1 /****************************************************************************
3 * Mesa 3-D graphics library
4 * Direct3D Driver Interface
6 * ========================================================================
8 * Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
10 * Permission is hereby granted, free of charge, to any person obtaining a
11 * copy of this software and associated documentation files (the "Software"),
12 * to deal in the Software without restriction, including without limitation
13 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
14 * and/or sell copies of the Software, and to permit persons to whom the
15 * Software is furnished to do so, subject to the following conditions:
17 * The above copyright notice and this permission notice shall be included
18 * in all copies or substantial portions of the Software.
20 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
21 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
22 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
23 * SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
24 * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
25 * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
28 * ======================================================================
31 * Environment: Windows 9x/2000/XP/XBox (Win32)
33 * Description: Driver interface code to Mesa
35 ****************************************************************************/
37 //#include <windows.h>
38 #include "dglcontext.h"
46 #include "extensions.h"
52 #include "texformat.h"
56 #include "swrast_setup/swrast_setup.h"
57 #include "swrast_setup/ss_context.h"
59 #include "tnl/t_context.h"
60 #include "tnl/t_pipeline.h"
62 extern BOOL
dglSwapBuffers(HDC hDC
);
64 // HACK: Hack the _33 member of the OpenGL perspective projection matrix
65 const float _fPersp_33
= 1.6f
;
67 //---------------------------------------------------------------------------
69 //---------------------------------------------------------------------------
71 void _gld_mesa_warning(
75 // Intercept Mesa's internal warning mechanism
76 gldLogPrintf(GLDLOG_WARN
, "Mesa warning: %s", str
);
79 //---------------------------------------------------------------------------
85 // Intercept Mesa's internal fatal-message mechanism
86 gldLogPrintf(GLDLOG_CRITICAL
, "Mesa FATAL: %s", str
);
88 // Mesa calls abort(0) here.
93 //---------------------------------------------------------------------------
95 D3DSTENCILOP
_gldConvertStencilOp(
98 // Used by Stencil: pass, fail and zfail
102 return D3DSTENCILOP_KEEP
;
104 return D3DSTENCILOP_ZERO
;
106 return D3DSTENCILOP_REPLACE
;
108 return D3DSTENCILOP_INCRSAT
;
110 return D3DSTENCILOP_DECRSAT
;
112 return D3DSTENCILOP_INVERT
;
113 case GL_INCR_WRAP_EXT
: // GL_EXT_stencil_wrap
114 return D3DSTENCILOP_INCR
;
115 case GL_DECR_WRAP_EXT
: // GL_EXT_stencil_wrap
116 return D3DSTENCILOP_DECR
;
120 gldLogMessage(GLDLOG_ERROR
, "_gldConvertStencilOp: Unknown StencilOp\n");
123 return D3DSTENCILOP_KEEP
;
126 //---------------------------------------------------------------------------
128 D3DCMPFUNC
_gldConvertCompareFunc(
131 // Used for Alpha func, depth func and stencil func.
141 return D3DCMP_LESSEQUAL
;
143 return D3DCMP_GREATER
;
145 return D3DCMP_NOTEQUAL
;
147 return D3DCMP_GREATEREQUAL
;
149 return D3DCMP_ALWAYS
;
153 gldLogMessage(GLDLOG_ERROR
, "_gldConvertCompareFunc: Unknown CompareFunc\n");
156 return D3DCMP_ALWAYS
;
159 //---------------------------------------------------------------------------
161 D3DBLEND
_gldConvertBlendFunc(
167 return D3DBLEND_ZERO
;
171 return D3DBLEND_DESTCOLOR
;
173 return D3DBLEND_SRCCOLOR
;
174 case GL_ONE_MINUS_DST_COLOR
:
175 return D3DBLEND_INVDESTCOLOR
;
176 case GL_ONE_MINUS_SRC_COLOR
:
177 return D3DBLEND_INVSRCCOLOR
;
179 return D3DBLEND_SRCALPHA
;
180 case GL_ONE_MINUS_SRC_ALPHA
:
181 return D3DBLEND_INVSRCALPHA
;
183 return D3DBLEND_DESTALPHA
;
184 case GL_ONE_MINUS_DST_ALPHA
:
185 return D3DBLEND_INVDESTALPHA
;
186 case GL_SRC_ALPHA_SATURATE
:
187 return D3DBLEND_SRCALPHASAT
;
191 gldLogMessage(GLDLOG_ERROR
, "_gldConvertBlendFunc: Unknown BlendFunc\n");
197 //---------------------------------------------------------------------------
199 //---------------------------------------------------------------------------
205 gldLogMessage(GLDLOG_ERROR
, "gld_Noop called!\n");
209 //---------------------------------------------------------------------------
216 // gldLogMessage(GLDLOG_ERROR, "ctx->Driver.Error called!\n");
220 //---------------------------------------------------------------------------
221 // Required Mesa functions
222 //---------------------------------------------------------------------------
224 static GLboolean
gld_set_draw_buffer_DX7(
229 if ((mode
==GL_FRONT_LEFT
) || (mode
== GL_BACK_LEFT
)) {
237 //---------------------------------------------------------------------------
239 static void gld_set_read_buffer_DX7(
241 GLframebuffer
*buffer
,
244 /* separate read buffer not supported */
246 ASSERT(buffer == ctx->DrawBuffer);
247 ASSERT(mode == GL_FRONT_LEFT);
251 //---------------------------------------------------------------------------
262 GLD_context
*gldCtx
= GLD_GET_CONTEXT(ctx
);
263 GLD_driver_dx7
*gld
= GLD_GET_DX7_DRIVER(gldCtx
);
269 D3DRECT d3dClearRect
;
272 const GLuint
*colorMask
= (GLuint
*) &ctx
->Color
.ColorMask
[0];
277 if (mask
& (DD_FRONT_LEFT_BIT
| DD_BACK_LEFT_BIT
)) {
279 CLAMPED_FLOAT_TO_UBYTE(col
[0], ctx
->Color
.ClearColor
[0]);
280 CLAMPED_FLOAT_TO_UBYTE(col
[1], ctx
->Color
.ClearColor
[1]);
281 CLAMPED_FLOAT_TO_UBYTE(col
[2], ctx
->Color
.ClearColor
[2]);
282 CLAMPED_FLOAT_TO_UBYTE(col
[3], ctx
->Color
.ClearColor
[3]);
283 dwFlags
|= D3DCLEAR_TARGET
;
284 Color
= D3DCOLOR_RGBA(col
[0], col
[1], col
[2], col
[3]);
285 // ctx->Color.ClearColor[1],
286 // ctx->Color.ClearColor[2],
287 // ctx->Color.ClearColor[3]);
290 if (mask
& DD_DEPTH_BIT
) {
291 // D3D7 will fail the Clear call if we try and clear a
292 // depth buffer and we haven't created one.
