Leaked source code of windows server 2003
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/******************************Module*Header**********************************\
*
* *******************
* * D3D SAMPLE CODE *
* *******************
*
* Module Name: d3ddx6.c
*
* Content: Direct3D DX6 Callback function interface
*
* Copyright (c) 1994-1998 3Dlabs Inc. Ltd. All rights reserved.
* Copyright (c) 1995-1999 Microsoft Corporation. All rights reserved.
\*****************************************************************************/
#include "precomp.h"
#include "d3dhw.h"
#include "d3dcntxt.h"
#include "dd.h"
#include "d3dtxman.h"
#define ALLOC_TAG ALLOC_TAG_6D2P
//-----------------------------------------------------------------------------
//
// DX6 allows driver-level acceleration of the new vertex-buffer API. It
// allows data and commands, indices and statechanges to be contained in
// two separate DirectDraw surfaces. The DirectDraw surfaces can reside
// in system, AGP, or video memory depending on the type of allocation
// requested by the user The interface is designed to accomodate legacy
// ExecuteBuffer applications with no driver impact. This allows higher
// performance on both legacy applications as well as the highest
// possible performance through the vertex buffer API.
//
//-----------------------------------------------------------------------------
#define STARTVERTEXSIZE (sizeof(D3DHAL_DP2STARTVERTEX))
// Macros for updating properly our instruction pointer to our next instruction
// in the command buffer
#define NEXTINSTRUCTION(ptr, type, num, extrabytes) \
NEXTINSTRUCTION_S(ptr, sizeof(type), num, extrabytes)
#define NEXTINSTRUCTION_S(ptr, typesize, num, extrabytes) \
ptr = (LPD3DHAL_DP2COMMAND)((LPBYTE)ptr + sizeof(D3DHAL_DP2COMMAND) + \
((num) * (typesize)) + (extrabytes))
// Error reporting macro , sets up error code and exits DrawPrimitives2
#define PARSE_ERROR_AND_EXIT( pDP2Data, pIns, pStartIns, ddrvalue) \
{ \
pDP2Data->dwErrorOffset = (DWORD)((LPBYTE)pIns-(LPBYTE)pStartIns); \
pDP2Data->ddrval = ddrvalue; \
goto Exit_DrawPrimitives2; \
}
// Macros for verifying validity of the command and vertex buffers. This MUST
// be done by the driver even on free builds as the runtime avoids this check
// in order to not parse the command buffer too.
#define CHECK_CMDBUF_LIMITS( pDP2Data, pBuf, type, num, extrabytes) \
CHECK_CMDBUF_LIMITS_S( pDP2Data, pBuf, sizeof(type), num, extrabytes)
#define CHECK_CMDBUF_LIMITS_S( pDP2Data, pBuf, typesize, num, extrabytes) \
{ \
LPBYTE pBase,pEnd,pBufEnd; \
pBase = (LPBYTE)(pDP2Data->lpDDCommands->lpGbl->fpVidMem + \
pDP2Data->dwCommandOffset); \
pEnd = pBase + pDP2Data->dwCommandLength; \
pBufEnd = ((LPBYTE)pBuf + ((num) * (typesize)) + (extrabytes) - 1); \
if (! ((LPBYTE)pBufEnd < pEnd) && ( pBase <= (LPBYTE)pBuf)) \
{ \
DBG_D3D((0,"DX6 D3D: Trying to read past Command Buffer limits " \
"%x %x %x %x",pBase ,(LPBYTE)pBuf, pBufEnd, pEnd )); \
PARSE_ERROR_AND_EXIT( pDP2Data, lpIns, lpInsStart, \
D3DERR_COMMAND_UNPARSED ); \
} \
}
#define CHECK_DATABUF_LIMITS( pDP2Data, iIndex) \
{ \
if (! (((LONG)iIndex >= 0) && \
((LONG)iIndex <(LONG)pDP2Data->dwVertexLength))) \
{ \
DBG_D3D((0,"DX6 D3D: Trying to read past Vertex Buffer limits " \
"%d limit= %d ",(LONG)iIndex, (LONG)pDP2Data->dwVertexLength));\
PARSE_ERROR_AND_EXIT( pDP2Data, lpIns, lpInsStart, \
D3DERR_COMMAND_UNPARSED ); \
} \
}
// Macros for accessing vertexes in the vertex buffer based on an index or on
// a previous accessed vertex
#define LP_FVF_VERTEX(lpBaseAddr, wIndex, P2FVFOffs) \
(LPD3DTLVERTEX)((LPBYTE)(lpBaseAddr) + (wIndex) * (P2FVFOffs).dwStride)
#define LP_FVF_NXT_VTX(lpVtx, P2FVFOffs ) \
(LPD3DTLVERTEX)((LPBYTE)(lpVtx) + (P2FVFOffs).dwStride)
// Forward declaration of utility functions
DWORD __CheckFVFRequest(DWORD dwFVF, LPP2FVFOFFSETS lpP2FVFOff);
D3DFVFDRAWTRIFUNCPTR __HWSetTriangleFunc(PERMEDIA_D3DCONTEXT *pContext);
HRESULT __Clear( PERMEDIA_D3DCONTEXT* pContext,
DWORD dwFlags,
DWORD dwFillColor,
D3DVALUE dvFillDepth,
DWORD dwFillStencil,
LPD3DRECT lpRects,
DWORD dwNumRects);
HRESULT __TextureBlt(PERMEDIA_D3DCONTEXT* pContext,
D3DHAL_DP2TEXBLT* lpdp2texblt);
HRESULT __SetRenderTarget(PERMEDIA_D3DCONTEXT* pContext,
DWORD hRenderTarget,
DWORD hZBuffer);
HRESULT __PaletteUpdate(PERMEDIA_D3DCONTEXT* pContext,
DWORD dwPaletteHandle,
WORD wStartIndex,
WORD wNumEntries,
BYTE * pPaletteData);
HRESULT __PaletteSet(PERMEDIA_D3DCONTEXT* pContext,
DWORD dwSurfaceHandle,
DWORD dwPaletteHandle,
DWORD dwPaletteFlags);
void __BeginStateSet(PERMEDIA_D3DCONTEXT*, DWORD);
void __EndStateSet(PERMEDIA_D3DCONTEXT*);
void __DeleteStateSet(PERMEDIA_D3DCONTEXT*, DWORD);
void __ExecuteStateSet(PERMEDIA_D3DCONTEXT*, DWORD);
void __CaptureStateSet(PERMEDIA_D3DCONTEXT*, DWORD);
void __RestoreD3DContext(PPDev ppdev, PERMEDIA_D3DCONTEXT* pContext);
//-----------------------------Public Routine----------------------------------
//
// DWORD D3DDrawPrimitives2
//
// The D3DDrawPrimitives2 callback is filled in by drivers which directly
// support the rendering primitives using the new DDI. If this entry is
// left as NULL, the API will be emulated through DX5-level HAL interfaces.
//
// PARAMETERS
//
// lpdp2d This structure is used when D3DDrawPrimitives2 is called
// to draw a set of primitives using a vertex buffer. The
// surface specified by the lpDDCommands in
// D3DHAL_DRAWPRIMITIVES2DATA contains a sequence of
// D3DHAL_DP2COMMAND structures. Each D3DHAL_DP2COMMAND
// specifies either a primitive to draw, a state change to
// process, or a re-base command.
//
//-----------------------------------------------------------------------------
DWORD CALLBACK
D3DDrawPrimitives2_P2( LPD3DHAL_DRAWPRIMITIVES2DATA lpdp2d );
DWORD CALLBACK
D3DDrawPrimitives2( LPD3DHAL_DRAWPRIMITIVES2DATA lpdp2d )
{
// User memory might become invalid under some circumstances,
// exception handler is used for protection
__try
{
return (D3DDrawPrimitives2_P2(lpdp2d));
}
__except(EXCEPTION_EXECUTE_HANDLER)
{
// On Perm2 driver, no special handling is done
DBG_D3D((0, "D3DDrawPrimitives2 : exception happened."));
lpdp2d->ddrval = DDERR_EXCEPTION;
return (DDHAL_DRIVER_HANDLED);
}
}
DWORD CALLBACK
D3DDrawPrimitives2_P2( LPD3DHAL_DRAWPRIMITIVES2DATA lpdp2d )
{
LPDDRAWI_DDRAWSURFACE_LCL lpCmdLcl, lpDataLcl;
LPD3DHAL_DP2COMMAND lpIns, lpResumeIns;
LPD3DTLVERTEX lpVertices=NULL, lpV0, lpV1, lpV2, lpV3;
LPBYTE lpInsStart, lpPrim;
PERMEDIA_D3DCONTEXT *pContext;
UINT i,j;
WORD wCount, wIndex, wIndex1, wIndex2, wIndex3,
wFlags, wIndxBase;
HRESULT ddrval;
P2FVFOFFSETS P2FVFOff;
D3DHAL_DP2TEXTURESTAGESTATE *lpRState;
D3DFVFDRAWTRIFUNCPTR pTriangle;
D3DFVFDRAWPNTFUNCPTR pPoint;
DWORD dwEdgeFlags;
DBG_D3D((6,"Entering D3DDrawPrimitives2"));
DBG_D3D((8," dwhContext = %x",lpdp2d->dwhContext));
DBG_D3D((8," dwFlags = %x",lpdp2d->dwFlags));
DBG_D3D((8," dwVertexType = %d",lpdp2d->dwVertexType));
DBG_D3D((8," dwCommandOffset = %d",lpdp2d->dwCommandOffset));
DBG_D3D((8," dwCommandLength = %d",lpdp2d->dwCommandLength));
DBG_D3D((8," dwVertexOffset = %d",lpdp2d->dwVertexOffset));
DBG_D3D((8," dwVertexLength = %d",lpdp2d->dwVertexLength));
// Retrieve permedia d3d context from context handle
pContext = (PERMEDIA_D3DCONTEXT*)ContextSlots[lpdp2d->dwhContext];
// Check if we got a valid context
CHK_CONTEXT(pContext, lpdp2d->ddrval, "DrawPrimitives2");
PPDev ppdev = pContext->ppdev;
PERMEDIA_DEFS(ppdev);
__P2RegsSoftwareCopy* pSoftPermedia = &pContext->Hdr.SoftCopyP2Regs;
// Switch hw context, and force the next switch to wait for the Permedia
SET_CURRENT_D3D_CONTEXT(pContext->hPermediaContext);
// Restore our D3D rendering context
__RestoreD3DContext(ppdev, pContext);
// Get appropriate pointers to command buffer
lpInsStart = (LPBYTE)(lpdp2d->lpDDCommands->lpGbl->fpVidMem);
if (lpInsStart == NULL)
{
DBG_D3D((0,"DX6 Command Buffer pointer is null"));
lpdp2d->ddrval = DDERR_INVALIDPARAMS;
goto Exit_DrawPrimitives2;
}
lpIns = (LPD3DHAL_DP2COMMAND)(lpInsStart + lpdp2d->dwCommandOffset);
// Check if the FVF format being passed is valid.
if (__CheckFVFRequest(lpdp2d->dwVertexType, &P2FVFOff) != DD_OK)
{
DBG_D3D((0,"DrawPrimitives2 cannot handle "
"Flexible Vertex Format requested"));
PARSE_ERROR_AND_EXIT(lpdp2d, lpIns, lpInsStart,
D3DERR_COMMAND_UNPARSED);
}
// Check if vertex size calculated from dwVertexType is the same as
// dwVertexSize, this is to make sure that CHECK_DATABUF_LIMITS's index
// checking is done using the correct step size
if (lpdp2d->dwVertexSize != P2FVFOff.dwStride)
{
DBG_D3D((0,"DrawPrimitives2 : invalid vertex size from runtime."));
PARSE_ERROR_AND_EXIT(lpdp2d, lpIns, lpInsStart,
D3DERR_COMMAND_UNPARSED);
}
// Process commands while we haven't exhausted the command buffer
while ((LPBYTE)lpIns <
(lpInsStart + lpdp2d->dwCommandLength + lpdp2d->dwCommandOffset))
{
// Get pointer to first primitive structure past the D3DHAL_DP2COMMAND
lpPrim = (LPBYTE)lpIns + sizeof(D3DHAL_DP2COMMAND);
DBG_D3D((4,"D3DDrawPrimitive2: parsing instruction %d count = %d @ %x",
lpIns->bCommand, lpIns->wPrimitiveCount, lpIns));
// If our next command involves some actual rendering, we have to make
// sure that our rendering context is realized
switch( lpIns->bCommand )
{
case D3DDP2OP_POINTS:
case D3DDP2OP_LINELIST:
case D3DDP2OP_INDEXEDLINELIST:
case D3DDP2OP_INDEXEDLINELIST2:
case D3DDP2OP_LINESTRIP:
case D3DDP2OP_INDEXEDLINESTRIP:
case D3DDP2OP_TRIANGLELIST:
case D3DDP2OP_INDEXEDTRIANGLELIST:
case D3DDP2OP_INDEXEDTRIANGLELIST2:
case D3DDP2OP_TRIANGLESTRIP:
case D3DDP2OP_INDEXEDTRIANGLESTRIP:
case D3DDP2OP_TRIANGLEFAN:
case D3DDP2OP_INDEXEDTRIANGLEFAN:
// Check if vertex buffer resides in user memory or in a DDraw surface
if (NULL == lpVertices)
{
if (NULL == lpdp2d->lpVertices)
{
DBG_D3D((0,"DX6 Vertex Buffer pointer is null"));
lpdp2d->ddrval = DDERR_INVALIDPARAMS;
goto Exit_DrawPrimitives2;
}
if (lpdp2d->dwFlags & D3DHALDP2_USERMEMVERTICES)
{
// Get appropriate pointer to vertices , memory is already secured
lpVertices = (LPD3DTLVERTEX)((LPBYTE)lpdp2d->lpVertices +
lpdp2d->dwVertexOffset);
}
else
{
// Get appropriate pointer to vertices
lpVertices =
(LPD3DTLVERTEX)((LPBYTE)lpdp2d->lpDDVertex->lpGbl->fpVidMem
+ lpdp2d->dwVertexOffset);
}
if (NULL == lpVertices)
{
DBG_D3D((0,"DX6 Vertex Buffer pointer is null"));
lpdp2d->ddrval = DDERR_INVALIDPARAMS;
goto Exit_DrawPrimitives2;
}
}
// fall through intentionally, no break here
case D3DDP2OP_LINELIST_IMM:
case D3DDP2OP_TRIANGLEFAN_IMM:
// Update triangle rendering function
pTriangle = __HWSetTriangleFunc(pContext);
pPoint = __HWSetPointFunc(pContext, &P2FVFOff);
// Handle State changes that may need to update the chip
if (pContext->dwDirtyFlags)
{
// Handle the dirty states
__HandleDirtyPermediaState(ppdev, pContext, &P2FVFOff);
}
break;
}
// Execute the current command buffer command
switch( lpIns->bCommand )
{
case D3DDP2OP_RENDERSTATE:
// Specifies a render state change that requires processing.
