-
Notifications
You must be signed in to change notification settings - Fork 8
/
opengl_3dv.c
949 lines (847 loc) · 34.4 KB
/
opengl_3dv.c
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
#include <stdio.h>
#if defined(_WIN32) || defined(_WIN64)
extern "C" {
#include "opengl_3dv.h"
}
#include "initguid.h" // this is necessary in order to use IID_IDirect3D9, see: http://support.microsoft.com/kb/130869
#include "d3d9.h"
#include "nvapi.h"
#include "wgl_custom.h"
typedef HRESULT (WINAPI *DIRECT3DCREATE9EXFUNCTION)(UINT SDKVersion, IDirect3D9Ex**);
#define D3D_EXCEPTION(M) printf("Error: %s\n", M); fflush(stdout); return;
#define D3D_EXCEPTIONF(F, ARGS...) printf("Error: " F " %s\n", ARGS); fflush(stdout); return;
/*
* NVIDIA stereo
*
* (From nvstereo.h in NVIDIA Direct3D SDK)
*/
typedef struct _Nv_Stereo_Image_Header {
unsigned int dwSignature;
unsigned int dwWidth;
unsigned int dwHeight;
unsigned int dwBPP;
unsigned int dwFlags;
} NVSTEREOIMAGEHEADER, *LPNVSTEREOIMAGEHEADER;
// dwSignature value
#define NVSTEREO_IMAGE_SIGNATURE 0x4433564e
// dwFlags values
#define SIH_SWAP_EYES 0x00000001
#define SIH_SCALE_TO_FIT 0x00000002
#define SIH_SCALE_TO_FIT2 0x00000004 // Stretch to fullscreen? (undocumented?!)
/*
* Constants
*/
#define DEPTH_STENCIL_FORMAT D3DFMT_D24S8
/*
* Complex stuff!
*
* We need to:
*
* 1. Get the window handle from SDL.
* 2. Link the WGL API via the window's device context.
* 3. Make sure we support the WGL NV_DX_interop extension.
* 4. Enable the Direct3D API.
* 5. Create a Direct3D device for our window.
* 5. Enable OpenGL interop for the device.
* 6. Create the Direct3D textures and buffers.
* 7. Create OpenGL textures.
* 8. Bind them to the Direct3D buffers.
* 9. Create a regular OpenGL frame buffer object using the textures.
*
* See my own post here: http://www.mtbs3d.com/phpbb/viewtopic.php?f=105&t=16310&p=97553
*
* Other useful information:
* http://developer.download.nvidia.com/opengl/specs/WGL_NV_DX_interop.txt
* http://sourceforge.net/projects/mingw-w64/forums/forum/723797/topic/5293852
* http://www.panda3d.org/forums/viewtopic.php?t=11583
*/
void GLD3DBuffers_create(GLD3DBuffers *gl_d3d_buffers, void *window_handle, bool vsync, bool stereo) {
printf("Creating OpenGL/Direct3D bridge...\n");
ZeroMemory(gl_d3d_buffers, sizeof(GLD3DBuffers));
gl_d3d_buffers->stereo = stereo;
HWND hWnd = (HWND) window_handle;
HRESULT result;
// Fullscreen?
WINDOWINFO windowInfo;
result = GetWindowInfo(hWnd, &windowInfo);
if (FAILED(result)) {
D3D_EXCEPTION("Could not get window info");
}
BOOL fullscreen = (windowInfo.dwExStyle & WS_EX_TOPMOST) != 0;
if (fullscreen) {
printf(" We are in fullscreen mode: %lu\n", hWnd);
// Doesn't work well :/
fullscreen = FALSE;
}
else {
printf(" We are in windowed mode\n");
}
// Window size
RECT windowRect;
result = GetClientRect(hWnd, &windowRect);
if (FAILED(result)) {
D3D_EXCEPTION("Could not get window size");
}
unsigned int width = windowRect.right - windowRect.left;
unsigned int height = windowRect.bottom - windowRect.top;
gl_d3d_buffers->width = width;
gl_d3d_buffers->height = height;
printf(" Window size: %u, %u\n", width, height);
/*if (fullscreen) {
DestroyWindow(hWnd);
hWnd = GetDesktopWindow();
//HDC hDc = GetDC(hWnd);
//HGLRC hGl = wglCreateContext(hDc);
//wglMakeCurrent(hDc, hGl);
printf(" Destroyed SDL window\n");
}
*/
// OpenGL context (needed fullscreen only)
/*if (!sdl) {
HGLRC glRc = wglCreateContext(dc);
if (!glRc) {
printf(" Failed to create OpenGL context for fullscreen\n");
return FALSE;
}
if (!wglMakeCurrent(dc, glRc)) {
printf(" Failed to make current OpenGL context for fullscreen\n");
return FALSE;
}
hWnd = NULL;
printf(" Created OpenGL context for fullscreen\n");
}*/
// WGL
//
// (Note: the window must have an OpenGL context for this to work;
// SDL took care of that for us; also see wglGetCurrentDC)
HDC dc = GetDC(hWnd);
if (wgl_LoadFunctions(dc) == wgl_LOAD_FAILED) {
D3D_EXCEPTION("Failed to link to WGL API");
}
printf(" Linked to WGL API\n");
/*PIXELFORMATDESCRIPTOR px;
int formats = DescribePixelFormat(dc, 1, sizeof(px), &px);
while (formats) {
DescribePixelFormat(dc, formats, sizeof(px), &px);
if (px.dwFlags & PDF_STEREO) {
printf(" Found supported stereo pixel format\n");
}
formats--;
}*/
if (wgl_ext_NV_DX_interop == wgl_LOAD_FAILED) {
D3D_EXCEPTION("WGL NV_DX_interop extension not supported on this platform");
}
printf(" WGL NV_DX_interop supported on this platform\n");
// Are we a WDDM OS?
