Better caps support (ie more in line with what GL reports).
This commit is contained in:
parent
70d1136ca7
commit
d1291ba19a
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@ -64,6 +64,9 @@ const float id_mat[16] = {
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0.0, 0.0, 0.0, 1.0
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};
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/* This is filled at DLL loading time */
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static D3DDEVICEDESC7 opengl_device_caps;
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static void draw_primitive_strided(IDirect3DDeviceImpl *This,
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D3DPRIMITIVETYPE d3dptPrimitiveType,
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DWORD d3dvtVertexType,
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@ -307,127 +310,53 @@ static void set_context(IDirect3DDeviceImpl* This)
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LEAVE_GL();
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}
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static void fill_opengl_primcaps(D3DPRIMCAPS *pc)
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{
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pc->dwSize = sizeof(*pc);
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pc->dwMiscCaps = D3DPMISCCAPS_CONFORMANT | D3DPMISCCAPS_CULLCCW | D3DPMISCCAPS_CULLCW |
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D3DPMISCCAPS_LINEPATTERNREP | D3DPMISCCAPS_MASKZ;
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pc->dwRasterCaps = D3DPRASTERCAPS_DITHER | D3DPRASTERCAPS_FOGRANGE | D3DPRASTERCAPS_FOGTABLE |
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D3DPRASTERCAPS_FOGVERTEX | D3DPRASTERCAPS_STIPPLE | D3DPRASTERCAPS_ZBIAS | D3DPRASTERCAPS_ZTEST | D3DPRASTERCAPS_SUBPIXEL;
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pc->dwZCmpCaps = D3DPCMPCAPS_ALWAYS | D3DPCMPCAPS_EQUAL | D3DPCMPCAPS_GREATER | D3DPCMPCAPS_GREATEREQUAL |
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D3DPCMPCAPS_LESS | D3DPCMPCAPS_LESSEQUAL | D3DPCMPCAPS_NEVER | D3DPCMPCAPS_NOTEQUAL;
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pc->dwSrcBlendCaps = D3DPBLENDCAPS_ZERO | D3DPBLENDCAPS_ONE | D3DPBLENDCAPS_DESTCOLOR | D3DPBLENDCAPS_INVDESTCOLOR |
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D3DPBLENDCAPS_SRCALPHA | D3DPBLENDCAPS_INVSRCALPHA | D3DPBLENDCAPS_DESTALPHA | D3DPBLENDCAPS_INVDESTALPHA | D3DPBLENDCAPS_SRCALPHASAT |
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D3DPBLENDCAPS_BOTHSRCALPHA | D3DPBLENDCAPS_BOTHINVSRCALPHA;
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pc->dwDestBlendCaps = D3DPBLENDCAPS_ZERO | D3DPBLENDCAPS_ONE | D3DPBLENDCAPS_SRCCOLOR | D3DPBLENDCAPS_INVSRCCOLOR |
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D3DPBLENDCAPS_SRCALPHA | D3DPBLENDCAPS_INVSRCALPHA | D3DPBLENDCAPS_DESTALPHA | D3DPBLENDCAPS_INVDESTALPHA | D3DPBLENDCAPS_SRCALPHASAT |
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D3DPBLENDCAPS_BOTHSRCALPHA | D3DPBLENDCAPS_BOTHINVSRCALPHA;
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pc->dwAlphaCmpCaps = D3DPCMPCAPS_ALWAYS | D3DPCMPCAPS_EQUAL | D3DPCMPCAPS_GREATER | D3DPCMPCAPS_GREATEREQUAL |
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D3DPCMPCAPS_LESS | D3DPCMPCAPS_LESSEQUAL | D3DPCMPCAPS_NEVER | D3DPCMPCAPS_NOTEQUAL;
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pc->dwShadeCaps = D3DPSHADECAPS_ALPHAFLATBLEND | D3DPSHADECAPS_ALPHAGOURAUDBLEND | D3DPSHADECAPS_COLORFLATRGB | D3DPSHADECAPS_COLORGOURAUDRGB |
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D3DPSHADECAPS_FOGFLAT | D3DPSHADECAPS_FOGGOURAUD | D3DPSHADECAPS_SPECULARFLATRGB | D3DPSHADECAPS_SPECULARGOURAUDRGB;
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pc->dwTextureCaps = D3DPTEXTURECAPS_ALPHA | D3DPTEXTURECAPS_ALPHAPALETTE | D3DPTEXTURECAPS_BORDER | D3DPTEXTURECAPS_PERSPECTIVE |
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D3DPTEXTURECAPS_POW2 | D3DPTEXTURECAPS_TRANSPARENCY;