// The rendering state to change is specified by one or more
// D3DHAL_DP2RENDERSTATE structures following D3DHAL_DP2COMMAND.
DBG_D3D((8,"D3DDP2OP_RENDERSTATE "
"state count = %d", lpIns->wStateCount));
// Check we are in valid buffer memory
CHECK_CMDBUF_LIMITS(lpdp2d, lpPrim,
D3DHAL_DP2RENDERSTATE, lpIns->wStateCount, 0);
lpdp2d->ddrval = __ProcessPermediaStates(pContext,
lpIns->wStateCount,
(LPD3DSTATE) (lpPrim),
lpdp2d->lpdwRStates);
if ( FAILED(lpdp2d->ddrval) )
{
DBG_D3D((2,"Error processing D3DDP2OP_RENDERSTATE"));
PARSE_ERROR_AND_EXIT(lpdp2d, lpIns, lpInsStart, ddrval);
}
NEXTINSTRUCTION(lpIns, D3DHAL_DP2RENDERSTATE,
lpIns->wStateCount, 0);
break;
case D3DDP2OP_TEXTURESTAGESTATE:
// Specifies texture stage state changes, having wStateCount
// D3DNTHAL_DP2TEXTURESTAGESTATE structures follow the command
// buffer. For each, the driver should update its internal
// texture state associated with the texture at dwStage to
// reflect the new value based on TSState.
DBG_D3D((8,"D3DDP2OP_TEXTURESTAGESTATE"));
// Verify the command buffer validity
CHECK_CMDBUF_LIMITS(lpdp2d, lpPrim,
D3DHAL_DP2TEXTURESTAGESTATE, lpIns->wStateCount, 0);
lpRState = (D3DHAL_DP2TEXTURESTAGESTATE *)(lpPrim);
for (i = 0; i < lpIns->wStateCount; i++)
{
if (0 == lpRState->wStage)
{
// Tell __HWSetupPrimitive to look at stage state data
DIRTY_MULTITEXTURE;
if ((lpRState->TSState >= D3DTSS_TEXTUREMAP) &&
(lpRState->TSState <= D3DTSS_TEXTURETRANSFORMFLAGS))
{
#if D3D_STATEBLOCKS
if (!pContext->bStateRecMode)
{
#endif //D3D_STATEBLOCKS
if (pContext->TssStates[lpRState->TSState] !=
lpRState->dwValue)
{
// Store value associated to this stage state
pContext->TssStates[lpRState->TSState] =
lpRState->dwValue;
// Perform any necessary preprocessing of it
__HWPreProcessTSS(pContext,
0,
lpRState->TSState,
lpRState->dwValue);
DBG_D3D((8,"TSS State Chg , Stage %d, "
"State %d, Value %d",
(LONG)lpRState->wStage,
(LONG)lpRState->TSState,
(LONG)lpRState->dwValue));
DIRTY_TEXTURE; //AZN5
}
#if D3D_STATEBLOCKS
}
else
{
if (pContext->pCurrSS != NULL)
{
DBG_D3D((6,"Recording RS %x = %x",
lpRState->TSState, lpRState->dwValue));
// Recording the state in a stateblock
pContext->pCurrSS->u.uc.TssStates[lpRState->TSState] =
lpRState->dwValue;
FLAG_SET(pContext->pCurrSS->u.uc.bStoredTSS,
lpRState->TSState);
}
}
#endif //D3D_STATEBLOCKS
}
else
{
DBG_D3D((2,"Unhandled texture stage state %d value %d",
(LONG)lpRState->TSState, (LONG)lpRState->dwValue));
}
}
else
{
DBG_D3D((0,"Texture Stage other than 0 received,"
" not supported in hw"));
}
lpRState ++;
}
NEXTINSTRUCTION(lpIns, D3DHAL_DP2TEXTURESTAGESTATE,
lpIns->wStateCount, 0);
break;
case D3DNTDP2OP_VIEWPORTINFO:
// Specifies the clipping rectangle used for guard-band
// clipping by guard-band aware drivers. The clipping
// rectangle (i.e. the viewing rectangle) is specified
// by the D3DHAL_DP2 VIEWPORTINFO structures following
// D3DHAL_DP2COMMAND
// Verify the command buffer validity
CHECK_CMDBUF_LIMITS(lpdp2d, lpPrim,
D3DHAL_DP2VIEWPORTINFO, lpIns->wStateCount, 0);
// We don't implement guard band clipping in this driver so
// we just skip any of this data that might be sent to us
NEXTINSTRUCTION(lpIns, D3DHAL_DP2VIEWPORTINFO,
lpIns->wStateCount, 0);
break;
case D3DNTDP2OP_WINFO:
// Specifies the w-range for W buffering. It is specified
// by one or more D3DHAL_DP2WINFO structures following
// D3DHAL_DP2COMMAND.
// Verify the command buffer validity
CHECK_CMDBUF_LIMITS(lpdp2d, lpPrim,
D3DHAL_DP2WINFO, lpIns->wStateCount, 0);
// We dont implement a w-buffer in this driver so we just
// skip any of this data that might be sent to us
NEXTINSTRUCTION(lpIns, D3DHAL_DP2WINFO,
lpIns->wStateCount, 0);
break;
case D3DDP2OP_POINTS:
DBG_D3D((8,"D3DDP2OP_POINTS"));
// Point primitives in vertex buffers are defined by the
// D3DHAL_DP2POINTS structure. The driver should render
// wCount points starting at the initial vertex specified
// by wFirst. Then for each D3DHAL_DP2POINTS, the points
// rendered will be (wFirst),(wFirst+1),...,
// (wFirst+(wCount-1)). The number of D3DHAL_DP2POINTS
// structures to process is specified by the wPrimitiveCount
// field of D3DHAL_DP2COMMAND.
// Verify the command buffer validity
CHECK_CMDBUF_LIMITS(lpdp2d, lpPrim,
D3DHAL_DP2POINTS, lpIns->wPrimitiveCount, 0);
for (i = lpIns->wPrimitiveCount; i > 0; i--)
{
wIndex = ((D3DHAL_DP2POINTS*)lpPrim)->wVStart;
wCount = ((D3DHAL_DP2POINTS*)lpPrim)->wCount;
lpV0 = LP_FVF_VERTEX(lpVertices, wIndex, P2FVFOff);
// Check first & last vertex
CHECK_DATABUF_LIMITS(lpdp2d, wIndex);
CHECK_DATABUF_LIMITS(lpdp2d, ((LONG)wIndex + wCount - 1));
for (j = 0; j < wCount; j++)
{
(*pPoint)(pContext, lpV0, &P2FVFOff);
lpV0 = LP_FVF_NXT_VTX(lpV0, P2FVFOff);
}
lpPrim += sizeof(D3DHAL_DP2POINTS);
}
NEXTINSTRUCTION(lpIns, D3DHAL_DP2POINTS,
lpIns->wPrimitiveCount, 0);
break;
case D3DDP2OP_LINELIST:
DBG_D3D((8,"D3DDP2OP_LINELIST"));
// Non-indexed vertex-buffer line lists are defined by the
// D3DHAL_DP2LINELIST structure. Given an initial vertex,
// the driver will render a sequence of independent lines,
// processing two new vertices with each line. The number
// of lines to render is specified by the wPrimitiveCount
// field of D3DHAL_DP2COMMAND. The sequence of lines
// rendered will be
// (wVStart, wVStart+1),(wVStart+2, wVStart+3),...,
// (wVStart+(wPrimitiveCount-1)*2), wVStart+wPrimitiveCount*2 - 1).
// Verify the command buffer validity
CHECK_CMDBUF_LIMITS(lpdp2d, lpPrim, D3DHAL_DP2LINELIST, 1, 0);
wIndex = ((D3DHAL_DP2LINELIST*)lpPrim)->wVStart;
lpV0 = LP_FVF_VERTEX(lpVertices, wIndex, P2FVFOff);
lpV1 = LP_FVF_NXT_VTX(lpV0, P2FVFOff);
// Check first & last vertex
CHECK_DATABUF_LIMITS(lpdp2d, wIndex);
CHECK_DATABUF_LIMITS(lpdp2d,
((LONG)wIndex + 2*lpIns->wPrimitiveCount - 1) );
for (i = lpIns->wPrimitiveCount; i > 0; i--)
{
P2_Draw_FVF_Line(pContext, lpV0, lpV1, lpV0, &P2FVFOff);
lpV0 = LP_FVF_NXT_VTX(lpV1, P2FVFOff);
lpV1 = LP_FVF_NXT_VTX(lpV0, P2FVFOff);
}
NEXTINSTRUCTION(lpIns, D3DHAL_DP2LINELIST, 1, 0);
break;
case D3DDP2OP_INDEXEDLINELIST:
DBG_D3D((8,"D3DDP2OP_INDEXEDLINELIST"));
// The D3DHAL_DP2INDEXEDLINELIST structure specifies
// unconnected lines to render using vertex indices.
// The line endpoints for each line are specified by wV1
// and wV2. The number of lines to render using this
// structure is specified by the wPrimitiveCount field of
// D3DHAL_DP2COMMAND. The sequence of lines
// rendered will be (wV[0], wV[1]), (wV[2], wV[3]),...
// (wVStart[(wPrimitiveCount-1)*2], wVStart[wPrimitiveCount*2-1]).
// Verify the command buffer validity
CHECK_CMDBUF_LIMITS(lpdp2d, lpPrim,
D3DHAL_DP2INDEXEDLINELIST, lpIns->wPrimitiveCount, 0);
for (i = lpIns->wPrimitiveCount; i > 0; i--)
{
wIndex1 = ((D3DHAL_DP2INDEXEDLINELIST*)lpPrim)->wV1;
wIndex2 = ((D3DHAL_DP2INDEXEDLINELIST*)lpPrim)->wV2;
lpV1 = LP_FVF_VERTEX(lpVertices, wIndex1, P2FVFOff);
lpV2 = LP_FVF_VERTEX(lpVertices, wIndex2, P2FVFOff);
// Must check each new vertex
CHECK_DATABUF_LIMITS(lpdp2d, wIndex1);
CHECK_DATABUF_LIMITS(lpdp2d, wIndex2);
P2_Draw_FVF_Line(pContext, lpV1, lpV2, lpV1, &P2FVFOff);
lpPrim += sizeof(D3DHAL_DP2INDEXEDLINELIST);
}
NEXTINSTRUCTION(lpIns, D3DHAL_DP2INDEXEDLINELIST,
lpIns->wPrimitiveCount, 0);
break;
case D3DDP2OP_INDEXEDLINELIST2:
DBG_D3D((8,"D3DDP2OP_INDEXEDLINELIST2"));
// The D3DHAL_DP2INDEXEDLINELIST structure specifies
// unconnected lines to render using vertex indices.
// The line endpoints for each line are specified by wV1
// and wV2. The number of lines to render using this
// structure is specified by the wPrimitiveCount field of
// D3DHAL_DP2COMMAND. The sequence of lines
// rendered will be (wV[0], wV[1]), (wV[2], wV[3]),
// (wVStart[(wPrimitiveCount-1)*2], wVStart[wPrimitiveCount*2-1]).
// The indexes are relative to a base index value that
// immediately follows the command
// Verify the command buffer validity
CHECK_CMDBUF_LIMITS(lpdp2d, lpPrim,
D3DHAL_DP2INDEXEDLINELIST, lpIns->wPrimitiveCount,
STARTVERTEXSIZE);
// Access base index
wIndxBase = ((D3DHAL_DP2STARTVERTEX*)lpPrim)->wVStart;
lpPrim = lpPrim + sizeof(D3DHAL_DP2STARTVERTEX);
for (i = lpIns->wPrimitiveCount; i > 0; i--)
{
wIndex1 = ((D3DHAL_DP2INDEXEDLINELIST*)lpPrim)->wV1;
wIndex2 = ((D3DHAL_DP2INDEXEDLINELIST*)lpPrim)->wV2;
lpV1 = LP_FVF_VERTEX(lpVertices, (wIndex1+wIndxBase), P2FVFOff);
lpV2 = LP_FVF_VERTEX(lpVertices, (wIndex2+wIndxBase), P2FVFOff);
// Must check each new vertex
CHECK_DATABUF_LIMITS(lpdp2d, wIndex1 + wIndxBase);
CHECK_DATABUF_LIMITS(lpdp2d, wIndex2 + wIndxBase);
P2_Draw_FVF_Line(pContext, lpV1, lpV2, lpV1, &P2FVFOff);
lpPrim += sizeof(D3DHAL_DP2INDEXEDLINELIST);
}
NEXTINSTRUCTION(lpIns, D3DHAL_DP2INDEXEDLINELIST,
lpIns->wPrimitiveCount, STARTVERTEXSIZE);
break;
case D3DDP2OP_LINESTRIP:
DBG_D3D((8,"D3DDP2OP_LINESTRIP"));
// Non-index line strips rendered with vertex buffers are
// specified using D3DHAL_DP2LINESTRIP. The first vertex
// in the line strip is specified by wVStart. The
// number of lines to process is specified by the
// wPrimitiveCount field of D3DHAL_DP2COMMAND. The sequence
// of lines rendered will be (wVStart, wVStart+1),
// (wVStart+1, wVStart+2),(wVStart+2, wVStart+3),...,
// (wVStart+wPrimitiveCount, wVStart+wPrimitiveCount+1).