OSVERSIONINFO osVersionInfo;
osVersionInfo.dwOSVersionInfoSize = sizeof(osVersionInfo);
if (!GetVersionEx(&osVersionInfo)) {
D3D_EXCEPTION("Could not get Windows version");
}
BOOL wddm = osVersionInfo.dwMajorVersion == 6;
if (wddm) {
printf(" This operating system uses WDDM (it's Windows Vista or later)\n");
}
else {
printf(" This operating system does not use WDDM (it's prior to Windows Vista)\n");
}
// Direct3D API
//
// (Note: Direct3D/OpenGL interop *requires* the use of 9Ex for WDDM-enabled operating systems)
IDirect3D9 *d3d;
if (wddm) {
// We are dynamically linking to the Direct3DCreate9Ex function, because we
// don't want to add a run-time dependency for it in our executable, which
// would make it not run in Windows XP.
//
// See: http://msdn.microsoft.com/en-us/library/cc656710.aspx
HMODULE d3dLibrary = LoadLibrary("d3d9.dll");
if (!d3dLibrary) {
D3D_EXCEPTION("Failed to link to d3d9.dll");
}
gl_d3d_buffers->d3dLibrary = d3dLibrary;
DIRECT3DCREATE9EXFUNCTION pfnDirect3DCreate9Ex = (DIRECT3DCREATE9EXFUNCTION) GetProcAddress(d3dLibrary, "Direct3DCreate9Ex");
if (!pfnDirect3DCreate9Ex) {
D3D_EXCEPTION("Failed to link to Direct3D 9Ex (WDDM)");
}
IDirect3D9 *d3dEx;
result = (*pfnDirect3DCreate9Ex)(D3D_SDK_VERSION, (IDirect3D9Ex**) &d3dEx);
if (result != D3D_OK) {
D3D_EXCEPTION("Failed to activate Direct3D 9Ex (WDDM)");
}
if (d3dEx->lpVtbl->QueryInterface(d3dEx, &IID_IDirect3D9, (LPVOID*) &d3d) != S_OK) {
D3D_EXCEPTION("Failed to cast Direct3D 9Ex to Direct3D 9");
}
printf(" Activated Direct3D 9Ex (WDDM)\n");
}
else {
d3d = Direct3DCreate9(D3D_SDK_VERSION);
if (!d3d) {
D3D_EXCEPTION("Failed to activate Direct3D 9 (no WDDM)");
}
printf(" Activated Direct3D 9 (no WDDM)\n");
}
// Find display mode format
//
// (Our buffers will be the same to avoid conversion overhead)
D3DDISPLAYMODE d3dDisplayMode;
result = d3d->lpVtbl->GetAdapterDisplayMode(d3d, D3DADAPTER_DEFAULT, &d3dDisplayMode);
if (result != D3D_OK) {
D3D_EXCEPTION("Failed to retrieve adapter display mode");
}
D3DFORMAT d3dBufferFormat = d3dDisplayMode.Format;
printf(" Retrieved adapter display mode, format: %u\n", d3dBufferFormat);
// Make sure devices can support the required formats
result = d3d->lpVtbl->CheckDeviceFormat(d3d,
D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, d3dBufferFormat,
D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, DEPTH_STENCIL_FORMAT);
if (result != D3D_OK) {
D3D_EXCEPTION("Our required formats are not supported");
}
printf(" Our required formats are supported\n");
// Get the device capabilities
D3DCAPS9 d3dCaps;
result = d3d->lpVtbl->GetDeviceCaps(d3d,
D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &d3dCaps);
if (result != D3D_OK) {
D3D_EXCEPTION("Failed to retrieve device capabilities");
}
printf(" Retrieved device capabilities\n");
// Verify that we can do hardware vertex processing
if (d3dCaps.VertexProcessingCaps == 0) {
D3D_EXCEPTION("Hardware vertex processing is not supported");
}
printf(" Hardware vertex processing is supported\n");
// Register stereo (must happen *before* device creation)
if (gl_d3d_buffers->stereo) {
if (NvAPI_Initialize() != NVAPI_OK) {
D3D_EXCEPTION("Failed to initialize NV API");
}
printf(" Initialized NV API:\n");
if (NvAPI_Stereo_CreateConfigurationProfileRegistryKey(NVAPI_STEREO_DX9_REGISTRY_PROFILE) != NVAPI_OK) {
D3D_EXCEPTION("Failed to register stereo profile");
}
printf(" Registered stereo profile\n");
if (NvAPI_Stereo_Enable() != NVAPI_OK) {
D3D_EXCEPTION("Could not enable NV stereo");
}
printf(" Enabled stereo\n");
}
D3DPRESENT_PARAMETERS d3dPresent;
ZeroMemory(&d3dPresent, sizeof(d3dPresent));
d3dPresent.BackBufferCount = 1;
d3dPresent.BackBufferFormat = d3dBufferFormat;
d3dPresent.BackBufferWidth = width;
d3dPresent.BackBufferHeight = height;
d3dPresent.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dPresent.MultiSampleQuality = 0;
d3dPresent.MultiSampleType = D3DMULTISAMPLE_NONE;
d3dPresent.EnableAutoDepthStencil = TRUE;
d3dPresent.AutoDepthStencilFormat = DEPTH_STENCIL_FORMAT;
d3dPresent.Flags = D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL;
d3dPresent.PresentationInterval = vsync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
if (fullscreen) {
//d3dPresent.FullScreen_RefreshRateInHz = 60;
d3dPresent.Windowed = FALSE;
}
else {
d3dPresent.Windowed = TRUE;
d3dPresent.hDeviceWindow = hWnd; // can be NULL in windowed mode, in which case it will use the arg in CreateDevice
}
// Create Direct3D device
//
// Stereo normally only works in fullscreen mode... except for a few special applications
// recognized by the driver. So, if we rename our exectuable to "googleearth.exe", it will
// do stereo in a window!
