Sweden-Number/dlls/wined3d/drawprim.c

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/*
* WINED3D draw functions
*
* Copyright 2002-2004 Jason Edmeades
* Copyright 2002-2004 Raphael Junqueira
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* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
* Copyright 2006, 2008 Henri Verbeet
* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
* Copyright 2009 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
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#include "wine/port.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw);
WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
WINE_DECLARE_DEBUG_CHANNEL(d3d);
/* Context activation is done by the caller. */
static void draw_primitive_arrays(struct wined3d_context *context, const struct wined3d_state *state,
const void *idx_data, unsigned int idx_size, int base_vertex_idx, unsigned int start_idx,
unsigned int count, unsigned int start_instance, unsigned int instance_count)
{
const struct wined3d_ffp_attrib_ops *ops = &context->d3d_info->ffp_attrib_ops;
GLenum idx_type = idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
const struct wined3d_stream_info *si = &context->stream_info;
unsigned int instanced_elements[ARRAY_SIZE(si->elements)];
const struct wined3d_gl_info *gl_info = context->gl_info;
unsigned int instanced_element_count = 0;
unsigned int i, j;
if (!instance_count)
{
if (!idx_size)
{
gl_info->gl_ops.gl.p_glDrawArrays(state->gl_primitive_type, start_idx, count);
checkGLcall("glDrawArrays");
return;
}
if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
{
GL_EXTCALL(glDrawElementsBaseVertex(state->gl_primitive_type, count, idx_type,
(const char *)idx_data + (idx_size * start_idx), base_vertex_idx));
checkGLcall("glDrawElementsBaseVertex");
return;
}
gl_info->gl_ops.gl.p_glDrawElements(state->gl_primitive_type, count,
idx_type, (const char *)idx_data + (idx_size * start_idx));
checkGLcall("glDrawElements");
return;
}
if (start_instance && !(gl_info->supported[ARB_BASE_INSTANCE] && gl_info->supported[ARB_INSTANCED_ARRAYS]))
FIXME("Start instance (%u) not supported.\n", start_instance);
if (gl_info->supported[ARB_INSTANCED_ARRAYS])
{
if (!idx_size)
{
if (gl_info->supported[ARB_BASE_INSTANCE])
{
GL_EXTCALL(glDrawArraysInstancedBaseInstance(state->gl_primitive_type, start_idx, count, instance_count, start_instance));
checkGLcall("glDrawArraysInstancedBaseInstance");
return;
}
GL_EXTCALL(glDrawArraysInstanced(state->gl_primitive_type, start_idx, count, instance_count));
checkGLcall("glDrawArraysInstanced");
return;
}
if (gl_info->supported[ARB_BASE_INSTANCE])
{
GL_EXTCALL(glDrawElementsInstancedBaseVertexBaseInstance(state->gl_primitive_type, count, idx_type,
(const char *)idx_data + (idx_size * start_idx), instance_count, base_vertex_idx, start_instance));
checkGLcall("glDrawElementsInstancedBaseVertexBaseInstance");
return;
}
if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
{
GL_EXTCALL(glDrawElementsInstancedBaseVertex(state->gl_primitive_type, count, idx_type,
(const char *)idx_data + (idx_size * start_idx), instance_count, base_vertex_idx));
checkGLcall("glDrawElementsInstancedBaseVertex");
return;
}
GL_EXTCALL(glDrawElementsInstanced(state->gl_primitive_type, count, idx_type,
(const char *)idx_data + (idx_size * start_idx), instance_count));
checkGLcall("glDrawElementsInstanced");
return;
}
/* Instancing emulation by mixing immediate mode and arrays. */
/* This is a nasty thing. MSDN says no hardware supports this and
* applications have to use software vertex processing. We don't support
* this for now.