// Verify the command buffer validity
CHECK_CMDBUF_LIMITS(lpdp2d, lpPrim, D3DHAL_DP2LINESTRIP, 1, 0);
wIndex = ((D3DHAL_DP2LINESTRIP*)lpPrim)->wVStart;
lpV0 = LP_FVF_VERTEX(lpVertices, wIndex, P2FVFOff);
lpV1 = LP_FVF_NXT_VTX(lpV0, P2FVFOff);
// Check first & last vertex
CHECK_DATABUF_LIMITS(lpdp2d, wIndex);
CHECK_DATABUF_LIMITS(lpdp2d, wIndex + lpIns->wPrimitiveCount);
for (i = lpIns->wPrimitiveCount; i > 0; i--)
{
P2_Draw_FVF_Line(pContext, lpV0, lpV1, lpV0, &P2FVFOff);
lpV0 = lpV1;
lpV1 = LP_FVF_NXT_VTX(lpV1, P2FVFOff);
}
NEXTINSTRUCTION(lpIns, D3DHAL_DP2LINESTRIP, 1, 0);
break;
case D3DDP2OP_INDEXEDLINESTRIP:
DBG_D3D((8,"D3DDP2OP_INDEXEDLINESTRIP"));
// Indexed line strips rendered with vertex buffers are
// specified using D3DHAL_DP2INDEXEDLINESTRIP. The number
// of lines to process is specified by the wPrimitiveCount
// field of D3DHAL_DP2COMMAND. The sequence of lines
// rendered will be (wV[0], wV[1]), (wV[1], wV[2]),
// (wV[2], wV[3]), ...
// (wVStart[wPrimitiveCount-1], wVStart[wPrimitiveCount]).
// Although the D3DHAL_DP2INDEXEDLINESTRIP structure only
// has enough space allocated for a single line, the wV
// array of indices should be treated as a variable-sized
// array with wPrimitiveCount+1 elements.
// The indexes are relative to a base index value that
// immediately follows the command
// Verify the command buffer validity
CHECK_CMDBUF_LIMITS(lpdp2d, lpPrim,
WORD, lpIns->wPrimitiveCount + 1, STARTVERTEXSIZE);
wIndxBase = ((D3DHAL_DP2STARTVERTEX*)lpPrim)->wVStart;
lpPrim = lpPrim + sizeof(D3DHAL_DP2STARTVERTEX);
// guard defensively against pathological commands
if ( lpIns->wPrimitiveCount > 0 )
{
wIndex1 = ((D3DHAL_DP2INDEXEDLINESTRIP*)lpPrim)->wV[0];
wIndex2 = ((D3DHAL_DP2INDEXEDLINESTRIP*)lpPrim)->wV[1];
lpV1 =
lpV2 = LP_FVF_VERTEX(lpVertices, wIndex1+wIndxBase, P2FVFOff);
//We need to check each vertex separately
CHECK_DATABUF_LIMITS(lpdp2d, wIndex1 + wIndxBase);
}
for (i = 0; i < lpIns->wPrimitiveCount; i++)
{
lpV1 = lpV2;
lpV2 = LP_FVF_VERTEX(lpVertices, wIndex2 + wIndxBase, P2FVFOff);
CHECK_DATABUF_LIMITS(lpdp2d, wIndex2 + wIndxBase);
P2_Draw_FVF_Line(pContext, lpV1, lpV2, lpV1, &P2FVFOff);
if ( i % 2 )
{
wIndex2 = ((D3DHAL_DP2INDEXEDLINESTRIP*)lpPrim)->wV[1];
}
else if ( (i+1) < lpIns->wPrimitiveCount )
{
// advance to the next element only if we're not done yet
lpPrim += sizeof(D3DHAL_DP2INDEXEDLINESTRIP);
wIndex2 = ((D3DHAL_DP2INDEXEDLINESTRIP*)lpPrim)->wV[0];
}
}
// Point to next D3DHAL_DP2COMMAND in the command buffer
// Advance only as many vertex indices there are, with no padding!
NEXTINSTRUCTION(lpIns, WORD,
lpIns->wPrimitiveCount + 1, STARTVERTEXSIZE);
break;
case D3DDP2OP_TRIANGLELIST:
DBG_D3D((8,"D3DDP2OP_TRIANGLELIST"));
// Non-indexed vertex buffer triangle lists are defined by
// the D3DHAL_DP2TRIANGLELIST structure. Given an initial
// vertex, the driver will render independent triangles,
// processing three new vertices with each triangle. The
// number of triangles to render is specified by the
// wPrimitveCount field of D3DHAL_DP2COMMAND. The sequence
// of vertices processed will be (wVStart, wVStart+1,
// vVStart+2), (wVStart+3, wVStart+4, vVStart+5),...,
// (wVStart+(wPrimitiveCount-1)*3), wVStart+wPrimitiveCount*3-2,
// vStart+wPrimitiveCount*3-1).
// Verify the command buffer validity
CHECK_CMDBUF_LIMITS(lpdp2d, lpPrim, D3DHAL_DP2TRIANGLELIST, 1, 0);
wIndex = ((D3DHAL_DP2TRIANGLELIST*)lpPrim)->wVStart;
lpV0 = LP_FVF_VERTEX(lpVertices, wIndex, P2FVFOff);
lpV1 = LP_FVF_NXT_VTX(lpV0, P2FVFOff);
lpV2 = LP_FVF_NXT_VTX(lpV1, P2FVFOff);
// Check first & last vertex
CHECK_DATABUF_LIMITS(lpdp2d, wIndex);
CHECK_DATABUF_LIMITS(lpdp2d,
((LONG)wIndex + 3*lpIns->wPrimitiveCount - 1) );
for (i = lpIns->wPrimitiveCount; i > 0; i--)
{
if (!CULL_TRI(pContext,lpV0,lpV1,lpV2))
(*pTriangle)(pContext, lpV0, lpV1, lpV2, &P2FVFOff);
lpV0 = LP_FVF_NXT_VTX(lpV2, P2FVFOff);
lpV1 = LP_FVF_NXT_VTX(lpV0, P2FVFOff);
lpV2 = LP_FVF_NXT_VTX(lpV1, P2FVFOff);
}
NEXTINSTRUCTION(lpIns, D3DHAL_DP2TRIANGLELIST, 1, 0);
break;
case D3DDP2OP_INDEXEDTRIANGLELIST:
DBG_D3D((8,"D3DDP2OP_INDEXEDTRIANGLELIST"));
// The D3DHAL_DP2INDEXEDTRIANGLELIST structure specifies
// unconnected triangles to render with a vertex buffer.
// The vertex indices are specified by wV1, wV2 and wV3.
// The wFlags field allows specifying edge flags identical
// to those specified by D3DOP_TRIANGLE. The number of
// triangles to render (that is, number of
// D3DHAL_DP2INDEXEDTRIANGLELIST structures to process)
// is specified by the wPrimitiveCount field of
// D3DHAL_DP2COMMAND.
// This is the only indexed primitive where we don't get
// an offset into the vertex buffer in order to maintain
// DX3 compatibility. A new primitive
// (D3DDP2OP_INDEXEDTRIANGLELIST2) has been added to handle
// the corresponding DX6 primitive.
// Verify the command buffer validity
CHECK_CMDBUF_LIMITS(lpdp2d, lpPrim,
D3DHAL_DP2INDEXEDTRIANGLELIST, lpIns->wPrimitiveCount, 0);
for (i = lpIns->wPrimitiveCount; i > 0; i--)
{
wIndex1 = ((D3DHAL_DP2INDEXEDTRIANGLELIST*)lpPrim)->wV1;
wIndex2 = ((D3DHAL_DP2INDEXEDTRIANGLELIST*)lpPrim)->wV2;
wIndex3 = ((D3DHAL_DP2INDEXEDTRIANGLELIST*)lpPrim)->wV3;
wFlags = ((D3DHAL_DP2INDEXEDTRIANGLELIST*)lpPrim)->wFlags;
lpV1 = LP_FVF_VERTEX(lpVertices, wIndex1, P2FVFOff);
lpV2 = LP_FVF_VERTEX(lpVertices, wIndex2, P2FVFOff);
lpV3 = LP_FVF_VERTEX(lpVertices, wIndex3, P2FVFOff);
// Must check each new vertex
CHECK_DATABUF_LIMITS(lpdp2d, wIndex1);
CHECK_DATABUF_LIMITS(lpdp2d, wIndex2);
CHECK_DATABUF_LIMITS(lpdp2d, wIndex3);
if (!CULL_TRI(pContext,lpV1,lpV2,lpV3))
{
if (pContext->Hdr.FillMode == D3DFILL_POINT)
{
(*pPoint)( pContext, lpV1, &P2FVFOff);
(*pPoint)( pContext, lpV2, &P2FVFOff);
(*pPoint)( pContext, lpV3, &P2FVFOff);
}
else if (pContext->Hdr.FillMode == D3DFILL_WIREFRAME)
{
if ( wFlags & D3DTRIFLAG_EDGEENABLE1 )
P2_Draw_FVF_Line( pContext,
lpV1, lpV2, lpV1, &P2FVFOff);
if ( wFlags & D3DTRIFLAG_EDGEENABLE2 )
P2_Draw_FVF_Line( pContext,
lpV2, lpV3, lpV1, &P2FVFOff);
if ( wFlags & D3DTRIFLAG_EDGEENABLE3 )
P2_Draw_FVF_Line( pContext,
lpV3, lpV1, lpV1, &P2FVFOff);
}
else
(*pTriangle)(pContext, lpV1, lpV2, lpV3, &P2FVFOff);
}
lpPrim += sizeof(D3DHAL_DP2INDEXEDTRIANGLELIST);
}
NEXTINSTRUCTION(lpIns, D3DHAL_DP2INDEXEDTRIANGLELIST,
lpIns->wPrimitiveCount, 0);
break;
case D3DDP2OP_INDEXEDTRIANGLELIST2:
DBG_D3D((8,"D3DDP2OP_INDEXEDTRIANGLELIST2 "));
// The D3DHAL_DP2INDEXEDTRIANGLELIST2 structure specifies
// unconnected triangles to render with a vertex buffer.
// The vertex indices are specified by wV1, wV2 and wV3.
// The wFlags field allows specifying edge flags identical
// to those specified by D3DOP_TRIANGLE. The number of
// triangles to render (that is, number of
// D3DHAL_DP2INDEXEDTRIANGLELIST structures to process)
// is specified by the wPrimitiveCount field of
// D3DHAL_DP2COMMAND.
// The indexes are relative to a base index value that
// immediately follows the command
// Verify the command buffer validity
CHECK_CMDBUF_LIMITS(lpdp2d, lpPrim,
D3DHAL_DP2INDEXEDTRIANGLELIST2, lpIns->wPrimitiveCount,
STARTVERTEXSIZE);
// Access base index here
wIndxBase = ((D3DHAL_DP2STARTVERTEX*)lpPrim)->wVStart;
lpPrim = lpPrim + sizeof(D3DHAL_DP2STARTVERTEX);
for (i = lpIns->wPrimitiveCount; i > 0; i--)
{
wIndex1 = ((D3DHAL_DP2INDEXEDTRIANGLELIST2*)lpPrim)->wV1;
wIndex2 = ((D3DHAL_DP2INDEXEDTRIANGLELIST2*)lpPrim)->wV2;
wIndex3 = ((D3DHAL_DP2INDEXEDTRIANGLELIST2*)lpPrim)->wV3;
lpV1 = LP_FVF_VERTEX(lpVertices, wIndex1+wIndxBase, P2FVFOff);
lpV2 = LP_FVF_VERTEX(lpVertices, wIndex2+wIndxBase, P2FVFOff);
lpV3 = LP_FVF_VERTEX(lpVertices, wIndex3+wIndxBase, P2FVFOff);
// Must check each new vertex
CHECK_DATABUF_LIMITS(lpdp2d, wIndex1 + wIndxBase);
CHECK_DATABUF_LIMITS(lpdp2d, wIndex2 + wIndxBase);
CHECK_DATABUF_LIMITS(lpdp2d, wIndex3 + wIndxBase);
if (!CULL_TRI(pContext,lpV1,lpV2,lpV3))
{
if (pContext->Hdr.FillMode == D3DFILL_POINT)
{
(*pPoint)( pContext, lpV1, &P2FVFOff);
(*pPoint)( pContext, lpV2, &P2FVFOff);
(*pPoint)( pContext, lpV3, &P2FVFOff);
}
else if (pContext->Hdr.FillMode == D3DFILL_WIREFRAME)
{
P2_Draw_FVF_Line( pContext,
lpV1, lpV2, lpV1, &P2FVFOff);
P2_Draw_FVF_Line( pContext,
lpV2, lpV3, lpV1, &P2FVFOff);
P2_Draw_FVF_Line( pContext,
lpV3, lpV1, lpV1, &P2FVFOff);
}
else
(*pTriangle)(pContext, lpV1, lpV2, lpV3, &P2FVFOff);
}
lpPrim += sizeof(D3DHAL_DP2INDEXEDTRIANGLELIST2);
}
NEXTINSTRUCTION(lpIns, D3DHAL_DP2INDEXEDTRIANGLELIST2,
lpIns->wPrimitiveCount, STARTVERTEXSIZE);
break;
case D3DDP2OP_TRIANGLESTRIP:
DBG_D3D((8,"D3DDP2OP_TRIANGLESTRIP"));
// Non-index triangle strips rendered with vertex buffers
// are specified using D3DHAL_DP2TRIANGLESTRIP. The first
// vertex in the triangle strip is specified by wVStart.
