This is the beginning of the work needed to get some extensions working properly in the D3D1-7 code. For the moment, just some basic stuff. Lionel Changelog: - better caps support (ie more in line with what GL reports) -- Lionel Ulmer - http://www.bbrox.org/
--- dlls/ddraw_CVS/d3ddevice/mesa.c Fri Jul 25 22:39:53 2003 +++ dlls/ddraw/d3ddevice/mesa.c Sat Jul 26 23:31:33 2003 @@ -64,6 +64,9 @@ 0.0, 0.0, 0.0, 1.0 }; +/* This is filled at DLL loading time */ +static D3DDEVICEDESC7 opengl_device_caps; + static void draw_primitive_strided(IDirect3DDeviceImpl *This, D3DPRIMITIVETYPE d3dptPrimitiveType, DWORD d3dvtVertexType, @@ -307,127 +310,53 @@ LEAVE_GL(); } -static void fill_opengl_primcaps(D3DPRIMCAPS *pc) -{ - pc->dwSize = sizeof(*pc); - pc->dwMiscCaps = D3DPMISCCAPS_CONFORMANT | D3DPMISCCAPS_CULLCCW | D3DPMISCCAPS_CULLCW | - D3DPMISCCAPS_LINEPATTERNREP | D3DPMISCCAPS_MASKZ; - pc->dwRasterCaps = D3DPRASTERCAPS_DITHER | D3DPRASTERCAPS_FOGRANGE | D3DPRASTERCAPS_FOGTABLE | - D3DPRASTERCAPS_FOGVERTEX | D3DPRASTERCAPS_STIPPLE | D3DPRASTERCAPS_ZBIAS | D3DPRASTERCAPS_ZTEST | D3DPRASTERCAPS_SUBPIXEL; - pc->dwZCmpCaps = D3DPCMPCAPS_ALWAYS | D3DPCMPCAPS_EQUAL | D3DPCMPCAPS_GREATER | D3DPCMPCAPS_GREATEREQUAL | - D3DPCMPCAPS_LESS | D3DPCMPCAPS_LESSEQUAL | D3DPCMPCAPS_NEVER | D3DPCMPCAPS_NOTEQUAL; - pc->dwSrcBlendCaps = D3DPBLENDCAPS_ZERO | D3DPBLENDCAPS_ONE | D3DPBLENDCAPS_DESTCOLOR | D3DPBLENDCAPS_INVDESTCOLOR | - D3DPBLENDCAPS_SRCALPHA | D3DPBLENDCAPS_INVSRCALPHA | D3DPBLENDCAPS_DESTALPHA | D3DPBLENDCAPS_INVDESTALPHA | D3DPBLENDCAPS_SRCALPHASAT | - D3DPBLENDCAPS_BOTHSRCALPHA | D3DPBLENDCAPS_BOTHINVSRCALPHA; - pc->dwDestBlendCaps = D3DPBLENDCAPS_ZERO | D3DPBLENDCAPS_ONE | D3DPBLENDCAPS_SRCCOLOR | D3DPBLENDCAPS_INVSRCCOLOR | - D3DPBLENDCAPS_SRCALPHA | D3DPBLENDCAPS_INVSRCALPHA | D3DPBLENDCAPS_DESTALPHA | D3DPBLENDCAPS_INVDESTALPHA | D3DPBLENDCAPS_SRCALPHASAT | - D3DPBLENDCAPS_BOTHSRCALPHA | D3DPBLENDCAPS_BOTHINVSRCALPHA; - pc->dwAlphaCmpCaps = D3DPCMPCAPS_ALWAYS | D3DPCMPCAPS_EQUAL | D3DPCMPCAPS_GREATER | D3DPCMPCAPS_GREATEREQUAL | - D3DPCMPCAPS_LESS | D3DPCMPCAPS_LESSEQUAL | D3DPCMPCAPS_NEVER | D3DPCMPCAPS_NOTEQUAL; - pc->dwShadeCaps = D3DPSHADECAPS_ALPHAFLATBLEND | D3DPSHADECAPS_ALPHAGOURAUDBLEND | D3DPSHADECAPS_COLORFLATRGB | D3DPSHADECAPS_COLORGOURAUDRGB | - D3DPSHADECAPS_FOGFLAT | D3DPSHADECAPS_FOGGOURAUD | D3DPSHADECAPS_SPECULARFLATRGB | D3DPSHADECAPS_SPECULARGOURAUDRGB; - pc->dwTextureCaps = D3DPTEXTURECAPS_ALPHA | D3DPTEXTURECAPS_ALPHAPALETTE | D3DPTEXTURECAPS_BORDER | D3DPTEXTURECAPS_PERSPECTIVE | - D3DPTEXTURECAPS_POW2 | D3DPTEXTURECAPS_TRANSPARENCY; - pc->dwTextureFilterCaps = D3DPTFILTERCAPS_LINEAR | D3DPTFILTERCAPS_LINEARMIPLINEAR | D3DPTFILTERCAPS_LINEARMIPNEAREST | - D3DPTFILTERCAPS_MIPLINEAR | D3DPTFILTERCAPS_MIPNEAREST | D3DPTFILTERCAPS_NEAREST; - pc->dwTextureBlendCaps = D3DPTBLENDCAPS_ADD | D3DPTBLENDCAPS_COPY | D3DPTBLENDCAPS_DECAL | D3DPTBLENDCAPS_DECALALPHA | D3DPTBLENDCAPS_DECALMASK | - D3DPTBLENDCAPS_MODULATE | D3DPTBLENDCAPS_MODULATEALPHA | D3DPTBLENDCAPS_MODULATEMASK; - pc->dwTextureAddressCaps = D3DPTADDRESSCAPS_BORDER | D3DPTADDRESSCAPS_CLAMP | D3DPTADDRESSCAPS_WRAP | D3DPTADDRESSCAPS_INDEPENDENTUV; - pc->dwStippleWidth = 32; - pc->dwStippleHeight = 32; -} - static void fill_opengl_caps(D3DDEVICEDESC *d1) { - /* GLint maxlight; */ - d1->dwSize = sizeof(*d1); - d1->dwFlags = D3DDD_DEVCAPS | D3DDD_BCLIPPING | D3DDD_COLORMODEL | D3DDD_DEVICERENDERBITDEPTH | D3DDD_DEVICEZBUFFERBITDEPTH - | D3DDD_LIGHTINGCAPS | D3DDD_LINECAPS | D3DDD_MAXBUFFERSIZE | D3DDD_MAXVERTEXCOUNT | D3DDD_TRANSFORMCAPS | D3DDD_TRICAPS; + d1->dwFlags = D3DDD_COLORMODEL | D3DDD_DEVCAPS | D3DDD_TRANSFORMCAPS | D3DDD_BCLIPPING | D3DDD_LIGHTINGCAPS | + D3DDD_LINECAPS | D3DDD_TRICAPS | D3DDD_DEVICERENDERBITDEPTH | D3DDD_DEVICEZBUFFERBITDEPTH | + D3DDD_MAXBUFFERSIZE | D3DDD_MAXVERTEXCOUNT; d1->dcmColorModel = D3DCOLOR_RGB; - d1->dwDevCaps = D3DDEVCAPS_CANRENDERAFTERFLIP | D3DDEVCAPS_DRAWPRIMTLVERTEX | D3DDEVCAPS_EXECUTESYSTEMMEMORY | - D3DDEVCAPS_EXECUTEVIDEOMEMORY | D3DDEVCAPS_FLOATTLVERTEX | D3DDEVCAPS_TEXTURENONLOCALVIDMEM | D3DDEVCAPS_TEXTURESYSTEMMEMORY | - D3DDEVCAPS_TEXTUREVIDEOMEMORY | D3DDEVCAPS_TLVERTEXSYSTEMMEMORY | D3DDEVCAPS_TLVERTEXVIDEOMEMORY | - /* D3D 7 capabilities */ - D3DDEVCAPS_DRAWPRIMITIVES2 | D3DDEVCAPS_HWTRANSFORMANDLIGHT | D3DDEVCAPS_HWRASTERIZATION; + d1->dwDevCaps = opengl_device_caps.dwDevCaps; d1->dtcTransformCaps.dwSize = sizeof(D3DTRANSFORMCAPS); d1->dtcTransformCaps.dwCaps = D3DTRANSFORMCAPS_CLIP; d1->bClipping = TRUE; d1->dlcLightingCaps.dwSize = sizeof(D3DLIGHTINGCAPS); d1->dlcLightingCaps.dwCaps = D3DLIGHTCAPS_DIRECTIONAL | D3DLIGHTCAPS_PARALLELPOINT | D3DLIGHTCAPS_POINT | D3DLIGHTCAPS_SPOT; d1->dlcLightingCaps.dwLightingModel = D3DLIGHTINGMODEL_RGB; - d1->dlcLightingCaps.dwNumLights = 16; /* glGetIntegerv(GL_MAX_LIGHTS, &maxlight); d1->dlcLightingCaps.dwNumLights = maxlight; */ - fill_opengl_primcaps(&(d1->dpcLineCaps)); - fill_opengl_primcaps(&(d1->dpcTriCaps)); - d1->dwDeviceRenderBitDepth = DDBD_16|DDBD_24|DDBD_32; - d1->dwDeviceZBufferBitDepth = DDBD_16|DDBD_24|DDBD_32; + d1->dlcLightingCaps.dwNumLights = opengl_device_caps.dwMaxActiveLights; + d1->dpcLineCaps = opengl_device_caps.dpcLineCaps; + d1->dpcTriCaps = opengl_device_caps.dpcTriCaps; + d1->dwDeviceRenderBitDepth = opengl_device_caps.dwDeviceRenderBitDepth; + d1->dwDeviceZBufferBitDepth = opengl_device_caps.dwDeviceZBufferBitDepth; d1->dwMaxBufferSize = 0; d1->dwMaxVertexCount = 65536; - d1->dwMinTextureWidth = 1; - d1->dwMinTextureHeight = 1; - d1->dwMaxTextureWidth = 1024; - d1->dwMaxTextureHeight = 1024; + d1->dwMinTextureWidth = opengl_device_caps.dwMinTextureWidth; + d1->dwMinTextureHeight = opengl_device_caps.dwMinTextureHeight; + d1->dwMaxTextureWidth = opengl_device_caps.dwMaxTextureWidth; + d1->dwMaxTextureHeight = opengl_device_caps.dwMaxTextureHeight; d1->dwMinStippleWidth = 1; d1->dwMinStippleHeight = 1; d1->dwMaxStippleWidth = 32; d1->dwMaxStippleHeight = 32; - d1->dwMaxTextureRepeat = 16; - d1->dwMaxTextureAspectRatio = 1024; - d1->dwMaxAnisotropy = 0; - d1->dvGuardBandLeft = 0.0; - d1->dvGuardBandRight = 0.0; - d1->dvGuardBandTop = 0.0; - d1->dvGuardBandBottom = 0.0; - d1->dvExtentsAdjust = 0.0; - d1->dwStencilCaps = D3DSTENCILCAPS_DECRSAT | D3DSTENCILCAPS_INCRSAT | D3DSTENCILCAPS_INVERT | D3DSTENCILCAPS_KEEP | - D3DSTENCILCAPS_REPLACE | D3DSTENCILCAPS_ZERO; - d1->dwFVFCaps = D3DFVFCAPS_DONOTSTRIPELEMENTS | 1; - d1->dwTextureOpCaps = 0; /* TODO add proper caps according to OpenGL multi-texture stuff */ - d1->wMaxTextureBlendStages = 1; /* TODO add proper caps according to OpenGL multi-texture stuff */ - d1->wMaxSimultaneousTextures = 1; /* TODO add proper caps according to OpenGL multi-texture stuff */ + d1->dwMaxTextureRepeat = opengl_device_caps.dwMaxTextureRepeat; + d1->dwMaxTextureAspectRatio = opengl_device_caps.dwMaxTextureAspectRatio; + d1->dwMaxAnisotropy = opengl_device_caps.dwMaxAnisotropy; + d1->dvGuardBandLeft = opengl_device_caps.dvGuardBandLeft; + d1->dvGuardBandRight = opengl_device_caps.dvGuardBandRight; + d1->dvGuardBandTop = opengl_device_caps.dvGuardBandTop; + d1->dvGuardBandBottom = opengl_device_caps.dvGuardBandBottom; + d1->dvExtentsAdjust = opengl_device_caps.dvExtentsAdjust; + d1->dwStencilCaps = opengl_device_caps.dwStencilCaps; + d1->dwFVFCaps = opengl_device_caps.dwFVFCaps; + d1->dwTextureOpCaps = opengl_device_caps.dwTextureOpCaps; + d1->wMaxTextureBlendStages = opengl_device_caps.wMaxTextureBlendStages; + d1->wMaxSimultaneousTextures = opengl_device_caps.wMaxSimultaneousTextures; } static void fill_opengl_caps_7(D3DDEVICEDESC7 *d) { - D3DDEVICEDESC d1; - - /* Copy first D3D1/2/3 capabilities */ - fill_opengl_caps(&d1); - - /* And fill the D3D7 one with it */ - d->dwDevCaps = d1.dwDevCaps; - d->dpcLineCaps = d1.dpcLineCaps; - d->dpcTriCaps = d1.dpcTriCaps; - d->dwDeviceRenderBitDepth = d1.dwDeviceRenderBitDepth; - d->dwDeviceZBufferBitDepth = d1.dwDeviceZBufferBitDepth; - d->dwMinTextureWidth = d1.dwMinTextureWidth; - d->dwMinTextureHeight = d1.dwMinTextureHeight; - d->dwMaxTextureWidth = d1.dwMaxTextureWidth; - d->dwMaxTextureHeight = d1.dwMaxTextureHeight; - d->dwMaxTextureRepeat = d1.dwMaxTextureRepeat; - d->dwMaxTextureAspectRatio = d1.dwMaxTextureAspectRatio; - d->dwMaxAnisotropy = d1.dwMaxAnisotropy; - d->dvGuardBandLeft = d1.dvGuardBandLeft; - d->dvGuardBandTop = d1.dvGuardBandTop; - d->dvGuardBandRight = d1.dvGuardBandRight; - d->dvGuardBandBottom = d1.dvGuardBandBottom; - d->dvExtentsAdjust = d1.dvExtentsAdjust; - d->dwStencilCaps = d1.dwStencilCaps; - d->dwFVFCaps = d1.dwFVFCaps; - d->dwTextureOpCaps = d1.dwTextureOpCaps; - d->wMaxTextureBlendStages = d1.wMaxTextureBlendStages; - d->wMaxSimultaneousTextures = d1.wMaxSimultaneousTextures; - d->dwMaxActiveLights = d1.dlcLightingCaps.dwNumLights; - d->dvMaxVertexW = 100000000.0; /* No idea exactly what to put here... */ - d->deviceGUID = IID_IDirect3DTnLHalDevice; - d->wMaxUserClipPlanes = 1; - d->wMaxVertexBlendMatrices = 0; - d->dwVertexProcessingCaps = D3DVTXPCAPS_TEXGEN | D3DVTXPCAPS_MATERIALSOURCE7 | D3DVTXPCAPS_VERTEXFOG | D3DVTXPCAPS_DIRECTIONALLIGHTS | - D3DVTXPCAPS_POSITIONALLIGHTS | D3DVTXPCAPS_LOCALVIEWER; - d->dwReserved1 = 0; - d->dwReserved2 = 0; - d->dwReserved3 = 0; - d->dwReserved4 = 0; + *d = opengl_device_caps; } HRESULT d3ddevice_enumerate(LPD3DENUMDEVICESCALLBACK cb, LPVOID context, DWORD version) @@ -3654,7 +3583,6 @@ XVisualInfo template; GLenum buffer = GL_FRONT; int light; - GLint max_clipping_planes = 0; object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DDeviceGLImpl)); if (object == NULL) return DDERR_OUTOFMEMORY; @@ -3774,13 +3702,7 @@ TRACE(" current context set\n"); /* allocate the clipping planes */ - glGetIntegerv(GL_MAX_CLIP_PLANES,&max_clipping_planes); - if (max_clipping_planes>32) { - object->max_clipping_planes=32; - } else { - object->max_clipping_planes = max_clipping_planes; - } - TRACE(" capable of %d clipping planes\n", (int)object->max_clipping_planes ); + object->max_clipping_planes = opengl_device_caps.wMaxUserClipPlanes; object->clipping_planes = (d3d7clippingplane*)HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->max_clipping_planes * sizeof(d3d7clippingplane)); glHint(GL_FOG_HINT,GL_NICEST); @@ -3835,4 +3757,154 @@ build_fog_table(gl_object->fog_table, object->state_block.render_state[D3DRENDERSTATE_FOGCOLOR - 1]); return DD_OK; +} + +static void fill_opengl_primcaps(D3DPRIMCAPS *pc) +{ + pc->dwSize = sizeof(*pc); + pc->dwMiscCaps = D3DPMISCCAPS_CONFORMANT | D3DPMISCCAPS_CULLCCW | D3DPMISCCAPS_CULLCW | + D3DPMISCCAPS_LINEPATTERNREP | D3DPMISCCAPS_MASKZ; + pc->dwRasterCaps = D3DPRASTERCAPS_DITHER | D3DPRASTERCAPS_FOGRANGE | D3DPRASTERCAPS_FOGTABLE | + D3DPRASTERCAPS_FOGVERTEX | D3DPRASTERCAPS_STIPPLE | D3DPRASTERCAPS_ZBIAS | D3DPRASTERCAPS_ZTEST | D3DPRASTERCAPS_SUBPIXEL; + pc->dwZCmpCaps = D3DPCMPCAPS_ALWAYS | D3DPCMPCAPS_EQUAL | D3DPCMPCAPS_GREATER | D3DPCMPCAPS_GREATEREQUAL | + D3DPCMPCAPS_LESS | D3DPCMPCAPS_LESSEQUAL | D3DPCMPCAPS_NEVER | D3DPCMPCAPS_NOTEQUAL; + pc->dwSrcBlendCaps = D3DPBLENDCAPS_ZERO | D3DPBLENDCAPS_ONE | D3DPBLENDCAPS_DESTCOLOR | D3DPBLENDCAPS_INVDESTCOLOR | + D3DPBLENDCAPS_SRCALPHA | D3DPBLENDCAPS_INVSRCALPHA | D3DPBLENDCAPS_DESTALPHA | D3DPBLENDCAPS_INVDESTALPHA | D3DPBLENDCAPS_SRCALPHASAT | + D3DPBLENDCAPS_BOTHSRCALPHA | D3DPBLENDCAPS_BOTHINVSRCALPHA; + pc->dwDestBlendCaps = D3DPBLENDCAPS_ZERO | D3DPBLENDCAPS_ONE | D3DPBLENDCAPS_SRCCOLOR | D3DPBLENDCAPS_INVSRCCOLOR | + D3DPBLENDCAPS_SRCALPHA | D3DPBLENDCAPS_INVSRCALPHA | D3DPBLENDCAPS_DESTALPHA | D3DPBLENDCAPS_INVDESTALPHA | D3DPBLENDCAPS_SRCALPHASAT | + D3DPBLENDCAPS_BOTHSRCALPHA | D3DPBLENDCAPS_BOTHINVSRCALPHA; + pc->dwAlphaCmpCaps = D3DPCMPCAPS_ALWAYS | D3DPCMPCAPS_EQUAL | D3DPCMPCAPS_GREATER | D3DPCMPCAPS_GREATEREQUAL | + D3DPCMPCAPS_LESS | D3DPCMPCAPS_LESSEQUAL | D3DPCMPCAPS_NEVER | D3DPCMPCAPS_NOTEQUAL; + pc->dwShadeCaps = D3DPSHADECAPS_ALPHAFLATBLEND | D3DPSHADECAPS_ALPHAGOURAUDBLEND | D3DPSHADECAPS_COLORFLATRGB | D3DPSHADECAPS_COLORGOURAUDRGB | + D3DPSHADECAPS_FOGFLAT | D3DPSHADECAPS_FOGGOURAUD | D3DPSHADECAPS_SPECULARFLATRGB | D3DPSHADECAPS_SPECULARGOURAUDRGB; + pc->dwTextureCaps = D3DPTEXTURECAPS_ALPHA | D3DPTEXTURECAPS_ALPHAPALETTE | D3DPTEXTURECAPS_BORDER | D3DPTEXTURECAPS_PERSPECTIVE | + D3DPTEXTURECAPS_POW2 | D3DPTEXTURECAPS_TRANSPARENCY; + pc->dwTextureFilterCaps = D3DPTFILTERCAPS_LINEAR | D3DPTFILTERCAPS_LINEARMIPLINEAR | D3DPTFILTERCAPS_LINEARMIPNEAREST | + D3DPTFILTERCAPS_MIPLINEAR | D3DPTFILTERCAPS_MIPNEAREST | D3DPTFILTERCAPS_NEAREST; + pc->dwTextureBlendCaps = D3DPTBLENDCAPS_ADD | D3DPTBLENDCAPS_COPY | D3DPTBLENDCAPS_DECAL | D3DPTBLENDCAPS_DECALALPHA | D3DPTBLENDCAPS_DECALMASK | + D3DPTBLENDCAPS_MODULATE | D3DPTBLENDCAPS_MODULATEALPHA | D3DPTBLENDCAPS_MODULATEMASK; + pc->dwTextureAddressCaps = D3DPTADDRESSCAPS_BORDER | D3DPTADDRESSCAPS_CLAMP | D3DPTADDRESSCAPS_WRAP | D3DPTADDRESSCAPS_INDEPENDENTUV; + pc->dwStippleWidth = 32; + pc->dwStippleHeight = 32; +} + +static void fill_caps(void) +{ + GLint max_clip_planes; + + /* Fill first all the fields with default values which will be overriden later on with + corrent one from the GL code + */ + opengl_device_caps.dwDevCaps = D3DDEVCAPS_CANRENDERAFTERFLIP | D3DDEVCAPS_DRAWPRIMTLVERTEX | D3DDEVCAPS_EXECUTESYSTEMMEMORY | + D3DDEVCAPS_EXECUTEVIDEOMEMORY | D3DDEVCAPS_FLOATTLVERTEX | D3DDEVCAPS_TEXTURENONLOCALVIDMEM | D3DDEVCAPS_TEXTURESYSTEMMEMORY | + D3DDEVCAPS_TEXTUREVIDEOMEMORY | D3DDEVCAPS_TLVERTEXSYSTEMMEMORY | D3DDEVCAPS_TLVERTEXVIDEOMEMORY | + /* D3D 7 capabilities */ + D3DDEVCAPS_DRAWPRIMITIVES2 | D3DDEVCAPS_HWTRANSFORMANDLIGHT | D3DDEVCAPS_HWRASTERIZATION; + fill_opengl_primcaps(&(opengl_device_caps.dpcLineCaps)); + fill_opengl_primcaps(&(opengl_device_caps.dpcTriCaps)); + opengl_device_caps.dwDeviceRenderBitDepth = DDBD_16|DDBD_24|DDBD_32; + opengl_device_caps.dwDeviceZBufferBitDepth = DDBD_16|DDBD_24|DDBD_32; + opengl_device_caps.dwMinTextureWidth = 1; + opengl_device_caps.dwMinTextureHeight = 1; + opengl_device_caps.dwMaxTextureWidth = 1024; + opengl_device_caps.dwMaxTextureHeight = 1024; + opengl_device_caps.dwMaxTextureRepeat = 16; + opengl_device_caps.dwMaxTextureAspectRatio = 1024; + opengl_device_caps.dwMaxAnisotropy = 0; + opengl_device_caps.dvGuardBandLeft = 0.0; + opengl_device_caps.dvGuardBandRight = 0.0; + opengl_device_caps.dvGuardBandTop = 0.0; + opengl_device_caps.dvGuardBandBottom = 0.0; + opengl_device_caps.dvExtentsAdjust = 0.0; + opengl_device_caps.dwStencilCaps = D3DSTENCILCAPS_DECRSAT | D3DSTENCILCAPS_INCRSAT | D3DSTENCILCAPS_INVERT | D3DSTENCILCAPS_KEEP | + D3DSTENCILCAPS_REPLACE | D3DSTENCILCAPS_ZERO; + opengl_device_caps.dwFVFCaps = D3DFVFCAPS_DONOTSTRIPELEMENTS | 