Commit ad725851 authored by Lionel Ulmer's avatar Lionel Ulmer Committed by Alexandre Julliard

Replaced all the Mesa specific code by GLX code. Should work now on

any OpenGL implementation.
parent 75793af6
......@@ -4,34 +4,36 @@ Introduction
This file contains information about Wine's implementation of
Direct3D.
The current version requires :
* Mesa (tested with version 3.1 beta)
* a display in 16bpp
To minimize the impact on DirectDraw (i.e. to reuse most of the code
already done for DirectDraw), I decided not to start with an
implementation based on GLX, but on OSMesa. This way, all the OpenGL
rendering are done in a 'private' memory buffer, buffer that will
copied back to the DirectDraw Surface each time a 3D scene
finishes. It is not optimal for execution speed (on each frame, the
OpenGL buffer is converted from 32 to 16 bpp and copied onto the
screen) but is for development (I had almost nothing to change in
DirectDraw). Moreover, 99 % of the code in the Direct3D implementation
is 'device independant' (i.e. GLX / OSMesa / whatever), so that
changing to GLX will have only a minor impact on Direct3D's code.
The current version has been tested using Mesa. For optimal
performances, you need at least Mesa 3.1 beta 2.
Where to find Mesa :
--------------------
The home of Mesa should soon be http://www.mesa3d.org/
But for now, check http://www.ssec.wisc.edu/~brianp/Mesa.html
For precompiled RPMs, use AltaVista or FTPSearch, but I prefer to 'Use
the Source' :-)
WARNING : if you experience crashes in D3DTexture2_Load, see file
d3dtexture.c for a 'cure'. You could also patch your version of Mesa
or wait for version 3.2b (that should have the bug corrected).
or get version 3.1 beta 2 or the latest CVS version.
How to configure Mesa :
-----------------------
For Mesa version > 3.1b2, you can configure the Voodoo driver to not
override the signal handlers (something that Wine does really not
like).
For that add the following lines to the /etc/mesa.conf file :
;; Profile for Wine
(config-mesa wine
((fx-catch-signals false)))
And do a 'export MESA_CONFIG=wine' before starting Wine.
Code structure
--------------
......@@ -50,10 +52,15 @@ Some programs with which I tested the code :
* TWIST.EXE (DX3.0) : vertex transformation works as it
should. Texturing and lighting still off.
* Tomb Raider II (DX5.0) : works perfectly (but slowly). All the
calls needed to make TR2 work have been written.
* Tomb Raider II (DX5.0) : works perfectly (but slowly) in software
mode. All the calls needed to make TR2 work have been written. In
3D accelerated mode with a Voodoo board, it works fine except for
color keying (no transparent textures :/). This is being
investigated with the Mesa authors.
* Jedi Knight (DX3.0) : does not start
* Jedi Knight Demo (DX3.0) : works well with the old OSMesa
code. Works for the new GLX code but without the 'head-up' display
(because it is blitted directly on the frame-buffer :/)
* Shadow of the Empire demo (DX3.0) : displays a mangled intro screen
(only blue squares on the screen)
......@@ -61,13 +68,12 @@ Some programs with which I tested the code :
* Forsaken Demo : starts to work. Texturing is missing and it is
really really slow.
* Grim Fandango (DX ?, seems to be 3.0 !!) : does not start.
* Grim Fandango (DX 3.0 !!) : works in DDraw mode. Some problems in
D3D mode as it does direct Z Buffer writing.
TODO
----
* work on optimizing Execute Buffers (i.e. Direct3D 3.0)
* real GLX implementation (will need a complete rewrite of DirectDraw
also) to have 3DFx support
* restructuration of all the DDRAW.DLL (put that in the dll
directory, better separation of 'drivers, ...)