// The number of triangles to process is specified by the
// wPrimitiveCount field of D3DHAL_DP2COMMAND. The sequence
// of triangles rendered for the odd-triangles case will
// be (wVStart, wVStart+1, vVStart+2), (wVStart+1,
// wVStart+3, vVStart+2),.(wVStart+2, wVStart+3,
// vVStart+4),.., (wVStart+wPrimitiveCount-1),
// wVStart+wPrimitiveCount, vStart+wPrimitiveCount+1). For an
// even number of , the last triangle will be .,
// (wVStart+wPrimitiveCount-1, vStart+wPrimitiveCount+1,
// wVStart+wPrimitiveCount).
// Verify the command buffer validity
CHECK_CMDBUF_LIMITS(lpdp2d, lpPrim, D3DHAL_DP2TRIANGLESTRIP, 1, 0);
// guard defensively against pathological commands
if ( lpIns->wPrimitiveCount > 0 )
{
wIndex = ((D3DHAL_DP2TRIANGLESTRIP*)lpPrim)->wVStart;
lpV2 = LP_FVF_VERTEX(lpVertices, wIndex, P2FVFOff);
lpV1 = LP_FVF_NXT_VTX(lpV2, P2FVFOff);
// Check first and last vertex
CHECK_DATABUF_LIMITS(lpdp2d, wIndex);
CHECK_DATABUF_LIMITS(lpdp2d,
wIndex + lpIns->wPrimitiveCount + 1);
}
for (i = 0; i < lpIns->wPrimitiveCount; i++)
{
if ( i % 2 )
{
lpV0 = lpV1;
lpV1 = LP_FVF_NXT_VTX(lpV2, P2FVFOff);
}
else
{
lpV0 = lpV2;
lpV2 = LP_FVF_NXT_VTX(lpV1, P2FVFOff);
}
if (!CULL_TRI(pContext,lpV0,lpV1,lpV2))
(*pTriangle)(pContext, lpV0, lpV1, lpV2, &P2FVFOff);
}
// Point to next D3DHAL_DP2COMMAND in the command buffer
NEXTINSTRUCTION(lpIns, D3DHAL_DP2TRIANGLESTRIP, 1, 0);
break;
case D3DDP2OP_INDEXEDTRIANGLESTRIP:
DBG_D3D((8,"D3DDP2OP_INDEXEDTRIANGLESTRIP"));
// Indexed triangle strips rendered with vertex buffers are
// specified using D3DHAL_DP2INDEXEDTRIANGLESTRIP. The number
// of triangles to process is specified by the wPrimitiveCount
// field of D3DHAL_DP2COMMAND. The sequence of triangles
// rendered for the odd-triangles case will be
// (wV[0],wV[1],wV[2]),(wV[1],wV[3],wV[2]),
// (wV[2],wV[3],wV[4]),...,(wV[wPrimitiveCount-1],
// wV[wPrimitiveCount],wV[wPrimitiveCount+1]). For an even
// number of triangles, the last triangle will be
// (wV[wPrimitiveCount-1],wV[wPrimitiveCount+1],
// wV[wPrimitiveCount]).Although the
// D3DHAL_DP2INDEXEDTRIANGLESTRIP structure only has
// enough space allocated for a single line, the wV
// array of indices should be treated as a variable-sized
// array with wPrimitiveCount+2 elements.
// The indexes are relative to a base index value that
// immediately follows the command
// Verify the command buffer validity
CHECK_CMDBUF_LIMITS(lpdp2d, lpPrim,
WORD, lpIns->wPrimitiveCount + 2, STARTVERTEXSIZE);
// Access base index
wIndxBase = ((D3DHAL_DP2STARTVERTEX*)lpPrim)->wVStart;
lpPrim = lpPrim + sizeof(D3DHAL_DP2STARTVERTEX);
// guard defensively against pathological commands
if ( lpIns->wPrimitiveCount > 0 )
{
wIndex = ((D3DHAL_DP2INDEXEDTRIANGLESTRIP*)lpPrim)->wV[0];
wIndex1 = ((D3DHAL_DP2INDEXEDTRIANGLESTRIP*)lpPrim)->wV[1];
// We need to check each vertex
CHECK_DATABUF_LIMITS(lpdp2d, wIndex + wIndxBase);
CHECK_DATABUF_LIMITS(lpdp2d, wIndex1 + wIndxBase);
lpV2 = LP_FVF_VERTEX(lpVertices, wIndex + wIndxBase, P2FVFOff);
lpV1 = LP_FVF_VERTEX(lpVertices, wIndex1 + wIndxBase, P2FVFOff);
}
for (i = 0; i < lpIns->wPrimitiveCount; i++)
{
wIndex2 = ((D3DHAL_DP2INDEXEDTRIANGLESTRIP*)lpPrim)->wV[2];
// We need to check each new vertex
CHECK_DATABUF_LIMITS(lpdp2d, wIndex2+wIndxBase);
if ( i % 2 )
{
lpV0 = lpV1;
lpV1 = LP_FVF_VERTEX(lpVertices, wIndex2+wIndxBase, P2FVFOff);
}
else
{
lpV0 = lpV2;
lpV2 = LP_FVF_VERTEX(lpVertices, wIndex2+wIndxBase, P2FVFOff);
}
if (!CULL_TRI(pContext,lpV0,lpV1,lpV2))
(*pTriangle)(pContext, lpV0, lpV1, lpV2, &P2FVFOff);
// We will advance our pointer only one WORD in order
// to fetch the next index
lpPrim += sizeof(WORD);
}
// Point to next D3DHAL_DP2COMMAND in the command buffer
NEXTINSTRUCTION(lpIns, WORD ,
lpIns->wPrimitiveCount + 2, STARTVERTEXSIZE);
break;
case D3DDP2OP_TRIANGLEFAN:
DBG_D3D((8,"D3DDP2OP_TRIANGLEFAN"));
// The D3DHAL_DP2TRIANGLEFAN structure is used to draw
// non-indexed triangle fans. The sequence of triangles
// rendered will be (wVstart+1, wVStart+2, wVStart),
// (wVStart+2,wVStart+3,wVStart), (wVStart+3,wVStart+4
// wVStart),...,(wVStart+wPrimitiveCount,
// wVStart+wPrimitiveCount+1,wVStart).
// Verify the command buffer validity
CHECK_CMDBUF_LIMITS(lpdp2d, lpPrim, D3DHAL_DP2TRIANGLEFAN, 1, 0);
wIndex = ((D3DHAL_DP2TRIANGLEFAN*)lpPrim)->wVStart;
lpV0 = LP_FVF_VERTEX(lpVertices, wIndex, P2FVFOff);
lpV1 = LP_FVF_NXT_VTX(lpV0, P2FVFOff);
lpV2 = LP_FVF_NXT_VTX(lpV1, P2FVFOff);
// Check first & last vertex
CHECK_DATABUF_LIMITS(lpdp2d, wIndex);
CHECK_DATABUF_LIMITS(lpdp2d, wIndex + lpIns->wPrimitiveCount + 1);
for (i = 0; i < lpIns->wPrimitiveCount; i++)
{
if (!CULL_TRI(pContext,lpV0,lpV1,lpV2))
(*pTriangle)(pContext, lpV1, lpV2, lpV0, &P2FVFOff);
lpV1 = lpV2;
lpV2 = LP_FVF_NXT_VTX(lpV2, P2FVFOff);
}
NEXTINSTRUCTION(lpIns, D3DHAL_DP2TRIANGLEFAN, 1, 0);
break;
case D3DDP2OP_INDEXEDTRIANGLEFAN:
DBG_D3D((8,"D3DDP2OP_INDEXEDTRIANGLEFAN"));
// The D3DHAL_DP2INDEXEDTRIANGLEFAN structure is used to
// draw indexed triangle fans. The sequence of triangles
// rendered will be (wV[1], wV[2],wV[0]), (wV[2], wV[3],
// wV[0]), (wV[3], wV[4], wV[0]),...,
// (wV[wPrimitiveCount], wV[wPrimitiveCount+1],wV[0]).
// The indexes are relative to a base index value that
// immediately follows the command
// Verify the command buffer validity
CHECK_CMDBUF_LIMITS(lpdp2d, lpPrim,
WORD, lpIns->wPrimitiveCount + 2, STARTVERTEXSIZE);
wIndxBase = ((D3DHAL_DP2STARTVERTEX*)lpPrim)->wVStart;
lpPrim = lpPrim + sizeof(D3DHAL_DP2STARTVERTEX);
// guard defensively against pathological commands
if ( lpIns->wPrimitiveCount > 0 )
{
wIndex = ((D3DHAL_DP2INDEXEDTRIANGLEFAN*)lpPrim)->wV[0];
wIndex1 = ((D3DHAL_DP2INDEXEDTRIANGLEFAN*)lpPrim)->wV[1];
lpV0 = LP_FVF_VERTEX(lpVertices, wIndex + wIndxBase, P2FVFOff);
lpV1 =
lpV2 = LP_FVF_VERTEX(lpVertices, wIndex1 + wIndxBase, P2FVFOff);
// We need to check each vertex
CHECK_DATABUF_LIMITS(lpdp2d, wIndex + wIndxBase);
CHECK_DATABUF_LIMITS(lpdp2d, wIndex1 + wIndxBase);
}
for (i = 0; i < lpIns->wPrimitiveCount; i++)
{
wIndex2 = ((D3DHAL_DP2INDEXEDTRIANGLEFAN*)lpPrim)->wV[2];
lpV1 = lpV2;
lpV2 = LP_FVF_VERTEX(lpVertices, wIndex2 + wIndxBase, P2FVFOff);
// We need to check each vertex
CHECK_DATABUF_LIMITS(lpdp2d, wIndex2 + wIndxBase);
if (!CULL_TRI(pContext,lpV0,lpV1,lpV2))
(*pTriangle)(pContext, lpV1, lpV2, lpV0, &P2FVFOff);
// We will advance our pointer only one WORD in order
// to fetch the next index
lpPrim += sizeof(WORD);
}
// Point to next D3DHAL_DP2COMMAND in the command buffer
NEXTINSTRUCTION(lpIns, WORD ,
lpIns->wPrimitiveCount + 2, STARTVERTEXSIZE);
break;
case D3DDP2OP_LINELIST_IMM:
DBG_D3D((8,"D3DDP2OP_LINELIST_IMM"));
// Draw a set of lines specified by pairs of vertices
// that immediately follow this instruction in the
// command stream. The wPrimitiveCount member of the
// D3DHAL_DP2COMMAND structure specifies the number
// of lines that follow. The type and size of the
// vertices are determined by the dwVertexType member
// of the D3DHAL_DRAWPRIMITIVES2DATA structure.
// Primitives in an IMM instruction are stored in the
// command buffer and are DWORD aligned
lpPrim = (LPBYTE)((ULONG_PTR)(lpPrim + 3 ) & ~3 );
// Verify the command buffer validity
CHECK_CMDBUF_LIMITS_S(lpdp2d, lpPrim,
P2FVFOff.dwStride, lpIns->wPrimitiveCount + 1, 0);
// Get vertex pointers
lpV0 = (LPD3DTLVERTEX)lpPrim;
lpV1 = LP_FVF_NXT_VTX(lpV0, P2FVFOff);
for (i = 0; i < lpIns->wPrimitiveCount; i++)
{
P2_Draw_FVF_Line(pContext, lpV0, lpV1, lpV0, &P2FVFOff);
lpV0 = lpV1;
lpV1 = LP_FVF_NXT_VTX(lpV1, P2FVFOff);
}
// Realign next command since vertices are dword aligned
// and store # of primitives before affecting the pointer
wCount = lpIns->wPrimitiveCount;
lpIns = (LPD3DHAL_DP2COMMAND)(( ((ULONG_PTR)lpIns) + 3 ) & ~ 3);
NEXTINSTRUCTION_S(lpIns, P2FVFOff.dwStride, wCount + 1, 0);
break;
case D3DDP2OP_TRIANGLEFAN_IMM:
DBG_D3D((8,"D3DDP2OP_TRIANGLEFAN_IMM"));
// Draw a triangle fan specified by pairs of vertices
// that immediately follow this instruction in the
// command stream. The wPrimitiveCount member of the
// D3DHAL_DP2COMMAND structure specifies the number
// of triangles that follow. The type and size of the
// vertices are determined by the dwVertexType member
// of the D3DHAL_DRAWPRIMITIVES2DATA structure.
