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: GLDirect fastpath pipeline stage
35 ****************************************************************************/
37 //---------------------------------------------------------------------------
39 //#include "../GLDirect.h"
40 //#include "../gld_log.h"
41 //#include "gld_dx8.h"
43 #include "dglcontext.h"
47 //---------------------------------------------------------------------------
56 #include "math/m_matrix.h"
57 #include "math/m_xform.h"
59 #include "tnl/t_pipeline.h"
61 //---------------------------------------------------------------------------
63 __inline
void _gldSetVertexShaderConstants(
67 D3DXMATRIX mat
, matView
, matProj
;
70 // Mesa 5: Altered to a Stack
71 //pM = ctx->ModelView.m;
72 pM
= ctx
->ModelviewMatrixStack
.Top
->m
;
90 // Mesa 5: Altered to a Stack
91 //pM = ctx->ProjectionMatrix.m;
92 pM
= ctx
->ProjectionMatrixStack
.Top
->m
;
103 matProj
._33
= pM
[10];
104 matProj
._34
= pM
[11];
105 matProj
._41
= pM
[12];
106 matProj
._42
= pM
[13];
107 matProj
._43
= pM
[14];
108 matProj
._44
= pM
[15];
110 D3DXMatrixMultiply( &mat
, &matView
, &matProj
);
111 D3DXMatrixTranspose( &mat
, &mat
);
113 _GLD_DX9_DEV(SetVertexShaderConstantF(gld
->pDev
, 0, (float*)&mat
, 4));
116 //---------------------------------------------------------------------------
118 static GLboolean
gld_d3d_render_stage_run(
120 struct tnl_pipeline_stage
*stage
)
122 GLD_context
*gldCtx
= GLD_GET_CONTEXT(ctx
);
123 GLD_driver_dx9
*gld
= GLD_GET_DX9_DRIVER(gldCtx
);
126 struct vertex_buffer
*VB
;
127 tnl_render_func
*tab
;
129 GLD_pb_dx9
*gldPB
= &gld
->PB3d
;
131 static int count = 0;
136 // The "check" function should disable this stage,
137 // but we'll test gld->bUseMesaTnL anyway.
138 if (gld
->bUseMesaTnL
) {
139 // Do nothing in this stage, but continue pipeline
143 tnl
= TNL_CONTEXT(ctx
);
147 tnl
->Driver
.Render
.Start( ctx
);
150 // For debugging: Useful to see if an app passes colour data in
151 // an unusual format.
152 switch (VB
->AttribPtr
[_TNL_ATTRIB_COLOR0
]->Type
) {
154 ddlogMessage(GLDLOG_SYSTEM
, "ColorPtr: GL_FLOAT\n");
156 case GL_UNSIGNED_BYTE
:
157 ddlogMessage(GLDLOG_SYSTEM
, "ColorPtr: GL_UNSIGNED_BYTE\n");
160 ddlogMessage(GLDLOG_SYSTEM
, "ColorPtr: *?*\n");
165 tnl
->Driver
.Render
.Points
= gld_Points3D_DX9
;
166 if (ctx
->_TriangleCaps
& DD_FLATSHADE
) {
167 tnl
->Driver
.Render
.Line
= gld_Line3DFlat_DX9
;
168 tnl
->Driver
.Render
.Triangle
= gld_Triangle3DFlat_DX9
;
169 tnl
->Driver
.Render
.Quad
= gld_Quad3DFlat_DX9
;
171 tnl
->Driver
.Render
.Line
= gld_Line3DSmooth_DX9
;
172 tnl
->Driver
.Render
.Triangle
= gld_Triangle3DSmooth_DX9
;
173 tnl
->Driver
.Render
.Quad
= gld_Quad3DSmooth_DX9
;
176 _GLD_DX9_VB(Lock(gldPB
->pVB
, 0, 0, &gldPB
->pPoints
