1 // Copyright 2016 The SwiftShader Authors. All Rights Reserved. 2 // 3 // Licensed under the Apache License, Version 2.0 (the "License"); 4 // you may not use this file except in compliance with the License. 5 // You may obtain a copy of the License at 6 // 7 // http://www.apache.org/licenses/LICENSE-2.0 8 // 9 // Unless required by applicable law or agreed to in writing, software 10 // distributed under the License is distributed on an "AS IS" BASIS, 11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 12 // See the License for the specific language governing permissions and 13 // limitations under the License. 14 15 #include "Direct3D8.hpp" 16 17 #include "Direct3DDevice8.hpp" 18 #include "Capabilities.hpp" 19 #include "Configurator.hpp" 20 #include "Debug.hpp" 21 #include "CPUID.hpp" 22 #include "Version.h" 23 #include "Config.hpp" 24 25 #define COMPILE_MULTIMON_STUBS 26 #include <multimon.h> 27 #include <assert.h> 28 29 namespace D3D8 30 { Direct3D8(int version,const HINSTANCE instance)31 Direct3D8::Direct3D8(int version, const HINSTANCE instance) : version(version), instance(instance) 32 { 33 displayMode = 0; 34 numDisplayModes = 0; 35 36 DEVMODE devmode; 37 devmode.dmSize = sizeof(DEVMODE); 38 39 // Count number of display modes 40 while(EnumDisplaySettings(0, numDisplayModes, &devmode)) 41 { 42 numDisplayModes++; 43 } 44 45 displayMode = new DEVMODE[numDisplayModes]; 46 47 // Store display modes information 48 for(int i = 0; i < numDisplayModes; i++) 49 { 50 displayMode[i].dmSize = sizeof(DEVMODE); 51 EnumDisplaySettings(0, i, &displayMode[i]); 52 } 53 54 d3d8Lib = 0; 55 d3d8 = 0; 56 57 sw::Configurator ini("SwiftShader.ini"); 58 59 int ps = ini.getInteger("Capabilities", "PixelShaderVersion", 14); 60 int vs = ini.getInteger("Capabilities", "VertexShaderVersion", 11); 61 62 if(ps == 0) pixelShaderVersion = D3DPS_VERSION(0, 0); 63 else if(ps <= 11) pixelShaderVersion = D3DPS_VERSION(1, 1); 64 else if(ps <= 12) pixelShaderVersion = D3DPS_VERSION(1, 2); 65 else if(ps <= 13) pixelShaderVersion = D3DPS_VERSION(1, 3); 66 else pixelShaderVersion = D3DPS_VERSION(1, 4); 67 68 if(vs == 0) vertexShaderVersion = D3DVS_VERSION(0, 0); 69 else vertexShaderVersion = D3DVS_VERSION(1, 1); 70 71 textureMemory = 1024 * 1024 * ini.getInteger("Capabilities", "TextureMemory", 256); 72 } 73 ~Direct3D8()74 Direct3D8::~Direct3D8() 75 { 76 delete[] displayMode; 77 displayMode = 0; 78 79 if(d3d8) 80 { 81 d3d8->Release(); 82 d3d8 = 0; 83 } 84 85 if(d3d8Lib) 86 { 87 FreeLibrary(d3d8Lib); 88 d3d8Lib = 0; 89 } 90 } 91 QueryInterface(const IID & iid,void ** object)92 long Direct3D8::QueryInterface(const IID &iid, void **object) 93 { 94 TRACE(""); 95 96 if(iid == IID_IDirect3D8 || 97 iid == IID_IUnknown) 98 { 99 AddRef(); 100 *object = this; 101 102 return S_OK; 103 } 104 105 *object = 0; 106 107 return NOINTERFACE(iid); 108 } 109 AddRef()110 unsigned long Direct3D8::AddRef() 111 { 112 TRACE(""); 113 114 return Unknown::AddRef(); 115 } 116 Release()117 unsigned long Direct3D8::Release() 118 { 119 TRACE(""); 120 121 return Unknown::Release(); 122 } 123 CheckDepthStencilMatch(unsigned int adapter,D3DDEVTYPE deviceType,D3DFORMAT adapterFormat,D3DFORMAT renderTargetFormat,D3DFORMAT depthStencilFormat)124 long Direct3D8::CheckDepthStencilMatch(unsigned int adapter, D3DDEVTYPE deviceType, D3DFORMAT adapterFormat, D3DFORMAT renderTargetFormat, D3DFORMAT depthStencilFormat) 125 { 126 TRACE(""); 127 128 if(deviceType != D3DDEVTYPE_HAL) 129 { 130 loadSystemD3D8(); 131 132 if(d3d8) 133 { 134 return d3d8->CheckDepthStencilMatch(adapter, deviceType, adapterFormat, renderTargetFormat, depthStencilFormat); 135 } 136 else 137 { 138 return CheckDepthStencilMatch(adapter, D3DDEVTYPE_HAL, adapterFormat, renderTargetFormat, depthStencilFormat); 139 } 140 } 141 142 return D3D_OK; // Any format combination is ok 143 } 144 CheckDeviceFormat(unsigned int adapter,D3DDEVTYPE deviceType,D3DFORMAT adapterFormat,unsigned long usage,D3DRESOURCETYPE resourceType,D3DFORMAT checkFormat)145 long Direct3D8::CheckDeviceFormat(unsigned int adapter, D3DDEVTYPE deviceType, D3DFORMAT adapterFormat, unsigned long usage, D3DRESOURCETYPE resourceType, D3DFORMAT checkFormat) 146 { 147 TRACE("unsigned int adapter = %d, D3DDEVTYPE deviceType = %d, D3DFORMAT adapterFormat = %d, unsigned long usage = %d, D3DRESOURCETYPE resourceType = %d, D3DFORMAT checkFormat = %d", adapter, deviceType, adapterFormat, usage, resourceType, checkFormat); 148 149 if(deviceType != D3DDEVTYPE_HAL) 150 { 151 loadSystemD3D8(); 152 153 if(d3d8) 154 { 155 return d3d8->CheckDeviceFormat(adapter, deviceType, adapterFormat, usage, resourceType, checkFormat); 156 } 157 else 158 { 159 return CheckDeviceFormat(adapter, D3DDEVTYPE_HAL, adapterFormat, usage, resourceType, checkFormat); 160 } 161 } 162 163 switch(resourceType) 164 { 165 case D3DRTYPE_SURFACE: 166 if(usage & D3DUSAGE_RENDERTARGET) 167 { 168 switch(checkFormat) 169 { 170 case D3DFMT_R8G8B8: if(!Capabilities::Surface::RenderTarget::R8G8B8) return NOTAVAILABLE(); else return D3D_OK; 171 case D3DFMT_R5G6B5: if(!Capabilities::Surface::RenderTarget::R5G6B5) return NOTAVAILABLE(); else return D3D_OK; 172 case D3DFMT_X1R5G5B5: if(!Capabilities::Surface::RenderTarget::X1R5G5B5) return NOTAVAILABLE(); else return D3D_OK; 173 case D3DFMT_A1R5G5B5: if(!Capabilities::Surface::RenderTarget::A1R5G5B5) return NOTAVAILABLE(); else return D3D_OK; 174 case D3DFMT_A4R4G4B4: if(!Capabilities::Surface::RenderTarget::A4R4G4B4) return NOTAVAILABLE(); else return D3D_OK; 175 case D3DFMT_R3G3B2: if(!Capabilities::Surface::RenderTarget::R3G3B2) return NOTAVAILABLE(); else return D3D_OK; 176 case D3DFMT_A8R3G3B2: if(!Capabilities::Surface::RenderTarget::A8R3G3B2) return NOTAVAILABLE(); else return D3D_OK; 177 case D3DFMT_X4R4G4B4: if(!Capabilities::Surface::RenderTarget::X4R4G4B4) return NOTAVAILABLE(); else return D3D_OK; 178 case D3DFMT_A8R8G8B8: if(!Capabilities::Surface::RenderTarget::A8R8G8B8) return NOTAVAILABLE(); else return D3D_OK; 179 case D3DFMT_X8R8G8B8: if(!Capabilities::Surface::RenderTarget::X8R8G8B8) return NOTAVAILABLE(); else return D3D_OK; 180 // Integer HDR formats 181 case D3DFMT_G16R16: if(!Capabilities::Surface::RenderTarget::G16R16) return NOTAVAILABLE(); else return D3D_OK; 182 case D3DFMT_A2B10G10R10: if(!Capabilities::Surface::RenderTarget::A2B10G10R10) return NOTAVAILABLE(); else return D3D_OK; 183 default: 184 return NOTAVAILABLE(); 185 } 186 } 187 else if(usage & D3DUSAGE_DEPTHSTENCIL) 188 { 189 switch(checkFormat) 190 { 191 case D3DFMT_D32: if(!Capabilities::Surface::DepthStencil::D32) return NOTAVAILABLE(); else return D3D_OK; 192 case D3DFMT_D24S8: if(!Capabilities::Surface::DepthStencil::D24S8) return NOTAVAILABLE(); else return D3D_OK; 193 case D3DFMT_D24X8: if(!Capabilities::Surface::DepthStencil::D24X8) return NOTAVAILABLE(); else return D3D_OK; 194 case D3DFMT_D16: if(!Capabilities::Surface::DepthStencil::D16) return NOTAVAILABLE(); else return D3D_OK; 195 default: 196 return NOTAVAILABLE(); 197 } 198 } 199 else 200 { 201 switch(checkFormat) 202 { 203 case D3DFMT_A8: if(!Capabilities::Surface::A8) return NOTAVAILABLE(); else return D3D_OK; 204 case D3DFMT_R5G6B5: if(!Capabilities::Surface::R5G6B5) return NOTAVAILABLE(); else return D3D_OK; 205 case D3DFMT_X1R5G5B5: if(!Capabilities::Surface::X1R5G5B5) return NOTAVAILABLE(); else return D3D_OK; 206 case D3DFMT_A1R5G5B5: if(!Capabilities::Surface::A1R5G5B5) return NOTAVAILABLE(); else return D3D_OK; 207 case D3DFMT_A4R4G4B4: if(!Capabilities::Surface::A4R4G4B4) return NOTAVAILABLE(); else return D3D_OK; 208 case D3DFMT_R3G3B2: if(!Capabilities::Surface::R3G3B2) return NOTAVAILABLE(); else return D3D_OK; 209 case D3DFMT_A8R3G3B2: if(!Capabilities::Surface::A8R3G3B2) return NOTAVAILABLE(); else return D3D_OK; 210 case D3DFMT_X4R4G4B4: if(!Capabilities::Surface::X4R4G4B4) return NOTAVAILABLE(); else return D3D_OK; 211 case D3DFMT_R8G8B8: if(!Capabilities::Surface::R8G8B8) return NOTAVAILABLE(); else return D3D_OK; 212 case D3DFMT_X8R8G8B8: if(!Capabilities::Surface::X8R8G8B8) return NOTAVAILABLE(); else return D3D_OK; 213 case D3DFMT_A8R8G8B8: if(!Capabilities::Surface::A8R8G8B8) return NOTAVAILABLE(); else return D3D_OK; 214 // Paletted formats 215 case D3DFMT_P8: if(!Capabilities::Surface::P8) return NOTAVAILABLE(); else return D3D_OK; 216 case D3DFMT_A8P8: if(!Capabilities::Surface::A8P8) return NOTAVAILABLE(); else return D3D_OK; 217 // Integer HDR formats 218 case D3DFMT_G16R16: if(!Capabilities::Surface::G16R16) return NOTAVAILABLE(); else return D3D_OK; 219 case D3DFMT_A2B10G10R10: if(!Capabilities::Surface::A2B10G10R10) return NOTAVAILABLE(); else return D3D_OK; 220 // Compressed formats 221 case D3DFMT_DXT1: if(!Capabilities::Surface::DXT1) return NOTAVAILABLE(); else return D3D_OK; 222 