Use a dummy GL context if one is not available when GetDeviceCaps is

called.
Remove the compiler warnings introduced in the last DXTn patch.
This commit is contained in:
Jason Edmeades 2003-09-02 00:53:21 +00:00 committed by Alexandre Julliard
parent 7fb4957873
commit d9b8dfd7da
2 changed files with 94 additions and 9 deletions

View file

@ -61,7 +61,7 @@ IDirect3D8* WINAPI Direct3DCreate8(UINT SDKVersion)
/* At process attach */
BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv)
{
TRACE("fdwReason=%ld\n", fdwReason);
TRACE("D3D8 DLLMain Reason=%ld\n", fdwReason);
if (fdwReason == DLL_PROCESS_ATTACH)
{
HMODULE mod;

View file

@ -326,6 +326,8 @@ HRESULT WINAPI IDirect3D8Impl_CheckDeviceFormat (LPDIRECT3D8 iface,
case D3DFMT_DXT3:
case D3DFMT_DXT5:
return D3D_OK;
default:
break; /* Avoid compiler warnings */
}
}
@ -397,9 +399,91 @@ HRESULT WINAPI IDirect3D8Impl_CheckDepthStencilMatch(LPDIRECT3D8 iface,
}
HRESULT WINAPI IDirect3D8Impl_GetDeviceCaps(LPDIRECT3D8 iface, UINT Adapter, D3DDEVTYPE DeviceType, D3DCAPS8* pCaps) {
BOOL gotContext = FALSE;
BOOL created = FALSE;
GLint gl_tex_size = 0;
GLXContext gl_context = 0;
Display *display = NULL;
ICOM_THIS(IDirect3D8Impl,iface);
TRACE("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
/* Note: GL seems to trap if GetDeviceCaps is called before any HWND's created
ie there is no GL Context - Get a default rendering context to enable the
function query some info from GL */
if (glXGetCurrentContext() == NULL) {
XVisualInfo template;
XVisualInfo *vis;
HDC device_context;
Visual *visual;
Drawable drawable = (Drawable) GetPropA(GetDesktopWindow(), "__wine_x11_whole_window");
XWindowAttributes win_attr;
BOOL failed = FALSE;
int num;
/* Get the display */
device_context = GetDC(0);
display = get_display(device_context);
ReleaseDC(0, device_context);
/* Get the X visual */
ENTER_GL();
if (XGetWindowAttributes(display, drawable, &win_attr)) {
visual = win_attr.visual;
} else {
visual = DefaultVisual(display, DefaultScreen(display));
}
template.visualid = XVisualIDFromVisual(visual);
vis = XGetVisualInfo(display, VisualIDMask, &template, &num);
if (vis == NULL) {
LEAVE_GL();
WARN("Error creating visual info for capabilities initialization\n");
failed = TRUE;
}
/* Create a GL context */
if (!failed) {
gl_context = glXCreateContext(display, vis, NULL, GL_TRUE);
if (gl_context == NULL) {
LEAVE_GL();
WARN("Error creating default context for capabilities initialization\n");
failed = TRUE;
}
}
/* Make it the current GL context */
if (!failed && glXMakeCurrent(display, drawable, gl_context) == False) {
glXDestroyContext(display, gl_context);
LEAVE_GL();
WARN("Error setting default context as current for capabilities initialization\n");
failed = TRUE;
}
/* It worked! Wow... */
if (!failed) {
gotContext = TRUE;
created = TRUE;
}
}
if (gotContext == FALSE) {
FIXME("GetDeviceCaps called but no GL Context - Returning dummy values\n");
gl_tex_size=65535;
pCaps->MaxTextureBlendStages = 2;
pCaps->MaxSimultaneousTextures = 2;
pCaps->MaxUserClipPlanes = 8;
pCaps->MaxActiveLights = 8;
pCaps->MaxVertexBlendMatrices = 0;
pCaps->MaxVertexBlendMatrixIndex = 1;
pCaps->MaxAnisotropy = 0;
pCaps->MaxPointSize = 255.0;
} else {
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_tex_size);
}
pCaps->DeviceType = (DeviceType == D3DDEVTYPE_HAL) ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
pCaps->AdapterOrdinal = Adapter;
@ -495,12 +579,8 @@ HRESULT WINAPI IDirect3D8Impl_GetDeviceCaps(LPDIRECT3D8 iface, UINT Adapter, D
D3DLINECAPS_ALPHACMP
D3DLINECAPS_FOG */
{
GLint gl_tex_size;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_tex_size);
pCaps->MaxTextureWidth = gl_tex_size;
pCaps->MaxTextureHeight = gl_tex_size;
}
pCaps->MaxTextureWidth = gl_tex_size;
pCaps->MaxTextureHeight = gl_tex_size;
pCaps->MaxVolumeExtent = 0;
@ -558,10 +638,9 @@ HRESULT WINAPI IDirect3D8Impl_GetDeviceCaps(LPDIRECT3D8 iface, UINT Adapter, D
D3DTEXOPCAPS_MULTIPLYADD
D3DTEXOPCAPS_PREMODULATE */
{
if (gotContext) {
GLint gl_max;
GLfloat gl_float;
#if defined(GL_VERSION_1_3)
glGetIntegerv(GL_MAX_TEXTURE_UNITS, &gl_max);
#else
@ -628,6 +707,12 @@ HRESULT WINAPI IDirect3D8Impl_GetDeviceCaps(LPDIRECT3D8 iface, UINT Adapter, D
pCaps->MaxPixelShaderValue = 0.0;
#endif
/* If we created a dummy context, throw it away */
if (created) {
glXMakeCurrent(display, None, NULL);
glXDestroyContext(display, gl_context);
LEAVE_GL();
}
return D3D_OK;
}