4788 lines
190 KiB
C
4788 lines
190 KiB
C
/*
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* IDirect3DDevice8 implementation
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*
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* Copyright 2002-2004 Jason Edmeades
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* Copyright 2004 Christian Costa
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "config.h"
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#include <math.h>
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#include <stdarg.h>
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#define NONAMELESSUNION
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#define NONAMELESSSTRUCT
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#include "windef.h"
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#include "winbase.h"
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#include "winuser.h"
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#include "wingdi.h"
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#include "wine/debug.h"
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/** define GL_GLEXT_PROTOTYPES for having extensions prototypes defined */
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/*#define GL_GLEXT_PROTOTYPES*/
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/*#undef GLX_GLXEXT_LEGACY*/
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#include "d3d8_private.h"
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/** currently desactiving 1_4 support as mesa doesn't implement all 1_4 support while defining it */
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#undef GL_VERSION_1_4
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/* Uncomment the next line to get extra traces, important but impact speed */
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/* #define EXTRA_TRACES */
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
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WINE_DECLARE_DEBUG_CHANNEL(d3d_fps);
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IDirect3DVertexShaderImpl* VertexShaders[64];
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IDirect3DVertexShaderDeclarationImpl* VertexShaderDeclarations[64];
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IDirect3DPixelShaderImpl* PixelShaders[64];
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/* Debugging aids: */
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#ifdef FRAME_DEBUGGING
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BOOL isOn = FALSE;
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BOOL isDumpingFrames = FALSE;
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LONG primCounter = 0;
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#endif
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/*
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* Utility functions or macros
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*/
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#define conv_mat(mat,gl_mat) \
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do { \
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TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
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TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
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TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
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TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
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memcpy(gl_mat, (mat), 16 * sizeof(float)); \
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} while (0)
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/* Apply the current values to the specified texture stage */
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void setupTextureStates(LPDIRECT3DDEVICE8 iface, DWORD Stage, DWORD Flags) {
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IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
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int i = 0;
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float col[4];
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BOOL changeTexture = TRUE;
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TRACE("-----------------------> Updating the texture at stage %ld to have new texture state information\n", Stage);
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for (i = 1; i < HIGHEST_TEXTURE_STATE; i++) {
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BOOL skip = FALSE;
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switch (i) {
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/* Performance: For texture states where multiples effect the outcome, only bother
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applying the last one as it will pick up all the other values */
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case D3DTSS_COLORARG0: /* Will be picked up when setting color op */
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case D3DTSS_COLORARG1: /* Will be picked up when setting color op */
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case D3DTSS_COLORARG2: /* Will be picked up when setting color op */
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case D3DTSS_ALPHAARG0: /* Will be picked up when setting alpha op */
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case D3DTSS_ALPHAARG1: /* Will be picked up when setting alpha op */
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case D3DTSS_ALPHAARG2: /* Will be picked up when setting alpha op */
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skip = TRUE;
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break;
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/* Performance: If the texture states only impact settings for the texture unit
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(compared to the texture object) then there is no need to reapply them. The
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only time they need applying is the first time, since we cheat and put the
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values into the stateblock without applying.
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Per-texture unit: texture function (eg. combine), ops and args
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texture env color
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texture generation settings
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Note: Due to some special conditions there may be a need to do particular ones
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of these, which is what the Flags allows */
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case D3DTSS_COLOROP:
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case D3DTSS_TEXCOORDINDEX:
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if (!(Flags == REAPPLY_ALL)) skip=TRUE;
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break;
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case D3DTSS_ALPHAOP:
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if (!(Flags & REAPPLY_ALPHAOP)) skip=TRUE;
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break;
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default:
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skip = FALSE;
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}
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if (skip == FALSE) {
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/* Performance: Only change to this texture if we have to */
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if (changeTexture) {
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/* Make appropriate texture active */
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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#if defined(GL_VERSION_1_3)
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glActiveTexture(GL_TEXTURE0 + Stage);
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checkGLcall("glActiveTexture");
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#else
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glActiveTextureARB(GL_TEXTURE0_ARB + Stage);
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checkGLcall("glActiveTextureARB");
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#endif
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} else if (Stage > 0) {
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FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
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}
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changeTexture = FALSE;
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}
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/* Now apply the change */
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IDirect3DDevice8Impl_SetTextureStageState(iface, Stage, i, This->StateBlock->texture_state[Stage][i]);
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}
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}
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/* Note the D3DRS value applies to all textures, but GL has one
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* per texture, so apply it now ready to be used!
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*/
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D3DCOLORTOGLFLOAT4(This->StateBlock->renderstate[D3DRS_TEXTUREFACTOR], col);
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
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checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
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TRACE("-----------------------> Updated the texture at stage %ld to have new texture state information\n", Stage);
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}
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/* Convert the D3DLIGHT8 properties into equivalent gl lights */
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static void setup_light(LPDIRECT3DDEVICE8 iface, LONG Index, PLIGHTINFOEL *lightInfo) {
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float quad_att;
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float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
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IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
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/* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadMatrixf((float *) &This->StateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
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/* Diffuse: */
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colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
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colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
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colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
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colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
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glLightfv(GL_LIGHT0+Index, GL_DIFFUSE, colRGBA);
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checkGLcall("glLightfv");
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/* Specular */
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colRGBA[0] = lightInfo->OriginalParms.Specular.r;
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colRGBA[1] = lightInfo->OriginalParms.Specular.g;
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colRGBA[2] = lightInfo->OriginalParms.Specular.b;
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colRGBA[3] = lightInfo->OriginalParms.Specular.a;
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glLightfv(GL_LIGHT0+Index, GL_SPECULAR, colRGBA);
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checkGLcall("glLightfv");
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/* Ambient */
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colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
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colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
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colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
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colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
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glLightfv(GL_LIGHT0+Index, GL_AMBIENT, colRGBA);
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checkGLcall("glLightfv");
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/* Attenuation - Are these right? guessing... */
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glLightf(GL_LIGHT0+Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
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checkGLcall("glLightf");
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glLightf(GL_LIGHT0+Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
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checkGLcall("glLightf");
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quad_att = 1.4/(lightInfo->OriginalParms.Range*lightInfo->OriginalParms.Range);
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if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
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glLightf(GL_LIGHT0+Index, GL_QUADRATIC_ATTENUATION, quad_att);
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checkGLcall("glLightf");
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switch (lightInfo->OriginalParms.Type) {
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case D3DLIGHT_POINT:
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/* Position */
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glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]);
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checkGLcall("glLightfv");
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glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
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checkGLcall("glLightf");
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/* FIXME: Range */
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break;
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case D3DLIGHT_SPOT:
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/* Position */
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glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]);
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checkGLcall("glLightfv");
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/* Direction */
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glLightfv(GL_LIGHT0+Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
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checkGLcall("glLightfv");
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glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
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checkGLcall("glLightf");
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glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
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checkGLcall("glLightf");
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/* FIXME: Range */
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break;
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case D3DLIGHT_DIRECTIONAL:
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/* Direction */
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glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
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checkGLcall("glLightfv");
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glLightf(GL_LIGHT0+Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
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checkGLcall("glLightf");
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glLightf(GL_LIGHT0+Index, GL_SPOT_EXPONENT, 0.0f);
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checkGLcall("glLightf");
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break;
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default:
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FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
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}
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/* Restore the modelview matrix */
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glPopMatrix();
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}
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/* Setup this textures matrix */
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static void set_texture_matrix(const float *smat, DWORD flags)
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{
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float mat[16];
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glMatrixMode(GL_TEXTURE);
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if (flags == D3DTTFF_DISABLE) {
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glLoadIdentity();
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checkGLcall("glLoadIdentity()");
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return;
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}
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if (flags == (D3DTTFF_COUNT1|D3DTTFF_PROJECTED)) {
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ERR("Invalid texture transform flags: D3DTTFF_COUNT1|D3DTTFF_PROJECTED\n");
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checkGLcall("glLoadIdentity()");
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return;
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}
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memcpy(mat, smat, 16*sizeof(float));
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switch (flags & ~D3DTTFF_PROJECTED) {
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case D3DTTFF_COUNT1: mat[1] = mat[5] = mat[9] = mat[13] = 0;
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case D3DTTFF_COUNT2: mat[2] = mat[6] = mat[10] = mat[14] = 0;
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default: mat[3] = mat[7] = mat[11] = 0, mat[15] = 1;
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}
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if (flags & D3DTTFF_PROJECTED) switch (flags & ~D3DTTFF_PROJECTED) {
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case D3DTTFF_COUNT2:
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mat[3] = mat[1], mat[7] = mat[5], mat[11] = mat[9], mat[15] = mat[13];
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mat[1] = mat[5] = mat[9] = mat[13] = 0;
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break;
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case D3DTTFF_COUNT3:
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mat[3] = mat[2], mat[7] = mat[6], mat[11] = mat[10], mat[15] = mat[14];
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mat[2] = mat[6] = mat[10] = mat[14] = 0;
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break;
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}
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glLoadMatrixf(mat);
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checkGLcall("glLoadMatrixf(mat)");
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}
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/* IDirect3D IUnknown parts follow: */
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HRESULT WINAPI IDirect3DDevice8Impl_QueryInterface(LPDIRECT3DDEVICE8 iface,REFIID riid,LPVOID *ppobj)
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{
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IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
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if (IsEqualGUID(riid, &IID_IUnknown)
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|| IsEqualGUID(riid, &IID_IDirect3DDevice8)) {
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IDirect3DDevice8Impl_AddRef(iface);
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*ppobj = This;
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return D3D_OK;
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}
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WARN("(%p)->(%s,%p),not found\n",This,debugstr_guid(riid),ppobj);
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return E_NOINTERFACE;
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}
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ULONG WINAPI IDirect3DDevice8Impl_AddRef(LPDIRECT3DDEVICE8 iface) {
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IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
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ULONG ref = InterlockedIncrement(&This->ref);
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TRACE("(%p) : AddRef from %ld\n", This, ref - 1);
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return ref;
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}
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ULONG WINAPI IDirect3DDevice8Impl_Release(LPDIRECT3DDEVICE8 iface) {
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IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
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ULONG ref = InterlockedDecrement(&This->ref);
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TRACE("(%p) : ReleaseRef to %ld\n", This, ref);
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if (ref == 0) {
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IDirect3DDevice8Impl_CleanRender(iface);
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IDirect3D8_Release((LPDIRECT3D8) This->direct3d8);
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IWineD3DDevice_Release(This->WineD3DDevice);
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if (glXGetCurrentContext() == This->glCtx) {
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glXMakeCurrent(This->display, None, NULL);
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}
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glXDestroyContext(This->display, This->glCtx);
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HeapFree(GetProcessHeap(), 0, This);
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}
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return ref;
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}
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/* IDirect3DDevice Interface follow: */
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HRESULT WINAPI IDirect3DDevice8Impl_TestCooperativeLevel(LPDIRECT3DDEVICE8 iface) {
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IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
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TRACE("(%p) : stub\n", This); /* No way of notifying yet! */
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return D3D_OK;
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}
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UINT WINAPI IDirect3DDevice8Impl_GetAvailableTextureMem(LPDIRECT3DDEVICE8 iface) {
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IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
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TRACE("(%p) : stub, emulating 32Mb for now\n", This);
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/*
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* pretend we have 32MB of any type of memory queried.
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*/
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return (1024*1024*32);
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}
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HRESULT WINAPI IDirect3DDevice8Impl_ResourceManagerDiscardBytes(LPDIRECT3DDEVICE8 iface, DWORD Bytes) {
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IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
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FIXME("(%p) : stub\n", This);
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return D3D_OK;
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}
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HRESULT WINAPI IDirect3DDevice8Impl_GetDirect3D(LPDIRECT3DDEVICE8 iface, IDirect3D8** ppD3D8) {
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IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
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TRACE("(%p) : returning %p\n", This, This->direct3d8);
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/* Inc ref count */
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IDirect3D8_AddRef((LPDIRECT3D8) This->direct3d8);
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*ppD3D8 = (IDirect3D8 *)This->direct3d8;
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return D3D_OK;
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}
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HRESULT WINAPI IDirect3DDevice8Impl_GetDeviceCaps(LPDIRECT3DDEVICE8 iface, D3DCAPS8* pCaps) {
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IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
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FIXME("(%p) : stub, calling idirect3d for now\n", This);
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IDirect3D8Impl_GetDeviceCaps((LPDIRECT3D8) This->direct3d8, This->adapterNo, This->devType, pCaps);
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return D3D_OK;
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}
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HRESULT WINAPI IDirect3DDevice8Impl_GetDisplayMode(LPDIRECT3DDEVICE8 iface, D3DDISPLAYMODE* pMode) {
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HDC hdc;
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int bpp = 0;
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IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
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pMode->Width = GetSystemMetrics(SM_CXSCREEN);
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pMode->Height = GetSystemMetrics(SM_CYSCREEN);
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pMode->RefreshRate = 85; /*FIXME: How to identify? */
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hdc = CreateDCA("DISPLAY", NULL, NULL, NULL);
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bpp = GetDeviceCaps(hdc, BITSPIXEL);
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DeleteDC(hdc);
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switch (bpp) {
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case 8: pMode->Format = D3DFMT_R8G8B8; break;
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case 16: pMode->Format = D3DFMT_R5G6B5; break;
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case 24: /*pMode->Format = D3DFMT_R8G8B8; break; */
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case 32: pMode->Format = D3DFMT_A8R8G8B8; break;
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default:
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FIXME("Unrecognized display mode format\n");
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pMode->Format = D3DFMT_UNKNOWN;
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}
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FIXME("(%p) : returning w(%d) h(%d) rr(%d) fmt(%u,%s)\n", This, pMode->Width, pMode->Height, pMode->RefreshRate,
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pMode->Format, debug_d3dformat(pMode->Format));
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return D3D_OK;
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}
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HRESULT WINAPI IDirect3DDevice8Impl_GetCreationParameters(LPDIRECT3DDEVICE8 iface, D3DDEVICE_CREATION_PARAMETERS *pParameters) {
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IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
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TRACE("(%p) copying to %p\n", This, pParameters);
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memcpy(pParameters, &This->CreateParms, sizeof(D3DDEVICE_CREATION_PARAMETERS));
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return D3D_OK;
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}
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HRESULT WINAPI IDirect3DDevice8Impl_SetCursorProperties(LPDIRECT3DDEVICE8 iface, UINT XHotSpot, UINT YHotSpot, IDirect3DSurface8* pCursorBitmap) {
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IDirect3DSurface8Impl* pSur = (IDirect3DSurface8Impl*) pCursorBitmap;
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IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
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TRACE("(%p) : Spot Pos(%u,%u)\n", This, XHotSpot, YHotSpot);
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if (D3DFMT_A8R8G8B8 != pSur->myDesc.Format) {
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ERR("(%p) : surface(%p) has an invalid format\n", This, pCursorBitmap);
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return D3DERR_INVALIDCALL;
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}
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if (32 != pSur->myDesc.Height || 32 != pSur->myDesc.Width) {
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ERR("(%p) : surface(%p) has an invalid size\n", This, pCursorBitmap);
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return D3DERR_INVALIDCALL;
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}
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This->xHotSpot = XHotSpot;
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This->yHotSpot = YHotSpot;
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return D3D_OK;
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}
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void WINAPI IDirect3DDevice8Impl_SetCursorPosition(LPDIRECT3DDEVICE8 iface, UINT XScreenSpace, UINT YScreenSpace, DWORD Flags) {
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IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
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TRACE("(%p) : SetPos to (%u,%u)\n", This, XScreenSpace, YScreenSpace);
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This->xScreenSpace = XScreenSpace;
|
|
This->yScreenSpace = YScreenSpace;
|
|
return;
|
|
}
|
|
BOOL WINAPI IDirect3DDevice8Impl_ShowCursor(LPDIRECT3DDEVICE8 iface, BOOL bShow) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
TRACE("(%p) : visible(%d)\n", This, bShow);
|
|
This->bCursorVisible = bShow;
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_CreateAdditionalSwapChain(LPDIRECT3DDEVICE8 iface, D3DPRESENT_PARAMETERS* pPresentationParameters, IDirect3DSwapChain8** pSwapChain) {
|
|
IDirect3DSwapChain8Impl* object;
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
FIXME("(%p) : stub\n", This);
|
|
|
|
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) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
FIXME("(%p) : stub\n", This);
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_Present(LPDIRECT3DDEVICE8 iface,
|
|
CONST RECT* pSourceRect, CONST RECT* pDestRect,
|
|
HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
TRACE("(%p) : complete stub!\n", This);
|
|
|
|
ENTER_GL();
|
|
|
|
if (pSourceRect || pDestRect) FIXME("Unhandled present options %p/%p\n", pSourceRect, pDestRect);
|
|
|
|
|
|
glXSwapBuffers(This->display, This->drawable);
|
|
/* Don't call checkGLcall, as glGetError is not applicable here */
|
|
TRACE("glXSwapBuffers called, Starting new frame\n");
|
|
|
|
/* FPS support */
|
|
if (TRACE_ON(d3d_fps))
|
|
{
|
|
static long prev_time, frames;
|
|
|
|
DWORD time = GetTickCount();
|
|
frames++;
|
|
/* every 1.5 seconds */
|
|
if (time - prev_time > 1500) {
|
|
TRACE_(d3d_fps)("@ approx %.2ffps\n", 1000.0*frames/(time - prev_time));
|
|
prev_time = time;
|
|
frames = 0;
|
|
}
|
|
}
|
|
|
|
#if defined(FRAME_DEBUGGING)
|
|
{
|
|
if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES) {
|
|
if (!isOn) {
|
|
isOn = TRUE;
|
|
FIXME("Enabling D3D Trace\n");
|
|
__WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 1);
|
|
#if defined(SHOW_FRAME_MAKEUP)
|
|
FIXME("Singe Frame snapshots Starting\n");
|
|
isDumpingFrames = TRUE;
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
#endif
|
|
|
|
#if defined(SINGLE_FRAME_DEBUGGING)
|
|
} else {
|
|
#if defined(SHOW_FRAME_MAKEUP)
|
|
FIXME("Singe Frame snapshots Finishing\n");
|
|
isDumpingFrames = FALSE;
|
|
#endif
|
|
FIXME("Singe Frame trace complete\n");
|
|
DeleteFileA("C:\\D3DTRACE");
|
|
__WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
|
|
#endif
|
|
}
|
|
} else {
|
|
if (isOn) {
|
|
isOn = FALSE;
|
|
#if defined(SHOW_FRAME_MAKEUP)
|
|
FIXME("Singe Frame snapshots Finishing\n");
|
|
isDumpingFrames = FALSE;
|
|
#endif
|
|
FIXME("Disabling D3D Trace\n");
|
|
__WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
LEAVE_GL();
|
|
/* Although this is not strictly required, a simple demo showed this does occur
|
|
on (at least non-debug) d3d */
|
|
if (This->PresentParms.SwapEffect == D3DSWAPEFFECT_DISCARD) {
|
|
IDirect3DDevice8Impl_Clear(iface, 0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_ZBUFFER|D3DCLEAR_TARGET, 0x00, 1.0, 0);
|
|
}
|
|
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetBackBuffer(LPDIRECT3DDEVICE8 iface, UINT BackBuffer, D3DBACKBUFFER_TYPE Type, IDirect3DSurface8** ppBackBuffer) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
*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;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetRasterStatus(LPDIRECT3DDEVICE8 iface, D3DRASTER_STATUS* pRasterStatus) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
FIXME("(%p) : stub\n", This);
|
|
return D3D_OK;
|
|
}
|
|
void WINAPI IDirect3DDevice8Impl_SetGammaRamp(LPDIRECT3DDEVICE8 iface, DWORD Flags, CONST D3DGAMMARAMP* pRamp) {
|
|
HDC hDC;
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
|
|
FIXME("(%p) : pRamp@%p\n", This, pRamp);
|
|
hDC = GetDC(This->win_handle);
|
|
SetDeviceGammaRamp(hDC, (LPVOID) pRamp);
|
|
ReleaseDC(This->win_handle, hDC);
|
|
return;
|
|
}
|
|
void WINAPI IDirect3DDevice8Impl_GetGammaRamp(LPDIRECT3DDEVICE8 iface, D3DGAMMARAMP* pRamp) {
|
|
HDC hDC;
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
|
|
FIXME("(%p) : pRamp@%p\n", This, pRamp);
|
|
hDC = GetDC(This->win_handle);
|
|
GetDeviceGammaRamp(hDC, pRamp);
|
|
ReleaseDC(This->win_handle, hDC);
|
|
return;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_CreateTexture(LPDIRECT3DDEVICE8 iface, UINT Width, UINT Height, UINT Levels, DWORD Usage,
|
|
D3DFORMAT Format, D3DPOOL Pool, IDirect3DTexture8** ppTexture) {
|
|
IDirect3DTexture8Impl *object;
|
|
unsigned int i;
|
|
UINT tmpW;
|
|
UINT tmpH;
|
|
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
|
|
/* Allocate the storage for the device */
|
|
TRACE("(%p) : W(%d) H(%d), Lvl(%d) Usage(%ld), Fmt(%u,%s), Pool(%d)\n", This, Width, Height, Levels, Usage, Format, debug_d3dformat(Format), Pool);
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DTexture8Impl));
|
|
object->lpVtbl = &Direct3DTexture8_Vtbl;
|
|
object->Device = This;
|
|
object->ResourceType = D3DRTYPE_TEXTURE;
|
|
object->ref = 1;
|
|
object->width = Width;
|
|
object->height = Height;
|
|
object->levels = Levels;
|
|
object->usage = Usage;
|
|
object->format = Format;
|
|
|
|
/* Calculate levels for mip mapping */
|
|
if (Levels == 0) {
|
|
object->levels++;
|
|
tmpW = Width;
|
|
tmpH = Height;
|
|
while (tmpW > 1 && tmpH > 1) {
|
|
tmpW = max(1, tmpW / 2);
|
|
tmpH = max(1, tmpH / 2);
|
|
object->levels++;
|
|
}
|
|
TRACE("Calculated levels = %d\n", object->levels);
|
|
}
|
|
|
|
/* Generate all the surfaces */
|
|
tmpW = Width;
|
|
tmpH = Height;
|
|
for (i = 0; i < object->levels; i++)
|
|
{
|
|
IDirect3DDevice8Impl_CreateImageSurface(iface, tmpW, tmpH, Format, (LPDIRECT3DSURFACE8*) &object->surfaces[i]);
|
|
object->surfaces[i]->Container = (IUnknown*) object;
|
|
object->surfaces[i]->myDesc.Usage = Usage;
|
|
object->surfaces[i]->myDesc.Pool = Pool;
|
|
/**
|
|
* As written in msdn in IDirect3DTexture8::LockRect
|
|
* Textures created in D3DPOOL_DEFAULT are not lockable.
|
|
*/
|
|
if (D3DPOOL_DEFAULT == Pool) {
|
|
object->surfaces[i]->lockable = FALSE;
|
|
}
|
|
|
|
TRACE("Created surface level %d @ %p, memory at %p\n", i, object->surfaces[i], object->surfaces[i]->allocatedMemory);
|
|
tmpW = max(1, tmpW / 2);
|
|
tmpH = max(1, tmpH / 2);
|
|
}
|
|
|
|
*ppTexture = (LPDIRECT3DTEXTURE8) object;
|
|
TRACE("(%p) : Created texture %p\n", This, object);
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_CreateVolumeTexture(LPDIRECT3DDEVICE8 iface,
|
|
UINT Width, UINT Height, UINT Depth, UINT Levels, DWORD Usage,
|
|
D3DFORMAT Format, D3DPOOL Pool, IDirect3DVolumeTexture8** ppVolumeTexture) {
|
|
|
|
IDirect3DVolumeTexture8Impl *object;
|
|
unsigned int i;
|
|
UINT tmpW;
|
|
UINT tmpH;
|
|
UINT tmpD;
|
|
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
|
|
/* Allocate the storage for it */
|
|
TRACE("(%p) : W(%d) H(%d) D(%d), Lvl(%d) Usage(%ld), Fmt(%u,%s), Pool(%s)\n", This, Width, Height, Depth, Levels, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVolumeTexture8Impl));
|
|
object->lpVtbl = &Direct3DVolumeTexture8_Vtbl;
|
|
object->ResourceType = D3DRTYPE_VOLUMETEXTURE;
|
|
object->Device = This;
|
|
object->ref = 1;
|
|
|
|
object->width = Width;
|
|
object->height = Height;
|
|
object->depth = Depth;
|
|
object->levels = Levels;
|
|
object->usage = Usage;
|
|
object->format = Format;
|
|
|
|
/* Calculate levels for mip mapping */
|
|
if (Levels == 0) {
|
|
object->levels++;
|
|
tmpW = Width;
|
|
tmpH = Height;
|
|
tmpD = Depth;
|
|
while (tmpW > 1 && tmpH > 1 && tmpD > 1) {
|
|
tmpW = max(1, tmpW / 2);
|
|
tmpH = max(1, tmpH / 2);
|
|
tmpD = max(1, tmpD / 2);
|
|
object->levels++;
|
|
}
|
|
TRACE("Calculated levels = %d\n", object->levels);
|
|
}
|
|
|
|
/* Generate all the surfaces */
|
|
tmpW = Width;
|
|
tmpH = Height;
|
|
tmpD = Depth;
|
|
|
|
for (i = 0; i < object->levels; i++)
|
|
{
|
|
IDirect3DVolume8Impl* volume;
|
|
|
|
/* Create the volume - No entry point for this seperately?? */
|
|
volume = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVolume8Impl));
|
|
object->volumes[i] = (IDirect3DVolume8Impl *) volume;
|
|
|
|
volume->lpVtbl = &Direct3DVolume8_Vtbl;
|
|
volume->Device = This;
|
|
volume->ResourceType = D3DRTYPE_VOLUME;
|
|
volume->Container = (IUnknown*) object;
|
|
volume->ref = 1;
|
|
|
|
volume->myDesc.Width = Width;
|
|
volume->myDesc.Height = Height;
|
|
volume->myDesc.Depth = Depth;
|
|
volume->myDesc.Format = Format;
|
|
volume->myDesc.Type = D3DRTYPE_VOLUME;
|
|
volume->myDesc.Pool = Pool;
|
|
volume->myDesc.Usage = Usage;
|
|
volume->bytesPerPixel = D3DFmtGetBpp(This, Format);
|
|
/* Note: Volume textures cannot be dxtn, hence no need to check here */
|
|
volume->myDesc.Size = (Width * volume->bytesPerPixel) * Height * Depth;
|
|
volume->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, volume->myDesc.Size);
|
|
|
|
volume->lockable = TRUE;
|
|
volume->locked = FALSE;
|
|
memset(&volume->lockedBox, 0, sizeof(D3DBOX));
|
|
volume->Dirty = FALSE;
|
|
IDirect3DVolume8Impl_CleanDirtyBox((LPDIRECT3DVOLUME8) volume);
|
|
|
|
TRACE("(%p) : Volume at w(%d) h(%d) d(%d) fmt(%u,%s) surf@%p, surfmem@%p, %d bytes\n",
|
|
This, Width, Height, Depth, Format, debug_d3dformat(Format),
|
|
volume, volume->allocatedMemory, volume->myDesc.Size);
|
|
|
|
tmpW = max(1, tmpW / 2);
|
|
tmpH = max(1, tmpH / 2);
|
|
tmpD = max(1, tmpD / 2);
|
|
}
|
|
|
|
*ppVolumeTexture = (LPDIRECT3DVOLUMETEXTURE8) object;
|
|
TRACE("(%p) : Created volume texture %p\n", This, object);
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_CreateCubeTexture(LPDIRECT3DDEVICE8 iface, UINT EdgeLength, UINT Levels, DWORD Usage,
|
|
D3DFORMAT Format, D3DPOOL Pool, IDirect3DCubeTexture8** ppCubeTexture) {
|
|
|
|
IDirect3DCubeTexture8Impl *object;
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
unsigned int i,j;
|
|
UINT tmpW;
|
|
|
|
/* Allocate the storage for it */
|
|
TRACE("(%p) : Len(%d), Lvl(%d) Usage(%ld), Fmt(%u,%s), Pool(%s)\n", This, EdgeLength, Levels, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DCubeTexture8Impl));
|
|
object->lpVtbl = &Direct3DCubeTexture8_Vtbl;
|
|
object->ref = 1;
|
|
object->Device = This;
|
|
object->ResourceType = D3DRTYPE_CUBETEXTURE;
|
|
|
|
object->edgeLength = EdgeLength;
|
|
object->levels = Levels;
|
|
object->usage = Usage;
|
|
object->format = Format;
|
|
|
|
/* Calculate levels for mip mapping */
|
|
if (Levels == 0) {
|
|
object->levels++;
|
|
tmpW = EdgeLength;
|
|
while (tmpW > 1) {
|
|
tmpW = max(1, tmpW / 2);
|
|
object->levels++;
|
|
}
|
|
TRACE("Calculated levels = %d\n", object->levels);
|
|
}
|
|
|
|
/* Generate all the surfaces */
|
|
tmpW = EdgeLength;
|
|
for (i = 0; i < object->levels; i++) {
|
|
/* Create the 6 faces */
|
|
for (j = 0; j < 6; j++) {
|
|
IDirect3DDevice8Impl_CreateImageSurface(iface, tmpW, tmpW, Format, (LPDIRECT3DSURFACE8*) &object->surfaces[j][i]);
|
|
object->surfaces[j][i]->Container = (IUnknown*) object;
|
|
object->surfaces[j][i]->myDesc.Usage = Usage;
|
|
object->surfaces[j][i]->myDesc.Pool = Pool;
|
|
/**
|
|
* As written in msdn in IDirect3DCubeTexture8::LockRect
|
|
* Textures created in D3DPOOL_DEFAULT are not lockable.
