Sweden-Number/dlls/d3d8/directx.c

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2002-09-28 00:46:16 +02:00
/*
* IDirect3D8 implementation
*
* Copyright 2002 Jason Edmeades
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
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#include "config.h"
#define NONAMELESSUNION
#define NONAMELESSSTRUCT
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#include "windef.h"
#include "winbase.h"
#include "winuser.h"
#include "wingdi.h"
#include "wine/debug.h"
#include "d3d8_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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/* x11drv GDI escapes */
#define X11DRV_ESCAPE 6789
enum x11drv_escape_codes
{
X11DRV_GET_DISPLAY, /* get X11 display for a DC */
X11DRV_GET_DRAWABLE, /* get current drawable for a DC */
X11DRV_GET_FONT, /* get current X font for a DC */
};
#define NUM_MODES 20
static const int modes[NUM_MODES][4] = {
{640, 480, 85, 16},
{640, 480, 85, 32},
{800, 600, 85, 16},
{800, 600, 85, 32},
{1024, 768, 85, 16},
{1024, 768, 85, 32},
{1152, 864, 85, 16},
{1152, 864, 85, 32},
{1280, 768, 85, 16},
{1280, 768, 85, 32},
{1280, 960, 85, 16},
{1280, 960, 85, 32},
{1280, 1024, 85, 16},
{1280, 1024, 85, 32},
{1600, 900, 85, 16},
{1600, 900, 85, 32},
{1600, 1024, 85, 16},
{1600, 1024, 85, 32},
{1600, 1200, 85, 16},
{1600, 1200, 85, 32}
};
#define NUM_FORMATS 7
static const D3DFORMAT device_formats[NUM_FORMATS] = {
D3DFMT_P8,
D3DFMT_R3G3B2,
D3DFMT_R5G6B5,
D3DFMT_X1R5G5B5,
D3DFMT_X4R4G4B4,
D3DFMT_R8G8B8,
D3DFMT_X8R8G8B8
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};
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/* retrieve the X display to use on a given DC */
inline static Display *get_display( HDC hdc )
{
Display *display;
enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY;
if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape,
sizeof(display), (LPSTR)&display )) display = NULL;
return display;
}
/* IDirect3D IUnknown parts follow: */
HRESULT WINAPI IDirect3D8Impl_QueryInterface(LPDIRECT3D8 iface,REFIID riid,LPVOID *ppobj)
{
ICOM_THIS(IDirect3D8Impl,iface);
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IDirect3D8)) {
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IDirect3D8Impl_AddRef(iface);
*ppobj = This;
return D3D_OK;
}
WARN("(%p)->(%s,%p),not found\n",This,debugstr_guid(riid),ppobj);
return E_NOINTERFACE;
}
ULONG WINAPI IDirect3D8Impl_AddRef(LPDIRECT3D8 iface) {
ICOM_THIS(IDirect3D8Impl,iface);
TRACE("(%p) : AddRef from %ld\n", This, This->ref);
return ++(This->ref);
}
ULONG WINAPI IDirect3D8Impl_Release(LPDIRECT3D8 iface) {
ICOM_THIS(IDirect3D8Impl,iface);
ULONG ref = --This->ref;
TRACE("(%p) : ReleaseRef to %ld\n", This, This->ref);
if (ref == 0)
HeapFree(GetProcessHeap(), 0, This);
return ref;
}
/* IDirect3D Interface follow: */
HRESULT WINAPI IDirect3D8Impl_RegisterSoftwareDevice (LPDIRECT3D8 iface, void* pInitializeFunction) {
ICOM_THIS(IDirect3D8Impl,iface);
FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
return D3D_OK;
}
UINT WINAPI IDirect3D8Impl_GetAdapterCount (LPDIRECT3D8 iface) {
ICOM_THIS(IDirect3D8Impl,iface);
/* FIXME: Set to one for now to imply the display */
TRACE("(%p): Mostly stub, only returns primary display\n", This);
return 1;
}
HRESULT WINAPI IDirect3D8Impl_GetAdapterIdentifier (LPDIRECT3D8 iface,
UINT Adapter, DWORD Flags, D3DADAPTER_IDENTIFIER8* pIdentifier) {
ICOM_THIS(IDirect3D8Impl,iface);
TRACE("(%p}->(Adapter: %d, Flags: %lx, pId=%p)\n", This, Adapter, Flags, pIdentifier);
if (Adapter >= IDirect3D8Impl_GetAdapterCount(iface)) {
return D3DERR_INVALIDCALL;
}
if (Adapter == 0) { /* Display */
strcpy(pIdentifier->Driver, "Display");
strcpy(pIdentifier->Description, "Direct3D Display");
pIdentifier->DriverVersion.s.HighPart = 1;
pIdentifier->DriverVersion.s.LowPart = 0;
pIdentifier->VendorId = 0;
pIdentifier->DeviceId = 0;
pIdentifier->SubSysId = 0;
pIdentifier->Revision = 0;
/*FIXME: memcpy(&pIdentifier->DeviceIdentifier, ??, sizeof(??GUID)); */
if (Flags & D3DENUM_NO_WHQL_LEVEL) {
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pIdentifier->WHQLLevel = 0;
} else {
pIdentifier->WHQLLevel = 1;
}
} else {
FIXME("Adapter not primary display\n");
}
return D3D_OK;
}
UINT WINAPI IDirect3D8Impl_GetAdapterModeCount (LPDIRECT3D8 iface,
UINT Adapter) {
ICOM_THIS(IDirect3D8Impl,iface);
TRACE("(%p}->(Adapter: %d)\n", This, Adapter);
if (Adapter >= IDirect3D8Impl_GetAdapterCount(iface)) {
return D3DERR_INVALIDCALL;
}
if (Adapter == 0) { /* Display */
int maxWidth = GetSystemMetrics(SM_CXSCREEN);
