Leaked source code of windows server 2003
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/*==========================================================================;
*
* Copyright (C) 1997 Microsoft Corporation. All Rights Reserved.
*
* File: dpoldhal.c
* Content: DrawPrimitive implementation for legacy (DX2) HALs
*
***************************************************************************/
#include "pch.cpp"
#pragma hdrstop
#ifdef WIN95
#include "drawprim.hpp"
#include "clipfunc.h"
#include "commdrv.hpp"
#include "d3dfei.h"
extern D3DLINE LineListPrecomp[];
extern D3DLINE LineStripPrecomp[];
extern D3DTRIANGLE TriangleListPrecomp[];
extern D3DTRIANGLE TriangleStripPrecomp[];
extern D3DTRIANGLE TriangleFanPrecomp[];
#define BFCULLTEST_TVertTri(TLV0,TLV1,TLV2) (((TLV1).sx-(TLV0).sx)*((TLV2).sy-(TLV0).sy) - \
((TLV2).sx-(TLV0).sx)*((TLV1).sy-(TLV0).sy))
#define ISCULLED(lpDevI, CullTestRes) ((CullTestRes==0.0) || \
((lpDevI->rstates[D3DRENDERSTATE_CULLMODE]==D3DCULL_CW) ^ (CullTestRes < 0.0)))
//---------------------------------------------------------------------
void WaitForFlip( LPDIRECT3DDEVICEI lpDevI )
{
if (! (lpDevI->lpD3DHALGlobalDriverData->hwCaps.dwDevCaps & D3DDEVCAPS_CANRENDERAFTERFLIP) )
{
LPDDRAWI_DDRAWSURFACE_LCL lpLcl = ((LPDDRAWI_DDRAWSURFACE_INT) lpDevI->lpDDSTarget)->lpLcl;
if (lpLcl->ddsCaps.dwCaps & DDSCAPS_FLIP) {
HRESULT ret;
D3D_INFO(5, "Waiting for flip");
do {
ret = lpDevI->lpDDSTarget->GetFlipStatus(DDGFS_ISFLIPDONE);
} while (ret == DDERR_WASSTILLDRAWING);
}
}
}
//---------------------------------------------------------------------
#undef DPF_MODNAME
#define DPF_MODNAME "FlushStatesHW"
HRESULT CDirect3DDeviceIHW::FlushStates(bool bWithinPrimitive)
{
DWORD i;
LPDWORD lpScan = (LPDWORD) this->lpwDPBuffer;
LPD3DTRIANGLE lpTriScan = (LPD3DTRIANGLE) this->lpHWTris;
DWORD dwRet;
D3DHAL_RENDERSTATEDATA StateData;
D3DHAL_RENDERPRIMITIVEDATA PrimitiveData;
CDDSurfaceFromMem TLBuffer(NULL);
CDDSurfaceFromMem ExeBuffer(lpTriScan);
if (this->dwHWOffset == 0) return D3D_OK;
this->dwHWOffset = 0; //zeroed to prevent re-enter by drivers's locking surfaces
++m_qwBatch;
// So that currently bound textures get rebatched
for (DWORD dwStage = 0; dwStage < this->dwMaxTextureBlendStages; dwStage++)
{
LPDIRECT3DTEXTUREI lpTexI = this->lpD3DMappedTexI[dwStage];
if (NULL != lpTexI)
{
if(lpTexI->lpDDS != NULL)
{
BatchTexture(((LPDDRAWI_DDRAWSURFACE_INT)(lpTexI->lpDDS))->lpLcl);
}
}
}
// Legacy HAL, therefore we have to wait
// until the render target has flipped.
WaitForFlip(this);
// Pick up Win16 lock
LOCK_HAL( dwRet, this );
LOCK_DIBENGINE(dwRet, this);
#if _D3D_FORCEDOUBLE
CD3DForceFPUDouble ForceFPUDouble(this);
#endif //_D3D_FORCEDOUBLE
memset(&StateData, 0, sizeof(StateData) );
memset(&PrimitiveData, 0, sizeof(PrimitiveData) );
// dwHWNumCounts is the number of recorded structs with
// primitives attached.
for (i = 0; i < this->dwHWNumCounts+1; i += 1)
{
if ( this->lpHWCounts[i].wNumStateChanges )
{
TLBuffer.SetBits(lpScan);
StateData.dwhContext = this->dwhContext;
StateData.dwOffset = 0;
StateData.dwCount = this->lpHWCounts[i].wNumStateChanges;
StateData.lpExeBuf = TLBuffer.GetSurface();
dwRet = (*this->lpD3DHALCallbacks->RenderState)(&StateData);
// No provision for NOT_HANDLED
lpScan += 2*this->lpHWCounts[i].wNumStateChanges;
lpScan = (LPDWORD) ( (((DWORD) lpScan) + 31) & ~31);
}
if ( this->lpHWCounts[i].wNumVertices )
{
TLBuffer.SetBits((LPD3DTLVERTEX) this->lpwDPBuffer);
ExeBuffer.SetBits(lpTriScan);
PrimitiveData.dwhContext = this->dwhContext;
PrimitiveData.dwOffset = 0;
PrimitiveData.dwStatus = 0;
PrimitiveData.lpExeBuf = ExeBuffer.GetSurface();
PrimitiveData.dwTLOffset = 0;
PrimitiveData.lpTLBuf = TLBuffer.GetSurface();
PrimitiveData.diInstruction.bOpcode = D3DOP_TRIANGLE;
PrimitiveData.diInstruction.bSize = sizeof(D3DTRIANGLE);
PrimitiveData.diInstruction.wCount = (WORD) this->lpHWCounts[i].wNumTriangles;
dwRet = (*this->lpD3DHALCallbacks->RenderPrimitive)(&PrimitiveData);
// No provision for NOT_HANDLED
lpScan = (LPDWORD)(((LPD3DTLVERTEX) lpScan) + this->lpHWCounts[i].wNumVertices);
lpTriScan += this->lpHWCounts[i].wNumTriangles;
}
}
UNLOCK_DIBENGINE( this );
UNLOCK_HAL( this );
this->dwHWTriIndex = 0;
this->dwHWNumCounts = 0;
memset(this->lpHWCounts, 0, sizeof(D3DI_HWCOUNTS) );
return D3D_OK;
}
//---------------------------------------------------------------------
#undef DPF_MODNAME
#define DPF_MODNAME "DrawPrimitiveLegacyHalCall"
HRESULT
DrawPrimitiveLegacyHalCall(CDirect3DDeviceIHW * lpDevI,
LPD3DTLVERTEX lpVertices, LPVOID lpvData,
LPD3DINSTRUCTION ins, DWORD dwNumVertices, D3DVERTEXTYPE VtxType)
{
DWORD dwRet;
CDDSurfaceFromMem TLBuffer(lpVertices);
CDDSurfaceFromMem ExeBuffer(lpvData);
D3DHAL_RENDERPRIMITIVEDATA rdata;
memset(&rdata, 0, sizeof(rdata) );
rdata.dwhContext = lpDevI->dwhContext;
rdata.dwOffset = 0;
rdata.dwStatus = 0;
rdata.lpExeBuf = ExeBuffer.GetSurface();
rdata.dwTLOffset = 0;
rdata.lpTLBuf = TLBuffer.GetSurface();
rdata.diInstruction = *ins;
#ifndef WIN95
if((dwRet = CheckContextSurface(lpDevI)) != D3D_OK)
{
return (dwRet);
}
#endif //WIN95
#if _D3D_FORCEDOUBLE
CD3DForceFPUDouble ForceFPUDouble(lpDevI);
#endif //_D3D_FORCEDOUBLE
CALL_HALONLY(dwRet, lpDevI, RenderPrimitive, &rdata);
if (dwRet != DDHAL_DRIVER_HANDLED)
{
D3D_ERR ( "Driver not handled in DrawPrimitive" );
// Need sensible return value in this case,
// currently we return whatever the driver stuck in here.