// Verify the command buffer validity for the first structure
CHECK_CMDBUF_LIMITS(lpdp2d, lpPrim,
BYTE , 0 , sizeof(D3DHAL_DP2TRIANGLEFAN_IMM));
// Get Edge flags (we still have to process them)
dwEdgeFlags = ((D3DHAL_DP2TRIANGLEFAN_IMM *)lpPrim)->dwEdgeFlags;
lpPrim = (LPBYTE)lpPrim + sizeof(D3DHAL_DP2TRIANGLEFAN_IMM);
// Vertices in an IMM instruction are stored in the
// command buffer and are DWORD aligned
lpPrim = (LPBYTE)((ULONG_PTR)(lpPrim + 3 ) & ~3 );
// Verify the rest of the command buffer
CHECK_CMDBUF_LIMITS_S(lpdp2d, lpPrim,
P2FVFOff.dwStride, lpIns->wPrimitiveCount + 2, 0);
// Get vertex pointers
lpV0 = (LPD3DTLVERTEX)lpPrim;
lpV1 = LP_FVF_NXT_VTX(lpV0, P2FVFOff);
lpV2 = LP_FVF_NXT_VTX(lpV1, P2FVFOff);
for (i = 0 ; i < lpIns->wPrimitiveCount ; i++)
{
if (!CULL_TRI(pContext,lpV0,lpV1,lpV2))
{
if (pContext->Hdr.FillMode == D3DFILL_POINT)
{
if (0 == i)
{
(*pPoint)( pContext, lpV0, &P2FVFOff);
(*pPoint)( pContext, lpV1, &P2FVFOff);
}
(*pPoint)( pContext, lpV2, &P2FVFOff);
}
else if (pContext->Hdr.FillMode == D3DFILL_WIREFRAME)
{
// dwEdgeFlags is a bit sequence representing the edge
// flag for each one of the outer edges of the
// triangle fan
if (0 == i)
{
if (dwEdgeFlags & 0x0001)
P2_Draw_FVF_Line( pContext, lpV0, lpV1, lpV0,
&P2FVFOff);
dwEdgeFlags >>= 1;
}
if (dwEdgeFlags & 0x0001)
P2_Draw_FVF_Line( pContext, lpV1, lpV2, lpV0,
&P2FVFOff);
dwEdgeFlags >>= 1;
if (i == (UINT)lpIns->wPrimitiveCount - 1)
{
// last triangle fan edge
if (dwEdgeFlags & 0x0001)
P2_Draw_FVF_Line( pContext, lpV2, lpV0, lpV0,
&P2FVFOff);
}
}
else
(*pTriangle)(pContext, lpV1, lpV2, lpV0, &P2FVFOff);
}
lpV1 = lpV2;
lpV2 = LP_FVF_NXT_VTX(lpV2, P2FVFOff);
}
// Realign next command since vertices are dword aligned
// and store # of primitives before affecting the pointer
wCount = lpIns->wPrimitiveCount;
lpIns = (LPD3DHAL_DP2COMMAND)(( ((ULONG_PTR)lpIns) + 3 ) & ~ 3);
NEXTINSTRUCTION_S(lpIns, P2FVFOff.dwStride,
wCount + 2, sizeof(D3DHAL_DP2TRIANGLEFAN_IMM));
break;
case D3DDP2OP_TEXBLT:
// Inform the drivers to perform a BitBlt operation from a source
// texture to a destination texture. A texture can also be cubic
// environment map. The driver should copy a rectangle specified
// by rSrc in the source texture to the location specified by pDest
// in the destination texture. The destination and source textures
// are identified by handles that the driver was notified with
// during texture creation time. If the driver is capable of
// managing textures, then it is possible that the destination
// handle is 0. This indicates to the driver that it should preload
// the texture into video memory (or wherever the hardware
// efficiently textures from). In this case, it can ignore rSrc and
// pDest. Note that for mipmapped textures, only one D3DDP2OP_TEXBLT
// instruction is inserted into the D3dDrawPrimitives2 command stream.
// In this case, the driver is expected to BitBlt all the mipmap
// levels present in the texture.
// Verify the command buffer validity
CHECK_CMDBUF_LIMITS(lpdp2d, lpPrim,
D3DHAL_DP2TEXBLT, lpIns->wStateCount, 0);
DBG_D3D((8,"D3DDP2OP_TEXBLT"));
for ( i = 0; i < lpIns->wStateCount; i++)
{
__TextureBlt(pContext, (D3DHAL_DP2TEXBLT*)(lpPrim));
lpPrim += sizeof(D3DHAL_DP2TEXBLT);
}
//need to restore following registers
RESERVEDMAPTR(15);
SEND_PERMEDIA_DATA(FBReadPixel, pSoftPermedia->FBReadPixel);
COPY_PERMEDIA_DATA(FBReadMode, pSoftPermedia->FBReadMode);
SEND_PERMEDIA_DATA(FBSourceOffset, 0x0);
SEND_PERMEDIA_DATA(FBPixelOffset, pContext->PixelOffset);
SEND_PERMEDIA_DATA(FBWindowBase,0);
COPY_PERMEDIA_DATA(Window, pSoftPermedia->Window);
COPY_PERMEDIA_DATA(AlphaBlendMode, pSoftPermedia->AlphaBlendMode);
COPY_PERMEDIA_DATA(DitherMode, pSoftPermedia->DitherMode);
COPY_PERMEDIA_DATA(ColorDDAMode, pSoftPermedia->ColorDDAMode);
COPY_PERMEDIA_DATA(TextureColorMode,
pSoftPermedia->TextureColorMode);
COPY_PERMEDIA_DATA(TextureReadMode,
pSoftPermedia->TextureReadMode);
COPY_PERMEDIA_DATA(TextureAddressMode,
pSoftPermedia->TextureAddressMode);
COPY_PERMEDIA_DATA(TextureDataFormat,
pSoftPermedia->TextureDataFormat);
COPY_PERMEDIA_DATA(TextureMapFormat,
pSoftPermedia->TextureMapFormat);
if (pContext->CurrentTextureHandle)
{
PERMEDIA_D3DTEXTURE* pTexture;
pTexture = TextureHandleToPtr(pContext->CurrentTextureHandle,
pContext);
if (NULL != pTexture)
{
SEND_PERMEDIA_DATA(TextureBaseAddress,
pTexture->MipLevels[0].PixelOffset);
}
}
COMMITDMAPTR();
NEXTINSTRUCTION(lpIns, D3DHAL_DP2TEXBLT, lpIns->wStateCount, 0);
break;
case D3DDP2OP_STATESET:
{
P2D3DHAL_DP2STATESET *pStateSetOp = (P2D3DHAL_DP2STATESET*)(lpPrim);
DBG_D3D((8,"D3DDP2OP_STATESET"));
#if D3D_STATEBLOCKS
for (i = 0; i < lpIns->wStateCount; i++, pStateSetOp++)
{
switch (pStateSetOp->dwOperation)
{
case D3DHAL_STATESETBEGIN :
__BeginStateSet(pContext,pStateSetOp->dwParam);
break;
case D3DHAL_STATESETEND :
__EndStateSet(pContext);
break;
case D3DHAL_STATESETDELETE :
__DeleteStateSet(pContext,pStateSetOp->dwParam);
break;
case D3DHAL_STATESETEXECUTE:
__ExecuteStateSet(pContext,pStateSetOp->dwParam);
break;
case D3DHAL_STATESETCAPTURE:
__CaptureStateSet(pContext,pStateSetOp->dwParam);
break;
default :
DBG_D3D((0,"D3DDP2OP_STATESET has invalid"
"dwOperation %08lx",pStateSetOp->dwOperation));
}
}
#endif //D3D_STATEBLOCKS
// Update the command buffer pointer
NEXTINSTRUCTION(lpIns, P2D3DHAL_DP2STATESET,
lpIns->wStateCount, 0);
}
break;
case D3DDP2OP_SETPALETTE:
// Attach a palette to a texture, that is , map an association
// between a palette handle and a surface handle, and specify
// the characteristics of the palette. The number of
// D3DNTHAL_DP2SETPALETTE structures to follow is specified by
// the wStateCount member of the D3DNTHAL_DP2COMMAND structure
{
D3DHAL_DP2SETPALETTE* lpSetPal =
(D3DHAL_DP2SETPALETTE*)(lpPrim);
DBG_D3D((8,"D3DDP2OP_SETPALETTE"));
// Verify the command buffer validity
CHECK_CMDBUF_LIMITS(lpdp2d, lpPrim,
D3DHAL_DP2SETPALETTE, lpIns->wStateCount, 0);
for (i = 0; i < lpIns->wStateCount; i++, lpSetPal++)
{
__PaletteSet(pContext,
lpSetPal->dwSurfaceHandle,
lpSetPal->dwPaletteHandle,
lpSetPal->dwPaletteFlags );
}
NEXTINSTRUCTION(lpIns, D3DHAL_DP2SETPALETTE,
lpIns->wStateCount, 0);
}
break;
case D3DDP2OP_UPDATEPALETTE:
// Perform modifications to the palette that is used for palettized
// textures. The palette handle attached to a surface is updated
// with wNumEntries PALETTEENTRYs starting at a specific wStartIndex
// member of the palette. (A PALETTENTRY (defined in wingdi.h and
// wtypes.h) is actually a DWORD with an ARGB color for each byte.)
// After the D3DNTHAL_DP2UPDATEPALETTE structure in the command
// stream the actual palette data will follow (without any padding),
// comprising one DWORD per palette entry. There will only be one
// D3DNTHAL_DP2UPDATEPALETTE structure (plus palette data) following
// the D3DNTHAL_DP2COMMAND structure regardless of the value of
// wStateCount.
{
D3DHAL_DP2UPDATEPALETTE* lpUpdatePal =
(D3DHAL_DP2UPDATEPALETTE*)(lpPrim);
PERMEDIA_D3DPALETTE* pPalette;
DBG_D3D((8,"D3DDP2OP_UPDATEPALETTE"));
// Verify the command buffer validity
CHECK_CMDBUF_LIMITS(lpdp2d, lpPrim,
D3DHAL_DP2UPDATEPALETTE, 1,
lpUpdatePal->wNumEntries * sizeof(PALETTEENTRY));
// We will ALWAYS have only 1 palette update structure + palette
// following the D3DDP2OP_UPDATEPALETTE token
ASSERTDD(1 == lpIns->wStateCount,
"1 != wStateCount in D3DDP2OP_UPDATEPALETTE");
__PaletteUpdate(pContext,
lpUpdatePal->dwPaletteHandle,
lpUpdatePal->wStartIndex,
lpUpdatePal->wNumEntries,
(BYTE*)(lpUpdatePal+1) );
NEXTINSTRUCTION(lpIns, D3DHAL_DP2UPDATEPALETTE,
1,
(DWORD)lpUpdatePal->wNumEntries *
sizeof(PALETTEENTRY));
}
break;
case D3DDP2OP_SETRENDERTARGET:
// Map a new rendering target surface and depth buffer in
// the current context. This replaces the old D3dSetRenderTarget
// callback.
{
D3DHAL_DP2SETRENDERTARGET* pSRTData;
// Verify the command buffer validity
CHECK_CMDBUF_LIMITS(lpdp2d, lpPrim,
D3DHAL_DP2SETRENDERTARGET, lpIns->wStateCount, 0);
// Get new data by ignoring all but the last structure
pSRTData = (D3DHAL_DP2SETRENDERTARGET*)lpPrim +
(lpIns->wStateCount - 1);
__SetRenderTarget(pContext,
pSRTData->hRenderTarget,
pSRTData->hZBuffer);
NEXTINSTRUCTION(lpIns, D3DHAL_DP2SETRENDERTARGET,
lpIns->wStateCount, 0);
}
break;
case D3DDP2OP_CLEAR:
// Perform hardware-assisted clearing on the rendering target,
// depth buffer or stencil buffer. This replaces the old D3dClear
// and D3dClear2 callbacks.
{
D3DHAL_DP2CLEAR* pClear;
// Verify the command buffer validity
CHECK_CMDBUF_LIMITS(lpdp2d, lpPrim,
RECT, lpIns->wStateCount,
(sizeof(D3DHAL_DP2CLEAR) - sizeof(RECT)));
// Get new data by ignoring all but the last structure
pClear = (D3DHAL_DP2CLEAR*)lpPrim;
DBG_D3D((8,"D3DDP2OP_CLEAR dwFlags=%08lx dwColor=%08lx "
"dvZ=%08lx dwStencil=%08lx",
pClear->dwFlags,
pClear->dwFillColor,
(DWORD)(pClear->dvFillDepth*0x0000FFFF),
pClear->dwFillStencil));
__Clear(pContext,
pClear->dwFlags, // in: surfaces to clear
pClear->dwFillColor, // in: Color value for rtarget
pClear->dvFillDepth, // in: Depth value for
// Z-buffer (0.0-1.0)
pClear->dwFillStencil, // in: value used to clear stencil
// in: Rectangles to clear
(LPD3DRECT)((LPBYTE)pClear +
sizeof(D3DHAL_DP2CLEAR) -
sizeof(RECT)),
(DWORD)lpIns->wStateCount); // in: Number of rectangles
//need to restore following registers
RESERVEDMAPTR(4);
SEND_PERMEDIA_DATA(FBReadPixel, pSoftPermedia->FBReadPixel);
COPY_PERMEDIA_DATA(FBReadMode, pSoftPermedia->FBReadMode);
SEND_PERMEDIA_DATA(FBPixelOffset, pContext->PixelOffset);
SEND_PERMEDIA_DATA(FBWindowBase,0);
COMMITDMAPTR();
NEXTINSTRUCTION(lpIns, RECT, lpIns->wStateCount,
(sizeof(D3DHAL_DP2CLEAR) - sizeof(RECT)));
}
break;
#if D3DDX7_TL
case D3DDP2OP_SETMATERIAL:
// We don't support T&L in this driver so we only skip this data
NEXTINSTRUCTION(lpIns, D3DHAL_DP2SETMATERIAL,
lpIns->wStateCount, 0);
break;
case D3DDP2OP_SETLIGHT:
// We don't support T&L in this driver so we only skip this data
NEXTINSTRUCTION(lpIns, D3DHAL_DP2SETLIGHT,
lpIns->wStateCount, 0);
break;
case D3DDP2OP_CREATELIGHT:
// We don't support T&L in this driver so we only skip this data
NEXTINSTRUCTION(lpIns, D3DHAL_DP2CREATELIGHT,
lpIns->wStateCount, 0);
break;
case D3DDP2OP_SETTRANSFORM:
// We don't support T&L in this driver so we only skip this data
NEXTINSTRUCTION(lpIns, D3DHAL_DP2SETTRANSFORM,
lpIns->wStateCount, 0);
break;
case D3DDP2OP_ZRANGE:
// We don't support T&L in this driver so we only skip this data
NEXTINSTRUCTION(lpIns, D3DHAL_DP2ZRANGE,
lpIns->wStateCount, 0);
break;
#endif //D3DDX7_TL
default:
ASSERTDD((pContext->ppdev->pD3DParseUnknownCommand),
"D3D DX6 ParseUnknownCommand callback == NULL");
// Call the ParseUnknown callback to process
// any unidentifiable token
ddrval = (pContext->ppdev->pD3DParseUnknownCommand)
( (VOID **) lpIns , (VOID **) &lpResumeIns);
if ( SUCCEEDED(ddrval) )
{
// Resume buffer processing after D3DParseUnknownCommand
// was succesful in processing an unknown command
lpIns = lpResumeIns;
break;
}
DBG_D3D((2,"unhandled opcode (%d)- returning "
"D3DERR_COMMAND_UNPARSED @ addr %x",
lpIns->bCommand,lpIns));
PARSE_ERROR_AND_EXIT( lpdp2d, lpIns, lpInsStart, ddrval);
} // switch
} //while
lpdp2d->ddrval = DD_OK;
Exit_DrawPrimitives2:
// any necessary housekeeping can be done here before leaving
DBG_D3D((6,"Exiting D3DDrawPrimitives2"));
return DDHAL_DRIVER_HANDLED;
} // D3DDrawPrimitives2
//-----------------------------Public Routine----------------------------------
//
// DWORD D3DValidateTextureStageState
//
// ValidateTextureStageState evaluates the current state for blending
// operations (including multitexture) and returns the number of passes the
// hardware can do it in. This is a mechanism to query the driver about
// whether it is able to handle the current stage state setup that has been
// set up in hardware. For example, some hardware cannot do two simultaneous
// modulate operations because they have only one multiplication unit and one
// addition unit.