293 // Also, some apps try and clear a depth buffer,
294 // when a depth buffer hasn't been requested by the app.
295 if (ctx
->Visual
.depthBits
== 0) {
296 mask
&= ~DD_DEPTH_BIT
; // Remove depth bit from mask
298 dwFlags
|= D3DCLEAR_ZBUFFER
;
299 Z
= ctx
->Depth
.Clear
;
303 if (mask
& DD_STENCIL_BIT
) {
304 if (ctx
->Visual
.stencilBits
== 0) {
305 // No stencil bits in depth buffer
306 mask
&= ~DD_STENCIL_BIT
; // Remove stencil bit from mask
308 dwFlags
|= D3DCLEAR_STENCIL
;
309 Stencil
= ctx
->Stencil
.Clear
;
313 // Some apps do really weird things with the rect, such as Quake3.
314 if ((x
< 0) || (y
< 0) || (width
<= 0) || (height
<= 0)) {
319 // Calculate clear subrect
321 d3dClearRect
.y1
= gldCtx
->dwHeight
- (y
+ height
);
322 d3dClearRect
.x2
= x
+ width
;
323 d3dClearRect
.y2
= d3dClearRect
.y1
+ height
;
326 // dwFlags will be zero if there's nothing to clear
331 all
? NULL
: &d3dClearRect
,
336 if (mask
& DD_ACCUM_BIT
) {
337 // Clear accumulation buffer
341 //---------------------------------------------------------------------------
343 // Mesa 5: Parameter change
344 static void gld_buffer_size_DX7(
350 // GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
352 *width
= fb
->Width
; // gldCtx->dwWidth;
353 *height
= fb
->Height
; // gldCtx->dwHeight;
356 //---------------------------------------------------------------------------
358 static void gld_Finish_DX7(
363 //---------------------------------------------------------------------------
365 static void gld_Flush_DX7(
368 GLD_context
*gld
= GLD_GET_CONTEXT(ctx
);
370 // TODO: Detect apps that glFlush() then SwapBuffers() ?
372 if (gld
->EmulateSingle
) {
373 // Emulating a single-buffered context.
374 // [Direct3D doesn't allow rendering to front buffer]
375 dglSwapBuffers(gld
->hDC
);
379 //---------------------------------------------------------------------------
381 void gld_NEW_STENCIL(
384 GLD_context
*gldCtx
= GLD_GET_CONTEXT(ctx
);
385 GLD_driver_dx7
*gld
= GLD_GET_DX7_DRIVER(gldCtx
);
387 // Two-sided stencil. New for Mesa 5
388 const GLuint uiFace
= 0UL;
390 struct gl_stencil_attrib
*pStencil
= &ctx
->Stencil
;
392 _GLD_DX7_DEV(SetRenderState(gld
->pDev
, D3DRENDERSTATE_STENCILENABLE
, pStencil
->Enabled
? TRUE
: FALSE
));
393 if (pStencil
->Enabled
) {
394 _GLD_DX7_DEV(SetRenderState(gld
->pDev
, D3DRENDERSTATE_STENCILFUNC
, _gldConvertCompareFunc(pStencil
->Function
[uiFace
])));
395 _GLD_DX7_DEV(SetRenderState(gld
->pDev
, D3DRENDERSTATE_STENCILREF
, pStencil
->Ref
[uiFace
]));
396 _GLD_DX7_DEV(SetRenderState(gld
->pDev
, D3DRENDERSTATE_STENCILMASK
, pStencil
->ValueMask
[uiFace
]));
397 _GLD_DX7_DEV(SetRenderState(gld
->pDev
, D3DRENDERSTATE_STENCILWRITEMASK
, pStencil
->WriteMask
[uiFace
]));
398 _GLD_DX7_DEV(SetRenderState(gld
->pDev
, D3DRENDERSTATE_STENCILFAIL
, _gldConvertStencilOp(pStencil
->FailFunc
[uiFace
])));
399 _GLD_DX7_DEV(SetRenderState(gld
->pDev
, D3DRENDERSTATE_STENCILZFAIL
, _gldConvertStencilOp(pStencil
->ZFailFunc
[uiFace
])));
400 _GLD_DX7_DEV(SetRenderState(gld
->pDev
, D3DRENDERSTATE_STENCILPASS
, _gldConvertStencilOp(pStencil
->ZPassFunc
[uiFace
])));
404 //---------------------------------------------------------------------------
409 GLD_context
*gldCtx
= GLD_GET_CONTEXT(ctx
);
410 GLD_driver_dx7
*gld
= GLD_GET_DX7_DRIVER(gldCtx
);
417 _GLD_DX7_DEV(SetRenderState(gld
->pDev
, D3DRENDERSTATE_ALPHAFUNC
, _gldConvertCompareFunc(ctx
->Color
.AlphaFunc
)));
418 _GLD_DX7_DEV(SetRenderState(gld
->pDev
, D3DRENDERSTATE_ALPHAREF
, (DWORD
)ctx
->Color
.AlphaRef
));
419 _GLD_DX7_DEV(SetRenderState(gld
->pDev
, D3DRENDERSTATE_ALPHATESTENABLE
, ctx
->Color
.AlphaEnabled
));