|
|
*/
|
|
if (D3DPOOL_DEFAULT == Pool) {
|
|
object->surfaces[j][i]->lockable = FALSE;
|
|
}
|
|
|
|
TRACE("Created surface level %d @ %p, memory at %p\n", i, object->surfaces[j][i], object->surfaces[j][i]->allocatedMemory);
|
|
}
|
|
tmpW = max(1, tmpW / 2);
|
|
}
|
|
|
|
TRACE("(%p) : Iface@%p\n", This, object);
|
|
*ppCubeTexture = (LPDIRECT3DCUBETEXTURE8) object;
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexBuffer(LPDIRECT3DDEVICE8 iface, UINT Size, DWORD Usage, DWORD FVF, D3DPOOL Pool, IDirect3DVertexBuffer8** ppVertexBuffer) {
|
|
IDirect3DVertexBuffer8Impl *object;
|
|
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
|
|
/* Allocate the storage for the device */
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVertexBuffer8Impl));
|
|
object->lpVtbl = &Direct3DVertexBuffer8_Vtbl;
|
|
object->Device = This;
|
|
object->ResourceType = D3DRTYPE_VERTEXBUFFER;
|
|
object->ref = 1;
|
|
object->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Size);
|
|
object->currentDesc.Usage = Usage;
|
|
object->currentDesc.Pool = Pool;
|
|
object->currentDesc.FVF = FVF;
|
|
object->currentDesc.Size = Size;
|
|
|
|
TRACE("(%p) : Size=%d, Usage=%ld, FVF=%lx, Pool=%d - Memory@%p, Iface@%p\n", This, Size, Usage, FVF, Pool, object->allocatedMemory, object);
|
|
|
|
*ppVertexBuffer = (LPDIRECT3DVERTEXBUFFER8) object;
|
|
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_CreateIndexBuffer(LPDIRECT3DDEVICE8 iface, UINT Length, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, IDirect3DIndexBuffer8** ppIndexBuffer) {
|
|
IDirect3DIndexBuffer8Impl *object;
|
|
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
TRACE("(%p) : Len=%d, Use=%lx, Format=(%u,%s), Pool=%d\n", This, Length, Usage, Format, debug_d3dformat(Format), Pool);
|
|
|
|
/* Allocate the storage for the device */
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DIndexBuffer8Impl));
|
|
object->lpVtbl = &Direct3DIndexBuffer8_Vtbl;
|
|
object->Device = This;
|
|
object->ref = 1;
|
|
object->ResourceType = D3DRTYPE_INDEXBUFFER;
|
|
|
|
object->currentDesc.Type = D3DRTYPE_INDEXBUFFER;
|
|
object->currentDesc.Usage = Usage;
|
|
object->currentDesc.Pool = Pool;
|
|
object->currentDesc.Format = Format;
|
|
object->currentDesc.Size = Length;
|
|
|
|
object->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Length);
|
|
|
|
TRACE("(%p) : Iface@%p allocatedMem @ %p\n", This, object, object->allocatedMemory);
|
|
|
|
*ppIndexBuffer = (LPDIRECT3DINDEXBUFFER8) object;
|
|
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_CreateRenderTarget(LPDIRECT3DDEVICE8 iface, UINT Width, UINT Height, D3DFORMAT Format, D3DMULTISAMPLE_TYPE MultiSample, BOOL Lockable, IDirect3DSurface8** ppSurface) {
|
|
IDirect3DSurface8Impl *object;
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DSurface8Impl));
|
|
if (NULL == object) {
|
|
*ppSurface = NULL;
|
|
return D3DERR_OUTOFVIDEOMEMORY;
|
|
}
|
|
*ppSurface = (LPDIRECT3DSURFACE8) object;
|
|
object->lpVtbl = &Direct3DSurface8_Vtbl;
|
|
object->Device = This;
|
|
object->ResourceType = D3DRTYPE_SURFACE;
|
|
object->Container = (IUnknown*) This;
|
|
|
|
object->ref = 1;
|
|
object->myDesc.Width = Width;
|
|
object->myDesc.Height = Height;
|
|
object->myDesc.Format = Format;
|
|
object->myDesc.Type = D3DRTYPE_SURFACE;
|
|
object->myDesc.Usage = D3DUSAGE_RENDERTARGET;
|
|
object->myDesc.Pool = D3DPOOL_DEFAULT;
|
|
object->myDesc.MultiSampleType = MultiSample;
|
|
object->bytesPerPixel = D3DFmtGetBpp(This, Format);
|
|
if (Format == D3DFMT_DXT1) {
|
|
object->myDesc.Size = (Width * object->bytesPerPixel)/2 * Height; /* DXT1 is half byte per pixel */
|
|
} else {
|
|
object->myDesc.Size = (Width * object->bytesPerPixel) * Height;
|
|
}
|
|
object->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->myDesc.Size);
|
|
object->lockable = Lockable;
|
|
object->locked = FALSE;
|
|
memset(&object->lockedRect, 0, sizeof(RECT));
|
|
IDirect3DSurface8Impl_CleanDirtyRect((LPDIRECT3DSURFACE8) object);
|
|
|
|
TRACE("(%p) : w(%d) h(%d) fmt(%d,%s) lockable(%d) surf@%p, surfmem@%p, %d bytes\n", This, Width, Height, Format, debug_d3dformat(Format), Lockable, *ppSurface, object->allocatedMemory, object->myDesc.Size);
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_CreateDepthStencilSurface(LPDIRECT3DDEVICE8 iface, UINT Width, UINT Height, D3DFORMAT Format, D3DMULTISAMPLE_TYPE MultiSample, IDirect3DSurface8** ppSurface) {
|
|
IDirect3DSurface8Impl *object;
|
|
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DSurface8Impl));
|
|
if (NULL == object) {
|
|
*ppSurface = NULL;
|
|
return D3DERR_OUTOFVIDEOMEMORY;
|
|
}
|
|
*ppSurface = (LPDIRECT3DSURFACE8) object;
|
|
object->lpVtbl = &Direct3DSurface8_Vtbl;
|
|
object->Device = This;
|
|
object->ResourceType = D3DRTYPE_SURFACE;
|
|
object->Container = (IUnknown*) This;
|
|
|
|
object->ref = 1;
|
|
object->myDesc.Width = Width;
|
|
object->myDesc.Height = Height;
|
|
object->myDesc.Format = Format;
|
|
object->myDesc.Type = D3DRTYPE_SURFACE;
|
|
object->myDesc.Usage = D3DUSAGE_DEPTHSTENCIL;
|
|
object->myDesc.Pool = D3DPOOL_DEFAULT;
|
|
object->myDesc.MultiSampleType = MultiSample;
|
|
object->bytesPerPixel = D3DFmtGetBpp(This, Format);
|
|
if (Format == D3DFMT_DXT1) {
|
|
object->myDesc.Size = (Width * object->bytesPerPixel)/2 * Height; /* DXT1 is half byte per pixel */
|
|
} else {
|
|
object->myDesc.Size = (Width * object->bytesPerPixel) * Height;
|
|
}
|
|
object->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->myDesc.Size);
|
|
object->lockable = (D3DFMT_D16_LOCKABLE == Format) ? TRUE : FALSE;
|
|
object->locked = FALSE;
|
|
memset(&object->lockedRect, 0, sizeof(RECT));
|
|
IDirect3DSurface8Impl_CleanDirtyRect((LPDIRECT3DSURFACE8) object);
|
|
|
|
TRACE("(%p) : w(%d) h(%d) fmt(%d,%s) surf@%p, surfmem@%p, %d bytes\n", This, Width, Height, Format, debug_d3dformat(Format), *ppSurface, object->allocatedMemory, object->myDesc.Size);
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_CreateImageSurface(LPDIRECT3DDEVICE8 iface, UINT Width, UINT Height, D3DFORMAT Format, IDirect3DSurface8** ppSurface) {
|
|
IDirect3DSurface8Impl *object;
|
|
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DSurface8Impl));
|
|
*ppSurface = (LPDIRECT3DSURFACE8) object;
|
|
object->lpVtbl = &Direct3DSurface8_Vtbl;
|
|
object->Device = This;
|
|
object->ResourceType = D3DRTYPE_SURFACE;
|
|
object->Container = (IUnknown*) This;
|
|
|
|
object->ref = 1;
|
|
object->myDesc.Width = Width;
|
|
object->myDesc.Height = Height;
|
|
object->myDesc.Format = Format;
|
|
object->myDesc.Type = D3DRTYPE_SURFACE;
|
|
object->myDesc.Usage = 0;
|
|
object->myDesc.Pool = D3DPOOL_SYSTEMMEM;
|
|
object->bytesPerPixel = D3DFmtGetBpp(This, Format);
|
|
/* DXTn mipmaps use the same number of 'levels' down to eg. 8x1, but since
|
|
it is based around 4x4 pixel blocks it requires padding, so allocate enough
|
|
space! */
|
|
if (Format == D3DFMT_DXT1) {
|
|
object->myDesc.Size = ((max(Width,4) * object->bytesPerPixel) * max(Height,4)) / 2; /* DXT1 is half byte per pixel */
|
|
} else if (Format == D3DFMT_DXT2 || Format == D3DFMT_DXT3 ||
|
|
Format == D3DFMT_DXT4 || Format == D3DFMT_DXT5) {
|
|
object->myDesc.Size = ((max(Width,4) * object->bytesPerPixel) * max(Height,4));
|
|
} else {
|
|
object->myDesc.Size = (Width * object->bytesPerPixel) * Height;
|
|
}
|
|
object->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->myDesc.Size);
|
|
object->lockable = TRUE;
|
|
object->locked = FALSE;
|
|
memset(&object->lockedRect, 0, sizeof(RECT));
|
|
IDirect3DSurface8Impl_CleanDirtyRect((LPDIRECT3DSURFACE8) object);
|
|
|
|
TRACE("(%p) : w(%d) h(%d) fmt(%d,%s) surf@%p, surfmem@%p, %d bytes\n", This, Width, Height, Format, debug_d3dformat(Format), *ppSurface, object->allocatedMemory, object->myDesc.Size);
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_CopyRects(LPDIRECT3DDEVICE8 iface,
|
|
IDirect3DSurface8* pSourceSurface, CONST RECT* pSourceRectsArray, UINT cRects,
|
|
IDirect3DSurface8* pDestinationSurface, CONST POINT* pDestPointsArray) {
|
|
|
|
HRESULT rc = D3D_OK;
|
|
IDirect3DBaseTexture8* texture = NULL;
|
|
|
|
|
|
IDirect3DSurface8Impl* src = (IDirect3DSurface8Impl*) pSourceSurface;
|
|
IDirect3DSurface8Impl* dst = (IDirect3DSurface8Impl*) pDestinationSurface;
|
|
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
TRACE("(%p) pSrcSur=%p, pSourceRects=%p, cRects=%d, pDstSur=%p, pDestPtsArr=%p\n", This,
|
|
pSourceSurface, pSourceRectsArray, cRects, pDestinationSurface, pDestPointsArray);
|
|
|
|
/* Note: Not sure about the d3dfmt_unknown bit, but seems to avoid a problem inside
|
|
a sample and doesn't seem to break anything as far as I can tell */
|
|
if (src->myDesc.Format != dst->myDesc.Format && (dst->myDesc.Format != D3DFMT_UNKNOWN)) {
|
|
TRACE("Formats do not match (%x,%s) / (%x,%s)\n",
|
|
src->myDesc.Format, debug_d3dformat(src->myDesc.Format),
|
|
dst->myDesc.Format, debug_d3dformat(dst->myDesc.Format));
|
|
rc = D3DERR_INVALIDCALL;
|
|
|
|
} else if (dst->myDesc.Format == D3DFMT_UNKNOWN) {
|
|
TRACE("Converting dest to same format as source, since dest was unknown\n");
|
|
dst->myDesc.Format = src->myDesc.Format;
|
|
|
|
/* Convert container as well */
|
|
rc = IDirect3DSurface8Impl_GetContainer((LPDIRECT3DSURFACE8) dst, &IID_IDirect3DBaseTexture8, (void**) &texture); /* FIXME: Which refid? */
|
|
if (SUCCEEDED(rc) && NULL != texture) {
|
|
((IDirect3DBaseTexture8Impl*) texture)->format = src->myDesc.Format;
|
|
/** Releasing texture after GetContainer */
|
|
IDirect3DBaseTexture8_Release(texture);
|
|
texture = NULL;
|
|
}
|
|
}
|
|
|
|
/* Quick if complete copy ... */
|
|
if (SUCCEEDED(rc)) {
|
|
if (cRects == 0 && pSourceRectsArray == NULL && pDestPointsArray == NULL) {
|
|
|
|
if (src->myDesc.Width == dst->myDesc.Width && src->myDesc.Height == dst->myDesc.Height) {
|
|
|
|
D3DLOCKED_RECT lrSrc;
|
|
D3DLOCKED_RECT lrDst;
|
|
IDirect3DSurface8Impl_LockRect((LPDIRECT3DSURFACE8) src, &lrSrc, NULL, D3DLOCK_READONLY);
|
|
IDirect3DSurface8Impl_LockRect((LPDIRECT3DSURFACE8) dst, &lrDst, NULL, 0L);
|
|
TRACE("Locked src and dst, Direct copy as surfaces are equal, w=%d, h=%d\n", dst->myDesc.Width, dst->myDesc.Height);
|
|
|
|
memcpy(lrDst.pBits, lrSrc.pBits, src->myDesc.Size);
|
|
|
|
IDirect3DSurface8Impl_UnlockRect((LPDIRECT3DSURFACE8) src);
|
|
rc = IDirect3DSurface8Impl_UnlockRect((LPDIRECT3DSURFACE8) dst);
|
|
TRACE("Unlocked src and dst\n");
|
|
|
|
} else {
|
|
|
|
FIXME("Wanted to copy all surfaces but size not compatible\n");
|
|
rc = D3DERR_INVALIDCALL;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if (NULL != pSourceRectsArray && NULL != pDestPointsArray) {
|
|
|
|
int bytesPerPixel = ((IDirect3DSurface8Impl*) pSourceSurface)->bytesPerPixel;
|
|
unsigned int i;
|
|
|
|
/* Copy rect by rect */
|
|
for (i = 0; i < cRects; i++) {
|
|
CONST RECT* r = &pSourceRectsArray[i];
|
|
CONST POINT* p = &pDestPointsArray[i];
|
|
int copyperline;
|
|
int j;
|
|
D3DLOCKED_RECT lrSrc;
|
|
D3DLOCKED_RECT lrDst;
|
|
RECT dest_rect;
|
|
|
|
TRACE("Copying rect %d (%ld,%ld),(%ld,%ld) -> (%ld,%ld)\n", i, r->left, r->top, r->right, r->bottom, p->x, p->y);
|
|
if (src->myDesc.Format == D3DFMT_DXT1) {
|
|
copyperline = ((r->right - r->left) * bytesPerPixel)/2; /* DXT1 is half byte per pixel */
|
|
} else {
|
|
copyperline = ((r->right - r->left) * bytesPerPixel);
|
|
}
|
|
IDirect3DSurface8Impl_LockRect((LPDIRECT3DSURFACE8) src, &lrSrc, r, D3DLOCK_READONLY);
|
|
dest_rect.left = p->x;
|
|
dest_rect.top = p->y;
|
|
dest_rect.right = p->x + (r->right - r->left);
|
|
dest_rect.bottom= p->y + (r->bottom - r->top);
|
|
IDirect3DSurface8Impl_LockRect((LPDIRECT3DSURFACE8) dst, &lrDst, &dest_rect, 0L);
|
|
TRACE("Locked src and dst\n");
|
|
|
|
/* Find where to start */
|
|
for (j = 0; j < (r->bottom - r->top - 1); j++) {
|
|
memcpy((char*) lrDst.pBits + (j * lrDst.Pitch), (char*) lrSrc.pBits + (j * lrSrc.Pitch), copyperline);
|
|
}
|
|
IDirect3DSurface8Impl_UnlockRect((LPDIRECT3DSURFACE8) src);
|
|
rc = IDirect3DSurface8Impl_UnlockRect((LPDIRECT3DSURFACE8) dst);
|
|
TRACE("Unlocked src and dst\n");
|
|
}
|
|
} else {
|
|
FIXME("Wanted to copy partial surfaces not implemented\n");
|
|
rc = D3DERR_INVALIDCALL;
|
|
}
|
|
}
|
|
}
|
|
|
|
return rc;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_UpdateTexture(LPDIRECT3DDEVICE8 iface, IDirect3DBaseTexture8* pSourceTexture, IDirect3DBaseTexture8* pDestinationTexture) {
|
|
IDirect3DBaseTexture8Impl* src = (IDirect3DBaseTexture8Impl*) pSourceTexture;
|
|
IDirect3DBaseTexture8Impl* dst = (IDirect3DBaseTexture8Impl*) pDestinationTexture;
|
|
D3DRESOURCETYPE srcType;
|
|
D3DRESOURCETYPE dstType;
|
|
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
TRACE("(%p) : first try\n", This);
|
|
|
|
srcType = IDirect3DBaseTexture8Impl_GetType(pSourceTexture);
|
|
dstType = IDirect3DBaseTexture8Impl_GetType(pDestinationTexture);
|
|
|
|
if (srcType != dstType) {
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
if (D3DPOOL_SYSTEMMEM != IDirect3DResource8Impl_GetPool((LPDIRECT3DRESOURCE8) src)) {
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
if (D3DPOOL_DEFAULT != IDirect3DResource8Impl_GetPool((LPDIRECT3DRESOURCE8) dst)) {
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
if (IDirect3DBaseTexture8Impl_IsDirty(pSourceTexture)) {
|
|
/** Only copy Dirty textures */
|
|
DWORD srcLevelCnt = IDirect3DBaseTexture8Impl_GetLevelCount(pSourceTexture);
|
|
DWORD dstLevelCnt = IDirect3DBaseTexture8Impl_GetLevelCount(pDestinationTexture);
|
|
DWORD skipLevels = (dstLevelCnt < srcLevelCnt) ? srcLevelCnt - dstLevelCnt : 0;
|
|
UINT i, j;
|
|
|
|
for (i = skipLevels; i < srcLevelCnt; ++i) {
|
|
HRESULT hr;
|
|
|
|
switch (srcType) {
|
|
case D3DRTYPE_TEXTURE:
|
|
{
|
|
IDirect3DSurface8* srcSur = NULL;
|
|
IDirect3DSurface8* dstSur = NULL;
|
|
hr = IDirect3DTexture8Impl_GetSurfaceLevel((LPDIRECT3DTEXTURE8) src, i, &srcSur);
|
|
hr = IDirect3DTexture8Impl_GetSurfaceLevel((LPDIRECT3DTEXTURE8) dst, i - skipLevels, &dstSur);
|
|
|
|
/* Fixme: Work out how to just do the dirty regions (src or dst dirty region, and what
|
|
about dst with less levels than the source?) */
|
|
IDirect3DDevice8Impl_CopyRects(iface, srcSur, NULL, 0, dstSur, NULL);
|
|
|
|
IDirect3DSurface8Impl_Release(srcSur);
|
|
IDirect3DSurface8Impl_Release(dstSur);
|
|
}
|
|
break;
|
|
case D3DRTYPE_VOLUMETEXTURE:
|
|
{
|
|
FIXME("D3DRTYPE_VOLUMETEXTURE reload currently not implemented\n");
|
|
}
|
|
break;
|
|
case D3DRTYPE_CUBETEXTURE:
|
|
{
|
|
IDirect3DSurface8* srcSur = NULL;
|
|
IDirect3DSurface8* dstSur = NULL;
|
|
for (j = 0; j < 5; ++j) {
|
|
hr = IDirect3DCubeTexture8Impl_GetCubeMapSurface((LPDIRECT3DCUBETEXTURE8) src, j, i, &srcSur);
|
|
hr = IDirect3DCubeTexture8Impl_GetCubeMapSurface((LPDIRECT3DCUBETEXTURE8) dst, j, i - skipLevels, &dstSur);
|
|
|
|
IDirect3DDevice8Impl_CopyRects(iface, srcSur, NULL, 0, dstSur, NULL);
|
|
|
|
IDirect3DSurface8Impl_Release(srcSur);
|
|
IDirect3DSurface8Impl_Release(dstSur);
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
IDirect3DBaseTexture8Impl_SetDirty(pSourceTexture, FALSE);
|
|
}
|
|
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetFrontBuffer(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8* pDestSurface) {
|
|
HRESULT hr;
|
|
D3DLOCKED_RECT lockedRect;
|
|
RECT wantedRect;
|
|
GLint prev_store;
|
|
GLint prev_read;
|
|
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
|
|
FIXME("(%p) : Should return whole screen, only returns GL context window in top left corner\n", This);
|
|
|
|
if (D3DFMT_A8R8G8B8 != ((IDirect3DSurface8Impl*) pDestSurface)->myDesc.Format) {
|
|
ERR("(%p) : surface(%p) has an invalid format\n", This, pDestSurface);
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
|
|
wantedRect.left = 0;
|
|
wantedRect.top = 0;
|
|
wantedRect.right = This->PresentParms.BackBufferWidth;
|
|
wantedRect.bottom = This->PresentParms.BackBufferHeight;
|
|
|
|
hr = IDirect3DSurface8Impl_LockRect(pDestSurface, &lockedRect, &wantedRect, 0);
|
|
if (FAILED(hr)) {
|
|
ERR("(%p) : cannot lock surface\n", This);
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
|
|
ENTER_GL();
|
|
|
|
glFlush();
|
|
vcheckGLcall("glFlush");
|
|
glGetIntegerv(GL_READ_BUFFER, &prev_read);
|
|
vcheckGLcall("glIntegerv");
|
|
glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
|
|
vcheckGLcall("glIntegerv");
|
|
|
|
glReadBuffer(GL_FRONT);
|
|
vcheckGLcall("glReadBuffer");
|
|
glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
|
|
vcheckGLcall("glPixelStorei");
|
|
/* stupid copy */
|
|
{
|
|
unsigned long j;
|
|
for (j = 0; j < This->PresentParms.BackBufferHeight; ++j) {
|
|
glReadPixels(0, This->PresentParms.BackBufferHeight - j - 1, This->PresentParms.BackBufferWidth, 1,
|
|
GL_BGRA, GL_UNSIGNED_BYTE, ((char*) lockedRect.pBits) + (j * lockedRect.Pitch));
|
|
vcheckGLcall("glReadPixels");
|
|
}
|
|
}
|
|
glPixelStorei(GL_PACK_SWAP_BYTES, prev_store);
|
|
vcheckGLcall("glPixelStorei");
|
|
glReadBuffer(prev_read);
|
|
vcheckGLcall("glReadBuffer");
|
|
|
|
LEAVE_GL();
|
|
|
|
hr = IDirect3DSurface8Impl_UnlockRect(pDestSurface);
|
|
return hr;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_SetRenderTarget(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8* pRenderTarget, IDirect3DSurface8* pNewZStencil) {
|
|
HRESULT hr = D3D_OK;
|
|
D3DVIEWPORT8 viewport;
|
|
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
|
|
/* If pRenderTarget == NULL, it seems to default to back buffer */
|
|
if (pRenderTarget == NULL) pRenderTarget = (IDirect3DSurface8*)This->backBuffer;
|
|
|
|
/* For ease of code later on, handle a null depth as leave alone
|
|
- Have not tested real d3d for this case but doing this avoids
|
|
numerous null pointer checks */
|
|
if (pNewZStencil == NULL) pNewZStencil = (IDirect3DSurface8*)This->stencilBufferTarget;
|
|
|
|
/* If we are trying to set what we already have, don't bother */
|
|
if ((IDirect3DSurface8Impl*) pRenderTarget == This->renderTarget && (IDirect3DSurface8Impl*) pNewZStencil == This->stencilBufferTarget) {
|
|
TRACE("Trying to do a NOP SetRenderTarget operation\n");
|
|
} else {
|
|
/* Otherwise, set the render target up */
|
|
TRACE("(%p) : newRender@%p newZStencil@%p (default is backbuffer=(%p))\n", This, pRenderTarget, pNewZStencil, This->backBuffer);
|
|
IDirect3DDevice8Impl_CleanRender(iface);
|
|
hr = IDirect3DDevice8Impl_ActiveRender(iface, pRenderTarget, pNewZStencil);
|
|
}
|
|
|
|
if (SUCCEEDED(hr)) {
|
|
/* Finally, reset the viewport as the MSDN states. */
|
|
viewport.Height = ((IDirect3DSurface8Impl*)pRenderTarget)->myDesc.Height;
|
|
viewport.Width = ((IDirect3DSurface8Impl*)pRenderTarget)->myDesc.Width;
|
|
viewport.X = 0;
|
|
viewport.Y = 0;
|
|
viewport.MaxZ = 1.0f;
|
|
viewport.MinZ = 0.0f;
|
|
IDirect3DDevice8Impl_SetViewport(iface, &viewport);
|
|
}
|
|
|
|
return hr;
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetRenderTarget(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8** ppRenderTarget) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
|
|
TRACE("(%p)->returning (%p) default is backbuffer=(%p)\n", This, This->renderTarget, This->backBuffer);
|
|
|
|
*ppRenderTarget = (LPDIRECT3DSURFACE8) This->renderTarget;
|
|
IDirect3DSurface8Impl_AddRef((LPDIRECT3DSURFACE8) *ppRenderTarget);
