Example #1
0
HRESULT d3d_execute_buffer_execute(struct d3d_execute_buffer *buffer,
        struct d3d_device *device, struct d3d_viewport *viewport)
{
    DWORD vs = buffer->data.dwVertexOffset;
    DWORD is = buffer->data.dwInstructionOffset;
    char *instr = (char *)buffer->desc.lpData + is;
    unsigned int i;

    if (viewport->active_device != device)
    {
        WARN("Viewport %p active device is %p.\n",
                viewport, viewport->active_device);
        return DDERR_INVALIDPARAMS;
    }

    /* Activate the viewport */
    viewport_activate(viewport, FALSE);

    TRACE("ExecuteData :\n");
    if (TRACE_ON(ddraw))
        _dump_executedata(&(buffer->data));

    for (;;)
    {
        D3DINSTRUCTION *current = (D3DINSTRUCTION *)instr;
	BYTE size;
	WORD count;
	
	count = current->wCount;
	size = current->bSize;
	instr += sizeof(D3DINSTRUCTION);
	
	switch (current->bOpcode) {
	    case D3DOP_POINT: {
	        WARN("POINT-s          (%d)\n", count);
		instr += count * size;
	    } break;

	    case D3DOP_LINE: {
	        WARN("LINE-s           (%d)\n", count);
		instr += count * size;
	    } break;

            case D3DOP_TRIANGLE:
            {
                D3DTLVERTEX *tl_vx = buffer->vertex_data;
		TRACE("TRIANGLE         (%d)\n", count);

                if (buffer->nb_indices < count * 3)
                {
                    buffer->nb_indices = count * 3;
                    HeapFree(GetProcessHeap(), 0, buffer->indices);
                    buffer->indices = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer->indices) * buffer->nb_indices);
                }

                for (i = 0; i < count; ++i)
                {
                    D3DTRIANGLE *ci = (D3DTRIANGLE *)instr;
		    TRACE("  v1: %d  v2: %d  v3: %d\n",ci->u1.v1, ci->u2.v2, ci->u3.v3);
		    TRACE("  Flags : ");
                    if (TRACE_ON(ddraw))
                    {
                        /* Wireframe */
                        if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1)
                            TRACE("EDGEENABLE1 ");
                        if (ci->wFlags & D3DTRIFLAG_EDGEENABLE2)
                            TRACE("EDGEENABLE2 ");
                        if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1)
                            TRACE("EDGEENABLE3 ");
                        /* Strips / Fans */
                        if (ci->wFlags == D3DTRIFLAG_EVEN)
                            TRACE("EVEN ");
                        if (ci->wFlags == D3DTRIFLAG_ODD)
                            TRACE("ODD ");
                        if (ci->wFlags == D3DTRIFLAG_START)
                            TRACE("START ");
                        if ((ci->wFlags > 0) && (ci->wFlags < 30))
                            TRACE("STARTFLAT(%u) ", ci->wFlags);
                        TRACE("\n");
                    }
                    buffer->indices[(i * 3)    ] = ci->u1.v1;
                    buffer->indices[(i * 3) + 1] = ci->u2.v2;
                    buffer->indices[(i * 3) + 2] = ci->u3.v3;
                    instr += size;
                }
                if (count)
                    IDirect3DDevice7_DrawIndexedPrimitive(&device->IDirect3DDevice7_iface,
                            D3DPT_TRIANGLELIST, D3DFVF_TLVERTEX, tl_vx, buffer->nb_vertices,
                            buffer->indices, count * 3, 0);
	    } break;

	    case D3DOP_MATRIXLOAD:
	        WARN("MATRIXLOAD-s     (%d)\n", count);
	        instr += count * size;
	        break;

            case D3DOP_MATRIXMULTIPLY:
                TRACE("MATRIXMULTIPLY   (%d)\n", count);
                for (i = 0; i < count; ++i)
                {
                    D3DMATRIXMULTIPLY *ci = (D3DMATRIXMULTIPLY *)instr;
                    D3DMATRIX *a, *b, *c;

                    a = ddraw_get_object(&device->handle_table, ci->hDestMatrix - 1, DDRAW_HANDLE_MATRIX);
                    b = ddraw_get_object(&device->handle_table, ci->hSrcMatrix1 - 1, DDRAW_HANDLE_MATRIX);
                    c = ddraw_get_object(&device->handle_table, ci->hSrcMatrix2 - 1, DDRAW_HANDLE_MATRIX);

                    if (!a || !b || !c)
                    {
                        ERR("Invalid matrix handle (a %#x -> %p, b %#x -> %p, c %#x -> %p).\n",
                                ci->hDestMatrix, a, ci->hSrcMatrix1, b, ci->hSrcMatrix2, c);
                    }
                    else
                    {
                        TRACE("dst %p, src1 %p, src2 %p.\n", a, b, c);
                        multiply_matrix(a, c, b);
                    }

                    instr += size;
                }
                break;

            case D3DOP_STATETRANSFORM:
                TRACE("STATETRANSFORM   (%d)\n", count);
                for (i = 0; i < count; ++i)
                {
                    D3DSTATE *ci = (D3DSTATE *)instr;
                    D3DMATRIX *m;

                    m = ddraw_get_object(&device->handle_table, ci->u2.dwArg[0] - 1, DDRAW_HANDLE_MATRIX);
                    if (!m)
                    {
                        ERR("Invalid matrix handle %#x.\n", ci->u2.dwArg[0]);
                    }
                    else
                    {
                        if (ci->u1.dtstTransformStateType == D3DTRANSFORMSTATE_WORLD)
                            device->world = ci->u2.dwArg[0];
                        if (ci->u1.dtstTransformStateType == D3DTRANSFORMSTATE_VIEW)
                            device->view = ci->u2.dwArg[0];
                        if (ci->u1.dtstTransformStateType == D3DTRANSFORMSTATE_PROJECTION)
                            device->proj = ci->u2.dwArg[0];
                        IDirect3DDevice7_SetTransform(&device->IDirect3DDevice7_iface,
                                ci->u1.dtstTransformStateType, m);
                    }

                    instr += size;
                }
                break;

            case D3DOP_STATELIGHT:
                TRACE("STATELIGHT       (%d)\n", count);
                for (i = 0; i < count; ++i)
                {
                    D3DSTATE *ci = (D3DSTATE *)instr;

                    if (FAILED(IDirect3DDevice3_SetLightState(&device->IDirect3DDevice3_iface,
                            ci->u1.dlstLightStateType, ci->u2.dwArg[0])))
                        WARN("Failed to set light state.\n");

                    instr += size;
                }
                break;

            case D3DOP_STATERENDER:
                TRACE("STATERENDER      (%d)\n", count);
                for (i = 0; i < count; ++i)
                {
                    D3DSTATE *ci = (D3DSTATE *)instr;

                    if (FAILED(IDirect3DDevice3_SetRenderState(&device->IDirect3DDevice3_iface,
                            ci->u1.drstRenderStateType, ci->u2.dwArg[0])))
                        WARN("Failed to set render state.\n");

                    instr += size;
                }
                break;

            case D3DOP_PROCESSVERTICES:
            {
                /* TODO: Share code with d3d_vertex_buffer7_ProcessVertices()
                 * and / or wined3d_device_process_vertices(). */
                D3DMATRIX view_mat, world_mat, proj_mat, mat;