}
return D3D_OK;
}
#undef DPF_MODNAME
#define DPF_MODNAME "FillLegacyHalIndices"
void
FillLegacyHalIndices(D3DPRIMITIVETYPE PrimitiveType, LPVOID lpOut,
LPWORD lpwIndices, DWORD dwNumPrimitives)
{
LPD3DLINE lpTmpLines;
LPD3DTRIANGLE lpTmpTris;
DWORD i;
WORD wIndex = 0;
switch (PrimitiveType)
{
case D3DPT_LINELIST:
lpTmpLines = (LPD3DLINE) lpOut;
for (i = 0; i < dwNumPrimitives; i += 1)
{
lpTmpLines[i].v1 = lpwIndices[wIndex++];
lpTmpLines[i].v2 = lpwIndices[wIndex++];
}
break;
case D3DPT_LINESTRIP:
lpTmpLines = (LPD3DLINE) lpOut;
for (i = 0; i < dwNumPrimitives; i += 1)
{
lpTmpLines[i].v1 = lpwIndices[wIndex++];
lpTmpLines[i].v2 = lpwIndices[wIndex];
}
break;
case D3DPT_TRIANGLELIST:
lpTmpTris = (LPD3DTRIANGLE) lpOut;
for (i = 0; i < dwNumPrimitives; i += 1)
{
lpTmpTris[i].v1 = lpwIndices[wIndex++];
lpTmpTris[i].v2 = lpwIndices[wIndex++];
lpTmpTris[i].v3 = lpwIndices[wIndex++];
lpTmpTris[i].wFlags = D3DTRIFLAG_EDGEENABLETRIANGLE;
}
break;
case D3DPT_TRIANGLESTRIP:
lpTmpTris = (LPD3DTRIANGLE) lpOut;
for (i = 0; i < dwNumPrimitives; i += 1)
{
lpTmpTris[i].v1 = lpwIndices[wIndex++];
lpTmpTris[i].v2 = lpwIndices[wIndex++];
lpTmpTris[i].v3 = lpwIndices[wIndex++];
lpTmpTris[i].wFlags = D3DTRIFLAG_EDGEENABLETRIANGLE;
i++;
if (i<dwNumPrimitives)
{
lpTmpTris[i].v1 = lpTmpTris[i-1].v2;
lpTmpTris[i].v2 = lpwIndices[wIndex--];
lpTmpTris[i].v3 = lpTmpTris[i-1].v3;
lpTmpTris[i].wFlags = D3DTRIFLAG_EDGEENABLETRIANGLE;
}
}
break;
case D3DPT_TRIANGLEFAN:
lpTmpTris = (LPD3DTRIANGLE) lpOut;
lpTmpTris[0].v3 = lpwIndices[wIndex++];
lpTmpTris[0].v1 = lpwIndices[wIndex++];
lpTmpTris[0].v2 = lpwIndices[wIndex++];
lpTmpTris[0].wFlags = D3DTRIFLAG_EDGEENABLETRIANGLE;
for (i = 1; i < dwNumPrimitives; i += 1)
{
lpTmpTris[i].v1 = lpTmpTris[i-1].v2;
lpTmpTris[i].v2 = lpwIndices[wIndex++];
lpTmpTris[i].v3 = lpTmpTris[i-1].v3;
lpTmpTris[i].wFlags = D3DTRIFLAG_EDGEENABLETRIANGLE;
}
break;
}
}
#undef DPF_MODNAME
#define DPF_MODNAME "DrawPrimitiveInBatchesHW"
HRESULT
DrawPrimitiveInBatchesHW(CDirect3DDeviceIHW * lpDevI, D3DPRIMITIVETYPE PrimitiveType, D3DVERTEXTYPE VertexType, LPD3DTLVERTEX lpVertices, DWORD dwNumPrimitives)
{
DWORD i;
D3DTLVERTEX tmpV;
LPD3DTLVERTEX lpFirstVertex;
D3DINSTRUCTION ins;
HRESULT ret;
switch (PrimitiveType)
{
case D3DPT_LINELIST:
ins.bOpcode = D3DOP_LINE;
ins.bSize = sizeof(D3DLINE);
for (i = 0; i < dwNumPrimitives; i += dwLineBatchSize)
{
ins.wCount = (WORD)min(dwNumPrimitives-i, dwLineBatchSize);
ret = DrawPrimitiveLegacyHalCall(lpDevI, lpVertices, LineListPrecomp, &ins, 0, VertexType);
if (ret)
return ret;
lpVertices += ins.wCount*2;
}
break;
case D3DPT_LINESTRIP:
ins.bOpcode = D3DOP_LINE;
ins.bSize = sizeof(D3DLINE);
for (i = 0; i < dwNumPrimitives; i += dwLineBatchSize)
{
ins.wCount = (WORD)min(dwNumPrimitives-i, dwLineBatchSize);
ret = DrawPrimitiveLegacyHalCall(lpDevI, lpVertices, LineStripPrecomp, &ins, 0, VertexType);
if (ret)
return ret;
lpVertices += ins.wCount;
}
break;
case D3DPT_TRIANGLELIST:
ins.bOpcode = D3DOP_TRIANGLE;
ins.bSize = sizeof(D3DTRIANGLE);
for (i = 0; i < dwNumPrimitives; i += dwD3DTriBatchSize)
{
ins.wCount = (WORD)min(dwNumPrimitives-i, dwD3DTriBatchSize);
ret = DrawPrimitiveLegacyHalCall(lpDevI, lpVertices, TriangleListPrecomp, &ins, 0, VertexType);
if (ret)
return ret;
lpVertices += 3*ins.wCount;
}
break;
case D3DPT_TRIANGLESTRIP:
ins.bOpcode = D3DOP_TRIANGLE;
ins.bSize = sizeof(D3DTRIANGLE);
for (i = 0; i < dwNumPrimitives; i += dwD3DTriBatchSize)
{
ins.wCount = (WORD)min(dwNumPrimitives-i, dwD3DTriBatchSize);
ret = DrawPrimitiveLegacyHalCall(lpDevI, lpVertices, TriangleStripPrecomp, &ins, 0, VertexType);
if (ret)
return ret;
lpVertices += ins.wCount;
}
break;
case D3DPT_TRIANGLEFAN:
ins.bOpcode = D3DOP_TRIANGLE;
ins.bSize = sizeof(D3DTRIANGLE);
// Save the first vertex to spoof the driver
lpFirstVertex = lpVertices;
tmpV = lpVertices[0];
for (i = 0; i < dwNumPrimitives; i += dwD3DTriBatchSize)
{
ins.wCount = (WORD)min(dwNumPrimitives-i, dwD3DTriBatchSize);
tmpV = *lpVertices;
*lpVertices = *lpFirstVertex;
ret = DrawPrimitiveLegacyHalCall(lpDevI, lpVertices, TriangleFanPrecomp, &ins, 0, VertexType);
if (ret)
return ret;
*lpVertices = tmpV;
lpVertices += ins.wCount;
}
break;
}
return D3D_OK;
}
#undef DPF_MODNAME
#define DPF_MODNAME "DrawIndexedPrimitiveInBatchesHW"
HRESULT
CDirect3DDeviceIHW::DrawIndexedPrimitiveInBatchesHW(
D3DPRIMITIVETYPE PrimitiveType,
D3DVERTEXTYPE VertexType,
LPD3DTLVERTEX lpVertices,
DWORD dwNumPrimitives,
LPWORD lpwIndices)
{
DWORD i;
WORD tmpW;
LPWORD lpFirstIndex;
D3DINSTRUCTION ins;
HRESULT ret;
