Implemented fast rendering to a texture using glCopyTexImage2D
Fixed SetViewport. Fixed SetRenderTarget (based on Jason Edmeades' work). Improved trace.
This commit is contained in:
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c5580b0355
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15ccb11ea5
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@ -393,6 +393,8 @@ struct IDirect3DDevice8Impl
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UINT dummyTextureName[8];
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/* For rendering to a texture using glCopyTexImage */
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BOOL renderUpsideDown;
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};
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/* IUnknown: */
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@ -627,6 +629,8 @@ struct IDirect3DSurface8Impl
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RECT lockedRect;
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RECT dirtyRect;
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BOOL Dirty;
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BOOL inTexture;
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BOOL inPBuffer;
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};
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/* IUnknown: */
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@ -1221,38 +1221,39 @@ HRESULT WINAPI IDirect3DDevice8Impl_GetFrontBuffer(LPDIRECT3DDEVICE8 iface, ID
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return hr;
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}
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HRESULT WINAPI IDirect3DDevice8Impl_SetRenderTarget(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8* pRenderTarget, IDirect3DSurface8* pNewZStencil) {
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HRESULT hr;
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HRESULT hr = D3D_OK;
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D3DVIEWPORT8 viewport;
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ICOM_THIS(IDirect3DDevice8Impl,iface);
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/* If pRenderTarget == NULL, it seems to default to back buffer */
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if (pRenderTarget == NULL) pRenderTarget = (IDirect3DSurface8*)This->backBuffer;
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/* For ease of code later on, handle a null depth as leave alone
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- Have not tested real d3d for this case but doing this avoids
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numerous null pointer checks */
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if (pNewZStencil == NULL) pNewZStencil = (IDirect3DSurface8*)This->stencilBufferTarget;
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/* If we are trying to set what we already have, dont bother */
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if ((IDirect3DSurface8Impl*) pRenderTarget == This->renderTarget && (IDirect3DSurface8Impl*) pNewZStencil == This->stencilBufferTarget) {
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TRACE("Trying to do a NOP SetRenderTarget operation\n");
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return D3D_OK;
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} else {
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/* Otherwise, set the render target up */
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TRACE("(%p) : newRender@%p newZStencil@%p (default is backbuffer=(%p))\n", This, pRenderTarget, pNewZStencil, This->backBuffer);
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IDirect3DDevice8Impl_CleanRender(iface);
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hr = IDirect3DDevice8Impl_ActiveRender(iface, pRenderTarget, pNewZStencil);
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}
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IDirect3DDevice8Impl_CleanRender(iface);
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if ((IDirect3DSurface8Impl*) pRenderTarget == This->frontBuffer && (IDirect3DSurface8Impl*) pNewZStencil == This->depthStencilBuffer) {
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IDirect3DSurface8Impl* tmp;
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TRACE("retoring SetRenderTarget defaults\n");
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tmp = This->renderTarget;
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This->renderTarget = (IDirect3DSurface8Impl*) This->frontBuffer;
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IDirect3DSurface8Impl_AddRef((LPDIRECT3DSURFACE8) This->renderTarget);
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IDirect3DSurface8Impl_Release((LPDIRECT3DSURFACE8) tmp);
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tmp = This->stencilBufferTarget;
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This->stencilBufferTarget = (IDirect3DSurface8Impl*) This->depthStencilBuffer;
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if (NULL != This->stencilBufferTarget) IDirect3DSurface8Impl_AddRef((LPDIRECT3DSURFACE8) This->stencilBufferTarget);
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if (NULL != tmp) IDirect3DSurface8Impl_Release((LPDIRECT3DSURFACE8) tmp);
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return D3D_OK;
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if (SUCCEEDED(hr)) {
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/* Finally, reset the viewport as the MSDN states. */
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viewport.Height = ((IDirect3DSurface8Impl*)pRenderTarget)->myDesc.Height;
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viewport.Width = ((IDirect3DSurface8Impl*)pRenderTarget)->myDesc.Width;
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viewport.X = 0;
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viewport.Y = 0;
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viewport.MaxZ = 1.0f;
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viewport.MinZ = 0.0f;
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IDirect3DDevice8Impl_SetViewport(iface, &viewport);
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}
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FIXME("(%p) : expect crash newRender@%p newZStencil@%p\n", This, pRenderTarget, pNewZStencil);
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hr = IDirect3DDevice8Impl_ActiveRender(iface, pRenderTarget, pNewZStencil);
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return hr;
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}
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@ -1285,6 +1286,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_BeginScene(LPDIRECT3DDEVICE8 iface) {
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TRACE("(%p) : stub\n", This);
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return D3D_OK;
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}
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HRESULT WINAPI IDirect3DDevice8Impl_EndScene(LPDIRECT3DDEVICE8 iface) {
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IDirect3DBaseTexture8* cont = NULL;
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HRESULT hr;
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@ -1296,12 +1298,13 @@ HRESULT WINAPI IDirect3DDevice8Impl_EndScene(LPDIRECT3DDEVICE8 iface) {
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glFlush();
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checkGLcall("glFlush");
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/* Useful for debugging sometimes!