//
// The other reason for this function is that some hardware may not map
// directly onto the Direct3D state architecture. This is a mechanism to map
// the hardware's capabilities onto what the Direct3D DDI expects.
//
// Parameters
//
// lpvtssd
//
// .dwhContext
// Context handle
// .dwFlags
// Flags, currently set to 0
// .dwReserved
// Reserved
// .dwNumPasses
// Number of passes the hardware can perform the operation in
// .ddrval
// return value
//
//-----------------------------------------------------------------------------
DWORD CALLBACK
D3DValidateTextureStageState( LPD3DHAL_VALIDATETEXTURESTAGESTATEDATA lpvtssd )
{
PERMEDIA_D3DTEXTURE *lpTexture;
PERMEDIA_D3DCONTEXT *pContext;
DWORD mag, min, cop, ca1, ca2, aop, aa1, aa2;
DBG_D3D((6,"Entering D3DValidateTextureStageState"));
pContext = (PERMEDIA_D3DCONTEXT*)ContextSlots[lpvtssd->dwhContext];
// Check if we got a valid context handle.
CHK_CONTEXT(pContext, lpvtssd->ddrval, "D3DValidateTextureStageState");
lpvtssd->dwNumPasses = 0;
lpvtssd->ddrval = DD_OK;
mag = pContext->TssStates[D3DTSS_MAGFILTER];
min = pContext->TssStates[D3DTSS_MINFILTER];
cop = pContext->TssStates[D3DTSS_COLOROP];
ca1 = pContext->TssStates[D3DTSS_COLORARG1];
ca2 = pContext->TssStates[D3DTSS_COLORARG2];
aop = pContext->TssStates[D3DTSS_ALPHAOP];
aa1 = pContext->TssStates[D3DTSS_ALPHAARG1];
aa2 = pContext->TssStates[D3DTSS_ALPHAARG2];
if (!pContext->TssStates[D3DTSS_TEXTUREMAP])
{
lpvtssd->dwNumPasses = 1;
// Current is the same as diffuse in stage 0
if (ca2 == D3DTA_CURRENT)
ca2 = D3DTA_DIFFUSE;
if (aa2 == D3DTA_CURRENT)
aa2 = D3DTA_DIFFUSE;
// Check TSS even with texture handle = 0 since
// certain operations with the fragments colors might
// be possible. Here we only allow plain "classic" rendering
if ((ca1 == D3DTA_DIFFUSE ) &&
(cop == D3DTOP_SELECTARG1) &&
(aa1 == D3DTA_DIFFUSE ) &&
(aop == D3DTOP_SELECTARG1))
{
}
else if ((ca2 == D3DTA_DIFFUSE ) &&
(cop == D3DTOP_SELECTARG2) &&
(aa2 == D3DTA_DIFFUSE) &&
(aop == D3DTOP_SELECTARG2))
{
}
// Default modulation
else if ((ca2 == D3DTA_DIFFUSE) &&
(ca1 == D3DTA_TEXTURE) &&
(cop == D3DTOP_MODULATE) &&
(aa1 == D3DTA_TEXTURE) &&
(aop == D3DTOP_SELECTARG1))
{
}
// Check disable
else if (cop == D3DTOP_DISABLE)
{
}
else
goto Fail_Validate;
}
else
if ((mag != D3DTFG_POINT && mag != D3DTFG_LINEAR) ||
(min != D3DTFG_POINT && min != D3DTFG_LINEAR)
)
{
lpvtssd->ddrval = D3DERR_CONFLICTINGTEXTUREFILTER;
DBG_D3D((2,"D3DERR_CONFLICTINGTEXTUREFILTER"));
}
else
{
lpvtssd->dwNumPasses = 1;
// Current is the same as diffuse in stage 0
if (ca2 == D3DTA_CURRENT)
ca2 = D3DTA_DIFFUSE;
if (aa2 == D3DTA_CURRENT)
aa2 = D3DTA_DIFFUSE;
// Check decal
if ((ca1 == D3DTA_TEXTURE ) &&
(cop == D3DTOP_SELECTARG1) &&
(aa1 == D3DTA_TEXTURE) &&
(aop == D3DTOP_SELECTARG1))
{
}
// Check all modulate variations
else if ((ca2 == D3DTA_DIFFUSE) &&
(ca1 == D3DTA_TEXTURE) &&
(cop == D3DTOP_MODULATE))
{
if (
// legacy (DX5) mode
((aa1 == D3DTA_TEXTURE) &&
(aop == D3DTOP_LEGACY_ALPHAOVR)) ||
// modulate color & pass diffuse alpha
((aa2 == D3DTA_DIFFUSE) &&
(aop == D3DTOP_SELECTARG2))
)
{
PermediaSurfaceData* pPrivateData;
// Get Texture for current stage (0) to verify properties
lpTexture = TextureHandleToPtr(
pContext->TssStates[D3DTSS_TEXTUREMAP],
pContext);
if (!CHECK_D3DSURFACE_VALIDITY(lpTexture))
{
// we're lacking key information about the texture
DBG_D3D((0,"D3DValidateTextureStageState gets "
"NULL == lpTexture"));
lpvtssd->ddrval = D3DERR_WRONGTEXTUREFORMAT;
lpvtssd->dwNumPasses = 0;
goto Exit_ValidateTSS;
}
pPrivateData = lpTexture->pTextureSurface;
if (NULL == pPrivateData)
{
// we're lacking key information about the texture
DBG_D3D((0,"D3DValidateTextureStageState gets "
"NULL == lpTexture->pTextureSurface"));
lpvtssd->ddrval = D3DERR_WRONGTEXTUREFORMAT;
lpvtssd->dwNumPasses = 0;
goto Exit_ValidateTSS;
}
// legacy texture modulation must have texture alpha
if (!pPrivateData->SurfaceFormat.bAlpha &&
(aop == D3DTOP_LEGACY_ALPHAOVR))
{
lpvtssd->ddrval = D3DERR_WRONGTEXTUREFORMAT;
lpvtssd->dwNumPasses = 0;
DBG_D3D((2,"D3DERR_WRONGTEXTUREFORMAT a format "
"with alpha must be used"));
goto Exit_ValidateTSS;
}
// modulation w diffuse alpha channel must lack texture
// alpha channel due to Permedia2 limitations on
// texture blending operations
if (pPrivateData->SurfaceFormat.bAlpha &&
(aop == D3DTOP_SELECTARG2))
{
lpvtssd->ddrval = D3DERR_WRONGTEXTUREFORMAT;
lpvtssd->dwNumPasses = 0;
DBG_D3D((2,"D3DERR_WRONGTEXTUREFORMAT a format "
"with alpha must be used"));
goto Exit_ValidateTSS;
}
}
// modulate alpha
else if ((aa2 == D3DTA_DIFFUSE) &&
(aa1 == D3DTA_TEXTURE) &&
(aop == D3DTOP_MODULATE))
{
}
// modulate color & pass texture alpha
else if ((aa1 == D3DTA_TEXTURE) &&
(aop == D3DTOP_SELECTARG1))
{
}
else
{
goto Fail_Validate;
}
}
// Check decal alpha
else if ((ca2 == D3DTA_DIFFUSE) &&
(ca1 == D3DTA_TEXTURE) &&
(cop == D3DTOP_BLENDTEXTUREALPHA) &&
(aa2 == D3DTA_DIFFUSE) &&
(aop == D3DTOP_SELECTARG2))
{
}
// Check add
else if ((ca2 == D3DTA_DIFFUSE) &&
(ca1 == D3DTA_TEXTURE) &&
(cop == D3DTOP_ADD) &&
(aa2 == D3DTA_DIFFUSE) &&
(aop == D3DTOP_SELECTARG2))
{
}
// Check disable
else if ((cop == D3DTOP_DISABLE) ||
(cop == D3DTOP_SELECTARG2 &&
ca2 == D3DTA_DIFFUSE &&
aop == D3DTOP_SELECTARG2 &&
aa2 == D3DTA_DIFFUSE) )
{
}
// Don't understand
else {
Fail_Validate:
DBG_D3D((4,"Failing with cop=%d ca1=%d ca2=%d aop=%d aa1=%d aa2=%d",
cop,ca1,ca2,aop,aa1,aa2));
if (!((cop == D3DTOP_DISABLE) ||
(cop == D3DTOP_ADD) ||
(cop == D3DTOP_MODULATE) ||
(cop == D3DTOP_BLENDTEXTUREALPHA) ||
(cop == D3DTOP_SELECTARG2) ||
(cop == D3DTOP_SELECTARG1)))
lpvtssd->ddrval = D3DERR_UNSUPPORTEDCOLOROPERATION;
else if (!((aop == D3DTOP_SELECTARG1) ||
(aop == D3DTOP_SELECTARG2) ||
(aop == D3DTOP_MODULATE) ||
(aop == D3DTOP_LEGACY_ALPHAOVR)))
lpvtssd->ddrval = D3DERR_UNSUPPORTEDALPHAOPERATION;
else if (!(ca1 == D3DTA_TEXTURE))
lpvtssd->ddrval = D3DERR_UNSUPPORTEDCOLORARG;
else if (!(ca2 == D3DTA_DIFFUSE))
lpvtssd->ddrval = D3DERR_UNSUPPORTEDCOLORARG;
else if (!(aa1 == D3DTA_TEXTURE))
lpvtssd->ddrval = D3DERR_UNSUPPORTEDALPHAARG;
else if (!(aa2 == D3DTA_DIFFUSE))
lpvtssd->ddrval = D3DERR_UNSUPPORTEDALPHAARG;
else
lpvtssd->ddrval = D3DERR_UNSUPPORTEDCOLOROPERATION;
lpvtssd->dwNumPasses = 0;
DBG_D3D((2,"D3DERR_UNSUPPORTEDCOLOROPERATION"));
goto Exit_ValidateTSS;
}
}
Exit_ValidateTSS:
DBG_D3D((6,"Exiting D3DValidateTextureStageState with dwNumPasses=%d",
lpvtssd->dwNumPasses));
return DDHAL_DRIVER_HANDLED;
} // D3DValidateTextureStageState
//-----------------------------Public Routine----------------------------------
//
// DWORD __CheckFVFRequest
//
// This utility function verifies that the requested FVF format makes sense
// and computes useful offsets into the data and a stride between succesive
// vertices.
//
//-----------------------------------------------------------------------------
DWORD
__CheckFVFRequest(DWORD dwFVF, LPP2FVFOFFSETS lpP2FVFOff)
{
DWORD stride;
UINT iTexCount;
DBG_D3D((10,"Entering __CheckFVFRequest"));
memset(lpP2FVFOff, 0, sizeof(P2FVFOFFSETS));
if ( (dwFVF & (D3DFVF_RESERVED0 | D3DFVF_RESERVED1 | D3DFVF_RESERVED2 |
D3DFVF_NORMAL)) ||
((dwFVF & (D3DFVF_XYZ | D3DFVF_XYZRHW)) == 0) )
{
// can't set reserved bits, shouldn't have normals in
// output to rasterizers, and must have coordinates
return DDERR_INVALIDPARAMS;
}
lpP2FVFOff->dwStride = sizeof(D3DVALUE) * 3;
if (dwFVF & D3DFVF_XYZRHW)
{
lpP2FVFOff->dwStride += sizeof(D3DVALUE);
}
if (dwFVF & D3DFVF_DIFFUSE)
{
lpP2FVFOff->dwColOffset = lpP2FVFOff->dwStride;
lpP2FVFOff->dwStride += sizeof(D3DCOLOR);
}
if (dwFVF & D3DFVF_SPECULAR)
{
lpP2FVFOff->dwSpcOffset = lpP2FVFOff->dwStride;
lpP2FVFOff->dwStride += sizeof(D3DCOLOR);
}
//@@BEGIN_DDKSPLIT
#if D3D_POINTSPRITES
if (dwFVF & D3DFVF_S)
{
lpP2FVFOff->dwPntSizeOffset = lpP2FVFOff->dwStride;
lpP2FVFOff->dwStride += sizeof(D3DVALUE);
}
#endif // D3D_POINTSPRITES
//@@END_DDKSPLIT
iTexCount = (dwFVF & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT;
if (iTexCount >= 1)
{
lpP2FVFOff->dwTexBaseOffset = lpP2FVFOff->dwStride;
lpP2FVFOff->dwTexOffset = lpP2FVFOff->dwTexBaseOffset;
if (0xFFFF0000 & dwFVF)
{
//expansion of FVF, these 16 bits are designated for up to
//8 sets of texture coordinates with each set having 2bits
//Normally a capable driver has to process all coordinates
//However, code below only show correct parsing w/o really
//observing all the texture coordinates.In reality,this would
//result in incorrect result.