//
// (Note: Direct3D/OpenGL interop *requires* D3DCREATE_MULTITHREADED)
IDirect3DDevice9 *d3dDevice;
result = d3d->lpVtbl->CreateDevice(d3d,
D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd, // used for ALT+TAB; must be top-level window in fullscreen mode; can be NULL in windowed mode
//D3DCREATE_SOFTWARE_VERTEXPROCESSING,// | D3DCREATE_MULTITHREADED | D3DCREATE_FPU_PRESERVE,
D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_MULTITHREADED | D3DCREATE_FPU_PRESERVE | D3DCREATE_PUREDEVICE,
&d3dPresent,
&d3dDevice);
if (result != D3D_OK) {
switch (result) {
case D3DERR_DEVICELOST:
D3D_EXCEPTION("Failed to create device: device lost");
case D3DERR_INVALIDCALL:
D3D_EXCEPTION("Failed to create device: invalid call");
case D3DERR_NOTAVAILABLE:
D3D_EXCEPTION("Failed to create device: not available");
case D3DERR_OUTOFVIDEOMEMORY:
D3D_EXCEPTION("Failed to create device: out of video memory");
default:
D3D_EXCEPTIONF("Failed to create device: unknown error %u", (int) result);
}
}
gl_d3d_buffers->d3dDevice = d3dDevice;
printf(" Created device\n");
// Enable Direct3D/OpenGL interop on device
HANDLE d3dDeviceInterop = wglDXOpenDeviceNV(d3dDevice);
if (!d3dDeviceInterop) {
DWORD e = GetLastError();
GLD3DBuffers_destroy(gl_d3d_buffers);
switch (e) {
case ERROR_OPEN_FAILED:
D3D_EXCEPTION("Failed to enable OpenGL interop on device");
case ERROR_NOT_SUPPORTED:
D3D_EXCEPTION("Failed to enable OpenGL interop on device: device not supported");
default:
D3D_EXCEPTIONF("Failed to enable OpenGL interop on device: unknown error %u", (int) e);
}
}
gl_d3d_buffers->d3dDeviceInterop = d3dDeviceInterop;
printf(" Enabled OpenGL interop on device\n");
// Enable stereo on device (WDDM only)
if (gl_d3d_buffers->stereo && wddm) {
StereoHandle nvStereo;
if (NvAPI_Stereo_CreateHandleFromIUnknown((IUnknown *) d3dDevice, &nvStereo) != NVAPI_OK) {
GLD3DBuffers_destroy(gl_d3d_buffers);
D3D_EXCEPTION("Failed to create NV stereo handle");
}
gl_d3d_buffers->nvStereo = nvStereo;
printf(" Created NV stereo handle on device:\n");
if (NvAPI_Stereo_Activate(nvStereo) != NVAPI_OK) {
GLD3DBuffers_destroy(gl_d3d_buffers);
D3D_EXCEPTION("Failed to activate stereo");
}
printf(" Activated stereo\n");
float separation, convergence, eyeSeparation;
NV_FRUSTUM_ADJUST_MODE frustum;
NvAPI_Stereo_GetSeparation(nvStereo, &separation);
NvAPI_Stereo_GetConvergence(nvStereo, &convergence);
NvAPI_Stereo_GetFrustumAdjustMode(nvStereo, &frustum);
NvAPI_Stereo_GetEyeSeparation(nvStereo, &eyeSeparation);
printf(" Separation: %f\n", separation);
printf(" Convergence: %f\n", convergence);
switch (frustum) {
case NVAPI_NO_FRUSTUM_ADJUST:
printf(" Frustum: no adjust\n");
break;
case NVAPI_FRUSTUM_STRETCH:
printf(" Frustum: stretch\n");
break;
case NVAPI_FRUSTUM_CLEAR_EDGES:
printf(" Frustum: clear edges\n");
break;
default:
printf(" Frustum: unknown\n");
}
printf(" Eye separation: %f\n", eyeSeparation);
}
// Get device back buffer
IDirect3DSurface9 *d3dBackBuffer;
result = d3dDevice->lpVtbl->GetBackBuffer(d3dDevice,
0, 0, D3DBACKBUFFER_TYPE_MONO, &d3dBackBuffer);
if (result != D3D_OK) {
GLD3DBuffers_destroy(gl_d3d_buffers);
D3D_EXCEPTION("Failed to retrieve device back buffer");
}
gl_d3d_buffers->d3dBackBuffer = d3dBackBuffer;
printf(" Retrieved device back buffer\n");
// Direct3D textures
//
// (Note: we *must* use textures for stereo to show both eyes;
// a CreateRenderTarget will only work for one eye)
// Left texture
IDirect3DTexture9 *d3dLeftColorTexture;
result = d3dDevice->lpVtbl->CreateTexture(d3dDevice,
width, height,
0, // "levels" (mipmaps)
0, // usage
d3dBufferFormat,
D3DPOOL_DEFAULT,
&d3dLeftColorTexture,
NULL);
if (result != D3D_OK) {
GLD3DBuffers_destroy(gl_d3d_buffers);
D3D_EXCEPTION("Failed to create color texture (left)");
}
gl_d3d_buffers->d3dLeftColorTexture = d3dLeftColorTexture;
printf(" Created color texture (left)\n");
IDirect3DTexture9 *d3dRightColorTexture;
if (gl_d3d_buffers->stereo) {
// Right texture
result = d3dDevice->lpVtbl->CreateTexture(d3dDevice,
width, height,
0, // "levels" (mipmaps)
0, // usage
d3dBufferFormat,
D3DPOOL_DEFAULT,
&d3dRightColorTexture,
NULL);
if (result != D3D_OK) {
GLD3DBuffers_destroy(gl_d3d_buffers);
D3D_EXCEPTION("Failed to create color texture (right)");
}
gl_d3d_buffers->d3dRightColorTexture = d3dRightColorTexture;