case D3DFMT_DXT2: if(!Capabilities::Surface::DXT2) return NOTAVAILABLE(); else return D3D_OK; 223 case D3DFMT_DXT3: if(!Capabilities::Surface::DXT3) return NOTAVAILABLE(); else return D3D_OK; 224 case D3DFMT_DXT4: if(!Capabilities::Surface::DXT4) return NOTAVAILABLE(); else return D3D_OK; 225 case D3DFMT_DXT5: if(!Capabilities::Surface::DXT5) return NOTAVAILABLE(); else return D3D_OK; 226 // Bump map formats 227 case D3DFMT_V8U8: if(!Capabilities::Surface::V8U8) return NOTAVAILABLE(); else return D3D_OK; 228 case D3DFMT_L6V5U5: if(!Capabilities::Surface::L6V5U5) return NOTAVAILABLE(); else return D3D_OK; 229 case D3DFMT_X8L8V8U8: if(!Capabilities::Surface::X8L8V8U8) return NOTAVAILABLE(); else return D3D_OK; 230 case D3DFMT_Q8W8V8U8: if(!Capabilities::Surface::Q8W8V8U8) return NOTAVAILABLE(); else return D3D_OK; 231 case D3DFMT_V16U16: if(!Capabilities::Surface::V16U16) return NOTAVAILABLE(); else return D3D_OK; 232 case D3DFMT_A2W10V10U10: if(!Capabilities::Surface::A2W10V10U10) return NOTAVAILABLE(); else return D3D_OK; 233 // Luminance formats 234 case D3DFMT_L8: if(!Capabilities::Surface::L8) return NOTAVAILABLE(); else return D3D_OK; 235 case D3DFMT_A4L4: if(!Capabilities::Surface::A4L4) return NOTAVAILABLE(); else return D3D_OK; 236 case D3DFMT_A8L8: if(!Capabilities::Surface::A8L8) return NOTAVAILABLE(); else return D3D_OK; 237 default: 238 return NOTAVAILABLE(); 239 } 240 } 241 case D3DRTYPE_VOLUME: 242 switch(checkFormat) 243 { 244 case D3DFMT_A8: if(!Capabilities::Volume::A8) return NOTAVAILABLE(); else return D3D_OK; 245 case D3DFMT_R5G6B5: if(!Capabilities::Volume::R5G6B5) return NOTAVAILABLE(); else return D3D_OK; 246 case D3DFMT_X1R5G5B5: if(!Capabilities::Volume::X1R5G5B5) return NOTAVAILABLE(); else return D3D_OK; 247 case D3DFMT_A1R5G5B5: if(!Capabilities::Volume::A1R5G5B5) return NOTAVAILABLE(); else return D3D_OK; 248 case D3DFMT_A4R4G4B4: if(!Capabilities::Volume::A4R4G4B4) return NOTAVAILABLE(); else return D3D_OK; 249 case D3DFMT_R3G3B2: if(!Capabilities::Volume::R3G3B2) return NOTAVAILABLE(); else return D3D_OK; 250 case D3DFMT_A8R3G3B2: if(!Capabilities::Volume::A8R3G3B2) return NOTAVAILABLE(); else return D3D_OK; 251 case D3DFMT_X4R4G4B4: if(!Capabilities::Volume::X4R4G4B4) return NOTAVAILABLE(); else return D3D_OK; 252 case D3DFMT_R8G8B8: if(!Capabilities::Volume::R8G8B8) return NOTAVAILABLE(); else return D3D_OK; 253 case D3DFMT_X8R8G8B8: if(!Capabilities::Volume::X8R8G8B8) return NOTAVAILABLE(); else return D3D_OK; 254 case D3DFMT_A8R8G8B8: if(!Capabilities::Volume::A8R8G8B8) return NOTAVAILABLE(); else return D3D_OK; 255 // Paletted formats 256 case D3DFMT_P8: if(!Capabilities::Volume::P8) return NOTAVAILABLE(); else return D3D_OK; 257 case D3DFMT_A8P8: if(!Capabilities::Volume::A8P8) return NOTAVAILABLE(); else return D3D_OK; 258 // Integer HDR formats 259 case D3DFMT_G16R16: if(!Capabilities::Volume::G16R16) return NOTAVAILABLE(); else return D3D_OK; 260 case D3DFMT_A2B10G10R10: if(!Capabilities::Volume::A2B10G10R10) return NOTAVAILABLE(); else return D3D_OK; 261 // Compressed formats 262 case D3DFMT_DXT1: if(!Capabilities::Volume::DXT1) return NOTAVAILABLE(); else return D3D_OK; 263 case D3DFMT_DXT2: if(!Capabilities::Volume::DXT2) return NOTAVAILABLE(); else return D3D_OK; 264 case D3DFMT_DXT3: if(!Capabilities::Volume::DXT3) return NOTAVAILABLE(); else return D3D_OK; 265 case D3DFMT_DXT4: if(!Capabilities::Volume::DXT4) return NOTAVAILABLE(); else return D3D_OK; 266 case D3DFMT_DXT5: if(!Capabilities::Volume::DXT5) return NOTAVAILABLE(); else return D3D_OK; 267 // Bump map formats 268 case D3DFMT_V8U8: if(!Capabilities::Volume::V8U8) return NOTAVAILABLE(); else return D3D_OK; 269 case D3DFMT_L6V5U5: if(!Capabilities::Volume::L6V5U5) return NOTAVAILABLE(); else return D3D_OK; 270 case D3DFMT_X8L8V8U8: if(!Capabilities::Volume::X8L8V8U8) return NOTAVAILABLE(); else return D3D_OK; 271 case D3DFMT_Q8W8V8U8: if(!Capabilities::Volume::Q8W8V8U8) return NOTAVAILABLE(); else return D3D_OK; 272 case D3DFMT_V16U16: if(!Capabilities::Volume::V16U16) return NOTAVAILABLE(); else return D3D_OK; 273 case D3DFMT_A2W10V10U10: if(!Capabilities::Volume::A2W10V10U10) return NOTAVAILABLE(); else return D3D_OK; 274 // Luminance formats 275 case D3DFMT_L8: if(!Capabilities::Volume::L8) return NOTAVAILABLE(); else return D3D_OK; 276 case D3DFMT_A4L4: if(!Capabilities::Volume::A4L4) return NOTAVAILABLE(); else return D3D_OK; 277 case D3DFMT_A8L8: if(!Capabilities::Volume::A8L8) return NOTAVAILABLE(); else return D3D_OK; 278 default: 279 return NOTAVAILABLE(); 280 } 281 case D3DRTYPE_CUBETEXTURE: 282 if(usage & D3DUSAGE_RENDERTARGET) 283 { 284 switch(checkFormat) 285 { 286 case D3DFMT_R8G8B8: if(!Capabilities::CubeMap::RenderTarget::R8G8B8) return NOTAVAILABLE(); else return D3D_OK; 287 case D3DFMT_R5G6B5: if(!Capabilities::CubeMap::RenderTarget::R5G6B5) return NOTAVAILABLE(); else return D3D_OK; 288 case D3DFMT_X1R5G5B5: if(!Capabilities::CubeMap::RenderTarget::X1R5G5B5) return NOTAVAILABLE(); else return D3D_OK; 289 case D3DFMT_A1R5G5B5: if(!Capabilities::CubeMap::RenderTarget::A1R5G5B5) return NOTAVAILABLE(); else return D3D_OK; 290 case D3DFMT_A4R4G4B4: if(!Capabilities::CubeMap::RenderTarget::A4R4G4B4) return NOTAVAILABLE(); else return D3D_OK; 291 case D3DFMT_R3G3B2: if(!Capabilities::CubeMap::RenderTarget::R3G3B2) return NOTAVAILABLE(); else return D3D_OK; 292 case D3DFMT_A8R3G3B2: if(!Capabilities::CubeMap::RenderTarget::A8R3G3B2) return NOTAVAILABLE(); else return D3D_OK; 293 case D3DFMT_X4R4G4B4: if(!Capabilities::CubeMap::RenderTarget::X4R4G4B4) return NOTAVAILABLE(); else return D3D_OK; 294 case D3DFMT_A8R8G8B8: if(!Capabilities::CubeMap::RenderTarget::A8R8G8B8) return NOTAVAILABLE(); else return D3D_OK; 295 case D3DFMT_X8R8G8B8: if(!Capabilities::CubeMap::RenderTarget::X8R8G8B8) return NOTAVAILABLE(); else return D3D_OK; 296 // Integer HDR formats 297 case D3DFMT_G16R16: if(!Capabilities::CubeMap::RenderTarget::G16R16) return NOTAVAILABLE(); else return D3D_OK; 298 case D3DFMT_A2B10G10R10: if(!Capabilities::CubeMap::RenderTarget::A2B10G10R10) return NOTAVAILABLE(); else return D3D_OK; 299 default: 300 return NOTAVAILABLE(); 301 } 302 } 303 else if(usage & D3DUSAGE_DEPTHSTENCIL) 304 { 305 switch(checkFormat) 306 { 307 case D3DFMT_D32: if(!Capabilities::CubeMap::DepthStencil::D32) return NOTAVAILABLE(); else return D3D_OK; 308 case D3DFMT_D24S8: if(!Capabilities::CubeMap::DepthStencil::D24S8) return NOTAVAILABLE(); else return D3D_OK; 309 case D3DFMT_D24X8: if(!Capabilities::CubeMap::DepthStencil::D24X8) return NOTAVAILABLE(); else return D3D_OK; 310 case D3DFMT_D16: if(!Capabilities::CubeMap::DepthStencil::D16) return NOTAVAILABLE(); else return D3D_OK; 311 default: 312 return NOTAVAILABLE(); 313 } 314 } 315 else 316 { 317 switch(checkFormat) 318 { 319 case D3DFMT_A8: if(!Capabilities::CubeMap::A8) return NOTAVAILABLE(); else return D3D_OK; 320 case D3DFMT_R5G6B5: if(!Capabilities::CubeMap::R5G6B5) return NOTAVAILABLE(); else return D3D_OK; 321 case D3DFMT_X1R5G5B5: if(!Capabilities::CubeMap::X1R5G5B5) return NOTAVAILABLE(); else return D3D_OK; 322 case D3DFMT_A1R5G5B5: if(!Capabilities::CubeMap::A1R5G5B5) return NOTAVAILABLE(); else return D3D_OK; 323 case D3DFMT_A4R4G4B4: if(!Capabilities::CubeMap::A4R4G4B4) return NOTAVAILABLE(); else return D3D_OK; 324 case D3DFMT_R3G3B2: if(!Capabilities::CubeMap::R3G3B2) return NOTAVAILABLE(); else return D3D_OK; 325 case D3DFMT_A8R3G3B2: if(!Capabilities::CubeMap::A8R3G3B2) return NOTAVAILABLE(); else return D3D_OK; 326 case D3DFMT_X4R4G4B4: if(!Capabilities::CubeMap::X4R4G4B4) return NOTAVAILABLE(); else return D3D_OK; 327 case D3DFMT_R8G8B8: if(!Capabilities::CubeMap::R8G8B8) return NOTAVAILABLE(); else return D3D_OK; 328 case D3DFMT_X8R8G8B8: if(!Capabilities::CubeMap::X8R8G8B8) return NOTAVAILABLE(); else return D3D_OK; 329 case D3DFMT_A8R8G8B8: if(!Capabilities::CubeMap::A8R8G8B8) return NOTAVAILABLE(); else return D3D_OK; 330 // Paletted formats 331 case D3DFMT_P8: if(!Capabilities::CubeMap::P8) return NOTAVAILABLE(); else return D3D_OK; 332 case D3DFMT_A8P8: if(!Capabilities::CubeMap::A8P8) return NOTAVAILABLE(); else return D3D_OK; 333 // Integer HDR formats 334 case D3DFMT_G16R16: if(!Capabilities::CubeMap::G16R16) return NOTAVAILABLE(); else return D3D_OK; 335 case D3DFMT_A2B10G10R10: if(!Capabilities::CubeMap::A2B10G10R10) return NOTAVAILABLE(); else return D3D_OK; 336 // Compressed formats 337 case D3DFMT_DXT1: if(!Capabilities::CubeMap::DXT1) return NOTAVAILABLE(); else return D3D_OK; 338 case D3DFMT_DXT2: if(!Capabilities::CubeMap::DXT2) return NOTAVAILABLE(); else return D3D_OK; 339 case D3DFMT_DXT3: if(!Capabilities::CubeMap::DXT3) return NOTAVAILABLE(); else return D3D_OK; 340 case D3DFMT_DXT4: if(!Capabilities::CubeMap::DXT4) return