Leaked source code of windows server 2003
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310 lines
8.6 KiB

#include "rgb_pch.h"
#pragma hdrstop
namespace RGB_RAST_LIB_NAMESPACE
{
// MMX available
#define D3DCPU_MMX 0x00000001L
// FCOMI and CMOV are both supported
#define D3DCPU_FCOMICMOV 0x00000002L
// Reads block until satisfied
#define D3DCPU_BLOCKINGREAD 0x00000004L
// Extended 3D support available
#define D3DCPU_X3D 0x00000008L
// Pentium II CPU
#define D3DCPU_PII 0x000000010L
// Streaming SIMD Extensions (aka Katmai) CPU
#define D3DCPU_SSE 0x000000020L
// Streaming SIMD2 Extensions (aka Willamete) CPU
#define D3DCPU_WLMT 0x000000040L
//---------------------------------------------------------------------
BOOL
IsWin95(void)
{
OSVERSIONINFO osvi;
ZeroMemory(&osvi, sizeof(osvi));
osvi.dwOSVersionInfoSize = sizeof(osvi);
if (!GetVersionEx(&osvi))
{
return TRUE;
}
if ( VER_PLATFORM_WIN32_WINDOWS == osvi.dwPlatformId )
{
if( ( osvi.dwMajorVersion > 4UL ) ||
( ( osvi.dwMajorVersion == 4UL ) &&
( osvi.dwMinorVersion >= 10UL ) &&
( LOWORD( osvi.dwBuildNumber ) >= 1373 ) ) )
{
// is Win98
return FALSE;
}
else
{
// is Win95
return TRUE;
}
}
else if ( VER_PLATFORM_WIN32_NT == osvi.dwPlatformId )
{
return FALSE;
}
return TRUE;
}
#if defined(_X86_)
// --------------------------------------------------------------------------
// Detect 3D extensions
// --------------------------------------------------------------------------
static BOOL _asm_isX3D()
{
DWORD retval = 0;
_asm
{
pushad ; CPUID trashes lots - save everything
mov eax,80000000h ; Check for extended CPUID support
;;; We need to upgrade our compiler
;;; CPUID == 0f,a2
_emit 0x0f
_emit 0xa2
cmp eax,80000001h ; Jump if no extended CPUID
jb short done ;
mov eax,80000001h ; Check for feature
;;; CPUID == 0f,a2
_emit 0x0f
_emit 0xa2
xor eax,eax ;
test edx,80000000h ;
setnz al ;
mov retval,eax ;
done:
popad ; Restore everything
};
return retval;
}
static BOOL _asm_isMMX()
{
DWORD retval;
_asm
{
xor eax,eax ; Clear out eax for return value
pushad ; CPUID trashes lots - save everything
mov eax,1 ; Check for MMX support
;;; We need to upgrade our compiler
;;; CPUID == 0f,a2
_emit 0x0f
_emit 0xa2
test edx,00800000h ; Set flags before restoring registers
popad ; Restore everything
setnz al ; Set return value
mov retval, eax
};
return retval;
}
static BOOL isX3Dprocessor(void)
{
__try
{
if( _asm_isX3D() )
{
return TRUE;
}
}
__except(GetExceptionCode() == STATUS_ILLEGAL_INSTRUCTION ?
EXCEPTION_EXECUTE_HANDLER :
EXCEPTION_CONTINUE_SEARCH)
{
}
return FALSE;
}
//---------------------------------------------------------------------
// Detects Intel SSE processor
//
#pragma optimize("", off)
#define CPUID _asm _emit 0x0f _asm _emit 0xa2
#define SSE_PRESENT 0x02000000 // bit number 25
#define WNI_PRESENT 0x04000000 // bit number 26
static BOOL isMMXprocessor(void)
{
__try
{
if( _asm_isMMX() )
{
// Emit an emms instruction.
// This file needs to compile for non-Pentium
// processors
// so we can't use use inline asm since we're in the
// wrong
// processor mode.
__asm __emit 0xf;
__asm __emit 0x77;
return TRUE;