1; + opengl_device_caps.dwTextureOpCaps = 0; + opengl_device_caps.wMaxTextureBlendStages = 1; + opengl_device_caps.wMaxSimultaneousTextures = 1; + opengl_device_caps.dwMaxActiveLights = 16; + opengl_device_caps.dvMaxVertexW = 100000000.0; /* No idea exactly what to put here... */ + opengl_device_caps.deviceGUID = IID_IDirect3DTnLHalDevice; + opengl_device_caps.wMaxUserClipPlanes = 1; + opengl_device_caps.wMaxVertexBlendMatrices = 0; + opengl_device_caps.dwVertexProcessingCaps = D3DVTXPCAPS_TEXGEN | D3DVTXPCAPS_MATERIALSOURCE7 | D3DVTXPCAPS_VERTEXFOG | + D3DVTXPCAPS_DIRECTIONALLIGHTS | D3DVTXPCAPS_POSITIONALLIGHTS | D3DVTXPCAPS_LOCALVIEWER; + opengl_device_caps.dwReserved1 = 0; + opengl_device_caps.dwReserved2 = 0; + opengl_device_caps.dwReserved3 = 0; + opengl_device_caps.dwReserved4 = 0; + + /* And now some GL overides :-) */ + glGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint *) &opengl_device_caps.dwMaxTextureWidth); + opengl_device_caps.dwMaxTextureHeight = opengl_device_caps.dwMaxTextureWidth; + opengl_device_caps.dwMaxTextureAspectRatio = opengl_device_caps.dwMaxTextureWidth; + TRACE(": max texture size = %ld\n", opengl_device_caps.dwMaxTextureWidth); + + glGetIntegerv(GL_MAX_LIGHTS, (GLint *) &opengl_device_caps.dwMaxActiveLights); + TRACE(": max active lights = %ld\n", opengl_device_caps.dwMaxActiveLights); + + glGetIntegerv(GL_MAX_CLIP_PLANES, &max_clip_planes); + opengl_device_caps.wMaxUserClipPlanes = max_clip_planes; + TRACE(": max clipping planes = %d\n", opengl_device_caps.wMaxUserClipPlanes); +} + +BOOL +d3ddevice_init_at_startup(void *gl_handle) +{ + XVisualInfo template; + XVisualInfo *vis; + HDC device_context; + Display *display; + Visual *visual; + Drawable drawable = (Drawable) GetPropA(GetDesktopWindow(), "__wine_x11_whole_window"); + XWindowAttributes win_attr; + GLXContext gl_context; + int num; + + TRACE("Initializing GL...\n"); + + /* Get a default rendering context to have the 'caps' function query some info from GL */ + device_context = GetDC(0); + display = get_display(device_context); + ReleaseDC(0, device_context); + + ENTER_GL(); + if (XGetWindowAttributes(display, drawable, &win_attr)) { + visual = win_attr.visual; + } else { + visual = DefaultVisual(display, DefaultScreen(display)); + } + template.visualid = XVisualIDFromVisual(visual); + vis = XGetVisualInfo(display, VisualIDMask, &template, &num); + if (vis == NULL) { + LEAVE_GL(); + WARN("Error creating visual info for capabilities initialization - D3D support disabled !