|
|
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetDepthStencilSurface(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8** ppZStencilSurface) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
|
|
TRACE("(%p)->(%p) default(%p)\n", This, This->stencilBufferTarget, This->depthStencilBuffer);
|
|
|
|
/* Note inc ref on returned surface */
|
|
*ppZStencilSurface = (LPDIRECT3DSURFACE8) This->stencilBufferTarget;
|
|
if (NULL != *ppZStencilSurface) IDirect3DSurface8Impl_AddRef((LPDIRECT3DSURFACE8) *ppZStencilSurface);
|
|
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_BeginScene(LPDIRECT3DDEVICE8 iface) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
return IWineD3DDevice_BeginScene(This->WineD3DDevice);
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_EndScene(LPDIRECT3DDEVICE8 iface) {
|
|
IDirect3DBaseTexture8* cont = NULL;
|
|
HRESULT hr;
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
TRACE("(%p)\n", This);
|
|
|
|
ENTER_GL();
|
|
|
|
glFlush();
|
|
checkGLcall("glFlush");
|
|
|
|
#if 0 /* Useful for debugging sometimes! */
|
|
printf("Hit Enter ...\n");
|
|
getchar();
|
|
#endif
|
|
|
|
if ((This->frontBuffer != This->renderTarget) && (This->backBuffer != This->renderTarget)) {
|
|
#if 0
|
|
GLenum prev_read;
|
|
glGetIntegerv(GL_READ_BUFFER, &prev_read);
|
|
vcheckGLcall("glIntegerv");
|
|
glReadBuffer(GL_FRONT);
|
|
vcheckGLcall("glReadBuffer");
|
|
{
|
|
long j;
|
|
long pitch = This->renderTarget->myDesc.Width * This->renderTarget->bytesPerPixel;
|
|
|
|
if (This->renderTarget->myDesc.Format == D3DFMT_DXT1) /* DXT1 is half byte per pixel */
|
|
pitch = pitch / 2;
|
|
|
|
for (j = 0; j < This->renderTarget->myDesc.Height; ++j) {
|
|
glReadPixels(0,
|
|
This->renderTarget->myDesc.Height - j - 1,
|
|
This->renderTarget->myDesc.Width,
|
|
1,
|
|
D3DFmt2GLFmt(This, This->renderTarget->myDesc.Format),
|
|
D3DFmt2GLType(This, This->renderTarget->myDesc.Format),
|
|
This->renderTarget->allocatedMemory + j * pitch);
|
|
vcheckGLcall("glReadPixels");
|
|
}
|
|
}
|
|
glReadBuffer(prev_read);
|
|
vcheckGLcall("glReadBuffer");
|
|
#endif
|
|
|
|
hr = IDirect3DSurface8_GetContainer((LPDIRECT3DSURFACE8) This->renderTarget, &IID_IDirect3DBaseTexture8, (void**) &cont);
|
|
if (SUCCEEDED(hr) && NULL != cont) {
|
|
/** always dirtify for now. we must find a better way to see that surface have been modified */
|
|
This->renderTarget->inPBuffer = TRUE;
|
|
This->renderTarget->inTexture = FALSE;
|
|
IDirect3DBaseTexture8Impl_SetDirty(cont, TRUE);
|
|
IDirect3DBaseTexture8_PreLoad(cont);
|
|
This->renderTarget->inPBuffer = FALSE;
|
|
IDirect3DBaseTexture8Impl_Release(cont);
|
|
cont = NULL;
|
|
}
|
|
}
|
|
|
|
LEAVE_GL();
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_Clear(LPDIRECT3DDEVICE8 iface, DWORD Count, CONST D3DRECT* pRects, DWORD Flags, D3DCOLOR Color, float Z, DWORD Stencil) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
|
|
/* TODO: From MSDN This method fails if you specify the D3DCLEAR_ZBUFFER or D3DCLEAR_STENCIL flags when the
|
|
render target does not have an attached depth buffer. Similarly, if you specify the D3DCLEAR_STENCIL flag
|
|
when the depth-buffer format does not contain stencil buffer information, this method fails. */
|
|
GLbitfield glMask = 0;
|
|
GLboolean old_ztest;
|
|
GLfloat old_z_clear_value;
|
|
GLint old_stencil_clear_value;
|
|
GLfloat old_color_clear_value[4];
|
|
unsigned int i;
|
|
CONST D3DRECT* curRect;
|
|
|
|
TRACE("(%p) Count (%ld), pRects (%p), Flags (%lx), Z (%f), Stencil (%ld)\n", This,
|
|
Count, pRects, Flags, Z, Stencil);
|
|
|
|
ENTER_GL();
|
|
glEnable(GL_SCISSOR_TEST);
|
|
checkGLcall("glEnable GL_SCISSOR_TEST");
|
|
if (Count > 0 && pRects) {
|
|
curRect = pRects;
|
|
} else {
|
|
curRect = NULL;
|
|
}
|
|
|
|
/* Only set the values up once, as they are not changing */
|
|
if (Flags & D3DCLEAR_STENCIL) {
|
|
glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &old_stencil_clear_value);
|
|
glClearStencil(Stencil);
|
|
checkGLcall("glClearStencil");
|
|
glMask = glMask | GL_STENCIL_BUFFER_BIT;
|
|
glStencilMask(0xFFFFFFFF);
|
|
}
|
|
|
|
if (Flags & D3DCLEAR_ZBUFFER) {
|
|
glGetBooleanv(GL_DEPTH_WRITEMASK, &old_ztest);
|
|
glDepthMask(GL_TRUE);
|
|
glGetFloatv(GL_DEPTH_CLEAR_VALUE, &old_z_clear_value);
|
|
glClearDepth(Z);
|
|
checkGLcall("glClearDepth");
|
|
glMask = glMask | GL_DEPTH_BUFFER_BIT;
|
|
}
|
|
|
|
if (Flags & D3DCLEAR_TARGET) {
|
|
TRACE("Clearing screen with glClear to color %lx\n", Color);
|
|
glGetFloatv(GL_COLOR_CLEAR_VALUE, old_color_clear_value);
|
|
glClearColor(D3DCOLOR_R(Color),
|
|
D3DCOLOR_G(Color),
|
|
D3DCOLOR_B(Color),
|
|
D3DCOLOR_A(Color));
|
|
checkGLcall("glClearColor");
|
|
|
|
/* Clear ALL colors! */
|
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
glMask = glMask | GL_COLOR_BUFFER_BIT;
|
|
}
|
|
|
|
/* Now process each rect in turn */
|
|
for (i = 0; i < Count || i == 0; i++) {
|
|
|
|
if (curRect) {
|
|
/* Note gl uses lower left, width/height */
|
|
TRACE("(%p) %p Rect=(%ld,%ld)->(%ld,%ld) glRect=(%ld,%ld), len=%ld, hei=%ld\n", This, curRect,
|
|
curRect->x1, curRect->y1, curRect->x2, curRect->y2,
|
|
curRect->x1, (This->renderTarget->myDesc.Height - curRect->y2),
|
|
curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
|
|
glScissor(curRect->x1, (This->renderTarget->myDesc.Height - curRect->y2),
|
|
curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
|
|
checkGLcall("glScissor");
|
|
} else {
|
|
glScissor(This->StateBlock->viewport.X,
|
|
(This->renderTarget->myDesc.Height - (This->StateBlock->viewport.Y + This->StateBlock->viewport.Height)),
|
|
This->StateBlock->viewport.Width,
|
|
This->StateBlock->viewport.Height);
|
|
checkGLcall("glScissor");
|
|
}
|
|
|
|
/* Clear the selected rectangle (or full screen) */
|
|
glClear(glMask);
|
|
checkGLcall("glClear");
|
|
|
|
/* Step to the next rectangle */
|
|
if (curRect) curRect = curRect + sizeof(D3DRECT);
|
|
}
|
|
|
|
/* Restore the old values (why..?) */
|
|
if (Flags & D3DCLEAR_STENCIL) {
|
|
glClearStencil(old_stencil_clear_value);
|
|
glStencilMask(This->StateBlock->renderstate[D3DRS_STENCILWRITEMASK]);
|
|
}
|
|
if (Flags & D3DCLEAR_ZBUFFER) {
|
|
glDepthMask(old_ztest);
|
|
glClearDepth(old_z_clear_value);
|
|
}
|
|
if (Flags & D3DCLEAR_TARGET) {
|
|
glClearColor(old_color_clear_value[0],
|
|
old_color_clear_value[1],
|
|
old_color_clear_value[2],
|
|
old_color_clear_value[3]);
|
|
glColorMask(This->StateBlock->renderstate[D3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
|
|
This->StateBlock->renderstate[D3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
|
|
This->StateBlock->renderstate[D3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
|
|
This->StateBlock->renderstate[D3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
|
|
}
|
|
|
|
glDisable(GL_SCISSOR_TEST);
|
|
checkGLcall("glDisable");
|
|
LEAVE_GL();
|
|
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_SetTransform(LPDIRECT3DDEVICE8 iface, D3DTRANSFORMSTATETYPE d3dts, CONST D3DMATRIX* lpmatrix) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
unsigned int k;
|
|
|
|
/* Most of this routine, comments included copied from ddraw tree initially: */
|
|
TRACE("(%p) : State=%d\n", This, d3dts);
|
|
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
This->UpdateStateBlock->Changed.transform[d3dts] = TRUE;
|
|
This->UpdateStateBlock->Set.transform[d3dts] = TRUE;
|
|
memcpy(&This->UpdateStateBlock->transforms[d3dts], lpmatrix, sizeof(D3DMATRIX));
|
|
return D3D_OK;
|
|
}
|
|
|
|
/*
|
|
* if the new matrix is the same as the current one,
|
|
* we cut off any further processing. this seems to be a reasonable
|
|
* optimization because as was noticed, some apps (warcraft3 for example)
|
|
* tend towards setting the same matrix repeatedly for some dumb reason.
|
|
*
|
|
* From here on we assume that the new matrix is different, wherever it matters
|
|
* but note
|
|
*/
|
|
if (!memcmp(&This->StateBlock->transforms[d3dts].u.m[0][0], lpmatrix, sizeof(D3DMATRIX))) {
|
|
TRACE("The app is setting the same matrix over again\n");
|
|
return D3D_OK;
|
|
} else {
|
|
conv_mat(lpmatrix, &This->StateBlock->transforms[d3dts].u.m[0][0]);
|
|
}
|
|
|
|
/*
|
|
ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
|
|
where ViewMat = Camera space, WorldMat = world space.
|
|
|
|
In OpenGL, camera and world space is combined into GL_MODELVIEW
|
|
matrix. The Projection matrix stay projection matrix.
|
|
*/
|
|
|
|
/* Capture the times we can just ignore the change */
|
|
if (d3dts == D3DTS_WORLDMATRIX(0)) {
|
|
This->modelview_valid = FALSE;
|
|
return D3D_OK;
|
|
|
|
} else if (d3dts == D3DTS_PROJECTION) {
|
|
This->proj_valid = FALSE;
|
|
return D3D_OK;
|
|
|
|
} else if (d3dts >= D3DTS_WORLDMATRIX(1) && d3dts <= D3DTS_WORLDMATRIX(255)) { /* Indexed Vertex Blending Matrices 256 -> 511 */
|
|
/* Use arb_vertex_blend or NV_VERTEX_WEIGHTING? */
|
|
FIXME("D3DTS_WORLDMATRIX(1..255) not handled\n");
|
|
return D3D_OK;
|
|
}
|
|
|
|
/* Chances are we really are going to have to change a matrix */
|
|
ENTER_GL();
|
|
|
|
if (d3dts >= D3DTS_TEXTURE0 && d3dts <= D3DTS_TEXTURE7) { /* handle texture matrices */
|
|
if (d3dts < GL_LIMITS(textures)) {
|
|
int tex = d3dts - D3DTS_TEXTURE0;
|
|
#if defined(GL_VERSION_1_3)
|
|
glActiveTexture(GL_TEXTURE0 + tex);
|
|
checkGLcall("glActiveTexture");
|
|
#else
|
|
glActiveTextureARB(GL_TEXTURE0_ARB + tex);
|
|
checkGLcall("glActiveTextureARB");
|
|
#endif
|
|
set_texture_matrix((const float *)lpmatrix, This->UpdateStateBlock->texture_state[tex][D3DTSS_TEXTURETRANSFORMFLAGS]);
|
|
}
|
|
|
|
} else if (d3dts == D3DTS_VIEW) { /* handle the VIEW matrice */
|
|
|
|
PLIGHTINFOEL *lightChain = NULL;
|
|
float identity[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1};
|
|
This->modelview_valid = FALSE;
|
|
This->view_ident = !memcmp(lpmatrix, identity, 16*sizeof(float));
|
|
glMatrixMode(GL_MODELVIEW);
|
|
checkGLcall("glMatrixMode(GL_MODELVIEW)");
|
|
glPushMatrix();
|
|
glLoadMatrixf((const float *)lpmatrix);
|
|
checkGLcall("glLoadMatrixf(...)");
|
|
|
|
/* If we are changing the View matrix, reset the light and clipping planes to the new view
|
|
* NOTE: We have to reset the positions even if the light/plane is not currently
|
|
* enabled, since the call to enable it will not reset the position.
|
|
* NOTE2: Apparently texture transforms do NOT need reapplying
|
|
*/
|
|
|
|
/* Reset lights */
|
|
lightChain = This->StateBlock->lights;
|
|
while (lightChain && lightChain->glIndex != -1) {
|
|
glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_POSITION, lightChain->lightPosn);
|
|
checkGLcall("glLightfv posn");
|
|
glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_SPOT_DIRECTION, lightChain->lightDirn);
|
|
checkGLcall("glLightfv dirn");
|
|
lightChain = lightChain->next;
|
|
}
|
|
/* Reset Clipping Planes if clipping is enabled */
|
|
for (k = 0; k < GL_LIMITS(clipplanes); k++) {
|
|
glClipPlane(GL_CLIP_PLANE0 + k, This->StateBlock->clipplane[k]);
|
|
checkGLcall("glClipPlane");
|
|
}
|
|
glPopMatrix();
|
|
|
|
} else { /* What was requested!?? */
|
|
WARN("invalid matrix specified: %i\n", d3dts);
|
|
|
|
}
|
|
|
|
/* Release lock, all done */
|
|
LEAVE_GL();
|
|
return D3D_OK;
|
|
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetTransform(LPDIRECT3DDEVICE8 iface, D3DTRANSFORMSTATETYPE State,D3DMATRIX* pMatrix) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
TRACE("(%p) : for State %d\n", This, State);
|
|
memcpy(pMatrix, &This->StateBlock->transforms[State], sizeof(D3DMATRIX));
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_MultiplyTransform(LPDIRECT3DDEVICE8 iface, D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX* pMatrix) {
|
|
D3DMATRIX *mat = NULL;
|
|
D3DMATRIX temp;
|
|
|
|
/* Note: Using UpdateStateBlock means it would be recorded in a state block change,
|
|
but works regardless of recording being on.
|
|
If this is found to be wrong, change to StateBlock. */
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
TRACE("(%p) : For state %u\n", This, State);
|
|
|
|
if (State < HIGHEST_TRANSFORMSTATE)
|
|
{
|
|
mat = &This->UpdateStateBlock->transforms[State];
|
|
} else {
|
|
FIXME("Unhandled transform state!!\n");
|
|
}
|
|
|
|
/* Copied from ddraw code: */
|
|
temp.u.s._11 = (mat->u.s._11 * pMatrix->u.s._11) + (mat->u.s._21 * pMatrix->u.s._12) + (mat->u.s._31 * pMatrix->u.s._13) + (mat->u.s._41 * pMatrix->u.s._14);
|
|
temp.u.s._21 = (mat->u.s._11 * pMatrix->u.s._21) + (mat->u.s._21 * pMatrix->u.s._22) + (mat->u.s._31 * pMatrix->u.s._23) + (mat->u.s._41 * pMatrix->u.s._24);
|
|
temp.u.s._31 = (mat->u.s._11 * pMatrix->u.s._31) + (mat->u.s._21 * pMatrix->u.s._32) + (mat->u.s._31 * pMatrix->u.s._33) + (mat->u.s._41 * pMatrix->u.s._34);
|
|
temp.u.s._41 = (mat->u.s._11 * pMatrix->u.s._41) + (mat->u.s._21 * pMatrix->u.s._42) + (mat->u.s._31 * pMatrix->u.s._43) + (mat->u.s._41 * pMatrix->u.s._44);
|
|
|
|
temp.u.s._12 = (mat->u.s._12 * pMatrix->u.s._11) + (mat->u.s._22 * pMatrix->u.s._12) + (mat->u.s._32 * pMatrix->u.s._13) + (mat->u.s._42 * pMatrix->u.s._14);
|
|
temp.u.s._22 = (mat->u.s._12 * pMatrix->u.s._21) + (mat->u.s._22 * pMatrix->u.s._22) + (mat->u.s._32 * pMatrix->u.s._23) + (mat->u.s._42 * pMatrix->u.s._24);
|
|
temp.u.s._32 = (mat->u.s._12 * pMatrix->u.s._31) + (mat->u.s._22 * pMatrix->u.s._32) + (mat->u.s._32 * pMatrix->u.s._33) + (mat->u.s._42 * pMatrix->u.s._34);
|
|
temp.u.s._42 = (mat->u.s._12 * pMatrix->u.s._41) + (mat->u.s._22 * pMatrix->u.s._42) + (mat->u.s._32 * pMatrix->u.s._43) + (mat->u.s._42 * pMatrix->u.s._44);
|
|
|
|
temp.u.s._13 = (mat->u.s._13 * pMatrix->u.s._11) + (mat->u.s._23 * pMatrix->u.s._12) + (mat->u.s._33 * pMatrix->u.s._13) + (mat->u.s._43 * pMatrix->u.s._14);
|
|
temp.u.s._23 = (mat->u.s._13 * pMatrix->u.s._21) + (mat->u.s._23 * pMatrix->u.s._22) + (mat->u.s._33 * pMatrix->u.s._23) + (mat->u.s._43 * pMatrix->u.s._24);
|
|
temp.u.s._33 = (mat->u.s._13 * pMatrix->u.s._31) + (mat->u.s._23 * pMatrix->u.s._32) + (mat->u.s._33 * pMatrix->u.s._33) + (mat->u.s._43 * pMatrix->u.s._34);
|
|
temp.u.s._43 = (mat->u.s._13 * pMatrix->u.s._41) + (mat->u.s._23 * pMatrix->u.s._42) + (mat->u.s._33 * pMatrix->u.s._43) + (mat->u.s._43 * pMatrix->u.s._44);
|
|
|
|
temp.u.s._14 = (mat->u.s._14 * pMatrix->u.s._11) + (mat->u.s._24 * pMatrix->u.s._12) + (mat->u.s._34 * pMatrix->u.s._13) + (mat->u.s._44 * pMatrix->u.s._14);
|
|
temp.u.s._24 = (mat->u.s._14 * pMatrix->u.s._21) + (mat->u.s._24 * pMatrix->u.s._22) + (mat->u.s._34 * pMatrix->u.s._23) + (mat->u.s._44 * pMatrix->u.s._24);
|
|
temp.u.s._34 = (mat->u.s._14 * pMatrix->u.s._31) + (mat->u.s._24 * pMatrix->u.s._32) + (mat->u.s._34 * pMatrix->u.s._33) + (mat->u.s._44 * pMatrix->u.s._34);
|
|
temp.u.s._44 = (mat->u.s._14 * pMatrix->u.s._41) + (mat->u.s._24 * pMatrix->u.s._42) + (mat->u.s._34 * pMatrix->u.s._43) + (mat->u.s._44 * pMatrix->u.s._44);
|
|
|
|
/* Apply change via set transform - will reapply to eg. lights this way */
|
|
IDirect3DDevice8Impl_SetTransform(iface, State, &temp);
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_SetViewport(LPDIRECT3DDEVICE8 iface, CONST D3DVIEWPORT8* pViewport) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
|
|
TRACE("(%p)\n", This);
|
|
This->UpdateStateBlock->Changed.viewport = TRUE;
|
|
This->UpdateStateBlock->Set.viewport = TRUE;
|
|
memcpy(&This->UpdateStateBlock->viewport, pViewport, sizeof(D3DVIEWPORT8));
|
|
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return D3D_OK;
|
|
}
|
|
|
|
ENTER_GL();
|
|
|
|
TRACE("(%p) : x=%ld, y=%ld, wid=%ld, hei=%ld, minz=%f, maxz=%f\n", This,
|
|
pViewport->X, pViewport->Y, pViewport->Width, pViewport->Height, pViewport->MinZ, pViewport->MaxZ);
|
|
|
|
glDepthRange(pViewport->MinZ, pViewport->MaxZ);
|
|
checkGLcall("glDepthRange");
|
|
/* Note: GL requires lower left, DirectX supplies upper left */
|
|
glViewport(pViewport->X, (This->renderTarget->myDesc.Height - (pViewport->Y + pViewport->Height)),
|
|
pViewport->Width, pViewport->Height);
|
|
checkGLcall("glViewport");
|
|
|
|
LEAVE_GL();
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetViewport(LPDIRECT3DDEVICE8 iface, D3DVIEWPORT8* pViewport) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
TRACE("(%p)\n", This);
|
|
memcpy(pViewport, &This->StateBlock->viewport, sizeof(D3DVIEWPORT8));
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_SetMaterial(LPDIRECT3DDEVICE8 iface, CONST D3DMATERIAL8* pMaterial) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
|
|
This->UpdateStateBlock->Changed.material = TRUE;
|
|
This->UpdateStateBlock->Set.material = TRUE;
|
|
memcpy(&This->UpdateStateBlock->material, pMaterial, sizeof(D3DMATERIAL8));
|
|
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return D3D_OK;
|
|
}
|
|
|
|
ENTER_GL();
|
|
TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g, pMaterial->Diffuse.b, pMaterial->Diffuse.a);
|
|
TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g, pMaterial->Ambient.b, pMaterial->Ambient.a);
|
|
TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g, pMaterial->Specular.b, pMaterial->Specular.a);
|
|
TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g, pMaterial->Emissive.b, pMaterial->Emissive.a);
|
|
TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
|
|
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &This->UpdateStateBlock->material.Ambient);
|
|
checkGLcall("glMaterialfv");
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &This->UpdateStateBlock->material.Diffuse);
|
|
checkGLcall("glMaterialfv");
|
|
|
|
/* Only change material color if specular is enabled, otherwise it is set to black */
|
|
if (This->StateBlock->renderstate[D3DRS_SPECULARENABLE]) {
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->UpdateStateBlock->material.Specular);
|
|
checkGLcall("glMaterialfv");
|
|
} else {
|
|
float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
|
|
checkGLcall("glMaterialfv");
|
|
}
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &This->UpdateStateBlock->material.Emissive);
|
|
checkGLcall("glMaterialfv");
|
|
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, This->UpdateStateBlock->material.Power);
|
|
checkGLcall("glMaterialf");
|
|
|
|
LEAVE_GL();
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetMaterial(LPDIRECT3DDEVICE8 iface, D3DMATERIAL8* pMaterial) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
memcpy(pMaterial, &This->UpdateStateBlock->material, sizeof (D3DMATERIAL8));
|
|
TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g, pMaterial->Diffuse.b, pMaterial->Diffuse.a);
|
|
TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g, pMaterial->Ambient.b, pMaterial->Ambient.a);
|
|
TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g, pMaterial->Specular.b, pMaterial->Specular.a);
|
|
TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g, pMaterial->Emissive.b, pMaterial->Emissive.a);
|
|
TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
|
|
return D3D_OK;
|
|
}
|
|
|
|
/* Note lights are real special cases. Although the device caps state only eg. 8 are supported,
|
|
you can reference any indexes you want as long as that number max are enabled are any
|
|
one point in time! Therefore since the indexes can be anything, we need a linked list of them.
