/* * IDirect3D8 implementation * * Copyright 2002 Jason Edmeades * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "config.h" #include #define NONAMELESSUNION #define NONAMELESSSTRUCT #include "windef.h" #include "winbase.h" #include "wingdi.h" #include "winuser.h" #include "wine/debug.h" #include "wine/unicode.h" #include "d3d8_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); /* x11drv GDI escapes */ #define X11DRV_ESCAPE 6789 enum x11drv_escape_codes { X11DRV_GET_DISPLAY, /* get X11 display for a DC */ X11DRV_GET_DRAWABLE, /* get current drawable for a DC */ X11DRV_GET_FONT, /* get current X font for a DC */ }; #define NUM_FORMATS 7 static const D3DFORMAT device_formats[NUM_FORMATS] = { D3DFMT_P8, D3DFMT_R3G3B2, D3DFMT_R5G6B5, D3DFMT_X1R5G5B5, D3DFMT_X4R4G4B4, D3DFMT_R8G8B8, D3DFMT_X8R8G8B8 }; static void IDirect3D8Impl_FillGLCaps(LPDIRECT3D8 iface, Display* display); /* retrieve the X display to use on a given DC */ inline static Display *get_display( HDC hdc ) { Display *display; enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY; if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape, sizeof(display), (LPSTR)&display )) display = NULL; return display; } /* IDirect3D IUnknown parts follow: */ HRESULT WINAPI IDirect3D8Impl_QueryInterface(LPDIRECT3D8 iface,REFIID riid,LPVOID *ppobj) { ICOM_THIS(IDirect3D8Impl,iface); if (IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_IDirect3D8)) { IDirect3D8Impl_AddRef(iface); *ppobj = This; return D3D_OK; } WARN("(%p)->(%s,%p),not found\n",This,debugstr_guid(riid),ppobj); return E_NOINTERFACE; } ULONG WINAPI IDirect3D8Impl_AddRef(LPDIRECT3D8 iface) { ICOM_THIS(IDirect3D8Impl,iface); TRACE("(%p) : AddRef from %ld\n", This, This->ref); return ++(This->ref); } ULONG WINAPI IDirect3D8Impl_Release(LPDIRECT3D8 iface) { ICOM_THIS(IDirect3D8Impl,iface); ULONG ref = --This->ref; TRACE("(%p) : ReleaseRef to %ld\n", This, This->ref); if (ref == 0) HeapFree(GetProcessHeap(), 0, This); return ref; } /* IDirect3D Interface follow: */ HRESULT WINAPI IDirect3D8Impl_RegisterSoftwareDevice (LPDIRECT3D8 iface, void* pInitializeFunction) { ICOM_THIS(IDirect3D8Impl,iface); FIXME("(%p)->(%p): stub\n", This, pInitializeFunction); return D3D_OK; } UINT WINAPI IDirect3D8Impl_GetAdapterCount (LPDIRECT3D8 iface) { ICOM_THIS(IDirect3D8Impl,iface); /* FIXME: Set to one for now to imply the display */ TRACE("(%p): Mostly stub, only returns primary display\n", This); return 1; } HRESULT WINAPI IDirect3D8Impl_GetAdapterIdentifier (LPDIRECT3D8 iface, UINT Adapter, DWORD Flags, D3DADAPTER_IDENTIFIER8* pIdentifier) { ICOM_THIS(IDirect3D8Impl,iface); TRACE("(%p}->(Adapter: %d, Flags: %lx, pId=%p)\n", This, Adapter, Flags, pIdentifier); if (Adapter >= IDirect3D8Impl_GetAdapterCount(iface)) { return D3DERR_INVALIDCALL; } if (Adapter == 0) { /* Display */ strcpy(pIdentifier->Driver, "Display"); strcpy(pIdentifier->Description, "Direct3D Display"); pIdentifier->DriverVersion.s.HighPart = 1; pIdentifier->DriverVersion.s.LowPart = 0; pIdentifier->VendorId = 0; pIdentifier->DeviceId = 0; pIdentifier->SubSysId = 0; pIdentifier->Revision = 0; /*FIXME: memcpy(&pIdentifier->DeviceIdentifier, ??, sizeof(??GUID)); */ if (Flags & D3DENUM_NO_WHQL_LEVEL) { pIdentifier->WHQLLevel = 0; } else { pIdentifier->WHQLLevel = 1; } } else { FIXME("Adapter not primary display\n"); } return D3D_OK; } UINT WINAPI IDirect3D8Impl_GetAdapterModeCount (LPDIRECT3D8 iface, UINT Adapter) { ICOM_THIS(IDirect3D8Impl,iface); TRACE("(%p}->(Adapter: %d)\n", This, Adapter); if (Adapter >= IDirect3D8Impl_GetAdapterCount(iface)) { return D3DERR_INVALIDCALL; } if (Adapter == 0) { /* Display */ DEVMODEW DevModeW; int i = 0; while (EnumDisplaySettingsExW(NULL, i, &DevModeW, 0)) { i++; } TRACE("(%p}->(Adapter: %d) => %d\n", This, Adapter, i); return i; } else { FIXME("Adapter not primary display\n"); } return 0; } HRESULT WINAPI IDirect3D8Impl_EnumAdapterModes (LPDIRECT3D8 iface, UINT Adapter, UINT Mode, D3DDISPLAYMODE* pMode) { ICOM_THIS(IDirect3D8Impl,iface); TRACE("(%p}->(Adapter:%d, mode:%d, pMode:%p)\n", This, Adapter, Mode, pMode); if (Adapter >= IDirect3D8Impl_GetAdapterCount(iface)) { return D3DERR_INVALIDCALL; } if (Adapter == 0) { /* Display */ HDC hdc; int bpp = 0; DEVMODEW DevModeW; if (EnumDisplaySettingsExW(NULL, Mode, &DevModeW, 0)) { pMode->Width = DevModeW.dmPelsWidth; pMode->Height = DevModeW.dmPelsHeight; bpp = DevModeW.dmBitsPerPel; pMode->RefreshRate = D3DADAPTER_DEFAULT; if (DevModeW.dmFields&DM_DISPLAYFREQUENCY) { pMode->RefreshRate = DevModeW.dmDisplayFrequency; } } else { TRACE("Requested mode out of range %d\n", Mode); return D3DERR_INVALIDCALL; } hdc = CreateDCA("DISPLAY", NULL, NULL, NULL); bpp = min(GetDeviceCaps(hdc, BITSPIXEL), bpp); DeleteDC(hdc); switch (bpp) { case 8: pMode->Format = D3DFMT_R3G3B2; break; case 16: pMode->Format = D3DFMT_R5G6B5; break; case 24: /* pMode->Format = D3DFMT_R5G6B5; break;*/ /* Make 24bit appear as 32 bit */ case 32: pMode->Format = D3DFMT_A8R8G8B8; break; default: pMode->Format = D3DFMT_UNKNOWN; } TRACE("W %d H %d rr %d fmt (%x,%s) bpp %u\n", pMode->Width, pMode->Height, pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format), bpp); } else { FIXME("Adapter not primary display\n"); } return D3D_OK; } HRESULT WINAPI IDirect3D8Impl_GetAdapterDisplayMode (LPDIRECT3D8 iface, UINT Adapter, D3DDISPLAYMODE* pMode) { ICOM_THIS(IDirect3D8Impl,iface); TRACE("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode); if (Adapter >= IDirect3D8Impl_GetAdapterCount(iface)) { return D3DERR_INVALIDCALL; } if (Adapter == 0) { /* Display */ int bpp = 0; DEVMODEW DevModeW; EnumDisplaySettingsExW(NULL, (DWORD)-1, &DevModeW, 0); pMode->Width = DevModeW.dmPelsWidth; pMode->Height = DevModeW.dmPelsHeight; bpp = DevModeW.dmBitsPerPel; pMode->RefreshRate = D3DADAPTER_DEFAULT; if (DevModeW.dmFields&DM_DISPLAYFREQUENCY) { pMode->RefreshRate = DevModeW.dmDisplayFrequency; } switch (bpp) { case 8: pMode->Format = D3DFMT_R3G3B2; break; case 16: pMode->Format = D3DFMT_R5G6B5; break; case 24: /*pMode->Format = D3DFMT_R5G6B5; break;*/ /* Make 24bit appear as 32 bit */ case 32: pMode->Format = D3DFMT_A8R8G8B8; break; default: pMode->Format = D3DFMT_UNKNOWN; } } else { FIXME("Adapter not primary display\n"); } TRACE("returning w:%d, h:%d, ref:%d, fmt:%x\n", pMode->Width, pMode->Height, pMode->RefreshRate, pMode->Format); return D3D_OK; } HRESULT WINAPI IDirect3D8Impl_CheckDeviceType (LPDIRECT3D8 iface, UINT Adapter, D3DDEVTYPE CheckType, D3DFORMAT DisplayFormat, D3DFORMAT BackBufferFormat, BOOL Windowed) { ICOM_THIS(IDirect3D8Impl,iface); FIXME("(%p)->(Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n", This, Adapter, CheckType, debug_d3ddevicetype(CheckType), DisplayFormat, debug_d3dformat(DisplayFormat), BackBufferFormat, debug_d3dformat(BackBufferFormat), Windowed); return D3D_OK; } HRESULT WINAPI IDirect3D8Impl_CheckDeviceFormat (LPDIRECT3D8 iface, UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT AdapterFormat, DWORD Usage, D3DRESOURCETYPE RType, D3DFORMAT CheckFormat) { ICOM_THIS(IDirect3D8Impl,iface); FIXME("(%p)->(Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%lu,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n", This, Adapter, DeviceType, debug_d3ddevicetype(DeviceType), AdapterFormat, debug_d3dformat(AdapterFormat), Usage, debug_d3dusage(Usage), RType, debug_d3dressourcetype(RType), CheckFormat, debug_d3dformat(CheckFormat)); if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) { switch (CheckFormat) { case D3DFMT_DXT1: case D3DFMT_DXT3: case D3DFMT_DXT5: return D3D_OK; default: break; /* Avoid compiler warnings */ } } switch (CheckFormat) { case D3DFMT_UYVY: case D3DFMT_YUY2: case D3DFMT_DXT1: case D3DFMT_DXT2: case D3DFMT_DXT3: case D3DFMT_DXT4: case D3DFMT_DXT5: case D3DFMT_X8L8V8U8: case D3DFMT_L6V5U5: case D3DFMT_V8U8: /* Since we do not support these formats right now, don't pretend to. */ return D3DERR_NOTAVAILABLE; default: break; } return D3D_OK; } HRESULT WINAPI IDirect3D8Impl_CheckDeviceMultiSampleType(LPDIRECT3D8 iface, UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT SurfaceFormat, BOOL Windowed, D3DMULTISAMPLE_TYPE MultiSampleType) { ICOM_THIS(IDirect3D8Impl,iface); FIXME("(%p)->(Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x)\n", This, Adapter, DeviceType, debug_d3ddevicetype(DeviceType), SurfaceFormat, debug_d3dformat(SurfaceFormat), Windowed, MultiSampleType); if (D3DMULTISAMPLE_NONE == MultiSampleType) return D3D_OK; return D3DERR_NOTAVAILABLE; } HRESULT WINAPI IDirect3D8Impl_CheckDepthStencilMatch(LPDIRECT3D8 iface, UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT AdapterFormat, D3DFORMAT RenderTargetFormat, D3DFORMAT