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#if 0 /* Useful for debugging sometimes! */
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printf("Hit Enter ...\n");
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getchar(); */
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getchar();
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#endif
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if (This->frontBuffer != This->renderTarget) {
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{
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#if 0
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GLenum prev_read;
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glGetIntegerv(GL_READ_BUFFER, &prev_read);
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vcheckGLcall("glIntegerv");
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@ -1327,13 +1330,16 @@ HRESULT WINAPI IDirect3DDevice8Impl_EndScene(LPDIRECT3DDEVICE8 iface) {
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}
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glReadBuffer(prev_read);
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vcheckGLcall("glReadBuffer");
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}
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#endif
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hr = IDirect3DSurface8_GetContainer((LPDIRECT3DSURFACE8) This->renderTarget, &IID_IDirect3DBaseTexture8, (void**) &cont);
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if (SUCCEEDED(hr) && NULL != cont) {
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/** always dirtify for now. we must find a better way to see that surface have been modified */
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IDirect3DBaseTexture8Impl_SetDirty(cont, TRUE);
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This->renderTarget->inPBuffer = TRUE;
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This->renderTarget->inTexture = FALSE;
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IDirect3DBaseTexture8Impl_SetDirty(cont, TRUE);
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IDirect3DBaseTexture8_PreLoad(cont);
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This->renderTarget->inPBuffer = FALSE;
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IDirect3DBaseTexture8Impl_Release(cont);
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cont = NULL;
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}
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@ -1640,7 +1646,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetViewport(LPDIRECT3DDEVICE8 iface, CONST
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glDepthRange(pViewport->MinZ, pViewport->MaxZ);
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checkGLcall("glDepthRange");
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/* Note: GL requires lower left, DirectX supplies upper left */
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glViewport(pViewport->X, (This->PresentParms.BackBufferHeight - (pViewport->Y + pViewport->Height)),
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glViewport(pViewport->X, (This->renderTarget->myDesc.Height - (pViewport->Y + pViewport->Height)),
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pViewport->Width, pViewport->Height);
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checkGLcall("glViewport");
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@ -2256,15 +2262,25 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3
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case D3DCULL_CW:
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glEnable(GL_CULL_FACE);
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checkGLcall("glEnable GL_CULL_FACE");
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glFrontFace(GL_CCW);
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checkGLcall("glFrontFace GL_CCW");
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if (This->renderUpsideDown) {
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glFrontFace(GL_CW);
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checkGLcall("glFrontFace GL_CW");
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} else {
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glFrontFace(GL_CCW);
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checkGLcall("glFrontFace GL_CCW");
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}
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glCullFace(GL_BACK);
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break;
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case D3DCULL_CCW:
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glEnable(GL_CULL_FACE);
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checkGLcall("glEnable GL_CULL_FACE");
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glFrontFace(GL_CW);
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checkGLcall("glFrontFace GL_CW");
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if (This->renderUpsideDown) {
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glFrontFace(GL_CCW);