UINT i,numcoord;
DWORD extrabits;
for (i = 0; i < iTexCount; i++)
{
extrabits= (dwFVF >> (16+2*i)) & 0x0003;
switch(extrabits)
{
case 1:
// one more D3DVALUE for 3D textures
numcoord = 3;
break;
case 2:
// two more D3DVALUEs for 4D textures
numcoord = 4;
break;
case 3:
// one less D3DVALUE for 1D textures
numcoord = 1;
break;
default:
// i.e. case 0 regular 2 D3DVALUEs
numcoord = 2;
break;
}
DBG_D3D((0,"Expanded TexCoord set %d has a offset %8lx",
i,lpP2FVFOff->dwStride));
lpP2FVFOff->dwStride += sizeof(D3DVALUE) * numcoord;
}
DBG_D3D((0,"Expanded dwVertexType=0x%08lx has %d Texture Coords "
"with total stride=0x%08lx",
dwFVF, iTexCount, lpP2FVFOff->dwStride));
}
else
lpP2FVFOff->dwStride += iTexCount * sizeof(D3DVALUE) * 2;
}
else
{
lpP2FVFOff->dwTexBaseOffset = 0;
lpP2FVFOff->dwTexOffset = 0;
}
DBG_D3D((10,"Exiting __CheckFVFRequest"));
return DD_OK;
} // __CheckFVFRequest
//-----------------------------------------------------------------------------
//
// D3DFVFDRAWTRIFUNCPTR __HWSetTriangleFunc
//
// Select the appropiate triangle rendering function depending on the
// current fillmode set for the current context
//
//-----------------------------------------------------------------------------
D3DFVFDRAWTRIFUNCPTR
__HWSetTriangleFunc(PERMEDIA_D3DCONTEXT *pContext)
{
if ( pContext->Hdr.FillMode == D3DFILL_SOLID )
return P2_Draw_FVF_Solid_Tri;
else
{
if ( pContext->Hdr.FillMode == D3DFILL_WIREFRAME )
return P2_Draw_FVF_Wire_Tri;
else
// if it isn't solid nor line it must be a point filled triangle
return P2_Draw_FVF_Point_Tri;
}
}
//-----------------------------------------------------------------------------
//
// D3DFVFDRAWPNTFUNCPTR __HWSetPointFunc
//
// Select the appropiate point rendering function depending on the
// current point sprite mode set for the current context
//
//-----------------------------------------------------------------------------
D3DFVFDRAWPNTFUNCPTR
__HWSetPointFunc(PERMEDIA_D3DCONTEXT *pContext, LPP2FVFOFFSETS lpP2FVFOff)
{
//@@BEGIN_DDKSPLIT
#if D3D_POINTSPRITES
// Only if we are not enabling point sprites and the default point size
// is 1.0f and vertexes don't have their own point size, then use
// classical points for rendering
if ( pContext->bPointSpriteEnabled ||
(pContext->fPointSize != 1.0f) ||
(lpP2FVFOff->dwPntSizeOffset) )
return P2_Draw_FVF_Point_Sprite;
else
#endif // D3D_POINTSPRITES
//@@END_DDKSPLIT
return P2_Draw_FVF_Point;
}
//-----------------------------------------------------------------------------
//
// void __TextureBlt
//
// Transfer a texture from system memory into AGP or video memory
//-----------------------------------------------------------------------------
HRESULT
__TextureBlt(PERMEDIA_D3DCONTEXT* pContext,
D3DHAL_DP2TEXBLT* lpdp2texblt)
{
PPERMEDIA_D3DTEXTURE dsttex,srctex;
RECTL rDest;
PPDev ppdev=pContext->ppdev;
DBG_D3D((10,"Entering __TextureBlt"));
if (0 == lpdp2texblt->dwDDSrcSurface)
{
DBG_D3D((0,"Inavlid handle TexBlt from %08lx to %08lx",
lpdp2texblt->dwDDSrcSurface,lpdp2texblt->dwDDDestSurface));
return DDERR_INVALIDPARAMS;
}
srctex = TextureHandleToPtr(lpdp2texblt->dwDDSrcSurface,pContext);
if(!CHECK_D3DSURFACE_VALIDITY(srctex))
{
DBG_D3D((0,"D3DDP2OP_TEXBLT: invalid dwDDSrcSurface !"));
return DDERR_INVALIDPARAMS;
}
if (0 == lpdp2texblt->dwDDDestSurface)
{
PPERMEDIA_D3DTEXTURE pTexture = srctex;
PermediaSurfaceData* pPrivateData = pTexture->pTextureSurface;
if (!(pTexture->dwCaps2 & DDSCAPS2_TEXTUREMANAGE))
{
DBG_D3D((0,"Must be a managed texture to do texture preload"));
return DDERR_INVALIDPARAMS;
}
if (NULL==pPrivateData->fpVidMem)
{
TextureCacheManagerAllocNode(pContext,pTexture);
if (NULL==pPrivateData->fpVidMem)
{
DBG_D3D((0,"EnableTexturePermedia unable to "
"allocate memory from heap"));
return DDERR_OUTOFVIDEOMEMORY;
}
pPrivateData->dwFlags |= P2_SURFACE_NEEDUPDATE;
}
if (pPrivateData->dwFlags & P2_SURFACE_NEEDUPDATE)
{
RECTL rect;
rect.left=rect.top=0;
rect.right=pTexture->wWidth;
rect.bottom=pTexture->wHeight;
// texture download
// Switch to DirectDraw context
pPrivateData->dwFlags &= ~P2_SURFACE_NEEDUPDATE;
// .. Convert it to Pixels
pTexture->MipLevels[0].PixelOffset =
(ULONG)(pPrivateData->fpVidMem);
switch(pTexture->pTextureSurface->SurfaceFormat.PixelSize)
{
case __PERMEDIA_4BITPIXEL:
pTexture->MipLevels[0].PixelOffset <<= 1;
break;
case __PERMEDIA_8BITPIXEL: /* No Change*/
break;
case __PERMEDIA_16BITPIXEL:
pTexture->MipLevels[0].PixelOffset >>= 1;
break;
case __PERMEDIA_24BITPIXEL:
pTexture->MipLevels[0].PixelOffset /= 3;
break;
case __PERMEDIA_32BITPIXEL:
pTexture->MipLevels[0].PixelOffset >>= 2;
break;
default:
ASSERTDD(0,"Invalid Texture Pixel Size!");
pTexture->MipLevels[0].PixelOffset >>= 1;
break;
}
PermediaPatchedTextureDownload(pContext->ppdev,
pPrivateData,
pTexture->fpVidMem,
pTexture->lPitch,
&rect,
pPrivateData->fpVidMem,
pTexture->lPitch,
&rect);
DBG_D3D((10, "Copy from %08lx to %08lx w=%08lx h=%08lx "
"p=%08lx b=%08lx",
pTexture->fpVidMem,pPrivateData->fpVidMem,pTexture->wWidth,
pTexture->wHeight,pTexture->lPitch,pTexture->dwRGBBitCount));
}
return DD_OK;
}
else
{
dsttex = TextureHandleToPtr(lpdp2texblt->dwDDDestSurface,pContext);
if(!CHECK_D3DSURFACE_VALIDITY(dsttex))
{
DBG_D3D((0,"D3DDP2OP_TEXBLT: invalid dwDDDestSurface !"));
return DDERR_INVALIDPARAMS;
}
}
if (NULL != dsttex && NULL != srctex)
{
rDest.left = lpdp2texblt->pDest.x;
rDest.top = lpdp2texblt->pDest.y;
rDest.right = rDest.left + lpdp2texblt->rSrc.right
- lpdp2texblt->rSrc.left;
rDest.bottom = rDest.top + lpdp2texblt->rSrc.bottom
- lpdp2texblt->rSrc.top;
DBG_D3D((4,"TexBlt from %d %08lx %08lx to %d %08lx %08lx",
lpdp2texblt->dwDDSrcSurface,srctex->dwCaps,srctex->dwCaps2,
lpdp2texblt->dwDDDestSurface,dsttex->dwCaps,dsttex->dwCaps2));
dsttex->dwPaletteHandle = srctex->dwPaletteHandle;
dsttex->pTextureSurface->dwPaletteHandle = srctex->dwPaletteHandle;
if ((DDSCAPS_VIDEOMEMORY & srctex->dwCaps) &&
!(DDSCAPS2_TEXTUREMANAGE & srctex->dwCaps2))
{
PermediaSurfaceData* pPrivateDest = dsttex->pTextureSurface;
PermediaSurfaceData* pPrivateSource = srctex->pTextureSurface;
// If the surface sizes don't match, then we are stretching.
// Also the blits from Nonlocal- to Videomemory have to go through
// the texture unit!
if (!(DDSCAPS_VIDEOMEMORY & dsttex->dwCaps) ||
(DDSCAPS2_TEXTUREMANAGE & dsttex->dwCaps2))
{
DBG_DD((0,"DDBLT_ROP: NOT ABLE TO BLT FROM "
"VIDEO TO NON-VIDEO SURFACE"));
return DDERR_INVALIDPARAMS;
}
if ( DDSCAPS_NONLOCALVIDMEM & srctex->dwCaps)
{
DBG_DD((3,"DDBLT_ROP: STRETCHCOPYBLT OR "
"MIRROR OR BOTH OR AGPVIDEO"));
PermediaStretchCopyBlt( ppdev,
NULL,
pPrivateDest,
pPrivateSource,
&rDest,
&lpdp2texblt->rSrc,
dsttex->MipLevels[0].PixelOffset,
srctex->MipLevels[0].PixelOffset);
}
else
{
ULONG ulDestPixelShift=ShiftLookup[dsttex->dwRGBBitCount>>3];
LONG lPixPitchDest = dsttex->lPitch >> ulDestPixelShift;
LONG lPixPitchSrc = srctex->lPitch >> ulDestPixelShift;
LONG srcOffset=(LONG)((srctex->fpVidMem - dsttex->fpVidMem)
>> ulDestPixelShift);
DBG_DD((3,"DDBLT_ROP: COPYBLT %08lx %08lx %08lx",
srctex->fpVidMem, dsttex->fpVidMem, ulDestPixelShift));
// For some reason, the user might want
// to do a conversion on the data as it is
// blitted from VRAM->VRAM by turning on Patching.
// If Surf1Patch XOR Surf2Patch then
// do a special blit that isn't packed and does patching.
if (((pPrivateDest->dwFlags & P2_CANPATCH) ^
(pPrivateSource->dwFlags & P2_CANPATCH))
& P2_CANPATCH)
{
DBG_DD((4,"Doing Patch-Conversion!"));
PermediaPatchedCopyBlt( ppdev,
lPixPitchDest,
lPixPitchSrc,
pPrivateDest,
pPrivateSource,
&rDest,
&lpdp2texblt->rSrc,
dsttex->MipLevels[0].PixelOffset,
srcOffset);
}
else
{
DBG_DD((4,"Doing PermediaPackedCopyBlt!"));
PermediaPackedCopyBlt( ppdev,
lPixPitchDest,
lPixPitchSrc,
pPrivateDest,
pPrivateSource,
&rDest,
&lpdp2texblt->rSrc,
dsttex->MipLevels[0].PixelOffset,
srcOffset);
}
}
}
else
if (dsttex->dwCaps2 & DDSCAPS2_TEXTUREMANAGE)
{
// texture download
if (pContext->CurrentTextureHandle == lpdp2texblt->dwDDDestSurface)
DIRTY_TEXTURE;
dsttex->pTextureSurface->dwFlags |= P2_SURFACE_NEEDUPDATE;
SysMemToSysMemSurfaceCopy(
srctex->fpVidMem,
srctex->lPitch,
srctex->dwRGBBitCount,
dsttex->fpVidMem,
dsttex->lPitch,
dsttex->dwRGBBitCount,
&lpdp2texblt->rSrc,
&rDest);
}
else
if (DDSCAPS_NONLOCALVIDMEM & dsttex->dwCaps)
{
// Blt from system to AGP memory
SysMemToSysMemSurfaceCopy(srctex->fpVidMem,
srctex->lPitch,
srctex->dwRGBBitCount,
dsttex->fpVidMem,
dsttex->lPitch,
dsttex->dwRGBBitCount,
&lpdp2texblt->rSrc,
&rDest);
}
else
if (DDSCAPS_LOCALVIDMEM & dsttex->dwCaps)
{
// texture download
PermediaPatchedTextureDownload(ppdev,
dsttex->pTextureSurface,
srctex->fpVidMem,
srctex->lPitch,
&lpdp2texblt->rSrc,
dsttex->fpVidMem,
dsttex->lPitch,
&rDest);
}
else
{
DBG_DD((0,"DDBLT_ROP: NOT ABLE TO BLT FROM "
"SYSTEM TO NON-VIDEO SURFACE"));
return DDERR_INVALIDPARAMS;
}
}
DBG_D3D((10,"Exiting __TextureBlt"));
return DD_OK;
} //__TextureBlt
//-----------------------------------------------------------------------------
//
// void __SetRenderTarget
//
// Set new render and z buffer target surfaces
//-----------------------------------------------------------------------------
HRESULT __SetRenderTarget(PERMEDIA_D3DCONTEXT* pContext,
DWORD hRenderTarget,
DWORD hZBuffer)
{
DBG_D3D((10,"Entering __SetRenderTarget Target=%d Z=%d",
hRenderTarget,hZBuffer));
// Call a function to initialise registers that will setup the rendering
pContext->RenderSurfaceHandle = hRenderTarget;
pContext->ZBufferHandle = hZBuffer;
SetupPermediaRenderTarget(pContext);
// The AlphaBlending may need to be changed.