422 _GLD_DX7_DEV(SetRenderState(gld
->pDev
, D3DRENDERSTATE_ALPHABLENDENABLE
, ctx
->Color
.BlendEnabled
));
423 src
= _gldConvertBlendFunc(ctx
->Color
.BlendSrcRGB
, GL_ONE
);
424 dest
= _gldConvertBlendFunc(ctx
->Color
.BlendDstRGB
, GL_ZERO
);
425 _GLD_DX7_DEV(SetRenderState(gld
->pDev
, D3DRENDERSTATE_SRCBLEND
, src
));
426 _GLD_DX7_DEV(SetRenderState(gld
->pDev
, D3DRENDERSTATE_DESTBLEND
, dest
));
429 // Color mask - unsupported by DX7
430 if (ctx->Color.ColorMask[0][0]) dwFlags |= D3DCOLORWRITEENABLE_RED;
431 if (ctx->Color.ColorMask[0][1]) dwFlags |= D3DCOLORWRITEENABLE_GREEN;
432 if (ctx->Color.ColorMask[0][2]) dwFlags |= D3DCOLORWRITEENABLE_BLUE;
433 if (ctx->Color.ColorMask[0][3]) dwFlags |= D3DCOLORWRITEENABLE_ALPHA;
434 _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_COLORWRITEENABLE, dwFlags));
438 //---------------------------------------------------------------------------
443 GLD_context
*gldCtx
= GLD_GET_CONTEXT(ctx
);
444 GLD_driver_dx7
*gld
= GLD_GET_DX7_DRIVER(gldCtx
);
446 _GLD_DX7_DEV(SetRenderState(gld
->pDev
, D3DRENDERSTATE_ZENABLE
, ctx
->Depth
.Test
? D3DZB_TRUE
: D3DZB_FALSE
));
447 _GLD_DX7_DEV(SetRenderState(gld
->pDev
, D3DRENDERSTATE_ZFUNC
, _gldConvertCompareFunc(ctx
->Depth
.Func
)));
448 _GLD_DX7_DEV(SetRenderState(gld
->pDev
, D3DRENDERSTATE_ZWRITEENABLE
, ctx
->Depth
.Mask
? TRUE
: FALSE
));
451 //---------------------------------------------------------------------------
453 void gld_NEW_POLYGON(
456 GLD_context
*gldCtx
= GLD_GET_CONTEXT(ctx
);
457 GLD_driver_dx7
*gld
= GLD_GET_DX7_DRIVER(gldCtx
);
459 D3DFILLMODE d3dFillMode
= D3DFILL_SOLID
;
460 D3DCULL d3dCullMode
= D3DCULL_NONE
;
464 switch (ctx
->Polygon
.FrontMode
) {
466 d3dFillMode
= D3DFILL_POINT
;
469 d3dFillMode
= D3DFILL_WIREFRAME
;
472 d3dFillMode
= D3DFILL_SOLID
;
475 _GLD_DX7_DEV(SetRenderState(gld
->pDev
, D3DRENDERSTATE_FILLMODE
, d3dFillMode
));
477 if (ctx
->Polygon
.CullFlag
) {
478 switch (ctx
->Polygon
.CullFaceMode
) {
480 if (ctx
->Polygon
.FrontFace
== GL_CCW
)
481 d3dCullMode
= D3DCULL_CW
;
483 d3dCullMode
= D3DCULL_CCW
;
486 if (ctx
->Polygon
.FrontFace
== GL_CCW
)
487 d3dCullMode
= D3DCULL_CCW
;
489 d3dCullMode
= D3DCULL_CW
;
491 case GL_FRONT_AND_BACK
:
492 d3dCullMode
= D3DCULL_NONE
;
498 d3dCullMode
= D3DCULL_NONE
;
500 // d3dCullMode = D3DCULL_NONE; // TODO: DEBUGGING
501 _GLD_DX7_DEV(SetRenderState(gld
->pDev
, D3DRENDERSTATE_CULLMODE
, d3dCullMode
));
504 // ZBIAS ranges from 0 to 16 and can only move towards the viewer
505 // Mesa5: ctx->Polygon._OffsetAny removed
506 if (ctx
->Polygon
.OffsetFill
) {
507 iOffset
= (int)ctx
->Polygon
.OffsetUnits
;
511 iOffset
= 0; // D3D can't push away
513 _GLD_DX7_DEV(SetRenderState(gld
->pDev
, D3DRENDERSTATE_ZBIAS
, iOffset
));
516 //---------------------------------------------------------------------------
521 GLD_context
*gldCtx
= GLD_GET_CONTEXT(ctx
);
522 GLD_driver_dx7
*gld
= GLD_GET_DX7_DRIVER(gldCtx
);
524 D3DCOLOR d3dFogColour
;
525 D3DFOGMODE d3dFogMode
= D3DFOG_LINEAR
;
527 // TODO: Fog is calculated seperately in the Mesa pipeline
528 _GLD_DX7_DEV(SetRenderState(gld
->pDev
, D3DRENDERSTATE_FOGENABLE
, FALSE
));
532 _GLD_DX7_DEV(SetRenderState(gld
->pDev
, D3DRENDERSTATE_FOGENABLE
, ctx
->Fog
.Enabled
));
533 if (!ctx
->Fog
.Enabled
) {
534 _GLD_DX7_DEV(SetRenderState(gld
->pDev
, D3DRENDERSTATE_FOGTABLEMODE
, D3DFOG_NONE
));
535 _GLD_DX7_DEV(SetRenderState(gld
->pDev
, D3DRENDERSTATE_FOGVERTEXMODE
, D3DFOG_NONE
));
536 return; // If disabled, don't bother setting any fog state
540 d3dFogColour
= D3DCOLOR_COLORVALUE( ctx
->Fog
.Color
[0],
544 _GLD_DX7_DEV(SetRenderState(gld
->pDev
, D3DRENDERSTATE_FOGCOLOR
, d3dFogColour
));
