRESULT error code.
-       BOOL    (*GetDXErrorString)(HRESULT hr, char *buf, int nBufSize);
-
-       // Driver functions for managing drawables.
-       // Functions must respect persistant buffers / persistant interface.
-       // NOTE: Persistant interface is: DirectDraw, pre-DX8; Direct3D, DX8 and above.
-       BOOL    (*CreateDrawable)(DGL_ctx *ctx, BOOL bPersistantInterface, BOOL bPersistantBuffers);
-       BOOL    (*ResizeDrawable)(DGL_ctx *ctx, BOOL bDefaultDriver, BOOL bPersistantInterface, BOOL bPersistantBuffers);
-       BOOL    (*DestroyDrawable)(DGL_ctx *ctx);
-
-       // Create/Destroy private globals belonging to driver
-       BOOL    (*CreatePrivateGlobals)(void);
-       BOOL    (*DestroyPrivateGlobals)(void);
-
-       // Build pixelformat list
-       BOOL    (*BuildPixelformatList)(void);
-
-       // Initialise Mesa's driver pointers
-       BOOL    (*InitialiseMesa)(DGL_ctx *ctx);
-
-       // Swap buffers
-       BOOL    (*SwapBuffers)(DGL_ctx *ctx, HDC hDC, HWND hWnd);
-
-       // wglGetProcAddress()
-       PROC    (*wglGetProcAddress)(LPCSTR a);
-
-       BOOL    (*GetDisplayMode)(DGL_ctx *ctx, GLD_displayMode *glddm);
-} GLD_driver;
-
-extern GLD_driver _gldDriver;
-
-BOOL gldInitDriverPointers(DWORD dwDriver);
-const GLubyte* _gldGetStringGeneric(struct gl_context *ctx, GLenum name);
-
-#endif // _USE_GLD3_WGL
-
-#endif // _GLD_DRIVER_H
diff --git a/src/mesa/drivers/windows/gldirect/gldirect.rc b/src/mesa/drivers/windows/gldirect/gldirect.rc
deleted file mode 100644 (file)
index ba09631..0000000
+++ /dev/null
@@ -1,43 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:            Windows Resource Compiler
-* Environment: Windows 95
-*
-****************************************************************************/
-
-#ifndef WORKSHOP_INVOKED
-  #include <windows.h>
-#endif
-
-#define FILE_DESCRIPTION    "SciTech GLDirect"
-#define ORIG_FILENAME       "opengl32.dll"
-#define FILE_TYPE                      VFT_DLL
-
-#include "gldirect/gldver.ver"
diff --git a/src/mesa/drivers/windows/gldirect/gldlame8.c b/src/mesa/drivers/windows/gldirect/gldlame8.c
deleted file mode 100644 (file)
index 5ac519c..0000000
+++ /dev/null
@@ -1,181 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x (Win32)
-*
-* Description:  GLDirect utility for determining lame boards/drivers.
-*
-****************************************************************************/
-
-#define STRICT
-#define        WIN32_LEAN_AND_MEAN
-#include <d3d8.h>
-
-/*
-Ack. Broken out from gldlame.c because of broken D3D headers. KeithH
-*/
-
-/****************************************************************************
-REMARKS:
-Scans list of DirectDraw devices for specific device IDs.
-****************************************************************************/
-
-#define VENDORID_ATI 0x1002
-
-static DWORD devATIRagePro[] = {
-       0x4742, // 3D RAGE PRO BGA AGP 1X/2X
-       0x4744, // 3D RAGE PRO BGA AGP 1X only
-       0x4749, // 3D RAGE PRO BGA PCI 33 MHz
-       0x4750, // 3D RAGE PRO PQFP PCI 33 MHz
-       0x4751, // 3D RAGE PRO PQFP PCI 33 MHz limited 3D
-       0x4C42, // 3D RAGE LT PRO BGA-312 AGP 133 MHz
-       0x4C44, // 3D RAGE LT PRO BGA-312 AGP 66 MHz
-       0x4C49, // 3D RAGE LT PRO BGA-312 PCI 33 MHz
-       0x4C50, // 3D RAGE LT PRO BGA-256 PCI 33 MHz
-       0x4C51, // 3D RAGE LT PRO BGA-256 PCI 33 MHz limited 3D
-};
-
-static DWORD devATIRageIIplus[] = {
-       0x4755, // 3D RAGE II+
-       0x4756, // 3D RAGE IIC PQFP PCI
-       0x4757, // 3D RAGE IIC BGA AGP
-       0x475A, // 3D RAGE IIC PQFP AGP
-       0x4C47, // 3D RAGE LT-G
-};
-
-static __inline BOOL IsDevice(
-       DWORD *lpDeviceIdList,
-       DWORD dwDeviceId,
-       int count)
-{
-       int i;
-
-       for (i=0; i<count; i++)
-               if (dwDeviceId == lpDeviceIdList[i])
-                       return TRUE;
-
-       return FALSE;
-}
-
-/****************************************************************************
-REMARKS:
-Test the Direct3D8 device for "lameness" with respect to GLDirect.
-This is done on per-chipset basis, as in GLD CAD driver (DGLCONTEXT.C).
-If bTestForWHQL is set then the device is tested to see if it is
-certified, and bIsWHQL is set to indicate TRUE or FALSE. Otherwise bIsWHQL
-is not set. [WHQL = Windows Hardware Quality Labs]
-
-NOTE: There is a one- or two-second time penalty incurred in determining
-      the WHQL certification date.
-****************************************************************************/
-BOOL IsThisD3D8Lame(
-       IDirect3D8 *pD3D,
-       DWORD dwAdapter,
-       BOOL bTestForWHQL,
-       BOOL *bIsWHQL)
-{
-       DWORD                                   dwFlags = bTestForWHQL ? 0 : D3DENUM_NO_WHQL_LEVEL;
-       D3DADAPTER_IDENTIFIER8  d3dai;
-       HRESULT                                 hr;
-
-       hr = IDirect3D8_GetAdapterIdentifier(pD3D, dwAdapter, dwFlags, &d3dai);
-       if (FAILED(hr))
-               return TRUE; // Definitely lame if adapter details can't be obtained!
-
-       if (bTestForWHQL) {
-               *bIsWHQL = d3dai.WHQLLevel ? TRUE : FALSE;
-       }
-
-       // Vendor 1: ATI
-       if (d3dai.VendorId == VENDORID_ATI) {
-               // Test A: ATI Rage PRO
-               if (IsDevice(devATIRagePro, d3dai.DeviceId, sizeof(devATIRagePro)))
-                       return TRUE;    // bad mipmapping
-               // Test B: ATI Rage II+
-               if (IsDevice(devATIRageIIplus, d3dai.DeviceId, sizeof(devATIRageIIplus)))
-                       return TRUE;    // bad HW alpha testing
-       }
-
-       return FALSE;
-}
-
-/****************************************************************************
-REMARKS:
-Test the Direct3DDevice8 device for "lameness" with respect to GLDirect.
-This is done by querying for particular caps, as in GLD CPL (CPLMAIN.CPP).
-****************************************************************************/
-BOOL IsThisD3D8DeviceLame(
-       IDirect3DDevice8 *pDev)
-{
-       D3DCAPS8        d3dCaps;
-       HRESULT         hr;
-
-       hr = IDirect3DDevice8_GetDeviceCaps(pDev, &d3dCaps);
-       if (FAILED(hr))
-               return TRUE;
-
-       // Test 1: Perspective-correct textures
-       // Any card that cannot do perspective-textures is *exceptionally* lame.
-       if (!(d3dCaps.TextureCaps & D3DPTEXTURECAPS_PERSPECTIVE)) {
-               return TRUE; // Lame!
-       }
-
-       // Test 2: Bilinear filtering
-       if (!(d3dCaps.TextureFilterCaps & D3DPTFILTERCAPS_MINFLINEAR)) {
-               return TRUE; // Lame!
-       }
-
-       // Test 3: Mipmapping
-       if (!(d3dCaps.TextureCaps & D3DPTEXTURECAPS_MIPMAP)) {
-               return TRUE; // Lame!
-       }
-
-       // Test 4: Depth-test modes (?)
-
-       // Test 5: Blend Modes -- Based on DX7 D3DIM MTEXTURE.CPP caps test
-
-       // Accept devices that can do multipass, alpha blending
-       if( !((d3dCaps.DestBlendCaps & D3DPBLENDCAPS_INVSRCALPHA) &&
-                       (d3dCaps.SrcBlendCaps & D3DPBLENDCAPS_SRCALPHA)) )
-               return TRUE;
-
-       // Accept devices that can do multipass, color blending
-       if( !((d3dCaps.DestBlendCaps & D3DPBLENDCAPS_SRCCOLOR) &&
-                       (d3dCaps.SrcBlendCaps & D3DPBLENDCAPS_ZERO)) )
-               return TRUE;
-
-       // Accept devices that really support multiple textures.
-       if( !((d3dCaps.MaxTextureBlendStages > 1 ) &&
-                       (d3dCaps.MaxSimultaneousTextures > 1 ) &&
-                       (d3dCaps.TextureOpCaps & D3DTEXOPCAPS_MODULATE )) )
-               return TRUE;
-
-       return FALSE; // Not lame
-}
diff --git a/src/mesa/drivers/windows/gldirect/mesasw/colors.h b/src/mesa/drivers/windows/gldirect/mesasw/colors.h
deleted file mode 100644 (file)
index 9c1f2a0..0000000
+++ /dev/null
@@ -1,520 +0,0 @@
-/*     File name       :       colors.h
- *  Version            :       2.3
- *
- *  Header file for display driver for Mesa 2.3  under 
- *     Windows95 and WindowsNT 
- *     This file defines macros and global variables  needed
- *     for converting color format
- *
- *     Copyright (C) 1996-  Li Wei
- *  Address            :               Institute of Artificial Intelligence
- *                             :                       & Robotics
- *                             :               Xi'an Jiaotong University
- *  Email              :               liwei@aiar.xjtu.edu.cn
- *  Web page   :               http://sun.aiar.xjtu.edu.cn
- *
- *  This file and its associations are partially based on the 
- *  Windows NT driver for Mesa, written by Mark Leaming
- *  (mark@rsinc.com).
- */
-
-/*
- * Macros for pixel format defined
- */
-
-/*
- * Revision 1.1  2004/04/20 11:13:11  alanh
- * add SciTech's GLDirect driver for Windows.
- *
- * This code is donated to Mesa which allows the usage of
- * a Direct3D layer (DX7, DX8, DX9 or complete software fallback).
- *
- * No build system exists for this code yet, that will come.....
- *
- * Revision 1.1.1.1  1999/08/19 00:55:42  jtg
- * Imported sources
- *
- * Revision 1.2  1999/01/03 03:08:57  brianp
- * Ted Jump's changes
- *
- * Revision 1.1  1999/01/03 03:08:12  brianp
- * Initial revision
- *
- * Revision 2.0.2  1997/4/30 15:58:00  CST by Li Wei(liwei@aiar.xjtu.edu.cn)
- * Add LUTs need for dithering
- */
-
-/*
- * Revision 1.1  2004/04/20 11:13:11  alanh
- * add SciTech's GLDirect driver for Windows.
- *
- * This code is donated to Mesa which allows the usage of
- * a Direct3D layer (DX7, DX8, DX9 or complete software fallback).
- *
- * No build system exists for this code yet, that will come.....
- *
- * Revision 1.1.1.1  1999/08/19 00:55:42  jtg
- * Imported sources
- *
- * Revision 1.2  1999/01/03 03:08:57  brianp
- * Ted Jump's changes
- *
- * Revision 1.1  1999/01/03 03:08:12  brianp
- * Initial revision
- *
- * Revision 2.0.1  1997/4/29 15:52:00  CST by Li Wei(liwei@aiar.xjtu.edu.cn)
- * Add BGR8 Macro
- */
-/*
- * Revision 1.1  2004/04/20 11:13:11  alanh
- * add SciTech's GLDirect driver for Windows.
- *
- * This code is donated to Mesa which allows the usage of
- * a Direct3D layer (DX7, DX8, DX9 or complete software fallback).
- *
- * No build system exists for this code yet, that will come.....
- *
- * Revision 1.1.1.1  1999/08/19 00:55:42  jtg
- * Imported sources
- *
- * Revision 1.2  1999/01/03 03:08:57  brianp
- * Ted Jump's changes
- *
- * Revision 1.1  1999/01/03 03:08:12  brianp
- * Initial revision
- *
- * Revision 2.0  1996/11/15 10:55:00  CST by Li Wei(liwei@aiar.xjtu.edu.cn)
- * Initial revision
- */
-/* Values for wmesa->pixelformat: */
-
-#define PF_8A8B8G8R    3       /* 32-bit TrueColor:  8-A, 8-B, 8-G, 8-R */
-#define PF_8R8G8B      4       /* 32-bit TrueColor:  8-R, 8-G, 8-B */
-#define PF_5R6G5B      5       /* 16-bit TrueColor:  5-R, 6-G, 5-B bits */
-#define PF_DITHER8     6       /* Dithered RGB using a lookup table */
-#define PF_LOOKUP      7       /* Undithered RGB using a lookup table */
-#define PF_GRAYSCALE   10      /* Grayscale or StaticGray */
-#define PF_BADFORMAT   11
-#define PF_INDEX8              12
-
-char ColorMap16[] = {
-0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
-0x01,0x01,0x01,0x01,0x01,0x01,0x01,0x01,
-0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,
-0x03,0x03,0x03,0x03,0x03,0x03,0x03,0x03,
-0x04,0x04,0x04,0x04,0x04,0x04,0x04,0x04,
-0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,
-0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,
-0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,
-0x08,0x08,0x08,0x08,0x08,0x08,0x08,0x08,
-0x09,0x09,0x09,0x09,0x09,0x09,0x09,0x09,
-0x0A,0x0A,0x0A,0x0A,0x0A,0x0A,0x0A,0x0A,
-0x0B,0x0B,0x0B,0x0B,0x0B,0x0B,0x0B,0x0B,
-0x0C,0x0C,0x0C,0x0C,0x0C,0x0C,0x0C,0x0C,
-0x0D,0x0D,0x0D,0x0D,0x0D,0x0D,0x0D,0x0D,
-0x0E,0x0E,0x0E,0x0E,0x0E,0x0E,0x0E,0x0E,
-0x0F,0x0F,0x0F,0x0F,0x0F,0x0F,0x0F,0x0F,
-0x10,0x10,0x10,0x10,0x10,0x10,0x10,0x10,
-0x11,0x11,0x11,0x11,0x11,0x11,0x11,0x11,
-0x12,0x12,0x12,0x12,0x12,0x12,0x12,0x12,
-0x13,0x13,0x13,0x13,0x13,0x13,0x13,0x13,
-0x14,0x14,0x14,0x14,0x14,0x14,0x14,0x14,
-0x15,0x15,0x15,0x15,0x15,0x15,0x15,0x15,
-0x16,0x16,0x16,0x16,0x16,0x16,0x16,0x16,
-0x17,0x17,0x17,0x17,0x17,0x17,0x17,0x17,
-0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
-0x19,0x19,0x19,0x19,0x19,0x19,0x19,0x19,
-0x1A,0x1A,0x1A,0x1A,0x1A,0x1A,0x1A,0x1A,
-0x1B,0x1B,0x1B,0x1B,0x1B,0x1B,0x1B,0x1B,
-0x1C,0x1C,0x1C,0x1C,0x1C,0x1C,0x1C,0x1C,
-0x1D,0x1D,0x1D,0x1D,0x1D,0x1D,0x1D,0x1D,
-0x1E,0x1E,0x1E,0x1E,0x1E,0x1E,0x1E,0x1E,
-0x1F,0x1F,0x1F,0x1F,0x1F,0x1F,0x1F,0x1F};
-
-#define BGR8(r,g,b)            (unsigned)(((BYTE)(b & 0xc0 | (g & 0xe0)>>2 | (r & 0xe0)>>5)))
-#ifdef DDRAW
-#define BGR16(r,g,b)   ((WORD)(((BYTE)(ColorMap16[b]) | ((BYTE)(g&0xfc) << 3)) | (((WORD)(BYTE)(ColorMap16[r])) << 11)))
-#else
-#define BGR16(r,g,b)   ((WORD)(((BYTE)(ColorMap16[b]) | ((BYTE)(ColorMap16[g]) << 5)) | (((WORD)(BYTE)(ColorMap16[r])) << 10)))
-#endif
-#define BGR24(r,g,b)   (unsigned long)(((DWORD)(((BYTE)(b)|((WORD)((BYTE)(g))<<8))|(((DWORD)(BYTE)(r))<<16))) << 8)
-#define BGR32(r,g,b)   (unsigned long)((DWORD)(((BYTE)(b)|((WORD)((BYTE)(g))<<8))|(((DWORD)(BYTE)(r))<<16)))
-
-
-
-/*
- * If pixelformat==PF_8A8B8G8R:
- */
-#define PACK_8A8B8G8R( R, G, B, A )    \
-       ( ((A) << 24) | ((B) << 16) | ((G) << 8) | (R) )
-
-
-/*
- * If pixelformat==PF_8R8G8B:
- */
-#define PACK_8R8G8B( R, G, B)   ( ((R) << 16) | ((G) << 8) | (B) )
-
-
-/*
- * If pixelformat==PF_5R6G5B:
- */
-
-
-#ifdef DDRAW
-#define PACK_5R6G5B( R, G, B) ((WORD)(((BYTE)(ColorMap16[B]) | ((BYTE)(G&0xfc) << 3)) | (((WORD)(BYTE)(ColorMap16[R])) << 11)))
-#else
-#define PACK_5R6G5B( R, G, B)  ((WORD)(((BYTE)(ColorMap16[B]) | ((BYTE)(ColorMap16[G]) << 5)) | (((WORD)(BYTE)(ColorMap16[R])) << 10)))
-#endif
-/*----------------------------------------------------------------------------
-
-Division lookup tables.  These tables compute 0-255 divided by 51 and
-modulo 51.  These tables could approximate gamma correction.
-
-*/
-
-char unsigned const aDividedBy51Rounded[256] =
-{
-  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
-  0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
-  1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
-  1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
-  2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
-  2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3,
-  3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3,
-  3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,
-  4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,
-  4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5,
-  5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5,
-};
-
-char unsigned const aDividedBy51[256] =
-{
-  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
-  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
-  0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
-  1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
-  1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
-  2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
-  2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3,
-  3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3,
-  3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,
-  4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,
-  4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 
-};
-
-char unsigned const aModulo51[256] =
-{
-  0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19,
-  20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37,
-  38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 0, 1, 2, 3, 4, 5, 6,
-  7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25,
-  26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43,
-  44, 45, 46, 47, 48, 49, 50, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12,
-  13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30,
-  31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48,
-  49, 50, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17,
-  18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35,
-  36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 0, 1, 2, 3,
-  4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22,
-  23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40,
-  41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 0, 
-};
-
-/*----------------------------------------------------------------------------
-
-Multiplication LUTs.  These compute 0-5 times 6 and 36.
-
-*/
-
-char unsigned const aTimes6[6] =
-{
-  0, 6, 12, 18, 24, 30
-};
-
-char unsigned const aTimes36[6] =
-{
-  0, 36, 72, 108, 144, 180
-};
-
-
-/*----------------------------------------------------------------------------
-
-Dither matrices for 8 bit to 2.6 bit halftones.
