/**************************************************************************** * * 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 (Win32) * * Description: Context handling. * ****************************************************************************/ #include "dglcontext.h" // Get compile errors without this. KeithH //#include "scitech.h" // ibool, etc. #ifdef _USE_GLD3_WGL #include "gld_driver.h" extern void _gld_mesa_warning(GLcontext *, char *); extern void _gld_mesa_fatal(GLcontext *, char *); #endif // _USE_GLD3_WGL // TODO: Clean out old DX6-specific code from GLD 2.x CAD driver // if it is no longer being built as part of GLDirect. (DaveM) // *********************************************************************** #define GLDERR_NONE 0 #define GLDERR_MEM 1 #define GLDERR_DDRAW 2 #define GLDERR_D3D 3 #define GLDERR_BPP 4 char szResourceWarning[] = "GLDirect does not have enough video memory resources\n" "to support the requested OpenGL rendering context.\n\n" "You may have to reduce the current display resolution\n" "to obtain satisfactory OpenGL performance.\n"; char szDDrawWarning[] = "GLDirect is unable to initialize DirectDraw for the\n" "requested OpenGL rendering context.\n\n" "You will have to check the DirectX control panel\n" "for further information.\n"; char szD3DWarning[] = "GLDirect is unable to initialize Direct3D for the\n" "requested OpenGL rendering context.\n\n" "You may have to change the display mode resolution\n" "color depth or check the DirectX control panel for\n" "further information.\n"; char szBPPWarning[] = "GLDirect is unable to use the selected color depth for\n" "the requested OpenGL rendering context.\n\n" "You will have to change the display mode resolution\n" "color depth with the Display Settings control panel.\n"; int nContextError = GLDERR_NONE; // *********************************************************************** #define VENDORID_ATI 0x1002 static DWORD devATIRagePro[] = { 0x4742, // 3D RAGE PRO BGA AGP 1X/2X 0x4744, // 3D RAGE PRO BGA AGP 1X only 0x4749, // 3D RAGE PRO BGA PCI 33 MHz 0x4750, // 3D RAGE PRO PQFP PCI 33 MHz 0x4751, // 3D RAGE PRO PQFP PCI 33 MHz limited 3D 0x4C42, // 3D RAGE LT PRO BGA-312 AGP 133 MHz 0x4C44, // 3D RAGE LT PRO BGA-312 AGP 66 MHz 0x4C49, // 3D RAGE LT PRO BGA-312 PCI 33 MHz 0x4C50, // 3D RAGE LT PRO BGA-256 PCI 33 MHz 0x4C51, // 3D RAGE LT PRO BGA-256 PCI 33 MHz limited 3D }; static DWORD devATIRageIIplus[] = { 0x4755, // 3D RAGE II+ 0x4756, // 3D RAGE IIC PQFP PCI 0x4757, // 3D RAGE IIC BGA AGP 0x475A, // 3D RAGE IIC PQFP AGP 0x4C47, // 3D RAGE LT-G }; // *********************************************************************** #ifndef _USE_GLD3_WGL extern DGL_mesaFuncs mesaFuncs; #endif extern DWORD dwLogging; #ifdef GLD_THREADS #pragma message("compiling DGLCONTEXT.C vars for multi-threaded support") CRITICAL_SECTION CriticalSection; // for serialized access DWORD dwTLSCurrentContext = 0xFFFFFFFF; // TLS index for current context DWORD dwTLSPixelFormat = 0xFFFFFFFF; // TLS index for current pixel format #endif HGLRC iCurrentContext = 0; // Index of current context (static) BOOL bContextReady = FALSE; // Context state ready ? DGL_ctx ctxlist[DGL_MAX_CONTEXTS]; // Context list // *********************************************************************** static BOOL bHaveWin95 = FALSE; static BOOL bHaveWinNT = FALSE; static BOOL bHaveWin2K = FALSE; /**************************************************************************** REMARKS: Detect the installed OS type. ****************************************************************************/ static void DetectOS(void) { OSVERSIONINFO VersionInformation; LPOSVERSIONINFO lpVersionInformation = &VersionInformation; VersionInformation.dwOSVersionInfoSize = sizeof(VersionInformation); GetVersionEx(lpVersionInformation); switch (VersionInformation.dwPlatformId) { case VER_PLATFORM_WIN32_WINDOWS: bHaveWin95 = TRUE; bHaveWinNT = FALSE; bHaveWin2K = FALSE; break; case VER_PLATFORM_WIN32_NT: bHaveWin95 = FALSE; if (VersionInformation.dwMajorVersion <= 4) { bHaveWinNT = TRUE; bHaveWin2K = FALSE; } else { bHaveWinNT = FALSE; bHaveWin2K = TRUE; } break; case VER_PLATFORM_WIN32s: bHaveWin95 = FALSE; bHaveWinNT = FALSE; bHaveWin2K = FALSE; break; } } // *********************************************************************** HWND hWndEvent = NULL; // event monitor window HWND hWndLastActive = NULL; // last active client window LONG __stdcall GLD_EventWndProc(HWND hwnd,UINT msg,WPARAM wParam,LPARAM lParam); // *********************************************************************** // Checks if the HGLRC is valid in range of context list. BOOL dglIsValidContext( HGLRC a) { return ((int)a > 0 && (int)a <= DGL_MAX_CONTEXTS); } // *********************************************************************** // Convert a HGLRC to a pointer into the context list. DGL_ctx* dglGetContextAddress( const HGLRC a) { if (dglIsValidContext(a)) return &ctxlist[(int)a-1]; return NULL; } // *********************************************************************** // Return the current HGLRC (however it may be stored for multi-threading). HGLRC dglGetCurrentContext(void) { #ifdef GLD_THREADS HGLRC hGLRC; // load from thread-specific instance if (glb.bMultiThreaded) { // protect against calls from arbitrary threads __try { hGLRC = (HGLRC)TlsGetValue(dwTLSCurrentContext); } __except(EXCEPTION_EXECUTE_HANDLER) { hGLRC = iCurrentContext; } } // load from global static var else { hGLRC = iCurrentContext; } return hGLRC; #else return iCurrentContext; #endif } // *********************************************************************** // Set the current HGLRC (however it may be stored for multi-threading). void dglSetCurrentContext(HGLRC hGLRC) { #ifdef GLD_THREADS // store in thread-specific instance if (glb.bMultiThreaded) { // protect against calls from arbitrary threads __try { TlsSetValue(dwTLSCurrentContext, (LPVOID)hGLRC); } __except(EXCEPTION_EXECUTE_HANDLER) { iCurrentContext = hGLRC; } } // store in global static var else { iCurrentContext = hGLRC; } #else iCurrentContext = hGLRC; #endif } // *********************************************************************** // Return the current HDC only for a currently active HGLRC. HDC dglGetCurrentDC(void) { HGLRC hGLRC; DGL_ctx* lpCtx; hGLRC = dglGetCurrentContext(); if (hGLRC) { lpCtx = dglGetContextAddress(hGLRC); return lpCtx->hDC; } return 0; } // *********************************************************************** void dglInitContextState() { int i; WNDCLASS wc; #ifdef GLD_THREADS // Allocate thread local storage indexes for current context and pixel format dwTLSCurrentContext = TlsAlloc(); dwTLSPixelFormat = TlsAlloc(); #endif dglSetCurrentContext(NULL); // No current rendering context // Clear all context data ZeroMemory(ctxlist, sizeof(ctxlist[0]) * DGL_MAX_CONTEXTS); for (i=0; ilpfnWndProc; break; } } // Not one of ours... if (!lpfnWndProc) return DefWindowProc(hwnd, msg, wParam, lParam); // Intercept messages amd process *before* passing on to window switch (msg) { #ifdef _USE_GLD3_WGL case WM_DISPLAYCHANGE: glb.bPixelformatsDirty = TRUE; break; #endif case WM_ACTIVATEAPP: glb.bAppActive = (BOOL)wParam; ddlogPrintf(DDLOG_INFO, "Calling app has been %s", glb.bAppActive ? "activated" : "de-activated"); break; case WM_ERASEBKGND: // Eat