*
* Shouldn't be too hard to support with OpenGL, in theory just call
* glDrawArrays() instead of drawElements(). But the stream fequency value
* has a different meaning in that situation. */
if (!idx_size)
{
FIXME("Non-indexed instanced drawing is not supported\n");
return;
}
for (i = 0; i < ARRAY_SIZE(si->elements); ++i)
{
if (!(si->use_map & (1u << i)))
continue;
if (state->streams[si->elements[i].stream_idx].flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
instanced_elements[instanced_element_count++] = i;
}
for (i = 0; i < instance_count; ++i)
{
/* Specify the instanced attributes using immediate mode calls. */
for (j = 0; j < instanced_element_count; ++j)
{
const struct wined3d_stream_info_element *element;
unsigned int element_idx;
const BYTE *ptr;
element_idx = instanced_elements[j];
element = &si->elements[element_idx];
ptr = element->data.addr + element->stride * i;
if (element->data.buffer_object)
ptr += (ULONG_PTR)wined3d_buffer_load_sysmem(state->streams[element->stream_idx].buffer, context);
ops->generic[element->format->emit_idx](element_idx, ptr);
}
if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
{
GL_EXTCALL(glDrawElementsBaseVertex(state->gl_primitive_type, count, idx_type,
(const char *)idx_data + (idx_size * start_idx), base_vertex_idx));
checkGLcall("glDrawElementsBaseVertex");
}
else
{
gl_info->gl_ops.gl.p_glDrawElements(state->gl_primitive_type, count, idx_type,
(const char *)idx_data + (idx_size * start_idx));
checkGLcall("glDrawElements");
}
}
}
static unsigned int get_stride_idx(const void *idx_data, unsigned int idx_size,
unsigned int base_vertex_idx, unsigned int start_idx, unsigned int vertex_idx)
{
if (!idx_data)
return start_idx + vertex_idx;
if (idx_size == 2)
return ((const WORD *)idx_data)[start_idx + vertex_idx] + base_vertex_idx;
return ((const DWORD *)idx_data)[start_idx + vertex_idx] + base_vertex_idx;
}
/* Context activation is done by the caller. */
static void draw_primitive_immediate_mode(struct wined3d_context *context, const struct wined3d_state *state,
const struct wined3d_stream_info *si, const void *idx_data, unsigned int idx_size,
int base_vertex_idx, unsigned int start_idx, unsigned int vertex_count, unsigned int instance_count)
{
const BYTE *position = NULL, *normal = NULL, *diffuse = NULL, *specular = NULL;
const struct wined3d_d3d_info *d3d_info = context->d3d_info;
unsigned int coord_idx, stride_idx, texture_idx, vertex_idx;
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_stream_info_element *element;
const BYTE *tex_coords[WINED3DDP_MAXTEXCOORD];
unsigned int texture_unit, texture_stages;
const struct wined3d_ffp_attrib_ops *ops;
unsigned int untracked_material_count;
unsigned int tex_mask = 0;
BOOL specular_fog = FALSE;
BOOL ps = use_ps(state);
const void *ptr;
static unsigned int once;
if (!once++)
FIXME_(d3d_perf)("Drawing using immediate mode.\n");
else
WARN_(d3d_perf)("Drawing using immediate mode.\n");
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if (!idx_size && idx_data)
ERR("Non-NULL idx_data with 0 idx_size, this should never happen.\n");
if (instance_count)
FIXME("Instancing not implemented.\n");
/* Immediate mode drawing can't make use of indices in a VBO - get the
* data from the index buffer. */
if (idx_size)
idx_data = wined3d_buffer_load_sysmem(state->index_buffer, context) + state->index_offset;
ops = &d3d_info->ffp_attrib_ops;
gl_info->gl_ops.gl.p_glBegin(state->gl_primitive_type);
if (use_vs(state) || d3d_info->ffp_generic_attributes)
{
for (vertex_idx = 0; vertex_idx < vertex_count; ++vertex_idx)
{
unsigned int use_map = si->use_map;
unsigned int element_idx;
stride_idx = get_stride_idx(idx_data, idx_size, base_vertex_idx, start_idx, vertex_idx);
for (element_idx = MAX_ATTRIBS - 1; use_map; use_map &= ~(1u << element_idx), --element_idx)
{
if (!(use_map & 1u << element_idx))
continue;
ptr = si->elements[element_idx].data.addr + si->elements[element_idx].stride * stride_idx;