}
}
__except(GetExceptionCode() == STATUS_ILLEGAL_INSTRUCTION ?
EXCEPTION_EXECUTE_HANDLER :
EXCEPTION_CONTINUE_SEARCH)
{
}
return FALSE;
}
DWORD IsIntelSSEProcessor(void)
{
DWORD retval = 0;
DWORD RegisterEAX;
DWORD RegisterEDX;
char VendorId[12];
const char IntelId[13]="GenuineIntel";
__try
{
_asm {
xor eax,eax
CPUID
mov RegisterEAX, eax
mov dword ptr VendorId, ebx
mov dword ptr VendorId+4, edx
mov dword ptr VendorId+8, ecx
}
} __except (1)
{
return retval;
}
// make sure EAX is > 0 which means the chip
// supports a value >=1. 1 = chip info
if (RegisterEAX == 0)
return retval;
// this CPUID can't fail if the above test passed
__asm {
mov eax,1
CPUID
mov RegisterEAX,eax
mov RegisterEDX,edx
}
if (RegisterEDX & SSE_PRESENT) {
retval |= D3DCPU_SSE;
}
if (RegisterEDX & WNI_PRESENT) {
retval |= D3DCPU_WLMT;
}
return retval;
}
#pragma optimize("", on)
#ifndef PF_XMMI_INSTRUCTIONS_AVAILABLE
#define PF_XMMI_INSTRUCTIONS_AVAILABLE 6
#endif
#ifndef PF_3DNOW_INSTRUCTIONS_AVAILABLE
#define PF_3DNOW_INSTRUCTIONS_AVAILABLE 7
#endif
#ifndef PF_XMMI64_INSTRUCTIONS_AVAILABLE
#define PF_XMMI64_INSTRUCTIONS_AVAILABLE 10
#endif
static BOOL D3DIsProcessorFeaturePresent(UINT feature)
{
switch (feature)
{
case PF_MMX_INSTRUCTIONS_AVAILABLE:
{
return isMMXprocessor();
}
case PF_XMMI_INSTRUCTIONS_AVAILABLE:
{
if (IsWin95())
return FALSE;
DWORD flags = IsIntelSSEProcessor();
return flags & D3DCPU_SSE;
}
case PF_3DNOW_INSTRUCTIONS_AVAILABLE: return isX3Dprocessor();
case PF_XMMI64_INSTRUCTIONS_AVAILABLE:
{
if (IsWin95())
return FALSE;
DWORD flags = IsIntelSSEProcessor();
return flags & D3DCPU_WLMT;
}
default: return FALSE;
}
}
#endif // _X86_
const UINT CRGBContext::c_uiBegan( 1);
DWORD CRGBContext::DetectBeadSet( void) throw()
{
#if defined(_X86_)
if( D3DIsProcessorFeaturePresent( PF_MMX_INSTRUCTIONS_AVAILABLE))
return D3DIBS_MMXASRGB;
#endif
return D3DIBS_C;
}
// TConstDP2Bindings type MUST be updated with size of this array,
// unfortunately.
const CRGBContext::TDP2Bindings CRGBContext::c_DP2Bindings=
{
D3DDP2OP_VIEWPORTINFO, DP2ViewportInfo,
D3DDP2OP_WINFO, DP2WInfo,
D3DDP2OP_RENDERSTATE, DP2RenderState,
D3DDP2OP_TEXTURESTAGESTATE, DP2TextureStageState,
D3DDP2OP_CLEAR, DP2Clear,
D3DDP2OP_SETRENDERTARGET, DP2SetRenderTarget,
D3DDP2OP_SETVERTEXSHADER, DP2SetVertexShader,
D3DDP2OP_SETSTREAMSOURCE, DP2SetStreamSource,
D3DDP2OP_SETSTREAMSOURCEUM, DP2SetStreamSourceUM,
D3DDP2OP_SETINDICES, DP2SetIndices,
D3DDP2OP_DRAWPRIMITIVE, DP2DrawPrimitive,
D3DDP2OP_DRAWPRIMITIVE2, DP2DrawPrimitive2,
D3DDP2OP_DRAWINDEXEDPRIMITIVE, DP2DrawIndexedPrimitive,
D3DDP2OP_DRAWINDEXEDPRIMITIVE2, DP2DrawIndexedPrimitive2,
D3DDP2OP_CLIPPEDTRIANGLEFAN, DP2ClippedTriangleFan,
D3DDP2OP_SETPALETTE, DP2SetPalette,
D3DDP2OP_UPDATEPALETTE, DP2UpdatePalette
};
// TConstRecDP2Bindings type MUST be updated with size of this array,
// unfortunately.
const CRGBContext::TRecDP2Bindings CRGBContext::c_RecDP2Bindings=
{
D3DDP2OP_VIEWPORTINFO, RecDP2ViewportInfo,
D3DDP2OP_WINFO, RecDP2WInfo,
D3DDP2OP_RENDERSTATE, RecDP2RenderState,
D3DDP2OP_TEXTURESTAGESTATE, RecDP2TextureStageState,
D3DDP2OP_SETVERTEXSHADER, RecDP2SetVertexShader,
D3DDP2OP_SETSTREAMSOURCE, RecDP2SetStreamSource,
D3DDP2OP_SETINDICES, RecDP2SetIndices
};
}