the GDI erase event for the GL window if (!lpCtx || !lpCtx->bHasBeenCurrent) break; lpCtx->bGDIEraseBkgnd = TRUE; return TRUE; case WM_PAINT: // Eat the invalidated update region if render scene is in progress if (!lpCtx || !lpCtx->bHasBeenCurrent) break; if (lpCtx->bFrameStarted) { if (GetUpdateRect(hwnd, &rect, FALSE)) { BeginPaint(hwnd, &ps); EndPaint(hwnd, &ps); ValidateRect(hwnd, &rect); return TRUE; } } break; } // Call the appropriate window message handler rc = CallWindowProc((WNDPROC)lpfnWndProc, hwnd, msg, wParam, lParam); // Intercept messages and process *after* passing on to window switch (msg) { case WM_QUIT: case WM_DESTROY: bQuit = TRUE; if (lpCtx && lpCtx->bAllocated) { ddlogPrintf(DDLOG_WARN, "WM_DESTROY detected for HWND=%X, HDC=%X, HGLRC=%d", hwnd, lpCtx->hDC, i+1); dglDeleteContext((HGLRC)(i+1)); } break; #if 0 case WM_SIZE: // Resize surfaces to fit window but not viewport (in case app did not bother) if (!lpCtx || !lpCtx->bHasBeenCurrent) break; w = LOWORD(lParam); h = HIWORD(lParam); if (lpCtx->dwWidth < w || lpCtx->dwHeight < h) { if (!dglWglResizeBuffers(lpCtx->glCtx, TRUE)) dglWglResizeBuffers(lpCtx->glCtx, FALSE); } break; #endif } // If the main window is quitting, then so should we... if (bMain && bQuit) { ddlogPrintf(DDLOG_SYSTEM, "shutting down after WM_DESTROY detected for main HWND=%X", hwnd); dglDeleteContextState(); dglExitDriver(); } return rc; } // *********************************************************************** // Driver Window message handler static LONG __stdcall GLD_EventWndProc( HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { switch (msg) { // May be sent by splash screen dialog on exit case WM_ACTIVATE: if (LOWORD(wParam) == WA_ACTIVE && glb.hWndActive) { SetForegroundWindow(glb.hWndActive); return 0; } break; } return DefWindowProc(hwnd, msg, wParam, lParam); } // *********************************************************************** // Intercepted Keyboard handler for detecting hot keys. LRESULT CALLBACK dglKeyProc( int code, WPARAM wParam, LPARAM lParam) { HWND hWnd, hWndFrame; HGLRC hGLRC = NULL; DGL_ctx* lpCtx = NULL; int cmd = 0, dx1 = 0, dx2 = 0, i; static BOOL bAltPressed = FALSE; static BOOL bCtrlPressed = FALSE; static BOOL bShiftPressed = FALSE; RECT r, rf, rc; POINT pt; BOOL bForceReshape = FALSE; return CallNextHookEx(hKeyHook, code, wParam, lParam); } // *********************************************************************** HWND hWndMatch; // Window handle enumeration procedure. BOOL CALLBACK dglEnumChildProc( HWND hWnd, LPARAM lParam) { RECT rect; // Find window handle with matching client rect. GetClientRect(hWnd, &rect); if (EqualRect(&rect, (RECT*)lParam)) { hWndMatch = hWnd; return FALSE; } // Continue with next child window. return TRUE; } // *********************************************************************** // Find window handle with matching client rect. HWND dglFindWindowRect( RECT* pRect) { hWndMatch = NULL; EnumChildWindows(GetForegroundWindow(), dglEnumChildProc, (LPARAM)pRect); return hWndMatch; } // *********************************************************************** #ifndef _USE_GLD3_WGL void dglChooseDisplayMode( DGL_ctx *lpCtx) { // Note: Choose an exact match if possible. int i; DWORD area; DWORD bestarea; DDSURFACEDESC2 *lpDDSD = NULL; // Mode list pointer DDSURFACEDESC2 *lpBestDDSD = NULL; // Pointer to best lpDDSD = glb.lpDisplayModes; for (i=0; idwWidth == lpCtx->dwWidth) && (lpDDSD->dwHeight == lpCtx->dwHeight)) goto matched; // Mode has been exactly matched // Choose modes that are larger in both dimensions than // the window, but smaller in area than the current best. if ( (lpDDSD->dwWidth >= lpCtx->dwWidth) && (lpDDSD->dwHeight >= lpCtx->dwHeight)) { if (lpBestDDSD == NULL) { lpBestDDSD = lpDDSD; bestarea = lpDDSD->dwWidth * lpDDSD->dwHeight; continue; } area = lpDDSD->dwWidth * lpDDSD->dwHeight; if (area < bestarea) { lpBestDDSD = lpDDSD; bestarea = area; } } } // Safety check if (lpBestDDSD == NULL) { ddlogMessage(DDLOG_CRITICAL, "dglChooseDisplayMode"); return; } lpCtx->dwModeWidth = lpBestDDSD->dwWidth; lpCtx->dwModeHeight = lpBestDDSD->dwHeight; matched: ddlogPrintf(DDLOG_INFO, "Matched (%ldx%ld) to (%ldx%ld)", lpCtx->dwWidth, lpCtx->dwHeight, lpCtx->dwModeWidth, lpCtx->dwModeHeight); } #endif // _USE_GLD3_WGL // *********************************************************************** static BOOL IsDevice( DWORD *lpDeviceIdList, DWORD dwDeviceId, int count) { int i; for (i=0; ilpDD4 == NULL) { // Testing for broken cards is sensitive area, so we don't want // anything saying "broken cards" in the error message. ;) ddlogMessage(DDLOG_ERROR, "Null DD4 passed to TFBC\n"); return; } // Microsoft really fucked up with the GetDeviceIdentifier function // on Windows 2000, since it locks up on stock driers on the CD. Updated // drivers from vendors appear to work, but we can't identify the drivers // without this function!!! For now we skip these tests on Windows 2000. if ((GetVersion() & 0x80000000UL) == 0) return; // Obtain device info if (FAILED(IDirectDraw4_GetDeviceIdentifier(lpCtx->lpDD4, &dddi, 0))) return; // Useful info. Log it. ddlogPrintf(DDLOG_INFO, "DirectDraw: VendorId=0x%x, DeviceId=0x%x", dddi.dwVendorId, dddi.dwDeviceId); // Vendor 1: ATI if (dddi.dwVendorId == VENDORID_ATI) { // Test A: ATI Rage PRO if (IsDevice(devATIRagePro, dddi.dwDeviceId, sizeof(devATIRagePro))) glb.bUseMipmaps = FALSE; // Test B: ATI Rage II+ if (IsDevice(devATIRageIIplus, dddi.dwDeviceId, sizeof(devATIRageIIplus))) glb.bEmulateAlphaTest = TRUE; } // Vendor 2: Matrox if (dddi.dwVendorId == 0x102B) { // Test: Matrox G400 stencil buffer support does not work for AutoCAD if (dddi.dwDeviceId == 0x0525) { lpCtx->lpPF->pfd.cStencilBits = 0; if (lpCtx->lpPF->iZBufferPF != -1) { glb.lpZBufferPF[lpCtx->lpPF->iZBufferPF].dwStencilBitDepth = 0; glb.lpZBufferPF[lpCtx->lpPF->iZBufferPF].dwStencilBitMask = 0; glb.lpZBufferPF[lpCtx->lpPF->iZBufferPF].dwFlags &= ~DDPF_STENCILBUFFER; } } } #endif // _GLD3 } // *********************************************************************** BOOL dglCreateContextBuffers( HDC a, DGL_ctx *lpCtx, BOOL bFallback) { HRESULT hResult; int i; // HGLRC hGLRC; // DGL_ctx* lpCtx; #ifndef _USE_GLD3_WGL DWORD dwFlags; DDSURFACEDESC2 ddsd2; DDSCAPS2 ddscaps2; LPDIRECTDRAWCLIPPER lpddClipper; D3DDEVICEDESC D3DHWDevDesc; // Direct3D Hardware description D3DDEVICEDESC D3DHELDevDesc; // Direct3D Hardware Emulation Layer #endif // _USE_GLD3_WGL float inv_aspect; GLenum bDoubleBuffer; // TRUE if double buffer required GLenum bDepthBuffer; // TRUE if depth buffer required const PIXELFORMATDESCRIPTOR *lpPFD = &lpCtx->lpPF->pfd; // Vars for Mesa visual DWORD dwDepthBits = 0; DWORD dwStencilBits = 0; DWORD dwAlphaBits = 0; DWORD bAlphaSW = GL_FALSE; DWORD bDouble = GL_FALSE; DDSURFACEDESC2 ddsd2DisplayMode; BOOL bFullScrnWin = FALSE; // fullscreen-size window ? DDBLTFX ddbltfx; DWORD dwMemoryType = (bFallback) ? DDSCAPS_SYSTEMMEMORY : glb.dwMemoryType; BOOL bBogusWindow = FALSE; // non-drawable window ? DWORD dwColorRef = 0; // GDI background color RECT rcDst; // GDI window rect POINT pt; // GDI window point // Palette used for creating default global palette PALETTEENTRY ppe[256]; #ifndef _USE_GLD3_WGL // Vertex buffer description. Used for creation of vertex buffers D3DVERTEXBUFFERDESC