switch (PrimitiveType)
{
case D3DPT_LINELIST:
ins.bOpcode = D3DOP_LINE;
ins.bSize = sizeof(D3DLINE);
for (i = 0; i < dwNumPrimitives; i += dwLineBatchSize)
{
ins.wCount = (WORD)min(dwNumPrimitives-i, dwLineBatchSize);
FillLegacyHalIndices(PrimitiveType, this->wTriIndex, lpwIndices, ins.wCount);
ret = DrawPrimitiveLegacyHalCall(this, lpVertices, this->wTriIndex, &ins, 0, VertexType);
if (ret)
return ret;
lpwIndices += ins.wCount*2;
}
break;
case D3DPT_LINESTRIP:
ins.bOpcode = D3DOP_LINE;
ins.bSize = sizeof(D3DLINE);
for (i = 0; i < dwNumPrimitives; i += dwLineBatchSize)
{
ins.wCount = (WORD)min(dwNumPrimitives-i, dwLineBatchSize);
FillLegacyHalIndices(PrimitiveType, this->wTriIndex, lpwIndices, ins.wCount);
ret = DrawPrimitiveLegacyHalCall(this, lpVertices, this->wTriIndex, &ins, 0, VertexType);
if (ret)
return ret;
lpVertices += ins.wCount;
}
break;
case D3DPT_TRIANGLELIST:
ins.bOpcode = D3DOP_TRIANGLE;
ins.bSize = sizeof(D3DTRIANGLE);
for (i = 0; i < dwNumPrimitives; i += dwD3DTriBatchSize)
{
ins.wCount = (WORD)min(dwNumPrimitives-i, dwD3DTriBatchSize);
FillLegacyHalIndices(PrimitiveType, this->wTriIndex, lpwIndices, ins.wCount);
ret = DrawPrimitiveLegacyHalCall(this, lpVertices, this->wTriIndex, &ins, 0, VertexType);
if (ret)
return ret;
lpwIndices += 3*ins.wCount;
}
break;
case D3DPT_TRIANGLESTRIP:
ins.bOpcode = D3DOP_TRIANGLE;
ins.bSize = sizeof(D3DTRIANGLE);
for (i = 0; i < dwNumPrimitives; i += dwD3DTriBatchSize)
{
ins.wCount = (WORD)min(dwNumPrimitives-i, dwD3DTriBatchSize);
FillLegacyHalIndices(PrimitiveType, this->wTriIndex, lpwIndices, ins.wCount);
ret = DrawPrimitiveLegacyHalCall(this, lpVertices, this->wTriIndex, &ins, 0, VertexType);
if (ret)
return ret;
lpwIndices += ins.wCount;
}
break;
case D3DPT_TRIANGLEFAN:
ins.bOpcode = D3DOP_TRIANGLE;
ins.bSize = sizeof(D3DTRIANGLE);
// Save the first index to spoof the driver
lpFirstIndex = lpwIndices;
tmpW = lpwIndices[0];
for (i = 0; i < dwNumPrimitives; i += dwD3DTriBatchSize)
{
ins.wCount = (WORD)min(dwNumPrimitives-i, dwD3DTriBatchSize);
tmpW = *lpwIndices;
*lpwIndices = *lpFirstIndex;
FillLegacyHalIndices(PrimitiveType, this->wTriIndex, lpwIndices, ins.wCount);
ret = DrawPrimitiveLegacyHalCall(this, lpVertices, this->wTriIndex, &ins, 0, VertexType);
if (ret)
return ret;
*lpwIndices = tmpW;
lpwIndices += ins.wCount;
}
break;
}
return D3D_OK;
}
//---------------------------------------------------------------------
// This is a call for a clipped primitive
//
HRESULT CDirect3DDeviceIHW::DrawIndexPrim()
{
LPD3DTLVERTEX lpVertices = (LPD3DTLVERTEX)this->lpvOut;
DWORD dwNumVertices = this->dwNumVertices;
DWORD dwNumPrimitives = this->dwNumPrimitives;
WORD *lpwIndices = this->lpwIndices;
HRESULT ret;
// Do we need to map new texture stage operations to DX5 renderstates?
if(this->dwFEFlags & D3DFE_MAP_TSS_TO_RS) {
MapTSSToRS();
this->dwFEFlags &= ~D3DFE_MAP_TSS_TO_RS; // Reset request bit
}
if(this->dwFEFlags & D3DFE_NEED_TEXTURE_UPDATE)
{
ret = UpdateTextures();
if(ret != D3D_OK)
{
D3D_ERR("UpdateTextures failed. Device probably doesn't support current texture (check return code).");
return ret;
}
this->dwFEFlags &= ~D3DFE_NEED_TEXTURE_UPDATE;
}
// If the number of vertices is small, then just batch them.
if ( (this->primType == D3DPT_TRIANGLELIST ||
this->primType == D3DPT_TRIANGLEFAN ||
this->primType == D3DPT_TRIANGLESTRIP) &&
this->dwNumVertices < dwHWFewVertices)
{
LPD3DTRIANGLE lpTriOut;
DWORD i,dwTriOutCount,iV0,iV1,iV2;
WORD wVertexOffset;
float fCullTestResult;
BOOL bDoBFCulling;
// Pad the offset, if needed. But first save the offset to restore for
// case in which no vertices are added to the buffer. This is necessary
// when renderstates are buffered before and after a non-visible primitive.
DWORD dwHWOffsetSave = this->dwHWOffset;
this->dwHWOffset = (this->dwHWOffset + 31) & ~31;
if (this->dwHWOffset + dwNumVertices*sizeof(D3DTLVERTEX) >= dwHWBufferSize ||
this->dwHWTriIndex + dwNumPrimitives >= dwHWMaxTris )
{
CLockD3DST lockObject(this, DPF_MODNAME, REMIND("")); // Takes D3D lock (ST only).
// Release in the destructor
ret = FlushStates();
if (ret != D3D_OK)
{
D3D_ERR("Error trying to render batched commands in DrawIndexPrim");
return ret;
}
dwHWOffsetSave = this->dwHWOffset;
}
LPVOID lpvBatchAddress = (char*)this->lpwDPBuffer + this->dwHWOffset;
if (this->dwVIDOut == D3DFVF_TLVERTEX)
memcpy(lpvBatchAddress, lpVertices,
this->dwNumVertices*sizeof(D3DTLVERTEX));
else
{
// We have to map FVF vertices to the D3DTLVERTEX.
// This is only the case when lpvOut points to the user input
// buffer.