                TRACE("PROCESSVERTICES  (%d)\n", count);

                /* Get the transform and world matrix */
                /* Note: D3DMATRIX is compatible with struct wined3d_matrix. */
                wined3d_device_get_transform(device->wined3d_device,
                        D3DTRANSFORMSTATE_VIEW, (struct wined3d_matrix *)&view_mat);
                wined3d_device_get_transform(device->wined3d_device,
                        D3DTRANSFORMSTATE_PROJECTION, (struct wined3d_matrix *)&proj_mat);
                wined3d_device_get_transform(device->wined3d_device,
                        WINED3D_TS_WORLD_MATRIX(0), (struct wined3d_matrix *)&world_mat);

                if (TRACE_ON(ddraw))
                {
                    TRACE("  Projection Matrix:\n");
                    dump_D3DMATRIX(&proj_mat);
                    TRACE("  View Matrix:\n");
                    dump_D3DMATRIX(&view_mat);
                    TRACE("  World Matrix:\n");
                    dump_D3DMATRIX(&world_mat);
                }

                multiply_matrix(&mat, &view_mat, &world_mat);
                multiply_matrix(&mat, &proj_mat, &mat);

                for (i = 0; i < count; ++i)
                {
                    D3DPROCESSVERTICES *ci = (D3DPROCESSVERTICES *)instr;
                    D3DTLVERTEX *dst = (D3DTLVERTEX *)buffer->vertex_data + ci->wDest;
                    DWORD op = ci->dwFlags & D3DPROCESSVERTICES_OPMASK;

                    TRACE("  start %u, dest %u, count %u, flags %#x.\n",
                            ci->wStart, ci->wDest, ci->dwCount, ci->dwFlags);

                    if (ci->dwFlags & D3DPROCESSVERTICES_UPDATEEXTENTS)
                        FIXME("D3DPROCESSVERTICES_UPDATEEXTENTS not implemented.\n");
                    if (ci->dwFlags & D3DPROCESSVERTICES_NOCOLOR)
                        FIXME("D3DPROCESSVERTICES_NOCOLOR not implemented.\n");

                    switch (op)
                    {
                        case D3DPROCESSVERTICES_TRANSFORMLIGHT:
                        {
                            const D3DVERTEX *src = (D3DVERTEX *)((char *)buffer->desc.lpData + vs) + ci->wStart;
                            unsigned int vtx_idx;
                            static unsigned int once;

                            if (!once++)
                                FIXME("Lighting not implemented.\n");

                            for (vtx_idx = 0; vtx_idx < ci->dwCount; ++vtx_idx)
                            {
                                transform_vertex(&dst[vtx_idx], &mat, &viewport->viewports.vp1,
                                        src[vtx_idx].u1.x, src[vtx_idx].u2.y, src[vtx_idx].u3.z);
                                /* No lighting yet */
                                dst[vtx_idx].u5.color = 0xffffffff; /* Opaque white */
                                dst[vtx_idx].u6.specular = 0xff000000; /* No specular and no fog factor */
                                dst[vtx_idx].u7.tu = src[vtx_idx].u7.tu;
                                dst[vtx_idx].u8.tv = src[vtx_idx].u8.tv;
                            }
                            break;
                        }

                        case D3DPROCESSVERTICES_TRANSFORM:
                        {
                            const D3DLVERTEX *src = (D3DLVERTEX *)((char *)buffer->desc.lpData + vs) + ci->wStart;
                            unsigned int vtx_idx;

                            for (vtx_idx = 0; vtx_idx < ci->dwCount; ++vtx_idx)
                            {
                                transform_vertex(&dst[vtx_idx], &mat, &viewport->viewports.vp1,
                                        src[vtx_idx].u1.x, src[vtx_idx].u2.y, src[vtx_idx].u3.z);
                                dst[vtx_idx].u5.color = src[vtx_idx].u4.color;
                                dst[vtx_idx].u6.specular = src[vtx_idx].u5.specular;
                                dst[vtx_idx].u7.tu = src[vtx_idx].u6.tu;
                                dst[vtx_idx].u8.tv = src[vtx_idx].u7.tv;
                            }
                            break;
                        }

                        case D3DPROCESSVERTICES_COPY:
                        {
                            const D3DTLVERTEX *src = (D3DTLVERTEX *)((char *)buffer->desc.lpData + vs) + ci->wStart;

                            memcpy(dst, src, ci->dwCount * sizeof(*dst));
                            break;
                        }

                        default:
                            FIXME("Unhandled vertex processing op %#x.\n", op);
                            break;
                    }

                    instr += size;
                }
                break;
            }

	    case D3DOP_TEXTURELOAD: {
	        WARN("TEXTURELOAD-s    (%d)\n", count);

		instr += count * size;
	    } break;

	    case D3DOP_EXIT: {
	        TRACE("EXIT             (%d)\n", count);
		/* We did this instruction */
		instr += size;
		/* Exit this loop */
		goto end_of_buffer;
	    } break;

            case D3DOP_BRANCHFORWARD:
                TRACE("BRANCHFORWARD    (%d)\n", count);
                for (i = 0; i < count; ++i)
                {
                    D3DBRANCH *ci = (D3DBRANCH *)instr;

                    if ((buffer->data.dsStatus.dwStatus & ci->dwMask) == ci->dwValue)
                    {
                        if (!ci->bNegate)
                        {
                            TRACE(" Branch to %d\n", ci->dwOffset);
                            if (ci->dwOffset) {
                                instr = (char*)current + ci->dwOffset;
                                break;
                            }
			}
		    } else {
		        if (ci->bNegate) {
                            TRACE(" Branch to %d\n", ci->dwOffset);
                            if (ci->dwOffset) {
                                instr = (char*)current + ci->dwOffset;
                                break;
                            }
			}
		    }