|
|
However, this causes stateblock problems. When capturing the state block, I duplicate the list,
|
|
but when recording, just build a chain pretty much of commands to be replayed. */
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_SetLight(LPDIRECT3DDEVICE8 iface, DWORD Index, CONST D3DLIGHT8* pLight) {
|
|
float rho;
|
|
PLIGHTINFOEL *object, *temp;
|
|
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
TRACE("(%p) : Idx(%ld), pLight(%p)\n", This, Index, pLight);
|
|
|
|
/* If recording state block, just add to end of lights chain */
|
|
if (This->isRecordingState) {
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
|
|
if (NULL == object) {
|
|
return D3DERR_OUTOFVIDEOMEMORY;
|
|
}
|
|
memcpy(&object->OriginalParms, pLight, sizeof(D3DLIGHT8));
|
|
object->OriginalIndex = Index;
|
|
object->glIndex = -1;
|
|
object->changed = TRUE;
|
|
|
|
/* Add to the END of the chain of lights changes to be replayed */
|
|
if (This->UpdateStateBlock->lights == NULL) {
|
|
This->UpdateStateBlock->lights = object;
|
|
} else {
|
|
temp = This->UpdateStateBlock->lights;
|
|
while (temp->next != NULL) temp=temp->next;
|
|
temp->next = object;
|
|
}
|
|
TRACE("Recording... not performing anything more\n");
|
|
return D3D_OK;
|
|
}
|
|
|
|
/* Ok, not recording any longer so do real work */
|
|
object = This->StateBlock->lights;
|
|
while (object != NULL && object->OriginalIndex != Index) object = object->next;
|
|
|
|
/* If we didn't find it in the list of lights, time to add it */
|
|
if (object == NULL) {
|
|
PLIGHTINFOEL *insertAt,*prevPos;
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
|
|
if (NULL == object) {
|
|
return D3DERR_OUTOFVIDEOMEMORY;
|
|
}
|
|
object->OriginalIndex = Index;
|
|
object->glIndex = -1;
|
|
|
|
/* Add it to the front of list with the idea that lights will be changed as needed
|
|
BUT after any lights currently assigned GL indexes */
|
|
insertAt = This->StateBlock->lights;
|
|
prevPos = NULL;
|
|
while (insertAt != NULL && insertAt->glIndex != -1) {
|
|
prevPos = insertAt;
|
|
insertAt = insertAt->next;
|
|
}
|
|
|
|
if (insertAt == NULL && prevPos == NULL) { /* Start of list */
|
|
This->StateBlock->lights = object;
|
|
} else if (insertAt == NULL) { /* End of list */
|
|
prevPos->next = object;
|
|
object->prev = prevPos;
|
|
} else { /* Middle of chain */
|
|
if (prevPos == NULL) {
|
|
This->StateBlock->lights = object;
|
|
} else {
|
|
prevPos->next = object;
|
|
}
|
|
object->prev = prevPos;
|
|
object->next = insertAt;
|
|
insertAt->prev = object;
|
|
}
|
|
}
|
|
|
|
/* Initialze the object */
|
|
TRACE("Light %ld setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n", Index, pLight->Type,
|
|
pLight->Diffuse.r, pLight->Diffuse.g, pLight->Diffuse.b, pLight->Diffuse.a,
|
|
pLight->Specular.r, pLight->Specular.g, pLight->Specular.b, pLight->Specular.a,
|
|
pLight->Ambient.r, pLight->Ambient.g, pLight->Ambient.b, pLight->Ambient.a);
|
|
TRACE("... Pos(%f,%f,%f), Dirn(%f,%f,%f)\n", pLight->Position.x, pLight->Position.y, pLight->Position.z,
|
|
pLight->Direction.x, pLight->Direction.y, pLight->Direction.z);
|
|
TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n", pLight->Range, pLight->Falloff, pLight->Theta, pLight->Phi);
|
|
|
|
/* Save away the information */
|
|
memcpy(&object->OriginalParms, pLight, sizeof(D3DLIGHT8));
|
|
|
|
switch (pLight->Type) {
|
|
case D3DLIGHT_POINT:
|
|
/* Position */
|
|
object->lightPosn[0] = pLight->Position.x;
|
|
object->lightPosn[1] = pLight->Position.y;
|
|
object->lightPosn[2] = pLight->Position.z;
|
|
object->lightPosn[3] = 1.0f;
|
|
object->cutoff = 180.0f;
|
|
/* FIXME: Range */
|
|
break;
|
|
|
|
case D3DLIGHT_DIRECTIONAL:
|
|
/* Direction */
|
|
object->lightPosn[0] = -pLight->Direction.x;
|
|
object->lightPosn[1] = -pLight->Direction.y;
|
|
object->lightPosn[2] = -pLight->Direction.z;
|
|
object->lightPosn[3] = 0.0;
|
|
object->exponent = 0.0f;
|
|
object->cutoff = 180.0f;
|
|
break;
|
|
|
|
case D3DLIGHT_SPOT:
|
|
/* Position */
|
|
object->lightPosn[0] = pLight->Position.x;
|
|
object->lightPosn[1] = pLight->Position.y;
|
|
object->lightPosn[2] = pLight->Position.z;
|
|
object->lightPosn[3] = 1.0;
|
|
|
|
/* Direction */
|
|
object->lightDirn[0] = pLight->Direction.x;
|
|
object->lightDirn[1] = pLight->Direction.y;
|
|
object->lightDirn[2] = pLight->Direction.z;
|
|
object->lightDirn[3] = 1.0;
|
|
|
|
/*
|
|
* opengl-ish and d3d-ish spot lights use too different models for the
|
|
* light "intensity" as a function of the angle towards the main light direction,
|
|
* so we only can approximate very roughly.
|
|
* however spot lights are rather rarely used in games (if ever used at all).
|
|
* furthermore if still used, probably nobody pays attention to such details.
|
|
*/
|
|
if (pLight->Falloff == 0) {
|
|
rho = 6.28f;
|
|
} else {
|
|
rho = pLight->Theta + (pLight->Phi - pLight->Theta)/(2*pLight->Falloff);
|
|
}
|
|
if (rho < 0.0001) rho = 0.0001f;
|
|
object->exponent = -0.3/log(cos(rho/2));
|
|
object->cutoff = pLight->Phi*90/M_PI;
|
|
|
|
/* FIXME: Range */
|
|
break;
|
|
|
|
default:
|
|
FIXME("Unrecognized light type %d\n", pLight->Type);
|
|
}
|
|
|
|
/* Update the live definitions if the light is currently assigned a glIndex */
|
|
if (object->glIndex != -1) {
|
|
setup_light(iface, object->glIndex, object);
|
|
}
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetLight(LPDIRECT3DDEVICE8 iface, DWORD Index,D3DLIGHT8* pLight) {
|
|
PLIGHTINFOEL *lightInfo = NULL;
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
TRACE("(%p) : Idx(%ld), pLight(%p)\n", This, Index, pLight);
|
|
|
|
/* Locate the light in the live lights */
|
|
lightInfo = This->StateBlock->lights;
|
|
while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
|
|
|
|
if (lightInfo == NULL) {
|
|
TRACE("Light information requested but light not defined\n");
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
|
|
memcpy(pLight, &lightInfo->OriginalParms, sizeof(D3DLIGHT8));
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_LightEnable(LPDIRECT3DDEVICE8 iface, DWORD Index,BOOL Enable) {
|
|
PLIGHTINFOEL *lightInfo = NULL;
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
TRACE("(%p) : Idx(%ld), enable? %d\n", This, Index, Enable);
|
|
|
|
/* If recording state block, just add to end of lights chain with changedEnable set to true */
|
|
if (This->isRecordingState) {
|
|
lightInfo = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
|
|
if (NULL == lightInfo) {
|
|
return D3DERR_OUTOFVIDEOMEMORY;
|
|
}
|
|
lightInfo->OriginalIndex = Index;
|
|
lightInfo->glIndex = -1;
|
|
lightInfo->enabledChanged = TRUE;
|
|
|
|
/* Add to the END of the chain of lights changes to be replayed */
|
|
if (This->UpdateStateBlock->lights == NULL) {
|
|
This->UpdateStateBlock->lights = lightInfo;
|
|
} else {
|
|
PLIGHTINFOEL *temp = This->UpdateStateBlock->lights;
|
|
while (temp->next != NULL) temp=temp->next;
|
|
temp->next = lightInfo;
|
|
}
|
|
TRACE("Recording... not performing anything more\n");
|
|
return D3D_OK;
|
|
}
|
|
|
|
/* Not recording... So, locate the light in the live lights */
|
|
lightInfo = This->StateBlock->lights;
|
|
while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
|
|
|
|
/* Special case - enabling an undefined light creates one with a strict set of parms! */
|
|
if (lightInfo == NULL) {
|
|
D3DLIGHT8 lightParms;
|
|
/* Warning - untested code :-) Prob safe to change fixme to a trace but
|
|
wait until someone confirms it seems to work! */
|
|
TRACE("Light enabled requested but light not defined, so defining one!\n");
|
|
lightParms.Type = D3DLIGHT_DIRECTIONAL;
|
|
lightParms.Diffuse.r = 1.0;
|
|
lightParms.Diffuse.g = 1.0;
|
|
lightParms.Diffuse.b = 1.0;
|
|
lightParms.Diffuse.a = 0.0;
|
|
lightParms.Specular.r = 0.0;
|
|
lightParms.Specular.g = 0.0;
|
|
lightParms.Specular.b = 0.0;
|
|
lightParms.Specular.a = 0.0;
|
|
lightParms.Ambient.r = 0.0;
|
|
lightParms.Ambient.g = 0.0;
|
|
lightParms.Ambient.b = 0.0;
|
|
lightParms.Ambient.a = 0.0;
|
|
lightParms.Position.x = 0.0;
|
|
lightParms.Position.y = 0.0;
|
|
lightParms.Position.z = 0.0;
|
|
lightParms.Direction.x = 0.0;
|
|
lightParms.Direction.y = 0.0;
|
|
lightParms.Direction.z = 1.0;
|
|
lightParms.Range = 0.0;
|
|
lightParms.Falloff = 0.0;
|
|
lightParms.Attenuation0 = 0.0;
|
|
lightParms.Attenuation1 = 0.0;
|
|
lightParms.Attenuation2 = 0.0;
|
|
lightParms.Theta = 0.0;
|
|
lightParms.Phi = 0.0;
|
|
IDirect3DDevice8Impl_SetLight(iface, Index, &lightParms);
|
|
|
|
/* Search for it again! Should be fairly quick as near head of list */
|
|
lightInfo = This->StateBlock->lights;
|
|
while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
|
|
if (lightInfo == NULL) {
|
|
FIXME("Adding default lights has failed dismally\n");
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
}
|
|
|
|
/* OK, we now have a light... */
|
|
if (Enable == FALSE) {
|
|
|
|
/* If we are disabling it, check it was enabled, and
|
|
still only do something if it has assigned a glIndex (which it should have!) */
|
|
if (lightInfo->lightEnabled && (lightInfo->glIndex != -1)) {
|
|
TRACE("Disabling light set up at gl idx %ld\n", lightInfo->glIndex);
|
|
ENTER_GL();
|
|
glDisable(GL_LIGHT0 + lightInfo->glIndex);
|
|
checkGLcall("glDisable GL_LIGHT0+Index");
|
|
LEAVE_GL();
|
|
} else {
|
|
TRACE("Nothing to do as light was not enabled\n");
|
|
}
|
|
lightInfo->lightEnabled = FALSE;
|
|
} else {
|
|
|
|
/* We are enabling it. If it is enabled, its really simple */
|
|
if (lightInfo->lightEnabled) {
|
|
/* nop */
|
|
TRACE("Nothing to do as light was enabled\n");
|
|
|
|
/* If it already has a glIndex, its still simple */
|
|
} else if (lightInfo->glIndex != -1) {
|
|
TRACE("Reusing light as already set up at gl idx %ld\n", lightInfo->glIndex);
|
|
lightInfo->lightEnabled = TRUE;
|
|
ENTER_GL();
|
|
glEnable(GL_LIGHT0 + lightInfo->glIndex);
|
|
checkGLcall("glEnable GL_LIGHT0+Index already setup");
|
|
LEAVE_GL();
|
|
|
|
/* Otherwise got to find space - lights are ordered gl indexes first */
|
|
} else {
|
|
PLIGHTINFOEL *bsf = NULL;
|
|
PLIGHTINFOEL *pos = This->StateBlock->lights;
|
|
PLIGHTINFOEL *prev = NULL;
|
|
int Index= 0;
|
|
int glIndex = -1;
|
|
|
|
/* Try to minimize changes as much as possible */
|
|
while (pos != NULL && pos->glIndex != -1 && Index < This->maxConcurrentLights) {
|
|
|
|
/* Try to remember which index can be replaced if necessary */
|
|
if (bsf==NULL && pos->lightEnabled == FALSE) {
|
|
/* Found a light we can replace, save as best replacement */
|
|
bsf = pos;
|
|
}
|
|
|
|
/* Step to next space */
|
|
prev = pos;
|
|
pos = pos->next;
|
|
Index ++;
|
|
}
|
|
|
|
/* If we have too many active lights, fail the call */
|
|
if ((Index == This->maxConcurrentLights) && (bsf == NULL)) {
|
|
FIXME("Program requests too many concurrent lights\n");
|
|
return D3DERR_INVALIDCALL;
|
|
|
|
/* If we have allocated all lights, but not all are enabled,
|
|
reuse one which is not enabled */
|
|
} else if (Index == This->maxConcurrentLights) {
|
|
/* use bsf - Simply swap the new light and the BSF one */
|
|
PLIGHTINFOEL *bsfNext = bsf->next;
|
|
PLIGHTINFOEL *bsfPrev = bsf->prev;
|
|
|
|
/* Sort out ends */
|
|
if (lightInfo->next != NULL) lightInfo->next->prev = bsf;
|
|
if (bsf->prev != NULL) {
|
|
bsf->prev->next = lightInfo;
|
|
} else {
|
|
This->StateBlock->lights = lightInfo;
|
|
}
|
|
|
|
/* If not side by side, lots of chains to update */
|
|
if (bsf->next != lightInfo) {
|
|
lightInfo->prev->next = bsf;
|
|
bsf->next->prev = lightInfo;
|
|
bsf->next = lightInfo->next;
|
|
bsf->prev = lightInfo->prev;
|
|
lightInfo->next = bsfNext;
|
|
lightInfo->prev = bsfPrev;
|
|
|
|
} else {
|
|
/* Simple swaps */
|
|
bsf->prev = lightInfo;
|
|
bsf->next = lightInfo->next;
|
|
lightInfo->next = bsf;
|
|
lightInfo->prev = bsfPrev;
|
|
}
|
|
|
|
|
|
/* Update states */
|
|
glIndex = bsf->glIndex;
|
|
bsf->glIndex = -1;
|
|
lightInfo->glIndex = glIndex;
|
|
lightInfo->lightEnabled = TRUE;
|
|
|
|
/* Finally set up the light in gl itself */
|
|
TRACE("Replacing light which was set up at gl idx %ld\n", lightInfo->glIndex);
|
|
ENTER_GL();
|
|
setup_light(iface, glIndex, lightInfo);
|
|
glEnable(GL_LIGHT0 + glIndex);
|
|
checkGLcall("glEnable GL_LIGHT0 new setup");
|
|
LEAVE_GL();
|
|
|
|
/* If we reached the end of the allocated lights, with space in the
|
|
gl lights, setup a new light */
|
|
} else if (pos->glIndex == -1) {
|
|
|
|
/* We reached the end of the allocated gl lights, so already
|
|
know the index of the next one! */
|
|
glIndex = Index;
|
|
lightInfo->glIndex = glIndex;
|
|
lightInfo->lightEnabled = TRUE;
|
|
|
|
/* In an ideal world, its already in the right place */
|
|
if (lightInfo->prev == NULL || lightInfo->prev->glIndex!=-1) {
|
|
/* No need to move it */
|
|
} else {
|
|
/* Remove this light from the list */
|
|
lightInfo->prev->next = lightInfo->next;
|
|
if (lightInfo->next != NULL) {
|
|
lightInfo->next->prev = lightInfo->prev;
|
|
}
|
|
|
|
/* Add in at appropriate place (inbetween prev and pos) */
|
|
lightInfo->prev = prev;
|
|
lightInfo->next = pos;
|
|
if (prev == NULL) {
|
|
This->StateBlock->lights = lightInfo;
|
|
} else {
|
|
prev->next = lightInfo;
|
|
}
|
|
if (pos != NULL) {
|
|
pos->prev = lightInfo;
|
|
}
|
|
}
|
|
|
|
/* Finally set up the light in gl itself */
|
|
TRACE("Defining new light at gl idx %ld\n", lightInfo->glIndex);
|
|
ENTER_GL();
|
|
setup_light(iface, glIndex, lightInfo);
|
|
glEnable(GL_LIGHT0 + glIndex);
|
|
checkGLcall("glEnable GL_LIGHT0 new setup");
|
|
LEAVE_GL();
|
|
|
|
}
|
|
}
|
|
}
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetLightEnable(LPDIRECT3DDEVICE8 iface, DWORD Index,BOOL* pEnable) {
|
|
|
|
PLIGHTINFOEL *lightInfo = NULL;
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
TRACE("(%p) : for idx(%ld)\n", This, Index);
|
|
|
|
/* Locate the light in the live lights */
|
|
lightInfo = This->StateBlock->lights;
|
|
while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
|
|
|
|
if (lightInfo == NULL) {
|
|
TRACE("Light enabled state requested but light not defined\n");
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
*pEnable = lightInfo->lightEnabled;
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_SetClipPlane(LPDIRECT3DDEVICE8 iface, DWORD Index,CONST float* pPlane) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
TRACE("(%p) : for idx %ld, %p\n", This, Index, pPlane);
|
|
|
|
/* Validate Index */
|
|
if (Index >= GL_LIMITS(clipplanes)) {
|
|
TRACE("Application has requested clipplane this device doesn't support\n");
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
|
|
This->UpdateStateBlock->Changed.clipplane[Index] = TRUE;
|
|
This->UpdateStateBlock->Set.clipplane[Index] = TRUE;
|
|
This->UpdateStateBlock->clipplane[Index][0] = pPlane[0];
|
|
This->UpdateStateBlock->clipplane[Index][1] = pPlane[1];
|
|
This->UpdateStateBlock->clipplane[Index][2] = pPlane[2];
|
|
This->UpdateStateBlock->clipplane[Index][3] = pPlane[3];
|
|
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return D3D_OK;
|
|
}
|
|
|
|
/* Apply it */
|
|
|
|
ENTER_GL();
|
|
|
|
/* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPushMatrix();
|
|
glLoadMatrixf((float *) &This->StateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
|
|
|
|
TRACE("Clipplane [%f,%f,%f,%f]\n",
|
|
This->UpdateStateBlock->clipplane[Index][0],
|
|
This->UpdateStateBlock->clipplane[Index][1],
|
|
This->UpdateStateBlock->clipplane[Index][2],
|
|
This->UpdateStateBlock->clipplane[Index][3]);
|
|
glClipPlane(GL_CLIP_PLANE0 + Index, This->UpdateStateBlock->clipplane[Index]);
|
|
checkGLcall("glClipPlane");
|
|
|
|
glPopMatrix();
|
|
|
|
LEAVE_GL();
|
|
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetClipPlane(LPDIRECT3DDEVICE8 iface, DWORD Index,float* pPlane) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
TRACE("(%p) : for idx %ld\n", This, Index);
|
|
|
|
/* Validate Index */
|
|
if (Index >= GL_LIMITS(clipplanes)) {
|
|
TRACE("Application has requested clipplane this device doesn't support\n");
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
|
|
pPlane[0] = This->StateBlock->clipplane[Index][0];
|
|
pPlane[1] = This->StateBlock->clipplane[Index][1];
|
|
pPlane[2] = This->StateBlock->clipplane[Index][2];
|
|
pPlane[3] = This->StateBlock->clipplane[Index][3];
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3DRENDERSTATETYPE State,DWORD Value) {
|
|
union {
|
|
DWORD d;
|
|
float f;
|
|
} tmpvalue;
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
DWORD OldValue = This->StateBlock->renderstate[State];
|
|
|
|
TRACE("(%p)->state = %s(%d), value = %ld\n", This, debug_d3drenderstate(State), State, Value);
|
|
This->UpdateStateBlock->Changed.renderstate[State] = TRUE;
|
|
This->UpdateStateBlock->Set.renderstate[State] = TRUE;
|
|
This->UpdateStateBlock->renderstate[State] = Value;
|
|
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return D3D_OK;
|
|
}
|
|
|
|
ENTER_GL();
|
|
|
|
switch (State) {
|
|
case D3DRS_FILLMODE :
|
|
switch ((D3DFILLMODE) Value) {
|
|
case D3DFILL_POINT : glPolygonMode(GL_FRONT_AND_BACK, GL_POINT); break;
|
|
case D3DFILL_WIREFRAME : glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); break;
|
|
case D3DFILL_SOLID : glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); break;
|
|
default:
|
|
FIXME("Unrecognized D3DRS_FILLMODE value %ld\n", Value);
|
|
}
|
|
checkGLcall("glPolygonMode (fillmode)");
|
|
break;
|
|
|
|
case D3DRS_LIGHTING :
|
|
if (Value) {
|
|
glEnable(GL_LIGHTING);
|
|
checkGLcall("glEnable GL_LIGHTING");
|
|
} else {
|
|
glDisable(GL_LIGHTING);
|
|
checkGLcall("glDisable GL_LIGHTING");
|
|
}
|
|
break;
|
|
|
|
case D3DRS_ZENABLE :
|
|
switch ((D3DZBUFFERTYPE) Value) {
|
|
case D3DZB_FALSE:
|
|
glDisable(GL_DEPTH_TEST);
|
|
checkGLcall("glDisable GL_DEPTH_TEST");
|
|
break;
|
|
case D3DZB_TRUE:
|
|
glEnable(GL_DEPTH_TEST);
|
|
checkGLcall("glEnable GL_DEPTH_TEST");
|
|
break;
|
|
case D3DZB_USEW:
|
|
glEnable(GL_DEPTH_TEST);
|
|
checkGLcall("glEnable GL_DEPTH_TEST");
|
|
FIXME("W buffer is not well handled\n");
|
|
break;
|
|
default:
|
|
FIXME("Unrecognized D3DZBUFFERTYPE value %ld\n", Value);
|
|
}
|
|
break;
|
|
|
|
case D3DRS_CULLMODE :
|
|
|
|
/* If we are culling "back faces with clockwise vertices" then
|
|
set front faces to be counter clockwise and enable culling
|
|
of back faces */
|
|
switch ((D3DCULL) Value) {
|
|
case D3DCULL_NONE:
|
|
glDisable(GL_CULL_FACE);
|
|
checkGLcall("glDisable GL_CULL_FACE");
|
|
break;
|
|
case D3DCULL_CW:
|
|
glEnable(GL_CULL_FACE);
|
|
checkGLcall("glEnable GL_CULL_FACE");
|
|
if (This->renderUpsideDown) {
|
|
glFrontFace(GL_CW);
|
|
checkGLcall("glFrontFace GL_CW");
|
|
} else {
|
|
glFrontFace(GL_CCW);
|
|
checkGLcall("glFrontFace GL_CCW");
|
|
}
|
|
glCullFace(GL_BACK);
|
|
break;
|
|
case D3DCULL_CCW:
|
|
glEnable(GL_CULL_FACE);
|
|
checkGLcall("glEnable GL_CULL_FACE");
|
|
if (This->renderUpsideDown) {
|
|
glFrontFace(GL_CCW);
|
|
checkGLcall("glFrontFace GL_CCW");
|
|
} else {
|
|
glFrontFace(GL_CW);
|
|
checkGLcall("glFrontFace GL_CW");
|
|
}
|
|
glCullFace(GL_BACK);
|
|
break;
|
|
default:
|
|
FIXME("Unrecognized/Unhandled D3DCULL value %ld\n", Value);
|
|
}
|
|
break;
|
|
|
|
case D3DRS_SHADEMODE :
|
|
switch ((D3DSHADEMODE) Value) {
|
|
case D3DSHADE_FLAT:
|
|
glShadeModel(GL_FLAT);
|
|
checkGLcall("glShadeModel");
|
|
break;
|
|
case D3DSHADE_GOURAUD:
|
|
glShadeModel(GL_SMOOTH);
|
|
checkGLcall("glShadeModel");
|
|
break;
|
|
case D3DSHADE_PHONG:
|
|
FIXME("D3DSHADE_PHONG isn't supported?\n");
|
|
|
|
LEAVE_GL();
|
|
return D3DERR_INVALIDCALL;
|
|
default:
|
|
FIXME("Unrecognized/Unhandled D3DSHADEMODE value %ld\n", Value);
|
|
}
|
|
break;
|
|
|
|
case D3DRS_DITHERENABLE :
|
|
if (Value) {
|
|
glEnable(GL_DITHER);
|
|
checkGLcall("glEnable GL_DITHER");
|
|
} else {
|
|
glDisable(GL_DITHER);
|
|
checkGLcall("glDisable GL_DITHER");
|
|
}
|
|
break;
|
|
|
|
case D3DRS_ZWRITEENABLE :
|
|
if (Value) {
|
|
glDepthMask(1);
|
|
checkGLcall("glDepthMask");
|
|
} else {
|
|
glDepthMask(0);
|
|
checkGLcall("glDepthMask");
|
|
}
|
|
break;
|
|
|
|
case D3DRS_ZFUNC :
|
|
{
|
|
int glParm = GL_LESS;
|
|
|
|
switch ((D3DCMPFUNC) Value) {
|
|
case D3DCMP_NEVER: glParm=GL_NEVER; break;
|
|
case D3DCMP_LESS: glParm=GL_LESS; break;
|
|
case D3DCMP_EQUAL: glParm=GL_EQUAL; break;
|
|
case D3DCMP_LESSEQUAL: glParm=GL_LEQUAL; break;
|
|
case D3DCMP_GREATER: glParm=GL_GREATER; break;
|
|
case D3DCMP_NOTEQUAL: glParm=GL_NOTEQUAL; break;
|
|
case D3DCMP_GREATEREQUAL: glParm=GL_GEQUAL; break;
|
|
case D3DCMP_ALWAYS: glParm=GL_ALWAYS; break;
|
|
default:
|
|
FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
|
|
}
|
|
glDepthFunc(glParm);
|
|
checkGLcall("glDepthFunc");
|
|
}
|
|
break;
|
|
|
|
case D3DRS_AMBIENT :
|
|
{
|
|
float col[4];
|
|
D3DCOLORTOGLFLOAT4(Value, col);
|
|
TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
|
|
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
|
|
checkGLcall("glLightModel for MODEL_AMBIENT");
|
|
|
|
}
|
|
break;
|
|
|
|
case D3DRS_ALPHABLENDENABLE :
|
|
if (Value) {
|
|
glEnable(GL_BLEND);
|
|
checkGLcall("glEnable GL_BLEND");
|
|
} else {
|
|
glDisable(GL_BLEND);
|
|
checkGLcall("glDisable GL_BLEND");
|
|
};
|
|
break;
|
|
|
|
case D3DRS_SRCBLEND :
|
|
case D3DRS_DESTBLEND :
|
|
{
|
|
int newVal = GL_ZERO;
|
|
switch (Value) {
|
|
case D3DBLEND_ZERO : newVal = GL_ZERO; break;
|
|
case D3DBLEND_ONE : newVal = GL_ONE; break;
|
|
case D3DBLEND_SRCCOLOR : newVal = GL_SRC_COLOR; break;
|
|
case D3DBLEND_INVSRCCOLOR : newVal = GL_ONE_MINUS_SRC_COLOR; break;
|
|
case D3DBLEND_SRCALPHA : newVal = GL_SRC_ALPHA; break;
|
|
case D3DBLEND_INVSRCALPHA : newVal = GL_ONE_MINUS_SRC_ALPHA; break;
|
|
case D3DBLEND_DESTALPHA : newVal = GL_DST_ALPHA; break;
|
|
case D3DBLEND_INVDESTALPHA : newVal = GL_ONE_MINUS_DST_ALPHA; break;
|
|
case D3DBLEND_DESTCOLOR : newVal = GL_DST_COLOR; break;
|
|
case D3DBLEND_INVDESTCOLOR : newVal = GL_ONE_MINUS_DST_COLOR; break;
|
|
case D3DBLEND_SRCALPHASAT : newVal = GL_SRC_ALPHA_SATURATE; break;
|
|
|
|
case D3DBLEND_BOTHSRCALPHA : newVal = GL_SRC_ALPHA;
|
|
This->srcBlend = newVal;
|
|
This->dstBlend = newVal;
|
|
break;
|
|
|
|
case D3DBLEND_BOTHINVSRCALPHA : newVal = GL_ONE_MINUS_SRC_ALPHA;
|
|
This->srcBlend = newVal;
|
|
This->dstBlend = newVal;
|
|
break;
|
|
default:
|
|
FIXME("Unrecognized src/dest blend value %ld (%d)\n", Value, State);
|
|
}
|
|
|
|
if (State == D3DRS_SRCBLEND) This->srcBlend = newVal;
|
|
if (State == D3DRS_DESTBLEND) This->dstBlend = newVal;
|
|
TRACE("glBlendFunc src=%x, dst=%x\n", This->srcBlend, This->dstBlend);
|
|
glBlendFunc(This->srcBlend, This->dstBlend);
|
|
|
|
checkGLcall("glBlendFunc");
|
|
}
|
|
break;
|
|
|
|
case D3DRS_ALPHATESTENABLE :
|
|
if (Value) {
|
|
glEnable(GL_ALPHA_TEST);
|
|
checkGLcall("glEnable GL_ALPHA_TEST");
|
|
} else {
|
|
glDisable(GL_ALPHA_TEST);
|
|
checkGLcall("glDisable GL_ALPHA_TEST");
|
|
}
|
|
break;
|
|
|
|
case D3DRS_ALPHAFUNC :
|
|
{
|
|
int glParm = GL_LESS;
|
|
float ref = ((float) This->StateBlock->renderstate[D3DRS_ALPHAREF]) / 255.0f;
|
|
|
|
switch ((D3DCMPFUNC) Value) {
|
|
case D3DCMP_NEVER: glParm = GL_NEVER; break;
|
|
case D3DCMP_LESS: glParm = GL_LESS; break;
|
|
case D3DCMP_EQUAL: glParm = GL_EQUAL; break;
|
|
case D3DCMP_LESSEQUAL: glParm = GL_LEQUAL; break;
|
|
case D3DCMP_GREATER: glParm = GL_GREATER; break;
|
|
case D3DCMP_NOTEQUAL: glParm = GL_NOTEQUAL; break;
|
|
case D3DCMP_GREATEREQUAL: glParm = GL_GEQUAL; break;
|
|
case D3DCMP_ALWAYS: glParm = GL_ALWAYS; break;
|
|
default:
|
|
FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
|
|
}
|
|
TRACE("glAlphaFunc with Parm=%x, ref=%f\n", glParm, ref);
|
|
glAlphaFunc(glParm, ref);
|
|
This->alphafunc = glParm;
|
|
checkGLcall("glAlphaFunc");
|
|
}
|
|
break;
|
|
|
|
case D3DRS_ALPHAREF :
|
|
{
|
|
int glParm = This->alphafunc;
|
|
float ref = 1.0f;
|
|
|
|
ref = ((float) Value) / 255.0f;
|
|
TRACE("glAlphaFunc with Parm=%x, ref=%f\n", glParm, ref);
|
|
glAlphaFunc(glParm, ref);
|
|
checkGLcall("glAlphaFunc");
|
|
}
|
|
break;
|
|
|
|
case D3DRS_CLIPPLANEENABLE :
|
|
case D3DRS_CLIPPING :
|
|
{
|
|
/* Ensure we only do the changed clip planes */
|
|
DWORD enable = 0xFFFFFFFF;
|
|
DWORD disable = 0x00000000;
|
|
|
|
/* If enabling / disabling all */
|
|
if (State == D3DRS_CLIPPING) {
|
|
if (Value) {
|
|
enable = This->StateBlock->renderstate[D3DRS_CLIPPLANEENABLE];
|
|
disable = 0x00;
|
|
} else {
|
|
disable = This->StateBlock->renderstate[D3DRS_CLIPPLANEENABLE];
|
|
enable = 0x00;
|
|
}
|
|
} else {
|
|
enable = Value & ~OldValue;
|
|
disable = ~Value & OldValue;
|
|
}
|
|
|
|
if (enable & D3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
|
|
if (enable & D3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
|
|
if (enable & D3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
|
|
if (enable & D3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
|
|
if (enable & D3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
|
|
if (enable & D3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
|
|
|
|
if (disable & D3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
|
|
if (disable & D3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
|
|
if (disable & D3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
|
|
if (disable & D3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
|
|
if (disable & D3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
|
|
if (disable & D3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
|
|
|
|
/** update clipping status */
|
|
if (enable) {
|
|
This->StateBlock->clip_status.ClipUnion = 0;
|
|
This->StateBlock->clip_status.ClipIntersection = 0xFFFFFFFF;
|
|
} else {
|
|
This->StateBlock->clip_status.ClipUnion = 0;
|
|
This->StateBlock->clip_status.ClipIntersection = 0;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case D3DRS_BLENDOP :
|
|
{
|
|
int glParm = GL_FUNC_ADD;
|
|
|
|
switch ((D3DBLENDOP) Value) {
|
|
case D3DBLENDOP_ADD : glParm = GL_FUNC_ADD; break;
|
|
case D3DBLENDOP_SUBTRACT : glParm = GL_FUNC_SUBTRACT; break;
|
|
case D3DBLENDOP_REVSUBTRACT : glParm = GL_FUNC_REVERSE_SUBTRACT; break;
|
|
case D3DBLENDOP_MIN : glParm = GL_MIN; break;
|
|
case D3DBLENDOP_MAX : glParm = GL_MAX; break;
|
|
default:
|
|
FIXME("Unrecognized/Unhandled D3DBLENDOP value %ld\n", Value);
|
|
}
|
|
TRACE("glBlendEquation(%x)\n", glParm);
|
|
glBlendEquation(glParm);
|
|
checkGLcall("glBlendEquation");
|
|
}
|
|
break;
|
|
|
|
case D3DRS_TEXTUREFACTOR :
|
|
{
|
|
unsigned int i;
|
|
|
|
/* Note the texture color applies to all textures whereas
|
|
GL_TEXTURE_ENV_COLOR applies to active only */
|
|
float col[4];
|
|
D3DCOLORTOGLFLOAT4(Value, col);
|
|
/* Set the default alpha blend color */
|
|
glBlendColor(col[0], col[1], col[2], col[3]);
|
|
checkGLcall("glBlendColor");
|
|
|
|
/* And now the default texture color as well */
|
|
for (i = 0; i < GL_LIMITS(textures); i++) {
|
|
|
|
/* Note the D3DRS value applies to all textures, but GL has one
|
|
per texture, so apply it now ready to be used! */
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
#if defined(GL_VERSION_1_3)
|
|
glActiveTexture(GL_TEXTURE0 + i);
|
|
#else
|
|
glActiveTextureARB(GL_TEXTURE0_ARB + i);
|
|
#endif
|
|
checkGLcall("Activate texture.. to update const color");
|
|
} else if (i>0) {
|
|
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
|
|
}
|
|
|
|
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
|
|
checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
|
|
}
|
|
}
|
|
break;
|
|
|
|
case D3DRS_SPECULARENABLE :
|
|
{
|
|
/* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
|
|
and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
|
|
specular color. This is wrong:
|
|
Separate specular color means the specular colour is maintained separately, whereas
|
|
single color means it is merged in. However in both cases they are being used to
|
|
some extent.