547 _GLD_DX7_DEV(SetRenderState(gld
->pDev
, D3DRENDERSTATE_FOGDENSITY
, *((DWORD
*) (&ctx
->Fog
.Density
))));
550 _GLD_DX7_DEV(SetRenderState(gld
->pDev
, D3DRENDERSTATE_FOGSTART
, *((DWORD
*) (&ctx
->Fog
.Start
))));
553 _GLD_DX7_DEV(SetRenderState(gld
->pDev
, D3DRENDERSTATE_FOGEND
, *((DWORD
*) (&ctx
->Fog
.End
))));
556 switch (ctx
->Fog
.Mode
) {
558 d3dFogMode
= D3DFOG_LINEAR
;
561 d3dFogMode
= D3DFOG_EXP
;
564 d3dFogMode
= D3DFOG_EXP2
;
567 _GLD_DX7_DEV(SetRenderState(gld
->pDev
, D3DRENDERSTATE_FOGTABLEMODE
, d3dFogMode
));
568 _GLD_DX7_DEV(SetRenderState(gld
->pDev
, D3DRENDERSTATE_FOGVERTEXMODE
, D3DFOG_NONE
));
571 //---------------------------------------------------------------------------
576 GLD_context
*gldCtx
= GLD_GET_CONTEXT(ctx
);
577 GLD_driver_dx7
*gld
= GLD_GET_DX7_DRIVER(gldCtx
);
578 DWORD dwSpecularEnable
;
581 _GLD_DX7_DEV(SetRenderState(gld
->pDev
, D3DRENDERSTATE_SHADEMODE
, (ctx
->Light
.ShadeModel
== GL_SMOOTH
) ? D3DSHADE_GOURAUD
: D3DSHADE_FLAT
));
583 // Separate specular colour
584 if (ctx
->Light
.Enabled
)
585 dwSpecularEnable
= (ctx
->_TriangleCaps
& DD_SEPARATE_SPECULAR
) ? TRUE
: FALSE
;
587 dwSpecularEnable
= FALSE
;
588 _GLD_DX7_DEV(SetRenderState(gld
->pDev
, D3DRENDERSTATE_SPECULARENABLE
, dwSpecularEnable
));
591 //---------------------------------------------------------------------------
593 void gld_NEW_MODELVIEW(
596 GLD_context
*gldCtx
= GLD_GET_CONTEXT(ctx
);
597 GLD_driver_dx7
*gld
= GLD_GET_DX7_DRIVER(gldCtx
);
600 //GLfloat *pM = ctx->ModelView.m;
601 // Mesa5: Model-view is now a stack
602 GLfloat
*pM
= ctx
->ModelviewMatrixStack
.Top
->m
;
636 gld
->matModelView
= m
;
639 //---------------------------------------------------------------------------
641 void gld_NEW_PROJECTION(
644 GLD_context
*gldCtx
= GLD_GET_CONTEXT(ctx
);
645 GLD_driver_dx7
*gld
= GLD_GET_DX7_DRIVER(gldCtx
);
648 //GLfloat *pM = ctx->ProjectionMatrix.m;
649 // Mesa 5: Now a stack
650 GLfloat
*pM
= ctx
->ProjectionMatrixStack
.Top
->m
;
663 m
._33
= pM
[10] / _fPersp_33
; // / 1.6f;
668 m
._43
= pM
[14] / 2.0f
;
671 gld
->matProjection
= m
;
674 //---------------------------------------------------------------------------
676 void gldFrustumHook_DX7(
684 GET_CURRENT_CONTEXT(ctx);
685 GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
686 GLD_driver_dx7 *gld = GLD_GET_DX7_DRIVER(gldCtx);
688 // Pass values on to Mesa first (in case we mess with them)
689 _mesa_Frustum(left, right, bottom, top, nearval, farval);
691 _fPersp_33 = farval / (nearval - farval);
693 // ddlogPrintf(GLDLOG_SYSTEM, "Frustum: %f", farval/nearval);
696 //---------------------------------------------------------------------------
698 void gldOrthoHook_DX7(
706 GET_CURRENT_CONTEXT(ctx);
707 GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
708 GLD_driver_dx7 *gld = GLD_GET_DX7_DRIVER(gldCtx);
710 // Pass values on to Mesa first (in case we mess with them)
711 _mesa_Ortho(left, right, bottom, top, nearval, farval);
715 // ddlogPrintf(GLDLOG_SYSTEM, "Ortho: %f", farval/nearval);
718 //---------------------------------------------------------------------------
720 void gld_NEW_VIEWPORT(
723 GLD_context
*gldCtx
= GLD_GET_CONTEXT(ctx
);
724 GLD_driver_dx7
*gld
= GLD_GET_DX7_DRIVER(gldCtx
);
731 _GLD_DX7_DEV(GetViewport(gld
->pDev
, &d3dvp
));
732 // D3D can't do Quake1/Quake2 z-trick
733 if (ctx
->Viewport
.Near
<= ctx
->Viewport
.Far
) {
734 d3dvp
.dvMinZ
= ctx
->Viewport
.Near
;
735 d3dvp
.dvMaxZ
= ctx
->Viewport
.Far
;
737 d3dvp
.dvMinZ
= ctx
->Viewport
.Far
;
738 d3dvp
.dvMaxZ
= ctx
->Viewport
.Near
;
740 /* x = ctx->Viewport.X;
742 w = ctx->Viewport.Width;
743 h = ctx->Viewport.Height;