-
-*/
-
-char unsigned const aHalftone16x16[256] =
-{
-  0, 44, 9, 41, 3, 46, 12, 43, 1, 44, 10, 41, 3, 46, 12, 43,
-  34, 16, 25, 19, 37, 18, 28, 21, 35, 16, 26, 19, 37, 18, 28, 21,
-  38, 6, 47, 3, 40, 9, 50, 6, 38, 7, 47, 4, 40, 9, 49, 6,
-  22, 28, 13, 31, 25, 31, 15, 34, 22, 29, 13, 32, 24, 31, 15, 34,
-  2, 46, 12, 43, 1, 45, 10, 42, 2, 45, 11, 42, 1, 45, 11, 42,
-  37, 18, 27, 21, 35, 17, 26, 20, 36, 17, 27, 20, 36, 17, 26, 20,
-  40, 8, 49, 5, 38, 7, 48, 4, 39, 8, 48, 5, 39, 7, 48, 4,
-  24, 30, 15, 33, 23, 29, 13, 32, 23, 30, 14, 33, 23, 29, 14, 32,
-  2, 46, 12, 43, 0, 44, 10, 41, 3, 47, 12, 44, 0, 44, 10, 41,
-  37, 18, 27, 21, 35, 16, 25, 19, 37, 19, 28, 22, 35, 16, 25, 19,
-  40, 9, 49, 5, 38, 7, 47, 4, 40, 9, 50, 6, 38, 6, 47, 3,
-  24, 30, 15, 34, 22, 29, 13, 32, 25, 31, 15, 34, 22, 28, 13, 31,
-  1, 45, 11, 42, 2, 46, 11, 42, 1, 45, 10, 41, 2, 46, 11, 43,
-  36, 17, 26, 20, 36, 17, 27, 21, 35, 16, 26, 20, 36, 18, 27, 21,
-  39, 8, 48, 4, 39, 8, 49, 5, 38, 7, 48, 4, 39, 8, 49, 5,
-  23, 29, 14, 33, 24, 30, 14, 33, 23, 29, 13, 32, 24, 30, 14, 33,
-};
-
-char unsigned const aHalftone8x8[64] =
-{
-   0, 38,  9, 47,  2, 40, 11, 50,
-  25, 12, 35, 22, 27, 15, 37, 24,
-   6, 44,  3, 41,  8, 47,  5, 43,
-  31, 19, 28, 15, 34, 21, 31, 18,
-   1, 39, 11, 49,  0, 39, 10, 48,
-  27, 14, 36, 23, 26, 13, 35, 23,
-   7, 46,  4, 43,  7, 45,  3, 42,
-  33, 20, 30, 17, 32, 19, 29, 16,
-};
-
-char unsigned const aHalftone4x4_1[16] =
-{
-  0, 25, 6, 31,
-  38, 12, 44, 19,
-  9, 35, 3, 28,
-  47, 22, 41, 15
-};
-
-char unsigned const aHalftone4x4_2[16] =
-{
-  41, 3, 9, 28,
-  35, 15, 22, 47,
-  6, 25, 38, 0,
-  19, 44, 31, 12
-};
-
-/***************************************************************************
-  aWinGHalftoneTranslation
-
-  Translates a 2.6 bit-per-pixel halftoned representation into the
-  slightly rearranged WinG Halftone Palette.
-*/
-
-char unsigned const aWinGHalftoneTranslation[216] =
-{
-  0,
-  29,
-  30,
-  31,
-  32,
-  249,
-  33,
-  34,
-  35,
-  36,
-  37,
-  38,
-  39,
-  40,
-  41,
-  42,
-  43,
-  44,
-  45,
-  46,
-  47,
-  48,
-  49,
-  50,
-  51,
-  52,
-  53,
-  54,
-  55,
-  56,
-  250,
-  250,
-  57,
-  58,
-  59,
-  251,
-  60,
-  61,
-  62,
-  63,
-  64,
-  65,
-  66,
-  67,
-  68,
-  69,
-  70,
-  71,
-  72,
-  73,
-  74,
-  75,
-  76,
-  77,
-  78,
-  79,
-  80,
-  81,
-  82,
-  83,
-  84,
-  85,
-  86,
-  87,
-  88,
-  89,
-  250,
-  90,
-  91,
-  92,
-  93,
-  94,
-  95,
-  96,
-  97,
-  98,
-  99,
-  100,
-  101,
-  102,
-  103,
-  104,
-  105,
-  106,
-  107,
-  108,
-  109,
-  110,
-  111,
-  227,
-  112,
-  113,
-  114,
-  115,
-  116,
-  117,
-  118,
-  119,
-  151,
-  120,
-  121,
-  122,
-  123,
-  124,
-  228,
-  125,
-  126,
-  229,
-  133,
-  162,
-  135,
-  131,
-  132,
-  137,
-  166,
-  134,
-  140,
-  130,
-  136,
-  143,
-  138,
-  139,
-  174,
-  141,
-  142,
-  177,
-  129,
-  144,
-  145,
-  146,
-  147,
-  148,
-  149,
-  150,
-  157,
-  152,
-  153,
-  154,
-  155,
-  156,
-  192,
-  158,
-  159,
-  160,
-  161,
-  196,
-  163,
-  164,
-  165,
-  127,
-  199,
-  167,
-  168,
-  169,
-  170,
-  171,
-  172,
-  173,
-  207,
-  175,
-  176,
-  210,
-  178,
-  179,
-  180,
-  181,
-  182,
-  183,
-  184,
-  185,
-  186,
-  187,
-  188,
-  189,
-  190,
-  191,
-  224,
-  193,
-  194,
-  195,
-  252,
-  252,
-  197,
-  198,
-  128,
-  253,
-  252,
-  200,
-  201,
-  202,
-  203,
-  204,
-  205,
-  206,
-  230,
-  208,
-  209,
-  231,
-  211,
-  212,
-  213,
-  214,
-  215,
-  216,
-  217,
-  218,
-  219,
-  220,
-  221,
-  222,
-  254,
-  223,
-  232,
-  225,
-  226,
-  255,
-};
diff --git a/src/mesa/drivers/windows/gldirect/mesasw/gld_wgl_mesasw.c b/src/mesa/drivers/windows/gldirect/mesasw/gld_wgl_mesasw.c
deleted file mode 100644 (file)
index bc66ec7..0000000
+++ /dev/null
@@ -1,1681 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x/2000/XP/XBox (Win32)
-*
-* Description:  Mesa Software WGL (WindowsGL)
-*
-****************************************************************************/
-
-#include <windows.h>
-#define GL_GLEXT_PROTOTYPES
-#include <GL/gl.h>
-#include <GL/glext.h>
-
-#include "glheader.h"
-#include "colors.h"
-#include "context.h"
-#include "colormac.h"
-#include "dd.h"
-#include "depth.h"
-#include "extensions.h"
-#include "macros.h"
-#include "matrix.h"
-// #include "mem.h"
-//#include "mmath.h"
-#include "mtypes.h"
-#include "texformat.h"
-#include "texstore.h"
-#include "teximage.h"
-#include "vbo/vbo.h"
-#include "swrast/swrast.h"
-#include "swrast_setup/swrast_setup.h"
-#include "swrast/s_context.h"
-#include "swrast/s_depth.h"
-#include "swrast/s_lines.h"
-#include "swrast/s_triangle.h"
-#include "tnl/tnl.h"
-#include "tnl/t_context.h"
-#include "tnl/t_pipeline.h"
-
-#include "dglcontext.h"
-#include "gld_driver.h"
-
-//---------------------------------------------------------------------------
-//---------------------------------------------------------------------------
-
-DGL_pixelFormat pfTemplateMesaSW =
-{
-    {
-       sizeof(PIXELFORMATDESCRIPTOR),  // Size of the data structure
-               1,                                                      // Structure version - should be 1
-                                                                       // Flags:
-               PFD_DRAW_TO_WINDOW |            // The buffer can draw to a window or device surface.
-               PFD_DRAW_TO_BITMAP |            // The buffer can draw to a bitmap. (DaveM)
-               PFD_SUPPORT_GDI |                       // The buffer supports GDI drawing. (DaveM)
-               PFD_SUPPORT_OPENGL |            // The buffer supports OpenGL drawing.
-               PFD_DOUBLEBUFFER |                      // The buffer is double-buffered.
-               0,                                                      // Placeholder for easy commenting of above flags
-               PFD_TYPE_RGBA,                          // Pixel type RGBA.
-               32,                                                     // Total colour bitplanes (excluding alpha bitplanes)
-               8, 0,                                           // Red bits, shift
-               8, 8,                                           // Green bits, shift
-               8, 16,                                          // Blue bits, shift
-               8, 24,                                          // Alpha bits, shift (destination alpha)
-               64,                                                     // Accumulator bits (total)
-               16, 16, 16, 16,                         // Accumulator bits: Red, Green, Blue, Alpha
-               16,                                                     // Depth bits
-               8,                                                      // Stencil bits
-               0,                                                      // Number of auxiliary buffers
-               0,                                                      // Layer type
-               0,                                                      // Specifies the number of overlay and underlay planes.
-               0,                                                      // Layer mask
-               0,                                                      // Specifies the transparent color or index of an underlay plane.
-               0                                                       // Damage mask
-       },
-       0,      // Unused
-};
-
-//---------------------------------------------------------------------------
-// Extensions
-//---------------------------------------------------------------------------
-
-typedef struct {
-       PROC proc;
-       char *name;
-}  GLD_extension;
-
-static GLD_extension GLD_extList[] = {
-#ifdef GL_EXT_polygon_offset
-    {  (PROC)glPolygonOffsetEXT,               "glPolygonOffsetEXT"            },
-#endif
-    {  (PROC)glBlendEquationEXT,               "glBlendEquationEXT"            },
-    {  (PROC)glBlendColorEXT,                  "glBlendColorExt"                       },
-    {  (PROC)glVertexPointerEXT,               "glVertexPointerEXT"            },
-    {  (PROC)glNormalPointerEXT,               "glNormalPointerEXT"            },
-    {  (PROC)glColorPointerEXT,                "glColorPointerEXT"                     },
-    {  (PROC)glIndexPointerEXT,                "glIndexPointerEXT"                     },
-    {  (PROC)glTexCoordPointerEXT,             "glTexCoordPointer"                     },
-    {  (PROC)glEdgeFlagPointerEXT,             "glEdgeFlagPointerEXT"          },
-    {  (PROC)glGetPointervEXT,                 "glGetPointervEXT"                      },
-    {  (PROC)glArrayElementEXT,                "glArrayElementEXT"                     },
-    {  (PROC)glDrawArraysEXT,                  "glDrawArrayEXT"                        },
-    {  (PROC)glAreTexturesResidentEXT, "glAreTexturesResidentEXT"      },
-    {  (PROC)glBindTextureEXT,                 "glBindTextureEXT"                      },
-    {  (PROC)glDeleteTexturesEXT,              "glDeleteTexturesEXT"           },
-    {  (PROC)glGenTexturesEXT,                 "glGenTexturesEXT"                      },
-    {  (PROC)glIsTextureEXT,                   "glIsTextureEXT"                        },
-    {  (PROC)glPrioritizeTexturesEXT,  "glPrioritizeTexturesEXT"       },
-    {  (PROC)glCopyTexSubImage3DEXT,   "glCopyTexSubImage3DEXT"        },
-    {  (PROC)glTexImage3DEXT,                  "glTexImage3DEXT"                       },
-    {  (PROC)glTexSubImage3DEXT,               "glTexSubImage3DEXT"            },
-    {  (PROC)glPointParameterfEXT,             "glPointParameterfEXT"          },
-    {  (PROC)glPointParameterfvEXT,    "glPointParameterfvEXT"         },
-    {  (PROC)glLockArraysEXT,                  "glLockArraysEXT"                       },
-    {  (PROC)glUnlockArraysEXT,                "glUnlockArraysEXT"                     },
-       {       NULL,                                                   "\0"                                            }
-};
-
-//---------------------------------------------------------------------------
-// WMesa Internal Functions
-//---------------------------------------------------------------------------
-
-#define PAGE_FILE      0xffffffff
-
-#define REDBITS                0x03
-#define REDSHIFT       0x00
-#define GREENBITS      0x03
-#define GREENSHIFT     0x03
-#define BLUEBITS       0x02
-#define BLUESHIFT      0x06
-
-typedef struct _dibSection {
-       HDC     hDC;
-       HANDLE  hFileMap;
-       BOOL    fFlushed;
-       LPVOID  base;
-} WMDIBSECTION, *PWMDIBSECTION;
-
-typedef struct wmesa_context {
-       HWND                            Window;
-       HDC                             hDC;
-       HPALETTE                        hPalette;
-       HPALETTE                        hOldPalette;
-       HPEN                            hPen;
-       HPEN                            hOldPen;
-       HCURSOR                         hOldCursor;
-       COLORREF                        crColor;
-       // 3D projection stuff
-       RECT                            drawRect;
-       UINT                            uiDIBoffset;
-       // OpenGL stuff
-       HPALETTE                        hGLPalette;
-       GLuint                          width;
-       GLuint                          height;
-       GLuint                          ScanWidth;
-       GLboolean                       db_flag;        //* double buffered?
-       GLboolean                       rgb_flag;       //* RGB mode?
-       GLboolean                       dither_flag;    //* use dither when 256 color mode for RGB?
-       GLuint                          depth;          //* bits per pixel (1, 8, 24, etc)
-       ULONG                           pixel;  // current color index or RGBA pixel value
-       ULONG                           clearpixel; //* pixel for clearing the color buffers
-       PBYTE                           ScreenMem; // WinG memory
-       BITMAPINFO                      *IndexFormat;
-       HPALETTE                        hPal; // Current Palette
-       HPALETTE                        hPalHalfTone;
-       
-       
-       WMDIBSECTION            dib;
-       BITMAPINFO                      bmi;
-       HBITMAP                         hbmDIB;
-       HBITMAP                         hOldBitmap;
-       HBITMAP                         Old_Compat_BM;
-       HBITMAP                         Compat_BM;                        // Bitmap for double buffering
-       PBYTE                           pbPixels;
-       int                             nColors;
-       BYTE                            cColorBits;
-       int                             pixelformat;
-       
-       RECT                                    rectOffScreen;
-       RECT                                    rectSurface;
-//     HWND                                    hwnd;
-       DWORD                                   pitch;
-       PBYTE                                   addrOffScreen;
-
-       // We always double-buffer, for performance reasons, but
-       // we need to know which of SwapBuffers() or glFlush() to
-       // handle. If we're emulating, then we update on Flush(),
-       // otherwise we update on SwapBufers(). KeithH
-       BOOL                            bEmulateSingleBuffer;
-} WMesaContext, *PWMC;
-
-#define GLD_GET_WMESA_DRIVER(c)        (WMesaContext*)(c)->glPriv
-
-// TODO:
-GLint stereo_flag = 0 ;
-
-/* If we are double-buffering, we want to get the DC for the
- * off-screen DIB, otherwise the DC for the window.
- */
-#define DD_GETDC ((Current->db_flag) ? Current->dib.hDC : Current->hDC )
-#define DD_RELEASEDC
-
-#define FLIP(Y)  (Current->height-(Y)-1)
-
-struct DISPLAY_OPTIONS {
-       int  stereo;
-       int  fullScreen;
-       int      mode;
-       int      bpp;
-};
-
-struct DISPLAY_OPTIONS displayOptions;
-
-//---------------------------------------------------------------------------
-
-static unsigned char threeto8[8] = {
-  0, 0111>>1, 0222>>1, 0333>>1, 0444>>1, 0555>>1, 0666>>1, 0377
-};
-
-static unsigned char twoto8[4] = {
-  0, 0x55, 0xaa, 0xff
-};
-
-static unsigned char oneto8[2] = {
-  0, 255
-};
-
-//---------------------------------------------------------------------------
-
-BYTE DITHER_RGB_2_8BIT( int red, int green, int blue, int pixel, int scanline)
-{
-  char unsigned redtemp, greentemp, bluetemp, paletteindex;
-  
-  //*** now, look up each value in the halftone matrix
-  //*** using an 8x8 ordered dither.
-  redtemp = aDividedBy51[red]
-    + (aModulo51[red] > aHalftone8x8[(pixel%8)*8
-                                   + scanline%8]);
-  greentemp = aDividedBy51[(char unsigned)green]
-    + (aModulo51[green] > aHalftone8x8[
-      (pixel%8)*8 + scanline%8]);
-  bluetemp = aDividedBy51[(char unsigned)blue]
-    + (aModulo51[blue] > aHalftone8x8[
-      (pixel%8)*8 +scanline%8]);
-  
-  //*** recombine the halftoned rgb values into a palette index
-  paletteindex =
-    redtemp + aTimes6[greentemp] + aTimes36[bluetemp];
-  
-  //*** and translate through the wing halftone palette
-  //*** translation vector to give the correct value.
-  return aWinGHalftoneTranslation[paletteindex];
-}
-
-//---------------------------------------------------------------------------
-
-static unsigned char componentFromIndex(UCHAR i, UINT nbits, UINT shift)
-{
-  unsigned char val;
-  
-  val = i >> shift;
-  switch (nbits) {
-    
-  case 1:
-    val &= 0x1;
-    return oneto8[val];
-    
-  case 2:
-    val &= 0x3;
-    return twoto8[val];
-    
-  case 3:
-    val &= 0x7;
-    return threeto8[val];
-    
-  default:
-    return 0;
-  }
-}
-
-//---------------------------------------------------------------------------
-
-
-void wmSetPixel(PWMC pwc, int iScanLine, int iPixel, BYTE r, BYTE g, BYTE b)
-{
-       WMesaContext *Current = pwc;
-
-       // Test for invalid scanline parameter. KeithH
-       if ((iScanLine < 0) || (iScanLine >= pwc->height))
-               return;
-
-  if (Current->db_flag) {
-    LPBYTE  lpb = pwc->pbPixels;
-    UINT    nBypp = pwc->cColorBits >> 3;
-    UINT    nOffset = iPixel % nBypp;
-    
-    lpb += pwc->ScanWidth * iScanLine;
-    lpb += iPixel * nBypp;
-    
-    if(nBypp == 1){
-      if(pwc->dither_flag)
-       *lpb = DITHER_RGB_2_8BIT(r,g,b,iScanLine,iPixel);
-      else
-       *lpb = BGR8(r,g,b);
-    }
-    else if(nBypp == 2)
-      *((LPWORD)lpb) = BGR16(r,g,b);
-    else if (nBypp == 3)
-      *((LPDWORD)lpb) = BGR24(r,g,b);
-    else if (nBypp == 4)
-      *((LPDWORD)lpb) = BGR32(r,g,b);
-  }
-  else{
-    SetPixel(Current->hDC, iPixel, iScanLine, RGB(r,g,b));
-  }
-}
-
-//---------------------------------------------------------------------------
-
-void  wmCreateDIBSection(
-  HDC   hDC,
-  PWMC pwc,    // handle of device context
-  CONST BITMAPINFO *pbmi,  // bitmap size, format, and color data
-  UINT iUsage  // color data type indicator: RGB values or palette indices
-  )
-{
-  DWORD   dwSize = 0;
-  DWORD   dwScanWidth;
-  UINT    nBypp = pwc->cColorBits / 8;
-  HDC     hic;
-  
-  dwScanWidth = (((pwc->ScanWidth * nBypp)+ 3) & ~3);
-  
-  pwc->ScanWidth =pwc->pitch = dwScanWidth;
-  
-  if (stereo_flag)
-    pwc->ScanWidth = 2* pwc->pitch;
-  
-  dwSize = sizeof(BITMAPINFO) + (dwScanWidth * pwc->height);
-  
-  pwc->dib.hFileMap = CreateFileMapping((HANDLE)PAGE_FILE,
-                                       NULL,
-                                       PAGE_READWRITE | SEC_COMMIT,
-                                       0,
-                                       dwSize,
-                                       NULL);
-  
-  if (!pwc->dib.hFileMap)
-    return;
-  
-  pwc->dib.base = MapViewOfFile(pwc->dib.hFileMap,
-                               FILE_MAP_ALL_ACCESS,
-                               0,
-                               0,
-                               0);
-  
-  if(!pwc->dib.base){
-    CloseHandle(pwc->dib.hFileMap);
-    return;
-  }
-  
-
-  CopyMemory(pwc->dib.base, pbmi, sizeof(BITMAPINFO));
-  
-  hic = CreateIC("display", NULL, NULL, NULL);
-  pwc->dib.hDC = CreateCompatibleDC(hic);
-  
-
-  pwc->hbmDIB = CreateDIBSection(hic,
-                                &(pwc->bmi),
-                                (iUsage ? DIB_PAL_COLORS : DIB_RGB_COLORS),
-                                &(pwc->pbPixels),
-                                pwc->dib.hFileMap,
-                                0);
-  pwc->ScreenMem = pwc->addrOffScreen = pwc->pbPixels;
-  pwc->hOldBitmap = SelectObject(pwc->dib.hDC, pwc->hbmDIB);
-  
-  DeleteDC(hic);
-  
-  return;
-  
-}
-
-//---------------------------------------------------------------------------
-
-void wmCreatePalette( PWMC pwdc )
-{
-  /* Create a compressed and re-expanded 3:3:2 palette */
-  int            i;
-  LOGPALETTE     *pPal;
-  BYTE           rb, rs, gb, gs, bb, bs;
-  
-  pwdc->nColors = 0x100;
-  
-  pPal = (PLOGPALETTE)malloc(sizeof(LOGPALETTE) + 
-                            pwdc->nColors * sizeof(PALETTEENTRY));
-  memset( pPal, 0, sizeof(LOGPALETTE) + pwdc->nColors * sizeof(PALETTEENTRY) );
-  
-  pPal->palVersion = 0x300;
-  
-  rb = REDBITS;
-  rs = REDSHIFT;
-  gb = GREENBITS;
-  gs = GREENSHIFT;
-  bb = BLUEBITS;
-  bs = BLUESHIFT;
-  
-  if (pwdc->db_flag) {
-    
-    /* Need to make two palettes: one for the screen DC and one for the DIB. */
-    pPal->palNumEntries = pwdc->nColors;
-    for (i = 0; i < pwdc->nColors; i++) {
-      pPal->palPalEntry[i].peRed = componentFromIndex( i, rb, rs );
-      pPal->palPalEntry[i].peGreen = componentFromIndex( i, gb, gs );
-      pPal->palPalEntry[i].peBlue = componentFromIndex( i, bb, bs );
-      pPal->palPalEntry[i].peFlags = 0;
-    }
-    pwdc->hGLPalette = CreatePalette( pPal );
-    pwdc->hPalette = CreatePalette( pPal );
-  }
-  
-  else {
-    pPal->palNumEntries = pwdc->nColors;
-    for (i = 0; i < pwdc->nColors; i++) {
-      pPal->palPalEntry[i].peRed = componentFromIndex( i, rb, rs );
-      pPal->palPalEntry[i].peGreen = componentFromIndex( i, gb, gs );
-      pPal->palPalEntry[i].peBlue = componentFromIndex( i, bb, bs );
-      pPal->palPalEntry[i].peFlags = 0;
-    }
-    pwdc->hGLPalette = CreatePalette( pPal );
-  }
-  
-  free(pPal);
-  
-}
-
-//---------------------------------------------------------------------------
-
-/* This function sets the color table of a DIB section
- * to match that of the destination DC
- */
-BOOL wmSetDibColors(PWMC pwc)
-{
-  RGBQUAD         *pColTab, *pRGB;
-  PALETTEENTRY    *pPal, *pPE;
-  int             i, nColors;
-  BOOL            bRet=TRUE;
-  DWORD           dwErr=0;
-  
-  /* Build a color table in the DIB that maps to the
-   *  selected palette in the DC.