vbufdesc; #endif // _USE_GLD3_WGL #define DDLOG_CRITICAL_OR_WARN (bFallback ? DDLOG_CRITICAL : DDLOG_WARN) ddlogPrintf(DDLOG_SYSTEM, "dglCreateContextBuffers for HDC=%X", a); nContextError = GLDERR_NONE; #ifdef GLD_THREADS // Serialize access to DirectDraw object creation or DDS start if (glb.bMultiThreaded) EnterCriticalSection(&CriticalSection); #endif // Check for back buffer bDoubleBuffer = GL_TRUE; //(lpPFD->dwFlags & PFD_DOUBLEBUFFER) ? GL_TRUE : GL_FALSE; // Since we always do back buffering, check if we emulate front buffering lpCtx->EmulateSingle = (lpPFD->dwFlags & PFD_DOUBLEBUFFER) ? FALSE : TRUE; #if 0 // Don't have to mimic MS OpenGL behavior for front-buffering (DaveM) lpCtx->EmulateSingle |= (lpPFD->dwFlags & PFD_SUPPORT_GDI) ? TRUE : FALSE; #endif // Check for depth buffer bDepthBuffer = (lpPFD->cDepthBits) ? GL_TRUE : GL_FALSE; lpCtx->bDoubleBuffer = bDoubleBuffer; lpCtx->bDepthBuffer = bDepthBuffer; // Set the Fullscreen flag for the context. // lpCtx->bFullscreen = glb.bFullscreen; // Obtain the dimensions of the rendering window lpCtx->hDC = a; // Cache DC lpCtx->hWnd = WindowFromDC(lpCtx->hDC); // Check for non-window DC = memory DC ? if (lpCtx->hWnd == NULL) { // bitmap memory contexts are always single-buffered lpCtx->EmulateSingle = TRUE; bBogusWindow = TRUE; ddlogPrintf(DDLOG_INFO, "Non-Window Memory Device Context"); if (GetClipBox(lpCtx->hDC, &lpCtx->rcScreenRect) == ERROR) { ddlogMessage(DDLOG_WARN, "GetClipBox failed in dglCreateContext\n"); SetRect(&lpCtx->rcScreenRect, 0, 0, 0, 0); } } else if (!GetClientRect(lpCtx->hWnd, &lpCtx->rcScreenRect)) { bBogusWindow = TRUE; ddlogMessage(DDLOG_WARN, "GetClientRect failed in dglCreateContext\n"); SetRect(&lpCtx->rcScreenRect, 0, 0, 0, 0); } lpCtx->dwWidth = lpCtx->rcScreenRect.right - lpCtx->rcScreenRect.left; lpCtx->dwHeight = lpCtx->rcScreenRect.bottom - lpCtx->rcScreenRect.top; ddlogPrintf(DDLOG_INFO, "Input window %X: w=%i, h=%i", lpCtx->hWnd, lpCtx->dwWidth, lpCtx->dwHeight); // What if app only zeroes one dimension instead of both? (DaveM) if ( (lpCtx->dwWidth == 0) || (lpCtx->dwHeight == 0) ) { // Make the buffer size something sensible lpCtx->dwWidth = 8; lpCtx->dwHeight = 8; } // Set defaults lpCtx->dwModeWidth = lpCtx->dwWidth; lpCtx->dwModeHeight = lpCtx->dwHeight; /* // Find best display mode for fullscreen if (glb.bFullscreen || !glb.bPrimary) { dglChooseDisplayMode(lpCtx); } */ // Misc initialisation lpCtx->bCanRender = FALSE; // No rendering allowed yet lpCtx->bSceneStarted = FALSE; lpCtx->bFrameStarted = FALSE; // Detect OS (specifically 'Windows 2000' or 'Windows XP') DetectOS(); // NOTE: WinNT not supported ddlogPrintf(DDLOG_INFO, "OS: %s", bHaveWin95 ? "Win9x" : (bHaveWin2K ? "Win2000/XP" : "Unsupported") ); // Test for Fullscreen if (bHaveWin95) { // Problems with fullscreen on Win2K/XP if ((GetSystemMetrics(SM_CXSCREEN) == lpCtx->dwWidth) && (GetSystemMetrics(SM_CYSCREEN) == lpCtx->dwHeight)) { // Workaround for some apps that crash when going fullscreen. //lpCtx->bFullscreen = TRUE; } } #ifdef _USE_GLD3_WGL _gldDriver.CreateDrawable(lpCtx, glb.bDirectDrawPersistant, glb.bPersistantBuffers); #else // Check if DirectDraw has already been created by original GLRC (DaveM) if (glb.bDirectDrawPersistant && glb.bDirectDraw) { lpCtx->lpDD4 = glb.lpDD4; IDirectDraw4_AddRef(lpCtx->lpDD4); goto SkipDirectDrawCreate; } // Create DirectDraw object if (glb.bPrimary) hResult = DirectDrawCreate(NULL, &lpCtx->lpDD1, NULL); else { // A non-primary device is to be used. // Force context to be Fullscreen, secondary adaptors can not // be used in a window. hResult = DirectDrawCreate(&glb.ddGuid, &lpCtx->lpDD1, NULL); lpCtx->bFullscreen = TRUE; } if (FAILED(hResult)) { MessageBox(NULL, "Unable to initialize DirectDraw", "GLDirect", MB_OK); ddlogError(DDLOG_CRITICAL_OR_WARN, "Unable to create DirectDraw interface", hResult); nContextError = GLDERR_DDRAW; goto return_with_error; } // Query for DX6 IDirectDraw4. hResult = IDirectDraw_QueryInterface(lpCtx->lpDD1, &IID_IDirectDraw4, (void**)&lpCtx->lpDD4); if (FAILED(hResult)) { MessageBox(NULL, "GLDirect requires DirectX 6.0 or above", "GLDirect", MB_OK); ddlogError(DDLOG_CRITICAL_OR_WARN, "Unable to create DirectDraw4 interface", hResult); nContextError = GLDERR_DDRAW; goto return_with_error; } // Cache DirectDraw interface for subsequent GLRCs if (glb.bDirectDrawPersistant && !glb.bDirectDraw) { glb.lpDD4 = lpCtx->lpDD4; IDirectDraw4_AddRef(glb.lpDD4); glb.bDirectDraw = TRUE; } SkipDirectDrawCreate: // Now we have a DD4 interface we can check for broken cards dglTestForBrokenCards(lpCtx); // Test if primary device can use flipping instead of blitting ZeroMemory(&ddsd2DisplayMode, sizeof(ddsd2DisplayMode)); ddsd2DisplayMode.dwSize = sizeof(ddsd2DisplayMode); hResult = IDirectDraw4_GetDisplayMode( lpCtx->lpDD4, &ddsd2DisplayMode); if (SUCCEEDED(hResult)) { if ( (lpCtx->dwWidth == ddsd2DisplayMode.dwWidth) && (lpCtx->dwHeight == ddsd2DisplayMode.dwHeight) ) { // We have a fullscreen-size window bFullScrnWin = TRUE; // OK to use DirectDraw fullscreen mode ? if (glb.bPrimary && !glb.bFullscreenBlit && !lpCtx->EmulateSingle && !glb.bDirectDrawPersistant) { lpCtx->bFullscreen = TRUE; ddlogMessage(DDLOG_INFO, "Primary upgraded to page flipping.\n"); } } // Cache the display mode dimensions lpCtx->dwModeWidth = ddsd2DisplayMode.dwWidth; lpCtx->dwModeHeight = ddsd2DisplayMode.dwHeight; } // Clamp the effective window dimensions to primary surface. // We need to do this for D3D viewport dimensions even if wide // surfaces are supported. This also is a good idea for handling // whacked-out window dimensions passed for non-drawable windows // like Solid Edge. (DaveM) if (lpCtx->dwWidth > ddsd2DisplayMode.dwWidth) lpCtx->dwWidth = ddsd2DisplayMode.dwWidth; if (lpCtx->dwHeight > ddsd2DisplayMode.dwHeight) lpCtx->dwHeight = ddsd2DisplayMode.dwHeight; // Check for non-RGB desktop resolution if (!lpCtx->bFullscreen && ddsd2DisplayMode.ddpfPixelFormat.dwRGBBitCount <= 8) { ddlogPrintf(DDLOG_CRITICAL_OR_WARN, "Desktop color depth %d bpp not supported", ddsd2DisplayMode.ddpfPixelFormat.dwRGBBitCount); nContextError = GLDERR_BPP; goto return_with_error; } #endif // _USE_GLD3_WGL ddlogPrintf(DDLOG_INFO, "Window: w=%i, h=%i (%s)", lpCtx->dwWidth, lpCtx->dwHeight, lpCtx->bFullscreen ? "fullscreen" : "windowed"); #ifndef _USE_GLD3_WGL // Obtain ddraw caps ZeroMemory(&lpCtx->ddCaps, sizeof(DDCAPS)); lpCtx->ddCaps.dwSize = sizeof(DDCAPS); if (glb.bHardware) { // Get HAL caps IDirectDraw4_GetCaps(lpCtx->lpDD4, &lpCtx->ddCaps, NULL); } else { // Get HEL caps IDirectDraw4_GetCaps(lpCtx->lpDD4, NULL, &lpCtx->ddCaps); } // If this flag is present then we can't default to Mesa // SW rendering between BeginScene() and EndScene(). if (lpCtx->ddCaps.dwCaps2 & DDCAPS2_NO2DDURING3DSCENE) { ddlogMessage(DDLOG_INFO, "Warning : No 2D allowed during 3D scene.