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Diffstat (limited to 'src/mesa/drivers/windows/gldirect/dx8/gld_driver_dx8.c')
-rw-r--r--src/mesa/drivers/windows/gldirect/dx8/gld_driver_dx8.c1176
1 files changed, 0 insertions, 1176 deletions
diff --git a/src/mesa/drivers/windows/gldirect/dx8/gld_driver_dx8.c b/src/mesa/drivers/windows/gldirect/dx8/gld_driver_dx8.c
deleted file mode 100644
index 0a6d9f8555c..00000000000
--- a/src/mesa/drivers/windows/gldirect/dx8/gld_driver_dx8.c
+++ /dev/null
@@ -1,1176 +0,0 @@
-/****************************************************************************
-*
-* Mesa 3-D graphics library
-* Direct3D Driver Interface
-*
-* ========================================================================
-*
-* Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
-*
-* Permission is hereby granted, free of charge, to any person obtaining a
-* copy of this software and associated documentation files (the "Software"),
-* to deal in the Software without restriction, including without limitation
-* the rights to use, copy, modify, merge, publish, distribute, sublicense,
-* and/or sell copies of the Software, and to permit persons to whom the
-* Software is furnished to do so, subject to the following conditions:
-*
-* The above copyright notice and this permission notice shall be included
-* in all copies or substantial portions of the Software.
-*
-* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
-* SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-* OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-* SOFTWARE.
-*
-* ======================================================================
-*
-* Language: ANSI C
-* Environment: Windows 9x/2000/XP/XBox (Win32)
-*
-* Description: Driver interface code to Mesa
-*
-****************************************************************************/
-
-//#include <windows.h>
-#include "dglcontext.h"
-#include "ddlog.h"
-#include "gld_dx8.h"
-
-#include "glheader.h"
-#include "context.h"
-#include "colormac.h"
-#include "depth.h"
-#include "extensions.h"
-#include "macros.h"
-#include "matrix.h"
-// #include "mem.h"
-//#include "mmath.h"
-#include "mtypes.h"
-#include "texformat.h"
-#include "teximage.h"
-#include "texstore.h"
-#include "array_cache/acache.h"
-#include "swrast_setup/swrast_setup.h"
-#include "swrast_setup/ss_context.h"
-#include "tnl/tnl.h"
-#include "tnl/t_context.h"
-#include "tnl/t_pipeline.h"
-
-extern BOOL dglSwapBuffers(HDC hDC);
-
-// HACK: Hack the _33 member of the OpenGL perspective projection matrix
-const float _fPersp_33 = 1.6f;
-
-//---------------------------------------------------------------------------
-// Internal functions
-//---------------------------------------------------------------------------
-
-void _gld_mesa_warning(
- __GLcontext *gc,
- char *str)
-{
- // Intercept Mesa's internal warning mechanism
- gldLogPrintf(GLDLOG_WARN, "Mesa warning: %s", str);
-}
-
-//---------------------------------------------------------------------------
-
-void _gld_mesa_fatal(
- __GLcontext *gc,
- char *str)
-{
- // Intercept Mesa's internal fatal-message mechanism
- gldLogPrintf(GLDLOG_CRITICAL, "Mesa FATAL: %s", str);
-
- // Mesa calls abort(0) here.
- ddlogClose();
- exit(0);
-}
-
-//---------------------------------------------------------------------------
-
-D3DSTENCILOP _gldConvertStencilOp(
- GLenum StencilOp)
-{
- // Used by Stencil: pass, fail and zfail
-
- switch (StencilOp) {
- case GL_KEEP:
- return D3DSTENCILOP_KEEP;
- case GL_ZERO:
- return D3DSTENCILOP_ZERO;
- case GL_REPLACE:
- return D3DSTENCILOP_REPLACE;
- case GL_INCR:
- return D3DSTENCILOP_INCRSAT;
- case GL_DECR:
- return D3DSTENCILOP_DECRSAT;
- case GL_INVERT:
- return D3DSTENCILOP_INVERT;
- case GL_INCR_WRAP_EXT: // GL_EXT_stencil_wrap
- return D3DSTENCILOP_INCR;
- case GL_DECR_WRAP_EXT: // GL_EXT_stencil_wrap
- return D3DSTENCILOP_DECR;
- }
-
-#ifdef _DEBUG
- gldLogMessage(GLDLOG_ERROR, "_gldConvertStencilOp: Unknown StencilOp\n");
-#endif
-
- return D3DSTENCILOP_KEEP;
-}
-
-//---------------------------------------------------------------------------
-
-D3DCMPFUNC _gldConvertCompareFunc(
- GLenum CmpFunc)
-{
- // Used for Alpha func, depth func and stencil func.