		    instr += size;
                }
                break;

	    case D3DOP_SPAN: {
	        WARN("SPAN-s           (%d)\n", count);

		instr += count * size;
	    } break;

            case D3DOP_SETSTATUS:
                TRACE("SETSTATUS        (%d)\n", count);
                for (i = 0; i < count; ++i)
                {
                    buffer->data.dsStatus = *(D3DSTATUS *)instr;
                    instr += size;
                }
                break;

	    default:
	        ERR("Unhandled OpCode %d !!!\n",current->bOpcode);
	        /* Try to save ... */
	        instr += count * size;
	        break;
	}
    }

end_of_buffer:
    return D3D_OK;
}
Example #2
0
static void test_process_vertices(void)
{
    IDirect3DVertexBuffer7 *src_vb, *dst_vb1, *dst_vb2;
    D3DVERTEXBUFFERDESC vb_desc;
    IDirect3DDevice7 *device;
    struct vec4 *dst_data;
    struct vec3 *dst_data2;
    struct vec3 *src_data;
    IDirect3D7 *d3d7;
    D3DVIEWPORT7 vp;
    HWND window;
    HRESULT hr;

    static D3DMATRIX world =
    {
        0.0f,  1.0f, 0.0f, 0.0f,
        1.0f,  0.0f, 0.0f, 0.0f,
        0.0f,  0.0f, 0.0f, 1.0f,
        0.0f,  1.0f, 1.0f, 1.0f,
    };
    static D3DMATRIX view =
    {
        2.0f,  0.0f, 0.0f, 0.0f,
        0.0f, -1.0f, 0.0f, 0.0f,
        0.0f,  0.0f, 1.0f, 0.0f,
        0.0f,  0.0f, 0.0f, 3.0f,
    };
    static D3DMATRIX proj =
    {
        1.0f,  0.0f, 0.0f, 1.0f,
        0.0f,  1.0f, 1.0f, 0.0f,
        0.0f,  1.0f, 1.0f, 0.0f,
        1.0f,  0.0f, 0.0f, 1.0f,
    };

    window = CreateWindowA("static", "d3d7_test", WS_OVERLAPPEDWINDOW,
            0, 0, 640, 480, 0, 0, 0, 0);
    if (!(device = create_device(window, DDSCL_NORMAL)))
    {
        skip("Failed to create a ddraw object, skipping test.\n");
        DestroyWindow(window);
        return;
    }

    hr = IDirect3DDevice7_GetDirect3D(device, &d3d7);
    ok(SUCCEEDED(hr), "Failed to get Direct3D7 interface, hr %#x.\n", hr);

    memset(&vb_desc, 0, sizeof(vb_desc));
    vb_desc.dwSize = sizeof(vb_desc);
    vb_desc.dwFVF = D3DFVF_XYZ;
    vb_desc.dwNumVertices = 4;
    hr = IDirect3D7_CreateVertexBuffer(d3d7, &vb_desc, &src_vb, 0);
    ok(SUCCEEDED(hr), "Failed to create source vertex buffer, hr %#x.\n", hr);

    hr = IDirect3DVertexBuffer7_Lock(src_vb, 0, (void **)&src_data, NULL);
    ok(SUCCEEDED(hr), "Failed to lock source vertex buffer, hr %#x.\n", hr);
    src_data[0].x = 0.0f;
    src_data[0].y = 0.0f;
    src_data[0].z = 0.0f;
    src_data[1].x = 1.0f;
    src_data[1].y = 1.0f;
    src_data[1].z = 1.0f;
    src_data[2].x = -1.0f;
    src_data[2].y = -1.0f;
    src_data[2].z = 0.5f;
    src_data[3].x = 0.5f;
    src_data[3].y = -0.5f;
    src_data[3].z = 0.25f;
    hr = IDirect3DVertexBuffer7_Unlock(src_vb);
    ok(SUCCEEDED(hr), "Failed to unlock source vertex buffer, hr %#x.\n", hr);

    memset(&vb_desc, 0, sizeof(vb_desc));
    vb_desc.dwSize = sizeof(vb_desc);
    vb_desc.dwFVF = D3DFVF_XYZRHW;
    vb_desc.dwNumVertices = 4;
    /* MSDN says that the last parameter must be 0 - check that. */
    hr = IDirect3D7_CreateVertexBuffer(d3d7, &vb_desc, &dst_vb1, 4);
    ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);

    memset(&vb_desc, 0, sizeof(vb_desc));
    vb_desc.dwSize = sizeof(vb_desc);
    vb_desc.dwFVF = D3DFVF_XYZ;
    vb_desc.dwNumVertices = 5;
    /* MSDN says that the last parameter must be 0 - check that. */
    hr = IDirect3D7_CreateVertexBuffer(d3d7, &vb_desc, &dst_vb2, 12345678);
    ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);

    memset(&vp, 0, sizeof(vp));
    vp.dwX = 64;
    vp.dwY = 64;
    vp.dwWidth = 128;
    vp.dwHeight = 128;
    vp.dvMinZ = 0.0f;
    vp.dvMaxZ = 1.0f;
    hr = IDirect3DDevice7_SetViewport(device, &vp);
    ok(SUCCEEDED(hr), "Failed to set viewport, hr %#x.\n", hr);

    hr = IDirect3DVertexBuffer7_ProcessVertices(dst_vb1, D3DVOP_TRANSFORM, 0, 4, src_vb, 0, device, 0);
    ok(SUCCEEDED(hr), "Failed to process vertices, hr %#x.\n", hr);
    hr = IDirect3DVertexBuffer7_ProcessVertices(dst_vb2, D3DVOP_TRANSFORM, 0, 4, src_vb, 0, device, 0);
    ok(SUCCEEDED(hr), "Failed to process vertices, hr %#x.\n", hr);