DepthStencilFormat) { ICOM_THIS(IDirect3D8Impl,iface); FIXME("(%p)->(Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n", This, Adapter, DeviceType, debug_d3ddevicetype(DeviceType), AdapterFormat, debug_d3dformat(AdapterFormat), RenderTargetFormat, debug_d3dformat(RenderTargetFormat), DepthStencilFormat, debug_d3dformat(DepthStencilFormat)); #if 0 switch (DepthStencilFormat) { case D3DFMT_D24X4S4: case D3DFMT_D24X8: case D3DFMT_D24S8: case D3DFMT_D32: /** * as i don't know how to really check hard caps of graphics cards * i prefer to not permit 32bit zbuffers enumeration (as few cards can do it) */ return D3DERR_NOTAVAILABLE; default: break; } #endif return D3D_OK; } HRESULT WINAPI IDirect3D8Impl_GetDeviceCaps(LPDIRECT3D8 iface, UINT Adapter, D3DDEVTYPE DeviceType, D3DCAPS8* pCaps) { BOOL gotContext = FALSE; BOOL created = FALSE; GLint gl_tex_size = 0; GLXContext gl_context = 0; Display *display = NULL; ICOM_THIS(IDirect3D8Impl,iface); TRACE("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps); /* Note: GL seems to trap if GetDeviceCaps is called before any HWND's created ie there is no GL Context - Get a default rendering context to enable the function query some info from GL */ if (glXGetCurrentContext() == NULL) { XVisualInfo template; XVisualInfo *vis; HDC device_context; Visual *visual; Drawable drawable = (Drawable) GetPropA(GetDesktopWindow(), "__wine_x11_whole_window"); XWindowAttributes win_attr; BOOL failed = FALSE; int num; /* Get the display */ device_context = GetDC(0); display = get_display(device_context); ReleaseDC(0, device_context); /* Get the X visual */ ENTER_GL(); if (XGetWindowAttributes(display, drawable, &win_attr)) { visual = win_attr.visual; } else { visual = DefaultVisual(display, DefaultScreen(display)); } template.visualid = XVisualIDFromVisual(visual); vis = XGetVisualInfo(display, VisualIDMask, &template, &num); if (vis == NULL) { LEAVE_GL(); WARN("Error creating visual info for capabilities initialization\n"); failed = TRUE; } /* Create a GL context */ if (!failed) { gl_context = glXCreateContext(display, vis, NULL, GL_TRUE); if (gl_context == NULL) { LEAVE_GL(); WARN("Error creating default context for capabilities initialization\n"); failed = TRUE; } } /* Make it the current GL context */ if (!failed && glXMakeCurrent(display, drawable, gl_context) == False) { glXDestroyContext(display, gl_context); LEAVE_GL(); WARN("Error setting default context as current for capabilities initialization\n"); failed = TRUE; } /* It worked! Wow... */ if (!failed) { gotContext = TRUE; created = TRUE; } } else { gotContext = TRUE; } if (gotContext == FALSE) { FIXME("GetDeviceCaps called but no GL Context - Returning dummy values\n"); gl_tex_size=65535; pCaps->MaxTextureBlendStages = 2; pCaps->MaxSimultaneousTextures = 2; pCaps->MaxUserClipPlanes = 8; pCaps->MaxActiveLights = 8; pCaps->MaxVertexBlendMatrices = 0; pCaps->MaxVertexBlendMatrixIndex = 1; pCaps->MaxAnisotropy = 0; pCaps->MaxPointSize = 255.0; } else { glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_tex_size); } /* If we don't know the device settings, go query them now */ if (This->isGLInfoValid == FALSE) IDirect3D8Impl_FillGLCaps(iface, NULL); pCaps->DeviceType = (DeviceType == D3DDEVTYPE_HAL) ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */ pCaps->AdapterOrdinal = Adapter; pCaps->Caps = 0; pCaps->Caps2 = D3DCAPS2_CANRENDERWINDOWED; pCaps->Caps3 = D3DDEVCAPS_HWTRANSFORMANDLIGHT; pCaps->PresentationIntervals = D3DPRESENT_INTERVAL_IMMEDIATE; pCaps->CursorCaps = 0; pCaps->DevCaps = D3DDEVCAPS_DRAWPRIMTLVERTEX | D3DDEVCAPS_HWTRANSFORMANDLIGHT | D3DDEVCAPS_PUREDEVICE; pCaps->PrimitiveMiscCaps = D3DPMISCCAPS_CULLCCW | D3DPMISCCAPS_CULLCW | D3DPMISCCAPS_COLORWRITEENABLE | D3DPMISCCAPS_CLIPTLVERTS | D3DPMISCCAPS_CLIPPLANESCALEDPOINTS | D3DPMISCCAPS_MASKZ; /*NOT: D3DPMISCCAPS_TSSARGTEMP*/ pCaps->RasterCaps = D3DPRASTERCAPS_DITHER | D3DPRASTERCAPS_PAT | D3DPRASTERCAPS_FOGRANGE; /* FIXME Add: D3DPRASTERCAPS_FOGVERTEX D3DPRASTERCAPS_FOGTABLE D3DPRASTERCAPS_MIPMAPLODBIAS D3DPRASTERCAPS_ZBIAS D3DPRASTERCAPS_ANISOTROPY D3DPRASTERCAPS_WFOG D3DPRASTERCAPS_ZFOG D3DPRASTERCAPS_COLORPERSPECTIVE D3DPRASTERCAPS_STRETCHBLTMULTISAMPLE D3DPRASTERCAPS_ANTIALIASEDGES D3DPRASTERCAPS_ZBUFFERLESSHSR D3DPRASTERCAPS_WBUFFER */ pCaps->ZCmpCaps = D3DPCMPCAPS_ALWAYS | D3DPCMPCAPS_EQUAL | D3DPCMPCAPS_GREATER | D3DPCMPCAPS_GREATEREQUAL | D3DPCMPCAPS_LESS | D3DPCMPCAPS_LESSEQUAL | D3DPCMPCAPS_NEVER | D3DPCMPCAPS_NOTEQUAL; pCaps->SrcBlendCaps = 0xFFFFFFFF; /*FIXME: Tidy up later */ pCaps->DestBlendCaps = 0xFFFFFFFF; /*FIXME: Tidy up later */ pCaps->AlphaCmpCaps = 0xFFFFFFFF; /*FIXME: Tidy up later */ pCaps->ShadeCaps = D3DPSHADECAPS_SPECULARGOURAUDRGB | D3DPSHADECAPS_COLORGOURAUDRGB; pCaps->TextureCaps = D3DPTEXTURECAPS_ALPHA | D3DPTEXTURECAPS_ALPHAPALETTE | D3DPTEXTURECAPS_POW2 | D3DPTEXTURECAPS_VOLUMEMAP | D3DPTEXTURECAPS_MIPMAP; #if defined(GL_VERSION_1_3) || defined(GL_ARB_texture_cube_map) pCaps->TextureCaps |= D3DPTEXTURECAPS_CUBEMAP | D3DPTEXTURECAPS_MIPCUBEMAP | D3DPTEXTURECAPS_CUBEMAP_POW2; #endif pCaps->TextureFilterCaps = D3DPTFILTERCAPS_MAGFLINEAR | D3DPTFILTERCAPS_MAGFPOINT | D3DPTFILTERCAPS_MINFLINEAR | D3DPTFILTERCAPS_MINFPOINT | D3DPTFILTERCAPS_MIPFLINEAR | D3DPTFILTERCAPS_MIPFPOINT; pCaps->CubeTextureFilterCaps = 0; pCaps->VolumeTextureFilterCaps = 0; pCaps->TextureAddressCaps = D3DPTADDRESSCAPS_BORDER | D3DPTADDRESSCAPS_CLAMP | D3DPTADDRESSCAPS_WRAP; #if defined(GL_VERSION_1_3) pCaps->TextureAddressCaps |= D3DPTADDRESSCAPS_MIRROR; #endif /* FIXME: Add D3DPTADDRESSCAPS_BORDER D3DPTADDRESSCAPS_MIRRORONCE */ pCaps->VolumeTextureAddressCaps = 0; pCaps->LineCaps = D3DLINECAPS_TEXTURE | D3DLINECAPS_ZTEST; /* FIXME: Add D3DLINECAPS_BLEND D3DLINECAPS_ALPHACMP D3DLINECAPS_FOG */ pCaps->MaxTextureWidth = gl_tex_size; pCaps->MaxTextureHeight = gl_tex_size; pCaps->MaxVolumeExtent = 0; pCaps->MaxTextureRepeat = 32768; pCaps->MaxTextureAspectRatio = 32768; pCaps->MaxVertexW = 1.0; pCaps->GuardBandLeft = 0; pCaps->GuardBandTop = 0; pCaps->GuardBandRight = 0; pCaps->GuardBandBottom = 0; pCaps->ExtentsAdjust = 0; pCaps->StencilCaps = D3DSTENCILCAPS_DECRSAT | D3DSTENCILCAPS_INCRSAT | D3DSTENCILCAPS_INVERT | D3DSTENCILCAPS_KEEP | D3DSTENCILCAPS_REPLACE | D3DSTENCILCAPS_ZERO; #if defined(GL_VERSION_1_4) || defined(GL_EXT_stencil_wrap) pCaps->StencilCaps |= D3DSTENCILCAPS_DECR | D3DSTENCILCAPS_INCR; #endif pCaps->FVFCaps = D3DFVFCAPS_PSIZE | 0x80000; pCaps->TextureOpCaps = D3DTEXOPCAPS_ADD | D3DTEXOPCAPS_ADDSIGNED | D3DTEXOPCAPS_ADDSIGNED2X | D3DTEXOPCAPS_MODULATE | D3DTEXOPCAPS_MODULATE2X | D3DTEXOPCAPS_MODULATE4X | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_SELECTARG2 | D3DTEXOPCAPS_DISABLE; #if defined(GL_VERSION_1_3) pCaps->TextureOpCaps |= D3DTEXOPCAPS_DOTPRODUCT3 | D3DTEXOPCAPS_SUBTRACT; #endif /* FIXME: Add D3DTEXOPCAPS_ADDSMOOTH D3DTEXOPCAPS_BLENDCURRENTALPHA D3DTEXOPCAPS_BLENDDIFFUSEALPHA D3DTEXOPCAPS_BLENDFACTORALPHA D3DTEXOPCAPS_BLENDTEXTUREALPHA D3DTEXOPCAPS_BLENDTEXTUREALPHAPM D3DTEXOPCAPS_BUMPENVMAP D3DTEXOPCAPS_BUMPENVMAPLUMINANCE D3DTEXOPCAPS_LERP D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA D3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR D3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA D3DTEXOPCAPS_MULTIPLYADD D3DTEXOPCAPS_PREMODULATE */ if (gotContext) { GLint gl_max; GLfloat gl_float; #if defined(GL_VERSION_1_3) glGetIntegerv(GL_MAX_TEXTURE_UNITS, &gl_max); #else glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max); #endif TRACE("GLCaps: GL_MAX_TEXTURE_UNITS_ARB=%d\n", gl_max); pCaps->MaxTextureBlendStages = min(8, gl_max); pCaps->MaxSimultaneousTextures = min(8, gl_max); glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max); pCaps->MaxUserClipPlanes = min(MAX_CLIPPLANES, gl_max); TRACE("GLCaps: GL_MAX_CLIP_PLANES=%ld\n", pCaps->MaxUserClipPlanes); glGetIntegerv(GL_MAX_LIGHTS, &gl_max); pCaps->MaxActiveLights = gl_max; TRACE("GLCaps: GL_MAX_LIGHTS=%ld\n", pCaps->MaxActiveLights); if (GL_SUPPORT(ARB_VERTEX_BLEND)) { glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max); pCaps->MaxVertexBlendMatrices = gl_max; pCaps->MaxVertexBlendMatrixIndex = 1; } else { pCaps->MaxVertexBlendMatrices = 0; pCaps->MaxVertexBlendMatrixIndex = 1; } #if defined(GL_EXT_texture_filter_anisotropic) glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max); pCaps->MaxAnisotropy = gl_max; #else pCaps->MaxAnisotropy = 0; #endif glGetFloatv(GL_POINT_SIZE_RANGE, &gl_float); pCaps->MaxPointSize = gl_float; } pCaps->VertexProcessingCaps = D3DVTXPCAPS_DIRECTIONALLIGHTS | D3DVTXPCAPS_MATERIALSOURCE7 | D3DVTXPCAPS_POSITIONALLIGHTS | D3DVTXPCAPS_TEXGEN; /* FIXME: Add D3DVTXPCAPS_LOCALVIEWER