|
|
To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
|
|
NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
|
|
running 1.4 yet!
|
|
*/
|
|
if (Value) {
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->UpdateStateBlock->material.Specular);
|
|
checkGLcall("glMaterialfv");
|
|
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
|
|
glEnable(GL_COLOR_SUM_EXT);
|
|
} else {
|
|
TRACE("Specular colors cannot be enabled in this version of opengl\n");
|
|
}
|
|
checkGLcall("glEnable(GL_COLOR_SUM)");
|
|
} else {
|
|
float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
|
|
|
|
/* for the case of enabled lighting: */
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
|
|
checkGLcall("glMaterialfv");
|
|
|
|
/* for the case of disabled lighting: */
|
|
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
|
|
glDisable(GL_COLOR_SUM_EXT);
|
|
} else {
|
|
TRACE("Specular colors cannot be disabled in this version of opengl\n");
|
|
}
|
|
checkGLcall("glDisable(GL_COLOR_SUM)");
|
|
}
|
|
}
|
|
break;
|
|
|
|
case D3DRS_STENCILENABLE :
|
|
if (Value) {
|
|
glEnable(GL_STENCIL_TEST);
|
|
checkGLcall("glEnable GL_STENCIL_TEST");
|
|
} else {
|
|
glDisable(GL_STENCIL_TEST);
|
|
checkGLcall("glDisable GL_STENCIL_TEST");
|
|
}
|
|
break;
|
|
|
|
case D3DRS_STENCILFUNC :
|
|
{
|
|
int glParm = GL_ALWAYS;
|
|
int ref = This->StateBlock->renderstate[D3DRS_STENCILREF];
|
|
GLuint mask = This->StateBlock->renderstate[D3DRS_STENCILMASK];
|
|
|
|
switch ((D3DCMPFUNC) Value) {
|
|
case D3DCMP_NEVER: glParm=GL_NEVER; break;
|
|
case D3DCMP_LESS: glParm=GL_LESS; break;
|
|
case D3DCMP_EQUAL: glParm=GL_EQUAL; break;
|
|
case D3DCMP_LESSEQUAL: glParm=GL_LEQUAL; break;
|
|
case D3DCMP_GREATER: glParm=GL_GREATER; break;
|
|
case D3DCMP_NOTEQUAL: glParm=GL_NOTEQUAL; break;
|
|
case D3DCMP_GREATEREQUAL: glParm=GL_GEQUAL; break;
|
|
case D3DCMP_ALWAYS: glParm=GL_ALWAYS; break;
|
|
default:
|
|
FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
|
|
}
|
|
TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask);
|
|
This->stencilfunc = glParm;
|
|
glStencilFunc(glParm, ref, mask);
|
|
checkGLcall("glStencilFunc");
|
|
}
|
|
break;
|
|
|
|
case D3DRS_STENCILREF :
|
|
{
|
|
int glParm = This->stencilfunc;
|
|
int ref = 0;
|
|
GLuint mask = This->StateBlock->renderstate[D3DRS_STENCILMASK];
|
|
|
|
ref = Value;
|
|
TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask);
|
|
glStencilFunc(glParm, ref, mask);
|
|
checkGLcall("glStencilFunc");
|
|
}
|
|
break;
|
|
|
|
case D3DRS_STENCILMASK :
|
|
{
|
|
int glParm = This->stencilfunc;
|
|
int ref = This->StateBlock->renderstate[D3DRS_STENCILREF];
|
|
GLuint mask = Value;
|
|
|
|
TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask);
|
|
glStencilFunc(glParm, ref, mask);
|
|
checkGLcall("glStencilFunc");
|
|
}
|
|
break;
|
|
|
|
case D3DRS_STENCILFAIL :
|
|
{
|
|
GLenum fail ;
|
|
GLint zpass ;
|
|
GLint zfail ;
|
|
|
|
fail = StencilOp(Value);
|
|
glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass);
|
|
checkGLcall("glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass);");
|
|
glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail);
|
|
checkGLcall("glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail);");
|
|
|
|
TRACE("StencilOp fail=%x, zfail=%x, zpass=%x\n", fail, zfail, zpass);
|
|
glStencilOp(fail, zfail, zpass);
|
|
checkGLcall("glStencilOp(fail, zfail, zpass);");
|
|
}
|
|
break;
|
|
case D3DRS_STENCILZFAIL :
|
|
{
|
|
GLint fail ;
|
|
GLint zpass ;
|
|
GLenum zfail ;
|
|
|
|
glGetIntegerv(GL_STENCIL_FAIL, &fail);
|
|
checkGLcall("glGetIntegerv(GL_STENCIL_FAIL, &fail);");
|
|
glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass);
|
|
checkGLcall("glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass);");
|
|
zfail = StencilOp(Value);
|
|
|
|
TRACE("StencilOp fail=%x, zfail=%x, zpass=%x\n", fail, zfail, zpass);
|
|
glStencilOp(fail, zfail, zpass);
|
|
checkGLcall("glStencilOp(fail, zfail, zpass);");
|
|
}
|
|
break;
|
|
case D3DRS_STENCILPASS :
|
|
{
|
|
GLint fail ;
|
|
GLenum zpass ;
|
|
GLint zfail ;
|
|
|
|
glGetIntegerv(GL_STENCIL_FAIL, &fail);
|
|
checkGLcall("glGetIntegerv(GL_STENCIL_FAIL, &fail);");
|
|
zpass = StencilOp(Value);
|
|
glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail);
|
|
checkGLcall("glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail);");
|
|
|
|
TRACE("StencilOp fail=%x, zfail=%x, zpass=%x\n", fail, zfail, zpass);
|
|
glStencilOp(fail, zfail, zpass);
|
|
checkGLcall("glStencilOp(fail, zfail, zpass);");
|
|
}
|
|
break;
|
|
|
|
case D3DRS_STENCILWRITEMASK :
|
|
{
|
|
glStencilMask(Value);
|
|
TRACE("glStencilMask(%lu)\n", Value);
|
|
checkGLcall("glStencilMask");
|
|
}
|
|
break;
|
|
|
|
case D3DRS_FOGENABLE :
|
|
{
|
|
if (Value/* && This->StateBlock->renderstate[D3DRS_FOGTABLEMODE] != D3DFOG_NONE*/) {
|
|
glEnable(GL_FOG);
|
|
checkGLcall("glEnable GL_FOG");
|
|
} else {
|
|
glDisable(GL_FOG);
|
|
checkGLcall("glDisable GL_FOG");
|
|
}
|
|
}
|
|
break;
|
|
|
|
case D3DRS_RANGEFOGENABLE :
|
|
{
|
|
if (Value) {
|
|
TRACE("Enabled RANGEFOG");
|
|
} else {
|
|
TRACE("Disabled RANGEFOG");
|
|
}
|
|
}
|
|
break;
|
|
|
|
case D3DRS_FOGCOLOR :
|
|
{
|
|
float col[4];
|
|
D3DCOLORTOGLFLOAT4(Value, col);
|
|
/* Set the default alpha blend color */
|
|
glFogfv(GL_FOG_COLOR, &col[0]);
|
|
checkGLcall("glFog GL_FOG_COLOR");
|
|
}
|
|
break;
|
|
|
|
case D3DRS_FOGTABLEMODE :
|
|
{
|
|
glHint(GL_FOG_HINT, GL_NICEST);
|
|
switch (Value) {
|
|
case D3DFOG_NONE: /* I don't know what to do here */ checkGLcall("glFogi(GL_FOG_MODE, GL_EXP"); break;
|
|
case D3DFOG_EXP: glFogi(GL_FOG_MODE, GL_EXP); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP"); break;
|
|
case D3DFOG_EXP2: glFogi(GL_FOG_MODE, GL_EXP2); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2"); break;
|
|
case D3DFOG_LINEAR: glFogi(GL_FOG_MODE, GL_LINEAR); checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR"); break;
|
|
default:
|
|
FIXME("Unsupported Value(%lu) for D3DRS_FOGTABLEMODE!\n", Value);
|
|
}
|
|
if (GL_SUPPORT(NV_FOG_DISTANCE)) {
|
|
glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case D3DRS_FOGVERTEXMODE :
|
|
{
|
|
glHint(GL_FOG_HINT, GL_FASTEST);
|
|
switch (Value) {
|
|
case D3DFOG_NONE: /* I don't know what to do here */ checkGLcall("glFogi(GL_FOG_MODE, GL_EXP"); break;
|
|
case D3DFOG_EXP: glFogi(GL_FOG_MODE, GL_EXP); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP"); break;
|
|
case D3DFOG_EXP2: glFogi(GL_FOG_MODE, GL_EXP2); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2"); break;
|
|
case D3DFOG_LINEAR: glFogi(GL_FOG_MODE, GL_LINEAR); checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR"); break;
|
|
default:
|
|
FIXME("Unsupported Value(%lu) for D3DRS_FOGTABLEMODE!\n", Value);
|
|
}
|
|
if (GL_SUPPORT(NV_FOG_DISTANCE)) {
|
|
glFogi(GL_FOG_DISTANCE_MODE_NV, This->StateBlock->renderstate[D3DRS_RANGEFOGENABLE] ? GL_EYE_RADIAL_NV : GL_EYE_PLANE_ABSOLUTE_NV);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case D3DRS_FOGSTART :
|
|
{
|
|
tmpvalue.d = Value;
|
|
glFogfv(GL_FOG_START, &tmpvalue.f);
|
|
checkGLcall("glFogf(GL_FOG_START, (float) Value)");
|
|
TRACE("Fog Start == %f\n", tmpvalue.f);
|
|
}
|
|
break;
|
|
|
|
case D3DRS_FOGEND :
|
|
{
|
|
tmpvalue.d = Value;
|
|
glFogfv(GL_FOG_END, &tmpvalue.f);
|
|
checkGLcall("glFogf(GL_FOG_END, (float) Value)");
|
|
TRACE("Fog End == %f\n", tmpvalue.f);
|
|
}
|
|
break;
|
|
|
|
case D3DRS_FOGDENSITY :
|
|
{
|
|
tmpvalue.d = Value;
|
|
glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
|
|
checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
|
|
}
|
|
break;
|
|
|
|
case D3DRS_VERTEXBLEND :
|
|
{
|
|
This->UpdateStateBlock->vertex_blend = (D3DVERTEXBLENDFLAGS) Value;
|
|
TRACE("Vertex Blending state to %ld\n", Value);
|
|
}
|
|
break;
|
|
|
|
case D3DRS_TWEENFACTOR :
|
|
{
|
|
tmpvalue.d = Value;
|
|
This->UpdateStateBlock->tween_factor = tmpvalue.f;
|
|
TRACE("Vertex Blending Tween Factor to %f\n", This->UpdateStateBlock->tween_factor);
|
|
}
|
|
break;
|
|
|
|
case D3DRS_INDEXEDVERTEXBLENDENABLE :
|
|
{
|
|
TRACE("Indexed Vertex Blend Enable to %ul\n", (BOOL) Value);
|
|
}
|
|
break;
|
|
|
|
case D3DRS_COLORVERTEX :
|
|
case D3DRS_DIFFUSEMATERIALSOURCE :
|
|
case D3DRS_SPECULARMATERIALSOURCE :
|
|
case D3DRS_AMBIENTMATERIALSOURCE :
|
|
case D3DRS_EMISSIVEMATERIALSOURCE :
|
|
{
|
|
GLenum Parm = GL_AMBIENT_AND_DIFFUSE;
|
|
|
|
if (This->StateBlock->renderstate[D3DRS_COLORVERTEX]) {
|
|
TRACE("diff %ld, amb %ld, emis %ld, spec %ld\n",
|
|
This->StateBlock->renderstate[D3DRS_DIFFUSEMATERIALSOURCE],
|
|
This->StateBlock->renderstate[D3DRS_AMBIENTMATERIALSOURCE],
|
|
This->StateBlock->renderstate[D3DRS_EMISSIVEMATERIALSOURCE],
|
|
This->StateBlock->renderstate[D3DRS_SPECULARMATERIALSOURCE]);
|
|
|
|
if (This->StateBlock->renderstate[D3DRS_DIFFUSEMATERIALSOURCE] == D3DMCS_COLOR1) {
|
|
if (This->StateBlock->renderstate[D3DRS_AMBIENTMATERIALSOURCE] == D3DMCS_COLOR1) {
|
|
Parm = GL_AMBIENT_AND_DIFFUSE;
|
|
} else {
|
|
Parm = GL_DIFFUSE;
|
|
}
|
|
} else if (This->StateBlock->renderstate[D3DRS_AMBIENTMATERIALSOURCE] == D3DMCS_COLOR1) {
|
|
Parm = GL_AMBIENT;
|
|
} else if (This->StateBlock->renderstate[D3DRS_EMISSIVEMATERIALSOURCE] == D3DMCS_COLOR1) {
|
|
Parm = GL_EMISSION;
|
|
} else if (This->StateBlock->renderstate[D3DRS_SPECULARMATERIALSOURCE] == D3DMCS_COLOR1) {
|
|
Parm = GL_SPECULAR;
|
|
} else {
|
|
Parm = -1;
|
|
}
|
|
|
|
if (Parm == -1) {
|
|
if (This->tracking_color != DISABLED_TRACKING) This->tracking_color = NEEDS_DISABLE;
|
|
} else {
|
|
This->tracking_color = NEEDS_TRACKING;
|
|
This->tracking_parm = Parm;
|
|
}
|
|
|
|
} else {
|
|
if (This->tracking_color != DISABLED_TRACKING) This->tracking_color = NEEDS_DISABLE;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case D3DRS_LINEPATTERN :
|
|
{
|
|
union {
|
|
DWORD d;
|
|
D3DLINEPATTERN lp;
|
|
} tmppattern;
|
|
tmppattern.d = Value;
|
|
|
|
TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
|
|
|
|
if (tmppattern.lp.wRepeatFactor) {
|
|
glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
|
|
checkGLcall("glLineStipple(repeat, linepattern)");
|
|
glEnable(GL_LINE_STIPPLE);
|
|
checkGLcall("glEnable(GL_LINE_STIPPLE);");
|
|
} else {
|
|
glDisable(GL_LINE_STIPPLE);
|
|
checkGLcall("glDisable(GL_LINE_STIPPLE);");
|
|
}
|
|
}
|
|
break;
|
|
|
|
case D3DRS_ZBIAS :
|
|
{
|
|
if (Value) {
|
|
tmpvalue.d = Value;
|
|
TRACE("ZBias value %f\n", tmpvalue.f);
|
|
glPolygonOffset(0, -tmpvalue.f);
|
|
checkGLcall("glPolygonOffset(0, -Value)");
|
|
glEnable(GL_POLYGON_OFFSET_FILL);
|
|
checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
|
|
glEnable(GL_POLYGON_OFFSET_LINE);
|
|
checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
|
|
glEnable(GL_POLYGON_OFFSET_POINT);
|
|
checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
|
|
} else {
|
|
glDisable(GL_POLYGON_OFFSET_FILL);
|
|
checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
|
|
glDisable(GL_POLYGON_OFFSET_LINE);
|
|
checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
|
|
glDisable(GL_POLYGON_OFFSET_POINT);
|
|
checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
|
|
}
|
|
}
|
|
break;
|
|
|
|
case D3DRS_NORMALIZENORMALS :
|
|
if (Value) {
|
|
glEnable(GL_NORMALIZE);
|
|
checkGLcall("glEnable(GL_NORMALIZE);");
|
|
} else {
|
|
glDisable(GL_NORMALIZE);
|
|
checkGLcall("glDisable(GL_NORMALIZE);");
|
|
}
|
|
break;
|
|
|
|
case D3DRS_POINTSIZE :
|
|
tmpvalue.d = Value;
|
|
TRACE("Set point size to %f\n", tmpvalue.f);
|
|
glPointSize(tmpvalue.f);
|
|
checkGLcall("glPointSize(...);");
|
|
break;
|
|
|
|
case D3DRS_POINTSIZE_MIN :
|
|
if (GL_SUPPORT(EXT_POINT_PARAMETERS)) {
|
|
tmpvalue.d = Value;
|
|
GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
|
|
checkGLcall("glPointParameterfEXT(...);");
|
|
} else {
|
|
FIXME("D3DRS_POINTSIZE_MIN not supported on this opengl\n");
|
|
}
|
|
break;
|
|
|
|
case D3DRS_POINTSIZE_MAX :
|
|
if (GL_SUPPORT(EXT_POINT_PARAMETERS)) {
|
|
tmpvalue.d = Value;
|
|
GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
|
|
checkGLcall("glPointParameterfEXT(...);");
|
|
} else {
|
|
FIXME("D3DRS_POINTSIZE_MAX not supported on this opengl\n");
|
|
}
|
|
break;
|
|
|
|
case D3DRS_POINTSCALE_A :
|
|
case D3DRS_POINTSCALE_B :
|
|
case D3DRS_POINTSCALE_C :
|
|
case D3DRS_POINTSCALEENABLE :
|
|
{
|
|
/*
|
|
* POINTSCALEENABLE controls how point size value is treated. If set to
|
|
* true, the point size is scaled with respect to height of viewport.
|
|
* When set to false point size is in pixels.
|
|
*
|
|
* http://msdn.microsoft.com/library/en-us/directx9_c/point_sprites.asp
|
|
*/
|
|
|
|
/* Default values */
|
|
GLfloat att[3] = {1.0f, 0.0f, 0.0f};
|
|
|
|
/*
|
|
* Minium valid point size for OpenGL is 1.0f. For Direct3D it is 0.0f.
|
|
* This means that OpenGL will clamp really small point sizes to 1.0f.
|
|
* To correct for this we need to multiply by the scale factor when sizes
|
|
* are less than 1.0f. scale_factor = 1.0f / point_size.