\n"); } // Query for DX6 Direct3D3 interface hResult = IDirectDraw4_QueryInterface(lpCtx->lpDD4, &IID_IDirect3D3, (void**)&lpCtx->lpD3D3); if (FAILED(hResult)) { MessageBox(NULL, "Unable to initialize Direct3D", "GLDirect", MB_OK); ddlogError(DDLOG_CRITICAL_OR_WARN, "Unable to create Direct3D interface", hResult); nContextError = GLDERR_D3D; goto return_with_error; } // Context creation if (lpCtx->bFullscreen) { // FULLSCREEN // Disable warning popups when in fullscreen mode ddlogWarnOption(FALSE); // Have to release persistant primary surface if fullscreen mode if (glb.bDirectDrawPersistant && glb.bDirectDrawPrimary) { RELEASE(glb.lpPrimary4); glb.bDirectDrawPrimary = FALSE; } dwFlags = DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN | DDSCL_ALLOWREBOOT; if (glb.bFastFPU) dwFlags |= DDSCL_FPUSETUP; // fast FPU setup optional (DaveM) hResult = IDirectDraw4_SetCooperativeLevel(lpCtx->lpDD4, lpCtx->hWnd, dwFlags); if (FAILED(hResult)) { ddlogError(DDLOG_CRITICAL_OR_WARN, "Unable to set Exclusive Fullscreen mode", hResult); goto return_with_error; } hResult = IDirectDraw4_SetDisplayMode(lpCtx->lpDD4, lpCtx->dwModeWidth, lpCtx->dwModeHeight, lpPFD->cColorBits, 0, 0); if (FAILED(hResult)) { ddlogError(DDLOG_CRITICAL_OR_WARN, "SetDisplayMode failed", hResult); goto return_with_error; } // ** The display mode has changed, so dont use MessageBox! ** ZeroMemory(&ddsd2, sizeof(ddsd2)); ddsd2.dwSize = sizeof(ddsd2); if (bDoubleBuffer) { // Double buffered // Primary surface ddsd2.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT; ddsd2.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_FLIP | DDSCAPS_COMPLEX | DDSCAPS_3DDEVICE | dwMemoryType; ddsd2.dwBackBufferCount = 1; hResult = IDirectDraw4_CreateSurface(lpCtx->lpDD4, &ddsd2, &lpCtx->lpFront4, NULL); if (FAILED(hResult)) { ddlogError(DDLOG_CRITICAL_OR_WARN, "CreateSurface (primary) failed", hResult); nContextError = GLDERR_MEM; goto return_with_error; } // Render target surface ZeroMemory(&ddscaps2, sizeof(ddscaps2)); // Clear the entire struct. ddscaps2.dwCaps = DDSCAPS_BACKBUFFER; hResult = IDirectDrawSurface4_GetAttachedSurface(lpCtx->lpFront4, &ddscaps2, &lpCtx->lpBack4); if (FAILED(hResult)) { ddlogError(DDLOG_CRITICAL_OR_WARN, "GetAttachedSurface failed", hResult); nContextError = GLDERR_MEM; goto return_with_error; } } else { // Single buffered // Primary surface ddsd2.dwFlags = DDSD_CAPS; ddsd2.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | //DDSCAPS_3DDEVICE | dwMemoryType; hResult = IDirectDraw4_CreateSurface(lpCtx->lpDD4, &ddsd2, &lpCtx->lpFront4, NULL); if (FAILED(hResult)) { ddlogError(DDLOG_CRITICAL_OR_WARN, "CreateSurface (primary) failed", hResult); nContextError = GLDERR_MEM; goto return_with_error; } lpCtx->lpBack4 = NULL; } } else { // WINDOWED // OK to enable warning popups in windowed mode ddlogWarnOption(glb.bMessageBoxWarnings); dwFlags = DDSCL_NORMAL; if (glb.bMultiThreaded) dwFlags |= DDSCL_MULTITHREADED; if (glb.bFastFPU) dwFlags |= DDSCL_FPUSETUP; // fast FPU setup optional (DaveM) hResult = IDirectDraw4_SetCooperativeLevel(lpCtx->lpDD4, lpCtx->hWnd, dwFlags); if (FAILED(hResult)) { ddlogError(DDLOG_CRITICAL_OR_WARN, "Unable to set Normal coop level", hResult); goto return_with_error; } // Has Primary surface already been created for original GLRC ? // Note this can only be applicable for windowed modes if (glb.bDirectDrawPersistant && glb.bDirectDrawPrimary) { lpCtx->lpFront4 = glb.lpPrimary4; IDirectDrawSurface4_AddRef(lpCtx->lpFront4); // Update the window on the default clipper IDirectDrawSurface4_GetClipper(lpCtx->lpFront4, &lpddClipper); IDirectDrawClipper_SetHWnd(lpddClipper, 0, lpCtx->hWnd); IDirectDrawClipper_Release(lpddClipper); goto SkipPrimaryCreate; } // Primary surface ZeroMemory(&ddsd2, sizeof(ddsd2)); ddsd2.dwSize = sizeof(ddsd2); ddsd2.dwFlags = DDSD_CAPS; ddsd2.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE; hResult = IDirectDraw4_CreateSurface(lpCtx->lpDD4, &ddsd2, &lpCtx->lpFront4, NULL); if (FAILED(hResult)) { ddlogError(DDLOG_CRITICAL_OR_WARN, "CreateSurface (primary) failed", hResult); nContextError = GLDERR_MEM; goto return_with_error; } // Cache Primary surface for subsequent GLRCs // Note this can only be applicable to subsequent windowed modes if (glb.bDirectDrawPersistant && !glb.bDirectDrawPrimary) { glb.lpPrimary4 = lpCtx->lpFront4; IDirectDrawSurface4_AddRef(glb.lpPrimary4); glb.bDirectDrawPrimary = TRUE; } // Clipper object hResult = DirectDrawCreateClipper(0, &lpddClipper, NULL); if (FAILED(hResult)) { ddlogError(DDLOG_CRITICAL_OR_WARN, "CreateClipper failed", hResult); goto return_with_error; } hResult = IDirectDrawClipper_SetHWnd(lpddClipper, 0, lpCtx->hWnd); if (FAILED(hResult)) { RELEASE(lpddClipper); ddlogError(DDLOG_CRITICAL_OR_WARN, "SetHWnd failed", hResult); goto return_with_error; } hResult = IDirectDrawSurface4_SetClipper(lpCtx->lpFront4, lpddClipper); RELEASE(lpddClipper); // We have finished with it. if (FAILED(hResult)) { ddlogError(DDLOG_CRITICAL_OR_WARN, "SetClipper failed", hResult); goto return_with_error; } SkipPrimaryCreate: if (bDoubleBuffer) { // Render target surface ZeroMemory(&ddsd2, sizeof(ddsd2)); ddsd2.dwSize = sizeof(ddsd2); ddsd2.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT; ddsd2.dwWidth = lpCtx->dwWidth; ddsd2.dwHeight = lpCtx->dwHeight; ddsd2.ddsCaps.dwCaps = DDSCAPS_3DDEVICE | DDSCAPS_OFFSCREENPLAIN | dwMemoryType; // Reserve the entire desktop size for persistant buffers option if (glb.bDirectDrawPersistant && glb.bPersistantBuffers) { ddsd2.dwWidth = ddsd2DisplayMode.dwWidth; ddsd2.dwHeight = ddsd2DisplayMode.dwHeight; } // Re-use original back buffer if persistant buffers exist if (glb.bDirectDrawPersistant && glb.bPersistantBuffers && glb.lpBack4) hResult = IDirectDrawSurface4_AddRef(lpCtx->lpBack4 = glb.lpBack4); else hResult = IDirectDraw4_CreateSurface(lpCtx->lpDD4, &ddsd2, &lpCtx->lpBack4, NULL); if (FAILED(hResult)) { ddlogError(DDLOG_CRITICAL_OR_WARN, "Create Backbuffer failed", hResult); nContextError = GLDERR_MEM; goto return_with_error; } if (glb.bDirectDrawPersistant && glb.bPersistantBuffers && !glb.lpBack4) IDirectDrawSurface4_AddRef(glb.lpBack4 = lpCtx->lpBack4); } else { lpCtx->lpBack4 = NULL; } } // // Now create the Z-buffer // lpCtx->bStencil = FALSE; // Default to no stencil buffer if (bDepthBuffer && (lpCtx->lpPF->iZBufferPF != -1)) { // Get z-buffer dimensions from the render target // Setup the surface desc for the z-buffer. ZeroMemory(&ddsd2, sizeof(ddsd2)); ddsd2.dwSize = sizeof(ddsd2); ddsd2.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT | DDSD_PIXELFORMAT; ddsd2.ddsCaps.dwCaps = DDSCAPS_ZBUFFER | dwMemoryType; ddsd2.dwWidth = lpCtx->dwWidth; ddsd2.dwHeight = lpCtx->dwHeight; memcpy(&ddsd2.ddpfPixelFormat, &glb.lpZBufferPF[lpCtx->lpPF->iZBufferPF], sizeof(DDPIXELFORMAT) ); // Reserve the entire desktop size for persistant buffers option if (glb.bDirectDrawPersistant && glb.bPersistantBuffers) { ddsd2.dwWidth = ddsd2DisplayMode.dwWidth; ddsd2.dwHeight = ddsd2DisplayMode.dwHeight; } // Create a z-buffer if (glb.bDirectDrawPersistant && glb.bPersistantBuffers && glb.lpDepth4) hResult = IDirectDrawSurface4_AddRef(lpCtx->lpDepth4 = glb.lpDepth4); else hResult = IDirectDraw4_CreateSurface(lpCtx->lpDD4, &ddsd2, &lpCtx->lpDepth4, NULL); if (FAILED(hResult)) { ddlogError(DDLOG_CRITICAL_OR_WARN, "CreateSurface (ZBuffer) failed", hResult); nContextError = GLDERR_MEM; goto return_with_error; } if (glb.bDirectDrawPersistant && glb.bPersistantBuffers && !glb.lpDepth4) IDirectDrawSurface4_AddRef(glb.lpDepth4 = lpCtx->lpDepth4); else if (glb.bDirectDrawPersistant && glb.bPersistantBuffers && glb.lpDepth4 && glb.lpBack4) IDirectDrawSurface4_DeleteAttachedSurface(glb.lpBack4, 0, glb.lpDepth4); // Attach Zbuffer to render