wined3d: Handle texture coordinates the same way we handle other vertex attributes.
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2c1e4602a3
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@ -176,7 +176,8 @@ glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
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glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
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glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
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glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
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glTexAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
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glMultiTexCoordFunc multi_texcoord_funcs[WINED3DDECLTYPE_UNUSED];
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glAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
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/**
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* Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
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@ -3968,6 +3969,11 @@ static void WINE_GLAPI invalid_func(void *data) {
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DebugBreak();
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}
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static void WINE_GLAPI invalid_texcoord_func(GLenum unit, void * data) {
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ERR("Invalid texcoord function called\n");
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DebugBreak();
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}
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#define GLINFO_LOCATION (Adapters[0].gl_info)
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/* Helper functions for providing vertex data to opengl. The arrays are initialized based on
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@ -4098,6 +4104,54 @@ void fillGLAttribFuncs(WineD3D_GL_Info *gl_info) {
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normal_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
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normal_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
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normal_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
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multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) GL_EXTCALL(glMultiTexCoord1fvARB);
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multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) GL_EXTCALL(glMultiTexCoord2fvARB);
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multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) GL_EXTCALL(glMultiTexCoord3fvARB);
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multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) GL_EXTCALL(glMultiTexCoord4fvARB);
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multi_texcoord_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_texcoord_func;
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multi_texcoord_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_texcoord_func;
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multi_texcoord_funcs[WINED3DDECLTYPE_SHORT2] = (void *) GL_EXTCALL(glMultiTexCoord2svARB);
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multi_texcoord_funcs[WINED3DDECLTYPE_SHORT4] = (void *) GL_EXTCALL(glMultiTexCoord4svARB);
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multi_texcoord_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_texcoord_func;
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multi_texcoord_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_texcoord_func;
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multi_texcoord_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_texcoord_func;
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multi_texcoord_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_texcoord_func;
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multi_texcoord_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_texcoord_func;
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multi_texcoord_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_texcoord_func;
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multi_texcoord_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_texcoord_func;
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if (GL_SUPPORT(NV_HALF_FLOAT))
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{
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multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) GL_EXTCALL(glMultiTexCoord2hvNV);
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multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) GL_EXTCALL(glMultiTexCoord4hvNV);
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} else {
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multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_texcoord_func;
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multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_texcoord_func;
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}
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texcoord_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) glTexCoord1fv;
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texcoord_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) glTexCoord2fv;
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texcoord_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glTexCoord3fv;
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texcoord_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glTexCoord4fv;
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texcoord_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_func;
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texcoord_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
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texcoord_funcs[WINED3DDECLTYPE_SHORT2] = (void *) glTexCoord2sv;
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texcoord_funcs[WINED3DDECLTYPE_SHORT4] = (void *) glTexCoord4sv;
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texcoord_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
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texcoord_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
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texcoord_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
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texcoord_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
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texcoord_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
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texcoord_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
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texcoord_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
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if (GL_SUPPORT(NV_HALF_FLOAT))
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{
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texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) GL_EXTCALL(glTexCoord2hvNV);