-   */
-  nColors = 1 << pwc->cColorBits;
-  pPal = (PALETTEENTRY *)malloc( nColors * sizeof(PALETTEENTRY));
-  memset( pPal, 0, nColors * sizeof(PALETTEENTRY) );
-  GetPaletteEntries( pwc->hGLPalette, 0, nColors, pPal );
-  pColTab = (RGBQUAD *)malloc( nColors * sizeof(RGBQUAD));
-  for (i = 0, pRGB = pColTab, pPE = pPal; i < nColors; i++, pRGB++, pPE++) {
-    pRGB->rgbRed = pPE->peRed;
-    pRGB->rgbGreen = pPE->peGreen;
-    pRGB->rgbBlue = pPE->peBlue;
-  }
-  if(pwc->db_flag)
-    bRet = SetDIBColorTable(pwc->dib.hDC, 0, nColors, pColTab );
-  
-  if(!bRet)
-    dwErr = GetLastError();
-  
-  free( pColTab );
-  free( pPal );
-  
-  return bRet;
-}
-
-//---------------------------------------------------------------------------
-
-static void wmSetPixelFormat( PWMC wc, HDC hDC)
-{
-  if(wc->rgb_flag)
-    wc->cColorBits = GetDeviceCaps(hDC, BITSPIXEL);
-  else
-    wc->cColorBits = 8;
-  switch(wc->cColorBits){
-  case 8:
-    if(wc->dither_flag != GL_TRUE)
-      wc->pixelformat = PF_INDEX8;
-    else
-      wc->pixelformat = PF_DITHER8;
-    break;
-  case 16:
-    wc->pixelformat = PF_5R6G5B;
-    break;
-  case 32:
-    wc->pixelformat = PF_8R8G8B;
-    break;
-  default:
-    wc->pixelformat = PF_BADFORMAT;
-  }
-}
-
-//---------------------------------------------------------------------------
-
-/*
- * This function creates the DIB section that is used for combined
- * GL and GDI calls
- */
-BOOL wmCreateBackingStore(PWMC pwc, long lxSize, long lySize)
-{
-  HDC hdc = pwc->hDC;
-  LPBITMAPINFO pbmi = &(pwc->bmi);
-  int     iUsage;
-  
-  pbmi->bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
-  pbmi->bmiHeader.biWidth = lxSize;
-  pbmi->bmiHeader.biHeight= -lySize;
-  pbmi->bmiHeader.biPlanes = 1;
-  if(pwc->rgb_flag)
-    pbmi->bmiHeader.biBitCount = GetDeviceCaps(pwc->hDC, BITSPIXEL);
-  else
-    pbmi->bmiHeader.biBitCount = 8;
-  pbmi->bmiHeader.biCompression = BI_RGB;
-  pbmi->bmiHeader.biSizeImage = 0;
-  pbmi->bmiHeader.biXPelsPerMeter = 0;
-  pbmi->bmiHeader.biYPelsPerMeter = 0;
-  pbmi->bmiHeader.biClrUsed = 0;
-  pbmi->bmiHeader.biClrImportant = 0;
-  
-  iUsage = (pbmi->bmiHeader.biBitCount <= 8) ? DIB_PAL_COLORS : DIB_RGB_COLORS;
-
-  pwc->cColorBits = pbmi->bmiHeader.biBitCount;
-  pwc->ScanWidth = pwc->pitch = lxSize;
-  pwc->width = lxSize;
-  pwc->height = lySize;
-  
-  wmCreateDIBSection(hdc, pwc, pbmi, iUsage);
-  
-  if ((iUsage == DIB_PAL_COLORS) && !(pwc->hGLPalette)) {
-    wmCreatePalette( pwc );
-    wmSetDibColors( pwc );
-  }
-  wmSetPixelFormat(pwc, pwc->hDC);
-  return TRUE;
-}
-
-//---------------------------------------------------------------------------
-
-/*
- * Free up the dib section that was created
- */
-BOOL wmDeleteBackingStore(PWMC pwc)
-{
-  SelectObject(pwc->dib.hDC, pwc->hOldBitmap);
-  DeleteDC(pwc->dib.hDC);
-  DeleteObject(pwc->hbmDIB);
-  UnmapViewOfFile(pwc->dib.base);
-  CloseHandle(pwc->dib.hFileMap);
-  return TRUE;
-}
-
-//---------------------------------------------------------------------------
-
-/*
- * Blit memory DC to screen DC
- */
-BOOL wmFlush(PWMC pwc, HDC hDC)
-{
-  BOOL    bRet = 0;
-  DWORD   dwErr = 0;
-  
-// Now using bEmulateSingleBuffer in the calling function. KeithH
-
-//  if(pwc->db_flag){
-    bRet = BitBlt(hDC, 0, 0, pwc->width, pwc->height,
-                 pwc->dib.hDC, 0, 0, SRCCOPY);
-//  }
-  
-  return bRet;
-  
-}
-
-//---------------------------------------------------------------------------
-// Support Functions
-//---------------------------------------------------------------------------
-
-static void flush(struct gl_context* ctx)
-{
-       GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
-       WMesaContext *Current = GLD_GET_WMESA_DRIVER(gldCtx);
-/*
-  if((Current->rgb_flag &&!(Current->db_flag))
-     ||(!Current->rgb_flag))
-    {
-      wmFlush(Current, Current->hDC);
-    }
-*/
-       // Only flush if we're not in double-buffer mode. KeithH
-       // The demo fractal.c calls glutSwapBuffers() then glFlush()!
-       if (Current->bEmulateSingleBuffer) {
-               wmFlush(Current, Current->hDC);
-       }
-}
-
-
-//---------------------------------------------------------------------------
-
-/*
- * Set the color used to clear the color buffer.
- */
-//static void clear_color( struct gl_context* ctx, const GLchan color[4] )
-// Changed for Mesa 5.x. KeithH
-static void clear_color(
-       struct gl_context* ctx,
-       const GLfloat color[4])
-{
-       GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
-       WMesaContext *Current = GLD_GET_WMESA_DRIVER(gldCtx);
-       GLubyte col[4];
-       CLAMPED_FLOAT_TO_UBYTE(col[0], color[0]);
-       CLAMPED_FLOAT_TO_UBYTE(col[1], color[1]);
-       CLAMPED_FLOAT_TO_UBYTE(col[2], color[2]);
-       Current->clearpixel = RGB(col[0], col[1], col[2]);
-}
-
-
-//---------------------------------------------------------------------------
-
-
-/*
- * Clear the specified region of the color buffer using the clear color
- * or index as specified by one of the two functions above.
- *
- * This procedure clears either the front and/or the back COLOR buffers.
- * Only the "left" buffer is cleared since we are not stereo.
- * Clearing of the other non-color buffers is left to the swrast.
- * We also only clear the color buffers if the color masks are all 1's.
- * Otherwise, we let swrast do it.
- */
-
-static clear(struct gl_context* ctx, GLbitfield mask,
-            GLboolean all, GLint x, GLint y, GLint width, GLint height)
-{
-       GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
-       WMesaContext *Current = GLD_GET_WMESA_DRIVER(gldCtx);
-  DWORD   dwColor;
-  WORD    wColor;
-  BYTE    bColor;
-  LPDWORD lpdw = (LPDWORD)Current->pbPixels;
-  LPWORD  lpw = (LPWORD)Current->pbPixels;
-  LPBYTE  lpb = Current->pbPixels;
-  int     lines;
-  const   GLuint *colorMask = (GLuint *) &ctx->Color.ColorMask;
-  
-  if (all){
-    x=y=0;
-    width=Current->width;
-    height=Current->height;
-  }
-  
-  
-  /* sanity check - can't have right(stereo) buffers */
-  assert((mask & (DD_FRONT_RIGHT_BIT | DD_BACK_RIGHT_BIT)) == 0);
-  
-  /* clear alpha */
-  if ((mask & (DD_FRONT_LEFT_BIT | DD_BACK_RIGHT_BIT)) &&
-      ctx->DrawBuffer->UseSoftwareAlphaBuffers &&
-      ctx->Color.ColorMask[ACOMP]) {
-      _swrast_clear_alpha_buffers( ctx );
-  }
-  
-  if (*colorMask == 0xffffffff && ctx->Color.IndexMask == 0xffffffff) {
-      if (mask & DD_BACK_LEFT_BIT) {
-         /* Double-buffering - clear back buffer */
-         UINT    nBypp = Current->cColorBits / 8;
-         int     i = 0;
-         int     iSize = 0;
-         
-         assert(Current->db_flag==GL_TRUE); /* we'd better be double buffer */
-         if(nBypp ==1 ){
-             iSize = Current->width/4;
-             bColor  = BGR8(GetRValue(Current->clearpixel),
-                            GetGValue(Current->clearpixel),
-                            GetBValue(Current->clearpixel));
-             wColor  = MAKEWORD(bColor,bColor);
-             dwColor = MAKELONG(wColor, wColor);
-         }
-         if(nBypp == 2){
-             iSize = Current->width / 2;
-             wColor = BGR16(GetRValue(Current->clearpixel),
-                            GetGValue(Current->clearpixel),
-                            GetBValue(Current->clearpixel));
-             dwColor = MAKELONG(wColor, wColor);
-         }
-         else if(nBypp == 4){
-             iSize = Current->width;
-             dwColor = BGR32(GetRValue(Current->clearpixel),
-                             GetGValue(Current->clearpixel),
-                             GetBValue(Current->clearpixel));
-         }
-         
-         /* clear a line */
-         while(i < iSize){
-             *lpdw = dwColor;
-             lpdw++;
-             i++;
-         }
-         
-         /* This is the 24bit case */
-         if (nBypp == 3) {
-             iSize = Current->width *3/4;
-             dwColor = BGR24(GetRValue(Current->clearpixel),
-                             GetGValue(Current->clearpixel),
-                             GetBValue(Current->clearpixel));
-             while(i < iSize){
-                 *lpdw = dwColor;
-                 lpb += nBypp;
-                 lpdw = (LPDWORD)lpb;
-                 i++;
-             }
-         }
-         
-         i = 0;
-         if (stereo_flag)
-             lines = height /2;
-         else
-             lines = height;
-         /* copy cleared line to other lines in buffer */
-         do {
-             memcpy(lpb, Current->pbPixels, iSize*4);
-             lpb += Current->ScanWidth;
-             i++;
-         }
-         while (i<lines-1);
-         mask &= ~DD_BACK_LEFT_BIT;
-      } /* double-buffer */
-      
-      if (mask & DD_FRONT_LEFT_BIT) {
-         /* single-buffer */
-         HDC DC=DD_GETDC;
-         HPEN Pen=CreatePen(PS_SOLID,1,Current->clearpixel);
-         HBRUSH Brush=CreateSolidBrush(Current->clearpixel);
-         HPEN Old_Pen=SelectObject(DC,Pen);
-         HBRUSH Old_Brush=SelectObject(DC,Brush);
-         Rectangle(DC,x,y,x+width,y+height);
-         SelectObject(DC,Old_Pen);
-         SelectObject(DC,Old_Brush);
-         DeleteObject(Pen);
-         DeleteObject(Brush);
-         DD_RELEASEDC;
-         mask &= ~DD_FRONT_LEFT_BIT;
-      } /* single-buffer */
-  } /* if masks are all 1's */
-    
-  /* Call swrast if there is anything left to clear (like DEPTH) */
-  if (mask)
-      _swrast_Clear( ctx, mask, all, x, y, width, height );
-}
-  
-
-//---------------------------------------------------------------------------
-
-
-static void enable( struct gl_context* ctx, GLenum pname, GLboolean enable )
-{
-       GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
-       WMesaContext *Current = GLD_GET_WMESA_DRIVER(gldCtx);
-
-       if (!Current)
-               return;
-       
-       if (pname == GL_DITHER) {
-               if(enable == GL_FALSE){
-                       Current->dither_flag = GL_FALSE;
-                       if(Current->cColorBits == 8)
-                               Current->pixelformat = PF_INDEX8;
-               }
-               else{
-                       if (Current->rgb_flag && Current->cColorBits == 8){
-                               Current->pixelformat = PF_DITHER8;
-                               Current->dither_flag = GL_TRUE;
-                       }
-                       else
-                               Current->dither_flag = GL_FALSE;
-               }
-       }
-}
-
-//---------------------------------------------------------------------------
-
-static GLboolean set_draw_buffer( struct gl_context* ctx, GLenum mode )
-{
-  /* TODO: this could be better */
-  if (mode==GL_FRONT_LEFT || mode==GL_BACK_LEFT) {
-    return GL_TRUE;
-  }
-  else {
-    return GL_FALSE;
-  }
-}
-
-//---------------------------------------------------------------------------
-
-
-static void set_read_buffer(struct gl_context *ctx, struct gl_framebuffer *colorBuffer,
-                            GLenum buffer )
-{
-  /* XXX todo */
-  return;
-}
-
-
-//---------------------------------------------------------------------------
-
-
-/* Return characteristics of the output buffer. */
-//static void buffer_size( struct gl_context* ctx, GLuint *width, GLuint *height )
-// Altered for Mesa 5.x. KeithH
-static void buffer_size(
-       struct gl_framebuffer *buffer,
-       GLuint *width,
-       GLuint *height)
-{
-       // For some reason the context is not passed into this function.
-       // Therefore we have to explicitly retrieve it.
-       GET_CURRENT_CONTEXT(ctx);
-
-       GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
-       WMesaContext *Current = GLD_GET_WMESA_DRIVER(gldCtx);
-       int New_Size;
-       RECT CR;
-       
-       GetClientRect(Current->Window,&CR);
-       
-       *width=CR.right;
-       *height=CR.bottom;
-       
-       New_Size=((*width)!=Current->width) || ((*height)!=Current->height);
-       
-       if (New_Size){
-               Current->width=*width;
-               Current->height=*height;
-               Current->ScanWidth=Current->width;
-               if ((Current->ScanWidth%sizeof(long))!=0)
-                       Current->ScanWidth+=(sizeof(long)-(Current->ScanWidth%sizeof(long)));
-               
-               if (Current->db_flag){
-                       if (Current->rgb_flag==GL_TRUE && Current->dither_flag!=GL_TRUE){
-                               wmDeleteBackingStore(Current);
-                               wmCreateBackingStore(Current, Current->width, Current->height);
-                       }
-               }
-               
-       }
-}
-
-
-
-/**********************************************************************/
-/*****           Accelerated point, line, polygon rendering       *****/
-/**********************************************************************/
-
-/* Accelerated routines are not implemented in 4.0. See OSMesa for ideas. */
-
-static void fast_rgb_points( struct gl_context* ctx, GLuint first, GLuint last )
-{
-}
-
-//---------------------------------------------------------------------------
-
-/* Return pointer to accelerated points function */
-extern tnl_points_func choose_points_function( struct gl_context* ctx )
-{
-  return NULL;
-}
-
-//---------------------------------------------------------------------------
-
-static void fast_flat_rgb_line( struct gl_context* ctx, GLuint v0, 
-                               GLuint v1, GLuint pv )
-{
-}
-
-//---------------------------------------------------------------------------
-
-static tnl_line_func choose_line_function( struct gl_context* ctx )
-{
-}
-
-
-/**********************************************************************/
-/*****                 Span-based pixel drawing                   *****/
-/**********************************************************************/
-
-
-/* Write a horizontal span of 32-bit color-index pixels with a boolean mask. */
-static void write_ci32_span( const struct gl_context* ctx,
-                             GLuint n, GLint x, GLint y,
-                             const GLuint index[],
-                             const GLubyte mask[] )
-{
-       GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
-       WMesaContext *Current = GLD_GET_WMESA_DRIVER(gldCtx);
-  GLuint i;
-  PBYTE Mem=Current->ScreenMem+FLIP(y)*Current->ScanWidth+x;
-  assert(Current->rgb_flag==GL_FALSE);
-  for (i=0; i<n; i++)
-    if (mask[i])
-      Mem[i]=index[i];
-}
-
-
-//---------------------------------------------------------------------------
-
-/* Write a horizontal span of 8-bit color-index pixels with a boolean mask. */
-static void write_ci8_span( const struct gl_context* ctx,
-                            GLuint n, GLint x, GLint y,
-                            const GLubyte index[],
-                            const GLubyte mask[] )
-{
-       GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
-       WMesaContext *Current = GLD_GET_WMESA_DRIVER(gldCtx);
-  GLuint i;
-  PBYTE Mem=Current->ScreenMem+FLIP(y)*Current->ScanWidth+x;
-  assert(Current->rgb_flag==GL_FALSE);
-  for (i=0; i<n; i++)
-    if (mask[i])
-      Mem[i]=index[i];
-}
-
-
-//---------------------------------------------------------------------------
-
-
-/*
- * Write a horizontal span of pixels with a boolean mask.  The current
- * color index is used for all pixels.
- */
-static void write_mono_ci_span(const struct gl_context* ctx,
-                               GLuint n,GLint x,GLint y,
-                               GLuint colorIndex, const GLubyte mask[])
-{
-       GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
-       WMesaContext *Current = GLD_GET_WMESA_DRIVER(gldCtx);
-  GLuint i;
-  BYTE *Mem=Current->ScreenMem+FLIP(y)*Current->ScanWidth+x;
-  assert(Current->rgb_flag==GL_FALSE);
-  for (i=0; i<n; i++)
-    if (mask[i])
-      Mem[i]=colorIndex;
-}
-
-//---------------------------------------------------------------------------
-
-/*
- * To improve the performance of this routine, frob the data into an actual
- * scanline and call bitblt on the complete scan line instead of SetPixel.