target TRY(IDirectDrawSurface4_AddAttachedSurface( bDoubleBuffer ? lpCtx->lpBack4 : lpCtx->lpFront4, lpCtx->lpDepth4), "dglCreateContext: Attach Zbuffer"); if (glb.lpZBufferPF[lpCtx->lpPF->iZBufferPF].dwFlags & DDPF_STENCILBUFFER) { lpCtx->bStencil = TRUE; ddlogMessage(DDLOG_INFO, "Depth buffer has stencil\n"); } } // Clear all back buffers and Z-buffers in case of memory recycling. ZeroMemory(&ddbltfx, sizeof(ddbltfx)); ddbltfx.dwSize = sizeof(ddbltfx); IDirectDrawSurface4_Blt(lpCtx->lpBack4, NULL, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &ddbltfx); if (lpCtx->lpDepth4) IDirectDrawSurface4_Blt(lpCtx->lpDepth4, NULL, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &ddbltfx); // Now that we have a Z-buffer we can create the 3D device hResult = IDirect3D3_CreateDevice(lpCtx->lpD3D3, &glb.d3dGuid, bDoubleBuffer ? lpCtx->lpBack4 : lpCtx->lpFront4, &lpCtx->lpDev3, NULL); if (FAILED(hResult)) { ddlogError(DDLOG_CRITICAL_OR_WARN, "Unable to create Direct3D device", hResult); nContextError = GLDERR_D3D; goto return_with_error; } // We must do this as soon as the device is created dglInitStateCaches(lpCtx); // Obtain the D3D Device Description D3DHWDevDesc.dwSize = D3DHELDevDesc.dwSize = sizeof(D3DDEVICEDESC); TRY(IDirect3DDevice3_GetCaps(lpCtx->lpDev3, &D3DHWDevDesc, &D3DHELDevDesc), "dglCreateContext: GetCaps failed"); // Choose the relevant description and cache it in the context. // We will use this description later for caps checking memcpy( &lpCtx->D3DDevDesc, glb.bHardware ? &D3DHWDevDesc : &D3DHELDevDesc, sizeof(D3DDEVICEDESC)); // Now we can examine the texture formats if (!dglBuildTextureFormatList(lpCtx->lpDev3)) { ddlogMessage(DDLOG_CRITICAL_OR_WARN, "dglBuildTextureFormatList failed\n"); goto return_with_error; } // Get the pixel format of the back buffer lpCtx->ddpfRender.dwSize = sizeof(lpCtx->ddpfRender); if (bDoubleBuffer) hResult = IDirectDrawSurface4_GetPixelFormat( lpCtx->lpBack4, &lpCtx->ddpfRender); else hResult = IDirectDrawSurface4_GetPixelFormat( lpCtx->lpFront4, &lpCtx->ddpfRender); if (FAILED(hResult)) { ddlogError(DDLOG_CRITICAL_OR_WARN, "GetPixelFormat failed", hResult); goto return_with_error; } // Find a pixel packing function suitable for this surface pxClassifyPixelFormat(&lpCtx->ddpfRender, &lpCtx->fnPackFunc, &lpCtx->fnUnpackFunc, &lpCtx->fnPackSpanFunc); // Viewport hResult = IDirect3D3_CreateViewport(lpCtx->lpD3D3, &lpCtx->lpViewport3, NULL); if (FAILED(hResult)) { ddlogError(DDLOG_CRITICAL_OR_WARN, "CreateViewport failed", hResult); goto return_with_error; } hResult = IDirect3DDevice3_AddViewport(lpCtx->lpDev3, lpCtx->lpViewport3); if (FAILED(hResult)) { ddlogError(DDLOG_CRITICAL_OR_WARN, "AddViewport failed", hResult); goto return_with_error; } // Initialise the viewport // Note screen coordinates are used for viewport clipping since D3D // transform operations are not used in the GLD CAD driver. (DaveM) inv_aspect = (float)lpCtx->dwHeight/(float)lpCtx->dwWidth; lpCtx->d3dViewport.dwSize = sizeof(lpCtx->d3dViewport); lpCtx->d3dViewport.dwX = 0; lpCtx->d3dViewport.dwY = 0; lpCtx->d3dViewport.dwWidth = lpCtx->dwWidth; lpCtx->d3dViewport.dwHeight = lpCtx->dwHeight; lpCtx->d3dViewport.dvClipX = 0; // -1.0f; lpCtx->d3dViewport.dvClipY = 0; // inv_aspect; lpCtx->d3dViewport.dvClipWidth = lpCtx->dwWidth; // 2.0f; lpCtx->d3dViewport.dvClipHeight = lpCtx->dwHeight; // 2.0f * inv_aspect; lpCtx->d3dViewport.dvMinZ = 0.0f; lpCtx->d3dViewport.dvMaxZ = 1.0f; TRY(IDirect3DViewport3_SetViewport2(lpCtx->lpViewport3, &lpCtx->d3dViewport), "dglCreateContext: SetViewport2"); hResult = IDirect3DDevice3_SetCurrentViewport(lpCtx->lpDev3, lpCtx->lpViewport3); if (FAILED(hResult)) { ddlogError(DDLOG_CRITICAL_OR_WARN, "SetCurrentViewport failed", hResult); goto return_with_error; } lpCtx->dwBPP = lpPFD->cColorBits; lpCtx->iZBufferPF = lpCtx->lpPF->iZBufferPF; // Set last texture to NULL for (i=0; iColorOp[i] = D3DTOP_DISABLE; lpCtx->AlphaOp[i] = D3DTOP_DISABLE; lpCtx->tObj[i] = NULL; } // Default to perspective correct texture mapping dglSetRenderState(lpCtx, D3DRENDERSTATE_TEXTUREPERSPECTIVE, TRUE, "TexturePersp"); // Set the default culling mode lpCtx->cullmode = D3DCULL_NONE; dglSetRenderState(lpCtx, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE, "CullMode"); // Disable specular dglSetRenderState(lpCtx, D3DRENDERSTATE_SPECULARENABLE, FALSE, "SpecularEnable"); // Disable subpixel correction // dglSetRenderState(lpCtx, D3DRENDERSTATE_SUBPIXEL, FALSE, "SubpixelEnable"); // Disable dithering dglSetRenderState(lpCtx, D3DRENDERSTATE_DITHERENABLE, FALSE, "DitherEnable"); // Initialise the primitive caches // lpCtx->dwNextLineVert = 0; // lpCtx->dwNextTriVert = 0; // Init the global texture palette lpCtx->lpGlobalPalette = NULL; // Init the HW/SW usage counters // lpCtx->dwHWUsageCount = lpCtx->dwSWUsageCount = 0L; // // Create two D3D vertex buffers. // One will hold the pre-transformed data with the other one // being used to hold the post-transformed & clipped verts. // #if 0 // never used (DaveM) vbufdesc.dwSize = sizeof(D3DVERTEXBUFFERDESC); vbufdesc.dwCaps = D3DVBCAPS_WRITEONLY; if (glb.bHardware == FALSE) vbufdesc.dwCaps = D3DVBCAPS_SYSTEMMEMORY; vbufdesc.dwNumVertices = 32768; // For the time being // Source vertex buffer vbufdesc.dwFVF = DGL_LVERTEX; hResult = IDirect3D3_CreateVertexBuffer(lpCtx->lpD3D3, &vbufdesc, &lpCtx->m_vbuf, 0, NULL); if (FAILED(hResult)) { ddlogError(DDLOG_CRITICAL_OR_WARN, "CreateVertexBuffer(src) failed", hResult); goto return_with_error; } // Destination vertex buffer vbufdesc.dwFVF = (glb.bMultitexture == FALSE) ? D3DFVF_TLVERTEX : (D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX2); hResult = IDirect3D3_CreateVertexBuffer(lpCtx->lpD3D3, &vbufdesc, &lpCtx->m_pvbuf, 0, NULL); if(FAILED(hResult)) { ddlogError(DDLOG_CRITICAL_OR_WARN, "CreateVertexBuffer(dst) failed", hResult); goto return_with_error; } #endif #endif _USE_GLD3_WGL // // Now create the Mesa context // // Create the Mesa visual if (lpPFD->cDepthBits) dwDepthBits = 16; if (lpPFD->cStencilBits) dwStencilBits = 8; if (lpPFD->cAlphaBits) { dwAlphaBits = 8; bAlphaSW = GL_TRUE; } if (lpPFD->dwFlags & PFD_DOUBLEBUFFER) bDouble = GL_TRUE; // lpCtx->EmulateSingle = // (lpPFD->dwFlags & PFD_DOUBLEBUFFER) ? FALSE : TRUE; #ifdef _USE_GLD3_WGL lpCtx->glVis = _mesa_create_visual( GL_TRUE, // RGB mode bDouble, /* double buffer */ GL_FALSE, // stereo lpPFD->cRedBits, lpPFD->cGreenBits, lpPFD->cBlueBits, dwAlphaBits, 0, // index bits dwDepthBits, dwStencilBits, lpPFD->cAccumRedBits, // accum bits lpPFD->cAccumGreenBits, // accum bits lpPFD->cAccumBlueBits, // accum bits lpPFD->cAccumAlphaBits, // accum alpha bits 1 // num samples ); #else // _USE_GLD3_WGL lpCtx->glVis = (*mesaFuncs.gl_create_visual)( GL_TRUE, // RGB mode bAlphaSW, // Is an alpha buffer required? bDouble, // Is an double-buffering required? GL_FALSE, // stereo dwDepthBits, // depth_size dwStencilBits, // stencil_size lpPFD->cAccumBits, // accum_size 0, // colour-index bits lpPFD->cRedBits, // Red bit count lpPFD->cGreenBits, // Green bit count lpPFD->cBlueBits, // Blue bit count dwAlphaBits // Alpha bit count ); #endif // _USE_GLD3_WGL if (lpCtx->glVis == NULL) { ddlogMessage(DDLOG_CRITICAL_OR_WARN, "gl_create_visual failed\n"); goto return_with_error; } #ifdef _USE_GLD3_WGL lpCtx->glCtx = _mesa_create_context(lpCtx->glVis, NULL, (void *)lpCtx, GL_TRUE); #else // Create the Mesa context lpCtx->glCtx = (*mesaFuncs.gl_create_context)( lpCtx->glVis, // Mesa visual NULL, // share list context (void *)lpCtx, // Pointer to our driver context GL_TRUE // Direct context flag ); #endif // _USE_GLD3_WGL if (lpCtx->glCtx == NULL) { ddlogMessage(DDLOG_CRITICAL_OR_WARN, "gl_create_context failed\n"); goto return_with_error; } // Create the Mesa framebuffer #ifdef _USE_GLD3_WGL lpCtx->glBuffer = _mesa_create_framebuffer( lpCtx->glVis, lpCtx->glVis->depthBits > 0, lpCtx->glVis->stencilBits > 0, lpCtx->glVis->accumRedBits > 0, GL_FALSE //swalpha ); #else lpCtx->glBuffer = (*mesaFuncs.gl_create_framebuffer)(lpCtx->glVis); #endif // _USE_GLD3_WGL if (lpCtx->glBuffer == NULL) { ddlogMessage(DDLOG_CRITICAL_OR_WARN, "gl_create_framebuffer failed\n"); goto return_with_error; } #ifdef _USE_GLD3_WGL // Init Mesa internals _swrast_CreateContext( lpCtx->glCtx ); _vbo_CreateContext( lpCtx->glCtx ); _tnl_CreateContext( lpCtx->glCtx ); _swsetup_CreateContext( lpCtx->glCtx ); _gldDriver.InitialiseMesa(lpCtx); lpCtx->glCtx->imports.warning = _gld_mesa_warning; lpCtx->glCtx->imports.fatal = _gld_mesa_fatal; #else // Tell Mesa how many texture stages we have glb.wMaxSimultaneousTextures = lpCtx->D3DDevDesc.wMaxSimultaneousTextures; // Only use as many Units as the spec requires if (glb.wMaxSimultaneousTextures > MAX_TEXTURE_UNITS) glb.wMaxSimultaneousTextures = MAX_TEXTURE_UNITS; lpCtx->glCtx->Const.MaxTextureUnits = glb.wMaxSimultaneousTextures; ddlogPrintf(DDLOG_INFO, "Texture stages : %d", glb.wMaxSimultaneousTextures); // Set the max texture size. // NOTE: clamped to a max of 1024 for extra performance! lpCtx->dwMaxTextureSize = (lpCtx->D3DDevDesc.dwMaxTextureWidth <= 1024) ? lpCtx->D3DDevDesc.dwMaxTextureWidth : 1024; // Texture resize takes place elsewhere. KH // NOTE: This was added to workaround an issue with the Intel app. #if 0 lpCtx->glCtx->Const.MaxTextureSize = lpCtx->dwMaxTextureSize; #else lpCtx->glCtx->Const.MaxTextureSize = 1024; #endif lpCtx->glCtx->Const.MaxDrawBuffers = 1; // Setup the Display Driver pointers dglSetupDDPointers(lpCtx->glCtx); // Initialise all the Direct3D renderstates dglInitStateD3D(lpCtx->glCtx); #if 0 // Signal a reload of texture state on next glBegin lpCtx->m_texHandleValid = FALSE; lpCtx->m_mtex = FALSE; lpCtx->m_texturing = FALSE; #else // Set default texture unit state // dglSetTexture(lpCtx, 0, NULL); // dglSetTexture(lpCtx, 1, NULL); #endif // // Set the global texture palette to default values. // // Clear the entire palette ZeroMemory(ppe, sizeof(PALETTEENTRY) * 256); // Fill the palette with a default colour. // A garish colour is used to catch bugs. Here Magenta is used. for (i=0; i < 256; i++) { ppe[i].peRed = 255; ppe[i].peGreen = 0; ppe[i].peBlue = 255; } RELEASE(lpCtx->lpGlobalPalette); if (glb.bDirectDrawPersistant && glb.bPersistantBuffers && glb.lpGlobalPalette) hResult = IDirectDrawPalette_AddRef(lpCtx->lpGlobalPalette = glb.lpGlobalPalette); else hResult = IDirectDraw4_CreatePalette( lpCtx->lpDD4, DDPCAPS_INITIALIZE | DDPCAPS_8BIT | DDPCAPS_ALLOW256, ppe, &(lpCtx->lpGlobalPalette), NULL); if (FAILED(hResult)) { ddlogError(DDLOG_ERROR, "Default CreatePalette failed\n", hResult); lpCtx->lpGlobalPalette = NULL; goto return_with_error; } if (glb.bDirectDrawPersistant && glb.bPersistantBuffers && !glb.lpGlobalPalette) IDirectDrawPalette_AddRef(glb.lpGlobalPalette = lpCtx->lpGlobalPalette); #endif // _USE_GLD3_WGL // ** If we have made it to here then we can enable rendering ** lpCtx->bCanRender = TRUE; // ddlogMessage(DDLOG_SYSTEM, "dglCreateContextBuffers succeded\n"); #ifdef GLD_THREADS // Release serialized access if (glb.bMultiThreaded) LeaveCriticalSection(&CriticalSection); #endif return TRUE; return_with_error: // Clean up before returning. // This is critical for secondary devices. lpCtx->bCanRender = FALSE; #ifdef _USE_GLD3_WGL // Destroy the Mesa context if (lpCtx->glBuffer) _mesa_destroy_framebuffer(lpCtx->glBuffer); if (lpCtx->glCtx) _mesa_destroy_context(lpCtx->glCtx); if (lpCtx->glVis) _mesa_destroy_visual(lpCtx->glVis); // Destroy driver data _gldDriver.DestroyDrawable(lpCtx); #else // Destroy the Mesa context if (lpCtx->glBuffer) (*mesaFuncs.gl_destroy_framebuffer)(lpCtx->glBuffer); if (lpCtx->glCtx) (*mesaFuncs.gl_destroy_context)(lpCtx->glCtx); if (lpCtx->glVis) (*mesaFuncs.gl_destroy_visual)(lpCtx->glVis); RELEASE(lpCtx->m_pvbuf); // Release D3D vertex buffer RELEASE(lpCtx->m_vbuf); // Release D3D vertex buffer if (lpCtx->lpViewport3) { if (lpCtx->lpDev3) IDirect3DDevice3_DeleteViewport(lpCtx->lpDev3, lpCtx->lpViewport3); RELEASE(lpCtx->lpViewport3); lpCtx->lpViewport3 = NULL; } RELEASE(lpCtx->lpDev3); if (lpCtx->lpDepth4) { if (lpCtx->lpBack4) IDirectDrawSurface4_DeleteAttachedSurface(lpCtx->lpBack4, 0L, lpCtx->lpDepth4); else IDirectDrawSurface4_DeleteAttachedSurface(lpCtx->lpFront4, 0L, lpCtx->lpDepth4); RELEASE(lpCtx->lpDepth4); lpCtx->lpDepth4 = NULL; } RELEASE(lpCtx->lpBack4); RELEASE(lpCtx->lpFront4); else if (lpCtx->bFullscreen) { IDirectDraw4_RestoreDisplayMode(lpCtx->lpDD4); IDirectDraw4_SetCooperativeLevel(lpCtx->lpDD4, NULL, DDSCL_NORMAL); } RELEASE(lpCtx->lpD3D3); RELEASE(lpCtx->lpDD4); RELEASE(lpCtx->lpDD1); #endif // _USE_GLD3_WGL lpCtx->bAllocated = FALSE; #ifdef GLD_THREADS // Release serialized access if (glb.bMultiThreaded) LeaveCriticalSection(&CriticalSection); #endif return FALSE; #undef DDLOG_CRITICAL_OR_WARN } // *********************************************************************** HGLRC dglCreateContext( HDC a, const DGL_pixelFormat *lpPF) { int i; HGLRC hGLRC; DGL_ctx* lpCtx; static BOOL bWarnOnce = TRUE; DWORD dwThreadId = GetCurrentThreadId(); char szMsg[256]; HWND hWnd; LONG lpfnWndProc; // Validate license if (!dglValidate()) return NULL; // Is context state ready ? if (!bContextReady) return NULL; ddlogPrintf(DDLOG_SYSTEM, "dglCreateContext for HDC=%X, ThreadId=%X", a, dwThreadId); // Find next free context. // Also ensure that only one Fullscreen context is created at any one time. hGLRC = 0; // Default to Not Found for (i=0; ibAllocated = TRUE; // Flag that buffers need creating on next wglMakeCurrent call. lpCtx->bHasBeenCurrent = FALSE; lpCtx->lpPF = (DGL_pixelFormat *)lpPF; // cache pixel format lpCtx->bCanRender = FALSE; // Create all the internal resources here, not in dglMakeCurrent(). // We do a re-size check in dglMakeCurrent in case of re-allocations. (DaveM) // We now try context allocations twice, first with video memory, // then again with system memory. This is similar to technique // used for dglWglResizeBuffers(). (DaveM) if (lpCtx->bHasBeenCurrent == FALSE) { if (!dglCreateContextBuffers(a, lpCtx, FALSE)) { if (glb.bMessageBoxWarnings && bWarnOnce && dwLogging) { bWarnOnce = FALSE; switch (nContextError) { case GLDERR_DDRAW: strcpy(szMsg, szDDrawWarning); break; case GLDERR_D3D: strcpy(szMsg, szD3DWarning); break; case GLDERR_MEM: strcpy(szMsg, szResourceWarning); break; case GLDERR_BPP: strcpy(szMsg, szBPPWarning); break; default: strcpy(szMsg, ""); } if (strlen(szMsg)) MessageBox(NULL, szMsg, "GLDirect", MB_OK | MB_ICONWARNING); } // Only need to try again if memory error if (nContextError == GLDERR_MEM) { ddlogPrintf(DDLOG_WARN, "dglCreateContext failed 1st time with video