NOTAVAILABLE(); else return D3D_OK; 341 case D3DFMT_DXT5: if(!Capabilities::CubeMap::DXT5) return NOTAVAILABLE(); else return D3D_OK; 342 // Bump map formats 343 case D3DFMT_V8U8: if(!Capabilities::CubeMap::V8U8) return NOTAVAILABLE(); else return D3D_OK; 344 case D3DFMT_L6V5U5: if(!Capabilities::CubeMap::L6V5U5) return NOTAVAILABLE(); else return D3D_OK; 345 case D3DFMT_X8L8V8U8: if(!Capabilities::CubeMap::X8L8V8U8) return NOTAVAILABLE(); else return D3D_OK; 346 case D3DFMT_Q8W8V8U8: if(!Capabilities::CubeMap::Q8W8V8U8) return NOTAVAILABLE(); else return D3D_OK; 347 case D3DFMT_V16U16: if(!Capabilities::CubeMap::V16U16) return NOTAVAILABLE(); else return D3D_OK; 348 case D3DFMT_A2W10V10U10: if(!Capabilities::CubeMap::A2W10V10U10) return NOTAVAILABLE(); else return D3D_OK; 349 // Luminance formats 350 case D3DFMT_L8: if(!Capabilities::CubeMap::L8) return NOTAVAILABLE(); else return D3D_OK; 351 case D3DFMT_A4L4: if(!Capabilities::CubeMap::A4L4) return NOTAVAILABLE(); else return D3D_OK; 352 case D3DFMT_A8L8: if(!Capabilities::CubeMap::A8L8) return NOTAVAILABLE(); else return D3D_OK; 353 default: 354 return NOTAVAILABLE(); 355 } 356 } 357 case D3DRTYPE_VOLUMETEXTURE: 358 switch(checkFormat) 359 { 360 case D3DFMT_A8: if(!Capabilities::VolumeTexture::A8) return NOTAVAILABLE(); else return D3D_OK; 361 case D3DFMT_R5G6B5: if(!Capabilities::VolumeTexture::R5G6B5) return NOTAVAILABLE(); else return D3D_OK; 362 case D3DFMT_X1R5G5B5: if(!Capabilities::VolumeTexture::X1R5G5B5) return NOTAVAILABLE(); else return D3D_OK; 363 case D3DFMT_A1R5G5B5: if(!Capabilities::VolumeTexture::A1R5G5B5) return NOTAVAILABLE(); else return D3D_OK; 364 case D3DFMT_A4R4G4B4: if(!Capabilities::VolumeTexture::A4R4G4B4) return NOTAVAILABLE(); else return D3D_OK; 365 case D3DFMT_R3G3B2: if(!Capabilities::VolumeTexture::R3G3B2) return NOTAVAILABLE(); else return D3D_OK; 366 case D3DFMT_A8R3G3B2: if(!Capabilities::VolumeTexture::A8R3G3B2) return NOTAVAILABLE(); else return D3D_OK; 367 case D3DFMT_X4R4G4B4: if(!Capabilities::VolumeTexture::X4R4G4B4) return NOTAVAILABLE(); else return D3D_OK; 368 case D3DFMT_R8G8B8: if(!Capabilities::VolumeTexture::R8G8B8) return NOTAVAILABLE(); else return D3D_OK; 369 case D3DFMT_X8R8G8B8: if(!Capabilities::VolumeTexture::X8R8G8B8) return NOTAVAILABLE(); else return D3D_OK; 370 case D3DFMT_A8R8G8B8: if(!Capabilities::VolumeTexture::A8R8G8B8) return NOTAVAILABLE(); else return D3D_OK; 371 // Paletted formats 372 case D3DFMT_P8: if(!Capabilities::VolumeTexture::P8) return NOTAVAILABLE(); else return D3D_OK; 373 case D3DFMT_A8P8: if(!Capabilities::VolumeTexture::A8P8) return NOTAVAILABLE(); else return D3D_OK; 374 // Integer HDR formats 375 case D3DFMT_G16R16: if(!Capabilities::VolumeTexture::G16R16) return NOTAVAILABLE(); else return D3D_OK; 376 case D3DFMT_A2B10G10R10: if(!Capabilities::VolumeTexture::A2B10G10R10) return NOTAVAILABLE(); else return D3D_OK; 377 // Compressed formats 378 case D3DFMT_DXT1: if(!Capabilities::VolumeTexture::DXT1) return NOTAVAILABLE(); else return D3D_OK; 379 case D3DFMT_DXT2: if(!Capabilities::VolumeTexture::DXT2) return NOTAVAILABLE(); else return D3D_OK; 380 case D3DFMT_DXT3: if(!Capabilities::VolumeTexture::DXT3) return NOTAVAILABLE(); else return D3D_OK; 381 case D3DFMT_DXT4: if(!Capabilities::VolumeTexture::DXT4) return NOTAVAILABLE(); else return D3D_OK; 382 case D3DFMT_DXT5: if(!Capabilities::VolumeTexture::DXT5) return NOTAVAILABLE(); else return D3D_OK; 383 // Bump map formats 384 case D3DFMT_V8U8: if(!Capabilities::VolumeTexture::V8U8) return NOTAVAILABLE(); else return D3D_OK; 385 case D3DFMT_L6V5U5: if(!Capabilities::VolumeTexture::L6V5U5) return NOTAVAILABLE(); else return D3D_OK; 386 case D3DFMT_X8L8V8U8: if(!Capabilities::VolumeTexture::X8L8V8U8) return NOTAVAILABLE(); else return D3D_OK; 387 case D3DFMT_Q8W8V8U8: if(!Capabilities::VolumeTexture::Q8W8V8U8) return NOTAVAILABLE(); else return D3D_OK; 388 case D3DFMT_V16U16: if(!Capabilities::VolumeTexture::V16U16) return NOTAVAILABLE(); else return D3D_OK; 389 case D3DFMT_A2W10V10U10: if(!Capabilities::VolumeTexture::A2W10V10U10) return NOTAVAILABLE(); else return D3D_OK; 390 // Luminance formats 391 case D3DFMT_L8: if(!Capabilities::VolumeTexture::L8) return NOTAVAILABLE(); else return D3D_OK; 392 case D3DFMT_A4L4: if(!Capabilities::VolumeTexture::A4L4) return NOTAVAILABLE(); else return D3D_OK; 393 case D3DFMT_A8L8: if(!Capabilities::VolumeTexture::A8L8) return NOTAVAILABLE(); else return D3D_OK; 394 default: 395 return NOTAVAILABLE(); 396 } 397 case D3DRTYPE_TEXTURE: 398 if(usage & D3DUSAGE_RENDERTARGET) 399 { 400 switch(checkFormat) 401 { 402 case D3DFMT_R8G8B8: if(!Capabilities::Texture::RenderTarget::R8G8B8) return NOTAVAILABLE(); else return D3D_OK; 403 case D3DFMT_R5G6B5: if(!Capabilities::Texture::RenderTarget::R5G6B5) return NOTAVAILABLE(); else return D3D_OK; 404 case D3DFMT_X1R5G5B5: if(!Capabilities::Texture::RenderTarget::X1R5G5B5) return NOTAVAILABLE(); else return D3D_OK; 405 case D3DFMT_A1R5G5B5: if(!Capabilities::Texture::RenderTarget::A1R5G5B5) return NOTAVAILABLE(); else return D3D_OK; 406 case D3DFMT_A4R4G4B4: if(!Capabilities::Texture::RenderTarget::A4R4G4B4) return NOTAVAILABLE(); else return D3D_OK; 407 case D3DFMT_R3G3B2: if(!Capabilities::Texture::RenderTarget::R3G3B2) return NOTAVAILABLE(); else return D3D_OK; 408 case D3DFMT_A8R3G3B2: if(!Capabilities::Texture::RenderTarget::A8R3G3B2) return NOTAVAILABLE(); else return D3D_OK; 409 case D3DFMT_X4R4G4B4: if(!Capabilities::Texture::RenderTarget::X4R4G4B4) return NOTAVAILABLE(); else return D3D_OK; 410 case D3DFMT_A8R8G8B8: if(!Capabilities::Texture::RenderTarget::A8R8G8B8) return NOTAVAILABLE(); else return D3D_OK; 411 case D3DFMT_X8R8G8B8: if(!Capabilities::Texture::RenderTarget::X8R8G8B8) return NOTAVAILABLE(); else return D3D_OK; 412 // Integer HDR formats 413 case D3DFMT_G16R16: if(!Capabilities::Texture::RenderTarget::G16R16) return NOTAVAILABLE(); else return D3D_OK; 414 case D3DFMT_A2B10G10R10: if(!Capabilities::Texture::RenderTarget::A2B10G10R10) return NOTAVAILABLE(); else return D3D_OK; 415 default: 416 return NOTAVAILABLE(); 417 } 418 } 419 else if(usage & D3DUSAGE_DEPTHSTENCIL) 420 { 421 switch(checkFormat) 422 { 423 case D3DFMT_D32: if(!Capabilities::Texture::DepthStencil::D32) return NOTAVAILABLE(); else return D3D_OK; 424 case D3DFMT_D24S8: if(!Capabilities::Texture::DepthStencil::D24S8) return NOTAVAILABLE(); else return D3D_OK; 425 case D3DFMT_D24X8: if(!Capabilities::Texture::DepthStencil::D24X8) return NOTAVAILABLE(); else return D3D_OK; 426 case D3DFMT_D16: if(!Capabilities::Texture::DepthStencil::D16) return NOTAVAILABLE(); else return D3D_OK; 427 default: 428 return NOTAVAILABLE(); 429 } 430 } 431 else 432 { 433 switch(checkFormat) 434 { 435 case D3DFMT_A8: if(!Capabilities::Texture::A8) return NOTAVAILABLE(); else return D3D_OK; 436 case D3DFMT_R5G6B5: if(!Capabilities::Texture::R5G6B5) return NOTAVAILABLE(); else return D3D_OK; 437 case D3DFMT_X1R5G5B5: if(!Capabilities::Texture::X1R5G5B5) return NOTAVAILABLE(); else return D3D_OK; 438 case D3DFMT_A1R5G5B5: if(!Capabilities::Texture::A1R5G5B5) return NOTAVAILABLE(); else return D3D_OK; 439 case D3DFMT_A4R4G4B4: if(!Capabilities::Texture::A4R4G4B4) return NOTAVAILABLE(); else return D3D_OK; 440 case D3DFMT_R3G3B2: if(!Capabilities::Texture::R3G3B2) return NOTAVAILABLE(); else return D3D_OK; 441 case D3DFMT_A8R3G3B2: if(!Capabilities::Texture::A8R3G3B2) return NOTAVAILABLE(); else return D3D_OK; 442 case D3DFMT_X4R4G4B4: if(!Capabilities::Texture::X4R4G4B4) return NOTAVAILABLE(); else return D3D_OK; 443 case D3DFMT_R8G8B8: if(!Capabilities::Texture::R8G8B8) return NOTAVAILABLE(); else return D3D_OK; 444 case D3DFMT_X8R8G8B8: if(!Capabilities::Texture::X8R8G8B8) return NOTAVAILABLE(); else return D3D_OK; 445 case D3DFMT_A8R8G8B8: if(!Capabilities::Texture::A8R8G8B8) return NOTAVAILABLE(); else return D3D_OK; 446 // Paletted formats 447 case D3DFMT_P8: if(!Capabilities::Texture::P8) return NOTAVAILABLE(); else return D3D_OK; 448 case D3DFMT_A8P8: if(!Capabilities::Texture::A8P8) return NOTAVAILABLE(); else return D3D_OK; 449 // Integer HDR formats 450 case D3DFMT_G16R16: if(!Capabilities::Texture::G16R16) return NOTAVAILABLE(); else return D3D_OK; 451 case D3DFMT_A2B10G10R10: if(!Capabilities::Texture::A2B10G10R10) return NOTAVAILABLE(); else return D3D_OK; 452 // Compressed formats 453 case D3DFMT_DXT1: if(!Capabilities::Texture::DXT1) return NOTAVAILABLE(); else return D3D_OK; 454 case D3DFMT_DXT2: if(!Capabilities::Texture::DXT2) return NOTAVAILABLE(); else return D3D_OK; 455 case D3DFMT_DXT3: if(!Capabilities::Texture::DXT3) return NOTAVAILABLE(); else return D3D_OK; 456 case D3DFMT_DXT4: if(!Capabilities::Texture::DXT4) return NOTAVAILABLE(); else return D3D_OK; 457 case D3DFMT_DXT5: if(!Capabilities::Texture::DXT5) return NOTAVAILABLE(); else return D3D_OK; 458 // Bump map formats 459 case D3DFMT_V8U8: if(!Capabilities::Texture::V8U8) return NOTAVAILABLE(); else return D3D_OK; 460 case D3DFMT_L6V5U5: if(!Capabilities::Texture::L6V5U5) return NOTAVAILABLE(); else return D3D_OK; 461 case D3DFMT_X8L8V8U8: if(!Capabilities::Texture::X8L8V8U8) return NOTAVAILABLE(); else return D3D_OK; 462 case D3DFMT_Q8W8V8U8: if(!Capabilities::Texture::Q8W8V8U8) return NOTAVAILABLE(); else return D3D_OK; 463 case D3DFMT_V16U16: if(!Capabilities::Texture::V16U16) return NOTAVAILABLE(); else return D3D_OK; 464 case D3DFMT_A2W10V10U10: if(!Capabilities::Texture::A2W10V10U10) return NOTAVAILABLE(); else return D3D_OK; 465 // Luminance formats 466 case D3DFMT_L8: if(!Capabilities::Texture::L8) return NOTAVAILABLE(); else return D3D_OK; 467 case D3DFMT_A4L4: if(!Capabilities::Texture::A4L4) return NOTAVAILABLE(); else return D3D_OK; 468 case D3DFMT_A8L8: if(!Capabilities::Texture::A8L8) return NOTAVAILABLE(); else return D3D_OK; 469 default: 470 return NOTAVAILABLE(); 471 } 472 } 473 case D3DRTYPE_VERTEXBUFFER: 474 if(checkFormat == D3DFMT_VERTEXDATA) 475 { 476 return D3D_OK; 477 } 478 else 479 { 480 return NOTAVAILABLE(); 481 } 482 case D3DRTYPE_INDEXBUFFER: 483 switch(checkFormat) 484 { 485 case D3DFMT_INDEX16: 486 case D3DFMT_INDEX32: 487 return D3D_OK; 488 default: 489 return NOTAVAILABLE(); 490 }; 491 default: 492 return NOTAVAILABLE(); 493 } 494 } 495 CheckDeviceMultiSampleType(unsigned int adapter,D3DDEVTYPE deviceType,D3DFORMAT surfaceFormat,int windowed,D3DMULTISAMPLE_TYPE multiSampleType)496 long Direct3D8::CheckDeviceMultiSampleType(unsigned int adapter, D3DDEVTYPE deviceType, D3DFORMAT surfaceFormat, int windowed, D3DMULTISAMPLE_TYPE multiSampleType) 497 { 498 TRACE(""); 499 500 if(deviceType != D3DDEVTYPE_HAL) 501 { 502 loadSystemD3D8(); 503 504 if(d3d8) 505 { 506 return d3d8->CheckDeviceMultiSampleType(adapter, deviceType, surfaceFormat, windowed, multiSampleType); 507 } 508 else 509 { 510 return CheckDeviceMultiSampleType(adapter, D3DDEVTYPE_HAL, surfaceFormat, windowed, multiSampleType); 511 } 512 } 513 514 if(adapter >= GetAdapterCount()) 515 { 516 return INVALIDCALL(); 517 } 518 519 if(multiSampleType == D3DMULTISAMPLE_NONE || 520 multiSampleType == D3DMULTISAMPLE_2_SAMPLES || 521 multiSampleType == D3DMULTISAMPLE_4_SAMPLES || 522 multiSampleType == D3DMULTISAMPLE_8_SAMPLES || 523 multiSampleType == D3DMULTISAMPLE_16_SAMPLES) 524 { 525 if(surfaceFormat != D3DFMT_UNKNOWN) 526 { 527 return D3D_OK; 528 } 529 } 530 531 return NOTAVAILABLE(); 532 } 533 CheckDeviceType(unsigned int adapter,D3DDEVTYPE checkType,D3DFORMAT displayFormat,D3DFORMAT backBufferFormat,int windowed)534 long Direct3D8::CheckDeviceType(unsigned int adapter, D3DDEVTYPE checkType, D3DFORMAT displayFormat, D3DFORMAT backBufferFormat, int windowed) 535 { 536 TRACE(""); 537 538 if(checkType != D3DDEVTYPE_HAL) 539 { 540 loadSystemD3D8(); 541 542 if(d3d8) 543 { 544 return d3d8->CheckDeviceType(adapter, checkType, displayFormat, backBufferFormat, windowed); 545 } 546 else 547 { 548 return CheckDeviceType(adapter, D3DDEVTYPE_HAL, displayFormat, backBufferFormat, windowed); 549 } 550 } 551 552 return D3D_OK; // TODO 553 } 554 CreateDevice(unsigned int adapter,D3DDEVTYPE deviceType,HWND focusWindow,unsigned long behaviorFlags,D3DPRESENT_PARAMETERS * presentParameters,IDirect3DDevice8 ** returnedDeviceInterface)555 long Direct3D8::CreateDevice(unsigned int adapter, D3DDEVTYPE deviceType, HWND focusWindow, unsigned long behaviorFlags, D3DPRESENT_PARAMETERS *presentParameters, IDirect3DDevice8 **returnedDeviceInterface) 556 { 557 TRACE(""); 558 559 if(deviceType != D3DDEVTYPE_HAL) 560 { 561 loadSystemD3D8(); 562 563 if(d3d8) 564 { 565 return d3d8->CreateDevice(adapter, deviceType, focusWindow, behaviorFlags, presentParameters, returnedDeviceInterface); 566 } 567 else 568 { 569 return CreateDevice(adapter, D3DDEVTYPE_HAL, focusWindow, behaviorFlags, presentParameters, returnedDeviceInterface); 570 } 571 } 572 573 if(!focusWindow || !presentParameters || !returnedDeviceInterface) 574 { 575 *returnedDeviceInterface = NULL; 576 return INVALIDCALL(); 577 } 578 579 if(!sw::CPUID::supportsSSE()) 580 { 581 return NOTAVAILABLE(); 582 } 583 584 *returnedDeviceInterface = new Direct3DDevice8(instance, this, adapter, deviceType, focusWindow, behaviorFlags, presentParameters); 585 586 if(*returnedDeviceInterface) 587 { 588 (*returnedDeviceInterface)->AddRef(); 589 } 590 591 return D3D_OK; 592 } 593 EnumAdapterModes(unsigned int adapter,unsigned int index,D3DDISPLAYMODE * mode)594 long Direct3D8::EnumAdapterModes(unsigned int adapter, unsigned int index, D3DDISPLAYMODE *mode) 595 { 596 TRACE(""); 597 598 if(adapter != D3DADAPTER_DEFAULT || !mode) 599 { 600 return INVALIDCALL(); 601 } 602 603 for(int i = 0; i < numDisplayModes; i++) 604 { 605 if(index-- == 0) 606 { 607 mode->Width = displayMode[i].dmPelsWidth; 608 mode->Height = displayMode[i].dmPelsHeight; 609 mode->RefreshRate = displayMode[i].dmDisplayFrequency; 610 611 displayMode[i].dmBitsPerPel = 32; // FIXME 612 613 switch(displayMode[i].dmBitsPerPel) 614 { 615 case 4: 616 mode->Format = D3DFMT_A4L4; 617 break; 618 case 8: 619 mode->Format = D3DFMT_P8; 620 break; 621 case 16: 622 mode->Format = D3DFMT_R5G6B5; 623 break; 624 case 24: 625 mode->Format = D3DFMT_R8G8B8; 626 break; 627 case 32: 628 mode->Format = D3DFMT_X8R8G8B8; 629 break; 630 default: 631 ASSERT(false); 632 } 633 634 return D3D_OK; 635 } 636 } 637 638 return INVALIDCALL(); 639 } 640 GetAdapterCount()641 unsigned int Direct3D8::GetAdapterCount() 642 { 643 TRACE(""); 644 645 return 1; // SwiftShader does not support multiple display adapters 646 } 647 GetAdapterDisplayMode(unsigned int adapter,D3DDISPLAYMODE * mode)648 long Direct3D8::GetAdapterDisplayMode(unsigned int adapter, D3DDISPLAYMODE *mode) 649 { 650 TRACE(""); 651 652 if(adapter != D3DADAPTER_DEFAULT || !mode) 653 { 654 return INVALIDCALL(); 655 } 656 657 HDC deviceContext = GetDC(0); 658 659 mode->Width = ::GetDeviceCaps(deviceContext, HORZRES); 660 mode->Height = ::GetDeviceCaps(deviceContext, VERTRES); 661 mode->RefreshRate = ::GetDeviceCaps(deviceContext, VREFRESH); 662 unsigned int bpp = ::GetDeviceCaps(deviceContext, BITSPIXEL); 663 664 ReleaseDC(0, deviceContext); 665 666 bpp = 32; // FIXME 667 668 switch(bpp) 669 { 670 case 32: mode->Format = D3DFMT_X8R8G8B8; break; 671 case 24: mode->Format = D3DFMT_R8G8B8; break; 672 case 16: mode->Format = D3DFMT_R5G6B5; break; 673 default: 674 ASSERT(false); // Unexpected display mode color depth 675 } 676 677 return D3D_OK; 678 } 679 GetAdapterIdentifier(unsigned int adapter,unsigned long flags,D3DADAPTER_IDENTIFIER8 * identifier)680 long Direct3D8::GetAdapterIdentifier(unsigned int adapter, unsigned long flags, D3DADAPTER_IDENTIFIER8 *identifier) 681 { 682 TRACE(""); 683 684 if(!identifier) 685 { 686 return INVALIDCALL(); 687 } 688 689 unsigned short product = 'sw'; 690 unsigned short version = 3; 691 unsigned short subVersion = 0; 692 unsigned short revision = BUILD_REVISION; 693 GUID guid = {0x00000000, 0x0000, 0x0000, {0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00}}; 694 695 identifier->DriverVersion.HighPart = product << 16 | version; 696 identifier->DriverVersion.LowPart = subVersion << 16 | revision; 697 strcpy(identifier->Driver, "SwiftShader"); 698 strcpy(identifier->Description, "Google SwiftShader 3D Renderer"); 699 identifier->VendorId = 0; 700 identifier->DeviceId = 0; 701 identifier->SubSysId = 0; 702 identifier->Revision = 0; 703 identifier->DeviceIdentifier = guid; 704 identifier->WHQLLevel = 0; 705 706 return D3D_OK; 707 } 708 GetAdapterModeCount(unsigned int adapter)709 unsigned int Direct3D8::GetAdapterModeCount(unsigned int adapter) 710 { 711 TRACE(""); 712 713 if(adapter != D3DADAPTER_DEFAULT) 714 { 715 return 0; 716 } 717 718 return numDisplayModes; 719 } 720 GetAdapterMonitor(unsigned int adapter)721 HMONITOR Direct3D8::GetAdapterMonitor(unsigned int adapter) 722 { 723 TRACE(""); 724 725 POINT point = {0, 0}; 726 727 return MonitorFromPoint(point, MONITOR_DEFAULTTOPRIMARY); // FIXME: Ignores adapter parameter 728 } 729 GetDeviceCaps(unsigned int adapter,D3DDEVTYPE deviceType,D3DCAPS8 * capabilities)730 long Direct3D8::GetDeviceCaps(unsigned int adapter, D3DDEVTYPE deviceType, D3DCAPS8 *capabilities) 731 { 732 TRACE(""); 733 734 if(deviceType != D3DDEVTYPE_HAL) 735 { 736 loadSystemD3D8(); 737 738 if(d3d8) 739 { 740 return d3d8->GetDeviceCaps(adapter, deviceType, capabilities); 741 } 742 else 743 { 744 return GetDeviceCaps(adapter, D3DDEVTYPE_HAL, capabilities); 745 } 746 } 747 748 if(!capabilities) 749 { 750 return INVALIDCALL(); 751 } 752 753 D3DCAPS8 caps; 754 ZeroMemory(&caps, sizeof(D3DCAPS8)); 755 756 // Device info 757 caps.DeviceType = D3DDEVTYPE_HAL; 758 caps.AdapterOrdinal = D3DADAPTER_DEFAULT; 759 760 // Caps from DX7 761 caps.Caps = 0; // D3DCAPS_READ_SCANLINE 762 763 caps.Caps2 = // D3DCAPS2_CANCALIBRATEGAMMA | // The system has a calibrator installed that can automatically adjust the gamma ramp so that the result is identical on all systems that have a calibrator. To invoke the calibrator when setting new gamma levels, use the D3DSGR_CALIBRATE flag when calling IDirect3DDevice8::SetGammaRamp. Calibrating gamma ramps incurs some processing overhead and should not be used frequently. 