- */
-
-/* Write a horizontal span of RGBA color pixels with a boolean mask. */
-static void write_rgba_span( const struct gl_context* ctx, GLuint n, GLint x, GLint y,
-                             const GLubyte rgba[][4], const GLubyte mask[] )
-{
-       GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
-       WMesaContext *Current = GLD_GET_WMESA_DRIVER(gldCtx);
-  PWMC    pwc = Current;
-  
-  if (pwc->rgb_flag==GL_TRUE)
-    {
-      GLuint i;
-      HDC DC=DD_GETDC;
-      y=FLIP(y);
-      if (mask) {
-       for (i=0; i<n; i++)
-         if (mask[i])
-           wmSetPixel(pwc, y, x + i, 
-                      rgba[i][RCOMP], rgba[i][GCOMP], rgba[i][BCOMP]);
-      }
-      else {
-       for (i=0; i<n; i++)
-         wmSetPixel(pwc, y, x + i, 
-                    rgba[i][RCOMP], rgba[i][GCOMP], rgba[i][BCOMP] );
-      }
-      DD_RELEASEDC;
-    }
-  else
-    {
-      GLuint i;
-      BYTE *Mem=Current->ScreenMem+y*Current->ScanWidth+x;
-      y = FLIP(y);
-      if (mask) {
-       for (i=0; i<n; i++)
-         if (mask[i])
-           Mem[i] = GetNearestPaletteIndex(Current->hPal, 
-                                           RGB(rgba[i][RCOMP], 
-                                               rgba[i][GCOMP], 
-                                               rgba[i][BCOMP]));
-      }
-      else {
-       for (i=0; i<n; i++)
-         Mem[i] = GetNearestPaletteIndex(Current->hPal,
-                                         RGB(rgba[i][RCOMP], 
-                                             rgba[i][GCOMP], 
-                                             rgba[i][BCOMP]));
-      }
-    }
-}
-
-//---------------------------------------------------------------------------
-
-/* Write a horizontal span of RGB color pixels with a boolean mask. */
-static void write_rgb_span( const struct gl_context* ctx,
-                            GLuint n, GLint x, GLint y,
-                            const GLubyte rgb[][3], const GLubyte mask[] )
-{
-       GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
-       WMesaContext *Current = GLD_GET_WMESA_DRIVER(gldCtx);
-  PWMC    pwc = Current;
-  
-  if (pwc->rgb_flag==GL_TRUE)
-    {
-      GLuint i;
-      HDC DC=DD_GETDC;
-      y=FLIP(y);
-      if (mask) {
-       for (i=0; i<n; i++)
-         if (mask[i])
-           wmSetPixel(pwc, y, x + i, 
-                      rgb[i][RCOMP], rgb[i][GCOMP], rgb[i][BCOMP]);
-      }
-      else {
-       for (i=0; i<n; i++)
-         wmSetPixel(pwc, y, x + i, 
-                    rgb[i][RCOMP], rgb[i][GCOMP], rgb[i][BCOMP] );
-      }
-      DD_RELEASEDC;
-    }
-  else
-    {
-      GLuint i;
-      BYTE *Mem=Current->ScreenMem+y*Current->ScanWidth+x;
-      y = FLIP(y);
-      if (mask) {
-       for (i=0; i<n; i++)
-         if (mask[i])
-           Mem[i] = GetNearestPaletteIndex(Current->hPal,
-                                           RGB(rgb[i][RCOMP], 
-                                               rgb[i][GCOMP], 
-                                               rgb[i][BCOMP]));
-      }
-      else {
-       for (i=0; i<n; i++)
-         Mem[i] = GetNearestPaletteIndex(Current->hPal,
-                                         RGB(rgb[i][RCOMP], 
-                                             rgb[i][GCOMP], 
-                                             rgb[i][BCOMP]));
-      }
-    }
-}
-
-//---------------------------------------------------------------------------
-
-/*
- * Write a horizontal span of pixels with a boolean mask.  The current color
- * is used for all pixels.
- */
-static void write_mono_rgba_span( const struct gl_context* ctx,
-                                  GLuint n, GLint x, GLint y,
-                                  const GLchan color[4], const GLubyte mask[])
-{
-       GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
-       WMesaContext *Current = GLD_GET_WMESA_DRIVER(gldCtx);
-  ULONG pixel =  RGB( color[RCOMP], color[GCOMP], color[BCOMP] );
-  GLuint i;
-  HDC DC=DD_GETDC;
-  PWMC pwc = Current;
-  assert(Current->rgb_flag==GL_TRUE);
-  y=FLIP(y);
-  if(Current->rgb_flag==GL_TRUE){
-    for (i=0; i<n; i++)
-      if (mask[i])
-       wmSetPixel(pwc,y,x+i,color[RCOMP], color[GCOMP], color[BCOMP]);
-  }
-  else {
-    for (i=0; i<n; i++)
-      if (mask[i])
-       SetPixel(DC, y, x+i, pixel);
-  }
-  DD_RELEASEDC;
-}
-
-
-
-/**********************************************************************/
-/*****                   Array-based pixel drawing                *****/
-/**********************************************************************/
-
-
-/* Write an array of 32-bit index pixels with a boolean mask. */
-static void write_ci32_pixels( const struct gl_context* ctx,
-                               GLuint n, const GLint x[], const GLint y[],
-                               const GLuint index[], const GLubyte mask[] )
-{
-       GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
-       WMesaContext *Current = GLD_GET_WMESA_DRIVER(gldCtx);
-  GLuint i;
-  assert(Current->rgb_flag==GL_FALSE);
-  for (i=0; i<n; i++) {
-    if (mask[i]) {
-      BYTE *Mem=Current->ScreenMem+FLIP(y[i])*Current->ScanWidth+x[i];
-      *Mem = index[i];
-    }
-  }
-}
-
-
-//---------------------------------------------------------------------------
-
-
-/*
- * Write an array of pixels with a boolean mask.  The current color
- * index is used for all pixels.
- */
-static void write_mono_ci_pixels( const struct gl_context* ctx,
-                                  GLuint n,
-                                  const GLint x[], const GLint y[],
-                                  GLuint colorIndex, const GLubyte mask[] )
-{
-       GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
-       WMesaContext *Current = GLD_GET_WMESA_DRIVER(gldCtx);
-  GLuint i;
-  assert(Current->rgb_flag==GL_FALSE);
-  for (i=0; i<n; i++) {
-    if (mask[i]) {
-      BYTE *Mem=Current->ScreenMem+FLIP(y[i])*Current->ScanWidth+x[i];
-      *Mem = colorIndex;
-    }
-  }
-}
-
-
-//---------------------------------------------------------------------------
-
-
-/* Write an array of RGBA pixels with a boolean mask. */
-static void write_rgba_pixels( const struct gl_context* ctx,
-                               GLuint n, const GLint x[], const GLint y[],
-                               const GLubyte rgba[][4], const GLubyte mask[] )
-{
-       GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
-       WMesaContext *Current = GLD_GET_WMESA_DRIVER(gldCtx);
-  GLuint i;
-  PWMC    pwc = Current;
-  HDC DC=DD_GETDC;
-  assert(Current->rgb_flag==GL_TRUE);
-  for (i=0; i<n; i++)
-    if (mask[i])
-      wmSetPixel(pwc, FLIP(y[i]), x[i],
-                rgba[i][RCOMP], rgba[i][GCOMP], rgba[i][BCOMP]);
-  DD_RELEASEDC;
-}
-
-
-//---------------------------------------------------------------------------
-
-
-/*
- * Write an array of pixels with a boolean mask.  The current color
- * is used for all pixels.
- */
-static void write_mono_rgba_pixels( const struct gl_context* ctx,
-                                    GLuint n,
-                                    const GLint x[], const GLint y[],
-                                    const GLchan color[4],
-                                    const GLubyte mask[] )
-{
-       GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
-       WMesaContext *Current = GLD_GET_WMESA_DRIVER(gldCtx);
-  GLuint i;
-  PWMC    pwc = Current;
-  HDC DC=DD_GETDC;
-  assert(Current->rgb_flag==GL_TRUE);
-  for (i=0; i<n; i++)
-    if (mask[i])
-      wmSetPixel(pwc, FLIP(y[i]),x[i],color[RCOMP],
-                color[GCOMP], color[BCOMP]);
-  DD_RELEASEDC;
-}
-
-/**********************************************************************/
-/*****            Read spans/arrays of pixels                     *****/
-/**********************************************************************/
-
-/* Read a horizontal span of color-index pixels. */
-static void read_ci32_span( const struct gl_context* ctx, GLuint n, GLint x, GLint y,
-                            GLuint index[])
-{
-       GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
-       WMesaContext *Current = GLD_GET_WMESA_DRIVER(gldCtx);
-  GLuint i;
-  BYTE *Mem=Current->ScreenMem+FLIP(y)*Current->ScanWidth+x;
-  assert(Current->rgb_flag==GL_FALSE);
-  for (i=0; i<n; i++)
-    index[i]=Mem[i];
-}
-
-//---------------------------------------------------------------------------
-
-/* Read an array of color index pixels. */
-static void read_ci32_pixels( const struct gl_context* ctx,
-                              GLuint n, const GLint x[], const GLint y[],
-                              GLuint indx[], const GLubyte mask[] )
-{
-       GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
-       WMesaContext *Current = GLD_GET_WMESA_DRIVER(gldCtx);
-  GLuint i;
-  assert(Current->rgb_flag==GL_FALSE);
-  for (i=0; i<n; i++) {
-    if (mask[i]) {
-      indx[i]=*(Current->ScreenMem+FLIP(y[i])*Current->ScanWidth+x[i]);
-    }
-  }
-}
-
-//---------------------------------------------------------------------------
-
-/* Read a horizontal span of color pixels. */
-static void read_rgba_span( const struct gl_context* ctx,
-                            GLuint n, GLint x, GLint y,
-                            GLubyte rgba[][4] )
-{
-       GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
-       WMesaContext *Current = GLD_GET_WMESA_DRIVER(gldCtx);
-  UINT i;
-  COLORREF Color;
-  HDC DC=DD_GETDC;
-  assert(Current->rgb_flag==GL_TRUE);
-  y = Current->height - y - 1;
-  for (i=0; i<n; i++) {
-    Color=GetPixel(DC,x+i,y);
-    rgba[i][RCOMP] = GetRValue(Color);
-    rgba[i][GCOMP] = GetGValue(Color);
-    rgba[i][BCOMP] = GetBValue(Color);
-    rgba[i][ACOMP] = 255;
-  }
-  DD_RELEASEDC;
-}
-
-//---------------------------------------------------------------------------
-
-/* Read an array of color pixels. */
-static void read_rgba_pixels( const struct gl_context* ctx,
-                              GLuint n, const GLint x[], const GLint y[],
-                              GLubyte rgba[][4], const GLubyte mask[] )
-{
-       GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
-       WMesaContext *Current = GLD_GET_WMESA_DRIVER(gldCtx);
-  GLuint i;
-  COLORREF Color;
-  HDC DC=DD_GETDC;
-  assert(Current->rgb_flag==GL_TRUE);
-  for (i=0; i<n; i++) {
-    if (mask[i]) {
-      GLint y2 = Current->height - y[i] - 1;
-      Color=GetPixel(DC,x[i],y2);
-      rgba[i][RCOMP] = GetRValue(Color);
-      rgba[i][GCOMP] = GetGValue(Color);
-      rgba[i][BCOMP] = GetBValue(Color);
-      rgba[i][ACOMP] = 255;
-    }
-  }
-  DD_RELEASEDC;
-}
-
-//---------------------------------------------------------------------------
-
-static void wmesa_update_state(
-       struct gl_context *ctx,
-       GLuint new_state)
-{
-    _swrast_InvalidateState( ctx, new_state );
-       _swsetup_InvalidateState( ctx, new_state );
-       _vbo_InvalidateState( ctx, new_state );
-       _tnl_InvalidateState( ctx, new_state );
-}
-
-//---------------------------------------------------------------------------
-
-static void wmesa_viewport(
-       struct gl_context *ctx,
-       GLint x,
-       GLint y,
-       GLsizei w,
-       GLsizei h)
-{
-//     ctx->Driver.ResizeBuffersMESA(ctx);
-}
-
-//---------------------------------------------------------------------------
-
-static void wmesa_update_state_first_time(
-       struct gl_context *ctx,
-       GLuint new_state)
-{
-       struct swrast_device_driver     *swdd = _swrast_GetDeviceDriverReference( ctx );
-       TNLcontext                                      *tnl = TNL_CONTEXT(ctx);
-       
-        _mesa_init_driver_functions(&ctx->Driver);
-
-       /*
-       * XXX these function pointers could be initialized just once during
-       * context creation since they don't depend on any state changes.
-       * kws - This is true - this function gets called a lot and it
-       * would be good to minimize setting all this when not needed.
-       */
-       // Good idea, so I'll do it. KeithH. :-)
-
-       ctx->Driver.GetString                           = _gldGetStringGeneric;
-       ctx->Driver.UpdateState                         = wmesa_update_state;
-       ctx->Driver.DrawBuffer                          = set_draw_buffer;
-       ctx->Driver.ResizeBuffers                       = _swrast_alloc_buffers;
-       ctx->Driver.GetBufferSize                       = buffer_size;
-
-       ctx->Driver.Viewport                            = wmesa_viewport;
-       
-       ctx->Driver.Clear                                       = clear;
-       
-       ctx->Driver.Flush                                       = flush;
-       ctx->Driver.ClearColor                          = clear_color;
-       ctx->Driver.Enable                                      = enable;
-       
-       
-       // Does not apply for Mesa 5.x
-       //ctx->Driver.BaseCompressedTexFormat   = _mesa_base_compressed_texformat;
-       //ctx->Driver.CompressedTextureSize     = _mesa_compressed_texture_size;
-       //ctx->Driver.GetCompressedTexImage     = _mesa_get_compressed_teximage;
-       
-       swdd->SetBuffer                                 = set_read_buffer;
-       
-       
-       /* Pixel/span writing functions: */
-       swdd->WriteRGBASpan        = write_rgba_span;
-       swdd->WriteRGBSpan         = write_rgb_span;
-       swdd->WriteMonoRGBASpan    = write_mono_rgba_span;
-       swdd->WriteRGBAPixels      = write_rgba_pixels;
-       swdd->WriteMonoRGBAPixels  = write_mono_rgba_pixels;
-       swdd->WriteCI32Span        = write_ci32_span;
-       swdd->WriteCI8Span         = write_ci8_span;
-       swdd->WriteMonoCISpan      = write_mono_ci_span;
-       swdd->WriteCI32Pixels      = write_ci32_pixels;
-       swdd->WriteMonoCIPixels    = write_mono_ci_pixels;
-       
-       swdd->ReadCI32Span        = read_ci32_span;
-       swdd->ReadRGBASpan        = read_rgba_span;
-       swdd->ReadCI32Pixels      = read_ci32_pixels;
-       swdd->ReadRGBAPixels      = read_rgba_pixels;
-       
-       
-       tnl->Driver.RunPipeline = _tnl_run_pipeline;
-       
-       wmesa_update_state(ctx, new_state);
-}
-
-//---------------------------------------------------------------------------
-// Driver interface functions
-//---------------------------------------------------------------------------
-
-BOOL gldCreateDrawable_MesaSW(
-       DGL_ctx *pCtx,
-       BOOL bPersistantInterface,
-       BOOL bPersistantBuffers)
-{
-       WMesaContext *c;
-       GLboolean true_color_flag;
-       GLboolean rgb_flag = GL_TRUE;
-       GLboolean db_flag = GL_TRUE;
-
-       if (pCtx == NULL)
-               return FALSE;
-
-       c = (struct wmesa_context * ) calloc(1,sizeof(struct wmesa_context));
-       if (!c)
-               return FALSE;
-
-       pCtx->glPriv = c;
-
-       c->hDC          = pCtx->hDC;
-       c->Window       = pCtx->hWnd;
-
-       true_color_flag = GetDeviceCaps(pCtx->hDC, BITSPIXEL) > 8;
-       
-       
-#ifdef DITHER
-       if ((true_color_flag==GL_FALSE) && (rgb_flag == GL_TRUE)){
-               c->dither_flag = GL_TRUE;
-               c->hPalHalfTone = WinGCreateHalftonePalette();
-       }
-       else
-               c->dither_flag = GL_FALSE;
-#else
-       c->dither_flag = GL_FALSE;
-#endif
-       
-       
-       if (rgb_flag==GL_FALSE)
-    {
-               c->rgb_flag = GL_FALSE;
-#if 0
-               /* Old WinG stuff???? */
-               c->db_flag = db_flag =GL_TRUE; /* WinG requires double buffering */
-               printf("Single buffer is not supported in color index mode, ",
-                       "setting to double buffer.\n");
-#endif
-    }
-       else
-    {
-               c->rgb_flag = GL_TRUE;
-    }
-
-//     db_flag = pCtx->lpPF->pfd.dwFlags & PFD_DOUBLEBUFFER ? GL_TRUE : GL_FALSE;
-       db_flag = GL_TRUE; // Force double-buffer
-       if (db_flag) {
-               c->db_flag = 1;
-               /* Double buffered */
-               {
-                       wmCreateBackingStore(c, pCtx->dwWidth, pCtx->dwHeight);
-                       
-               }
-    } else {
-               /* Single Buffered */
-               if (c->rgb_flag)
-                       c->db_flag = 0;
-    }  
-
-       c->bEmulateSingleBuffer = (pCtx->lpPF->pfd.dwFlags & PFD_DOUBLEBUFFER)
-               ? FALSE : TRUE;
-
-       return TRUE;
-}
-
-//---------------------------------------------------------------------------
-
-BOOL gldResizeDrawable_MesaSW(
-       DGL_ctx *ctx,
-       BOOL bDefaultDriver,
-       BOOL bPersistantInterface,
-       BOOL bPersistantBuffers)
-{
-       WMesaContext *c;
-
-       if (ctx == NULL)
-               return FALSE;
-
-       c = ctx->glPriv;
-       if (c == NULL)
-               return FALSE;
-
-       c->hDC = ctx->hDC;
-       c->Window = ctx->hWnd;
-//     c->width = ctx->dwWidth;
-//     c->height = ctx->dwHeight;
-
-       if (c->db_flag) {
-               wmDeleteBackingStore(c);
-               wmCreateBackingStore(c, ctx->dwWidth, ctx->dwHeight);
-       }
-
-       return TRUE;
-}
-
-//---------------------------------------------------------------------------
-
-BOOL gldDestroyDrawable_MesaSW(
-       DGL_ctx *ctx)
-{
-       WMesaContext *c;
-
-       if (ctx == NULL)
-               return FALSE;
-
-       c = ctx->glPriv;
-       if (c == NULL)
-               return FALSE;
-
-       if (c->hPalHalfTone != NULL)
-               DeleteObject(c->hPalHalfTone);
-    
-       if (c->db_flag)
-               wmDeleteBackingStore(c);
-
-       free(c);
-
-       ctx->glPriv = NULL;
-
-       return TRUE;
-}
-
-//---------------------------------------------------------------------------
-
-BOOL gldCreatePrivateGlobals_MesaSW(void)
-{
-       // Mesa Software driver needs no private globals
-       return TRUE;
-}
-
-//---------------------------------------------------------------------------
-
-BOOL gldDestroyPrivateGlobals_MesaSW(void)
-{
-       // Mesa Software driver needs no private globals
-       return TRUE;
-}
-
-//---------------------------------------------------------------------------
-
-BOOL gldBuildPixelformatList_MesaSW(void)
-{
-       // Release any existing pixelformat list
-       if (glb.lpPF) {
-               free(glb.lpPF);
-       }
-
-       glb.nPixelFormatCount   = 0;
-       glb.lpPF                                = NULL;
-
-       glb.lpPF = (DGL_pixelFormat *)calloc(2, sizeof(DGL_pixelFormat));
-       if (glb.lpPF == NULL)
-               return FALSE;
-       // Single-buffered
-       memcpy(&glb.lpPF[0], &pfTemplateMesaSW, sizeof(DGL_pixelFormat));
-       glb.lpPF[0].pfd.dwFlags &= ~PFD_DOUBLEBUFFER; // Remove doublebuffer flag
-       // Double-buffered
-       memcpy(&glb.lpPF[1], &pfTemplateMesaSW, sizeof(DGL_pixelFormat));
-       glb.nPixelFormatCount = 2;
-
-       // Mark list as 'current'
-       glb.bPixelformatsDirty = FALSE;
-
-       return TRUE;
-}
-
-//---------------------------------------------------------------------------
-
-BOOL gldInitialiseMesa_MesaSW(
-       DGL_ctx *gld)
-{
-       struct gl_context *ctx;
-
-       if (gld == NULL)
-               return FALSE;
-
-       ctx = gld->glCtx;
-
-       // Set max texture size to 256
-       ctx->Const.MaxTextureLevels = 8;
-
-       // Multitexture enable/disable
-       ctx->Const.MaxTextureUnits = (glb.bMultitexture) ? MAX_TEXTURE_UNITS : 1;
-
-       /* Initialize the software rasterizer and helper modules.*/
-
-       // Added this to force max texture diminsion to 256. KeithH
-       ctx->Const.MaxTextureLevels = 8;
-       ctx->Const.MaxDrawBuffers = 1;
-
-       _mesa_enable_sw_extensions(ctx);
-       _mesa_enable_imaging_extensions(ctx);
-       _mesa_enable_1_3_extensions(ctx);
-       
-//     _swrast_CreateContext( ctx );
-//     _vbo_CreateContext( ctx );
-//     _tnl_CreateContext( ctx );
-//     _swsetup_CreateContext( ctx );
-       
-       _swsetup_Wakeup( ctx );
-       
-       wmesa_update_state_first_time(ctx, ~0);
-
-       return TRUE;
-}
-
-//---------------------------------------------------------------------------
-
-BOOL gldSwapBuffers_MesaSW(
-       DGL_ctx *ctx,
-       HDC hDC,
-       HWND hWnd)
-{
-       WMesaContext *c;
-
-       if (ctx == NULL)
-               return FALSE;
-
-       c = ctx->glPriv;
-       if (c == NULL)
-               return FALSE;
-       
-       /* If we're swapping the buffer associated with the current context
-       * we have to flush any pending rendering commands first.