ops->generic[si->elements[element_idx].format->emit_idx](element_idx, ptr);
}
}
gl_info->gl_ops.gl.p_glEnd();
return;
}
if (si->use_map & (1u << WINED3D_FFP_POSITION))
position = si->elements[WINED3D_FFP_POSITION].data.addr;
if (si->use_map & (1u << WINED3D_FFP_NORMAL))
normal = si->elements[WINED3D_FFP_NORMAL].data.addr;
else
gl_info->gl_ops.gl.p_glNormal3f(0.0f, 0.0f, 0.0f);
untracked_material_count = context->num_untracked_materials;
if (si->use_map & (1u << WINED3D_FFP_DIFFUSE))
{
element = &si->elements[WINED3D_FFP_DIFFUSE];
diffuse = element->data.addr;
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if (untracked_material_count && element->format->id != WINED3DFMT_B8G8R8A8_UNORM)
FIXME("Implement diffuse color tracking from %s.\n", debug_d3dformat(element->format->id));
}
else
{
gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
}
if (si->use_map & (1u << WINED3D_FFP_SPECULAR))
{
element = &si->elements[WINED3D_FFP_SPECULAR];
specular = element->data.addr;
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/* Special case where the fog density is stored in the specular alpha channel. */
if (state->render_states[WINED3D_RS_FOGENABLE]
&& (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE
|| si->elements[WINED3D_FFP_POSITION].format->id == WINED3DFMT_R32G32B32A32_FLOAT)
&& state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
{
if (gl_info->supported[EXT_FOG_COORD])
{
if (element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
specular_fog = TRUE;
else
FIXME("Implement fog coordinates from %s.\n", debug_d3dformat(element->format->id));
}
else
{
static unsigned int once;
if (!once++)
FIXME("Implement fog for transformed vertices in software.\n");
}
}
}
else if (gl_info->supported[EXT_SECONDARY_COLOR])
{
GL_EXTCALL(glSecondaryColor3fEXT)(0.0f, 0.0f, 0.0f);
}
texture_stages = d3d_info->limits.ffp_blend_stages;
for (texture_idx = 0; texture_idx < texture_stages; ++texture_idx)
{
if (!gl_info->supported[ARB_MULTITEXTURE] && texture_idx > 0)
{
FIXME("Program using multiple concurrent textures which this OpenGL implementation doesn't support.\n");
continue;
}
if (!ps && !state->textures[texture_idx])
continue;
texture_unit = context->tex_unit_map[texture_idx];
if (texture_unit == WINED3D_UNMAPPED_STAGE)
continue;
coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
if (coord_idx > 7)
{
TRACE("Skipping generated coordinates (%#x) for texture %u.\n", coord_idx, texture_idx);
continue;
}
if (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))
{
tex_coords[coord_idx] = si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].data.addr;
tex_mask |= (1u << texture_idx);
}
else
{
TRACE("Setting default coordinates for texture %u.\n", texture_idx);
if (gl_info->supported[ARB_MULTITEXTURE])
GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_unit, 0.0f, 0.0f, 0.0f, 1.0f));
else
gl_info->gl_ops.gl.p_glTexCoord4f(0.0f, 0.0f, 0.0f, 1.0f);
}
}
/* Blending data and point sizes are not supported by this function. They
* are not supported by the fixed function pipeline at all. A FIXME for
* them is printed after decoding the vertex declaration. */
for (vertex_idx = 0; vertex_idx < vertex_count; ++vertex_idx)
{
unsigned int tmp_tex_mask;
stride_idx = get_stride_idx(idx_data, idx_size, base_vertex_idx, start_idx, vertex_idx);
if (normal)
{
ptr = normal + stride_idx * si->elements[WINED3D_FFP_NORMAL].stride;
ops->normal[si->elements[WINED3D_FFP_NORMAL].format->emit_idx](ptr);
}
if (diffuse)
{
ptr = diffuse + stride_idx * si->elements[WINED3D_FFP_DIFFUSE].stride;
ops->diffuse[si->elements[WINED3D_FFP_DIFFUSE].format->emit_idx](ptr);
if (untracked_material_count)
{
struct wined3d_color color;
unsigned int i;
wined3d_color_from_d3dcolor(&color, *(const DWORD *)ptr);
for (i = 0; i < untracked_material_count; ++i)
{
gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, context->untracked_materials[i], &color.r);
}
}
}
if (specular)
{
ptr = specular + stride_idx * si->elements[WINED3D_FFP_SPECULAR].stride;
