- some cleanup and warning fixes

- split of CreateDevice gl/gxl detection code into FillGLCaps
- implementation of resolution change (using ChangeDisplaySettings)
  but desactived as ChangeDisplaySettings don't seem to work well
- begin of swap chain support (now need to split/clean
  gxlpbuffer/glxpixmap code for swap chain use)
This commit is contained in:
Raphael Junqueira 2003-06-04 22:55:19 +00:00 committed by Alexandre Julliard
parent bca452eea6
commit 24be30657d
5 changed files with 355 additions and 283 deletions

View File

@ -394,18 +394,12 @@ struct IDirect3DDevice8Impl
GLXContext glCtx;
XVisualInfo *visInfo;
Display *display;
HWND win_handle;
Window win;
GLXContext render_ctx;
Drawable drawable;
/* OpenGL Extension related */
#if 0
BOOL isMultiTexture;
BOOL isDot3;
UINT TextureUnits;
UINT clipPlanes;
UINT maxLights;
#endif
/* Cursor management */
BOOL bCursorVisible;
@ -590,7 +584,13 @@ struct IDirect3DSwapChain8Impl
/* IDirect3DSwapChain8 fields */
IDirect3DSurface8Impl *frontBuffer;
IDirect3DSurface8Impl *backBuffer;
IDirect3DSurface8Impl *depthStencilBuffer;
D3DPRESENT_PARAMETERS PresentParms;
/* OpenGL/GLX related */
GLXContext swap_ctx;
Drawable swap_drawable;
};
/* IUnknown: */

View File

@ -1153,9 +1153,68 @@ BOOL WINAPI IDirect3DDevice8Impl_ShowCursor(LPDIRECT3DDEVICE8 iface, BOOL b
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_CreateAdditionalSwapChain(LPDIRECT3DDEVICE8 iface, D3DPRESENT_PARAMETERS* pPresentationParameters, IDirect3DSwapChain8** pSwapChain) {
IDirect3DSwapChain8Impl* object;
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This);
*pSwapChain = NULL;
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DDevice8Impl));
if (NULL == object) {
return D3DERR_OUTOFVIDEOMEMORY;
}
object->lpVtbl = &Direct3DSwapChain8_Vtbl;
object->ref = 1;
TRACE("(%p)->(DepthStencil:(%u,%s), BackBufferFormat:(%u,%s))\n", This,
pPresentationParameters->AutoDepthStencilFormat, debug_d3dformat(pPresentationParameters->AutoDepthStencilFormat),
pPresentationParameters->BackBufferFormat, debug_d3dformat(pPresentationParameters->BackBufferFormat));
if (pPresentationParameters->Windowed && ((pPresentationParameters->BackBufferWidth == 0) ||
(pPresentationParameters->BackBufferHeight == 0))) {
RECT Rect;
GetClientRect(This->win_handle, &Rect);
if (pPresentationParameters->BackBufferWidth == 0) {
pPresentationParameters->BackBufferWidth = Rect.right;
TRACE("Updating width to %d\n", pPresentationParameters->BackBufferWidth);
}
if (pPresentationParameters->BackBufferHeight == 0) {
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,
pPresentationParameters->BackBufferWidth,
pPresentationParameters->BackBufferHeight,
pPresentationParameters->BackBufferFormat,
pPresentationParameters->MultiSampleType,
TRUE,
(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;
}
*pSwapChain = (IDirect3DSwapChain8*) object;
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_Reset(LPDIRECT3DDEVICE8 iface, D3DPRESENT_PARAMETERS* pPresentationParameters) {