-       */
-
-       // Altered to respect bEmulateSingleBuffer. KeithH
-//     if (c->db_flag)
-       if (!c->bEmulateSingleBuffer)
-               wmFlush(c, hDC);
-
-       return TRUE;
-}
-
-//---------------------------------------------------------------------------
-
-PROC gldGetProcAddress_MesaSW(
-       LPCSTR a)
-{
-       int             i;
-       PROC    proc = NULL;
-
-       for (i=0; GLD_extList[i].proc; i++) {
-               if (!strcmp(a, GLD_extList[i].name)) {
-                       proc = GLD_extList[i].proc;
-                       break;
-               }
-       }
-
-       gldLogPrintf(GLDLOG_INFO, "GetProcAddress: %s (%s)", a, proc ? "OK" : "Failed");
-
-       return proc;
-}
-
-//---------------------------------------------------------------------------
-
-BOOL gldGetDisplayMode_MesaSW(
-       DGL_ctx *ctx,
-       GLD_displayMode *glddm)
-{
-       HDC hdcDesktop;
-
-       if (glddm == NULL)
-               return FALSE;
-
-       //
-       // A bit hacky... KeithH
-       //
-
-       hdcDesktop = GetDC(NULL);
-       glddm->Width    = GetDeviceCaps(hdcDesktop, HORZRES);
-       glddm->Height   = GetDeviceCaps(hdcDesktop, VERTRES);
-       glddm->BPP              = GetDeviceCaps(hdcDesktop, BITSPIXEL);
-       glddm->Refresh  = 0;
-       ReleaseDC(0, hdcDesktop);
-
-       return TRUE;
-}
-
-//---------------------------------------------------------------------------
-
diff --git a/src/mesa/drivers/windows/gldirect/opengl32.def b/src/mesa/drivers/windows/gldirect/opengl32.def
deleted file mode 100644 (file)
index b213b6e..0000000
+++ /dev/null
@@ -1,488 +0,0 @@
-;****************************************************************************
-;*
-;*                        Mesa 3-D graphics library
-;*                        Direct3D Driver Interface
-;*
-;*  ========================================================================
-;*
-;*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-;*
-;*   Permission is hereby granted, free of charge, to any person obtaining a
-;*   copy of this software and associated documentation files (the "Software"),
-;*   to deal in the Software without restriction, including without limitation
-;*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-;*   and/or sell copies of the Software, and to permit persons to whom the
-;*   Software is furnished to do so, subject to the following conditions:
-;*
-;*   The above copyright notice and this permission notice shall be included
-;*   in all copies or substantial portions of the Software.
-;*
-;*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-;*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-;*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-;*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-;*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-;*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-;*   SOFTWARE.
-;*
-;*  ======================================================================
-;*
-;* Language:     ANSI C
-;* Environment:  Windows 9x/2000/XP/XBox (Win32)
-;*
-;* Description:  DLL Module definition file
-;*
-;****************************************************************************/
-
-DESCRIPTION 'GLDirect'
-
-VERSION 3.0
-
-EXPORTS
-    glAccum=glAccum @1
-    glAlphaFunc=glAlphaFunc @2
-    glAreTexturesResident=glAreTexturesResident @3
-    glArrayElement=glArrayElement @4
-    glBegin=glBegin @5
-    glBindTexture=glBindTexture @6
-    glBitmap=glBitmap @7
-    glBlendFunc=glBlendFunc @8
-    glCallList=glCallList @9
-    glCallLists=glCallLists @10
-    glClear=glClear @11
-    glClearAccum=glClearAccum @12
-    glClearIndex=glClearIndex @13
-    glClearColor=glClearColor @14
-    glClearDepth=glClearDepth @15
-    glClearStencil=glClearStencil @16
-    glClipPlane=glClipPlane @17
-    glColor3b=glColor3b @18
-    glColor3d=glColor3d @19
-    glColor3f=glColor3f @20
-    glColor3i=glColor3i @21
-    glColor3s=glColor3s @22
-    glColor3ub=glColor3ub @23
-    glColor3ui=glColor3ui @24
-    glColor3us=glColor3us @25
-    glColor4b=glColor4b @26
-    glColor4d=glColor4d @27
-    glColor4f=glColor4f @28
-    glColor4i=glColor4i @29
-    glColor4s=glColor4s @30
-    glColor4ub=glColor4ub @31
-    glColor4ui=glColor4ui @32
-    glColor4us=glColor4us @33
-    glColor3bv=glColor3bv @34
-    glColor3dv=glColor3dv @35
-    glColor3fv=glColor3fv @36
-    glColor3iv=glColor3iv @37
-    glColor3sv=glColor3sv @38
-    glColor3ubv=glColor3ubv @39
-    glColor3uiv=glColor3uiv @40
-    glColor3usv=glColor3usv @41
-    glColor4bv=glColor4bv @42
-    glColor4dv=glColor4dv @43
-    glColor4fv=glColor4fv @44
-    glColor4iv=glColor4iv @45
-    glColor4sv=glColor4sv @46
-    glColor4ubv=glColor4ubv @47
-    glColor4uiv=glColor4uiv @48
-    glColor4usv=glColor4usv @49
-    glColorMask=glColorMask @50
-    glColorMaterial=glColorMaterial @51
-    glColorPointer=glColorPointer @52
-    glColorTableEXT=glColorTableEXT @53
-    glColorSubTableEXT=glColorSubTableEXT @54
-    glCopyPixels=glCopyPixels @55
-    glCopyTexImage1D=glCopyTexImage1D @56
-    glCopyTexImage2D=glCopyTexImage2D @57
-    glCopyTexSubImage1D=glCopyTexSubImage1D @58
-    glCopyTexSubImage2D=glCopyTexSubImage2D @59
-    glCullFace=glCullFace @60
-    glDepthFunc=glDepthFunc @61
-    glDepthMask=glDepthMask @62
-    glDepthRange=glDepthRange @63
-    glDeleteLists=glDeleteLists @64
-    glDeleteTextures=glDeleteTextures @65
-    glDisable=glDisable @66
-    glDisableClientState=glDisableClientState @67
-    glDrawArrays=glDrawArrays @68
-    glDrawBuffer=glDrawBuffer @69
-    glDrawElements=glDrawElements @70
-    glDrawPixels=glDrawPixels @71
-    glEnable=glEnable @72
-    glEnableClientState=glEnableClientState @73
-    glEnd=glEnd @74
-    glEndList=glEndList @75
-    glEvalCoord1d=glEvalCoord1d @76
-    glEvalCoord1f=glEvalCoord1f @77
-    glEvalCoord1dv=glEvalCoord1dv @78
-    glEvalCoord1fv=glEvalCoord1fv @79
-    glEvalCoord2d=glEvalCoord2d @80
-    glEvalCoord2f=glEvalCoord2f @81
-    glEvalCoord2dv=glEvalCoord2dv @82
-    glEvalCoord2fv=glEvalCoord2fv @83
-    glEvalPoint1=glEvalPoint1 @84
-    glEvalPoint2=glEvalPoint2 @85
-    glEvalMesh1=glEvalMesh1 @86
-    glEdgeFlag=glEdgeFlag @87
-    glEdgeFlagv=glEdgeFlagv @88
-    glEdgeFlagPointer=glEdgeFlagPointer @89
-    glEvalMesh2=glEvalMesh2 @90
-    glFeedbackBuffer=glFeedbackBuffer @91
-    glFinish=glFinish @92
-    glFlush=glFlush @93
-    glFogf=glFogf @94
-    glFogi=glFogi @95
-    glFogfv=glFogfv @96
-    glFogiv=glFogiv @97
-    glFrontFace=glFrontFace @98
-    glFrustum=glFrustum @99
-    glGenLists=glGenLists @100
-    glGenTextures=glGenTextures @101
-    glGetBooleanv=glGetBooleanv @102
-    glGetClipPlane=glGetClipPlane @103
-    glGetColorTableEXT=glGetColorTableEXT @104
-    glGetColorTableParameterivEXT=glGetColorTableParameterivEXT @105
-    glGetColorTableParameterfvEXT=glGetColorTableParameterfvEXT @106
-    glGetDoublev=glGetDoublev @107
-    glGetError=glGetError @108
-    glGetFloatv=glGetFloatv @109
-    glGetIntegerv=glGetIntegerv @110
-    glGetLightfv=glGetLightfv @111
-    glGetLightiv=glGetLightiv @112
-    glGetMapdv=glGetMapdv @113
-    glGetMapfv=glGetMapfv @114
-    glGetMapiv=glGetMapiv @115
-    glGetMaterialfv=glGetMaterialfv @116
-    glGetMaterialiv=glGetMaterialiv @117
-    glGetPixelMapfv=glGetPixelMapfv @118
-    glGetPixelMapuiv=glGetPixelMapuiv @119
-    glGetPixelMapusv=glGetPixelMapusv @120
-    glGetPointerv=glGetPointerv @121
-    glGetPolygonStipple=glGetPolygonStipple @122
-    glGetString=glGetString @123
-    glGetTexEnvfv=glGetTexEnvfv @124
-    glGetTexEnviv=glGetTexEnviv @125
-    glGetTexGeniv=glGetTexGeniv @126
-    glGetTexGendv=glGetTexGendv @127
-    glGetTexGenfv=glGetTexGenfv @128
-    glGetTexImage=glGetTexImage @129
-    glGetTexLevelParameterfv=glGetTexLevelParameterfv @130
-    glGetTexLevelParameteriv=glGetTexLevelParameteriv @131
-    glGetTexParameterfv=glGetTexParameterfv @132
-    glGetTexParameteriv=glGetTexParameteriv @133
-    glHint=glHint @134
-    glIndexd=glIndexd @135
-    glIndexf=glIndexf @136
-    glIndexi=glIndexi @137
-    glIndexs=glIndexs @138
-    glIndexub=glIndexub @139
-    glIndexdv=glIndexdv @140
-    glIndexfv=glIndexfv @141
-    glIndexiv=glIndexiv @142
-    glIndexsv=glIndexsv @143
-    glIndexubv=glIndexubv @144
-    glIndexMask=glIndexMask @145
-    glIndexPointer=glIndexPointer @146
-    glInterleavedArrays=glInterleavedArrays @147
-    glInitNames=glInitNames @148
-    glIsList=glIsList @149
-    glIsTexture=glIsTexture @150
-    glLightf=glLightf @151
-    glLighti=glLighti @152
-    glLightfv=glLightfv @153
-    glLightiv=glLightiv @154
-    glLightModelf=glLightModelf @155
-    glLightModeli=glLightModeli @156
-    glLightModelfv=glLightModelfv @157
-    glLightModeliv=glLightModeliv @158
-    glLineWidth=glLineWidth @159
-    glLineStipple=glLineStipple @160
-    glListBase=glListBase @161
-    glLoadIdentity=glLoadIdentity @162
-    glLoadMatrixd=glLoadMatrixd @163
-    glLoadMatrixf=glLoadMatrixf @164
-    glLoadName=glLoadName @165
-    glLogicOp=glLogicOp @166
-    glMap1d=glMap1d @167
-    glMap1f=glMap1f @168
-    glMap2d=glMap2d @169
-    glMap2f=glMap2f @170
-    glMapGrid1d=glMapGrid1d @171
-    glMapGrid1f=glMapGrid1f @172
-    glMapGrid2d=glMapGrid2d @173
-    glMapGrid2f=glMapGrid2f @174
-    glMaterialf=glMaterialf @175
-    glMateriali=glMateriali @176
-    glMaterialfv=glMaterialfv @177
-    glMaterialiv=glMaterialiv @178
-    glMatrixMode=glMatrixMode @179
-    glMultMatrixd=glMultMatrixd @180
-    glMultMatrixf=glMultMatrixf @181
-    glNewList=glNewList @182
-    glNormal3b=glNormal3b @183
-    glNormal3d=glNormal3d @184
-    glNormal3f=glNormal3f @185
-    glNormal3i=glNormal3i @186
-    glNormal3s=glNormal3s @187
-    glNormal3bv=glNormal3bv @188
-    glNormal3dv=glNormal3dv @189
-    glNormal3fv=glNormal3fv @190
-    glNormal3iv=glNormal3iv @191
-    glNormal3sv=glNormal3sv @192
-    glNormalPointer=glNormalPointer @193
-    glOrtho=glOrtho @194
-    glPassThrough=glPassThrough @195
-    glPixelMapfv=glPixelMapfv @196
-    glPixelMapuiv=glPixelMapuiv @197
-    glPixelMapusv=glPixelMapusv @198
-    glPixelStoref=glPixelStoref @199
-    glPixelStorei=glPixelStorei @200
-    glPixelTransferf=glPixelTransferf @201
-    glPixelTransferi=glPixelTransferi @202
-    glPixelZoom=glPixelZoom @203
-    glPointSize=glPointSize @204
-    glPolygonMode=glPolygonMode @205
-    glPolygonOffset=glPolygonOffset @206
-    glPolygonOffsetEXT=glPolygonOffsetEXT @207
-    glPolygonStipple=glPolygonStipple @208
-    glPopAttrib=glPopAttrib @209
-    glPopClientAttrib=glPopClientAttrib @210
-    glPopMatrix=glPopMatrix @211
-    glPopName=glPopName @212
-    glPrioritizeTextures=glPrioritizeTextures @213
-    glPushMatrix=glPushMatrix @214
-    glRasterPos2d=glRasterPos2d @215
-    glRasterPos2f=glRasterPos2f @216
-    glRasterPos2i=glRasterPos2i @217
-    glRasterPos2s=glRasterPos2s @218
-    glRasterPos3d=glRasterPos3d @219
-    glRasterPos3f=glRasterPos3f @220
-    glRasterPos3i=glRasterPos3i @221
-    glRasterPos3s=glRasterPos3s @222
-    glRasterPos4d=glRasterPos4d @223
-    glRasterPos4f=glRasterPos4f @224
-    glRasterPos4i=glRasterPos4i @225
-    glRasterPos4s=glRasterPos4s @226
-    glRasterPos2dv=glRasterPos2dv @227
-    glRasterPos2fv=glRasterPos2fv @228
-    glRasterPos2iv=glRasterPos2iv @229
-    glRasterPos2sv=glRasterPos2sv @230
-    glRasterPos3dv=glRasterPos3dv @231
-    glRasterPos3fv=glRasterPos3fv @232
-    glRasterPos3iv=glRasterPos3iv @233
-    glRasterPos3sv=glRasterPos3sv @234
-    glRasterPos4dv=glRasterPos4dv @235
-    glRasterPos4fv=glRasterPos4fv @236
-    glRasterPos4iv=glRasterPos4iv @237
-    glRasterPos4sv=glRasterPos4sv @238
-    glReadBuffer=glReadBuffer @239
-    glReadPixels=glReadPixels @240
-    glRectd=glRectd @241
-    glRectf=glRectf @242
-    glRecti=glRecti @243
-    glRects=glRects @244
-    glRectdv=glRectdv @245
-    glRectfv=glRectfv @246
-    glRectiv=glRectiv @247
-    glRectsv=glRectsv @248
-    glScissor=glScissor @249
-    glIsEnabled=glIsEnabled @250
-    glPushAttrib=glPushAttrib @251
-    glPushClientAttrib=glPushClientAttrib @252
-    glPushName=glPushName @253
-    glRenderMode=glRenderMode @254
-    glRotated=glRotated @255
-    glRotatef=glRotatef @256
-    glSelectBuffer=glSelectBuffer @257
-    glScaled=glScaled @258
-    glScalef=glScalef @259
-    glShadeModel=glShadeModel @260
-    glStencilFunc=glStencilFunc @261
-    glStencilMask=glStencilMask @262
-    glStencilOp=glStencilOp @263
-    glTexCoord1d=glTexCoord1d @264
-    glTexCoord1f=glTexCoord1f @265
-    glTexCoord1i=glTexCoord1i @266
-    glTexCoord1s=glTexCoord1s @267
-    glTexCoord2d=glTexCoord2d @268
-    glTexCoord2f=glTexCoord2f @269
-    glTexCoord2i=glTexCoord2i @270
-    glTexCoord2s=glTexCoord2s @271
-    glTexCoord3d=glTexCoord3d @272
-    glTexCoord3f=glTexCoord3f @273
-    glTexCoord3i=glTexCoord3i @274
-    glTexCoord3s=glTexCoord3s @275
-    glTexCoord4d=glTexCoord4d @276
-    glTexCoord4f=glTexCoord4f @277
-    glTexCoord4i=glTexCoord4i @278
-    glTexCoord4s=glTexCoord4s @279
-    glTexCoord1dv=glTexCoord1dv @280
-    glTexCoord1fv=glTexCoord1fv @281
-    glTexCoord1iv=glTexCoord1iv @282
-    glTexCoord1sv=glTexCoord1sv @283
-    glTexCoord2dv=glTexCoord2dv @284
-    glTexCoord2fv=glTexCoord2fv @285
-    glTexCoord2iv=glTexCoord2iv @286
-    glTexCoord2sv=glTexCoord2sv @287
-    glTexCoord3dv=glTexCoord3dv @288
-    glTexCoord3fv=glTexCoord3fv @289
-    glTexCoord3iv=glTexCoord3iv @290
-    glTexCoord3sv=glTexCoord3sv @291
-    glTexCoord4dv=glTexCoord4dv @292
-    glTexCoord4fv=glTexCoord4fv @293
-    glTexCoord4iv=glTexCoord4iv @294
-    glTexCoord4sv=glTexCoord4sv @295
-    glTexCoordPointer=glTexCoordPointer @296
-    glTexGend=glTexGend @297
-    glTexGenf=glTexGenf @298
-    glTexGeni=glTexGeni @299
-    glTexGendv=glTexGendv @300
-    glTexGeniv=glTexGeniv @301
-    glTexGenfv=glTexGenfv @302
-    glTexEnvf=glTexEnvf @303
-    glTexEnvi=glTexEnvi @304
-    glTexEnvfv=glTexEnvfv @305
-    glTexEnviv=glTexEnviv @306
-    glTexImage1D=glTexImage1D @307
-    glTexImage2D=glTexImage2D @308
-    glTexParameterf=glTexParameterf @309
-    glTexParameteri=glTexParameteri @310
-    glTexParameterfv=glTexParameterfv @311
-    glTexParameteriv=glTexParameteriv @312
-    glTexSubImage1D=glTexSubImage1D @313
-    glTexSubImage2D=glTexSubImage2D @314
-    glTranslated=glTranslated @315
-    glTranslatef=glTranslatef @316
-    glVertex2d=glVertex2d @317
-    glVertex2f=glVertex2f @318
-    glVertex2i=glVertex2i @319
-    glVertex2s=glVertex2s @320
-    glVertex3d=glVertex3d @321
-    glVertex3f=glVertex3f @322
-    glVertex3i=glVertex3i @323
-    glVertex3s=glVertex3s @324
-    glVertex4d=glVertex4d @325
-    glVertex4f=glVertex4f @326
-    glVertex4i=glVertex4i @327
-    glVertex4s=glVertex4s @328
-    glVertex2dv=glVertex2dv @329
-    glVertex2fv=glVertex2fv @330
-    glVertex2iv=glVertex2iv @331
-    glVertex2sv=glVertex2sv @332
-    glVertex3dv=glVertex3dv @333
-    glVertex3fv=glVertex3fv @334
-    glVertex3iv=glVertex3iv @335
-    glVertex3sv=glVertex3sv @336
-    glVertex4dv=glVertex4dv @337
-    glVertex4fv=glVertex4fv @338
-    glVertex4iv=glVertex4iv @339
-    glVertex4sv=glVertex4sv @340
-    glVertexPointer=glVertexPointer @341
-    glViewport=glViewport @342
-    glBlendEquationEXT=glBlendEquationEXT @343
-    glBlendColorEXT=glBlendColorEXT @344
-    glVertexPointerEXT=glVertexPointerEXT @345
-    glNormalPointerEXT=glNormalPointerEXT @346
-    glColorPointerEXT=glColorPointerEXT @347
-    glIndexPointerEXT=glIndexPointerEXT @348
-    glTexCoordPointerEXT=glTexCoordPointerEXT @349
-    glEdgeFlagPointerEXT=glEdgeFlagPointerEXT @350
-    glGetPointervEXT=glGetPointervEXT @351
-    glArrayElementEXT=glArrayElementEXT @352
-    glDrawArraysEXT=glDrawArraysEXT @353
-    glBindTextureEXT=glBindTextureEXT @354
-    glDeleteTexturesEXT=glDeleteTexturesEXT @355