printf(" Created color texture (right)\n");
}
// Get Direct3D buffers from textures
IDirect3DSurface9 *d3dLeftColorBuffer;
result = d3dLeftColorTexture->lpVtbl->GetSurfaceLevel(d3dLeftColorTexture, 0, &d3dLeftColorBuffer);
if (FAILED(result)) {
GLD3DBuffers_destroy(gl_d3d_buffers);
D3D_EXCEPTION("Failed to retrieve color buffer from color texture (left)");
}
gl_d3d_buffers->d3dLeftColorBuffer = d3dLeftColorBuffer;
printf(" Retrieved color buffer from color texture (left)\n");
if (gl_d3d_buffers->stereo) {
IDirect3DSurface9 *d3dRightColorBuffer;
result = d3dRightColorTexture->lpVtbl->GetSurfaceLevel(d3dRightColorTexture, 0, &d3dRightColorBuffer);
if (FAILED(result)) {
GLD3DBuffers_destroy(gl_d3d_buffers);
D3D_EXCEPTION("Failed to retrieve color buffer from color texture (right)");
}
gl_d3d_buffers->d3dRightColorBuffer = d3dRightColorBuffer;
printf(" Retrieved color buffer from color texture (right)\n");
}
// Left render target surface
/*IDirect3DSurface9 *d3dLeftColorBuffer;
result = d3dDevice->lpVtbl->CreateRenderTarget(d3dDevice,
width, height,
d3dBufferFormat,
D3DMULTISAMPLE_NONE, 0,
FALSE, // must not be lockable for interop
&d3dLeftColorBuffer,
NULL);*/
/*result = d3dDevice->lpVtbl->CreateOffscreenPlainSurface(d3dDevice,
width, height,
d3dBufferFormat,
D3DPOOL_DEFAULT,
&d3dLeftColorBuffer,
NULL);*/
/*if (result != D3D_OK) {
printf(" Failed to create render target surface (left)\n");
GLD3DBuffers_destroy(gl_d3d_buffers);
return FALSE;
}
gl_d3d_buffers->d3dLeftColorBuffer = d3dLeftColorBuffer;
printf(" Created render target surface (left)\n");*/
if (gl_d3d_buffers->stereo) {
// Stereo render target surface
// (Note: must be at least 20 bytes wide to handle stereo header row!)
IDirect3DSurface9 *d3dStereoColorBuffer;
result = d3dDevice->lpVtbl->CreateRenderTarget(d3dDevice,
width * 2, height + 1, // the extra row is for the stereo header
d3dBufferFormat,
D3DMULTISAMPLE_NONE, 0,
TRUE, // must be lockable!
&d3dStereoColorBuffer,
NULL);
/*result = d3dDevice->lpVtbl->CreateOffscreenPlainSurface(d3dDevice,
width * 2, height + 1, // the extra row is for the stereo header
d3dBufferFormat,
D3DPOOL_DEFAULT,
&d3dStereoColorBuffer,
NULL);*/
if (result != D3D_OK) {
GLD3DBuffers_destroy(gl_d3d_buffers);
D3D_EXCEPTION("Failed to create render target surface (stereo)");
}
gl_d3d_buffers->d3dStereoColorBuffer = d3dStereoColorBuffer;
printf(" Created render target surface (stereo)\n");
D3DLOCKED_RECT d3dLockedRect;
result = d3dStereoColorBuffer->lpVtbl->LockRect(d3dStereoColorBuffer, &d3dLockedRect, NULL, 0);
if (result != D3D_OK) {
GLD3DBuffers_destroy(gl_d3d_buffers);
D3D_EXCEPTION("Failed to lock surface rect (stereo)");
}
// Insert stereo header into last row (the "+1") of stereo render target surface
LPNVSTEREOIMAGEHEADER nvStereoHeader = (LPNVSTEREOIMAGEHEADER) (((unsigned char *) d3dLockedRect.pBits) + (d3dLockedRect.Pitch * gl_d3d_buffers->height));
nvStereoHeader->dwSignature = NVSTEREO_IMAGE_SIGNATURE;
nvStereoHeader->dwFlags = 0;
//nvStereoHeader->dwFlags = SIH_SWAP_EYES;
//nvStereoHeader->dwFlags = SIH_SWAP_EYES | SIH_SCALE_TO_FIT | SIH_SCALE_TO_FIT2;
// Note: the following all seem to be ignored
nvStereoHeader->dwWidth = gl_d3d_buffers->width * 2;
nvStereoHeader->dwHeight = gl_d3d_buffers->height;
nvStereoHeader->dwBPP = 32; // hmm, get this from the format? my netbook declared D3DFMT_X8R8G8B8, which is indeed 32 bits
result = d3dStereoColorBuffer->lpVtbl->UnlockRect(d3dStereoColorBuffer);
if (result != D3D_OK) {
GLD3DBuffers_destroy(gl_d3d_buffers);
D3D_EXCEPTION("Failed to unlock surface rect (stereo)");
}
printf(" Inserted stereo header into render target surface (stereo)\n");
}
// Depth/stencil surface
IDirect3DSurface9 *d3dDepthBuffer;
result = d3dDevice->lpVtbl->CreateDepthStencilSurface(d3dDevice,
width, height,
DEPTH_STENCIL_FORMAT,
D3DMULTISAMPLE_NONE, 0,
FALSE, // Z-buffer discarding
&d3dDepthBuffer,
NULL);
if (result != D3D_OK) {
GLD3DBuffers_destroy(gl_d3d_buffers);
D3D_EXCEPTION("Failed to create depth/stencil surface)");
}
gl_d3d_buffers->d3dDepthBuffer = d3dDepthBuffer;
printf(" Created depth/stencil surface\n");
// OpenGL textures
glGenTextures(1, &gl_d3d_buffers->texture_left);
GLenum error = glGetError();
if (error) {
GLD3DBuffers_destroy(gl_d3d_buffers);