746 if (w > gldCtx->dwWidth) w = gldCtx->dwWidth;
747 if (h > gldCtx->dwHeight) h = gldCtx->dwHeight;
748 // Ditto for D3D viewport dimensions
749 if (w+x > gldCtx->dwWidth) w = gldCtx->dwWidth-x;
750 if (h+y > gldCtx->dwHeight) h = gldCtx->dwHeight-y;
752 d3dvp.Y = gldCtx->dwHeight - (y + h);
755 _GLD_DX7_DEV(SetViewport(gld
->pDev
, &d3dvp
));
757 // gld->fFlipWindowY = (float)gldCtx->dwHeight;
760 //---------------------------------------------------------------------------
762 __inline BOOL
_gldAnyEvalEnabled(
765 struct gl_eval_attrib
*eval
= &ctx
->Eval
;
767 if ((eval
->AutoNormal
) ||
768 (eval
->Map1Color4
) ||
770 (eval
->Map1Normal
) ||
771 (eval
->Map1TextureCoord1
) ||
772 (eval
->Map1TextureCoord2
) ||
773 (eval
->Map1TextureCoord3
) ||
774 (eval
->Map1TextureCoord4
) ||
775 (eval
->Map1Vertex3
) ||
776 (eval
->Map1Vertex4
) ||
777 (eval
->Map2Color4
) ||
779 (eval
->Map2Normal
) ||
780 (eval
->Map2TextureCoord1
) ||
781 (eval
->Map2TextureCoord2
) ||
782 (eval
->Map2TextureCoord3
) ||
783 (eval
->Map2TextureCoord4
) ||
784 (eval
->Map2Vertex3
) ||
792 //---------------------------------------------------------------------------
794 BOOL
_gldChooseInternalPipeline(
798 // return TRUE; // DEBUGGING: ALWAYS USE MESA
799 // return FALSE; // DEBUGGING: ALWAYS USE D3D
801 if ((glb
.dwTnL
== GLDS_TNL_MESA
) || (gld
->bHasHWTnL
== FALSE
))
803 gld
->PipelineUsage
.qwMesa
.QuadPart
++;
804 return TRUE
; // Force Mesa TnL
807 if ((ctx
->Light
.Enabled
) ||
809 (ctx
->Texture
._TexGenEnabled
) ||
810 (ctx
->Texture
._TexMatEnabled
) ||
811 // (ctx->Transform._AnyClip) ||
812 (ctx
->Scissor
.Enabled
) ||
813 _gldAnyEvalEnabled(ctx
) // Put this last so we can early-out
816 gld
->PipelineUsage
.qwMesa
.QuadPart
++;
820 gld
->PipelineUsage
.qwD3DFVF
.QuadPart
++;
823 /* // Force Mesa pipeline?
824 if (glb.dwTnL == GLDS_TNL_MESA) {
825 gld->PipelineUsage.dwMesa.QuadPart++;
826 return GLD_PIPELINE_MESA;
829 // Test for functionality not exposed in the D3D pathways
830 if ((ctx->Texture._GenFlags)) {
831 gld->PipelineUsage.dwMesa.QuadPart++;
832 return GLD_PIPELINE_MESA;
835 // Now decide if vertex shader can be used.
836 // If two sided lighting is enabled then we must either
837 // use Mesa TnL or the vertex shader
838 if (ctx->_TriangleCaps & DD_TRI_LIGHT_TWOSIDE) {
839 if (gld->VStwosidelight.hShader && !ctx->Fog.Enabled) {
841 gld->PipelineUsage.dwD3D2SVS.QuadPart++;
842 return GLD_PIPELINE_D3D_VS_TWOSIDE;
845 gld->PipelineUsage.dwMesa.QuadPart++;
846 return GLD_PIPELINE_MESA;
850 // Must be D3D fixed-function pipeline
851 gld->PipelineUsage.dwD3DFVF.QuadPart++;
852 return GLD_PIPELINE_D3D_FVF;
856 //---------------------------------------------------------------------------
858 void gld_update_state_DX7(
862 GLD_context
*gldCtx
= GLD_GET_CONTEXT(ctx
);
863 GLD_driver_dx7
*gld
= GLD_GET_DX7_DRIVER(gldCtx
);
864 TNLcontext
*tnl
= TNL_CONTEXT(ctx
);
867 if (!gld
|| !gld
->pDev
)
870 _swsetup_InvalidateState( ctx
, new_state
);
871 _vbo_InvalidateState( ctx
, new_state
);
872 _tnl_InvalidateState( ctx
, new_state
);
874 // SetupIndex will be used in the pipelines for choosing setup function
875 if ((ctx
->_TriangleCaps
& (DD_TRI_LIGHT_TWOSIDE
| DD_SEPARATE_SPECULAR
)) ||
878 if (ctx
->_TriangleCaps
& DD_FLATSHADE
)
879 gld
->iSetupFunc
= GLD_SI_FLAT_EXTRAS
;
881 gld
->iSetupFunc
= GLD_SI_SMOOTH_EXTRAS
;
883 if (ctx
->_TriangleCaps
& DD_FLATSHADE
)
884 gld
->iSetupFunc
= GLD_SI_FLAT
; // Setup flat shade + texture
886 gld
->iSetupFunc
= GLD_SI_SMOOTH
; // Setup smooth shade + texture
889 gld
->bUseMesaTnL
= _gldChooseInternalPipeline(ctx
, gld
);
890 if (gld
->bUseMesaTnL
) {
892 // DX7 Does not implement D3DRS_SOFTWAREVERTEXPROCESSING