-    glGenTexturesEXT=glGenTexturesEXT @356
-    glPrioritizeTexturesEXT=glPrioritizeTexturesEXT @357
-    glCopyTexSubImage3DEXT=glCopyTexSubImage3DEXT @358
-    glTexImage3DEXT=glTexImage3DEXT @359
-    glTexSubImage3DEXT=glTexSubImage3DEXT @360
-    glWindowPos4fMESA=glWindowPos4fMESA @361
-    glWindowPos2iMESA=glWindowPos2iMESA @362
-    glWindowPos2sMESA=glWindowPos2sMESA @363
-    glWindowPos2fMESA=glWindowPos2fMESA @364
-    glWindowPos2dMESA=glWindowPos2dMESA @365
-    glWindowPos2ivMESA=glWindowPos2ivMESA @366
-    glWindowPos2svMESA=glWindowPos2svMESA @367
-    glWindowPos2fvMESA=glWindowPos2fvMESA @368
-    glWindowPos2dvMESA=glWindowPos2dvMESA @369
-    glWindowPos3iMESA=glWindowPos3iMESA @370
-    glWindowPos3sMESA=glWindowPos3sMESA @371
-    glWindowPos3fMESA=glWindowPos3fMESA @372
-    glWindowPos3dMESA=glWindowPos3dMESA @373
-    glWindowPos3ivMESA=glWindowPos3ivMESA @374
-    glWindowPos3svMESA=glWindowPos3svMESA @375
-    glWindowPos3fvMESA=glWindowPos3fvMESA @376
-    glWindowPos3dvMESA=glWindowPos3dvMESA @377
-    glWindowPos4iMESA=glWindowPos4iMESA @378
-    glWindowPos4sMESA=glWindowPos4sMESA @379
-    glWindowPos4dMESA=glWindowPos4dMESA @380
-    glWindowPos4ivMESA=glWindowPos4ivMESA @381
-    glWindowPos4svMESA=glWindowPos4svMESA @382
-    glWindowPos4fvMESA=glWindowPos4fvMESA @383
-    glWindowPos4dvMESA=glWindowPos4dvMESA @384
-    glResizeBuffersMESA=glResizeBuffersMESA @385
-    wglCopyContext=wglCopyContext @386
-    wglCreateContext=wglCreateContext @387
-    wglCreateLayerContext=wglCreateLayerContext @388
-    wglDeleteContext=wglDeleteContext @389
-    wglDescribeLayerPlane=wglDescribeLayerPlane @390
-    wglGetCurrentContext=wglGetCurrentContext @391
-    wglGetCurrentDC=wglGetCurrentDC @392
-    wglGetLayerPaletteEntries=wglGetLayerPaletteEntries @393
-    wglGetProcAddress=wglGetProcAddress @394
-    wglMakeCurrent=wglMakeCurrent @395
-    wglRealizeLayerPalette=wglRealizeLayerPalette @396
-    wglSetLayerPaletteEntries=wglSetLayerPaletteEntries @397
-    wglShareLists=wglShareLists @398
-    wglSwapLayerBuffers=wglSwapLayerBuffers @399
-    wglUseFontBitmapsA=wglUseFontBitmapsA @400
-    wglUseFontBitmapsW=wglUseFontBitmapsW @401
-    wglUseFontOutlinesA=wglUseFontOutlinesA @402
-    wglUseFontOutlinesW=wglUseFontOutlinesW @403
-    ChoosePixelFormat=ChoosePixelFormat @404
-    DescribePixelFormat=DescribePixelFormat @405
-    GetPixelFormat=GetPixelFormat @406
-    SetPixelFormat=SetPixelFormat @407
-    SwapBuffers=SwapBuffers @408
-    wglChoosePixelFormat=wglChoosePixelFormat @409
-    wglDescribePixelFormat=wglDescribePixelFormat @410
-    wglGetPixelFormat=wglGetPixelFormat @411
-    wglSetPixelFormat=wglSetPixelFormat @412
-    wglSwapBuffers=wglSwapBuffers @413
-    glActiveTextureARB=glActiveTextureARB @414
-    glClientActiveTextureARB=glClientActiveTextureARB @415
-    glMultiTexCoord1dARB=glMultiTexCoord1dARB @416
-    glMultiTexCoord1dvARB=glMultiTexCoord1dvARB @417
-    glMultiTexCoord1fARB=glMultiTexCoord1fARB @418
-    glMultiTexCoord1fvARB=glMultiTexCoord1fvARB @419
-    glMultiTexCoord1iARB=glMultiTexCoord1iARB @420
-    glMultiTexCoord1ivARB=glMultiTexCoord1ivARB @421
-    glMultiTexCoord1sARB=glMultiTexCoord1sARB @422
-    glMultiTexCoord1svARB=glMultiTexCoord1svARB @423
-    glMultiTexCoord2dARB=glMultiTexCoord2dARB @424
-    glMultiTexCoord2dvARB=glMultiTexCoord2dvARB @425
-    glMultiTexCoord2fARB=glMultiTexCoord2fARB @426
-    glMultiTexCoord2fvARB=glMultiTexCoord2fvARB @427
-    glMultiTexCoord2iARB=glMultiTexCoord2iARB @428
-    glMultiTexCoord2ivARB=glMultiTexCoord2ivARB @429
-    glMultiTexCoord2sARB=glMultiTexCoord2sARB @430
-    glMultiTexCoord2svARB=glMultiTexCoord2svARB @431
-    glMultiTexCoord3dARB=glMultiTexCoord3dARB @432
-    glMultiTexCoord3dvARB=glMultiTexCoord3dvARB @433
-    glMultiTexCoord3fARB=glMultiTexCoord3fARB @434
-    glMultiTexCoord3fvARB=glMultiTexCoord3fvARB @435
-    glMultiTexCoord3iARB=glMultiTexCoord3iARB @436
-    glMultiTexCoord3ivARB=glMultiTexCoord3ivARB @437
-    glMultiTexCoord3sARB=glMultiTexCoord3sARB @438
-    glMultiTexCoord3svARB=glMultiTexCoord3svARB @439
-    glMultiTexCoord4dARB=glMultiTexCoord4dARB @440
-    glMultiTexCoord4dvARB=glMultiTexCoord4dvARB @441
-    glMultiTexCoord4fARB=glMultiTexCoord4fARB @442
-    glMultiTexCoord4fvARB=glMultiTexCoord4fvARB @443
-    glMultiTexCoord4iARB=glMultiTexCoord4iARB @444
-    glMultiTexCoord4ivARB=glMultiTexCoord4ivARB @445
-    glMultiTexCoord4sARB=glMultiTexCoord4sARB @446
-    glMultiTexCoord4svARB=glMultiTexCoord4svARB @447
diff --git a/src/mesa/drivers/windows/gldirect/opengl32.ref b/src/mesa/drivers/windows/gldirect/opengl32.ref
deleted file mode 100644 (file)
index 2f71faf..0000000
+++ /dev/null
@@ -1,495 +0,0 @@
-;****************************************************************************
-;*
-;*                        Mesa 3-D graphics library
-;*                        Direct3D Driver Interface
-;*
-;*  ========================================================================
-;*
-;*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-;*
-;*   Permission is hereby granted, free of charge, to any person obtaining a
-;*   copy of this software and associated documentation files (the "Software"),
-;*   to deal in the Software without restriction, including without limitation
-;*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-;*   and/or sell copies of the Software, and to permit persons to whom the
-;*   Software is furnished to do so, subject to the following conditions:
-;*
-;*   The above copyright notice and this permission notice shall be included
-;*   in all copies or substantial portions of the Software.
-;*
-;*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-;*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-;*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-;*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-;*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-;*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-;*   SOFTWARE.
-;*
-;*  ======================================================================
-;*
-;* Language:     ANSI C
-;* Environment:  Windows 9x/2000/XP/XBox (Win32)
-;*
-;* Description:  DLL Module definition file
-;*
-;****************************************************************************/
-
-DESCRIPTION 'GLDirect'
-
-VERSION 3.0
-
-EXPORTS
- glAccum
- glAlphaFunc
- glAreTexturesResident
- glArrayElement
- glBegin
- glBindTexture
- glBitmap
- glBlendFunc
- glCallList
- glCallLists
- glClear
- glClearAccum
- glClearIndex
- glClearColor
- glClearDepth
- glClearStencil
- glClipPlane
- glColor3b
- glColor3d
- glColor3f
- glColor3i
- glColor3s
- glColor3ub
- glColor3ui
- glColor3us
- glColor4b
- glColor4d
- glColor4f
- glColor4i
- glColor4s
- glColor4ub
- glColor4ui
- glColor4us
- glColor3bv
- glColor3dv
- glColor3fv
- glColor3iv
- glColor3sv
- glColor3ubv
- glColor3uiv
- glColor3usv
- glColor4bv
- glColor4dv
- glColor4fv
- glColor4iv
- glColor4sv
- glColor4ubv
- glColor4uiv
- glColor4usv
- glColorMask
- glColorMaterial
- glColorPointer
- glColorTableEXT
- glColorSubTableEXT
- glCopyPixels
- glCopyTexImage1D
- glCopyTexImage2D
- glCopyTexSubImage1D
- glCopyTexSubImage2D
- glCullFace
- glDepthFunc
- glDepthMask
- glDepthRange
- glDeleteLists
- glDeleteTextures
- glDisable
- glDisableClientState
- glDrawArrays
- glDrawBuffer
- glDrawElements
- glDrawPixels
- glEnable
- glEnableClientState
- glEnd
- glEndList
- glEvalCoord1d
- glEvalCoord1f
- glEvalCoord1dv
- glEvalCoord1fv
- glEvalCoord2d
- glEvalCoord2f
- glEvalCoord2dv
- glEvalCoord2fv
- glEvalPoint1
- glEvalPoint2
- glEvalMesh1
- glEdgeFlag
- glEdgeFlagv
- glEdgeFlagPointer
- glEvalMesh2
- glFeedbackBuffer
- glFinish
- glFlush
- glFogf
- glFogi
- glFogfv
- glFogiv
- glFrontFace
- glFrustum
- glGenLists
- glGenTextures
- glGetBooleanv
- glGetClipPlane
- glGetColorTableEXT
- glGetColorTableParameterivEXT
- glGetColorTableParameterfvEXT
- glGetDoublev
- glGetError
- glGetFloatv
- glGetIntegerv
- glGetLightfv
- glGetLightiv
- glGetMapdv
- glGetMapfv
- glGetMapiv
- glGetMaterialfv
- glGetMaterialiv
- glGetPixelMapfv
- glGetPixelMapuiv
- glGetPixelMapusv
- glGetPointerv
- glGetPolygonStipple
- glGetString
- glGetTexEnvfv
- glGetTexEnviv
- glGetTexGeniv
- glGetTexGendv
- glGetTexGenfv
- glGetTexImage
- glGetTexLevelParameterfv
- glGetTexLevelParameteriv
- glGetTexParameterfv
- glGetTexParameteriv
- glHint
- glIndexd
- glIndexf
- glIndexi
- glIndexs
- glIndexub
- glIndexdv
- glIndexfv
- glIndexiv
- glIndexsv
- glIndexubv
- glIndexMask
- glIndexPointer
- glInterleavedArrays
- glInitNames
- glIsList
- glIsTexture
- glLightf
- glLighti
- glLightfv
- glLightiv
- glLightModelf
- glLightModeli
- glLightModelfv
- glLightModeliv
- glLineWidth
- glLineStipple
- glListBase
- glLoadIdentity
- glLoadMatrixd
- glLoadMatrixf
- glLoadName
- glLogicOp
- glMap1d
- glMap1f
- glMap2d
- glMap2f
- glMapGrid1d
- glMapGrid1f
- glMapGrid2d
- glMapGrid2f
- glMaterialf
- glMateriali
- glMaterialfv
- glMaterialiv
- glMatrixMode
- glMultMatrixd
- glMultMatrixf
- glNewList
- glNormal3b
- glNormal3d
- glNormal3f
- glNormal3i
- glNormal3s
- glNormal3bv
- glNormal3dv
- glNormal3fv
- glNormal3iv
- glNormal3sv
- glNormalPointer
- glOrtho
- glPassThrough
- glPixelMapfv
- glPixelMapuiv
- glPixelMapusv
- glPixelStoref
- glPixelStorei
- glPixelTransferf
- glPixelTransferi
- glPixelZoom
- glPointSize
- glPolygonMode
- glPolygonOffset
- glPolygonOffsetEXT
- glPolygonStipple
- glPopAttrib
- glPopClientAttrib
- glPopMatrix
- glPopName
- glPrioritizeTextures
- glPushMatrix
- glRasterPos2d
- glRasterPos2f
- glRasterPos2i
- glRasterPos2s
- glRasterPos3d
- glRasterPos3f
- glRasterPos3i
- glRasterPos3s
- glRasterPos4d
- glRasterPos4f
- glRasterPos4i
- glRasterPos4s
- glRasterPos2dv
- glRasterPos2fv
- glRasterPos2iv
- glRasterPos2sv
- glRasterPos3dv
- glRasterPos3fv
- glRasterPos3iv
- glRasterPos3sv
- glRasterPos4dv
- glRasterPos4fv
- glRasterPos4iv
- glRasterPos4sv
- glReadBuffer
- glReadPixels
- glRectd
- glRectf
- glRecti
- glRects
- glRectdv
- glRectfv
- glRectiv
- glRectsv
- glScissor
- glIsEnabled
- glPushAttrib
- glPushClientAttrib
- glPushName
- glRenderMode
- glRotated
- glRotatef
- glSelectBuffer
- glScaled
- glScalef
- glShadeModel
- glStencilFunc
- glStencilMask
- glStencilOp
- glTexCoord1d
- glTexCoord1f
- glTexCoord1i
- glTexCoord1s
- glTexCoord2d
- glTexCoord2f
- glTexCoord2i
- glTexCoord2s
- glTexCoord3d
- glTexCoord3f
- glTexCoord3i
- glTexCoord3s
- glTexCoord4d
- glTexCoord4f
- glTexCoord4i
- glTexCoord4s
- glTexCoord1dv
- glTexCoord1fv
- glTexCoord1iv
- glTexCoord1sv
- glTexCoord2dv
- glTexCoord2fv
- glTexCoord2iv
- glTexCoord2sv
- glTexCoord3dv
- glTexCoord3fv
- glTexCoord3iv
- glTexCoord3sv
- glTexCoord4dv
- glTexCoord4fv
- glTexCoord4iv
- glTexCoord4sv
- glTexCoordPointer
- glTexGend
- glTexGenf
- glTexGeni
- glTexGendv
- glTexGeniv
- glTexGenfv
- glTexEnvf
- glTexEnvi
- glTexEnvfv
- glTexEnviv
- glTexImage1D
- glTexImage2D
- glTexParameterf
- glTexParameteri
- glTexParameterfv
- glTexParameteriv
- glTexSubImage1D
- glTexSubImage2D
- glTranslated
- glTranslatef
- glVertex2d
- glVertex2f
- glVertex2i
- glVertex2s
- glVertex3d
- glVertex3f
- glVertex3i
- glVertex3s
- glVertex4d
- glVertex4f
- glVertex4i
- glVertex4s
- glVertex2dv
- glVertex2fv
- glVertex2iv
- glVertex2sv
- glVertex3dv
- glVertex3fv
- glVertex3iv
- glVertex3sv
- glVertex4dv
- glVertex4fv
- glVertex4iv
- glVertex4sv
- glVertexPointer
- glViewport
-
- glBlendEquationEXT
- glBlendColorEXT
- glVertexPointerEXT
- glNormalPointerEXT
- glColorPointerEXT
- glIndexPointerEXT
- glTexCoordPointerEXT
- glEdgeFlagPointerEXT
- glGetPointervEXT
- glArrayElementEXT
- glDrawArraysEXT
- glBindTextureEXT
- glDeleteTexturesEXT
- glGenTexturesEXT
- glPrioritizeTexturesEXT
- glCopyTexSubImage3DEXT
- glTexImage3DEXT
- glTexSubImage3DEXT
-
- glWindowPos4fMESA
- glWindowPos2iMESA
- glWindowPos2sMESA
- glWindowPos2fMESA
- glWindowPos2dMESA
- glWindowPos2ivMESA
- glWindowPos2svMESA
- glWindowPos2fvMESA
- glWindowPos2dvMESA
- glWindowPos3iMESA
- glWindowPos3sMESA
- glWindowPos3fMESA
- glWindowPos3dMESA
- glWindowPos3ivMESA
- glWindowPos3svMESA
- glWindowPos3fvMESA
- glWindowPos3dvMESA
- glWindowPos4iMESA
- glWindowPos4sMESA
- glWindowPos4dMESA
- glWindowPos4ivMESA
- glWindowPos4svMESA
- glWindowPos4fvMESA
- glWindowPos4dvMESA
- glResizeBuffersMESA
-
- wglCopyContext
- wglCreateContext
- wglCreateLayerContext
- wglDeleteContext
- wglDescribeLayerPlane
- wglGetCurrentContext
- wglGetCurrentDC
- wglGetLayerPaletteEntries
- wglGetProcAddress
- wglMakeCurrent
- wglRealizeLayerPalette
- wglSetLayerPaletteEntries
- wglShareLists
- wglSwapLayerBuffers
- wglUseFontBitmapsA
- wglUseFontBitmapsW
- wglUseFontOutlinesA
- wglUseFontOutlinesW
-
-;These functions are identical and therefore share the same addresses
- ChoosePixelFormat = wglChoosePixelFormat
- DescribePixelFormat = wglDescribePixelFormat
- GetPixelFormat = wglGetPixelFormat
- SetPixelFormat = wglSetPixelFormat 
- SwapBuffers = wglSwapBuffers
-
- wglChoosePixelFormat
- wglDescribePixelFormat
- wglGetPixelFormat
- wglSetPixelFormat
- wglSwapBuffers
-
- glActiveTextureARB
- glClientActiveTextureARB
- glMultiTexCoord1dARB
- glMultiTexCoord1dvARB
- glMultiTexCoord1fARB
- glMultiTexCoord1fvARB
- glMultiTexCoord1iARB
- glMultiTexCoord1ivARB
- glMultiTexCoord1sARB
- glMultiTexCoord1svARB
- glMultiTexCoord2dARB
- glMultiTexCoord2dvARB
- glMultiTexCoord2fARB
- glMultiTexCoord2fvARB
- glMultiTexCoord2iARB
- glMultiTexCoord2ivARB
- glMultiTexCoord2sARB
- glMultiTexCoord2svARB
- glMultiTexCoord3dARB
- glMultiTexCoord3dvARB
- glMultiTexCoord3fARB
- glMultiTexCoord3fvARB
- glMultiTexCoord3iARB
- glMultiTexCoord3ivARB
- glMultiTexCoord3sARB
- glMultiTexCoord3svARB
- glMultiTexCoord4dARB
- glMultiTexCoord4dvARB
- glMultiTexCoord4fARB
- glMultiTexCoord4fvARB
- glMultiTexCoord4iARB
- glMultiTexCoord4ivARB
- glMultiTexCoord4sARB
- glMultiTexCoord4svARB
diff --git a/src/mesa/drivers/windows/gldirect/pixpack.h b/src/mesa/drivers/windows/gldirect/pixpack.h
deleted file mode 100644 (file)
index ec848d4..0000000
+++ /dev/null
@@ -1,108 +0,0 @@
-/****************************************************************************
-*
-*                        Mesa 3-D graphics library
-*                        Direct3D Driver Interface
-*
-*  ========================================================================
-*
-*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-*   Permission is hereby granted, free of charge, to any person obtaining a
-*   copy of this software and associated documentation files (the "Software"),
-*   to deal in the Software without restriction, including without limitation
-*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
-*   and/or sell copies of the Software, and to permit persons to whom the
-*   Software is furnished to do so, subject to the following conditions:
-*
-*   The above copyright notice and this permission notice shall be included
-*   in all copies or substantial portions of the Software.
-*
-*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
-*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-*   SOFTWARE.
-*
-*  ======================================================================
-*
-* Language:     ANSI C
-* Environment:  Windows 9x (Win32)
-*
-* Description:  Pixel packing functions.
-*
-****************************************************************************/
-
-#ifndef __PIXPACK_H
-#define __PIXPACK_H
-
-#include <GL\gl.h>
-#include <ddraw.h>
-
-#include "ddlog.h"
-
-/*---------------------- Macros and type definitions ----------------------*/
-
-#define PXAPI
-
-// Typedef that can be used for pixel packing function pointers.
-#define PX_PACK_FUNC(a) void PXAPI (a)(unsigned char *pixdata, void *dst, GLenum Format, const LPDDSURFACEDESC2 lpDDSD2)
-typedef void (PXAPI *PX_packFunc)(unsigned char *pixdata, void *dst, GLenum Format, const LPDDSURFACEDESC2 lpDDSD2);
-
-// Typedef that can be used for pixel unpacking function pointers.