HRESULT ret;
// Output will be in the batch buffer
if ((ret = MapFVFtoTLVertex(lpvBatchAddress)) != D3D_OK)
return ret;
lpVertices = (D3DTLVERTEX*)lpvBatchAddress;
}
lpTriOut = this->lpHWTris + this->dwHWTriIndex;
wVertexOffset = (WORD) (this->dwHWOffset/sizeof(D3DTLVERTEX));
dwTriOutCount=0; bDoBFCulling=(this->rstates[D3DRENDERSTATE_CULLMODE]!=D3DCULL_NONE);
switch (this->primType)
{
case D3DPT_TRIANGLELIST:
iV0=0; iV1=1; iV2=2;
for (i = 0; i < dwNumPrimitives; i++,iV0+=3,iV1+=3,iV2+=3)
{
if(bDoBFCulling)
{
fCullTestResult = BFCULLTEST_TVertTri(lpVertices[lpwIndices[iV0]],lpVertices[lpwIndices[iV1]],lpVertices[lpwIndices[iV2]]);
if(ISCULLED(this, fCullTestResult))
continue;
}
lpTriOut->v1 = lpwIndices[iV0] + wVertexOffset;
lpTriOut->v2 = lpwIndices[iV1] + wVertexOffset;
lpTriOut->v3 = lpwIndices[iV2] + wVertexOffset;
lpTriOut->wFlags = D3DTRIFLAG_EDGEENABLETRIANGLE;
lpTriOut += 1;
dwTriOutCount++;
}
break;
case D3DPT_TRIANGLEFAN:
iV0=1; iV1=2; iV2=0;
for (i = 0; i < dwNumPrimitives; i++,iV0++,iV1++)
{
if(bDoBFCulling)
{
fCullTestResult = BFCULLTEST_TVertTri(lpVertices[lpwIndices[iV0]],lpVertices[lpwIndices[iV1]],lpVertices[lpwIndices[iV2]]);
if(ISCULLED(this, fCullTestResult))
continue;
}
lpTriOut->v1 = lpwIndices[iV0] + wVertexOffset;
lpTriOut->v2 = lpwIndices[iV1] + wVertexOffset;
lpTriOut->v3 = lpwIndices[iV2] + wVertexOffset;
lpTriOut->wFlags = D3DTRIFLAG_EDGEENABLETRIANGLE;
lpTriOut += 1;
dwTriOutCount++;
}
break;
case D3DPT_TRIANGLESTRIP:
iV0=0; iV1=1; iV2=2;
for (i = 0; i < dwNumPrimitives; i++,iV0++,iV1++,iV2++)
{
if(bDoBFCulling)
{
fCullTestResult = BFCULLTEST_TVertTri(lpVertices[lpwIndices[iV0]],lpVertices[lpwIndices[iV1]],lpVertices[lpwIndices[iV2]]);
if(ISCULLED(this, fCullTestResult))
goto SecondTri;
}
lpTriOut->v1 = lpwIndices[iV0] + wVertexOffset;
lpTriOut->v2 = lpwIndices[iV1] + wVertexOffset;
lpTriOut->v3 = lpwIndices[iV2] + wVertexOffset;
lpTriOut->wFlags = D3DTRIFLAG_EDGEENABLETRIANGLE;
lpTriOut += 1;
dwTriOutCount++;
SecondTri:
i++;
if(i < dwNumPrimitives)
{
iV0++,iV1++,iV2++;
// swap vtx order for every 2nd tri
if(bDoBFCulling)
{
fCullTestResult = BFCULLTEST_TVertTri(lpVertices[lpwIndices[iV0]],lpVertices[lpwIndices[iV2]],lpVertices[lpwIndices[iV1]]);
if(ISCULLED(this, fCullTestResult))
continue;
}
lpTriOut->v1 = lpwIndices[iV0] + wVertexOffset;
lpTriOut->v2 = lpwIndices[iV2] + wVertexOffset;
lpTriOut->v3 = lpwIndices[iV1] + wVertexOffset;
lpTriOut->wFlags = D3DTRIFLAG_EDGEENABLETRIANGLE;
lpTriOut += 1;
dwTriOutCount++;
}
}
break;
}
if(dwTriOutCount==0)
{
this->dwHWOffset = dwHWOffsetSave; // restore unpadded offset
return D3D_OK; // avoid adding unused verts to output
}
this->lpHWCounts[this->dwHWNumCounts].wNumTriangles += (WORD) dwTriOutCount;
this->lpHWCounts[this->dwHWNumCounts].wNumVertices += (WORD) dwNumVertices;
this->dwHWOffset += dwNumVertices * sizeof(D3DTLVERTEX);
this->dwHWTriIndex += dwTriOutCount;
return D3D_OK;
}
else
{
CLockD3DST lockObject(this, DPF_MODNAME, REMIND("")); // Takes D3D lock (ST only).
// Release in the destructor
ret = FlushStates();
if (ret != D3D_OK)
{
D3D_ERR("Error trying to render batched commands in DrawIndexPrim");
return ret;
}
// We have to map FVF vertices to the D3DTLVERTEX.
// This is only the case when lpvOut points to the user input buffer.
if (this->dwVIDOut != D3DFVF_TLVERTEX)
{
HRESULT ret;
// Output will be in the TL buffer
if ((ret = MapFVFtoTLVertex(NULL)) != D3D_OK)
return ret;
lpVertices = (D3DTLVERTEX*)this->TLVbuf.GetAddress();
}
ret = DrawIndexedPrimitiveInBatchesHW(this->primType,
D3DVT_TLVERTEX, lpVertices,
dwNumPrimitives, this->lpwIndices);
return ret;
}
}
//---------------------------------------------------------------------
// This is a call for a clipped primitive
//
HRESULT CDirect3DDeviceIHW::DrawPrim()
{
D3DPOINT TmpPoint;
D3DINSTRUCTION ins = {D3DOP_POINT, sizeof(D3DPOINT), 1};
LPD3DTLVERTEX lpVertices = (LPD3DTLVERTEX)this->lpvOut;
// Do we need to map new texture stage operations to DX5 renderstates?
if(this->dwFEFlags & D3DFE_MAP_TSS_TO_RS) {
MapTSSToRS();
this->dwFEFlags &= ~D3DFE_MAP_TSS_TO_RS; // Reset request bit
}
if(this->dwFEFlags & D3DFE_NEED_TEXTURE_UPDATE)
{
HRESULT ret = UpdateTextures();
if(ret != D3D_OK)
{
D3D_ERR("UpdateTextures failed. Device probably doesn't support current texture (check return code).");
return ret;
}
this->dwFEFlags &= ~D3DFE_NEED_TEXTURE_UPDATE;
}
// If the number of vertices is small, and none require
// clipping, then just batch them.
if ((this->primType == D3DPT_TRIANGLELIST ||
this->primType == D3DPT_TRIANGLEFAN ||
this->primType == D3DPT_TRIANGLESTRIP) &&
this->dwNumVertices < dwHWFewVertices)
{
LPD3DTRIANGLE lpTriOut, lpTriPrim;
DWORD i, dwTriOutCount;
WORD wVertexOffset;
float fCullTestResult;
BOOL bDoBFCulling;
// Pad the offset, if needed. But first save the offset to restore for
// case in which no vertices are added to the buffer. This is necessary
// when renderstates are buffered before and after a non-visible primitive.