D3DVTXPCAPS_TWEENING */ pCaps->MaxPrimitiveCount = 0xFFFFFFFF; pCaps->MaxVertexIndex = 0xFFFFFFFF; pCaps->MaxStreams = MAX_STREAMS; pCaps->MaxStreamStride = 1024; #if 1 pCaps->VertexShaderVersion = D3DVS_VERSION(1,1); pCaps->MaxVertexShaderConst = D3D8_VSHADER_MAX_CONSTANTS; #else pCaps->VertexShaderVersion = 0; pCaps->MaxVertexShaderConst = D3D8_VSHADER_MAX_CONSTANTS; #endif #if 0 pCaps->PixelShaderVersion = D3DPS_VERSION(1,1); pCaps->MaxPixelShaderValue = 1.0; #else pCaps->PixelShaderVersion = 0; pCaps->MaxPixelShaderValue = 0.0; #endif /* If we created a dummy context, throw it away */ if (created) { glXMakeCurrent(display, None, NULL); glXDestroyContext(display, gl_context); LEAVE_GL(); } return D3D_OK; } HMONITOR WINAPI IDirect3D8Impl_GetAdapterMonitor(LPDIRECT3D8 iface, UINT Adapter) { ICOM_THIS(IDirect3D8Impl,iface); FIXME("(%p)->(Adptr:%d)\n", This, Adapter); return D3D_OK; } static void IDirect3D8Impl_FillGLCaps(LPDIRECT3D8 iface, Display* display) { const char *GL_Extensions = NULL; const char *GLX_Extensions = NULL; GLint gl_max; ICOM_THIS(IDirect3D8Impl,iface); /* * Initialize openGL extension related variables * with Default values */ memset(&This->gl_info.supported, 0, sizeof(This->gl_info.supported)); This->gl_info.max_textures = 1; This->gl_info.ps_arb_version = PS_VERSION_NOT_SUPPORTED; This->gl_info.vs_arb_version = VS_VERSION_NOT_SUPPORTED; This->gl_info.vs_nv_version = VS_VERSION_NOT_SUPPORTED; This->gl_info.vs_ati_version = VS_VERSION_NOT_SUPPORTED; #define USE_GL_FUNC(type, pfn) This->gl_info.pfn = NULL; GL_EXT_FUNCS_GEN; #undef USE_GL_FUNC /* Retrieve opengl defaults */ glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max); This->gl_info.max_clipplanes = min(MAX_CLIPPLANES, gl_max); TRACE("ClipPlanes support - num Planes=%d\n", gl_max); glGetIntegerv(GL_MAX_LIGHTS, &gl_max); This->gl_info.max_lights = gl_max; TRACE("Lights support - max lights=%d\n", gl_max); /* Parse the gl supported features, in theory enabling parts of our code appropriately */ GL_Extensions = glGetString(GL_EXTENSIONS); FIXME("GL_Extensions reported:\n"); if (NULL == GL_Extensions) { ERR(" GL_Extensions returns NULL\n"); } else { while (*GL_Extensions != 0x00) { const char *Start = GL_Extensions; char ThisExtn[256]; memset(ThisExtn, 0x00, sizeof(ThisExtn)); while (*GL_Extensions != ' ' && *GL_Extensions != 0x00) { GL_Extensions++; } memcpy(ThisExtn, Start, (GL_Extensions - Start)); FIXME("- %s\n", ThisExtn); /** * ARB */ if (strcmp(ThisExtn, "GL_ARB_fragment_program") == 0) { This->gl_info.ps_arb_version = PS_VERSION_11; FIXME(" FOUND: ARB Pixel Shader support - version=%02x\n", This->gl_info.ps_arb_version); This->gl_info.supported[ARB_FRAGMENT_PROGRAM] = TRUE; } else if (strcmp(ThisExtn, "GL_ARB_multisample") == 0) { FIXME(" FOUND: ARB Multisample support\n"); This->gl_info.supported[ARB_MULTISAMPLE] = TRUE; } else if (strcmp(ThisExtn, "GL_ARB_multitexture") == 0) { glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max); FIXME(" FOUND: ARB Multitexture support - GL_MAX_TEXTURE_UNITS_ARB=%u\n", gl_max); This->gl_info.supported[ARB_MULTITEXTURE] = TRUE; This->gl_info.max_textures = min(8, gl_max); } else if (strcmp(ThisExtn, "GL_ARB_texture_cube_map") == 0) { FIXME(" FOUND: ARB Texture Cube Map support\n"); This->gl_info.supported[ARB_TEXTURE_CUBE_MAP] = TRUE; } else if (strcmp(ThisExtn, "GL_ARB_texture_compression") == 0) { FIXME(" FOUND: ARB Texture Compression support\n"); This->gl_info.supported[ARB_TEXTURE_COMPRESSION] = TRUE; } else if (strcmp(ThisExtn, "GL_ARB_texture_env_combine") == 0) { FIXME(" FOUND: EXT Texture Env combine support\n"); This->gl_info.supported[ARB_TEXTURE_ENV_COMBINE] = TRUE; } else if (strcmp(ThisExtn, "GL_ARB_texture_env_dot3") == 0) { if (FALSE == This->gl_info.supported[ARB_TEXTURE_ENV_DOT3]) { FIXME(" FOUND: EXT Dot3 support\n"); This->gl_info.supported[ARB_TEXTURE_ENV_DOT3] = TRUE; } } else if (strstr(ThisExtn, "GL_ARB_vertex_program")) { This->gl_info.vs_arb_version = VS_VERSION_11; FIXME(" FOUND: ARB Vertex Shader support - version=%02x\n", This->gl_info.vs_arb_version); This->gl_info.supported[ARB_VERTEX_PROGRAM] = TRUE; /** * EXT */ } else if (strcmp(ThisExtn, "GL_EXT_fog_coord") == 0) { FIXME(" FOUND: EXT Fog coord support\n"); This->gl_info.supported[EXT_FOG_COORD] = TRUE; } else if (strcmp(ThisExtn, "GL_EXT_paletted_texture") == 0) { /* handle paletted texture extensions */ FIXME(" FOUND: EXT Paletted texture support\n"); This->gl_info.supported[EXT_PALETTED_TEXTURE] = TRUE; } else if (strcmp(ThisExtn, "GL_EXT_point_parameters") == 0) { FIXME(" FOUND: EXT Point parameters support\n"); This->gl_info.supported[EXT_POINT_PARAMETERS] = TRUE; } else if (strcmp(ThisExtn, "GL_EXT_secondary_color") == 0) { FIXME(" FOUND: EXT Secondary coord support\n"); This->gl_info.supported[EXT_SECONDARY_COLOR] = TRUE; #if defined(GL_EXT_texture_compression_s3tc) } else if (strcmp(ThisExtn, "GL_EXT_texture_compression_s3tc") == 0) { FIXME(" FOUND: EXT Texture S3TC compression support\n"); This->gl_info.supported[EXT_TEXTURE_COMPRESSION_S3TC] = TRUE; #endif } else if (strcmp(ThisExtn, "GL_EXT_texture_env_dot3") == 0) { if (FALSE == This->gl_info.supported[ARB_TEXTURE_ENV_DOT3]) { FIXME(" FOUND: EXT Dot3 support\n"); This->gl_info.supported[ARB_TEXTURE_ENV_DOT3] = TRUE; } } else if (strcmp(ThisExtn, "GL_EXT_texture_filter_anisotropic") == 0) { FIXME(" FOUND: EXT Texture Anisotropic filter support\n"); This->gl_info.supported[EXT_TEXTURE_FILTER_ANISOTROPIC] = TRUE; } else if (strcmp(ThisExtn, "GL_EXT_texture_lod") == 0) { FIXME(" FOUND: EXT Texture LOD support\n"); This->gl_info.supported[EXT_TEXTURE_LOD] = TRUE; } else if (strcmp(ThisExtn, "GL_EXT_texture_lod_bias") == 0) { FIXME(" FOUND: EXT Texture LOD bias support\n"); This->gl_info.supported[EXT_TEXTURE_LOD_BIAS] = TRUE; } else if (strcmp(ThisExtn, "GL_EXT_vertex_weighting") == 0) { FIXME(" FOUND: EXT Vertex weighting support\n"); This->gl_info.supported[EXT_VERTEX_WEIGHTING] = TRUE; /** * NVIDIA */ } else if (strstr(ThisExtn, "GL_NV_fragment_program")) { This->gl_info.ps_nv_version = PS_VERSION_11; FIXME(" FOUND: NVIDIA (NV) Pixel Shader support - version=%02x\n", This->gl_info.ps_nv_version); This->gl_info.supported[NV_FRAGMENT_PROGRAM] = TRUE; } else if (strstr(ThisExtn, "GL_NV_vertex_program")) { This->gl_info.vs_nv_version = max(This->gl_info.vs_nv_version, (0 == strcmp(ThisExtn, "GL_NV_vertex_program1_1")) ? VS_VERSION_11 : VS_VERSION_10); This->gl_info.vs_nv_version = max(This->gl_info.vs_nv_version, (0 == strcmp(ThisExtn, "GL_NV_vertex_program2")) ? VS_VERSION_20 : VS_VERSION_10); FIXME(" FOUND: NVIDIA (NV) Vertex Shader support - version=%02x\n", This->gl_info.vs_nv_version); This->gl_info.supported[NV_VERTEX_PROGRAM] = TRUE; /** * ATI */ /** TODO */ } else if (strcmp(ThisExtn, "GL_EXT_vertex_shader") == 0) { This->gl_info.vs_ati_version = VS_VERSION_11; FIXME(" FOUND: ATI (EXT) Vertex Shader support - version=%02x\n", This->gl_info.vs_ati_version); This->gl_info.supported[EXT_VERTEX_SHADER] = TRUE; } if (*GL_Extensions == ' ') GL_Extensions++; } } #define USE_GL_FUNC(type, pfn) This->gl_info.pfn = (type) glXGetProcAddressARB(#pfn); GL_EXT_FUNCS_GEN; #undef USE_GL_FUNC if (display != NULL) { GLX_Extensions = glXQueryExtensionsString(display, DefaultScreen(display)); FIXME("GLX_Extensions reported:\n"); if (NULL == GLX_Extensions) { ERR(" GLX_Extensions returns NULL\n"); } else { while (*GLX_Extensions != 0x00) { const char *Start = GLX_Extensions; char ThisExtn[256]; memset(ThisExtn, 0x00, sizeof(ThisExtn)); while (*GLX_Extensions != ' ' && *GLX_Extensions != 0x00) { GLX_Extensions++; } memcpy(ThisExtn, Start, (GLX_Extensions - Start)); FIXME("- %s\n", ThisExtn); if (*GLX_Extensions == ' ') GLX_Extensions++; } } } #define USE_GL_FUNC(type, pfn) This->gl_info.pfn = (type) glXGetProcAddressARB(#pfn); GLX_EXT_FUNCS_GEN; #undef USE_GL_FUNC /* Only save the values obtained when a display is provided */ if (display != NULL) This->isGLInfoValid = TRUE; } HRESULT WINAPI IDirect3D8Impl_CreateDevice (LPDIRECT3D8 iface, UINT Adapter, D3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviourFlags, D3DPRESENT_PARAMETERS* pPresentationParameters, IDirect3DDevice8** ppReturnedDeviceInterface) { IDirect3DDevice8Impl *object; HWND whichHWND; int num; XVisualInfo template; HDC hDc; ICOM_THIS(IDirect3D8Impl,iface); TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %lx, PresParms: %p, RetDevInt: %p)\n", This, Adapter, DeviceType, hFocusWindow, BehaviourFlags, pPresentationParameters, ppReturnedDeviceInterface); /* Allocate the storage for the device */ object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DDevice8Impl)); if (NULL == object) { return D3DERR_OUTOFVIDEOMEMORY; } object->lpVtbl = &Direct3DDevice8_Vtbl; object->ref = 1; object->direct3d8 = This; /** The device AddRef the direct3d8 Interface else crash in propers clients codes */ IDirect3D8_AddRef((LPDIRECT3D8) object->direct3d8); /** use StateBlock Factory here, for creating the startup stateBlock */ object->StateBlock = NULL; IDirect3DDeviceImpl_CreateStateBlock(object, D3DSBT_ALL, NULL); object->UpdateStateBlock = object->StateBlock; /* Save the creation parameters */ object->CreateParms.AdapterOrdinal = Adapter; object->CreateParms.DeviceType = DeviceType; object->CreateParms.hFocusWindow = hFocusWindow; object->CreateParms.BehaviorFlags = BehaviourFlags; *ppReturnedDeviceInterface = (LPDIRECT3DDEVICE8) object; /* Initialize settings */ object->PresentParms.BackBufferCount = 1; /* Opengl only supports one? */ object->adapterNo = Adapter; object->devType = DeviceType; /* Initialize openGl - Note the visual is chosen as the window is created and the glcontext cannot use different properties after that point in time. FIXME: How to handle when requested format doesn't match actual visual? Cannot choose one here - code removed as it ONLY works if the one it chooses is identical to the one already being used! */ /* FIXME: Handle stencil appropriately via EnableAutoDepthStencil / AutoDepthStencilFormat */ /* Which hwnd are we using? */ whichHWND = pPresentationParameters->hDeviceWindow; if (!whichHWND) { whichHWND = hFocusWindow; } object->win_handle = whichHWND; object->win = (Window)GetPropA( whichHWND, "__wine_x11_client_window" ); hDc = GetDC(whichHWND); object->display = get_display(hDc); TRACE("(%p)->(DepthStencil:(%u,%s), BackBufferFormat:(%u,%s))\n", This, pPresentationParameters->AutoDepthStencilFormat, debug_d3dformat(pPresentationParameters->AutoDepthStencilFormat), pPresentationParameters->BackBufferFormat, debug_d3dformat(pPresentationParameters->BackBufferFormat)); ENTER_GL(); /* Create a context based off the properties of the existing visual */ template.visualid = (VisualID)GetPropA(GetDesktopWindow(), "__wine_x11_visual_id"); object->visInfo = XGetVisualInfo(object->display, VisualIDMask, &template, &num); if (NULL == object->visInfo) { ERR("cannot really get XVisual\n"); LEAVE_GL(); return D3DERR_NOTAVAILABLE; } object->glCtx = glXCreateContext(object->display, object->visInfo, NULL, GL_TRUE); if (NULL == object->glCtx) { ERR("cannot create glxContext\n"); LEAVE_GL(); return D3DERR_NOTAVAILABLE; } LEAVE_GL(); ReleaseDC(whichHWND, hDc); if (object->glCtx == NULL) { ERR("Error in context creation !\n"); return D3DERR_INVALIDCALL; } else { TRACE("Context created (HWND=%p, glContext=%p, Window=%ld, VisInfo=%p)\n", whichHWND, object->glCtx, object->win, object->visInfo); } /* If not windowed, need to go fullscreen, and resize the HWND to the appropriate */ /* dimensions */ if (!pPresentationParameters->Windowed) { #if 1 DEVMODEW devmode; HDC hdc; int bpp = 0; memset(&devmode, 0, sizeof(DEVMODEW)); devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT; MultiByteToWideChar(CP_ACP, 0, "Gamers CG", -1, devmode.dmDeviceName, CCHDEVICENAME); hdc = CreateDCA("DISPLAY", NULL, NULL, NULL); bpp = GetDeviceCaps(hdc, BITSPIXEL); DeleteDC(hdc); devmode.dmBitsPerPel = (bpp >= 24) ? 32 : bpp;/*Stupid XVidMode cannot change bpp D3DFmtGetBpp(object, pPresentationParameters->BackBufferFormat);*/ devmode.dmPelsWidth = pPresentationParameters->BackBufferWidth; devmode.dmPelsHeight = pPresentationParameters->BackBufferHeight; ChangeDisplaySettingsExW(devmode.dmDeviceName, &devmode, object->win_handle, CDS_FULLSCREEN, NULL); #else FIXME("Requested full screen support not implemented, expect windowed operation\n"); #endif /* Make popup window */ ShowWindow(whichHWND, SW_HIDE); SetWindowLongA(whichHWND, GWL_STYLE, WS_POPUP); SetWindowPos(object->win_handle, HWND_TOP, 0, 0, pPresentationParameters->BackBufferWidth, pPresentationParameters->BackBufferHeight, SWP_SHOWWINDOW | SWP_FRAMECHANGED); ShowWindow(whichHWND, SW_SHOW); } TRACE("Creating back buffer\n"); /* MSDN: If Windowed is TRUE and either of the BackBufferWidth/Height values is zero, then the corresponding dimension of the client area of the hDeviceWindow (or the focus window, if hDeviceWindow is NULL) is taken. */ if (pPresentationParameters->Windowed && ((pPresentationParameters->BackBufferWidth == 0) || (pPresentationParameters->BackBufferHeight == 0))) { RECT Rect; GetClientRect(whichHWND, &Rect); if (pPresentationParameters->BackBufferWidth == 0) { pPresentationParameters->BackBufferWidth = Rect.right; TRACE("Updating width to %d\n", pPresentationParameters->BackBufferWidth); } if (pPresentationParameters->BackBufferHeight == 0) { pPresentationParameters->BackBufferHeight = Rect.bottom; TRACE("Updating height to %d\n", pPresentationParameters->BackBufferHeight); } } /* Save the presentation parms now filled in correctly */ memcpy(&object->PresentParms, pPresentationParameters, sizeof(D3DPRESENT_PARAMETERS)); IDirect3DDevice8Impl_CreateRenderTarget((LPDIRECT3DDEVICE8) object, pPresentationParameters->BackBufferWidth, pPresentationParameters->BackBufferHeight, pPresentationParameters->BackBufferFormat, pPresentationParameters->MultiSampleType, TRUE, (LPDIRECT3DSURFACE8*) &object->frontBuffer); IDirect3DDevice8Impl_CreateRenderTarget((LPDIRECT3DDEVICE8) object, pPresentationParameters->BackBufferWidth, pPresentationParameters->BackBufferHeight, pPresentationParameters->BackBufferFormat, pPresentationParameters->MultiSampleType, TRUE, (LPDIRECT3DSURFACE8*) &object->backBuffer); if (pPresentationParameters->EnableAutoDepthStencil) { IDirect3DDevice8Impl_CreateDepthStencilSurface((LPDIRECT3DDEVICE8) object, pPresentationParameters->BackBufferWidth, pPresentationParameters->BackBufferHeight, pPresentationParameters->AutoDepthStencilFormat, D3DMULTISAMPLE_NONE, (LPDIRECT3DSURFACE8*) &object->depthStencilBuffer); } else { object->depthStencilBuffer = NULL; } TRACE("FrontBuf @ %p, BackBuf @ %p, DepthStencil @ %p\n",object->frontBuffer, object->backBuffer, object->depthStencilBuffer); /* init the default renderTarget management */ object->drawable = object->win; object->render_ctx = object->glCtx; object->renderTarget = object->frontBuffer; IDirect3DSurface8Impl_AddRef((LPDIRECT3DSURFACE8) object->renderTarget); object->stencilBufferTarget = object->depthStencilBuffer; if (NULL != object->stencilBufferTarget) { IDirect3DSurface8Impl_AddRef((LPDIRECT3DSURFACE8) object->stencilBufferTarget); } ENTER_GL(); if (glXMakeCurrent(object->display, object->win, object->glCtx) == False) { ERR("Error in setting current context (context %p drawable %ld)!\n", object->glCtx, object->win); } checkGLcall("glXMakeCurrent"); /* Clear the screen */ glClearColor(1.0, 0.0, 0.0, 0.0); checkGLcall("glClearColor"); glColor3f(1.0, 1.0, 1.0); checkGLcall("glColor3f"); glEnable(GL_LIGHTING); checkGLcall("glEnable"); glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE); checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);"); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);"); glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR); checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);"); /* * Initialize openGL extension related variables * with Default values */ IDirect3D8Impl_FillGLCaps(iface, object->display); /* Setup all the devices defaults */ IDirect3DDeviceImpl_InitStartupStateBlock(object); LEAVE_GL(); { /* Set a default viewport */ D3DVIEWPORT8 vp; vp.X = 0; vp.Y = 0; vp.Width = pPresentationParameters->BackBufferWidth; vp.Height = pPresentationParameters->BackBufferHeight; vp.MinZ = 0.0f; vp.MaxZ = 1.0f; IDirect3DDevice8Impl_SetViewport((LPDIRECT3DDEVICE8) object, &vp); } /* Initialize the current view state */ object->modelview_valid = 1; object->proj_valid = 0; object->view_ident = 1; object->last_was_rhw = 0; glGetIntegerv(GL_MAX_LIGHTS, &object->maxConcurrentLights); TRACE("(%p,%d) All defaults now set up, leaving CreateDevice with %p\n", This, Adapter, object); return D3D_OK; } ICOM_VTABLE(IDirect3D8) Direct3D8_Vtbl = { ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE IDirect3D8Impl_QueryInterface, IDirect3D8Impl_AddRef, IDirect3D8Impl_Release, IDirect3D8Impl_RegisterSoftwareDevice, IDirect3D8Impl_GetAdapterCount, IDirect3D8Impl_GetAdapterIdentifier, IDirect3D8Impl_GetAdapterModeCount, IDirect3D8Impl_EnumAdapterModes, IDirect3D8Impl_GetAdapterDisplayMode, IDirect3D8Impl_CheckDeviceType, IDirect3D8Impl_CheckDeviceFormat, IDirect3D8Impl_CheckDeviceMultiSampleType, IDirect3D8Impl_CheckDepthStencilMatch, IDirect3D8Impl_GetDeviceCaps, IDirect3D8Impl_GetAdapterMonitor, IDirect3D8Impl_CreateDevice };