-
- switch (CmpFunc) {
- case GL_NEVER:
- return D3DCMP_NEVER;
- case GL_LESS:
- return D3DCMP_LESS;
- case GL_EQUAL:
- return D3DCMP_EQUAL;
- case GL_LEQUAL:
- return D3DCMP_LESSEQUAL;
- case GL_GREATER:
- return D3DCMP_GREATER;
- case GL_NOTEQUAL:
- return D3DCMP_NOTEQUAL;
- case GL_GEQUAL:
- return D3DCMP_GREATEREQUAL;
- case GL_ALWAYS:
- return D3DCMP_ALWAYS;
- };
-
-#ifdef _DEBUG
- gldLogMessage(GLDLOG_ERROR, "_gldConvertCompareFunc: Unknown CompareFunc\n");
-#endif
-
- return D3DCMP_ALWAYS;
-}
-
-//---------------------------------------------------------------------------
-
-D3DBLEND _gldConvertBlendFunc(
- GLenum blend,
- GLenum DefaultBlend)
-{
- switch (blend) {
- case GL_ZERO:
- return D3DBLEND_ZERO;
- case GL_ONE:
- return D3DBLEND_ONE;
- case GL_DST_COLOR:
- return D3DBLEND_DESTCOLOR;
- case GL_SRC_COLOR:
- return D3DBLEND_SRCCOLOR;
- case GL_ONE_MINUS_DST_COLOR:
- return D3DBLEND_INVDESTCOLOR;
- case GL_ONE_MINUS_SRC_COLOR:
- return D3DBLEND_INVSRCCOLOR;
- case GL_SRC_ALPHA:
- return D3DBLEND_SRCALPHA;
- case GL_ONE_MINUS_SRC_ALPHA:
- return D3DBLEND_INVSRCALPHA;
- case GL_DST_ALPHA:
- return D3DBLEND_DESTALPHA;
- case GL_ONE_MINUS_DST_ALPHA:
- return D3DBLEND_INVDESTALPHA;
- case GL_SRC_ALPHA_SATURATE:
- return D3DBLEND_SRCALPHASAT;
- }
-
-#ifdef _DEBUG
- gldLogMessage(GLDLOG_ERROR, "_gldConvertBlendFunc: Unknown BlendFunc\n");
-#endif
-
- return DefaultBlend;
-}
-
-//---------------------------------------------------------------------------
-// Misc. functions
-//---------------------------------------------------------------------------
-
-void gld_Noop_DX8(
- GLcontext *ctx)
-{
-#ifdef _DEBUG
- gldLogMessage(GLDLOG_ERROR, "gld_Noop called!\n");
-#endif
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Error_DX8(
- GLcontext *ctx)
-{
-#ifdef _DEBUG
- // Quite useless.
-// gldLogMessage(GLDLOG_ERROR, "ctx->Driver.Error called!\n");
-#endif
-}
-
-//---------------------------------------------------------------------------
-// Required Mesa functions
-//---------------------------------------------------------------------------
-
-static GLboolean gld_set_draw_buffer_DX8(
- GLcontext *ctx,
- GLenum mode)
-{
- (void) ctx;
- if ((mode==GL_FRONT_LEFT) || (mode == GL_BACK_LEFT)) {
- return GL_TRUE;
- }
- else {
- return GL_FALSE;
- }
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_set_read_buffer_DX8(
- GLcontext *ctx,
- GLframebuffer *buffer,
- GLenum mode)
-{
- /* separate read buffer not supported */
-/*
- ASSERT(buffer == ctx->DrawBuffer);
- ASSERT(mode == GL_FRONT_LEFT);
-*/
-}
-
-//---------------------------------------------------------------------------
-
-void gld_Clear_DX8(
- GLcontext *ctx,
- GLbitfield mask,
- GLboolean all,
- GLint x,
- GLint y,
- GLint width,
- GLint height)
-{
- GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
- GLD_driver_dx8 *gld = GLD_GET_DX8_DRIVER(gldCtx);
-
- DWORD dwFlags = 0;
- D3DCOLOR Color = 0;
- float Z = 0.0f;
- DWORD Stencil = 0;
- D3DRECT d3dClearRect;
-
- // TODO: Colourmask
- const GLuint *colorMask = (GLuint *) &ctx->Color.ColorMask;
-
- if (!gld->pDev)
- return;
-
- if (mask & (DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT)) {
- GLubyte col[4];
- CLAMPED_FLOAT_TO_UBYTE(col[0], ctx->Color.ClearColor[0]);
- CLAMPED_FLOAT_TO_UBYTE(col[1], ctx->Color.ClearColor[1]);
- CLAMPED_FLOAT_TO_UBYTE(col[2], ctx->Color.ClearColor[2]);
- CLAMPED_FLOAT_TO_UBYTE(col[3], ctx->Color.ClearColor[3]);
- dwFlags |= D3DCLEAR_TARGET;
- Color = D3DCOLOR_RGBA(col[0], col[1], col[2], col[3]);
-// ctx->Color.ClearColor[1],
-// ctx->Color.ClearColor[2],
-// ctx->Color.ClearColor[3]);
- }
-
- if (mask & DD_DEPTH_BIT) {
- // D3D8 will fail the Clear call if we try and clear a
- // depth buffer and we haven't created one.
- // Also, some apps try and clear a depth buffer,
- // when a depth buffer hasn't been requested by the app.
- if (ctx->Visual.depthBits == 0) {
- mask &= ~DD_DEPTH_BIT; // Remove depth bit from mask
- } else {
- dwFlags |= D3DCLEAR_ZBUFFER;
- Z = ctx->Depth.Clear;
- }
- }
-
- if (mask & DD_STENCIL_BIT) {
- if (ctx->Visual.stencilBits == 0) {
- // No stencil bits in depth buffer
- mask &= ~DD_STENCIL_BIT; // Remove stencil bit from mask
- } else {
- dwFlags |= D3DCLEAR_STENCIL;
- Stencil = ctx->Stencil.Clear;
- }
- }
-
- // Some apps do really weird things with the rect, such as Quake3.
- if ((x < 0) || (y < 0) || (width <= 0) || (height <= 0)) {
- all = GL_TRUE;
- }
-
- if (!all) {
- // Calculate clear subrect
- d3dClearRect.x1 = x;
- d3dClearRect.y1 = gldCtx->dwHeight - (y + height);
- d3dClearRect.x2 = x + width;
- d3dClearRect.y2 = d3dClearRect.y1 + height;
- }
-
- // dwFlags will be zero if there's nothing to clear
- if (dwFlags) {
- _GLD_DX8_DEV(Clear(
- gld->pDev,
- all ? 0 : 1,
- all ? NULL : &d3dClearRect,
- dwFlags,
- Color, Z, Stencil));
- }
-
- if (mask & DD_ACCUM_BIT) {
- // Clear accumulation buffer
- }
-}
-
-//---------------------------------------------------------------------------
-
-// Mesa 5: Parameter change
-static void gld_buffer_size_DX8(
-// GLcontext *ctx,
- GLframebuffer *fb,
- GLuint *width,
- GLuint *height)
-{
-// GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
-
- *width = fb->Width; // gldCtx->dwWidth;
- *height = fb->Height; // gldCtx->dwHeight;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_Finish_DX8(
- GLcontext *ctx)
-{
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_Flush_DX8(
- GLcontext *ctx)
-{
- GLD_context *gld = GLD_GET_CONTEXT(ctx);
-
- // TODO: Detect apps that glFlush() then SwapBuffers() ?