int maxHeight = GetSystemMetrics(SM_CYSCREEN);
int i;
for (i = 0; i < NUM_MODES; i++) {
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if (modes[i][0] > maxWidth || modes[i][1] > maxHeight) {
TRACE("(%p}->(Adapter: %d) => %d\n", This, Adapter, i + 1);
return i + 1;
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}
}
TRACE("(%p}->(Adapter: %d) => %d\n", This, Adapter, NUM_MODES);
return NUM_MODES + 1;
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} else {
FIXME("Adapter not primary display\n");
}
return 0;
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}
HRESULT WINAPI IDirect3D8Impl_EnumAdapterModes (LPDIRECT3D8 iface,
UINT Adapter, UINT Mode, D3DDISPLAYMODE* pMode) {
ICOM_THIS(IDirect3D8Impl,iface);
TRACE("(%p}->(Adapter:%d, mode:%d, pMode:%p)\n", This, Adapter, Mode, pMode);
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if (Adapter >= IDirect3D8Impl_GetAdapterCount(iface)) {
return D3DERR_INVALIDCALL;
}
if (Adapter == 0) { /* Display */
HDC hdc;
int bpp = 0;
if (Mode == 0) {
pMode->Width = GetSystemMetrics(SM_CXSCREEN);
pMode->Height = GetSystemMetrics(SM_CYSCREEN);
pMode->RefreshRate = 85; /*FIXME: How to identify? */
bpp = 32;
} else if (Mode < (NUM_MODES + 1)) {
pMode->Width = modes[Mode - 1][0];
pMode->Height = modes[Mode - 1][1];
pMode->RefreshRate = modes[Mode - 1][2];
bpp = modes[Mode - 1][3];
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} else {
TRACE("Requested mode out of range %d\n", Mode);
return D3DERR_INVALIDCALL;
}
hdc = CreateDCA("DISPLAY", NULL, NULL, NULL);
bpp = min(GetDeviceCaps(hdc, BITSPIXEL), bpp);
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DeleteDC(hdc);
switch (bpp) {
case 8: pMode->Format = D3DFMT_R3G3B2; break;
case 16: pMode->Format = D3DFMT_R5G6B5; break;
case 24: /* pMode->Format = D3DFMT_R5G6B5; break;*/ /* Make 24bit appear as 16 bit */
case 32: pMode->Format = D3DFMT_A8R8G8B8; break;
default: pMode->Format = D3DFMT_UNKNOWN;
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}
TRACE("W %d H %d rr %d fmt (%x,%s) bpp %u\n", pMode->Width, pMode->Height, pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format), bpp);
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} else {
FIXME("Adapter not primary display\n");
}
return D3D_OK;
}
HRESULT WINAPI IDirect3D8Impl_GetAdapterDisplayMode (LPDIRECT3D8 iface,
UINT Adapter, D3DDISPLAYMODE* pMode) {
ICOM_THIS(IDirect3D8Impl,iface);
TRACE("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
if (Adapter >= IDirect3D8Impl_GetAdapterCount(iface)) {
return D3DERR_INVALIDCALL;
}
if (Adapter == 0) { /* Display */
HDC hdc;
int bpp = 0;
pMode->Width = GetSystemMetrics(SM_CXSCREEN);
pMode->Height = GetSystemMetrics(SM_CYSCREEN);
pMode->RefreshRate = 85; /*FIXME: How to identify? */
hdc = CreateDCA("DISPLAY", NULL, NULL, NULL);
bpp = GetDeviceCaps(hdc, BITSPIXEL);
DeleteDC(hdc);
switch (bpp) {
case 8: pMode->Format = D3DFMT_R3G3B2; break;
case 16: pMode->Format = D3DFMT_R5G6B5; break;
case 24: /*pMode->Format = D3DFMT_R5G6B5; break;*/ /* Make 24bit appear as 16 bit */
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case 32: pMode->Format = D3DFMT_A8R8G8B8; break;
default: pMode->Format = D3DFMT_UNKNOWN;
}
} else {
FIXME("Adapter not primary display\n");
}
TRACE("returning w:%d, h:%d, ref:%d, fmt:%x\n", pMode->Width,
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pMode->Height, pMode->RefreshRate, pMode->Format);
return D3D_OK;
}
HRESULT WINAPI IDirect3D8Impl_CheckDeviceType (LPDIRECT3D8 iface,
UINT Adapter, D3DDEVTYPE CheckType, D3DFORMAT DisplayFormat,
D3DFORMAT BackBufferFormat, BOOL Windowed) {
ICOM_THIS(IDirect3D8Impl,iface);
FIXME("(%p)->(Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
This,
Adapter,
CheckType, debug_d3ddevicetype(CheckType),
DisplayFormat, debug_d3dformat(DisplayFormat),
BackBufferFormat, debug_d3dformat(BackBufferFormat),
Windowed);
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return D3D_OK;
}
HRESULT WINAPI IDirect3D8Impl_CheckDeviceFormat (LPDIRECT3D8 iface,
UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT AdapterFormat,
DWORD Usage, D3DRESOURCETYPE RType, D3DFORMAT CheckFormat) {
ICOM_THIS(IDirect3D8Impl,iface);
FIXME("(%p)->(Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%lu,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
This,
Adapter,
DeviceType, debug_d3ddevicetype(DeviceType),
AdapterFormat, debug_d3dformat(AdapterFormat),
Usage, debug_d3dusage(Usage),
RType, debug_d3dressourcetype(RType),
CheckFormat, debug_d3dformat(CheckFormat));