View File

@ -27,6 +27,7 @@
#include "winuser.h"
#include "wingdi.h"
#include "wine/debug.h"
#include "wine/unicode.h"
#include "d3d8_private.h"
@ -241,7 +242,7 @@ HRESULT WINAPI IDirect3D8Impl_EnumAdapterModes (LPDIRECT3D8 iface,
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 24: /* pMode->Format = D3DFMT_R5G6B5; break;*/ /* Make 24bit appear as 32 bit */
case 32: pMode->Format = D3DFMT_A8R8G8B8; break;
default: pMode->Format = D3DFMT_UNKNOWN;
}
@ -278,7 +279,7 @@ HRESULT WINAPI IDirect3D8Impl_GetAdapterDisplayMode (LPDIRECT3D8 iface,
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 24: /*pMode->Format = D3DFMT_R5G6B5; break;*/ /* Make 24bit appear as 32 bit */
case 32: pMode->Format = D3DFMT_A8R8G8B8; break;
default: pMode->Format = D3DFMT_UNKNOWN;
}
@ -339,9 +340,9 @@ HRESULT WINAPI IDirect3D8Impl_CheckDeviceFormat (LPDIRECT3D8 iface,
return D3D_OK;
}
HRESULT WINAPI IDirect3D8Impl_CheckDeviceMultiSampleType (LPDIRECT3D8 iface,
UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT SurfaceFormat,
BOOL Windowed, D3DMULTISAMPLE_TYPE MultiSampleType) {
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,
@ -356,9 +357,9 @@ HRESULT WINAPI IDirect3D8Impl_CheckDeviceMultiSampleType (LPDIRECT3D8 iface,
return D3DERR_NOTAVAILABLE;
}
HRESULT WINAPI IDirect3D8Impl_CheckDepthStencilMatch (LPDIRECT3D8 iface,
UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT AdapterFormat,
D3DFORMAT RenderTargetFormat, D3DFORMAT DepthStencilFormat) {
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,
@ -386,8 +387,7 @@ HRESULT WINAPI IDirect3D8Impl_CheckDepthStencilMatch (LPDIRECT3D8 iface,
return D3D_OK;
}
HRESULT WINAPI IDirect3D8Impl_GetDeviceCaps (LPDIRECT3D8 iface,
UINT Adapter, D3DDEVTYPE DeviceType, D3DCAPS8* pCaps) {
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);
@ -622,260 +622,18 @@ HRESULT WINAPI IDirect3D8Impl_GetDeviceCaps (LPDIRECT3D8 iface,
return D3D_OK;
}
HMONITOR WINAPI IDirect3D8Impl_GetAdapterMonitor (LPDIRECT3D8 iface,
UINT Adapter) {
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;
static void IDirect3D8Impl_FillGLCaps(LPDIRECT3D8 iface, Display* display) {
const char *GL_Extensions = NULL;
const char *GLX_Extensions = NULL;
GLint gl_max;
ICOM_THIS(IDirect3D8Impl,iface);
TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %lx, PresParms: %p, RetDevInt: %p)\n", This, Adapter, DeviceType,
hFocusWindow, BehaviourFlags, pPresentationParameters, ppReturnedDeviceInterface);
/* Allocate the storage for the device */
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DDevice8Impl));
if (NULL == object) {
return D3DERR_OUTOFVIDEOMEMORY;
}
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;
/* 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 */
GLX_DOUBLEBUFFER, None};
/* FIXME: Handle stencil appropriately via EnableAutoDepthStencil / AutoDepthStencilFormat */
/* 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
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;
}
LEAVE_GL();
ReleaseDC(whichHWND, hDc);
}
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);
}
/* 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);
}
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))) {
RECT Rect;
GetClientRect(whichHWND, &Rect);
if (pPresentationParameters->BackBufferWidth == 0) {
pPresentationParameters->BackBufferWidth = Rect.right;
TRACE("Updating width to %d\n", pPresentationParameters->BackBufferWidth);
}
if (pPresentationParameters->BackBufferHeight == 0) {
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,
pPresentationParameters->BackBufferWidth,
pPresentationParameters->BackBufferHeight,
pPresentationParameters->BackBufferFormat,
pPresentationParameters->MultiSampleType,
TRUE,
(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);
}
/* 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);*/
if (glXMakeCurrent(object->display, object->win, object->glCtx) == False) {
ERR("Error in setting current context (context %p drawable %ld)!\n", object->glCtx, object->win);
}
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);");
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