* start looking into DirectX 6.0
......@@ -78,4 +84,4 @@ TODO
--
Lionel Ulmer - ulmer@directprovider.net
Last updated : Tue Jan 19 1999
Last updated : Sat May 08 1999
......@@ -10,6 +10,10 @@
#include "wine_gl.h"
#include "d3d.h"
#include "x11drv.h"
#undef USE_OSMESA
/*****************************************************************************
* Predeclare the interface implementation structures
*/
......@@ -228,6 +232,13 @@ struct IDirect3DDevice2Impl
#ifdef HAVE_MESAGL
#ifdef USE_OSMESA
#define LEAVE_GL() ;
#define ENTER_GL() ;
#else
#define LEAVE_GL() LeaveCriticalSection( &X11DRV_CritSection )
#define ENTER_GL() EnterCriticalSection( &X11DRV_CritSection )
#endif
/* Matrix copy WITH transposition */
#define conv_mat2(mat,gl_mat) \
......@@ -281,8 +292,12 @@ typedef struct OpenGL_IDirect3DDevice2 {
IDirect3DDevice2Impl common;
/* These are the OpenGL-specific variables */
#ifdef USE_OSMESA
OSMesaContext ctx;
unsigned char *buffer;
#else
GLXContext ctx;
#endif
/* The current render state */
RenderState rs;
......@@ -299,8 +314,12 @@ typedef struct OpenGL_IDirect3DDevice {
IDirect3DDeviceImpl common;
/* These are the OpenGL-specific variables */
#ifdef USE_OSMESA
OSMesaContext ctx;
unsigned char *buffer;
#else
GLXContext ctx;
#endif
/* The current render state */
RenderState rs;
......
......@@ -122,6 +122,8 @@ void set_render_state(D3DRENDERSTATETYPE dwRenderStateType,
(dwRenderStateType <= D3DRENDERSTATE_STIPPLEPATTERN31)) {
ERR(ddraw, "Unhandled stipple !\n");
} else {
ENTER_GL();
/* All others state variables */
switch (dwRenderStateType) {
......@@ -338,6 +340,8 @@ void set_render_state(D3DRENDERSTATETYPE dwRenderStateType,
ERR(ddraw, "Unhandled Render State\n");
break;
}
LEAVE_GL();
}
}
......
......@@ -186,6 +186,8 @@ static void execute(LPDIRECT3DEXECUTEBUFFER lpBuff,
if (TRACE_ON(ddraw))
_dump_executedata(&(ilpBuff->data));
ENTER_GL();
while (1) {
LPD3DINSTRUCTION current = (LPD3DINSTRUCTION) instr;
BYTE size;
......@@ -657,6 +659,7 @@ static void execute(LPDIRECT3DEXECUTEBUFFER lpBuff,
}
end_of_buffer:
LEAVE_GL();
}
/*******************************************************************************
......
......@@ -81,6 +81,7 @@ static void update(IDirect3DLightImpl* This) {
}
static void activate(IDirect3DLightImpl* This) {
ENTER_GL();
update(This);
/* If was not active, activate it */
......@@ -89,6 +90,7 @@ static void activate(IDirect3DLightImpl* This) {
This->is_active = 1;
}
LEAVE_GL();
return ;
}
......@@ -220,8 +222,10 @@ static HRESULT WINAPI IDirect3DLightImpl_SetLight(LPDIRECT3DLIGHT iface,
break;
}
ENTER_GL();
if (This->is_active)
update(This);
LEAVE_GL();
return DD_OK;
}
......
......@@ -27,6 +27,7 @@ static ICOM_VTABLE(IDirect3DMaterial) material_vtable;
static void activate(IDirect3DMaterial2Impl* This) {
TRACE(ddraw, "Activating material %p\n", This);
ENTER_GL();
/* First, set the rendering context */
if (This->use_d3d2)
This->device.active_device2->set_context(This->device.active_device2);
......@@ -55,6 +56,7 @@ static void activate(IDirect3DMaterial2Impl* This) {
TRACE(ddraw, "Power : %f\n", This->mat.e.power);
TRACE(ddraw, "Texture handle : %08lx\n", (DWORD)This->mat.hTexture);
LEAVE_GL();
return ;
}
......