D3D_EXCEPTION("Failed to create OpenGL color texture (left)");
}
printf(" Created OpenGL color texture (left)\n");
if (gl_d3d_buffers->stereo) {
glGenTextures(1, &gl_d3d_buffers->texture_right);
GLenum error = glGetError();
if (error) {
GLD3DBuffers_destroy(gl_d3d_buffers);
D3D_EXCEPTION("Failed to create OpenGL color texture (right)");
}
printf(" Created OpenGL color texture (right)\n");
}
// OpenGL render buffer (one should be enough for stereo?)
glGenTextures(1, &gl_d3d_buffers->render_buffer);
error = glGetError();
if (error) {
GLD3DBuffers_destroy(gl_d3d_buffers);
D3D_EXCEPTION("Failed to create OpenGL depth/stencil texture");
}
printf(" Created OpenGL depth/stencil texture\n");
/*glGenRenderbuffersEXT(1, &gl_d3d_buffers->render_buffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, gl_d3d_buffers->render_buffer);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, width, height);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
error = glGetError();
if (error) {
printf(" Failed to create OpenGL render buffer\n");
GLD3DBuffers_destroy(gl_d3d_buffers);
return FALSE;
}
printf(" Created OpenGL render buffer\n");*/
// Bind OpenGL textures
//
// CreateOffscreenPlainSurface did not work for us.
//
// (Note: if we are using a texture, we *must* use the IDirect3DTexture9 instance, not a surface)
HANDLE d3dLeftColorInterop = wglDXRegisterObjectNV(d3dDeviceInterop, d3dLeftColorTexture, gl_d3d_buffers->texture_left, GL_TEXTURE_2D, WGL_ACCESS_READ_WRITE_NV);
if (!d3dLeftColorInterop) {
DWORD e = GetLastError();
GLD3DBuffers_destroy(gl_d3d_buffers);
switch (e) {
case ERROR_OPEN_FAILED:
D3D_EXCEPTION("Failed to bind render target surface to OpenGL texture (left)");
case ERROR_INVALID_DATA:
D3D_EXCEPTION("Failed to bind render target surface to OpenGL texture (left): invalid data");
case ERROR_INVALID_HANDLE:
D3D_EXCEPTION("Failed to bind render target surface to OpenGL texture (left): invalid handle");
default:
D3D_EXCEPTIONF("Failed to bind render target surface to OpenGL texture (left): unknown error %u", (int) e);
}
}
gl_d3d_buffers->d3dLeftColorInterop = d3dLeftColorInterop;
printf(" Bound render target surface to OpenGL texture (left)\n");
HANDLE d3dRightColorInterop;
if (gl_d3d_buffers->stereo) {
d3dRightColorInterop = wglDXRegisterObjectNV(d3dDeviceInterop, d3dRightColorTexture, gl_d3d_buffers->texture_right, GL_TEXTURE_2D, WGL_ACCESS_READ_WRITE_NV);
if (!d3dRightColorInterop) {
DWORD e = GetLastError();
GLD3DBuffers_destroy(gl_d3d_buffers);
switch (e) {
case ERROR_OPEN_FAILED:
D3D_EXCEPTION("Failed to bind render target surface to OpenGL texture (right)");
case ERROR_INVALID_DATA:
D3D_EXCEPTION("Failed to bind render target surface to OpenGL texture (right): invalid data");
case ERROR_INVALID_HANDLE:
D3D_EXCEPTION("Failed to bind render target surface to OpenGL texture (right): invalid handle");
default:
D3D_EXCEPTIONF("Failed to bind render target surface to OpenGL texture (right): unknown error %u", (int) e);
}
}
gl_d3d_buffers->d3dRightColorInterop = d3dRightColorInterop;
printf(" Bound render target surface to OpenGL texture (right)\n");
}
// Bind OpenGL render buffer
//HANDLE d3dDepthInterop = wglDXRegisterObjectNV(d3dDeviceInterop, d3dDepthBuffer, gl_d3d_buffers->render_buffer, GL_RENDERBUFFER_EXT, WGL_ACCESS_READ_WRITE_NV);
HANDLE d3dDepthInterop = wglDXRegisterObjectNV(d3dDeviceInterop, d3dDepthBuffer, gl_d3d_buffers->render_buffer, GL_TEXTURE_2D, WGL_ACCESS_READ_WRITE_NV);
if (!d3dDepthInterop) {
DWORD e = GetLastError();
GLD3DBuffers_destroy(gl_d3d_buffers);
switch (e) {
case ERROR_OPEN_FAILED:
D3D_EXCEPTION("Failed to bind depth/stencil surface to OpenGL render buffer");
case ERROR_INVALID_DATA:
D3D_EXCEPTION("Failed to bind depth/stencil surface to OpenGL render buffer: invalid data");
case ERROR_INVALID_HANDLE:
D3D_EXCEPTION("Failed to bind depth/stencil surface to OpenGL render buffer: invalid handle");
default:
D3D_EXCEPTIONF("Failed to bind depth/stencil surface to OpenGL render buffer: unknown error %u", (int) e);
}
}
gl_d3d_buffers->d3dDepthInterop = d3dDepthInterop;
printf(" Bound depth/stencil surface to OpenGL render buffer\n");
// Note: if we don't lock the interops first, glCheckFramebufferStatusEXT will fail with an unknown error