ops->specular[si->elements[WINED3D_FFP_SPECULAR].format->emit_idx](ptr);
if (specular_fog)
GL_EXTCALL(glFogCoordfEXT((float)(*(const DWORD *)ptr >> 24)));
}
tmp_tex_mask = tex_mask;
for (texture_idx = 0; tmp_tex_mask; tmp_tex_mask >>= 1, ++texture_idx)
{
if (!(tmp_tex_mask & 1))
continue;
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coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
ptr = tex_coords[coord_idx] + (stride_idx * si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].stride);
ops->texcoord[si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->emit_idx](
GL_TEXTURE0_ARB + context->tex_unit_map[texture_idx], ptr);
}
if (position)
{
ptr = position + stride_idx * si->elements[WINED3D_FFP_POSITION].stride;
ops->position[si->elements[WINED3D_FFP_POSITION].format->emit_idx](ptr);
}
}
gl_info->gl_ops.gl.p_glEnd();
checkGLcall("glEnd and previous calls");
}
static void draw_indirect(struct wined3d_context *context, const struct wined3d_state *state,
const struct wined3d_indirect_draw_parameters *parameters, unsigned int idx_size)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_buffer *buffer = parameters->buffer;
if (!gl_info->supported[ARB_DRAW_INDIRECT])
{
FIXME("OpenGL implementation does not support indirect draws.\n");
return;
}
GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER, buffer->buffer_object));
if (idx_size)
{
GLenum idx_type = idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
if (state->index_offset)
FIXME("Ignoring index offset %u.\n", state->index_offset);
GL_EXTCALL(glDrawElementsIndirect(state->gl_primitive_type, idx_type,
(void *)(GLintptr)parameters->offset));
}
else
{
GL_EXTCALL(glDrawArraysIndirect(state->gl_primitive_type,
(void *)(GLintptr)parameters->offset));
}
GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0));
checkGLcall("draw indirect");
}
static void remove_vbos(struct wined3d_context *context,
const struct wined3d_state *state, struct wined3d_stream_info *s)
{
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unsigned int i;
for (i = 0; i < ARRAY_SIZE(s->elements); ++i)
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{
struct wined3d_stream_info_element *e;
if (!(s->use_map & (1u << i)))
continue;
e = &s->elements[i];
if (e->data.buffer_object)
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{
struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
e->data.buffer_object = 0;
e->data.addr += (ULONG_PTR)wined3d_buffer_load_sysmem(vb, context);
}
}
}
static BOOL use_transform_feedback(const struct wined3d_state *state)
{
const struct wined3d_shader *shader;
if (!(shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY]))
return FALSE;
return shader->u.gs.so_desc.element_count;
}
static void context_pause_transform_feedback(struct wined3d_context *context, BOOL force)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
if (!context->transform_feedback_active || context->transform_feedback_paused)
return;
if (gl_info->supported[ARB_TRANSFORM_FEEDBACK2])
{
GL_EXTCALL(glPauseTransformFeedback());
checkGLcall("glPauseTransformFeedback");
context->transform_feedback_paused = 1;
return;
}
WARN("Cannot pause transform feedback operations.\n");
if (force)
context_end_transform_feedback(context);
}
static GLenum gl_tfb_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
{
GLenum gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
switch (gl_primitive_type)
{
case GL_POINTS:
return GL_POINTS;
case GL_LINE_STRIP:
case GL_LINE_STRIP_ADJACENCY:
case GL_LINES_ADJACENCY:
case GL_LINES:
return GL_LINES;
case GL_TRIANGLE_FAN:
case GL_TRIANGLE_STRIP:
case GL_TRIANGLE_STRIP_ADJACENCY:
case GL_TRIANGLES_ADJACENCY:
case GL_TRIANGLES:
return GL_TRIANGLES;
default:
return gl_primitive_type;
}
}
/* Routine common to the draw primitive and draw indexed primitive routines */
void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state,
const struct wined3d_draw_parameters *parameters)
{