-
- if (gld->EmulateSingle) {
- // Emulating a single-buffered context.
- // [Direct3D doesn't allow rendering to front buffer]
- dglSwapBuffers(gld->hDC);
- }
-}
-
-//---------------------------------------------------------------------------
-
-void gld_NEW_STENCIL(
- GLcontext *ctx)
-{
- GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
- GLD_driver_dx8 *gld = GLD_GET_DX8_DRIVER(gldCtx);
-
- // Two-sided stencil. New for Mesa 5
- const GLuint uiFace = 0UL;
-
- struct gl_stencil_attrib *pStencil = &ctx->Stencil;
-
- _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_STENCILENABLE, pStencil->Enabled ? TRUE : FALSE));
- if (pStencil->Enabled) {
- _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_STENCILFUNC, _gldConvertCompareFunc(pStencil->Function[uiFace])));
- _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_STENCILREF, pStencil->Ref[uiFace]));
- _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_STENCILMASK, pStencil->ValueMask[uiFace]));
- _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_STENCILWRITEMASK, pStencil->WriteMask[uiFace]));
- _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_STENCILFAIL, _gldConvertStencilOp(pStencil->FailFunc[uiFace])));
- _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_STENCILZFAIL, _gldConvertStencilOp(pStencil->ZFailFunc[uiFace])));
- _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_STENCILPASS, _gldConvertStencilOp(pStencil->ZPassFunc[uiFace])));
- }
-}
-
-//---------------------------------------------------------------------------
-
-void gld_NEW_COLOR(
- GLcontext *ctx)
-{
- GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
- GLD_driver_dx8 *gld = GLD_GET_DX8_DRIVER(gldCtx);
-
- DWORD dwFlags = 0;
- D3DBLEND src;
- D3DBLEND dest;
-
- // Alpha func
- _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_ALPHAFUNC, _gldConvertCompareFunc(ctx->Color.AlphaFunc)));
- _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_ALPHAREF, (DWORD)ctx->Color.AlphaRef));
- _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_ALPHATESTENABLE, ctx->Color.AlphaEnabled));
-
- // Blend func
- _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_ALPHABLENDENABLE, ctx->Color.BlendEnabled));
- src = _gldConvertBlendFunc(ctx->Color.BlendSrcRGB, GL_ONE);
- dest = _gldConvertBlendFunc(ctx->Color.BlendDstRGB, GL_ZERO);
- _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_SRCBLEND, src));
- _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_DESTBLEND, dest));
-
- // Color mask
- if (ctx->Color.ColorMask[0]) dwFlags |= D3DCOLORWRITEENABLE_RED;
- if (ctx->Color.ColorMask[1]) dwFlags |= D3DCOLORWRITEENABLE_GREEN;
- if (ctx->Color.ColorMask[2]) dwFlags |= D3DCOLORWRITEENABLE_BLUE;
- if (ctx->Color.ColorMask[3]) dwFlags |= D3DCOLORWRITEENABLE_ALPHA;
- _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_COLORWRITEENABLE, dwFlags));
-}
-
-//---------------------------------------------------------------------------
-
-void gld_NEW_DEPTH(
- GLcontext *ctx)
-{
- GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
- GLD_driver_dx8 *gld = GLD_GET_DX8_DRIVER(gldCtx);
-
- _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_ZENABLE, ctx->Depth.Test ? D3DZB_TRUE : D3DZB_FALSE));
- _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_ZFUNC, _gldConvertCompareFunc(ctx->Depth.Func)));
- _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_ZWRITEENABLE, ctx->Depth.Mask ? TRUE : FALSE));
-}
-
-//---------------------------------------------------------------------------
-
-void gld_NEW_POLYGON(
- GLcontext *ctx)
-{
- GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
- GLD_driver_dx8 *gld = GLD_GET_DX8_DRIVER(gldCtx);
-
- D3DFILLMODE d3dFillMode = D3DFILL_SOLID;
- D3DCULL d3dCullMode = D3DCULL_NONE;
- int iOffset = 0;
-
- // Fillmode
- switch (ctx->Polygon.FrontMode) {
- case GL_POINT:
- d3dFillMode = D3DFILL_POINT;
- break;
- case GL_LINE:
- d3dFillMode = D3DFILL_WIREFRAME;
- break;
- case GL_FILL:
- d3dFillMode = D3DFILL_SOLID;
- break;
- }
- _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_FILLMODE, d3dFillMode));
-
- if (ctx->Polygon.CullFlag) {
- switch (ctx->Polygon.CullFaceMode) {
- case GL_BACK:
- if (ctx->Polygon.FrontFace == GL_CCW)
- d3dCullMode = D3DCULL_CW;
- else
- d3dCullMode = D3DCULL_CCW;
- break;
- case GL_FRONT:
- if (ctx->Polygon.FrontFace == GL_CCW)
- d3dCullMode = D3DCULL_CCW;
- else
- d3dCullMode = D3DCULL_CW;