DWORD dwHWOffsetSave = this->dwHWOffset;
this->dwHWOffset = (this->dwHWOffset + 31) & ~31;
if (this->dwHWOffset +
this->dwNumVertices * sizeof(D3DTLVERTEX) >= dwHWBufferSize ||
this->dwHWTriIndex + this->dwNumPrimitives >= dwHWMaxTris )
{
// Takes D3D lock (ST only).
CLockD3DST lockObject(this, DPF_MODNAME, REMIND(""));
HRESULT ret = FlushStates();
if (ret != D3D_OK)
{
D3D_ERR("Error trying to render batched commands in DrawPrim");
return ret;
}
dwHWOffsetSave = this->dwHWOffset;
}
LPVOID lpvBatchAddress = (char*)this->lpwDPBuffer + this->dwHWOffset;
if (this->dwVIDOut == D3DFVF_TLVERTEX)
memcpy(lpvBatchAddress, lpVertices,
this->dwNumVertices*sizeof(D3DTLVERTEX));
else
{
// We have to map FVF vertices to the D3DTLVERTEX.
// This is only the case when lpvOut points to the user input
// buffer.
HRESULT ret;
// Output will be in the batch buffer
if ((ret = MapFVFtoTLVertex(lpvBatchAddress)) != D3D_OK)
return ret;
lpVertices = (LPD3DTLVERTEX)lpvBatchAddress;
}
switch (this->primType)
{
case D3DPT_TRIANGLELIST:
lpTriPrim = TriangleListPrecomp;
break;
case D3DPT_TRIANGLEFAN:
lpTriPrim = TriangleFanPrecomp;
break;
case D3DPT_TRIANGLESTRIP:
lpTriPrim = TriangleStripPrecomp;
break;
}
wVertexOffset = (WORD) (this->dwHWOffset/sizeof(D3DTLVERTEX));
lpTriOut = this->lpHWTris + this->dwHWTriIndex;
bDoBFCulling = (this->rstates[D3DRENDERSTATE_CULLMODE]!=D3DCULL_NONE);
for (dwTriOutCount=0, i = 0; i < this->dwNumPrimitives; i++, lpTriPrim += 1)
{
if(bDoBFCulling)
{
fCullTestResult = BFCULLTEST_TVertTri(lpVertices[lpTriPrim->v1],lpVertices[lpTriPrim->v2],lpVertices[lpTriPrim->v3]);
if(ISCULLED(this, fCullTestResult))
continue;
}
lpTriOut->v1 = lpTriPrim->v1 + wVertexOffset;
lpTriOut->v2 = lpTriPrim->v2 + wVertexOffset;
lpTriOut->v3 = lpTriPrim->v3 + wVertexOffset;
lpTriOut->wFlags = D3DTRIFLAG_EDGEENABLETRIANGLE;
lpTriOut += 1;
dwTriOutCount++;
}
if(dwTriOutCount==0)
{
this->dwHWOffset = dwHWOffsetSave; // restore unpadded offset
return D3D_OK; // avoid adding unused verts to output
}
this->lpHWCounts[this->dwHWNumCounts].wNumTriangles += (WORD) dwTriOutCount;
this->lpHWCounts[this->dwHWNumCounts].wNumVertices += (WORD)this->dwNumVertices;
this->dwHWOffset += this->dwNumVertices * sizeof(D3DTLVERTEX);
this->dwHWTriIndex += dwTriOutCount;
return D3D_OK;
}
else
{
CLockD3DST lockObject(this, DPF_MODNAME, REMIND("")); // Takes D3D lock (ST only).
// Release in the destructor
HRESULT ret = FlushStates();
if (ret != D3D_OK)
{
D3D_ERR("Error trying to render batched commands in DrawPrim");
return ret;
}
// We have to map FVF vertices to the D3DTLVERTEX.
// This is only the case when lpvOut points to the user input buffer.
if (this->dwVIDOut != D3DFVF_TLVERTEX)
{
HRESULT ret;
// Output will be in the TL buffer
if ((ret = MapFVFtoTLVertex(NULL)) != D3D_OK)
return ret;
lpVertices = (D3DTLVERTEX*)this->TLVbuf.GetAddress();
}
if (this->primType == D3DPT_POINTLIST)
{
TmpPoint.wFirst = 0;
TmpPoint.wCount = (WORD)this->dwNumPrimitives;
return DrawPrimitiveLegacyHalCall(this, lpVertices, &TmpPoint,
&ins, 0, D3DVT_TLVERTEX);
}
else
return DrawPrimitiveInBatchesHW(this, this->primType,
D3DVT_TLVERTEX, lpVertices,
this->dwNumPrimitives);
}
}
#undef DPF_MODNAME
#define DPF_MODNAME "CDirect3DDeviceIHW::SetTSSI"
HRESULT
CDirect3DDeviceIHW::SetTSSI(DWORD dwStage, D3DTEXTURESTAGESTATETYPE dwState, DWORD dwValue)
{
switch(dwState) {
case D3DTSS_ADDRESS:
return SetRenderStateInternal(D3DRENDERSTATE_TEXTUREADDRESS, dwValue);
case D3DTSS_ADDRESSU:
return SetRenderStateInternal(D3DRENDERSTATE_TEXTUREADDRESSU, dwValue);
case D3DTSS_ADDRESSV:
return SetRenderStateInternal(D3DRENDERSTATE_TEXTUREADDRESSV, dwValue);
case D3DTSS_BORDERCOLOR:
return SetRenderStateInternal(D3DRENDERSTATE_BORDERCOLOR, dwValue);
case D3DTSS_MIPMAPLODBIAS:
return SetRenderStateInternal(D3DRENDERSTATE_MIPMAPLODBIAS, dwValue);
case D3DTSS_MAXANISOTROPY:
return SetRenderStateInternal(D3DRENDERSTATE_ANISOTROPY, dwValue);
}
// Set a bit requesting mapping to DX5 renderstates
this->dwFEFlags |= D3DFE_MAP_TSS_TO_RS;
return D3D_OK; // return Ok for the time being?