764 D3DCAPS2_CANRENDERWINDOWED | // The driver is capable of rendering in windowed mode. 765 D3DCAPS2_CANMANAGERESOURCE | // The driver is capable of managing resources. On such drivers, D3DPOOL_MANAGED resources will be managed by the driver. To have Microsoft� Direct3D� override the driver so that Direct3D manages resources, use the D3DCREATE_DISABLE_DRIVER_MANAGEMENT flag when calling IDirect3D8::CreateDevice. 766 D3DCAPS2_DYNAMICTEXTURES | // The driver supports dynamic textures. 767 D3DCAPS2_FULLSCREENGAMMA; // The driver supports dynamic gamma ramp adjustment in full-screen mode. 768 // D3DCAPS2_NO2DDURING3DSCENE; // When the D3DCAPS2_NO2DDURING3DSCENE capability is set by the driver, it means that 2-D operations cannot be performed between calls to IDirect3DDevice8::BeginScene and IDirect3DDevice8::EndScene. 769 770 caps.Caps3 = D3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD; //The device will work as expected with the D3DRS_ALPHABLENDENABLE render state when a full-screen application uses D3DSWAPEFFECT_FLIP or D3DRS_SWAPEFFECT_DISCARD. D3DRS_ALPHABLENDENABLE works as expected when using D3DSWAPEFFECT_COPY and D3DSWAPEFFECT_COPYSYNC 771 772 caps.PresentationIntervals = D3DPRESENT_INTERVAL_IMMEDIATE | 773 D3DPRESENT_INTERVAL_ONE; 774 // D3DPRESENT_INTERVAL_TWO; 775 // D3DPRESENT_INTERVAL_THREE; 776 // D3DPRESENT_INTERVAL_FOUR; 777 778 // Cursor caps 779 caps.CursorCaps = D3DCURSORCAPS_COLOR | // A full-color cursor is supported in hardware. Specifically, this flag indicates that the driver supports at least a hardware color cursor in high-resolution modes (with scan lines greater than or equal to 400). 780 D3DCURSORCAPS_LOWRES; // A full-color cursor is supported in hardware. Specifically, this flag indicates that the driver supports a hardware color cursor in both high-resolution and low-resolution modes (with scan lines less than 400). 781 782 // 3D Device caps 783 caps.DevCaps = D3DDEVCAPS_CANBLTSYSTONONLOCAL | // Device supports blits from system-memory textures to nonlocal video-memory textures. 784 D3DDEVCAPS_CANRENDERAFTERFLIP | // Device can queue rendering commands after a page flip. Applications do not change their behavior if this flag is set; this capability means that the device is relatively fast. 785 D3DDEVCAPS_DRAWPRIMITIVES2 | // Device can support DrawPrimitives2. 786 D3DDEVCAPS_DRAWPRIMITIVES2EX | // Device can support extended DrawPrimitives2; that is, this is a DirectX 7.0-compliant driver. 787 D3DDEVCAPS_DRAWPRIMTLVERTEX | // Device exports an IDirect3DDevice8::DrawPrimitive-aware hardware abstraction layer (HAL). 788 // D3DDEVCAPS_EXECUTESYSTEMMEMORY | // Device can use execute buffers from system memory. 789 // D3DDEVCAPS_EXECUTEVIDEOMEMORY | // Device can use execute buffers from video memory. 790 D3DDEVCAPS_HWRASTERIZATION | // Device has hardware acceleration for scene rasterization. 791 D3DDEVCAPS_HWTRANSFORMANDLIGHT | // Device can support transformation and lighting in hardware. 792 // D3DDEVCAPS_NPATCHES | // Device supports N patches. 793 D3DDEVCAPS_PUREDEVICE | // Device can support rasterization, transform, lighting, and shading in hardware. 794 // D3DDEVCAPS_QUINTICRTPATCHES | // Device supports quintic B�zier curves and B-splines. 795 // D3DDEVCAPS_RTPATCHES | // Device supports rectangular and triangular patches. 796 D3DDEVCAPS_RTPATCHHANDLEZERO | // When this device capability is set, the hardware architecture does not require caching of any information and uncached patches (handle zero) will be drawn as efficiently as cached ones. Note that setting D3DDEVCAPS_RTPATCHHANDLEZERO does not mean that a patch with handle zero can be drawn. A handle-zero patch can always be drawn whether this cap is set or not. 797 // D3DDEVCAPS_SEPARATETEXTUREMEMORIES | // Device is texturing from separate memory pools. 798 D3DDEVCAPS_TEXTURENONLOCALVIDMEM | // Device can retrieve textures from non-local video memory. 799 D3DDEVCAPS_TEXTURESYSTEMMEMORY | // Device can retrieve textures from system memory. 800 D3DDEVCAPS_TEXTUREVIDEOMEMORY | // Device can retrieve textures from device memory. 801 D3DDEVCAPS_TLVERTEXSYSTEMMEMORY | // Device can use buffers from system memory for transformed and lit vertices. 802 D3DDEVCAPS_TLVERTEXVIDEOMEMORY; // Device can use buffers from video memory for transformed and lit vertices. 803 804 caps.PrimitiveMiscCaps = D3DPMISCCAPS_BLENDOP | // Device supports the alpha-blending operations defined in the D3DBLENDOP enumerated type. 805 D3DPMISCCAPS_CLIPPLANESCALEDPOINTS | // Device correctly clips scaled points of size greater than 1.0 to user-defined clipping planes. 806 D3DPMISCCAPS_CLIPTLVERTS | // Device clips post-transformed vertex primitives. 807 D3DPMISCCAPS_COLORWRITEENABLE | // Device supports per-channel writes for the render target color buffer through the D3DRS_COLORWRITEENABLE state. 808 D3DPMISCCAPS_CULLCCW | // The driver supports counterclockwise culling through the D3DRS_CULLMODE state. (This applies only to triangle primitives.) This flag corresponds to the D3DCULL_CCW member of the D3DCULL enumerated type. 809 D3DPMISCCAPS_CULLCW | // The driver supports clockwise triangle culling through the D3DRS_CULLMODE state. (This applies only to triangle primitives.) This flag corresponds to the D3DCULL_CW member of the D3DCULL enumerated type. 810 D3DPMISCCAPS_CULLNONE | // The driver does not perform triangle culling. This corresponds to the D3DCULL_NONE member of the D3DCULL enumerated type. 811 // D3DPMISCCAPS_LINEPATTERNREP | // The driver can handle values other than 1 in the wRepeatFactor member of the D3DLINEPATTERN structure. (This applies only to line-drawing primitives.) 812 D3DPMISCCAPS_MASKZ | // Device can enable and disable modification of the depth buffer on pixel operations. 813 D3DPMISCCAPS_TSSARGTEMP; // Device supports D3DTA_TEMP for temporary register. 814 815 caps.RasterCaps = D3DPRASTERCAPS_ANISOTROPY | // Device supports anisotropic filtering. 816 // D3DPRASTERCAPS_ANTIALIASEDGES | // Device can antialias lines forming the convex outline of objects. For more information, see D3DRS_EDGEANTIALIAS. 817 D3DPRASTERCAPS_COLORPERSPECTIVE | // Device iterates colors perspective correctly. 818 // D3DPRASTERCAPS_DITHER | // Device can dither to improve color resolution. 819 D3DPRASTERCAPS_ZBIAS | // Device supports legacy depth bias. For true depth bias, see D3DPRASTERCAPS_SLOPESCALEDEPTHBIAS. 820 D3DPRASTERCAPS_FOGRANGE | // Device supports range-based fog. In range-based fog, the distance of an object from the viewer is used to compute fog effects, not the depth of the object (that is, the z-coordinate) in the scene. 821 D3DPRASTERCAPS_FOGTABLE | // Device calculates the fog value by referring to a lookup table containing fog values that are indexed to the depth of a given pixel. 822 D3DPRASTERCAPS_FOGVERTEX | // Device calculates the fog value during the lighting operation and interpolates the fog value during rasterization. 823 D3DPRASTERCAPS_MIPMAPLODBIAS | // Device supports level of detail (LOD) bias adjustments. These bias adjustments enable an application to make a mipmap appear crisper or less sharp than it normally would. For more information about LOD bias in mipmaps, see D3DSAMP_MIPMAPLODBIAS. 824 // D3DPRASTERCAPS_PAT | // The driver can perform patterned drawing lines or fills with D3DRS_LINEPATTERN for the primitive being queried. 825 // D3DPRASTERCAPS_STRETCHBLTMULTISAMPLE | // Device provides limited multisample support through a stretch-blt implementation. When this capability is set, D3DRS_MULTISAMPLEANTIALIAS cannot be turned on and off in the middle of a scene. Multisample masking cannot be performed if this flag is set. 826 // D3DPRASTERCAPS_WBUFFER | // Device supports depth buffering using w. 827 D3DPRASTERCAPS_WFOG | // Device supports w-based fog. W-based fog is used when a perspective projection matrix is specified, but affine projections still use z-based fog. The system considers a projection matrix that contains a nonzero value in the [3][4] element to be a perspective projection matrix. 828 D3DPRASTERCAPS_ZBIAS | // Device supports z-bias values. These are integer values assigned to polygons that allow physically coplanar polygons to appear separate. For more information, see D3DRS_ZBIAS. 