- break;
- case GL_FRONT_AND_BACK:
- d3dCullMode = D3DCULL_NONE;
- break;
- default:
- break;
- }
- } else {
- d3dCullMode = D3DCULL_NONE;
- }
-// d3dCullMode = D3DCULL_NONE; // TODO: DEBUGGING
- _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_CULLMODE, d3dCullMode));
-
- // Polygon offset
- // ZBIAS ranges from 0 to 16 and can only move towards the viewer
- // Mesa5: ctx->Polygon._OffsetAny removed
- if (ctx->Polygon.OffsetFill) {
- iOffset = (int)ctx->Polygon.OffsetUnits;
- if (iOffset < 0)
- iOffset = -iOffset;
- else
- iOffset = 0; // D3D can't push away
- }
- _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_ZBIAS, iOffset));
-}
-
-//---------------------------------------------------------------------------
-
-void gld_NEW_FOG(
- GLcontext *ctx)
-{
- GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
- GLD_driver_dx8 *gld = GLD_GET_DX8_DRIVER(gldCtx);
-
- D3DCOLOR d3dFogColour;
- D3DFOGMODE d3dFogMode = D3DFOG_LINEAR;
-
- // TODO: Fog is calculated seperately in the Mesa pipeline
- _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_FOGENABLE, FALSE));
- return;
-
- // Fog enable
- _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_FOGENABLE, ctx->Fog.Enabled));
- if (!ctx->Fog.Enabled) {
- _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_FOGTABLEMODE, D3DFOG_NONE));
- _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_FOGVERTEXMODE, D3DFOG_NONE));
- return; // If disabled, don't bother setting any fog state
- }
-
- // Fog colour
- d3dFogColour = D3DCOLOR_COLORVALUE( ctx->Fog.Color[0],
- ctx->Fog.Color[1],
- ctx->Fog.Color[2],
- ctx->Fog.Color[3]);
- _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_FOGCOLOR, d3dFogColour));
-
- // Fog density
- _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_FOGDENSITY, *((DWORD*) (&ctx->Fog.Density))));
-
- // Fog start
- _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_FOGSTART, *((DWORD*) (&ctx->Fog.Start))));
-
- // Fog end
- _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_FOGEND, *((DWORD*) (&ctx->Fog.End))));
-
- // Fog mode
- switch (ctx->Fog.Mode) {
- case GL_LINEAR:
- d3dFogMode = D3DFOG_LINEAR;
- break;
- case GL_EXP:
- d3dFogMode = D3DFOG_EXP;
- break;
- case GL_EXP2:
- d3dFogMode = D3DFOG_EXP2;
- break;
- }
- _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_FOGTABLEMODE, d3dFogMode));
- _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_FOGVERTEXMODE, D3DFOG_NONE));
-}
-
-//---------------------------------------------------------------------------
-
-void gld_NEW_LIGHT(
- GLcontext *ctx)
-{
- GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
- GLD_driver_dx8 *gld = GLD_GET_DX8_DRIVER(gldCtx);
- DWORD dwSpecularEnable;
-
- // Shademode
- _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_SHADEMODE, (ctx->Light.ShadeModel == GL_SMOOTH) ? D3DSHADE_GOURAUD : D3DSHADE_FLAT));
-
- // Separate specular colour
- if (ctx->Light.Enabled)
- dwSpecularEnable = (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR) ? TRUE: FALSE;
- else
- dwSpecularEnable = FALSE;
- _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_SPECULARENABLE, dwSpecularEnable));
-}
-
-//---------------------------------------------------------------------------
-
-void gld_NEW_MODELVIEW(
- GLcontext *ctx)
-{
- GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
- GLD_driver_dx8 *gld = GLD_GET_DX8_DRIVER(gldCtx);
-
- D3DMATRIX m;
- //GLfloat *pM = ctx->ModelView.m;
- // Mesa5: Model-view is now a stack
- GLfloat *pM = ctx->ModelviewMatrixStack.Top->m;
- m._11 = pM[0];
- m._12 = pM[1];
- m._13 = pM[2];
- m._14 = pM[3];
- m._21 = pM[4];
- m._22 = pM[5];
- m._23 = pM[6];
- m._24 = pM[7];
- m._31 = pM[8];
- m._32 = pM[9];
- m._33 = pM[10];
- m._34 = pM[11];
- m._41 = pM[12];
- m._42 = pM[13];
- m._43 = pM[14];
- m._44 = pM[15];
-
- gld->matModelView = m;
-}
-
-//---------------------------------------------------------------------------
-
-void gld_NEW_PROJECTION(
- GLcontext *ctx)
-{
- GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
- GLD_driver_dx8 *gld = GLD_GET_DX8_DRIVER(gldCtx);
-
- D3DMATRIX m;
- //GLfloat *pM = ctx->ProjectionMatrix.m;
- // Mesa 5: Now a stack
- GLfloat *pM = ctx->ProjectionMatrixStack.Top->m;
- m._11 = pM[0];
- m._12 = pM[1];
- m._13 = pM[2];
- m._14 = pM[3];
-
- m._21 = pM[4];
- m._22 = pM[5];
- m._23 = pM[6];
- m._24 = pM[7];
-
- m._31 = pM[8];
- m._32 = pM[9];