switch (CheckFormat) {
case D3DFMT_UYVY:
case D3DFMT_YUY2:
case D3DFMT_DXT1:
case D3DFMT_DXT2:
case D3DFMT_DXT3:
case D3DFMT_DXT4:
case D3DFMT_DXT5:
case D3DFMT_X8L8V8U8:
case D3DFMT_L6V5U5:
case D3DFMT_V8U8:
/* Since we do not support these formats right now, don't pretend to. */
return D3DERR_NOTAVAILABLE;
default:
break;
}
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return D3D_OK;
}
HRESULT WINAPI IDirect3D8Impl_CheckDeviceMultiSampleType (LPDIRECT3D8 iface,
UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT SurfaceFormat,
BOOL Windowed, D3DMULTISAMPLE_TYPE MultiSampleType) {
ICOM_THIS(IDirect3D8Impl,iface);
FIXME("(%p)->(Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x)\n",
This,
Adapter,
DeviceType, debug_d3ddevicetype(DeviceType),
SurfaceFormat, debug_d3dformat(SurfaceFormat),
Windowed,
MultiSampleType);
if (D3DMULTISAMPLE_NONE == MultiSampleType)
return D3D_OK;
return D3DERR_NOTAVAILABLE;
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}
HRESULT WINAPI IDirect3D8Impl_CheckDepthStencilMatch (LPDIRECT3D8 iface,
UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT AdapterFormat,
D3DFORMAT RenderTargetFormat, D3DFORMAT DepthStencilFormat) {
ICOM_THIS(IDirect3D8Impl,iface);
FIXME("(%p)->(Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
This,
Adapter,
DeviceType, debug_d3ddevicetype(DeviceType),
AdapterFormat, debug_d3dformat(AdapterFormat),
RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
#if 0
switch (DepthStencilFormat) {
case D3DFMT_D24X4S4:
case D3DFMT_D24X8:
case D3DFMT_D24S8:
case D3DFMT_D32:
/**
* as i don't know how to really check hard caps of graphics cards
* i prefer to not permit 32bit zbuffers enumeration (as few cards can do it)
*/
return D3DERR_NOTAVAILABLE;
default:
break;
}
#endif
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return D3D_OK;
}
HRESULT WINAPI IDirect3D8Impl_GetDeviceCaps (LPDIRECT3D8 iface,
UINT Adapter, D3DDEVTYPE DeviceType, D3DCAPS8* pCaps) {
ICOM_THIS(IDirect3D8Impl,iface);
TRACE("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
pCaps->DeviceType = (DeviceType == D3DDEVTYPE_HAL) ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
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pCaps->AdapterOrdinal = Adapter;
pCaps->Caps = 0;
pCaps->Caps2 = D3DCAPS2_CANRENDERWINDOWED;
pCaps->Caps3 = D3DDEVCAPS_HWTRANSFORMANDLIGHT;
pCaps->PresentationIntervals = D3DPRESENT_INTERVAL_IMMEDIATE;
pCaps->CursorCaps = 0;
pCaps->DevCaps = D3DDEVCAPS_DRAWPRIMTLVERTEX |
D3DDEVCAPS_HWTRANSFORMANDLIGHT |
D3DDEVCAPS_PUREDEVICE;
pCaps->PrimitiveMiscCaps = D3DPMISCCAPS_CULLCCW |
D3DPMISCCAPS_CULLCW |
D3DPMISCCAPS_COLORWRITEENABLE |
D3DPMISCCAPS_CLIPTLVERTS |
D3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
D3DPMISCCAPS_MASKZ;
/*NOT: D3DPMISCCAPS_TSSARGTEMP*/
pCaps->RasterCaps = D3DPRASTERCAPS_DITHER |
D3DPRASTERCAPS_PAT |
D3DPRASTERCAPS_FOGRANGE;
/* FIXME Add:
D3DPRASTERCAPS_FOGVERTEX
D3DPRASTERCAPS_FOGTABLE
D3DPRASTERCAPS_MIPMAPLODBIAS
D3DPRASTERCAPS_ZBIAS
D3DPRASTERCAPS_ANISOTROPY
D3DPRASTERCAPS_WFOG
D3DPRASTERCAPS_ZFOG
D3DPRASTERCAPS_COLORPERSPECTIVE
D3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
D3DPRASTERCAPS_ANTIALIASEDGES
D3DPRASTERCAPS_ZBUFFERLESSHSR
D3DPRASTERCAPS_WBUFFER */
pCaps->ZCmpCaps = D3DPCMPCAPS_ALWAYS |
D3DPCMPCAPS_EQUAL |
D3DPCMPCAPS_GREATER |
D3DPCMPCAPS_GREATEREQUAL |
D3DPCMPCAPS_LESS |
D3DPCMPCAPS_LESSEQUAL |
D3DPCMPCAPS_NEVER |
D3DPCMPCAPS_NOTEQUAL;
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pCaps->SrcBlendCaps = 0xFFFFFFFF; /*FIXME: Tidy up later */
pCaps->DestBlendCaps = 0xFFFFFFFF; /*FIXME: Tidy up later */
pCaps->AlphaCmpCaps = 0xFFFFFFFF; /*FIXME: Tidy up later */
pCaps->ShadeCaps = D3DPSHADECAPS_SPECULARGOURAUDRGB |
D3DPSHADECAPS_COLORGOURAUDRGB;
pCaps->TextureCaps = D3DPTEXTURECAPS_ALPHA |
D3DPTEXTURECAPS_ALPHAPALETTE |
D3DPTEXTURECAPS_POW2 |
D3DPTEXTURECAPS_VOLUMEMAP |
D3DPTEXTURECAPS_MIPMAP;
#if defined(GL_VERSION_1_3) || defined(GL_ARB_texture_cube_map)
pCaps->TextureCaps |= D3DPTEXTURECAPS_CUBEMAP |
D3DPTEXTURECAPS_MIPCUBEMAP |
D3DPTEXTURECAPS_CUBEMAP_POW2;
#endif
pCaps->TextureFilterCaps = D3DPTFILTERCAPS_MAGFLINEAR |
D3DPTFILTERCAPS_MAGFPOINT |
D3DPTFILTERCAPS_MINFLINEAR |
D3DPTFILTERCAPS_MINFPOINT |
D3DPTFILTERCAPS_MIPFLINEAR |
D3DPTFILTERCAPS_MIPFPOINT;
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pCaps->CubeTextureFilterCaps = 0;
pCaps->VolumeTextureFilterCaps = 0;
pCaps->TextureAddressCaps = D3DPTADDRESSCAPS_BORDER |
D3DPTADDRESSCAPS_CLAMP |
D3DPTADDRESSCAPS_WRAP;
#if defined(GL_VERSION_1_3)