|
|
*/
|
|
GLfloat pointSize = *((float*)&This->StateBlock->renderstate[D3DRS_POINTSIZE]);
|
|
GLfloat scaleFactor;
|
|
if(pointSize < 1.0f) {
|
|
scaleFactor = pointSize * pointSize;
|
|
} else {
|
|
scaleFactor = 1.0f;
|
|
}
|
|
|
|
if(This->StateBlock->renderstate[D3DRS_POINTSCALEENABLE]) {
|
|
att[0] = *((float*)&This->StateBlock->renderstate[D3DRS_POINTSCALE_A]) /
|
|
(This->StateBlock->viewport.Height * This->StateBlock->viewport.Height * scaleFactor);
|
|
att[1] = *((float*)&This->StateBlock->renderstate[D3DRS_POINTSCALE_B]) /
|
|
(This->StateBlock->viewport.Height * This->StateBlock->viewport.Height * scaleFactor);
|
|
att[2] = *((float*)&This->StateBlock->renderstate[D3DRS_POINTSCALE_C]) /
|
|
(This->StateBlock->viewport.Height * This->StateBlock->viewport.Height * scaleFactor);
|
|
}
|
|
|
|
if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
|
|
GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
|
|
checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...");
|
|
}
|
|
else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
|
|
GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
|
|
checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...");
|
|
}
|
|
else {
|
|
TRACE("POINT_PARAMETERS not supported in this version of opengl\n");
|
|
}
|
|
break;
|
|
}
|
|
case D3DRS_COLORWRITEENABLE :
|
|
{
|
|
TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
|
|
Value & D3DCOLORWRITEENABLE_RED ? 1 : 0,
|
|
Value & D3DCOLORWRITEENABLE_GREEN ? 1 : 0,
|
|
Value & D3DCOLORWRITEENABLE_BLUE ? 1 : 0,
|
|
Value & D3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
|
|
glColorMask(Value & D3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
|
|
Value & D3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
|
|
Value & D3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
|
|
Value & D3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
|
|
checkGLcall("glColorMask(...)");
|
|
}
|
|
break;
|
|
|
|
case D3DRS_LOCALVIEWER :
|
|
{
|
|
GLint state = (Value) ? 1 : 0;
|
|
TRACE("Local Viewer Enable to %ul\n", (BOOL) Value);
|
|
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, state);
|
|
}
|
|
break;
|
|
|
|
case D3DRS_LASTPIXEL :
|
|
{
|
|
if (Value) {
|
|
TRACE("Last Pixel Drawing Enabled\n");
|
|
} else {
|
|
FIXME("Last Pixel Drawing Disabled, not handled yet\n");
|
|
}
|
|
}
|
|
break;
|
|
|
|
case D3DRS_SOFTWAREVERTEXPROCESSING :
|
|
{
|
|
if (Value) {
|
|
TRACE("Software Processing Enabled\n");
|
|
} else {
|
|
TRACE("Software Processing Disabled\n");
|
|
}
|
|
}
|
|
break;
|
|
|
|
/** not supported */
|
|
case D3DRS_ZVISIBLE :
|
|
{
|
|
LEAVE_GL();
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* Unhandled yet...! */
|
|
case D3DRS_EDGEANTIALIAS :
|
|
{
|
|
if(Value) {
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glEnable(GL_BLEND);
|
|
checkGLcall("glEnable GL_BLEND");
|
|
glEnable(GL_LINE_SMOOTH);
|
|
checkGLcall("glEnable Gl_LINE_SMOOTH");
|
|
} else {
|
|
glDisable(GL_BLEND);
|
|
checkGLcall("glDisable GL_BLEND");
|
|
glDisable(GL_LINE_SMOOTH);
|
|
checkGLcall("glDisable GL_LINE_SMOOTH");
|
|
}
|
|
break;
|
|
}
|
|
case D3DRS_WRAP0 :
|
|
case D3DRS_WRAP1 :
|
|
case D3DRS_WRAP2 :
|
|
case D3DRS_WRAP3 :
|
|
case D3DRS_WRAP4 :
|
|
case D3DRS_WRAP5 :
|
|
case D3DRS_WRAP6 :
|
|
case D3DRS_WRAP7 :
|
|
{
|
|
FIXME("(%p)->(%d,%ld) not handled yet\n", This, State, Value);
|
|
break;
|
|
}
|
|
case D3DRS_POINTSPRITEENABLE :
|
|
{
|
|
if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
|
|
TRACE("Point sprites not supported\n");
|
|
break;
|
|
}
|
|
|
|
/*
|
|
* Point sprites are always enabled. Value controls texture coordinate
|
|
* replacement mode. Must be set true for point sprites to use
|
|
* textures.
|
|
*/
|
|
glEnable(GL_POINT_SPRITE_ARB);
|
|
checkGLcall("glEnable GL_POINT_SPRITE_ARB");
|
|
|
|
if (Value) {
|
|
glTexEnvf(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, TRUE);
|
|
} else {
|
|
glTexEnvf(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, FALSE);
|
|
}
|
|
break;
|
|
}
|
|
case D3DRS_MULTISAMPLEANTIALIAS :
|
|
{
|
|
if (!GL_SUPPORT(ARB_MULTISAMPLE)) {
|
|
TRACE("Multisample antialiasing not supported\n");
|
|
break;
|
|
}
|
|
|
|
if(Value) {
|
|
glEnable(GL_MULTISAMPLE_ARB);
|
|
checkGLcall("glEnable GL_MULTISAMPLE_ARB");
|
|
} else {
|
|
glDisable(GL_MULTISAMPLE_ARB);
|
|
checkGLcall("glDisable GL_MULTISAMPLE_ARB");
|
|
}
|
|
break;
|
|
}
|
|
case D3DRS_MULTISAMPLEMASK :
|
|
case D3DRS_PATCHEDGESTYLE :
|
|
case D3DRS_PATCHSEGMENTS :
|
|
case D3DRS_DEBUGMONITORTOKEN :
|
|
case D3DRS_POSITIONORDER :
|
|
case D3DRS_NORMALORDER :
|
|
/*Put back later: FIXME("(%p)->(%d,%ld) not handled yet\n", This, State, Value); */
|
|
FIXME("(%p)->(%d,%ld) not handled yet\n", This, State, Value);
|
|
break;
|
|
default:
|
|
FIXME("(%p)->(%d,%ld) unrecognized\n", This, State, Value);
|
|
}
|
|
|
|
LEAVE_GL();
|
|
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetRenderState(LPDIRECT3DDEVICE8 iface, D3DRENDERSTATETYPE State,DWORD* pValue) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
TRACE("(%p) for State %d = %ld\n", This, State, This->UpdateStateBlock->renderstate[State]);
|
|
*pValue = This->StateBlock->renderstate[State];
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_BeginStateBlock(LPDIRECT3DDEVICE8 iface) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
|
|
TRACE("(%p)\n", This);
|
|
|
|
return IDirect3DDeviceImpl_BeginStateBlock(This);
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_EndStateBlock(LPDIRECT3DDEVICE8 iface, DWORD* pToken) {
|
|
IDirect3DStateBlockImpl* pSB;
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
HRESULT res;
|
|
|
|
TRACE("(%p)\n", This);
|
|
|
|
res = IDirect3DDeviceImpl_EndStateBlock(This, &pSB);
|
|
*pToken = (DWORD) pSB;
|
|
return res;
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_ApplyStateBlock(LPDIRECT3DDEVICE8 iface, DWORD Token) {
|
|
IDirect3DStateBlockImpl* pSB = (IDirect3DStateBlockImpl*) Token;
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
|
|
TRACE("(%p)\n", This);
|
|
|
|
return IDirect3DDeviceImpl_ApplyStateBlock(This, pSB);
|
|
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_CaptureStateBlock(LPDIRECT3DDEVICE8 iface, DWORD Token) {
|
|
IDirect3DStateBlockImpl* pSB = (IDirect3DStateBlockImpl*) Token;
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
|
|
TRACE("(%p)\n", This);
|
|
|
|
return IDirect3DDeviceImpl_CaptureStateBlock(This, pSB);
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_DeleteStateBlock(LPDIRECT3DDEVICE8 iface, DWORD Token) {
|
|
IDirect3DStateBlockImpl* pSB = (IDirect3DStateBlockImpl*) Token;
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
|
|
TRACE("(%p)\n", This);
|
|
|
|
return IDirect3DDeviceImpl_DeleteStateBlock(This, pSB);
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_CreateStateBlock(LPDIRECT3DDEVICE8 iface, D3DSTATEBLOCKTYPE Type, DWORD* pToken) {
|
|
IDirect3DStateBlockImpl* pSB;
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
HRESULT res;
|
|
|
|
TRACE("(%p) : for type %d\n", This, Type);
|
|
|
|
res = IDirect3DDeviceImpl_CreateStateBlock(This, Type, &pSB);
|
|
*pToken = (DWORD) pSB;
|
|
return res;
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_SetClipStatus(LPDIRECT3DDEVICE8 iface, CONST D3DCLIPSTATUS8* pClipStatus) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
FIXME("(%p) : stub\n", This);
|
|
if (NULL == pClipStatus) {
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
This->UpdateStateBlock->clip_status.ClipUnion = pClipStatus->ClipUnion;
|
|
This->UpdateStateBlock->clip_status.ClipIntersection = pClipStatus->ClipIntersection;
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetClipStatus(LPDIRECT3DDEVICE8 iface, D3DCLIPSTATUS8* pClipStatus) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
FIXME("(%p) : stub\n", This);
|
|
if (NULL == pClipStatus) {
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
pClipStatus->ClipUnion = This->UpdateStateBlock->clip_status.ClipUnion;
|
|
pClipStatus->ClipIntersection = This->UpdateStateBlock->clip_status.ClipIntersection;
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetTexture(LPDIRECT3DDEVICE8 iface, DWORD Stage,IDirect3DBaseTexture8** ppTexture) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
TRACE("(%p) : returning %p for stage %ld\n", This, This->UpdateStateBlock->textures[Stage], Stage);
|
|
*ppTexture = (LPDIRECT3DBASETEXTURE8) This->UpdateStateBlock->textures[Stage];
|
|
if (*ppTexture)
|
|
IDirect3DBaseTexture8Impl_AddRef(*ppTexture);
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_SetTexture(LPDIRECT3DDEVICE8 iface, DWORD Stage, IDirect3DBaseTexture8* pTexture) {
|
|
|
|
IDirect3DBaseTexture8 *oldTxt;
|
|
BOOL reapplyStates = TRUE;
|
|
INT oldTextureDimensions = -1;
|
|
DWORD reapplyFlags = 0;
|
|
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
D3DRESOURCETYPE textureType;
|
|
|
|
oldTxt = This->UpdateStateBlock->textures[Stage];
|
|
TRACE("(%p) : Stage(%ld), Texture (%p)\n", This, Stage, pTexture);
|
|
|
|
/* Reject invalid texture units */
|
|
if (Stage >= GL_LIMITS(textures)) {
|
|
TRACE("Attempt to access invalid texture rejected\n");
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
|
|
This->UpdateStateBlock->Set.textures[Stage] = TRUE;
|
|
This->UpdateStateBlock->Changed.textures[Stage] = TRUE;
|
|
This->UpdateStateBlock->textures[Stage] = pTexture;
|
|
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return D3D_OK;
|
|
}
|
|
|
|
oldTextureDimensions = This->UpdateStateBlock->textureDimensions[Stage];
|
|
ENTER_GL();
|
|
|
|
/* Make appropriate texture active */
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
#if defined(GL_VERSION_1_3)
|
|
glActiveTexture(GL_TEXTURE0 + Stage);
|
|
checkGLcall("glActiveTexture");
|
|
#else
|
|
glActiveTextureARB(GL_TEXTURE0_ARB + Stage);
|
|
checkGLcall("glActiveTextureARB");
|
|
#endif
|
|
} else if (Stage>0) {
|
|
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
|
|
}
|
|
|
|
/* Decrement the count of the previous texture */
|
|
if (NULL != oldTxt) {
|
|
IDirect3DBaseTexture8Impl_Release(oldTxt);
|
|
}
|
|
|
|
if (NULL != pTexture) {
|
|
IDirect3DBaseTexture8Impl_AddRef((LPDIRECT3DBASETEXTURE8) This->UpdateStateBlock->textures[Stage]);
|
|
|
|
/* Now setup the texture appropraitly */
|
|
textureType = IDirect3DBaseTexture8Impl_GetType(pTexture);
|
|
|
|
if (textureType == D3DRTYPE_TEXTURE) {
|
|
if (oldTxt == pTexture && IDirect3DBaseTexture8Impl_IsDirty(pTexture)) {
|
|
TRACE("Skipping setting texture as old == new\n");
|
|
reapplyStates = FALSE;
|
|
} else {
|
|
/* Standard 2D texture */
|
|
TRACE("Standard 2d texture\n");
|
|
This->UpdateStateBlock->textureDimensions[Stage] = GL_TEXTURE_2D;
|
|
|
|
/* Load up the texture now */
|
|
IDirect3DTexture8Impl_PreLoad((LPDIRECT3DTEXTURE8) pTexture);
|
|
}
|
|
} else if (textureType == D3DRTYPE_VOLUMETEXTURE) {
|
|
if (oldTxt == pTexture && IDirect3DBaseTexture8Impl_IsDirty(pTexture)) {
|
|
TRACE("Skipping setting texture as old == new\n");
|
|
reapplyStates = FALSE;
|
|
} else {
|
|
/* Standard 3D (volume) texture */
|
|
TRACE("Standard 3d texture\n");
|
|
This->UpdateStateBlock->textureDimensions[Stage] = GL_TEXTURE_3D;
|
|
|
|
/* Load up the texture now */
|
|
IDirect3DVolumeTexture8Impl_PreLoad((LPDIRECT3DVOLUMETEXTURE8) pTexture);
|
|
}
|
|
} else if (textureType == D3DRTYPE_CUBETEXTURE) {
|
|
if (oldTxt == pTexture && IDirect3DBaseTexture8Impl_IsDirty(pTexture)) {
|
|
TRACE("Skipping setting texture as old == new\n");
|
|
reapplyStates = FALSE;
|
|
} else {
|
|
/* Standard Cube texture */
|
|
TRACE("Standard Cube texture\n");
|
|
This->UpdateStateBlock->textureDimensions[Stage] = GL_TEXTURE_CUBE_MAP_ARB;
|
|
|
|
/* Load up the texture now */
|
|
IDirect3DCubeTexture8Impl_PreLoad((LPDIRECT3DCUBETEXTURE8) pTexture);
|
|
}
|
|
} else {
|
|
FIXME("(%p) : Incorrect type for a texture : (%d,%s)\n", This, textureType, debug_d3dressourcetype(textureType));
|
|
}
|
|
} else {
|
|
TRACE("Setting to no texture (ie default texture)\n");
|
|
This->UpdateStateBlock->textureDimensions[Stage] = GL_TEXTURE_1D;
|
|
glBindTexture(GL_TEXTURE_1D, This->dummyTextureName[Stage]);
|
|
checkGLcall("glBindTexture");
|
|
TRACE("Bound dummy Texture to stage %ld (gl name %d)\n", Stage, This->dummyTextureName[Stage]);
|
|
}
|
|
|
|
/* Disable the old texture binding and enable the new one (unless operations are disabled) */
|
|
if (oldTextureDimensions != This->UpdateStateBlock->textureDimensions[Stage]) {
|
|
glDisable(oldTextureDimensions);
|
|
checkGLcall("Disable oldTextureDimensions");
|
|
if (This->StateBlock->texture_state[Stage][D3DTSS_COLOROP] != D3DTOP_DISABLE) {
|
|
glEnable(This->UpdateStateBlock->textureDimensions[Stage]);
|
|
checkGLcall("glEnable new texture dimensions");
|
|
}
|
|
|
|
/* If Alpha arg1 is texture then handle the special case when there changes between a
|
|
texture and no texture - See comments in set_tex_op */
|
|
if ((This->StateBlock->texture_state[Stage][D3DTSS_ALPHAARG1] == D3DTA_TEXTURE) &&
|
|
(((oldTxt == NULL) && (pTexture != NULL)) || ((pTexture == NULL) && (oldTxt != NULL))))
|
|
{
|
|
reapplyFlags |= REAPPLY_ALPHAOP;
|
|
}
|
|
}
|
|
|
|
|
|
/* Even if the texture has been set to null, reapply the stages as a null texture to directx requires
|
|
a dummy texture in opengl, and we always need to ensure the current view of the TextureStates apply */
|
|
if (reapplyStates) {
|
|
setupTextureStates(iface, Stage, reapplyFlags);
|
|
}
|
|
|
|
LEAVE_GL();
|
|
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetTextureStageState(LPDIRECT3DDEVICE8 iface, DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD* pValue) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
TRACE("(%p) : requesting Stage %ld, Type %d getting %ld\n", This, Stage, Type, This->UpdateStateBlock->texture_state[Stage][Type]);
|
|
*pValue = This->UpdateStateBlock->texture_state[Stage][Type];
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_SetTextureStageState(LPDIRECT3DDEVICE8 iface, DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
union {
|
|
float f;
|
|
DWORD d;
|
|
} tmpvalue;
|
|
|
|
/* FIXME: Handle 3d textures? What if TSS value set before set texture? Need to reapply all values? */
|
|
|
|
TRACE("(%p) : Stage=%ld, Type=%s(%d), Value=%ld\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
|
|
|
|
/* Reject invalid texture units */
|
|
if (Stage >= GL_LIMITS(textures)) {
|
|
TRACE("Attempt to access invalid texture rejected\n");
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
|
|
This->UpdateStateBlock->Changed.texture_state[Stage][Type] = TRUE;
|
|
This->UpdateStateBlock->Set.texture_state[Stage][Type] = TRUE;
|
|
This->UpdateStateBlock->texture_state[Stage][Type] = Value;
|
|
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return D3D_OK;
|
|
}
|
|
|
|
ENTER_GL();
|
|
|
|
/* Make appropriate texture active */
|
|
VTRACE(("Activating appropriate texture state %ld\n", Stage));
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
#if defined(GL_VERSION_1_3)
|
|
glActiveTexture(GL_TEXTURE0 + Stage);
|
|
vcheckGLcall("glActiveTexture");
|
|
#else
|
|
glActiveTextureARB(GL_TEXTURE0_ARB + Stage);
|
|
vcheckGLcall("glActiveTextureARB");
|
|
#endif
|
|
} else if (Stage > 0) {
|
|
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
|
|
}
|
|
|
|
switch (Type) {
|
|
|
|
case D3DTSS_MINFILTER :
|
|
case D3DTSS_MIPFILTER :
|
|
{
|
|
DWORD ValueMIN = This->StateBlock->texture_state[Stage][D3DTSS_MINFILTER];
|
|
DWORD ValueMIP = This->StateBlock->texture_state[Stage][D3DTSS_MIPFILTER];
|
|
GLint realVal = GL_LINEAR;
|
|
|
|
if (ValueMIN == D3DTEXF_NONE) {
|
|
/* Doesn't really make sense - Windows just seems to disable
|
|
mipmapping when this occurs */
|
|
FIXME("Odd - minfilter of none, just disabling mipmaps\n");
|
|
realVal = GL_LINEAR;
|
|
} else if (ValueMIN == D3DTEXF_POINT) {
|
|
/* GL_NEAREST_* */
|
|
if (ValueMIP == D3DTEXF_NONE) {
|
|
realVal = GL_NEAREST;
|
|
} else if (ValueMIP == D3DTEXF_POINT) {
|
|
realVal = GL_NEAREST_MIPMAP_NEAREST;
|
|
} else if (ValueMIP == D3DTEXF_LINEAR) {
|
|
realVal = GL_NEAREST_MIPMAP_LINEAR;
|
|
} else {
|
|
FIXME("Unhandled D3DTSS_MIPFILTER value of %ld\n", ValueMIP);
|
|
realVal = GL_NEAREST;
|
|
}
|
|
} else if (ValueMIN == D3DTEXF_LINEAR) {
|
|
/* GL_LINEAR_* */
|
|
if (ValueMIP == D3DTEXF_NONE) {
|
|
realVal = GL_LINEAR;
|
|
} else if (ValueMIP == D3DTEXF_POINT) {
|
|
realVal = GL_LINEAR_MIPMAP_NEAREST;
|
|
} else if (ValueMIP == D3DTEXF_LINEAR) {
|
|
realVal = GL_LINEAR_MIPMAP_LINEAR;
|
|
} else {
|
|
FIXME("Unhandled D3DTSS_MIPFILTER value of %ld\n", ValueMIP);
|
|
realVal = GL_LINEAR;
|
|
}
|
|
} else if (ValueMIN == D3DTEXF_ANISOTROPIC) {
|
|
if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
|
|
if (ValueMIP == D3DTEXF_NONE) {
|
|
realVal = GL_LINEAR_MIPMAP_LINEAR;
|
|
} else if (ValueMIP == D3DTEXF_POINT) {
|
|
realVal = GL_LINEAR_MIPMAP_NEAREST;
|
|
} else if (ValueMIP == D3DTEXF_LINEAR) {
|
|
realVal = GL_LINEAR_MIPMAP_LINEAR;
|
|
} else {
|
|
FIXME("Unhandled D3DTSS_MIPFILTER value of %ld\n", ValueMIP);
|
|
realVal = GL_LINEAR;
|
|
}
|
|
} else {
|
|
WARN("Trying to use ANISOTROPIC_FILTERING for D3DTSS_MINFILTER. But not supported by OpenGL driver\n");
|
|
realVal = GL_LINEAR;
|
|
}
|
|
} else {
|
|
FIXME("Unhandled D3DTSS_MINFILTER value of %ld\n", ValueMIN);
|
|
realVal = GL_LINEAR_MIPMAP_LINEAR;
|
|
}
|
|
|
|
TRACE("ValueMIN=%ld, ValueMIP=%ld, setting MINFILTER to %x\n", ValueMIN, ValueMIP, realVal);
|
|
glTexParameteri(This->StateBlock->textureDimensions[Stage], GL_TEXTURE_MIN_FILTER, realVal);
|
|
checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
|
|
/**
|
|
* if we juste choose to use ANISOTROPIC filtering, refresh openGL state
|
|
*/
|
|
if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC) && D3DTEXF_ANISOTROPIC == ValueMIN) {
|
|
glTexParameteri(This->StateBlock->textureDimensions[Stage],
|
|
GL_TEXTURE_MAX_ANISOTROPY_EXT,
|
|
This->StateBlock->texture_state[Stage][D3DTSS_MAXANISOTROPY]);
|
|
checkGLcall("glTexParameter GL_TEXTURE_MAX_ANISOTROPY_EXT, ...");
|
|
}
|
|
}
|
|
break;
|
|
|
|
case D3DTSS_MAGFILTER :
|
|
{
|
|
DWORD ValueMAG = This->StateBlock->texture_state[Stage][D3DTSS_MAGFILTER];
|
|
GLint realVal = GL_NEAREST;
|
|
|
|
if (ValueMAG == D3DTEXF_POINT) {
|
|
realVal = GL_NEAREST;
|
|
} else if (ValueMAG == D3DTEXF_LINEAR) {
|
|
realVal = GL_LINEAR;
|
|
} else if (ValueMAG == D3DTEXF_ANISOTROPIC) {
|
|
if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
|
|
realVal = GL_LINEAR;
|
|
} else {
|
|
FIXME("Trying to use ANISOTROPIC_FILTERING for D3DTSS_MAGFILTER. But not supported by current OpenGL driver\n");
|
|
realVal = GL_NEAREST;
|
|
}
|
|
} else {
|
|
FIXME("Unhandled D3DTSS_MAGFILTER value of %ld\n", ValueMAG);
|
|
realVal = GL_NEAREST;
|
|
}
|
|
TRACE("ValueMAG=%ld setting MAGFILTER to %x\n", ValueMAG, realVal);
|
|
glTexParameteri(This->StateBlock->textureDimensions[Stage], GL_TEXTURE_MAG_FILTER, realVal);
|
|
checkGLcall("glTexParameter GL_TEXTURE_MAG_FILTER, ...");
|
|
/**
|
|
* if we juste choose to use ANISOTROPIC filtering, refresh openGL state
|
|
*/
|
|
if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC) && D3DTEXF_ANISOTROPIC == ValueMAG) {
|
|
glTexParameteri(This->StateBlock->textureDimensions[Stage],
|
|
GL_TEXTURE_MAX_ANISOTROPY_EXT,
|
|
This->StateBlock->texture_state[Stage][D3DTSS_MAXANISOTROPY]);
|
|
checkGLcall("glTexParameter GL_TEXTURE_MAX_ANISOTROPY_EXT, ...");
|
|
}
|
|
}
|
|
break;
|
|
|
|
case D3DTSS_MAXMIPLEVEL :
|
|
{
|
|
/**
|
|
* Not really the same, but the more apprioprate than nothing
|
|
*/
|
|
glTexParameteri(This->StateBlock->textureDimensions[Stage],
|
|
GL_TEXTURE_BASE_LEVEL,
|
|
This->StateBlock->texture_state[Stage][D3DTSS_MAXMIPLEVEL]);
|
|
checkGLcall("glTexParameteri GL_TEXTURE_BASE_LEVEL ...");
|
|
}
|
|
break;
|
|
|
|
case D3DTSS_MAXANISOTROPY :
|
|
{
|
|
if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
|
|
glTexParameteri(This->StateBlock->textureDimensions[Stage],
|
|
GL_TEXTURE_MAX_ANISOTROPY_EXT,
|
|
This->StateBlock->texture_state[Stage][D3DTSS_MAXANISOTROPY]);
|
|
checkGLcall("glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT ...");
|
|
}
|
|
}
|
|
break;
|
|
|
|
case D3DTSS_MIPMAPLODBIAS :
|
|
{
|
|
if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
|
|
tmpvalue.d = Value;
|
|
glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
|
|
GL_TEXTURE_LOD_BIAS_EXT,
|
|
tmpvalue.f);
|
|
checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
|
|
}
|
|
}
|
|
break;
|
|
|
|
case D3DTSS_ALPHAOP :
|
|
case D3DTSS_COLOROP :
|
|
{
|
|
|
|
if ((Value == D3DTOP_DISABLE) && (Type == D3DTSS_COLOROP)) {
|
|
/* TODO: Disable by making this and all later levels disabled */
|
|
glDisable(GL_TEXTURE_1D);
|
|
checkGLcall("Disable GL_TEXTURE_1D");
|
|
glDisable(GL_TEXTURE_2D);
|
|
checkGLcall("Disable GL_TEXTURE_2D");
|
|
glDisable(GL_TEXTURE_3D);
|
|
checkGLcall("Disable GL_TEXTURE_3D");
|
|
break; /* Don't bother setting the texture operations */
|
|
} else {
|
|
/* Enable only the appropriate texture dimension */
|
|
if (Type == D3DTSS_COLOROP) {
|
|
if (This->StateBlock->textureDimensions[Stage] == GL_TEXTURE_1D) {
|
|
glEnable(GL_TEXTURE_1D);
|
|
checkGLcall("Enable GL_TEXTURE_1D");
|
|
} else {
|
|
glDisable(GL_TEXTURE_1D);
|
|
checkGLcall("Disable GL_TEXTURE_1D");
|
|
}
|
|
if (This->StateBlock->textureDimensions[Stage] == GL_TEXTURE_2D) {
|
|
if (GL_SUPPORT(NV_TEXTURE_SHADER) && This->texture_shader_active) {
|
|
glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
|
|
checkGLcall("Enable GL_TEXTURE_2D");
|
|
} else {
|
|
glEnable(GL_TEXTURE_2D);
|
|
checkGLcall("Enable GL_TEXTURE_2D");
|
|
}
|
|
} else {
|
|
glDisable(GL_TEXTURE_2D);
|
|
checkGLcall("Disable GL_TEXTURE_2D");
|
|
}
|
|
if (This->StateBlock->textureDimensions[Stage] == GL_TEXTURE_3D) {
|
|
glEnable(GL_TEXTURE_3D);
|
|
checkGLcall("Enable GL_TEXTURE_3D");
|
|
} else {
|
|
glDisable(GL_TEXTURE_3D);
|
|
checkGLcall("Disable GL_TEXTURE_3D");
|
|
}
|
|
if (This->StateBlock->textureDimensions[Stage] == GL_TEXTURE_CUBE_MAP_ARB) {
|
|
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
checkGLcall("Enable GL_TEXTURE_CUBE_MAP");
|
|
} else {
|
|
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
checkGLcall("Disable GL_TEXTURE_CUBE_MAP");
|
|
}
|
|
}
|
|
}
|
|
/* Drop through... (Except disable case) */
|
|
case D3DTSS_COLORARG0 :
|
|
case D3DTSS_COLORARG1 :
|
|
case D3DTSS_COLORARG2 :
|
|
case D3DTSS_ALPHAARG0 :
|
|
case D3DTSS_ALPHAARG1 :
|
|
case D3DTSS_ALPHAARG2 :
|
|
{
|
|
BOOL isAlphaArg = (Type == D3DTSS_ALPHAOP || Type == D3DTSS_ALPHAARG1 ||
|
|
Type == D3DTSS_ALPHAARG2 || Type == D3DTSS_ALPHAARG0);
|
|
if (isAlphaArg) {
|
|
set_tex_op(iface, TRUE, Stage, This->StateBlock->texture_state[Stage][D3DTSS_ALPHAOP],
|
|
This->StateBlock->texture_state[Stage][D3DTSS_ALPHAARG1],
|
|
This->StateBlock->texture_state[Stage][D3DTSS_ALPHAARG2],
|
|
This->StateBlock->texture_state[Stage][D3DTSS_ALPHAARG0]);
|
|
} else {
|
|
set_tex_op(iface, FALSE, Stage, This->StateBlock->texture_state[Stage][D3DTSS_COLOROP],
|
|
This->StateBlock->texture_state[Stage][D3DTSS_COLORARG1],
|
|
This->StateBlock->texture_state[Stage][D3DTSS_COLORARG2],
|
|
This->StateBlock->texture_state[Stage][D3DTSS_COLORARG0]);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case D3DTSS_ADDRESSU :
|
|
case D3DTSS_ADDRESSV :
|
|
case D3DTSS_ADDRESSW :
|
|
{
|
|
GLint wrapParm = GL_REPEAT;
|
|
|
|
switch (Value) {
|
|
case D3DTADDRESS_WRAP: wrapParm = GL_REPEAT; break;
|
|
case D3DTADDRESS_CLAMP: wrapParm = GL_CLAMP_TO_EDGE; break;
|
|
case D3DTADDRESS_BORDER:
|
|
{
|
|
if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
|
|
wrapParm = GL_CLAMP_TO_BORDER_ARB;
|
|
} else {
|
|
/* FIXME: Not right, but better */
|
|
FIXME("Unrecognized or unsupported D3DTADDRESS_* value %ld, state %d\n", Value, Type);
|
|
wrapParm = GL_REPEAT;
|
|
}
|
|
}
|
|
break;
|
|
case D3DTADDRESS_MIRROR:
|
|
{
|
|
if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
|
|
wrapParm = GL_MIRRORED_REPEAT_ARB;
|
|
} else {
|
|
/* Unsupported in OpenGL pre-1.4 */
|
|
FIXME("Unsupported D3DTADDRESS_MIRROR (needs GL_ARB_texture_mirrored_repeat) state %d\n", Type);
|
|
wrapParm = GL_REPEAT;
|
|
}
|
|
}
|
|
break;
|
|
case D3DTADDRESS_MIRRORONCE:
|
|
{
|
|
if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
|
|
wrapParm = GL_MIRROR_CLAMP_TO_EDGE_ATI;
|
|
} else {
|
|
FIXME("Unsupported D3DTADDRESS_MIRRORONCE (needs GL_ATI_texture_mirror_once) state %d\n", Type);
|
|
wrapParm = GL_REPEAT;
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
FIXME("Unrecognized or unsupported D3DTADDRESS_* value %ld, state %d\n", Value, Type);
|
|
wrapParm = GL_REPEAT;
|
|
}
|
|
|
|
switch (Type) {
|
|
case D3DTSS_ADDRESSU:
|
|
TRACE("Setting WRAP_S to %d for %x\n", wrapParm, This->StateBlock->textureDimensions[Stage]);
|
|
glTexParameteri(This->StateBlock->textureDimensions[Stage], GL_TEXTURE_WRAP_S, wrapParm);
|
|
checkGLcall("glTexParameteri(..., GL_TEXTURE_WRAP_S, wrapParm)");
|
|
break;
|
|
case D3DTSS_ADDRESSV:
|
|
TRACE("Setting WRAP_T to %d for %x\n", wrapParm, This->StateBlock->textureDimensions[Stage]);
|
|
glTexParameteri(This->StateBlock->textureDimensions[Stage], GL_TEXTURE_WRAP_T, wrapParm);
|
|
checkGLcall("glTexParameteri(..., GL_TEXTURE_WRAP_T, wrapParm)");
|
|
break;
|
|
case D3DTSS_ADDRESSW:
|
|
TRACE("Setting WRAP_R to %d for %x\n", wrapParm, This->StateBlock->textureDimensions[Stage]);
|
|
glTexParameteri(This->StateBlock->textureDimensions[Stage], GL_TEXTURE_WRAP_R, wrapParm);
|
|
checkGLcall("glTexParameteri(..., GL_TEXTURE_WRAP_R, wrapParm)");
|
|
break;
|
|
default: /* nop */
|
|
break; /** stupic compilator */
|
|
}
|
|
}
|
|
break;
|
|
|
|
case D3DTSS_BORDERCOLOR :
|
|
{
|
|
float col[4];
|
|
D3DCOLORTOGLFLOAT4(Value, col);
|
|
TRACE("Setting border color for %x to %lx\n", This->StateBlock->textureDimensions[Stage], Value);
|
|
glTexParameterfv(This->StateBlock->textureDimensions[Stage], GL_TEXTURE_BORDER_COLOR, &col[0]);
|
|
checkGLcall("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)");
|
|
}
|
|
break;
|
|
|
|
case D3DTSS_TEXCOORDINDEX :
|
|
{
|
|
/* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive */
|
|
|
|
/* FIXME: From MSDN: The D3DTSS_TCI_* flags are mutually exclusive. If you include
|
|
one flag, you can still specify an index value, which the system uses to
|
|
determine the texture wrapping mode.