/*
* Initialize openGL extension related variables
@ -1001,8 +759,8 @@ HRESULT WINAPI IDirect3D8Impl_CreateDevice (LPDIRECT3D8 iface,
}
}
GLX_Extensions = glXQueryExtensionsString(object->display, DefaultScreen(object->display));
TRACE("GLX_Extensions reported:\n");
GLX_Extensions = glXQueryExtensionsString(display, DefaultScreen(display));
FIXME("GLX_Extensions reported:\n");
if (NULL == GLX_Extensions) {
ERR(" GLX_Extensions returns NULL\n");
@ -1016,10 +774,268 @@ HRESULT WINAPI IDirect3D8Impl_CreateDevice (LPDIRECT3D8 iface,
GLX_Extensions++;
}
memcpy(ThisExtn, Start, (GLX_Extensions - Start));
TRACE ("- %s\n", ThisExtn);
FIXME("- %s\n", ThisExtn);
if (*GLX_Extensions == ' ') GLX_Extensions++;
}
}
}
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;
ICOM_THIS(IDirect3D8Impl,iface);
TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %lx, PresParms: %p, RetDevInt: %p)\n", This, Adapter, DeviceType,
hFocusWindow, BehaviourFlags, pPresentationParameters, ppReturnedDeviceInterface);
/* Allocate the storage for the device */
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DDevice8Impl));
if (NULL == object) {
return D3DERR_OUTOFVIDEOMEMORY;
}
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;
/* 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 */
GLX_DOUBLEBUFFER, None};
/* FIXME: Handle stencil appropriately via EnableAutoDepthStencil / AutoDepthStencilFormat */
/* Which hwnd are we using? */
/* if (pPresentationParameters->Windowed) { */
whichHWND = pPresentationParameters->hDeviceWindow;
if (!whichHWND) {
whichHWND = hFocusWindow;
}
object->win_handle = whichHWND;
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
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;
}
LEAVE_GL();
ReleaseDC(whichHWND, hDc);
}
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);
}
/* If not windowed, need to go fullscreen, and resize the HWND to the appropriate */
/* dimensions */
if (!pPresentationParameters->Windowed) {
#if 0
DEVMODEW devmode;
HDC hdc;
int bpp = 0;
memset(&devmode, 0, sizeof(DEVMODEW));
devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
MultiByteToWideChar(CP_ACP, 0, "Gamers CG", -1, devmode.dmDeviceName, CCHDEVICENAME);
hdc = CreateDCA("DISPLAY", NULL, NULL, NULL);
bpp = GetDeviceCaps(hdc, BITSPIXEL);
DeleteDC(hdc);
devmode.dmBitsPerPel = (bpp >= 24) ? 32 : bpp;/*Stupid XVidMode cannot change bpp D3DFmtGetBpp(object, pPresentationParameters->BackBufferFormat);*/
devmode.dmPelsWidth = pPresentationParameters->BackBufferWidth;
devmode.dmPelsHeight = pPresentationParameters->BackBufferHeight;
ChangeDisplaySettingsExW(devmode.dmDeviceName, &devmode, object->win_handle, CDS_FULLSCREEN, NULL);
#else
FIXME("Requested full screen support not implemented, expect windowed operation\n");
#endif
SetWindowPos(object->win_handle, HWND_TOP, 0, 0,
pPresentationParameters->BackBufferWidth,
pPresentationParameters->BackBufferHeight, SWP_SHOWWINDOW | SWP_FRAMECHANGED);
}
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))) {
RECT Rect;
GetClientRect(whichHWND, &Rect);
if (pPresentationParameters->BackBufferWidth == 0) {
pPresentationParameters->BackBufferWidth = Rect.right;
TRACE("Updating width to %d\n", pPresentationParameters->BackBufferWidth);
}
if (pPresentationParameters->BackBufferHeight == 0) {
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,
pPresentationParameters->BackBufferWidth,
pPresentationParameters->BackBufferHeight,
pPresentationParameters->BackBufferFormat,
pPresentationParameters->MultiSampleType,
TRUE,
(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);
}
ENTER_GL();
if (glXMakeCurrent(object->display, object->win, object->glCtx) == False) {
ERR("Error in setting current context (context %p drawable %ld)!\n", object->glCtx, object->win);
}
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);");
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
/*
* Initialize openGL extension related variables
* with Default values
*/
IDirect3D8Impl_FillGLCaps(iface, object->display);
/* Setup all the devices defaults */
IDirect3DDeviceImpl_InitStartupStateBlock(object);