893 // _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_SOFTWAREVERTEXPROCESSING, TRUE));
894 _GLD_DX7_DEV(SetRenderState(gld
->pDev
, D3DRENDERSTATE_CLIPPING
, FALSE
));
895 // _GLD_DX7_DEV(SetVertexShader(gld->pDev, gldPB->dwFVF));
898 _GLD_DX7_DEV(SetRenderState(gld
->pDev
, D3DRENDERSTATE_CLIPPING
, TRUE
));
899 // if (gld->TnLPipeline == GLD_PIPELINE_D3D_VS_TWOSIDE) {
900 // _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_SOFTWAREVERTEXPROCESSING, !gld->VStwosidelight.bHardware));
901 // _GLD_DX7_DEV(SetVertexShader(gld->pDev, gld->VStwosidelight.hShader));
903 // DX7 Does not implement D3DRS_SOFTWAREVERTEXPROCESSING
904 // _GLD_DX7_DEV(SetRenderState(gld->pDev, D3DRENDERSTATE_SOFTWAREVERTEXPROCESSING, !gld->bHasHWTnL));
905 // _GLD_DX7_DEV(SetVertexShader(gld->pDev, gldPB->dwFVF));
909 #define _GLD_TEST_STATE(a) \
910 if (new_state & (a)) { \
915 #define _GLD_TEST_STATE_DX7(a) \
916 if (new_state & (a)) { \
921 #define _GLD_IGNORE_STATE(a) new_state &= ~(a);
923 // if (!gld->bUseMesaTnL) {
924 // Not required if Mesa is doing the TnL.
925 // Problem: If gld->bUseMesaTnL is TRUE when these are signaled,
926 // then we'll miss updating the D3D TnL pipeline.
927 // Therefore, don't test for gld->bUseMesaTnL
928 _GLD_TEST_STATE(_NEW_MODELVIEW
);
929 _GLD_TEST_STATE(_NEW_PROJECTION
);
932 _GLD_TEST_STATE_DX7(_NEW_TEXTURE
); // extern, so guard with _DX7
933 _GLD_TEST_STATE(_NEW_COLOR
);
934 _GLD_TEST_STATE(_NEW_DEPTH
);
935 _GLD_TEST_STATE(_NEW_POLYGON
);
936 _GLD_TEST_STATE(_NEW_STENCIL
);
937 _GLD_TEST_STATE(_NEW_FOG
);
938 _GLD_TEST_STATE(_NEW_LIGHT
);
939 _GLD_TEST_STATE(_NEW_VIEWPORT
);
941 _GLD_IGNORE_STATE(_NEW_TRANSFORM
);
944 // Stubs for future use.
945 /* _GLD_TEST_STATE(_NEW_TEXTURE_MATRIX);
946 _GLD_TEST_STATE(_NEW_COLOR_MATRIX);
947 _GLD_TEST_STATE(_NEW_ACCUM);
948 _GLD_TEST_STATE(_NEW_EVAL);
949 _GLD_TEST_STATE(_NEW_HINT);
950 _GLD_TEST_STATE(_NEW_LINE);
951 _GLD_TEST_STATE(_NEW_PIXEL);
952 _GLD_TEST_STATE(_NEW_POINT);
953 _GLD_TEST_STATE(_NEW_POLYGONSTIPPLE);
954 _GLD_TEST_STATE(_NEW_SCISSOR);
955 _GLD_TEST_STATE(_NEW_PACKUNPACK);
956 _GLD_TEST_STATE(_NEW_ARRAY);
957 _GLD_TEST_STATE(_NEW_RENDERMODE);
958 _GLD_TEST_STATE(_NEW_BUFFERS);
959 _GLD_TEST_STATE(_NEW_MULTISAMPLE);
964 #define _GLD_TEST_UNHANDLED_STATE(a) \
965 if (new_state & (a)) { \
966 gldLogMessage(GLDLOG_ERROR, "Unhandled " #a "\n"); \
968 _GLD_TEST_UNHANDLED_STATE(_NEW_TEXTURE_MATRIX
);
969 _GLD_TEST_UNHANDLED_STATE(_NEW_COLOR_MATRIX
);
970 _GLD_TEST_UNHANDLED_STATE(_NEW_ACCUM
);
971 _GLD_TEST_UNHANDLED_STATE(_NEW_EVAL
);
972 _GLD_TEST_UNHANDLED_STATE(_NEW_HINT
);
973 _GLD_TEST_UNHANDLED_STATE(_NEW_LINE
);
974 _GLD_TEST_UNHANDLED_STATE(_NEW_PIXEL
);
975 _GLD_TEST_UNHANDLED_STATE(_NEW_POINT
);
976 _GLD_TEST_UNHANDLED_STATE(_NEW_POLYGONSTIPPLE
);
977 _GLD_TEST_UNHANDLED_STATE(_NEW_SCISSOR
);
978 _GLD_TEST_UNHANDLED_STATE(_NEW_PACKUNPACK
);
979 _GLD_TEST_UNHANDLED_STATE(_NEW_ARRAY
);
980 _GLD_TEST_UNHANDLED_STATE(_NEW_RENDERMODE
);
981 _GLD_TEST_UNHANDLED_STATE(_NEW_BUFFERS
);
982 _GLD_TEST_UNHANDLED_STATE(_NEW_MULTISAMPLE
);
983 #undef _GLD_UNHANDLED_STATE
986 #undef _GLD_TEST_STATE
989 //---------------------------------------------------------------------------
991 //---------------------------------------------------------------------------
993 void gld_Viewport_DX7(
1000 GLD_context
*gldCtx
= GLD_GET_CONTEXT(ctx
);
1001 GLD_driver_dx7
*gld
= GLD_GET_DX7_DRIVER(gldCtx
);
1005 if (!gld
|| !gld
->pDev
)
1008 // This is a hack. When the app is minimized, Mesa passes
1009 // w=1 and h=1 for viewport dimensions. Without this test
1010 // we get a GPF in gld_wgl_resize_buffers().