- m._33 = pM[10] / _fPersp_33; // / 1.6f;
- m._34 = pM[11];
-
- m._41 = pM[12];
- m._42 = pM[13];
- m._43 = pM[14] / 2.0f;
- m._44 = pM[15];
-
- gld->matProjection = m;
-}
-
-//---------------------------------------------------------------------------
-/*
-void gldFrustumHook_DX8(
- GLdouble left,
- GLdouble right,
- GLdouble bottom,
- GLdouble top,
- GLdouble nearval,
- GLdouble farval)
-{
- GET_CURRENT_CONTEXT(ctx);
- GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
- GLD_driver_dx8 *gld = GLD_GET_DX8_DRIVER(gldCtx);
-
- // Pass values on to Mesa first (in case we mess with them)
- _mesa_Frustum(left, right, bottom, top, nearval, farval);
-
- _fPersp_33 = farval / (nearval - farval);
-
-// ddlogPrintf(GLDLOG_SYSTEM, "Frustum: %f", farval/nearval);
-}
-
-//---------------------------------------------------------------------------
-
-void gldOrthoHook_DX8(
- GLdouble left,
- GLdouble right,
- GLdouble bottom,
- GLdouble top,
- GLdouble nearval,
- GLdouble farval)
-{
- GET_CURRENT_CONTEXT(ctx);
- GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
- GLD_driver_dx8 *gld = GLD_GET_DX8_DRIVER(gldCtx);
-
- // Pass values on to Mesa first (in case we mess with them)
- _mesa_Ortho(left, right, bottom, top, nearval, farval);
-
- _fPersp_33 = 1.6f;
-
-// ddlogPrintf(GLDLOG_SYSTEM, "Ortho: %f", farval/nearval);
-}
-*/
-//---------------------------------------------------------------------------
-
-void gld_NEW_VIEWPORT(
- GLcontext *ctx)
-{
- GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
- GLD_driver_dx8 *gld = GLD_GET_DX8_DRIVER(gldCtx);
-
- D3DVIEWPORT8 d3dvp;
-// GLint x, y;
-// GLsizei w, h;
-
- // Set depth range
- _GLD_DX8_DEV(GetViewport(gld->pDev, &d3dvp));
- // D3D can't do Quake1/Quake2 z-trick
- if (ctx->Viewport.Near <= ctx->Viewport.Far) {
- d3dvp.MinZ = ctx->Viewport.Near;
- d3dvp.MaxZ = ctx->Viewport.Far;
- } else {
- d3dvp.MinZ = ctx->Viewport.Far;
- d3dvp.MaxZ = ctx->Viewport.Near;
- }
-/* x = ctx->Viewport.X;
- y = ctx->Viewport.Y;
- w = ctx->Viewport.Width;
- h = ctx->Viewport.Height;
- if (x < 0) x = 0;
- if (y < 0) y = 0;
- if (w > gldCtx->dwWidth) w = gldCtx->dwWidth;
- if (h > gldCtx->dwHeight) h = gldCtx->dwHeight;
- // Ditto for D3D viewport dimensions
- if (w+x > gldCtx->dwWidth) w = gldCtx->dwWidth-x;
- if (h+y > gldCtx->dwHeight) h = gldCtx->dwHeight-y;
- d3dvp.X = x;
- d3dvp.Y = gldCtx->dwHeight - (y + h);
- d3dvp.Width = w;
- d3dvp.Height = h;*/
- _GLD_DX8_DEV(SetViewport(gld->pDev, &d3dvp));
-
-// gld->fFlipWindowY = (float)gldCtx->dwHeight;
-}
-
-//---------------------------------------------------------------------------
-
-__inline BOOL _gldAnyEvalEnabled(
- GLcontext *ctx)
-{
- struct gl_eval_attrib *eval = &ctx->Eval;
-
- if ((eval->AutoNormal) ||
- (eval->Map1Color4) ||
- (eval->Map1Index) ||
- (eval->Map1Normal) ||
- (eval->Map1TextureCoord1) ||
- (eval->Map1TextureCoord2) ||
- (eval->Map1TextureCoord3) ||
- (eval->Map1TextureCoord4) ||
- (eval->Map1Vertex3) ||
- (eval->Map1Vertex4) ||
- (eval->Map2Color4) ||
- (eval->Map2Index) ||
- (eval->Map2Normal) ||
- (eval->Map2TextureCoord1) ||
- (eval->Map2TextureCoord2) ||
- (eval->Map2TextureCoord3) ||
- (eval->Map2TextureCoord4) ||
- (eval->Map2Vertex3) ||
- (eval->Map2Vertex4)
- )
- return TRUE;
-
- return FALSE;
-}
-
-//---------------------------------------------------------------------------
-
-BOOL _gldChooseInternalPipeline(
- GLcontext *ctx,
- GLD_driver_dx8 *gld)
-{
-// return TRUE; // DEBUGGING: ALWAYS USE MESA
-// return FALSE; // DEBUGGING: ALWAYS USE D3D
-
- if ((glb.dwTnL == GLDS_TNL_MESA) || (gld->bHasHWTnL == FALSE))
- {
- gld->PipelineUsage.qwMesa.QuadPart++;
- return TRUE; // Force Mesa TnL
- }
-
- if ((ctx->Light.Enabled) ||
- (1) ||
- (ctx->Texture._TexGenEnabled) ||
- (ctx->Texture._TexMatEnabled) ||
-// (ctx->Transform._AnyClip) ||
- (ctx->Scissor.Enabled) ||
- _gldAnyEvalEnabled(ctx) // Put this last so we can early-out
- )
- {
- gld->PipelineUsage.qwMesa.QuadPart++;
- return TRUE;
- }
-
- gld->PipelineUsage.qwD3DFVF.QuadPart++;
- return FALSE;
-
-/* // Force Mesa pipeline?
- if (glb.dwTnL == GLDS_TNL_MESA) {
- gld->PipelineUsage.dwMesa.QuadPart++;
- return GLD_PIPELINE_MESA;
- }
-
- // Test for functionality not exposed in the D3D pathways
- if ((ctx->Texture._GenFlags)) {
- gld->PipelineUsage.dwMesa.QuadPart++;
- return GLD_PIPELINE_MESA;
- }
-
- // Now decide if vertex shader can be used.