View File

@ -243,19 +243,6 @@ HRESULT WINAPI IDirect3DSurface8Impl_LockRect(LPDIRECT3DSURFACE8 iface, D3DLOCKE
if (SUCCEEDED(hr) && NULL != cont) {
IDirect3DBaseTexture8Impl_SetDirty(cont, TRUE);
#if 0
/* Now setup the texture appropraitly */
D3DRESOURCETYPE containerType = IDirect3DBaseTexture8Impl_GetType(cont);
if (containerType == D3DRTYPE_TEXTURE) {
IDirect3DTexture8Impl* pTexture = (IDirect3DTexture8Impl*) cont;
pTexture->Dirty = TRUE;
} else if (containerType == D3DRTYPE_CUBETEXTURE) {
IDirect3DCubeTexture8Impl* pTexture = (IDirect3DCubeTexture8Impl*) cont;
pTexture->Dirty = TRUE;
} else {
FIXME("Set dirty on container type %d\n", containerType);
}
#endif
IDirect3DBaseTexture8_Release(cont);
cont = NULL;
}

View File

@ -56,8 +56,9 @@ ULONG WINAPI IDirect3DSwapChain8Impl_Release(LPDIRECT3DSWAPCHAIN8 iface) {
ICOM_THIS(IDirect3DSwapChain8Impl,iface);
ULONG ref = --This->ref;
TRACE("(%p) : ReleaseRef to %ld\n", This, This->ref);
if (ref == 0)
if (ref == 0) {
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
}
@ -67,10 +68,19 @@ HRESULT WINAPI IDirect3DSwapChain8Impl_Present(LPDIRECT3DSWAPCHAIN8 iface, CONST
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IDirect3DSwapChain8Impl_GetBackBuffer(LPDIRECT3DSWAPCHAIN8 iface, UINT BackBuffer, D3DBACKBUFFER_TYPE Type,IDirect3DSurface8** ppBackBuffer) {
HRESULT WINAPI IDirect3DSwapChain8Impl_GetBackBuffer(LPDIRECT3DSWAPCHAIN8 iface, UINT BackBuffer, D3DBACKBUFFER_TYPE Type, IDirect3DSurface8** ppBackBuffer) {
ICOM_THIS(IDirect3DSwapChain8Impl,iface);
FIXME("(%p) : stub\n", This);
*ppBackBuffer = NULL;
*ppBackBuffer = (LPDIRECT3DSURFACE8) This->backBuffer;
TRACE("(%p) : BackBuf %d Type %d returning %p\n", This, BackBuffer, Type, *ppBackBuffer);
if (BackBuffer > This->PresentParms.BackBufferCount - 1) {
FIXME("Only one backBuffer currently supported\n");
return D3DERR_INVALIDCALL;
}
/* Note inc ref on returned surface */
IDirect3DSurface8Impl_AddRef((LPDIRECT3DSURFACE8) *ppBackBuffer);
return D3D_OK;
}