wglDXLockObjectsNV(d3dDeviceInterop, 1, &d3dLeftColorInterop);
if (gl_d3d_buffers->stereo) {
wglDXLockObjectsNV(d3dDeviceInterop, 1, &d3dRightColorInterop);
}
wglDXLockObjectsNV(d3dDeviceInterop, 1, &d3dDepthInterop);
// OpenGL frame buffer objects
//
// Note: why not glFramebufferRenderbufferEXT? Because it's apparently buggy in stereo :/
// glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, gl_d3d_buffers->render_buffer);
glGenFramebuffersEXT(1, &gl_d3d_buffers->fbo_left);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_d3d_buffers->fbo_left);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, gl_d3d_buffers->texture_left, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, gl_d3d_buffers->render_buffer, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, gl_d3d_buffers->render_buffer, 0);
GLenum status_left = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
GLenum status_right;
if (gl_d3d_buffers->stereo) {
glGenFramebuffersEXT(1, &gl_d3d_buffers->fbo_right);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_d3d_buffers->fbo_right);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, gl_d3d_buffers->texture_right, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, gl_d3d_buffers->render_buffer, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, gl_d3d_buffers->render_buffer, 0);
status_right = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
}
wglDXUnlockObjectsNV(d3dDeviceInterop, 1, &d3dLeftColorInterop);
if (gl_d3d_buffers->stereo) {
wglDXUnlockObjectsNV(d3dDeviceInterop, 1, &d3dRightColorInterop);
}
wglDXUnlockObjectsNV(d3dDeviceInterop, 1, &d3dDepthInterop);
// Check for completeness
if (status_left != GL_FRAMEBUFFER_COMPLETE_EXT) {
GLD3DBuffers_destroy(gl_d3d_buffers);
switch (status_left) {
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
D3D_EXCEPTION("Failed to create OpenGL frame buffer object (left): attachment");
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
D3D_EXCEPTION("Failed to create OpenGL frame buffer object (left): missing attachment");
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
D3D_EXCEPTION("Failed to create OpenGL frame buffer object (left): dimensions");
case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
D3D_EXCEPTION("Failed to create OpenGL frame buffer object (left): formats");
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
D3D_EXCEPTION("Failed to create OpenGL frame buffer object (left): draw buffer");
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
D3D_EXCEPTION("Failed to create OpenGL frame buffer object (left): read buffer");
case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
D3D_EXCEPTION("Failed to create OpenGL frame buffer object (left): unsupported");
default:
D3D_EXCEPTIONF("Failed to create OpenGL frame buffer object (left): unknown error %u", (int) status_left);
}
}
if (status_right != GL_FRAMEBUFFER_COMPLETE_EXT) {
GLD3DBuffers_destroy(gl_d3d_buffers);
switch (status_right) {
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
D3D_EXCEPTION("Failed to create OpenGL frame buffer object (right): attachment");
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
D3D_EXCEPTION("Failed to create OpenGL frame buffer object (right): missing attachment");
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
D3D_EXCEPTION("Failed to create OpenGL frame buffer object (right): dimensions");
case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
D3D_EXCEPTION("Failed to create OpenGL frame buffer object (right): formats");
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
D3D_EXCEPTION("Failed to create OpenGL frame buffer object (right): draw buffer");
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
D3D_EXCEPTION("Failed to create OpenGL frame buffer object (right): read buffer");
case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
D3D_EXCEPTION("Failed to create OpenGL frame buffer object (right): unsupported");
default:
D3D_EXCEPTIONF("Failed to create OpenGL frame buffer object (right): unknown error %u", (int) status_right);
}
}
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
printf(" Created OpenGL frame buffer objects\n");
gl_d3d_buffers->initialized = true;
}
/*
* Before using the OpenGL frame buffer object, we need to make sure to lock
* the Direct3D buffers.