}
#undef DPF_MODNAME
#define DPF_MODNAME "CDirect3DDeviceIHW::MapTSSToRS"
HRESULT CDirect3DDeviceIHW::MapTSSToRS()
{
DWORD mag = this->tsstates[0][D3DTSS_MAGFILTER];
DWORD min = this->tsstates[0][D3DTSS_MINFILTER];
DWORD mip = this->tsstates[0][D3DTSS_MIPFILTER];
if(mip == D3DTFP_NONE) {
if(min != D3DTFN_POINT && min != D3DTFN_LINEAR) {
min = D3DTFN_LINEAR;
D3D_WARN(2,"Unable to map D3DTSS_MINFILTER mode to driver. Rendering maybe incorrect");
}
SetRenderStateInternal(D3DRENDERSTATE_TEXTUREMIN, min);
}
else if(mip == D3DTFP_POINT) {
if(min == D3DTFN_POINT) {
SetRenderStateInternal(D3DRENDERSTATE_TEXTUREMIN, D3DFILTER_MIPNEAREST);
}
else if(min == D3DTFN_LINEAR) {
SetRenderStateInternal(D3DRENDERSTATE_TEXTUREMIN, D3DFILTER_MIPLINEAR);
}
else {
SetRenderStateInternal(D3DRENDERSTATE_TEXTUREMIN, D3DFILTER_MIPLINEAR);
D3D_WARN(2,"Unable to map D3DTSS_MINFILTER mode to driver. Rendering maybe incorrect");
}
}
else { // mip == D3DTFP_LINEAR
if(min == D3DTFN_POINT) {
SetRenderStateInternal(D3DRENDERSTATE_TEXTUREMIN, D3DFILTER_LINEARMIPNEAREST);
}
else if(min == D3DTFN_LINEAR) {
SetRenderStateInternal(D3DRENDERSTATE_TEXTUREMIN, D3DFILTER_LINEARMIPLINEAR);
}
else {
SetRenderStateInternal(D3DRENDERSTATE_TEXTUREMIN, D3DFILTER_LINEARMIPLINEAR);
D3D_WARN(2,"Unable to map D3DTSS_MINFILTER mode to driver. Rendering maybe incorrect");
}
}
if(mag != D3DTFG_POINT && mag != D3DTFG_LINEAR) {
mag = D3DTFG_LINEAR;
D3D_WARN(2,"Unable to map D3DTSS_MAGFILTER mode to driver. Rendering maybe incorrect");
}
SetRenderStateInternal(D3DRENDERSTATE_TEXTUREMAG, mag);
DWORD cop = this->tsstates[0][D3DTSS_COLOROP];
DWORD ca1 = this->tsstates[0][D3DTSS_COLORARG1];
DWORD ca2 = this->tsstates[0][D3DTSS_COLORARG2];
DWORD aop = this->tsstates[0][D3DTSS_ALPHAOP];
DWORD aa1 = this->tsstates[0][D3DTSS_ALPHAARG1];
DWORD aa2 = this->tsstates[0][D3DTSS_ALPHAARG2];
// Current is the same as diffuse in stage 0
if(ca2 == D3DTA_CURRENT)
ca2 = D3DTA_DIFFUSE;
if(aa2 == D3DTA_CURRENT)
aa2 = D3DTA_DIFFUSE;
// Check if we need to disable texturing
if(cop == D3DTOP_DISABLE ||
(cop == D3DTOP_SELECTARG2 && ca2 == D3DTA_DIFFUSE && ((aop == D3DTOP_SELECTARG2 && aa2 == D3DTA_DIFFUSE) || aop == D3DTOP_DISABLE))
) {
SetRenderStateInternal(D3DRENDERSTATE_TEXTUREHANDLE, 0);
this->dwFEFlags |= D3DFE_DISABLE_TEXTURES;
}
else
{
this->dwFEFlags &= ~D3DFE_DISABLE_TEXTURES; // re-enable textures
m_dwStageDirty |= 1; // dirty the stage, so that UpdateTextures will send down the texture handle
// Need to call UpdateTextures()
this->dwFEFlags |= D3DFE_NEED_TEXTURE_UPDATE;
}
// Check if we need to decal
if((ca1 == D3DTA_TEXTURE && cop == D3DTOP_SELECTARG1) &&
(aa1 == D3DTA_TEXTURE && aop == D3DTOP_SELECTARG1)) {
SetRenderStateInternal(D3DRENDERSTATE_TEXTUREMAPBLEND, D3DTBLEND_DECAL);
}
// Check if we need to modulate
else if((ca2 == D3DTA_DIFFUSE && ca1 == D3DTA_TEXTURE) && cop == D3DTOP_MODULATE &&
((aa1 == D3DTA_TEXTURE && aop == D3DTOP_SELECTARG1) || (aa2 == D3DTA_DIFFUSE && aop == D3DTOP_SELECTARG2))) {
SetRenderStateInternal(D3DRENDERSTATE_TEXTUREMAPBLEND, D3DTBLEND_MODULATE);
}
// Check if we need to decal alpha
else if((ca2 == D3DTA_DIFFUSE && ca1 == D3DTA_TEXTURE) && cop == D3DTOP_BLENDTEXTUREALPHA &&
(aa2 == D3DTA_DIFFUSE && aop == D3DTOP_SELECTARG2)) {
SetRenderStateInternal(D3DRENDERSTATE_TEXTUREMAPBLEND, D3DTBLEND_DECALALPHA);
}
// Check if we need to modulate alpha
else if((ca2 == D3DTA_DIFFUSE && ca1 == D3DTA_TEXTURE) && cop == D3DTOP_MODULATE &&
(aa2 == D3DTA_DIFFUSE && aa1 == D3DTA_TEXTURE) && aop == D3DTOP_MODULATE) {
SetRenderStateInternal(D3DRENDERSTATE_TEXTUREMAPBLEND, D3DTBLEND_MODULATEALPHA);
}
// Check if we need to add
else if((ca2 == D3DTA_DIFFUSE && ca1 == D3DTA_TEXTURE) && cop == D3DTOP_ADD &&
(aa2 == D3DTA_DIFFUSE && aop == D3DTOP_SELECTARG2)) {
SetRenderStateInternal(D3DRENDERSTATE_TEXTUREMAPBLEND, D3DTBLEND_ADD);
}
else {
#if DBG
if(!(this->dwFEFlags & D3DFE_DISABLE_TEXTURES))
D3D_WARN(2,"Mapping textureblend stage states to renderstates failed. Rendering maybe incorrect.");
#endif
}
return D3D_OK;
}
#undef DPF_MODNAME
#define DPF_MODNAME "CDirect3DDeviceIHW::ValidateDevice"
HRESULT D3DAPI
CDirect3DDeviceIHW::ValidateDevice(LPDWORD lpdwNumPasses)
{
// Holds D3D lock until exit.