-#define PX_UNPACK_FUNC(a) void PXAPI (a)(unsigned char *pixdata, void *src, GLenum Format, const LPDDSURFACEDESC2 lpDDSD2)
-typedef void (PXAPI *PX_unpackFunc)(unsigned char *pixdata, void *src, GLenum Format, const LPDDSURFACEDESC2 lpDDSD2);
-
-// Typedef that can be used for pixel span packing function pointers.
-#define PX_PACK_SPAN_FUNC(a) void PXAPI (a)(GLuint n, unsigned char *pixdata, unsigned char *dst, GLenum Format, const LPDDSURFACEDESC2 lpDDSD2)
-typedef void (PXAPI *PX_packSpanFunc)(GLuint n, unsigned char *pixdata, unsigned char *dst, GLenum Format, const LPDDSURFACEDESC2 lpDDSD2);
-
-/*------------------------- Function Prototypes ---------------------------*/
-
-#ifdef  __cplusplus
-extern "C" {
-#endif
-
-// Function that examines a pixel format and returns the relevent
-// pixel-packing function
-void PXAPI pxClassifyPixelFormat(const LPDDPIXELFORMAT lpddpf, PX_packFunc *lpPackFn ,PX_unpackFunc *lpUnpackFn, PX_packSpanFunc *lpPackSpanFn);
-
-// Packing functions
-PX_PACK_FUNC(pxPackGeneric);
-PX_PACK_FUNC(pxPackRGB555);
-PX_PACK_FUNC(pxPackARGB4444);
-PX_PACK_FUNC(pxPackARGB1555);
-PX_PACK_FUNC(pxPackRGB565);
-PX_PACK_FUNC(pxPackRGB332);
-PX_PACK_FUNC(pxPackRGB888);
-PX_PACK_FUNC(pxPackARGB8888);
-PX_PACK_FUNC(pxPackPAL8);
-
-// Unpacking functions
-PX_UNPACK_FUNC(pxUnpackGeneric);
-PX_UNPACK_FUNC(pxUnpackRGB555);
-PX_UNPACK_FUNC(pxUnpackARGB4444);
-PX_UNPACK_FUNC(pxUnpackARGB1555);
-PX_UNPACK_FUNC(pxUnpackRGB565);
-PX_UNPACK_FUNC(pxUnpackRGB332);
-PX_UNPACK_FUNC(pxUnpackRGB888);
-PX_UNPACK_FUNC(pxUnpackARGB8888);
-PX_UNPACK_FUNC(pxUnpackPAL8);
-
-// Span Packing functions
-PX_PACK_SPAN_FUNC(pxPackSpanGeneric);
-PX_PACK_SPAN_FUNC(pxPackSpanRGB555);
-PX_PACK_SPAN_FUNC(pxPackSpanARGB4444);
-PX_PACK_SPAN_FUNC(pxPackSpanARGB1555);
-PX_PACK_SPAN_FUNC(pxPackSpanRGB565);
-PX_PACK_SPAN_FUNC(pxPackSpanRGB332);
-PX_PACK_SPAN_FUNC(pxPackSpanRGB888);
-PX_PACK_SPAN_FUNC(pxPackSpanARGB8888);
-PX_PACK_SPAN_FUNC(pxPackSpanPAL8);
-
-#ifdef  __cplusplus
-}
-#endif
-
-#endif
diff --git a/src/mesa/drivers/windows/icd/icd.c b/src/mesa/drivers/windows/icd/icd.c
deleted file mode 100644 (file)
index 4bc6176..0000000
+++ /dev/null
@@ -1,347 +0,0 @@
-/*
- * Mesa 3-D graphics library
- * Version:  6.1
- *
- * Copyright (C) 1999-2004  Brian Paul   All Rights Reserved.
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included
- * in all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
- * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- */
-
-/*
- * File name: icd.c
- * Author:    Gregor Anich
- *
- * ICD (Installable Client Driver) interface.
- * Based on the windows GDI/WGL driver.
- */
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-#include <windows.h>
-#define GL_GLEXT_PROTOTYPES
-#include "GL/gl.h"
-#include "GL/glext.h"
-
-#ifdef __cplusplus
-}
-#endif
-
-#include <stdio.h>
-#include <tchar.h>
-#include "GL/wmesa.h"
-#include "mtypes.h"
-#include "glapi.h"
-
-#define MAX_MESA_ATTRS 20
-
-typedef struct wmesa_context *PWMC;
-
-typedef struct _icdTable {
-    DWORD size;
-    PROC  table[336];
-} ICDTABLE, *PICDTABLE;
-
-#ifdef USE_MGL_NAMESPACE
-# define GL_FUNC(func) mgl##func
-#else
-# define GL_FUNC(func) gl##func
-#endif
-
-static ICDTABLE icdTable = { 336, {
-#define ICD_ENTRY(func) (PROC)GL_FUNC(func),
-#include "icdlist.h"
-#undef ICD_ENTRY
-} };
-
-struct __pixelformat__
-{
-    PIXELFORMATDESCRIPTOR      pfd;
-    GLboolean doubleBuffered;
-};
-
-struct __pixelformat__ pix[] =
-{
-    /* Double Buffer, alpha */
-    {  {       sizeof(PIXELFORMATDESCRIPTOR),  1,
-        PFD_DRAW_TO_WINDOW|PFD_SUPPORT_OPENGL|PFD_DOUBLEBUFFER|PFD_SWAP_COPY,
-        PFD_TYPE_RGBA,
-        24,    8,      0,      8,      8,      8,      16,     8,      24,
-        0,     0,      0,      0,      0,      16,     8,      0,      0,      0,      0,      0,      0 },
-        GL_TRUE
-    },
-    /* Single Buffer, alpha */
-    {  {       sizeof(PIXELFORMATDESCRIPTOR),  1,
-        PFD_DRAW_TO_WINDOW|PFD_SUPPORT_OPENGL, /* | PFD_SUPPORT_GDI ? */
-        PFD_TYPE_RGBA,
-        24,    8,      0,      8,      8,      8,      16,     8,      24,
-        0,     0,      0,      0,      0,      16,     8,      0,      0,      0,      0,      0,      0 },
-        GL_FALSE
-    },
-    /* Double Buffer, no alpha */
-    {  {       sizeof(PIXELFORMATDESCRIPTOR),  1,
-        PFD_DRAW_TO_WINDOW|PFD_SUPPORT_OPENGL|PFD_DOUBLEBUFFER|PFD_SWAP_COPY,
-        PFD_TYPE_RGBA,
-        24,    8,      0,      8,      8,      8,      16,     0,      0,
-        0,     0,      0,      0,      0,      16,     8,      0,      0,      0,      0,      0,      0 },
-        GL_TRUE
-    },
-    /* Single Buffer, no alpha */
-    {  {       sizeof(PIXELFORMATDESCRIPTOR),  1,
-        PFD_DRAW_TO_WINDOW|PFD_SUPPORT_OPENGL, /* | PFD_SUPPORT_GDI ? */
-        PFD_TYPE_RGBA,
-        24,    8,      0,      8,      8,      8,      16,     0,      0,
-        0,     0,      0,      0,      0,      16,     8,      0,      0,      0,      0,      0,      0 },
-        GL_FALSE
-    },
-};
-
-int qt_pix = sizeof(pix) / sizeof(pix[0]);
-
-typedef struct {
-    WMesaContext ctx;
-    HDC hdc;
-} MesaWglCtx;
-
-#define MESAWGL_CTX_MAX_COUNT 20
-
-static MesaWglCtx wgl_ctx[MESAWGL_CTX_MAX_COUNT];
-
-static unsigned ctx_count = 0;
-static int ctx_current = -1;
-static unsigned curPFD = 0;
-
-WGLAPI BOOL GLAPIENTRY DrvCopyContext(HGLRC hglrcSrc,HGLRC hglrcDst,UINT mask)
-{
-    (void) hglrcSrc; (void) hglrcDst; (void) mask;
-    return(FALSE);
-}
-
-WGLAPI HGLRC GLAPIENTRY DrvCreateContext(HDC hdc)
-{
-    HWND               hWnd;
-    int i = 0;
-
-    if(!(hWnd = WindowFromDC(hdc)))
-    {
-        SetLastError(0);
-        return(NULL);
-    }
-    if (!ctx_count)
-    {
-       for(i=0;i<MESAWGL_CTX_MAX_COUNT;i++)
-       {
-               wgl_ctx[i].ctx = NULL;
-               wgl_ctx[i].hdc = NULL;
-       }
-    }
-    for( i = 0; i < MESAWGL_CTX_MAX_COUNT; i++ )
-    {
-        if ( wgl_ctx[i].ctx == NULL )
-        {
-            wgl_ctx[i].ctx = WMesaCreateContext( hWnd, NULL, GL_TRUE,
-                pix[curPFD-1].doubleBuffered, 
-                pix[curPFD-1].pfd.cAlphaBits ? GL_TRUE : GL_FALSE);
-            if (wgl_ctx[i].ctx == NULL)
-                break;
-            wgl_ctx[i].hdc = hdc;
-            ctx_count++;
-            return ((HGLRC)wgl_ctx[i].ctx);
-        }
-    }
-    SetLastError(0);
-    return(NULL);
-}
-
-WGLAPI BOOL GLAPIENTRY DrvDeleteContext(HGLRC hglrc)
-{
-    int i;
-    for ( i = 0; i < MESAWGL_CTX_MAX_COUNT; i++ )
-    {
-       if ( wgl_ctx[i].ctx == (PWMC) hglrc )
-       {
-            WMesaMakeCurrent((PWMC) hglrc);
-            WMesaDestroyContext();
-            wgl_ctx[i].ctx = NULL;
-            wgl_ctx[i].hdc = NULL;
-            ctx_count--;
-            return(TRUE);
-       }
-    }
-    SetLastError(0);
-    return(FALSE);
-}
-
-WGLAPI HGLRC GLAPIENTRY DrvCreateLayerContext(HDC hdc,int iLayerPlane)
-{
-    if (iLayerPlane == 0)
-      return DrvCreateContext(hdc);
-    SetLastError(0);
-    return(NULL);
-}
-
-WGLAPI PICDTABLE GLAPIENTRY DrvSetContext(HDC hdc,HGLRC hglrc,void *callback)
-{
-    int i;
-    (void) callback;
-
-    /* new code suggested by Andy Sy */
-    if (!hdc || !hglrc) {
-       WMesaMakeCurrent(NULL);
-       ctx_current = -1;
-       return NULL;
-    }
-
-    for ( i = 0; i < MESAWGL_CTX_MAX_COUNT; i++ )
-    {
-        if ( wgl_ctx[i].ctx == (PWMC) hglrc )
-        {
-            wgl_ctx[i].hdc = hdc;
-            WMesaMakeCurrent( (PWMC) hglrc );
-            ctx_current = i;
-            return &icdTable;
-        }
-    }
-    return NULL;
-}
-
-WGLAPI void GLAPIENTRY DrvReleaseContext(HGLRC hglrc)
-{
-    (void) hglrc;
-    WMesaMakeCurrent(NULL);
-    ctx_current = -1;
-}
-
-WGLAPI BOOL GLAPIENTRY DrvShareLists(HGLRC hglrc1,HGLRC hglrc2)
-{
-    (void) hglrc1; (void) hglrc2;
-    return(TRUE);
-}
-
-WGLAPI BOOL GLAPIENTRY DrvDescribeLayerPlane(HDC hdc,int iPixelFormat,
-                                    int iLayerPlane,UINT nBytes,
-                                    LPLAYERPLANEDESCRIPTOR plpd)
-{
-    (void) hdc; (void) iPixelFormat; (void) iLayerPlane; (void) nBytes; (void) plpd;
-    SetLastError(0);
-    return(FALSE);
-}
-
-WGLAPI int GLAPIENTRY DrvSetLayerPaletteEntries(HDC hdc,int iLayerPlane,
-                                       int iStart,int cEntries,
-                                       CONST COLORREF *pcr)
-{
-    (void) hdc; (void) iLayerPlane; (void) iStart; (void) cEntries; (void) pcr;
-    SetLastError(0);
-    return(0);
-}
-
-WGLAPI int GLAPIENTRY DrvGetLayerPaletteEntries(HDC hdc,int iLayerPlane,
-                                       int iStart,int cEntries,
-                                       COLORREF *pcr)
-{
-    (void) hdc; (void) iLayerPlane; (void) iStart; (void) cEntries; (void) pcr;
-    SetLastError(0);
-    return(0);
-}
-
-WGLAPI BOOL GLAPIENTRY DrvRealizeLayerPalette(HDC hdc,int iLayerPlane,BOOL bRealize)
-{
-    (void) hdc; (void) iLayerPlane; (void) bRealize;
-    SetLastError(0);
-    return(FALSE);
-}
-
-WGLAPI BOOL GLAPIENTRY DrvSwapLayerBuffers(HDC hdc,UINT fuPlanes)
-{
-    (void) fuPlanes;
-    if( !hdc )
-    {
-        WMesaSwapBuffers();
-        return(TRUE);
-    }
-    SetLastError(0);
-    return(FALSE);
-}
-
-WGLAPI int GLAPIENTRY DrvDescribePixelFormat(HDC hdc,int iPixelFormat,UINT nBytes,
-                                    LPPIXELFORMATDESCRIPTOR ppfd)
-{
-    int        qt_valid_pix;
-    (void) hdc;
-
-    qt_valid_pix = qt_pix;
-    if(ppfd == NULL)
-       return(qt_valid_pix);
-    if(iPixelFormat < 1 || iPixelFormat > qt_valid_pix || nBytes != sizeof(PIXELFORMATDESCRIPTOR))
-    {
-        SetLastError(0);
-        return(0);
-    }
-    *ppfd = pix[iPixelFormat - 1].pfd;
-    return(qt_valid_pix);
-}
-
-/*
-* GetProcAddress - return the address of an appropriate extension
-*/
-WGLAPI PROC GLAPIENTRY DrvGetProcAddress(LPCSTR lpszProc)
-{
-   PROC p = (PROC) (int) _glapi_get_proc_address((const char *) lpszProc);
-   if (p)
-      return p;
-
-   SetLastError(0);
-   return(NULL);
-}
-
-WGLAPI BOOL GLAPIENTRY DrvSetPixelFormat(HDC hdc,int iPixelFormat)
-{
-    int qt_valid_pix;
-    (void) hdc;
-
-    qt_valid_pix = qt_pix;
-    if(iPixelFormat < 1 || iPixelFormat > qt_valid_pix)
-    {
-        SetLastError(0);
-        return(FALSE);
-    }
-    curPFD = iPixelFormat;
-    return(TRUE);
-}
-
-WGLAPI BOOL GLAPIENTRY DrvSwapBuffers(HDC hdc)
-{
-    (void) hdc;
-    if (ctx_current < 0)
-        return FALSE;
-
-    if(wgl_ctx[ctx_current].ctx == NULL) {
-        SetLastError(0);
-        return(FALSE);
-    }
-    WMesaSwapBuffers();
-    return(TRUE);
-}
-
-WGLAPI BOOL GLAPIENTRY DrvValidateVersion(DWORD version)
-{
-    (void) version;
-    return TRUE;
-}
diff --git a/src/mesa/drivers/windows/icd/icdlist.h b/src/mesa/drivers/windows/icd/icdlist.h
deleted file mode 100644 (file)
index 1318804..0000000
+++ /dev/null
@@ -1,336 +0,0 @@
-ICD_ENTRY(NewList)                             /* 0 */
-ICD_ENTRY(EndList)                             /* 1 */
-ICD_ENTRY(CallList)                            /* 2 */
-ICD_ENTRY(CallLists)                           /* 3 */
-ICD_ENTRY(DeleteLists)                 /* 4 */
-ICD_ENTRY(GenLists)                            /* 5 */
-ICD_ENTRY(ListBase)                            /* 6 */
-ICD_ENTRY(Begin)                                       /* 7 */
-ICD_ENTRY(Bitmap)                                      /* 8 */
-ICD_ENTRY(Color3b)                             /* 9 */
-ICD_ENTRY(Color3bv)                            /* 10 */
-ICD_ENTRY(Color3d)                             /* 11 */
-ICD_ENTRY(Color3dv)                            /* 12 */
-ICD_ENTRY(Color3f)                             /* 13 */
-ICD_ENTRY(Color3fv)                            /* 14 */
-ICD_ENTRY(Color3i)                             /* 15 */
-ICD_ENTRY(Color3iv)                            /* 16 */
-ICD_ENTRY(Color3s)                             /* 17 */
-ICD_ENTRY(Color3sv)                            /* 18 */
-ICD_ENTRY(Color3ub)                            /* 19 */
-ICD_ENTRY(Color3ubv)                           /* 20 */
-ICD_ENTRY(Color3ui)                            /* 21 */
-ICD_ENTRY(Color3uiv)                           /* 22 */
-ICD_ENTRY(Color3us)                            /* 23 */
-ICD_ENTRY(Color3usv)                           /* 24 */
-ICD_ENTRY(Color4b)                             /* 25 */
-ICD_ENTRY(Color4bv)                            /* 26 */
-ICD_ENTRY(Color4d)                             /* 27 */
-ICD_ENTRY(Color4dv)                            /* 28 */
-ICD_ENTRY(Color4f)                             /* 29 */
-ICD_ENTRY(Color4fv)                            /* 30 */
-ICD_ENTRY(Color4i)                             /* 31 */
-ICD_ENTRY(Color4iv)                            /* 32 */
-ICD_ENTRY(Color4s)                             /* 33 */
-ICD_ENTRY(Color4sv)                            /* 34 */
-ICD_ENTRY(Color4ub)                            /* 35 */
-ICD_ENTRY(Color4ubv)                           /* 36 */
-ICD_ENTRY(Color4ui)                            /* 37 */
-ICD_ENTRY(Color4uiv)                           /* 38 */
-ICD_ENTRY(Color4us)                            /* 39 */
-ICD_ENTRY(Color4usv)                           /* 40 */
-ICD_ENTRY(EdgeFlag)                            /* 41 */
-ICD_ENTRY(EdgeFlagv)                           /* 42 */
-ICD_ENTRY(End)                                 /* 43 */
-ICD_ENTRY(Indexd)                                      /* 44 */
-ICD_ENTRY(Indexdv)                             /* 45 */
-ICD_ENTRY(Indexf)                                      /* 46 */
-ICD_ENTRY(Indexfv)                             /* 47 */
-ICD_ENTRY(Indexi)                                      /* 48 */
-ICD_ENTRY(Indexiv)                             /* 49 */
-ICD_ENTRY(Indexs)                                      /* 50 */
-ICD_ENTRY(Indexsv)                             /* 51 */
-ICD_ENTRY(Normal3b)                            /* 52 */
-ICD_ENTRY(Normal3bv)                           /* 53 */
-ICD_ENTRY(Normal3d)                            /* 54 */
-ICD_ENTRY(Normal3dv)                           /* 55 */
-ICD_ENTRY(Normal3f)                            /* 56 */
-ICD_ENTRY(Normal3fv)                           /* 57 */
-ICD_ENTRY(Normal3i)                            /* 58 */
-ICD_ENTRY(Normal3iv)                           /* 59 */
-ICD_ENTRY(Normal3s)                            /* 60 */
-ICD_ENTRY(Normal3sv)                           /* 61 */
-ICD_ENTRY(RasterPos2d)                 /* 62 */
-ICD_ENTRY(RasterPos2dv)                        /* 63 */
-ICD_ENTRY(RasterPos2f)                 /* 64 */
-ICD_ENTRY(RasterPos2fv)                        /* 65 */
-ICD_ENTRY(RasterPos2i)                 /* 66 */
-ICD_ENTRY(RasterPos2iv)                        /* 67 */
-ICD_ENTRY(RasterPos2s)                 /* 68 */
-ICD_ENTRY(RasterPos2sv)                        /* 69 */
-ICD_ENTRY(RasterPos3d)                 /* 70 */
-ICD_ENTRY(RasterPos3dv)                        /* 71 */
-ICD_ENTRY(RasterPos3f)                 /* 72 */
-ICD_ENTRY(RasterPos3fv)                        /* 73 */
-ICD_ENTRY(RasterPos3i)                 /* 74 */
-ICD_ENTRY(RasterPos3iv)                        /* 75 */
-ICD_ENTRY(RasterPos3s)                 /* 76 */
-ICD_ENTRY(RasterPos3sv)                        /* 77 */
-ICD_ENTRY(RasterPos4d)                 /* 78 */
-ICD_ENTRY(RasterPos4dv)                        /* 79 */
-ICD_ENTRY(RasterPos4f)                 /* 80 */
-ICD_ENTRY(RasterPos4fv)                        /* 81 */
-ICD_ENTRY(RasterPos4i)                 /* 82 */
-ICD_ENTRY(RasterPos4iv)                        /* 83 */
-ICD_ENTRY(RasterPos4s)                 /* 84 */
-ICD_ENTRY(RasterPos4sv)                        /* 85 */
-ICD_ENTRY(Rectd)                                       /* 86 */
-ICD_ENTRY(Rectdv)                                      /* 87 */
-ICD_ENTRY(Rectf)                                       /* 88 */
-ICD_ENTRY(Rectfv)                                      /* 89 */
-ICD_ENTRY(Recti)                                       /* 90 */
-ICD_ENTRY(Rectiv)                                      /* 91 */
-ICD_ENTRY(Rects)                                       /* 92 */
-ICD_ENTRY(Rectsv)                                      /* 93 */
-ICD_ENTRY(TexCoord1d)                          /* 94 */
-ICD_ENTRY(TexCoord1dv)                 /* 95 */
-ICD_ENTRY(TexCoord1f)                          /* 96 */
-ICD_ENTRY(TexCoord1fv)                 /* 97 */
-ICD_ENTRY(TexCoord1i)                          /* 98 */