pCaps->TextureAddressCaps |= D3DPTADDRESSCAPS_MIRROR;
#endif
/* FIXME: Add
D3DPTADDRESSCAPS_BORDER
D3DPTADDRESSCAPS_MIRRORONCE */
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pCaps->VolumeTextureAddressCaps = 0;
pCaps->LineCaps = D3DLINECAPS_TEXTURE |
D3DLINECAPS_ZTEST;
/* FIXME: Add
D3DLINECAPS_BLEND
D3DLINECAPS_ALPHACMP
D3DLINECAPS_FOG */
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{
GLint gl_tex_size;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_tex_size);
pCaps->MaxTextureWidth = gl_tex_size;
pCaps->MaxTextureHeight = gl_tex_size;
}
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pCaps->MaxVolumeExtent = 0;
pCaps->MaxTextureRepeat = 32768;
pCaps->MaxTextureAspectRatio = 32768;
pCaps->MaxVertexW = 1.0;
pCaps->GuardBandLeft = 0;
pCaps->GuardBandTop = 0;
pCaps->GuardBandRight = 0;
pCaps->GuardBandBottom = 0;
pCaps->ExtentsAdjust = 0;
pCaps->StencilCaps = D3DSTENCILCAPS_DECRSAT |
D3DSTENCILCAPS_INCRSAT |
D3DSTENCILCAPS_INVERT |
D3DSTENCILCAPS_KEEP |
D3DSTENCILCAPS_REPLACE |
D3DSTENCILCAPS_ZERO;
#if defined(GL_VERSION_1_4) || defined(GL_EXT_stencil_wrap)
pCaps->StencilCaps |= D3DSTENCILCAPS_DECR |
D3DSTENCILCAPS_INCR;
#endif
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pCaps->FVFCaps = D3DFVFCAPS_PSIZE | 0x80000;
pCaps->TextureOpCaps = D3DTEXOPCAPS_ADD |
D3DTEXOPCAPS_ADDSIGNED |
D3DTEXOPCAPS_ADDSIGNED2X |
D3DTEXOPCAPS_MODULATE |
D3DTEXOPCAPS_MODULATE2X |
D3DTEXOPCAPS_MODULATE4X |
D3DTEXOPCAPS_SELECTARG1 |
D3DTEXOPCAPS_SELECTARG2 |
D3DTEXOPCAPS_DISABLE;
#if defined(GL_VERSION_1_3)
pCaps->TextureOpCaps |= D3DTEXOPCAPS_DOTPRODUCT3 |
D3DTEXOPCAPS_SUBTRACT;
#endif
/* FIXME: Add
D3DTEXOPCAPS_ADDSMOOTH
D3DTEXOPCAPS_BLENDCURRENTALPHA
D3DTEXOPCAPS_BLENDDIFFUSEALPHA
D3DTEXOPCAPS_BLENDFACTORALPHA
D3DTEXOPCAPS_BLENDTEXTUREALPHA
D3DTEXOPCAPS_BLENDTEXTUREALPHAPM
D3DTEXOPCAPS_BUMPENVMAP
D3DTEXOPCAPS_BUMPENVMAPLUMINANCE
D3DTEXOPCAPS_LERP
D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
D3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
D3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
D3DTEXOPCAPS_MULTIPLYADD
D3DTEXOPCAPS_PREMODULATE */
{
GLint gl_max;
GLfloat gl_float;
#if defined(GL_VERSION_1_3)
glGetIntegerv(GL_MAX_TEXTURE_UNITS, &gl_max);
#else
glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
#endif
TRACE("GLCaps: GL_MAX_TEXTURE_UNITS_ARB=%d\n", gl_max);
pCaps->MaxTextureBlendStages = min(8, gl_max);
pCaps->MaxSimultaneousTextures = min(8, gl_max);
glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
pCaps->MaxUserClipPlanes = min(MAX_CLIPPLANES, gl_max);
TRACE("GLCaps: GL_MAX_CLIP_PLANES=%ld\n", pCaps->MaxUserClipPlanes);
glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
pCaps->MaxActiveLights = min(MAX_ACTIVE_LIGHTS, gl_max);
TRACE("GLCaps: GL_MAX_LIGHTS=%ld\n", pCaps->MaxActiveLights);
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#if defined(GL_ARB_vertex_blend)
glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
pCaps->MaxVertexBlendMatrices = gl_max;
pCaps->MaxVertexBlendMatrixIndex = 1;
#else
pCaps->MaxVertexBlendMatrices = 0;
pCaps->MaxVertexBlendMatrixIndex = 1;
#endif
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#if defined(GL_EXT_texture_filter_anisotropic)
glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
pCaps->MaxAnisotropy = gl_max;
#else
pCaps->MaxAnisotropy = 0;
#endif
glGetFloatv(GL_POINT_SIZE_RANGE, &gl_float);
pCaps->MaxPointSize = gl_float;
}
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pCaps->VertexProcessingCaps = D3DVTXPCAPS_DIRECTIONALLIGHTS |
D3DVTXPCAPS_MATERIALSOURCE7 |
D3DVTXPCAPS_POSITIONALLIGHTS |
D3DVTXPCAPS_TEXGEN;
/* FIXME: Add
D3DVTXPCAPS_LOCALVIEWER
D3DVTXPCAPS_TWEENING */
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pCaps->MaxPrimitiveCount = 0xFFFFFFFF;
pCaps->MaxVertexIndex = 0xFFFFFFFF;
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pCaps->MaxStreams = 2; /* HACK: Some games want at least 2 */
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pCaps->MaxStreamStride = 1024;
pCaps->VertexShaderVersion = D3DVS_VERSION(1,1);
pCaps->MaxVertexShaderConst = D3D8_VSHADER_MAX_CONSTANTS;
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#if 0
pCaps->PixelShaderVersion = D3DPS_VERSION(1,1);
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pCaps->MaxPixelShaderValue = 1.0;
#else
pCaps->PixelShaderVersion = 0;
pCaps->MaxPixelShaderValue = 0.0;
#endif
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return D3D_OK;
}
HMONITOR WINAPI IDirect3D8Impl_GetAdapterMonitor (LPDIRECT3D8 iface,
UINT Adapter) {
ICOM_THIS(IDirect3D8Impl,iface);