    hr = IDirect3DVertexBuffer7_Lock(dst_vb1, 0, (void **)&dst_data, NULL);
    ok(SUCCEEDED(hr), "Failed to lock destination vertex buffer, hr %#x.\n", hr);
    ok(compare_vec4(&dst_data[0], +1.280e+2f, +1.280e+2f, +0.000e+0f, +1.000e+0f, 4096),
            "Got unexpected vertex 0 {%.8e, %.8e, %.8e, %.8e}.\n",
            dst_data[0].x, dst_data[0].y, dst_data[0].z, dst_data[0].w);
    ok(compare_vec4(&dst_data[1], +1.920e+2f, +6.400e+1f, +1.000e+0f, +1.000e+0f, 4096),
            "Got unexpected vertex 1 {%.8e, %.8e, %.8e, %.8e}.\n",
            dst_data[1].x, dst_data[1].y, dst_data[1].z, dst_data[1].w);
    ok(compare_vec4(&dst_data[2], +6.400e+1f, +1.920e+2f, +5.000e-1f, +1.000e+0f, 4096),
            "Got unexpected vertex 2 {%.8e, %.8e, %.8e, %.8e}.\n",
            dst_data[2].x, dst_data[2].y, dst_data[2].z, dst_data[2].w);
    ok(compare_vec4(&dst_data[3], +1.600e+2f, +1.600e+2f, +2.500e-1f, +1.000e+0f, 4096),
            "Got unexpected vertex 3 {%.8e, %.8e, %.8e, %.8e}.\n",
            dst_data[3].x, dst_data[3].y, dst_data[3].z, dst_data[3].w);
    hr = IDirect3DVertexBuffer7_Unlock(dst_vb1);
    ok(SUCCEEDED(hr), "Failed to unlock destination vertex buffer, hr %#x.\n", hr);

    hr = IDirect3DVertexBuffer7_Lock(dst_vb2, 0, (void **)&dst_data2, NULL);
    ok(SUCCEEDED(hr), "Failed to lock destination vertex buffer, hr %#x.\n", hr);
    /* Small thing without much practical meaning, but I stumbled upon it,
     * so let's check for it: If the output vertex buffer has no RHW value,
     * the RHW value of the last vertex is written into the next vertex. */
    ok(compare_vec3(&dst_data2[4], +1.000e+0f, +0.000e+0f, +0.000e+0f, 4096),
            "Got unexpected vertex 4 {%.8e, %.8e, %.8e}.\n",
            dst_data2[4].x, dst_data2[4].y, dst_data2[4].z);
    hr = IDirect3DVertexBuffer7_Unlock(dst_vb2);
    ok(SUCCEEDED(hr), "Failed to unlock destination vertex buffer, hr %#x.\n", hr);

    /* Try a more complicated viewport, same vertices. */
    memset(&vp, 0, sizeof(vp));
    vp.dwX = 10;
    vp.dwY = 5;
    vp.dwWidth = 246;
    vp.dwHeight = 130;
    vp.dvMinZ = -2.0f;
    vp.dvMaxZ = 4.0f;
    hr = IDirect3DDevice7_SetViewport(device, &vp);
    ok(SUCCEEDED(hr), "Failed to set viewport, hr %#x.\n", hr);

    hr = IDirect3DVertexBuffer7_ProcessVertices(dst_vb1, D3DVOP_TRANSFORM, 0, 4, src_vb, 0, device, 0);
    ok(SUCCEEDED(hr), "Failed to process vertices, hr %#x.\n", hr);

    hr = IDirect3DVertexBuffer7_Lock(dst_vb1, 0, (void **)&dst_data, NULL);
    ok(SUCCEEDED(hr), "Failed to lock destination vertex buffer, hr %#x.\n", hr);
    ok(compare_vec4(&dst_data[0], +1.330e+2f, +7.000e+1f, -2.000e+0f, +1.000e+0f, 4096),
            "Got unexpected vertex 0 {%.8e, %.8e, %.8e, %.8e}.\n",
            dst_data[0].x, dst_data[0].y, dst_data[0].z, dst_data[0].w);
    ok(compare_vec4(&dst_data[1], +2.560e+2f, +5.000e+0f, +4.000e+0f, +1.000e+0f, 4096),
            "Got unexpected vertex 1 {%.8e, %.8e, %.8e, %.8e}.\n",
            dst_data[1].x, dst_data[1].y, dst_data[1].z, dst_data[1].w);
    ok(compare_vec4(&dst_data[2], +1.000e+1f, +1.350e+2f, +1.000e+0f, +1.000e+0f, 4096),
            "Got unexpected vertex 2 {%.8e, %.8e, %.8e, %.8e}.\n",
            dst_data[2].x, dst_data[2].y, dst_data[2].z, dst_data[2].w);
    ok(compare_vec4(&dst_data[3], +1.945e+2f, +1.025e+2f, -5.000e-1f, +1.000e+0f, 4096),
            "Got unexpected vertex 3 {%.8e, %.8e, %.8e, %.8e}.\n",
            dst_data[3].x, dst_data[3].y, dst_data[3].z, dst_data[3].w);
    hr = IDirect3DVertexBuffer7_Unlock(dst_vb1);
    ok(SUCCEEDED(hr), "Failed to unlock destination vertex buffer, hr %#x.\n", hr);

    hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_WORLD, &world);
    ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr);
    hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_VIEW, &view);
    ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr);
    hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_PROJECTION, &proj);
    ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);

    hr = IDirect3DVertexBuffer7_ProcessVertices(dst_vb1, D3DVOP_TRANSFORM, 0, 4, src_vb, 0, device, 0);
    ok(SUCCEEDED(hr), "Failed to process vertices, hr %#x.\n", hr);

    hr = IDirect3DVertexBuffer7_Lock(dst_vb1, 0, (void **)&dst_data, NULL);
    ok(SUCCEEDED(hr), "Failed to lock destination vertex buffer, hr %#x.\n", hr);
    ok(compare_vec4(&dst_data[0], +2.560e+2f, +7.000e+1f, -2.000e+0f, +3.333e-1f, 4096),
            "Got unexpected vertex 0 {%.8e, %.8e, %.8e, %.8e}.\n",
            dst_data[0].x, dst_data[0].y, dst_data[0].z, dst_data[0].w);
    ok(compare_vec4(&dst_data[1], +2.560e+2f, +7.813e+1f, -2.750e+0f, +1.250e-1f, 4096),
            "Got unexpected vertex 1 {%.8e, %.8e, %.8e, %.8e}.\n",
            dst_data[1].x, dst_data[1].y, dst_data[1].z, dst_data[1].w);
    ok(compare_vec4(&dst_data[2], +2.560e+2f, +4.400e+1f, +4.000e-1f, +4.000e-1f, 4096),
            "Got unexpected vertex 2 {%.8e, %.8e, %.8e, %.8e}.\n",
            dst_data[2].x, dst_data[2].y, dst_data[2].z, dst_data[2].w);
    ok(compare_vec4(&dst_data[3], +2.560e+2f, +8.182e+1f, -3.091e+0f, +3.636e-1f, 4096),
            "Got unexpected vertex 3 {%.8e, %.8e, %.8e, %.8e}.\n",
            dst_data[3].x, dst_data[3].y, dst_data[3].z, dst_data[3].w);
    hr = IDirect3DVertexBuffer7_Unlock(dst_vb1);
    ok(SUCCEEDED(hr), "Failed to unlock destination vertex buffer, hr %#x.\n", hr);