829 // D3DPRASTERCAPS_ZBUFFERLESSHSR | // Device can perform hidden-surface removal (HSR) without requiring the application to sort polygons and without requiring the allocation of a depth-buffer. This leaves more video memory for textures. The method used to perform HSR is hardware-dependent and is transparent to the application. Z-bufferless HSR is performed if no depth-buffer surface is associated with the rendering-target surface and the depth-buffer comparison test is enabled (that is, when the state value associated with the D3DRS_ZENABLE enumeration constant is set to TRUE). 830 D3DPRASTERCAPS_ZFOG; // Device supports z-based fog. 831 // D3DPRASTERCAPS_ZTEST; // Device can perform z-test operations. This effectively renders a primitive and indicates whether any z pixels have been rendered. 832 833 caps.ZCmpCaps = D3DPCMPCAPS_ALWAYS | // Always pass the z-test. 834 D3DPCMPCAPS_EQUAL | // Pass the z-test if the new z equals the current z. 835 D3DPCMPCAPS_GREATER | // Pass the z-test if the new z is greater than the current z. 836 D3DPCMPCAPS_GREATEREQUAL | // Pass the z-test if the new z is greater than or equal to the current z. 837 D3DPCMPCAPS_LESS | // Pass the z-test if the new z is less than the current z. 838 D3DPCMPCAPS_LESSEQUAL | // Pass the z-test if the new z is less than or equal to the current z. 839 D3DPCMPCAPS_NEVER | // Always fail the z-test. 840 D3DPCMPCAPS_NOTEQUAL; // Pass the z-test if the new z does not equal the current z. 841 842 caps.SrcBlendCaps = D3DPBLENDCAPS_BOTHINVSRCALPHA | // Source blend factor is (1-As,1-As,1-As,1-As) and destination blend factor is (As,As,As,As); the destination blend selection is overridden. 843 D3DPBLENDCAPS_BOTHSRCALPHA | // The driver supports the D3DBLEND_BOTHSRCALPHA blend mode. (This blend mode is obsolete. For more information, see D3DBLEND.) 844 D3DPBLENDCAPS_DESTALPHA | // Blend factor is (Ad, Ad, Ad, Ad). 845 D3DPBLENDCAPS_DESTCOLOR | // Blend factor is (Rd, Gd, Bd, Ad). 846 D3DPBLENDCAPS_INVDESTALPHA | // Blend factor is (1-Ad, 1-Ad, 1-Ad, 1-Ad). 847 D3DPBLENDCAPS_INVDESTCOLOR | // Blend factor is (1-Rd, 1-Gd, 1-Bd, 1-Ad). 848 D3DPBLENDCAPS_INVSRCALPHA | // Blend factor is (1-As, 1-As, 1-As, 1-As). 849 D3DPBLENDCAPS_INVSRCCOLOR | // Blend factor is (1-Rs, 1-Gs, 1-Bs, 1-As). 850 D3DPBLENDCAPS_ONE | // Blend factor is (1, 1, 1, 1). 851 D3DPBLENDCAPS_SRCALPHA | // Blend factor is (As, As, As, As). 852 D3DPBLENDCAPS_SRCALPHASAT | // Blend factor is (f, f, f, 1); f = min(As, 1-Ad). 853 D3DPBLENDCAPS_SRCCOLOR | // Blend factor is (Rs, Gs, Bs, As). 854 D3DPBLENDCAPS_ZERO; // Blend factor is (0, 0, 0, 0). 855 856 caps.DestBlendCaps = D3DPBLENDCAPS_BOTHINVSRCALPHA | // Source blend factor is (1-As,1-As,1-As,1-As) and destination blend factor is (As,As,As,As); the destination blend selection is overridden. 857 D3DPBLENDCAPS_BOTHSRCALPHA | // The driver supports the D3DBLEND_BOTHSRCALPHA blend mode. (This blend mode is obsolete. For more information, see D3DBLEND.) 858 D3DPBLENDCAPS_DESTALPHA | // Blend factor is (Ad, Ad, Ad, Ad). 859 D3DPBLENDCAPS_DESTCOLOR | // Blend factor is (Rd, Gd, Bd, Ad). 860 D3DPBLENDCAPS_INVDESTALPHA | // Blend factor is (1-Ad, 1-Ad, 1-Ad, 1-Ad). 861 D3DPBLENDCAPS_INVDESTCOLOR | // Blend factor is (1-Rd, 1-Gd, 1-Bd, 1-Ad). 862 D3DPBLENDCAPS_INVSRCALPHA | // Blend factor is (1-As, 1-As, 1-As, 1-As). 863 D3DPBLENDCAPS_INVSRCCOLOR | // Blend factor is (1-Rs, 1-Gs, 1-Bs, 1-As). 864 D3DPBLENDCAPS_ONE | // Blend factor is (1, 1, 1, 1). 865 D3DPBLENDCAPS_SRCALPHA | // Blend factor is (As, As, As, As). 866 D3DPBLENDCAPS_SRCALPHASAT | // Blend factor is (f, f, f, 1); f = min(As, 1-Ad). 867 D3DPBLENDCAPS_SRCCOLOR | // Blend factor is (Rs, Gs, Bs, As). 868 D3DPBLENDCAPS_ZERO; // Blend factor is (0, 0, 0, 0). 869 870 caps.AlphaCmpCaps = D3DPCMPCAPS_ALWAYS | // Always pass the apha-test. 871 D3DPCMPCAPS_EQUAL | // Pass the apha-test if the new apha equals the current apha. 872 D3DPCMPCAPS_GREATER | // Pass the apha-test if the new apha is greater than the current apha. 873 D3DPCMPCAPS_GREATEREQUAL | // Pass the apha-test if the new apha is greater than or equal to the current apha. 874 D3DPCMPCAPS_LESS | // Pass the apha-test if the new apha is less than the current apha. 875 D3DPCMPCAPS_LESSEQUAL | // Pass the apha-test if the new apha is less than or equal to the current apha. 876 D3DPCMPCAPS_NEVER | // Always fail the apha-test. 877 D3DPCMPCAPS_NOTEQUAL; // Pass the apha-test if the new apha does not equal the current apha. 878 879 caps.ShadeCaps = D3DPSHADECAPS_ALPHAGOURAUDBLEND | // Device can support an alpha component for Gouraud-blended transparency (the D3DSHADE_GOURAUD state for the D3DSHADEMODE enumerated type). In this mode, the alpha color component of a primitive is provided at vertices and interpolated across a face along with the other color components. 880 D3DPSHADECAPS_COLORGOURAUDRGB | // Device can support colored Gouraud shading in the RGB color model. In this mode, the color component for a primitive is provided at vertices and interpolated across a face along with the other color components. In the RGB lighting model, the red, green, and blue components are interpolated. 881 D3DPSHADECAPS_FOGGOURAUD | // Device can support fog in the Gouraud shading mode. 882 D3DPSHADECAPS_SPECULARGOURAUDRGB; // Device supports Gouraud shading of specular highlights. 883 884 caps.TextureCaps = D3DPTEXTURECAPS_ALPHA | // Alpha in texture pixels is supported. 885 D3DPTEXTURECAPS_ALPHAPALETTE | // Device can draw alpha from texture palettes. 886 D3DPTEXTURECAPS_CUBEMAP | // Supports cube textures. 887 // D3DPTEXTURECAPS_CUBEMAP_POW2 | // Device requires that cube texture maps have dimensions specified as powers of two. 888 D3DPTEXTURECAPS_MIPCUBEMAP | // Device supports mipmapped cube textures. 889 D3DPTEXTURECAPS_MIPMAP | // Device supports mipmapped textures. 890 D3DPTEXTURECAPS_MIPVOLUMEMAP | // Device supports mipmapped volume textures. 891 // D3DPTEXTURECAPS_NONPOW2CONDITIONAL | // Conditionally supports the use of 2-D textures with dimensions that are not powers of two. A device that exposes this capability can use such a texture if all of the following requirements are met... 892 D3DPTEXTURECAPS_PERSPECTIVE | // Perspective correction texturing is supported. 893 // D3DPTEXTURECAPS_POW2 | // All textures must have widths and heights specified as powers of two. This requirement does not apply to either cube textures or volume textures. 894 D3DPTEXTURECAPS_PROJECTED | // Supports the D3DTTFF_PROJECTED texture transformation flag. When applied, the device divides transformed texture coordinates by the last texture coordinate. If this capability is present, then the projective divide occurs per pixel. If this capability is not present, but the projective divide needs to occur anyway, then it is performed on a per-vertex basis by the Direct3D runtime. 895 // D3DPTEXTURECAPS_SQUAREONLY | // All textures must be square. 896 D3DPTEXTURECAPS_TEXREPEATNOTSCALEDBYSIZE | // Texture indices are not scaled by the texture size prior to interpolation. 897 D3DPTEXTURECAPS_VOLUMEMAP; // Device supports volume textures. 898 // D3DPTEXTURECAPS_VOLUMEMAP_POW2; // Device requires that volume texture maps have dimensions specified as powers of two. 899 900 caps.TextureFilterCaps = // D3DPTFILTERCAPS_MAGFAFLATCUBIC | // Device supports per-stage flat cubic filtering for magnifying textures. The flat cubic magnification filter is represented by the D3DTEXF_FLATCUBIC member of the D3DTEXTUREFILTERTYPE enumerated type. 901 // D3DPTFILTERCAPS_MAGFANISOTROPIC | // Device supports per-stage anisotropic filtering for magnifying textures. The anisotropic magnification filter is represented by the D3DTEXF_ANISOTROPIC member of the D3DTEXTUREFILTERTYPE enumerated type. 902 // D3DPTFILTERCAPS_MAGFGAUSSIANCUBIC | // Device supports the per-stage Gaussian cubic filtering for magnifying textures. The Gaussian cubic magnification filter is represented by the D3DTEXF_GAUSSIANCUBIC member of the D3DTEXTUREFILTERTYPE enumerated type. 903 D3DPTFILTERCAPS_MAGFLINEAR | // Device supports per-stage bilinear interpolation filtering for magnifying mipmaps. The bilinear interpolation mipmapping filter is represented by the D3DTEXF_LINEAR member of the D3DTEXTUREFILTERTYPE enumerated type. 904 D3DPTFILTERCAPS_MAGFPOINT | // Device supports per-stage point-sample filtering for magnifying textures. The point-sample magnification filter is represented by the D3DTEXF_POINT member of the D3DTEXTUREFILTERTYPE enumerated type. 905 D3DPTFILTERCAPS_MINFANISOTROPIC | // Device supports per-stage anisotropic filtering for minifying textures. The anisotropic minification filter is represented by the D3DTEXF_ANISOTROPIC