- // If two sided lighting is enabled then we must either
- // use Mesa TnL or the vertex shader
- if (ctx->_TriangleCaps & DD_TRI_LIGHT_TWOSIDE) {
- if (gld->VStwosidelight.hShader && !ctx->Fog.Enabled) {
- // Use Vertex Shader
- gld->PipelineUsage.dwD3D2SVS.QuadPart++;
- return GLD_PIPELINE_D3D_VS_TWOSIDE;
- } else {
- // Use Mesa TnL
- gld->PipelineUsage.dwMesa.QuadPart++;
- return GLD_PIPELINE_MESA;
- }
- }
-
- // Must be D3D fixed-function pipeline
- gld->PipelineUsage.dwD3DFVF.QuadPart++;
- return GLD_PIPELINE_D3D_FVF;
-*/
-}
-
-//---------------------------------------------------------------------------
-
-void gld_update_state_DX8(
- GLcontext *ctx,
- GLuint new_state)
-{
- GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
- GLD_driver_dx8 *gld = GLD_GET_DX8_DRIVER(gldCtx);
- TNLcontext *tnl = TNL_CONTEXT(ctx);
- GLD_pb_dx8 *gldPB;
-
- if (!gld || !gld->pDev)
- return;
-
- _swsetup_InvalidateState( ctx, new_state );
- _ac_InvalidateState( ctx, new_state );
- _tnl_InvalidateState( ctx, new_state );
-
- // SetupIndex will be used in the pipelines for choosing setup function
- if ((ctx->_TriangleCaps & (DD_TRI_LIGHT_TWOSIDE | DD_SEPARATE_SPECULAR)) ||
- (ctx->Fog.Enabled))
- {
- if (ctx->_TriangleCaps & DD_FLATSHADE)
- gld->iSetupFunc = GLD_SI_FLAT_EXTRAS;
- else
- gld->iSetupFunc = GLD_SI_SMOOTH_EXTRAS;
- } else {
- if (ctx->_TriangleCaps & DD_FLATSHADE)
- gld->iSetupFunc = GLD_SI_FLAT; // Setup flat shade + texture
- else
- gld->iSetupFunc = GLD_SI_SMOOTH; // Setup smooth shade + texture
- }
-
- gld->bUseMesaTnL = _gldChooseInternalPipeline(ctx, gld);
- if (gld->bUseMesaTnL) {
- gldPB = &gld->PB2d;
- _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_SOFTWAREVERTEXPROCESSING, TRUE));
- _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_CLIPPING, FALSE));
- _GLD_DX8_DEV(SetVertexShader(gld->pDev, gldPB->dwFVF));
- } else {
- gldPB = &gld->PB3d;
- _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_CLIPPING, TRUE));
-// if (gld->TnLPipeline == GLD_PIPELINE_D3D_VS_TWOSIDE) {
-// _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_SOFTWAREVERTEXPROCESSING, !gld->VStwosidelight.bHardware));
-// _GLD_DX8_DEV(SetVertexShader(gld->pDev, gld->VStwosidelight.hShader));
-// } else {
- _GLD_DX8_DEV(SetRenderState(gld->pDev, D3DRS_SOFTWAREVERTEXPROCESSING, !gld->bHasHWTnL));
- _GLD_DX8_DEV(SetVertexShader(gld->pDev, gldPB->dwFVF));
-// }
- }
-
-#define _GLD_TEST_STATE(a) \
- if (new_state & (a)) { \
- gld##a(ctx); \
- new_state &= ~(a); \
- }
-
-#define _GLD_TEST_STATE_DX8(a) \
- if (new_state & (a)) { \
- gld##a##_DX8(ctx); \
- new_state &= ~(a); \
- }
-
-#define _GLD_IGNORE_STATE(a) new_state &= ~(a);
-
-// if (!gld->bUseMesaTnL) {
- // Not required if Mesa is doing the TnL.
- // Problem: If gld->bUseMesaTnL is TRUE when these are signaled,
- // then we'll miss updating the D3D TnL pipeline.
- // Therefore, don't test for gld->bUseMesaTnL
- _GLD_TEST_STATE(_NEW_MODELVIEW);
- _GLD_TEST_STATE(_NEW_PROJECTION);
-// }
-
- _GLD_TEST_STATE_DX8(_NEW_TEXTURE); // extern, so guard with _DX8
- _GLD_TEST_STATE(_NEW_COLOR);
- _GLD_TEST_STATE(_NEW_DEPTH);
- _GLD_TEST_STATE(_NEW_POLYGON);
- _GLD_TEST_STATE(_NEW_STENCIL);
- _GLD_TEST_STATE(_NEW_FOG);
- _GLD_TEST_STATE(_NEW_LIGHT);
- _GLD_TEST_STATE(_NEW_VIEWPORT);
-
- _GLD_IGNORE_STATE(_NEW_TRANSFORM);
-
-
-// Stubs for future use.
-/* _GLD_TEST_STATE(_NEW_TEXTURE_MATRIX);
- _GLD_TEST_STATE(_NEW_COLOR_MATRIX);
- _GLD_TEST_STATE(_NEW_ACCUM);
- _GLD_TEST_STATE(_NEW_EVAL);
- _GLD_TEST_STATE(_NEW_HINT);
- _GLD_TEST_STATE(_NEW_LINE);
- _GLD_TEST_STATE(_NEW_PIXEL);
- _GLD_TEST_STATE(_NEW_POINT);
- _GLD_TEST_STATE(_NEW_POLYGONSTIPPLE);
- _GLD_TEST_STATE(_NEW_SCISSOR);
- _GLD_TEST_STATE(_NEW_PACKUNPACK);
- _GLD_TEST_STATE(_NEW_ARRAY);
- _GLD_TEST_STATE(_NEW_RENDERMODE);
- _GLD_TEST_STATE(_NEW_BUFFERS);
- _GLD_TEST_STATE(_NEW_MULTISAMPLE);
-*/
-
-// For debugging.