1011 if ((w
==1) && (h
==1))
1014 // Call ResizeBuffersMESA. This function will early-out
1015 // if no resize is needed.
1016 //ctx->Driver.ResizeBuffersMESA(ctx);
1017 // Mesa 5: Changed parameters
1018 ctx
->Driver
.ResizeBuffers(gldCtx
->glBuffer
);
1021 ddlogPrintf(GLDLOG_SYSTEM
, ">> Viewport x=%d y=%d w=%d h=%d", x
,y
,w
,h
);
1024 // ** D3D viewport must not be outside the render target surface **
1025 // Sanity check the GL viewport dimensions
1028 if (w
> gldCtx
->dwWidth
) w
= gldCtx
->dwWidth
;
1029 if (h
> gldCtx
->dwHeight
) h
= gldCtx
->dwHeight
;
1030 // Ditto for D3D viewport dimensions
1031 if (w
+x
> gldCtx
->dwWidth
) w
= gldCtx
->dwWidth
-x
;
1032 if (h
+y
> gldCtx
->dwHeight
) h
= gldCtx
->dwHeight
-y
;
1035 d3dvp
.dwY
= gldCtx
->dwHeight
- (y
+ h
);
1038 if (ctx
->Viewport
.Near
<= ctx
->Viewport
.Far
) {
1039 d3dvp
.dvMinZ
= ctx
->Viewport
.Near
;
1040 d3dvp
.dvMaxZ
= ctx
->Viewport
.Far
;
1042 d3dvp
.dvMinZ
= ctx
->Viewport
.Far
;
1043 d3dvp
.dvMaxZ
= ctx
->Viewport
.Near
;
1047 // d3dvp.MinZ = 0.0f;
1048 // d3dvp.MaxZ = 1.0f;
1050 _GLD_DX7_DEV(SetViewport(gld
->pDev
, &d3dvp
));
1054 //---------------------------------------------------------------------------
1056 extern BOOL
dglWglResizeBuffers(GLcontext
*ctx
, BOOL bDefaultDriver
);
1058 // Mesa 5: Parameter change
1059 void gldResizeBuffers_DX7(
1063 GET_CURRENT_CONTEXT(ctx
);
1064 dglWglResizeBuffers(ctx
, TRUE
);
1067 //---------------------------------------------------------------------------
1069 // This is only for debugging.
1070 // To use, plug into ctx->Driver.Enable pointer below.
1077 sprintf(buf
, "Enable: %s (%s)\n", _mesa_lookup_enum_by_nr(e
), b
?"TRUE":"FALSE");
1078 ddlogMessage(DDLOG_SYSTEM
, buf
);
1081 //---------------------------------------------------------------------------
1082 // Driver pointer setup
1083 //---------------------------------------------------------------------------
1085 extern const GLubyte
* _gldGetStringGeneric(GLcontext
*, GLenum
);
1087 void gldSetupDriverPointers_DX7(
1090 GLD_context
*gldCtx
= GLD_GET_CONTEXT(ctx
);
1091 GLD_driver_dx7
*gld
= GLD_GET_DX7_DRIVER(gldCtx
);
1093 TNLcontext
*tnl
= TNL_CONTEXT(ctx
);
1095 // Mandatory functions
1096 ctx
->Driver
.GetString
= _gldGetStringGeneric
;
1097 ctx
->Driver
.UpdateState
= gld_update_state_DX7
;
1098 ctx
->Driver
.Clear
= gld_Clear_DX7
;
1099 ctx
->Driver
.DrawBuffer
= gld_set_draw_buffer_DX7
;
1100 ctx
->Driver
.GetBufferSize
= gld_buffer_size_DX7
;
1101 ctx
->Driver
.Finish
= gld_Finish_DX7
;
1102 ctx
->Driver
.Flush
= gld_Flush_DX7
;
1103 ctx
->Driver
.Error
= gld_Error_DX7
;
1105 // Hardware accumulation buffer
1106 ctx
->Driver
.Accum
= NULL
; // TODO: gld_Accum;
1109 ctx
->Driver
.CopyPixels
= gld_CopyPixels_DX7
;
1110 ctx
->Driver
.DrawPixels
= gld_DrawPixels_DX7
;
1111 ctx
->Driver
.ReadPixels
= gld_ReadPixels_DX7
;
1112 ctx
->Driver
.Bitmap
= gld_Bitmap_DX7
;
1115 ctx
->Driver
.ResizeBuffers
= gldResizeBuffers_DX7
;
1117 // Texture image functions
1118 ctx
->Driver
.ChooseTextureFormat
= gld_ChooseTextureFormat_DX7
;
1119 ctx
->Driver
.TexImage1D
= gld_TexImage1D_DX7
;
1120 ctx
->Driver
.TexImage2D
= gld_TexImage2D_DX7
;
1121 ctx
->Driver
.TexImage3D
= _mesa_store_teximage3d
;
1122 ctx
->Driver
.TexSubImage1D
= gld_TexSubImage1D_DX7
;
1123 ctx
->Driver
.TexSubImage2D
= gld_TexSubImage2D_DX7
;
1124 ctx
->Driver
.TexSubImage3D
= _mesa_store_texsubimage3d
;