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pc->dwTextureFilterCaps = D3DPTFILTERCAPS_LINEAR | D3DPTFILTERCAPS_LINEARMIPLINEAR | D3DPTFILTERCAPS_LINEARMIPNEAREST |
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D3DPTFILTERCAPS_MIPLINEAR | D3DPTFILTERCAPS_MIPNEAREST | D3DPTFILTERCAPS_NEAREST;
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pc->dwTextureBlendCaps = D3DPTBLENDCAPS_ADD | D3DPTBLENDCAPS_COPY | D3DPTBLENDCAPS_DECAL | D3DPTBLENDCAPS_DECALALPHA | D3DPTBLENDCAPS_DECALMASK |
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D3DPTBLENDCAPS_MODULATE | D3DPTBLENDCAPS_MODULATEALPHA | D3DPTBLENDCAPS_MODULATEMASK;
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pc->dwTextureAddressCaps = D3DPTADDRESSCAPS_BORDER | D3DPTADDRESSCAPS_CLAMP | D3DPTADDRESSCAPS_WRAP | D3DPTADDRESSCAPS_INDEPENDENTUV;
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pc->dwStippleWidth = 32;
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pc->dwStippleHeight = 32;
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}
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static void fill_opengl_caps(D3DDEVICEDESC *d1)
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{
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/* GLint maxlight; */
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d1->dwSize = sizeof(*d1);
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d1->dwFlags = D3DDD_DEVCAPS | D3DDD_BCLIPPING | D3DDD_COLORMODEL | D3DDD_DEVICERENDERBITDEPTH | D3DDD_DEVICEZBUFFERBITDEPTH
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| D3DDD_LIGHTINGCAPS | D3DDD_LINECAPS | D3DDD_MAXBUFFERSIZE | D3DDD_MAXVERTEXCOUNT | D3DDD_TRANSFORMCAPS | D3DDD_TRICAPS;
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d1->dwFlags = D3DDD_COLORMODEL | D3DDD_DEVCAPS | D3DDD_TRANSFORMCAPS | D3DDD_BCLIPPING | D3DDD_LIGHTINGCAPS |
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D3DDD_LINECAPS | D3DDD_TRICAPS | D3DDD_DEVICERENDERBITDEPTH | D3DDD_DEVICEZBUFFERBITDEPTH |
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D3DDD_MAXBUFFERSIZE | D3DDD_MAXVERTEXCOUNT;
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d1->dcmColorModel = D3DCOLOR_RGB;
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d1->dwDevCaps = D3DDEVCAPS_CANRENDERAFTERFLIP | D3DDEVCAPS_DRAWPRIMTLVERTEX | D3DDEVCAPS_EXECUTESYSTEMMEMORY |
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D3DDEVCAPS_EXECUTEVIDEOMEMORY | D3DDEVCAPS_FLOATTLVERTEX | D3DDEVCAPS_TEXTURENONLOCALVIDMEM | D3DDEVCAPS_TEXTURESYSTEMMEMORY |
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D3DDEVCAPS_TEXTUREVIDEOMEMORY | D3DDEVCAPS_TLVERTEXSYSTEMMEMORY | D3DDEVCAPS_TLVERTEXVIDEOMEMORY |
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/* D3D 7 capabilities */
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D3DDEVCAPS_DRAWPRIMITIVES2 | D3DDEVCAPS_HWTRANSFORMANDLIGHT | D3DDEVCAPS_HWRASTERIZATION;
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d1->dwDevCaps = opengl_device_caps.dwDevCaps;
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d1->dtcTransformCaps.dwSize = sizeof(D3DTRANSFORMCAPS);
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d1->dtcTransformCaps.dwCaps = D3DTRANSFORMCAPS_CLIP;
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d1->bClipping = TRUE;
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d1->dlcLightingCaps.dwSize = sizeof(D3DLIGHTINGCAPS);
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d1->dlcLightingCaps.dwCaps = D3DLIGHTCAPS_DIRECTIONAL | D3DLIGHTCAPS_PARALLELPOINT | D3DLIGHTCAPS_POINT | D3DLIGHTCAPS_SPOT;
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d1->dlcLightingCaps.dwLightingModel = D3DLIGHTINGMODEL_RGB;
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d1->dlcLightingCaps.dwNumLights = 16; /* glGetIntegerv(GL_MAX_LIGHTS, &maxlight); d1->dlcLightingCaps.dwNumLights = maxlight; */
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fill_opengl_primcaps(&(d1->dpcLineCaps));