FIXME("(%p)->(Adptr:%d)\n", This, Adapter);
return D3D_OK;
}
HRESULT WINAPI IDirect3D8Impl_CreateDevice (LPDIRECT3D8 iface,
UINT Adapter, D3DDEVTYPE DeviceType, HWND hFocusWindow,
DWORD BehaviourFlags, D3DPRESENT_PARAMETERS* pPresentationParameters,
IDirect3DDevice8** ppReturnedDeviceInterface) {
IDirect3DDevice8Impl *object;
HWND whichHWND;
int num;
XVisualInfo template;
const char *GL_Extensions = NULL;
const char *GLX_Extensions = NULL;
GLint gl_max;
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ICOM_THIS(IDirect3D8Impl,iface);
TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %lx, PresParms: %p, RetDevInt: %p)\n", This, Adapter, DeviceType,
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hFocusWindow, BehaviourFlags, pPresentationParameters, ppReturnedDeviceInterface);
/* Allocate the storage for the device */
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DDevice8Impl));
if (NULL == object) {
return D3DERR_OUTOFVIDEOMEMORY;
}
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object->lpVtbl = &Direct3DDevice8_Vtbl;
object->ref = 1;
object->direct3d8 = This;
/** The device AddRef the direct3d8 Interface else crash in propers clients codes */
IDirect3D8_AddRef((LPDIRECT3D8) object->direct3d8);
/** use StateBlock Factory here, for creating the startup stateBlock */
object->StateBlock = NULL;
IDirect3DDeviceImpl_CreateStateBlock(object, D3DSBT_ALL, NULL);
object->UpdateStateBlock = object->StateBlock;
/* Save the creation parameters */
object->CreateParms.AdapterOrdinal = Adapter;
object->CreateParms.DeviceType = DeviceType;
object->CreateParms.hFocusWindow = hFocusWindow;
object->CreateParms.BehaviorFlags = BehaviourFlags;
*ppReturnedDeviceInterface = (LPDIRECT3DDEVICE8) object;
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/* Initialize settings */
object->PresentParms.BackBufferCount = 1; /* Opengl only supports one? */
object->adapterNo = Adapter;
object->devType = DeviceType;
/* Initialize openGl */
{
HDC hDc;
/*int dblBuf[] = {GLX_STENCIL_SIZE,8,GLX_RGBA,GLX_DEPTH_SIZE,16,GLX_DOUBLEBUFFER,None};*/
int dblBuf[] = {GLX_RGBA,
GLX_STENCIL_SIZE, 8, /* 2 */
GLX_DEPTH_SIZE, 16, /* 4 */
#if 0
GLX_RED_SIZE, 8, /* 6 */
GLX_GREEN_SIZE, 8, /* 8 */
GLX_BLUE_SIZE, 8, /* 10 */
GLX_ALPHA_SIZE, 8, /* 12 */
#endif
GLX_DOUBLEBUFFER, None};
/* FIXME: Handle stencil appropriately via EnableAutoDepthStencil / AutoDepthStencilFormat */
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/* Which hwnd are we using? */
/* if (pPresentationParameters->Windowed) { */
whichHWND = pPresentationParameters->hDeviceWindow;
if (!whichHWND) {
whichHWND = hFocusWindow;
}
object->win = (Window)GetPropA( whichHWND, "__wine_x11_client_window" );
/*
* } else {
* whichHWND = (HWND) GetDesktopWindow();
* object->win = (Window)GetPropA(whichHWND, "__wine_x11_whole_window" );
* root_window
* }
*/
hDc = GetDC(whichHWND);
object->display = get_display(hDc);
TRACE("(%p)->(DepthStencil:(%u,%s), BackBufferFormat:(%u,%s))\n", This,
pPresentationParameters->AutoDepthStencilFormat, debug_d3dformat(pPresentationParameters->AutoDepthStencilFormat),
pPresentationParameters->BackBufferFormat, debug_d3dformat(pPresentationParameters->BackBufferFormat));
#if 0
if (TRUE == pPresentationParameters->EnableAutoDepthStencil) {
switch (pPresentationParameters->AutoDepthStencilFormat) {
case D3DFMT_D16_LOCKABLE: dblBuf[2] = 8; dblBuf[4] = 16; break;
case D3DFMT_D16: dblBuf[2] = 8; dblBuf[4] = 16; break;
case D3DFMT_D15S1: dblBuf[2] = 1; dblBuf[4] = 16; break;
case D3DFMT_D24X4S4: dblBuf[2] = 4; dblBuf[4] = 24; break;
case D3DFMT_D24S8: dblBuf[2] = 8; dblBuf[4] = 24; break;
case D3DFMT_D24X8: dblBuf[2] = 8; dblBuf[4] = 24; break;
case D3DFMT_D32: dblBuf[2] = 8; dblBuf[4] = 32; break;
default: dblBuf[2] = 8; dblBuf[4] = 16; break;
}
}
switch (pPresentationParameters->BackBufferFormat) {
case D3DFMT_R3G3B2: dblBuf[6] = 3; dblBuf[8] = 3; dblBuf[10] = 2; dblBuf[12] = 0; break;
case D3DFMT_R5G6B5: dblBuf[6] = 5; dblBuf[8] = 6; dblBuf[10] = 5; dblBuf[12] = 0; break;
case D3DFMT_X1R5G5B5: dblBuf[6] = 5; dblBuf[8] = 5; dblBuf[10] = 5; dblBuf[12] = 0; break;
case D3DFMT_A1R5G5B5: dblBuf[6] = 5; dblBuf[8] = 5; dblBuf[10] = 5; dblBuf[12] = 1; break;
case D3DFMT_X4R4G4B4: dblBuf[6] = 4; dblBuf[8] = 4; dblBuf[10] = 4; dblBuf[12] = 0; break;
case D3DFMT_R8G8B8: dblBuf[6] = 8; dblBuf[8] = 8; dblBuf[10] = 8; dblBuf[12] = 0; break;
case D3DFMT_X8R8G8B8: dblBuf[6] = 8; dblBuf[8] = 8; dblBuf[10] = 8; dblBuf[12] = 0; break;
case D3DFMT_A8R8G8B8: dblBuf[6] = 8; dblBuf[8] = 8; dblBuf[10] = 8; dblBuf[12] = 8; break;