1126 ctx
->Driver
.CopyTexImage1D
= gldCopyTexImage1D_DX7
; //NULL;
1127 ctx
->Driver
.CopyTexImage2D
= gldCopyTexImage2D_DX7
; //NULL;
1128 ctx
->Driver
.CopyTexSubImage1D
= gldCopyTexSubImage1D_DX7
; //NULL;
1129 ctx
->Driver
.CopyTexSubImage2D
= gldCopyTexSubImage2D_DX7
; //NULL;
1130 ctx
->Driver
.CopyTexSubImage3D
= gldCopyTexSubImage3D_DX7
;
1131 ctx
->Driver
.TestProxyTexImage
= _mesa_test_proxy_teximage
;
1133 // Texture object functions
1134 ctx
->Driver
.BindTexture
= NULL
;
1135 ctx
->Driver
.NewTextureObject
= NULL
; // Not yet implemented by Mesa!;
1136 ctx
->Driver
.DeleteTexture
= gld_DeleteTexture_DX7
;
1137 ctx
->Driver
.PrioritizeTexture
= NULL
;
1139 // Imaging functionality
1140 ctx
->Driver
.CopyColorTable
= NULL
;
1141 ctx
->Driver
.CopyColorSubTable
= NULL
;
1142 ctx
->Driver
.CopyConvolutionFilter1D
= NULL
;
1143 ctx
->Driver
.CopyConvolutionFilter2D
= NULL
;
1145 // State changing functions
1146 ctx
->Driver
.AlphaFunc
= NULL
; //gld_AlphaFunc;
1147 ctx
->Driver
.BlendFuncSeparate
= NULL
; //gld_BlendFunc;
1148 ctx
->Driver
.ClearColor
= NULL
; //gld_ClearColor;
1149 ctx
->Driver
.ClearDepth
= NULL
; //gld_ClearDepth;
1150 ctx
->Driver
.ClearStencil
= NULL
; //gld_ClearStencil;
1151 ctx
->Driver
.ColorMask
= NULL
; //gld_ColorMask;
1152 ctx
->Driver
.CullFace
= NULL
; //gld_CullFace;
1153 ctx
->Driver
.ClipPlane
= NULL
; //gld_ClipPlane;
1154 ctx
->Driver
.FrontFace
= NULL
; //gld_FrontFace;
1155 ctx
->Driver
.DepthFunc
= NULL
; //gld_DepthFunc;
1156 ctx
->Driver
.DepthMask
= NULL
; //gld_DepthMask;
1157 ctx
->Driver
.DepthRange
= NULL
;
1158 ctx
->Driver
.Enable
= NULL
; //gld_Enable;
1159 ctx
->Driver
.Fogfv
= NULL
; //gld_Fogfv;
1160 ctx
->Driver
.Hint
= NULL
; //gld_Hint;
1161 ctx
->Driver
.Lightfv
= NULL
; //gld_Lightfv;
1162 ctx
->Driver
.LightModelfv
= NULL
; //gld_LightModelfv;
1163 ctx
->Driver
.LineStipple
= NULL
; //gld_LineStipple;
1164 ctx
->Driver
.LineWidth
= NULL
; //gld_LineWidth;
1165 ctx
->Driver
.LogicOpcode
= NULL
; //gld_LogicOpcode;
1166 ctx
->Driver
.PointParameterfv
= NULL
; //gld_PointParameterfv;
1167 ctx
->Driver
.PointSize
= NULL
; //gld_PointSize;
1168 ctx
->Driver
.PolygonMode
= NULL
; //gld_PolygonMode;
1169 ctx
->Driver
.PolygonOffset
= NULL
; //gld_PolygonOffset;
1170 ctx
->Driver
.PolygonStipple
= NULL
; //gld_PolygonStipple;
1171 ctx
->Driver
.RenderMode
= NULL
; //gld_RenderMode;
1172 ctx
->Driver
.Scissor
= NULL
; //gld_Scissor;
1173 ctx
->Driver
.ShadeModel
= NULL
; //gld_ShadeModel;
1174 ctx
->Driver
.StencilFunc
= NULL
; //gld_StencilFunc;
1175 ctx
->Driver
.StencilMask
= NULL
; //gld_StencilMask;
1176 ctx
->Driver
.StencilOp
= NULL
; //gld_StencilOp;
1177 ctx
->Driver
.TexGen
= NULL
; //gld_TexGen;
1178 ctx
->Driver
.TexEnv
= NULL
;
1179 ctx
->Driver
.TexParameter
= NULL
;
1180 ctx
->Driver
.TextureMatrix
= NULL
; //gld_TextureMatrix;
1181 ctx
->Driver
.Viewport
= gld_Viewport_DX7
;
1183 _swsetup_Wakeup(ctx
);
1185 tnl
->Driver
.RunPipeline
= _tnl_run_pipeline
;
1186 tnl
->Driver
.Render
.ResetLineStipple
= gld_ResetLineStipple_DX7
;
1187 tnl
->Driver
.Render
.ClippedPolygon
= _tnl_RenderClippedPolygon
;
1188 tnl
->Driver
.Render
.ClippedLine
= _tnl_RenderClippedLine
;
1190 // Hook into glFrustum() and glOrtho()
1191 // ctx->Exec->Frustum = gldFrustumHook_DX7;
1192 // ctx->Exec->Ortho = gldOrthoHook_DX7;
1196 //---------------------------------------------------------------------------