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fill_opengl_primcaps(&(d1->dpcTriCaps));
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d1->dwDeviceRenderBitDepth = DDBD_16|DDBD_24|DDBD_32;
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d1->dwDeviceZBufferBitDepth = DDBD_16|DDBD_24|DDBD_32;
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d1->dlcLightingCaps.dwNumLights = opengl_device_caps.dwMaxActiveLights;
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d1->dpcLineCaps = opengl_device_caps.dpcLineCaps;
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d1->dpcTriCaps = opengl_device_caps.dpcTriCaps;
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d1->dwDeviceRenderBitDepth = opengl_device_caps.dwDeviceRenderBitDepth;
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d1->dwDeviceZBufferBitDepth = opengl_device_caps.dwDeviceZBufferBitDepth;
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d1->dwMaxBufferSize = 0;
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d1->dwMaxVertexCount = 65536;
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d1->dwMinTextureWidth = 1;
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d1->dwMinTextureHeight = 1;
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d1->dwMaxTextureWidth = 1024;
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d1->dwMaxTextureHeight = 1024;
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d1->dwMinTextureWidth = opengl_device_caps.dwMinTextureWidth;
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d1->dwMinTextureHeight = opengl_device_caps.dwMinTextureHeight;
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d1->dwMaxTextureWidth = opengl_device_caps.dwMaxTextureWidth;
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d1->dwMaxTextureHeight = opengl_device_caps.dwMaxTextureHeight;
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d1->dwMinStippleWidth = 1;
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d1->dwMinStippleHeight = 1;
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d1->dwMaxStippleWidth = 32;
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d1->dwMaxStippleHeight = 32;
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d1->dwMaxTextureRepeat = 16;
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d1->dwMaxTextureAspectRatio = 1024;
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d1->dwMaxAnisotropy = 0;
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d1->dvGuardBandLeft = 0.0;
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d1->dvGuardBandRight = 0.0;
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d1->dvGuardBandTop = 0.0;
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d1->dvGuardBandBottom = 0.0;
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d1->dvExtentsAdjust = 0.0;
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d1->dwStencilCaps = D3DSTENCILCAPS_DECRSAT | D3DSTENCILCAPS_INCRSAT | D3DSTENCILCAPS_INVERT | D3DSTENCILCAPS_KEEP |
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D3DSTENCILCAPS_REPLACE | D3DSTENCILCAPS_ZERO;
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d1->dwFVFCaps = D3DFVFCAPS_DONOTSTRIPELEMENTS | 1;
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d1->dwTextureOpCaps = 0; /* TODO add proper caps according to OpenGL multi-texture stuff */
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d1->wMaxTextureBlendStages = 1; /* TODO add proper caps according to OpenGL multi-texture stuff */
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d1->wMaxSimultaneousTextures = 1; /* TODO add proper caps according to OpenGL multi-texture stuff */
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d1->dwMaxTextureRepeat = opengl_device_caps.dwMaxTextureRepeat;
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d1->dwMaxTextureAspectRatio = opengl_device_caps.dwMaxTextureAspectRatio;
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d1->dwMaxAnisotropy = opengl_device_caps.dwMaxAnisotropy;
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d1->dvGuardBandLeft = opengl_device_caps.dvGuardBandLeft;