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texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) GL_EXTCALL(glTexCoord4hvNV);
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} else {
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texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
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texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
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}
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}
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#define PUSH1(att) attribs[nAttribs++] = (att);
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@ -343,20 +343,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
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position = sd->u.s.position.lpData + streamOffset[sd->u.s.position.streamNo];
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}
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/* The texture coordinate types are not so easy to map into a common function signature - we're
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* not using the vector functions here
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*/
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if(FIXME_ON(d3d_draw)) {
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for (textureNo = 0; textureNo < GL_LIMITS(textures); ++textureNo) {
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DWORD type = sd->u.s.texCoords[textureNo].dwType;
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if (sd->u.s.texCoords[textureNo].lpData &&
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type != WINED3DDECLTYPE_FLOAT1 &&
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type != WINED3DDECLTYPE_FLOAT2 &&
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type != WINED3DDECLTYPE_FLOAT3 &&
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type != WINED3DDECLTYPE_FLOAT4) {
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FIXME("Implement fixed function texture coordinates from %s\n", debug_d3ddecltype(type));
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}
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}
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if(specular && This->stateBlock->renderState[WINED3DRS_FOGENABLE] &&
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(This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || sd->u.s.position_transformed )&&
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This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
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@ -423,11 +410,9 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
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/* Query tex coords */
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if (This->stateBlock->textures[textureNo] != NULL || pixelShader) {
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int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
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int texture_idx = This->texUnitMap[textureNo];
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float *ptrToCoords = NULL;
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float s = 0.0, t = 0.0, r = 0.0, q = 0.0;
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void *ptrToCoords;
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if (coordIdx > 7) {
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VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
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@ -439,7 +424,6 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
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if (texture_idx == -1) continue;
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ptrToCoords = (float *)(texCoords[coordIdx] + (SkipnStrides * sd->u.s.texCoords[coordIdx].dwStride));
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if (texCoords[coordIdx] == NULL) {
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TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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@ -448,54 +432,13 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
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glTexCoord4f(0, 0, 0, 1);
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}
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continue;
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} else {
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int coordsToUse = sd->u.s.texCoords[coordIdx].dwType + 1; /* 0 == WINED3DDECLTYPE_FLOAT1 etc */
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/* The coords to supply depend completely on the fvf / vertex shader */
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switch (coordsToUse) {
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case 4: q = ptrToCoords[3]; /* drop through */
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case 3: r = ptrToCoords[2]; /* drop through */
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case 2: t = ptrToCoords[1]; /* drop through */
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case 1: s = ptrToCoords[0];
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}
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switch (coordsToUse) { /* Supply the provided texture coords */
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case WINED3DTTFF_COUNT1:
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VTRACE(("tex:%d, s=%f\n", textureNo, s));
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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GL_EXTCALL(glMultiTexCoord1fARB(GL_TEXTURE0_ARB + texture_idx, s));
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} else {
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glTexCoord1f(s);
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}
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break;
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case WINED3DTTFF_COUNT2:
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VTRACE(("tex:%d, s=%f, t=%f\n", textureNo, s, t));
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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GL_EXTCALL(glMultiTexCoord2fARB(GL_TEXTURE0_ARB + texture_idx, s, t));
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} else {
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glTexCoord2f(s, t);
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}
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break;
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case WINED3DTTFF_COUNT3:
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VTRACE(("tex:%d, s=%f, t=%f, r=%f\n", textureNo, s, t, r));
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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GL_EXTCALL(glMultiTexCoord3fARB(GL_TEXTURE0_ARB + texture_idx, s, t, r));
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} else {
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glTexCoord3f(s, t, r);
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}
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break;
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case WINED3DTTFF_COUNT4:
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VTRACE(("tex:%d, s=%f, t=%f, r=%f, q=%f\n", textureNo, s, t, r, q));
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, s, t, r, q));
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} else {
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glTexCoord4f(s, t, r, q);
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}
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break;
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default:
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FIXME("Should not get here as coordsToUse is two bits only (%x)!\n", coordsToUse);
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}
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}
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ptrToCoords = texCoords[coordIdx] + (SkipnStrides * sd->u.s.texCoords[coordIdx].dwStride);
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if (GL_SUPPORT(ARB_MULTITEXTURE))
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multi_texcoord_funcs[sd->u.s.texCoords[coordIdx].dwType](GL_TEXTURE0_ARB + texture_idx, ptrToCoords);
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else
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texcoord_funcs[sd->u.s.texCoords[coordIdx].dwType](ptrToCoords);
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}
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} /* End of textures */
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@ -537,11 +537,13 @@ void primitiveDeclarationConvertToStridedData(
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DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
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typedef void (WINE_GLAPI *glAttribFunc)(void *data);
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typedef void (WINE_GLAPI *glTexAttribFunc)(GLuint unit, void *data);
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typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, void *data);
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extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
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extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
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extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
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extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
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extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3DDECLTYPE_UNUSED];
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extern glAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
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#define eps 1e-8
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@ -1670,9 +1670,15 @@ typedef void (WINE_GLAPI *PGLFNBLENDEQUATIONPROC) (GLenum mode);
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typedef void (WINE_GLAPI *WINED3D_PFNGLACTIVETEXTUREARBPROC) (GLenum texture);
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typedef void (WINE_GLAPI *WINED3D_PFNGLCLIENTACTIVETEXTUREARBPROC) (GLenum texture);
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typedef void (WINE_GLAPI *WINED3D_PFNGLMULTITEXCOORD1FARBPROC) (GLenum target, GLfloat s);
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typedef void (WINE_GLAPI *WINED3D_PFNGLMULTITEXCOORD1FVARBPROC) (GLenum target, const GLfloat *v);
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typedef void (WINE_GLAPI *WINED3D_PFNGLMULTITEXCOORD2FARBPROC) (GLenum target, GLfloat s, GLfloat t);
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typedef void (WINE_GLAPI *WINED3D_PFNGLMULTITEXCOORD2FVARBPROC) (GLenum target, const GLfloat *v);
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typedef void (WINE_GLAPI *WINED3D_PFNGLMULTITEXCOORD3FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r);
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typedef void (WINE_GLAPI *WINED3D_PFNGLMULTITEXCOORD3FVARBPROC) (GLenum target, const GLfloat *v);
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typedef void (WINE_GLAPI *WINED3D_PFNGLMULTITEXCOORD4FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q);
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typedef void (WINE_GLAPI *WINED3D_PFNGLMULTITEXCOORD4FVARBPROC) (GLenum target, const GLfloat *v);
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typedef void (WINE_GLAPI *WINED3D_PFNGLMULTITEXCOORD2SVARBPROC) (GLenum target, const GLshort *v);
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typedef void (WINE_GLAPI *WINED3D_PFNGLMULTITEXCOORD4SVARBPROC) (GLenum target, const GLshort *v);
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/* GL_ARB_texture_cube_map */
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#ifndef GL_ARB_texture_cube_map
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@ -3413,9 +3419,15 @@ typedef enum _GL_SupportedExt {
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USE_GL_FUNC(WINED3D_PFNGLACTIVETEXTUREARBPROC, glActiveTextureARB, ARB_MULTITEXTURE, NULL )\
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USE_GL_FUNC(WINED3D_PFNGLCLIENTACTIVETEXTUREARBPROC, glClientActiveTextureARB, ARB_MULTITEXTURE, NULL )\
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USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD1FARBPROC, glMultiTexCoord1fARB, ARB_MULTITEXTURE, NULL )\
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USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD1FVARBPROC, glMultiTexCoord1fvARB, ARB_MULTITEXTURE, NULL )\
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USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD2FARBPROC, glMultiTexCoord2fARB, ARB_MULTITEXTURE, NULL )\
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USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD2FVARBPROC, glMultiTexCoord2fvARB, ARB_MULTITEXTURE, NULL )\
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USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD3FARBPROC, glMultiTexCoord3fARB, ARB_MULTITEXTURE, NULL )\
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USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD3FVARBPROC, glMultiTexCoord3fvARB, ARB_MULTITEXTURE, NULL )\
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USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD4FARBPROC, glMultiTexCoord4fARB, ARB_MULTITEXTURE, NULL )\
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USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD4FVARBPROC, glMultiTexCoord4fvARB, ARB_MULTITEXTURE, NULL )\
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USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD2SVARBPROC, glMultiTexCoord2svARB, ARB_MULTITEXTURE, NULL )\
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USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD4SVARBPROC, glMultiTexCoord4svARB, ARB_MULTITEXTURE, NULL )\
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/* GL_ARB_occlusion_query */ \
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USE_GL_FUNC(PGLFNGENQUERIESARBPROC, glGenQueriesARB, ARB_OCCLUSION_QUERY, NULL )\
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USE_GL_FUNC(PGLFNDELETEQUERIESARBPROC, glDeleteQueriesARB, ARB_OCCLUSION_QUERY, NULL )\
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