|
|
eg. SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION | 1 );
|
|
means use the vertex position (camera-space) as the input texture coordinates
|
|
for this texture stage, and the wrap mode set in the D3DRS_WRAP1 render
|
|
state. We do not (yet) support the D3DRENDERSTATE_WRAPx values, nor tie them up
|
|
to the TEXCOORDINDEX value */
|
|
|
|
/**
|
|
* Be careful the value of the mask 0xF0000 come from d3d8types.h infos
|
|
*/
|
|
switch (Value & 0xFFFF0000) {
|
|
case D3DTSS_TCI_PASSTHRU:
|
|
/*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
|
|
glDisable(GL_TEXTURE_GEN_S);
|
|
glDisable(GL_TEXTURE_GEN_T);
|
|
glDisable(GL_TEXTURE_GEN_R);
|
|
checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R)");
|
|
break;
|
|
|
|
case D3DTSS_TCI_CAMERASPACEPOSITION:
|
|
/* CameraSpacePosition means use the vertex position, transformed to camera space,
|
|
as the input texture coordinates for this stage's texture transformation. This
|
|
equates roughly to EYE_LINEAR */
|
|
{
|
|
float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
|
|
float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
|
|
float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
|
|
float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
|
|
TRACE("D3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
|
|
glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
|
|
glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
|
|
glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
|
|
glPopMatrix();
|
|
|
|
TRACE("D3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
|
|
glEnable(GL_TEXTURE_GEN_S);
|
|
checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
|
|
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
|
checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
|
|
glEnable(GL_TEXTURE_GEN_T);
|
|
checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
|
|
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
|
checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
|
|
glEnable(GL_TEXTURE_GEN_R);
|
|
checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
|
|
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
|
checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
|
|
}
|
|
break;
|
|
|
|
case D3DTSS_TCI_CAMERASPACENORMAL:
|
|
{
|
|
if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
|
|
float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
|
|
float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
|
|
float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
|
|
float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
|
|
TRACE("D3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
|
|
glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
|
|
glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
|
|
glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
|
|
glPopMatrix();
|
|
|
|
glEnable(GL_TEXTURE_GEN_S);
|
|
checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
|
|
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
|
|
checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
|
|
glEnable(GL_TEXTURE_GEN_T);
|
|
checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
|
|
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
|
|
checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
|
|
glEnable(GL_TEXTURE_GEN_R);
|
|
checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
|
|
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
|
|
checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
|
|
}
|
|
}
|
|
break;
|
|
|
|
case D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
|
|
{
|
|
if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
|
|
float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
|
|
float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
|
|
float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
|
|
float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
|
|
TRACE("D3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
|
|
glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
|
|
glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
|
|
glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
|
|
glPopMatrix();
|
|
|
|
glEnable(GL_TEXTURE_GEN_S);
|
|
checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
|
|
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
|
|
checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
|
|
glEnable(GL_TEXTURE_GEN_T);
|
|
checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
|
|
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
|
|
checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
|
|
glEnable(GL_TEXTURE_GEN_R);
|
|
checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
|
|
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
|
|
checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
|
|
}
|
|
}
|
|
break;
|
|
|
|
/* Unhandled types: */
|
|
default:
|
|
/* Todo: */
|
|
/* ? disable GL_TEXTURE_GEN_n ? */
|
|
glDisable(GL_TEXTURE_GEN_S);
|
|
glDisable(GL_TEXTURE_GEN_T);
|
|
glDisable(GL_TEXTURE_GEN_R);
|
|
FIXME("Unhandled D3DTSS_TEXCOORDINDEX %lx\n", Value);
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
|
|
/* Unhandled */
|
|
case D3DTSS_TEXTURETRANSFORMFLAGS :
|
|
set_texture_matrix((float *)&This->StateBlock->transforms[D3DTS_TEXTURE0 + Stage].u.m[0][0], Value);
|
|
break;
|
|
|
|
case D3DTSS_BUMPENVMAT00 :
|
|
case D3DTSS_BUMPENVMAT01 :
|
|
TRACE("BUMPENVMAT0%u Stage=%ld, Type=%d, Value =%ld\n", Type - D3DTSS_BUMPENVMAT00, Stage, Type, Value);
|
|
break;
|
|
case D3DTSS_BUMPENVMAT10 :
|
|
case D3DTSS_BUMPENVMAT11 :
|
|
TRACE("BUMPENVMAT1%u Stage=%ld, Type=%d, Value =%ld\n", Type - D3DTSS_BUMPENVMAT10, Stage, Type, Value);
|
|
break;
|
|
|
|
case D3DTSS_BUMPENVLSCALE :
|
|
TRACE("BUMPENVLSCALE Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
|
|
break;
|
|
|
|
case D3DTSS_BUMPENVLOFFSET :
|
|
TRACE("BUMPENVLOFFSET Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
|
|
break;
|
|
|
|
case D3DTSS_RESULTARG :
|
|
TRACE("RESULTARG Still a stub, Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
|
|
break;
|
|
|
|
default:
|
|
/* Put back later: FIXME("(%p) : stub, Stage=%ld, Type=%d, Value =%ld\n", This, Stage, Type, Value); */
|
|
TRACE("Still a stub, Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
|
|
}
|
|
|
|
LEAVE_GL();
|
|
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_ValidateDevice(LPDIRECT3DDEVICE8 iface, DWORD* pNumPasses) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
TRACE("(%p) : stub\n", This); /* FIXME: Needs doing, but called often and is harmless */
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetInfo(LPDIRECT3DDEVICE8 iface, DWORD DevInfoID, void* pDevInfoStruct, DWORD DevInfoStructSize) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
FIXME("(%p) : stub\n", This);
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_SetPaletteEntries(LPDIRECT3DDEVICE8 iface, UINT PaletteNumber, CONST PALETTEENTRY* pEntries) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
FIXME("(%p) : setting p[%u] <= RGBA(%02x,%02x,%02x,%02x)\n", This, PaletteNumber,
|
|
pEntries->peRed, pEntries->peGreen, pEntries->peBlue, pEntries->peFlags);
|
|
if (PaletteNumber >= MAX_PALETTES) {
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
memcpy(This->palettes[PaletteNumber], pEntries, 256 * sizeof(PALETTEENTRY));
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetPaletteEntries(LPDIRECT3DDEVICE8 iface, UINT PaletteNumber, PALETTEENTRY* pEntries) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
if (PaletteNumber >= MAX_PALETTES) {
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
memcpy(pEntries, This->palettes[PaletteNumber], 256 * sizeof(PALETTEENTRY));
|
|
FIXME("(%p) : returning p[%u] => RGBA(%02x,%02x,%02x,%02x)\n", This, PaletteNumber,
|
|
pEntries->peRed, pEntries->peGreen, pEntries->peBlue, pEntries->peFlags);
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_SetCurrentTexturePalette(LPDIRECT3DDEVICE8 iface, UINT PaletteNumber) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
FIXME("(%p) : Setting to (%u)\n", This, PaletteNumber);
|
|
if (PaletteNumber >= MAX_PALETTES) {
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
This->currentPalette = PaletteNumber;
|
|
|
|
#if defined(GL_EXT_paletted_texture)
|
|
if (GL_SUPPORT(EXT_PALETTED_TEXTURE)) {
|
|
|
|
ENTER_GL();
|
|
|
|
GL_EXTCALL(glColorTableEXT)(GL_TEXTURE_2D, /* target */
|
|
GL_RGBA, /* internal format */
|
|
256, /* table size */
|
|
GL_RGBA, /* table format */
|
|
GL_UNSIGNED_BYTE, /* table type */
|
|
This->palettes[PaletteNumber]);
|
|
checkGLcall("glColorTableEXT");
|
|
|
|
LEAVE_GL();
|
|
|
|
} else {
|
|
/* Delayed palette handling ... waiting for software emulation into preload code */
|
|
}
|
|
#endif
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetCurrentTexturePalette(LPDIRECT3DDEVICE8 iface, UINT *PaletteNumber) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
*PaletteNumber = This->currentPalette;
|
|
FIXME("(%p) : Returning (%u)\n", This, *PaletteNumber);
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_DrawPrimitive(LPDIRECT3DDEVICE8 iface, D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex, UINT PrimitiveCount) {
|
|
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
This->StateBlock->streamIsUP = FALSE;
|
|
|
|
TRACE("(%p) : Type=(%d,%s), Start=%d, Count=%d\n", This, PrimitiveType, debug_d3dprimitivetype(PrimitiveType), StartVertex, PrimitiveCount);
|
|
drawPrimitive(iface, PrimitiveType, PrimitiveCount, StartVertex, -1, 0, NULL, 0);
|
|
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_DrawIndexedPrimitive(LPDIRECT3DDEVICE8 iface, D3DPRIMITIVETYPE PrimitiveType,
|
|
UINT minIndex,UINT NumVertices,UINT startIndex,UINT primCount) {
|
|
UINT idxStride = 2;
|
|
IDirect3DIndexBuffer8 *pIB;
|
|
D3DINDEXBUFFER_DESC IdxBufDsc;
|
|
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
pIB = This->StateBlock->pIndexData;
|
|
This->StateBlock->streamIsUP = FALSE;
|
|
|
|
TRACE("(%p) : Type=(%d,%s), min=%d, CountV=%d, startIdx=%d, countP=%d\n", This,
|
|
PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
|
|
minIndex, NumVertices, startIndex, primCount);
|
|
|
|
IDirect3DIndexBuffer8Impl_GetDesc(pIB, &IdxBufDsc);
|
|
if (IdxBufDsc.Format == D3DFMT_INDEX16) {
|
|
idxStride = 2;
|
|
} else {
|
|
idxStride = 4;
|
|
}
|
|
|
|
drawPrimitive(iface, PrimitiveType, primCount, This->StateBlock->baseVertexIndex, startIndex, idxStride, ((IDirect3DIndexBuffer8Impl *) pIB)->allocatedMemory,
|
|
minIndex);
|
|
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_DrawPrimitiveUP(LPDIRECT3DDEVICE8 iface, D3DPRIMITIVETYPE PrimitiveType,UINT PrimitiveCount,CONST void* pVertexStreamZeroData,UINT VertexStreamZeroStride) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
|
|
TRACE("(%p) : Type=(%d,%s), pCount=%d, pVtxData=%p, Stride=%d\n", This, PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
|
|
PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);
|
|
|
|
if (This->StateBlock->stream_source[0] != NULL) IDirect3DVertexBuffer8Impl_Release(This->StateBlock->stream_source[0]);
|
|
|
|
/* Note in the following, its not this type, but thats the purpose of streamIsUP */
|
|
This->StateBlock->stream_source[0] = (IDirect3DVertexBuffer8 *)pVertexStreamZeroData;
|
|
This->StateBlock->stream_stride[0] = VertexStreamZeroStride;
|
|
This->StateBlock->streamIsUP = TRUE;
|
|
drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0, 0, 0, NULL, 0);
|
|
This->StateBlock->stream_stride[0] = 0;
|
|
This->StateBlock->stream_source[0] = NULL;
|
|
|
|
/*stream zero settings set to null at end */
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_DrawIndexedPrimitiveUP(LPDIRECT3DDEVICE8 iface, D3DPRIMITIVETYPE PrimitiveType,UINT MinVertexIndex,
|
|
UINT NumVertexIndices,UINT PrimitiveCount,CONST void* pIndexData,
|
|
D3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,
|
|
UINT VertexStreamZeroStride) {
|
|
int idxStride;
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
TRACE("(%p) : Type=(%d,%s), MinVtxIdx=%d, NumVIdx=%d, PCount=%d, pidxdata=%p, IdxFmt=%d, pVtxdata=%p, stride=%d\n", This, PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
|
|
MinVertexIndex, NumVertexIndices, PrimitiveCount, pIndexData, IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
|
|
|
|
if (This->StateBlock->stream_source[0] != NULL) IDirect3DVertexBuffer8Impl_Release(This->StateBlock->stream_source[0]);
|
|
if (IndexDataFormat == D3DFMT_INDEX16) {
|
|
idxStride = 2;
|
|
} else {
|
|
idxStride = 4;
|
|
}
|
|
|
|
/* Note in the following, its not this type, but thats the purpose of streamIsUP */
|
|
This->StateBlock->stream_source[0] = (IDirect3DVertexBuffer8 *)pVertexStreamZeroData;
|
|
This->StateBlock->streamIsUP = TRUE;
|
|
This->StateBlock->stream_stride[0] = VertexStreamZeroStride;
|
|
drawPrimitive(iface, PrimitiveType, PrimitiveCount, This->StateBlock->baseVertexIndex, 0, idxStride, pIndexData, MinVertexIndex);
|
|
|
|
/*stream zero settings set to null at end */
|
|
This->StateBlock->stream_source[0] = NULL;
|
|
This->StateBlock->stream_stride[0] = 0;
|
|
IDirect3DDevice8Impl_SetIndices(iface, NULL, 0);
|
|
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_ProcessVertices(LPDIRECT3DDEVICE8 iface, UINT SrcStartIndex,UINT DestIndex,UINT VertexCount,IDirect3DVertexBuffer8* pDestBuffer,DWORD Flags) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
FIXME("(%p) : stub\n", This); return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(LPDIRECT3DDEVICE8 iface, CONST DWORD* pDeclaration, CONST DWORD* pFunction, DWORD* pHandle, DWORD Usage) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
IDirect3DVertexShaderImpl* object;
|
|
IDirect3DVertexShaderDeclarationImpl* attached_decl;
|
|
HRESULT res;
|
|
UINT i;
|
|
|
|
TRACE_(d3d_shader)("(%p) : VertexShader not fully supported yet : Decl=%p, Func=%p, Usage=%lu\n", This, pDeclaration, pFunction, Usage);
|
|
if (NULL == pDeclaration || NULL == pHandle) { /* pFunction can be NULL see MSDN */
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
for (i = 1; NULL != VertexShaders[i] && i < sizeof(VertexShaders) / sizeof(IDirect3DVertexShaderImpl*); ++i) ;
|
|
if (i >= sizeof(VertexShaders) / sizeof(IDirect3DVertexShaderImpl*)) {
|
|
return D3DERR_OUTOFVIDEOMEMORY;
|
|
}
|
|
|
|
/** Create the Vertex Shader */
|
|
res = IDirect3DDeviceImpl_CreateVertexShader(This, pFunction, Usage, &object);
|
|
/** TODO: check FAILED(res) */
|
|
|
|
/** Create and Bind the Vertex Shader Declaration */
|
|
res = IDirect3DDeviceImpl_CreateVertexShaderDeclaration8(This, pDeclaration, &attached_decl);
|
|
/** TODO: check FAILED(res) */
|
|
|
|
VertexShaders[i] = object;
|
|
VertexShaderDeclarations[i] = attached_decl;
|
|
*pHandle = VS_HIGHESTFIXEDFXF + i;
|
|
TRACE("Finished creating vertex shader %lx\n", *pHandle);
|
|
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShader(LPDIRECT3DDEVICE8 iface, DWORD Handle) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
|
|
This->UpdateStateBlock->VertexShader = Handle;
|
|
This->UpdateStateBlock->Changed.vertexShader = TRUE;
|
|
This->UpdateStateBlock->Set.vertexShader = TRUE;
|
|
|
|
if (Handle > VS_HIGHESTFIXEDFXF) { /* only valid with non FVF shaders */
|
|
TRACE_(d3d_shader)("(%p) : Created shader, Handle=%lx\n", This, Handle);
|
|
This->UpdateStateBlock->vertexShaderDecl = VERTEX_SHADER_DECL(Handle);
|
|
This->UpdateStateBlock->Changed.vertexShaderDecl = TRUE;
|
|
This->UpdateStateBlock->Set.vertexShaderDecl = TRUE;
|
|
} else { /* use a fvf, so desactivate the vshader decl */
|
|
TRACE("(%p) : FVF Shader, Handle=%lx\n", This, Handle);
|
|
This->UpdateStateBlock->vertexShaderDecl = NULL;
|
|
This->UpdateStateBlock->Changed.vertexShaderDecl = TRUE;
|
|
This->UpdateStateBlock->Set.vertexShaderDecl = TRUE;
|
|
}
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return D3D_OK;
|
|
}
|
|
/**
|
|
* TODO: merge HAL shaders context switching from prototype
|
|
*/
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShader(LPDIRECT3DDEVICE8 iface, DWORD* pHandle) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
TRACE_(d3d_shader)("(%p) : GetVertexShader returning %ld\n", This, This->StateBlock->VertexShader);
|
|
*pHandle = This->StateBlock->VertexShader;
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_DeleteVertexShader(LPDIRECT3DDEVICE8 iface, DWORD Handle) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
IDirect3DVertexShaderImpl* object;
|
|
IDirect3DVertexShaderDeclarationImpl* attached_decl;
|
|
|
|
if (Handle <= VS_HIGHESTFIXEDFXF) { /* only delete user defined shaders */
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/**
|
|
* Delete Vertex Shader
|
|
*/
|
|
object = VertexShaders[Handle - VS_HIGHESTFIXEDFXF];
|
|
if (NULL == object) {
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
TRACE_(d3d_shader)("(%p) : freing VertexShader %p\n", This, object);
|
|
/* TODO: check validity of object */
|
|
HeapFree(GetProcessHeap(), 0, (void *)object->function);
|
|
if (object->prgId != 0) {
|
|
GL_EXTCALL(glDeleteProgramsARB( 1, &object->prgId ));
|
|
}
|
|
HeapFree(GetProcessHeap(), 0, (void *)object->data);
|
|
HeapFree(GetProcessHeap(), 0, (void *)object);
|
|
VertexShaders[Handle - VS_HIGHESTFIXEDFXF] = NULL;
|
|
|
|
/**
|
|
* Delete Vertex Shader Declaration
|
|
*/
|
|
attached_decl = VertexShaderDeclarations[Handle - VS_HIGHESTFIXEDFXF];
|
|
if (NULL == attached_decl) {
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
TRACE_(d3d_shader)("(%p) : freing VertexShaderDeclaration %p\n", This, attached_decl);
|
|
/* TODO: check validity of object */
|
|
HeapFree(GetProcessHeap(), 0, (void *)attached_decl->pDeclaration8);
|
|
HeapFree(GetProcessHeap(), 0, (void *)attached_decl);
|
|
VertexShaderDeclarations[Handle - VS_HIGHESTFIXEDFXF] = NULL;
|
|
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register, CONST void* pConstantData, DWORD ConstantCount) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
|
|
if (Register + ConstantCount > D3D8_VSHADER_MAX_CONSTANTS) {
|
|
ERR_(d3d_shader)("(%p) : SetVertexShaderConstant C[%lu] invalid\n", This, Register);
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
if (NULL == pConstantData) {
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
if (ConstantCount > 1) {
|
|
const FLOAT* f = (const FLOAT*)pConstantData;
|
|
UINT i;
|
|
TRACE_(d3d_shader)("(%p) : SetVertexShaderConstant C[%lu..%lu]=\n", This, Register, Register + ConstantCount - 1);
|
|
for (i = 0; i < ConstantCount; ++i) {
|
|
TRACE_(d3d_shader)("{%f, %f, %f, %f}\n", f[0], f[1], f[2], f[3]);
|
|
f += 4;
|
|
}
|
|
} else {
|
|
const FLOAT* f = (const FLOAT*) pConstantData;
|
|
TRACE_(d3d_shader)("(%p) : SetVertexShaderConstant, C[%lu]={%f, %f, %f, %f}\n", This, Register, f[0], f[1], f[2], f[3]);
|
|
}
|
|
This->UpdateStateBlock->Changed.vertexShaderConstant = TRUE;
|
|
memcpy(&This->UpdateStateBlock->vertexShaderConstant[Register], pConstantData, ConstantCount * 4 * sizeof(FLOAT));
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register, void* pConstantData, DWORD ConstantCount) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
|
|
TRACE_(d3d_shader)("(%p) : C[%lu] count=%ld\n", This, Register, ConstantCount);
|
|
if (Register + ConstantCount > D3D8_VSHADER_MAX_CONSTANTS) {
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
if (NULL == pConstantData) {
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
memcpy(pConstantData, &This->UpdateStateBlock->vertexShaderConstant[Register], ConstantCount * 4 * sizeof(FLOAT));
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderDeclaration(LPDIRECT3DDEVICE8 iface, DWORD Handle, void* pData, DWORD* pSizeOfData) {
|
|
/*IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;*/
|
|
IDirect3DVertexShaderDeclarationImpl* attached_decl;
|
|
|
|
attached_decl = VERTEX_SHADER_DECL(Handle);
|
|
if (NULL == attached_decl) {
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
return IDirect3DVertexShaderDeclarationImpl_GetDeclaration8(attached_decl, pData, (UINT*) pSizeOfData);
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderFunction(LPDIRECT3DDEVICE8 iface, DWORD Handle, void* pData, DWORD* pSizeOfData) {
|
|
/*IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;*/
|
|
IDirect3DVertexShaderImpl* object;
|
|
|
|
object = VERTEX_SHADER(Handle);
|
|