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d1->dvGuardBandRight = opengl_device_caps.dvGuardBandRight;
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d1->dvGuardBandTop = opengl_device_caps.dvGuardBandTop;
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d1->dvGuardBandBottom = opengl_device_caps.dvGuardBandBottom;
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d1->dvExtentsAdjust = opengl_device_caps.dvExtentsAdjust;
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d1->dwStencilCaps = opengl_device_caps.dwStencilCaps;
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d1->dwFVFCaps = opengl_device_caps.dwFVFCaps;
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d1->dwTextureOpCaps = opengl_device_caps.dwTextureOpCaps;
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d1->wMaxTextureBlendStages = opengl_device_caps.wMaxTextureBlendStages;
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d1->wMaxSimultaneousTextures = opengl_device_caps.wMaxSimultaneousTextures;
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}
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static void fill_opengl_caps_7(D3DDEVICEDESC7 *d)
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{
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D3DDEVICEDESC d1;
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/* Copy first D3D1/2/3 capabilities */
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fill_opengl_caps(&d1);
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/* And fill the D3D7 one with it */
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d->dwDevCaps = d1.dwDevCaps;
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d->dpcLineCaps = d1.dpcLineCaps;
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d->dpcTriCaps = d1.dpcTriCaps;
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d->dwDeviceRenderBitDepth = d1.dwDeviceRenderBitDepth;
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d->dwDeviceZBufferBitDepth = d1.dwDeviceZBufferBitDepth;
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d->dwMinTextureWidth = d1.dwMinTextureWidth;
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d->dwMinTextureHeight = d1.dwMinTextureHeight;
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d->dwMaxTextureWidth = d1.dwMaxTextureWidth;
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d->dwMaxTextureHeight = d1.dwMaxTextureHeight;
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d->dwMaxTextureRepeat = d1.dwMaxTextureRepeat;
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d->dwMaxTextureAspectRatio = d1.dwMaxTextureAspectRatio;
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d->dwMaxAnisotropy = d1.dwMaxAnisotropy;
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d->dvGuardBandLeft = d1.dvGuardBandLeft;
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d->dvGuardBandTop = d1.dvGuardBandTop;
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d->dvGuardBandRight = d1.dvGuardBandRight;
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d->dvGuardBandBottom = d1.dvGuardBandBottom;
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d->dvExtentsAdjust = d1.dvExtentsAdjust;
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d->dwStencilCaps = d1.dwStencilCaps;
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d->dwFVFCaps = d1.dwFVFCaps;
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d->dwTextureOpCaps = d1.dwTextureOpCaps;
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d->wMaxTextureBlendStages = d1.wMaxTextureBlendStages;
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d->wMaxSimultaneousTextures = d1.wMaxSimultaneousTextures;
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d->dwMaxActiveLights = d1.dlcLightingCaps.dwNumLights;
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d->dvMaxVertexW = 100000000.0; /* No idea exactly what to put here... */
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d->deviceGUID = IID_IDirect3DTnLHalDevice;