......@@ -142,11 +142,13 @@ HRESULT WINAPI SetColorKey_cb(IDirect3DTexture2Impl *texture, DWORD dwFlags, LP
tex_d->ddpfPixelFormat.x.dwRGBBitCount / 8 /* RGB bits for each colors */ );
/* Now, save the current texture */
ENTER_GL();
glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
/* If the GetHandle was not done yet, it's an error */
if (texture->tex_name == 0) {
ERR(ddraw, "Unloaded texture !\n");
LEAVE_GL();
return DD_OK;
}
glBindTexture(GL_TEXTURE_2D, texture->tex_name);
......@@ -206,6 +208,7 @@ HRESULT WINAPI SetColorKey_cb(IDirect3DTexture2Impl *texture, DWORD dwFlags, LP
} else {
ERR(ddraw, "Unhandled texture format (neither RGB nor INDEX)\n");
}
LEAVE_GL();
return DD_OK;
}
......@@ -246,7 +249,9 @@ static ULONG WINAPI IDirect3DTexture2Impl_Release(LPDIRECT3DTEXTURE2 iface)
if (!--(This->ref)) {
/* Delete texture from OpenGL */
ENTER_GL();
glDeleteTextures(1, &(This->tex_name));
LEAVE_GL();
/* Release surface */
IDirectDrawSurface4_Release((IDirectDrawSurface4*)This->surface);
......@@ -270,10 +275,12 @@ static HRESULT WINAPI IDirect3DTextureImpl_GetHandle(LPDIRECT3DTEXTURE iface,
*lpHandle = (D3DTEXTUREHANDLE) This;
/* Now, bind a new texture */
ENTER_GL();
ilpD3DDevice->set_context(ilpD3DDevice);
This->D3Ddevice = (void *) ilpD3DDevice;
if (This->tex_name == 0)
glGenTextures(1, &(This->tex_name));
LEAVE_GL();
TRACE(ddraw, "OpenGL texture handle is : %d\n", This->tex_name);
......@@ -311,10 +318,12 @@ static HRESULT WINAPI IDirect3DTexture2Impl_GetHandle(LPDIRECT3DTEXTURE2 iface,
*lpHandle = (D3DTEXTUREHANDLE) This;
/* Now, bind a new texture */
ENTER_GL();
ilpD3DDevice2->set_context(ilpD3DDevice2);
This->D3Ddevice = (void *) ilpD3DDevice2;
if (This->tex_name == 0)
glGenTextures(1, &(This->tex_name));
LEAVE_GL();
TRACE(ddraw, "OpenGL texture handle is : %d\n", This->tex_name);
......@@ -371,6 +380,8 @@ static HRESULT WINAPI IDirect3DTexture2Impl_Load(LPDIRECT3DTEXTURE2 iface,
texture object. */
memcpy(dst_d->y.lpSurface, src_d->y.lpSurface, src_d->dwWidth * src_d->dwHeight * bpp);
ENTER_GL();
/* Now, load the texture */
/* d3dd->set_context(d3dd); We need to set the context somehow.... */
glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
......@@ -390,6 +401,7 @@ static HRESULT WINAPI IDirect3DTexture2Impl_Load(LPDIRECT3DTEXTURE2 iface,
if (pal == NULL) {
ERR(ddraw, "Palettized texture Loading with a NULL palette !\n");
LEAVE_GL();
return D3DERR_TEXTURE_LOAD_FAILED;
}
......@@ -505,6 +517,8 @@ static HRESULT WINAPI IDirect3DTexture2Impl_Load(LPDIRECT3DTEXTURE2 iface,
}
glBindTexture(GL_TEXTURE_2D, current_texture);
LEAVE_GL();
}
return D3D_OK;
......
......@@ -11,12 +11,12 @@
#include "ddraw.h"
#include "d3d.h"
#include "debug.h"
#include "x11drv.h"
#include "d3d_private.h"
DEFAULT_DEBUG_CHANNEL(ddraw)
#ifdef HAVE_MESAGL
static ICOM_VTABLE(IDirect3DViewport2) viewport2_vtable;
......@@ -249,10 +249,12 @@ static HRESULT WINAPI IDirect3DViewport2Impl_Clear(LPDIRECT3DVIEWPORT2 iface,
}
/* Clears the screen */
ENTER_GL();
glGetBooleanv(GL_DEPTH_TEST, &ztest);
glDepthMask(GL_TRUE); /* Enables Z writing to be sure to delete also the Z buffer */
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDepthMask(ztest);
LEAVE_GL();
return DD_OK;
}
......