member of the D3DTEXTUREFILTERTYPE enumerated type. 906 D3DPTFILTERCAPS_MINFLINEAR | // Device supports per-stage linear filtering for minifying textures. The linear minification filter is represented by the D3DTEXF_LINEAR member of the D3DTEXTUREFILTERTYPE enumerated type. 907 D3DPTFILTERCAPS_MINFPOINT | // Device supports per-stage point-sample filtering for minifying textures. The point-sample minification filter is represented by the D3DTEXF_POINT member of the D3DTEXTUREFILTERTYPE enumerated type. 908 D3DPTFILTERCAPS_MIPFLINEAR | // Device supports per-stage bilinear interpolation filtering for mipmaps. The bilinear interpolation mipmapping filter is represented by the D3DTEXF_LINEAR member of the D3DTEXTUREFILTERTYPE enumerated type. 909 D3DPTFILTERCAPS_MIPFPOINT; // Device supports per-stage point-sample filtering for mipmaps. The point-sample mipmapping filter is represented by the D3DTEXF_POINT member of the D3DTEXTUREFILTERTYPE enumerated type. 910 911 caps.CubeTextureFilterCaps = // D3DPTFILTERCAPS_MAGFAFLATCUBIC | // Device supports per-stage flat cubic filtering for magnifying textures. The flat cubic magnification filter is represented by the D3DTEXF_FLATCUBIC member of the D3DTEXTUREFILTERTYPE enumerated type. 912 // D3DPTFILTERCAPS_MAGFANISOTROPIC | // Device supports per-stage anisotropic filtering for magnifying textures. The anisotropic magnification filter is represented by the D3DTEXF_ANISOTROPIC member of the D3DTEXTUREFILTERTYPE enumerated type. 913 // D3DPTFILTERCAPS_MAGFGAUSSIANCUBIC | // Device supports the per-stage Gaussian cubic filtering for magnifying textures. The Gaussian cubic magnification filter is represented by the D3DTEXF_GAUSSIANCUBIC member of the D3DTEXTUREFILTERTYPE enumerated type. 914 D3DPTFILTERCAPS_MAGFLINEAR | // Device supports per-stage bilinear interpolation filtering for magnifying mipmaps. The bilinear interpolation mipmapping filter is represented by the D3DTEXF_LINEAR member of the D3DTEXTUREFILTERTYPE enumerated type. 915 D3DPTFILTERCAPS_MAGFPOINT | // Device supports per-stage point-sample filtering for magnifying textures. The point-sample magnification filter is represented by the D3DTEXF_POINT member of the D3DTEXTUREFILTERTYPE enumerated type. 916 // D3DPTFILTERCAPS_MINFANISOTROPIC | // Device supports per-stage anisotropic filtering for minifying textures. The anisotropic minification filter is represented by the D3DTEXF_ANISOTROPIC member of the D3DTEXTUREFILTERTYPE enumerated type. 917 D3DPTFILTERCAPS_MINFLINEAR | // Device supports per-stage linear filtering for minifying textures. The linear minification filter is represented by the D3DTEXF_LINEAR member of the D3DTEXTUREFILTERTYPE enumerated type. 918 D3DPTFILTERCAPS_MINFPOINT | // Device supports per-stage point-sample filtering for minifying textures. The point-sample minification filter is represented by the D3DTEXF_POINT member of the D3DTEXTUREFILTERTYPE enumerated type. 919 D3DPTFILTERCAPS_MIPFLINEAR | // Device supports per-stage bilinear interpolation filtering for mipmaps. The bilinear interpolation mipmapping filter is represented by the D3DTEXF_LINEAR member of the D3DTEXTUREFILTERTYPE enumerated type. 920 D3DPTFILTERCAPS_MIPFPOINT; // Device supports per-stage point-sample filtering for mipmaps. The point-sample mipmapping filter is represented by the D3DTEXF_POINT member of the D3DTEXTUREFILTERTYPE enumerated type. 921 922 caps.VolumeTextureFilterCaps = // D3DPTFILTERCAPS_MAGFAFLATCUBIC | // Device supports per-stage flat cubic filtering for magnifying textures. The flat cubic magnification filter is represented by the D3DTEXF_FLATCUBIC member of the D3DTEXTUREFILTERTYPE enumerated type. 923 // D3DPTFILTERCAPS_MAGFANISOTROPIC | // Device supports per-stage anisotropic filtering for magnifying textures. The anisotropic magnification filter is represented by the D3DTEXF_ANISOTROPIC member of the D3DTEXTUREFILTERTYPE enumerated type. 924 // D3DPTFILTERCAPS_MAGFGAUSSIANCUBIC | // Device supports the per-stage Gaussian cubic filtering for magnifying textures. The Gaussian cubic magnification filter is represented by the D3DTEXF_GAUSSIANCUBIC member of the D3DTEXTUREFILTERTYPE enumerated type. 925 D3DPTFILTERCAPS_MAGFLINEAR | // Device supports per-stage bilinear interpolation filtering for magnifying mipmaps. The bilinear interpolation mipmapping filter is represented by the D3DTEXF_LINEAR member of the D3DTEXTUREFILTERTYPE enumerated type. 926 D3DPTFILTERCAPS_MAGFPOINT | // Device supports per-stage point-sample filtering for magnifying textures. The point-sample magnification filter is represented by the D3DTEXF_POINT member of the D3DTEXTUREFILTERTYPE enumerated type. 927 // D3DPTFILTERCAPS_MINFANISOTROPIC | // Device supports per-stage anisotropic filtering for minifying textures. The anisotropic minification filter is represented by the D3DTEXF_ANISOTROPIC member of the D3DTEXTUREFILTERTYPE enumerated type. 928 D3DPTFILTERCAPS_MINFLINEAR | // Device supports per-stage linear filtering for minifying textures. The linear minification filter is represented by the D3DTEXF_LINEAR member of the D3DTEXTUREFILTERTYPE enumerated type. 929 D3DPTFILTERCAPS_MINFPOINT | // Device supports per-stage point-sample filtering for minifying textures. The point-sample minification filter is represented by the D3DTEXF_POINT member of the D3DTEXTUREFILTERTYPE enumerated type. 930 D3DPTFILTERCAPS_MIPFLINEAR | // Device supports per-stage bilinear interpolation filtering for mipmaps. The bilinear interpolation mipmapping filter is represented by the D3DTEXF_LINEAR member of the D3DTEXTUREFILTERTYPE enumerated type. 931 D3DPTFILTERCAPS_MIPFPOINT; // Device supports per-stage point-sample filtering for mipmaps. The point-sample mipmapping filter is represented by the D3DTEXF_POINT member of the D3DTEXTUREFILTERTYPE enumerated type. 932 933 caps.TextureAddressCaps = D3DPTADDRESSCAPS_BORDER | // Device supports setting coordinates outside the range [0.0, 1.0] to the border color, as specified by the D3DSAMP_BORDERCOLOR texture-stage state. 934 D3DPTADDRESSCAPS_CLAMP | // Device can clamp textures to addresses. 935 D3DPTADDRESSCAPS_INDEPENDENTUV | // Device can separate the texture-addressing modes of the u and v coordinates of the texture. This ability corresponds to the D3DSAMP_ADDRESSU and D3DSAMP_ADDRESSV render-state values. 936 D3DPTADDRESSCAPS_MIRROR | // Device can mirror textures to addresses. 937 D3DPTADDRESSCAPS_MIRRORONCE | // Device can take the absolute value of the texture coordinate (thus, mirroring around 0) and then clamp to the maximum value. 938 D3DPTADDRESSCAPS_WRAP; // Device can wrap textures to addresses. 939 940 caps.VolumeTextureAddressCaps = D3DPTADDRESSCAPS_BORDER | // Device supports setting coordinates outside the range [0.0, 1.0] to the border color, as specified by the D3DSAMP_BORDERCOLOR texture-stage state. 941 D3DPTADDRESSCAPS_CLAMP | // Device can clamp textures to addresses. 942 D3DPTADDRESSCAPS_INDEPENDENTUV | // Device can separate the texture-addressing modes of the u and v coordinates of the texture. This ability corresponds to the D3DSAMP_ADDRESSU and D3DSAMP_ADDRESSV render-state values. 943 D3DPTADDRESSCAPS_MIRROR | // Device can mirror textures to addresses. 944 D3DPTADDRESSCAPS_MIRRORONCE | // Device can take the absolute value of the texture coordinate (thus, mirroring around 0) and then clamp to the maximum value. 945 D3DPTADDRESSCAPS_WRAP; // Device can wrap textures to addresses. 946 947 caps.LineCaps = D3DLINECAPS_ALPHACMP | // Supports alpha-test comparisons. 948 D3DLINECAPS_BLEND | // Supports source-blending. 949 D3DLINECAPS_FOG | // Supports fog. 950 D3DLINECAPS_TEXTURE | // Supports texture-mapping. 951 D3DLINECAPS_ZTEST; // Supports z-buffer comparisons. 952 953 caps.MaxTextureWidth = 1 << (sw::MIPMAP_LEVELS - 1); 954 caps.MaxTextureHeight = 1 << (sw::MIPMAP_LEVELS - 1); 955 caps.MaxVolumeExtent = 1 << (sw::MIPMAP_LEVELS - 1); 956 caps.MaxTextureRepeat = 8192; 957 caps.MaxTextureAspectRatio = 1 << (sw::MIPMAP_LEVELS - 1); 958 caps.MaxAnisotropy = maxAnisotropy; 959 caps.MaxVertexW = 1e+010; 960 961 caps.GuardBandLeft = -1e+008; 962 caps.GuardBandTop = -1e+008; 963 caps.GuardBandRight = 1e+008; 964 caps.GuardBandBottom = 1e+008; 965 966 caps.ExtentsAdjust = 0; 967 968 caps.StencilCaps = D3DSTENCILCAPS_KEEP | // Do not update the entry in the stencil buffer. This is the default value. 969 D3DSTENCILCAPS_ZERO | // Set the stencil-buffer entry to 0. 970 D3DSTENCILCAPS_REPLACE | // Replace the stencil-buffer entry with reference value. 971 D3DSTENCILCAPS_INCRSAT | // Increment the stencil-buffer entry, clamping to the maximum value. 972 D3DSTENCILCAPS_DECRSAT | // Decrement the stencil-buffer entry, clamping to zero. 973 D3DSTENCILCAPS_INVERT | // Invert the bits in the stencil-buffer entry. 