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d->wMaxUserClipPlanes = 1;
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d->wMaxVertexBlendMatrices = 0;
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d->dwVertexProcessingCaps = D3DVTXPCAPS_TEXGEN | D3DVTXPCAPS_MATERIALSOURCE7 | D3DVTXPCAPS_VERTEXFOG | D3DVTXPCAPS_DIRECTIONALLIGHTS |
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D3DVTXPCAPS_POSITIONALLIGHTS | D3DVTXPCAPS_LOCALVIEWER;
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d->dwReserved1 = 0;
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d->dwReserved2 = 0;
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d->dwReserved3 = 0;
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d->dwReserved4 = 0;
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*d = opengl_device_caps;
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}
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HRESULT d3ddevice_enumerate(LPD3DENUMDEVICESCALLBACK cb, LPVOID context, DWORD version)
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@ -3654,7 +3583,6 @@ d3ddevice_create(IDirect3DDeviceImpl **obj, IDirectDrawImpl *d3d, IDirectDrawSur
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XVisualInfo template;
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GLenum buffer = GL_FRONT;
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int light;
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GLint max_clipping_planes = 0;
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DDeviceGLImpl));
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if (object == NULL) return DDERR_OUTOFMEMORY;
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@ -3774,13 +3702,7 @@ d3ddevice_create(IDirect3DDeviceImpl **obj, IDirectDrawImpl *d3d, IDirectDrawSur
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TRACE(" current context set\n");
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/* allocate the clipping planes */
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glGetIntegerv(GL_MAX_CLIP_PLANES,&max_clipping_planes);
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if (max_clipping_planes>32) {
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object->max_clipping_planes=32;
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} else {
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object->max_clipping_planes = max_clipping_planes;
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}
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TRACE(" capable of %d clipping planes\n", (int)object->max_clipping_planes );
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object->max_clipping_planes = opengl_device_caps.wMaxUserClipPlanes;
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object->clipping_planes = (d3d7clippingplane*)HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->max_clipping_planes * sizeof(d3d7clippingplane));
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glHint(GL_FOG_HINT,GL_NICEST);
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@ -3836,3 +3758,153 @@ d3ddevice_create(IDirect3DDeviceImpl **obj, IDirectDrawImpl *d3d, IDirectDrawSur
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return DD_OK;
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}
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static void fill_opengl_primcaps(D3DPRIMCAPS *pc)
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{
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pc->dwSize = sizeof(*pc);
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pc->dwMiscCaps = D3DPMISCCAPS_CONFORMANT | D3DPMISCCAPS_CULLCCW | D3DPMISCCAPS_CULLCW |
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D3DPMISCCAPS_LINEPATTERNREP | D3DPMISCCAPS_MASKZ;
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pc->dwRasterCaps = D3DPRASTERCAPS_DITHER | D3DPRASTERCAPS_FOGRANGE | D3DPRASTERCAPS_FOGTABLE |