default: dblBuf[6] = 5; dblBuf[8] = 6; dblBuf[10] = 5; dblBuf[12] = 0; break;
}
#endif
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ENTER_GL();
object->visInfo = glXChooseVisual(object->display, DefaultScreen(object->display), dblBuf);
if (NULL == object->visInfo) {
FIXME("cannot choose needed glxVisual with Stencil Buffer\n");
/**
* second try using wine initialized visual ...
* must be fixed reworking wine-glx init
*/
template.visualid = (VisualID)GetPropA(GetDesktopWindow(), "__wine_x11_visual_id");
object->visInfo = XGetVisualInfo(object->display, VisualIDMask, &template, &num);
if (NULL == object->visInfo) {
ERR("cannot really get XVisual\n");
LEAVE_GL();
return D3DERR_NOTAVAILABLE;
}
}
object->glCtx = glXCreateContext(object->display, object->visInfo, NULL, GL_TRUE);
if (NULL == object->glCtx) {
ERR("cannot create glxContext\n");
LEAVE_GL();
return D3DERR_NOTAVAILABLE;
}
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LEAVE_GL();
ReleaseDC(whichHWND, hDc);
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}
if (object->glCtx == NULL) {
ERR("Error in context creation !\n");
return D3DERR_INVALIDCALL;
} else {
TRACE("Context created (HWND=%p, glContext=%p, Window=%ld, VisInfo=%p)\n",
whichHWND, object->glCtx, object->win, object->visInfo);
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}
/* If not windowed, need to go fullscreen, and resize the HWND to the appropriate */
/* dimensions */
if (!pPresentationParameters->Windowed) {
FIXME("Requested full screen support not implemented, expect windowed operation\n");
SetWindowPos(whichHWND, HWND_TOP, 0, 0, pPresentationParameters->BackBufferWidth,
pPresentationParameters->BackBufferHeight, SWP_SHOWWINDOW);
}
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TRACE("Creating back buffer\n");
/* MSDN: If Windowed is TRUE and either of the BackBufferWidth/Height values is zero,
then the corresponding dimension of the client area of the hDeviceWindow
(or the focus window, if hDeviceWindow is NULL) is taken. */
if (pPresentationParameters->Windowed && ((pPresentationParameters->BackBufferWidth == 0) ||
(pPresentationParameters->BackBufferHeight == 0))) {
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RECT Rect;
GetClientRect(whichHWND, &Rect);
if (pPresentationParameters->BackBufferWidth == 0) {
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pPresentationParameters->BackBufferWidth = Rect.right;
TRACE("Updating width to %d\n", pPresentationParameters->BackBufferWidth);
}
if (pPresentationParameters->BackBufferHeight == 0) {
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pPresentationParameters->BackBufferHeight = Rect.bottom;
TRACE("Updating height to %d\n", pPresentationParameters->BackBufferHeight);
}
}
/* Save the presentation parms now filled in correctly */
memcpy(&object->PresentParms, pPresentationParameters, sizeof(D3DPRESENT_PARAMETERS));
IDirect3DDevice8Impl_CreateRenderTarget((LPDIRECT3DDEVICE8) object,
pPresentationParameters->BackBufferWidth,
pPresentationParameters->BackBufferHeight,
pPresentationParameters->BackBufferFormat,
pPresentationParameters->MultiSampleType,
TRUE,
(LPDIRECT3DSURFACE8*) &object->frontBuffer);
IDirect3DDevice8Impl_CreateRenderTarget((LPDIRECT3DDEVICE8) object,
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pPresentationParameters->BackBufferWidth,
pPresentationParameters->BackBufferHeight,
pPresentationParameters->BackBufferFormat,
pPresentationParameters->MultiSampleType,
TRUE,
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(LPDIRECT3DSURFACE8*) &object->backBuffer);
if (pPresentationParameters->EnableAutoDepthStencil) {
IDirect3DDevice8Impl_CreateDepthStencilSurface((LPDIRECT3DDEVICE8) object,
pPresentationParameters->BackBufferWidth,
pPresentationParameters->BackBufferHeight,
pPresentationParameters->AutoDepthStencilFormat,
D3DMULTISAMPLE_NONE,
(LPDIRECT3DSURFACE8*) &object->depthStencilBuffer);
} else {
object->depthStencilBuffer = NULL;
}
/* init the default renderTarget management */
object->drawable = object->win;
object->render_ctx = object->glCtx;
object->renderTarget = object->frontBuffer;
IDirect3DSurface8Impl_AddRef((LPDIRECT3DSURFACE8) object->renderTarget);
object->stencilBufferTarget = object->depthStencilBuffer;
if (NULL != object->stencilBufferTarget)
IDirect3DSurface8Impl_AddRef((LPDIRECT3DSURFACE8) object->stencilBufferTarget);
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/* Now override the surface's Flip method (if in double buffering) ?COPIED from DDRAW!?