    IDirect3DVertexBuffer7_Release(dst_vb2);
    IDirect3DVertexBuffer7_Release(dst_vb1);
    IDirect3DVertexBuffer7_Release(src_vb);
    IDirect3D7_Release(d3d7);
    IDirect3DDevice7_Release(device);
    DestroyWindow(window);
}
Example #3
0
HRESULT d3d_execute_buffer_execute(struct d3d_execute_buffer *buffer,
        struct d3d_device *device, struct d3d_viewport *viewport)
{
    DWORD vs = buffer->data.dwVertexOffset;
    DWORD is = buffer->data.dwInstructionOffset;
    char *instr = (char *)buffer->desc.lpData + is;

    if (viewport->active_device != device)
    {
        WARN("Viewport %p active device is %p.\n",
                viewport, viewport->active_device);
        return DDERR_INVALIDPARAMS;
    }

    /* Activate the viewport */
    viewport_activate(viewport, FALSE);

    TRACE("ExecuteData :\n");
    if (TRACE_ON(ddraw))
        _dump_executedata(&(buffer->data));

    while (1) {
        LPD3DINSTRUCTION current = (LPD3DINSTRUCTION) instr;
	BYTE size;
	WORD count;
	
	count = current->wCount;
	size = current->bSize;
	instr += sizeof(D3DINSTRUCTION);
	
	switch (current->bOpcode) {
	    case D3DOP_POINT: {
	        WARN("POINT-s          (%d)\n", count);
		instr += count * size;
	    } break;

	    case D3DOP_LINE: {
	        WARN("LINE-s           (%d)\n", count);
		instr += count * size;
	    } break;

	    case D3DOP_TRIANGLE: {
	        int i;
                D3DTLVERTEX *tl_vx = buffer->vertex_data;
		TRACE("TRIANGLE         (%d)\n", count);

                if (buffer->nb_indices < count * 3)
                {
                    buffer->nb_indices = count * 3;
                    HeapFree(GetProcessHeap(), 0, buffer->indices);
                    buffer->indices = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer->indices) * buffer->nb_indices);
                }

		for (i = 0; i < count; i++) {
                    LPD3DTRIANGLE ci = (LPD3DTRIANGLE) instr;
		    TRACE("  v1: %d  v2: %d  v3: %d\n",ci->u1.v1, ci->u2.v2, ci->u3.v3);
		    TRACE("  Flags : ");
                    if (TRACE_ON(ddraw))
                    {
                        /* Wireframe */
                        if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1)
                            TRACE("EDGEENABLE1 ");
                        if (ci->wFlags & D3DTRIFLAG_EDGEENABLE2)
                            TRACE("EDGEENABLE2 ");
                        if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1)
                            TRACE("EDGEENABLE3 ");
                        /* Strips / Fans */
                        if (ci->wFlags == D3DTRIFLAG_EVEN)
                            TRACE("EVEN ");
                        if (ci->wFlags == D3DTRIFLAG_ODD)
                            TRACE("ODD ");
                        if (ci->wFlags == D3DTRIFLAG_START)
                            TRACE("START ");
                        if ((ci->wFlags > 0) && (ci->wFlags < 30))
                            TRACE("STARTFLAT(%u) ", ci->wFlags);
                        TRACE("\n");
                    }
                    buffer->indices[(i * 3)    ] = ci->u1.v1;
                    buffer->indices[(i * 3) + 1] = ci->u2.v2;
                    buffer->indices[(i * 3) + 2] = ci->u3.v3;
                    instr += size;
                }
                IDirect3DDevice7_DrawIndexedPrimitive(&device->IDirect3DDevice7_iface,
                        D3DPT_TRIANGLELIST, D3DFVF_TLVERTEX, tl_vx, 0, buffer->indices, count * 3, 0);
	    } break;

	    case D3DOP_MATRIXLOAD:
	        WARN("MATRIXLOAD-s     (%d)\n", count);
	        instr += count * size;
	        break;

	    case D3DOP_MATRIXMULTIPLY: {
	        int i;
		TRACE("MATRIXMULTIPLY   (%d)\n", count);
		
                for (i = 0; i < count; ++i)
                {
                    D3DMATRIXMULTIPLY *ci = (D3DMATRIXMULTIPLY *)instr;
                    D3DMATRIX *a, *b, *c;

                    a = ddraw_get_object(&device->handle_table, ci->hDestMatrix - 1, DDRAW_HANDLE_MATRIX);
                    b = ddraw_get_object(&device->handle_table, ci->hSrcMatrix1 - 1, DDRAW_HANDLE_MATRIX);
                    c = ddraw_get_object(&device->handle_table, ci->hSrcMatrix2 - 1, DDRAW_HANDLE_MATRIX);

                    if (!a || !b || !c)
                    {
                        ERR("Invalid matrix handle (a %#x -> %p, b %#x -> %p, c %#x -> %p).\n",
                                ci->hDestMatrix, a, ci->hSrcMatrix1, b, ci->hSrcMatrix2, c);
                    }
                    else
                    {
                        TRACE("dst %p, src1 %p, src2 %p.\n", a, b, c);
                        multiply_matrix(a, c, b);
                    }

                    instr += size;
		}
	    } break;

	    case D3DOP_STATETRANSFORM: {
	        int i;
		TRACE("STATETRANSFORM   (%d)\n", count);
		
                for (i = 0; i < count; ++i)
                {
                    D3DSTATE *ci = (D3DSTATE *)instr;
                    D3DMATRIX *m;

                    m = ddraw_get_object(&device->handle_table, ci->u2.dwArg[0] - 1, DDRAW_HANDLE_MATRIX);
                    if (!m)
                    {
                        ERR("Invalid matrix handle %#x.\n", ci->u2.dwArg[0]);
                    }
                    else
                    {
                        if (ci->u1.dtstTransformStateType == D3DTRANSFORMSTATE_WORLD)
                            device->world = ci->u2.dwArg[0];
                        if (ci->u1.dtstTransformStateType == D3DTRANSFORMSTATE_VIEW)
                            device->view = ci->u2.dwArg[0];
                        if (ci->u1.dtstTransformStateType == D3DTRANSFORMSTATE_PROJECTION)
                            device->proj = ci->u2.dwArg[0];
                        IDirect3DDevice7_SetTransform(&device->IDirect3DDevice7_iface,
                                ci->u1.dtstTransformStateType, m);
                    }

                    instr += size;
                }
	    } break;

	    case D3DOP_STATELIGHT: {
		int i;
		TRACE("STATELIGHT       (%d)\n", count);

		for (i = 0; i < count; i++) {
		    LPD3DSTATE ci = (LPD3DSTATE) instr;