......@@ -554,9 +554,9 @@ static HRESULT WINAPI IDirectDrawSurface4Impl_Lock(
FIXME(ddraw," lprect: %dx%d-%dx%d\n",
lprect->top,lprect->left,lprect->bottom,lprect->right
);
lpddsd->y.lpSurface = (char *) This->s.surface_desc.y.lpSurface +
lpddsd->y.lpSurface = (LPVOID) ((char *) This->s.surface_desc.y.lpSurface +
(lprect->top*This->s.surface_desc.lPitch) +
(lprect->left*(This->s.surface_desc.ddpfPixelFormat.x.dwRGBBitCount / 8));
(lprect->left*(This->s.surface_desc.ddpfPixelFormat.x.dwRGBBitCount / 8)));
} else {
assert(This->s.surface_desc.y.lpSurface);
}
......@@ -666,6 +666,20 @@ static HRESULT WINAPI Xlib_IDirectDrawSurface4Impl_Flip(
ICOM_THIS(IDirectDrawSurface4Impl,iface);
IDirectDrawSurface4Impl* iflipto=(IDirectDrawSurface4Impl*)flipto;
TRACE(ddraw,"(%p)->Flip(%p,%08lx)\n",This,iflipto,dwFlags);
#ifdef HAVE_MESAGL
if ((This->s.d3d_device != NULL) ||
((This->s.backbuffer != NULL) && (This->s.backbuffer->s.d3d_device != NULL))) {
TRACE(ddraw," - OpenGL flip\n");
ENTER_GL();
glXSwapBuffers(display,
This->s.ddraw->d.drawable);
LEAVE_GL();
return DD_OK;
}
#endif /* defined(HAVE_MESAGL) */
if (!This->s.ddraw->d.paintable)
return DD_OK;
......@@ -2933,6 +2947,12 @@ static HRESULT WINAPI IDirectDraw2Impl_SetCooperativeLevel(
WND *tmpWnd = WIN_FindWndPtr(hwnd);
This->d.drawable = X11DRV_WND_GetXWindow(tmpWnd);
WIN_ReleaseWndPtr(tmpWnd);
if( !This->d.drawable ) {
This->d.drawable = ((X11DRV_WND_DATA *) WIN_GetDesktop()->pDriverData)->window;
WIN_ReleaseDesktop();
}
TRACE(ddraw, "Setting drawable to %ld\n", This->d.drawable);
}
return DD_OK;
......@@ -3330,14 +3350,16 @@ static HRESULT WINAPI Xlib_IDirectDrawImpl_SetDisplayMode(
tmpWnd = WIN_FindWndPtr(This->d.window);
This->d.paintable = 1;
This->d.drawable = ((X11DRV_WND_DATA *) tmpWnd->pDriverData)->window;
/* We don't have a context for this window. Host off the desktop */
WIN_ReleaseWndPtr(tmpWnd);
/* We don't have a context for this window. Host off the desktop */
if( !This->d.drawable )
{
This->d.drawable = ((X11DRV_WND_DATA *) WIN_GetDesktop()->pDriverData)->window;
WIN_ReleaseDesktop();
}
WIN_ReleaseWndPtr(tmpWnd);
TRACE(ddraw, "Setting drawable to %ld\n", This->d.drawable);
return DD_OK;
}
......
......@@ -148,6 +148,9 @@ struct _common_directdrawsurface
/* Callback for loaded textures */
IDirect3DTexture2Impl* texture;
HRESULT WINAPI (*SetColorKey_cb)(IDirect3DTexture2Impl *texture, DWORD dwFlags, LPDDCOLORKEY ckey ) ;
/* Storage for attached device (void * as it can be either a Device or a Device2) */
void *d3d_device;
};
struct _dga_directdrawsurface
......
......@@ -21,6 +21,7 @@
/* These will need to have some #ifdef / #endif added to support
more than the X11 using OSMesa target */
#include <GL/osmesa.h>
#include <GL/glx.h>
#undef APIENTRY
#undef CALLBACK
......
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