((x11_ds_private *) surface->private)->opengl_flip = TRUE;
{
int i;
struct _surface_chain *chain = surface->s.chain;
for (i=0;i<chain->nrofsurfaces;i++)
if (chain->surfaces[i]->s.surface_desc.ddsCaps.dwCaps & DDSCAPS_FLIP)
((x11_ds_private *) chain->surfaces[i]->private)->opengl_flip = TRUE;
}
*/
ENTER_GL();
/*TRACE("hereeee. %x %x %x\n", object->display, object->win, object->glCtx);*/
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if (glXMakeCurrent(object->display, object->win, object->glCtx) == False) {
ERR("Error in setting current context (context %p drawable %ld)!\n", object->glCtx, object->win);
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}
checkGLcall("glXMakeCurrent");
/* Clear the screen */
glClearColor(1.0, 0.0, 0.0, 0.0);
checkGLcall("glClearColor");
glColor3f(1.0, 1.0, 1.0);
checkGLcall("glColor3f");
glEnable(GL_LIGHTING);
checkGLcall("glEnable");
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
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glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR);
checkGLcall("glLightModel (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR);");
/*
* Initialize openGL extension related variables
* with Default values
*/
memset(&This->gl_info.supported, 0, sizeof(This->gl_info.supported));
This->gl_info.max_textures = 1;
This->gl_info.vs_arb_version = VS_VERSION_NOT_SUPPORTED;
This->gl_info.vs_nv_version = VS_VERSION_NOT_SUPPORTED;
/* Retrieve opengl defaults */
glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
This->gl_info.max_clipplanes = min(MAX_CLIPPLANES, gl_max);
TRACE("ClipPlanes support - num Planes=%d\n", gl_max);
glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
This->gl_info.max_lights = min(MAX_ACTIVE_LIGHTS, gl_max);
TRACE("Lights support - max lights=%d\n", gl_max);
/* Parse the gl supported features, in theory enabling parts of our code appropriately */
GL_Extensions = glGetString(GL_EXTENSIONS);
FIXME("GL_Extensions reported:\n");
if (NULL == GL_Extensions) {
ERR(" GL_Extensions returns NULL\n");
} else {
while (*GL_Extensions != 0x00) {
const char *Start = GL_Extensions;
char ThisExtn[256];
memset(ThisExtn, 0x00, sizeof(ThisExtn));
while (*GL_Extensions != ' ' && *GL_Extensions != 0x00) {
GL_Extensions++;
}
memcpy(ThisExtn, Start, (GL_Extensions - Start));
FIXME("- %s\n", ThisExtn);
/**
* ARB
*/
if (strcmp(ThisExtn, "GL_ARB_multisample") == 0) {
FIXME(" FOUND: ARB Multisample support\n");
This->gl_info.supported[ARB_MULTISAMPLE] = TRUE;
} else if (strcmp(ThisExtn, "GL_ARB_multitexture") == 0) {
glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
FIXME(" FOUND: ARB Multitexture support - GL_MAX_TEXTURE_UNITS_ARB=%u\n", gl_max);
This->gl_info.supported[ARB_MULTITEXTURE] = TRUE;
This->gl_info.max_textures = min(8, gl_max);
} else if (strcmp(ThisExtn, "GL_ARB_texture_cube_map") == 0) {
FIXME(" FOUND: ARB Texture Cube Map support\n");
This->gl_info.supported[ARB_TEXTURE_CUBE_MAP] = TRUE;
} else if (strcmp(ThisExtn, "GL_ARB_texture_compression") == 0) {
FIXME(" FOUND: ARB Texture Compression support\n");
This->gl_info.supported[ARB_TEXTURE_COMPRESSION] = TRUE;
} else if (strcmp(ThisExtn, "GL_ARB_texture_env_dot3") == 0) {
FIXME(" FOUND: EXT Dot3 support\n");
This->gl_info.supported[ARB_TEXTURE_ENV_DOT3] = TRUE;
} else if (strstr(ThisExtn, "GL_ARB_vertex_program")) {
This->gl_info.vs_arb_version = VS_VERSION_11;
FIXME(" FOUND: ARB Vertex Shader support - version=%02x\n", This->gl_info.vs_arb_version);
This->gl_info.supported[ARB_VERTEX_PROGRAM] = TRUE;
/**
* EXT
*/
} else if (strcmp(ThisExtn, "GL_EXT_fog_coord") == 0) {
FIXME(" FOUND: EXT Fog coord support\n");
This->gl_info.supported[EXT_FOG_COORD] = TRUE;