-#if 0
-#define _GLD_TEST_UNHANDLED_STATE(a) \
- if (new_state & (a)) { \
- gldLogMessage(GLDLOG_ERROR, "Unhandled " #a "\n"); \
- }
- _GLD_TEST_UNHANDLED_STATE(_NEW_TEXTURE_MATRIX);
- _GLD_TEST_UNHANDLED_STATE(_NEW_COLOR_MATRIX);
- _GLD_TEST_UNHANDLED_STATE(_NEW_ACCUM);
- _GLD_TEST_UNHANDLED_STATE(_NEW_EVAL);
- _GLD_TEST_UNHANDLED_STATE(_NEW_HINT);
- _GLD_TEST_UNHANDLED_STATE(_NEW_LINE);
- _GLD_TEST_UNHANDLED_STATE(_NEW_PIXEL);
- _GLD_TEST_UNHANDLED_STATE(_NEW_POINT);
- _GLD_TEST_UNHANDLED_STATE(_NEW_POLYGONSTIPPLE);
- _GLD_TEST_UNHANDLED_STATE(_NEW_SCISSOR);
- _GLD_TEST_UNHANDLED_STATE(_NEW_PACKUNPACK);
- _GLD_TEST_UNHANDLED_STATE(_NEW_ARRAY);
- _GLD_TEST_UNHANDLED_STATE(_NEW_RENDERMODE);
- _GLD_TEST_UNHANDLED_STATE(_NEW_BUFFERS);
- _GLD_TEST_UNHANDLED_STATE(_NEW_MULTISAMPLE);
-#undef _GLD_UNHANDLED_STATE
-#endif
-
-#undef _GLD_TEST_STATE
-}
-
-//---------------------------------------------------------------------------
-// Viewport
-//---------------------------------------------------------------------------
-
-void gld_Viewport_DX8(
- GLcontext *ctx,
- GLint x,
- GLint y,
- GLsizei w,
- GLsizei h)
-{
- GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
- GLD_driver_dx8 *gld = GLD_GET_DX8_DRIVER(gldCtx);
-
- D3DVIEWPORT8 d3dvp;
-
- if (!gld || !gld->pDev)
- return;
-
- // This is a hack. When the app is minimized, Mesa passes
- // w=1 and h=1 for viewport dimensions. Without this test
- // we get a GPF in gld_wgl_resize_buffers().
- if ((w==1) && (h==1))
- return;
-
- // Call ResizeBuffersMESA. This function will early-out
- // if no resize is needed.
- //ctx->Driver.ResizeBuffersMESA(ctx);
- // Mesa 5: Changed parameters
- ctx->Driver.ResizeBuffers(gldCtx->glBuffer);
-
-#if 0
- ddlogPrintf(GLDLOG_SYSTEM, ">> Viewport x=%d y=%d w=%d h=%d", x,y,w,h);
-#endif
-
- // ** D3D viewport must not be outside the render target surface **
- // Sanity check the GL viewport dimensions
- if (x < 0) x = 0;
- if (y < 0) y = 0;
- if (w > gldCtx->dwWidth) w = gldCtx->dwWidth;
- if (h > gldCtx->dwHeight) h = gldCtx->dwHeight;
- // Ditto for D3D viewport dimensions
- if (w+x > gldCtx->dwWidth) w = gldCtx->dwWidth-x;
- if (h+y > gldCtx->dwHeight) h = gldCtx->dwHeight-y;
-
- d3dvp.X = x;
- d3dvp.Y = gldCtx->dwHeight - (y + h);
- d3dvp.Width = w;
- d3dvp.Height = h;
- if (ctx->Viewport.Near <= ctx->Viewport.Far) {
- d3dvp.MinZ = ctx->Viewport.Near;
- d3dvp.MaxZ = ctx->Viewport.Far;
- } else {
- d3dvp.MinZ = ctx->Viewport.Far;
- d3dvp.MaxZ = ctx->Viewport.Near;
- }
-
- // TODO: DEBUGGING
-// d3dvp.MinZ = 0.0f;
-// d3dvp.MaxZ = 1.0f;
-
- _GLD_DX8_DEV(SetViewport(gld->pDev, &d3dvp));
-
-}
-
-//---------------------------------------------------------------------------
-
-extern BOOL dglWglResizeBuffers(GLcontext *ctx, BOOL bDefaultDriver);
-
-// Mesa 5: Parameter change
-void gldResizeBuffers_DX8(
-// GLcontext *ctx)
- GLframebuffer *fb)
-{
- GET_CURRENT_CONTEXT(ctx);
- dglWglResizeBuffers(ctx, TRUE);
-}
-
-//---------------------------------------------------------------------------
-#ifdef _DEBUG
-// This is only for debugging.
-// To use, plug into ctx->Driver.Enable pointer below.
