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/****************************************************************************
*
* Mesa 3-D graphics library
* Direct3D Driver Interface
*
* ========================================================================
*
* Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
* OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* ======================================================================
*
* Language: ANSI C
* Environment: Windows 9x (Win32)
*
* Description: Globals.
*
****************************************************************************/
#ifndef __DGLGLOBALS_H
#define __DGLGLOBALS_H
#include "dglcontext.h"
#include "dglpf.h" // Pixel format
#ifndef _USE_GLD3_WGL
#include "d3dtexture.h"
#endif
/*---------------------- Macros and type definitions ----------------------*/
typedef enum {
DGL_RENDER_MESASW = 0,
DGL_RENDER_D3D = 1,
DGL_RENDER_FORCE_DWORD = 0x7ffffff,
} DGL_renderType;
#ifdef _USE_GLD3_WGL
// Same as DGL_renderType? KeithH
typedef enum {
GLDS_DRIVER_MESA_SW = 0, // Mesa SW rendering
GLDS_DRIVER_REF = 1, // Direct3D Reference Rasteriser
GLDS_DRIVER_HAL = 2, // Direct3D HW rendering
} GLDS_DRIVER;
typedef enum {
GLDS_TNL_DEFAULT = 0, // Choose best TnL method
GLDS_TNL_MESA = 1, // Mesa TnL
GLDS_TNL_D3DSW = 2, // D3D Software TnL
GLDS_TNL_D3DHW = 3, // D3D Hardware TnL
} GLDS_TNL;
typedef enum {
GLDS_MULTISAMPLE_NONE = 0,
GLDS_MULTISAMPLE_FASTEST = 1,
GLDS_MULTISAMPLE_NICEST = 2,
} GLDS_MULTISAMPLE;
#endif
typedef struct {
// Registry settings
char szDDName[MAX_DDDEVICEID_STRING]; // DirectDraw device name
char szD3DName[MAX_DDDEVICEID_STRING]; // Direct3D driver name
BOOL bPrimary; // Is ddraw device the Primary device?
BOOL bHardware; // Is the d3d driver a Hardware driver?
#ifndef _USE_GLD3_WGL
GUID ddGuid; // GUID of the ddraw device
GUID d3dGuid; // GUID of the direct3d driver
#endif // _USE_GLD3_WGL
// BOOL bFullscreen; // Force fullscreen - only useful for primary adaptors.
BOOL bSquareTextures; // Does this driver require square textures?
DWORD dwRendering; // Type of rendering required
BOOL bWaitForRetrace; // Sync to vertical retrace
BOOL bFullscreenBlit; // Use Blt instead of Flip in fullscreen modes
// Multitexture
BOOL bMultitexture;
BOOL bUseMipmaps;
DWORD dwMemoryType; // Sysmem or Vidmem
// Global palette
BOOL bPAL8;
DDPIXELFORMAT ddpfPAL8;
// Multitexture
WORD wMaxSimultaneousTextures;
// Win32 internals
BOOL bAppActive; // Keep track of Alt-Tab
LONG lpfnWndProc; // WndProc of calling app
// Pixel Format Descriptior list.
int nPixelFormatCount;
DGL_pixelFormat *lpPF;
#ifndef _USE_GLD3_WGL
// ZBuffer pixel formats
int nZBufferPFCount; // Count of Zbuffer pixel formats
DDPIXELFORMAT *lpZBufferPF; // ZBuffer pixel formats
// Display modes (for secondary devices)
int nDisplayModeCount;
DDSURFACEDESC2 *lpDisplayModes;
// Texture pixel formats
int nTextureFormatCount;
DGL_textureFormat *lpTextureFormat;
#endif // _USE_GLD3_WGL
// Alpha emulation via chroma key
BOOL bEmulateAlphaTest;
// Geom pipeline override.
// If this is set TRUE then the D3D pipeline will never be used,
// and the Mesa pipline will always be used.
BOOL bForceMesaPipeline;
#ifdef _USE_GLD3_WGL
BOOL bPixelformatsDirty; // Signal a list rebuild
#endif
// Additional globals to support multiple GL rendering contexts, GLRCs
BOOL bDirectDraw; // DirectDraw interface exists ?
BOOL bDirectDrawPrimary; // DirectDraw primary surface exists ?
BOOL bDirect3D; // Direct3D interface exists ?
BOOL bDirect3DDevice; // Direct3D device exists ?
BOOL bDirectDrawStereo; // DirectDraw Stereo driver started ?
int iDirectDrawStereo; // DirectDraw Stereo driver reference count
HWND hWndActive; // copy of active window
// Copies of DirectX COM interfaces for re-referencing across multiple GLRCs
// IDirectDraw4 *lpDD4; // copy of DirectDraw interface
// IDirectDrawSurface4 *lpPrimary4; // copy of DirectDraw primary surface
// IDirectDrawSurface4 *lpBack4;
// IDirectDrawSurface4 *lpDepth4;
// IDirectDrawPalette *lpGlobalPalette;
// Aids for heavy-duty MFC-windowed OGL apps, like AutoCAD
BOOL bMessageBoxWarnings; // popup message box warning
BOOL bDirectDrawPersistant; // DirectDraw is persisitant
BOOL bPersistantBuffers; // DirectDraw buffers persisitant
// FPU setup option for CAD precision (AutoCAD) vs GAME speed (Quake)
BOOL bFastFPU; // single-precision-only FPU ?
// Hot-Key support, like for real-time stereo parallax adjustments
BOOL bHotKeySupport; // hot-key support ?
// Multi-threaded support, for apps like 3DStudio
BOOL bMultiThreaded; // multi-threaded ?
// Detect and use app-specific customizations for apps like 3DStudio
BOOL bAppCustomizations; // app customizations ?
#ifdef _USE_GLD3_WGL
DWORD dwAdapter; // Primary DX8 adapter
DWORD dwTnL; // MesaSW TnL
DWORD dwMultisample; // Multisample Off
DWORD dwDriver; // Direct3D HW
void *pDrvPrivate; // Driver-specific data
#endif
} DGL_globals;
/*------------------------- Function Prototypes ---------------------------*/
#ifdef __cplusplus
extern "C" {
#endif
DGL_globals glb;
void dglInitGlobals();
#ifdef __cplusplus
}
#endif
#endif