		    TRACE("(%08x,%08x)\n", ci->u1.dlstLightStateType, ci->u2.dwArg[0]);

		    if (!ci->u1.dlstLightStateType || (ci->u1.dlstLightStateType > D3DLIGHTSTATE_COLORVERTEX))
			ERR("Unexpected Light State Type %d\n", ci->u1.dlstLightStateType);
                    else if (ci->u1.dlstLightStateType == D3DLIGHTSTATE_MATERIAL /* 1 */)
                    {
                        struct d3d_material *m;

                        m = ddraw_get_object(&device->handle_table, ci->u2.dwArg[0] - 1, DDRAW_HANDLE_MATERIAL);
                        if (!m)
                            ERR("Invalid material handle %#x.\n", ci->u2.dwArg[0]);
                        else
                            material_activate(m);
                    }
                    else if (ci->u1.dlstLightStateType == D3DLIGHTSTATE_COLORMODEL /* 3 */)
                    {
			switch (ci->u2.dwArg[0]) {
			    case D3DCOLOR_MONO:
				ERR("DDCOLOR_MONO should not happen!\n");
				break;
			    case D3DCOLOR_RGB:
				/* We are already in this mode */
				break;
			    default:
				ERR("Unknown color model!\n");
			}
		    } else {
			D3DRENDERSTATETYPE rs = 0;
			switch (ci->u1.dlstLightStateType) {

			    case D3DLIGHTSTATE_AMBIENT:       /* 2 */
				rs = D3DRENDERSTATE_AMBIENT;
				break;
			    case D3DLIGHTSTATE_FOGMODE:       /* 4 */
				rs = D3DRENDERSTATE_FOGVERTEXMODE;
				break;
			    case D3DLIGHTSTATE_FOGSTART:      /* 5 */
				rs = D3DRENDERSTATE_FOGSTART;
				break;
			    case D3DLIGHTSTATE_FOGEND:        /* 6 */
				rs = D3DRENDERSTATE_FOGEND;
				break;
			    case D3DLIGHTSTATE_FOGDENSITY:    /* 7 */
				rs = D3DRENDERSTATE_FOGDENSITY;
				break;
			    case D3DLIGHTSTATE_COLORVERTEX:   /* 8 */
				rs = D3DRENDERSTATE_COLORVERTEX;
				break;
			    default:
				break;
			}

                        IDirect3DDevice7_SetRenderState(&device->IDirect3DDevice7_iface, rs, ci->u2.dwArg[0]);
		    }

		    instr += size;
		}
	    } break;

	    case D3DOP_STATERENDER: {
	        int i;
                IDirect3DDevice2 *d3d_device2 = &device->IDirect3DDevice2_iface;
		TRACE("STATERENDER      (%d)\n", count);

		for (i = 0; i < count; i++) {
		    LPD3DSTATE ci = (LPD3DSTATE) instr;

                    IDirect3DDevice2_SetRenderState(d3d_device2, ci->u1.drstRenderStateType, ci->u2.dwArg[0]);

		    instr += size;
		}
	    } break;

            case D3DOP_PROCESSVERTICES:
            {
                /* TODO: Share code with IDirect3DVertexBuffer::ProcessVertices and / or
                 * IWineD3DDevice::ProcessVertices
                 */
                int i;
                D3DMATRIX view_mat, world_mat, proj_mat;
                TRACE("PROCESSVERTICES  (%d)\n", count);

                /* Get the transform and world matrix */
                /* Note: D3DMATRIX is compatible with struct wined3d_matrix. */
                wined3d_device_get_transform(device->wined3d_device,
                        D3DTRANSFORMSTATE_VIEW, (struct wined3d_matrix *)&view_mat);
                wined3d_device_get_transform(device->wined3d_device,
                        D3DTRANSFORMSTATE_PROJECTION, (struct wined3d_matrix *)&proj_mat);
                wined3d_device_get_transform(device->wined3d_device,
                        WINED3D_TS_WORLD_MATRIX(0), (struct wined3d_matrix *)&world_mat);

		for (i = 0; i < count; i++) {
		    LPD3DPROCESSVERTICES ci = (LPD3DPROCESSVERTICES) instr;

                    TRACE("  Start : %d Dest : %d Count : %d\n",
			  ci->wStart, ci->wDest, ci->dwCount);
		    TRACE("  Flags : ");
                    if (TRACE_ON(ddraw))
                    {
		        if (ci->dwFlags & D3DPROCESSVERTICES_COPY)
			    TRACE("COPY ");
			if (ci->dwFlags & D3DPROCESSVERTICES_NOCOLOR)
			    TRACE("NOCOLOR ");
			if (ci->dwFlags == D3DPROCESSVERTICES_OPMASK)
			    TRACE("OPMASK ");
			if (ci->dwFlags & D3DPROCESSVERTICES_TRANSFORM)
			    TRACE("TRANSFORM ");
			if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT)
			    TRACE("TRANSFORMLIGHT ");
			if (ci->dwFlags & D3DPROCESSVERTICES_UPDATEEXTENTS)
			    TRACE("UPDATEEXTENTS ");
			TRACE("\n");
		    }

		    /* This is where doing Direct3D on top on OpenGL is quite difficult.
		       This method transforms a set of vertices using the CURRENT state
		       (lighting, projection, ...) but does not rasterize them.
		       They will only be put on screen later (with the POINT / LINE and
		       TRIANGLE op-codes). The problem is that you can have a triangle
		       with each point having been transformed using another state...

		       In this implementation, I will emulate only ONE thing : each
		       vertex can have its own "WORLD" transformation (this is used in the
		       TWIST.EXE demo of the 5.2 SDK). I suppose that all vertices of the
		       execute buffer use the same state.

		       If I find applications that change other states, I will try to do a
		       more 'fine-tuned' state emulation (but I may become quite tricky if
		       it changes a light position in the middle of a triangle).