-void gld_Enable(
- GLcontext *ctx,
- GLenum e,
- GLboolean b)
-{
- char buf[1024];
- sprintf(buf, "Enable: %s (%s)\n", _mesa_lookup_enum_by_nr(e), b?"TRUE":"FALSE");
- ddlogMessage(DDLOG_SYSTEM, buf);
-}
-#endif
-//---------------------------------------------------------------------------
-// Driver pointer setup
-//---------------------------------------------------------------------------
-
-extern const GLubyte* _gldGetStringGeneric(GLcontext*, GLenum);
-
-void gldSetupDriverPointers_DX8(
- GLcontext *ctx)
-{
- GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
- GLD_driver_dx8 *gld = GLD_GET_DX8_DRIVER(gldCtx);
-
- TNLcontext *tnl = TNL_CONTEXT(ctx);
-
- // Mandatory functions
- ctx->Driver.GetString = _gldGetStringGeneric;
- ctx->Driver.UpdateState = gld_update_state_DX8;
- ctx->Driver.Clear = gld_Clear_DX8;
- ctx->Driver.DrawBuffer = gld_set_draw_buffer_DX8;
- ctx->Driver.GetBufferSize = gld_buffer_size_DX8;
- ctx->Driver.Finish = gld_Finish_DX8;
- ctx->Driver.Flush = gld_Flush_DX8;
- ctx->Driver.Error = gld_Error_DX8;
-
- // Hardware accumulation buffer
- ctx->Driver.Accum = NULL; // TODO: gld_Accum;
-
- // Bitmap functions
- ctx->Driver.CopyPixels = gld_CopyPixels_DX8;
- ctx->Driver.DrawPixels = gld_DrawPixels_DX8;
- ctx->Driver.ReadPixels = gld_ReadPixels_DX8;
- ctx->Driver.Bitmap = gld_Bitmap_DX8;
-
- // Buffer resize
- ctx->Driver.ResizeBuffers = gldResizeBuffers_DX8;
-
- // Texture image functions
- ctx->Driver.ChooseTextureFormat = gld_ChooseTextureFormat_DX8;
- ctx->Driver.TexImage1D = gld_TexImage1D_DX8;
- ctx->Driver.TexImage2D = gld_TexImage2D_DX8;
- ctx->Driver.TexImage3D = _mesa_store_teximage3d;
- ctx->Driver.TexSubImage1D = gld_TexSubImage1D_DX8;
- ctx->Driver.TexSubImage2D = gld_TexSubImage2D_DX8;
- ctx->Driver.TexSubImage3D = _mesa_store_texsubimage3d;
-
- ctx->Driver.CopyTexImage1D = gldCopyTexImage1D_DX8; //NULL;
- ctx->Driver.CopyTexImage2D = gldCopyTexImage2D_DX8; //NULL;
- ctx->Driver.CopyTexSubImage1D = gldCopyTexSubImage1D_DX8; //NULL;
- ctx->Driver.CopyTexSubImage2D = gldCopyTexSubImage2D_DX8; //NULL;
- ctx->Driver.CopyTexSubImage3D = gldCopyTexSubImage3D_DX8;
- ctx->Driver.TestProxyTexImage = _mesa_test_proxy_teximage;
-
- // Texture object functions
- ctx->Driver.BindTexture = NULL;
- ctx->Driver.NewTextureObject = NULL; // Not yet implemented by Mesa!;
- ctx->Driver.DeleteTexture = gld_DeleteTexture_DX8;
- ctx->Driver.PrioritizeTexture = NULL;
-
- // Imaging functionality
- ctx->Driver.CopyColorTable = NULL;
- ctx->Driver.CopyColorSubTable = NULL;
- ctx->Driver.CopyConvolutionFilter1D = NULL;
- ctx->Driver.CopyConvolutionFilter2D = NULL;
-
- // State changing functions
- ctx->Driver.AlphaFunc = NULL; //gld_AlphaFunc;
- ctx->Driver.BlendFuncSeparate = NULL; //gld_BlendFunc;
- ctx->Driver.ClearColor = NULL; //gld_ClearColor;
- ctx->Driver.ClearDepth = NULL; //gld_ClearDepth;
- ctx->Driver.ClearStencil = NULL; //gld_ClearStencil;
- ctx->Driver.ColorMask = NULL; //gld_ColorMask;
- ctx->Driver.CullFace = NULL; //gld_CullFace;
- ctx->Driver.ClipPlane = NULL; //gld_ClipPlane;
- ctx->Driver.FrontFace = NULL; //gld_FrontFace;
- ctx->Driver.DepthFunc = NULL; //gld_DepthFunc;
- ctx->Driver.DepthMask = NULL; //gld_DepthMask;
- ctx->Driver.DepthRange = NULL;
- ctx->Driver.Enable = NULL; //gld_Enable;
- ctx->Driver.Fogfv = NULL; //gld_Fogfv;
- ctx->Driver.Hint = NULL; //gld_Hint;
- ctx->Driver.Lightfv = NULL; //gld_Lightfv;
- ctx->Driver.LightModelfv = NULL; //gld_LightModelfv;
- ctx->Driver.LineStipple = NULL; //gld_LineStipple;
- ctx->Driver.LineWidth = NULL; //gld_LineWidth;
- ctx->Driver.LogicOpcode = NULL; //gld_LogicOpcode;
- ctx->Driver.PointParameterfv = NULL; //gld_PointParameterfv;
- ctx->Driver.PointSize = NULL; //gld_PointSize;
- ctx->Driver.PolygonMode = NULL; //gld_PolygonMode;
- ctx->Driver.PolygonOffset = NULL; //gld_PolygonOffset;
- ctx->Driver.PolygonStipple = NULL; //gld_PolygonStipple;
- ctx->Driver.RenderMode = NULL; //gld_RenderMode;
- ctx->Driver.Scissor = NULL; //gld_Scissor;
- ctx->Driver.ShadeModel = NULL; //gld_ShadeModel;
- ctx->Driver.StencilFunc = NULL; //gld_StencilFunc;
- ctx->Driver.StencilMask = NULL; //gld_StencilMask;
- ctx->Driver.StencilOp = NULL; //gld_StencilOp;
- ctx->Driver.TexGen = NULL; //gld_TexGen;
- ctx->Driver.TexEnv = NULL;
- ctx->Driver.TexParameter = NULL;
- ctx->Driver.TextureMatrix = NULL; //gld_TextureMatrix;
- ctx->Driver.Viewport = gld_Viewport_DX8;
-
- _swsetup_Wakeup(ctx);
-
- tnl->Driver.RunPipeline = _tnl_run_pipeline;
- tnl->Driver.Render.ResetLineStipple = gld_ResetLineStipple_DX8;
- tnl->Driver.Render.ClippedPolygon = _tnl_RenderClippedPolygon;
- tnl->Driver.Render.ClippedLine = _tnl_RenderClippedLine;
-
- // Hook into glFrustum() and glOrtho()
-// ctx->Exec->Frustum = gldFrustumHook_DX8;
-// ctx->Exec->Ortho = gldOrthoHook_DX8;
-
-}
-
-//---------------------------------------------------------------------------