974 D3DSTENCILCAPS_INCR | // Increment the stencil-buffer entry, wrapping to zero if the new value exceeds the maximum value. 975 D3DSTENCILCAPS_DECR; // Decrement the stencil-buffer entry, wrapping to the maximum value if the new value is less than zero. 976 977 caps.FVFCaps = D3DFVFCAPS_DONOTSTRIPELEMENTS | // It is preferable that vertex elements not be stripped. That is, if the vertex format contains elements that are not used with the current render states, there is no need to regenerate the vertices. If this capability flag is not present, stripping extraneous elements from the vertex format provides better performance. 978 D3DFVFCAPS_PSIZE | // Point size is determined by either the render state or the vertex data. 979 // D3DFVFCAPS_TEXCOORDCOUNTMASK | // Masks the low WORD of FVFCaps. These bits, cast to the WORD data type, describe the total number of texture coordinate sets that the device can simultaneously use for multiple texture blending. (You can use up to eight texture coordinate sets for any vertex, but the device can blend using only the specified number of texture coordinate sets.) 980 8; 981 982 caps.TextureOpCaps = D3DTEXOPCAPS_ADD | // The D3DTOP_ADD texture-blending operation is supported. 983 D3DTEXOPCAPS_ADDSIGNED | // The D3DTOP_ADDSIGNED texture-blending operation is supported. 984 D3DTEXOPCAPS_ADDSIGNED2X | // The D3DTOP_ADDSIGNED2X texture-blending operation is supported. 985 D3DTEXOPCAPS_ADDSMOOTH | // The D3DTOP_ADDSMOOTH texture-blending operation is supported. 986 D3DTEXOPCAPS_BLENDCURRENTALPHA | // The D3DTOP_BLENDCURRENTALPHA texture-blending operation is supported. 987 D3DTEXOPCAPS_BLENDDIFFUSEALPHA | // The D3DTOP_BLENDDIFFUSEALPHA texture-blending operation is supported. 988 D3DTEXOPCAPS_BLENDFACTORALPHA | // The D3DTOP_BLENDFACTORALPHA texture-blending operation is supported. 989 D3DTEXOPCAPS_BLENDTEXTUREALPHA | // The D3DTOP_BLENDTEXTUREALPHA texture-blending operation is supported. 990 D3DTEXOPCAPS_BLENDTEXTUREALPHAPM | // The D3DTOP_BLENDTEXTUREALPHAPM texture-blending operation is supported. 991 D3DTEXOPCAPS_BUMPENVMAP | // The D3DTOP_BUMPENVMAP texture-blending operation is supported. 992 D3DTEXOPCAPS_BUMPENVMAPLUMINANCE | // The D3DTOP_BUMPENVMAPLUMINANCE texture-blending operation is supported. 993 D3DTEXOPCAPS_DISABLE | // The D3DTOP_DISABLE texture-blending operation is supported. 994 D3DTEXOPCAPS_DOTPRODUCT3 | // The D3DTOP_DOTPRODUCT3 texture-blending operation is supported. 995 D3DTEXOPCAPS_LERP | // The D3DTOP_LERP texture-blending operation is supported. 996 D3DTEXOPCAPS_MODULATE | // The D3DTOP_MODULATE texture-blending operation is supported. 997 D3DTEXOPCAPS_MODULATE2X | // The D3DTOP_MODULATE2X texture-blending operation is supported. 998 D3DTEXOPCAPS_MODULATE4X | // The D3DTOP_MODULATE4X texture-blending operation is supported. 999 D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR | // The D3DTOP_MODULATEALPHA_ADDCOLOR texture-blending operation is supported. 1000 D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA | // The D3DTOP_MODULATECOLOR_ADDALPHA texture-blending operation is supported. 1001 D3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR | // The D3DTOP_MODULATEINVALPHA_ADDCOLOR texture-blending operation is supported. 1002 D3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA | // The D3DTOP_MODULATEINVCOLOR_ADDALPHA texture-blending operation is supported. 1003 D3DTEXOPCAPS_MULTIPLYADD | // The D3DTOP_MULTIPLYADD texture-blending operation is supported. 1004 D3DTEXOPCAPS_PREMODULATE | // The D3DTOP_PREMODULATE texture-blending operation is supported. 1005 D3DTEXOPCAPS_SELECTARG1 | // The D3DTOP_SELECTARG1 texture-blending operation is supported. 1006 D3DTEXOPCAPS_SELECTARG2 | // The D3DTOP_SELECTARG2 texture-blending operation is supported. 1007 D3DTEXOPCAPS_SUBTRACT; // The D3DTOP_SUBTRACT texture-blending operation is supported. 1008 1009 caps.MaxTextureBlendStages = 8; 1010 caps.MaxSimultaneousTextures = 8; 1011 1012 caps.VertexProcessingCaps = D3DVTXPCAPS_DIRECTIONALLIGHTS | // Device can do directional lights. 1013 D3DVTXPCAPS_LOCALVIEWER | // Device can do local viewer. 1014 D3DVTXPCAPS_MATERIALSOURCE7 | // Device can do Microsoft� DirectX� 7.0 colormaterialsource operations. 1015 D3DVTXPCAPS_POSITIONALLIGHTS | // Device can do positional lights (includes point and spot). 1016 D3DVTXPCAPS_TEXGEN | // Device can do texgen. 1017 D3DVTXPCAPS_TWEENING; // Device can do vertex tweening. 1018 // D3DVTXPCAPS_NO_VSDT_UBYTE4; // Device does not support the D3DVSDT_UBYTE4 vertex declaration type. 1019 1020 caps.MaxActiveLights = 8; // Maximum number of lights that can be active simultaneously. For a given physical device, this capability might vary across Direct3DDevice objects depending on the parameters supplied to IDirect3D8::CreateDevice. 1021 caps.MaxUserClipPlanes = 6; // Maximum number of user-defined clipping planes supported. This member can range from 0 through D3DMAXUSERCLIPPLANES. For a given physical device, this capability may vary across Direct3DDevice objects depending on the parameters supplied to IDirect3D8::CreateDevice. 1022 caps.MaxVertexBlendMatrices = 4; // Maximum number of matrices that this device can apply when performing multimatrix vertex blending. For a given physical device, this capability may vary across Direct3DDevice objects depending on the parameters supplied to IDirect3D8::CreateDevice. 1023 caps.MaxVertexBlendMatrixIndex = 11; // DWORD value that specifies the maximum matrix index that can be indexed into using the per-vertex indices. The number of matrices is MaxVertexBlendMatrixIndex + 1, which is the size of the matrix palette. If normals are present in the vertex data that needs to be blended for lighting, then the number of matrices is half the number specified by this capability flag. If MaxVertexBlendMatrixIndex is set to zero, the driver does not support indexed vertex blending. If this value is not zero then the valid range of indices is zero through MaxVertexBlendMatrixIndex. 1024 caps.MaxPointSize = 8192.0f; // Maximum size of a point primitive. If set to 1.0f then device does not support point size control. The range is greater than or equal to 1.0f. 1025 caps.MaxPrimitiveCount = 1 << 21; // Maximum number of primitives for each IDirect3DDevice8::DrawPrimitive call. Note that when Direct3D is working with a DirectX 6.0 or DirectX 7.0 driver, this field is set to 0xFFFF. This means that not only the number of primitives but also the number of vertices is limited by this value. 1026 caps.MaxVertexIndex = 1 << 24; // Maximum size of indices supported for hardware vertex processing. It is possible to create 32-bit index buffers by specifying D3DFMT_INDEX32; however, you will not be able to render with the index buffer unless this value is greater than 0x0000FFFF. 1027 caps.MaxStreams = 16; // Maximum number of concurrent data streams for IDirect3DDevice8::SetStreamSource. The valid range is 1 to 16. Note that if this value is 0, then the driver is not a DirectX 9.0 driver. 1028 caps.MaxStreamStride = 65536; // Maximum stride for IDirect3DDevice8::SetStreamSource. 1029 caps.VertexShaderVersion = vertexShaderVersion; // Two numbers that represent the vertex shader main and sub versions. For more information about the instructions supported for each vertex shader version, see Version 1_x, Version 2_0, Version 2_0 Extended, or Version 3_0. 1030 caps.MaxVertexShaderConst = 256; // The number of vertex shader Registers that are reserved for constants. 1031 caps.PixelShaderVersion = pixelShaderVersion; // Two numbers that represent the pixel shader main and sub versions. For more information about the instructions supported for each pixel shader version, see Version 1_x, Version 2_0, Version 2_0 Extended, or Version 3_0. 1032 caps.MaxPixelShaderValue = 8.0; 1033 1034 *capabilities = caps; 1035 1036 return D3D_OK; 1037 } 1038 RegisterSoftwareDevice(void * initializeFunction)1039 long Direct3D8::RegisterSoftwareDevice(void *initializeFunction) 1040 { 1041 TRACE(""); 1042 1043 loadSystemD3D8(); 1044 1045 if(d3d8) 1046 { 1047 return d3d8->RegisterSoftwareDevice(initializeFunction); 1048 } 1049 else 1050 { 1051 return INVALIDCALL(); 1052 } 1053 } 1054 loadSystemD3D8()1055 void Direct3D8::loadSystemD3D8() 1056 { 1057 if(d3d8) 1058 { 1059 return; 1060 } 1061 1062 char d3d8Path[MAX_PATH + 16]; 1063 GetSystemDirectory(d3d8Path, MAX_PATH); 1064 strcat(d3d8Path, "\\d3d8.dll"); 1065 d3d8Lib = LoadLibrary(d3d8Path); 1066 1067 if(d3d8Lib) 1068 { 1069 typedef IDirect3D8* (__stdcall *DIRECT3DCREATE8)(unsigned int); 1070 DIRECT3DCREATE8 direct3DCreate8 = (DIRECT3DCREATE8)GetProcAddress(d3d8Lib, "Direct3DCreate8"); 1071 d3d8 = direct3DCreate8(D3D_SDK_VERSION); 1072 } 1073 } 1074 } 1075