		       In this case, a 'direct' approach (i.e. without using OpenGL, but
		       writing our own 3D rasterizer) would be easier. */

		    /* The current method (with the hypothesis that only the WORLD matrix
		       will change between two points) is like this :
		       - I transform 'manually' all the vertices with the current WORLD
		         matrix and store them in the vertex buffer
		       - during the rasterization phase, the WORLD matrix will be set to
		         the Identity matrix */

		    /* Enough for the moment */
		    if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT) {
		        unsigned int nb;
                        D3DVERTEX *src = ((D3DVERTEX *)((char *)buffer->desc.lpData + vs)) + ci->wStart;
                        D3DTLVERTEX *dst = ((D3DTLVERTEX *)buffer->vertex_data) + ci->wDest;
                        D3DVIEWPORT *Viewport = &viewport->viewports.vp1;
			D3DMATRIX mat;
			
                        if (TRACE_ON(ddraw))
                        {
			    TRACE("  Projection Matrix : (%p)\n", &proj_mat);
			    dump_D3DMATRIX(&proj_mat);
			    TRACE("  View       Matrix : (%p)\n", &view_mat);
			    dump_D3DMATRIX(&view_mat);
			    TRACE("  World Matrix : (%p)\n", &world_mat);
			    dump_D3DMATRIX(&world_mat);
			}

                        multiply_matrix(&mat,&view_mat,&world_mat);
                        multiply_matrix(&mat,&proj_mat,&mat);

			for (nb = 0; nb < ci->dwCount; nb++) {
			    /* No lighting yet */
			    dst->u5.color = 0xFFFFFFFF; /* Opaque white */
			    dst->u6.specular = 0xFF000000; /* No specular and no fog factor */

			    dst->u7.tu  = src->u7.tu;
			    dst->u8.tv  = src->u8.tv;

			    /* Now, the matrix multiplication */
			    dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41);
			    dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42);
			    dst->u3.sz = (src->u1.x * mat._13) + (src->u2.y * mat._23) + (src->u3.z * mat._33) + (1.0 * mat._43);
			    dst->u4.rhw = (src->u1.x * mat._14) + (src->u2.y * mat._24) + (src->u3.z * mat._34) + (1.0 * mat._44);

			    dst->u1.sx = dst->u1.sx / dst->u4.rhw * Viewport->dvScaleX
				       + Viewport->dwX + Viewport->dwWidth / 2;
			    dst->u2.sy = (-dst->u2.sy) / dst->u4.rhw * Viewport->dvScaleY
				       + Viewport->dwY + Viewport->dwHeight / 2;
			    dst->u3.sz /= dst->u4.rhw;
			    dst->u4.rhw = 1 / dst->u4.rhw;

			    src++;
			    dst++;

			}
		    } else if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORM) {
		        unsigned int nb;
                        D3DLVERTEX *src = ((D3DLVERTEX *)((char *)buffer->desc.lpData + vs)) + ci->wStart;
                        D3DTLVERTEX *dst = ((D3DTLVERTEX *)buffer->vertex_data) + ci->wDest;
                        D3DVIEWPORT *Viewport = &viewport->viewports.vp1;
			D3DMATRIX mat;
			
                        if (TRACE_ON(ddraw))
                        {
			    TRACE("  Projection Matrix : (%p)\n", &proj_mat);
			    dump_D3DMATRIX(&proj_mat);
			    TRACE("  View       Matrix : (%p)\n",&view_mat);
			    dump_D3DMATRIX(&view_mat);
			    TRACE("  World Matrix : (%p)\n", &world_mat);
			    dump_D3DMATRIX(&world_mat);
			}

			multiply_matrix(&mat,&view_mat,&world_mat);
			multiply_matrix(&mat,&proj_mat,&mat);

			for (nb = 0; nb < ci->dwCount; nb++) {
			    dst->u5.color = src->u4.color;
			    dst->u6.specular = src->u5.specular;
			    dst->u7.tu = src->u6.tu;
			    dst->u8.tv = src->u7.tv;

			    /* Now, the matrix multiplication */
			    dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41);
			    dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42);
			    dst->u3.sz = (src->u1.x * mat._13) + (src->u2.y * mat._23) + (src->u3.z * mat._33) + (1.0 * mat._43);
			    dst->u4.rhw = (src->u1.x * mat._14) + (src->u2.y * mat._24) + (src->u3.z * mat._34) + (1.0 * mat._44);

			    dst->u1.sx = dst->u1.sx / dst->u4.rhw * Viewport->dvScaleX
				       + Viewport->dwX + Viewport->dwWidth / 2;
			    dst->u2.sy = (-dst->u2.sy) / dst->u4.rhw * Viewport->dvScaleY
				       + Viewport->dwY + Viewport->dwHeight / 2;

			    dst->u3.sz /= dst->u4.rhw;
			    dst->u4.rhw = 1 / dst->u4.rhw;

			    src++;
			    dst++;
			}
                    }
                    else if (ci->dwFlags == D3DPROCESSVERTICES_COPY)
                    {
                        D3DTLVERTEX *src = ((D3DTLVERTEX *)((char *)buffer->desc.lpData + vs)) + ci->wStart;
                        D3DTLVERTEX *dst = ((D3DTLVERTEX *)buffer->vertex_data) + ci->wDest;

			memcpy(dst, src, ci->dwCount * sizeof(D3DTLVERTEX));
		    } else {
		        ERR("Unhandled vertex processing flag %#x.\n", ci->dwFlags);
		    }

		    instr += size;
		}
	    } break;

	    case D3DOP_TEXTURELOAD: {
	        WARN("TEXTURELOAD-s    (%d)\n", count);

		instr += count * size;
	    } break;

	    case D3DOP_EXIT: {
	        TRACE("EXIT             (%d)\n", count);
		/* We did this instruction */
		instr += size;
		/* Exit this loop */
		goto end_of_buffer;
	    } break;

	    case D3DOP_BRANCHFORWARD: {
	        int i;
		TRACE("BRANCHFORWARD    (%d)\n", count);

		for (i = 0; i < count; i++) {
		    LPD3DBRANCH ci = (LPD3DBRANCH) instr;

                    if ((buffer->data.dsStatus.dwStatus & ci->dwMask) == ci->dwValue)
                    {
                        if (!ci->bNegate)
                        {
                            TRACE(" Branch to %d\n", ci->dwOffset);
                            if (ci->dwOffset) {
                                instr = (char*)current + ci->dwOffset;
                                break;
                            }
			}
		    } else {
		        if (ci->bNegate) {
                            TRACE(" Branch to %d\n", ci->dwOffset);
                            if (ci->dwOffset) {
                                instr = (char*)current + ci->dwOffset;
                                break;
                            }
			}
		    }