CLockD3DMT ldmLock(this, DPF_MODNAME, REMIND(""));
HRESULT ret;
D3DHAL_VALIDATETEXTURESTAGESTATEDATA vbod;
if (!VALID_DIRECT3DDEVICE_PTR(this))
{
D3D_ERR( "Invalid Direct3DDevice7 pointer" );
return DDERR_INVALIDOBJECT;
}
if (!VALID_PTR(lpdwNumPasses, sizeof(DWORD)))
{
D3D_ERR( "Invalid lpdwNumPasses pointer" );
return DDERR_INVALIDPARAMS;
}
{
DWORD mag = this->tsstates[0][D3DTSS_MAGFILTER];
DWORD min = this->tsstates[0][D3DTSS_MINFILTER];
DWORD mip = this->tsstates[0][D3DTSS_MIPFILTER];
DWORD texcap = this->d3dDevDesc.dpcTriCaps.dwTextureFilterCaps;
ret = D3DERR_UNSUPPORTEDTEXTUREFILTER;
if(mip == D3DTFP_NONE) {
if(min == D3DTFG_POINT) {
if(!(texcap & D3DPTFILTERCAPS_NEAREST))
goto err;
}
else if(min == D3DTFG_LINEAR) {
if(!(texcap & D3DPTFILTERCAPS_LINEAR))
goto err;
}
else
{
goto err;
}
}
else if(mip == D3DTFP_POINT) {
if(min == D3DTFG_POINT) {
if(!(texcap & D3DPTFILTERCAPS_MIPNEAREST))
goto err;
}
else if(min == D3DTFG_LINEAR) {
if(!(texcap & D3DPTFILTERCAPS_MIPLINEAR))
goto err;
}
else
{
ret = D3DERR_CONFLICTINGTEXTUREFILTER;
goto err;
}
}
else if(mip == D3DTFP_LINEAR) {
if(min == D3DTFG_POINT) {
if(!(texcap & D3DPTFILTERCAPS_LINEARMIPNEAREST))
goto err;
}
else if(min == D3DTFG_LINEAR) {
if(!(texcap & D3DPTFILTERCAPS_LINEARMIPLINEAR))
goto err;
}
else
{
ret = D3DERR_CONFLICTINGTEXTUREFILTER;
goto err;
}
}
if(mag == D3DTFG_POINT) {
if(!(texcap & D3DPTFILTERCAPS_NEAREST))
goto err;
}
else if(mag == D3DTFG_LINEAR) {
if(!(texcap & D3DPTFILTERCAPS_LINEAR))
goto err;
}
else
{
goto err;
}
}
{
DWORD cop = this->tsstates[0][D3DTSS_COLOROP];
DWORD ca1 = this->tsstates[0][D3DTSS_COLORARG1];
DWORD ca2 = this->tsstates[0][D3DTSS_COLORARG2];
DWORD aop = this->tsstates[0][D3DTSS_ALPHAOP];
DWORD aa1 = this->tsstates[0][D3DTSS_ALPHAARG1];
DWORD aa2 = this->tsstates[0][D3DTSS_ALPHAARG2];
DWORD texcap = this->d3dDevDesc.dpcTriCaps.dwTextureBlendCaps;
// Current is the same as diffuse in stage 0
if(ca2 == D3DTA_CURRENT)
ca2 = D3DTA_DIFFUSE;
if(aa2 == D3DTA_CURRENT)
aa2 = D3DTA_DIFFUSE;
switch (cop)
{
// Check decal
case D3DTOP_SELECTARG1:
if(!(texcap & D3DPTBLENDCAPS_DECAL))
{
ret = D3DERR_UNSUPPORTEDCOLOROPERATION;
goto err;
}
if (ca1 != D3DTA_TEXTURE)
{
ret = D3DERR_UNSUPPORTEDCOLORARG;
goto err;
}
if (aa1 != D3DTA_TEXTURE)
{
ret = D3DERR_UNSUPPORTEDALPHAARG;
goto err;
}
if (aop != D3DTOP_SELECTARG1)
{
ret = D3DERR_UNSUPPORTEDALPHAOPERATION;
goto err;
}
break;
case D3DTOP_MODULATE:
switch (aop)
{
// Check modulate
case D3DTOP_SELECTARG1:
if(!(texcap & D3DPTBLENDCAPS_MODULATE))
{
ret = D3DERR_UNSUPPORTEDCOLOROPERATION;
goto err;
}
if (ca1 != D3DTA_TEXTURE)
{
ret = D3DERR_UNSUPPORTEDCOLORARG;
goto err;
}
if (ca2 != D3DTA_DIFFUSE)
{
ret = D3DERR_UNSUPPORTEDCOLORARG;
goto err;
}
if (aa1 != D3DTA_TEXTURE)
{
ret = D3DERR_UNSUPPORTEDALPHAARG;
goto err;
}
break;
// Check modulate (second case)
case D3DTOP_SELECTARG2:
if(!(texcap & D3DPTBLENDCAPS_MODULATE))
{
ret = D3DERR_UNSUPPORTEDCOLOROPERATION;
goto err;
}
if (ca1 != D3DTA_TEXTURE)
{
ret = D3DERR_UNSUPPORTEDCOLORARG;
goto err;
}
if (ca2 != D3DTA_DIFFUSE)
{
ret = D3DERR_UNSUPPORTEDCOLORARG;
goto err;
}
if (aa2 != D3DTA_DIFFUSE)
{
ret = D3DERR_UNSUPPORTEDALPHAARG;
goto err;
}
break;
// Check modulate alpha
case D3DTOP_MODULATE:
if(!(texcap & D3DPTBLENDCAPS_MODULATEALPHA))
{
ret = D3DERR_UNSUPPORTEDCOLOROPERATION;
goto err;
}
if (ca1 != D3DTA_TEXTURE)
{
ret = D3DERR_UNSUPPORTEDCOLORARG;
goto err;
}
if (ca2 != D3DTA_DIFFUSE)
{
ret = D3DERR_UNSUPPORTEDCOLORARG;
goto err;
}
if (aa1 != D3DTA_TEXTURE)
{
ret = D3DERR_UNSUPPORTEDALPHAARG;
goto err;
}
if (aa2 != D3DTA_DIFFUSE)
{
ret = D3DERR_UNSUPPORTEDALPHAARG;
goto err;
}
break;
default:
ret = D3DERR_UNSUPPORTEDALPHAOPERATION;
goto err;
}
break;
// Check decal alpha
case D3DTOP_BLENDTEXTUREALPHA:
if(!(texcap & D3DPTBLENDCAPS_DECALALPHA))
{
ret = D3DERR_UNSUPPORTEDCOLOROPERATION;
goto err;
}
if (ca1 != D3DTA_TEXTURE)
{
ret = D3DERR_UNSUPPORTEDCOLORARG;
goto err;
}
if (ca2 != D3DTA_DIFFUSE)
{
ret = D3DERR_UNSUPPORTEDCOLORARG;
goto err;
}
if (aa2 != D3DTA_DIFFUSE)
{
ret = D3DERR_UNSUPPORTEDALPHAARG;
goto err;
}
if (aop != D3DTOP_SELECTARG2)
{
ret = D3DERR_UNSUPPORTEDALPHAOPERATION;
goto err;
}
break;
case D3DTOP_ADD:
if(!(texcap & D3DPTBLENDCAPS_ADD))
{
ret = D3DERR_UNSUPPORTEDCOLOROPERATION;
goto err;
}
if (ca1 != D3DTA_TEXTURE)
{
ret = D3DERR_UNSUPPORTEDCOLORARG;
goto err;
}
if (ca2 != D3DTA_DIFFUSE)
{
ret = D3DERR_UNSUPPORTEDCOLORARG;
goto err;
}
if (aa2 != D3DTA_DIFFUSE)
{
ret = D3DERR_UNSUPPORTEDALPHAARG;
goto err;
}
if (aop != D3DTOP_SELECTARG2)
{
ret = D3DERR_UNSUPPORTEDALPHAOPERATION;
goto err;
}
break;
// Check disable
case D3DTOP_SELECTARG2:
if (ca2 != D3DTA_DIFFUSE)
{
ret = D3DERR_UNSUPPORTEDCOLORARG;
goto err;
}
if (aop != D3DTOP_DISABLE)
{
if (aop != D3DTOP_SELECTARG2)
{
ret = D3DERR_UNSUPPORTEDALPHAOPERATION;
goto err;
}
if (aa2 != D3DTA_DIFFUSE)
{
ret = D3DERR_UNSUPPORTEDALPHAARG;
goto err;
}
}
break;
// Check disable
case D3DTOP_DISABLE:
break;
default:
ret = D3DERR_UNSUPPORTEDCOLOROPERATION;
goto err;
}
}
*lpdwNumPasses = 1;
return D3D_OK;
err:
D3D_INFO(0,"Failed to validate texture stage state.");
*lpdwNumPasses = 0;
return ret;
}
//---------------------------------------------------------------------
// Called by the destructor
//
CDirect3DDeviceIHW::~CDirect3DDeviceIHW()
{
CleanupTextures();