\n"); + return FALSE; + } + gl_context = glXCreateContext(display, vis, NULL, GL_TRUE); + + if (gl_context == NULL) { + LEAVE_GL(); + WARN("Error creating default context for capabilities initialization - D3D support disabled !\n"); + return FALSE; + } + if (glXMakeCurrent(display, drawable, gl_context) == False) { + glXDestroyContext(display, gl_context); + LEAVE_GL(); + WARN("Error setting default context as current for capabilities initialization - D3D support disabled !\n"); + return FALSE; + } + + /* Then, query all extensions and fill our extension context. TODO :-) */ + + /* Fill the D3D capabilities according to what GL tells us... */ + fill_caps(); + + /* And frees this now-useless context */ + glXMakeCurrent(display, None, NULL); + glXDestroyContext(display, gl_context); + LEAVE_GL(); + + return TRUE; } --- dlls/ddraw_CVS/main.c Wed Jul 2 22:31:10 2003 +++ dlls/ddraw/main.c Sat Jul 26 22:20:26 2003 @@ -67,6 +67,8 @@ #ifdef HAVE_OPENGL +#include "mesa_private.h" + static void *gl_handle = NULL; #define GL_API_FUNCTION(f) typeof(f) * p##f; @@ -80,7 +82,8 @@ static BOOL DDRAW_bind_to_opengl( void ) { char *glname = SONAME_LIBGL; - + BOOL ret_value; + gl_handle = wine_dlopen(glname, RTLD_NOW, NULL, 0); if (!gl_handle) { WARN("Wine cannot find the OpenGL graphics library (%s).\n",glname); @@ -96,8 +99,13 @@ #include "gl_api.h" #undef GL_API_FUNCTION - return TRUE; + /* And now calls the function to initialize the various fields for the rendering devices */ + ret_value = d3ddevice_init_at_startup(gl_handle); + wine_dlclose(gl_handle, NULL, 0); + gl_handle = NULL; + return ret_value; + sym_not_found: WARN("Wine cannot find certain functions that it needs inside the OpenGL\n" "graphics library. To enable Wine to use OpenGL please upgrade\n" --- dlls/ddraw_CVS/mesa_private.h Wed Jun 18 23:14:02 2003 +++ dlls/ddraw/mesa_private.h Sat Jul 26 22:20:40 2003 @@ -169,6 +169,9 @@ extern HRESULT d3ddevice_enumerate7(LPD3DENUMDEVICESCALLBACK7 cb, LPVOID context) ; extern HRESULT d3ddevice_find(IDirectDrawImpl *d3d, LPD3DFINDDEVICESEARCH lpD3DDFS, LPD3DFINDDEVICERESULT lplpD3DDevice); +/* Used by the DLL init routine to set-up the GL context and stuff properly */ +extern BOOL d3ddevice_init_at_startup(void *gl_handle); + /* Used to upload the texture */ extern HRESULT gltex_upload_texture(IDirectDrawSurfaceImpl *This, IDirect3DDeviceImpl *d3ddev, DWORD stage) ;