*/
void GLD3DBuffers_activate_left(GLD3DBuffers *gl_d3d_buffers) {
wglDXLockObjectsNV(gl_d3d_buffers->d3dDeviceInterop, 1, &gl_d3d_buffers->d3dLeftColorInterop);
wglDXLockObjectsNV(gl_d3d_buffers->d3dDeviceInterop, 1, &gl_d3d_buffers->d3dDepthInterop);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_d3d_buffers->fbo_left);
}
void GLD3DBuffers_activate_right(GLD3DBuffers *gl_d3d_buffers) {
wglDXLockObjectsNV(gl_d3d_buffers->d3dDeviceInterop, 1, &gl_d3d_buffers->d3dRightColorInterop);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_d3d_buffers->fbo_right);
}
void GLD3DBuffers_deactivate(GLD3DBuffers *gl_d3d_buffers) {
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
wglDXUnlockObjectsNV(gl_d3d_buffers->d3dDeviceInterop, 1, &gl_d3d_buffers->d3dLeftColorInterop);
if (gl_d3d_buffers->stereo) {
wglDXUnlockObjectsNV(gl_d3d_buffers->d3dDeviceInterop, 1, &gl_d3d_buffers->d3dRightColorInterop);
}
wglDXUnlockObjectsNV(gl_d3d_buffers->d3dDeviceInterop, 1, &gl_d3d_buffers->d3dDepthInterop);
}
/*
* Flushing:
*
* 1. Copy our color buffer to the device's back buffer.
* 2. Present the device back buffer.
*/
void GLD3DBuffers_flush(GLD3DBuffers *gl_d3d_buffers) {
IDirect3DDevice9 *d3dDevice = (IDirect3DDevice9 *) gl_d3d_buffers->d3dDevice;
IDirect3DSurface9 *d3dBackBuffer = (IDirect3DSurface9 *) gl_d3d_buffers->d3dBackBuffer;
IDirect3DSurface9 *d3dLeftColorBuffer = (IDirect3DSurface9 *) gl_d3d_buffers->d3dLeftColorBuffer;
IDirect3DSurface9 *d3dRightColorBuffer = (IDirect3DSurface9 *) gl_d3d_buffers->d3dRightColorBuffer;
IDirect3DSurface9 *d3dStereoColorBuffer = (IDirect3DSurface9 *) gl_d3d_buffers->d3dStereoColorBuffer;
HRESULT result;
if (gl_d3d_buffers->stereo /*&& d3dRightColorBuffer*/ && d3dStereoColorBuffer) {
// Stretch left color buffer to left side
RECT dest;
dest.top = 0;
dest.bottom = gl_d3d_buffers->height;
dest.left = 0;
dest.right = gl_d3d_buffers->width;
result = d3dDevice->lpVtbl->StretchRect(d3dDevice,
d3dLeftColorBuffer, NULL, d3dStereoColorBuffer, &dest, D3DTEXF_POINT);
if (result != D3D_OK) {
D3D_EXCEPTION("Failed to stretch left color buffer to stereo color buffer");
}
// Stretch right color buffer to right side
dest.left = gl_d3d_buffers->width;
dest.right = gl_d3d_buffers->width * 2;
result = d3dDevice->lpVtbl->StretchRect(d3dDevice,
d3dRightColorBuffer, NULL, d3dStereoColorBuffer, &dest, D3DTEXF_POINT);
if (result != D3D_OK) {
D3D_EXCEPTION("Failed to stretch right color buffer to stereo color buffer");
}
// Stretch stereo color buffer to back buffer
//
// This is where the stereo magic happens! The driver discovers the header and
// does the right thing with our left/right images. In fact, it ignores the
// source and dest rects in this case. The StretchRect call seems to trigger
// an entirely different function in the driver.
//
// Note: we are currently getting an "Out of Memory" error for this in fullscreen
// mode.
result = d3dDevice->lpVtbl->StretchRect(d3dDevice,
d3dStereoColorBuffer, NULL, d3dBackBuffer, NULL, D3DTEXF_POINT);
if (result != D3D_OK) {
D3D_EXCEPTION("Failed to stretch stereo color buffer to back buffer");
}
}
else {
// Stretch left color buffer to back buffer
result = d3dDevice->lpVtbl->StretchRect(d3dDevice,
d3dLeftColorBuffer, NULL, d3dBackBuffer, NULL, D3DTEXF_POINT);
if (result != D3D_OK) {
D3D_EXCEPTION("Failed to stretch color buffer to back buffer");
}
}
// Present back buffer
result = d3dDevice->lpVtbl->Present(d3dDevice, NULL, NULL, NULL, NULL);
if (result != D3D_OK) {
D3D_EXCEPTION("Failed to present back buffer");
}
}
void GLD3DBuffers_destroy(GLD3DBuffers *gl_d3d_buffers) {
// Destroy NV stereo handle
if (gl_d3d_buffers->nvStereo) {
NvAPI_Stereo_DestroyHandle(gl_d3d_buffers->nvStereo);
gl_d3d_buffers->nvStereo = NULL;
}
// Unbind OpenGL textures from Direct3D buffers
if (gl_d3d_buffers->d3dDeviceInterop && gl_d3d_buffers->d3dLeftColorInterop) {