if (this->lpHWCounts)
D3DFree(this->lpHWCounts);
if (this->lpHWTris)
D3DFree(this->lpHWTris);
if (this->wTriIndex)
D3DFree(this->wTriIndex);
};
//---------------------------------------------------------------------
HRESULT CDirect3DDeviceIHW::Init(REFCLSID riid, LPDIRECT3DI lpD3DI,
LPDIRECTDRAWSURFACE lpDDS,
IUnknown* pUnkOuter, LPUNKNOWN* lplpD3DDevice)
{
HRESULT ret;
this->dwHWNumCounts = 0;
this->dwHWOffset = 0;
this->dwHWTriIndex = 0;
if (IsEqualIID(riid, IID_IDirect3DHALDevice))
{
this->dwFEFlags |= D3DFE_REALHAL;
}
if (D3DMalloc((void**)&this->wTriIndex, dwD3DTriBatchSize*4*sizeof(WORD)) != DD_OK)
{
D3D_ERR( "Out of memory in DeviceCreate (wTriIndex)" );
return DDERR_OUTOFMEMORY;
}
if (D3DMalloc((void**)&this->lpHWCounts, dwHWBufferSize*sizeof(D3DI_HWCOUNTS)/32 ) != DD_OK)
{
D3D_ERR( "Out of memory in DeviceCreate (HWCounts)" );
return DDERR_OUTOFMEMORY;
}
memset(this->lpHWCounts, 0, sizeof(D3DI_HWCOUNTS) );
if (D3DMalloc((void**)&this->lpHWTris, dwHWMaxTris*sizeof(D3DTRIANGLE) ) != DD_OK)
{
D3D_ERR( "Out of memory in DeviceCreate (HWVertices)" );
return DDERR_OUTOFMEMORY;
}
ret = DIRECT3DDEVICEI::Init(riid, lpD3DI, lpDDS, pUnkOuter, lplpD3DDevice);
if (ret != D3D_OK)
return ret;
if (TLVbuf.Grow(this, (__INIT_VERTEX_NUMBER*2)*sizeof(D3DTLVERTEX)) != DD_OK)
{
D3D_ERR( "Out of memory in DeviceCreate (TLVbuf)" );
return DDERR_OUTOFMEMORY;
}
return D3D_OK;
}
//---------------------------------------------------------------------
#undef DPF_MODNAME
#define DPF_MODNAME "CDirect3DDeviceIHW::SetRenderStateI"
HRESULT
CDirect3DDeviceIHW::SetRenderStateI(D3DRENDERSTATETYPE dwState, DWORD value)
{
LPDWORD lpRS;
// map WRAP0 into legacy renderstate
if (D3DRENDERSTATE_WRAP0 == dwState)
{
BOOLEAN ustate = (value & D3DWRAP_U) ? TRUE : FALSE;
BOOLEAN vstate = (value & D3DWRAP_V) ? TRUE : FALSE;
SetRenderStateI(D3DRENDERSTATE_WRAPU, ustate);
SetRenderStateI(D3DRENDERSTATE_WRAPV, vstate);
return D3D_OK;
}
if (dwState > D3DRENDERSTATE_STIPPLEPATTERN31)
{
D3D_WARN(4,"Trying to send invalid state %d to legacy driver",dwState);
return D3D_OK;
}
if (dwState > D3DRENDERSTATE_FLUSHBATCH && dwState < D3DRENDERSTATE_STIPPLEPATTERN00)
{
D3D_WARN(4,"Trying to send invalid state %d to legacy driver",dwState);
return D3D_OK;
}
if ( this->dwHWOffset + 8 >= dwHWBufferSize )
{
CLockD3DST lockObject(this, DPF_MODNAME, REMIND("")); // Takes D3D lock (ST only).
// Release in the destructor
HRESULT ret;
ret = FlushStates();
if (ret != D3D_OK)
{
D3D_ERR("Error trying to render batched commands in BeginIndexed");
return ret;
}
}
if (this->lpHWCounts[this->dwHWNumCounts].wNumVertices)
{
this->dwHWNumCounts += 1;
memset(&this->lpHWCounts[this->dwHWNumCounts], 0, sizeof(D3DI_HWCOUNTS) );
}
lpRS = (LPDWORD) (((char *) this->lpwDPBuffer) + this->dwHWOffset);
lpRS[0] = dwState;
lpRS[1] = value;
this->lpHWCounts[this->dwHWNumCounts].wNumStateChanges += 1;
this->dwHWOffset += 8;
return D3D_OK;
}
//---------------------------------------------------------------------
// ProcessPrimitive processes indexed, non-indexed primitives or
// vertices only as defined by "op"
//
// op = __PROCPRIMOP_NONINDEXEDPRIM by default
//
HRESULT CDirect3DDeviceIHW::ProcessPrimitive(__PROCPRIMOP op)
{
HRESULT ret=D3D_OK;
DWORD vertexPoolSize;
// Grow clip flags buffer if we need clipping
//
if (!(this->dwDeviceFlags & D3DDEV_DONOTCLIP))
{
DWORD size = this->dwNumVertices * sizeof(D3DFE_CLIPCODE);
if (size > this->HVbuf.GetSize())
{
if (this->HVbuf.Grow(size) != D3D_OK)
{
D3D_ERR( "Could not grow clip buffer" );
ret = DDERR_OUTOFMEMORY;
return ret;
}
}
this->lpClipFlags = (D3DFE_CLIPCODE*)this->HVbuf.GetAddress();
}
if (FVF_TRANSFORMED(this->dwVIDIn))
{
// Pass vertices directly from the user memory
this->dwVIDOut = this->dwVIDIn;
this->dwOutputSize = this->position.dwStride;
this->lpvOut = this->position.lpvData;
vertexPoolSize = this->dwNumVertices * this->dwOutputSize;
if (this->dwDeviceFlags & D3DDEV_DONOTCLIP)
{
if (!(this->dwDeviceFlags & D3DDEV_DONOTUPDATEEXTENTS))
D3DFE_updateExtents(this);
if (op == __PROCPRIMOP_INDEXEDPRIM)
{
ret = this->DrawIndexPrim();
}
else if (op == __PROCPRIMOP_NONINDEXEDPRIM)
{
ret = this->DrawPrim();
}
}
else
{
// Clear clip union and intersection flags
DWORD clip_intersect = D3DFE_GenClipFlags(this);
D3DFE_UpdateClipStatus(this);
if (!clip_intersect)
{
this->dwFlags |= D3DPV_TLVCLIP;
if (op == __PROCPRIMOP_INDEXEDPRIM)
{
ret = DoDrawIndexedPrimitive(this);
}
else if (op == __PROCPRIMOP_NONINDEXEDPRIM)
{
ret = DoDrawPrimitive(this);
}
}
}
}
else
{
// We need to grow TL vertex buffer if we have to transform vertices
//
vertexPoolSize = this->dwNumVertices * this->dwOutputSize;
if (vertexPoolSize > this->TLVbuf.GetSize())
{
if (this->TLVbuf.Grow(this, vertexPoolSize) != D3D_OK)
{
D3D_ERR( "Could not grow TL vertex buffer" );
ret = DDERR_OUTOFMEMORY;
return ret;
}
}
this->lpvOut = this->TLVbuf.GetAddress();
// Update Lighting and related flags
DoUpdateState(this);
// Call PSGP or our implementation
if (op == __PROCPRIMOP_INDEXEDPRIM)
ret = this->pGeometryFuncs->ProcessIndexedPrimitive(this);
else if (op == __PROCPRIMOP_NONINDEXEDPRIM)
ret = this->pGeometryFuncs->ProcessPrimitive(this);
else
ret = this->pGeometryFuncs->ProcessVertices(this);
D3DFE_UpdateClipStatus(this);
}
return ret;
}
#endif // WIN95