BOOL emulation = FALSE, rasterizer_discard = FALSE;
const struct wined3d_fb_state *fb = state->fb;
const struct wined3d_stream_info *stream_info;
struct wined3d_rendertarget_view *dsv, *rtv;
struct wined3d_stream_info si_emulated;
struct wined3d_fence *ib_fence = NULL;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
unsigned int i, idx_size = 0;
const void *idx_data = NULL;
if (!parameters->indirect && !parameters->u.direct.index_count)
return;
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if (!(rtv = fb->render_targets[0]))
rtv = fb->depth_stencil;
if (rtv)
context = context_acquire(device, wined3d_texture_from_resource(rtv->resource), rtv->sub_resource_idx);
else
context = context_acquire(device, NULL, 0);
if (!context->valid)
{
context_release(context);
WARN("Invalid context, skipping draw.\n");
return;
}
gl_info = context->gl_info;
if (!use_transform_feedback(state))
context_pause_transform_feedback(context, TRUE);
for (i = 0; i < gl_info->limits.buffers; ++i)
{
if (!(rtv = fb->render_targets[i]) || rtv->format->id == WINED3DFMT_NULL)
continue;
if (state->render_states[WINED3D_RS_COLORWRITEENABLE])
{
wined3d_rendertarget_view_load_location(rtv, context, rtv->resource->draw_binding);
wined3d_rendertarget_view_invalidate_location(rtv, ~rtv->resource->draw_binding);
}
else
{
wined3d_rendertarget_view_prepare_location(rtv, context, rtv->resource->draw_binding);
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}
}
if ((dsv = fb->depth_stencil))
{
/* Note that this depends on the context_acquire() call above to set
* context->render_offscreen properly. We don't currently take the
* Z-compare function into account, but we could skip loading the
* depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
* that we never copy the stencil data.*/
DWORD location = context->render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
if (state->render_states[WINED3D_RS_ZWRITEENABLE] || state->render_states[WINED3D_RS_ZENABLE])
wined3d_rendertarget_view_load_location(dsv, context, location);
else
wined3d_rendertarget_view_prepare_location(dsv, context, location);
}
if (parameters->indirect)
wined3d_buffer_load(parameters->u.indirect.buffer, context, state);
if (!context_apply_draw_state(context, device, state))
{
context_release(context);
WARN("Unable to apply draw state, skipping draw.\n");
return;
}
if (dsv && state->render_states[WINED3D_RS_ZWRITEENABLE])
{
DWORD location = context->render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
wined3d_rendertarget_view_validate_location(dsv, location);
wined3d_rendertarget_view_invalidate_location(dsv, ~location);
}
stream_info = &context->stream_info;
if (parameters->indexed)
{
struct wined3d_buffer *index_buffer = state->index_buffer;
if (!index_buffer->buffer_object || !stream_info->all_vbo)
{
idx_data = index_buffer->resource.heap_memory;
}
else
{
ib_fence = index_buffer->fence;
idx_data = NULL;
}
idx_data = (const BYTE *)idx_data + state->index_offset;
if (state->index_format == WINED3DFMT_R16_UINT)
idx_size = 2;
else
idx_size = 4;
}
if (!use_vs(state))
{
if (!stream_info->position_transformed && context->num_untracked_materials
&& state->render_states[WINED3D_RS_LIGHTING])
{
static BOOL warned;
if (!warned++)
FIXME("Using software emulation because not all material properties could be tracked.\n");
else
WARN_(d3d_perf)("Using software emulation because not all material properties could be tracked.\n");
emulation = TRUE;
}
else if (context->fog_coord && state->render_states[WINED3D_RS_FOGENABLE])
{
static BOOL warned;
/* Either write a pipeline replacement shader or convert the
* specular alpha from unsigned byte to a float in the vertex
* buffer. */
if (!warned++)
FIXME("Using software emulation because manual fog coordinates are provided.\n");
else
WARN_(d3d_perf)("Using software emulation because manual fog coordinates are provided.\n");
emulation = TRUE;
}
if (emulation)
{
si_emulated = context->stream_info;
remove_vbos(context, state, &si_emulated);