memory"); } else { ddlogPrintf(DDLOG_ERROR, "dglCreateContext failed"); return NULL; } } } // Now that we have a hWnd, we can intercept the WindowProc. hWnd = lpCtx->hWnd; if (hWnd) { // Only hook individual window handler once if not hooked before. lpfnWndProc = GetWindowLong(hWnd, GWL_WNDPROC); if (lpfnWndProc != (LONG)dglWndProc) { lpCtx->lpfnWndProc = lpfnWndProc; SetWindowLong(hWnd, GWL_WNDPROC, (LONG)dglWndProc); } // Find the parent window of the app too. if (glb.hWndActive == NULL) { while (hWnd != NULL) { glb.hWndActive = hWnd; hWnd = GetParent(hWnd); } // Hook the parent window too. lpfnWndProc = GetWindowLong(glb.hWndActive, GWL_WNDPROC); if (glb.hWndActive == lpCtx->hWnd) glb.lpfnWndProc = lpCtx->lpfnWndProc; else if (lpfnWndProc != (LONG)dglWndProc) glb.lpfnWndProc = lpfnWndProc; if (glb.lpfnWndProc) SetWindowLong(glb.hWndActive, GWL_WNDPROC, (LONG)dglWndProc); } } ddlogPrintf(DDLOG_SYSTEM, "dglCreateContext succeeded for HGLRC=%d", (int)hGLRC); return hGLRC; } // *********************************************************************** // Make a DirectGL context current // Used by wgl functions and dgl functions BOOL dglMakeCurrent( HDC a, HGLRC b) { int context; DGL_ctx* lpCtx; HWND hWnd; BOOL bNeedResize = FALSE; BOOL bWindowChanged, bContextChanged; LPDIRECTDRAWCLIPPER lpddClipper; DWORD dwThreadId = GetCurrentThreadId(); LONG lpfnWndProc; // Validate license if (!dglValidate()) return FALSE; // Is context state ready ? if (!bContextReady) return FALSE; context = (int)b; // This is as a result of STRICT! ddlogPrintf(DDLOG_SYSTEM, "dglMakeCurrent: HDC=%X, HGLRC=%d, ThreadId=%X", a, context, dwThreadId); // If the HGLRC is NULL then make no context current; // Ditto if the HDC is NULL either. (DaveM) if (context == 0 || a == 0) { // Corresponding Mesa operation #ifdef _USE_GLD3_WGL _mesa_make_current(NULL, NULL); #else (*mesaFuncs.gl_make_current)(NULL, NULL); #endif dglSetCurrentContext(0); return TRUE; } // Make sure the HGLRC is in range if ((context > DGL_MAX_CONTEXTS) || (context < 0)) { ddlogMessage(DDLOG_ERROR, "dglMakeCurrent: HGLRC out of range\n"); return FALSE; } // Find address of context and make sure that it has been allocated lpCtx = dglGetContextAddress(b); if (!lpCtx->bAllocated) { ddlogMessage(DDLOG_ERROR, "dglMakeCurrent: Context not allocated\n"); // return FALSE; return TRUE; // HACK: Shuts up "WebLab Viewer Pro". KeithH } #ifdef GLD_THREADS // Serialize access to DirectDraw or DDS operations if (glb.bMultiThreaded) EnterCriticalSection(&CriticalSection); #endif // Check if window has changed hWnd = (a != lpCtx->hDC) ? WindowFromDC(a) : lpCtx->hWnd; bWindowChanged = (hWnd != lpCtx->hWnd) ? TRUE : FALSE; bContextChanged = (b != dglGetCurrentContext()) ? TRUE : FALSE; // If the window has changed, make sure the clipper is updated. (DaveM) if (glb.bDirectDrawPersistant && !lpCtx->bFullscreen && (bWindowChanged || bContextChanged)) { lpCtx->hWnd = hWnd; #ifndef _USE_GLD3_WGL IDirectDrawSurface4_GetClipper(lpCtx->lpFront4, &lpddClipper); IDirectDrawClipper_SetHWnd(lpddClipper, 0, lpCtx->hWnd); IDirectDrawClipper_Release(lpddClipper); #endif // _USE_GLD3_WGL } // Make sure hDC and hWnd is current. (DaveM) // Obtain the dimensions of the rendering window lpCtx->hDC = a; // Cache DC lpCtx->hWnd = hWnd; hWndLastActive = hWnd; // Check for non-window DC = memory DC ? if (hWnd == NULL) { if (GetClipBox(a, &lpCtx->rcScreenRect) == ERROR) { ddlogMessage(DDLOG_WARN, "GetClipBox failed in dglMakeCurrent\n"); SetRect(&lpCtx->rcScreenRect, 0, 0, 0, 0); } } else if (!GetClientRect(lpCtx->hWnd, &lpCtx->rcScreenRect)) { ddlogMessage(DDLOG_WARN, "GetClientRect failed in dglMakeCurrent\n"); SetRect(&lpCtx->rcScreenRect, 0, 0, 0, 0); } // Check if buffers need to be re-sized; // If so, wait until Mesa GL stuff is setup before re-sizing; if (lpCtx->dwWidth != lpCtx->rcScreenRect.right - lpCtx->rcScreenRect.left || lpCtx->dwHeight != lpCtx->rcScreenRect.bottom - lpCtx->rcScreenRect.top) bNeedResize = TRUE; // Now we can update our globals dglSetCurrentContext(b); // Corresponding Mesa operation #ifdef _USE_GLD3_WGL _mesa_make_current(lpCtx->glCtx, lpCtx->glBuffer); lpCtx->glCtx->Driver.UpdateState(lpCtx->glCtx, _NEW_ALL); if (bNeedResize) { // Resize buffers (Note Mesa GL needs to be setup beforehand); // Resize Mesa internal buffer too via glViewport() command, // which subsequently calls dglWglResizeBuffers() too. lpCtx->glCtx->Driver.Viewport(lpCtx->glCtx, 0, 0, lpCtx->dwWidth, lpCtx->dwHeight); lpCtx->bHasBeenCurrent = TRUE; } #else (*mesaFuncs.gl_make_current)(lpCtx->glCtx, lpCtx->glBuffer); dglSetupDDPointers(lpCtx->glCtx); // Insure DirectDraw surfaces fit current window DC if (bNeedResize) { // Resize buffers (Note Mesa GL needs to be setup beforehand); // Resize Mesa internal buffer too via glViewport() command, // which subsequently calls dglWglResizeBuffers() too. (*mesaFuncs.gl_Viewport)(lpCtx->glCtx, 0, 0, lpCtx->dwWidth, lpCtx->dwHeight); lpCtx->bHasBeenCurrent = TRUE; } #endif // _USE_GLD3_WGL ddlogPrintf(DDLOG_SYSTEM, "dglMakeCurrent: width = %d, height = %d", lpCtx->dwWidth, lpCtx->dwHeight); // We have to clear D3D back buffer and render state if emulated front buffering // for different window (but not context) like in Solid Edge. if (glb.bDirectDrawPersistant && glb.bPersistantBuffers && (bWindowChanged /* || bContextChanged */) && lpCtx->EmulateSingle) { #ifdef _USE_GLD3_WGL // IDirect3DDevice8_EndScene(lpCtx->pDev); // lpCtx->bSceneStarted = FALSE; lpCtx->glCtx->Driver.Clear(lpCtx->glCtx, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_TRUE, 0, 0, lpCtx->dwWidth, lpCtx->dwHeight); #else IDirect3DDevice3_EndScene(lpCtx->lpDev3); lpCtx->bSceneStarted = FALSE; dglClearD3D(lpCtx->glCtx, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_TRUE, 0, 0, lpCtx->dwWidth, lpCtx->dwHeight); #endif // _USE_GLD3_WGL } // The first time we call MakeCurrent we set the initial viewport size if (lpCtx->bHasBeenCurrent == FALSE) #ifdef _USE_GLD3_WGL lpCtx->glCtx->Driver.Viewport(lpCtx->glCtx, 0, 0, lpCtx->dwWidth, lpCtx->dwHeight); #else (*mesaFuncs.gl_Viewport)(lpCtx->glCtx, 0, 0, lpCtx->dwWidth, lpCtx->dwHeight); #endif // _USE_GLD3_WGL lpCtx->bHasBeenCurrent = TRUE; #ifdef GLD_THREADS // Release serialized access if (glb.bMultiThreaded) LeaveCriticalSection(&CriticalSection); #endif return TRUE; } // *********************************************************************** BOOL dglDeleteContext( HGLRC a) { DGL_ctx* lpCtx; DWORD dwThreadId = GetCurrentThreadId(); char argstr[256]; #if 0 // We have enough trouble throwing exceptions as it is... (DaveM) // Validate license if (!dglValidate()) return FALSE; #endif // Is context state ready ? if (!bContextReady) return FALSE; ddlogPrintf(DDLOG_SYSTEM, "dglDeleteContext: Deleting context HGLRC=%d, ThreadId=%X", (int)a, dwThreadId); // Make sure the HGLRC is in range if (((int) a> DGL_MAX_CONTEXTS) || ((int)a < 0)) { ddlogMessage(DDLOG_ERROR, "dglDeleteCurrent: HGLRC out of range\n"); return FALSE; } // Make sure context is valid lpCtx = dglGetContextAddress(a); if (!lpCtx->bAllocated) { ddlogPrintf(DDLOG_WARN, "Tried to delete unallocated context HGLRC=%d", (int)a); // return FALSE; return TRUE; // HACK: Shuts up "WebLab Viewer Pro". KeithH } // Make sure context is de-activated if (a == dglGetCurrentContext()) { ddlogPrintf(DDLOG_WARN, "dglDeleteContext: context HGLRC=%d still active", (int)a); dglMakeCurrent(NULL, NULL); } #ifdef GLD_THREADS // Serialize access to DirectDraw or DDS operations if (glb.bMultiThreaded) EnterCriticalSection(&CriticalSection); #endif // We are about to destroy all Direct3D objects. // Therefore we must disable rendering lpCtx->bCanRender = FALSE; // This exception handler was installed to catch some // particularly nasty apps. Console apps that call exit() // fall into this catagory (i.e. Win32 Glut). // VC cannot successfully implement multiple exception handlers // if more than one exception occurs. Therefore reverting back to // single exception handler as Keith originally had it. (DaveM) #define WARN_MESSAGE(p) strcpy(argstr, (#p)); #define SAFE_RELEASE(p) WARN_MESSAGE(p); RELEASE(p); __try { #ifdef _USE_GLD3_WGL WARN_MESSAGE(gl_destroy_framebuffer); if (lpCtx->glBuffer) _mesa_destroy_framebuffer(lpCtx->glBuffer); WARN_MESSAGE(gl_destroy_context); if (lpCtx->glCtx) _mesa_destroy_context(lpCtx->glCtx); WARN_MESSAGE(gl_destroy_visual); if (lpCtx->glVis) _mesa_destroy_visual(lpCtx->glVis); _gldDriver.DestroyDrawable(lpCtx); #else // Destroy the Mesa context WARN_MESSAGE(gl_destroy_framebuffer); if (lpCtx->glBuffer) (*mesaFuncs.gl_destroy_framebuffer)(lpCtx->glBuffer); WARN_MESSAGE(gl_destroy_context); if (lpCtx->glCtx) (*mesaFuncs.gl_destroy_context)(lpCtx->glCtx); WARN_MESSAGE(gl_destroy_visual); if (lpCtx->glVis) (*mesaFuncs.gl_destroy_visual)(lpCtx->glVis); SAFE_RELEASE(lpCtx->m_pvbuf); // release D3D vertex buffer SAFE_RELEASE(lpCtx->m_vbuf); // release D3D vertex buffer // Delete the global palette SAFE_RELEASE(lpCtx->lpGlobalPalette); // Clean up. if (lpCtx->lpViewport3) { if (lpCtx->lpDev3) IDirect3DDevice3_DeleteViewport(lpCtx->lpDev3, lpCtx->lpViewport3); SAFE_RELEASE(lpCtx->lpViewport3); lpCtx->lpViewport3 = NULL; } SAFE_RELEASE(lpCtx->lpDev3); if (lpCtx->lpDepth4) { if (lpCtx->lpBack4) IDirectDrawSurface4_DeleteAttachedSurface(lpCtx->lpBack4, 0L, lpCtx->lpDepth4); else IDirectDrawSurface4_DeleteAttachedSurface(lpCtx->lpFront4, 0L, lpCtx->lpDepth4); SAFE_RELEASE(lpCtx->lpDepth4); lpCtx->lpDepth4 = NULL; } SAFE_RELEASE(lpCtx->lpBack4); SAFE_RELEASE(lpCtx->lpFront4); if (lpCtx->bFullscreen) { IDirectDraw4_RestoreDisplayMode(lpCtx->lpDD4); IDirectDraw4_SetCooperativeLevel(lpCtx->lpDD4, NULL, DDSCL_NORMAL); } SAFE_RELEASE(lpCtx->lpD3D3); SAFE_RELEASE(lpCtx->lpDD4); SAFE_RELEASE(lpCtx->lpDD1); #endif // _ULSE_GLD3_WGL } __except(EXCEPTION_EXECUTE_HANDLER) { ddlogPrintf(DDLOG_WARN, "Exception raised in dglDeleteContext: %s", argstr); } // Restore the window message handler because this context may be used // again by another window with a *different* message handler. (DaveM) if (lpCtx->lpfnWndProc) { SetWindowLong(lpCtx->hWnd, GWL_WNDPROC, (LONG)lpCtx->lpfnWndProc); lpCtx->lpfnWndProc = (LONG)NULL; } lpCtx->bAllocated = FALSE; // This context is now free for use #ifdef GLD_THREADS // Release serialized access if (glb.bMultiThreaded) LeaveCriticalSection(&CriticalSection); #endif return TRUE; } // *********************************************************************** BOOL dglSwapBuffers( HDC hDC) { RECT rSrcRect; // Source rectangle RECT rDstRect; // Destination rectangle POINT pt; HRESULT hResult; DDBLTFX bltFX; DWORD dwBlitFlags; DDBLTFX *lpBltFX; // DWORD dwThreadId = GetCurrentThreadId(); HGLRC hGLRC = dglGetCurrentContext(); DGL_ctx *lpCtx = dglGetContextAddress(hGLRC); HWND hWnd; HDC hDCAux; // for memory DC int x,y,w,h; // for memory DC BitBlt #if 0 // Perhaps not a good idea. Called too often. KH // Validate license if (!dglValidate()) return FALSE; #endif if (!lpCtx) { return TRUE; //FALSE; // No current context } if (!lpCtx->bCanRender) { // Don't return false else some apps will bail. return TRUE; } hWnd = lpCtx->hWnd; if (hDC != lpCtx->hDC) { ddlogPrintf(DDLOG_WARN, "dglSwapBuffers: HDC=%X does not match HDC=%X for HGLRC=%d", hDC, lpCtx->hDC, hGLRC); hWnd = WindowFromDC(hDC); } #ifndef _USE_GLD3_WGL // Ensure that the surfaces exist before we tell // the device to render to them. IDirectDraw4_RestoreAllSurfaces(lpCtx->lpDD4); // Make sure that the vertex caches have been emptied // dglStateChange(lpCtx); // Some OpenGL programs don't issue a glFinish - check for it here. if (lpCtx->bSceneStarted) { IDirect3DDevice3_EndScene(lpCtx->lpDev3); lpCtx->bSceneStarted = FALSE; } #endif #if 0 // If the calling app is not active then we don't need to Blit/Flip. // We can therefore simply return TRUE. if (!glb.bAppActive) return TRUE; // Addendum: This is WRONG! We should bail if the app is *minimized*, // not merely if the app is just plain 'not active'. // KeithH, 27/May/2000. #endif // Check for non-window DC = memory DC ? if (hWnd == NULL) { if (GetClipBox(hDC, &rSrcRect) == ERROR) return TRUE; // Use GDI BitBlt instead from compatible DirectDraw DC x = rSrcRect.left; y = rSrcRect.top; w = rSrcRect.right - rSrcRect.left; h = rSrcRect.bottom - rSrcRect.top; // Ack. DX8 does not have a GetDC() function... // TODO: Defer to DX7 or DX9 drivers... (DaveM) return TRUE; } // Bail if window client region is not drawable, like in Solid Edge if (!IsWindow(hWnd) /* || !IsWindowVisible(hWnd) */ || !GetClientRect(hWnd, &rSrcRect)) return TRUE; #ifdef GLD_THREADS // Serialize access to DirectDraw or DDS operations if (glb.bMultiThreaded) EnterCriticalSection(&CriticalSection); #endif #ifdef _USE_GLD3_WGL // Notify Mesa of impending swap, so Mesa can flush internal buffers. _mesa_notifySwapBuffers(lpCtx->glCtx); // Now perform driver buffer swap _gldDriver.SwapBuffers(lpCtx, hDC, hWnd); #else if (lpCtx->bFullscreen) { // Sync with retrace if required if (glb.bWaitForRetrace) { IDirectDraw4_WaitForVerticalBlank( lpCtx->lpDD4, DDWAITVB_BLOCKBEGIN, 0); } // Perform the fullscreen flip TRY(IDirectDrawSurface4_Flip( lpCtx->lpFront4, NULL, DDFLIP_WAIT), "dglSwapBuffers: Flip"); } else { // Calculate current window position and size pt.x = pt.y = 0; ClientToScreen(hWnd, &pt); GetClientRect(hWnd, &rDstRect); if (rDstRect.right > lpCtx->dwModeWidth) rDstRect.right = lpCtx->dwModeWidth; if (rDstRect.bottom > lpCtx->dwModeHeight) rDstRect.bottom = lpCtx->dwModeHeight; OffsetRect(&rDstRect, pt.x, pt.y); rSrcRect.left = rSrcRect.top = 0; rSrcRect.right = lpCtx->dwWidth; rSrcRect.bottom = lpCtx->dwHeight; if (rSrcRect.right > lpCtx->dwModeWidth) rSrcRect.right = lpCtx->dwModeWidth; if (rSrcRect.bottom > lpCtx->dwModeHeight) rSrcRect.bottom = lpCtx->dwModeHeight; if (glb.bWaitForRetrace) { // Sync the blit to the vertical retrace ZeroMemory(&bltFX, sizeof(bltFX)); bltFX.dwSize = sizeof(bltFX); bltFX.dwDDFX = DDBLTFX_NOTEARING; dwBlitFlags = DDBLT_WAIT | DDBLT_DDFX; lpBltFX = &bltFX; } else { dwBlitFlags = DDBLT_WAIT; lpBltFX = NULL; } // Perform the actual blit TRY(IDirectDrawSurface4_Blt( lpCtx->lpFront4, &rDstRect, lpCtx->lpBack4, // Blit source &rSrcRect, dwBlitFlags, lpBltFX), "dglSwapBuffers: Blt"); } #endif // _USE_GLD3_WGL #ifdef GLD_THREADS // Release serialized access if (glb.bMultiThreaded) LeaveCriticalSection(&CriticalSection); #endif // TODO: Re-instate rendering bitmap snapshot feature??? (DaveM) // Render frame is completed ValidateRect(hWnd, NULL); lpCtx->bFrameStarted = FALSE; return TRUE; } // ***********************************************************************