wglDXUnregisterObjectNV(gl_d3d_buffers->d3dDeviceInterop, gl_d3d_buffers->d3dLeftColorInterop);
gl_d3d_buffers->d3dLeftColorInterop = NULL;
}
if (gl_d3d_buffers->d3dDeviceInterop && gl_d3d_buffers->d3dRightColorInterop) {
wglDXUnregisterObjectNV(gl_d3d_buffers->d3dDeviceInterop, gl_d3d_buffers->d3dRightColorInterop);
gl_d3d_buffers->d3dRightColorInterop = NULL;
}
if (gl_d3d_buffers->d3dDeviceInterop && gl_d3d_buffers->d3dDepthInterop) {
wglDXUnregisterObjectNV(gl_d3d_buffers->d3dDeviceInterop, gl_d3d_buffers->d3dDepthInterop);
gl_d3d_buffers->d3dDepthInterop = NULL;
}
// Disable Direct3D/OpenGL interop
if (gl_d3d_buffers->d3dDeviceInterop) {
wglDXCloseDeviceNV(gl_d3d_buffers->d3dDeviceInterop);
gl_d3d_buffers->d3dDeviceInterop = NULL;
}
// Release Direct3D objects
if (gl_d3d_buffers->d3dLeftColorTexture) {
IDirect3DSurface9 *d3dLeftColorTexture = (IDirect3DSurface9 *) gl_d3d_buffers->d3dLeftColorTexture;
d3dLeftColorTexture->lpVtbl->Release(d3dLeftColorTexture);
gl_d3d_buffers->d3dLeftColorTexture = NULL;
}
if (gl_d3d_buffers->d3dRightColorTexture) {
IDirect3DSurface9 *d3dRightColorTexture = (IDirect3DSurface9 *) gl_d3d_buffers->d3dRightColorTexture;
d3dRightColorTexture->lpVtbl->Release(d3dRightColorTexture);
gl_d3d_buffers->d3dRightColorTexture = NULL;
}
if (gl_d3d_buffers->d3dLeftColorBuffer) {
IDirect3DSurface9 *d3dLeftColorBuffer = (IDirect3DSurface9 *) gl_d3d_buffers->d3dLeftColorBuffer;
d3dLeftColorBuffer->lpVtbl->Release(d3dLeftColorBuffer);
gl_d3d_buffers->d3dLeftColorBuffer = NULL;
}
if (gl_d3d_buffers->d3dRightColorBuffer) {
IDirect3DSurface9 *d3dRightColorBuffer = (IDirect3DSurface9 *) gl_d3d_buffers->d3dRightColorBuffer;
d3dRightColorBuffer->lpVtbl->Release(d3dRightColorBuffer);
gl_d3d_buffers->d3dRightColorBuffer = NULL;
}
if (gl_d3d_buffers->d3dStereoColorBuffer) {
IDirect3DSurface9 *d3dStereoColorBuffer = (IDirect3DSurface9 *) gl_d3d_buffers->d3dStereoColorBuffer;
d3dStereoColorBuffer->lpVtbl->Release(d3dStereoColorBuffer);
gl_d3d_buffers->d3dStereoColorBuffer = NULL;
}
if (gl_d3d_buffers->d3dDepthBuffer) {
IDirect3DSurface9 *d3dDepthBuffer = (IDirect3DSurface9 *) gl_d3d_buffers->d3dDepthBuffer;
d3dDepthBuffer->lpVtbl->Release(d3dDepthBuffer);
gl_d3d_buffers->d3dDepthBuffer = NULL;
}
if (gl_d3d_buffers->d3dBackBuffer) {
IDirect3DSurface9 *d3dBackBuffer = (IDirect3DSurface9 *) gl_d3d_buffers->d3dBackBuffer;
d3dBackBuffer->lpVtbl->Release(d3dBackBuffer);
gl_d3d_buffers->d3dBackBuffer = NULL;
}
if (gl_d3d_buffers->d3dDevice) {
IDirect3DDevice9 *d3dDevice = (IDirect3DDevice9 *) gl_d3d_buffers->d3dDevice;
d3dDevice->lpVtbl->Release(d3dDevice);
gl_d3d_buffers->d3dDevice = NULL;
}
if (gl_d3d_buffers->d3dLibrary) {
FreeLibrary((HINSTANCE) gl_d3d_buffers->d3dLibrary);
gl_d3d_buffers->d3dLibrary = NULL;
}
// Delete OpenGL frame buffer object
if (gl_d3d_buffers->fbo_left) {
glDeleteFramebuffers(1, &gl_d3d_buffers->fbo_left);
gl_d3d_buffers->fbo_left = 0;
}
// Delete OpenGL render buffer
if (gl_d3d_buffers->render_buffer) {
//glDeleteTextures(1, &gl_d3d_buffers->render_buffer);
glDeleteRenderbuffersEXT(1, &gl_d3d_buffers->render_buffer);
gl_d3d_buffers->render_buffer = 0;
}
// Delete OpenGL textures
if (gl_d3d_buffers->texture_left) {
glDeleteTextures(1, &gl_d3d_buffers->texture_left);
gl_d3d_buffers->texture_left = 0;
}
if (gl_d3d_buffers->texture_right) {
glDeleteTextures(1, &gl_d3d_buffers->texture_right);
gl_d3d_buffers->texture_right = 0;
}
}
#else
void GLD3DBuffers_create(GLD3DBuffers *gl_d3d_buffers, void *window_handle, bool vsync, bool stereo) {
printf("Direct3D not available on this platform\n");
}
void GLD3DBuffers_activate_left(GLD3DBuffers *gl_d3d_buffers) {
}
void GLD3DBuffers_activate_right(GLD3DBuffers *gl_d3d_buffers) {
}
void GLD3DBuffers_deactivate(GLD3DBuffers *gl_d3d_buffers) {
}
void GLD3DBuffers_flush(GLD3DBuffers *gl_d3d_buffers) {
}
void GLD3DBuffers_destroy(GLD3DBuffers *gl_d3d_buffers) {
}
#endif