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checkGLcall("glFrontFace GL_CCW");
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} else {
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glFrontFace(GL_CW);
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checkGLcall("glFrontFace GL_CW");
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}
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glCullFace(GL_BACK);
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break;
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default:
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@ -4403,7 +4419,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_ActiveRender(LPDIRECT3DDEVICE8 iface,
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#define PUSH1(att) attribs[nAttribs++] = (att);
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#define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
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PUSH2(GLX_DRAWABLE_TYPE, GLX_WINDOW_BIT | GLX_WINDOW | GLX_PBUFFER_BIT);
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PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT);
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PUSH2(GLX_X_RENDERABLE, TRUE);
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PUSH2(GLX_DOUBLEBUFFER, TRUE);
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@ -4503,7 +4519,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_ActiveRender(LPDIRECT3DDEVICE8 iface,
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#endif
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if (NULL != This->renderTarget) {
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GLenum prev_read;
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/*GLenum prev_read; */
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glFlush();
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vcheckGLcall("glFlush");
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@ -4514,6 +4530,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_ActiveRender(LPDIRECT3DDEVICE8 iface,
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getchar();
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#endif
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#if 0
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glGetIntegerv(GL_READ_BUFFER, &prev_read);
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vcheckGLcall("glIntegerv");
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glReadBuffer(GL_BACK);
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@ -4538,6 +4555,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_ActiveRender(LPDIRECT3DDEVICE8 iface,
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}
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glReadBuffer(prev_read);
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vcheckGLcall("glReadBuffer");
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#endif
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}
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if (BackBufferFormat != This->renderTarget->myDesc.Format &&
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@ -4571,6 +4589,18 @@ HRESULT WINAPI IDirect3DDevice8Impl_ActiveRender(LPDIRECT3DDEVICE8 iface,
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if (NULL != This->stencilBufferTarget) IDirect3DSurface8Impl_AddRef((LPDIRECT3DSURFACE8) This->stencilBufferTarget);
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if (NULL != tmp) IDirect3DSurface8Impl_Release((LPDIRECT3DSURFACE8) tmp);
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{
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DWORD value;
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/* The surface must be rendered upside down to cancel the flip produce by glCopyTexImage */
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This->renderUpsideDown = This->renderTarget != This->frontBuffer;
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/* Force updating the cull mode */
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IDirect3DDevice8_GetRenderState(iface, D3DRS_CULLMODE, &value);
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IDirect3DDevice8_SetRenderState(iface, D3DRS_CULLMODE, value);
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/* Force updating projection matrix */
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This->last_was_rhw = FALSE;
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This->proj_valid = FALSE;
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}
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ret = D3D_OK;
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} else {
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@ -218,6 +218,12 @@ void init_materials(LPDIRECT3DDEVICE8 iface, BOOL isDiffuseSupplied) {
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}
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static GLfloat invymat[16]={
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, -1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f};
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/* Setup views - Transformed & lit if RHW, else untransformed.