, D3DLOCK_DISCARD
));
177 gldPB
->nPoints
= gldPB
->nLines
= gldPB
->nTriangles
= 0;
178 // Allocate primitive pointers
179 // gldPB->pPoints is always first
180 gldPB
->pLines
= gldPB
->pPoints
+ (gldPB
->dwStride
* gldPB
->iFirstLine
);
181 gldPB
->pTriangles
= gldPB
->pPoints
+ (gldPB
->dwStride
* gldPB
->iFirstTriangle
);
183 ASSERT(tnl
->Driver
.Render
.BuildVertices
);
184 ASSERT(tnl
->Driver
.Render
.PrimitiveNotify
);
185 ASSERT(tnl
->Driver
.Render
.Points
);
186 ASSERT(tnl
->Driver
.Render
.Line
);
187 ASSERT(tnl
->Driver
.Render
.Triangle
);
188 ASSERT(tnl
->Driver
.Render
.Quad
);
189 ASSERT(tnl
->Driver
.Render
.ResetLineStipple
);
190 ASSERT(tnl
->Driver
.Render
.Interp
);
191 ASSERT(tnl
->Driver
.Render
.CopyPV
);
192 ASSERT(tnl
->Driver
.Render
.ClippedLine
);
193 ASSERT(tnl
->Driver
.Render
.ClippedPolygon
);
194 ASSERT(tnl
->Driver
.Render
.Finish
);
196 tab
= (VB
->Elts
? tnl
->Driver
.Render
.PrimTabElts
: tnl
->Driver
.Render
.PrimTabVerts
);
199 GLuint i
, length
, flags
= 0;
200 for (i
= 0 ; !(flags
& PRIM_END
) ; i
+= length
)
202 flags
= VB
->Primitive
[i
].mode
;
203 length
= VB
->Primitive
[i
].count
;
204 ASSERT(length
|| (flags
& PRIM_END
));
205 ASSERT((flags
& PRIM_MODE_MASK
) <= GL_POLYGON
+1);
207 tab
[flags
& PRIM_MODE_MASK
]( ctx
, i
, i
+ length
, flags
);
209 } while (tnl
->Driver
.Render
.Multipass
&&
210 tnl
->Driver
.Render
.Multipass( ctx
, ++pass
));
212 _GLD_DX9_VB(Unlock(gldPB
->pVB
));
214 _GLD_DX9_DEV(SetStreamSource(gld
->pDev
, 0, gldPB
->pVB
, 0, gldPB
->dwStride
));
216 _GLD_DX9_DEV(SetTransform(gld
->pDev
, D3DTS_PROJECTION
, &gld
->matProjection
));
217 _GLD_DX9_DEV(SetTransform(gld
->pDev
, D3DTS_WORLD
, &gld
->matModelView
));
219 if (gldPB
->nPoints
) {
220 _GLD_DX9_DEV(DrawPrimitive(gld
->pDev
, D3DPT_POINTLIST
, 0, gldPB
->nPoints
));
225 _GLD_DX9_DEV(DrawPrimitive(gld
->pDev
, D3DPT_LINELIST
, gldPB
->iFirstLine
, gldPB
->nLines
));
229 if (gldPB
->nTriangles
) {
230 _GLD_DX9_DEV(DrawPrimitive(gld
->pDev
, D3DPT_TRIANGLELIST
, gldPB
->iFirstTriangle
, gldPB
->nTriangles
));
231 gldPB
->nTriangles
= 0;
234 return GL_FALSE
; /* finished the pipe */
237 //---------------------------------------------------------------------------
239 static void gld_d3d_render_stage_check(
241 struct tnl_pipeline_stage
*stage
)
243 GLD_context
*gldCtx
= GLD_GET_CONTEXT(ctx
);
244 GLD_driver_dx9
*gld
= GLD_GET_DX9_DRIVER(gldCtx
);
245 // Is this thread safe?
246 stage
->active
= (gld
->bUseMesaTnL
) ? GL_FALSE
: GL_TRUE
;
251 //---------------------------------------------------------------------------
253 const struct tnl_pipeline_stage _gld_d3d_render_stage
=
255 "gld_d3d_render_stage",
260 gld_d3d_render_stage_run
/* run */
263 //---------------------------------------------------------------------------