DIRTY_ALPHABLEND;
// Dirty the Z Buffer (the new target may not have one)
DIRTY_ZBUFFER;
DBG_D3D((10,"Exiting __SetRenderTarget"));
return DD_OK;
} // __SetRenderTarget
//-----------------------------------------------------------------------------
//
// void __Clear
//
// Clears selectively the frame buffer, z buffer and stencil buffer for the
// D3D Clear2 callback and for the D3DDP2OP_CLEAR command token.
//
//-----------------------------------------------------------------------------
HRESULT __Clear( PERMEDIA_D3DCONTEXT* pContext,
DWORD dwFlags, // in: surfaces to clear
DWORD dwFillColor, // in: Color value for rtarget
D3DVALUE dvFillDepth, // in: Depth value for
// Z-buffer (0.0-1.0)
DWORD dwFillStencil, // in: value used to clear stencil buffer
LPD3DRECT lpRects, // in: Rectangles to clear
DWORD dwNumRects) // in: Number of rectangles
{
int i;
PermediaSurfaceData* pPrivateData;
RECTL* pRect;
PPDev ppdev=pContext->ppdev;
PERMEDIA_DEFS(pContext->ppdev);
if (D3DCLEAR_TARGET & dwFlags)
{
DWORD a,r,g,b;
PPERMEDIA_D3DTEXTURE pSurfRender =
TextureHandleToPtr(pContext->RenderSurfaceHandle, pContext);
if(!CHECK_D3DSURFACE_VALIDITY(pSurfRender))
{
DBG_D3D((0,"D3DDP2OP_CLEAR: invalid RenderSurfaceHandle !"));
return DDERR_INVALIDPARAMS;
}
pPrivateData = pSurfRender->pTextureSurface;
if( NULL == pPrivateData)
{
DBG_D3D((0,"D3DDP2OP_CLEAR: NULL == pPrivateData(pSurfRender)!"));
return DDERR_INVALIDPARAMS;
}
// Translate into HW specific format
a = RGB888ToHWFmt(dwFillColor,
pPrivateData->SurfaceFormat.AlphaMask, 0x80000000);
r = RGB888ToHWFmt(dwFillColor,
pPrivateData->SurfaceFormat.RedMask, 0x00800000);
g = RGB888ToHWFmt(dwFillColor,
pPrivateData->SurfaceFormat.GreenMask, 0x00008000);
b = RGB888ToHWFmt(dwFillColor,
pPrivateData->SurfaceFormat.BlueMask, 0x00000080);
dwFillColor = a | r | g | b;
DBG_D3D((8,"D3DDP2OP_CLEAR convert to %08lx with Mask %8lx %8lx %8lx",
dwFillColor,
pPrivateData->SurfaceFormat.RedMask,
pPrivateData->SurfaceFormat.GreenMask,
pPrivateData->SurfaceFormat.BlueMask));
pRect = (RECTL*)lpRects;
// Do clear for each Rect that we have
for (i = dwNumRects; i > 0; i--)
{
PermediaFastClear(ppdev, pPrivateData,
pRect, pContext->PixelOffset, dwFillColor);
pRect++;
}
}
if (((D3DCLEAR_ZBUFFER
#if D3D_STENCIL
| D3DCLEAR_STENCIL
#endif //D3D_STENCIL
) & dwFlags)
&& (0 != pContext->ZBufferHandle))
{
DWORD dwZbufferClearValue = 0x0000FFFF; //no stencil case
DWORD dwWriteMask;
PPERMEDIA_D3DTEXTURE pSurfZBuffer =
TextureHandleToPtr(pContext->ZBufferHandle, pContext);
if(!CHECK_D3DSURFACE_VALIDITY(pSurfZBuffer))
{
DBG_D3D((0,"D3DDP2OP_CLEAR: invalid ZBufferHandle !"));
return DDERR_INVALIDPARAMS;
}
// get z buffer pixelformat info
pPrivateData = pSurfZBuffer->pTextureSurface;
if( NULL == pPrivateData)
{
DBG_D3D((0,"D3DDP2OP_CLEAR: NULL == pPrivateData(pSurfZBuffer)!"));
return DDERR_INVALIDPARAMS;
}
#if D3D_STENCIL
//actually check dwStencilBitMask
if (0 == pPrivateData->SurfaceFormat.BlueMask)
{
dwWriteMask = 0xFFFFFFFF; //all 16bits are for Z
dwZbufferClearValue = (DWORD)(dvFillDepth*0x0000FFFF);
}
else
{
dwWriteMask = 0;
dwZbufferClearValue = (DWORD)(dvFillDepth*0x00007FFF);
if (D3DCLEAR_ZBUFFER & dwFlags)
dwWriteMask |= 0x7FFF7FFF;
if (D3DCLEAR_STENCIL & dwFlags)
{
dwWriteMask |= 0x80008000;
if (0 != dwFillStencil)
{
dwZbufferClearValue |= 0x8000; //or stencil bit
}
}
if (0xFFFFFFFF != dwWriteMask)
{
RESERVEDMAPTR(1);
SEND_PERMEDIA_DATA(FBHardwareWriteMask, dwWriteMask);
COMMITDMAPTR();
}
}
#endif //D3D_STENCIL
pRect = (RECTL*)lpRects;
for (i = dwNumRects; i > 0; i--)
{
PermediaFastLBClear(ppdev, pPrivateData, pRect,
(DWORD)((UINT_PTR)pSurfZBuffer->fpVidMem >> P2DEPTH16),
dwZbufferClearValue);
pRect++;
}
#if D3D_STENCIL
// Restore the LB write mask is we didn't clear stencil & zbuffer
if (0xFFFFFFFF != dwWriteMask)
{
RESERVEDMAPTR(1);
SEND_PERMEDIA_DATA(FBHardwareWriteMask, 0xFFFFFFFF); //restore
COMMITDMAPTR();
}
#endif //D3D_STENCIL
}
return DD_OK;
} // __Clear
//-----------------------------------------------------------------------------
//
// void __PaletteSet
//
// Attaches a palette handle to a texture in the given context
// The texture is the one associated to the given surface handle.
//
//-----------------------------------------------------------------------------
HRESULT
__PaletteSet(PERMEDIA_D3DCONTEXT* pContext,
DWORD dwSurfaceHandle,
DWORD dwPaletteHandle,
DWORD dwPaletteFlags)
{
PERMEDIA_D3DTEXTURE * pTexture;
ASSERTDD(0 != dwSurfaceHandle, "dwSurfaceHandle==0 in D3DDP2OP_SETPALETTE");
DBG_D3D((8,"SETPALETTE %d to %d", dwPaletteHandle, dwSurfaceHandle));
pTexture = TextureHandleToPtr(dwSurfaceHandle, pContext);
if (!CHECK_D3DSURFACE_VALIDITY(pTexture))
{
DBG_D3D((0,"__PaletteSet:NULL==pTexture Palette=%08lx Surface=%08lx",
dwPaletteHandle, dwSurfaceHandle));
return DDERR_INVALIDPARAMS; // invalid dwSurfaceHandle, skip it
}
pTexture->dwPaletteHandle = dwPaletteHandle;
// need to make it into private data if driver created this surface
if (NULL != pTexture->pTextureSurface)
pTexture->pTextureSurface->dwPaletteHandle = dwPaletteHandle;
if (pContext->CurrentTextureHandle == dwSurfaceHandle)
DIRTY_TEXTURE;
if (0 == dwPaletteHandle)
{
return D3D_OK; //palette association is OFF
}
// Check if we need to grow our palette list for this handle element
if (NULL == pContext->pHandleList->dwPaletteList ||
dwPaletteHandle >= PtrToUlong(pContext->pHandleList->dwPaletteList[0]))
{
DWORD newsize = ((dwPaletteHandle +
LISTGROWSIZE)/LISTGROWSIZE)*LISTGROWSIZE;
PPERMEDIA_D3DPALETTE *newlist = (PPERMEDIA_D3DPALETTE *)
ENGALLOCMEM( FL_ZERO_MEMORY,
sizeof(PPERMEDIA_D3DPALETTE)*newsize,
ALLOC_TAG);
DBG_D3D((8,"Growing pDDLcl=%x's "
"PaletteList[%x] size to %08lx",
pContext->pDDLcl, newlist, newsize));
if (NULL == newlist)
{
DBG_D3D((0,"D3DDP2OP_SETPALETTE Out of memory."));
return DDERR_OUTOFMEMORY;
}
memset(newlist,0,newsize);
if (NULL != pContext->pHandleList->dwPaletteList)
{
memcpy(newlist,pContext->pHandleList->dwPaletteList,
PtrToUlong(pContext->pHandleList->dwPaletteList[0]) *
sizeof(PPERMEDIA_D3DPALETTE));
ENGFREEMEM(pContext->pHandleList->dwPaletteList);
DBG_D3D((8,"Freeing pDDLcl=%x's old PaletteList[%x]",
pContext->pDDLcl,
pContext->pHandleList->dwPaletteList));
}
pContext->pHandleList->dwPaletteList = newlist;
//store size in dwSurfaceList[0]
*(DWORD*)pContext->pHandleList->dwPaletteList = newsize;
}
// If we don't have a palette hanging from this palette list
// element we have to create one. The actual palette data will
// come down in the D3DDP2OP_UPDATEPALETTE command token.
if (NULL == pContext->pHandleList->dwPaletteList[dwPaletteHandle])
{
pContext->pHandleList->dwPaletteList[dwPaletteHandle] =
(PERMEDIA_D3DPALETTE*)ENGALLOCMEM( FL_ZERO_MEMORY,
sizeof(PERMEDIA_D3DPALETTE),
ALLOC_TAG);
if (NULL == pContext->pHandleList->dwPaletteList[dwPaletteHandle])
{
DBG_D3D((0,"D3DDP2OP_SETPALETTE Out of memory."));
return DDERR_OUTOFMEMORY;
}
}
// driver may store this dwFlags to decide whether
// ALPHA exists in Palette
pContext->pHandleList->dwPaletteList[dwPaletteHandle]->dwFlags =
dwPaletteFlags;
return DD_OK;
} // PaletteSet
//-----------------------------------------------------------------------------
//
// void __PaletteUpdate
//
// Updates the entries of a palette attached to a texture in the given context
//
//-----------------------------------------------------------------------------
HRESULT
__PaletteUpdate(PERMEDIA_D3DCONTEXT* pContext,
DWORD dwPaletteHandle,
WORD wStartIndex,
WORD wNumEntries,
BYTE * pPaletteData)
{
PERMEDIA_D3DPALETTE* pPalette;
DBG_D3D((8,"UPDATEPALETTE %d (%d,%d) %d",
dwPaletteHandle,
wStartIndex,
wNumEntries,
pContext->CurrentTextureHandle));
pPalette = PaletteHandleToPtr(dwPaletteHandle,pContext);
if (NULL != pPalette)
{
ASSERTDD(256 >= wStartIndex + wNumEntries,
"wStartIndex+wNumEntries>256 in D3DDP2OP_UPDATEPALETTE");
// Copy the palette & associated data
pPalette->wStartIndex = wStartIndex;
pPalette->wNumEntries = wNumEntries;
memcpy((LPVOID)&pPalette->ColorTable[wStartIndex],
(LPVOID)pPaletteData,
(DWORD)wNumEntries*sizeof(PALETTEENTRY));
// If we are currently texturing and the texture is using the
// palette we just updated, dirty the texture flag so that
// it set up with the right (updated) palette
if (pContext->CurrentTextureHandle)
{
PERMEDIA_D3DTEXTURE * pTexture=
TextureHandleToPtr(pContext->CurrentTextureHandle,pContext);
if (pTexture && pTexture->pTextureSurface)
{
if (pTexture->dwPaletteHandle == dwPaletteHandle)
{
DIRTY_TEXTURE;
DBG_D3D((8,"UPDATEPALETTE DIRTY_TEXTURE"));
}
}
}
}
else
{
return DDERR_INVALIDPARAMS;
}
return DD_OK;
} // __PaletteUpdate
//-----------------------------------------------------------------------------
//
// void __RestoreD3DContext
//
// Restores the P2 registers to what they were when we last left this D3D context
//
//-----------------------------------------------------------------------------
void __RestoreD3DContext(PPDev ppdev, PERMEDIA_D3DCONTEXT* pContext)
{
__P2RegsSoftwareCopy* pSoftPermedia = &pContext->Hdr.SoftCopyP2Regs;
PERMEDIA_DEFS(ppdev);
// Dirty everything in order to restore the D3D state
DIRTY_TEXTURE;
DIRTY_ZBUFFER;
DIRTY_ALPHABLEND;
// Restore the correct surface (render & depth buffer) characteristics
SetupPermediaRenderTarget(pContext);
//Bring back manually some registers which we care about
RESERVEDMAPTR(5);
COPY_PERMEDIA_DATA(DeltaMode, pSoftPermedia->DeltaMode);
COPY_PERMEDIA_DATA(ColorDDAMode, pSoftPermedia->ColorDDAMode);
COPY_PERMEDIA_DATA(FogColor, pSoftPermedia->FogColor);
SEND_PERMEDIA_DATA(FBHardwareWriteMask, -1 );
COMMITDMAPTR();
}