-ICD_ENTRY(TexCoord1iv)                 /* 99 */
-ICD_ENTRY(TexCoord1s)                          /* 100 */
-ICD_ENTRY(TexCoord1sv)                 /* 101 */
-ICD_ENTRY(TexCoord2d)                          /* 102 */
-ICD_ENTRY(TexCoord2dv)                 /* 103 */
-ICD_ENTRY(TexCoord2f)                          /* 104 */
-ICD_ENTRY(TexCoord2fv)                 /* 105 */
-ICD_ENTRY(TexCoord2i)                          /* 106 */
-ICD_ENTRY(TexCoord2iv)                 /* 107 */
-ICD_ENTRY(TexCoord2s)                          /* 108 */
-ICD_ENTRY(TexCoord2sv)                 /* 109 */
-ICD_ENTRY(TexCoord3d)                          /* 110 */
-ICD_ENTRY(TexCoord3dv)                 /* 111 */
-ICD_ENTRY(TexCoord3f)                          /* 112 */
-ICD_ENTRY(TexCoord3fv)                 /* 113 */
-ICD_ENTRY(TexCoord3i)                          /* 114 */
-ICD_ENTRY(TexCoord3iv)                 /* 115 */
-ICD_ENTRY(TexCoord3s)                          /* 116 */
-ICD_ENTRY(TexCoord3sv)                 /* 117 */
-ICD_ENTRY(TexCoord4d)                          /* 118 */
-ICD_ENTRY(TexCoord4dv)                 /* 119 */
-ICD_ENTRY(TexCoord4f)                          /* 120 */
-ICD_ENTRY(TexCoord4fv)                 /* 121 */
-ICD_ENTRY(TexCoord4i)                          /* 122 */
-ICD_ENTRY(TexCoord4iv)                 /* 123 */
-ICD_ENTRY(TexCoord4s)                          /* 124 */
-ICD_ENTRY(TexCoord4sv)                 /* 125 */
-ICD_ENTRY(Vertex2d)                            /* 126 */
-ICD_ENTRY(Vertex2dv)                           /* 127 */
-ICD_ENTRY(Vertex2f)                            /* 128 */
-ICD_ENTRY(Vertex2fv)                           /* 129 */
-ICD_ENTRY(Vertex2i)                            /* 130 */
-ICD_ENTRY(Vertex2iv)                           /* 131 */
-ICD_ENTRY(Vertex2s)                            /* 132 */
-ICD_ENTRY(Vertex2sv)                           /* 133 */
-ICD_ENTRY(Vertex3d)                            /* 134 */
-ICD_ENTRY(Vertex3dv)                           /* 135 */
-ICD_ENTRY(Vertex3f)                            /* 136 */
-ICD_ENTRY(Vertex3fv)                           /* 137 */
-ICD_ENTRY(Vertex3i)                            /* 138 */
-ICD_ENTRY(Vertex3iv)                           /* 139 */
-ICD_ENTRY(Vertex3s)                            /* 140 */
-ICD_ENTRY(Vertex3sv)                           /* 141 */
-ICD_ENTRY(Vertex4d)                            /* 142 */
-ICD_ENTRY(Vertex4dv)                           /* 143 */
-ICD_ENTRY(Vertex4f)                            /* 144 */
-ICD_ENTRY(Vertex4fv)                           /* 145 */
-ICD_ENTRY(Vertex4i)                            /* 146 */
-ICD_ENTRY(Vertex4iv)                           /* 147 */
-ICD_ENTRY(Vertex4s)                            /* 148 */
-ICD_ENTRY(Vertex4sv)                           /* 149 */
-ICD_ENTRY(ClipPlane)                           /* 150 */
-ICD_ENTRY(ColorMaterial)                       /* 151 */
-ICD_ENTRY(CullFace)                            /* 152 */
-ICD_ENTRY(Fogf)                                        /* 153 */
-ICD_ENTRY(Fogfv)                                       /* 154 */
-ICD_ENTRY(Fogi)                                        /* 155 */
-ICD_ENTRY(Fogiv)                                       /* 156 */
-ICD_ENTRY(FrontFace)                           /* 157 */
-ICD_ENTRY(Hint)                                        /* 158 */
-ICD_ENTRY(Lightf)                                      /* 159 */
-ICD_ENTRY(Lightfv)                             /* 160 */
-ICD_ENTRY(Lighti)                                      /* 161 */
-ICD_ENTRY(Lightiv)                             /* 162 */
-ICD_ENTRY(LightModelf)                 /* 163 */
-ICD_ENTRY(LightModelfv)                        /* 164 */
-ICD_ENTRY(LightModeli)                 /* 165 */
-ICD_ENTRY(LightModeliv)                        /* 166 */
-ICD_ENTRY(LineStipple)                 /* 167 */
-ICD_ENTRY(LineWidth)                           /* 168 */
-ICD_ENTRY(Materialf)                           /* 169 */
-ICD_ENTRY(Materialfv)                          /* 170 */
-ICD_ENTRY(Materiali)                           /* 171 */
-ICD_ENTRY(Materialiv)                          /* 172 */
-ICD_ENTRY(PointSize)                           /* 173 */
-ICD_ENTRY(PolygonMode)                 /* 174 */
-ICD_ENTRY(PolygonStipple)                      /* 175 */
-ICD_ENTRY(Scissor)                             /* 176 */
-ICD_ENTRY(ShadeModel)                          /* 177 */
-ICD_ENTRY(TexParameterf)                       /* 178 */
-ICD_ENTRY(TexParameterfv)                      /* 179 */
-ICD_ENTRY(TexParameteri)                       /* 180 */
-ICD_ENTRY(TexParameteriv)                      /* 181 */
-ICD_ENTRY(TexImage1D)                          /* 182 */
-ICD_ENTRY(TexImage2D)                          /* 183 */
-ICD_ENTRY(TexEnvf)                             /* 184 */
-ICD_ENTRY(TexEnvfv)                            /* 185 */
-ICD_ENTRY(TexEnvi)                             /* 186 */
-ICD_ENTRY(TexEnviv)                            /* 187 */
-ICD_ENTRY(TexGend)                             /* 188 */
-ICD_ENTRY(TexGendv)                            /* 189 */
-ICD_ENTRY(TexGenf)                             /* 190 */
-ICD_ENTRY(TexGenfv)                            /* 191 */
-ICD_ENTRY(TexGeni)                             /* 192 */
-ICD_ENTRY(TexGeniv)                            /* 193 */
-ICD_ENTRY(FeedbackBuffer)                      /* 194 */
-ICD_ENTRY(SelectBuffer)                        /* 195 */
-ICD_ENTRY(RenderMode)                          /* 196 */
-ICD_ENTRY(InitNames)                           /* 197 */
-ICD_ENTRY(LoadName)                            /* 198 */
-ICD_ENTRY(PassThrough)                 /* 199 */
-ICD_ENTRY(PopName)                             /* 200 */
-ICD_ENTRY(PushName)                            /* 201 */
-ICD_ENTRY(DrawBuffer)                          /* 202 */
-ICD_ENTRY(Clear)                                       /* 203 */
-ICD_ENTRY(ClearAccum)                          /* 204 */
-ICD_ENTRY(ClearIndex)                          /* 205 */
-ICD_ENTRY(ClearColor)                          /* 206 */
-ICD_ENTRY(ClearStencil)                        /* 207 */
-ICD_ENTRY(ClearDepth)                          /* 208 */
-ICD_ENTRY(StencilMask)                 /* 209 */
-ICD_ENTRY(ColorMask)                           /* 210 */
-ICD_ENTRY(DepthMask)                           /* 211 */
-ICD_ENTRY(IndexMask)                           /* 212 */
-ICD_ENTRY(Accum)                                       /* 213 */
-ICD_ENTRY(Disable)                             /* 214 */
-ICD_ENTRY(Enable)                                      /* 215 */
-ICD_ENTRY(Finish)                                      /* 216 */
-ICD_ENTRY(Flush)                                       /* 217 */
-ICD_ENTRY(PopAttrib)                           /* 218 */
-ICD_ENTRY(PushAttrib)                          /* 219 */
-ICD_ENTRY(Map1d)                                       /* 220 */
-ICD_ENTRY(Map1f)                                       /* 221 */
-ICD_ENTRY(Map2d)                                       /* 222 */
-ICD_ENTRY(Map2f)                                       /* 223 */
-ICD_ENTRY(MapGrid1d)                           /* 224 */
-ICD_ENTRY(MapGrid1f)                           /* 225 */
-ICD_ENTRY(MapGrid2d)                           /* 226 */
-ICD_ENTRY(MapGrid2f)                           /* 227 */
-ICD_ENTRY(EvalCoord1d)                 /* 228 */
-ICD_ENTRY(EvalCoord1dv)                        /* 229 */
-ICD_ENTRY(EvalCoord1f)                 /* 230 */
-ICD_ENTRY(EvalCoord1fv)                        /* 231 */
-ICD_ENTRY(EvalCoord2d)                 /* 232 */
-ICD_ENTRY(EvalCoord2dv)                        /* 233 */
-ICD_ENTRY(EvalCoord2f)                 /* 234 */
-ICD_ENTRY(EvalCoord2fv)                        /* 235 */
-ICD_ENTRY(EvalMesh1)                           /* 236 */
-ICD_ENTRY(EvalPoint1)                          /* 237 */
-ICD_ENTRY(EvalMesh2)                           /* 238 */
-ICD_ENTRY(EvalPoint2)                          /* 239 */
-ICD_ENTRY(AlphaFunc)                           /* 240 */
-ICD_ENTRY(BlendFunc)                           /* 241 */
-ICD_ENTRY(LogicOp)                             /* 242 */
-ICD_ENTRY(StencilFunc)                 /* 243 */
-ICD_ENTRY(StencilOp)                           /* 244 */
-ICD_ENTRY(DepthFunc)                           /* 245 */
-ICD_ENTRY(PixelZoom)                           /* 246 */
-ICD_ENTRY(PixelTransferf)                      /* 247 */
-ICD_ENTRY(PixelTransferi)                      /* 248 */
-ICD_ENTRY(PixelStoref)                 /* 249 */
-ICD_ENTRY(PixelStorei)                 /* 250 */
-ICD_ENTRY(PixelMapfv)                          /* 251 */
-ICD_ENTRY(PixelMapuiv)                 /* 252 */
-ICD_ENTRY(PixelMapusv)                 /* 253 */
-ICD_ENTRY(ReadBuffer)                          /* 254 */
-ICD_ENTRY(CopyPixels)                          /* 255 */
-ICD_ENTRY(ReadPixels)                          /* 256 */
-ICD_ENTRY(DrawPixels)                          /* 257 */
-ICD_ENTRY(GetBooleanv)                 /* 258 */
-ICD_ENTRY(GetClipPlane)                        /* 259 */
-ICD_ENTRY(GetDoublev)                          /* 260 */
-ICD_ENTRY(GetError)                            /* 261 */
-ICD_ENTRY(GetFloatv)                           /* 262 */
-ICD_ENTRY(GetIntegerv)                 /* 263 */
-ICD_ENTRY(GetLightfv)                          /* 264 */
-ICD_ENTRY(GetLightiv)                          /* 265 */
-ICD_ENTRY(GetMapdv)                            /* 266 */
-ICD_ENTRY(GetMapfv)                            /* 267 */
-ICD_ENTRY(GetMapiv)                            /* 268 */
-ICD_ENTRY(GetMaterialfv)                       /* 269 */
-ICD_ENTRY(GetMaterialiv)                       /* 270 */
-ICD_ENTRY(GetPixelMapfv)                       /* 271 */
-ICD_ENTRY(GetPixelMapuiv)                      /* 272 */
-ICD_ENTRY(GetPixelMapusv)                      /* 273 */
-ICD_ENTRY(GetPolygonStipple)           /* 274 */
-ICD_ENTRY(GetString)                           /* 275 */
-ICD_ENTRY(GetTexEnvfv)                 /* 276 */
-ICD_ENTRY(GetTexEnviv)                 /* 277 */
-ICD_ENTRY(GetTexGendv)                 /* 278 */
-ICD_ENTRY(GetTexGenfv)                 /* 279 */
-ICD_ENTRY(GetTexGeniv)                 /* 280 */
-ICD_ENTRY(GetTexImage)                 /* 281 */
-ICD_ENTRY(GetTexParameterfv)           /* 282 */
-ICD_ENTRY(GetTexParameteriv)           /* 283 */
-ICD_ENTRY(GetTexLevelParameterfv)      /* 284 */
-ICD_ENTRY(GetTexLevelParameteriv)      /* 285 */
-ICD_ENTRY(IsEnabled)                           /* 286 */
-ICD_ENTRY(IsList)                                      /* 287 */
-ICD_ENTRY(DepthRange)                          /* 288 */
-ICD_ENTRY(Frustum)                             /* 289 */
-ICD_ENTRY(LoadIdentity)                        /* 290 */
-ICD_ENTRY(LoadMatrixf)                 /* 291 */
-ICD_ENTRY(LoadMatrixd)                 /* 292 */
-ICD_ENTRY(MatrixMode)                          /* 293 */
-ICD_ENTRY(MultMatrixf)                 /* 294 */
-ICD_ENTRY(MultMatrixd)                 /* 295 */
-ICD_ENTRY(Ortho)                                       /* 296 */
-ICD_ENTRY(PopMatrix)                           /* 297 */
-ICD_ENTRY(PushMatrix)                          /* 298 */
-ICD_ENTRY(Rotated)                             /* 299 */
-ICD_ENTRY(Rotatef)                             /* 300 */
-ICD_ENTRY(Scaled)                                      /* 301 */
-ICD_ENTRY(Scalef)                                      /* 302 */
-ICD_ENTRY(Translated)                          /* 303 */
-ICD_ENTRY(Translatef)                          /* 304 */
-ICD_ENTRY(Viewport)                            /* 305 */
-ICD_ENTRY(ArrayElement)                        /* 306 */
-ICD_ENTRY(BindTexture)                 /* 307 */
-ICD_ENTRY(ColorPointer)                        /* 308 */
-ICD_ENTRY(DisableClientState)          /* 309 */
-ICD_ENTRY(DrawArrays)                          /* 310 */
-ICD_ENTRY(DrawElements)                        /* 311 */
-ICD_ENTRY(EdgeFlagPointer)             /* 312 */
-ICD_ENTRY(EnableClientState)           /* 313 */
-ICD_ENTRY(IndexPointer)                        /* 314 */
-ICD_ENTRY(Indexub)                             /* 315 */
-ICD_ENTRY(Indexubv)                            /* 316 */
-ICD_ENTRY(InterleavedArrays)           /* 317 */
-ICD_ENTRY(NormalPointer)                       /* 318 */
-ICD_ENTRY(PolygonOffset)                       /* 319 */
-ICD_ENTRY(TexCoordPointer)             /* 320 */
-ICD_ENTRY(VertexPointer)                       /* 321 */
-ICD_ENTRY(AreTexturesResident) /* 322 */
-ICD_ENTRY(CopyTexImage1D)                      /* 323 */
-ICD_ENTRY(CopyTexImage2D)                      /* 324 */
-ICD_ENTRY(CopyTexSubImage1D)           /* 325 */
-ICD_ENTRY(CopyTexSubImage2D)           /* 326 */
-ICD_ENTRY(DeleteTextures)                      /* 327 */
-ICD_ENTRY(GenTextures)                 /* 328 */
-ICD_ENTRY(GetPointerv)                 /* 329 */
-ICD_ENTRY(IsTexture)                           /* 330 */
-ICD_ENTRY(PrioritizeTextures)          /* 331 */
-ICD_ENTRY(TexSubImage1D)                       /* 332 */
-ICD_ENTRY(TexSubImage2D)                       /* 333 */
-ICD_ENTRY(PopClientAttrib)             /* 334 */
-ICD_ENTRY(PushClientAttrib)            /* 335 */
diff --git a/src/mesa/drivers/windows/icd/mesa.def b/src/mesa/drivers/windows/icd/mesa.def
deleted file mode 100644 (file)
index 6f33d17..0000000
+++ /dev/null
@@ -1,102 +0,0 @@
-DESCRIPTION 'Mesa (OpenGL driver) for Win32'
-VERSION 6.1
-
-EXPORTS
-;
-; ICD API
-       DrvCopyContext
-       DrvCreateContext
-       DrvCreateLayerContext
-       DrvDeleteContext
-       DrvDescribeLayerPlane
-       DrvDescribePixelFormat
-       DrvGetLayerPaletteEntries
-       DrvGetProcAddress
-       DrvReleaseContext
-       DrvRealizeLayerPalette
-       DrvSetContext
-       DrvSetLayerPaletteEntries
-       DrvSetPixelFormat
-       DrvShareLists
-       DrvSwapBuffers
-       DrvSwapLayerBuffers
-       DrvValidateVersion
-
-;
-; Mesa internals - mostly for OSMESA
-       _vbo_CreateContext
-       _vbo_DestroyContext
-       _vbo_InvalidateState
-       _glapi_get_context
-       _glapi_get_proc_address
-       _mesa_buffer_data
-       _mesa_buffer_map
-       _mesa_buffer_subdata
-       _mesa_choose_tex_format
-       _mesa_compressed_texture_size
-       _mesa_create_framebuffer
-       _mesa_create_visual
-       _mesa_delete_buffer_object
-       _mesa_delete_texture_object
-       _mesa_destroy_framebuffer
-       _mesa_destroy_visual
-       _mesa_enable_1_3_extensions
-       _mesa_enable_1_4_extensions
-       _mesa_enable_1_5_extensions
-       _mesa_enable_sw_extensions
-       _mesa_error
-       _mesa_free_context_data
-       _mesa_get_current_context
-       _mesa_init_default_imports
-       _mesa_init_driver_functions
-       _mesa_initialize_context
-       _mesa_make_current
-       _mesa_new_buffer_object
-       _mesa_new_texture_object
-       _mesa_problem
-       _mesa_ResizeBuffersMESA
-       _mesa_store_compressed_teximage1d
-       _mesa_store_compressed_teximage2d
-       _mesa_store_compressed_teximage3d
-       _mesa_store_compressed_texsubimage1d
-       _mesa_store_compressed_texsubimage2d
-       _mesa_store_compressed_texsubimage3d
-       _mesa_store_teximage1d
-       _mesa_store_teximage2d
-       _mesa_store_teximage3d
-       _mesa_store_texsubimage1d
-       _mesa_store_texsubimage2d
-       _mesa_store_texsubimage3d
-       _mesa_test_proxy_teximage
-       _mesa_Viewport
-       _mesa_meta_CopyColorSubTable
-       _mesa_meta_CopyColorTable
-       _mesa_meta_CopyConvolutionFilter1D
-       _mesa_meta_CopyConvolutionFilter2D
-       _mesa_meta_CopyTexImage1D
-       _mesa_meta_CopyTexImage2D
-       _mesa_meta_CopyTexSubImage1D
-       _mesa_meta_CopyTexSubImage2D
-       _mesa_meta_CopyTexSubImage3D
-       _swrast_Accum
-       _swrast_Bitmap
-       _swrast_CopyPixels
-       _swrast_DrawBuffer
-       _swrast_DrawPixels
-       _swrast_GetDeviceDriverReference
-       _swrast_Clear
-       _swrast_choose_line
-       _swrast_choose_triangle
-       _swrast_CreateContext
-       _swrast_DestroyContext
-       _swrast_InvalidateState
-       _swrast_ReadPixels
-       _swsetup_Wakeup
-       _swsetup_CreateContext
-       _swsetup_DestroyContext
-       _swsetup_InvalidateState
-       _tnl_CreateContext
-       _tnl_DestroyContext
-       _tnl_InvalidateState
-       _tnl_MakeCurrent
-       _tnl_run_pipeline