if (NULL == object) {
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
return IDirect3DVertexShaderImpl_GetFunction(object, pData, (UINT*) pSizeOfData);
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_SetIndices(LPDIRECT3DDEVICE8 iface, IDirect3DIndexBuffer8* pIndexData, UINT BaseVertexIndex) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
IDirect3DIndexBuffer8 *oldIdxs;
|
|
|
|
TRACE("(%p) : Setting to %p, base %d\n", This, pIndexData, BaseVertexIndex);
|
|
oldIdxs = This->StateBlock->pIndexData;
|
|
|
|
This->UpdateStateBlock->Changed.Indices = TRUE;
|
|
This->UpdateStateBlock->Set.Indices = TRUE;
|
|
This->UpdateStateBlock->pIndexData = pIndexData;
|
|
This->UpdateStateBlock->baseVertexIndex = BaseVertexIndex;
|
|
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return D3D_OK;
|
|
}
|
|
|
|
if (pIndexData) IDirect3DIndexBuffer8Impl_AddRefInt(This->StateBlock->pIndexData);
|
|
if (oldIdxs) IDirect3DIndexBuffer8Impl_ReleaseInt(oldIdxs);
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetIndices(LPDIRECT3DDEVICE8 iface, IDirect3DIndexBuffer8** ppIndexData,UINT* pBaseVertexIndex) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
FIXME("(%p) : stub\n", This);
|
|
|
|
*ppIndexData = This->StateBlock->pIndexData;
|
|
/* up ref count on ppindexdata */
|
|
if (*ppIndexData) IDirect3DIndexBuffer8Impl_AddRef(*ppIndexData);
|
|
*pBaseVertexIndex = This->StateBlock->baseVertexIndex;
|
|
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_CreatePixelShader(LPDIRECT3DDEVICE8 iface, CONST DWORD* pFunction, DWORD* pHandle) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
IDirect3DPixelShaderImpl* object;
|
|
HRESULT res;
|
|
UINT i;
|
|
|
|
TRACE_(d3d_shader)("(%p) : PixelShader not fully supported yet : Func=%p\n", This, pFunction);
|
|
if (NULL == pFunction || NULL == pHandle) {
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
for (i = 1; NULL != PixelShaders[i] && i < sizeof(PixelShaders) / sizeof(IDirect3DPixelShaderImpl*); ++i) ;
|
|
if (i >= sizeof(PixelShaders) / sizeof(IDirect3DPixelShaderImpl*)) {
|
|
return D3DERR_OUTOFVIDEOMEMORY;
|
|
}
|
|
|
|
/** Create the Pixel Shader */
|
|
res = IDirect3DDeviceImpl_CreatePixelShader(This, pFunction, &object);
|
|
if (SUCCEEDED(res)) {
|
|
PixelShaders[i] = object;
|
|
*pHandle = VS_HIGHESTFIXEDFXF + i;
|
|
return D3D_OK;
|
|
}
|
|
*pHandle = 0xFFFFFFFF;
|
|
return res;
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_SetPixelShader(LPDIRECT3DDEVICE8 iface, DWORD Handle) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
|
|
This->UpdateStateBlock->PixelShader = Handle;
|
|
This->UpdateStateBlock->Changed.pixelShader = TRUE;
|
|
This->UpdateStateBlock->Set.pixelShader = TRUE;
|
|
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE_(d3d_shader)("Recording... not performing anything\n");
|
|
return D3D_OK;
|
|
}
|
|
|
|
if (Handle != 0) {
|
|
TRACE_(d3d_shader)("(%p) : Set pixel shader with handle %lx\n", This, Handle);
|
|
} else {
|
|
TRACE_(d3d_shader)("(%p) : Remove pixel shader\n", This);
|
|
}
|
|
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShader(LPDIRECT3DDEVICE8 iface, DWORD* pHandle) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
TRACE_(d3d_shader)("(%p) : GetPixelShader returning %ld\n", This, This->StateBlock->PixelShader);
|
|
*pHandle = This->StateBlock->PixelShader;
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_DeletePixelShader(LPDIRECT3DDEVICE8 iface, DWORD Handle) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
IDirect3DPixelShaderImpl* object;
|
|
|
|
if (Handle <= VS_HIGHESTFIXEDFXF) { /* only delete user defined shaders */
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
object = PixelShaders[Handle - VS_HIGHESTFIXEDFXF];
|
|
if (NULL == object) {
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
TRACE_(d3d_shader)("(%p) : freeing PixelShader %p\n", This, object);
|
|
/* TODO: check validity of object before free */
|
|
HeapFree(GetProcessHeap(), 0, (void *)object->function);
|
|
if (object->prgId != 0) {
|
|
GL_EXTCALL(glDeleteProgramsARB( 1, &object->prgId ));
|
|
}
|
|
HeapFree(GetProcessHeap(), 0, (void *)object->data);
|
|
HeapFree(GetProcessHeap(), 0, (void *)object);
|
|
PixelShaders[Handle - VS_HIGHESTFIXEDFXF] = NULL;
|
|
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_SetPixelShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register, CONST void* pConstantData, DWORD ConstantCount) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
|
|
if (Register + ConstantCount > D3D8_PSHADER_MAX_CONSTANTS) {
|
|
ERR_(d3d_shader)("(%p) : SetPixelShaderConstant C[%lu] invalid\n", This, Register);
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
if (NULL == pConstantData) {
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
if (ConstantCount > 1) {
|
|
const FLOAT* f = (const FLOAT*)pConstantData;
|
|
UINT i;
|
|
TRACE_(d3d_shader)("(%p) : SetPixelShaderConstant C[%lu..%lu]=\n", This, Register, Register + ConstantCount - 1);
|
|
for (i = 0; i < ConstantCount; ++i) {
|
|
TRACE_(d3d_shader)("{%f, %f, %f, %f}\n", f[0], f[1], f[2], f[3]);
|
|
f += 4;
|
|
}
|
|
} else {
|
|
const FLOAT* f = (const FLOAT*) pConstantData;
|
|
TRACE_(d3d_shader)("(%p) : SetPixelShaderConstant, C[%lu]={%f, %f, %f, %f}\n", This, Register, f[0], f[1], f[2], f[3]);
|
|
}
|
|
This->UpdateStateBlock->Changed.pixelShaderConstant = TRUE;
|
|
memcpy(&This->UpdateStateBlock->pixelShaderConstant[Register], pConstantData, ConstantCount * 4 * sizeof(FLOAT));
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register, void* pConstantData, DWORD ConstantCount) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
|
|
TRACE_(d3d_shader)("(%p) : C[%lu] count=%ld\n", This, Register, ConstantCount);
|
|
if (Register + ConstantCount > D3D8_PSHADER_MAX_CONSTANTS) {
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
if (NULL == pConstantData) {
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
memcpy(pConstantData, &This->UpdateStateBlock->pixelShaderConstant[Register], ConstantCount * 4 * sizeof(FLOAT));
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShaderFunction(LPDIRECT3DDEVICE8 iface, DWORD Handle, void* pData, DWORD* pSizeOfData) {
|
|
IDirect3DPixelShaderImpl* object;
|
|
|
|
object = PIXEL_SHADER(Handle);
|
|
if (NULL == object) {
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
return IDirect3DPixelShaderImpl_GetFunction(object, pData, (UINT*) pSizeOfData);
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_DrawRectPatch(LPDIRECT3DDEVICE8 iface, UINT Handle,CONST float* pNumSegs,CONST D3DRECTPATCH_INFO* pRectPatchInfo) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
FIXME("(%p) : stub\n", This); return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_DrawTriPatch(LPDIRECT3DDEVICE8 iface, UINT Handle,CONST float* pNumSegs,CONST D3DTRIPATCH_INFO* pTriPatchInfo) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
FIXME("(%p) : stub\n", This); return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_DeletePatch(LPDIRECT3DDEVICE8 iface, UINT Handle) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
FIXME("(%p) : stub\n", This); return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_SetStreamSource(LPDIRECT3DDEVICE8 iface, UINT StreamNumber,IDirect3DVertexBuffer8* pStreamData,UINT Stride) {
|
|
IDirect3DVertexBuffer8 *oldSrc;
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
|
|
oldSrc = This->StateBlock->stream_source[StreamNumber];
|
|
TRACE("(%p) : StreamNo: %d, OldStream (%p), NewStream (%p), NewStride %d\n", This, StreamNumber, oldSrc, pStreamData, Stride);
|
|
|
|
This->UpdateStateBlock->Changed.stream_source[StreamNumber] = TRUE;
|
|
This->UpdateStateBlock->Set.stream_source[StreamNumber] = TRUE;
|
|
This->UpdateStateBlock->stream_stride[StreamNumber] = Stride;
|
|
This->UpdateStateBlock->stream_source[StreamNumber] = pStreamData;
|
|
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return D3D_OK;
|
|
}
|
|
|
|
if (pStreamData != NULL) IDirect3DVertexBuffer8Impl_AddRefInt(pStreamData);
|
|
if (oldSrc != NULL) IDirect3DVertexBuffer8Impl_ReleaseInt(oldSrc);
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetStreamSource(LPDIRECT3DDEVICE8 iface, UINT StreamNumber,IDirect3DVertexBuffer8** pStream,UINT* pStride) {
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
TRACE("(%p) : StreamNo: %d, Stream (%p), Stride %d\n", This, StreamNumber, This->StateBlock->stream_source[StreamNumber], This->StateBlock->stream_stride[StreamNumber]);
|
|
*pStream = This->StateBlock->stream_source[StreamNumber];
|
|
*pStride = This->StateBlock->stream_stride[StreamNumber];
|
|
if (*pStream != NULL) IDirect3DVertexBuffer8Impl_AddRef((LPDIRECT3DVERTEXBUFFER8) *pStream);
|
|
return D3D_OK;
|
|
}
|
|
|
|
|
|
const IDirect3DDevice8Vtbl Direct3DDevice8_Vtbl =
|
|
{
|
|
IDirect3DDevice8Impl_QueryInterface,
|
|
IDirect3DDevice8Impl_AddRef,
|
|
IDirect3DDevice8Impl_Release,
|
|
IDirect3DDevice8Impl_TestCooperativeLevel,
|
|
IDirect3DDevice8Impl_GetAvailableTextureMem,
|
|
IDirect3DDevice8Impl_ResourceManagerDiscardBytes,
|
|
IDirect3DDevice8Impl_GetDirect3D,
|
|
IDirect3DDevice8Impl_GetDeviceCaps,
|
|
IDirect3DDevice8Impl_GetDisplayMode,
|
|
IDirect3DDevice8Impl_GetCreationParameters,
|
|
IDirect3DDevice8Impl_SetCursorProperties,
|
|
IDirect3DDevice8Impl_SetCursorPosition,
|
|
IDirect3DDevice8Impl_ShowCursor,
|
|
IDirect3DDevice8Impl_CreateAdditionalSwapChain,
|
|
IDirect3DDevice8Impl_Reset,
|
|
IDirect3DDevice8Impl_Present,
|
|
IDirect3DDevice8Impl_GetBackBuffer,
|
|
IDirect3DDevice8Impl_GetRasterStatus,
|
|
IDirect3DDevice8Impl_SetGammaRamp,
|
|
IDirect3DDevice8Impl_GetGammaRamp,
|
|
IDirect3DDevice8Impl_CreateTexture,
|
|
IDirect3DDevice8Impl_CreateVolumeTexture,
|
|
IDirect3DDevice8Impl_CreateCubeTexture,
|
|
IDirect3DDevice8Impl_CreateVertexBuffer,
|
|
IDirect3DDevice8Impl_CreateIndexBuffer,
|
|
IDirect3DDevice8Impl_CreateRenderTarget,
|
|
IDirect3DDevice8Impl_CreateDepthStencilSurface,
|
|
IDirect3DDevice8Impl_CreateImageSurface,
|
|
IDirect3DDevice8Impl_CopyRects,
|
|
IDirect3DDevice8Impl_UpdateTexture,
|
|
IDirect3DDevice8Impl_GetFrontBuffer,
|
|
IDirect3DDevice8Impl_SetRenderTarget,
|
|
IDirect3DDevice8Impl_GetRenderTarget,
|
|
IDirect3DDevice8Impl_GetDepthStencilSurface,
|
|
IDirect3DDevice8Impl_BeginScene,
|
|
IDirect3DDevice8Impl_EndScene,
|
|
IDirect3DDevice8Impl_Clear,
|
|
IDirect3DDevice8Impl_SetTransform,
|
|
IDirect3DDevice8Impl_GetTransform,
|
|
IDirect3DDevice8Impl_MultiplyTransform,
|
|
IDirect3DDevice8Impl_SetViewport,
|
|
IDirect3DDevice8Impl_GetViewport,
|
|
IDirect3DDevice8Impl_SetMaterial,
|
|
IDirect3DDevice8Impl_GetMaterial,
|
|
IDirect3DDevice8Impl_SetLight,
|
|
IDirect3DDevice8Impl_GetLight,
|
|
IDirect3DDevice8Impl_LightEnable,
|
|
IDirect3DDevice8Impl_GetLightEnable,
|
|
IDirect3DDevice8Impl_SetClipPlane,
|
|
IDirect3DDevice8Impl_GetClipPlane,
|
|
IDirect3DDevice8Impl_SetRenderState,
|
|
IDirect3DDevice8Impl_GetRenderState,
|
|
IDirect3DDevice8Impl_BeginStateBlock,
|
|
IDirect3DDevice8Impl_EndStateBlock,
|
|
IDirect3DDevice8Impl_ApplyStateBlock,
|
|
IDirect3DDevice8Impl_CaptureStateBlock,
|
|
IDirect3DDevice8Impl_DeleteStateBlock,
|
|
IDirect3DDevice8Impl_CreateStateBlock,
|
|
IDirect3DDevice8Impl_SetClipStatus,
|
|
IDirect3DDevice8Impl_GetClipStatus,
|
|
IDirect3DDevice8Impl_GetTexture,
|
|
IDirect3DDevice8Impl_SetTexture,
|
|
IDirect3DDevice8Impl_GetTextureStageState,
|
|
IDirect3DDevice8Impl_SetTextureStageState,
|
|
IDirect3DDevice8Impl_ValidateDevice,
|
|
IDirect3DDevice8Impl_GetInfo,
|
|
IDirect3DDevice8Impl_SetPaletteEntries,
|
|
IDirect3DDevice8Impl_GetPaletteEntries,
|
|
IDirect3DDevice8Impl_SetCurrentTexturePalette,
|
|
IDirect3DDevice8Impl_GetCurrentTexturePalette,
|
|
IDirect3DDevice8Impl_DrawPrimitive,
|
|
IDirect3DDevice8Impl_DrawIndexedPrimitive,
|
|
IDirect3DDevice8Impl_DrawPrimitiveUP,
|
|
IDirect3DDevice8Impl_DrawIndexedPrimitiveUP,
|
|
IDirect3DDevice8Impl_ProcessVertices,
|
|
IDirect3DDevice8Impl_CreateVertexShader,
|
|
IDirect3DDevice8Impl_SetVertexShader,
|
|
IDirect3DDevice8Impl_GetVertexShader,
|
|
IDirect3DDevice8Impl_DeleteVertexShader,
|
|
IDirect3DDevice8Impl_SetVertexShaderConstant,
|
|
IDirect3DDevice8Impl_GetVertexShaderConstant,
|
|
IDirect3DDevice8Impl_GetVertexShaderDeclaration,
|
|
IDirect3DDevice8Impl_GetVertexShaderFunction,
|
|
IDirect3DDevice8Impl_SetStreamSource,
|
|
IDirect3DDevice8Impl_GetStreamSource,
|
|
IDirect3DDevice8Impl_SetIndices,
|
|
IDirect3DDevice8Impl_GetIndices,
|
|
IDirect3DDevice8Impl_CreatePixelShader,
|
|
IDirect3DDevice8Impl_SetPixelShader,
|
|
IDirect3DDevice8Impl_GetPixelShader,
|
|
IDirect3DDevice8Impl_DeletePixelShader,
|
|
IDirect3DDevice8Impl_SetPixelShaderConstant,
|
|
IDirect3DDevice8Impl_GetPixelShaderConstant,
|
|
IDirect3DDevice8Impl_GetPixelShaderFunction,
|
|
IDirect3DDevice8Impl_DrawRectPatch,
|
|
IDirect3DDevice8Impl_DrawTriPatch,
|
|
IDirect3DDevice8Impl_DeletePatch
|
|
};
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_CleanRender(LPDIRECT3DDEVICE8 iface)
|
|
{
|
|
#if defined(GL_VERSION_1_3) /* @see comments on ActiveRender */
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
|
|
ENTER_GL();
|
|
|
|
#if 0
|
|
if (This->glCtx != This->render_ctx) {
|
|
glXDestroyContext(This->display, This->render_ctx);
|
|
This->render_ctx = This->glCtx;
|
|
}
|
|
#endif
|
|
if (This->win != This->drawable) {
|
|
glXDestroyPbuffer(This->display, This->drawable);
|
|
This->drawable = This->win;
|
|
}
|
|
|
|
LEAVE_GL();
|
|
|
|
#endif
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_ActiveRender(LPDIRECT3DDEVICE8 iface,
|
|
IDirect3DSurface8* RenderSurface,
|
|
IDirect3DSurface8* StencilSurface) {
|
|
|
|
HRESULT ret = D3DERR_INVALIDCALL;
|
|
/**
|
|
* Currently only active for GLX >= 1.3
|
|
* for others versions we'll have to use GLXPixmaps
|
|
*
|
|
* normally we must test GLX_VERSION_1_3 but nvidia headers are not correct
|
|
* as they implements GLX 1.3 but only define GLX_VERSION_1_2
|
|
* so only check OpenGL version
|
|
*/
|
|
#if defined(GL_VERSION_1_3)
|
|
GLXFBConfig* cfgs = NULL;
|
|
int nCfgs = 0;
|
|
int attribs[256];
|
|
int nAttribs = 0;
|
|
D3DFORMAT BackBufferFormat = ((IDirect3DSurface8Impl*) RenderSurface)->myDesc.Format;
|
|
D3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IDirect3DSurface8Impl*) StencilSurface)->myDesc.Format : 0;
|
|
UINT Width = ((IDirect3DSurface8Impl*) RenderSurface)->myDesc.Width;
|
|
UINT Height = ((IDirect3DSurface8Impl*) RenderSurface)->myDesc.Height;
|
|
IDirect3DSurface8Impl* tmp;
|
|
|
|
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
|
|
|
|
#define PUSH1(att) attribs[nAttribs++] = (att);
|
|
#define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
|
|
|
|
PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT);
|
|
PUSH2(GLX_X_RENDERABLE, TRUE);
|
|
PUSH2(GLX_DOUBLEBUFFER, TRUE);
|
|
|
|
switch (BackBufferFormat) {
|
|
/* color buffer */
|
|
case D3DFMT_P8:
|
|
PUSH2(GLX_RENDER_TYPE, GLX_COLOR_INDEX_BIT);
|
|
PUSH2(GLX_BUFFER_SIZE, 8);
|
|
PUSH2(GLX_DOUBLEBUFFER, TRUE);
|
|
break;
|
|
|
|
case D3DFMT_R3G3B2:
|
|
PUSH2(GLX_RENDER_TYPE, GLX_RGBA_BIT);
|
|
PUSH2(GLX_RED_SIZE, 3);
|
|
PUSH2(GLX_GREEN_SIZE, 3);
|
|
PUSH2(GLX_BLUE_SIZE, 2);
|
|
break;
|
|
|
|
case D3DFMT_A1R5G5B5:
|
|
PUSH2(GLX_ALPHA_SIZE, 1);
|
|
case D3DFMT_X1R5G5B5:
|
|
PUSH2(GLX_RED_SIZE, 5);
|
|
PUSH2(GLX_GREEN_SIZE, 5);
|
|
PUSH2(GLX_BLUE_SIZE, 5);
|
|
break;
|
|
|
|
case D3DFMT_R5G6B5:
|
|
PUSH2(GLX_RED_SIZE, 5);
|
|
PUSH2(GLX_GREEN_SIZE, 6);
|
|
PUSH2(GLX_BLUE_SIZE, 5);
|
|
break;
|
|
|
|
case D3DFMT_A4R4G4B4:
|
|
PUSH2(GLX_ALPHA_SIZE, 4);
|
|
case D3DFMT_X4R4G4B4:
|
|
PUSH2(GLX_RED_SIZE, 4);
|
|
PUSH2(GLX_GREEN_SIZE, 4);
|
|
PUSH2(GLX_BLUE_SIZE, 4);
|
|
break;
|
|
|
|
case D3DFMT_A8R8G8B8:
|
|
PUSH2(GLX_ALPHA_SIZE, 8);
|
|
case D3DFMT_R8G8B8:
|
|
case D3DFMT_X8R8G8B8:
|
|
PUSH2(GLX_RED_SIZE, 8);
|
|
PUSH2(GLX_GREEN_SIZE, 8);
|
|
PUSH2(GLX_BLUE_SIZE, 8);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
switch (StencilBufferFormat) {
|
|
case D3DFMT_D16_LOCKABLE:
|
|
case D3DFMT_D16:
|
|
PUSH2(GLX_DEPTH_SIZE, 16);
|
|
break;
|
|
|
|
case D3DFMT_D15S1:
|
|
PUSH2(GLX_DEPTH_SIZE, 15);
|
|
break;
|
|
|
|
case D3DFMT_D24X8:
|
|
PUSH2(GLX_DEPTH_SIZE, 24);
|
|
break;
|
|
|
|
case D3DFMT_D24X4S4:
|
|
PUSH2(GLX_DEPTH_SIZE, 24);
|
|
PUSH2(GLX_STENCIL_SIZE, 4);
|
|
break;
|
|
|
|
case D3DFMT_D24S8:
|
|
PUSH2(GLX_DEPTH_SIZE, 24);
|
|
PUSH2(GLX_STENCIL_SIZE, 8);
|
|
break;
|
|
|
|
case D3DFMT_D32:
|
|
PUSH2(GLX_DEPTH_SIZE, 24);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
PUSH1(None);
|
|
|
|
ENTER_GL();
|
|
|
|
cfgs = glXChooseFBConfig(This->display, DefaultScreen(This->display), attribs, &nCfgs);
|
|
if (NULL != cfgs) {
|
|
#ifdef EXTRA_TRACES
|
|
int i;
|
|
for (i = 0; i < nCfgs; ++i) {
|
|
TRACE("for (%u,%s)/(%u,%s) found config[%d]@%p\n", BackBufferFormat, debug_d3dformat(BackBufferFormat), StencilBufferFormat, debug_d3dformat(StencilBufferFormat), i, cfgs[i]);
|
|
}
|
|
#endif
|
|
|
|
if (NULL != This->renderTarget) {
|
|
/*GLenum prev_read; */
|
|
glFlush();
|
|
vcheckGLcall("glFlush");
|
|
|
|
#ifdef EXTRA_TRACES
|
|
/** very very useful debug code */
|
|
glXSwapBuffers(This->display, This->drawable);
|
|
printf("Hit Enter to get next frame ...\n");
|
|
getchar();
|
|
#endif
|
|
|
|
#if 0
|
|
glGetIntegerv(GL_READ_BUFFER, &prev_read);
|
|
vcheckGLcall("glIntegerv");
|
|
glReadBuffer(GL_BACK);
|
|
vcheckGLcall("glReadBuffer");
|
|
{
|
|
long j;
|
|
long pitch = This->renderTarget->myDesc.Width * This->renderTarget->bytesPerPixel;
|
|
|
|
if (This->renderTarget->myDesc.Format == D3DFMT_DXT1) /* DXT1 is half byte per pixel */
|
|
pitch = pitch / 2;
|
|
|
|
for (j = 0; j < This->renderTarget->myDesc.Height; ++j) {
|
|
glReadPixels(0,
|
|
This->renderTarget->myDesc.Height - j - 1,
|
|
This->renderTarget->myDesc.Width,
|
|
1,
|
|
D3DFmt2GLFmt(This, This->renderTarget->myDesc.Format),
|
|
D3DFmt2GLType(This, This->renderTarget->myDesc.Format),
|
|
This->renderTarget->allocatedMemory + j * pitch);
|
|
vcheckGLcall("glReadPixels");
|
|
}
|
|
}
|
|
glReadBuffer(prev_read);
|
|
vcheckGLcall("glReadBuffer");
|
|
#endif
|
|
}
|
|
|
|
if (BackBufferFormat != This->renderTarget->myDesc.Format &&
|
|
StencilBufferFormat != This->stencilBufferTarget->myDesc.Format) {
|
|
nAttribs = 0;
|
|
PUSH2(GLX_PBUFFER_WIDTH, Width);
|
|
PUSH2(GLX_PBUFFER_HEIGHT, Height);
|
|
PUSH1(None);
|
|
This->drawable = glXCreatePbuffer(This->display, cfgs[0], attribs);
|
|
|
|
This->render_ctx = glXCreateNewContext(This->display, cfgs[0], GLX_RGBA_TYPE, This->glCtx, TRUE);
|
|
if (NULL == This->render_ctx) {
|
|
ERR("cannot create glxContext\n");
|
|
}
|
|
|
|
glFlush();
|
|
glXSwapBuffers(This->display, This->drawable);
|
|
if (glXMakeContextCurrent(This->display, This->drawable, This->drawable, This->render_ctx) == False) {
|
|
TRACE("Error in setting current context: context %p drawable %ld (default %ld)!\n", This->glCtx, This->drawable, This->win);
|
|
}
|
|
checkGLcall("glXMakeContextCurrent");
|
|
}
|
|
|
|
tmp = This->renderTarget;
|
|
This->renderTarget = (IDirect3DSurface8Impl*) RenderSurface;
|
|
IDirect3DSurface8Impl_AddRef((LPDIRECT3DSURFACE8) This->renderTarget);
|
|
IDirect3DSurface8Impl_Release((LPDIRECT3DSURFACE8) tmp);
|
|
|
|
tmp = This->stencilBufferTarget;
|
|
This->stencilBufferTarget = (IDirect3DSurface8Impl*) StencilSurface;
|
|
if (NULL != This->stencilBufferTarget) IDirect3DSurface8Impl_AddRef((LPDIRECT3DSURFACE8) This->stencilBufferTarget);
|
|
if (NULL != tmp) IDirect3DSurface8Impl_Release((LPDIRECT3DSURFACE8) tmp);
|
|
|
|
{
|
|
DWORD value;
|
|
/* The surface must be rendered upside down to cancel the flip produce by glCopyTexImage */
|
|
This->renderUpsideDown = (This->renderTarget != This->frontBuffer) && (This->renderTarget != This->backBuffer);
|
|
/* Force updating the cull mode */
|
|
IDirect3DDevice8_GetRenderState(iface, D3DRS_CULLMODE, &value);
|
|
IDirect3DDevice8_SetRenderState(iface, D3DRS_CULLMODE, value);
|
|
/* Force updating projection matrix */
|
|
This->last_was_rhw = FALSE;
|
|
This->proj_valid = FALSE;
|
|
}
|
|
|
|
ret = D3D_OK;
|
|
|
|
} else {
|
|
ERR("cannot get valides GLXFBConfig for (%u,%s)/(%u,%s)\n", BackBufferFormat, debug_d3dformat(BackBufferFormat), StencilBufferFormat, debug_d3dformat(StencilBufferFormat));
|
|
}
|
|
|
|
#undef PUSH1
|
|
#undef PUSH2
|
|
|
|
LEAVE_GL();
|
|
|
|
#endif
|
|
|
|
return ret;
|
|
}
|