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D3DPRASTERCAPS_FOGVERTEX | D3DPRASTERCAPS_STIPPLE | D3DPRASTERCAPS_ZBIAS | D3DPRASTERCAPS_ZTEST | D3DPRASTERCAPS_SUBPIXEL;
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pc->dwZCmpCaps = D3DPCMPCAPS_ALWAYS | D3DPCMPCAPS_EQUAL | D3DPCMPCAPS_GREATER | D3DPCMPCAPS_GREATEREQUAL |
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D3DPCMPCAPS_LESS | D3DPCMPCAPS_LESSEQUAL | D3DPCMPCAPS_NEVER | D3DPCMPCAPS_NOTEQUAL;
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pc->dwSrcBlendCaps = D3DPBLENDCAPS_ZERO | D3DPBLENDCAPS_ONE | D3DPBLENDCAPS_DESTCOLOR | D3DPBLENDCAPS_INVDESTCOLOR |
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D3DPBLENDCAPS_SRCALPHA | D3DPBLENDCAPS_INVSRCALPHA | D3DPBLENDCAPS_DESTALPHA | D3DPBLENDCAPS_INVDESTALPHA | D3DPBLENDCAPS_SRCALPHASAT |
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D3DPBLENDCAPS_BOTHSRCALPHA | D3DPBLENDCAPS_BOTHINVSRCALPHA;
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pc->dwDestBlendCaps = D3DPBLENDCAPS_ZERO | D3DPBLENDCAPS_ONE | D3DPBLENDCAPS_SRCCOLOR | D3DPBLENDCAPS_INVSRCCOLOR |
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D3DPBLENDCAPS_SRCALPHA | D3DPBLENDCAPS_INVSRCALPHA | D3DPBLENDCAPS_DESTALPHA | D3DPBLENDCAPS_INVDESTALPHA | D3DPBLENDCAPS_SRCALPHASAT |
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D3DPBLENDCAPS_BOTHSRCALPHA | D3DPBLENDCAPS_BOTHINVSRCALPHA;
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pc->dwAlphaCmpCaps = D3DPCMPCAPS_ALWAYS | D3DPCMPCAPS_EQUAL | D3DPCMPCAPS_GREATER | D3DPCMPCAPS_GREATEREQUAL |
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D3DPCMPCAPS_LESS | D3DPCMPCAPS_LESSEQUAL | D3DPCMPCAPS_NEVER | D3DPCMPCAPS_NOTEQUAL;
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pc->dwShadeCaps = D3DPSHADECAPS_ALPHAFLATBLEND | D3DPSHADECAPS_ALPHAGOURAUDBLEND | D3DPSHADECAPS_COLORFLATRGB | D3DPSHADECAPS_COLORGOURAUDRGB |
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D3DPSHADECAPS_FOGFLAT | D3DPSHADECAPS_FOGGOURAUD | D3DPSHADECAPS_SPECULARFLATRGB | D3DPSHADECAPS_SPECULARGOURAUDRGB;
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pc->dwTextureCaps = D3DPTEXTURECAPS_ALPHA | D3DPTEXTURECAPS_ALPHAPALETTE | D3DPTEXTURECAPS_BORDER | D3DPTEXTURECAPS_PERSPECTIVE |
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D3DPTEXTURECAPS_POW2 | D3DPTEXTURECAPS_TRANSPARENCY;
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pc->dwTextureFilterCaps = D3DPTFILTERCAPS_LINEAR | D3DPTFILTERCAPS_LINEARMIPLINEAR | D3DPTFILTERCAPS_LINEARMIPNEAREST |
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D3DPTFILTERCAPS_MIPLINEAR | D3DPTFILTERCAPS_MIPNEAREST | D3DPTFILTERCAPS_NEAREST;
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pc->dwTextureBlendCaps = D3DPTBLENDCAPS_ADD | D3DPTBLENDCAPS_COPY | D3DPTBLENDCAPS_DECAL | D3DPTBLENDCAPS_DECALALPHA | D3DPTBLENDCAPS_DECALMASK |
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D3DPTBLENDCAPS_MODULATE | D3DPTBLENDCAPS_MODULATEALPHA | D3DPTBLENDCAPS_MODULATEMASK;
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pc->dwTextureAddressCaps = D3DPTADDRESSCAPS_BORDER | D3DPTADDRESSCAPS_CLAMP | D3DPTADDRESSCAPS_WRAP | D3DPTADDRESSCAPS_INDEPENDENTUV;
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pc->dwStippleWidth = 32;
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pc->dwStippleHeight = 32;
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}
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static void fill_caps(void)
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{
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GLint max_clip_planes;
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/* Fill first all the fields with default values which will be overriden later on with
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corrent one from the GL code
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*/
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opengl_device_caps.dwDevCaps = D3DDEVCAPS_CANRENDERAFTERFLIP | D3DDEVCAPS_DRAWPRIMTLVERTEX | D3DDEVCAPS_EXECUTESYSTEMMEMORY |