		    instr += size;
		}
	    } break;

	    case D3DOP_SPAN: {
	        WARN("SPAN-s           (%d)\n", count);

		instr += count * size;
	    } break;

	    case D3DOP_SETSTATUS: {
	        int i;
		TRACE("SETSTATUS        (%d)\n", count);

		for (i = 0; i < count; i++) {
		    LPD3DSTATUS ci = (LPD3DSTATUS) instr;

                    buffer->data.dsStatus = *ci;

		    instr += size;
		}
	    } break;

	    default:
	        ERR("Unhandled OpCode %d !!!\n",current->bOpcode);
	        /* Try to save ... */
	        instr += count * size;
	        break;
	}
    }

end_of_buffer:
    return D3D_OK;
}
Example #4
0
BOOL gldInitialiseMesa_DX(
	DGL_ctx *lpCtx)
{
	GLD_driver_dx7	*gld = NULL;
	int				MaxTextureSize, TextureLevels;
	BOOL			bSoftwareTnL;

	if (lpCtx == NULL)
		return FALSE;

	gld = lpCtx->glPriv;
	if (gld == NULL)
		return FALSE;

	if (glb.bMultitexture) {
		lpCtx->glCtx->Const.MaxTextureUnits = gld->d3dCaps.wMaxSimultaneousTextures;
		// Only support MAX_TEXTURE_UNITS texture units.
		// ** If this is altered then the FVF formats must be reviewed **.
		if (lpCtx->glCtx->Const.MaxTextureUnits > GLD_MAX_TEXTURE_UNITS_DX7)
			lpCtx->glCtx->Const.MaxTextureUnits = GLD_MAX_TEXTURE_UNITS_DX7;
	} else {
		// Multitexture override
		lpCtx->glCtx->Const.MaxTextureUnits = 1;
	}

	lpCtx->glCtx->Const.MaxDrawBuffers = 1;

	// max texture size
//	MaxTextureSize = min(gld->d3dCaps8.MaxTextureHeight, gld->d3dCaps8.MaxTextureWidth);
	MaxTextureSize = min(gld->d3dCaps.dwMaxTextureHeight, gld->d3dCaps.dwMaxTextureWidth);
	if (MaxTextureSize == 0)
		MaxTextureSize = 256; // Sanity check

	//
	// HACK!!
	if (MaxTextureSize > 1024)
		MaxTextureSize = 1024; // HACK - CLAMP TO 1024
	// HACK!!
	//

	// TODO: Check this again for Mesa 5
	// Got to set MAX_TEXTURE_SIZE as max levels.
	// Who thought this stupid idea up? ;)
	TextureLevels = 0;
	// Calculate power-of-two.
	while (MaxTextureSize) {
		TextureLevels++;
		MaxTextureSize >>= 1;
	}
	lpCtx->glCtx->Const.MaxTextureLevels = (TextureLevels) ? TextureLevels : 8;

	// Defaults
	IDirect3DDevice7_SetRenderState(gld->pDev, D3DRENDERSTATE_LIGHTING, FALSE);
	IDirect3DDevice7_SetRenderState(gld->pDev, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
	IDirect3DDevice7_SetRenderState(gld->pDev, D3DRENDERSTATE_DITHERENABLE, TRUE);
	IDirect3DDevice7_SetRenderState(gld->pDev, D3DRENDERSTATE_SHADEMODE, D3DSHADE_GOURAUD);

	// Set texture coord set to be used with each stage
	IDirect3DDevice7_SetTextureStageState(gld->pDev, 0, D3DTSS_TEXCOORDINDEX, 0);
	IDirect3DDevice7_SetTextureStageState(gld->pDev, 1, D3DTSS_TEXCOORDINDEX, 1);

	// Set up Depth buffer
	IDirect3DDevice7_SetRenderState(gld->pDev, D3DRENDERSTATE_ZENABLE,
		(lpCtx->lpPF->dwDriverData!=D3DX_SF_UNKNOWN) ? D3DZB_TRUE : D3DZB_FALSE);

	// Set the view matrix
	{
		D3DXMATRIX	vm;
#if 1
		D3DXMatrixIdentity(&vm);
#else
		D3DXVECTOR3 Eye(0.0f, 0.0f, 0.0f);
		D3DXVECTOR3 At(0.0f, 0.0f, -1.0f);
		D3DXVECTOR3 Up(0.0f, 1.0f, 0.0f);
		D3DXMatrixLookAtRH(&vm, &Eye, &At, &Up);
		vm._31 = -vm._31;
		vm._32 = -vm._32;
		vm._33 = -vm._33;
		vm._34 = -vm._34;
#endif
		IDirect3DDevice7_SetTransform(gld->pDev, D3DTRANSFORMSTATE_VIEW, &vm);
	}

// DX7 does not support D3DRS_SOFTWAREVERTEXPROCESSING
/*
	if (gld->bHasHWTnL) {
		if (glb.dwTnL == GLDS_TNL_DEFAULT)
			bSoftwareTnL = FALSE; // HW TnL
		else {
			bSoftwareTnL = ((glb.dwTnL == GLDS_TNL_MESA) || (glb.dwTnL == GLDS_TNL_D3DSW)) ? TRUE : FALSE;
		}
	} else {
		// No HW TnL, so no choice possible
		bSoftwareTnL = TRUE;
	}
	IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_SOFTWAREVERTEXPROCESSING, bSoftwareTnL);
*/

// Dump this in a Release build as well, now.
//#ifdef _DEBUG
	ddlogPrintf(DDLOG_INFO, "HW TnL: %s",
//		gld->bHasHWTnL ? (bSoftwareTnL ? "Disabled" : "Enabled") : "Unavailable");
		gld->bHasHWTnL ? "Enabled" : "Unavailable");
//#endif

	// Set up interfaces to Mesa
	gldEnableExtensions_DX7(lpCtx->glCtx);
	gldInstallPipeline_DX7(lpCtx->glCtx);
	gldSetupDriverPointers_DX7(lpCtx->glCtx);

	// Signal a complete state update
	lpCtx->glCtx->Driver.UpdateState(lpCtx->glCtx, _NEW_ALL);

	// Start a scene
	IDirect3DDevice7_BeginScene(gld->pDev);
	lpCtx->bSceneStarted = TRUE;

	return TRUE;
}