} else if (strcmp(ThisExtn, "GL_EXT_paletted_texture") == 0) {
/* handle paletted texture extensions */
FIXME(" FOUND: EXT Paletted texture support\n");
This->gl_info.supported[EXT_PALETTED_TEXTURE] = TRUE;
} else if (strcmp(ThisExtn, "GL_EXT_secondary_color") == 0) {
FIXME(" FOUND: EXT Secondary coord support\n");
This->gl_info.supported[EXT_SECONDARY_COLOR] = TRUE;
} else if (strcmp(ThisExtn, "GL_EXT_texture_compression_s3tc") == 0) {
FIXME(" FOUND: EXT Texture S3TC compression support\n");
This->gl_info.supported[EXT_TEXTURE_COMPRESSION_S3TC] = TRUE;
} else if (strcmp(ThisExtn, "GL_EXT_texture_lod") == 0) {
FIXME(" FOUND: EXT Texture LOD support\n");
This->gl_info.supported[EXT_TEXTURE_LOD] = TRUE;
} else if (strcmp(ThisExtn, "GL_EXT_texture_lod_bias") == 0) {
FIXME(" FOUND: EXT Texture LOD bias support\n");
This->gl_info.supported[EXT_TEXTURE_LOD_BIAS] = TRUE;
} else if (strcmp(ThisExtn, "GL_EXT_vertex_weighting") == 0) {
FIXME(" FOUND: EXT Vertex weighting support\n");
This->gl_info.supported[EXT_VERTEX_WEIGHTING] = TRUE;
/**
* NVIDIA
*/
} else if (strstr(ThisExtn, "GL_NV_vertex_program")) {
This->gl_info.vs_nv_version = max(This->gl_info.vs_nv_version, (0 == strcmp(ThisExtn, "GL_NV_vertex_program1_1")) ? VS_VERSION_11 : VS_VERSION_10);
This->gl_info.vs_nv_version = max(This->gl_info.vs_nv_version, (0 == strcmp(ThisExtn, "GL_NV_vertex_program2")) ? VS_VERSION_20 : VS_VERSION_10);
FIXME(" FOUND: NVIDIA (NV) Vertex Shader support - version=%02x\n", This->gl_info.vs_nv_version);
This->gl_info.supported[NV_VERTEX_PROGRAM] = TRUE;
/**
* ATI
*/
/** TODO */
} else if (strcmp(ThisExtn, "GL_EXT_vertex_shader") == 0) {
This->gl_info.vs_ati_version = VS_VERSION_11;
FIXME(" FOUND: ATI (EXT) Vertex Shader support - version=%02x\n", This->gl_info.vs_ati_version);
This->gl_info.supported[EXT_VERTEX_SHADER] = TRUE;
}
if (*GL_Extensions == ' ') GL_Extensions++;
}
}
GLX_Extensions = glXQueryExtensionsString(object->display, DefaultScreen(object->display));
TRACE("GLX_Extensions reported:\n");
if (NULL == GLX_Extensions) {
ERR(" GLX_Extensions returns NULL\n");
} else {
while (*GLX_Extensions != 0x00) {
const char *Start = GLX_Extensions;
char ThisExtn[256];
memset(ThisExtn, 0x00, sizeof(ThisExtn));
while (*GLX_Extensions != ' ' && *GLX_Extensions != 0x00) {
GLX_Extensions++;
}
memcpy(ThisExtn, Start, (GLX_Extensions - Start));
TRACE ("- %s\n", ThisExtn);
if (*GLX_Extensions == ' ') GLX_Extensions++;
}
}
/* Setup all the devices defaults */
IDirect3DDeviceImpl_InitStartupStateBlock(object);
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LEAVE_GL();
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{ /* Set a default viewport */
D3DVIEWPORT8 vp;
vp.X = 0;
vp.Y = 0;
vp.Width = pPresentationParameters->BackBufferWidth;
vp.Height = pPresentationParameters->BackBufferHeight;
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
IDirect3DDevice8Impl_SetViewport((LPDIRECT3DDEVICE8) object, &vp);
}
TRACE("(%p,%d) All defaults now set up, leaving CreateDevice\n", This, Adapter);
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return D3D_OK;
}
ICOM_VTABLE(IDirect3D8) Direct3D8_Vtbl =
{
ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
IDirect3D8Impl_QueryInterface,
IDirect3D8Impl_AddRef,
IDirect3D8Impl_Release,
IDirect3D8Impl_RegisterSoftwareDevice,
IDirect3D8Impl_GetAdapterCount,
IDirect3D8Impl_GetAdapterIdentifier,
IDirect3D8Impl_GetAdapterModeCount,
IDirect3D8Impl_EnumAdapterModes,
IDirect3D8Impl_GetAdapterDisplayMode,
IDirect3D8Impl_CheckDeviceType,
IDirect3D8Impl_CheckDeviceFormat,
IDirect3D8Impl_CheckDeviceMultiSampleType,
IDirect3D8Impl_CheckDepthStencilMatch,
IDirect3D8Impl_GetDeviceCaps,
IDirect3D8Impl_GetAdapterMonitor,
IDirect3D8Impl_CreateDevice
};