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D3DDEVCAPS_EXECUTEVIDEOMEMORY | D3DDEVCAPS_FLOATTLVERTEX | D3DDEVCAPS_TEXTURENONLOCALVIDMEM | D3DDEVCAPS_TEXTURESYSTEMMEMORY |
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D3DDEVCAPS_TEXTUREVIDEOMEMORY | D3DDEVCAPS_TLVERTEXSYSTEMMEMORY | D3DDEVCAPS_TLVERTEXVIDEOMEMORY |
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/* D3D 7 capabilities */
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D3DDEVCAPS_DRAWPRIMITIVES2 | D3DDEVCAPS_HWTRANSFORMANDLIGHT | D3DDEVCAPS_HWRASTERIZATION;
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fill_opengl_primcaps(&(opengl_device_caps.dpcLineCaps));
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fill_opengl_primcaps(&(opengl_device_caps.dpcTriCaps));
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opengl_device_caps.dwDeviceRenderBitDepth = DDBD_16|DDBD_24|DDBD_32;
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opengl_device_caps.dwDeviceZBufferBitDepth = DDBD_16|DDBD_24|DDBD_32;
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opengl_device_caps.dwMinTextureWidth = 1;
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opengl_device_caps.dwMinTextureHeight = 1;
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opengl_device_caps.dwMaxTextureWidth = 1024;
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opengl_device_caps.dwMaxTextureHeight = 1024;
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opengl_device_caps.dwMaxTextureRepeat = 16;
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opengl_device_caps.dwMaxTextureAspectRatio = 1024;
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opengl_device_caps.dwMaxAnisotropy = 0;
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opengl_device_caps.dvGuardBandLeft = 0.0;
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opengl_device_caps.dvGuardBandRight = 0.0;
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opengl_device_caps.dvGuardBandTop = 0.0;
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opengl_device_caps.dvGuardBandBottom = 0.0;
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||||
opengl_device_caps.dvExtentsAdjust = 0.0;
|
||||
opengl_device_caps.dwStencilCaps = D3DSTENCILCAPS_DECRSAT | D3DSTENCILCAPS_INCRSAT | D3DSTENCILCAPS_INVERT | D3DSTENCILCAPS_KEEP |
|
||||
D3DSTENCILCAPS_REPLACE | D3DSTENCILCAPS_ZERO;
|
||||
opengl_device_caps.dwFVFCaps = D3DFVFCAPS_DONOTSTRIPELEMENTS | 1;
|
||||
opengl_device_caps.dwTextureOpCaps = 0;
|
||||
opengl_device_caps.wMaxTextureBlendStages = 1;
|
||||
opengl_device_caps.wMaxSimultaneousTextures = 1;
|
||||
opengl_device_caps.dwMaxActiveLights = 16;
|
||||
opengl_device_caps.dvMaxVertexW = 100000000.0; /* No idea exactly what to put here... */
|
||||
opengl_device_caps.deviceGUID = IID_IDirect3DTnLHalDevice;
|
||||
opengl_device_caps.wMaxUserClipPlanes = 1;
|
||||
opengl_device_caps.wMaxVertexBlendMatrices = 0;
|
||||
opengl_device_caps.dwVertexProcessingCaps = D3DVTXPCAPS_TEXGEN | D3DVTXPCAPS_MATERIALSOURCE7 | D3DVTXPCAPS_VERTEXFOG |
|
||||
D3DVTXPCAPS_DIRECTIONALLIGHTS | D3DVTXPCAPS_POSITIONALLIGHTS | D3DVTXPCAPS_LOCALVIEWER;
|
||||
opengl_device_caps.dwReserved1 = 0;
|
||||
opengl_device_caps.dwReserved2 = 0;
|
||||
opengl_device_caps.dwReserved3 = 0;
|
||||
opengl_device_caps.dwReserved4 = 0;
|
||||
|
||||
/* And now some GL overides :-) */
|
||||
glGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint *) &opengl_device_caps.dwMaxTextureWidth);
|
||||
opengl_device_caps.dwMaxTextureHeight = opengl_device_caps.dwMaxTextureWidth;
|
||||
opengl_device_caps.dwMaxTextureAspectRatio = opengl_device_caps.dwMaxTextureWidth;
|
||||
TRACE(": max texture size = %ld\n", opengl_device_caps.dwMaxTextureWidth);
|
||||
|
||||
glGetIntegerv(GL_MAX_LIGHTS, (GLint *) &opengl_device_caps.dwMaxActiveLights);
|
||||
TRACE(": max active lights = %ld\n", opengl_device_caps.dwMaxActiveLights);
|
||||
|
||||
glGetIntegerv(GL_MAX_CLIP_PLANES, &max_clip_planes);
|
||||
opengl_device_caps.wMaxUserClipPlanes = max_clip_planes;
|
||||