stream_info = &si_emulated;
}
}
if (use_transform_feedback(state))
{
const struct wined3d_shader *shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
if (is_rasterization_disabled(shader))
{
glEnable(GL_RASTERIZER_DISCARD);
checkGLcall("enable rasterizer discard");
rasterizer_discard = TRUE;
}
if (context->transform_feedback_paused)
{
GL_EXTCALL(glResumeTransformFeedback());
checkGLcall("glResumeTransformFeedback");
context->transform_feedback_paused = 0;
}
else if (!context->transform_feedback_active)
{
GLenum mode = gl_tfb_primitive_type_from_d3d(shader->u.gs.output_type);
GL_EXTCALL(glBeginTransformFeedback(mode));
checkGLcall("glBeginTransformFeedback");
context->transform_feedback_active = 1;
}
}
if (state->gl_primitive_type == GL_PATCHES)
{
GL_EXTCALL(glPatchParameteri(GL_PATCH_VERTICES, state->gl_patch_vertices));
checkGLcall("glPatchParameteri");
}
if (parameters->indirect)
{
if (!context->use_immediate_mode_draw && !emulation)
draw_indirect(context, state, &parameters->u.indirect, idx_size);
else
FIXME("Indirect draws with immediate mode/emulation are not supported.\n");
}
else
{
unsigned int instance_count = parameters->u.direct.instance_count;
if (context->instance_count)
instance_count = context->instance_count;
if (context->use_immediate_mode_draw || emulation)
draw_primitive_immediate_mode(context, state, stream_info, idx_data,
idx_size, parameters->u.direct.base_vertex_idx,
parameters->u.direct.start_idx, parameters->u.direct.index_count, instance_count);
else
draw_primitive_arrays(context, state, idx_data, idx_size, parameters->u.direct.base_vertex_idx,
parameters->u.direct.start_idx, parameters->u.direct.index_count,
parameters->u.direct.start_instance, instance_count);
}
if (context->uses_uavs)
{
GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS));
checkGLcall("glMemoryBarrier");
}
context_pause_transform_feedback(context, FALSE);
if (rasterizer_discard)
{
glDisable(GL_RASTERIZER_DISCARD);
checkGLcall("disable rasterizer discard");
}
if (ib_fence)
wined3d_fence_issue(ib_fence, device);
for (i = 0; i < context->buffer_fence_count; ++i)
wined3d_fence_issue(context->buffer_fences[i], device);
if (wined3d_settings.strict_draw_ordering)
gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
context_release(context);
TRACE("Done all gl drawing.\n");
}
void dispatch_compute(struct wined3d_device *device, const struct wined3d_state *state,
const struct wined3d_dispatch_parameters *parameters)
{
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
context = context_acquire(device, NULL, 0);
if (!context->valid)
{
context_release(context);
WARN("Invalid context, skipping dispatch.\n");
return;
}
gl_info = context->gl_info;
if (!gl_info->supported[ARB_COMPUTE_SHADER])
{
context_release(context);
FIXME("OpenGL implementation does not support compute shaders.\n");
return;
}
if (parameters->indirect)
wined3d_buffer_load(parameters->u.indirect.buffer, context, state);
context_apply_compute_state(context, device, state);
if (!state->shader[WINED3D_SHADER_TYPE_COMPUTE])
{
context_release(context);
WARN("No compute shader bound, skipping dispatch.\n");
return;
}
if (parameters->indirect)
{
const struct wined3d_indirect_dispatch_parameters *indirect = &parameters->u.indirect;
struct wined3d_buffer *buffer = indirect->buffer;
GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, buffer->buffer_object));
GL_EXTCALL(glDispatchComputeIndirect((GLintptr)indirect->offset));
GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, 0));
}
else
{
const struct wined3d_direct_dispatch_parameters *direct = &parameters->u.direct;
GL_EXTCALL(glDispatchCompute(direct->group_count_x, direct->group_count_y, direct->group_count_z));
}
checkGLcall("dispatch compute");
GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS));
checkGLcall("glMemoryBarrier");
if (wined3d_settings.strict_draw_ordering)
gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
context_release(context);
}