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Only unlit if Normals are supplied
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Returns: Whether to restore lighting afterwards */
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@ -271,6 +277,10 @@ BOOL primitiveInitState(LPDIRECT3DDEVICE8 iface, BOOL vtx_transformed, BOOL vtx_
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a pixel (See comment above glTranslate below) */
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glTranslatef(0.5, 0.5, 0);
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checkGLcall("glTranslatef(0.5, 0.5, 0)");
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if (This->renderUpsideDown) {
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glMultMatrixf(invymat);
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checkGLcall("glMultMatrixf(invymat)");
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}
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}
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} else {
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@ -311,6 +321,11 @@ BOOL primitiveInitState(LPDIRECT3DDEVICE8 iface, BOOL vtx_transformed, BOOL vtx_
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glLoadIdentity();
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glTranslatef(1.0/This->StateBlock->viewport.Width, -1.0/This->StateBlock->viewport.Height, 0);
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checkGLcall("glTranslatef (1.0/width, -1.0/height, 0)");
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if (This->renderUpsideDown) {
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glMultMatrixf(invymat);
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checkGLcall("glMultMatrixf(invymat)");
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}
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glMultMatrixf((float *) &This->StateBlock->transforms[D3DTS_PROJECTION].u.m[0][0]);
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checkGLcall("glLoadMatrixf");
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}
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@ -330,6 +345,10 @@ BOOL primitiveInitState(LPDIRECT3DDEVICE8 iface, BOOL vtx_transformed, BOOL vtx_
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a pixel (See comment above glTranslate above) */
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glTranslatef(1.0/This->StateBlock->viewport.Width, -1.0/This->StateBlock->viewport.Height, 0);
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checkGLcall("glTranslatef (1.0/width, -1.0/height, 0)");
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if (This->renderUpsideDown) {
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glMultMatrixf(invymat);
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checkGLcall("glMultMatrixf(invymat)");
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}
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This->modelview_valid = FALSE;
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This->proj_valid = FALSE;
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}
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@ -129,7 +129,12 @@ HRESULT WINAPI IDirect3DSurface8Impl_LockRect(LPDIRECT3DSURFACE8 iface, D3DLOCKE
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ICOM_THIS(IDirect3DSurface8Impl,iface);
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/* fixme: should we really lock as such? */
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if (This->inTexture && This->inPBuffer) {
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FIXME("Warning: Surface is in texture memory or pbuffer\n");
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This->inTexture = 0;
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This->inPBuffer = 0;
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}
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if (FALSE == This->lockable) {
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/* Note: UpdateTextures calls CopyRects which calls this routine to populate the
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texture regions, and since the destination is an unlockable region we need
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HRESULT WINAPI IDirect3DSurface8Impl_LoadTexture(LPDIRECT3DSURFACE8 iface, GLenum gl_target, GLenum gl_level) {
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ICOM_THIS(IDirect3DSurface8Impl,iface);
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if (This->inTexture)
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return D3D_OK;
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if (This->inPBuffer) {
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ENTER_GL();
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if (gl_level != 0)
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FIXME("Surface in texture is only supported for level 0\n");
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else if (This->myDesc.Format == D3DFMT_P8 || This->myDesc.Format == D3DFMT_A8P8 ||
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This->myDesc.Format == D3DFMT_DXT1 || This->myDesc.Format == D3DFMT_DXT3 ||
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This->myDesc.Format == D3DFMT_DXT5)
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FIXME("Format %d not supported\n", This->myDesc.Format);
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else {
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glCopyTexImage2D(gl_target,
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0,
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D3DFmt2GLIntFmt(This->Device,
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This->myDesc.Format),
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0,
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0,/*This->surfaces[j][i]->myDesc.Height-1,*/
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This->myDesc.Width,
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This->myDesc.Height,
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0);
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TRACE("Updating target %d\n", gl_target);
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This->inTexture = TRUE;
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}
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LEAVE_GL();
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return D3D_OK;
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}
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if ((This->myDesc.Format == D3DFMT_P8 || This->myDesc.Format == D3DFMT_A8P8) &&
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!GL_SUPPORT_DEV(EXT_PALETTED_TEXTURE, This->Device)) {
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/**
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@ -653,14 +653,17 @@ void GetSrcAndOpFromValue(DWORD iValue, BOOL isAlphaArg, GLenum* source, GLenum*
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case D3DTA_TFACTOR: *source = GL_CONSTANT_EXT;
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break;
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case D3DTA_SPECULAR:
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/**
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/*
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* According to the GL_ARB_texture_env_combine specs, SPECULAR is
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* 'Secondary color' and isn't supported until base GL supports it
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* There is no concept of temp registers as far as I can tell
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*/
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FIXME("Unhandled texture arg D3DTA_SPECULAR\n");
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*source = GL_TEXTURE;
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break;
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default:
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FIXME("Unrecognized or unhandled texture arg %ld\n", iValue);
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FIXME("Unrecognized texture arg %ld\n", iValue);
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*source = GL_TEXTURE;
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}
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}
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