TRACE(": max clipping planes = %d\n", opengl_device_caps.wMaxUserClipPlanes);
|
||||
}
|
||||
|
||||
BOOL
|
||||
d3ddevice_init_at_startup(void *gl_handle)
|
||||
{
|
||||
XVisualInfo template;
|
||||
XVisualInfo *vis;
|
||||
HDC device_context;
|
||||
Display *display;
|
||||
Visual *visual;
|
||||
Drawable drawable = (Drawable) GetPropA(GetDesktopWindow(), "__wine_x11_whole_window");
|
||||
XWindowAttributes win_attr;
|
||||
GLXContext gl_context;
|
||||
int num;
|
||||
|
||||
TRACE("Initializing GL...\n");
|
||||
|
||||
/* Get a default rendering context to have the 'caps' function query some info from GL */
|
||||
device_context = GetDC(0);
|
||||
display = get_display(device_context);
|
||||
ReleaseDC(0, device_context);
|
||||
|
||||
ENTER_GL();
|
||||
if (XGetWindowAttributes(display, drawable, &win_attr)) {
|
||||
visual = win_attr.visual;
|
||||
} else {
|
||||
visual = DefaultVisual(display, DefaultScreen(display));
|
||||
}
|
||||
template.visualid = XVisualIDFromVisual(visual);
|
||||
vis = XGetVisualInfo(display, VisualIDMask, &template, &num);
|
||||
if (vis == NULL) {
|
||||
LEAVE_GL();
|
||||
WARN("Error creating visual info for capabilities initialization - D3D support disabled !\n");
|
||||
return FALSE;
|
||||
}
|
||||
gl_context = glXCreateContext(display, vis, NULL, GL_TRUE);
|
||||
|
||||
if (gl_context == NULL) {
|
||||
LEAVE_GL();
|
||||
WARN("Error creating default context for capabilities initialization - D3D support disabled !\n");
|
||||
return FALSE;
|
||||
}
|
||||
if (glXMakeCurrent(display, drawable, gl_context) == False) {
|
||||
glXDestroyContext(display, gl_context);
|
||||
LEAVE_GL();
|
||||
WARN("Error setting default context as current for capabilities initialization - D3D support disabled !\n");
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
/* Then, query all extensions and fill our extension context. TODO :-) */
|
||||
|
||||
/* Fill the D3D capabilities according to what GL tells us... */
|
||||
fill_caps();
|
||||
|
||||
/* And frees this now-useless context */
|
||||
glXMakeCurrent(display, None, NULL);
|
||||
glXDestroyContext(display, gl_context);
|
||||
LEAVE_GL();
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
|
|
@ -67,6 +67,8 @@ BOOL opengl_initialized = 0;
|
|||
|
||||
#ifdef HAVE_OPENGL
|
||||
|
||||
#include "mesa_private.h"
|
||||
|
||||
static void *gl_handle = NULL;
|
||||
|
||||
#define GL_API_FUNCTION(f) typeof(f) * p##f;
|
||||
|
@ -80,7 +82,8 @@ static void *gl_handle = NULL;
|
|||
static BOOL DDRAW_bind_to_opengl( void )
|
||||
{
|
||||
char *glname = SONAME_LIBGL;
|
||||
|
||||
BOOL ret_value;
|
||||
|
||||
gl_handle = wine_dlopen(glname, RTLD_NOW, NULL, 0);
|
||||
if (!gl_handle) {
|
||||
WARN("Wine cannot find the OpenGL graphics library (%s).\n",glname);
|
||||
|
@ -96,8 +99,13 @@ static BOOL DDRAW_bind_to_opengl( void )
|
|||
#include "gl_api.h"
|
||||
#undef GL_API_FUNCTION
|
||||
|
||||
return TRUE;
|
||||
/* And now calls the function to initialize the various fields for the rendering devices */
|
||||
ret_value = d3ddevice_init_at_startup(gl_handle);
|
||||
|
||||
wine_dlclose(gl_handle, NULL, 0);
|
||||
gl_handle = NULL;
|
||||
return ret_value;
|
||||
|
||||
sym_not_found:
|
||||
WARN("Wine cannot find certain functions that it needs inside the OpenGL\n"
|
||||
"graphics library. To enable Wine to use OpenGL please upgrade\n"
|
||||
|
|
|
@ -169,6 +169,9 @@ extern HRESULT d3ddevice_enumerate(LPD3DENUMDEVICESCALLBACK cb, LPVOID context,
|
|||
extern HRESULT d3ddevice_enumerate7(LPD3DENUMDEVICESCALLBACK7 cb, LPVOID context) ;
|
||||
extern HRESULT d3ddevice_find(IDirectDrawImpl *d3d, LPD3DFINDDEVICESEARCH lpD3DDFS, LPD3DFINDDEVICERESULT lplpD3DDevice);
|
||||
|
||||
/* Used by the DLL init routine to set-up the GL context and stuff properly */
|
||||
extern BOOL d3ddevice_init_at_startup(void *gl_handle);
|
||||
|
||||
/* Used to upload the texture */
|
||||
extern HRESULT gltex_upload_texture(IDirectDrawSurfaceImpl *This, IDirect3DDeviceImpl *d3ddev, DWORD stage) ;
|
||||
|
||||
|
|
Loading…
Reference in New Issue